╨╧рб▒с>■   ЪЬ■   РСТУФХЦЧШЩ                                                                                                                                                                                                                                                                                                                                                                                                            ье┴M Ё┐П╕bjbjт=т= "АWАWП┤      l*"д"д"д"д&еМ*Ї┌Ў╛н╛н╛н╛н╛нЩоЩоЩоs┌u┌u┌u┌u┌u┌u┌$ъ█  ▐TЩ┌ЩоЩоЩоЩоЩоЩ┌П╪╛н╛н█о┌П╪П╪П╪Щою'╛н╛нs┌П╪Щоs┌П╪фП╪s┌s┌╛н▓н ░┐Q▌╚╩╞*°в"дЗ╓s┌s┌─┌0Ї┌s┌^▐З╓^▐s┌П╪**┘This is a complete transcript to SpiritWrak release 3, by Daniel S. Yu. It follows the step-by-step solution written by Paul J. Godfrey and Shawn Doherty, available at if-archive/solution/spirit.step. No effort has been made to trim the redundant stuff in this walkthrough -- for example, each and every tedious journey through the GU Subway is written out in all its glorious detail. The net result is that this beast is about 150 pages long. Sorry about that.... IТve done a couple of things that are not mentioned in the solution, mainly to obtain the descriptions of rooms that otherwise you would never visit if you followed the walkthrough. Most notably, there are some interesting Уinstant-deathФ rooms you see if you make mistakes in the endgame. In these situations, I give a glimpse of the room, then УUNDOФ the last move and go ahead with the walkthrough. My thanks to Daniel S. Yu, who told me about these places. Enjoy! Marco Cavagna **************************************************************************************************** SPIRITWRAK An Interactive Fantasy Adventure Copyright (C) 1996, by D.S. Yu. Portions copyright Graham Nelson. 'SPIRITWRAK' comes with ABSOLUTELY NO WARRANTY This is free software, and you are welcome to redistribute it under conditions as described in the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Release 3 / Serial number 960606 / Inform v1502 Library 5/12 Standard interpreter 1.0 Monastery Chapel You are standing in a monastery chapel. All around you, fellow Brothers of the Order are standing, chanting. The eerie droning voices seem to reverberate into [MORE]the air. At the front of the chapel, Brother Joseph stands in deep concentration, holding the Rod of the Ancients. >z Time passes. Brother Joseph now speaks directly to the entire Order. "Fellow Brothers, the year, as you know, is 976 GUE. A difficult time indeed. Ten years have passed since the Cataclysm brought forth by the Circle of Enchanters changed our world forever. The outside world as we know it is in turmoil. A period of great change is upon all of us." >z Time passes. Brother Joseph continues speaking. "Our order has always maintained the strictest secrecy. Few outside of our order know of our existence. We are the keepers of the mystic balance that which embodies pure magic that can keep our world safe. It has always been thus -- we watch over all of Quendor, never interfering in the affairs of others, yet striving to maintain harmony." >z Time passes. Brother Joseph continues speaking. "But we can no longer depend on enchantments to keep outsiders at bay. Magic as we know it is dying. The dreaded Age of Science is already upon us, and in short time, our order will be discovered, and the balance will be no more. Many of our order have gone out into the world in secret, in attempts to repair what has been broken, but alas, this appears to be impossible." >z Time passes. Brother Joseph continues. "I have brought you all forth today to say that although we cannot protect the future of Quendor, we can protect ourselves!" He holds the Rod of the Ancients high. "This holy Rod, which the Ancient Ones used to defeat the demon Anabais, has the power to protect our order. I have discovered a lost mystic cube!" He holds a white, featureless cube high in his other hand. "This cube, when joined with the Rod of the Ancients, will preserve our order forever, sequestering all of us in another time, another place!" >z Time passes. There is a momentous pause. Brother Joseph looks at the entire Order. "May the Gods smile down upon us on this day! We go now, into the unknown!" He triumphantly joins the white cube to the end of the Rod of the Ancients. There is a sudden, blinding white flash! The chanting is instantly broken by a tremendous thunderclap! Brother Joseph is suddenly thrown back by a great force, and to your horror, the Rod of the Ancients breaks apart! Four pieces now float serenely above the altar, above a strange black globe that seems to crackle with energy. "AT LAST!"[MORE] The voice comes from nowhere and everywhere. The black sphere pulsates with lightning. "ANABAIS IS FREE AGAIN!" The voice pauses. "I see you found my fake mystic cube Joseph. I knew that someday, someone would find it, and free me from my prison!" The voice pauses again. "To show my gratitude, I'm scattering this broken symbol to the corners of the world!" The pieces of the rod suddenly disappear! "Watch out!" someone cries. The black sphere suddenly expands with alarming speed. Seconds later, a violent explosion seems to jar the very ground you stand on, and a black void covers all. You awaken in your room in a cold sweat. Was it all a terrible dream? The day beckons... [MORE] Your Quarters You are in your room in the Monastery. It is sparsely furnished, but certainly feels like home. The exit is north. You can see a note and a sleeping pallet here. >read note The note, in a hastily written scrawl, reads: "Please stop by the chapel as soon as you can. -- Joseph" >take pallet Taken. >n Hallway (near your quarters) You are in a hallway running west and east. The vaulted ceilings are a nice touch. Your quarters are to the south. >w Hallway (west end) You are at the west end of an east-west hallway. There are stairs up and down here, and an exit to the west. >w Monastery Gardens You are in the Monastery gardens, where various shrubs and conifers are covered in a light blanket of snow. An open cloister lies to the west, while a doorway heads east. A small area in the snow has been cleared for late winter planting, and some sand has been sprinkled here and there. >get sand Taken. >w Cloister Walkway You are in an open cloister, that runs along the Monastery gardens to the east. To the north is the main wing of the Monastery. To the south is the entrance hall. >n Main Hall This is the main hall of worship in the Monastery. A large domed ceiling hides some sort of lighting that create a warm yet serene atmosphere. A covered walk to the rest of the Monastery lies to the south. To the north is the Monastery chapel. A brazier sits in the center of the room. >n Monastery Chapel You are in the Monastery Chapel, the site of the recent appearance of the legendary Anabais. Signs of the recent visit include the slightly scorched walls, and the reek of brimstone. Wood pews are arranged in a circle around the central altar. The exit is south. Brother Joseph is here, standing by the altar. Joseph smiles as you enter. "I'm glad you found me. As you know, thanks to the old fool standing before you, the demon Anabais is loose upon the world once more. He has broken the Rod of the Ancients which was keeping our house and Order protected from outsiders. It is a sorry day for us all." Joseph pauses for a moment. "You are our final hope in a time of chaos. Brothers Palemon, TuffBerry and Toolbox have left the Order, and only you remain. I must now ask you to serve the Order which you have so faithfully served in the past. No short [MORE]order this, for our continued existence depends on it, but you must go out into a world gone mad alone, and retrieve the four broken pieces of the Rod of the Ancients, and return them here to me, so that we can rid the world of the evil we have loosed!" Brother Joseph pauses and searches his robes. "Here, you will need this," he says, giving you a strange amulet. "Without this amulet, the Ancient Ones cannot give you the mystic aid that you will most certainly need. But I waste much time. Go now, and may the Gods smile upon us all." [Your score has just gone up by two points.] >wear amulet As you place the amulet around your neck, you feel a strange sense of mystic power. >i You are carrying: a holy amulet (being worn) some sand a sleeping pallet a prayer book >read prayer Mystical Chants gnusto chant: copy a chant into your prayer book. frotz chant: cause an object to give off light. >learn frotz Making a quick prayer to the Gods, you prepare the frotz chant. >cast frotz on amulet There is an almost blinding flash of light as the holy amulet begins to glow! It slowly fades to a less painful level, but the holy amulet is now quite usable as a light source. >s Main Hall >s Cloister Walkway >e Monastery Gardens >e Hallway (west end) >e Hallway (near your quarters) >e Hallway (near quarters of Palemon and TuffBerry) You are in a hallway running west and east. Brother TuffBerry's quarters lie to the south. Brother Palemon's quarters are to the north. >e Hallway (east end) You are at the east end of an east-west hallway. Brother Joseph's quarters lie to the north, and Brother Toolbox's quarters lie to the south. >s Brother Toolbox's Quarters You are in Brother Toolbox's quarters, vacant ever since he left the order due to differences many years ago. The exit is north. You can see a diary and a folded scroll here. >get scroll Taken. [Your score has just gone up by two points.] >read scroll The scroll reads "espnis chant: deliver dull sermon (cause sleep)". >gnusto espnis You speak the chant, but the Gods are not kind this time, as nothing happens! >g You speak the chant, but something sounds wrong. Nothing happens this time. >g Your prayer book begins to shake! Slowly, ornately, the words of the espnis chant are inscribed, into the book with a violet glow. The book's brightness fades, but the chant remains! However, the scroll on which it was written vanishes as the last word is copied. >read diary "-- <944 GUE> Today Brother Joseph tried to explain the essence of how we channel magic energy through our amulets. To me, this seems to pale in comparison with the seemingly innate abilities of those who call themselves Enchanters. Joseph did show me a nice trick, however. He brought the Rod of the Ancients near my amulet, and the amulet gave off a sudden purple flash of light! I'll have to try that one on the Acolytes tomorrow." (there isn't much else of interest until the very last entry, which is not dated) "-- So long diary. I'm now off to seek greater spiritual guidance in Thriff. I hear the summers there are very nice too." >n Hallway (east end) >w Hallway (near quarters of Palemon and TuffBerry) >s Brother TuffBerry's Quarters You are in Brother TuffBerry's quarters, vacant since he undertook his quest for Joseph not long ago. The exit is north. You can see a torn page here. >read page This page was apparently torn from a larger document of some sort. All that is left now reads: "...fear. Just today I heard again something below me when I was meditating upstairs. It sounded like a person, or something alive at least was just below, trying to quietly move around unnoticed. Clearly this is impossible, and yet I cannot doubt what I heard. Palemon tells me I'm hearing spirits, but little does he know that I once heard the same noises in his very chambers! He was not around at the time, but to the west, behind the wall, I..." >n Hallway (near quarters of Palemon and TuffBerry) >n Brother Palemon's Quarters You are in Brother Palemon's quarters, which have been left unattended ever since Brother Palemon's unexplained disappearance many years ago. The exit is south. You can see a thin journal here. >read journal This journal is very strange indeed. Brother Palemon seems to have been very preoccupied up to the point of his disappearance with strange accursed places that he claims are located all over Quendor. He also makes several references to evil 'spirits' found in these places. You also notice that several pages of parchment near the back of the journal have been torn out. >push west wall Pushing the west wall reveals a hidden secret door! You've been in these quarters before, but certainly never noticed anything like this! >w Hidden Sanctum You are standing in a small chamber that obviously hasn't been used in quite some time -- the cobwebs and dust are several layers thick. There is a short crawl east. You can see a dusty scroll and a faded parchment here. >get scroll Taken. [Your score has just gone up by two points.] >read scroll The scroll reads "foblub chant: deliver magnificent sermon (glue audience to seats)". >gnusto foblub You speak the chant, but something sounds wrong. Nothing happens this time. >g You speak the chant, but something sounds wrong. Nothing happens this time. >g You speak the chant, but the Gods are not kind this time, as nothing happens! >g Your prayer book begins to shake! Slowly, ornately, the words of the foblub chant are inscribed, into the book with a violet glow. The book's brightness fades, but the chant remains! However, the scroll on which it was written vanishes as the last word is copied. >read faded "...are real! I have seen much evidence in the jungles of Miznia, marshes of Fublio Valley, the ruins of old Egreth and in Aragain itself! I believe that they are associated with certain basic elements in the surrounding area. But they dare not show themselves now, not while magic is strong! Woe unto us, should the powers of magic cease, as there would be nothing to stop their terror..." >e Brother Palemon's Quarters You can see a thin journal here. >s Hallway (near quarters of Palemon and TuffBerry) >w Hallway (near your quarters) >w Hallway (west end) >u Hallway (second floor, west) You are in a hallway on the second floor of the Monastery. The hallway continues east, while stairs lead downwards. >e Hallway (second floor, east) You are in a hallway on the second floor of the Monastery that runs east-to-west. To the north is the private meditation room. To the east is the Monastery library. To the northeast is an entrance to the steeple room. >ne Steeple Room You are in a round room with colored-glass windows. Wood beams line the walls and rise to form a short point in the peaked ceiling above. A small walkway returns to the southwest. A long wood table sits in the center of the room. A large rose-colored window lets some light in. >open window You turn and yank the window handle and pull. A rush of wind and snow greets you as you open the window. >sw Hallway (second floor, east) >e Monastery Library You are in the Monastery library, a cozy, almost cramped room with shelves of various books. The exit is to the west. On the shelves is a copy of the Holy Scriptures. >read scriptures This sacred tome details the teachings and beliefs of the Order, of which it's certainly always good practice to re-familiarize yourself with. The scriptures are divided into several sections. Sections that can be consulted in greater detail include: "Doctrines" "Demons" "Spirits" "(Book of the) Mystical" "(Book of the) Planes" "(Book of the) Ancients" "Legend of the Rod" >consult scriptures about planes "Let not the ways of the mortal life dissuade the knowledge of higher and lower planes of existence. For, beyond mortal reach are places where those who have truly served the Order and those who have truly forsaken the Harmony of Balance will find themselves in death. These are the Ethereal Plane of Atrii and the plane of the damned -- Hades." >consult scriptures about ancients "Trust in The Ancient Ones, those Three who showed mankind the way of Balance and Harmony." >consult scriptures about rod "Anabais foresaw his own demise when he dared to challenge the Ancient Ones. From powers of light and darkness, the Ancient Ones constructed that holy Rod that