Zorkian Stories 1: G.U.E.
Marshal Tenner Winter
fan fiction fantasy Infocom Infocom related inform Inform 7 Published 2012 Zork
Finally making it to the Eastlands, you find a shaft leading to the depths of the Great Underground Empire where, supposedly, lost treasures that have been forgotten for centuries are waiting to be found again.
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Finally making it to the Eastlands, you find a shaft leading to the depths of the Great Underground Empire where, supposedly, lost treasures that have been forgotten for centuries are waiting to be found again.

Zorkian Stories 1: G.U.E.
A diversion by Marshal Tenner Winter

This chamber is made of black stone. The walls are pocked with age; showing faded frescos, the subject of which can no longer be determined. The only exit is west, into a long. sloping tunnel that eventually leads back outside. The weight of stone presses upon you, and you feel you must be deep underground.
You examine the fresco
The frescos are faded from countless centuries. It is diffifcult to make out the scene, but you can see that there are images of people around an arch. Given the faint colors and barely-recognizable costuming, you think one of the people in the image is none other than King Duncanthrax who created the G.U.E. centuries ago. On this image, his eyes are still fresh-seeming; standing out from the rest of the faded image.
You open the fresco
You open the fresco.
You look at fresco
The frescos are faded from countless centuries. It is diffifcult to make out the scene, but you can see that there are images of people around an arch. Given the faint colors and barely-recognizable costuming, you think one of the people in the image is none other than King Duncanthrax who created the G.U.E. centuries ago. On this image, his eyes are still fresh-seeming; standing out from the rest of the faded image. The wall that the fresco is painted onto is open like a doorway.
Look around
This chamber is made of black stone. The walls are pocked with age; showing faded frescos, the subject of which can no longer be determined. The only exit is west, into a long. sloping tunnel that eventually leads back outside. The weight of stone presses upon you, and you feel you must be deep underground.
You enter fresco
You are in a secret passage beyond the fresco wall. The air is thick with dust that has not been disturbed in what must be a millenia. There are dark passages to the north, east, and south.
Go north
This is an ancient shrine. A dust covered altar sits at the north wall. On that wall is an engraving of a forgotten god. Whatever treasures lay in offering have long since been pillaged. On the floor are bones of a long-dead adventurer or pilgrim.
You examine the engraving
It is an engraving of an obsolete god with many arms and legs. It is androgynous and appears to be frozen while in some sort of frenzied dance. Thinking back to your days at G.U.E. Tech's Contrastable Religions course, you think it is Sheeva; a god who was believed
to keep the universe in motion while he danced and if he ever stopped, the world would end. You think that, given the state of things, maybe he stopped dancing long ago.
Inventory
You are carrying:
an elvish sword
a small lantern (providing light)
a backpack (being worn and open but empty)
About yourself
You are an adventurer and you appear as such.
You look at the bones
It seems to once have been a traveler or adventurer who met his fate down here long ago.
You look at the altar
(the altar)
It is a simple affair since the engraving is complicated enough. Whatever offerings were once left on this altar for this god have long since vanished.
You put the sword on the altar
(the altar)
You put the elvish sword on the altar.
You look at backpack
The backpack is empty.
You look at the lantern
It is your typical Frobozz Ev-R-Lit lantern. It remains lit for an entire generation before dying out. Too bad you found this one during your travel to the Eastlands and you aren't sure how long it's been on.
Look around
This is an ancient shrine. A dust covered altar sits at the north wall. On that wall is an engraving of a forgotten god. Whatever treasures lay in offering have long since been pillaged. On the floor are bones of a long-dead adventurer or pilgrim.

On the altar is an elvish sword.
Search altar
(the altar)
On the altar is an elvish sword.
You stand on the altar
(the altar)
That's not something you can stand on.
You look under altar
(the altar)
You find nothing of interest.
You go east
You are in a long tunnel that runs east to west. The walls are made of black stone and the passages stretch into ominous darkness.
Go east
This intersection is dominated by an ancient gate blocking passage to the east. Tunnels run north, west, and south; each into darkness.
You examine the gate
The ancient gate is black and the design is the Gothic style that was popular centuries ago in the Great Underground Empire. It would be impossible to squeeze through, and darkness dominates the other side.
You open gate
It seems to be locked.
You go to the south
This chamber is half-carved as a dungeon room, but then the back half degenerates into rough walls of a cave; unfinished by the carvers of these tunnels. Water drips from the ceiling of the rough portion of the chamber, forming a puddle in the back portion of the area. The drip echoes around the chamber, giving the place an air of creepiness, but otherwise, it appears empty.
You search the puddle
You move your hand around the cold, dark water, finding nothing at first and about to give up, when you feel something. Pulling it out, you see you have found a skull.
You examine the skull
It is small; maybe that of a child or a small person. It has been washed clean having been underwater for who-knows-how-long.
Kiss skull
You can only do that to something animate.
You check what you're carrying
You are carrying:
a skull
an elvish sword
a small lantern (providing light)
a backpack (being worn and open but empty)
Sing
Your singing is abominable.
You drop skull
Dropped.
You take the skull
You pick up the skull from the ground.
You go north
This chamber is half-carved as a dungeon room, but then the back half degenerates into rough walls of a cave; unfinished by the carvers of these tunnels. Water drips from the ceiling of the rough portion of the chamber, forming a puddle in the back portion of the area. The drip echoes around the chamber, giving the place an air of creepiness, but otherwise, it appears empty.

