text: > Go downwards
  Inside the ice-like spire, it is strangely warm, and the air is charged with crackling energies, but magic or someting else? Know ye not. OUTSIDE, the FROSTED UPLANDS are only a fractured blur. From here, you can make your way UP to the EERIE PINNACLE, where strange lights play.
  
  GUNWAR stays loyally at your side.
  
  > Go west
  The pine trees have the first dustings of winter, here, and you espy much more snow to the east, in the FROSTED UPLANDS. The runoff feeds a briskly-flowing stream, which flows west toward the CASTLE. Marshier country lay to the south.
  
  A bit upstream from you, a GRIZZLY BEAR is fishing for food, but not having much luck. The BEAR doesn't seem hostile.
  
  GUNWAR follows along, puffing on his pipe.
  
  GUNWAR chews on his pipe, thoughtfully. "Have ye ever done battle with a wild TARKUS? We met one in the hills east of the SHUNNED TOWNS, mutated so's it had twice as many gun-turrets. Nasty." He takes a long draw, then exhales. "We lost a lovely young ELF lass in the treads. Terrible, messy way to go."
  
  > Go south
  You stand in a dismal swamp, with the chitter of unpleasant life in every direction. Footing is torturous here, slowed by the grey murk sucking at your sandaled tread.
  
  There is a large, MOSSY STONE IDOL here. Even half-sunken in the mire, it stands a head taller than you, with crude, angry features.
  
  GUN totters along beside you.
  
  > Regard IDOL
  The features of the IDOL glare with stony, furious contempt, as if daring you to USE it.
  
  > Go east
  The great snow-capped PEAKS now loom above you, dramatic and craggy through the treetops. You can see a WINDING TRAIL leading south that would take you higher into the mountains.
  
  GUNWAR follows just a few steps behind you.
  
  > Regard PEAKS
  The BLEAK MOUNTAINS define the eastermost extent of the SLAVER KING'S domain. The highest is the craggy peak of MOUNT GELIDUS.
  
  > Go south
  This pathway is steep, and you're currently at a point where great rocks blocks your view of the SLAVER KING'S realm. The rise is too steep to the east, but you can continue the trail to the south if you want to climb all the way to the PEAK OF MOUNT GELIDUS.
  
  GUNWAR limps along at your side.
  
  > go to the south
  The view from the summit of MOUNT GELIDUS is enough to move even you, to give you a moment's peace from your savage thirst for vengeance. But only a moment. As you look down through the mists to the farms and forests stretching out to the SEA, the sight of the CASTLE of the SLAVER KING, framed in the distant sunset, reminds you of your purpose.
  
  The entrance to a forbidding CAVE is here, leading IN to the depths of the mountain.
  
  GUNWAR sticks close, keeping an eye out for danger.
  
  > regard CASTLE
  The CASTLE of the SLAVER KING towers higher than any citadel you know, and the fires of its turrets are visible far and wide in the SLAVER KING'S realm. It is said that the ceiling of the THRONE ROOM is high enough to house the tallest GIANT in all of VANTH.
  
  > Go inside
  The CAVE is damp, very dark, and smells strongly of the dead demons of the earth. There are other smells, too, for other wanderers have camped here not long ago. At the far end of the CAVE a swift and INKY SLUICE of water rushes into the unseen belly of the mountain.
  
  GUNWAR follows along.
  
  > Swim
  The bloodlust must be clouding your thoughts, barbarian. Refer to your game manual for assistance.
  
  > Go inside
  I'm not 100% certain what it is you wish to go IN to, barbarian. Now, 'tis true that even a humble computer might suppose that you
  might mean to ENTER THE INKY SLUICE, but considering the
  likely dangers of such an action, I would not presume to carry out such a command unless thou hast typest it, explicitly.
  
  > enter SLUICE
  GUNWAR says, "I'm no good for swimming, lad, not even in a nice comfy CAVE like this one. But I'll wait here for ye, and if you don't swim back out, I'll search down the MOUNTAIN to meet you at the other end."
  
  Trusting to fate, you enter the swift current of the INKY SLUICE. The current is so powerful that you're carried away immediately into TOTAL DARKNESS, and then submerged!
  
