a dimly lit room.  (E)
You are in a dimly lit room.  The walls are bare rock with strange designs engraved in them.  You can see torchlight to the east, which is your only exit.
an E/W tunnel.
You are in a plain tunnel.  You can hear a faint noise far to the east.
an E/W by north intersection.
To the east and west are narrow tunnels.  To the north you see torchlight, but can't make out any details.  You can hear what sounds like a harmonica being played to the east.
a narrow E/W tunnel.
You are in a narrow east/west tunnel.  The floor is covered with a strange red slippery substance.  To the east you see a room, to the west is an intersection.  The harmonica sound to the east is steadily growing louder.
a small room.  (W)
You are in a small room with quartz walls.  The air is humid, and you hear harmonica music playing.  You notice a large, door-sized chunk of quartz which could probably be removed with the right tool.
a 4-way intersection.
To the north you smell flowers, to the east is an archway, to the west you can see what appears to be sunlight and south is an intersection.
the dining hall.  (N/E/W)
You are in what appears to be a very large dining hall.  A huge table spans the length of the room.  Ancient paintings adorn the tile ceiling.  To the north you see a small corridor, to the east a small room.
the kitchen.  (W)
You are in a small room with stone tile floors and shiny metallic counters which are bolted to the floor.  The only exit is to the west.
a N/S corridor.
You are in a north/south corridor.  To the south is a large dining hall, to the north the corridor continues out of sight.
a N/S corridor with rooms E/W.
You are in a north/south corridor.  To the east and west you see small rooms which were probably once guest rooms.
the east guest room.  (S/W)
You are in a small room with limestone floors and marble walls.  You see a small door to the south, probably a closet.  A dusty old painting adorns the wall.
a closet.  (N)
You are in a small closet with a mystical inscription carved into the stone wall.  The exit is to the north.
the west guest room.  (E)
You are in what was probably once a guest room.  The floor is covered with a thin film of algae and the walls are covered with a dense moss.  The only exit is to the east.
a corridor.  (N/S/E)
You are in a north/south corridor.  The corridor continues to the north and the south.  To the east you see a large, dark tunnel.
an E/W tunnel.
All sides of the tunnel are composed of rough rock.  To the west is a corridor, to the east you see a chamber.
a large chamber.  (N/W)
You are in a rather large chamber with a small trickle of water flowing from a hole in the wall.  The walls are a pale green color, with flecks of silver spread throughout.  To the west and north are tunnels.
a N/S tunnel.
You are in a very tight north/south tunnel.  You hear faint humming to the north.
a very large room.  (N/S/E/W)
You are in a large room with smooth, shiny black walls.  You can hear water flowing, but can't see it.  Exits go in all directions.  You can hear some sort of humming sound to the north.
a small room.  (W)
You are in a small room with a crude wooden floor, and a stone fireplace which has glowing ashes within.  An inscription on the wall says "KILROY WAS HERE."  The only exit is to the west.
the cold storage room.  (E)
You are in a very cold room which is probably used to store food.  You see blood stains on the floor.  The only exit is to the east.
an immense room.  (S)
You are in a room which is so large that you cannot see to the other side.  There is a very wide and deep chasm to the north.  A human skeleton lies in one corner.  A loud humming noise is coming from the north.
a corridor.  (N/S/E)
To the north you see the end of the corridor.  To the east is an entrance with a sign that says "Do not enter!"
an old elevator.  (W/U/D)
You are in an old rickety elevator.  It groans under your weight and the rotted old cables could probably give way at any moment.  You see a control panel on it which appears to take a key.  Somebody has removed the cover.
the end of a tunnel.  (S)
You are at the north end of a very long north south corridor.  A sign on the wall says, "DEAD END".
the bottom of a pit.  (E)
You are at the bottom of a very deep pit which has steep smooth walls (you can't possibly climb out.)  You can see clear blue sky above you.  The only exit is to the east.
the garden.  (S)
You are in a gigantic garden.  The very walls, floor, and roof are covered with vegetation.  The different colors blend together to create an almost hypnotic effect.  The only exit is to the south.
a secret treasure room.  (W)
You are in a small damp cave that was carved out of rough rock.  Whoever tunneled this room did a fine job, as the walls all meet at perfect angles.
an immense room.  (N/S)
You are in a room which is so large that you cannot see to the other side.  There is a very wide and deep chasm to the south.  To the north you hear the humming of many machines.
the master control room.  (S)
You are in a large room that is painted bright white.  Various computer screens show different parts of the cave.  A large shiny panel is set in the middle of the west wall.  You also notice a large mass of equipment in the center of the room.
a small room.  (E)
You are in a wide room with a very low ceiling.  So low, that you have to crouch down to stand.
a dusty storage room.  (D)
You are in a room which apparently hasn't been entered for ages.  You can barely keep from choking on the dust cloud which appears every time you move.
-------------      ZYPHUR RIVERVENTURE ---------------
blank
You are on the docks.  (E/W)
You are standing on rickety wooden docks with the mighty Zyphur River rushing by to the east.  There is a boat tied here which you can use to sail the river.  To the west is a road leading back to the Main Hall.
You are sailing the Zyphur River.  (S)
You are on the swiftly flowing Zyphur River.  The current is strong, preventing you from travelling any direction except south.  Steep cliffs loom to the east and west.
You are sailing the Zyphur River.  (E)
You are on the swiftly flowing Zyphur River.  The river is bending to the east.  The current prevents you from going any other direction.
You are sailing the Zyphur River.  (E)
The river has smoothed out somewhat.  To the north and south are impassable rocks.  To the east the river appears to widen a bit.
You are at a widening of the river.  (N/S/E)
The current has slowed down quite a bit here.  To the north and south are clearings on the river bank where you can land.
You are sailing the Zyphur River.  (E)
As the current begins to sweep you along faster, you take notice of the river beginning to narrow.  The current is strong, preventing you from travelling any direction except south.
You are sailing the Zyphur River.  (S)
The river now bends to the south.  You can feel rocks scraping the bottom of the boat, but you don't notice any damage.
You are sailing the Zyphur River.  (S/E)
As you make the bend, you notice a small clearing which faces a large cliff (east).  Strange paintings adorn the cliff walls.  To the west is a dense forest with nowhere for you to land.
You are sailing the Zyphur River.  (N/S)
The river is narrowing into a small stream with barely enough water for you to continue.  East and west are huge, steep cliffs which prevent you from landing.
You are at a very narrow part of the river.  (N/S)
The river is almost dry here and your boat can barely float.  You see steep cliffs both east and west.
You are at a 'Y' section on the river.  (N/S/E)
The river forks here, going both south and east.  The water is about waist deep and in the distance to the east you see the river disappearing into a tunnel.  To the south the river continues between two large cliffs.
You are sailing the Zyphur River.  (S)
The current has started to pick up slightly.  You see very high cliffs with small caverns carved into them to the east and west.  The river continues flowing to the south.
You are sailing the Zyphur River.  (S)
The current is growing gradually stronger.  East and west are huge, steep cliffs which prevent you from landing.  The river continues flowing to the south.
You are sailing the Zyphur River.  (S/W)
You are on the river.  To the west you see a small landing area with a path leading through the cliffs.  East is a huge steep cliff which prevents you from landing.  The river continues flowing to the south.
You are sailing the Zyphur River.  (S)
Ahead the river suddenly drops off the edge of a cliff...  A waterfall!  You can't land east or west, and the current is too strong for you to go back north!
You are on the waterfall
AHHHHHHHHHH!!!!  You have fallen over the waterfall and have been killed!
You are sailing the Zyphur River.  (E/W)
The current is almost non existent here, and you can sail either east or west.  To the north and south are tall cliffs, east is an entrance to a tunnel.
You are at the entrance to a tunnel.  (E/W)
To the east is darkness, to the west you see daylight.
You are in a dark tunnel.  (E/W)
You are in a tunnel with dark green walls.  There is no current here, and the tunnel seems to open into a chamber of some sort to the east.
You are in a large pool.  (N/S/W)
You float peacefully into a large pool.  To the north and south are small landing areas, to the west is a dark tunnel, and east a solid wall.
You are at an old army camp.  (S)
You are at what appears to be an abandoned military camp.  You find the remains of several campfires and much scattered debris.  Thick, impassable woods lie in all directions except south.
You are at a clearing by the river.  (N/S)
You are at a small clearing just south of the swiftly flowing Zyphur River.  You see a small path which runs south into a dense forest.
You are at an old temple on the beach.  (W)
You are on a small beach near the river.  Surrounding you are smooth, steep walls of stone with ancient paintings on them.
You are on a path near the river.  (E/W)
You are on a narrow path between unscaleable stone cliffs.  To the east you hear water rushing, west is a bend in the path.
You are on the north side of a large pool.  (N/S)
You float into a small landing bay.  South is a large pool, north you see an entrance to a small tunnel (looks dark in there).  Jagged rocks prevent travel in any other direction.
You are on a landing near a large pool.  (N/S)
You float into a small landing bay.  North is a large pool, south a dark cavern.
You are on a path.  (N/S/W)
You have arrived at a large clearing.  Several fires and large amounts of bones and litter suggest that a small group has been camping out here.  You also notice a crude baseball diamond and mini-golf course.
You are at a bend in a path.  (N/E)
The path turns sharply up to the north.  To the east it starts to get very narrow and you can hear water flowing.
