Sorcerer
Steve Meretzky
advanced difficulty commercial cover art fantasy Infocom magic parser spells Zork
Sorcerer, the second of a spellbinding fantasy series in the tradition of Zork, takes you on a magical tour through the darker side of Zorkian enchantment. Your journey begins with a cryptic diary - the last trace of the now-vanished Belboz the Necromancer, grand and powerful leader of the Guild of Enchanters. It is feared that Belboz is in thrall to evil sorcery. If so, the very existence of the Circle of Enchanters could be forfeit. To rescue the kingdom and locate your mentor in the treacherous mists of time, you must gain the power and cunning of a true Sorcerer.
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You are in a strange location, but you cannot remember how you got here. Everything is hazy, as though viewed through a gauze...

You are on a path through a blighted forest. The trees are sickly, and there is no undergrowth at all. One tree here looks climbable. The path, which ends here, continues to the northeast.

A hellhound is racing straight toward you, its open jaws displaying rows of razor-sharp teeth.
Go upward
You are on a large gnarled branch of an old and twisted tree.

A giant boa constrictor is slithering along the branch toward you!
The hellhound leaps madly about the base of the tree, gnashing its jaws.
Inventory
You are empty-handed.

The snake begins wrapping itself around your torso, squeezing the life out of you...

...and a moment later you wake up in a cold sweat and realize you've been dreaming.

Your frotz spell seems to have worn off during the night, and it is now pitch black.
Inventory
You are carrying:
a spell book
You read the book
Though it is dark, the magic writing of your spells casts enough light that you can read them.

The gnusto spell (write a magic spell into a spell book).
The vezza spell (view the future).
The pulver spell (cause liquids to become dry).
The izyuk spell (fly like a bird).
The yomin spell (mind probe).
The rezrov spell (open even locked or enchanted objects).
The frotz spell (cause something to give off light).
Spells
The gnusto, rezrov, and frotz spells are yours forever. Other than that, you have no spells memorized.
Frotz 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.

Your Quarters, in the bed
This is your chamber in the Hall of the Guild of Enchanters, with a doorway to the west. A private chamber is a great privilege, especially for an Enchanter as young as yourself, but how many Enchanters can say they defeated the infamous Krill?
You learn the izyuk
Using your best study habits, you learn the izyuk spell.
Go west
Hallway (you are flying)
Rooms lie to the east and west from this north-south corridor. A heavy wooden door, currently closed, leads north.
Tacked to the doorframe of your room is a note, hurriedly scribbled on parchment.
You examine note
"I have taken the apprentices into town to shop for the Guild picnic. I tried rousing you, but you seemed deep asleep. By the way, have you seen Belboz anywhere? It's not like him to leave without telling someone -- but then, he's been acting pretty odd of late.

-- Frobar"

You settle gently to the ground.
Go north
The heavy wooden door is closed.
Go north
The meeting place of the Circle of Enchanters is a large, round room with a high domed ceiling. A table occupies the center of the room. Engraved on the wall is a list of tenets, the Guild's code of honor. The only door, at the southernmost point of the perimeter, is open.
You read the tenets
The first tenet states that Enchanters may never use their talents to aid evil. The second points out that an Enchanter's duty is to the Guild and to the Kingdom, not to the individual. Lesser tenets include rules for conducting votes at meetings, guidelines for passing dishes at Guild banquets, and penalties for revealing the Guild's secret handshake.
Go west
The personal chamber of Belboz, who presides over the Circle of Enchanters, is appointed with a beautiful woven wall hanging, an exotic morgia plant, and a wide darkwood desk crafted by the artisans of Gurth. The hallway lies to the east.
Pacing back and forth on a perch in the corner is Belboz's prized pet parrot, native to the jungles of Miznia.

"Squawk! Now where can I hide this key? Squawk!"
You examine the desk
The desk has one drawer which is closed.

You are now a bit thirsty.

"Squawk! Now where can I hide this key? Squawk!"
You open the drawer
Opening the desk drawer reveals a tiny box, an infotater, and a journal.

"Squawk! This tea is cold! Get me another cup. Squawk!"
Examine box
There is writing on the lid of the box.

" MAGIC AMULET

its owner, the brighter it may
glow. Ideal for leaving with
your loved ones if you go on
a long and hazardous journey.

-> BELBOZ THE NECROMANCER

Frobozz Magic Amulet Company."

"Squawk! This tea is cold! Get me another cup. Squawk!"
You open it
Opening the tiny box reveals a magic amulet.

You are now a bit hungry.
You get AMULET
You are now wearing the magic amulet.

"Squawk! This tea is cold! Get me another cup. Squawk!"
You look at the infotater
Like most infotaters, this one has several windows and a rotating data wheel. It is leather-bound and beautifully illustrated. (NOTE: This is the infotater included in your game package.)
You look at the journal
It's closed and sealed with a lock.
Rezrov journal
The journal seems to bear a spell protecting it against the simple rezrov spell.

The Guild Hall doorbell chimes.
You describe your surroundings
The personal chamber of Belboz, who presides over the Circle of Enchanters, is appointed with a beautiful woven wall hanging, an exotic morgia plant, and a wide darkwood desk crafted by the artisans of Gurth. The hallway lies to the east.
Pacing back and forth on a perch in the corner is Belboz's prized pet parrot, native to the jungles of Miznia.
The desk drawer contains:
a tiny box
an infotater
a journal
You look at the plant
You see nothing special about the morgia plant.

You are now somewhat thirsty.

"Squawk! You should never have let down your mindshield, you doddering old Enchanter. Squawk!"
You look at wall hanging
It is a beautiful piece of local handiwork, given to Belboz by the grateful townspeople after his (admittedly showy) pyrotechnical destruction of the evil giant Amathradonis. The hanging is affixed to the wall at its upper corners.
You look behind the wall hanging
As you move the tapestry, a key falls out from behind it and lands on the floor.

"Squawk! You should never have let down your mindshield, you doddering old Enchanter. Squawk!"
You take the key
Taken.
Unlock journal
(with the small key)
No spell would help with that!

You are now somewhat hungry.
You unlock the journal with the small key
No spell would help with that!

"Squawk! Where did I leave my spectacles? Squawk!"
You open the journal with the key
You must tell me how to do that to a journal.

"Squawk! Now where can I hide this key? Squawk!"
You read the journal
(taking the journal first)
It's closed and sealed with a lock.

"Squawk! Belboz, the Circle is waiting for you. Squawk!"
You put the key in the journal
You can't do that.

You are now quite thirsty.
Open journal
(with the key)
The journal springs open.

"Squawk! Where did I leave my spectacles? Squawk!"
Open journal
The journal is already open!

"Squawk! This tea is cold! Get me another cup. Squawk!"
You read the journal
You skim through the pages of the journal, a combination diary and notebook. Most of the notations, written in Belboz's familiar flowing script, deal with meetings of the Circle and business of the Guild.

There is one interesting entry toward the end of the book. Belboz refers to an ancient and evil force known simply as Jeearr, a demon whose powers could endanger the Circle and possibly the entire kingdom. He has decided to conduct some dangerous exploratory experiments, operating alone to shield the Circle from the perils involved.

The last three entries are strange and frightening -- written in a hand quite different from that of Belboz, and in a language totally unfamiliar to you.

On the inside cover is an inscription, written in a light script, which reads "Current code: dorn".
You go to the east
Rooms lie to the east and west from this north-south corridor. A heavy wooden door, currently open, leads north.
Tacked to the doorframe of your room is a note, hurriedly scribbled on parchment.
Go south
Rooms lie to the east and west from this north-south corridor. A large marble archway to the south leads into an open area.
You go south
This is the entrance lobby of the Guild Hall. Befitting the status and wealth of the Guild, the lobby is finished with polished Antharian marble, inlaid with intricate patterns of silver leaf. To the north is a wide arch, and smaller openings flank the area on the eastern and western sides, as well as the northeastern and northwestern corners. A narrow stair leads downward. Through another arch to the south, you can see the entrance steps and the main road into town.
Affixed to the southern arch is an ornate brass receptacle, intended for use by messengers.
You look in the receptacle
Opening the receptacle reveals an issue of Popular Enchanting.

You are now quite hungry.
You read the popular Enchanting
This month's cover story is about Belboz! Other stories relate the explosion of spell scroll manufacturers, and the coming shakedown in the magic potion industry. The address label on the cover reads:

"Z5 ACCAR256 4-964
Hall of the Guild of Enchanters
Village of Accardi-By-The-Sea
Land of Frobozz"

You are now very thirsty.
Go west
This is a closet for storage. The only exit is east.
Among the provisions here is a small ochre-colored vial, closed and labelled with tiny lettering.
There is a calendar here (providing light).
There is a depleted matchbook here.
You read vial
(taking the ochre vial first)

"BERZIO POTION
(obviate need for food or drink)"
You open vial
Opening the ochre vial reveals ochre potion.
Drink potion
The potion was completely tasteless. You no longer feel hungry and thirsty, though.
You look at the calendar
The calendar is for the current year, 957 GUE, and bears many stunning pictures: the marble mines of Antharia, the sand dunes of the Kovalli Desert, ancient Fort Griffspotter, and the giant infotater factories of Borphee. A legend reads "Best wishes for a leak-less year, from the Accardi Plumbers Guild."
You look at the matchbook
The matches are all gone, but there is some printing on the inner cover.
You read the matchbook
(taking the depleted matchbook first)
"Amazing Vilstu Potion!

Get by without breathing! Amaze your
friends! Be the first person on the
block to own some!

mailbox. Our shipping department will
use the latest in temporal travel
techniques to insure that your potion
arrives the same day you order it!
(Orders received before noon will
arrive the day before you order)."
You get the matchbook
You already have it.
You put the matchbook in the receptacle
Done.
You go northwest
This is a large hall where the Guild's young apprentices live and study as they strive to achieve a seat on the Circle. You think back to the days when you occupied these quarters. The apprentices are gone, having accompanied Frobar into town to shop. You can leave to the southeast.
Go southeast
This is the entrance lobby of the Guild Hall. Befitting the status and wealth of the Guild, the lobby is finished with polished Antharian marble, inlaid with intricate patterns of silver leaf. To the north is a wide arch, and smaller openings flank the area on the eastern and western sides, as well as the northeastern and northwestern corners. A narrow stair leads downward. Through another arch to the south, you can see the entrance steps and the main road into town.
Affixed to the southern arch is an ornate brass receptacle, intended for use by messengers.
The receptacle contains:
a depleted matchbook
Go northeast
This is a sparsely furnished living area for the servants of the Guild. None are in sight; presumably they are out doing their daily errands. You can leave to the southwest.
You go east
This is a study chamber for members of the Guild. Usually, there would be several elder Enchanters patiently training novices, but no one is here at the moment. The only exit is west.
Lying open on a stand in one corner is a heavy volume, probably a copy of the Encyclopedia Frobizzica.
The servants have been lax lately, for a scroll is lying among the dust in the corner.
You read Encyclopedia
It would take days to read the entire encyclopedia. A better idea would be to read about specific persons or things.
You look up the dorn in Encyclopedia
The spot where the entry should be is blank, as though the text were magically excised or transported to some other location.
You look up the rezrov in Encyclopedia
A spell produced by SoftSpel.
You look up the borphee in Encyclopedia
The capital and biggest city in Frobozz, and the center of the spell scroll and infotater industries. The port of Borphee is the busiest on the Flathead Ocean.
You look up Belboz in Encyclopedia
There is a small entry about Belboz, mentioning that he is the Guildmaster of the Accardi Chapter of the Guild of Enchanters, and has served three terms as kingdomwide Secretary of the Guild.
You read scroll
The scroll reads "meef spell: cause plants to wilt".
Gnusto meef
Your spell book begins to glow softly. Slowly, ornately, the words of the meef 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 to the west
This is the entrance lobby of the Guild Hall. Befitting the status and wealth of the Guild, the lobby is finished with polished Antharian marble, inlaid with intricate patterns of silver leaf. To the north is a wide arch, and smaller openings flank the area on the eastern and western sides, as well as the northeastern and northwestern corners. A narrow stair leads downward. Through another arch to the south, you can see the entrance steps and the main road into town.
Affixed to the southern arch is an ornate brass receptacle, intended for use by messengers.
The receptacle contains:
a depleted matchbook
Go downward
You are in the basement of the Guild Hall. A steep, narrow stair leads upward from the southwest corner.
At the far end of the cellar, draped in cobwebs, is a large trunk. At each corner of its lid is a button: a black button with a picture of a star, a gray button depicting the moon, a red button illustrated with a bloody knife, and a purple button engraved with a royal crown. In the center of the lid is a white button picturing a dove in flight.
Rezrov trunk
The lid bulges outward for a moment.
You read the scroll
(taking the moldy scroll first)
The scroll reads "aimfiz spell: transport caster to someone else's location". The spell seems very long and extremely complicated.
Gnusto aimfiz
Your spell book begins to glow softly. In a spectacular effort of magic, the powers of the gnusto spell attempt to copy the aimfiz spell into your book, but the spell is too long, too complicated, and too powerful. The glow fades, but fortunately the moldy scroll remains intact.
Y.
You are in a strange location, but you cannot remember how you got here. Everything is hazy, as though viewed through a gauze...

