Unnkulia Zero: The Search for Amanda
D. A. Leary
adventions parser TADS TADS 2
Will you, the Valley King's most trusted warrior, rescue his Lady Amanda from the gruesome clutches of the evil Unnkulians? Along the way to victory (or, <shudder>, defeat!), you will:o Find out about the ancient days of the Valley, o Meet the King's faithful (but not so bright) Valley Patrol, o Explore *beautiful* Lake Draounheer, o Discover the ancient burial ground of your ancestors, o Become frustrated with the pesky Stoll and his Stoll Bridge, and, of course, o Meet that wondrously wacky Wowsa Willy!
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Listen now, and hear this tale - a tale from the ancient days of Tode, a scant thirty-five years after the ascension of the Second Valley King, a day when Unnkul was in retreat but the Valley had lost the ways of Duhdha. Yea, hear this tale and listen well, for the lessons contained herein are ageless -

"Aaarrrgggghh!!!"

cavern, waking you from a deep sleep. You yawn and stretch, rising from your hard bunk in the Warrior's Barracks, and strap on your sword. It's going to be one of those days. What horrible Unnkulian menace will His Majesty send you out to fight today? You sigh; no use putting it off. You stride down the passageway to the Great Hall, boots clattering on the stones.

Your master has never looked worse. He hasn't shaved, and he's
already been into the wine this morning; an empty bottle of Chateau Unnkulia stands at his elbow. He's bent over the massive oak table, sobbing, carving something in the seasoned wood. He stares at you through bleary eyes. "Praise be!" he cries. "It's you, my most trusted warrior! You'll find her!" He leaps to his feet and, grasping your arm, leads you down the hallway.

"Find who, Your Magnimosity?" you ask politely.

"The Lady Amanda, fool!" the King mutters. "She's vanished! She
was last seen rowing on the lake; if the Unnkulians have stolen her - " The King swallows, wiping tears from his eyes. He reaches up and unlocks an iron grate in the ceiling of the tunnel.

You gasp. The Lady Amanda! The King's betrothed! Her tinkling
laugh made the dead caverns come alive, and she is beloved of all the King's subjects! If she's vanished -

You shudder, not wanting to finish the thought. Without the fair Amanda's influence, your master will not have the strength to go on - the strength to ward off the Unnkulian menace. She must be found!

The King slips something into your hand. "Take this," he whispers.
"My seal shall protect you. Go with haste! I cannot bear to lose my lady!"

You grasp your liege lord's shoulder. "Fear not, sire," you
whisper. "She shall be found." You climb up out of the grate and blink in the bright sunshine. Behind you, the grate slams shut. You flex, muscles ripping beneath your shirt. It is a good day for a quest - and it may involve killing Unnkulians!

Unnkulia Zero: The Search for Amanda

Copyright (C) 1993, 1996 D. A. Leary
All rights reserved.

Difficulty Rating: Dam Tuff (7 out of 10)

***

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Read footnotes [1]  with the note command; e.g., type "note 1."

***

You are standing in a peaceful glade in the Forest of Radeekal. The fall colors are glorious this time of year; the trees are ablaze with red, orange, and yellow.

You blink in the bright sunlight; it's been over a year since you
last left the underground realm of His Majesticalness. It's good to be outside and breathe fresh air again.

Through the trees, you catch glimpses of cheerful woodland
creatures, frolicking and gathering nuts and berries for the coming winter. If only you could stay here forever - but there's much to be done. Set in the forest floor is the iron grate leading back down to the realm of the Valley King. It's closed and locked. [2]  A well-traveled path leads southwest, and a narrower track, nearly overgrown, leads due south.
Note 1
[1]: Footnote markers are numbers enclosed in square brackets.
Note 2
[2]: This is, as you might have guessed, the entrance to "Unnkulian Underworld: The Unknown Unventure." You can't get there from here!
About yourself
You're a hulking Valley Warrior, one of the fittest of the Valley King's soldiers.
You look at the ring
The bronze ring is set with the seal of His Magnimosity, the Valley King. It will provide good passage through the Forest of Radeekal, and it probably carries some weight even in other lands.
You examine the sword
Your sword is your trusted friend. It's seen you through many a battle, and has the nicks and scars to prove it. Still, you keep it sharpened and polished. [3]
Note 3
[3]: You thank the Gods daily that it's not an Acme Soopur-Slysur Whepun.
You examine the trees
The fall colors are coming to the Forest of Radeekal, and the woods are bathed in shimmering yellows and reds. It's a gorgeous sight, but warriors such as yourself should remain unmoved by beauty. The trees are mostly oak and birch, with a few ash and elm thrown in for good measure, but you can't tell them apart - you're a warrior, not a botanist. Through the trees, you sometimes catch glimpses of woodland creatures, too far off to determine just which adorable snugglies - er, potential dinners - they are.
You examine the creatures
When you approach the chattering forest creatures, they scamper away before you can get a close look. You probably wouldn't recognize them anyway; you're a warrior, not a zoologist.
You examine the grate
It's set in the forest floor. It's closed and locked. Below is only darkness.
Go south
You're walking on a winding path that wends its way through a particularly thick part of the forest. The trees bend low overhead, and the sunlight filtering down through the colorful leaves is dim at best. The path runs north and east. To the south is a mound of moss-covered rocks and what looks like the entrance to a small grotto or cave.
You examine the mound
The great, jumbled mound of rocks is quite imposing. There's a dark opening near the bottom, directly to the south.
You go to the south
You're standing in a mossy cave carved from the living rock. A wide exit leads back out into the sun-dappled forest to the north. The floor and walls are solid rock, covered with lichens and fungi. It's quite peaceful here.

You see a spray can here.
Examine can
Tiny lettering on the side of the can reads:

"Acme Dam Phowl Snayk Rheepehlant. Guaranteed results! Shake
before using. To use, spray target with repellant. In case of failure, send proof of purchase to ACME Inc., c/o The Golden Dragon Inn, Radeekal Forest, Unnkulia."
You get the repellant
Taken.
You examine the lichen
It's quite soft, but rather yucky.
You get the lichen
Why would you want it?
You eat the lichen
You chomp on a big fistful of yucky mosses. Like most Unnkulian fungi, it's deadly poison. Urk!
You go to the east
The path ends in a small, dark clearing. The tree branches hang overhead, the thick canopy of leaves blocking almost all the light.
The ground here is muddy and soft; your feet sink in a few inches. A granite shrine stands in the very center of the clearing. Curled around the base of the shrine is a large spotted snake, a huge monster at least twelve feet long. Leaning up against the shrine is a wooden oar. The snake is wrapped around it protectively. The only path leads back to the west.
You examine the Snake
The snake is beautifully marked, an alternating pattern of red, gold, and black diamonds. Inch-long fangs suggest it's probably poisonous. Written in tiny letters on its back are the words "Valley Death-Snake (TM). Hours of killing for the entire family." I guess it's one of the Valley King's guardians. It's curled around the oar, and I doubt it would let go.
You examine the oar
The snake is wrapped around it protectively.
You examine the shrine
It's a shrine dedicated to some long-forgotten prophet - Duhdha by name. No one's worshipped here for years. The shrine's a simple, modest granite pillar. You don't really know its significance - you're a warrior, not a priest. Tangled vines hang over the shrine, and weeds have sprung up around the bottom of the pillar. [4]
Note 4
[4]: In the VK2 era, Duhdism is on the decline in the Valley. By VK3 (the time of UU1), Duhdism again will be the religion of Tode.
Shake can
You shake the can vigorously. Suddenly, the can starts to hiss ominously - and then, without warning, it explodes, sending metal shards flying everywhere. Amazingly, you are unharmed - but the can has disintegrated!
You spray the Snake
What do you want to spray it with?
Repellant
You point the can at the monster and fire. A cloud of sickly green mist surrounds the snake, but the creature seems completely unaffected. In fact, it takes a deep breath - I think it actually likes the stuff!
You spray yourself with the repellant
COUGH! I wouldn't do that again; that stuff is poisonous.
You throw the repellant at Snake
You miss.
You get the oar
You grab for the oar. The snake eyes you suspiciously, but doesn't lash out. For a moment, you think you're going to get away with it - and then, a few coils loop around your hand. You cry out as your wrist snaps, crushed in the tightening grasp of the snake. You pass out, and the snake feeds -
Attack snake
What do you want to attack it with?
Sword
Butchering the King's pet snake would get you in trouble. Better try something else.
You look at the seal
The bronze ring is set with the seal of His Magnimosity, the Valley King. It will provide good passage through the Forest of Radeekal, and it probably carries some weight even in other lands.
You show the seal to the Snake
The snake regards the ring silently. It seems a bit puzzled. I think it recognizes the King's seal, but it doesn't understand why you're showing the ring to it.
You get the oar
You grab for the oar. The snake eyes you suspiciously, but doesn't lash out. For a moment, you think you're going to get away with it - and then, a few coils loop around your hand. You cry out as your wrist snaps, crushed in the tightening grasp of the snake. You pass out, and the snake feeds -
You give the oar to you
You have lost your mind.
You take the oar
As you reach for the oar, the snake spots the ring on your finger. Since it's a loyal servant of the Valley King, it lets you have the paddle - though it still eyes you balefully.
Look around
The path ends in a small, dark clearing. The tree branches hang overhead, the thick canopy of leaves blocking almost all the light.
The ground here is muddy and soft; your feet sink in a few inches. A granite shrine stands in the very center of the clearing. Curled around the base of the shrine is a large spotted snake, a huge monster at least twelve feet long. The only path leads back to the west.
You go west
You're walking on a winding path that wends its way through a particularly thick part of the forest. The trees bend low overhead, and the sunlight filtering down through the colorful leaves is dim at best. The path runs north and east. To the south is a mound of moss-covered rocks and what looks like the entrance to a small grotto or cave.
Go north
You are standing in a peaceful glade in the Forest of Radeekal. The fall colors are glorious this time of year; the trees are ablaze with red, orange, and yellow.

Through the trees, you catch glimpses of cheerful woodland
creatures, frolicking and gathering nuts and berries for the coming winter. If only you could stay here forever - but there's much to be done. Set in the forest floor is the iron grate leading back down to the realm of the Valley King. It's closed and locked. [2]  A well-traveled path leads southwest, and a narrower track, nearly overgrown, leads due south.
You go to the south-west
You're standing outside the Valley King's forest retreat. It's a simple hut where His Regalness sheds the trappings of modern civilization and gets back to nature. You don't entirely understand his thinking; you're a warrior, not a philosopher. But he is, after all, the king. Paths wind through the woods to the north, west, and northeast. The hut is to the south. Through the trees to the west, you can see sunlight glinting off the waters of Lake Draounheer.
You look at the hut
thatch. For the life of you, you can't imagine why the Valley King would leave his comfortable underground tunnels for this dump. You've never been allowed inside before - but His Pomposity *did* say you had the run of the kingdom -
Go south
You're standing inside the Valley King's forest retreat. It's a
simple hut, bare of furnishings, even more humble on the inside than on the out. The only exit is to the north, back out to the forest. There's a chalkboard against the back wall.

You see a pair of erasers here.
You look at the chalkboard
An image of the fair Lady Amanda is drawn on the chalkboard. Written underneath is the phrase "Kuul or Unnkul?" with several lines scratched through it. Underneath that is a single word - "Hawt."
You look at erasers
They're quite chalky. They could use a good clapping.
You clap them
pair of erasers: <COUGH!> A huge cloud of chalk dust fills the air.
You examine them
pair of erasers: They're quite chalky. They could use a good clapping.
You get them
pair of erasers: Taken.
You go to the north
You're standing outside the Valley King's forest retreat. It's a simple hut where His Regalness sheds the trappings of modern civilization and gets back to nature. You don't entirely understand his thinking; you're a warrior, not a philosopher. But he is, after all, the king. Paths wind through the woods to the north, west, and northeast. The hut is to the south. Through the trees to the west, you can see sunlight glinting off the waters of Lake Draounheer.
Go north
You're walking along a well-travelled forest path that winds through the peaceful woods. Birds chirp and sing above you, and the temperature is brisk but pleasant. Like many of the children of the Valley, you played in these woods as a child, scampering through the woods, looking for animal tracks, and climbing trees. The path bends here, running south and northeast. The trees also thin out to the west, and the land slopes up in that direction. There's a radberry bush here. Its berries are plump and ripe, and they hang from the bush in bountiful clumps.
You look at the radberries
Native to the forest of Radeekal, radberries are a delicacy in all of Unnkulia. There aren't many live bushes left these days, and the few there are are carefully cultivated. These particular berries are ripe and quite tasty-looking, hanging in clumps from the bush.
You get the berries
You reach for the succulent berries, mouth watering. Suddenly, the Valley Patrol appears, walking toward you from the south. They gasp as they see you picking berries. "Whadya think yer doin', buddy?" the burly leader says. "Yer under arrest!" The Patrol surrounds you, pointing their pikes at your soft, fleshy parts. You protest, claiming that you're the Valley King's servant - but it's too late for that now. The guards pummel you into unconsciousness and dump you in the lake. Mercifully, you drown before the King learns of your incredible stupidity.
You climb the trees
There's one especially large oak. Gritting your teeth, you pull yourself up through its branches and find yourself -

You're seated on the branch of an old oak tree. You don't dare
climb any higher; the wind's picking up, and you're afraid of heights as it is. Below you, the forest floor appears to be quite hard. Your stomach is feeling a bit queasy, and you're having trouble keeping your balance. With effort, you pry your eyelids open and look around you. To the west, through the branches, you can see the sandy beaches of Lake Draounheer. To the northeast, you catch a glimpse of what appears to be a wooden roof. Further along the branch is an unfinished bird's nest. The only way out of here is (gulp) back down.
You look at the Lake
The beaches of Lake Draounheer look quite inviting. The waters are sparkling and crystal-clear.
You examine the nest
The bird's nest is unfinished, but what's been done so far has been done with loving care. It'll make a fine home for some feathered beast when complete. There's nothing in the bird's nest. A sudden attack of vertigo grabs your guts, and you plummet to the ground. Thankfully, you land on your head, so your death is quick and relatively painless.
You look at the beaches
The beaches of Lake Draounheer look quite inviting. The waters are sparkling and crystal-clear. A sudden attack of vertigo grabs your guts, and you plummet to the ground. Thankfully, you land on your head, so your death is quick and relatively painless.
You go to the northeast
You're just outside a quaint wooden building nestled deep in the forest. The road runs north and southwest here - the forest is much too thick to travel in any other direction. The inn door stands open to the east. Sunshine glints from freshly-scrubbed window panes. A sign hangs above the door, waving gently in the breeze.
You examine the sign
The sign portrays a winged yellow serpent, coiled on a green field. Ornate lettering underneath reads "The Golden Dragon Inn."
Examine can
Tiny lettering on the side of the can reads:

"Acme Dam Phowl Snayk Rheepehlant. Guaranteed results! Shake
before using. To use, spray target with repellant. In case of failure, send proof of purchase to ACME Inc., c/o The Golden Dragon Inn, Radeekal Forest, Unnkulia."
Go east
You're standing in the main room of the Golden Dragon Inn. The room
is warm and welcoming after the brisk fall breezes, though the place is mostly deserted. The barkeep is nowhere to be found, and there's no one seated at the bar. Still, the floor, bar, and tables look clean, and it's good to get out of the cold. The exit is to the west, and a narrow passage runs northeast.

A wine bottle and a soft pretzel are sitting on the bar.

The only customer is a glum little man sitting alone at a table. He looks like one of those damned Acme salesmen the King's been trying to throw out of the Valley. [5]
Examine salesman
The salesman is dressed in a mauve jacket, orange shirt, purple tie, and green pants. He's drinking a beer and muttering to himself. He looks quite depressed.
You show can to the salesman
The salesman turns white. "You're not returning it, are you?" He grabs the can, points the nozzle at his face, and sprays. "*Cough!* Seems to work okay. Surely you don't - " He breaks off, seeing the look on your face. "You do, don't you? You want your money back." Suddenly, the salesman's face lights up. "Ah! But I can't give you your money without a receipt! Do you have one?"
Note 5
[5]: For more about this clown, see "Unnkulia One-Half: The Salesman Triumphant" (freeware!)
You examine bottle
It's Valley Bordeaux 569 - a very good year. It's unopened; the cork's still fitted into the neck.
You examine pretzel
It's one of those big, soft pretzels the Golden Dragon is so famous for. They're really tasty, and they last practically forever. It would be a meal in itself.
You look at the bar
The bar is made from mahogany, and is clean and polished. On the bar you see a wine bottle and a soft pretzel.
You get all
wine bottle: Taken.
soft pretzel: Taken.
You ask Salesman about Acme
The salesman shrugs. "I dunno. Get lost, chucko."
You ask Salesman about the repellant
The salesman's face twists into a half-hearted grin. "Uh, yeah. One of our best products."
You show the ring to Salesman
The ACME salesman ignores your offer. "Go away," he mutters.
You look around
You're standing in the main room of the Golden Dragon Inn. The room
is warm and welcoming after the brisk fall breezes, though the place is mostly deserted. The barkeep is nowhere to be found, and there's no one seated at the bar. Still, the floor, bar, and tables look clean, and it's good to get out of the cold. The exit is to the west, and a narrow passage runs northeast.

The only customer is a glum little man sitting alone at a table. He looks like one of those damned Acme salesmen the King's been trying to throw out of the Valley. [5]
You look behind the bar
You find a valmid, which you take.
You look at the valmid
The bronze coin is a valmid, an image of the current monarch on one side and the Hall of the Valley King on the other. It's quite solid currency, good for trade in Unnkulia and beyond.
You go northeast
Inn, Back Room

The back room of the inn is bare of furnishings; not even a simple bucket is to be found. The floor creaks underfoot, and the innkeeper is nowhere to be seen. The only exit is southwest, back to the main room of the inn.

You see a small leather pouch here.
You look at the floor
A few of the boards are loose. You might be able to pull them.
You pull the boards
The floorboards were indeed loose; you pull a few of them up, revealing a dark hole below the inn! Suddenly, with an explosion of light and sound, a scruffy-looking bearded man appears. He's quite short, wears rumpled clothing and a Baltimore Skipjacks cap. and is carrying a criminal law casebook. "Hey!" he shouts, waggling a finger at you and replacing the boards. "Cut that out! That underworld's reserved for people playing 'Unnkulia One-Half!' Go find your own!" With another loud explosion, the strange little man vanishes.
You get it
Taken.
You put the valmid in the pouch
Done.
Go west
You're just outside a quaint wooden building nestled deep in the forest. The road runs north and southwest here - the forest is much too thick to travel in any other direction. The inn door stands open to the east. Sunshine glints from freshly-scrubbed window panes. A sign hangs above the door, waving gently in the breeze.
You go north
the Valley King and the great cities of the North. The trees are starting to thin out, and the path is clear and well-traveled. Still, the underbrush to either side is quite thick; I'd stay on the north-south road if I were you. Through the trees to the south, you can just make out the Golden Dragon Inn.
You examine underbrush
It looks like an ordinary underbrush to me.
You go to the north
You begin the long trek toward the great cities of the north.
Suddenly, Bruce Davis jumps out from behind a tree. "BRAAAAAAGGHHH!" he shouts. "You can't go this way, stupid! Unnkulian Unventure Four isn't written yet! In fact, I don't think Nebel's gotten around to finishing UU3!" He grabs your head and gives you a good noogie.
"Trust me! Amanda's not this way! BRAAAGGHH!" He punches you on the arm before vanishing back into the woods. [6]
Note 6
[6]: Actually, as of this writing (3/92) Unnkulia 3 hasn't been started yet! Let's all join in for a chorus of "Nebel's A-Playin' Too Much Klondike and Not Getting Any Work Done!"
You go west
You're standing at the top of a rocky cliff, overlooking Lake Draounheer to the west. It's rather frightening, for you suffer from extreme vertigo - in fact, you're feeling a little shaky. [7]  To the east, a path runs downhill back into the forest, and another path leading south slopes down to the lake. You could follow the cliff northeast as well; the land slopes up in that direction, but at least it's further away from the edge of the cliff. Across the lake are the sinister Beegas'hell Mountains, the heart of the Unnkulian menace that no doubt your liege shall soon deal with.

The six thugs that make up the Valley Patrol are here, leaning on
their pikes. They appear to be loafing on the job. "Who're you?" one of them grunts, squinting suspiciously.

The leader of the Valley Patrol gives you a shove. "What's yer
bidness here, chum?"
You show the ring to the thugs
"Oooh!" the Patrol says with one voice. All eyes are fastened on your ring. "Sorry, chum," the leader says, patting you on the back.
"Didn't know you had the Big Guy's seal. Go on wit' what you wuz doing."

softest patch of grass for his nap.
You examine the thugs
The Valley Patrol is made up of thugs who couldn't cut it as Valley Warriors. The King lets them patrol the forest, and hopes they won't do too much harm. They're quite stupid-looking (even more so than you) and you're almost certain that their foreheads slope a bit more than normal. They're dressed in the green-and-white livery of His Holymutha, the Valley King, and wielding nasty-looking pikes. The leader of the Valley Patrol waves at you. "Hiya!" he says, grinning. He's missing some - well, actually, *all* of his front teeth.

"Well, we'd better be moving along," the Valley Patrol leader says.
He yawns and stretches. "Only twenty more minutes on this break, fellas."
Note 7
[7]: You've had this fear of heights since you were a child, and spent most of your life fighting it. The Demons of Unnkul are nothing compared to the demons in your soul.

The Valley Patrol appears to be engaged in a belching contest. Ooh, that last one was a real prize-winner!

A sudden attack of vertigo makes you dizzy. Your stomach churns and your legs wobble. Spots roll in front of your eyes and you pitch forward, over the cliff. Thankfully, the water below breaks your fall. Sadly, you don't know how to swim (glug, glug).
You go northeast
You're standing on the highest plateau on this side of the lake.
Below, to the south, the forest stretches out, a vast expanse of impenetrable green foliage. To the southwest and west, you can see the waters of Lake Draounheer, sparkling in the bright sunshine, while across the lake are the snow-capped peaks of the Beegas'hell mountains. North of the lake is the vast unknown reaches of the Damsogee Swamp, unexplored by mortal man and said to be home to ferocious beasts and fearsome monsters. To the north stands a newly-built lighthouse, the latest public work ordered by the Valley King, its stone walls impressive and firm. The entrance to the lighthouse stands open to the north. The only other safe path down from the plateau leads back toward the cliff to the southwest.
You examine the lighthouse
The lighthouse is a masterpiece of Valley engineering. It's quite magnificent. [8]
Note 8
[8]: It's also a crumbling ruin by the time of "Unnkulian Underworld."
You examine Swamp
Yep, it's a heckuva view all right. Maybe you can get there someday.
You go to the north
You're standing on the bottom floor of the newly-constructed
lighthouse of the Valley King. Not being one to waste building-space, His Grandiosity has turned this lower floor into the mint for valmids, the coin of the realm. A huge coin press occupies the center of the room. Since the workers work at night, minding both the press and the lighthouse, there's no one here right now. A stone staircase leads up, winding around the outside of the lighthouse to the top floor. The only other exit is south, back out of the lighthouse.
You look at the press
The coin press consists of a lever, a stamp, and a rectangular depression. The press is shiny and new.
You look at the stamp
The stamp is suspended above the depression, attached to the lever. It's printed with the image of His Stupendosity, the Valley King.
You examine depression
The rectangular depression is about three feet by two feet. There's nothing in the depression.
You examine the lever
The lever appears to be locked in the up position. There's a keyhole near the bottom of the lever. Without the appropriate key, I don't think you're going to be able to pull it down.
You go upward
You're standing on the top floor of the lighthouse. A brisk fall breeze whips up from below, chilling you to the bone. From here, there's quite a view. Southward, the forest stretches out before you, a bright blaze of colors. Across the lake, to the west, are the sinister Beegas'hell Mountains. To the north and west, you can just make out the mist-covered Damsogee Swamp, a sinister, uncharted land. The lighthouse lamp sits in the center of the round floor, on top of a brick base. It's currently off. The only exit is back down.

You see a spade and a trowel here.
You get all
spade: Taken.
trowel: Taken.
You go downwards
You're standing on the bottom floor of the newly-constructed
lighthouse of the Valley King. Not being one to waste building-space, His Grandiosity has turned this lower floor into the mint for valmids, the coin of the realm. A huge coin press occupies the center of the room. Since the workers work at night, minding both the press and the lighthouse, there's no one here right now. A stone staircase leads up, winding around the outside of the lighthouse to the top floor. The only other exit is south, back out of the lighthouse.
You examine spade
It's a short-handled iron spade, handy for digging.
You examine trowel
One of the workmen must have left it behind.
Go south
You're standing on the highest plateau on this side of the lake.
Below, to the south, the forest stretches out, a vast expanse of impenetrable green foliage. To the southwest and west, you can see the waters of Lake Draounheer, sparkling in the bright sunshine, while across the lake are the snow-capped peaks of the Beegas'hell mountains. North of the lake is the vast unknown reaches of the Damsogee Swamp, unexplored by mortal man and said to be home to ferocious beasts and fearsome monsters. To the north stands a newly-built lighthouse, the latest public work ordered by the Valley King, its stone walls impressive and firm. The entrance to the lighthouse stands open to the north. The only other safe path down from the plateau leads back toward the cliff to the southwest.
You go southwest
Standing so close to the clifftop makes you dizzy. I wouldn't stay here too long if I were you. [7]

You're standing at the top of a rocky cliff, overlooking Lake Draounheer to the west. It's rather frightening, for you suffer from extreme vertigo - in fact, you're feeling a little shaky. [7]  To the east, a path runs downhill back into the forest, and another path leading south slopes down to the lake. You could follow the cliff northeast as well; the land slopes up in that direction, but at least it's further away from the edge of the cliff. Across the lake are the sinister Beegas'hell Mountains, the heart of the Unnkulian menace that no doubt your liege shall soon deal with.

The six thugs that make up the Valley Patrol are here, leaning on
their pikes. They appear to be loafing on the job.

The Valley Patrol leader grins at you. He's missing at least four front teeth. "Hiya, chum."
You get berries
You pluck the berries from the bush. Soon, the bush is stripped clean, and you've got a nice little handful of berries. I wouldn't let the King catch you with them if I were you -
You put the berries in the pouch
You can't fit that in the small leather pouch.

The Valley Patrol marches up from the south.
You go west
Standing so close to the clifftop makes you dizzy. I wouldn't stay here too long if I were you. [7]

You're standing at the top of a rocky cliff, overlooking Lake Draounheer to the west. It's rather frightening, for you suffer from extreme vertigo - in fact, you're feeling a little shaky. [7]  To the east, a path runs downhill back into the forest, and another path leading south slopes down to the lake. You could follow the cliff northeast as well; the land slopes up in that direction, but at least it's further away from the edge of the cliff. Across the lake are the sinister Beegas'hell Mountains, the heart of the Unnkulian menace that no doubt your liege shall soon deal with.

The Valley Patrol walks up from the east.
You go south
You're standing on the eastern shore of Lake Draounheer. Across the sparkling blue waters, you can see the snow-covered caps of the Beeg'ashell Mountains, deep in the heart of evil Unnkulia. But here, on this side of the lake, you could truly find peace. Gentle waves lap at the shore, and reeds bend gracefully in the brisk fall breezes. To the east, a path leads back into the forest. North of here, the land slopes up sharply, and the path continues. You could also go southwest, along the shore of the lake - further along, the grassy lakeshore turns into a sandy beach.

The Valley Patrol ambles down from the north.
You examine Patrol
The Valley Patrol is made up of thugs who couldn't cut it as Valley Warriors. The King lets them patrol the forest, and hopes they won't do too much harm. They're quite stupid-looking (even more so than you) and you're almost certain that their foreheads slope a bit more than normal. They're dressed in the green-and-white livery of His Holymutha, the Valley King, and wielding nasty-looking pikes. The leader of the Valley Patrol waves at you. "Hiya!" he says, grinning. He's missing some - well, actually, *all* of his front teeth.

The Valley Patrol appears to be engaged in a belching contest. Ooh, that last one was a real prize-winner!
You ask Patrol about Amanda
The patrol collectively shrugs. "Sorry. We're just a buncha grunts. We don't know nuthin' about that."

The Valley Patrol appears to be engaged in a belching contest. Ooh, that last one was a real prize-winner!
You ask Patrol about the berries
The patrol collectively shrugs. "Sorry. We're just a buncha grunts. We don't know nuthin' about that."

The patrol leader tells a particularly foul joke about the Acme salesman and the King's Droll.
You ask Patrol about King
"The King? He's swell. As well you know."

The Valley Patrol leader grins at you. He's missing at least four front teeth. "Hiya, chum."
You ask Patrol about the retreat
The patrol collectively shrugs. "Sorry. We're just a buncha grunts. We don't know nuthin' about that."

softest patch of grass for his nap.
Look around
You're standing on the eastern shore of Lake Draounheer. Across the sparkling blue waters, you can see the snow-covered caps of the Beeg'ashell Mountains, deep in the heart of evil Unnkulia. But here, on this side of the lake, you could truly find peace. Gentle waves lap at the shore, and reeds bend gracefully in the brisk fall breezes. To the east, a path leads back into the forest. North of here, the land slopes up sharply, and the path continues. You could also go southwest, along the shore of the lake - further along, the grassy lakeshore turns into a sandy beach.

The six thugs that make up the Valley Patrol are here, leaning on
their pikes. They appear to be loafing on the job.

The Valley Patrol appears to be engaged in a belching contest. Ooh, that last one was a real prize-winner!
You go to the south-west
The lakeshore here becomes a stretch of white sand, glaring in the
fall sunshine. Further south, the land becomes rocky and too difficult to travel; a bit further on, the tip of the awesome Dawg Rock is visible. [9]  You can hear the thunderous crash of water to the south as the lake empties through the Rock. The lake stretches before you to the west. The only way to go appears to be back along the shore to the northeast.

You see a rowboat here.
You look at the boat
The rowboat is small but looks quite sturdy. The only thing wrong with it is a small round hole in the bottom.
You look at the valmid
The bronze coin is a valmid, an image of the current monarch on one side and the Hall of the Valley King on the other. It's quite solid currency, good for trade in Unnkulia and beyond.
You examine bottle
It's Valley Bordeaux 569 - a very good year. It's unopened; the cork's still fitted into the neck.
You go east
You're standing outside the Valley King's forest retreat. It's a simple hut where His Regalness sheds the trappings of modern civilization and gets back to nature. You don't entirely understand his thinking; you're a warrior, not a philosopher. But he is, after all, the king. Paths wind through the woods to the north, west, and northeast. The hut is to the south. Through the trees to the west, you can see sunlight glinting off the waters of Lake Draounheer.

The Valley Patrol marches up from the west.
You go north
You're walking along a well-travelled forest path that winds through the peaceful woods. Birds chirp and sing above you, and the temperature is brisk but pleasant. Like many of the children of the Valley, you played in these woods as a child, scampering through the woods, looking for animal tracks, and climbing trees. The path bends here, running south and northeast. The trees also thin out to the west, and the land slopes up in that direction. There's a radberry bush here, but it's been picked clean.

The Valley Patrol marches up from the south.
Give the bottle to Patrol
"Hmph," the leader snorts. "Got no use fer that. Whatchoo tryin' to do, bribe the Patrol?"

The Valley Patrol appears to be engaged in a belching contest. Ooh, that last one was a real prize-winner!
Go south
You're standing outside the Valley King's forest retreat. It's a simple hut where His Regalness sheds the trappings of modern civilization and gets back to nature. You don't entirely understand his thinking; you're a warrior, not a philosopher. But he is, after all, the king. Paths wind through the woods to the north, west, and northeast. The hut is to the south. Through the trees to the west, you can see sunlight glinting off the waters of Lake Draounheer.
Go northeast
You are standing in a peaceful glade in the Forest of Radeekal. The fall colors are glorious this time of year; the trees are ablaze with red, orange, and yellow.

Through the trees, you catch glimpses of cheerful woodland
creatures, frolicking and gathering nuts and berries for the coming winter. If only you could stay here forever - but there's much to be done. Set in the forest floor is the iron grate leading back down to the realm of the Valley King. It's closed and locked. [2]  A well-traveled path leads southwest, and a narrower track, nearly overgrown, leads due south.
Go south
You're walking on a winding path that wends its way through a particularly thick part of the forest. The trees bend low overhead, and the sunlight filtering down through the colorful leaves is dim at best. The path runs north and east. To the south is a mound of moss-covered rocks and what looks like the entrance to a small grotto or cave.
Break bottle
You break the bottle over your knee. It shatters into a million pieces, the wine running down your leg. The cork lands on the ground near your feet. Suddenly, a little pixie appears and snatches the cork! "I won't let you solve this game by being so destructive," she scolds in a tinkling voice. She vanishes in a puff of smoke, taking the cork with her.
Go southwest
You're standing outside the Valley King's forest retreat. It's a simple hut where His Regalness sheds the trappings of modern civilization and gets back to nature. You don't entirely understand his thinking; you're a warrior, not a philosopher. But he is, after all, the king. Paths wind through the woods to the north, west, and northeast. The hut is to the south. Through the trees to the west, you can see sunlight glinting off the waters of Lake Draounheer.

The six thugs that make up the Valley Patrol are here, leaning on
their pikes. They appear to be loafing on the job.

The patrol leader tells a particularly foul joke about the Acme salesman and the King's Droll.
Go upwards
You're standing on the top floor of the lighthouse. A brisk fall breeze whips up from below, chilling you to the bone. From here, there's quite a view. Southward, the forest stretches out before you, a bright blaze of colors. Across the lake, to the west, are the sinister Beegas'hell Mountains. To the north and west, you can just make out the mist-covered Damsogee Swamp, a sinister, uncharted land. The lighthouse lamp sits in the center of the round floor, on top of a brick base. It's currently off. The only exit is back down.
You examine the lamp
It's currently off. It sits on top of a brick base.
You look at base
The brick base looks like a recent piece of work; the cement hasn't quite set yet. One of the bricks is slightly loose. You could probably take it out.
You get the brick
You wiggle the brick around a bit and pull it from the base. A piece of paper flutters from the hole, landing on the ground. You reach for it, but just as your fingertips touch it, a huge bird swoops down out of nowhere, chirping angrily, and snatches the paper from your grasp. Before you can react, the bird is gone, flying swiftly away from the lighthouse.
You go to the south-west
Standing so close to the clifftop makes you dizzy. I wouldn't stay here too long if I were you. [7]

You're standing at the top of a rocky cliff, overlooking Lake Draounheer to the west. It's rather frightening, for you suffer from extreme vertigo - in fact, you're feeling a little shaky. [7]  To the east, a path runs downhill back into the forest, and another path leading south slopes down to the lake. You could follow the cliff northeast as well; the land slopes up in that direction, but at least it's further away from the edge of the cliff. Across the lake are the sinister Beegas'hell Mountains, the heart of the Unnkulian menace that no doubt your liege shall soon deal with.

The six thugs that make up the Valley Patrol are here, leaning on
their pikes. They appear to be loafing on the job.

The patrol leader tells a particularly foul joke about the Acme salesman and the King's Droll.
You go to the east
You're walking along a well-travelled forest path that winds through the peaceful woods. Birds chirp and sing above you, and the temperature is brisk but pleasant. Like many of the children of the Valley, you played in these woods as a child, scampering through the woods, looking for animal tracks, and climbing trees. The path bends here, running south and northeast. The trees also thin out to the west, and the land slopes up in that direction. There's a radberry bush here, but it's been picked clean.
You climb the tree
There's one especially large oak. Gritting your teeth, you pull yourself up through its branches and find yourself -

You're seated on the branch of an old oak tree. You don't dare
climb any higher; the wind's picking up, and you're afraid of heights as it is. Below you, the forest floor appears to be quite hard. Your stomach is feeling a bit queasy, and you're having trouble keeping your balance. With effort, you pry your eyelids open and look around you. To the west, through the branches, you can see the sandy beaches of Lake Draounheer. To the northeast, you catch a glimpse of what appears to be a wooden roof. Further along the branch is an unfinished bird's nest. The only way out of here is (gulp) back down.

The bird's nest seems to contain a piece of paper.
You get the paper
You've already got your hands full.

From below, you think you hear gruff voices arguing about something.
Go downwards
You're walking along a well-travelled forest path that winds through the peaceful woods. Birds chirp and sing above you, and the temperature is brisk but pleasant. Like many of the children of the Valley, you played in these woods as a child, scampering through the woods, looking for animal tracks, and climbing trees. The path bends here, running south and northeast. The trees also thin out to the west, and the land slopes up in that direction. There's a radberry bush here, but it's been picked clean.

The six thugs that make up the Valley Patrol are here, leaning on
their pikes. They appear to be loafing on the job.

softest patch of grass for his nap.
Inventory
You have a bronze ring (being worn), a sword, a spray can, an oar, a pair of erasers, a wine bottle, a soft pretzel, a small leather pouch, a spade, a trowel, a handful of radberries, and a single brick.

"Well, we'd better be moving along," the Valley Patrol leader says.
He yawns and stretches. "Only twenty more minutes on this break, fellas."
You put the erasers in the pouch
You can't fit that in the small leather pouch.

The Valley Patrol appears to be engaged in a belching contest. Ooh, that last one was a real prize-winner!
You drop the brick
(on foot)

Ouch! You should really try to be more careful!

The Valley Patrol appears to be engaged in a belching contest. Ooh, that last one was a real prize-winner!
You look at the brick
I see nothing especially unusual about the brick.

The Valley Patrol appears to be engaged in a belching contest. Ooh, that last one was a real prize-winner!
You go up
You grab a thick branch on the nearest oak and hoist yourself up.
Soon, you find yourself -

You're seated on the branch of an old oak tree. You don't dare
climb any higher; the wind's picking up, and you're afraid of heights as it is. Below you, the forest floor appears to be quite hard. Your stomach is feeling a bit queasy, and you're having trouble keeping your balance. With effort, you pry your eyelids open and look around you. To the west, through the branches, you can see the sandy beaches of Lake Draounheer. To the northeast, you catch a glimpse of what appears to be a wooden roof. Further along the branch is an unfinished bird's nest. The only way out of here is (gulp) back down.

The bird's nest seems to contain a piece of paper.
You get the paper
Taken.
Go downwards
You're walking along a well-travelled forest path that winds through the peaceful woods. Birds chirp and sing above you, and the temperature is brisk but pleasant. Like many of the children of the Valley, you played in these woods as a child, scampering through the woods, looking for animal tracks, and climbing trees. The path bends here, running south and northeast. The trees also thin out to the west, and the land slopes up in that direction. There's a radberry bush here, but it's been picked clean.

You see a single brick here.
You look at the paper
It appears to be a receipt of some kind. There's writing on it.

The Valley Patrol marches up from the south.
You read it
"Acme Dam Phoul Snayk Rhepellant - One can: 3 valmids."

