Enchanter
Marc Blank
collaboration commercial cover art fantasy Infocom magic parser puzzles spells standard difficulty Zork
In Enchanter, the first of a spellbinding series in the tradition of Zork, you are a novice magician whom Fate has chosen to do singlehanded combat with a dark and fierce power. But worldly weapons will avail you naught, for your foe is the Evil Warlock who holds sway over the land. To defeat him, you will have to match your skills as a necromancer against his, casting spells you have learned from your masters in the Circle of Enchanters and other incantations you will acquire as you proceed on your quest. If you succeed, you will be elevated to a seat in the illustrious Circle; if you fail, your land will be doomed to an eternity of darkness.
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It must be the warlock Krill. The odd disappearances, the mysterious dissolution of regions sacred to the Circle, the lessening of the Powers -- these could only be his handiwork. The Circle gathers and
its leader, the esteemed Belboz, reveals to them an ancient document which portends evil days much like our own.

"Krill's evil must be unmade," he begins, "but to send a powerful Enchanter is ill-omened. It would be ruinous to reveal oversoon our full powers." A ripple of concern spreads over the face of each Enchanter. Belboz pauses, and collects his resolve. "Have hope! This has been written by a hand far wiser than mine!"

He recites a short spell and you appear. Belboz approaches,
transfixing you with his gaze, and hands you the document. The other Enchanters await his decree. "These words, written ages ago, can have only one meaning. You, a novice Enchanter with but a few simple spells in your Book, must seek out Krill, explore the Castle he has overthrown, and learn his secrets. Only then may his vast evil be lessened or, with good fortune, destroyed."

The Circle rises and intones a richly woven spell, whose many textures imbue the small, darkened chamber with warmth and hope. There is a surge of power; you are Sent.

You stand at a point of decision on a road which makes a wide fork to the northeast and southeast, circling the base of the Lonely Mountain, which looms high overhead to the east. A very long and winding road starts here and stretches out of sight to the west through low, smoky hills.
The sun is rising over the lands to the east.
Inventory
You are carrying:
A spell book
You read the spell book
The blorb spell (safely protect a small object as though in a strong box).
The nitfol spell (converse with the beasts in their own tongue).
The frotz spell (cause something to give off light).
The gnusto spell (write a magic spell into a spell book).
You look around
You stand at a point of decision on a road which makes a wide fork to the northeast and southeast, circling the base of the Lonely Mountain, which looms high overhead to the east. A very long and winding road starts here and stretches out of sight to the west through low, smoky hills.
The sun is rising over the lands to the east.
Go west
You are walking along the road. It wends its way through low hills, sparse forests, and occasional subsistence farms. To the west, things seem lighter and more pleasant. To the east they seem oppressive and dark. A worn sign sits beside the road here. The deserted village is
to the east.
You examine the sign
"Why"
You go west
You are walking along the road. It wends its way through low hills, sparse forests, and occasional subsistence farms. To the west, things seem lighter and more pleasant. To the east they seem oppressive and dark. A worn sign sits beside the road here.
You examine the sign
"are"
You examine the sign
"you"
Go west
You are walking along the road. It wends its way through low hills, sparse forests, and occasional subsistence farms. To the west, things seem lighter and more pleasant. To the east they seem oppressive and dark. A worn sign sits beside the road here.
The sun has now risen above the hills.
You examine the sign
"going"
You examine the sign
"west"
You examine the sign
"when"
You examine sign
"the"
You read the sign
"castle"
You read the sign
"is"
You read the sign
"east?"
You read the sign
"Burma"
You read the sign
"Shave"
You read the sign
The sign is too worn to be read.
Go east
You are walking along the road. It wends its way through low hills, sparse forests, and occasional subsistence farms. To the west, things seem lighter and more pleasant. To the east they seem oppressive and dark. A worn sign sits beside the road here. The deserted village is
to the east.
Your mouth is getting rather dry.
Y.
It must be the warlock Krill. The odd disappearances, the mysterious dissolution of regions sacred to the Circle, the lessening of the Powers -- these could only be his handiwork. The Circle gathers and
its leader, the esteemed Belboz, reveals to them an ancient document which portends evil days much like our own.

"Krill's evil must be unmade," he begins, "but to send a powerful Enchanter is ill-omened. It would be ruinous to reveal oversoon our full powers." A ripple of concern spreads over the face of each Enchanter. Belboz pauses, and collects his resolve. "Have hope! This has been written by a hand far wiser than mine!"

He recites a short spell and you appear. Belboz approaches,
transfixing you with his gaze, and hands you the document. The other Enchanters await his decree. "These words, written ages ago, can have only one meaning. You, a novice Enchanter with but a few simple spells in your Book, must seek out Krill, explore the Castle he has overthrown, and learn his secrets. Only then may his vast evil be lessened or, with good fortune, destroyed."

The Circle rises and intones a richly woven spell, whose many textures imbue the small, darkened chamber with warmth and hope. There is a surge of power; you are Sent.

You stand at a point of decision on a road which makes a wide fork to the northeast and southeast, circling the base of the Lonely Mountain, which looms high overhead to the east. A very long and winding road starts here and stretches out of sight to the west through low, smoky hills.
The sun is rising over the lands to the east.
Go west
You are walking along the road. It wends its way through low hills, sparse forests, and occasional subsistence farms. To the west, things seem lighter and more pleasant. To the east they seem oppressive and dark. A worn sign sits beside the road here. The deserted village is
to the east.
Go east
The sun is rising over the lands to the east.
You look around
You stand at a point of decision on a road which makes a wide fork to the northeast and southeast, circling the base of the Lonely Mountain, which looms high overhead to the east. A very long and winding road starts here and stretches out of sight to the west through low, smoky hills.
The sun is rising over the lands to the east.
You look at your surroundings
You stand at a point of decision on a road which makes a wide fork to the northeast and southeast, circling the base of the Lonely Mountain, which looms high overhead to the east. A very long and winding road starts here and stretches out of sight to the west through low, smoky hills.
Go southeast
The trail here turns dry and dusty. To the northwest is the fork leading to the Long Road, and the trail continues to the southeast.
You hear a rustling in the brambles nearby, and you catch a glimpse of something small and furry as it scurries away.
Go northeast
You are south of an old wooden shack, apparently deserted. The trail extends from northeast to southwest here, circling the Lonely
Mountain, which lies to the southeast.
You go north
The inside of the shack is a shambles. An overturned table and bench, and a few broken windows remain. An oven is the only fixture that's even recognizable. The door is to the south.
The top of a battered lantern is partially visible behind the overturned table.
An empty jug lies in a corner of the room, against the overturned table.
You look at the lantern
The lamp is made of brass and is old and battered. It doesn't seem likely that any use can be made of it.
The sun has now risen above the hills.
You look at the oven
Strangely, the oven is still slightly warm, as if it had been used recently.
You open the oven
Opening the oven reveals a loaf of bread.
You take the bread
Taken.
Inventory
You are carrying:
A loaf of bread
A spell book
You read the spell
Which spell do you mean, the blorb spell, the nitfol spell, the frotz spell, or the gnusto spell?
Frotz lantern
There is an almost blinding flash of light as the battered lantern begins to glow! It slowly fades to a less painful level, but the battered lantern is now quite usable as a light source.
Look around
The inside of the shack is a shambles. An overturned table and bench, and a few broken windows remain. An oven is the only fixture that's even recognizable. The door is to the south.
You go south
You are south of an old wooden shack, apparently deserted. The trail extends from northeast to southwest here, circling the Lonely
Mountain, which lies to the southeast.
You go southwest
You stand at a point of decision on a road which makes a wide fork to the northeast and southeast, circling the base of the Lonely Mountain, which looms high overhead to the east. A very long and winding road starts here and stretches out of sight to the west through low, smoky hills.
Go southeast
The trail here turns dry and dusty. To the northwest is the fork leading to the Long Road, and the trail continues to the southeast.
Enchanter1
SAVEOk.
Go southeast
The trail makes a hairpin turn here, swinging out to the northwest and northeast, where it enters a small village. Low, smoky hills stretch out to the west and south.
Go northeast
This is the castle's village. Formerly, peasants lived here, going to their farm plots each day. Merchants and artisans made it a center of cultural activity. But now it's deserted. Or almost: there is smoke rising from a particularly decrepit hovel to the south. A path travels through the village from southwest to northeast, heading towards the castle, and a less-used trail heads north up the mountain.
Go south
It is dark and smoky in here, but this is a place of great disorder, and its odor is indescribable. A pile of rags sits near a small pot which is bubbling and steaming over a tiny fire. The pile of rags sports a gnarled hand which busies itself with the noisome stew. A closer look reveals a withered crone at the other end of the hand.

The creature looks you over keenly and speaks: "I should have thought they would send someone more ... more ..." She laughs in an unsettling way. "They've all left! A great storm is brewing in the east, my friend, and all have fled before it!" She starts to chuckle. "Take
this and begone!" With a wave of her hand, you find yourself reeling out of the door of the hovel, holding some sort of scroll in your
hand.
You examine the scroll
The scroll reads "rezrov spell: open even locked or enchanted
objects".
Spells
The gnusto spell, the only thing you seem to have learned well after many years at the University, remains yours forever. Other than that, you have the blorb spell once and the frotz spell once committed to memory.
Gnusto rezrov
Your spell book begins to glow softly. Slowly, ornately, the words of the rezrov spell are inscribed, glowing even more brightly than the book itself. The book's brightness fades, but the spell remains! However, the scroll on which it was written vanishes as the last word is copied.
Gnusto rezrov
You already have that spell inscribed in your book!
You go to the north
This spot halfway up the Lonely Mountain is desolate of vegetation. Short, stunted trees with branches empty surround you and the air is heavy and smoke-filled.
Go north
This is the top of the Lonely Mountain. In olden days, mariners had named it Signal Mountain, for its glistening peak reflected the pale moonlight, providing an unmistakable landmark on unclouded nights. The bald mountain face is made of a shining substance whose nature is unknown to you. Looking to the west, low hills stretch to the horizon, and small pieces of the Long Road can be seen winding their way to distant lands. To the east, far away, can be seen a great castle at
the edge of the Sea. Three turrets it has; two, old and still
majestic, lie on either side of a third, cold, black as night and
squat as a toad. An evil smoke seems to emanate from this tower, shrouding the others in a darkening fog. A small mountain trail leaves the peak and descends to the south into a small village far below.
You look at Castle
The castle is far to the east and flanked by dark towers. From this distance, not much detail can be discerned.
You look at the trees
The trees are mostly short and stunted.
You go to the south
This is the castle's village. Formerly, peasants lived here, going to their farm plots each day. Merchants and artisans made it a center of cultural activity. But now it's deserted. Or almost: there is smoke rising from a particularly decrepit hovel to the south. A path travels through the village from southwest to northeast, heading towards the castle, and a less-used trail heads north up the mountain.
Go northeast
You are on a road which enters a small village to the southwest and comes to a fork to the northeast. The Lonely Mountain looms above but there is no path from here which ascends the mountain.
Go northeast
You are at a fork in the road where paths to the northwest and southwest girdle the base of the Lonely Mountain and a smaller path winds its way to the east.
Your mouth is getting rather dry.
You go to the north-west
You are on the northeast side of the Lonely Mountain, walking a narrow path through rolling hills. On one side of the path is a sign and behind that, to the northeast, a winding path through the thick undergrowth. The trail continues to the southeast.
You read the sign
You go northeast
The trail ends here. A ruined stone foundation marks the site of the Old Lingolf House, which presumably was a monument of some sort. The trail head is off to the southwest, and a small brook flows slowly by.
Drink brook
The delicious spring water tasted great.
You look at the jug
The jug is full.
You go southwest
You are on the northeast side of the Lonely Mountain, walking a narrow path through rolling hills. On one side of the path is a sign and behind that, to the northeast, a winding path through the thick undergrowth. The trail continues to the southeast.
Go northwest
The trail turns a corner here, bending out of sight to the southeast and southwest. The ground is higher here than to the south, allowing you to make out the top of the Lonely Mountain, shrouded in clouds. No path from here leads up the mountain, however.
You go to the east
You are on an east-west road, which wends its way through the dark, rolling hills of this land. To the west rises a high mountain, to the east stands a high castle with dark towers.
Go east
You are outside the western entrance to the castle. To the east stands an iron gate which is closed and chained. A winding road starts here and proceeds to the west.
You look at the gate
The iron gate is closed.
You open gate
The gate is secure; it cannot be unlocked.
You learn the rezrov
Using your best study habits, you learn the rezrov spell.
Rezrov gate
The chains of the iron gate fly into the air and vanish. The gate
flies open and a blast of cold air fills your lungs.
You go east
As you pass through the gate, you feel that your mind is being probed. After a moment, it is released or, perhaps, discarded as
uninteresting.

castle. An iron gate, standing wide open, looms to the west. Through it, a narrow road can be seen winding through low, smoky hills. Before you, to the east, is a huge open courtyard. To the north and the south are archways leading to the interior of the castle.
You go to the north
You are on a long pebbled path, stretching out to the north. To the south the path continues through an open arch into an open area.
You go north
This is the base of the northwest tower of the castle. A winding staircase leads up into the tower itself, and passages lead from here to the east and south.
Go upward
This fabulous room commands a magnificent view of the Lonely Mountain which lies to the north and west. The room itself is filled with beautiful chests and cabinets which once contained precious jewels and other objets d'art. These are empty. Winding stone stairs lead down to the base of the tower.
There is an ornamented egg here, both beautiful and complex. It is carefully crafted and bears further examination.
You examine the egg
This ornamented egg is both beautiful and complex. The egg itself is mother-of-pearl, but decorated with delicate gold traceries inlaid
with jewels and other precious metals. On the surface are a lapis handle, an emerald knob, a silver slide, a golden crank, and a diamond-studded button carefully and unobtrusively imbedded in the decorations. These various protuberances are likely to be connected with some machinery inside.
The beautiful, ornamented egg is closed.
You take the egg
Taken.
You learn the rezrov
Using your best study habits, you learn the rezrov spell.
Your stomach is starting to grumble.
Rezrov egg
the correct pattern. The egg opens, revealing a shredded scroll
inside, nestled among a profusion of shredders, knives, and other
sharp instruments, cunningly connected to the knobs, buttons, etc. on the outside.
You eat the bread
Mmm. That tasted great! There's a whole lot of it left, too.
You go to the east
This is the western end of the Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with
tunnels, caves, and peculiar rock formations.
You look at the labyrinth
The scene is an underground world, quite dissimilar from your own.
You examine the mirror
The scene behind the "mirror" is an underground landscape.
You touch yourself
Fiddling with the you doesn't accomplish anything.
From the other side of the "mirror" a bedraggled adventurer comes into view, carrying a brass lantern and an elvish sword, which is glowing dimly. He stops and stares in your direction.
The adventurer, after checking his compass, walks off.
Go east
This is a spot within the long Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with
tunnels, caves, and peculiar rock formations.
You wait
Time passes...
Wait
Time passes...
You are beginning to tire and the spells you've memorized are becoming confused.
Sleep
Ah, sleep! It's been a long day, indeed. The rest will do you good.
You spread your cloak on the floor and drift off, renewing your powers and refreshing your mind ... Time passes as you snore blissfully.