  The swift waters of the SLUICE arrive here after a long drop through a natural chute of stone. They broaden and deepen for a time before vanishing into darkness yet again, and you can stand on dry stone in a cavern filled with CRAWLING WHITE MOSS.
  
  > regard MOSS
  The slow, inching movement of the luminescent MOSS has never bothered you overmuch, but the collective sound of thousands of patches, each crawling softly, is very unpleasant.
  
  > seize MOSS
  But it's yucky!
  
  > check your inventory
  You bear the following (both on your person and stashed in your trusty THESKIAN DUFFEL BAG): a SUIT OF BURLAP ARMOR (currently un-used), a SUIT OF CHAINMAIL ARMOR (currently un-used), a SUIT OF KLENGON MAIL (currently un-used), an EAR OF CORN, a FLASHLIGHT, a SUIT OF IMPERVIUM PLATE-MAIL ARMOR (being worn), some SPICES, a DELICATELY-OILED CLOTH and a TWO-HANDED SWORD (held at the ready).
  
  > put SPICES on MOSS
  You'll need to be wiser than that to defeat the SLAVER KING. Refer to your game manual for assistance.
  
  > use MOSS
  Creative! But fruitless.
  
  > use FLASHLIGHT on MOSS
  You shine the FLASHLIGHT'S amazing ELECTRIC TECHNO-BEAM in the general direction of the CRAWLING WHITE MOSS, and experiment briefly with making the shadow of a DOG with your hand while thou art at it.
  
  > enter the water
  You approach the SLUICE at the far end of the CAVERN, where the waters run swift, and once again you find yourself sucked into icy darkness! But only a moment later, you are flying through the air in a sparkling spray of water and evening sunlight! And then landing hard on the ground! Ouch!
  
  A high WATERFALL cascades down from a mountain ridge above, foaming and roaring into a broad POOL of clean water. The result is a brilliant PRISMATIC SPRAY. The setting is very peaceful.
  
  Swimming in the crystalline POOL is a MAGIC FISH, chasing glittering insects that hover near the water's surface.
  
  > regard WATERFALL
  The WATERFALL cascades down from streams high up toward MOUNT GELIDUS. It's very lovely and refreshing. There's almost nowhere to stand, here, where you aren't catching some spray.
  
  > regard FISH
  It's just your typical MAGIC FISH. It seems to be watching you.
  
  > check your inventory
  You bear the following (both on your person and stashed in your trusty THESKIAN DUFFEL BAG): a SUIT OF BURLAP ARMOR (currently un-used), a SUIT OF CHAINMAIL ARMOR (currently un-used), a SUIT OF KLENGON MAIL (currently un-used), an EAR OF CORN, a FLASHLIGHT, a SUIT OF IMPERVIUM PLATE-MAIL ARMOR (being worn), some SPICES, a DELICATELY-OILED CLOTH and a TWO-HANDED SWORD (held at the ready).
  
  GUNWAR totters into view, moving as quickly as his PEG-LEG will allow. "I might have known ye'd be somewhere 'round the PRISMATIC SPRAY!"
  
  > use BAG on FISH
  The THESKIAN DUFFEL BAG is practically an extension of you; you've carried it since you were an infant, and it does its job without commands.
  
  > talk to GUN
  GUNWAR explains an ancient DWARF battlefield recipe for "HAUNTED QUICKSAND on a Shingle"
  
  > use the flash light on FISH
  I beggest thy pardon? Your game manual, or the HELP command, might give aid and succor.
  
  > talk to GUN
  GUNWAR tells a tale of his first adventure as a sailor, doing battle with ATOMIC OCTOPODES in a far corner of SALTY BAY.
  
  > talk to FISH
  If you're going to start talking to MAGIC FISH, you may as well just chat with your THESKIAN DUFFEL BAG.
  
  > Parley with GUNWAR
  You and GUNWAR chat for a while, and you do your best to follow his on-again off-again PIRATE slang.
  
  > Go west
  This is the edge of a great cliff, looking over a vast CHASM to the south. The mists are so heavy within that you can barely detect a raging river far, far below.
  
  A tiny TREE clings tenaciously to the edge of the cliff.
  