This intersection is dominated by an ancient gate blocking passage to the east. Tunnels run north, west, and south; each into darkness.
You go to the north
This chamber smells like rodents; fur, droppings, the whole deal. Ancient junk litters the place; rusting, rotting and slimy. The only exit is south, back to the intersection.

You see a huge rat in here. It sees you and squeeks a horrible sound. Its shivering body quivers as its fur on its nape stands on end at the sight of you. It scurries towards you, jaw open and sharp teeth gnashing.
Attack rat
What do you want to attack the huge rat with?
Sword
You swing and cut the huge rat deeply, but its not enough to kill it. The huge rat, in turn, chomps at you, but, like you, it misses.
You attack the rat with the sword
You swing and plunge your sword into the huge rat's neck. It must be your lucky day as it dies before its attack.
You look at the rat
It's a huge dead rat; pretty disgusting. You wonder if there are more around...
You examine the rubbish
This must be where the denizens of this portion of the Great Underground Empire threw its trash. It smells awful and the garbage is old and molded.
You search the garbage
After some digging around, you find an ancient zorkmid; a gold coin of the G.U.E.
You examine the zorkmid
It is a gold coin of the Great Underground Empire. The image on it is that of Duncanthrax the Bellicose.
Describe the surroundings
This chamber smells like rodents; fur, droppings, the whole deal. Ancient junk litters the place; rusting, rotting and slimy. The only exit is south, back to the intersection.

You can see a huge dead rat here.
You go south
This is a large cave covered in what appears to be webs.

In the corner is some sort of nesting place for the huge spider, and it looks to be made of detritus and webbing.

There is a hideous, black spider in here. The sight of it makes your skin crawl as you've never seen one this large. It scuttles quickly toward you.
You attack the spider with the sword
You swing at the huge spider but miss wildly. The beast hisses at you and lunges for you but you are able to dodge its attack easily.
Keep going
You chop at the huge spider but miss by an inch. The spider attacks you, teeth gnashing, but you dodge out of the way.
Keep going
You swing again and finally you carve a slice into the huge spider's belly. Angrily, it lunges at you but dies before getting close enough to bite you. Greenish blood spews from its body. As the spider collapses, one of its teeth dislodges and clatters on the floor.
You take the tooth
You pick up the spider fang from the ground.
You look at the fang
It's pretty gross, but it's sharp. You can hold it safely and probably use it as you would a knife.
You examine the nest
It is some sort of nesting place for a huge spider, and it looks to be made of detritus and webbing. Funny, you didn't know spider's made nests.
You search it
There's nothing in it, but maybe something is under
it.
You look under the nest
You lift the disgusting, sticky thing and find an old skeleton key.
You examine the key
It is an ancient key, covered in rust and dried spider webs.
Look around
This is a large cave covered in what appears to be webs.

In the corner is some sort of nesting place for the huge spider, and it looks to be made of detritus and webbing.