we know only as the Rod of the Ancients, and did smite the demon Anabais so grievously, that they did imprison him in that very Rod, where he could do no harm. This very Rod was made of pieces of ancient elemental energy, once separated. Only the powers of the Ancients could bring them together." >consult scriptures about doctrines "THE SACRED DOCTRINES OF THE ORDER OF BALANCE: Thou shalt strive to achieve balance in a world filled with unbalance. Thou shalt pray to the Deities in moments of inner reflection. Thou shalt not harm innocents nor aid them -- this is the way of balance." >consult scriptures about demons "Fear not, mortal men though your world be filled with demons and the wicked. Thou alone can prevail as The Ancient Ones against Anabais, the trickster were victorious." >consult scriptures about mystical "If one is true of doubts, then a believer in the great Harmony can draw upon the powers of the Ancients and perform feats of mystic power anywhere. Remember that in so doing, thou must act only as the channel of mystical power for the Ancient Ones." >consult scriptures about spirits "Before the dawn of time, know that our world was filled with evil spirits of the elements, until mankind came upon the land and vanquished them forever." >w Hallway (second floor, east) >w Hallway (second floor, west) >d Hallway (west end) >d Hallway (basement) You are in a hallway in the Monastery basement. The hallway continues to the east, and stairs lead upwards. >e Refectory You are in the Refectory, the general dining area for members of the Order. You grimace at the lingering scent of Brother Pufpistery's favorite dish -- Borphbelly stew. Several large oak tables and benches adorn this otherwise bare room. An exit lies to the west, the kitchen is to the north, and another exit lies to the east. >n Monastery Kitchen You are in Brother Pufpistery's domain -- the dreaded acolyte kitchen. A huge soup cauldron sits unused nearby. The refectory is south. You can see a preparing table (on which is a scrap of paper) here. >read paper It's a recipe torn from an issue of "Better Homes and Caverns": GUILDMASTER SNEFFLE'S PRIZE WINNING BIRTHDAY CAKE Ingredients: -- 1 small sack of flour -- 1 large sugar cube -- 1 packet of baking powder -- 1 stick butter -- 1 large corbie egg -- Dornberries, to taste Mix the ingredients together. Fold the resulting mixture the correct number of times (a single gloth spell should do the trick). Bake in a GUE Automatic oven [MORE]on the "cake" setting. Guildmaster Sneffle claims that "the dornberries are the secret to making a cake even the King would be impressed with." He also notes that "improper folding of the dough will produce very poor results." >s Refectory >e Storeroom You are in a small cramped storeroom, stocked with various crates and barrels of foodstuffs. The refectory is west. You can see a large barrel (on which is a sack of flour) here. >get flour Taken. >move barrel Well whaddya know, a trapdoor... >open trapdoor You open the trapdoor. >d Caverns You are in an low underground cavern, made of roughly worked stone. An even lower tunnel travels east. Light gleams in from an open trapdoor above. >e Cave Intersection You are in a large open cavern. The rough limestone here was probably eroded by underground springs to form the somewhat circular chamber you now stand in. Oddly, there seems to have been a recent cave-in, as piles of rubble line the walls. A tunnel snakes off to the west. To the southeast, a huge steel wall demonstrates a marked contrast to the otherwise drab surroundings. >w Caverns Light gleams in from an open trapdoor above. >u Storeroom A trapdoor opens into darkness below. You can also see a large barrel here. >w Refectory >w Hallway (basement) >u Hallway (west end) >w Monastery Gardens >w Cloister Walkway >s Entrance Hall This is the large entrance hall to the Monastery. Many a devoted visitor has passed through this place. There is an exit to the outside world to the south, and the rest of the Monastery lies to the north. >s You are surprised by a cold blast of wind as you leave the Monastery! Cliff Face You are standing near the top of a snowy mountain peak. The wind is quite cold and is making your teeth chatter. The general vicinity is mostly snow and rock; however, the entrance into the Monastery is to the north, all but hidden from view by the enormous slabs of snow-covered rock that make up the cliff face. There is a rough but obvious trail leading down the mountain to the south. There is also another trail that winds even further up the mountain peak almost hidden in the snow to the east. >drop all sack of flour: Dropped. sand: Dropped. sleeping pallet: Dropped. prayer book: Dropped. >drop amulet (first taking the holy amulet off) You take off the holy amulet. Dropped. >e Covered Trail You are climbing up a small trail that gets periodically lost in great bluffs of snow. The swirling snow makes seeing an unusual effort. The trail leads downwards to a cliff face to the west, and rises towards the mountain top to the north. >u Mountain Peak You are standing on the top of a peak of the Gray Mountains. A cold wind blows snow everywhere, obscuring what would otherwise surely be a wonderful view of the surrounding countryside. You can just make out some buildings to the far south in Frostham. A snowy bluff marks the way back down, or to the west, there appears to be a snowy outcropping. It seems to hang precariously over the edge of the mountain, however. >w You carefully make your way onto the outcropping. Snowy Outcropping You are standing on a snow-covered outcropping. You are almost waist-deep in snow, and the blisteringly cold winds aren't helping. The outcropping juts out alarmingly over the western edge of the mountain. In fact, you can see the Monastery steeple below this ledge. The main portion of the mountain peak lies to the east. There is a dirty scroll here, practically buried in the snow! Some snow falls off the outermost edge of the outcropping. >yell You give the best bellow you can muster, given the current weather conditions. Unfortunately, you seem to have disturbed something, as the entire outcropping gives way in a brief but powerful avalanche! You tumble through the air, followed by a large quantity of snow! But suddenly, you see the Monastery steeple rushing up to meet you! THUMP! You lie dazed for a moment. Miraculously, the dirty scroll lands next to you! Steeple Roof You are on a very narrow ledge outside the Monastery steeple. The snow and wind are doing their best to send you to a ungracious death below. The steeple roof is quite sharply slanted. A window opens into the steeple proper.[MORE] There is a dirty scroll here. >get scroll Taken. [Your score has just gone up by two points.] >read it The scroll reads "swanko chant: banish spirit". >enter window Steeple Room Someone has left a rose-colored window open and some snow drifts in. >sw Hallway (second floor, east) >w Hallway (second floor, west) >d Hallway (west end) >w Monastery Gardens >w Cloister Walkway >s Entrance Hall >s You are surprised by a cold blast of wind as you leave the Monastery! Cliff Face You can see a holy amulet, a prayer book, a sleeping pallet, some sand and a sack of flour here. >get all snow: It melts into nothing soon after. holy amulet: Taken. prayer book: Taken. sleeping pallet: Taken. sand: Taken. sack of flour: Taken. >wear amulet As you place the amulet around your neck, you feel a strange sense of mystic power. >gnusto swanko Your prayer book begins to shake! Slowly, ornately, the words of the swanko chant are inscribed, into the book with a violet glow. The book's brightness fades, but the chant remains! However, the scroll on which it was written vanishes as the last word is copied. >s Rocky Mountain Trail You are on a rocky mountain trail that winds up and down a mountain. Patches of snow can be found here and there. The trail continues down the mountain to the south, or up to the north. >s Snowy Intersection You are at a snow-filled crossroads in a mountain trail. Paths lead north towards the top of the mountain, east, west, and south towards the base of the mountain. There is a large stone marker here, in the center of the intersection. >w Top of Snowy Slope You're at the top of a short downwards slope into a snowy area below. A path leads east. You could also slide down the slope. A lone tree stands here, overlooking the slope. >d Bottom of Snowy Slope You've made your way down to a small snow-covered clearing, ringed by pine trees. The only exit is back up the slope. There's a large boulder here, sitting squat in the middle of the clearing. >put pallet on boulder You drape the pallet over the boulder. >u Top of Snowy Slope >climb tree You clamber up the tree. Top of tree You're on top of the tree, on some lower branches that seem pretty stable. There's a large bird's nest a bit farther out on a nearby branch. There appears to be an egg in it. >shake branch You give the branches a good shake. The egg pops free and tumbles to the ground below! You see the egg land in a soft patch of snow, and roll down the slope! Moments later, you hear a dull thump from below. >d Top of Snowy Slope >d Bottom of Snowy Slope There's a large boulder here, sitting squat in the middle of the clearing. On the large boulder is a sleeping pallet. You can also see a corbie egg here. >get egg Taken. [Your score has just gone up by two points.] >u Top of Snowy Slope >e Snowy Intersection There is a large stone marker here, in the center of the intersection. >s North of Frozen River You are standing just north of a frozen river (probably a tributary of Lake Dinge). You can just see the south bank from here, where the trail seems to continue. There doesn't seem to be a bridge, however. A trail also continues north. >s On Frozen River You are standing on a wide smooth river of ice. The river 'runs' east to west, and there are banks to the north and south. >throw sand You scatter the sand onto the ice. [Your score has just gone up by two points.] >s You tread lightly on the sand covered portion of the ice, and scramble to the south bank. South of Frozen River You are standing just south of a frozen river. You can just see the north bank from here, where the trail seems to continue. The only way to get there is across the river. A trail heads south into a valley. >s Valley Trail You are walking along a valley trail, just below a portion of the Gray Mountain ranges. You can see the beginnings of a city to the south, while the trail winds further into the mountain ranges to the north. >s Frostham Outskirts You are at the northern outskirts of Frostham. The city proper is to the south. A few snow covered residences are nearby. A trail leads into a valley to the north. The last time you saw Frostham was before you entered the Monastery -- many years ago at least. Oddly, it seemed bigger and less desolate then. >s Frostham You are in Frostham City, the famous winter-lover's haven. The once booming ski vacation spot seems to be a bit more run-down than in times past. The city thins out towards the north, while another section of town is to the south. To the west is a large wood structure. To the southwest is a small building. To the southeast is another small building, possibly a store. >se General Store This appears to be a small grocery store, strangely abandoned at the moment. Shelves line the walls, although, since no one is minding the store, the current stock seems to be a bit depleted. You notice an exit south marked "EMPLOYEES ONLY" that appears to lead to some hallway. The way back out is to the northwest. You can see a dusty crate, a moldy crate and a filthy crate here. >save Ok. SPIRIT1.SAV >push dusty s You give the crate a good shove. North end of Hallway You're at the north end of a short N-S hall. The hallway slopes sharply upwards to the south. You notice two dark doorways above you along the northern wall, one above the other, but no obvious means of getting to them. To the north is an exit. You can see a dusty crate here. The hallway suddenly creaks underfoot! The floor shakes briefly and dust seems to rise from cracks near the walls. Apparently, your unexpected presence has jarred some old mechanisms back to life! >n General Store You can see a moldy crate and a filthy crate here. >push moldy s You give the crate a good shove. North end of Hallway You can see a moldy crate and a dusty crate here. >n General Store You can see a filthy crate here. >push filthy s You give the crate a good shove. North end of Hallway You can see a filthy crate, a moldy crate and a dusty crate here. >push dusty s You give the crate a good shove. You hear a low grinding noise. The hallway underfoot suddenly shifts and drops! South end of Hallway You're at the south end of a short N-S hall that seems to lead nowhere. The hallway slopes sharply upwards to the north. You can see a dusty crate here. >n You hear a low grinding noise. The hallway underfoot suddenly shifts and drops! North end of Hallway You can see a filthy crate and a moldy crate here. >push moldy s You give the crate a good shove. You hear a low grinding noise. The hallway underfoot suddenly shifts and drops! South end of Hallway You can see a moldy crate and a dusty crate here. >n You hear a low grinding noise. The hallway underfoot suddenly shifts and drops! North end of Hallway You can see a filthy crate here. >push filthy s You give the crate a good shove. You hear a low grinding noise. The hallway underfoot suddenly shifts and drops! South end of Hallway You can see a filthy crate, a moldy crate and a dusty crate here. >n North end of Hallway >n Attic This is an exceptionally cramped attic, obviously unused for some time. The floorboards are starting to crack. An exit heads south. You can see a square key here. >get all floorboards: They're nailed into the floor. square key: Taken. >examine floorboards Some badly rotting floorboards. >move floorboards The floor shakes under your abuse, and suddenly, a portion in the middle sags considerably! But nothing else happens. >s North end of Hallway >s South end of Hallway You can see a filthy crate, a moldy crate and a dusty crate here. >push dusty n You give the crate a good shove. You hear a low grinding noise. The hallway underfoot suddenly shifts and drops! North end of Hallway You can see a dusty crate here. >s You hear a low grinding noise. The hallway underfoot suddenly shifts and drops! South end of Hallway You can see a filthy crate and a moldy crate here. >push moldy n You give the crate a good shove. You hear a low grinding noise. The hallway underfoot suddenly shifts and drops! North end of Hallway You can see a moldy crate and a dusty crate here. >s You hear a low grinding noise. The hallway underfoot suddenly shifts and drops! South end of Hallway You can see a filthy crate here. >push filthy n You give the crate a good shove. You hear a low grinding noise. The hallway underfoot suddenly shifts and drops! North end of Hallway You can see a filthy crate, a moldy crate and a dusty crate here. >g You give the crate a good shove. General Store You can see a filthy crate here. >s North end of Hallway You can see a moldy crate and a dusty crate here. >push dusty s You give the crate a good shove. You hear a low grinding noise. The hallway underfoot suddenly shifts and drops! South end of Hallway You can see a dusty crate here. >n You hear a low grinding noise. The hallway underfoot suddenly shifts and drops! North end of Hallway You can see a moldy crate here. >push moldy s You give the crate a good shove. You hear a low grinding noise. The hallway underfoot suddenly shifts and drops! South end of Hallway You can see a moldy crate and a dusty crate here. >n You hear a low grinding noise. The hallway underfoot suddenly shifts and drops! North end of Hallway >n You hear a low grinding