Friday, December 21, 2018

Chapter 9: When I Paint My Masterpiece (The Band, 1971)

Check yourself! You need the lamp. Use the inventory command to see what you are carrying and then take accordingly.

>open trap door

>down

>turn on lamp

Cellar

 
>south

[West of Chasm] You are on the west edge of a chasm, the bottom of which cannot be seen. The east side is sheer rock, providing no exits. A narrow passage goes west. The path you are on continues to the north and south.

>south

[Gallery] You are in an art gallery. Most of the paintings which were here have been stolen by vandals with exceptional taste. The vandals left through the north, south, or west exits. Fortunately, there is still one chance for you to be a vandal, for on the far wall is a painting of unparalleled beauty.

Unparalleled beauty does not mean dogs playing poker on velvet, but it must be valuable anyway.

>take painting

Taken.

>south.

[Studio] You are in what appears to have been an artist's studio. The walls and floors are splattered with paints of 69 different colors. Strangely enough, nothing of value is hanging here. At the north and northwest of the room are open doors (also covered with paint). An extremely dark and narrow chimney leads up from a fireplace; although you might be able to get up it, it seems unlikely you could get back down.

Hmmm…seems kinda small. We’re not Santa, but let’s try going up the chimney anyway.

>up

Kitchen

As indicated, the chimney is too narrow to carry much, so it is not a very useful way for you and your baggage to leave the dungeon. You just took the max with you, so you can see it would be slow going. And, as predicted by the game, there is no going back down.

>turn off lamp

>west

Living Room

>put treasure in case

Done

>save

Saved.


Chapter 10: The Ballad Of Bonnie & Clyde (Georgie Fame & Blue Flames, 1968)

Check yourself! You need the torch, lamp and the egg (unless you already gave it to the Thief). Use the inventory command to see what you are carrying and then take accordingly.

>down

Cellar

>south

West of Chasm


>south

Gallery

>west

[Bank Lobby] You are in the large entrance hall of the Bank of Zork, the largest banking institution of the Great Underground Empire. A partial account of its history is in "The Lives of the Twelve Flatheads" with the chapter on J. Pierpont Flathead. A more detailed history (albeit less objective) may be found in Flathead's outrageous autobiography "I'm Rich and You Aren't - So There!". Most of the furniture has been ravaged by passing scavengers. All that remains are two signs at the northwest and northeast corners of the room, which say

   <-- WEST VIEWING ROOM EAST VIEWING ROOM -->


Behind every bank robbery is the overambitious mind thinking about wanting to be the wealthiest person in the world. In front of us is the bank of Zork, ripe for the picking.

>ne

[West Teller's Room] You are in a small square room, which was used by a bank officer whose job it was to retrieve safety deposit boxes for the customer. On the north side of the room is a sign which reads "Viewing Room". On the east side of the room, above an open door, is a sign reading

     BANK PERSONNEL ONLY


Just ignore the sign…really, what can happen?

>east

[Safety Depository] You are in a large rectangular room. The east and west walls here were used for storing safety deposit boxes. As might be expected, all have been carefully removed by evil persons. To the east, west, and south of the room are large doorways. The northern "wall" of the room is a shimmering curtain of light. In the center of the room is a large stone cube, about 10 feet on a side. Engraved on the side of the cube is some lettering.

>read cube

                   Bank of Zork

           VAULT

         *722 GUE*

   Frobozz Magic Vault Company


>south

[Chairman’s Office] This room was the office of the Chairman of the Bank of Zork. Like the other rooms here, it has been extensively vandalized. The lone exit is to the north. A portrait of J. Pierpont Flathead hangs on the wall.

Looks like treasure to me!

>take portrait

Taken.


>look at portrait

                ||||||||||||||
               ||   __  __   ||
               ||   $$  $$   ||
              \||     >>     ||/
               ||  ________  ||
                |  -//-----  |
                \\_//_______//
               ___// |  |
              /__//  |  |
                     |  |
          __________//  \\__________
         / $ /       ****       \ $ \
        /   /         **         \   \
       /   /|         **         |\   \
      /   / |         **         | \   \
     /   /  |         **         |  \   \
     ^   ^__|______$Z$**$Z$______|__^   ^
     \         *   $Z$**$Z$   *         /
      \________*___$Z$**$Z$___*________/
            |      $Z$**$Z$      |

            J.  PIERPONT  FLATHEAD
                   CHAIRMAN 
>north

Safety Depository

The northern ‘wall’ of the room is a shimmering curtain of light. The key word here is curtain. What do you do with curtains? No, not that...you walk through curtains. Now, you ask yourself, how the heck does that make any sense? It doesn't really. This is undoubtedly the worst puzzle in the game. Fortunately, Zork II includes an added clue in the Bank area: a piece of paper mentions tellers walking through walls.