You are at a tunnel entrance.  (S/E)
To the south you see a large pool of water, east is darkness.
You are in a large cavern.  (N/S/E)
The floor is made of marble and the walls have a very finished look about them.  To the east and south you see small corridors.
You are on a rough path.  (E/W)
You are travelling on a rough path through the woods.
You are in a dark tunnel.  (S/W)
You are in a dark tunnel with sunlight coming from the west.
You are on a path going E/W.
You see footprints in the mud which resemble those of a bear.  You also notice the rotting bones of an animal.
You are at a T-intersection; N/S by E.
To the north the woods clear and you see can an open field.  To the south is a small brick house.  To the east the path continues.
You are in a small house.  (N)
You are inside the small brick house.  The floors and walls are bare, and there is a fireplace against the south wall.
You are in a large clearing.  (N/S)
To the east and west you see dense forest, to the south is a path into the woods, and to the north you can see a road with a sign that says, "Main Hall"!
You on a road to the Main Hall.  (N/S)
You have made it back!  North will take you to the Main Hall.
You are on a path atop a cliff.  (N/S)
The path runs north and south.  To the east (over the edge of the cliff) you can see the Zyphur River.  The path slopes sharply down to the north.
You are on a path atop a cliff.  (N/S)
To the east (over the edge of the cliff) you can see the Zyphur River.  To the south the path slopes down sharply.
You are at an intersection atop a cliff.  (N/S/E/W)
To the north and south the path continues.  To the east and west you see entrances into the side of the cliff.
You are at the entrance to a small tunnel.  (E/W)
The tunnel is very dark, lit only by the sunlight that comes in from the west.
You are in a small cave.  (E)
The cave is dimly lit by sunlight coming from the east.  The walls and ground are covered with dense vegetation.
You are in a small cave.  (E)
The cave is dimly lit by sunlight coming from the east.  Dust fills the air.
You are on a small clearing atop a cliff.  (W)
You find evidence which suggests that this was once a guard post.  You can see the Zyphur River rushing by and spilling over a beautiful waterfall to the southeast.
You are on a stone path.  (N/S/E/W)
The path slopes down to the south and continues out of sight to the north.  To the west you see a cave entrance, to the east a clearing atop the cliff.
You are in a corridor.  (N/S/W)
You are in a rather well built corridor.  The walls have large rectangular shapes in them, imbedded with odd flecks of gold and silver.
You are in the uniform room.  (N)
You are in a room with small recesses in the walls.  You see several smashed and emptied wooden crates.
You are in a N/S corridor.
You are in a rather well built corridor.  The walls have large rectangular shapes in them.
You are in a N/S corridor.
To the north you can make out a T-intersection, to the south the corridor continues out of sight.  You notice strange rectangular designs on the walls.
You are at a T-intersection; E/W by south.
To the east you see a long corridor, west the corridor ends abruptly, and south is a corridor with odd designs on the walls.
You are at the end of an hallway.  (E)
Here the hallway ends abruptly.  Marks on the wall and rubble indicate that the hallway is still under construction.
You are in an E/W hallway.
You are in a plain, bare hallway.
You are in an E/W hallway.
To the east you can see a turn in the hallway.
You are at a bend in the hallway.  (S/W)
To the west the hallway continues out of sight, south you can see it take another jog.
You are in a broken tunnel.  (N/S)
Sunlight streams in from the north through a jagged opening in the wall.  To the south the tunnel continues out of sight.
You are at a look-out post.  (S)
You are at a giant look-out post for an army, atop a large mountain.  From here you can see for miles and miles over a range of fields and mountains.  You see a large valley of tents and stables.
You are in a broken tunnel.  (N/E)
To the north you see a well constructed hallway, east is a T-intersection.
You are at a T-intersection; N/S by west.
To the north and south are small openings where you can see vague sunlight, to the west is a broken tunnel.
You are at a look-out post.  (N)
You are at a giant look-out post for an army, atop a large mountain.  From here you can see for miles and miles over a range of fields and mountains.  Strange, the place appears completely deserted.
You are in a secret E/W hallway.
You are in a narrow hallway which is dark and covered with dirt.
You are in a small storage room.  (S)
You are in a small room off of the main corridor.  You see many rotten crates that have been smashed and emptied.
You are in a secret hallway.  (N/E/W)
You are in a narrow hallway that runs E/W.  To the north is a small room with a rotten wooden door laying on the floor in front of it.
You are at the end of a secret hallway.  (S/W)
The hallway continues back to the west.  A large heavy door lies south.
You are in a storage room.  (E)
You are in a storage room with wooden shelves lining the walls.  The floor is comprised of smooth rock and the walls are very well designed.
You are in a laboratory.  (N/S/W)
You are in what appears to be a very old laboratory.  Shattered glass lies scattered about, and odd broken instruments litter the room.  You see small rooms to the west and south.
You are in a storage room.  (N)
You are in a small storage room with wooden shelves lining the walls.
You are in a N/S corridor.
The walls are bare rock, and appear to have been hastily constructed.
You are in a small E/W corridor.
To the east is a T-intersection, west is a large room.
You are in a weapons room.  (S/W/U)
You are in a room that has many racks for storing weapons.  You see a ladder which leads up into a hole in the ceiling.  To the south is a small closet.  A doorway is to the west.
You are in a small storage loft.  (D)
You are in a small room with a low ceiling.  The air is very dusty and the only exit is down a ladder through a hole in the floor.
You are in a large closet.  (N)
The floor is covered with a white fungus, and the air is very stale here.
You are in the north cell.  (S)
You are in a barren cell.  The only exit is to the south.
You are in a makeshift jail.  (N/S/W)
You are in a room with small cells to the north and south.  The old iron cell doors appear to have rusted away years ago.
You are in the south cell.  (N)
You are in a barren cell.  The only exit is to the north.
You are at a T-intersection; E/W by north.
You are in a place where a rough E/W tunnel intersects with a northbound one.
You are in a rough tunnel.  (S/E/W)
You are in a E/W tunnel with walls that comprised of bare rock.  To the south is another small passage.
You are in a small passage.  (N/S)
You see doors to the south, and a broken tunnel lies to the north.
You are at the end of a passage.  (N/E/W)
Heavy doors lie to the east and west of you.
You are in the east barracks.  (W)
You are in a huge room with several animal skin hammocks strung up on the walls.
You are in the west barracks.  (E)
You are in a huge room with several animal skin hammocks strung up on the walls.
You are in an E/W tunnel.
You are in a tunnel that slopes up to the west and down to the east.
You are in an E/W tunnel.
The tunnel slopes sharply down to the east.  You can see vague light coming from the west.
You are in a N/E tunnel.
You are in a tunnel that slopes sharply down to the east.  To the north you see vague sunlight.
-----------------------------   THE DEVIL'S TOMB   -------------------------
XXXX
You are in a cell.  (S)
You find yourself in a small featureless cell.  You can hear eerie laughter coming from the south.
You are in the torture chamber.  (N/S/E/W)
You are in a large chamber with various torture devices, all of which are too heavy for you to carry.  You see small cells to the north, east and west.  To the south is a corridor.
You are at a T-intersection; E/W by north.
To the north is the torture chamber and the corridor continues out of sight both east and west.
You are in a east/west hallway.
The floors here are made of a smooth marble and there are all kinds of red paganistic designs on the walls.
You are in a cell.  (W)
You are in a small featureless cell.  A skeleton is chained to the wall and cobwebs are everywhere.
You are in a cell.  (E)
You are in a small featureless cell.  A rotting bunk is bolted to the wall and everything is covered in dust.
You are in an east/west hallway.
The floors here are made of a smooth marble and there are all kinds of red paganistic designs on the walls.
You are at a T-intersection; E/W by north.
To the north you see an old set of wooden stairs, to the east is a small room, and west the corridor continues out of sight.
You are in a cell.  (W)
You are in a small cell with shiny blue walls.  A design on the floor in the center of the room gets your attention.  It is a picture of a dragon on a large red square that is glowing brightly.  Beneath the dragon is the word "NEAMO".
You are on steps.  (S/U)
You are on a set of rickety wooden steps that groan under your weight.  On the wall above you is the beginning of a poem:  "As you climb, a song is sung..."
You are on steps.  (U/D)
You are on a set of rickety wooden steps that groan under your weight.  On the wall above you is part of a poem:  "...One more step and you'll be..."
You are at the top of a platform.  (D)
You are on a large platform with stairs going down to the south.  On the wall is the end of a poem: "...Hung!".
You are in an east/west corridor.
You are in a plain corridor.  Some joker has scrawled "Kilroy was Here" on the wall.
You are at a T-intersection; E/W by south.
To the south is a small passageway which gradually slopes down, west is a small chamber, and east the corridor continues out of sight.
You are in a cell.  (E)
You are in a small cell with flimsy wooden walls.  The ceiling is comprised of solid rock that has a dim orange glow.
You are in a passageway.  (N/S/W)
You are in a passageway that is sloping down to the south.  To the north is a corridor, and west is a small hole in the wall which you probably manage to fit through.  You feel a breeze coming from the hole.
You are at a dead end.  (E/U)
You are at the dead end of a crudely constructed tunnel.  You can see a rope ladder which goes up through the roof and into darkness.
