Fear
Chuan-Tze Teo
built-in hints Egypt IF Competition 1996 IFComp Game Xyzzy Awards 1996
The world is suddenly such a frightening place. People are out to get you, and everywhere there is danger, lurking in the dark, even here, in your own home. Can you conquer your own fears before it's too late?
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You are running for your life down dark, labyrinthine corridors, your heart pounding almost as loudly as the heavy boots of your relentless pursuer. But your legs are collapsing under you, your breaths coming in ragged gasps. At the last, strength fails you and you collapse face-down upon the unforgiving concrete. Cold hands grasp your neck, hauling you upright, forcing your unwilling eyes open to gaze into the hard, cruel, familiar face of your captor - and you scream with the horrible recognition that those twisted features are your own.

You are still screaming when you awaken in sweat-drenched clothes, deeply relieved that it was only a dream. Yet something is not right. Why does the darkness beyond the window look so threatening? Why do the sounds of the night bear such menace? Indeed, why are you in such constant...

For information, type "about"

Standard interpreter 1.0

Bedroom (on the bed)
This first-floor room is almost uncomfortably warm and well-lit. The bed sits against the east wall, and curtains cover the windows to the south. A calendar hangs from a hook on one wall, and the exit is to the north.

On the bedside table are a pillbox (which is closed) (in which are nine white pills), a small leaflet and a telephone.
You examine the leaflet
A folded piece of paper printed in annoyingly small lettering.
It reads:

Cyclazone (R) - Antidepressant

Dosage - one pill every twenty-four hours or until symptoms clear. Effects slowly increase over the first twelve hours. UNDER NO CIRCUMSTANCES SHOULD RECOMMENDED DOSAGE EVER BE EXCEEDED.

Possible rare side effects - mild disorientation, temporary amnesia, partial loss of coordination. Do not drive motor vehicles while under treatment.

Mode of action - (from here on, the leaflet consists largely of
arcane biochemical terminology which you find incomprehensible.)

Amnesia, eh? You wonder just what possessed you to take part in the first trial of an experimental drug. To your horror, you can't recall.

You feel suddenly claustrophobic as you hear a rustling nearby. What lurks in the shadows, waiting to pounce?
You examine the hook
The calendar is turned to the page for the month of March. It bears a photograph of a snow-covered mountain range. Down the right-hand side are little entries for each day:

Sat 1 Mar:
Sun 2 Mar:
Mon 3 Mar: Call drug research people 6pm
Tue 4 Mar: first dose 6:30pm

These entries are crossed through, and the rest of the calendar is blank.

The house is strangely unfamiliar, as if you'd read about it in a book but never actually set foot inside before.
You check your inventory
There is no dial tone. Returning the handset to its cradle, you feel even more helpless and alone.

As you try to compose your mind, dark memories wash over you: explosions, death, the tolling of funeral bells, gloom, isolation.

What do you want to tie?

You are carrying nothing.
You eat it
You open the pillbox.

Taken.

The pill dissolves quickly on your tongue, and within moments a feeling of disorientation and vertigo overcomes you. Then the walls of the house seem to press in around you, suffocating and crushing - and then you are stumbling, running in blind panic for the stairs, pursued by horrors of every description, maniacal laughter and agonized screams ringing in your ears, and somehow one of the steps lurches upwards, sending you hurtling down headfirst into the monsters waiting at the foot of the stairs...

You were found with a broken neck.
Go north
You'll have to get off the bed first.
You stand
You get off the bed.

On the bedside table are a telephone, a pillbox (which is closed) (in which are nine white pills) and a small leaflet.
You examine windows
The windows shield you from the terror and cold of the outside world. On the other side of the glass, steel grilles fixed to the wall prevent intruders breaking in this way.
North
Upstairs Corridor (by ladder)
A ladder hangs down from a dark square hole in the high ceiling of this unadorned corridor. Identical doors to the north, east and south lead to various rooms. To the west, hanging over the stairs, a bright electric lamp provides illumination.

Seeing the ladder suddenly reminds you where you left the house keys. They fell out of your pocket in the attic yesterday afternoon.

You catch a flurry of movement out of the corner of your eye, but when you turn there is nothing.
Up
The light switch is a long way from the entrance, and from the strange noises you hear occasionally, there could be anything up there. You can't muster the courage to brave the dark.
You examine the ladder
The old and rickety-looking wooden ladder is fixed to something at the top end, though you can't see what very clearly from down here. The hole leads to the attic.
Go north
A small, windowless and rather cramped bedroom. Perhaps that explains why overnight visitors are so infrequent.

You can see an ornamental plate and a dusty leather-bound book here.
You look at the plate
A small, rather attractive copper plate inlaid with intricate silver patterns.
Inventory
You are carrying:
an electric torch (providing light)
You go east
This narrow, low-ceilinged passage with smooth granite walls slopes downwards and eastwards into the heart of the vast edifice. It is cool inside, a welcome relief from the baking desert sun.
Go east
The narrow passage from the west opens out into a wide sloping gallery that descends eastwards into what appears to be a burial chamber. Tall pillars set against the walls hold up the high ceiling. The walls are inscribed with scenes from the Egyptian Book of the Dead.

Only your footfalls break the silence, echoing ever fainter into the darkness.
You examine the scenes
The inscriptions show deities with the heads of birds and jackals presiding over the judgment of the deceased on one wall, and serene images of the pharoah's abode in the afterlife on the other. Underneath the pictures are indecipherable hieroglyphics which you guess to be ancient prayers.
Pray
Nothing practical results from your prayer.
You look at the pillars
The square pillars are more functional than decorative; their smooth surfaces are plain and unadorned.
Go east
What a disappointment. This chamber must have once been filled with treasures beyond imagination, before the museums plundered its wealth. Dark patches of stone on the floor are the only indication of where valuable artifacts once stood, while the walls stand bare and forlorn. The massive sarcophagus remains in the centre of the room, but only, you suspect, because of its sheer weight.

The sarcophagus lid bears a menacing engraving of the spirit of the deceased Pharoah calling down maledictions upon all who would defile his tomb.
You look at the engraving
Upon closer examination, you realise this huge box could never have fit through the entrance passage; it appears to have been carved out of one immense, smooth-polished chunk of marble. The lid is as thick as your hand is wide, and is positioned an inch or so off centre.

The image of the dead ruler's face, the only adornment on this box, somehow fills you with dread.
You open the box
Despite your best efforts, the lid refuses to budge. Besides, even if you were to somehow get it open, everything of interest is surely in a museum by now.
Go west
As you turn to leave, you feel strangely compelled to glance back at the defiled sarcophagus one more time. A tiny flicker in the shadows. Did the Pharoah's lips move in a curse? At that moment, your torch somehow slips from your panicking hands, and you dive for it in the wildly flickering light. As if guided by an unseen hand, it rolls into a small gap at the foot of the north wall that you somehow hadn't noticed earlier, plunging you into complete darkness. Two heartbeats later, you hear what must surely be your torch shattering on a hard surface, followed shortly by the awful grinding noise of stone against stone in the distance, echoing through the empty chamber...

You are groping around blindly in the dark. The walls and floor are smooth, cold stone. The imposing sarcophagus, thankfully, is still closed.
You examine the gap
The rectangular hole is about two feet wide and just tall enough for you, with some trepidation, to stick your arm into. It leads to a seemingly vertical, square, smooth-walled shaft. On its back wall is a curiously protruding stone.
You examine the stone
It feels surprisingly rough compared to the smooth walls of the shaft from which it sticks out an inch or so.
Go outside
Your footsteps echo eerily back to you in the chilly air of the lightless gallery.
You examine the stone
Your spirits sink. The slab feels solid and is impervious to your efforts. Upon its surface are engraved the images of bird-headed Egyptian deities, their sharp vulture-beaks open as if to devour desecrators.
Go outside
You get about six feet into the entrance passage before running, literally, into a stone slab that seals you inside the tomb.
You look at the box
Still massive, immovable and unopenable. Running your fingers over the engraved pharoah, you could almost swear that his features have contorted ever so slightly into a leer.
You examine the hole
The hole is now two foot square, wide enough for you to squeeze through. It leads to a seemingly vertical, square, smooth-walled shaft. On its back wall is a curiously protruding stone.
Kiss box
You can only do that to something animate.
You enter the hole
You carefully lower yourself, feet first, into the cramped shaft.

Darkness (in a shaft)
You are braced against the cold stone walls of a narrow, claustrophobic square shaft, trying unsuccessfully to avoid thinking about burial in a tall coffin. You could climb down with some care, or crawl back up into the sarcophagus room.
Go downwards
Darkness (at the bottom of a shaft)
You are at the bottom of the narrow shaft. On the floor is a heap of debris that cracks and crumbles under your feet. The air here has an unpleasant smell of decay.
You examine the debris
This must have been some ancient mechanism of wood and rope, rotted away over the centuries and now completely unrecognisable. The useless, broken remains of your torch are scattered in this heap; you nearly cut yourself on a fragment of glass from the bulb. The remnants of several ancient ropes seem to lead underneath the south wall.
You look at the ropes
The ropes have a grisly and decayed texture. Whatever their function was, they have performed it for the last time.
You get the ropes
The ropes disintegrate in your hands.
You look at the south wall
This wall has a different texture from the rest, and seems to have several cracks in it.
You go south
Your footfalls echo faintly off the walls of this rough-floored hall, the stale air heavy with the burden of millennia.
You go west
Your footfalls echo faintly off the walls of this rough-floored hall, the stale air heavy with the burden of millennia.

You feel a stone statue standing here.
You look at statue
A statue, slightly taller than you, of a bird-headed god with open eyes and a closed beak. In one hand it holds a crook, and in the other an eight-pointed star.
You examine the star
It seems to be fixed to the statue firmly. You can neither move nor remove it.

The eight-pointed star rests on the statue's outstretched palm, a tiny eye engraved on each point. You can turn it slightly, but it always seems to spring back to the same orientation.

You fervently hope that no poisonous creatures inhabit this place.
You look at the crook
A short crooked staff of stone, about the length of your arm.
You pull staff
It seems to be fixed to the statue firmly. You can neither move nor remove it.
You take the star
It seems to be an integral part of the statue. You can't remove it.
You close the eyes
Your fingers are unable to manipulate the eyes.
You turn star
The eight-pointed star rests on the statue's outstretched palm, a tiny eye engraved on each point. You can turn it slightly, but it always seems to spring back to the same orientation.
You open the beak
The beak is closed. Although it seems to wobble a little, you are unable to manipulate it manually.
You examine the eyes
The eyelids are open, and the orbs beneath are smooth and cold.
Go west
Your footfalls echo faintly off the walls of this rough-floored hall, the stale air heavy with the burden of millennia.

You shiver involuntarily in the chill blackness.
You go to the north
You feel a stone statue standing here.
Go east
Your footfalls echo faintly off the walls of this rough-floored hall, the stale air heavy with the burden of millennia.

You feel a stone statue standing here.

You almost choke on the stagnant air.
You examine the statue
A statue, slightly taller than you, of a fierce bird-headed god with its eyes shut and sharp beak open. In one hand it holds a crook, and in the other an eight-pointed star.
You examine the beak
The sharp-edged beak is open.
You look in the beak
The beak is open. Although it seems to wobble a little, you are unable to manipulate it manually.
You get the star
It seems to be an integral part of the statue. You can't remove it.

