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18 9 0 1 99 This icon lets you perform special actions or get information. 0 0 31 1 99 Your Aura has evaporated. 0 0 16 1 97 Automatic Save 0 0 21 1 99 You're not in a very good position for casting spells at the moment. 0 0 19 1 97 Your disk is full. 0 0 18 1 97 Game Saved 0 0 12 1 99 Memory Fragment 0 0 32 1 99 Your Protection spell has worn off. 0 0 15 1 97 No 0 0 13 1 97 Return to the Land of the Living? 0 0 14 1 97 Yes 0 0 33 1 99 Your Resistance spell has expired. 0 0 37 1 99 Do you want to start over from the beginning of the game? 0 0 10 1 99 Your Reversal spell has worn off. 0 0 11 1 99 Your Reversal spell is wearing thin. 0 0 17 1 97 Save Error 19 9 0 1 99 This icon lets you cast one of your magical spells. 22 9 0 1 99 This icon brings up the control panel. 25 159 0 1 99 Feeling a bit jumpy? 25 0 7 1 99 This is not a good place to practice throwing. 25 0 3 1 99 You can't cast that spell here. 25 0 5 1 99 That didn't do anything useful. 25 56 0 1 99 25 34 0 1 99 It really looks much better on you. 25 13 0 1 99 Baggers? We don' need no stinkin' baggers! 25 48 0 1 99 Don't plant those; they might grow into another Elderbury bush! 25 53 0 1 99 Its flying days are over. 25 69 0 1 99 Try as you might, you can't seem to focus on the words of the Ritual. 25 27 0 1 99 After what you went through to make the bone meal, do you really want to waste it? 25 67 0 1 99 25 47 0 1 99 This isn't a cemetery, you know! 25 14 0 1 99 This isn't a good place to plant the bonsai bush. 25 70 0 1 99 25 58 0 1 99 That wasn't quite what you had in mind when you became a Hero and decided to clean up around here. 25 22 0 1 99 Put the candle back! 25 23 0 1 99 Promoting tooth decay is decidedly non-Heroic. 25 55 0 1 99 The rubber chicken gives out its usual satisfying "Squeak!" when you squeeze it. 25 54 0 1 99 That little piece of cloth won't cover much. 25 45 0 1 99 Let the birds pick their own corn. 25 17 0 1 99 Better save that for yourself. 25 37 0 1 99 You toss a dagger into the air. 25 43 0 1 99 25 81 0 1 99 There does not appear to be any magic operating here at the moment. 25 4 0 1 99 It doesn't budge. 25 52 0 1 99 Playing with dollies is not the recommended behavior for those wishing to be perceived as Heroes. 25 179 0 1 99 25 24 0 1 99 You can't get that into a flask. 25 39 0 1 99 You strike a spark on the piece of flint. 25 59 0 1 99 It's too late to replant the flowers; you should have thought of that when you picked them! 25 40 0 1 99 There's quite enough garlic in this place already. 25 33 0 1 99 You don't need to climb that. 25 26 0 1 99 Don't be a polluter. 25 41 0 1 99 25 57 0 1 99 25 171 0 1 99 John Henry you're not. 25 44 0 1 99 25 18 0 1 99 25 102 23 1 99 Save your healing for where it's needed. 25 74 0 1 99 25 49 0 1 99 Better save that for the Gnome. 25 77 0 1 99 A diamond is a Hero's best friend; keep it that way. 25 29 0 1 99 You must be one of those people who are always losing their keys. 25 78 0 1 99 You should have used that back where you found it. 25 63 0 1 99 If you want to do something useful with the locket, why don't you just put it back where you found it? 25 28 0 1 99 25 1 0 1 99 It looks pretty much as you'd expect. 25 16 0 1 99 25 32 0 1 99 Aren't you in a slippery enough situation already? 25 46 0 1 99 There's no stove here. 25 15 0 1 99 Don't go throwing money around as if you were made of it! 25 19 0 1 99 Most of the wildlife around here would rather feast on YOU! 25 51 0 1 99 You only have one of those; better save it for when you need it. 25 21 0 1 99 You practice throwing a rock. 25 72 0 1 99 25 35 0 1 99 25 157 0 1 99 That's not how you use the Staff. 25 170 0 1 99 25 66 0 1 99 That isn't possible here -- it exceeds the Statue of Limitations. 25 36 0 1 99 Careful where you swing that thing! 25 2 0 1 99 It doesn't say much. 25 42 0 1 99 You can't pick that. 25 76 0 1 99 You shed a little light on the situation. 25 50 0 1 99 25 25 0 1 99 We'd let you do that, but frankly we've had a FLOOD of complaints about this sort of thing. 25 60 0 1 99 The Will o' Wisp would never be able to survive here. You'll need to take it back to the swamp if you want to let it go. 16 9 0 1 99 Use this icon to do things. 1 0 4 1 99 %d.scr 23 9 0 1 99 To learn about the other icons, first click here, then click the question mark on one of the other icons. 21 9 0 1 99 Use this icon to bring up your inventory window. 15 9 0 1 99 Use this icon to look at things. 27 0 0 1 99 You aren't carrying anything that will help you with this puzzle. 27 0 39 1 99 Do you want the computer to solve the puzzle for you? 27 0 40 1 99 Sorry, you are on your own! 24 0 6 1 99 Nothing happens. 24 0 38 1 99 Why would you want to jump there? 24 0 7 1 99 This does not seem to be the best place to do that. 24 0 9 1 99 This doesn't seem to be a good place to sleep. 24 0 8 1 99 This is not a good place to practice your magic. 24 4 0 1 99 That didn't do anything. 24 102 22 1 99 You can't heal that! 24 1 0 1 99 You don't notice anything special there. 24 2 0 1 99 No one seems to be listening. 28 0 8 1 99 The chaotic forces in these caves twist and change your magic in strange, unpredictable ways. For the moment, that spell has no discernible effect. 17 9 0 1 99 Use this icon to talk to other characters. 26 6 25 1 99 It would not be a good idea to use magic in town where you might be seen. 26 6 34 1 99 You are starting to feel extremely uncomfortable. Your body is shivering with cold, but you are sweating profusely. You need to find the Dark One rituals soon! 26 6 34 2 99 The Geas spell is really starting to bother you now. You can feel the blood pounding through every vein in your body. Your lungs cannot seem to catch a breath. 26 6 34 3 99 The sound of your heart beating fills your ears. Even your bones are starting to hurt. You know you must find those rituals quickly! 26 6 34 4 99 A pain is burning in your chest, as if your heart can barely stand to pump. You can only breathe in quick, short pants, as if your lungs can no longer contain air. 26 6 34 5 99 It is becoming difficult to move your body, and you are very cold. You feel like you are turning to stone. Unless you find the rituals quickly, you will not survive much longer. 26 6 27 1 99 You do not have any magical ability. 26 6 30 1 99 Sorry, there's not enough room to see that here. 26 6 26 1 99 You do not know any spells. 26 6 24 1 99 It's too dangerous to use magic in town during the day. The townspeople are very suspicious of magic users. 26 6 36 1 99 Do you really want to give up on this puzzle entirely and let the computer solve it for you? You will not receive puzzle points nor the satisfaction of solving the puzzle yourself. 26 6 35 1 99 The tiny Will o' Wisp flickers within its flask, then quietly expires. If only you had learned more about Will o' Wisps, maybe you could have prevented this sad loss! 26 6 29 1 99 You're about as stealthy as the average Goon. 20 9 0 1 99 Select this icon to use your current inventory object. 14 9 0 1 99 Use this icon to move your character.

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1 5 12 1 99 The Special Action Icon Bar appears when you click on the fifth icon from the left on the Main Icon Bar.

The Special Action Icons are Run, Sneak, Jump, Rest, Character Sheet, Hourglass, and "?".

The Sierra Game Manual and the Shadows of Darkness Technical Manual provide specific information on what the Icons do. 1 5 20 1 99 To purchase something from a merchant in this game you can either select your money pouch from inventory and click it on the merchant or click TALK on your character and select the "Buy" option. 1 5 16 1 99 If a hostile creature gets too close to your character, the scene changes to close combat.

Only Magic Users and Thieves with the magic skill can use magic in close combat.

For more information, read the Combat section in your Shadows of Darkness Technical Manual. 1 5 17 1 99 When a hostile creature approaches your character, you can take action by casting spells or by throwing things at the creature.

Read the Combat section in your Shadows of Darkness Technical Manual for more combat information. 1 5 15 1 99 In this game, you will encounter many creatures and characters as you explore. Some encounters will be hostile, others friendly.

If an encounter is hostile, you will have the opportunity to improve your skills in combat.

If an encounter is friendly, you will have the opportunity to gain new information and improve your communication skills. 1 5 3 1 99 Press any key. 1 5 25 1 99 Hints are available through these Bulletin Board Services: Sierra BBS: U.S. (209) 683-4463 or U.K. (0) 734 304227 CompuServe: (800) 848-8199 Prodigy: (800) 822-6964 PCLink: (800) 827-8532 America On-Line: (800) 827-6364 GEnie: (800) 638-9636 1 5 24 1 99 Sierra Hintbooks are the perfect gaming companion. Each book gives you maps, a points list, a needed items list, and hints and solutions to all of the game puzzles. Hintbooks are $9.95. Hintbooks may be purchased by mail or by calling (800) 326-6654. Please have your credit card handy. 1 5 23 1 99 Our 24-hour Hint Line is (900) 370-5583. In California, call (900) 370-5113. In the U.K., call (0) 734 304004. You will be billed $.75 for the first minute, $.50 for each additional minute. Callers under the age of 18 must get their parent's permission before calling. 1 5 26 1 99 For hints by mail, send a short note with the name of your game and the situation with which you are having problems. Send to: Sierra Hint Department P.O. Box 200 Coarsegold, CA 93614-0200 1 5 28 1 99 Save your game frequently. Communicate by clicking TALK on people and your character. The more you talk to others, the more you will learn to help you solve the game. If you want more information from people, come back and talk to them on another day. Sometimes they will have new information for you. Many challenges in this game require your character to build up his skills. Practice makes you better at doing things, unless you have no ability whatsoever in a given skill. You can't practice what you don't know. Most importantly, have fun! 1 5 14 1 99 In the Inventory Window, you have the following options: ACTION, LOOK, DROP, OK and "?". Once an item is dropped, you will not be able to pick up that item again. The game will not let you drop certain crucial objects. LOOK on an item will give a message describing the object and its weight. The Inventory Window also displays your carrying capacity and total weight carried. If you carry too much, you will get tired faster and have difficulty in combat. For more information, read your Sierra Game Manual, page 16. 1 5 11 1 99 The Main Icon Bar consists of the following Icons: WALK, LOOK, ACTION, TALK, SPECIAL ACTION, MAGIC, ITEM, INVENTORY, SYSTEM and "?".

If your character does not have magic skills, the MAGIC icon will be disabled.

For more information, read pages 13-18 in your Sierra Game Manual. 1 5 7 1 99 SALES ORDER INFORMATION To place a domestic order with Sierra On-Line, call (800) 326-6654 from 7:00 a.m. through 7:00 p.m. Pacific Time, Monday through Friday, for convenient, person-to-person service. If you prefer, you may place your order via FAX at (209) 683-4297. Please include your name, address, phone number and credit card number. 1 5 7 2 99 To place an international order with our Sierra On-Line UK Sales office, call (0) 734-303171 for convenient, person-to-person service or FAX your order to (0) 734-303201. You can also place your international order with our US office at (209) 683-4468 or FAX your order to (209) 683-4297. 1 5 18 1 99 When your character is wounded in combat, he loses Health Points. If your character loses all his Health Points, he dies. When your character has lost most of his Health Points in combat, it is wise to have him run away. Monsters will try to chase your character, so it takes playing skill to avoid more combat. While you are running, you can take Healing Pills if you have purchased them. While you are running, you can also engage in Distance Combat (throwing objects or casting spells from a distance). 1 5 13 1 99 If your character has Magic ability, then you can click on the Magic icon in the Main Icon Bar to bring up a Magic window. There are some places where it is not wise for you to cast spells, and you will get a warning message instead of the Magic window. A LOOK on the spells will show the name of the spell, how many Magic Points it will take to cast the spell, and what your skill level is with the spell. The more skill you have with a spell, the more effective it is. For information about what the spells do, read pages 13-15 in your copy of "HERO" magazine. 1 5 5 1 99 TECHNICAL SUPPORT Technical assistance is only a telephone call away. Call (209) 683-8989 from 8:15 a.m. until 4:45 p.m. Pacific Time Monday through Friday for convenient, person-to-person service. If you prefer, you may request assistance by FAX (209) 683-3633 or mail. 1 5 5 2 99 If you choose to write us with your request, please give us detailed information on both your computer system and the nature of your problem. Please also include your address and telephone number should we need to contact you for further information. 1 5 5 3 99 Send to: Sierra On-Line P.O. Box 800 Coarsegold, CA 93614 Attention: Technical Support 1 5 5 4 99 Sierra Technical Support is also available through: Sierra BBS: (209) 683-4463 Compuserve: (800) 848-8199 - GAMPUB Forum Prodigy: (800) 822-6922 - WBWW55A (Technical Support ID) America's On-Line: (800) 827-6364 Genie: (800) 638-9636 1 5 19 1 99 Clicking TALK on people will allow you to ask them questions. The more you talk to others, the more you will learn what will help you solve the game. If you want more information from people, come back another day. Sometimes they will have new information for you. Clicking TALK on your character will let you tell things to other people. The higher your Communication Skill, the greater is your power of persuasion. You gain skill in Communication by talking to people and bargaining with merchants. 1 5 2 1 99 Press any key. 1 5 4 1 99 QUICK TROUBLE-SHOOTING TIPS If you're experiencing any type of technical difficulties with your program, here are some suggestions the Sierra On-Line Technical Support Department recommends you try... 1 5 4 2 99 1) Boot your system with the Boot Disk you can create through this game's Install procedure. 2) If you have a Sound Blaster or compatible sound card, run the Install procedure from the game sub-directory and select "Ad Lib" or "PC Internal Speaker" for music and select "No Audio / Speech Card" for speech where applicable. This will help if your computer does not have enough memory. 1 5 4 3 99 3) If applicable, select "Do Not Use Your Machine's Extra Memory" for the memory option. 4) Re-install the game under a Boot Disk environment. If the problem continues, call or FAX Sierra Technical Support at TEL: (209) 683-8989 FAX: (209) 683-3633. 1 5 6 1 99 LIMITED WARRANTY NOTICE Sierra On-Line, Inc. wants your continued business. If you fill out the enclosed product registration card and return it to us, you are covered by our warranty. If your software should fail within 90 days of purchase, return it to your dealer or directly to us, and we will replace it for free. After 90 days, enclose $10.00 and return the software directly to us. Sorry, but if you do not return the registration card you are not covered by the warranty. This warranty gives you specific legal rights, and you may also have other rights which vary from state to state. 1 5 6 2 99 If you find that you need to send for replacement diskettes, send the original disk labeled "Disk #1" in the size you need (3.5" or 5.25") to: Sierra On-Line P. O. Box 485 Coarsegold, CA 93614 Attn: Fulfillment

Be sure to include a note stating your computer type and the size of diskette you need (3.5" or 5.25"). 1 5 6 3 99 We will gladly replace your program free of charge for the first 90 days of ownership (please enclose a copy of your dated sales receipt with your request). After 90 days, there is a $10.00 charge for 3.5" or 5.25" diskettes. 1 2 1 1 97 Do You Want... 1 2 22 1 97 How to... 1 2 12 1 97 Action Icons 1 2 20 1 97 Buy Things 1 2 16 1 97 Close Combat 1 2 17 1 97 Distance Combat 1 2 10 1 97 Do Things 1 2 15 1 97 Encounters 1 2 9 1 97 Fight Monsters 1 2 3 1 97 Game Information 1 2 25 1 97 Bulletin Boards 1 2 24 1 97 Hint Books 1 2 23 1 97 Hint Line 1 2 26 1 97 Hints by Mail 1 2 21 1 97 Get Hints 1 2 28 1 97 Playing Hints 1 2 14 3 97 Inventory 1 2 11 1 97 Main Icon Bar 1 2 7 1 97 Ordering 1 2 18 1 97 Running Away 1 2 13 2 97 Spellcasting 1 2 5 1 97 Technical Support 1 2 19 1 97 Talk to People 1 2 2 1 97 Technical Info 1 2 4 1 97 Technical Tips 1 2 8 1 97 Use Icon Bars 1 2 6 1 97 Warranty

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0 0 26 1 97 Weight Carried: %d 0 0 17 1 97 total Weight: %d 0 0 13 1 97 kopeks: %d 0 0 33 1 97 crowns: %d 0 0 25 1 97 Max Load: %d 0 0 11 1 97 Nothing much happens. 0 101 8 1 97 You drop the %s. 0 101 7 1 97 You drop one of the %s. 0 101 6 1 97 You'd better keep the %s. You might need it later. 0 101 16 1 97 You need your money pouch. 0 101 5 1 97 You'd better hold on to that; someone might steal it. 0 101 9 1 97 You take the %s. 0 101 10 1 97 You take a %s. 0 29 12 1 97 You don't have any keys. 0 1 35 1 99 Battle Axe 0 1 35 2 99 You wrested this awesome battle axe from the barrow of a mighty Wraith. 0 1 4 1 97 %s Your chest contains %d of these. 0 1 3 1 97 %s Your chest contains one of these. 0 1 19 1 97 Sword 0 1 19 2 97 This sword is rather battered and worn; you can't get it to hold a proper temper. Still, it's better than fighting barehanded (or even with a dagger). 0 1 18 1 97 Fine Sword 0 1 18 2 97 You have a high-quality, well-balanced sword from the urgent care section of the Adventurers' Guild. 0 1 1 1 97 %s You have %d. Each weighs %d quarks. 0 1 2 1 97 %s It weighs %d quarks. 0 1 34 1 97 This simple money pouch contains all the money you have with you. 0 1 49 1 97 Piotyr's Sword 0 1 49 2 97 This magical sword has powerful combat and defensive abilities in the hands of a Paladin such as yourself. 0 15 12 1 99 You have no money! 1 9 0 1 97 Click here to scroll towards the end of your inventory list. 6 9 0 1 97 This icon tells you about the other icons. 3 9 0 1 97 To examine an object, first click here, then click on the object. 7 9 0 1 97 Click here to return to the game. 53 9 0 1 97 Click here to see your other inventory items. 4 9 0 1 97 To use an object, click here, then click on the object. 2 9 0 1 97 Click here to scroll towards the top of your inventory list. 45 47 0 1 99 You test the Undead Amulet on the bones. Nothing happens since the bones aren't "undead." 45 43 0 1 99 45 39 0 1 99 The Undead Amulet isn't made of iron. 45 1 0 1 97 Undead Amulet 45 1 0 2 97 This amulet repels the Living Undead. (Normally, they repel you!) 45 76 0 1 99 Careful! You don't want to melt the amulet! 45 60 0 1 99 The Will o' Wisps aren't affected by the Undead Amulet. 57 1 0 1 99 Armor 57 1 51 1 97 Chainmail Armor 57 1 51 2 97 Your chainmail armor is formed of a number of interwoven flexible chain links. You wear leather padding underneath the armor. 57 1 36 1 97 Leather Armor 57 1 36 2 97 Leather armor provides you some protection against enemy attacks, helps keep you warm on these cool Autumn evenings, and generally makes a modern fashion statement. 57 1 37 1 97 Platemail Armor 57 1 37 2 97 The platemail armor consists of sections of metal plates welded to flexible chain links for superior protection. You wear leather padding underneath the armor. 57 32 0 1 99 You rub some of the oil into your armor. There's nothing like keeping your equipment in top shape. 57 42 0 1 99 Your armor doesn't need to be repaired right now. 74 23 0 1 99 "Trick or Treat?" 74 37 0 1 99 The bag won't be very useful if you cut it up. 74 1 0 1 99 Shopping Bag 74 1 0 2 99 This reusable cloth shopping bag reduces waste and makes a handy container. (Bagging big game with it is not recommended, however.) 74 66 0 1 99 The statuette is already in the bag (fortunately for you). 74 36 0 1 99 74 76 0 1 99 Why do you have this burning desire to immolate your possessions? 30 1 0 1 97 Elderbury Berries 30 1 0 2 97 You have some ugly red berries from the Elderbury Bush. 30 46 0 1 99 Try that the other way around. The pie ingredients go in the pie pan, not the pie pan in the ingredients. 30 76 0 1 99 You can't cook the loose berries; you have to make a pie first! 58 45 0 1 99 No thanks; the bird sculpture isn't hungry. 58 37 0 1 99 Carefully scraping at the black falcon, you discover that it's just a cheap plaster sculpture. You still haven't found the one everyone's looking for. 58 171 0 1 99 58 1 0 1 97 Black Bird 58 1 0 2 97 This sculpture of a black falcon brings back memories of your wonderful "vacation" (NOT!) in Raseir. Hmm, wasn't there one in Spielburg too? And one in the bazaar in Tarna? Too bad this is just a cheap plaster imitation. Where, you wonder, is the REAL black bird? 58 36 0 1 99 You'd better not; you'd wreck the black bird sculpture. 52 1 0 1 97 Blood Ritual 52 1 0 2 97 This scroll contains a single bright drop of blood at the top. The rest is written in characters that seem to shimmer and shift so that you can't focus on them. 52 1 41 1 99 At last the words of the Ritual have become clear! Now you must use the Ritual on the dark altar. 52 1 42 1 99 You can almost read the words of the Blood Ritual now, but you still can't quite manage it. The closer you move to the Altar, the clearer the words become. 52 76 0 1 99 Your torch has no effect on the Ritual; the paper is evidently protected by magic. 15 1 0 1 97 Bone Meal 15 1 0 2 97 This is a flask of ground bone meal made from human bones. 50 1 0 1 97 Bone Ritual 50 1 0 2 97 This scroll contains the image of a pair of crossed bones at the top. The rest is written in characters that seem to shimmer and shift so that you can't focus on them. 50 1 43 1 99 50 1 44 1 99 You can almost read the words of the Bone Ritual now, but you still can't quite manage it. The closer you move to the Altar, the clearer the words become. 50 46 0 1 99 50 76 0 1 99 28 56 0 1 99 28 37 0 1 99 Careful scraping reveals that the bones are indeed bones. 28 1 0 1 97 Bones 28 1 0 2 97 You've picked up a few loose bones (undoubtedly hoping they'll give you a skeleton of a chance of leaving this place). 18 48 0 1 99 Having second thoughts about plucking those berries? Well, they won't grow on the bonsai bush. 18 37 0 1 99 You'd better leave that to the bonsai experts. 18 1 0 1 99 Bonsai Bush 18 1 0 2 99 This bush was obviously carefully and lovingly cared for (until someone relocated it to the goo). It looks delicate and strong at the same time. 18 76 0 1 99 What do you think this is -- firewood? 18 25 0 1 99 You pour a bit of water on the bonsai bush's roots. You suspect, however, that water would do it more good once it's been replanted. 76 1 0 1 97 Breath Ritual 76 1 0 2 97 This scroll contains the "Breath" symbol at the top. The rest is written in characters that seem to shimmer and shift so that you can't focus on them. 76 1 39 1 99 76 1 40 1 99 You can almost read the words of the Breath Ritual now, but you still can't quite manage it. The closer you move to the Altar, the clearer the words become. 76 76 0 1 99 39 22 0 1 99 You'd better leave the broomstick-flying to trained witches. 39 54 0 1 99 Trying to surrender? 39 57 0 1 99 You interweave the Rusalka's hair with the straw on the broom. 39 1 0 1 97 Broom 39 1 0 2 97 This is a small hand broom suitable for light cleanup tasks. 39 1 31 2 97 You've woven some of the Rusalka's hair into the straw of the hand broom. It now feels somehow heavier and stronger than its appearance would suggest. 39 76 0 1 99 9 1 0 1 97 Candle 9 1 0 2 97 It's a large candle that doesn't seem to have a wick. 9 76 0 1 99 You try to light the candle with the magic torch, but it won't stay lit. Maybe if the candle had a wick it would work better. 9 25 0 1 99 Don't bother; it isn't lit. 10 45 0 1 99 Is that how you make "candy corn"? This doesn't seem quite right somehow. 10 1 0 1 97 Candy 10 1 0 2 97 You have several small pieces of taffy twisted in paper. 36 45 0 1 99 Rubber chickens don't eat much. 36 37 0 1 99 Hey! No chicken sacrifices (even rubber ones) in this game! 36 1 0 1 97 Rubber Chicken 36 1 0 2 97 It's the traditional rubber chicken, a stock item for mediocre comedians everywhere. 36 76 0 1 99 Phew! Burning rubber smells awful! 35 37 0 1 99 It's small enough already. 35 1 0 1 97 Piece of Cloth 35 1 0 2 97 This is a one yard square piece of canvas cloth. 35 76 0 1 99 26 23 0 1 99 26 1 0 1 97 Corn 26 1 0 2 97 It's an ear of corn from the Fall harvest. 26 76 0 1 99 Want to make popcorn? The kernel would disapprove. 59 18 0 1 99 Mixing potions isn't a good idea. They have a bad habit of exploding when combined improperly. 59 1 0 1 97 Poison Cure Potion 59 1 0 2 97 A poison antidote could save your life! 59 51 0 1 99 59 25 0 1 99 61 39 0 1 99 Try that the other way around. 61 26 0 1 97 Are you kidding? It would probably dissolve the metal! 61 1 0 1 97 Dagger 61 1 0 2 97 This is a flat-handled dagger suitable both for close-in fighting and throwing. 61 32 0 1 99 You rub a bit of oil onto your weapon to keep it rust-free. 24 56 0 1 99 Sparks jump between the Undead Amulet and the Dark One Sign when you bring them close together; they don't seem to get along very well. 24 1 0 1 97 Dark One Sign 24 1 0 2 97 Something about this bronze symbol makes your skin crawl. It looks vaguely like a stylized octopus with only six tentacles. 34 37 0 1 99 The doll wouldn't look as good without a head. 34 1 0 1 97 Doll 34 1 0 2 97 This beautifully-crafted doll depicts a young girl with noble features. She is dressed in rich court clothing. 34 36 0 1 99 34 76 0 1 99 75 1 0 1 97 Essence Ritual 75 1 0 2 97 This scroll contains the symbol of "the Essence of Oneself" at the top. The rest is written in characters that seem to shimmer and shift so that you can't focus on them. 75 1 46 1 99 75 1 48 1 99 You can almost read the words of the Essence Ritual now, but you still can't quite manage it. The closer you move to the Altar, the clearer the words become. 75 76 0 1 99 13 27 0 1 99 You transfer the bone meal into another flask. 13 17 0 1 99 13 26 0 1 99 No sense in ruining another flask! 13 18 0 1 99 You pour the potion into the empty flask. 13 1 0 1 97 Empty Flask 13 1 0 2 97 These empty flasks are useful for storing liquids and powders. 13 51 0 1 99 20 37 0 1 99 You scrape the flint with your dagger, creating a spark. 20 1 0 1 97 Flint 20 1 0 2 97 You have a small grey piece of flint much like the one described in your Famous Adventurers' Survival Course manual in the firestarting section. You vaguely remember something about using flint and steel together. 41 1 0 1 97 Flowers 41 1 0 2 97 You're carrying a bouquet of pretty flowers. Some magic about them seems to be keeping them perpetually fresh. 41 25 0 1 99 Watering the cut flowers doesn't help much. 21 37 0 1 99 Yes, that's the right way to dice garlic. But a master chef you're not. 21 1 0 1 97 Garlic 21 1 0 2 97 Garlic is said to be potent protection against Werewolves and other shapechanging creatures. It's also handy for making stews, sauces, and many other spicy dishes. 21 76 0 1 99 Aren't you getting enough cooked garlic at the Inn? 12 55 0 1 97 You hook the rubber chicken onto the grapnel. It looks even sillier that way, so you remove it again. 12 1 0 1 97 Rope and Grapnel 12 1 0 2 97 This is a long rope with a grappling hook on one end; it's just the thing for moving up in the world. 14 1 0 1 97 Flask of Goo 14 1 0 2 97 It's a bunch of greasy, grimy, gucky goo in a flask. 14 32 0 1 97 Better keep the grue goo "purely impure". 14 46 0 1 99 14 76 0 1 97 The grue goo may be oily, but it's totally nonflammable. In fact, there's almost no way to get rid of it. 23 37 0 1 97 Don't cut up your card yet; it hasn't expired. 23 1 0 1 97 Guild Card 23 1 0 2 97 Congratulations! This card says that you're a member in good standing of the International Thieves' Guild Unions, Inc. (In this case, you're in ESPECIALLY good standing because you even stole the card!) 37 58 0 1 97 Try that the other way around. 37 37 0 1 97 Splitting hairs, are we? 37 1 0 1 97 Lock of Hair 37 1 0 2 97 You have a lock of delicate, wispy green hair from the Rusalka. 37 36 0 1 97 37 76 0 1 97 That's a really hair-brained idea. 72 1 0 1 99 Iron Hammer 72 1 0 2 99 The heavy iron hammer gives you a stake in the future. 72 170 0 1 99 Isn't that a little backwards? 25 55 0 1 99 Fortunately, you don't have any way to attach the rubber chicken to the hat. It really looks stupid there! 25 1 0 1 97 Hat 25 1 0 2 99 It's a faded, well-worn hat. If it's seen better days, they must have been years ago. 25 76 0 1 99 62 17 0 1 99 62 1 0 1 97 Healing Potion 62 1 0 2 99 It's a Healing Potion, just another of the wonders science has brought to modern medicine. (It's undoubtedly magical, but it would probably be best if you didn't mention that to Dr. Cranium.) 62 51 0 1 99 62 25 0 1 99 The potion probably won't work as well if you dilute it. 66 1 0 1 97 Heart Ritual 66 1 0 2 99 This scroll contains the symbol of a Heart at the top. When you look away, you can almost swear you see it beating. The rest is written in characters that seem to shimmer and shift so that you can't focus on them. 66 1 45 1 99 66 1 47 1 99 You can almost read the words of the Heart Ritual now, but you still can't quite manage it. The closer you move to the Altar, the clearer the words become. 66 76 0 1 99 31 1 0 1 97 Good Humor Bar 31 1 0 2 99 While this bears a passing resemblance to an ice cream bar on a stick, it hasn't melted the whole time you've been carrying it. It feels kind of funny in your hand. 31 76 0 1 99 Baked Alaska? O.k., Alaska. She says, "No thanks." 70 1 0 1 97 Jewelry 70 1 0 2 99 This fine jewelry is undoubtedly very valuable. 16 0 16 1 99 Don't lose your key ring! It holds all the keys you've picked up so far in Mordavia. 16 1 0 1 97 Key Ring 16 1 0 2 99 This ring contains the keys you've found during your quest. 16 1 54 1 99 You have a large iron key from the Burgomeister's desk. 16 1 21 1 99 One of the keys opens the door to Dr. Cranium's laboratory. 16 1 38 1 99 One key opens the secret passageway in the crypt. 16 1 27 1 99 The key to the Borgov's crypt is on the ring. 16 1 28 1 99 You have the Adventurer's Guild key. 16 1 56 1 99 You have a key for your storage locker at the inn. 16 42 0 1 99 You could probably use the toolkit to get the keys off the ring, but why bother? 71 1 0 1 97 Safe Knob 71 1 0 2 99 It's a smallish metal knob with an arrow on one side. 71 32 0 1 99 You oil the knob so it will turn more easily. 46 1 0 1 97 Locket 46 1 0 2 99 Inside the locket you find the portrait of a lovely young woman. The hinges are worn -- the old man has obviously looked at this frequently. 68 1 0 1 97 Lockpick 68 1 0 2 99 This is a basic beginner's lockpick, only usable on common locks. 63 1 0 1 97 Mana Fruit 63 1 0 2 99 This unusual-looking fruit came from the tree in Erana's Garden. You sense a tingling sensation from the magical energy stored in it. 63 76 0 1 99 You've never cared for cooked fruit. 40 1 0 1 97 Oil 40 1 0 2 99 The container's label reads "Squeaky Greaser (tm)." 40 76 0 1 99 You don't have enough oil to make a decent oil fire. 27 48 0 1 97 You toss the Elderburies into the pie tin. 27 53 0 1 99 What do you think this is, Mixed-Up Fairy Tales? Besides, you only have ONE black bird, not nearly enough to bake a proper pie. 27 27 0 1 97 You pour the bone meal into the pie tin, then put the empty flask back in your pack. 27 55 0 1 99 The pan's too small to make rubber chicken stew. 27 26 0 1 97 After interminable minutes, the last of the gooey Grue goo splurches into the pie pan; you rub the slimy flask clean and put it away. 27 1 0 1 97 Pie Pan 27 1 0 2 99 This is a metal pie tin, perfect for fruit pies. 27 1 15 1 97 The pan is filled with a sickly red assemblage of poisonous Elderbury berries. 27 1 20 1 97 Ground-up human bones make up the "flour" in the pan. 27 1 14 1 97 The pan has been thoroughly greased with Grue Goo. 27 76 0 1 99 The torch's flame isn't hot enough to cook the pie. You'll need to find a much more powerful heat source. 8 37 0 1 99 You need a hole in your money pouch like you need a hole in the head. (Of course, you probably already have one of the latter to even be trying this!) 8 1 0 1 97 Money Pouch 8 1 0 2 99 This pouch holds all your money. 29 37 0 1 99 Going on cut rations won't help you; being a Hero is hungry work! 29 1 0 1 97 Rations 29 1 0 2 99 These avocado and garlic sandwiches are the strangest adventuring meals you've encountered. Still, they do last a long time and will keep you from starving to death. (Of course, you may WISH you'd starved to death if you have to eat them too often.) 29 76 0 1 99 Unbelievable as it may seem, these rations taste even WORSE when you cook them! 33 1 0 1 97 Rehydration Solution 33 1 0 2 99 Dr. Cranium's patented Rehydration Solution bears a suspicious resemblance to a flask of ordinary water. 33 76 0 1 99 Now look what you've done! You've made the Rehydration Potion boiling mad! (Or at least boiling.) Fortunately, its temper cools quickly. 33 25 0 1 99 38 37 0 1 99 Whatever kind of rocks these are, they evidently AREN'T flint. No spark rewards you. 38 1 0 1 97 Rocks 38 1 0 2 99 Igneous, sedimentary, or metamorphic -- you never can remember which is which. 56 1 0 1 97 Sense Ritual 56 1 0 2 99 This scroll contains the symbol of the Senses at the top. The rest is written in characters that seem to shimmer and shift so that you can't focus on them. 56 1 46 1 99 56 1 48 1 99 You can almost read the words of the Sense Ritual now, but you still can't quite manage it. The closer you move to the Altar, the clearer the words become. 56 76 0 1 99 11 171 0 1 99 You bang on the shield with the iron hammer. Ringo Starr you ain't. 11 1 0 1 97 Shield 11 1 0 2 99 The best offense requires good defense. This shield helps keep you alive long enough to do both. 11 1 50 1 99 Piotyr's Shield 11 1 50 2 99 Piotyr's shield glows faintly with the force of magical protection. 17 37 0 1 99 You don't need to sharpen Erana's Staff; it will take care of that itself should it feel the need. 17 1 0 1 97 Erana's Staff 17 1 0 2 99 You have the legendary Staff of the Archmage Erana. It also makes a very nice walking stick. 17 36 0 1 99 17 76 0 1 99 Hey, have some respect for Erana's Staff! 73 171 0 1 99 You pound the stake with your hammer, making a nice solid "Thunk!" sound. 73 1 0 1 97 Stake 73 1 0 2 99 This is your basic wooden stake suitable for erecting tents and slaying Vampires. You don't have a tent. 73 76 0 1 99 One burning torch is enough for now. 49 1 0 1 97 Statue 49 1 0 2 99 Carefully wrapped in a shopping bag is the grotesque sculpture of a horrible, squid-like monster. 54 26 0 1 97 54 1 0 1 97 Sword 54 1 0 2 99 This is your trusty broadsword. 54 32 0 1 99 22 1 0 1 97 Thief's Toolkit 22 1 0 2 97 Made by Acme, fine purveyors of professional break-in equipment, this kit has all the tools you need to get ahead... or at least inside. This is the Mark II Professional Model which includes a device to help you disarm traps. 69 39 0 1 99 You strike a spark with the flint and dagger to light the torch. 69 39 55 1 99 It takes flint AND steel to make a spark. You only have the flint. 69 1 0 1 97 Magical Torch 69 1 0 2 99 You light and extinguish this torch in the usual way, but it's obviously magical since it never seems to burn down. 32 1 0 1 97 Antwerp Trap 32 1 0 2 99 This cylindrical tube has a hinged lid designed to let a small animal get in but not get back out. 64 1 0 1 97 Water 64 1 0 2 99 It looks like water, smells like water, but it's actually... water. 64 51 0 1 99 The water is already quite wet enough. 64 76 0 1 99 You boil some water. Why? Is someone having a baby? 42 56 0 1 99 The Amulet protects you against Undead, but doesn't hurt them. Since the Will o' Wisps are not trying to harm you, the Amulet has no effect. 42 37 0 1 99 Besides violating the Quest for Glory Cruelty to Animals pact, you can't do anything to the Will o' Wisps with your weapon -- it passes harmlessly through the ethereal creatures. 42 1 0 1 97 Will o' Wisps 42 1 0 2 99 You've managed to capture a few of the delicate, glowing Will o' Wisps in this flask. 42 36 0 1 99 42 76 0 1 99 The Will o' Wisps make their own light. They don't need any help from you. 42 25 0 1 99 It's not a plant, you know.

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1 0 0 1 99 Now that you've had a taste of the Quest for Glory series with Shadows of Darkness, you may want to check out the first three games in the series -- "Quest for Glory I: So You Want to Be a Hero," "Quest for Glory II: Trial By Fire," and "Quest for Glory III: Seekers of the Lost City." 1 0 0 2 99 Quest for Glory I: So You Want to Be a Hero won the 1990 Adventure Game of the Year award from the readers of Computer Gaming World magazine. In Summer, 1992, Sierra made a major update of this game with stunning 256-color VGA graphics, clay-modelled animation, and the Sierra icon-based interface. 1 0 0 3 99 Quest for Glory II: Trial By Fire is a 16-color game and you get to type in your commands instead of clicking on things. It also features all the puzzle-solving, role-playing, and character interaction of the first and third games in the series. Trial By Fire takes place in an Arabian Nights setting. 1 0 0 4 99 Quest for Glory III: Seekers of the Lost City takes place in the East African land of Tarna. Your Hero has travelled to Tarna to help his friends Rakeesh (the Liontaur) and Uhura (the Simbani warrior woman) prevent a war between three tribes. Experience high adventure in the jungle and savannah of Tarna in this 256-color VGA role-playing game! 1 0 0 5 99 Trust us -- if you like Shadows of Darkness, you'll like the first three games in the series as well. Equally as important, they will help fill in your understanding of the Quest for Glory game world and introduce you to some of the characters who play important roles in the later games. 1 0 0 6 99 You can also order these games (and many other fun products) directly from Sierra On-Line. To place an order from the U.S., contact Sierra Sales at 1-800-326-6654. To place an international order, contact the U.K. office at 011-44-734-303322. 1 0 0 7 99 Sierra On-Line, in our commitment to provide the best Technical Support in the industry, offers a 24 hour automated Technical Support Line. Our automated Technical Support Representative has answers to our most frequently asked technical questions and is available by calling (800) 376-2683. If you do not find the answer to your specific technical issue, you can reach our Technical Support Department at (209) 683-8989. One of our Technical Support Representatives will be happy to help you Monday through Friday, 8:15 a.m. - 4:45 p.m. Pacific Time. 1 0 0 8 99 In the U.K., although there is no automated voice response system at this time, technical answers to many questions are available on the Bulletin Board, (44)734 304 227. Or you may speak to a Technical Support Representative at (44)734 303 171 Monday through Friday, 9 a.m. to 5 p.m. 1 0 0 9 99 If you could use a hint, you can call Sierra's hint line 24 hours a day, 7 days a week at 1-900-370-KLUE. This is a toll call, and kids must have permission from their parents. In Europe, the Hint Line number is 011-44-734-304004. 1 0 0 10 99 You could also order the Quest for Glory III hint book from Sierra Sales, call the Sierra BBS at 1-209-683-4463 (modem setup 8-N-1), or call your favorite on-line service. The Sierra U.K. BBS is 011-44-734-304227. 5 0 0 1 97 Credits 2 0 0 1 99 Quest for Glory: Shadows of Darkness Version: 1.1 2 0 0 2 99 This entire work is Copyright 1993 Sierra On-Line, Inc. It contains technologies described in U.S. patent applications, including 598,174 and 658,297. All Rights Reserved.

DOS/4GW Professional Protected Mode Run-time Copyright Rational Systems, Inc. 1990-1993

Data Compression Software Copyright 1988-92 Stac Electronics; U.S. patents including #5,016,009. Other patents pending. 2 0 0 3 99 EXECUTIVE DIRECTOR James W. Thomas

DIRECTOR OF PRODUCT DEVELOPMENT J. Mark Hood 2 0 0 4 99 GAME DESIGNERS/ WRITERS/DIRECTORS: Lori Ann Cole Corey Cole

PROJECT MANAGER: Oliver Brelsford 2 0 0 5 99 ART DESIGNER: Marc Hudgins

LEAD PROGRAMMER: Henry Yu

MUSICIAN/COMPOSER: Aubrey Hodges

ADDITIONAL MUSIC AND SOUND EFFECTS: Dale Stump Neal Grandstaff 2 0 0 6 99 BACKGROUND ARTISTS: Bob Gleason Joan Delehanty

ANIMATORS: Marc Hudgins Tim Loucks Tony Margioni Daryle Smith Joan Delehanty Frankie Powell Barry Smith 2 0 0 7 99 PROGRAMMERS: Vana Baker Neil Matz Oliver Brelsford Henry Yu Kevin Ray 2 0 0 8 99 VIDEO CAPTURE: Bob Ballew

TEAM QUALITY ASSURANCE: Mike Pickhinke (QA Lead) Ken Eaton (Configuration Lead) 2 0 0 9 99 QUALITY ASSURANCE CONFIGURATION:

Catie Andrews Roger Clendenning Dave Clingman Lynne Dayton Mike Jones Jon Meek John Ratcliffe Leonard Salas Sharon Simmons Daryle Smith John Trauger Doug Wheeler

TECH SUPPORT REPRESENTATIVE: Mark Parker 2 0 0 10 99 SOME BETA TESTERS:

Richard Aronson Conan Brink Lewece Champetier Pete Fisher Terry & Sharlene Howard Geoff Keighley Bill Larkins Linda Lindley 2 0 0 11 99 MORE BETA TESTERS:

Penney May Dan Milano Greg Pitter Steve Porter Brock Rozen Neil Rubenking Chester Wise Troy Ziel Marty Zwikel 2 0 0 12 99 DIRECTOR OF TECHNOLOGY: Bill Crow

SYSTEMS TECHNOLOGISTS: Dan Foy Larry Scott Chris Smith Mark Wilden

SYSTEMS PROGRAMMERS: Ed Critchlow Ken Koch Terry McHenry Martin Peters Dave Slayback Steve Conrad 2 0 0 13 99 SPECIAL THANKS: Jeanne Brink Erasmus and Fenris (for their Guest Appearance) Susan Frischer Mark Hood Al Roughton Bill Shockley Jim Thomas Karin Young

Illustrations from the Russian Tarot of St. Petersburg deck reproduced by permission of U. S. Games Systems, Inc., Stamford, CT 06902 USA. These illustrations are Copyright \04 by U. S. Games Systems, Inc. Further reproduction prohibited. 6 0 0 1 97 Return to Mordavia 3 0 0 1 99 And now back to the Land of Mordavia and Shadows of Darkness. 4 0 0 1 97 About Quest for Glory 7 0 0 1 99 What would you like to know about?

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6 9 0 1 97 To learn about the other icons, first click here, than pass the question mark over the other icons. 8 9 0 1 97 Select this icon to jump using your Acrobatics skill. 3 9 0 1 97 Select this icon to catch a little R&R. 1 9 0 1 97 Use this icon to start running. 4 9 0 1 97 Select this icon to look at your current skills and abilities. 2 9 0 1 97 Use this icon to stealthily go where few have snuck before. 5 9 0 1 97 Select this icon to find out the time of day. 7 6 6 1 99 No rest for the chased! 7 6 4 1 99 Only Olympic athletes are allowed to run holding a torch. You'd probably trip and immolate yourself. 7 6 2 1 99 Sorry, there's not enough room to see that here. 7 6 5 1 99 Sneaking around while holding a torch is about like waving a red flag and saying, "Please don't hurt me, Mr. Bull." 7 6 3 1 99 You have no idea what time it is. Neither sun nor stars shine in these caves, and you feel totally disoriented. 7 6 1 1 99 You're about as stealthy as the average Goon.

