text: > Go downward
  stairs - iron walls and two identical passages, this time to the southeast and southwest. A strange control panel takes up a good bit of the curving northern wall. One unique feature of the chamber is a winding spiral stair in the center of the room that climbs up into darkness.
  
  There's a dead man lying on the floor here. His neck's been
  snapped.
  
  > Go south
  You're standing about halfway down a long north-south hall. Specks
  of red minerals in the black marble floor catch the pale green lamplight, glinting eerily. A growing and ever-present feeling of evil permeates the hall, seeming to throb with diabolical intensity.
  
  > Go south
  The hall terminates before a great open doorway to the south. The doorway is finished in solid silver streaked with ebony, and carved in the shape of a gigantic snaggletoothed mouth. It's quite a disconcerting image, especially since beyond the doorway is only darkness. A narrow hallway runs west, and a wooden door to the east is open. You could also travel up the hallway to the north.
  
  You see a skull key here.
  
  You're feeling really hungry. You should find some food soon or you'll pass out from lack of nutrition.
  
  > eat Cube
  The cube is absolutely tasteless, but relatively filling.
  
  > Go east
  You're standing in a large square chamber cut from the living rock.
  The ceiling is domed overhead, and the light-globe hanging from the ceiling is now dark. Passages run west and south.
  
  A group of small children is sitting on the floor here, playing with
  a collection of toys. They're all rather dangerous-looking for such tiny tots.
  
  > Go south
  You're standing in a small square chamber. The walls are plush
  black velvet, and the floor is padded. There's not a dangerous surface in sight, and the room is completely empty. A passage runs north.
  
  Deep in your bones, you feel that this must be the Inner Nursery of which the demons spoke. Where is the fair Amanda? There's no sign of her, but you must be nearing the end of your quest. [20]
  
  There's a small boy here, looking a bit lost and forlorn. His gaze disturbs you; the child seems palpably evil. "Want toy," he mutters. His voice is low and gutteral.
  
  > give the ball to the boy
  The boy examines the whiffleball briefly, then shrugs and turns away.
  
  > look at the boy
  The child is quite odd-looking. He's extremely pale, with jet-black hair. Liquid brown eyes fix you with a penetrating stare. Do his ears truly taper to a slight point, or are you imagining things? "Want toy," he mutters. His voice is low and gutteral.
  
  > check your inventory
  You have a robe (being worn), a pair of boots (being worn), some coveralls (being worn), a Geiger counter, a mass of insulation, a pillow, a shiny knife, a wine bottle, a small cardboard box, and a white ball.
  
  > Go west
  The hall terminates before a great open doorway to the south. The doorway is finished in solid silver streaked with ebony, and carved in the shape of a gigantic snaggletoothed mouth. It's quite a disconcerting image, especially since beyond the doorway is only darkness. A narrow hallway runs west, and a wooden door to the east is open. You could also travel up the hallway to the north.
  
  You see a skull key here.
  
  > Go north
  You're standing about halfway down a long north-south hall. Specks
  of red minerals in the black marble floor catch the pale green lamplight, glinting eerily. A growing and ever-present feeling of evil permeates the hall, seeming to throb with diabolical intensity.
  
  > go to the north-west
  You're standing in yet another round chamber deep in the bowels of Unnkulia. The iron-plated walls drip with moisture and oil, and the harsh, metallic odor of machinery is ever-present and overpowering. Identical passages run northeast and southeast, and a narrower hallway runs southwest. There's a sealed door to the west, with no apparent means of opening it.
  
  > examine the panel
  The control panel is a maze of readouts and switches. You wouldn't know what to turn first. The panel's power appears to be off; all the readouts are dark. However, one large white dial in the very center of the panel looks promising. There's a cube-shaped hole next to the dial. Stuck in the hole is a black cube.
  
  > Go upward
  a deep metal shaft. The shaft is dark. A cold breeze wafts up from below, making you shiver.
  
  Underneath you, through the catwalk, you can see the control room.
  A narrow metal stair leads down to the chamber, and the catwalk curves around the shaft to the southwest and southeast.
  
  > put the insulation in the shaft
  You drop the mass of insulation down the shaft. You hear a faint splash far below.
  
  > enter the shaft
  Taking a deep breath, you slide down the shaft, holding your lamp out and trying to see the bottom. You pick up speed, and even have time to examine the shaft briefly on the way down - it's quite deep, and the walls are all smooth and mirrored. Suddenly, you see water below you, and take a deep breath. Luckily, you land on a soggy pile of fiberglass. Though it's not the safest stuff to land on, it and the water combine to help break your fall. You stand and find yourself -
  
  You're splashing around in about two feet of water in a spherical chamber at the base of a deep shaft. The water is clear, but quite warm. A short, thick rod of dull metal extends up from the center of the floor. To the west is an open doorway, just above the water line. There's no other exit from this chamber; you certainly can't climb the sheer walls of the shaft.
  
