Spellbound
Adam Perry
built-in hints gender-neutral protagonist IntroComp walkthrough wordplay
You still remember well the moment that the professor shocked the orthographic community by announcing that there were, somewhere out there, 26 letters in all. Harness the alphabet's power to find the 23 letters that no living human has ever seen.
You examine professor
No doubt the good professor would have loved to be the one to fill his alphabet case, but the man was always more of an academic. He has always been an inspiration to you, even now that his age is catching up to him.
Inventory
You are carrying:
your alphabet case (A, E, and T)
a three-letter frame
You look at the case
Your alphabet case holds your collection of letters. Currently, it has the letters A, E, and T.
Spell tea
You deftly arrange the letters in the frame, just like you've practiced a thousand times. You produce a cup of bergamot, the professor's favorite.

Between sips, the professor begins reminiscing. "You know, I've been studying the alphabet for most of a lifetime now. I always knew I wouldn't be the one to hunt down the unknown letters -- I'm not much for traveling, as you know. So I've kept my eyes open for the one who would fulfill my ambition. In all these years, I have only met a handful of people that showed the passion and aptitude for spelling that would be required for such a venture."

Professor Spruce takes a final swill of his teacup and looks you square in the eyes. "You should know that this is not our first attempt at an expedition to Phoenicia. There was one other, a colleague of mine, that we were preparing to send. The expedition ended in failure before it could even begin. No orthographer has ever set foot in Phoenicia." He takes a look at you before continuing. "I don't mean to alarm you. I only want you to understand the significance of your journey. You know as well as I do the importance and power of the alphabet. The Institute exists to ensure that the alphabet is used responsibly, and -- well, I'm preaching to the choir, aren't I? I wish you the best of luck on your voyage. We are all counting on you to return with the complete alphabet."
Exit
Today may be the most important day of your life, but for the rest of Aleph City, it's Tuesday. The streets are busy as ever, and you see a few familiar faces among the hustle and bustle. None of that matters to you. You have a mission.

The Institute of Orthographic Studies is north of here, and far to the east is the wilderness of Phoenicia, theorized by Professor Spruce to contain the unknown letters.
Spell tea
You enjoy a cup of oolong.
Spell tea
You enjoy a cup of Earl Grey.
Spell tea
You enjoy a cup of peppermint tea.
Spell tea
You enjoy a cup of jasmine.
Spell tea
You enjoy a cup of rooibos.
Spell tea
You enjoy a cup of iced tea.
You go east
All of Phoenicia lies before you, ready for you to explore. You're not the first to explore Phoenicia -- that honor goes to Jerome Phoenix, for whom the region is named -- but you are the first orthographer to come here in search of the alphabet.

This particular area is a little bare, though. Undoubtedly, there's something more interesting to the northeast, east, and southeast. Aleph City is far away to the west.

The ground shakes a little beneath your feet.
You examine the ground
There's very little I can tell you about the ground that won't come across as incredibly patronizing.

The ground shakes a little beneath your feet.
Go east
You find yourself in a grassy clearing. The landscape is thoroughly unremarkable here, but you can see the edge of Phoenicia Forest to the south, Lake Phoenicia to the east, and a large brick structure to the north. To your west is the area where you first set foot here.

The ground shakes a little beneath your feet.
Go east
You stand at the bank of Lake Phoenicia. It's certainly not as majestic as you might have hoped: the water is a dank brown and the whole thing smells vaguely swampy. The lake is certainly vast, though: the only way forward from here is back to the west where you came from.

A log floats in the water nearby.

The letter C -- one of the unknown letters -- floats in the water a little ways from the shore.
You get the C
Hold on -- that log is a crocodile!
You look at the C
You'd have to get a little wet in the process, but otherwise only the crocodile is stopping you from taking the letter C.
You eat the crocodile
That's plainly inedible.
You examine the crocodile
The crocodile lies in wait, looking very much like a log. Only on careful inspection do you notice that the crocodile is very much alert.
Spell aet
"aet" isn't a word. Don't you know the dangers of reckless alphabet usage?
Shout
(to the crocodile)
The crocodile has nothing to say.
Look around
You stand at the bank of Lake Phoenicia. It's certainly not as majestic as you might have hoped: the water is a dank brown and the whole thing smells vaguely swampy. The lake is certainly vast, though: the only way forward from here is back to the west where you came from.

A crocodile is in the water nearby, keeping intruders away.

The letter C -- one of the unknown letters -- floats in the water a little ways from the shore.
Go west
You find yourself in a grassy clearing. The landscape is thoroughly unremarkable here, but you can see the edge of Phoenicia Forest to the south, Lake Phoenicia to the east, and a large brick structure to the north. To your west is the area where you first set foot here.