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0 0 14 1 99 This isn't a good place to use that spell. 0 0 26 1 99 You cast the Aura spell. A gentle glow suffuses your body. 0 0 29 1 99 You cast the Protection spell. It gives you a warm, safe feeling. 0 0 30 1 99 You cast the Resistance to Elemental Forces spell. 0 0 27 1 99 You cast the Reversal spell. 0 0 13 1 99 There is no need to cast a Reversal spell here. 0 0 15 1 99 This is definitely not an appropriate time to cast your Levitate spell. 0 0 4 1 99 The spell has no effect. 0 0 11 1 99 Everything here must be bolted down somehow. 0 0 32 1 99 You have to stand still to use the Hide spell. 0 0 2 1 99 You do not have enough mana points to cast that spell right now. 0 0 23 1 99 There is nothing here to open. 0 0 24 1 99 Nothing spectacular happens. 0 0 9 1 99 You don't have a weapon to charge. 0 0 3 1 97 You have the %s. Casting it takes %d magic points. Your spell skill is %d. 0 0 22 1 99 You're too busy to cast a spell right now. 0 0 8 1 99 Your weapon is now magically charged. 22 0 6 1 99 Nothing much happened. 23 4 6 1 99 That was ineffectual. 29 0 1 1 99 Aura Spell 29 9 0 1 99 10 0 1 1 97 Calm Spell 10 9 0 1 99 8 0 1 1 97 Dazzle Spell 8 9 0 1 99 6 0 1 1 97 Detect Magic Spell 6 9 0 1 99 12 0 1 1 97 Fetch Spell 12 9 0 1 99 11 0 1 1 97 Flame Dart Spell 11 9 0 1 99 13 0 1 1 97 Force Bolt Spell 13 9 0 1 99 24 0 1 1 97 Frost Bite Spell 24 9 0 1 99 28 0 1 1 97 Glide spell 28 0 25 1 99 The Glide spell only works on liquid; you can't cast it here. 28 9 0 1 99 20 0 1 1 97 Healing Spell 20 9 0 1 99 20 1 0 1 97 You now have the Paladin ability to heal. With this spell you may heal yourself or others, but it will use some of your stamina. 27 0 1 1 97 Invisibility Spell 27 9 0 1 99 16 0 1 1 97 Juggling Lights Spell 16 9 0 1 99 14 0 1 1 97 Levitate Spell 14 9 0 1 99 18 0 1 1 97 Lightning Ball Spell 18 9 0 1 99 5 0 1 1 97 Open Spell 5 9 0 1 99 31 0 1 1 99 Protection Spell 31 9 0 1 99 30 0 1 1 99 Resistance Spell 30 9 0 1 99 15 0 1 1 97 Reversal Spell 15 9 0 1 99 26 0 1 1 99 Ritual of Release Spell 26 9 0 1 99 35 9 0 1 99 Click on here to move towards the bottom of your list of spells. 3 9 0 1 97 Click on this icon to find out what the other icons do. 1 9 0 1 97 To find out about one of your spells, first click here, then click on the spell icon. 2 9 0 1 97 Click here to return to the game. 4 9 0 1 97 To cast a spell, first click here, then click on the spell you want to cast. 33 9 0 1 99 You can slide this bar up and down to look at your available spells. 34 9 0 1 99 Click here to move towards the top of your list of spells. 17 0 1 1 97 Summon Staff Spell 17 9 0 1 99 17 92 31 1 99 Your magical staff fails to appear; you are too far from where you created it. Perhaps you can find a new one here. 7 0 1 1 97 Trigger Spell 7 9 0 1 99 21 0 6 1 99 Nothing happens. 21 6 17 1 99 You remember that the townspeople don't like magic and decide not to cast the spell. 21 6 33 1 99 You find that you are unable to cast that spell while holding Erana's Staff. 21 6 19 1 99 Ahhh, that feels much better! 21 6 21 1 99 Now is not a good time to cast your Levitate spell. 21 6 18 1 99 This is not a good place to summon Erana's staff. 21 6 20 1 99 Your stamina is too low for you to cast this spell. 21 6 16 1 99 You recall that the Mordavian people mistrust magic users and decide not to cast the spell. 21 6 28 1 99 You've already summoned the Staff! 9 0 1 1 97 Zap Spell 9 9 0 1 99

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0 100 7 1 99 Talk about over-exerting yourself... That last little move wore you out so much it hurt. In fact, it hurt so much, it killed you. Take it easier next time. 0 100 7 2 99 Breaking Strain 0 100 8 1 99 While it's true that some foods may be bad for your health, NO food is even worse. You have, quite literally, starved to death. 0 100 8 2 99 Starvation diet? 0 100 27 1 97 You are completely strychnine by poison. No curare for you now. Next time, take some poison cure pills before it's too late. 0 100 27 2 97 Shades of Socrates! 1 6 1 1 99 You are carrying so much that you can hardly move. You'll have to drop something. 1 6 2 1 99 You are so exhausted that everything you do hurts. Better get some rest. 1 6 3 1 99 You don't have enough mana points to cast that spell. 1 6 4 1 99 You don't have any rations. You'd better get some food soon. 1 6 5 1 99 You're starving. You'd better find some food SOON! 1 6 6 1 99 You're really getting hungry. 1 6 13 1 99 You now have the ability to make your magical sword burst into flame during combat. 1 6 14 1 99 You have lost the ability to enflame your sword because of your actions. 1 6 15 1 99 You have just lost the Paladin ability to sense the presence of danger. 1 6 16 1 99 You have just lost the magical protection of Honor Shield through your actions. 1 6 17 1 99 You have just gained the Paladin ability to sense the presence of danger. 1 6 18 1 99 You have just gained the Paladin's Honor Shield through your actions. 1 6 31 1 99 You suddenly know how to make a Paladin sword turn to flames. Unfortunately, you need a Paladin sword to do it. 1 102 19 1 99 You have just gained the Paladin's magical ability to heal. 1 102 20 1 99 You have just lost the Paladin's magical ability to heal. 2 0 10 1 99 You eat it. 2 0 11 1 99 You start to take the pill, but then realize that you don't need it now. 2 0 12 1 99 You're so full that the thought of eating anything else makes you not want to eat ever again. 2 0 21 1 99 That doesn't do anything for you. 2 0 22 1 99 You always hurt the one you love... but you'd really be better off targetting your spells somewhere else. 2 0 28 1 99 You really don't feel well. 2 0 28 2 99 As a matter of fact, you feel like you are about to die from the poison in your system. 2 1 0 1 99 My, %s, you're looking heroic today! 2 1 0 2 99 My, you're looking heroic today! 2 1 32 1 99 You are currently carrying %d quarks. The most you can carry without strain is a load of %d quarks. 2 2 0 1 99 No one seems to be listening. 2 4 0 1 99 You straighten out your jacket and retie your boots. Appearances count. 2 4 30 1 99 You start to take off your clothes and armor for a quick dip in the lake, but quickly realize that the water is freezing cold. You decide to wait until you can take a HOT bath. 2 13 0 1 99 The bag makes you look a bit like the Rumor Guy. Better stick to adventuring; it pays better. 2 14 0 1 99 It really doesn't go with your hair. 2 15 0 1 99 You check your money pouch to make sure nothing is missing. Everything's still there. 2 16 0 1 99 The magical fruit tastes delicious but doesn't seem to have any effect on you in your current condition. 2 16 9 1 99 You feel a surge of power as the magical energy from the fruit releases itself into your system. 2 17 0 1 99 You imbibe a Poison Cure potion, hoping it will have some preventative effect. 2 17 9 1 99 The only effect is a tingling sensation. But if Dr. Cranium is to be trusted, you should now be safe from poison (for a while). 2 18 0 1 99 You don't need a Healing Potion right now; you're in perfect health. 2 18 9 1 99 That feels good, just what you needed to relieve some of the aches and pains of everyday adventuring. 2 19 0 1 99 It's tough and tasteless, but it does take away your hunger (or at least your appetite). 2 21 0 1 99 Don't you have enough rocks in your head already? 2 22 0 1 99 You think maybe rubbing yourself with a candle will help you to wax eloquent? 2 23 0 1 99 You pop one of the candies into your mouth, noticeably raising your triglyceride level. 2 24 0 1 99 That's really flasking for it. It's empty. 2 25 0 1 99 You drink some warm water. 2 26 0 1 99 You think about slicking down your hair with the grue goo, but you'd probably never be able to get it out again. 2 27 0 1 99 You taste a bit of the bone meal. It's gritty, dry, and generally unpleasant. 2 28 0 1 99 You clean out the waxy buildup in your ears with the lockpick. 2 29 0 1 99 You try on the key ring. It's a little large for you. 2 32 0 1 99 You slick down your hair with a little of the oil. 2 33 0 1 99 The grapnel grabs you. With a bit of coaxing, you manage to get it to let go again. 2 34 0 1 99 You're already wearing the armor. 2 35 0 1 99 You clasp the shield firmly, ready for battle. 2 36 0 1 99 A Hero's life may be tough, but that's no excuse for seppuku. 2 37 0 1 99 You trim and clean your fingernails. Neatness counts! 2 39 0 1 99 Hey, careful! You could cut yourself on that sharp piece of flint! 2 40 0 1 99 You bite off a bit of one of the garlic cloves. Watch out, Werewolves (not to mention dates)! 2 41 0 1 99 You slip the Thieves' Guild membership card into your pocket. It's designed to slip into things, after all. 2 42 0 1 99 It wasn't really designed for this, but you find you can do a fine job of repairing your armor and equipment with the Thieves' Toolkit. Maybe you can become a tinker when you tire of thieving. 2 43 0 1 99 As you touch the Dark One Sign to your skin you feel a cold sensation as though the warmth and life energy were being sucked from your body. You quickly put the Sign away. 2 44 0 1 99 The hat doesn't fit very well. You must have been letting all this Hero business go to your head. 2 45 0 1 99 You nibble some corn. 2 46 0 1 99 It looks tempting, but you don't really want to eat it. You're really more partial to pumpkin pie. 2 47 0 1 99 You practice your juggling with the bones. However, they aren't very balanced and you aren't very good at juggling, so you put them away. 2 48 0 1 99 They're berry poisonous, you know. You'd better save them for someone who can appreciate their finer points. 2 49 0 1 99 You sneak a tiny taste of the Good Humor Bar. It tastes kind of funny. 2 50 0 1 99 You don't fit in the Antwerp Trap. 2 51 0 1 99 You taste a small sip of the rehydration potion. Water seems to be the main (and probably the only) ingredient. 2 52 0 1 99 You look very cute holding the doll close to your chest. Yes, very cute (but not in the least bit heroic). 2 53 0 1 99 You give the black bird a quick peck, then return it to your pack. 2 54 0 1 99 You spread out the square of cloth for a moment. 2 55 0 1 99 You practice the old "bop yourself on the head with a rubber chicken" routine for a while. It smarts, worse cluck! 2 56 0 1 99 You're already wearing the amulet. 2 57 0 1 99 You've always thought long hair would look good on you. Unfortunately, there really isn't enough here to make a proper toupee. 2 58 0 1 99 You dust yourself off with the broom. 2 59 0 1 99 This isn't San Francisco, so you don't need to wear flowers in your hair. 2 60 0 1 99 The Will o' Wisp lights up your life. 2 63 0 1 99 You feel a little guilty wearing the locket. After all, it does contain a picture of another man's wife. 2 66 0 1 99 Hey, cool move (NOT)! You cautiously used a sack to pick up this statue in the first place because you knew touching it would kill you. And now you want to take it out and experiment with it? 2 66 0 2 99 Well, forget it. Use the Quit command instead; it's much easier on Heroes. 2 67 0 1 99 2 69 0 1 99 The Ritual isn't designed to be used that way; you need to read it (in the appropriate place at the correct time). 2 70 0 1 99 2 72 0 1 99 2 74 0 1 99 2 76 0 1 99 Didn't your mother ever tell you not to play with matches? Well, the same rule applies to torches as well. 2 77 0 1 99 The jewelry looks truly lovely on you. It gives you just that certain "je ne sais quoi." 2 78 0 1 99 You try to hobnob with the robbed knob, but it only makes you sob, Bob. 2 102 23 1 99 Ahhh, you feel much better now! 2 102 25 1 99 There is no need to heal yourself. You are feeling quite healthy at the moment. 2 157 0 1 99 You consult with your Staff a while. 2 170 0 1 99 That's not a steak; it's a stake! True, it's sometimes heart to tell the difference, but better get it straight (or at least properly cooked). 2 171 0 1 99 You hit yourself on the side of the head with the iron hammer. Why? Because it feels so good when you stop! 2 179 0 1 99

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0 159 0 1 99 You practice your Acrobatics for a while. 0 0 5 1 99 Wheeeeewwwww! A gruesome, horribly-slathering monster just wandered by without seeing you, and did he look hungry! 0 48 0 1 99 You'd better hold on to those. 0 47 0 1 99 0 14 0 1 99 The forest canopy doesn't let in enough light for a small bush like that. You need to find a clearer area of the forest. 0 85 0 1 99 A feeling of peace and tranquility permeates the area. 0 45 0 1 99 Corn grows better in a prepared garden. This forest is too shady. 0 100 11 1 99 Badly bruised, beaten, and battered by the badders, you gruesomely give up the ghost. 0 100 11 2 97 From Badder To Worse 0 100 12 1 99 Chernovy Wizards are not to be taken lightly. This one's magic has "spelled" doom for you. 0 100 12 2 99 Mauled By Magic 0 100 13 1 99 And all this time, you though Necrotaurs were vegetarians. Your final battle certainly ruled out THAT theory! 0 100 13 2 99 Necrotaur Chow 0 100 14 1 99 Aw, the cute little bunny has ripped out your throat and is hopping up and down on your dead body. Maybe you should treat gentle woodland creatures with more respect. 0 100 14 2 99 14 Carrot Death 0 100 15 1 99 Apparently, the Revenant was a little lonely. Now it has company in death. 0 100 15 2 99 Feeling "Drained?" 0 100 17 1 99 The Wraith has sucked your life force right out of you. Should you return here (in another life), you will need to be properly protected and strike quickly. 0 100 17 2 99 Wraith to the Finish 0 100 16 1 99 Technically, a Wyvern isn't a true Dragon. In practice, it's nearly as deadly. In fact, in your case, it was QUITE as deadly. 0 100 16 2 99 Fire-Breathing Wannabe 0 81 0 1 99 The forest seems free of magical influence (unless you count the occasional ghost, wraith, or other enchanted monster). 0 59 0 1 99 Once they're plucked, they can't be planted. (This has been an ecological service announcement.) 0 95 0 1 99 You hide within your spell hoping any monsters that wander by will decide to ignore you. 0 1 0 1 99 You are somewhere in a forest of mixed deciduous and evergreen trees. You can catch an occasional glimpse of the mountains and castle to the north. The cave and the swamp are somewhere to the south. 0 80 0 1 99 You can't open anything there. 0 94 0 1 99 This is not the time nor the place to perform the Ritual of Release. Didn't the Faerie Queen say something about a staff? 0 2 0 1 99 You talk to the trees, but they don't listen (they're evidently quite self-absorbed). 0 82 0 1 99 Your spell does nothing. It only works upon magically enchanted objects. 0 60 0 1 99 Only the swamp is home to the Will o' Wisps. If you want to set it free, you'll have to return there. 31 4 0 1 99 Try as you might, you just can't catch it. Maybe a first baseman's mitt would help. 31 4 4 1 99 The dead body is flea-bitten and very smelly. It isn't carrying anything except disease. 31 1 0 1 99 It's a Badder. It looks like an ugly cross between a spider and a bat. It's also very fast and has sharp, nasty claws and fangs. 31 1 6 1 99 Well, that wasn't so bad (let alone badder than you could handle). The Badder looks almost deflated in death. 26 1 0 1 99 This huge pine tree might have come from Norway (pinin' for the fjords) or the heavens (pie 'n the sky). 13 1 0 1 99 The tree has grown up right around this large rock. They've now grown accustomed to each other. 17 1 0 1 99 It's a large (although not truly tree-mendous) tree. 21 1 0 1 99 This tree wanted to enter the "largest tree" contest, but lost its en-tree form. 10 4 0 1 99 The hawk flies free, never to be caught by the likes of thee! 10 87 0 1 99 10 1 0 1 99 The hungry, hunting hawk alertly searches for signs of game not already claimed by the forest monsters. 10 36 0 1 99 11 1 0 1 99 An old, rickety bridge crosses the river here. 9 4 0 1 99 It's too much effort to bother the bush -- would you believe you're bushed? 9 1 0 1 99 The bush is sitting there quietly, frondly remembering times gone by as it turns over another leaf in its memory book. 34 4 0 1 99 Chernovy aren't much inclined towards this "touchy-feely" stuff. They're more into "deadly-spelly." 34 4 4 1 99 Score! You find %d gold Crowns, and %d copper Kopeks. 34 1 0 1 99 It is one of the dreaded Chernovy Wizards, masters of dark magic. They are rumored to live long beyond their normal span. This one certainly looks as though it has! 34 1 6 1 99 You've finally managed to de-spell and defeat the Chernovy Wizard. 23 1 0 1 99 A passing glacier decided (presumably some years ago) to leave this cliff overlooking the scene. 25 4 0 1 99 25 24 0 1 99 25 1 0 1 99 A placid creek bubbles happily through the forest as if to say that not even the shadows of darkness can overtake pure, flowing water. (It's wrong, of course, but creeks are notorious optimists.) 22 1 0 1 99 What would a creek or river be without a waterfall? For that matter, what would a Quest for Glory be? There's been a waterfall in every episode, you know. 27 1 0 1 99 This tree is so fat that if it could walk, it would only be able to lumber along. 8 4 0 1 99 You pick a few of the flowers. 8 1 0 1 99 Wildflowers bloom with the Autumn weather. 16 4 0 1 99 16 1 0 1 99 A small patch of flowers grows here. (Most of the wildlife is carnivorous, after all.) 7 1 0 1 99 The ground bears a rich carpet of fallen leaves as the trees prepare for Winter's annual assault. 29 4 3 1 99 Have the courtesy to wait until it's dead, you ghoul! 29 4 4 1 99 You don't find anything except blood, gore, and gross body parts. 2 1 0 1 99 It is, allegedly, a rock ledge. 20 1 0 1 99 It's a modest mass of maples. "Roses are red, Violets are purple, Sugar is sweet, And so is maple syrple." 18 1 0 1 99 It's getting ready to play "trick or tree-t". 37 4 0 1 99 It would probably tear your arm clean off! 37 4 4 1 99 Searching the fallen beast, you find nothing of value (unless you were planning on starting a flea circus). 37 1 0 1 99 A vicious, slathering Necrotaur comes crashing through the woods after you. It doesn't look very friendly, either. 37 1 6 1 99 The nasty Necrotaur has fallen to your onslaught. Unfortunately, this is far from an endangered species. 41 1 0 1 99 A path peters out in the middle of the forest here. 19 1 0 1 99 Evergreen, but never mean, they seldom ever make a scene. 24 4 0 1 99 They're well out of reach. 24 1 0 1 99 Wind-swept pines barely make a stand upon the otherwise-barren cliff. 28 4 0 1 99 You weren't invited. Besides, you don't like needles. 28 1 0 1 99 Perhaps these pines are holding a cone-ference (or was that a conifer-ence?). 1 1 0 1 99 Pine trees grow in profusion in this cool climate. In Winter they needle the deciduous trees mercilessly. 43 4 0 1 99 That's no way to catch a coney. Besides, those teeth look SHARP! 43 4 4 1 99 There is absolutely nothing in the little rabbit's fanny pack. (Well, maybe a pocket watch, but you don't need one of those.) 43 1 0 1 99 A cute little bunny (with big, sharp teeth) hops through the woods. 43 1 6 1 99 The cute, innocent (well, maybe not EXACTLY) little bunny has been viciously slaughtered and now looks like roadkill. 3 4 0 1 99 Stop beating around the bush! 3 1 0 1 99 The red bush looks "reddy" for anything. 32 4 0 1 99 You know what they said in HERO about the touch of one of these creatures. He might drain the life right out of you! 32 4 4 1 99 You find %d copper Kopeks on the no longer Un-dead. 32 1 0 1 99 It's a Revenant, a Zombie-like creature that has been brought back from the dead by magical means. They're very fond of living flesh. 32 1 6 1 99 You've returned the Revenant to its rest. With any luck, it'll stay dead this time. It exudes the delicate aroma of rotting flesh. 4 1 0 1 99 Grey rocks litter the ground everywhere, reminders of glaciers long since passed. 14 1 0 1 99 Rocks are everywhere, perhaps explaining why the forest hasn't been more heavily cultivated. (Of course, the monsters might also have something to say in the matter.) 15 1 0 1 99 A rock band takes a break between sets. 5 4 0 1 99 The stream water is cold, crisp, and clear. It tastes refreshing. 5 24 0 1 99 You fill your flask with cold, clear stream water. 5 1 0 1 99 A tinkling brook winds its way through the forest. 40 4 0 1 99 40 24 0 1 99 40 1 0 1 99 A babbling brook chatters its way through the forest. 40 2 0 1 99 The brook just babbles back. 42 1 0 1 99 Just past the hill you can see cultivated fields and a walled town. 6 1 0 1 99 Large deciduous trees make their stand among the pines -- they know how to leaf well enough alone in the Fall. 33 4 0 1 99 Grabbing a Wyvern is even less wise than taking a tiger by the tail! 33 4 4 1 99 The Wyvern has no place to carry treasure. This is one reason why Dragon hunting is far more popular. 33 1 0 1 99 The Wyvern is a smaller cousin of the Dragon. The good news is that Wyverns don't breathe fire. The bad news is that their tails are said to contain a deadly venom. 33 1 0 2 99 (Prior to coming to Mordavia you'd hoped that Wyverns were mythical. Now you're just hoping this one will myth you when it attacks.) 33 1 6 1 99 You've whupped the Wyvern. It now lies still, like many of its victims before. 12 6 7 1 99 You get in some climbing practice, but you really can't see any more from up the tree than from the ground. (In fact, you can scarcely see the forest for the trees.) 12 6 2 1 99 You pick up your daggers. 12 6 1 1 99 You grab a handful of rocks. 12 6 9 1 99 You are down to your last dagger. You'd better hold on to it. 12 6 8 1 99 The trees in this part of the forest feel particularly wooden. 12 6 10 1 99 The water is too shallow for this spell to work.

51.msgEdit

2 160 13 1 97 How Ad Avis Is Alive 2 160 16 1 97 Ad Avis's Intentions 2 160 14 1 97 Katrina 2 160 12 1 97 Letter from Katrina 2 160 15 1 97 Dark Master 2 128 10 1 97 Say Hello 2 128 12 1 97 Tell About Letter from Katrina 2 128 9 1 97 Apologize for Killing Ad Avis 2 128 11 1 97 Threaten Ad Avis 2 1 0 1 99 You face the worst of two worlds. Ad Avis still has the magic that made him a Power when he was alive, and now he has the strength and abilities of a Vampire as well! 2 6 7 1 5 "Get him!" 2 6 2 1 5 "How nice of you to come. I'm afraid I accidentally signed the wrong name to your note." 2 6 2 2 5 "It's been ages since we last met. Come here and let me look at you." 2 6 5 1 5 "I have summoned the Hounds of Death. Now we shall see whether you've kept up with your running lessons!" 2 6 4 1 5 "Ha! You have no power against one such as I! Let's play a little game of Fox and Hound, shall we?" 2 6 6 1 5 "Run, fool! Run while you can! Soon enough my creatures shall catch you and then I shall have my revenge!" 3 1 0 1 99 The Necrotaur looks tough and mean, like a dog gone bad (and that's doggone bad!). Its skin is stretched so tight over the bones that you're not sure if it's alive or dead. There's no question about how it wants you, however. 4 160 13 1 99 You ask Ad Avis how it is that he is still alive after hurtling to a fiery doom in Raseir. 4 160 13 2 5 "Alive? You think I'm ALIVE? You simple-minded fool! I am greater now than I ever was in life, as you shall have a very short time to learn before your own death!" 4 160 16 1 99 You ask Ad Avis what he intends to do. 4 160 16 2 5 "I do not INTEND. I SUCCEED. In this case, I shall accomplish your lingering and painful death by torture." 4 160 14 1 99 You ask Ad Avis if he knows where Katrina is. 4 160 14 2 5 "She is back at the castle, quite unaware of my little game with the notes." 4 160 12 1 99 You ask Ad Avis about the letter you received from Katrina. 4 160 12 2 5 "Oh? Have you been receiving letters from little Katrina? Other than the one I sent in her name, that is!" 4 160 15 1 99 You ask Ad Avis about the Dark Master. 4 160 15 2 5 "The Dark Master is much more powerful than you suspect. But not so powerful as she thinks." 4 128 10 1 99 You smile and say hello to Ad Avis. 4 128 10 2 5 "I HATE cheerful people. I eliminated them in Raseir and I shall do the same here!" 4 128 12 1 99 You tell Ad Avis that you are here because of a note you received from Katrina. 4 128 12 2 5 "You weak-minded fool! You are so easy to manipulate. That note was from me, not from your precious Katrina!" 4 128 9 1 99 You apologize to Ad Avis for having killed him in a horrible fiery death back in Raseir. 4 128 9 2 5 "You destroyed my plans of world domination and ended my life, turning me into a mere Vampire Slave for Katrina. I will have my vengeance upon you both!" 4 128 11 1 99 You tell Ad Avis that you've killed him once and you'll just have to kill him again. 4 128 11 2 5 "Good luck, monkey boy! You see, I am already dead. Your feeble attacks mean nothing to me in my present form." 1 6 8 1 99 As you approach Ad Avis, he stares deep into your eyes. 1 6 8 2 99 You feel yourself drifting, floating, lost! Ad Avis has taken control of your mind. 1 6 1 1 99 Suddenly you have a terrible feeling of peril! You recognize Ad Avis, the evil Wizard whom you thought you had killed in Raseir. Somehow, he has returned to life! 1 6 1 2 99 Thinking back, you recall how Ad Avis once brought you under his control. You realize that you must avoid looking into his eyes at all costs!

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53.msgEdit

0 100 16 1 99 The Wraith has sucked your life force right out of you. Should you return here (in another life), you will need to be properly protected and strike quickly. 0 100 16 2 99 Wraith to the Finish 2 4 10 1 99 You find nothing else of interest or value in the barrow. 2 4 9 1 99 You can't get near the barrow as long as the Wraith is still alive. 2 4 11 1 99 The barrow contains treasure that the Wraith collected while it was alive (or perhaps more recently from treasure seekers less fortunate than you): 2 1 0 1 99 You see a raised mound of stones. It gives you an eerie feeling -- you can tell that this is a place of death. 3 4 0 1 99 The chill sensation increases as you approach the Wraith. 3 1 0 1 99 A dark, shadowy figure watches you. It seems to be the source of the cold that permeates this area of the forest. 3 6 12 1 99 The Wraith vanishes into nothingness and the air slowly begins to regain some warmth. 1 6 7 1 99 You feel a chill go through you as you enter this part of the forest as if a cold wind suddenly sprang up from nowhere. 1 6 8 1 99 Your Paladin "Danger Sense" alerts you. That shadowy figure intends to harm you! 1 6 2 1 99 You find a dagger, 38 gold Crowns, 75 Kopeks, and a few old bones. 1 6 1 1 99 You find a jewel-studded tiara, 6 gold Crowns, 40 Kopeks, and a few old bones! 1 6 13 1 99 You find a well-crafted battle axe and 150 gold Crowns! The battle axe feels like a superior weapon in your hands. 1 6 13 2 99 You also find a scroll with mysterious letters that seem to writhe and shift under your gaze. At the top is a stylized heart symbol. A few drops of ink under it remind you of dried blood. 1 6 15 1 99 You find a hoard of 150 gold Crowns. That should improve your cash flow! 1 6 5 1 99 You find a well-crafted sword and 150 gold Crowns! As you pick up the sword, you feel a sensation of strength and power. It's magical! 1 6 5 2 99 You also find a scroll with mysterious letters that seem to writhe and shift under your gaze. At the top is a stylized heart symbol. A few drops of ink under it remind you of dried blood. 1 6 14 1 99 You find a hoard of 150 gold Crowns and a scroll with mysterious letters that seem to writhe and shift under your gaze. At the top is a stylized heart symbol. A few drops of ink under it remind you of dried blood. 1 6 3 1 99 You find a diamond-studded brooch, a healing potion, and 15 gold Crowns! 1 6 4 1 99 You find a suit of platemail armor, a pearl-encrusted goblet, and 25 gold Crowns!

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61.msgEdit

110.msg "Dreams"Edit

1 6 10 1 99 You are walking in the land of dreams, searching for something. 1 6 10 2 99 You sense the nearness of Erana, and feel her gentle presence beside you. 1 6 10 3 99 You turn to her and see tears in her eyes. You feel sorrow and an incredible sense of loss, and reach out for her. 1 6 5 1 99 You are in this weird and wonderful place once more. 1 6 5 2 99 This time you remember all the times you have been here before, and despite the beauty, you are afraid. 1 6 5 3 99 You listen for the voice. 1 6 5 4 99 It calls out for you. 1 6 1 1 99 You feel the sensation of floating freely in a swirling cloud of magic. 1 6 1 2 99 You are warm and safe surrounded by the sound of peaceful beauty. 1 6 1 3 99 You feel as if you were suddenly totally alive. You can remember every happy moment of your past, taste every favorite sensation, hear all the colors of the universe. 1 6 1 4 99 This is the true joy of living. 1 6 4 1 99 You float gently in this ocean of harmony. 1 6 4 2 99 You remember the happiness of being here before this. Now there is greater joy. You are not alone. 1 6 4 3 99 You are filled with the warmth of friendship. You share your hopes, your dreams, all the best moments of your life, knowing that here is someone who understands and cares about you. 1 6 4 4 99 You reach out to touch your friend, but there is no one there. 1 6 2 1 99 You have returned to this wonderful place between worlds. 1 6 2 2 99 You are again filled with the joy of being truly alive. You find yourself dancing at the heart of the cosmos. 1 6 2 3 99 You spin, and the universe swirls with you and around you. 1 6 2 4 99 Suddenly, something calls out to you. 1 6 7 1 99 You are surrounded by warmth and friendship. 1 6 7 2 99 You reach out to take her hand, and smile as she smiles back at you. 1 6 7 3 99 You hold open your arms, and she flows into them. You embrace one another, and share your happiness. 1 6 7 4 99 You both laugh with joy as you each behold the stranger you have known so long; this friend you have never met, but always cared for; this love you share for the first time and forever. 1 6 7 5 99 You kiss the lips of the mage Erana. 1 6 8 1 99 You are surrounded by warmth and friendship. 1 6 8 2 99 There is the delicate taste of exotic fruit in your mouth and the smell of a thousand flowers fills your senses. You are again in the Magic Meadow near Spielburg. 1 6 8 3 99 Then you see before you the bubbling fountain in the savannah near Tarna. You hear the rumbling purr of a savage jungle cat as it gently rubs its soft fur against you. You kneel down to take a drink of the cool, clear water. 1 6 8 4 99 You look into the pool and see a reflection, not of your own face but of another's. It is someone else you have never met and yet know well. 1 6 8 5 99 It is the face of the mage Erana. 1 6 3 1 99 You are flying in the very source of all magic. 1 6 3 2 99 You are filled with power and the knowledge of how to use it. 1 6 3 3 99 You create flowers dancing around you. Trees fill their branches with magical fruit as you touch them. You dance in a circle and the very ground itself radiates peace and harmony. 1 6 3 4 99 You sing the message of your heart, and the magic echoes around you a song of love and happiness. 1 6 3 5 99 Then you realize that it is not you doing this. It was someone else back in time. 2 6 10 1 99 As the vision resumes, the Darkness swallows her, and she is torn from you. 2 6 10 2 99 You feel her die as she tries to drive the Darkness away. 2 6 10 3 99 The Darkness is trapped in the world between worlds. 2 6 10 4 99 So is Erana. 2 6 5 1 99 You feel the Darkness surround you, and you remember dying. 2 6 5 2 99 You are overwhelmed with terror, and you remember running away. 2 6 5 3 99 Your lungs struggle in the agony of no air, and you remember screaming. 2 6 5 4 99 You are helpless and hopeless, and you remember the eternal loneliness. 2 6 5 5 99 With all your remaining strength, you reach out to touch the voice. 2 6 1 1 99 Suddenly, you find yourself trapped by darkness. 2 6 1 2 99 You cannot breathe. The darkness is tearing the warmth, life, and magic from your body. 2 6 1 3 99 Pain - the agony of lungs without air; the burning cold of a body trapped in ice; the terror of helplessness as death approaches. 2 6 1 4 99 You float, cold and lifeless. 2 6 4 1 99 You are all alone. 2 6 11 1 99 The Darkness lies sleeping. 2 6 11 2 99 You say the ancient words of ritual, and enter its mouth. 2 6 11 3 99 You touch its bones, and they harden around you. 2 6 11 4 99 You touch its frozen blood, and the blood flows. 2 6 11 5 99 Everywhere you walk, your life energy seeps into the Darkness, and the Darkness grows. 2 6 11 6 99 You have entered the Heart of Darkness. 2 6 2 1 99 You feel a coldness rapidly devouring you. You falter in fear as you remember what happened the last time you were here. 2 6 2 2 99 The voice calls again, and you feel trapped, helpless. The closer you get to that voice, the greater the fear. 2 6 2 3 99 It is a voice of pain, a voice of death. 2 6 2 4 99 You flee in terror. 2 6 9 1 99 The sounds of battle rage around you. You hear once again the death screams of a hundred brave warriors and friends. 2 6 9 2 99 The Darkness reaches for you. The tendrils of twisted magic writhe around you, sucking at your very soul. 2 6 9 3 99 Your Staff is torn away. Your magic is sheared from you, and you lie defenseless before the all-devouring blackness. 2 6 9 4 99 You are swallowed by the Darkness. Now you draw forth the last of your power -- your very life force. With your final spell, you bind the Darkness from within, and send it back to the Chaos from which it came. 2 6 9 5 99 It takes you with it. 2 6 12 1 99 You are walking dark halls, and you are dying. 2 6 12 2 99 You know you are trying to find something, but you cannot remember where or what it is. 2 6 12 3 99 It's cold here, and all your warmth is draining away. 2 6 12 4 99 You see light ahead of you, a faint ember of what it once was, but you know that this is what you seek. 2 6 12 5 99 You reach for it, but stumble, and the light goes out. 2 6 12 6 99 The Darkness awakens. 2 6 3 1 99 You hear that voice calling you again. 2 6 3 2 99 Darkness surrounds you, eats at you. 2 6 3 3 99 The voice calls out again, and you are afraid. It calls from the center of the Darkness, drawing you nearer and nearer. 2 6 3 4 99 The Darkness sucks at you, pulling you towards the voice as it flays all warmth and life from you. 2 6 3 5 99 You scream.

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0 100 1 1 99 As the Shadows of Darkness cover the land, and thousands of voices cry out in agony and grief, you think to yourself, "Maybe that wasn't QUITE the right thing to do."
0 100 1 2 99 "So close, and yet..."

240.msgEdit

0 56 0 1 99 The Gnome's jokes may be so old that they're embalmed, but he's not Undead! 0 58 0 1 99 The hotel already has a maid (the innkeeper's wife). 0 81 0 1 99 There is some sort of enchantment about the Gnome. Other than that, you don't sense any magic here. 0 52 0 1 13 "She's a real doll, but she's too young for me. Bring her back in a few years." 0 86 0 1 99 That would definitely be a spelling error! 0 88 0 1 99 0 79 0 1 99 0 40 0 1 99 There's quite enough garlic here already! 0 49 0 1 99 Just pass it to the Gnome. 0 89 0 1 99 Great idea; the Gnome ought to be able to get a rise out of that! Then again, why bother? He can get a rise out of anything. 0 93 0 1 99 0 1 0 1 99 This bedroom is furnished identically to yours, but the current occupant has decorated it with appalling taste. 0 21 0 1 99 The Gnome is supposed to be a comedian, not a rock star. 0 104 0 1 99 Why don't you just stay good friends? 0 157 0 1 99 Better not let the Gnome see that you have Erana's Staff. You don't know what he would do. 0 178 0 1 99 Thinking that the Gnome might be "one of the brethren," you make the Thief Sign. The Gnome looks rather agitated. 0 178 0 2 13 "Boy, have you got the wrong Gnome! I'm not into that kinky stuff, let me tell you!" 0 60 0 1 99 Will o' Wisps don't like being indoors. 15 149 7 1 97 Gnome 15 149 7 2 97 15 149 6 1 97 Humor 15 149 6 2 97 15 149 8 1 97 Mordavia 15 149 9 1 97 Rumors 15 128 17 1 97 Say Goodbye 15 128 18 1 97 Greet Gnome 15 128 15 1 97 Tell About Yourself 19 149 26 1 97 Gnome 19 149 24 1 97 Humor 19 149 24 2 97 19 149 23 1 97 Joke 19 149 25 1 97 Rumors 19 128 28 1 97 Talk About Baba Yaga 19 128 30 1 97 Say Goodbye 19 128 29 1 97 Greet Gnome 21 149 38 1 97 Gnome 21 149 39 1 97 Humor 21 149 40 1 97 Rumors 21 128 31 1 97 Say Goodbye 21 128 32 1 97 Greet Gnome 21 128 72 1 97 Talk About Your Adventures 22 149 41 1 97 Gnome 22 149 42 1 97 Humor 22 149 44 1 97 Jokes 22 149 45 1 97 Plans 22 149 43 1 97 Rumors 22 128 33 1 97 Tell About Baba Yaga 22 128 34 1 97 Say Goodbye 22 128 35 1 97 Greet Gnome 23 149 46 1 97 Gnome 23 149 47 1 97 Humor 23 149 48 1 97 Rumors 23 128 36 1 97 Say Goodbye 23 128 37 1 97 Greet Gnome 5 159 0 1 99 5 54 0 1 99 The bed already has a sheet. 5 4 0 1 99 You'd BEDDER not. 5 86 0 1 99 Come on, you know the innkeeper doesn't allow smoking in bed! 5 1 0 1 99 The bed is adequate, but nothing to take home with you. 12 4 0 1 99 Hey! You can get in big trouble messing in a Gnome's drawers! 12 1 0 1 99 There is a nightstand by the bed with a single drawer. 12 80 0 1 99 That sounds dangerous; there might be another trap on it. 9 86 0 1 99 There'd be nothing left but a puddle of melted wax. 9 39 0 1 99 The Gnome is quite capable of lighting and extinguishing his own candle. 9 1 0 1 99 The newest midnight snack -- candied candle! 4 37 0 1 99 Those trick chair cushions are expensive; better leave it alone. 4 4 0 1 99 You walk over to the chair and sit down. A loud and rather embarrassing noise causes you to get back up again. Apparently, you forgot whom you were dealing with for a moment there. 4 26 0 1 99 One trick per chair is plenty. 4 1 0 1 99 The chair has been upholstered with a comfortable-looking thick leather seat. 4 36 0 1 99 8 4 0 1 99 The rubber chicken squeals as you pick it up and squeeze it. 8 4 0 2 13 "You'll have ta keep her now. You obviously rubber the right way. Rub her, get it?" 8 87 0 1 99 You don't need to Fetch the chicken -- just pick it up. 8 1 0 1 99 The chicken seems to be made out of rubber. "What's rubber?" you wonder. You also consider how it would taste cooked in garlic. 18 149 13 1 97 Baba Yaga 3 4 0 1 99 You can't take the Gnome's cap -- it's jester for fools. 3 87 0 1 99 3 1 0 1 99 It makes the perfect cap to the Gnome's jester costume. 13 149 11 1 97 Punny Bones 13 149 10 1 97 Jester 13 23 0 1 13 "Hey, thanks." 13 23 0 2 99 He takes a piece and starts chewing. 13 23 0 3 13 "What is this? Real candy? I expected super-hotshots or mouth dyes, at the least. Guess the joke's on me, after all." 13 37 0 1 13 "You want to joust? Surely you jest!" 13 4 0 1 13 "Keep your hands to yourself. I'm engaged already." 13 87 0 1 99 Actually, you don't find the Gnome in the least bit fetching. 13 59 0 1 13 "Thanks, but I don't have a lot of use for those." 13 1 0 1 99 The strange comedian you had the misfortune to listen to the other night sits on the bed. He looks at you with a twisted grin. 13 15 0 1 13 "Hey, I may be down, but I'm not out. I've got enough money to last me a lifetime, providing I don't buy anything." 13 19 0 1 13 "No thanks, healthy food isn't on my diet." 13 36 0 1 13 13 6 5 1 13 "So I asks ya, what da ya call a dinosaur crashing into a wall?" 13 6 5 2 13 "Late for supper, of course! Ha, ha, ha! See ya later, crocodile!" 13 6 22 1 13 "Did ya hear the one about the Vampire Architect?" 13 6 22 2 13 "He designed the Vampire State Building! Ha, ha, ha! Always leave ya laughin', I always say." 13 6 19 1 13 "Welcome back, it's good ta see ya again." 13 6 19 2 13 "As a matta fact, I just got some candy from my Aunt Chamima. Go on, have a piece." 13 6 66 1 13 "If ya gotta go, I won't stop ya -- so don't stop me if ya heard it before." 13 6 66 2 13 "The other day, I was walking with my Dwarf friend, Dimlit, on a narrow path by the side of a steep cliff overlooking a mountain lake some 200 feet below." 13 6 66 3 13 "Suddenly, Dimlit stumbled, and a Kopek fell out of his purse and down, down, down to the lake below." 13 6 66 4 13 "Dimlit got up, grabbed his coin purse, and dumped the rest of his money over the cliff as well. 'Dimlit,' says I, 'what do you think you're doing?'" 13 6 66 5 13 "'Well,' says Dimlit, 'You don't expect me to jump down there for just one Kopek, do you?'" 13 6 66 6 13 "So long, friend, and don't take any wooden Kopeks!" 13 6 67 1 13 "Ya know what they say about life -- without it, you'd be dead." 13 6 68 1 13 "What does a sea monster eat for supper? Fish and ships, natch! Ha, ha! Sew long, while I got ya in stitches." 13 6 69 1 13 "At least staying here at the Hotel Mordavia you can't complain about room service. There isn't any to complain about." 13 6 69 2 13 "See ya soon, buffoon." 13 6 70 1 13 "Bye-bye. And bye the way, if ya talk ta the shopkeeper, Olga, remember -- as a gossip, she suffers from acute indiscretion." 13 6 53 1 13 "Let me tell ya just one more. 'If you met two guys coming down the street who make you laugh, how do you tell the Gnome from the Dwarf?'" 13 6 53 2 13 "The Dwarf's the one with the beard." 13 6 54 1 13 "So before you blow this popsicle stand, 'What do Ghosts eat for breakfast?'" 13 6 54 2 13 "Scream-bled wheat and dreaded eggs." 13 6 55 1 13 "So I says to ya, 'What do you say to a twenty ton dragon that just stepped on you?'" 13 6 55 2 13 "Not to Knight, I've got a headache." 13 6 56 1 13 "What has a sandwich, some chips, an apple, and a terrible ringing sensation in the head?" 13 6 56 2 13 "The Lunchpack of Notre Dame." 13 6 57 1 13 "Before ya get away, 'What did the Werewolf say to the full moon?'" 13 6 57 2 13 "Howl come you're so full of it? Ha, ha." 13 6 21 1 13 "Ha, ha, ha! That's my Auntie, always making me laugh when I'm blue. No, you're blue, that's right. Ha, ha, ha." 13 6 61 1 13 "What's the difference between a Dwarf in a mine and a Dwarf in a restaurant?" 13 6 61 2 13 "One's tipping up picks and the other is picking up tips. Gets 'em every time." 13 6 62 1 13 "What do you get when you lean a corpse against Dr. Cranium's doorbell?" 13 6 62 2 13 "A dead ringer." 13 6 63 1 13 "By the way, I visited Dr. Cranium myself the other day. 'Doc,' I said. 'Ya got ta help me. I'm afraid I'm going ta die!'" 13 6 63 2 13 "'Nonsense,' said the Doc. 'That will be the last thing you do.'" 13 6 64 1 13 "Okay, here's one for ya, 'Why did the Burgomeister arrest the Ghost?'" 13 6 64 2 13 "'Cause it didn't have a haunting license. Get it?" 13 6 65 1 13 "Okay, one day three Dwarves were walking together in the desert of Shapeir when they came upon a lamp buried in the sand. The first Dwarf picked it up and rubbed it, and out came a Djinni." 13 6 65 2 13 "'I will grant you each one wish,' said the Djinni. The first Dwarf said, 'Make me ten times smarter than I am now.' 'So be it,' said the Djinni. 'You are now highly intelligent.'" 13 6 65 3 13 "The second Dwarf then spoke, 'Make me a hundred times more intelligent that I am now.' 'It is done,' said the Djinni. 'You are now a genius.'" 13 6 65 4 13 "The third Dwarf said, 'Make me one thousand times smarter than I am now.' 'Your wish is my command,' said the Djinni. 'You are now a Gnome.'" 13 6 4 1 13 "Ha, ha, ha! Gets ya every time! A million laughs!" 13 6 4 2 13 "How are ya, gouda see ya!" 13 6 4 3 13 "Nice aya to drop in." 13 6 4 4 13 "Speaking a dropping in, did ya hear the one about the bad waiter? Seems he was always dropping in! Dropping in! Get it?" 13 6 4 5 13 "Didn't think so. No one gots a sense a humor anymore. Not even me." 13 6 49 1 13 "Then there's the one about the Ghost who went on vacation to the Ghost sea." 13 6 23 1 13 "What did one Ghoul say to the other Ghoul? I've got a body to pick with you." 13 6 50 1 13 "Did ya hear the one about the Vampire that underestimated his opponent? He didn't know how much he had at stake." 13 6 51 1 13 "What's the difference between burning a Ghost and burning a stake? One's toasting a Ghost, the other is roasting a stake." 13 6 52 1 13 "A Vampire came up to me one night and said, 'I haven't had a bite all week.' Then he bit me." 13 6 58 1 13 "Did I tell you about the time there was this guy walking into an inn with this big Necrotaur following him?" 13 6 58 2 13 "He goes up ta the innkeeper and asks for some stew to eat. The innkeeper looks nervously at the Necrotaur, and asks the man what his pet will eat." 13 6 58 3 13 "And the guy replies, 'Anyone he wants.' Not bad, eh?" 13 6 1 1 13 "Halloo, howarya? Come in and have a sit, why doncha?" 13 6 60 1 13 "Before ya blow, Joe, I figure Iowa. I'm going ta let ya in on a secret only we Gnomes know. I'm going ta tell ya the Ultimate Joke." 13 6 60 2 13 "Don't wince, Vince. This is straight, mate. Ya tell this one, and whoever hears it is going ta laugh. Really laugh. Can't help it, can't stop it kind of laugh." 13 6 60 3 13 "Only works once, and should only be used in last resorts, Mort. It's the last laugh, so ta speak. The best jest of the west. Yours fer the telling." 13 6 60 4 99 The Gnome tells you a rather silly joke. You find yourself laughing despite yourself. 13 6 60 5 13 "See what I mean, Gene? Tell this joke ta a big bad dude that's out ta do ya in, then exit while he's laughin'. Use it or lose it. Bye, bye, Birdie." 7 4 0 1 99 No, thanks. It's happy where it is. 7 87 0 1 99 7 1 0 1 99 Somehow just looking at these garlic braids makes you smile. 17 149 12 1 97 Curse 17 149 12 2 97 20 149 28 1 97 Baba Yaga 20 149 27 1 97 Curse 10 4 0 1 99 10 1 0 1 99 The lamp palely illuminates the room. 10 76 0 1 99 Better let the Gnome choose the light levels here. 6 4 0 1 99 Real Heroes don't need nightcaps. 6 87 0 1 99 6 1 0 1 99 The Gnome likes to take a quick nightcap before he goes to bed. 2 4 0 1 99 Trying to be a RUGGED individualist, are you? 2 86 0 1 99 2 39 0 1 99 2 1 0 1 99 It's a braided circular rug just like the one in your room (only funnier). 2 76 0 1 99 It's against the hotel's fire insurance policy for patrons to set the rugs on fire. Why don't you try that somewhere more deserving of incineration? 1 4 0 1 99 The garlic looks very sad at the prospect of being taken by you. 1 87 0 1 99 1 1 0 1 99 Garlic braids festoon the room, adding that certain special ambience of Gilroy in the Spring to the room. 11 4 0 1 99 The window is locked. 11 1 0 1 99 The window is closed, mercifully obscuring the store wall next door. 16 149 13 1 13 "She has no sensa humor whatsoever, lemme tell ya. I was just telling a joke about how some Hero got Baba baby hopping mad and fit ta be toad. How was I ta know she was in the audience at the time?" 16 149 13 2 13 "Anyhow, Baba Yaga stands up, says some bad poetry, and the next thing I know is my jokes are jumbled and my puns are pathetic." 16 149 13 3 13 "So here I am in nowhere land trying ta locate Baba Yaga soze I can get the curse removed and my humor returned." 16 149 28 1 13 "You don't wanna mess around with Baba Yaga. She don't just get mad, she gets like major mad, and then she gets even. Not one to hold a grudge, at least, not for long." 16 149 11 1 13 "Punny you should ask 'bout that. Makin' jokes is in my bones, make no bones about it. But my puns have been sorta boneheaded lately." 16 149 12 1 13 "Pathetic, ain't it? I can't tell a joke if it kicked me in the teeth. Ever since I got Baba Yaga mad at me, I got the bad joke blues." 16 149 27 1 13 "A worse curse for a funny fellow like me there never wert. A Gnome withouta joke is like a doughnut withouta hole. Nothin's missing, but nothin's air either." 16 149 7 1 13 "Putentane, ask me again, and I'll tell ya my name. Seriously, folks, the name is Bones, Punny Bones. I'm justa jester, perfessionally speaking, of course." 16 149 26 1 13 "Jest call me Punny. Or Mr. Bones, if you're going to be formal. I'd be a whole lot better if I could get back my humor. It's embarrassing, being a half-witted wiseguy." 16 149 38 1 13 "Feeling sad, Dad. Oh so blue, you. Can't find the Baba, can't tella joke, and about broke. Hard for a jester to make money unless he's funny, you know, Joe." 16 149 41 1 13 "I'm so happy that it reminds me of the time Dimlit the Dwarf came across a magic ring in the bazaar in Shapeir. He rubbed it, and low and behold! Out came a Djinni." 16 149 41 2 13 "'I will grant you three wishes,' said the Djinni. 'Well, for my first wish, I want a purse that's always filled with gold.' said Dimlit." 16 149 41 3 13 "'So shall it be done!' said the Djinni. There before Dimlit appeared a purse. He turned it over, and a pile of gold spilled on the desert sand. Again and again he turned it over, and more and more gold covered the ground. 16 149 41 4 13 "'Master, you do have two more wishes left,' said the Djinni. 'Oh, that's right,' said the Dwarf. 'Well, give me two more of these!'" 16 149 41 5 13 "Let me tell ya, I'm every bit as happy as Dimlit was." 16 149 46 1 13 "I'm slap-happy and down right sappy. I may say I'm gay, but don't take it the wrong way. I'm buoyed by joy, boy." 16 149 46 2 13 "A happy man is never poor, and an unhappy man is never rich. Never put off happiness, because there's no time like the pleasant." 16 149 46 3 13 "I just have a fun-track mind." 16 149 6 1 13 "I ain't got no Sensahuma!" "I can't get no Sensahuma!" "And I try! Don't know why! Gotta fly! Say goodbye!" 16 149 6 2 13 "Whatsa matter, you a music critic? So I can't tell a joke. Sue me. I'm comedically challenged. A feeb of a fool. A dweeb dunce. Azza matta fact, I have been cursed. I'm vexed with a hex, so to speak." 16 149 24 1 13 "I lost my jocularity until I can find someone ta remove this curse." 16 149 24 2 13 "I came to this backwoods burg ta find Baba Yaga and try ta get her to reverse this curse, but I looked all over this place and I ain't seen her, so I'm stuck, dumbstruck, and outa luck." 16 149 39 1 13 "I may not be able to tell a joke, I just am one. If I can't get Baba Yaga to lift this curse, I might as well be dead. I'd probably be funnier that way." 16 149 42 1 13 "You know what they say about humor, if you don't got it, ya won't get it. And if ya don't get it, I'm sure someone will try to explain it at great length." 16 149 47 1 13 "A sensa humor is essential. He who laughs, lasts. Say ya goes walking into the woods one day and you see a nasty Necrotaur coming after ya." 16 149 47 2 13 "Ya turns around ta run away, and from behind ya flies in a wicked Wivern. Ya start to run another direction, and here comes a raving Revenant." 16 149 47 3 13 "Ya try to run in the last direction left, and ya see a vicious Vampire about to attack. What should ya do?" 16 149 47 4 13 "Tell the joke about the Vampire that was so nearsighted, he bit his own neck. While they argue about the punchline, ya sneaks away. Either that, or you'll die at your wit's end." 16 149 10 1 13 "I'm a professional fool, so don't try this at home, kid. Unfortunately, more people laugh at me than at my jokes lately. It's hard to be hilarious when your sense of humor is defunct." 16 149 23 1 13 "Ya shoulda seen yourself opening the box! Woulda died laughing! Shame ya weren't there to see it. My best jokes, and nobody but me to laugh at em." 16 149 44 1 13 "Do you know why Gnome jokes are so short? So that they won't go over the Dwarves' heads." 16 149 44 2 13 "There's no point in telling a Dwarf a joke with a double meaning. He won't get either one." 16 149 44 3 13 "Judging from the expression, 'What you don't know can't hurt you,' Dwarves are practically invulnerable." 16 149 44 4 13 "Of course, far be it from me to say that all Dwarves are just plain dumb. Most are pretty greedy, too." 16 149 44 5 13 "Dwarves get their money the hoard way. They won't even spend the time a day. Dwarves don't care how people treat them, as long as they do." 16 149 44 6 13 "Of course, you know what you got when the singing dragon fell into the Dwarf mine? 'A flat miner.' And on that note, let's change the subject." 16 149 8 1 13 "This place is really dead, ya know? I've had livelier audiences in a graveyard. Whadda they know about humor? They think a guy falling into a mud puddle is a major joke, like, lotsa yucks, hunh?" 16 149 8 2 13 "Now, a man being TRIPPED into a mud puddle, THAT'S comedy!" 16 149 45 1 13 "Well, now that I'm back in the funny business, it's one more show and I'm back on the road. I'm going to show these yokels that he who laughs last just didn't get it." 16 149 9 1 13 "Lemme see, whatta I hear? Well, the talka the town is you. No one knows howya got here or whatcha doing and they're all a bit leery of strangers. You should see some of the looks they give me, you'd think they never saw a gnome before. Or you, for that matter." 16 149 25 1 13 "I heard the word that Baba Yaga landed her hut somewheres southeast of this place. I did alota lookin, but no findin." 16 149 40 1 13 "I heard that the gypsies know something about Baba Yaga. Maybe you could talk ta them about her." 16 149 43 1 13 "A flying rumor never has any trouble making a landing. I heard that the shopkeeper's husband left her because she was such a scold. She was a person who was quick on the flaw. When she wanted his opinion, she gave it to him." 16 149 48 1 13 "I heard told that Dr. Cranium was so absent-minded, he stood in front of a mirror for half an hour trying to remember where he had seen himself before." 16 149 48 2 13 He spent years studying why people are absent-minded. He finally came up with an answer -- and then forgot it." 16 149 48 3 13 "He has to wear a wrist compass so he can tell whether he is coming or going." 16 128 28 1 13 "What a funny world. You turned Baba into a frog, and she turned me into an ass." 16 128 28 2 13 "She is around here somewhere, ya know. I just don't know where for sure." 16 128 33 1 13 "So you got by with a pie, aye? My, my. Always knew the way to Baba's heart was through her stomach. Probably someone she ate. You know what they say about cannibals, always having a few friends over for dinner." 16 128 30 1 13 "Leaving so soon, Goon? 16 128 31 1 13 "May I help you out? There's the door." 16 128 34 1 13 "Some people spread happiness wherever they go; others, whenever they go. Fortunately, you are the former. If ya was the ladder, you'd probably have a few rungs missing." 16 128 36 1 13 "Try and catch my show again before I leave town. It'll be sure to have a happy ending -- everyone will be glad to see me go." 16 128 17 1 13 "Nice ta see a friendly face around here. Catcha later, dud." 16 128 18 1 13 "Hey, welcome in to the Inn. Please ta meetcha. Sit down, have a seat. Oh, we did that already, didn't we? Ha, ha, ha!" 16 128 29 1 99 "Back again? We didn't say goodbye long enough ago as it is." 16 128 32 1 13 "You're here so often, I oughta charge admission. Gotta make some money somehow." 16 128 35 1 13 "I've seen Heroes come and go, and you're certainly one of them." 16 128 37 1 13 "What is this, your Gnome away from home? Seriously, a true friend walks in when others walk out, and you've been a true friend to me. We all know what friends are for -- to listen to your troubles without telling you theirs." 16 128 15 1 99 You tell about some of your adventures. 16 128 15 2 13 "What was that you was saying about saving Spielburg?" 16 128 15 3 99 You tell about your adventures in Spielburg. 16 128 15 4 13 "So you're the guy that made me lose my sensa humor. If ya hadn't made Baba Yaga mad, I never woulda told the joke that made her take my humor away." 16 128 72 1 13 "You've had quite a time here in Mordavia. Speaking of time, never put off forever what you can put off today, I always say. Or something like that." 24 1 0 1 99 14 6 59 1 99 You hand the gnome the Good Humor Bar. 14 6 59 2 13 "What's this, ya trying the ole hot pepper bar on me? Hey, I'm the perfessional, kid. Don't try this at home. Not on a Gnome, anyway. Looks good, though." 14 6 59 3 99 He eats the Good Humor Bar. 14 6 59 4 13 "Not bad. Pretty good, actually. Hey, I feel funny. I mean REALLY funny. What was that thing?" 14 6 59 5 99 You tell the Gnome about Baba Yaga and the Good Humor Bar. 14 6 59 6 13 "Thanks, pal, guess this yuck's on me. This Jester jest can't thank you too much. You're my Hero, Nero. My main man, Stan." 14 6 20 1 99 You know you will be sorry if you do, and sorry if you don't. 14 6 2 1 99 As you sit down, a rude noise comes from the chair seat.