Turns out the place where you go after entering the curtain of light is dictated by the direction you last came from before entering. Basically you reset the curtain which allows you to move between rooms. This is never even hinted at nor explained at any point, leaving many to scratch their heads, try everything and anything, and not really understanding how the puzzle really worked.

But I digress. Seeing as this is a Safety Depository, we should leave the valuables here.

>drop all


>take lamp

>turn on lamp

The lamp is now on.

>walk through north wall

[Bare Room] You feel somewhat disoriented as you pass through... You are in a small bare room with no distinguishing features. There are no exits from this room.

Cool...a small room with no exits. Hanging out long enough in this room will prompt the Gnome of Zurich to appear, wearing a three-piece suit and carrying a safety deposit box. You can pay your way out of the room by giving the Gnome something valuable; however, the Gnome keeps it and you will not get it back. Giving the Gnome something worthless will result in the Gnome throwing it away and the object being removed from the game. Using the Gnome to leave the room is like the Kobayashi Maru...there is no winning. If you wait long enough, the Gnome will become impatient and leave you standing there. No matter...we don't need no stinkin' gnomes. We came in through the south wall, so let's trying leaving that way.

>walk through south wall

You feel somewhat disoriented as you pass through...


Safety Depository

Lather, rinse and repeat.

>walk through north wall

[Vault] You feel somewhat disoriented as you pass through... This is the Vault of the Bank of Zork, in which there are no doors. On the floor sit 200 neatly stacked zorkmid bills.


If you wait here too long, a tinny voice (Hello, Intruder!) will describe how your unauthorized presence in the vault has set off all sorts of nasty surprises, several of which seem to have been fatal. No point in waiting then, is there? Taking the bills may not be as lucrative as the Brink's job, but hey, an adventurer's gotta eat, right?

>take all

Taken.


>look at bills

http://www.thezorklibrary.com/history/image/zorkmid-100bill.png

The south wall is solid, so this must be one of those rooms where direction is secondary. We arrived here through a north wall, so that will get us out.

>walk through north wall

Safety Depository

Bills are valuable...better leave them here.

>drop bills

Dropped.

Trying to leave the Safety Depository with any valuables, even things you brought with you into the Bank, will cause the alarm to go off and an invisible force will prevent you from leaving. Reset the curtain by leaving and coming back into the Safety Depository.

>west

West Teller's Room

>west

Safety Depository


>take all

>turn off lamp

The lamp is now off.

>walk through north wall

You feel somewhat disoriented as you pass through...

[West Viewing Room] You are in a room used by holders of safety deposit boxes to view their contents. On the north side of the room is a sign which says

   REMAIN HERE WHILE THE BANK OFFICER RETRIEVES YOUR DEPOSIT BOX

    WHEN YOU ARE FINISHED, LEAVE THE BOX, AND EXIT TO THE SOUTH

     AN ADVANCED PROTECTIVE DEVICE PREVENTS ALL CUSTOMERS FROM

      REMOVING ANY SAFETY DEPOSIT BOX FROM THIS VIEWING AREA!

               Thank you for banking at the Zork!


Again, sometimes it's better not to ask too many questions...just go with it.

>south

Bank Entrance

>south

Gallery

>north

West of Chasm

>west

Cellar

>up

Living Room

>put treasures in case

Done

>take torch

Done


>save

Saved.


Chapter 11: Madman Across the Water (Elton John, 1971)

Check yourself! You need the torch, lamp and the egg (unless you already gave it to the Thief). Use the inventory command to see what you are carrying and then take accordingly.

>open trap door

>down

Cellar


>east

Troll Room

>north

East-West Passage


>east

Round Room

>east

[Grail Room] You are standing in a small circular room with a pedestal. A set of stairs leads up, and passages leave to the east and west. There is an extremely valuable (perhaps original) grail here.

Don't panic if the grail is no longer here. If you stopped in the Grail Room while trying to get to the Engravings Cave, the Thief likely beat you to it. Again, let him do the work for you.

>take grail

Taken

>west

Round Room

>nw

[Deep Canyon] You are on the south edge of a deep canyon. Passages lead off to the east, south, and northwest. You can hear the sound of flowing water below.