The ground shakes a little beneath your feet.
You go south
The trees are sufficiently sparse to allow grass to grow in this area, but there are still enough of them to consider this part of the forest. The forest continues to the southeast. You can also head north or northwest from here.

An elephant is relaxing here.
You examine elephant
A large, gray pachyderm with floppy ears, ivory tusks, and a long, prehensile trunk. You're no zoologist, but it seems like any other elephant, really.
You climb the tree
You spend a few minutes climbing to the top of a tree, which affords you a marginally nicer vantage point of the area you were already able to see. At least you had fun.
Spell tea
You enjoy a cup of iced tea.
You go to the south-east
The trees are incredibly dense in this area, and there's no trail to follow. Were it not for your innate talent at recognizing cardinal directions, you could easily get lost in here.

To the northwest and northeast, the forest begins to thin out. You see a small tunnel leading underground to the south.
You go south
You wriggle and crawl through the cramped tunnel. Whatever's on the other side had better be worth it and not, like, a giant fleshworm or something.

Oh, great. It's a hole full of rat-dragons. This was so not
worth it. To make matters worse, this place isn't quite tall enough to stand in, so you're hunched over just a bit. This is giving you a neckache. But wait -- the letter G is here. One of the unknown letters!

A large fire lights the room from the western wall, and to the side is a large pile of sticks. The tunnel leading to the surface is to the north.

The kobolds are huddled around the letter G on the southern edge of this little hole.

The letter G -- one of the unknown letters -- sits unguarded at the south end of the warren.
You get the g.
You edge closer to the south end of the warren where the kobolds are congregated, and they begin to notice you. A chorus of hisses makes its way through the crowd, then the kobolds begin to bark at you.

"The human can't have our treasure!"

"The human wasn't invited here!"

"The human came in without knocking!"

"We don't have a door, dummy!"

"How did the human get in here if we don't have a door?"

"The human must be a wizard!"

And then the voices become muddled as the kobolds talk amongst themselves. After several seconds, they all quiet down at once. One of them calls out, "Show us your magic, wizard!" The other kobolds roar in approval.
Spell tea
You enjoy a cup of peppermint tea.

The kobolds seem puzzled. Clearly, your remarkable mastery of the alphabet was not "magical" enough.
Inventory
You are carrying:
your alphabet case (A, E, and T)
a three-letter frame
Spell eat
You don't need the alphabet's help to eat, and if you don't have something to eat, then this isn't the word you're looking for.

The kobolds seem puzzled. Clearly, your remarkable mastery of the alphabet was not "magical" enough.
You get the g.
The throng of kobolds blocks your way. You hear several cries of "Show us your magic, wizard!"
Go northeast
The trees clear out on the east to reveal a precipice overlooking a beautiful rainbow. Far below, you see a waterfall flowing from a gap in the cliff wall that turns into a winding river. There is an outcropping nearby on which lies the letter S -- one of the unknown letters!

You can return to the denser area of the forest to your southwest, or you can follow the cliff edge to the north.

The letter S sits on the outcropping.
You get the south
As you approach the outcropping, a small man dressed in green hops up from the other side and snatches the letter! You're torn between being annoyed and wondering how long he was hanging there.
You look at the man
A small man with curly red hair and an outfit of dark green holds the letter S. He dances manically, hopping to and fro as if he weighed nothing.
You talk to the man
The leprechaun responds by blowing a raspberry and laughing derisively.
Spell tea
You enjoy a cup of green tea.
You look
The trees clear out on the east to reveal a precipice overlooking a beautiful rainbow. Far below, you see a waterfall flowing from a gap in the cliff wall that turns into a winding river. There is an outcropping nearby, which is bare now that the leprechaun has taken the letter S.

You can return to the denser area of the forest to your southwest, or you can follow the cliff edge to the north.

A sprightly leprechaun dances around you waving the letter S.

The sight of the leprechaun fills you with annoyance.
Go north
The forest gives way to reveal a lofty brick structure. There is a large archway facing you, through which you could access the interior were it not for a massive hole underneath. No, wait, holes can't be massive -- that doesn't make sense. Let's just call it a big hole.

The path ends here: any further north and you'll have left Phoenicia, and the cliff is still to your east. You'll have to head back south.
You enter the hole
You'd get stuck. Isn't that the pits?
You go to the west
You're back at the area where you first set foot in Phoenicia. There's little worth mentioning here. Undoubtedly, there's something more interesting to the northeast, east, and southeast. Aleph City is far away to the west.

The ground shakes a little beneath your feet.
Go north
This clearing is notable for the great wall that occupies its eastern edge, where an archway connects this clearing to the Phoenician ruins that lie beyond. Oh, and there is an enormous cyclops moping listlessly here, which is probably worth mentioning.

