text: > look at your surroundings
  You are outside the western entrance to the castle. To the east stands an iron gate which is wide open. A winding road starts here and proceeds to the west.
  
  > Frotz jug
  There is an almost blinding flash of light as the jug begins to glow! It slowly fades to a less painful level, but the jug is now quite usable as a light source.
  
  > open egg
  It is already open.
  
  > go to the north
  This is the western end of the Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations.
  
  This is a spot within the long Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations.
  
  This is a spot within the long Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations.
  
  This is the eastern end of the Hall of Mirrors. The hall itself is astounding and not a little bit confusing. To be sure, its northern wall is glass, but it does not seem to reflect anything within the hall. Rather, it seems to be a window on another world. This other world appears to be a large underground labyrinth, filled with tunnels, caves, and peculiar rock formations.
  
  You can't go that way.
  Your mouth is getting rather dry.
  
  > Drink water
  The delicious spring water tasted great, and there's lots more where that came from.
  
  > Rezrov gate
  This small open area stands at the old north gate of the castle, now badly rusted. Through the gate, a forest can be seen. To the west, a hall glows with light, and to the south, the dark castle can be reentered. A narrow passage to the east leads to the base of the northeast tower.
  
  Using your best study habits, you learn the rezrov spell.
  
  The rusted north gate magically creaks open far enough for you to leave.
  
  > look under the lily pad
  There is a damp scroll there, which you take into your hand.
  The sounds of frogs and other swamp dwellers fill the air.
  
  > read the scroll
  Which scroll do you mean, the damp scroll or the shredded scroll?
  
  > Damp
  The scroll reads "cleesh spell: change a creature into a small amphibian".
  The sounds of frogs and other swamp dwellers fill the air.
  
  > Gnusto cleesh
  Your spell book begins to glow softly. Slowly, ornately, the words of the cleesh spell are inscribed, glowing even more brightly than the book itself. The book's brightness fades, but the spell remains! However, the scroll on which it was written vanishes as the last word is copied.
  The sounds of frogs and other swamp dwellers fill the air.
  
  > go west
  Discarded beneath a nearby tree is a slightly crumpled scroll.
  
  > learn the krebf
  Your spell book begins to glow softly. Slowly, ornately, the words of the krebf spell are inscribed, glowing even more brightly than the book itself. The book's brightness fades, but the spell remains! However, the scroll on which it was written vanishes as the last word is copied.
  
  Using your best study habits, you learn the krebf spell.
  
  > Gnusto zifmia
  Your spell book begins to glow softly. Slowly, ornately, the words of the zifmia spell are inscribed, glowing even more brightly than the book itself. The book's brightness fades, but the spell remains! However, the scroll on which it was written vanishes as the last word is copied.
  
  > Go west
  From the other side of the "mirror" a bedraggled adventurer comes into view, carrying a brass lantern and an elvish sword, which is glowing dimly. He stops and stares in your direction.
  The adventurer, after checking his compass, walks off.
  
  > read Book
  The zifmia spell (magically summon a being).
  The krebf spell (repair willful damage).
  The cleesh spell (change a creature into a small amphibian).
  The rezrov spell (open even locked or enchanted objects).
  The blorb spell (safely protect a small object as though in a strong box).
  The nitfol spell (converse with the beasts in their own tongue).
  The frotz spell (cause something to give off light).
  The gnusto spell (write a magic spell into a spell book).
  
  > Go up
  You can't go that way.
  Your stomach is starting to grumble.
  
  > Go upwards
  This narrow promenade stretches into darkness to the south and, through an archway, toward an open area to the north.
  
  This dark and damp spot is at the base of the southwest tower of the castle. Two corridors lead off to the north and east. A winding staircase ascends into the tower.
  
  The eyrie is a round bedroom high in the tower. Narrow windows overlook the outside. A stone stairway leads down.
  There is a fourposter feather bed here.
  
  > Lie
  The bed is very comfortable and soft. In fact, you feel sort of sleepy just lying on it.
  
  > wait a while
  Time passes...
  The sun starts to set behind the Lonely Mountain in the west.
  
  > Sleep
  You're not all that tired, but the bed is very comfortable.
  You fall asleep quickly, the bed being so comfortable. You dream as well, of this very room. A beautiful damsel, obviously noble, is standing by the bed holding a scroll in one hand and resting the other on the bedpost. Turning to block your view, she does something you can't see. Then she gets in bed and turns out the light, but before she does you can see she is no longer carrying the scroll... You wake.
  