You are in a huge cavern.  (S/D)
You are in a huge natural cavern.  Multi-colored stalactites hang from the ceiling.  A rope ladder dangles through a hole in the floor, and you see an exit to the south.
You are in a small room with a low ceiling.  (N/S/E/W)
As you crouch to avoid hitting your head, you see small drawings along the lower half of the walls.
You are in a large room.  (N/E)
You are in a room with a high ceiling extending out of sight.  A large door is to the north.  To the east is a small chamber with a low ceiling.
You are in a padded cell.  (S)
You are in a room with white padding on the walls and ceiling.  A barred window is visible, giving view of a burning ocean of fire!
You are in a padded cell.  (N)
You are in an abandoned cell white with padding on the walls and ceiling.
You are in a padded cell.  (W)
You are in an abandoned cell white with padding on the walls and ceiling.
You are at a bend in the passageway.  (N/E)
To the north is a broken tunnel and to the east you see a hallway with a glowing torch.
You are at a T-intersection; N/S by west.
To the is a door with an inscription scratched into the metal.  The corridor snakes to the west and south.
You are in a small cell.  (S)
You are in a stark concrete cell.  The walls are barren except for a number of lines drawn on them.
You are at a bend in the corridor.  (N/W)
You can smell the disgusting odor of blood and guts coming from the west.  (But you are an adventurer, so it only makes you hungry!)
You are in the execution room.  (S/E)
You are in a huge room with a blood stained wooden block in the center of the room.  Painted on the wall in bright pink and purple letters are the words, "THE EXECUTION ROOM!"
You are in an odd shaped room.  (N/S/E/W)
Here the walls slant gradually outward and the floor and ceiling are doing their best to defy the laws of geometry.  Muffled noises come from the south, to the west is a doorway smeared with blood and east is an archway leading into a corridor.
You are in a cell.  (E)
You are in a small stark cell which does not smell good.  A pile of bones lies stacked in the corner and the floor is covered with filth.
You are in a cell.  (N)
You are in a small barren cell.  A pile of gnawed bones is on the floor.
You are in an east/west corridor.
To the east you see a large hallway, to the west a larger room.
You are at the south end of a hallway.  (N/W)
You are at the end of a long hallway.  The south wall is covered with large square blocks with smiling devil faces on them.  A small corridor is to the west.
You are in a hallway.  (N/S/E/W)
You are in a large north/south hallway.  A small room lies to the west, and you can hear lots of laughing and shouting coming from behind a fancy door to the east.
You are in the guest room.  (E)
You are in a room with fancy pagan wallpaper, gold trim, a large stone fireplace, and a smooth marble floor.
You are in the casino.  (W)
You are in a large private casino.  A huge bar spans the width of the room, and various card tables and slot machines fill all available space.  The air is thick with smoke and debauchery.
You are in a north/south hallway.
You are in a stone hallway.  The walls glow brightly, providing light.
You are at a dead end.  (S)
You are at the north end of a long stone hallway.  Some joker has scrawled "E=MC2" on the wall.
You are in a hallway.  (N/E/W)
You are in a rough stone hallway.  Torches line the walls to the east and west.  You can hear hideous screams echoing all around you.
You are at a bend in the hallway.  (S/E)
To the east you see torch light, you see a red glow to the south, hear screams and can smell an odor of burning flesh.
You are in a north/south corridor.
It is very hot here.  To the south is an archway with an inscription above it reading, "ABANDON HOPE ALL YE WHO ENTER HERE."
You are in the Devil's Temple!
You are in a large room with a gold sacrificial altar.  The floor is stained with the blood of past adventurers and wisps of smoke rise from cracks in the floor.
You are on the countryside.  (N/S/E/W)
As you enter the room, you feel a very strong wind propelling you upward in a narrow shaft.  Suddenly you are above ground, sprawled out on the countryside.  All four directions will take you home.
You are in a pit!
As you enter, the floor crumbles beneath your feet.  You fall down a large flaming shaft and hit the bottom with a loud <SPLAT>!
You are in a small chamber.  (N)
The floor and walls are covered with blood stains and the air smells of sulfur.
You are in at a T-intersection; N/S by west.
To the north and south lie small chambers and west is a corridor.
You are in a small chamber.  (S)
The walls here are charred black and the remains of a few poor souls lie scattered about.
------------------    THE ABDUCTOR'S QUARTERS ------------------
X
You are at a clearing beside a hill.  (E/W)
The hill is covered with a beautiful assortment of flowers, and the grass has been well tended.  To the east you see two large metal doors that lead into the side of the hill.  To the west is the path back to the Main Hall.
You are at the dungeon entrance.  (E/W)
You are standing just inside an opening in the side of a large hill.  To the west you see sunlight streaming between two large metal doors.  To the east a corridor extends out of sight.
You are in a long corridor.  (S/E/W)
You are in a long east/west corridor, lit by a series of (unmovable) torches that line the walls.  To the south is a rotting wooden door.
You are in a small chamber.  (N)
A heavy oak desk is in the center of the room.  The only exit is to the north.
You are in a long corridor near a cave-in.  (E)
A few of the torches have burnt out here, making it dark and eerie.  The corridor seems to widen a bit to the east.
You are at a T-intersection; north by E/W.
You are in a long e/w corridor.  To the north you see a dark tunnel (it looks dangerous in there!)
You are in a dark north/south tunnel.
To the north you see a bend in the tunnel and can hear strange whispering noises.
You are at a bend in a dark tunnel.  (S/E)
The tunnel goes east into darkness and south into an east/west corridor.  A strange noise can be heard to the east.
You are at a dead end.  (W)
A recent cave-in blocks passage to the east, causing the tunnel to end abruptly.  You see what looks like steam escaping from a small crack in the floor.
You are in a long east/west corridor.
The corridor extends out of sight both east and west.  In the distance to the east you can see a large hole in the floor.
You are in a long corridor.  (E/W/D)
There is a rather large hole in the floor here.  You can continue to the east and west, or go down the hole into darkness.
You are in a long east/west corridor.
The corridor extends out of sight both east and west.  In the distance to the west you can see a large hole in the floor.
You are in a long east/west corridor.
The corridor here has been partially destroyed by vandals.  The light increases to the east.
You are in a long east/west corridor.
The corridor slopes up to the west.  Ahead to the east you can see an opening in the corridor.
You are at a T-intersection; south by E/W.
You are in a long east/west corridor.  To the south is a crude archway leading into a dark broken tunnel.
You are in a long east/west corridor.
To the east you see the end of the corridor, to the west it extends out of sight.
You are at the end of long corridor.  (N/S/W)
You see a small wooden door to the north and a grand archway to the south.  Above the archway you see an inscription.
You are in a small storage room.  (S)
The walls are lined with shelves full of all kinds of preserved foods.  You also see various kegs of wine.
You are in a majestic hallway.  (N/S)
Gold trim lines the walls and the floor is made of smooth granite.  Intricate designs are engraved on the ceiling.
You are in a winding hallway.  (N/E)
You are in a very grand hallway that winds to the north and east.
You are in the Abductor's jail.  (N/S/E/W)
You are in a cold gray room with cells to the north, east and west.
You are in the west cell.  (E)
You are in a cell with a small stone bunk and a door on the east side of the room.
You are in the east cell.  (W)
You are in a cell with a small stone bunk and a door on the west side of the room.
You are in the north cell.  (S)
You are in a cell with a small stone bunk and a door on the south side of the room.
You are at the throne entrance.  (E/W)
You are at the entrance to a throne room.  To the east you can see a large throne and many treasures.  To the west is a hallway.
You are in the throne room.  (N/W)
You are in a very large room.  You see a large, fancy throne and many valuable treasures are on display.
You are at the end of a small north/south corridor.
To the north is a small secret opening into the Abductor's throne room.
You are in a small north/south corridor.
You are in a small dingy corridor.  To the south is a bend, to the north a small opening.
You are at a bend in the corridor.  (N/W)
You see little of interest here.
You are at a bend in the corridor.  (S/E)
You are in a narrow, unmarked passage.  To the south you see a large iron door that stands open, to the east is a dark passage.
You are in the treasure vault.  (N/E/W)
You are in a large room which once held many treasures.  Broken chests lay strewn about, recently looted of their treasure.  You see two small chambers to the east and west, and a dark corridor to the north.
You are in the east treasure chamber.  (W)
You are in a small chamber to the east of the main treasure vault.  The room is bare, recently stripped of all its treasures.
You are in the west treasure chamber.  (E/W)
You are in a small chamber just west of the main treasure vault.  There are a few chests here that were recently smashed open and looted.
You are in an east/west tunnel.
Narrow cracks line the floor and walls of the tunnel here.
You are in an east/west tunnel.
Narrow cracks line the floor and walls of the tunnel here.
You are in a narrow east/west tunnel.
Narrow cracks line the floor and walls of the tunnel here.
You are at a 4-way intersection.
You are in a long north/south tunnel.  You see a small side chamber to the west, and an opening in the tunnel wall to the east.
You are in a long north/south tunnel.
To the north you can see a 4-way intersection.
You are in a long north/south tunnel.
On the wall of the tunnel you see a cryptic message that is partially readable.
You are at a 4-way intersection.
You are in a long north/south tunnel.  To the east and west you see small side chambers, both lit by dim torchlight.