A few members of the Valley Patrol lie down on the ground and start snoring.
You go to the northeast
You're just outside a quaint wooden building nestled deep in the forest. The road runs north and southwest here - the forest is much too thick to travel in any other direction. The inn door stands open to the east. Sunshine glints from freshly-scrubbed window panes. A sign hangs above the door, waving gently in the breeze.
You go east
You're standing in the main room of the Golden Dragon Inn. The room
is warm and welcoming after the brisk fall breezes, though the place is mostly deserted. The barkeep is nowhere to be found, and there's no one seated at the bar. Still, the floor, bar, and tables look clean, and it's good to get out of the cold. The exit is to the west, and a narrow passage runs northeast.

The only customer is a glum little man sitting alone at a table. He looks like one of those damned Acme salesmen the King's been trying to throw out of the Valley. [5]
You give the can to Salesman
The salesman turns white. "You're not returning it, are you?" He grabs the can, points the nozzle at his face, and sprays. "*Cough!* Seems to work okay. Surely you don't - " He breaks off, seeing the look on your face. "You do, don't you? You want your money back." Suddenly, the salesman's face lights up. "Ah! But I can't give you your money without a receipt! Do you have one?"
You give receipt to Salesman
The ACME salesman swallows. "No. I mean - " He swallows again, then grabs the receipt with a trembling hand. "All right!" he shrieks, burying his head in his hands. "You win! Here!" He reaches in his pocket and tosses you a coin, which you catch. "Now go away!"
You look at the coin
Which coin do you mean, the bronze coin, or the yellow coin?
You examine the bronze
Which bronze do you mean, the bronze ring, or the bronze coin?
You examine the bronze coin
The bronze coin is a valmid, an image of the current monarch on one side and the Hall of the Valley King on the other. It's quite solid currency, good for trade in Unnkulia and beyond.
You examine the yellow Coin
The yellow coin is rather soft and pliable, like a sponge. Carved on one side are the words "Ihn Cheez Oui Truhst - Value 3 acmids." On the other side are the words "Acme Dam Tastee Cheez Coin - Experimental!
Do not let out of prototype lab!" [10]
Note 10
[10]: "I think I do believe in eternal punishment." - Lord Dunsany. (Thanks to David Librik for pointing out some unintentional plagiarism from a fine play!)
You eat the yellow Coin
It tastes rather like motor oil mixed with fermented milk, quite gross. I suppose everything should be tried once, but I wouldn't eat another on a bet.
You go west
You're standing on the eastern shore of Lake Draounheer. Across the sparkling blue waters, you can see the snow-covered caps of the Beeg'ashell Mountains, deep in the heart of evil Unnkulia. But here, on this side of the lake, you could truly find peace. Gentle waves lap at the shore, and reeds bend gracefully in the brisk fall breezes. To the east, a path leads back into the forest. North of here, the land slopes up sharply, and the path continues. You could also go southwest, along the shore of the lake - further along, the grassy lakeshore turns into a sandy beach.
You go to the south-west
The lakeshore here becomes a stretch of white sand, glaring in the
fall sunshine. Further south, the land becomes rocky and too difficult to travel; a bit further on, the tip of the awesome Dawg Rock is visible. [9]  You can hear the thunderous crash of water to the south as the lake empties through the Rock. The lake stretches before you to the west. The only way to go appears to be back along the shore to the northeast.

You see a rowboat here.
You give the cheez to Patrol
"Hmph," the leader snorts. "Got no use fer that. Whatchoo tryin' to do, bribe the Patrol?"

softest patch of grass for his nap.
You give the berries to Patrol
"Hmph," the leader snorts. "Got no use fer that. Whatchoo tryin' to do, bribe the Patrol?"

"Well, we'd better be moving along," the Valley Patrol leader says.
He yawns and stretches. "Only twenty more minutes on this break, fellas."
You give the valmid to Patrol
"Hmph," the leader snorts. "Got no use fer that. Whatchoo tryin' to do, bribe the Patrol?"

The patrol leader tells a particularly foul joke about the Acme salesman and the King's Droll.

A sudden attack of vertigo makes you dizzy. Your stomach churns and your legs wobble. Spots roll in front of your eyes and you pitch forward, over the cliff. Thankfully, the water below breaks your fall. Sadly, you don't know how to swim (glug, glug).
Go west
Standing so close to the clifftop makes you dizzy. I wouldn't stay here too long if I were you. [7]

You're standing at the top of a rocky cliff, overlooking Lake Draounheer to the west. It's rather frightening, for you suffer from extreme vertigo - in fact, you're feeling a little shaky. [7]  To the east, a path runs downhill back into the forest, and another path leading south slopes down to the lake. You could follow the cliff northeast as well; the land slopes up in that direction, but at least it's further away from the edge of the cliff. Across the lake are the sinister Beegas'hell Mountains, the heart of the Unnkulian menace that no doubt your liege shall soon deal with.
Inventory
You have a bronze ring (being worn), a sword, an oar, a pair of erasers, a wine bottle, a soft pretzel, a small leather pouch, a spade, a trowel, a handful of radberries, and a yellow coin.

The Valley Patrol walks up from the east.

A sudden attack of vertigo makes you dizzy. Your stomach churns and your legs wobble. Spots roll in front of your eyes and you pitch forward, over the cliff. Thankfully, the water below breaks your fall. Sadly, you don't know how to swim (glug, glug).
You plug the hole
What do you want to plug it in?
You eat the pretzel
That was delicious!
Note 9
[9]: If you're trying to visualize the terrain, "Unnkulian Unventure II" takes place to the south of here - of course, the events of that game occur quite a few years in the future. And it should be obvious that the forest, retreat, inn, and iron grate were all in "Unnkulian Underworld." (See the map in the documentation booklet.)
You examine Rock
You have a feeling you've been to Dawg Rock before, perhaps in a previous (or future?)  life.
Look around
The lakeshore here becomes a stretch of white sand, glaring in the
fall sunshine. Further south, the land becomes rocky and too difficult to travel; a bit further on, the tip of the awesome Dawg Rock is visible. [9]  You can hear the thunderous crash of water to the south as the lake empties through the Rock. The lake stretches before you to the west. The only way to go appears to be back along the shore to the northeast.

You see a rowboat here.
Dig
What do you want to dig in?
Sand
What do you want to dig in it with?
Shovel
You dig a hole in the sand. It's hot work, but you keep with it.
After a while, your spade strikes something metal. You reach in the hole and pull it out - it's a corkscrew.
You dig the mud with shovel
You turn up a few shovelfuls of the soft earth. Near the shrine, half-buried in the mud, you uncover a small jade figurine! You pick it up and pocket it.
You examine the figurine
The jade figurine depicts a smiling, pot-bellied Duhdha. The few remaining Duhdhists in the Valley carry these around, rubbing them for good luck. Such foolish nonsense is, of course, beneath a Valley Warrior. [11]  The figurine is encrusted with dirt, and quite filthy.
You look at the corkscrew
The corkscrew is quite ornate, with a mahogany handle. Printed in gold lettering on the handle are the letters "VK."
Note 10
[10]: "I think I do believe in eternal punishment." - Lord Dunsany. (Thanks to David Librik for pointing out some unintentional plagiarism from a fine play!)
Note 11
[11]: This is essentially the same type of figurine that was created at the end of "Unnkulian Unventure I."
Clean figurine
You carefully clean the crusted dirt from the figurine. It looks much cleaner now - you can see Duhdha's belly button. He appears to be an outie.
You open the bottle
Using the corkscrew, you open the wine bottle. With a pop, the cork comes out.
You put cork in hole
You stick the cork in the small hole. It fits perfectly - in fact, quite tightly. I doubt you could get the cork out again.
Row
Just type the direction you want to go, as if you were walking.
You go west
You paddle the boat out onto Lake Draounheer. The current is quite strong, and you're having trouble working against it. You soon find yourself swept southward, through a rocky channel, and before you can react, you're -

You're riding in a small boat, hurtling down a narrow north-south channel cut through Dawg Rock. Whitewater churns around you, and the boat rocks back and forth. To both sides, the thick granite walls lean overhead. There's no place to land, and no way to slow down - you're totally at the mercy of the churning water. From the south, a distant rumbling grows louder -

You see a rowboat here.
You go to the north
You can't row the boat in that direction; perhaps you'd better get out before going that way.
You get the boat
Your load is too heavy.
You drop all
bronze ring: (Taking off the bronze ring first)
Dropped.
sword: Dropped.
oar: Dropped.
pair of erasers: Dropped.
wine bottle: Dropped.
soft pretzel: Dropped.
small leather pouch: Dropped.
spade: Dropped.
trowel: Dropped.
handful of radberries: Dropped.
yellow coin: Dropped.
corkscrew: Dropped.
jade figurine: Dropped.
You get the boat
Taken.
Go northeast
You're standing on the eastern shore of Lake Draounheer. Across the sparkling blue waters, you can see the snow-covered caps of the Beeg'ashell Mountains, deep in the heart of evil Unnkulia. But here, on this side of the lake, you could truly find peace. Gentle waves lap at the shore, and reeds bend gracefully in the brisk fall breezes. To the east, a path leads back into the forest. North of here, the land slopes up sharply, and the path continues. You could also go southwest, along the shore of the lake - further along, the grassy lakeshore turns into a sandy beach.

The six thugs that make up the Valley Patrol are here, leaning on
their pikes. They appear to be loafing on the job.

"Well, we'd better be moving along," the Valley Patrol leader says.
He yawns and stretches. "Only twenty more minutes on this break, fellas."
You drop the boat
Dropped.

softest patch of grass for his nap.
Go southwest
The lakeshore here becomes a stretch of white sand, glaring in the
fall sunshine. Further south, the land becomes rocky and too difficult to travel; a bit further on, the tip of the awesome Dawg Rock is visible. [9]  You can hear the thunderous crash of water to the south as the lake empties through the Rock. The lake stretches before you to the west. The only way to go appears to be back along the shore to the northeast.

You see a bronze ring, a sword, an oar, a pair of erasers, a wine bottle, a soft pretzel, a small leather pouch, a spade, a trowel, a handful of radberries, a yellow coin, a corkscrew, and a jade figurine here.
You get all
bronze ring: Taken.
sword: Taken.
oar: Taken.
pair of erasers: Taken.
wine bottle: Taken.
soft pretzel: Taken.
small leather pouch: Taken.
spade: Taken.
trowel: Taken.
handful of radberries: Taken.
yellow coin: Taken.
corkscrew: You've already got your hands full.
jade figurine: You've already got your hands full.
You examine bottle
It's Valley Bordeaux 569 - a very good year. It's been opened.
Go northeast
You're standing on the eastern shore of Lake Draounheer. Across the sparkling blue waters, you can see the snow-covered caps of the Beeg'ashell Mountains, deep in the heart of evil Unnkulia. But here, on this side of the lake, you could truly find peace. Gentle waves lap at the shore, and reeds bend gracefully in the brisk fall breezes. To the east, a path leads back into the forest. North of here, the land slopes up sharply, and the path continues. You could also go southwest, along the shore of the lake - further along, the grassy lakeshore turns into a sandy beach.

You see a rowboat here.

The six thugs that make up the Valley Patrol are here, leaning on
their pikes. They appear to be loafing on the job.

A few members of the Valley Patrol lie down on the ground and start snoring.
Go west
rowboat. The waters are clear, but you can't see the bottom of the lake - it's quite deep. You're forced to paddle against a gentle southerly current, but it's not hard to keep the boat stationary.
South of here, the lake water is channeled through a narrow fissure in Dawg Rock, and becomes a rushing whitewater river. To the east and west are sandy beaches, and north of here is a swampy shore.

You see a rowboat here.
Go west
You're on the western shore of Lake Draounheer - the Unnkulian side! His Majesticalness, the Valley King, forbids his subjects to travel here - and with good reason! Dread Unnkulian Warriors patrol the land, and sinister beasts rend unwary travellers limb from limb. Surely, the fair Lady Amanda would not have come here. If I were you, I wouldn't stay here very long; the Unnkulian Patrols are sure to find you eventually. A trail runs up into the Beegas'hell Mountains to the southwest, and there's a dark cave opening to the north. The lake is back to the east.

You see a gilded cage and a rowboat here.

The gilded cage seems to contain a chittering churrel.
You examine the cage
The cage is fairly small, and made of wrought iron and gold. It's probably quite valuable. There's a chittering churrel within the cage.
You examine the churrel
The churrel is a cross between a squirrel and a chipmunk. Churrels are playful creatures, often seen as pets for the Lord of Unnkul. They're cheap to maintain, eating vegetable matter like vines, mosses, and leaves. This one is quite cute. It stares up at you with big, brown eyes, making soft, purring noises and rubbing its front paws together.
Go north
You're on the north shore of Lake Draounheer, at the southern edge
of the infamous Damsogee Swamp. This is unexplored territory now; you've left the safety of the Forest of Radeekal for dangerous and uncharted wilderness. Perhaps a wiser man would turn back now - but you are a Valley Warrior, and know no fear. Mist swirls at the water's edge, and reeds bend in the cold, damp breeze. Two paths lead into the swamp, one due north, the other northwest. The path is surprisingly well-traveled; small footprints lead north.

You see a rowboat here.
You examine the footprints
One set of footprints, heading due north, catches your eye - a lady's shoe! Could the fair Amanda have come this way?
You look at the reeds
It looks like an ordinary reeds to me.
You go to the north
You can't row the boat in that direction; perhaps you'd better get out before going that way.
Go north
You're standing just south of a rickety wooden bridge that crosses a particularly swampy bit of land. The bridge is the only way to continue north; the land around is much too dangerous for you to wander. Beyond the bridge, to the north, you can see what looks like a low hill. The only other path leads south, back toward Lake Draounheer.

A short, green stoll is blocking the bridge. His eyes light up as
you approach. "Greetings, traveller," he grunts. "Stop. Pay stoll." [12]
Note 12
[12]: The stoll bridge is a rather obvious lift from the original Adventure - Colossal Cave, from which all other adventures were spawned.
You examine the stoll
Stolls are kleptomaniac cousins of trolls and drolls, smaller but more agile and quick. They can't get through the day without at least three or four acts of petty larceny. Pickpocketing is their favorite activity. This particular individual is, like most stolls, bright green, thin, and short. He's eyeing your possessions with a speculative gaze.
You examine the bridge
The bridge is made of wood, and looks quite rickety. Still, it's probably the only safe way to cross this section of the swamp; the land is so sodden and sandy that you could be sucked under if you strayed from the path.
You ask the stoll about the stoll
The stoll shrugs. "I'm a stoll, not an encyclopedia."
Inventory
You have a bronze ring (being worn), a sword, an oar, a pair of erasers, a wine bottle, a soft pretzel, a small leather pouch, a spade, a trowel, a handful of radberries, a yellow coin, and a gilded cage.

The gilded cage seems to contain a chittering churrel.
Clap erasers
<COUGH!> A huge cloud of chalk dust fills the air.
Go north
The stoll bumps against you as you pass by. For a moment, you think you feel light fingers brushing the leather pouch you carry - but then, the feeling fades, and the stoll vanishes under the bridge with a cackling laugh.

You are standing at the end of a path through the Damsogee Swamp.
For miles in almost all directions, the treacherous bogs and mires stretch. Sinister squishing sounds echo across the sodden moors, and sometimes, faintly, you can hear the howl of the wind - or is it a wolf? To the east is a low hill, flattened on its top; it's one of the old burial mounds of the early Ulian tribesmen. You could climb the hill to the east, or follow the path back to the south; all other directions are much too dangerous. Fog hangs over every stunted shrub here, and the air smells of death and decay.
You examine the pouch
In the small leather pouch you see a bronze coin.
You go to the south
You're on the north shore of Lake Draounheer, at the southern edge
of the infamous Damsogee Swamp. This is unexplored territory now; you've left the safety of the Forest of Radeekal for dangerous and uncharted wilderness. Perhaps a wiser man would turn back now - but you are a Valley Warrior, and know no fear. Mist swirls at the water's edge, and reeds bend in the cold, damp breeze. Two paths lead into the swamp, one due north, the other northwest. The path is surprisingly well-traveled; small footprints lead north.

You see a rowboat here.
Go northwest
the Damsogee Swamp. Dying plants sprout from waterlogged soil, and low-lying fog hugs the ground like a burial shroud. Even the bright afternoon sun is having trouble burning off the thick mist. It's quite depressing here. The trail continues northwest and southeast. The ground looks fairly solid to the west; you could probably find a path that way as well.
You examine the plants
They're slowly dying.
You examine the fog
Like most mist and fog, it's damp and cold. [13]
Note 13
[13]: It's not only damp and cold, but you really didn't need to examine it.
Go northwest
You're at the end of the trail through the Damsogee Swamp. Though
the swamp stretches northward many more miles, this is as far as you'll go without falling into a deadly bog. The trail ends in a relatively dry clearing. A small stone building stands to the east, its door open. A few words are etched in stone next to the entrance. The trail runs back to the southeast.
You look at hut
The stone buidling has seen better days. It's crumbling and ancient, little more than a ruin now. Some words are etched next to the entrance.
You read words
"Wowsa Willy's Wizardry Warehouse - The Wizard is OUT."
You go east
You're standing inside the stone building. The walls are dripping
with condensation and the thatch roof has rotted through in most places. The only exit is back to the west. Clearly, whatever purpose this place once served, it's long since been abandoned. There's no furniture and nothing of interest except a low stone shelf against the back wall.

A thin wand is sitting on the stone shelf.
You examine the shelf
Carved on the underside is the phrase "Willy luvs Amanda." On the stone shelf you see a thin wand.
You look at the wand
The wand is a thin piece of wood, quite light and flexible. You can barely make out tiny letters down the side that read 'Wowsa Willy's Wishing Wand - Works When Waved.'
You get the wand
You pick the wand up. A thundering voice booms "You'd better pay for that, Warrior. I won't warn you again. Put your payment on the shelf, please."
You put the yellow Coin on shelf
A thundering voice chuckles. "You must be joking!"
You get yellow
You've already got your hands full.
You put the bronze coin on the shelf
The valmid vanishes in a puff of smoke! A thundering voice rumbles, "Thanks for shopping at Willy's!"
You put yellow Cthe pouchn pouch
Done.
You look at your surroundings
You're standing inside the stone building. The walls are dripping
with condensation and the thatch roof has rotted through in most places. The only exit is back to the west. Clearly, whatever purpose this place once served, it's long since been abandoned. There's no furniture and nothing of interest except a low stone shelf against the back wall.
Wave wand
Nothing happens.
Go west
You're deep in the heart of the swamp now, in a dismal clearing of quicksand and mire. A gentle old willow tree hangs over the clearing, vine-covered branches dipping low. The only safe path is back to the east.

Without warning, your feet sink into the muck. You try to move, but can't. You're sinking in the quicksand - and you don't have much time left!
You get the branch
The tree's branches are out of reach.
Wave wand
"Cretin!" a voice booms. "Bother me not with such petty wishes! Escape from the sand yourself!"
You get the vine
The vines are firmly attached to the trunk; you can't get them. You've nearly sunk below the surface of the quicksand. Suddenly, you feel something hook on your foot, far below the top of the ground; you can't quite tell what it is, but if you can get out, you'll probably pull it with you.
You grab the vine
The vines are firmly attached to the trunk; you can't get them. Your head finally sinks below the surface of the quicksand. You try to hold your breath, but it's useless; the bog seems bottomless. Finally, lungs bursting, you breathe in a mouthful of moist sand -
You open the cage
You open the cage and the churrel scampers out. It runs up the twisted old tree and starts chewing on the vegetation, making squeaking sounds.
You grab the vine
The vines are firmly attached to the trunk; you can't get them. Your head finally sinks below the surface of the quicksand. You try to hold your breath, but it's useless; the bog seems bottomless. Finally, lungs bursting, you breathe in a mouthful of moist sand -
You wait
Time passes...
Wait
Time passes...
From the top of the willow tree, one end of a vine comes loose and drapes across the quicksand in front of you. You hear a chittering sound from above and catch a glimpse of the churrel you released as it scampers around the outside of the willow tree and vanishes from sight.
Wait
Time passes...
You've nearly sunk below the surface of the quicksand. Suddenly, you feel something hook on your foot, far below the top of the ground; you can't quite tell what it is, but if you can get out, you'll probably pull it with you.
You grab the vine
Sending a silent prayer upward, you reach for the vine and pull with all your might. Slowly, with a great sucking sound, you lift yourself up out of the bog and lie panting on the edge of the quicksand. I wouldn't stay here too long if I were you; the ground is quite dangerous. A rusty lamp appears to have hooked around your foot. You pulled it up out of the bog with you. It's lying beside you on the ground.
You examine the lamp
The brass lamp has no apparent source of fuel; it must be magical.
It's inlaid with gold, and probably quite valuable. It's currently off.
You get the lamp
You've already got your hands full.
Go east
the Damsogee Swamp. Dying plants sprout from waterlogged soil, and low-lying fog hugs the ground like a burial shroud. Even the bright afternoon sun is having trouble burning off the thick mist. It's quite depressing here. The trail continues northwest and southeast. The ground looks fairly solid to the west; you could probably find a path that way as well.
You drop all
bronze ring: (Taking off the bronze ring first)
Dropped.
sword: Dropped.
oar: Dropped.
pair of erasers: Dropped.
wine bottle: Dropped.
soft pretzel: Dropped.
small leather pouch: Dropped.
spade: Dropped.
trowel: Dropped.
handful of radberries: Dropped.
gilded cage: Dropped.
thin wand: Dropped.
You go west
You're deep in the heart of the swamp now, in a dismal clearing of quicksand and mire. A gentle old willow tree hangs over the clearing, vine-covered branches dipping low. One of the vines has been chewed through, and a length of it has fallen across the quicksand. The only safe path is back to the east.

Without warning, your feet sink into the muck. You try to move, but can't. You're sinking in the quicksand - and you don't have much time left!

You see a brass lamp here.
You grab the vine
Sending a silent prayer upward, you reach for the vine and pull with all your might. Slowly, with a great sucking sound, you lift yourself up out of the bog and lie panting on the edge of the quicksand. I wouldn't stay here too long if I were you; the ground is quite dangerous.
You go east
the Damsogee Swamp. Dying plants sprout from waterlogged soil, and low-lying fog hugs the ground like a burial shroud. Even the bright afternoon sun is having trouble burning off the thick mist. It's quite depressing here. The trail continues northwest and southeast. The ground looks fairly solid to the west; you could probably find a path that way as well.

You see a bronze ring, a sword, an oar, a pair of erasers, a wine bottle, a soft pretzel, a small leather pouch, a spade, a trowel, a handful of radberries, a gilded cage, and a thin wand here.
Look around
the Damsogee Swamp. Dying plants sprout from waterlogged soil, and low-lying fog hugs the ground like a burial shroud. Even the bright afternoon sun is having trouble burning off the thick mist. It's quite depressing here. The trail continues northwest and southeast. The ground looks fairly solid to the west; you could probably find a path that way as well.

You see a trowel and a gilded cage here.
You drop the oar
Dropped.
You go to the southeast
You're on the north shore of Lake Draounheer, at the southern edge
of the infamous Damsogee Swamp. This is unexplored territory now; you've left the safety of the Forest of Radeekal for dangerous and uncharted wilderness. Perhaps a wiser man would turn back now - but you are a Valley Warrior, and know no fear. Mist swirls at the water's edge, and reeds bend in the cold, damp breeze. Two paths lead into the swamp, one due north, the other northwest. The path is surprisingly well-traveled; small footprints lead north.

You see a rowboat and an oar here.
You give the cheez coin to the stoll
The stoll jumps back, horrified. "Are you nuts? Don't give me anything! I wanna steal it!"
You drop all
brass lamp: Dropped.
bronze ring: (Taking off the bronze ring first)
Dropped.
sword: Dropped.
thin wand: Dropped.
small leather pouch: Dropped.
pair of erasers: Dropped.
wine bottle: Dropped.
soft pretzel: Dropped.
spade: Dropped.
handful of radberries: Dropped.
trowel: Dropped.
Go north
The stoll jumps in front of you. "Hey! You'd better provide me with a better challenge than that! I want something to steal, something that I can't just pluck from you!" The twisted creature folds its arms across its chest. "You're not getting by without making it at least a little bit challenging for me to steal from you."
Go south
You're on the north shore of Lake Draounheer, at the southern edge
of the infamous Damsogee Swamp. This is unexplored territory now; you've left the safety of the Forest of Radeekal for dangerous and uncharted wilderness. Perhaps a wiser man would turn back now - but you are a Valley Warrior, and know no fear. Mist swirls at the water's edge, and reeds bend in the cold, damp breeze. Two paths lead into the swamp, one due north, the other northwest. The path is surprisingly well-traveled; small footprints lead north.

You see a rowboat, an oar, a brass lamp, a bronze ring, a sword, a
thin wand, a small leather pouch, a pair of erasers, a wine bottle, a soft pretzel, a spade, a handful of radberries, and a trowel here.
You get all
rowboat: Taken.
oar: Your load is too heavy.
brass lamp: Your load is too heavy.
bronze ring: Taken.
sword: Your load is too heavy.
thin wand: Your load is too heavy.
small leather pouch: Your load is too heavy.
pair of erasers: Your load is too heavy.
wine bottle: Your load is too heavy.
soft pretzel: Your load is too heavy.
spade: Your load is too heavy.
handful of radberries: You've already got your hands full.
trowel: Your load is too heavy.
You drop the boat
Dropped.
You get all except boat
oar: Taken.
brass lamp: Taken.
sword: Taken.
thin wand: Taken.
small leather pouch: Taken.
pair of erasers: Taken.
wine bottle: Taken.
soft pretzel: Taken.
spade: Taken.
handful of radberries: You've already got your hands full.
trowel: You've already got your hands full.
You get the berries and trowel
handful of radberries: Taken.
trowel: Taken.
You check your inventory
You have a bronze ring, a sword, a thin wand, a small leather pouch, a pair of erasers, a wine bottle, a soft pretzel, a spade, a handful of radberries, and a trowel.

You're feeling a fuzz hungry. Perhaps it would be a good time to find something to eat.
You go to the south
You're standing just south of a rickety wooden bridge that crosses a particularly swampy bit of land. The bridge is the only way to continue north; the land around is much too dangerous for you to wander. Beyond the bridge, to the north, you can see what looks like a low hill. The only other path leads south, back toward Lake Draounheer.
You drop all
bronze ring: Dropped.
sword: Dropped.
small leather pouch: Dropped.
pair of erasers: Dropped.
wine bottle: Dropped.
soft pretzel: Dropped.
spade: Dropped.
handful of radberries: Dropped.
trowel: Dropped.

You're feeling a fuzz hungry. Perhaps it would be a good time to find something to eat.
You go northwest
the Damsogee Swamp. Dying plants sprout from waterlogged soil, and low-lying fog hugs the ground like a burial shroud. Even the bright afternoon sun is having trouble burning off the thick mist. It's quite depressing here. The trail continues northwest and southeast. The ground looks fairly solid to the west; you could probably find a path that way as well.

You see a gilded cage here.
You go to the south-east
You're on the north shore of Lake Draounheer, at the southern edge
of the infamous Damsogee Swamp. This is unexplored territory now; you've left the safety of the Forest of Radeekal for dangerous and uncharted wilderness. Perhaps a wiser man would turn back now - but you are a Valley Warrior, and know no fear. Mist swirls at the water's edge, and reeds bend in the cold, damp breeze. Two paths lead into the swamp, one due north, the other northwest. The path is surprisingly well-traveled; small footprints lead north.

You see a rowboat, an oar, a brass lamp, a thin wand, a bronze ring,
a sword, a small leather pouch, a pair of erasers, a wine bottle, a soft pretzel, a spade, a handful of radberries, and a trowel here.

You're feeling a fuzz hungry. Perhaps it would be a good time to find something to eat.
You eat the pretzel
That was delicious!
You go south
You're on the north shore of Lake Draounheer, at the southern edge
of the infamous Damsogee Swamp. This is unexplored territory now; you've left the safety of the Forest of Radeekal for dangerous and uncharted wilderness. Perhaps a wiser man would turn back now - but you are a Valley Warrior, and know no fear. Mist swirls at the water's edge, and reeds bend in the cold, damp breeze. Two paths lead into the swamp, one due north, the other northwest. The path is surprisingly well-traveled; small footprints lead north.

You see a rowboat, an oar, a brass lamp, a thin wand, a bronze ring,
a sword, a small leather pouch, a pair of erasers, a wine bottle, a spade, a handful of radberries, and a trowel here.
You check your inventory
You have a small leather pouch.
You go to the south
You're standing just south of a rickety wooden bridge that crosses a particularly swampy bit of land. The bridge is the only way to continue north; the land around is much too dangerous for you to wander. Beyond the bridge, to the north, you can see what looks like a low hill. The only other path leads south, back toward Lake Draounheer.
You go south
You're on the north shore of Lake Draounheer, at the southern edge
of the infamous Damsogee Swamp. This is unexplored territory now; you've left the safety of the Forest of Radeekal for dangerous and uncharted wilderness. Perhaps a wiser man would turn back now - but you are a Valley Warrior, and know no fear. Mist swirls at the water's edge, and reeds bend in the cold, damp breeze. Two paths lead into the swamp, one due north, the other northwest. The path is surprisingly well-traveled; small footprints lead north.

You see a rowboat, an oar, a brass lamp, a thin wand, a bronze ring,
a sword, a pair of erasers, a wine bottle, a spade, a handful of radberries, and a trowel here.
You get all
rowboat: Your load is too heavy.
oar: Taken.
brass lamp: Taken.
thin wand: Taken.
bronze ring: Taken.
sword: Taken.
pair of erasers: Taken.
wine bottle: Taken.
spade: Taken.
handful of radberries: Taken.
trowel: You've already got your hands full.
Go north
You are standing at the end of a path through the Damsogee Swamp.
For miles in almost all directions, the treacherous bogs and mires stretch. Sinister squishing sounds echo across the sodden moors, and sometimes, faintly, you can hear the howl of the wind - or is it a wolf? To the east is a low hill, flattened on its top; it's one of the old burial mounds of the early Ulian tribesmen. You could climb the hill to the east, or follow the path back to the south; all other directions are much too dangerous. Fog hangs over every stunted shrub here, and the air smells of death and decay.
You examine the hill
The burial mound is quite big, and obviously quite old. It was typical of the early northern Ulian tribes to build such mounds. As far as you know, none have ever been excavated.
Go east
You're standing on top of the burial mound, perhaps thirty feet
above the damp, swampy ground below. To the south, you can just make out Lake Draounheer through the mist, and to the southeast, the clifftop and the lighthouse. The only safe path off the mound is to the west. There's little of interest up here.
You dig mound with the shovel
You can't really bring yourself to desecrate the graves of your ancestors. [14]
Note 14
[14]: The ancient Ulians, your ancestors, were a peaceful, artistic race. Almost nothing is known about them.
You jump
Wheeee!
You dig the mound with trowel
The trowel's much too small to do any serious digging. You need a better tool, like, say, a spade.
You drop trowel and spade
trowel: Dropped.
spade: Dropped.
Go east
Draounheer. Across the sparkling blue waters, you can see the snow-covered caps of the Beeg'ashell Mountains, deep in the heart of evil Unnkulia. But here, on this side of the lake, you could truly find peace. Gentle waves lap at the shore, and reeds bend gracefully in the brisk fall breezes. To the east, a path leads back into the forest. North of here, the land slopes up sharply, and the path continues. You could also go southwest, along the shore of the lake - further along, the grassy lakeshore turns into a sandy beach.

You see a rowboat here.

The six thugs that make up the Valley Patrol are here, leaning on
their pikes. They appear to be loafing on the job.
Go southwest
You can't go that way in the boat. Maybe you should try walking.
Exit
You're standing on the eastern shore of Lake Draounheer. Across the sparkling blue waters, you can see the snow-covered caps of the Beeg'ashell Mountains, deep in the heart of evil Unnkulia. But here, on this side of the lake, you could truly find peace. Gentle waves lap at the shore, and reeds bend gracefully in the brisk fall breezes. To the east, a path leads back into the forest. North of here, the land slopes up sharply, and the path continues. You could also go southwest, along the shore of the lake - further along, the grassy lakeshore turns into a sandy beach.

You see a rowboat here.
You go southwest
The lakeshore here becomes a stretch of white sand, glaring in the
fall sunshine. Further south, the land becomes rocky and too difficult to travel; a bit further on, the tip of the awesome Dawg Rock is visible. [9]  You can hear the thunderous crash of water to the south as the lake empties through the Rock. The lake stretches before you to the west. The only way to go appears to be back along the shore to the northeast.

You see a corkscrew and a jade figurine here.
You go to the north
You're on the north shore of Lake Draounheer, at the southern edge
of the infamous Damsogee Swamp. This is unexplored territory now; you've left the safety of the Forest of Radeekal for dangerous and uncharted wilderness. Perhaps a wiser man would turn back now - but you are a Valley Warrior, and know no fear. Mist swirls at the water's edge, and reeds bend in the cold, damp breeze. Two paths lead into the swamp, one due north, the other northwest. The path is surprisingly well-traveled; small footprints lead north.

You see a trowel, a spade, and a rowboat here.
You put all in the pouch
small leather pouch: You can't put the small leather pouch in itself! brass lamp: You can't fit that in the small leather pouch.
thin wand: You can't fit that in the small leather pouch.
bronze ring: You can't fit that in the small leather pouch.
sword: You can't fit that in the small leather pouch.
pair of erasers: You can't fit that in the small leather pouch.
wine bottle: You can't fit that in the small leather pouch.
handful of radberries: You can't fit that in the small leather pouch. jade figurine: You can't fit that in the small leather pouch.
spade: You can't fit that in the small leather pouch.
trowel: You can't fit that in the small leather pouch.
You put all in the boat
brass lamp: I don't know how to put anything into the rowboat.
thin wand: I don't know how to put anything into the rowboat.
bronze ring: I don't know how to put anything into the rowboat.
sword: I don't know how to put anything into the rowboat.
pair of erasers: I don't know how to put anything into the rowboat. wine bottle: I don't know how to put anything into the rowboat. handful of radberries: I don't know how to put anything into the rowboat.
jade figurine: I don't know how to put anything into the rowboat. spade: I don't know how to put anything into the rowboat.
trowel: I don't know how to put anything into the rowboat.
oar: I don't know how to put anything into the rowboat.
You go west
You're on the western shore of Lake Draounheer - the Unnkulian side! His Majesticalness, the Valley King, forbids his subjects to travel here - and with good reason! Dread Unnkulian Warriors patrol the land, and sinister beasts rend unwary travellers limb from limb. Surely, the fair Lady Amanda would not have come here. If I were you, I wouldn't stay here very long; the Unnkulian Patrols are sure to find you eventually. A trail runs up into the Beegas'hell Mountains to the southwest, and there's a dark cave opening to the north. The lake is back to the east.

You see a rowboat here.
You open the lamp
I don't see any way to open the lamp. It appears to be magical, and it doesn't need any fuel.
You go north
You charge into the gloomy cave mouth. From out of darkened crevices, the steel-jawed Demons of Unnkul swarm out to meet you. Even a Valley Warrior can only withstand their endless attacks for so long -
You turn on the lamp
You turn the lamp on. It glows with a dim greenish light.
You go north
You charge into the gloomy cave mouth. From out of darkened crevices, the steel-jawed Demons of Unnkul swarm out to meet you. Even a Valley Warrior can only withstand their endless attacks for so long -
Go southwest
You trudge up the mountains. Suddenly, a sharp pain shoots up your leg. You look down - your foot has been sliced off by steel jaws buried in the pathway! Before you bleed to death, you just have time enough to read the writing on the trap - "Acme Rhust-Pruph Stihl Trappe - Dam Dedlee!"
You go north
You're on the north shore of Lake Draounheer, at the southern edge
of the infamous Damsogee Swamp. This is unexplored territory now; you've left the safety of the Forest of Radeekal for dangerous and uncharted wilderness. Perhaps a wiser man would turn back now - but you are a Valley Warrior, and know no fear. Mist swirls at the water's edge, and reeds bend in the cold, damp breeze. Two paths lead into the swamp, one due north, the other northwest. The path is surprisingly well-traveled; small footprints lead north.

You see a small leather pouch and a rowboat here.
You dig the mound with the shovel
The Gods may strike you down if you persist in desecrating the holy graves of your godlike, sacred, and revered ancient ancestors!
You dig the mound with the shovel
To heck with your ancient ancestors - you've got a quest to finish!
You bend to your labors and start digging. It's back-breaking work, but you've soon made a sizeable hole in the top of the mound.
Suddenly, your spade breaks through the muddy earth, vanishing into what must be a vast cavern far below! You leap from the hole, surprised.
You examine the hole
The hole's quite dark. If you climb down there, I'm not sure you could get back up.
Go downwards
You're standing in an ancient chamber inside the burial mound. High above your head, the muddy hole you dug beckons you - but there's no way to reach it. The walls of the chamber are hard-packed sod, but the floor is solid stone, good Unnkulian granite. A massive stone coffin stands in the very center of the room. The only exit from the chamber is a narrow passage sloping down to the west, vanishing into darkness.

here; surely, you were the first to dig into the burial mounds. Still, there doesn't appear to be any way back up. It appears that searching these ancient tombs for another exit to the surface is your only option.

You see a spade here.
You look at the lamp
The brass lamp has no apparent source of fuel; it must be magical.
It's inlaid with gold, and probably quite valuable. It's glowing with a dim greenish light.
You examine the coffin
The coffin is quite large. A figure of a bearded and armored warrior, eyes closed and hands folded across his chest, is carved on the lid. Words are carved on the side - you recognize the language as early Ulian, a quite difficult and arcane tongue.
You examine the words
You could try reading them, I suppose.
You examine the figure
The jade figurine depicts a smiling, pot-bellied Duhdha. The few remaining Duhdhists in the Valley carry these around, rubbing them for good luck. Such foolish nonsense is, of course, beneath a Valley Warrior. [11]
Wake figure
Let it sleep just a little longer. (Try something stupid, get a stupid response.
You go west
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

You've obviously stumbled into a vast, uncharted underworld. (Big surprise.)  Could the fair Amanda have passed this way? Though you entered these caverns through the tombs, the footprints from the lake did lead back into the swamps; perhaps Amanda found another way down here. Only exploration will truly tell the tale. Tunnels run north and south, and a narrow crawl climbs up to the east. At the west end of the cavern is a freshly whitewashed gazebo.
You look at the gazebo
The gazebo is perhaps twenty feet high, with a tiny steeple on top. In the steeple, you can just make out a bell hanging from the roof. The gazebo is at the west end of the cavern. [15]
Note 15
[15]: This is NOT the same as the gazebo in 'Horror of Rylvania!' It's entirely different! All-new code! Honest!
You examine the steeple
It looks like an ordinary steeple to me.
You examine the moss
The beds of moss and fungi cover the floor of the chamber. It's a sea of colors - reds, greens, blues.
Go west
You're standing in the whitewashed gazebo in the mystical cavern.
It's quite peaceful here; the moss-covered cavern floor outside muffles most sounds. Faint flowery smells reach your nostrils, and you feel quite relaxed. Truly, there is an almost magical tranquillity here. High above you, you can see the steeple bell.