  > stand
  Ah, that was a comfortable bed! But you're now on your own feet again.
  
  > get all
  The bedpost pops open, revealing a small compartment and, nestled inside, a gold leaf scroll!
  
  fourposter feather bed: It would take more magic than you've got!
  
  > read it
  Taken.
  Your mouth is getting rather dry.
  
  The scroll reads "vaxum spell: make a hostile creature your friend".
  
  > Gnusto vaxum
  Your spell book begins to glow softly. Slowly, ornately, the words of the vaxum spell are inscribed, glowing even more brightly than the book itself. The book's brightness fades, but the spell remains! However, the scroll on which it was written vanishes as the last word is copied.
  
  > move block
  The door is very rusty and reluctantly opens.
  
  This is a damp and unhealthy dungeon cell with writing on the walls. The rusty door of the cell is open.
  You are becoming quite thirsty.
  
  You pull the block out of the crumbling wall, revealing a dark passage leading east.
  You hear, almost beyond your hearing, the soft rattle of chains, and a cold wind blows over the back of your neck.
  
  > Gnusto exex
  Your spell book begins to glow softly. Slowly, ornately, the words of the exex spell are inscribed, glowing even more brightly than the book itself. The book's brightness fades, but the spell remains! However, the scroll on which it was written vanishes as the last word is copied.
  
  > Go north
  You are very thirsty now. You'd better have a drink soon.
  
  > go south
  This is a library, or rather it was until it was ransacked and despoiled. Most of the contents of the room have been burned in a huge bonfire in the center of the room. Hundreds of charred and empty tubes are scattered about, as if by someone searching, so ashes are strewn about. There are rat tracks in the ashes.
  To the south you can hear the sound of a group of low, guttural voices. Amid the tubes is an old and dusty book.
  The low, guttural voices seem to be coming in your direction.
  
  > Go east
  A more incongruous place than this would be difficult to believe. The room itself is nothing more than a small room at the base of the northeast tower with a narrow passageway entering from the west. Standing in front of you to the north, however, is a door surpassing anything you could have imagined. For starters, its massive lock is wrapped in a dozen six-inch thick iron chains. In addition, a certain five-headed monster sporting razor-sharp spears for tongues seems to be imbedded within its heavy oak frame. One is almost embarrassed to mention the gargoyles spewing flame and sulphurous ash which ornament either side of the door, or the ninety-seven slimy groping tentacles which taunt you ever closer to certain death. A sign, floating serenely above the door and glowing hideously in purple letters, offers the following rude understatement: "Don't Bother".
  
  > Go west
  From the other side of the "mirror" a bedraggled adventurer comes into view, carrying a brass lantern and an elvish sword, which is glowing dimly. He stops and stares in your direction.
  Your stomach is starting to grumble.
  
  > Wait
  Time passes...
  Bluebottles buzz up to you, and then away.
  
  > wait for a while
  Time passes...
  From the other side of the "mirror" a bedraggled adventurer comes into view, carrying a brass lantern and an elvish sword, which is glowing dimly. He stops and stares in your direction.
  
  > Zifmia advent
  All at once, the bedraggled adventurer appears before you, brightly glowing sword in hand. His jaw has dropped and his eyes are bulging. His eyes dart this way and that, as if looking for a way to escape. Your stomach is starting to grumble.
  
  > Vaxum advent
  The adventurer smiles at you with an air of good will.
  The adventurer asks what you would be needing treasures for.
  
  > go to the east
  The adventurer, proceeding cautiously, follows you. He seems to be paying particular attention to your possessions.
  
  There is a bedraggled and weary adventurer standing here. He is carrying a sword, and a brass lantern. He seems pleased to see you and frequently smiles in your direction.
  The adventurer eyes your possessions intently.
  
  > Go east
  The adventurer, proceeding cautiously, follows you. He seems to be paying particular attention to your possessions.
  
  There is a bedraggled and weary adventurer standing here. He is carrying a sword, and a brass lantern. He seems pleased to see you and frequently smiles in your direction.
  The adventurer offers to relieve you of some of your possessions.
  
  > Go east
  The adventurer, proceeding cautiously, follows you. He seems to be paying particular attention to your possessions.
  
