Writing script file. >@walk1.txt >game701+ Restarting the game in the 701+ points mode (with bonus points for finding extensions). Polyadventure Version 3.21a - 22 Oct 2013. Ported by David Baggett, David Picton and Bennett Standeven. You are currently playing in the 701+ point mode (with bonus points if you find the new extensions). At End Of Road You are standing at the end of a road before a small brick building. Around you is a forest. A small stream flows out of the building and down a gully. >norandom >nodwarves Dwarves and pirates will be disabled for the rest of the game, at the cost of 5 points. Do you indeed want to disable the dwarves and pirate? >yes OK - dwarves and pirates disabled! * Your score just went down by 5 points. * >n In Forest You are in open forest, with a deep valley to one side. Not far is a large billboard. *** This will be a deterministic game. *** >read billboard The billboard reads: "Visit Beautiful Colossal Cave. Open Year Around. Fun for the entire family, or at least for those who survive." Below the headline is an impossibly complicated map showing how to find Colossal Cave. Not that it matters, because all the directions are written in Elvish. However, one illustration catches your attention. It seems to show a group of elves involved in a strong-man competition. For some reason, they appear to be gorging themselves on blueberries! You notice a blueberry bush nearby. >eat blueberries You take a few of the blueberries, and can't resist eating them ... MMMM! They're delicious, and now you somehow feel a little stronger than you did before. >g You take a few of the blueberries, and can't resist eating them ... MMMM! They're delicious, and now you somehow feel a little stronger than you did before. >g You have now picked the bush clean. There are no more blueberries left. >valley In A Valley You are in a valley in the forest beside a stream tumbling along a rocky bed. >building At End Of Road You are standing at the end of a road before a small brick building. Around you is a forest. A small stream flows out of the building and down a gully. >in Inside Building You are inside a building, a well house for a large spring. On the north side, through an open doorway, is a small pantry. Taped to the wall is a faded poster. You see a brass lantern and a leather sack here. >get lamp and sack brass lantern: Taken. leather sack: Taken. >get poster then drop it Taken. Hidden behind the poster is a steel safe, embedded in the wall. Dropped. >light lamp The lamp is now on. >xyzzy In Debris Room You are in a debris room filled with stuff washed in from the surface. A low wide passage with cobbles becomes plugged with mud and debris here, but an awkward canyon leads upward and west. A note on the wall says, "Magic word XYZZY." You see a black rod here. >e In Cobble Crawl You are crawling over cobbles in a low passage. There is a dim light at the east end of the passage. You see a wicker cage here. >get cage Taken. >w In Debris Room You see a black rod here. >get rod Taken. >put rod in sack Done. >close sack Closed. >w In Awkward Sloping E/W Canyon You are in an awkward sloping east/west canyon. >w In Bird Chamber You are in a splendid chamber thirty feet high. The walls are frozen rivers of orange stone. An awkward canyon and a good passage exit from east and west sides of the chamber. You see a cheerful little bird here. >get bird Done. >w At Top of Small Pit At your feet is a small pit breathing traces of white mist. A passage from the east ends here except for a small crack leading on. Rough stone steps lead down the pit. >d * Your score just went up by 20 points for getting well into the cave. * In Hall of Mists You are at one end of a vast hall stretching forward out of sight to the west, filled with wisps of white mist that sway to and fro almost as if alive. There is a passage at the top of a dome above you. A wide staircase runs downward into the darkness; a chill wind blows up from below. There are small passages to the north and south, and a small crack leads east. Rough stone steps lead up the dome. >d In Hall of Mt King You are in the hall of the mountain king, with passages off in all directions. A huge green fierce snake bars the way! >release bird The little bird attacks the green snake, and in an astounding flurry drives the snake away. >drop cage Dropped. >open sack Opening the leather sack reveals a black rod. >s In South Side Chamber You are in the south side chamber. You see precious jewelry here! >get jewelry Taken. * Your score just went up by 2 points. * >n In Hall of Mt King You see a cheerful little bird and a wicker cage here. >w In West Side Chamber You are in the west side chamber of the hall of the mountain king. A passage continues west and up here. You see some rare coins here! >get coins Taken. * Your score just went up by 2 points. * >e In Hall of Mt King You see a cheerful little bird and a wicker cage here. >sw In Secret E/W Canyon Above Tight Canyon You are in a secret canyon which here runs E/W. It crosses over a very tight canyon 15 feet below. If you go down you may not be able to get back up. >w In Secret Canyon You are in a secret canyon which exits to the north and east. A huge green dragon bars the way! You see a Persian rug (upon which the dragon is sprawled out) here! >kill dragon With what? Your bare hands? >yes Congratulations! You have just vanquished a dragon with your bare hands! (Unbelievable, isn't it?) >get rug Taken. * Your score just went up by 2 points. * >e In Secret E/W Canyon Above Tight Canyon >e In Hall of Mt King You see a cheerful little bird and a wicker cage here. >ne Morion Room You are in a small room. The walls are composed of a dark, almost black form of smoky quartz; they glisten like teeth in the lamp-light. The exits are the passage to the south through which you entered, and a narrow passage leading northeast. You see a gem-encrusted visorless helmet here! >get helmet Taken. * Your score just went up by 2 points. * >ne At Entrance to Throne Room You are in the private chamber of the Mountain King. Hewn into the solid rock of the east wall of the chamber is an intricately-wrought throne of elvish design. There is an exit to the west. >e At East side of Throne Room You are on the east side of the throne room. Very narrow passages go north and south, but are too small to enter. An ancient crown of elfin kings lies here! On the arm of the throne has been hung a sign which reads "Gone for the day: visiting sick snake. --M.K." >get crown Taken. * Your score just went up by 2 points. * >wear crown You feel a slight tingling sensation as you put on the crown ... Okay, you're now wearing the elfin crown. >sit on throne Okay, you're now sitting on the throne. Your crown glows, and you really feel as if you are the mountain king! Your black rod also glows and issues a strange humming noise. You notice that the star at the end is now shiny, as if it's brand new! >get up Okay, you're no longer on the throne. >w. w. s At Entrance to Throne Room Morion Room In Hall of Mt King You see a cheerful little bird and a wicker cage here. >n Low N/S Passage You are in a low N/S passage at a hole in the floor. The hole goes down to an E/W passage. You see bars of silver and a delicate lyre here! >get silver and lyre bars of silver: Taken. delicate lyre: (Putting the precious jewelry in the leather sack to make room) Done. Taken. * Your score just went up by 4 points. * >n At "Y2" You are in a large room, with a passage to the south, a passage to the west, and a wall of broken rock to the east. There is a large "Y2" on a rock in the room's center. >w At Window on Pit You're at a low window overlooking a huge pit, which extends up out of sight. A floor is indistinctly visible over 50 feet below. Traces of white mist cover the floor of the pit, becoming thicker to the right. Marks in the dust around the window would seem to indicate that someone has been here recently. Directly across the pit from you and 25 feet away there is a similar window looking into a lighted room. A shadowy figure can be seen there peering back at you. The shadowy figure seems to be trying to attract your attention. >e At "Y2" A hollow voice says, "Plugh." >plugh Inside Building A steel safe is embedded in the wall. You see a poster here. >turn off lamp The lamp is now off. >drop coins, rug, helmet, crown, silver, rod, jewelry rare coins: Dropped. Persian rug: Dropped. gem-encrusted visorless helmet: Dropped. elfin crown: (Taking off the elfin crown first) Dropped. bars of silver: Dropped. black rod: Dropped. precious jewelry: Dropped. * Your score just went up by 10 points. * >turn on lamp The lamp is now on. >plugh At "Y2" >s.d.bedquilt Low N/S Passage In Dirty Passage You are in a dirty broken passage. To the east is a crawl. To the west is a large passage. Above you is a hole to another passage. In Bedquilt You are in bedquilt, a long east/west passage with holes everywhere. To explore at random select north, south, up, or down. >secret In Secret N/S Canyon You are in a secret N/S canyon above a sizable passage. >n.n At Junction of Three Secret Canyons You are in a secret canyon at a junction of three canyons, bearing north, south, and se. The north one is as tall as the other two combined. At Window on Pit You're at a low window overlooking a huge pit, which extends up out of sight. A floor is indistinctly visible over 50 feet below. Traces of white mist cover the floor of the pit, becoming thicker to the left. Marks in the dust around the window would seem to indicate that someone has been here recently. Directly across the pit from you and 25 feet away there is a similar window looking into a lighted room. A shadowy figure can be seen there peering back at you. The shadowy figure seems to be trying to attract your attention. You see a small metal canister here. >get canister Taken. >w.se.e.u.e.u.n.plugh At Junction of Three Secret Canyons In Bedquilt At Complex Junction You are at a complex junction. A low hands and knees passage from the north joins a higher crawl from the east to make a walking passage going west. There is also a large room above. The air is damp here. In Dusty Rock Room You are in a large room full of dusty rocks. There is a big hole in the floor. There are cracks everywhere, and a passage leading east. In Dirty Passage Low N/S Passage At "Y2" Inside Building A steel safe is embedded in the wall. You see a poster and a black rod here. You see some rare coins, a Persian rug, a gem-encrusted visorless helmet, an elfin crown, bars of silver, and precious jewelry here! >turn off lamp The lamp is now off. >w At End Of Road >w At Hill In Road You have walked up a hill, still in the forest. The road slopes back down the other side of the hill. There is a building in the distance. >w In Forest You are in dense forest, with a hill to one side. The trees appear to thin out towards the north and east. You see some colored mushrooms here. >get mushrooms Taken. >n At Edge of Salt Marsh You are at the edge of a trackless salt marsh. Tall reeds obscure the view. A wooden pole has been stuck in the mud here. >get pole Taken. >s On Grassy Knoll You are at the high point of a wide grassy knoll, partially surrounded by dense forest. The land rises to the south and east, and drops off sharply to the north and west. The air smells of sea water. You see a four-leafed clover here! >wear clover (First taking the four-leafed clover) Taken. Okay, you're now wearing the four-leafed clover. * Your score just went up by 2 points. * >z.z.z.z.z.z.z.z.z.z.z.z.z.z.z Time passes... Time passes... Time passes... Time passes... Time passes... Time passes... Time passes... Time passes... A tiny elf runs straight at you, shouts "Phuce!", and disappears into the forest. Maybe it was a trick of the light, but you thought you saw the elf grow larger as he ran away from you. Time passes... Time passes... Time passes... Time passes... A tiny elf runs straight at you, shouts "Phuce!", and disappears into the forest. Time passes... Time passes... Time passes... >w On Sandy Beach You're on a sandy beach at the edge of the open sea. The beach ends a short distance south and the land rises to a point. To the north, the beach ends in cliffs and broken rocks. >n At Broken Rocks You are at a jumble of large broken rocks. A gentle path leads up to the top of the nearby cliffs. A narrow treacherous path disappears among the rocks at the foot of the cliff. >u At Ocean Vista You are on a high cliff overlooking the sea. Far below the rolling breakers smash into a jumble of large broken rocks. The thunder of the surf is deafening. You see beautiful flowers here. >get flowers Taken. >d At Broken Rocks >d At Thunder Hole You are at Thunder Hole, a funnel shaped cavern opening onto the sea. The noise of the surf pounding against the outer rocks of the cave is amplified by the peculiar shape of the cave, causing a thunder-like booming sound to reverberate throughout the cave. Outside, a narrow path leads south towards some large rocks. The cavern leads in to the east. >e At Approach to River Styx You are in a dimly lit E/W passage behind Thunder Hole. Etched into the rock wall are the ominous words: * "You are approaching the River Styx. * * Lasciate Ogni Speranza Voi Ch'Entrate." * A hideous black dog bares his teeth and growls at your approach. >play lyre The air fills with beautiful music. The dog gradually becomes less fierce, and after a short while he lies down by the side of the cavern and falls into a deep sleep. >e At River Styx You are at the River Styx, a narrow little stream cutting directly across the passageway. The edge of the stream is littered with sticks and other debris washed in by a recent rainfall. On the far side of the river, the passage continues east. >jump On East Side of River Styx You're on the east side of the river's sticks. >e At Top of steps (back of Thunder Hole) You are at the top of some arched steps. On the east side there is a blank wall with a tiny door at the base and a shelf overhead. On the other side a westward passage leads to the sea. The door is closed and locked. >eat mushrooms You are growing taller, expanding like a telescope! Just before your head strikes the top of the chamber, the mysterious process stops as suddenly as it began. In Cramped Chamber You are in a low cramped chamber at the back of a small cave. There is a shelf in the rock wall at about the height of your shoulder. Sitting on the shelf are tiny cakes and a tiny brass key. >take key. eat cakes Taken. You are closing up like an accordian....shrinking..shrinking. You are now your normal size. At Top of steps (back of Thunder Hole) The door is closed and locked. >unlock door with key Unlocked. >phuce You feel dizzy...Everything around you is spinning, expanding, growing larger.... Dear me! Is the cave bigger or are you smaller? On Ledge by Wrought-Iron Door You are on a wide ledge, bounded on one side by a rock wall, and on the other by a sheer cliff. The only way past is through a large wrought-iron door. The door is closed but unlocked. >e (Opening the wrought-iron door) At Underground Sea You are on the shore of an underground sea. The way west is through a wrought-iron door. The door is open. A high wooden ship of vast proportions extends out of the water to the east. There doesn't appear to be any way into the ship. >phuce You are again overcome by a sickening vertigo, but this time everything around you is shrinking...Shrinking... At West Wall of Blue Grotto You are at the western tip of the Blue Grotto. A large lake almost covers the cavern floor, except for where you are standing. Small holes high in the rock wall to the east admit a dim light. The reflection of the light from the water suffuses the cavern with a hazy bluish glow. There is a small wooden boat here. The door is open. >@walk2.txt >put pole in boat Done. >get in boat Okay, you're now in the wooden boat. >ne In Bubble Chamber, in the wooden boat You are at a high rock on the NE side of a watery chamber at the mouth of a small brook. An unknown gas bubbles up through the water from the chamber floor. A bluish light can be seen to the southwest. Nearby, a strange, greenish stone is glowing brightly! There is a small wooden boat here. The wooden boat seems to contain a wooden pole. >out Okay, you're no longer in the wooden boat. >put stone in canister (First taking the glowing stone) Taken. Done. * Your score just went up by 2 points. * >close canister Closed. >light lamp The lamp is now on. >u In Muddy Defile You are in a sloping muddy defile, next to a tumbling brook. >u In the Fairy Grotto You are in the Fairy Grotto. All around you innumerable stalactites, arranged in immense colonnades, form elegant arches. On every side you hear the dripping of water, like the footsteps of a thousand fairies. A small stream runs from the SW corner. A bright glow emanates from the south side of the grotto, and a steep passage descends to the east. >turn off lamp The lamp is now off. >s In the Crystal Palace. You are in the Crystal Palace. An overhead vein of phosphorescent quartz casts a luminous glow which is reflected by countless chips of mica embedded in both walls, which consist of some sort of highly reflective glass, apparently of volcanic origin. A winding path of yellow sandstone leads west and rises steeply to the east. You see a crystal ball here! >get ball Taken. * Your score just went up by 2 points. * >look in ball You feel rather disembodied, as if you were suddenly somewhere else entirely. You sense that you are in a dark place. The only thing in sight appears to be a companion to the crystal ball which holds your gaze. It seems to be searching the gloom for something to show you, but all it can see is itself: a brilliant blue six-pointed star suspended in space. Your gaze withdraws from the crystal ball, and you are now back in your normal senses. >e On the Yellow Path You are following an east-west yellow sandstone path. There is a glow to the west. A dark passage branches off to the north. >light lamp The lamp is now on. >n On ledge above limestone pinnacles. You are on a ledge at the northern end of a long N/S crawl. The ledge is above a large number of sharp vertical limestone spires. An attempt to climb down with bulky items could be dangerous, if you get my *point*! You see an empty oaken cask here. >get cask (Putting the delicate lyre in the leather sack to make room) Done. Taken. >s. turn off lamp. w. w On the Yellow Path The lamp is now off. In the Crystal Palace. In the Fairy Grotto >light lamp The lamp is now on. >sw.d In Muddy Defile In Bubble Chamber There is a small wooden boat here. The wooden boat seems to contain a wooden pole. >get in boat Okay, you're now in the wooden boat. >sw At West Wall of Blue Grotto, in the wooden boat The door is open. There is a small wooden boat here. The wooden boat seems to contain a wooden pole. >n. out You have poled your boat across the Blue Grotto. In Dark Cove, in the wooden boat You're at the north edge of a dark cove. To your south lies the Blue Grotto. A large lake almost fills the cavern floor. There is a small wooden boat here. The wooden boat seems to contain a wooden pole. Okay, you're no longer in the wooden boat. >ne In Dry Basin You are in a dry granite basin, worn smooth eons ago by water swirling down from a now-dry spillway. >u In Old Spillway You're in a dry spillway east of and above a smooth rock basin. >e In Winery You are in the Winery, a cool dark room which extends some distance off to the east. There is a fountain of sparkling vintage wine here! >fill cask The cask is now full of wine. * Your score just went up by 2 points. * >w. d. sw In Old Spillway In Dry Basin In Dark Cove There is a small wooden boat here. The wooden boat seems to contain a wooden pole. >enter boat Okay, you're now in the wooden boat. >s.s.out At West Wall of Blue Grotto, in the wooden boat The door is open. There is a small wooden boat here. The wooden boat seems to contain a wooden pole. You have poled your boat across the dark water. On Gravel Beach, in the wooden boat You're on a small gravel beach at the south wall of the Blue Grotto. A gravelly path leads east. There is a small wooden boat here. The wooden boat seems to contain a wooden pole. Okay, you're no longer in the wooden boat. >e In the Vestibule You're in the Vestibule, a short east-west passage between two rooms. >e In Flower Room You are in the Flower Room. The walls are covered with colorful, intricate, flower-like patterns of crystallized gypsum. A hole leads to the west. There is an active beehive nearby. The bees hum protectively around the hive. >throw flowers at bees The bees swarm over the fresh flowers, leaving the hive unguarded and revealing a sweet honeycomb. >take honeycomb Taken. >w.w.enter boat.n.e.out In the Vestibule On Gravel Beach There is a small wooden boat here. The wooden boat seems to contain a wooden pole. Okay, you're now in the wooden boat. At West Wall of Blue Grotto, in the wooden boat The door is open. There is a small wooden boat here. The wooden boat seems to contain a wooden pole. You have poled your boat across the calm water. At East Side of Blue Grotto, in the wooden boat You are on the eastern shore of the Blue Grotto. To the west a large lake almost fills the cavern floor, and an ascending tunnel disappears into the darkness to the SE. There is a small wooden boat here. You see a jeweled trident here! The wooden boat seems to contain a wooden pole. Okay, you're no longer in the wooden boat. >get trident (Putting the small metal canister in the leather sack to make room) Done. Taken. * Your score just went up by 2 points. * >se In Windy Tunnel You are in a windy E/W tunnel between two large rooms. >e In Bat Cave You are in the Bat Cave. The walls and ceiling are covered with sleeping bats. The floor is buried by a mass of dry, foul-smelling guano. The stench is overpowering. Exits to the NW and east. >e At Tongue of Rock You are in a level E/W passage partially blocked by an overhanging tongue of rock. A steep scramble would take you up over the tongue, whence continues an upward crawl. You see a small whiskbroom here. >get broom (Putting the small brass key in the leather sack to make room) Done. Taken. >w In Bat Cave >nw.w In Windy Tunnel At East Side of Blue Grotto There is a small wooden boat here. The wooden boat seems to contain a wooden pole. >turn off lamp The lamp is now off. >enter boat.w.out Okay, you're now in the wooden boat. At West Wall of Blue Grotto, in the wooden boat The door is open. There is a small wooden boat here. The wooden boat seems to contain a wooden pole. Okay, you're no longer in the wooden boat. >phuce.w.phuce You feel dizzy...Everything around you is spinning, expanding, growing larger.... Dear me! Is the cave bigger or are you smaller? At Underground Sea The door is open. A high wooden ship of vast proportions extends out of the water to the east. There doesn't appear to be any way into the ship. On Ledge by Wrought-Iron Door The door is open. You are again overcome by a sickening vertigo, but this time everything around you is shrinking...Shrinking... At Top of steps (back of Thunder Hole) The door is open. >w.w.w.w On East Side of River Styx (jumping the river) At River Styx At Approach to River Styx Nearby, a large black dog is in a deep slumber. At Thunder Hole >building At End Of Road >in Inside Building A steel safe is embedded in the wall. You see a poster and a black rod here. You see some rare coins, a Persian rug, a gem-encrusted visorless helmet, an elfin crown, bars of silver, and precious jewelry here! >drop cask, trident, lyre, canister, ball, key oaken cask of wine: Dropped. jeweled trident: Dropped. delicate lyre: Dropped. small metal canister: Dropped. crystal ball: Dropped. small brass key: Dropped. >light lamp The lamp is now on. >plugh At "Y2" >s.d.w Low N/S Passage In Dirty Passage In Dusty Rock Room >x rocks They are covered with a thick coating of dust. You'll have to find some way to remove it before you can examine them properly. >dust rocks with broom Brushing the dust from one of the larger rocks reveals some carved characters. They appear to read: "24-5-48". >drop broom Dropped. >e.u.n In Dirty Passage Low N/S Passage At "Y2" >plugh Inside Building A steel safe is embedded in the wall. You see a poster, a black rod, an oaken cask of wine, a small metal canister, and a small brass key here. You see some rare coins, a Persian rug, a gem-encrusted visorless helmet, an elfin crown, bars of silver, precious jewelry, a jeweled trident, a delicate lyre, and a crystal ball here! >turn off lamp The lamp is now off. >turn dial to 24 Okay, it's now turned to 24. You hear a satisfying "Click". >turn dial to 5 Okay, it's now turned to 5. You hear a satisfying "Click". >turn dial to 48 Okay, it's now turned to 48. You hear a satisfying "Click", and the safe's door smoothly swings open revealing a rare book! * Your score just went up by 12 points. * >put canister, coins, helmet,silver, jewelry and lyre in safe small metal canister: (First taking the small metal canister) Taken. Done. rare coins: (First taking the rare coins) Taken. Done. gem-encrusted visorless helmet: (First taking the gem-encrusted visorless helmet) Taken. Done. bars of silver: (First taking the bars of silver) Taken. Done. precious jewelry: (First taking the precious jewelry) Taken. Done. delicate lyre: (First taking the delicate lyre) Taken. Done. * Your score just went up by 60 points. * >get rod Taken. >light lamp The lamp is now on. >plugh At "Y2" A hollow voice says, "Plugh." >e Jumble of Rock You are in a jumble of rock, with cracks everywhere. >u In Hall of Mists Rough stone steps lead up the dome. >w On East Bank of Fissure You are on the east bank of a fissure slicing clear across the hall. The mist is quite thick here, and the fissure is too wide to jump. >wave rod A crystal bridge now spans the fissure! >w West Side of Fissure You are on the west side of the fissure in the hall of mists. A crystal bridge now spans the fissure. You see a silver horn here! >get horn Taken. * Your score just went up by 2 points. * >w At West End of Hall of Mists You are at the west end of the hall of mists. A low wide crawl continues west and another goes north. To the south is a little passage 6 feet off the floor. >w At East End of Long Hall You are at the east end of a very long hall apparently without side chambers. In the south wall are several wide cracks and a high hole, but the hole is far above your head. To the east a wide crawl slants up. To the north a round two foot hole slants