This is a large domed temple. A piece of rope descends from the railing of the dome, about 20 feet above, ending some five feet above your head. On the east wall is an ancient inscription, probably a prayer in a long-forgotten language. Below the prayer, a stair leads down. The temple’s altar is to the south. In the center of the room sits a white marble pedestal.
There is a brass bell here.
Sitting on the pedestal is a flaming torch, made of ivory.
> turn off the brass lantern
The brass lantern is now off.
> take the torch
> read the inscription
The prayer is a philippic against small insects, absent-mindedness, and the picking up and dropping of small objects. All evidence indicates that the beliefs of the ancient Zorkers were obscure.
> go east
You are at the periphery of a large dome, which forms the ceiling of another room below. A wooden railing protects you from a precipitous drop.
> tie the rope to the railing
The rope drops over the side and comes within ten feet of the floor.
> climb down
This is a circular room with passages in all directions. Several have unfortunately been blocked by cave-ins.
> go southeast
This is a small room with passages to the east, northeast and south, and a forbidding hole leading west. Bloodstains and deep scratches (perhaps made by an axe) mar the walls. A troll, brandishing a bloody axe, blocks all passages out of the room.
> kill the troll with the elvish sword
The troll is struck on the arm; blood begins to trickle down.
The axe crashes against the rock, throwing sparks!
The fatal blow strikes the troll square in the heart: he dies. As the troll breathes his last breath, a cloud of sinister black fog envelops him; when it lifts, the carcass is gone.
> go east
You are in a dark, damp cellar with narrow passageways to the north and east. On the west is the bottom of a steep metal ramp which is unclimbable.
> go north
You have moved into a dark place. It is pitch black. You are likely to be eaten by a grue.
> what is a grue
The grue is a sinister, lurking presence in the dark places of the earth. Its favorite diet is adventurers, but its insatiable appetite is tempered by its fear of light.
> light the lantern
The brass lantern is now on.
This is the attic. The only exit is the stairway down. A large coil of rope is lying in the corner. There is a nasty knife here.
> take the rope
> go down
> go west
> go down
The trap door crashes shut, and you hear someone barring it. Continue reading
The living room opens to the east. To the west is a wooden door, above which is strange gothic lettering. The door is nailed shut. There is a trophy case here, and a large oriental rug in the center of the room. A battery-powered brass lantern is on the trophy case. Above the trophy case hangs an elvish sword of great antiquity.
> open the trophy case
> put the egg in the trophy case
> read the strange lettering
The engravings translate to “This space intentionally left blank.”
> move the rug
You drag the rug to one side of the room, revealing a closed trap door.
> open the trap door
The door reluctantly opens to reveal a rickety staircase descending into darkness.
> take the lamp and the sword
brass lantern: Taken.
> go east
> go up