text: [Themes: Horror, violence, Evil protagonist, library, torture]
  
  > About you
  You're the nightmare from which people can't wake.
  
  Dead twice. One by the hand of your maker, the second by the fiend who drove a stake through your heart while you were sleeping defenceless in your coffin.
  
  Alive thrice, it seems, although this last one shouldn't be possible. Something happened.
  
  > Inventory
  You are wearing:
  your suit
  your boots
  
  > examine the suit
  You are wearing a suit black like the darkness.
  
  There's a key in a pocket of the suit.
  
  > examine the key
  You can use it to unlock a locked door or something similar, if you find the right keyhole.
  
  > look at the boots
  Your boots are black and ready to step on everyone who dares to cross your way.
  
  > examine the coffin
  The coffin in which you are lying is cold and dark enough to satisfy a prince of darkness like you. It's almost a pity to leave it, but you have to get out to recover your energy and exact your revenge.
  
  The coffin is open.
  
  > Up
  You get out of the coffin.
  
  Hidden in the bowels of the mountain, this chamber has hosted your immortal body for centuries, while your enemies spent their miserable days hunting you down at your castle. The coffin is on a stone pedestal at the centre of the room. On the ceiling is a fresco of the red sun of Valmar. To the east a narrow tunnel leads to the other rooms of your hideout.
  
  > look at fresco
  Painted on the ceiling shines the red sun of Valmar that lights up the dark nights of the vampires with its eight evil rays.
  
  > examine the pedestal
  The coffin lies on a massive block of black stone on which your name has been engraved: "Martin Voigt". There is also the ancient motto: "Nemo me impune lacessit". An expression that you reread with particular pleasure, waiting to transform it into a lethal reality.
  
  > East
  You're walking through the east-west tunnel which connects the crypt with the other rooms of the hideout. It is a narrow passage of irregular stone that nobody had dared to walk through before the arrival of the fools who (temporarily) put an end to your life.
  
  How much time has passed since then? Who cares! What are days, weeks, months, even years against the recovered eternity that will allow you to destroy your puny enemies and drink to their death in the next millennium?
  
  > examine the stone
  You're walking through the east-west tunnel which connects the crypt with the other rooms of the hideout. It is a narrow passage of irregular stone that nobody had dared to walk through before the arrival of the fools who (temporarily) put an end to your life.
  
  > East
  You've reached the wide, octagonal chamber that is at the centre of the hideout. The walls and the ceiling are covered with menacing black bats, painted on the background of a gloomy cave, with stalactites and stalagmites scattered everywhere.
  
  While you look around trying to remember something more about yourself, hundreds of little yellow eyes seem to stare malevolently at you, without recognising you as the ancient master of this creepy dungeon. But when you regain your strength, a billion sinister wing beats will clap for the return of the prince of darkness.
  
  To the west you may return to the crypt; to the north, east and south three dark passages lead to the other rooms of the hideout.
  
  At the centre of the chamber, on a low pedestal of grey stone, you can see a white wooden coffin, decorated with the images of red roses and the letters S. C.
  
  The coffin is closed.
  
  > examine the bats
  Probably the bats were drawn by yourself. You have always had a passion for painting that over the centuries you have been able to cultivate with great effort, achieving - as in this case - remarkable results. At the moment you don't remember for which reason you decided to cover the walls with bats, however there are a lot, although you can't say exactly how many. By the way, you can try to count them, if you want.
  
  > count the bats
  Led by a sudden curiosity, you start to count the bats drawn on the walls to know exactly how many they are. However, after a while, you lose count and have to start over again. Your excellent sight in the dark is still too weak and you can't focus  for more than a few seconds. At the end, there seem to be 103 bats.
  
  > look at the coffin
  A deeper examination of the coffin reveals that it is the place in which your latest lover rested. A graceful girl named Sabrina, with whom you spent exquisitely pleasant moments, slowly sucking her veins dry while she waited for the dark gift that would make her eternally young and beautiful.
  
  But you enjoyed drinking her sweet blood too much to decide to turn her into a vampire. Every day you ordered your minions to take care of her, making her recover the energy lost during the past night with banquets and transfusions, so that you could drink again at the delicious spring of her jugular, when the sun set. In order to make her available at all times, you had even brought her to your hideout, hosting her in this wooden coffin that you decorated yourself so beautifully.
  
  Who knows if she managed to escape the fury of your persecutors. However, the fact that the coffin lid, usually open, has been closed and firmly nailed down doesn't bode well.
  
  > Go north
  The unpleasant sensation of not being alone is the first thing you felt when you entered this room. Painted on the walls, the floor and the ceiling, the giant spiders that surround you make for a rather disquieting company, even for you. Although perfectly still and little more than stylised drawings, they appear to be extraordinarily alive with shiny yellow eyes and wide open mandibles, ready to tangle you up in the huge web that envelops the room to devour you like a bug.
  
  To the south you may return to the bats room, to the east and to the west you can explore other rooms of the hideout, to the north you see a solid iron door.
  
  > open the door
  What combination do you want to try to open the door?
  
  > look at the door
  The solid iron door at the centre of the northern wall seems to be the panel of a giant safe. Without keyhole, in its centre it has four small wheels with numbers from 0 to 9 that, knowing the right combination, should serve to open the door by turning the handle set at their side. Unfortunately you have no idea what the combination could be. You only know that you never succeeded in memorizing it, so it's possible that you've left a hint somewhere to remember it.
  
  The door is closed.
  
  > examine the web
  As the bats, also these spiders have been drawn by you. You have always had a passion for painting that over the centuries you have been able to cultivate with great effort, achieving - as in this case - remarkable results. At the moment you don't remember for which reason you decided to cover the walls with spiders, however there are a lot, although you should not know to say exactly how many. By the way, you can try to count them, if you want.
  
  > count the spiders
  Led by a sudden curiosity, you start to count the spiders drawn on the walls to know exactly how many they are. However, after a while, you lose count and have to start over again. Your excellent sight in the dark is still too weak and you cannot focus for more than a few seconds. At the end, there seem to be 69 spiders.
  
  > Go west
  There are so many books on the shelves of your library that, for a moment, it seems really incredible that you have read, or even just browsed through, all of them. Then you remember you have always been a voracious reader: over the centuries these books have been your best friends, helping you with their engaging stories to cope with the loneliness in which every vampire is forced to spend most of his life.
  
  At the centre of the room is a desk still covered with papers; behind it you can see a priceless human-skin armchair. To the east you return to the spiders room.
  
  > Examine books
  Actually the amount of books that you see here is only a small part of that, certainly bigger, collection that you amassed over the centuries in the library room of your castle. However, between the most recent volumes, there are all the most famous vampire tales written by Bram Stoker, Joseph Sheridan Le Fanu, John William Polidori, Charles Nodier, Marcel Schwob, Stanislaus Eric Stenbock, Julian Osgood Field, Anne Rice, Richard R. McCammon and Fred Saberhagen.
  