250.msgEdit

0 159 0 1 99 You're trying to get a reputation as a serious Hero here. Doing cartwheels in the streets won't help. 0 53 0 1 99 You're not sure why the black birds are so important, but waving one around in the streets can't be a good idea. 0 14 0 1 99 Plants don't grow well on cobblestones. 0 58 0 1 99 You've always wondered what it's like to be a street cleaner, and now's your chance. You sweep out the spaces between the cobblestones, but more dirt keeps drifting in to fill them again. 0 37 0 1 99 This is a poor place for throwing practice. 0 100 33 1 99 That hectapus has had the munchies ever since it got "stoned." Fortunately for it (but not for you), it occasionally gets its meals delivered right to the door. 0 100 33 2 99 Seafood Snack? 0 81 0 1 99 Powerful -- and hostile -- magic radiates from the shadowed doorway and the relief of the six-tentacled monster above it. 0 33 0 1 99 Hey! Watch where you're throwing that thing! 0 21 0 1 99 You can't throw rocks here; Igor has a monopoly on the stone business. 0 104 0 1 99 You can't sleep here; something about this place gives you the creeps. (It's a little like trying to fall asleep in a French restaurant, except there they tend to give you the crepes.) 0 178 0 1 99 You make the peculiar motions of the Thief Sign to Igor. 0 178 0 2 1 "You make fun of Igor or what?" 0 60 0 1 99 Will o' Wisps aren't fond of towns. 11 123 57 1 97 Cemetery 11 123 56 1 97 Adventurers' Guild 11 123 1 1 97 Igor 11 123 58 1 97 Monastery 11 123 55 1 97 Rumors 11 128 47 1 97 Say Goodbye 11 128 48 1 97 Greet Gravedigger 11 128 25 1 97 Tell About Yourself 19 123 50 1 97 Fire 19 123 15 1 97 Igor 19 128 51 1 97 Tell About Burning Building 19 128 53 1 97 Say Goodbye 19 128 52 1 97 Greet Igor 12 123 39 1 97 Adventurers' Guild 12 123 43 1 97 Monastery 12 123 2 1 97 Name 12 123 42 1 97 Rumors 12 123 40 1 97 Town 12 123 41 1 97 Work 12 123 41 2 97 12 128 47 1 97 Say Goodbye 12 128 48 1 97 Greet 12 128 49 1 97 Introduce Yourself 13 123 73 1 97 Crypt 13 123 3 1 97 Crypt Key 13 123 75 1 97 Gravedigging 13 123 4 1 97 Igor 13 123 72 1 97 Rumors 13 128 77 1 97 Say Goodbye 13 128 76 1 97 Greet Igor 14 123 62 1 97 Burgomeister 14 123 5 1 97 Crypt Key 14 123 64 1 97 Igor 14 123 61 1 97 Innkeeper 14 123 60 1 97 Old Man 14 123 65 1 97 Rumors 14 123 63 1 97 Shopkeeper 14 128 32 1 97 Tell About Dr. Cranium 14 128 47 1 97 Say Goodbye 14 128 48 1 97 Greet 15 123 68 1 97 Dr. Cranium 15 123 3 1 97 Crypt Key 15 123 67 1 97 Erana's Staff 15 123 66 1 97 Grave Accident 15 123 69 1 97 Gypsy 15 123 6 1 97 Igor 15 128 54 1 97 Say Goodbye 15 128 71 1 97 Greet Igor 15 128 70 1 97 Tell Rumor 15 128 23 1 97 Tell About Grave 8 4 0 1 99 The archway is rock solid. 8 33 0 1 99 You could probably use the rope and grapnel to climb the archway, but you might as well just walk through it instead. 8 1 0 1 99 How DID they get those huge stones to stay in place? Through the archway you can see the east side of town, a residential area. 1 4 30 1 99 Haven't you done enough damage to the poor door? You walk on through. 1 144 27 1 97 Break Door Open 1 144 31 1 97 Listen at Door 1 144 26 1 97 Open Door 1 144 29 1 97 Pick the Lock 1 144 28 1 97 Unlock Door 1 86 0 1 99 You'd better not; the whole building would catch fire! 1 171 0 1 99 You hammer on the door... but nobody answers. 1 28 0 1 15 1 1 0 1 99 This weatherbeaten, boarded-up door once sported a painted sign, but you can no longer read it. 1 80 0 1 99 Your spell easily opens the old door. 1 42 0 1 15 1 76 0 1 99 3 4 0 1 99 You can't get there from here. It's out of reach. 3 1 0 1 99 There is a small, grimy window set high in the wall. 3 80 0 1 99 Your spell has no effect. The window apparently isn't designed to open. 3 21 0 1 99 Please don't break the windows. 2 54 0 1 99 2 4 0 1 99 The window is stuck tight; you'll have to use the door. 2 1 0 1 99 You can't see much through the filthy window. 2 21 0 1 99 2 25 0 1 99 You train yourself for a future career as a window washer. Unfortunately, most of the dirt is on the inside of the window, so you still can't see through it. 7 56 0 1 99 The hectapus doesn't seem in the least bit concerned about your amulet. 7 37 0 1 99 You try to pry the hectapus off the wall. 7 43 0 1 99 The hectapus seems somehow calmer as you present the Dark One Sign to it. You get the feeling that there's something it wants you to do with the Sign. 7 4 0 1 99 You approach the hectapus to touch it. 7 86 0 1 99 Your spell dissolves as it touches the hectapus as if its energy was being absorbed. 7 88 0 1 99 7 93 0 1 99 7 1 0 1 99 This is a bas relief of a strange creature -- it looks like an octopus with only six tentacles. You have a creepy feeling as if it is looking right back at you. 7 82 0 1 99 Try stepping a little closer to the hectapus if you want to trigger it. (Somehow this seems like a Very Bad Idea, by the way.) 17 23 0 1 1 "Igor like candy. You nice to Igor." 17 4 0 1 1 "Igor didn't know you cared." 17 4 0 2 1 "What you want?" 17 52 0 1 1 "No thanks, Igor sleep with Teddy Bear." 17 59 0 1 1 "Pretty flowers. Look nice on grave." 17 44 0 1 1 "Snazzy number, but Igor's head too big." 17 1 0 1 99 From the hump on his back to his twisted body, this is either the hunchback of Notre Dame, a mad scientist's lab assistant, a gravedigger, or an Elvis Impersonator. 17 15 0 1 1 "You want Igor make headstone for you? You not dead yet. Wait 'til dead." 17 19 0 1 1 "No thanks. Igor allergic to avocado." 17 6 9 1 1 "If Igor get big Hero job, can he be pyromaniac too?" 17 6 18 1 1 "Igor very glad not to still be in grave. You Igor's friend now." 17 6 8 1 1 "Nobody ever listen to Igor." 17 6 7 1 1 "Bad place. Very Bad Place. Go away. You be very sorry." 17 76 0 1 1 "Thanks, but Igor not smoke. Bad for the health." 6 56 0 1 99 Your amulet doesn't fit into the indentation on the door. This seems like the right general idea, though. 6 43 0 1 99 You push the Dark One Sign into the indentation on the door. It fits perfectly! 6 145 27 1 97 Force Door Open 6 145 31 1 97 Listen at Door 6 145 26 1 97 Open Monastery Door 6 145 29 1 97 Pick Lock 6 28 0 1 15 6 1 0 1 99 There is an indentation near the middle of the shadowed door. It looks like a set of six curved spokes radiating out from a central point. 6 80 0 1 99 You feel your spell being deflected towards the hectapus relief and its energy dissipating. 6 42 0 1 99 6 82 0 1 99 10 4 0 1 99 10 1 0 1 99 You can't see through the high window. 10 80 0 1 99 10 21 0 1 99 23 4 0 1 99 You can't do anything with the monastery now that it's burned! 23 33 0 1 99 It's too dangerous to venture inside the monastery now. It's been condemned. 23 1 0 1 99 The monastery is TOAST! 9 159 0 1 99 Try climbing it instead. 9 4 0 1 99 You attempt to scale the wall. 9 33 0 1 99 You climb up to the window and slip through. 9 1 0 1 99 It's a thoroughly uninteresting wall -- sort of a wallflower. 5 4 0 1 99 5 33 0 1 99 5 1 0 1 99 The window is fairly high up, but a good climber could get to it. 5 21 0 1 99 20 4 0 1 1 "I won't ditch my shovel for anyone... you dig me?" 20 87 0 1 99 The shovel is much too heavy to Fetch. 20 1 0 1 99 Igor probably spade very little for his shovel (it looks dirt cheap). 21 4 0 1 1 "If you don't move your hand, Igor hit it with hammer." 21 1 0 1 99 That's Igor's current tombstone masterpiece. He's been having trouble keeping ahead of business lately. 4 4 0 1 99 It's way too heavy to move. 4 1 0 1 99 It's an advertisement for Igor's headstone business. 24 123 44 1 97 Gravedigging 16 123 62 1 1 "Dmitri bitter man. Dmitri's father bitter man too. Grandfather not bitter man. Grandfather not marry grandmother." 16 123 57 1 1 "Cemetery east of town. Major tourist attraction." 16 123 68 1 1 "People say doctor mad. Doctor not mad. Doctor just crazy." 16 123 73 1 1 "Crypt belong to Borgov family. Used to be Boyars and live in castle. Now only Borgovs round here in crypt. Except last Boyar. Nobody knows where his body lies." 16 123 5 1 1 "Applying for job as graverobber? Sorry. Igor not give crypt key to strangers." 16 123 3 1 1 "Igor not give crypt key to strangers. You not stranger. Igor give crypt key to you." 16 123 67 1 1 "Staff been in town long time. Dmitri's grandfather brought staff to town." 16 123 50 1 1 "Building rock. Not burn other buildings. Bad building burn. Good. Give Igor heeby-jeebies." 16 123 75 1 1 "Gravedigging not so bad. Customers not complain." 16 123 75 2 1 "Ha, ha. Little graveyard humor there." 16 123 44 1 1 "Igor dig graves in cemetery. Igor put dead person in grave. Igor cover dead person with dirt. Igor put headstone on grave." 16 123 44 2 1 "Plenty job security around here. Business is piling up. Ha, ha. Little graveyard humor there." 16 123 66 1 1 "Grave accident? Ha, ha. Little graveyard humor there. That good one." 16 123 66 2 1 "Igor carve headstone near grave. Igor fall in grave. Gravestone fall on grave. Igor not get out until you get him out of grave. Igor in grave danger. Ha, ha. Little graveyard humor there." 16 123 39 1 1 "Building was Adventurers' Guild. No adventurers, no guild." 16 123 56 1 1 "Guild there. Burgomeister got key." 16 123 69 1 1 "People not like gypsies. People think gypsies steal things. People think gypsies eat people. People think gypsies not normal like Igor." 16 123 15 1 1 "That smoke make Igor want to start coffin. Ha, ha. Little graveyard humor there." 16 123 1 1 1 "Igor bury happy. Ha, ha. Little graveyard humor there." 16 123 64 1 1 "Business is dead. Ha, ha. Little graveyard humor there." 16 123 6 1 1 "Reports of Igor's demise greatly exaggerated." 16 123 4 1 1 "Not tomb bad. Ha, ha. Little graveyard humor there." 16 123 61 1 1 "Yuri innkeeper. Bella keep inn. Ha, ha. Little town humor there." 16 123 43 1 1 "Bad building. No go there. Bad, bad, bad." 16 123 58 1 1 "Bad place. No go near. You be very sorry you go near." 16 123 2 1 1 "Igor. Just Igor." 16 123 60 1 1 "Nikolai? Walks around looking for Anna all the time? Anna missing many years now." 16 123 65 1 1 "Igor not hear rumors. Igor not know mad monk start monastery. Igor not know bad things get people who try monastery door. Igor wonder if you will verify this rumor." 16 123 42 1 1 "Igor not hear rumors. Igor not know stranger in town. Igor not know doctor make strange things in lab. Igor not know funny man in inn not funny. Igor not know many things. Igor not hear many things." 16 123 55 1 1 "Igor not hear rumors. Igor not know Olga's husband run off years back. Nobody tell rumors to Igor." 16 123 72 1 1 "Igor come back to town after dark the other night. See strange pretty woman standing near gate. She look like she looking for someone." 16 123 72 2 1 "Igor go up to pretty woman. Igor say, 'Hey baby, want to light my pyre? Ha, ha. Little graveyard humor there.'" 16 123 72 3 1 "She not have sense of humor. She give Igor cold shudder and walk off. Igor in love, or at least reasonable facsimile." 16 123 63 1 1 "Olga into healthy food. Olga eat plenty fruit and berries. Olga nuts. You are what you eat." 16 123 19 1 1 16 123 40 1 1 "Town Mordavia. This north part of town." 16 123 41 1 1 "This day job. Also work graveyard shift. Ha, ha. Little graveyard humor there." 16 144 27 1 99 You're not strong enough to force the door. 16 144 31 1 99 It's completely silent beyond the door. 16 144 26 1 99 The door is locked. 16 144 29 1 99 You pick the lock of the boarded-up door. 16 144 28 1 99 The key you got from the Burgomeister easily unlocks the door. 16 145 27 1 99 You run full force into the door to try to break it open. 16 145 31 1 99 As you listen at the monastery door, you think you hear something drooling. It sounds as if it is very close to you. 16 145 26 1 99 You start to open the monastery door. 16 145 29 1 99 You skillfully pick the lock and open the door. Actually, you're surprised by how easy it was to pick this lock. 16 128 51 1 99 You tell why you burned the monastery. 16 128 51 2 1 "Next time, bring Igor marshmallows." 16 128 32 1 99 You tell Igor of your visit with Dr. Cranium. 16 128 32 2 1 "Doctor ask Igor do strange things like dig up bodies. Igor bury bodies and doctor make Igor dig them up again." 16 128 32 3 1 "Sometimes doctor make Igor crazy!" 16 128 53 1 1 "If Igor be adventurer, can Igor be arsonist too?" 16 128 47 1 99 He looks at you, then goes back to work. 16 128 54 1 99 You say goodbye to Igor. 16 128 54 2 99 Igor nods cryptically. 16 128 54 3 99 Ha, ha. Little graveyard humor there. 16 128 77 1 1 "Rest in Peace." 16 128 52 1 1 "Nice fire." 16 128 48 1 99 The headstone carver stares at you and then goes back to work. 16 128 71 1 1 "Good to see you." 16 128 76 1 1 "Always Igor happy to know you not customer... yet." 16 128 49 1 99 You introduce yourself to the gravedigger. 16 128 49 2 1 "Me Igor." 16 128 70 1 99 You tell Igor a rumor about how the townspeople were worried while Igor was gone. 16 128 70 2 1 "People miss Igor? You tell Igor rumor? Igor now morgue happy than ever!" 16 128 70 3 1 "Morgue happy, get it? Ha, ha. Little graveyard humor there." 16 128 25 1 99 You tell Igor about your adventures since your last visit. 16 128 25 2 99 Igor listens while he works, but doesn't comment. 16 128 23 1 99 You tell Igor how you figured out he was stuck in the grave. 16 128 23 2 1 "Lucky for Igor, you persistent Hero." 16 128 22 1 99 You delight Igor with tales of your continuing adventures. 16 128 22 2 1 "You good talker. No one much talk to Igor. Igor like listening to you." 18 6 80 1 99 You walk right on in. 18 6 13 1 99 You find a good spot, then climb up the monastery wall. 18 6 83 1 99 A sense of great danger and hunger comes from near the door of the massive stone building. 18 6 34 1 99 Somebody might see you if you try this during the day! 18 6 16 1 99 As you enter the northern part of town, you hear the sound of a chisel chipping away at a stone block. A man is carving gravestones at one end of the street. 18 6 16 2 99 Your attention quickly moves from the stonecarver to the ominous gothic building in the center of the street. There is definitely something "not right" about this structure. 18 6 35 1 99 18 6 79 1 99 You force the guild door open. It breaks right off its hinges. 18 6 82 1 99 You retrieve the Dark One Sign from the monastery door, then quickly step away before the hectapus can react. 18 6 81 1 99 The intense flames within the monastery have grown with an unnatural swiftness and turned into a raging inferno! There's no way you could go back in there and survive. 18 6 36 1 99 You unlock the door using the key the Burgomeister gave you. 18 6 12 1 99 18 6 17 1 99 The stone carvings on the dark building seem to writhe in the moonlight. You get the feeling that they are hungry and waiting for something... or someone. 18 6 14 1 99 The wall is too smooth to climb with your level of skill. 18 6 10 1 99 This seems to be a fairly difficult lock. You'll need more practice before you can pick it. 18 6 37 1 99 After a bit of fiddling, then a little drumming, the lock opens with a musical "snick." You ain't whistlin' "Dixie"! 18 6 38 1 99 You don't have a key that will open this door.

260.msgEdit

0 159 0 1 99 You're trying to get a reputation as a serious Hero here. Doing cartwheels in the streets won't help. 0 53 0 1 99 You're not sure why the black birds are so important, but waving one around in the streets can't be a good idea. 0 14 0 1 99 Plants don't grow well on cobblestones. 0 58 0 1 99 Street cleaning is important and worthwhile work, but you have more urgent tasks ahead of you. 0 37 0 1 99 The Burgomeister frowns on people playing mumblety-peg in the streets. 0 100 124 1 99 You nimbly evade capture and escape into the forest. Unfortunately, a strangely familiar Vampire soon "converts" you. Pity you didn't find Igor to prove the gypsy's innocence. 0 100 124 2 99 "Gravedigger Blues" 0 33 0 1 99 You need to aim that a little better. 0 41 0 1 99 Clever place to wave around a Thieves' Guild Card (NOT). The Burgomeister is sure to be very impressed. 0 21 0 1 99 You'd better not practice here; you might break a window. 0 104 0 1 99 It's not safe to sleep in the streets here. 0 178 0 1 99 You put your thumb on your nose and wiggle your fingers while rubbing the other hand on your belly. 0 178 0 2 7 "Idiot! We need no more fools around here. Go away!" 0 60 0 1 99 Will o' Wisps aren't fond of towns. 14 159 0 1 99 14 4 0 1 99 Just walk on through. 14 33 0 1 99 There's nothing interesting on top of the archway. 14 1 0 1 99 Through the archway you can see the buildings in the northern part of town. 1 4 0 1 99 The water is especially wet this time of year. 1 24 0 1 99 You dip a flask into the rain barrel and fill it with water. 1 1 0 1 99 The open barrel is about half full of rain water. 23 131 44 1 97 Burgomeister 23 131 82 1 97 Adventurers' Guild 23 131 80 1 97 Monastery 23 131 81 1 97 Rumors 23 131 79 1 97 Staff 23 128 56 1 97 Tell About Yourself 23 128 83 1 97 Say Goodbye 23 128 21 1 97 Greet Burgomeister 24 131 45 1 97 Burgomeister 24 131 84 1 97 Castle 24 131 86 1 97 Dr. Cranium 24 131 82 1 97 Adventurers' Guild 24 131 85 1 97 Monsters 24 131 89 1 97 Old Man 24 128 57 1 97 Tell About Yourself 24 128 88 1 97 Say Goodbye 24 128 24 1 97 Greet Burgomeister 28 131 46 1 97 Burgomeister 28 131 106 1 97 Burned Monastery 28 131 105 1 97 Rumors 28 128 108 1 97 Say Goodbye 28 128 107 1 97 Greet Dmitri 28 128 106 1 97 Tell About Burning Monastery 4 4 2 1 99 The Burgomeister's office is closed. A sign says "Office Hours 8 a.m. to 5 p.m." 4 1 0 1 99 This heavy wooden door guards the entrance to the Burgomeister's office. 4 80 1 1 99 That's overkill. Try the handle. 4 80 2 1 99 The lock "clicks," but you still can't open the door. It must be barred on the other side. 22 131 69 1 97 Burgomeister 22 131 70 1 97 Mordavia 22 131 71 1 97 Town 22 131 71 2 97 22 128 76 1 97 Tell About Yourself 22 128 77 1 97 Say Goodbye 22 128 21 1 97 Greet Burgomeister 26 131 95 1 97 Burgomeister 26 131 43 1 97 Gypsy 26 131 97 1 97 Rumors 26 131 96 1 97 Townsfolk 26 128 59 1 97 Tell About Yourself 26 128 98 1 97 Say Goodbye 26 128 27 1 97 Greet Burgomeister 13 1 0 1 99 The Burgomeister keeps his windows securely barred. 11 23 0 1 7 "What? No, thank you. I am cutting down on my between-meal snacks." 11 4 0 1 99 The Burgomeister looks as if he is a bit more than you can carry. 11 59 0 1 7 "I have no interest in your weeds." 11 1 0 1 99 The Burgomeister looks like a strong, hearty man, although he has a sad expression. 11 15 0 1 7 "A Burgomeister cannot be bribed." 11 19 0 1 7 11 36 0 1 7 "You do not need to turn in your sword to me. This valley is a dangerous place where you may find yourself needing a weapon." 11 36 109 1 7 "What is that? Come in, come in. Let me see that more closely if you would." 11 6 25 1 7 "Look, he is safely locked away. We should wait a bit to see if the gravedigger shows up..." 11 6 25 2 9 "Igor is missing! Never before has he been gone..." 11 6 25 3 15 "Except when he is with that crazy doctor..." 11 6 25 4 14 "Why else would that gypsy be so close to town? He got a taste for meat..." 11 6 25 5 9 "It was a full moon outside last night, I am telling you..." 11 6 25 6 15 "Justice must be served, even for the gravedigger..." 11 6 25 7 7 "Justice? We don't even know if a crime has really been committed. Just relax, go home or to the inn. The gypsy goes nowhere. We can decide what to do later." 11 6 25 8 14 "But we..." 11 6 25 9 7 "Later! Go home." 11 6 33 1 7 "The strangest thing happened. Someone broke into the old monastery and burned the place down! I don't suppose you'd know anything about this?" 11 6 32 1 7 "Calm down, everyone. Give me a little more time..." 11 6 32 2 9 "We have waited long enough!" 11 6 32 3 15 "The gypsy shall pay..." 11 6 32 4 14 "The gypsy shall burn at the stake..." 11 6 32 5 7 "Yes, yes. If I cannot find out what happened to Igor before tomorrow, you shall have your burning." 11 6 118 1 7 "You have brought real joy to Mordavia by bringing Tanya back. When she was stolen, it was as if all the laughter here had been taken as well. You gave us back our happiness." 11 6 28 1 7 "The gypsy escaped, and I hope we never see or hear of him again. I do not think he was guilty of anything other than being in the wrong place at the wrong time." 11 6 29 1 7 "The gypsy escaped from his cell, but at least Igor returned to town. He has told us that you saved him from death." 11 6 21 1 7 "You! How did you get here? Why are you here?" 11 6 21 2 7 "Few strangers come to Mordavia. I am the Burgomeister. It is my job to know everyone and everything that goes on here." 11 6 22 1 7 "So you are still around, are you? When are you leaving Mordavia?" 11 6 24 1 7 "Still you remain. It is a wonder you have managed to live so long." 11 6 27 1 7 "The Werewolf threat has ended." 11 6 36 1 7 "Good day again." 11 6 36 2 7 "The days are getting cooler and shorter. Winter is approaching." 11 6 36 3 7 "One thing you can say about Mordavia is that it is never dull. Be careful out there." 11 6 36 4 7 "Good day, and good to see you again." 11 6 36 5 7 "You are always on the go, my friend. Take care." 11 6 36 6 7 "You do not need to go looking for trouble; it will always find you. Please take care." 11 6 124 1 7 "You! Olga saw you leaving the office after the gypsy escaped. It seems you let him loose. It is a crime to aid and abet a criminal in Mordavia." 11 6 126 1 7 "After the gypsy escaped, the townspeople again lived in terror of Werewolves. Thank you for rescuing Igor and calming the peasants' fears." 11 6 35 1 7 "Nikolai has disappeared from his home. The last time I saw him, he said something about finding Anna. I fear he is dead." 11 6 30 1 7 "Since you have found and rescued Igor, I have released our gypsy prisoner. It seems he was not a Werewolf after all! All the peasant fears were for nothing." 11 6 34 1 7 "Thank you for returning my great-grandfather's sword. My family honor has at last been restored." 11 6 23 1 7 "If you cannot explain why you are here, then it is for the best that you do not stay. You are not welcome here." 30 131 50 1 97 Burgomeister 30 131 51 1 97 Old Man 30 131 115 1 97 Rumors 30 128 117 1 97 Say Goodbye 30 128 116 1 97 Greet Burgomeister 30 128 51 1 97 Tell About Old Man 31 131 52 1 97 Burgomeister 31 131 120 1 97 Dark One 31 131 121 1 97 Rumors 31 131 119 1 97 Vampires 31 128 123 1 97 Say Goodbye 31 128 122 1 97 Greet Dmitri 7 1 0 1 99 From the sign reading "Burgomeister's Office," you cleverly deduce that the Burgomeister works here. It's been years since you studied Mordavian, but you think that "Burgomeister" might be the word for "Mayor" or perhaps "Sheriff." 29 131 48 1 97 Burgomeister 29 131 113 1 97 Family 29 131 111 1 97 Honor 29 131 112 1 97 Piotyr's Shield 29 131 49 1 97 Piotyr's Sword 29 128 108 1 97 Say Farewell 29 128 114 1 97 Greet Dmitri 29 128 49 1 97 Tell About Sword 29 128 53 1 97 Say "You're Welcome" 27 131 100 1 97 Burgomeister 27 131 42 1 97 Gypsy 27 131 99 1 97 Igor 12 4 0 1 99 You'd probably stay on better terms with the Burgomeister if you entered his office through the door rather than the window. 12 28 18 1 99 12 1 0 1 99 Through the open window you can see the Burgomeister's sparsely-furnished office. Doors inside lead to a cell and to the Burgomeister's private quarters. 12 42 68 1 99 The Burgomeister's window is already open. 12 42 18 1 99 This is a bad time to try picking the lock on the Burgomeister's window. It's full daylight and you'd surely get caught. 37 4 0 1 99 The window is locked. 37 28 20 1 99 37 28 19 1 99 37 1 0 1 99 The Burgomeister's window is securely shuttered against the night. 37 80 0 1 99 You hear a faint "Snick!" as the window responds to your Open spell. 37 42 20 1 99 You'll need some more practice at this. The lock is apparently one of those modern, complicated types. 37 42 19 1 99 You attempt to pick the lock on the Burgomeister's window. 25 131 55 1 97 Burgomeister 25 131 90 1 97 Gravedigger 25 131 3 1 97 Gypsy 25 131 91 1 97 What's Going On 25 131 41 1 97 Werewolf 32 128 104 1 97 Say Goodbye 32 128 103 1 97 Greet the People 33 128 64 1 97 Tell About Yourself 33 128 94 1 97 Greet the People 20 6 26 1 8 "By my blood and by my death, I curse you all!" 20 6 26 2 8 "As I die, so shall you all!" 21 6 31 1 9 "We should burn the gypsy now!" 21 6 31 2 15 "Yes! Let's make sure that the beast cannot harm our people again." 21 6 31 3 14 "Let's burn him right here!" 21 6 31 4 7 "No. I will not allow it..." 21 6 31 5 9 "You said that we should wait for proof that Igor was killed..." 21 6 31 6 15 "Where is Igor if he is not dead?" 21 6 31 7 14 "That killer must be paid for Igor's death." 21 6 31 8 7 "Please, give me more time. Wait at least until tomorrow before burning the gypsy." 21 6 31 9 9 "We cannot wait much longer. He must burn." 35 132 101 1 97 Franz 35 132 93 1 97 Hans 35 132 102 1 97 Ivan 35 132 54 1 97 Werewolf 34 132 90 1 97 Gravedigger 34 132 92 1 97 Gypsy 34 132 41 1 97 Werewolf 2 28 1 1 99 2 28 2 1 99 2 1 0 1 99 2 1 1 1 99 This is the Hotel Mordavia, best (and only) inn in town. 2 1 2 1 99 The inn door has been locked and barred for the night. 2 80 1 1 99 2 80 2 1 99 2 42 1 1 99 2 42 2 1 99 17 129 10 1 97 Break Door Open 17 129 9 1 97 Knock on Door 17 129 8 1 97 Open Door 17 129 12 1 97 Pick Lock 19 129 10 1 97 Break Door Open 19 129 16 1 97 Knock on Door 19 129 8 1 97 Open Door 19 129 12 1 97 Pick Lock 10 4 0 1 99 It's way out of reach. 10 33 0 1 99 That's a bit of a climb. Why don't you try one of the lower windows? 10 1 0 1 99 You can't see much through the window from here, but it probably leads to one of the guest rooms. 5 4 0 1 99 You'd better leave the Inn sign there. If people saw you walking around with it, nobody would believe you're inn-ocent. 5 1 0 1 99 The sign simply reads "Inn." Guess that means you should go "in." 8 4 0 1 99 You can't reach the window from here. 8 130 15 1 97 Break Window 8 130 14 1 97 Go Back Down 8 130 8 1 97 Open Window 8 33 0 1 99 That would be a bit on the conspicuous side. 8 33 2 1 99 Using your rope and grapnel, you climb up to the inn window. 8 1 0 1 99 8 1 1 1 99 Through the window you can see the innkeeper and his wife bustling about and several townspeople relaxing. 8 1 3 1 99 The inn is deserted except for the innkeeper and his wife. 8 1 2 1 99 The inn is completely dark inside. 8 80 2 1 99 The window opens under the influence of your spell. 38 131 74 1 97 Dangers 38 131 72 1 97 Inn 38 131 73 1 97 Shop 38 131 75 1 97 Troubles 18 131 69 1 7 "My name is Dmitri Ivanov. I am the Burgomeister of this town." 18 131 44 1 7 "It is my duty to protect this town. If anything unusual happens around here, I will know whom to blame." 18 131 45 1 7 "This town was quiet until you arrived. I am keeping my eye on you." 18 131 95 1 7 "I will be able to get a real night's sleep for once. I do not have to worry that the prisoner will be harmed, or that he will escape now." 18 131 100 1 7 "I am trying to discover what has happened to Igor..." 18 131 100 2 9 "We know what happened to Igor..." 18 131 100 3 15 "The Werewolf killed him..." 18 131 100 4 14 "The gypsy will burn for this..." 18 131 100 5 7 "I keep telling you all, nothing is proven. Just let me do my job, please." 18 131 46 1 7 "I keep having this suspicion that you will be getting into even more trouble than you have already. It seems to be your nature." 18 131 50 1 7 "I will miss Nikolai. He was a good man. I have been looking after him for so many years, it will take some getting used to not having Nikolai around." 18 131 52 1 7 "I am well, and hope that you are, also." 18 131 48 1 7 "I hated my grandfather Piotyr all my life. Now that my hatred is over, my heart is light." 18 131 55 1 7 "I am trying to do the job to which I was appointed. I am trying to make certain that justice..." 18 131 55 2 9 "Justice? Was it justice that Igor was murdered and eaten?" 18 131 55 3 15 "The murderer was caught, so let him be punished..." 18 131 55 4 14 "Then we shall have justice!" 18 131 55 5 7 "Am I the Burgomeister, or am I not? I have said all that there is to be said upon the subject." 18 131 84 1 7 "Castle Borgov is north of the town. The last of the Borgov family left this valley years ago. Now it is inhabited by some cousin." 18 131 84 2 7 "The people of the castle do not bother this town. I suggest strongly that you do not bother the people of the castle." 18 131 86 1 7 "Dr. Cranium is an idiot and a madman. If you are wise, you will stay away from him." 18 131 74 1 7 "There are many strange and dangerous creatures that live in Mordavia. Trust nothing. The gates of this town are closed at sunset." 18 131 74 2 7 "Do not let yourself get caught outside at dark, for few can survive a Mordavian night, or remain sane enough to speak of it." 18 131 120 1 7 "I have not spoken of it before, because I know so little. Still, it is very bad luck to speak of it, and memories of Mordavia are deep." 18 131 120 2 7 "They worshipped it in the Monastery, that much I know. The members of the monastery stayed mostly within its walls, but the townspeople feared them." 18 131 120 3 7 "They said the followers were all like madmen, concealed in robes and speaking in whispers." 18 131 120 4 7 "Then one day, they were all gone. We heard of the fighting down by the Dark One's Cave, of course. No one returned here, except for my grandfather. He brought the Staff here and said Erana was dead." 18 131 120 5 7 "That is all I know of the matter. I am sorry if I cannot help you more. Be careful, and good luck." 18 131 113 1 7 "My mother's father despised Piotyr and would speak no good of him. I never heard my grandmother speak of him but once." 18 131 113 2 7 "When she was dying, my grandmother called me to her side. She said that I had to believe that Piotyr was a good and honorable man." 18 131 113 3 7 "I thought she was wrong all these years." 18 131 90 1 7 "The gravedigger was missing last night..." 18 131 90 2 9 "We went to the cemetery to search..." 18 131 90 3 15 "We caught ourselves a Werewolf..." 18 131 90 4 14 "We found no trace of poor old Igor." 18 131 90 5 7 "Enough! Igor is missing. We do not know what happened to him." 18 131 82 1 7 "The Adventurers' Guild is in the north part of town, but it's closed and boarded up. There have been no adventurers here since the road was flooded." 18 131 82 2 7 "By the laws of the land, I must give you the key for the asking. Perhaps it will be of some use to you." 18 131 3 1 7 "A gypsy was found right outside the town gates. We brought him here for questioning." 18 131 3 2 9 "Everyone knows that gypsies are Werewolves." 18 131 3 3 15 "Igor has been eaten, and you want us to just go home." 18 131 3 4 14 "That Werewolf is a danger to us all. Think of our families..." 18 131 3 5 7 "Do you think I would endanger the town by allowing him to escape? The gypsy is securely locked up. He will not get away." 18 131 42 1 7 "I do not think I can keep the townspeople away from the gypsy much longer. Still, if he is truly a Werewolf, he will get no worse than he deserves." 18 131 42 2 9 "That's right! That Werewolf will burn." 18 131 42 3 15 "Igor will be avenged!" 18 131 42 4 14 "Death to the Werewolf." 18 131 43 1 7 "The gypsy has no doubt returned home to his people. They have an encampment to the east." 18 131 111 1 7 "I thought I didn't believe in honor. I guess I lied to myself. Honor is something I do value in others and in myself as well." 18 131 99 1 7 "He is still missing without a trace." 18 131 99 2 9 "That's because the Werewolf ate him..." 18 131 99 3 15 "Picked poor Igor's bones, he did." 18 131 99 4 14 "Nothing left but the hump." 18 131 99 5 7 "Well then, if the hump was left, where is it?" 18 131 99 6 14 "Oh, uh... I just made that part up. Nothing left of poor Igor." 18 131 72 1 7 "The Hotel Mordavia has rooms and food. It is a safe place to spend the night." 18 131 80 1 7 "That building was abandoned many years ago. It is dangerous, and should have been torn down. Stay away from it." 18 131 106 1 7 "It looks as if most of the inside was pretty much burned away. It is no great loss to the town, and a vast improvement." 18 131 85 1 7 "It used to be that the only monsters around here were the occasional Wyverns. Now there are many dangerous things in the valley. It is safe only within the town gates." 18 131 70 1 7 "Mordavia is a valley surrounded by mountains. There used to be a road which led from here, but heavy rains have created a swamp at the base of the mountains south of here. No wagons can get in or out, nor can any person, except perhaps you." 18 131 51 1 7 "Nikolai has not been seen in some time. He seemed so happy when last I saw him. He really thought he was going to see Anna. Perhaps he did." 18 131 89 1 7 "Nikolai is an old man, and easily confused. His wife has been missing for years now. He cannot face the fact she is gone." 18 131 115 1 7 "There was some talk of Werewolves again when the townsfolk realized that Nikolai was gone, but I stopped it. There will be no more of that here if I can help it." 18 131 121 1 7 "The town is quiet now, and the rumors are few, except for ones about you." 18 131 81 1 7 "What am I, a gossiping old woman, for you to ask such a thing? The biggest news there is here is you." 18 131 97 1 7 "There is a rumor that perhaps I was mistaken in trying to drive you away from Mordavia. That perhaps you are the Hero you claim to be. But you know how rumors are; you cannot always trust what you hear." 18 131 105 1 7 "There are rumors that you have entered the monastery before. It was a bad place, and it is good that it is now gone." 18 131 112 1 7 "It has just been hanging on the wall for all these years. I am pleased that someone will make good use of it." 18 131 73 1 7 "The shop does not carry much. We have been cut off from supplies for a while. Still, you may at least restock your food rations before you continue with your travels." 18 131 79 1 7 "That staff was brought here many years ago. It was placed in the town center as a memorial to the magic user Erana." 18 131 49 1 7 "I was told that only a Paladin could use that sword. I did not believe such a story. Now I know that it is true, and that my grandfather was a true Paladin, as are you." 18 131 71 1 7 "This is the town of Mordavia. There is an inn and a shop down the street where you can spend the night, get some supplies, and be on your way." 18 131 71 2 7 "The sooner you leave, the better for all. There are many dangers in Mordavia, and we certainly do not need a stranger to stir up new troubles." 18 131 96 1 7 "The people of this town will settle down again. They cried so loudly for blood because they are tired of living so long in the shadow of fear." 18 131 75 1 7 "Just leave Mordavia quickly. No good comes from outsiders, and we do not want you here." 18 131 119 1 7 "I know only what legends tell of them -- Undead which drink the blood of the living. We have always had stories of them here. I have never known anyone here to be harmed by a Vampire, that we know of for certain." 18 131 91 1 7 "It is none of your..." 18 131 91 2 9 "The gravedigger Igor has been killed..." 18 131 91 3 15 "We captured a Werewolf..." 18 131 91 4 14 "Igor's death must be avenged!" 18 131 91 5 7 "Go home. Just go home, all of you. You do not know the truth yet." 18 131 91 6 9 "We will make that gypsy tell the truth!" 18 131 91 7 15 "He will not dare lie when we..." 18 131 91 8 14 "Dmitri, listen, we..." 18 131 91 9 7 "No! You listen, all of you. There is nothing to be done until we know all the facts. Now go home, and let me do my job, please." 18 131 41 1 7 "Werewolves are mere peasant tales..." 18 131 41 2 9 "We all know that werewolves are real..." 18 131 41 3 15 "They turn into wolves by the full moon..." 18 131 41 4 14 "They are harmed only by silver in wolf form..." 18 131 41 5 9 "They are allergic to wolvesbane..." 18 131 41 6 15 "Even a man who is pure in heart..." 18 131 41 7 14 "And says his prayers by night," 18 131 41 8 7 "Enough! Enough. It is all hearsay and speculation." 18 131 41 9 9 "May become a wolf when the wolfbane blooms..." 18 131 41 10 15 "And the Autumn moon is bright." 18 131 41 11 14 "Or so the legend says..." 18 132 101 1 15 "I think we have waited long enough to bring the Werewolf to justice. If Igor were still alive..." 18 132 101 2 14 "If Igor were here, he would tell you that the gypsy ate him..." 18 132 101 3 9 "This is going on too long. The gypsy must pay!" 18 132 90 1 9 "The gravedigger is missing..." 18 132 90 2 15 "We looked everywhere..." 18 132 90 3 14 "We even tried to talk to Dr. Cranium..." 18 132 90 4 9 "That ridiculous doorbell!" 18 132 90 5 15 "We thought he might be lost..." 18 132 90 6 14 "Then we found the gypsy..." 18 132 90 7 9 "The gypsy did it! He murdered Igor." 18 132 90 8 15 "What else could have happened to him?" 18 132 90 9 14 "Poor Igor." 18 132 92 1 9 "Gypsies are Werewolves..." 18 132 92 2 15 "Gypsies are all thieves..." 18 132 92 3 14 "Gypsies cannot be trusted..." 18 132 92 4 9 "There will soon be one less gypsy around here!" 18 132 93 1 9 "I was the man who caught the gypsy..." 18 132 93 2 15 "You! I was the first man to see him..." 18 132 93 3 14 "It was I who first grabbed him!" 18 132 93 4 9 "I am the one who told you to grab him. It is I who realized that the gypsy killed Igor." 18 132 102 1 14 "Igor was our friend..." 18 132 102 2 9 "Well, maybe not our friend..." 18 132 102 3 15 "He was our gravedigger..." 18 132 102 4 14 "He at least deserved a chance to be buried in his own cemetery..." 18 132 102 5 9 "Instead of having his bones picked by Werewolves." 18 132 102 6 15 "Death to all Werewolves!" 18 132 102 7 7 "Go home, all of you. I will take care of this soon, or you will have your burning." 18 132 41 1 9 "Do you not know what a Werewolf is? A man who turns into a wolf..." 18 132 41 2 15 "It is the full moon that does it..." 18 132 41 3 14 "The Werewolf eats children..." 18 132 41 4 7 "Igor was not a child..." 18 132 41 5 9 "Yuri's daughter was eaten by one..." 18 132 41 6 7 "No one knows what happened to Tanya. You cannot say she was eaten..." 18 132 41 7 15 "What else could have happened? We have the Werewolf that..." 18 132 41 8 14 "It will break out of your little jail and eat us all!" 18 132 41 9 7 "Hans, not one word about Tanya eaten by a Werewolf will you make to Yuri. He and Bella have been hurt too deeply. As you are a man, do not open the wounds again." 18 132 41 10 9 "Oh, very well. But at least they can be avenged now upon the Werewolf." 18 132 54 1 9 "I won't rest until that Werewolf's been burned at the stake!" 18 132 54 2 15 "Then we will see that justice is done." 18 132 54 3 14 "Well done." 18 132 54 4 9 "We will have the burning here, in front of the Burgomeister's." 18 132 54 5 15 "That way, the Werewolf cannot escape." 18 132 54 6 14 "He will burn!" 18 129 10 1 99 You're right next to the Burgomeister's office! Breaking down the door is a sure way to end up in jail. 18 129 9 1 99 You hear movement on the other side of the door. 18 129 9 2 99 After a few minutes, you hear someone removing the bar and unlocking the bolts on the other side of the door. 18 129 16 1 99 You knock loudly on the door. 18 129 16 2 99 After several minutes, there has still been no response to your knock. You guess that everyone is either asleep or afraid to open the door. 18 129 8 1 99 The door is locked (and probably barred as well). 18 129 12 1 99 While the lock doesn't seem very complicated, your tools can't do much about the deadbolt and bar on the inside of the door. 18 130 15 1 99 Don't break the window -- you'd make the inn drafty and likely get yourself drafted (into prison). 18 130 14 1 99 You climb back down from the window. 18 130 8 1 99 You carefully open the window. Fortunately, it wasn't locked. 18 128 76 1 99 You tell the Burgomeister about how you came here. 18 128 76 2 7 "Do you expect me to believe such a story? That you could walk out of that cave alive? That the cave would be open? Tell me no more lies." 18 128 56 1 99 You tell how you helped the Baron of Spielburg. 18 128 56 2 7 "An interesting story. Did you hear it, or make it up yourself?" 18 128 57 1 99 You tell the Burgomeister about your adventures in Shapeir. 18 128 57 2 7 "So you are the son of a Sultan! Your stories are better than a '1001 Nights.'" 18 128 59 1 99 You tell the Burgomeister about how much you want to be a hero. 18 128 59 2 7 "I am beginning to think that you must be quite a hero already." 18 128 64 1 99 You ask if you can help in the investigation, since you are a bona fide hero, after all. 18 128 64 2 9 "We already have the murderer..." 18 128 64 3 15 "We, ourselves, have solved this..." 18 128 64 4 14 "We are the heroes here." 18 128 64 5 7 "Look, if you can prove one way or another what happened to Igor, I would be glad of it. I do not like blaming someone for a crime that may not even have been committed." 18 128 77 1 7 "Leave here quickly." 18 128 77 2 7 "Go, and soon." 18 128 117 1 7 "Take care." 18 128 123 1 7 "Take care." 18 128 83 1 7 "Don't start any trouble around here." 18 128 88 1 7 "Try not to make a nuisance of yourself." 18 128 98 1 7 "Take care." 18 128 104 1 7 "Go, and take these idiots with you!" 18 128 108 1 7 "Good luck." 18 128 21 1 99 The Burgomeister stares at you suspiciously. 18 128 116 1 7 "Good day. I went searching last evening to see if I could find Nikolai, but I found nothing. He was an old man, and could not survive the forest at night, I am certain." 18 128 122 1 7 "Good to see you." 18 128 24 1 7 "What is it you want?" 18 128 94 1 99 You say hello to the group. 18 128 94 2 9 "Ah, the stranger. Have you heard that Igor was killed and we..." 18 128 94 3 7 "Will you stop saying that? We only know that Igor is missing..." 18 128 94 4 15 "But we already have Igor's murderer..." 18 128 94 5 7 "We have a gypsy, that is all." 18 128 94 6 15 "But you know that all gypsies are Werewolves..." 18 128 94 7 7 "I do not know that, and neither do any of you. If you would stop listening to old wives' tales and start thinking, you'd realize only that the gravedigger is missing and all else is in your imaginations!" 18 128 27 1 99 You say hello to the Burgomeister. 18 128 27 2 7 "You are a very polite person. Perhaps I should learn some manners from you for dealing with strangers." 18 128 103 1 99 You greet the people milling in the street. 18 128 103 2 7 "Go away. Make yourself useful by finding out what happened to Igor." 18 128 103 3 9 "We know what happened to ..." 18 128 103 4 7 "Hans, if you do not keep your mouth shut about Werewolves, I swear I will..." 18 128 103 5 15 "But we know..." 18 128 103 6 7 "Franz, you can shut up as well!" 18 128 103 7 14 "But what..." 18 128 103 8 7 "Ivan!" 18 128 107 1 7 "Is it not a coincidence that I smell smoke as you draw near?" 18 128 114 1 7 "Good day today, Paladin." 18 128 106 1 99 You describe the terrible evil you found within the Monastery and how you felt it was necessary to burn the place to the ground so that its evil would not spread. 18 128 106 2 7 "Perhaps I should learn to value your judgement. It is a good thing the place is destroyed." 18 128 51 1 99 You tell about Anna's Ghost and Nikolai. 18 128 51 2 7 "So that is why he was excited about Anna. He has gone to her, I guess. Maybe they will be together again. It is nice to believe so." 18 128 49 1 99 You tell the Burgomeister how the sword glowed when you first found it in the Wraith's hoard. 18 128 49 2 7 "A sword like that is only as magic as its user. You are a most impressive man." 18 128 53 1 99 You tell the Burgomeister he's welcome. He seems to think you're understating the case a little. 18 128 53 2 7 "I will never be able to thank you enough for giving me back my honor." 3 4 2 1 99 The General Store has closed for the evening. 3 28 1 1 99 3 28 2 1 99 3 1 0 1 99 This is the Major entrance of the General Store -- Colonel you tell? (The Private quarters are in the Burgomeister's office.) 3 80 1 1 99 3 80 2 1 99 3 42 1 1 99 3 42 2 1 99 6 1 0 1 99 The sign reads "General Store." You wonder how much of a commission the salespeople get. 9 4 0 1 99 This window doesn't open. 9 1 1 1 99 This is a well-stocked country store. Various foodstuffs and useful items adorn the shelves. 9 1 2 1 99 It's completely dark inside; you can't see a thing. 9 80 0 1 99 15 4 0 1 99 As you prepare to go about your business with the tree, you realize that it's only a branch office. You decide to leave it alone; it's better than going out on a limb for no reason. 15 86 0 1 99 15 33 0 1 99 15 1 0 1 99 These old oaks have been here a long time -- the buildings seem to have been constructed to leave room for them. 15 76 0 1 99 Remember, only you can prevent forest fires! 16 6 13 1 99 You're getting some good climbing practice; you need more. 16 6 125 1 99 You close and lock the window behind you to avoid arousing suspicion. 16 6 66 1 99 Somebody might see you during the day! 16 6 65 1 99 16 6 7 1 99 This street contains an inn, a general store, and the Burgomeister's office. All of the doors and windows are closed and barred against the night. 16 6 5 1 99 You'd better not; the townspeople are obviously very superstitious and afraid of magic. 16 6 6 1 99 Rule #1 in your Famous Thieves' Correspondence Handbook was "Don't Get Caught!" Using thief tools here in broad daylight would be a good way to flunk out.