>east

[Dam] You are standing on the top of flood control dam #3, which was quite a tourist attraction in times far distant. There are paths to the north, south, east, and down.

The sluice gates on the dam are closed. Behind the dam, there can be seen a wide lake. A small stream is formed by the runoff from the lake.

There is a control panel here. There is a large metal bolt on the panel. Above the bolt is a small green plastic bubble.


Aha…the dam we saw earlier! There must be tools somewhere for the bolt.

>north

[Dam Lobby] This room appears to have been the waiting room for groups touring the dam. There are exits here to the north and east marked "PRIVATE", though the doors are open, and an exit to the south. A guidebook entitled "Flood Control Dam #3" is on the reception desk. There is a matchbook whose cover says "Visit Beautiful FCD #3" here.

No tools here...keep moving.

>north

[Maintenance Room] You are in what appears to have been the maintenance room for Flood Control Dam #3, judging by the assortment of tool chests around the room. Apparently, this room has been ransacked recently, for most of the valuable equipment is gone. On the wall in front of you is a panel of buttons, which are labeled in EBCDIC. However, they are of different colors: blue, yellow, brown, and red. The doors to this room are in the west and south ends. There is an object which looks like a tube of toothpaste here. There is a wrench here. There is a screwdriver here.

Looks like useful stuff...better take it.

>take all

>read tube

---> Frobozz Magic Gunk Company <---

All-Purpose Gunk

Cool...All Purpose Gunk...never know when you will need Gunk.


>push yellow button

Click.

Pushing the yellow button illuminates the green bubble back at the Dam, which is really all we need to do.

For the persistent, pushing the red button will cause the lights in the room to come on, and pushing it again will turn the lights off. Pushing the brown button makes a nifty click sound. Pushing the blue button will result in a rumbling sound and a stream of water bursting in from the east wall of the room (apparently a leak has occurred in a pipe). Pushing the blue button again jams the button and the room continues to fill with water. It will take a while, but the water level will rise from your ankles to over your head and you will drown...not a good thing. Fortunately you have All-Purpose Gunk with you, which by some miracle of elven technology manages to stop the leak in the dam.

Our work here is done.

>south

Dam Lobby

A guidebook entitled "Flood Control Dam #3" is on the reception desk. There is a matchbook whose cover says "Visit Beautiful FCD #3" here.


>read guidebook

Taken.

Guide Book to Flood Control Dam #3

Flood Control Dam #3 (FCD#3) was constructed in year 783 of the Great Underground Empire to harness the destructive power of the Frigid River. This work was supported by a grant of 37 million zorkmids from the Central Bureaucracy and your omnipotent local tyrant Lord Dimwit Flathead the Excessive. This impressive structure is composed of 3.7 cubic feet of concrete, is 256 feet tall at the center, and 193 feet wide at the top. The reservoir created behind the dam has a volume of 37 billion cubic feet, an area of 12 million square feet, and a shore line of 36 thousand feet.

The construction of FCD#3 took 112 days from ground breaking to the dedication. It required a work force of 384 slaves, 34 slave drivers, 12 engineers, 2 turtle doves, and a partridge in a pear tree. The work was managed by a command team composed of 2345 bureaucrats, 2347 secretaries (at least two of whom can type), 12,256 paper shufflers, 52,469 rubber stampers, 245,193 red tape processors, and nearly one million dead trees.

We will now point out some of the more interesting features of FCD#3 as we conduct you on a guided tour of the facilities:

1) You start your tour here in the Dam Lobby. You will notice on your right that .........


>read matchbook

Taken.

[Close cover before striking BKD]

     You too can make BIG MONEY in the exciting field of

                   PAPER SHUFFLING!

Mr. TAA of Muddle, Mass. says: "Before I took this course I used to be a lowly bit twiddler. Now with what I learned at MIT Tech I feel really important and can obfuscate and confuse with the best."

Mr. MARC had this to say: "Ten short days ago all I could look forward to was a dead-end job as a engineer. Now I have a promising future and make really big Zorkmids."

MIT Tech can't promise these fantastic results to everyone, but when you earn your MDL degree from MIT Tech your future will be brighter.

Send for our free brochure today!


Mamma always said to avail yourself of all learning opportunities. Alas and alack, in this version there is no postal service, so you'll never know the wonders of…why would I tell you about it? That would be cruel.

>south

Dam

There is a control panel here. There is a large metal bolt on the panel. Above the bolt is a small green plastic bubble. The green bubble is glowing.