  There are also the frightful stories of Edgar Allan Poe, Ambrose Bierce, Howard Phillips Lovecraft, Stephen King, Clive Barker and the delirious works of Franz Kafka, Tommaso Landolfi and Dino Buzzati.
  
  However there is no trace of the Necronomicon, the black magic book that you used to celebrate profane rites and bloody tributes to Valmar and the other mighty gods of the night. You seem to recall that you left it in the library room of your castle. Then you realise with horror that it might have been stolen by your killers. Eventually, you convince yourself that you must have hidden it somewhere else, although you don't remember where.
  
  > examine the armchair
  The human skin armchair is a piece of furniture of inestimable value. Actually you don't even remember whom you skinned to make it, but surely it had to be one of your arch-enemies, so every time you sit in it you feel a great pleasure.
  
  > sit on it
  You have too many thing to do to flop out on the armchair.
  
  > examine papers
  Many of the papers scattered on the desk are the purchase agreements of the houses that you bought all over the world, to have a secure shelter everywhere. However, between the agreements, you find a paper with a mysterious word written on it: "SBYS". Surely a note you took to remind yourself of an important thing.
  
  > examine the desk
  Under the surface of the desk (still covered with papers) you see a drawer.
  
  > open the drawer
  You open the drawer, revealing a medallion.
  
  > examine the medallion
  The medallion has your name carved on: "Martin Voigt". It is attached to a small chain that allows to wear it.
  
  Suddenly it comes to your mind that there should be a secret passage in the library room, behind a shelf.
  
  > wear the medallion
  (first taking the medallion)
  You put on the medallion.
  
  > examine the shelf
  Placed on the walls, the shelves of your library are full of the books that you read over the centuries, to fight the loneliness that grips every vampire.
  
  There are some scratches on the floor, near the western shelf.
  
  > move the western shelf
  You are still too weak to move one of the shelves.
  
  > examine the scratches
  The scratches on the floor are near the western shelf.
  
  Suddenly it comes to your mind that "SBYS" may mean Snakes by Spiders.
  
  > Search papers
  Many of the papers scattered on the desk are the purchase agreements of the houses that you bought all over the world, to have a secure shelter everywhere. However, between the agreements, you find a paper with a mysterious word written on it: "SBYS". Surely a note you took to remind yourself of an important thing.
  
  > Go east
  Painted on the walls, the floor and the ceiling, the giant spiders that surround you make for a rather disquieting company, even for you. Although perfectly still and little more than stylised drawings, they appear to be extraordinarily alive with shiny yellow eyes and wide open mandibles.
  
  To the south you may return to the bats room, to the east and to the west you can explore other rooms of the hideout, to the north you see a solid iron door.
  
  > Go east
  You are in a small painted black room that appears to be a temple. You can see a kneeling stool in front of a large painting with a golden frame, hung on the back wall. The subject of the picture is a very beautiful lady, with a pale face and long dark hair, who stares at you with a sensual expression. After a moment, you remember she is Lilith, the gorgeous and cruel vampire who, more than a thousand years ago, threw you in this bloody abyss of darkness, letting you drink her blood after having pierced your jugular with her long, sharp canines so many times.
  
  Much time has passed since then, but you never forgot the encounter that changed your life (and your death) forever. Hence you created this place of prayer to keep in contact with her, certain that one day Lilith will answer to your invocations and return to you. To the west a passage leads to the spiders room.
  
  > Pray
  You join your hands and start to pray for the return of Lilith, without anything happening.
  
  > examine the painting
  Probably it was you who painted this picture, to keep a memory of the image of the woman who turned you into an immortal creature with great powers. Lilith was really wonderful and you fell in love at first sight. You were 26 years old when she appeared, and you had already had much experience with women. As the young descendant of one of the richest family in the region, you were the object of desire of all the girls of the territory, who did all that they could to get your attention. To you, one was equal to the other, you continuously changed lovers to gather new experience, thinking only of having as much fun as possible. When Lilith arrived, everything changed.
  
  The first time you saw her was at a party thrown by your family to let you meet new people, in the hope that you would eventually meet the woman of your life. She came to the house in the evening, with a cousin whose name you didn't even remember. She was very beautiful and her unusual vivacity fascinated you immediately. The freshness of her appearance made her look very young, but she talked as if she were already highly experienced. When you finally managed to be alone with her, you took her hand for a walk in the woods, where nobody would disturb you.
  
  You thought that such an exuberant girl wouldn't have any objections about there in the woods, away from prying eyes. Instead it was her who took you. When you saw her eyes change their colour to red like two rubies and her cuspids become monstrously long fangs, it was too late to go back. However you are grateful to Lilith for not allowing you to run away. You could have never imagined the pleasure you felt when she pierced your neck with her teeth and sucked your blood almost to the last drop.
  
  Lilith disappeared right after, but she came back to meet you many other nights, in your house garden or directly in your room, when you would open the window and invite her to come in and drink your blood again. Even she grew fond of you: after drinking your blood for weeks, to prevent your death she decided to give you the dark gift that would turn you into an immortal night wanderer. Then she vanished forever, leaving you to your destiny with the memory of her fiery eyes and eager lips.
  
  > examine the stool
  On this kneeling stool you spent entire nights praying for the return of Lilith. On the shelf you also carved the phrase "Gutta cavat lapidem" to spur you to persist and not lose hope of finding your lover.
  
  > move painting
  It's better to leave that at its stead.
  
  > go west
  Painted on the walls, the floor and the ceiling, the giant spiders that surround you make for a rather disquieting company, even for you. Although perfectly still and little more than stylised drawings, they appear to be extraordinarily alive with shiny yellow eyes and wide open mandibles.
  
  To the south you may return to the bats room, to the east and to the west you can explore other rooms of the hideout, to the north you see a solid iron door.
  
  > Go south
  You've reached the wide, octagonal chamber that is at the centre of the hideout. The walls and the ceiling are covered with menacing black bats, painted on the background of a gloomy cave, with stalactites and stalagmites scattered everywhere. To the west you may return to the crypt; to the north, east and south three dark passages lead to the other rooms of the hideout.
  
  At the centre of the chamber, on a low pedestal of grey stone, you can see the white wooden coffin, in which Sabrina, your latest lover, rested. It is decorated with the images of red roses and the letters S. C.
  
  The coffin is closed.
  
  > go east
  You try to go to east, but you have to halt when you see the big white cross painted on the floor. An obstacle that is insurmountable for you, placed by someone who wants to prevent you from leaving your hideout.
  
  > look at the cross
  Simply frightening.
  
  > Summon sabrina
  First you should open the coffin.
  
  > Go south
  If you weren't more than accustomed to horrific views of death and destruction, what is under your feet would make you jump back. Painted on the floor, snakes of every colour and size crawl and coil on each other, creating an apparently entangled mess. Some of them also climb onto the walls, brushing against the ceiling and making seemingly meaningless drawings.
  