  GUNWAR trails along.
  
  > Go west
  Cracked remnants of walls and a stretch of weed-grown cobblestones tell of an old temple or abbey ... perhaps even a village. Whatever it was, it now lies in ROCKY RUIN. Poking through the remnants, you notice a shadowy archway leading IN to one small structure that remains intact.
  
  You can see a TELEPHONE POLE here.
  
  GUNWAR the PEG-LEG DWARF follows just a few steps behind you.
  
  > Regard RUIN
  Cracked remnants of walls and a stretch of weed-grown cobblestones tell of an old temple or abbey ... perhaps even a village. Whatever it was, it now lies in ROCKY RUIN. Poking through the remnants, you notice a shadowy archway leading IN to one small structure that remains intact.
  
  GUNWAR stands close at hand, twirling his AXE theatrically.
  
  You can also see a TELEPHONE POLE here.
  
  > go to the east
  This is the edge of a great cliff, looking over a vast CHASM to the south. The mists are so heavy within that you can barely detect a raging river far, far below.
  
  A tiny TREE clings tenaciously to the edge of the cliff.
  
  GUNWAR the PEG-LEG DWARF follows along, puffing on his pipe.
  
  > Go north
  The remains of FALLEN TREES are here, overgrown with ferns and surrounding a half-buried shack of once-fine metal, draped with canvas and pocked with rust. You are wise in the ways of these: they are the "space-ships" that brought men from dark places in the sky, ere they fell.
  
  You notice a hatchway hanging open; you could ENTER if you so desired. This remnant of a ROCKET seems abandoned.
  
  The BLUE END OF THE CABLE is here, sparking quietly with excess electrophasic power.
  
  GUNWAR limps along at your side.
  
  > Go east
  The forest here is mucky and warm, surrounding a sinkhole filled with iridescent, gently glowing water. Some huge PIPES lead from here into the ground, and they drip with a similar strange water. There is a foul electric odor here, and your vision swims. You can feel your body being overtaken by weakness!
  
  The RED END OF THE CABLE is here, suspended securely in the glowing water of the SUMP.
  
  You are weakening so quickly ... Your barbarian instinct is to get far from here ...
  
  GUNWAR follows you.
  
  > seize the water
  Thou hast barkest up the wrong tree, barbarian.
  
  You are weakening so quickly ... Your barbarian instinct is to get far from here ...
  
  > Regard the pipes
  The water dripping from the PIPES is strangely iridescent.
  
  You are weakening so quickly ... Your barbarian instinct is to get far from here ...
  
  > Go west
  The remains of FALLEN TREES are here, overgrown with ferns and surrounding a half-buried shack of once-fine metal, draped with canvas and pocked with rust. You are wise in the ways of these: they are the "space-ships" that brought men from dark places in the sky, ere they fell.
  
  You notice a hatchway hanging open; you could ENTER if you so desired. This remnant of a ROCKET seems abandoned.
  
  The BLUE END OF THE CABLE is here, sparking quietly with excess electrophasic power.
  
  GUNWAR totters along beside you.
  
  > Go east
  The forest here is mucky and warm, surrounding a sinkhole filled with iridescent, gently glowing water. Some huge PIPES lead from here into the ground, and they drip with a similar strange water. There is a foul electric odor here, and your vision swims. You can feel your body being overtaken by weakness!
  
  The RED END OF THE CABLE is here, suspended securely in the glowing water of the SUMP.
  
  You are weakening so quickly ... Your barbarian instinct is to get far from here ...
  
  GUNWAR sticks close, keeping an eye out for danger.
  
  You and GUNWAR exchange tales of the most disgusting things you've known Pioneers to do in order to gain a level.
  
  > go to the south
  A high WATERFALL cascades down from a mountain ridge above, foaming and roaring into a broad POOL of clean water. The result is a brilliant PRISMATIC SPRAY. The setting is very peaceful.
  
  Swimming in the crystalline POOL is a MAGIC FISH, playing around in the churning waters at the base of the WATERFALL.
  
  GUNWAR stays loyally at your side.
  