noise behind you. Stockroom This is a tiny poorly lit room, that is covered in dust. An exit south leads to a dark hole. You notice a loose board, partially broken, hanging from the ceiling structure. A dust-covered icebox stands closed against the northern wall. >unlock icebox with square key You unlock the icebox. >drop square key Dropped. >open icebox You open the icebox, revealing a blue cereal box, a packet of baking powder and a stick of butter. >open blue box You open the blue cereal box, revealing a crunchy cereal and a sugar-coated scroll. >get scroll Taken. [Your score has just gone up by two points.] >read it The scroll reads "zemdor chant: triplicate object". >gnusto zemdor Your prayer book begins to shake! Slowly, ornately, the words of the zemdor chant are inscribed, into the book with a violet glow. The book's brightness fades, but the chant remains! However, the scroll on which it was written vanishes as the last word is copied. >learn zemdor Making a quick prayer to the Gods, you prepare the zemdor chant. >zemdor blue box The box of cereal suddenly seems to dance with magic! Before your very eyes, the box suddenly splits into three boxes! The magic fades, but the boxes remain. [Your score has just gone up by five points.] >open royal-blue box You open the royal-blue cereal box, revealing a flaky cereal and a plastic wrapper. >get wrapper Taken. >open wrapper The wrapper rips open with ease, and disintegrates, leaving the contents behind. >i You are carrying: an instruction notice a toy volcano a corbie egg a sack of flour a prayer book a holy amulet (providing light and being worn) >read notice "Frobozz Instant Volcano" (parental supervision recommended) To use: Just add a good quantity of water! We suggest a very large safety radius." >drop it Dropped. >open navy-blue box You open the navy-blue cereal box, revealing a sugary cereal and a whistle. >get whistle Taken. >get crunchy cereal Taken. >get packet Taken. >get butter Taken. >hit board You give the board a good couple of yanks. The board soon breaks off, taking a small portion of the ceiling with it! After the dust settles, you notice the rather poor remodeling job you've done to the ceiling. >u Attic >s You hear a low grinding noise. The hallway underfoot suddenly shifts and drops! North end of Hallway >s You hear a low grinding noise. The hallway underfoot suddenly shifts and drops! South end of Hallway You can see a moldy crate and a dusty crate here. >push moldy n You give the crate a good shove. You hear a low grinding noise. The hallway underfoot suddenly shifts and drops! North end of Hallway You can see a moldy crate here. >s You hear a low grinding noise. The hallway underfoot suddenly shifts and drops! South end of Hallway You can see a dusty crate here. >push dusty n You give the crate a good shove. You hear a low grinding noise. The hallway underfoot suddenly shifts and drops! North end of Hallway You can see a dusty crate and a moldy crate here. >n General Store You can see a filthy crate here. >nw Frostham >sw Governor's House, Waiting Room You are in a waiting room in the house of the Frostham Governor. The carpet is surprisingly plush. The walls have been painted a rather bland peach-like color. The furnishings are also colored peach, which complements the walls without being too nouveau. The way out is to the northeast. There's a closed door to the south. A comfortable-looking peach-colored couch is here. On the desk are a ledger and an alarm clock. A receptionist sits behind a desk, engrossed in the ledger. You can also see a travel brochure and a subway brochure here. Without even looking up, the receptionist says, "The governor is busy right now." >save Ok. SPIRIT2.SAV >search couch You rummage through the cushions and a coin falls out! >get coin Taken. >examine clock A small round desk-clock, with a set of bells on the top, and a small pull-knob on the back. Strangely, the clock seems to be stopped. Two hands, black and golden, are sitting at 9 and 12 respectively. >turn knob The knob turns -- barely. You hear a small clicking noise as well. >g The knob turns -- barely. You hear a small clicking noise as well. The alarm clock suddenly makes an awful grinding noise! >g The knob turns -- barely. You hear a small clicking noise as well. >g The knob turns -- barely. You hear a small clicking noise as well. The alarm clock suddenly makes an awful grinding noise! >g The knob turns -- barely. You hear a small clicking noise as well. >g The knob turns -- barely. You hear a small clicking noise as well. The alarm clock suddenly makes an awful grinding noise, followed by a ear-splitting clang! The receptionist suddenly jumps from her seat and rushes out of the room, screaming "Lunchtime!" [Your score has just gone up by five points.] >get clock Taken. >get ledger Taken. >read ledger The ledger reads: " -- New signed petition for presentation and coronation of new King delivered to Aragain Magistrate, awaiting word of event schedule." That's all. I guess the governor hasn't been very busy as of late. >read subway "The Great Underground Subway" Adventurers who really need to get where they're going in a hurry are going to love GUS! The new underground high-speed rail system can be your personal ride to the major travel points in Quendor, for just one mere zorkmid! For Eastland travel to Frostham, Aragain and Fublio Valley, the Purple line is at your service! For Westland travel to New Borphee, Gurth City and Miznia, just jump on board the Green line! And for you folks who need to get across the Great Sea in a hurry, don't forget the Orange line, stopping off at Aragain, Anthar and Gurth City! Remember, there's no costs for transferring between lines either. So don't delay, take the GUS today! >open door You open the door. >s Governor's Office You are in a rather spacious office. The carpeting is quite plush, and all the furnishings seem excessively lavish. There's an open door to the north. On the desk is a shiny key. The governor of Frostham is sitting behind a desk here, trying to look busy. The governor scowls as you enter. "What do you want?" he says, and doesn't wait for a response. "Oh, I know. More complaints about the snow, I suppose? Well look, I didn't ask for this job. Do you want it? I didn't think so." He shoves something into your hand. "Here, buy yourself a cup of coffee, and stop bothering me." >ask governor about key "Some key an important visitor forgot while visiting. Probably useless now." The governor looks up and notices you. "Don't you have anything else to do?" he says. >get key "Oh sure, just go ahead and take things from my office. See if I care." The governor looks up and notices you. "Don't you have anything else to do?" he says. >n You hear the door slam and lock behind you. Governor's House, Waiting Room There's a closed door to the south. A comfortable-looking peach-colored couch is here. You can also see a travel brochure and a subway brochure here. >ne Frostham >s Subway Entrance You're near the southern end of the city. The rest of the city lies to the north. There's also a rather conspicuous stairway down here. Standing on a tall pole next to the stairs is a circular sign. >d Frostham GUS Station You are standing in a dimly lit underground chamber. There seems to be a much larger room to the southeast, which is unfortunately almost completely blocked by a long metal barricade and gate. Stairs lead up to the outside. A metal gate bisects the fence to the southeast. >put coin in slot The coin slides into the slot with a satisfying thunk. >save Ok. SPIRIT3.SAV >se You saunter through the apparently open gate. Frostham Train Platform You are standing in a long underground chamber. The east side of the room contains a lowered set of what appear to be train tracks. The tracks run south into a dark tunnel. Along one wall painted lettering reads "FROSTHAM STATION". A short walkway leads northwest, to a metal fence. A metal gate bisects the fence to the northwest. >z Time passes. >z Time passes. Suddenly, from the south, a train emerges from the tunnel! It pulls to a screeching halt, the doors open, and several people rush out and exit the station. >e You enter the train car. The doors slam shut behind you. Subway car You are in an underground train car. Various people fill the train, some in uncomfortable-looking seats. There's a discarded newspaper in a seat nearby. You can also see a sinister-looking thug here. The train starts to move, quickly exiting the station going south. The sinister-looking thug notices you from the back of the car, and approaches. "Well, well, well," he says, "what do we have here?". >learn espnis Making a quick prayer to the Gods, you prepare the espnis chant. The train rumbles as it moves. The thug snarls at you. "Hey, I'm talking to you, Preacher-man." >espnis thug You begin to extol the virtues of bedtime prayers, and the thug starts to yawn. Soon, his eyes blink slowly, and before long, he nods off to sleep! Two subway police officers, hiding until now, get up the nerve to capture the snoring thug, and drag him off, disappearing into the throng of people. The train suddenly lurches to a stop! A voice from somewhere overhead says "Aragain station, watch your step please." >search seat Good fortune is your friend! You notice a forgotten coin stuck in a seat crack, and fend off two passengers to grab it. A voice overhead says "Doors will be closing, please stand clear." >get newspaper Taken. The train starts to move, quickly exiting the station going south. >read it A copy of "The Fublio Tribune", with news, sports and feature sections to read about. The train rumbles as it moves. >read news in newspaper The news section has three major stories. The headliner is the continued failure to resolve peace in the Kobold war in southern Egreth. Recently, various troops have been cut-off from the main camps by clever kobold raiding groups. A second story details the shocking death of a GUE Tech student found in the subway tunnels in Gurth City Station, the apparent victim of a GUS train. "Don't know how he got in there." a subway worker is quoted as saying. Finally, a sad local news story about a nice couple in Fublio valley who recently were victims of the kidnaping of their son. No leads as of yet. The train suddenly lurches to a stop! A voice from somewhere overhead says "Fublio station, watch your step please." >read sports in newspaper Apparently, the golem brothers at Flathead Stadium have amassed an amazing 322-0 win streak. A voice overhead says "Doors will be closing, please stand clear." >read features in newspaper The paper points out that culture seekers should check out the newly discovered Leonardo Flathead painting on exhibit at the Royal Museum. The train starts to move, quickly exiting the station going north. >drop newspaper Dropped. The train rumbles as it moves. >z Time passes. The train suddenly lurches to a stop! A voice from somewhere overhead says "Aragain station, watch your step please." >w Aragain Train Platform You are standing in a long underground chamber. The east side of the room contains a lowered set of what appear to be train tracks. The tracks run north and south into dark tunnels. Along one wall painted lettering reads "ARAGAIN STATION". A short walkway leads northwest, to a metal fence. There is also a stairway down here. In addition, there is a large train car sitting on the tracks to the east. A metal gate bisects the fence to the northwest. The train doors close, and the train rolls off. >d Aragain Train Platform (lower) You are standing in a long underground chamber. The south side of the room contains a lowered set of what appear to be train tracks. The tracks run west into a dark tunnel. Along one wall painted lettering reads "ARAGAIN STATION". A set of stairs leads up out of the gloom. Suddenly, from the west, a train emerges from the tunnel! It pulls to a screeching halt, the doors open, and several people rush out and up the stairs. >s You squeeze onto the train car. The doors close behind you. Subway car You are in an underground train car. Various people fill the train, some in uncomfortable-looking seats. The train starts to move, quickly exiting the station going west. >search seat Good fortune is your friend! You notice a forgotten coin stuck in a seat crack, and fend off two passengers to grab it. The train rumbles as it moves. >z Time passes. The train suddenly lurches to a stop! A voice from somewhere overhead says "Greater Anthar station, watch your step please." >n Greater Anthar Train Platform You are standing in a long underground chamber. The south side of the room contains a lowered set of what appear to be train tracks. The tracks run east and west into dark tunnels. Along one wall painted lettering reads "ANTHAR STATION". A short walkway leads north, to a metal fence. There is a large train car sitting on the tracks to the south. A metal gate bisects the fence to the north. The train doors close, and the train rolls off. >n Greater Anthar GUS Station You are standing at the entrance to the Greater Anthar Great Underground Subway (GUS) station. The train platform lies past the gate to the south, or stairs lead up into the city. A metal gate bisects the fence to the south. >u Entrance to Greater Anthar You're just west of Greater Anthar on the island nation of Antharia. The bright sunlight seems to make the city streets east of here glitter. A stairway leads down. Standing on a tall pole next to the stairs is a circular sign. >save Ok. SPIRIT4.SAV >e Anthar West You are standing in a busy section of West Greater Anthar City. The city seems to thin out to the west. A roadway heads east, the ever-popular Flathead Stadium lies to the northeast, and a pub lies to the south. >e Anthar East You are standing in a busy section of East Greater Anthar City. The city continues to the west. There is a large odd structure to the east, made mostly of glass. The ever-popular Flathead Stadium lies to the northwest. A short walk down to a waterfront area is to the south. >e Conservatory Entrance You stand before the entrance to a large public conservatory. You can enter the greenhouses to the northeast and southeast, or walk back to Anthar to the west. >se Flower Garden A rather lovely flower garden lies before you. The multi-colored flowers are turning the air into perfume. The conservatory entrance is northwest, or more greenhouse gardens lie to the north and east. A tiny trail leads south past the flower beds. >e Jungle Garden A garden path winds through this long greenhouse, which is filled with plants native to jungle settings. The environment is somewhat humid. The path heads west and north from here. A nice little waterfall enhances the jungle setting to the east. >touch waterfall You reach out, expecting to get your hands wet, but to your surprise, you feel a cloth-like substance. On closer examination, you realize that the waterfall is a clever realistic-looking fake, made of cloth and wood. Stepping around some low plants, you also notice the waterfall covers a passage east! >e Nursery This small back room is apparently the conservatory nursery. Bits of soil and plant debris are everywhere, along with immature seedling plants. A exit lies west, partially covered by some cloth. You can see a small flower pot (which is empty) here. >put egg, flour, butter, packet, whistle in pot corbie egg: Done. sack of flour: Done. stick of butter: Done. packet of baking powder: Done. whistle: Done. >put shiny, cereal, volcano, clock, ledger in pot shiny key: Done. crunchy cereal: Done. toy volcano: Done. alarm clock: Done. ledger: Done. >get pot Moving the pot uncovers a small key hidden underneath it. Taken. >get small key Taken. >w Jungle Garden A fake waterfall hides a passage to the east. >n Fountain A tasteful fountain intercepts a north-south garden trail