You can also see a huge dead spider here.
You examine the spider
(the spider fang)
It's pretty gross, but it's sharp. You can hold it safely and probably use it as you would a knife.
You check your inventory
You are carrying:
a skeleton key
a spider fang
a zorkmid
a skull
an elvish sword
a small lantern (providing light)
a backpack (being worn and open but empty)
You look at the web
They are old and sticky and cover almost every inch of this chamber.
You unlock Gate with the key
You unlock the Ancient Gate.
You open Gate
You open the Ancient Gate.
You go east
This room is plain; simply a junction in this catacomb. An ancient gate dominates the western passage while stone stairs descend into darkness both southeast and northeast.
Go northeast
The Great Underground Empire sure liked its galleries of art, and this room is a prime example. Paintings hang on the walls, unseen for generations. Stone steps lead upward to the southwest, the gallery continues to the east, a sturdy-looking wooden door sits in the west wall, and a passage leads north.
You examine the painting
You examine a painting at random and find a portrait of Duncanthrax, the Bellicose King himself. The few liberal arts classes you've taken at G.U.E. Tech describe him as cruel, bloodthirsty, and aggressive. His portrait does little to dissuade this description.
You look at the painting
You examine a painting at random and find a portrait of the mythical maiden Zilbeetha. Symbolically, she holds a crystal orb and stares into it with sad eyes.
You look at the painting
You examine a painting at random and find a portrait of some wizard, unknown to you. It is labelled Zarf but you have no idea who
he was or what he ever did.
You examine painting
You examine a painting at random and find a portrait of the great wizard Davmar who discovered the ability to create scrolls imbued with magic spells. Symbolically, he holds a scroll in one hand, and confusingly, a zucchini in the other.
Continue
You examine a painting at random and find a portrait of a man named Jizaboz whose only claim to fame was his ability to take his
pants off over his head. How or why this deserves a portrait baffles you.
You keep going
You examine a painting at random and find a landscape of the frozen lake Dinge. It's okay.
You continue
You examine a painting at random and find a landscape featuring Hades, the Land of the Dead. It is a miasma of tortured souls lamenting in fire. In your Contrastable Religions course, your professor
claimed to have been there. He said he had a good time but added the caveat "I guess you had to be there.".
Continue
You examine a painting at random and find an abstract painting of colored squares and rectangles. The colors not only clash, but seem to be at each other's throats. Thankfully dust has muted this effect somewhat.
Keep going
You examine a painting at random and find a landscape of castle Largoneth. A turtle is painted in the forground while the castle sits silhoutted in a sunset background.
You go west
(first opening the wooden door)
It seems to be locked.
You go east
This portion of the gallery is a salon to showcase scultpures, however, someone took the time, long ago, to smash the sculptures into rubble.

One sculpture, however, remains intact; a bust of the enchanter Korboz. Perhaps the stone it was carved from was too strong for whatever madman destroyed the other statuary in this room, or perhaps it is enchanted that way. Either way, it remains the sole surviving sculpture here.
You examine the bust
It is a bust, made of white stone, of a homely wizard. It is engraved Korboz the Magnificent.
You take the bust
You're carrying too many things already.
Search bust
You're carrying too many things already.

You find nothing of interest.
You check your inventory
You are carrying:
a skeleton key
a spider fang
a zorkmid
a skull
an elvish sword
a small lantern (providing light)
a backpack (being worn and open but empty)
You put the fang in the backpack
You put the spider fang into the backpack.
You put the zorkmid in the backpack
You put the zorkmid into the backpack.
You put the skull in the backpack
You put the skull into the backpack.
You take the bust
You pick up the bust of Korboz from the ground.
You check your inventory
You are carrying:
a bust of Korboz
a skeleton key
You take the bust
a small lantern (providing light)
a backpack (being worn and open)
a skull
a zorkmid
a spider fang

You already have that.
You examine the rubble
This rubble was once a room of sculptures and statuary.
Go north
This was a sitting room of sorts, by the look of it.

A comfy-looking, if rather dusty, sofa dominates the room.

In front of the sofa is a wide, round coffee-table.

On the coffee-table is a crystal ashtray.
You examine sofa
It is comfy-looking but rather dusty.
You examine ashtray
This is a fancy, small, crystal ashtray. Not a bad little treasure, really.
You take the ashtray
You take the crystal ashtray from the coffee-table.
You examine coffee
You already have that.

You can't see any such thing.
You look at the table
The legs seem sturdy but the top seems aged and worn.
You look around
This was a sitting room of sorts, by the look of it.

A comfy-looking, if rather dusty, sofa dominates the room.

In front of the sofa is a wide, round coffee-table.
You stand on the table
The surface of the coffee-table, unable to take your weight, collapses into a heap of useless wood.
You look at wood
It is a heap of useless wood that was once a coffee-table.
You take the wood
You pick up the heap of useless wood from the ground.
Look around
This was a sitting room of sorts, by the look of it.

A comfy-looking, if rather dusty, sofa dominates the room.

You can also see a table leg here.
You take the leg
You're carrying too many things already.
You put the wood in the backpack
You put the heap of useless wood into the backpack.
You take the leg
You pick up the table leg from the ground.
You look at your surroundings
This was a sitting room of sorts, by the look of it.

