text: > Go downward
  That's a long way down, friend.
  
  > Spell tar
  You produce a pile of sticky goo directly under the leprechaun. He jumps out of it as quickly as possible and resumes his annoying dance, but his shoes are coated in tar, making his jumps slightly awkward.
  
  > take the south
  The leprechaun is unable to escape your grasp, and you easily take the letter from him. You insert S into your alphabet case, adding its power to the five letters you already possess.
  
  You can now spell words that contain the letter S.
  
  The leprechaun is dispirited at the loss of his treasure. He trudges back to the cliff and jumps off. How awfully dramatic! You rush to stop him, but he's already gone -- disappeared off to wherever leprechauns go when they're not tormenting poor explorers, it seems, and not a suicide after all.
  
  > Spell sat
  You suddenly recall sitting in a lecture by Professor Spruce. You sat like a real professional.
  
  > check what you're carrying
  You are carrying:
  a stick
  your alphabet case (A, C, E, R, S, and T)
  a three-letter frame
  
  > Go north
  The forest gives way to reveal a lofty brick structure. There is a large archway facing you, through which you could access the interior were it not for a large hole underneath.
  
  The path ends here: any further north and you'll have left Phoenicia, and the cliff is still to your east. You'll have to head back south.
  
  > Spell sea
  Whatever problem you're having is unlikely to be helped by millions of gallons of water.
  
  > Spell ace
  A card (the ace of clubs) appears in your hand. It would bend in your pockets, so you send it back with a poof. Nice trick, though.
  
  > go to the south
  The trees clear out on the east to reveal a precipice overlooking a beautiful rainbow. Far below, you see a waterfall flowing from a gap in the cliff wall that turns into a winding river. There is an outcropping nearby where you found the letter S.
  
  You can return to the denser area of the forest to your southwest, or you can follow the cliff edge to the north.
  
  > Go southwest
  The trees are incredibly dense in this area, and there's no trail to follow. Were it not for your innate talent at recognizing cardinal directions, you could easily get lost in here.
  
  To the northwest and northeast, the forest begins to thin out. You see a small tunnel leading underground to the south.
  
  > Go south
  You're back in the kobold warren, despite your preference to be almost literally anywhere else. As always, this place isn't quite tall enough to stand in, so you're hunched over just a bit. This is giving you a neckache. But wait -- the letter G is here. One of the unknown letters!
  
  A large fire lights the room from the western wall, and to the side is a large pile of sticks. The tunnel leading to the surface is to the north.
  
  The kobolds are huddled around the letter G on the southern edge of this little hole.
  
  The letter G -- one of the unknown letters -- sits unguarded at the south end of the warren.
  
  > Spell ace
  "Wanna see some magic?" you say. The kobolds stop what they're doing and look your way. You produce an ace of spades from thin air, and the kobolds ooh and ahh. When you send the card back with a poof, there is a wave of gasps. The kobolds applaud and gather around you.
  
  > Spell act
  You put on what is surely the worst magic act ever performed, spelling various words and sending them back. The kobolds are highly entertained, though, since this might as well be magic to them.
  
  > take the g.
  Now that the kobolds are enthralled by your, ahem,
  performance, you have no trouble budging through to the
  letter G. You insert G into your alphabet case, adding its power to the six letters you already possess.
  
  You can now spell words that contain the letter G.
  
  > Spell gas
  Hmm. That didn't do anything obvious, but you can smell something in the air now.
  
  > Spell sag
  You feel your cheeks droop a bit.
  
  > Spell tag
  You tag the kobolds.
  
  > Spell rag
  You produce dirty scrap of cloth. Good for you?
  
  > tie the rag to stick
  You wrap the rag tightly around the stick. If you soaked it in something more flammable, then it would make a good torch.
  
  > Spell tar
  Better not. Your hands and pockets would get sticky -- it'd be a real mess.
  
  > Spell art
  You produce a copy of the Creation of Adam. It's good, but is it art?
  
  Well, in this case, it's a forgery, and it's too big to carry around, so you send it back with a poof.
  
  > Inventory
  You are carrying:
  a stick
  a rag
  your alphabet case (A, C, E, G, R, S, and T)
  a three-letter frame
  
  > Spell car
  You produce a shiny red Ferrari. It's impressive, but the automobile won't be invented for quite some time still, so you have no clue how to operate it. You send it back with a poof.
  
  > Spell gar
  A needlefish appears out of thin air. You have no need for it at the moment and it would be cumbersome to carry around, so you send it back with a poof.
  
  > Go east
  You stand at the bank of Lake Phoenicia. It's certainly not as majestic as you might have hoped: the water is a dank brown and the whole thing smells vaguely swampy. The lake is certainly vast, though: the only way forward from here is back to the west where you came from.
  
  The elephant has taken up residence in the lake.
  
  A crocodile is swimming through the lake far from here. It seems to be keeping its distance from the elephant.
  
  > Spell gar
  You produce a needlefish, which splashes into the lake and swims off. It wants nothing to do with the crocodile or elephant, nor they with it.
  
  > Spell rat
  You produce another rat, startling the elephant once again. The elephant trumpets loudly and, seeing no other exit, storms off to the west.
  
  Hey, that's where you were standing, wasn't it? Oops!
  
  > take the hole
  That's hardly portable.