text: > look at your surroundings
  The smell of decay here is overwhelming. A large pile of human body parts lies in a corner.
  
  You can see a pair of nunchucks, the crown of the empire, a gilded rapier and an executioner's axe here.
  
  Exits lead north (to Entrance Hall), east (to Hall of Mirrors) and down (to Drawing Room).
  
  > Down
  This otherwise unremarkable room has been decorated with a fascinating drawing.
  
  The room is dominated by a chain golem, a moving mass of iron and copper chains, both thick and thin, that hulks in its center.
  
  You can also see a scroll labelled NAAR OD ERAE, a smoke grenade and three flash grenades here.
  
  An exit leads up (to Quartering Room).
  
  The chain golem starts rotating slowly, spinning its chains around its core.
  
  > throw the rust grenade
  You throw the rust grenade, and it immediately releases a cloud of rust spores!
  
  The chain golem speeds up, its chains whirling through the air.
  
  As rust spores whirl around the room, the flash grenade rusts.
  
  > throw the flash grenade
  You throw the flash grenade, and a blinding light burns away the retinae of anyone unlucky enough to look at it, that is, you.
  
  As rust spores whirl around the room, the flash grenade rusts.
  
  Several of the spinning chains attempt to smash themselves into you.
  
  > Dodge
  You get ready for quick evasive maneuvers.
  
  Rolling 3 + 1 (inherent bonus) + 4 (concentration) - 2 (defender dodging) + 2 (tension) + 2 (defender blind) = 10, the chain golem beats your defence rating of 9.
  
  The chain golem deals 2 + 1 (tension) + 4 (golem spinning) = 7 damage, wounding you to 18 health.
  
  > look at the fungicide
  This weird contraption contains a powerful fungus killing substance. Spraying it will immediately clear a room of all spores.
  
  > Retreat
  Deciding that discretion is the better part of valour, you bravely run away.
  
  Rolling 3 + 1 (inherent bonus) + 2 (defender blind) = 6, the chain golem does not overcome your defence rating of 9.
  
  The smell of decay here is overwhelming. A large pile of human body parts lies in a corner.
  
  You can feel a pair of nunchucks, the crown of the empire, a gilded rapier and an executioner's axe here.
  
  Exits lead north (to Entrance Hall), east (to Hall of Mirrors) and down (to Drawing Room).
  
  > Status
  Health: 18 of 25
  Attack: 3
  Defence: 9
  Perception: 5
  Dexterity: 5
  Willpower: 5
  You are blind.
  You have the stun skill: you can try to stun an enemy; this means you attack with a -2 damage penalty, but if you hit you will decrease the opponent's effectiveness for several rounds. (Level 1)
  
  > remember
  You have not yet explored:
  - the up exit of the Entrance Hall (which lies north from here)
  - the east exit of the Temple of Sul (which lies north from here)
  
  You have visited the following rooms: Entrance Hall (north), Hall of Mirrors (east), Phantasmagoria (north), Bridge of Doom (north), Temple of Nomos (north), Temple of Aite (north), Temple of Sul (north), Alchemical Laboratory (north), Portal Room (north), Drawing Room (down), Quartering Room (here).
  
  You have seen the following creatures in these locations:
  - the chain golem (level 2) in Drawing Room (which lies down from here) - the mindslug (level 3) in Temple of Sul (which lies north from here) - Fafhrd (level 0) in Temple of Sul (which lies north from here)
  - Mouser (level 0) in Temple of Sul (which lies north from here)
  - the healer of Aite (level 4) in Hall of Mirrors (which lies east from here)
  - the tormentor of Aite (level 4) in Hall of Mirrors (which lies east from here)
  - the defender of Aite (level 4) in Hall of Mirrors (which lies east from here)
  - Malygris (level 5) in Temple of Aite (which lies north from here)
  
  Tip: if a fight proves too much for you, try to "retreat". On entering a room for the first time, you can always retreat for free.
  
  > take all
  pair of nunchucks: Taken.
  crown of the empire: Taken.
  gilded rapier: Taken.
  executioner's axe: Taken.
  
  > Wield axe
  You ready the executioner's axe.
  
  > go to Entrance Hall
  The vast entrance hall is empty, silent, foreboding. Skull-sized rubies project a red light far too bright for the eyes of a human.
  
  Exits lead south (to Quartering Room), east (to Phantasmagoria), west (to Temple of Nomos) and up.
  
  > Up
  Hundreds of books line the walls of this magnificent library, a bigger collection than the already legendary one of the marquis of Savon. Malygris even has a scroll analyser installed.
  
  A skull-sized ball of gooish, undulating flesh jumps up and down ponderously. It is a jumping bomb, gathering speed and preparing to launch itself at one of its enemies.
  
  You can also feel two scrolls labelled CISTROB JIRSGEV, a scroll labelled MORT EILYSH and a fragmentation grenade here.
  
  Exits lead west (to Temple of Sul) and down (to Entrance Hall).
  
  > examine the Flesh
  (the jumping bomb)
  Connoisseurs consider these jumping balls of red meat to be among the most exciting spectacles of Yahvinna's annual Feast of Flesh. To the slaves and convicts down in the arena, whose limbs the spectators hope to have blown into their lap, the jumping bombs also bring excitement, though of a wholly different type.
  
  The jumping bomb is a level two hostile creature.
  
  > Status
  Health: 18 of 25
  Attack: 3
  Defence: 9
  Perception: 5
  Dexterity: 5
  Willpower: 5
  You are blind.
  You have the stun skill: you can try to stun an enemy; this means you attack with a -2 damage penalty, but if you hit you will decrease the opponent's effectiveness for several rounds. (Level 1)
  
  > Attack
  (the jumping bomb)
  Attacking is an action, not a reaction.
  
  > Dodge
  You get ready for quick evasive maneuvers.
  
  Rolling 5 - 2 (inherent penalty) + 4 (concentration) - 3 (defender dodging) + 3 (tension) + 2 (defender blind) - 4 (lower concentration bonus for jumping bomb) = 5, the jumping bomb does not overcome your defence rating of 9.
  
  > Attack
  (the jumping bomb)
  The jumping bomb attempts to bump out of the way.
  
  Rolling 5 + 3 (inherent bonus) + 8 (concentration) - 3 (defender dodging) - 3 (executioner's axe penalty) + 3 (tension) - 3 (blindness) = 10, you beat the jumping bomb's defence rating of 8.
  
  You deal 7 + 4 (concentration) + 2 (tension) + 2 (executioner's axe benefits from tension) = 15 damage, killing the jumping bomb.
  
  As the last of its blood flows out of the jumping bomb, it goes limp and falls to the floor like a punctured balloon.
  
  As the bomb deflates, you feel its insane, beastly soul absorbed into your own body. (Power of the bomb: +2 attack, +2 defence, +10 health, and you will now explode when killed, giving you a last chance to defeat your enemy and perhaps absorb his soul in the process.)
  
  The violence of the absorption drives the power of Miranda out of your body. Absorbing a soul has fully healed you.
  
  You have been awarded the Adventurer achievement!