A long rope is attached to the bell, the other end dangling just
above the floor. You can only go back to the east from here.
You look at the rope
The rope hangs down from above; it appears to be attached to the bell overhead.
You examine the bell
The bell hangs high overhead; you can't see it very well.
You climb the rope
You shinny partway up the rope. The bell rings loudly as you pull on the rope, resounding through the cavern and sending vibrations along the rope. Your hands sting from the shocks, and you drop to the ground. You're not getting up there that way.
You ring bell
Bong! The clear, deep tone of the bell resounds through the cavern.
You jump
Wheeee!
Go east
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.
You go to the north
You are standing in a chamber cut from dark obsidian. Somehow, you feel at peace here. Obviously, this is some kind of temple to one of the gods of ancient Ul. Patterned mosaics cover the floor, and the black walls are streaked with swirls of white marble.

A simple, featureless altar made from dark gray granite is built
into the northern wall. Above the altar, some writing has been carved into the black stones. Identical passages run south, east, and west.

There's an old monk here, seated on the altar. He looks like he
hasn't slept or eaten in days, and appears to be very distressed. He glances up as you enter. "Welcome, Valley Warrior."
You look at the monk
The old monk looks quite unhappy. He hasn't shaven in some time, and his robes are tattered and filthy. He stares at you sorrowfully.
You ask monk about the monk
The monk shrugs. "Only Duhdha knows for sure."
You ask the monk about Duhdha
A fleeting grin crosses the monk's wan face. "Why, it's an image of the great Duhdha!"
You examine the altar
A sad old monk is sitting on the altar, chin in his hands.
You examine the mosaics
You recognize some of the images as icons of the ancient Duhdhist religion. This must be a temple of that long-forgotten god.
You show the figurine to the monk
The monk smiles. "I already have one, my child. Keep it; your carrying of Duhdha's image sets a good eggsample for your fellow warriors."
You ask monk about the altar
The monk pats the hard stone. "Duhdha lies in the world beyond, great Warrior. But you do not believe."
Go west
You're in a tiny room that's not much more than a stone closet. It probably serves as the vestry for the temple. The only exit is back to the east. There's a set of hooks on the western wall.

A robe is hanging on the hooks.
You examine the robe
The robe is cream-colored and stained with brown splotches. It's rather tattered - between the stains, a few rips, and one half-torn pocket, it's not worth much.
You examine the pocket
The pocket of the robe is quite tattered, and hanging by just a few threads. In the pocket you see a black stone.
You examine the stone
The black stone is quite small. Now that you look at it, you realize it's made out of plastic. It seems to be magnetic as well.
Go east
You're in a small, square chamber with a low ceiling. A rusty oven stands against the east wall. Attached to the northern wall is a long wooden shelf. Otherwise, the room is quite featureless. A passage runs back to the west.

shelf.
You examine the oven
The oven's a rusty piece of junk. I doubt it's been used for years. It's also stone cold. I think the pilot light's gone out. There's a few scuff marks around the base of the oven. The oven is closed.
You open it
Opened.
You look in the oven
The oven's a rusty piece of junk. I doubt it's been used for years. It's also stone cold. I think the pilot light's gone out. There's a few scuff marks around the base of the oven. The oven is open.
There's nothing in the oven.
You look at shelf
On the wooden shelf you see a small cardboard box and a cookbook.
You look at the box
The box is garishly decorated with mauve, orange, and green stars. Bright purple lettering on the front reads "Acme Sorta-Yehlo Ehg Suhb-sti-toot Miks: A Dam Tastee Pahrt oph this Compleet Brekfhast.
No cholesterol!" The box is, thankfully, closed.
Examine cookbook
The title of the cookbook is "101 Damn Tasty Egg Recipes."
You show the box to the monk
"That is not unto my stomach as I am to God," the monk mutters angrily. "What need have I of such worldly tripe?"
Drop box and cookbook
small cardboard box: Dropped.
cookbook: Dropped.
You go south
bedrock of the land. The walls are close around you, and tons of rock hang over your head. Luckily, enclosed spaces don't bother you - only heights do. Passages run north, east, and southwest. All are about the same width and height; none looks more well-traveled than any other.
You go to the east
You're standing in a circular room at the edge of a deep pit. A
ledge runs around the room, above the pit. Being here makes your stomach churn; the pit's quite deep, and your fear of heights is as strong as ever. [7]  An iron hook is embedded in one of the walls.
The only exit from the room is a passage back through the rock to the west. Below, in the pit, you can see what appears to be a baby dragon. It looks up at you briefly, then trips over its tail and falls down with a loud squeak.
You examine hook
The hook's firmly stuck in the wall. I don't think you can get it out.
You examine Dragon
The baby dragon is not exactly small - it probably weighs more than you do. But it is quite cute. As you watch, it trips over its own feet and goes flying in a great tangle of claws and tail. [16]
Note 16
[16]: This rather clumsy dragon is MUCH larger by the time of "Unnkulian Unventure II: The Secret of Acme."
Go north
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.
Go west
You're standing in the whitewashed gazebo in the mystical cavern.
It's quite peaceful here; the moss-covered cavern floor outside muffles most sounds. Faint flowery smells reach your nostrils, and you feel quite relaxed. Truly, there is an almost magical tranquillity here. High above you, you can see the steeple bell.

A long rope is attached to the bell, the other end dangling just
above the floor. You can only go back to the east from here.
You cut the rope with the sword
I don't think cutting the rope is a good idea; you might need the whole piece later.
You get the rope
You can't untie the rope from down here; the other end is attached to the bell, some twenty feet overhead.
You examine stalactites
Strange, colorful veins of minerals spiral through the pillars of rock, sparkling in the light.
You examine the shadows
The shadows are probably just from the lamplight hitting the rock formations in the cave.
You examine the crevices
The crevices are uninteresting. You most certainly can't fit inside them, if that's what your thinking.
Go southwest
You are standing in a square chamber carved from the rock. The
eastern wall of the chamber is made from what appears to be transparent glass - and through it, you can see water and what must be the muddy bottom of Lake Draounheer! Somehow, you've gotten around to the western side of the lake. Perhaps if you strain your eyes, you might make out the King's Lake View room on the other side - but no; the lake is too wide, and the waters too muddy. Identical passages run northeast, northwest, west, and south. To the north is a thick steel door, which is closed. A sign hangs just above the glass wall.
You examine the sign
The sign's made of wood, and embedded in the stone wall. It reads as follows:
"Poppa Ul Memorial Lodge - Members Only! Exits northeast and south. Sauna north. Gym northwest. Reading room west. Equipment furnished by Acme."
You examine the glass
The wall's not like the one in the King's lake view room. It's quite strong, and has a much different feel to it - almost rubbery to the touch. Through the glass, you can see a few fish swimming along the bottom of the lake. Tiny raised letters run along the bottom of the wall. They read, "Wowsa Willy's Wonder Wall."
You examine the door
The steel door is closed. It's warm to the touch.
Go west
This chamber's walls are covered in tacky stained purple and green wooden panelling. It's not exactly what I would call peaceful, but there is a comfortable chair (upholstered in bright orange) and, on the western wall, a bookshelf. In some ways, the room is kind of like an evil twin of the King's library back in the Valley. The only exit is back to the east.

A brown book, a yellow paperback, a black book, a blue book, and a white paperback are sitting on the shelf.
You examine the panelling
It's quite tacky, made from fiberboard and asbestos and stained with lead paint. Tiny lettering along the bottom of one wall reads "Acme Hoam Improovmint Deevishun."
You look at chair
The chair looks quite comfortable, though it is completely hideous.
You examine the shelf
On the shelf you see a brown book, a yellow paperback, a black book, a blue book, and a white paperback.
You examine the brown
The book's cover is made of leather and embossed with gold letters that read "Ulian to Valley-Tongue Dictionary."
You read it
Thoroughly reading the dictionary would take more time than you have. It might be useful if you have to translate something, though. [17]
17
[17]: Something fun to do is to try counting the dictionary (and other things in the game as well.)
You count the dictionary
There is one (1) dictionary. It contains forty-three thousand, eight hundred and fifty-five (43,855) words.
You examine the yellow
It's number forty-three in the "Don Martyr of Cars" series. You've got a copy at home, a much nicer edition. I think the cover of this one's made from cheez (tm).
You examine the black
Which black do you mean, the black book, or the black stone?
Book
The black book is quite heavy and trimmed with gold leaf. The title is "A History Of Ancient Ul - W. Willy"
You read it
You start reading the book, opening to a page at random.

" - and Poppa Ul led his people for many, many years - wearing the magic crown of Ul, he lived for well over two centuries.
But his evil brother Unk Ul slew him, and stole the crown, and led
his mercenaries west of Lake Draounheer. In the chaos that followed the death of Great Ul, Kuul, son of Ul, took the remnants of the Ulians to the wooded valley to the east of the lake. One day, he vowed, he would lead the people of Ul against the evil Unk's Ulians and their dread demons - and recover the crown of his father.

And he did, and there was much rejoicing. The people praised Duhdha and built many temples to their prophet who had seen them through the days of strife. And the priests of these temples were called by a name that honored of the great Kuul son of Ul, the first Valley King. And his children shall wear the crown, and each shall rule for centuries, and forever keep at bay the evil Unk's Ulians."

You stop reading and glance at the copyright date. The book was published in 390 VK, only fifty-seven years ago! Could the great Wowsa Willy still have been alive then?
You look at the blue
The blue book's cover says "Myths of Ancient Ul."
You read it
"The Story of the Ghostly Smith -

Some say that Poppa Ul's mighty blacksmith Pyter still lives in the hallowed Ulian halls. Pyter killed himself when he realized he had cut down the very last tree west of Lake Draounheer to fuel his crucible. Now, the legend goes, Pyter sits in his forge, sharpening his axe, waiting for the day when he can make the flames rise once again and forge the jewelry and weapons that made the name of Poppa Ul famous far and wide."
You look at the white
The book's cover says "Cradle to Grave." It's a science fiction novel by D. A. Leary. (It's also a shameless plug.)
You read it
Though it's probably one of the best books you'd ever choose to read, you don't really have time right now. [18]
Note 18
[18]: Unpublished at the time of game publication (bummer!)
Go east
You are standing in a square chamber carved from the rock. The
eastern wall of the chamber is made from what appears to be transparent glass - and through it, you can see water and what must be the muddy bottom of Lake Draounheer! Somehow, you've gotten around to the western side of the lake. Perhaps if you strain your eyes, you might make out the King's Lake View room on the other side - but no; the lake is too wide, and the waters too muddy. Identical passages run northeast, northwest, west, and south. To the north is a thick steel door, which is closed. A sign hangs just above the glass wall.
You go east
You're standing in an ancient chamber inside the burial mound. High above your head, the muddy hole you dug beckons you - but there's no way to reach it. The walls of the chamber are hard-packed sod, but the floor is solid stone, good Unnkulian granite. A massive stone coffin stands in the very center of the room. The only exit from the chamber is a narrow passage sloping down to the west, vanishing into darkness.
You read the writing
"Here lies Ul - Beloved Poppa of All Ulians."
You go north
You are standing in a chamber cut from dark obsidian. Somehow, you feel at peace here. Obviously, this is some kind of temple to one of the gods of ancient Ul. Patterned mosaics cover the floor, and the black walls are streaked with swirls of white marble.

A simple, featureless altar made from dark gray granite is built
into the northern wall. Above the altar, some writing has been carved into the black stones. Identical passages run south, east, and west.

You see a small cardboard box and a cookbook here.

There's an old monk here, seated on the altar. He looks like he
hasn't slept or eaten in days, and appears to be very distressed. He glances up as you enter. "Welcome, Valley Warrior."
You read the writing
Using your dictionary, you translate the ancient legend -

"Yea, verily, and the disciples did go unto the Great Duhdha. 'Give us your wisdom, O Wise One!' they clamored. 'Go away,' replied Duhdha. Yea, verily, and his followers did lament and weep, loudly and for an extremely long time. 'All right all ready!' Duhdha cried - for he could no longer bear their suffering. 'What wisdom do you guys seek - er, seeketh?'
'Tell us how to behave, O Wise One!' the followers shouted. 'How
to behave, what to do, what to eat - '
'What to eat?' Duhdha said. Yea, verily, and Duhdha's brow did
furrow as he searched for wisdom. 'Let me see - something quite unhealthy, that'll make you all die off quicker. Something with a lot of cholestorol. Ah ha! Of course! Eat eggs, my followers, because, er - ' And Duhdha paused, seeking the proper enlightening words. 'An egg is unto our stomachs as we are to God! Yeah, that's it!'"

The legend abruptly ends.
You ask the monk about the egg
The monk perks up and stares at you, eyes wide. "Where?" he asks.
You count the fish
There is one (1) fish.
You go northwest
linoleum. The chamber is featureless; only the contents suggest what the room might have been used for. The only exit is back to the southeast.

You see a trampoline and a barbell here.
You examine the trampoline
It's rather large and heavy-looking. It would probably be fun to jump on it. Tiny letters printed on the surface read "Acme Dam Bownsee Tram-poh-leen."
You examine the barbell
The barbell is made from solid iron and (of course) is quite heavy.
You could really get a good workout lifting that sucker.
Lift barbell
You work out with the weights for a while. (Grunt - strain - urk) A Valley Warrior can never be too strong, after all!
You keep going
You're already kind of sore from your last workout.
You go southeast
You are standing in a square chamber carved from the rock. The
eastern wall of the chamber is made from what appears to be transparent glass - and through it, you can see water and what must be the muddy bottom of Lake Draounheer! Somehow, you've gotten around to the western side of the lake. Perhaps if you strain your eyes, you might make out the King's Lake View room on the other side - but no; the lake is too wide, and the waters too muddy. Identical passages run northeast, northwest, west, and south. To the north is a thick steel door, which is closed. A sign hangs just above the glass wall.
Go northeast
bedrock of the land. The walls are close around you, and tons of rock hang over your head. Luckily, enclosed spaces don't bother you - only heights do. Passages run north, east, and southwest. All are about the same width and height; none looks more well-traveled than any other.
Go east
You're in a small, square chamber with a low ceiling. A rusty oven stands against the east wall. Attached to the northern wall is a long wooden shelf. Otherwise, the room is quite featureless. A passage runs back to the west.
You pull the oven
You move the oven away from the east wall, into the center of the room, revealing a narrow passage to the east!
You go to the east
You're carrying too much to fit through the narrow passageway.
You drop all
brass lamp: Dropped.
thin wand: Dropped.
bronze ring: (Taking off the bronze ring first)
Dropped.
sword: Dropped.
pair of erasers: Dropped.
handful of radberries: Dropped.
jade figurine: Dropped.
trowel: Dropped.
spade: Dropped.
black stone: Dropped.
brown book: Dropped.
You go east
You squeeze through the narrow tunnel, and find yourself -

It's pitch black.
You go to the east
You squeeze through the narrow tunnel, and find yourself -

You're standing in a rough-hewn cave at the top of a long-forgotten mine shaft. A thick vein of gold ore runs diagonally across the east wall, glowing in the pale green lamplight. A narrow squeeze runs west, but you're not going to get through there if you're carrying a lot. To the south, the deep mine shaft runs down. Mudslides and rockfalls have taken their toll, and the shaft is slippery and cluttered, but still negotiable. Still, I doubt if you could climb back up. A wider, straight passage runs north.
Go north
You're standing in a damp, cluttered cave. Twisting, tiny tunnels
run off in all directions, but (thankfully) the only one you're big enough to fit through is back to the south. You've obviously stumbled into the legendary mines of the Dwarvish Lord Dioria, a brave but rather odious king who used to sell gems and gold to the ancient Ulians - you can recognize clumsy dwarvish mining when you see it.
Thankfully, all the legends suggest that the dwarves are long-dead. Jumbled rocks litter the floor, and it's rather hard to walk around.
You examine the rocks
The rocks are just cave litter, nothing too interesting. Suddenly, a dwarf runs out of one of the passages and tosses a rusty knife at you! It scratches your arm and clatters against the wall. "Curses!" the dwarf shrieks. Before you can react, he dives back into one of the narrow tunnels.
About you
You're a hulking Valley Warrior, one of the fittest of the Valley King's soldiers. Right now, however, you appear to be injured.
You examine the vein
The vein runs diagonally through the wall, and has obviously been mined. Still, an industrious person could probably get a few chunks of gold out.
You hit the vein
What do you want to attack it with?
Sword
CLANG! The shock of metal-on-metal sends a shock up your wrist.
You've dented the gold, but if you're going to do any serious mining, you'll need better equipment.
Go west
You're in a small, square chamber with a low ceiling. In the center
of the room is a rusty oven. It appears to have been pulled away from the wall, revealing a very narrow tunnel to the east. Attached to the northern wall is a long wooden shelf. Otherwise, the room is quite featureless. A passage runs back to the west.

You see a thin wand, a pair of erasers, a handful of radberries, a
jade figurine, a trowel, a spade, a black stone, and a brown book here.
You go west
You're in a small, square chamber with a low ceiling. In the center
of the room is a rusty oven. It appears to have been pulled away from the wall, revealing a very narrow tunnel to the east. Attached to the northern wall is a long wooden shelf. Otherwise, the room is quite featureless. A passage runs back to the west.

You see a thin wand, a pair of erasers, a handful of radberries, a
jade figurine, a spade, a black stone, a brown book, and a sword here.
You get all
thin wand: Taken.
pair of erasers: Taken.
handful of radberries: Taken.
jade figurine: Taken.
spade: Taken.
black stone: Taken.
brown book: Taken.
sword: Taken.
You go to the west
You are standing in a chamber cut from dark obsidian. Somehow, you feel at peace here. Obviously, this is some kind of temple to one of the gods of ancient Ul. Patterned mosaics cover the floor, and the black walls are streaked with swirls of white marble.

A simple, featureless altar made from dark gray granite is built
into the northern wall. Above the altar, some writing has been carved into the black stones. Identical passages run south, east, and west.

You see a small cardboard box and a cookbook here.

There's an old monk here, seated on the altar. He looks like he
hasn't slept or eaten in days, and appears to be very distressed. He glances up as you enter. "Welcome, Valley Warrior."
Go south
You're standing in a carved square chamber with an arched roof.
Stairs climb up to the northwest, and bright sunlight filters down, bathing the room in a pale yellow glow.

underworld! Perhaps Amanda passed this way after all - and maybe your exploration of these caves is not in vain!

To the west is a great iron door, covered in sinister carvings.
It's closed. Passages run north and southwest as well. From the southwest, a faint grinding noise echoes up the passage.
You examine the door
The great iron door is covered with grotesque carvings. It's closed.
You look at the carvings
The carvings portray twisted demonic figures, torturing and killing helpless humans. The carvings look much like what you've seen on captured Unnkulian weaponry.
You open the door
It's locked.
Go southwest
You're standing in what must be an ancient forge. Dark wooden beams support a sagging stone roof, and the floor is stained with droplets of metal. A giant pair of bellows, attached to a huge crucible, stands in the very center of the room. To one side is a huge grindstone. The only exit is to the northeast.

A burly man in a blacksmith's apron is seated at the grindstone, methodically sharpening his axe. Sparks fly as metal touches stone.
You examine Smith
The smith, a mighty man is he, with strong and sinewy hands. He's busy sharpening his axe, and he's not paying any attention to you. Now that you look at him closely, you notice that he's somewhat transparent - you can see right through him!
You look at the grindstone
The massive grindstone spins when then pedal beneath it is pushed. The stone's used for sharpening metal implements.
You examine the axe
The smith's axe looks plenty sharp. It would make a fine weapon, if it weren't insubstantial and ghostly.
You examine the droplets
No doubt, the droplets are left-over debris from when the forge was active.
You get them
metal droplets: You can't have the metal droplets.
You examine the crucible
The crucible's a huge container used for melting metals. The giant bellows are attached to it. There's nothing in the crucible.
You examine the bellows
When a fire is lit under the crucible, the bellows are used to make the flames rise higher. Pushing the bellows will drive air under the crucible.
You ask Smith about the crucible
"Used for meltin' down metals," the smith mumbles. "But I've got no fuel." A lone tear runs down his cheek. "All the wood is gone."
You ask Smith about the bellows
"Leave my bellows be," the smith growls. "Only I can heat the crucible."
You go to the north-east
You're standing in a carved square chamber with an arched roof.
Stairs climb up to the northwest, and bright sunlight filters down, bathing the room in a pale yellow glow.

To the west is a great iron door, covered in sinister carvings.
It's closed. Passages run north and southwest as well. From the southwest, a faint grinding noise echoes up the passage.
You drop all
bronze ring: (Taking off the bronze ring first)
Dropped.
brass lamp: Dropped.
trowel: Dropped.
thin wand: Dropped.
pair of erasers: Dropped.
handful of radberries: Dropped.
jade figurine: Dropped.
spade: Dropped.
black stone: Dropped.
brown book: Dropped.
sword: Dropped.
Go south
It's pitch black.
Go north
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see a bronze ring, a trowel, a thin wand, a pair of erasers, a handful of radberries, a jade figurine, a spade, a black stone, a brown book, and a sword here.
You get all
bronze ring: Taken.
trowel: Taken.
thin wand: Taken.
pair of erasers: Taken.
handful of radberries: Taken.
jade figurine: Taken.
spade: Taken.
black stone: Taken.
brown book: Taken.
sword: Taken.
You go west
You're standing in the whitewashed gazebo in the mystical cavern.
It's quite peaceful here; the moss-covered cavern floor outside muffles most sounds. Faint flowery smells reach your nostrils, and you feel quite relaxed. Truly, there is an almost magical tranquillity here. High above you, you can see the steeple bell.

A long rope is attached to the bell, the other end dangling just
above the floor. You can only go back to the east from here.

You see a trampoline here.
You jump on the trampoline
You jump on the trampoline and leap into the air. For some reason, you can really get some altitude here inside the gazebo. You come down and bounce again, higher and higher. The bell's almost in reach; in fact, you can just about grab the edge - suddenly, you find yourself -

You're hanging on the edge of the bell, a good fifteen feet above
the gazebo floor. The height is making you quite queasy, and the gentle rocking of the bell isn't helping you any. You can't seem to let go; you're having trouble prying your fingers from the bell's shiny surface. The only exit is (gulp) down. A long rope is tied to the edge of the bell, right near your fingers. It hangs down to the floor below.
You get the rope
With trembling fingers, you reach out with one hand and carefully untie the rope, trying not to shift your weight or the bell. It falls to the ground below.

Your grasp loosens and you plummet to the ground. Thankfully, the trampoline was right underneath you, and you land uninjured.

You're standing in the whitewashed gazebo in the mystical cavern.
It's quite peaceful here; the moss-covered cavern floor outside muffles most sounds. Faint flowery smells reach your nostrils, and you feel quite relaxed. Truly, there is an almost magical tranquillity here. High above you, you can see the steeple bell.

You can only go back to the east from here.

You see a trampoline and a long rope here.
You tie the rope to the hook
You carefully tie the rope to the hook. The other end dangles down into the pit, just reaching the floor. Suddenly, the rope catches on fire and burns to ashes! You glance down into the pit - is the baby dragon smiling?
Go west
You're in a tiny room that's not much more than a stone closet. It probably serves as the vestry for the temple. The only exit is back to the east. There's a set of hooks on the western wall.

You see an oar and a wine bottle here.

A robe is hanging on the hooks.
You look at the oar
The oar is wooden, quite old and weathered - but I'm sure it would do.
You drop spade and trowel
spade: Dropped.
trowel: Dropped.
You examine the beams
The beams look ready to collapse, but they've held up the roof for centuries. Probably another few minutes won't make much difference.
You ask Smith about the crucible
"Used for meltin' down metals," the smith mumbles. "But I've got no fuel." A lone tear runs down his cheek. "All the wood is gone."

You're feeling a fuzz hungry. Perhaps it would be a good time to find something to eat.
Go west
This chamber's walls are covered in tacky stained purple and green wooden panelling. It's not exactly what I would call peaceful, but there is a comfortable chair (upholstered in bright orange) and, on the western wall, a bookshelf. In some ways, the room is kind of like an evil twin of the King's library back in the Valley. The only exit is back to the east.

A yellow paperback, a black book, a blue book, and a white paperback are sitting on the shelf.
You examine the yellow
It's number forty-three in the "Don Martyr of Cars" series. You've got a copy at home, a much nicer edition. I think the cover of this one's made from cheez (tm).
You eat it
Yep, it's pure cheez all right. (Burp.)  Pretty filling, though it does taste like motor oil.
You go to the west
You're in a tiny room that's not much more than a stone closet. It probably serves as the vestry for the temple. The only exit is back to the east. There's a set of hooks on the western wall.

You see a wine bottle, a brown book, a spade, and a trowel here.

A robe is hanging on the hooks.
You put all in pocket
brass lamp: Done.
bronze ring: (Taking off the bronze ring first)
Done.
thin wand: Done.
pair of erasers: Done.
handful of radberries: Done.
jade figurine: Done.
black stone: Done.
sword: Done.
long rope: Done.
oar: You can't fit that in the pocket.
robe: You can't fit that in the pocket.
You get all
wine bottle: Taken.
brown book: Taken.
spade: Taken.
trowel: Taken.
You go to the northwest
You're standing just northwest of a dark cave, somewhere in the Beeg'ashell Mountains. Inside the cave entrance, you can just make out a set of stone stairs sloping down, back into the heart of the mountains. Rough patches of crabgrass struggle for life here and there, poking through cracks in the rocky mountain soil. A trail climbs up to the west, while another slopes down to the north. A third, level trail leads due south. It's quite cold here, and a chill wind whips across the rocky hills. The cave entrance is back to the southeast.
You examine the crabgrass
The patches of crabgrass struggle for life in the rocky soil.
Go north
You're walking on a rocky mountain trail that slopes down the side of the mountain. There's almost no vegetation here; a few roots poke from the ground, but the plants here appear to be dying. The trail slopes down to the northeast and up to the south. There's a scruffy, smelly goat here, blocking the trail to the northeast and staring at you.
You look at the goat
The mountain goat is rather skinny and scruffy-looking, with great patches of hair missing. It's eyeing you balefully. Tiny letters along its horns read "Acme Soopur Agyl Mowntan Ghowt." [19]
Note 19
[19]: It should be self-evident that this is not the same goat that was in "Horror of Rylvania." It's much smellier.
Go west
You're standing at the eastern edge of a deep mountain gorge. Far below you, mist swirls over sharp rocks. You're trying desperately to keep your vertigo in check, and having some success; staying a good fifteen feet back from the edge helps a lot. Across the gorge you can just make out a slender stone tower rising from a rocky mountain-top - but of course, you can't get there from here. If only you had an Acme Brij Kreeaytor! The only obvious exit is the trail back to the east; other directions appear too rocky to travel.

Surely, the fair Amanda could not have crossed this great gash in
the earth. Perhaps your quest lies elsewhere.
You look at the tower
You can't really make out the tower from here, but it stirs memories in you that you don't quite understand. Could it be the fabled lost tower of Wowsa Willy?
Wave wand
"Fool!" a voice thunders. "Do you really think I'd help you get across *my* gorge? Are you mad?"
Go south
You're standing on top of a low, rocky rise somewhere in the Beeg'ashell Mountains. Not far south of here is the land of the Unnkulians, the dread enemies of your beloved master, the Valley King. In fact, you can make out several features from here, further south - Lake Draounheer's western shore, to the southeast; the walls of what appear to be some sort of monastery; and, on top of the highest of the mountains, a giant boulder, perched quite precariously. Unfortunately (or perhaps thankfully) the terrain is far too rugged for you to get there from here. The only safe path is to the north. There's a spreading chestnut tree in the very center of the clearing.
You look at the tree
It's quite a stately old chestnut tree. It towers high above you, shading you with its thick limbs.
Shake tree
You shake the stately tree, but can't really budge it. From high above, however, you hear an angry squawking.
Go down
I don't know which way you mean, north or southeast. Please specify a direction.
You go west
This chamber's walls are covered in tacky stained purple and green wooden panelling. It's not exactly what I would call peaceful, but there is a comfortable chair (upholstered in bright orange) and, on the western wall, a bookshelf. In some ways, the room is kind of like an evil twin of the King's library back in the Valley. The only exit is back to the east.

A black book, a blue book, and a white paperback are sitting on the shelf.
You look at the white
The book's cover says "Cradle to Grave." It's a science fiction novel by D. A. Leary. (It's also a shameless plug.)
You go west
You're standing in the whitewashed gazebo in the mystical cavern.
It's quite peaceful here; the moss-covered cavern floor outside muffles most sounds. Faint flowery smells reach your nostrils, and you feel quite relaxed. Truly, there is an almost magical tranquillity here. High above you, you can see the steeple bell.

You can only go back to the east from here.

You see a trampoline here.
You give the white to goat
The goat sniffs the white paperback and grabs it with yellowing teeth. It chews a few times, swallows, and burps loudly. Unfortunately, it still looks hungry.
You go west
This chamber's walls are covered in tacky stained purple and green wooden panelling. It's not exactly what I would call peaceful, but there is a comfortable chair (upholstered in bright orange) and, on the western wall, a bookshelf. In some ways, the room is kind of like an evil twin of the King's library back in the Valley. The only exit is back to the east.

A black book and a blue book are sitting on the shelf.
You get all
black book: Taken.
blue book: Taken.
You give the blue book to the goat
The goat sniffs the blue book and grabs it with yellowing teeth. It chews a few times, swallows, and burps loudly. Unfortunately, it still looks hungry.
You give the black book to the goat
The goat sniffs the black book and grabs it with yellowing teeth. It chews a few times, swallows, and burps loudly. Finally satiated, the goat wanders off into the mountains.
You go to the northeast
You're standing on the bank of a rushing mountain river. The bank
is grassy and slopes gently down to the water. The swift-moving river babbles gentle murmurings, and a sweet-smelling breeze blows from the north. It's peaceful here, and quite relaxing. A trail leads back up into the Beeg'ashell Mountains to the southwest. The river is to the north, and flows down from the west.

There's a beautiful woman seated at the water's edge - could it be
the fair Amanda? But no - Amanda is blond, while this woman's hair is auburn. Her face is narrower, and her eyes are quite different. She glances over her shoulder and smiles invitingly. "Welcome, Warrior." Her voice is musical, lilting, her accent like nothing you've ever heard before.
You look at the river
The river is not quite as wide or deep as the one which flows through Dawg Rock, south of Lake Draounheer, but it's not a simple mountain stream either. From the direction of the current, it appears that it probably enters into the Damsogee Swamp, and thus eventually feeds the lake. At any rate, I doubt you could cross it.
You examine the woman
The woman's beauty is breathtaking - long auburn hair, violet eyes, shapely figure. She's dressed in a white gossamer gown, and her skin is pale, almost translucent. If anything, she's more attractive than Lady Amanda.
You ask the woman about the goat
The woman shrugs. "I care little for such things."
You ask the woman about the river
The woman smiles. "The river is deep and wide, and home to many marvelous things."
Go north
The river's too deep and wide for you to cross.
You kill the woman
What do you want to attack her with?
Sword
Why would you attack the nymph?
Kiss nymph
The woman shies away from your seeking lips. "Now, now," she says, eyes sparkling. "A true gentleman would seek to bring a lady a gift before expecting such rewards."
You look at what you're carrying with you
You have an oar, a robe (being worn), a wine bottle, a brown book, a spade, and a trowel.
You examine the pocket
The pocket of the robe is quite tattered, and hanging by just a few threads. In the pocket you see a brass lamp (providing light), a bronze ring (being worn), a thin wand, a pair of erasers, a handful of radberries, a jade figurine, a black stone, a sword, and a long rope.
You give the bottle to the nymph
The woman shakes her head sorrowfully. "I need that not, nor do I desire it."
You ask the nymph about the necklace
"It would be a fine gift for a lady," the woman whispers, eyes fixed on the necklace.
Hi
The woman smiles. "Greetings, brave Valley Warrior. My name is Rivaris."
Go southwest
You're walking on a rocky mountain trail that slopes down the side of the mountain. There's almost no vegetation here; a few roots poke from the ground, but the plants here appear to be dying. The trail slopes down to the northeast and up to the south.
You look at the roots
The roots have been chewed right down to the ground.
You get it
You pull up a handful of crabgrass.
You drop all
oar: Dropped.
robe: (Taking off the robe first)
Dropped.
wine bottle: Dropped.
brown book: Dropped.
spade: Dropped.
trowel: Dropped.
handful of crabgrass: Dropped.
You go east
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see an oar, a wine bottle, a brown book, a spade, a trowel, and
a handful of crabgrass here.
You jump on the trampoline
Whee! Loads of fun, but this isn't helping you find Amanda.
You examine  the tree
It's quite a stately old chestnut tree. It towers high above you, shading you with its thick limbs.
You shake it
You shake the stately tree, but can't really budge it. From high above, however, you hear an angry squawking.
You examine the rope
It looks like an ordinary long rope to me.
You throw the rope at the tree
You miss.
You tie the rope
What do you want to attach it to?
You go west
As much as you might like to proceed further and attack the enemies of your liege lord, the terrain's just far too rugged for walking. The only safe path is to the north.
Go west
You're standing at the eastern edge of a deep mountain gorge. Far below you, mist swirls over sharp rocks. You're trying desperately to keep your vertigo in check, and having some success; staying a good fifteen feet back from the edge helps a lot. Across the gorge you can just make out a slender stone tower rising from a rocky mountain-top - but of course, you can't get there from here. If only you had an Acme Brij Kreeaytor! The only obvious exit is the trail back to the east; other directions appear too rocky to travel.
You jump on the trampoline
You jump on the trampoline and fly straight up through the hole overhead, landing on the soft grass next to the hole on top of the burial mound.

You're standing on top of the burial mound, perhaps thirty feet
above the damp, swampy ground below. To the south, you can just make out Lake Draounheer through the mist, and to the southeast, the clifftop and the lighthouse. The only safe path off the mound is to the west. There's little of interest up here.
Inventory
You have a robe (being worn), a long rope, and a small leather pouch.
You look at the pocket
The pocket of the robe is quite tattered, and hanging by just a few threads. In the pocket you see a brass lamp (providing light), a bronze ring (being worn), a thin wand, a pair of erasers, a handful of radberries, a jade figurine, a black stone, and a sword.
You examine boat
The rowboat is small but looks quite sturdy. There's a small hole in the bottom of the boat, but a cork has been fitted inside.
You go downwards
You're standing in an ancient chamber inside the burial mound. High above your head, the muddy hole you dug beckons you - but there's no way to reach it. The walls of the chamber are hard-packed sod, but the floor is solid stone, good Unnkulian granite. A massive stone coffin stands in the very center of the room. The only exit from the chamber is a narrow passage sloping down to the west, vanishing into darkness.

You see a trampoline here.
You go west
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see an oar, a wine bottle, a brown book, a spade, a trowel, and
a handful of crabgrass here.
You get all
oar: Taken.
wine bottle: Taken.
brown book: Taken.
spade: Taken.
trowel: Taken.
handful of crabgrass: Taken.
Hi
The monk waves half-heartedly. "You've lost the ways of Duhdha," he murmurs mournfully.
You go east
You're in a small, square chamber with a low ceiling. In the center
of the room is a rusty oven. It appears to have been pulled away from the wall, revealing a very narrow tunnel to the east. Attached to the northern wall is a long wooden shelf. Otherwise, the room is quite featureless. A passage runs back to the west.
You look around
You're standing on the bank of a rushing mountain river. The bank
is grassy and slopes gently down to the water. The swift-moving river babbles gentle murmurings, and a sweet-smelling breeze blows from the north. It's peaceful here, and quite relaxing. A trail leads back up into the Beeg'ashell Mountains to the southwest. The river is to the north, and flows down from the west.

There's a beautiful woman seated at the water's edge - could it be
the fair Amanda? But no - Amanda is blond, while this woman's hair is auburn. Her face is narrower, and her eyes are quite different. She glances over her shoulder and smiles invitingly. "Welcome, Warrior." Her voice is musical, lilting, her accent like nothing you've ever heard before.
Go southwest
You're walking on a rocky mountain trail that slopes down the side of the mountain. There's almost no vegetation here; a few roots poke from the ground, but the plants here appear to be dying. The trail slopes down to the northeast and up to the south.
You put all in the pocket
brass lamp: The brass lamp is already in the pocket!
bronze ring: The bronze ring is already in the pocket!
thin wand: The thin wand is already in the pocket!
pair of erasers: The pair of erasers is already in the pocket!
handful of radberries: The handful of radberries is already in the pocket!
jade figurine: The jade figurine is already in the pocket!
black stone: The black stone is already in the pocket!
sword: The sword is already in the pocket!
long rope: The long rope is already in the pocket!
oar: You can't fit that in the pocket.
robe: You can't fit that in the pocket.
wine bottle: Done.
brown book: You can't fit that in the pocket.
spade: You can't fit that in the pocket.
trowel: You can't fit that in the pocket.
You drop all
oar: Dropped.
robe: (Taking off the robe first)
Dropped.
brown book: Dropped.
spade: Dropped.
trowel: Dropped.
Look around
You're standing in a damp, cluttered cave. Twisting, tiny tunnels
run off in all directions, but (thankfully) the only one you're big enough to fit through is back to the south. You've obviously stumbled into the legendary mines of the Dwarvish Lord Dioria, a brave but rather odious king who used to sell gems and gold to the ancient Ulians - you can recognize clumsy dwarvish mining when you see it.
Thankfully, all the legends suggest that the dwarves are long-dead. Jumbled rocks litter the floor, and it's rather hard to walk around.

You see a rusty knife here.
You get the knife
You reach for the rusty knife, but, like all dwarf-made goods, it vanishes in a puff of oily black smoke when a human touches it.
You look at the rocks
The rocks are just cave litter, nothing too interesting. A dwarf rolls out of one of the passages, and tosses a shiny knife at you. You're ready this time, and dodge his throw. The knife just misses your ear, and lands on the ground with a curious thump. "Phooey!" the dwarf cries, and dives into one of the tiny tunnels.
You examine the knife
The knife's blade appears to be made from a particularly shiny sort of rubber. Tiny letters on the handle read "Acme Slysor-Dysor Ghinzoo Nyfe." [20]
Note 20
[20]: Apologies to those guys that make the real ones.
You wait for a while
Time passes...
A dwarf pokes his head out of a tunnel in the ceiling and tosses a pillow at you. It hits you square in the face, and falls to the ground. You're shaken up, but still standing. "Humbug!" the dwarf squeals. You hear him scampering away up the tunnel.
You examine the pillow
The pillow is about as hard as a brick. Tiny letters on one side read "Acme Soopur-Sopht Downee Pillough."
You wait
Time passes...
A low voice whispers, "Haven't we got anything else to throw at him?"
You wait awhile
Time passes...
"No! Not that!" a gruff voice whispers. "It's far too valuable!"
You wait
Time passes...
Without warning, a dwarf pops up from a tunnel in the floor. He's carrying a pickaxe, which he swings at your head. You duck and leap back, surprised. With a stream of nasty curses, the dwarf hurls the pickaxe at you and dives back into the tunnel.
Go south
You're standing in a rough-hewn cave at the top of a long-forgotten mine shaft. A thick vein of gold ore runs diagonally across the east wall, glowing in the pale green lamplight. A narrow squeeze runs west, but you're not going to get through there if you're carrying a lot. To the south, the deep mine shaft runs down. Mudslides and rockfalls have taken their toll, and the shaft is slippery and cluttered, but still negotiable. Still, I doubt if you could climb back up. A wider, straight passage runs north.
You hit the vein with the pickaxe
The pickaxe bites deep into the vein. A loose chunk of gold goes flying, and lands at your feet.
You get the gold
Taken.