A comfy-looking, if rather dusty, sofa dominates the room.
Go southeast
This cave is somehow hollowed out of a vein of quartz. Thousands of six-sided prisms, of all sizes, surround you. Everything is rose colored and, while in here, all of your possessions seem to take on different shades of a rosy hue. The effect is disorientingly beautiful. Steps carved into the rock lead up to the northwest and tunnels lead east, and south and a narrow tunnel winds downwards to the southwest.
You take the quartz
That's hardly portable.
You examine the quartz
Thousands of six-sided prisms of all sizes surround you in this cave. Everytrhing is rose-colored here.
About yourself
You are an adventurer and you appear as such.
You go east
The dungeon corridor bends here with passages leading west and south. Doors sit in the north and east walls of the corner. There is a carven sun in the north door and a crescent moon carved in the east door.
You look at the sun
(the Sun Door)
This thick wooden door has the image of a stylized sun carved into it.
You look at the moon
(the moon door)
This thick wooden door has the image of a stylized moon carved into it.
You open Sun Door
You open the Sun Door.
You open the moon door
You open the moon door.
You enter the moon door
This room contains no other furnishings besides an alabaster statue of a cat in a sitting pose. Its eyes twinkle slightly. The walls, floor, and ceiling are covered in mathematical, astronomical, and astrological symbols and equations.

You can see a cat statue here.
You look at the statue
(the bust of Korboz)
It is a bust, made of white stone, of a homely wizard. It is engraved Korboz the Magnificent.
You examine the symbols
As intriguing as the symbols are, they are all gibberish to you.
You examine the cat statue
You go to examine the cat statue and you are suddenly transfixed by its eyes.

...still transfixed...

...darkness...

You awaken.
You check your inventory
You are carrying:
a table leg
a bust of Korboz
a skeleton key
an elvish sword
a small lantern (providing light)
Look around
This room contains no other furnishings besides an alabaster statue of a cat in a sitting pose. Its eyes twinkle slightly. The walls, floor, and ceiling are covered in mathematical, astronomical, and astrological symbols and equations.

You can see a pile of dust here.
You examine dust
It was once a statue of a cat...you think.
C27
Restore failed.
You check your inventory
You are carrying:
a table leg
a crystal ashtray
a bust of Korboz
a skeleton key
an elvish sword
a small lantern (providing light)
a backpack (being worn and open)
a heap of useless wood
a skull
a zorkmid
a spider fang
You take the cat
It is fixed in place.

That's fixed in place.
You look around
The dungeon corridor bends here with passages leading west and south. Doors sit in the north and east walls of the corner. There is a carven sun in the north door and a crescent moon carved in the east door.

You can see a small lantern here.
East
This room contains no other furnishings besides an alabaster statue of a cat in a sitting pose. Its eyes twinkle slightly. The walls, floor, and ceiling are covered in mathematical, astronomical, and astrological symbols and equations.

You can see a cat statue here.
Inventory
You are carrying:
a table leg
a crystal ashtray
a bust of Korboz
a skeleton key
an elvish sword
a backpack (being worn and open)
a heap of useless wood
a skull
a zorkmid
a spider fang
You drop the backpack
(first taking the backpack off)
Dropped.
You look at what you're carrying with you
You are carrying:
a table leg
a crystal ashtray
a bust of Korboz
a skeleton key
an elvish sword
You examine the cat
You go to examine the cat statue and you are suddenly transfixed by its eyes.

...still transfixed...

...darkness...

You awaken.
You check your inventory
You are carrying:
a table leg
a bust of Korboz
a skeleton key
an elvish sword
Go west
The dungeon corridor bends here with passages leading west and south. Doors sit in the north and east walls of the corner. There is a carven sun in the north door and a crescent moon carved in the east door.

You can see a backpack (in which are a heap of useless wood, a skull, a zorkmid and a spider fang) and a small lantern here.
You examine the cat
You go to examine the cat statue and you are suddenly transfixed by its eyes.

...still transfixed...

...darkness...

You awaken.
Look around
This room contains no other furnishings besides an alabaster statue of a cat in a sitting pose. Its eyes twinkle slightly. The walls, floor, and ceiling are covered in mathematical, astronomical, and astrological symbols and equations.

You can see a pile of dust here.
Dust
What do you want to dust?
You go to the west
The dungeon corridor bends here with passages leading west and south. Doors sit in the north and east walls of the corner. There is a carven sun in the north door and a crescent moon carved in the east door.