  While you look at the forked tongues projecting out of their mouths, you seem to hear them hissing: they curse those who reduced you to such a miserable form and ask for your return onto the throne of darkness. To the north there is the passage that goes to the bats room, to the south a solid wooden door (without a keyhole), to the east and to the west the entrances to two other rooms.
  
  > count the snakes
  Led by a sudden curiosity, you start to count the snakes drawn on the floor to know exactly how many they are. However, after a while, you lose count and have to start over again. Your excellent sight in the dark is still too weak and you can't focus for more than a few seconds. At the end, there seem to be 104 snakes.
  
  > examine the snakes
  As the bats and the spiders, also these snakes were drawn by yourself. You have always had a passion for painting that over the centuries you have been able to cultivate with great effort, achieving - as in this case - remarkable results. At the moment you don't remember for which reason you decided to cover the walls with snakes, however there are a lot, although you can't say exactly how many.
  
  > examine the door
  The solid wooden door on the southern wall of the snakes room is curiously without any keyhole. However, at its side is a lever that may allow you to open (and close) it.
  
  The door is closed.
  
  > pull the lever
  It seems to be stuck.
  
  > look at the lever
  The lever is in the high position, you can try to pull it and set it in the low position.
  
  At its side is a slot.
  
  > Examine slot
  The slot is a little vertical opening near the door.
  
  It's possible to insert something into it, if you have an object small enough.
  
  > Go west
  Although many years have passed since the last time you used these amazing devices of pain and death, the torture chamber still smells of the fear and blood of the poor wretches that ended up here. If you concentrate, you can hear their screams, which still gives you a fit of pleasure.
  
  A threatening iron maiden is at the centre of the room. Between the chains hanging from the ceiling, you see a breaking wheel and a pillory. There is also a rusty cage, in which you enjoyed to lock - this you remember well - the mates of the people you were torturing. So they could see what they would soon endure. To the east you may return to the snakes room.
  
  You can see a bottle of liquor and a black leather mask here.
  
  > look at the mask
  This is the leather mask that you liked to wear while you tortured your prisoners. Painted on it there is a horrible skull, which makes it even more frightful.
  
  > examine the liquor
  With this bottle of liquor you liked to disinfect the wounds of your prisoners, after scattering salt on them. On the label there is a skull that is a quite significant indicator of its alcohol by volume.
  
  > listen
  Around you, there is an absolute and distressing silence.
  
  > take the mask and the bottle
  black leather mask: Taken.
  bottle of liquor: Taken.
  
  > examine the cage
  In this cage you used to lock up your prisoners to show them the horrible tortures that you inflicted on their mates.
  
  The cage is closed.
  
  In the cage is a skeleton.
  
  > examine the skeleton
  Looking at those fetid bones, you suddenly remember the reverend Maximilian Bauer. Another fool who ignited your anger by attempting to destroy you with an exorcism. You sentenced him to be eaten alive by rats. Probably, when you caught him and locked in the cage, he thought he would be "only" tortured and killed by starvation, as many others before him. But you felt so inspired that night that you decided to use your telepathic powers to set up a memorable execution. It is impossible to forget his face when he saw the horde of rats entering the torture chamber and then filling up the cage, feasting upon him...
  
  > examine the maiden
  Considered one of the most amazing torture devices in human history, the iron maiden is an iron cabinet with a hinged front and spike-covered interior, tall enough to accommodate a human being. The spikes can pierce the victim's body without damaging the vital organs, thus causing the victim to slowly and dreadfully bleed to death. Actually, your prisoners had already bled dry enough at the time when you locked them up in the iron maiden. However it was wonderful to listen to their cries while the spikes tore them apart.
  
  The iron maiden is closed.
  
  > open it
  You open the iron maiden. It's empty, but the view of the spikes is delicious.
  
  > look at the spikes
  The spikes are rusty, blood encrusted, very long and sharp... It's really a pity you have no prisoner to close into the iron maiden.
  
  There is some blonde hair caught on the spikes.
  
  > examine the hair
  The long blonde hair you are looking at probably belonged to Sandra Koch. She was a vampire hunter who wanted to revenge the death of her sister Samantha, killed by you in Vienna. Captured by your servants while she was looking for your hideout, she indeed found you but this wasn't good news for her.
  
  Struck by her beauty and her rebel attitude, you spent a lot of nights drinking her blood and torturing her endlessly, pulling out of her every kind of shriek. Eventually she asked for death as a relief and you decided to give her a really impressive execution, locking her up in the iron maiden.
  
  Probably, when you got her out of it, some hair got caught on the spikes. You cut her body to pieces and gave it to the wolves that infested the mountain slope, then you smiled and shouted in the night: "Next!"
  
  > take hair
  Taken.
  
  > examine the wheel
  The breaking wheel looks painful.
  
  > look at the pillory
  The pillory is secured to the floor with a sturdy iron base.
  
  The pillory is closed.
  
  > examine the cage
  In this cage you used to lock up your prisoners to show them the horrible tortures that you inflicted on their mates.
  
  The cage is closed.
  
  In the cage is a skeleton.
  
  > Go east
  Painted on the floor, snakes of every colour and size crawl and coil on each other, creating an apparently entangled mess. Some of them also climb onto the walls, brushing against the ceiling and making seemingly meaningless drawings. To the north there is the passage that goes to the bats room, to the south a solid wooden door (without a keyhole), to the east and to the west the entrances to two other rooms.
  
  > go east
  You are in a room lacking decorations that seems to be a sort a storage room, where you kept your clothes and the tools that you could need when you were in action. A big wardrobe is on the back wall, while on the floor you see a heavy chest. To the west you may return to the snakes room.
  
  > look at the wardrobe
  It's closed.
  
  > open it
  You open the wardrobe, revealing a black cloak.
  
  > examine the cloak
  With this black cloak on, you carried out your bloodiest actions, spreading terror all over the world and destroying anyone who dared to oppose your dark supremacy. The view of it alone gives you strength and you are sure that wearing it again could help you regain all your energy.
  
  > take the cloak
  Taken.
  
  > wear it
  You wear the cloak and you feel stronger.
  
  > wear the mask
  Wearing the mask you can still feel the smell of the blood and the fear of the prisoners whom you tortured.
  
  > Open chest
  You open the chest, revealing an axe.
  
  > examine the axe
  Your eyes shine while you look at the axe you used to cut to pieces the corpses of your victims, before feeding them to the wolves.
  
  > Go west
  Painted on the floor, snakes of every colour and size crawl and coil on each other, creating an apparently entangled mess. Some of them also climb onto the walls, brushing against the ceiling and making seemingly meaningless drawings. To the north there is the passage that goes to the bats room, to the south a solid wooden door (without a keyhole), to the east and to the west the entrances to two other rooms.
  