You are in the east side chamber.  (W)
You are in a small chamber east of a crude tunnel.  The air is damp here, and the floor is covered with water.
You are in the west side chamber.  (E)
You are in a small chamber west of a crude tunnel.  The air is damp here, and the floor is covered with water.
You are in a crude north/south tunnel.
The walls of the tunnel are held up by rotting wooden beams, and appear to have been hastily constructed.
You are in a crude tunnel.  (N/S/E)
Old wooden beams hold up the crumbling ceiling as water trickles over them.  You see a small opening in the tunnel to the east.
You are in a crude tunnel.  (S/U)
Above your head you see a hole in the ceiling which you can climb through.  To the south the tunnel leads into darkness.
You are in a crude east/west passage.
To the east is darkness, to the west you see a dimly lit tunnel.
You are at a bend in the passage.  (N/W)
It is too dark to see anything in either direction.
You are at a bend in the passage.  (S/E)
It is too dark to see anything in either direction.
You are in a dark east/west passage.
You are in a very dark passage.  It is too dark to see ahead of you in either direction.
You are in a dim passage.  (N/S/W)
You are in a passage that is dimly lit by light that streams in from the north.
You are in a small chamber.  (N)
You are in a crude chamber.  The walls reflect the light from your lantern into odd patterns on the floor.
You are in a small chamber.  (E)
You are in a small chamber just west of a long north/south tunnel.  On the floor of the chamber somebody has scrawled some words.
You are in a dark tunnel.  (S/W)
You are at a bend in a very dark tunnel.  You see roots hanging from the ceiling.
You are at a bend in the tunnel.  (N/E)
It is too dark to see anything in either direction.
You are in a dark north/south tunnel.
It is too dark to see anything in either direction.
You are in a narrow tunnel.  (S/W)
You see some writing on the wall of the tunnel.
You are in a narrow east/west tunnel.
It is too dark to see anything in either direction.
You are at a bend in the tunnel.  (N/E)
It is too dark to see anything in either direction.
You are in a north/south tunnel.
The walls here are made of a plain solid stone.  To the north is an apparent dead end.
You are at a dead end.  (S)
You are at the north end of a north/south tunnel.  On the wall is a sign.
You are at a 4-way intersection.
It is too dark to see anything in any direction from here.
You are at a bend in the tunnel.  (S/E)
It is too dark to see anything in either direction from here.
You are at a 4-way intersection.
You are in a maze of the passages that all look alike here.
You are in a dark east/west tunnel.
It is too dark to see anything in either direction from here.
You are at a bend in the tunnel.  (N/E)
It is too dark to see anything in either direction from here.
You are at a bend in the tunnel.  (S/W)
You are in a very barren tunnel.  It is too dark to see anything in either direction from here.
You are at a bend in the tunnel.  (N/E)
It is too dark to see anything in either direction from here.
You are in a dark north/south tunnel.
It is very damp and cold here.
You are in a north/south passage.
You are in a passage just north of the throne room.  The passage continues to the north and you can hear the sound of clanging metal.
You are at a bend in the passage.  (S/E)
The walls here are lined with unmovable torches which light the way.
You are in an east/west passage.
There are strange scratch marks on the stone floor here.
You are at a bend in the passage.  (N/W)
You are at a plain ol' bend in a plain ol' passage.
You are in a north/south passage.
To the north you can see what appear to be cells.
pearl
In the center of the room you see a large, glowing black pearl.
painting
It is a rather expensive looking painting enclosed in a solid gold frame.
diamond
In the darkness you see a huge diamond glowing brightly.
Sony TV
You see a square shaped object in the room.  It's a television set.  But wait... This is no ordinary TV -- this is a Sony! (And that's no baloney!)
scroll
In the corner of the room lies a small parchment scroll with a ribbon around it.
lead box
On the floor of the chamber lies a small lead box.
miner's pick
A miner's pick is lying in the dust.
dagger
In the dim light you see a small dagger with jewels in the handle.
crucifix
On a mound of dust, you see a small silver crucifix.
helmet
On a pedestal in the center of the room, you see a chromium helmet with odd wires and lights covering its surface.  Some inner wisdom tells you that it is used to control others' minds.
Magic Club
You see a very large magical club.
spear
You see an old spear.
knobberry
You see the troll-like creature's weapon, a beat-up old knoberry.
foil
You see a fair quality foil.
meat cleaver
You see a butcher's meat cleaver.
potion
You see a grail which contains a green bubbling potion within.  It is almost identical to the one that held the potion which brought you here, except that this one is plastic.  A label reads, "RETURN TO SENDER".
inscription
Program prints inscription message.
a secret passage east
The rock crumbles easily under the pick, and after a short while reveals a doorway.  You notice a spring mechanism which could have opened it (and saved you some trouble), but who has time for such nonsense?
door-sized chunk of quartz
You'll need some kind of mining tool to break it away.
Eccentric
You see a beautiful longsword.  It is very light, yet extremely sturdy and sharp.  It looks as if it has been polished quite frequently.  It has "Eccentric" inscribed upon the blade.
harmonica
You see a cheap harmonica.  It says "Toys-R-Us" on it.  A.J. says, "Can you believe I found this in a securely locked box?  It's cool and all, but who would hide it in the treasure room?"
piece of paper
You see a folded piece of paper with some writing on it.
plaid pants
A.J.'s body vanishes in a giant explosion of fire and brimstone, leaving a pair of smoking trousers behind.
crystal bridge
As you play the harmonica, a slab of crystal begins to slide across the chasm.  You continue playing until it stops grinding and see that a bridge now spans the chasm.
battery-powered torch
You see a fake torch made out of plastic.  It seems to have fresh batteries, and would last for quite a while should you need it.
empty treasure chests
You see several old oak chests which once held treasure.  They have all been smashed open and looted by a previous visitor.  "Edgar took all the treasure with him."  A.J. informs you.
life support equipment
You see a ghastly mess of wires and vacuum tubes which are connected to the tank through a series of hoses and wires.  This appears to be The Mind's life support system.
smashed equipment
You see broken remains of The Mind's life support equipment.
panel to the west
The panel is the door for some sort of giant cupboard or something.  It looks like it could be forced open.
crate of potions
You see a large packing crate.  It is overflowing with grails that are identical to the one which held the magic potion that brought you here.
skeleton
It seems that right before this poor fellow died, he managed to carve a crude music note into the wall.  Whatever could that mean?
potion dispenser
You see a large vending machine.  Instead of soda or candy, this machine dispenses bubbling green potions which bring adventurers to the Cave of The Mind.  A sign says, "OUT OF ORDER".
Cylon's feet
Amidst the scalding hot puddle of metal, stand the Cylon's feet.  They are still intact up to his knees, and a bunch of wires are sticking out.
silver key
You see a large silver key lying on the floor.  It appears as if somebody has dropped it.
control panel
The cover has been removed and it looks as if several adventurers have already tried to hotwire the thing.  None seem to have succeeded.  The only way to operate this death trap is by first turning it on with a key.
silver coins
You see a moldy old bag which contains around 5,000 silver coins!
ruby ring
You see a lovely gold ring with a giant ruby set in it.  It doesn't appear magical, but is still very valuable.
dead troll-like creature
Before you lies the smelly corpse of the creature which bore striking resemblance to a troll.
dead snake
You see the motionless snake.
dead wizard
The body of the old wizard lies before you.
dead flytrap
You see the dead foliage of the Venus flytrap.
dead cyclops
You see nasty remains of the horribly ugly cyclops.  It looks a bit better now.
dead fencer
Before you lies the body of the fencing master, his body frozen in one last feint.
dead chef
You see the large body of your dead friend, the chef.
dead bat
You see the dead bat.  Blood has colored his little tuxedo red.
dead Cylon
You see the Cylon robot, its red eye is no longer moving.
dead woman
You see the cadaver of the woman.
A.J.'s body
You see A.J.'s body.
The Mind's body
You see the creepy remains of the giant dead brain.
destroyed robot
You see the little robot man lying here with a huge smoking dent in his forehead.
dead midgets
You a disgusting pile of rotting dead little folk here.
--- ZYPHUR RIVERVENTURE ---
blank
Ryke
You see a sword made of bronze.  It has the word "Ryke" engraved in the handle.
spear
You see a very short spear with a stone point on the end.
primitive axe
You see Mxlar's pathetic weapon, a primitive axe.  The awful savage craftsmanship makes you sick.
dagger
You see a small dagger with the Axom family crest.  It appears to be made out of aluminum.
black sword
You see a sharp ebony sword.  It has been well taken care of and polished regularly.