>turn bolt with wrench

The sluice gates open, and water pours through the dam.

Pushing the yellow button in the Control Room illuminated the green bubble and allowed for the bolt to turn. You could have spent the rest of your unnatural life trying to turn the bolt with little success if the light was out.

>drop wrench

Dropped.

>save.

Saved.


Chapter 12: Echoes (Pink Floyd, 1971)

>east

[Damp Cave] You are in a cave. Passages exit to the south and to the east, but the cave narrows to a crack to the west. The earth is particularly damp here.

>south

[Loud Room] You are in a large room with a ceiling which cannot be detected from the ground. There is a narrow passage from east to west and a stone stairway leading upward. The room is extremely noisy. In fact, it is difficult to hear yourself think. There is a large platinum bar here.

>take bar

TAKE BAR

>hello

HELLO

Wonderful…a perpetual echo.

In some versions of this game, draining the Reservoir and then re-closing the dam would cause the Loud Room to become quiet. With the dam in the original closed position, the Loud Room was loud because of the large amount of water pouring over the top of the dam. With the dam open, the Loud Room was still loud because of the large amount of water pouring over the top of the dam as the Reservoir drains. Closing the dam after draining the Reservoir means the Reservoir needs to re-fill, so there is no water pouring over the dam, hence a quiet Loud Room. This would only last a few turns, so time was of the essence.

A much easier alternative solution is to logically consider what is happening in the room. Whatever you say is repeated back to you. Sound travels in waves, much the same way ripples of water travel in the ocean. When you make a sound, sound waves travel through the air. You first hear that sound when the sound waves reach your ears. If those sound waves hit an obstacle like a building or the walls of a cave, they bounce back into the air because those objects do not absorb sound. Instead, they reflect, or bounce the sound back, and you hear it a second time. That second sound is called an echo. So...given the choice, what do most people say when this type of opportunity presents itself?

>echo

ECHO

The acoustics of the room change subtly.


>take bar

Taken.

Okay, time to head upstairs.

>west

North-South Passage

>north

[Chasm View] A chasm runs southwest to northeast. You are on the south edge. The path exits to the south and to the east.

>south

Deep Ravine

>south

East-West Passage


>west

Troll Room

>west


Cellar
 
>up

Living Room

>put treasures in case, drop all, take lamp, take torch

>save


Saved.

Chapter 13: Go to the Mirror! (The Who, 1969)

Check yourself! You need the torch, lamp and the egg (unless you already gave it to the Thief). Use the inventory command to see what you are carrying and then take accordingly.

>open trap door

>down

Cellar

 
>east

Troll Room


>north

East-West Passage

>east

Round Room

>se

[Winding Passage] You are in a winding passage. It seems that there is only an exit on the east end.

Another of the many one-way opportunities...chalk it up to magic and move on.

>east

[Mirror Room (#1)] You are in a large square room with tall ceilings. There are exits on the south, east, and west sides of the room. On the south wall is an enormous mirror which fills the entire wall.

You can't take the mirror, but looking into it provides our first chance to see ourselves as the game sees us, as there is an ugly person staring back at you. Apparently, there is no accounting for taste in Zork. The mirror can be broken, but all that gets you is seven years of bad luck. Talking to the mirror (ala Snow White) is useless. Let's sum this up: poor reflection qualities, can be broken, doesn't speak. Pretty useless as a mirror, if you ask me. Still, it is here for a reason (isn't everything?), so...try touching it.

>touch mirror

There is a rumble from deep within the earth, and the room shakes.

Hmmm...since when does touching a mirror cause an earthquake? Must be something else. Better look around.

>look

[Mirror Room (#2)] You are in a large square room with tall ceilings. There are exits on the south, east, and west sides of the room. On the south wall is an enormous mirror which fills the entire wall.

Looks the same. Okay, let's get out of here.

>east

[Cave] You are in a small cave with an entrance to the north and a stairway leading down.

Wait a minute...that wasn't here before. Touching the mirror must transport us to another mirror room elsewhere in the underground. Best to look around before going back.

>down

[Atlantis Room] You are in an ancient room, long buried by the reservoir. There are exits here to the southeast and upward. On the shore lies Neptune's own crystal trident.

>take trident

Taken.

>se

[Reservoir North] You are in a large cavernous room, to the south of which was formerly a reservoir. However, with the water level lowered, there is merely a wide stream running through the center of the room. There is a tunnel leaving the room to the north. There is a small pump here.

Our visit to Flood Control Dam #3 paid off. Good thing we emptied the Reservoir.