  > count the snakes
  You aren't convinced that the snakes are exactly 104, so you decide to count them again. Even this time you have to do many attempts to complete the task, but maybe it has been worth because now you know the snakes are 103, instead of 104.
  
  > go to the north
  Painted on the walls, the floor and the ceiling, the giant spiders that surround you make for a rather disquieting company, even for you. Although perfectly still and little more than stylised drawings, they appear to be extraordinarily alive with shiny yellow eyes and wide open mandibles.
  
  To the south you may return to the bats room, to the east and to the west you can explore other rooms of the hideout, to the north you see a solid iron door.
  
  > count the spiders
  You aren't convinced that the spiders are exactly 69, so you decide to count them again. Even this time you have to do many attempts to complete the task, but maybe it has been worth because now you know the spiders are 70, instead of 69.
  
  > look at the wheel
  Actually you needn't bother with the small wheels and the handle: in order to attempt to open the door, just type "open door" and then enter the combination.
  
  > open the door
  What combination do you want to try to open the door?
  
  > 7210
  The door opens.
  
  > go north
  Your hideout wouldn't be complete without a place for storing your treasures. Your minions have always been too curious and bold for your liking, so you had this big and impregnable safe made that, as you predicted, perfectly resisted the attack of your killers. The room is indeed full of treasures. Maybe, if you had also protected the access to your crypt with such a security door, you wouldn't have ended up so bad.
  
  Actually, you're almost glad to have been murdered so horribly because, now that you are alive again, you can plan a terrible revenge. To the south you may return to the spiders room.
  
  > look at the treasures
  The treasures stored in this room form a shiny heap of golden and silver coins, jewels, precious stones, that overflows the chests and covers almost all the floor, with paintings, sculptures and other items of inestimable value. It is a wealth conquered in over one thousand years of life, that also includes a lot of houses scattered all over the world, that you will soon haunt again.
  
  Plunging your eyes and hands in your treasures, you recover your beloved Stradivarius violin, an exquisite piece of art that you've played for centuries, in your happiest moments.
  
  > examine the violin
  Ah, here is your fabulous Stradivarius violin. A really exquisite piece of your collection of treasures stolen all around the world. Music and musical instruments are among the things you love most.
  
  > play violin
  (first taking the violin)
  To play the violin you should have the bow.
  
  > search the treasures
  The treasures stored in this room form a shiny heap of golden and silver coins, jewels, precious stones, that overflows the chests and covers almost all the floor, with paintings, sculptures and other items of inestimable value. It is a wealth conquered in over one thousand years of life, that also includes a lot of houses scattered all over the world, that you will soon haunt again.
  
  Searching well in your treasures, you also find the violin bow. However, the horsehair bundle is gravely frayed and it's unlikely that you can play the violin with it.
  
  > attach the hair to the bow
  Attempting to repair the frayed bundle of the bow with the hair found in the iron maiden is a really complicated work. However, at the end, you seem to have done a good job that could allow you to play the violin again.
  
  > play the violin
  To play the violin you should have the bow.
  
  > search the treasure
  The treasures stored in this room form a shiny heap of golden and silver coins, jewels, precious stones, that overflows the chests and covers almost all the floor, with paintings, sculptures and other items of inestimable value. It is a wealth conquered in over one thousand years of life, that also includes a lot of houses scattered all over the world, that you will soon haunt again.
  
  > go south
  You've reached the wide, octagonal chamber that is at the centre of the hideout. The walls and the ceiling are covered with menacing black bats, painted on the background of a gloomy cave, with stalactites and stalagmites scattered everywhere. To the west you may return to the crypt; to the north, east and south three dark passages lead to the other rooms of the hideout.
  
  At the centre of the chamber, on a low pedestal of grey stone, you can see the white wooden coffin, in which Sabrina, your latest lover, rested. It is decorated with the images of red roses and the letters S. C.
  
  The coffin is closed.
  
  A big white cross painted on the floor blocks the passage that goes to east.
  
  > Go south
  Painted on the floor, snakes of every colour and size crawl and coil on each other, creating an apparently entangled mess. Some of them also climb onto the walls, brushing against the ceiling and making seemingly meaningless drawings. To the north there is the passage that goes to the bats room, to the south a solid wooden door (without a keyhole), to the east and to the west the entrances to two other rooms.
  
  > Chop coffin
  You hit the coffin with your axe, starting to break the decorated lid. You go on with the demolition until you see what remains of what, once, was the body of a beautiful girl. So, Sabrina was buried alive in her own coffin. Your killers hadn't even shown some mercy for a defenceless girl. They killed her in so horrible a way that shall be revenged, along with your horrific execution, as soon as possible.
  
  > look at Sabrina
  The corpse is in an advanced state of decay: it's difficult to recognize the forms and the lineaments of the beautiful lady who had the honour to rest near you in your hideout. Now, she's naked, bald, with hands and feet tied, a big "V" branded on her forehead and the mouth open in a mute scream of desperation. Before being buried alive, Sabrina must have suffered every kind of atrocity: these tortures must be revenged as your horrific execution must.
  
  > put the medallion in the slot
  (before you remove the medallion)
  
  You insert the medallion into the slot, leaving the small chain hanging along the wall.
  
  > pull the lever
  You hear a click when you pull the lever.
  
  > open the door
  You open the door.
  
  > take the medallion
  The medallion is stuck into the slot: no matter how hard you pull its chain, it doesn't seem to come out.
  
  > go to the south
  Many of the wretches that wanted to put an end to your atrocities spent their last hours of life here, waiting to see what fate they would face, after daring to oppose to your wicked supremacy. Caught by your minions on the mountain slope, while they tried to achieve their silly goals, they had been locked up in this narrow cell and left in the deepest darkness for days and nights, without food and water, until you felt inspired enough to take care of them. The walls, the ceiling, the floor and also the door have been covered with graffiti - some of which written in blood - that report curses and prayers of every kind, all unheard, seemingly. The exit that leads to the snakes room is to the north.
  
  > examine the graffiti
  Among the innumerable and delirious messages written on the cell walls, you find something interesting: a magic formula that seems to have the power to summon the spirits of the dead from the netherworld.
  
  > examine the formula
  Reciting this magic formula, you should have the power to summon the spirits of the dead from the netherworld.
  
  > Go north
  Painted on the floor, snakes of every colour and size crawl and coil on each other, creating an apparently entangled mess. Some of them also climb onto the walls, brushing against the ceiling and making seemingly meaningless drawings. To the north there is the passage that goes to the bats room, to the south a solid wooden door (without a keyhole), to the east and to the west the entrances to two other rooms.
  
  The small chain of your medallion hangs from the slot at the side of the lever, near the wooden door on the south wall.
  