After a while, your sleep is disturbed by a strange dream. You are wandering in a darkened place, for you have no light or other possessions. You feel that you are being watched! You are surrounded
by faces, their eyes following you. They drift in and out, staring at you with proud indifference. One face, brightly lit (unlike the rest), draws you closer and closer. As you touch it, you wake.
You look around
This is a spot within the long Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with
tunnels, caves, and peculiar rock formations.
Bluebottles buzz up to you, and then away.
You check what you're carrying
You are carrying:
A beautiful, ornamented egg
A jug
The jug contains:
A quantity of water
A battered lantern (providing light)
A partially eaten loaf of bread
A spell book
From the other side of the "mirror" a bedraggled adventurer comes into view, carrying a brass lantern and an elvish sword, which is glowing dimly. He stops and stares in your direction.
You examine adventurer
A bedraggled adventurer, carrying a brass lantern and a dimly glowing elvish sword, can be seen through the "mirror". He is combing his
hair.
You go to the east
This is a spot within the long Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with
tunnels, caves, and peculiar rock formations.
A bedraggled adventurer, carrying a brass lantern and a dimly glowing elvish sword, can be seen through the "mirror". He stares in your direction but seems not to see you.
You go east
This is the eastern end of the Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with
tunnels, caves, and peculiar rock formations.
You go east
This small open area stands at the old north gate of the castle, now badly rusted. Through the gate, a forest can be seen. To the west, a hall glows with light, and to the south, the dark castle can be reentered. A narrow passage to the east leads to the base of the northeast tower.
Go west
This is the eastern end of the Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with
tunnels, caves, and peculiar rock formations.
From the other side of the "mirror" a bedraggled adventurer comes into view, carrying a brass lantern and an elvish sword, which is glowing dimly. He stops and stares in your direction.
Go west
This is a spot within the long Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with
tunnels, caves, and peculiar rock formations.
A bedraggled adventurer, carrying a brass lantern and a dimly glowing elvish sword, can be seen through the "mirror". He is deep in thought.
You look at your surroundings
This is a spot within the long Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with
tunnels, caves, and peculiar rock formations.
From the other side of the "mirror" a bedraggled adventurer comes into view, carrying a brass lantern and an elvish sword, which is glowing dimly. He stops and stares in your direction.
Spells
The gnusto spell, the only thing you seem to have learned well after many years at the University, remains yours forever. Other than that, you have no spells memorized.
The adventurer, after checking his compass, walks off.
You read the book
The rezrov spell (open even locked or enchanted objects).
The blorb spell (safely protect a small object as though in a strong box).
The nitfol spell (converse with the beasts in their own tongue).
The frotz spell (cause something to give off light).
The gnusto spell (write a magic spell into a spell book).
You go to the east
This is the eastern end of the Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with
tunnels, caves, and peculiar rock formations.
A gaunt, feral-looking dog carrying a well-chewed bone approaches, is surprised by your presence, growls and then turns tail.
You look at your surroundings
This is the eastern end of the Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with
tunnels, caves, and peculiar rock formations.
You look at the mirror
The scene behind the "mirror" is an underground landscape.
You enter the mirror
You hit your head against the mirror as you attempt this feat.
From the other side of the "mirror" a bedraggled adventurer comes into view, carrying a brass lantern and an elvish sword, which is glowing dimly. He stops and stares in your direction.
The adventurer, after checking his compass, walks off.
You go east
This small open area stands at the old north gate of the castle, now badly rusted. Through the gate, a forest can be seen. To the west, a hall glows with light, and to the south, the dark castle can be reentered. A narrow passage to the east leads to the base of the northeast tower.
You examine the north gate
The gate is closed.
You open gate
The gate is rusted shut.
Your stomach is starting to grumble.
You go north
You are in a dark forest, just north of a rusted gate. Except to the east and south, the forest is thick all around you.
Discarded beneath a nearby tree is a slightly crumpled scroll.
You read the scroll
The scroll reads "krebf spell: repair willful damage".
Gnusto krebf
Your spell book begins to glow softly. Slowly, ornately, the words of the krebf spell are inscribed, glowing even more brightly than the
book itself. The book's brightness fades, but the spell remains! However, the scroll on which it was written vanishes as the last word is copied.
You learn the krebf
Using your best study habits, you learn the krebf spell.
Krebf egg
Nothing happens.
Gnusto rezrov
You already have that spell inscribed in your book!
You learn the rezrov
Using your best study habits, you learn the rezrov spell.
You are becoming quite hungry.
Rezrov egg
the correct pattern. The egg opens, revealing a shredded scroll
inside, nestled among a profusion of shredders, knives, and other
sharp instruments, cunningly connected to the knobs, buttons, etc. on the outside.
Krebf shredded scroll
The scroll reforms, its slices and cuts rejoining, until there is a whole scroll, somewhat faded, in its place!
You read the scroll
The scroll reads "zifmia spell: magically summon a being".
Gnusto zifmia
Your spell book begins to glow softly. Slowly, ornately, the words of the zifmia spell are inscribed, glowing even more brightly than the book itself. The book's brightness fades, but the spell remains! However, the scroll on which it was written vanishes as the last word is copied.
Your mouth is getting rather dry.
You eat the bread
Mmm. That tasted great! There's a lot of bread left, too.
Go east
You are in a thick forest shading into a deep and miasmic swamp. The ground is very wet and boggy here, and footing is treacherous. Lily pads cover the surface of the water, and frogs abound. Things look drier to the west.
The sounds of frogs and other swamp dwellers fill the air.
You learn the nitfol
Using your best study habits, you learn the nitfol spell.
The sounds of frogs and other swamp dwellers fill the air.
Nitfol frog
One of the frogs looks at you for a moment, and you look at it. "Hello," it says.
The sounds of frogs and other swamp dwellers fill the air. The frogs say "Look under the lily pad. Breep!"
You look under the lily pad
There is a damp scroll there, which you take into your hand.
The sounds of frogs and other swamp dwellers fill the air. The frogs are discussing the Interlogic series of prose adventures.
You take the damp scroll
You already have it.
The sounds of frogs and other swamp dwellers fill the air. The frogs are discussing what they will do if they ever become princes again.
You read the damp scroll
The scroll reads "cleesh spell: change a creature into a small amphibian".
The sounds of frogs and other swamp dwellers fill the air. The frogs are discussing the finer points of insect flavoring.
Gnusto cleesh
Your spell book begins to glow softly. Slowly, ornately, the words of the cleesh spell are inscribed, glowing even more brightly than the book itself. The book's brightness fades, but the spell remains! However, the scroll on which it was written vanishes as the last word is copied.
The sounds of frogs and other swamp dwellers fill the air. The frogs are discussing the recent disturbing rise in the number of predators
in the swamp.
Kiss frog
I'd sooner kiss a pig.
The sounds of frogs and other swamp dwellers fill the air. The frogs are discussing the politics of lily pad assignment.
You are becoming quite thirsty.
Drink water
The delicious spring water tasted great, and there's lots more where that came from.
The sounds of frogs and other swamp dwellers fill the air. The frogs are discussing what they will do if they ever become princes again.
You listen
What do you want to listen to?
Frogs
"Breep! Hiya! Seen any juicy flies? Breep!"
The sounds of frogs and other swamp dwellers fill the air. The frogs are discussing the recent disturbing rise in the number of predators
in the swamp.
You go to the west
You are in a dark forest, just north of a rusted gate. Except to the east and south, the forest is thick all around you.
Go east
A more incongruous place than this would be difficult to believe. The room itself is nothing more than a small room at the base of the northeast tower with a narrow passageway entering from the west. Standing in front of you to the north, however, is a door surpassing anything you could have imagined. For starters, its massive lock is wrapped in a dozen six-inch thick iron chains. In addition, a certain five-headed monster sporting razor-sharp spears for tongues seems to
be imbedded within its heavy oak frame. One is almost embarrassed to mention the gargoyles spewing flame and sulphurous ash which ornament either side of the door, or the ninety-seven slimy groping tentacles which taunt you ever closer to certain death. A sign, floating
serenely above the door and glowing hideously in purple letters,
offers the following rude understatement: "Don't Bother".
Spells
The gnusto spell, the only thing you seem to have learned well after many years at the University, remains yours forever. Other than that, you have no spells memorized.
You read the book
The cleesh spell (change a creature into a small amphibian).
The zifmia spell (magically summon a being).
The krebf spell (repair willful damage).
The rezrov spell (open even locked or enchanted objects).
The blorb spell (safely protect a small object as though in a strong box).
The nitfol spell (converse with the beasts in their own tongue).
The frotz spell (cause something to give off light).
The gnusto spell (write a magic spell into a spell book).
You learn the cleesh
Using your best study habits, you learn the cleesh spell.
Cleesh monster
Turning the monster into a newt is a remarkable idea.
You learn the nitfol
Using your best study habits, you learn the nitfol spell.
You learn the rezrov
Using your best study habits, you learn the rezrov spell.
Rezrov door
As you cast the rezrov spell, the door shudders briefly, and a few tentacles pause in their unending motion. The two gargoyles look at each other, perplexed. After a tense moment, the sign above the door flashes briefly: "Fat Chance".
You learn the zifmia
Using your best study habits, you learn the zifmia spell.
Zifmia
What do you want to zifmia?
Zifmia adventurer
If you will remember from Thaumaturgy 201, summoning of beings works only if the being can be seen, unless the being possesses great magic of his own.
Zifmia adventurer
All at once, the bedraggled adventurer appears before you, brightly glowing sword in hand. His jaw has dropped and his eyes are bulging. His eyes dart this way and that, as if looking for a way to escape.
Hello
The adventurer steps warily away.
You give the bread to the adventurer
The adventurer eyes you suspiciously. Why, he thinks, is this sorcerer handing me something?
The adventurer leaves the room, heading to the west.
You follow the adventurer
This is a spot within the long Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with
tunnels, caves, and peculiar rock formations.
There is a bedraggled and weary adventurer standing here. He is carrying a sword, and a brass lantern.
The adventurer leaves the room, heading to the west.
You follow the adventurer
This is the western end of the Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with
tunnels, caves, and peculiar rock formations.
There is a bedraggled and weary adventurer standing here. He is carrying a sword, and a brass lantern.
The adventurer leaves the room, heading to the west.
You follow the adventurer
This is the base of the northwest tower of the castle. A winding staircase leads up into the tower itself, and passages lead from here to the east and south.
There is a bedraggled and weary adventurer standing here. He is carrying a sword, and a brass lantern.
The adventurer leaves the room, heading to the south.
You follow the adventurer
You are on a long pebbled path, stretching out to the north. To the south the path continues through an open arch into an open area.
The darkening sky is lit by a waning moon.
There is a bedraggled and weary adventurer standing here. He is carrying a sword, and a brass lantern.
The adventurer leaves the room, heading to the south.
You follow the adventurer
castle. An iron gate, standing wide open, looms to the west. Through it, a narrow road can be seen winding through low, smoky hills. Before you, to the east, is a huge open courtyard. To the north and the south are archways leading to the interior of the castle.
There is a bedraggled and weary adventurer standing here. He is carrying a sword, and a brass lantern.
The adventurer leaves the room, heading to the east.
You follow the adventurer
This is the westernmost point in a large open courtyard. The huge entrance gate to the castle looms ominously to the west. The courtyard widens as it proceeds to the east, where a large, ivy-covered temple stands. On either side of the temple are small towers. Far beyond the temple, high above, are two large towers marking the corners of the castle. A squat dark turret hunches between them, blackening the sky around it. A small path leads into the castle to the south.
The darkening sky is lit by a waning moon.
There is a bedraggled and weary adventurer standing here. He is carrying a sword, and a brass lantern.
The adventurer leaves the room, heading to the northeast.
You follow the adventurer
The northern part of the interior courtyard is grey and lifeless. The vast lawns are withered and covered in black ash stretching from south to west. The temple stands to the southeast, and the courtyard continues east.
The darkening sky is lit by a waning moon.
There is a bedraggled and weary adventurer standing here. He is carrying a sword, and a brass lantern.
The adventurer leaves the room, heading to the east.
You are beginning to tire.
You follow the adventurer
Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor.
You are north of a small tower which connects with the temple to the south. A large courtyard can be seen to the west and a smaller one to the southeast.
The darkening sky is lit by a waning moon.
There is a bedraggled and weary adventurer standing here. He is carrying a sword, and a brass lantern.
The adventurer leaves the room, heading to the southeast.
You follow the adventurer
to the west. The temple is flanked, north and south, by twin towers. Paths cross the scarred lawn to the northwest and southwest. Nothing now grows here, however, and a foul stench fills the air.
The darkening sky is lit by a waning moon.
There is a bedraggled and weary adventurer standing here. He is carrying a sword, and a brass lantern.
The adventurer leaves the room, heading to the east.
You follow the adventurer
The corridor widens here to form a large hall. To the north and south are small passages, and to the east is what appears to be an enormous spiral staircase. A passage to the west leads into a courtyard. The walls here are scarred and black, and a strange heaviness hangs in the air.
There is a bedraggled and weary adventurer standing here. He is carrying a sword, and a brass lantern.
The adventurer fends you off with his sword.
You learn the cleesh
do anything and, seeing you, take you in their arms and escort you to the west into a huge temple.

Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor.
This is the interior of a huge temple of primitive construction. A few flickering torches cast a sallow illumination over the altar, which, atop a row of stairs, is still drenched with the blood of human sacrifice. Behind the altar is an enormous statue of a demon which seems to reach towards you with dripping fangs and razor-sharp talons. Two open doorways lead out of the temple to the east and west, while two wooden doors stand at the north and south. A mass of hunched figures in the temple are chanting a haunting tune. They don't seem interested in your presence.

A low noise begins behind you, and you turn to see hundreds of hunched and hairy shapes. A guttural chant issues from their throats. Near you stands a figure draped in a robe of deepest black, brandishing a vicious dagger. The chant grows louder as the robed figure approaches the altar. As the shapes grab you, the figure in black speaks: "Take the victim to the tower. I shall prepare for the sacrifice!" The figures, whose form you can barely guess, take you from here through the northern door and into a prison cell. They take your possessions from you and close the door with a crash!

Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor.
This is a small prison cell in the north tower of the temple. Hideous shapes can be seen through the iron-barred window in the prison door. From the temple, a bloodcurdling chant can be heard.
You learn the rezrov
You don't have your spell book. How do you expect to memorize a spell without a spell book?
You cleesh yourself
You don't have the cleesh spell committed to memory!
Your stomach is starting to grumble.
%
It must be the warlock Krill. The odd disappearances, the mysterious dissolution of regions sacred to the Circle, the lessening of the Powers -- these could only be his handiwork. The Circle gathers and
its leader, the esteemed Belboz, reveals to them an ancient document which portends evil days much like our own.

"Krill's evil must be unmade," he begins, "but to send a powerful Enchanter is ill-omened. It would be ruinous to reveal oversoon our full powers." A ripple of concern spreads over the face of each Enchanter. Belboz pauses, and collects his resolve. "Have hope! This has been written by a hand far wiser than mine!"

He recites a short spell and you appear. Belboz approaches,
transfixing you with his gaze, and hands you the document. The other Enchanters await his decree. "These words, written ages ago, can have only one meaning. You, a novice Enchanter with but a few simple spells in your Book, must seek out Krill, explore the Castle he has overthrown, and learn his secrets. Only then may his vast evil be lessened or, with good fortune, destroyed."

The Circle rises and intones a richly woven spell, whose many textures imbue the small, darkened chamber with warmth and hope. There is a surge of power; you are Sent.