You are on a path through a blighted forest. The trees are sickly, and there is no undergrowth at all. One tree here looks climbable. The path, which ends here, continues to the northeast.

A hellhound is racing straight toward you, its open jaws displaying rows of razor-sharp teeth.
You wake up
As you wake up, Frobar sticks his head in the door and invites you shopping. When you return late that evening, you find the Guild Hall sacked, and many fellow Enchanters slaughtered. Servants of evil, teeth smeared with blood, fall upon you as well. A menacing voice echoes about the room. "Pathetic Enchanters ... Who can save you now?"

Some days it just doesn't pay to wake up.
Your score is 0 of a possible 400, in 0 moves. This puts you in the class of Charlatan.

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 wait for a while
Time passes...

The hellhound reaches you and tears you apart with its powerful teeth.

...and a moment later you wake up in a cold sweat and realize you've been dreaming.

Your frotz spell seems to have worn off during the night, and it is now pitch black.
Frotz 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.

Your Quarters, in the bed
This is your chamber in the Hall of the Guild of Enchanters, with a doorway to the west. A private chamber is a great privilege, especially for an Enchanter as young as yourself, but how many Enchanters can say they defeated the infamous Krill?
Go west
Rooms lie to the east and west from this north-south corridor. A heavy wooden door, currently closed, leads north.
Tacked to the doorframe of your room is a note, hurriedly scribbled on parchment.
Go south
Rooms lie to the east and west from this north-south corridor. A large marble archway to the south leads into an open area.
You get all
ochre vial: Taken.
calendar: Taken.
depleted matchbook: Taken.
You go east
Affixed to the southern arch is an ornate brass receptacle, intended for use by messengers.
Open receptacle
Opened.
You put the matchbook in the receptacle
Done.
Drink potion
The potion was completely tasteless.
Go west
The personal chamber of Belboz, who presides over the Circle of Enchanters, is appointed with a beautiful woven wall hanging, an exotic morgia plant, and a wide darkwood desk crafted by the artisans of Gurth. The hallway lies to the east.
Pacing back and forth on a perch in the corner is Belboz's prized pet parrot, native to the jungles of Miznia.
You look behind the hanging
As you move the tapestry, a key falls out from behind it and lands on the floor.

"Squawk! Where did I leave my spectacles? Squawk!"
You get the key
Taken.
You open the drawer
Opening the desk drawer reveals a tiny box, an infotater, and a journal.
You open the box
Opening the tiny box reveals a magic amulet.
You get AMULET
You are now wearing the magic amulet.

"Squawk! Now where can I hide this key? Squawk!"
Open journal
(with the key)
The journal springs open.

"Squawk! You should never have let down your mindshield, you doddering old Enchanter. Squawk!"
You read the journal
(taking the journal first)
You skim through the pages of the journal, a combination diary and notebook. Most of the notations, written in Belboz's familiar flowing script, deal with meetings of the Circle and business of the Guild.

There is one interesting entry toward the end of the book. Belboz refers to an ancient and evil force known simply as Jeearr, a demon whose powers could endanger the Circle and possibly the entire kingdom. He has decided to conduct some dangerous exploratory experiments, operating alone to shield the Circle from the perils involved.

The last three entries are strange and frightening -- written in a hand quite different from that of Belboz, and in a language totally unfamiliar to you.

On the inside cover is an inscription, written in a light script, which reads "Current code: rotgrub".
Drop journal
Dropped.

The Guild Hall doorbell chimes.

"Squawk! This tea is cold! Get me another cup. Squawk!"
You drop the key
Dropped.

"Squawk! Where did I leave my spectacles? Squawk!"
You go to the west
Helistar is one of the foremost members of the Circle, and this is her private chamber.
Among Helistar's possessions is a scroll, new and shiny.
You read the scroll
The scroll reads "gaspar spell: provide for your own resurrection".
Gnusto gaspar
Your spell book begins to glow softly. Slowly, ornately, the words of the gaspar 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 east
This is the room of Frobar the Enchanter. There isn't much here in the way of furnishings, Frobar being a pretty dull kind of guy.
You look in the receptacle
Opening the receptacle reveals an orange vial, and an issue of Popular Enchanting.
Gnusto meef
You must have a legible spell scroll in your hands before the gnusto spell will work on it.
You read the scroll
(taking the dusty scroll first)
The scroll reads "meef spell: cause plants to wilt".
Gnusto meef
Your spell book begins to glow softly. Slowly, ornately, the words of the meef 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
Affixed to the southern arch is an ornate brass receptacle, intended for use by messengers.
Go downward
You are in the basement of the Guild Hall. A steep, narrow stair leads upward from the southwest corner.
At the far end of the cellar, draped in cobwebs, is a large trunk. At each corner of its lid is a button: a black button with a picture of a star, a gray button depicting the moon, a red button illustrated with a bloody knife, and a purple button engraved with a royal crown. In the center of the lid is a white button picturing a dove in flight.
You get the scroll
Taken.
You read the book
The meef spell (cause plants to wilt).
The gaspar spell (provide for your own resurrection).
The gnusto spell (write a magic spell into a spell book).
The vezza spell (view the future).
The pulver spell (cause liquids to become dry).
The izyuk spell (fly like a bird).
The yomin spell (mind probe).
The rezrov spell (open even locked or enchanted objects).
The frotz spell (cause something to give off light).
You check what you're carrying
You are carrying:
a moldy scroll
an issue of Popular Enchanting
an orange vial
a magic amulet (being worn)
a calendar (providing light)
an ochre vial
a spell book (providing light)
You read ochre
"BERZIO POTION
(obviate need for food or drink)"
You drop ochre
Dropped.
You read the orange
"VILSTU POTION
(obviate need for breathing)"
You go south
A tiny warning nymph appears, floating in the air next to your ear. "There's no one else here," it reminds you, "so you'd better not leave just now. Bye!" It winks at you before vanishing.
Aimfiz belboz
As you cast the spell, the moldy scroll vanishes!

After a momentary dizziness, you realize that your location has changed, although Belboz is not in sight...

You are on a path through a blighted forest. The trees are sickly, and there is no undergrowth at all. One tree here looks climbable. The path, which ends here, continues to the northeast.

A hellhound is racing straight toward you, its open jaws displaying rows of razor-sharp teeth.
You learn the gaspar
Using your best study habits, you learn the gaspar spell.
Gaspar yourself
A sense of peace of mind passes over you.
Wait
Time passes...

The hellhound reaches you and tears you apart with its powerful teeth.

" he asks, writing frantically in a notebook. "I'd love to chat, but we're so busy this month." A look of consternation crosses the angel's face. "According to the records, you're to be resurrected in your local Guild Hall. But that's quite far, and I've had a rough day. How about Egreth Castle instead, hmmm?" Being disembodied, you find it difficult to object, and a moment later you are among the...

You are amongst the ruins of an ancient castle. A winding stairway leads up to a crumbling turret, and a dark passage leads downward. A path heads through the rubble to the west.
You look at what you're carrying with you
You are carrying:
an issue of Popular Enchanting
an orange vial
a magic amulet (being worn)
a calendar (providing light)
an ochre vial
a spell book (providing light)
Go upwards
This is the only turret of the castle still standing. It affords a marvelous view of a meadow to the west, and beyond that a twisted forest. To the north is a mighty fortress which stands atop a cliff where a turbulent river pours into an ocean. The ocean stretches out of sight to the east. A spiralling staircase leads downward.
You look at Ocean
The ocean lies far below you.
Go downward
This is the dark and dank dungeon of the ruined castle. There's probably a torture chamber nearby. You can go east, northeast, or upward. A small opening leads down as well.
Go northeast
In the center of the room is a deep pit filled with countless bones, an indication of the brutality of dungeon life. There are exits south and southwest. High above you is a small opening in the ceiling.
Search bones
They're at the bottom of the pit.
You go downwards
Do you really want to add your bones to the others in the pit?
You examine AMULET
A blue jewel hangs from a long golden chain. The jewel is glowing dimly.
You go south
This is a large and well-equipped torture chamber. These were very popular in castles of several centuries ago, but are somewhat out of fashion now. There are exits to the west and north.
Sitting near one of the torture devices is an indigo vial, labelled in tiny letters.
You read the indigo
(taking the indigo vial first)

"FLAXO POTION
(exquisite torture)"
You look at the devices
All the usual torture devices are here, all quite mean and deadly looking.
You go west
You are standing on the drawbridge of a ruined castle which lies to your east. The wood of the bridge looks severely rotted and creaks ominously beneath you. The moat, although an easy dive from here, looks dangerous, full of sinister shapes beneath the surface of the water. To the west is a wide field.
You look at the moat
The water is murky, and lily pads cover most of the surface. Dark shapes swim about below the surface.
The bridge continues to creak.
You learn the pulver
Using your best study habits, you learn the pulver spell.
The bridge continues to creak.
Pulver moat
The moat dries up, leaving vicious-looking creatures flopping around in puddles. Immediately, the castle's automatic moat-filler turns on, and refills the moat.
The bridge continues to creak.
Go west
You are in the center of a barren field. To the east is the turret of a ruined castle, and from the northeast comes the sound of rushing water.

A swarm of bloodsucking locusts appears on the horizon.
You go west
To the west, a path enters the blighted woods, which stretch out of sight. A signpost stands beside another path leading north, and to the east is a wide meadow. At the base of the signpost is a slimy hole leading down.
You read the signpost
" *** !!! >>> WARNING <<< !!! ***
This path is protected by a
Magic Mine Field
installed by the
Frobozz Magic Mine Field Company

You are beginning to tire.
You go upwards
You are on a large gnarled branch of an old and twisted tree.

A giant boa constrictor is slithering along the branch toward you!
You learn the izyuk
Using your best study habits, you learn the izyuk spell.
Go north
Unfortunately, one of the properties of magic mine fields is their ability to blow you up even if you're floating above them. Kaboom!!!...

 (Type RESTART, RESTORE, or QUIT):
You learn the gaspar
Using your best study habits, you learn the gaspar spell.
The bridge continues to creak.
Gaspar yourself
A sense of peace of mind passes over you.
The bridge continues to creak.
Go west
You are in the center of a barren field. To the east is the turret of a ruined castle, and from the northeast comes the sound of rushing water.

A swarm of bloodsucking locusts appears on the horizon.
You go west
To the west, a path enters the blighted woods, which stretch out of sight. A signpost stands beside another path leading north, and to the east is a wide meadow. At the base of the signpost is a slimy hole leading down.
You look at the hole
You see nothing special about the opening.

You are beginning to tire.
Go down
You have entered a shadowy pit full of nooks and crannies. From every direction you hear the hissing of vipers and the irregular clicking of giant beetles. Light spills down from above, and a small crack leads further downward into darkness.
Go down
This is a moist room whose walls are thick with moss and lichens. A small hole leads up and a rocky passage leads south.
You take the moss
It would take more magic than you've got!
You examine AMULET
A blue jewel hangs from a long golden chain. The jewel is glowing dimly.
Swing amulet
Whoosh!
You go to the south
You are standing in the center of an enormous crater, strewn with debris. Several points around the perimeter look climbable.
You look at the debris
You see nothing special about dust and debris.

You are feeling tired.
Climb crater
Please use compass directions for movement.
You go west
This is a strip of land to the east of a gaping chasm. You might try jumping across, but I'd advise against it. A wide crater lies to the east.
You learn the izyuk
Using your best study habits, you learn the izyuk spell.
You go to the west
You fly easily across the chasm...

Bare Passage (you are flying)
This is a featureless tunnel, narrowing to the west. To the east is a deep gorge, probably too wide to jump across.
Go west
Elbow Room (you are flying)
The tunnel turns a corner here. You could go either north or east.

You settle gently to the ground.
You go to the north
This is a tall room flooded with light from an unseen source. The only exit is south.
Growing in the center of the room is a tree, thick with foliage. As though to disprove the ancient adage, every branch, bow, and twig has a zorkmid coin growing on it.

You are getting more and more tired.
You get the zorkmid coin
As you pluck the first zorkmid, the tree shimmers and vanishes! (I guess it was just an illusion.) You are left holding a solitary zorkmid coin.
You look at it
The coin pictures a man with an incredibly flat head, wearing a gaudy crown.
Sleep
Ah, sleep! It's been a long day and 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, awake refreshed, and rise to your feet.
You go south
The tunnel turns a corner here. You could go either north or east.
You go east
This is a featureless tunnel, narrowing to the west. To the east is a deep gorge, probably too wide to jump across.
Go east
You fly easily across the chasm...

Edge of Chasm (you are flying)
This is a strip of land to the east of a gaping chasm. You might try jumping across, but I'd advise against it. A wide crater lies to the east.
You go east
Crater (you are flying)
You are floating near the center of an enormous crater, strewn with debris. Several points around the perimeter look climbable.