Graymon Tribble II
You see a ball and chain with the words "Graymon Tribble II" engraved on the handle.  It has a bright red glow emitting from it.
odd-shaped stone
You see an odd-shaped stone which resembles a large face.  In what would be the mouth you see a small orange jewel.  The jewel glows brightly.
blue bottle
You see a bottle with a blue liquid inside.  A label reads, "HARDINESS".
red bottle
You see a bottle with a red liquid inside.  A label reads, "AGILITY".
clear bottle
You see a bottle with a clear liquid inside.  A label reads, "CHARISMA".
uniforms
You see a pile of dirty warrior's uniforms.  They are old and moldy, but some still have gold medals attached to them.
oak chest
You see an old oak chest.  On the chest is scrawled the words "Neither a borrower nor a lender be."
ancient gold coins
You see a large quantity of ancient gold coins.  Ingmar Hansen, a coin collector who frequents the bar at the Main Hall, would probably pay an arm and a leg for them.
silver lamp
You see a small silver lamp lying in the dust.  It is tarnished, but still valuable.  It also seems to be lightable.
gold shield
You see an enormous metal shield.  It has been painted such a bright color of gold that it hurts your eyes to look at it.
chain
You see a large chain that the General was trying to bludgeon you with.
shemlock
You see a small clay bowl with a strange herb.  You recognize the herb as the mystical "shemlock", which will heal whoever eats it.
silk robes
You see a bundle of silk robes.
leather bag
You see an old leather bag.
ruby necklace
You see a beautiful gold chain with a large ruby necklace on it.
lantern
You see a lantern made of tarnished brass.  It looks as if it still works, but probably won't stay lit for very long.
boat
You see an old boat.  It is too heavy for you to carry, but you can use it to travel on the river.
coconut radio
You see a weird mixture of plastic, chemicals, wires, tubes, and what appears to be a coconut.  What kind of mad genius would construct such a thing?
a secret passage east
As you push on one of the shapes, it slides open!
three-foot scalpel
You see Doctor Benway's weapon.  It is a razor sharp scalpel, the size of a sword.
flask
Doctor Benway was carrying a metal flask filled with moonshine.  There appears to be something written on it.
iron door
The door is very sturdy, being made entirely of iron.  A lone keyhole provides the means of opening it.
iron key
General Halftrak was carrying a lone iron key on a big ring.  It must be a master key to the Black Warrior's complex!
strange device
The Black Warrior has dropped a strange electronic device.  It is full of tempting buttons and switches.
cell door
A brand new iron door now bars access to the north cell.
cell door#
Another brand new iron door bars access to the south cell.
trench coat
You see an old moth-eaten trench coat.
Commander Klink's body
You see Commander Klink's body.  Blood runs from his head and over the monocle in his eye.
dead worshipper
You see Worshiper's body lying twisted and bent.
Cerebus's body
You see one very dead aardvark.  You get the sensation of a hundred thousand comic book subscriptions being canceled before your very eyes.
Cetus's body
You see Cetus's body floating slowly downstream in a pool of red.
crab legs
You see some huge crab legs floating away.  If only you had time to build a fire...Yumm!
dead dragon
You see a huge lump of fresh dragon meat.
Mxlar's body
You see Mxlar's body lying cold and stiff.
dead roc
You see a very dead roc floating downstream.
Professor Axom's body
You see Professor Axom's body.  How will the SPS (Society for the Protection of Scientists) react to this turn of events?
Prisoner #13's body
You see Prisoner #13 sprawled out in a gory heap.  Looks like he never made it to freedom after all.
pile of black ashes
You are startled as you see the huge corpse of the Black Warrior burst into flames, leaving behind a smoking pile of ashes.  Far in the distance you hear a creepy voice chuckling to itself...
Gold Warrior's body
You see the massive corpse of the Gold Warrior sprawled before you.  His biceps are frozen in one last attempted flex.
dead dog
You see the dead carcass of the Black Warrior's best friend.
pile of rubble
You see the rock monster, shattered into a million pieces.
Hobo's body
You see one very dead hobo lying before you with his limbs all bent in directions that they weren't meant to go.
Doctor Benway's body
You see Doctor Benway lying peacefully on the ground.  Personally, he doesn't look very dead to you...
The Professor's body
You see remains of The Professor's.  His pocket protector is crushed and red ink(?) runs down his shirt.
dead guards
You see a pile of dead guards.
General Halftrak's body
You see General Halftrak's body lying here all broken and bent.
dead orcs
You see a pile of dead orcs, their football helmets are now cracked open like eggs and their brains leaking out like yolks.
huge pile of soldiers
You are truly amazing if you can slay an entire army!
A.J.'s body
You see poor A.J., cut down in the prime of his life.
-------- THE DEVIL'S TOMB -------
XXX
iron door
To the south is a huge iron door, blocking the exit.
bolted iron door
You see a very large iron door blocking passage to the west.  A sign on it reads, "WARNING!  Unspeakable evil and certain death lie behind this door!  BEWARE!  BEWARE!", and a human skull is hung above it.
devil's trident
You see a glowing red trident with the words "Made in Hell" on the handle.
vase
You see a small clay vase.
magic stone
You see a small stone that glows a bright green.  It has the word "Magic" stamped on it.
golden apple
You see a shiny golden apple.
ball and chain
You see a very large ball and chain weapon.
shield
You see a shiny new shield.  It says "Sears (r) Rugged Men's Wear Line" on it.
magic bow
You see a bow with the initials "R.H." engraved in the handle.
box of TNT
You see a small wooden box with the letters "TNT" on the side.
bottle
You see an apparently empty bottle.  There appears to be something written on it.
necklace
You see a glimmering gold necklace with a large white diamond in the center.
diamond ring
You see a small silver ring with a giant rock on it.
book of Trezore
You see a book with the title "Spells of Trezore" on the cover.
chest
You see a large oak chest in the center of the room.
slingshot
You see a small slingshot.  It says "Property of Dennis Mitchel".
scroll
You see a parchment scroll tied with a fancy ribbon.  It is just tempting you to open it.
old book
You see a very old book with crumbling pages.  The cover is unreadable.
painting
You see a very old painting in a rotting wooden frame.  It is signed "A. Warhol" and somewhat disturbing.
ruby
There is a small ruby here.  (Don't ask me why there is a ruby just laying around on the ground, only Jim could answer that question.)
candy coins
You see a large pile of odd shaped coins.  Their gold exterior proves to be a hoax of aluminum foil and you are shocked to discover they're actually made of chocolate.
pointed stick
You see a pointed stick that was made into a spear by hardening the end over a fire.
Headsman's axe
You see a very large and heavy axe with a shaft made of gold.  Gold colored aluminum, that is.
gold spear
This must be your lucky day!  You find a small spear made out of solid gold.
wrench
You see a monkey wrench which can be used for mechanical work or can be used to bash in your enemy's head.
wheel of fortune
The only table without an impassable crowd holds a large wheel of fortune.  You see a sign above that says "Place your bets, please."  ("USE wheel")
south door
You see a plain wooden door to the south.  A sign reads, "$$ TREASURE ROOM $$".
east door
You see a plain wooden door to the east.  A sign reads, "MAIN HALL".
a secret passage south
As you press on one of the blocks, (surprise of surprises) a secret door swings open.
door
The door is very old and the lock is missing entirely.
lines on wall
You see a series of grids with X's and O's in them.
broadsword
The Black Warrior was carrying a large broadsword which falls to the ground with a "CLANK!"
gnawed bones
You see a pile of bones.  Every last piece of meat has been chewed off of them.
drawings
Somebody has drawn a crude comic strip along the wall.  It feature's an Orc superhero named "Zonk" beating up some Free Adventurers.
empty chests
You see a bunch of chests that once contained treasure.  They have all been smashed open recently and all the treasure has been taken.
card
You see a small business card lying on the ground here.
north door
The inscription says, "DAY CARE CENTER".
Artifact #38
You see artifact #38
dead tiger
You see the dead tiger sprawled out like a slab of meat.
Wildman's body
You see the dead body of the Wildman.  Drool drips down his chin for the last time.
Old Woman's body
You see the dead body of the poor old lady.
smeared blob
You see the smelly remains of the blob smeared all about.
dead lizard
You see remains of the lizard.
Torturer's body
You see Torturer lying cold and stiff.
Mumbling Witch Doctor's body
You see Mumbling Witch Doctor's body.  His last words were, "Mmmdmdmdmmsemememm!"
Mechanic's body
The mechanic has gone to that big garage in the sky.
Monster Infant's body
You see the dead Monster Infant.
Lady Wrestler's body
You see the dead lady wrestler.  Her arms are frozen in one last full-nelson.
shredded zombie
You see pieces of the zombie scattered all over.  At least it remembered how to die properly.
dead red gargoyle
You see the dry husk of the red gargoyle.
dead blue gargoyle
You see the dry husk of the blue gargoyle.
Green Demon's body
You see the remains of the green demon.
Orange Demon's body
You see the remains of the strange Orange Demon.
Gambler's body
You see an enormous pile of dead gamblers, which you really should never see.
Gold Warrior's body
You see the remains of your pal, the Gold Warrior.  His arms are frozen in one last flex.
Black Warrior's body
You see the Black Warrior's enormous corpse.  Looks like he's dead for sure this time.
skeleton
You see nothing special about it.
pile of bones
You see nothing special about them.
remains
You see nothing special about them.
--- THE ABDUCTOR'S QUARTERS ---
X
battle axe
You see a medium sized battle axe.  It has "Property of He-Man" written on it.
sword
You see a poor quality sword.  The blade has lots of nicks in it and the handle appears to be bent.
silver bars
There are several bars of pure silver here!
ruby
There is a big glowing red ruby here.
fancy spear
You see a fancy spear with a bunch of feathers on the handle.
ball and chain
There is a ball and chain weapon here.
rare coins
There is a pile of rare coins here!  Upon closer examination you realize that they are a bunch of the old Beginners Cave commemorative coins that they used to hand out to new adventurers.
flint and steel
You see a flint and steel set lying on the ground here.  If you strike them together, you can produce a spark.
lantern
You see a typical tarnished brass lantern here.
bottle
You see a small bottle that contains a strange powder.  A label reads, "DANGER!  HIGHLY EXPLOSIVE!  AVOID OPEN FLAME!"
bricked doorway to the east
Much to your dismay, the doorway to the east has been bricked over.
bricked doorway to the west
Much to your dismay, the doorway to the west has been bricked over.
necklace
There is a crystal necklace with a bunch of jewels on it here.
war hammer
There is a heavy, unmarked war hammer here.  It has "If lost, return to Andy Fisher" inscribed on it.