270.msgEdit

0 69 0 1 99 0 67 0 1 99 You find that you can't even begin to speak the words of the Ritual. Apparently the magic here and that of the Dark One Rituals are diametrically opposed. 0 70 0 1 99 0 85 0 1 99 Your spell seems to resonate with the feeling of magic in the air to create an even greater feeling of peace and gentleness here. 0 37 0 1 99 0 83 0 1 99 0 81 0 1 99 0 81 26 1 99 0 179 0 1 99 0 86 0 1 99 The feeling of peace that suffuses this area makes it impossible for you to even contemplate violent thoughts. 0 88 0 1 99 0 79 0 1 99 0 74 0 1 99 0 93 0 1 99 0 1 0 1 99 A familiar sense of peace and harmony fills you as you look around here. The smell of sweet flowers reminds you of Erana's Peace in Spielburg. Your eyes are drawn to the Staff in the middle of this lovely area. It is obviously a Wizard's magical Staff. 0 21 0 1 99 0 72 0 1 99 0 36 0 1 99 0 82 0 1 99 The peaceful feelings here prevent you from indulging in a whim that could easily destroy yourself and most of the town of Mordavia. Pity. The results would have been impressive, to say the least. 0 84 0 1 99 10 4 0 1 99 Just go on through. 10 1 0 1 99 Through the archway you can see the west side of town. 15 4 0 1 99 You'll have to go up to the buildings first. 15 1 0 1 99 To the north you can see the buildings of the town. It looks a little like Spielburg, yet also very different in some undefinable way. 6 6 19 1 4 "I'm sorry, Toby. I didn't protect you too good, did I?" 6 6 19 2 4 "I love you too, Toby." 6 6 1 1 39 "It feels weird here. Kind of happy and icky. I'm scared." 6 6 1 2 40 "Rorrerrer." 6 6 1 3 39 "I know you'll protect me, Toby. But who will protect you?" 6 6 1 4 40 "Rorrerarro." 6 6 1 5 39 "OK, Toby. I'll protect you." 4 4 13 1 99 You already have some flowers. 4 4 14 1 99 You pick some flowers and put them away. 4 1 0 1 99 Beautiful out-of-season flowers grow all around the stone monument. 3 125 11 1 97 Climb Over Gate 3 125 24 1 97 Force Gate Open 3 125 12 1 97 Levitate Over Gate 3 125 23 1 97 Open the Gate 3 6 10 1 99 The massive gate to this town is securely barred to protect it from things that go bump in the night. You cannot leave the town this way. 12 4 0 1 99 You graciously (but gratuitously) grasp some grass. 12 1 0 1 99 Green grass surrounds the monument, heedless of the many feet which trample it daily. 13 4 0 1 99 These trees look too difficult for an unskilled person like yourself to climb. 13 4 11 1 99 You use the tree to climb up over the gate and out of town. 13 4 28 1 99 It's much easier to just walk through the gate. 13 33 0 1 99 13 1 0 1 99 The trees reach their limbs above the surrounding wall in search of sunlight. The upper branches dance in the breeze. 7 4 0 1 99 The stone structure is warm to your touch, and you feel a sense of being protected. 7 1 26 1 99 With Erana's Staff gone, the boulder is now just another large rock formation, although flowers still grow on it... for now. 7 1 25 1 99 The huge boulder raises a solitary wooden staff high above the clearing. 1 6 6 1 2 "There is a woman who sorrows, whose heart cannot bare the loss of one so dear." 1 6 6 2 2 "Her child was taken by others and now exists as an Undead." 1 6 6 3 2 "Erana's Staff yet contains one great spell -- the trading of one life for another." 1 6 6 4 2 "Rescue the child from the castle, and restore her to life." 1 6 6 5 2 "Heal the sorrow of a grieving mother." 1 6 1 1 2 "I am what was once the Paladin Piotyr." 1 6 1 2 2 "The sorrows of this land are my sorrows, and I cannot rest." 1 6 1 3 2 "Thou art a Paladin, and so shall share my fate." 1 6 1 4 2 "Unless ye ease the sorrows of this land, and heal the pain." 1 6 7 1 2 "You serve two Dark Masters. Their goal is greater Darkness." 1 6 7 2 2 "Yet by walking this Dark path, you may bring light." 1 6 7 3 2 "The Spirit of Erana is trapped within the Darkness." 1 6 7 4 2 "Unleash the Darkness, that Erana's spirit might be free." 1 6 7 5 2 "Release the Darkness that it might be banished forever." 1 6 7 6 2 "But beware your own Dark Masters, for they will bring you sorrow." 1 6 2 1 2 "There is one for whom I weep." 1 6 2 2 2 "She lies in her watery grave, her heart broken by a lover untrue." 1 6 2 3 2 "Speak with the gypsies on how to free her spirit." 1 6 2 4 2 "Free the Rusalka, and heal her sorrow." 1 6 5 1 2 "I was the Paladin Piotyr, and my pride was too great." 1 6 5 2 2 "I sought to drive back the Darkness, but the Darkness was stronger than I could imagine, and I watched my friends and comrades die." 1 6 5 3 2 "At last, in desperation, I called upon the mage Erana. She held back the Darkness, but was herself trapped." 1 6 5 4 2 "In sorrow, I brought her staff to this place that it might protect the town, and preserve her memory." 1 6 5 5 2 "I sought to free Erana's spirit, and so began the quest for Dark Rituals." 1 6 5 6 2 "I loved a woman, but left her to seek the Ritual of the Heart." 1 6 5 7 2 "The Wraith defeated me, and I lost all -- Erana, the woman I loved, and my life." 1 6 5 8 2 "Take my sword to my grandson Dmitri. Let his grief be ended." 1 6 4 1 2 "There is a spirit most foul which haunts the land." 1 6 4 2 2 "It hides in its barrow far south of the graveyard." 1 6 4 3 2 "It guards a dire treasure which will start to summon the Darkness and yet banish the Darkness forever." 1 6 4 4 2 "Defeat the Wraith, and claim thy destiny." 14 4 0 1 99 14 4 11 1 99 14 4 28 1 99 14 33 0 1 99 14 1 0 1 99 5 126 0 1 99 You hear a voice in your head. 5 126 0 2 99 "My destiny is not yet fulfilled." 5 126 0 3 99 "One life for a death, and one death for a life." 5 4 0 1 99 The Staff feels warm and almost alive in your hand. You hear an eerie voice in your head. 5 4 0 2 99 "This I must first do -- the sacrifice of life for one of love." 5 4 0 3 99 You find yourself letting go of the Staff very quickly. 5 87 0 1 99 There is some form of magical protection around the staff -- it resists your spell completely. 5 1 0 1 99 The curved staff has a very organic look to it -- its curves seem somehow "feminine." You can feel a sense of magical power radiating all around it. 5 80 0 1 99 5 6 17 1 99 The voice in your head is now faint. 5 6 17 2 99 "Your love for the child is great." 5 6 17 3 99 You see Toby silently nod his head. 5 6 17 4 99 The Voice speaks again: "Will you trade your Life to give Life to the child?" 5 6 17 5 40 "Uh huh." 5 6 17 6 99 The Voice says softly, "Will you die willingly for the one you love?" 5 6 17 7 40 "Uh huh." 5 6 17 8 39 "No, Toby! No!" 5 6 17 9 99 The Voice is shrill in your head: "So shall the sacrifice be done!" 5 6 18 1 99 You hear the Voice of the Staff faintly in your head: "So is the Sacrifice complete! I am again the Staff of Erana." 5 6 15 1 99 A weird voice sounds in your mind. 5 6 15 2 99 "Death and Life are now before me. That for which I am destined awaits me." 5 6 16 1 99 The voice again is heard within your head. 5 6 16 2 99 "The Sacrifice of Life for Love." 11 4 0 1 99 I would KNOT do that if I were you! 11 1 0 1 99 It's not a tree; it's a knot in a tree! 9 125 11 1 99 You try to climb over the gate, but slip. You'll need more practice to make it over. 9 125 24 1 99 This gate was built to keep out Necrotaurs and worse monsters; you don't have any chance of forcing it. 9 125 23 1 99 The gate is securely locked and barred. 8 81 0 1 99 You sense magic radiating from the staff and protecting this area. 8 81 26 1 99 There is still some residual magic in this area, although it is starting to fade now that Erana's Staff no longer protects the town. 2 6 9 1 99 You gradually wake, shaking off the shreds of dreams that cling to your memory. 2 6 22 1 99 A shiver of cold comes over you. You sense no danger, but even so, you find yourself afraid. 2 6 29 1 99 You feel Erana's Staff become a part of you. Now it is your Staff as well when you choose to summon it. 2 6 8 1 99 You wake in a cold sweat. You remember every detail of the nightmare as though it had really happened to you. 2 6 27 1 99 You were told that you shouldn't use magic in Mordavia. Someone might see you here. 2 6 20 1 99 You cast the "Ritual of Release." 2 6 21 1 99 You take the sobbing child in your arms and carry her to the Inn. You awaken her parents and are overwhelmed by their gratitude and joy. It is long before you manage to escape to the peace of your own room for what is left of the night.

280.msgEdit

0 159 0 1 99 You're trying to get a reputation as a serious Hero here. Doing cartwheels in the streets won't help. 0 53 0 1 99 You're not sure why the black birds are so important, but waving one around in the streets can't be a good idea. 0 14 0 1 99 Plants don't grow well on cobblestones. 0 58 0 1 99 You've always wondered what it's like to be a street cleaner, and now's your chance. You sweep out the spaces between the cobblestones, but more dirt keeps drifting in to fill them again. 0 37 0 1 99 This is a poor place for throwing practice. 0 81 0 1 99 You receive strange impressions from the building with the giant nose. You get the sense that it harbors forces that are much like magic and yet are not truly magical in any form that you've encountered elsewhere. 0 33 0 1 99 Hey! Watch where you're throwing that thing! 0 21 0 1 99 You don't want to throw rocks while that strange door is watching you. 0 104 0 1 99 You can't sleep here; you're afraid that door will eat you in your sleep. 0 178 0 1 99 You put your thumb on your nose and wiggle your fingers while rubbing the other hand on your belly. 0 178 0 2 99 The old man ignores you. 0 60 0 1 99 Will o' Wisps aren't fond of towns. 11 4 0 1 99 Just walk on through. 11 33 0 1 99 There's nothing useful on the archway. 11 1 0 1 99 The archway leads to the northern section of town. 19 9 0 1 99 Dr. Cranium has a self-answering doorbell. It's a memory test -- ring the bells in the same order you see them ring. 19 9 0 2 99 If your sound is low or off, turn it up. That way you can have musical as well as visual cues. 19 9 0 3 99 Watch out for double notes -- sometimes they're hard to spot. 19 9 0 4 99 That's about all we can tell you. Don't click the "?" again unless you want to bypass this puzzle. 19 9 0 5 99 You ring the doorbell and go on in. 4 4 0 1 99 You go up to ring the doorbell on the strange door. 4 28 0 1 99 4 1 0 1 99 O.k., let's get this straight. If the windows are eyes, and there's a nose and mustache above the door, then the door must be... a mouth. Gulp! 4 1 0 2 99 A set of brightly-colored pull ropes hangs down in front of the door... or maybe they're just stray mustache hairs. 4 42 0 1 99 How interesting! A sign appears on the door just long enough for you to read it. It says "Naughty, naughty!" You don't suppose someone is watching you? 9 1 0 1 99 The sign reads "Dr. Cranium." You wonder what sort of medicine he practices. 8 4 0 1 99 It's out of reach. 8 135 11 1 97 Climb Up to Window 8 135 5 1 97 Open Window 8 135 12 1 97 Leave Window Alone 8 33 0 1 99 You'd better not; your grapnel might break the window. 8 1 0 1 99 The windows stare back at you like eyes in the living wall. Well, they don't really; it's just a simile, you know. 8 21 0 1 99 Please don't break the windows. 7 4 0 1 99 Leave the lamps alone. 7 86 0 1 99 7 1 1 1 99 The lanterns are currently unlit. Dr. Cranium believes in conserving energy. (He's also fond of long naps.) 7 1 2 1 99 The lanterns provide a small amount of light around the doorway so you can see it "making faces" at you. 7 76 0 1 99 Looking for a second career as a lamplighter? Next thing, you'll be trying out for the street cleaner position. 1 4 0 1 99 The stone is solidly set. 1 1 0 1 99 This low wall appears to be more decorative than functional. 6 58 0 1 99 You brush the mustache hairs with your broom. They don't move, but you do manage to get out some of the dust and cobwebs. 6 22 0 1 99 It's now a nicely-waxed mustache. 6 4 0 1 99 Hey! How would you like it if somebody started pulling YOUR mustache? 6 33 0 1 99 There isn't a good place on the mustache to hook your grapnel. 6 26 0 1 99 That's going a little too far. 6 1 0 1 99 The door lintel looks almost like a mustache. 6 32 0 1 99 Dr. Cranium prefers wax. 5 54 0 1 99 That IS about the right size handkerchief for the giant nose... but it doesn't need one right now (fortunately!). 5 37 0 1 99 5 4 0 1 99 Who nose what trouble that might lead to? 5 40 0 1 99 You imagine for a moment that you see the nose sniff at the garlic. 5 26 0 1 99 You imagine for a moment that you see the nose crinkling as you pass the Grue Goo under it. 5 28 0 1 99 It's not polite to pick someone else's nose! 5 1 0 1 99 It looks like a gigantic stone nose. Who nose what it really means? 5 42 0 1 99 17 23 0 1 99 You offer the old man some candy, hoping that will cheer him up. He doesn't seem at all interested. 17 4 0 1 99 You put your arm around the old man for a moment to comfort him. 17 4 0 2 10 "Have you seen Anna? I miss my Anna." 17 59 0 1 10 "Flowers? Yes, Anna loves flowers. She picks some everyday for our house." 17 1 0 1 99 The old man walks with a slumped back and a sad, dejected look in his eyes. He seems to be searching for something that he hasn't been able to find. 17 15 0 1 99 You try to give the old man a coin, but he wanders past you without noticing or caring. 17 6 41 1 10 "Anna? Where are you, Anna?" 15 136 27 1 97 Anna 15 136 14 1 97 Old Man 15 128 24 1 97 Say Goodbye 15 128 23 1 97 Greet Old Man 15 128 17 1 97 Tell About Ghost Wife 2 133 6 1 97 Break Door Open 2 133 40 1 99 Knock on Door 2 133 5 1 97 Open Door 2 133 35 1 97 Pick Lock 2 133 36 1 97 Pick Lock 2 1 0 1 99 This doorway leads to a private residence. 2 42 1 1 99 Dr. Cranium's eyes are watching. You'd best leave this sort of activity until nighttime. 2 42 8 1 99 You hear the satisfying "Snick!" of a job well done. 2 42 2 1 99 As you start to open the door, you hear footsteps inside. Someone's awake in there! 14 136 13 1 97 Name 14 136 21 1 97 Rumors 14 136 22 1 97 Town 14 128 24 1 97 Say Goodbye 14 128 23 1 97 Greet the Old Man 16 136 28 1 97 Anna 16 136 15 1 97 Old Man 16 128 30 1 97 Say Goodbye 16 128 29 1 97 Greet Old Man 16 128 17 1 97 Tell About Ghost Wife 3 4 0 1 99 This isn't a good time to approach the house window. 3 134 10 1 97 Climb Back Down 3 134 5 1 97 Open Window 3 33 0 1 99 3 1 0 1 99 You can't make out what's behind the window from here. 3 21 0 1 99 18 1 0 1 99 The rope is attached to a series of bells hanging under the overhang (or was that over the underhang, or maybe around the... never mind). 10 4 0 1 99 You think about scaling the tree, but decide to practice somewhere else -- this just isn't the right climate to climb it. 10 86 0 1 99 10 1 0 1 99 The ancient oak has donned its Fall cloak anticipating the Winter chill soon to come. 10 76 0 1 99 Don't you dare -- that tree might be a Spotted Owl habitat! 13 136 26 1 10 "Anna. My Anna is missing." 13 136 27 1 10 "Anna is so beautiful. I love her dearly. Have you seen Anna? I am looking for her." 13 136 28 1 10 "Anna has been gone for a long time. I have been looking for her for so long. I do not know what has become of my Anna." 13 136 13 1 10 "I... I, I am Nikolai. Have you seen my Anna?" 13 136 14 1 10 "I am looking for my wife. She has been gone too long. I am trying to find Anna." 13 136 15 1 10 "I keep looking for Anna. Will you help me find her? She is missing." 13 136 21 1 10 "Anna, have you seen my Anna?" 13 136 22 1 10 "I am looking for Anna. Have you seen Anna?" 13 135 11 1 99 13 135 5 1 99 Ouch, that smarts! 13 135 12 1 99 Good move. 13 133 6 1 99 Right, let's try the subtle approach. On second thought, better not. 13 133 40 1 99 No one responds to your knock. The occupants are either absent or asleep. 13 133 5 1 99 The door is locked. 13 133 35 1 99 You'd better not try that right now; you never know when someone might wander by. 13 133 36 1 97 You lack the luck to lick this lock. 13 133 36 2 97 Keep practicing. 13 134 5 1 99 You carefully open the window and enter the darkened upstairs bedroom. 13 128 24 1 99 You tell the old man goodbye. 13 128 24 2 10 "If you see Anna, tell her I am looking for her." 13 128 30 1 99 You say goodbye. 13 128 30 2 10 "If you see Anna, tell her I am looking for her." 13 128 23 1 99 You greet the old man. 13 128 23 2 10 "Good day. Have you seen my Anna?" 13 128 29 1 99 You greet the old man. 13 128 29 2 10 "You... We have met before, I think. I am Nikolai. Have you met my Anna? She is... I do not know where she is. I am looking for her." 13 128 25 1 99 You make the Thief Sign. 13 128 25 2 10 "Anna. I want my Anna." 13 128 17 1 99 You start to tell the old man about the ghost you met in the forest. 13 128 17 2 10 "Anna? You have seen Anna?" 13 128 17 3 99 You explain that you saw her ghost in the forest. 13 128 17 4 10 "Anna is in the forest? Where is she? I must go to her." 13 128 17 5 99 You tell Nikolai where you saw Anna, and try to explain that she is dead, but... 13 128 17 6 10 "Thank you. I cannot thank you enough for finding my Anna. I will go to her now. I will help her find her way home. Thank you again." 12 6 9 1 99 That window is higher than it looks. 12 6 32 1 99 You need more practice to pick this lock. 12 6 20 1 99 One of the bricks is loose, but you don't find anything behind it. 12 6 39 1 99 Maggots and weevils scurry about trying to find a new hiding place. 12 6 39 2 99 You decide that they're not exactly your taste in tidbits, so you replace the loose brick. 12 6 31 1 99 The old man might see you if you try to break in during the day. 12 6 38 1 99 The lock clicks open, but now the door is jammed! Maybe you should try to get in some other way. 12 6 37 1 99 The lock opens with a "Snick!" 12 6 3 1 99 12 6 34 1 99 12 6 33 1 99 You picked the wrong note. You'll have to try again.

290.msgEdit

0 159 0 1 99 You're trying to get a reputation as a serious Hero here. Doing cartwheels in the streets won't help. 0 53 0 1 99 You're not sure why the black birds are so important, but waving one around in the streets can't be a good idea. 0 14 0 1 99 Plants don't grow well on cobblestones. 0 58 0 1 99 You've always wondered what it's like to be a street cleaner, and now's your chance. You sweep out the spaces between the cobblestones, but more dirt keeps drifting in to fill them again. 0 37 0 1 99 This is a poor place for throwing practice. 0 81 0 1 99 You receive strange impressions from the building with the giant nose. You get the sense that it harbors forces that are much like magic and yet are not truly magical in any form that you've encountered elsewhere. 0 33 0 1 99 Hey! Watch where you're throwing that thing! 0 21 0 1 99 You don't want to throw rocks while that strange door is watching you. 0 104 0 1 99 You can't sleep here; you're afraid that door will eat you in your sleep. 0 178 0 1 99 You put your thumb on your nose and wiggle your fingers while rubbing the other hand on your belly. 0 178 0 2 99 The old man ignores you. 0 60 0 1 99 Will o' Wisps aren't fond of towns. 11 4 0 1 99 Just walk on through. 11 33 0 1 99 There's nothing useful on the archway. 11 1 0 1 99 The archway leads to the northern section of town. 19 9 0 1 99 Dr. Cranium has a self-answering doorbell. It's a memory test -- ring the bells in the same order you see them ring. 19 9 0 2 99 If your sound is low or off, turn it up. That way you can have musical as well as visual cues. 19 9 0 3 99 Watch out for double notes -- sometimes they're hard to spot. 19 9 0 4 99 That's about all we can tell you. Don't click the "?" again unless you want to bypass this puzzle. 19 9 0 5 99 You ring the doorbell and go on in. 4 4 0 1 99 You go up to ring the doorbell on the strange door. 4 28 0 1 99 4 1 0 1 99 O.k., let's get this straight. If the windows are eyes, and there's a nose and mustache above the door, then the door must be... a mouth. Gulp! 4 1 0 2 99 A set of brightly-colored pull ropes hangs down in front of the door... or maybe they're just stray mustache hairs. 4 42 0 1 99 How interesting! A sign appears on the door just long enough for you to read it. It says "Naughty, naughty!" You don't suppose someone is watching you? 9 1 0 1 99 The sign reads "Dr. Cranium." You wonder what sort of medicine he practices. 8 4 0 1 99 It's out of reach. 8 135 11 1 97 Climb Up to Window 8 135 5 1 97 Open Window 8 135 12 1 97 Leave Window Alone 8 33 0 1 99 You'd better not; your grapnel might break the window. 8 1 0 1 99 The windows stare back at you like eyes in the living wall. Well, they don't really; it's just a simile, you know. 8 21 0 1 99 Please don't break the windows. 7 4 0 1 99 Leave the lamps alone. 7 86 0 1 99 7 1 1 1 99 The lanterns are currently unlit. Dr. Cranium believes in conserving energy. (He's also fond of long naps.) 7 1 2 1 99 The lanterns provide a small amount of light around the doorway so you can see it "making faces" at you. 7 76 0 1 99 Looking for a second career as a lamplighter? Next thing, you'll be trying out for the street cleaner position. 1 4 0 1 99 The stone is solidly set. 1 1 0 1 99 This low wall appears to be more decorative than functional. 6 58 0 1 99 You brush the mustache hairs with your broom. They don't move, but you do manage to get out some of the dust and cobwebs. 6 22 0 1 99 It's now a nicely-waxed mustache. 6 4 0 1 99 Hey! How would you like it if somebody started pulling YOUR mustache? 6 33 0 1 99 There isn't a good place on the mustache to hook your grapnel. 6 26 0 1 99 That's going a little too far. 6 1 0 1 99 The door lintel looks almost like a mustache. 6 32 0 1 99 Dr. Cranium prefers wax. 5 54 0 1 99 That IS about the right size handkerchief for the giant nose... but it doesn't need one right now (fortunately!). 5 37 0 1 99 5 4 0 1 99 Who nose what trouble that might lead to? 5 40 0 1 99 You imagine for a moment that you see the nose sniff at the garlic. 5 26 0 1 99 You imagine for a moment that you see the nose crinkling as you pass the Grue Goo under it. 5 28 0 1 99 It's not polite to pick someone else's nose! 5 1 0 1 99 It looks like a gigantic stone nose. Who nose what it really means? 5 42 0 1 99 17 23 0 1 99 You offer the old man some candy, hoping that will cheer him up. He doesn't seem at all interested. 17 4 0 1 99 You put your arm around the old man for a moment to comfort him. 17 4 0 2 10 "Have you seen Anna? I miss my Anna." 17 59 0 1 10 "Flowers? Yes, Anna loves flowers. She picks some everyday for our house." 17 1 0 1 99 The old man walks with a slumped back and a sad, dejected look in his eyes. He seems to be searching for something that he hasn't been able to find. 17 15 0 1 99 You try to give the old man a coin, but he wanders past you without noticing or caring. 17 6 41 1 10 "Anna? Where are you, Anna?" 15 136 27 1 97 Anna 15 136 14 1 97 Old Man 15 128 24 1 97 Say Goodbye 15 128 23 1 97 Greet Old Man 15 128 17 1 97 Tell About Ghost Wife 2 133 6 1 97 Break Door Open 2 133 40 1 99 Knock on Door 2 133 5 1 97 Open Door 2 133 35 1 97 Pick Lock 2 133 36 1 97 Pick Lock 2 1 0 1 99 This doorway leads to a private residence. 2 42 1 1 99 Dr. Cranium's eyes are watching. You'd best leave this sort of activity until nighttime. 2 42 8 1 99 You hear the satisfying "Snick!" of a job well done. 2 42 2 1 99 As you start to open the door, you hear footsteps inside. Someone's awake in there! 14 136 13 1 97 Name 14 136 21 1 97 Rumors 14 136 22 1 97 Town 14 128 24 1 97 Say Goodbye 14 128 23 1 97 Greet the Old Man 16 136 28 1 97 Anna 16 136 15 1 97 Old Man 16 128 30 1 97 Say Goodbye 16 128 29 1 97 Greet Old Man 16 128 17 1 97 Tell About Ghost Wife 3 4 0 1 99 This isn't a good time to approach the house window. 3 134 10 1 97 Climb Back Down 3 134 5 1 97 Open Window 3 33 0 1 99 3 1 0 1 99 You can't make out what's behind the window from here. 3 21 0 1 99 18 1 0 1 99 The rope is attached to a series of bells hanging under the overhang (or was that over the underhang, or maybe around the... never mind). 10 4 0 1 99 You think about scaling the tree, but decide to practice somewhere else -- this just isn't the right climate to climb it. 10 86 0 1 99 10 1 0 1 99 The ancient oak has donned its Fall cloak anticipating the Winter chill soon to come. 10 76 0 1 99 Don't you dare -- that tree might be a Spotted Owl habitat! 13 136 26 1 10 "Anna. My Anna is missing." 13 136 27 1 10 "Anna is so beautiful. I love her dearly. Have you seen Anna? I am looking for her." 13 136 28 1 10 "Anna has been gone for a long time. I have been looking for her for so long. I do not know what has become of my Anna." 13 136 13 1 10 "I... I, I am Nikolai. Have you seen my Anna?" 13 136 14 1 10 "I am looking for my wife. She has been gone too long. I am trying to find Anna." 13 136 15 1 10 "I keep looking for Anna. Will you help me find her? She is missing." 13 136 21 1 10 "Anna, have you seen my Anna?" 13 136 22 1 10 "I am looking for Anna. Have you seen Anna?" 13 135 11 1 99 13 135 5 1 99 Ouch, that smarts! 13 135 12 1 99 Good move. 13 133 6 1 99 Right, let's try the subtle approach. On second thought, better not. 13 133 40 1 99 No one responds to your knock. The occupants are either absent or asleep. 13 133 5 1 99 The door is locked. 13 133 35 1 99 You'd better not try that right now; you never know when someone might wander by. 13 133 36 1 97 You lack the luck to lick this lock. 13 133 36 2 97 Keep practicing. 13 134 5 1 99 You carefully open the window and enter the darkened upstairs bedroom. 13 128 24 1 99 You tell the old man goodbye. 13 128 24 2 10 "If you see Anna, tell her I am looking for her." 13 128 30 1 99 You say goodbye. 13 128 30 2 10 "If you see Anna, tell her I am looking for her." 13 128 23 1 99 You greet the old man. 13 128 23 2 10 "Good day. Have you seen my Anna?" 13 128 29 1 99 You greet the old man. 13 128 29 2 10 "You... We have met before, I think. I am Nikolai. Have you met my Anna? She is... I do not know where she is. I am looking for her." 13 128 25 1 99 You make the Thief Sign. 13 128 25 2 10 "Anna. I want my Anna." 13 128 17 1 99 You start to tell the old man about the ghost you met in the forest. 13 128 17 2 10 "Anna? You have seen Anna?" 13 128 17 3 99 You explain that you saw her ghost in the forest. 13 128 17 4 10 "Anna is in the forest? Where is she? I must go to her." 13 128 17 5 99 You tell Nikolai where you saw Anna, and try to explain that she is dead, but... 13 128 17 6 10 "Thank you. I cannot thank you enough for finding my Anna. I will go to her now. I will help her find her way home. Thank you again." 12 6 9 1 99 That window is higher than it looks. 12 6 32 1 99 You need more practice to pick this lock. 12 6 20 1 99 One of the bricks is loose, but you don't find anything behind it. 12 6 39 1 99 Maggots and weevils scurry about trying to find a new hiding place. 12 6 39 2 99 You decide that they're not exactly your taste in tidbits, so you replace the loose brick. 12 6 31 1 99 The old man might see you if you try to break in during the day. 12 6 38 1 99 The lock clicks open, but now the door is jammed! Maybe you should try to get in some other way. 12 6 37 1 99 The lock opens with a "Snick!" 12 6 3 1 99 12 6 34 1 99 12 6 33 1 99 You picked the wrong note. You'll have to try again.

300.msg "In Dmitri's Office"Edit

0 159 0 1 99 Are you trying to "jump bail"? 0 13 0 1 99 Don't get caught holding the bag. 0 58 0 1 99 Well, this place COULD use a bit of tidying up. 0 100 114 1 99 Here's a little hint: When it's time for everyone to get up, get out! The Burgomeister doesn't like waking up to burglars in the morning. 0 100 114 2 99 Rise, Shine, and Die! 0 100 111 1 99 Of all the buildings in all the little towns, you had to pick this one to rob. Choose your victims more carefully next time; the Burgomeister was not at all pleased when you woke him up. 0 100 111 2 99 Burgomeister Burglary Bungled! 0 100 54 1 99 The prisoner was behind the OTHER door! This one led to the Burgomeister's bedroom. In the morning, you and the gypsy are both burned at the stake. 0 100 54 2 99 Wolf or the Tiger? 0 81 0 1 99 There is no longer any trace of magic here. 0 81 60 1 99 The shield on the wall radiates protective magic. 0 81 61 1 99 The gypsy has some form of natural magic. There is also a magical shield on the wall. 0 81 54 1 99 There is some sort of natural magic around the gypsy. Nothing else here is magical. 0 41 0 1 99 This isn't exactly the recommended place to start waving around a Thieves' Guild membership card. 0 1 0 1 99 0 104 0 1 99 Oh, you'll get a chance to sleep here if the Burgomeister catches you committing any crimes! 0 42 0 1 99 Try using that on something with a lock. 0 178 0 1 99 You think about making the Thief sign, then prudently decide that this just isn't the best place for it. 17 131 37 1 97 Burgomeister 17 131 55 1 97 Adventurers' Guild 17 131 56 1 97 Adventurers' Guild 17 131 76 1 97 Mordavia 17 131 77 1 97 Townspeople 17 128 44 1 97 Tell About Your Adventures 17 128 68 1 97 Say Goodbye 17 128 15 1 97 Greet Burgomeister 17 128 34 1 97 Sword 18 131 38 1 97 Burgomeister 18 131 55 1 97 18 131 56 1 97 18 131 78 1 97 Mordavia 18 131 78 2 97 18 131 79 1 97 Rumors 18 128 69 1 97 Say Goodbye 18 128 19 1 97 Greet Burgomeister 18 128 45 1 97 Tell About Yourself 18 128 34 1 97 Sword 22 131 48 1 97 Burgomeister 22 131 102 1 97 Mordavia 22 131 101 1 97 Town 22 128 75 1 97 Say Goodbye 22 128 30 1 97 Greet Burgomeister 22 128 34 1 97 Sword 16 131 62 1 97 Burgomeister 16 131 65 1 97 Mordavia 16 131 36 1 97 Name 16 131 66 1 97 Office 16 131 64 1 97 Town 16 128 67 1 97 Say Goodbye 16 128 14 1 97 Greet Burgomeister 16 128 36 1 97 Introduce Yourself 16 128 34 1 97 Sword 21 131 99 1 97 Burgomeister 21 131 6 1 97 Gypsy Prisoner 21 131 100 1 97 Townspeople 21 128 74 1 97 Say Goodbye 21 128 25 1 97 Greet Burgomeister 21 128 34 1 97 Sword 23 131 104 1 97 Burgomeister 23 131 51 1 97 Old Man 23 131 105 1 97 Townspeople 23 128 106 1 97 Tell About Anna's Ghost 23 128 73 1 97 Say Goodbye 23 128 107 1 97 Greet Burgomeister 23 128 34 1 97 Sword 24 131 52 1 97 Burgomeister 24 131 109 1 97 Grandfather 24 131 108 1 97 Shield 24 131 34 1 97 Sword 24 128 72 1 97 Say Goodbye 24 128 110 1 97 Tell About Piotyr's Ghost 24 128 34 1 97 Sword 24 128 7 1 97 Say Thank You 24 128 53 1 97 Tell About Wraith 19 131 83 1 97 Burgomeister 19 131 21 1 97 Gypsy Prisoner 19 131 84 1 97 Igor 19 131 82 1 97 Townspeople 19 139 86 1 97 Gravedigger 19 139 21 1 97 Gypsy 19 139 85 1 97 Werewolves 19 182 71 1 97 Say Goodbye 19 182 87 1 97 Greet Burgomeister 19 182 41 1 97 Say Gypsy Is Innocent 19 182 34 1 97 Sword 19 140 88 1 97 Greet Gypsy 19 140 40 1 97 Say You Will Help 20 131 90 1 97 Burgomeister 20 131 39 1 97 Gypsy Prisoner 20 131 89 1 97 Igor 20 139 91 1 97 Gravedigger 20 139 39 1 97 Gypsy 20 182 70 1 97 Say Goodbye 20 182 92 1 97 Greet Everyone 20 182 41 1 97 Say Gypsy Is Innocent 20 182 34 1 97 Sword 20 140 115 1 97 Greet Gypsy 20 140 42 1 97 Say You Will Help 5 4 0 1 99 It's sharp, all right! 5 1 0 1 99 That axe head looks sharp! 5 2 0 1 99 "Axe me no questions, I'll tell you no lies." 1 4 112 1 99 That's a bad idea with the Burgomeister standing so close! 1 137 12 1 97 Knock on Door 1 137 13 1 97 Listen at Door 1 137 11 1 97 Open Door 1 1 0 1 99 This door opens onto the Burgomeister's bedroom and private quarters. 2 4 0 1 99 You don't dare take the shield. It's much too easily recognizable. 2 1 0 1 99 A magnificent shield, flanked by two great axes, is the office's sole decoration. 15 23 0 1 7 "No, thank you. I do not take candy from strangers." 15 37 0 1 99 If you do that, you won't be considered much of a Hero. 15 4 0 1 99 The Burgomeister really isn't one of those "touchy-feely" kind of guys. 15 59 0 1 7 "What is this? I have no use for these." 15 1 0 1 99 The Burgomeister looks like a strong, hearty man, although he has a sad expression. 15 15 0 1 7 "I do not take bribes -- I am an honest Burgomeister!" 15 8 0 1 99 15 36 0 1 99 15 6 26 1 7 "Da, the gypsy escaped last night. Must have had an accomplice." 15 6 35 1 7 "Thanks for returning Piotyr's sword. My family's honor shall at last be cleansed." 15 6 20 1 7 "Try to avoid getting into trouble. I would not like to have you in my jail, after all." 15 6 29 1 7 "Farewell, and thank you for helping Igor. I did not believe the gypsy was guilty, and I did not want to burn him at the stake." 15 6 31 1 7 "Take care of yourself." 15 6 31 2 7 "Dobriy dyen' -- Good afternoon." 15 6 31 3 7 "Dasvidanya -- Goodbye." 15 6 31 4 7 "Dobriy vyechyer -- Good evening." 15 6 31 5 7 "Dazaftra -- See you tomorrow." 15 6 33 1 7 "Goodbye, and try not to run into any more ghosts, please." 15 6 27 1 7 "At least we now know that he was innocent. With Igor back in town, I would have turned him loose anyway." 15 6 24 1 7 "If you go out in the woods, look for Igor. He may still be alive somewhere." 15 6 22 1 7 "It is possible that the gravedigger is still alive. If you are going wandering outside of town, please watch for him." 15 6 14 1 7 "This is my office. What are you looking for?" 15 6 15 1 7 "Are you just sightseeing, or casing my place?" 15 6 19 1 7 "What are you looking for this time?" 15 6 19 2 7 "What is it this time?" 15 6 19 3 7 "Do you need something, or are you bothering me on general principles?" 15 6 19 4 7 "Were you looking for something in particular?" 15 6 19 5 7 "What now?" 15 6 25 1 7 "The gypsy is gone." 15 6 30 1 7 "Greetings, what can I do for you today?" 15 6 30 2 7 "Shto novaya -- which means, in my ancestor's language, 'What's new?'" 15 6 30 3 7 "If you are looking for more information, I've pretty much told you everything I know." 15 6 30 4 7 "Kag dyela -- How are things?" 15 6 30 5 7 "It's nice to have company at times. Thanks for always dropping by." 15 6 23 1 7 "I think we are going to have the gypsy on a stake, if Igor does not show up soon." 15 6 21 1 7 "The gravedigger is missing, and the gypsy just happened to be near the front gate when we were searching for Igor. He is suspected of being a Werewolf and having eaten Igor." 15 6 16 1 7 "What is it this time?" 15 6 32 1 7 "Nikolai, the old man, is dead. He wandered out of town yesterday and I found only his tattered remains. He will be missed." 15 6 28 1 7 "When Igor showed up here, I let the gypsy free. He ran out of here as fast as he could. I doubt we'll ever see him near this town again after his last reception." 15 6 18 1 7 "Stay out of trouble and other people's business and you and I will get along with one another. Otherwise, you will get me angry. I'm sure you don't want to make me angry, do you?" 15 6 34 1 7 "That is the sword of my grandfather, Piotyr. I do not know how I can tell, but somehow I am sure of it. He was supposed to have deserted my grandmother. This means Piotyr did not run off. He was killed instead." 15 6 34 2 7 "You keep it. You certainly have earned it. I was so ashamed of my grandfather. Everyone in town called him a coward, yet he really was a Hero, after all." 15 6 34 3 7 "That shield on the wall over there was Piotyr's also. Take it. There's no sense in leaving it hanging on the wall if you can use it." 15 6 17 1 7 "I must warn you that the townspeople are very suspicious of strangers. Do not offend them." 9 1 0 1 99 The window looks out on the west side of town. 6 4 0 1 99 The cell door is locked. 6 4 9 1 99 The cell door is already open. 6 4 113 1 99 You have no reason to open the cell door at the moment. 6 29 9 1 99 The cell door is already unlocked. 6 29 10 1 99 Using the key you found in the Burgomeister's desk, you unlock the cell door. 6 29 8 1 99 None of your keys fits the lock in the cell door. 6 28 0 1 99 6 1 0 1 99 In such a small village, only one jail cell is needed. 6 1 9 1 99 The cell door remains open. 6 80 9 1 99 6 80 10 1 99 Your Open spell unlocks the cell door. 6 42 0 1 99 You open the jail cell door. There's nothing of value inside, so you close it again. 3 4 0 1 99 You think about how you'd look sitting in the Burgomeister's chair. Somehow it just doesn't feel like it's "you." 3 1 0 1 99 The Burgomeister's chair is large and impressive. 4 4 0 1 99 The Burgomeister is watching you. 4 1 0 1 99 The desk is a massive oak affair. 4 42 4 1 99 Jackpot! You open the drawer and find a large key, 7 Crowns, and 15 Kopeks. You put the key on your key ring and the money in your coin purse. 4 42 3 1 99 The desk is empty. For some reason, the Burgomeister doesn't seem to think it's secure anymore. 4 42 2 1 99 This is a tough lock! You need more practice. 4 42 5 1 99 27 131 81 1 97 Erana's Death 12 4 0 1 99 You'd have to open the cell door first. 12 1 0 1 99 There is a handsome young gypsy in the cell. 12 6 7 1 8 "I do not understand why you are helping me, but thank you. Our camp is in the northeast corner of the valley." 10 1 0 1 99 This door leads out to the street. 28 131 80 1 97 Erana 28 131 80 2 97 26 1 0 1 99 You are in the Burgomeister's sparsely-appointed office. There is a jail cell in the back. A set of steps leads up to the Burgomeister's living area. 8 4 0 1 99 The spears are too boaring, er, boring to be worth taking. Besides, they're nailed to the wall. 8 1 0 1 99 The Burgomeister was very fond of wild boar hunting in his youth. He still keeps a rack of spears in case any wild boars should wander into his office. 7 1 0 1 99 The stairs lead up to the Burgomeister's private quarters. 13 139 95 1 97 Gravedigger 13 139 93 1 97 Gypsy 13 139 94 1 97 Werewolves 13 128 98 1 97 Say Goodbye 13 128 96 1 97 Greet Gypsy 13 128 97 1 97 Tell About Freedom 13 128 46 1 97 Introduce Yourself 25 131 62 1 7 "A Burgomeister keeps the peace and makes certain things go well for those who live here." 25 131 62 2 7 "My job means I am particularly suspicious of strangers. I intend to keep a close watch on you to make certain you do not cause trouble here." 25 131 37 1 7 "To be honest, I do not trust you. What you say of yourself is unbelievable, and what you do around here seems likely to get you in trouble. If the pass was clear, I would ask you to leave Mordavia. As things are, I will be watching you closely." 25 131 38 1 7 "Why are you always so curious about things? Don't you understand most things are none of your business? Never have I met someone who asks as many questions as you do." 25 131 83 1 7 "I'm not certain what to do. I don't think that the gypsy had anything to do with Igor, but unless there is some real proof, the gypsy will burn." 25 131 83 2 7 "I can't leave the gypsy here by himself, yet someone needs to find out about Igor. Everyone else in town just assumes the gypsy is guilty." 25 131 90 1 7 "I'm tired of this whole business. I can't do anything to help the situation, and the townspeople keep getting more upset about the matter. I'll be glad when this is over, however it ends." 25 131 99 1 7 "I'm just glad this whole thing is over. I hope this is the last of people disappearing mysteriously around here." 25 131 48 1 7 "I'm getting some much needed relaxation now. I don't have to worry about that annoying stranger getting into trouble -- you've proven quite capable of taking care of yourself." 25 131 104 1 7 "I used to take care of Nikolai -- make sure he was safe at home, eating food, getting rest, that sort of thing. It's going to feel very strange to know he's not around anymore." 25 131 52 1 7 "My father never spoke of Piotyr to me. He wouldn't even allow his name to be mentioned. I only knew that he had abandoned my grandmother from rumor and hearsay. I hated him for it." 25 131 52 2 7 "To know now that Piotyr did not hurt my grandmother so, it is good. I thought that there were no such things as Heroes and Paladins. You have proven me wrong, and I am glad of it." 25 131 81 1 7 "It is bad luck to speak of her death. If you must know, she died in that cave you say you came from. I am not a superstitious man, but I will not talk more about the subject." 25 131 80 1 7 "Erana was a powerful Magic User who was rumored to have come from somewhere near Mordavia. Her garden is supposed to be magical and keep anyone who stays there safe from harm." 25 131 80 2 7 "Erana died here many years ago. Her Staff in the center of town stands as her memorial. It is supposed to protect the town from evil, and have other magic besides." 25 131 109 1 7 "Piotyr disappeared before marrying my grandmother. Everyone thought he had abandoned her. The scandal was worse when she bore my father. Her family threw her from the house, and she had to live with others." 25 131 109 2 7 "My grandmother always knew that Piotyr had not abandoned her. She used to wander out to the center of town at night sometimes. We'd find her asleep by the Staff, a smile on her face." 25 131 109 3 7 "She'd tell us she had been with Piotyr, but no one believed her. Everyone thought she was crazy. I loved her, but even I never believed her." 25 131 55 1 7 "The old Adventurers' Guild is at the north end of town. It has been abandoned for many years, since we have not had many adventurers who could cross the swamp." 25 131 55 2 7 "Seeing as you are supposed to be an adventurer, here, have a key to the Guild door. Perhaps you can find something of use there." 25 131 56 1 7 "The problem with Adventurers' Guilds is that they attract adventurers. Adventurers tend to stir up trouble. I hope you will not cause trouble around here." 25 131 21 1 7 "You can talk to the gypsy yourself. He hasn't said much to anyone." 25 131 39 1 7 "The gypsy refuses to eat or talk. He just sits there acting guilty. The only thing worse he could do is change into a wolf, but he hasn't tried that yet." 25 131 39 2 7 "Unless Igor returns by some miracle, it won't be long until the gypsy is burned at the stake." 25 131 6 1 7 "The gypsy is no longer my prisoner. Good riddance. I would not have enjoyed burning him at the stake." 25 131 84 1 7 "Igor is missing, and the townspeople seem sure that this gypsy is the cause." 25 131 84 2 7 "I am not so sure, myself, but there is very little I can do until Igor is found." 25 131 89 1 7 "Still no sign of the gravedigger. If you happen to go exploring today, please watch out for him. If Igor is not found, then I am certain that the townspeople will not tolerate the gypsy for long." 25 131 89 2 7 "All this talk of burning at the stake has gotten out of control. The people may soon try to take justice into their own hands." 25 131 65 1 7 "Mordavia is a large valley. Now that a swamp blocks off the pass, no one can get in or out. That is why everyone is particularly curious how you got here. There is no sign that the swamp is any more passable." 25 131 76 1 7 "To the northwest of town is Castle Borgov. It used to be owned by the Borgov Boyars of Mordavia, but the last Borgov died years back, and no one came to take his place." 25 131 76 2 7 "Some strangers moved in some years back, but they have had nothing to do with the town, and we have had nothing to do with them." 25 131 76 3 7 "The old road from town used to meet with the road from the castle and head south to the pass. The heavy rains not only created the swamp, but caused so much plant growth you can't see the road anymore." 25 131 76 4 7 "The swamp is a dangerous and foul place. They say that all who ever were buried beneath the earth there now reach up to drag the living to their deaths. I have seen for myself that this is true. Stay far from the swamp if you value your safety." 25 131 76 5 7 "There are other things in Mordavia to see and do, but I am not a tour guide here. Go off and see for yourself, but be careful." 25 131 76 6 7 "The gates of the town are locked at night, so be sure to return before it gets dark. It's dangerous to be out after sunset." 25 131 78 1 7 "More sightseeing? There was a lovely lake to the southwest of town that used to be very popular among young people, but I do not know what it's like now." 25 131 78 2 7 "To the east is the town cemetery. It is a morbid thing to visit, but tourists always wanted to see it, when tourists were able to come here. To the southeast is Erana's Garden. It is an enchanted meadow well worth visiting." 25 131 78 3 7 "However, Mordavia has become a very dangerous place since the swamps were formed. Do not ever travel at night. If you are far from town when it gets dark, try to make it to Erana's Garden. It's the only place where you will be safe." 25 131 78 4 7 "I do not really want anything to happen to you. Be careful." 25 131 102 1 7 "Well, let's see, what haven't I told you about before? There's the gypsy camp, to the far east, and the old Hangman Tree to the southeast. The Gnome said something about Baba Yaga being near there, but I don't know about that." 25 131 36 1 7 "My name is Dmitri Ivanov. My people have served as Burgomeisters to Mordavia as long as there has been a town here." 25 131 66 1 7 "I stay in my office most of the day to make certain that anyone who needs me can find me. My office hours are from eight in the morning to five in the afternoon. After that, I make my rounds checking on people." 25 131 66 2 7 "As you can tell, we do have a room to keep prisoners here, just in case. I hope we never have to use it. Try not to make me use it on you." 25 131 51 1 7 "Nikolai used to take me fishing at the lake when I was young. He was like an older brother to me. Anna was a sweet woman who really loved him. They were very happy together." 25 131 79 1 7 "I have been hearing all sorts of stories about you lately. No one is certain what to make of you... yet." 25 131 108 1 7 "My grandmother had Piotyr's shield. He gave it to her as a pledge. Perhaps if he had had it against the Wraith, he wouldn't have died. Who knows? I know it's supposed to be magical and protect its user. I hope it serves you well." 25 131 34 1 7 "I used to dream about this sword when I was a child. I see a bearded man holding it aloft, the blade flaming. My grandmother asked me to look for the sword, but I never found it. It is enough to just hold it, knowing that it is real." 25 131 64 1 7 "This may not be a large town, but it is a quiet one. If anything suspicious happens here, I will know whom to blame." 25 131 101 1 7 "Things are settling back to normal now. Hopefully nothing else exciting will happen for a while. 25 131 105 1 7 "Everyone here will miss Nikolai. It is a very sad occasion." 25 131 100 1 7 "The townspeople are foolish sometimes. They want easy answers instead of difficult solutions." 25 131 77 1 7 "Everyone in Mordavia minds his own business and does not go looking for trouble. You obviously do not fit in well here." 25 131 82 1 7 "Sometimes I think Mordavia is cursed. We live with so much real and present danger, that we start to imagine things and overreact." 25 131 82 2 7 "Just because some folks find a gypsy when Igor is missing, they blame the gypsy. Now everyone in town thinks the gypsy is a raving Werewolf out to eat us all! They act like frightened fools." 25 139 86 1 99 The gypsy glares at you in sullen silence. 25 139 91 1 99 The gypsy still does not speak to you. 25 139 95 1 8 "I know nothing of your gravedigger. I certainly didn't eat him! Why don't you look for him yourself? At least you should know where to look." 25 139 21 1 99 The gypsy looks at you with disdain. 25 139 39 1 99 He ignores you entirely. 25 139 93 1 8 "Let me out of here before these townspeople burn me. I did nothing to harm them, yet they accuse me of murder. Set me free!" 25 139 94 1 99 The gypsy starts to yell, then catches himself. He speaks with a whisper. 25 139 94 2 8 "Gypsies are not Werewolves! That is a lie spread by superstitious villagers. Do not believe everything you hear." 25 139 85 1 99 The gypsy spits in your general direction. 25 137 12 1 99 Knocking on the Burgomeister's door is not one of the most-recommended techniques in your Famous Adventuring Thieves' Manual. 25 137 13 1 99 You hear occasional tossing and turning sounds from the Burgomeister's bed. He sounds as if he's mostly asleep, though. 25 128 44 1 7 "Never have I heard such wild stories before! I am supposed to believe that a prince of Shapeir stands before me? You do not look like anything other than a teller of tales to me." 25 128 106 1 7 "So she has been looking for Nikolai all this time, just as he was looking for her. I guess they must truly love one another. I hope they will be happy in the afterlife." 25 128 67 1 7 "Watch yourself. Everyone in town will be keeping their eyes on you." 25 128 72 1 7 "Farewell. Thank you again." 25 128 68 1 7 "Stay out of trouble, if you have any brains." 25 128 69 1 7 "Be careful out in the forest; it can be very dangerous there." 25 128 98 1 8 "I hope we will meet again." 25 128 74 1 7 "Farewell, and take care of yourself." 25 128 75 1 7 "Farewell." 25 128 73 1 7 "Try not to get into too much trouble." 25 128 14 1 7 "What are you here for?" 25 128 15 1 7 "So what are you up to today?" 25 128 19 1 7 "What do you want from me this time?" 25 128 96 1 8 "What are you doing here? Do you not know the Burgomeister sleeps in the back room?" 25 128 25 1 7 "Welcome back. I suppose you have heard all the latest news by now?" 25 128 30 1 7 "What do you want to know today?" 25 128 107 1 7 "Ah, good day." 25 128 97 1 99 You tell the gypsy you are trying to set him free. 25 128 97 2 8 "Please do so. I do not think the villagers welcome me here, and I know they look forward to burning me at the stake." 25 128 45 1 99 You tell the Burgomeister what you are trying to do in Mordavia. 25 128 45 2 7 "You are a good talker, I'll grant you that. If you do half the things you say you will do, then I'll be very surprised." 25 128 36 1 99 You tell the Burgomeister your name and that you were brought here by unknown magical means from the land of Tarna. 25 128 36 2 7 "Interesting story, but it is hard to believe that you walked out alive from that particular cave. It is closed. Nor do you explain how or why you were brought here. Unconvincing, to say the least." 25 128 46 1 8 "You may call me Davy, Gypsy Davy. I am happy to meet you, if you will indeed free me." 25 128 110 1 7 "So the ghost of my grandfather has been near me all my life. It seems so strange to think of it." 25 128 34 1 99 You tell how you found the sword. 25 128 7 1 7 "No, it is I who thanks you. You proved my grandfather was not a coward, and that Heroes really do exist. I can never repay you enough." 25 128 53 1 7 "You fought a difficult and bitter battle to help someone who was already dead. Who else would do such a thing?" 25 128 53 2 7 "I did not believe you before when you said you were a Hero because I didn't believe Heroes existed. Never was I happier to be wrong. I am very proud to meet you, Paladin." 25 182 71 1 7 "If you really are a Hero, why don't you do something about this situation? Why don't you... Oh, never mind. Just go." 25 182 70 1 7 "Yes, say goodbye to your gypsy friend there. It may well be the last time you see him alive." 25 182 87 1 7 "Come to look at the prisoner? Or just to talk some more?" 25 182 92 1 7 "What now?" 25 182 41 1 7 "It will take more than talk to set the gypsy free here." 25 182 34 1 99 25 140 88 1 99 The gypsy ignores you. 25 140 115 1 99 25 140 40 1 99 You tell the gypsy that you will do whatever you can to help prove his innocence and see his release. 25 140 40 2 99 The gypsy doesn't seem to believe you. 25 140 40 3 7 "Well, then, go do something instead of standing around talking with everyone!" 25 140 42 1 99 You tell the prisoner that you will soon arrange his freedom. 25 140 42 2 99 He looks at you with a mixture of curiosity and hope, but still does not speak. 11 6 59 1 99 The desk is locked. 11 6 58 1 99 Climbing out the window right now would make you look a little foolish. Try using the door. 11 6 57 1 99 You take the key and put it away in your pack. 11 6 6 1 99 You open the cell door and release the gypsy prisoner. 11 6 6 2 8 "Thank you for freeing me. Now I owe you a debt. Come visit our camp and I will see what I can do to repay you." 11 6 1 1 99 You've entered the Burgomeister's sparsely-appointed office. The scanty light filtering in through the open window casts grim shadows on the room's scant furnishings. 11 6 1 2 99 The place looks dark and grim at night. It reminds you of the Burgomeister in that way.