Besides the ruins to the east, you can travel southwest to where you first arrived or south to a more open area.

The cyclops occupies the entire archway and then some.

The ground shakes as the cyclops's stomach roars.
Spell tea
You enjoy a cup of chamomile.

The ground shakes as the cyclops's stomach roars.
Spell eat
The cyclops looks around for something to eat, but he only finds one thing that might possibly be edible.

Years of orthographic training should have driven home the correct way to use the known letters for satiation, but hey, we all make mistakes.
Spell ate
The ground shakes one last time as the cyclops delivers a thundering burp that knocks you from your feet. He stands up and stretches, then collapses in a deep sleep, but not before moving just enough to allow passage into the ruins.

The cyclops snores loudly.
You look at your surroundings
This clearing is notable for the great wall that occupies its eastern edge, where an archway connects this clearing to the Phoenician ruins that lie beyond.

Besides the ruins to the east, you can travel southwest to where you first arrived or south to a more open area.

The cyclops is sleeping just to the side of the archway.

The cyclops snores loudly.
Go east
The air is stale, and the walls are netted with cobwebs, but otherwise, these ruins are in marvelous condition. You're here for orthography, though, not archaeology, so your eyes are immediately drawn to the wall mural that clearly depicts the letter R -- one of the unknown letters! If you take it from the wall, you can add it to your alphabet case.

The archway to the west leads back outside, and a staircase leads down into the dark subterrain of the ruins.

The letter R is yours for the taking.
You take r.
You insert R into your alphabet case, adding its power to the three letters you already possess.

You can now spell words that contain the letter R.
You go downwards
It's very dark down here. The top staircase is illuminated from the sunlight up above, but aside from that, you can't see a thing down here.
Look around
These halls have been your home for the past several years. It was here that you learned how to arrange the known letters into words, to recognize the unknown letters, and to introduce them to your alphabet case. These skills are sure to come in handy very soon.

The entrance doors are south of here, through which you can see the bustle of the city.

You can see Professor Spruce here.
You examine Spruce
No doubt the good professor would have loved to be the one to fill his alphabet case, but the man was always more of an academic. He has always been an inspiration to you, even now that his age is catching up to him.
You go south
Today may be the most important day of your life, but for the rest of Aleph City, it's Tuesday. The streets are busy as ever, and you see a few familiar faces among the hustle and bustle. None of that matters to you. You have a mission.

The Institute of Orthographic Studies is north of here, and far to the east is the wilderness of Phoenicia, theorized by Professor Spruce to contain the unknown letters.
You listen to the ground
You hear nothing unexpected.

The ground shakes a little beneath your feet.
You go northeast
This clearing is notable for the great wall that occupies its eastern edge, where an archway connects this clearing to the Phoenician ruins that lie beyond. Oh, and there is an enormous cyclops moping listlessly here, which is probably worth mentioning.

Besides the ruins to the east, you can travel southwest to where you first arrived or south to a more open area.

The cyclops occupies the entire archway and then some.

The ground shakes as the cyclops's stomach roars.
You look at cyclops
Easily twice and probably three times your height, this is one of the one-eyed giants known as cyclopes. They're not as stupid or mean as ogres or trolls, although it's common for a cyclops to have trouble concentrating on more than one thing at a time. This one is just sitting there looking despondent, probably on account of his empty stomach that's been causing these minor earthquakes.

The ground shakes as the cyclops's stomach roars.
You talk to cyclops
The forlorn cyclops fixes his eye on you. "No talk," he says. "Huuungry."

The ground shakes as the cyclops's stomach roars.
Spell tea
You enjoy a cup of green tea.

The ground shakes as the cyclops's stomach roars.
Spell eat
The cyclops looks around for something to eat, but he only finds one thing that might possibly be edible.

Years of orthographic training should have driven home the correct way to use the known letters for satiation, but hey, we all make mistakes.
You examine ruins
The ruins are in remarkably good shape given their age. The vines crawling up the bricks of the outer walls are the biggest indication that the ruins have been long abandoned.

The cyclops snores loudly.
Inventory
You are carrying:
your alphabet case (A, E, and T)
a three-letter frame

The cyclops snores loudly.
You examine the vines
The vines run in jagged lines up the outer edge of the Phoenician ruins.

The cyclops snores loudly.
You climb the vines
You've never been much of a climber, and the vines isn't really made for climbing.

The cyclops snores loudly.
Go east
The air is stale, and the walls are netted with cobwebs, but otherwise, these ruins are in marvelous condition. You're here for orthography, though, not archaeology, so your eyes are immediately drawn to the wall mural that clearly depicts the letter R -- one of the unknown letters! If you take it from the wall, you can add it to your alphabet case.