  > Go north
  You've reached the wide, octagonal chamber that is at the centre of the hideout. The walls and the ceiling are covered with menacing black bats, painted on the background of a gloomy cave, with stalactites and stalagmites scattered everywhere. To the west you may return to the crypt; to the north, east and south three dark passages lead to the other rooms of the hideout.
  
  At the centre of the room is the demolished coffin in which lies the decayed corpse of your latest lover, Sabrina.
  
  A big white cross painted on the floor blocks the passage that goes to east.
  
  > recite
  What do you want to recite?
  
  > recite the formula
  First you should learn it.
  
  > learn the formula
  You learn the magic formula to summon the spirits from the netherworld. Now, to verify if it works, you just have to recite it in an appropriate place.
  
  > recite formula
  Stretching out your arms to receive the occult forces that you are going to summon, you recite the magic formula found among the graffiti in the cell. A mysterious sorcery that you didn't know before today. However, it seems to work well: when you finish to utter the words of the formula, Sabrina's ghost appears in front of you, exiting from the mouth of her corpse.
  
  "Oh, Martin!" exclaims the sepulchral apparition. "Have you seen what those bastards did to me? It was professor Anderson and his gang, those who already came to look for you at my village. They eventually found our hideout. They arrived to the camp in the morning. They were a lot and well-armed, your minions were taken by surprise and they were overpowered and slain in few hours."
  
  "I was spared only to suffer a worse fate" continues the spectre. "They knew who I was and said that I would have a special treatment. They ripped my clothes off and shaved my hair off, before whipping me and beating me up to allow me to 'expiate my sins'. Then they branded me with the vampire symbol. When they brought me here, I had gone through so much pain I couldn't stay on foot. Before burying me alive in the coffin, they forced me to attend your execution and that was the most horrible moment."
  
  "I tried to advise you of their coming" says Sabrina after a pause caused by the tension that those terrible memories still cause in her. "I shouted and shouted with all my breath, while we walked through the tunnel leading to your crypt. But you were sleeping, you couldn't wake up, so they killed you merciless. Now, seeing you alive again is a great joy for me because I'm sure that my death will be revenged together with yours and who did us wrong will die in horrible pain. Maybe, one day, you'll find the way to get me out of this damned place, where there's no escape from suffering and everything burns, burns, buuurns!"
  
  Suddenly Sabrina's corpse and the coffin catch fire in front of you, as if they have been reached by the same hell flames that tortured the girl's soul. While you look at the fire burning up, you seem to see Sabrina's spirit leave this reality to return to the netherworld.
  
  > go west
  Although many years have passed since the last time you used these amazing devices of pain and death, the torture chamber still smells of the fear and blood of the poor wretches that ended up here. If you concentrate, you can hear their screams, which still gives you a fit of pleasure.
  
  A threatening iron maiden is at the centre of the room. Between the chains hanging from the ceiling, you see a breaking wheel and a pillory. There is also a rusty cage, in which you enjoyed to lock - this you remember well - the mates of the people you were torturing. So they could see what they would soon endure. To the east you may return to the snakes room.
  
  > recite the formula
  It's better not: if the spirit of the skeleton came from the netherworld, he could want to take revenge upon he who reduced him so.
  
  > open the cage
  You unlock and open the cage.
  
  > take the skeleton
  I'm afraid taking the whole skeleton would be complicated. Why don't you just take one bone?
  
  > take the bone
  You get a shinbone from the skeleton.
  
  > close the door
  You close the door.
  
  > take the medallion
  The medallion is stuck into the slot: no matter how hard you pull its chain, it doesn't seem to come out.
  
  > open the door
  You open the door.
  
  > examine the bone
  This shinbone belonged to the reverend Maximilian Bauer, an old enemy who you condamned to be eaten alive by rats.
  
  > go to the north
  You've reached the wide, octagonal chamber that is at the centre of the hideout. The walls and the ceiling are covered with menacing black bats, painted on the background of a gloomy cave, with stalactites and stalagmites scattered everywhere. To the west you may return to the crypt; to the north, east and south three dark passages lead to the other rooms of the hideout.
  
  At the centre of the room is a coffin on fire, in which the corpse of your lover Sabrina is burning.
  
  A big white cross painted on the floor blocks the passage that goes to east.
  
  > go to the west
  The books that fill the shelves of your library have been your best friends over the centuries. With their engaging stories they helped you to cope with the loneliness in which every vampire is forced to spend most of his life. At the centre of the room is a desk still covered with papers; behind it you can see a priceless human-skin armchair. To the east you return to the spiders room.
  
  > move the western shelf
  In theory you would be still too weak to move one of the heavy shelves. However, wearing your cloak you seem to have regained some of your usual energy and wickedness. Indeed, after some useless efforts, you succeed in removing one the shelves from the wall, finding a secret passage that leads to west.
  
  > go west
  Now that you are here you remember this room. A hiding place designed to protect a very important item: your copy of Necronomicon, the very rare black magic book that allows to summon demons and reach the most frightful dimensions of the universe. The volume is where you left it, on a lectern at the centre of the room. It seems to invite you to use its occult powers again. To the east you may return to the library room.
  
  Hung on the back wall, there is a cloth flag with a dark dragon.
  
  > look at the flag
  The dragon has always been the emblem of your family. Initially it was white, but you turned it into black to make it more appropriate to your status of prince of darkness.
  
  The flag is a bit frayed.
  
  > look at the book
  Written in blood and bound with human skin, the Necronomicon is a cursed book whose existence many people even prefer to deny. The Church tried to delete every trace of it for centuries, after putting it on a blacklist. Many of those who used it, to summon the demons and visit the frightful places of the netherworld, were killed by the same forces they had tried to dominate. But you, who don't fear the death because you're already dead, have always known how to take advantage of the power of Necronomicon. A quick look at the book index is enough to find what you need: the spell to summon Praseidimio, a powerful demon who already helped you in the past. To have him at your service again, you just have to call his name.
  
  > read the book
  Written in blood and bound with human skin, the Necronomicon is a cursed book whose existence many people even prefer to deny. The Church tried to delete every trace of it for centuries, after putting it on a blacklist. Many of those who used it, to summon the demons and visit the frightful places of the netherworld, were killed by the same forces they had tried to dominate. But you, who don't fear the death because you're already dead, have always known how to take advantage of the power of Necronomicon. A quick look at the book index is enough to find what you need: the spell to summon Praseidimio, a powerful demon who already helped you in the past. To have him at your service again, you just have to call his name.
  
  > look at the lectern
  Focus on the book.
  
  > Go east
  The books that fill the shelves of your library have been your best friends over the centuries. With their engaging stories they helped you to cope with the loneliness in which every vampire is forced to spend most of his life. At the centre of the room is a desk still covered with papers; behind it you can see a priceless human-skin armchair. To the east you return to the spiders room.
  
  To the west, behind a moved shelf, you see a passage that leads to a secret room.
  
  > put the flag on the cross
  The power of the cross is too great to overcome it simply covering it with the flag.
  