Unearthly, mocking laughter rings in your ears.
You turn star
The eight-pointed star rests on the statue's outstretched palm, a tiny eye engraved on each point. You can turn it slightly, but it always seems to spring back to the same orientation.
Touch star
The eight-pointed star rests on the statue's outstretched palm, a tiny eye engraved on each point. You can turn it slightly, but it always seems to spring back to the same orientation.

You fervently hope that no poisonous creatures inhabit this place.
You look at crook
The eight-pointed star rests on the statue's outstretched palm, a tiny eye engraved on each point. You can turn it slightly, but it always seems to spring back to the same orientation.

You don't feel any such thing.
You turn the statue
The statue turns a little. Strangely, the hand with the star appears to have rotated so that the star remains at the same orientation.
You examine the statue
A statue, slightly taller than you, of a fierce bird-headed god with its eyes shut and sharp beak open. In one hand it holds a crook, and in the other an eight-pointed star.

You fervently hope that no poisonous creatures inhabit this place.
You look around
Your footfalls echo faintly off the walls of this rough-floored hall, the stale air heavy with the burden of millennia.

You feel a stone statue standing here.

You feel a stone statue standing here.
You examine the statue
A statue, slightly taller than you, of a fierce bird-headed god with its eyes shut and sharp beak open. In one hand it holds a crook, and in the other an eight-pointed star.

A statue, slightly taller than you, of a fierce bird-headed god with its eyes shut and sharp beak open. In one hand it holds a crook, and in the other an eight-pointed star.
Go west
You feel a stone statue standing here.
You go east
You feel a stone statue standing here.

You shiver involuntarily in the chill blackness.
You go south
You almost choke on the stagnant air.
Go west
You feel a stone statue standing here.
You look at statue
A statue, slightly taller than you, of a bird-headed god with open eyes and a closed beak. In one hand it holds a crook, and in the other an eight-pointed star.
You go to the north
Darkness (at the bottom of a shaft)
Go upward
Darkness (in a shaft)
You go upward
You emerge from the darkness to an astonishing sight. Light pours onto the sarcophagus from the west, bathing the pharoah's austere face in an aura of blinding majesty. Perhaps it could be a trick of the shadows on your still-adjusting eyes, but you thought for a moment you saw those dead lips curve in the faintest shadow of a smile, bidding you a silent farewell. And this time, you do not look back as you run joyously outward and away from the grave, through the halls miraculously suffused with the light and warmth of the setting sun at the end of the corridor, as reality seems to blur and the winds of time sweep you, feather-light, forever up and closer to the sun...

Reluctantly, you open your eyes to find that the sun is in fact the bare electric bulb of your living room, but something remains within you as a legacy of the trip...

[You are no longer afraid of the dark.]

This spacious room is comfortably if sparsely furnished. A plush sofa and two matching armchairs are arranged around a low wooden tea-table. Curtains hang over the long windows on the south wall, keeping the warmth from the old electric fireplace in; a clock hangs over the mantelpiece. The overall effect might even be cosy, were it not for the stark white glare of the unshielded bulb dangling from the ceiling.

A simple wooden staircase on the west wall leads up to the first floor; underneath the stairs is an utility closet. The kitchen can be seen through the empty doorway to the east.

You shudder at the sight of a large spider hanging in the kitchen doorway.

The front door is reassuringly and securely locked.
Inventory
You are carrying nothing.

You feel suddenly claustrophobic as you hear a rustling nearby. What lurks in the shadows, waiting to pounce?
You look at the spider
A repulsive black thing with long, hairy legs, it hangs from an invisible length of thread like some twisted parody of the light bulb that casts its shadow on the kitchen wall. Its eight eyes stare malevolently back at you.

The house is strangely unfamiliar, as if you'd read about it in a book but never actually set foot inside before.
You eat the spider
(first taking the spider)
You'd like to stay as far away as possible from it, and you can't bear the thought of actually touching the vile (and probably poisonous) creature.

As you try to compose your mind, dark memories wash over you: explosions, death, the tolling of funeral bells, gloom, isolation.
Open cutains
You open the curtains.
You look through the window
Outside you see deserted city streets.
Go upwards
You are in the western half of a plain whitewashed east-west corridor lit by a lamp hanging next to the stairs, which lead down to the ground floor. The carpeted wooden floor creaks annoyingly under your feet.

The bathroom lies to the north; a ladder hangs from an opening in the ceiling to the east.
You go east
Upstairs Corridor (by ladder)

Something scrapes across the roof as you stand petrified in fear.
Go upwards
You get three rungs up the swaying, creaking ladder before vertigo overwhelms you. The attic seems miles distant, and the ladder could break any second.
Swing
What do you want to swing?
Describe the surroundings
You are in the western half of a plain whitewashed east-west corridor lit by a lamp hanging next to the stairs, which lead down to the ground floor. The carpeted wooden floor creaks annoyingly under your feet.

The bathroom lies to the north; a ladder hangs from an opening in the ceiling to the east.

You catch a flurry of movement out of the corner of your eye, but when you turn there is nothing.
Go north
This simple white-tiled bathroom is lit by a fluorescent ceiling lamp. Streaks of mould cover the ceiling and the upper parts of the walls, but fortunately the tub, toilet and sink are free of fungus.
You examine the mould
The mould is nasty brown stuff. You don't want to linger here too long in case the spores are infectious.
Go downward
This spacious room is comfortably if sparsely furnished. A plush sofa and two matching armchairs are arranged around a low wooden tea-table. Curtains hang over the long windows on the south wall, keeping the warmth from the old electric fireplace in; a clock hangs over the mantelpiece. The overall effect might even be cosy, were it not for the stark white glare of the unshielded bulb dangling from the ceiling.

A simple wooden staircase on the west wall leads up to the first floor; underneath the stairs is an utility closet. The kitchen can be seen through the empty doorway to the east.

You shudder at the sight of a large spider hanging in the kitchen doorway.

The front door is reassuringly and securely locked.

You catch a flurry of movement out of the corner of your eye, but when you turn there is nothing.
You examine the clock
The hands on the face of this round wall-clock indicate that the time is half past five. It's been half past five for ages after the clock broke; time has had little meaning for you since that fateful day.

Waves of sorrow and guilt wash over you from some dimly remembered past.
You open the closet
You open the utility closet, revealing a can of white paint.
You get can
Taken.
You open the closet
Paint tends not to have a terribly attractive odour, and this particular can is no exception.

It's already open.
You examine the PAINT
A large cylindrical can labelled "WHITE PAINT".
You throw the can at spider
You refrain from vandalizing your own home.
You throw the can at the mould
You refrain from vandalizing your own home.

Waves of sorrow and guilt wash over you from some dimly remembered past.
Go west
You can't go that way.

You hear a long menacing hiss from somewhere above.
Go downwards
This spacious room is comfortably if sparsely furnished. A plush sofa and two matching armchairs are arranged around a low wooden tea-table. Curtains hang over the long windows on the south wall, keeping the warmth from the old electric fireplace in; a clock hangs over the mantelpiece. The overall effect might even be cosy, were it not for the stark white glare of the unshielded bulb dangling from the ceiling.

A simple wooden staircase on the west wall leads up to the first floor; underneath the stairs is an utility closet. The kitchen can be seen through the empty doorway to the east.

You shudder at the sight of a large spider hanging in the kitchen doorway.

The front door is reassuringly and securely locked.
You go to the east
Not with the spider hanging in the doorway; the thought of it dropping down on you while you crawl underneath is too hideous to contemplate.
You examine the clock
The hands on the face of this round wall-clock indicate that the time is half past five. It's been half past five for ages after the clock broke; time has had little meaning for you since that fateful day.
You fix the clock
What do you want to fix the clock to?
You touch the clock
Little is to be gained by that.
You take the clock
It's fastened securely to the wall.
You look at the curtain
All the curtains in the house are a rather drab and depressing shade of green. At least they keep the cold out.
You open the curtain
It's already open.

You glance through the window. The streets are empty and foreboding.
You examine the window
The windows shield you from the terror and cold of the outside world. On the other side of the glass, steel grilles fixed to the wall prevent intruders breaking in this way.
You close the curtain
You close the curtains.
You examine the spider
A repulsive black thing with long, hairy legs, it hangs from an invisible length of thread like some twisted parody of the light bulb that casts its shadow on the kitchen wall. Its eight eyes stare malevolently back at you.
You open the door
But the door is locked.
You examine the shadow
A thick wooden door, it is fitted with the standard two locks; a Yale lock which can be pulled from inside and a dead-bolt mortice for added security.

You can't see any such thing.
Inventory
You are carrying:
a can of white paint
You unlock door
(with the can of white paint)
No, that isn't a promising lockpick.
You open can
You are in the western half of a plain whitewashed east-west corridor lit by a lamp hanging next to the stairs, which lead down to the ground floor. The carpeted wooden floor creaks annoyingly under your feet.

The bathroom lies to the north; a ladder hangs from an opening in the ceiling to the east.

The lid appears to be stuck, and it's too painful trying to prise it open with your fingernails.
You go east
Upstairs Corridor (by ladder)
A ladder hangs down from a dark square hole in the high ceiling of this unadorned corridor. Identical doors to the north, east and south lead to various rooms. To the west, hanging over the stairs, a bright electric lamp provides illumination.
You go to the east
A large bookcase occupies the north wall of this brightly lit room. Next to the dull green curtains of the window stands a wooden desk.
You look at the desk
An old, slightly shabby wooden desk, its dark varnished surface marked in several places with the light circular scars left by hot mugs. Underneath is a long drawer.
You open the drawer
The drawer is tightly jammed, which is rather irritating as you have a strange hunch that there might be something useful inside.
You hit the drawer
Frustrated, you aim a kick at the drawer and hear a satisfying crack. You cringe as the broken drawer crashes noisily to the floor, spilling out its contents.

You catch a flurry of movement out of the corner of your eye, but when you turn there is nothing.
You look at drawer
The drawer is quite clearly broken, and will take some time to fix. Given the general state of the desk, you may be better off buying a new one.
You describe your surroundings
A large bookcase occupies the north wall of this brightly lit room. Next to the dull green curtains of the window stands a wooden desk.

You can see a heap of worthless paper, a college photograph, a broken drawer (which is closed) and a wooden desk here.
You examine paper
Musty newspapers, old bills, rough scribblings.
You examine the photograph
It's an old photograph which was sent to you a few years ago by one of your friends studying in Cambridge, depicting a porcelain duck balanced high among the rafters of the college dining hall. Suddenly, you recollect a conversation you had with him a long time ago, about the old college tradition of taking the duck down from the rafters of the Great Hall in the dead of night and putting it back up on another beam the next day. As you wonder whether you'd have tried this feat yourself if you'd been there, you feel your surroundings somehow shifting...

Great Hall (by screens)
You are at the south end of a magnificent dining hall. The east and west walls stand thirty feet tall; near the top, stained-glass windows bearing coats of arms admit the light of the full moon. Below the windows hang pictures of past Masters of the college and illustrious former alumni, gazing down over the long rows of tables and benches. Shadowy rafters support the peaked roof.