You settle gently to the ground.
Go south
This is a meandering north-south tunnel. A side passage leads to the southwest.
You go south
You have entered a large room whose walls are covered with intricate carvings. The largest and most striking carving, on the southern wall, is of a huge sleeping dragon! A winding tunnel leads north.
You go to the southwest
This looks like the entrance to a run-down amusement park, no longer gaudy with lights and glitter. A sign above the entrance proclaims "Welcome to Bozbarland - The Entertainment Capital of the Empire." The park lies to the west and a tunnel leads northeast.
Go west
You bounce off an invisible barrier. A moment later a gnome appears, dressed in a gaudy plaid outfit. "Admission to the park is only one zorkmid. What a bargain, chum, eh?"
You give the zorkmid to the gnome
"Okay, you can go through now, bub. Enjoy your trip to Bozbarland." The gnome vanishes as suddenly as he appeared.
Go west
You are at the eastern end of a long midway. The park entrance lies to the east, and rides lie to the north and south.
You go north
Something about this place seems to soak up all light, so that it is quite dark. You can see vague shapes swaying about in the darkness.

Something slithers across your foot.
You wait for a while
Time passes...

A deep-throated chuckle echoes about the room.
You wait awhile
Time passes...

Something slithers across your foot.
You wait awhile
Time passes...

A roller coaster car zooms past, almost knocking you over!
You go south
You are at the boarding platform of a fast-moving flume, flowing off beyond your view. A small plaque hangs nearby. The midway is visible to the north. A log boat sits at the platform, beckoning you to enter.
You enter boat
As you enter the log boat, it lurches away from the platform and is carried swiftly away by the current of the flume. An amusement park nymph appears for a moment, warning you not to leave the log boat during the course of the ride.
You wait for a while
Time passes...

The flume is wide here, and straight as an arrow. The ride is quite relaxing.
You wait
Time passes...

You enter a stretch of sharp, winding curves! Spray dashes your face as you are tossed about the log boat!
You wait
Time passes...

The twists and turns are left behind as you approach the mouth of a dark tunnel.
You wait
Time passes...

The flume winds through a tunnel whose walls are black as coal. You pass an opening which provides a brief glimpse of troglodytes digging and hauling coal.
Wait
Time passes...

The log boat leaves the tunnel and passes through a series of rapids, shooting straight toward jagged rocks and then veering away at the last moment!
You wait
Time passes...

Magically, the flume flows uphill here! The current slows as the boat climbs and climbs...
You wait
Time passes...

You reach the crest of the flume's final drop. You can see swirling white water below!
Wait
Time passes...

The log boat plunges down into the swirling waters at the base of the slope! Huge splashes of water spray off in every direction, but amazingly you stay dry!
You wait
Time passes...

The boat floats serenely around a final turn and pulls up to the boarding platform.
You wait
Time passes...
You read the plaque
"Constructed by the Frobozz Magic Flume Company."
You go north
You are at the eastern end of a long midway. The park entrance lies to the east, and rides lie to the north and south.
You go north
You are at the boarding platform of a huge roller coaster, sprawling above and around you in every direction. A small plaque hangs nearby. The midway is visible to the south. A car sits at the platform, beckoning you to enter.
You read the plaque
"Constructed by the Frobozz Magic Roller Coaster Company."
You enter the car
As you enter the car, it rolls away from the platform in a gentle curve. An amusement park nymph appears for a moment, warning you not to leave the car during the course of the ride.
You wait
Time passes...

The car, propelled by some unseen force, rolls up a huge incline. The crest grows tantalizingly closer.
You look
Roller Coaster, in the car

You reach the crest, the highest point of the roller coaster! The park is laid out beneath you like a map; the lights of the midway, the booths of the arcade, the sparkling blue ribbon of water that must be the flume. In the distance is a wide crater. The sounds and smells of the park seem distant, and time feels suspended for a moment.
Look around
Roller Coaster, in the car

The breath is swept from your lungs as the car begins diving, seemingly straight downward. You rise from the seat as the ground rushes closer! At the last moment, the car swings upward, and your stomach settles in your ankles.
You wait awhile
Time passes...

The car zips through a series of wild turns and sharp drops. Wooden roller coaster supports whiz past, inches from your head!
Wait
Time passes...

This section of track is shaped like a corkscrew, and as the car hurtles forward it turns upside down almost every second. It is impossible to tell up from down, as the ground seems to spin around you.
You wait for a while
Time passes...

The car shoots into a rapid climb, which gets progressively slower and steeper. Your heart beats wildly as the track begins to swing back above you, and you realize that you are entering a giant loop!
Wait
Time passes...

As you reach the highest point of the loop, you hang completely upside-down for a brief moment. The blood rushes to your head as the ground suspended "above" you like a canopy. Then, you hurtle down the far side of the loop with breakneck speed!
You wait
Time passes...

The roller coaster speeds out of the loop and into a tunnel, which seems to run through the middle of a haunted house! Wispy ghosts and ghoulish skeletons brush past you.
Wait
Time passes...

The car zooms out into daylight, and glides to a stop at the boarding platform.
Go south
This is a huge tent filled with hectic noise, blinking lights, and the smell of frying food. Near the exit is a game booth lined with prizes. The concept of the game seems to be bashing cute little mechanical bunnies with a rubber ball as they hop around a little artificial meadow.
A hawker stands within the booth, studying you through half-closed eyes.
"C'mon, pal!" cries the hawker from the game booth. "Try your luck!" He holds the ball out toward you.
You enter the booth
The hawker pushes you away.
You throw the ball at the bunny
Your throw is way off! This game is harder than it looks. The hawker, leering, retrieves the ball.
"C'mon, pal!" cries the hawker from the game booth. "Try your luck!" He holds the ball out toward you.
You go north
The hawker yells after you, "Hey buddy, come back with that ball!"

Entrances lead north, west and south, and the rest of the midway lies to the east.
You go to the west
This is a large, plush room, slightly neglected.
Standing on one side of the room is an odd machine, with a three-section display and a large lever on the side.
You pull the lever
Ping!
A clove of garlic appears in the first section of the display.
Ping!
A hot pepper sandwich appears in the second section of the display. Ping!
A pot of gold appears in the third section of the display.
You pull the lever
Ping!
A noisome stew appears in the first section of the display.
Ping!
A hot pepper sandwich appears in the second section of the display. Ping!
A pot of gold appears in the third section of the display.
You pull lever
Ping!
A clove of garlic appears in the first section of the display.
Ping!
A hot pepper sandwich appears in the second section of the display. Ping!
A clove of garlic appears in the third section of the display.
You read the book
The meef spell (cause plants to wilt).
The gaspar spell (provide for your own resurrection).
The gnusto spell (write a magic spell into a spell book).
The vezza spell (view the future).
The pulver spell (cause liquids to become dry).
The izyuk spell (fly like a bird).
The yomin spell (mind probe).
The rezrov spell (open even locked or enchanted objects).
The frotz spell (cause something to give off light).
You learn the vezza
Using your best study habits, you learn the vezza spell.
Vezza
You see a pile of pure-white blocks, engraved with runes of power. Each block has a word written on it. A moment later, the vision fades.
Go east
Entrances lead north, west and south, and the rest of the midway lies to the east.

You are beginning to tire.
You learn the pulver
Using your best study habits, you learn the pulver spell.
Pulver flume
In order to prevent damage to public life and property, flumes are protected against this sort of prank.
You go south
This is a huge tent filled with hectic noise, blinking lights, and the smell of frying food. Near the exit is a game booth lined with prizes. The concept of the game seems to be bashing cute little mechanical bunnies with a rubber ball as they hop around a little artificial meadow.
A hawker stands within the booth, studying you through half-closed eyes.
You learn the yomin
Using your best study habits, you learn the yomin spell.

You are feeling tired.
Yomin hawker
The hawker is thinking about finding a good stogie, whatever that is.
You go north
The hawker yells after you, "Hey buddy, come back with that ball!"

Entrances lead north, west and south, and the rest of the midway lies to the east.
You go to the west
This is a large, plush room, slightly neglected.
Standing on one side of the room is an odd machine, with a three-section display and a large lever on the side.
You pull lever
Ping!
A clove of garlic appears in the first section of the display.
Ping!
A pot of gold appears in the second section of the display.
Ping!
A pot of gold appears in the third section of the display.
You pull the lever
Ping!
A pot of gold appears in the first section of the display.
Ping!
A pot of gold appears in the second section of the display.
Ping!
A pot of gold appears in the third section of the display.
Ping! Ping! Ping! Ping! Ping! Ping!
An unbelievable torrent of zorkmid coins pours out of the machine -- far more than the machine could possibly contain! You are buried and crushed under the huge mass of coins.

" he asks, writing frantically in a notebook. "I'd love to chat, but we're so busy this month." The angel twitches his nose, and the nothingness is replaced by...

You are standing on the drawbridge of a ruined castle which lies to your east. The wood of the bridge looks severely rotted and creaks ominously beneath you. The moat, although an easy dive from here, looks dangerous, full of sinister shapes beneath the surface of the water. To the west is a wide field.

You are getting more and more tired.
You check your inventory
You are carrying:
a rubber ball
an indigo vial
an issue of Popular Enchanting
an orange vial
a magic amulet (being worn)
a calendar (providing light)
an ochre vial
a spell book (providing light)
With a scream of splintering wood, part of the drawbridge collapses and spills you into the moat. You are immediately set upon by alligators and piranhas.

 (Type RESTART, RESTORE, or QUIT):
You look around
This is a large, plush room, slightly neglected.
Standing on one side of the room is an odd machine, with a three-section display and a large lever on the side.
Go north
You are at the boarding platform of a huge roller coaster, sprawling above and around you in every direction. A small plaque hangs nearby. The midway is visible to the south. A car sits at the platform, beckoning you to enter.

You are getting more and more tired.
You read the plaque
"Constructed by the Frobozz Magic Roller Coaster Company."
Sleep
Ah, sleep! It's been a long day and 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 an idyllic scene in the country, a picnic of wood-sprites and dryads. You awaken and stand.
You enter the car
As you enter the car, it rolls away from the platform in a gentle curve. An amusement park nymph appears for a moment, warning you not to leave the car during the course of the ride.
You look around
Roller Coaster, in the car

The car zips through a series of wild turns and sharp drops. Wooden roller coaster supports whiz past, inches from your head!
You look around
Roller Coaster, in the car

This section of track is shaped like a corkscrew, and as the car hurtles forward it turns upside down almost every second. It is impossible to tell up from down, as the ground seems to spin around you.
Hurl
What do you want to hurl?
You look at your surroundings
Roller Coaster, in the car

The car shoots into a rapid climb, which gets progressively slower and steeper. Your heart beats wildly as the track begins to swing back above you, and you realize that you are entering a giant loop!
Look around
Roller Coaster, in the car

As you reach the highest point of the loop, you hang completely upside-down for a brief moment. The blood rushes to your head as the ground suspended "above" you like a canopy. Then, you hurtle down the far side of the loop with breakneck speed!
Look around
Roller Coaster, in the car

The roller coaster speeds out of the loop and into a tunnel, which seems to run through the middle of a haunted house! Wispy ghosts and ghoulish skeletons brush past you.
You look at your surroundings
Roller Coaster, in the car

The car zooms out into daylight, and glides to a stop at the boarding platform.
You examine AMULET
A blue jewel hangs from a long golden chain. The jewel is glowing brightly.
Swing amulet
Whoosh!
You read the spells
Which spells do you mean, the meef spell, the gaspar spell, the gnusto spell, the vezza spell, the pulver spell, the izyuk spell, the yomin spell, the rezrov spell, or the frotz spell?
You read the book
The meef spell (cause plants to wilt).
The gaspar spell (provide for your own resurrection).
The gnusto spell (write a magic spell into a spell book).
The vezza spell (view the future).
The pulver spell (cause liquids to become dry).
The izyuk spell (fly like a bird).
The yomin spell (mind probe).
The rezrov spell (open even locked or enchanted objects).
The frotz spell (cause something to give off light).
You learn the yomin
Using your best study habits, you learn the yomin spell.
Yomin hawker
The hawker is thinking about finding a good stogie, whatever that is.
You go north
The hawker yells after you, "Hey buddy, come back with that ball!"

Entrances lead north, west and south, and the rest of the midway lies to the east.
You go north
You are at the boarding platform of a huge roller coaster, sprawling above and around you in every direction. A small plaque hangs nearby. The midway is visible to the south. A car sits at the platform, beckoning you to enter.
Wait
Time passes...

You reach the crest, the highest point of the roller coaster! The park is laid out beneath you like a map; the lights of the midway, the booths of the arcade, the sparkling blue ribbon of water that must be the flume. In the distance is a wide crater. The sounds and smells of the park seem distant, and time feels suspended for a moment.
You jump
This was not a safe place to try jumping. You should have looked before you leaped.

" he asks, writing frantically in a notebook. "I'd love to chat, but we're so busy this month." The angel twitches his nose, and the nothingness is replaced by...

You are standing on the drawbridge of a ruined castle which lies to your east. The wood of the bridge looks severely rotted and creaks ominously beneath you. The moat, although an easy dive from here, looks dangerous, full of sinister shapes beneath the surface of the water. To the west is a wide field.
You learn the izyuk
Using your best study habits, you learn the izyuk spell.

You reach the crest, the highest point of the roller coaster! The park is laid out beneath you like a map; the lights of the midway, the booths of the arcade, the sparkling blue ribbon of water that must be the flume. In the distance is a wide crater. The sounds and smells of the park seem distant, and time feels suspended for a moment.
Izyuk yourself
You fly out of the car, and immediately splat into one of the structural cross-beams of the roller coaster.