  > Wave flag
  You look ridiculous waving the flag.
  
  > wish for the revenge
  If you want to make a wish, just tell Praseidimio about that.
  
  Praseidimio sniggers thinking of the next soul that he'll send to burn to hell.
  
  > tell the demon about the revenge
  "Tell me about the wish you would like me to grant" Praseidimio says. "So I'll decide whether to fulfil it or not."
  
  > tell the demon about Anderson
  "A tough cookie" Praseidimio says. "Very tough, maybe too tough!"
  
  > tell demon about Sabrina
  "A graceful girl, who thanks to you will be doomed forever" Praseidimio says.
  
  > tell demon about Lilith
  "A really powerful vampire and... a really charming woman" Praseidimio says.
  
  > tell the demon about blood
  "A priceless thing!" Praseidimio says. "Especially for you vampires."
  
  > tell the demon about cross
  "A gadget which soon goes out of style" Praseidimio exclaims.
  
  > go north
  Praseidimio follows you.
  
  Painted on the walls, the floor and the ceiling, the giant spiders that surround you make for a rather disquieting company, even for you. Although perfectly still and little more than stylised drawings, they appear to be extraordinarily alive with shiny yellow eyes and wide open mandibles.
  
  To the south you may return to the bats room, to the east and to the west you can explore other rooms of the hideout, to the north you see a solid iron door.
  
  Praseidimio is at your side, ready to give his contribution to the triumph of evil over good.
  
  > Go east
  Praseidimio watches you going to east and says: "I'm sorry, but I'm not willing to follow you there. I'll stay here and wait for your return."
  
  You are in a small painted black room that appears to be a temple. You can see a kneeling stool in front of a large painting with a golden frame, hung on the back wall. The subject of the picture is Lilith, the gorgeous and cruel vampire who, more than a thousand years ago, threw you in this bloody abyss of darkness, letting you drink her blood after having pierced your jugular with her long, sharp canines so many times.
  
  Much time has passed since then, but you never forgot the encounter that changed your life (and your death) forever. Hence you created this place of prayer to keep in contact with her, certain that one day Lilith will answer to your invocations and return to you. To the west a passage leads to the spiders room.
  
  > Pray
  You join your hands and start to pray for the return of Lilith, without anything happening.
  
  > Go west
  Painted on the walls, the floor and the ceiling, the giant spiders that surround you make for a rather disquieting company, even for you. Although perfectly still and little more than stylised drawings, they appear to be extraordinarily alive with shiny yellow eyes and wide open mandibles.
  
  To the south you may return to the bats room, to the east and to the west you can explore other rooms of the hideout, to the north you see a solid iron door.
  
  Praseidimio is at your side, ready to give his contribution to the triumph of evil over good.
  
  > Go west
  Praseidimio follows you.
  
  The books that fill the shelves of your library have been your best friends over the centuries. With their engaging stories they helped you to cope with the loneliness in which every vampire is forced to spend most of his life. At the centre of the room is a desk still covered with papers; behind it you can see a priceless human-skin armchair. To the east you return to the spiders room.
  
  Praseidimio is at your side, ready to give his contribution to the triumph of evil over good.
  
  To the west, behind a moved shelf, you see a passage that leads to a secret room.
  
  > go south
  Praseidimio follows you.
  
  You've reached the wide, octagonal chamber that is at the centre of the hideout. The walls and the ceiling are covered with menacing black bats, painted on the background of a gloomy cave, with stalactites and stalagmites scattered everywhere. To the west you may return to the crypt; to the north, east and south three dark passages lead to the other rooms of the hideout.
  
  Praseidimio is at your side, ready to give his contribution to the triumph of evil over good.
  
  At the centre of the room is a coffin on fire, in which the corpse of your lover Sabrina is burning.
  
  A big white cross painted on the floor blocks the passage that goes to east.
  
  > go east
  The white cross drawn on the floor prevents you from going to east.
  
  Do you want to ask Praseidimio to help you overcome the cross? (y/n)
  
  > Y.
  Praseidimio refuses to fulfil your wish, saying that you can overcome the cross on your own.
  
  > look at the fire
  It's a terrible sight that makes you understand how lucky you are to be an immortal evil vampire, who'll never goes to burn to hell.
  
  Praseidimio fluctuates around you, eager to give his contribution to the triumph of evil over good.
  
  > check what you're carrying
  You are carrying:
  a flag
  a shinbone
  an axe
  a violin bow
  a violin
  a bottle of liquor
  
  You are wearing:
  a black cloak
  a black leather mask
  your suit
  an iron key
  your boots
  
  You also have:
  a magic formula
  
  > pour liquor on the flag
  It would be useless.
  
  Praseidimio sniggers thinking of the next soul that he'll send to burn to hell.
  
  > put the flag in the bottle
  I'm sure you can find more important things to do.
  
  "Think well to what wish to make" says Praseidimio. "As you know, we demons are very powerful and we don't like to be disturbed for trifles."
  
  > play the violin
  You play a music so sweet that moves also Praseidimio.
  
  "Think well to what wish to make" says Praseidimio. "As you know, we demons are very powerful and we don't like to be disturbed for trifles."
  
  > go north
  Praseidimio follows you.
  
  Painted on the walls, the floor and the ceiling, the giant spiders that surround you make for a rather disquieting company, even for you. Although perfectly still and little more than stylised drawings, they appear to be extraordinarily alive with shiny yellow eyes and wide open mandibles.
  
  To the south you may return to the bats room, to the east and to the west you can explore other rooms of the hideout, to the north you see a solid iron door.
  
  Praseidimio is at your side, ready to give his contribution to the triumph of evil over good.
  
  > Go east
  Praseidimio watches you going to east and says: "I'm sorry, but I'm not willing to follow you there. I'll stay here and wait for your return."
  
  You are in a small painted black room that appears to be a temple. You can see a kneeling stool in front of a large painting with a golden frame, hung on the back wall. The subject of the picture is Lilith, the gorgeous and cruel vampire who, more than a thousand years ago, threw you in this bloody abyss of darkness, letting you drink her blood after having pierced your jugular with her long, sharp canines so many times.
  
  Much time has passed since then, but you never forgot the encounter that changed your life (and your death) forever. Hence you created this place of prayer to keep in contact with her, certain that one day Lilith will answer to your invocations and return to you. To the west a passage leads to the spiders room.
  
  > Go south
  Praseidimio follows you.
  
  Painted on the floor, snakes of every colour and size crawl and coil on each other, creating an apparently entangled mess. Some of them also climb onto the walls, brushing against the ceiling and making seemingly meaningless drawings. To the north there is the passage that goes to the bats room, to the south a solid wooden door (without a keyhole), to the east and to the west the entrances to two other rooms.
  
  Praseidimio is at your side, ready to give his contribution to the triumph of evil over good.
  
  The small chain of your medallion hangs from the slot at the side of the lever, near the wooden door on the south wall.
  