TrollsFire
You see a TrollsFire, that magical sword that all Free Adventurers end up with when they clear the Beginners Cave.  This one is rather old, and has been sharpened and modified into a fine weapon.
dagger
You see a small dagger.  The blade is a sharp chunk of black rock and the handle is made from the bone of an animal.
Anderhauf
You see a very nasty looking sword.  Carved into the handle you see,            "> MAGIC WORD:  ANDERHAUF <"
vial
You see a small vial of liquid.  Scratched on the vial are the words, "HEALING POTION".
empty vial
You see an empty vial.  Of course, you probably shouldn't seeing has how this particular artifact is no longer used.
Gilgamesh
You see a sword made out of solid gold.  Engraved on the handle are the words, "My name is Gilgamesh!".
sack of gold
Your missing sack of gold is here!
club
You see a long metal bar used to deter auto theft.  Yes folks, it is ... The Club!
spear
You see a good quality spear here.  Of course, everybody knows that real adventurer's don't fight with spears anyway.
axe
There is a large hand-axe here.
inscription
Try READing it.
throne
The throne is very large, with a plush velvet lining and gold trim.
treasures
Closer examination shows all the treasure to be fakes, put there just to impress people.
broken chest
Somebody has just recently looted the treasure vault of all its contents.  The chests have "Another conquest of Edgar the Eccentric Enterprises" burnt into them.
chests
Somebody has just recently looted the treasure vault of all its contents.  The chests have "Another conquest of Edgar the Eccentric Enterprises" burnt into them.
message
Try READing it.
words
Try READing it.
writing
Try READing it.
sign
Try READing it.
scratch marks
You see nothing special about them.
desk
It is very large and completely empty.  You notice a fancy picture of a red herring engraved on it.  Whatever could that mean?
a secret passage south
You find a hidden button on the throne which causes part of the south wall to open!
broken chest
Somebody has just recently looted the treasure vault of all its contents.  The chests have "Another conquest of Edgar the Eccentric Enterprises" burnt into them.
Troll-Like Creature
Before you stands a very nasty looking troll-like creature wielding a large knobberry.  He is obviously not a friend.
Snake
From the corner of the room slithers a gigantic snake with needle-like fangs.  You notice a curious lump half way down his length which moves and emits mewling cries of anguish.
Wizard
You see an old man, probably a one-time wizard.  His clothing is old and faded, and he has a glazed look in his eyes.  He is sitting on a stool, watching television.
Venus Flytrap
Upon entering you see a rather unusual Venus flytrap.  The unusual thing about it being its size.  Its six-foot palps snap nervously open and shut.
Cyclops
Before you stands the most terrifying sight you have ever seen.  He has one gigantic eye, two holes for nostrils, and a V-shaped drooling mouth filled with rotten snaggly teeth.  In his two thumbed hand is a huge magic club.
Fencing Master
You see a man in full fencing garb.  A patch on his uniform says "Swedish Fencing team -- 1977".  He carries a foil which flickers in the candlelight as he makes his feints.
Chef
You see a large jolly man wearing a chef's hat.  He's so friendly that you barely notice the huge meat cleaver he is holding, the strange light in his eyes, and the blood stains on his apron.  He says he has been forced to cook for "The Mind".
Vampire Bat
As you enter you notice a bat hanging quietly from the cavern roof.  You are struck by the fact that it appears to be wearing a black & white tuxedo and a cape.  It wakes up suddenly and says, "Good evening!" in a Hungarian accent.
Cylon
Before you stands a robot-like creature with shiny metallic skin and glowing red eye that roves back and forth in a slit.  He is advancing toward you.
Woman
Before you stands a beautiful woman with waxen skin, long dark hair, glowing eyes, and ruby lips.  She smiles alluringly at you, showing two pointed teeth.
A.J.
You see a friendly, dark haired fellow in plaid pants.  He was sitting on an empty chest, playing a harmonica.  He explains that he came here with a fellow named "Edgar the Eccentric" who accidentally left him behind.
The Mind
You see a giant brain, 6 feet wide and 12 feet long encased in a liquid filled glass tank.  Extending from the tank are a tangle of robot arms and legs which it scuttles about on.  A giant speaker is mounted on it as well.
Little Robot Man
You see the little man who gave you the magic potion which brought you here.  He stands perfectly still and stares ahead blankly.  A trail of wires running from his forehead to a plug in the wall seem to indicate that he's some sort of robot.
Midget
The voice again booms at you, "So it still has a few bugs, I'd like to see you build a better one!  Now see if you can defeat my foot-soldiers!"  A panel then opens up and a troop of midgets in plate mail armor charge at you.
--- ZYPHUR RIVERVENTURE ---
blank
Commander Klink
You see a man wearing an important looking uniform standing before you.  He is Commander Klink, a former Colonel for the Royal Army of Molinar who was court marshaled for treason.  He is now Commander in Chief of the Black Warrior's security.
Worshiper of Trezore
You see a tall thin man clad flowing silk robes. He is holding his hands together and slowly bowing.  He sees you and a smiles slyly.  (He is a worshipper of the great wizard, Trezore.  They are known to smile a lot, but are usually benign.)
Cerebus
Before you stands a strange little creature covered in gray fur.  He is the famous Cerebus the Aardvark, and something tells you to leave him alone.
Cetus
You see what appears to be a dolphin with a forked tail and the head of a greyhound.  It is swimming toward you frantically.
Crab
In the shallow water you see a 3-foot wide crab.  It sees you and quickly scuttles towards you, its claws snapping nervously.
Dragon
Crouching in the back of the small cave is a large fire breathing creature.  It has a spiked tail, huge sharp claws, and its body is covered with red plate-like scales.  It raises its head and nearly roasts you with a blast of its fiery breath!
Mxlar
A small dwarfish creature is peering at you from the shadows.  You recognize it to be an orc from its bowed legs.  On its crude leather clothing is the word, "MXLAR".
Roc
A large bird with extremely sharp talons swoops down at you.  It is a roc, after its afternoon snack.
Professor Axom
A grey-haired man is sitting at a stone table.  He is Professor Axom, the man you were sent to rescue from the clutches of the Black Warrior.
Prisoner #13
You see a frail thin man is lying on the floor.  He sees you and slowly gets to his feet.  You see a patch on his orange jumpsuit that says, "#13".
Black Warrior
You see a huge warrior clad in black plate mail.  He raises his sword and shouts, "Foolish adventurer, did you really expect me to let you get away with my scientists!  I will destroy your Guild!  Say goodbye to all of this and hello to oblivion!"
Gold Warrior
A large warrior suddenly appears in the shadows.  His plate armor is a shiny gold color, hurting your eyes.  He flexes his muscles, says something rude about your physical condition and offers to become your personal trainer for 6,000 gold pieces.
Black Dog
A medium-sized attack dog runs at you from the shadows.  It looks dirty and hungry.  At first you thought he was bringing you a paper, but you see it was actually a human skull!
Rock Monster
You see medium-sized creature which appears to be comprised of solid rock.  It swings at you with a solid, stoney arm and nearly crushes your head!
Hobo
You see a thin man in ragged clothing sleeping on the bare floor.  He wakes up with a start and grins at you, revealing a mouth of rotten yellow teeth.
Doctor Benway
You see another scientist who was kidnapped by the Black Warrior for his Think Tank.  He is the infamous Doctor Benway of Interzone.  He is busy arguing with another man, and doesn't seem to even notice you.
The Professor
You see a medium-sized man in khakis and a white button down shirt with a pocket protector.  He is yet another scientist kidnapped by the fiendish Black Warrior.  But wait!  This is no ordinary professor, it's The Professor, from Giligan's Island!
Guard
Some of the Black Warrior's finest, hand-picked lackeys are standing guard before a strong iron door.  A sign above the door reads, "Laboratory".
General Halftrak
You see the man in charge of planning and strategy for the Black Warrior's army, the notorious General Halftrak!  He is grumbling, "Bunch of worthless ingrates.  Nothing like this ever happened when I was a soldier."
Orc
You see a group of average, smelly orcs here.  They are wearing crude football helmets and were throwing a flat soccer ball back and forth.  They see you and charge!
Striking Soldier
You see a large group of the Black Warriors soldiers.  Instead of swords they are carrying signs which say, "SOLDIER'S RIGHTS!" and "BLACK WARRIOR UNFAIR".  They don't seem too concerned with you.
A.J.
You see a friendly, dark haired fellow here.  He is looking around, apparently confused about where he is.
------  THE DEVIL'S TOMB -------
XXX
Tiger
You see a large tiger charge from the shadows.
Wildman
You see a man clad in white hospital garb and the remains of a chewed-through straight jacket.  He has a big stupid grin on his face.