To the south, wooden screens half the height of the walls separate the hall from an east-west passageway. Double doors set in the screens are locked and bolted shut.

In the rafters at the far end of the hall, a duck perches incongruously on a beam.
You examine the rafters
You'd guess that the lowest beams, upon one of which the duck rests, are 30 feet high. They run east-west across the breadth of the hall.
Go upwards
Easier said than done.
You check your inventory
You are carrying:
a canvas satchel (which is closed)
You open the satchel
You open the canvas satchel, revealing a length of sewing thread, a squash ball, a catapult and a net.
Huh
You can only do that to something animate.
You examine the catapult
A hand-held hunting catapult, it accepts projectiles up to the size of a plum.
You tie thread to the ball
You tie the length of sewing thread to the squash ball.
Tie thread to the net
You tie the length of sewing thread to the net.
You throw the ball at the duck
(first taking the squash ball)
You throw the ball, but it doesn't quite get high enough. It hits the floor with a worryingly loud thwack.
You get the ball
Taken.
You shoot the catapult at the duck
To fire, try "shoot projectile at target".
You shoot the ball at the duck
Taking careful aim, you let fly with the squash ball, which hits the duck squarely on the head with a sharp crack. Unfortunately, as it falls you notice that you've decapitated it, and you won't be able to catch both head and body in time. This is all going to be rather embarrassing...

You open your eyes in front of the fireplace, feeling rather dizzy all of a sudden. Surely things aren't supposed to happen this way.

This spacious room is comfortably if sparsely furnished. A plush sofa and two matching armchairs are arranged around a low wooden tea-table. Curtains hang over the long windows on the south wall, keeping the warmth from the old electric fireplace in; a clock hangs over the mantelpiece. The overall effect might even be cosy, were it not for the stark white glare of the unshielded bulb dangling from the ceiling.

A simple wooden staircase on the west wall leads up to the first floor; underneath the stairs is an utility closet. The kitchen can be seen through the empty doorway to the east.

You shudder at the sight of a large spider hanging in the kitchen doorway.

The front door is reassuringly and securely locked.

You can also see a college photograph and a can of white paint here.
1
You shoot ball at rafters
Taking careful aim, you let fly with the squash ball, which flies just over the beam on which the duck sits in a graceful arc... and hits the huge portrait on the north wall. Your heart sinks as you hear the glass shatter, and your only thought is to flee...

You open your eyes in front of the fireplace, feeling rather dizzy all of a sudden. Surely things aren't supposed to happen this way.

This spacious room is comfortably if sparsely furnished. A plush sofa and two matching armchairs are arranged around a low wooden tea-table. Curtains hang over the long windows on the south wall, keeping the warmth from the old electric fireplace in; a clock hangs over the mantelpiece. The overall effect might even be cosy, were it not for the stark white glare of the unshielded bulb dangling from the ceiling.

A simple wooden staircase on the west wall leads up to the first floor; underneath the stairs is an utility closet. The kitchen can be seen through the empty doorway to the east.

You shudder at the sight of a large spider hanging in the kitchen doorway.

The front door is reassuringly and securely locked.

You can also see a college photograph and a can of white paint here.
1
You look at net
A crude, tangled handmade net made out of thick white twine, you're not completely sure what this was packed for. The knots are rather sloppy and irregular, and it looks like it might come apart at any moment, but you doubt you could have done much better yourself.
You look at your surroundings
Great Hall (by screens)
You are at the south end of a magnificent dining hall. The east and west walls stand thirty feet tall; near the top, stained-glass windows bearing coats of arms admit the light of the full moon. Below the windows hang pictures of past Masters of the college and illustrious former alumni, gazing down over the long rows of tables and benches. Shadowy rafters support the peaked roof.

To the south, wooden screens half the height of the walls separate the hall from an east-west passageway. Double doors set in the screens are locked and bolted shut.

In the rafters at the far end of the hall, a duck perches incongruously on a beam.
You examine the doors
The elaborate wooden screens serve to turn a space at the south end of the hall, where the original doors stand, into a passage connecting the college courts. The locks on the new doors set in the screens are secure, though the protruding designs on the screens make them climbable.
You examine thread
About fifty feet of sewing thread.
It is tied to a squash ball and a net.
You untie the net
It comes apart fairly easily into one long piece of string. You don't really feel like trying to weave it back together again.
You climb the screens
Abandoning thoughts of retrieving the duck, you clamber over the screens and safely away.

You open your eyes in front of the fireplace, feeling rather dizzy all of a sudden. Surely things aren't supposed to happen this way.

This spacious room is comfortably if sparsely furnished. A plush sofa and two matching armchairs are arranged around a low wooden tea-table. Curtains hang over the long windows on the south wall, keeping the warmth from the old electric fireplace in; a clock hangs over the mantelpiece. The overall effect might even be cosy, were it not for the stark white glare of the unshielded bulb dangling from the ceiling.

A simple wooden staircase on the west wall leads up to the first floor; underneath the stairs is an utility closet. The kitchen can be seen through the empty doorway to the east.

You shudder at the sight of a large spider hanging in the kitchen doorway.

The front door is reassuringly and securely locked.

You can also see a college photograph and a can of white paint here.
Inventory
You are carrying:
a length of string
a catapult
a squash ball
a canvas satchel (which is open)
a length of sewing thread
You tie the string to the thread
You tie the length of string to the length of sewing thread.
You examine the rafters
You'd guess that the lowest beams, upon one of which the duck rests, are 30 feet high. They run east-west across the breadth of the hall.
Go north
You are in the middle of a magnificent dining hall. The east and west walls stand thirty feet tall; near the top, stained-glass windows bearing coats of arms admit the light of the full moon. Below the windows hang pictures of past Masters of the college and illustrious former alumni, gazing down over the long rows of tables and benches. Shadowy rafters support the peaked roof.

Directly above you is a hexagonal skylight set in the middle of the high ceiling.

In the rafters at the north end of the hall, a duck perches incongruously on a beam.

A double length of rope runs up the east wall to the skylight, presumably for opening and closing it. Its bottom ends are tied to the leg of a table just next to the wall.
You examine the skylight
The skylight rises like a little turret from the very centre of the roof, illuminated by the full moon. The rope runs through a ring at the top of the window.
You untie the rope
You untie the length of rope from the table.
You take the rope
Most of it isn't within your reach at the moment. You'll have to get it down first.
You tie the rope to string
You tie the length of rope to the length of string.
You shoot ball at rafters
Taking careful aim, you let fly with the squash ball, which flies just over the beam on which the duck sits in a graceful arc... and hits the huge portrait on the north wall. Your heart sinks as you hear the glass shatter, and your only thought is to flee...

You open your eyes in front of the fireplace, feeling rather dizzy all of a sudden. Surely things aren't supposed to happen this way.

This spacious room is comfortably if sparsely furnished. A plush sofa and two matching armchairs are arranged around a low wooden tea-table. Curtains hang over the long windows on the south wall, keeping the warmth from the old electric fireplace in; a clock hangs over the mantelpiece. The overall effect might even be cosy, were it not for the stark white glare of the unshielded bulb dangling from the ceiling.

A simple wooden staircase on the west wall leads up to the first floor; underneath the stairs is an utility closet. The kitchen can be seen through the empty doorway to the east.

You shudder at the sight of a large spider hanging in the kitchen doorway.

The front door is reassuringly and securely locked.

You can also see a college photograph and a can of white paint here.
1
You get the portrait
That's hardly portable.
You move the portrait
You are unable to.
You shoot ball at ceiling
There's little point in shooting that.
You look at the beam
You'd guess that the lowest beams, upon one of which the duck rests, are 30 feet high. They run east-west across the breadth of the hall.
You look at the table
The wooden tables are long and very heavy.
You look at your surroundings
You are in the middle of a magnificent dining hall. The east and west walls stand thirty feet tall; near the top, stained-glass windows bearing coats of arms admit the light of the full moon. Below the windows hang pictures of past Masters of the college and illustrious former alumni, gazing down over the long rows of tables and benches. Shadowy rafters support the peaked roof.

Directly above you is a hexagonal skylight set in the middle of the high ceiling.

In the rafters at the north end of the hall, a duck perches incongruously on a beam.

You can see a length of rope here.
You stand on the table
You climb up onto the table for a while, but the duck is still far too high to reach. The table creaks under your weight, and you deem it prudent to get off.
Go north
Great Hall (by high table)
You are at the north end of a magnificent dining hall. The east and west walls stand thirty feet tall; near the top, stained-glass windows bearing coats of arms admit the light of the full moon. Below the windows hang pictures of past Masters of the college and illustrious former alumni, gazing down over the long rows of tables and benches. Shadowy rafters support the peaked roof.

At the foot of the north wall, a wide area is raised several inches on a wooden platform, where the High Table stands. Hanging on the wall is a large portrait of the College's founder.

Above you, just to the south of the high table, a duck perches incongruously on a beam.
You look at the portrait
The massive gold-framed portrait, as large as the double doors at the far end of the hall, depicts a regal-looking figure holding a book and a sceptre. He probably looks much better during the day.
You tie the rope to Table
You tie the length of rope to the table.
Fire ball at rafters
Taking aim, you let fly with the squash ball, but feel the catapult's elastic brush against your hair. You watch the ball strike the beam just below the duck, which doesn't appear to have moved at all. The ball falls to the floor with an unnervingly loud thwack which you hope no one heard.

[You'll be more careful with it next time.]
Keep going
The ball flies gracefully over the beam, trailing the sewing thread behind it, and strikes the floor with a loud report. The impact detaches the ball from the thread, and it rolls off to become lost somewhere underneath the tables. However, the thread is now looped over the beam.
You pull the thread
You pull the length of string up and over the beam.
You pull the string
You pull the length of rope up and over the beam.
You drop all
canvas satchel: Dropped.
catapult: Dropped.
You wear the satchel
You put on the canvas satchel.
You climb the rope
You give the rope a few experimental tugs, and it seems to support your weight. You've always been scared of heights, but it would be such a waste to turn back now. Gingerly, you ascend the rope.

Great Hall (in the rafters)
You are clinging to one of the lower beams of the rafters, trying not to look down. The beam's surface is covered with years of dust. Your rope is the only way back down.

The infamous duck perches here.
You put duck in the satchel
You put the porcelain duck into the canvas satchel.
You go downwards
Great Hall (by high table)
You are at the north end of a magnificent dining hall. The east and west walls stand thirty feet tall; near the top, stained-glass windows bearing coats of arms admit the light of the full moon. Below the windows hang pictures of past Masters of the college and illustrious former alumni, gazing down over the long rows of tables and benches. Shadowy rafters support the peaked roof.

At the foot of the north wall, a wide area is raised several inches on a wooden platform, where the High Table stands. Hanging on the wall is a large portrait of the College's founder.

The rope is looped over the duck's wooden beam up in the rafters.

You can see a catapult, a length of string and a length of sewing thread here.
You go to the south
You are in the middle of a magnificent dining hall. The east and west walls stand thirty feet tall; near the top, stained-glass windows bearing coats of arms admit the light of the full moon. Below the windows hang pictures of past Masters of the college and illustrious former alumni, gazing down over the long rows of tables and benches. Shadowy rafters support the peaked roof.