The archway to the west leads back outside, and a staircase leads down into the dark subterrain of the ruins.

The letter R is yours for the taking.
Spell rat
A rodent of modest size appears out of thin air. After getting its bearings, it scampers off.
Spell ear
You produce a third ear, square on your forehead. It's unsightly and it feels really weird, so you send it back with a poof.
You go downwards
It's very dark down here. The top staircase is illuminated from the sunlight up above, but aside from that, you can't see a thing down here.
Go up
The air is stale, and the walls are netted with cobwebs, but otherwise, these ruins are in marvelous condition. You're here for orthography, though, not archaeology, so you're unequipped to fully appreciate this.

The archway to the west leads back outside, and a staircase leads down into the dark subterrain of the ruins.
Spell at
"at" is too short; you have to completely fill a letter frame in order for it to work.
You go west
This clearing is notable for the great wall that occupies its eastern edge, where an archway connects this clearing to the Phoenician ruins that lie beyond.

Besides the ruins to the east, you can travel southwest to where you first arrived or south to a more open area.

The cyclops is sleeping just to the side of the archway.

The cyclops snores loudly.
You go southwest
You're back at the area where you first set foot in Phoenicia. There's little worth mentioning here. Undoubtedly, there's something more interesting to the northeast, east, and southeast. Aleph City is far away to the west.
Go east
You find yourself in a grassy clearing. The landscape is thoroughly unremarkable here, but you can see the edge of Phoenicia Forest to the south, Lake Phoenicia to the east, and a large brick structure to the north. To your west is the area where you first set foot here.
Spell tar
Better not. Your hands and pockets would get sticky -- it'd be a real mess.
Swim
You remove your shoes and socks and wade into the water a little, keeping an eye on the crocodile. It doesn't move, so you hesitantly edge towards the letter C. As you reach for it, the crocodile springs into action, moving more freely in the water than you could hope to. It turns out to be a better aquatic combatant than you, too.
You go to the south
You can't go that way. From here, you can go west.
You go west
You find yourself in a grassy clearing. The landscape is thoroughly unremarkable here, but you can see the edge of Phoenicia Forest to the south, Lake Phoenicia to the east, and a large brick structure to the north. To your west is the area where you first set foot here.
Spell rat
You produce a rodent of modest size. The elephant notices it and runs off to the north in abject terror. The rat, not too fond of the elephant, runs off in the opposite direction.
You go north
You find yourself in a grassy clearing. The landscape is thoroughly unremarkable here, but you can see the edge of Phoenicia Forest to the south, Lake Phoenicia to the east, and a large brick structure to the north. To your west is the area where you first set foot here.

The elephant is here, looking a bit spooked.
Spell rat
You produce another rat. The elephant raises its front feet off the ground in surprise, then stomps off to the east.
Go east
You stand at the bank of Lake Phoenicia. It's certainly not as majestic as you might have hoped: the water is a dank brown and the whole thing smells vaguely swampy. The lake is certainly vast, though: the only way forward from here is back to the west where you came from.

The elephant has taken up residence in the lake.

A crocodile is swimming through the lake far from here. It seems to be keeping its distance from the elephant.

The letter C -- one of the unknown letters -- floats in the water a little ways from the shore.
You take the C
You remove your shoes and socks and wade into the water. With the elephant nearby, the crocodile keeps its distance, and you easily reach the letter. You insert C into your alphabet case, adding its power to the four letters you already possess.

You can now spell words that contain the letter C.
Spell cat
You produce a colorful calico. It's a skittish thing, and it darts away as it notices you.
Spell ace
A card (the ace of diamonds) appears in your hand. It would bend in your pockets, so you send it back with a poof. Nice trick, though.
Spell act
You put on a small play, using your hands as puppets. The crocodile is unamused.
Spell arc
The image of a curve shimmers briefly in the air.
Spell car
You produce a shiny red Ferrari. It's impressive, but the automobile won't be invented for quite some time still, so you have no clue how to operate it. You send it back with a poof.
Spell rec
You enjoy a little recreation. Happy now?
Spell art
You produce a copy of The Scream. It's good, but is it art?

Well, in this case, it's a forgery, and it's too big to carry around, so you send it back with a poof.
Go south
The trees are sufficiently sparse to allow grass to grow in this area, but there are still enough of them to consider this part of the forest. The forest continues to the southeast. You can also head north or northwest from here.
You take the stick
Taken.
Spell art
You produce a copy of Persistence of Memory. It's good, but is it art?