310.msgEdit

0 159 0 1 99 Don't! You'll scare the cats. 0 0 81 1 99  %d Kopeks 0 0 80 1 99  %d Crowns 0 0 82 1 99 You are carrying: 0 0 83 1 99 You don't have any more money left. 0 13 0 1 11 "You don't have to bag your own purchases. Just pay me and I'll get them for you." 0 58 0 1 11 "Why, thank you. I never seem to have the time to dust in here." 0 23 0 1 11 "I'm sorry, but we have a 'no return' policy." 0 37 0 1 11 "Don't you go waving that thing around like a feather-duster in here! You might scare the cats." 0 40 0 1 11 0 46 0 1 11 0 15 0 1 99 If you want to buy something, you'll need to pay the shopkeeper directly. 0 19 0 1 11 0 21 0 1 99 People who work in glass-windowed houses much prefer that you do your rock throwing outside. 0 36 0 1 11 0 178 0 1 99 The shopkeeper looks concerned when you make the thief sign. 0 178 0 2 11 "I'm sorry, but I don't have any medication for epileptics. Maybe Dr. Cranium could help you." 17 4 0 1 99 "Roll out the barrel..." On second thought, better not. 17 1 0 1 99 It's a nice round barrel suitable for rocking and rolling. 18 4 0 1 99 This could be more fun than a barrel of monkeys! But it's tightly sealed. 18 1 0 1 99 It looks like a barrel of laughs. 10 4 0 1 99 Don't do that; you're likely to become a basket case! 10 1 0 1 99 This used to be a knitting basket, but now seems to have become a cat basket. Amazing how that tends to happen! 9 4 0 1 99 You pet the cat for a few minutes. It seems quite content to lie there and take it. 9 1 0 1 99 An orange-striped tabby has found a comfortable home in the basket. 14 4 0 1 11 "Please don't handle the merchandise. If you need something, I will be happy to help you with it." 14 1 0 1 99 This pot is looking a bit blue; maybe that's because it hasn't been sold yet. 15 4 0 1 11 15 1 0 1 99 The huge brown pot is probably used to store bulk merchandise (or maybe homemade brownies). 19 4 0 1 99 Don't kick the bucket yet; you still have a lot more to do here. 19 1 0 1 99 If these were full of teeth, they'd be bite buckets. However, there's really very little in them, so they're probably just bit buckets. 33 141 67 1 97 Shopping Bag (50 Kopeks) 33 141 61 1 97 Candy (5 Kopeks) 33 141 62 1 97 Oil Flask (100 Kopeks) 33 141 63 1 97 Garlic (25 Kopeks) 33 141 64 1 97 Hand Broom (350 Kopeks) 33 141 65 1 97 Pie Pan (250 Kopeks) 33 141 66 1 97 Trail Rations (50 Kopeks) 6 1 0 1 99 Doesn't every mantle have a candelabra? 34 4 0 1 99 Careful! The cats may explode if you touch them. They're purrfectly content where they are. 34 1 0 1 99 The cozy cat conveys a calmness most common in comfortable confines. 34 2 0 1 99 You attempt to have a meaningful dialogue with the cat. It says "meow." 4 4 0 1 99 4 1 0 1 99 The shopkeeper does a good business in clocks; apparently the villagers like to be able to tell when night is approaching! 24 1 0 1 99 This is the store counter. It's covered with more cats than merchandise. 20 4 0 1 11 "Do you like candy? You don't have to be ashamed to admit it! Those delicious treats are just five kopeks for three pieces, a bargain at twice the price." 20 1 0 1 99 This pot is filled with candy for the children of the village. 21 4 0 1 99 The crates feel empty. 21 1 0 1 99 These crates have been recycled as table supports. 16 4 0 1 99 16 1 0 1 99 The large ewers are just right for carrying water. 1 4 0 1 99 You warm your hands by the fire. It feels cozy and nice! 1 1 0 1 99 The fire helps keep the shop (and the cats) warm on these cold Autumn evenings. 12 4 0 1 99 12 1 0 1 99 These are some small frames suitable for miniature portraits. 3 4 0 1 11 "The garlic costs just 25 kopeks for a bulb if you would like some." 3 1 0 1 99 Either garlic is one of the most popular products here or the shopkeeper ordered way too much and hasn't been able to get rid of it. 2 4 0 1 99 2 1 0 1 99 Every cat lover needs a warm hearth. 5 4 0 1 99 You don't need the lamp; you have the magical torch. 5 1 0 1 99 An oil-burning lantern lasts longer than a simple torch (unless the torch happens to be magical). 25 23 0 1 11 "No thanks. I've got plenty here." 25 4 0 1 11 "My, what strong hands you have. Let me feel your muscles, hmmm." 25 4 0 2 99 On second thought, you realize you really don't want to do much touching of this woman. Nor vice versa. 25 59 0 1 11 "For me? Why, no one has brought me flowers since Boris and I were courting. Thanks. Say, you aren't sweet on me, are you?" 25 1 0 1 99 The shopkeeper is a short, plump, plain-faced woman with coarse features. 25 15 0 1 99 You pull out your money pouch to make a purchase. 25 6 41 1 11 "As my lost husband used to say, 'May all your travels lead somewhere.'" 25 6 41 2 11 "'Good night and don't let the bedbugs bite,' as my husband used to say." 25 6 41 3 11 "As my husband used to say, 'Come back again, sunshine or rain.'" 25 6 39 1 11 "Goodbye, or (as my dear departed Boris used to say) 'May the winds blow fair at your back.'" 25 6 40 1 11 "'Be seeing you soon enough!' as my lost husband used to quote." 25 6 36 1 11 "So you're the stranger in town. I've heard all about you already!" 25 6 37 1 11 "It's you again. It's been a quiet day so far." 25 6 6 1 11 "The talk is that you're a real Hero. People say you returned little Tanya to her parents. My, my." 25 6 2 1 11 "Have you heard? Igor the gravedigger is missing! They say a gypsy did it. We may have a Werewolf on a stake soon." 25 6 4 1 11 "I heard that someone burned down the old monastery! Isn't it strange how you were seen around that building recently?" 25 6 3 1 11 "I suppose you heard that the gypsy didn't kill Igor after all. Dmitri has set the gypsy free. No good will come of it, you mark my words. The man was clearly a Werewolf." 25 6 5 1 11 "More missing people! Now old Nikolai is gone! What is this town coming to?" 25 6 38 1 11 "You again. Heard anything interesting lately?" 25 6 38 2 11 "Hello. Do you have any news?" 25 6 38 3 11 "Back again so soon. What have you heard lately?" 25 6 38 4 11 "Well now, what news do you have for me?" 25 6 1 1 11 "If you see that no-good deserter again, give him a kick for me." 25 6 1 2 11 "If you happen to see that gatekeeper again, tell him he missed our anniversary, the bum." 25 6 1 3 11 "You know, I really miss my husband sometimes. And you can tell him that, if you ever see him again." 7 4 0 1 99 7 1 0 1 99 It's an ornamental dinner plate. 11 4 0 1 99 11 1 0 1 99 A set of plates sits on the high shelf out of the cats' reach. 27 141 31 1 97 Shopping Bag 27 141 28 1 97 Candy 27 141 32 1 97 Flask of Oil 27 141 29 1 97 Clove of Garlic 27 141 34 1 97 Small Hand Broom 27 141 33 1 97 Pie Pan 27 141 30 1 97 Trail Rations 26 141 12 1 97 Adventurers 26 141 10 1 97 Borgov Family 26 141 15 1 97 Burgomeister 26 141 16 1 97 Burgomeister 26 141 11 1 97 Castle 26 141 22 1 97 Tanya 26 141 9 1 97 Dr. Cranium 26 141 17 1 97 Gravedigger 26 141 18 1 97 Gravedigger 26 141 19 1 97 Gravedigger 26 141 20 1 97 Gypsy Prisoner 26 141 21 1 97 Gypsies 26 141 7 1 97 Innkeeper 26 141 8 1 97 Innkeeper's Wife 26 141 26 1 97 Monastery 26 141 27 1 97 Burned Monastery 26 141 23 1 97 Old Man 26 141 24 1 97 Old Man 26 141 25 1 97 Old Man's Death 26 141 13 1 97 Vampires 26 141 14 1 97 Werewolves 13 4 0 1 99 13 1 0 1 99 It's a small pot, perhaps for sugar, spice, or something else nice. 8 4 0 1 99 8 1 0 1 99 It looks like an ancient temple that the shopkeeper has put up on the mantle as a good-luck symbol. 22 4 0 1 99 This isn't Tarna! Those vines are for decoration, not climbing. 22 1 0 1 99 The vines give the room a nice, organic feel and a little extra fresh air. 23 4 0 1 99 There is no way to open the ornamental window. 23 1 0 1 99 The window looks out on the street and provides some extra sunlight in which the cats can bask. 30 141 43 1 97 Goods for Sale 30 141 43 2 97 30 141 47 1 97 Husband 30 141 48 1 97 Husband 30 141 49 1 97 Husband 30 141 50 1 97 Husband 30 141 51 1 97 Husband 30 141 52 1 97 Husband 30 141 53 1 97 Husband 30 141 54 1 97 Husband 30 141 55 1 97 Husband 30 141 56 1 97 Husband 30 141 71 1 97 Mordavia 30 141 44 1 97 Purchase Goods 30 141 45 1 97 Rumors 30 141 45 2 97 30 141 57 1 97 Shopkeeper 30 128 72 1 97 Say Goodbye 30 128 37 1 97 Greet Olga 30 128 59 1 97 Tell About Yourself 30 128 48 1 97 Tell About Gatekeeper 30 128 50 1 97 Talk About Boris 30 128 52 1 97 Talk About Boris 30 128 54 1 97 Talk About Boris 29 141 43 1 97 Goods for Sale 29 141 43 2 97 29 141 42 1 97 Shopkeeper's Name 29 141 44 1 97 Purchase Goods 29 141 45 1 97 Rumors 29 141 45 2 97 29 141 69 1 97 Shop 29 128 58 1 97 Buy Equipment 29 128 70 1 97 Say Goodbye 29 128 36 1 97 Greet Shopkeeper 29 128 42 1 97 Introduce Yourself 31 141 43 1 97 Goods for Sale 31 141 43 2 97 31 141 47 1 97 Husband 31 141 48 1 97 Husband 31 141 49 1 97 Husband 31 141 50 1 97 Husband 31 141 51 1 97 Husband 31 141 52 1 97 Husband 31 141 53 1 97 Husband 31 141 54 1 97 Husband 31 141 55 1 97 Husband 31 141 56 1 97 Husband 31 141 74 1 97 Mordavia 31 141 44 1 97 Purchase Goods 31 141 45 1 97 Rumors 31 141 45 2 97 31 128 60 1 97 Tell About Your Adventures 31 128 58 1 97 Buy Equipment 31 128 75 1 97 Say Goodbye 31 128 76 1 97 Greet Olga 31 128 48 1 97 Tell About Gatekeeper 31 128 50 1 97 Talk About Boris 31 128 52 1 97 Talk About Boris 31 128 54 1 97 Talk About Boris 32 141 31 1 11 "The shopping bag costs 50 kopeks. It is very useful for carrying your purchases or other large things." 32 141 28 1 11 "Three twists of candy will cost you just 5 Kopeks. The kids love them!" 32 141 32 1 11 "A flask of household oil will cost you 100 Kopeks. It's good for door squeaks and can also be used to loosen up rusty wagon wheels." 32 141 29 1 11 "Garlic is a must-have item. It's just 25 Kopeks for a bulb, and it will add flavor to any food." 32 141 29 2 99 The storekeeper looks around nervously for a moment, then continues. 32 141 29 3 11 "Some say garlic also has medicinal and protective properties." 32 141 34 1 11 "You can purchase the hand broom for 350 Kopeks. I'm sure you'll really clean up with it!" 32 141 33 1 11 "I can sell you a very nice large pie pan for 250 Kopeks. My, I've always admired a man who can cook." 32 141 30 1 11 "My husband always said I make the most interesting sandwiches. They're very good for you and I only charge 50 Kopeks each for them." 32 141 12 1 11 "There used to be a very active Adventurers' Guild here in town, but it's been empty and locked up since I can remember." 32 141 10 1 11 "The Borgovs used to live in the castle north of town. The last Borgov was said to have disappeared under suspicious circumstances. However, no one seems to know just what happened to him." 32 141 15 1 11 "Our Burgomeister is named Dmitri. He is responsible for keeping order in the town, and he's very serious. There was some scandal about his grandmother, but it was hushed up." 32 141 16 1 11 "Dmitri is really a very nice man. It's a shame the nasty things people say about his family. People shouldn't spread such rumors." 32 141 11 1 11 "The castle north of town was abandoned for many years. Then some strangers moved in four years ago. No one knows what goes on there now, but it won't be for the good, I'll tell you." 32 141 22 1 11 "I've heard you really had a great adventure bringing Tanya back from that awful castle. Did you really have to fight hundreds of horrible monsters without even a sword? That's wonderful!" 32 141 9 1 11 "Dr. Cranium is a very strange man. No one knows what goes on in the backroom of his house, except maybe Igor, and he won't talk about it." 32 141 9 2 11 "Someday, the mad doctor will blow us all up with one of those experiments of his. Mark my words." 32 141 17 1 11 "He's a strange one, isn't he? Digging graves and carving tombstones during the day, helping that crazy Dr. Cranium at night -- you know he's not up to any good. Decent folk have nothing to do with him." 32 141 18 1 11 "Igor didn't return to town the other night. Poor man, something dreadful happened to him. Eaten alive, more's the pity." 32 141 19 1 11 "Word has it that you rescued the gravedigger. Buried alive in his own grave; what a gruesome thought. Why, if you hadn't come across him, who knows what would have happened to him?" 32 141 20 1 11 "The gypsy was right outside town! The very nerve of some people. No sooner did it eat poor Igor, than it went off looking for someone else to chew on. Everyone knows all gypsies are Werewolves." 32 141 20 2 11 "I don't know how I'll sleep with that beast so close. We should burn him as quickly as possible, and I told Dmitri that. Otherwise, who knows what will happen when that gypsy gets loose. We'll all be eaten!" 32 141 21 1 11 "Well, the gypsy may not have eaten the gravedigger, but that still doesn't explain why he was hanging around town. We'll all be eaten by that Werewolf yet." 32 141 7 1 11 "Yuri hasn't been the same since his daughter was stolen away two years ago. Gypsies took her, I told him so. Never listens to me though." 32 141 7 2 11 "He's not doing much business at the inn, either. Except for those lazy excuses-for-farmers that hang out there and an occasional visitor, he'd go broke." 32 141 8 1 11 "Bella's a good woman. She's the one who really runs the inn. Her husband just gives orders. Someday she'll give Yuri a piece of her mind, and good for her. The things she puts up with!" 32 141 8 2 11 "She was a pretty woman not long ago. Wasn't called Bella for nothing. Losing her only child really aged her. What a tragedy." 32 141 26 1 11 "That's a bad place and you'd better have nothing to do with it. It's dangerous and should have been torn down long ago." 32 141 26 2 11 "Many a stranger never came back after asking questions about it, so don't let your curiosity be the death of you." 32 141 27 1 11 "I've heard tell you were seen near the monastery not long after folks noticed the fire. I'm not saying you did it, but I'm glad you did. That place was a menace to our town." 32 141 23 1 11 "Old Nikolai has been crazy for years. Never could get over the loss of his wife Anna." 32 141 23 2 11 "It's been years since Anna's been gone, before I even was married. Lost in the woods, she was, and eaten by something terrible, so it's said." 32 141 23 3 11 "They were such a happy couple. Now Nikolai's just crazier than a chicken with its head cut off." 32 141 24 1 11 "Nikolai was a handsome young man, and you should have seen Anna. Boris and I used to double-date with them, walking aroung town holding hands. Never saw anyone more in love than they were." 32 141 24 2 11 "After Anna became missing, Nikolai just never was the same. Looked for her everywhere. Still looks for her. Poor man." 32 141 25 1 11 "They say Nikolai went off to look for Anna for the last time. Maybe they're together again somewhere." 32 141 13 1 11 "Vampires, is it? There's talk that those strangers up in Castle Borgov are never seen by day, and can't abide the smell of good old garlic." 32 141 13 2 11 "If you are going to do any wandering outside town, make certain you have some garlic with you, just in case." 32 141 14 1 11 "Werewolves are gypsies, no question about it. They change into wolves at night, eating anyone they can get." 32 141 14 2 11 "Nothing can kill a Werewolf but silver or magic, so you be careful out in the woods at night, you hear? The gypsy camp is not all that far from here." 32 141 43 1 11 "Let me see, what could you use... Well, besides my regular items like brooms and pans, I really don't have that much any more for adventurers like yourself." 32 141 43 2 11 "I do have some lovely sandwiches you can use for rations, and garlic -- of course, you'll need garlic. I've also got some oil you can use to keep weapons and armor from rusting." 32 141 43 3 11 "If you like sweets, I've got some yummy homemade candy, although the garlic flavored ones have all been purchased by now. I'll have to make up some more. Oh, and a shopping bag to carry things in; I have a couple of those left." 32 141 47 1 11 "My sad, departed husband? His name was Boris. Gone three years now. He was such a good man." 32 141 48 1 11 "Boris was a wise man, always had something to say. 'A man can't know too much,' he'd tell me." 32 141 49 1 11 "That no-account fool? If you ever see him again, tell him he's a lazy louse and swamp scum besides." 32 141 50 1 11 "Did you see that coward of mine yet? The nerve of him, running off from me. Why, I'll be the laughingstock of the town when this gets around." 32 141 51 1 11 "You make sure and tell that good-for-nothing how much I resented having to sit here doing his work for him while he was off carousing with those other fools." 32 141 52 1 11 "I cooked for him. I cleaned for him. I kept this shop neat. I did everything for him, even made sure he got his work done, and he had the nerve to leave me! If I ever see him again, I'll give him such a piece of my mind!" 32 141 53 1 11 "It's not easy getting all the work done here by myself. I'm not as young as I used to be." 32 141 54 1 11 "Have you seen Boris recently? I just want him to know that if he doesn't care about the shop or me, he can just stay away. See if I care!" 32 141 55 1 11 "If Boris talks to you again, you tell him I'm fixing his favorite sandwiches -- avocado and garlic on pumpkin wheat bread. He used to love those." 32 141 56 1 11 "Boris came back to visit me. We had a lot to talk about. He says he'll come back again after work. It was nice to see him. Seemed like old times." 32 141 71 1 11 "This used to be such a nice place to live. 'Things can only get worse,' as my Boris used to say. With the swamp cutting us off and keeping visitors away, business is poor." 32 141 71 2 11 "With so many monsters running around at night, won't surprise me if we wake up one morning and find we're all dead here." 32 141 74 1 11 "This isn't a bad place to settle down, you know. You could easily earn a living farming here. That certainly has more job security than adventuring, after all." 32 141 42 1 11 "If you must know, my name is Olga Stovich. What's your name, stranger, and what are you doing in Mordavia?" 32 141 42 2 99 You tell her a few things about yourself. 32 141 42 3 11 "Hmm, professional Hero, eh? Easy to say, hard to do. We'll see." 32 141 44 1 11 "Interested in buying something? I have some things that you might be interested in. First show me your purse, then I'll show you what I have." 32 141 45 1 11 "What would you like to know about?" 32 141 69 1 11 "My husband and I have run this shop for many years. My husband has passed on now, but I keep it just the way he liked it. 'A well-run shop is a busy shop,' he always used to say." 32 141 69 2 11 "Not very busy anymore, what with the swamp, but I try to keep it going the best I can. Mostly housewares, but a few items that might interest you." 32 141 57 1 11 "Things haven't been too busy lately. I have plenty of time to get caught up with my knitting." 32 128 60 1 99 You tell Olga about what you've been doing in Mordavia. 32 128 60 2 11 "Be sure and keep me informed. I need to know everything that goes on around here. Someone's got to have a clue, after all." 32 128 70 1 11 "You be careful. We don't need you going around stirring up trouble, after all. Got enough as it is. If you do find something interesting, you'll let me know, of course, won't you?" 32 128 72 1 11 "I expect you plan on going adventuring some more. Well, I suppose the gravedigger has some room left at the cemetery." 32 128 75 1 11 "You take care. Don't want to see your funeral. I do hate that walk to the cemetery." 32 128 36 1 11 "Polite, aren't you? Well, 'manners are as manners do,' as my husband used to say. We'll see." 32 128 37 1 11 "Made it back did you? So what can I do for you this time?" 32 128 76 1 11 "So you haven't been eaten yet. We'll see how long you last, traipsing about everywhere when you should be staying in this nice, safe town." 32 128 59 1 99 You tell Olga some of the things you did before coming here. 32 128 59 2 11 "My, you've certainly been to some outlandish places. Must be nice for you to be back to real civilization again." 32 128 48 1 99 You tell Olga that the Gatekeeper's name is Boris Stovich and ask if they are related. 32 128 48 2 11 "So that's where the so-and-so went! Tell him he's a rotten no-goodnick!" 32 128 50 1 99 You tell Olga that Boris says she complains about him all the time. 32 128 50 2 11 "Well, if he'd ever been here to get his work done instead of spending all his time carousing at the inn, I wouldn't have had to complain, and you can tell him I said so." 32 128 52 1 99 You tell Olga that Boris didn't like being ordered around all the time. 32 128 52 2 11 "I wouldn't have had to order him around if he would only have done his work! I just wanted the shop to be neat and clean in case anyone came in. How does he expect me to do all the work around here by myself?" 32 128 52 3 11 "This was HIS family's business, after all!" 32 128 54 1 99 You tell Olga that Boris doesn't see any reason to keep the shop open when there's nothing left to sell. 32 128 54 2 11 "No business? You just tell that man about my avocado and garlic sandwiches. People come in and buy them all the time!" 32 128 42 1 11 "Well, you can call me Olga. Mrs. Stovich is too formal, after all. We don't welcome strangers here; they bring nothing but trouble. All the same, it's good to see a new face again." 28 6 77 1 97 To purchase an item, first click on the name of the item, then on the "Buy" button. If you decide not to purchase anything right now, click on "Exit" instead. 28 6 35 1 99 This general store is cheery and well-lit, thanks to the warm hearth. The first things you notice are the cats -- they seem to be everywhere! 28 6 35 2 99 Then you see the shopkeeper, sitting on her rocking chair as she knits. She's a very, well, sturdy-looking woman. 28 6 68 1 99 You do not have enough money to purchase that! 28 6 78 1 99 You consider purchasing another pie pan, but decide that one should be enough for all of your current baking needs. 28 6 79 1 99 First select the item you wish to purchase.

320.msgEdit

0 159 0 1 99 Usually folks around here don't start jumping on the tables until they've had a bit more to drink. 0 58 0 1 99 What? You don't like peanut shells on the floor? This place would hardly have any atmosphere without them! 0 37 0 1 99 They'll provide you with eating utensils; you needn't bring your own. 0 100 18 1 99 That one zapped you clean out of the inn... and this life. 0 100 18 2 99 Megavolt Jolt 0 81 0 1 99 The only magic you sense here is coming from the door of the last room at the top of the stairs. 0 52 0 1 99 It wouldn't be a good idea to show off the doll here -- the innkeeper would probably think you stole it. 0 33 0 1 99 They don't allow hookers in here; put your grapnel away. 0 1 0 1 99 0 19 0 1 99 Fresh food is better. This is an inn, after all. 0 21 0 1 99 Careful with those things -- you wouldn't want to be responsible for getting someone stoned! 0 36 0 1 99 Using a weapon is generally frowned upon in tavern brawls. 0 42 0 1 99 That generally works better on things that have locks. 0 178 0 1 99 You go through the weird contortions of the Thief Sign, accomplishing nothing except to make yourself look like an idiot. 1 1 0 1 99 The large pot near the fire is used to hold ashes until they can be taken out to the garden compost pile. 1 1 0 2 99 Don't make an ash of yourself. 2 4 0 1 99 You'd better not do that; your hand might get stepped on by an elephant. 2 1 0 1 99 The barrel serves as a repository for peanut shells, even though relatively few elephants stay at the inn these days. 3 4 0 1 99 You unlock the door to your room and go on in. 3 1 0 1 99 This door leads to your bedroom. 23 23 0 1 16 "Thank you, but no. I am trying to lose weight." 23 4 0 1 99 You kiss Bella's hand. 23 4 0 2 16 "No one else has ever done that to me." 23 4 0 3 12 "Done what?" 23 4 0 4 16 "He kissed my hand, Yuri." 23 4 0 5 12 "Well, he better not kiss anything else." 23 52 0 1 99 You mustn't let the innkeepers see you with the doll; you know how they feel about thieves around here! 23 59 0 1 16 "Oh, how lovely. I'll put these in some water in the kitchen. Thank you so much. I love flowers." 23 1 0 1 99 The innkeeper's wife is a sturdy, but not unattractive, peasant woman. 23 15 0 1 16 "Yuri handles all the money here at the inn." 23 6 31 1 16 "It has been my custom to sometimes go over to the center of the town and sit by the Staff. I fell asleep there the other afternoon, and I had the most wonderful dream." 23 6 31 2 16 "I dreamed my daughter was playing in the flowers. I held her in my arms, and she said that you brought her there. She said you should visit the Staff when night falls. Then the dream faded, and I awoke." 23 6 31 3 16 "It was so good to hold my child again, even if it was only a dream. Still, could you try to visit the Staff some night? The dream could have been important." 23 6 32 1 16 "It was kind of you to aid Igor. It has been a long time since we have had someone as heroic as you in Mordavia. Forgive us if we have seemed unkind to you. It is just that we have lived so long in fear." 23 6 33 1 16 "I don't know how we can ever thank you enough. It is such a joy to have my little Tanya home again." 4 4 0 1 99 Tusk, tusk. You mustn't be so boar'ing, you know. 4 1 0 1 99 This giant wild boar head is a trophy of the Burgomeister's last boar hunt. That must have been one impressive boar! 5 4 1 1 99 You open the cabinet and see a lovely doll. You carefully remove the elegant doll from the cabinet and store it in your pack. 5 4 2 1 99 5 4 3 1 99 You start to reach into the cabinet, then realize that you're being watched and decide against it. 5 1 4 1 99 This cabinet contains some extra plates, glasses and silverware. 5 1 5 1 99 This cabinet contains some extra plates, glasses and silverware. There is also a beautiful and ornate doll on one of the shelves. 5 1 2 1 99 There is nothing else of value in the cabinet. 5 1 6 1 99 With the cabinet open you can see that the "china" and "silver" are really just cheap tableware. 5 1 6 2 99 The doll, on the other hand, looks even more exquisite now that you can see it closely. It is a marvelously-crafted Mordavian princess figure. 6 1 0 1 99 It's a plain, but well-made, chair. You might say it's "sitting pretty". 7 4 0 1 99 Your chandelier-swinging days are over. 7 33 0 1 99 That might be just the slightest bit conspicuous, you know. 7 1 0 1 99 The chandeliers lend an aura of faded decadence (not to mention some light) on the Hotel Mordavia. 24 23 0 1 4 "Well, Mommy told me never to take anything from strangers ever again. You aren't a stranger, are you?" 24 23 0 2 12 "Mind your manners, Tanya." 24 23 0 3 4 "Thanks." 24 4 0 1 99 You give her a hug and she kisses you on your cheek. Just like you used to do to your old aunt Helen. 24 59 0 1 4 "Wow, no one's ever given me flowers before. Does this mean you're going to marry me?" 24 59 0 2 99 You shake your head. 24 59 0 3 4 "Well, thanks anyway." 24 19 0 1 4 "No, thanks, I don't like those." 24 6 34 1 4 "Well, I'm helping my mother make dessert in the kitchen. We are making garlic pudding. I get to lick the bowl. Bye!" 24 6 35 1 4 "Hello. Isn't it nice to be out in the daytime? I like feeling the sunshine again." 24 6 35 2 4 "My mother said I should thank you for saving me. Thank you. I do kind of miss Toby, though." 50 1 0 1 99 You see a small, hairy, sad-looking creature. 8 4 0 1 99 There doesn't seem to be anyone staying in this room currently. 8 1 0 1 99 This is the door to one of the guest rooms. 8 42 7 1 99 10 4 0 1 99 Nothing like warming your hands by a cozy fire. 10 1 0 1 99 A warm fire blazes in the hearth. 11 4 0 1 99 You'd think that no one would notice a little missing garlic. On the other hand, they might. Maybe you can buy some at the store if you really need it. 11 1 0 1 99 Braids of garlic festoon the walls, lending their pungent aroma to the room. Judging from the menu here, the innkeepers are trying to use it all up as quickly as possible. 25 23 0 1 13 "No, thanks. If you cheat on your diet, you may gain in the end." 25 4 0 1 13 "Hello, how are ya? Pleased ta meetcha. Put her there!" 25 4 0 2 99 The ever-present joy buzzer goes off a second before you shake hands. You wait for the punch line. There doesn't seem to be one. 25 59 0 1 13 "I used to wear a flower in my lapel, but I had to give it up. The pot kept bumping on my belly." 25 1 0 1 99 The Gnome is jest plain folks, a clown aroun' town. Everything about him epitomizes bad taste in attempted humor. 25 15 0 1 13 "Keep your money. Send more applause." 25 6 36 1 99 Whew! The Gnome has stopped speaking. Maybe he's finished telling his joke. You think about applauding, but you're not quite sure if you've heard the punchline yet. 25 6 37 1 99 The Gnome takes a deep bow and gets down off the stage. (That's funny, you always thought you got down off a duck.) The townspeople explode into spontaneous applause. 25 6 38 1 13 "Good Evening, ladies and germs. A funny thing happened on the way to Mordavia -- I got here." 25 6 38 2 13 "I walked up ta the innkeeper here and says to the guy, 'Do you know how lucky you are ta have such a funny guy as myself staying here?' The innkeeper said, 'No, but if you hum a few bars, I can fake it.'" 25 6 38 3 13 "You may as well laugh now. This act doesn't get any funnier." 25 6 38 4 13 "I sit down here for a meal and order some soup. When the waiter brings it, I says, 'Waiter, there's a fly in my soup.' The waiter says, 'Of course. That's the soup du jour.'" 25 6 38 5 13 "Am I going deaf in here, or how can so many people sleep with all these lights on?" 25 6 38 6 13 "Seriously, folks, I went to the doctor just the other day and he said he had some good news and some bad news. 'What's the good news?' I asked." 25 6 38 7 13 "'You only have three months to live.' said the Doc. 'That's terrible. What's the bad news?' I said. The doc replied, 'I'm getting married.'" 25 6 38 8 13 "I know I had an audience when I came in here. Anyway, show me a man with a million kopeks, and I'll show you a guy who's rich." 25 6 38 9 13 "Hey, you only had to listen to this material -- I'm the one who had to stand here and take it. Anyway, thank you, thank you. You've been a swell bunch of seats." 25 6 34 1 13 "Well, you've certainly been a person. It's been something talking with you." 25 6 39 1 13 "Now it's so long, it's been nice to know you. I like you -- I have no taste, but I like you. If you ever make it to Silmaria, look me up. I never forget a friend, especially if he owes me money." 25 6 39 2 13 "But seeing as how it's me that owes you one, I'd better get while the going's good. See ya, and don't take any wooden kopeks." 25 6 40 1 13 "Good Evening, ladies and gentlemen and all you others. I'd like to say how glad I am to be here -- I'd like to say it... Seriously, folks, staying at the Hotel Mordavia has been like staying at a resort. A last resort." 25 6 40 2 13 "My room is so small, the mice are hunchbacked. I couldn't even complain about the room service -- there wasn't any to complain about. And the innkeeper's wife really went out of her way to make me feel at home -- she ignored me completely." 25 6 40 3 13 "I wasn't feeling well, so I went out to visit the local doctor. You know -- Dr. Cranium. He's the guy with the three pairs of glasses -- one for nearsightedness, one for farsightedness, and one to look for the other two." 25 6 40 4 13 "I said to the doctor, 'My heart keeps making a strange noise. It keeps on going tick, tick, tick.' 'Aha!' said Dr. Cranium. 'Ve have vays of making you tock.'" 25 6 40 5 13 "Next I went to visit the local store. If you don't know what's up, then you haven't seen their prices lately." 25 6 40 6 13 "And the shopkeeper -- what a gossip! She suffers from acute indiscretion. I dislike repeating gossip, but what else can you do with it?" 25 6 40 7 13 "And boy, oh, boy, the monsters in this place. If I ever came face to face with a Revenant, I know what steps I'd take -- long ones. What would I do if I saw a Necrotaur? Hope it didn't see me." 25 6 40 8 13 "Actually, folks, I'm up here for a good reason. A jester's ambition is to be healthy, wealthy, and wisecracking. If it weren't for my friend the Hero over there, I couldn't make a hyena laugh." 25 6 40 9 13 "So when you've lost your wit, broken your funny bone, and none of your puns are fun, it helps to have a Hero handy." 25 6 40 10 13 "You know, that reminds me very little of the story about the gravedigger who was so bored he buried himself in his work." 25 6 40 11 13 "You know, I could tell you some more jokes, but you'd only laugh at them. So long and be good. If you can't be good, then be careful." 25 6 35 1 13 "What did you think of my performance? Was I hilarious or what?" 25 6 35 2 13 "Is this an inn or a cemetery? I've had livelier times at funerals. Some help you were, couldn't you at least have smiled a little louder?" 25 6 35 3 13 "It's nights like these that make me feel like an inept idiot and a lousy laughingstock. I'd make more money digging graves, but what? And get out of show business?" 25 6 41 1 13 "Keep smiling; it makes people wonder what you've been up to. So, was that funny or are you just keeping your mouth shut?" 25 6 42 1 13 "So everyone, I'll leave you with this story. A man runs up to his doctor and says, 'Doc, ya gotta help me. I keep thinking I'm a goat.'" 25 6 42 2 13 "The doctor asked, 'How long have you had this delusion?' The guy replied, 'Ever since I was a kid.'" 25 6 42 3 13 "That just goats to show you, I'm one baaaah dude. It's been shear pleasure here, but I'm going to take it on the lamb and just bleat it. Be seeing ewe!" 25 6 45 1 13 "Have a seat. Wait, no, better leave the seats here. But why don't you sit down on one? This show can't get on the road until you get off your load. So sit a while and enjoy yourself. Or maybe just sit." 25 6 46 1 13 "So you're back. No, it's your front. Take a seat, no, take two, they're small. I've got a joke just for ewe, so don't look so sheepish!" 9 4 8 1 99 There is no response to your knock. When you open the door, you find that the room has been cleaned out completely. 9 4 103 1 99 There is no response. Whoever (or whatever) is renting this room must not be there right now. 9 4 106 1 99 The gnome is busy packing his belongings, and doesn't want any company right now. 9 142 9 1 97 Knock on Door 9 142 10 1 97 Listen at Door 9 142 11 1 97 Open Door 9 142 12 1 97 Pick Lock 9 1 0 1 99 9 42 7 1 99 You're going to need to work on your lockpicking. You weren't skillful enough to get the door open. 12 23 0 1 12 "No, thank you." 12 4 0 1 99 You reach out to shake hands with the innkeeper. He just sort of stands there. After a few seconds, you lower your hand in embarrassment. 12 52 0 1 99 12 59 0 1 12 "I have no interest in such things." 12 1 0 1 99 The innkeeper looks rather grim. Life in Mordavia has obviously not been kind to him. 12 15 0 1 12 "You have already paid for your room and board." 12 15 105 1 99 Although you are a bit short, you offer all of your remaining cash to the innkeeper. 12 15 105 2 12 "I do not accept partial payments. You may pay me when you have enough money for the bill." 12 6 100 1 12 "It is very dangerous in Mordavia at night. We always keep things locked up when it gets dark. I will let you out for now." 12 6 100 2 12 "If you wish to return later this evening, just knock on the door. If you do not make it back by the closing of the inn, may you rest in peace." 12 6 13 1 12 "I must thank you for saving our Tanya. You have brought joy again into our lives. We are in your debt." 12 6 14 1 12 "Oh, you're back! I thought you'd been eaten by the forest monsters! Fortunately, your room has not yet been rented." 12 6 15 1 12 "You should not be out at night; it is much too dangerous. You are lucky I heard your knock so I could let you in." 12 6 102 1 99 You pay the innkeeper for your room and board. 12 6 102 2 12 "Thank you for your payment." 13 143 9 1 97 Knock on Door 13 143 10 1 97 Listen at Door 13 143 17 1 97 Listen at Door 13 143 11 1 97 Open Door 13 143 12 1 97 Pick Lock 13 1 0 1 99 This door leads to the innkeeper's private rooms. 13 42 0 1 99 You seem to be having some trouble picking this lock. Suddenly you realize what's wrong! It's hard to pick a door that isn't locked. 14 4 0 1 99 There's nothing you need on the table. 14 1 0 1 99 The back table is reserved for the inn's regular customers. 26 4 0 1 99 They outnumber you; better leave them alone. 26 1 0 1 99 Three of the townsmen huddle together. They keep looking in your direction as they talk; you suspect that they are saying something not particularly complimentary about you. 26 6 47 1 9 "The only good Werewolf is a dead Werewolf, I always say." 26 6 47 2 15 "That gypsy should be burned at the stake for what he did to poor Igor." 26 6 47 3 14 "He must be burned! It is the only way to kill a gypsy." 26 6 47 4 12 "Dmitri says that you all do not know what happened to old Igor. He may be alive somewhere, unable to get back to town." 26 6 47 5 9 "Bah. If he were alive, a night outside town would kill him." 26 6 47 6 15 "How do you explain the Werewolf we caught?" 26 6 47 7 12 "How do you know that the gypsy is a Werewolf? Has anyone seen him change form?" 26 6 47 8 14 "How do you know the gypsy isn't a Werewolf? He's not going to change form while we are watching him so closely, after all." 26 6 48 1 9 "So Dmitri says the gypsy didn't really kill Igor after all." 26 6 48 2 15 "What, you hadn't heard? That foolish gravedigger fell into a grave, and was trapped by his own gravestone!" 26 6 48 3 14 "Lucky for Igor the stranger happened to wander by before Igor starved to death." 26 6 48 4 12 "You are all fortunate that the stranger rescued Igor. You would have burned an innocent man." 26 6 48 5 9 "I still think the gypsy's a Werewolf." 15 4 0 1 99 The pillar is solidly set in the floor and ceiling. 15 1 0 1 99 The ornamental pillars must have been carved by an expert craftsman. 16 4 0 1 99 Fortunately, they're out of your reach. 16 1 0 1 99 Ornamental plates seem to be the fashionable decoration in country inns from here to Spielburg. 17 1 0 1 99 The railing serves an important purpose in keeping the inn's best customers from falling off the stairs. 18 4 0 1 99 Now the table's helping to keep you off the floor as well! 18 1 0 1 99 It's an antigravity machine! (Well, maybe not exactly, but it DOES keep food and drinks from falling to the floor.) 48 1 0 1 99 You're in the Hotel Mordavia. It's your basic, run-of-the-mill inn... but they forgot the mill (and nobody's running too far). 19 4 0 1 99 Naw, don't sit there; you never know when an elephant will wander in. 19 1 0 1 99 This short stool is just right for an elephant to be able to reach the table. 49 4 0 1 99 You pick at your plate in search of any leftover garlic. 49 1 0 1 99 It's the tray that the innkeeper's wife served your food on. 20 142 9 1 99 You knock on the door. 20 142 9 2 13 "Come on in; the door's not locked." 20 142 10 1 99 You hear some movement in the room. 20 142 11 1 99 You reach for the handle of the door. The result is electrifying, to say the least. 20 142 12 1 99 You hear the satisfying snick as the pick flicks the lock. When you reach for the handle, though, you are shocked by the result. 20 143 9 1 99 Nobody answers your knock. 20 143 10 1 99 You hear the sound of silence. 20 143 17 1 99 The cries are coming from behind this door. You can hear the voices of the innkeeper and his wife. 20 143 17 2 12 "You must accept it, Bella. Tanya is dead. You will never see her again." 20 143 17 3 16 "No! I cannot believe it! She can't be. I know she is alive. I know she will come back to us." 20 143 17 4 12 "Crying will not bring her back to us. This is foolish. Just go to sleep." 20 143 17 5 16 "How can I sleep, when my baby is not safe? She is at the castle, I know she must be." 20 143 17 6 12 "Then she must be dead. Bella, there is nothing we can do." 20 143 17 7 99 The cries fade off to quiet sobs. 20 143 11 1 99 As you start to open the door, you realize that this is the innkeeper's room. You quickly close it again before you get caught. 20 143 12 1 99 22 6 19 1 99 It's a typical country breakfast, fried beets and sausage with garlic for a garnish. 22 6 19 2 99 You eat your plain but nourishing breakfast. It has more than a bit of garlic added for spice. 22 6 19 3 99 Nothing like breakfast to get you off to a good start in the morning, especially when everything's laced with garlic. 22 6 19 4 99 It's a garlic souffle, Mordavian-style. 22 6 19 5 99 It's sausage and peppers fried with garlic. 22 6 20 1 99 You've entered a small but nicely-furnished country inn. Stairs lead up to the guest bedrooms. The floor is covered with sawdust and peanut shells. A barrel contains the few shells that managed to land in it. 22 6 20 2 99 The innkeeper stares at you with an expression of fear and astonishment. It is several seconds before he speaks. 22 6 20 3 12 "This is the Hotel Mordavia. Rooms here are 15 kopeks for room and board. Pay for one week in advance." 22 6 20 4 12 "Your room will be the first room at the top of the stairs. When you want food in the morning or evening, just sit down over there by the door." 22 6 21 1 99 Dinner tonight is Garlic Stew with vegetables. 22 6 21 2 99 You get a fine meal of roast duckling a la garlic. 22 6 21 3 99 You have some garlic pheasant for supper. 22 6 21 4 99 You get a fine meal of roast lamb garnished with red cabbage. Oh, and liberally flavored with garlic. 22 6 21 5 99 Tonight for your dining pleasure is the traditional Mordavian "Chicken Paprikash," delicately seasoned with locally-grown paprika and garlic. 22 6 108 1 99 The crying is coming from the door below the stairs. That's the innkeeper's room. 22 6 101 1 99 After eating your meal, you feel full -- of garlic. It's a good thing you can't smell your own breath. 22 6 22 1 99 The room is totally empty. 22 6 23 1 99 You've entered a small but nicely-furnished country inn. Stairs lead up to the guest bedrooms. The floor is covered with sawdust and peanut shells. A barrel contains the few shells that managed to land in it. 22 6 23 2 99 There is a silence in the room as everyone looks at you in astonishment, and perhaps fear. Finally, the man who is standing speaks. 22 6 23 3 12 "This is the Hotel Mordavia. Rooms here are 15 kopeks for room and board. Pay for one week in advance." 22 6 23 4 12 "Your room will be the first room at the top of the stairs. When you want food in the morning or evening, just sit down over there by the door." 22 6 104 1 99 The townspeople follow you into the inn. 22 6 24 1 99 A squeaky voice from beyond the door says, "Trying ta break and enter, eh? Well, forget it! I'm the only one allowed ta be rude around here." 22 6 25 1 99 A voice from behind the door says, "Oops, sorry! Seems I forgot about my burglar alarm. Hope it wasn't too shocking for you." 22 6 26 1 99 The inhabitants of the inn eye you suspiciously. You get the feeling that you're not particularly welcome here. 22 6 27 1 99 The innkeeper's wife glances timidly at you for a minute, then continues with her work. 22 6 16 1 99 You've never seen so many locks and bars on a door; you can't find any way to open it. 22 6 107 1 99 You are already seated. 22 6 28 1 99 You notice the Domovoi is watching you from its usual place. 22 6 29 1 99 You see that the Domovoi is here again. 22 6 3 1 99 You have the feeling you are being watched. 22 6 30 1 99 As you enter the hallway, you hear someone faintly crying downstairs.