You're feeling a bit better now.
PUT PICKAXE, GOLD, KNIFE, AND PILLOW IN POCKET
pickaxe: You can't fit that in the pocket.
lump of gold: You can't fit that in the pocket.
shiny knife: You can't fit that in the pocket.
pillow: You can't fit that in the pocket.
You go west
You're carrying too much to fit through the passage.
DROP PILLOW, PICKAXE, AND KNIFE
pillow: Dropped.
pickaxe: Dropped.
shiny knife: Dropped.
You look at what you're carrying with you
You have a robe (being worn) and a lump of gold.
You go south
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see an oar, a brown book, a spade, and a trowel here.
You examine pocket
The pocket of the robe is quite tattered, and hanging by just a few threads. In the pocket you see a brass lamp (providing light), a bronze ring (being worn), a thin wand, a pair of erasers, a handful of radberries, a jade figurine, a black stone, a sword, a long rope, and a wine bottle.
DROP FIGURINE, STONE, ROPE
jade figurine: Dropped.
black stone: Dropped.
long rope: Dropped.
You go east
You squeeze through the narrow tunnel, and find yourself -

You're standing in a rough-hewn cave at the top of a long-forgotten mine shaft. A thick vein of gold ore runs diagonally across the east wall, glowing in the pale green lamplight. A narrow squeeze runs west, but you're not going to get through there if you're carrying a lot. To the south, the deep mine shaft runs down. Mudslides and rockfalls have taken their toll, and the shaft is slippery and cluttered, but still negotiable. Still, I doubt if you could climb back up. A wider, straight passage runs north.

You see a pillow, a pickaxe, a shiny knife, and a lump of gold here.
PUT PILLOW, GOLD, KNIFE, PICKAXE IN POCKET
pillow: Done.
lump of gold: You can't fit that in the pocket.
shiny knife: Done.
pickaxe: You can't fit that in the pocket.
You go south
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see an oar, a brown book, a spade, a trowel, a jade figurine, a black stone, and a long rope here.
DROP WINE, PILLOW, KNIFE
wine bottle: Dropped.
pillow: Dropped.
shiny knife: Dropped.
Go east
You squeeze through the narrow tunnel, and find yourself -

You're standing in a rough-hewn cave at the top of a long-forgotten mine shaft. A thick vein of gold ore runs diagonally across the east wall, glowing in the pale green lamplight. A narrow squeeze runs west, but you're not going to get through there if you're carrying a lot. To the south, the deep mine shaft runs down. Mudslides and rockfalls have taken their toll, and the shaft is slippery and cluttered, but still negotiable. Still, I doubt if you could climb back up. A wider, straight passage runs north.

You see a pickaxe and a lump of gold here.
Pickaxe in pocket
lump of gold: Done.
pickaxe: You can't fit that in the pocket.
Go south
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see an oar, a brown book, a spade, a trowel, a jade figurine, a black stone, a long rope, a wine bottle, a pillow, and a shiny knife here.
You check your inventory
You have a robe (being worn).
You go west
You're standing in the whitewashed gazebo in the mystical cavern.
It's quite peaceful here; the moss-covered cavern floor outside muffles most sounds. Faint flowery smells reach your nostrils, and you feel quite relaxed. Truly, there is an almost magical tranquillity here. High above you, you can see the steeple bell.

You can only go back to the east from here.

You see a trampoline here.
You get all
oar: Taken.
brown book: Taken.
spade: Taken.
trowel: Taken.
jade figurine: Taken.
black stone: Taken.
long rope: Taken.
wine bottle: Taken.
pillow: Taken.
shiny knife: Taken.
You examine the coffin
The coffin is quite large. A figure of a bearded and armored warrior, eyes closed and hands folded across his chest, is carved on the lid. Words are carved on the side - you recognize the language as early Ulian, a quite difficult and arcane tongue. Luckily, you have an Ulian to Valley Tongue dictionary. The words read "Here lies Ul - Beloved Poppa of All Ulians."
You drop all but the robe
oar: Dropped.
brown book: Dropped.
spade: Dropped.
trowel: Dropped.
jade figurine: Dropped.
black stone: Dropped.
long rope: Dropped.
wine bottle: Dropped.
shiny knife: Dropped.
pillow: Dropped.
You go east
You squeeze through the narrow tunnel, and find yourself -

You're standing in a rough-hewn cave at the top of a long-forgotten mine shaft. A thick vein of gold ore runs diagonally across the east wall, glowing in the pale green lamplight. A narrow squeeze runs west, but you're not going to get through there if you're carrying a lot. To the south, the deep mine shaft runs down. Mudslides and rockfalls have taken their toll, and the shaft is slippery and cluttered, but still negotiable. Still, I doubt if you could climb back up. A wider, straight passage runs north.

You see a pickaxe here.
You go south
You slip and slide down the mine shaft, and find yourself in -



You're standing in a filthy cave hewn from the bedrock. The walls
are covered with claw marks, and there's a foul, damp odor to the air. A narrow passage leads southwest, and a muddy slide runs up to the north. Dung litters the floor; you really have to watch where you're stepping. You recognize the offal - dragon dung!

You see a dragon's egg here.
You go up
There's no way you're going to climb the muddy slide; it's far too steep.
You look at the egg
The dragon's egg is quite large, with a fairly thick shell. Still, such eggs are rumored to be mighty good eatin'. [21]
Note 21
[21]: This egg business does seem to be a recurring theme in these games, doesn't it?
You examine the dung
It's rather repulsive. You don't want to examine it too closely.
You go southwest
There's a clumsy, nearsighted baby dragon here. It appears to think that you're its mother - it runs up and leaps into your arms. Unfortunately, it weighs about a half-ton -
Go south
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see an oar, a brown book, a spade, a trowel, a jade figurine, a black stone, a long rope, a wine bottle, a shiny knife, and a pillow here.
You open the box
You open the small box for only a moment. Inside is a soggy off-yellow powder. You catch a whiff of what must be petroleum products before quickly closing the box. I'd leave it shut if I were you - that stuff's toxic.
You examine the ledge
It looks like an ordinary ledge to me.
You examine Dragon
The baby dragon is not exactly small - it probably weighs more than you do. But it is quite cute. As you watch, it trips over its own feet and goes flying in a great tangle of claws and tail. [16]
Wave wand
"Idiot!" a voice thunders. "The dragon puzzle is triviality personified! Waste no more of my time!"
Hi
The smith doesn't seem to hear you. He's too busy at the grindstone.
You examine the stone
The massive grindstone spins when then pedal beneath it is pushed. The stone's used for sharpening metal implements.
You follow you
The smith shrugs, then stands. "For a while, perhaps. But soon I must return and sharpen my axe."

The ghostly smith wipes the crucible with his shirtsleeve.
Go northeast
You're standing in a carved square chamber with an arched roof.
Stairs climb up to the northwest, and bright sunlight filters down, bathing the room in a pale yellow glow.

To the west is a great iron door, covered in sinister carvings.
It's closed. Passages run north and southwest as well.

The smith follows you, looking around curiously.
You go northwest
You're standing just northwest of a dark cave, somewhere in the Beeg'ashell Mountains. Inside the cave entrance, you can just make out a set of stone stairs sloping down, back into the heart of the mountains. Rough patches of crabgrass struggle for life here and there, poking through cracks in the rocky mountain soil. A trail climbs up to the west, while another slopes down to the north. A third, level trail leads due south. It's quite cold here, and a chill wind whips across the rocky hills. The cave entrance is back to the southeast.

The smith follows you, looking around curiously.
Go south
You're standing on top of a low, rocky rise somewhere in the Beeg'ashell Mountains. Not far south of here is the land of the Unnkulians, the dread enemies of your beloved master, the Valley King. In fact, you can make out several features from here, further south - Lake Draounheer's western shore, to the southeast; the walls of what appear to be some sort of monastery; and, on top of the highest of the mountains, a giant boulder, perched quite precariously. Unfortunately (or perhaps thankfully) the terrain is far too rugged for you to get there from here. The only safe path is to the north. There's a spreading chestnut tree in the very center of the clearing.

The smith wanders down the trail into the clearing. His eyes fall
upon the spreading chestnut tree. "Aha!" he cries. "Just what I need to fuel my forge!" He swings his axe in one mighty stroke. The tree splits in two and falls to the ground, just missing you, and dislodging a great eagle that probably made its nest in the highest branches. The giant bird squawks once and wings its way north.

over his shoulder. "Be seeing you!" he shouts, and walks back up the trail to the north. [21]
Note 21
[21]: The smith, a mighty man is he, with strong and sinewy hands.
You look around
You're standing on top of a low, rocky rise somewhere in the Beeg'ashell Mountains. Not far south of here is the land of the Unnkulians, the dread enemies of your beloved master, the Valley King. In fact, you can make out several features from here, further south - Lake Draounheer's western shore, to the southeast; the walls of what appear to be some sort of monastery; and, on top of the highest of the mountains, a giant boulder, perched quite precariously. Unfortunately (or perhaps thankfully) the terrain is far too rugged for you to get there from here. The only safe path is to the north.

Right now, there's nothing in the clearing.
Go southeast
You're standing in a carved square chamber with an arched roof.
Stairs climb up to the northwest, and bright sunlight filters down, bathing the room in a pale yellow glow.

To the west is a great iron door, covered in sinister carvings.
It's closed. Passages run north and southwest as well.
You go southwest
You're standing in what must be an ancient forge. Dark wooden beams support a sagging stone roof, and the floor is stained with droplets of metal. A giant pair of bellows, attached to a huge crucible, stands in the very center of the room. To one side is a huge grindstone. The only exit is to the northeast.
You examine the crucible
The crucible's a huge container used for melting metals. The giant bellows are attached to it. There's nothing in the crucible.
Go north
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see an oar, a brown book, a spade, a trowel, a jade figurine, a black stone, a wine bottle, a shiny knife, and a pillow here.
You go north
You are standing in a chamber cut from dark obsidian. Somehow, you feel at peace here. Obviously, this is some kind of temple to one of the gods of ancient Ul. Patterned mosaics cover the floor, and the black walls are streaked with swirls of white marble.

A simple, featureless altar made from dark gray granite is built
into the northern wall. Above the altar, some writing has been carved into the black stones. Identical passages run south, east, and west.

You see a cookbook here.

There's an old monk here, seated on the altar. He looks like he
hasn't slept or eaten in days, and appears to be very distressed. He glances up as you enter. "Welcome, Valley Warrior."
Go west
You're in a tiny room that's not much more than a stone closet. It probably serves as the vestry for the temple. The only exit is back to the east. There's a set of hooks on the western wall.
Go south
You're standing in a rough-hewn cave at the top of a long-forgotten mine shaft. A thick vein of gold ore runs diagonally across the east wall, glowing in the pale green lamplight. A narrow squeeze runs west, but you're not going to get through there if you're carrying a lot. To the south, the deep mine shaft runs down. Mudslides and rockfalls have taken their toll, and the shaft is slippery and cluttered, but still negotiable. Still, I doubt if you could climb back up. A wider, straight passage runs north.

You see a pickaxe here.
You put the gold on the hook
You try to hang the lump of gold on the hook, but it slips off and falls into the pit.
You get all
oar: Taken.
brown book: Taken.
spade: Taken.
trowel: Taken.
jade figurine: Taken.
black stone: Taken.
wine bottle: Taken.
shiny knife: Taken.
pillow: You've already got your hands full.
You put pillow on hook
You try to hang the pillow on the hook, but it slips off and falls into the pit.
You put the box on hook
You try to hang the small cardboard box on the hook, but it slips off and falls into the pit.
You look at pit
The pit's quite deep. You can just make out the bottom. A baby dragon is walking back and forth down there.
Go north
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see an oar here.
You put stone on the hook
You try to hang the black stone on the hook, but it slips off and falls into the pit.
Go northwest
linoleum. The chamber is featureless; the only exit is back to the southeast.

You see a barbell here.
You look at the crucible
The crucible's a huge container used for melting metals. The giant bellows are attached to it. In the crucible you see a lump of gold.
You examine the bellows
When a fire is lit under the crucible, the bellows are used to make the flames rise higher. Pushing the bellows will drive air under the crucible.
Inventory
You have a robe (being worn), a small cardboard box, a long rope, a brown book, a spade, a trowel, a jade figurine, a black stone, a wine bottle, a shiny knife, and a pillow.
You put all in the pocket
brass lamp: The brass lamp is already in the pocket!
bronze ring: The bronze ring is already in the pocket!
thin wand: The thin wand is already in the pocket!
pair of erasers: The pair of erasers is already in the pocket!
handful of radberries: The handful of radberries is already in the pocket!
sword: The sword is already in the pocket!
shiny knife: The shiny knife is already in the pocket!
black stone: The black stone is already in the pocket!
robe: (Taking off the robe first)
Done.

[TADS-1001: stack overflow]
Inventory
You have a robe (being worn), a small cardboard box, a long rope, a brown book, a spade, a trowel, a jade figurine, a wine bottle, and a pillow.
PUT GOLD, BOTTLE, FIGURINE IN POCKET
lump of gold: You can't fit that in the pocket.
wine bottle: Done.
jade figurine: Done.
You drop all but the robe
small cardboard box: Dropped.
long rope: Dropped.
brown book: Dropped.
spade: Dropped.
trowel: Dropped.
pillow: Dropped.
lump of gold: Dropped.
You go north
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see an oar, a small cardboard box, a long rope, a brown book, a spade, a trowel, a pillow, and a lump of gold here.
You put the rope on the hook
You try to hang the long rope on the hook, but it slips off and falls into the pit.
Go north
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see an oar, a small cardboard box, a brown book, a spade, a
trowel, a pillow, and a lump of gold here.
You look at the writing
The writing appears to be a legend, written in the ancient Ulian tongue.
You get all
oar: Taken.
small cardboard box: Taken.
brown book: Taken.
spade: Taken.
trowel: Taken.
pillow: Taken.
lump of gold: You've already got your hands full.

You're feeling a fuzz hungry. Perhaps it would be a good time to find something to eat.
Go south
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see a lump of gold here.
You eat it
You pull up a handful of moss and choke it down. It's not very filling, and tastes horrible.
You look at the pocket
The pocket of the robe is quite tattered, and hanging by just a few threads. In the pocket you see a brass lamp (providing light), a bronze ring (being worn), a thin wand, a pair of erasers, a sword, a shiny knife, a black stone, a wine bottle, and a jade figurine. Something you ate is really not agreeing with you. In fact, you appear to be dying -
You look at the pocket
The pocket of the robe is quite tattered, and hanging by just a few threads. In the pocket you see a brass lamp (providing light), a bronze ring (being worn), a thin wand, a pair of erasers, a sword, a shiny knife, a black stone, a wine bottle, and a jade figurine.
DROP WAND, ERASERS, SWORD, KNIFE, STONE, BOTTLE, FIGURINE
thin wand: Dropped.
pair of erasers: Dropped.
sword: Dropped.
shiny knife: Dropped.
black stone: Dropped.
wine bottle: Dropped.
jade figurine: Dropped.
Inventory
You have a robe (being worn), a long rope, an oar, a small cardboard box, a brown book, a spade, a trowel, and a pillow.
You go south
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see a lump of gold, a thin wand, a pair of erasers, a sword, a shiny knife, a black stone, a wine bottle, and a jade figurine here.
You drop all but the robe
long rope: Dropped.
oar: Dropped.
small cardboard box: Dropped.
brown book: Dropped.
spade: Dropped.
trowel: Dropped.
pillow: Dropped.
Go south
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see a lump of gold, a thin wand, a pair of erasers, a sword, a shiny knife, a black stone, a wine bottle, a jade figurine, a long rope, an oar, a small cardboard box, a brown book, a spade, a trowel, and a pillow here.
Sharpen pickaxe
Duhdha says, "Sharpening is for losers. Dullness brings reward."
You follow you
The old monk shakes his head. "I only follow the Great Duhdha. These days, it's quite hard to keep the faith."
You examine the pocket
The pocket of the robe is quite tattered, and hanging by just a few threads. In the pocket you see a brass lamp (providing light), a bronze ring (being worn), a pickaxe, and a spade.
You hit the vein with the pickaxe
The pickaxe bites deep into the vein. Unfortunately, it'll take better mining equipment to get any more gold out.
You dig the dung with the shovel
Shovelling manure is best left to Acme salesmen and their ilk.
You look at the marks
The dragon appears to have scratched some crude graffiti - 'Clumsy wuz heer.' [22]
Note 22
[22]: At least it doesn't say 'Clumsy luvs Amanda.'
Smell
What do you want to smell?
You examine the dung
It's rather repulsive. You don't want to examine it too closely.
You go south
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see a lump of gold, a thin wand, a pair of erasers, a sword, a shiny knife, a black stone, a wine bottle, a jade figurine, a long rope, an oar, a small cardboard box, a brown book, a trowel, and a pillow here.
You put all but the robe in the pocket
brass lamp: The brass lamp is already in the pocket!
bronze ring: The bronze ring is already in the pocket!
pickaxe: The pickaxe is already in the pocket!
spade: The spade is already in the pocket!
You get all
lump of gold: Taken.
thin wand: Taken.
pair of erasers: Taken.
sword: Taken.
shiny knife: Taken.
black stone: Taken.
wine bottle: Taken.
jade figurine: Taken.
long rope: Taken.
oar: You've already got your hands full.
small cardboard box: You've already got your hands full.
brown book: You've already got your hands full.
trowel: You've already got your hands full.
pillow: You've already got your hands full.
You put all but the robe in the pocket
brass lamp: The brass lamp is already in the pocket!
bronze ring: The bronze ring is already in the pocket!
pickaxe: The pickaxe is already in the pocket!
spade: The spade is already in the pocket!
lump of gold: Done.
thin wand: You can't fit that in the pocket.
pair of erasers: You can't fit that in the pocket.
sword: You can't fit that in the pocket.
shiny knife: You can't fit that in the pocket.
black stone: You can't fit that in the pocket.
wine bottle: You can't fit that in the pocket.
jade figurine: You can't fit that in the pocket.
long rope: You can't fit that in the pocket.
You get all
oar: Taken.
small cardboard box: Taken.
brown book: Taken.
trowel: You've already got your hands full.
pillow: You've already got your hands full.
You go west
This chamber's walls are covered in tacky stained purple and green wooden panelling. It's not exactly what I would call peaceful, but there is a comfortable chair (upholstered in bright orange) and, on the western wall, a bookshelf. In some ways, the room is kind of like an evil twin of the King's library back in the Valley. The only exit is back to the east.
You examine the panelling
It's quite tacky, made from fiberboard and asbestos and stained with lead paint. Tiny lettering along the bottom of one wall reads "Acme Hoam Improovmint Deevishun."
You look at chair
The chair looks quite comfortable, though it is completely hideous.
You look at the eagle
The eagle's much too far away for you to really get a good look at him. He must be looking for something to eat. He's quite large, probably the largest bird you've ever seen. I wouldn't want to tangle with him.
Wave
What do you want to wave?
Wave wand
"Fool!" a voice thunders. "Do you really think I'd help you get across *my* gorge? Are you mad?"
You go to the north
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see a trowel and a pillow here.
You go to the west
You're standing in the whitewashed gazebo in the mystical cavern.
It's quite peaceful here; the moss-covered cavern floor outside muffles most sounds. Faint flowery smells reach your nostrils, and you feel quite relaxed. Truly, there is an almost magical tranquillity here. High above you, you can see the steeple bell.

You can only go back to the east from here.
You drop all but the robe
thin wand: Dropped.
pair of erasers: Dropped.
sword: Dropped.
shiny knife: Dropped.
black stone: Dropped.
wine bottle: Dropped.
jade figurine: Dropped.
long rope: Dropped.
oar: Dropped.
small cardboard box: Dropped.
brown book: Dropped.
You go to the west
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see a trowel, a pillow, a thin wand, a pair of erasers, a sword,
a shiny knife, a black stone, a wine bottle, a jade figurine, a long rope, an oar, a small cardboard box, and a brown book here.
You jump on the trampoline
You jump on the trampoline and leap into the air. For some reason, you can really get some altitude here inside the gazebo. You come down and bounce again, higher and higher. The bell's almost in reach; in fact, you can just about grab the edge - suddenly, you find yourself -

You're hanging on the edge of the bell, a good fifteen feet above
the gazebo floor. The height is making you quite queasy, and the gentle rocking of the bell isn't helping you any. You can't seem to let go; you're having trouble prying your fingers from the bell's shiny surface. The only exit is (gulp) down.
You look at the bell
The bell is hanging from the steeple roof. It's exquisite workmanship, polished and shiny. Since you're hanging on for dear life from one edge, it's rather hard to examine it fully. Your grasp loosens and you plummet to the ground. Thankfully, the trampoline was right underneath you, and you land uninjured.

You're standing in the whitewashed gazebo in the mystical cavern.
It's quite peaceful here; the moss-covered cavern floor outside muffles most sounds. Faint flowery smells reach your nostrils, and you feel quite relaxed. Truly, there is an almost magical tranquillity here. High above you, you can see the steeple bell.

You can only go back to the east from here.

You see a trampoline here.
You hit the bell with the pickaxe
Attacking the bell doesn't appear productive. Your grasp loosens and you plummet to the ground. Thankfully, the trampoline was right underneath you, and you land uninjured.

You're standing in the whitewashed gazebo in the mystical cavern.
It's quite peaceful here; the moss-covered cavern floor outside muffles most sounds. Faint flowery smells reach your nostrils, and you feel quite relaxed. Truly, there is an almost magical tranquillity here. High above you, you can see the steeple bell.

You can only go back to the east from here.

You see a trampoline here.
You go east
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see a trowel, a pillow, a thin wand, a pair of erasers, a sword,
a shiny knife, a black stone, a wine bottle, a jade figurine, a long rope, an oar, a small cardboard box, and a brown book here.
Pickaxe
spade: Dropped.
pickaxe: Dropped.
You put the stone on the bell
There's no good surface on the bell. Your grasp loosens and you plummet to the ground. Thankfully, the trampoline was right underneath you, and you land uninjured.

You're standing in the whitewashed gazebo in the mystical cavern.
It's quite peaceful here; the moss-covered cavern floor outside muffles most sounds. Faint flowery smells reach your nostrils, and you feel quite relaxed. Truly, there is an almost magical tranquillity here. High above you, you can see the steeple bell.

You can only go back to the east from here.

You see a trampoline here.
You climb the bell
I don't know how to climb the bell.Your grasp loosens and you plummet to the ground. Thankfully, the trampoline was right underneath you, and you land uninjured.

You're standing in the whitewashed gazebo in the mystical cavern.
It's quite peaceful here; the moss-covered cavern floor outside muffles most sounds. Faint flowery smells reach your nostrils, and you feel quite relaxed. Truly, there is an almost magical tranquillity here. High above you, you can see the steeple bell.

You can only go back to the east from here.

You see a trampoline here.
You look in bell
There's nothing in the bell. Your grasp loosens and you plummet to the ground. Thankfully, the trampoline was right underneath you, and you land uninjured.

You're standing in the whitewashed gazebo in the mystical cavern.
It's quite peaceful here; the moss-covered cavern floor outside muffles most sounds. Faint flowery smells reach your nostrils, and you feel quite relaxed. Truly, there is an almost magical tranquillity here. High above you, you can see the steeple bell.

You can only go back to the east from here.

You see a trampoline here.
You ring bell
Are you crazy? If you rang the bell in your position, you'd fall for sure. Your grasp loosens and you plummet to the ground. Thankfully, the trampoline was right underneath you, and you land uninjured.

You're standing in the whitewashed gazebo in the mystical cavern.
It's quite peaceful here; the moss-covered cavern floor outside muffles most sounds. Faint flowery smells reach your nostrils, and you feel quite relaxed. Truly, there is an almost magical tranquillity here. High above you, you can see the steeple bell.

You can only go back to the east from here.

You see a trampoline here.
You go east
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see a trowel, a pillow, a thin wand, a pair of erasers, a shiny knife, a wine bottle, a jade figurine, a long rope, an oar, a small cardboard box, a brown book, a spade, and a pickaxe here.
You put the stone on door
You stick the magnetic stone on the steel door. It stays on for a moment, then falls off; I guess the magnet's not very powerful.
You examine the pilot light
Yep, it's out all right.
You turn on the oven
The pilot light's gone out; you can't turn the oven on.
You examine the pocket
The pocket of the robe is quite tattered, and hanging by just a few threads. In the pocket you see a brass lamp (providing light), a bronze ring (being worn), and a lump of gold.
You hit panelling with the sword
I don't think you'll get anywhere by attacking the panelling. If you really want to get it off the walls, try pulling it.
You examine the linoleum
The linoleum lines the walls and ceiling, shiny and hideous. Tiny letters along one wall read "Acme Dam Kolorphul Lih-know-lee-uhm."
You cut it
What do you want to attack it with?
You take the shelf
The shelf is firmly attached to the wall; you're not getting it off.
You count the carvings
There is one (1) grotesque carvings.
Count beams
There is one (1) roof and eight (8) sagging wooden beams.
You count the droplets
There is one (1) metal droplets.
You go north
The steel door is closed.
You go to the north
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see a trowel, a pillow, a thin wand, a pair of erasers, a wine bottle, a jade figurine, a long rope, an oar, a small cardboard box, a brown book, a spade, and a pickaxe here.
Diagnose
You're in peak condition.
You drop all but the robe
black stone: Dropped.
sword: Dropped.
shiny knife: Dropped.
Go north
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see a trowel, a pillow, a thin wand, a pair of erasers, a wine bottle, a jade figurine, a long rope, an oar, a small cardboard box, a brown book, a spade, a pickaxe, a black stone, a sword, and a shiny knife here.
You get all
trowel: Taken.
pillow: Taken.
thin wand: Taken.
pair of erasers: Taken.
wine bottle: Taken.
jade figurine: Taken.
long rope: Taken.
small cardboard box: Taken.
brown book: Taken.
spade: You've already got your hands full.
pickaxe: You've already got your hands full.
black stone: Taken.
sword: You've already got your hands full.
shiny knife: You've already got your hands full.
You put all but the robe in the pocket
brass lamp: The brass lamp is already in the pocket!
bronze ring: The bronze ring is already in the pocket!
lump of gold: The lump of gold is already in the pocket!
oar: Done.
trowel: Done.
pillow: Done.
thin wand: You can't fit that in the pocket.
pair of erasers: You can't fit that in the pocket.
wine bottle: You can't fit that in the pocket.
jade figurine: You can't fit that in the pocket.
long rope: You can't fit that in the pocket.
small cardboard box: You can't fit that in the pocket.
brown book: You can't fit that in the pocket.
black stone: You can't fit that in the pocket.
You get all
spade: Taken.
pickaxe: Taken.
sword: You've already got your hands full.
shiny knife: You've already got your hands full.
You check your inventory
You have a robe (being worn), a thin wand, a pair of erasers, a wine bottle, a jade figurine, a long rope, a small cardboard box, a brown book, a black stone, a spade, and a pickaxe.
Drop
What do you want to drop?
DROP BOTTLE, BOX, BOOK
wine bottle: Dropped.
small cardboard box: Dropped.
brown book: Dropped.
You go southwest
The lakeshore here becomes a stretch of white sand, glaring in the
fall sunshine. Further south, the land becomes rocky and too difficult to travel; a bit further on, the tip of the awesome Dawg Rock is visible. [9]  You can hear the thunderous crash of water to the south as the lake empties through the Rock. The lake stretches before you to the west. The only way to go appears to be back along the shore to the northeast.

You see a corkscrew here.
You look at your surroundings
Lake Shore East, the rowboat

Draounheer. Across the sparkling blue waters, you can see the snow-covered caps of the Beeg'ashell Mountains, deep in the heart of evil Unnkulia. But here, on this side of the lake, you could truly find peace. Gentle waves lap at the shore, and reeds bend gracefully in the brisk fall breezes. To the east, a path leads back into the forest. North of here, the land slopes up sharply, and the path continues. You could also go southwest, along the shore of the lake - further along, the grassy lakeshore turns into a sandy beach.

You see a rowboat here.
You leave
You're standing on the eastern shore of Lake Draounheer. Across the sparkling blue waters, you can see the snow-covered caps of the Beeg'ashell Mountains, deep in the heart of evil Unnkulia. But here, on this side of the lake, you could truly find peace. Gentle waves lap at the shore, and reeds bend gracefully in the brisk fall breezes. To the east, a path leads back into the forest. North of here, the land slopes up sharply, and the path continues. You could also go southwest, along the shore of the lake - further along, the grassy lakeshore turns into a sandy beach.

You see a rowboat here.

The six thugs that make up the Valley Patrol are here, leaning on
their pikes. They appear to be loafing on the job.

softest patch of grass for his nap.
You give pillow to Patrol
"Hmph," the leader snorts. "Got no use fer that. Whatchoo tryin' to do, bribe the Patrol?"

"Well, we'd better be moving along," the Valley Patrol leader says.
He yawns and stretches. "Only twenty more minutes on this break, fellas."
Go north
Standing so close to the clifftop makes you dizzy. I wouldn't stay here too long if I were you. [7]

You're standing at the top of a rocky cliff, overlooking Lake Draounheer to the west. It's rather frightening, for you suffer from extreme vertigo - in fact, you're feeling a little shaky. [7]  To the east, a path runs downhill back into the forest, and another path leading south slopes down to the lake. You could follow the cliff northeast as well; the land slopes up in that direction, but at least it's further away from the edge of the cliff. Across the lake are the sinister Beegas'hell Mountains, the heart of the Unnkulian menace that no doubt your liege shall soon deal with.
You turn it on
You can't see any way to light the lamp from here; access to the oil supply and wick must be from somewhere else.
You go east
You're walking along a well-travelled forest path that winds through the peaceful woods. Birds chirp and sing above you, and the temperature is brisk but pleasant. Like many of the children of the Valley, you played in these woods as a child, scampering through the woods, looking for animal tracks, and climbing trees. The path bends here, running south and northeast. The trees also thin out to the west, and the land slopes up in that direction. There's a radberry bush here, but it's been picked clean.

You see a single brick here.

The Valley Patrol marches up from the south.
You get brick
Taken.

The Valley Patrol appears to be engaged in a belching contest. Ooh, that last one was a real prize-winner!
You give the brick to Patrol
"Hmph," the leader snorts. "Got no use fer that. Whatchoo tryin' to do, bribe the Patrol?"

The Valley Patrol leader grins at you. He's missing at least four front teeth. "Hiya, chum."
You break the brick
You don't need to break the single brick, however satisfying it might prove to be.

The Valley Patrol appears to be engaged in a belching contest. Ooh, that last one was a real prize-winner!
You put the brick in pillow
I don't know how to put anything into the pillow.

The Valley Patrol appears to be engaged in a belching contest. Ooh, that last one was a real prize-winner!
You examine pillow
The pillow is about as hard as a brick. Tiny letters on one side read "Acme Soopur-Sopht Downee Pillough."

The Valley Patrol appears to be engaged in a belching contest. Ooh, that last one was a real prize-winner!
You check what you're carrying
You have a robe (being worn), a thin wand, a pair of erasers, a jade figurine, a black stone, a spade, a pickaxe, an oar, and a single brick.
Go southwest
You're walking along a well-travelled forest path that winds through the peaceful woods. Birds chirp and sing above you, and the temperature is brisk but pleasant. Like many of the children of the Valley, you played in these woods as a child, scampering through the woods, looking for animal tracks, and climbing trees. The path bends here, running south and northeast. The trees also thin out to the west, and the land slopes up in that direction. There's a radberry bush here, but it's been picked clean.

The six thugs that make up the Valley Patrol are here, leaning on
their pikes. They appear to be loafing on the job.

The Valley Patrol appears to be engaged in a belching contest. Ooh, that last one was a real prize-winner!
You throw brick at Patrol
You miss.

The Valley Patrol appears to be engaged in a belching contest. Ooh, that last one was a real prize-winner!
You get the brick
Taken.

The patrol leader tells a particularly foul joke about the Acme salesman and the King's Droll.
Go west
You're standing on the eastern shore of Lake Draounheer. Across the sparkling blue waters, you can see the snow-covered caps of the Beeg'ashell Mountains, deep in the heart of evil Unnkulia. But here, on this side of the lake, you could truly find peace. Gentle waves lap at the shore, and reeds bend gracefully in the brisk fall breezes. To the east, a path leads back into the forest. North of here, the land slopes up sharply, and the path continues. You could also go southwest, along the shore of the lake - further along, the grassy lakeshore turns into a sandy beach.

You see a rowboat here.

The Valley Patrol ambles down from the north.
You go south
You're riding in a small boat, hurtling down a narrow north-south channel cut through Dawg Rock. Whitewater churns around you, and the boat rocks back and forth. To both sides, the thick granite walls lean overhead. There's no place to land, and no way to slow down - you're totally at the mercy of the churning water. From the south, a distant rumbling grows louder -

You see a rowboat here.
You examine the walls
The towering granite walls impart a sense of impending doom.

Suddenly, you round a bend in the rushing river. Above you, you can see a stone bridge - but it's much too high to reach from the boat.
And just ahead - a waterfall! Before you have time to react, the boat plummets over the sheer drop, smashing the flimsy rowboat (and you) into tiny pieces -
You go north
The current's much too strong to paddle that way. You'd better just sit back and enjoy the ride.

Suddenly, you round a bend in the rushing river. Above you, you can see a stone bridge - but it's much too high to reach from the boat.
And just ahead - a waterfall! Before you have time to react, the boat plummets over the sheer drop, smashing the flimsy rowboat (and you) into tiny pieces -
Go outside
You jump over the side of the boat. Not knowing how to swim, you sink like a stone and drown.
Go southwest
You trudge up the mountains. Suddenly, a sharp pain shoots up your leg. You look down - your foot has been sliced off by steel jaws buried in the pathway! Before you bleed to death, you just have time enough to read the writing on the trap - "Acme Rhust-Pruph Stihl Trappe - Dam Dedlee!"
You go north
You charge into the gloomy cave mouth. From out of darkened crevices, the steel-jawed Demons of Unnkul swarm out to meet you. Even a Valley Warrior can only withstand their endless attacks for so long -
Go north
You're on the north shore of Lake Draounheer, at the southern edge
of the infamous Damsogee Swamp. This is unexplored territory now; you've left the safety of the Forest of Radeekal for dangerous and uncharted wilderness. Perhaps a wiser man would turn back now - but you are a Valley Warrior, and know no fear. Mist swirls at the water's edge, and reeds bend in the cold, damp breeze. Two paths lead into the swamp, one due north, the other northwest. The path is surprisingly well-traveled; small footprints lead north.

You see a small leather pouch, a long rope, a wine bottle, a small cardboard box, a brown book, and a rowboat here.
You get all
small leather pouch: Taken.
long rope: You've already got your hands full.
wine bottle: You've already got your hands full.
small cardboard box: You've already got your hands full.
brown book: You've already got your hands full.
rowboat: Your load is too heavy.
Rope
brown book: Taken.
long rope: Taken.
Go west
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see a sword and a shiny knife here.
You drop all but the robe and the rope
thin wand: Dropped.
pair of erasers: Dropped.
jade figurine: Dropped.
black stone: Dropped.
spade: Dropped.
pickaxe: Dropped.
single brick: Dropped.
small leather pouch: Dropped.
brown book: Dropped.
Go west
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see a sword, a shiny knife, a thin wand, a pair of erasers, a
jade figurine, a black stone, a spade, a pickaxe, a single brick, a small leather pouch, and a brown book here.
You put the trampoline on the hook
You try to hang the trampoline on the hook, but it slips off and falls into the pit.

You're feeling a fuzz hungry. Perhaps it would be a good time to find something to eat.
You tie the rope to the trampoline
I don't know how to attach anything to the trampoline.

You're feeling a fuzz hungry. Perhaps it would be a good time to find something to eat.
You put the trampoline on the hook
You try to hang the trampoline on the hook, but it slips off and falls into the pit.
You go east
You're in a small, square chamber with a low ceiling. In the center
of the room is a rusty oven. It appears to have been pulled away from the wall, revealing a very narrow tunnel to the east. Attached to the northern wall is a long wooden shelf. Otherwise, the room is quite featureless. A passage runs back to the west.

You're feeling a fuzz hungry. Perhaps it would be a good time to find something to eat.
You go southwest
There's a clumsy, nearsighted baby dragon here. It appears to think that you're its mother - it runs up and leaps into your arms. Unfortunately, it weighs about a half-ton -
You enter the boat
You're already in the rowboat!
GET ROPE, BOTTLE, BOOK
long rope: Taken.
wine bottle: Taken.
brown book: Taken.
You put the bottle on the hook
You try to hang the wine bottle on the hook, but it slips off and falls into the pit.
You pour bottle
What do you want to put it in?
You examine bottle
It's Valley Bordeaux 569 - a very good year. It's been opened.
You drink the wine
You glug back the wine. It's sweet and quite tasty. It makes you rather sleepy - in fact, you're passing out. You curl up for a quick nap. Sadly, Unnkulia is not the safest place to snooze - you never awaken! (And you'll never know just what got you! Frustrating, ain't it?)
You wear the ring
You're already wearing the bronze ring!
You pour the bottle on Dragon
You miss the dragon with the wine bottle. It lands beside the beast in the pit. The dragon gives it a sniff, then takes a tentative bite.
You watch with growing horror as the baby dragon consumes the entire object.
You wait awhile
Time passes...

You're feeling a fuzz hungry. Perhaps it would be a good time to find something to eat.
You throw pillow at Dragon
You miss the dragon with the pillow. It lands beside the beast in the pit. The dragon gives it a sniff, then takes a tentative bite. You watch with growing horror as the baby dragon consumes the entire object.
Go west
bedrock of the land. The walls are close around you, and tons of rock hang over your head. Luckily, enclosed spaces don't bother you - only heights do. Passages run north, east, and southwest. All are about the same width and height; none looks more well-traveled than any other.

You're feeling a fuzz hungry. Perhaps it would be a good time to find something to eat.
You check what you're carrying
You have a robe (being worn), a thin wand, a pair of erasers, a jade figurine, a black stone, a spade, a pickaxe, a single brick, a long rope, and a brown book.
Go west
rowboat. The waters are clear, but you can't see the bottom of the lake - it's quite deep. You're forced to paddle against a gentle southerly current, but it's not hard to keep the boat stationary.
South of here, the lake water is channeled through a narrow fissure in Dawg Rock, and becomes a rushing whitewater river. To the east and west are sandy beaches, and north of here is a swampy shore.