You stand at a point of decision on a road which makes a wide fork to the northeast and southeast, circling the base of the Lonely Mountain, which looms high overhead to the east. A very long and winding road starts here and stretches out of sight to the west through low, smoky hills.
The sun is rising over the lands to the east.
You go south
This is a library, or rather it was until it was ransacked and despoiled. Most of the contents of the room have been burned in a huge bonfire in the center of the room. Hundreds of charred and empty tubes are scattered about, as if by someone searching, so ashes are strewn about. There are rat tracks in the ashes.
To the south you can hear the sound of a group of low, guttural
voices.
Amid the tubes is an old and dusty book.
You look at the tracks
There are plenty of rat tracks here, going in various directions. One prominent rodentine thoroughfare stands out though, going as it does into a small hole in the wall.
You check your inventory
You are carrying:
A beautiful, ornamented egg
A jug
The jug contains:
A quantity of water
A battered lantern (providing light)
A partially eaten loaf of bread
A spell book
You drop the bread
Dropped.
You look at the book
Which book do you mean, the dusty book or the spell book?
You look at the the dusty book
The first page of the book was the table of contents. Only two chapter names can be read: The Legend of the Unseen Terror and The Legend of the Great Implementers.
You read unseen Terror
This legend, written in an ancient tongue, goes something like this:
At one time a shapeless and formless manifestation of evil was disturbed from millenia of sleep. It was so powerful that it required the combined wisdom of the leading enchanters of that age to conquer it. The legend tells how the enchanters lured the Terror "to a recess deep within the earth" by placing there a powerful spell scroll. When it had reached the scroll, the enchanters trapped it there with a
spell that encased it in the living rock. The Terror was so horrible that none would dare speak of it. A comment at the end of the
narration indicates that the story is considered to be quite fanciful; no other chronicles of the age mention the Terror in any form.
You read the great implementors
This legend, written in an ancient tongue, speaks of the creation of the world. A more absurd account can hardly be imagined. The universe, it seems, was created by "Implementers" who directed the running of great engines. These engines produced this world and others, strange and wondrous, as a test or puzzle for others of their kind. It goes on to state that these beings stand ready to aid those entrapped within their creation. The great magician-philosopher Helfax notes that a creation of this kind is morally and logically indefensible and discards the theory as "colossal claptrap and kludgery."
The low, guttural voices seem to be coming in your direction.
You go west
A rat skitters across the floor, sees you, is startled, and rushes
back the way it came.
You go south
This narrow promenade stretches into darkness to the south and,
through an archway, toward an open area to the north.
You go south
This dark and damp spot is at the base of the southwest tower of the castle. Two corridors lead off to the north and east. A winding staircase ascends into the tower.
Go up
The eyrie is a round bedroom high in the tower. Narrow windows
overlook the outside. A stone stairway leads down.
There is a fourposter feather bed here.
You look at the the bed
The feather bed looks as though it would be quite comfy to sleep on.
You get in the bed
Lying on this soft bed puts you to sleep.
You fall asleep quickly, the bed being so comfortable. You dream as well, of this very room. A beautiful damsel, obviously noble, is standing by the bed holding a scroll in one hand and resting the other on the bedpost. Turning to block your view, she does something you can't see. Then she gets in bed and turns out the light, but before
she does you can see she is no longer carrying the scroll... You wake.
You get up
Ah, that was a comfortable bed! But you're now on your own feet again.
You look at the bedpost
A careful examination reveals the outline of a small compartment, and near it an ornate carving which looks like a button. You could never have found it on your own.
You look at the scroll
The scroll reads "vaxum spell: make a hostile creature your friend".
Gnusto vaxum
Your spell book begins to glow softly. Slowly, ornately, the words of the vaxum spell are inscribed, glowing even more brightly than the
book itself. The book's brightness fades, but the spell remains! However, the scroll on which it was written vanishes as the last word is copied.
Go down
This dark and damp spot is at the base of the southwest tower of the castle. Two corridors lead off to the north and east. A winding staircase ascends into the tower.
You go to the east
The damp corridor continues east and west from here. A dark and forbidding stairway leads down to the south. In addition, a narrow passage leads to the north.
Go down
A dank and forgotten pit contains the dungeons. There is a cell to the north, and a partly blocked passage leads even deeper into the earth. It looks as if there was once a mortared stone wall blocking this passage, but it has crumbled and collapsed, reopening the tunnel.
You go north
The cell door is closed.
You open door
The door is very rusty and reluctantly opens.
Go north
This is a damp and unhealthy dungeon cell with writing on the walls. The rusty door of the cell is open.
You read the writing
The wall is covered with graffiti and scratchings marking time's passage.
You notice that the mortar holding a square block has been chipped away, and the block is loose.
You take the block
You pull the block out of the crumbling wall, revealing a dark passage leading east.
Your stomach is starting to grumble.
You go east
This is a crudely carved secret passage. It appears to have been hollowed out by (perhaps) generations of prisoners. A passage leads west. A short, crudely hewn passage leads up.
Lying near the door is a silver spoon, discarded by the prisoners as too soft to dig with. It is only slightly worn.
Lying on the ground, and slightly damaged, is a stained scroll.
You take all
worn silver spoon: Taken.
stained scroll: Taken.
You read the scroll
The scroll reads "exex spell: make things move with greater speed".
Gnusto exex
Your spell book begins to glow softly. Slowly, ornately, the words of the exex spell are inscribed, glowing even more brightly than the book itself. The book's brightness fades, but the spell remains! However, the scroll on which it was written vanishes as the last word is
copied.
You go west
This is a damp and unhealthy dungeon cell with writing on the walls. The rusty door of the cell is open. A square block sits beside a passage in the eastern wall.
You go to the south
A dank and forgotten pit contains the dungeons. There is a cell to the north, and a partly blocked passage leads even deeper into the earth. It looks as if there was once a mortared stone wall blocking this passage, but it has crumbled and collapsed, reopening the tunnel.
Your mouth is getting rather dry.
You go downwards
This is a peculiar room, whose cream-colored walls are thin and translucent.
An exit is to the south and it is very strange indeed, perfectly round and black as pitch.
Go south
This is a peculiar room, whose cream-colored walls are thin and translucent.
Passages go to the southeast, east, and north and they are very
strange indeed, perfectly round and black as pitch.
You go to the south-east
This is a peculiar room, whose cream-colored walls are thin and translucent.
Passages go to the northwest and northeast and they are very strange indeed, perfectly round and black as pitch.
You are becoming quite hungry.
You eat bread
Mmm. That tasted great! There's still about half of it left, too.
You go to the north-east
This is a peculiar room, whose cream-colored walls are thin and translucent.
Passages go to the west, southwest, and northeast and they are very strange indeed, perfectly round and black as pitch.
You look at the passage
The passages are perfectly round and black; the walls seem to be made of carbon.
You read the spell book
The exex spell (make things move with greater speed).
The vaxum spell (make a hostile creature your friend).
The cleesh spell (change a creature into a small amphibian).
The zifmia spell (magically summon a being).
The krebf spell (repair willful damage).
The rezrov spell (open even locked or enchanted objects).
The blorb spell (safely protect a small object as though in a strong box).
The nitfol spell (converse with the beasts in their own tongue).
The frotz spell (cause something to give off light).
The gnusto spell (write a magic spell into a spell book).
You are becoming quite thirsty.
Drink water
The delicious spring water tasted great, and there's plenty more.
Go northeast
This is a peculiar room, whose cream-colored walls are thin and translucent.
Passages go to the northwest, southwest, and southeast and they are very strange indeed, perfectly round and black as pitch.
Go northwest
This is a peculiar room, whose cream-colored walls are thin and translucent.
Passages go to the southwest and southeast and they are very strange indeed, perfectly round and black as pitch.
You go southwest
This is a peculiar room, whose cream-colored walls are thin and translucent.
An exit is to the northeast and it is very strange indeed, perfectly round and black as pitch.
You go to the south-east
This is a peculiar room, whose cream-colored walls are thin and translucent.
An exit is to the northwest and it is very strange indeed, perfectly round and black as pitch.
Inventory
You are carrying:
A worn silver spoon
A beautiful, ornamented egg
A jug
The jug contains:
A small quantity of water
A battered lantern (providing light)
A partially eaten loaf of bread
A spell book
Dig
What do you want to dig in?
Wall
The ground is unsuitable for digging here.
Go northwest
It is pitch black and there is evil in the darkness.
Go southeast
This is a peculiar room, whose cream-colored walls are thin and translucent.
An exit is to the northwest and it is very strange indeed, perfectly round and black as pitch.
There is a battered lantern here (providing light).
You go east
The east-west corridor opens into a gallery. The walls are lined with portraits, some of apparently great value. All of the eyes seem to follow you as you pass, and the entire room is subtly disturbing.
You look at paintings
The portraits represent a wide cross-section of races. Elves, gnomes, dwarves, wizards, warlocks, and just plain folk are all here. Some of them are known to you, such as Lord Dimwit Flathead of the Great Underground Empire, depicted here in excessive detail, and the Wizard of Frobozz, shown in a typical pose of anguished bewilderment.
You look at Flathead
This rather dull man stumbled into royalty in the Great Underground Empire, and much to everyone's chagrin. Named by his people Lord
Dimwit Flathead the Excessive, he was best known for his
outrageousness in style, policy, and engineering. His portrait
captures him in the classic pose of imbecility, astride his gaudy throne.
You take the painting
The portraits are large and extremely heavy; they can be neither taken nor moved.
Go east
This interior courtyard stands at the southern entrance to the castle, where a small rusty gate is standing open and slowly swaying in a gentle sea breeze. Beyond the gate can be seen a small meadow and, beyond that, a white beach on a misty sea. Passages enter the castle proper to the north, east, and west.
Go south
This is a meadow near the sea. There is a smell of salt in the air. Only heather and thistles grow here. To the north is a gate leading into the castle. A narrow path to the southeast leads to the shore of the Sea.
Go southeast
This is a rocky beach along a grey and lifeless sea. There is dead seaweed covering many rocks, and listless waves barely stir the
flotsam and jetsam here. There are many shells, but all are broken. A narrow path to the northwest leads into a meadow.
Crawling slowly along the beach is an enormous turtle, his enamelled shell shining with all the colors of the rainbow.
You hear a rustling in the brambles nearby, and you catch a glimpse of something small and furry as it scurries away.
You learn the nitfol
Using your best study habits, you learn the nitfol spell.
Nitfol turtle
The rainbow turtle looks at you for a moment, and you look at it. "Hello," it says.
Hello
"How do you like my shell? A wizard did that to me about 75 years
ago."
The sun starts to set behind the Lonely Mountain in the west.
The day is coming to an end earlier than you would have expected.
You talk to the turtle
The rainbow turtle looks at you expectantly, as though he thought you were about to talk.
You learn exex
Using your best study habits, you learn the exex spell.
Hello
"It's nice to find a human who talks turtle. Not many do, you know. Most people think turtles are boring, just because we talk slowly."
Hello
"Are you a magician? Are you going to do something about that annoying Warlock, then?"
Hello
"How do you like my shell? A wizard did that to me about 75 years
ago."
You take the turtle
The turtle is much too large to take.
Look around
This is a rocky beach along a grey and lifeless sea. There is dead seaweed covering many rocks, and listless waves barely stir the
flotsam and jetsam here. There are many shells, but all are broken. A narrow path to the northwest leads into a meadow.
The darkening sky is lit by a waning moon.
An enormous turtle is here, its enamelled shell shining with all the colors of the rainbow.
You take the seaweed
Why bother?
Your mouth is getting rather dry.
Swim
You'd probably drown.
Your stomach is starting to grumble.
Go northwest
This is a meadow near the sea. There is a smell of salt in the air. Only heather and thistles grow here. To the north is a gate leading into the castle. A narrow path to the southeast leads to the shore of the Sea.
The darkening sky is lit by a waning moon.
The darkened sky is now full of bright stars. It is night.
Today seemed shorter than yesterday, somehow.
Go east
This is the base of the southeast tower of the castle. From atop a winding staircase comes a loud crashing and screeching noise. To the west is a corridor and the southern gate of the castle.
You are beginning to tire.
Sleep
Ah, sleep! It's been a long day, indeed. The rest will do you good.
You spread your cloak on the floor and drift off, renewing your powers and refreshing your mind ... Time passes as you snore blissfully.

You dream of a nondescript room in which a cartoonish figure casually opens a simple wooden door and ascends the flight of stairs which lies behind. The scene fades to black, but you awaken in a cold sweat.
Drink
What do you want to drink?
Water
The delicious spring water tasted great, and there's still some left.
You eat the bread
Mmm. That tasted great! There's nearly half of it left, too.
You go east
This is the base of the southeast tower of the castle. From atop a winding staircase comes a loud crashing and screeching noise. To the west is a corridor and the southern gate of the castle.
You hear noises in the darkness nearby.
You go upward
The room is filled with noise: crashing and smashing, gurgling of water, grinding of gears, and horrible screeching of metal. Huge devices of obscure purpose provide these effects. The most notable is
a huge hammer that smashes continually against the stone floor: it makes any crossing of the room a dangerous enterprise. The whole construction brings to mind the words "Infernal Machine." Far off to the southeast is another room. You can barely make out something on
the floor of that room. It might be a scroll, but from here you can't tell for sure.
You learn the vaxum
Using your best study habits, you learn the vaxum spell.
"Crash!" A huge hammer smashes against the stone floor.
You learn exex
Using your best study habits, you learn the exex spell.
You exex yourself
You feel energetic and zippy.
Go southeast
You zip across the room easily, but you must have touched something dangerous along the way, because the machinery speeds up, going faster and faster.
Control Room
Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor.
This is the control room for all the machinery nearby. The controls
are all magical, of course. The walls are covered by blinking lights and shifting displays, interspersed with arcane dials and glowing buttons. It's all very mysterious looking. The exit, to the northwest, leads into a room with machinery which would surely crush you if you were to attempt to enter it.
A scroll of old, brittle parchment is here.
"Crash!" A huge hammer smashes against the stone floor outside.
You read the brittle parchment
The scroll reads "kulcad spell: dispel a magic spell". The spell seems very long and extremely complicated.
Gnusto kulcad
You must have a legible spell scroll in your hands before the gnusto spell will work on it.
"Crash!" A huge hammer smashes against the stone floor outside.
Gnusto kulcad
Your spell book begins to glow softly. In a spectacular effort of magic, the powers of the gnusto spell attempt to copy the kulcad spell into your book, but the spell is too long, too complicated, and too powerful. The glow fades, but fortunately the brittle scroll remains intact.

A dull aching fills your head, and your mind is again probed, more deeply than when you entered the castle.
"Crash!" A huge hammer smashes against the stone floor outside.
The sun has now risen above the hills.
You look at the displays
The lights and displays hold no meaning for you. A random number generator may be controlling the whole thing, for all you know.
You look at the lights
The lights and displays hold no meaning for you. A random number generator may be controlling the whole thing, for all you know. "Crash!" A huge hammer smashes against the stone floor outside.
You look at buttons
Which buttons do you mean, the glowing button or the diamond-studded button?
You learn the kulcad
You haven't written that spell into your book yet. Until you do, you can't memorize the spell.
"Crash!" A huge hammer smashes against the stone floor outside.
You learn exex
Using your best study habits, you learn the exex spell.
You exex yourself
Nothing seems to happen. Perhaps the spell needs time before it can be cast again.
"Crash!" A huge hammer smashes against the stone floor outside.
Go northwest
You rush across the engine room, your speed enabling you to avoid the gigantic hammers and gears; at this speed they appear to move with great deliberation. Unfortunately, you set off a trap, and many sharp spears fly at you from all directions! They seem to move pretty fast. Too fast, in fact. You can't dodge them, and you are severely
skewered.

****  You have died  ****

You awaken among the members of the Circle. Belboz the Necromancer looks tired, and scattered about are the remains of the components of
a spell of great healing power. The other members of the Circle are pleased to see you revived, but worried by the setback. "I think Krill is too powerful," says one. "This inexperienced wizard will never defeat one so puissant as he." Quiet discussion ensues, with well-concealed acrimony beneath the surface.
Debate ensues, with Belboz returning frequently to the contents of the ancient manuscript. His wishes prevail, and it is agreed to send you back....

You are at a fork in the road where paths to the northwest and southwest girdle the base of the Lonely Mountain and a smaller path winds its way to the east.
There is a loaf of bread here.
There is a jug here.
The jug contains:
A very small quantity of water
You check what you're carrying
You are carrying:
A spell book
A battered lantern (providing light)
A worn silver spoon
A beautiful, ornamented egg
Go southeast
You make it across the room, but just barely; just as you duck through the door, a huge hammer crashes down behind, missing by an inch. Something you stepped on along the way clicked as well, and with a horrible screeching noise, the machinery speeds up, crashing faster
and faster until it's twice as fast as before.

Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor.
This is the control room for all the machinery nearby. The controls
are all magical, of course. The walls are covered by blinking lights and shifting displays, interspersed with arcane dials and glowing buttons. It's all very mysterious looking. The exit, to the northwest, leads into a room with machinery which would surely crush you if you were to attempt to enter it.
A scroll of old, brittle parchment is here.
You take all
glowing button: You can't be serious.
blinking display: You must have had a silliness spell cast upon you. brittle scroll: Taken.
"Crash!" A huge hammer smashes against the stone floor outside.
You go northwest
You run across the room, trying to dodge the crashing machinery, and you are succeeding for a while until you set off a trap. A volley of sharp spears, powered by cunning machinery, comes at you from all directions. You are skewered! The huge hammer crashes down for the
coup de grace.

****  You have died  ****

You awaken among the members of the Circle. Belboz the Necromancer looks tired, and scattered about are the remains of the components of
a spell of great healing power. The other members of the Circle are pleased to see you revived, but worried by the setback. "I think Krill is too powerful," says one. "This inexperienced wizard will never defeat one so puissant as he." Quiet discussion ensues, with well-concealed acrimony beneath the surface.
Debate ensues, with Belboz returning frequently to the contents of the ancient manuscript. His wishes prevail, and it is agreed to send you back....

You are at a fork in the road where paths to the northwest and southwest girdle the base of the Lonely Mountain and a smaller path winds its way to the east.
There is a loaf of bread here.
There is a jug here.
The jug contains:
A very small quantity of water
Go downward
This is the base of the southeast tower of the castle. From atop a winding staircase comes a loud crashing and screeching noise. To the west is a corridor and the southern gate of the castle.
Go north
Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor.
This short piece of corridor continues to the north and south.
You go north
This desolate hall is nearly empty, save for a few long benches which are scattered throughout the room. The walls seem to be scorched, and everywhere are signs of decay. A sickening odor pervades the room, and wisps of acrid black smoke can be seen to the north. A wide passage leads south, and a small one opens to the east.
To the north you can hear the sound of a group of low, guttural
voices.
The low, guttural voices seem to be coming in your direction.
Go east
The kitchen has been freshly used. The oven, though empty, is still warm. Bones litter the floor, and the carving knives are bloody. The bones give all too clear an indication of the nature of the viands prepared here.
You take all
heap of garbage: That would be rather undignified.
oven: It would take more magic than you've got!
various and sundry items: You have no use for those things.
You learn the vaxum
Using your best study habits, you learn the vaxum spell.
Go west
This desolate hall is nearly empty, save for a few long benches which are scattered throughout the room. The walls seem to be scorched, and everywhere are signs of decay. A sickening odor pervades the room, and wisps of acrid black smoke can be seen to the north. A wide passage leads south, and a small one opens to the east.
To the north you can hear the sound of a group of low, guttural
voices.
You go north
The corridor widens here to form a large hall. To the north and south are small passages, and to the east is what appears to be an enormous spiral staircase. A passage to the west leads into a courtyard. The walls here are scarred and black, and a strange heaviness hangs in the air.
You open the door
The door is locked from the outside. even if you could open it, the guards would undoubtedly return you with little difficulty.

A host of hunched and hairy shapes appear through the window. The cell door opens and you are marched solemnly to the temple and, from there, up the steps to the altar. The large, black figure approaches menacingly. He reaches into his cloak and pulls out a great, glowing dagger. He pulls you onto the altar, and with a murmur of approval
from the throng, he plunges the blade into your heart!

****  You have died  ****

You awaken among the members of the Circle. Belboz the Necromancer looks tired, and scattered about are the remains of the components of
a spell of great healing power. The other members of the Circle are pleased to see you revived, but worried by the setback. "I think Krill is too powerful," says one. "This inexperienced wizard will never defeat one so puissant as he." Quiet discussion ensues, with well-concealed acrimony beneath the surface.
Debate ensues, with Belboz returning frequently to the contents of the ancient manuscript. His wishes prevail, and it is agreed to send you back....

You are at a fork in the road where paths to the northwest and southwest girdle the base of the Lonely Mountain and a smaller path winds its way to the east.
There is a loaf of bread here.
There is a jug here.
The jug contains:
A very small quantity of water
You go north
This small room must have been a closet of some sort. To the north is
a passage leading out into a courtyard. Another exit is to the south. In the exact center of the room is a large, jewelled box. It is
wrapped in tight coils of thin rope. You try to follow the strands
with your eye, but become hopelessly lost in the jumble of thousands
of loops and knots.
You learn the rezrov
Using your best study habits, you learn the rezrov spell.
Rezrov box
from working.
You go north
Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor.
This is the westernmost point in a large open courtyard. The huge entrance gate to the castle looms ominously to the west. The courtyard widens as it proceeds to the east, where a large, ivy-covered temple stands. On either side of the temple are small towers. Far beyond the temple, high above, are two large towers marking the corners of the castle. A squat dark turret hunches between them, blackening the sky around it. A small path leads into the castle to the south.
You go to the northeast
The northern part of the interior courtyard is grey and lifeless. The vast lawns are withered and covered in black ash stretching from south to west. The temple stands to the southeast, and the courtyard continues east.
Go south
You are in the center of a large courtyard, which surrounds you. Everything around you is ashen and grey, and the air seems miasmic and oppressive. The dead grass seems to grab at your feet as you stand gazing around. To the east is a temple flanked by two smaller towers. Behind it can be seen the two eastern towers of the castle, shrouded
in blood-red fog. Between them is a dark turret, black and ominous as night. It sends dark streams of smoke curling around everything near it. From the temple can be heard a mournful chant.
You go south
This is the southern part of the courtyard, spreading north and west. The ground is ashen and grey, and the air heavy with death. The dead grass seems to grab at your feet. A narrow stretch of scorched earth continues to the east. To the northeast stands the temple, flanked by two small towers.
Go east
Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor.
You are south of a small tower which connects with the temple to the north. A large courtyard can be seen to the west and a smaller one to the northeast.
The sun starts to set behind the Lonely Mountain in the west.
The day is coming to an end earlier than you would have expected.
Go northeast
to the west. The temple is flanked, north and south, by twin towers. Paths cross the scarred lawn to the northwest and southwest. Nothing now grows here, however, and a foul stench fills the air.
Go east
The corridor widens here to form a large hall. To the north and south are small passages, and to the east is what appears to be an enormous spiral staircase. A passage to the west leads into a courtyard. The walls here are scarred and black, and a strange heaviness hangs in the air.
You go east
do anything and, seeing you, take you in their arms and escort you to the west into a huge temple.

Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor.
This is the interior of a huge temple of primitive construction. A few flickering torches cast a sallow illumination over the altar, which, atop a row of stairs, is still drenched with the blood of human sacrifice. Behind the altar is an enormous statue of a demon which seems to reach towards you with dripping fangs and razor-sharp talons. Two open doorways lead out of the temple to the east and west, while two wooden doors stand at the north and south. A mass of hunched figures in the temple are chanting a haunting tune. They don't seem interested in your presence.

A low noise begins behind you, and you turn to see hundreds of hunched and hairy shapes. A guttural chant issues from their throats. Near you stands a figure draped in a robe of deepest black, brandishing a vicious dagger. The chant grows louder as the robed figure approaches the altar. As the shapes grab you, the figure in black speaks: "Take the victim to the tower. I shall prepare for the sacrifice!" The figures, whose form you can barely guess, take you from here through the northern door and into a prison cell. They take your possessions from you and close the door with a crash!

Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor.
This is a small prison cell in the north tower of the temple. Hideous shapes can be seen through the iron-barred window in the prison door. From the temple, a bloodcurdling chant can be heard.
You learn the rezrov
You don't have your spell book. How do you expect to memorize a spell without a spell book?
You go east
Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor.
You are south of a small tower which connects with the temple to the north. A large courtyard can be seen to the west and a smaller one to the northeast.
Go northeast
to the west. The temple is flanked, north and south, by twin towers. Paths cross the scarred lawn to the northwest and southwest. Nothing now grows here, however, and a foul stench fills the air.
You go west
Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor.
This is the interior of a huge temple of primitive construction. A few flickering torches cast a sallow illumination over the altar, which, atop a row of stairs, is still drenched with the blood of human sacrifice. Behind the altar is an enormous statue of a demon which seems to reach towards you with dripping fangs and razor-sharp talons. Two open doorways lead out of the temple to the east and west, while two wooden doors stand at the north and south. A mass of hunched figures in the temple are chanting a haunting tune. They don't seem interested in your presence.

A low noise begins behind you, and you turn to see hundreds of hunched and hairy shapes. A guttural chant issues from their throats. Near you stands a figure draped in a robe of deepest black, brandishing a vicious dagger. The chant grows louder as the robed figure approaches the altar. As the shapes grab you, the figure in black speaks: "Take the victim to the tower. I shall prepare for the sacrifice!" The figures, whose form you can barely guess, take you from here through the northern door and into a prison cell. They take your possessions from you and close the door with a crash!

Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor.
This is a small prison cell in the north tower of the temple. Hideous shapes can be seen through the iron-barred window in the prison door. From the temple, a bloodcurdling chant can be heard.
The sun starts to set behind the Lonely Mountain in the west.
The day is coming to an end earlier than you would have expected.
Rezrov door
The locked cell door opens with a powerful snap! Unfortunately, the guards seem to have heard the snap and approach!

A host of hunched and hairy shapes appear through the window. The cell door opens and you are marched solemnly to the temple and, from there, up the steps to the altar. The large, black figure approaches menacingly. He reaches into his cloak and pulls out a great, glowing dagger. He pulls you onto the altar, and with a murmur of approval
from the throng, he plunges the blade into your heart!

****  You have died  ****

You awaken among the members of the Circle. Belboz the Necromancer looks tired, and scattered about are the remains of the components of
a spell of great healing power. The other members of the Circle are pleased to see you revived, but worried by the setback. "I think Krill is too powerful," says one. "This inexperienced wizard will never defeat one so puissant as he." Quiet discussion ensues, with well-concealed acrimony beneath the surface.
Debate ensues, with Belboz returning frequently to the contents of the ancient manuscript. His wishes prevail, and it is agreed to send you back....

You are at a fork in the road where paths to the northwest and southwest girdle the base of the Lonely Mountain and a smaller path winds its way to the east.
There is a loaf of bread here.
There is a jug here.
The jug contains:
A small quantity of water
Inventory
You are carrying:
A battered lantern (providing light)
A worn silver spoon
A beautiful, ornamented egg
A jug
The jug contains:
A small quantity of water
A partially eaten loaf of bread
A spell book
You look at Book
The title is "My Spell Book". The book looks pretty new, and it
doesn't seem to have much written in it yet. There are some spells written in the book in glowing letters, with marginal notes about how to cast them and what their effects are.
You read it
The exex spell (make things move with greater speed).
The vaxum spell (make a hostile creature your friend).
The cleesh spell (change a creature into a small amphibian).
The zifmia spell (magically summon a being).
The krebf spell (repair willful damage).
The rezrov spell (open even locked or enchanted objects).
The blorb spell (safely protect a small object as though in a strong box).
The nitfol spell (converse with the beasts in their own tongue).
The frotz spell (cause something to give off light).
The gnusto spell (write a magic spell into a spell book).
You go west
This dark and damp spot is at the base of the southwest tower of the castle. Two corridors lead off to the north and east. A winding staircase ascends into the tower.
Bluebottles buzz up to you, and then away.
Go north
This narrow promenade stretches into darkness to the south and,
through an archway, toward an open area to the north.
Go north
castle. An iron gate, standing wide open, looms to the west. Through it, a narrow road can be seen winding through low, smoky hills. Before you, to the east, is a huge open courtyard. To the north and the south are archways leading to the interior of the castle.
Go north
You are on a long pebbled path, stretching out to the north. To the south the path continues through an open arch into an open area.
The sun starts to set behind the Lonely Mountain in the west.
The day is coming to an end earlier than you would have expected.
You go north
This is the base of the northwest tower of the castle. A winding staircase leads up into the tower itself, and passages lead from here to the east and south.
You learn the zifmia
Using your best study habits, you learn the zifmia spell.
From the other side of the "mirror" a bedraggled adventurer comes into view, carrying a brass lantern and an elvish sword, which is glowing dimly. He stops and stares in your direction.
You learn the vaxum
Using your best study habits, you learn the vaxum spell.
The adventurer, after checking his compass, walks off.
Go east
This is a spot within the long Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with
tunnels, caves, and peculiar rock formations.
Vaxum adventurer
The adventurer smiles at you with an air of good will.
The adventurer asks what you would be needing treasures for.
Hello
"Hello. Nice to meet you."
The adventurer leaves the room, heading to the west.
Inventory
You are carrying:
A battered lantern (providing light)
A worn silver spoon
A beautiful, ornamented egg
A jug
The jug contains:
A small quantity of water
A partially eaten loaf of bread
A spell book
You go west
This is a spot within the long Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with
tunnels, caves, and peculiar rock formations.
Your mouth is getting rather dry.
Go west
This is a spot within the long Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with
tunnels, caves, and peculiar rock formations.
Your stomach is starting to grumble.
You go east
This is the western end of the Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with
tunnels, caves, and peculiar rock formations.
You are beginning to tire.
You eat
What do you want to eat?
Go east
From the other side of the "mirror" a bedraggled adventurer comes into view, carrying a brass lantern and an elvish sword, which is glowing dimly. He stops and stares in your direction.
You give egg to the adventurer
The adventurer gratefully accepts the offer of the beautiful, ornamented egg. He is fascinated by its beauty and stops to thank you. The adventurer leaves the room, heading to the west.
You follow the adventurer
This is the base of the northwest tower of the castle. A winding staircase leads up into the tower itself, and passages lead from here to the east and south.
There is a bedraggled and weary adventurer standing here. He is carrying a beautiful, ornamented egg, a sword, and a brass lantern. He seems pleased to see you and frequently smiles in your direction.
The adventurer leaves the room, heading to the east.
You follow the adventurer
This is the western end of the Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with
tunnels, caves, and peculiar rock formations.
There is a bedraggled and weary adventurer standing here. He is carrying a beautiful, ornamented egg, a sword, and a brass lantern. He seems pleased to see you and frequently smiles in your direction.
The adventurer leaves the room, heading to the west.
You follow the adventurer
This is the base of the northwest tower of the castle. A winding staircase leads up into the tower itself, and passages lead from here to the east and south.
There is a bedraggled and weary adventurer standing here. He is carrying a beautiful, ornamented egg, a sword, and a brass lantern. He seems pleased to see you and frequently smiles in your direction.
The adventurer tries to make some small talk, but he only mumbles. He'll have to speak up if he expects you to hear him.
You talk to the adventurer
The adventurer looks at you expectantly, as though he thought you were about to talk.
You follow you
"Sorry, but I've got better things to do than follow you."
The adventurer leaves the room, heading to the south.
You follow the adventurer
You are on a long pebbled path, stretching out to the north. To the south the path continues through an open arch into an open area.
The darkening sky is lit by a waning moon.
There is a bedraggled and weary adventurer standing here. He is carrying a beautiful, ornamented egg, a sword, and a brass lantern. He seems pleased to see you and frequently smiles in your direction.
The adventurer leaves the room, heading to the south.
You follow the adventurer
castle. An iron gate, standing wide open, looms to the west. Through it, a narrow road can be seen winding through low, smoky hills. Before you, to the east, is a huge open courtyard. To the north and the south are archways leading to the interior of the castle.
There is a bedraggled and weary adventurer standing here. He is carrying a beautiful, ornamented egg, a sword, and a brass lantern. He seems pleased to see you and frequently smiles in your direction.
The adventurer waves at you and asks "Hello, Sailor?" Strange, you've never even been to sea.
Hello
"Hello. Nice to meet you."
The adventurer smiles at you like an idiot.
You show the egg to the adventurer
His eyes light up at the sight of the beautiful, ornamented egg.
The adventurer eyes your possessions intently.
Go east
The adventurer, proceeding cautiously, follows you. He seems to be paying particular attention to your possessions.

There is a bedraggled and weary adventurer standing here. He is carrying a sword, and a brass lantern. He seems pleased to see you and frequently smiles in your direction.
The adventurer offers to relieve you of some of your possessions.
Go east
The adventurer, proceeding cautiously, follows you. He seems to be paying particular attention to your possessions.

There is a bedraggled and weary adventurer standing here. He is carrying a sword, and a brass lantern. He seems pleased to see you and frequently smiles in your direction.
The adventurer, not overly tactful, asks to see what you're holding.
You go east
The adventurer, proceeding cautiously, follows you. He seems to be paying particular attention to your possessions.

Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor.
This small open area stands at the old north gate of the castle, now badly rusted. Through the gate, a forest can be seen. To the west, a hall glows with light, and to the south, the dark castle can be reentered. A narrow passage to the east leads to the base of the northeast tower.
There is a bedraggled and weary adventurer standing here. He is carrying a sword, and a brass lantern. He seems pleased to see you and frequently smiles in your direction.
The adventurer offers to relieve you of some of your possessions.
Go east
The adventurer, proceeding cautiously, follows you. He seems to be paying particular attention to your possessions.

There is a bedraggled and weary adventurer standing here. He is carrying a sword, and a brass lantern. He seems pleased to see you and frequently smiles in your direction.
The adventurer glances around the room in a businesslike way and makes a few notes on his map.
The adventurer asks what you would be needing treasures for.
You look
A more incongruous place than this would be difficult to believe. The room itself is nothing more than a small room at the base of the northeast tower with a narrow passageway entering from the west. Standing in front of you to the north, however, is a door surpassing anything you could have imagined. For starters, its massive lock is wrapped in a dozen six-inch thick iron chains. In addition, a certain five-headed monster sporting razor-sharp spears for tongues seems to
be imbedded within its heavy oak frame. One is almost embarrassed to mention the gargoyles spewing flame and sulphurous ash which ornament either side of the door, or the ninety-seven slimy groping tentacles which taunt you ever closer to certain death. A sign, floating
serenely above the door and glowing hideously in purple letters,
offers the following rude understatement: "Don't Bother".
There is a bedraggled and weary adventurer standing here. He is carrying a sword, and a brass lantern. He seems pleased to see you and frequently smiles in your direction.
The adventurer leaves the room, heading to the west.
Go west
Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor.
This small open area stands at the old north gate of the castle, now badly rusted. Through the gate, a forest can be seen. To the west, a hall glows with light, and to the south, the dark castle can be reentered. A narrow passage to the east leads to the base of the northeast tower.
There is a bedraggled and weary adventurer standing here. He is carrying a sword, and a brass lantern. He seems pleased to see you and frequently smiles in your direction.
The adventurer leaves the room through the gate, heading to the north.
You go north
You are in a dark forest, just north of a rusted gate. Except to the east and south, the forest is thick all around you.
The darkening sky is lit by a waning moon.
There is a bedraggled and weary adventurer standing here. He is carrying a sword, and a brass lantern. He seems pleased to see you and frequently smiles in your direction.
The adventurer leaves the room, heading to the east.
Go east
You are in a thick forest shading into a deep and miasmic swamp. The ground is very wet and boggy here, and footing is treacherous. Lily pads cover the surface of the water, and frogs abound. Things look drier to the west.
The darkening sky is lit by a waning moon.
There is a bedraggled and weary adventurer standing here. He is carrying a sword, and a brass lantern. He seems pleased to see you and frequently smiles in your direction.
The sounds of frogs and other swamp dwellers fill the air.
The adventurer pulls out his map, a convoluted collection of lines, arrows, and boxes, and checks it briefly.
Go west
The adventurer, proceeding cautiously, follows you. He seems to be paying particular attention to your possessions.

You are in a dark forest, just north of a rusted gate. Except to the east and south, the forest is thick all around you.
The darkening sky is lit by a waning moon.
There is a bedraggled and weary adventurer standing here. He is carrying a sword, and a brass lantern. He seems pleased to see you and frequently smiles in your direction.
The adventurer eyes your possessions intently.
You go south
The adventurer, proceeding cautiously, follows you. He seems to be paying particular attention to your possessions.

Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor.
This small open area stands at the old north gate of the castle, now badly rusted. Through the gate, a forest can be seen. To the west, a hall glows with light, and to the south, the dark castle can be reentered. A narrow passage to the east leads to the base of the northeast tower.
There is a bedraggled and weary adventurer standing here. He is carrying a sword, and a brass lantern. He seems pleased to see you and frequently smiles in your direction.
The adventurer asks what you would be needing treasures for.
Your mouth is getting rather dry.
You go east
The adventurer, proceeding cautiously, follows you. He seems to be paying particular attention to your possessions.

A more incongruous place than this would be difficult to believe. The room itself is nothing more than a small room at the base of the northeast tower with a narrow passageway entering from the west. Standing in front of you to the north, however, is a door surpassing anything you could have imagined. For starters, its massive lock is wrapped in a dozen six-inch thick iron chains. In addition, a certain five-headed monster sporting razor-sharp spears for tongues seems to
be imbedded within its heavy oak frame. One is almost embarrassed to mention the gargoyles spewing flame and sulphurous ash which ornament either side of the door, or the ninety-seven slimy groping tentacles which taunt you ever closer to certain death. A sign, floating
serenely above the door and glowing hideously in purple letters,
offers the following rude understatement: "Don't Bother".
There is a bedraggled and weary adventurer standing here. He is carrying a sword, and a brass lantern. He seems pleased to see you and frequently smiles in your direction.
The adventurer eyes your possessions intently.
Your stomach is starting to grumble.
You open the door
As you motion toward the monstrous door, the adventurer follows the imaginary line which proceeds thence from your outstretched arm.