  > use BLUE on the pool
  You shove the glowing BLUE END of the BIPHASIC CABLING into the fresh, clear waters of the POOL, resulting in an immediate QUADROPHASIC FEEDBACK EXPLOSION!
  
  The CABLE flies hard from your hand and you're thrown into the air, your flesh sizzling with a flash of PHASIC FIRE!
  
  A high WATERFALL cascades down from a mountain ridge above, foaming and roaring into a broad POOL of clean water. The result is a brilliant PRISMATIC SPRAY. The setting is very peaceful.
  
  On the surface of the water, a DEAD MAGIC FISH floats despondently.
  
  GUN stands close at hand, tapping his pipe clean and filling it with fresh leaf.
  
  GUNWAR chuckles at the sight of the DEAD MAGIC FISH. "Brings back old times, that does."
  
  > regard FISH
  The MAGIC FISH is dead. Also, it seems to be watching you.
  
  > use FISH
  At first your attempts seem doomed to failure, but then it occurs to you that you could try sneaking up on the DEAD MAGIC FISH and shouting. Sadly, this too produces no useful result.
  
  > seize FISH
  Why SEIZE what hast already been SEIZED? 'Tis a matter philosophical upon which to direct thy barbaric ponderings.
  
  > go north
  The forest here is mucky and warm, surrounding a sinkhole filled with iridescent, gently glowing water. Some huge PIPES lead from here into the ground, and they drip with a similar strange water. There is a foul electric odor here, and your vision swims. You can feel your body being overtaken by weakness!
  
  The BLUE END OF THE CABLE is here, sparking quietly with excess electrophasic power.
  
  The RED END OF THE CABLE is here, suspended securely in the glowing water of the SUMP.
  
  You are weakening so quickly ... Your barbarian instinct is to get far from here ...
  
  GUNWAR accompanies you.
  
  > Go north
  You stand in a dismal swamp, with the chitter of unpleasant life in every direction. Footing is torturous here, slowed by the grey murk sucking at your sandaled tread.
  
  There is a large, MOSSY STONE IDOL here. Even half-sunken in the mire, it stands a head taller than you, with crude, angry features.
  
  GUNWAR sticks close, keeping an eye out for danger.
  
  > go to the north
  The pine trees have the first dustings of winter, here, and you espy much more snow to the east, in the FROSTED UPLANDS. The runoff feeds a briskly-flowing stream, which flows west toward the CASTLE. Marshier country lay to the south.
  
  A bit upstream from you, a GRIZZLY BEAR is fishing for food, but not having much luck. The BEAR doesn't seem hostile.
  
  GUNWAR follows you.
  
  Somewhere in the distance, you hear the unmistakable report of a PROTONIC SPEARLAUNCH, but the quadruple-echo fades quickly.
  
  > use FISH on BEAR
  You extend the DEAD MAGIC FISH toward the GRIZZLY, and the great BEAR'S nose twitches damply as it looks up from the fresh flowing waters of the stream.
  
  Slowly, cautiously, the GRIZZLY approaches, and opens its mouth to take the proffered FISH. Once taken, the BEAR dines eagerly, clearly quite hungry.
  
  "Thank you, barbarian," the BEAR says, to your surprise, "the fishing here has been very poor since the GIANT SNOW SERPENTS started their feeding season upstream. I heard tell of FISH in the pools and streams south of here, but the PHASIC EMANATIONS in the swamp are too much for me."
  
  Sensing your unease with his speech, he says "My name is ADAM, my friend. Like many animals, I have a mind of my own but usually keep my own counsel, or at least keep to my own kind. You are not unknown to me. I have observed your questing, and while the RATS of the city fear your violent nature, I have hope that by that very violence you may bring salvation from the cruel SLAVER KING. Before I take my leave of you, I bequeath unto you this gift."
  
  And with a sparkle of light, the GRIZZLY vanishes.
  
  The pine trees have the first dustings of winter, here, and you espy much more snow to the east, in the FROSTED UPLANDS. The runoff feeds a briskly-flowing stream, which flows west toward the CASTLE. Marshier country lay to the south.
  
  GUN stands nearby, smoking his pipe.
  
  You can also see a JAR OF OINTMENT here.
  