321.msgEdit

1 146 1 1 97 Gnome 1 146 35 1 97 Inn 1 146 36 1 97 Innkeeper 2 146 2 1 97 Gnome 2 146 33 1 97 Inn 2 146 34 1 97 Innkeeper 3 146 3 1 97 Inn 3 146 4 1 97 Innkeeper's Name 3 146 16 1 97 Room 3 146 22 1 97 Town 3 146 22 2 97 3 128 18 1 97 Say Goodbye 3 128 21 1 97 Greet Innkeeper 3 128 20 1 97 Introduce Yourself 3 128 19 1 97 Tell About How You Got Here 4 146 28 1 97 Food 4 146 29 1 97 Garlic 4 146 6 1 97 Innkeeper 4 146 7 1 97 Wife 4 146 27 1 97 Townspeople 4 128 31 1 97 Say Goodbye 4 128 30 1 97 Greet 4 128 32 1 97 Tell About Yourself 5 146 8 1 97 Child 5 146 43 1 97 Innkeeper 5 146 44 1 97 Vampires 6 146 45 1 97 Castle 6 146 47 1 97 Forest 6 146 9 1 97 Inn 6 146 48 1 97 Innkeeper 6 146 54 1 97 Rumors 6 146 46 1 97 Townspeople 6 146 46 2 97 7 146 10 1 97 Gypsy Prisoner 7 146 40 1 97 Igor 7 146 39 1 97 Innkeeper 7 146 38 1 97 Vampires 7 146 37 1 97 Werewolves 8 146 11 1 97 Gypsies 8 146 41 1 97 Igor 8 146 42 1 97 Innkeeper 9 146 12 1 97 Child 9 146 60 1 97 Dark One 9 146 59 1 97 Innkeeper 10 146 55 1 97 Domovoi 10 146 13 1 97 Innkeeper 10 146 13 2 97 10 146 56 1 97 Rusalka 10 146 57 1 97 Vampires 12 6 14 1 13 "Hey, what are you trying to do -- ruin my act? Give me a chance at it first. So sit down so I can get started." 12 6 15 1 13 "Hey, I've been looking high and low for you, and I obviously wasn't looking low enough. You trying to upstage me or something?" 12 6 15 2 13 "Show business is tough enough without competition from you. One day they're putting your footprints in cement and the next day you're mixing it." 12 6 15 3 13 "So sit down, relax, and catch the show before it gets away." 15 146 58 1 97 Tanya 13 146 23 1 97 Burgomeister 13 146 26 1 97 Dangers 13 146 25 1 97 Monastery 13 146 24 1 97 Shop 14 146 52 1 97 Burgomeister 14 146 50 1 97 Dr. Cranium 14 146 53 1 97 Gravedigger 14 146 49 1 97 Nikolai 14 146 51 1 97 Shopkeeper 11 146 23 1 12 "The Burgomeister is the mayor of the town. You will be wise to listen to what he says, and stay out of trouble." 11 146 52 1 12 "The Burgomeister keeps to himself, and lives in his office." 11 146 45 1 12 "The castle was once that of the Boyar. Now, we do not know who lives there." 11 146 8 1 12 "She is her joyful self again. The sound of a child's voice is the sweetest of music. We will do our best to show her our love, and never let her be afraid of the dark again." 11 146 12 1 12 "She is well. She helps her mother during the day, and we make certain she is safe at night. No one will ever steal her from us again." 11 146 50 1 12 "Dr. Cranium came to Mordavia several years before the swamp closed off the pass. No one knows much about him, but no one trusts him. It is rumored that he conducts strange experiments." 11 146 26 1 12 "There are many ill things that roam this valley by night. Make certain that you never have to meet them. Never venture in the forest by night." 11 146 60 1 12 "We do not dare to speak of the Dark One, for that way lies madness and despair. I'm sorry I cannot help you." 11 146 55 1 12 "There are supposed to be Domovoi in most houses in Mordavia. They bring good luck, as long as you don't try to harm them. The Domovoi are creatures of legends, though, and I have never seen one." 11 146 28 1 12 "My wife prepares and serves two hearty meals a day. I am sure you will find them satisfying. Just sit down in the chair by the door and Bella will be happy to serve you." 11 146 47 1 12 "I know little of the forest, for I seldom leave my inn. You should speak with the Burgomeister; perhaps he can tell you more about it." 11 146 29 1 12 "Garlic is our national vegetable. We all love garlic around here, don't we, my friends? 11 146 29 2 9 "Of course. Everyone loves garlic." 11 146 29 3 15 "It is our country's flower." 11 146 29 4 14 "I don't care much for garlic." 11 146 29 5 9 "Quiet, you fool." 11 146 2 1 12 "He, too, is a stranger to Mordavia." 11 146 2 2 13 "Hey, what am I, shredded wheat? If you're talking behind my back, at least have the courtesy ta do it face to face." 11 146 1 1 12 "The Gnome was very odd and said many strange things. Yet Mr. Bones was very funny this time, and I enjoyed listening to him." 11 146 53 1 12 "The gravedigger is a strange one. He is a good carver of tombstones and digger of graves, though." 11 146 10 1 12 "There have been gypsies camped to the northeast of town for many years now, and we have had no trouble from them." 11 146 10 2 12 "And that is quite enough of the subject." 11 146 11 1 12 "The gypsy has returned to his people, I guess. It is a good thing for him that you were in town." 11 146 40 1 12 "We are all worried that the gravedigger is missing. He was a good, uh, worker." 11 146 41 1 12 "Now that Igor is back here with us, perhaps some day I will welcome him into the Inn. He was always so strange, and no one had anything to do with him. I never imagined I would miss him before." 11 146 3 1 12 "The Hotel Mordavia has been in my family for generations. It is the only place to be when darkness falls at night. Everything else is closed, and even we lock the doors. You must knock if you wish to come in." 11 146 33 1 12 "I try to keep people entertained here." 11 146 33 2 13 "So how come you weren't up on stage instead of me?" 11 146 35 1 12 "There will be no more entertainment acts at this hotel, at least not until someone new arrives." 11 146 9 1 12 "This inn used to do a steady business before the swamp prevented traders and tourists from coming. Now we mostly make our money off of food and drink." 11 146 48 1 12 "I am well, as always." 11 146 59 1 12 "I am well, and very happy." 11 146 6 1 12 "I am well." 11 146 42 1 12 "It is a great relief to me that the gypsy has been released. I had not looked forward to watching him burn at the stake. No man should die so hard." 11 146 34 1 12 "I have not listened to such nonsense in all my life." 11 146 34 2 13 "You call this a life?" 11 146 36 1 12 "I think I am sorry to see that strange Gnome leave. It was odd being able to laugh again, if just for a moment." 11 146 39 1 12 "Such talk of imaginary Werewolves only upsets people. They are more concerned about punishing the gypsy than with finding out what has happened to Igor." 11 146 43 1 12 "I have always found it difficult to express emotion. Mordavian men are not supposed to show such things. Yet I cried freely when you brought Tanya back to us. I cannot remember ever being so happy." 11 146 13 1 12 "I had a dream last night about my lost daughter Tanya. I awoke suddenly, and had difficulty getting back to sleep. Other than that, I am well." 11 146 25 1 12 "The monastery is to the north of here. It has been abandoned for many, many years, but it has a bad reputation. No one in town will go near it, and if you have any sense, neither will you." 11 146 4 1 12 "My name is Yuri Markarov. My wife's name is Bella. We are the owners of this inn." 11 146 49 1 12 "He is the harmless old man who wanders around looking for his dead wife. It must be a shame to grow old all alone." 11 146 16 1 12 "If you climb the stairs, your room is the first door on the right. The doors of the inn close before nightfall, so make sure you are always back before sunset." 11 146 54 1 12 "I do not gossip." 11 146 56 1 12 "In the folk tales of this region, we have always spoken of these beautiful maidens who seek to drown whomever comes near. I do not know if the Rusalki are real or not, but they make a good story." 11 146 7 1 12 "My wife keeps the kitchen, and I keep the inn. Together, we make the Hotel Mordavia the best place to stay in all this valley." 11 146 24 1 12 "There is not much for sale at the shop next door, but you may find something you need there." 11 146 51 1 12 "The shopkeeper knows everything that goes on in this town. She also makes a delicious Avocado and Garlic sandwich which she sells as rations." 11 146 58 1 12 "Two years ago, Tanya was stolen from her bedroom one night. There was no sign of what happened to her." 11 146 58 2 12 "There were rumors that the gypsies had stolen Tanya away, but when I went to their camp, I found no sign of her." 11 146 58 3 12 "Then the gravedigger mentioned that several times he saw a huge monster near her window at night. That is all I know of the matter. We both miss our daughter deeply." 11 146 22 1 12 "Make certain you are back in town before dusk. The gates of the town will close solidly to keep out any dangers." 11 146 46 1 12 "Besides the ones that come in here in the evening, there are quite a few others. You probably have met the shopkeeper, the gravedigger, and the Burgomeister. Then there's Nikolai and that crazy Dr. Cranium." 11 146 27 1 12 "They come in here in the evening to talk, drink, and relax." 11 146 57 1 12 "We do not like to speak of such things in Mordavia. It is considered bad luck. There have always been rumors of Vampires around here though." 11 146 38 1 12 "There are no such things as Vampires in Mordavia, are there, my friends?" 11 146 38 2 9 "Of course not. Mordavia is a safe place to live." 11 146 38 3 15 "Garlic makes a lovely decoration over every window." 11 146 38 4 14 "Just because we find our farm animals dead in the morning, drained of all blood, with only two puncture marks on the neck, doesn't mean we have Vampires." 11 146 38 5 9 "Ivan, drink your drink. You are too thirsty to talk straight." 11 146 44 1 12 "I do not know what to make of Tanya's stories about the Vampires. It is hard to imagine my lovely daughter as an Undead." 11 146 44 2 12 "Gladly would I go to the castle, though, and drive a stake through the heart of the one who stole our daughter from us." 11 146 37 1 12 "I have never seen a Werewolf." 11 146 37 2 9 "There are many things in this world you have never seen, Yuri." 11 146 37 3 15 "Yes, you have never seen a Ghost, but you do not doubt them, do you?" 11 146 37 4 14 "You have never seen a Rusalka rising from a lake, but that doesn't mean it isn't so, does it?" 11 146 37 5 99 They all sit for a few moments, thinking about Rusalki. 11 128 31 1 99 They nod at you in response. 11 128 18 1 12 "The first door at the top of the stairs leads to your room. My wife will serve you supper in the evening." 11 128 21 1 12 "Who are you, and how did you get here?" 11 128 30 1 99 They all stare at you for a moment, then go back to talking amongst themselves. 11 128 20 1 12 "You say that you are a Hero. We will judge you here by your actions, rather than your words." 11 128 19 1 12 "Magic is a very dangerous thing. We do not trust those who use or are used by magic. Make certain you do not give us any more cause for alarm." 11 128 32 1 12 "We do not believe in Heroes in Mordavia." 11 128 32 2 9 "We have no need of Heroes here." 11 128 32 3 15 "Heroes only tend to stir up trouble." 11 128 32 4 14 "I had an uncle once who was a Hero..." 11 128 32 5 9 "Enough talk of Heros!"

322.msgEdit

1 149 1 1 97 Gnome 1 149 20 1 97 Jokes 1 149 21 1 97 Plans 1 147 1 1 97 Gnome 1 147 33 1 97 Townspeople 1 147 34 1 97 Performance 2 149 2 1 97 Gnome's Home 2 149 18 1 97 Jokes 2 149 3 1 97 Gnome 2 149 17 1 97 Show Business 2 147 4 1 97 Gnome 2 147 31 1 97 Peasants 2 147 32 1 97 Performance 3 147 22 1 97 Mordavia 3 147 3 1 97 Names 3 147 23 1 97 Rumors 3 147 26 1 97 Town 4 147 28 1 97 Night 4 147 27 1 97 How They Are Doing 4 147 6 1 97 Strangers 4 147 6 2 97 4 147 7 1 97 Town 5 147 41 1 97 Elephants 5 147 8 1 97 Townspeople 5 147 40 1 97 Rumors 5 147 9 1 97 Town 5 147 9 2 97 6 147 10 1 97 Gypsy Prisoner 6 147 36 1 97 Igor 6 147 37 1 97 Townspeople 6 147 35 1 97 Werewolf 7 147 11 1 97 Gypsy 7 147 38 1 97 Igor 7 147 39 1 97 Townspeople 8 147 50 1 97 Elephants 8 147 13 1 97 Monsters 8 147 49 1 97 Townspeople 8 147 48 1 97 Rumors 9 147 12 1 97 Cave 9 147 43 1 97 Townspeople 9 147 47 1 97 Rumors 9 147 44 1 97 Rusalka 9 147 45 1 97 Vampires 9 147 45 2 97 11 6 15 1 13 "Hey, what are you trying to do -- ruin my act? Give me a chance at it first. Go sit down so I can get started." 11 6 16 1 13 "Hey, I've been looking high and low for you, and I obviously wasn't looking low enough. You trying to upstage me or something?" 11 6 16 2 13 "Show business is tough enough without competition from you. One day they're putting your footprints in cement and the next day you're mixing it." 11 6 16 3 13 "So sit down, relax, and catch the show before it gets away." 12 147 30 1 97 Jester 14 147 42 1 97 Cult 13 147 46 1 97 Castle 10 149 1 1 99 "It's good to have my wit about me again. Nothing worse than someone who can't take a joke, or one that tries to tell one, and can't." 10 149 1 2 99 "Before you helped me, when I told a joke, people always clapped their hands. Unfortunately, it was over their ears." 10 149 1 3 99 "Now whenever I tell a joke, I get carried away. So I'm leaving before they ride me out of town on a nail. A short joke, there." 10 149 2 1 13 "Be they ever so humble, there's nobody stays home. I've been on the road so long, I have flat tires on my feet. I go wherever I can tell a good joke, and many places where I can't." 10 149 20 1 13 "Did ya hear the one about the Dwarf who is so dumb, he always stops to think, and then forgets to start again. Everything that's said to him goes in one ear and out the other -- there's nothing there to block traffic." 10 149 20 2 13 "I can tell Dwarf jokes all day -- mainly because there are none around to stop me." 10 149 18 1 13 "I've got a million of them. Problem is, I can't remember most of them, and the ones I do remember should have been buried long ago. I used to be worth my wit in gold, but, oh, it's a long story. Ask me about it some other time." 10 149 3 1 13 "I'm staying at this inn for a while until I find something here. I've got the last door down the hall. Visit me sometime; I'm sure we can have a few laughs together." 10 149 21 1 13 "In another minute, I'm going to say my bye-bye and fly. I'm going south for the winter, down where the nights are balmy and so am I." 10 149 21 2 13 "Heading for Silmaria, land of winter waterland -- where there's no snow nor cold wind to blow. Up here, the winter is so cold, even the wind howls about it." 10 149 17 1 13 "Hey, my last tour was a great success, I outran everyone. But there's no business like show business. With me, the show must go on, and on, and on..." 10 147 46 1 9 "We know nothing about the people of the castle." 10 147 46 2 15 "We have no reason to suspect they are Vampires." 10 147 46 3 14 "Other than the fact that no one has seen them in the daytime, and huge black bats circle the castle at night, no reason at all." 10 147 12 1 9 "Cave? What cave?" 10 147 12 2 15 "We know of no cave in Mordavia." 10 147 12 3 14 "He probably means the Cave of the Dark One." 10 147 12 4 9 "Oh, that cave." 10 147 12 5 15 "We didn't know you meant that cave." 10 147 12 6 14 "We don't like to talk about it." 10 147 12 7 9 "It is cursed." 10 147 12 8 15 "It is bad luck." 10 147 12 9 14 "It was made by the Cult when they did their unspeakable rites there." 10 147 12 10 9 "That's why we do not speak of it." 10 147 42 1 9 "That all happened many, many years ago." 10 147 42 2 15 "There are no more Cult members around now." 10 147 42 3 14 "What about the Chernovy in the forest?" 10 147 42 4 9 "Well, no one knows if they are alive or dead." 10 147 42 5 15 "For all we know, they may just be wild stories to frighten little children." 10 147 42 6 14 "And what about the Dark One's..." 10 147 42 7 9 "Enough! There are some things we must not speak about, Ivan. You know that!" 10 147 42 8 14 "Sorry." 10 147 25 1 14 "I... I'd rather not talk about it." 10 147 25 2 9 "Since that day, Ivan has been a pale shadow of his former self." 10 147 25 3 15 "It left him a broken and bitter man." 10 147 25 4 14 "Sometimes, I cannot bear to even come in here. There are so many little things to remind me..." 10 147 41 1 9 "Once, many years ago, huge herds of elephants roamed freely in this valley." 10 147 41 2 15 "Once upon a time, peanut farming was a profitable profession here." 10 147 41 3 14 "Once, long ago, I had a successful career as an elephant herder." 10 147 41 4 9 "Everyone used to have a pet elephant." 10 147 41 5 15 "Elephants were useful for washing windows on the second floor." 10 147 41 6 14 "They were great for vacuuming up peanuts from your rugs." 10 147 41 7 9 "Elephants are very clean, and modest as well. They always went bathing with their trunks." 10 147 41 8 15 "Elephants were very easy to housebreak. They hardly ever made mistakes, unless they got excited." 10 147 41 9 14 "Unfortunately, elephants got excited easily. A lot of houses got broken that way." 10 147 41 10 14 "This brings back sad memories. Please, speak of something else." 10 147 50 1 9 "One dark day, a large stranger came to town." 10 147 50 2 15 "He was dressed in dark clothes, and wore a hood over his head so we could not quite see his face." 10 147 50 3 14 "He spoke in a deep, sibilant voice, and had a cruel chuckle." 10 147 50 4 9 "He went up to each and every elephant in Mordavia and whispered something in its ear." 10 147 50 5 15 "By the next day, all the elephants had left Mordavia." 10 147 50 6 14 "I can't bear this. You tell it." 10 147 50 7 9 "Only the stranger was left in town." 10 147 50 8 15 "We went up to him and asked him 'What have you done?' and 'What did you say to the elephants?'" 10 147 50 9 9 "Then he threw off his clothes and cape, and he revealed that he was an elephant!" 10 147 50 10 15 "He said, 'Ha, ha! You fools, I AM an elephant!'" 10 147 50 11 9 "And then he packed up his trunk and left forever." 10 147 50 12 15 "But to this day, on dark, cold nights, you can still hear the distant echoes of elephants trumpeting their mournful cries." 10 147 50 13 14 "And I call out, 'You forgot to write!' but the elephants do not listen and they never remember." 10 147 24 1 9 "Farming is a very important job in Mordavia." 10 147 24 2 15 "If there was no farming, there would be no town." 10 147 24 3 14 "Everyone would have starved to death." 10 147 24 4 9 "A pumpkin from Mordavia used to be treasured everywhere." 10 147 24 5 15 "Everyone has heard of Mordavian Garlic!" 10 147 24 6 14 "Peanuts were very popular here too, when the elephants still roamed free." 10 147 4 1 9 "There are no other Gnomes in Mordavia." 10 147 4 2 13 "Gnome wonder!" 10 147 4 3 15 "We have no need for their kind here." 10 147 4 4 13 "You guys are so narrow-minded, you could all look through a keyhole with both eyes. What Gnome would want to work here? You guys have all the sense of humor of a Wyvern with a hangover." 10 147 4 5 14 "What need have we of fools?" 10 147 4 6 13 "You've got a point. There are enough fools in here already to reach critical mass. If it pays to be ignorant, why are you guys so broke?" 10 147 1 1 9 "He wasn't such a bad person once you got to know him." 10 147 1 2 15 "We would welcome him in Mordavia, if he ever comes back." 10 147 1 3 14 "I still wouldn't let him marry my daughter, though." 10 147 1 4 9 "But you don't have a daughter." 10 147 1 5 14 "Well, that's why he can't marry her." 10 147 10 1 9 "We captured the gypsy ourselves. Did you know that, Yuri?" 10 147 10 2 12 "You told me that several times." 10 147 10 3 9 "The gypsy was very surprised when we grabbed him." 10 147 10 4 15 "He did not expect us to be so strong and brave." 10 147 10 5 14 "It was pretty amazing, after all." 10 147 10 6 9 "The Burgomeister has him locked safely away." 10 147 10 7 15 "Dmitri said that if the gypsy turned into a wolf, he would let us all know." 10 147 10 8 14 "And he wouldn't even charge admission!" 10 147 11 1 9 "The gypsy has returned to his people, I suppose." 10 147 11 2 15 "The gypsy camp is somewhere to the east of town." 10 147 11 3 14 "I still think he was a Werewolf." 10 147 11 4 9 "Did you ever see him turn into a wolf?" 10 147 11 5 14 "Well, no." 10 147 11 6 15 "Did he have hairy hands or pointed ears?" 10 147 11 7 14 "No..." 10 147 11 8 9 "It's all your fault, blathering on about those foolish folk tales. We might have harmed an innocent man!" 10 147 11 9 15 "Ya, everyone knows there's no such things as Werewolves." 10 147 36 1 9 "The gravedigger must have faced a terrible death." 10 147 36 2 15 "Ya, torn to shreds by a ferocious Werewolf." 10 147 36 3 14 "He must have been scared to death!" 10 147 38 1 9 "The gravedigger has returned to town safely and can get back to his job carving gravestones." 10 147 38 2 15 "And we won't even dock his pay for the missing days." 10 147 38 3 14 "After all, the gravedigger was at work all the time, so to speak." 10 147 30 1 9 "There is another stranger in town besides you." 10 147 30 2 15 "He is very strange." 10 147 30 3 14 "He isn't even human!" 10 147 30 4 9 "No one knows how he got here or why he came." 10 147 30 5 15 "No one knows where he goes during the day, or who he is trying to meet." 10 147 30 6 14 "And he tells jokes! At least, I think he does." 10 147 30 7 9 "He says he is a jester." 10 147 30 8 15 "He dresses like a fool." 10 147 30 9 14 "And he acts like a Gnome." 10 147 30 10 9 "He IS a Gnome, you dolt." 10 147 13 1 9 "Many monsters roam the night in Mordavia." 10 147 13 2 15 "Many an eldritch creature crawls out in the dark." 10 147 13 3 14 "Good thing we stay safe within the town walls and doors so we don't have to meet them." 10 147 22 1 9 "Mordavia is a wonderful place." 10 147 22 2 15 "There are many places to go and things to see here." 10 147 22 3 14 "There's a nice cemetery to the east of town." 10 147 22 4 9 "Everyone here is friendly." 10 147 22 5 15 "Except to strangers." 10 147 22 6 14 "Or anyone that is weird and doesn't belong." 10 147 3 1 9 "I am Hans. I am a farmer of pumpkins and corn and a person of great importance in Mordavia." 10 147 3 2 15 "I be Franz. I am wealthy garlic grower." 10 147 3 3 14 "And I am Ivan, an elephant herder. Unfortunately, there are no more elephants in Mordavia so business is a bit slow." 10 147 28 1 9 "Mordavian nights are dangerous." 10 147 28 2 15 "No one ventures out at night." 10 147 28 3 14 "No one other than a few Ghosts and Revenants, a Wraith and a Vampire or two." 10 147 28 4 9 "No! There are no Vampires in Mordavia." 10 147 28 5 15 "Vampires in Mordavia? Who ever heard of such nonsense?" 10 147 28 6 14 "My Uncle Fred was bitten by a Vampire once." 10 147 28 7 9 "Your uncle Fred is alive and well and retired to Silmaria." 10 147 28 8 15 "He sends you a postcard every harvest time saying 'Wish you were here!'" 10 147 28 9 14 "Well, he got better." 10 147 8 1 9 "We were sitting here minding our own business until you interrupted us." 10 147 8 2 15 "You do not seem to realize that we are very important men around here." 10 147 8 3 14 "Just because no one else seems to think so is no excuse..." 10 147 43 1 9 "Now that the harvesting season is over, I can relax a little." 10 147 43 2 15 "Now that the garlic is gathered, and the cloves are put into the ground for next year, I can sit and enjoy myself." 10 147 43 3 14 "Now that the elephants are all gone, I have nothing better to do than sit here and help the others drink." 10 147 49 1 9 "Things are pretty quiet around here. Yuri and Bella are happy that Tanya is back." 10 147 49 2 15 "Igor's back to his old self and we even speak to him occasionally now." 10 147 49 3 14 "There's even a rumor that Boris and Olga may be getting together again." 10 147 49 4 9 "On the other hand, there are Vampires in the castle." 10 147 49 5 15 "And the swamp still cuts us off from the rest of the world." 10 147 49 6 14 "And the Dar... the cave still darkly influences everything that goes on in Mordavia." 10 147 49 7 9 "So we were a little curious about you." 10 147 49 8 15 "When are you going to get around to taking care of all the rest of our problems?" 10 147 49 9 14 "After all, you're the Hero around here." 10 147 49 10 99 You start to tell them of your plans and the dangers you face... 10 147 49 11 9 "Maybe it's better we don't know all the details." 10 147 49 12 15 "Ya, I think we'll sleep better if we don't." 10 147 49 13 14 "Da. What we don't know won't give us nightmares." 10 147 27 1 9 "There is nothing wrong with us." 10 147 27 2 15 "We are fine." 10 147 27 3 14 "Well, to tell the truth, I feel a cold sore coming on." 10 147 31 1 9 "I have not spent a duller evening here." 10 147 31 2 13 "And just when I was going to invite you to my party -- there's always room for one bore." 10 147 31 3 15 "Anyone could tell better jokes than the Gnome did." 10 147 31 4 13 "Look, I'd argue with you, but I never engage in a battle of wits with an unarmed man." 10 147 31 5 14 "I didn't get anything." 10 147 31 6 13 "How could you? If ignorance is really bliss, you're the world's happiest guy!" 10 147 33 1 9 "I was rather amused this evening." 10 147 33 2 15 "I had a very good time here." 10 147 33 3 14 "I laughed so hard, I almost lost my drink." 10 147 37 1 9 "You should have seen us capturing that gypsy; we were very brave." 10 147 37 2 15 "He couldn't get away from us." 10 147 37 3 14 "That's because the Burgomeister grabbed him first." 10 147 39 1 9 "Things should settle back to normal, now that the gravedigger has returned." 10 147 39 2 15 "We can go back to being open and friendly." 10 147 39 3 14 "And suspicious of strangers." 10 147 32 1 9 "I think the performance tonight lacked a certain sense of humor." 10 147 32 2 15 "The jokes were not told well, and were very old." 10 147 32 3 14 "And he wasn't very funny, either." 10 147 32 4 13 "What do you mean, I wasn't funny? You guys wouldn't know a punchline if it hit you in the face!" 10 147 34 1 9 "That was an evening of rare entertainment." 10 147 34 2 15 "I can't remember laughing so hard before." 10 147 34 3 14 "And I even got some of the jokes!" 10 147 23 1 9 "Rumors? What rumors?" 10 147 23 2 15 "There are no rumors here." 10 147 23 3 14 "Unless you count the rumor that the castle is owned by..." 10 147 23 4 9 "Nonsense. There are no rumors to speak of in Mordavia. 10 147 40 1 9 "We do not spread rumors here; do we, Ivan?" 10 147 40 2 14 "No, Hans." 10 147 40 3 15 "We do not gossip about our neighbors in Mordavia. Do we, Ivan?" 10 147 40 4 14 "No, but you used to tell everyone about the time Olga caught Boris drinking with us when he was supposed to be minding the store." 10 147 40 5 9 "That was not gossip. That was merely a funny story." 10 147 40 6 14 "And Franz, what about the story you tell about the time you saw Yuri and Bella in the garden one night?" 10 147 40 7 12 "What was that?" 10 147 40 8 15 "Nothing, Yuri." 10 147 40 9 9 "So you see, we do not spread rumors here." 10 147 47 1 9 "I've tried to tell you before, we do not gossip here." 10 147 47 2 15 "We do not backstab others in Mordavia." 10 147 47 3 14 "We prefer to do it face to face." 10 147 48 1 9 "Oh, very well. Maybe we do gossip once in a while." 10 147 48 2 15 "Perhaps we do tell things about others occasionally." 10 147 48 3 14 "But we never repeat gossip, so try to get it straight the first time we tell it." 10 147 48 4 9 "Actually, this gossip is about you." 10 147 48 5 15 "Someone overheard Tanya playing where the staff used to be." 10 147 48 6 14 "She was singing, 'Trina's in love. Trina loves a human. Trina's in love.'" 10 147 48 7 9 "Since you are the only human having any dealings with that Vampire..." 10 147 48 8 15 "We thought you might be interested in that story." 10 147 48 9 14 "You can never tell about some people, unless you're a gossip." 10 147 29 1 9 "No one likes to gossip in Mordavia." 10 147 29 2 15 "We do not spread such slander." 10 147 29 3 14 "But Hans -- what about the time you told me why Franz takes garlic to bed with him?" 10 147 29 4 15 "Hans! You didn't!" 10 147 44 1 9 "A Rusalka is the undead spirit of a drowned maiden." 10 147 44 2 15 "She tries to lure others to a watery death." 10 147 44 3 14 "And she doesn't wear any clothes." 10 147 44 4 9 "There was a rumor for a while that there was a Rusalka in Mordavia's lake." 10 147 44 5 15 "No one who tried to check this rumor out ever returned." 10 147 44 6 14 "A Rusalka is supposed to be very beautiful, you know. And the ones that went to find out were all men." 10 147 44 7 9 "What a pity." 10 147 44 8 15 "What a shame." 10 147 44 9 14 "What a way to go!" 10 147 6 1 9 "We do not get many strangers here, now that the pass outside has been cut off." 10 147 6 2 15 "We do not trust ones who come here by unknown means." 10 147 6 3 14 "Particularly strangers we don't know." 10 147 6 4 9 "We tend to be very suspicious of strangers." 10 147 6 5 15 "We try to make it clear to strangers that they are unwelcome and unwanted." 10 147 6 6 14 "And that we don't like them very much." 10 147 6 7 9 "Strangers bring bad luck!" 10 147 6 8 15 "Strangers bring trouble." 10 147 6 9 14 "Actually, the last stranger brought a jester's hat and staff, but we still don't trust him." 10 147 6 10 9 "Anything else you want to know, STRANGER?" 10 147 26 1 9 "The town of Mordavia is a quiet place." 10 147 26 2 15 "Filled with friendly, joyful people." 10 147 26 3 14 "Well, I'm not sure about friendly. We tend to be very suspicious of strangers like you." 10 147 26 4 9 "Well, the town is filled with joyful people." 10 147 26 5 15 "Happy and joyful people." 10 147 26 6 14 "Well, I wouldn't call us particularly joyful. As a matter of fact, most of us are pretty glum." 10 147 26 7 9 "Very well. Mordavia is filled with people." 10 147 26 8 15 "Ya. Many people." 10 147 26 9 14 "Well, I wouldn't exactly call it 'many'. There actually aren't very many of us around here." 10 147 26 10 9 "Oh, forget it." 10 147 7 1 9 "The town of Mordavia is a very safe place to be." 10 147 7 2 15 "You have nothing to fear within the walls of the town." 10 147 7 3 14 "Other than the old monastery." 10 147 7 4 9 "As long as you do not venture in to the old monastery, you will be safe in town." 10 147 7 5 15 "Ya. Don't even think of trying to go into the monastery, and you will be okay." 10 147 7 6 14 "Then there's the monastery door..." 10 147 7 7 9 "Oh, very well. As long as you don't go near the monastery door..." 10 147 7 8 15 "Or anywhere near the monastery..." 10 147 7 9 14 "You will be perfectly safe in the town of Mordavia!" 10 147 9 1 9 "Our little town has remained unchanged for generations." 10 147 9 2 15 "Our forefathers have always lived here in peace and quiet." 10 147 9 3 14 "Except for when the Cult came here." 10 147 9 4 9 "The Cult... well, they were all a bunch of strangers anyway." 10 147 9 5 15 "Ya, they did not have much to do with the town." 10 147 9 6 14 "Except when they built the monastery here and all moved inside." 10 147 9 7 9 "But the Cult mostly kept to themselves." 10 147 9 8 15 "No one had much to do with them. The Cult was pretty quiet here." 10 147 9 9 14 "Except for the strange noises and horrible screams that rose from the monastery at night." 10 147 14 1 9 "You have been here for a while. You should settle down here." 10 147 14 2 15 "Ya, you could learn an honest trade." 10 147 14 3 14 "Yes, like elephant herding. I'd be glad to have you as my apprentice." 10 147 45 1 9 "Vampires? Just because Mordavia is noted for Vampires does not mean there are any here." 10 147 45 2 15 "Just because we string garlic everywhere does not mean we are actually worried about Vampires." 10 147 45 3 14 "Just because no one dares to go out at night, or even thinks about visiting Castle Borgov does not mean we believe in Vampires here." 10 147 35 1 9 "Werewolves are a terrible curse." 10 147 35 2 15 "Even if the gravedigger survived, he would turn into a Werewolf by night." 10 147 35 3 14 "It's hard to imagine Igor as a Werewolf." 10 147 35 4 99 They sit a while thinking about a Werewolf named Igor, and chuckle once in a while.

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1 150 13 1 97 Bella 1 150 1 1 97 Dreams 1 150 1 2 97 1 150 4 1 97 Erana's Staff 1 150 4 2 97 3 150 16 1 97 Bella 3 150 5 1 97 Child 3 150 17 1 97 Vampires 3 151 6 1 97 Ad Avis 3 151 24 1 97 Child 3 151 7 1 97 Katrina 3 151 8 1 97 Toby 4 150 14 1 97 Fear 4 150 9 1 97 Gypsies 4 150 15 1 97 Igor 4 150 10 1 97 Name 5 150 22 1 97 Bella 5 150 11 1 97 Child 5 150 23 1 97 Dark One 6 150 20 1 97 Bella 6 150 19 1 97 Domovoi 6 150 18 1 97 Dreams 6 150 4 1 97 Staff 6 150 4 2 97 6 150 21 1 97 Town 2 150 2 1 97 Tanya 8 150 3 1 97 Erana 7 150 20 1 16 "I am fine, but I do worry about you at times. Please take care of yourself. I know that Heroes need to do dangerous things, but try not to get into too much trouble." 7 150 20 2 12 "Oh, Bella. Leave the poor man alone." 7 150 20 3 16 "I just want to make sure he will be all right." 7 150 22 1 16 "I couldn't be happier. My baby is back, and everyone is well here." 7 150 13 1 16 "I am fine, thank you. I wanted to tell you about my dream because I was certain you would know of such things. Dreams having important meanings, that is." 7 150 13 2 12 "Bella, he does not need to listen to such nonsense." 7 150 13 3 16 "It is for him to decide if it is nonsense or not, Yuri." 7 150 16 1 16 "I knew Tanya was alive somewhere. I never lost hope that she would return." 7 150 16 2 12 "Bella, you heard his story. Tanya was dead... an Undead, a Nosferatu!" 7 150 16 3 16 "She is fine right now, isn't she? As long as she is alive and well, what does it matter?" 7 150 5 1 16 "My Tanya is her cheerful, loving self again. I can never thank you enough for the kindness you have shown us all." 7 150 11 1 16 "While Tanya was away from us, she learned to read and write. Now she is teaching me to read. I have always wanted to learn how to read. Together Tanya and I will teach all the women of the town to read and write." 7 150 11 2 12 "Why would a woman need to read or write? That is like teaching a horse to dance!" 7 150 11 3 16 "Yuri, you and I will have a talk later. Tonight, in fact." 7 150 23 1 16 "I don't know much about that other than it's very bad luck to speak of it. And that it was supposed to have something to do with the old monastery and a dark Cult that worshiped it." 7 150 23 2 16 "And that it had something to do with Erana's death. And rumors that say it is the cause of all the problems here in Mordavia. Other than that, I can't tell you anything." 7 150 19 1 16 "I used to see the Domovoi when I was a child. I'd sneak down from my bedroom in the middle of the night and look for him. He was always hiding somewhere downstairs and would laugh when I found him." 7 150 19 2 16 "Now that I am an adult, I have not seen him. But I do know he is around still." 7 150 1 1 16 "I often have dreams where I see Tanya again. I know she must be alive somewhere. I can feel it." 7 150 1 2 12 "Bella, enough. I am sorry, but Bella cannot accept that our child is dead." 7 150 1 3 16 "It is you who are wrong, Yuri. You have given up hope..." 7 150 1 4 12 "We will speak of this later, Bella. Why don't you go see what's burning in the kitchen?" 7 150 18 1 16 "Even my husband has dreams sometimes. I keep trying to tell him to believe in his dreams, that they are trying to tell him something, but he doesn't listen to me." 7 150 3 1 16 "My grandmother used to tell stories about Erana. How she was part Faerie Folk, and unearthly beautiful, and she brought kindness and magic wherever she went." 7 150 3 2 12 "Wives' Tales." 7 150 3 3 16 "They were true! Somewhere in the forest lies Erana's garden. My grandmother used to visit there sometimes, before the woods got too dangerous to travel in." 7 150 3 4 16 "My grandmother told me how very beautiful the garden was, and how it filled her with happiness. How I wish I could visit there sometime." 7 150 3 5 12 "No, Bella. It is too dangerous outside the town walls." 7 150 3 6 16 "I know, Yuri. Still, someday I will go there. You will see." 7 150 14 1 16 "My husband Yuri does not like me to talk to strangers. He thinks they may be dangerous. But clearly you are not dangerous. You are a Hero. We need a Hero here." 7 150 14 2 12 "Bella!" 7 150 14 3 16 "Oh, Yuri. I'm just saying how welcome he is in Mordavia." 7 150 9 1 16 "I was very worried about the gypsy. It was just like those three old busybodies to accuse the wrong man. I'm so glad the gypsy is free." 7 150 9 2 16 "I don't know if gypsies are Werewolves, and I don't really care. As long as they don't harm anyone, they have as much right to live in Mordavia as we do." 7 150 9 3 12 "Bella!" 7 150 9 4 16 "Don't you believe that, Yuri?" 7 150 9 5 12 "Maybe." 7 150 9 6 16 "Well, then, when you see your gypsy friend again, you may tell him that Yuri and Bella, at least, will welcome him here in town." 7 150 9 7 12 "Now, I never said that..." 7 150 9 8 16 "But you meant it, didn't you? You are a man of your word, after all." 7 150 15 1 16 "I always leave a supper out for him behind the inn. He looks strange and a little frightening, but I think he is really a good person. He is always so polite to me." 7 150 15 2 16 "I'm not sure what he means by graveyard humor, though. At least he seems to enjoy himself." 7 150 10 1 16 "Oh, that is right. We haven't been properly introduced. Yuri, will you introduce us?" 7 150 10 2 12 "This is silly. You've met before." 7 150 10 3 16 "Still it would be nice to be properly introduced. Please, Yuri?" 7 150 10 4 12 "This is Bella Markarov, my wife and keeper of the kitchen." 7 150 10 5 99 You introduce yourself in return. 7 150 10 6 16 "I am very honored to meet you." 7 150 4 1 16 "My mother used to go to the garden or the staff whenever she was unhappy. She said that the Staff always made her feel safe and warm. I have felt such feelings there as well." 7 150 4 2 16 "My Grandmother used to say that the Staff was from the Mage Erana. That it was Erana's final gift to Mordavia when she died." 7 150 4 3 16 "I only know that you should visit there at night sometime. Perhaps you will have a pleasant dream there." 7 150 2 1 16 "Tanya was my beautiful daughter. She was lured away from here one night two years ago and no one has seen her since." 7 150 2 2 12 "She is gone forever, Bella." 7 150 2 3 16 "No. I will never believe that. I know someday she will return. My dreams will come true." 7 150 21 1 16 "You have probably met nearly all the men in town. Most of their wives work hard this time of year, canning all the vegetables from the fall harvest and making new clothes and blankets to provide for winter." 7 150 21 2 16 "This may be the time for men to relax from the harvest, but for the women, it is one the busiest times of year." 7 150 17 1 16 "I do not understand what all this talk is about Vampires and Tanya. She is returned healthy and happy, and that is what is important." 7 150 17 2 16 "Of course, I will never forgive the woman who stole my baby from me. Still, I think I can understand her a little. I, too, have always wanted a child such as Tanya." 7 150 17 3 16 "I am only overjoyed to have my Tanya back." 7 151 6 1 4 "I didn't like him. He didn't like me. He didn't like Katrina, either. They were always having fights, but he had to do what she told him to do. That made him very mad." 7 151 24 1 4 "I'm happy to be home again. Everyone in town has come to see and talk to me. It's fun to be important." 7 151 7 1 4 "I liked 'Trina. She was kind to me and gave me lots of nice things. She even taught me to read and write. Still, I'll never go back to her. I want to stay with my mommy and daddy." 7 151 8 1 4 "Toby was my best friend in all the world. I miss him. I wish he could come and live with us here."