Well, in this case, it's a forgery, and it's too big to carry around, so you send it back with a poof.
Light stick
The stick as it stands would burn out quickly. If you want a light source, you'll need a proper torch.
Spell cat
You produce a poofy Scottish Fold. It's a skittish thing, and it darts away as it notices you.
Spell rat
A rodent of modest size appears out of thin air. After getting its bearings, it scampers off.
You check your inventory
You are carrying:
a stick
your alphabet case (A, C, E, R, and T)
a three-letter frame
You examine kobolds
Kobolds are to dragons what chihuahuas are to golden retrievers, except that some people find chihuahuas endearing. The kobolds are gathered around the letter G, ignoring you.
You look at fire
The fire suggests some method of exhaust, since the warren isn't filled with smoke, but you didn't notice anything above ground. This makes you a little curious, but not curious enough to attempt a conversation with the kobolds.
Spell tar
Better not. Your hands and pockets would get sticky -- it'd be a real mess.
Spell ear
You produce a third ear, square on your forehead. It's unsightly and it feels really weird, so you send it back with a poof.
Spell act
You put on a small play, using your hands as puppets. The leprechaun is unamused.
Spell arc
The image of a curve shimmers briefly in the air.
Spell cat
You produce a colorful calico. It's a skittish thing, and it darts away as it notices you.
Go north
The forest gives way to reveal a lofty brick structure. There is a large archway facing you, through which you could access the interior were it not for a massive hole underneath. No, wait, holes can't be massive -- that doesn't make sense. Let's just call it a big hole.

The path ends here: any further north and you'll have left Phoenicia, and the cliff is still to your east. You'll have to head back south.
Spell tar
Better not. Your hands and pockets would get sticky -- it'd be a real mess.
You examine the hole
The hole is large and deep, and the edges are sheer enough to make it very difficult to escape. There's nothing in the hole, fortunately, so you can just avoid it.
You check your inventory
You are carrying:
a stick
your alphabet case (A, C, E, R, and T)
a three-letter frame
You look at the archway
A tall archway provides entrance to the ruins.
Spell car
You produce a shiny white Lamborghini. It's impressive, but the automobile won't be invented for quite some time still, so you have no clue how to operate it. You send it back with a poof.
You go north
You can't go that way. From here, you can go south.
You look around
The forest gives way to reveal a lofty brick structure. There is a large archway facing you, through which you could access the interior were it not for a large hole underneath.

The path ends here: any further north and you'll have left Phoenicia, and the cliff is still to your east. You'll have to head back south.
You go east
That's a long way down, friend.
You go to the south
The trees clear out on the east to reveal a precipice overlooking a beautiful rainbow. Far below, you see a waterfall flowing from a gap in the cliff wall that turns into a winding river. There is an outcropping nearby, which is bare now that the leprechaun has taken the letter S.

You can return to the denser area of the forest to your southwest, or you can follow the cliff edge to the north.

A sprightly leprechaun dances around you waving the letter S.

The sight of the leprechaun fills you with annoyance.
Spell are
You are. At least you think so.
Spell ear
You produce a third ear, square on your forehead. It's unsightly and it feels really weird, so you send it back with a poof.
Spell tac
"tac" isn't a word. Don't you know the dangers of reckless alphabet usage?
Spell rac
"rac" isn't a word. Don't you know the dangers of reckless alphabet usage?
You check your inventory
You are carrying:
a stick
your alphabet case (A, C, E, R, and T)
a three-letter frame
You look
The trees clear out on the east to reveal a precipice overlooking a beautiful rainbow. Far below, you see a waterfall flowing from a gap in the cliff wall that turns into a winding river. There is an outcropping nearby, which is bare now that the leprechaun has taken the letter S.

You can return to the denser area of the forest to your southwest, or you can follow the cliff edge to the north.

A sprightly leprechaun dances around you waving the letter S.

The sight of the leprechaun fills you with annoyance.
You examine the river
Far below, the river heads east for a bit before snaking in a northwesterly direction. The water is calm outside the occasional eddy.
Go downward
That's a long way down, friend.
Spell tar
You produce a pile of sticky goo directly under the leprechaun. He jumps out of it as quickly as possible and resumes his annoying dance, but his shoes are coated in tar, making his jumps slightly awkward.
You take the south
The leprechaun is unable to escape your grasp, and you easily take the letter from him. You insert S into your alphabet case, adding its power to the five letters you already possess.

You can now spell words that contain the letter S.

The leprechaun is dispirited at the loss of his treasure. He trudges back to the cliff and jumps off. How awfully dramatic! You rush to stop him, but he's already gone -- disappeared off to wherever leprechauns go when they're not tormenting poor explorers, it seems, and not a suicide after all.
Spell sat
You suddenly recall sitting in a lecture by Professor Spruce. You sat like a real professional.
You check what you're carrying
You are carrying:
a stick
your alphabet case (A, C, E, R, S, and T)
a three-letter frame
Go north
The forest gives way to reveal a lofty brick structure. There is a large archway facing you, through which you could access the interior were it not for a large hole underneath.