" he asks, writing frantically in a notebook. "I'd love to chat, but we're so busy this month." The angel twitches his nose, and the nothingness is replaced by...

You are standing on the drawbridge of a ruined castle which lies to your east. The wood of the bridge looks severely rotted and creaks ominously beneath you. The moat, although an easy dive from here, looks dangerous, full of sinister shapes beneath the surface of the water. To the west is a wide field.
With a scream of splintering wood, part of the drawbridge collapses and spills you into the moat. You are immediately set upon by alligators and piranhas.

 (Type RESTART, RESTORE, or QUIT):
Go northeast
You are at the northeastern rim of a gigantic crater, the result of some ancient explosion. A wide underground highway, which ends at the crater's edge, leads northeast.
You go to the northeast
The road curves here, heading east and southwest.
Go east
This is a wide road winding away to the east and west, perhaps a relic of the Great Underground Empire you read about in history class. A passage leads up to the north.
You go east
You have reached a toll gate which spans the highway.
A fat old gnome with a long white beard is sleeping soundly just outside the toll booth. His loud snores echo around the caverns.
You go to the east
A sturdy toll gate blocks the highway.
Rezrov gate
The gate flies open, waking the gnome, who leaps up and slams it closed again. "Hey! This is a toll gate! Nobody gets through here without paying the one zorkmid toll. Not nobody, not no how."
Yomin gnome
You don't have the yomin spell committed to memory!

"Well?" asks the gnome, tapping impatiently. "You've interrupted my nap. Are you going to pay the toll, or not?"
You learn the yomin
Using your best study habits, you learn the yomin spell.

"Well?" asks the gnome, tapping impatiently. "You've interrupted my nap. Are you going to pay the toll, or not?"
Yomin gnome
The thoughts of the gnome seem evenly divided between getting money from you and getting back to sleep.

"Well?" asks the gnome, tapping impatiently. "You've interrupted my nap. Are you going to pay the toll, or not?"
Ascend
You are amongst the ruins of an ancient castle. A winding stairway leads up to a crumbling turret, and a dark passage leads downward. A path heads through the rubble to the west.
You go west
You are standing on the drawbridge of a ruined castle which lies to your east. The wood of the bridge looks severely rotted and creaks ominously beneath you. The moat, although an easy dive from here, looks dangerous, full of sinister shapes beneath the surface of the water. To the west is a wide field.
The bridge continues to creak.
Go northeast
You are on a muddy bank of a fast-moving river, full of sharp rocks and foaming rapids, flowing to the southwest. The ground is soft and eroded, and continually threatens to dump you into the turbulent waters. A field lies to the southwest, and a trail leads southeast along the bank.
You go to the south-east
You are at the entrance to Fort Griffspotter, which lies to the east. A trail leads along the river bank to the northwest.
Go east
You are at the center of a level field inside the fort. Entrances to rooms around the perimeter lie in several directions.
A tattered flag, apparently that of ancient Quendor, still flies atop a mighty flagpole in the center of the field.
You get the flag
The flag is way above you at the top of the flagpole!
You get the flag
The flag is still way above you at the top of the flagpole!
Go upward
If you want to climb the flagpole, just say so.

You settle gently to the ground.
You climb the flagpole
That sort of thing went out of fashion years ago.
Shake flagpole
You can't take it; thus, you can't shake it!
Lower flag
The flag is lowered to the ground.
You examine the flag
As you fiddle with the flag, an aqua vial drops from a hidden pocket and falls to the ground.
You get vial
You're holding too many things already.
You wear the flag
Who do you think you are, Abbie Hoffman?
You check your inventory
You are carrying:
a flag of Quendor
a rubber ball
an indigo vial
an issue of Popular Enchanting
an orange vial
a magic amulet (being worn)
a calendar (providing light)
an ochre vial
a spell book (providing light)
You examine the aqua
It's closed.
You read the aqua vial
"FOOBLE POTION
(increase muscular coordination)"
You examine the flag
The tattered flag displays the brown and gold of ancient Quendor.
You drop the flag
Dropped.
You read indigo
"FLAXO POTION
(exquisite torture)"
You read orange
"VILSTU POTION
(obviate need for breathing)"
You go to the north
This was a barracks for the battalion stationed in this fort. You could leave to the south, or to the southeast.
Go southeast
This is a battlement with a view of a river to the north and an ocean to the east. Openings northwest, west, and southwest lead to other parts of the fort.
A magnificent cast-iron cannon stands atop the battlement. Its wide, shallow barrel points toward the ocean, as though daring enemy ships to approach.
You look in cannon
Lying at the bottom of the barrel is a pile of identical scrolls!
You go southwest
Once the armory for the fort, this room has been picked clean by vandals and soldiers of fortune. Exit north or northeast.
Go north
You are at the center of a level field inside the fort. Entrances to rooms around the perimeter lie in several directions.
There is an ochre vial here.
A flag displaying the brown and gold of ancient Quendor is lying here. There is a flagpole here.
Go west
You are at the entrance to Fort Griffspotter, which lies to the east. A trail leads along the river bank to the northwest.

You are beginning to tire.
You go northwest
You are on a muddy bank of a fast-moving river, full of sharp rocks and foaming rapids, flowing to the southwest. The ground is soft and eroded, and continually threatens to dump you into the turbulent waters. A field lies to the southwest, and a trail leads southeast along the bank.
Go northeast
You'd never survive the rapids.
Go northeast
You fly across the river's surface. Suddenly, a downdraft plunges you into the swirling rapids!

" he asks, writing frantically in a notebook. "I'd love to chat, but we're so busy this month." The angel twitches his nose, and the nothingness is replaced by...

You are standing on the drawbridge of a ruined castle which lies to your east. The wood of the bridge looks severely rotted and creaks ominously beneath you. The moat, although an easy dive from here, looks dangerous, full of sinister shapes beneath the surface of the water. To the west is a wide field.
Pulver river
The river dries up, leaving only a few puddles between the rocks! It's now safe to climb down into the river bed.
Go northeast
You are on the bed of an evaporated river. Fish splash helplessly in tiny puddles. The bed leads northwest and southeast. A climb up the southwest bank is possible. To the northeast is a dark cave, hollowed out by years of rushing water.
Go northwest
The river bed to the northwest is a pool covered with algae and other scum. The bed to the southeast is slightly drier. The banks are too tall and steep to climb here.

A trickle of water begins flowing down the center of the river bed.
Go southeast
The river bed ends here at a steep cliff, where the river once plunged over a waterfall. Below the falls, in the distance, is a large sea, covered with haze. The bed continues northwest, but the banks here are unclimbable. Atop the southwestern bank stands a proud fortress.

A wall of water comes rushing down the river bed! You are smashed into jelly against the rocks.

" he asks, writing frantically in a notebook. "I'd love to chat, but we're so busy this month." The angel twitches his nose, and the nothingness is replaced by...

You are standing on the drawbridge of a ruined castle which lies to your east. The wood of the bridge looks severely rotted and creaks ominously beneath you. The moat, although an easy dive from here, looks dangerous, full of sinister shapes beneath the surface of the water. To the west is a wide field.
Go northeast
This is a hollow area under the northeast bank of the river. The floor rises away from the mouth of the cave, which is at its southwest end. A dark hole leads downward at the far end of the cave.
Lying in the corner, in a pile of bat guano, is a scroll.
There is an amber vial here.
You get the scroll
You're holding too many things already.
You read the scroll
The scroll reads "fweep spell: turn caster into a bat".

There is a roar of water from outside the cave. The lower part of the cave, near the mouth, fills with a pool of swirling water!
Gnusto fweep
You must have a legible spell scroll in your hands before the gnusto spell will work on it.

You are feeling tired.
You check your inventory
You are carrying:
an aqua vial
a rubber ball
an indigo vial
an issue of Popular Enchanting
an orange vial
a magic amulet (being worn)
a calendar (providing light)
a spell book (providing light)
You read the issue
This month's cover story is about Belboz! Other stories relate the explosion of spell scroll manufacturers, and the coming shakedown in the magic potion industry. The address label on the cover reads:

"Z5 ACCAR256 4-964
Hall of the Guild of Enchanters
Village of Accardi-By-The-Sea
Land of Frobozz"
Sleep
Ah, sleep! It's been a long day and 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 dancing penguins in formal dress. One has a particularly nice tuxedo and a cane with a gold top. You awaken and stand.
Gnusto fweep
Your spell book begins to glow softly. Slowly, ornately, the words of the fweep 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 read vial
Which vial do you mean, the amber vial, the aqua vial, the indigo vial, or the orange vial?
You read the amber
"BLORT POTION
(ability to see in dark places)"
Pulver water
The water recedes for a moment, then swirls back.
You look
This is a hollow area under the northeast bank of the river. The floor rises away from the mouth of the cave, which is at its southwest end. The mouth is filled with a pool of swirling water. A dark hole leads downward at the far end of the cave.
There is an issue of Popular Enchanting here.
You go to the southwest
Entering that swirling, turbulent pool looks very dangerous.
Go downward
In the center of the room is a deep pit filled with countless bones, an indication of the brutality of dungeon life. There are exits south and southwest. High above you is a small opening in the ceiling.
You go to the west
Drawbridge (you are flying)
Go west
Meadow (you are flying)

You settle gently to the ground.

A swarm of bloodsucking locusts appears on the horizon.
You go northeast
Oops! A section of the bank gives way and you tumble into the river. The current dashes you against the rocks.

" he asks, writing frantically in a notebook. "I'd love to chat, but we're so busy this month." The angel twitches his nose, and the nothingness is replaced by...
Go west
A swarm of bloodsucking locusts appears on the horizon.
You go northeast
Oops! A section of the bank gives way and you tumble into the river. The current dashes you against the rocks.

 (Type RESTART, RESTORE, or QUIT):
You learn the izyuk
Using your best study habits, you learn the izyuk spell.

The locusts are much closer now, blotting out the sun like a black storm cloud.
Izyuk yourself
You are now floating serenely in midair.

The locusts swarm over you and pick you clean to the bones.

" he asks, writing frantically in a notebook. "I'd love to chat, but we're so busy this month." The angel twitches his nose, and the nothingness is replaced by...
Izyuk yourself
You are now floating serenely in midair.

The locusts are much closer now, blotting out the sun like a black storm cloud.
You go northeast
River Bank (you are flying)
Go southeast
Fort Entrance (you are flying)

You settle gently to the ground.
You go east
A flag displaying the brown and gold of ancient Quendor is lying here. There is an ochre vial here.
There is a flagpole here.
You go to the east
A magnificent cast-iron cannon stands atop the battlement. Its wide, shallow barrel points toward the ocean, as though daring enemy ships to approach.
The cannon contains:
a pile of identical scrolls
You put the guano in the cannon
When you drop the guano into the barrel, the scrolls sprout feet and spill out of the cannon, dashing away in every direction! A single ordinary scroll is left sitting at the bottom of the barrel.
You read it
The scroll reads "yonk spell: augment the power of certain spells". The spell seems very long and extremely complicated.
You go southwest
Once the armory for the fort, this room has been picked clean by vandals and soldiers of fortune. Exit north or northeast.
You go north
You are at the center of a level field inside the fort. Entrances to rooms around the perimeter lie in several directions.
A flag displaying the brown and gold of ancient Quendor is lying here. There is an ochre vial here.
There is a flagpole here.
Go northwest
River Bank (you are flying)
You are on a muddy bank of a fast-moving river, full of sharp rocks and foaming rapids, flowing to the southwest. The ground is soft and eroded, and continually threatens to dump you into the turbulent waters. A field lies to the southwest, and a trail leads southeast along the bank.
Go southwest
Meadow (you are flying)
You are in the center of a barren field. To the east is the turret of a ruined castle, and from the northeast comes the sound of rushing water.

You settle gently to the ground.

A swarm of bloodsucking locusts appears on the horizon.
You open aqua
Opening the aqua vial reveals aqua potion.
You drink the aqua potion
The aqua potion tasted like lime jelly, and sent vibrations through your muscles.
You throw the ball at bunny
A tremendous pitch sends a bunny spinning. "What an arm, kid, what an arm!" cries the hawker. He hands you a glittering scroll from the shelf of prizes. "Here's your prize, now scram."
You read the scroll
Which scroll do you mean, the glittering scroll or the ordinary scroll?
You read glittering
The scroll reads "malyon spell: bring life to inanimate objects".
Gnusto malyon
Your spell book begins to glow softly. Slowly, ornately, the words of the malyon 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 malyon
Using your best study habits, you learn the malyon spell.
Malyon dragon
The dragon seems to shiver for a moment, but that is all.
Yonk
What do you want to yonk?
Yonk malyon
As you cast the spell, the ordinary scroll vanishes!

The words of the spell glow brightly for a moment.
Malyon dragon
The dragon is suddenly imbued with life and begins to move. It shakes itself loose from the wall, which crumbles down upon the dragon, revealing a southward passage! The dragon howls with pain and anger. Spotting you, the dragon rears back its head, smoke billowing from its nostrils. Then, just as it seems that you will be barbecued, the dragon reverts to stone!
Go west
You are at the eastern end of a long midway. The park entrance lies to the east, and rides lie to the north and south.