You see a rowboat here.
Go north
You're on the north shore of Lake Draounheer, at the southern edge
of the infamous Damsogee Swamp. This is unexplored territory now; you've left the safety of the Forest of Radeekal for dangerous and uncharted wilderness. Perhaps a wiser man would turn back now - but you are a Valley Warrior, and know no fear. Mist swirls at the water's edge, and reeds bend in the cold, damp breeze. Two paths lead into the swamp, one due north, the other northwest. The path is surprisingly well-traveled; small footprints lead north.

You see a small leather pouch, a long rope, a wine bottle, a small cardboard box, a brown book, and a rowboat here.
Exit
You're on the north shore of Lake Draounheer, at the southern edge
of the infamous Damsogee Swamp. This is unexplored territory now; you've left the safety of the Forest of Radeekal for dangerous and uncharted wilderness. Perhaps a wiser man would turn back now - but you are a Valley Warrior, and know no fear. Mist swirls at the water's edge, and reeds bend in the cold, damp breeze. Two paths lead into the swamp, one due north, the other northwest. The path is surprisingly well-traveled; small footprints lead north.

You see a small leather pouch, a long rope, a wine bottle, a small cardboard box, a brown book, a rowboat, and an oar here.
GET ROPE, BOX, BOOK
long rope: Taken.
small cardboard box: Taken.
brown book: Taken.
You eat box
You hold your breath and, opening the box, pour the yellow powder down your throat. Gag! Tastes kind of like WD-40 - and has much the same effect on your intestines -
You throw the box at Dragon
You miss the dragon with the small cardboard box. It lands beside the beast in the pit. The dragon gives it a sniff, then takes a tentative bite. You watch with growing horror as the baby dragon consumes the entire object.
You throw the brick at Dragon
You drop the brick. It lands smack in the middle of the dragon's head. The baby lets out a startled yelp and keels over in its tracks, knocked unconscious.
You tie the rope to the hook
Okay, the rope is now tied to the hook. The other end dangles down into the pit, just touching the floor. You could probably get down there now.
Go downwards
Screwing up your courage, you shinny down the rope.

You're standing at the bottom of a pit, cut into the rock. The
walls are solid bedrock, and quite sheer; you won't be able to climb up them. Luckily, a rope dangles down from above. Cutting this pit must have been a monumental task; obviously, this is no natural cavern.
Only the ancient Ulians could have made such a hole - and only with magical help. Narrow, low passages runs southeast and northeast. A baby dragon lies at your feet, curled up and snoozing peacefully. I'd let sleeping dragons lie if I were you.

You see a single brick here.
You look at Dragon
The baby dragon is quite beautiful, with scales of different shades of green laid out in a diamond pattern. It appears to be sleeping. Probably just as well - even as a baby, a dragon's not a beast to mess with.
You go to the southeast
You're standing in a strange, spherical room. The walls seem to
glow with pale, bright shades of purple and blue - your lamp is not needed here. The curving floor and walls feel like slick metal underfoot, and you're having some difficulty maintaining your balance. Round tunnels, made from the same strange purple-blue metal, run north, south, east, and west. [22]  A more normal-looking passage, hewn from gray rock, runs northwest. In the center of the floor is a small, round chute. It vanishes into darkness a few feet below the floor.
You examine the chute
The chute runs straight down. Its walls are the same slick metal as the tunnels and the chamber. You can't see more than a few feet down it. It's only a few inches in diameter; you can't fit through it.
Note 22
[22]: This is part of the infamous Wowsa Willy's Wizard Way, a not-maze. We at ADVENTIONS have taken to heart the public's dislike of adventure game mazes. THIS IS NOT ONE! If you're having trouble finding your way around, you're not doing it right. The same goes for the Bleak World - been there yet?
Go northwest
You're standing at the bottom of a pit, cut into the rock. The
walls are solid bedrock, and quite sheer; you won't be able to climb up them. Luckily, a rope dangles down from above. Cutting this pit must have been a monumental task; obviously, this is no natural cavern.
Only the ancient Ulians could have made such a hole - and only with magical help. Narrow, low passages runs southeast and northeast. A baby dragon lies at your feet, curled up and snoozing peacefully. I'd let sleeping dragons lie if I were you.
You go to the northeast
You're standing in a filthy cave hewn from the bedrock. The walls
are covered with claw marks, and there's a foul, damp odor to the air. A narrow passage leads southwest, and a muddy slide runs up to the north. Dung litters the floor; you really have to watch where you're stepping. You recognize the offal - dragon dung!

You see a dragon's egg here.
You get the egg
Taken.

You're feeling a fuzz hungry. Perhaps it would be a good time to find something to eat.
Go up
You're standing in a circular room at the edge of a deep pit. A
ledge runs around the room, above the pit. Being here makes your stomach churn; the pit's quite deep, and your fear of heights is as strong as ever. [7]  An iron hook is embedded in one of the walls.
The only exit from the room is a passage back through the rock to the west. A long rope is tied to it, and the other end dangles down into the pit. Below, in the pit, is a baby dragon, curled up and fast asleep. Little puffs of smoke rise from its nostrils as the dragon exhales.
Go north
You are standing in a chamber cut from dark obsidian. Somehow, you feel at peace here. Obviously, this is some kind of temple to one of the gods of ancient Ul. Patterned mosaics cover the floor, and the black walls are streaked with swirls of white marble.

A simple, featureless altar made from dark gray granite is built
into the northern wall. Above the altar, some writing has been carved into the black stones. Identical passages run south, east, and west.

You see a cookbook here.

There's an old monk here, seated on the altar. He looks like he
hasn't slept or eaten in days, and appears to be very distressed. He glances up as you enter. "Welcome, Valley Warrior."

You're feeling a fuzz hungry. Perhaps it would be a good time to find something to eat.
You show the egg to the monk
The monk stares at the egg hopefully, but then his face falls. "I only have an oven, and a broken one at that," he murmurs. "And an uncooked egg is the pitiful dregs."
Go south
You're standing in a carved square chamber with an arched roof.
Stairs climb up to the northwest, and bright sunlight filters down, bathing the room in a pale yellow glow.

To the west is a great iron door, covered in sinister carvings.
It's closed. Passages run north and southwest as well.

You're feeling a fuzz hungry. Perhaps it would be a good time to find something to eat.
Go north
You are standing in a square chamber carved from the rock. The
eastern wall of the chamber is made from what appears to be transparent glass - and through it, you can see water and what must be the muddy bottom of Lake Draounheer! Somehow, you've gotten around to the western side of the lake. Perhaps if you strain your eyes, you might make out the King's Lake View room on the other side - but no; the lake is too wide, and the waters too muddy. Identical passages run northeast, northwest, west, and south. To the north is a thick steel door, which is closed. A sign hangs just above the glass wall.

You're feeling really hungry. You should find some food soon or you'll pass out from lack of nutrition.
You go downwards
Screwing up your courage, you shinny down the rope.

You're standing at the bottom of a pit, cut into the rock. The
walls are solid bedrock, and quite sheer; you won't be able to climb up them. Luckily, a rope dangles down from above. Cutting this pit must have been a monumental task; obviously, this is no natural cavern.
Only the ancient Ulians could have made such a hole - and only with magical help. Narrow, low passages runs southeast and northeast. A baby dragon lies at your feet, curled up and snoozing peacefully. I'd let sleeping dragons lie if I were you.
Go southeast
You're standing in a strange, spherical room. The walls seem to
glow with pale, bright shades of purple and blue - your lamp is not needed here. The curving floor and walls feel like slick metal underfoot, and you're having some difficulty maintaining your balance. Round tunnels, made from the same strange purple-blue metal, run north, south, east, and west. [22]  A more normal-looking passage, hewn from gray rock, runs northwest. In the center of the floor is a small, round chute. It vanishes into darkness a few feet below the floor.

You're feeling really hungry. You should find some food soon or you'll pass out from lack of nutrition.
You put the stone in the chute
You drop the black stone in the chute. It tumbles down the steel shaft.
Go north
You're standing in a strange, spherical room. The walls seem to
glow with pale, bright shades of purple and blue - your lamp is not needed here. The curving floor and walls feel like slick metal underfoot, and you're having some difficulty maintaining your balance. Round tunnels, made from the same strange purple-blue metal, run north, south, east, and west. [23]  In the center of the floor is a small, round chute. It vanishes into darkness a few feet below the floor.
Note 23
[23]: This is part of the infamous Wowsa Willy's Wizard Way, a not-maze. We at ADVENTIONS have taken to heart the public's dislike of adventure game mazes. THIS IS NOT ONE! If you're having trouble finding your way around, you're not doing it right. The same goes for the Bleak World - been there yet?
You go to the north
You're standing in a strange, spherical room. The walls seem to
glow with pale, bright shades of purple and blue - your lamp is not needed here. The curving floor and walls feel like slick metal underfoot, and you're having some difficulty maintaining your balance. Round tunnels, made from the same strange purple-blue metal, run north, south, east, and west. [23]  In the center of the floor is a small, round chute. It vanishes into darkness a few feet below the floor.

You're feeling really hungry. You should find some food soon or you'll pass out from lack of nutrition.
You go to the south
You're standing in a strange, spherical room. The walls seem to
glow with pale, bright shades of purple and blue - your lamp is not needed here. The curving floor and walls feel like slick metal underfoot, and you're having some difficulty maintaining your balance. Round tunnels, made from the same strange purple-blue metal, run north, south, east, and west. [22]  A more normal-looking passage, hewn from gray rock, runs northwest. In the center of the floor is a small, round chute. It vanishes into darkness a few feet below the floor.

You see a single brick here.
You go south
You're standing in a strange, spherical room. The walls seem to
glow with pale, bright shades of purple and blue - your lamp is not needed here. The curving floor and walls feel like slick metal underfoot, and you're having some difficulty maintaining your balance. Round tunnels, made from the same strange purple-blue metal, run north, south, east, and west. [24]  In the center of the floor is a small, round chute. It vanishes into darkness a few feet below the floor.

You see a steel key here.
Inventory
You have a robe (being worn), a thin wand, a pair of erasers, a jade figurine, a black stone, a spade, a pickaxe, a small cardboard box, a brown book, and a dragon's egg.
Drop book
Dropped.

You can't go much longer without food.
Go north
As you step into the tunnel, something brushes past you, moving at
the speed of light. "Hey, buddy!" a deep voice intones. "You're in the Way!"

You're standing in a strange, spherical room. The walls seem to
glow with pale, bright shades of purple and blue - your lamp is not needed here. The curving floor and walls feel like slick metal underfoot, and you're having some difficulty maintaining your balance. Round tunnels, made from the same strange purple-blue metal, run north, south, east, and west. [22]  A more normal-looking passage, hewn from gray rock, runs northwest. In the center of the floor is a small, round chute. It vanishes into darkness a few feet below the floor.

You see a single brick here.
Go west
bedrock of the land. The walls are close around you, and tons of rock hang over your head. Luckily, enclosed spaces don't bother you - only heights do. Passages run north, east, and southwest. All are about the same width and height; none looks more well-traveled than any other.

You can't go much longer without food.
You look at what you're carrying with you
You have a robe (being worn), a thin wand, a pair of erasers, a jade figurine, a black stone, a spade, a pickaxe, a small cardboard box, and a dragon's egg.
Go east
You're standing in a circular room at the edge of a deep pit. A
ledge runs around the room, above the pit. Being here makes your stomach churn; the pit's quite deep, and your fear of heights is as strong as ever. [7]  An iron hook is embedded in one of the walls.
The only exit from the room is a passage back through the rock to the west. A long rope is tied to it, and the other end dangles down into the pit. Below, in the pit, is a baby dragon, curled up and fast asleep. Little puffs of smoke rise from its nostrils as the dragon exhales.

You simply can't go on any longer without food. You perish from lack of nutrition.
You go to the west
You're standing at the top of a rocky cliff, overlooking Lake Draounheer to the west. It's rather frightening, for you suffer from extreme vertigo - in fact, you're feeling a little shaky. [3]  To the east, a path runs downhill back into the forest, and another path leading south slopes down to the lake. You could follow the cliff northeast as well; the land slopes up in that direction, but at least it's further away from the edge of the cliff. Across the lake are the sinister Beegas'hell Mountains, the heart of the Unnkulian menace that no doubt your liege shall soon deal with.

The six thugs that make up the Valley Patrol are here, leaning on
their pikes. They appear to be loafing on the job. "Who're you?" one of them grunts, squinting suspiciously.

The leader of the Valley Patrol gives you a shove. "What's yer
bidness here, chum?"
You show ring to Patrol
"Oooh!" the Patrol says with one voice. All eyes are fastened on your ring. "Sorry, chum," the leader says, patting you on the back.
"Didn't know you had the Big Guy's seal. Go on wit' what you wuz doing."

The Valley Patrol leader grins at you. He's missing at least four front teeth. "Hiya, chum."
Go north
You can't go that way.

softest patch of grass for his nap.
You go to the south-west
Standing so close to the clifftop makes you dizzy. I wouldn't stay here too long if I were you. [3]

You're standing at the top of a rocky cliff, overlooking Lake Draounheer to the west. It's rather frightening, for you suffer from extreme vertigo - in fact, you're feeling a little shaky. [3]  To the east, a path runs downhill back into the forest, and another path leading south slopes down to the lake. You could follow the cliff northeast as well; the land slopes up in that direction, but at least it's further away from the edge of the cliff. Across the lake are the sinister Beegas'hell Mountains, the heart of the Unnkulian menace that no doubt your liege shall soon deal with.

The six thugs that make up the Valley Patrol are here, leaning on
their pikes. They appear to be loafing on the job.

The Valley Patrol appears to be engaged in a belching contest. Ooh, that last one was a real prize-winner!
Go up
You grab a thick branch on the nearest oak and hoist yourself up.
Soon, you find yourself -

You're seated on the branch of an old oak tree. You don't dare
climb any higher; the wind's picking up, and you're afraid of heights as it is. Below you, the forest floor appears to be quite hard. Your stomach is feeling a bit queasy, and you're having trouble keeping your balance. With effort, you pry your eyelids open and look around you. To the west, through the branches, you can see the sandy beaches of Lake Draounheer. To the northeast, you catch a glimpse of what appears to be a wooden roof. Further along the branch is an unfinished bird's nest. The only way out of here is (gulp) back down.

The bird's nest seems to contain a piece of paper.

From below, you think you hear gruff voices arguing about something.
Go east
You're standing in the main room of the Golden Dragon Inn. The room
is warm and welcoming after the brisk fall breezes, though the place is mostly deserted. The barkeep is nowhere to be found, and there's no one seated at the bar. Still, the floor, bar, and tables look clean, and it's good to get out of the cold. The exit is to the west, and a narrow passage runs northeast.

A wine bottle and a soft pretzel are sitting on the bar.

The only customer is a glum little man sitting alone at a table. He looks like one of those damned Acme salesmen the King's been trying to throw out of the Valley. [4]
Go southwest
You're standing in the main room of the Golden Dragon Inn. The room
is warm and welcoming after the brisk fall breezes, though the place is mostly deserted. The barkeep is nowhere to be found, and there's no one seated at the bar. Still, the floor, bar, and tables look clean, and it's good to get out of the cold. The exit is to the west, and a narrow passage runs northeast.

The only customer is a glum little man sitting alone at a table. He looks like one of those damned Acme salesmen the King's been trying to throw out of the Valley. [4]
You put the coins in the pouch
bronze coin: Done.
yellow coin: Done.
Go east
You can't go that way.

The Valley Patrol marches up from the west.
You examine the figurine
The jade figurine depicts a smiling, pot-bellied Duhdha. The few remaining Duhdhists in the Valley carry these around, rubbing them for good luck. Such foolish nonsense is, of course, beneath a Valley Warrior. [5]  The figurine is encrusted with dirt, and quite filthy.
You go southwest
The lakeshore here becomes a stretch of white sand, glaring in the
fall sunshine. Further south, the land becomes rocky and too difficult to travel; a bit further on, the tip of the awesome Dawg Rock is visible. [6]  You can hear the thunderous crash of water to the south as the lake empties through the Rock. The lake stretches before you to the west. The only way to go appears to be back along the shore to the northeast.

You see a rowboat here.
You drop all
bronze ring: (Taking off the bronze ring first)
Dropped.
sword: Dropped.
oar: Dropped.
spade: Dropped.
trowel: Dropped.
single brick: (on foot)

Ouch! You should really try to be more careful!
handful of radberries: Dropped.
wine bottle: Dropped.
soft pretzel: Dropped.
small leather pouch: Dropped.
pair of erasers: Dropped.
jade figurine: Dropped.
corkscrew: Dropped.
You drop the boat
Dropped.

The Valley Patrol ambles down from the north.
Go southwest
The lakeshore here becomes a stretch of white sand, glaring in the
fall sunshine. Further south, the land becomes rocky and too difficult to travel; a bit further on, the tip of the awesome Dawg Rock is visible. [6]  You can hear the thunderous crash of water to the south as the lake empties through the Rock. The lake stretches before you to the west. The only way to go appears to be back along the shore to the northeast.

You see a bronze ring, a sword, an oar, a spade, a trowel, a single brick, a handful of radberries, a wine bottle, a soft pretzel, a small leather pouch, a pair of erasers, a jade figurine, and a corkscrew here.
GET RING, SWORD, OAR, SPADE, BRICK, BERRIES, PRETZEL, POUCH
bronze ring: Taken.
sword: Taken.
oar: Taken.
spade: Taken.
single brick: Taken.
handful of radberries: Taken.
soft pretzel: Taken.
small leather pouch: Taken.
You drop all but the cage
bronze ring: (Taking off the bronze ring first)
Dropped.
sword: Dropped.
spade: Dropped.
single brick: Dropped.
handful of radberries: Dropped.
soft pretzel: Dropped.
small leather pouch: Dropped.
thin wand: Dropped.
brass lamp: Dropped.
You go to the north
You're standing just south of a rickety wooden bridge that crosses a particularly swampy bit of land. The bridge is the only way to continue north; the land around is much too dangerous for you to wander. Beyond the bridge, to the north, you can see what looks like a low hill. The only other path leads south, back toward Lake Draounheer.

A short, green stoll is blocking the bridge. His eyes light up as
you approach. "Greetings, traveller," he grunts. "Stop. Pay stoll." [7]
You go to the south
You're on the north shore of Lake Draounheer, at the southern edge
of the infamous Damsogee Swamp. This is unexplored territory now; you've left the safety of the Forest of Radeekal for dangerous and uncharted wilderness. Perhaps a wiser man would turn back now - but you are a Valley Warrior, and know no fear. Mist swirls at the water's edge, and reeds bend in the cold, damp breeze. Two paths lead into the swamp, one due north, the other northwest. The path is surprisingly well-traveled; small footprints lead north.

You see a rowboat, an oar, a bronze ring, a sword, a spade, a single brick, a handful of radberries, a soft pretzel, a small leather pouch, a thin wand, and a brass lamp here.
You go south
You're on the north shore of Lake Draounheer, at the southern edge
of the infamous Damsogee Swamp. This is unexplored territory now; you've left the safety of the Forest of Radeekal for dangerous and uncharted wilderness. Perhaps a wiser man would turn back now - but you are a Valley Warrior, and know no fear. Mist swirls at the water's edge, and reeds bend in the cold, damp breeze. Two paths lead into the swamp, one due north, the other northwest. The path is surprisingly well-traveled; small footprints lead north.

You see a rowboat, an oar, a bronze ring, a sword, a spade, a single brick, a handful of radberries, a soft pretzel, a thin wand, a brass lamp, and a gilded cage here.
You get all but the boat
oar: Taken.
bronze ring: Taken.
sword: Taken.
spade: Taken.
single brick: Taken.
handful of radberries: Taken.
soft pretzel: Taken.
thin wand: Taken.
brass lamp: Taken.
gilded cage: You've already got your hands full.
You dig the ground with spade
You can't really bring yourself to desecrate the graves of your ancestors. [8]
You dig the ground with spade
The Gods may strike you down if you persist in desecrating the holy graves of your godlike, sacred, and revered ancient ancestors!
You put all in the pocket
black stone: The black stone is already in the pocket!
small leather pouch: Done.
oar: Done.
bronze ring: (Taking off the bronze ring first)
Done.
sword: Done.
single brick: Done.
handful of radberries: Done.
soft pretzel: Done.
thin wand: You can't fit that in the pocket.
brass lamp: You can't fit that in the pocket.
gilded cage: You can't fit that in the pocket.
robe: You can't fit that in the pocket.
You check what you're carrying
You have a thin wand, a brass lamp (providing light), a gilded cage, and a robe (being worn).
You get the trampoline
Your load is too heavy.
You look at the pocket
The pocket of the robe is quite tattered, and hanging by just a few threads. In the pocket you see a black stone, a small leather pouch, an oar, a bronze ring, a sword, a single brick, a handful of radberries, and a soft pretzel.
You go east
You're standing in an ancient chamber inside the burial mound. High above your head, the muddy hole you dug beckons you - but there's no way to reach it. The walls of the chamber are hard-packed sod, but the floor is solid stone, good Unnkulian granite. A massive stone coffin stands in the very center of the room. The only exit from the chamber is a narrow passage sloping down to the west, vanishing into darkness.

You see a spade here.
You put all but the robe in the pocket
black stone: The black stone is already in the pocket!
small leather pouch: The small leather pouch is already in the pocket! oar: The oar is already in the pocket!
bronze ring: The bronze ring is already in the pocket!
single brick: The single brick is already in the pocket!
handful of radberries: The handful of radberries is already in the pocket!
soft pretzel: The soft pretzel is already in the pocket!
brass lamp: The brass lamp is already in the pocket!
thin wand: Done.
shiny knife: You can't fit that in the pocket.
pillow: You can't fit that in the pocket.
pickaxe: You can't fit that in the pocket.
lump of gold: You can't fit that in the pocket.

You're feeling a bit better now.
Inventory
You have a robe (being worn), a shiny knife, a pillow, a pickaxe, and a lump of gold.
You drop all but the robe
shiny knife: Dropped.
pillow: Dropped.
pickaxe: Dropped.
lump of gold: Dropped.
You go west
You're in a small, square chamber with a low ceiling. In the center
of the room is a rusty oven. It appears to have been pulled away from the wall, revealing a very narrow tunnel to the east. Attached to the northern wall is a long wooden shelf. Otherwise, the room is quite featureless. A passage runs back to the west.

shelf.
You get all
small cardboard box: Taken.
cookbook: Taken.
You go to the west
You are standing in a chamber cut from dark obsidian. Somehow, you feel at peace here. Obviously, this is some kind of temple to one of the gods of ancient Ul. Patterned mosaics cover the floor, and the black walls are streaked with swirls of white marble.

A simple, featureless altar made from dark gray granite is built
into the northern wall. Above the altar, some writing has been carved into the black stones. Identical passages run south, east, and west.

There's an old monk here, seated on the altar. He looks like he
hasn't slept or eaten in days, and appears to be very distressed. He glances up as you enter. "Welcome, Valley Warrior."
You examine the pocket
The pocket of the robe is quite tattered, and hanging by just a few threads. In the pocket you see a black stone, a small leather pouch, an oar, a bronze ring, a single brick, a handful of radberries, a soft pretzel, a brass lamp (providing light), and a thin wand.
DROP STONE, POUCH, OAR
black stone: Dropped.
small leather pouch: Dropped.
oar: Dropped.
Cookbook
small cardboard box: Dropped.
cookbook: Dropped.
Go east
You squeeze through the narrow tunnel, and find yourself -

You're standing in a rough-hewn cave at the top of a long-forgotten mine shaft. A thick vein of gold ore runs diagonally across the east wall, glowing in the pale green lamplight. A narrow squeeze runs west, but you're not going to get through there if you're carrying a lot. To the south, the deep mine shaft runs down. Mudslides and rockfalls have taken their toll, and the shaft is slippery and cluttered, but still negotiable. Still, I doubt if you could climb back up. A wider, straight passage runs north.

You see a shiny knife, a pillow, a pickaxe, and a lump of gold here.
You get all
shiny knife: Taken.
pillow: Taken.
pickaxe: Taken.
lump of gold: Taken.
You put all but the robe in the pocket
bronze ring: The bronze ring is already in the pocket!
single brick: The single brick is already in the pocket!
handful of radberries: The handful of radberries is already in the pocket!
soft pretzel: The soft pretzel is already in the pocket!
brass lamp: The brass lamp is already in the pocket!
thin wand: The thin wand is already in the pocket!
shiny knife: Done.
pillow: Done.
pickaxe: You can't fit that in the pocket.
lump of gold: You can't fit that in the pocket.
Lump
pickaxe: Dropped.
lump of gold: Dropped.
Go south
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see a black stone, a small leather pouch, an oar, a small
cardboard box, and a cookbook here.
Pillow
shiny knife: Dropped.
pillow: Dropped.
Go south
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see a black stone, a small leather pouch, an oar, a small
cardboard box, a cookbook, a shiny knife, and a pillow here.
You go to the northwest
linoleum. The chamber is featureless; the only exit is back to the southeast.

You see a barbell, a gilded cage, and a sword here.
Sword
gilded cage: Taken.
sword: Taken.
You read it
Thoroughly reading the dictionary would take more time than you have. It might be useful if you have to translate something, though. [9]
You give the grass to the goat
The goat sniffs the handful of crabgrass and grabs it with yellowing teeth. It chews a few times, swallows, and burps loudly. Unfortunately, it still looks hungry.
You give the box to goat
The goat sniffs the small cardboard box and grabs it with yellowing teeth. It chews a few times, swallows, and burps loudly. Finally satiated, the goat wanders off into the mountains.
You go south
You're standing on top of a low, rocky rise somewhere in the Beeg'ashell Mountains. Not far south of here is the land of the Unnkulians, the dread enemies of your beloved master, the Valley King. In fact, you can make out several features from here, further south - Lake Draounheer's western shore, to the southeast; the walls of what appear to be some sort of monastery; and, on top of the highest of the mountains, a giant boulder, perched quite precariously. Unfortunately (or perhaps thankfully) the terrain is far too rugged for you to get there from here. The only safe path is to the north. There's a spreading chestnut tree in the very center of the clearing.

The smith wanders down the trail into the clearing. His eyes fall
upon the spreading chestnut tree. "Aha!" he cries. "Just what I need to fuel my forge!" He swings his axe in one mighty stroke. The tree splits in two and falls to the ground, just missing you, and dislodging a great eagle that probably made its nest in the highest branches. The giant bird squawks once and wings its way north.

over his shoulder. "Be seeing you!" he shouts, and walks back up the trail to the north. [10]
You examine the pocket
The pocket of the robe is quite tattered, and hanging by just a few threads. In the pocket you see a bronze ring, a single brick, a handful of radberries, a soft pretzel, a brass lamp (providing light), a thin wand, and a lump of gold.
Go north
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see a black stone, a small leather pouch, an oar, a cookbook, a shiny knife, and a pillow here.
Go west
You're standing in the whitewashed gazebo in the mystical cavern.
It's quite peaceful here; the moss-covered cavern floor outside muffles most sounds. Faint flowery smells reach your nostrils, and you feel quite relaxed. Truly, there is an almost magical tranquillity here. High above you, you can see the steeple bell.

You can only go back to the east from here.

You see a long rope here.
Go east
You're standing in a circular room at the edge of a deep pit. A
ledge runs around the room, above the pit. Being here makes your stomach churn; the pit's quite deep, and your fear of heights is as strong as ever. [3]  An iron hook is embedded in one of the walls.
The only exit from the room is a passage back through the rock to the west. Below, in the pit, you can see what appears to be a baby dragon. It looks up at you briefly, then trips over its tail and falls down with a loud squeak.
Go southeast
You're standing in a strange, spherical room. The walls seem to
glow with pale, bright shades of purple and blue - your lamp is not needed here. The curving floor and walls feel like slick metal underfoot, and you're having some difficulty maintaining your balance. Round tunnels, made from the same strange purple-blue metal, run north, south, east, and west. [11]  A more normal-looking passage, hewn from gray rock, runs northwest. In the center of the floor is a small, round chute. It vanishes into darkness a few feet below the floor.
You examine the pocket
The pocket of the robe is quite tattered, and hanging by just a few threads. In the pocket you see a bronze ring, a handful of radberries, a soft pretzel, a brass lamp (providing light), a thin wand, and a lump of gold.
You go north
You're standing in a strange, spherical room. The walls seem to
glow with pale, bright shades of purple and blue - your lamp is not needed here. The curving floor and walls feel like slick metal underfoot, and you're having some difficulty maintaining your balance. Round tunnels, made from the same strange purple-blue metal, run north, south, east, and west. [12]  In the center of the floor is a small, round chute. It vanishes into darkness a few feet below the floor.
Go west
You're standing in a strange, spherical room. The walls seem to
glow with pale, bright shades of purple and blue - your lamp is not needed here. The curving floor and walls feel like slick metal underfoot, and you're having some difficulty maintaining your balance. Round tunnels, made from the same strange purple-blue metal, run north, south, east, and west. [13]  In the center of the floor is a small, round chute. It vanishes into darkness a few feet below the floor.
Go south
You're standing in a strange, spherical room. The walls seem to
glow with pale, bright shades of purple and blue - your lamp is not needed here. The curving floor and walls feel like slick metal underfoot, and you're having some difficulty maintaining your balance. Round tunnels, made from the same strange purple-blue metal, run north, south, east, and west. [13]  In the center of the floor is a small, round chute. It vanishes into darkness a few feet below the floor.

You see a steel key here.
You go to the east
You're standing in a strange, spherical room. The walls seem to
glow with pale, bright shades of purple and blue - your lamp is not needed here. The curving floor and walls feel like slick metal underfoot, and you're having some difficulty maintaining your balance. Round tunnels, made from the same strange purple-blue metal, run north, south, east, and west. [14]  In the center of the floor is a small, round chute. It vanishes into darkness a few feet below the floor.
Go west
You're standing in a strange, spherical room. The walls seem to
glow with pale, bright shades of purple and blue - your lamp is not needed here. The curving floor and walls feel like slick metal underfoot, and you're having some difficulty maintaining your balance. Round tunnels, made from the same strange purple-blue metal, run north, south, east, and west. [15]  In the center of the floor is a small, round chute. It vanishes into darkness a few feet below the floor.
You put the key in the chute
You drop the steel key in the chute. It tumbles down the steel shaft.
Go west
You're standing in a strange, spherical room. The walls seem to
glow with pale, bright shades of purple and blue - your lamp is not needed here. The curving floor and walls feel like slick metal underfoot, and you're having some difficulty maintaining your balance. Round tunnels, made from the same strange purple-blue metal, run north, south, east, and west. [15]  In the center of the floor is a small, round chute. It vanishes into darkness a few feet below the floor.

You see a steel key here.
Go north
You're standing in a strange, spherical room. The walls seem to
glow with pale, bright shades of purple and blue - your lamp is not needed here. The curving floor and walls feel like slick metal underfoot, and you're having some difficulty maintaining your balance. Round tunnels, made from the same strange purple-blue metal, run north, south, east, and west. [12]  In the center of the floor is a small, round chute. It vanishes into darkness a few feet below the floor.

You see a steel key here.
You go east
You're standing in a strange, spherical room. The walls seem to
glow with pale, bright shades of purple and blue - your lamp is not needed here. The curving floor and walls feel like slick metal underfoot, and you're having some difficulty maintaining your balance. Round tunnels, made from the same strange purple-blue metal, run north, south, east, and west. [14]  In the center of the floor is a small, round chute. It vanishes into darkness a few feet below the floor.

You see a steel key here.
You put the key in the chute
You drop the steel key in the chute. It tumbles down the steel shaft.
You go west
You're standing in a strange, spherical room. The walls seem to
glow with pale, bright shades of purple and blue - your lamp is not needed here. The curving floor and walls feel like slick metal underfoot, and you're having some difficulty maintaining your balance. Round tunnels, made from the same strange purple-blue metal, run north, south, east, and west. [11]  A more normal-looking passage, hewn from gray rock, runs northwest. In the center of the floor is a small, round chute. It vanishes into darkness a few feet below the floor.

You see a steel key here.
You go northwest
You're standing at the bottom of a pit, cut into the rock. The
walls are solid bedrock, and quite sheer; you won't be able to climb up them. Luckily, a rope dangles down from above. Cutting this pit must have been a monumental task; obviously, this is no natural cavern.
Only the ancient Ulians could have made such a hole - and only with magical help. Narrow, low passages runs southeast and northeast. A baby dragon lies at your feet, curled up and snoozing peacefully. I'd let sleeping dragons lie if I were you.

You see a single brick here.
You examine key
The steel key is polished and featureless. It's quite large and heavy.
Go upwards
You're standing in a circular room at the edge of a deep pit. A
ledge runs around the room, above the pit. Being here makes your stomach churn; the pit's quite deep, and your fear of heights is as strong as ever. [3]  An iron hook is embedded in one of the walls.
The only exit from the room is a passage back through the rock to the west. A long rope is tied to it, and the other end dangles down into the pit. Below, in the pit, is a baby dragon, curled up and fast asleep. Little puffs of smoke rise from its nostrils as the dragon exhales.
Wait
Time passes...
Below, in the pit, the baby dragon opens one eye and then the other. The beast stretches, then stands up, shaking its head.
You throw the brick at Dragon
You drop the brick. It lands smack in the middle of the dragon's head. The baby lets out a startled yelp and keels over in its tracks, knocked unconscious.
Go downwards
Screwing up your courage, you shinny down the rope.

You're standing at the bottom of a pit, cut into the rock. The
walls are solid bedrock, and quite sheer; you won't be able to climb up them. Luckily, a rope dangles down from above. Cutting this pit must have been a monumental task; obviously, this is no natural cavern.
Only the ancient Ulians could have made such a hole - and only with magical help. Narrow, low passages runs southeast and northeast. A baby dragon lies at your feet, curled up and snoozing peacefully. I'd let sleeping dragons lie if I were you.

You see a single brick here.
You get the rope
You untie the rope, coil it up, and take it with you.
You unlock the door with the key
Unlocked.
You go to the north
You head for the open door, but hot clouds of steam force you back. You're not going down into that hell-pit without getting scalded.
You look at door
Beyond the door, you see a stairway that leads down. Great clouds of hot steam billow up the stair.
You close the door
Closed.
You open the door
Opening the steel door reveals a dragon's egg.
You examine the egg
The dragon's egg is quite large, with a fairly thick shell. Still, such eggs are rumored to be mighty good eatin'. [16]
You read the cookbook
You don't really have time to peruse the cookbook now.

You're feeling a fuzz hungry. Perhaps it would be a good time to find something to eat.
Go southwest
You are standing in a square chamber carved from the rock. The
eastern wall of the chamber is made from what appears to be transparent glass - and through it, you can see water and what must be the muddy bottom of Lake Draounheer! Somehow, you've gotten around to the western side of the lake. Perhaps if you strain your eyes, you might make out the King's Lake View room on the other side - but no; the lake is too wide, and the waters too muddy. Identical passages run northeast, northwest, west, and south. To the north is a thick steel door, which stands open, revealing a stone staircase leading down. Great clouds of hot steam billow up the stairs. If you were to go down there, you'd surely be scalded. A sign hangs just above the glass wall.

The steel door seems to contain a dragon's egg.
You go north
You head for the open door, but hot clouds of steam force you back. You're not going down into that hell-pit without getting scalded.

You're feeling really hungry. You should find some food soon or you'll pass out from lack of nutrition.
You break the egg
You break the egg open. The shell, like most dragon eggshells, shatters to dust, and the liquid interior runs down cracks in the ground.
You examine the pocket
The pocket of the robe is quite tattered, and hanging by just a few threads. In the pocket you see a bronze ring, a soft pretzel, a brass lamp (providing light), a thin wand, and a lump of gold.
Egg
single brick: Dropped.
dragon's egg: Dropped.
Go southwest
You are standing in a square chamber carved from the rock. The
eastern wall of the chamber is made from what appears to be transparent glass - and through it, you can see water and what must be the muddy bottom of Lake Draounheer! Somehow, you've gotten around to the western side of the lake. Perhaps if you strain your eyes, you might make out the King's Lake View room on the other side - but no; the lake is too wide, and the waters too muddy. Identical passages run northeast, northwest, west, and south. To the north is a thick steel door, which stands open, revealing a stone staircase leading down. Great clouds of hot steam billow up the stairs. If you were to go down there, you'd surely be scalded. A sign hangs just above the glass wall.
Go north
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see a black stone, a small leather pouch, a cookbook, a shiny knife, a pillow, a single brick, and a dragon's egg here.
Go east
You're standing in an ancient chamber inside the burial mound. High above your head, the muddy hole you dug beckons you - but there's no way to reach it. The walls of the chamber are hard-packed sod, but the floor is solid stone, good Unnkulian granite. A massive stone coffin stands in the very center of the room. The only exit from the chamber is a narrow passage sloping down to the west, vanishing into darkness.

You see a spade and a trampoline here.
You get the sign
It's firmly attached to the stone wall.
You get grindstone
The grindstone is much too heavy for you to lift.
Go north
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see a small leather pouch, a cookbook, a shiny knife, a pillow,
a single brick, a dragon's egg, and a steel key here.
You eat the egg
You crack open the egg and consume it. Bleck. Raw eggs have always made you a bit queasy.
You examine the knife
The knife's blade appears to be made from a particularly shiny sort of rubber. Tiny letters on the handle read "Acme Slysor-Dysor Ghinzoo Nyfe." [17]
You go to the north
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see a small leather pouch, a cookbook, a shiny knife, a pillow,
a single brick, and a steel key here.
Go east
You're standing in an ancient chamber inside the burial mound. High above your head, the muddy hole you dug beckons you - but there's no way to reach it. The walls of the chamber are hard-packed sod, but the floor is solid stone, good Unnkulian granite. A massive stone coffin stands in the very center of the room. The only exit from the chamber is a narrow passage sloping down to the west, vanishing into darkness.

You see a spade and a trampoline here.
Go southwest
You are standing in a square chamber carved from the rock. The
eastern wall of the chamber is made from what appears to be transparent glass - and through it, you can see water and what must be the muddy bottom of Lake Draounheer! Somehow, you've gotten around to the western side of the lake. Perhaps if you strain your eyes, you might make out the King's Lake View room on the other side - but no; the lake is too wide, and the waters too muddy. Identical passages run northeast, northwest, west, and south. To the north is a thick steel door, which stands open, revealing a stone staircase leading down. Great clouds of hot steam billow up the stairs. If you were to go down there, you'd surely be scalded. A sign hangs just above the glass wall.

You see a dragon's egg here.
You go east
Draounheer. Across the sparkling blue waters, you can see the snow-covered caps of the Beeg'ashell Mountains, deep in the heart of evil Unnkulia. But here, on this side of the lake, you could truly find peace. Gentle waves lap at the shore, and reeds bend gracefully in the brisk fall breezes. To the east, a path leads back into the forest. North of here, the land slopes up sharply, and the path continues. You could also go southwest, along the shore of the lake - further along, the grassy lakeshore turns into a sandy beach.