>take pump

Taken.

Let's backtrack a bit.

>north

Atlantis Room

>up

Cave

>north

Mirror Room #2

>west

[Cold Passage] You are in a cold and damp corridor where a long east-west passageway intersects with a northward path.

>west

[Slide Room] You are in a small chamber, which appears to have been part of a coal mine. On the south wall of the chamber the letters "Granite Wall" are etched into the rock. To the east is a long passage, and there is a steep metal slide twisting downward. To the north is a small opening. From the appearance of the slide, an attempt to climb up would be impossible. To the north is a small opening.

This faux "Granite Wall" has no use...others might, but as the InvisiClues for Zork I stated, "Evidently the ancient Zorkers did not have strong truth-in-advertising laws. Take nothing for granite."

>north

[Mine Entrance] You are standing at the entrance of what might have been a coal mine. To the northeast and the northwest are entrances to the mine, and there is another exit on the south end of the room.

A mine in an underground set of caves...who woulda thunk it? We'll come back this way later.

>south

Slide Room


The Cellar included a steep metal ramp which was unclimbable. Seems reasonable this is the top of that slide. Slides are fun, so let's go!

>down

Cellar


Nice...another way to the Cellar!

>up

Living Room

>put treasures in case

>drop pump

>save

Saved.


Chapter 14: Like A Prayer (Madonna, 1989)

Check yourself! You need the lamp, torch and the egg (unless you already gave it to the Thief). Use the inventory command to see what you are carrying and then take accordingly.

>open trap door

>down

Cellar


>east

Troll Room

>north

East-West Passage

>east

Round Room

>east

Grail Room

>up

[West Temple] You are in the west end of a large temple. On the south wall is an ancient inscription, probably a prayer in a long-forgotten language. The north wall is solid granite. The entrance at the west end of the room is through huge marble pillars. Lying in the corner of the room is a small brass bell.


That is a nice looking bell. Better take it.

>take bell

Taken.


>ring bell

Ding, dong.

>read inscription

The prayer is inscribed in an ancient script which is hardly remembered these days, much less understood. What little of it can be made out seems to be a diatribe against small insects, absent-mindedness, and the picking up and dropping of small objects. The final verse seems to consign trespassers to the land of the dead. All evidence indicates that the beliefs of the ancient Zorkers were obscure.

Great...another useless discourse…or is it? Look again

...against small insects, absent-mindedness, and the picking up and dropping of small objects...

That’s right…hidden in the middle of the prayer is a hint that dropping items in the Temple makes them safe from the Thief. However, we either want to take them upstairs ourselves or let the Thief carry them for us, so for our purposes this is a “nice to know” but not entirely useful.

I’ll save you some time. Touching or trying to walk through the granite wall doesn’t get you anywhere, which means it isn't activated like the mirror (touch) or the curtain of light (walk through). Apparently something else will activate it, which we may find later.

>east

[East Temple] You are in the east end of a large temple. In front of you is what appears to be an altar. On the altar is a large black book, open to page 569. On the two ends of the altar are burning candles.

>read book

Taken.

Commandment #12592

Oh ye who go about saying unto each other: "Hello sailor":

Dost thou know the magnitude of thy sin before the gods?

Yea, verily, thou shalt be ground between two stones.

Shall the angry gods cast thy body into the whirlpool?

Surely, thy eye shall be put out with a sharp stick!

Even unto the ends of the earth shalt thou wander and

unto the land of the dead shalt thou be sent at last.

Surely thou shalt repent of thy cunning.


Those Zorkers were an interesting bunch, and their religion appears to mimic them. The book may hold other valuable information, but you cannot turn any of the pages nor can you close it.

>extinguish candles

Taken.

The flame is extinguished.


Hmmm...what do most do when in a temple?

>pray

[Forest #1] This is a forest, with trees in all directions around you.


Aha...another way out from underground!

>east

Forest

>look

[Forest #4] This is a dimly lit forest, with large trees all around. One particularly large tree with some low branches stands here.


We've been here before...at least now we know how to get back to the house

>south

Clearing

There is a pile of leaves on the ground.

>sw

Behind House


>west

Kitchen


>west

Living Room


>drop torch

Dropped.


>save

Saved.


Chapter 15: Gonna Raise Hell (Cheap Trick, 1979)

Check yourself! You need the torch, matches, bell, candles and book. Use the inventory command to see what you are carrying and then take accordingly.

If the Thief takes the torch, restore, restore, restore until you complete this chapter.