Your muscles feel limp for a moment.
Malyon bunnies
The bunnies hop away and the startled hawker scrambles after them. He returns a moment later, holding the again inanimate bunnies, and gives you a nasty glare.
Go south
The walls and ceiling of this room are covered with soot and held up by timbers which don't look very sturdy. A winding tunnel leads north. From the east comes a sulfurous odor.
You open orange
Opening the orange vial reveals orange potion.
You drink orange POTION
Uh oh. The orange potion seems to be having an unpleasant reaction with the aqua potion. Your left ear turns into a carnivorous toad and devours your brain.

" he asks, writing frantically in a notebook. "I'd love to chat, but we're so busy this month." The angel twitches his nose, and the nothingness is replaced by...

You are standing on the drawbridge of a ruined castle which lies to your east. The wood of the bridge looks severely rotted and creaks ominously beneath you. The moat, although an easy dive from here, looks dangerous, full of sinister shapes beneath the surface of the water. To the west is a wide field.
With a scream of splintering wood, part of the drawbridge collapses and spills you into the moat. You are immediately set upon by alligators and piranhas.

 (Type RESTART, RESTORE, or QUIT):
Wait
Time passes...

Your muscles feel limp for a moment.
You go to the east
There is a rumbling noise behind you as the ceiling of the tunnel collapses, blocking your retreat! The air smells strongly of coal gas. Good thing you took that vilstu potion.

This is obviously the heart of a large coal mine, illuminated by a wall-mounted lamp. The bottom of a metal coal chute is visible at the north end of the room. Another chute continues downward at the southern end. A large coal bin is overflowing, and the floor is completely covered with lumps of coal. A passage leads east, but a western passage is blocked by rubble.
You examine the coal
You see nothing special about lumps of coal.

Someone slides out of the coal chute, and lands near the bin. Although your clothes are much cleaner and less torn, the stranger looks virtually like your own twin!
You examine the twin
Although your clothes are much cleaner and less torn, the stranger looks virtually like your own twin! The stranger is carrying a smelly scroll.

A few lumps of coal spill from the coal chute.

Your disheveled "twin" is having difficulty breathing, but gasps, "The combination is 112." Your older self then looks at you, almost expectantly.
You read the smelly scroll
Your twin refuses to part with the smelly scroll.
The scroll reads "vardik spell: shield a mind from an evil spirit".

"Give me...the spell book," croaks your older self.
You learn the yomin
Using your best study habits, you learn the yomin spell.

A few lumps of coal spill from the coal chute.

Your older self dives into the lower chute.
You learn the yomin
Using your best study habits, you learn the yomin spell.

A few lumps of coal spill from the coal chute.

Someone slides out of the coal chute, and lands near the bin. Although your clothes are much cleaner and less torn, the stranger looks virtually like your own twin!
Yomin twin
The thoughts of your older self center on attempting to breathe.

Your disheveled "twin" is having difficulty breathing, but gasps, "The combination is 461." Your older self then looks at you, almost expectantly.
Wait
Time passes...

"Give me...the spell book," croaks your older self.
You give the spell book to the twin
Your older self accepts the spell book gratefully.

Your older self dives into the lower chute.
Go east
On the eastern wall is a heavy door with a dial set into it. There is a sign on the door. Another exit leads west, and a wall-mounted lamp provides illumination. The floor is deeply covered with lumps of coal.
You examine the dial
Set in the door is a large circular dial which can be set to any number up to 873. It is currently set to 0.
Rezrov door
The door swings open as a loud alarm sounds. Laser beams criss-cross the room, glinting off the blades of the thousand flying daggers. A hundred well-armed and vicious kobolds rush into the room, swinging battle axes.

" he asks, writing frantically in a notebook. "I'd love to chat, but we're so busy this month." The angel twitches his nose, and the nothingness is replaced by...

You are standing on the drawbridge of a ruined castle which lies to your east. The wood of the bridge looks severely rotted and creaks ominously beneath you. The moat, although an easy dive from here, looks dangerous, full of sinister shapes beneath the surface of the water. To the west is a wide field.
You wait awhile
Time passes...

Someone slides out of the coal chute, and lands near the bin. Although your clothes are much cleaner and less torn, the stranger looks virtually like your own twin!
You wait for a while
Time passes...

Your disheveled "twin" is having difficulty breathing, but gasps, "The combination is 461." Your older self then looks at you, almost expectantly.
Wait
Time passes...

"Give me...the spell book," croaks your older self.
You set the dial to 461
The dial is now set to 461. You hear a click from inside the door.
You open the door
The door opens easily.
You go east
You are at the bottom of an air shaft which looks climbable. A heavy door leads west.
Lying in one corner is a coil of rope.
Go upward
You are deep inside a large coal mine, at the top of an air shaft. You could descend into the shaft; passages in many directions lead further into the mine.

You are beginning to tire.
Go northwest
You are in a winding tunnel in a large coal mine. Passages lead off in many directions.
Lying near the mouth of one passage is a wooden timber, probably left over from the construction of the mine.
You get the wood
Your load is too heavy, especially in light of your exhaustion.
Sleep
Before you fall asleep you pass out from the bad air.

" he asks, writing frantically in a notebook. "I'd love to chat, but we're so busy this month." The angel twitches his nose, and the nothingness is replaced by...

You are standing on the drawbridge of a ruined castle which lies to your east. The wood of the bridge looks severely rotted and creaks ominously beneath you. The moat, although an easy dive from here, looks dangerous, full of sinister shapes beneath the surface of the water. To the west is a wide field.
With a scream of splintering wood, part of the drawbridge collapses and spills you into the moat. You are immediately set upon by alligators and piranhas.

 (Type RESTART, RESTORE, or QUIT):
Wait
Time passes...

You are beginning to tire.
Sleep
Ah, sleep! It's been a long day and 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 river, slow and muddy. Great grey hippopotami sport there, bellowing and splashing, and twitching their ears. You awaken and stand.
Go east
There is a rumbling noise behind you as the ceiling of the tunnel collapses, blocking your retreat! The air smells strongly of coal gas. Good thing you took that vilstu potion.

This is obviously the heart of a large coal mine, illuminated by a wall-mounted lamp. The bottom of a metal coal chute is visible at the north end of the room. Another chute continues downward at the southern end. A large coal bin is overflowing, and the floor is completely covered with lumps of coal. A passage leads east, but a western passage is blocked by rubble.

A few lumps of coal spill from the coal chute.
You wait
Time passes...

Someone slides out of the coal chute, and lands near the bin. Although your clothes are much cleaner and less torn, the stranger looks virtually like your own twin!

A few lumps of coal spill from the coal chute.
You give the spell book to twin
Your older self accepts the spell book gratefully.

A few lumps of coal spill from the coal chute.

Your disheveled "twin" is having difficulty breathing, but gasps, "The combination is 849."
You wait for a while
Time passes...

Your look-alike dives into the lower chute and slides out of view.
You set dial to 849
The dial is now set to 849. You hear a click from inside the door.
You open the door
The door opens easily.
You go east
You are at the bottom of an air shaft which looks climbable. A heavy door leads west.
Lying in one corner is a coil of rope.
Go up
You are deep inside a large coal mine, at the top of an air shaft. You could descend into the shaft; passages in many directions lead further into the mine.
Go northwest
You are in a winding tunnel in a large coal mine. Passages lead off in many directions.
Lying near the mouth of one passage is a wooden timber, probably left over from the construction of the mine.
You go northwest
You are in a winding tunnel in a large coal mine. Passages lead off in many directions.
Go west
You are at the western end of the coal mine. A metal chute leads downward.
Go downwards
Wheee!!! As you whiz down the chute, you notice a flash of orange light spilling from an opening onto the chute. You land beside an enormous bin of coal.

This is obviously the heart of a large coal mine, illuminated by a wall-mounted lamp. The bottom of a metal coal chute is visible at the north end of the room. Another chute continues downward at the southern end. A large coal bin is overflowing, and the floor is completely covered with lumps of coal. A passage leads east, but a western passage is blocked by rubble.
You tie the rope to the chute
You can't tie the rope to that.

A troglodyte trundles in and dumps a load of coal into the chute.
You examine the troglodyte
You see nothing special about the troglodyte.

The troglodyte trundles off into the coal mine.
You tie the rope to the wood
The rope is tied securely to the center of the beam.
You put the rope in the chute
You'll have to drop the beam before doing that.

You feel the vilstu potion beginning to wear off, and the air here seems pretty unbreathable.
You drop beam
Dropped.

A troglodyte trundles in and dumps a load of coal into the chute.
You put the rope in the chute
The rope hangs from the beam, into the chute.

The troglodyte trundles off into the coal mine.
Go downward
You climb carefully down the rope, which is slippery with coal dust, but because of your load you are unable to maintain your grip. As you whiz down the chute, you notice a flash of orange light spilling from an opening onto the chute.

This is obviously the heart of a large coal mine, illuminated by a wall-mounted lamp. The bottom of a metal coal chute is visible at the north end of the room. Another chute continues downward at the southern end. A large coal bin is overflowing, and the floor is completely covered with lumps of coal. A passage leads east, but a western passage is blocked by rubble.
You drop all
beam of wood: Dropped.
rope: Dropped.
amber vial: Dropped.
aqua vial: Dropped.
indigo vial: Dropped.
orange vial: Dropped.
magic amulet: Dropped.
calendar: Dropped.

A troglodyte trundles in and dumps a load of coal into the chute.
You get AMULET
You are now wearing the magic amulet.

The troglodyte trundles off into the coal mine.
You get the rope
Taken.

You feel the vilstu potion beginning to wear off, and the air here seems pretty unbreathable.
You put the rope in the chute
The rope hangs from the beam, into the chute.
Go downwards
You climb carefully down the rope, which is slippery with coal dust, and soon reach a small opening off the chute. You clamber inside...

This small room has a slanted roof, presumably due to the coal chute which passes overhead. You can reenter the chute to the east.
Mounted securely to the wall is a kerosene lamp, filling the room with a serene orange glow. A small compartment at its base is open.
There is a shimmering scroll here.
You read it
The scroll reads "golmac spell: travel temporally".

The vilstu potion has almost completely worn off now, and I doubt you could survive here without it.
Golmac
What do you want to golmac?
Golmac yourself
As you cast the spell, the shimmering scroll vanishes!

You are surrounded by a puff of smoke, and feel disoriented for a moment. When the smoke clears, nothing seems to have changed, except that the kerosene lamp is now closed.
You open the lamp
Opening the kerosene lamp reveals a smelly scroll.
Go east
Wheeee!!!

This is obviously the heart of a large coal mine, illuminated by a wall-mounted lamp. The bottom of a metal coal chute is visible at the north end of the room. Another chute continues downward at the southern end. A large coal bin is overflowing, and the floor is completely covered with lumps of coal. A passage leads east, but a western passage is blocked by rubble.
Standing here, looking quite confused, is someone who could only be your younger self -- an exact duplicate of you, but cleaner and breathing with considerably less difficulty. You remember seeing this scene from another viewpoint just a short while ago. Among the items carried by your "twin" is your spell book.
The combination is 849
Your younger self seems surprised by your statement.

Your younger self hands you your spell book!
You hit the twin
Trying to attack your younger self with your bare hands is suicidal.

A few lumps of coal spill from the coal chute.

Your younger self is doing absolutely nothing.

You feel the final effects of the vilstu potion vanish. Unfortunately, coal gas is a poor substitute for oxygen.

" he asks, writing frantically in a notebook. "I'd love to chat, but we're so busy this month." The angel twitches his nose, and the nothingness is replaced by...

You are standing on the drawbridge of a ruined castle which lies to your east. The wood of the bridge looks severely rotted and creaks ominously beneath you. The moat, although an easy dive from here, looks dangerous, full of sinister shapes beneath the surface of the water. To the west is a wide field.
You go down
You fly out of the chute and land just at the edge of some water...

This is a narrow beach between a small cove to the east and tall cliffs to the west. The shore curves to the southeast and northeast. A metal chute leads up into the cliff.

You feel the final effects of the vilstu potion vanish, leaving you totally exhausted (an unfortunate side effect).
You go to the southeast
You are standing on the western shore of the mighty Flathead Ocean. According to legends you read at the University, the eastern shore of this ocean is a strange land of magical beings and priceless treasures. The beach to the south is blocked by a tall cliff; a lagoon shore lies to the northwest.
Go north
You are swimming on the surface of a calm lagoon, whose sandy floor is visible below. A curved beach surrounds this inlet on its western side.
Go downwards
This is the floor of a cove off the turbulent ocean to the east. The ground slopes upward to the north, west, and south. Light filters down from the surface of the water.
Nestled among some coral is a clump of stunningly beautiful spenseweeds, waving slowly in the currents of the lagoon.
You get the spenseweeds
No spell would help with that!
You learn meef
The book is damp and the writing unreadable.
You go to the east
Wheeee!!!