Old Woman
You see an ugly old crone.  Her clothes are blood stained and tattered.
Blob
You see a green mass bubbling and oozing on the floor.  It smells like raw sewage, causing you to gag.  It appears to be sliming its way toward you.
Lizard
You see a large reptile with sharp claws and a huge spiked tail.  His tough hide would give him the properties of plate armour.
Torturer
You see a very large man wearing a black leather outfit with a hood over his head.  He is carrying a very large Headsman's axe.
Mumbling Witch Doctor
You see an extremely tan man clad in a loincloth and a ridiculously large ugly mask.  He is apparently cursing at you in his own language, but he mumbles so bad you can't understand a word he says.
Mechanic
You see a man clad in greasy bib overalls.  He is carrying a large monkey wrench.
Monster Infant
You see what appeared to be a small child.  But as you entered the room it grew into a hulking monster, ten feet tall.  Its child-like face still smiles fiendishly.
Lady Wrestler
You see a woman in dirty gym clothes.  On a belt she is wearing you can see the words "Tag Team Champ. 1978".  She was chewing on an animal bone when you came in.
Amnesiac Zombie
You see a dazed man with rotting gray skin.  It is a zombie!  He has a large bump on his head, and apparently can't remember that he is undead or supposed to kill you.  He nods and moans at you in a friendly manner.
Red Gargoyle
You see a large red creature with horns.  It is wearing a plain white jumpsuit with "Gargoyle" stamped on the chest in black letters.  Obviously a generic monster, nothing to be afraid of.
Blue Gargoyle
You see a large, ugly, and smelly blue creature with horns.  It is wearing a similar white jumpsuit.
Green Demon
You see a very large green demon.  It spits fire, laughs sinisterly, and does all kinds of other things to try and intimidate you.  When you point out that it's fly is open, it gets embarrassed and shuts up.
Orange Demon
You see a big ugly spawn of hell with glossy porous skin that has the appearances of dried orange peels.  It throws a flaming tangerine at you which explodes when it hits the wall.  It is an Orange Demon!
Gambler
You see a large group of men and women doing all kinds of things that would give Miss Manners a heart attack.  They crowd nearly all the tables greedily, so you can't get by to gamble.
Gold Warrior
You see your pal, the Gold Warrior.  He brushes himself off and flexes his muscles a few times.  "I see they got you with that book trap too!" he rumbles as he grins and slaps you on the back (making you wince).
Black Warrior
You see an all too familiar large man in black armor.  "Fool!  Did you expect to kill one as evil as me!" he spits.  "I'll teach you to steal my scientists!"  It is the Black Warrior from the Zyphur Riverventure!
--- THE ABDUCTOR'S QUARTERS ---
X
Abductor
Sitting on the throne is a man clad in the colors of a Free Adventurer.  He is the Abductor, the renegade adventurer who runs this dungeon.  He gets his kicks by capturing other adventurers.  He is armed with an extra-sharp TrollsFire!
Captain Moe
You see the Captain of the Abductor's Royal Guard.  He is a medium height, muscular, and has his dark black hair shaved into a bowl shape.
Sir Larry
You see the Second in Command of the Abductor's Royal guard.  He has wild curls exploding from the sides of his bald head.
Curley of Joe
You see the Third in Command of the Abductor's Royal guard.  He is rather stocky, with a big shiny bald dome.  He says to you, "Nuk-nuk-nuk!"
Wolf
You see a large wolf charge from the shadows!  Yikes!
Kathryn
You see a woman clad in a sleazy black dress.  She dusts herself off and says, "I have to pay better attention when people talk, I thought they said this was the 'Seductor's' dungeon!"
Headsman
You see a very tall bald man.  He raises his battle axe, sneers at you, and says, "Nervous?  You should be, because I'm mad!  And when I get mad, heads start to roll!"
Termite Creature
You see what appears to be a meter-wide termite.  It apparently has developed a taste for meat!
Admiral
There is a man here wearing the naval garb of an admiral.
Stable Man
You see a man who, believe it or not, smells worse than the Hermit in the Beginners Cave!  He wears the clothing of a stable man and is armed with a rather large war hammer.
Swordsman
You see a mean looking character with oily black hair and a black beard.  He spits a wad of chewing tobacco at your foot and then raises his large sword. He is wearing a shirt that says, "Kiss me, I'm a Swordsman!" and you notice**001
Shepherd
You see a man wearing leather shepherd's clothing.  Although he carries no weapon, he looks very large and strong.
Bandit
You see a man in flowing black robes here.  They have on them the colors of Frukendorf, a small town where the Main Hall of Bandits is located.  It is just like your Main Hall, except it is for renegade adventurers and other bad guys.
Rat
You see a black rat here, peacefully gnawing on a piece of cheese.
Demon
You see a large hulking creature before you.  It has a wedge shaped head and large claws!  No it is not Frank Black's last girlfriend, it is a demon!
Guard
You see one of the Abductor's Royal Guard here.  He is clad in horrible yellow and orange chain mail and has bright red hair.
Gardener
You see the Abductor's personal gardener.  He tends the various poppy fields where the Abductor traps many of his victims.  Those, and the lovely flowers outside the entrance to the dungeon.
Guard Rail
You see an animated hunk of metal wiggling towards you like a snake.  Its purpose used to be for highway safety, but it was accidentally brought to life by a failed spell of the great wizard, Trezore.  (Sure it's corny, but**002
Chef
You see you old pal, the Chef, from The Cave of the Mind.
Professor Axom
You see the scientist that you rescued from the clutches of the Black Warrior.  He says he was trapped and captured by the Abductor while exploring a poppy field.
Prisoner #13
You see that fellow you helped escape from the Black Warrior's lair.  You still haven't learned his real name.
After reading those wise words, you feel stronger!  Unfortunately you feel stronger because all your weapons have vanished, and your load is lighter...
"This entitles the owner to one free Cyber-Bit, should the owner leave the cave alive."
As you open the box, a flash of light explodes from it.  The room fills with smoke and you hear a booming voice say, "Beware!  Beware!"  "Beware what?" you ask.  "Beware my magical spell, TRILDER!" the booming voice replies.
Congratulations!  You have found the secret message for this adventure.
A booming voices from the north yells, "HALT!  The next person to step through the door will be melted by my new Insta-Melt (tm) heat ray!  Don't come any closer!  I mean it!"
As the Cylon approaches the door a small device pops out of the floor behind him.  A searing ray bursts forth from it melting him instantly.  Fortunately the ray became so hot that the device melted itself in the process.
"No, please!  Stop!" The Mind pleads, "I'll die!  Ahhhhhhhhhhhhhhhhhhh!  Ahhhhhhhhhhhhhhhhhhhhhh!  Ahhhhhhhhhhhhhhhhhhhhhhh!"  Its screams of anguish give you a bigger headache than A.J.'s harmonica.
As you approach the door a small device pops out of the floor behind you.  A searing ray bursts forth from it killing you in a horribly painful way!
As you start to descend, the elevator starts making such horrible grinding noises that you fearfully switch it off.  Something is blocking the shaft, and you'll only be able to travel up.
When your sight returns you find yourself at the very spot where you first drank the little man's potion.  You pick yourself up and return to the Main Hall to order a much-deserved Double-Dragon Blomb.
Your friend, the Chef happily gets a job working in the kitchen of the Main Hall.  Saying, if he can make a meal which pleases a giant brain then he can cook for anybody.  Nobody argues with him.
A.J. hangs around the Main Hall for a few days, then leaves to go rafting on the dangerous Zyphur River.  He does not return.
"HEY!!  I WAS WATCHING THAT!" screams the old wizard in a sudden rage.
Congratulations, you've won a free Cyber-Bit.  Unfortunately we are currently out of them, but you can have a leftover "Autobot" symbol instead.
----------------        ZYPHUR RIVERVENTURE             ----------------
As you reach for the jewel, the rock comes alive and attacks you!
You also receive the promised reward of 2,000 gold pieces from the SPS (Society for the Preservation of Scientists).  Upon returning, Professor Axom promptly retires to a quiet life of raising genetically enhanced geraniums.
Congratulations!  You found the secret message for this adventure!
"You are a fool, Professor!" snaps Benway, "If you show me the schematics for your coconut radio one more time I will be forced to amputate your immediate appendages!"
The Black Warrior picks up an enormous boulder and throws it at your boat.  It smashes through the bottom and the boat sinks before your eyes.  "Ha, ha, ha!" whoops the Black Warrior with glee, "There is no escape!"
You give the device to him and he looks it over, scratching his head.  "Ah yes, yes!  I understand.  Of course, it all makes sense." he mumbles.  Finally, he puts a few wires together and sparks shoot all over the place.*007
You hear a grinding noise and see a large dark object float out of an opening in the rock wall.
You see a large black boat float toward you.  It is the Black Warrior's private vessel!  A flag flies from it depicting a skull & crossbones with a black sword sticking out of the skull.
You notice that A.J. isn't wearing any pants.
A.J. shouts, "I know you!  You attacked me in the Cave of The Mind!  Ahhhhhhhhhhhhhhhh!   Help!  Murderer!  Help!" he runs away, screaming and pantsless.
Doctor Benway returns to the Main Hall with you and gets a temporary room there.  Every night he comes down to the bar and drinks himself into a stupor beside you.  You enjoy his company, but get sick of him slapping you on the*012
back and recounting his so-called story of how 'he saved this poor kid and his egghead friends from the clutches of the sinister Black Warrior'.