Directly above you is a hexagonal skylight set in the middle of the high ceiling.
Up
Easier said than done.
You get all
table: It weighs more than you do.
portrait: That's hardly portable.
length of sewing thread: Taken.
length of string: Taken.
rafters: Don't be silly.
catapult: Taken.
You untie the rope from Table
You untie the length of rope from the table.
You check what you're carrying
You are carrying:
a catapult
a length of string
a length of sewing thread
a canvas satchel (being worn and open)
a porcelain duck
You untie the string
You untie the length of string from the length of sewing thread.
You untie the length of string from the length of rope.
You get all
table: It weighs more than you do.
portrait: That's hardly portable.
length of string: Taken.
rafters: Don't be silly.
You tie the thread to the string
You tie the length of sewing thread to the length of string.
You tie the string to the rope
You tie the length of string to the length of rope.
You untie the rope
You untie the length of rope from the length of string.
You get the rope
Most of it isn't within your reach at the moment. You'll have to get it down first.
You drop all except satchel and the duck
length of sewing thread: Dropped.
catapult: Dropped.
length of string: Dropped.
You go south
Great Hall (by screens)
You are at the south end of a magnificent dining hall. The east and west walls stand thirty feet tall; near the top, stained-glass windows bearing coats of arms admit the light of the full moon. Below the windows hang pictures of past Masters of the college and illustrious former alumni, gazing down over the long rows of tables and benches. Shadowy rafters support the peaked roof.

To the south, wooden screens half the height of the walls separate the hall from an east-west passageway. Double doors set in the screens are locked and bolted shut.
You climb the screen
Your quest successful, you clamber over the screens and stealthily away, smiling as you think of the admiration you'll receive from your fellow students for this feat of daring.

It is a terrible shock when the duck writhes in your hands, flattening into a mere photograph, but at least one thing from this dream has remained with you...

[You are no longer afraid of heights.]

This spacious room is comfortably if sparsely furnished. A plush sofa and two matching armchairs are arranged around a low wooden tea-table. Curtains hang over the long windows on the south wall, keeping the warmth from the old electric fireplace in; a clock hangs over the mantelpiece. The overall effect might even be cosy, were it not for the stark white glare of the unshielded bulb dangling from the ceiling.

A simple wooden staircase on the west wall leads up to the first floor; underneath the stairs is an utility closet. The kitchen can be seen through the empty doorway to the east.

You shudder at the sight of a large spider hanging in the kitchen doorway.

The front door is reassuringly and securely locked.

You can also see a can of white paint here.
Go upwards
You are in the western half of a plain whitewashed east-west corridor lit by a lamp hanging next to the stairs, which lead down to the ground floor. The carpeted wooden floor creaks annoyingly under your feet.

The bathroom lies to the north; a ladder hangs from an opening in the ceiling to the east.
You go east
Upstairs Corridor (by ladder)
A ladder hangs down from a dark square hole in the high ceiling of this unadorned corridor. Identical doors to the north, east and south lead to various rooms. To the west, hanging over the stairs, a bright electric lamp provides illumination.
Go upward
The ladder groans, but supports your weight easily.

Fumbling in the dark a bit, you discover the light switch and flip it, illuminating the attic.

Dust covers the floorboards of this dim attic, lit by a weak ceiling lamp, and the air makes you sneeze. Some old chairs are piled unceremoniously in one corner. There is no sign of the missing keys.

Near where the sloping ceiling meets the floor by the north wall is a hissing, growling contraption of pipes and tanks that emits an occasional puff of hot steam, like some modern-day dragon crouched over its treasure.
You examine contraption
The hissing unnerves you, and the occasional puff of steam convinces you that you don't want to get too close to it. But you thought you saw something glinting underneath.
You look
Dust covers the floorboards of this dim attic, lit by a weak ceiling lamp, and the air makes you sneeze. Some old chairs are piled unceremoniously in one corner. There is no sign of the missing keys.

Near where the sloping ceiling meets the floor by the north wall is a hissing, growling contraption of pipes and tanks that emits an occasional puff of hot steam, like some modern-day dragon crouched over its treasure.
Hint
N = next sP = previous
RETUR  Q = resume game

> I need help... (spoilers)
Go south
Try as you might, you can't trigger the memories of your Egyptian adventure a second time, and the book is terribly uninteresting.

Upstairs Corridor (by ladder)
A ladder hangs down from a dark square hole in the high ceiling of this unadorned corridor. Identical doors to the north, east and south lead to various rooms. To the west, hanging over the stairs, a bright electric lamp provides illumination.
Go south
A small, windowless and rather cramped bedroom. Perhaps that explains why overnight visitors are so infrequent.

You can see an ornamental plate and a dusty leather-bound book here.

Taken.

Upstairs Corridor (by ladder)
A ladder hangs down from a dark square hole in the high ceiling of this unadorned corridor. Identical doors to the north, east and south lead to various rooms. To the west, hanging over the stairs, a bright electric lamp provides illumination.
You look at the lamp
It's just an ordinary ceiling lamp, although the occasional flicker gives you a faint sense of unease.
Go downward
This spacious room is comfortably if sparsely furnished. A plush sofa and two matching armchairs are arranged around a low wooden tea-table. Curtains hang over the long windows on the south wall, keeping the warmth from the old electric fireplace in; a clock hangs over the mantelpiece. The overall effect might even be cosy, were it not for the stark white glare of the unshielded bulb dangling from the ceiling.

A simple wooden staircase on the west wall leads up to the first floor; underneath the stairs is an utility closet. The kitchen can be seen through the empty doorway to the east.

You shudder at the sight of a large spider hanging in the kitchen doorway.

The front door is reassuringly and securely locked.

You can also see a can of white paint here.
You take the can
Taken.

In the distance, you hear the wail of an approaching siren.
Drink paint
Appalling.

The siren is getting closer, and you can now make out the throb of an engine.
You throw plate at the spider
Mustering all your courage, you throw the ornamental plate at the startled spider, which drops to the floor! Unfortunately, it appears unharmed and you watch with a mixture of disgust and relief as it scuttles back to its former position.

The ornamental plate lands in the kitchen.

The siren abruptly stops, and you hear the squeal of mistreated tyres.
You put the can under the spider
Watching the spider carefully, you carefully put the can of white paint underneath it in the doorway.

The siren abruptly stops, and you hear the squeal of mistreated tyres.
You throw the plate at the spider
Mustering all your courage, you throw the ornamental plate at the startled spider, which drops to the floor, landing on the closed can of paint! Unfortunately, it appears unharmed and you watch with a mixture of disgust and relief as it scuttles back to its former position.

The ornamental plate lands in the kitchen.

The car comes to a halt just outside your house. You feel a sudden chill. They are coming for you!
You open the PAINT
The lid appears to be stuck, and it's too painful trying to prise it open with your fingernails.

You hear vehicle doors being flung open, and cannot suppress the urge to scream.
You check what you're carrying
You are carrying:
a can of white paint
an ornamental plate

The siren is getting closer, and you can now make out the throb of an engine.
You open the PAINT with the plate
Working the edge of the plate underneath the lid, you manage to lever the can open.

The siren abruptly stops, and you hear the squeal of mistreated tyres.
You put the PAINT under the spider
Watching the spider carefully, you carefully put the can of white paint underneath it in the doorway.

The car comes to a halt just outside your house. You feel a sudden chill. They are coming for you!
You throw the plate at the spider
Mustering all your courage, you throw the ornamental plate at the startled spider, which lets go of its thread, landing in the open can of paint with a faint plop. As the loathsome thing struggles in the paint, you slam the lid back on, trapping it inside!

The ornamental plate lands in the kitchen.

You hear vehicle doors being flung open, and cannot suppress the urge to scream.
You go east
This room retains a faint smell of paint. Cupboards containing kitchen utensils and tinned food leer at you from the walls. The only exit is back west to the living room.

On the counter is a pair of yellow gloves.

Inverted in the sink is a glass bowl, reflecting the ceiling lamp in your eye.

You can also see an ornamental plate here.

Heavy feet pound on the pavement as the car doors are slammed shut again.
You get the gloves
Taken.

You hear several sharp raps on the front door, a harsh voice shouting "Open up! Police!"
You get the bowl
You are too panicked to be affected by the bowl, interesting though the sound it makes may be.

The knocking and shouting continues outside, and dread rises in you from a bottomless well. What have you done?
You get the plate
Taken.

There is a sudden quiet, then muffled voices and the sound of a large object bumping against the ground outside. You scream again.
You take the gloves
You already have that.

There is a succession of unnervingly loud percussive raps from outside. They are trying to break the front door down, and each blow is like water crashing against a dam.
You wear the gloves
You put on the gloves.

There is a succession of unnervingly loud percussive raps from outside. They are trying to break the front door down, and each blow is like water crashing against a dam.
You go to the west
This spacious room is comfortably if sparsely furnished. A plush sofa and two matching armchairs are arranged around a low wooden tea-table. Curtains hang over the long windows on the south wall, keeping the warmth from the old electric fireplace in; a clock hangs over the mantelpiece. The overall effect might even be cosy, were it not for the stark white glare of the unshielded bulb dangling from the ceiling.

A simple wooden staircase on the west wall leads up to the first floor; underneath the stairs is an utility closet. The kitchen can be seen through the empty doorway to the east.

The door isn't going to hold up much longer.

On the kitchen doorway is a can of white paint.

Panic boils within you with each stroke of the battering ram, and you know with terrible clarity that they must not be allowed to break the door down, as behind the dam the currents surge...
Go upwards
You are in the western half of a plain whitewashed east-west corridor lit by a lamp hanging next to the stairs, which lead down to the ground floor. The carpeted wooden floor creaks annoyingly under your feet.

The bathroom lies to the north; a ladder hangs from an opening in the ceiling to the east.

You begin to hear the splintering of wood, the banging beginning to crumble your grip on sanity.
Go east
Upstairs Corridor (by ladder)
A ladder hangs down from a dark square hole in the high ceiling of this unadorned corridor. Identical doors to the north, east and south lead to various rooms. To the west, hanging over the stairs, a bright electric lamp provides illumination.

The creaking of the door increases with the pounding of your heart. The dam is weakening, and you are trapped!
Go upwards
You can't go that way.

The creaking of the door increases with the pounding of your heart. The dam is weakening, and you are trapped!
You go upwards
You can't go that way.

Crash! The hinges of the door are beginning to give way. Crash! Cracks start to form in the dam's surface. Crash! The castle walls are failing, and outside the slavering monsters await.
Go up
The ladder groans, but supports your weight easily.

Dust covers the floorboards of this dim attic, lit by a weak ceiling lamp, and the air makes you sneeze. Some old chairs are piled unceremoniously in one corner. There is no sign of the missing keys.

Near where the sloping ceiling meets the floor by the north wall is a hissing, growling contraption of pipes and tanks that emits an occasional puff of hot steam, like some modern-day dragon crouched over its treasure.

Crash! The hinges of the door are beginning to give way. Crash! Cracks start to form in the dam's surface. Crash! The castle walls are failing, and outside the slavering monsters await.
You turn off the contraption
That's not something you can switch.