This is obviously the heart of a large coal mine, illuminated by a wall-mounted lamp. The bottom of a metal coal chute is visible at the north end of the room. Another chute continues downward at the southern end. A large coal bin is overflowing, and the floor is completely covered with lumps of coal. A passage leads east, but a western passage is blocked by rubble.
Standing here, looking quite confused, is someone who could only be your younger self -- an exact duplicate of you, but cleaner and breathing with considerably less difficulty. You remember seeing this scene from another viewpoint just a short while ago. Among the items carried by your "twin" is your spell book.

A few lumps of coal spill from the coal chute.
The combination is 849
Your younger self seems surprised by your statement.

A few lumps of coal spill from the coal chute.

Your younger self hands you your spell book!
You go down
You fly out of the chute and land just at the edge of some water...

This is a narrow beach between a small cove to the east and tall cliffs to the west. The shore curves to the southeast and northeast. A metal chute leads up into the cliff.

You feel the final effects of the vilstu potion vanish, leaving you totally exhausted (an unfortunate side effect).
You learn the meef
Using your best study habits, you learn the meef spell.
Meef spenseweeds
The spenseweeds wilt away, revealing a wooden crate labelled with black lettering.
Open crate
Opening the wooden crate reveals a grue suit, a can of grue repellent, and a brass lantern.

You won't be able to hold your breath much longer.
You get all from the crate
grue suit: Your load is too heavy, especially in light of your exhaustion.
can of grue repellent: Your load is too heavy, especially in light of your exhaustion.
brass lantern: Your load is too heavy, especially in light of your exhaustion.

Better get some fresh air soon!

You drop in your tracks from exhaustion.

Amazing how difficult it is to sleep while swimming (and vice versa).

" he asks, writing frantically in a notebook. "I'd love to chat, but we're so busy this month." The angel twitches his nose, and the nothingness is replaced by...

You are standing on the drawbridge of a ruined castle which lies to your east. The wood of the bridge looks severely rotted and creaks ominously beneath you. The moat, although an easy dive from here, looks dangerous, full of sinister shapes beneath the surface of the water. To the west is a wide field.
Pulver lagoon
The water level seems to drop an inch or two, for a moment.
You read smelly
The scroll reads "vardik spell: shield a mind from an evil spirit".
Gnusto vardik
Your spell book begins to glow softly. Slowly, ornately, the words of the vardik 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.
Inventory
You are carrying:
a spell book (providing light)
a magic amulet (being worn)
You get all from the crate
grue suit: You are now wearing the grue suit.
can of grue repellent: Taken.
brass lantern: Taken.

Better get some fresh air soon!
You go west
This is a narrow beach between a small cove to the east and tall cliffs to the west. The shore curves to the southeast and northeast. A metal chute leads up into the cliff.
There is a spell book here (providing light).
You examine REPELLENT
"!!! FROBOZZ MAGIC GRUE REPELLENT !!!

Instructions for use: Apply liberally to creature to be protected. Duration of effect is unpredictable. Use only in place of death!

(No warranty expressed or implied)"
You examine the lantern
It is a battery-powered lantern like those used by adventurers and explorers. It is currently off.
Go northeast
You are standing on the western shore of the mighty Flathead Ocean. According to legends you read at the University, the eastern shore of this ocean is a strange land of magical beings and priceless treasures. You could go north along the shore; the edge of a small cove lies to the southwest.
You go north
A mighty river spills into the ocean here. Looking up the river valley, you see a tall waterfall. Atop a cliff, high above you, is the rampart of a fortress. A cave entrance at the base of the cliff to the west is blocked by writhing green vines.
You learn the meef
Using your best study habits, you learn the meef spell.
Meef vines
You can almost feel a wave of pain from the vines as they shrivel away.
You spray REPELLENT on yourself
The spray smells like a mixture of old socks and burning rubber. If I were a grue I'd sure stay clear!
Go west
This is a low, shadowy cave leading east to west. The rocky walls are scarred with deep claw marks.
A pack of grues fills the room! The grues, contrary to all conventional wisdom, aren't bothered by your light in the least. They must be mutated grues, no longer fearing light! They stagger about the room, covering their noses and making horrid gurgling noises.
Go west
This cavern is of extraordinary size, but nevertheless crowded with powerful-looking machinery. You recognize a breeder for producing millions of the mutated grues you just passed. Other devices seem designed to aid the forces of evil while sapping magic powers of Enchanters everywhere.

At the far end of the cavern are three closed doors: a black marble door leading to the northwest, a shiny silver door heading due west, and a door of bleached white wood to the southwest.
You examine AMULET
A blue jewel hangs from a long golden chain. The jewel is pulsing with flashes of brilliant light.
You go northwest
The black marble door is closed.

That horrible smell is much less pungent now.
You read book
The vardik spell (shield a mind from an evil spirit).
The malyon spell (bring life to inanimate objects).
The fweep spell (turn caster into a bat).
The meef spell (cause plants to wilt).
The gaspar spell (provide for your own resurrection).
The gnusto spell (write a magic spell into a spell book).
The vezza spell (view the future).
The pulver spell (cause liquids to become dry).
The izyuk spell (fly like a bird).
The yomin spell (mind probe).
The rezrov spell (open even locked or enchanted objects).
The frotz spell (cause something to give off light).
You learn the vezza
Using your best study habits, you learn the vezza spell.
Vezza
You see a pile of pure-white blocks, engraved with runes of power. Each block has a word written on it. A moment later, the vision fades.
You open the marble door
As the door opens, hundreds of slime-covered tentacles stream out and drag you across the threshold...

The very walls of this room seem to soak up all light, so it seems as though you're floating in the center of an infinite void.
Hideous parasites descend upon you and tear the flesh from your bones, gnaw the eyes from your sockets, and feast upon your very brain tissue. Amazingly, you do not die, and your body regenerates itself as you await the next attack...
Wait
Your agony is too great to concentrate on such an action.
Hideous parasites descend upon you and tear the flesh from your bones, gnaw the eyes from your sockets, and feast upon your very brain tissue. Amazingly, you do not die, and your body regenerates itself as you await the next attack...
You open the silver door
The door blows open, knocking you to the ground. You are pulled through the open doorway by an unseen force...

This room is filled with blinding light that stabs at your eyes. Disembodied forces suck the very thoughts from your mind, savoring each moment and growing stronger. Every second is an agonizing torment, as though thousands of raging fires were exploding in your skull, filling you with a pain greater than you could ever imagine.

That horrible smell is much less pungent now.
You wait for a while
Your agony is too great to concentrate on such an action.
Disembodied forces suck the very thoughts from your mind, savoring each moment and growing stronger. Every second is an agonizing torment, as though thousands of raging fires were exploding in your skull, filling you with a pain greater than you could ever imagine.
You learn the vezza
Using your best study habits, you learn the vezza spell.

That horrible smell is much less pungent now.
Vezza
You see a heated debate among the Guildmasters of the land, in the ancient Guild Hall at Borphee. A moment later, the vision fades.
You open wooden door
The door creaks slowly open. Within, you see someone lying as though asleep. You feel yourself drawn into the room...

An acrid stench fills this small room, which is obviously a control center for the evil experiments in the cavern outside.
Hanging on the wall is a heavy dagger, its handle encrusted with diamonds.
Belboz is lying here, motionless but not asleep. He seems to be in some sort of trance.
Yomin belboz
You get a horrifying glimpse of a monstrous creature intertwined throughout Belboz's mind. You concentrate, attempting to translate this image into visual terms, and imagine a giant spider with millions of legs, wrapped around and feasting upon the body and spirit of Belboz. The image fades, and you stagger backwards.
You read the vardik
The spell reads "shield a mind from an evil spirit".
You learn the vardik
Using your best study habits, you learn the vardik spell.
You learn the vardik
Using your best study habits, you learn the vardik spell yet another time.

Suddenly, Belboz's eyes flicker and he leaps to his feet. His face is unrecognizable, a twisted mask of hatred. "Meddlesome Enchanter! I should have killed you all before I left! But better late than never..." Lightning bolts flash toward you from his fingers, but rather than dying, you find yourself in the...

This room is filled with blinding light that stabs at your eyes.
Vardik yourself
A feeling of warmth and protection fills your mind.
You wake belboz
Suddenly, Belboz's eyes flicker and he leaps to his feet. His face is unrecognizable, a twisted mask of hatred. "Meddlesome Enchanter! I should have killed you all before I left! But better late than never..." Lightning bolts flash toward you from his fingers, but rather than dying, you find yourself in the...

This room is filled with blinding light that stabs at your eyes. Disembodied forces suck the very thoughts from your mind, savoring each moment and growing stronger. Every second is an agonizing torment, as though thousands of raging fires were exploding in your skull, filling you with a pain greater than you could ever imagine.
You read the book
You can't see any book here!
Disembodied forces suck the very thoughts from your mind, savoring each moment and growing stronger. Every second is an agonizing torment, as though thousands of raging fires were exploding in your skull, filling you with a pain greater than you could ever imagine.
Stab belboz
(with the diamond-studded knife)
You stab the knife time and again into Belboz, who writhes in pain, eyes bulging outward. Sickened and dizzy, you stagger back.

A wispy translucent shape rises from the corpse of Belboz. It speaks in a voice so deep that your whole body seems to hear it. "Foolish Charlatan! I am forced to flee that weak, old body -- I shall take your own, instead! Already I have sucked all knowledge, all secrets from that ancient Enchanter. Now begins an epoch of evil transcending even your worst nightmares; a reign of terror that will last a thousand thousand years!" The shape blows toward you on a cold wind.

You feel an overwhelming sense of oppression as the demon seizes control of your mind and body. The monster reaches into the recesses of your mind, adding your hard-earned magic powers to its own. As it settles comfortably into your skull, the demon grants you a vision of the future. You see the enslaved people of the land toiling to erect great idols to Jeearr. Parents offer up their own children upon these altars, as the rivers of the land fill with blood. And YOU embody Jeearr; you are cursed by ten thousand generations of victims; your face adorns the idols. And worst of all, you remain awake and aware, a witness to horror, never sleeping, and never, ever to escape.

Your score is -99 of a possible 400, in 689 moves. This puts you in the class of Menace to Society.

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):
Stab belboz
(with the diamond-studded knife)
You stab the knife time and again into Belboz, who writhes in pain, eyes bulging outward. Sickened and dizzy, you stagger back.

A wispy translucent shape rises from the corpse of Belboz. It speaks in a voice so deep that your whole body seems to hear it. "Foolish Charlatan! I am forced to flee that weak, old body -- I shall take your own, instead! Already I have sucked all knowledge, all secrets from that ancient Enchanter. Now begins an epoch of evil transcending even your worst nightmares; a reign of terror that will last a thousand thousand years!" The shape blows toward you on a cold wind.

Jeearr surrounds you like a cloud and begins to contract. Suddenly, it strikes your invisible protection and recoils as if burned. "No!" it cries. "Such a guileless Enchanter developing a mind shield?" The cloud is thinner, the voice fainter. "It cannot be! I cannot survive ... without a host." The demon roils in agony, then thins and dissipates. There is a final scream of pain, then silence.

Jeearr is vanquished; the kingdom is saved. But you - you are stranded in a land unknown, and your closest friend, the greatest Enchanter of his age, lies dead by your own hand. Kneeling by his blood-soaked corpse, you beg for another chance...

Your score is 310 of a possible 400, in 690 moves. This puts you in the class of Member of the Circle of Enchanters.

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):
Look around
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 look at what you're carrying with you
You are carrying:
a zorkmid coin
an indigo vial
an issue of Popular Enchanting
an orange vial
a magic amulet (being worn)
a calendar (providing light)
an ochre vial
a spell book (providing light)
You examine ochre
It's empty.
You wake gnome
The gnome stirs a bit and opens one eye, which wanders around until it notices you. He jumps to his feet. "One zorkmid, please," he yells with a smile.
You give the coin to the gnome
The gnome pockets the coin and opens the gate. Before you can take a step the gnome falls asleep again.
You look at what you're carrying with you
You are carrying:
an indigo vial
an orange vial
a magic amulet (being worn)
a spell book (providing light)
Go east
A store lies to the south from this section of the east-west road. There is a sign over the entrance.
You read the sign
"ZEKE'S APPLIANCE STORE

Frobozz Magic Appliances"
You go south
This is an appliance store, apparently abandoned. The entrance lies to the north.
There is a floor waxer here.
Go east
The underground road ends here. A hovel, carved into the rock, lies to the east. To the north, wide marble stairs lead upward.
Go east
This is a small underground hovel. On the far wall is a small fireplace, long unused.
You look in the fireplace
It's empty.
You enter the fireplace
You hit your head against the fireplace as you attempt this feat.
You go to the north
This is a large entrance hall, paved with polished stone. Large doorways lead north and south.
Standing in the center of the hall is a life-sized statue. An inscription at the base is in a familiar language.
You read the inscription
"I, Duncanthrax, King of Quendor and all its subjugated outlands, invite you to sample the delights of my Glass Labyrinth."
You go north
Through a breathtaking archway of glass to the east is an area glistening with reflected light. Another exit leads south.
Go east
You are inside a huge cubical maze, shimmering with light from an unseen source above. It is impossible to tell if the walls and ceilings around you are glass surfaces or openings. Since you are standing on something, the floor must be solid, but it is virtually invisible and you feel as though you were walking on air.
You go north
You are inside a huge cubical maze, shimmering with light from an unseen source above. It is impossible to tell if the walls and ceilings around you are glass surfaces or openings.
Unfortunately, this section of the glass maze has no floor.