The path ends here: any further north and you'll have left Phoenicia, and the cliff is still to your east. You'll have to head back south.
Spell sea
Whatever problem you're having is unlikely to be helped by millions of gallons of water.
Spell ace
A card (the ace of clubs) appears in your hand. It would bend in your pockets, so you send it back with a poof. Nice trick, though.
You go to the south
The trees clear out on the east to reveal a precipice overlooking a beautiful rainbow. Far below, you see a waterfall flowing from a gap in the cliff wall that turns into a winding river. There is an outcropping nearby where you found the letter S.

You can return to the denser area of the forest to your southwest, or you can follow the cliff edge to the north.
Go southwest
The trees are incredibly dense in this area, and there's no trail to follow. Were it not for your innate talent at recognizing cardinal directions, you could easily get lost in here.

To the northwest and northeast, the forest begins to thin out. You see a small tunnel leading underground to the south.
Go south
You're back in the kobold warren, despite your preference to be almost literally anywhere else. As always, this place isn't quite tall enough to stand in, so you're hunched over just a bit. This is giving you a neckache. But wait -- the letter G is here. One of the unknown letters!

A large fire lights the room from the western wall, and to the side is a large pile of sticks. The tunnel leading to the surface is to the north.

The kobolds are huddled around the letter G on the southern edge of this little hole.

The letter G -- one of the unknown letters -- sits unguarded at the south end of the warren.
Spell ace
"Wanna see some magic?" you say. The kobolds stop what they're doing and look your way. You produce an ace of spades from thin air, and the kobolds ooh and ahh. When you send the card back with a poof, there is a wave of gasps. The kobolds applaud and gather around you.
Spell act
You put on what is surely the worst magic act ever performed, spelling various words and sending them back. The kobolds are highly entertained, though, since this might as well be magic to them.
You take the g.
Now that the kobolds are enthralled by your, ahem,
performance, you have no trouble budging through to the
letter G. You insert G into your alphabet case, adding its power to the six letters you already possess.

You can now spell words that contain the letter G.
Spell gas
Hmm. That didn't do anything obvious, but you can smell something in the air now.
Spell sag
You feel your cheeks droop a bit.
Spell tag
You tag the kobolds.
Spell rag
You produce dirty scrap of cloth. Good for you?
You tie the rag to stick
You wrap the rag tightly around the stick. If you soaked it in something more flammable, then it would make a good torch.
Spell tar
Better not. Your hands and pockets would get sticky -- it'd be a real mess.
Spell art
You produce a copy of the Creation of Adam. It's good, but is it art?

Well, in this case, it's a forgery, and it's too big to carry around, so you send it back with a poof.
Inventory
You are carrying:
a stick
a rag
your alphabet case (A, C, E, G, R, S, and T)
a three-letter frame
Spell car
You produce a shiny red Ferrari. It's impressive, but the automobile won't be invented for quite some time still, so you have no clue how to operate it. You send it back with a poof.
Spell gar
A needlefish appears out of thin air. You have no need for it at the moment and it would be cumbersome to carry around, so you send it back with a poof.
Go east
You stand at the bank of Lake Phoenicia. It's certainly not as majestic as you might have hoped: the water is a dank brown and the whole thing smells vaguely swampy. The lake is certainly vast, though: the only way forward from here is back to the west where you came from.

The elephant has taken up residence in the lake.

A crocodile is swimming through the lake far from here. It seems to be keeping its distance from the elephant.
Spell gar
You produce a needlefish, which splashes into the lake and swims off. It wants nothing to do with the crocodile or elephant, nor they with it.
Spell rat
You produce another rat, startling the elephant once again. The elephant trumpets loudly and, seeing no other exit, storms off to the west.

Hey, that's where you were standing, wasn't it? Oops!
You take the hole
That's hardly portable.
You go downward
Whether you meant down the hole or down the cliff, you'd have a hard time getting back up.
You look at the wall
The ruins are in remarkably good shape given their age. The vines crawling up the bricks of the outer walls are the biggest indication that the ruins have been long abandoned.
You go to the south
The trees clear out on the east to reveal a precipice overlooking a beautiful rainbow. Far below, you see a waterfall flowing from a gap in the cliff wall that turns into a winding river. There is an outcropping nearby where you found the letter S.

You can return to the denser area of the forest to your southwest, or you can follow the cliff edge to the north.
You go north
You can't go that way. From here, you can go northwest, south, and northeast.
Spell sac
You produce an anal sac. It's really gross and not obviously useful, so you send it back with a poof and a grimace.
Go south
You're back in the kobold warren, despite your preference to be almost literally anywhere else. As always, this place isn't quite tall enough to stand in, so you're hunched over just a bit. This is giving you a neckache.