>open trap door

>down

Cellar

 
>east

Troll Room

>north

East-West Passage

>east

Round Room


>east

Grail Room


>east

Narrow Crawlway

>south

[Tiny Cave] You are in a tiny cave with entrances west and north, and a dark, forbidding staircase leading down.

>down

[Entrance to Hades] You are outside a large gateway, on which is inscribed:

  "Abandon every hope, all ye who enter here."

The gate is open. Through it you can see a desolation, with a pile of mangled corpses in one corner. Thousands of voices, lamenting some hideous fate, can be heard. The way through the gate is barred by evil spirits, who jeer at your attempts to pass.


Fun place. Are you sure you want to get in there? Very well. Consider the phrase "bell, book, and candle," which refers to a method of excommunication in the Catholic Church for one who had committed a particularly grievous sin. The bishop would ring a bell to evoke a death toll, close a holy book to symbolize the ex-communicant's separation from the church, and snuff out a candle or candles, knocking them to the floor to represent the target's soul being extinguished and removed from the light of God.

Trying that order (bell, book, candle) and that process (ring, close, extinguish) isn't possible, as the book cannot be closed. Fortunately there aren't too many options...the bell must be rung, but strangely enough, the book must not be read. Since we are not excommunicating anyone, but rather removing evil spirits, we want to light the candles. Just to make it harder to figure out, the candles must be out when starting the process. To frustrate you further, the order is candle, bell, and don't read from the book. Didn't these Zorkers ever watch "Bell, Book and Candle" with Jimmy Stewart and Kim Novak? Sheesh. Finally, you must have all three in your hands to make it work. And since we are trying to remove the nasty spirits, we're going to need to take a tip from that unlike team of Father Lankester Merrin & Richard Simmons and use the "exorcise" word.

>light match

One of the matches starts to burn.

>light candles with match

The candles are lit. The match has gone out.


>ring bell

Ding, dong.

>exorcise

There is a clap of thunder, and a voice echoes through the cavern: "Begone, fiends!" The spirits, sensing a greater power, flee through the walls.

Suh-weet! You 1, evil spirits 0.

>extinguish candles

The flame is extinguished.

>east

[Land of the Living Dead] You have entered the Land of the Living Dead, a large desolate room. Although it is apparently uninhabited, you can hear the sounds of thousands of lost souls weeping and moaning. In the east corner are stacked the remains of dozens of previous adventurers who were less fortunate than yourself. To the east is an ornate passage, apparently recently constructed.

>east

[Tomb of the Unknown Implementer] You are in the Tomb of the Unknown Implementer. A hollow voice says, "That's not a bug, it's a feature!" In the north wall of the room is the Crypt of the Implementers. It is made of the finest marble and is apparently large enough for four headless corpses. The crypt is closed. Above the entrance is the cryptic inscription: "Feel Free".

There are four heads here, mounted securely on poles. There is a large pile of empty Coke bottles here, evidently produced by the implementers during their long struggle to win totally. There is a gigantic pile of line-printer output here. Although the paper once contained useful information, almost nothing can be distinguished now.


Interesting. The Coke bottles are useless, as they can’t be filled with liquid. They can be broken, but were apparently made of magic glass and disappear immediately. The output is also useless, as it weighs a lot which makes it impractical to carry around. Trying anything at this point will result in the message "Although the implementers are dead, they foresaw that some cretin would tamper with their remains. Therefore, they took steps to punish such actions. Unfortunately, we've run out of poles. Therefore, in punishment for your most grievous sin, we shall deprive you of all your valuables, and of your life." We'll revisit this place, but for now we have other treasures to find.

>west

Land of the Living Dead

>west

Entrance to Hades

Try taking the corpses. I'll wait.

Okay, enough of that.

>up

Tiny Cave

>west

Mirror Room

The Reservoir will be drained by now, so let's ride the magic mirror transport and head over there.

>touch mirror

There is a rumble from deep within the earth, and the room shakes.

>east

Cave


>down

Atlantis Room


>se

Reservoir North


>south

[Reservoir] You are on what used to be a large reservoir, but which is now a large mud pile. There are "shores" to the north and south. Lying half buried in the mud is an old trunk, bulging with jewels.

>take trunk

Taken.

>north

Reservoir North

>north

Atlantis Room

>up

Cave

>north

Mirror Room

>west

Cold Passage


>west

Slide Room

Whhhhhheeeeeeeeeeeeee!

>down

Cellar


>up

Living Room

>put treasures in case

>drop all

>save


Saved.