You can see a crystal ashtray, a backpack (in which are a heap of useless wood, a skull, a zorkmid and a spider fang) and a small lantern here.
You take all
crystal ashtray: You pick up the crystal ashtray from the ground. backpack: You pick up the backpack from the ground.
small lantern: You're carrying too many things already.
heap of useless wood: You're carrying too many things already.
skull: You're carrying too many things already.
zorkmid: You're carrying too many things already.
spider fang: You're carrying too many things already.
You look at what you're carrying with you
You are carrying:
a backpack (open)
a heap of useless wood
a skull
a zorkmid
a spider fang
a crystal ashtray
a table leg
a bust of Korboz
a skeleton key
an elvish sword
You put the ashtray in the backpack
You put the crystal ashtray into the backpack.
You take the lantern
You pick up the small lantern from the ground.
Go south
You believe this area to be the entrance to a temple; a pronaos. However, the temple must lie down the steps to the southeast. The darkness there seems thicker than any darkness you've seen yet. A passage also leads north; away from this temple entrance.
You go to the south-east
This place is not right, nor has it been right in a very long time.
It may be why it was abandoned by mysyerious people long ago. It was a temple; maybe still is. Pillars line the walls and lead down a long chamber to a strange pit, built into the floor; a perfect circle leading to darkness. It is surrounded by notches that may once have held torches. Narrow, dark passages lead northeast and southwest and a flight of stone steps leads up to the northwest. It is deathly quiet in this place.
Sing
Your singing is abominable.
Go northeast
This portion of the temple complex is a simple, but large room with pillars lining the walls. Ominous passages lead southwest and south.

A pig-like creature, the size of a pony, turns its head and stares at you. It snorts viciously between its razor-sharp tusks.
You attack creature with sword
Despite your blade being of elvish quality, it bounces harmlessly off the creature's metallic hide. With a hideous snort, the creature moves to gore you, but you dodge out of the way...just barely.
Attack creature with fang
(first taking the spider fang)
You're carrying too many things already.
You put the ashtray in the backpack
(first taking the crystal ashtray)

You're carrying too many things already.
Inventory
You are carrying:
a small lantern (providing light)
a backpack (open)
a crystal ashtray
a heap of useless wood
a skull
a zorkmid
a spider fang
a table leg
a bust of Korboz
a skeleton key
an elvish sword
You put the key in the backpack
You put the skeleton key into the backpack.
You put the bust in the backpack
You put the bust of Korboz into the backpack.
You attack the calydoar with the fang
(first taking the spider fang)
You astutely remember how venomous huge spiders are, and so, with an adept manuever, you jam the fang between the scales of the beast. It collapses on the ground, instantly dead.
You say sorry for the the wait
(to yourself)
There is no reply.
You examine the calydoar
It resembles a boar...if a boar were imagined by a demented, devil-worshipping zoologist.
You eat calydoar
(first taking the dead calydoar)
Wayyyyy too heavy.
You hug calydoar
You can only do that to something animate.
You look at your surroundings
This portion of the temple complex is a simple, but large room with pillars lining the walls. Ominous passages lead southwest and south.

You can see a dead calydoar here.
Go south
This is the furthest, back room of the temple, from what you can tell. It may have once held treasure of some sort, but has long since been ransacked and the only one of its oiginal furnishings that remain is a simple podium. Passages lead west and north.

A dusty key is on the podium.

On the podium is a dusty key.
Inventory
You are carrying:
a spider fang
a small lantern (providing light)
a backpack (open)
a bust of Korboz
a skeleton key
a crystal ashtray
a heap of useless wood
a skull
a zorkmid
a table leg
an elvish sword
You put the fang in the backpack
You put the spider fang into the backpack.
You take the key
(the dusty key)
You pick up the dusty key from the ground.
You look at key
(the dusty key)
You see nothing special about the dusty key.
You look at the podium
On the podium is a dusty key.
You check your inventory
You are carrying:
a dusty key
a small lantern (providing light)
a backpack (open)
a spider fang
a bust of Korboz
a skeleton key
a crystal ashtray
a heap of useless wood
a skull
a zorkmid
a table leg
an elvish sword
You take the dusty key
(the dusty key)
You take the dusty key from the podium.
You check what you're carrying
You are carrying:
a dusty key
a dusty key
a small lantern (providing light)
a backpack (open)
a spider fang
a bust of Korboz
a skeleton key
a crystal ashtray
a heap of useless wood
a skull
a zorkmid
a table leg
an elvish sword
You look at your surroundings
This is the furthest, back room of the temple, from what you can tell. It may have once held treasure of some sort, but has long since been ransacked and the only one of its oiginal furnishings that remain is a simple podium. Passages lead west and north.
Go west
This is the opisthodomos of the temple; but to you, it's basically just another room of this forboding complex. Passages lead northeast and east.