A large fire lights the room from the western wall, and to the side is a large pile of sticks. The tunnel leading to the surface is to the north.

As the kobolds notice you enter, they gather around you once again.
Inventory
You are carrying:
a stick
a rag
your alphabet case (A, C, E, G, R, S, and T)
a three-letter frame
You take the stick
You already snagged one. It's probably best to limit the amount you steal from the kobolds.
Spell set
Unbelievable! You've produced a complete set of those wooden soldiers that your parents would never buy for you. These are worth a fortune nowadays. You have no use for them at the moment, of course, so you send them back with a poof and make a mental note to make another set once you get back to Aleph City.
Spell etc
"etc" isn't a word. Don't you know the dangers of reckless alphabet usage?
Spell arg
"arg" isn't a word. Don't you know the dangers of reckless alphabet usage?
Spell get
You could, you know, just take whatever you're after. This is one word that you don't need to spell.
Spell reg
You reminisce on the Institute's "Regulations for Proper Alphabet Use."

Rule #2: No one shall engage in spelling while intoxicated.
Spell erg
Reaching deep to the bottom of our vocabulary barrel, are we? Obscure words aren't required to win.
Spell ret
That word isn't especially helpful unless you're playing a certain board game.

You're not.
HINT
Try HINT TOPIC for hints on a specific topic. For example, if
you're having trouble slaying the dragon, try HINT DRAGON.
Hint torch
A torch is more than just a stick. Before you can light it, you need to put an accelerant onto some kind of absorbent material -- such as cloth -- and wrap it around one end. Try HINT ACCELERANT or
HINT CLOTH if you're still stuck.

You'll also need a source of fire to get it going. You've seen one somewhere already.
Hint accelerant
An accelerant is a highly flammable substance, like lighter fluid. There's something matching this description that you can spell.
Hint tar
You're already off to a good start!
Spell gas
You produce a cloud of gasoline and soak the stick in it. Just add fire and you've got a light source.
You put the stick in fire
Before the torch even touches the dancing flames, the fumes ignite and the torch bursts into life. Congratulations: you've got a light.
Go downwards
The light of your torch dances on the walls of the walls of the Phoenician underground. To step down into these ruins is to step into history itself.

The stairs lead up to the surface, and this corridor continues to the east.
You go to the east
The air down here is dry. From your admittedly limited exposure to spelunking, you had expected humid air and the occasional drip, but the Phoenician architecture holds watertight after all these years.

The corridor continues to the west and east.

The letter O hangs on a mural on the stone wall.
You take the o.
You begin to approach the mural when your ears perk up. What was that noise? You stand still and listen. Footsteps, coming from the other direction.

To the east, another light approaches. You strain to see a human woman who appears just as surprised to see you. You are considerably more surprised, however, when you notice what she's carrying: an alphabet case and a letter frame. An orthographer? But you're the only one the Institute authorized to explore Phoenicia!

Dumbfounded as you are, you have no time to react as the woman arranges letters into her frame. The first two letters are unfamiliar, and you can barely see her slide T into the last slot when a gaping hole opens beneath you, dropping you into...

Your landing was hardly comfortable, but you have only scrapes and bruises to show for it. The real problem is that the walls of the pit offer no means of purchase. Fortunately, you've retained your possessions, and you even managed to avoid burning yourself with the torch. All told, you're in great shape aside from being in this pit.

The overall look of this hole brings to mind the one that you saw in the eastern ruins entrance. It occurs to you that your rival orthographer was probably responsible for that as well, meaning she's had more time than you to explore the ruins. Judging from the word she spelled, your new friend has at least two of the unknown letters. This is a serious problem: you're going to need those letters. You'd better be on your toes next time the two of you meet.
You check what you're carrying
You are carrying:
a torch (providing light)
your alphabet case (A, C, E, G, R, S, and T)
a three-letter frame
Spell sea
You inhale sharply, hold your breath, and arrange the letters. You are slammed to the ground by a crushing load of water, and it's all you can do to keep your breath from being knocked out of you. Suddenly, you question the wisdom of this course of action. The torch has been extinguished and your possessions have been scattered. The wet torch is easy enough to find, but you spend precious seconds groping the floor for the case and frame. Seizing them, you swim as quickly as you can in the direction of the only light you can now see. Your breath gives out before you make it there, and just as you inhale a lungful of sea water, it occurs to you to dismiss the sea, sending it back with a poof.