You see a rowboat here.
You go outside
You're standing on the eastern shore of Lake Draounheer. Across the sparkling blue waters, you can see the snow-covered caps of the Beeg'ashell Mountains, deep in the heart of evil Unnkulia. But here, on this side of the lake, you could truly find peace. Gentle waves lap at the shore, and reeds bend gracefully in the brisk fall breezes. To the east, a path leads back into the forest. North of here, the land slopes up sharply, and the path continues. You could also go southwest, along the shore of the lake - further along, the grassy lakeshore turns into a sandy beach.

You see a rowboat here.

The Valley Patrol ambles down from the north.
Go southwest
The lakeshore here becomes a stretch of white sand, glaring in the
fall sunshine. Further south, the land becomes rocky and too difficult to travel; a bit further on, the tip of the awesome Dawg Rock is visible. [6]  You can hear the thunderous crash of water to the south as the lake empties through the Rock. The lake stretches before you to the west. The only way to go appears to be back along the shore to the northeast.

You see a trowel, a wine bottle, a pair of erasers, a jade figurine, and a corkscrew here.
You get all
trowel: Taken.
wine bottle: Taken.
pair of erasers: You've already got your hands full.
jade figurine: You've already got your hands full.
corkscrew: You've already got your hands full.
You put all in the pocket
bronze ring: The bronze ring is already in the pocket!
soft pretzel: The soft pretzel is already in the pocket!
brass lamp: The brass lamp is already in the pocket!
thin wand: The thin wand is already in the pocket!
lump of gold: The lump of gold is already in the pocket!
robe: (Taking off the robe first)
Done.

[TADS-1001: stack overflow]
You put all but the robe in the pocket
bronze ring: The bronze ring is already in the pocket!
soft pretzel: The soft pretzel is already in the pocket!
brass lamp: The brass lamp is already in the pocket!
thin wand: The thin wand is already in the pocket!
lump of gold: The lump of gold is already in the pocket!
pickaxe: You can't fit that in the pocket.
gilded cage: Done.
sword: You can't fit that in the pocket.
brown book: Done.
long rope: You can't fit that in the pocket.
oar: You can't fit that in the pocket.
black stone: You can't fit that in the pocket.
trowel: You can't fit that in the pocket.
wine bottle: You can't fit that in the pocket.
You get all
pair of erasers: Taken.
jade figurine: Taken.
corkscrew: You've already got your hands full.
You look at erasers
They're quite chalky. They could use a good clapping.
You wear them
pair of erasers: You can't wear the pair of erasers.
Go southwest
You are standing in a square chamber carved from the rock. The
eastern wall of the chamber is made from what appears to be transparent glass - and through it, you can see water and what must be the muddy bottom of Lake Draounheer! Somehow, you've gotten around to the western side of the lake. Perhaps if you strain your eyes, you might make out the King's Lake View room on the other side - but no; the lake is too wide, and the waters too muddy. Identical passages run northeast, northwest, west, and south. To the north is a thick steel door, which stands open, revealing a stone staircase leading down. Great clouds of hot steam billow up the stairs. If you were to go down there, you'd surely be scalded. A sign hangs just above the glass wall.

You see a dragon's egg and a spade here.
Clap erasers
<COUGH!> A huge cloud of chalk dust fills the air.
You go west
This chamber's walls are covered in tacky stained purple and green wooden panelling. It's not exactly what I would call peaceful, but there is a comfortable chair (upholstered in bright orange) and, on the western wall, a bookshelf. In some ways, the room is kind of like an evil twin of the King's library back in the Valley. The only exit is back to the east.

A yellow paperback, a black book, and a blue book are sitting on the shelf.
DROP TROWEL, BOTTLE, ERASERS
trowel: Dropped.
wine bottle: Dropped.
pair of erasers: Dropped.
You go southwest
The lakeshore here becomes a stretch of white sand, glaring in the
fall sunshine. Further south, the land becomes rocky and too difficult to travel; a bit further on, the tip of the awesome Dawg Rock is visible. [6]  You can hear the thunderous crash of water to the south as the lake empties through the Rock. The lake stretches before you to the west. The only way to go appears to be back along the shore to the northeast.

You see a corkscrew here.
You go west
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see a small leather pouch, a cookbook, a shiny knife, a pillow,
a single brick, a steel key, a trowel, a wine bottle, and a pair of erasers here.
You look at the pocket
The pocket of the robe is quite tattered, and hanging by just a few threads. In the pocket you see a bronze ring, a soft pretzel, a brass lamp (providing light), a thin wand, a lump of gold, a gilded cage, and a brown book.
Go north
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see a small leather pouch, a cookbook, a shiny knife, a single brick, a steel key, a trowel, a wine bottle, and a pair of erasers here.
You look at boulder
The boulder's too far away to examine closely, but it looks like it's perched quite precariously on a faraway mountain-top.
You go to the west
You're standing at the eastern edge of a deep mountain gorge. Far below you, mist swirls over sharp rocks. You're trying desperately to keep your vertigo in check, and having some success; staying a good fifteen feet back from the edge helps a lot. Across the gorge you can just make out a slender stone tower rising from a rocky mountain-top - but of course, you can't get there from here. If only you had an Acme Brij Kreeaytor! The only obvious exit is the trail back to the east; other directions appear too rocky to travel.

Surely, the fair Amanda could not have crossed this great gash in
the earth. Perhaps your quest lies elsewhere. A gigantic eagle is circling the gorge. He's probably looking for something to eat.
You look at the tower
You can't really make out the tower from here, but it stirs memories in you that you don't quite understand. Could it be the fabled lost tower of Wowsa Willy?
Go west
Are you crazy? You can't climb down the side of the gorge. With your fear of heights, you'd fall in a second. [3]
Rub figurine
You rub the head of the figurine. You feel a little silly, but who knows? A little luck never hurt anyone.
Rub figurine
You rub the head of the figurine. You feel a little silly, but who knows? A little luck never hurt anyone.
You go north
You charge into the gloomy cave mouth. From out of darkened crevices, the steel-jawed Demons of Unnkul swarm out to meet you. Even a Valley Warrior can only withstand their endless attacks for so long -
Go southwest
You trudge up the mountains. Suddenly, a sharp pain shoots up your leg. You look down - your foot has been sliced off by steel jaws buried in the pathway! Before you bleed to death, you just have time enough to read the writing on the trap - "Acme Rhust-Pruph Stihl Trappe - Dam Dedlee!"
You drop all
robe: (Taking off the robe first)
Dropped.
pickaxe: Dropped.
sword: Dropped.
long rope: Dropped.
oar: Dropped.
black stone: Dropped.
jade figurine: Dropped.
corkscrew: Dropped.
pillow: Dropped.
You drop all but the robe
pickaxe: Dropped.
sword: Dropped.
long rope: Dropped.
oar: Dropped.
black stone: Dropped.
jade figurine: Dropped.
corkscrew: Dropped.
pillow: Dropped.
You look at what you're carrying with you
You have a robe (being worn) and a rowboat.
Go south
You're on the north shore of Lake Draounheer, at the southern edge
of the infamous Damsogee Swamp. This is unexplored territory now; you've left the safety of the Forest of Radeekal for dangerous and uncharted wilderness. Perhaps a wiser man would turn back now - but you are a Valley Warrior, and know no fear. Mist swirls at the water's edge, and reeds bend in the cold, damp breeze. Two paths lead into the swamp, one due north, the other northwest. The path is surprisingly well-traveled; small footprints lead north.

You see a pickaxe, a sword, a long rope, an oar, a black stone, a
jade figurine, a corkscrew, and a pillow here.
You get all
pickaxe: Taken.
sword: Taken.
long rope: Taken.
oar: Taken.
black stone: Taken.
jade figurine: Taken.
corkscrew: Taken.
pillow: Taken.
Go northeast
You're standing on the bank of a rushing mountain river. The bank
is grassy and slopes gently down to the water. The swift-moving river babbles gentle murmurings, and a sweet-smelling breeze blows from the north. It's peaceful here, and quite relaxing. A trail leads back up into the Beeg'ashell Mountains to the southwest. The river is to the north, and flows down from the west.

You see a rowboat here.

There's a beautiful woman seated at the water's edge - could it be
the fair Amanda? But no - Amanda is blond, while this woman's hair is auburn. Her face is narrower, and her eyes are quite different. She glances over her shoulder and smiles invitingly. "Welcome, Warrior." Her voice is musical, lilting, her accent like nothing you've ever heard before.
Go east
You can't paddle the boat that way from here; maybe you'd better get out first.
You go to the west
You can't paddle the boat that way; maybe you'd better get out first.
DROP PICKAXE, OAR, CORKSCREW, PILLOW
pickaxe: Dropped.
oar: Dropped.
corkscrew: Dropped.
pillow: Dropped.
Sharpen sword
Using the grindstone, you put a sharp new edge on your trusty blade.
You examine the sword
Your sword is your trusted friend. It's seen you through many a battle, and has the nicks and scars to prove it. Still, you keep it sharpened and polished. [18]
You put the egg on the grindstone
If you're trying to sharpen something, just sharpen it.
Go north
You are standing in a square chamber carved from the rock. The
eastern wall of the chamber is made from what appears to be transparent glass - and through it, you can see water and what must be the muddy bottom of Lake Draounheer! Somehow, you've gotten around to the western side of the lake. Perhaps if you strain your eyes, you might make out the King's Lake View room on the other side - but no; the lake is too wide, and the waters too muddy. Identical passages run northeast, northwest, west, and south. To the north is a thick steel door, which stands open, revealing a stone staircase leading down. Great clouds of hot steam billow up the stairs. If you were to go down there, you'd surely be scalded. A sign hangs just above the glass wall.

You see a spade here.
You go north
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see a small leather pouch, a cookbook, a single brick, a steel
key, a trowel, a wine bottle, a pair of erasers, a pickaxe, an oar, a corkscrew, and a pillow here.
You look at the pocket
The pocket of the robe is quite tattered, and hanging by just a few threads. In the pocket you see a bronze ring, a soft pretzel, a brass lamp (providing light), a thin wand, a lump of gold, a gilded cage, and a brown book.
You tie the rope to the hook
Okay, the rope is now tied to the hook. The other end dangles down into the pit, just touching the floor. You could probably get down there now.
You hit dragon with the sword
Killing baby creatures of any kind is against the Valley Warrior's Code. If you're going to behave that way, you'd better play "Unnkulia Thirteen: Unnkul Triumphant." [19]
Note 19
[19]: It doesn't exist, and please don't ask us about it. Can't you take a joke?
You go to the north
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see a small leather pouch, a cookbook, a steel key, a trowel, a wine bottle, a pair of erasers, a pickaxe, an oar, a corkscrew, a pillow, and a thin wand here.
You go north
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see a small leather pouch, a cookbook, a steel key, a trowel, a wine bottle, a pair of erasers, a pickaxe, an oar, a corkscrew, and a pillow here.
You examine the crevices
The crevices are uninteresting. You most certainly can't fit inside them, if that's what your thinking.
Smell breezes
The breezes carry the faint scent of flowers.
You get the wine
Taken.

You're feeling a fuzz hungry. Perhaps it would be a good time to find something to eat.
You go to the south
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see a small leather pouch, a cookbook, a steel key, a trowel, a pair of erasers, a pickaxe, an oar, a corkscrew, and a pillow here.
You go to the southwest
You are standing in a square chamber carved from the rock. The
eastern wall of the chamber is made from what appears to be transparent glass - and through it, you can see water and what must be the muddy bottom of Lake Draounheer! Somehow, you've gotten around to the western side of the lake. Perhaps if you strain your eyes, you might make out the King's Lake View room on the other side - but no; the lake is too wide, and the waters too muddy. Identical passages run northeast, northwest, west, and south. To the north is a thick steel door, which stands open, revealing a stone staircase leading down. Great clouds of hot steam billow up the stairs. If you were to go down there, you'd surely be scalded. A sign hangs just above the glass wall.

You see a spade here.

You're feeling a fuzz hungry. Perhaps it would be a good time to find something to eat.
You read the yellow
You've already read this one sixteen times. Aren't you tired of it yet? You know the plot - Don Martyr goes out in his flier, and gets shot down by the fearsome Mauve Men of Cars that wander the dead sea bottoms, then he bounds across the green-and-orange sward, etc. etc. It's just like all the others. [20]
You eat the yellow book
Yep, it's pure cheez all right. (Burp.)  Pretty filling, though it does taste like motor oil.
You count the door
There is one (1) steel door.
You examine the hands
Your hands are supple, sensuous, delicate - oh, pardon me. Guess I got carried away.
You wake up
Nothing happens.

I don't know the word "ul".
Go west
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see a small leather pouch, a cookbook, a steel key, a trowel, a pair of erasers, a pickaxe, an oar, a corkscrew, and a pillow here.
DROP ROPE, KNIFE, BOTTLE
long rope: Dropped.
shiny knife: Dropped.
wine bottle: Dropped.
Go west
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see a small leather pouch, a cookbook, a steel key, a trowel, a pair of erasers, an oar, a corkscrew, a pillow, a long rope, a shiny knife, and a wine bottle here.
You examine the gorge
The yawning chasm stretches out before you, a deep gash in the earth. The walls are far too steep to climb down, if that's what you're thinking; and there's no convenient ledge for you to drop to.
Go down
Are you crazy? You can't climb down the side of the gorge. With your fear of heights, you'd fall in a second. [3]
Wave wand
"Fool!" a voice thunders. "Do you really think I'd help you get across *my* gorge? Are you mad?"
Figurine
black stone: Dropped.
jade figurine: Dropped.
You throw the barbell at dragon
You drop the barbell directly on top of the dragon's head. It's squished to a bloody pulp. The baby croaks once, pitifully, then expires. Suddenly, a ferocious roar fills the air. You turn, startled, as a gigantic beast thunders down the passage toward you!
The mother dragon must have had some sort of bond with her young - and severing that bond has made her a mite testy -
You throw the barbell at the coffin
You must be joking. You can't throw the barbell anywhere - it's far too heavy.
You drop all but robe
sword: Dropped.
dragon's egg: Dropped.
single brick: Dropped.
thin wand: Dropped.
pickaxe: Dropped.
barbell: Dropped.
Go west
You're standing in the whitewashed gazebo in the mystical cavern.
It's quite peaceful here; the moss-covered cavern floor outside muffles most sounds. Faint flowery smells reach your nostrils, and you feel quite relaxed. Truly, there is an almost magical tranquillity here. High above you, you can see the steeple bell.

You can only go back to the east from here.

You see a sword, a dragon's egg, a single brick, a thin wand, a pickaxe, and a barbell here.
You drop the barbell
Dropped. Your grasp loosens and you plummet to the ground.
Thankfully, the trampoline was right underneath you, and you land uninjured.

You're standing in the whitewashed gazebo in the mystical cavern.
It's quite peaceful here; the moss-covered cavern floor outside muffles most sounds. Faint flowery smells reach your nostrils, and you feel quite relaxed. Truly, there is an almost magical tranquillity here. High above you, you can see the steeple bell.

You can only go back to the east from here.

You see a sword, a dragon's egg, a single brick, a thin wand, a pickaxe, and a trampoline here.
You jump on the trampoline
You jump on the trampoline and leap into the air. For some reason, you can really get some altitude here inside the gazebo. You come down and bounce again, higher and higher. The bell's almost in reach; in fact, you can just about grab the edge - suddenly, you find yourself -

You're hanging on the edge of the bell, a good fifteen feet above
the gazebo floor. The height is making you quite queasy, and the gentle rocking of the bell isn't helping you any. You can't seem to let go; you're having trouble prying your fingers from the bell's shiny surface. The only exit is (gulp) down.

You see a barbell here.
You get the barbell
Taken. Your grasp loosens and you plummet to the ground. Thankfully, the trampoline was right underneath you, and you land uninjured.

You're standing in the whitewashed gazebo in the mystical cavern.
It's quite peaceful here; the moss-covered cavern floor outside muffles most sounds. Faint flowery smells reach your nostrils, and you feel quite relaxed. Truly, there is an almost magical tranquillity here. High above you, you can see the steeple bell.

You can only go back to the east from here.

You see a sword, a dragon's egg, a single brick, a thin wand, a pickaxe, and a trampoline here.
Go west
You're standing in the whitewashed gazebo in the mystical cavern.
It's quite peaceful here; the moss-covered cavern floor outside muffles most sounds. Faint flowery smells reach your nostrils, and you feel quite relaxed. Truly, there is an almost magical tranquillity here. High above you, you can see the steeple bell.

You can only go back to the east from here.

You see a sword, a dragon's egg, a single brick, a thin wand, a pickaxe, and a trampoline here.
Go east
You're standing in an ancient chamber inside the burial mound. High above your head, the muddy hole you dug beckons you - but there's no way to reach it. The walls of the chamber are hard-packed sod, but the floor is solid stone, good Unnkulian granite. A massive stone coffin stands in the very center of the room. The only exit from the chamber is a narrow passage sloping down to the west, vanishing into darkness.

You see a barbell here.
Go east
You're standing in an ancient chamber inside the burial mound. High above your head, the muddy hole you dug beckons you - but there's no way to reach it. The walls of the chamber are hard-packed sod, but the floor is solid stone, good Unnkulian granite. A massive stone coffin stands in the very center of the room. The only exit from the chamber is a narrow passage sloping down to the west, vanishing into darkness.

You see a trampoline and a barbell here.
Go south
You're on the north shore of Lake Draounheer, at the southern edge
of the infamous Damsogee Swamp. This is unexplored territory now; you've left the safety of the Forest of Radeekal for dangerous and uncharted wilderness. Perhaps a wiser man would turn back now - but you are a Valley Warrior, and know no fear. Mist swirls at the water's edge, and reeds bend in the cold, damp breeze. Two paths lead into the swamp, one due north, the other northwest. The path is surprisingly well-traveled; small footprints lead north.
You go to the northwest
linoleum. The chamber is featureless; the only exit is back to the southeast.

You see a black stone and a jade figurine here.
You get all
black stone: Taken.
jade figurine: Taken.
You examine the pocket
The pocket of the robe is quite tattered, and hanging by just a few threads. In the pocket you see a bronze ring, a soft pretzel, a brass lamp (providing light), a lump of gold, a gilded cage, and a brown book.
Inventory
You have a robe (being worn), an oar, a black stone, and a jade figurine.
Go north
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see a small leather pouch, a cookbook, a steel key, a trowel, a pair of erasers, a corkscrew, a pillow, a long rope, a shiny knife, and a wine bottle here.
Go west
You're standing in the whitewashed gazebo in the mystical cavern.
It's quite peaceful here; the moss-covered cavern floor outside muffles most sounds. Faint flowery smells reach your nostrils, and you feel quite relaxed. Truly, there is an almost magical tranquillity here. High above you, you can see the steeple bell.

You can only go back to the east from here.

You see a sword, a dragon's egg, a single brick, a thin wand, and a pickaxe here.
You get all
sword: Taken.
dragon's egg: Taken.
single brick: Taken.
thin wand: Taken.
pickaxe: Taken.
Go outside
You're standing on the eastern shore of Lake Draounheer. Across the sparkling blue waters, you can see the snow-covered caps of the Beeg'ashell Mountains, deep in the heart of evil Unnkulia. But here, on this side of the lake, you could truly find peace. Gentle waves lap at the shore, and reeds bend gracefully in the brisk fall breezes. To the east, a path leads back into the forest. North of here, the land slopes up sharply, and the path continues. You could also go southwest, along the shore of the lake - further along, the grassy lakeshore turns into a sandy beach.

You see a rowboat here.

The six thugs that make up the Valley Patrol are here, leaning on
their pikes. They appear to be loafing on the job.

The Valley Patrol appears to be engaged in a belching contest. Ooh, that last one was a real prize-winner!
Go south
You're standing in a mossy cave carved from the living rock. A wide exit leads back out into the sun-dappled forest to the north. The floor and walls are solid rock, covered with lichens and fungi. It's quite peaceful here.
You climb the tree
You shinny partway up a tree, but slide back down.
You examine the shrine
It's a shrine dedicated to some long-forgotten prophet - Duhdha by name. No one's worshipped here for years. The shrine's a simple, modest granite pillar. You don't really know its significance - you're a warrior, not a priest. Tangled vines hang over the shrine, and weeds have sprung up around the bottom of the pillar. [21]
You climb the vines
Climbing all over Duhdha's shrine would be most impolite.
You examine the weeds
It looks like an ordinary tangled vines to me.
You check your inventory
You have a robe (being worn), an oar, a black stone, a jade figurine, a sword, a dragon's egg, a single brick, a thin wand, and a pickaxe.

The Valley Patrol marches up from the west.
You look at the pocket
The pocket of the robe is quite tattered, and hanging by just a few threads. In the pocket you see a bronze ring, a soft pretzel, a brass lamp (providing light), a lump of gold, a gilded cage, and a brown book.

The patrol leader tells a particularly foul joke about the Acme salesman and the King's Droll.
You go south
You're standing inside the Valley King's forest retreat. It's a
simple hut, bare of furnishings, even more humble on the inside than on the out. The only exit is to the north, back out to the forest. There's a chalkboard against the back wall.
You erase it
You don't have the erasers.

Outside the hut, you hear tramping feet and gruff voices raised in argument.
You climb the tree
You shinny partway up a tree, but slide back down.

softest patch of grass for his nap.
Go northeast
Inn, Back Room

The back room of the inn is bare of furnishings; not even a simple bucket is to be found. The floor creaks underfoot, and the innkeeper is nowhere to be seen. The only exit is southwest, back to the main room of the inn.
You look at the floor
A few of the boards are loose. You might be able to pull them.
You pull the boards
The floorboards were indeed loose; you pull a few of them up, revealing a dark hole below the inn! Suddenly, with an explosion of light and sound, a scruffy-looking bearded man appears. He's quite short, wears rumpled clothing and a Baltimore Skipjacks cap. and is carrying a criminal law casebook. "Hey!" he shouts, waggling a finger at you and replacing the boards. "Cut that out! That underworld's reserved for people playing 'Unnkulia One-Half!' Go find your own!" With another loud explosion, the strange little man vanishes.
Go west
Standing so close to the clifftop makes you dizzy. I wouldn't stay here too long if I were you. [3]

You're standing at the top of a rocky cliff, overlooking Lake Draounheer to the west. It's rather frightening, for you suffer from extreme vertigo - in fact, you're feeling a little shaky. [3]  To the east, a path runs downhill back into the forest, and another path leading south slopes down to the lake. You could follow the cliff northeast as well; the land slopes up in that direction, but at least it's further away from the edge of the cliff. Across the lake are the sinister Beegas'hell Mountains, the heart of the Unnkulian menace that no doubt your liege shall soon deal with.
You examine the base
The brick base looks like a recent piece of work; the cement hasn't quite set yet.
You break the lighthouse lamp
Mindless destruction of the Valley King's lighthouse would surely get you in trouble.
Go southwest
Standing so close to the clifftop makes you dizzy. I wouldn't stay here too long if I were you. [3]

You're standing at the top of a rocky cliff, overlooking Lake Draounheer to the west. It's rather frightening, for you suffer from extreme vertigo - in fact, you're feeling a little shaky. [3]  To the east, a path runs downhill back into the forest, and another path leading south slopes down to the lake. You could follow the cliff northeast as well; the land slopes up in that direction, but at least it's further away from the edge of the cliff. Across the lake are the sinister Beegas'hell Mountains, the heart of the Unnkulian menace that no doubt your liege shall soon deal with.

The six thugs that make up the Valley Patrol are here, leaning on
their pikes. They appear to be loafing on the job.

"Well, we'd better be moving along," the Valley Patrol leader says.
He yawns and stretches. "Only twenty more minutes on this break, fellas."
Go south
You're standing on the eastern shore of Lake Draounheer. Across the sparkling blue waters, you can see the snow-covered caps of the Beeg'ashell Mountains, deep in the heart of evil Unnkulia. But here, on this side of the lake, you could truly find peace. Gentle waves lap at the shore, and reeds bend gracefully in the brisk fall breezes. To the east, a path leads back into the forest. North of here, the land slopes up sharply, and the path continues. You could also go southwest, along the shore of the lake - further along, the grassy lakeshore turns into a sandy beach.

You see a rowboat here.

The Valley Patrol ambles down from the north.
You put all but the robe in the pocket
bronze ring: The bronze ring is already in the pocket!
soft pretzel: The soft pretzel is already in the pocket!
brass lamp: The brass lamp is already in the pocket!
lump of gold: The lump of gold is already in the pocket!
gilded cage: The gilded cage is already in the pocket!
brown book: The brown book is already in the pocket!
oar: You can't fit that in the pocket.
black stone: Done.
jade figurine: You can't fit that in the pocket.
sword: You can't fit that in the pocket.
dragon's egg: You can't fit that in the pocket.
single brick: You can't fit that in the pocket.
thin wand: You can't fit that in the pocket.
pickaxe: You can't fit that in the pocket.
You erase the chalkboard
You erase the chalkboard. Hope the Valley King doesn't catch you...
You turn the chalkboard
Turning the chalkboard doesn't have any effect.

Outside the hut, you hear tramping feet and gruff voices raised in argument.
You look behind the chalkboard
The chalkboard is firmly nailed to the wall.
Wave wand
Nothing happens.

Suddenly, you round a bend in the rushing river. Above you, you can see a stone bridge - but it's much too high to reach from the boat.
And just ahead - a waterfall! Before you have time to react, the boat plummets over the sheer drop, smashing the flimsy rowboat (and you) into tiny pieces -
Go west
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see a small leather pouch, a cookbook, a steel key, a trowel, a corkscrew, a pillow, a long rope, a shiny knife, and a wine bottle here.
Break bottle
You break the bottle over your knee. It shatters into a million pieces, the wine running down your leg.
You put all but the robe in the pocket
bronze ring: The bronze ring is already in the pocket!
brass lamp: The brass lamp is already in the pocket!
lump of gold: The lump of gold is already in the pocket!
gilded cage: The gilded cage is already in the pocket!
brown book: The brown book is already in the pocket!
black stone: The black stone is already in the pocket!
oar: You can't fit that in the pocket.
jade figurine: Done.
sword: You can't fit that in the pocket.
dragon's egg: You can't fit that in the pocket.
single brick: You can't fit that in the pocket.
thin wand: You can't fit that in the pocket.
pickaxe: You can't fit that in the pocket.
pair of erasers: You can't fit that in the pocket.
You lift it
You push the oven back against the east wall, blocking the passage.
You go west
You're deep in the heart of the swamp now, in a dismal clearing of quicksand and mire. A gentle old willow tree hangs over the clearing, vine-covered branches dipping low. One of the vines has been chewed through, and a length of it has fallen across the quicksand. The only safe path is back to the east.

Without warning, your feet sink into the muck. You try to move, but can't. You're sinking in the quicksand - and you don't have much time left!
Wait
Time passes...

You're feeling a fuzz hungry. Perhaps it would be a good time to find something to eat. Your head finally sinks below the surface of the quicksand. You try to hold your breath, but it's useless; the bog seems bottomless. Finally, lungs bursting, you breathe in a mouthful of moist sand -
You go to the south
You can't go that way.

You're feeling a fuzz hungry. Perhaps it would be a good time to find something to eat.
You examine the wall
There's not much here. The Valley King doesn't keep a very well-stocked larder. A chalkboard is nailed to one wall, and the exit is north.

Outside the hut, you hear tramping feet and gruff voices raised in argument.
You search the wall
There's not much here. The Valley King doesn't keep a very well-stocked larder. A chalkboard is nailed to one wall, and the exit is north.
You sit on the egg
I don't know how to sit on the dragon's egg.

You're feeling a fuzz hungry. Perhaps it would be a good time to find something to eat.

Outside the hut, you hear tramping feet and gruff voices raised in argument.
You pull the button
You can't seem to get a grip on Duhdha's belly button. Maybe you could push it.
Go upward
You grab a thick branch on the nearest oak and hoist yourself up.
Soon, you find yourself -

You're seated on the branch of an old oak tree. You don't dare
climb any higher; the wind's picking up, and you're afraid of heights as it is. Below you, the forest floor appears to be quite hard. Your stomach is feeling a bit queasy, and you're having trouble keeping your balance. With effort, you pry your eyelids open and look around you. To the west, through the branches, you can see the sandy beaches of Lake Draounheer. To the northeast, you catch a glimpse of what appears to be a wooden roof. Further along the branch is an unfinished bird's nest. The only way out of here is (gulp) back down.

You're feeling a fuzz hungry. Perhaps it would be a good time to find something to eat.

From below, you think you hear gruff voices arguing about something.
You jump
Wheeee!A sudden attack of vertigo grabs your guts, and you plummet to the ground. Thankfully, you land on your head, so your death is quick and relatively painless.
You enter the boat
Okay, you're now in the rowboat.

You're feeling really hungry. You should find some food soon or you'll pass out from lack of nutrition.
You throw the brick at the window
You toss the brick at the wall. With a great crashing sound, the brick shatters the strange glass! Lake water rushes into the room, burying you in a soaking torrent.

Out of the corner of your eye, you can see the water rushing down
the stairs to the north. A loud hissing sound reaches your ears, and, for a moment, the billowing steam flowing from the doorway increases in volume. Then, without warning, the steam slowly dissipates.

Suddenly, without warning, the water is sucked back into the lake
with a great slurping sound. You stare at the strange wall - and realize that the hole you created has been somehow repaired! The wall is back to normal once again, and you're a bit damp but otherwise uninjured. Only a few rivulets of water dripping from the walls - and the brick lying on the ground - give any sign of what happened here.
You go downward
You're standing at a small room, at the foot of a short flight of stairs. The walls are mauve and orange linoleum in alternating squares - quite hideous - and are dripping with water. A low bench sits against the north wall, and an iron bucket filled with rocks stands in one corner. It's quite warm and humid in here. The only exit is to the south, back up the stairs.
You examine bucket
The iron bucket is filled with rocks, and nailed to the floor. Probably, the rocks were heated and then splashed with water to produce steam for the sauna. The rocks are cooling off fast, but are still quite hot.
You look at the rocks
The rocks are still quite hot - too hot to touch.
You put the egg in the bucket
You drop the egg on the hot rocks. It sizzles up nicely, frying a deep golden brown. Carefully, you pick it up. If you weren't a battle-hardened Valley Warrior, it might burn your hands.
Go upwards
You are standing in a square chamber carved from the rock. The
eastern wall of the chamber is made from what appears to be transparent glass - and through it, you can see water and what must be the muddy bottom of Lake Draounheer! Somehow, you've gotten around to the western side of the lake. Perhaps if you strain your eyes, you might make out the King's Lake View room on the other side - but no; the lake is too wide, and the waters too muddy. Identical passages run northeast, northwest, west, and south. To the north is a thick steel door, which stands open, revealing a stone staircase leading down. A sign hangs just above the glass wall.

You see a spade here.
You give egg to the monk
The monk grabs the still-warm egg from your outstretched hands, and bites into it. Yolk runs down his stubbly chin, and he grins blissfully, eyes closed, as if remembering long-lost happier days. "If cooked it be - " he whispers, then turns a cartwheel, whooping and shouting with glee. "You are eggsactlee the Warrior foretold!" he cries, leaping atop the altar. "You must restore the Valley King's faith! Seek enlightenment from the eggsistential master himself - Duhdha!" The monk tosses the remnants of the egg down on the altar. There's a flash - and then a great cloud of thick white smoke. You cover your mouth, coughing. The smoke finally clears - and you stare in amazement. The altar and the monk have vanished. In the north wall, a strange circular portal has opened, but you can't really see through it; dense, swirling fog billows from the portal. From somewhere far off, a faint voice calls "Remember! Only the persistent can find the great Duhdha! And only the enlightened can hope to best him at his own game!"
Describe the surroundings
You are standing in a chamber cut from dark obsidian. Somehow, you feel at peace here. Obviously, this is some kind of temple to one of the gods of ancient Ul. Patterned mosaics cover the floor, and the black walls are streaked with swirls of white marble.

In the northern wall is a strange, circular portal. Beyond, through the portal, you can see nothing but dense fog. Identical passages run south, east, and west.
You look at the pocket
The pocket of the robe is quite tattered, and hanging by just a few threads. In the pocket you see a bronze ring, a brass lamp (providing light), a lump of gold, a gilded cage, a brown book, a black stone, and a jade figurine.
Go north
You're standing on a flat, gray featureless plain. A cold wind whips about your face, coming first from the east, then the west, then the north. Damp mist swirls around your feet. To the south is a shimmering circular portal, hanging in mid-air. You could walk in any other direction. A wooden signpost is the only landmark.
You look at the signpost
The wooden post is rotting and tilted. It consists of three directional arrows. One points east, and reads "Kuul." One points west and reads "Unnkul." The last points north and reads "Enlightenment."
You go north
You're walking on a flat, gray plain, a featureless world with no landmarks. Mist swirls around your feet, and the air is stale and damp. You could walk in any direction.
You look at mist
When you look too closely at the mist, strange faces seem to form, sometimes beautiful, sometimes demonic and horrible.
Go north
You're walking on a flat, gray plain, a featureless world with no landmarks. Mist swirls around your feet, and the air is stale and damp. You could walk in any direction.

You see a went board here.
You examine the board
The ancient game of went has been played by Duhdhist monks for centuries. The board is a simple grid, on which white and black stones are put down. You have no idea what the rules are. It looks like a game's in progress - a lot of stones have already been placed. Tiny raised printing on the edge of the board reads "Duhdha's Went Board - Stealing is Most Unnkul!"
You put the stone on the board
With trembling fingers, you place the black stone on the went board.
It snaps into place with a satisfying click. "Argh!" a booming voice shouts. "You've played a Tu-kool Yu Whin pattern! All your stones are comatose, and you've forced a tie!"

The voice grows quiet. "Truly, you must be enlightened to make such
a move at random. You've forced a tie with the Great Duhdha, and glimpsed the duality of the universe. Remember this, O Warrior. Black is sometimes white, white is sometimes black, and the duality must always be maintained. Such is the true way of Duhdha." The voice pauses. "I shall aid you on your quest, Enlightened One. Duhdha can open doors of iron as well as doors of perception."

The voice fades in your ears, and the went board fades from sight.
Mist slowly rises around you, obscuring your vision. You blink, and find yourself in -

You are standing in a chamber cut from dark obsidian. Somehow, you feel at peace here. Obviously, this is some kind of temple to one of the gods of ancient Ul. Patterned mosaics cover the floor, and the black walls are streaked with swirls of white marble.

In the northern wall is a strange, circular portal. Beyond, through the portal, you can see nothing but dense fog. Identical passages run south, east, and west.

You see an iron key here.
You examine the iron key
The iron key is quite large and heavy. The end is carved in the shape of a horned, demonic head.
You unlock the door with the iron
Which iron do you mean, the iron door, or the iron key?
Key
Unlocked.
Go west
You're standing in a strange round chamber. The walls here are
plated with iron, and a dank, oily stench fills the humid air. Identical, low hallways run northwest and southwest. A wider tunnel runs south; that route is more rocky and looks like a natural passage. A dim red glow is faintly visible to the south. From somewhere far away, a low humming noise reaches your ears, but you can't make out what it is from here. A dark stone stair climbs up to the east.

The warrior in you senses danger - your skin is tingling, and the thumping beat of your heart echoes in your ears, practically drowning out the quiet humming sound. Could this be an entrance into the dread and dangerous caverns under Unnkulia - the Unnkulian Underworld that you'd thought the Valley King had sealed off with his Guardians?

You shudder. The thought of the fair Amanda in this vile place
makes you shiver to your very bones. If she is somewhere down here, she surely needs to be rescued!
You go northwest
stairs - iron walls and two identical passages, this time to the southeast and southwest. A strange control panel takes up a good bit of the curving northern wall. One unique feature of the chamber is a winding spiral stair in the center of the room that climbs up into darkness. Dim lights in the wall above the control panel illuminate the chamber in a ruddy glow.

There's a dead man lying on the floor here. His neck's been
snapped.
You look at the control
The control panel is a maze of readouts and switches. You wouldn't know what to turn first. Blinking lights illuminate the readouts, but provide no clue as to what does what. However, one large white dial in the very center of the panel looks promising. There's a cube-shaped hole next to the dial.
You examine the dial
The area above the fifth setting on the dial is marked in red, with a little skull and crossbones. I think the panel's creators are trying to tell you something. [22]  The white dial can be turned to settings numbered from 1 to 7. It's currently set to 5.
Note 22
[22]: Subtle, ain't it?
You examine man
From the position of the man's body, it appears that he fell down the stairs - a simple tragic accident. He's wearing white coveralls with the word "Hobson" stenciled above his heart.
You examine the coverall
They're supple and light, and made of a material you've never seen before. Stenciled above the heart is the word "Hobson" - probably the dead man's name.
Go upward
a deep metal shaft. You sigh; you're almost starting to get used to high places, and the shaft is hardly as scary as the chasm, or the clifftop, or the bell tower. From deep in the bowels of the earth, an intense white light shines up the shaft, nearly blinding you. The humming noise you heard downstairs is louder here, and heat washes over you from below.

Underneath you, through the catwalk, you can see the control room.
A narrow metal stair leads down to the chamber, and the catwalk curves around the shaft to the southwest and southeast.
Go down
stairs - iron walls and two identical passages, this time to the southeast and southwest. A strange control panel takes up a good bit of the curving northern wall. One unique feature of the chamber is a winding spiral stair in the center of the room that climbs up into darkness. Dim lights in the wall above the control panel illuminate the chamber in a ruddy glow.

There's a dead man lying on the floor here. His neck's been
snapped.
You look at the hole
The hole's about two inches on a side. Probably one of those infamous Unnkulian activation-cubes would fit in it.
You turn the dial to 1
The dial won't turn.

For just a moment, you feel queasy, but the feeling soon passes.
You get coveralls
You strip Hobson of his coveralls. After all, he certainly doesn't need them anymore.

Suddenly, a queasy feeling grips your stomach and won't let go.
You go southwest
You're standing in yet another round chamber deep in the bowels of Unnkulia. The iron-plated walls drip with moisture and oil, the faint humming noise is as loud as ever, and the harsh, metallic odor of machinery is ever-present and overpowering. Identical passages run northeast and southeast, and a narrower hallway runs southwest.
There's a sealed door to the west, with no apparent means of opening it. There's a faint light just visible at the end of the southwest corridor.
You look at the door
It's closed.
You go southeast
You're standing at the north end of a long, wide hall. The floor is black marble lined with red streaks; your boots clatter on the hard stone. The walls are carved wood, probably teak and oak. The northern wall curves outward and lined with iron. Two identical passages run northeast and northwest. You could also travel south down the hall.
Go northeast
You're standing in a strange round chamber. The walls here are
plated with iron, and a dank, oily stench fills the humid air. Identical, low hallways run northwest and southwest. A wider tunnel runs south; that route is more rocky and looks like a natural passage. A dim red glow is faintly visible to the south. From somewhere far away, a low humming noise reaches your ears, but you can't make out what it is from here. A dark stone stair climbs up to the east.
You listen
You hear nothing.

