text: > describe your surroundings
  Centuries ago, Malygris captured the great alchemist Metastasio and forced him to work in this laboratory. Most of his equipment is now gone, but one curious machine remains.
  
  An exit leads north (to Entrance Hall).
  
  > go north
  The vast entrance hall is empty, silent, foreboding. Skull-sized rubies project a red light far too bright for the eyes of a human.
  
  The air is full of the tiny brown spores of the rust moss.
  
  Exits lead north (to Drawing Room), south (to Alchemical Laboratory), west and up (to Portal Room).
  
  > go west
  Mirrors surround you on all sides in an impossible geometry. Myriad reflections follow your every movement -- though some, always in the corner of your eyes, seem to behave differently.
  
  The air is full of the tiny brown spores of the rust moss.
  
  You can see a tormenting necklace (reflected thousandfold) here.
  
  Exits lead north, east (to Entrance Hall) and up (to Library).
  
  > look at the necklace
  This monstrous necklace is made of shards of glass, fossilised teeth, broken points of daggers and thorns. It is imbued with a magic that deals paralysing pain to anyone who is wounded in combat. (This necklace lowers the initiative of anyone who gets hit -- including you -- thus increasing the probability that a successful attacker can immediately act again.)
  
  > get necklace
  Taken.
  
  As rust spores whirl around the room, the smoke grenade rusts.
  
  > go to the north
  This huge hall is filled with the radiant images of warriors long dead, fighting their bloody battles over and over again. You see several knights in plate armour struggling to reach the shores of a swamp, while the land retreats before them as if it were alive -- but the scene changes before you can focus on any details.
  
  The air is full of the tiny brown spores of the rust moss.
  
  Exits lead south (to Hall of Mirrors), east (to Drawing Room), west and up.
  
  > go to the west
  Exactly half of the room is black, and exactly half of it is white. This is the temple of Isatzo, the god of balance, whose statue stands in the center, one arm stretched out to each side.
  
  The air is full of the tiny brown spores of the rust moss.
  
  You can see a rusted executioner's axe and a rusted war mask here.
  
  An exit leads east (to Phantasmagoria).
  
  > spray the fungicide
  You spray the fungicide all around. The rust spores blacken and wither.
  
  > look at the mask
  This warlike metal mask is painted with the holy symbols of Aite, and is a sacred object of her religion.
  
  > examine the statue
  Made of grey stone, the statue of Isatzo offers one healing and one punishing hand to the world. He looks on mankind with one auspicious and one dropping eye, in equal scale weighing delight and dole.
  
  > go east
  This huge hall is filled with the radiant images of warriors long dead, fighting their bloody battles over and over again. You see vast armies of skeletons clash while their masters pray for the help of forbidden deities -- but the scene changes before you can focus on any details.
  
  The air is full of the tiny brown spores of the rust moss.
  
  Exits lead south (to Hall of Mirrors), east (to Drawing Room), west (to Temple of Isatzo) and up.
  
  > spray the fungicide
  You spray the fungicide all around. The rust spores blacken and wither.
  
  Clouds of rust spores drift into the room.
  
  > Up
  The famous workshop of the master of Algir has been transported here in all its glory. A huge forge dominates the room.
  
  The air is full of the tiny brown spores of the rust moss.
  
  A pale druidess stands here, murmuring to herself in a language you have never heard.
  
  You can also see five flash grenades and a cloak of shadows here.
  
  Exits lead north, south (to Library) and down (to Phantasmagoria).
  
  > Retreat
  Deciding that discretion is the better part of valour, you bravely run away.
  
  This huge hall is filled with the radiant images of warriors long dead, fighting their bloody battles over and over again. You see several knights in plate armour struggling to reach the shores of a swamp, while the land retreats before them as if it were alive -- but the scene changes before you can focus on any details.
  
  The air is full of the tiny brown spores of the rust moss.
  
  Exits lead south (to Hall of Mirrors), east (to Drawing Room), west (to Temple of Isatzo) and up (to Workshop of the Blademaster).
  
