text: > Go down
  It takes only a squishy, acidic moment to confirm your fears: that "passage" leads only to more GULLET.
  
  You can feel your flesh sizzling as the DIGESTIVE JUICES continue to rise ...
  
  > go west
  This is a peaceful forest of tall pines, with a well-worn road leading west, toward the SEASHORE, and east.
  
  > go west
  An elderly LIGHTHOUSE is here (you could go IN), warning ships against the dangers of the rocky coastline. This stretch includes some soft sand as well as rocks ... a small beach looking out on the SEA OF GREAT PERIL. Over some bluffs to the immediate south, you can hear the sounds of the SLAVER KING'S harbor town. To the east are some pines.
  
  > enter
  This old LIGHTHOUSE is in poor repair, but not quite abandoned. While no one seems to live here, you suppose it may be operated by a magic spell, or by someone keeping watch from the nearby harbor.
  
  You can see an ENORMOUS LAMP here.
  
  > use SWORD N the sea monster
  Thou art a barbarian, 'tis true, but even thou canst masterest wise use of the ACTION COMMANDS. The HELP command may offer some remedy.
  
  > Assail gullet
  I beggest thy pardon? Refer to your game manual for assistance.
  
  > Assail sea monster
  Your attempts come to naught. But, in fairness, dissolving in DIGESTIVE JUICES might distract anyone.
  
  You can feel your flesh sizzling as the DIGESTIVE JUICES continue to rise ...
  
  > use SWORD on the sea monster
  Thou art only accustomed to ASSAILING things with a GLADIUS SWORD, preferably in a frothing, bloody rage filled with lusty war-oaths, suggestive hip-thrusts and savage leering.
  
  You can feel your flesh sizzling as the DIGESTIVE JUICES continue to rise ...
  
  > regard FLESH
  You've heard of these blasphemous items ... warped dolls fashioned from the real flesh of the powerful, used to appease dark godlings and great demons. This one bears a remarkable resemblance to DARTH VIRAXIS of the VIRAXIAN EMPIRE.
  
  You can feel your flesh sizzling as the DIGESTIVE JUICES continue to rise ...
  
  > regard the eye patch
  You can tell it's authentically the EYEPATCH OF ODIN because there is a tag, in the old runes: "PROPERTY OF ODIN ALL-FATHER. RETURNEST IFFETH FOUND."
  
  You can feel your flesh sizzling as the DIGESTIVE JUICES continue to rise ...
  
  > Inventory
  You bear the following (both on your person and stashed in your trusty THESKIAN DUFFEL BAG): some STINKY BAIT, a SUIT OF BURLAP ARMOR (being worn), a FLASHLIGHT, an ABSORBENT SPACE-RAG and a GLADIUS SWORD (held at the ready).
  
  > go south
  This busy MARKETPLACE is the heart of the town, nestled against the mighty GATES of the CASTLE. You are careful to keep a low profile here, directly beneath the looming facade of the SLAVER KING'S own citadel.
  
  A lone GUARD stands watch before the GATES, staring ahead dutifully and ignoring the throng of the MARKETPLACE.
  
  A group of goodwives walks past, discussing what soundeth like interesting gossip.
  
  > regard goodwives
  The peoples and sundries of the realm are much like any other thou hast seen.
  
  > regard GATES
  The CASTLE GATES are constructed of great blocks of BASALTIC WIZARD-STONE, quarried by slaves, sledged here by slaves, cut by slaves and placed by slaves. The great PORTCULLIS is currently down, preventing entry.
  
  > use the stone
  "Back off from there, boy." says the GUARD. "That belongs to the SLAVER KING, and isn't for filthy savages the likes of you."
  
  > regard the marketplace
  This busy MARKETPLACE is the heart of the town, nestled against the mighty GATES of the CASTLE. You are careful to keep a low profile here, directly beneath the looming facade of the SLAVER KING'S own citadel.
  
  A lone GUARD stands watch before the GATES, staring ahead dutifully and ignoring the throng of the MARKETPLACE.
  
  > Go south
  You tread carefully, here. This is the city of the SLAVER KING, and he may have spies anywhere! Fortunately, the crowd here at the docks is a varied, noisy mass of people and creatures from all corners of Vanth. The MARKETPLACE further north surrounds the CASTLE entrance. The DARK ALLEYWAY immediately south might offer shelter if the guards come running.
  
  A GROUP OF PIRATES stands around the gangplank of a mighty PIRATE SHIP, deciding who may or may not go IN.
  