here. It looks like someone left their glasses here. >get glasses Taken. >search fountain You fish in the fountain for a bit and find a coin! >get coin from fountain Removed. >s Jungle Garden A fake waterfall hides a passage to the east. >w Flower Garden >s Gardener's Storehouse This must be a storehouse for the conservatory gardeners. There are soil stains and plant debris all over. The only exit is north. A toolshed stands closed against the wall. >unlock toolshed with small key You unlock the toolshed. >drop small key, glasses small key: Dropped. pair of glasses: Dropped. >open toolshed You open the toolshed, revealing a cap, a hedge clipper, a pair of rubber gloves and a cracked parchment. >get all from toolshed cap: Removed. hedge clipper: Removed. rubber gloves: Removed. cracked parchment: Removed. >wear gloves You put on the rubber gloves. >wear cap You put on the cap. >read cracked "...is true that those who go by the title of 'Enchanters' need not wear any holy symbol through which to draw magical power. Indeed, it seems as though the very amulets we must wear are our only link to magical powers at all. Worse yet, the powers are indeed granted from powers above, but the Ancient Ones? I think not. For indeed, I have found places where magic powers will not work, with or without the amulet. Likewise, I have found places where magic works, but praying to the Ancient Ones goes unanswered! What this all..." >drop it Dropped. >n Flower Garden >n Decorative Plants Garden You are standing in a small well-kept garden. The plots surrounding the paths are filled with a variety of general ground-cover plants, all appropriate for most discerning homeowners. Exits lie north and south. A Christmas Tree stands in one plot, swaying back and forth. A small shrub sits near and under the Christmas Tree, almost covered by it. A small plaque sticks out of the soil near the two plants. The Christmas Tree Monster belts out a few bars of 'I'm dreaming of a Black Cavern' arranged by Bing Frozby. >clip monster You being to clip a few of the lower branches of the Christmas Tree Monster, who bellows in pain! Out of nowhere, a short old man appears, wearing full gardener regalia. He drags your hand away from the tree. "What are ya trying to do there, kill the thing?" he says. He seems to be squinting at you. "Who are you sonny?" he asks. He starts searching his pockets. "Confound it, lost my glasses again." He looks at you again, and notices your cap. "You must be one of the new boys. Here, look, I'm not going to show you twice." He takes the clippers and delicately clips away several lower branches, all the while singing "It's beginning to look a lot like Christmas". He finishes trimming the tree, leaving a nice opening exposing the shrub next to it, and stops singing. "I'm starting to hate that tune," he says under his breath. He hands the clippers back to you and says, "Now if I catch you doing this wrong again, I'm going to make you dig for slugs, understand?" He disappears as quickly as he appeared. The Christmas Tree Monster hums to itself. [Your score has just gone up by five points.] [MORE] >drop cap, clipper cap: (first taking the cap off) You take off the cap. Dropped. hedge clipper: Dropped. The Christmas Tree Monster hums to itself. >save Ok. SPIRIT5.SAV >n Desert Garden A nicely arranged collection of desert plants is here in the "Desert Garden". Bright sunlight and a sandy ground enhance the overall effect. The conservatory entrance is to the southwest, or more gardens lie to the south and east. >e Forest Garden A garden path winds through this narrow greenhouse, which is stocked with various forest plants. The path winds back to the west and south. >w Desert Garden >sw Conservatory Entrance >w Anthar East >s Swank Waterfront A pleasant waterfront walk is your current location. You can see the Great Sea stretching out before you to the south, a breath-taking sight. A rail runs along the south end, preventing an untimely fall into the rock shore below. The city is back to the north. There's a viewing telescope here, attached to the railing. >look in telescope You take a peak through the telescope but oddly, there's something blocking your view. >open it You pry loose a lens. You open the viewing telescope, revealing a musty scroll. >get scroll Taken. [Your score has just gone up by two points.] >read it The scroll reads "fiznav chant: make boat sea-worthy". >gnusto fiznav Your prayer book begins to shake! Slowly, ornately, the words of the fiznav chant are inscribed, into the book with a violet glow. The book's brightness fades, but the chant remains! However, the scroll on which it was written vanishes as the last word is copied. >n Anthar East >w Anthar West >s Delbin's Pub Delbin's Pub has been a popular food and drink spot in South Anthar for quite a while. Usually, you need to fight off barbarians to find a place to sit. At the moment, however, the place is unusually quiet. A group of barbarians seem paralyzed with fear near the back wall, glancing nervously at the front of the bar. The exit is to the north. A gaudy headdress of some kind is hanging on a nearby wall. On the bar are a glass of ale and a dirty rag. There's a warrior-maiden sitting at the bar, her eyes riveted to the glass of ale. There's an old wizard sitting at the bar, his eyes riveted to the glass of ale. There's a gentleman dressed in black sitting at the bar, his eyes riveted to the glass of ale. Delbin himself is standing behind the bar. [MORE] >ask delbin about ale "Quite a situation we've got sir. Those three at the front of the bar all ordered a glass of Special Borphee Ale. Well, with the shutdown of the Brewers Guild in Borphee since the Great Change, I can't keep that particular beverage in stock, but I've got that one left there. Seems none of them's leaving until they decide who gets the ale -- and let me tell you, those three are folks who don't like to be disappointed!" >ask morgan about dragon Morgan becomes momentarily thoughtful. "Some of the best dragon-hunting I ever did was up in Frostham long ago. Those white frost dragons are quite a vicious lot. Best not to wake a sleeping white dragon unless you have a weapon handy and know how to use it!" Delbin cleans some glasses behind the bar. >offer coin to delbin Delbin refuses your offering. "Keep your change, sir. If you're looking for a good tip, I can tell you what I hear." Delbin scratches his ear and says, "Yes, now, what did I hear..." "Say, you sorta remind me of this other Priest fellow who stopped by here a long long time ago. Delbin never forgets, you know? This fellow, who didn't give a name, told me he was on an important quest for something called -- now what was it -- 'The Rod of the Ancients', or something like that. That mean anything to you?" >g Delbin refuses your offering. "Keep your change, sir. If you're looking for a good tip, I can tell you what I hear." Delbin scratches his ear and says, "Yes, now, what did I hear..." "This crazy-looking old fellow stops in the other day. Said that he was a professor, at GUE Tech, but that he was giving that all up! Something about his research going bad, on something he called 'an ethereal gate'. What all of that means, I can't say." >g Delbin refuses your offering. "Keep your change, sir. If you're looking for a good tip, I can tell you what I hear." Delbin scratches his ear and says, "Yes, now, what did I hear..." "An artist friend of mine tells me that this new Leonardo Flathead painting they've recently discovered on display at the Royal Museum has a special secret. They say that Leonardo painted over something else under the canvas, but no one's saying what. They're keeping a watchful eye on it too, just in case curiosity gets the better of some folk. In fact, I hear they've already had a few people trying to steal the thing!" The thief suddenly starts to cough, and controls himself. >g Delbin refuses your offering. "Keep your change, sir. If you're looking for a good tip, I can tell you what I hear." Delbin scratches his ear and says, "Yes, now, what did I hear..." "An artist friend of mine tells me that this new Leonardo Flathead painting they've recently discovered on display at the Royal Museum has a special secret. They say that Leonardo painted over something else under the canvas, but no one's saying what. They're keeping a watchful eye on it too, just in case curiosity gets the better of some folk. In fact, I hear they've already had a few people trying to steal the thing!" The thief suddenly starts to cough, and controls himself. >g Delbin refuses your offering. "Keep your change, sir. If you're looking for a good tip, I can tell you what I hear." Delbin scratches his ear and says, "Yes, now, what did I hear..." Delbin shrugs. "Guess I'm getting old, nothing comes to mind at the moment. Maybe if you give me a moment, I'll think of something." >g Delbin refuses your offering. "Keep your change, sir. If you're looking for a good tip, I can tell you what I hear." Delbin scratches his ear and says, "Yes, now, what did I hear..." Delbin shrugs. "Guess I'm getting old, nothing comes to mind at the moment. Maybe if you give me a moment, I'll think of something." >g Delbin refuses your offering. "Keep your change, sir. If you're looking for a good tip, I can tell you what I hear." Delbin scratches his ear and says, "Yes, now, what did I hear..." "They say the kobold war up north is gonna end real soon. I'll believe that when it happens." The man in black makes a lightning fast move for the glass of ale, but is countered by an equally fast move by the warrior. "Lose something, thief?" the woman says. "No need to get violent, Morgan," the thief says. >g Delbin refuses your offering. "Keep your change, sir. If you're looking for a good tip, I can tell you what I hear." Delbin scratches his ear and says, "Yes, now, what did I hear..." "Say, you sorta remind me of this other Priest fellow who stopped by here a long long time ago. Delbin never forgets, you know? This fellow, who didn't give a name, told me he was on an important quest for something called -- now what was it -- 'The Rod of the Ancients', or something like that. That mean anything to you?" The wizard looks at his companions. "Say, did I ever show any of you my famous disappearing glass trick?" He starts to take off his wizard's hat, but the gentleman and ranger stop him. "Don't even try it, Frobar." the woman warrior says. >g Delbin refuses your offering. "Keep your change, sir. If you're looking for a good tip, I can tell you what I hear." Delbin scratches his ear and says, "Yes, now, what did I hear..." "Say, you sorta remind me of this other Priest fellow who stopped by here a long long time ago. Delbin never forgets, you know? This fellow, who didn't give a name, told me he was on an important quest for something called -- now what was it -- 'The Rod of the Ancients', or something like that. That mean anything to you?" >g Delbin refuses your offering. "Keep your change, sir. If you're looking for a good tip, I can tell you what I hear." Delbin scratches his ear and says, "Yes, now, what did I hear..." "Say, you sorta remind me of this other Priest fellow who stopped by here a long long time ago. Delbin never forgets, you know? This fellow, who didn't give a name, told me he was on an important quest for something called -- now what was it -- 'The Rod of the Ancients', or something like that. That mean anything to you?" >g Delbin refuses your offering. "Keep your change, sir. If you're looking for a good tip, I can tell you what I hear." Delbin scratches his ear and says, "Yes, now, what did I hear..." "Say, you sorta remind me of this other Priest fellow who stopped by here a long long time ago. Delbin never forgets, you know? This fellow, who didn't give a name, told me he was on an important quest for something called -- now what was it -- 'The Rod of the Ancients', or something like that. That mean anything to you?" The female ranger fixates on the glass of ale. "Look you two, some of us have better things to do, like fight wars." The wizard scowls. "Oh save it, Morgan." he says. >g Delbin refuses your offering. "Keep your change, sir. If you're looking for a good tip, I can tell you what I hear." Delbin scratches his ear and says, "Yes, now, what did I hear..." "People tell me this new Flathead king is a fake, plain and simple. Hasn't stopped people from trying to get on his good side, though. Now, I haven't seen the fellow myself, but if you ask me, somebody somewhere is up to no good." >g Delbin refuses your offering. "Keep your change, sir. If you're looking for a good tip, I can tell you what I hear." Delbin scratches his ear and says, "Yes, now, what did I hear..." "An artist friend of mine tells me that this new Leonardo Flathead painting they've recently discovered on display at the Royal Museum has a special secret. They say that Leonardo painted over something else under the canvas, but no one's saying what. They're keeping a watchful eye on it too, just in case curiosity gets the better of some folk. In fact, I hear they've already had a few people trying to steal the thing!" The thief suddenly starts to cough, and controls himself. Delbin cleans some glasses behind the bar. >g Delbin refuses your offering. "Keep your change, sir. If you're looking for a good tip, I can tell you what I hear." Delbin scratches his ear and says, "Yes, now, what did I hear..." "This crazy-looking old fellow stops in the other day. Said that he was a professor, at GUE Tech, but that he was giving that all up! Something about his research going bad, on something he called 'an ethereal gate'. What all of that means, I can't say." >g Delbin refuses your offering. "Keep your change, sir. If you're looking for a good tip, I can tell you what I hear." Delbin scratches his ear and says, "Yes, now, what did I hear..." "An artist friend of mine tells me that this new Leonardo Flathead painting they've recently discovered on display at the Royal Museum has a special secret. They say that Leonardo painted over something else under the canvas, but no one's saying what. They're keeping a watchful eye on it too, just in case curiosity gets the better of some folk. In fact, I hear they've already had a few people trying to steal the thing!" The thief suddenly starts to cough, and controls himself. Delbin cleans some glasses behind the bar. >g Delbin refuses your offering. "Keep your change, sir. If you're looking for a good tip, I can tell you what I hear." Delbin scratches his ear and says, "Yes, now, what did I hear..." "This crazy-looking old fellow stops in the other day. Said that he was a professor, at GUE Tech, but that he was giving that all up! Something about his research going bad, on something he called 'an ethereal gate'. What all of that means, I can't say." >g Delbin refuses your offering. "Keep your change, sir. If you're looking for a good tip, I can tell you what I hear." Delbin scratches his ear and says, "Yes, now, what did I hear..." "They say the kobold war up north is gonna end real soon. I'll believe that when it happens." >g Delbin refuses your offering. "Keep your change, sir. If you're looking for a good tip, I can tell you what I hear." Delbin scratches his ear and says, "Yes, now, what did I hear..." Delbin shrugs. "Guess I'm getting old, nothing comes to mind at the moment. Maybe if you give me a moment, I'll think of something." >g Delbin refuses your offering. "Keep your change, sir. If you're looking for a good tip, I can tell you what I hear." Delbin scratches his ear and says, "Yes, now, what did I hear..." "People tell me this new Flathead king is a fake, plain and simple. Hasn't stopped people from trying to get on his good side, though. Now, I haven't seen the fellow myself, but if you ask me, somebody somewhere is up to no good." >g Delbin refuses your