You cough and strain for air, but as you do, you hear a distant howl echoing through the tunnels. As you gather your things and head back to the surface, a grin reaches your lips. Somewhere deep in the catacombs below, the woman who tried to thwart your mission is fumbling around in the darkness. Being dropped in a pit was unpleasant for you, and having to rekindle your torch is a little inconvenient, but you have dealt her a major setback. After making sure your alphabet case survived the ordeal and returning to the kobold warren to relight your torch, you're ready to go.
Describe the surroundings
The air is stale, and the walls are netted with cobwebs, but otherwise, these ruins are in marvelous condition. You're here for orthography, though, not archaeology, so you're unequipped to fully appreciate this.

The archway to the west leads back outside, and a staircase leads down into the dark subterrain of the ruins.
Go east
The air down here is dry. From your admittedly limited exposure to spelunking, you had expected humid air and the occasional drip, but the Phoenician architecture holds watertight after all these years.

The corridor continues to the west and east. There's also a gaping hole in the ground here which you have no desire to revisit.

The mural on the wall is unsurprisingly bare. Your new acquaintance has taken its letter.
You go to the east
The relatively tight corridor makes way here to a cavernous stairway that descends south into abyssal darkness. The dust and cobwebs fail to conceal the majesty of the stonework. You can't help but be awestruck.

The north wall is decorated by a mural bare of any letter. The other orthographer came from this direction; she must have taken this mural's letter.

Besides the staircase, you can go east and west from here.
You go east
The corridor once again narrows to the east of the staircase. The corridor seems to be east-west symmetric about the staircase: a mural (once again bare) adorns the north wall again, and far to the east, you see a glimmer of sunlight.
Go east
As you'd expected, a staircase here ascends into daylight. The corridor ends here otherwise; the grand staircase is clearly the focus of this corridor.
Go upwards
You find yourself on the other side of the large hole that you discovered earlier. There is a mural on the wall here, too, unsurprisingly bereft of its letter. No prizes for guessing what happened here.

With the large hole effectively blocking the archway, your only option is to head back down into the ruins.
Go south
As you descend the gigantic staircase, your jaw drops. And it keeps dropping.

The ceiling is no longer visible with the light from your torch. Through its inadequate glow, great structures rise to meet you. An entire city is down here.

The heart of the underground city is south of here, and the staircase rises to the north.

On the polished stone ahead is a four-letter frame, covered with the same centuries of dust as everything else.
You take the frame
(the four-letter frame)
Your hands tremble in anticipation as you pick up the four-letter frame. You blow the dust off of it and polish it with your sleeve. Hundreds of years ago, a real, living Phoenician spelled words with this, using all twenty-six letters of the alphabet. Now, that power is yours.

You can now spell four-letter words.

Taken.
Spell seat
You produce a seat, something like a chair but with no legs. It doesn't stay up on its own, which makes it pretty useless. You send it back with a poof.
Spell gear
You produce a small brass cog.
You examine the cog
A small, thick brass disc with teeth around the side to interlock with other, similar items.
Spell sega
"Sega" isn't a word. Don't you know the dangers of reckless alphabet usage?
You go south
You've reached the end of the IntroComp release of Spellbound. I hope you have enjoyed your time in Phoenicia. If you are anxious to see more of the game, you can experiment with the four-letter frame (as long as you don't take it into the Underground City) or explore the Underground City (as long as you don't take the four-letter frame). Thanks for playing!
Spell cage
You produce a large iron cage.
You examine the cage
A large cage made of iron bars painted black.
You check what you're carrying
You are carrying:
a gear
a four-letter frame
a torch (providing light)
your alphabet case (A, C, E, G, R, S, and T)
a three-letter frame
You take the cage
Taken.
Spell cats
No need for plurals; let's not be greedy, now.
Spell star
Somewhere, far, far away, a new star blinks into existence. In a few hundred years, its light will reach this planet. Do this a few more times and you'll really confuse a lot of astronomers down the line.
Spell scat
That's a really crappy idea.
Spell cast
A hard plaster cast covers your leg. It's quite uncomfortable, and your leg is in good condition, so you send it back with a poof.
Spell tear
You shed a single tear.
Spell rate
You give the cage a 5 out of 10.
Spell rage
You feel really angry! But your anger subsides.
Spell sage
You produce a handful of Salvia officinalis.
You look at the sage
Sage has a long tradition of culinary and medicinal usage. You're not a chef or doctor, so it's little more than a plant to you.
Inventory
You are carrying:
some sage
a cage (open but empty)
a gear
a four-letter frame
a torch (providing light)
your alphabet case (A, C, E, G, R, S, and T)
a three-letter frame
You go south
You've reached the end of the IntroComp release of Spellbound. I hope you have enjoyed your time in Phoenicia. If you are anxious to see more of the game, you can experiment with the four-letter frame (as long as you don't take it into the Underground City) or explore the Underground City (as long as you don't take the four-letter frame). Thanks for playing!