  A more incongruous place than this would be difficult to believe. The room itself is nothing more than a small room at the base of the northeast tower with a narrow passageway entering from the west. Standing in front of you to the north, however, is a door surpassing anything you could have imagined. For starters, its massive lock is wrapped in a dozen six-inch thick iron chains. In addition, a certain five-headed monster sporting razor-sharp spears for tongues seems to be imbedded within its heavy oak frame. One is almost embarrassed to mention the gargoyles spewing flame and sulphurous ash which ornament either side of the door, or the ninety-seven slimy groping tentacles which taunt you ever closer to certain death. A sign, floating serenely above the door and glowing hideously in purple letters, offers the following rude understatement: "Don't Bother".
  There is a bedraggled and weary adventurer standing here. He is carrying a sword, and a brass lantern. He seems pleased to see you and frequently smiles in your direction.
  The adventurer glances around the room in a businesslike way and makes a few notes on his map.
  The adventurer eyes your possessions intently.
  
  > Point at door
  As you motion toward the monstrous door, the adventurer follows the imaginary line which proceeds thence from your outstretched arm.
  
  The seemingly fearless adventurer shrugs and walks purposefully toward the door, ignoring all harm to his person in the form of knives, tentacles, and molten lead. As three buckets of the latter pour over his head, he casts you a perplexed look.
  "Did you try the doorknob?" he asks, as twenty-seven knives delicately skewer him.
  Before you can answer, he reaches for one of the gargoyle heads which, by sheerest coincidence, has just flooded him in red-orange flame, and turns it gently.
  "I think it's unlocked," he says, stoically ignoring the host of human-sized rats which feed on his incinerated torso.
  His left hand, broken and bloodied, pulls at the gargoyle head.
  "I'm going on ahead!" he cries, opening a simple wooden door.
  Wooden door? You rub your eyes for a moment and look again as he goes through it. Yes, just a plain wooden door.
  
  > open the door
  It is already open.
  A bedraggled adventurer walks into the room from the north, coming through the simple wooden door.
  
  > Go upwards
  The adventurer, proceeding cautiously, follows you. He seems to be paying particular attention to your possessions.
  
  This room in the high tower appears to be a map room, with hundreds of ancient maps covering the walls. A huge globe, made of gold, sits on a pedestal in the center of the room. Through the tower windows can be seen a vast forest stretching out to the northeast and the sea, covered in fog, to the east and south. Stairs to the south lead to the bottom of the tower.
  Lying on the floor is a purple scroll.
  Lying on the ground is an old parchment map.
  There is a bedraggled and weary adventurer standing here. He is carrying a badly worn pencil, a sword, and a brass lantern. He seems pleased to see you and frequently smiles in your direction.
  The adventurer asks what you would be needing treasures for.
  
  > Map
  badly worn pencil: The adventurer, not seeing any use in keeping the badly worn pencil anyway, hands it to you gladly.
  map: Your load is too heavy.
  The adventurer waves at you and asks "Hello, Sailor?" Strange, you've never even been to sea.
  You are becoming quite hungry.
  
  > drop the spoon
  Dropped.
  The adventurer stoops over and picks up the worn silver spoon and seems pleased by his discovery.
  
  > get the map
  Your load is too heavy.
  The adventurer leaves the room through the simple wooden door, heading to the south.
  
  > drop the egg
  Dropped.
  A bedraggled adventurer walks into the room from the south, coming through the simple wooden door.
  The adventurer stoops over and picks up some objects and seems pleased by his discovery.
  
  > get the map
  Taken.
  The adventurer leaves the room through the simple wooden door, heading to the south.
  
  > check your inventory
  You are carrying:
  A map
  A badly worn pencil
  A partially eaten loaf of bread
  A jug (providing light)
  The jug contains:
  A small quantity of water
  A battered lantern
  A spell book
  
  > drop the lamp
  Dropped.
  
  > examine the map
  The map consists of a drawing with nine points, each represented by a strange character, with interconnecting thin pencil lines. Using your native alphabet, it looks like this:
  
  ! / \
  ! /   \
  ! /     \
  ! K       V
  ! / \
  ! /   \
  ! /     \
  RM       F
  \     /
  \   /
  \ /
  H       P
  
  > check your inventory
  You are carrying:
  A map
  A badly worn pencil
  A partially eaten loaf of bread
  A jug (providing light)
  The jug contains:
  A small quantity of water
  A spell book
  
  > Go north
  You can't go that way.
  Your mouth is getting rather dry.
  
  > Go north
  The darkened sky is now full of bright stars. It is night.
  Today seemed shorter than yesterday, somehow.
  
  > go north
  The darkening sky is lit by a waning moon.
  