  > regard it
  "100% ALL-NATURAL GRIZZLY BEAR NIPPLE-WAX. Treateth thy skin to luxury!"
  
  Such things are of little use to barbarians, generally, for you revel in the maltreatment of your skin.
  
  > use SPICES on the OINTMENT
  You mix the blend of SPICES into the OINTMENT, creating a spiced UNGUENT. The scent of this new creation is quite heady, and makes your brain tingle.
  
  > go west
  This ancient bridge crosses a stream running down from the uplands to the east, and disappearing into a small CULVERT leading IN at the base of a cliff. This cliff, and the SLAVER KING'S CASTLE atop it, casts an icy shadow over the bridge. There is no path to the CASTLE from here, but the ROYAL ROAD lies to the north.
  
  GUNWAR stays loyally at your side.
  
  > Go south
  A gentle breeze ripples the sparse grasses here, under a blood-red sun. There are many paths. You see mountains to the distant east. You feel a manly twitching in your thews, enlivened by the freedom of the open country.
  
  GUNWAR limps along at your side.
  
  GUNWAR tamps some fresh leaf into his pipe and lights it. "You know, me grandfather, he weren't from VANTH at all. He was from the Galaxy. GUNWAR were the name of the DWARF clan on the star he hailed from, and they named me that to honor the old man's old man."
  
  > Go west
  A humble WELL provides a centerpiece for this quiet place, surrounded by farmland providing food for the port town to the west. To the north, the shadow of the SLAVER KING'S CASTLE blots out part of the evening sky, but there's no path there from here.
  
  GUNWAR accompanies you.
  
  > go to the west
  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.
  
  GUNWAR follows along, puffing on his pipe.
  
  > Go south
  Forest surrounds this hill on all sides, but there are no trees at the top - only grass and a few sad flowers, bending toward the setting sun. You see farmland to the north, and the CASTLE of the SLAVER KING looming high above. To the west is the harbor TOWN, but there's no good path from here.
  
  An ELDERLY WOMAN stands at the crest of the hill, her dry white hair fluttering delicately in the evening breeze. She REGARDS you with eyes like fire, and you can feel unbidden thoughts crawling inside your head.
  
  GUNWAR the PEG-LEG DWARF follows along, puffing on his pipe.
  
  > use OINTMENT on the woman
  The old woman accepts the UNGUENT, regarding it with interest. She opens it, and sniffs.
  
  She smiles broadly. "It is as the ancients foretold," she says. "A barbarian will bring the ROYAL PSI-WITCH a gift of finest PSI-PSPICES slurried into a comforting BALM, that she might bathe deep in the comforts of her own mind while he would undo a KING most unjust ..."
  
  She peers at you with sudden suspicion, her eyes probing into your thoughts. "Of course, the old prophecy is well-known," she says, "and I see that VESSA THE DELICATE DOXY isn't the only one who has taken an interest in your cause."
  
  You can feel her peering within your mind, and her expression is one of both amusement and disgust. "VESSA THE DELICATE DOXY believes you are some master political strategist, the poor girl. I suppose it would be kindness to let her continue believing. It gives her a fire, and an energy that pleases me. But she is very intelligent, VESSA ... I do wonder what about you could blind her so. I wouldn't think her to have such an obvious weakness for simple fitness and savagery, but I suppose, at my age, I should be surprised by nothing." She REGARDS you quietly for a moment. "Your cranium is filled with meat, my friend, and not even the finest cuts."
  
  You nod grimly, thinking that this PSI-WITCH reminds you of VESSA a little, with all this prattling.
  
  She pockets the UNGUENT. "Still, prophecies are prophecies, and there is no rule that the truth must be a secret to remain true. Besides," she adds ... "there are other signs that we HAVE kept secret: the color of your hair, the cut of your sandals, the stench of your unbath-ed form ... and all of these match. Every one. I am convinced."
  
  You enjoy the breeze cutting across the LONELY HILL, and also enjoy that the PSI-WITCH isn't currently muddling your mind and sending you to the corners of the realm without your consent, as her kind are wont to do.
  