Crumpled in the southwest corner is the desicated corpse of a long-dead adventurer.
You examine adventurer
This was once maybe a scholar or adventurer who delved to learn the secrets of the Great Underground Empire, but who was not as lucky as you've been...thus far.
You search adventurer
As you examine the body, you realize it has long since been ransacked of any real valuables. However, a page from a journal is found under its left boot.
You read the page
The language is an archaic form of Borphese, but you can read it easily enough. Apparently the corpse was once a scholar who was deciphering the many runes and engravings around this temple. It's mostly useless, but perhaps there is something to one sentence in particular. It reads "the pit is a door only death can
unlock".
You look at the pit
It is a perfect circular pit, built into the floor of the temple in the place where you would normally think an altar would exist. Around the pit are notches; most likely where torches would have been placed.
Inventory
You are carrying:
a journal page
a dusty key
a dusty key
a small lantern (providing light)
a backpack (open)
a spider fang
a bust of Korboz
a skeleton key
a crystal ashtray
a heap of useless wood
a skull
a zorkmid
a table leg
an elvish sword
You put the table leg in the backpack
You put the table leg into the backpack.
You put the page in the backpack
You put the journal page into the backpack.
You take the skull
You take the skull from the backpack.
You put the skull in the pit
You toss the skull into the strange pit. The darkness swallows it and you do not hear it hit any bottom. A moment passes. Suddenly, a strange violet smoke rises from the strange pit; whispy at first, but then thickening to an impenetrable cloud. You take a step back, unsure of what is happening. You are thinking of just fleeing this strange temple when a deathly groan comes from the pit, freezing you in your tracks and filling you with terror. But then, suddenly, the groaning stops and the smoke dissipates. Looking around, you see the skull has returned, but actually, it's not the same skull, for the one that now sits on the edge of the strange pit is slick with a waxy coating, as if it had just been spit out of a horrible mouth, and a faint, violet glow can be seen within its eyes.
You look at the skull
This is a strange skull, dark gray in color and slick with an unknown, greasy coating. A faint, violet glow can be seen within its eyes.
You take it
You pick up the strange skull from the ground.
Look around
This place is not right, nor has it been right in a very long time.
It may be why it was abandoned by mysyerious people long ago. It was a temple; maybe still is. Pillars line the walls and lead down a long chamber to a strange pit, built into the floor; a perfect circle leading to darkness. It is surrounded by notches that may once have held torches. Narrow, dark passages lead northeast and southwest and a flight of stone steps leads up to the northwest. It is deathly quiet in this place.
Go northwest
You believe this area to be the entrance to a temple; a pronaos. However, the temple must lie down the steps to the southeast. The darkness there seems thicker than any darkness you've seen yet. A passage also leads north; away from this temple entrance.
Go south
This room is carved perfectly square from the rock. A passage leads north.

A door in the wall is featureless save for three buttons colored blue, yellow, and red respectively. An inscription is above the buttons.
You read the inscription
The inscription reads: THE SORE SPENDER
You check your inventory
You are carrying:
a strange skull
a dusty key
a dusty key
a small lantern (providing light)
a backpack (open)
a journal page
a table leg
a spider fang
a bust of Korboz
a skeleton key
a crystal ashtray
a heap of useless wood
a zorkmid
an elvish sword
You press the blue button
You press the blue button and die from electrocution.
You press the red button
You press the red button and you hear a click.
You press the yellow button
You press the yellow button and die from electrocution.
You attack the self with the leg
(first taking the table leg)
You're carrying too many things already.
You examine the bust
It is a bust, made of white stone, of a homely wizard. It is engraved Korboz the Magnificent.
You put the strange skull in the backpack
You put the strange skull into the backpack.
You take the leg
You take the table leg from the backpack.
You take zorkmid
You take the zorkmid from the backpack.
You press the red button
You press the red button and you hear a click.
You check what you're carrying
You are carrying:
a zorkmid
a dusty key
a dusty key
a small lantern (providing light)
a backpack (open)
a table leg
a strange skull
a journal page
a spider fang
a bust of Korboz
a skeleton key
a crystal ashtray
a heap of useless wood
an elvish sword
You go to the southwest
This cavernous room is made of pure sapphire, from what you can tell. In its raw form, it is ugly yet it still glimmers in your lamp's light. Passages lead west and southwest and a narrower passage leads upwards to the northeast.
You go west
This is a low, yet still vaulted dungeon corridor. The corridor runs south to east and an oak door sits in the west wall.
You open Door
It seems to be locked.
You unlock Door with the dusty key
Which do you mean, the dusty key or the dusty key?
You check what you're carrying
You are carrying:
a zorkmid
a dusty key
a dusty key
a small lantern (providing light)
a backpack (open)
a table leg
a strange skull
a journal page
a spider fang
a bust of Korboz
a skeleton key
a crystal ashtray
a heap of useless wood
an elvish sword
You drop the key
Which do you mean, the dusty key, the dusty key or the skeleton key?
You drop all
zorkmid: Dropped.
dusty key: Dropped.
dusty key: Dropped.
small lantern: Dropped.
backpack: Dropped.
elvish sword: Dropped.
You take the backpack
You pick up the backpack from the ground.
You take the lantern
You pick up the small lantern from the ground.
You take zorkmid
You pick up the zorkmid from the ground.
Inventory
You are carrying:
a zorkmid
a small lantern (providing light)
an elvish sword
a backpack (open)
a table leg
a strange skull
a journal page
a spider fang
a bust of Korboz
a skeleton key
a crystal ashtray
a heap of useless wood
You look around
This is a low, yet still vaulted dungeon corridor. The corridor runs south to east and an oak door sits in the west wall.