down. >x cracks There are three cracks in the south wall. To choose which one to enter, type LEFT, MIDDLE or RIGHT. The middle crack is narrower than the other two and it doesn't appear that you can proceed very far down it. >middle In Very Tight Crack You're in a very tight n/s crack. To the south, it appears to open out into a circular chamber. >s On a Spiral Staircase You're on a long spiral staircase which goes both upwards and downwards, although the stairs leading down are in poor repair. A very narrow opening leads north. >u At Top of Spiral Staircase You're at the top of a long spiral staircase. A wide opening leads south. >s Octagonal Room You're in an a low octagonal room with cracked marble walls. There were once exits in every compass direction. Unfortunately, most of them are now obstructed by falls of large rocks, all of which appear to be far too heavy for you to move. The rocks block all directions except the north and northwest. You see a torn scrap of paper here. >read paper It's a small scrap of paper which seems to have been torn from a large piece. The following cryptic message is written on it: C=1 B=2 G=3 M=3 Total 3: basic protection. Total 6: retaliation. Total 9: search and destroy. At first sight, the back of the paper appears to be blank - until you notice that the bottom edge has been folded over. You unfold it, revealing the words: Pendant keywords: ANA, KATA, PHR... Unfortunately the bottom right hand corner is missing, so you can only see the first three letters of the third pendant keyword. >ana Nothing happens. Old Elvish lore claimed that the magic words "ana" and "kata" could transport you between parallel worlds, linked by a fifth dimension called "Transindection". It was rumored that the Wumpus entered the cave by this means. However, the general view nowadays is that it's just an old myth. No- one has demonstrated the existence of the dimension, let alone found any way to travel through it! >nw Top of Ladder You're in a small chamber with very smooth, dark walls. A passage leaves to the southeast, and a ladder leads down a vertical shaft. >d On a Rusty Ladder You're on a rusty ladder in a vertical shaft with smooth walls. Below you the shaft opens out into a chamber with several small, featureless pits. The ladder once led down into the chamber, but the part below you has corroded away. You could jump down from here, but you wouldn't then be able to climb back up. >d In Room with Small Pits You're in a damp room containing several small climbable pits. Passages exit to the east and north. On the south wall you see the remains of an iron ladder which once led upwards, but it is now badly corroded and unclimbable. >e In Cloakroom You're in the Cloakroom. This is where the dreaded Wumpus repairs to sleep off heavy meals. (Adventurers are his favorite dinner!) Two very narrow passages exit NW and NE. A lovely silken cloak lies partially buried under a pile of loose rocks. In the corner, a Wumpus is sleeping peacefully. >take cloak The cloak is stuck tight under the rocks. You'll probably have to yank it out. >yank cloak Taken. You have jerked the cloak free of the rocks. However, in doing so you have caused a small rockslide, blocking the entrance and making an unholy din. You turkey!!! Now you've done it! It took some effort, but you woke up the Wumpus. He slowly opens one red eye, and then another, and then one more (!!), and looks at you sleepily. He had been dreaming of a late snack. If you don't act quickly, you'll be a *late* adventurer! * Your score just went up by 2 points. * >nw In Room with Small Pits A sleepy Wumpus is ambling towards you. He wants to invite you to dinner. He wants you to *be* the dinner! >n At High Hole You are at a high hole in a rock wall. A sleepy Wumpus is ambling towards you. He wants to invite you to dinner. He wants you to *be* the dinner! >d At East End of Long Hall The Wumpus is still on your trail! And he's getting closer!! >e At West End of Hall of Mists The Wumpus is still on your trail! And he's getting closer!! >e West Side of Fissure A crystal bridge now spans the fissure. The Wumpus is only a few steps behind you! All this exercise is making him veerrrrry hungry! >e On East Bank of Fissure A crystal bridge now spans the fissure. The Wumpus is only a few steps behind you! All this exercise is making him veerrrrry hungry! >wave rod The crystal bridge has vanished! As the bridge disappears, the Wumpus scrambles frantically to reach your side of the fissure. He misses by inches, and with a horrible shriek plunges to his death in the depths of the fissure! >wear cloak Okay, you're now wearing the silken cloak. >wave rod A crystal bridge now spans the fissure! >w.w West Side of Fissure A crystal bridge now spans the fissure. At West End of Hall of Mists >s.e.s.s.s.n.e Maze of Twisty Little Passages, All Alike You are in a maze of twisty little passages, all alike. Maze of Twisty Little Passages, All Alike You are in a maze of twisty little passages, all alike. Maze of Twisty Little Passages, All Alike You are in a maze of twisty little passages, all alike. Maze of Twisty Little Passages, All Alike You are in a maze of twisty little passages, all alike. Maze of Twisty Little Passages, All Alike You are in a maze of twisty little passages, all alike. Maze of Twisty Little Passages, All Alike You are in a maze of twisty little passages, all alike. At Brink of Pit You are on the brink of a thirty foot pit with a massive orange column down one wall. You could climb down here but you could not get back up. The maze continues at this level. >e.nw Maze of Twisty Little Passages, All Alike You are in a maze of twisty little passages, all alike. You've found the pirate's treasure chest! At a Dead End This is the pirate's dead end. You see a treasure chest here! >get chest Taken. * Your score just went up by 2 points. * >se.n Maze of Twisty Little Passages, All Alike At Brink of Pit >d.debris.xyzzy In Bird Chamber In Debris Room Inside Building A steel safe is embedded in the wall. You see a poster, an oaken cask of wine, and a small brass key here. You see a Persian rug, an elfin crown, a jeweled trident, and a crystal here! The steel safe seems to contain a rare book, a small metal canister, some rare coins, a gem-encrusted visorless helmet, bars of silver, precious jewelry, and a delicate lyre. >drop chest Dropped. * Your score just went up by 10 points. * >pantry In the Caretaker's Pantry You're in the Caretaker's Pantry. You see a set of keys, some tasty food, and a small bottle of water here. >get keys, bottle small brass key: You can't reach that from here. set of keys: Taken. small bottle of water: Taken. >out Inside Building A steel safe is embedded in the wall. You see a poster, an oaken cask of wine, and a small brass key here. You see a Persian rug, an elfin crown, a jeweled trident, a crystal ball, and a treasure chest here! The steel safe seems to contain a rare book, a small metal canister, some rare coins, a gem-encrusted visorless helmet, bars of silver, precious jewelry, and a delicate lyre. >unlock chest with keys (Trying all available keys) (using the set of keys) Unlocked. You open the chest, revealing the pirate's loot. >put cask in chest (First taking the oaken cask of wine) (Putting the sweet honeycomb in the leather sack to make room) Done. Taken. Done. * Your score just went up by 10 points. * >take trident Taken. >plugh At "Y2" A hollow voice says, "Plugh." >s Low N/S Passage >d In Dirty Passage >w In Dusty Rock Room You see a small whiskbroom here. >d At Complex Junction >n In Shell Room You're in a large room carved out of sedimentary rock. The floor and walls are littered with bits of shells imbedded in the stone. A shallow passage proceeds downward, and a somewhat steeper one leads up. A low hands and knees passage enters from the south. You see a giant clam here. >open clam with trident A glistening pearl falls out of the clam and rolls away. Goodness, this must really be an oyster. (I never was very good at identifying bivalves.) Whatever it is, it has now snapped shut again. >@walk3.txt >d In Ragged Corridor You are in a long sloping corridor with ragged sharp walls. >d In a Cul-de-Sac You are in a cul-de-sac about eight feet across. You see a glistening pearl here! >get pearl (Putting the black rod in the leather sack to make room) Done. Taken. * Your score just went up by 2 points. * >u.u.u.e In Ragged Corridor In Shell Room You see a giant oyster here. In Arched Hall You are in an arched hall. A coral passage continues up and east. The air smells of sea water. Your footsteps echo hollowly throughout the chamber. Coral Passage You are in an arched coral passage which enters from the west, splits, and continues on to the east over a smooth and damp-looking patch of sand. The fork in the passage once led to the south, but it is now completely blocked by debris. >wave rod Nothing obvious happens. >e.n.e Bend in Arched Coral Corridor You are at a bend in an arched coral passage; the passage enters from the west over a patch of damp sand, turns, and continues north. Fork in Arched Coral Passage You are at a fork in a high, arched coral passage. The main portion of the passage enters from the south; two smaller passages lead east and north. The smell of salt water is very strong here. Entrance to Jonah Room You are standing at the entrance of the Jonah room, a cavernous hall with high ribbed walls. The hall extends far to the south; a coral passage leads west. >s South End of Jonah Room You are at the south end of the Jonah room. Ahead of you, the way is barred by a large set of immense stalactites and stalagmites which intermesh like clenched teeth. Nothing except blackness is visible between the stone formations. You see a scrimshaw spyglass here! >get spyglass (Putting the silver horn in the leather sack to make room) Done. Taken. * Your score just went up by 2 points. * >n.w.n Entrance to Jonah Room Fork in Arched Coral Passage Fourier Passage You are in the Fourier passage. This is a long and highly convoluted passage composed of coral, which twists and turns like the path of an earthworm tripping on LSD. The passage here enters from the northwest, convulses, and exits to the southwest (from which direction can be felt a cool and salty- smelling breeze). >sw Shelf of Rock Above Beach You are standing on a large shelf of sedimentary rock overlooking a lava beach. The shelf is an extension of an incredible cliff which extends north, south, and upwards for as far as the eye can see. Crudely carved steps lead down from the shelf to the beach, and a twisting coral passage exits to the west. In a flash of intuition, you notice something which previous adventurers may have missed. There's a zig-zag pattern on the cliff which doesn't look like a natural feature. Then you realize what it is - the remains of a stone path which has now been almost obliterated by rockfalls. >d * Your score just went up by 10 points for entering a room with bonus points. * Beach You are standing on a short, barren beach composed of hardened lava. Rugged and unclimbable volcanic hills block all view to the north and south, and a seemingly infinite cliff fills the entire western hemisphere. To the east, a narrow inlet of ocean water laps gently upon the beach. The scene is illuminated by the light of three small moons shining through the shimmering glow of an aurora that fills the entire sky with golden splendor. Steps lead up the cliff to a shelf of rock. There is a bag (obviously filled with pieces of eight) in the dinghy! Lying upon the beach are the shattered remains of what must once have been a dinghy. The remains consist of little more than a few broken boards, upon one of which may be seen a crude sketch of a skull and two crossed thighbones (perhaps this dinghy was once owned by a cook?) >get bag (Putting the set of keys in the leather sack to make room) Done. Taken. * Your score just went up by 2 points. * >u.w.nw.s Shelf of Rock Above Beach Fourier Passage Fork in Arched Coral Passage Bend in Arched Coral Corridor >wave rod Nothing obvious happens. >w.w Coral Passage In Arched Hall Your footsteps echo hollowly throughout the chamber. >blow horn. n As the blast of the horn reverberates through the chamber, the seemingly solid rock wall crumbles away, revealing another room to the north. The wall was most likely worn thin by an ancient watercourse which dried up just before completely wearing away the rock. At East End of Short E/W Corridor You are looking west from the end of a short E/W corridor. At your feet is a pile of loose rubble. On your left is a hole into another chamber. >w In the Crypt You are in a room the size and shape of a small crypt. A narrow cut exits east. There is a hole in the floor. >d On Top of Stalagmite You're on top of an enormous, broad stalagmite. There is a hole in the ceiling overhead. >d At Foot of Altar You are at the foot of the Altar, an immense, broad stalagmite. An opening leads south. >s In Gothic Cathedral You are in a high-vaulted cavern whose roof rises over fifty meters to culminate in a series of pointed arches directly over your head. There are also two low arches to either side, forming side portals. The whole effect is that of a gothic cathedral. You can proceed north, south, east, or west. >w At West Portal of Gothic Cathedral You're at the west portal of the Gothic Cathedral. >e.e.e In Gothic Cathedral At East Portal of Gothic Cathedral You're at the east portal of the Gothic Cathedral. The path leads east and west. In Gothic Chapel You are in the Gothic Chapel, a small chamber adjoining the Gothic Cathedral. A path leads west. There is an ornate silver chalice here! >get chalice (Putting the small bottle of water in the leather sack to make room) Done. Taken. * Your score just went up by 2 points. * >w.w.s At East Portal of Gothic Cathedral In Gothic Cathedral Over the Rainbow (Room) You are standing on a natural bridge far above the floor of a circular chamber whose walls are a rainbow of multi-colored rock. The bridge was formed eons ago by a huge slab which fell from the ceiling and is now jammed between the north and south walls of the chamber. You see a pair of ruby slippers here! >wear slippers (First taking the pair of ruby slippers) (Putting the glistening pearl in the leather sack to make room) Done. Taken. Okay, you're now wearing the pair of ruby slippers. * Your score just went up by 2 points. * >x slippers Close examination of the slippers reveals nothing unusual, but the song "Somewhere, Over the Rainbow" is going round and round in your head and you can't get rid of it! You have a strong feeling that these slippers are special in some way. You don't know the answer but I expect that it will all "click" sometime. >click In the Rainbow Room. You are in a very tall chamber whose walls are comprised of many different rock strata. Layers of red and yellow sandstone intertwine with bright bands of calcareous limestone in a rainbow- like profusion of color. The rainbow effect is so real, you are almost tempted to look for a pot of gold! Poised far over your head, a gigantic slab, wedged tightly between the north and south walls, forms a natural bridge across the roof of the chamber. A trail leads east and west. >w On the Yellow Path >turn off lamp The lamp is now off. >w In the Crystal Palace. >w In the Fairy Grotto >turn on lamp The lamp is now on. >e In Cold Passage You're in a steeply sloping passage. It is very cold here. >d In Hall of Ice You are in the Hall of Ice, in the deepest part of the caverns. During winter, frigid outside air settles here, making this room extremely cold all year round. The walls and ceiling are covered with a thick coating of ice. An upward passage exits to the west. You see a bag of coal here. You see several diamonds here! >get coal and diamonds bag of coal: Taken. several diamonds: (Putting the scrimshaw spyglass in the leather sack to make room) Done. Taken. * Your score just went up by 2 points. * >u.u In Cold Passage In the Fairy Grotto >turn off lamp The lamp is now off. >s In the Crystal Palace. >e On the Yellow Path >turn on lamp. e The lamp is now on. In the Rainbow Room. >e In Green Lake Room You are in a low, wide room below another chamber. A small green pond fills the center of the room. The lake is apparently spring- fed. A small stream exits through a narrow passage to the north. A larger passage continues west. >n In Red Rock Crawl You are in a tight north/south crawl through a stratum of red colored rock. The air is damp with mist. >n On South Side of Lost River Canyon. You are in a tall canyon on the south side of a swift, wide river. Written in the mud in crude letters are the words: "You Have Found Lost River." A wide path leads east and west along the bank. A tight crawlway would take you south out of the canyon. >w At End of Lost River Canyon. You are standing on a large flat rock table at the western end of Lost River Canyon. Beneath your feet, the river disappears amidst foam and spray into a large sinkhole. A gentle path leads east along the river's south shore. Another leads sharply upward along the river's north side. Nearby is the smashed body of a defunct Wumpus. On the Wumpus' finger is a small gold ring! >wear ring (First taking the small gold ring) As you slip the ring off the Wumpus' finger, you congratulate yourself on a job well done. You're the first adventurer to turn the tables on this evil, cunning monster! Another thought comes into your mind. Old Elvish lore tells of many magic rings, and there's a distinct possibility that this may be one of them. In a flash of intuition - which also gives you a strange sense of foredoding - it occurs to you that the Wumpus may have had other possessions. They would, of course, have been hidden away from the eyes of light-fingered adventurers like you ... (Putting the bag filled with pieces of eight in the leather sack to make room) Done. Taken. Okay, you're now wearing the small gold ring. * Your score just went up by 2 points. * >search Wumpus The Wumpus is not a pretty sight, but you suspect that he may be hiding something important. You therefore overcome your squeamishness, and thoroughly search him for hidden possessions. You find an oddly-shaped steel key, which you take. >x steel key It's a steel key with a strange, complex shape. A neck-chain is attached to the key. >put steel key on keyring You add the oddly-shaped steel key to the keyring. >wear set of keys (First taking the set of keys) Taken. Okay, you're now wearing the set of keys. >e.s.s.w On South Side of Lost River Canyon. In Red Rock Crawl In Green Lake Room In the Rainbow Room. >click Over the Rainbow (Room) >n In Gothic Cathedral >pray Inside Building A steel safe is embedded in the wall. You see a poster and a small brass key here. You see a Persian rug, an elfin crown, a crystal ball, and a treasure chest here! The steel safe seems to contain a rare book, a small metal canister, some rare coins, a gem-encrusted visorless helmet, bars of silver, precious jewelry, and a delicate lyre. The treasure chest seems to contain the pirate's loot and an oaken cask of wine. >put chalice, diamond, horn, pearl, spyglass and pieces in safe silver chalice: Done. several diamonds: Done. silver horn: (First taking the silver horn) Taken. Done. glistening pearl: (First taking the glistening pearl) Taken. Done. scrimshaw spyglass: (First taking the scrimshaw spyglass) Taken. Done. bag filled with pieces of eight: (First taking the bag filled with pieces of eight) Taken. Done. * Your score just went up by 60 points. * >put trident in chest Done. * Your score just went up by 10 points. * >wear crown (Trying to take the elfin crown first) Taken. You feel a slight tingling sensation as you put on the crown ... Okay, you're now wearing the elfin crown. >plugh At "Y2" >s.s.sw.w Low N/S Passage In Hall of Mt King You see a cheerful little bird and a wicker cage here. In Secret E/W Canyon Above Tight Canyon In Secret Canyon The body of a huge green dead dragon is lying off to one side. You see several dragon's teeth here. >look In Secret Canyon You are in a secret canyon which exits to the north and east. The body of a huge green dead dragon is lying off to one side. You see several dragon's teeth here. >take teeth Taken. >e.e.nw In Secret E/W Canyon Above Tight Canyon In Hall of Mt King You see a cheerful little bird and a wicker cage here. Division in Passage You are at a division in a narrow passage. Two spurs run east and north; the main passage exits to the south. >n Spherical Room You're in a large, completely spherical room with polished walls. A narrow passage leads out to the north. You see a vial of oily liquid here. >get vial Taken. >n.e Division in Passage Dank Cubicle You are in a small, dank cubicle of rock. A small passage leads back out to the south; there is no other obvious exit. There is a small mushroom growing on the wall. >take mushroom Taken. >s.s.u.e Division in Passage In Hall of Mt King You see a cheerful little bird and a wicker cage here. In Hall of Mists Rough stone steps lead up the dome. Sandstone Chamber You are in a small chamber to the east of the Hall of Mists. The walls are composed of rough red sandstone. There is a large, cubical chunk of rock in the center of the room. There is a sword here, with its blade plunged deep into the block of stone. The sword is singing quietly to itself. >take sword The sword is firmly embedded in the stone, and you still aren't quite strong enough to pull it out. >eat mushroom As you swallow the mushroom your mouth becomes numb, and everything seems to swirl around you. The effect quickly passes, and you find that your muscles have bulged unbelievably. >take sword The singing sword slides easily out of the rock. Taken. >w.d.n.d In Hall of Mists Rough stone steps lead up the dome. In Hall of Mt King You see a cheerful little bird and a wicker cage here. Low N/S Passage In Dirty Passage >bedquilt. slab. s In Bedquilt In Slab Room You are in a large low circular chamber whose floor is an immense slab fallen from the ceiling (slab room). East and west there once were large passages, but they are now filled with boulders. Low small passages go north and south, and the south one quickly bends west around the boulders. At West End of Twopit Room You are at the west end of the twopit room. There is a large hole in the wall above the pit at this end of the room. >d In West Pit You are at the bottom of the western pit in the twopit room. There is a large hole in the wall about 25 feet above you. There is a tiny little plant in the pit, murmuring "Water, water, ..." >water plant The plant spurts into furious growth for a few seconds. There is a 12-foot-tall beanstalk stretching up out of the pit, bellowing "Water!! Water!!" >u.w At West End of Twopit Room In Slab Room >u In Secret N/S Canyon You are in a secret N/S canyon above a large room. >reservoir South Edge of Reservoir You are at the southern edge of a large underground reservoir. A thick cloud of white mist fills the room and rises rapidly upward. The lake is fed by a stream, which tumbles out of a hole in the wall about 10 feet overhead and splashes noisily into the water near the reservoir's northern wall. A dimly- seen passage exits through the northern wall, but you can't get across the water to get to it. Another passage leads south from here. >fill bottle The bottle is now full of water. >s.s.d.s.d In Mirror Canyon You are in a north/south canyon about 25 feet across. The floor is covered by white mist seeping in from the north. The walls extend upward for well over 100 feet. Suspended from some unseen point far above you, an enormous two- sided mirror is hanging parallel to and midway between the canyon walls. The mirror is obviously provided for the use of the dwarves, who as you know, are extremely vain. A small window can be seen in either wall, some fifty feet up. In Secret N/S Canyon In Slab Room At West End of Twopit Room In West Pit There is a 12-foot-tall beanstalk stretching up out of the pit, bellowing "Water!! Water!!" >water plant The plant grows explosively, almost filling the bottom of the pit. There is a gigantic beanstalk stretching all the way up to the hole. >u.e.d At West End of Twopit Room At East End of Twopit Room You are at the east end of the twopit room. The floor here is littered with thin rock slabs, which make it easy to descend the pits. There is a path here bypassing the pits to connect passages from east and west. There are holes all over, but the only big one is on the wall directly over the west pit where you can't get to it. There is a huge beanstalk growing out of the west pit up to the hole. In East Pit You are at the bottom of the eastern pit in the twopit room. There is a small pool of oil in one corner of the pit. >fill bottle The bottle is now full of oil. >u.w.d At East End of Twopit Room At West End of Twopit Room In West Pit There is a gigantic beanstalk stretching all the way up to the hole. >climb (the plant) You clamber up the plant and scurry through the hole at the top. In Narrow Corridor You are in a long, narrow corridor stretching out of sight to the west. At the eastern end is a hole through which you can see a profusion of leaves. >w In Giant Room You are in the giant room. The ceiling here is too high up for your lamp to show it. Cavernous passages lead east, north, and south. On the west wall is scrawled the inscription, "Fee fie foe foo" [sic]. You see a nest of golden eggs here! >get eggs Taken. * Your score just went up by 2 points. * >e At Recent Cave-in You are in a low tunnel with an irregular ceiling. To the north, the tunnel is partially blocked by a recent cave-in, but you can probably get past the blockage without much trouble. >n Large Room with Glassy Walls You're standing in a very large room (which however is smaller than the Giant room) which has smooth, glassy-looking walls. A passage enters from the south and exits to the north. There is a large, nasty-looking ogre blocking your path! >throw sword (at the nasty ogre) The sword halts in mid-air, twirls like a dervish, and chants several bars of "Dies Ire" in a rough tenor voice. It then begins to spin like a rip-saw blade and flies directly at the ogre, who attempts to catch it without success; it strikes him full on the chest. There is a brilliant flash of light, a deafening roar and a cloud of oily grey smoke; when the smoke clears (and your eyes begin working properly again) you see that the ogre has vanished. The sword is lying on the ground, sparking and flaming. Before your eyes it softens and melts, writhes