With a final tortured groan, the front door collapses, the dam bursts, torrents of water pour into the house, through the shattered castle walls, flooding your mind with a dark infinity of nightmares - you scream with the ultimate horror, the knowledge that your sanity will soon be drowned beneath the inexorably rising tide - and as cold, cruel hands begin to drag you up, something snaps within and you twist your hands around your captor's neck in a final act of defiance as the world blurs...

Then two shots pierce the night, and for a brief moment, all is one.
You search the dragon
The hissing unnerves you, and the occasional puff of steam convinces you that you don't want to get too close to it. But you thought you saw something glinting underneath.

With a final tortured groan, the front door collapses, the dam bursts, torrents of water pour into the house, through the shattered castle walls, flooding your mind with a dark infinity of nightmares - you scream with the ultimate horror, the knowledge that your sanity will soon be drowned beneath the inexorably rising tide - and as cold, cruel hands begin to drag you up, something snaps within and you twist your hands around your captor's neck in a final act of defiance as the world blurs...

Then two shots pierce the night, and for a brief moment, all is one.
You look at the bowl
You are too panicked to be affected by the bowl, interesting though the sound it makes may be.

Panic boils within you with each stroke of the battering ram, and you know with terrible clarity that they must not be allowed to break the door down, as behind the dam the currents surge...
Y.
You are running for your life down dark, labyrinthine corridors, your heart pounding almost as loudly as the heavy boots of your relentless pursuer. But your legs are collapsing under you, your breaths coming in ragged gasps. At the last, strength fails you and you collapse face-down upon the unforgiving concrete. Cold hands grasp your neck, hauling you upright, forcing your unwilling eyes open to gaze into the hard, cruel, familiar face of your captor - and you scream with the horrible recognition that those twisted features are your own.

You are still screaming when you awaken in sweat-drenched clothes, deeply relieved that it was only a dream. Yet something is not right. Why does the darkness beyond the window look so threatening? Why do the sounds of the night bear such menace? Indeed, why are you in such constant...

For information, type "about"

Standard interpreter 1.0

Bedroom (on the bed)
This first-floor room is almost uncomfortably warm and well-lit. The bed sits against the east wall, and curtains cover the windows to the south. A calendar hangs from a hook on one wall, and the exit is to the north.

On the bedside table are a pillbox (which is closed) (in which are nine white pills), a small leaflet and a telephone.
You stand
You get off the bed.

On the bedside table are a pillbox (which is closed) (in which are nine white pills), a small leaflet and a telephone.

You feel suddenly claustrophobic as you hear a rustling nearby. What lurks in the shadows, waiting to pounce?
You go north
Upstairs Corridor (by ladder)
A ladder hangs down from a dark square hole in the high ceiling of this unadorned corridor. Identical doors to the north, east and south lead to various rooms. To the west, hanging over the stairs, a bright electric lamp provides illumination.

Seeing the ladder suddenly reminds you where you left the house keys. They fell out of your pocket in the attic yesterday afternoon.

The house is strangely unfamiliar, as if you'd read about it in a book but never actually set foot inside before.
You go north
A small, windowless and rather cramped bedroom. Perhaps that explains why overnight visitors are so infrequent.

You can see an ornamental plate and a dusty leather-bound book here.

As you try to compose your mind, dark memories wash over you: explosions, death, the tolling of funeral bells, gloom, isolation.
You take the plate
Taken.

You catch a flurry of movement out of the corner of your eye, but when you turn there is nothing.
About yourself
As good-looking as ever.
You examine the gap
The rectangular hole is about two feet wide and just tall enough for you, with some trepidation, to stick your arm into. It leads to a seemingly vertical, square, smooth-walled shaft. On its back wall is a curiously protruding stone.

Unearthly, mocking laughter rings in your ears.
You enter the gap
The hole is too narrow to squeeze through.
Down
You carefully lower yourself, feet first, into the cramped shaft.

Darkness (in a shaft)
You are braced against the cold stone walls of a narrow, claustrophobic square shaft, trying unsuccessfully to avoid thinking about burial in a tall coffin. You could climb down with some care, or crawl back up into the sarcophagus room.
Down
Darkness (at the bottom of a shaft)
You are at the bottom of the narrow shaft. On the floor is a heap of debris that cracks and crumbles under your feet. The air here has an unpleasant smell of decay.
You go south
You can't go that way.

You can't go that way.

Your footfalls echo faintly off the walls of this rough-floored hall, the stale air heavy with the burden of millennia.
Go east
You can't go that way.

You almost choke on the stagnant air.
Go west
Your footfalls echo faintly off the walls of this rough-floored hall, the stale air heavy with the burden of millennia.

You almost choke on the stagnant air.
Go upwards
You emerge from the darkness to an astonishing sight. Light pours onto the sarcophagus from the west, bathing the pharoah's austere face in an aura of blinding majesty. Perhaps it could be a trick of the shadows on your still-adjusting eyes, but you thought for a moment you saw those dead lips curve in the faintest shadow of a smile, bidding you a silent farewell. And this time, you do not look back as you run joyously outward and away from the grave, through the halls miraculously suffused with the light and warmth of the setting sun at the end of the corridor, as reality seems to blur and the winds of time sweep you, feather-light, forever up and closer to the sun...

Reluctantly, you open your eyes to find that the sun is in fact the bare electric bulb of your living room, but something remains within you as a legacy of the trip...

[You are no longer afraid of the dark.]

This spacious room is comfortably if sparsely furnished. A plush sofa and two matching armchairs are arranged around a low wooden tea-table. Curtains hang over the long windows on the south wall, keeping the warmth from the old electric fireplace in; a clock hangs over the mantelpiece. The overall effect might even be cosy, were it not for the stark white glare of the unshielded bulb dangling from the ceiling.

A simple wooden staircase on the west wall leads up to the first floor; underneath the stairs is an utility closet. The kitchen can be seen through the empty doorway to the east.

You shudder at the sight of a large spider hanging in the kitchen doorway.

The front door is reassuringly and securely locked.

You can also see an ornamental plate here.
You open the can with the plate
Working the edge of the plate underneath the lid, you manage to lever the can open.
You put the can under the spider
Watching the spider carefully, you carefully put the can of white paint underneath it in the doorway.
You throw the plate at spider
Mustering all your courage, you throw the ornamental plate at the startled spider, which lets go of its thread, landing in the open can of paint with a faint plop. As the loathsome thing struggles in the paint, you slam the lid back on, trapping it inside!

The ornamental plate lands in the kitchen.
Save2
Ok.
Go east
This room retains a faint smell of paint. Cupboards containing kitchen utensils and tinned food leer at you from the walls. The only exit is back west to the living room.

On the counter is a pair of yellow gloves.

Inverted in the sink is a glass bowl, reflecting the ceiling lamp in your eye.

You can also see an ornamental plate here.

Something scrapes across the roof as you stand petrified in fear.
Plate
gloves: Taken.
ornamental plate: Taken.
You look at the bowl
Strangely drawn to the bowl, you tap a finger on its surface, and the sound rings out like a bell, an alarm bell repeating itself over and over in your head. Pealing a warning of danger, but how can it be, one tap on a glass hemisphere, creating such a cacophony - Run, escape, flee, calls a voice somewhere in your mind, but where to? You are trapped in a bell, the walls vibrating with every clang, shaking every bone in your body, and there is no way out...

You stand near the centre of a faceted, hemispherical crystal dome as large as a stadium. Unusual rock formations protrude from the rocky floor, which is streaked with mysteriously luminescent veins of quartz. Beyond the dome nothing can be made out but distorted reflections.

Thrusting out of the floor before you is a many-pointed stalagmite that holds in its clawed grip an immense, eye-like red crystal.

Hovering here is a sphere composed of swirling mist.

The sphere floats up and down in time to your breathing.
You examine crystal
The gleaming eye seems to sing softly to itself.
You examine the sphere
The hazy, translucent sphere is roughly the size of your head, and you stare at its shifting mists for a while, fascinated. It seems to be observing you.

The sphere drifts closer to you, lightly touching you with soothing tendrils of mist.
You go south
You are near the edge of the strange dome, where the walls plunge vertically into the solid stone of the floor.
You go north
You are near the edge of the strange dome, where the walls plunge vertically into the solid stone of the floor.

A star of black onyx floats at head height here without visible means of support, its irregular geometrical spikes vaguely disturbing.
You look at the star
The foreboding dark star pulsates at a constant pitch.
You get it
Your attempt causes the crystal to vibrate violently enough to make your entire body shudder. You withdraw your hands, shaken.
Sing
You sing quietly to yourself for a while, trying to calm yourself down.
Yell
You can only do that to something animate.
Scream
You feel slightly better after that.
You go north
You are near the edge of the strange dome, where the walls plunge vertically into the solid stone of the floor.

You can see an empty glass rod here.
You get the rod
A long, hollow, empty glass rod.

Taken.
You look at the rod
A long, hollow, empty glass rod.
Go west
You are near the edge of the strange dome, where the walls plunge vertically into the solid stone of the floor.

In the centre of a particularly flat piece of ground lies a miniature ocean three feet across, its waves somehow frozen into formations of azure crystal.
You examine the ocean
The still waves of the crystal sea seem to breathe with an almost inaudible voice.
You take ocean
Your attempt causes the crystal to vibrate violently enough to make your entire body shudder. You withdraw your hands, shaken.
You hit the ocean
You strike the crystal with all your might, and it emits a painful, dissonant shriek as it shudders - then shatters explosively, sending blade-like shards through your body...
You were found near the skeleton of a window, neck impaled on an edge of blood-stained glass.
You hit the rod
Despite its fragile appearance, it proves to be indestructible.
Go south
You are near the edge of the strange dome, where the walls plunge vertically into the solid stone of the floor.

You can see a smoky glass rod here.
You get the rod
(the smoky glass rod)
Taken.
You examine the rod
Which do you mean, the smoky glass rod or the empty glass rod?
You examine smoky
A long, hollow glass rod containing some murky dark smoke.
Go east
Thrusting out of the floor before you is a many-pointed stalagmite that holds in its clawed grip an immense, eye-like red crystal.

Hovering here is a sphere composed of swirling mist.

The sphere circles you tentatively, apparently interested in something you carry.
You touch the sphere with the empty
You notice no unusual effects.

The sphere floats up and down in time to your breathing.
You drop smoky
Dropped.
Break smoky
Despite its fragile appearance, it proves to be indestructible.

The sphere floats up and down in time to your breathing.
You give empty to the sphere
You hold the rod out towards the sphere, which envelops it for a while. As the sphere drifts slowly away, you notice that the rod is now glowing with a silvery radiance.

The sphere drifts closer to you, lightly touching you with soothing tendrils of mist.
You give the smoky to sphere
The sphere circles uncertainly.
You examine the silvery
A long, hollow glass rod containing some luminous silvery mist.

The sphere drifts closer to you, lightly touching you with soothing tendrils of mist.
Inventory
You are carrying:
a glowing glass rod
a smoky glass rod

The sphere orbits mournfully around the glowing red crystal.
You touch the ocean with the glowing
That can't contain things.