You can see a dusty key and a dusty key here.
You take the fang
You take the spider fang from the backpack.
You take all
dusty key: You pick up the dusty key from the ground.
dusty key: You're carrying too many things already.
table leg: You're carrying too many things already.
strange skull: You're carrying too many things already.
journal page: You're carrying too many things already.
bust of Korboz: You're carrying too many things already.
skeleton key: You're carrying too many things already.
crystal ashtray: You're carrying too many things already.
heap of useless wood: You're carrying too many things already.
Go south
This room may have once been a guard room. It's nothing now. Exits lead north and northeast, and a door is to the west.
You drop the dusty key
Dropped.
Go north
This is a low, yet still vaulted dungeon corridor. The corridor runs south to east and an oak door sits in the west wall.

You can see a dusty key here.
You take the dusty key
You pick up the dusty key from the ground.
Look around
This is a low, yet still vaulted dungeon corridor. The corridor runs south to east and an oak door sits in the west wall.
You go east
This cavernous room is made of pure sapphire, from what you can tell. In its raw form, it is ugly yet it still glimmers in your lamp's light. Passages lead west and southwest and a narrower passage leads upwards to the northeast.
You go south
This room may have once been a guard room. It's nothing now. Exits lead north and northeast, and a door is to the west.

You can see a dusty key here.
You open Door with dusty key
You unlock the guard door.
You check your inventory
You are carrying:
a dusty key
a spider fang
a zorkmid
a small lantern (providing light)
an elvish sword
a backpack (open)
a table leg
a strange skull
a journal page
a bust of Korboz
a skeleton key
a crystal ashtray
a heap of useless wood
You put the dusty key in the backpack
You put the dusty key into the backpack.
Go west
(first opening the guard door)

This may have once been an alchemical lab. Shards of glass cover the floor as if someone went off his nut and smashed everything in here. The only passage from here is back to the east.

A beaker seems to have been found and set back in place in the center of a shelf.
You put the fang in the backpack
You put the spider fang into the backpack.
You look at the beaker
In the beaker is a rusted key.
You take the rusted key
As you take the rusted key from its resting place, an ominous thum begins to permeate the air in the room. Suddenly, many of the broken shards gather themselves together into a hulking humanoid form. It blocks your escape and approaches you with evil intent, no doubt.

You take the rusted key from the beaker.
You attack the glass with the table leg
(the glass monster with the table leg)
(first taking the table leg)
You attack the glass with the sword
(the glass monster with the elvish sword)
You swing the elvish blade at the glass monster and, true to its nature, it helps defend you from such evil magic by smashing much of its glass body back to little pieces on the floor. Unfortunately, it isn't vanquished yet and it swings at you; an attack that you deftly dodge.
Continue
(the glass monster with the elvish sword)
Thankfully, with your next attack, you are able to smash the creature back into the tiny glass shards from where it originated.
You look around
This may have once been an alchemical lab. Shards of glass cover the floor as if someone went off his nut and smashed everything in here. The only passage from here is back to the east.