  > Go north
  The stars shine down on you from a clear, dark sky.
  
  > go to the east
  You are becoming quite thirsty.
  
  > Go east
  You are beginning to tire.
  
  > Go upward
  There is a battered lantern here.
  
  > go east
  The stars shine down on you from a clear, dark sky.
  The sounds of frogs and other swamp dwellers fill the air.
  You are feeling tired.
  
  > Go east
  The east-west corridor opens into a gallery. The walls are lined with portraits, some of apparently great value. All of the eyes seem to follow you as you pass, and the entire room is subtly disturbing.
  Your mouth is getting rather dry.
  
  > Go east
  This interior courtyard stands at the southern entrance to the castle, where a small rusty gate is standing open and slowly swaying in a gentle sea breeze. Beyond the gate can be seen a small meadow and, beyond that, a white beach on a misty sea. Passages enter the castle proper to the north, east, and west.
  A bedraggled adventurer walks into the room from the south, coming through the rusty gate.
  
  > Vaxum adventurer
  You don't have the vaxum spell committed to memory!
  The adventurer leaves the room, heading to the west.
  
  > Go east
  This interior courtyard stands at the southern entrance to the castle, where a small rusty gate is standing open and slowly swaying in a gentle sea breeze. Beyond the gate can be seen a small meadow and, beyond that, a white beach on a misty sea. Passages enter the castle proper to the north, east, and west.
  There is a bedraggled and weary adventurer standing here. He is carrying a purple scroll, a beautiful, ornamented egg, a worn silver spoon, a sword, and a brass lantern.
  The adventurer tries to make some small talk, but only mumbles. He'll have to speak up if he expects you to hear him.
  
  > Vaxum adventurer
  The adventurer smiles at you with an air of good will.
  The adventurer, not overly tactful, asks to see what you're holding.
  
  > take the purple scroll
  The adventurer, not seeing any use in keeping the purple scroll anyway, hands it to you gladly.
  The adventurer leaves the room, heading to the west.
  The darkened sky is now full of bright stars. It is night.
  Today seemed shorter than yesterday, somehow.
  
  > read purple
  The scroll reads "filfre spell: create gratuitous fireworks".
  
  > Gnusto filfre
  Your spell book begins to glow softly. In a spectacular effort of magic, the powers of the gnusto spell attempt to copy the filfre spell into your book, but the spell is too long, too complicated, and too powerful. The glow fades, but fortunately the purple scroll remains intact.
  
  > draw the line from F to the p.
  A thin line now connects the two spots on the map, but the pencil point is very nearly gone.
  You feel that two powerful, evil forces are searching each other out. As they meet, the air lightens. Belboz appears before you. "Something has disturbed the ancient Terror. Krill himself knows this and will try to use it to his purposes. Already, they may have joined together. You must not allow the Terror to escape, or we are all doomed!" He fades into the gloom.
  You are beginning to tire.
  
  > Go south
  This is a peculiar room, whose cream-colored walls are thin and translucent.
  Passages go to the southeast, east, and north and they are very strange indeed, perfectly round and black as pitch.
  
  > examine the map
  The map consists of a drawing with nine points, each represented by a strange character, with interconnecting thin pencil lines. Using your native alphabet, it looks like this:
  
  ! / \
  ! /   \
  ! /     \
  ! K       V
  ! / \
  ! /   \
  ! /     \
  RM       F
  \     /
  \   /
  \ /
  H       P
  
  You are beginning to tire.
  
  > erase line from the b to the r.
  The line between the two spots is erased, leaving the eraser barely usable.
  Suddenly, the black passage to the north closes off!
  
  > Go southeast
  This is a peculiar room, whose cream-colored walls are thin and translucent.
  Passages go to the northwest and southwest and they are very strange indeed, perfectly round and black as pitch.
  You sense that near this place an evil presence lurks. It seems close by and is moving.
  
  > Go southwest
  This is a peculiar room, whose cream-colored walls are thin and translucent.
  An exit is to the northeast and it is very strange indeed, perfectly round and black as pitch.
  A scroll emanating power is here.
  An evil presence pervades the room, its source unseen. Fear seeps into your mind, like fog. You look fearfully around. There is something horrible here.
  
  > examine the scroll
  Which scroll do you mean, the powerful scroll or the purple scroll?
  
  > look at the powerful scroll
  The scroll reads "guncho spell: banish the victim to another plane of existence". The spell seems very long and extremely complicated.
  