Without warning, unbearable pain stabs at your stomach, and you keel over. Your hair falls out and your skin flakes off. Obviously, something is quite wrong -
You get the coveralls
You strip Hobson of his coveralls. After all, he certainly doesn't need them anymore.
You wear them
coveralls: Okay, you're now wearing the coveralls.
You examine the stair
The spiral staircase is made from wrought iron, and quite sturdy.
You go to the south-west
gadgets. A long stone table lines the western wall, a strange bicycle stands in the very center of the room, an odd blue box stands in the northwest corner, and a large metal cage stands against the eastern wall. Passages run northeast and south.

A pile of debris is sitting on the stone table.

There's a strange old man here, rummaging through the stuff on the table. From the chemical stains on his hands and clothes you guess he must be a scientist. He glances at you briefly. "Ah, there you are, Hobson," he says. "Have you seen my stirring rod? I've lost the blasted thing."
You ask the scientist about the rod
The scientist frowns. "Shush, Hobson, I'm trying to think. Now what in the world did I do with that blasted thing?"
You examine debris
It's typical lab materials - bits of wire, broken test tubes, nothing of interest. The scientist certainly keeps a messy workplace.
You examine the bicycle
The bicycle is of the stationary variety, with no wheels. It's plated with chrome, and quite flashy. There's a small digital display between the handlebars.
You examine the display
The display reads "-1617 RY."
You look at the box
The sides of the box are swirls of blue and white. The box appears to be made out of some type of metal, but it's like no metal you've seen before - smooth, quite hard, and extremely shiny. Oh, for a sword made of such material! There's a large green button on top of the box.
Examine button
Which button do you mean, the green button, or the Duhdha's belly button?
Green
It looks like an ordinary green button to me.
You examine large cage
It's quite a large cage, much too large for you to carry. There's a gnooby inside.
You look at the gnooby
You don't know why, but you really think the creature in the cage must be called a gnooby. It's about the size of a poodle, it's round with short, stubby legs, it's covered in purple fur, and it has beady little red eyes. It's certainly not a native of the Valley, or Unnkulia.
You search debris
It's typical lab materials - bits of wire, broken test tubes, nothing of interest. The scientist certainly keeps a messy workplace.
Ride bike
You'd better get on the bike first.
You examine the display
The display reads "94 RY."
You examine the bunks
All of the bunks are quite hard and low. They look extremely uncomfortable.
You look under them
bunk: The bunks seem to be part of the floor; there's no way to look under them.
You look behind them
bunk: There's nothing behind the bunk.
You search them
bunk: All of the bunks are quite hard and low. They look extremely uncomfortable.
You look at it
The locker is extremely large and made out of shiny metal. The locker is closed.
You jump
Wheeee!
Go north
You're standing in a square chamber with walls of shiny metal. A
huge black desk shaped like a half-moon faces north. On the north wall are three screens, each displaying a different picture. A pale man in a strange outfit is slumped in a chair behind the desk, fast asleep and snoring. A passage runs south - back to the barracks - and a huge sealed door is to the west. Sitting against the eastern wall is a strange machine.
You look at the man
The pale man is fast asleep with his feet propped up on the desk. He's snoring.
You look at the screens
third screen: The third screen displays a dark and gloomy landscape. Jutting, fern-like trees slash across a blood-red sky, and three suns hang low on the horizon. Black underbrush obscures the forest floor - is that a gnooby you glimpse, darting in and out of the vegetation? first screen: The first screen is rather boring. It shows a chamber that looks suspiciously like the barracks you just came from - right down to the strange stationary bicycle.
second screen: The second screen shows a vast glowing chamber filled with strange machinery. Huge gray rods climb from floor to ceiling, and tiny human figures scurrying back and forth give some idea of the immensity of the scale.
You examine the desk
There are four buttons on the desk - white, yellow, green, and red. There's a drawing of a little megaphone above the red button. Each button has an up and a down position.
You examine the machine
The machine is a roughly person-sized jet black capsule. Letters down the side read "Matter-Mover," and beneath that, smaller lettering reads "Colorspace Olive Drab: 4196, 5568, 1372." The capsule has three dials, color coded red, green, and blue. Each dial can be set to a number between 0 and 10,000. Current dial settings: (6000, 3270, 1732)
You enter the capsule
You enter the capsule, but nothing much happens. After a few seconds, you climb out again. Whatever the darn thing's supposed to do, it's not doing it.
You examine the door
The door has no apparent controls of any type. It's sealed shut.
You go to the west
The door is sealed.
You look at first
The first screen is rather boring. It shows a chamber that looks suspiciously like the barracks you just came from - right down to the strange stationary bicycle. The huge metal locker is visible also, standing open.
You look at the boots
The boots are made from polished black leather, with steel tips. They're quite sturdy. [23]
Note 23
[23]: Obviously, the boots aren't made by either Acme or Akmi.
You get the boots
*** Your score has just gone up. ***

Taken.
Ride bike
You pedal the bike furiously. The same flash of light and stomach-turning movement occurs again. When you open your eyes again, you find yourself elsewhere -

The scientist is standing here, frowning. "Don't do that again," he mutters. "The time machine is very delicate." He fiddles with something in his pocket. "There. Now it's keyed to my DNA."
You get the box
The box is far too heavy for you to lift.
Go south
"I've already looked in there, Hobson," the scientist mutters.

This tiny chamber is obviously the supply closet for the scientist's lab. There's not much of interest except a wooden shelf along the southern wall. The only exit is back to the north.

A tiny bottle of pills, a mauve cube, and a Geiger counter are
sitting on the wooden shelf.
You look at the pills
The bottle contains quite a few blue pills. A label on the outside reads "Iodine - For Radiation Sickness."
You examine cube
The cube is about an inch on a side, and made out of a crumbly material. Tiny raised letters along one side read "Akmi Galaktikorp Soopur-Nootrishunal Dee-hi-dray-tid Phood."
You look at the counter
The Geiger counter is a rather cumbersome and bulky device, a heavy black box with a readout on top. You know what it is because the Valley King has one, though his isn't made by Acme - tiny letters on the side of this one read "Acme Soopur Pro-tek-tore Gygur Kowntur."
You examine the readout
There are three bands of color on the Geiger counter readout - green, yellow, and red. The red band is labelled with a little skull-and-crossbones. The tacky bit is that the skull appears to be wearing Acme cheez specs - what a shameless product plug! [24] Currently, the needle is well into the red band.
Note 24
[24]: The cheez specs can be found in Unnkulian Unventure II.
You get all from the shelf
tiny bottle of pills: Taken.
mauve cube: Taken.
Geiger counter: Your load is too heavy.
You put the cube in the hole
You stick the mauve cube in the control panel. Sparks fly and lights flicker. Then, without warning, the panel makes a loud noise (PTOOEY!) and the mauve cube sails across the room. I guess it wasn't very appetizing -
You look at readout
There are three bands of color on the Geiger counter readout - green, yellow, and red. The red band is labelled with a little skull-and-crossbones. The tacky bit is that the skull appears to be wearing Acme cheez specs - what a shameless product plug! [24] Currently, the needle is in the middle of the green band.
You examine the shaft
The walls of the shaft look like hard, polished glass. The warm light from below reflects off the surfaces as if they were mirrors. Certainly, the shaft is too slippery for you to climb down, though I suppose you could enter the shaft if you were feeling suicidal.
Go southeast
You're moving around a catwalk just east of the metal shaft. If anything, the heat's more intense here, and the light is quite brilliant. The catwalk curves around to the southwest and northwest. Below, through grates in the floor, you can see what are probably heating or ventilation ducts. This stretch of the catwalk is fairly uninteresting.

For just a moment, you feel queasy, but the feeling soon passes.
You eat the pill
You swallow one of the little blue pills. There's plenty left for all your friends - and they're dam tastee!
You go to the southwest
bottomless shaft. The light and heat is really getting to you now; you're continually mopping your face. The catwalk continues around the deep hole to the northeast and northwest.

There's a large rusted patch in the curving southern wall, but this section of catwalk is otherwise uninteresting.
You examine the patch
The patch of wall has almost rusted through. The Unnkulians are really letting this place deteriorate.
Break patch
I don't think pounding on the patch of wall will do the trick. Why don't you try kicking it?
Kick patch
You smash your boot into the very center of the rusty patch of wall. The patch crumbles, revealing a mass of pink insulation.
You examine the insulation
The insulation is pink fiberglass, a bulky bundle that's essentially weightless. It's quite soft, almost like a giant pillow or mattress. It's stuffed haphazardly inside the wall.
You get it
I'd pull it out of the wall first.
You pull the insulation
You yank on the fiberglass insulation, pulling what seems like mountains of the stuff from the wall. Eventually, you clean it all out, revealing a narrow crawl space leading to the southwest.
Go south
The crawl space terminates at a metal grate, suspended above what appears to be a meeting-chamber. You can't really see through the grate too well; the holes are too close together. From the chamber below, you hear gruff, demonic voices arguing, and see monstrous shapes moving around. You could squeeze back through the crawl space to the north, or possibly get through the grate.

You see a catcher's mitt here.

One of the demonic voices from the chamber beyond the grate mutters something you can't quite hear.
You examine the mitt
The mitt is yellow and spongy. Tiny letters along the lining read "Acme Dam Tastee Cheez Mhit - Owers oph Thro-eng Phun!"

"The human scientist's reactor is too vulnerable," one of the voices growls. "We must post guards. If the power were to fail - " The voice pauses. "I trust not this man from the future. His tongue is silver, but his eyes tell me he lies."
You get the mitt
Your load is too heavy.

"Fear not," another demonic voice murmurs. "Only the old wizard's accursed water can douse the core - and only if the setting is below three."
You wear the mitt
You don't have the catcher's mitt.

One of the demonic voices from the chamber beyond the grate mutters something you can't quite hear.
You examine the grate
The grate's closed, but you can see a dimly-lit rectangular meeting-room below. If you want to see the contents of the chamber, you'll have to open the grate.

"And what of the Lady Amanda?" one of the voices asks. You hold
your breath and wait silently. She is somewhere close by, and these demons know where!
You wait for a while
Time passes...

"She is well-protected," another demon growls. "And she watches
over Unnkul's Hope, in the Inner Nursery."

Amanda - watching over the evil children of the dread demons? Your heart aches for the fair maiden - forced into servitude by these evil beasts! The sword at your side seems to scream for their blood, and a red haze swims in front of your eyes.
You wait awhile
Time passes...

One of the demonic voices from the chamber beyond the grate mutters something you can't quite hear.
Go northeast
bottomless shaft. The light and heat is really getting to you now; you're continually mopping your face. The catwalk continues around the deep hole to the northeast and northwest.

south, revealing a narrow crawl space running to the southwest.

You see a mass of insulation here.
Go northwest
You're now west of the deep shaft; the catwalk curves around to the southeast and northeast. Heat washes over your face; you feel like you could get a sunburn from the shaft's intense light.
You examine insulation
The insulation is pink fiberglass, a bulky bundle that's essentially weightless. It's quite soft, almost like a giant pillow or mattress.
Wave wand
"Doofus!" a voice booms. "What does a Wizard know of petty technology such as this? Bother me not with such foolishness!"
Go northeast
a deep metal shaft. From deep in the bowels of the earth, an intense white light shines up the shaft, nearly blinding you. The humming noise you heard downstairs is louder here, and heat washes over you from below.

Underneath you, through the catwalk, you can see the control room.
A narrow metal stair leads down to the chamber, and the catwalk curves around the shaft to the southwest and southeast.
You go to the south
You're standing about halfway down a long north-south hall. Specks
of red minerals in the black marble floor catch the pale green lamplight, glinting eerily. A growing and ever-present feeling of evil permeates the hall, seeming to throb with diabolical intensity.

Further down the hall to the south, you can just make out a dim
light. A low humming noise echoes down the hall from the north, just barely audible.
You put the cube in the box
Which box do you mean, the blue box, or the Geiger counter?
You look at the cage
Which cage do you mean, the metal cage, or the gilded cage?
Go south
The hall terminates before a great open doorway to the south. The doorway is finished in solid silver streaked with ebony, and carved in the shape of a gigantic snaggletoothed mouth. It's quite a disconcerting image, especially since beyond the doorway is only darkness. A narrow hallway runs west, and a wooden door to the east is closed. From the west, you can see a faint reddish glow and you can hear gruff, demonic voices arguing. You could also travel up the hallway to the north.
You examine the door
The wooden door to the east is strengthened with iron bands, and looks quite sturdy. A single word has been carved into the door with a knife, or perhaps a claw (!)  - it reads "Nursery." It's closed and locked.
You go west
The walls of this rectangular chamber are hung with red and black curtains, depicting the triumph of nasty Unnkulians over pitiful, scraggly Valley Warriors. The floor is bone white marble streaked with blood-red minerals, iron ore and granite. A giant pentacle-shaped table stands in the very center of the chamber. There's what appears to be a heating duct at the very top of the chamber in the northern wall. A dim glow from strange panels in the ceiling illuminates the room with a ruddy glow. The only exit is back to the east.

Squatting around the table are five monstrous demons. You recognize them from the paintings of Valley artists - the demon lords of Unnkul! On the right, Ug'lee Ist, the six-headed Warlord, commander of the military demons. To the left, Gher'ee Phahl-wil, the Bishop of the false prophets of Unnkul. Between them, the other three lords, all unbearably evil, all unbearably powerful - all staring at you. The Demon Wizard Dug'heh-neng leers in your direction, stroking the scraggly hairs on his upper lip. "The ways of my Magic are most Unnkul," he growls, gesturing with a slender claw. Suddenly your insides are on the outside -
You go to the south
You're standing on the edge of a pool of bubbling lava. The molten rock bubbles up through cracks deep in the earth, eating away at the sandstone walls. The pool stretches out before you. It's rather hard to breathe here; the room is filled with a haze of sulpher fumes and steam. The only safe path is back to the north.
You examine the pool
The pool of molten rock fills the chamber. There's no way to tell how deep it is. It looks like there might be a slight undertow to the south, but it's hard to tell.
Metal
I don't know how to enter the metal cage.

The blue box stops whirring.
You go to the south
"I've already looked in there, Hobson," the scientist mutters.

This tiny chamber is obviously the supply closet for the scientist's lab. There's not much of interest except a wooden shelf along the southern wall. The only exit is back to the north.

You see a pair of erasers here.
Go north
gadgets. A long stone table lines the western wall, a strange bicycle stands in the very center of the room, an odd blue box stands in the northwest corner, and a large metal cage stands against the eastern wall. Passages run northeast and south.

A pile of debris is sitting on the stone table.

There's a strange old man here, rummaging through the stuff on the table. From the chemical stains on his hands and clothes you guess he must be a scientist. He glances at you briefly. "Ah, there you are, Hobson," he says. "Have you seen my stirring rod? I've lost the blasted thing."
You go south
You're standing in a gloomy domed chamber. Black tapestries hang on the walls and shadows lurk in every corner. The southern wall is a great curved window, overlooking a deep chasm. Further south, through the window, you can see a beautiful rainbow bridge spanning the chasm. Below, a molten river of lava flows through the rock, carving the gorge from the living rock. It's an amazing sight. A massive ebony throne stands in the very center of the chamber, facing south. The only exit from the chamber is back to the north.
You look at the window
The curved window takes up the entire southern wall of the chamber.
The view of the underworld beyond is incredible.
You examine the bridge
Yep, it's quite a view. You'd have to get closer to examine it more closely.
You look at the throne
The ebony throne is quite large and quite beautiful. It's covered with carvings of demonic figures engaged in various Unnkul acts. It faces south.
You examine the tapestries
The tapestries are solid black and not especially interesting. The Demons of Unnkul may be "dam tuff" but they sure don't know how to decorate.
You look at the window
The curved window takes up the entire southern wall of the chamber.
The view of the underworld beyond is incredible.
You look at the doorway
Which doorway do you mean, the wooden door, or the gigantic mouth?
Mouth
It's quite artistic, and quite disturbing.
You knock on wooden
You rap loudly on the door. From behind, you hear the sound of small children giggling, but soon, all's quiet once again.
Unlock wooden with the iron
Which wooden do you mean, the wooden door, or the oar?
You look at the man
From the position of the man's body, it appears that he fell down the stairs - a simple tragic accident.
Go upwards
a deep metal shaft. From deep in the bowels of the earth, an intense white light shines up the shaft, nearly blinding you. The humming noise you heard downstairs is louder here, and heat washes over you from below.

Underneath you, through the catwalk, you can see the control room.
A narrow metal stair leads down to the chamber, and the catwalk curves around the shaft to the southwest and southeast.
You open the grate
You kick open the grate, revealing the chamber below. Seated around a pentacle-shaped table are the five demon lords of Unnkul, the most powerful creatures known! They look up at you, fixing you with beady demon-eyes. You feel a bit exposed. You feel even more exposed a moment later, when the demon lords pull you from the crawl space and skin you like a rabbit -
You put the insulation in the lava
You drop the mass of insulation in the pool of molten rock. It slips beneath the lava, lost forever.
You look at the pocket
The pocket of the robe is quite tattered, and hanging by just a few threads. In the pocket you see a bronze ring, a brass lamp (providing light), a lump of gold, a gilded cage, a brown book, a jade figurine, and a tiny bottle of pills.
You go east
You're standing in a carved square chamber with an arched roof.
Stairs climb up to the northwest, and bright sunlight filters down, bathing the room in a pale yellow glow.

To the west, a great iron door has been opened, revealing a damp,
dark passage plunging deeper into the earth. Passages run north and southwest as well.
You give the wand to the scientist
The old man's eyes light up. "Ah, thank you." He pulls a beaker from under the debris on the table and stirs it with the wand. The liquid inside the container turns bright mauve. "Dear me," the scientist murmurs, scratching his head. "That's not right at all. I must have left the froogle-juice back in our own time. Watch the lab, Hobson - I'll be back in a moment." The scientist hops on the stationary bike and starts pedalling. "And check the reactor, will you?" the scientist shouts, waving to you. "One of those damned Unnkulian brats tossed his ball down there, and it's fouling up the cooling system."
He stabs a button on his wristwatch. "I've opened the emergency elevator at the bottom. Be careful! Don't forget to shut the reactor down first!"

Suddenly, there's a blinding flash of light. When the spots vanish from in front of your eyes, both the scientist and the bicycle are gone!
Go west
You'll have to open the door first.
Go southwest
gadgets. A long stone table lines the western wall, an odd blue box stands in the northwest corner, and a large metal cage stands against the eastern wall. Passages run northeast and south.

A pile of debris is sitting on the stone table.
You enter the shaft
Entering the shaft with all the heat and light is certain suicide.
Go downwards
stairs - iron walls and two identical passages, this time to the southeast and southwest. A strange control panel takes up a good bit of the curving northern wall. One unique feature of the chamber is a winding spiral stair in the center of the room that climbs up into darkness. Dim lights in the wall above the control panel illuminate the chamber in a ruddy glow.

There's a dead man lying on the floor here. His neck's been
snapped.

You see a mauve cube here.
You get all from the shelf
tiny bottle of pills: Taken.
mauve cube: Taken.
Geiger counter: You've already got your hands full.
You look at the outfit
The man's outfit is blue with little gold tassels on the shoulders. Written across the man's chest are the words "Security - Class Y."
You get the outfit
I doubt you could strip the man without waking him.
You enter the capsule
You enter the capsule, but nothing much happens. After a few seconds, you climb out again. Whatever the darn thing's supposed to do, it's not doing it.
You examine third
The third screen displays a dark and gloomy landscape. Jutting, fern-like trees slash across a blood-red sky, and three suns hang low on the horizon. Black underbrush obscures the forest floor - is that a gnooby you glimpse, darting in and out of the vegetation?
You look at the boots
The boots are made from polished black leather, with steel tips. They're quite sturdy. [23]
Note 23
[23]: Obviously, the boots aren't made by either Acme or Akmi.
You get the boots
*** Your score has just gone up. ***

You've already got your hands full.
You wear them
pair of boots: Okay, you're now wearing the pair of boots.
You eat it
The cube is absolutely tasteless, but relatively filling.
You examine table
The stone table is scarred and cracked, but not especially interesting. On the stone table you see a pile of debris.
You examine debris
It's typical lab materials - bits of wire, broken test tubes, nothing of interest. The scientist certainly keeps a messy workplace.
You look at the gnooby
You don't know why, but you really think the creature in the cage must be called a gnooby. It's about the size of a poodle, it's round with short, stubby legs, it's covered in purple fur, and it has beady little red eyes. It's certainly not a native of the Valley, or Unnkulia.
You enter the pool
You execute a perfect swan dive into the center of the lava pool. Not surprisingly -
You put the gold in the lava
You drop the lump of gold in the pool of molten rock. It slips beneath the lava, lost forever.

You're feeling a fuzz hungry. Perhaps it would be a good time to find something to eat.
You put the rope in the lava
You drop the long rope in the pool of molten rock. It slips beneath the lava, lost forever.

You're feeling a fuzz hungry. Perhaps it would be a good time to find something to eat.
You go north
You're standing in a strange round chamber. The walls here are
plated with iron, and a dank, oily stench fills the humid air. Identical, low hallways run northwest and southwest. A wider tunnel runs south; that route is more rocky and looks like a natural passage. A dim red glow is faintly visible to the south. From somewhere far away, a low humming noise reaches your ears, but you can't make out what it is from here. A dark stone stair climbs up to the east.

You're feeling a fuzz hungry. Perhaps it would be a good time to find something to eat.
Go west
You're standing at the eastern edge of a deep mountain gorge. Far below you, mist swirls over sharp rocks. You're trying desperately to keep your vertigo in check, and having some success; staying a good fifteen feet back from the edge helps a lot. Across the gorge you can just make out a slender stone tower rising from a rocky mountain-top - but of course, you can't get there from here. If only you had an Acme Brij Kreeaytor! The only obvious exit is the trail back to the east; other directions appear too rocky to travel. A gigantic eagle is circling the gorge. He's probably looking for something to eat.

You're feeling a fuzz hungry. Perhaps it would be a good time to find something to eat.
Go up
a deep metal shaft. From deep in the bowels of the earth, an intense white light shines up the shaft, nearly blinding you. The humming noise you heard downstairs is louder here, and heat washes over you from below.

Underneath you, through the catwalk, you can see the control room.
A narrow metal stair leads down to the chamber, and the catwalk curves around the shaft to the southwest and southeast.

You're feeling a fuzz hungry. Perhaps it would be a good time to find something to eat.
You go to the south-west
You're now west of the deep shaft; the catwalk curves around to the southeast and northeast. Heat washes over your face; you feel like you could get a sunburn from the shaft's intense light.
You go to the southeast
bottomless shaft. The light and heat is really getting to you now; you're continually mopping your face. The catwalk continues around the deep hole to the northeast and northwest.

south, revealing a narrow crawl space running to the southwest.

You see a Geiger counter and an iron key here.
You eat mitt
Phooey! Cheez (TM) doesn't really go down too smoothly.

"Let us reveal all of our sinister plans for the benefit of any
spies who might be listening!" a squeaky-voiced demon chirps. You hear the swift, painful sounds of the other demons pounding him into silence.
Wait
Time passes...

"Let us reveal all of our sinister plans for the benefit of any
spies who might be listening!" a squeaky-voiced demon chirps. You hear the swift, painful sounds of the other demons pounding him into silence.
Go northeast
You're moving around a catwalk just east of the metal shaft. If anything, the heat's more intense here, and the light is quite brilliant. The catwalk curves around to the southwest and northwest. Below, through grates in the floor, you can see what are probably heating or ventilation ducts. This stretch of the catwalk is fairly uninteresting.
You examine the ducts
There's a metal grate over the duct. Wisps of steam billow up through the ducts; there's quite a bit of air moving down there, seemingly from the northwest to the southwest. I don't think you can get the grate open; it's securely bolted to the floor. Besides, the ducts are too small for you to crawl through.
You get Hobson
The dead man is much too heavy to bring with you.
Wait
Time passes...

The blue box stops whirring.
You throw the brick at the window
You toss the brick at the wall. With a great crashing sound, the brick shatters the strange glass! Lake water rushes into the room, burying you in a soaking torrent.

Suddenly, without warning, the water is sucked back into the lake
with a great slurping sound. You stare at the strange wall - and realize that the hole you created has been somehow repaired! The wall is back to normal once again, and you're a bit damp but otherwise uninjured. Only a few rivulets of water dripping from the walls - and the brick lying on the ground - give any sign of what happened here.
You go north
You are standing in a square chamber carved from the rock. The
eastern wall of the chamber is made from what appears to be transparent glass - and through it, you can see water and what must be the muddy bottom of Lake Draounheer! Somehow, you've gotten around to the western side of the lake. Perhaps if you strain your eyes, you might make out the King's Lake View room on the other side - but no; the lake is too wide, and the waters too muddy. Identical passages run northeast, northwest, west, and south. To the north is a thick steel door, which is closed. A sign hangs just above the glass wall.

You see a spade here.
Go north
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see a small leather pouch, a cookbook, a steel key, a trowel, a corkscrew, a pillow, a shiny knife, a wine bottle, and a mass of insulation here.
You get the bottle
Which bottle do you mean, the wine bottle, or the tiny bottle of pills?
Go south
You step into the shimmering portal, and find yourself in - Altar Chamber

You are standing in a chamber cut from dark obsidian. Somehow, you feel at peace here. Obviously, this is some kind of temple to one of the gods of ancient Ul. Patterned mosaics cover the floor, and the black walls are streaked with swirls of white marble.

In the northern wall is a strange, circular portal. Beyond, through the portal, you can see nothing but dense fog. Identical passages run south, east, and west.
Go south
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see a small leather pouch, a cookbook, a steel key, a trowel, a corkscrew, a pillow, a shiny knife, and a mass of insulation here.
Go east
You're standing in an ancient chamber inside the burial mound. High above your head, the muddy hole you dug beckons you - but there's no way to reach it. The walls of the chamber are hard-packed sod, but the floor is solid stone, good Unnkulian granite. A massive stone coffin stands in the very center of the room. The only exit from the chamber is a narrow passage sloping down to the west, vanishing into darkness.

You see a trampoline and a barbell here.
You go west
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see a small leather pouch, a cookbook, a steel key, a trowel, a corkscrew, a pillow, a shiny knife, and a wine bottle here.
You put the cube in lava
You drop the mauve cube in the pool of molten rock. It slips beneath the lava, lost forever.
You put pillow in the lava
You drop the pillow in the pool of molten rock. It slips beneath the lava, lost forever.
You enter the pool
You execute a perfect swan dive into the center of the lava pool. Not surprisingly -
Go north
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see a small leather pouch, a cookbook, a steel key, a trowel, a corkscrew, a shiny knife, and a mass of insulation here.
DROP PILLOW, PICKAXE, WINE
pillow: Dropped.
pickaxe: Dropped.
wine bottle: Dropped.
Insulation
shiny knife: Taken.
mass of insulation: Taken.
You examine the lights
There's no discernible pattern to the control panel's lights and switches. I wouldn't mess with anything if I were you.
You put all but robe in the pocket
black stone: The black stone is already in the pocket!
small leather pouch: Done.
oar: Done.
bronze ring: (Taking off the bronze ring first)
Done.
sword: Done.
single brick: Done.
handful of radberries: Done.
soft pretzel: Done.
thin wand: You can't fit that in the pocket.
brass lamp: You can't fit that in the pocket.
gilded cage: You can't fit that in the pocket.
Wand in pocket
brass lamp: Done.
thin wand: Done.
You drop all but the robe
gilded cage: Dropped.
spade: Dropped.
oar: Dropped.
cookbook: Dropped.
Go northwest
linoleum. The chamber is featureless; the only exit is back to the southeast.

You see a barbell, a gilded cage, a spade, an oar, and a cookbook
here.
You get all
barbell: Taken.
gilded cage: Taken.
spade: Taken.
oar: Taken.
cookbook: Taken.
You give the cage to the goat
The goat sniffs the gilded cage and grabs it with yellowing teeth. It chews a few times, swallows, and burps loudly. Unfortunately, it still looks hungry.
You give cookbook to the goat
The goat sniffs the cookbook and grabs it with yellowing teeth. It chews a few times, swallows, and burps loudly. Finally satiated, the goat wanders off into the mountains.
Trowel
wine bottle: Taken.
jade figurine: Taken.
corkscrew: Taken.
Inventory
You have a robe (being worn), a long rope, a barbell, a spade, an oar, a wine bottle, a jade figurine, and a corkscrew.

A few members of the Valley Patrol lie down on the ground and start snoring.
You go west
Standing so close to the clifftop makes you dizzy. I wouldn't stay here too long if I were you. [3]

You're standing at the top of a rocky cliff, overlooking Lake Draounheer to the west. It's rather frightening, for you suffer from extreme vertigo - in fact, you're feeling a little shaky. [3]  To the east, a path runs downhill back into the forest, and another path leading south slopes down to the lake. You could follow the cliff northeast as well; the land slopes up in that direction, but at least it's further away from the edge of the cliff. Across the lake are the sinister Beegas'hell Mountains, the heart of the Unnkulian menace that no doubt your liege shall soon deal with.

The Valley Patrol walks up from the east.
Go north
You can't go that way.

The patrol leader tells a particularly foul joke about the Acme salesman and the King's Droll.
You examine the pocket
The pocket of the robe is quite tattered, and hanging by just a few threads. In the pocket you see a black stone, a small leather pouch, a bronze ring, a sword, a single brick, a handful of radberries, a soft pretzel, a brass lamp (providing light), and a thin wand.
Go west
Standing so close to the clifftop makes you dizzy. I wouldn't stay here too long if I were you. [3]

You're standing at the top of a rocky cliff, overlooking Lake Draounheer to the west. It's rather frightening, for you suffer from extreme vertigo - in fact, you're feeling a little shaky. [3]  To the east, a path runs downhill back into the forest, and another path leading south slopes down to the lake. You could follow the cliff northeast as well; the land slopes up in that direction, but at least it's further away from the edge of the cliff. Across the lake are the sinister Beegas'hell Mountains, the heart of the Unnkulian menace that no doubt your liege shall soon deal with.
You drop all but the robe
long rope: Dropped.
barbell: Dropped.
spade: Dropped.
oar: Dropped.
wine bottle: Dropped.
jade figurine: Dropped.
corkscrew: Dropped.
You go to the east
You're in a small, square chamber with a low ceiling. A rusty oven stands against the east wall. Attached to the northern wall is a long wooden shelf. Otherwise, the room is quite featureless. A passage runs back to the west.

A small cardboard box is sitting on the wooden shelf.
You pull the oven
You move the oven away from the east wall, into the center of the room, revealing a narrow passage to the east!
You go south
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see a long rope, a barbell, a spade, an oar, a wine bottle, a
jade figurine, and a corkscrew here.
DROP WAND, SWORD, POUCH, BRICK, RING, STONE
thin wand: Dropped.
sword: Dropped.
small leather pouch: Dropped.
single brick: Dropped.
bronze ring: Dropped.
black stone: Dropped.
You go to the east
You're in a small, square chamber with a low ceiling. In the center
of the room is a rusty oven. It appears to have been pulled away from the wall, revealing a very narrow tunnel to the east. Attached to the northern wall is a long wooden shelf. Otherwise, the room is quite featureless. A passage runs back to the west.

A small cardboard box is sitting on the wooden shelf.
You look at the rocks
The rocks are just cave litter, nothing too interesting. A dwarf pokes his head out of a tunnel in the ceiling and tosses a pillow at you. It hits you square in the face, and falls to the ground. You're shaken up, but still standing. "Humbug!" the dwarf squeals. You hear him scampering away up the tunnel.
You look at the rocks
The rocks are just cave litter, nothing too interesting. A low voice whispers, "Haven't we got anything else to throw at him?"

I don't know the word "haven't".
You examine rocks
The rocks are just cave litter, nothing too interesting. "No! Not that!" a gruff voice whispers. "It's far too valuable!"
You examine the rocks
The rocks are just cave litter, nothing too interesting. Without warning, a dwarf pops up from a tunnel in the floor. He's carrying a pickaxe, which he swings at your head. You duck and leap back, surprised. With a stream of nasty curses, the dwarf hurls the pickaxe at you and dives back into the tunnel.
You put all but the robe in the pocket
handful of radberries: The handful of radberries is already in the pocket!
soft pretzel: The soft pretzel is already in the pocket!
brass lamp: The brass lamp is already in the pocket!
shiny knife: Done.
pillow: Done.
pickaxe: Done.
lump of gold: You can't fit that in the pocket.

You're feeling a bit better now.
You go west
You're carrying too much to fit through the passage.
You go south
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see a long rope, a barbell, a spade, an oar, a wine bottle, a
jade figurine, a corkscrew, a thin wand, a sword, a small leather pouch, a single brick, a bronze ring, and a black stone here.
Knife
pickaxe: Dropped.
shiny knife: Dropped.
Go east
You squeeze through the narrow tunnel, and find yourself -

You're standing in a rough-hewn cave at the top of a long-forgotten mine shaft. A thick vein of gold ore runs diagonally across the east wall, glowing in the pale green lamplight. A narrow squeeze runs west, but you're not going to get through there if you're carrying a lot. To the south, the deep mine shaft runs down. Mudslides and rockfalls have taken their toll, and the shaft is slippery and cluttered, but still negotiable. Still, I doubt if you could climb back up. A wider, straight passage runs north.

You see a lump of gold here.
You go south
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see a long rope, a barbell, a spade, an oar, a wine bottle, a
jade figurine, a corkscrew, a thin wand, a sword, a small leather pouch, a single brick, a bronze ring, a black stone, a pickaxe, and a shiny knife here.
Brick
long rope: Taken.
single brick: Taken.
Go southeast
You're standing in a strange, spherical room. The walls seem to
glow with pale, bright shades of purple and blue - your lamp is not needed here. The curving floor and walls feel like slick metal underfoot, and you're having some difficulty maintaining your balance. Round tunnels, made from the same strange purple-blue metal, run north, south, east, and west. [9]  A more normal-looking passage, hewn from gray rock, runs northwest. In the center of the floor is a small, round chute. It vanishes into darkness a few feet below the floor.
You go north
You're standing in a strange, spherical room. The walls seem to
glow with pale, bright shades of purple and blue - your lamp is not needed here. The curving floor and walls feel like slick metal underfoot, and you're having some difficulty maintaining your balance. Round tunnels, made from the same strange purple-blue metal, run north, south, east, and west. [10]  In the center of the floor is a small, round chute. It vanishes into darkness a few feet below the floor.
You go south
You're standing in a strange, spherical room. The walls seem to
glow with pale, bright shades of purple and blue - your lamp is not needed here. The curving floor and walls feel like slick metal underfoot, and you're having some difficulty maintaining your balance. Round tunnels, made from the same strange purple-blue metal, run north, south, east, and west. [11]  In the center of the floor is a small, round chute. It vanishes into darkness a few feet below the floor.

You see a steel key here.
You go to the north
You're standing in a strange, spherical room. The walls seem to
glow with pale, bright shades of purple and blue - your lamp is not needed here. The curving floor and walls feel like slick metal underfoot, and you're having some difficulty maintaining your balance. Round tunnels, made from the same strange purple-blue metal, run north, south, east, and west. [10]  In the center of the floor is a small, round chute. It vanishes into darkness a few feet below the floor.

You see a steel key here.
You go south
You're standing in a strange, spherical room. The walls seem to
glow with pale, bright shades of purple and blue - your lamp is not needed here. The curving floor and walls feel like slick metal underfoot, and you're having some difficulty maintaining your balance. Round tunnels, made from the same strange purple-blue metal, run north, south, east, and west. [9]  A more normal-looking passage, hewn from gray rock, runs northwest. In the center of the floor is a small, round chute. It vanishes into darkness a few feet below the floor.

You see a steel key here.
You go to the south
You are standing in a square chamber carved from the rock. The
eastern wall of the chamber is made from what appears to be transparent glass - and through it, you can see water and what must be the muddy bottom of Lake Draounheer! Somehow, you've gotten around to the western side of the lake. Perhaps if you strain your eyes, you might make out the King's Lake View room on the other side - but no; the lake is too wide, and the waters too muddy. Identical passages run northeast, northwest, west, and south. To the north is a thick steel door, which stands open, revealing a stone staircase leading down. A sign hangs just above the glass wall.

You see a steel key here.
Go north
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see a barbell, a spade, an oar, a wine bottle, a jade figurine,
a corkscrew, a thin wand, a sword, a small leather pouch, a bronze ring, a black stone, a pickaxe, and a shiny knife here.
You put the stone on board
You put the stone down on the went board. Suddenly, a horrible rumbling sound rolls across the gray world, and the earth shakes under your feet. The mist swirls up, and a deep, booming laugh echoes in your ear. "Fool!" the deep voice shouts. "You've made a Nut-kool Gomi-flub pattern! All your stones are intoxicated, and I can force a win!" A white stone suddenly appears overhead, spinning down through the dark clouds. It gets closer - and bigger - and bigger - that's no ordinary went stone! It's a veritable mountain! Just before it lands, you realize you are destined to die unenlightened -
Go south
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see a barbell, a spade, an oar, a wine bottle, a jade figurine,
a corkscrew, a thin wand, a sword, a small leather pouch, a bronze ring, a pickaxe, and a shiny knife here.
Rub figurine
You rub the head of the figurine. You feel a little silly, but who knows? A little luck never hurt anyone.
Go south
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see a barbell, a spade, an oar, a wine bottle, a corkscrew, a
thin wand, a sword, a small leather pouch, a bronze ring, a pickaxe, and a shiny knife here.
Go northeast
You're standing in a carved square chamber with an arched roof.
Stairs climb up to the northwest, and bright sunlight filters down, bathing the room in a pale yellow glow.

To the west is a great iron door, covered in sinister carvings.
It's closed. Passages run north and southwest as well.

You see an iron key here.

The smith follows you, looking around curiously.
You go to the south
You're standing on top of a low, rocky rise somewhere in the Beeg'ashell Mountains. Not far south of here is the land of the Unnkulians, the dread enemies of your beloved master, the Valley King. In fact, you can make out several features from here, further south - Lake Draounheer's western shore, to the southeast; the walls of what appear to be some sort of monastery; and, on top of the highest of the mountains, a giant boulder, perched quite precariously. Unfortunately (or perhaps thankfully) the terrain is far too rugged for you to get there from here. The only safe path is to the north. There's a spreading chestnut tree in the very center of the clearing.

The smith wanders down the trail into the clearing. His eyes fall
upon the spreading chestnut tree. "Aha!" he cries. "Just what I need to fuel my forge!" He swings his axe in one mighty stroke. The tree splits in two and falls to the ground, just missing you, and dislodging a great eagle that probably made its nest in the highest branches. The giant bird squawks once and wings its way north.

over his shoulder. "Be seeing you!" he shouts, and walks back up the trail to the north. [14]
You go southeast
You're standing in a carved square chamber with an arched roof.
Stairs climb up to the northwest, and bright sunlight filters down, bathing the room in a pale yellow glow.

To the west is a great iron door, covered in sinister carvings.
It's closed. Passages run north and southwest as well.