  "Taketh some fresh CORN from the farms nearby, barbarian," she says, "and feed it to the COPPER GARGOYLE in the castle, after you hath tamed it. That is the first step to unlocking the SLAVER KING'S ARCHIVES. That unlocks a hidden switch in the great HEARTH, and that becomes the second step. The rest, the DOXY has already told you."
  
  "Most of the contents of the ARCHIVES will be of no interest to ... one such as you. The item you seek, however, the TRIPHASIC POWER CORE, will be easy to spot. It hums with power and it reeks of the FEAR of the SLAVER KING, who locks it there because he knows it can destroy him, and he knows not how to destroy IT."
  
  "The POWER CORE is said to provide the life-force of a great TALISMAN of some kind. I know not where this treasure lies. Find the AMULET, join the CORE to it, and you will have the tool that can bring the SLAVER KING to his grave."
  
  You nod, considering her words carefully. You decide that "your cranium is filled with meat" may be some sort of sexual advance, but surely a woman so wise would know that she is too old for you. There must be a deeper meaning still.
  
  The PSI-WITCH chuckles. "Begone, barbarian. And ... fare thee well." You feel your mind invaded by scientific waves of THOUGHT ENERGY, and you feel your feet wandering, your eyes closing, your thoughts dissolving ...
  
  The snow on this mountain slope is all but undisturbed, and it glows a rich orange in the light of the setting sun. You can see that sun, far to the west, sinking into the sea. Its rays touch also on an ornate structure: You may (if you dare) ENTER a black TEMPLE to the Viraxian Demon-Gods.
  
  > go to the west
  The pine trees have the first dustings of winter, here, and you espy much more snow to the east, in the FROSTED UPLANDS. The runoff feeds a briskly-flowing stream, which flows west toward the CASTLE. Marshier country lay to the south.
  
  > go to the west
  This ancient bridge crosses a stream running down from the uplands to the east, and disappearing into a small CULVERT leading IN at the base of a cliff. This cliff, and the SLAVER KING'S CASTLE atop it, casts an icy shadow over the bridge. There is no path to the CASTLE from here, but the ROYAL ROAD lies to the north.
  
  > go south
  A gentle breeze ripples the sparse grasses here, under a blood-red sun. There are many paths. You see mountains to the distant east. You feel a manly twitching in your thews, enlivened by the freedom of the open country.
  
  GUNWAR stands nearby, picking something out of his beard.
  
  > Go west
  A humble WELL provides a centerpiece for this quiet place, surrounded by farmland providing food for the port town to the west. To the north, the shadow of the SLAVER KING'S CASTLE blots out part of the evening sky, but there's no path there from here.
  
  GUNWAR follows just a few steps behind you.
  
  > Go south
  Forest surrounds this hill on all sides, but there are no trees at the top - only grass and a few sad flowers, bending toward the setting sun. You see farmland to the north, and the CASTLE of the SLAVER KING looming high above. To the west is the harbor TOWN, but there's no good path from here.
  
  There is a thunderous report of hoofbeats, and the HEADLESS HORSEMAN rides upon the LONELY HILL with a glowing JACK-O-LANTERN under one arm and a CUTLASS OF FIRE in the other!
  
  The HEADLESS HORSEMAN attacks! You have suffered 32 hits of
  damage!
  
  GUNWAR trails along.
  
  > Assail HORSEMAN
  You attack with all your might! You scored 16 points of
  damage!
  
  With a hollow HALLOWEEN LAUGH from the JACK-O-LANTERN at his side, the HEADLESS HORSEMAN attacks! You have suffered 32 hits of
  damage!
  
  GUNWAR applies his healing arts, restoring 28 Hit Points.
  
  > Assail HORSEMAN
  Sa-ho! You give the HEADLESS HORSEMAN a sampling of your TWO-HANDED SWORD, but good! You scored 17 points of damage!
  
  His wicked CUTLASS OF FIRE burns thy flesh! You have suffered 32
  hits of damage!
  
  GUNWAR applies his healing arts, restoring 33 Hit Points.
  
  > Assail HORSEMAN
  By Huron's habile handmaidens, a blow to be remembered! You scored
  24 points of damage!
  
  You are overtaken, and the HOOVES of the BLACK STEED do their
  work! You have suffered 43 hits of damage!
  
  GUNWAR applies his healing arts, restoring 30 Hit Points.
  