as if in pain, and shrinks rapidly until all that is left is a small silvery ring which cools rapidly. >wear mithril ring (First taking the mithril ring) Taken. Okay, you're now wearing the mithril ring. * Your score just went up by 2 points. * >n * Your score just went up by 10 points for entering a room with bonus points. * Sorcerer's Lair This is the Sorcerer's Lair. The walls are covered with exotic runes written in strange, indecipherable scripts; the only readable phrase reads "noside samoht". Strange shadows flit about on the walls, but there is nothing visible to cast them. Iridescent blue light drips from a stalactite far above, falls towards the floor, and evaporates before touching the ground. A deep, resonant chanting sound vibrates from deep in the ground beneath your feet, and a whispering sound composed of the echoes of long-forgotten spells and cantrips seeps from the walls and fills the air. Passages exit to the east and west. >e Brink of Bottomless Pit You are standing on the brink of what appears to be a bottomless pit plunging down into the bowels of the earth. Ledges run around the pit to the east and west, and a passage leads back to the north. >e.ne.se East Side of Bottomless Pit You are standing on the eastern side of a bottomless pit. A narrow ledge runs north towards a dimly-visible passage; the ledge once continued south of this point but has been shattered by falling rock. A narrow crack in the rock leads northeast. Narrow, Twisting Crack You are following a narrow crack in the rock which enters from the southwest, turns and twists somewhat, and exits to the southeast. A strange malaise suddenly afflicts you. You shiver with chill, and your muscles seem to turn to putty; everything around you becomes grey and unreal. The fit quickly passes, and you find that your body has degenerated back to what it was like before you ate the mushroom. North End of Tight Passage You are standing at the northern end of a rather tight passage. A narrow crack in the rock leads west. The passage to the south is swathed with sheets of evil-looking green slime, which twitch and flow as if aware of your presence. >throw vial (at the slime) The vial lands near to the slime. It explodes into splinters and disintegrates, releasing an oily liquid which rapidly sublimes into a large mushroom-shaped cloud of misty white vapor with no scent. The slime filling the passageway to the south blackens and shrivels away into nothingness. >s.s. South End of Tight Passage You are at the southern end of a tight passage. A hands-and-knees crawl continues to the south. Very Small Chamber You are in a very small chamber. A narrow crawl leads north. You see a casket of opals here! >get opals Taken. * Your score just went up by 2 points. * >n.n.w.sw.n South End of Tight Passage North End of Tight Passage Narrow, Twisting Crack East Side of Bottomless Pit Brink of Bottomless Pit >w South Edge of Bottomless Pit You are standing at the south end of a ledge running around the west side of a bottomless pit. The ledge once continued around to the east side of the pit, but was apparently obliterated by a rock-slide years ago. A cold wind blows out of a tunnel leading to the southeast. >se Ice Room You are in the Ice room. The walls and ceiling here are composed of clear blue glacial ice; the floor is fortunately made of rock and is easy to walk upon. There is a passage leading to the northwest, and a slide of polished ice leading downwards to the east - if you were to slide down it you probably couldn't get back up. >d Wheeeeee...... OOF! Bottom of Icy Slide You're at the entrance to an extensive and intricate network of ice tunnels carved out of solid ice. A slippery slope leads upwards and north, but you cannot possibly climb up it. Other passages lead south and northwest. >nw.w.s.w.n.nw.w.w.s.s. Ice Tunnels You are in an intricate network of ice tunnels. There are exits to the east and west. Ice Tunnels You are in an intricate network of ice tunnels. There are exits to the south and northeast. Ice Tunnels You are in an intricate network of ice tunnels. There are exits to the north, south, and west. Ice Tunnels You are in an intricate network of ice tunnels. There are exits to the north, south, and east. Ice Tunnels You are in an intricate network of ice tunnels. There are exits to the south and northwest. Ice Tunnels You are in an intricate network of ice tunnels. There are exits to the east and west. Ice Tunnels You are in an intricate network of ice tunnels. There are exits to the south, west, and northeast. Ice Tunnels You are in an intricate network of ice tunnels. There are exits to the south, east, and northwest. Ice Tunnels You are in an intricate network of ice tunnels. There are exits to the north and south. Ice Tunnels You are in an intricate network of ice tunnels. The only exit is to the north. A finely carved sculpture of a frog is resting in a niche melted out of the icy wall of the tunnel! >get sculpture Taken. * Your score just went up by 2 points. * >n.n.nw.w.s.nw.nw.w.w.nw Ice Tunnels Ice Tunnels Ice Tunnels You are in an intricate network of ice tunnels. There are exits to the east and west. Ice Tunnels You are in an intricate network of ice tunnels. There are exits to the south and northeast. Ice Tunnels You are in an intricate network of ice tunnels. There are exits to the north, south, west, and northwest. Ice Tunnels You are in an intricate network of ice tunnels. There are exits to the northwest and southeast. Ice Tunnels You are in an intricate network of ice tunnels. There are exits to the east and west. Ice Tunnels You are in an intricate network of ice tunnels. There are exits to the south, west, and northeast. Ice Tunnels You are in an intricate network of ice tunnels. There are exits to the south, east, and northwest. Small, Icy Chamber You are in a small chamber melted out of ice. Glowing letters in midair spell out the words "This way out". >thurb Ice Room >nw.n.n.w. South Edge of Bottomless Pit Brink of Bottomless Pit Sorcerer's Lair Large Room with Glassy Walls >s.s.n At Recent Cave-in In Giant Room In Immense N/S Passage You are at one end of an immense north/south passage. The way north is barred by a massive, rusty, iron door. >oil door The oil has freed up the hinges so that the door will now move, although it requires some effort. >n (Opening the rusty door) In Cavern With Waterfall You are in a magnificent cavern with a rushing stream, which cascades over a sparkling waterfall into a roaring whirlpool which disappears through a hole in the floor. Passages exit to the south and west. >i You have a brass lantern (providing light), a leather sack, a four-leafed clover (being worn), a silken cloak (being worn), a pair of ruby slippers (being worn), a bag of coal, a small gold ring (being worn), a set of keys (being worn), an elfin crown (being worn), several dragon's teeth, a nest of golden eggs, a mithril ring (being worn), a casket of opals, and a rock-crystal sculpture. The leather sack seems to contain a sweet honeycomb, a black rod, and a small empty bottle. >drop sack, coal, nest, opals, sculpture, teeth leather sack: Dropped. bag of coal: Dropped. nest of golden eggs: Dropped. casket of opals: Dropped. rock-crystal sculpture: Dropped. dragon's teeth: Dropped. >d What, into the whirlpool? >yes You plunge into the water and are sucked down by the whirlpool. The swirling waters deposit you, not ungently, on solid ground. Instinctively, you reach up to check that the crown is still there. Miraculously, it is! At Sword Point You are on a narrow promontory at the foot of a waterfall, which spurts from an overhead hole in the rock wall and splashes into a large reservoir, sending up clouds of mist and spray. To the south, the indistinct shape of the opposite shore can be dimly seen. Through the thick white mist looms a polished marble slab, to which is affixed an enormous rusty iron anvil. In golden letters are written the words: "Whoso Pulleth Out This Sword of This Stone and Anvil, is Rightwise King-Born of All This Mountain." There is a narrow chimney on the east side of the promontory, and another passage leads north from here. Large clawed tracks are visible in the damp ground, leading from the passage into the water. A gleaming sword is stuck into the anvil! There is a large brass gong fastened to the wall here. >take sword You grasp the sword's handle and pull, but the sword won't budge. You could try yanking it out. >yank sword Taken. * Your score just went up by 2 points. * >n.ne Small Warm Chamber You are in a small chamber with warm walls. Mist drifts into the chamber from a passage entering from the south and evaporates in the heat. Another passage leads out to the northeast. Treasure Room Balcony You are in a high balcony carved out of solid rock overlooking a large, bare chamber lit by dozens of flickering torches. A rushing stream pours into the chamber through a two-foot slit in the east wall and drains into a large pool along the north side of the chamber. A small plaque riveted to the edge of the balcony reads, "You are looking at the Witt Company's main treasure room, constructed by the famous architect Ralph Witt in 4004 B.C., and dedicated to the proposition that all adventurers are created equal (although some are more equal than others). NO ADMITTANCE VIA THIS ENTRANCE!" A small, dark tunnel leads out to the west. There is a string of ancient Indian turquoise beads draped casually over the edge of the balcony! >take beads Taken. * Your score just went up by 2 points. * >w.s Small Warm Chamber At Sword Point There is a large brass gong fastened to the wall here. >hit gong >BONNNNNGGGGGGGGGG< A hollow voice says, "The GallopingGhost Tortoise Express is now at your service!" With a swoosh and a swirl of water, a large tortoise rises to the surface and paddles over to the shore near you. The message, "I'm Darwin - ride me!" is inscribed on his back in ornate letters. >ride tortoise You step gently on Darwin the Tortoise's back, and he carries you smoothly over to the southern side of the reservoir. He then blows a couple of bubbles at you and sinks back out of sight. South Edge of Reservoir >s.s.d.s.d In Mirror Canyon In Secret N/S Canyon In Slab Room At West End of Twopit Room In West Pit There is a gigantic beanstalk stretching all the way up to the hole. >climb (the plant) You clamber up the plant and scurry through the hole at the top. In Narrow Corridor >w.n.n In Giant Room In Immense N/S Passage The way north leads through a massive, rusty, iron door. In Cavern With Waterfall There is a finely carved sculpture of an emu here! You see a leather sack, a bag of coal, and several dragon's teeth here. You see a nest of golden eggs and a casket of opals here! The leather sack seems to contain a sweet honeycomb, a black rod, and a small empty bottle. >take all leather sack: Taken. bag of coal: Taken. nest of golden eggs: Taken. casket of opals: Taken. rock-crystal sculpture: (Putting the ancient Indian turquoise beads in the leather sack to make room) Done. Taken. dragon's teeth: (Putting the bag of coal in the leather sack to make room) Done. Taken. >w.d At Steep Incline Above Large Room You are at the top of a steep incline above a large room. You could climb down here, but you would not be able to climb up. There is a passage leading back to the north. In Large Low Room You are in a large low room. Crawls lead north, sw, and ne. >ne In Sloping Corridor You are in a long winding corridor sloping out of sight in both directions. >u On SW Side of Chasm You are on one side of a large, deep chasm. A heavy white mist rising up from below obscures all view of the far side. A southwest path leads away from the chasm into a winding corridor. A rickety wooden bridge extends across the chasm, vanishing into the mist. A sign posted on the bridge reads, "Stop! Pay troll!" A burly troll stands by the bridge and insists you throw him a treasure before you may cross. >throw eggs (at the burly troll) The troll catches your treasure and scurries away out of sight. >cross On NE Side of Chasm You are on the far side of the chasm. A northeast path leads away from the chasm on this side. A rickety wooden bridge extends across the chasm, vanishing into the mist. A sign posted on the bridge reads, "Stop! Pay troll!" >barren In Front of Barren Room You are standing at the entrance to a large, barren room. A sign posted above the entrance reads: "Caution! Bear in room!" >in In Barren Room You are inside a barren room. The center of the room is completely empty except for some dust. Marks in the dust lead away toward the far end of the room. The only exit is the way you came in. There is a golden chain here, and a large cave bear is locked to the wall with it! There is a ferocious cave bear eyeing you from the far end of the room! >feed bear with honeycomb (Trying to take the sweet honeycomb) Taken. The bear eagerly licks up the honeycomb, after which he seems to calm down considerably and even becomes rather friendly. >unlock chain with keys Unlocked. >take chain Taken. * Your score just went up by 2 points. * >bear, follow me Ok, the bear's now following you around. >fork At Fork in Path The path forks here. The left fork leads northeast. A dull rumbling seems to get louder in that direction. The right fork leads southeast down a gentle slope. The main corridor enters from the west. You are being followed by a very large, tame bear. >ne.n At Junction With Warm Walls The walls are quite warm here. From the north can be heard a steady roar, so loud that the entire cave seems to be trembling. Another passage leads south, and a low crawl goes east. You are being followed by a very large, tame bear. At Breath-Taking View You are on the edge of a breath-taking view. Far below you is an active volcano, from which great gouts of molten lava come surging out, cascading back down into the depths. The glowing rock fills the farthest reaches of the cavern with a blood-red glare, giving everything an eerie, macabre appearance. The air is filled with flickering sparks of ash and a heavy smell of brimstone. The walls are hot to the touch, and the thundering of the volcano drowns out all other sounds. Embedded in the jagged roof far overhead are myriad twisted formations composed of pure white alabaster, which scatter the murky light into sinister apparitions upon the walls. To one side is a deep gorge, filled with a bizarre chaos of tortured rock which seems to have been crafted by the devil himself. An immense river of fire crashes out from the depths of the volcano, burns its way through the gorge, and plummets into a bottomless pit far off to your left. Across the gorge, the entrance to a valley is dimly visible. To the right, an immense geyser of blistering steam erupts continuously from a barren island in the center of a sulfurous lake, which bubbles ominously. The far right wall is aflame with an incandescence of its own, which lends an additional infernal splendor to the already hellish scene. A dark, forboding passage exits to the south. You are being followed by a very large, tame bear. >bear, stay OK, the bear is no longer following you around. >wave rod The earth begins to shudder violently, and smoke flows up from the gorge beneath your feet. With a violent >glop<, the volcano belches out an immense blast of molten lava which flies into the air above the gorge and suddenly solidifies into a fragile-looking arch of wheat-colored stone that bridges the gorge. >cross As you approach the center of the archway, hot vapors saturated with brimstone drift up from the lava in the gorge beneath your feet. The mithril ring on your finger quivers and glows, and the fumes eddy away from the bridge without harming you. * Your score just went up by 10 points for entering a room with bonus points. * South End of Valley of Faces You are standing at the southern end of a long valley illuminated by flickering red light from the volcanic gorge behind you. Carved into the walls of the valley are an incredible series of stone faces. Some of them look down into the valley with expressions of benevolence that would credit a saint; others glare with a malice that makes the heart grow faint. All of them are imbued with a fantastic seeming of life by the shifting and flickering light of the volcano. The entire far end of the valley is taken up by an immense carving of a seated figure; its exact form cannot be seen from here due to the uncertainty of the light. There is a wheat-colored stone bridge arching over the gorge. >n North End of Valley of Faces You are standing at the north end of the Valley of the Stone Faces. Above you, an incredible bas-relief statue of an immense minotaur has been carved out of the rock. At least sixty feet high, it sits gazing down at you with a faint but definite expression of amusement. Between its feet and the floor is a rock wall about ten feet high which extends across the entire north end of the valley. >melenkurion Rock silently crumbles off of the wall in front of you, revealing dark passages leading northwest, north, and northeast. >@walk4.txt >ne Winding Passage You are in a winding passage which enters from the northwest, loops around several times, and exits to the north. >light lamp It's already on. >n Golden Chamber You are in a chamber with golden walls and a high ceiling. Passages lead south, northeast, and northwest. >nw Translucent Room You are in a large room whose walls are composed of some translucent whitish material. The room is illuminated by a flickering reddish glow shining through the southern wall. A passage leads east. You see a jade bracelet here! >wear bracelet (First taking the jade bracelet) (Putting the casket of opals in the leather sack to make room) Done. Taken. Okay, you're now wearing the jade bracelet. * Your score just went up by 2 points. * >e Suddenly and without warning, there appears from within the very cave walls around you a horde of vicious little goblins! Each one stands about eight inches high on a pair of spindly black legs, has a globular, spine-covered body resembling a giant gooseberry, a wide mouth filled with sharp teeth, and a pair of glittering little green eyes! Golden Chamber >throw teeth (at the gooseberry goblins) As each of the dragon's teeth strikes the ground, a fully-armed human skeleton springs up from where it struck and leaps to your defense! The skeletal warriors attack the vicious gooseberry goblins and drive them away in screaming panic; they then salute you with their ancient and rusty swords, and fade silently into nothingness. >ne Arabesque Room You are in a small room whose walls are covered with an elaborate pattern of arabesque figures and designs. You see a small, sealed earthenware flask here. >take flask Taken. >s.s.nw Golden Chamber Winding Passage North End of Valley of Faces >nw South End of Foggy Plain You are standing at the southern end of what appears to be a large room filled with multicolored fog. The sides and far end of the room cannot be seen due to the thickness of the fog - it's a real pea-souper (even to the color in places!). A passage leads back to the south; a dull rumbling sound issues from the passage. >n Foggy Plain You are wandering around in the middle of a bright red fog. >turn off lamp The lamp is now off. A flickering light is visible through the fog in the northeast. >ne Foggy Plain by Cairn of Rocks You are standing in a fog-filled room next to a tall cairn of glowing rocks. An opening in the cairn leads down to a dark passage. >d. turn on lamp In the Dark It is now pitch dark. If you proceed you will likely fall into a pit. The lamp is now on. Nondescript Chamber You're in a small, nondescript chamber. A dark passage leads up and to the south, and a wide but low crawl leads north. There is a small toy yacht sitting on the floor. It is totally covered with rubies, and has the words "Omar Khayyam" engraved on the side!! >take yacht Taken. * Your score just went up by 2 points. * >n Pentagram Room You're in a small room with a very smooth rock floor, onto which has been marked a pentagram. A low crawl leads out to the west, and a crack in the rock leads north. >put flask on pentagram You have set the small, sealed earthenware flask down in the center of the pentagram. Done. >open flask The wax seal breaks away easily. A cloud of dark smoke pours up from the mouth of the flask and condenses into the form of a twelve-foot Djinn standing in the pentagram. He pushes experimentally at the magical wall of the pentagram (which holds), and nods politely to you. "MY THANKS, OH MORTAL," he says in an incredibly deep bass voice. "IT HAS BEEN THREE THOUSAND YEARS SINCE SOLOMON SEALED ME INTO THAT BOTTLE, AND I AM GRATEFUL THAT YOU HAVE RELEASED ME. IF YOU WILL OPEN THIS PENTAGRAM AND LET ME GO FREE, I WILL GIVE YOU SOME ADVICE THAT YOU MAY ONE DAY WISH TO POSSESS." >open pentagram The pentagram's magical barrier sparks fitfully and goes down. The Djinn stretches gratefully and smiles at you. "AGAIN, MY THANKS," he says. "MY ADVICE TO YOU WILL TAKE THE FORM OF A HISTORY LESSON. WHEN RALPH WITT, THE ARCHITECT AND CONSTRUCTOR OF THIS CAVE, WAS VERY YOUNG, HE BECAME VERY INCENSED THAT HIS NAME WAS AT THE END OF THE ALPHABET. HE FELT (FOR SOME REASON) THAT THE LETTER W BELONGED NEAR THE BEGINNING OF THE ALPHABET, AND THAT ALL OF THOSE "UPSTART LETTERS WHICH UNFAIRLY USURPED THE BEST PLACES" SHOULD BE FORCED INTO EXILE AT THE END OF THE ALPHABET. HIS INSTINCT FOR MATTERS MAGICAL AND MYSTICAL LED HIM TO APPLY THIS STRANGE BELIEF INTO THE CAVE'S STRUCTURE WHEN HE EXCAVATED IT. YOU HAVEN'T YET BEEN AFFECTED BY HIS STRANGE HABITS, BUT YOU SHOULD REMEMBER THIS. FAREWELL, AND GOOD LUCK." With that, the Djinn evaporates into a cloud of smoke and drifts rapidly away. >n End of Crack, at Bottom of Chimney The crack in the rock ends here, but a narrow chimney leads up. You should be able to climb it. >u Lava Tube at Top of Chimney You're at the top of a narrow chimney in the rock. A cylindrical tube composed of hardened lava leads south. >s Steep Slide in Tube The lava tube continues down and to the south, but it becomes very steep - if you go down it you probably won't be able to get back up. >d Wheeeeee...... >oof< South End of Foggy Plain A large phosphorescent cloud of smoke drifts into view, and a large mouth and two dark eyes take shape on the side. One of the eyes winks at you, and the djinn's deep voice says "GREETINGS AGAIN, MORTAL. I HAVE REMEMBERED A PIECE OF ANCIENT LORE THAT I LEARNED FROM MY AUNT, AN AFREET OF GREAT KNOWLEDGE. THERE IS ANOTHER MAGIC WORD THAT YOU MIGHT FIND OF USE IF YOU SHOULD EVER FIND YOURSELF BEING ATTACKED BY THOSE PESTIFEROUS DWARVES. YOU SHOULD USE IT ONLY AS A LAST RESORT, THOUGH, SINCE IT IS A MOST POTENT WORD AND IS PRONE TO BACKFIRE FOR NO OBVIOUS REASON; ALSO, IT SHOULD NEVER BE USED NEAR WATER OR NEAR ANY SHARP WEAPON OR THE RESULTS MAY BE MOST UNFORTUNATE. THE WORD IS 'phuggg'", whispers the djinn, "AND IT MUST BE PRONOUNCED CAREFULLY IF IT IS TO HAVE THE PROPER EFFECT. FAREWELL AGAIN, AND GOOD LUCK!" With that, the djinn- cloud drifts away out of sight. >s North End of Valley of Faces >n Rough, Narrow Passage You are in a narrow and rough passage running north and south. A dull rumbling sound can be heard from the south. There is a basilisk lying in the corridor to the north, snoring quietly. >n The basilisk stirs restlessly and grumbles in its sleep as you pass, but it does not awaken. North of Basilisk You're in a rough passage to the north of the basilisk's den. There is a basilisk in the corridor to the south. It is asleep, but twitching and grumbling as if restless. >n Fork by Steps The passage here enters from the south and divides, with a wide tunnel exiting to the north and a set of steps leading downward. >d On the Steps You are on a long, spiral set of steps leading downwards into the earth. >d Exit on Steps A small tunnel exits from the steps and leads north. The steps continue downwards. >d Storage Room You're in what was once a storage room. A set of steps leads up. A highly polished metal plate is leaning against the wall. >take plate Taken. >u Exit on Steps >n At "Y2"? You are in a large room, with a passage to the south, a passage to the west, and a wall of broken rock to the east. There is a large "Y2" on a rock in the room's center. >w Catacombs You are in the catacombs. Enchanted tunnels lead in all directions. >s.sw.nw.s.d.w.nw.n.s.n.e Catacombs You are in the catacombs. Enchanted tunnels lead in all directions. Catacombs You are in the catacombs. Enchanted tunnels lead in all directions. Catacombs You are in the catacombs. Enchanted tunnels lead in all directions. Catacombs You are in the catacombs. Enchanted tunnels lead in all directions. Catacombs You are in the catacombs. Enchanted tunnels lead in all directions. Catacombs You are in the catacombs. Enchanted tunnels lead in all directions. Catacombs You are in the catacombs. Enchanted tunnels lead in all directions. Catacombs You are in the catacombs. Enchanted tunnels lead in all directions. Catacombs You are in the catacombs. Enchanted tunnels lead in all directions. Catacombs You are in the catacombs. Enchanted tunnels lead in all directions. West Audience Hall You are standing at the west end of the royal Audience Hall. The walls here are composed of the finest marble, and the floor is built of slabs of rare onyx and bloodstone. The ceiling is high and vaulted, and is supported by pillars of rare Egyptian red granite; it gives off a nacreous glow that fills the entire chamber with a light like moon-light shining off of polished silver. >e East Audience Hall You are at the eastern end of the Audience Hall. There is a large dais rising out of the floor here; resting upon the dais is a strange-looking throne made out of interlocking bars and rods of metal. Resting on the throne ("sitting" isn't really the right word) is an incredible skeleton. It is fairly humanoid from the waist up (except for its incredible size and four extra arms); below that, it resembles the body of a giant python, and is wrapped in and around the bars and rods of the throne. Clutched in one bony hand is a long sceptre, ornately encrusted with sapphires!! >take sceptre (Putting the rock-crystal sculpture in the leather sack to make room) Done. Taken. You pluck the sceptre from the skeleton's bony hand. As you do, the skeleton raises its head and whispers "Remember - knerl!" in a forboding tone; it then sags to the ground and crumbles into dust which drifts away into the still air of the cave. * Your score just went up by 2 points. * >w.w.sw.e.se.ne.e.se.d.s.n. West Audience Hall Catacombs Catacombs You are in the catacombs. Enchanted tunnels lead in all directions. Catacombs You are in the catacombs. Enchanted tunnels lead in all directions. Catacombs You are in the catacombs. Enchanted tunnels lead in all directions. Catacombs You are in the catacombs. Enchanted tunnels lead in all directions. Catacombs You are in the catacombs. Enchanted tunnels lead in all directions. Catacombs You are in the catacombs. Enchanted tunnels lead in all directions. Catacombs You are in the catacombs. Enchanted tunnels lead in all directions. Catacombs You are in the catacombs. Enchanted tunnels lead in all directions. At "Y2"? >s.u.u Exit on Steps On the Steps Fork by Steps >n Peelgrunt Room You are in the Peelgrunt room. A massive walk-in safe takes up one entire wall. It is tightly closed, and has no handle, lock, or keyhole. >knerl >ker-THUNK< >screeeeeeeeeech< The (somewhat rusty) safe is now open. >in In the Safe You are inside the safe. The door is open and exits to the east. A list of words hangs on one wall. There is a massive crown made of solid iridium floating in midair! >read list It says: "zorton snoeze knerl klaetu blerbi" There is a marking next to "knerl." >drop rod, yacht, sceptre, bracelet, chain, beads, sculpture, opals black rod: Dropped. ruby-covered toy yacht: Dropped. sapphire sceptre: Dropped. jade bracelet: (Taking off the jade bracelet first) Dropped. golden chain: Dropped. ancient Indian turquoise beads: Dropped. rock-crystal sculpture: Dropped. casket of opals: Dropped. >out Peelgrunt Room A massive walk-in safe takes up one entire wall. Its door has been swung open and blocks the exit passage. >close safe >Creeeeeeeeeeeeeeeeeek< >ker-CHUNK!