" he asks, writing frantically in a notebook. "I'd love to chat, but we're so busy this month." The angel twitches his nose, and the nothingness is replaced by...

You are standing on the drawbridge of a ruined castle which lies to your east. The wood of the bridge looks severely rotted and creaks ominously beneath you. The moat, although an easy dive from here, looks dangerous, full of sinister shapes beneath the surface of the water. To the west is a wide field.
You check what you're carrying
You are carrying:
a floor waxer
a zorkmid coin
an indigo vial
an orange vial
a magic amulet (being worn)
a spell book (providing light)
Wax floor
Better put it down, first.
Wax floor
The waxer whirrs about the room for a minute, polishing the floor.
You go north
Inside the Glass Maze (you are flying)
You are inside a huge cubical maze, shimmering with light from an unseen source above. It is impossible to tell if the walls and ceilings around you are glass surfaces or openings.
You go to the north
BONK! You fly right into an almost invisible wall of glass -- a stunning blow!

The izyuk spell wears off. Unfortunately, this room of the maze has no floor.

" he asks, writing frantically in a notebook. "I'd love to chat, but we're so busy this month." The angel twitches his nose, and the nothingness is replaced by...

You are standing on the drawbridge of a ruined castle which lies to your east. The wood of the bridge looks severely rotted and creaks ominously beneath you. The moat, although an easy dive from here, looks dangerous, full of sinister shapes beneath the surface of the water. To the west is a wide field.
Examine book
This is the spell book given to you by Belboz after your original book was lost during your battle with Krill. There are several spells written in the book, with marginal notes about their effects and how to cast them.
Spells
The gnusto, rezrov, and frotz spells are yours forever. Other than that, you have no spells memorized.
You read the book
The meef spell (cause plants to wilt).
The gaspar spell (provide for your own resurrection).
The gnusto spell (write a magic spell into a spell book).
The vezza spell (view the future).
The pulver spell (cause liquids to become dry).
The izyuk spell (fly like a bird).
The yomin spell (mind probe).
The rezrov spell (open even locked or enchanted objects).
The frotz spell (cause something to give off light).
You go east
BONK! You walk right into an almost invisible wall of glass -- a stunning blow!
Go east
Inside the Glass Maze (you are flying)
You are inside a huge cubical maze, shimmering with light from an unseen source above. It is impossible to tell if the walls and ceilings around you are glass surfaces or openings.

You settle gently to the ground.
You go west
A fat old gnome with a long white beard is sleeping soundly just outside the toll booth. His loud snores echo around the caverns.
Go northeast
You are on a muddy bank of a fast-moving river, full of sharp rocks and foaming rapids, flowing to the southwest. The ground is soft and eroded, and continually threatens to dump you into the turbulent waters. A field lies to the southwest, and a trail leads southeast along the bank.
Inventory
You are carrying:
a pile of bat guano
a floor waxer
a zorkmid coin
an indigo vial
an orange vial
a magic amulet (being worn)
a spell book (providing light)
You check your inventory
You are carrying:
an amber vial
a pile of bat guano
a zorkmid coin
an indigo vial
an orange vial
a magic amulet (being worn)
a spell book (providing light)
Go east
This is a battlement with a view of a river to the north and an ocean to the east. Openings northwest, west, and southwest lead to other parts of the fort.
A magnificent cast-iron cannon stands atop the battlement. Its wide, shallow barrel points toward the ocean, as though daring enemy ships to approach.
You put the guano in the cannon
When you drop the guano into the barrel, dozens of scrolls pour out and literally run off in every direction! A single ordinary scroll is left sitting at the bottom of the barrel.
Go west
There is an aqua vial here.
There is a flagpole here.
A flag displaying the brown and gold of ancient Quendor is lying here.
You read aqua
(taking the aqua vial first)

"FOOBLE POTION
(increase muscular coordination)"

You are beginning to tire.
Sleep
Ah, sleep! It's been a long day and 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, awake refreshed, and rise to your feet.
You get aqua vial
You already have it.
You look
You are at the center of a level field inside the fort. Entrances to rooms around the perimeter lie in several directions.
There is a flagpole here.
A flag displaying the brown and gold of ancient Quendor is lying here.
You check what you're carrying
You are carrying:
an aqua vial
an ordinary scroll
an amber vial
a zorkmid coin
an indigo vial
an orange vial
a magic amulet (being worn)
a spell book (providing light)
You learn the fweep
Using your best study habits, you learn the fweep spell.
You drop all
aqua vial: Dropped.
ordinary scroll: Dropped.
amber vial: Dropped.
zorkmid coin: Dropped.
indigo vial: Dropped.
orange vial: Dropped.
magic amulet: Dropped.
spell book: Dropped.
Fweep
With keen disappointment, you note that nothing has changed. Then, you slowly realize that you are black, have two wing-like appendages, and are flying a few feet above the ground. Thanks to your sonar-like bat senses, you can tell that there are surfaces above you, below you, to the south and to the east.
You go to the north
Inside the Glass Maze (you are flying)
You are inside a huge cubical maze, shimmering with light from an unseen source above. Thanks to your sonar-like bat senses, you can tell that there are surfaces above you, to the north and to the west.
You go to the east
Inside the Glass Maze (you are flying)
You are inside a huge cubical maze, shimmering with light from an unseen source above. Thanks to your sonar-like bat senses, you can tell that there are surfaces below you, to the north and to the east.
Go south
Inside the Glass Maze (you are flying)
You are inside a huge cubical maze, shimmering with light from an unseen source above. Thanks to your sonar-like bat senses, you can tell that there are surfaces above you, below you, to the east and to the west.
You go to the south
Inside the Glass Maze (you are flying)
You are inside a huge cubical maze, shimmering with light from an unseen source above. Thanks to your sonar-like bat senses, you can tell that there are surfaces below you and to the south.
Go west
Inside the Glass Maze (you are flying)
You are inside a huge cubical maze, shimmering with light from an unseen source above. Thanks to your sonar-like bat senses, you can tell that there are surfaces above you, to the north, to the south and to the west.
You go east
Inside the Glass Maze (you are flying)
You are inside a huge cubical maze, shimmering with light from an unseen source above. Thanks to your sonar-like bat senses, you can tell that there are surfaces above you, below you, to the south and to the east.
Go north
Inside the Glass Maze (you are flying)
You are inside a huge cubical maze, shimmering with light from an unseen source above. Thanks to your sonar-like bat senses, you can tell that there are surfaces above you, below you, to the north, to the east and to the west.
Go downwards
Inside the Glass Maze (you are flying)
You are inside a huge cubical maze, shimmering with light from an unseen source above. Thanks to your sonar-like bat senses, you can tell that there are surfaces below you, to the north, to the east and to the west.
Go south
Inside the Glass Maze (you are flying)
You are inside a huge cubical maze, shimmering with light from an unseen source above. Thanks to your sonar-like bat senses, you can tell that there are surfaces above you, below you, to the south and to the west.
You go east
Inside the Glass Maze (you are flying)
You are inside a huge cubical maze, shimmering with light from an unseen source above. Thanks to your sonar-like bat senses, you can tell that there are surfaces above you, below you, to the south and to the east.
Go north
Inside the Glass Maze (you are flying)
You are inside a huge cubical maze, shimmering with light from an unseen source above. Thanks to your sonar-like bat senses, you can tell that there are surfaces above you, below you, to the north, to the east and to the west.
Go upward
Inside the Glass Maze (you are flying)
You are inside a huge cubical maze, shimmering with light from an unseen source above. Thanks to your sonar-like bat senses, you can tell that there are surfaces above you, to the north, to the south and to the east.
Go west
Inside the Glass Maze (you are flying)
You are inside a huge cubical maze, shimmering with light from an unseen source above. Thanks to your sonar-like bat senses, you can tell that there are surfaces above you, below you, to the north, to the south and to the west.
Go downwards
Inside the Glass Maze (you are flying)
You are inside a huge cubical maze, shimmering with light from an unseen source above. Thanks to your sonar-like bat senses, you can tell that there are surfaces below you, to the north and to the east.

After a moment of futilely flapping your arms, you realize that the fweep spell has worn off. You fall several feet to the ground.
Fweep
With keen disappointment, you note that nothing has changed. Then, you slowly realize that you are black, have two wing-like appendages, and are flying a few feet above the ground. Thanks to your sonar-like bat senses, you can tell that there are surfaces below you, to the north and to the east.
Go south
Inside the Glass Maze (you are flying)
You are inside a huge cubical maze, shimmering with light from an unseen source above. Thanks to your sonar-like bat senses, you can tell that there are surfaces above you, below you, to the east and to the west.
You go to the south
Inside the Glass Maze (you are flying)
You are inside a huge cubical maze, shimmering with light from an unseen source above. Thanks to your sonar-like bat senses, you can tell that there are surfaces below you and to the south.
Go upwards
Inside the Glass Maze (you are flying)
You are inside a huge cubical maze, shimmering with light from an unseen source above. Thanks to your sonar-like bat senses, you can tell that there are surfaces above you, to the north and to the south.
Go north
Inside the Glass Maze (you are flying)
You are inside a huge cubical maze, shimmering with light from an unseen source above. Thanks to your sonar-like bat senses, you can tell that there are surfaces above you, below you, to the north and to the west.
Go east
Inside the Glass Maze (you are flying)
You are inside a huge cubical maze, shimmering with light from an unseen source above. Thanks to your sonar-like bat senses, you can tell that there are surfaces above you, below you, to the north, to the south and to the east.
Go downward
Inside the Glass Maze (you are flying)
You are inside a huge cubical maze, shimmering with light from an unseen source above. Thanks to your sonar-like bat senses, you can tell that there are surfaces below you, to the north, to the south and to the west.

After a moment of futilely flapping your arms, you realize that the fweep spell has worn off. You fall several feet to the ground.
Fweep
With keen disappointment, you note that nothing has changed. Then, you slowly realize that you are black, have two wing-like appendages, and are flying a few feet above the ground. Thanks to your sonar-like bat senses, you can tell that there are surfaces below you, to the north, to the south and to the west.
You go to the east
Inside the Glass Maze (you are flying)
You are inside a huge cubical maze, shimmering with light from an unseen source above. Thanks to your sonar-like bat senses, you can tell that there are surfaces above you, below you, to the north and to the south.
Go upward
Inside the Glass Maze (you are flying)
You are inside a huge cubical maze, shimmering with light from an unseen source above. Thanks to your sonar-like bat senses, you can tell that there are surfaces to the north, to the south, to the east and to the west.
You go upwards
Inside the Glass Maze (you are flying)
You are inside a huge cubical maze, shimmering with light from an unseen source above. Thanks to your sonar-like bat senses, you can tell that there are surfaces above you, to the north, to the east and to the west.
Go south
Inside the Glass Maze (you are flying)
You are inside a huge cubical maze, shimmering with light from an unseen source above. Thanks to your sonar-like bat senses, you can tell that there are surfaces above you, below you, to the south and to the west.
You go east
Hollow (you are flying)
The maze opens here onto a tiny outdoor plateau, completely surrounded by towering cliffs. The only way out is back through the dazzling archway of glass to the west.
Near the glass arch is a small rectangular brick structure. The center of the structure is a hole about a foot wide, leading down into darkness.
There is a parchment scroll here.
You get the scroll
You're batty!
You wait awhile
Time passes...

After a moment of futilely flapping your arms, you realize that the fweep spell has worn off. You fall several feet to the ground.
You get the scroll
As you take the scroll, a deep and evil laugh rumbles around the hollow. You hear a sliding, grinding noise and turn just in time to catch a flicker of light from within the glass maze, indicating that its transparent panels have shifted around.
You read it
The scroll reads "swanzo spell: exorcise an inhabiting presence".
Fweep
With keen disappointment, you note that nothing has changed. Then, you slowly realize that you are black, have two wing-like appendages, and are flying a few feet above the ground. Understandably, you dropped everything you were carrying.
You examine the structure
The structure is about two feet on each side, and extends up from the ground about three feet. Except for a large quantity of soot around the opening, it looks a lot like a small, rectangular well.
You get the scroll
As you take the scroll, a deep and evil laugh rumbles around the hollow. You hear a sliding, grinding noise and turn just in time to catch a flicker of light from within the glass maze, indicating that its transparent panels have shifted around.
You put the scroll in the structure
The parchment scroll disappears into the shaft.
You go to the west
You are inside a huge cubical maze, shimmering with light from an unseen source above. It is impossible to tell if the walls and ceilings around you are glass surfaces or openings. Since you are standing on something, the floor must be solid, but it is virtually invisible and you feel as though you were walking on air.

From outside the maze, you hear the bellowing of a ferocious dorn beast!
Fweep
With keen disappointment, you note that nothing has changed. Then, you slowly realize that you are black, have two wing-like appendages, and are flying a few feet above the ground. Thanks to your sonar-like bat senses, you can tell that there are surfaces above you, below you, to the north and to the south.

The dorn beast rushes after you. Its ear-splitting bellowing resounds throughout the glass maze.
Go west
Inside the Glass Maze (you are flying)
You are inside a huge cubical maze, shimmering with light from an unseen source above. Thanks to your sonar-like bat senses, you can tell that there are surfaces above you, below you, to the north and to the west.