  > take it
  Your load is too heavy, especially in light of your exhaustion.
  You are very thirsty now. You'd better have a drink soon.
  
  > Inventory
  You are carrying:
  A purple scroll
  A map
  A badly worn pencil
  A partially eaten loaf of bread
  A jug (providing light)
  The jug contains:
  A small quantity of water
  A spell book
  
  > Sleep
  Ah, sleep! It's been a long day, indeed. The rest will do you good. You spread your cloak on the floor and drift off, renewing your powers and refreshing your mind ... Time passes as you snore blissfully.
  
  After a while, your sleep is disturbed by a strange dream. You are wandering in a darkened place, for you have no light or other possessions. You feel that you are being watched! You are surrounded by faces, their eyes following you. They drift in and out, staring at you with proud indifference. One face, brightly lit (unlike the rest), draws you closer and closer. As you touch it, you wake.
  
  > Gnusto guncho
  Your spell book begins to glow softly. In a spectacular effort of magic, the powers of the gnusto spell attempt to copy the guncho spell into your book, but the spell is too long, too complicated, and too powerful. The glow fades, but fortunately the powerful scroll remains intact.
  
  A dull aching fills your head, and your mind is again probed, more deeply than when you entered the castle.
  
  > go to the northeast
  Your feet are leaden with fear, and cold sweat runs down your back as you make your way to the door, but you make no progress. Your mind tells you you are running, but you aren't getting anywhere.
  
  > look
  This is a peculiar room, whose cream-colored walls are thin and translucent.
  An exit is to the northeast and it is very strange indeed, perfectly round and black as pitch.
  
  > draw the line from the m to the p.
  A thin line now connects the two spots on the map, but the pencil point is gone.
  Suddenly, the wall to the northwest opens to form a perfectly round and black passage!
  
  > go northwest
  Your feet are leaden with fear, and cold sweat runs down your back as you make your way to the door, but you make no progress. Your mind tells you you are running, but you aren't getting anywhere.
  Your stomach is starting to grumble.
  
  > Go south
  This is a peculiar room, whose cream-colored walls are thin and translucent.
  Passages go to the southeast, east, and north and they are very strange indeed, perfectly round and black as pitch.
  You are beginning to tire.
  
  > draw the line from F to the p.
  A thin line now connects the two spots on the map, but the pencil point is very nearly gone.
  Suddenly, the wall to the southwest opens to form a perfectly round and black passage!
  You are very thirsty now. You'd better have a drink soon.
  
  > Drink water
  The delicious spring water tasted great, and there's still some left.
  
  > Go southwest
  This is a peculiar room, whose cream-colored walls are thin and translucent.
  An exit is to the northeast and it is very strange indeed, perfectly round and black as pitch.
  A scroll emanating power is here.
  An evil presence pervades the room, its source unseen. Fear seeps into your mind, like fog. You look fearfully around. There is something horrible here.
  
  > look
  This is a peculiar room, whose cream-colored walls are thin and translucent.
  An exit is to the northeast and it is very strange indeed, perfectly round and black as pitch.
  A scroll emanating power is here.
  
  > Vaxum evil presence
  The terror may be friendlier, but with friends like that....
  
  > learn the blorb
  Using your best study habits, you learn the blorb spell.
  
  > Blorb powerful
  A glowing strong box forms out of the air, carefully enclosing the powerful scroll, which disappears from view. The strong box rests on the ground.
  
  > look
  This is a peculiar room, whose cream-colored walls are thin and translucent.
  An exit is to the northeast and it is very strange indeed, perfectly round and black as pitch.
  There is a faintly glowing strong box here.
  
  > open the box
  As you open the strong box, it vanishes, and the powerful scroll reappears in its place.
  
  > check what you're carrying
  You are carrying:
  A powerful scroll
  A purple scroll
  A map
  A badly worn pencil
  A partially eaten loaf of bread
  A jug (providing light)
  The jug contains:
  A very small quantity of water
  A spell book
  
  > examine Spell Book
  The title is "My Spell Book". The book looks pretty new, and it doesn't seem to have much written in it yet. There are some spells written in the book in glowing letters, with marginal notes about how to cast them and what their effects are.
  
  > read Spell Book
  The exex spell (make things move with greater speed).
  The vaxum spell (make a hostile creature your friend).
  The zifmia spell (magically summon a being).
  The krebf spell (repair willful damage).
  The cleesh spell (change a creature into a sm