< The safe is now closed. >s Fork by Steps >s North of Basilisk There is a basilisk in the corridor to the south. It is asleep, but twitching and grumbling as if restless. >s.s.s.s The basilisk stirs grumpily and awakens, peering sleepily about. It sees its reflection in the metal plate that you are carrying, shudders, and turns into solid granite. Rough, Narrow Passage There is a petrified basilisk in the corridor to the north. North End of Valley of Faces South End of Valley of Faces There is a wheat-colored stone bridge arching over the gorge. As you approach the center of the archway, hot vapors saturated with brimstone drift up from the lava in the gorge beneath your feet. The mithril ring in your hand quivers and glows, and the fumes eddy away from the bridge without harming you. At Breath-Taking View There is a wheat-colored stone bridge arching over the gorge. There is a contented-looking bear wandering about nearby. >bear, follow me Ok, the bear's now following you around. >s.e At Junction With Warm Walls You are being followed by a very large, tame bear. In Chamber of Boulders You are in a small chamber filled with large boulders. The walls are very warm, causing the air in the room to be almost stifling from the heat. The only exit is a crawl heading west, through which is coming a low rumbling. You see rare spices here! You are being followed by a very large, tame bear. >get spices Taken. * Your score just went up by 2 points. * >fork.w.w At Fork in Path You are being followed by a very large, tame bear. In Corridor You're in a long east/west corridor. A faint rumbling noise can be heard in the distance. You are being followed by a very large, tame bear. On NE Side of Chasm You are being followed by a very large, tame bear. >cross The troll steps out from beneath the bridge and blocks your way. >bear, attack troll The bear lumbers toward the troll, who lets out a startled shriek and scurries away. The bear soon gives up the pursuit and wanders back. >cross On SW Side of Chasm >fee.fie.foe.foo Ok! Ok! Ok! Done! >sw.d.sw In Sloping Corridor In Large Low Room In Oriental Room This is the oriental room. Ancient oriental cave drawings cover the walls. A gently sloping passage leads upward to the north, another passage leads se, and a hands and knees crawl leads east. You see a ming vase here! >get vase Taken. * Your score just went up by 2 points. * >se.e In Swiss Cheese Room You are in a room whose walls resemble swiss cheese. Obvious passages go west, east, ne, and nw. Part of the room is occupied by a large bedrock block. In Soft Room You are in the soft room. The walls are covered with heavy curtains, the floor with a thick pile carpet. Moss covers the ceiling. You see a velvet pillow here. >get pillow Taken. >w.ne In Swiss Cheese Room In Bedquilt >e.u.e.u.n.plugh At Complex Junction In Dusty Rock Room You see a small whiskbroom here. In Dirty Passage Low N/S Passage At "Y2" A hollow voice says, "Plugh." Inside Building A steel safe is embedded in the wall. You see a poster and a small brass key here. You see a Persian rug, a crystal ball, and a treasure chest here! The steel safe seems to contain a rare book, a small metal canister, some rare coins, a gem-encrusted visorless helmet, bars of silver, precious jewelry, a delicate lyre, a silver chalice, several diamonds, a silver horn, a glistening pearl, a scrimshaw spyglass, and a bag filled with pieces of eight. The treasure chest seems to contain the pirate's loot, an oaken cask of wine, and a jeweled trident. >turn off lamp The lamp is now off. >@walk5.txt >out At End Of Road >thunder At Thunder Hole >e.e.e.e At Approach to River Styx Nearby, a large black dog is in a deep slumber. At River Styx (jumping the river) On East Side of River Styx At Top of steps (back of Thunder Hole) The door is open. >phuce.e.phuce You feel dizzy...Everything around you is spinning, expanding, growing larger.... Dear me! Is the cave bigger or are you smaller? On Ledge by Wrought-Iron Door The door is open. At Underground Sea The door is open. A high wooden ship of vast proportions extends out of the water to the east. There doesn't appear to be any way into the ship. You are again overcome by a sickening vertigo, but this time everything around you is shrinking...Shrinking... At West Wall of Blue Grotto The door is open. There is a small wooden boat here. The wooden boat seems to contain a wooden pole. >enter boat Okay, you're now in the wooden boat. >e.out You have poled your boat across the calm water. At East Side of Blue Grotto, in the wooden boat There is a small wooden boat here. The wooden boat seems to contain a wooden pole. Okay, you're no longer in the wooden boat. >light lamp. se The lamp is now on. In Windy Tunnel >e.e.u.e In Bat Cave At Tongue of Rock In Upper Passage You're in the Upper Passage, a long level E/W tunnel. In Star Chamber You are in a star-shaped chamber. Passages exit north, east, south and west. You see a star sapphire here! >get sapphire (Putting the polished metal plate in the leather sack to make room) Done. Taken. * Your score just went up by 2 points. * >w.w.w.nw.w In Upper Passage At Tongue of Rock In Bat Cave In Windy Tunnel At East Side of Blue Grotto There is a small wooden boat here. The wooden boat seems to contain a wooden pole. >turn off lamp The lamp is now off. >get in boat.w.out Okay, you're now in the wooden boat. At West Wall of Blue Grotto, in the wooden boat The door is open. There is a small wooden boat here. The wooden boat seems to contain a wooden pole. Okay, you're no longer in the wooden boat. >phuce.w.phuce You feel dizzy...Everything around you is spinning, expanding, growing larger.... Dear me! Is the cave bigger or are you smaller? At Underground Sea The door is open. A high wooden ship of vast proportions extends out of the water to the east. There doesn't appear to be any way into the ship. On Ledge by Wrought-Iron Door The door is open. You are again overcome by a sickening vertigo, but this time everything around you is shrinking...Shrinking... At Top of steps (back of Thunder Hole) The door is open. >w.w.w.w On East Side of River Styx (jumping the river) At River Styx At Approach to River Styx Nearby, a large black dog is in a deep slumber. At Thunder Hole >s.s.s At Broken Rocks On Sandy Beach On a Small Rise Over the Bay You are on a small rise overlooking a beautiful bay. In the center of the bay is the castle of the elves. >drop sapphire Dropped. >building.in At End Of Road Inside Building A steel safe is embedded in the wall. You see a poster and a small brass key here. You see a Persian rug, a crystal ball, and a treasure chest here! The steel safe seems to contain a rare book, a small metal canister, some rare coins, a gem-encrusted visorless helmet, bars of silver, precious jewelry, a delicate lyre, a silver chalice, several diamonds, a silver horn, a glistening pearl, a scrimshaw spyglass, and a bag filled with pieces of eight. The treasure chest seems to contain the pirate's loot, an oaken cask of wine, and a jeweled trident. >look in ball You feel rather disembodied, as if you were suddenly somewhere else entirely. On a Small Rise Over the Bay You are on a small rise overlooking a beautiful bay. In the center of the bay is the castle of the elves. You see a star sapphire here! A large, stately elf walks up the rise, says the word "Saint-Michel", and is instantly transported to the castle. You hear yourself repeat the word which the elf has just issued. Out of the corner of your eye, you then see your gold ring quiver - and you seem to be somewhere else again... On Castle Pinnacle You are on the highest pinnacle of the castle in the bay. Steps lead down into the garden. You see a star sapphire here! You see the elf walk down the steps. Your gaze withdraws from the crystal ball, and you are now back in your normal senses. >drop ball You're not carrying the crystal ball! >out.thunder.s.s.s At End Of Road At Thunder Hole At Broken Rocks On Sandy Beach On a Small Rise Over the Bay >saint-michel On Castle Pinnacle You are on the highest pinnacle of the castle in the bay. Steps lead down into the garden. You see a star sapphire here! >get sapphire Taken. >d In Outer Courtyard You are in the outer courtyard of the garden of the elves. Steps lead up to the tower, and to the west, separating you from the inner courtyard, is a maze of hedges, living things, but almost crystalline in their multicolored splendor. There is a gold statue of a tree here. >drop sapphire Dropped. >get statue Taken. * Your score just went up by 2 points. * >w.sw.n.w.n. In Living Maze (red berries) From the inside the maze looks like a kaleidoscope, with swatches of color dancing as you move. In this part the colors are produced by shining red berries on the branches. In Living Maze (orange flowers) You are surrounded by a tall hedge with sharp iridescent leaves and metallic orange flowers. In Living Maze (yellow leaves) You are in the center of the living maze. The plants here are dormant this season, but still carry brilliant yellow leaves. In Living Maze (green leaves) Unlike the other areas of the hedge system, this area seems to have no metallic gleam; nevertheless it is still breathtaking. The trees and bushes are all variegated shades of green, the evergreens being a rich dark shade while the seasonal bushes are a lighter yellowish green, making a startling contrast. Near Edge of Maze (blueberries) You are near the edge of the maze. There are delicious-looking blueberries on the bushes. You're tempted to sample them! >eat blueberries. g.g.g You take a few of the blueberries, and can't resist eating them ... MMMM! They're delicious, and now you somehow feel a little stronger than you did before. You take a few of the blueberries, and can't resist eating them ... MMMM! They're delicious, and now you somehow feel a little stronger than you did before. You take a few of the blueberries, and can't resist eating them ... MMMM! They're delicious, and now you somehow feel a little stronger than you did before. You reach for the blueberries, but then have second thoughts. For some reason you seem to have lost your appetite! >sw.w Western Edge of Maze (violets) You are at the western end of the living maze. Beside the shrubs forming the walls are tastefully planted beds of violets and brilliant purple pansies. To the west, through a small gate, is the inner garden. (Opening the gate) In Inner Courtyard You are in the inner garden of the elves. In the center is a living tree, with shimmering silvery bark, glistening metallic green leaves, and flowers ripe with nectar. As the nectar falls to the ground it forms droplets of silver. Around the tree is a hedge of briars which cannot be crossed. Unfortunately for adventurers such as you, most of the nectar falls inside the hedge. The exit is to the east. There is a single droplet of silver on the ground here. >get droplet (Putting the rare spices in the leather sack to make room) Done. Taken. * Your score just went up by 2 points. * >e.se.ne.e.u.saint-michel.building.in Western Edge of Maze (violets) In Living Maze (orange flowers) In Living Maze (red berries) In Outer Courtyard You see a star sapphire here! On Castle Pinnacle On a Small Rise Over the Bay At End Of Road Inside Building A steel safe is embedded in the wall. You see a poster and a small brass key here. You see a Persian rug, a crystal ball, and a treasure chest here! The steel safe seems to contain a rare book, a small metal canister, some rare coins, a gem-encrusted visorless helmet, bars of silver, precious jewelry, a delicate lyre, a silver chalice, several diamonds, a silver horn, a glistening pearl, a scrimshaw spyglass, and a bag filled with pieces of eight. The treasure chest seems to contain the pirate's loot, an oaken cask of wine, and a jeweled trident. >put clover, cloak, slippers, rings, crown, sword in safe four-leafed clover: (Taking off the four-leafed clover first) Done. silken cloak: (Taking off the silken cloak first) Done. pair of ruby slippers: (Taking off the pair of ruby slippers first) Done. small gold ring: (Taking off the small gold ring first) Done. mithril ring: (Taking off the mithril ring first) Done. elfin crown: (Taking off the elfin crown first) Done. gleaming sword: Done. * Your score just went up by 70 points. * >put statue, droplet and spices in safe gold tree: Done. silver droplet: Done. rare spices: (First taking the rare spices) Taken. Done. * Your score just went up by 30 points. * >drop pillow. put vase on pillow Dropped. The vase is now resting, delicately, on a velvet pillow. * Your score just went up by 10 points. * >wear gold ring (First taking the small gold ring) Taken. Okay, you're now wearing the small gold ring. * Your score just went down by 10 points. * >look in ball You feel rather disembodied, as if you were suddenly somewhere else entirely. In Outer Courtyard You are in the outer courtyard of the garden of the elves. Steps lead up to the tower, and to the west, separating you from the inner courtyard, is a maze of hedges, living things, but almost crystalline in their multicolored splendor. You see a star sapphire here! A large, stately elf comes down the steps. He says "Phleece". You notice that a bracelet, which he wears on his wrist, begins to glow - then he disappears in a flash of light. You hear yourself repeat the word which the elf has just used. Out of the corner of your eye, you see your gold ring quiver - and you seem to be somewhere else again... Octagonal Castle Room You're in an a large octagonal room with shiny white marble walls. Doorways, each marked with a sign in Elvish, lead out in all compass directions. You see a star sapphire here! You see the elf enter the room to the east, and say "Kata". The air around him seems to shimmer, and he disappears! Fearing that you may lose the emerald if you transport it again, you stop yourself from repeating the word. You start to move your eyes away from the crystal ball, but you notice movement in the sphere and look again. Two elves come into the room from the southwest, deep in conversation. Suddenly they notice the sapphire, and immediately step back. One of them goes into a room to the north, and comes back moments later, wearing a large glowing bracelet, covered in knobs and buttons. He fiddles with the bracelet, then shouts a familiar word: "Plugh!" You stop yourself from repeating the word, but a hollow voice seems to say it anyway, and your gold ring quivers. Once again, the elf and the sapphire are both transported. At "Y2" You are in a large room, with a passage to the south, a passage to the west, and a wall of broken rock to the east. There is a large "Y2" on a rock in the room's center. You see a star sapphire here! The elf picks up the sapphire and puts it down again, satisfied that it's now out of harm's way. Then he presses another button on his glowing bracelet and disappears! Your gaze withdraws from the crystal ball, and you are now back in your normal senses. >put gold ring in safe (Taking off the small gold ring first) Done. * Your score just went up by 10 points. * >turn on lamp The lamp is now on. >plugh.take sapphire. s.s.d At "Y2" You see a star sapphire here! Taken. Low N/S Passage In Hall of Mt King You see a cheerful little bird and a wicker cage here. Vaulted Room You are in a room with a high, vaulted ceiling. A tunnel leads upwards and to the north. A massive walk-in safe takes up one entire wall. It is tightly closed, and has no handle, lock, or keyhole. >knerl. in >ker-THUNK< >screeeeeeeeeech< The (somewhat rusty) safe is now open. In the Safe A list of words hangs on one wall. There is a massive crown made of solid iridium floating in midair! There is a finely carved sculpture of an ibex here! You see a black rod here. You see a ruby-covered toy yacht, a sapphire sceptre, a jade bracelet, a golden chain, ancient Indian turquoise beads, and a casket of opals here! >take all massive iridium crown: Taken. black rod: Taken. ruby-covered toy yacht: Taken. sapphire sceptre: Taken. jade bracelet: (Putting the star sapphire in the leather sack to make room) Done. Taken. golden chain: (Putting the massive iridium crown in the leather sack to make room) Done. Taken. ancient Indian turquoise beads: (Putting the black rod in the leather sack to make room) Done. Taken. rock-crystal sculpture: (Putting the ruby-covered toy yacht in the leather sack to make room) Done. Taken. casket of opals: (Putting the sapphire sceptre in the leather sack to make room) Done. Taken. * Your score just went up by 2 points. * >out. close safe Vaulted Room A massive walk-in safe takes up one entire wall. Its door has been swung open and blocks the exit passage. >Creeeeeeeeeeeeeeeeeek< >ker-CHUNK!< The safe is now closed. >u.n.n.plugh In Hall of Mt King You see a cheerful little bird and a wicker cage here. Low N/S Passage At "Y2" Inside Building A steel safe is embedded in the wall. You see a poster, a small brass key, and a velvet pillow here. You see a Persian rug, a crystal ball, and a treasure chest here! The steel safe seems to contain a rare book, a small metal canister, some rare coins, a gem-encrusted visorless helmet, bars of silver, precious jewelry, a delicate lyre, a silver chalice, several diamonds, a silver horn, a glistening pearl, a scrimshaw spyglass, a bag filled with pieces of eight, a four-leafed clover, a silken cloak, a pair of ruby slippers, a mithril ring, an elfin crown, a gleaming sword, a gold tree, a silver droplet, rare spices, and a small gold ring. The treasure chest seems to contain the pirate's loot, an oaken cask of wine, and a jeweled trident. Sitting on the velvet pillow is a ming vase. >put bracelet, chain, beads, sculpture and casket in safe jade bracelet: Done. golden chain: Done. ancient Indian turquoise beads: Done. rock-crystal sculpture: Done. casket of opals: Done. * Your score just went up by 50 points. * >put crown, yacht and sceptre in safe Massive iridium crown: (First taking the massive iridium crown) Taken. Done. ruby-covered toy yacht: (First taking the ruby-covered toy yacht) Taken. Done. sapphire sceptre: (First taking the sapphire sceptre) Taken. Done. * Your score just went up by 30 points. * >put sapphire in safe (First taking the star sapphire) Taken. Done. * Your score just went up by 10 points. * >plugh.s.s.u At "Y2" A hollow voice says, "Plugh." Low N/S Passage In Hall of Mt King You see a cheerful little bird and a wicker cage here. In Hall of Mists Rough stone steps lead up the dome. >s In Nugget of Gold Room This is a low room with a crude note on the wall. The note says, "You won't get it up the steps". You see a large gold nugget here! >get nugget Taken. * Your score just went up by 2 points. * >n.y2 In Hall of Mists You locate a hidden passage on the north side of the hall, and climb down a wall of broken rock ... At "Y2" >s.d.bedquilt Low N/S Passage In Dirty Passage In Bedquilt >w.oriental.n In Swiss Cheese Room In Oriental Room In Misty Cavern You are following a wide path around the outer edge of a large cavern. Far below, through a heavy white mist, strange splashing noises can be heard. The mist rises up through a fissure in the ceiling. The path hugs the cavern's rim to the NE and south, while another branch forks west. A round chute with extremely smooth walls angles sharply up to the southwest. >w In Alcove You are in an alcove. A small northwest path seems to widen after a short distance. An extremely tight tunnel leads east. It looks like a very tight squeeze. An eerie light can be seen at the other end. >drop all.e brass lantern: Dropped. set of keys: (Taking off the set of keys first) Dropped. leather sack: Dropped. large gold nugget: Dropped. In Plover Room You're in a small chamber lit by an eerie green light. An extremely narrow tunnel exits to the west. A dark corridor leads northeast. You see an emerald the size of a plover's egg here! >take emerald Taken. * Your score just went up by 2 points. * >w.wear set of keys. take all In Alcove You see a brass lantern (providing light), a set of keys, and a leather sack here. You see a large gold nugget here! The leather sack seems to contain a small empty bottle, a bag of coal, a polished metal plate, and a black rod. (First taking the set of keys) Taken. Okay, you're now wearing the set of keys. brass lantern: Taken. leather sack: Taken. large gold nugget: Taken. >nw.s.se.ne In Misty Cavern In Oriental Room In Swiss Cheese Room In Bedquilt >e.u.e.u.n At Complex Junction In Dusty Rock Room You see a small whiskbroom here. In Dirty Passage Low N/S Passage At "Y2" A hollow voice says, "Plugh." >plover In Plover Room >i You have a set of keys (being worn), a brass lantern (providing light), a leather sack, and a large gold nugget. The leather sack seems to contain a small empty bottle, a bag of coal, a polished metal plate, and a black rod. >dark In Dark Room You're in the dark-room. A corridor leading south is the only exit. A massive stone tablet imbedded in the wall reads: "Congratulations on bringing light into the dark-room!" You see a platinum pyramid here! >take pyramid Taken. * Your score just went up by 2 points. * * Your score just went up by 20 points for collecting the last treasure. * >plover.plover In Plover Room At "Y2" You see an emerald the size of a plover's egg here! >take emerald Taken. >plugh Inside Building A steel safe is embedded in the wall. You see a poster, a small brass key, and a velvet pillow here. You see a Persian rug, a crystal ball, and a treasure chest here! The steel safe seems to contain a rare book, a small metal canister, some rare coins, a gem-encrusted visorless helmet, bars of silver, precious jewelry, a delicate lyre, a silver chalice, several diamonds, a silver horn, a glistening pearl, a scrimshaw spyglass, a bag filled with pieces of eight, a four-leafed clover, a silken cloak, a pair of ruby slippers, a mithril ring, an elfin crown, a gleaming sword, a gold tree, a silver droplet, rare spices, a small gold ring, a jade bracelet, a golden chain, ancient Indian turquoise beads, a rock-crystal sculpture, a casket of opals, a massive iridium crown, a ruby-covered toy yacht, a sapphire sceptre, and a star sapphire. The treasure chest seems to contain the pirate's loot, an oaken cask of wine, and a jeweled trident. Sitting on the velvet pillow is a ming vase. >put pyramid and emerald in safe platinum pyramid: Done. emerald the size of a plover's egg: Done. * Your score just went up by 20 points. * >put nugget in chest Done. * Your score just went up by 10 points. * >plugh At "Y2" A hollow voice says, "Plugh." >s.d.bedquilt Low N/S Passage In Dirty Passage In Bedquilt >w.w.w.d.climb.w In Swiss Cheese Room At East End of Twopit Room At West End of Twopit Room In West Pit There is a gigantic beanstalk stretching all the way up to the hole. (the plant) You clamber up the plant and scurry through the hole at the top. In Narrow Corridor In Giant Room You see a nest of golden eggs here! >get eggs Taken. >n.n.w.d.sw.se.ne.e.u.e.u.n.plugh In Immense N/S Passage The way north leads through a massive, rusty, iron door. In Cavern With Waterfall At Steep Incline Above Large Room In Large Low Room In Oriental Room In Swiss Cheese Room In Bedquilt At Complex Junction In Dusty Rock Room You see a small whiskbroom here. In Dirty Passage Low N/S Passage At "Y2" Inside Building A steel safe is embedded in the wall. You see a poster, a small brass key, and a velvet pillow here. You see a Persian rug, a crystal ball, and a treasure chest here! The steel safe seems to contain a rare book, a small metal canister, some rare coins, a gem-encrusted visorless helmet, bars of silver, precious jewelry, a delicate lyre, a silver chalice, several diamonds, a silver horn, a glistening pearl, a scrimshaw spyglass, a bag filled with pieces of eight, a four-leafed clover, a silken cloak, a pair of ruby slippers, a mithril ring, an elfin crown, a gleaming sword, a gold tree, a silver droplet, rare spices, a small gold ring, a jade bracelet, a golden chain, ancient Indian turquoise beads, a rock-crystal sculpture, a casket of opals, a massive iridium crown, a ruby-covered toy yacht, a sapphire sceptre, a star sapphire, a platinum pyramid, and an emerald the size of a plover's egg. The treasure chest seems to contain the pirate's loot, an oaken cask of wine, a jeweled trident, and a large gold nugget. Sitting on the velvet pillow is a ming vase. >put eggs in safe Done. * Your score just went up by 10 points. * >plugh.s At "Y2" Low N/S Passage >@walk6.txt >d.w.d.e In Dirty Passage In Dusty Rock Room You see a small whiskbroom here. At Complex Junction In Anteroom You are in an anteroom leading to a large passage to the east. Small passages go west and up. The remnants of recent digging are evident. A sign in midair here says "Cave under construction beyond this point. Proceed at own risk. [Witt Construction