  > Go west
  Praseidimio follows you.
  
  Although many years have passed since the last time you used these amazing devices of pain and death, the torture chamber still smells of the fear and blood of the poor wretches that ended up here. If you concentrate, you can hear their screams, which still gives you a fit of pleasure.
  
  A threatening iron maiden is at the centre of the room. Between the chains hanging from the ceiling, you see a breaking wheel and a pillory. There is also a rusty cage, in which you enjoyed to lock - this you remember well - the mates of the people you were torturing. So they could see what they would soon endure. To the east you may return to the snakes room.
  
  Praseidimio is at your side, ready to give his contribution to the triumph of evil over good.
  
  > recite the formula
  It's better not: if the spirit of the skeleton came from the netherworld, he could want to take revenge upon he who reduced him so.
  
  > check what you're carrying
  You are carrying:
  a flag
  a shinbone
  an axe
  a violin bow
  a violin
  a bottle of liquor
  
  You are wearing:
  a black cloak
  a black leather mask
  your suit
  an iron key
  your boots
  
  You also have:
  a magic formula
  
  > pour the liquor on the cross
  You're crazy if you think to overcome the cross power by pouring the liquor on it.
  
  > pour liquor on the fire
  It's better not, you would risk to burn the entire hideout.
  
  Praseidimio fluctuates around you, eager to give his contribution to the triumph of evil over good.
  
  > Burn cross
  I doubt it's useful to set fire to the cross.
  
  > Chop cross
  Cutting that up would achieve little.
  
  > burn liquor
  I doubt it's useful to set fire to the bottle of liquor.
  
  > attach the flag to the bone
  The flag is too large to tie it to the bone. Why don't you try to make it smaller?
  
  Praseidimio sniggers thinking of the next soul that he'll send to burn to hell.
  
  > rip the flag
  You rip the flag, obtaining some cloth stripes.
  
  > tie the stripes to the bone
  You tie the stripes to the bone and roll them around one of its extremities, making a sort of rudimentary torch. Now, to light it up, you have to find some fuel and, obviously, a fire.
  
  Praseidimio sniggers thinking of the next soul that he'll send to burn to hell.
  
  > Light torch
  Before lighting up the torch with the fire from the coffin, you should pour some fuel on it to be sure it burns well and long enough.
  
  Before lighting up the torch with the fire from the coffin, you should pour some fuel on it to be sure it burns well and long enough.
  
  Praseidimio fluctuates around you, eager to give his contribution to the triumph of evil over good.
  
  > pour the liquor on the torch
  You pour some liquor on the torch. Now, to light it up, you just need some fire.
  
  "Think well to what wish to make" says Praseidimio. "As you know, we demons are very powerful and we don't like to be disturbed for trifles."
  
  > pour the liquor on the torch
  You already did it.
  
  > Light torch
  You put the torch, drenched with alcohol, on the flaming coffin: it lights up and starts to burn slowly.
  
  > Light cross
  I doubt it's useful to set fire to the cross.
  
  > Go south
  Praseidimio follows you.
  
  Many of the wretches that wanted to put an end to your atrocities spent their last hours of life here, waiting to see what fate they would face, after daring to oppose to your wicked supremacy. Caught by your minions on the mountain slope, while they tried to achieve their silly goals, they had been locked up in this narrow cell and left in the deepest darkness for days and nights, without food and water, until you felt inspired enough to take care of them. The walls, the ceiling, the floor and also the door have been covered with graffiti - some of which written in blood - that report curses and prayers of every kind, all unheard, seemingly. The exit that leads to the snakes room is to the north.
  
  Praseidimio is at your side, ready to give his contribution to the triumph of evil over good.
  
  > Burn web
  I doubt you can do it with some spiders painted on the floor.
  
  "Think well to what wish to make" says Praseidimio. "As you know, we demons are very powerful and we don't like to be disturbed for trifles."
  
  > Burn self
  I doubt it's useful to set fire to yourself.
  
  "Think well to what wish to make" says Praseidimio. "As you know, we demons are very powerful and we don't like to be disturbed for trifles."
  
  > Go north
  Praseidimio follows you.
  
  Your hideout wouldn't be complete without a place for storing your treasures. Your minions have always been too curious and bold for your liking, so you had this big and impregnable safe made that, as you predicted, perfectly resisted the attack of your killers. The room is indeed full of treasures. To the south you may return to the spiders room.
  
  Praseidimio is at your side, ready to give his contribution to the triumph of evil over good.
  
  > go to the east
  You can go only south.
  
  > Burn painting
  I doubt it's useful to set fire to the picture.
  
  > Burn books
  I doubt it's useful to set fire to the books.
  
  Praseidimio fluctuates around you, eager to give his contribution to the triumph of evil over good.
  
  > Burn papers
  I doubt it's useful to set fire to the papers.
  
  "Think well to what wish to make" says Praseidimio. "As you know, we demons are very powerful and we don't like to be disturbed for trifles."
  
  > Go west
  Praseidimio follows you.
  
  This hiding place was designed to protect a very important item: your copy of Necronomicon, the very rare black magic book that allows to summon demons and reach the most frightful dimensions of the universe. The volume is where you left it, on a lectern at the centre of the room. It seems to invite you to use its occult powers again. To the east you may return to the library room.
  
  Praseidimio is at your side, ready to give his contribution to the triumph of evil over good.
  
  > look at what you're carrying with you
  You are carrying:
  a torch
  an axe
  a violin bow
  a violin
  a bottle of liquor
  
  You are wearing:
  a black cloak
  a black leather mask
  your suit
  an iron key
  your boots
  
  You also have:
  a magic formula
  
  > Go west
  Praseidimio follows you.
  
  You're walking through the east-west tunnel which connects the crypt with the other rooms of the hideout. It is a narrow passage of irregular stone that nobody had dared to walk through before the arrival of the fools who (temporarily) put an end to your life.
  
  Praseidimio is at your side, ready to give his contribution to the triumph of evil over good.
  
  > Go west
  Praseidimio follows you.
  
  Hidden in the bowels of the mountain, this chamber has hosted your immortal body for centuries, while your enemies spent their miserable days hunting you down at your castle. The coffin is on a stone pedestal at the centre of the room. On the ceiling is a fresco of the red sun of Valmar. To the east a narrow tunnel leads to the other rooms of your hideout.
  
  Praseidimio is at your side, ready to give his contribution to the triumph of evil over good.
  
  > Light Praseidimio
  I doubt it's useful to set fire to the demon Praseidimio.
  
  Praseidimio sniggers thinking of the next soul that he'll send to burn to hell.
  
  > Burn sun
  I'm sure you can find more important things to do.
  
  Praseidimio fluctuates around you, eager to give his contribution to the triumph of evil over good.
  
