text: > Look around
  This room is cobwebby and musty, but tracks in the dust show that it has seen visitors recently. At the south end of the room is a stained and battered (but very strong-looking) door. To the north, a corridor exits.
  The door is open.
  A sleepy-looking lizard head is mounted on the door.
  
  > go to the west
  This room is the Wizard's workroom. A hall continues east and west, and a larger room lies to the south. There are many shelves and racks on the walls, but the Wizard's workbench dominates the room. It is made of dark, heavy wood bound with iron. The workbench is stained from many years of use, and is deeply gouged as though some huge clawed animal was imprisoned on it. There are burn marks and even notes written in a crabbed hand. Many arcane items are scattered about the bench; alembics, mortar and pestle, small knives of various sizes, odd scraps of vellum, wax candles, and much more. In the center of a relatively clear area of the bench are affixed three stands - ruby, sapphire, and diamond - which form a triangle.
  
  > check what you're carrying
  You are carrying:
  A fancy violin
  A china teapot
  The china teapot contains:
  A quantity of water
  A letter opener
  A place mat
  Sitting on the place mat is:
  A delicate gold key
  A sword
  A lamp
  
  > Open trophy
  The case is protected by a fearful spell. You cannot touch it in any way.
  A strange little man in a long cloak appears suddenly in the room. He is wearing a high pointed hat embroidered with astrological signs. He has a long, stringy, and unkempt beard.
  The Wizard draws forth his wand and waves it in your direction. It begins to glow with a faint blue glow.
  The Wizard, in a deep and resonant voice, speaks the word "Ferment!" He cackles gleefully.
  You begin to feel lightheaded.
  
  > go south
  Oops, you seem a little unsteady... I'm not sure you got where you intended going.
  
  You are standing in the entry hall of the Wizard's Workshop. Dark corridors lead west and south from here. The corridor to the west smells slightly of incense or candle smoke. The workshop door is open.
  
  > go south
  Oops, you seem a little unsteady... I'm not sure you got where you intended going.
  
  This room is cobwebby and musty, but tracks in the dust show that it has seen visitors recently. At the south end of the room is a stained and battered (but very strong-looking) door. To the north, a corridor exits.
  The door is open.
  A sleepy-looking lizard head is mounted on the door.
  
  > take all
  red crystal sphere: Taken.
  gaudy crown: Your load is too heavy.
  pearl necklace: Your load is too heavy.
  perfect rose: Taken.
  Flathead stamp: You try to pick it up, but with everything else you have, you can't manage to hold onto it!
  priceless zorkmid: Your load is too heavy.
  golden dragon statuette: Your load is too heavy.
  portrait of J. Pierpont Flathead: Your load is too heavy.
  bank brochure: Taken.
  
  > go west
  Here a dark hallway turns a corner. To the south is a dark room, to the east is fitful light.
  Filling the northern half of the room is a huge aquarium.
  The aquarium contains:
  A baby sea serpent
  
  > Smash glass
  What do you want to smash the glass with?
  
  > Sword
  The sword shatters the glass wall of the aquarium, spilling out an impressive amount of salt water and wet sand. It also spills out an extremely annoyed sea serpent who bites angrily at the sword, and then at you. He is having difficulty breathing, and he seems to hold you responsible for his current problem. He manages to rend you limb from limb before he drowns in the air.
  I guess you were too careless.
  
  ****  You have died  ****
  
  Now, let's take a look here... Well, you probably deserve another chance. I can't quite fix you up completely, but you can't have everything.
  
  You are inside a huge crystalline sphere filled with thin red mist. The mist becomes blue to the west.
  You strain to look out through the mist...
  As you peer through the mist, a strangely colored vision of a huge room takes shape...
  
  This room is the Wizard's workroom. A hall continues east and west, and a larger room lies to the south. There are many shelves and racks on the walls, but the Wizard's workbench dominates the room. It is made of dark, heavy wood bound with iron. The workbench is stained from many years of use, and is deeply gouged as though some huge clawed animal was imprisoned on it. There are burn marks and even notes written in a crabbed hand. Many arcane items are scattered about the bench; alembics, mortar and pestle, small knives of various sizes, odd scraps of vellum, wax candles, and much more. In the center of a relatively clear area of the bench are affixed three stands - ruby, sapphire, and diamond - which form a triangle.
  
  > throw sword at the glass
  The sword shatters the glass wall of the aquarium, spilling out an impressive amount of salt water and wet sand. It also spills out an extremely annoyed sea serpent who bites angrily at the sword, and then at you. He is having difficulty breathing, and he seems to hold you responsible for his current problem. He tries to slither across the stone floor towards you. Fortunately, he expires mere inches away from biting off your foot. A clear crystal sphere sits amid the sand and broken glass on the bottom of the aquarium.
  
  > Go east
  This room is the Wizard's workroom. A hall continues east and west, and a larger room lies to the south. There are many shelves and racks on the walls, but the Wizard's workbench dominates the room. It is made of dark, heavy wood bound with iron. The workbench is stained from many years of use, and is deeply gouged as though some huge clawed animal was imprisoned on it. There are burn marks and even notes written in a crabbed hand. Many arcane items are scattered about the bench; alembics, mortar and pestle, small knives of various sizes, odd scraps of vellum, wax candles, and much more. In the center of a relatively clear area of the bench are affixed three stands - ruby, sapphire, and diamond - which form a triangle.
  Sitting on the ruby stand is:
  A red crystal sphere
  
  > put the clear crystal on the diamond stand
  Done.
  A strange little man in a long cloak appears suddenly in the room. He is wearing a high pointed hat embroidered with astrological signs. He has a long, stringy, and unkempt beard.
  The Wizard draws forth his wand and waves it in your direction. It begins to glow with a faint blue glow.
  The Wizard, in a deep and resonant voice, speaks the word "Filch!" He cackles gleefully.
  Something you are carrying has disappeared!
  
  > check your inventory
  You are carrying:
  A bank brochure
  A perfect rose
  A china teapot
  The china teapot contains:
  A quantity of water
  A letter opener
  A place mat
  Sitting on the place mat is:
  A delicate gold key
  A lamp
  
  > Go west
  This room is the Wizard's workroom. A hall continues east and west, and a larger room lies to the south. There are many shelves and racks on the walls, but the Wizard's workbench dominates the room. It is made of dark, heavy wood bound with iron. The workbench is stained from many years of use, and is deeply gouged as though some huge clawed animal was imprisoned on it. There are burn marks and even notes written in a crabbed hand. Many arcane items are scattered about the bench; alembics, mortar and pestle, small knives of various sizes, odd scraps of vellum, wax candles, and much more. In the center of a relatively clear area of the bench are affixed three stands - ruby, sapphire, and diamond - which form a triangle.
  Sitting on the ruby stand is:
  A red crystal sphere
  Sitting on the diamond stand is:
  A clear crystal sphere
  
  > Go west
  Here a dark hallway turns a corner. To the south is a dark room, to the east is fitful light.
  There is a dead sea serpent in a heap here.
  An Elvish sword of great antiquity is here.
  A shattered aquarium fills the northern half of the room.