Company]" You see recent issues of "Spelunker Today" here. >get magazines Taken. >e At Witt's End You are at Witt's End. Passages lead off in *all* directions. >drop magazines Dropped. * Your score just went up by a point. * A sepulchral voice reverberating through the cave says, "Cave closing soon. All adventurers please report to the treasure room via the alternate entrance to claim your treasure." * Your score just went up by 20 points. * >e. e. e. e. e. e. e You have crawled around in some little holes and wound up back in the main passage. You have crawled around in some little holes and wound up back in the main passage. You have crawled around in some little holes and wound up back in the main passage. You have crawled around in some little holes and wound up back in the main passage. You have crawled around in some little holes and wound up back in the main passage. You have crawled around in some little holes and wound up back in the main passage. In Anteroom >u.u.e.u.s At Complex Junction In Dusty Rock Room You see a small whiskbroom here. In Dirty Passage Low N/S Passage In Hall of Mt King You see a cheerful little bird and a wicker cage here. Your lamp is getting dim. You'd best start wrapping this up, unless you can find some fresh batteries. I seem to recall there's a vending machine in the maze. Bring some coins with you. >w In West Side Chamber >drop lamp Dropped. >turn off lamp The lamp is now off. It is now pitch black. If you proceed you will likely fall into a pit. >noside samoht The air fills with tension, and there is a subdued crackling sound. A blue aura forms about your lantern, and small sparks jump from the lantern to the ground. The aura fades away after several seconds, and your lamp is once again shining brightly. >get lamp Taken. >w.w. N/S and E/W Crossover You are at a crossover of a high N/S passage and a low E/W one. At East End of Long Hall >middle. s. u. s In Very Tight Crack On a Spiral Staircase At Top of Spiral Staircase Octagonal Room You see a torn scrap of paper here. >x rockfalls The rocks block most of the passages out of this room and appear to be too large to move. You experience a sudden flash of intuition, and a strange sense of foreboding. You can't yet put your finger on it, but there's something odd - something not quite right - about the rocks blocking the east passage. Maybe you'll discover more if you investigate further. >search east rocks You start to move the rocks blocking the east passage - and realize that you've noticed two details which previous adventurers seem to have missed. Firstly, the rocks look a little too neat and uniform, as if someone has deliberately piled them up to block the passage! Secondly, they're all much lighter than they appear to be. It only takes a few minutes to move the rocks, behind which you find a steel door. Unfortunately it's locked. >unlock door (trying all available keys) (using the oddly-shaped steel key) Unlocked. A sepulchral voice reverberating through the cave says, "Due to the opening of a new area, the closure of the cave has been postponed." * Your score just went down by 20 points. * >read scrap It's a small scrap of paper which seems to have been torn from a large piece. The following cryptic message is written on it: C=1 B=2 G=3 M=3 Total 3: basic protection. Total 6: retaliation. Total 9: search and destroy. The back of the scrap also bears a message: Pendant keywords: ANA, KATA, PHR... Unfortunately the bottom right hand corner is missing, so you can only see the first three letters of the third pendant keyword. >e (Opening the steel door) Empty Chamber You're in a small, empty chamber, devoid of interest except for two colored dots on the floor, one red and one blue. The red dot is circled. A passage leads west. The west passage leads through a steel door. You see a crumpled sheet of paper here. >read crumpled It's a crumpled sheet of paper, apparently torn from a larger piece. You can make out the following: "...pus population levels in Green level necessit... ... due to objections from orange-level occupants al... ... upper transindection chamber is now restricted t... ...nd cave occupants have agreed to block access to lower ch... ...pi have breached the stone wall but hopefully lack the abilit... ...nze and gold pendants are restricted to Red and Blue levels in... ...wever gold pendants will always permit return travel to Red... ...amaged ceramic disks can interact with unregistered Transin ... ...nforunately this area is prone to rockfalls due to faulting... ...l funding is found for repairs the access to the Control Roo... ...all keys are now kept in the Orange Level Office, and a searc... ...not possible to change pendant travel keywords, but we hope... ...ismiss all talk of transindectional travel as old cave lore. " >ana The air around you seems to shimmer, and the room around you appears to melt and blur for a moment, before solidifying again. At first you think that nothing has really happened - but then you notice that the floor has changed. And the west passage. Somehow you know what has happened - you've traveled in Transindection! Upper Transindection Chamber (Blue level) You're in a small chamber, devoid of interest except for three dots on the floor, colored red, blue and green. The blue dot is circled. A passage once led west, but has been blocked by a rock-fall. >x rocks The rocks block the passage to the west. Some of the them look small enough to move, although it won't be possible to unblock the passage this time. >search rocks You find a gold pendant, which you take. * Your score just went up by 12 points. * Hmmm... You seem to have found an extra item I didn't know about, so I've increased the maximum score to 713 points! >wear pendant Okay, you're now wearing the gold pendant. You experience a strange sensation as you put the chain around your neck. It seems to whisper the words "Ana" and "Kata" to you. A few seconds later, you sense that something is wrong. The words "Pendant Error 3: Recharge required" seem to pass through your mind, and you look again at the pendant. Strangely, it no longer appears to be made of gold - in fact it's now a plain two-inch disk of tarnished brass! * Your score just went down by 10 points. * >ana Upper Transindection Chamber (Green level) You're in a small chamber, devoid of interest except for two colored dots on the floor, one blue and one green. The green dot is circled. A passage leads west. The west passage is barred by a locked steel door. >unlock door. w (trying all available keys) (using the oddly-shaped steel key) Unlocked. (Opening the west door) Octagonal Room (Green level) You're in an a low octagonal room with cracked marble walls. There were once exits in every compass direction. Unfortunately, some of them are now blocked by rock falls, with the exception of the passages to the north, west, east and northwest. The entrance to the west passage shows signs of recent repairs, but the north and northwest exits have both been filled with concrete. The east passage leads through a steel door. The west passage is barred by a locked steel door marked "Control Room Access". >x rocks They block the passages to the northeast, southeast, south and southwest. >search rocks The rocks are all too large to move, and you find nothing of interest except for a tiny scrap of paper in a crevice between two rocks. The paper is too far down for your fingers to reach, but you can see that it bears a cryptic word: "OSAL". >phrosal You hear a rumbling sound from somewhere to the east. >e Upper Transindection Chamber (Green level) The west passage leads through a steel door. A door has opened in the north wall, revealing a dark passage to another room. >n Machine Chamber (Green level) You're in a small chamber, devoid of interest except for a strange machine in one corner. A passage leads south. >put pendant in slot The pendant fits the slot perfectly. The red and blue dots light up, and the words "ana" and "kata" seem to pass through your mind like water flowing in a stream. You remove the pendant, and notice that it has now returned to its original appearance! * Your score just went up by 10 points. * >@walk7.txt >kata Machine Chamber (Blue level) You're in a small chamber, devoid of interest except for a strange machine in one corner. A passage leads south. >kata.s.w Machine Chamber You're in a small chamber, devoid of interest except for a strange machine in one corner. A passage leads south. Upper Transindection Chamber The west passage leads through a steel door. A door has opened in the north wall, revealing a dark passage to another room. You see a crumpled sheet of paper here. Octagonal Room The east passage leads through a steel door. You see a torn scrap of paper here. >ana Octagonal Room (Blue level) You're in an a low octagonal room with cracked marble walls. There were once exits in every compass direction. Unfortunately, most of them are now blocked by rock falls, with the exception of the passages to the north and northwest. However, the passage to the northwest has been blocked off with reinforced concrete. The east passage leads through a steel door. >n.d At Top of Spiral Staircase (Blue level) You're at the top of a long spiral staircase. A wide opening leads south. On a Spiral Staircase (Blue level) You're on a long spiral staircase which goes both upwards and downwards. A narrow doorway once led north, but has now been filled with concrete. However, you notice that the stairs leading down are now in better repair. >d.d Lower Down on a Spiral Staircase (Blue level) You're on a long spiral staircase which goes both upwards and downwards. In a large circular room (Blue level) You're in a large circular room with smooth marble walls. The only exit is a spiral staircase leading up. A passage once led east, but is now blocked with concrete. A diffuse glow from the ceiling lights the room dimly. >kata In a large circular room You're in a large circular room with smooth marble walls. The only exit is a doorway leading east. A spiral staircase once led upwards, but has been blocked up with reinforced concrete. A diffuse glow from the ceiling lights the room brightly. >e.e In a long east-west passage You're in a long east-west passage. Light streams in from the west, and there is a red glow to the east. Through the east exit you can see a light on the far wall of the room beyond. It is glowing brightly. Lower Transindection Chamber You're in a room with a low ceiling and irregular walls. Along one wall there is a row of buttons, marked yellow, purple, orange, red, blue, green, white and magenta. The room is lit by a bright red glow from the ceiling, and a passage leads west. A light on the east wall is glowing brightly. >x light The light is on. A small label below the light reads "Control Panel Enabled." >press white You see the light move through a sequence of colors, until ... You see a brief flash of white light, then feel a sickening "crunch", as if you've hit a solid wall of concrete. The color then changes back to a reassuring green, but your attention is soon drawn to something else. Three ghost-like objects are hanging in mid-air! One is a rod (with no star on an end) and gradually solidifies before falling to the floor. The other two look like plaques of some kind, but you can't see them clearly and they slowly fade toward complete invisibility. Lower Transindection Chamber (Green level) You're in a room with a low ceiling and irregular walls. Along one wall there is a row of buttons, marked yellow, purple, orange, red, blue, green, white and magenta. The room is lit by a bright green glow from the ceiling, and a passage leads west. A massive stone wall has been built across the west wall, but several blocks have been removed, revealing the entrance to the west passage. A light on the east wall is dark. You see a multicolored rod here. >w.w In a long east-west passage (Green level) You're in a long east-west passage. Light streams in from the west and there is a green glow to the east. Deep scratch marks on the floor suggest that heavy objects have been dragged from one end of the passage to the other. The west end of the passage leads through an open door into another chamber. Through the east exit you can see a light on the far wall of the room beyond. It is dark. You knock against the door as you pass through, and it closes - making a horrendous creaking sound. In a large circular room (Green Level) You're in a large circular room with smooth marble walls. The original staircase has been bricked up and a new, wider stair - about 15 feet to the right of the original - leads up. Around the walls you can see various portraits, display cabinets and pieces of furniture. You now realize why all those passages were blocked off! There must be about thirty Wumpi in this room, all lying on low beds! They are all sleeping peacefully, and I strongly suggest that you keep things this way. The massive stone blocks have been piled up neatly against a wall, close to the east passage. A diffuse glow from the ceiling lights the room dimly. >e.e.e. You start to open the door. Unfortunately it makes a tremendous noise but only moves by a quarter of an inch, despite your increased strength. You start to open the door. Unfortunately it makes a tremendous noise but only moves by a quarter of an inch, despite your increased strength. You'd get the door open if you tried hard enough, but you'd wake all the Wumpi if you did so! I strongly advise you to find another way out of here. >u It would be hard to reach the staircase without stepping over at least one of the Wumpi. It isn't worth the risk. >kata You hesitate. When you spied on an elf with the crystal ball, his teleportation spell took the sapphire with him. You feel sure that this has something to do with the gold ring which you found on the Wumpus. These Wumpi are also wearing gold rings, so you ask yourself what will happen if you teleport yourself from here ... But then you question whether the Wumpi would be silly enough to wear rings which could transport them while sleeping. In any case, you'll need to use magic to get out of here without waking the Wumpi, so you say the word ... In a large circular room (Blue level) A diffuse glow from the ceiling lights the room dimly. Oh oh! You've brought most of the Wumpi with you, together with the beds they are lying on. Unfortunately, it would appear that the Wumpi are silly enough to wear magic rings in their sleep. Anyway, you'd better not leave the Wumpi here. They have access to the Octagonal Room from here, and with their superior strength it would take them five minutes to unblock the passage to the Upper Transindection Chamber. So unless you like the idea of having to deal with 20 Wumpi in place of the one you killed, I strongly suggest that another "Kata" is called for. Plus a prayer that all the Wumpi will be transported this time. >kata All of the Wumpi repeat the magic word in their sleep. In a large circular room A diffuse glow from the ceiling lights the room brightly. Fortunately, you've brought all the Wumpi with you this time - I don't think you've left any behind. Oh-oh! You have a problem. For some reason the light in here is much brighter, and the Wumpi are beginning to wake up! You'd better get yourself out of here quickly. >e.e In a long east-west passage Through the east exit you can see a light on the far wall of the room beyond. It is glowing brightly. Lower Transindection Chamber A light on the east wall is glowing brightly. >press blue Lower Transindection Chamber (Blue level) You're in a room with a low ceiling and irregular walls. Along one wall there is a row of buttons, marked yellow, purple, orange, red, blue, green, white and magenta. The room is lit by a bright blue glow from the ceiling, and a passage leads west. Unfortunately the west passage has been blocked with concrete. A light on the east wall is glowing brightly. >press red button You'd probably appear among the Wumpi if you did that! >kata You'd probably appear among the Wumpi if you did that! I strongly suggest that travel in the opposite direction would be a good idea on this occasion. >x buttons You feel a strange awareness that the Wumpi are about to enter this room at Red level! You're also acutely aware of the lack of exits from this room - except the green button. So you press it. Lower Transindection Chamber (Green level) A light on the east wall is dark. You see a multicolored rod here. >w In a long east-west passage (Green level) You notice - with great relief - that someone has opened the door again. Maybe the Wumpi like to keep this door open for ventilation. Through the east exit you can see a light on the far wall of the room beyond. It is dark. >w This time the door has been securely wedged, and you pass through the opening without making a noise. In a large circular room (Green Level) The massive stone blocks have been piled up neatly against a wall, close to the east passage. A diffuse glow from the ceiling lights the room dimly. About ten Wumpi are left in the room. >climb blocks You climb to the top of the blocks, trying to make as little noise as possible... At Top of Blocks You're at the top of the pile of blocks, about 15 feet off the ground. Unfortunately there doesn't seem to be a great deal to do here, apart from going down again. >z.z.z.z Time passes... Time passes... Time passes... You hear the Wumpi slowly approaching through the east passage! They're making an unholy din - shouts, arguments and the sounds of beds being dragged back through the passage. You climb down the blocks then dodge past the sleeping Wumpi and up the stairs, trying to move both quickly and quietly at the same time ... As you reach the top of the stairs, you hear the sound of twenty angry Wumpi coming back into the Large Circular Room. Something about the acoustics of this place allows you to hear more clearly than you might expect ... You hear beds being dragged across the floor, and shouts, recriminations and denials in a strange language - no, it's an unfamiliar dialect of English! You manage to make out a few phrases - "Can we get any dormiture without some fool playing games ... ", "I'll be tried to return to the Old Ways if I find out who ... ". Then you hear one of the Wumpi say, in a loud, authoritative voice: "... Let the elves know nothing about this! Let them not know that Eldrand's mission failed. And they would best know naught about the amulet. Ye all know the Charter - if any Transindection amulets are stoneturned, they are to be re-given to the elves undelayedly. Not employed in foolish manual jests!" You feel a strong desire to get out of here "undelayedly", before the Wumpi discover that you were responsible for the "foolish manual jest". On a Spiral Staircase (Green level) You're at the top of a wide spiral staircase. Light streams from a large doorway to the north. >n In the Wumpus Living Room (Green level) You're in a large room which appears to be the living quarters of the Wumpi. This room is lit, but there is no obvious source of light. An open doorway leads out to the south, and a locked door bars the exit to the north. Armchairs and couches are grouped around low tables, but you see something of far more interest to the west - a large free-standing bookcase, full of books in various languages. You notice that there is a gap behind the bookcase. >x bookcase. get book It's a large wooden bookcase, crammed with books in many different languages - Elvish, Dwarvish, and a strange version of English. All of the books appear to be quite incomprehensible, with the exception of one entitled "History of the Wumpi in Bedquilt Cave." You notice that there is a space behind the bookcase. It might be a useful hiding place if any of the Wumpi decide to come up here. Taken. >go behind bookcase Behind the Bookcase You're hiding behind the bookcase in the Wumpi's living quarters, in a small space bounded to the west by the wall of the room and to the east by the bookcase. From this side it looks like a solid wooden board, marred only by a few small knot-holes. >x knot-holes The back face of the bookcase is a solid wooden board, almost featureless except for a few small knot-holes. You look carefully at the holes, and notice a small key-operated switch behind one of them, about two inches above the floor! It has two positions, marked "locked" and "unlocked". At present it is locked. >read book This book appears to have been written by a human called "Jedediah Smith", and is entitled "History of the Wumpi in Bedquilt Cave". It is divided into four chapters: Early History, Civilization of the Wumpi, Escape of the Rapscallion, and Achievements of the Elvish Masters. A handwritten note on the title page reads: "Protected by Elvin Sorcery. Do not remove." >read early history You learn that there are two rival groups of elves - the Mountain Elves and the Castle Elves. The Castle Elves once lived in the area of the Octagonal Room, but most of them migrated to the Castle after rock-falls made this area unsafe. The remaining elves occupied another area of the cave, and came to be known as the Mountain elves. Around this time, the Wumpi at Green level were thought to present a threat to other Transindection levels, and the cave management at each Level was asked to block off all access to the Transindection Chambers. >read civilization This chapter describes how the Wumpi began to change their ways. It would appear that they no longer eat human flesh, and live in peace with elves and humans. >read escape This chapter tells of one renegade Wumpus who decided to continue with the "Old Ways". He turned up at Red level, and it was suspected that he had found one of the lost gold pendants. The elves planned to recapture the Wumpus and return him to Green level, but this plan was cancelled when the Green-level Mountain elves fell out with the Castle Elves. In case the Wumpus ever returned, the Wumpi were ordered to secure the exit from their quarters with a remotely-operated lock. It is in use to this day. The Castle Elves decided to contain the problem by confining the Wumpus to Red level. They sent their chief engineer, Eldrand, to de-activate both of the Transindection Chambers and all of the gold pendants. Unfortunately he found it necessary to do this from the Control Room, which was known to be unsafe. He never returned from his mission, having apparently died in the Control Room. The Castle Elves learned that the Lower Transindection Room no longer worked at Green level, and assumed that Eldrand's mission had succeeded. (Of course, you know that he succeeded only in disabling the Lower Transindection Chamber at green level - and the Wumpi now know this as well.) The book then goes on to speculate on the reasons why the Castle Elves never mounted a follow-up mission. It concludes that they were concerned to prevent their Transindection pendants from falling into the wrong hands, then refers the reader to the following chapter ... >read achievements A small metallic object falls out of the book and onto the floor. The final chapter gives you cause for concern. It appears that the Mountain Elves at Green level seem to have become very militaristic in recent years, and have taken over most of the cave and the surrounding area. It all started with the discovery of three sealed burial chambers, containing 114 elven crowns, 101 suits of mithril silver chain-mail and 79 steel swords. This made the elves almost invincible, even when greatly outnumbered. However, they failed to conquer the Castle, due to the ability of the Castle Elves to bring in unlimited supplies using some form of teleportation magic. It has long been suspected that Transindection was used. (You feel sure of one thing. There would be unpleasant consequences if the Green-level Mountain Elves managed to get hold of any Transindection pendants. You'd better watch your step here.) >look Behind the Bookcase You're hiding behind the bookcase in the Wumpi's living quarters, in a small space bounded to the west by the wall of the room and to the east by the bookcase. From this side it looks like a solid wooden board, marred only by a few small knot-holes. The switch is in the locked position. You see an aluminum key here. >put aluminum key on keyring You add the aluminum key to the keyring. >unlock switch (trying all available keys) (using the aluminum key) You hear a heavy mechanical "clunk" from somewhere in the room. >n In the Wumpus Living Room (Green level) >x door. n It's a plain steel door. Currently it's closed but unlocked. Strangely, there's no lock on the door. Maybe the locking mechanism is somewhere else. (Opening the door) There is a blinding flash of light as you pass through the door. When your eyes have recovered, you notice that your inventory is a little lighter. In A Wide Crack (Green level) You're in a wide n/s crack. It appears to have been narrower at one time, but it has been enlarged. The way south leads through an unlocked steel door. For some reason the lock is on the wall to the right of the door, not the door itself. >i.n You have a set of keys (being worn), a leather sack, a brass lantern (providing light), and a gold pendant (being worn). The leather sack seems to contain a small empty bottle, a bag of coal, a polished metal plate, and a black rod. At East End of Long Hall (Green level) You are at the east end of a very long hall apparently without side chambers. In the south wall are several wide cracks and a high hole, but the hole is far above your head. To the east a wide crawl slants up. To the north a round two foot hole slants down. >n You experience a strange tingling sensation as you enter the passage, then ... In Hall of Mists (Green level) You are at one end of a vast hall stretching forward out of sight to the west, filled with wisps of white mist that sway to and fro almost as if alive. There is a passage at the top of a dome above you. A wide staircase runs downward into the darkness; a chill wind blows up from below. There are small passages to the north and south, and a small crack leads east. Signs above the staircase and the north passage read: "Warning: passdisks must be shewn." Rough stone steps lead up the dome. >s In Nugget of Gold Room (Green level) This is a low room to the south of the Hall of Mists. There is no nugget of gold here, but there is something of much more interest - a glass sphere, set into the wall. As you approach the sphere it begins to light up, and your gold pendant also starts to glow; perhaps the sphere is activated by the pendant. Below the sphere there is a dial which