text: [Themes: Zorkian, Fantasy]
  
  > describe your surroundings
  The personal chamber of Belboz, who presides over the Circle of Enchanters, is appointed with a beautiful woven wall hanging, an exotic morgia plant, and a wide darkwood desk crafted by the artisans of Gurth. The hallway lies to the east.
  Pacing back and forth on a perch in the corner is Belboz's prized pet parrot, native to the jungles of Miznia.
  The desk drawer contains:
  a tiny box
  an infotater
  a journal
  
  > look at the plant
  You see nothing special about the morgia plant.
  
  You are now somewhat thirsty.
  
  "Squawk! You should never have let down your mindshield, you doddering old Enchanter. Squawk!"
  
  > look at wall hanging
  It is a beautiful piece of local handiwork, given to Belboz by the grateful townspeople after his (admittedly showy) pyrotechnical destruction of the evil giant Amathradonis. The hanging is affixed to the wall at its upper corners.
  
  > look behind the wall hanging
  As you move the tapestry, a key falls out from behind it and lands on the floor.
  
  "Squawk! You should never have let down your mindshield, you doddering old Enchanter. Squawk!"
  
  > take the key
  Taken.
  
  > Unlock journal
  (with the small key)
  No spell would help with that!
  
  You are now somewhat hungry.
  
  > unlock the journal with the small key
  No spell would help with that!
  
  "Squawk! Where did I leave my spectacles? Squawk!"
  
  > open the journal with the key
  You must tell me how to do that to a journal.
  
  "Squawk! Now where can I hide this key? Squawk!"
  
  > read the journal
  (taking the journal first)
  It's closed and sealed with a lock.
  
  "Squawk! Belboz, the Circle is waiting for you. Squawk!"
  
  > put the key in the journal
  You can't do that.
  
  You are now quite thirsty.
  
  > Open journal
  (with the key)
  The journal springs open.
  
  "Squawk! Where did I leave my spectacles? Squawk!"
  
  > Open journal
  The journal is already open!
  
  "Squawk! This tea is cold! Get me another cup. Squawk!"
  
  > read the journal
  You skim through the pages of the journal, a combination diary and notebook. Most of the notations, written in Belboz's familiar flowing script, deal with meetings of the Circle and business of the Guild.
  
  There is one interesting entry toward the end of the book. Belboz refers to an ancient and evil force known simply as Jeearr, a demon whose powers could endanger the Circle and possibly the entire kingdom. He has decided to conduct some dangerous exploratory experiments, operating alone to shield the Circle from the perils involved.
  
  The last three entries are strange and frightening -- written in a hand quite different from that of Belboz, and in a language totally unfamiliar to you.
  
  On the inside cover is an inscription, written in a light script, which reads "Current code: dorn".
  
  > go to the east
  Rooms lie to the east and west from this north-south corridor. A heavy wooden door, currently open, leads north.
  Tacked to the doorframe of your room is a note, hurriedly scribbled on parchment.
  
  > Go south
  Rooms lie to the east and west from this north-south corridor. A large marble archway to the south leads into an open area.
  
  > go south
  This is the entrance lobby of the Guild Hall. Befitting the status and wealth of the Guild, the lobby is finished with polished Antharian marble, inlaid with intricate patterns of silver leaf. To the north is a wide arch, and smaller openings flank the area on the eastern and western sides, as well as the northeastern and northwestern corners. A narrow stair leads downward. Through another arch to the south, you can see the entrance steps and the main road into town.
  Affixed to the southern arch is an ornate brass receptacle, intended for use by messengers.
  
  > look in the receptacle
  Opening the receptacle reveals an issue of Popular Enchanting.
  
  You are now quite hungry.
  
  > read the popular Enchanting
  This month's cover story is about Belboz! Other stories relate the explosion of spell scroll manufacturers, and the coming shakedown in the magic potion industry. The address label on the cover reads:
  
  "Z5 ACCAR256 4-964
  Hall of the Guild of Enchanters
  Village of Accardi-By-The-Sea
  Land of Frobozz"
  
  You are now very thirsty.
  