  > look at the pedestal
  The coffin lies on a massive block of black stone on which your name has been engraved: "Martin Voigt". There is also the ancient motto: "Nemo me impune lacessit". An expression that you reread with particular pleasure, waiting to transform it into a lethal reality.
  
  Praseidimio sniggers thinking of the next soul that he'll send to burn to hell.
  
  > look in the coffin
  In the coffin is a wooden stake.
  
  Praseidimio sniggers thinking of the next soul that he'll send to burn to hell.
  
  > take the stake
  You really want to take it back?! After it kept you nailed to your coffin for years? You'd rather not.
  
  "Think well to what wish to make" says Praseidimio. "As you know, we demons are very powerful and we don't like to be disturbed for trifles."
  
  > Burn stake
  I doubt it's useful to set fire to the wooden stake.
  
  > go to the east
  Praseidimio follows you.
  
  You're walking through the east-west tunnel which connects the crypt with the other rooms of the hideout. It is a narrow passage of irregular stone that nobody had dared to walk through before the arrival of the fools who (temporarily) put an end to your life.
  
  Praseidimio is at your side, ready to give his contribution to the triumph of evil over good.
  
  > put the torch in chain
  That can't contain things.
  
  Praseidimio sniggers thinking of the next soul that he'll send to burn to hell.
  
  > pull the chain
  Nothing obvious happens.
  
  "Think well to what wish to make" says Praseidimio. "As you know, we demons are very powerful and we don't like to be disturbed for trifles."
  
  > Sing
  You sing a song to the devil, without achieving any (apparent) help.
  
  > Go north
  No problem!
  
  > take the book
  It's better not to bring the Necronomicon outside of its hiding place.
  
  Praseidimio fluctuates around you, eager to give his contribution to the triumph of evil over good.
  
  > look at the books
  Actually the amount of books that you see here is only a small part of that, certainly bigger, collection that you amassed over the centuries in the library room of your castle. However, between the most recent volumes, there are all the most famous vampire tales written by Bram Stoker, Joseph Sheridan Le Fanu, John William Polidori, Charles Nodier, Marcel Schwob, Stanislaus Eric Stenbock, Julian Osgood Field, Anne Rice, Richard R. McCammon and Fred Saberhagen.
  
  There are also the frightful stories of Edgar Allan Poe, Ambrose Bierce, Howard Phillips Lovecraft, Stephen King, Clive Barker and the delirious works of Franz Kafka, Tommaso Landolfi and Dino Buzzati.
  
  "Think well to what wish to make" says Praseidimio. "As you know, we demons are very powerful and we don't like to be disturbed for trifles."
  
  > examine the paintings
  The treasures stored in this room form a shiny heap of golden and silver coins, jewels, precious stones, that overflows the chests and covers almost all the floor, with paintings, sculptures and other items of inestimable value. It is a wealth conquered in over one thousand years of life, that also includes a lot of houses scattered all over the world, that you will soon haunt again.
  
  Praseidimio fluctuates around you, eager to give his contribution to the triumph of evil over good.
  
  > take all
  demon Praseidimio: I don't suppose the demon Praseidimio would care for that.
  
  "Think well to what wish to make" says Praseidimio. "As you know, we demons are very powerful and we don't like to be disturbed for trifles."
  
  > take all
  demon Praseidimio: I don't suppose the demon Praseidimio would care for that.
  
  > Go east
  Praseidimio watches you going to east and says: "I'm sorry, but I'm not willing to follow you there. I'll stay here and wait for your return."
  
  You are in a small painted black room that appears to be a temple. You can see a kneeling stool in front of a large painting with a golden frame, hung on the back wall. The subject of the picture is Lilith, the gorgeous and cruel vampire who, more than a thousand years ago, threw you in this bloody abyss of darkness, letting you drink her blood after having pierced your jugular with her long, sharp canines so many times.
  
  Much time has passed since then, but you never forgot the encounter that changed your life (and your death) forever. Hence you created this place of prayer to keep in contact with her, certain that one day Lilith will answer to your invocations and return to you. To the west a passage leads to the spiders room.
  
  > take all
  demon Praseidimio: I don't suppose the demon Praseidimio would care for that.
  passage: That's fixed in place.
  
  > Go west
  Praseidimio follows you.
  
  This hiding place was designed to protect a very important item: your copy of Necronomicon, the very rare black magic book that allows to summon demons and reach the most frightful dimensions of the universe. The volume is where you left it, on a lectern at the centre of the room. It seems to invite you to use its occult powers again. To the east you may return to the library room.
  
  Praseidimio is at your side, ready to give his contribution to the triumph of evil over good.
  
  > take all
  demon Praseidimio: I don't suppose the demon Praseidimio would care for that.
  flaming coffin: It's better not, you would risk to burn yourself. cross: That's fixed in place.
  
  Praseidimio fluctuates around you, eager to give his contribution to the triumph of evil over good.
  
  > look at the fire
  It's a terrible sight that makes you understand how lucky you are to be an immortal evil vampire, who'll never goes to burn to hell.
  
  Praseidimio fluctuates around you, eager to give his contribution to the triumph of evil over good.
  
  > Search fire
  The flaming coffin is empty.
  
  > take all
  demon Praseidimio: I don't suppose the demon Praseidimio would care for that.
  medallion: The medallion is stuck into the slot: no matter how hard you pull its chain, it doesn't seem to come out.
  
  > go to the east
  Praseidimio follows you.
  
  You are in a room lacking decorations that seems to be a sort a storage room, where you kept your clothes and the tools that you could need when you were in action. A big wardrobe is on the back wall, while on the floor you see a heavy chest. To the west you may return to the snakes room.
  
  Praseidimio is at your side, ready to give his contribution to the triumph of evil over good.
  
  > take all
  demon Praseidimio: I don't suppose the demon Praseidimio would care for that.
  
  > pull the lever
  First you should close the door.
  
  "Think well to what wish to make" says Praseidimio. "As you know, we demons are very powerful and we don't like to be disturbed for trifles."
  
  > close the door
  You close the door.
  
  > pull the lever
  You hear a click when you pull the lever.
  
  > take the medallion
  You pull the small chain and take the medallion back that you inserted in the slot near the lever.
  
  Praseidimio sniggers thinking of the next soul that he'll send to burn to hell.
  
  > wear the medallion
  You put on the medallion.
  
  Praseidimio fluctuates around you, eager to give his contribution to the triumph of evil over good.
  
  > go east
  The white cross drawn on the floor prevents you from going to east.
  
  Do you want to ask Praseidimio to help you overcome the cross? (y/n)
  
  > examine the medallion
  The medallion has your name carved on: "Martin Voigt". It is attached to a small chain that allows to wear it.
  
  > wear the medallion
  You're already wearing that!
  
  > count the bats
  You aren't convinced that the bats are exactly 103, so you decide to count them again. Even this time you have to do many attempts to complete the task, but maybe it has been worth because now you know the bats are 102, instead of 103.