  > spray the fungicide
  You spray the fungicide all around. The rust spores blacken and wither.
  
  > Status
  Health: 24 of 20
  Attack: 3
  Defence: 9
  Perception: 5
  Dexterity: 5
  Willpower: 6
  Since you are strengthened by blood, hitting an enemy gives you a temporary damage bonus. (Level 1)
  
  > Trophies
  The following creatures have been vanquished:
  - the swarm of daggers (level 1)
  - the blood ape (level 1)
  
  > R.
  You have not yet explored:
  - the north exit of Workshop of the Blademaster (which lies up from here)
  - the down exit of the Drawing Room (which lies east from here)
  
  You have visited the following rooms: Entrance Hall (south), Hall of Mirrors (south), Phantasmagoria (here), Temple of Isatzo (west), Workshop of the Blademaster (up), Alchemical Laboratory (south), Portal Room (south), Library (south), Drawing Room (east).
  
  You have seen the following creatures in these locations:
  - the rusted chain golem (level 2) in Drawing Room (which lies east from here)
  - the mindslug (level 3) in Library (which lies south from here)
  - Fafhrd (level 0) in Library (which lies south from here)
  - Mouser (level 0) in Library (which lies south from here)
  - Bodmall (level 4) in Workshop of the Blademaster (which lies up from here)
  
  Tip: you can "pray" in any temple.
  
  > go east
  This otherwise unremarkable room has been decorated with a fascinating drawing.
  
  The air is full of the tiny brown spores of the rust moss.
  
  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 TWAN METIER here.
  
  Exits lead south (to Entrance Hall), west (to Phantasmagoria) and down.
  
  The rusted chain golem starts rotating slowly, spinning its chains around its core.
  
  > concentrate
  You concentrate, and are now mildly concentrated.
  
  As rust spores whirl around the room, the dagger of draining rusts.
  
  The rusted chain golem speeds up, its chains whirling through the air.
  
  As rust spores whirl around the room, Fafhrd's sword rusts.
  
  As rust spores whirl around the room, the crown of the empire rusts.
  
  > concentrate
  You concentrate, and are now quite concentrated.
  
  The rusted chain golem spins even faster, audibly slashing the air with its whip-like metal appendages.
  
  > Attack
  (the rusted chain golem)
  The chain golem lashes out with a heavy iron chain, trying to stop the attack.
  
  You attempt to duck under the whirling chains. You roll 8 + 5 (dexterity score) = 13 against a target number of 10, succeeding at the dexterity check.
  
  Rolling 3 + 3 (inherent bonus) + 4 (concentration) - 2 (defender parrying) + 3 (tension) = 11, you beat the rusted chain golem's defence rating of 8.
  
  You deal 5 + 2 (concentration) + 2 (tension) + 1 (inherent bonus) = 10 damage, wounding the rusted chain golem to 6 health.
  
  Unbalanced by the hit, the chain golem stops spinning.
  
  The rusted chain golem starts rotating slowly, spinning its chains around its core.
  
  > Attack
  (the rusted chain golem)
  The rusted chain golem speeds up, its chains whirling through the air.
  
  You attempt to duck under the whirling chains. You roll 9 + 5 (dexterity score) = 14 against a target number of 9, succeeding at the dexterity check.
  
  Rolling 9 + 3 (inherent bonus) + 1 (tension) = 13, you beat the rusted chain golem's defence rating of 8.
  
  You deal 5 + 1 (tension) + 1 (inherent bonus) + 3 (power of the ape) = 10 damage, killing the rusted chain golem.
  
  The chains lash out one final time, blindly seeking prey -- but fall down limply before they can hit anyone. With thousands of hard metal clicks they start falling asunder.
  
  As the chain golem bursts apart into its constituent links, you feel the soul that animated it absorbed into your own body. (Power of the chains: +2 attack, +2 damage, +1 defence, +12 health, and the lash skill.)
  
  The violence of the absorption drives the power of the ape out of your body. Absorbing a soul has fully healed you.