text: [Themes: Fantasy, devil]
  
  > look around
  hall, but at least there is this small room, with just enough space for
  a coathanger and a narrow staircase up to a trapdoor in the ceiling.
  Wooden doors lead north, east, west and south.
  You see a book, a sheet of writing paper, a crystal ball, a green
  bottle, a large carrot, a small glass flask, a scroll, a small teak
  box, and a magic wand here.
  
  > eat it
  The tomato is just as delicious as it looks. As you take the last bite
  out of it, you feel something hard between your teeth. Surprised, you
  remove a copper coin from your mouth. How on earth did that get into
  the tomato?
  
  [Your score just went up 5 points]
  
  > look at the copper coin
  Even though it's from Frobnizzia, a country that's renowned for its
  curious currency, there's nothing remarkable whatsoever about this coin
  (in fact, it's remarkable for being the only non-remarkable Frobnizzian
  coin). It's small, round, made of copper, and bears the picture of a
  heart.
  
  > put the coin in the green bottle
  As soon as it hits the bottom of the bottle, the copper coin vanishes
  with a popping sound. The bottle is now empty.
  
  > drop all
  scrap of paper: Dropped.
  magic wand: Dropped.
  
  > Go north
  This shed was used by uncle Zebulon for his goldmaking: strange
  experiments that could often be smelt from across town, even occasional
  explosions. Your uncle spoke very little of his experiments, and never
  showed any signs of making money out of them, yet people generally
  assumed that they were successful and a source of great wealth. In all
  other matters, your family regarded uncle Zebulon as a useless dreamer,
  even an embarrassment, but they took a certain reluctant pride in his
  reputation as a goldmaker.
  
  As a consequence of your relatives' frantic search for valuables,
  the place is in an even greater mess than you remember. The workbench
  has been cleared of the usual odds and ends, and all even remotely
  useful tools or utensils have been removed. Large heaps of junk and
  broken glass remain in the corners, and in the centre of the room is a
  large, hideous statue of a three-eyed dog - probably some exotic idol
  brought home from your uncle's travels. You can't remember ever seeing
  it before.
  
  There is a mysterious dark hole in the middle of the workbench.
  You see a blue bottle here. The blue bottle seems to contain a lead
  coin, an iron coin, and a copper coin.
  
  > put the LEAD in the basin
  The lead coin falls into the water with a faint splash and sinks to the
  bottom.
  
  As soon as the coin has come to rest on the bottom, something
  strange happens: the statue of Saturn comes to life. The marble seems
  to soften somewhat; the aged head turns towards you, and Saturn speaks
  in a deep, hoarse voice. "Welcome, stranger, to the Portal between
  Worlds. A long way hast thou come, and yet the way that lies before
  thee is even longer."
  He makes a gesture with one hand, and a sound like a whisper is
  heard; a faint breeze sets the still air in motion, carrying a smell of
  salt to your nostrils. For a moment you imagine hearing booming surf
  in the distance.
  
  [Your score just went up 10 points]
  
  The statue returns to its previous form, flesh hardening into stone
  again, the colour draining away.
  
  > put the IRON in basin
  The iron coin falls into the water with a faint splash and sinks to the
  bottom.
  
  The statue of Mars comes to life with a clanging of armour. Mars'
  gaze remains as hard as before as he looks at you, saying in an
  incredibly powerful voice: "Thou hast come to claim thy inheritance,
  and claim it thou shalt; but know that thy quest has barely begun."
  Raising both arms towards the leaden sky, he brings them down again
  in a motion that somehow seems to tear the sky down as a curtain. The
  leaden overcast is gone, replaced by a glorious night sky, sprinkled
  with thousands of stars bright enough to read by.
  
  The statue returns to its previous form, flesh hardening into stone
  again, the colour draining away.
  
  > put COPPER in the basin
  the bottom.
  
  The statue of Venus undergoes a startling transformation: hard,
  white marble turning into soft, pale-olive flesh, frozen stone hair
  starting to flow like a waterfall, white, unseeing eyes suddenly filled
  with life. "The end of the beginning has come. The land of Vhyl
  awaits thee!"
  She makes a sweeping gesture with one arm. Around you, the plain
  starts to fade away, as when a painting is washed from a glass pane.
  Gradually, another landscape takes shape in front of your eyes: the
  greyish plain is replaced by sand dunes, the featureless horizon
  becomes dotted with palms...
  
  You find yourself standing on a desert road under a magnificent,
  star-studded night sky. Your hair is ruffled by a cold wind that
  smells of sand and salt; in the distance you hear the booming sound of
  surf. You recognize the view from uncle Zebulon's tower. Not a trace
  remains of your previous surroundings.
  
  You let your gaze wander around the distant horizon, where palm
  trees are outlined against the starry sky. It is drawn to the
  silhouette of the fabulous city of Cyr-Dhool, a dreamlike mirage at the
  far end of a narrow road that winds across the desert of Noori. Drawn
  by a strong feeling that your inheritance awaits you inside the city,
  you start walking along the road, through the strange country of Vhyl.
  
  You walk for an hour or so, feeling the cold, invigorating breeze
  against your face, letting the dry smells of the desert and the salty
  tang of the distant sea fill your nostrils. In front of you, now and
  then obscured by intervening dunes, steadily growing larger, you see
  the city of Cyr-Dhool, its many spires and cupolas glittering in the
  starlight like some gigantic piece of jewelry. As you get closer, you
  begin to wonder about the total stillness of Cyr-Dhool; not a single
  light shows in its windows, not a single movement is seen. Yet the
  city somehow doesn't seem dead, but rather asleep.
  
  Finally, you reach the end of the road, in an open place just in
  front of the city's gates. The polished marble walls tower above you,
  gleaming coolly with reflected starlight. Not a single sentry hails
  you. As you approach the tall bronze gates, they swing open to leave
  the passage open into a broad, empty street. With a feeling of elation
  you enter the city to claim your inheritance.
  
  [Your score just went up 10 points]
  
  And thus ends the story of uncle Zebulon's will. Many adventures
  await you in the city of Cyr-Dhool, but they belong to a different
  game.
  
   You have won 
  
  In a total of 260 turns, you have achieved a score of 75 points out of
  a possible 75, and visited 12 locations out of 12.
  
  You may restore a saved game, start over, quit, or undo the current
  command.