You strike the rod against the crystal, which seems momentarily muffled as it is suffused with the light of the rod.
You touch the ocean with the smoke
You strike the rod against the crystal, which seems momentarily muffled as it is shrouded in the smoke of the rod.
Go south
A star of black onyx floats at head height here without visible means of support, its irregular geometrical spikes vaguely disturbing.
You touch the onyx with the glowing
You strike the rod against the crystal, which seems momentarily muffled as it is suffused with the light of the rod.
Go west
Thrusting out of the floor before you is a many-pointed stalagmite that holds in its clawed grip an immense, eye-like red crystal.

Hovering here is a sphere composed of swirling mist.
You touch the crystal with glowing
You strike the rod against the crystal, which is momentarily muffled as light shines from the rod. But the crystal seems to reject the light, which dissipates in a scintillating spiral.
You touch the crystal with the smoky
You strike the rod against the crystal, which seems momentarily muffled as it is shrouded in the smoke of the rod.

The sphere orbits mournfully around the glowing red crystal.
Go north
Thrusting out of the floor before you is a many-pointed stalagmite that holds in its clawed grip an immense, eye-like red crystal.

Hovering here is a sphere composed of swirling mist.

The sphere drifts closer to you, lightly touching you with soothing tendrils of mist.
You examine the stalagmite
The claw-like stalagmite is formed from an unusually smooth and hard grey rock. It grasps the eye crystal tightly in place.
You get the crytal
Your attempt causes the crystal to vibrate violently enough to make your entire body shudder. You withdraw your hands, shaken.

The sphere floats up and down in time to your breathing.
Inventory
You are carrying:
a glowing glass rod
a smoky glass rod
You show the glowing rod to the stalagmite
You can only do that to something animate.
You put glowing in the eye
That can't contain things.

The sphere floats up and down in time to your breathing.
Sing
You sing quietly to yourself for a while, trying to calm yourself down.
Go north
You are near the edge of the strange dome, where the walls plunge vertically into the solid stone of the floor.

In the centre of a particularly flat piece of ground lies a miniature ocean three feet across, its waves somehow frozen into formations of azure crystal.
You touch the ocean with the glowing
You strike the rod against the crystal, which seems momentarily muffled as it is suffused with the light of the rod.
Go south
You are near the edge of the strange dome, where the walls plunge vertically into the solid stone of the floor.

Embedded in the ground here is a smooth-surfaced boulder whose ridges evoke a clenched fist. Protruding from it is a finger of violet quartz as long as your arm, pointing accusingly at the sky.

On the ground lies a broken shard of quartz.
You get the quartz
Which do you mean, the finger crystal or the quartz shard?
You examine the finger
The finger is throbbing gently with a quiet tone.
You touch the finger with glowing
You strike the rod against the crystal, which seems momentarily muffled as it is suffused with the light of the rod.
You touch the finger with the smoky
You strike the rod against the crystal, which seems momentarily muffled as it is shrouded in the smoke of the rod.
You examine the shard
As long as your forearm, it resembles the quartz veins in the floor, but is not itself luminous. The edges are fairly sharp, and you take care not to cut yourself.
You go north
You are near the edge of the strange dome, where the walls plunge vertically into the solid stone of the floor.

A star of black onyx floats at head height here without visible means of support, its irregular geometrical spikes vaguely disturbing.
Cut ocean
Cutting that up would achieve little.
You throw shard at the ocean
Futile.
You go to the south
You stand near the centre of a faceted, hemispherical crystal dome as large as a stadium. Unusual rock formations protrude from the rocky floor, which is streaked with mysteriously luminescent veins of quartz. Beyond the dome nothing can be made out but distorted reflections.

Thrusting out of the floor before you is a many-pointed stalagmite that holds in its clawed grip an immense, eye-like red crystal.

Hovering here is a sphere composed of swirling mist.
You show the shard to the sphere
You hold the shard of quartz out towards the sphere, which envelops it for a while. As the sphere drifts slowly away, you notice that the rod is unchanged. The sphere shakes slowly back and forth, as if disappointed.
You show smoky to the sphere
The sphere circles uncertainly.
You touch the crystal with the shard
You strike it against the crystal. The crystal resonates powerfully with a low D sharp. (Your aural acuity surprises you. Maybe those music lessons you suddenly remember taking in your younger days haven't been wasted after all.)

But the sound gradually dies away, and all is still again.

The sphere drifts closer to you, lightly touching you with soothing tendrils of mist.
You touch ocean with the shard
You strike it against the crystal. The crystal resonates powerfully with a high F sharp.

But the sound gradually dies away, and all is still again.
You touch rod with the shard
Which do you mean, the glowing glass rod or the smoky glass rod?
Smoky
The smoky rod emits a clear ringing sound which gradually fades into a deep rumble as darkness pours out of it.
You touch glowing with the shard
The glowing rod produces a clear ringing sound which gradually rises into a high trill as light pours out of it.
You touch the onyx with the shard
You strike it against the crystal. The crystal resonates powerfully with a high C.

But the sound gradually dies away, and all is still again.
Go southwest
You are near the edge of the strange dome, where the walls plunge vertically into the solid stone of the floor.

Embedded in the ground here is a smooth-surfaced boulder whose ridges evoke a clenched fist. Protruding from it is a finger of violet quartz as long as your arm, pointing accusingly at the sky.
You touch the quartz with the glowing
(the finger crystal with the glowing glass rod)
You strike the rod against the crystal, which seems momentarily muffled as it is suffused with the light of the rod.
You touch the quartz with the shard
(the finger crystal with the quartz shard)
You strike it against the crystal. The crystal resonates powerfully with a low E.

But the sound gradually dies away, and all is still again.
Go northeast
You stand near the centre of a faceted, hemispherical crystal dome as large as a stadium. Unusual rock formations protrude from the rocky floor, which is streaked with mysteriously luminescent veins of quartz. Beyond the dome nothing can be made out but distorted reflections.

Thrusting out of the floor before you is a many-pointed stalagmite that holds in its clawed grip an immense, eye-like red crystal.

Hovering here is a sphere composed of swirling mist.

The sphere floats up and down in time to your breathing.
You touch smoky with the shard
The smoky rod emits a clear ringing sound which gradually fades into a deep rumble as darkness pours out of it.
You touch glowing with the shard
The glowing rod produces a clear ringing sound which gradually rises into a high trill as light pours out of it.

The sphere orbits mournfully around the glowing red crystal.
You describe your surroundings
You stand near the centre of a faceted, hemispherical crystal dome as large as a stadium. Unusual rock formations protrude from the rocky floor, which is streaked with mysteriously luminescent veins of quartz. Beyond the dome nothing can be made out but distorted reflections.

Thrusting out of the floor before you is a many-pointed stalagmite that holds in its clawed grip an immense, eye-like red crystal.

Hovering here is a sphere composed of swirling mist.
You touch the eye with the shard
You strike it against the crystal. The crystal resonates powerfully with a low D sharp.

But the sound gradually dies away, and all is still again.
Continue
You strike the rod against the crystal, which seems momentarily muffled as it is suffused with the light of the rod.

The sphere drifts closer to you, lightly touching you with soothing tendrils of mist.
Continue
You strike the rod against the crystal, which is momentarily muffled as light shines from the rod. But the crystal seems to reject the light, which dissipates in a scintillating spiral.
You touch the eye with the shard
You strike it against the crystal. The crystal resonates powerfully with a very high, piercing C sharp.

But the sound gradually dies away, and all is still again.

The sphere drifts closer to you, lightly touching you with soothing tendrils of mist.
You go east
You are near the edge of the strange dome, where the walls plunge vertically into the solid stone of the floor.

A star of black onyx floats at head height here without visible means of support, its irregular geometrical spikes vaguely disturbing.
Go west
You stand near the centre of a faceted, hemispherical crystal dome as large as a stadium. Unusual rock formations protrude from the rocky floor, which is streaked with mysteriously luminescent veins of quartz. Beyond the dome nothing can be made out but distorted reflections.

Thrusting out of the floor before you is a many-pointed stalagmite that holds in its clawed grip an immense, eye-like red crystal.

Hovering here is a sphere composed of swirling mist.

The sphere drifts closer to you, lightly touching you with soothing tendrils of mist.
You touch eye with the smoky
You strike the rod against the crystal, which seems momentarily muffled as it is shrouded in the smoke of the rod.

The sphere floats up and down in time to your breathing.
You keep going
You strike the rod against the crystal, which seems momentarily muffled as it is shrouded in the smoke of the rod.
You continue
You strike the rod against the crystal, which is momentarily muffled as smoke pours from the rod. But the crystal seems to reject the smoke, which dissipates in an ascending ring.

The sphere orbits mournfully around the glowing red crystal.
Continue
You strike the rod against the crystal, which is momentarily muffled as smoke pours from the rod. But the crystal seems to reject the smoke, which dissipates in an ascending ring.
You touch the eye with the shard
You strike it against the crystal. The crystal resonates powerfully with a very low, rumbling E. Nearby, a second crystal responds with the same note, one octave higher, and the surrounding dome slowly begins to vibrate.

But the sound gradually dies away, and all is still again.

The sphere drifts closer to you, lightly touching you with soothing tendrils of mist.
You touch star with shard
You strike it against the crystal. The crystal resonates powerfully with a low E. Nearby, a second crystal responds with the same note, one octave lower, and the surrounding dome slowly begins to vibrate.

From somewhere nearby, another crystal responds with the exact same note. Instead of dying away, the sound rapidly builds into an excruciating crescendo that fills the dome as the crystals scream their pain. As the dome itself cracks in sympathy, the crystals can finally take no more, and explode violently, piercing you with a thousand shards...

You were found near the skeleton of a window, neck impaled on an edge of blood-stained glass.
You touch star with shard
You strike it against the crystal. The crystal resonates powerfully with a high G sharp.

But the sound gradually dies away, and all is still again.
You touch star with shard
You strike it against the crystal. The crystal resonates powerfully with a very high, piercing E. Nearby, a second crystal responds with the same note, three octaves lower, and the surrounding dome slowly begins to vibrate.

Then, a third crystal comes into resonance, and the chord swells to frightening volume, a desperate cry for release, as the speed of the dome's trembling increases.

But the sound gradually dies away, and all is still again.
You touch ocean with the shard
You strike it against the crystal. The crystal resonates powerfully with a low B.

But the sound gradually dies away, and all is still again.
You touch the ocean with the shard
You strike it against the crystal. The crystal resonates powerfully with a low E. Nearby, a second crystal responds with the same note, one octave lower, and the surrounding dome slowly begins to vibrate.

From somewhere nearby, another crystal responds with the exact same note. Instead of dying away, the sound rapidly builds into an excruciating crescendo that fills the dome as the crystals scream their pain. As the dome itself cracks in sympathy, the crystals can finally take no more, and explode violently, piercing you with a thousand shards...

You were found near the skeleton of a window, neck impaled on an edge of blood-stained glass.
You touch the ocean with the shard
You strike it against the crystal. The crystal resonates powerfully with a very high, piercing C sharp.

But the sound gradually dies away, and all is still again.
You touch the ocean with the shard
You strike it against the crystal. The crystal resonates powerfully with a very high, piercing G sharp.

But the sound gradually dies away, and all is still again.
You touch the ocean with the shard
You strike the rod against the crystal, which seems momentarily muffled as it is shrouded in the smoke of the rod.