The dorn beast rushes after you. Its ear-splitting bellowing resounds throughout the glass maze.
You go south
Inside the Glass Maze (you are flying)
You are inside a huge cubical maze, shimmering with light from an unseen source above. Thanks to your sonar-like bat senses, you can tell that there are surfaces above you, below you, to the south and to the west.

The dorn beast rushes after you. Its ear-splitting bellowing resounds throughout the glass maze.
Go east
Inside the Glass Maze (you are flying)
You are inside a huge cubical maze, shimmering with light from an unseen source above. Thanks to your sonar-like bat senses, you can tell that there are surfaces above you, to the north, to the south and to the east.

The dorn beast rushes after you. Its ear-splitting bellowing resounds throughout the glass maze. Suddenly, the dorn-beast realizes that it is galloping through midair, and gives a surprisingly high-pitched squeal. It claws frantically at thin air, trying desperately to invent dorn beast flight. You happily notice that dorn beasts do not so much fly as plummet.
Go downward
Inside the Glass Maze (you are flying)
You are inside a huge cubical maze, shimmering with light from an unseen source above. Thanks to your sonar-like bat senses, you can tell that there are surfaces to the north, to the south and to the east.
Go west
Inside the Glass Maze (you are flying)
You are inside a huge cubical maze, shimmering with light from an unseen source above. Thanks to your sonar-like bat senses, you can tell that there are surfaces above you, below you, to the north, to the south and to the west.
Go down
Inside the Glass Maze (you are flying)
You are inside a huge cubical maze, shimmering with light from an unseen source above. Thanks to your sonar-like bat senses, you can tell that there are surfaces below you, to the north, to the south and to the east.
A somewhat splattered corpse is sprawled across the floor.
You go west
Inside the Glass Maze (you are flying)
You are inside a huge cubical maze, shimmering with light from an unseen source above. Thanks to your sonar-like bat senses, you can tell that there are surfaces above you, below you, to the north and to the south.
Go west
Inside the Glass Maze (you are flying)
You are inside a huge cubical maze, shimmering with light from an unseen source above. Thanks to your sonar-like bat senses, you can tell that there are surfaces below you, to the north, to the south and to the west.
Go upward
Inside the Glass Maze (you are flying)
You are inside a huge cubical maze, shimmering with light from an unseen source above. Thanks to your sonar-like bat senses, you can tell that there are surfaces above you, to the south, to the east and to the west.
Go north
Inside the Glass Maze (you are flying)
You are inside a huge cubical maze, shimmering with light from an unseen source above. Thanks to your sonar-like bat senses, you can tell that there are surfaces above you, below you, to the east and to the west.
You go north
Inside the Glass Maze (you are flying)
You are inside a huge cubical maze, shimmering with light from an unseen source above. Thanks to your sonar-like bat senses, you can tell that there are surfaces above you, to the north, to the east and to the west.
Go downward
Inside the Glass Maze (you are flying)
You are inside a huge cubical maze, shimmering with light from an unseen source above. Thanks to your sonar-like bat senses, you can tell that there are surfaces below you, to the north, to the south and to the west.

After a moment of futilely flapping your arms, you realize that the fweep spell has worn off. You fall several feet to the ground.
You go to the south
Inside the Glass Maze (you are flying)
You are inside a huge cubical maze, shimmering with light from an unseen source above. Thanks to your sonar-like bat senses, you can tell that there are surfaces above you, below you, to the south, to the east and to the west.
You go to the west
Inside the Glass Maze (you are flying)
You are inside a huge cubical maze, shimmering with light from an unseen source above. Thanks to your sonar-like bat senses, you can tell that there are surfaces below you, to the south and to the west.
You go to the west
Outside Glass Arch (you are flying)
There is a spell book here (providing light).
There is an amulet here. The amulet's jewel is glowing.
An orange vial, labelled in tiny letters, is lying here.
There is an indigo vial here.
There is a zorkmid coin here.
There is an amber vial here.
There is an ordinary scroll here.
There is an aqua vial here.
You get all
magic amulet: You are now wearing the magic amulet.
orange vial: Taken.
indigo vial: Taken.
zorkmid coin: Taken.
amber vial: Taken.
ordinary scroll: Taken.
aqua vial: Taken.
Go south
Standing in the center of the hall is a life-sized statue. An inscription at the base is in a familiar language.
Go south
You are beginning to tire.
Go east
The fireplace contains:
a parchment scroll
Gnusto swanzo
Your spell book begins to glow softly. Slowly, ornately, the words of the swanzo 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.
Malyon statue
The statue transforms into a living figure, probably a King if the royal attire is any clue. The King seems angry, and quickly settles his wrathful gaze on you. He bellows "Guards! Throw this trespasser into the glass maze! Guards! ... GUARDS!!!" When the guards fail to respond, the King becomes livid, his voice rises to an incoherent squeak, and flecks of foam spit from the corners of his mouth. Finally, eyes bulging with rage, he storms out of the room.
Malyon dragon
The dragon is suddenly imbued with life and begins to move. It shakes itself loose from the wall, which crumbles down upon the dragon, revealing a southward passage! The dragon howls with pain and anger. Spotting you, the dragon rears back its head, smoke billowing from its nostrils. Then, just as it seems that you will be barbecued, the dragon reverts to stone!

Your muscles feel limp for a moment.
Inventory
You are carrying:
an amber vial
an indigo vial
an orange vial
a magic amulet (being worn)
a spell book (providing light)
Frotz orange vial
There is an almost blinding flash of light as the orange vial begins to glow! It slowly fades to a less painful level, but the orange vial is now quite usable as a light source.
You give the spell book to twin
Your older self accepts the spell book gratefully.

A few lumps of coal spill from the coal chute.

Your disheveled "twin" is having difficulty breathing, but gasps, "The combination is 425."
You go to the east
On the eastern wall is a heavy door with a dial set into it. There is a sign on the door. Another exit leads west, and a wall-mounted lamp provides illumination. The floor is deeply covered with lumps of coal.

Someone in the coal bin room dives into the lower chute.
You set the dial to 425
The dial is now set to 425. You hear a click from inside the door.
Go east
The heavy door is closed.
You open the door
The door opens easily.
You go east
You are at the bottom of an air shaft which looks climbable. A heavy door leads west.
Lying in one corner is a coil of rope.
Go west
You are at the western end of the coal mine. A metal chute leads downward.

A troglodyte trundles in and dumps a load of coal into the chute.

You feel the vilstu potion beginning to wear off, and the air here seems pretty unbreathable.
You put the rope in the chute
You'll have to drop the beam before doing that.

The troglodyte trundles off into the coal mine.
You read the scroll
(taking the shimmering scroll first)
The scroll reads "golmac spell: travel temporally".
You read smelly
(taking the smelly scroll first)
The scroll reads "vardik spell: shield a mind from an evil spirit".

You feel the final effects of the vilstu potion vanish. Unfortunately, coal gas is a poor substitute for oxygen.

" he asks, writing frantically in a notebook. "I'd love to chat, but we're so busy this month." The angel twitches his nose, and the nothingness is replaced by...
You give the spell book to the twin
Your older self accepts the spell book gratefully.

Your disheveled "twin" is having difficulty breathing, but gasps, "The combination is 202."
You go to the east
On the eastern wall is a heavy door with a dial set into it. There is a sign on the door. Another exit leads west, and a wall-mounted lamp provides illumination. The floor is deeply covered with lumps of coal.

Someone in the coal bin room dives into the lower chute.
You tie the rope to the wood
The rope is tied securely to the center of the beam.

A troglodyte trundles in and dumps a load of coal into the chute.
You put the rope in the chute
Taken.

A troglodyte trundles in and dumps a load of coal into the chute.

The rope hangs from the beam, into the chute.

The troglodyte trundles off into the coal mine.

You feel the vilstu potion beginning to wear off, and the air here seems pretty unbreathable.
You get smelly
Taken.

As you cast the spell, the shimmering scroll vanishes!

You are surrounded by a puff of smoke, and feel disoriented for a moment. When the smoke clears, nothing seems to have changed, except that the kerosene lamp is now closed.

Opening the kerosene lamp reveals a smelly scroll.

The vilstu potion has almost completely worn off now, and I doubt you could survive here without it.

Taken.
Go downward
Wheeee!!!

Standing here, looking quite confused, is someone who could only be your younger self -- an exact duplicate of you, but cleaner and breathing with considerably less difficulty. You remember seeing this scene from another viewpoint just a short while ago. Among the items carried by your "twin" is your spell book.
You wait for a while
Time passes...

Your younger self hands you your spell book!

A few lumps of coal spill from the coal chute.
The combination is 202
Your younger self seems surprised by your statement.

Your younger self is moving around.
Go down
You fly out of the chute and land just at the edge of some water...

This is a narrow beach between a small cove to the east and tall cliffs to the west. The shore curves to the southeast and northeast. A metal chute leads up into the cliff.
You drop all
spell book: Dropped.
smelly scroll: Dropped.
magic amulet: Dropped.

You feel the final effects of the vilstu potion vanish, leaving you totally exhausted (an unfortunate side effect).
You read smelly
(taking the smelly scroll first)
The scroll reads "vardik spell: shield a mind from an evil spirit".
Go west
There is a smelly scroll here.
There is an amulet here. The amulet's jewel is pulsing with flashes of brilliant light.
There is a spell book here (providing light).
You get all
smelly scroll: Taken.
magic amulet: You are now wearing the magic amulet.
spell book: Taken.
You drop all
spell book: Dropped.
magic amulet: Dropped.
You get the crate
Taken.

You won't be able to hold your breath much longer.
You go west
There is an amulet here. The amulet's jewel is pulsing with flashes of brilliant light.
There is a spell book here (providing light).
Open crate
Opening the wooden crate reveals a grue suit, a can of grue repellent, and a brass lantern.
You get all from the crate
grue suit: You are now wearing the grue suit.
can of grue repellent: Taken.
brass lantern: Taken.
You get all
magic amulet: You are now wearing the magic amulet.
spell book: Taken.
Spray repellent
The spray stinks amazingly for a few moments, then drifts away.
You spray REPELLENT on yourself
The repellent is all gone.
Go southwest
The white wooden door is closed.

That horrible smell is much less pungent now.
You open wooden door
The door creaks slowly open. Within, you see someone lying as though asleep. You feel yourself drawn into the room...

An acrid stench fills this small room, which is obviously a control center for the evil experiments in the cavern outside.
Hanging on the wall is a heavy dagger, its handle encrusted with diamonds.
Belboz is lying here, motionless but not asleep. He seems to be in some sort of trance.
You learn the swanzo
Using your best study habits, you learn the swanzo spell.
Vardik yourself
A feeling of warmth and protection fills your mind.
Swanzo belboz
A wispy translucent shape rises from the body of Belboz. It speaks in a voice so deep that your whole body seems to hear it. "Foolish Charlatan! I am forced to flee that weak, old body -- I shall take your own, instead! Already I have sucked all knowledge, all secrets from that ancient Enchanter. Now begins an epoch of evil transcending even your worst nightmares; a reign of terror that will last a thousand thousand years!" The shape blows toward you on a cold wind.

Jeearr surrounds you like a cloud and begins to contract. Suddenly, it strikes your invisible protection and recoils as if burned. "No!" it cries. "Such a guileless Enchanter developing a mind shield?" The cloud is thinner, the voice fainter. "It cannot be! I cannot survive ... without a host." The demon roils in agony, then thins and dissipates. There is a final scream of pain, then silence.

Belboz moans softly, and begins stirring. He sees you and rises, instantly alert. After posing a few well-chosen questions, he casts a brief but unfamiliar spell.

An instant later, your grue suit has vanished and you are standing in the Chamber of the Circle. The Circle of Enchanters is assembled. Belboz speaks. "Once again, this young Enchanter has done a matchless service to the Guild and to the entire kingdom, displaying resourcefulness and imagination worthy of the greatest of Enchanters. I grow old, and must soon step down as Head of the Circle. But let it be known that a successor has been found."

Your score is 400 of a possible 400, in 656 moves. This puts you in the class of Leader of the Circle of Enchanters.

Here ends the second chapter of the Enchanter saga, in which, by virtue of your skills, you have been appointed as the next leader of the Circle of Enchanters. The final adventure awaits you as the Enchanter series concludes.

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 open indigo vial
Opening the indigo vial reveals indigo potion.
You drink the indigo potion
The potion tastes like a combination of anchovies, prune juice, and garlic powder. As you finish swallowing the potion, a well-muscled troll saunters in. He whacks your head with a wooden two-by-four, grunting "You are playing Sorcerer. It was written by S. Eric Meretzky. You will have fun and enjoy yourself." He repeats this action 999 more times, then vanishes without a trace.
Wax floor
Kaboom!!!...

" he asks, writing frantically in a notebook. "I'd love to chat, but we're so busy this month." The angel twitches his nose, and the nothingness is replaced by...

With a scream of splintering wood, part of the drawbridge collapses and spills you into the moat. You are immediately set upon by alligators and piranhas.

 (Type RESTART, RESTORE, or QUIT):