You see an iron key here.
You go to the southwest
You're standing in what must be an ancient forge. Dark wooden beams support a sagging stone roof, and the floor is stained with droplets of metal. A giant pair of bellows, attached to a huge crucible, stands in the very center of the room. To one side is a huge grindstone. The only exit is to the northeast.

The crucible seems to contain a gold necklace.
You look at it
The gold necklace is marvelous craftsmanship, thin strands of sparkling metal spun fine and twisted to form a chain. It must be quite valuable. Perhaps you can give it to Amanda when you find her.
You give necklace to Rivaris
The woman's eyes light up with pleasure. "A princely gift indeed," she whispers, putting it around her neck. She stands up and lightly kisses you on the cheek. "Perhaps someday I can return the favor."

Without warning, the woman's gossamer gown seems to shift and blend, melting into her body. And are those gills, there, around her ribs? Before you can speak or react, the woman dives smoothly into the ice-cold river. You wait for a long moment, but she doesn't come back up. Could she have been a river nymph?
You go southeast
You're standing in a carved square chamber with an arched roof.
Stairs climb up to the northwest, and bright sunlight filters down, bathing the room in a pale yellow glow.

To the west is a great iron door, covered in sinister carvings.
It's closed. Passages run north and southwest as well.

You see an iron key here.

You're feeling a fuzz hungry. Perhaps it would be a good time to find something to eat.
You eat the pretzel
That was delicious!
You get all from shelf
tiny bottle of pills: Taken.
mauve cube: Taken.
Geiger counter: Taken.
You go to the southeast
bottomless shaft. The light and heat is really getting to you now; you're continually mopping your face. The catwalk continues around the deep hole to the northeast and northwest.

There's a large rusted patch in the curving southern wall, but this section of catwalk is otherwise uninteresting.

For just a moment, you feel queasy, but the feeling soon passes.
You get the mitt
Taken.

"The human scientist's reactor is too vulnerable," one of the voices growls. "We must post guards. If the power were to fail - " The voice pauses. "I trust not this man from the future. His tongue is silver, but his eyes tell me he lies."
Wait
Time passes...

"Fear not," another demonic voice murmurs. "Only the old wizard's accursed water can douse the core - and only if the setting is below three."
Wait
Time passes...

"And what of the Lady Amanda?" one of the voices asks. You hold
your breath and wait silently. She is somewhere close by, and these demons know where!
You wait for a while
Time passes...

"She is well-protected," another demon growls. "And she watches
over Unnkul's Hope, in the Inner Nursery."

Amanda - watching over the evil children of the dread demons? Your heart aches for the fair maiden - forced into servitude by these evil beasts! If only you had kept your trusted sword with you! A red haze swims in front of your eyes, and you thirst for the blood of the demons.
You go northeast
bottomless shaft. The light and heat is really getting to you now; you're continually mopping your face. The catwalk continues around the deep hole to the northeast and northwest.

south, revealing a narrow crawl space running to the southwest.
Go south
The crawl space terminates at a metal grate, suspended above what appears to be a meeting-chamber. You can't really see through the grate too well; the holes are too close together. From the chamber below, you hear gruff, demonic voices arguing, and see monstrous shapes moving around. You could squeeze back through the crawl space to the north, or possibly get through the grate.

One of the demonic voices from the chamber beyond the grate mutters something you can't quite hear.
Go east
You're standing in a carved square chamber with an arched roof.
Stairs climb up to the northwest, and bright sunlight filters down, bathing the room in a pale yellow glow.

To the west, a great iron door has been opened, revealing a damp,
dark passage plunging deeper into the earth. Passages run north and southwest as well.

You see an iron key here.
You drop all but the robe
small cardboard box: Dropped.
long rope: Dropped.
single brick: Dropped.
jade figurine: Dropped.
coveralls: (Taking off the coveralls first)
Dropped.
tiny bottle of pills: Dropped.
mauve cube: Dropped.
Geiger counter: Dropped.
pair of boots: (Taking off the pair of boots first)
Dropped.
mass of insulation: Dropped.
catcher's mitt: Dropped.
You look at the pocket
The pocket of the robe is quite tattered, and hanging by just a few threads. In the pocket you see a handful of radberries, a brass lamp (providing light), and a pillow.
You show berries to the eagle
The eagle seems a bit interested; he circles in for a closer look. I think your hand is blocking his sharp-eyed view; maybe if you dropped the berries, he could see them better.
You drop the berries
You drop the radberries on the ground. Suddenly, the circling eagle turns and flies toward you!
You wait
Time passes...

The giant eagle swoops down and lands next to the handful of radberries. It's a magnificent bird, fully as large as you are. It scoops up the berries in one giant mouthful, then takes off and flies across the gorge, vanishing into the distance.
You wait awhile
Time passes...

The giant eagle swoops down and grabs you by the shoulders. You
wince, trying to pull away, but the monstrous bird is much stronger than you. Suddenly, your feet leave the ground! You close your eyes and swallow, trying to keep your stomach from churning. When you open your eyes again, you find yourself -

Flying Over the Gorge, Carried by a Giant Eagle (AAAAAH!)

You don't have any time to enjoy the scenery; you're too busy trying not to vomit. If you were to look down, you'd probably see extremely jagged rocks, extremely far below. The eagle seems to be flying westward.
Wait
Time passes...
You risk a glance down. The eagle has crossed the gorge! Suddenly, you drop the few feet to the western edge. Shaking, you bend and kiss the ground. The eagle rakes a talon down your back, searching for the berries it saw earlier. It finds them, and gobbles them down. Sated, the great bird takes off, winging its way back across the gorge to the east. You stand, brush yourself off, and look around.

You're west of the wide gorge, high in the Beegas'hell Mountains.
How you're going to get back across is something of a mystery. The land here is barren and rocky, and would make for quite difficult travelling. A trail follows the gorge to the northeast, climbing slowly through the snow-capped mountains. High above you to the north, you can just make out a tall stone tower, shrouded in mist. Could it be the fabled tower of the Wizard of Ul, Wowsa Willy? [15]

While it's clearly possible to cross the gorge, it seems doubtful
that Amanda arrived here the same way you did. Full exploration of this fabled land can wait; you must find a way back over the gorge before the trail grows cold!
You go to the north
The terrain is much too rocky in that direction.
Go northeast
You're standing in a clearing high in the mountains. It's quite
cold here; patches of snow cover dying lichens, and a brisk wind whipping across the mountain-tops chills you to the bone. There's quite a view from here; to the east, you can see the gorge you flew across, and, a bit further down, you can just make out the waters of Lake Draounheer. North of here, down the mountains, you can hear what must be a rushing river, but you can't see it from where you are standing. To the west stands a crumbling stone tower, still imposing but definitely a ruin. A trail leads down to the gorge to the southwest. All other directions are much too rocky or steep to travel.
Go west
Tower, Bottom Floor

You're standing on the bottom floor of an ancient, dank stone tower.
A wooden ladder leads up into the darkness overhead. Inscribed in the stone floor is a huge pentagram. There are no furnishings of any kind. The exit is to the east.
You examine the ladder
The ladder is securely attached to the wall with iron bolts. It's rotted with age, but can still support your weight (probably).
You examine the pentagram
The pentagram covers the entire floor, the five points touching the walls. It's inlaid with gold, and covered with black smudges.
Go upward
Tower, Second Floor

You're on the second floor of the tower, about halfway up inside.
There are no windows here, but light leaks down from above and up from below. Still, the room is quite gloomy, and everything is shrouded in shadow. The ladder continues up and down. A writing-desk sits in the very center of the chamber. A silver casket has been pushed against one wall.

A tattered piece of parchment is sitting on the writing-desk.
You look at the desk
The desk is made from finished mahogany, and the surface is inlaid with swirling patterns of silver. It's quite beautiful. There are no drawers. On the writing-desk you see a tattered piece of parchment.
You examine the parchment
The parchment is quite tattered. There's spindly writing on it.
You read it
"Dear Violator of My Tower,

You probably think you're quite clever, getting up here. Well,
think again. I built this tower in an isolated place because I don't like being hassled by insignificant insects such as yourself. Know that gorge you came across? Well, *I* made that. It took me about an hour. (Think about it.)

I'd strongly suggest you leave - right now.

Yours Sincerely,
Wowsa Willy, Wizard

P.S. - Don't open the casket. It's mine."
You look at the casket
The casket is solid silver, tarnished with age but still quite beautiful. It's carved with images of wizardly feats. Interestingly, it's got no lock. The silver casket is closed.
You open it
As you lift the lid of the casket, there's an explosion from the floor below you. Suddenly, the air is filled with an odious stench, and you hear a strange growling noise from downstairs. Opening the silver casket reveals a white ball and a glass jar.
You examine the ball
The ball is made of plastic and is full of holes. It's quite light. Tiny raised letters read "Wowsa Willy's Weightless Whiffleball."
You look at the jar
The jar is rather small. Raised letters on the side read "Wowsa Willy's Wetter Water - Read Instructions Before Using!" Too bad there aren't any instructions. In the glass jar you see some clear liquid.

A huge, hairy beast crawls up the ladder and squats down, eyeing you balefully.
You examine the beast
The creature must have been summoned from some dark, deadly nether region. It's horrible, huge, and furry, with three-foot long fangs and rippling muscles. It outweighs the Valley King's new Acme Jenerik Advenchur Beest by a good half-ton. Emblazoned in flaming letters across the creature's brow are the words "Wowsa Willy's Watchful Wumpus." [16]
Note 16
[16]: Credit to the creators of the original "Hunt the Wumpus," a classic BASIC game if ever there was one.
You close the casket
Closed.

The horrible creature decides you must be edible, or you wouldn't
look so frightened. It leaps, and tears a large chunk from the top of your body. Oh, wait a minute - that chunk was your head -
Go up
Tower, Top Floor

You're at the very top of the ancient stone tower. A window looks
out to the north, toward more mountains. The ladder leads down. A cold wind whistles through the window, nipping at your nose. The chamber is empty.

A huge, hairy beast crawls up the ladder and squats down, eyeing you balefully.
You look at the window
There's no actual glass in the window; it's just an opening. You could probably look through it and see what's outside.
You look through it
It's quite a view. Far below you is a rushing river, running down through the mountains from the west. No doubt it empties into Lake Draounheer. To the northeast, you can see the Damsogee Swamp, and to the northwest are more snow-capped mountains. There's a ledge right outside the window.
Go outside
You're perched, shaking, on a ledge only a few inches wide, outside
the top floor of the Wizard's tower. Below, the icy, deadly waters of a rushing river beckon you. The wind has picked up, threatening to blow you from your precarious foothold at any moment. The only safe way off the ledge is back through the window to the south. Inside the tower, you hear what must be some sort of ferocious beast snuffling around. Pretty soon, I imagine it'll figure out where you are.

You're feeling a bit better now.
You get the casket
The casket is far too heavy to take with you. Even a mighty Warrior like you can't carry a chunk of metal that size.
You open it
As you lift the lid of the casket, there's an explosion from the floor below you. Suddenly, the air is filled with an odious stench, and you hear a strange growling noise from downstairs. Opening the silver casket reveals a white ball and a glass jar.
You get all from the casket
white ball: Taken.
glass jar: Taken.
Go up
Tower, Top Floor

You're at the very top of the ancient stone tower. A window looks
out to the north, toward more mountains. The ladder leads down. A cold wind whistles through the window, nipping at your nose. The chamber is empty.
Go outside
You're perched, shaking, on a ledge only a few inches wide, outside
the top floor of the Wizard's tower. Below, the icy, deadly waters of a rushing river beckon you. The wind has picked up, threatening to blow you from your precarious foothold at any moment. The only safe way off the ledge is back through the window to the south.
You put all in the pocket
brass lamp: The brass lamp is already in the pocket!
robe: (Taking off the robe first)
Done.

[TADS-1001: stack overflow]
You put all but the robe in the pocket
brass lamp: The brass lamp is already in the pocket!
white ball: Done.
glass jar: Done.
You jump
Closing your eyes, you leap from the ledge. You fall for what seems like forever, and finally hit the icy water below. The shock makes you pass out.

You dream of a peaceful place, a place of rest and warmth. As the frigid water closes over your head, you imagine you feel gentle fingers dancing over your face. "I always repay kindness," a whispered voice says. You awaken much later, lying on the grass beside the -

You're standing on the bank of a rushing mountain river. The bank
is grassy and slopes gently down to the water. The swift-moving river babbles gentle murmurings, and a sweet-smelling breeze blows from the north. It's peaceful here, and quite relaxing. A trail leads back up into the Beeg'ashell Mountains to the southwest. The river is to the north, and flows down from the west.
You examine pocket
The pocket of the robe is quite tattered, and hanging by just a few threads. In the pocket you see a brass lamp (providing light), a white ball, and a glass jar.
You go to the southwest
You're walking on a rocky mountain trail that slopes down the side of the mountain. There's almost no vegetation here; a few roots poke from the ground, but the plants here appear to be dying. The trail slopes down to the northeast and up to the south.

You're feeling a bit better now.
Go south
You're standing just northwest of a dark cave, somewhere in the Beeg'ashell Mountains. Inside the cave entrance, you can just make out a set of stone stairs sloping down, back into the heart of the mountains. Rough patches of crabgrass struggle for life here and there, poking through cracks in the rocky mountain soil. A trail climbs up to the west, while another slopes down to the north. A third, level trail leads due south. It's quite cold here, and a chill wind whips across the rocky hills. The cave entrance is back to the southeast.

You see a small cardboard box, a long rope, a single brick, a jade figurine, some coveralls, a tiny bottle of pills, a mauve cube, a Geiger counter, a pair of boots, a mass of insulation, a catcher's mitt, and a pillow here.
You get all
small cardboard box: Taken.
long rope: Taken.
single brick: Taken.
jade figurine: Taken.
tiny bottle of pills: Taken.
mauve cube: Taken.
Geiger counter: Taken.
mass of insulation: Taken.
catcher's mitt: Taken.
pillow: You've already got your hands full.
PUT ALL BUT ROBE, BOOTS, COVERALLS IN POCKET
brass lamp: The brass lamp is already in the pocket!
white ball: The white ball is already in the pocket!
glass jar: The glass jar is already in the pocket!
small cardboard box: Done.
long rope: Done.
single brick: Done.
jade figurine: Done.
tiny bottle of pills: Done.
mauve cube: Done.
Geiger counter: You can't fit that in the pocket.
mass of insulation: You can't fit that in the pocket.
catcher's mitt: Done.
You throw the ball
What do you want to throw it at?
You put the ball in the shaft
You drop the white ball down the shaft. There's a flash of white light in the midst of the yellow glow below, and a brief hiss.
You put pillow in the shaft
You drop the pillow down the shaft. There's a flash of white light in the midst of the yellow glow below, and a brief hiss.
You examine the water
The liquid looks pretty much like water, but seems to be somewhat more soupy, like oil. It sparkles when held up to the light.
Inventory
You have a robe (being worn), a pair of boots (being worn), some coveralls (being worn), a Geiger counter, a mass of insulation, a pillow, and a white ball.
You examine the pocket
The pocket of the robe is quite tattered, and hanging by just a few threads. In the pocket you see a brass lamp (providing light), a glass jar, a small cardboard box, a long rope, a single brick, a jade figurine, a tiny bottle of pills, a mauve cube, and a catcher's mitt.
You examine the jar
The jar is rather small. Raised letters on the side read "Wowsa Willy's Wetter Water - Read Instructions Before Using!" Too bad there aren't any instructions. In the glass jar you see some clear liquid.
You go north
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see a barbell, a spade, an oar, a wine bottle, a corkscrew, a sword, a small leather pouch, a bronze ring, a pickaxe, and a shiny knife here.
You pour the wine in the grate
You can't put anything in the grate.

One of the demonic voices from the chamber beyond the grate mutters something you can't quite hear.
You go northeast
You can't go that way.

One of the demonic voices from the chamber beyond the grate mutters something you can't quite hear.
You examine the dial
The area above the fifth setting on the dial is marked in red, with a little skull and crossbones. I think the panel's creators are trying to tell you something. [16]  The white dial can be turned to settings numbered from 1 to 7. It's currently set to 5.
You look at the hole
The hole's about two inches on a side. Probably one of those infamous Unnkulian activation-cubes would fit in it.
You go south
The crawl space terminates at a metal grate, suspended above what appears to be a meeting-chamber. You can't really see through the grate too well; the holes are too close together. From the chamber below, you hear gruff, demonic voices arguing, and see monstrous shapes moving around. You could squeeze back through the crawl space to the north, or possibly get through the grate.

"Let us reveal all of our sinister plans for the benefit of any
spies who might be listening!" a squeaky-voiced demon chirps. You hear the swift, painful sounds of the other demons pounding him into silence.
You put the ball in the grate
You can't put anything in the grate.

One of the demonic voices from the chamber beyond the grate mutters something you can't quite hear.
You put the ball on the grate
There's no good surface on the metal grate.

One of the demonic voices from the chamber beyond the grate mutters something you can't quite hear.
You open the grate
You kick open the grate, revealing the chamber below. Seated around a pentacle-shaped table are the five demon lords of Unnkul, the most powerful creatures known! They look up at you, fixing you with beady demon-eyes. You feel a bit exposed. You feel even more exposed a moment later, when the demon lords pull you from the crawl space and skin you like a rabbit -
You go to the south
The grate's closed.

One of the demonic voices from the chamber beyond the grate mutters something you can't quite hear.
You go northeast
bottomless shaft. The light and heat is really getting to you now; you're continually mopping your face. The catwalk continues around the deep hole to the northeast and northwest.

south, revealing a narrow crawl space running to the southwest.
West
The walls of this rectangular chamber are hung with red and black curtains, depicting the triumph of nasty Unnkulians over pitiful, scraggly Valley Warriors. The floor is bone white marble streaked with blood-red minerals, iron ore and granite. A giant pentacle-shaped table stands in the very center of the chamber. There's what appears to be a heating duct at the very top of the chamber in the northern wall. A dim glow from strange panels in the ceiling illuminates the room with a ruddy glow. The only exit is back to the east.

Squatting around the table are five monstrous demons. You recognize them from the paintings of Valley artists - the demon lords of Unnkul! On the right, Ug'lee Ist, the six-headed Warlord, commander of the military demons. To the left, Gher'ee Phahl-wil, the Bishop of the false prophets of Unnkul. Between them, the other three lords, all unbearably evil, all unbearably powerful - all staring at you. The Demon Wizard Dug'heh-neng leers in your direction, stroking the scraggly hairs on his upper lip. "The ways of my Magic are most Unnkul," he growls, gesturing with a slender claw. Suddenly your insides are on the outside -
Go north
You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.

Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.

You see a barbell, a spade, an oar, a corkscrew, a sword, a small leather pouch, a bronze ring, and a pickaxe here.
Examine box
Which box do you mean, the small cardboard box, or the Geiger counter?
Cardboard
You can't put anything in the grate.

"Let us reveal all of our sinister plans for the benefit of any
spies who might be listening!" a squeaky-voiced demon chirps. You hear the swift, painful sounds of the other demons pounding him into silence.
You throw the cardboard at the grate
You miss.

One of the demonic voices from the chamber beyond the grate mutters something you can't quite hear.
You get the box
Taken.

One of the demonic voices from the chamber beyond the grate mutters something you can't quite hear.
Shout
Your throat is a bit sore now.

One of the demonic voices from the chamber beyond the grate mutters something you can't quite hear.
You pour the water in the shaft
You pour the clear water down the shaft. There's a momentary flash of light, and a brief dimming of the glow below, but then the light and heat climb back up to their former levels.
You pour the wine in the shaft
You drop the wine bottle down the shaft. There's a flash of white light in the midst of the yellow glow below, and a brief hiss.
You check your inventory
You have a robe (being worn), a pair of boots (being worn), some coveralls (being worn), a Geiger counter, a mass of insulation, a pillow, a white ball, a shiny knife, a wine bottle, and a small cardboard box.
Cardboard
Holding the box at arm's length, you sprinkle a little bit of the noxious powder down the grate. Even from a distance, it smells horrible. Unfortunately, you've still got quite a bit of the stuff left; I think if you poured the whole box down the grate, you'd eat right through the metal. Suddenly, from the southwest, you hear muffled demonic coughing. A shout makes you leap to your feet, but the voices are quite distant. "Arrgh!" one gruff voice cries. "What's wrong with the heating ducts? Is that eggs I smell? What has that cursed scientist done now? We must flee!"
You go to the south
The crawl space terminates at a metal grate, suspended above what appears to be a meeting-chamber. You can't really see through the grate too well; the holes are too close together. You could squeeze back through the crawl space to the north, or possibly get through the grate.
Go south
The walls of this rectangular chamber are hung with red and black curtains, depicting the triumph of nasty Unnkulians over pitiful, scraggly Valley Warriors. The floor is bone white marble streaked with blood-red minerals, iron ore and granite. A giant pentacle-shaped table stands in the very center of the chamber. There's what appears to be a heating duct at the very top of the chamber in the northern wall. A dim glow from strange panels in the ceiling illuminates the room with a ruddy glow. The heating-duct has been opened, but you can't climb up to it from here. The only exit is back to the east.

A skull key is sitting on the pentacle-shaped table.
You look at the Key
The key is made from solid silver, with a tiny ebony skull for a head. It's small, and not too heavy. Raised letters on one edge read "Unnkulian Death-Key."
You examine table
The table is shaped like a pentacle. It's made from stained teak and is inlaid with gold and silver. It's quite pretty, but someone's been defacing it - scratched on the tabletop are the words "Demonz luv Amanda." On the pentacle-shaped table you see a skull key.
You examine the panel
The ceiling panels glow with a ruddy light.
You go east
The hall terminates before a great open doorway to the south. The doorway is finished in solid silver streaked with ebony, and carved in the shape of a gigantic snaggletoothed mouth. It's quite a disconcerting image, especially since beyond the doorway is only darkness. A narrow hallway runs west, and a wooden door to the east is closed. You could also travel up the hallway to the north.
You go to the east
You're standing in a large square chamber cut from the living rock.
The ceiling is domed overhead, and a dim light-globe hanging from the peak illuminates the chamber. An open doorway stands to the west, and appears to be the only exit. The southern wall is entirely composed of shimmering green light.

A group of small children is sitting on the floor here, playing with
a collection of toys. They're all rather dangerous-looking for such tiny tots.
You examine the wall
The shimmering green wall radiates heat and appears quite impassable.
I wouldn't get too close to it if I were you. Even the ferocious little tots here seem to avoid it. [17]
Note 17
[17]: This wall is quite similar to the green wall of light in "Unnkulian Underworld."
You examine the kids
None of the children is more than three years old. They must be the progeny of the elite Unnkulian lords, protected by the demons that roam these deep caverns. All are dressed in black jumpsuits, all are playing with toys, and none are paying any attention to you.
You look at toys
The toys are quite a strange collection. One of the girls is playing with a doll that looks suspiciously like the Valley King, a boy is playing with a little wagon, and another boy over in the corner is stacking blocks.
You examine the blocks
The boy is trying to make a castle out of the blocks. It's not going very well. One of the blocks, a black one, appears to be a bit smaller than the rest, and the castle keeps tumbling down before it gets very high.
You examine the black cube
The black block is smaller than the other ones; it's probably part of a different set. The boy's playing with it; you can't really examine it too closely.
You get the black cube
When you reach for the black block, the boy whimpers and yanks it away.
You ask the boy about the block
The children aren't really old enough to talk. Besides, they're not paying any attention to you. If demons were your nannies, you probably wouldn't pay much attention to a human warrior either.
You check your inventory
You have a robe (being worn), a pair of boots (being worn), some coveralls (being worn), a Geiger counter, a mass of insulation, a pillow, a shiny knife, a wine bottle, a small cardboard box, and a white ball.
You look at the doll
The doll looks almost exactly like the Valley King - that is, if the Valley King had a spike driven through his head. The little girl twists the spike a bit deeper into the doll's cloth flesh, then smiles winningly at you. [18]
Note 18
[18]: Acme Dam Growtesk Ded Dhols are quite popular among today's kiddies.
You examine the wagon
At first, you think the little boy's wagon is a fine and wholesome toy. But now that you look at it more closely, you see that it's really an exact replica of a gallows wagon - the type used to haul criminals to their execution. In fact, there's a little felon riding in it. Gee, he looks just like the Valley King!
You give Mauve to the boy
You hand the mauve cube to the child playing with the blocks. The boy takes it, shrugs, and pops it in his mouth.
You examine the pocket
The pocket of the robe is quite tattered, and hanging by just a few threads. In the pocket you see a brass lamp (providing light), a glass jar, a long rope, a single brick, a jade figurine, a tiny bottle of pills, a mauve cube, and a catcher's mitt.
You give the brick to the boy
The child playing with the blocks takes the brick, shrugs, and drops it on the floor.
You get the cube
Which cube do you mean, the black block, or the mauve cube?
Black
For a second, the boy looks angry when you take the black block, but then he picks up the nearby brick and starts using it instead. Now that you've got the block, you can see that it's an Unnkulian Activation Cube. How irresponsible! Who would let a child play with such a powerful item?
You go to the west
The hall terminates before a great open doorway to the south. The doorway is finished in solid silver streaked with ebony, and carved in the shape of a gigantic snaggletoothed mouth. It's quite a disconcerting image, especially since beyond the doorway is only darkness. A narrow hallway runs west, and a wooden door to the east is open. You can see a lit chamber beyond the doorway, perhaps twenty feet down a short hall. Could that be laughing children you hear? You could also travel up the hallway to the north.

You see a skull key here.
You go to the north
You're standing about halfway down a long north-south hall. Specks
of red minerals in the black marble floor catch the pale green lamplight, glinting eerily. A growing and ever-present feeling of evil permeates the hall, seeming to throb with diabolical intensity.

Further down the hall to the south, you can just make out a dim
light. A low humming noise echoes down the hall from the north, just barely audible.

You're feeling a fuzz hungry. Perhaps it would be a good time to find something to eat.
You examine activation
Tiny letters on one side of the cube read "Unnkulian Activation Death-Cube." The cube is jet black, and warm in your hand. It measures about an inch on a side. [19]

You're feeling a fuzz hungry. Perhaps it would be a good time to find something to eat.
You put activation in the hole
The cube fits snugly into the hole - so snugly, in fact, that I doubt you could get it out again.
You pour the water in the shaft
You pour the clear water down the shaft. For a moment, it seems as if nothing is happening - and then the light and heat fades, and the shaft goes dark.

You're feeling a fuzz hungry. Perhaps it would be a good time to find something to eat.
You enter the shaft
Taking a deep breath, you slide down the shaft, holding your lamp out and trying to see the bottom. You pick up speed, and even have time to examine the shaft briefly on the way down - it's quite deep, and the walls are all smooth and mirrored. Suddenly, you see water below you, and take a deep breath. You hit the surface hard, very hard, and wince with pain. Standing up, you find yourself -

- with two broken legs and a broken back. You keel over again, screaming in agony. The shock makes you pass out, and you sink beneath three feet of water and drown. Bummer!
You put pillow in the shaft
You drop the pillow down the shaft. You hear a faint splash far below.
You enter the shaft
Taking a deep breath, you slide down the shaft, holding your lamp out and trying to see the bottom. You pick up speed, and even have time to examine the shaft briefly on the way down - it's quite deep, and the walls are all smooth and mirrored. Suddenly, you see water below you, and take a deep breath. You hit the surface hard, very hard, and wince with pain. Standing up, you find yourself -

- with two broken legs and a broken back. You keel over again, screaming in agony. The shock makes you pass out, and you sink beneath three feet of water and drown. Bummer!
Go downward
stairs - iron walls and two identical passages, this time to the southeast and southwest. A strange control panel takes up a good bit of the curving northern wall. One unique feature of the chamber is a winding spiral stair in the center of the room that climbs up into darkness.

There's a dead man lying on the floor here. His neck's been
snapped.
Go south
You're standing about halfway down a long north-south hall. Specks
of red minerals in the black marble floor catch the pale green lamplight, glinting eerily. A growing and ever-present feeling of evil permeates the hall, seeming to throb with diabolical intensity.
Go south
The hall terminates before a great open doorway to the south. The doorway is finished in solid silver streaked with ebony, and carved in the shape of a gigantic snaggletoothed mouth. It's quite a disconcerting image, especially since beyond the doorway is only darkness. A narrow hallway runs west, and a wooden door to the east is open. You could also travel up the hallway to the north.

You see a skull key here.

You're feeling really hungry. You should find some food soon or you'll pass out from lack of nutrition.
You eat Cube
The cube is absolutely tasteless, but relatively filling.
Go east
You're standing in a large square chamber cut from the living rock.
The ceiling is domed overhead, and the light-globe hanging from the ceiling is now dark. Passages run west and south.

A group of small children is sitting on the floor here, playing with
a collection of toys. They're all rather dangerous-looking for such tiny tots.
Go south
You're standing in a small square chamber. The walls are plush
black velvet, and the floor is padded. There's not a dangerous surface in sight, and the room is completely empty. A passage runs north.

Deep in your bones, you feel that this must be the Inner Nursery of which the demons spoke. Where is the fair Amanda? There's no sign of her, but you must be nearing the end of your quest. [20]

There's a small boy here, looking a bit lost and forlorn. His gaze disturbs you; the child seems palpably evil. "Want toy," he mutters. His voice is low and gutteral.
You give the ball to the boy
The boy examines the whiffleball briefly, then shrugs and turns away.
You look at the boy
The child is quite odd-looking. He's extremely pale, with jet-black hair. Liquid brown eyes fix you with a penetrating stare. Do his ears truly taper to a slight point, or are you imagining things? "Want toy," he mutters. His voice is low and gutteral.
You check your inventory
You have a robe (being worn), a pair of boots (being worn), some coveralls (being worn), a Geiger counter, a mass of insulation, a pillow, a shiny knife, a wine bottle, a small cardboard box, and a white ball.
Go west
The hall terminates before a great open doorway to the south. The doorway is finished in solid silver streaked with ebony, and carved in the shape of a gigantic snaggletoothed mouth. It's quite a disconcerting image, especially since beyond the doorway is only darkness. A narrow hallway runs west, and a wooden door to the east is open. You could also travel up the hallway to the north.

You see a skull key here.
Go north
You're standing about halfway down a long north-south hall. Specks
of red minerals in the black marble floor catch the pale green lamplight, glinting eerily. A growing and ever-present feeling of evil permeates the hall, seeming to throb with diabolical intensity.
You go to the north-west
You're standing in yet another round chamber deep in the bowels of Unnkulia. The iron-plated walls drip with moisture and oil, and the harsh, metallic odor of machinery is ever-present and overpowering. Identical passages run northeast and southeast, and a narrower hallway runs southwest. There's a sealed door to the west, with no apparent means of opening it.
You examine the panel
The control panel is a maze of readouts and switches. You wouldn't know what to turn first. The panel's power appears to be off; all the readouts are dark. However, one large white dial in the very center of the panel looks promising. There's a cube-shaped hole next to the dial. Stuck in the hole is a black cube.
Go upward
a deep metal shaft. The shaft is dark. A cold breeze wafts up from below, making you shiver.

Underneath you, through the catwalk, you can see the control room.
A narrow metal stair leads down to the chamber, and the catwalk curves around the shaft to the southwest and southeast.
You put the insulation in the shaft
You drop the mass of insulation down the shaft. You hear a faint splash far below.
You enter the shaft
Taking a deep breath, you slide down the shaft, holding your lamp out and trying to see the bottom. You pick up speed, and even have time to examine the shaft briefly on the way down - it's quite deep, and the walls are all smooth and mirrored. Suddenly, you see water below you, and take a deep breath. Luckily, you land on a soggy pile of fiberglass. Though it's not the safest stuff to land on, it and the water combine to help break your fall. You stand and find yourself -

You're splashing around in about two feet of water in a spherical chamber at the base of a deep shaft. The water is clear, but quite warm. A short, thick rod of dull metal extends up from the center of the floor. To the west is an open doorway, just above the water line. There's no other exit from this chamber; you certainly can't climb the sheer walls of the shaft.

You see a yellow ball and a mass of insulation here.
You get all
yellow ball: Taken.
mass of insulation: Taken.
You examine the rod
The rod's made out of a dull gray metal. It appears to be glowing. It's planted in the very center of the floor; only the top inch or so extends above the surface of the water.
You examine the ball
Which ball do you mean, the white ball, or the yellow ball?
Yellow
The ball is yellow and full of holes. It's rather heavy. Tiny raised letters read "Acme Dam-Lite Whiphulbawl: 100% Swhiss Cheez!" [21] Interestingly, it appears to be completely unaffected by its harsh environment.
You look at the water
The water's quite murky and extremely hot, but you can bear the heat; you are, after all, a battle-scarred Valley Warrior.
You examine doorway
It's open.
You go west
As you step in the door, it seals behind you. Suddenly, it feels like the floor has dropped out from under you, and you sense yourself moving rapidly upward.

You're standing in a very small square chamber. The walls and floor are padded black carpeting, and the ceiling is a dimly glowing panel. The entire eastern wall is a large door, currently sealed. You can't see any way of opening it. It feels like the entire room is shooting upward.
You get the rod
When you grasp the top of the rod, a horrible burning sensation runs up your arm, and you're forced to release it.
You examine the carpeting
Tiny raised lettering in the carpeting reads "Akmi Galaktikorp El-eh-vay-t'hor Karpit."
You examine the panel
The panel's lit up, bathing the room in a dim glow. Block lettering along one edge reads "Emergency Lighting."
Wait
Time passes...

Without warning, the square room ceases its upward motion, and the door slides open with a hiss.
You go to the east
You're standing in yet another round chamber deep in the bowels of Unnkulia. The iron-plated walls drip with moisture and oil, and the harsh, metallic odor of machinery is ever-present and overpowering. Identical passages run northeast and southeast, and a narrower hallway runs southwest. A doorway to the west stands open, revealing a small square chamber beyond.
Go southeast
You're standing at the north end of a long, wide hall. The floor is black marble lined with red streaks; your boots clatter on the hard stone. The walls are carved wood, probably teak and oak. The northern wall curves outward and lined with iron. Two identical passages run northeast and northwest. You could also travel south down the hall.

You're feeling a bit better now.
Go south
You're standing about halfway down a long north-south hall. Specks
of red minerals in the black marble floor catch the pale green lamplight, glinting eerily. A growing and ever-present feeling of evil permeates the hall, seeming to throb with diabolical intensity.
You go south
The hall terminates before a great open doorway to the south. The doorway is finished in solid silver streaked with ebony, and carved in the shape of a gigantic snaggletoothed mouth. It's quite a disconcerting image, especially since beyond the doorway is only darkness. A narrow hallway runs west, and a wooden door to the east is open. You could also travel up the hallway to the north.

You see a skull key here.
You give the yellow ball to the boy
The boy's expression lights up. "Throw it me," he shouts.
You throw the ball at boy
Which ball do you mean, the white ball, or the yellow ball?
Yellow
You throw the heavy yellow ball at the boy. Clumsily, the child tries to catch it, but since you threw it at him rather than to him, he fails. The ball strikes him on the head with an ominous thump. The boy shrieks, a horrible, grating sound. It's only a few seconds before the demon guards respond -
Yellow
You toss the clumsily-weighted ball to the boy. To give the child credit, he attempts to field it, but misses. The ball strikes him in the chest and he falls backward, hitting his head. An ungodly wail fills the air as the kid howls, never once pausing for breath. It's only a matter of seconds before the demon guards arrive -
You give mitt to the boy
The boy snatches the mitt from your grasp and eyes you suspiciously. "Mine. Lost it. Daddy gave it me."
You throw the yellow ball to boy
You toss the clumsily-weighted ball to the boy, not really expecting him to field it. He surprises you - the ball lands in the very center of his mitt with a wet slurping sound. Cheez striking cheez - it's all you can do to keep from tossing your lunch.

The boy lifts the ball to his mouth and takes a huge bite. A wicked smile crosses his face. "Yum," he snarls. Are his teeth pointed? And how can such a small boy look so unbelievably evil? Suddenly, the child races to the eastern wall and twists a knob of rock that you never would have found yourself. A section of the wall slides open, revealing a chamber beyond, and the child races through. "Where have you been, you little dickens!" you hear a motherly voice scold. With a start, you recognize the voice - the fair Lady Amanda! Is this the end of your quest?
You look around
You're standing in a small square chamber. The walls are plush
black velvet, and the floor is padded. There's not a dangerous surface in sight, and the room is completely empty. A passage runs north. A section of wall to the east has swung open, revealing a poorly-lit chamber beyond.

Deep in your bones, you feel that this must be the Inner Nursery of which the demons spoke. Where is the fair Amanda? There's no sign of her, but you must be nearing the end of your quest. [20]
You go east
The Search Ends...

You enter what appears to be a bedroom of some kind. Toys are littered all over the floor, and expensive paintings line the walls. And then you see her - the Lady Amanda! She's seated in a rocking chair, holding the strange, sinister child on her lap. She looks up as you enter.

"Welcome, Warrior," she says, her voice smooth and low. "I knew my love would send one after me. I did not imagine the Warrior he sent would ever find this place; I had hoped I had covered my tracks well." She sighs, smoothing the child's hair. "You must be wondering why I am here."

You nod, speechless. What can she be doing here?

"This child," Amanda begins, "Is the product of an unholy union
between a female Demon of Unnkul and - don't look so surprised - that annoying little Acme salesman from the Golden Dragon Inn. He is the product of evil and cheeziness, and will grow up to be a most dreaded Unnkulian Warrior, a fearsome tool of evil."

"So why - " you begin.

"Why am I here?" the Lady Amanda finishes, smiling. Slowly, her
smile fades. "The child needs mothering. His demon parent is hardly suitable. And, yes, he must grow up - he has a purpose in this world. My beloved, and your liege, the Valley King, needs a worthy opponent.
I love him, but he and his people have lost the ways of Duhdha. The Unnkulians alone cannot match his might, and provide him with no challenge, not even with that strange old man from the future helping them. But this child, this fusion of Acme and Unnkulia - he is a worthy opponent for your liege."

You open your mouth to respond, then close it again. Indeed, you think, she's right. It is as Duhdha said - the duality of the universe must be maintained. Good cannot exist without evil - and Kuulness cannot exist without Unnkul.

"But won't the child be too powerful?" you ask. "Will those of Kuulness be able to withstand a fusion of Acme and Unnkul? When the child grows, will there still be brave souls to fight against him?"

Amanda shrugs. "It is in your hands, Warrior," she says. "You
decide. You can kill the child now, or let him live. But slay him, and the Valley King's people will surely turn to evil, and never seek Duhdha again."

There is but one choice. Amanda shows you the way out, leading you past the demon guards. At the Entrance to Unnkulia, you bid the lady farewell, wondering what you'll say to the Valley King. Yes, you have found Amanda - but you cannot bring her back with you. She has a purpose, and must remain. But this journey has not been a waste of time. You've received enlightenment, and even lost your fear of heights. Now you understand the ways of Duhdha. You only wish you could see into the future, and discover what happens to Amanda, and this strange child born of evil.

*** THE END ***

In a total of 761 turns, you have achieved a score of 350 points out of a possible 350.

This means you're the winner of "Unnkulia Zero!" Congratulations!