  > Assail HORSEMAN
  By Huron's bristliest back hairs, your TWO-HANDED SWORD lands
  home! You scored 18 points of damage!
  
  His wicked CUTLASS OF FIRE burns thy flesh! You have suffered 40
  hits of damage!
  
  GUNWAR applies his healing arts, restoring 22 Hit Points.
  
  > Assail HORSEMAN
  Taste barbarian rage, HEADLESS HORSEMAN! You scored 23 points of damage!
  
  You are overtaken, and the HOOVES of the BLACK STEED do their
  work! You have suffered 43 hits of damage!
  
  GUNWAR applies his healing arts, restoring 28 Hit Points.
  
  > Assail HORSEMAN
  A skillful attack if you do say so yourself! You scored 16 points
  of damage!
  
  The HEADLESS HORSEMAN attacks! You have suffered 46 hits of
  damage!
  
  GUNWAR applies his healing arts, restoring 27 Hit Points.
  
  > Assail HORSEMAN
  You leap, and strike! You scored 21 points of damage, leaving the HEADLESS HORSEMAN at your mercy!
  
  The HEADLESS HORSEMAN is defeated!
  
  As the HORSEMAN wails his last, tortured wail and evaporates into the evening breeze, his JACK-O-LANTERN bursts into fetid chunks, his CUTLASS OF FIRE flickers to nothingness, and his BLACK STEED turns, galloping away into the approaching night sky. The LONELY HILL is quiet once more, with naught to see but the distant lights of the TOWN.
  
  Forest surrounds this hill on all sides, but there are no trees at the top - only grass and a few sad flowers, bending toward the setting sun. You see farmland to the north, and the CASTLE of the SLAVER KING looming high above. To the west is the harbor TOWN, but there's no good path from here.
  
  GUNWAR the PEG-LEG DWARF sits nearby, looking very happy to be adventuring again.
  
  > Go south
  Forest surrounds this hill on all sides, but there are no trees at the top - only grass and a few sad flowers, bending toward the setting sun. You see farmland to the north, and the CASTLE of the SLAVER KING looming high above. To the west is the harbor TOWN, but there's no good path from here.
  
  GUNWAR totters along beside you.
  
  > check your inventory
  You bear the following (both on your person and stashed in your trusty THESKIAN DUFFEL BAG): a SUIT OF BURLAP ARMOR (currently un-used), a SUIT OF CHAINMAIL ARMOR (currently un-used), a SUIT OF KLENGON MAIL (currently un-used), an EAR OF CORN, a FLASHLIGHT, a SUIT OF IMPERVIUM PLATE-MAIL ARMOR (being worn), a DELICATELY-OILED CLOTH and a TWO-HANDED SWORD (held at the ready).
  
  > look
  The pine trees have the first dustings of winter, here, and you espy much more snow to the east, in the FROSTED UPLANDS. The runoff feeds a briskly-flowing stream, which flows west toward the CASTLE. Marshier country lay to the south.
  
  GUNWAR stands close at hand, picking something out of his beard.
  
  You can also see a JAR OF OINTMENT here.
  
  > Go north
  This vast pit stands in the shadow of the snow-capped mountains to the east. It was here that the great stones were quarried to build the CASTLE of the SLAVER KING, and the walls of the nearby harbor town. The site is long-abandoned, or so it's told ... But you hear a riotous and happy din DOWN in the GRAVEL PIT.
  
  GUNWAR the PEG-LEG DWARF stays loyally at your side.
  
  > Go south
  The pine trees have the first dustings of winter, here, and you espy much more snow to the east, in the FROSTED UPLANDS. The runoff feeds a briskly-flowing stream, which flows west toward the CASTLE. Marshier country lay to the south.
  
  GUNWAR limps along at your side.
  
  > go to the east
  Layers of frost and snow glitter on crags of ancient rock, and there are deep snowbanks to the north, approaching a BRIDGE made of pure ice, spanning a MIGHTY CREVASSE. Also seemingly made of ice is a beautiful CRYSTAL SPIRE, towering in the fading light, which you may ENTER.
  
  GUNWAR accompanies you.
  