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1 128 1 1 97 Tell About Adventures 1 128 43 1 97 Tell About Paladins 2 148 37 1 97 Castle 2 148 37 2 97 2 148 3 1 97 Domovoi 2 148 35 1 97 Help 2 148 4 1 97 Inn 2 148 36 1 97 Mordavia 2 128 47 1 97 Say Goodbye 2 128 46 1 97 Greet Domovoi 2 128 5 1 97 Talk About Being a Hero 3 148 10 1 97 Domovoi 3 148 39 1 97 Help 3 148 40 1 97 Inn 3 148 40 2 97 3 128 49 1 97 Say Goodbye 3 128 10 1 97 Talk About Helping Domovoi 3 128 48 1 97 Greet Domovoi 4 148 11 1 97 Where It Lives 4 148 11 2 97 4 148 32 1 97 Mordavia 4 148 12 1 97 What It Is 4 128 45 1 97 Say Goodbye 4 128 44 1 97 Greet It 4 128 14 1 97 Introduce Yourself 24 128 59 1 97 Say Goodbye 5 128 31 1 97 Say Goodbye 5 128 30 1 97 Greet Gnome 5 128 15 1 97 Introduce Yourself to Gnome 6 128 52 1 97 Say Goodbye 6 128 53 1 97 Say Hello 6 128 54 1 97 Introduce Yourself 6 128 55 1 97 Tell About How You Got Here 7 128 56 1 97 Say Goodbye 7 128 57 1 97 Greet 7 128 58 1 97 Tell About Yourself 8 128 64 1 97 Say Goodbye 8 128 21 1 97 Talk About Toby's Sacrifice 8 128 65 1 97 Tell About Vampires 9 128 67 1 97 Say Goodbye 9 128 66 1 97 Greet Innkeeper 10 128 69 1 97 Say Goodbye 10 128 68 1 97 Greet Everyone 11 128 61 1 97 Say Goodbye 11 128 60 1 97 Greet Everyone 11 128 24 1 97 Talk About Gypsy Prisoner 12 128 63 1 97 Say Goodbye 12 128 62 1 97 Greet Them 12 128 25 1 97 Talk About Gypsy's Release 13 128 26 1 97 Talk About Adventures 13 128 75 1 97 Say Goodbye 13 128 74 1 97 Greet 14 128 27 1 97 Talk About Adventures 14 128 77 1 97 Say Goodbye 14 128 76 1 97 Greet Everyone 15 128 71 1 97 Say Goodbye 15 128 28 1 97 Talk About Yourself 15 128 70 1 97 Greet 16 128 73 1 97 Say Goodbye 16 128 29 1 97 Talk About Yourself 16 128 72 1 97 Greet Everyone 20 148 50 1 97 No One Alive 20 148 38 1 97 No Mordavia 23 148 42 1 97 Castle 23 148 41 1 97 Monster 18 148 33 1 97 Luck 18 148 33 2 97 22 148 6 1 97 Tanya 22 148 7 1 97 Doll 19 148 34 1 97 Dark Magic 17 148 50 1 17 "In castle, many things dead. Many things undead. How to really help Tanya, I not know. Staff in town plenty powerful magic, but not know how to use it. Maybe gypsies know. Talk to gypsies." 17 148 37 1 17 "Castle bad place. Nobody alive there but monsters. Very dangerous to go there. Someday, you go there. Not go there now." 17 148 37 2 17 "Need to be very strong, smart, and powerful. Need to know many things. Not yet, not now. Too dangerous. You die, no more Hero for Mordavia. Soon, no more Mordavia." 17 148 6 1 17 "Tanya sweet child. Tanya like everyone. Then Bella have dream. Dream Tanya taken away. Bella very scared." 17 148 6 2 17 "Not let Tanya play outside. Not let Tanya have friends. Tanya get scared of dark. Tanya many times alone at back of inn in dark." 17 148 6 3 17 "One day, monster come. Big monster. Friendly monster. He visit Tanya's window. He talk to Tanya. Tanya not afraid of dark. Tanya now have monster friend." 17 148 6 4 17 "One night, Tanya very unhappy, so monster take Tanya away. Monster want to make Tanya happy. Now Tanya gone. Tanya gone to castle." 17 148 6 5 17 "No one see Tanya leave. No one see Tanya go. No one but Domovoi. Domovoi try to stop Tanya, but too late. Tanya already outside with monster." 17 148 6 6 17 "No tell Bella. No tell Yuri. Very bad thing. Tanya need Hero, not dead parents. Only brave, powerful Hero save Tanya." 17 148 34 1 17 "Too much we speak. Too much I talk. Something else we speak. Sometime else I talk." 17 148 7 1 17 "One night, Tanya get beautiful doll. Tanya not have doll before. Tanya love doll very much." 17 148 7 2 17 "Bella very scared -- where doll come from? Yuri very scared -- who gave doll to Tanya? Take doll away. Make Tanya very sad." 17 148 7 3 17 "Bella hide doll in cabinet. You take doll. Tanya love doll. Maybe you help Tanya. No talk Bella. No show Bella doll. Make Bella very scared. Make Bella very unhappy." 17 148 7 4 17 "You take doll. You take doll to Tanya some day. Some day you very powerful Hero, you take doll to Tanya." 17 148 10 1 17 "Happy I am. You help me, you I help. I help you help others. You be plenty big hero here. Many, many hero things to do." 17 148 3 1 17 "Many sad things in Mordavia. Many sad things need your help. Gnome need help. Nikolai need help. Yuri and Bella need help." 17 148 3 2 17 "Olga and Boris need help. Others need help. Even Domovoi need help. You help some, maybe you help others." 17 148 35 1 17 "You help Domovoi, Domovoi help you. Not far from inn bad place is. Very bad place. For sure bad place door try to kill you. Magic symbol you need. Magic symbol on door will open." 17 148 35 2 17 "In bad place, Domovoi is. Domovoi not alive. Domovoi not dead. Domovoi very dry. Domovoi you help, more help I give you. See you I will again after you help Domovoi." 17 148 39 1 17 "Bad Place Domovoi all better now. Bad Place Domovoi now live in Burgomeister's place. Maybe good luck to Burgomeister." 17 148 39 2 17 "You help me, I you help. You want be big Hero? You want make many people happy? You want make friends and influence people?" 17 148 39 3 17 "First to be plenty good Hero, need to be very powerful. If not very skilled, you die. If not very smart, you die. No more Hero." 17 148 11 1 17 "Inn where I am living. Inn Domovoi am I. Luck I bring. Way things go now, think most luck is bad." 17 148 4 1 17 "Innkeeper Yuri very sad. Innkeeper Bella very sad. Very bad thing happen, not even Domovoi magic can help." 17 148 4 2 17 "Need Hero. Need powerful Hero. Someday, maybe you be powerful enough. First help me, then I help you." 17 148 40 1 17 "Tell you a story. Yuri and Bella have daughter Tanya. Lovely daughter. Laughing daughter. One day, Tanya taken away. All because of doll." 17 148 33 1 17 "Things at inn not good. No people come. Innkeeper and wife very unhappy. Mordavia very sad place. Even Domovoi cannot help here. Too much Dark Magic." 17 148 32 1 17 "Bad place here anymore. Good many years ago, but going very bad now. Many bad things here, you find out." 17 148 36 1 17 "In Mordavia, many strange things are. Some strange things good. Leshy good thing to meet. Forest Leshy lives. Funny fellow Leshy is. Play games with Leshy, Leshy you help." 17 148 36 2 17 "In Mordavia, many undead things are. Some dead things not bad, only not know they dead. Once dead thing know it is dead, peace it will have. You help good dead thing, maybe good dead thing you help." 17 148 36 3 17 "In Mordavia, many bad undead things are. At night, Undead walk. From bad dead things, stay away, unless bad fight you want." 17 148 36 4 17 "In Mordavia, some bad undead things not look bad. Rusalka very pretty. Rusalka kill you will try." 17 148 36 5 17 "Poor, sad Rusalka. Killed by untrue lover, now kill others. Maybe you be kind to Rusalka, Rusalka not kill you. Then again, maybe Rusalka kill you will anyway." 17 148 38 1 17 "Bad things soon happen. Bad thing soon come. Very bad thing. Very, very bad thing. Great big bad thing." 17 148 38 2 17 "Need powerful Hero. Need smart Hero. Hero help make very, very bad thing come; Hero help make very very bad thing go. No Hero, then very very bad thing stay. Very, very bad thing for Mordavia." 17 148 12 1 17 "Domovoi I am. Domovoi I be. Over places, Domovoi watch. Protect the inn, I do." 17 148 12 2 17 "By big people, Domovoi not seen. You stranger are, maybe Hero, maybe not. Show myself to you I do. Speak to you I will. Maybe good things for people will you do. Maybe good thing for Domovoi you do." 17 148 12 3 17 "Some night soon, talk we will again. Domovoi good luck bring. Maybe Domovoi help you, you Domovoi help." 17 128 26 1 12 "You have done much to help Mordavia. We have much to thank you for." 17 128 27 1 9 "It sounds like you have been through many dangers in Mordavia." 17 128 27 2 15 "It seems you are a very brave Hero here." 17 128 27 3 14 "Can I have your autograph?" 17 128 27 4 99 You find yourself signing your autograph for everyone here and getting a bad case of writer's cramp. Such is the price of glory. 17 128 1 1 99 You tell Bella about some of your adventures in Shapeir and Tarna. 17 128 1 2 16 "Mordavia certainly needs all the Heroes it can get, and it does seem like you are the best." 17 128 67 1 99 The Innkeeper nods at you. 17 128 56 1 99 They nod at you in response. 17 128 69 1 99 They all ignore you as usual. 17 128 61 1 99 They are already so absorbed in boasting about the capture of the Werewolf that they don't even notice you. 17 128 63 1 99 Everyone's too busy drinking to notice you. 17 128 45 1 17 "Maybe talk again, you come down other night. Maybe have much to say." 17 128 47 1 17 "You help me, many ways helping you I will be." 17 128 49 1 17 "Take doll. Become plenty powerful Hero. Then Tanya you help." 17 128 31 1 13 "Leaving so soon? Good night, and thanks for all the fish." 17 128 59 1 99 Your voice is lost in the noise of the crowd, and the Gnome doesn't seem to have heard you. 17 128 75 1 99 You get a wave and a smile in response. 17 128 77 1 99 You are overwhelmed by the friendly voices saying farewell to you. 17 128 71 1 99 You get a farewell wave in response. 17 128 73 1 99 They all wave to you in response. 17 128 10 1 17 "You did good. Domovoi very happy not to be in very bad place. Domovoi very happy not to be dried up." 17 128 18 1 99 They stare at you with a mixture of astonishment, curiosity, and disbelief. 17 128 28 1 99 You tell about some of the things you have done in Mordavia. 17 128 28 2 12 "Perhaps we do need a Hero around here." 17 128 29 1 9 "You have done quite a lot in Mordavia." 17 128 29 2 15 "It is a good thing you came here." 17 128 29 3 14 "We never knew there were that many things to do here." 17 128 52 1 12 "The first door at the top of the stairs leads to your room. My wife will serve you supper in the evening." 17 128 64 1 99 You hear a chorus of responses, some coming from the kitchen, "Goodbye, and thank you." 17 128 53 1 99 They stare at you in astonishment. 17 128 66 1 12 "So you are back." 17 128 57 1 99 They all stare at you for a moment, then go back to talking amongst themselves. 17 128 60 1 9 "You have heard all about how we captured the Werewolf, haven't you?" 17 128 60 2 15 "We'd be happy to tell you about it." 17 128 60 3 14 "Even if you've already heard of it." 17 128 62 1 9 "Did you hear that the gravedigger returned to town unharmed?" 17 128 62 2 15 "Did you know that the gypsy has been released?" 17 128 62 3 14 "Were you aware that rumor has it that you saved both Igor and the gypsy?" 17 128 44 1 17 "Not many big people see Domovoi. Most not look. You something special, maybe so?" 17 128 46 1 17 "Good you here. Many things talk about. Many things need to do." 17 128 48 1 17 "Good, good. Very good. You go bad place. You come back. Very good." 17 128 68 1 99 They all turn to stare at you, then go back to talking. 17 128 30 1 13 "Thank you, thank you. I always like to meet a receptive audience. It's good to see you -- it means you're not behind my back." 17 128 74 1 99 You get a wide smile of greetings. 17 128 76 1 99 Everyone cheers at you in greeting. 17 128 70 1 99 You get a smile in response. 17 128 72 1 9 "Good evening." 17 128 72 2 15 "Good evening." 17 128 72 3 14 "Hello." 17 128 72 4 12 "Welcome." 17 128 24 1 99 You tell them that the gypsy could be innocent. 17 128 24 2 9 "If the gypsy did not kill the gravedigger, who did?" 17 128 24 3 15 "What happened to Igor, and why is there no body remaining?" 17 128 24 4 14 "If you think the gypsy is innocent, how come you aren't out trying to find Igor's body?" 17 128 25 1 9 "So you found Igor in the grave? Lucky for Igor you came along." 17 128 25 2 15 "Otherwise, poor Igor would be dead." 17 128 25 3 14 "Well, at least he had a decent burial." 17 128 5 1 17 "Hero talk good. Hero deeds better. You help Domovoi, help you I will." 17 128 54 1 12 "You say that you are a Hero. We will judge you here by your actions, rather than your words." 17 128 14 1 17 "You Hero? Mordavia big Hero need. Plenty powerful Hero, maybe you be soon. Learn much, practice much, soon plenty big Hero." 17 128 15 1 13 "Pleased ta meetcha. I could tell by your outfit that you were no ordinary rube. Punny Bones's the name, jokes are fair game. I'm a pro punster." 17 128 43 1 16 "My grandmother told me about a Paladin once. The Paladin Piotyr came here with Erana. In fact, Piotyr is supposed to be Dmitri the Burgomeister's grandfather, although my grandmother was not very clear about that matter." 17 128 55 1 12 "Magic is a very dangerous thing. We do not trust those who use or are used by magic. Make certain you do not give us any more cause for alarm." 17 128 58 1 12 "We do not believe in Heroes in Mordavia." 17 128 58 2 9 "We have no need of Heroes here." 17 128 58 3 15 "Heroes only tend to stir up trouble." 17 128 58 4 14 "I had an uncle once who was a Hero..." 17 128 58 5 9 "Enough talk of Heroes!" 17 128 21 1 99 You tell again how Toby sacrificed himself for Tanya. 17 128 21 2 12 "He may have looked like a monster, but he obviously had a heart and mind of great kindness." 17 128 65 1 99 You remind the innkeeper that the Vampires are still in the castle, and there may be other attempts at getting Tanya. 17 128 65 2 12 "We understand, and will make certain no Vampire can come near here ever again."

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0 58 0 1 99 The innkeeper's wife takes care of all that. 0 81 0 1 99 You don't sense any magic here. 0 86 0 1 99 That would definitely be a spelling error! 0 88 0 1 99 0 79 0 1 99 0 40 0 1 99 As if there wasn't enough garlic here already! 0 89 0 1 99 Considering how suspicious the townspeople are of magic, do you really think that it would be a good idea to float out of your window and down to the street? Using the door might be a wiser approach (at least during the day). 0 89 29 1 99 You open the window and gently float down to the street below. 0 93 0 1 99 0 1 0 1 99 The furnishings are sparse, but the bed isn't bad and the room seems pretty clean. 0 21 0 1 99 They don't allow guests to play rock music in the hotel rooms. 0 60 0 1 99 Will o' Wisps don't like being indoors. 5 54 0 1 99 The bed already has a sheet. 5 156 7 1 97 Rest for One Hour 5 156 11 1 97 Stay Awake 5 156 8 1 97 Sleep Until Dawn 5 156 9 1 97 Sleep Until Evening 5 156 10 1 97 Sleep Until Midnight 5 1 0 1 99 The bed is adequate, but nothing to take home with you. 5 1 0 2 99 After you leave, they'll probably put a plaque on it reading something like "Hero slept here." 5 1 0 3 99 Assuming, that is, that you leave in one piece and with your throat intact (not necessarily a good assumption). 8 4 0 1 99 Unfortunately, it's actually quite solid. 8 1 0 1 99 It looks like one of those hollow bedposts they like to use in mystery stories. 6 4 26 1 99 You put the candle out. 6 4 25 1 99 You light the candle. 6 1 0 1 99 The candle provides a supplementary light source to economize on lamp oil. 4 4 0 1 99 You open the storage chest. 4 1 0 1 99 This large chest is a good place to store equipment you don't need to carry around with you. 12 6 24 1 17 "You help big time, this time. Father very sad. Mother very sad. Go to castle. Find child, you will. Take child to Staff." 12 6 24 2 17 "This very good thing. Very important Hero job. This take sadness of many people away. You do good job, okay?" 12 6 28 1 17 "Other needs help. Help funny man be funny, you should. Talk to funny man. Talk to Leshy. Maybe even talk to Ogress, too. That Hero business. That your job, okay?" 12 6 22 1 17 "You help okay. Domovoi much wetter now. Maybe help you okay, I will. You fine Hero. You okay." 1 4 0 1 99 You take a clove of garlic in case you meet an Italian chef somewhere. 1 4 27 1 99 You don't need that much garlic. Besides, it lends a certain "air" to the room, don't you think? 1 1 0 1 99 Garlic braids festoon the room, adding that certain special ambiance of Gilroy in the Spring to the room. 7 4 26 1 99 You put out the lamp. 7 4 25 1 99 You light the lamp. 7 1 0 1 99 The lamp dimly illuminates your bedroom. Lamp oil is included in the rent. 11 4 6 1 99 The note says "Meet me at the castle gates tonight. We have much to talk about. -- Katrina." 11 4 5 1 99 The note reads "Please meet me tonight outside the town gates. I will be waiting." It's signed, "Your friend, Katrina." 11 1 0 1 99 Someone has left a note for you on the chest. You have no idea how they could have put it there without awakening you. 3 4 0 1 99 The water is a little flat, but not too bad (if you don't mind the garlic flavor). 3 24 0 1 99 You'd better stick with fresh water. The stuff in the pitcher has picked up a garlic flavor somehow. 3 1 0 1 99 It's a really big pitcher of water (what they refer to as a major-league pitcher). 2 4 0 1 99 Trying to be a RUGGED individualist, are you? 2 86 0 1 99 2 39 0 1 99 2 1 0 1 99 It's a braided circular rug, apparently mass-produced. 2 76 0 1 99 It's against the hotel's fire insurance policy for patrons to set the rugs on fire. Why don't you try that somewhere more deserving of incineration? 9 4 2 1 99 9 1 0 1 99 The window opens out onto the back of the inn. A narrow ledge runs under it on the outside. 10 6 12 1 99 In your sleep, you seem to hear voices. 10 6 12 2 99 A deep male voice speaks, "Do you see him?" 10 6 12 3 99 The voice of a woman says, "Yes, he is sleeping. Most likely in the inn, although it is hard to focus the vision enough to tell." 10 6 12 4 99 The man's voice says, "I do not understand why you did not just capture him in the first place. These charades you play are foolish..." 10 6 12 5 99 The second voice replies, "Silence. To serve us, it will be for the best if he acts under his own free will. Why make an enemy out of a willing tool? Ah, but I forget, he is already YOUR enemy." 10 6 12 6 99 The first voice says, "This is not someone to play games with, I say. If he finds out what is going on, he will never cooperate. Besides, you risk his death -- Mordavia is a very dangerous place." 10 6 12 7 99 The woman's voice replies, "I think he is quite capable of taking care of himself. Besides, I have ways of making him cooperate, as you well know. I will use them only if I must." 10 6 12 8 99 The voices fade off into oblivion. 10 6 14 1 99 As you sleep, you dream about voices again. 10 6 14 2 99 The deep male voice speaks, "What is it? Where is he?" 10 6 14 3 99 The female voice speaks, "He's sleeping. Most people do that at night, remember?" 10 6 14 4 99 The male voice says, "This is ridiculous. Stop playing with him. We can easily bend him to our Will." 10 6 14 5 99 The woman's voice replies, "You are not to go near him, do you understand? I am not 'playing' with him. It is very important for me to establish a good relationship with him." 10 6 14 6 99 The woman continues, "Besides, he will need the help of others to accomplish our mission. The more friends he makes, the better." 10 6 14 7 99 The male voice says, "Friends, bah. You told me yourself that the townspeople distrust him. How is he supposed to make these friends?" 10 6 14 8 99 The woman's voice replies, "You forget, he is a Hero. I am certain he will do something to gain their trust." 10 6 14 9 99 The male voice says, "You are a fool if you still think you can use him without controlling him first. You know what happened to me." 10 6 14 10 99 The female voice responds, "You are the fool! I know how to manipulate men. After all, even YOU must now do as I say." 10 6 14 11 99 The voices fade off. 10 6 19 1 99 You find yourself hearing voices again in your sleep. 10 6 19 2 99 You hear a female voice saying, "How could he? How dare he harm her? I'll destroy him. I'll drain him of every drop of blood in his body and watch him squirm!" 10 6 19 3 99 The deep male voice replies, "I did warn you. You have no one to blame but yourself. You should have taken control of him sooner." 10 6 19 4 99 The woman's voice says, "Oh, shut up. I see him sleeping at the inn. Some Hero. Murdering a defenseless child... I can't believe he would do such a thing." 10 6 19 5 99 The woman's voice speaks again, "Wait, the image is shifting. I'm seeing something else." 10 6 19 6 99 The female voice says, "I see Tanya. There, at the inn. She's, she's alive!" 10 6 19 7 99 The deep male voice says, "Alive? That is impossible. You are being deceived." 10 6 19 8 99 The woman's voice speaks, "No. She's sleeping. In some way, he has brought her back to life." 10 6 19 9 99 The male voice says, "This farce has gone on long enough. The next time he sneaks into the castle, he might find our coffins. I very much doubt that either of us will be undead OR alive after such an encounter." 10 6 19 10 99 The woman's voice speaks harshly, "Silence. I've got to think what to do next..." 10 6 19 11 99 The voices fade off as you start to awaken. 10 6 2 1 99 The townspeople have a poor opinion of people whom they see climbing out of windows and over roofs. 10 6 15 1 99 Your sleep is interrupted around midnight. 10 6 23 1 99 You awaken to find the Domovoi in your room. 10 6 21 1 99 The Domovoi appears in the room beside you. 10 6 13 1 99 While you sleep, you dream you hear voices. They are strangely familiar. 10 6 13 2 99 The first voice is the voice of an older man. "It's been a while since I last used this crystal ball..." 10 6 13 3 99 The second voice is slightly higher and squeakier. "The time I caught you watching the Dryad bathing in the lake?" 10 6 13 4 99 The first voice continues, "There is definitely some magic interfering with the vision. It is difficult to tell whether I am getting through or not..." 10 6 13 5 99 The squeaky voice interrupts, "Either you are mystically rusty or your crystal is dusty." 10 6 13 6 99 The first voice replies, "You are not helping. I need to concentrate here." 10 6 13 7 99 The first voice continues, "I think I'm starting to get something..." 10 6 13 8 99 The second voice says, "Wait, let me see if I can adjust the antenna..." 10 6 13 9 99 You hear the sudden sound of music and a different voice saying, "And now for something completely different..." 10 6 13 10 99 The music and the voices fade as you start to awake. 10 6 17 1 99 Again your sleep is disturbed by the sound of voices. 10 6 17 2 99 The first voice is the older man's voice, "There, I think I am getting something this time..." 10 6 17 3 99 The second squeaky voice says, "A Rootin' Tootin' Root Beer commercial?" 10 6 17 4 99 The first voice speaks, "No. I think I am getting him. If I could only adjust the fine tuning on this thing... Hand me those pliers." 10 6 17 5 99 The squeaky voice says, "What if I just turn this knob here..." 10 6 17 6 99 The first voice interrupts, "Don't touch that!" 10 6 17 7 99 Now a strange voice intones, "Eenie, meenie, chili beanie, the spirits are about to speak..." 10 6 17 8 99 You find yourself thinking, "Are they friendly spirits?" before you realize you were just dreaming. 10 6 20 1 99 You have another dream. 10 6 20 2 99 The older man's voice speaks, "This time, don't touch anything. I think I'm starting to see something..." 10 6 20 3 99 The squeaky voice speaks, "Oh, right. It looks like something really weird." 10 6 20 4 99 The older voice says, "You're seeing my reflection on the glass." 10 6 20 5 99 The squeaky voice replies, "Yeah, I know." 10 6 20 6 99 The first voice continues, "I think if I just apply a little magical zap to this wire here..." 10 6 20 7 99 The squeaky voice says, "Uh, actually, that's not a wire. That's the tip of your beard." 10 6 20 8 99 The older voice says, "My bear...Ouch!" 10 6 20 9 99 A strange voice speaks, "He's dead, Jim." 10 6 20 10 99 The squeaky voice fades off, "Name that episode!" 10 6 20 11 99 You start to awaken. 10 6 18 1 99 You wake up feeling refreshed, relaxed, and ready to go. 10 6 30 1 99 You just got up and you're too excited to get back to sleep. 10 6 16 1 99 You can hear weeping from somewhere below your room. 10 6 1 1 99 It's too dangerous. You'd have to climb over the roof to get out. 10 6 3 1 99 You close the chest and carefully lock it. 10 6 4 1 99 You put it away in the chest for safekeeping.

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0 159 0 1 99 You practice your acrobatics and jumping techniques. 0 58 0 1 99 You do a bit of dusting around the room. 0 37 0 1 99 You get in a little throwing practice. 0 100 1 1 99 The Chief-Monster's acid spit started by dissolving your hair, then your skin, down into your bones, and so on. You weren't paying much attention after the "skin" part. 0 100 1 2 99 All Washed Up 0 100 2 1 99 Even though there doesn't seem to be anyone here to watch, it might hurt a lot less to be a little stealthier. This place seems to have been set up as a practice ground under the "Learn or die!" philosophy of education. 0 100 2 2 99 Walked Right Into That One! 0 100 3 1 99 Oh, did we mention the trap? Well, there was one, and you evidently haven't been eating your power breakfasts lately. In your weakened state, the trap was too much for you and did you in. 0 100 3 2 99 That "Trapped" Feeling 0 33 0 1 99 There isn't a good target for grapnel practice here. Try upstairs. 0 41 0 1 99 You seem to remember reading about something you can do with a card like this. The only question now is "On what should you use it?" 0 28 0 1 99 0 1 0 1 99 0 32 0 1 99 Think you're pretty slick, eh? 0 21 0 1 99 0 8 0 1 99 Use of magic is strictly forbidden in Thieves' Guildhalls, as you know. It's considered to be bad form and to interfere with the mental and physical training process of building your skills. 0 66 0 1 99 You're in the right place -- now find the right person. 0 42 0 1 99 That works a lot better on things with locks. 0 178 0 1 99 Feeling like an idiot (as you generally do when making the Sign), you go through the motions of performing the Thief Sign to the monster. 0 178 0 2 29 "Well, of course you're a Thief or you wouldn't be here, idiot! Tuck that elbow in tighter on the belly rub next time." 1 174 4 1 97 Castle 1 174 5 1 97 Thieves' Guild 1 174 5 2 97 1 174 7 1 97 Thief Jobs 1 174 8 1 97 Monstrous Shape 1 174 8 2 97 1 174 10 1 97 Name 1 174 11 1 97 Town 1 174 11 2 97 1 128 101 1 97 Burgomeister's Office 1 128 13 1 97 Provide Your Resume 1 128 79 1 97 Say Goodbye 1 128 9 1 97 Offer to Help 1 128 14 1 97 Introduce Yourself 1 128 100 1 97 Old Man's House 33 174 88 1 97 Castle 33 174 66 1 97 Chief 33 174 87 1 97 Thieves' Guild 33 174 87 2 29 33 174 65 1 97 Thief Jobs 33 174 80 1 97 Thieves' Skills 33 174 80 2 97 33 128 101 1 97 Burgomeister's Office 33 128 90 1 97 Say Goodbye 33 128 89 1 97 Greet Chief 33 128 69 1 97 Offer to Help Chief 33 128 100 1 97 Old Man's House 34 174 92 1 97 Castle Secret Entrance 34 174 71 1 97 Chief 34 174 91 1 97 Thieves' Guild 34 174 91 2 29 34 174 93 1 97 Secret Passageway 34 128 101 1 97 Burgomeister's Office 34 128 99 1 97 Say Goodbye 34 128 98 1 97 Greet Chief 34 128 100 1 97 Old Man's House 5 174 94 1 97 Chief 5 174 97 1 97 Future Plans 5 174 95 1 97 Thieves' Guild 5 174 95 2 29 5 174 15 1 97 Healing 5 128 96 1 97 Say Goodbye 5 128 12 1 97 Tell About Monastery Break In 5 128 16 1 97 Tell Chief To Be Careful 5 128 17 1 97 Say "You're Welcome" 6 37 0 1 99 The barrel has already been tapped. Actually, it feels empty. 6 4 27 1 99 You don't need to do anything else with the barrel. Don't bungle the job! 6 4 18 1 99 You slide the barrel back into place covering the lock mechanism. 6 4 104 1 99 There does seem to be something under this barrel, but you've got no clue of what to do with it. 6 4 19 1 99 You depress the barrel tap, but nothing comes out. Instead, the barrel slides across the wall to reveal some sort of mechanism. 6 171 0 1 99 The barrel makes a hollow sound when you tap on it with the hammer. 6 1 0 1 99 A single, tapped barrel rests against the back wall. 6 25 0 1 99 It's not a water barrel. 7 37 0 1 99 7 4 0 1 99 There's nothing in these barrels. 7 171 0 1 99 The barrels are empty. 7 1 0 1 99 Some barrels have been stacked up in the corner, probably leftovers from wild Guild parties. 36 37 0 1 99 Don't deface the book. 36 1 0 1 99 You leaf through the Chief Thief's Log Book. 36 1 0 2 99 An interesting entry speaks of a proposed night raid on the castle. The Guild members would use the secret passage to avoid notice. You wonder which secret passage that might be. 36 1 0 3 99 A later entry in different handwriting indicates how far the Guild had declined recently. It seems to be just a bunch of doodling and some nonsense words. 36 1 0 4 99 It says: "Bad Boys Yell Good Girls Giggle Rich Girls Run."

Not quite on the same standard as a nighttime castle raid! 36 1 0 5 99 One of the final entries says "Phred and Phrank caught out at night without hooks. Phred is dead and Phrank sank. I'm the last." An ambitious Thief will try to prosper by hook AND by crook. 36 1 0 6 99 The Log closes with some incoherent ramblings about "passing the deadly tentacled beast"; then, "The horror! Shadows of Darkness enfold me! Madness and mockery in the Dark One's Chamber!" Sounds as though the author was in a chemically modified state. 36 76 0 1 99 Book-burning is no way to increase your knowledge. 8 4 0 1 99 There are a number of fascinating books about Thief techniques on the bookshelves. 8 4 0 2 99 Of special interest is the one on disarming traps. It says that with the new Mark II Thieves' Toolkits and a bit of skill in picking locks, you can locate and disarm almost any mechanical trap. 8 4 0 3 99 In the section on surviving magical traps, the book suggests taking up religion. 8 4 0 4 99 There's also a book on Thief Marks that tells you all about this "secret language" of Thieves. You learn a number of new symbols and combinations. 8 1 0 1 99 9 4 0 1 99 You can't take this sitting down. 9 1 0 1 99 It's one of those basic, uncomfortable wooden office chairs. 10 53 0 1 29 "Ah, so you managed to get the Blackbird from the Monastery. Very nicely done. Such a shame that it's a fake! Still, it could be useful, very useful. You never know just what it can be used for." 10 23 0 1 29 "No, thank you. It will stick to my teeth." 10 17 0 1 99 10 37 0 1 99 Moving almost faster than the eye can see, you launch an attack at the Chief Thief! 10 4 113 1 99 You don't earn any guild points for pickpocketing corpses. Stick with the live ones, o.k.? 10 4 8 1 99 You may have smashed bugs before, but this one would put up a fight! 10 4 20 1 99 You reach forward to shake hands with the restored Chief Thief, but he avoids your hand. 10 4 20 2 29 "No, you mustn't touch me. You have done me a favor, but that doesn't mean I can trust you that far." 10 26 0 1 29 "It certainly looks interesting, but I think I'll pass." 10 41 0 1 29 "Yes, that's a perfectly valid Guild card. I can see that you stole it, which is the main requirement." 10 18 0 1 99 That isn't the sort of healing the Chief needs. 10 28 0 1 29 "That single lockpick won't do you much good; you'll have to see if you can use it to find a full Thieves' Toolkit." 10 1 113 1 99 He doesn't look very active. It may have something to do with the fact that you killed him. 10 1 8 1 99 He looks like a cross between an enormous beetle and an older version of your old buddy, Ugarte. 10 1 20 1 99 This does not look like the type of person your mother would want you hanging around with. Still, it's an improvement over the monster form. 10 16 0 1 29 10 15 0 1 29 "I'm in no position to collect dues right now." 10 19 0 1 29 "Yuck, that's much too healthy for my taste. I can't eat those until they've sat out for a few weeks." 10 21 0 1 99 10 36 0 1 99 10 2 113 1 99 He must be mad that you murdered him... He's not talking to you at all. 10 6 21 1 29 "So... You found my secret passageway. You must excuse me... I am not quite myself any more. Heh, heh, heh." 10 6 21 2 29 "Oh, don't worry, I won't hurt you. It is good to talk to someone again. It has been so very long since anyone has been here." 10 6 21 3 29 "Ah, but I am forgetting my manners. Welcome to Mordavia. I am the Chief Thief here. I am also the only Thief here other than you, but that is beside the point." 10 6 15 1 29 "Wonderful! Wonderful! I won't have to scuttle in shadows all the time. I won't have to have unsavory eating practices. Thank you, thank you so very much." 10 42 0 1 29 "Tsk, tsk, so you've stolen my Toolkit and then you're STUPID enough to show it to me! I should kick you out of the Guild, but then I wouldn't have any members at all. Just keep it." 10 25 0 1 29 "No, thanks; I'm not thirsty." 11 37 0 1 99 Aren't those cracks big enough as they are? 11 4 0 1 99 Nothing is hidden in the cracks. 11 1 0 1 99 Cracks here and there in the wall show that this place has remained unused for quite some time. Either that or the local Guild members have very little "pride of ownership." 11 36 0 1 99 12 37 0 1 99 You need something with a smaller point to get into the desk. 12 4 72 1 99 You've stripped the desk of everything useful. 12 4 73 1 99 You find three throwing daggers. That's peculiar; you could have sworn you took everything of value last time you were here. No matter; you add them to your collection. 12 166 75 1 97 Search for Traps 12 166 77 1 97 Force Drawer Open 12 166 19 1 99 Open Desk 12 166 76 1 97 Pick Lock 12 28 22 1 99 The lock is a little tricky. You don't suppose the Chief Thief had reason to be paranoid? Anyway, you'll need to keep practicing. 12 28 23 1 99 There's no point to that; you've already sprung the desk's lock. 12 28 24 1 99 Inside the desk you find a complete (and hardly used) Mark II Thieves' Toolkit. It has all the latest facilities for opening the toughest locks, cracking safes, and disarming mechanical traps. There is one lockpick missing from the set, so you add yours to it. 12 28 24 2 99 You also find a fancy matched set of three throwing daggers which you add to your collection. 12 28 24 3 99 Finally, you find some sort of diary or logbook in the desk. The title of the book reads "Memoirs of a Master Manipulator." Modest, eh? You take it out and set it on the desk, but it's a little heavy to carry around with you. 12 28 25 1 99 Ah, that did it! The lock springs open with a satisfying "Snick!" 12 1 26 1 99 The well-worn oak desk looks as though it could conceal a thousand secrets. Most of the drawers appear to be fakes. The one real drawer is locked. 12 1 72 1 99 12 1 73 1 99 You find three throwing daggers. That's peculiar; you could have sworn you took everything of value last time you were here. 12 32 0 1 99 You oil the lock and the runners on the desk drawer. 12 36 0 1 99 12 42 23 1 99 39 4 109 1 99 The double doors are locked shut. The lock itself looks sophisticated, but the door has a simple sliding latch. If you had the right tool, you think you could easily slip the latch. 39 4 19 1 99 Don't close the doors; you may need to go back into the alcove. 39 41 110 1 99 You slip the guild membership card between the doors, and unlatch the lock. Your Guildcard, don't leave home without it! 39 1 109 1 99 The double doors are, of course, locked. This IS a Thieves' Guild, after all! 39 1 19 1 99 These open doors allow you to pass into and out of the alcove without running into a wooden panel. 14 4 0 1 99 On close examination, you find some scratches that might be Thief Marks behind the side drain. 14 1 0 1 99 This is a drainage grate. Strange that there should be two of them almost next to each other. 15 4 27 1 99 That's about it for the floor grate; you don't find anything else interesting there. 15 4 28 1 99 Rummaging around under the floor drain, you find a round knob with a point on one side, which you pick up. (Thieves have had to clean up after themselves since a few unfortunate accidents with maintenance personnel.) 15 26 0 1 99 Hey! Don't dump toxic wastes down the drain! 15 78 0 1 99 That's o.k. Real Thieves don't bother putting things back where they found them (as a rule). 15 1 0 1 99 You examine the metal grate on the floor. It might be a drainage grate, but it's strange that there should be two of them right next to each other. 40 4 37 1 99 Ah, you found a hidden safe. Good work. 40 1 111 1 99 You can see a safe hidden behind the picture. 16 4 27 1 99 You've already cracked this one. There's nothing else in it. 16 4 18 1 99 You move the frame back to cover up the safe for the next Thief who wanders by. (Besides, maybe someone will add some more valuables to it.) 16 4 48 1 99 You've disarmed the trap; now the safe really IS safe. 16 4 19 1 99 You move the frame aside to reveal a small safe. (This one must be for beginners.) 16 4 3 1 99 You set off a spike trap on the safe! Ouch! You're not sure whether it's safe now or if the trap has rearmed itself. 16 175 78 1 99 Cover Safe 16 175 49 1 97 Crack Safe 16 175 50 1 97 Disarm Trap 16 175 51 1 97 Listen at Safe 16 28 0 1 99 This lock is much too complex for a simple lockpick. You need more tools. 16 1 0 1 99 The painting is undoubtedly a forgery. (Not that you know anything about art forgery, but you're quite sure that it would have been stolen a long time ago if it was actually worth anything.) 16 32 0 1 99 Oh, that's it; you want to turn the cheap reproduction into a valuable OIL painting! Right. 16 42 107 1 99 There's nothing left in the safe. 16 42 53 1 99 You need more practice at this. 16 42 25 1 99 Using the Mark II Toolkit, you quickly manage to get the safe open. Inside you find six Crowns, a throwing dagger, and a potion labelled "Poison Cure." They seem a fitting reward for your efforts, so you take them. 17 28 0 1 99 17 1 0 1 99 It's a cheap reproduction of a little-known painting by one of the Old Masters. (Of course, around here that term means "a Master Thief who's too old to climb in windows anymore.") 17 32 0 1 99 17 42 107 1 99 17 42 25 1 99 You crack the safe using the Mark II Toolkit. You take the Healing Potion, throwing dagger, and five Crowns someone was foolish enough to leave inside. 2 174 29 1 97 Secret Passageway 2 174 6 1 97 Other Thieves 2 174 30 1 97 Disarming Traps 18 1 0 1 99 Ladders. Why does it always have to be ladders? You'd think some day you'd find a Thieves' Guild with enough money to build an elevator, or at least a staircase. 18 1 0 2 99 Anyway, this one leads up to the secret entrance from the Adventurers' Guildhall. 3 174 31 1 97 Cause of Condition 3 174 32 1 97 Is It Fun to Be a Monster 3 174 9 1 97 How You Can Help 19 37 0 1 99 Don't carve your initials on the pillar -- only low-lives do that! 19 4 0 1 99 The pillar is solid. You could practice climbing it, but there are better facilities for that upstairs. 19 1 0 1 99 It looks like everyone in town uses the same pillar carver. 20 173 33 1 97 Read Note 20 173 34 1 97 Read Note 20 173 35 1 97 Read Note 20 173 36 1 97 Destroy Poster 20 173 37 1 97 Move Poster 20 173 38 1 97 Read Note 20 173 39 1 97 Take Poster 20 173 40 1 97 Take Guild Card 20 173 41 1 97 Read Note 20 1 0 1 99 This is a Thieves' Guild recruiting poster featuring a sophisticated, worldly Master Thief. A legend at the bottom says "Don't Thieve home without it," but it seems the "It" has already been thieved. 20 1 42 1 99 This is a Thieves' Guild recruiting poster featuring a sophisticated, worldly Master Thief. 20 1 42 2 99 In an early excess of 3-D poster art techniques, the artist has arranged the poster so that the Thief is holding an actual plastic card. A legend at the bottom says "Don't Thieve Home Without It!" 20 1 103 1 99 This is a Thieves' Guild recruiting poster featuring a sophisticated, worldly Master Thief. Someone has pinned a note to the poster covering the words "Don't Thieve Home Without It!" 20 1 103 2 99 In an early excess of 3-D poster art techniques, the artist has arranged the poster so that the Thief is holding an actual plastic card. 20 1 43 1 99 This is a Thieves' Guild recruiting poster featuring a sophisticated, worldly Master Thief. Someone has pinned a note to the poster covering the words "Don't Thieve Home Without It!" 21 4 18 1 99 You replace the rug over the floor grate. 21 4 19 1 99 You slide the rug aside to reveal a metal grate set into the floor. 21 1 0 1 99 The floor rug looks a little lumpy. 22 4 44 1 99 22 4 45 1 99 You don't see any way to open the safe. It looks as though the knob is missing. 22 4 46 1 99 You quickly rifle the opened safe. Unfortunately, it looks as though legions of Thieves' Guild initiates have been here before you as all of the money is gone. 22 4 46 2 99 You do find five throwing daggers placed here for, well, "safe" keeping. The only other usable thing in the safe is a single lockpick, half-buried in dust in one corner. You grab the lockpick and the daggers. 22 28 0 1 99 22 1 44 1 99 A quick examination reveals that you've already stripped the safe of anything worthwhile. 22 1 47 1 99 Now that you've replaced the safe knob, the Filch Safe looks ripe for the cracking (y'know, kind of like a walnut). 22 1 45 1 99 This looks like an interesting safe, another fine product of the FILCH Safe Company. But you can't for the life of you figure out how anyone can open a safe with no knob. 22 42 0 1 99 You don't need lockpicks to open the large safe. It has a combination lock. 25 9 0 1 99 This would be a lot easier if you knew the combination. 25 9 0 2 99 Have you tried looking around near where you found the safe knob? 25 9 0 3 99 "Safe plus Name." That's gotta be a clue. But what name? 25 9 0 4 99 The answer's in plain sight. 25 9 0 5 99 You think back over your collection of "most commonly used passwords," and quickly find one that works. Tsk, tsk, people are so careless with their security. 25 6 14 1 99 To open the safe you will need to spell out the combination with alternating right and left turns. 25 6 25 1 99 The last tumbler slips into place and you open the large safe. Could it be full of jewelry? Negotiable bonds? Or maybe something REALLY priceless -- a complete collection of Sierra On-Line games? 26 4 0 1 99 You don't want to burn out so young! 26 1 0 1 99 Flickering flames flare in the sconce. This is rather weird, isn't this place deserted? 26 25 0 1 99 Don't bother; the light adds some atmosphere. It also improves your view of things. 27 1 0 1 99 A dark passage winds off into the distance behind the now-open secret door. 28 4 27 1 99 The mechanism just opens the secret door. There's a switch in the passageway to close it. 28 9 0 1 99 There are no grey tiles in the solution. Nonetheless, four colors on each of nine tiles yields over 250,000 possible solutions. Guesswork won't help. 28 9 0 2 99 You need to find a clue somewhere else in the room, probably under lock and key. 28 9 0 3 99 People often forget combinations and write down hints to them. Have you looked in the desk drawer? 28 9 0 4 99 What looks like random doodling could be an attempt to disguise a code. Red, green, yellow, and blue; which is the best color for you? 28 9 0 5 99 You somehow luckily stumble on the right combination despite the odds against it. (Yeah, right. No, we're not going to tell you what colors they were.) 28 1 0 1 99 This is some sort of locking mechanism. It's not clear what it unlocks. 28 6 14 1 99 This is a door unlocking mechanism. To operate it, push each of the tiles until all nine tiles have been set to the correct pattern to open the door. 28 6 25 1 99 As you push the last tile, you hear a grinding sound to your right. A section of the wall has slid aside, revealing a long dark secret passageway. 28 6 25 2 99 Blocking the passage is a strange creature. From the waist up, it looks human, with sharp features and piercing eyes. Below the waist it looks like some sort of spider or horrible insect. The sight fills you with a nameless dread and loathing. 37 174 82 1 97 Acrobatics 37 174 84 1 97 Lock Picking 37 174 81 1 97 Thieves' Marks 37 174 86 1 97 Pickpocketing 37 174 83 1 97 Stealth 37 174 85 1 97 Trap Removing 29 4 0 1 99 The "practice trap" on the steps has long since gone out of order. There's nothing to worry about now. 29 1 0 1 99 The short set of steps leads up to the side platform. 4 174 54 1 97 Burgomeister 4 174 55 1 97 Dr. Cranium 4 174 56 1 97 Inn 4 174 12 1 97 Monastery 4 174 57 1 97 Old Man 4 174 58 1 97 Store 35 174 82 1 29 "Acrobatics is a skill which is much underrated by Thieves. A good Acrobat can spin his body farther than the best jumper. He can cross a tightrope over the most dangerous chasm." 35 174 82 2 29 "And he can always moonlight as a circus performer in a pinch." 35 174 54 1 29 "You will need to be careful around him. He takes his job most seriously. I once offered him a bribe just as an offer of good will, and the man practically bit my head off. Sheesh, what a sorehead." 35 174 4 1 29 35 174 88 1 29 "There is a little known secret way into the castle that I will someday reveal to you, when I think you are ready." 35 174 92 1 29 "There is a secret passage to the castle from the Boyar's Crypt in the graveyard. There is a special way to open the secret door, something involving colors and the Borgov family crest, I think." 35 174 92 2 29 "You must be very careful. I know nothing of the people who now live in the castle, only that the last Thieves to break in never returned." 35 174 31 1 29 "I made a terrible mistake and broke into the monastery one night. It had been abandoned for years, and I thought maybe something had been left behind there." 35 174 31 2 29 "I discovered a secret passage to the basement. That place gave me the creeps. I felt like something was watching me all the time." 35 174 31 3 29 "When I got to the basement, I discovered a small statue I could easily take. When I tried to pick it up, I felt very, very dizzy." 35 174 31 4 29 "When I awoke from my faint, I looked like this. You can imagine my horror!" 35 174 66 1 29 "Actually, I am getting used to this shape. I can climb walls and ceilings really, really well now. I can run and be stealthy at the same time." 35 174 66 2 29 "Best of all, I never have to go hungry. I never realized how tasty moldy leftover garlic stew can be." 35 174 71 1 29 "I am all right, I guess, but I am having a difficult time adjusting to walking on two legs again." 35 174 94 1 29 "It seems so strange to have hands again." 35 174 55 1 29 "A strange man. A very strange man. No thief has ever managed to break into his house unnoticed or steal anything from there." 35 174 32 1 29 "Do you think it is fun to have six legs and no matching socks?" 35 174 32 2 29 "Do you think I enjoy running around frantically and stopping suddenly for no apparent reason?" 35 174 32 3 29 "Do you think it's fun to look in the mirror and wish you had a giant flyswatter so you could commit suicide? Is that your idea of fun?" 35 174 32 4 29 "You idiot! You... You...!" 35 174 32 5 29 "Forgive me, I'm just not myself lately." 35 174 97 1 29 "I don't know yet. Perhaps I could write a book about my experiences. I could call it, 'Metamorphosis.'" 35 174 97 2 29 "No, that's too dull. I could call it 'The Cockroach that ate Mordavia!' Yes!" 35 174 5 1 29 "This was once a thriving training ground for new Thieves. They would come from miles around to learn the trade here." 35 174 5 2 29 "If only we were not completely cut off from the rest of the world, this would be the greatest Thieves' Guild in the whole world!" 35 174 87 1 29 "You and I can work together and return this guild to its former glory. New Thieves will swarm here to be taught by such Master Thieves as ourselves!" 35 174 87 2 29 "I can teach them... well, stealth and hiding, and you can teach them everything else. The Mordavian Thieves' Guild will be notorious again." 35 174 87 3 29 "That is, of course, assuming anyone can cross the swamp and avoid sinking into the morass or being dragged to their deaths in order to get here." 35 174 91 1 29 "Other than the fact that there are no other Thieves here, and that we are not likely to get any in the near future, this is a wonderful Guild. If you excuse the fact we can't fence anything here either." 35 174 95 1 29 "Now those fools who ran away will come crawling back here on their stomachs! The Mordavian Thieves' Guild will rise again!" 35 174 15 1 29 "It was a very weird experience. Almost like having your wings pulled off by nasty little boys, only worse." 35 174 9 1 29 "It would be too dangerous for you to help me. If I, a Master Thief and Chief of a major Guild dare not go back to the monastery, you would be wise not to even think of such a thing." 35 174 56 1 29 "If you plan to ever stay at the inn or even just eat there, I would not recommend stealing from that place. The people there are suspicious of strangers anyway, and would know who to blame." 35 174 7 1 29 "We are not exactly set up right now to fence stolen items. There are several places around the town where you might be able to find a bit of loose cash, though." 35 174 7 2 29 "I will tell you what... You go out and steal something from someone in town, and come back and tell me about it. If it sounds like you know your basic thief skills, I will let you know where the really good places are." 35 174 65 1 29 "I don't know, it would be a shame to lose you so soon. The best places to steal from are the most dangerous. I do not think you are ready just yet." 35 174 84 1 29 "With a little knowledge and the right tools, picking locks is a snap." 35 174 81 1 29 "There are not many Thieves' Marks left around here. Most have worn away. In a big city where the Guild is active, you can find Marks all over." 35 174 12 1 29 "That is a very dangerous place. Do not even think of trying to break into it through the door. The last thief who tried that did not even get the door open. We found his toolkit lying beside the door, but we never found him." 35 174 8 1 29 "Do you like it? I am afraid it is not very becoming. And to think I once despised cockroaches." 35 174 10 1 29 "My name? Oh, you can call me Chief. No point in being informal here just because no one else is around." 35 174 57 1 29 "Do you mean Nikolai? Yes, his would be an easy house from which to gain money. Be wary though, the Burgomeister's bedroom is beside the house, and Dimitri watches out and listens for the old man." 35 174 29 1 29 35 174 93 1 29 "You mean this passage behind me? It leads out of town under the bridge near the gate. You can use it to get out of town, but you can't get back in. The door can't be opened from the outside." 35 174 86 1 29 "I'm afraid I am not 'in shape' any more to teach you the basics. You will need to have someone else show you the ins and outs of pickpocketing." 35 174 86 2 29 "Besides, this is hardly the right place to learn such a thing. You need a city with plenty of rich merchants and tourists to really be a success as a cutpurse. Some place such as Silmaria, perhaps." 35 174 80 1 29 "A good Thief has many skills he can depend upon. Thieving is more than just being in perfect physical and mental condition." 35 174 80 2 29 "Thieving is more than just climbing a rope and grapnel or the side of a building. It is more than attracting hordes of beautiful women with your debonair style." 35 174 80 3 29 "A good Thief practices his knowledge and abilities constantly." 35 174 83 1 29 "There is more to stealth than just sneaking around. You need to know when to hide, as well. It also helps to carry oil with you at all times. You never know when you might alert someone as you open a squeaky door." 35 174 58 1 29 "That shop is very securely locked up at night. The only way to get into it would be to very literally break in the window, and that would attract unwanted attention. Do not try it unless you want to get caught." 35 174 6 1 29 "After I became such as I am, many of the members left. One Thief said that I was no longer fit to be Chief. After I showed him how fast I could throw daggers with these feet, he didn't say much." 35 174 6 2 29 "Never said anything again, as a matter of fact, heh, heh." 35 174 6 3 29 "The ones that left said they felt uncomfortable around me. Fools! Do they think this is some sort of Brotherhood of Man? This is a Brotherhood of Thieves! They SHOULD be uncomfortable around me!" 35 174 6 4 29 "Soon it was just me and two others. They decided to explore the castle after the new owner moved in, and never returned. So now, there is only me and you." 35 174 11 1 29 "This was once a very prosperous town before the swamp cut off the only passage in or out of here." 35 174 30 1 29 "You have to be very careful with traps. Always check for them first. Take your time disarming them. One mistake can be your last." 35 174 85 1 29 "First you need the right tools. That Mark II kit you have that looks suspiciously like mine is perfect for the job." 35 174 85 2 29 "Next, you need keen senses and strong nerves, knowing that any mistake you make could be your last." 35 174 85 3 29 "Lastly, you need plenty of practice. Just don't get yourself killed getting it. That would be very embarrassing." 35 166 75 1 99 You've found a particularly diabolical poison gas trap. Fortunately, it's just like one of those described in the book on traps, so you are able to disarm it. 35 166 77 1 99 You'd better not; it might be trapped. 35 166 19 1 99 You're kidding, right? The desk is, of course, locked. 35 166 76 1 99 35 173 33 1 99 The note suggests that a real card-carrying Thieves' Guild member would know how to improvise here -- after all, he'd have the right equipment for the job. 35 173 34 1 99 The note says that a successful Thief needs to leave no stone (or barrel) unturned. 35 173 35 1 99 The note tells you that having a lockpick is a good start, but that a real Thief needs a complete toolkit to get things done. Now where would someone keep his toolkit in this room? 35 173 36 1 99 That's a really un-thief-like thing to do. Causing wanton damage tends to discourage people from leaving their valuables out for you. 35 173 37 1 99 The poster is firmly attached to the wall. There's nothing behind this one. 35 173 38 1 99 The note reads "Once you have the lock and the combination, getting to the next stage shouldn't pose much of a problem. But you'll never guess the combination; the FILCH Safe Company is renowned for their security." 35 173 39 1 99 35 173 40 1 99 You detach the plastic Thieves' Guild membership card from the poster and put it away. You've always wanted to steal one of these! 35 173 41 1 99 The note recommends that you catch up on your reading before doing too much else here. 35 175 49 1 99 You blow on your fingers a few times (just like they always do in the movies) and try to unlock the safe. 35 175 50 1 99 You set up the Thieves' toolkit and try to disarm any traps that may be on the safe. 35 175 51 1 99 It sounds pretty safe. 35 128 101 1 99 You tell the monster about your break-in at the Burgomeister's office. 35 128 101 2 29 "You seem to be most daring. Is there nothing that you fear? You will make a truly excellent Chief Thief someday." 35 128 13 1 29 "Interesting. You have had a good deal of experience. If you study up on trap disarming and thief signs, you will soon have almost every skill you need to become a Master Thief, perhaps even a Chief Thief yourself." 35 128 79 1 29 "Must you go so soon? We were just getting to know one another." 35 128 90 1 29 "Won't you stay for supper? I managed to find some nice week-old bread soaked in the juice that collects in the bottom of the garbage can. I am more than happy to share with you." 35 128 99 1 29 "Be seeing you." 35 128 96 1 29 "Going so soon? Good luck!" 35 128 89 1 29 "Welcome, welcome. Sometimes I think I will go crazy if I don't have someone to talk to other than the other cockroaches around here." 35 128 98 1 29 "Oh, so you are back. Did you pick up anything while you were out?" 35 128 9 1 29 "You are a very brave and honorable man to offer such a thing. Are you certain you are in the right profession?" 35 128 9 2 29 "Do you want to be a Thief, or some kind of a Hero? The two roles are usually mutually exclusive, you know." 35 128 69 1 29 "Oh, very well, if you must be a Hero, I suppose you could help me." 35 128 69 2 29 "You will need to break into the monastery through the upper windows. There is a secret passage to the basement somewhere in the main room." 35 128 69 3 29 "I think there was some sort of guard, too, but I threw something at it and it went away." 35 128 69 4 29 "Anyway, once in the basement, look for a small statue. Whatever you do, don't touch it with your bare hands. Bring it back here, and we'll see whether I will return to my dapper self again." 35 128 14 1 29 "Pleased to meet you. It's so good to have someone of my own kind to talk to again." 35 128 12 1 29 "You did well, very well indeed. I can tell that you will someday be a Chief Thief yourself." 35 128 100 1 99 You tell the Chief about your break in at the Old Man's House. 35 128 100 2 29 "It seems you do really well under pressure. It is a pity that we can no longer fence things here. You could probably earn a lot of money." 35 128 16 1 29 "All right, all right. I know I was getting careless. I am going to make certain no one ever touches that statue again. At least, not by accident." 35 128 17 1 29 "You have such nice manners. Are you certain you want to hang around tough, brutal scum of the earth who will try to beat you up at the slightest excuse? Or is that your idea of a good time?" 31 1 0 1 99 This seedy place must be the Thieves' Guildhall. Actually, it compares favorably with the one in Spielburg, but it's become dusty and neglected. There doesn't seem to have been anyone in here for quite some time. 32 6 1 1 99 The "Chief Monster" flicks a tentacle towards you, providing you with a free acid bath. Don't worry; it only hurts for a moment. 32 6 59 1 99 There is no longer any trace of the Chief's body (except maybe a little leftover slug slime (no, it's not useful)). You suddenly remember that Master Thieves often receive training in feigning death in desperate situations. You hope you don't meet up with the Chief again any time soon! 32 6 60 1 99 You hear a loud "Creak" as you walk. Sounds like they didn't even put a decent floor in this place. (Either that, or it was meant to be walked on a slightly different way.) 32 6 61 1 99 Behind the innocent-looking surface of this room lies great danger. You sense that traps for the unwary are everywhere! 32 6 112 1 99 Nothing happens. Try one of the letters on the dial. 32 6 62 1 99 You climb down the ladder into a seedy-looking room. A massive door blocks off a smaller room in the rear. This isn't as dusty as the Adventurers' Guild, and the torches look recently lit. 32 6 62 2 99 Your eye is drawn to the Thieves' Guild recruiting poster on the back wall; it gives you fond memories of your home guild. 32 6 64 1 99 It's been said that there's no honor among thieves. Well, you've certainly proven that true in your own case. The Chief Thief, recently recovered from his shapechanging ordeal, dies instantly beneath your onslaught. 32 6 106 1 99 Maybe you should have tried disarming the trap on the desk first... you set off a poison trap! 32 6 108 1 99 You have successfully disarmed the safe! 32 6 102 1 99 The figure in the poster is holding a Thieves' Guild membership card. In an excess of 3-D "art" techniques, the creator has set it up so that it uses an actual card instead of a painting of one.

