text: [Themes: Fantasy, Satire]
  
  > Describe the surroundings
  You are standing in a chamber cut from dark obsidian. Somehow, you feel at peace here. Obviously, this is some kind of temple to one of the gods of ancient Ul. Patterned mosaics cover the floor, and the black walls are streaked with swirls of white marble.
  
  In the northern wall is a strange, circular portal. Beyond, through the portal, you can see nothing but dense fog. Identical passages run south, east, and west.
  
  > look at the pocket
  The pocket of the robe is quite tattered, and hanging by just a few threads. In the pocket you see a bronze ring, a brass lamp (providing light), a lump of gold, a gilded cage, a brown book, a black stone, and a jade figurine.
  
  > Go north
  You're standing on a flat, gray featureless plain. A cold wind whips about your face, coming first from the east, then the west, then the north. Damp mist swirls around your feet. To the south is a shimmering circular portal, hanging in mid-air. You could walk in any other direction. A wooden signpost is the only landmark.
  
  > look at the signpost
  The wooden post is rotting and tilted. It consists of three directional arrows. One points east, and reads "Kuul." One points west and reads "Unnkul." The last points north and reads "Enlightenment."
  
  > go north
  You're walking on a flat, gray plain, a featureless world with no landmarks. Mist swirls around your feet, and the air is stale and damp. You could walk in any direction.
  
  > look at mist
  When you look too closely at the mist, strange faces seem to form, sometimes beautiful, sometimes demonic and horrible.
  
  > Go north
  You're walking on a flat, gray plain, a featureless world with no landmarks. Mist swirls around your feet, and the air is stale and damp. You could walk in any direction.
  
  You see a went board here.
  
  > examine the board
  The ancient game of went has been played by Duhdhist monks for centuries. The board is a simple grid, on which white and black stones are put down. You have no idea what the rules are. It looks like a game's in progress - a lot of stones have already been placed. Tiny raised printing on the edge of the board reads "Duhdha's Went Board - Stealing is Most Unnkul!"
  
  > put the stone on the board
  With trembling fingers, you place the black stone on the went board.
  It snaps into place with a satisfying click. "Argh!" a booming voice shouts. "You've played a Tu-kool Yu Whin pattern! All your stones are comatose, and you've forced a tie!"
  
  The voice grows quiet. "Truly, you must be enlightened to make such
  a move at random. You've forced a tie with the Great Duhdha, and glimpsed the duality of the universe. Remember this, O Warrior. Black is sometimes white, white is sometimes black, and the duality must always be maintained. Such is the true way of Duhdha." The voice pauses. "I shall aid you on your quest, Enlightened One. Duhdha can open doors of iron as well as doors of perception."
  
  The voice fades in your ears, and the went board fades from sight.
  Mist slowly rises around you, obscuring your vision. You blink, and find yourself in -
  
  You are standing in a chamber cut from dark obsidian. Somehow, you feel at peace here. Obviously, this is some kind of temple to one of the gods of ancient Ul. Patterned mosaics cover the floor, and the black walls are streaked with swirls of white marble.
  
  In the northern wall is a strange, circular portal. Beyond, through the portal, you can see nothing but dense fog. Identical passages run south, east, and west.
  
  You see an iron key here.
  
  > examine the iron key
  The iron key is quite large and heavy. The end is carved in the shape of a horned, demonic head.
  
  > unlock the door with the iron
  Which iron do you mean, the iron door, or the iron key?
  
  > Key
  Unlocked.
  
  > Go west
  You're standing in a strange round chamber. The walls here are
  plated with iron, and a dank, oily stench fills the humid air. Identical, low hallways run northwest and southwest. A wider tunnel runs south; that route is more rocky and looks like a natural passage. A dim red glow is faintly visible to the south. From somewhere far away, a low humming noise reaches your ears, but you can't make out what it is from here. A dark stone stair climbs up to the east.
  
  The warrior in you senses danger - your skin is tingling, and the thumping beat of your heart echoes in your ears, practically drowning out the quiet humming sound. Could this be an entrance into the dread and dangerous caverns under Unnkulia - the Unnkulian Underworld that you'd thought the Valley King had sealed off with his Guardians?
  
  You shudder. The thought of the fair Amanda in this vile place
  makes you shiver to your very bones. If she is somewhere down here, she surely needs to be rescued!
  
  > go northwest
  stairs - iron walls and two identical passages, this time to the southeast and southwest. A strange control panel takes up a good bit of the curving northern wall. One unique feature of the chamber is a winding spiral stair in the center of the room that climbs up into darkness. Dim lights in the wall above the control panel illuminate the chamber in a ruddy glow.
  
  There's a dead man lying on the floor here. His neck's been
  snapped.
  
  > look at the control
  The control panel is a maze of readouts and switches. You wouldn't know what to turn first. Blinking lights illuminate the readouts, but provide no clue as to what does what. However, one large white dial in the very center of the panel looks promising. There's a cube-shaped hole next to the dial.
  
  > examine the dial
  The area above the fifth setting on the dial is marked in red, with a little skull and crossbones. I think the panel's creators are trying to tell you something. [22]  The white dial can be turned to settings numbered from 1 to 7. It's currently set to 5.
  
  > Note 22
  [22]: Subtle, ain't it?
  
  > examine man
  From the position of the man's body, it appears that he fell down the stairs - a simple tragic accident. He's wearing white coveralls with the word "Hobson" stenciled above his heart.
  
  > examine the coverall
  They're supple and light, and made of a material you've never seen before. Stenciled above the heart is the word "Hobson" - probably the dead man's name.
  
  > Go upward
  a deep metal shaft. You sigh; you're almost starting to get used to high places, and the shaft is hardly as scary as the chasm, or the clifftop, or the bell tower. From deep in the bowels of the earth, an intense white light shines up the shaft, nearly blinding you. The humming noise you heard downstairs is louder here, and heat washes over you from below.
  
  Underneath you, through the catwalk, you can see the control room.
  A narrow metal stair leads down to the chamber, and the catwalk curves around the shaft to the southwest and southeast.