  > Go west
  This is a closet for storage. The only exit is east.
  Among the provisions here is a small ochre-colored vial, closed and labelled with tiny lettering.
  There is a calendar here (providing light).
  There is a depleted matchbook here.
  
  > read vial
  (taking the ochre vial first)
  
  "BERZIO POTION
  (obviate need for food or drink)"
  
  > open vial
  Opening the ochre vial reveals ochre potion.
  
  > Drink potion
  The potion was completely tasteless. You no longer feel hungry and thirsty, though.
  
  > look at the calendar
  The calendar is for the current year, 957 GUE, and bears many stunning pictures: the marble mines of Antharia, the sand dunes of the Kovalli Desert, ancient Fort Griffspotter, and the giant infotater factories of Borphee. A legend reads "Best wishes for a leak-less year, from the Accardi Plumbers Guild."
  
  > look at the matchbook
  The matches are all gone, but there is some printing on the inner cover.
  
  > read the matchbook
  (taking the depleted matchbook first)
  "Amazing Vilstu Potion!
  
  Get by without breathing! Amaze your
  friends! Be the first person on the
  block to own some!
  
  mailbox. Our shipping department will
  use the latest in temporal travel
  techniques to insure that your potion
  arrives the same day you order it!
  (Orders received before noon will
  arrive the day before you order)."
  
  > get the matchbook
  You already have it.
  
  > put the matchbook in the receptacle
  Done.
  
  > go northwest
  This is a large hall where the Guild's young apprentices live and study as they strive to achieve a seat on the Circle. You think back to the days when you occupied these quarters. The apprentices are gone, having accompanied Frobar into town to shop. You can leave to the southeast.
  
  > Go southeast
  This is the entrance lobby of the Guild Hall. Befitting the status and wealth of the Guild, the lobby is finished with polished Antharian marble, inlaid with intricate patterns of silver leaf. To the north is a wide arch, and smaller openings flank the area on the eastern and western sides, as well as the northeastern and northwestern corners. A narrow stair leads downward. Through another arch to the south, you can see the entrance steps and the main road into town.
  Affixed to the southern arch is an ornate brass receptacle, intended for use by messengers.
  The receptacle contains:
  a depleted matchbook
  
  > Go northeast
  This is a sparsely furnished living area for the servants of the Guild. None are in sight; presumably they are out doing their daily errands. You can leave to the southwest.
  
  > go east
  This is a study chamber for members of the Guild. Usually, there would be several elder Enchanters patiently training novices, but no one is here at the moment. The only exit is west.
  Lying open on a stand in one corner is a heavy volume, probably a copy of the Encyclopedia Frobizzica.
  The servants have been lax lately, for a scroll is lying among the dust in the corner.
  
  > read Encyclopedia
  It would take days to read the entire encyclopedia. A better idea would be to read about specific persons or things.
  
  > look up the dorn in Encyclopedia
  The spot where the entry should be is blank, as though the text were magically excised or transported to some other location.
  
  > look up the rezrov in Encyclopedia
  A spell produced by SoftSpel.
  
  > look up the borphee in Encyclopedia
  The capital and biggest city in Frobozz, and the center of the spell scroll and infotater industries. The port of Borphee is the busiest on the Flathead Ocean.
  
  > look up Belboz in Encyclopedia
  There is a small entry about Belboz, mentioning that he is the Guildmaster of the Accardi Chapter of the Guild of Enchanters, and has served three terms as kingdomwide Secretary of the Guild.
  
  > read scroll
  The scroll reads "meef spell: cause plants to wilt".
  
  > Gnusto meef
  Your spell book begins to glow softly. Slowly, ornately, the words of the meef 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 to the west
  This is the entrance lobby of the Guild Hall. Befitting the status and wealth of the Guild, the lobby is finished with polished Antharian marble, inlaid with intricate patterns of silver leaf. To the north is a wide arch, and smaller openings flank the area on the eastern and western sides, as well as the northeastern and northwestern corners. A narrow stair leads downward. Through another arch to the south, you can see the entrance steps and the main road into town.
  Affixed to the southern arch is an ornate brass receptacle, intended for use by messengers.
  The receptacle contains:
  a depleted matchbook