A beaker seems to have been found and set back in place in the center of a shelf.
Examine beaker
The beaker is empty.
You check what you're carrying
You are carrying:
a table leg
a rusted key
a zorkmid
a small lantern (providing light)
an elvish sword
a backpack (open)
a spider fang
a dusty key
a strange skull
a journal page
a bust of Korboz
a skeleton key
a crystal ashtray
a heap of useless wood
You put the table leg in the backpack
You put the table leg into the backpack.
You take the beaker
You pick up the beaker from the ground.
You look at your surroundings
This may have once been an alchemical lab. Shards of glass cover the floor as if someone went off his nut and smashed everything in here. The only passage from here is back to the east.
Inventory
You are carrying:
a beaker (empty)
a rusted key
a zorkmid
a small lantern (providing light)
an elvish sword
a backpack (open)
a table leg
a spider fang
a dusty key
a strange skull
a journal page
a bust of Korboz
a skeleton key
a crystal ashtray
a heap of useless wood
You open Door with the rusted key
You unlock the oak door.
You go to the west
(first opening the oak door)

You are at the east end of a ginormous library. Shelves upon shelves of books stretch high over your head and the place seems to have been somewhat ransacked. Besides the shelves, some of the books are strewn about the floor; tossed aside as if someone was desperately looking for something. The flickering flames from scattered braziers make the shadows dance in this large, oddly shaped room. More of the library can be reached to the west and southwest.
You put the rusted key in the backpack
You put the rusted key into the backpack.
You look at the shelves
Books, books, everywhere...all shapes and sizes, and all have one thing in common: they are all written in tongues unknown to you.
You go to the west
You are at the west end of a ginormous library. Shelves upon shelves of books stretch high over your head and the place seems to have been somewhat ransacked. Besides the shelves, some of the books are strewn about the floor; tossed aside as if someone was desperately looking for something. The flickering flames from scattered braziers make the shadows dance in this large, oddly shaped room. More of the library can be reached to the east and south.

A large and strange glass globe is placed in the corner of the library here. Inside, there seems to be a man, dressed much as an elderly wizard, who beats on the glass shouting pleas at you. However, you cannot hear his words or even the thumping on the glass.
Wave
You wave, feeling foolish.
You examine man
He is dressed much as you've seen wizards dress, however, you haven't seen some of his style choices outside of a book of history of the Great Underground Empire. He seems to be in distress and is pounding, albeit soundlessly, on the glass, shouting unheard, and pointing exasperatedly to the south.
You examine the globe
A large and strange glass globe is placed in the corner of the library here. Inside, there seems to be a man, dressed much as an elderly wizard, who beats on the glass shouting pleas at you. However, you cannot hear his words or even the thumping on the glass.

In the prison globe is a wizard.
You go south
You are at the south end of a ginormous library. Shelves upon shelves of books stretch high over your head and the place seems to have been somewhat ransacked. Besides the shelves, some of the books are strewn about the floor; tossed aside as if someone was desperately looking for something. The flickering flames from scattered braziers make the shadows dance in this large, oddly shaped room. More of the library can be reached to the north and northeast.

Across from you, tearing out books from the shelves as if frantically seeking something, is a headless demon.
You examine the demon
He seems as if he were a well-dressed man; only without a head. He is frantically pulling books off the shelf, examining them swiftly, and throwing them behind him. He is obviously searching for a particular book, you imagine.
You look at what you're carrying with you
You are carrying:
a beaker (empty)
a zorkmid
a small lantern (providing light)
an elvish sword
a backpack (open)
a rusted key
a table leg
a spider fang
a dusty key
a strange skull
a journal page
a bust of Korboz
a skeleton key
a crystal ashtray
a heap of useless wood
You take the skull
You take the strange skull from the backpack.
You throw the skull at the demon
You toss the strange skull at the demon and as it hits him, he (and the skull) instantly disappear from this dimension with an audible
pop sound.
You describe your surroundings
You are at the south end of a ginormous library. Shelves upon shelves of books stretch high over your head and the place seems to have been somewhat ransacked. Besides the shelves, some of the books are strewn about the floor; tossed aside as if someone was desperately looking for something. The flickering flames from scattered braziers make the shadows dance in this large, oddly shaped room. More of the library can be reached to the north and northeast.
You go north
You are at the west end of a ginormous library. Shelves upon shelves of books stretch high over your head and the place seems to have been somewhat ransacked. Besides the shelves, some of the books are strewn about the floor; tossed aside as if someone was desperately looking for something. The flickering flames from scattered braziers make the shadows dance in this large, oddly shaped room. More of the library can be reached to the east and south.

The wizard seems to have aged wayy past his expiration date. The globe prison must have kept him alive, but now that the demon magic that created it has gone, the wizard's years finally caught up with him.

The globe prison now lies in shards.
You search wizard
You find something very special. You don't know why you know this, but you do. It is a small tome written in an archaic tongue. Perhaps this is what the demon was searching for all along. The englobed wizard must've been hiding it on his person this whole time. Of all the treasures you've found today, this tome may be more important (and expensive) than you know...