The seemingly fearless adventurer shrugs and walks purposefully toward the door, ignoring all harm to his person in the form of knives, tentacles, and molten lead. As three buckets of the latter pour over his head, he casts you a perplexed look.
"Did you try the doorknob?" he asks, as twenty-seven knives delicately skewer him.
Before you can answer, he reaches for one of the gargoyle heads which, by sheerest coincidence, has just flooded him in red-orange flame, and turns it gently.
"I think it's unlocked," he says, stoically ignoring the host of human-sized rats which feed on his incinerated torso.
His left hand, broken and bloodied, pulls at the gargoyle head.
"I'm going on ahead!" he cries, opening a simple wooden door.
Wooden door? You rub your eyes for a moment and look again as he goes through it. Yes, just a plain wooden door.
Go upward
This room in the high tower appears to be a map room, with hundreds of ancient maps covering the walls. A huge globe, made of gold, sits on a pedestal in the center of the room. Through the tower windows can be seen a vast forest stretching out to the northeast and the sea,
covered in fog, to the east and south. Stairs to the south lead to the bottom of the tower.
Lying on the floor is a purple scroll.
In one corner of the room is a badly worn pencil, inscribed with
runes.
Lying on the ground is an old parchment map.
There is a bedraggled and weary adventurer standing here. He is carrying a sword, and a brass lantern. He seems pleased to see you and frequently smiles in your direction.
The adventurer stoops over and picks up the map.
You ask the adventurer for the map
The adventurer, not seeing any use in keeping the map anyway, hands it to you gladly.
The adventurer waves at you and asks "Hello, Sailor?" Strange, you've never even been to sea.
You look at the map
The map consists of a drawing with nine points, each represented by a strange character, with interconnecting thin pencil lines. Using your native alphabet, it looks like this:

! / \
! /   \
! /     \
! K       V
! / \
! /   \
! /     \
RM       F
\     /
\   /
\ /
H       P

The adventurer leaves the room through the simple wooden door, heading to the south.
You are beginning to tire.
You take the pencil
Your load is too heavy, especially in light of your exhaustion.
A bedraggled adventurer walks into the room from the south, coming through the simple wooden door.
You check your inventory
You are carrying:
A map
A battered lantern (providing light)
A worn silver spoon
A beautiful, ornamented egg
A jug
The jug contains:
A small quantity of water
A partially eaten loaf of bread
A spell book
The adventurer looks at you as if seeing you for the first time. It's not clear that he likes what he sees, either.
The adventurer stoops over and picks up the purple scroll.
You drop the egg
Dropped.
The adventurer waves his sword menacingly in your direction.
You learn the vaxum
Using your best study habits, you learn the vaxum spell.
The adventurer stoops over and picks up some objects and seems pleased by his discovery.
Vaxum adventurer
The adventurer smiles at you with an air of good will.
The adventurer, not overly tactful, asks to see what you're holding. You are becoming quite thirsty.
You ask adventurer for the scroll
The adventurer, not seeing any use in keeping the purple scroll
anyway, hands it to you gladly.
The adventurer leaves the room through the simple wooden door, heading to the south.
You are becoming quite hungry.
You learn the frotz
Using your best study habits, you learn the frotz spell.
Frotz spell book
There is an almost blinding flash of light as the spell book begins to glow! It slowly fades to a less painful level, but the spell book is now quite usable as a light source.
You drop the lamp
Dropped.
You look at the purple
The scroll reads "filfre spell: create gratuitous fireworks".
You are feeling tired.
Gnusto filfre
Your spell book begins to glow softly. In a spectacular effort of magic, the powers of the gnusto spell attempt to copy the filfre spell into your book, but the spell is too long, too complicated, and too powerful. The glow fades, but fortunately the purple scroll remains intact.
Inventory
You are carrying:
A purple scroll
A map
A worn silver spoon
A jug
The jug contains:
A small quantity of water
A partially eaten loaf of bread
A spell book (providing light)
Look around
This room in the high tower appears to be a map room, with hundreds of ancient maps covering the walls. A huge globe, made of gold, sits on a pedestal in the center of the room. Through the tower windows can be seen a vast forest stretching out to the northeast and the sea,
covered in fog, to the east and south. Stairs to the south lead to the bottom of the tower.
There is a battered lantern here (providing light).
Go upwards
This room in the high tower appears to be a map room, with hundreds of ancient maps covering the walls. A huge globe, made of gold, sits on a pedestal in the center of the room. Through the tower windows can be seen a vast forest stretching out to the northeast and the sea,
covered in fog, to the east and south. Stairs to the south lead to the bottom of the tower.
Lying on the floor is a purple scroll.
In one corner of the room is a badly worn pencil, inscribed with
runes.
Lying on the ground is an old parchment map.
There is a bedraggled and weary adventurer standing here. He is carrying a sword, and a brass lantern. He seems pleased to see you and frequently smiles in your direction.
The adventurer leaves the room through the simple wooden door, heading to the south.
You get all
pedestal: You can't be serious.
maps: Most of the maps are murals painted onto the walls. The others are securely mounted.
purple scroll: Taken.
badly worn pencil: Taken.
map: Your load is too heavy.
A bedraggled adventurer walks into the room from the south, coming through the simple wooden door.
The adventurer stoops over and picks up the map.
You drop the egg
Dropped.
The adventurer stoops over and picks up the beautiful, ornamented egg and seems pleased by his discovery.
You are beginning to tire.
You ask the adventurer for the map
The adventurer, not seeing any use in keeping the map anyway, hands it to you gladly.
The adventurer stares at his possessions as if expecting a revelation.
You draw on the map
You can't draw on it arbitrarily. Rather, the pencil seems to home in on various points on the map, daring you to draw a line between them. The adventurer looks at you as if seeing you for the first time. It's not clear that he likes what he sees, either.
The adventurer leaves the room through the simple wooden door, heading to the south.
You draw the line on the map
You can't draw on it arbitrarily. Rather, the pencil seems to home in on various points on the map, daring you to draw a line between them.
You draw the line from F to the p.
A thin line now connects the two spots on the map, but the pencil
point is very nearly gone.
You feel that two powerful, evil forces are searching each other out. As they meet, the air lightens. Belboz appears before you. "Something has disturbed the ancient Terror. Krill himself knows this and will
try to use it to his purposes. Already, they may have joined together. You must not allow the Terror to escape, or we are all doomed!" He fades into the gloom.
You erase the line from V to f.
The line between the two spots is erased, leaving the eraser barely usable.
From somewhere nearby, an unseen force probes you, and you are gripped by a sickening feeling.
You are becoming quite thirsty.
You draw the line from the m to the p.
A thin line now connects the two spots on the map, but the pencil
point is gone.
You are becoming quite hungry.
You drop the egg
Dropped.
A bedraggled adventurer walks into the room from the south, coming through the simple wooden door.
The adventurer stoops over and picks up the beautiful, ornamented egg and seems pleased by his discovery.
You take all
adventurer: You can't be serious.
pedestal: No spell would help with that!
maps: Most of the maps are murals painted onto the walls. The others are securely mounted.
purple scroll: Taken.
badly worn pencil: Taken.
map: Your load is too heavy.
The adventurer leaves the room through the simple wooden door, heading to the south.
You are beginning to tire.
You take the map
Your load is too heavy, especially in light of your exhaustion.
A bedraggled adventurer walks into the room from the south, coming through the simple wooden door.
You check your inventory
You are carrying:
A badly worn pencil
A purple scroll
A battered lantern (providing light)
A worn silver spoon
A jug
The jug contains:
A small quantity of water
A partially eaten loaf of bread
A spell book
The adventurer looks at you as if seeing you for the first time. It's not clear that he likes what he sees, either.
The adventurer stares at his possessions as if expecting a revelation.
You learn the vaxum
Using your best study habits, you learn the vaxum spell.
The adventurer stoops over and picks up the map.
Vaxum adventurer
The adventurer smiles at you with an air of good will.
The adventurer offers to relieve you of some of your possessions.
You ask the adventurer for the map
The adventurer, not seeing any use in keeping the map anyway, hands it to you gladly.
The adventurer leaves the room through the simple wooden door, heading to the south.
You are becoming quite thirsty.
You check your inventory
You are carrying:
A map
A badly worn pencil
A purple scroll
A battered lantern (providing light)
A worn silver spoon
A jug
The jug contains:
A small quantity of water
A partially eaten loaf of bread
A spell book
You are becoming quite hungry.
Hi
I don't know the word "/hi".
Hi
Good day.
Hi
I don't know the word "\hi".
Hi
I don't know the word "$hi".
Translucent
Enter saved game to load: Failed.
You open oven
You are south of an old wooden shack, apparently deserted. The trail extends from northeast to southwest here, circling the Lonely Mountain, which lies to the southeast.
The sun is rising over the lands to the east.

You can't go that way.
Go inside
The inside of the shack is a shambles. An overturned table and bench, and a few broken windows remain. An oven is the only fixture that's even recognizable. The door is to the south.
The top of a battered lantern is partially visible behind the overturned table.
An empty jug lies in a corner of the room, against the overturned table.
You open oven
Opening the oven reveals a loaf of bread.
GET LAMP, JUG, BREAD
battered lantern: Taken.
jug: Taken.
loaf of bread: Taken.
You go northeast
The trail turns a corner here, bending out of sight to the southeast and southwest. The ground is higher here than to the south, allowing you to make out the top of the Lonely Mountain, shrouded in clouds. No path from here leads up the mountain, however.

You are on the northeast side of the Lonely Mountain, walking a narrow path through rolling hills. On one side of the path is a sign and behind that, to the northeast, a winding path through the thick undergrowth. The trail continues to the southeast.

The trail ends here. A ruined stone foundation marks the site of the Old Lingolf House, which presumably was a monument of some sort. The trail head is off to the southwest, and a small brook flows slowly by. The sun has now risen above the hills.
You go inside
You are at a fork in the road where paths to the northwest and southwest girdle the base of the Lonely Mountain and a smaller path winds its way to the east.

You are on a road which enters a small village to the southwest and comes to a fork to the northeast. The Lonely Mountain looms above but there is no path from here which ascends the mountain.

You can't go that way.
Go inside
It is dark and smoky in here, but this is a place of great disorder, and its odor is indescribable. A pile of rags sits near a small pot which is bubbling and steaming over a tiny fire. The pile of rags sports a gnarled hand which busies itself with the noisome stew. A closer look reveals a withered crone at the other end of the hand.

The creature looks you over keenly and speaks: "I should have thought they would send someone more ... more ..." She laughs in an unsettling way. "They've all left! A great storm is brewing in the east, my friend, and all have fled before it!" She starts to chuckle. "Take this and begone!" With a wave of her hand, you find yourself reeling out of the door of the hovel, holding some sort of scroll in your hand.
Rezrov gate
Your spell book begins to glow softly. Slowly, ornately, the words of the rezrov spell are inscribed, glowing even more brightly than the book itself. The book's brightness fades, but the spell remains! However, the scroll on which it was written vanishes as the last word is copied.

You are on an east-west road, which wends its way through the dark, rolling hills of this land. To the west rises a high mountain, to the east stands a high castle with dark towers.

You are outside the western entrance to the castle. To the east stands an iron gate which is closed and chained. A winding road starts here and proceeds to the west.

Using your best study habits, you learn the rezrov spell.

The chains of the iron gate fly into the air and vanish. The gate flies open and a blast of cold air fills your lungs.
You look at your surroundings
You are outside the western entrance to the castle. To the east stands an iron gate which is wide open. A winding road starts here and proceeds to the west.
Frotz jug
There is an almost blinding flash of light as the jug begins to glow! It slowly fades to a less painful level, but the jug is now quite usable as a light source.
You open egg
It is already open.
You go to the north
This is the western end of the Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations.

This is a spot within the long Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations.

This is a spot within the long Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations.

This is the eastern end of the Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations.

You can't go that way.
Your mouth is getting rather dry.
Drink water
The delicious spring water tasted great, and there's lots more where that came from.
Rezrov gate
This small open area stands at the old north gate of the castle, now badly rusted. Through the gate, a forest can be seen. To the west, a hall glows with light, and to the south, the dark castle can be reentered. A narrow passage to the east leads to the base of the northeast tower.

Using your best study habits, you learn the rezrov spell.

The rusted north gate magically creaks open far enough for you to leave.
You look under the lily pad
There is a damp scroll there, which you take into your hand.
The sounds of frogs and other swamp dwellers fill the air.
You read the scroll
Which scroll do you mean, the damp scroll or the shredded scroll?
Damp
The scroll reads "cleesh spell: change a creature into a small amphibian".
The sounds of frogs and other swamp dwellers fill the air.
Gnusto cleesh
Your spell book begins to glow softly. Slowly, ornately, the words of the cleesh spell are inscribed, glowing even more brightly than the book itself. The book's brightness fades, but the spell remains! However, the scroll on which it was written vanishes as the last word is copied.
The sounds of frogs and other swamp dwellers fill the air.
You go west
Discarded beneath a nearby tree is a slightly crumpled scroll.
You learn the krebf
Your spell book begins to glow softly. Slowly, ornately, the words of the krebf spell are inscribed, glowing even more brightly than the book itself. The book's brightness fades, but the spell remains! However, the scroll on which it was written vanishes as the last word is copied.

Using your best study habits, you learn the krebf spell.
Gnusto zifmia
Your spell book begins to glow softly. Slowly, ornately, the words of the zifmia spell are inscribed, glowing even more brightly than the book itself. The book's brightness fades, but the spell remains! However, the scroll on which it was written vanishes as the last word is copied.
Go west
From the other side of the "mirror" a bedraggled adventurer comes into view, carrying a brass lantern and an elvish sword, which is glowing dimly. He stops and stares in your direction.
The adventurer, after checking his compass, walks off.
You read Book
The zifmia spell (magically summon a being).
The krebf spell (repair willful damage).
The cleesh spell (change a creature into a small amphibian).
The rezrov spell (open even locked or enchanted objects).
The blorb spell (safely protect a small object as though in a strong box).
The nitfol spell (converse with the beasts in their own tongue).
The frotz spell (cause something to give off light).
The gnusto spell (write a magic spell into a spell book).
Go up
You can't go that way.
Your stomach is starting to grumble.
Go upwards
This narrow promenade stretches into darkness to the south and, through an archway, toward an open area to the north.

This dark and damp spot is at the base of the southwest tower of the castle. Two corridors lead off to the north and east. A winding staircase ascends into the tower.

The eyrie is a round bedroom high in the tower. Narrow windows overlook the outside. A stone stairway leads down.
There is a fourposter feather bed here.
Lie
The bed is very comfortable and soft. In fact, you feel sort of sleepy just lying on it.
You wait a while
Time passes...
The sun starts to set behind the Lonely Mountain in the west.
Sleep
You're not all that tired, but the bed is very comfortable.
You fall asleep quickly, the bed being so comfortable. You dream as well, of this very room. A beautiful damsel, obviously noble, is standing by the bed holding a scroll in one hand and resting the other on the bedpost. Turning to block your view, she does something you can't see. Then she gets in bed and turns out the light, but before she does you can see she is no longer carrying the scroll... You wake.
You stand
Ah, that was a comfortable bed! But you're now on your own feet again.
You get all
The bedpost pops open, revealing a small compartment and, nestled inside, a gold leaf scroll!

fourposter feather bed: It would take more magic than you've got!
You read it
Taken.
Your mouth is getting rather dry.

The scroll reads "vaxum spell: make a hostile creature your friend".
Gnusto vaxum
Your spell book begins to glow softly. Slowly, ornately, the words of the vaxum spell are inscribed, glowing even more brightly than the book itself. The book's brightness fades, but the spell remains! However, the scroll on which it was written vanishes as the last word is copied.
You move block
The door is very rusty and reluctantly opens.

This is a damp and unhealthy dungeon cell with writing on the walls. The rusty door of the cell is open.
You are becoming quite thirsty.

You pull the block out of the crumbling wall, revealing a dark passage leading east.
You hear, almost beyond your hearing, the soft rattle of chains, and a cold wind blows over the back of your neck.
Gnusto exex
Your spell book begins to glow softly. Slowly, ornately, the words of the exex spell are inscribed, glowing even more brightly than the book itself. The book's brightness fades, but the spell remains! However, the scroll on which it was written vanishes as the last word is copied.
Go north
You are very thirsty now. You'd better have a drink soon.
You go south
This is a library, or rather it was until it was ransacked and despoiled. Most of the contents of the room have been burned in a huge bonfire in the center of the room. Hundreds of charred and empty tubes are scattered about, as if by someone searching, so ashes are strewn about. There are rat tracks in the ashes.
To the south you can hear the sound of a group of low, guttural voices. Amid the tubes is an old and dusty book.
The low, guttural voices seem to be coming in your direction.
Go east
A more incongruous place than this would be difficult to believe. The room itself is nothing more than a small room at the base of the northeast tower with a narrow passageway entering from the west. Standing in front of you to the north, however, is a door surpassing anything you could have imagined. For starters, its massive lock is wrapped in a dozen six-inch thick iron chains. In addition, a certain five-headed monster sporting razor-sharp spears for tongues seems to be imbedded within its heavy oak frame. One is almost embarrassed to mention the gargoyles spewing flame and sulphurous ash which ornament either side of the door, or the ninety-seven slimy groping tentacles which taunt you ever closer to certain death. A sign, floating serenely above the door and glowing hideously in purple letters, offers the following rude understatement: "Don't Bother".
Go west
From the other side of the "mirror" a bedraggled adventurer comes into view, carrying a brass lantern and an elvish sword, which is glowing dimly. He stops and stares in your direction.
Your stomach is starting to grumble.
Wait
Time passes...
Bluebottles buzz up to you, and then away.
You wait for a while
Time passes...
From the other side of the "mirror" a bedraggled adventurer comes into view, carrying a brass lantern and an elvish sword, which is glowing dimly. He stops and stares in your direction.
Zifmia advent
All at once, the bedraggled adventurer appears before you, brightly glowing sword in hand. His jaw has dropped and his eyes are bulging. His eyes dart this way and that, as if looking for a way to escape. Your stomach is starting to grumble.
Vaxum advent
The adventurer smiles at you with an air of good will.
The adventurer asks what you would be needing treasures for.
You go to the east
The adventurer, proceeding cautiously, follows you. He seems to be paying particular attention to your possessions.

There is a bedraggled and weary adventurer standing here. He is carrying a sword, and a brass lantern. He seems pleased to see you and frequently smiles in your direction.
The adventurer eyes your possessions intently.
Go east
The adventurer, proceeding cautiously, follows you. He seems to be paying particular attention to your possessions.

There is a bedraggled and weary adventurer standing here. He is carrying a sword, and a brass lantern. He seems pleased to see you and frequently smiles in your direction.
The adventurer offers to relieve you of some of your possessions.
Go east
The adventurer, proceeding cautiously, follows you. He seems to be paying particular attention to your possessions.