can be set to a number from 1 to 6. The current setting is 1. >look in sphere You feel rather disembodied, as if you were suddenly somewhere else entirely. At End of Lost River Canyon. You are standing on a large flat rock table at the western end of Lost River Canyon. Beneath your feet, the river disappears amidst foam and spray into a large sinkhole. A gentle path leads east along the river's south shore. Another leads sharply upward along the river's north side. Nearby is the smashed body of a defunct Wumpus. Your gaze withdraws from the glass ball, and you are now back in your normal senses. >turn dial to 2 Okay, it's now turned to 2. >look in sphere You feel rather disembodied, as if you were suddenly somewhere else entirely. In Orange Level Office You're in an abandoned office. The room is lit, but there is no obvious light source. Most of the furniture and equipment have been removed, except for one large desk against the east wall and a series of plans on the north wall. Somehow you know that this room is located near the Large Circular Room. This is confirmed by the plans, which show that this room is located between the Large Circular Room and the Lower Transindection Chamber, but the floor level is much higher. At other Transindection levels there is an access shaft with the same floor level. The west end of each shaft was originally entered from a ladder fixed to the east wall of the Large Circular Room, and the east end opens into a Maintenance Room. A doorway leads out to the west. Your gaze withdraws from the glass ball, and you are now back in your normal senses. >turn dial to 3 Okay, it's now turned to 3. >look in sphere You feel rather disembodied, as if you were suddenly somewhere else entirely. Transindection Control Room You're in the Transindection control room. The room is lit, but with no obvious source of light. Apart from a small area in the center, the room is filled with cabinets with many rows of color-coded levers, dials and switches. All of this equipment looks very old and neglected, and you feel disinclined to tamper with it. Against one wall you see a more familiar set of controls: a row of colored buttons like those in the Lower Transindection Rooms. A small label below the buttons suggests that their function may be relatively unimportant. It reads "Lower Anteroom Lighting." In the center of the room you see several rocks which have apparently fallen from the ceiling. Under one of them there is a skeleton - it's probably Eldrand, who was sent here many years ago to de-activate the Transindection Chambers. You try to move the rock, but you can't because you're not really here. However, you do notice that the skeleton is wearing a green pendant. You see a broken container here. Your gaze withdraws from the glass ball, and you are now back in your normal senses. >turn dial to 4 Okay, it's now turned to 4. >look in sphere You feel rather disembodied, as if you were suddenly in a different room - but in this case, not very far away ... Sandstone Chamber (Green level) You are in a small chamber to the east of the Hall of Mists. The walls are composed of rough red sandstone. There is a large, cubical chunk of rock in the center of the room, bearing a plaque in Elvish, and you somehow know that it reads "Eldrand-Fitzgerald Topaz". Sitting on the chunk of rock is a topaz. Your gaze withdraws from the glass ball, and you are now back in your normal senses. >turn dial to 5 Okay, it's now turned to 5. >look in sphere You feel rather disembodied, as if you were suddenly somewhere else entirely. Banqueting Hall (Green level) You are in a long southeast-northwest chamber with a banqueting table along most of its length. Doors (closed) lead out of the southeast end, and an open doorway leads northwest. Unfortunately the passage beyond the northwest end has been blocked by a rock-fall, but somehow you know that it would lead to the Octagonal Room. The room looks just as it did before the elves abandoned it, many years ago. The polished surface of the table, the freshly-swept floor, the neatly-arranged chairs, and the freshly-painted doors at the southeast end. And yet ... It's far too clean and tidy. The floor has been recently swept, right up to the rockfall. The paint on the southeast doors is fresh. Your gaze withdraws from the glass ball, and you are now back in your normal senses. >n.e In Hall of Mists (Green level) Signs above the staircase and the north passage read: "Warning: passdisks must be shewn." Rough stone steps lead up the dome. Sandstone Chamber (Green level) You are in a small chamber to the east of the Hall of Mists. The walls are composed of rough red sandstone. There is a large, cubical chunk of rock in the center of the room, bearing a plaque in Elvish, and you somehow know that it reads "Eldrand-Fitzgerald Topaz". Sitting on the chunk of rock is a topaz. You hear a definite "click", and you notice that the sandstone block has started to glow faintly. >x topaz It's a large, almost perfect crystal - except for a slight chip off one corner. >get topaz Your hands pass right through the topaz as you try to take it. >w You hear a definite "click" as you pass through the exit. On looking back, you perceive that the sandstone block is no longer glowing. In Hall of Mists (Green level) Signs above the staircase and the north passage read: "Warning: passdisks must be shewn." Rough stone steps lead up the dome. >@walk8.txt >u You experience a strange tingling sensation as you climb the steps, then ... At East End of Long Hall (Green level) >s.s.s.d In A Wide Crack (Green level) In the Wumpus Living Room (Green level) On a Spiral Staircase (Green level) In a large circular room (Green Level) The massive stone blocks have been piled up neatly against a wall, close to the east passage. A diffuse glow from the ceiling lights the room dimly. There are about thirty Wumpi in this room, all sleeping peacefully. They have rearranged their beds, and it will now be possible to walk between the stairway and the east passage. >climb blocks You climb to the top of the blocks, trying to make as little noise as possible... At Top of Blocks You're at the top of the pile of blocks, about 15 feet off the ground. You recall the plans which you saw when you viewed the Orange Level Office in the glass sphere. The access shaft entrance should be around here somewhere ... You examine the wall very carefully, and your patience is rewarded when a section of the wall moves slightly under your touch. You have discovered a cleverly-camouflaged door, leading east. Furthermore, it appears to be unlocked! >e (Opening the small door) Access Shaft (Green level) You're in a cramped, almost featureless E/W access shaft cut into the solid rock. There is an apparently locked iron grille to the east and an unlocked door at the west. >open grille You push the rusty grille with all your might. It moves about a quarter of an inch but then fails to open any further. You rattle it and conclude that the lock is holding it shut, not the rusty hinges. It really is locked. >kata Access Shaft (Blue level) You're in a cramped, almost featureless E/W access shaft cut into the solid rock. There is an apparently locked iron grille to the east and a locked door at the west. >open grille You push the rusty grille with all your might. It moves about a quarter of an inch but then fails to open any further. You rattle it and conclude that the lock is holding it shut, not the rusty hinges. It really is locked. >kata Access Shaft (Red level) You're in a cramped, almost featureless E/W access shaft cut into the solid rock. There is an apparently locked iron grille to the east and a locked door at the west. You have an uncomfortable feeling that you are trapped here, unless you can find a way out. >open grille You push the rusty grille with all your might. Suddenly it gives way and swings open! >e East Access Shaft (Red level) You're in a cramped E/W access shaft with an unlocked iron grille to the west. The east end of the passage dead-ends in a solid, smooth wall of concrete. You feel even more despondent. This room is supposed to be an 'access shaft', and you seem to recall that the plans showed a small room at the end. However, if there is a room, it's firmly blocked now. How will you get out of here? >ana East Access Shaft (Blue level) You're in a cramped E/W access shaft with a locked iron grille to the west. The east end of the passage dead-ends in a damaged concrete wall. >x damaged wall Unlike other concrete walls you have seen, this one appears to have been attacked with a sledgehammer. There are numerous holes about half an inch deep and three inches in diameter, behind which there is a finely-woven mesh of mithril silver wires. No sledgehammer could get through that! The exception is a discolored area near the north wall, which appears to have been attacked by some kind of chemical. You prod the area with your foot, and find that the silver wires have now lost all their strength. So has the concrete behind, which is now so soft that ... Oh! You've made a small hole through to the next room! >touch hole That part of the wall appears to have been attacked with a corrosive chemical. I wouldn't advise you to touch it with your hands. >look through hole You peer through the hole, and see a row of hooks along the north wall. Most of them are empty, but on one of them hangs an orange plastic pendant, identical in size to your gold pendant. And it's just within reach! You carefully put your hand through the hole, taking care not to touch the damaged concrete with your bare skin. Then you take the pendant and slip it on. You experience a strange sensation as you put the chain around your neck. It seems to whisper the word "Kata" to you, and you somehow feel an awareness that the scope of your gold pendant has been expanded, albeit in a limited area ... * Your score just went up by 12 points. * Hmmm... You seem to have found an extra item I didn't know about, so I've increased the maximum score to 725 points! >kata.kata East Access Shaft (Red level) Under a Desk (Orange level) You are in a cramped space, bounded on three sides: the floor below you, a wall to the east, and the nearly featureless underside of the desk above you. Other directions lead out to an abandoned office. >x desk The underside of the desk looks completely smooth and featureless, but close examination reveals a hinge at the back. >open desk You'll have to tell me how to do that. >push desk You firmly push the underside of the desk. It moves upwards about half an inch, then a catch mechanism releases with a definite "click". The flap then drops down, revealing a secret compartment! You rummage around, finding nothing but dust and pencil sharpenings at first - but then your persistence is rewarded. You find a large iron key, which you take! >push desk. w You push the flap back up. The catch operates, and the flap falls down about half an inch to rest in its original position. In Orange Level Office You're in an abandoned office. The room is lit, but there is no obvious light source. Most of the furniture and equipment have been removed, except for one large desk against the east wall and a series of plans on the north wall. The plans show that this room is located between the Large Circular Room and the Lower Transindection Chamber, but the floor level is much higher. At other Transindection levels there is an access shaft with the same floor level. The west end of each shaft was originally entered from a ladder fixed to the east wall of the Large Circular Room, and the east end once opened into a Maintenance room. A doorway leads out to the west. >turn off lamp The lamp is now off. >stand on desk Okay, you're now standing on the desk. >read plans They show this room and the access shafts at other Transindection levels. The east end of each access shaft leads to a maintenance room, and the door at the west end could originally be reached from a fixed ladder in the Large Circular Room. On close examination, you notice penciled alterations which show what you already know: the ladders have been removed and the maintenance rooms have been sealed off. From this position you can see a note on one of the plans, written in very small but very neat lettering. It reads "Control Room emergency exit: deactivate the switches for the vasular and Eldrand-Playfair interlocks, then activate the chamber extension switch." I'll leave you to figure out what it all means. >w. w In Orange Level Office You walk down a flight of stone steps, and find yourself ... In a large circular room (Orange level) You're in a large circular room with smooth marble walls. The only exit is a set of steps leading back up to the office. A passage once led east and a staircase led up, but they have been securely blocked with rubble. A diffuse glow from the ceiling lights the room dimly. >ana.ana.turn on lamp. u.u.u.s In a large circular room A diffuse glow from the ceiling lights the room dimly. In a large circular room (Blue level) A diffuse glow from the ceiling lights the room dimly. The lamp is now on. Lower Down on a Spiral Staircase (Blue level) On a Spiral Staircase (Blue level) At Top of Spiral Staircase (Blue level) Octagonal Room (Blue level) The east passage leads through a steel door. >e (Opening the steel door) The passage beyond the door is blocked by a rockfall. >kata.e.ana.ana.w Octagonal Room The east passage leads through a steel door. You see a torn scrap of paper here. Upper Transindection Chamber The west passage leads through a steel door. A door has opened in the north wall, revealing a dark passage to another room. You see a crumpled sheet of paper here. Upper Transindection Chamber (Blue level) A door has opened in the north wall, revealing a dark passage to another room. Upper Transindection Chamber (Green level) The west passage leads through a steel door. A door has opened in the north wall, revealing a dark passage to another room. Octagonal Room (Green level) The east passage leads through a steel door. The west passage is barred by a locked steel door marked "Control Room Access". >unlock control room door. w (trying all available keys) (using the iron key) Unlocked. (Opening the control room door) Steel Cage (Green level) You're in a featureless steel cage in the shape of a cube, about seven feet on a side. The east passage leads through a steel door. >kata.kata Steel Cage (Blue level) You're in a featureless steel cage with no apparent exits. Once again you have an uncomfortable feeling that you may be trapped here, but then you remember that you've seen a green pendant in the Control Room, and you feel certain that it will get you out of here. Transindection Control Room You're in the Transindection control room. The room is lit, but with no obvious source of light. Apart from a small area in the center, the room is filled with cabinets with many rows of color-coded levers, dials and switches. All of this equipment looks very old and neglected, and you feel disinclined to tamper with it. Against one wall you see a more familiar set of controls: a row of colored buttons like those in the Lower Transindection Rooms. A small label below the buttons suggests that their function may be relatively unimportant. It reads "Lower Anteroom Lighting." In the center of the room you see several rocks which have apparently fallen from the ceiling. Under one of them there is a skeleton, apparently of an elf - it's probably Eldrand, who was sent here many years ago to de-activate the Transindection Chambers. Once again, you see a green pendant around the neck of the skeleton. With great effort you move the rock away from the body, then remove the pendant. Almost without thinking, you slip it on. You experience a strange sensation as you put the chain around your neck. It seems to whisper the word "Ana" to you, and you somehow feel an awareness that the scope of your gold pendant has been expanded ... You see a broken container here. * Your score just went up by 12 points. * Hmmm... You seem to have found an extra item I didn't know about, so I've increased the maximum score to 737 points! >take container The label indicates that this container held hydrofluoric acid. Alarm bells ring in your mind when you recall your school chemistry lessons. You'd better leave well alone. >search body You search the body for other possessions. You find a manual for the control room, which you take; maybe there will be useful information in there. The only other objects you find are broken, crushed by the stone: a shattered pendant and a damaged key. >put damaged key on keyring You add the damaged key to the keyring. >read manual The manual is written in English, Dwarvish and Elvish. You can't read Dwarvish and Elvish, and the English version is no better - it's full of incomprehensible jargon. There are many written notes, most of which make little sense to you. For example, one section refers to the use of "oscillatory contact" with a "portable mediator" in order to prevent "unwanted mediation by unregistered objects". A scrawled note starts "Borrowed a spare Astral Staff." Could this be a rod with a star on an end, like the one you found in the Debris room? You read the next sentence as an instruction, although it would be an impossible task: "Span the Staff over the Green-level fissure to gain entry to the Orange Stone Chamber." Another section also draws your attention. It refers to an emergency procedure for gaining access to a Maintenance Room. It would appear that the Eldrand-Fitzgerald Topaz must be brought close to the west wall of the room, which will then become "permeable". This has been crossed out, and a penciled note underneath seems to hint at the reason: "Topaz activation threshold = 1.5 Fzg (following damage) Permeation field just outside Maintenance Room = 1.1 Fzg (maximum)" A further note has been added underneath: "Try aqua mithrilis (N.B. gold content unknown; reaction rate slow if more than 1%)" >turn off switch You turn off one of the switches. Nothing obvious happens. * Your score just went down by 10 points. * >turn off switch You turn off another switch. You hear a slight 'click' from another row of switches, but nothing else happens. >turn on switch You turn on a switch in the area from which you heard the "click". Out of the corner of your eye you think you see a white light come on briefly, but you're not sure. >ana Steel Cage (Blue level) You're in a featureless steel cage with no apparent exits. The floor looks subtly different. >ana. e Steel Cage (Green level) The east passage leads through a steel door. Octagonal Room (Green level) The east passage leads through a steel door. The west passage leads through a steel door marked "Control Room Access". >e. n. put green pendant in slot. s. w. Upper Transindection Chamber (Green level) The west passage leads through a steel door. You notice something different about the floor. Something you did in the control room has changed the dots - there's now a white dot, to the right of the green dot! A door has opened in the north wall, revealing a dark passage to another room. Machine Chamber (Green level) The pendant fits the slot perfectly. The green dot lights up, and the words "ana" and "kata" seem to pass through your mind like water flowing in a stream. You remove the pendant, and notice that it has now returned to its original appearance! * Your score just went up by 10 points. * Upper Transindection Chamber (Green level) The west passage leads through a steel door. A door has opened in the north wall, revealing a dark passage to another room. Octagonal Room (Green level) The east passage leads through a steel door. The west passage leads through a steel door marked "Control Room Access". >kata.n.d.d.d.ana Octagonal Room (Blue level) The passage to the east leads through a steel door, but has been blocked by a rockfall on the far side of the door. At Top of Spiral Staircase (Blue level) On a Spiral Staircase (Blue level) Lower Down on a Spiral Staircase (Blue level) In a large circular room (Blue level) A diffuse glow from the ceiling lights the room dimly. In a large circular room (Green Level) The massive stone blocks have been piled up neatly against a wall, close to the east passage. A diffuse glow from the ceiling lights the room dimly. There are about thirty Wumpi in this room, all sleeping peacefully. They have rearranged their beds, and it will now be possible to walk between the stairway and the east passage. >u.n.n.n.n On a Spiral Staircase (Green level) In the Wumpus Living Room (Green level) In A Wide Crack (Green level) At East End of Long Hall (Green level) You experience a strange tingling sensation as you enter the passage, then ... In Hall of Mists (Green level) Signs above the staircase and the north passage read: "Warning: passdisks must be shewn." Rough stone steps lead up the dome. >e Sandstone Chamber (Green level) Sitting on the chunk of rock is a topaz. You hear a definite "click", and you notice that the sandstone block has started to glow faintly. >w You hear a definite "click" as you pass through the exit. On looking back, you perceive that the sandstone block is no longer glowing. In Hall of Mists (Green level) Signs above the staircase and the north passage read: "Warning: passdisks must be shewn." Rough stone steps lead up the dome. >kata In Hall of Mists (Blue level) You are at one end of a vast hall stretching forward out of sight to the west. The floor has been concreted over and the room is now lit by overhead electric lights. There are several display boards containing information about the cave and its history. To the northeast, a large elevator shaft leads up to a balcony at the top of a dome, but the doors of the elevator are firmly closed. A wide staircase runs downward into the darkness, large passages lead north and south, and a small crack leads east. >e Sandstone Chamber (Blue level) You are in a small chamber to the east of the Hall of Mists. Like the other rooms at this level, it has a smooth concrete floor and is lit by electric lights. The walls are composed of red sandstone and there is a large, cubical chunk of rock in the center of the room. >ana Sandstone Chamber (Green level) Sitting on the chunk of rock is a topaz. >get topaz Taken. * Your score just went up by 2 points. * Hmmm... You seem to have found an extra item I didn't know about, so I've increased the maximum score to 749 points! >kata. w Sandstone Chamber (Blue level) In Hall of Mists (Blue level) You experience a strange sense of foreboding as you look at the south passage. You somehow know that someone - something - wants to warn you of an impending disaster. >x elevator It looks like other elevators you've seen, with sliding doors (closed at present) and a call button. Oh, and a key-operated switch with two positions - "on" and "off". At present it seems to be in the "off" position. Unless you're lucky enough to find the right key, I don't think you'll be able to get into the elevator by conventional means. >ne You press the call button, but the doors of the elevator remain firmly closed. Unless you're lucky enough to find the right key for the switch, you won't be able to enter the elevator by conventional means. >s In Nugget of Gold Room (Blue level) This is a low room with a concrete floor. It is lit by an overhead electric light, but there is nothing else of interest except for a couple of display boards. If there was a nugget of gold here, it was stolen long ago. The feeling of foreboding has intensified, and you now can't get it out of your mind. You somehow know that someone - something - wants to warn you of an impending disaster. >ana In Nugget of Gold Room (Green level) The feeling of foreboding has intensified, and you now can't get it out of your mind. You somehow know that someone - something - wants to warn you of an impending disaster. >look in sphere You feel rather disembodied, as if you were suddenly somewhere else entirely. Banqueting Hall (Green level) You are in a long southeast-northwest chamber with a freshly-swept floor and a highly-polished table along most of its length. Freshly-painted doors (now open) lead out of the southeast end, and a doorway leads northwest to a blocked passage. You somehow know that it leads to the Octagonal Room. Several elves are sitting at the table, consulting old plans. They show the area of the Octagonal Room, including the rooms you have seen. Despite the fact that they are written in Elvish, you can understand the words - there are familiar rooms like the Upper Transindection Chamber as well as kitchens, living quarters, libraries etc. You hear a lively discussion in the strange version of English which you heard earlier - but this time you can understand every word. You hear that King Ondral is to be asked to part with a few more gold pieces, in return for which the Wumpi will clear any obstacles between this room and the Upper Transindection Chamber. Then the truth about Eldrand's mission will be revealed. If the Upper Chamber is still active, an invasion force is to be mustered without delay. The invasion can probably be speeded up if the Wumpi's gold rings can be obtained; it is said that they can transport up to 20 people at a time! You shudder at the realization that the elves will almost certainly start with an invasion of Red level. You will have to find a way to complete Eldrand's mission - at the very least, the Upper Transindection Room must be disabled! Your gaze withdraws from the glass ball, and you are now back in your normal senses. >@walk9.txt >n. w In Hall of Mists (Green level) Signs above the staircase and the north passage read: "Warning: passdisks must be shewn." Rough stone steps lead up the dome. On East Bank of Fissure (Green level) You are on the east bank of a fissure slicing clear across the hall. The mist is quite thick here. A sturdy iron bridge now spans the fissure. A strange plaque is affixed to the north wall, above the middle of the fissure. It is written in an indecipherable script, but includes a picture which is instantly recognizable - a rod with a star on an end. >rub gold pendant The pendant seems to whisper to your mind: "Strict control enabled. Unregistered objects will not be permitted to mediate Transindection movements." >spin black rod. w You start to turn the rod in your hand, and something strange happens! The star turns red and the rod starts to spin of its own accord, faster and faster ... As you cross the bridge you feel a sudden gust of wind, and it goes completely dark for a few seconds. You then find yourself in another place ... In