  You see a yellow ball and a mass of insulation here.
  
  > get all
  yellow ball: Taken.
  mass of insulation: Taken.
  
  > examine the rod
  The rod's made out of a dull gray metal. It appears to be glowing. It's planted in the very center of the floor; only the top inch or so extends above the surface of the water.
  
  > examine the ball
  Which ball do you mean, the white ball, or the yellow ball?
  
  > Yellow
  The ball is yellow and full of holes. It's rather heavy. Tiny raised letters read "Acme Dam-Lite Whiphulbawl: 100% Swhiss Cheez!" [21] Interestingly, it appears to be completely unaffected by its harsh environment.
  
  > look at the water
  The water's quite murky and extremely hot, but you can bear the heat; you are, after all, a battle-scarred Valley Warrior.
  
  > examine doorway
  It's open.
  
  > go west
  As you step in the door, it seals behind you. Suddenly, it feels like the floor has dropped out from under you, and you sense yourself moving rapidly upward.
  
  You're standing in a very small square chamber. The walls and floor are padded black carpeting, and the ceiling is a dimly glowing panel. The entire eastern wall is a large door, currently sealed. You can't see any way of opening it. It feels like the entire room is shooting upward.
  
  > get the rod
  When you grasp the top of the rod, a horrible burning sensation runs up your arm, and you're forced to release it.
  
  > examine the carpeting
  Tiny raised lettering in the carpeting reads "Akmi Galaktikorp El-eh-vay-t'hor Karpit."
  
  > examine the panel
  The panel's lit up, bathing the room in a dim glow. Block lettering along one edge reads "Emergency Lighting."
  
  > Wait
  Time passes...
  
  Without warning, the square room ceases its upward motion, and the door slides open with a hiss.
  
  > go to the east
  You're standing in yet another round chamber deep in the bowels of Unnkulia. The iron-plated walls drip with moisture and oil, and the harsh, metallic odor of machinery is ever-present and overpowering. Identical passages run northeast and southeast, and a narrower hallway runs southwest. A doorway to the west stands open, revealing a small square chamber beyond.
  
  > Go southeast
  You're standing at the north end of a long, wide hall. The floor is black marble lined with red streaks; your boots clatter on the hard stone. The walls are carved wood, probably teak and oak. The northern wall curves outward and lined with iron. Two identical passages run northeast and northwest. You could also travel south down the hall.
  
  You're feeling a bit better now.
  
  > Go south
  You're standing about halfway down a long north-south hall. Specks
  of red minerals in the black marble floor catch the pale green lamplight, glinting eerily. A growing and ever-present feeling of evil permeates the hall, seeming to throb with diabolical intensity.
  
  > go south
  The hall terminates before a great open doorway to the south. The doorway is finished in solid silver streaked with ebony, and carved in the shape of a gigantic snaggletoothed mouth. It's quite a disconcerting image, especially since beyond the doorway is only darkness. A narrow hallway runs west, and a wooden door to the east is open. You could also travel up the hallway to the north.
  
  You see a skull key here.
  
  > give the yellow ball to the boy
  The boy's expression lights up. "Throw it me," he shouts.
  
  > throw the ball at boy
  Which ball do you mean, the white ball, or the yellow ball?
  
  > Yellow
  You throw the heavy yellow ball at the boy. Clumsily, the child tries to catch it, but since you threw it at him rather than to him, he fails. The ball strikes him on the head with an ominous thump. The boy shrieks, a horrible, grating sound. It's only a few seconds before the demon guards respond -
  
  > Yellow
  You toss the clumsily-weighted ball to the boy. To give the child credit, he attempts to field it, but misses. The ball strikes him in the chest and he falls backward, hitting his head. An ungodly wail fills the air as the kid howls, never once pausing for breath. It's only a matter of seconds before the demon guards arrive -
  
  > give mitt to the boy
  The boy snatches the mitt from your grasp and eyes you suspiciously. "Mine. Lost it. Daddy gave it me."
  
  > throw the yellow ball to boy
  You toss the clumsily-weighted ball to the boy, not really expecting him to field it. He surprises you - the ball lands in the very center of his mitt with a wet slurping sound. Cheez striking cheez - it's all you can do to keep from tossing your lunch.
  
  The boy lifts the ball to his mouth and takes a huge bite. A wicked smile crosses his face. "Yum," he snarls. Are his teeth pointed? And how can such a small boy look so unbelievably evil? Suddenly, the child races to the eastern wall and twists a knob of rock that you never would have found yourself. A section of the wall slides open, revealing a chamber beyond, and the child races through. "Where have you been, you little dickens!" you hear a motherly voice scold. With a start, you recognize the voice - the fair Lady Amanda! Is this the end of your quest?