A more incongruous place than this would be difficult to believe. The room itself is nothing more than a small room at the base of the northeast tower with a narrow passageway entering from the west. Standing in front of you to the north, however, is a door surpassing anything you could have imagined. For starters, its massive lock is wrapped in a dozen six-inch thick iron chains. In addition, a certain five-headed monster sporting razor-sharp spears for tongues seems to be imbedded within its heavy oak frame. One is almost embarrassed to mention the gargoyles spewing flame and sulphurous ash which ornament either side of the door, or the ninety-seven slimy groping tentacles which taunt you ever closer to certain death. A sign, floating serenely above the door and glowing hideously in purple letters, offers the following rude understatement: "Don't Bother".
There is a bedraggled and weary adventurer standing here. He is carrying a sword, and a brass lantern. He seems pleased to see you and frequently smiles in your direction.
The adventurer glances around the room in a businesslike way and makes a few notes on his map.
The adventurer eyes your possessions intently.
Point at door
As you motion toward the monstrous door, the adventurer follows the imaginary line which proceeds thence from your outstretched arm.

The seemingly fearless adventurer shrugs and walks purposefully toward the door, ignoring all harm to his person in the form of knives, tentacles, and molten lead. As three buckets of the latter pour over his head, he casts you a perplexed look.
"Did you try the doorknob?" he asks, as twenty-seven knives delicately skewer him.
Before you can answer, he reaches for one of the gargoyle heads which, by sheerest coincidence, has just flooded him in red-orange flame, and turns it gently.
"I think it's unlocked," he says, stoically ignoring the host of human-sized rats which feed on his incinerated torso.
His left hand, broken and bloodied, pulls at the gargoyle head.
"I'm going on ahead!" he cries, opening a simple wooden door.
Wooden door? You rub your eyes for a moment and look again as he goes through it. Yes, just a plain wooden door.
You open the door
It is already open.
A bedraggled adventurer walks into the room from the north, coming through the simple wooden door.
Go upwards
The adventurer, proceeding cautiously, follows you. He seems to be paying particular attention to your possessions.

This room in the high tower appears to be a map room, with hundreds of ancient maps covering the walls. A huge globe, made of gold, sits on a pedestal in the center of the room. Through the tower windows can be seen a vast forest stretching out to the northeast and the sea, covered in fog, to the east and south. Stairs to the south lead to the bottom of the tower.
Lying on the floor is a purple scroll.
Lying on the ground is an old parchment map.
There is a bedraggled and weary adventurer standing here. He is carrying a badly worn pencil, a sword, and a brass lantern. He seems pleased to see you and frequently smiles in your direction.
The adventurer asks what you would be needing treasures for.
Map
badly worn pencil: The adventurer, not seeing any use in keeping the badly worn pencil anyway, hands it to you gladly.
map: Your load is too heavy.
The adventurer waves at you and asks "Hello, Sailor?" Strange, you've never even been to sea.
You are becoming quite hungry.
You drop the spoon
Dropped.
The adventurer stoops over and picks up the worn silver spoon and seems pleased by his discovery.
You get the map
Your load is too heavy.
The adventurer leaves the room through the simple wooden door, heading to the south.
You drop the egg
Dropped.
A bedraggled adventurer walks into the room from the south, coming through the simple wooden door.
The adventurer stoops over and picks up some objects and seems pleased by his discovery.
You get the map
Taken.
The adventurer leaves the room through the simple wooden door, heading to the south.
You check your inventory
You are carrying:
A map
A badly worn pencil
A partially eaten loaf of bread
A jug (providing light)
The jug contains:
A small quantity of water
A battered lantern
A spell book
You drop the lamp
Dropped.
You examine the map
The map consists of a drawing with nine points, each represented by a strange character, with interconnecting thin pencil lines. Using your native alphabet, it looks like this:

! / \
! /   \
! /     \
! K       V
! / \
! /   \
! /     \
RM       F
\     /
\   /
\ /
H       P
You check your inventory
You are carrying:
A map
A badly worn pencil
A partially eaten loaf of bread
A jug (providing light)
The jug contains:
A small quantity of water
A spell book
Go north
You can't go that way.
Your mouth is getting rather dry.
Go north
The darkened sky is now full of bright stars. It is night.
Today seemed shorter than yesterday, somehow.
You go north
The darkening sky is lit by a waning moon.
Go north
The stars shine down on you from a clear, dark sky.
You go to the east
You are becoming quite thirsty.
Go east
You are beginning to tire.
Go upward
There is a battered lantern here.
You go east
The stars shine down on you from a clear, dark sky.
The sounds of frogs and other swamp dwellers fill the air.
You are feeling tired.
Go east
The east-west corridor opens into a gallery. The walls are lined with portraits, some of apparently great value. All of the eyes seem to follow you as you pass, and the entire room is subtly disturbing.
Your mouth is getting rather dry.
Go east
This interior courtyard stands at the southern entrance to the castle, where a small rusty gate is standing open and slowly swaying in a gentle sea breeze. Beyond the gate can be seen a small meadow and, beyond that, a white beach on a misty sea. Passages enter the castle proper to the north, east, and west.
A bedraggled adventurer walks into the room from the south, coming through the rusty gate.
Vaxum adventurer
You don't have the vaxum spell committed to memory!
The adventurer leaves the room, heading to the west.
Go east
This interior courtyard stands at the southern entrance to the castle, where a small rusty gate is standing open and slowly swaying in a gentle sea breeze. Beyond the gate can be seen a small meadow and, beyond that, a white beach on a misty sea. Passages enter the castle proper to the north, east, and west.
There is a bedraggled and weary adventurer standing here. He is carrying a purple scroll, a beautiful, ornamented egg, a worn silver spoon, a sword, and a brass lantern.
The adventurer tries to make some small talk, but only mumbles. He'll have to speak up if he expects you to hear him.
Vaxum adventurer
The adventurer smiles at you with an air of good will.
The adventurer, not overly tactful, asks to see what you're holding.
You take the purple scroll
The adventurer, not seeing any use in keeping the purple scroll anyway, hands it to you gladly.
The adventurer leaves the room, heading to the west.
The darkened sky is now full of bright stars. It is night.
Today seemed shorter than yesterday, somehow.
You read purple
The scroll reads "filfre spell: create gratuitous fireworks".
Gnusto filfre
Your spell book begins to glow softly. In a spectacular effort of magic, the powers of the gnusto spell attempt to copy the filfre spell into your book, but the spell is too long, too complicated, and too powerful. The glow fades, but fortunately the purple scroll remains intact.
You draw the line from F to the p.
A thin line now connects the two spots on the map, but the pencil point is very nearly gone.
You feel that two powerful, evil forces are searching each other out. As they meet, the air lightens. Belboz appears before you. "Something has disturbed the ancient Terror. Krill himself knows this and will try to use it to his purposes. Already, they may have joined together. You must not allow the Terror to escape, or we are all doomed!" He fades into the gloom.
You are beginning to tire.
Go south
This is a peculiar room, whose cream-colored walls are thin and translucent.
Passages go to the southeast, east, and north and they are very strange indeed, perfectly round and black as pitch.
You examine the map
The map consists of a drawing with nine points, each represented by a strange character, with interconnecting thin pencil lines. Using your native alphabet, it looks like this:

! / \
! /   \
! /     \
! K       V
! / \
! /   \
! /     \
RM       F
\     /
\   /
\ /
H       P

You are beginning to tire.
You erase line from the b to the r.
The line between the two spots is erased, leaving the eraser barely usable.
Suddenly, the black passage to the north closes off!
Go southeast
This is a peculiar room, whose cream-colored walls are thin and translucent.
Passages go to the northwest and southwest and they are very strange indeed, perfectly round and black as pitch.
You sense that near this place an evil presence lurks. It seems close by and is moving.
Go southwest
This is a peculiar room, whose cream-colored walls are thin and translucent.
An exit is to the northeast and it is very strange indeed, perfectly round and black as pitch.
A scroll emanating power is here.
An evil presence pervades the room, its source unseen. Fear seeps into your mind, like fog. You look fearfully around. There is something horrible here.
You examine the scroll
Which scroll do you mean, the powerful scroll or the purple scroll?
You look at the powerful scroll
The scroll reads "guncho spell: banish the victim to another plane of existence". The spell seems very long and extremely complicated.
You take it
Your load is too heavy, especially in light of your exhaustion.
You are very thirsty now. You'd better have a drink soon.
Inventory
You are carrying:
A purple scroll
A map
A badly worn pencil
A partially eaten loaf of bread
A jug (providing light)
The jug contains:
A small quantity of water
A spell book
Sleep
Ah, sleep! It's been a long day, indeed. The rest will do you good. You spread your cloak on the floor and drift off, renewing your powers and refreshing your mind ... Time passes as you snore blissfully.

After a while, your sleep is disturbed by a strange dream. You are wandering in a darkened place, for you have no light or other possessions. You feel that you are being watched! You are surrounded by faces, their eyes following you. They drift in and out, staring at you with proud indifference. One face, brightly lit (unlike the rest), draws you closer and closer. As you touch it, you wake.
Gnusto guncho
Your spell book begins to glow softly. In a spectacular effort of magic, the powers of the gnusto spell attempt to copy the guncho spell into your book, but the spell is too long, too complicated, and too powerful. The glow fades, but fortunately the powerful scroll remains intact.

A dull aching fills your head, and your mind is again probed, more deeply than when you entered the castle.
You go to the northeast
Your feet are leaden with fear, and cold sweat runs down your back as you make your way to the door, but you make no progress. Your mind tells you you are running, but you aren't getting anywhere.
You look
This is a peculiar room, whose cream-colored walls are thin and translucent.
An exit is to the northeast and it is very strange indeed, perfectly round and black as pitch.
You draw the line from the m to the p.
A thin line now connects the two spots on the map, but the pencil point is gone.
Suddenly, the wall to the northwest opens to form a perfectly round and black passage!
You go northwest
Your feet are leaden with fear, and cold sweat runs down your back as you make your way to the door, but you make no progress. Your mind tells you you are running, but you aren't getting anywhere.
Your stomach is starting to grumble.
Go south
This is a peculiar room, whose cream-colored walls are thin and translucent.
Passages go to the southeast, east, and north and they are very strange indeed, perfectly round and black as pitch.
You are beginning to tire.
You draw the line from F to the p.
A thin line now connects the two spots on the map, but the pencil point is very nearly gone.
Suddenly, the wall to the southwest opens to form a perfectly round and black passage!
You are very thirsty now. You'd better have a drink soon.
Drink water
The delicious spring water tasted great, and there's still some left.
Go southwest
This is a peculiar room, whose cream-colored walls are thin and translucent.
An exit is to the northeast and it is very strange indeed, perfectly round and black as pitch.
A scroll emanating power is here.
An evil presence pervades the room, its source unseen. Fear seeps into your mind, like fog. You look fearfully around. There is something horrible here.
You look
This is a peculiar room, whose cream-colored walls are thin and translucent.
An exit is to the northeast and it is very strange indeed, perfectly round and black as pitch.
A scroll emanating power is here.
Vaxum evil presence
The terror may be friendlier, but with friends like that....
You learn the blorb
Using your best study habits, you learn the blorb spell.
Blorb powerful
A glowing strong box forms out of the air, carefully enclosing the powerful scroll, which disappears from view. The strong box rests on the ground.
You look
This is a peculiar room, whose cream-colored walls are thin and translucent.
An exit is to the northeast and it is very strange indeed, perfectly round and black as pitch.
There is a faintly glowing strong box here.
You open the box
As you open the strong box, it vanishes, and the powerful scroll reappears in its place.
You check what you're carrying
You are carrying:
A powerful scroll
A purple scroll
A map
A badly worn pencil
A partially eaten loaf of bread
A jug (providing light)
The jug contains:
A very small quantity of water
A spell book
You examine Spell Book
The title is "My Spell Book". The book looks pretty new, and it doesn't seem to have much written in it yet. There are some spells written in the book in glowing letters, with marginal notes about how to cast them and what their effects are.
You read Spell Book
The exex spell (make things move with greater speed).
The vaxum spell (make a hostile creature your friend).
The zifmia spell (magically summon a being).
The krebf spell (repair willful damage).
The cleesh spell (change a creature into a small amphibian).
The rezrov spell (open even locked or enchanted objects).
The blorb spell (safely protect a small object as though in a strong box).
The nitfol spell (converse with the beasts in their own tongue).
The frotz spell (cause something to give off light).
The gnusto spell (write a magic spell into a spell book).
You look at the pencil
The pencil is very old and covered with finely inlaid runes. The point is very nearly gone and the attached eraser is barely usable.
You erase the line from the b to the r.
The line between the two spots is erased, leaving the eraser barely usable.
Suddenly, the black passage to the north closes off!
You are beginning to tire.
Sleep
Ah, sleep! It's been a long day, indeed. The rest will do you good. You spread your cloak on the floor and drift off, renewing your powers and refreshing your mind ... Time passes as you snore blissfully.

After a while, your sleep is disturbed by a strange dream. You are wandering in a darkened place, for you have no light or other possessions. You feel that you are being watched! You are surrounded by faces, their eyes following you. They drift in and out, staring at you with proud indifference. One face, brightly lit (unlike the rest), draws you closer and closer. As you touch it, you wake.
Go east
This is a peculiar room, whose cream-colored walls are thin and translucent.
Passages go to the west, southwest, and northeast and they are very strange indeed, perfectly round and black as pitch.
You draw the line from F to the p.
A thin line now connects the two spots on the map, but the pencil point is very nearly gone.
Suddenly, the wall to the southwest opens to form a perfectly round and black passage!
You wait
Time passes...
You are very thirsty now. You'd better have a drink soon.
You go to the southeast
You sense that near this place an evil presence lurks. It seems close by and is moving.
You look
This is a peculiar room, whose cream-colored walls are thin and translucent.
Passages go to the northwest and southwest and they are very strange indeed, perfectly round and black as pitch.
You read powerful
The scroll reads "guncho spell: banish the victim to another plane of existence". The spell seems very long and extremely complicated.
You learn the cleesh
Using your best study habits, you learn the cleesh spell.
Cleesh presence
Turning the lurking evil presence into a newt is a remarkable idea. Your stomach is starting to grumble.
Zifmia evil presence
As you cast the zifmia spell, you are overpowered with such a sense of malice that you cannot continue. All in all, a good thing probably.
You learn the guncho
You haven't written that spell into your book yet. Until you do, you can't memorize the spell.
Guncho presence
As you cast the spell, the powerful scroll vanishes!
The room fills with a horrible noise, darkens to pitch blackness, and then lightens. The weight of fear lifts.

Your head is filled with a heavy sensation, as though an enormous weight were being borne by it. Your mind is again probed, this time very deeply, testing and learning. The feeling passes after a long moment.

Belboz appears before you, hard and stern. "While you have quested for Krill's lair, the Circle has not been idle. We have tried to shield your presence from him, but your use of such a powerful spell might endanger us all! As we have sensed it, so surely must Krill! Be careful, brave Enchanter!" His image fades.
You are becoming quite hungry.
You draw the line from the b to the r.
A thin line now connects the two spots on the map, but the pencil point is gone.
Suddenly, the wall to the north opens to form a perfectly round and black passage!
Inventory
You are carrying:
A purple scroll
A map
A badly worn pencil
A partially eaten loaf of bread
A jug (providing light)
The jug contains:
A very small quantity of water
A spell book
You examine the scroll
The scroll reads "filfre spell: create gratuitous fireworks".
Filfre
As you cast the spell, the purple scroll vanishes!
In a blinding burst of pyrotechnics, the air lights up with fireworks and dazzling explosions of multicolored fire! In sizzling sparks and roiling smoke is written:

Dave Lebling
and
Marc Blank

After a while, the smoke dissipates and the lights dim. You remain slightly dazzled for a while, but fortunately, this wears off.
You go south
This is a meadow near the sea. There is a smell of salt in the air. Only heather and thistles grow here. To the north is a gate leading into the castle. A narrow path to the southeast leads to the shore of the Sea.
The darkening sky is lit by a waning moon.
You go to the southeast
This is a rocky beach along a grey and lifeless sea. There is dead seaweed covering many rocks, and listless waves barely stir the flotsam and jetsam here. There are many shells, but all are broken. A narrow path to the northwest leads into a meadow.
The darkening sky is lit by a waning moon.
Crawling slowly along the beach is an enormous turtle, his enamelled shell shining with all the colors of the rainbow.
Your mouth is getting rather dry.
You learn the nitfol
Using your best study habits, you learn the nitfol spell.
The darkened sky is now full of bright stars. It is night.
Today seemed shorter than yesterday, somehow.
Hello
"How do you like my shell? A wizard did that to me about 75 years ago."
You ascend
The room is filled with noise: crashing and smashing, gurgling of water, grinding of gears, and horrible screeching of metal. Huge devices of obscure purpose provide these effects. The most notable is a huge hammer that smashes continually against the stone floor: it makes any crossing of the room a dangerous enterprise. The whole construction brings to mind the words "Infernal Machine." Far off to the southeast is another room. You can barely make out something on the floor of that room. It might be a scroll, but from here you can't tell for sure.
Drink water
The delicious spring water tasted great, but the jug is now empty. "Crash!" A huge hammer smashes against the stone floor.
You learn exex
Using your best study habits, you learn the exex spell.
You go to the south-east
You zip across the room easily, but you must have touched something dangerous along the way, because the machinery speeds up, going faster and faster.
Control Room
This is the control room for all the machinery nearby. The controls are all magical, of course. The walls are covered by blinking lights and shifting displays, interspersed with arcane dials and glowing buttons. It's all very mysterious looking. The exit, to the northwest, leads into a room with machinery which would surely crush you if you were to attempt to enter it.
A scroll of old, brittle parchment is here.
You read the scroll
The scroll reads "kulcad spell: dispel a magic spell". The spell seems very long and extremely complicated.
"Crash!" A huge hammer smashes against the stone floor outside.
Gnusto kulcad
You must have a legible spell scroll in your hands before the gnusto spell will work on it.
You get the scroll
Taken.
"Crash!" A huge hammer smashes against the stone floor outside.
Gnusto kulcad
Your spell book begins to glow softly. In a spectacular effort of magic, the powers of the gnusto spell attempt to copy the kulcad spell into your book, but the spell is too long, too complicated, and too powerful. The glow fades, but fortunately the brittle scroll remains intact.