Debris Room (Green level) You are in a debris room almost completely filled with stuff washed in from the surface. The only exit is the awkward canyon leading upwards and west. The rod slows down again and comes to rest. >rub gold pendant The pendant seems to whisper to your mind: "Strict control disabled. Mediation of Transindection movements by unregistered objects will be notified." >kata In Debris Room (Blue level) You are in a debris room filled with stuff washed in from the surface. A low wide passage with cobbles leads east and west. An awkward canyon once led upward and west, but is blocked by a recent rock-fall. You see a small shiny key here. >get shiny key. x shiny key. put it on keyring Taken. It's a small, shiny key. A label attached to the key reads "elevator". You add the small shiny key to the keyring. >w Debris Room West (Blue level) You are in a debris room filled with stuff washed in from the surface. A low wide passage with cobbles leads east, but the way west is now completely blocked with debris. >kata Debris Room West You are in a small cobbled chamber west of the debris room. The way east is blocked, but you may be able to squeeze past the debris to the west. >w Cobbled Plaque Room You are in a cramped room with a cobbled floor and a low ceiling. A passage leads east. A plaque is affixed to the ceiling of the room. It's identical to the one you saw at Green level - the same script, and the same picture of a rod with a star on an end. >spin black rod You start to turn the rod in your hand, and something strange happens! The star turns red and the rod starts to spin of its own accord, faster and faster ... You feel a sharp pain in your ears, followed by a sudden gust of wind from the east. The chamber then goes completely dark, and you find yourself ... In Debris Room You are in a debris room filled with stuff washed in from the surface. A low wide passage with cobbles is now only partially blocked with debris, and continues to the west. An awkward canyon leads upward. A note on the wall says, "Magic word XYZZY." The rod slows down again and comes to rest. >w Debris Room West You are in a cobbled east-west passage. It is strewn with debris, but you'll now be able to get past it to the east and the west. A shiny eight-pointed star is lying in the debris. >get star Taken. >e In Debris Room >u.w.w.d In Awkward Sloping E/W Canyon In Bird Chamber At Top of Small Pit Rough stone steps lead down the pit. In Hall of Mists Rough stone steps lead up the dome. >ana In Hall of Mists (Blue level) >x elevator It looks like other elevators you've seen, with sliding doors (closed at present) and a call button. Oh, and a key-operated switch with two positions - "on" and "off". At present it seems to be in the "off" position. Unless you're lucky enough to find the right key, I don't think you'll be able to get into the elevator by conventional means. >unlock switch (trying all available keys) (using the small shiny key) Unlocked. >press button You push the call button. The doors swish open and you step into the elevator. In Elevator You are inside a large elevator with brushed stainless steel walls and a dark gray floor. Two buttons on the east wall are marked "Upper Level" and "Lower Level". Doors lead out to the south. >press upper. s The doors slide shut. The elevator ascends, then the doors open. You step out of the elevator, the doors close behind you, and you hear it return to the lower level. On a Balcony (Blue Level) You're standing on a balcony above the east end of the Hall of Mists, whose concrete floor can be seen far below you. An elevator stands to the north, but its doors are firmly closed and the key-operated switch is in the "off" position. Another passage leads to the east. >e At Top of Small Pit (Blue level) This room is almost identical to its counterpart at Red level, except for the concrete floor and the overhead electric lighting. At your feet is a small pit, but the rough steps which used to lead downwards have been removed. A passage from the east ends here except for a small crack leading on, and a short northwest passage leading to a balcony. >e * Your score just went up by 10 points for entering a room with bonus points. * In Bird Chamber (Blue level) You are in a splendid chamber thirty feet high. Like the other rooms in this area it has a concrete floor and is lit by overhead electric lighting. The walls are frozen rivers of orange stone. A wide tunnel and a good passage exit from east and west sides of the chamber. Unfortunately the tunnel is barred by a solid steel door with no obvious lock or handle. There are several objects of interest here - two large display boards and a display case. You see a gray rod and a memo here. >read memo It reads: "DISAPPEARANCE OF MEDALLION-CHARGING MACHINE An enquiry is to be held following the incident last week involving the apparent loss of the "medallion-charging" machine. Past experience suggests that the device may have translocated itself to another placement; if so, it may be found in due time. The occurrence was caused by an unpermissioned attempt to charge a crude replica medallion. The grey wand which appeared in place of the machine is to be left in situ, and the Travertine Room will remain closed to visitors until the finale of the investigation." No doubt a junior employee will take the blame for the failings of his (or her) superiors ... >get gray rod Taken. >w. nw At Top of Small Pit (Blue level) On a Balcony (Blue Level) >unlock switch. press button (trying all available keys) (using the small shiny key) Unlocked. You push the call button. After a short wait the doors swish open and you step into the elevator. In Elevator >press lower.s The doors slide shut. The elevator descends, then the doors open. You step out of the elevator and the doors close behind you. In Hall of Mists (Blue level) >w.ana At site of East Bank of Fissure (Blue level) You are at the site of the fissure which slices clear across the hall at Red level. However, there is no fissure now. The floor has been concreted over and the room is lit by electric lights. On East Bank of Fissure (Green level) A sturdy iron bridge now spans the fissure. A strange plaque is affixed to the north wall, above the middle of the fissure. It is written in an indecipherable script, but includes a picture which is instantly recognizable - a rod with a star on an end. >spin gray rod You start to turn the rod in your hand, and something strange happens! The star turns green and the rod starts to spin of its own accord, faster and faster ... >w As you cross the bridge you feel a sudden gust of wind, and it goes completely dark for a few seconds. You then find yourself in another place ... In Bird Chamber (Green level) You are in a splendid chamber thirty feet high. The walls are frozen rivers of orange stone. An awkward canyon and a good passage exit from east and west sides of the chamber. A faded sign on the north wall reads: "Transindection Room Keys are now stored in the Orange Level Office." A second sign over the east passage reads "Elves only." There is a strange machine in one corner. You immediately recognize it as a pendant-charging machine, similar to the ones you found earlier. You see a discolored aluminum disk here. The rod slows down again and comes to rest. >get disc (Putting the iron key in the leather sack to make room) Done. Taken. >put disc in machine Shortly after you place the disk into the slot, something very odd happens. The room shimmers, and you feel as if you are trapped in a kind of bubble, unable to escape! The room then changes. Although you are unable to leave the bubble, you find that you have been transported to the next Transindection level! In Bird Chamber (White level) You are in a splendid chamber thirty feet high. The walls are frozen rivers of orange stone. In fact, everything about this room looks as it does at Red level. After about half a minute, there is a brilliant flash of light. When your eyes start working again, you find yourself back in the original room: In Bird Chamber (Green level) You see a discolored aluminum disk here. No rods have been transported into this room, and the machine hasn't been transported either. Maybe the machine won't "Ana" itself unless there's a rod to "Kata" from the next level. >get disc Taken. >put gold pendant in machine The pendant fits the slot perfectly. The red and blue dots light up, and an image comes into your mind: a ruined city on an alien planet, illuminated by an aurora which fills the sky! You remove the pendant, and notice that it has changed - it is now marked with a slanted checkerboard pattern. >kata. w. kata. d. w. In Bird Chamber (Blue level) You see a memo here. At Top of Small Pit (Blue level) At Top of Small Pit Rough stone steps lead down the pit. In Hall of Mists Rough stone steps lead up the dome. On East Bank of Fissure >wave black rod. w. w. w A crystal bridge now spans the fissure! West Side of Fissure A crystal bridge now spans the fissure. At West End of Hall of Mists At East End of Long Hall >middle In Very Tight Crack >s.d.ana.d.kata.e.e On a Spiral Staircase Blocked Spiral Staircase The staircase below you is filled with rubble and you cannot proceed any further down. Lower Down on a Spiral Staircase (Blue level) In a large circular room (Blue level) A diffuse glow from the ceiling lights the room dimly. In a large circular room A diffuse glow from the ceiling lights the room dimly. In a long east-west passage Through the east exit you can see a light on the far wall of the room beyond. It is glowing brightly. Lower Transindection Chamber A light on the east wall is glowing brightly. >press green button. get multicolored rod. put star on rod You see the light move through a sequence of colors, until ... Lower Transindection Chamber (Green level) A light on the east wall is dark. You see a multicolored rod here. (Putting the control room manual in the leather sack to make room) Done. Taken. The star fits perfectly. In fact, it's such a snug fit that it won't come off again. >w In a long east-west passage (Green level) Through the east exit you can see a light on the far wall of the room beyond. It is dark. >w In a large circular room (Green Level) The massive stone blocks have been piled up neatly against a wall, close to the east passage. A diffuse glow from the ceiling lights the room dimly. There are about thirty Wumpi in this room, all sleeping peacefully. They have rearranged their beds, and it will now be possible to walk between the stairway and the east passage. >u On a Spiral Staircase (Green level) >u You can't go that way. >n In the Wumpus Living Room (Green level) >n In A Wide Crack (Green level) >n At East End of Long Hall (Green level) >e At West End of Hall of Mists (Green level) You are at the west end of the hall of mists. A low wide crawl continues west and another goes north, but the passage to the south is barred by a locked iron gate. A sign on the gate reads "Elves' Quarters: No Unauthorized Access." >e West Side of Fissure (Green level) You are on the west side of the fissure in the hall of mists. A sturdy iron bridge now spans the fissure. A strange plaque is affixed to the north wall, above the middle of the fissure. It is written in an indecipherable script, but includes a picture which is instantly recognizable - a rod with a star on an end. >spin multicolored rod You start to turn the rod in your hand, and something strange happens! The star turns white and the rod starts to spin of its own accord, faster and faster ... >e As you cross the bridge you feel a sudden gust of wind, and it goes completely dark for a few seconds. You then find yourself in another place ... Former Plaque Room (White level) You are in a small room with a marble floor and a high ceiling. A passage leads northeast. Marks on the ceiling suggest that this room once had a plaque there. Unfortunately it has now been removed. The gold pendant whispers to your mind: "Warning 09A1: Transindection movement mediated by unregistered object, type Astral Staff." You ponder the implications of your discovery. I'd bet that even Eldrand didn't know that the rods could transport you through Transindection! The rod slows down again and comes to rest. >look Former Plaque Room (White level) You are in a small room with a marble floor and a high ceiling. A passage leads northeast. Marks on the ceiling suggest that this room once had a plaque there. Unfortunately it has now been removed. >ne Something strange happends as you pass down the passage. Large rocks seem to melt away into nothingness, leaving the passage clear. Octagonal Room (White level) You're in an a low octagonal room with cracked marble walls. There were once exits in every compass direction, but they are now blocked by rockfalls, with the exception of the passages to the east and southwest. The east passage is barred by a locked steel door. >search rocks A few of the smaller rocks can be moved, and you find something - a plain, and rather battered, copper bracelet. Somehow you sense that it's not quite as uninteresting as it looks, and you slip it onto your wrist. >unlock door. e (trying all available keys) (using the oddly-shaped steel key) Unlocked. (Opening the east door) Upper Transindection Chamber (White level) You're in a small chamber, devoid of interest except for two colored dots on the floor, one green and one white. The white dot is circled. The west passage leads through a steel door. A door has opened in the north wall, revealing a dark passage to another room. >n Machine Chamber (White level) You're in a small chamber, devoid of interest except for a strange machine in one corner. A passage leads south. You see an oblong box here. >get oblong box Taken. >s.w Upper Transindection Chamber (White level) The west passage leads through a steel door. A door has opened in the north wall, revealing a dark passage to another room. Octagonal Room (White level) The east passage leads through a steel door. >phleece Cobbled Former Plaque Room (White level) You are in a cramped room with a cobbled floor and a low ceiling. It would appear that the ceiling once bore a plaque, but it has been removed. A passage once led east, but has now been bricked up. You see platinum bars here! >get platinum bars (Putting the topaz in the leather sack to make room) Done. Taken. * Your score just went up by 2 points. * Hmmm... You seem to have found an extra item I didn't know about, so I've increased the maximum score to 771 points! >kata Cobbled Plaque Room (Green level) You are in a cramped room with a cobbled floor and a low ceiling. A passage once led east, but is now blocked with debris. A plaque is affixed to the ceiling of the room. It's identical to the one you saw at Green level - the same script, and the same picture of a rod with a star on an end. >kata Cobbled Plaque Room (Blue level) You are in a cramped room with a cobbled floor and a low ceiling. A passage once led east, but is now blocked with debris. A plaque is affixed to the ceiling of the room. It's identical to the one you saw at Green level - the same script, and the same picture of a rod with a star on an end. >kata Cobbled Plaque Room A plaque is affixed to the ceiling of the room. It's identical to the one you saw at Green level - the same script, and the same picture of a rod with a star on an end. >e.e. xyzzy Debris Room West In Debris Room Inside Building A steel safe is embedded in the wall. You see a poster, a small brass key, and a velvet pillow here. You see a Persian rug, a crystal ball, and a treasure chest here! The steel safe seems to contain a rare book, a small metal canister, some rare coins, a gem-encrusted visorless helmet, bars of silver, precious jewelry, a delicate lyre, a silver chalice, several diamonds, a silver horn, a glistening pearl, a scrimshaw spyglass, a bag filled with pieces of eight, a four-leafed clover, a silken cloak, a pair of ruby slippers, a mithril ring, an elfin crown, a gleaming sword, a gold tree, a silver droplet, rare spices, a small gold ring, a jade bracelet, a golden chain, ancient Indian turquoise beads, a rock-crystal sculpture, a casket of opals, a massive iridium crown, a ruby-covered toy yacht, a sapphire sceptre, a star sapphire, a platinum pyramid, an emerald the size of a plover's egg, and a nest of golden eggs. The treasure chest seems to contain the pirate's loot, an oaken cask of wine, a jeweled trident, and a large gold nugget. Sitting on the velvet pillow is a ming vase. >put platinum bars in safe Done. * Your score just went up by 10 points. * >plugh At "Y2" >s.d.w.d.w.w Low N/S Passage In Dirty Passage In Dusty Rock Room You see a small whiskbroom here. At Complex Junction In Bedquilt In Swiss Cheese Room >oriental In Oriental Room >n In Misty Cavern >ne At Dante's Rest You're at Dante's Rest, on the north side of a yawning dark chasm. A passage continues west along the chasm's edge. A decrepit natural bridge spans the chasm. A message scrawled into the rock wall reads: "Bridge out of repair. Maximum load: 35 Foonts." >wave black rod Nothing obvious happens. >cross At Devil's Chair. You're at the Devil's Chair, a large crystallization shaped like a seat, at the edge of a black abyss. You can't see the bottom. An upward path leads away from the abyss. A decrepit natural bridge spans the chasm. A message scrawled into the rock wall reads: "Bridge out of repair. Maximum load: 35 Foonts." >u In Rotunda You're in the Rotunda. Corridors radiate in all directions. There is a telephone booth standing against the north wall. The telephone booth is unoccupied. The phone is ringing. >enter booth As you move towards the phone booth, a gnome suddenly streaks around the corner, jumps into the booth and rudely slams the door in your face. You can't get in. >n.e.enter booth In Narrow East-West Passage You're in a long narrow east-west passage which curves out of sight at both ends. In Rotunda The telephone booth is unoccupied. The phone is ringing. As you move towards the phone booth, a gnome suddenly streaks around the corner, jumps into the booth and rudely slams the door in your face. You can't get in. >n.e.enter booth In Narrow East-West Passage In Rotunda The telephone booth is unoccupied. The phone is ringing. As you move towards the phone booth, a gnome suddenly streaks around the corner, jumps into the booth and rudely slams the door in your face. You can't get in. >n.e.enter booth In Narrow East-West Passage In Rotunda The telephone booth is unoccupied. The phone is ringing. As you move towards the phone booth, a gnome suddenly streaks around the corner, jumps into the booth and rudely slams the door in your face. You can't get in. >n.e.enter booth In Narrow East-West Passage In Rotunda The telephone booth is unoccupied. The phone is ringing. As you move towards the phone booth, a gnome suddenly streaks around the corner, jumps into the booth and rudely slams the door in your face. You can't get in. >n.e.enter booth In Narrow East-West Passage In Rotunda The telephone booth is unoccupied. The phone is ringing. (Opening the booth door) In Phone Booth You are standing in a telephone booth at the side of a large chamber. Hung on the wall is a banged-up pay telephone of ancient design. The phone is ringing. >answer phone No one replies. Instead, you hear music, which you think you recognize as "The Walls of Jericho". Maybe it's a crossed line. After a few seconds, the line goes dead with a definite "Click". You replace the receiver. >hit phone A few lead slugs drop from the coinbox. (Gnomes are notoriously cheap....) But you have broken the phone beyond all hope. There are some lead slugs here! >get slugs Taken. >out In Rotunda The telephone booth is unoccupied. >sw At Devil's Chair. A decrepit natural bridge spans the chasm. A message scrawled into the rock wall reads: "Bridge out of repair. Maximum load: 35 Foonts." >wave black rod Nothing obvious happens. >cross At Dante's Rest A decrepit natural bridge spans the chasm. A message scrawled into the rock wall reads: "Bridge out of repair. Maximum load: 35 Foonts." >w. s. se. ne In Misty Cavern In Oriental Room In Swiss Cheese Room In Bedquilt >e.u.e.u At Complex Junction In Dusty Rock Room You see a small whiskbroom here. In Dirty Passage Low N/S Passage >s.w In Hall of Mt King You see a cheerful little bird and a wicker cage here. In West Side Chamber >w.s N/S and E/W Crossover At West End of Long Hall You are at the west end of a very long featureless hall. The hall joins up with a narrow north/south passage. >s Maze of Twisty Little Passages, All Different You are in a maze of twisty little passages, all different. >u.u.s Twisty Little Maze of Passages, All Different You are in a twisty little maze of passages, all different. Little Maze of Twisting Passages, All Different You are in a little maze of twisting passages, all different. At a Dead End, in Front of a Massive Vending Machine You have reached a dead end. There is a massive vending machine here. >x machine. x slugs The instructions on the vending machine read, "Insert coins to receive fresh batteries." They look similar to coins, and have a crude design stamped on them. Maybe they are actually used as a form of currency within the cave. >put slugs in slot Soon after you insert the lead slugs in the coin slot, the vending machine makes a grinding sound, and a set of fresh batteries falls at your feet. >get batteries Taken. >n.d.d.d Little Maze of Twisting Passages, All Different Maze of Little Twisting Passages, All Different You are in a maze of little twisting passages, all different. Maze of Twisty Little Passages, All Different At West End of Long Hall >n.e.e N/S and E/W Crossover In West Side Chamber Your lamp is getting dim. I'm taking the liberty of replacing the batteries. In Hall of Mt King You see a cheerful little bird and a wicker cage here. >u. ana. ana. u In Hall of Mists Rough stone steps lead up the dome. In Hall of Mists (Blue level) In Hall of Mists (Green level) Signs above the staircase and the north passage read: "Warning: passdisks must be shewn." Rough stone steps lead up the dome. You experience a strange tingling sensation as you climb the steps, then ... At East End of Long Hall (Green level) >s.s.s.d In A Wide Crack (Green level) In the Wumpus Living Room (Green level) On a Spiral Staircase (Green level) In a large circular room (Green Level) The massive stone blocks have been piled up neatly against a wall, close to the east passage. A diffuse glow from the ceiling lights the room dimly. There are about thirty Wumpi in this room, all sleeping peacefully. They have rearranged their beds, and it will now be possible to walk between the stairway and the east passage. >climb blocks.e.kata.kata.e.ana You climb to the top of the blocks, trying to make as little noise as possible... At Top of Blocks Access Shaft (Green level) Access Shaft (Blue level) Access Shaft (Red level) East Access Shaft (Red level) East Access Shaft (Blue level) You have made a small hole in the concrete wall. >put topaz in hole Your mind goes back to the penciled note in the Control Room manual. There was something to the effect that the "Permeation field" outside the Maintenance Room was too weak to activate the damaged topaz. But if you put the topaz inside ... You reach through the hole, taking care not to let your bare skin touch the damaged concrete. You gently set down the Topaz on the floor of the room beyond, and at first you think that nothing has happened. Then you realize - with a start - that your arm has passed right through the wall! >e Maintenance Room (Blue level) You're in a cramped, almost bare room with no visible exits. The north wall bears the row of hooks which you saw through the hole, and the south wall has a switch marked "Blue Level Isolator Switch". Above it there is a red light marked "Control-room Enable Signal". The isolator switch is on. The red light is glowing. You have made a small hole in the concrete wall. You see a topaz here! >ana Maintenance Room (Green level) You're in a cramped, almost bare room with no visible exits. The north wall bears a row of hooks, and the south wall has a switch marked "Green Level Isolator Switch". Above it there is a red light marked "Control-room Enable Signal". The isolator switch is on. The light is dark. You see an oblong box here. >x box It's a featureless rectangular box, made from a nondescript grey metal. It measures about 6 by 4 by 2 inches. >kata Maintenance Room (Blue level) The isolator switch is on. The red light is glowing. You have made a small hole in the concrete wall. You see a topaz here! >get topaz Taken. >kata.kata Maintenance Room You're in a cramped, almost bare room with no visible exits. The north wall bears a row of hooks, and the south wall has the expected "on-off" switch marked "Red Level Isolator Switch". Above it there is a red light marked "Control-room Enable Signal". The isolator switch is on. The red light is glowing. * Your score just went up by 10 points for entering a room with bonus points. * Maintenance Room (Orange level) You're in a cramped room, slightly larger than its counterparts at other Levels and lit by a dim glow from the ceiling. There are no visible exits, except for a blocked-off doorway to the west. Marks and holes on the north wall suggest that it once bore equipment of some kind, but it has been removed. The south wall has three "on-off" switches. The left switch is marked "Orange Level Isolator Switch", and a red light above it is labelled "Control- room Enable Signal." The middle and right switches are labelled "Lower Chambers" and "Upper Chambers", and a sign above both switches reads "Emergency Chamber Shutdown (all levels)". The red light is glowing. The left switch is off. The middle and right switches are both on. >turn off right switch Okay, it's now turned off. Your vision of the Green-level Banqueting Hall comes back into your mind. The elves were hoping to use the Upper Transindection Room to invade other Levels - but you feel sure that you've now foiled their plans! >w You pass your hand through the wall, and feel the desk on the other side. Then you duck down and crawl through, aiming to emerge ... Under a Desk (Orange level) >w.w In Orange Level Office You walk down a flight of stone steps, and find yourself ... In a large circular room (Orange level) A diffuse glow from the ceiling lights the room dimly. >ana.ana.u.u.u.s.kata.e In a large circular room A diffuse glow from the ceiling lights the room dimly. In a large circular room (Blue level) A diffuse glow from the ceiling lights the room