Note that the order of play here is suitable for experienced players who know how to avoid being killed. There is a problem here - if you get killed, you probably won't have the ring, and you therefore won't be able to get back across the bridge to continue the game. This hasn't been changed in the TADS port because it's probably a deliberate feature of the 550-point version (although I think it has been changed in the 660-point game.) If you want to get round the problem, it is suggested that you go north and work on getting that safe open. Without giving away too much of the plot at this stage, it can be said that once you've opened the safe you'll have a way to get back here after reincarnation. We'll start with the NE passage: >ne >light lamp Winding Passage >n Golden Chamber >nw Translucent Room >wear bracelet >e Oh-oh! Those goblins look nasty. However, we've brought the right object along with us: >throw teeth >ne Arabesque Room >take flask >s.s.nw North End of Valley of Faces >nw South End of Foggy Plain >n Foggy Plain How do we find our way around here? Certainly not by dropping objects. The hint has the answer - we need to think of a question which is important in most rooms. In this room, the answer is "no". It turns out that you can actually see better if you: >turn off lamp You should now see a light. The direction is random, so this walkthrough will need changing here if the random number sequence is changed. >ne Foggy Plain by Cairn of Rocks >d. turn on lamp Nondescript Chamber >take yacht >n Pentagram Room >put flask on pentagram >open flask (The Djinn will be trapped, but will ask you to:) >open pentagram (The Djinn will then give some advice - for the endgame. He'll also appear a little later on with advice about a magic word. You should read it carefully - it will backfire if you don't take care about when and where to use it.) >n End of Crack, at Bottom of Chimney >u Lava Tube at Top of Chimney >s Steep Slide in Tube >d South End of Foggy Plain >s North End of Valley of Faces >n Rough, Narrow Passage >n North of Basilisk >n Fork by Steps >d On the Steps >d Exit on Steps >d Storage Room >take plate (you need this for later) >u Exit on Steps >n At "Y2"? Typing 'plugh' at this point will confirm your suspicion that this is a duplicate of the familiar room near the Hall of Mists! >w Catacombs To get through here, you can use the traditional technique of dropping objects to make the rooms look different. A 'correct' move will take you to the next room, but a 'wrong' move will take you back to the previous one (unless you're in the first Catacomb, in which case you'll stay where you are.) >s.sw.nw.s.d.w.nw.n.s.n.e West Audience Hall >e East Audience Hall >take sceptre (the skeleton will give you one of five magic words, for the safe. Again, it's a random choice so you'll need to use a different word if the random number sequence changes.) >w.w.sw.e.se.ne.e.se.d.s.n. At "Y2"? >s.u.u Fork by Steps >n Peelgrunt Room Now you should use the word which the skeleton gave you. (This will change if the random number sequence changes). >knerl >in In the Safe >read list (List of possible magic words. Note that these don't work until the skeleton has given you the right one.) >drop rod, yacht, sceptre, bracelet, chain, beads, sculpture, opals >out Peelgrunt Room >close safe >s Fork by Steps >s North of Basilisk (make sure you are carrying the metal plate in hand) >s.s.s.s At Breath-Taking View >bear, follow me >s.e In Chamber of Boulders >get spices >fork.w.w On NE Side of Chasm >cross The troll steps out from beneath the bridge and blocks your way. >bear, attack troll (Troll will flee. Note that the bear stops following you, which is just as well.) >cross On SW Side of Chasm Now we can get those eggs back. Don't do this until you're done with the area beyond the chasm. >fee.fie.foe.foo >sw.d.sw In Oriental Room >get vase >se.e In Soft Room >get pillow >w.ne In Bedquilt >e.u.e.u.n.plugh Inside Building >turn off lamp