A knife seems to split your head apart. A deep, black presence seems to enter and probe, deep and sure. After what seems like an eternity, it passes, leaving you with a throbbing headache.
You look at the controls
The lights and displays hold no meaning for you. A random number generator may be controlling the whole thing, for all you know. "Crash!" A huge hammer smashes against the stone floor outside.
You go to the northwest
You rush across the engine room, your speed enabling you to avoid the gigantic hammers and gears; at this speed they appear to move with great deliberation. Unfortunately, you set off a trap, and many sharp spears fly at you from all directions! They seem to move pretty fast. Too fast, in fact. You can't dodge them, and you are severely skewered.

****  You have died  ****

You awaken among the members of the Circle. Belboz the Necromancer looks tired, and scattered about are the remains of the components of a spell of great healing power. The other members of the Circle are pleased to see you revived, but worried by the setback. "I think Krill is too powerful," says one. "This inexperienced wizard will never defeat one so puissant as he." Quiet discussion ensues, with well-concealed acrimony beneath the surface.
Debate ensues, with Belboz returning frequently to the contents of the ancient manuscript. His wishes prevail, and it is agreed to send you back....

The stars shine down on you from a clear, dark sky.
There is a loaf of bread here.
There is a jug here (providing light).
You learn exex
Using your best study habits, you learn the exex spell.
"Crash!" A huge hammer smashes against the stone floor outside.
You exex yourself
Nothing seems to happen. Perhaps the spell needs time before it can be cast again.
About you
You are not a pretty sight.
"Crash!" A huge hammer smashes against the stone floor outside.
You wait
Time passes...
"Crash!" A huge hammer smashes against the stone floor outside.
You go to the northwest
You rush across the engine room, your speed enabling you to avoid the gigantic hammers and gears; at this speed they appear to move with great deliberation. Unfortunately, you set off a trap, and many sharp spears fly at you from all directions! They seem to move pretty fast. Too fast, in fact. You can't dodge them, and you are severely skewered.

****  You have died  ****

You awaken among the members of the Circle. Belboz the Necromancer looks tired, and scattered about are the remains of the components of a spell of great healing power. The other members of the Circle are pleased to see you revived, but worried by the setback. "I think Krill is too powerful," says one. "This inexperienced wizard will never defeat one so puissant as he." Quiet discussion ensues, with well-concealed acrimony beneath the surface.
Debate ensues, with Belboz returning frequently to the contents of the ancient manuscript. His wishes prevail, and it is agreed to send you back....

The stars shine down on you from a clear, dark sky.
There is a loaf of bread here.
There is a jug here (providing light).
You are beginning to tire.
You look
The room is filled with noise: crashing and smashing, gurgling of water, grinding of gears, and horrible screeching of metal. Huge devices of obscure purpose provide these effects. The most notable is a huge hammer that smashes continually against the stone floor: it makes any crossing of the room a dangerous enterprise. The whole construction brings to mind the words "Infernal Machine." Far off to the southeast is another room. You can barely make out something on the floor of that room. It might be a scroll, but from here you can't tell for sure.
About you
You are not a pretty sight.
"Crash!" A huge hammer smashes against the stone floor.
Go southeast
You zip across the room easily, but you must have touched something dangerous along the way, because the machinery speeds up, going faster and faster.
Control Room
This is the control room for all the machinery nearby. The controls are all magical, of course. The walls are covered by blinking lights and shifting displays, interspersed with arcane dials and glowing buttons. It's all very mysterious looking. The exit, to the northwest, leads into a room with machinery which would surely crush you if you were to attempt to enter it.
A scroll of old, brittle parchment is here.
"Crash!" A huge hammer smashes against the stone floor outside.
Filfre
As you cast the spell, the purple scroll vanishes!
In a blinding burst of pyrotechnics, the air lights up with fireworks and dazzling explosions of multicolored fire! In sizzling sparks and roiling smoke is written:

Dave Lebling
and
Marc Blank

After a while, the smoke dissipates and the lights dim. You remain slightly dazzled for a while, but fortunately, this wears off.
"Crash!" A huge hammer smashes against the stone floor.
You go southeast
You start across the room, but less than halfway across, the huge hammer crashes down, right on top of you!

****  You have died  ****

You awaken among the members of the Circle. Belboz the Necromancer looks tired, and scattered about are the remains of the components of a spell of great healing power. The other members of the Circle are pleased to see you revived, but worried by the setback. "I think Krill is too powerful," says one. "This inexperienced wizard will never defeat one so puissant as he." Quiet discussion ensues, with well-concealed acrimony beneath the surface.
Debate ensues, with Belboz returning frequently to the contents of the ancient manuscript. His wishes prevail, and it is agreed to send you back....

The darkening sky is lit by a waning moon.
There is a loaf of bread here.
There is a jug here (providing light).
The jug contains:
A very small quantity of water
You wait
Time passes...
Your mouth is getting rather dry.
Wait
Time passes...
The darkened sky is now full of bright stars. It is night.
Today seemed shorter than yesterday, somehow.
You wait
Time passes...
"Crash!" A huge hammer smashes against the stone floor.
You go to the south-east
You start across the room, but less than halfway across, the huge hammer crashes down, right on top of you!

****  You have died  ****

You awaken among the members of the Circle. Belboz the Necromancer looks tired, and scattered about are the remains of the components of a spell of great healing power. The other members of the Circle are pleased to see you revived, but worried by the setback. "I think Krill is too powerful," says one. "This inexperienced wizard will never defeat one so puissant as he." Quiet discussion ensues, with well-concealed acrimony beneath the surface.
Debate ensues, with Belboz returning frequently to the contents of the ancient manuscript. His wishes prevail, and it is agreed to send you back....

The stars shine down on you from a clear, dark sky.
There is a loaf of bread here.
There is a jug here (providing light).
The jug contains:
A very small quantity of water
Go southeast
You make it across the room, but just barely; just as you duck through the door, a huge hammer crashes down behind, missing by an inch. Something you stepped on along the way clicked as well, and with a horrible screeching noise, the machinery speeds up, crashing faster and faster until it's twice as fast as before.

This is the control room for all the machinery nearby. The controls are all magical, of course. The walls are covered by blinking lights and shifting displays, interspersed with arcane dials and glowing buttons. It's all very mysterious looking. The exit, to the northwest, leads into a room with machinery which would surely crush you if you were to attempt to enter it.
A scroll of old, brittle parchment is here.
"Crash!" A huge hammer smashes against the stone floor outside.
You are becoming quite thirsty.
You go northwest
You run across the room, trying to dodge the crashing machinery, and you are succeeding for a while until you set off a trap. A volley of sharp spears, powered by cunning machinery, comes at you from all directions. You are skewered! The huge hammer crashes down for the coup de grace.

****  You have died  ****

You awaken among the members of the Circle. Belboz the Necromancer looks tired, and scattered about are the remains of the components of a spell of great healing power. The other members of the Circle are pleased to see you revived, but worried by the setback. "I think Krill is too powerful," says one. "This inexperienced wizard will never defeat one so puissant as he." Quiet discussion ensues, with well-concealed acrimony beneath the surface.
Debate ensues, with Belboz returning frequently to the contents of the ancient manuscript. His wishes prevail, and it is agreed to send you back....

The stars shine down on you from a clear, dark sky.
There is a loaf of bread here.
There is a jug here (providing light).
The jug contains:
A very small quantity of water
You exex yourself
You feel energetic and zippy.
"Crash!" A huge hammer smashes against the stone floor outside.
Go northwest
You rush across the engine room, your speed enabling you to avoid the gigantic hammers and gears; at this speed they appear to move with great deliberation. Unfortunately, you set off a trap, and many sharp spears fly at you from all directions! They seem to move pretty fast. Too fast, in fact. You can't dodge them, and you are severely skewered.

****  You have died  ****

You awaken among the members of the Circle. Belboz the Necromancer looks tired, and scattered about are the remains of the components of a spell of great healing power. The other members of the Circle are pleased to see you revived, but worried by the setback. "I think Krill is too powerful," says one. "This inexperienced wizard will never defeat one so puissant as he." Quiet discussion ensues, with well-concealed acrimony beneath the surface.
Debate ensues, with Belboz returning frequently to the contents of the ancient manuscript. His wishes prevail, and it is agreed to send you back....

The stars shine down on you from a clear, dark sky.
There is a loaf of bread here.
There is a jug here (providing light).
The jug contains:
A very small quantity of water
You examine the machinery
The machinery is extremely noisy and complicated. Other than that, you can't imagine of what use it is to anybody.
You look at the floor
You see nothing special about the floor.
"Crash!" A huge hammer smashes against the stone floor outside.
You look at the controls
The lights and displays hold no meaning for you. A random number generator may be controlling the whole thing, for all you know. "Crash!" A huge hammer smashes against the stone floor outside.
You look at the dials
The lights and displays hold no meaning for you. A random number generator may be controlling the whole thing, for all you know. "Crash!" A huge hammer smashes against the stone floor outside.
You are very thirsty now. You'd better have a drink soon.
You look
This is the control room for all the machinery nearby. The controls are all magical, of course. The walls are covered by blinking lights and shifting displays, interspersed with arcane dials and glowing buttons. It's all very mysterious looking. The exit, to the northwest, leads into a room with machinery which would surely crush you if you were to attempt to enter it.
"Crash!" A huge hammer smashes against the stone floor outside.
You read brittle
The scroll reads "kulcad spell: dispel a magic spell". The spell seems very long and extremely complicated.
"Crash!" A huge hammer smashes against the stone floor outside.
Kulcad hammer
As you cast the spell, the brittle scroll vanishes!
It appears that the hammer was real, since nothing happens.

A knife seems to split your head apart. A deep, black presence seems to enter and probe, deep and sure. After what seems like an eternity, it passes, leaving you with a throbbing headache.
Kulcad controls
As you cast the spell, the brittle scroll vanishes!
It appears that the glowing button was real, since nothing happens.

A knife seems to split your head apart. A deep, black presence seems to enter and probe, deep and sure. After what seems like an eternity, it passes, leaving you with a throbbing headache.
You learn the blorb
Using your best study habits, you learn the blorb spell.
You blorb yourself
You experience the most peculiar sensation of being simultaneously shrunken and sucked into what might best be likened to a black hole. The effect is not without its exhilarating aspect; as a way of life, however, it leaves much to be desired.

****  You have died  ****

You awaken among the members of the Circle. Belboz the Necromancer looks tired, and scattered about are the remains of the components of a spell of great healing power. The other members of the Circle are pleased to see you revived, but worried by the setback. "I think Krill is too powerful," says one. "This inexperienced wizard will never defeat one so puissant as he." Quiet discussion ensues, with well-concealed acrimony beneath the surface.
Belboz tilts his head, as if sensing something amiss. He examines your possessions and is taken aback: "You have acquired a scroll of great power. Using spells of this kind requires surpassing wisdom." With a wave of his hand, the scroll disappears.
Debate ensues, with Belboz returning frequently to the contents of the ancient manuscript. His wishes prevail, and it is agreed to send you back....

The stars shine down on you from a clear, dark sky.
There is a loaf of bread here.
There is a jug here (providing light).
The jug contains:
A very small quantity of water
Rezrov hammer
Although you complete the spell, nothing seems to have happened. "Crash!" A huge hammer smashes against the stone floor outside.
You go north
This small room must have been a closet of some sort. To the north is a passage leading out into a courtyard. Another exit is to the south.
In the exact center of the room is a large, jewelled box. It is wrapped in tight coils of thin rope. You try to follow the strands with your eye, but become hopelessly lost in the jumble of thousands of loops and knots.
Examine box
It is closed and wrapped in tight coils of thin rope.
You take the box
Your load is too heavy.
Your mouth is getting rather dry.
Filfre
As you cast the spell, the purple scroll vanishes!
In a blinding burst of pyrotechnics, the air lights up with fireworks and dazzling explosions of multicolored fire! In sizzling sparks and roiling smoke is written:

Dave Lebling
and
Marc Blank

After a while, the smoke dissipates and the lights dim. You remain slightly dazzled for a while, but fortunately, this wears off.
You take the box
Your load is too heavy.
You drop all
map: Dropped.
badly worn pencil: Dropped.
loaf of bread: Dropped.
jug: Dropped.
spell book: Dropped.
You look
This small room must have been a closet of some sort. To the north is a passage leading out into a courtyard. Another exit is to the south.
In one corner of the room is a badly worn pencil, inscribed with runes. There is a map here.
You go to the south
You are becoming quite thirsty.
You fill the jug
The stars shine down on you from a clear, dark sky.

The stars shine down on you from a clear, dark sky.

The stars shine down on you from a clear, dark sky.

You can't go that way.
You fill the jug
The stars shine down on you from a clear, dark sky.

The stars shine down on you from a clear, dark sky.

The stars shine down on you from a clear, dark sky.

The jug is now full of water.
Drink water
The delicious spring water tasted great.
You check your inventory
You are carrying:
A spell book
A jug (providing light)
The jug contains:
A quantity of water
A partially eaten loaf of bread
A jewelled box
"Crash!" A huge hammer smashes against the stone floor.
Go southeast
You start across the room, but less than halfway across, the huge hammer crashes down, right on top of you!

****  You have died  ****

You awaken among the members of the Circle. Belboz the Necromancer looks tired, and scattered about are the remains of the components of a spell of great healing power. The other members of the Circle are pleased to see you revived, but worried by the setback. "I think Krill is too powerful," says one. "This inexperienced wizard will never defeat one so puissant as he." Quiet discussion ensues, with well-concealed acrimony beneath the surface.
Debate ensues, with Belboz returning frequently to the contents of the ancient manuscript. His wishes prevail, and it is agreed to send you back....

The stars shine down on you from a clear, dark sky.
There is a loaf of bread here.
There is a jug here (providing light).
The jug contains:
A quantity of water
You wait for a while
Time passes...
You are feeling tired.
You go to the south-east
You make it across the room, but just barely; just as you duck through the door, a huge hammer crashes down behind, missing by an inch. Something you stepped on along the way clicked as well, and with a horrible screeching noise, the machinery speeds up, crashing faster and faster until it's twice as fast as before.

This is the control room for all the machinery nearby. The controls are all magical, of course. The walls are covered by blinking lights and shifting displays, interspersed with arcane dials and glowing buttons. It's all very mysterious looking. The exit, to the northwest, leads into a room with machinery which would surely crush you if you were to attempt to enter it.
A scroll of old, brittle parchment is here.
"Crash!" A huge hammer smashes against the stone floor outside.
Your stomach is starting to grumble.
You take the scroll
Your load is too heavy, especially in light of your exhaustion.
Sleep
You try to sleep but it's too noisy.
"Crash!" A huge hammer smashes against the stone floor outside.
You read the scroll
The scroll reads "kulcad spell: dispel a magic spell". The spell seems very long and extremely complicated.
Suddenly, you sense a great wind of evil magic blowing around you. You are weighed down by its power, and only your sorcerous training permits you to withstand it. When you regain your composure, your surroundings have changed.
You look
Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor.
This is the control room for all the machinery nearby. The controls are all magical, of course. The walls are covered by blinking lights and shifting displays, interspersed with arcane dials and glowing buttons. It's all very mysterious looking. The exit, to the northwest, leads into a room with machinery which would surely crush you if you were to attempt to enter it.
A scroll of old, brittle parchment is here.
"Crash!" A huge hammer smashes against the stone floor outside.
Inventory
You are carrying:
A spell book
A jug (providing light)
The jug contains:
A quantity of water
A partially eaten loaf of bread
A jewelled box
You go to the west
You are feeling tired.
Sleep
Ah, sleep! It's been a long day, indeed. The rest will do you good. You spread your cloak on the floor and drift off, renewing your powers and refreshing your mind ... Time passes as you snore blissfully.

You sleep uneventfully, dreamlessly, and awake refreshed.
The sun has now risen above the hills.
Your stomach is starting to grumble.
You go to the southeast
You make it across the room, but just barely; just as you duck through the door, a huge hammer crashes down behind, missing by an inch. Something you stepped on along the way clicked as well, and with a horrible screeching noise, the machinery speeds up, crashing faster and faster until it's twice as fast as before.

Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor.
This is the control room for all the machinery nearby. The controls are all magical, of course. The walls are covered by blinking lights and shifting displays, interspersed with arcane dials and glowing buttons. It's all very mysterious looking. The exit, to the northwest, leads into a room with machinery which would surely crush you if you were to attempt to enter it.
A scroll of old, brittle parchment is here.
"Crash!" A huge hammer smashes against the stone floor outside.
Go northwest
You run across the room, trying to dodge the crashing machinery, and you are succeeding for a while until you set off a trap. A volley of sharp spears, powered by cunning machinery, comes at you from all directions. You are skewered! The huge hammer crashes down for the coup de grace.

****  You have died  ****

You awaken among the members of the Circle. Belboz the Necromancer looks tired, and scattered about are the remains of the components of a spell of great healing power. The other members of the Circle are pleased to see you revived, but worried by the setback. "I think Krill is too powerful," says one. "This inexperienced wizard will never defeat one so puissant as he." Quiet discussion ensues, with well-concealed acrimony beneath the surface.
Debate ensues, with Belboz returning frequently to the contents of the ancient manuscript. His wishes prevail, and it is agreed to send you back....