offering. "Keep your change, sir. If you're looking for a good tip, I can tell you what I hear." Delbin scratches his ear and says, "Yes, now, what did I hear..." "Say, you sorta remind me of this other Priest fellow who stopped by here a long long time ago. Delbin never forgets, you know? This fellow, who didn't give a name, told me he was on an important quest for something called -- now what was it -- 'The Rod of the Ancients', or something like that. That mean anything to you?" >g Delbin refuses your offering. "Keep your change, sir. If you're looking for a good tip, I can tell you what I hear." Delbin scratches his ear and says, "Yes, now, what did I hear..." Delbin shrugs. "Guess I'm getting old, nothing comes to mind at the moment. Maybe if you give me a moment, I'll think of something." >g Delbin refuses your offering. "Keep your change, sir. If you're looking for a good tip, I can tell you what I hear." Delbin scratches his ear and says, "Yes, now, what did I hear..." "They say the kobold war up north is gonna end real soon. I'll believe that when it happens." >g Delbin refuses your offering. "Keep your change, sir. If you're looking for a good tip, I can tell you what I hear." Delbin scratches his ear and says, "Yes, now, what did I hear..." "This crazy-looking old fellow stops in the other day. Said that he was a professor, at GUE Tech, but that he was giving that all up! Something about his research going bad, on something he called 'an ethereal gate'. What all of that means, I can't say." >g Delbin refuses your offering. "Keep your change, sir. If you're looking for a good tip, I can tell you what I hear." Delbin scratches his ear and says, "Yes, now, what did I hear..." "Say, you sorta remind me of this other Priest fellow who stopped by here a long long time ago. Delbin never forgets, you know? This fellow, who didn't give a name, told me he was on an important quest for something called -- now what was it -- 'The Rod of the Ancients', or something like that. That mean anything to you?" >g Delbin refuses your offering. "Keep your change, sir. If you're looking for a good tip, I can tell you what I hear." Delbin scratches his ear and says, "Yes, now, what did I hear..." "Oh, this one's a good one. You see that headdress over there? Well, this explorer fellow left it here, along with quite a story. He claimed he found some lost ancient city in the Miznia jungles. Said he made a map to the place, but lost it when bargaining for his life with some jungle natives. I just nodded and let the poor man talk." >learn zemdor Making a quick prayer to the Gods, you prepare the zemdor chant. >zemdor ale You quickly make the zemdor chant and watch the glass of ale start to shimmer! In short time, there are three glasses filled with ale on the bar! Morgan the Ranger looks suspiciously at Frobar the Enchanter. "Is this your doing, wizard?" Frobar shakes his head. "Surely not, you know I can't do magic anymore." He glances briefly in your direction. "No matter," the thief says, and raises a glass. "To the spirit of adventure!" The three down their glasses quickly. Morgan smiles. "Now, that's good ale." She adjusts her broadsword. "I'm off to the Egreth front. Want to help end a war, Frobar?" Frobar chuckles. "Thank you, no. I've got, err, something to do at home," he says and quickly leaves. "Well, then, what about you, thief?" Morgan asks, and notices that the thief has already slipped away. She shrugs and leaves the bar as well. "Good hunting!" Delbin calls after her. [Your score has just gone up by five points.] >get rag Delbin give you a curious look, but says nothing. >get headdress "You're welcome to that unsightly thing, sir. Been trying to get rid of it for sometime." >put rag, headdress in pot dirty rag: Done. headdress: Done. >n Delbin calls out "Visit us again!" as you leave. Anthar West >w Entrance to Greater Anthar Standing on a tall pole next to the stairs is a circular sign. >d Greater Anthar GUS Station A metal gate bisects the fence to the south. >put coin in slot The coin slides into the slot with a satisfying thunk. >save Ok. SPIRIT6.SAV >s You saunter through the apparently open gate. Greater Anthar Train Platform A metal gate bisects the fence to the north. Suddenly, from the east, a train emerges from the tunnel! It pulls to a screeching halt, the doors open, and several people rush out and exit the station. >s You squeeze onto the train car. The doors close behind you. Subway car The train starts to move, quickly exiting the station going west. >z Time passes. The train rumbles as it moves. >z Time passes. The train suddenly lurches to a stop! A voice from somewhere overhead says "Gurth City station, watch your step please." >n Gurth City Train Platform (lower) You are standing in a long underground chamber. The south side of the room contains a lowered set of what appear to be train tracks. The tracks run east into a dark tunnel. Along one wall painted lettering reads "GURTH CITY STATION". A set of stairs leads up out of the gloom. There is a large train car sitting on the tracks to the south. The train doors close, and the train heads off to the east. >u Gurth City Train Platform You are standing in a long underground chamber. The west side of the room contains a lowered set of what appear to be train tracks. The tracks run north and south into dark tunnels. Along one wall painted lettering reads "GURTH CITY STATION". A short walkway leads northeast, to a metal fence. There is also a stairway down here. A metal gate bisects the fence to the northeast. >z Time passes. You hear a distant rumbling noise from the north. >z Time passes. >z Time passes. Suddenly, from the south, a train emerges from the tunnel! It pulls to a screeching halt, the doors open, and several people rush out and exit the station. >w You shove your way onto train car. The doors close behind you. Subway car You are in an underground train car. Various people fill the train, some in uncomfortable-looking seats. You can see an annoying yupple here. The train starts to move, quickly exiting the station going north. The annoying-looking yupple notices you from the back of the car, and approaches. "A priest," he says, "Just the person I was looking for." He squeezes into a seat near you. >learn foblub Making a quick prayer to the Gods, you prepare the foblub chant. The train rumbles as it moves. The yupple drones on about the science behind large corporate takeovers. >foblub yupple You draw a stunning parallel between corporate morality and monarchy ruling. The yupple's jaw drops. "I've got to tell my boss that," he says, and tries to leave his seat, but finds himself stuck fast. Several passengers nearby take the opportunity to remove the yupple (seat included) to a different part of the train. The train suddenly lurches to a stop! A voice from somewhere overhead says "New Borphee station, watch your step please." >search seat Good fortune is your friend! You notice a forgotten coin stuck in a seat crack, and fend off two passengers to grab it. A voice overhead says "Doors will be closing, please stand clear." >e New Borphee Train Platform You are standing in a long underground chamber. The west side of the room contains a lowered set of what appear to be train tracks. The tracks run south into a dark tunnel. Along one wall painted lettering reads "NEW BORPHEE STATION". A short walkway leads northeast, to a metal fence. There is a large train car sitting on the tracks to the west. A metal gate bisects the fence to the northeast. A few people exit the train, and hurry out of the station. You hear a voice from inside the train say, "Doors will be closing, please stand clear." >ne New Borphee GUS Station You are standing at the entrance to the New Borphee Great Underground Subway (GUS) station. The train platform lies past the gate to the southwest, or stairs lead up into the city. A metal gate bisects the fence to the southwest. >u You enter the city and are nearly flattened by crowds rushing past. Downtown New Borphee You're right in the middle of downtown New Borphee -- perhaps the busiest, most crowded city you've ever seen. Huge brand-new buildings and throngs of fast-moving people make the whole scene somewhat surreal. The streets head north to a business district, while a set of stairs here leads down. Standing on a tall pole next to the stairs is a circular sign. >n Business District You're in a crowded business district filled with busy people. The city thins out a bit to the north, while city streets head west and south. Directly to the east is a building so tall it makes you dizzy just looking at it. A number of people rudely brush past you and accidentally knock you down. A kindly old lady helps you to your feet. "I think you dropped that," she says, pointing to a paper object nearby that doesn't seem familiar. She walks off, and is soon lost in the crowd. >get scroll Taken. [Your score has just gone up by two points.] >read it The scroll reads "gloth chant: fold dough 83 times". >gnusto gloth Your prayer book begins to shake! Slowly, ornately, the words of the gloth chant are inscribed, into the book with a violet glow. The book's brightness fades, but the chant remains! However, the scroll on which it was written vanishes as the last word is copied. >w City Streets You're on some busy side street in New Borphee. There's a crowded walk back east. To the north is the entrance to some sort of open area, with a large open arch. >n GUE Entrance You're standing under an open archway that has the letters "GUE TECH" prominently displayed in twisted brass and copper. A busy street lies to the south, and the campus quad opens up to the north. >n South Quad You're walking across a grassy field. More lawn lies to the north, while an archway exits the area to the south. To the west is a low stone building with the word "GYMNASIUM" etched in stone across the entrance. To the east is a old brick building covered in ivy. >w Gymnasium There's a large field house here, filled with gym equipment and helpful rubber mats. The exit is east. Someone left a key here. >get flat key Taken. >e South Quad >e Humanities Building You're in the humanities building, which is vacant and closed for the summer. The exit is west. Someone left a history book here. >read history book It's a biography on the life and times of Duncanthrax the Bellicose. Most of it chronicles fairly dry stuff about his much publicized conquests of the Eastlands and his famous battles. There is an interesting bit about some secret trophy chamber that Duncanthrax had constructed near the end of his reign, but for more details, I'd suggest "look up (word) in book" specifically. >look up index in history book There appear to be notable entries on "trophy", "Zilbo", "Griffspotter", "Diablo", "Ogre", and "Silvermane". >look up trophy in history book Apparently, in 680 GUE, Duncanthrax grew increasingly withdrawn. At this time, of foremost importance to him was his collection of various battle trophys and awards he had bestowed to himself (for unusual valor on the field of battle) over the years. He decided to construct a hidden underground chamber south of Egreth to sequester this collection, which would be locked in a most clever means. He decided to order the construction of a "four-room key" which, when a miniature trophy was inserted and removed (once) in a special keyhole in each of the four rooms (in a specific order), would unlock a holding chamber in a center room containing his prized trophies. Priding himself on his logic skills, he requested that two captured foreigners produce a logic puzzle plainly inscribed in the four key rooms themselves that would detail the exact order that the key rooms were to be "applied". A Prevaricon, who could not help but write untruths, was given a can of gold paint, while a Veritassi, who could only write the truth, was given a can of silver paint. Imagine Duncanthrax's rage when he discovered that the two prisoners had secretly painted over their gold and silver key phrases with _black_ paint! The prisoners were summarily executed, of course, but Duncanthrax sealed off the chamber and researchers can only guess at the final fate of the trophy collection of Duncanthrax. >look up zilbo in history book Zilbo the third was overthrown in the great revolt lead by Duncanthrax in 659 GUE. The biographers suggest reading their companion text "How Zilbo Came to Mithicus". >look up griffspotter in history book In 665 GUE, Duncanthrax humiliated the Antharian naval Armada in the famous battle at Fort Griffspotter. (Well, okay, there's quite a bit more in the book about this battle, but remember, you're a priest, not a navy sailor.) >look up diablo in history book In 666 GUE, Duncanthrax invaded Zorbel Pass in the Eastlands and severely trounced a local militia of trolls armed with clubs and garlic. The key significance of this victory on Duncanthrax's conquest of the Eastlands, as well as the immediate recall of all vampiric soldiers in Duncanthrax's military force, cannot be understated. >look up ogre in history book In late 666 GUE, Duncanthrax was engaged in a fierce battle with forces near Globby Hills. In a brilliant tactical move, Duncanthrax goaded the opposing force into decided the fate of the battle on a single duel -- himself versus their champion. Unfortunately for Duncanthrax, the Globby Hill champion turned out to be an Ogre of immense size. In an attempted diversion, Duncanthrax was quoted as saying to the Ogre, "It's all right, we're with Silvermane." The Ogre was quoted as responding with "Huh?". Duncanthrax then, perhaps in a moment of sheer bravado, was heard to say "Your shoes are untied." As the Ogre bent down to examine his unshod feet, Duncanthrax gave the signal, and the Ogre was buried under a massive pile of granola. >look up silvermane in history book Silvermane, the book notes, was the name of Duncanthrax's pet Dire Wolf. >w South Quad >n Center of Quad The center of the campus is a nicely tended green lawn with a bronze statue in the center. Paths lead north and south across grassy fields. To the west is a small brick building. To the east is a large stone building with a lintel roof and the words "WOOMAX LIBRARY" enscribed across the entrance. >w Cafeteria A small cramped area with lots of tables and chairs and food stains. The exit is east. Someone must've had a late night recently, as there is quite a mess of coffee cups, napkins, and other junk on one table. >search mess You dig through the mess and find an unopened can of coffee and a sugar-cube. >get all can of decaf coffee: Taken. sugar cube: Taken. mess: There's too much to carry. >put cube, decaf in pot sugar cube: Done. can of decaf coffee: Done. >e Center of Quad >n North Quad You're walking across a grassy field. More lawn lies to the south, while a large building that resembles a auditorium of some sort is north. An inscription near the entrance reads "ENCHANTER HALL". To the west you see a small house-like building. To the east you see a low stone building, clearly new and rather modern looking in contrast to its surroundings. >w Dorms You're in a short hallway inside some student dormitories. The exit is east. There's a closed door to the north. There's a closed door to the south. You can also see a dirty ID card here. >unlock northern door with flat key You unlock the northern door. >drop flat key Dropped. >open northern door You open the northern door. >n Dorm room A cramped room, mostly empty, with some bare furnishings. There's an open door to the south. A forgotten textbook is lying in one corner of the room. >open textbook As you open the book, a small card flies out and lands at your feet. >read textbook "A colorful myth among ancient races has been called 'The myth of the Four Brothers' by Elder Kroonwatz (the famous Royal Chronicler). The story states that at the