The man known only to you as 'Prisoner #13' returns to the Main Hall with you and joins the Free Adventurer's Guild as a professional thief.  He goes on an adventure one day and never returns...
A.J. suddenly recognizes you.  "Am I ever glad to see you!" he exclaims, "I was rafting down the Zyphur River when that jerk the Black Warrior abducted me and tried forcing me work for him, washing his soldiers' underwear!"
Everyone is disappointed in your failure to safely return Professor Axom, and your reputation suffers greatly.
"Hey!" gurgles the hobo, "That bag belonged to me!  Them's my widdles!  I'll show you, you ragamuffin!"
The Gold Warrior keeps good on his promise to 'whip you into shape' by subjecting you to a rigorous regime of mental and physical abuse.  At the end you do feel you're in better shape and (as he says) you have "developed big pipes".
------------------------    THE DEVIL'S TOMB   -----------------------------
As you open the bottle a poison gas pours forth from it, causing you to choke.  You quickly close it.
As you pick up the trident, it glows brightly and burns you!
There is a great flash of light and you suddenly find yourself trapped between the walls of the dungeon!  You manage to reverse the spell an instant before being crushed.  You must be more careful!
This book contains the spells of Trezore the Great and Powerful.  You may use the power of Trezore by saying his name.  May the powers of Trezore bring you no harm.
You feel the air swirling around you as you are lifted up by an unseen force.  You feel yourself being transported to another location...
This is just an old TV Guide.
The zombie suddenly gets his memory back.  He realizes that he's just an undead corpse with no brain and that it is his job to attack you.  He moans a big scary moan and stumbles toward you with his arms extended!
You start in disbelief as the door is suddenly torn from its hinges.  Standing in the doorway is your buddy, the Gold Warrior, who you met in the Zyphur Riverventure!
The Gold Warrior flexes his muscles at the Black Warrior.  The Black Warrior flexes his in return.  This continues for a short time, then they get into a serious wresting match, nearly smashing you against the wall!
GREETINGS!  This dungeon was sacked and looted by Edgar the Eccentric Enterprises.
----------------------   THE ABDUCTOR'S QUARTERS  -------------------------
the hilt of his sword is full of notches.  Good luck!
you've got to admit it's a more interesting name than "Guard6")
There is a sudden cave-in to the west.  You manage to jump away in time to avoid being hurt, but the rubble now makes travelling west impossible.
The inscription says, "You are my captive audience."
It says, "> BEWAR  THE C RSE OF THE G LDEN  WORD <"
They say, "-> DON'T SAY 'EAMON' <-"
It says, "-> GO NO FURTHER.  VERDINAL <-"
It says, "Try the impossible."
You see your old friend, the one you came looking for!
The Abductor's body vanishes in a puff of smoke!
General Help.
................Cave of the Mind -- Magic word
................Cave of the Mind -- How do I break the quartz wall?
................Cave of the Mind -- Help!  My weapons vanished!
................Cave of the Mind -- How do I work the elevator?
................Cave of the Mind -- What do I do with the helmet?
................Cave of the Mind -- Can I cross the chasm?
................Cave of the Mind -- How do I survive the heat ray?
................Cave of the Mind -- How do I defeat The Mind?
................Cave of the Mind -- How do I get out of here?
................Cave of the Mind -- For your amusement...
.........The Zyphur Riverventure -- Where is Professor Axom?
.........The Zyphur Riverventure -- How do I open the iron/cell door?
.........The Zyphur Riverventure -- How do I stop the rock monster?
.........The Zyphur Riverventure -- My boat!  Help!
.........The Zyphur Riverventure -- For your amusement...
................The Devil's Tomb -- How do I open the iron door?
................The Devil's Tomb -- How do I get out of here?
................The Devil's Tomb -- How do I open the bolted door?
................The Devil's Tomb -- For your amusement...
The Abductor's Quarters -- Hey!  Who took my gold!?!
The Abductor's Quarters -- Where's my captured friend?
The Abductor's Quarters -- How do I light the lantern?
The Abductor's Quarters -- How do I get past the bricked over door?
The Abductor's Quarters -- How do I get rid of the golden sword?
The Abductor's Quarters -- How the heck do I get out of here?
The Abductor's Quarters -- For your amusement.
1. Before you can manipulate items that are inside other items, you must REMOVE them.
2. You can INVENTORY friendly monsters to see what they are carrying.
3. If you GIVE a healing potion to a monster, they will take a drink and hand it back to you.
4. The POWER spell has different effects in most adventures.  When all else fails try POWER.
5. Sometimes things may be in a room but won't show up until you EXAMINE them.  Pay close attention to room descriptions.
6. To give money to a monster, type GIVE and the amount.  (e.g. GIVE 200)
Once you have found and opened the lead box, you may SAY TRILDER at any time to be teleported to a random location.  This is useful if you are being hurt faster than you can heal, as nobody (friend or foe) will follow you.
Look around for a proper tool...
Preferably a MINER'S PICK.  Now simply USE it.
They have just been scattered about the cave.  Go search for them.
You need the proper key.  Once you have a key, USE it.
USE it of course.  Preferably on the Cylon because he will become your friend and you need his help to escape the cave.
Yes.  Did you examine the skeleton?
USE the harmonica.
Let somebody else "take the heat".
USE the helmet on the Cylon and he will take the blast for you.
Did you pay attention to the room description?
ATTACK his life support equipment.
You'll need the silver key...
Once you defeat The Mind, break open the western panel, go west, get the key, USE the key in the elevator, go up, get the potion and drink it.
For your amusement, have you tried to...
...GET the TV while the old wizard is watching it?
...USE the helmet on the Cylon several times?  (He'll do four different things.)  Or USE the helmet on The Mind?
...Let A.J. die, then go on The Zyphur Riverventure?  (Or kill him yourself?)  Leave with the chef, then go on to The Abductor's Quarters?
Sail to the place where the river forms a 'Y', then sail east into the tunnel and search around in the caverns at the north end of the pool...
...EXAMINE the wall with flecks of gold and silver on it.
Search around the caverns and dispatch all of the Black Warrior's henchmen, and a master key will turn up.
Be careful not to ATTACK him, or you may lose your favorite sword.  Missile weapons are equally ineffective, so you'll have to find an alternative means of attacking him...
...Namely your BLAST spell!  (If you don't know blast, you'll never defeat him.)
Never fear, all is not lost!  Did you grab the 'strange device' dropped by the Black Warrior?  Did you try to USE it?
You can't figure it out, but maybe if you GIVE it to somebody else they can make sense of it...
Like one of the three rescued scientists!  Make sure you are in the room where you encountered the Black Warrior, then GIVE the device to either Axom, Benway, or The Professor.
For your amusement, have you tried to...
...INVENTORY Doctor Benway, The Professor, or the Gold Warrior?
...Drop something in the river (when there's a current)?
...USE the coconut radio?  READ the flask?
...GIVE the trench coat to A.J. (only if he died in The Cave of the Mind)?
...SMILE around A.J., the Gold Warrior, and the scientists?  How about hiring the Gold Warrior to train you (GIVE 6000)?
...Let Prisoner #13 or Professor Axom get killed and then go on to The Abductor's Quarter's?  (Or kill them yourself and go on?)  Leave with the Gold Warrior and go on to The Devil's Tomb?  Leave with Benway and play The Quest for Trezore?
There are three ways of opening it.  If you played The Zyphur Riverventure and met the Gold Warrior, just wait a few turns and he'll pop up and rescue you...
...If you know the POWER spell, then casting it will open the door...
...If you don't know POWER and haven't met the Gold Warrior, then just SAY "*open*".
EXAMINE the wall with the blocks of devil faces on it (south of the casino)...
...Then go through the bolted iron door in the room with the demons.
USE the TNT on it.
For your amusement, have you tried to...
...EXAMINE the various remains and graffitii that are scattered about?
...GIVE the devil's trident to somebody (preferably an enemy)?
...OPEN the bottle?
...USE the wheel of fortune?
...Play this adventure after completing The Zyphur Riverventure (and leaving with the Gold Warrior)?
You must find the scoundrel who stole it and get it back...
EXAMINE the Abductor's throne, then explore the treasure rooms.  (Or blast open the bricked doorway.)
Your friend will be in one of the secret treasure rooms (why in a treasure room and not the jail?  Ask Jim Jacobson, it was his idea!).  See the hint on finding your gold for directions.
You need to be carrying the flint and steel set, or have it in the room with you.
You need two things, the bottle with the warning on it and the flint and steel set...
Just USE the bottle when you are in the room with the bricked door.  (Make sure to DROP the bottle first!)
This is one of Jim's more amusing traps.  Just say the sword's name (SAY GILGAMESH).
Go to the room that has the sign which says, "Try the impossible" and move north.
For your amusement, have you tried to...
EXAMINE the Abductor's throne?  His treasures?
Let a character (not a test character, but a real one) get 'captured' (they have to die, then you have to choose 3. Give up and accept death), then come back with another character and rescue them.  Note: the captured character will lose their weapons!
Play this adventure after completing The Cave of the Mind and The Zyphur Riverventure and befriending the chef, Prof. Axom, and Prisoner #13?