  "Look here," says one pirate to another, "A barbarian, and clearly no pirate. He doesn't even stink of rum!"
  
  > regard the pirates
  Ye've ne'er seen a mangier lot of cutthroats, on land or sea. Arr.
  
  > Arr
  Thou art a barbarian, 'tis true, but even thou canst masterest wise use of the ACTION COMMANDS. Your game manual, or the HELP command, might give aid and succor.
  
  > Enter
  "Avast ye! Pirates only, barbarian matey!"
  
  "'Ere now," says a pirate, "See that barbarian? He's got no peg-leg, so clearly he's no pirate!"
  
  > go to the south
  Places like this wretched ALLEYWAY make you yearn for the clean air and freedom of the open country. Buildings lean against one another, far above your head, and RATS scurry around the base of a large BARREL. To the north lay the bustling quayside. To the south, you could easily scramble over the city wall and up a brambly hill.
  
  Light shines from a half-open doorway nearby, you could go IN if you wanted. The air from the doorway smells of subtle perfumes and spices.
  
  > Regard BARREL
  The BARREL is a sturdy thing, filled with rainwater and foul city-dweller trash.
  
  > Assail BARREL
  Thy savage might and lust for vengeance could be put to better use than that, barbarian.
  
  > enter BARREL
  The BARREL seemeth less than comfy.
  
  > Assail RATS
  You lash out at the RATS, but they just scurry into nearby hidey-holes, their twitchy tails vanishing like a child's last slurp of THESKIAN SPAGHETTI.
  
  > regard the SPAGHETTI
  I beggest thy pardon? Refer to your game manual for assistance.
  
  > Go inside
  Before you can move on, a SHADY CHARACTER catches your attention with a "pssst!"
  
  You look down and see a HOBLING. "Barbarian," he says, "I can see you're new here in the ALLEYWAY. I should explain a thing or two." He looks both ways carefully before he continues. "This ALLEYWAY here ... if you ever want to stash anything, there's no safer place than right here. Me and the boys, we look after it, see."
  
  He sees the doubt on your features, and smiles. "We're CRIMINALS around here, sure. But we don't steal nuffin'! We're
  adventuring types, see. Strictly delving. Open a few doors, disarm a few death-traps? It's a living."
  
  "And more important ..." he hikes a thumb toward the half-open doorway. "That is the business place of VESSA, who we call THE DELICATE DOXY. She's a very fine girl, and she's a
  sweetheart, see. So if we hear about you roughin' her up or
  scarin' her, well ... we might 'revoke-your-access,' if you know what I'm saying."
  
  You don't know what he's saying, so you nod grimly. He smiles "You're okay, barbarian. Yes, sir." Then, he slips away into the shadows.
  
  Places like this wretched ALLEYWAY make you yearn for the clean air and freedom of the open country. Buildings lean against one another, far above your head. There is a large BARREL here, presently devoid of scurrying RATS. To the north lay the bustling quayside. To the south, you could easily scramble over the city wall and up a brambly hill.
  
  > Go inside
  You find yourself in a soft maze of colored veils, leading to a large bed piled with furs and cloth pillows. There are no candles or oil-lamps here, but rather globes of red glass lit by magic, pulsing with the rhythm of soft music.
  
  A young WOMAN reclines on the bed, REGARDING you quietly over the edge of a SCROLL she's writing in. Her eyes are piercing, her grin casual and playful. This must be VESSA herself, the DELICATE DOXY.
  
  VESSA slips the SCROLL under a pillow, and looks to you to make the next move.
  
  > Regard vessa
  True to her reputation, VESSA is almost too delicate for a neighborhood so rough as the DARK ALLEYWAY outside. Despite her small size and tempting curves, however, your keen Warrior's awareness detects an inner ferocity, and her eyes are bright with intellect, cunning ... even wickedness.
  
  > Parley vessa
  Prithee pardon, barbarian? Refer to your game manual for assistance.
  
  > Parley with VESSA
  "Welcome to my BOUDOIR, barbarian," she says with an arched eyebrow, plainly observing your manly form. "The arrangements here are easy ... just bring me something suitable as payment, some little bauble or treasure you have no need of. In exchange, I will sate your appetites and refresh you for your battles ahead."
  
  > go east
  Places like this wretched ALLEYWAY make you yearn for the clean air and freedom of the open country. Buildings lean against one another, far above your head, and RATS scurry around the base of a large BARREL. To the north lay the bustling quayside. To the south, you could easily scramble over the city wall and up a brambly hill.
  