dawn of time, four evil gods, who were brothers, sought dominance over that which would become our world. Great battles were fought between forces of light and darkness, and these brothers were often victorious. Fortunately for us, they could not cooperate with each other, and fought amongst themselves in petty power struggles, driven individually by power and greed. Indeed, legends state that on occassions, the brothers would seek ways to actually destroy their own siblings, along with the forces of good. One brother constructed a strange artifact that would have given him great power, but was discovered by agents of good. He was imprisoned within the very object he built. The remaining three, facing certain defeat without the combined strength of their trapped brother, fled into planes unknown, but made a pact that if the brother were ever freed, and the artifact of power returned to him, the four would agree to make their final attack against the forces of good. Kroonwatz points out the obvious parallels with various other mythologies that foretell the end of the known world." >get card Taken. >s Dorms There's an open door to the north. There's a closed door to the south. You can also see a flat key and a dirty ID card here. >e North Quad >n Enchanter Hall (top) You're at the top of a large auditorium which is empty. You can walk down a long aisle to the front of the hall, or out to the south. >n Enchanter Hall (bottom) You're at the very front of a large auditorium. From here you can look south and sees rows upon rows of empty seats focused on the stage-like area where you now stand. You can walk back into the seats to the south. You can see a switch and a large desk here. >turn on switch You hear a click. A dim light now makes the nearby area less gloomy. A student creeps out of the shadows. He looks at you sheepishly. "Sorry I haven't been to class all semester, Professor," he begins. "Anyway, here's my final paper." He puts a notebook on the desk. "All this stuff about the new 'science' -- I don't know what all the fuss is about. Magic was okay too, wasn't it? There's a part in my conclusion where --" He stops and looks at the notebook. "Well, anyhow." he says, and disappears back into the shadows. >open notebook You open the notebook, revealing a term paper. >get term paper Taken. >read it "Magic, so what's it good for?" by Wilbur Lunchbox. It's a long-winded haphazard writing about the virtues of magic in a time of science. Some of the topic sentences are particularly clumsy. However, there's an insightful bit at the end about how under certain circumstances, magic and science become indistinguishable. >s Enchanter Hall (top) >s North Quad >s Center of Quad >e Library A student library is here, filled with various texts. The exit is west. There's a wrinkled magazine ("US News and Dungeon Report") here. There's a pen-marked scroll sitting amongst some books here. You can also see a librarian here. >get scroll Taken. [Your score has just gone up by two points.] >read it The scroll reads "taclor chant: heal wounds". >read magazine SPIRITWRAK Author notes: 3/96 -- Initial (beta) release. Functionally complete, some nagging bugs and typos may still be present. 4/96 -- Second release. Reported bugs fixed. A few puzzles added, some removed. 6/96 -- Third release. Bug fix release. >w Some strange invisible force stops you as you try to leave. The librarian doesn't look up, but merely says, "If you want to check something out, I'll need to see some ID first." >show card to librarian The librarian peers at the ID. "Hi Harold," she says. "I heard you were going to be away for a least two more years. Got tired of Mithicus, eh? Well, anyway, remember to return anything you borrow after summer session is over." She scribbles something down in a notebook. >drop card Dropped. >w Center of Quad >gnusto taclor You speak the chant, but something sounds wrong. Nothing happens this time. >g Your prayer book begins to shake! Slowly, ornately, the words of the taclor chant are inscribed, into the book with a violet glow. The book's brightness fades, but the chant remains! However, the scroll on which it was written vanishes as the last word is copied. >n North Quad >e Science Center You are in a short hallway of some new building. The words "SCIENCE CENTER" are painted on one wall. The hallway opens to rooms to the east, or you can escape to the west. >e Engineering Labs You shudder as you look around this area. Clearly a place of science, piles of heavy machinery and strange delicate-looking tools and artifacts are everywhere here. Hallways run west and east. There's a closed heavy metal door to the south. There's an odd set of dials in the wall near the metal door. You can also see a research paper here. >e Office You're in a small office of some sort. The only exit is west. A small desk sits in one corner here. On the desk is a lab journal. >read journal Some loose handwritten pages read: "...DAY 14) We've put the artifact in the south lab. Still no idea what it does, but I'm sure I can find some lab student who can figure it out. DAY 20) My lab assistant Peabody believes that it's some sort of 'mystical gate'. Clearly this is hogwash. However my grant has been awarded, so I have allowed Peabody to continue work. DAY 25) Peabody demonstrated something fantastic today. He took my briefcase and put it on the artifact and in a white flash, it was gone! DAY 27) This is my last entry. I am leaving the University tomorrow. Peabody, in my request to retrieve my briefcase stepped onto the artifact, and was gone! I've read his recent research notes, and if he's right, he's now lost in a place unimaginable! I've locked the artifact away and destroyed the combination -- I pray no one ever sees it again!..." (The journal breaks off here) [MORE] >w Engineering Labs There's a closed heavy metal door to the south. There's an odd set of dials in the wall near the metal door. You can also see a research paper here. >read research paper "On the Structural Strength of Woods", a short, fairly dry research paper. Apparently, the researcher was testing the breaking point of various woods. The conclusions reached are summed up in the final paragraph: "In summary, our findings indicate that out of the materials tested, Ebony wood is clearly the best choice, and Balsa wood clearly the worst. Balsa wood structures broke immediately when even the slightest weight was tested on them. Pine wood structures fared slightly better, holding light weights, but tended to break on repeated stress. Ebony wood structures were approximately twice as strong as Pine structures, holding up to at least one repeated stress test before breaking." >w Science Center >w North Quad >w Dorms There's an open door to the north. There's a closed door to the south. You can also see a flat key and a dirty ID card here. >read id card A slightly dirty ID card. There's a picture of some woman with short dark hair and glasses, and the name "Stephanie" on the front. >open southern door As you open the door, an enormous hellhound jumps out! The unusual watchdog creeps back into the room and closes the door -- after having mauled you to pieces, of course. A blackness surrounds you, only to be replaced by... Hades You are floating in an empty space. Surrounding you on all sides is a great wall of flame. It would almost seem like you are trapped inside a ball of fire. >undo Dorms [Previous turn undone.] >e North Quad >s Center of Quad >s South Quad >s GUE Entrance >s City Streets >e Business District >s Downtown New Borphee Standing on a tall pole next to the stairs is a circular sign. >d New Borphee GUS Station A metal gate bisects the fence to the southwest. >put coin in slot The coin slides into the slot with a satisfying thunk. >save Ok. SPIRIT7.SAV >sw You saunter through the apparently open gate. New Borphee Train Platform A metal gate bisects the fence to the northeast. The train doors close, and the train rolls off to the south. >z Time passes. >z Time passes. Suddenly, from the south, a train emerges from the tunnel! It pulls to a screeching halt, the doors open, and several people rush out and exit the station. >w You shove your way onto train car. The doors close behind you. Subway car The train starts to move, quickly exiting the station going south. >z Time passes. The train rumbles as it moves. >z Time passes. The train suddenly lurches to a stop! A voice from somewhere overhead says "Gurth City station, watch your step please." >z Time passes. A voice overhead says "Doors will be closing, please stand clear." >z Time passes. The train starts to move, quickly exiting the station going south. >z Time passes. The train rumbles as it moves. >z Time passes. The train suddenly lurches to a stop! A voice from somewhere overhead says "Miznia station, watch your step please." >e Miznia Train Platform You are standing in a long underground chamber. The west side of the room contains a lowered set of what appear to be train tracks. The tracks run north into a dark tunnel. Along one wall painted lettering reads "MIZNIA STATION". A short walkway leads northeast, to a metal fence. There is a large train car sitting on the tracks to the west. A metal gate bisects the fence to the northeast. The train doors close, and the train rolls off to the north. >ne Miznia GUS Station You are standing at the entrance to the Miznia Great Underground Subway (GUS) station. The train platform lies past the gate to the southwest, or stairs lead up into the city. A metal gate bisects the fence to the southwest. >u Mizniaport The Great Change certainly hasn't changed the ultra-swank city of Mizniaport. The entire place is filled with splashy color and a disturbing sense of moderness. There's a stairway down here, while side walkways head west and northeast. Standing on a tall pole next to the stairs is a circular sign. >ne In Front of Swank House You're in front of a rather swank looking house to the northeast. To the southwest is the rest of Mizniaport. You can see a mailbox (which is closed) here. >ne Entrance Foyer You are in the Entrance Foyer of a small but tasteful home. The exit is to the southwest. The general area is tastefully done in maroon carpeting and brass fixtures. Another room lies to the north. >n Parlor You are in a very decorative parlor. Various furnishings of high quality are arranged around an enormous rug with intricate golden symbols in the weave design. Open doorways lead south, north, east and west. A large potted plant sits in one corner. >n Bedroom A nice cozy bedroom. The exit is south. You can see a large bed here. >s Parlor Frobar the Enchanter is here. A large potted plant sits in one corner. Frobar mutters to himself, "Good old dependable Frobar. Bah!" >show term paper to frobar Frobar glances over the term paper and his eyes widen. "Wilbur -- why, that's my great nephew!" He takes the paper and reads. "So true, so true," he mumbles and smiles. "A fine boy, perhaps he'll become a great man someday, if he stops skipping class. He reminds me of my days at Tech -- all filled with dreams and hopes." He pauses, and searches his pockets. "I even perfected a spell, did you know? Good old loyal, boring Frobar perfected a spell, and, if it hadn't been for that Snaboz show-off who had to go and perfect the izyuk spell, I might have even tried to publish mine." He finds a scroll amongst his robes and hands it to you. "You don't believe me? Here, see for yourself." "Hmm. Not very interesting." Frobar leafs through a magazine he holds. "What happened to Barsap? Hah! Did they ask me? No, of course not." [Your score has just gone up by seven points.] >read scroll The scroll reads "feeyuk chant: allow creature to resist gravity". Frobar walks off to the west. >gnusto feeyuk Your prayer book begins to shake! Slowly, ornately, the words of the feeyuk chant are inscribed, into the book with a violet glow. The book's brightness fades, but the chant remains! However, the scroll on which it was written vanishes as the last word is copied. >w Lounge A large room here apparently serves as a lounge for entertaining. The walls and furniture all have interesting design work that gives an impression of dignified age. A doorway heads east. Frobar the Enchanter is here. Frobar dusts the furniture a bit. Frobar mutters to himself, "Good old dependable Frobar. Bah!" >e Parlor A large potted plant sits in one corner. Frobar walks in. Frobar tends to the plant. >e Study This is a study room with fancy wood paneling and plush carpeting. There is an exit to the west. A large bookshelf takes up most of the north wall. On the large bookshelf are a plain journal and a twisted parchment. You can also see a large wood desk here. Frobar walks in. Frobar mutters to himself, "They didn't even invite me to the Last Enchanter's Guild Meeting." >read journal This is a short journal of notes that Frobar was keeping. The contents are quite dull, mostly consisting of entries like "Remember to water plant" and so forth. In fact, the only non-trivial entry follows: "Perhaps today I will go visit Barsap's latest creation. Then again, maybe I won't. This so-called 'Gambit' of his is supposed to be some silly diversion where people can hop around floating platforms trying to reach the southeast corner platform on the bottom level, just so they can get teleported back to the top, and start all over again! Can this be a monetarily beneficial thing? I doubt it." Frobar mutters to himself, "Good old dependable Frobar. Bah!" >read twisted "...understand. I, like many of the Order, have understood that the greatest Saints of our Order were the Three, those Three that we know as the Ancient Ones. Why then, do I find in ancient cairns, in hidden temples, and in versions of the Scriptures found in unsettled lands, that _four_ beings that called themselves the Ancient Ones did do battle with evil and were defeated? This surely is not to be believed, but I..." Frobar pulls a book off the shelves, glances through it, and puts it back. >w Parlor A large potted plant sits in one corner. >s Entrance Foyer >sw In Front of Swank House You can see a mailbox (which is closed) here. >sw Mizniaport Standing on a tall pole next to the stairs is a circular sign. >w Miznia Suburbs Overly cozy-looking homes sprout up all over the place here. Ridiculously well-trimmed front lawns remind you that you're still in Miznia. A nice pebble path heads east and west. You see the entrance to a swank-looking boutique to the south. A stuffed toy has been left unattended on someone's lawn. >get toy (the stuffed toy) Taken. >put toy in pot You put the stuffed toy into the small flower pot. >s Swank Boutique A ultra-swank accessory store, filled with flashy items for the fashion-unconscious shopper. An exit lies north. You can see a small sign and a coin here. >get coin (the coin) Taken. >read sign The sign reads "PLEASE RING BELL FOR SERVICE" >get clock Taken. >pull knob The knob pulls out a short bit. >turn knob The knob turns easily. You notice the golden hand on the front sweep to 1. >push knob The knob pushes in a short bit. >turn knob The knob turns -- barely. You hear a small clicking noise as well. >g The knob turns -- barely. You hear a small clicking noise as well. The alarm clock suddenly makes an awful grinding noise, followed by a ear-splitting clang! From somewhere in the back of the store, a tailor rushes out and sees you. "We've got a rather busy schedule," he explains, "but let me see what I can do." He gives you a somewhat unapproving look. "The ascetic-monk look is out, you know. Here." He pins a rolled paper object to your clothes. "The latest craze -- wearing magic scrolls. Beats using them nowadays, I hear. Now, like I said, we're very busy." He goes off to the back of the store. [Your score has just gone up by seven points.] >read scroll The scroll reads "wigro chant: turn undead". >gnusto wigro Your prayer book begins to shake! Slowly, ornately, the words of the wigro chant are inscribed, into the book with a violet glow. The book's brightness fades, but the chant remains! However, the scroll on which it was written vanishes as the last word is copied. >drop clock Dropped. >save Ok. SPIRIT8.SAV >n Miznia Suburbs >w City Limits The city stops here abruptly. The Miznia jungle makes its presence known for real here, forming a natural barrier. A path leads east, while an almost overgrown path leads into the jungle to the southwest. >sw Edge of Jungle Wild birds and wilder vegetation distract you from a faint trail through the jungle here. The path leads northeast and southwest. >sw Deep Jungle You're in very deep jungle, just on the verge of getting lost. Your surroundings are green and untamed. A path leads northeast, while a muddy path heads south. Partially buried in the mud is a scroll. >get scroll Taken. [Your score has just gone up by two points.] >read it The scroll reads "throck chant: grow plant". >gnusto throck Your prayer book begins to shake! Slowly, ornately, the words of the throck chant are inscribed, into the book with a violet glow. The book's brightness fades, but the chant remains! However, the scroll on which it was written vanishes as the last word is copied. >s Swamp You're knee-deep in a murky swamp. Huge swamp grasses wall you in. Drier land is north or south. >s Jungle Clearing The Jungle clears out a bit here, so you can actually see patches of sky and walk ten paces without running into a tree. There's a path into the jungle undergrowth to the north. You notice a group of jungle natives gathered here. >examine natives A group of jungle natives in elaborate feather and fur clothing. They appear to be armed with large spears. A single native tribesman breaks away from the group and approaches you. >examine shaman A jungle native with a rather elaborate costume make of bird feathers and animal hides. He seems old, but wise. Unlike the rest of the natives, this one is not wearing a fancy feather-and-fur headdress. >get headdress Taken. >give headdress to shaman The shaman takes the headdress and places it on his head. He smiles, and gives you a strange map in return. >n Swamp >read map The map is somewhat crudely drawn: xxxx xxxx XXXX / XXXX XXXX XXXX I oooo <#>---oooo oooo I XXXX XXXX XXXX >search grass You check the jungle map. Sure enough, there's a loose patch of grass that you could duck under to the west. [Your score has just gone up by five points.] >drop map Dropped. >n Deep Jungle >ne Edge of Jungle >ne City Limits >e Miznia Suburbs >e Mizniaport Standing on a tall pole next to the stairs is a circular sign. >d Miznia GUS Station A metal gate bisects the fence to the southwest. >put coin in slot The coin slides into the slot with a satisfying thunk. >save Ok. SPIRIT9.SAV >sw You saunter through the apparently open gate. Miznia Train Platform A metal gate bisects the fence to the northeast. You hear a distant rumbling noise from the north. >z Time passes. >z Time passes. Suddenly, from the north, a train emerges from the tunnel! It pulls to a screeching halt, the doors open, and several people rush out and exit the station. >w You shove your way onto train car. The doors close behind you. Subway car The train starts to move, quickly exiting the station going north. >z Time passes. The train rumbles as it moves. >z Time passes. The train suddenly lurches to a stop! A voice from somewhere overhead says "Gurth City station, watch your step please." >e Gurth City Train Platform A metal gate bisects the fence to the northeast. The train doors close, and the train rolls off. >ne Gurth City GUS Station You are standing at the entrance to the Gurth City Great Underground Subway (GUS) station. The train platform lies past the gate to the southwest, or stairs lead up into the city. Some lettering on the wall reads "TRANSFER STATION". A metal gate bisects the fence to the southwest. >u You are greeted by a light rain as you leave the station. Gurth City Streets A foggy sky covers the ever-busy city of Gurth. A road heads southeast into a larger portion of the city, and stairs lead down here. Standing on a tall pole next to the stairs is a circular sign. You can also see an umbrella here. >get umbrella Taken. >se North District Probably the safest district in Gurth, the North District is mostly cobblestone roads and barricaded buildings. A main road heads south, or forks northwest and northeast. >s Market District The famous Gurth Market District is as noisy, crowded, and dangerous as it ever was. A cobblestone road heads north and south here. >z Time passes. A clumsy hawker stumbles into you as he crosses the street, hustling off without so much as an apology. You notice he dropped something in his hurry. >l Market District The famous Gurth Market District is as noisy, crowded, and dangerous as it ever was. A cobblestone road heads north and south here. You can see a coin here. >get coin (the coin) Taken. >s South District The general gloomy atmosphere is more noticeable than ever here, in the extremely dangerous South District. The general area is filled with boarded-up houses, and a few shifty-eyed characters are the only people milling about here. A road leads north. To the east is an abandoned flat, probably in better shape than the rest. >e Front of House You're standing at the rotting front steps of a small flat. The front door to the east has been battered down and you could probably walk right in, or return to the street to the west. >e Entrance Room A bare room, with peeling paint and rotting, water-stained walls. There's a room to the east, and a rickety stairway down. The outdoors lie west. >d Basement A musty, smelly basement. Stairs head up. There's a dusty metal box attached to the wall here. A large break in the wall exposes a good portion of the house's foundation. You can also see a frightening zombie and a gray scroll here. >get scroll Taken. [Your score has just gone up by two points.] >read it The scroll reads "tossio chant: turn granite to pasta". >gnusto tossio You speak the chant, but the Gods are not kind this time, as nothing happens! >g Your prayer book begins to shake! Slowly, ornately, the words of the tossio chant are inscribed, into the book with a violet glow. The book's brightness fades, but the chant remains! However, the scroll on which it was written vanishes as the last word is copied. >learn wigro Making a quick prayer to the Gods, you prepare the wigro chant. >wigro zombie The zombie crumbles into dust, turned. >open box You open the dusty metal box, revealing a thin wire. >get wire As you touch the wire, you notice a bright spark! Good thing you were wearing rubber gloves! Taken. >drop gloves (first taking the rubber gloves off) You take off the rubber gloves. Dropped. >u Entrance Room >e Kitchen You're in the kitchen, by the looks of things. Some broken cabinets are on the wall. Light from partially boarded-up windows lets you see the rotting wood floors. Rooms lie to the north and west. Strangely untouched and undamaged, a GUE-Automatic oven is sitting closed in a corner of the room. >w Entrance Room >w Front of House >w South District >n Market District >n North District >nw Gurth City Streets Standing on a tall pole next to the stairs is a circular sign. >d Gurth City GUS Station A metal gate bisects the fence to the southwest. >put coin in slot The coin slides into the slot, but you hear a strange click almost immediately. A subway nymph suddenly appears. She looks at the gate disapprovingly. "Broken again? I thought they just fixed it. Well, fine." She seems rather annoyed. "We'll get someone to look at it, eventually. Bye!" She disappears. >put wire in slot You poke around in the slot, and manage to free something! There is a solid thunk-like noise. [Your score has just gone up by five points.] >drop wire Dropped. >save Ok. SPIRIT10.SAV >sw You saunter through the apparently open gate. Gurth City Train Platform A metal gate bisects the fence to the northeast. Suddenly, from the north, a train emerges from the tunnel! It pulls to a screeching halt, the doors open, and several people rush out and exit the station. >d Gurth City Train Platform (lower) Suddenly, from the east, a train emerges from the tunnel! It pulls to a screeching halt, the doors open, and several people rush out and up the stairs. >s You squeeze onto the train car. The doors close behind you. Subway car The train starts to move, quickly exiting the station going east. >z Time passes. The train rumbles as it moves. >z Time passes. The train suddenly lurches to a stop! A voice from somewhere overhead says "Greater Anthar station, watch your step please." >z Time passes. A voice overhead says "Doors will be closing, please stand clear." >z Time passes. The train starts to move, quickly exiting the station going east. >z Time passes. The train rumbles as it moves. >z Time passes. The train suddenly lurches to a stop! A voice from somewhere overhead says "Aragain station, watch your step please." >n Aragain Train Platform (lower) The train doors close, and the train heads off to the west. >u Aragain Train Platform A metal gate bisects the fence to the northwest. Suddenly, from the north, a train emerges from the tunnel! It pulls to a screeching halt, the doors open, and several people rush out and exit the station. >e You enter the train car. The doors slam shut behind you. Subway car You can see a newspaper here. The train starts to move, quickly exiting the station going south. >z Time passes. The train rumbles as it moves. >z Time passes. The train suddenly lurches to a stop! A voice from somewhere overhead says "Fublio station, watch your step please." >z Time passes. A voice overhead says "Doors will be closing, please stand clear." >z Time passes. The train starts to move, quickly exiting the station going north. >z Time passes. The train rumbles as it moves. >z Time passes. The train suddenly lurches to a stop! A voice from somewhere overhead says "Aragain station, watch your step please." >z Time passes. A voice overhead says "Doors will be closing, please stand clear." >z Time passes. The train starts to move, quickly exiting the station going north. >z Time passes. The train rumbles as it moves. >z Time passes. The train suddenly lurches to a stop! A voice from somewhere overhead says "Frostham station, watch your step please." >w Frostham Train Platform A metal gate bisects the fence to the northwest. The train doors close, and the train rolls off to the south. >nw Frostham GUS Station A metal gate bisects the fence to the southeast. >u Subway Entrance Standing on a tall pole next to the stairs is a circular sign. >n Frostham >w Ski Resort You are inside a large ski resort. Perhaps it's not ski-season, as the entire place is basically empty. Frostham city lies to the east. A tall lanky guy is here, holding two colorful skis. He seems to be waxing them with a scroll. >ask skier about scroll "Something I found at the top of a run. Doesn't work too well, but hey, I gotta wax." The skier polishes a spot on his skis. >give rag to skier (first taking the dirty rag) The skier gladly takes the rag and starts polishing immediately. He lets the scroll fall to the ground. "Excellent man, thanks!" [Your score has just gone up by five points.] >get scroll Taken. [Your score has just gone up by two points.] >read it The scroll reads "egdelp chant: create waxy build-up on wood". >gnusto egdelp Your prayer book begins to shake! Slowly, ornately, the words of the egdelp chant are inscribed, into the book with a violet glow. The book's brightness fades, but the chant remains! However, the scroll on which it was written vanishes as the last word is copied. >e Frostham >s Subway Entrance Standing on a tall pole next to the stairs is a circular sign. >d Frostham GUS Station A metal gate bisects the fence to the southeast. >put coin in slot The coin slides into the slot with a satisfying thunk. >save Ok. SPIRIT11.SAV >se You saunter through the apparently open gate. Frostham Train Platform A metal gate bisects the fence to the northwest. >z Time passes. >z Time passes. Suddenly, from the south, a train emerges from the tunnel! It pulls to a screeching halt, the doors open, and several people rush out and exit the station. >e You enter the train car. The doors slam shut behind you. Subway car You can see a newspaper here. The train starts to move, quickly exiting the station going south. >z Time passes. The train rumbles as it moves. >z Time passes. The train suddenly lurches to a stop! A voice from somewhere overhead says "Aragain station, watch your step please." >z Time passes. A voice overhead says "Doors will be closing, please stand clear." >z Time passes. The train starts to move, quickly exiting the station going south. >z Time passes. The train rumbles as it moves. >z Time passes. The train suddenly lurches to a stop! A voice from somewhere overhead says "Fublio station, watch your step please." >w Fublio Valley Train Platform You are standing in a long underground chamber. The east side of the room contains a lowered set of what appear to be train tracks. The tracks run north into a dark tunnel. Along one wall painted lettering reads "FUBLIO VALLEY STATION". A short walkway leads northwest, to a metal fence. There is a large train car sitting on the tracks to the east. A metal gate bisects the fence to the northwest. The train doors close, and the train rolls off to the north. >nw Fublio Valley GUS Station You are standing at the entrance to the South Fublio Valley Great Underground Subway (GUS) station. The train platform lies past the gate to the southeast, or stairs lead up into the city. A metal gate bisects the fence to the southeast. >u Southern Fublio Valley You are in a southern region of Fublio Valley, where someone apparently decided to start a city. So far, a couple huts and farmhouses are the result. A rather run-down farmhouse lies to the southwest, a trail runs through grasslands to the south and a smaller trail runs along the hills to the southeast. To the north, you see a decrepit old building. There is also a stairway into the ground here. Standing on a tall pole next to the stairs is a circular sign. >sw Farm You're standing in front of a small farmhouse. A trail leads northeast, a sand bar lies to the southwest, and another trail heads east. There's a tired-looking farmer here. >sw Oyster Farm A coastline sand bar curves west a short distance here, ending in a shoal of large rocks. Nearby, someone has dug some shallow holes in the sand, probably farming for live Rotund Oysters, a popular Eastland delicacy.Unfortunately, the oyster beds are too far inland, and they appear to be empty. A bit to the west you can see a small shoreline cave in the rocks. >w You try to head towards the cave, but the unstable rocks and sea waves make it difficult to get there from here. Suddenly, a rock slips from underfoot! You fall... Dark Damp Cave You seem to be in some underground cave. There are no visible exits. You feel rather claustrophobic. You also hear some unexpected noises. You can see a mad hermit and a spotted scroll here. The hermit talks to someone or thing unseen. "Closer, closer, nary a sound betray..." >get scroll Taken. The hermit giggles for no reason. [Your score has just gone up by two points.] >read it The scroll reads "bekdab chant: turn iron to rust". The hermit shrinks into a corner and weeps. "No more, no more. I can help you no more." >gnusto bekdab Your prayer book begins to shake! Slowly, ornately, the words of the bekdab chant are inscribed, into the book with a violet glow. The book's brightness fades, but the chant remains! However, the scroll on which it was written vanishes as the last word is copied. The hermit talks to someone