There is a loaf of bread here.
There is a jug here (providing light).
The jug contains:
A quantity of water
You look
Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor.
This is the control room for all the machinery nearby. The controls are all magical, of course. The walls are covered by blinking lights and shifting displays, interspersed with arcane dials and glowing buttons. It's all very mysterious looking. The exit, to the northwest, leads into a room with machinery which would surely crush you if you were to attempt to enter it.
"Crash!" A huge hammer smashes against the stone floor outside.
Kulcad box
As you cast the spell, the brittle scroll vanishes!
It appears that the jewelled box was real, since nothing happens.

A knife seems to split your head apart. A deep, black presence seems to enter and probe, deep and sure. After what seems like an eternity, it passes, leaving you with a throbbing headache.
Kulcad rope
As you cast the spell, the brittle scroll vanishes!
Nothing obvious happens, but when you examine the rope, it lacks a certain something you saw in it before. It now looks sort of ordinary, like a clothesline.

A knife seems to split your head apart. A deep, black presence seems to enter and probe, deep and sure. After what seems like an eternity, it passes, leaving you with a throbbing headache.
You learn the rezrov
Using your best study habits, you learn the rezrov spell.
"Crash!" A huge hammer smashes against the stone floor outside.
Rezrov box
The rope dissolves and the jewelled box flies open!
You look in the box
The jewelled box contains:
A vellum scroll
"Crash!" A huge hammer smashes against the stone floor outside.
You read it
The scroll reads "melbor spell: protect magic users from harm by evil beings".
"Crash!" A huge hammer smashes against the stone floor outside.
Gnusto melbor
Your spell book begins to glow softly. Slowly, ornately, the words of the melbor spell are inscribed, glowing even more brightly than the book itself. The book's brightness fades, but the spell remains! However, the scroll on which it was written vanishes as the last word is copied.
You learn the melbor
Using your best study habits, you learn the melbor spell.
"Crash!" A huge hammer smashes against the stone floor outside.
Melbor yourself
A wave of warmth courses through you, leaving you with a feeling of great internal strength.
Go northwest
You rush across the engine room, your speed enabling you to avoid the gigantic hammers and gears; at this speed they appear to move with great deliberation. Unfortunately, you set off a trap, and many sharp spears fly at you from all directions! They seem to move pretty fast. Too fast, in fact. You can't dodge them, and you are severely skewered.

****  You have died  ****

You awaken among the members of the Circle. Belboz the Necromancer looks tired, and scattered about are the remains of the components of a spell of great healing power. The other members of the Circle are pleased to see you revived, but worried by the setback. "I think Krill is too powerful," says one. "This inexperienced wizard will never defeat one so puissant as he." Quiet discussion ensues, with well-concealed acrimony beneath the surface.
Debate ensues, with Belboz returning frequently to the contents of the ancient manuscript. His wishes prevail, and it is agreed to send you back....

There is a loaf of bread here.
There is a jug here (providing light).
The jug contains:
A quantity of water
Go southeast
You are feeling tired.

This is a meadow near the sea. There is a smell of salt in the air. Only heather and thistles grow here. To the north is a gate leading into the castle. A narrow path to the southeast leads to the shore of the Sea.
The stars shine down on you from a clear, dark sky.
Your stomach is starting to grumble.

This is a rocky beach along a grey and lifeless sea. There is dead seaweed covering many rocks, and listless waves barely stir the flotsam and jetsam here. There are many shells, but all are broken. A narrow path to the northwest leads into a meadow.
The stars shine down on you from a clear, dark sky.
Crawling slowly along the beach is an enormous turtle, his enamelled shell shining with all the colors of the rainbow.
Cleesh turtle
As he is already a reptile, the spell has little effect.
Hello
The turtle looks at you quizzically. It's clear he would like to understand you, but he doesn't. He responds, but it's only snaps, hisses, and clicks to you.
You learn the nitfol
Using your best study habits, you learn the nitfol spell.
Nitfol turtle
The rainbow turtle looks at you for a moment, and you look at it. "Hello," it says.
You are worn out.
Sleep
Ah, sleep! It's been a long day, indeed. The rest will do you good. You spread your cloak under the open sky and drift off, renewing your powers and refreshing your mind ... Time passes as you snore blissfully.

You sleep blissfully, unaware of the evil creatures lurking in the darkness. Unaware, that is, until one of them sets upon you with nasty sharp teeth.

****  You have died  ****

You awaken among the members of the Circle. Belboz the Necromancer looks tired, and scattered about are the remains of the components of a spell of great healing power. The other members of the Circle are pleased to see you revived, but worried by the setback. "I think Krill is too powerful," says one. "This inexperienced wizard will never defeat one so puissant as he." Quiet discussion ensues, with well-concealed acrimony beneath the surface.
Debate ensues, with Belboz returning frequently to the contents of the ancient manuscript. His wishes prevail, and it is agreed to send you back....

There is a loaf of bread here.
There is a jug here (providing light).
The jug contains:
A quantity of water
Your stomach is starting to grumble.
Go north
You can't go that way.
You are becoming quite hungry.
Sleep
You fall asleep quickly and begin to dream. The dream turns into a nightmare of decay and desolation, as your surroundings turn grey and lifeless. You feel a great weight, like a pile of ashes, constricting your movements, and then you bolt awake!
You touch the shell
The turtle seems to appreciate the attention.
You take the turtle
The turtle is much too large to take.
Blorb
What do you want to blorb?
You give the scroll to you
The rainbow turtle seems confused. "I don't see any scroll here!"
You ask Turtle,  to go to the northwest
The rainbow turtle, ever the good friend, leaves you.
Go north
This interior courtyard stands at the southern entrance to the castle, where a small rusty gate is standing open and slowly swaying in a gentle sea breeze. Beyond the gate can be seen a small meadow and, beyond that, a white beach on a misty sea. Passages enter the castle proper to the north, east, and west.
An enormous turtle is here, its enamelled shell shining with all the colors of the rainbow.
Up
The turtle huffs and puffs up the stairs. "Pretty steep stairs for a turtle, friend..."
You ask Turtle,  to go southeast
The poor turtle starts, but he's just too slow. About halfway across the room he is dispatched by the enormous hammer, leaving only a rainbow colored smudge on the floor. Even that disappears at the next blow of the hammer.

*** The rainbow turtle has died ***

"Crash!" A huge hammer smashes against the stone floor.
You learn exex
Using your best study habits, you learn the exex spell.
"Crash!" A huge hammer smashes against the stone floor.
A gaunt, feral-looking dog carrying a well-chewed bone approaches, is surprised by your presence, growls and then turns tail.
You ask Turtle,  to go southeast
As the turtle starts across, he seems to set off something, for the machinery speeds up and the noise level becomes almost unbearable. Luckily, he makes it to the other side safely!
"Crash!" A huge hammer smashes against the stone floor.
You go southeast
You start across the room, but less than halfway across, the huge hammer crashes down, right on top of you!

****  You have died  ****

You awaken among the members of the Circle. Belboz the Necromancer looks tired, and scattered about are the remains of the components of a spell of great healing power. The other members of the Circle are pleased to see you revived, but worried by the setback. "I think Krill is too powerful," says one. "This inexperienced wizard will never defeat one so puissant as he." Quiet discussion ensues, with well-concealed acrimony beneath the surface.
Debate ensues, with Belboz returning frequently to the contents of the ancient manuscript. His wishes prevail, and it is agreed to send you back....

The darkening sky is lit by a waning moon.
There is a loaf of bread here.
There is a jug here (providing light).
The jug contains:
A quantity of water
You look
The room is filled with noise: crashing and smashing, gurgling of water, grinding of gears, and horrible screeching of metal. Huge devices of obscure purpose provide these effects. The most notable is a huge hammer that smashes continually against the stone floor: it makes any crossing of the room a dangerous enterprise. The whole construction brings to mind the words "Infernal Machine." Far off to the southeast is another room. You can barely make out something on the floor of that room. It might be a scroll, but from here you can't tell for sure. Across the room you can see the rainbow turtle, who frequently looks your way.
"Crash!" A huge hammer smashes against the stone floor.
You exex yourself
Nothing seems to happen. Perhaps the spell needs time before it can be cast again.
"Crash!" A huge hammer smashes against the stone floor.
You learn the zifmia
Using your best study habits, you learn the zifmia spell.
Zifmia turtle
You can't see anyturtle here.
"Crash!" A huge hammer smashes against the stone floor.
You examine the turtle
He is standing on the other side of the machinery.
"Crash!" A huge hammer smashes against the stone floor.
The darkened sky is now full of bright stars. It is night.
Today seemed shorter than yesterday, somehow.
You learn the cleesh
Using your best study habits, you learn the cleesh spell.
"Crash!" A huge hammer smashes against the stone floor.
You cleesh yourself
You are turned into a newt, and scurry off to find your friends in the swamp. You are distracted by various yummy insects along the way, but eventually settle into a nice gooey part of the morass and live happily ever after, at least until you are devoured by a heron.

Your score is 145 of a possible 400, in 445 moves.
This puts you in the class of Novice Enchanter.

Would you like to restart the game from the beginning, restore a saved game position, or end this session of the game?
(Type RESTART, RESTORE, or QUIT):
You learn the cleesh
Using your best study habits, you learn the cleesh spell.
The adventurer leaves the room, heading to the north.
You are feeling tired.
Go north
Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor.
This short piece of corridor continues to the north and south.
There is a bedraggled and weary adventurer standing here. He is carrying a dusty book, a beautiful, ornamented egg, a worn silver spoon, a sword, and a brass lantern.
The adventurer leaves the room, heading to the north.
Your stomach is starting to grumble.
Go north
This desolate hall is nearly empty, save for a few long benches which are scattered throughout the room. The walls seem to be scorched, and everywhere are signs of decay. A sickening odor pervades the room, and wisps of acrid black smoke can be seen to the north. A wide passage leads south, and a small one opens to the east.
To the north you can hear the sound of a group of low, guttural voices. There is a bedraggled and weary adventurer standing here. He is carrying a dusty book, a beautiful, ornamented egg, a worn silver spoon, a sword, and a brass lantern.
The low, guttural voices seem to be coming in your direction.
The adventurer attempts to eat his sword. I don't think it would agree with him.
Cleesh adventurer
The adventurer turns into a fairly large newt, which scuttles off and is lost to sight.
A group of four hunched and hairy shapes walks into your presence. They seem surprised to see you. After whispering a few guttural words to each other, they start to move toward you purposefully.
You go south
The group of shapes follows you, intent on your capture! They seem to come alive in the desolation which fills this room.
Go south
The group of shapes follows you into this undespoiled room, emboldened and eager for blood.
Go southeast
You can't go that way.
The group of hunched and hairy shapes takes you in their arms and escorts you into a huge temple.

A low noise begins behind you, and you turn to see hundreds of hunched and hairy shapes. A guttural chant issues from their throats. Near you stands a figure draped in a robe of deepest black, brandishing a vicious dagger. The chant grows louder as the robed figure approaches the altar. As the shapes grab you, the figure in black speaks: "Take the victim to the tower. I shall prepare for the sacrifice!" The figures, whose form you can barely guess, take you from here through the northern door and into a prison cell. They take your possessions from you and close the door with a crash!

Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor.
This is a small prison cell in the north tower of the temple. Hideous shapes can be seen through the iron-barred window in the prison door. From the temple, a bloodcurdling chant can be heard.
Sleep
Ah, sleep! It's been a long day, indeed. The rest will do you good. You spread your cloak on the floor and drift off, renewing your powers and refreshing your mind ... Time passes as you snore blissfully.

You sleep uneventfully, dreamlessly, and awake refreshed.
You go south
This is a meadow near the sea. There is a smell of salt in the air. Only heather and thistles grow here. To the north is a gate leading into the castle. A narrow path to the southeast leads to the shore of the Sea.
The sun has now risen above the hills.
Your stomach is starting to grumble.
You go southeast
This is a rocky beach along a grey and lifeless sea. There is dead seaweed covering many rocks, and listless waves barely stir the flotsam and jetsam here. There are many shells, but all are broken. A narrow path to the northwest leads into a meadow.
Crawling slowly along the beach is an enormous turtle, his enamelled shell shining with all the colors of the rainbow.
Go north
A bedraggled adventurer walks into the room from the west.
You go to the north
Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor.
This short piece of corridor continues to the north and south.
An enormous turtle is here, its enamelled shell shining with all the colors of the rainbow.
You ask Turtle,  to go south
The rainbow turtle, ever the good friend, leaves you.
A bedraggled adventurer walks into the room from the east.
You are becoming quite hungry.
Go south
There is a bedraggled and weary adventurer standing here. He is carrying a dusty book, a beautiful, ornamented egg, a worn silver spoon, a sword, and a brass lantern.
An enormous turtle is here, its enamelled shell shining with all the colors of the rainbow.
The adventurer leaves the room, heading to the north.
You ask Turtle,  to go east
The rainbow turtle, ever the good friend, leaves you.
A gaunt, feral-looking dog carrying a well-chewed bone approaches, is surprised by your presence, growls and then turns tail.
Zifmia turtle
You can't see anyturtle here.
"Crash!" A huge hammer smashes against the stone floor outside.
You examine the turtle
He is standing on the other side of the machinery.
You look
The room is filled with noise: crashing and smashing, gurgling of water, grinding of gears, and horrible screeching of metal. Huge devices of obscure purpose provide these effects. The most notable is a huge hammer that smashes continually against the stone floor: it makes any crossing of the room a dangerous enterprise. The whole construction brings to mind the words "Infernal Machine." Far off to the southeast is another room. You can barely make out something on the floor of that room. It might be a scroll, but from here you can't tell for sure.
An enormous turtle is here, its enamelled shell shining with all the colors of the rainbow.
"Crash!" A huge hammer smashes against the stone floor.
You learn the zifmia
Using your best study habits, you learn the zifmia spell.
"Crash!" A huge hammer smashes against the stone floor.
Vaxum turtle
The turtle seems to make a friendly gesture, but then again turtles are pretty friendly anyway.
You climb the turtle
The turtle doesn't allow you to get on his back.
"Crash!" A huge hammer smashes against the stone floor.
Rezrov turtle
The turtle's shell pops off his back. Mortified, he retrieves it.
You look
The room is filled with noise: crashing and smashing, gurgling of water, grinding of gears, and horrible screeching of metal. Huge devices of obscure purpose provide these effects. The most notable is a huge hammer that smashes continually against the stone floor: it makes any crossing of the room a dangerous enterprise. The whole construction brings to mind the words "Infernal Machine." Far off to the southeast is another room. You can barely make out something on the floor of that room. It might be a scroll, but from here you can't tell for sure.
An enormous turtle is here, its enamelled shell shining with all the colors of the rainbow.
Hello
The turtle looks at you quizzically. It's clear he would like to understand you, but he doesn't. He responds, but it's only snaps, hisses, and clicks to you.
"Crash!" A huge hammer smashes against the stone floor.
You learn the nitfol
Using your best study habits, you learn the nitfol spell.
The sun starts to set behind the Lonely Mountain in the west.
The day is coming to an end earlier than you would have expected.
Nitfol turtle
The rainbow turtle looks at you for a moment, and you look at it. "Hello," it says.
A bedraggled adventurer walks into the room from downstairs.
You learn the vaxum
Using your best study habits, you learn the vaxum spell.
A bedraggled adventurer walks into the room from downstairs.
Vaxum adventurer
The adventurer smiles at you with an air of good will.
The adventurer eyes your possessions intently.
You ask Adventurer,  to go southeast
"I'll do what I please, thank you."
"Crash!" A huge hammer smashes against the stone floor.
The adventurer leaves the room, heading downstairs.
You look
The room is filled with noise: crashing and smashing, gurgling of water, grinding of gears, and horrible screeching of metal. Huge devices of obscure purpose provide these effects. The most notable is a huge hammer that smashes continually against the stone floor: it makes any crossing of the room a dangerous enterprise. The whole construction brings to mind the words "Infernal Machine." Far off to the southeast is another room. You can barely make out something on the floor of that room. It might be a scroll, but from here you can't tell for sure. There is a bedraggled and weary adventurer standing here. He is carrying a dusty book, a beautiful, ornamented egg, a worn silver spoon, a sword, and a brass lantern. He seems pleased to see you and frequently smiles in your direction.
An enormous turtle is here, its enamelled shell shining with all the colors of the rainbow.
"Crash!" A huge hammer smashes against the stone floor.
The adventurer leaves the room, heading downstairs.
You eat adventurer
"I'm only a turtle, you know, even if I can talk!"
The adventurer stares at his possessions as if expecting a revelation.
You take Book
The adventurer, not seeing any use in keeping the dusty book anyway, hands it to you gladly.
The adventurer leaves the room, heading downstairs.
You read Book
Which book do you mean, the dusty book or the spell book?
You read dusty Book
The first page of the book was the table of contents. Only two chapter names can be read: The Legend of the Unseen Terror and The Legend of the Great Implementers.
"Crash!" A huge hammer smashes against the stone floor.
You read unseen Terror
This legend, written in an ancient tongue, goes something like this: At one time a shapeless and formless manifestation of evil was disturbed from millenia of sleep. It was so powerful that it required the combined wisdom of the leading enchanters of that age to conquer it. The legend tells how the enchanters lured the Terror "to a recess deep within the earth" by placing there a powerful spell scroll. When it had reached the scroll, the enchanters trapped it there with a spell that encased it in the living rock. The Terror was so horrible that none would dare speak of it. A comment at the end of the narration indicates that the story is considered to be quite fanciful; no other chronicles of the age mention the Terror in any form.