  Light shines from a half-open doorway nearby, you could go IN if you wanted. The air from the doorway smells of subtle perfumes and spices.
  
  > go to the south
  This dismal GRAVEYARD sits on a hill cloaked in mist, overlooking the SLAVER KING'S seedy SEAPORT to the north. There are hundreds of gravestones, some cracked with centuries of age, some quite new. There is a single large TOMB that a brave soul might choose to ENTER.
  
  This GRAVEYARD seems particularly un-rested tonight, as dozens of LIVING KLENGON DEAD begin to claw their way out of the graves to destroy the living!
  
  Several of the LIVING KLENGON DEAD advance at once, restricting your opportunities for escape and carving into you with an assortment of weapons! You have suffered 1 hit of damage!
  
  > Assail dead
  You could have sworn your aim was true, but your quarry was already elsewhere! A miss!
  
  The LIVING KLENGON DEAD move slowly, but there are so many of them, clawing, clawing! You have suffered 2 hits of damage!
  
  > Assail dead
  By Huron's truculent toe-demon! A mighty blow! You scored 4 points
  of damage!
  
  The LIVING KLENGON DEAD shuffle and moan and cluster together, as if awaiting infernal orders to destroy you.
  
  > Assail dead
  You attack with all your might! You scored 5 points of
  damage!
  
  You are briefly overwhelmed by the mass of LIVING KLENGON DEAD. While mowing two of them down, three others strike! You have suffered 2
  hits of damage!
  
  > Assail dead
  Your foe is astonished by your speed as you strike hard! You
  scored 7 points of damage!
  
  The LIVING KLENGON DEAD, though corpses a-rotting, fight with the arrogance of living KLENGONS and the snarling leers to boot! You
  have suffered 2 hits of damage!
  
  > Assail dead
  By Huron's reprehensible table-manners, a fine hit! You scored 5 points of damage!
  
  Several of the LIVING KLENGON DEAD advance at once, restricting your opportunities for escape and carving into you with an assortment of weapons! You have suffered 2 hits of damage!
  
  > Assail dead
  By Huron's hoary homburg! Thine arm hath failed thee!
  
  The LIVING KLENGON DEAD move slowly, but there are so many of them, clawing, clawing! You have suffered 2 hits of damage!
  
  > Assail dead
  You hit hard, snarling with rage! You scored 5 points of
  damage!
  
  The LIVING KLENGON DEAD, though corpses a-rotting, fight with the arrogance of living KLENGONS and the snarling leers to boot! You
  have suffered 2 hits of damage!
  
  > Assail dead
  You are quick, but your foe was quicker that time. A miss!
  
  The LIVING KLENGON DEAD shuffle and moan and cluster together, as if awaiting infernal orders to destroy you.
  
  > Assail dead
  You lash out with the rage of your barbarian ancestors! You scored
  9 points of damage!
  
  You are briefly overwhelmed by the mass of LIVING KLENGON DEAD. While mowing two of them down, three others strike! You have suffered 2
  hits of damage!
  
  > Assail dead
  By Huron's non-Euclidean necktie, a blow to be remembered! You
  scored 6 points of damage!
  
  The LIVING KLENGON DEAD move slowly, but there are so many of them, clawing, clawing! You have suffered 2 hits of damage!
  
  > Assail dead
  Sa-ho! A mighty attack! You scored 8 points of damage, leaving the LIVING KLENGON DEAD at your mercy!
  
  The LIVING KLENGON DEAD are defeated!
  
  You rummage through the remains and find something of interest.
  
  This dismal GRAVEYARD sits on a hill cloaked in mist, overlooking the SLAVER KING'S seedy SEAPORT to the north. There are hundreds of gravestones, some cracked with centuries of age, some quite new. There is a single large TOMB that a brave soul might choose to ENTER.
  
  You can see a SUIT OF CHAINMAIL ARMOR here.
  
  > get the chainmai
  A whammy on your demonic keyboard! Refer to your game manual for assistance.
  
  > regard the chainmail
  It's heavier and slower than you like, but the protection is useful.
  
  > use the chainmail
  You remove the SUIT OF BURLAP ARMOR, and replace it with the SUIT OF CHAINMAIL ARMOR. Now you are well-suited for bloody mayhem!
  
  > regard TOMB
  A quick visit to the TOMB wouldst satisfy thy curiosity.