or thing unseen. "Closer, closer, nary a sound betray..." >examine hermit He looks quite crazed -- his wild eyes are almost unbearable to watch. His clothes are complete tatters, and he looks rather emaciated. The hermit pauses. "Listen, do you hear them? The voices -- everywhere!" >get cereal Taken. The hermit shrinks into a corner and weeps. "No more, no more. I can help you no more." >give cereal to hermit The hermit greedily takes the crunchy cereal and gobbles it quickly. "Good, yes. I have something for you -- something you will treasure as I have." He gives you a piece of parchment.. The hermit pauses. "Listen, do you hear them? The voices -- everywhere!" >ask hermit about exit The hermit laughs. "You want to leave already? Very well, you'll find the exit where you came in." The hermit giggles for no reason. >ask hermit about entrance The hermit chuckles. "Forgotten where you came in? It hasn't gone anywhere." He points at a space in the south wall, which you realize is actually a well-hidden tunnel. The hermit grabs your shoulder. "I am hampered," he pleads with you, "by the lack of an algebraic solution! That was where I went wrong!" >s You crawl through the dark tunnel, which seems to snake back and forth. After what seems like an eternity, you see daylight, and stumble forward. You find yourself on the sand bar again! Looking back, you can't locate the tunnel you just left at all! Oyster Farm >read parchment "...evidence that there are more demons like the evil Anabais! In fact, I suspect that four demons, not one, faced the Ancient Ones in spiritual battle at the dawn of time! To suspect this is..." >drop it Dropped. >ne Farm There's a tired-looking farmer here. >ask farmer about oyster "Did a foolish thing, sir, tried my luck with oyster farming this year. The place is too far from the sea, and I can't get any oysters in my beds, 'cause there's no water to grow 'em in." >e Grassland Beach A nice beach with lots of tall grasses hides behind a short dune here. The Great Sea stretches out to the south. From here, you can go north, west or east. You can just glimpse some sort of tower-like structure far across the bay in the east. You can see a small sailboat (in which is a fur sack (which is closed)) here. >e On Peninsula You stand in a clearing on a grassland peninsula. A trail leads northwest from here, and another leads west. Off to the southeast, there's an entrance into what looks like an old abandoned lighthouse, just at the tip of the peninsula. >se Bottom of Lighthouse You're inside an ancient lighthouse. The place must have been deserted quite a long time ago, and is now a mess of broken stone, cobwebs and seabird droppings. The rest of the peninsula is back northwest. You can see a hole above where a stairway probably entered an upper floor of the place, but the stairway itself crumbled into dust long ago. Your amulet suddenly gives off a bright purple flash, then returns to normal! >nw On Peninsula >w Grassland Beach You can see a small sailboat (in which is a fur sack (which is closed)) here. >get sack (the fur sack) Taken. >examine boat A nice little sailboat that looks pretty sea-worthy. The word "MINIRVA" is painted on one side. >enter boat You get into the small sailboat. >get volcano Taken. >s On Fublio Bay (in the small sailboat) You are sailing on Fublio Bay. A shoreline lies to the north. You could probably sail out of the bay to the south, but I'd advise against it, the winds aren't very strong. To the northeast you can see the tip of a peninsula where a lighthouse tower is standing. >s A sudden gust of wind sends your small craft skimming out of control! Lost at Sea (in the small sailboat) You're lost at sea. The winds are completely dead. They managed to take you quite a ways out before they died, however, and it's currently hard to tell which way land was from here. >undo On Fublio Bay [Previous turn undone.] >drop volcano in water The toy volcano drops into the water and sinks like a stone. >n Grassland Beach (in the small sailboat) >exit You get out of the small sailboat. Grassland Beach You can see a small sailboat (which is empty) here. >n Southern Fublio Valley Standing on a tall pole next to the stairs is a circular sign. You hear a massive explosion from the south! It sounded pretty far off, but whatever it was, it was loud. >s Grassland Beach You can see a small sailboat (which is empty) here. >examine boat A badly damaged sailboat. Several places bear deep cracks, as though the boat had been tossed in a violent storm. >learn fiznav Making a quick prayer to the Gods, you prepare the fiznav chant. >fiznav boat You perform a nice liturgy to the Sea Gods, and before your very eyes, the sailboat repairs itself! [Your score has just gone up by five points.] >enter boat You get into the small sailboat. >s On Fublio Bay (in the small sailboat) >ne Near Submerged Lighthouse (in the small sailboat) You're on the outside of what looks like the upper part of a lighthouse, sticking straight out of the sea. The lighthouse is broken in many places, and several areas provide ledge-space to stand on. In fact, you could probably climb into the lighthouse through one of many large cracks in the walls to the east. The rest of Fublio bay is back southwest. >exit You get out of the small sailboat. Near Submerged Lighthouse You can see a small sailboat (which is empty) here. >learn swanko Making a quick prayer to the Gods, you prepare the swanko chant. >save Ok. SPIRIT12.SAV >e Lighthouse, upper level You're inside an abandoned lighthouse, on what must be an upper floor. The whole interior is lifeless and barren. There's a large broken crack in the western wall. You also notice a hole in the floor nearby, which might have been an exitway a long, long time ago. In the center of the room is a short gray rod. Suddenly, water seeps in from the west, and forms into a large vaguely-humanoid shape before your very eyes! >swanko spirit As you speak the chant, the water spirit falls back in fear! You finish the chant, and the water spirit makes one last attempt to smother you, but dissipates with a splash! >get gray rod Taken. [Your score has just gone up by two points.] >put gray rod in pot You put the gray rod piece into the small flower pot. >w Near Submerged Lighthouse You can see a small sailboat (which is empty) here. >enter boat You get into the small sailboat. >sw On Fublio Bay (in the small sailboat) >n Grassland Beach (in the small sailboat) >exit You get out of the small sailboat. Grassland Beach You can see a small sailboat (which is empty) here. >w Farm There's a tired-looking farmer here. The farmer sees you approach and rushes to greet you. "I saw what you did, sir, yes indeed. A mighty crazy thing to do, calling a volcano outa the water like that. But you did it! And my oyster beds thank you kindly! I'd like to repay the favor, but I'm only a poor farmer." He pauses, then searches his pockets. "Here," he says, putting something in your hand. "Found it digging in the sand. Don't know what it is, but I'll bet you can use it." He smiles and disappears into the farmhouse. [Your score has just gone up by two points.] >i You are carrying: a silver sphere a fur sack (which is closed) two coins an umbrella a small flower pot a gray rod piece a stuffed toy a can of decaf coffee a sugar cube a ledger a shiny key a whistle a packet of baking powder a stick of butter a sack of flour a corbie egg a prayer book a holy amulet (providing light and being worn) >put silver sphere in pot You put the silver sphere into the small flower pot. >ne Southern Fublio Valley Standing on a tall pole next to the stairs is a circular sign. >n Abandoned Bank You're inside what must have once been a small branch office of the once indestructible Bank of Zork. However, the place has clearly been abandoned, and age has not been kind. Even the required portrait of J. Pierpont Flathead has been pilfered. An exit lies south. An vault labeled "INTEREST PAID" is open in the wall. An vault labeled "OVERHEAD" is open in the wall. An vault labeled "BASIS" is open in the wall. Inside are twenty coins. An vault labeled "LOANS" is open in the wall. You can also see a bank memo here. >read memo BANK WORKER GUIDELINES If at any point, account activity has been suspended (i.e. all regular account vaults have no funds) then it must be ensured that 20 zorkmids remain in basis, for potential loan requests. Otherwise, vaults must be maintained as follows: For interest waiting to be paid, the amount must equal the amount held in the loan payments vault. If this amount goes over the loan payments, talk to your local gnome manager to see about getting some outstanding loans paid back. Overhead should be kept at the amount in interest, plus five. Loan payments should be kept at a positive amount. Make sure that both the loan and interest vaults are maintained properly, and at the same time, the overhead vault is maintained while the basis vault is kept at a non-suspended bank amount. If this is not the case, you may need to put some overtime in to straighten out the bank funds. >open fur sack You open the fur sack. >put coins in fur sack coin: Done. coin: Done. >take all from basis coin: Removed. coin: Removed. coin: Removed. coin: Removed. coin: Removed. coin: Removed. coin: Removed. coin: Removed. coin: Removed. coin: Removed. coin: Removed. coin: You're carrying too many things already. coin: You're carrying too many things already. coin: You're carrying too many things already. coin: You're carrying too many things already. coin: You're carrying too many things already. coin: You're carrying too many things already. coin: You're carrying too many things already. coin: You're carrying too many things already. coin: You're carrying too many things already. >put coins in fur sack coin: Done. coin: Done. coin: Done. coin: Done. coin: Done. coin: Done. coin: Done. coin: Done. coin: Done. coin: Done. coin: Done. >take all from basis coin: Removed. coin: Removed. coin: Removed. coin: Removed. coin: Removed. coin: Removed. coin: Removed. coin: Removed. coin: Removed. >put coin in interest You put the coin into the interest vault. >put coin in loans You put the coin into the loans vault. >put six coins in overhead coin: Done. coin: Done. coin: Done. coin: Done. coin: Done. coin: Done. >s Southern Fublio Valley Standing on a tall pole next to the stairs is a circular sign. >d Fublio Valley GUS Station A metal gate bisects the fence to the southeast. >put coin in slot (the coin in the metal slot) The coin slides into the slot with a satisfying thunk. >save Ok. SPIRIT13.SAV >se You saunter through the apparently open gate. Fublio Valley Train Platform A metal gate bisects the fence to the northwest. >z Time passes. >z Time passes. >z Time passes. >z Time passes. >z Time passes. Suddenly, from the north, a train emerges from the tunnel! It pulls to a screeching halt, the doors open, and several people rush out and exit the station. >e You enter the train car. The doors slam shut behind you. Subway car You can see a newspaper here. The train starts to move, quickly exiting the station going north. >z Time passes. The train rumbles as it moves. >z Time passes. The train suddenly lurches to a stop! A voice from somewhere overhead says "Aragain station, watch your step please." >w Aragain Train Platform A metal gate bisects the fence to the northwest. The train doors close, and the train rolls off. >d Aragain Train Platform (lower) >z Time passes. You hear a distant rumbling noise from the west. >z Time passes. >z Time passes. Suddenly, from the west, a train emerges from the tunnel! It pulls to a screeching halt, the doors open, and several people rush out and up the stairs. >s You squeeze onto the train car. The doors close behind you. Subway car The train starts to move, quickly exiting the station going west. >z Time passes. The train rumbles as it moves. >z Time passes. The train suddenly lurches to a stop! A voice from somewhere overhead says "Greater Anthar station, watch your step please." >n Greater Anthar Train Platform A metal gate bisects the fence to the north. The train doors close, and the train rolls off. >n Greater Anthar GUS Station A metal gate bisects the fence to the south. >u Entrance to Greater Anthar Standing on a tall pole next to the stairs is a circular sign. >e Anthar West >e Anthar East >e Conservatory Entrance >se Flower Garden >n Decorative Plants Garden A Christmas Tree stands in one plot, swaying back and forth. A small shrub sits near and under the Christmas Tree. A small plaque sticks out of the soil near the two plants. You can also see a hedge clipper and a cap here. The Christmas Tree Monster treats you to an abridged version of Handel's 'Messiah'. >learn throck Making a quick prayer to the Gods, you prepare the throck chant. The Christmas Tree Monster whistles a part of 'Frosty the Snow Wight'. >throck shrub The shrub seems to shake suddenly! A new leaf grows, searchs for the sunlight, and finds it! Another leaf follows, and soon the shrub is sprouting new branches. In the sunlight, flowers appear, and a cycle of missed-out seasons is made-up for in minutes! The shrub is now quite a thriving plant, covered with tiny red fruit. The Christmas Tree Monster hums a few notes from 'Dornbeasts Roasting on an Open Pyre'. >get dornberries Taken. The Christmas Tree Monster hums to itself. [Your score has just gone up by two points.] >put dornberries in pot You put the bunch of dornberries into the small flower pot. The Christmas Tree Monster sways in time to 'Let it snow, let it snow, let it snow'. >s Flower Garden >nw Conservatory Entrance >w Anthar East >nw Entrance to Flathead Stadium Here stands the entrance into the still popular Flathead Stadium, home to esoteric sports activities you never fully understood. Walkways lie southeast and southwest from here, or you can enter the stadium to the north. A stadium event sign is pasted to one of the stadium walls here. A statue depicting the legendary Babe Flathead greets all visitors in front of the stadium. >read sign "Today's event: GOLEM FIGHTS!!! ALL CHALLENGERS WELCOME!!! THREE ROUNDS, THREE BOUTS! BIG CASH FOR THE WINNER! (All Golems have undefeated records, so only trained golem-wrestlers need apply!)" >n You walk right into the stadium. The ticket-takers must be on strike or something. In Flathead Stadium, upper seats You are near the top cheap seats of Flathead Stadium. The crowd is busy cheering whatever is going on down on the field. Looking at the field, you see two small dots. The Stadium exit is back south, or you can walk down to the front seats to the north. >n In Flathead Stadium, lower seats You are near the good seats in Flathead Stadium. The crowd is busy cheering for the current event on the field. Looking at the field, you see two large dots. The seats continue up and south, or you can walk down to the field below. You can see a burly man here. >d The burly man jumps out of his seat as you try to pass. "Hey buddy, I'm saving those seats." He points to an entire row of seats below you. "I've been waiting all season, and I don't want an obstructed view, so look for somewhere else to sit." He sits back in his seat. >learn foblub Making a quick prayer to the Gods, you prepare the foblub chant. >foblub man You begin your sermon. The man starts to tell you to knock it off, but starts to listen with awe. As you finish, the man tries to get up to shake your hand, but realizes he is stuck fast. "They gotta start cleaning these seats," he says. [Your score has just gone up by five points.] >n Near Locker Room You are near a locker room under Flathead field. You can enter the locker room to the north, or start the climb back into the roaring crowd to the south. A couple front row fans are getting a bit boisterous. Several of them throw garbage and paper debris towards the field.