text: [Themes: Zorkian, Fantasy, magic, spells]
  
  > Go downward
  You are in the basement of the Guild Hall. A steep, narrow stair leads upward from the southwest corner.
  At the far end of the cellar, draped in cobwebs, is a large trunk. At each corner of its lid is a button: a black button with a picture of a star, a gray button depicting the moon, a red button illustrated with a bloody knife, and a purple button engraved with a royal crown. In the center of the lid is a white button picturing a dove in flight.
  
  > Rezrov trunk
  The lid bulges outward for a moment.
  
  > read the scroll
  (taking the moldy scroll first)
  The scroll reads "aimfiz spell: transport caster to someone else's location". The spell seems very long and extremely complicated.
  
  > Gnusto aimfiz
  Your spell book begins to glow softly. In a spectacular effort of magic, the powers of the gnusto spell attempt to copy the aimfiz spell into your book, but the spell is too long, too complicated, and too powerful. The glow fades, but fortunately the moldy scroll remains intact.
  
  > Y.
  You are in a strange location, but you cannot remember how you got here. Everything is hazy, as though viewed through a gauze...
  
  You are on a path through a blighted forest. The trees are sickly, and there is no undergrowth at all. One tree here looks climbable. The path, which ends here, continues to the northeast.
  
  A hellhound is racing straight toward you, its open jaws displaying rows of razor-sharp teeth.
  
  > wake up
  As you wake up, Frobar sticks his head in the door and invites you shopping. When you return late that evening, you find the Guild Hall sacked, and many fellow Enchanters slaughtered. Servants of evil, teeth smeared with blood, fall upon you as well. A menacing voice echoes about the room. "Pathetic Enchanters ... Who can save you now?"
  
  Some days it just doesn't pay to wake up.
  Your score is 0 of a possible 400, in 0 moves. This puts you in the class of Charlatan.
  
  Would you like to restart the game from the beginning, restore a saved game position, or end this session of the game? (Type RESTART, RESTORE, or QUIT):
  
  > wait for a while
  Time passes...
  
  The hellhound reaches you and tears you apart with its powerful teeth.
  
  ...and a moment later you wake up in a cold sweat and realize you've been dreaming.
  
  Your frotz spell seems to have worn off during the night, and it is now pitch black.
  
  > Frotz book
  There is an almost blinding flash of light as the spell book begins to glow! It slowly fades to a less painful level, but the spell book is now quite usable as a light source.
  
  Your Quarters, in the bed
  This is your chamber in the Hall of the Guild of Enchanters, with a doorway to the west. A private chamber is a great privilege, especially for an Enchanter as young as yourself, but how many Enchanters can say they defeated the infamous Krill?
  
  > Go west
  Rooms lie to the east and west from this north-south corridor. A heavy wooden door, currently closed, 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.
  
  > get all
  ochre vial: Taken.
  calendar: Taken.
  depleted matchbook: Taken.
  
  > go east
  Affixed to the southern arch is an ornate brass receptacle, intended for use by messengers.
  
  > Open receptacle
  Opened.
  
  > put the matchbook in the receptacle
  Done.
  
  > Drink potion
  The potion was completely tasteless.
  
  > Go west
  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.
  
  > look behind the hanging
  As you move the tapestry, a key falls out from behind it and lands on the floor.
  
  "Squawk! Where did I leave my spectacles? Squawk!"
  
  > get the key
  Taken.
  
  > open the drawer
  Opening the desk drawer reveals a tiny box, an infotater, and a journal.
  
  > open the box
  Opening the tiny box reveals a magic amulet.
  
  > get AMULET
  You are now wearing the magic amulet.
  
  "Squawk! Now where can I hide this key? Squawk!"
  
  > Open journal
  (with the key)
  The journal springs open.
  
  "Squawk! You should never have let down your mindshield, you doddering old Enchanter. Squawk!"
  
  > read the journal
  (taking the journal first)
  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: rotgrub".
  
  > Drop journal
  Dropped.
  
  The Guild Hall doorbell chimes.
  
  "Squawk! This tea is cold! Get me another cup. Squawk!"
  
  > drop the key
  Dropped.
  
  "Squawk! Where did I leave my spectacles? Squawk!"
  
  > go to the west
  Helistar is one of the foremost members of the Circle, and this is her private chamber.
  Among Helistar's possessions is a scroll, new and shiny.
  
  > read the scroll
  The scroll reads "gaspar spell: provide for your own resurrection".
  
  > Gnusto gaspar
  Your spell book begins to glow softly. Slowly, ornately, the words of the gaspar 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 east
  This is the room of Frobar the Enchanter. There isn't much here in the way of furnishings, Frobar being a pretty dull kind of guy.
  
  > look in the receptacle
  Opening the receptacle reveals an orange vial, and an issue of Popular Enchanting.
  
  > Gnusto meef
  You must have a legible spell scroll in your hands before the gnusto spell will work on it.
  
  > read the scroll
  (taking the dusty scroll first)
  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 west
  Affixed to the southern arch is an ornate brass receptacle, intended for use by messengers.