  > go north
  The snow on this mountain slope is all but undisturbed, and it glows a rich orange in the light of the setting sun. You can see that sun, far to the west, sinking into the sea. Its rays touch also on an ornate structure: You may (if you dare) ENTER a black TEMPLE to the Viraxian Demon-Gods.
  
  GUNWAR follows along, puffing on his pipe.
  
  The breeze grows a bit warmer.
  
  > enter TEMPLE
  Your nostrils flare at the lingering smoke from incense, and at the strong scent of holy oils. The TEMPLE is ancient, cold and dark, with but dim shafts of smoky light from high windows. In the center of the room is an ALTAR, on which a SACRIFICE is being prepared.
  
  You can see the ACOLYTE OF TRAGA and GINA THE VIRGIN SACRIFICE here.
  
  GUNWAR follows just a few steps behind you.
  
  > use the OINTMENT on GINA
  Her bare flesh already glistens moistly with ANOINTING OIL,
  barbarian, from her heaving and generous breasts to the flare of her gently-parting thighs. So, there would be no practical need to rub her body with --
  
  Ohhh.
  
  > Go outside
  The snow on this mountain slope is all but undisturbed, and it glows a rich orange in the light of the setting sun. You can see that sun, far to the west, sinking into the sea. Its rays touch also on an ornate structure: You may (if you dare) ENTER a black TEMPLE to the Viraxian Demon-Gods.
  
  GUNWAR trails along.
  
  > Go south
  Layers of frost and snow glitter on crags of ancient rock, and there are deep snowbanks to the north, approaching a BRIDGE made of pure ice, spanning a MIGHTY CREVASSE. Also seemingly made of ice is a beautiful CRYSTAL SPIRE, towering in the fading light, which you may ENTER.
  
  GUNWAR follows along.
  
  > go to the west
  The pine trees have the first dustings of winter, here, and you espy much more snow to the east, in the FROSTED UPLANDS. The runoff feeds a briskly-flowing stream, which flows west toward the CASTLE. Marshier country lay to the south.
  
  GUNWAR totters along beside you.
  
  > Go west
  This ancient bridge crosses a stream running down from the uplands to the east, and disappearing into a small CULVERT leading IN at the base of a cliff. This cliff, and the SLAVER KING'S CASTLE atop it, casts an icy shadow over the bridge. There is no path to the CASTLE from here, but the ROYAL ROAD lies to the north.
  
  GUN follows you.
  
  > go to the south
  A gentle breeze ripples the sparse grasses here, under a blood-red sun. There are many paths. You see mountains to the distant east. You feel a manly twitching in your thews, enlivened by the freedom of the open country.
  
  GUNWAR stays loyally at your side.
  
  > Go west
  A humble WELL provides a centerpiece for this quiet place, surrounded by farmland providing food for the port town to the west. To the north, the shadow of the SLAVER KING'S CASTLE blots out part of the evening sky, but there's no path there from here.
  
  GUNWAR accompanies you.
  
  > go south
  Forest surrounds this hill on all sides, but there are no trees at the top - only grass and a few sad flowers, bending toward the setting sun. You see farmland to the north, and the CASTLE of the SLAVER KING looming high above. To the west is the harbor TOWN, but there's no good path from here.
  
  An ELDERLY WOMAN stands at the crest of the hill, her dry white hair fluttering delicately in the evening breeze. She REGARDS you with eyes like fire, and you can feel unbidden thoughts crawling inside your head.
  
  GUN totters along beside you.
  
  > go south
  Cracked remnants of walls and a stretch of weed-grown cobblestones tell of an old temple or abbey ... perhaps even a village. Whatever it was, it now lies in ROCKY RUIN. Poking through the remnants, you notice a shadowy archway leading IN to one small structure that remains intact.
  
  You can see a TELEPHONE POLE here.
  
  GUNWAR follows along, puffing on his pipe.
  
  > go west
  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.
  
  GUN trails along.
  
  > Go inside
  This TOMB is tiny and cold, and hath long ago been stripped of treasures by disrespectful, thrice-damned, impious, tomb-robbing adventurers who got here faster than you. An entrance leads down into the CRYPT.
  
  GUNWAR follows along.