You strike it against the crystal. The crystal resonates powerfully with a high F sharp.

But the sound gradually dies away, and all is still again.
You touch the ocean with the shard
You strike the rod against the crystal, which seems momentarily muffled as it is shrouded in the smoke of the rod.

You strike it against the crystal. The crystal resonates powerfully with a low B.

But the sound gradually dies away, and all is still again.
You touch the ocean with the shard
You strike the rod against the crystal, which seems momentarily muffled as it is shrouded in the smoke of the rod.

You strike it against the crystal. The crystal resonates powerfully with a low E. Nearby, a second crystal responds with the same note, one octave lower, and the surrounding dome slowly begins to vibrate.

From somewhere nearby, another crystal responds with the exact same note. Instead of dying away, the sound rapidly builds into an excruciating crescendo that fills the dome as the crystals scream their pain. As the dome itself cracks in sympathy, the crystals can finally take no more, and explode violently, piercing you with a thousand shards...

You were found near the skeleton of a window, neck impaled on an edge of blood-stained glass.
You touch the ocean with the shard
You strike the rod against the crystal, which seems momentarily muffled as it is shrouded in the smoke of the rod.

You strike it against the crystal. The crystal resonates powerfully with a very low, rumbling A.

But the sound gradually dies away, and all is still again.
You touch the ocean with the shard
You strike the rod against the crystal, which seems momentarily muffled as it is shrouded in the smoke of the rod.

You strike it against the crystal. The crystal resonates powerfully with a very low, rumbling D.

But the sound gradually dies away, and all is still again.
You touch the ocean with the shard
You strike the rod against the crystal, which is momentarily muffled as smoke pours from the rod. But the crystal seems to reject the smoke, which dissipates in an ascending ring.

You strike it against the crystal. The crystal resonates powerfully with a very low, rumbling D.

But the sound gradually dies away, and all is still again.
You touch the eye with the glowing
You strike the rod against the crystal, which is momentarily muffled as light shines from the rod. But the crystal seems to reject the light, which dissipates in a scintillating spiral.

The sphere floats up and down in time to your breathing.
You touch the eye with the glowing
You strike the rod against the crystal, which is momentarily muffled as light shines from the rod. But the crystal seems to reject the light, which dissipates in a scintillating spiral.

The sphere drifts closer to you, lightly touching you with soothing tendrils of mist.
You touch the eye with the glowing
You strike the rod against the crystal, which is momentarily muffled as light shines from the rod. But the crystal seems to reject the light, which dissipates in a scintillating spiral.

The sphere drifts closer to you, lightly touching you with soothing tendrils of mist.

You strike the rod against the crystal, which is momentarily muffled as light shines from the rod. But the crystal seems to reject the light, which dissipates in a scintillating spiral.
You touch eye with the glowing
You strike the rod against the crystal, which is momentarily muffled as light shines from the rod. But the crystal seems to reject the light, which dissipates in a scintillating spiral.
You touch the eye with the shard
You strike it against the crystal. The crystal resonates powerfully with a very high, piercing C sharp.

But the sound gradually dies away, and all is still again.

The sphere orbits mournfully around the glowing red crystal.
You touch the eye with the shard
You strike the rod against the crystal, which seems momentarily muffled as it is shrouded in the smoke of the rod.

The sphere floats up and down in time to your breathing.

You strike it against the crystal. The crystal resonates powerfully with a high D. Nearby, a second crystal responds with the same note, two octaves lower, and the surrounding dome slowly begins to vibrate.

But the sound gradually dies away, and all is still again.
You touch the eye with the shard
You strike the rod against the crystal, which seems momentarily muffled as it is shrouded in the smoke of the rod.

You strike it against the crystal. The crystal resonates powerfully with a low D sharp.

But the sound gradually dies away, and all is still again.

The sphere drifts closer to you, lightly touching you with soothing tendrils of mist.
You touch the eye with the shard
You strike the rod against the crystal, which seems momentarily muffled as it is shrouded in the smoke of the rod.

You strike it against the crystal. The crystal resonates powerfully with a very low, rumbling E. Nearby, a second crystal responds with the same note, one octave higher, and the surrounding dome slowly begins to vibrate.

Then, a third crystal comes into resonance, and the chord swells to frightening volume, a desperate cry for release, as the speed of the dome's trembling increases.

But the sound gradually dies away, and all is still again.
You touch the eye with the shard
You strike the rod against the crystal, which is momentarily muffled as smoke pours from the rod. But the crystal seems to reject the smoke, which dissipates in an ascending ring.

The sphere floats up and down in time to your breathing.

You strike it against the crystal. The crystal resonates powerfully with a very low, rumbling E. Nearby, a second crystal responds with the same note, one octave higher, and the surrounding dome slowly begins to vibrate.

Then, a third crystal comes into resonance, and the chord swells to frightening volume, a desperate cry for release, as the speed of the dome's trembling increases.

But the sound gradually dies away, and all is still again.

The sphere orbits mournfully around the glowing red crystal.
You touch the quartz with the glowing
(the finger crystal with the glowing glass rod)
You strike the rod against the crystal, which is momentarily muffled as light shines from the rod. But the crystal seems to reject the light, which dissipates in a scintillating spiral.
You touch the quartz with shard
(the finger crystal with the quartz shard)
You strike it against the crystal. The crystal resonates powerfully with a very high, piercing A sharp.

But the sound gradually dies away, and all is still again.
You touch the quartz with the shard
(the finger crystal with the smoky glass rod)
You strike the rod against the crystal, which seems momentarily muffled as it is shrouded in the smoke of the rod.

(the finger crystal with the quartz shard)
You strike it against the crystal. The crystal resonates powerfully with a very high, piercing E. Nearby, a second crystal responds with the same note, three octaves lower, and the surrounding dome slowly begins to vibrate.

From somewhere nearby, another crystal responds with the exact same note. Instead of dying away, the sound rapidly builds into an excruciating crescendo that fills the dome as the crystals scream their pain. As the dome itself cracks in sympathy, the crystals can finally take no more, and explode violently, piercing you with a thousand shards...

You were found near the skeleton of a window, neck impaled on an edge of blood-stained glass.
You touch the quartz with smoky
(the finger crystal with the smoky glass rod)
You strike the rod against the crystal, which seems momentarily muffled as it is shrouded in the smoke of the rod.
You touch the quartz with the shard
(the finger crystal with the smoky glass rod)
You strike the rod against the crystal, which seems momentarily muffled as it is shrouded in the smoke of the rod.

(the finger crystal with the quartz shard)
You strike it against the crystal. The crystal resonates powerfully with a high A sharp.

But the sound gradually dies away, and all is still again.
You touch the quartz with the shard
(the finger crystal with the smoky glass rod)
You strike the rod against the crystal, which seems momentarily muffled as it is shrouded in the smoke of the rod.

(the finger crystal with the quartz shard)
You strike it against the crystal. The crystal resonates powerfully with a high E. Nearby, a second crystal responds with the same note, two octaves lower, and the surrounding dome slowly begins to vibrate.

Then, a third crystal comes into resonance, and the chord swells to frightening volume, a desperate cry for release, as the speed of the dome's trembling increases.

But the sound gradually dies away, and all is still again.
You touch the quartz with the shard
(the finger crystal with the smoky glass rod)
You strike the rod against the crystal, which seems momentarily muffled as it is shrouded in the smoke of the rod.

(the finger crystal with the quartz shard)
You strike it against the crystal. The crystal resonates powerfully with a low A sharp.

But the sound gradually dies away, and all is still again.
You touch the quartz with the shard
(the finger crystal with the smoky glass rod)
You strike the rod against the crystal, which seems momentarily muffled as it is shrouded in the smoke of the rod.

(the finger crystal with the quartz shard)
You strike it against the crystal. The crystal resonates powerfully with a low E. Nearby, a second crystal responds with the same note, one octave lower, and the surrounding dome slowly begins to vibrate.

Then, a third crystal comes into resonance, and the chord swells to frightening volume, a desperate cry for release, as the speed of the dome's trembling increases.

But the sound gradually dies away, and all is still again.
You touch the quartz with the shard
(the finger crystal with the quartz shard)
You strike it against the crystal. The crystal resonates powerfully with a high E. Nearby, a second crystal responds with the same note, two octaves lower, and the surrounding dome slowly begins to vibrate.

Then, a third crystal comes into resonance, and the chord swells to frightening volume, a desperate cry for release, as the speed of the dome's trembling increases.

But the sound gradually dies away, and all is still again.
Go northeast
You stand near the centre of a faceted, hemispherical crystal dome as large as a stadium. Unusual rock formations protrude from the rocky floor, which is streaked with mysteriously luminescent veins of quartz. Beyond the dome nothing can be made out but distorted reflections.

Thrusting out of the floor before you is a many-pointed stalagmite that holds in its clawed grip an immense, eye-like red crystal.

Hovering here is a sphere composed of swirling mist.

The sphere floats up and down in time to your breathing.
You touch the eye with the shard
You strike it against the crystal. The crystal resonates powerfully with a high D. Nearby, a second crystal responds with the same note, two octaves lower, and the surrounding dome slowly begins to vibrate.

But the sound gradually dies away, and all is still again.

The sphere orbits mournfully around the glowing red crystal.
You touch the eye with the smoky
You strike the rod against the crystal, which seems momentarily muffled as it is shrouded in the smoke of the rod.

The sphere drifts closer to you, lightly touching you with soothing tendrils of mist.
You touch the eye with the shard
You strike it against the crystal. The crystal resonates powerfully with a very low, rumbling E. Nearby, a second crystal responds with the same note, two octaves higher, and the surrounding dome slowly begins to vibrate.

Then, a third crystal comes into resonance, and the chord swells to frightening volume, a desperate cry for release, as the speed of the dome's trembling increases.

But the sound gradually dies away, and all is still again.
You touch the ocean with the shard
You strike it against the crystal. The crystal resonates powerfully with a low E. Nearby, a second crystal responds with the same note, one octave lower, and the surrounding dome slowly begins to vibrate.

Then, a third crystal comes into resonance, and the chord swells to frightening volume, a desperate cry for release, as the speed of the dome's trembling increases.

As the last crystal joins the chorus, the floor itself trembles with a sound that is nearly deafening even with your fingers tightly in your ears. The dome can take no more, and shatters with a sound that would once have been terrifying, but is now almost a gentle tinkle, as the chord of octaves transforms into an exultant song of freedom. Beyond the dome lies a strange sky, and the misty sphere whispers its thanks to you as it swirls away into the flaming red heavens. You raise your arm to protect your face from the rain of fragments from the falling dome...

And hit the mantelpiece, for you are suddenly awake in your living room, lying by the fire, feeling relieved and somewhat more secure about yourself.

[You are no longer afraid of sounds.]

This spacious room is comfortably if sparsely furnished. A plush sofa and two matching armchairs are arranged around a low wooden tea-table. Curtains hang over the long windows on the south wall, keeping the warmth from the old electric fireplace in; a clock hangs over the mantelpiece. The overall effect might even be cosy, were it not for the stark white glare of the unshielded bulb dangling from the ceiling.

A simple wooden staircase on the west wall leads up to the first floor; underneath the stairs is an utility closet. The kitchen can be seen through the empty doorway to the east.