dimly. Lower Down on a Spiral Staircase (Blue level) On a Spiral Staircase (Blue level) At Top of Spiral Staircase (Blue level) Octagonal Room (Blue level) The passage to the east leads through a steel door, but has been blocked by a rockfall on the far side of the door. Octagonal Room The east passage leads through a steel door. You see a torn scrap of paper here. Upper Transindection Chamber The west passage leads through a steel door. You notice that the floor is now completely featureless. The dots have disappeared! A door has opened in the north wall, revealing a dark passage to another room. You see a crumpled sheet of paper here. >x floor The floor is now completely featureless - the dots have disappeared! >w.n.d.n.n Octagonal Room The east passage leads through a steel door. You see a torn scrap of paper here. At Top of Spiral Staircase On a Spiral Staircase In Very Tight Crack At East End of Long Hall >n.e.e N/S and E/W Crossover In West Side Chamber You see a set of worn-out batteries here. In Hall of Mt King You see a cheerful little bird and a wicker cage here. >n Low N/S Passage >d In Dirty Passage >w In Dusty Rock Room You see a small whiskbroom here. >d At Complex Junction >n In Shell Room You see a giant oyster here. >u In Arched Hall >e Coral Passage >wave black rod Nothing obvious happens. >e.n.n.ana Bend in Arched Coral Corridor Fork in Arched Coral Passage Fourier Passage Fourier Passage (Blue level) You're in the Fourier Passage. Like other rooms in the Blue-level cave it is lit by overhead electric lights and concrete has been laid on the floor. Narrow parts of the tunnel have been widened, and the southwest exit leads out to the platform above the beach. Unfortunately the northwest exit is blocked by a locked steel door. >sw Shelf of Rock Above Beach (Blue level) You are standing on a large shelf of sedimentary rock overlooking a lava beach. The shelf is an extension of an incredible cliff, but now there is a way up - a recently-built timber roadway zig-zags up the cliff, disappearing into a large tunnel about 200 feet above you. A smaller tunnel leads into the cliff to the west. >d Beach (Blue level) You are standing on a short, barren beach composed of hardened lava. Rugged and unclimbable volcanic hills block all view to the north and south, and a seemingly infinite cliff fills the entire western hemisphere. To the east, a narrow inlet of ocean water laps gently upon the beach. The scene is illuminated by the light of three small moons shining through the shimmering glow of an aurora that fills the entire sky with golden splendor. Steps lead back up to the shelf of rock, from which a zig-zagging timber roadway continues up the face of the cliff. A notice on the cliffside reads "Pirate's Beach". >read notice The notice reads "MAMMOTH CAVE MINING CORPORATION", with "Pirate's Beach" below in large print. There is smaller print underneath, so you move closer and read "See the Exhibition in the Travertine Room". Travertine ... Ah! I think that's the orange mineral in the Bird Chamber. The Travertine Room must be the Blue-level name for the Bird Chamber. >u.u Shelf of Rock Above Beach (Blue level) At Tunnel Entrance (Blue level) You're at the entrance to an E/W tunnel, lit by overhead electric lights. To the north, the timber roadway leads down the cliff. To the west, the tunnel leads in to the cliff face. >w In a Winding Tunnel (Blue level) You're in a winding tunnel, lit by overhead electric lights, which spirals up towards the top of the cliff. You experience a strange sensation as you walk along, as if you are moving in slow motion. >u As you continue upwards, you find it necessary to 'pop' your ears every few yards, and notice that the air seems to be getting thinner. The tunnel emerges into the light,and you find yourself ... At Top of Cliff (Blue level) You're at the top of the cliff, high above the beach. There is a low balustrade to the east, beyond which a magnificent sea-scape spreads out before you. High walls block the way to the north, south and west. The tunnel emerges from the north wall, and a large steel door is set into the west wall. To the south, a stone tower rises about 100 feet above you, but its door is firmly closed and locked. To one side of the tunnel there is a strange plaque, identical to the one you saw at Green level. The same indecipherable script, and the same picture of a rod with a star on an end. >kata At Top of Cliff You're at the top of the cliff, high above the beach. There is a low balustrade to the west, beyond which a magnificent sea-scape is spread out before you. High walls block the way to the north, south and west. The tunnel emerges from the north wall, and a large doorway - unfortunately blocked by rubble - is set into the west wall. To the south, an open doorway leads into a stone tower, rising about 100 feet above you. To one side of the tunnel there is a strange plaque, identical to the one you saw at Green level. The same indecipherable script, and the same picture of a rod with a star on an end. >s Tower Base You're at the base of the tower. A stone staircase leads up, but it appears to be in poor repair. The only obvious exit is the doorway to the north, leading out. >u After a few feet, the stairs are blocked by fallen masonry. You are forced to climb down again. >ana.u Tower Base (Blue level) You're at the base of the tower. The exit to the north is firmly locked, but the staircase now leads both up and down. Stone slabs (which presumably blocked the way down) are piled up to one side of the staircase. Its walls have been plastered and painted and are now completely smooth and featureless. At Top of Tower (Blue level) You're in a circular room at the top of the tower. Many signs of recent repairs are evident, including the windows which have been re-glazed. To the east you see the seascape, and to the west an abandoned city stretches out before you - or more accurately, a previously abandoned city. Most of the buildings are in ruins, but many of them are lit by electric lights and the more intact ones - often four or five stories tall - are covered in scaffolding. Large archeological digs are in progress at several sites. A small brass plaque is attached to the wall. It bears the logo and name of the Mammoth Cave Mining Corporation, below which you can see more information in smaller print. >x windows The windows have recently been reglazed. >look through windows All around you, the scene is illuminated by the glow of an aurora which fills the entire sky. To the east you see an ocean, illuminated by the light of three small moons. To the west, a large city stretches out before you. It appears to have been abandonded until recently, but the signs of recolonization are everywhere. >read plaque The plaque bears a logo at the top, below which the following words are inscribed: "MAMMOTH CAVE MINING CORPORATION Artefacts discovered in this tower Platinum sphere (during reconstruction of staircase). Blue wand (in basement room, now in Museum.) Medallion-charging machine (in Basement room, now in Travertine room exhibition.)" >d Tower Base (Blue level) >d Tower Basement (Blue level) You're in the basement of the tower - a small circular room with smooth plastered walls. A spiral staircase leads up. >kata Tower Basement You're in the basement of the tower - a small circular room with stone walls. A spiral staircase leads up. There is a pendant-charging machine here, exactly like the one you found in the Green-level Bird Chamber. You see a red rod here. >get red rod (Putting the gray rod in the leather sack to make room) Done. Taken. >ana Tower Basement (Blue level) >drop red rod Dropped. >kata Tower Basement There is a pendant-charging machine here, exactly like the one you found in the Green-level Bird Chamber. >put discolored disc in machine Shortly after you place the disk into the slot, something very odd happens. The room shimmers, and you feel as if you are trapped in a kind of bubble, unable to escape! The room then changes. Although you are unable to leave the bubble, you find that you have been transported to the next Transindection level! Tower Basement (Blue level) You see a red rod here. After about half a minute, there is a brilliant flash of light. When your eyes start working again, you find yourself back in the original room: Tower Basement You see a red rod here. You notice that a rod has now been "Kata"ed down from the next level up, and the machine has disappeared. I guess that it's "Ana"ed itself to the next level. >get red rod Taken. >ana Tower Basement (Blue level) There is a pendant-charging machine here, exactly like the one you found in the Green-level Bird Chamber. You see a discolored aluminum disk here. >put discolored disk in machine Shortly after you place the disk into the slot, something very odd happens. The room shimmers, and you feel as if you are trapped in a kind of bubble, unable to escape! The room then changes. Although you are unable to leave the bubble, you find that you have been transported to the next Transindection level! Tower Basement (Green level) You're in the basement of the tower - a small circular room with whitewashed stone walls. A spiral staircase leads up. You see a large glass-fronted cabinet here. The large glass-fronted cabinet seems to contain a green rod and various exhibits. After about half a minute, there is a brilliant flash of light. When your eyes start working again, you find yourself back in the original room: Tower Basement (Blue level) You see a green rod here. You notice that a rod has now been "Kata"ed down from the next level up, and the machine has disappeared. I guess that it's "Ana"ed itself to the next level. >take green rod. u. kata. out Taken. Tower Base (Blue level) Tower Base At Top of Cliff To one side of the tunnel there is a strange plaque, identical to the one you saw at Green level. The same indecipherable script, and the same picture of a rod with a star on an end. >out I don't know what 'out' or 'exit' means here. Use compass points or name something in the general direction you want to go. >spin green rod You start to turn the rod in your hand, and something strange happens! The star turns green and the rod starts to spin of its own accord, faster and faster ... >enter tunnel As you approach the tunnel you feel a sudden gust of wind, then the room goes pitch black for a few seconds. You then find yourself in another place ... Tower Basement (Green level) You see a large glass-fronted cabinet here. The large glass-fronted cabinet seems to contain various exhibits, a pendant-charging machine, and a discolored aluminum disk. The gold pendant whispers to your mind: "Warning 09A1: Transindection movement mediated by unregistered object, type Astral Staff." The rod slows down again and comes to rest. >u.u Tower Base (Green level) You're at the base of the tower. A repaired stone staircase leads both up and down, but the exit to the north is firmly locked. About 20 feet up the stairs (Green Level) You are about 20 feet up the Green-level staircase. A small door leads east, but is firmly locked. >unlock door (trying all available keys) (using the damaged key) Unlocked. You stare in disbelief as the realization hits you. This key no longer fits the lock for which it was intended, but here the converse is also true - it now fits a lock for which it wasn't intended! >e (Opening the small door) Small Room (Green level) You're in a very small, featureless room. Marks on the floor indicate that some sort of machine used to be here, but a handwritten note attached to the wall reads "Removed for recomprisation". The only exit is the door leading out to the west. You see a brass sphere here. >get brass sphere (Putting the multicolored rod in the leather sack to make room) Done. Taken. >kata.kata Small Room (Blue level) You're in a very small room, identical to its counterpart at Red level except for the doorway to the west, which appears to have been bricked up from the other side. You see a strange machine here. Small Room You're in a very small room to the east of the staircase. You see a lead sphere and a strange machine here. >get lead sphere (Putting the oblong box in the leather sack to make room) Done. Taken. >x machine The device looks very similar to the pendant-recharging machines which you saw earlier. The same gray metal, the same shape and size - rectangular, two feet wide by three feet high. The front face is inscribed with strange symbols. In place of a slot, the top face bears a hemispherical recess, about three inches in diameter. Unfortunately this machine shows signs of damage. The front face looks blackened and discolored, and there is a ragged hole in the left-hand side. >ana Small Room (Blue level) You see a strange machine here. >x machine The device looks very similar to the pendant-recharging machines which you saw earlier. The same gray metal, the same shape and size - rectangular, two feet wide by three feet high. The front face is inscribed with strange symbols. In place of a slot, the top face bears a hemispherical recess, about three inches in diameter. You note with interest that someone has put in some maintenance on this machine. A section of the front face - about eighteen inches on a side - appears to have been cut out and welded back in place. The hole in the side has been covered with a small rectangular plate, but now there is an oblong hole below the plate, measuring about 4 by 2 inches. >put oblong box in hole You carefully insert the box into the hole, until its front surface makes a perfect fit with the surface of the machine. There is a strange humming noise, and the outlines of the box glow faintly for a few seconds before disappearing altogether! >put lead sphere on recess There is a bright flash of light, and the sphere glows intensely for a few seconds. You remove it from the recess, noting that it has now changed. In fact, it's now a platinum sphere! * Your score just went up by 2 points. * Hmmm... You seem to have found an extra item I didn't know about, so I've increased the maximum score to 793 points! >put brass sphere on recess There is a bright flash of light, and the sphere glows intensely for a few seconds. You remove it from the recess, noting that it has now changed. In fact, it's now an iridium sphere! * Your score just went up by 2 points. * Hmmm... You seem to have found an extra item I didn't know about, so I've increased the maximum score to 805 points! *** I think you have collected the last available treasure - unless you can prove me wrong! *** >kata.w.ana Small Room You see a strange machine here. Middle of Ruined Staircase You are standing on a short section of the ruined staircase which is still intact. The staircase below you is blocked by fallen masonry, and the stairs above you have collapsed. To the east, a dark doorway leads into a small room! About 20 feet up the stairs (Blue Level) You are on the Blue-level staircase, at the site of the doorway, but there's now no sign of a doorway at this Transindection level - only smooth plastered walls. >d.kata.out Tower Base (Blue level) Tower Base At Top of Cliff To one side of the tunnel there is a strange plaque, identical to the one you saw at Green level. The same indecipherable script, and the same picture of a rod with a star on an end. >spin black rod You start to turn the rod in your hand, and something strange happens! The star turns red and the rod starts to spin of its own accord, faster and faster ... >n As you approach the tunnel you feel a sudden gust of wind, then the room goes pitch black for a few seconds. You then find yourself in another place ... In Debris Room The rod slows down again and comes to rest. >xyzzy Inside Building A steel safe is embedded in the wall. You see a poster, a small brass key, and a velvet pillow here. You see a Persian rug, a crystal ball, and a treasure chest here! The steel safe seems to contain a rare book, a small metal canister, some rare coins, a gem-encrusted visorless helmet, bars of silver, precious jewelry, a delicate lyre, a silver chalice, several diamonds, a silver horn, a glistening pearl, a scrimshaw spyglass, a bag filled with pieces of eight, a four-leafed clover, a silken cloak, a pair of ruby slippers, a mithril ring, an elfin crown, a gleaming sword, a gold tree, a silver droplet, rare spices, a small gold ring, a jade bracelet, a golden chain, ancient Indian turquoise beads, a rock-crystal sculpture, a casket of opals, a massive iridium crown, a ruby-covered toy yacht, a sapphire sceptre, a star sapphire, a platinum pyramid, an emerald the size of a plover's egg, a nest of golden eggs, and platinum bars. The treasure chest seems to contain the pirate's loot, an oaken cask of wine, a jeweled trident, and a large gold nugget. Sitting on the velvet pillow is a ming vase. >@walk10.txt >i You have a set of keys (being worn), a leather sack, a brass lantern (providing light), a gold pendant (being worn), an orange pendant (being worn), a green pendant (being worn), a copper bracelet (being worn), a topaz, a red rod, a green rod, a platinum sphere, and an iridium sphere. The leather sack seems to contain a small empty bottle, a bag of coal, a polished metal plate, a black rod, an iron key, a control room manual, a gray rod, and a multicolored rod. >put topaz, platinum sphere, iridium sphere, crystal ball in safe topaz: Done. platinum sphere: Done. iridium sphere: Done. crystal ball: (First taking the crystal ball) Taken. Done. * Your score just went up by 40 points. * >plugh At "Y2" >s Low N/S Passage >d In Dirty Passage >w In Dusty Rock Room You see a small whiskbroom here. >d At Complex Junction >w In Bedquilt >secret In Secret N/S Canyon >s Atop Stalactite A large stalactite extends from the roof and almost reaches the floor below. You could climb down it, and jump from it to the floor, but having done so you would be unable to reach it to climb back up. >n In Secret N/S Canyon >n At Junction of Three Secret Canyons >n At Window on Pit The shadowy figure seems to be trying to attract your attention. >reflect At Window on Pit The shadowy figure seems to be trying to attract your attention. >e At "Y2" >s Low N/S Passage >d In Dirty Passage >w In Dusty Rock Room You see a small whiskbroom here. >d At Complex Junction >w In Bedquilt >d You have crawled around in some little holes and wound up back in the main passage. >u You have crawled around in some little holes and wound up back in the main passage. >u You have crawled around in some little holes and wound up back in the main passage. >u You have crawled around in some little holes and wound up back in the main passage. >u You have crawled around in some little holes and wound up back in the main passage. >u You have crawled around in some little holes and wound up back in the main passage. >u You have crawled around in some little holes and wound up back in the main passage. A sepulchral voice reverberating through the cave says, "Cave closing soon. All adventurers please report to the treasure room via the alternate entrance to claim your treasure." * Your score just went up by 20 points. * >u You have crawled around in some little holes and wound up back in the main passage. >u You have crawled around in some little holes and wound up back in the main passage. >u You have crawled around in some little holes and wound up back in the main passage. >u You have crawled around in some little holes and wound up back in the main passage. >u You have crawled around in some little holes and wound up back in the main passage. >u You have crawled around in some little holes and wound up back in the main passage. >u You have crawled around in some little holes and wound up back in the main passage. >u You have crawled around in some little holes and wound up back in the main passage. >u You have crawled around in some little holes and wound up back in the main passage. >u In Secret N/S Canyon >s Atop Stalactite >d Maze of Twisty Little Passages, All Alike >s Maze of Twisty Little Passages, All Alike >n Maze of Twisty Little Passages, All Alike >e At Brink of Pit >d In Bird Chamber >w At Top of Small Pit Rough stone steps lead down the pit. >d In Hall of Mists Rough stone steps lead up the dome. >w On East Bank of Fissure >look On East Bank of Fissure You are on the east bank of a fissure slicing clear across the hall. The mist is quite thick here, and the fissure is too wide to jump. >wave gray rod Peculiar. Nothing happens. >wave black rod A crystal bridge now spans the fissure! >w West Side of Fissure A crystal bridge now spans the fissure. >w At West End of Hall of Mists >w At East End of Long Hall >n N/S and E/W Crossover >e In West Side Chamber You see a set of worn-out batteries here. >e In Hall of Mt King You see a cheerful little bird and a wicker cage here. >n Low N/S Passage >d In Dirty Passage The sepulchral voice intones, "The cave is now closed." As the echoes fade, there is a blinding flash of light (and a small puff of orange smoke). . . . As your eyes refocus, you look around and find that you're... Cylindrical Room You are in a small cylindrical room with very smooth walls and a flat floor and ceiling. There are no exits visible anywhere. * Your score just went up by 20 points. * >zorton Ok. >xyzzy Ok. >thurb Ok. >snoeze Ok. >samoht Ok. >saint-michel Ok. >pray Ok. >plugh Ok. >plover Ok. >phuggg Ok. >phuce Ok. >phrosal Ok. >phleece Ok. >noside Ok. >melenkurion Ok. >knerl Ok. >klaetu Ok. >kata Ok. >foo Ok. >foe Ok. >fie Ok. >fee Ok. >click Ok. >blerbi Ok. >ana Ok. >>Foof!<< At End Of Road * Your score just went up by 20 points. * >s In A Valley >s At Slit In Streambed At your feet all the water of the stream splashes into a 2-foot slit in the rock. Downstream the streambed is bare rock. >d * Your score just went up by 20 points. * You plunge into the stream and are carried down into total blackness. Deeper and deeper you go, down into the very bowels of the earth, until your lungs are aching with the need for fresh air. Suddenly, with a violent >splash!!< you find yourself sitting on the edge of a pool of water in a vast chamber lit by dozens of flaring torches. Despite your dramatic entrance, your presence is not immediately noticed - as if everyone is too preoccupied with what they are doing. You take advantage of this to have a good look round. The floor is covered with thick layers of precious Persian rugs! Rare coins, bars of silver, lumps of gold and platinum and gold rings are strewn carelessly about! There are diamonds, rubies, sapphires, emeralds, opals, pearls, and fabulous sculptures and ornaments carved out of jade and imperishable crystal resting on display shelves, along with rare Ming vases and ancient Indian turquoise beads! A large pile of crystal balls is stacked against one wall. You look into a few of them, fascinated by the scenes they show. In one, you see the Troll's treasure chamber, lit by an orange glow and stacked with priceless items of all descriptions. Another ball shows a strange ruined city, illuminated by three moons and the golden glow of an aurora which fills the entire sky! A third ball shows a large circular room, lit by a dim glow - and full of sleeping Wumpi. A flotilla of ruby-encrusted toy boats is floating in the pool of water beside you! A network of golden chains supports a fantastic Iridium crown! There is a display case on the wall filled with a fantastic selection of magical swords, which are singing "Hail to the Chief" in perfect pitch and rhythm! A second case contains a collection of about ten elven swords, all gleaming like the one you took from the anvil! A third, much larger case holds over 130 elven crowns, all made of gold or mithril silver and encrusted with valuable stones of all descriptions! A plaque, affixed to the front of the cabinet, states that 114 of the crowns were found in a recently-discovered burial vault. A further two vaults are believed to exist, but have not yet been excavated. The Mountain King is searching the case, muttering to himself. You hear him say: "I hope he realizes that the treasures go to the Troll when they're not left in a 'safe' place." He then grabs one of the crystal balls and looks into it. "Hmmm. I can't see it in the Troll's treasure chamber." He looks in the case again and says: "Ah yes! Here it is! " He retrieves his rightful property from the case, puts it on and starts adjusting it in front of a mirror. "Hmmm. A little further to the left, perhaps ... " Off to one side there is a large closet containing silken cloaks, ruby slippers, and many other priceless articles of clothing! There are a dozen friendly little dwarves in the room, displaying their talents by deftly juggling hundreds of golden eggs! A large troll, a gigantic ogre, and a bearded pirate are tossing knives, axes, and clubs back and forth in a friendly demonstration of martial skill! A horde of cheerful little gooseberry goblins are performing talented acrobatics to an appreciative audience composed of a dragon, a large green snake, a cute little bird (which is sitting, unmolested, on the snake's head), a peaceful basilisk, and a large Arabian Djinn. A Gnome is playing ancient and valuable musical instruments, filling the air with beautiful music. Nearby a large black dog is sleeping peacefully. Everyone turns and sees you, and lets out a heart-warming cheer of welcome! Then the Mountain King spots your Transindection pendants, and shouts "Where did you find the pendants?" You stutter and stammer, but then manage to regain your composure and tell the King what you found. When he learns that the Upper Transindection Chambers were working, he looks very worried indeed, but when you reassure him that you have disabled the Chambers, he congratulates you! Everyone lets out a loud "Hurrah!" The rest of your day is occupied with discreet Transindection tours, conducted with the aid of your pendants and gold rings worn by your companions. Rods are spun near various plaques, the Zarkalon tower is visited and the transmutation of lead to platinum is demonstrated. Blue-level display boards are read, and plans are made for the excavation of the remaining burial chambers at Red level. But that's the start of a much longer story ... You have scored 800 out of a possible 805, using 1323 turns. Your score puts you in Master Adventurer Class A. To achieve the next higher rating, you need 5 more points. You may restore a saved game, start over, quit, or undo the current command. Please enter RESTORE, RESTART, GAME350, GAME550, etc, QUIT, or UNDO: >quit Come back and visit the newly remodelled and extended Colossal Cave soon!