The front door is reassuringly and securely locked.

On the kitchen doorway is a can of white paint.

You can also see a pair of gloves and an ornamental plate here.
Look around
This spacious room is comfortably if sparsely furnished. A plush sofa and two matching armchairs are arranged around a low wooden tea-table. Curtains hang over the long windows on the south wall, keeping the warmth from the old electric fireplace in; a clock hangs over the mantelpiece. The overall effect might even be cosy, were it not for the stark white glare of the unshielded bulb dangling from the ceiling.

A simple wooden staircase on the west wall leads up to the first floor; underneath the stairs is an utility closet. The kitchen can be seen through the empty doorway to the east.

The front door is reassuringly and securely locked.

On the kitchen doorway is a can of white paint.

You can also see a pair of gloves and an ornamental plate here.
You get all
gloves: Taken.
ornamental plate: Taken.
sofa: That's hardly portable.
chairs: That's hardly portable.
light bulb: That's hardly portable.
table: That's hardly portable.
front door: That's fixed in place.
utility closet: That's hardly portable.
kitchen doorway: That's hardly portable.
You open the closet
It's already open.
You go to the east
A large bookcase occupies the north wall of this brightly lit room. Next to the dull green curtains of the window stands a wooden desk.

Somewhere nearby, you hear the burble of the hot water pipes.
You hit the drawer
Frustrated, you aim a kick at the drawer and hear a satisfying crack. You cringe as the broken drawer crashes noisily to the floor, spilling out its contents.
You get all from the satchel
catapult: Removed.
net: Removed.
length of sewing thread: Removed.
squash ball: Removed.
You tie the ball to thread
You tie the squash ball to the length of sewing thread.
Shoot ball at rafter
Taking careful aim, you let fly with the squash ball, which flies just over the beam on which the duck sits in a graceful arc... and hits the huge portrait on the north wall. Your heart sinks as you hear the glass shatter, and your only thought is to flee...

You open your eyes in front of the fireplace, feeling rather dizzy all of a sudden. Surely things aren't supposed to happen this way.

This spacious room is comfortably if sparsely furnished. A plush sofa and two matching armchairs are arranged around a low wooden tea-table. Curtains hang over the long windows on the south wall, keeping the warmth from the old electric fireplace in; a clock hangs over the mantelpiece. The overall effect might even be cosy, were it not for the stark white glare of the unshielded bulb dangling from the ceiling.

A simple wooden staircase on the west wall leads up to the first floor; underneath the stairs is an utility closet. The kitchen can be seen through the empty doorway to the east.

The front door is reassuringly and securely locked.

On the kitchen doorway is a can of white paint.

You can also see a college photograph, a pair of gloves and an ornamental plate here.
1
You get all
duck: If only your arms were thirty feet long.
portraits: That's hardly portable.
skylight: That's hardly portable.
table: It weighs more than you do.
length of rope: Taken.
rafters: Don't be silly.
You drop all
catapult: Dropped.
You climb the rope
You give the rope a few experimental tugs, and it seems to support your weight. You've always been scared of heights, but it would be such a waste to turn back now. Gingerly, you ascend the rope.

Great Hall (in the rafters)
You are clinging to one of the lower beams of the rafters, trying not to look down. The beam's surface is covered with years of dust. Your rope is the only way back down.

The infamous duck perches here.
Clean
What do you want to clean?
Dust
What do you want to dust?
You climb the rope
You give the rope a few experimental tugs, and it seems to support your weight. You've always been scared of heights, but it would be such a waste to turn back now. Gingerly, you ascend the rope.

Great Hall (in the rafters)
You are clinging to one of the lower beams of the rafters, trying not to look down. The beam's surface is covered with years of dust. Your rope is the only way back down.
Examine beam
Looking from your perch towards the screens at the other end of the hall, the rafters take on the appearance of a shadowy tunnel.
You untie the rope
You untie the length of rope from the length of string.
You untie the length of rope from the table.
You get all
table: It weighs more than you do.
portrait: That's hardly portable.
length of sewing thread: Taken.
length of string: Taken.
catapult: Taken.
rafters: Don't be silly.
You go south
The doors are locked.
You climb the screen
Your quest successful, you clamber over the screens and stealthily away, smiling as you think of the admiration you'll receive from your fellow students for this feat of daring.

It is a terrible shock when the duck writhes in your hands, flattening into a mere photograph, but at least one thing from this dream has remained with you...

[You are no longer afraid of heights.]

This spacious room is comfortably if sparsely furnished. A plush sofa and two matching armchairs are arranged around a low wooden tea-table. Curtains hang over the long windows on the south wall, keeping the warmth from the old electric fireplace in; a clock hangs over the mantelpiece. The overall effect might even be cosy, were it not for the stark white glare of the unshielded bulb dangling from the ceiling.

A simple wooden staircase on the west wall leads up to the first floor; underneath the stairs is an utility closet. The kitchen can be seen through the empty doorway to the east.

The front door is reassuringly and securely locked.

On the kitchen doorway is a can of white paint.

You can also see a pair of gloves and an ornamental plate here.
You get all
kitchen doorway: That's hardly portable.
utility closet: That's hardly portable.
front door: That's fixed in place.
table: That's hardly portable.
light bulb: That's hardly portable.
chairs: That's hardly portable.
sofa: That's hardly portable.
ornamental plate: Taken.
gloves: Taken.

In the distance, you hear the wail of an approaching siren.
You go to the east
This room retains a faint smell of paint. Cupboards containing kitchen utensils and tinned food leer at you from the walls. The only exit is back west to the living room.

The sink is filled with broken glass.

The siren is getting closer, and you can now make out the throb of an engine.
Go up
You are in the western half of a plain whitewashed east-west corridor lit by a lamp hanging next to the stairs, which lead down to the ground floor. The carpeted wooden floor creaks annoyingly under your feet.

The bathroom lies to the north; a ladder hangs from an opening in the ceiling to the east.

The siren is getting closer, and you can now make out the throb of an engine.
You go east
Upstairs Corridor (by ladder)
A ladder hangs down from a dark square hole in the high ceiling of this unadorned corridor. Identical doors to the north, east and south lead to various rooms. To the west, hanging over the stairs, a bright electric lamp provides illumination.

The siren abruptly stops, and you hear the squeal of mistreated tyres.
Go upwards
The ladder groans, but supports your weight easily.

Fumbling in the dark a bit, you discover the light switch and flip it, illuminating the attic.

Dust covers the floorboards of this dim attic, lit by a weak ceiling lamp, and the air makes you sneeze. Some old chairs are piled unceremoniously in one corner. There is no sign of the missing keys.

The growling, steam-breathing monster crouching by the north wall, upon closer inspection, turns out to be a leaky boiler, pipes raising its main tank slightly off the floor.

The car comes to a halt just outside your house. You feel a sudden chill. They are coming for you!
You wear gloves
You put on the gloves.

You hear vehicle doors being flung open, and cannot suppress the urge to scream.
Scream
Your scream only causes the men outside to redouble their efforts.

Heavy feet pound on the pavement as the car doors are slammed shut again.
You examine the boiler
Pipes hold the main boiler tank a few inches off the floor. Near the top of the boiler, a somewhat loose pipe lets out the odd puff of steam.

Heavy feet pound on the pavement as the car doors are slammed shut again.
You look under the boiler
Looking underneath the boiler, you spy the lost keyring wedged between the tank and the floorboards. Grasping it in your gloved hands, you work it free.

(You now have the keyring.)

The knocking and shouting continues outside, and dread rises in you from a bottomless well. What have you done?
Go downward
Upstairs Corridor (by ladder)
A ladder hangs down from a dark square hole in the high ceiling of this unadorned corridor. Identical doors to the north, east and south lead to various rooms. To the west, hanging over the stairs, a bright electric lamp provides illumination.

There is a sudden quiet, then muffled voices and the sound of a large object bumping against the ground outside. You scream again.
You go west
You are in the western half of a plain whitewashed east-west corridor lit by a lamp hanging next to the stairs, which lead down to the ground floor. The carpeted wooden floor creaks annoyingly under your feet.

The bathroom lies to the north; a ladder hangs from an opening in the ceiling to the east.

There is a succession of unnervingly loud percussive raps from outside. They are trying to break the front door down, and each blow is like water crashing against a dam.
You unlock door
What do you want to unlock the front door with?
Keys
With trembling hands, you find the right key and turn it in the lock.

You begin to hear the splintering of wood, the banging beginning to crumble your grip on sanity.
You open the door
It takes every ounce of determination in your body to turn the handle, but there is no other way to stop the banging. As three startled policemen charge, propelled by their own momentum, into a tangled heap on the sofa, you steel yourself and take that first step outside into the dawn...

A gentle breeze of fresh air caresses your cheek as you look out over the awakening city, gently blowing the fog away from your mind, calming the fevered waters. Sorrowful memories begin to stir; the plane crash so many months ago now, the rage against arbitrary, cruel fate, the endless gloom and desperation - but this time you firmly put them behind you, and breathe instead the scent of the dew and the symphony of the morning.

Your reverie is broken by an anxious policeman tapping you on the shoulder. "Are you all right? The neighbours heard a lot of screaming - we're sorry we couldn't get here earlier, it's been a terrible night..."

Smiling for the first time in an age, you explain that it was only a nightmare, apologizing for their trouble.

As the departing car's roar fades into the distance, more mundane thoughts enter your mind. The house will need some redecorating, the medical researchers will definitely be hearing from you once the phone is fixed, and - somewhere you can't quite remember yet - your work awaits. But most importantly, the spectre of fear and the ghosts of the past no longer haunt you, and the rising sun inspires the hope of a new beginning.

The long night is over.
Full
In that game you scored 36 out of a possible 36, in 372 turns, which gives you the rank of awakened Dreamer.

The score was made up as follows:

1 recovering the keyring
1 finding a deeper darkness
1 unravelling a tangled web
1 enlightening the hollow
9 rising from the tomb
9 stealing the mallard
9 liberating the sphere

36 total (out of 36)

Would you like to RESTART, RESTORE a saved game, give the FULL score for that game, see some suggestions for AMUSING things to do or QUIT?
You look under the bed
But there might be monsters.

The house is strangely unfamiliar, as if you'd read about it in a book but never actually set foot inside before.
Win
The only door leads north.

As you try to compose your mind, dark memories wash over you: explosions, death, the tolling of funeral bells, gloom, isolation.
Go north
Upstairs Corridor (by ladder)
A ladder hangs down from a dark square hole in the high ceiling of this unadorned corridor. Identical doors to the north, east and south lead to various rooms. To the west, hanging over the stairs, a bright electric lamp provides illumination.

Seeing the ladder suddenly reminds you where you left the house keys. They fell out of your pocket in the attic yesterday afternoon.
Go west
You are in the western half of a plain whitewashed east-west corridor lit by a lamp hanging next to the stairs, which lead down to the ground floor. The carpeted wooden floor creaks annoyingly under your feet.

The bathroom lies to the north; a ladder hangs from an opening in the ceiling to the east.

Waves of sorrow and guilt wash over you from some dimly remembered past.
You enter the closet
You give up on the tempting idea of hiding in the closet when you discover that you're too big to fit inside.
Scream
You feel slightly better after that.