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0 159 0 1 99 This isn't a very good place to practice Acrobatics; you'd probably trip over the stair-stepper and see stairs, um, stars. 0 58 0 1 99 You'd have had to be here earlier to dust in time. This place is too far gone for that. 0 33 0 1 99 You need to work on that aim a bit. 0 1 0 1 99 This place appears to have been an Adventurers' Guild Hall at one time. Evidently there are no more adventurers left in Mordavia; the hall is badly in need of maintenance. 0 104 0 1 99 The dust is far too thick here for you to sleep without having an asthma attack. 0 8 0 1 99 They only allow spell-casting in the Guild Hall during spelling bees. 0 76 0 1 99 Don't torch-er yourself! 25 4 13 1 99 The baskets are empty. 25 4 14 1 99 You remove one of the weights from each of the baskets. 25 1 0 1 99 A pair of baskets hang from ropes attached to the exercise machine. 4 4 0 1 99 It is said that a man's reach should exceed his grasp. That's certainly true of what you're trying. 4 33 0 1 99 You heft the grapnel and throw it up in the air. Luckily, it catches the big ring instead of the top of your head. 4 1 0 1 99 A large ring is securely attached to the ceiling. 4 21 0 1 99 You throw a rock through the ring. Whee! 8 1 0 1 99 A large book on the desk must be the "Adventurers' Logbook," a fixture in Adventurers' Guilds everywhere. 18 163 27 1 97 Climb Bookshelf 18 163 30 1 97 Move the Bookshelf 18 163 28 1 97 Read Books 18 163 28 2 97 18 163 29 1 97 Take a Book 18 1 0 1 99 There are a number of books on the shelf including "HERO Magazine's Golden Guild Guide to Mordavia -- Flora, Fauna, and Folklore." 18 1 0 2 99 Then there's "Talk Fu: A Martial Arts Pronunciation Guide." 18 1 0 3 99 You see an exercise book, "Essential Exercise: Build Strong Legs with the Bigfoot Stair-Stepper." 18 1 0 4 99 One of the books is a thin pamphlet entitled "Famous Castles of All Ages." 18 1 0 5 99 Right. This one talks about "Climbing Skills for Upwardly-Mobile Adventurers." It seems to be targetted at Fighters and Paladins. 18 1 0 6 99 Oh, there's one for Mages, "Creative Casting Concepts." 15 4 0 1 99 15 33 0 1 99 You don't need to make any more cracks at the Guild Hall's expense. 15 1 0 1 99 There is a large crack in the ceiling. The upstairs neighbors must have had a pretty wild party. 15 1 0 2 99 Just then you remember that you ARE upstairs. Must have been someone out for a moonlight stroll on the roof, then. 22 4 0 1 99 22 33 0 1 99 There's nothing worth getting from the hole. 22 1 0 1 99 So I asks this farmer, "Why haven't you fixed that hole in your roof?" And he up and says, "Why should I? It ain't rainin'." 22 1 0 2 99 "Well, why don't you fix it next time it rains, then?" I ask. 22 1 0 3 99 "Are you kiddin'?" asks the farmer. "I'd get all wet doin' that." 22 2 0 1 99 If you want to communicate with a hole, you have to send a hologram. 13 166 9 1 97 Open Desk Drawer 13 166 26 1 97 Read Logbook 13 166 24 1 97 Search Under Desk 13 166 25 1 97 Sign Logbook 13 1 0 1 99 This desk holds the adventurers' logbook, a quill pen, and an inkwell. 16 4 0 1 99 Ewer you to do that? 16 1 0 1 99 A large ewer (or maybe it's meyer?) lies on the table. It was probably used to splash water on overheated athletes. It has a crack in the bottom and isn't useful for much of anything anymore. 17 4 0 1 99 17 1 0 1 99 This is a slightly smaller ewer, what you might call a min-ewer. 2 4 0 1 99 You feel around in the hole for a bit, then pull out... a rabbit. Well, not really, but wouldn't it be neat if you had? 2 1 0 1 99 The floor has deteriorated and looks unsafe in this section. 2 2 0 1 99 12 4 0 1 99 The frame is concealing a secret passage, but you can't see any way to open it from here. 12 1 0 1 99 There is an empty picture frame above the bookshelf. Either someone thought the wall itself was a piece of art or a thief has been at work here. 12 1 48 1 99 By moving the hooks around, you have opened a secret passage! 27 4 17 1 99 You pick up the rope-and-grapnel set and tie it onto your pack. 27 1 17 1 99 This is a long, sturdy-looking rope with a grapnel hook attached to one end. 27 1 18 1 99 The grapnel is caught in the big ring with the rope dangling down from it. 6 34 0 1 99 This is no time to hang up your armor and quit! 6 55 0 1 99 What's this? Baiting the hooks? You're probably just fishing around here. 6 4 0 1 99 All of the hooks are empty. 6 4 40 1 99 You've already opened the secret passage. 6 4 9 1 99 You manipulate the coat hooks to open the secret passage again. 6 171 0 1 99 Despite the old saying, this problem really doesn't look much like a nail. 6 9 0 1 99 You need to rotate the hooks into some set position to unlock a secret passage. 6 9 0 2 99 Look around the room. Someone's sure to have left a note somewhere on how to solve this. 6 9 0 3 99 Turning each of the hooks affects a different number of other hooks. Try starting with the ones that change the most other hooks and working your way down to the hook that moves independently. 6 9 0 4 99 The Thief marks under the desk suggest the best order to rotate the hooks and where to go next. (Hint: There's nowhere to go from here but up!) 6 9 0 5 99 You fiddle with the hooks for a while. Finally you are rewarded by a distant "Click" as if you have unlocked a door somewhere else in the room. 6 1 0 1 99 There is a set of coathooks in one corner. You never knew Adventurers were expected to be that neat. 6 16 0 1 99 6 19 0 1 99 6 6 41 1 99 You hear a "Click!" somewhere in the distance. 6 6 42 1 99 These hooks are loose; you can turn them. Strangely, when you turn one hook, sometimes several of the hooks move at the same time. 1 4 0 1 99 Are you kidding? It would probably bite your fingers off, then suck the blood out of them! You'd better moose out on this one. 1 33 0 1 99 You'd get your prongs caught in the rack. Sounds scary, doesn't it? 1 1 0 1 99 It's a rare example of the deadly Mordavian Moose, distinguishable by its long, fang-like canines. Someone has strung garlic around its neck, probably in hopes that it will stay on the wall. 9 4 0 1 99 The painting doesn't look particularly valuable, and there's nothing behind it. 9 1 0 1 99 A portrait of an adventurer long-gone hangs on the wall here. A small plaque at the base reads "Piotyr -- Paladin." 9 32 0 1 99 It isn't an oil painting! 9 25 0 1 99 That won't help -- it isn't a watercolor. 10 4 0 1 99 10 1 0 1 99 A painting shows a proud-looking adventurer standing on an obviously defeated Dragon. (It might have more impact if the Dragon wasn't just as obviously winking.) The plaque says "Wish you were here in Silmaria -- Dunstan." 10 32 0 1 99 10 25 0 1 99 7 4 44 1 99 Signature only, please. Only the Guildmaster is allowed to make other logbook entries. 7 4 25 1 99 7 1 0 1 99 There is a quill pen and an inkwell on the desk next to the large book. Amazingly, the ink still has some life. 21 4 0 1 99 Trying to be a social climber? 21 1 0 1 99 You've always heard that Adventurers' Guild members are the pillars of society. Well, this is one of the pillars of the Adventurers' Guild. 5 4 0 1 99 5 33 0 1 99 The pulleys are smooth; there isn't anything for the grapnel to catch. 5 1 0 1 99 The pulleys on the ceiling seem to be in better condition than most of the things in the Guildhall. 29 4 46 1 99 Well, that was fun. Now you feel like climbing something even higher... like Mount Tarna. 29 4 21 1 99 That was good climbing practice, but you haven't quite got it yet. Keep trying. 29 165 2 1 97 Climb Rope 29 165 19 1 97 Take Rope & Grapnel 29 1 0 1 99 24 4 0 1 99 24 1 0 1 99 There are some marks on the ceiling near the large ring. You can't make out from here whether they are random scratches or some kind of message. 24 1 23 1 99 There are definitely some marks up there, but you can't distinguish them from down here. 24 1 22 1 99 Someone has deliberately scraped these marks into the ceiling. 14 4 49 1 99 There's only a certain amount of punishment your body can stand on any given day. Enough pain, enough gain for now; try again tomorrow. 14 4 12 1 99 Your legs are too stiff and sore to use this right now. 14 4 11 1 99 This is a little too easy now. You need to add more weight. 14 4 10 1 99 You think you've done about as much stair-stepping as your body can handle. 14 4 5 1 99 Hmm, you always thought those stair-stepper things were supposed to go down when you stepped on them. Maybe you'd better take a little weight out of the baskets. 14 171 0 1 99 That's no way to treat delicate equipment! 14 1 0 1 99 This is either some sort of diabolical device or an exercise machine. 14 1 0 2 99 Come to think of it, exercise machines ARE diabolical devices. 11 164 1 1 97 Close Case 11 164 4 1 97 Pry Case Open 11 164 7 1 97 Examine Case 11 164 8 1 97 Examine Case 11 164 6 1 97 Break Case Open 11 164 9 1 97 Open Case 11 164 43 1 99 Open Case 11 164 47 1 99 Open Case 11 164 5 1 97 Force Case Open 11 171 1 1 99 Hammer you already done enough to the sword case? 11 171 45 1 99 You don't really know anything about sword fighting -- if you had to use one you'd probably end up a sword loser. 11 171 6 1 99 You bash in the front of the glass case and take out the sword. It has much better balance than the one you've been using. 11 171 43 1 99 The sword in the case is pretty nice as swords go, but it really doesn't look as though it's as good a weapon as your battle axe. You might as well stick with what you have. 11 171 47 1 99 You think about retrieving the sword from the case, but then you realize that the weapon you already brandish is MUCH more extravagant. 11 171 5 1 99 The heavy iron hammer ought to be pretty good for breaking glass, but somehow you aren't quite getting it. You think you should be able to manage it once you build up your strength some more. 11 1 0 1 99 A finely-crafted sword rests within this case, but there doesn't seem to be a door or any way to open the case. 11 1 0 2 99 A plaque reads "Break glass in emergency." 11 1 1 1 99 Well, you sure made a mess of that sword case. Now it fits right in with the rest of the room. 20 4 0 1 99 It feels like a rough-hewn wooden table, pretty elemental, all in all. 20 1 0 1 99 It's a large, rough-hewn table. Maybe those ewers belonged to the hewers? 3 37 0 1 99 3 4 0 1 99 The walls are cracked enough without you adding to the problem. 3 171 0 1 99 3 1 0 1 99 It looks like someone's been making some cracks about the Guild Hall in here. Maybe Guild membership isn't all it's cracked up to be. 3 36 0 1 99 26 13 0 1 99 Just what you need, a bag of ball bearings. NOT! (But we'll bear it in mind.) 26 4 15 1 99 You pick up two of the metal weights and put one in each of the baskets. 26 4 16 1 99 The baskets don't look like they can hold any more weights. 26 4 49 1 99 You consider placing a few more weights in the baskets, but think better of it. You've done enough stepping for today. 26 4 10 1 99 Any more weight might strain your muscles! Try working with the weights you have in the baskets already. 26 1 0 1 99 Some round metal weights lie neatly stacked on the floor. Better hope Dr. Cranium doesn't see them -- he'd probably invent the cannon and upset the balance of power. 19 163 32 1 97 Read Brochure 19 163 2 1 97 Read "Climbing Skills" 19 163 35 1 97 Read "Essential Exercise" 19 163 33 1 97 Read "Creative Casting" 19 163 34 1 97 Read "Talk Fu" 19 163 31 1 97 Read "HERO" Magazine 19 163 36 1 97 Read "Climbing Skills" Again 19 163 37 1 97 Read "Essential Exercise" Again 19 163 38 1 97 Read "Creative Casting" Again 28 164 1 1 99 It will take a carpenter and a glassmaker to close that case now! 28 164 4 1 99 There's no sign at all of a crack or seam in this case. You can't find any way to open it or even a place to slip in your dagger. 28 164 7 1 99 The case looks totally solid as if it was constructed around the sword. A plaque reads "Break Glass in Emergency Only." 28 164 8 1 99 Nice work. You just about obliterated the glass front of the case. A small sign inside the case says, "If this was such a big emergency, what are you doing standing around and reading this sign?" 28 164 6 1 99 You break open the front of the case. Avoiding the broken glass, you pull out the sword. It looks like a fine quality weapon. 28 164 9 1 99 The case is totally sealed. You can't find any way to open it. 28 164 43 1 99 Sure, you could get the sword, but you already have a really nice battle axe. You should leave the sword for somebody who needs it more. (Your battle axe is a better weapon anyway.) 28 164 47 1 99 28 164 5 1 99 Are you kidding? You have trouble forcing a mayonnaise jar open, let alone a heavy case. You'll need to build up your strength before you can get through this one. 28 166 9 1 99 That would be a lot easier if the desk HAD a drawer! 28 166 26 1 99 You read in the adventurer's log about some of the exploits of past adventurers in Mordavia. Prominent among them is the story of Piotyr and the Dark Ones Cult. 28 166 26 2 99 Near the end of the book, Piotyr tells how he led the armies against the Chernovy Cult outside the Dark One's Cave. The fighters were trained soldiers, but the cult members fought like madmen. 28 166 26 3 99 Suddenly, the Cult members changed their forms and became grotesque monsters. Many of the soldiers panicked and ran. The battle was nearly lost. 28 166 26 4 99 Then Piotyr heard the voice of Erana. "By all my Will, I banish you to..." The voice was cut off. The Cult members screamed and ran. 28 166 26 5 99 Piotyr entered the Cave, and searched for some sign of life. All he could find were the grotesque remains of Cult members. The only sign of Erana was her magical staff lying on the ground. Piotyr picked it up and left the cave, knowing that Erana was beyond his help. 28 166 26 6 99 Piotyr then tells how he brought the staff back to town and placed it in the town square. A garden of flowers instantly sprung up around it. 28 166 26 7 99 Near the end of the book, Piotyr tells that he was going to seek out the Rituals of the Dark One and destroy them. There are no later entries. 28 166 24 1 99 Searching under the desk, you find another set of Thief Marks! 28 166 25 1 99 You sign your name into the Adventurers' Logbook with a flourish; it's almost become a habit by now. 28 165 2 1 99 That was an interesting exercise... in frustration. You really haven't a clue about how to climb. 28 165 19 1 99 You shake the grapnel loose from the ceiling ring and tie the rope back onto your pack. 28 163 32 1 99 The "book" turns out to be an advertising brochure. It says "I, Dr. Cranium, predict that someday one of my descendants will become the subject of a major computer game, 'The Castle of Dr. Brain' from Sierra On-Line." Geez, how cheesy can you get? 28 163 2 1 99 You read the book entitled "Climbing Skills for Upwardly-Mobile Adventurers." It's written entirely in one-syllable words, obviously intended for Fighters. It's absolutely fascinating. 28 163 2 2 99 This book teaches you that climbing sheer walls is best left for specialists, but that anyone with reasonable strength can climb using a rope and grapnel. You're pretty sure you know what to do now. 28 163 27 1 99 You climb up to the top of the bookshelf. There doesn't seem to be anything interesting up there, so you climb back down. The picture frame at the top really is empty. So what is it doing there? 28 163 35 1 99 This book teaches you how to use the stair-stepper to build strong leg muscles and talks about the importance of whole-body development. It says to build up your strength gradually by adding weights to the baskets. 28 163 33 1 99 The book is all about using spells in unusual and creative ways, such as "Calming" a fire, using alternating Flame and Frost spells to make something brittle and break, and so on. You pick up a number of useful tips which will improve your spellcasting. 28 163 34 1 99 This book teaches the ancient Oriental art of "Talk Fu," how to overcome opponents by attacking them with the unpronounceable names of martial arts forms and confusing them with fortune cookie wisdom. You get lost somewhere between Karate and Kuk Sul. 28 163 31 1 99 As you scan through "HERO: The Journal of General Job Adjusting," you find quite a bit of information that might be useful here. 28 163 31 2 99 There are a series of articles about the Land of Mordavia. The town originally grew up around Castle Borgov. The Borgovs were the Boyars (or local noblemen) assigned the role of guarding the area from invaders. 28 163 31 3 99 The chapter on fauna describes a number of interesting creatures. The Necrotaur is a vicious carnivore with big, sharp teeth. Some of the other monsters sound even more horrific. 28 163 31 4 99 In the forest lives the Leshy, a creature known for playing practical jokes on travellers and playing riddle games, but which can also be helpful to those it likes. 28 163 31 5 99 You learn about the Rusalka, the spirit of a murdered unmarried woman. Such spirits are said to inhabit lakes and rivers; they try to avenge themselves by drowning any man foolish enough to approach them. 28 163 31 6 99 You could really learn a lot by reading this magazine thoroughly instead of just browsing through it. (Isn't it nice that we included a complete copy in your game box?)  :-) 28 163 30 1 99 Nice try, but the bookshelf won't budge. If there's a secret passage around here, it's hidden a different way. 28 163 28 1 99 Which book do you want to read? 28 163 36 1 99 You go through the book on climbing again to make sure you're clear on the techniques. It's still interesting but you don't learn anything new. 28 163 37 1 99 You study the exercise manual again. It all looks pretty simple -- add weights to the baskets and walk back and forth on the steps until you get worn out. 28 163 38 1 99 You read through the book on spellcasting techniques again. It hasn't changed. 28 163 29 1 99 Hey! This isn't a lending library! 23 6 50 1 99 23 6 3 1 99 You've entered a run-down room that looks like a cross between an office and a gym. One end is dominated by exercise equipment, the other by a desk and bookshelf. The whole affair looks abandoned and generally in poor condition.


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0 159 0 1 99 It's understandable that this place makes you a bit jumpy, but that isn't going to help here. 0 56 0 1 99 The sense of hostility and discomfort around you continues unabated -- it doesn't seem to be caused by Undead creatures. 0 13 0 1 99 You'll be needing that soon, but not here. 0 53 0 1 99 With all the trouble it took you to get the black falcon, you might as well hang on to it. 0 69 0 1 99 This place does seem to have an affinity to the Dark One Ritual, but you still can't seem to focus to read it. 0 67 0 1 99 0 70 0 1 99 0 58 0 1 99 It will take something a little more permanent than a broom to "clean up" the evil in this place! 0 85 0 1 99 That didn't seem to do much. The aura of expectant waiting and hunger still fills the room. 0 55 0 1 99 That isn't funny right now. 0 37 0 1 99 0 43 0 1 99 The Dark One Sign seems to pulse in your hand with unearthly power. It seems to be attuned to this place in some way that you don't like one bit. You quickly put it away. 0 83 0 1 99 The brief light helps brighten your spirits for a moment, but leaves you feeling even more depressed afterwards. This is not a nice place! 0 100 12 1 99 Hector Hexapod had a hunch -- that hapless Hero was his lunch! Since you brought no better fare, he chose to eat you then and there! 0 100 12 2 99 Holy Hungry Hexapods! 0 81 0 1 99 You sense a low level of magic all around you as if many arcane and unpleasant activities have occurred here in the past. 0 81 0 2 99 The hexapodal wall decoration above the fireplace is actually an enchanted creature, and extremely powerful magic radiates from an object in the display case. 0 81 10 1 99 You sense a low level of magic all around you as if many arcane and unpleasant activities have occurred here in the past. The hexapodal carving above the fireplace is actually an enchanted creature! 0 4 0 1 99 Be careful what you touch in here! 0 179 0 1 99 0 86 0 1 99 0 39 0 1 99 0 88 0 1 99 Watch where you aim that thing! 0 79 0 1 99 0 40 0 1 99 As you wave the garlic bud around, you notice movement above the fireplace. Something there is alive and seems very interested in your garlic! 0 40 17 1 99 There's nothing here you can do with garlic anymore. 0 33 0 1 99 0 74 0 1 99 0 95 0 1 99 Oh, not to worry. Nothing here will attack you while you're standing still. 0 91 0 1 99 0 93 0 1 99 0 1 0 1 99 0 80 0 1 99 0 51 0 1 99 The Rehydration Potion will serve its intended purpose only when you use it on something really, really dry. Take a look around. 0 103 0 1 99 This place makes your skin crawl. You don't want to rest here, or even to remain here a minute more than you must. 0 21 0 1 99 0 72 0 1 99 0 104 0 1 99 0 66 0 1 99 Hold on to that statue -- someone else needs it! 0 76 0 1 99 That isn't particularly flammable. 0 82 0 1 99 There's nothing you can trigger here despite the abundance of likely candidates. 0 25 0 1 99 Maybe you should save your water for something really thirsty. 0 60 0 1 99 The Will o' Wisp will have nothing to do with this place! 13 4 0 1 99 13 1 0 1 99 That alcove looks as though it was put there to hold something very important. 4 4 0 1 99 The bas reliefs are important only for their symbolism. There's nothing you can do with them. 4 1 0 1 99 The bas relief depicts a scarab beetle, sacred to the Shapeirians as the keeper of the sun (mostly due to certain unsavory habits having to do with dung balls). 22 4 0 1 99 It looks quite uncomfortable. 22 1 0 1 99 A low bench by the table provided seating when this place was still used. 24 4 8 1 99 You can't reach the alcove from here. 24 4 7 1 99 Precariously maintaining your balance on the narrow ledge, you just manage to snag the black bird and place it in your pack. 24 87 0 1 99 Your Fetch spell neatly snags the black bird, saving you a dangerous balancing act on the ledge. You carefully put the falcon statue away in your pack. 24 1 0 1 99 There's something dark in the alcove. Could it be, at last, the fabled Black Bird for which so many have been searching? 7 4 0 1 99 7 1 0 1 99 This relief depicts a single huge drop of blood. 8 4 0 1 99 8 1 0 1 99 Here two bones have been crossed as on a pirate flag. 20 4 13 1 99 You break the glass cabinet open, making a big mess. The only useful item inside is a flask labeled "Healing," which you take for later use. 20 4 16 1 99 There is nothing else of value in the cabinet. 20 4 14 1 99 You don't think you should break someone else's property; it just isn't the honorable thing to do. 20 4 14 2 99 Of course, if you had a way to destroy this entire evil abode, you'd do it in a second. Nice consistency of belief, eh? 20 4 15 1 99 You strike a mighty hammer blow at the glass case. It just sort of looks at you through its "glass eye." You need to either build up your strength or try another approach. 20 1 1 1 99 This was once a very nicely made cabinet. Now it's a rather broken one. Apparently vandals have been at work here. 20 1 1 2 99 Oops, you were the vandal? Sorry about that! 20 1 3 1 99 This is a fairly attractive (in a baroque way) display cabinet with a glass door. 20 1 2 1 99 20 80 0 1 99 Your Open spell easily springs the cabinet lock. You take the Healing Potion you find inside. 20 42 0 1 99 You deftly pick the cabinet's simple lock and take the Healing Potion you find inside. 19 4 0 1 99 This is no time to be making like Errol Flynn! 19 33 0 1 99 19 1 0 1 99 The chandeliers once provided light in this dark, somber room. Now they are crusted over with something you'd rather not investigate closely. They are now quite useless. 6 4 0 1 99 6 1 0 1 99 This relief shows a storm cloud, evidently representing the concept of "Breath." 2 39 0 1 99 That's a good idea, but you have some unfinished business to tend to in here first. 2 1 0 1 99 The once-fine curtains now look moth-eaten and bone dry. Now they are no more than a fire hazard. 29 4 23 1 99 You retrieve your daggers. 29 4 22 1 99 You pick up the dagger and put it in your backpack. 29 1 23 1 99 Your thrown daggers have fallen in a heap on the floor. 29 1 22 1 99 It's a dagger you threw at the hectopod. 23 4 0 1 99 You can't budge it. If you want to do anything with the sculpture, you'll have to do it here. 23 87 0 1 99 It's too heavy for your spell to affect. 23 86 0 1 99 The little sculpture is quite dry enough already, thank you (and not in the least bit flammable). 23 1 0 1 99 This amazingly lifelike sculpture looks like a cross between a baby Troll and a hermit or dervish. It fits the description of a "Domovoi" except that it's totally dried-out (and unmoving). 23 6 10 1 17 "Very wet, be I. Very wet, and very alive." 23 6 10 2 17 "Glad am I to be alive. Happy thanks, I give you." 23 6 10 3 17 "Careful you should be here. Dangerous very it is. Feed the guard, or destroy it, to find the secret passage down. Luck to you." 23 76 0 1 99 23 25 0 1 99 You think you see a momentary stirring of life in the dehydrated creature; then it subsides. You'll need a more intensive form of liquid to restore it to normalcy. 14 4 5 1 99 The door is firmly sealed as if cemented in place. Either it really has been bricked in or some very powerful magic keeps it locked. 14 1 0 1 99 That's the front door of the monastery. If the Dark One Sign is still safely in place outside, you might even be able to go through it alive! 11 4 0 1 99 As you push and pull at the antique log holder, suddenly it turns in your hand and the whole back of the fireplace opens to reveal a secret passage leading down! No wonder the fireplace didn't appear to have been used much. 11 1 0 1 99 There are some small scratches on the stone underneath this brass log holder. 11 82 0 1 99 Try using your hands. 10 1 0 1 99 The fireplace looks as though it hasn't been used in years. There are no logs on the log holders, nor is there any sign of ashes or other debris. 15 4 0 1 99 15 1 0 1 99 This terrifying relief depicts some sort of gargoyle or demon head. No matter where you move, you could swear that it's watching you! 5 4 0 1 99 5 1 0 1 99 This is a bas relief image of a heart. If you look out of the corners of your eyes, you can almost see it pulse. This place is making you see all sorts of things, actually! 28 13 0 1 99 You're more likely to end up in a bag than the hexapod! 28 37 0 1 99 28 86 0 1 99 You've managed to damage the hexapod slightly. 28 88 0 1 99 28 79 0 1 99 28 40 0 1 99 Hector the hexapod happily gorges itself on the garlic. Hector looks much less hungry (and perhaps a little less dangerous) now. 28 93 0 1 99 28 1 0 1 99 It's a six-tentacled, octopus-like creature. I guess you'd call it a "hexapod" (unless you like cats -- then you might call it a hexapuss). 28 16 0 1 99 Hector has quite enough Mana already; he needs a less ethereal meal. 28 19 0 1 99 The hexapod waves its tentacles at your sandwiches. Maybe it's allergic to avocado? 28 21 0 1 99 1 1 0 1 99 A section of the stone above the fireplace was obviously designed to hold a plaque or trophy of some kind. 17 1 0 1 99 That's one of the windows you could see from the street. 9 4 0 1 99 9 1 0 1 99 This carving depicts a cavernous, hungry-looking mouth. 9 16 0 1 99 9 19 0 1 99 That was just a figure of speech -- the mouth is made of stone and isn't really hungry at all. 16 1 0 1 99 25 4 0 1 99 There's nothing but dust and spiders (neither of which you much need) under the old rug. 25 86 0 1 99 This place could certainly stand a "cleansing by fire," but you have more to do here first. 25 39 0 1 99 25 1 0 1 99 There's an old, threadbare rug on the floor. Like the curtains, it looks like more of a fire hazard than an amenity at this point. 25 76 0 1 99 3 4 0 1 99 3 1 0 1 99 This carving shows a scorpion ready to sting. 21 1 0 1 99 A long wooden table attests to a time when this room used to double as a communal dining room for the monks. 27 4 5 1 99 The window seems to be secured by a bar on the outside, probably because it is almost inaccessible from the inside. You can't go out that way. 12 4 0 1 99 You can't get this log holder to move at all -- it's solidly set into the base of the fireplace. 12 1 0 1 99 This is an antique brass log holder. There doesn't seem to be anything special about this one. 18 1 0 1 99 This is a no-longer-used monastery. The furnishings are in poor condition, and the carpet and drapes are faded and threadbare. The symbols of the Dark One make this an uncomfortable place to be. 26 6 6 1 99 You need to work more on your climbing. This wall is rather tricky. 26 6 18 1 99 Danger? How about a sense of all-pervading evil, a sense that you are being watched by otherworldly forces that mean to do you harm. Other than that it's just your basic monastery of a fanatical cult. 26 6 18 2 99 This place is an abomination that should not exist. It feels as if the barriers between this and another dark and evil world are paper-thin here. 26 6 20 1 99 There's no reason to do that; the hexapod isn't even moving. 26 6 9 1 99 The flame quickly catches in the dessicated rug and spreads to the curtains and the furniture. You'd better get out of here quickly! 26 6 21 1 99 If it's pyromania you intend, that wispy dry rug looks like the best place to start. 26 6 4 1 99 You have a really bad feeling about this place. It looks ordinary enough, but the symbols of the Dark One everywhere and the general atmosphere make you almost want to turn and run as fast as you can. 26 6 11 1 99 That's funny; the strange six-tentacled creature is moving! It looked like another wall decoration at first. 26 6 19 1 99 After you bombard the poor creature for a bit, it dies. Poor Hector. 26 6 24 1 99 You are down to your last dagger. You'd better hold on to it.

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0 159 0 1 99 You'd probably tumble down the stairs and kill yourself. 0 56 0 1 99 That won't help you here! 0 37 0 1 99 You draw your weapon and look around, but you can't see anything at which to strike. 0 81 0 1 99 There's definitely some magic coming down here, but you can't seem to pinpoint it or focus on it. It's almost as if the magic is waiting there just out of reach to catch you in an unguarded moment. 0 4 0 1 99 You thought you saw something there for a moment, but everything you touch just feels like normal stone. 0 86 0 1 99 You can't find a reasonable target. You keep thinking you see movement out of the corner of your eye, but you just can't pin it down. 0 88 0 1 99 0 79 0 1 99 0 93 0 1 99 0 1 0 1 99 0 21 0 1 99 0 36 0 1 99 4 4 0 1 99 You open the door to reveal the dark and unwholesome secret basement. There's no turning back now. 4 1 0 1 99 This doorway opens into the monastery basement, undoubtedly a place of nameless rites and unspeakable rituals. 5 1 0 1 99 You thought for a moment that you saw something out of the corner of your eye, but there is nothing there now. 3 4 0 1 99 You return to the main room of the Monastery. 3 1 0 1 99 At the top of the stairs is a door leading back into the monastery proper. 2 1 0 1 99 You are in an ancient dark staircase leading down to the monastery basement. 2 1 0 2 99 You have an uneasy feeling as though you are being watched every step of the way. 1 6 1 1 99 You race up the stairs to escape the rapidly-burning monastery.

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0 159 0 1 99 This is no place to practice acrobatics! There are breakable bottles and glasswork everywhere in here. 0 56 0 1 99 Scientific creations, even those involving creating life, hardly qualify as Undead. 0 13 0 1 99 You can't bag any big game that way! 0 48 0 1 18 "These are delicate scientific experiments! You must not ruin them by adding random ingredients!" 0 69 0 1 99 This is a place of science, not of magic. The Dark One rituals are totally inappropriate here. 0 27 0 1 99 0 67 0 1 99 0 70 0 1 99 0 58 0 1 18 "Careful there! That dirt is part of an important scientific experiment!" 0 22 0 1 18 "Put that away! The temperature is carefully controlled in here. Even the slightest change might ruin a vital scientific experiment!" 0 23 0 1 18 0 45 0 1 18 0 17 0 1 18 0 37 0 1 99 There's no cause for violence here. In fact, we'd advise against playing violins too; high notes played on string instruments make Dr. Cranium even more high-strung than normal. 0 179 0 1 99 0 18 0 1 18 0 74 0 1 99 0 49 0 1 18 0 1 0 1 99 You are in an incredibly cluttered laboratory. Flasks, vials, jars, and tubing cover every surface. Experiments are in progress everywhere. 0 16 0 1 18 "Keep that away from my experiments! I do not want them getting the wrong ideas!" 0 32 0 1 18 0 103 0 1 99 If you tried to take a nap in here, you'd probably wake up tied to the table with your brain in a jar on the shelf! 0 21 0 1 99 People who visit glass labs shouldn't throw stones! 0 72 0 1 99 0 104 0 1 99 0 8 0 1 99 It would be a terrible mistake to use magic in here. Dr. Cranium doesn't believe in it, so he'd have to strap you down and analyze you until he came up with a "scientific" explanation for your spells. 0 36 0 1 99 0 2 0 1 99 Shh! Science is golden! 0 76 0 1 99 0 178 0 1 99 You thumb your nose, rub your belly, and so on. 0 178 0 2 18 "I was afraid of that! As an outsider here, you have apparently not yet built up an immunity to the Mordavian Dancing Sickness." 0 178 0 3 18 "We used to have several people in town who exhibited those symptoms, but I have not seen any cases in quite some time. Let us hope the disease does not prove fatal in your case!" 0 25 0 1 18 "Hey! Water you doing there?" 0 60 0 1 18 "Say, that looks interesting! Why don't you put it over there on the shelf with the hamsters?" 16 158 60 1 97 The Fluid 16 158 59 1 97 Igor 16 158 59 2 97 16 158 61 1 97 Laboratory 16 158 61 2 97 16 158 62 1 97 Mad Scientist 16 158 23 1 97 Magic 16 158 20 1 97 Name 16 158 22 1 97 Science 16 158 22 2 97 16 128 3 1 97 Say Goodbye 16 128 2 1 97 Greet Dr. Cranium 16 128 23 1 97 Tell About Magic 16 128 21 1 97 Introduce Yourself 18 158 82 1 97 Antwerps 18 158 26 1 97 Dr. Cranium 18 158 85 1 97 Life Force 18 158 83 1 97 Lightning 18 158 23 1 97 Magic 18 158 81 1 97 Mordavia 18 158 99 1 97 Old Man 18 158 27 1 97 Science 18 158 27 2 97 18 128 12 1 97 Say Goodbye 18 128 7 1 97 Greet Dr. Cranium 18 128 28 1 97 Talk About Yourself 18 128 103 1 97 Tell About Spielburg 19 158 29 1 97 Dr. Cranium 19 158 88 1 97 Formula 19 158 83 1 97 Lightning 19 158 23 1 97 Magic 19 158 66 1 97 Observation 19 158 66 2 97 19 158 86 1 97 Rehydration 19 158 30 1 97 Science 19 158 30 2 97 19 158 103 1 97 Spielburg 19 128 13 1 97 Say Goodbye 19 128 8 1 97 Greet Dr. Cranium 19 128 87 1 97 Tell About Shapeir 20 158 32 1 97 Dr. Cranium 20 158 89 1 97 Frankie 20 158 23 1 97 Magic 20 158 90 1 97 M.E.S.S. 20 158 81 1 97 Mordavia 20 158 33 1 97 Science 20 158 33 2 97 20 128 14 1 97 Say Goodbye 20 128 9 1 97 Greet Dr. Cranium 20 128 102 1 97 Tell About Tarna 21 158 35 1 97 Dr. Cranium 21 158 93 1 97 Experiments 21 158 92 1 97 Frankie 21 158 23 1 97 Magic 21 158 36 1 97 Science 21 158 36 2 97 21 158 84 1 97 Town 21 128 15 1 97 Say Goodbye 21 128 10 1 97 Greet Dr. Cranium 21 128 81 1 97 Tell About Mordavia 22 158 38 1 97 Dr. Cranium 22 158 64 1 97 Genius 22 158 23 1 97 Magic 22 158 94 1 97 Process 22 158 95 1 97 Report 22 158 39 1 97 Science 22 158 39 2 97 22 158 96 1 97 Other Scientists 22 128 16 1 97 Say Goodbye 22 128 11 1 97 Greet Dr. Cranium 22 128 104 1 97 Talk About Undead 23 158 97 1 97 Career 23 158 41 1 97 Dr. Cranium 23 158 98 1 97 Frankie 23 158 23 1 97 Magic 23 158 81 1 97 Mordavia 23 158 66 1 97 Observation 23 158 66 2 99 23 158 42 1 97 Science 23 158 42 2 97 23 128 108 1 97 Say Goodbye 23 128 109 1 97 Greet Dr. Cranium 23 128 105 1 97 Talk About Silmaria 6 4 0 1 99 The boiler feels warm, but not uncomfortably so. It must be very well insulated. 6 1 0 1 99 It looks like a giant boiler. The chain attached to it looks like it activates some sort of release valve. 7 4 0 1 99 You try a couple of quick pulls on the chain. You're not at all sure what you've started, but it's definitely enough to make you nervous. 7 1 0 1 99 The chain is attached to the huge boiler. It looks like you're supposed to pull on the stirrup at the end of the chain. 4 22 0 1 18 4 4 0 1 18 "I am truly sorry, but I cannot afford to make this a lending library at this time. You may look at my books here all you like, but you may not take them with you." 4 39 0 1 18 4 1 0 1 97 Dr. Cranium's reference books include "Science Made Silly." 4 1 0 2 97 You discover a book called "Elementary Deductions." 4 1 0 3 97 This racy little volume is "Sextants and the Single Scientist." 4 1 0 4 97 You are puzzled to find a copy of "Chemical Conundrums." 4 1 0 5 97 You quickly scan through "300,000 Kilometers/Second: Not Just A Good Idea, It's the Law!" It's pretty LIGHT reading, after all. 4 1 0 6 97 You learn that Dr. Cranium has a copy of "Ten Easy Lessons for Becoming a Mad Scientist." He's really doing it "by the book." 4 1 0 7 97 You start to look through "Mad, Mad World," but it's making you crazy, so you stop. 4 1 0 8 97 It's a copy of Frank N. Stein's famous "I Am NOT A Monster" speech. 4 76 0 1 18 "Put that away! You must never burn a book! Treat books with respect and they will bring knowledge to you and others. Destroy them and you cast the land into ignorance and savagery!" 11 4 0 1 99 You'd better leave the bottles alone -- the labelling system doesn't seem to make any great amount of sense. Actually, it's not at all clear that even Dr. Cranium really knows what's in them! 11 1 0 1 99 These are bottles of chemicals Dr. Cranium uses in his experiments. 1 48 0 1 18 "No, thank you. I long since performed that experiment using substitute materials. Perhaps you can come up with an experiment of your own to perform with those berries." 1 14 0 1 18 "Hmm, that's interesting. Looks like something I dug up from a garden once. It died." 1 22 0 1 99 You can't hold a candle to the flame of Dr. Cranium's genius! 1 23 0 1 99 1 55 0 1 18 1 17 0 1 18 "There is no need to return that to me. It is of no further interest once the experiment has been completed." 1 4 0 1 18 "Hands-off there! I am saving my body for science!" 1 59 0 1 18 "Bah. These are just common, ordinary Bellis perennis. I have no interest in those flowers of yours." 1 26 54 1 18 "That is terrific! This is just what I need for my experiments!" 1 26 54 2 18 "As I promised, here is your Rehydration Solution." 1 26 56 1 18 "That is wonderful! I can always use Grue Goo in my experiments! Thank you!" 1 18 0 1 18 1 49 0 1 99 Considering the warped brand of humor Dr. Cranium already exhibits, you suspect that adding any more could lead to a rational disaster! 1 77 0 1 18 "Why, thank you! I am sure I can find a scientific use for those diamonds." 1 1 0 1 99 Dr. Cranium looks considerably more like a demented Wizard or Mad Scientist than a real scientist. Despite his white hair, you suspect that he is no more than middle-aged. He also seems to have developed a significant paunch (root-beer-belly, no doubt). 1 16 0 1 18 "That fruit is clearly scientifically impossible. Since it violates all known laws of chemistry, physics, and biology, I have no use for it!" 1 46 0 1 18 "No, thanks. I have to watch my weight; I am making a study of it." 1 15 0 1 18 "I cannot accept payment for my scientific services! They are performed solely to increase knowledge and to benefit mankind. Besides, taking money might jeopardize my government grants!" 1 19 0 1 18 1 51 0 1 18 1 6 3 1 18 "Come back and visit again." 1 6 3 2 18 "Oh, and if you see Igor, please tell him I still need the fluid." 1 6 12 1 18 "Perhaps I should wait a day or two before resuming my Frankie experiment. It is very important that the right person stay in charge here." 1 6 13 1 18 "Rehydration may prove to be a crucial step on the way to an even more important discovery -- instant water!" 1 6 14 1 18 "I am looking forward to the successful completion of my Frankie experiment. My first attempt was with a bush I dug up in the forest garden. The operation was a great success!" 1 6 14 2 18 "Unfortunately, the patient died. I hope to correct that minor difficulty in my new experiment." 1 6 15 1 18 "Do not be concerned if you should be unable to reach me during the next few days. Frankie and I shall be engaged in some very important and engrossing scientific research!" 1 6 16 1 18 "Perhaps I should keep the results of the Frankie experiment to myself. I am not sure if the world is quite ready for infinitely agreeable artificial women." 1 6 16 2 18 "I shall need to explore the situation much more closely to be certain!" 1 6 17 1 18 "You should certainly take the opportunity to study some of the amazing flora and fauna in this area. The science of genetics is still young, but I have managed to achieve results unheard of elsewhere!" 1 6 17 2 18 "I wish you the best of luck in your own scientific odysseys! Just remember that it is a jungle -- er, a forest, actually -- out there. Be careful, young man!" 1 6 17 3 18 "Do not neglect your educational development while you are running around wielding that weapon of yours! I am certain that there are many good books and other valuable sources of information for you to find in town and elsewhere." 1 6 17 4 18 "Be sure to apply the scientific method in all your activities. Make a hypothesis and test it, but make your final decision based on actual results. Do not fall in love with your hypotheses or you will never be able to learn!" 1 6 64 1 18 "It is not often that ordinary people such as yourself have the opportunity to witness True Genius! I expect that you are feeling especially honored just now." 1 6 2 1 18 "Quickly, Igor, the fluid! I must have the fluid!" 1 6 2 2 18 "Oh, excuse me. I thought it was Igor coming in to assist me. He helps out in the lab sometimes." 1 6 2 3 18 "Now then, what can I do for you?" 1 6 7 1 18 "Ah, you are just in time to witness a magnificent scientific experiment! I have managed to harness the very primal force of lightning at my beck and call. Now I shall use it to create life itself!" 1 6 7 2 18 "Watch this!" 1 6 8 1 18 "I believe I am on the verge of a major discovery! It came to me last night -- I believe that there is a formula which can be used to create a Rehydration Solution!" 1 6 8 2 18 "Such a solution could be used to restore fluidity to any substance or object that has become prematurely dry. Why, if we can but manufacture Dr. Cranium's Rehydration Solution in sufficient quantities, we could rehydrate the great Shapeirian desert!" 1 6 8 3 18 "Of course, there are a few small bugs to be worked out. It would take most of the water in the world's oceans to make that much Solution. Then there is the tiny snag that I have not been able to remember the formula since awakening from the dream." 1 6 9 1 18 "I have made substantial progress with my Frankie since your last visit. With the M.E.S.S. recalibrated, I was able to focus the initial stimulation and have achieved the first traces of independent muscular coordination." 1 6 9 2 18 "See for yourself!" 1 6 10 1 18 "I have done it! The world shall not soon forget the genius of Dr. Cranium! The experiment is a success! Behold... Frankie!" 1 6 10 2 18 "Is she not something? I am looking forward to an exhilarating series of experiments with her." 1 6 11 1 18 "I have been preparing a research report to tell the world about my process for reanimating dead tissue. It is proving very difficult. I must omit no detail or the more skeptical of my fellows will doubt my results." 1 6 11 2 18 "And yet, if I wait too long, some other scientist may publish first. Why, it is distinctly possible that there are hundreds, even thousands, of experimental scientists even now animating their own corpses and trying to publish their results before mine!" 1 6 11 3 18 "Then again, maybe there aren't." 1 6 1 1 18 "It is a truly beautiful day for science, is it not, my young friend? The sun has risen right on schedule and will undoubtedly set according to the proper laws of celestial mechanics!" 1 6 1 2 18 "It is good to see you again! Many adventurers seem to have the unfortunate habit of getting themselves killed between visits. I am glad that you have not yet acquired that habit!" 1 6 1 3 18 "Most of the townspeople here live their lives in constant fear and ignorance. My dream is that some day, through the miracle of science, everyone will learn to read, write, and solve simple differential equations." 1 6 1 4 18 "You are a most persistent visitor. If you chose to devote this much energy to the pursuit of scientific knowledge, you could make tremendous progress in solving the great questions of our age!" 1 6 6 1 18 "Ah, a very nice Frankie, I am sure you will agree! Just as I planned. I believe she has all the assets necessary to become a premier scientific laboratory assistant!" 1 6 4 1 18 "You really should not have done that, you know. I am afraid it will take me a moment to shut it down." 1 6 19 1 18 "Should you ever visit Silmaria, I should be most pleased to give you a recommendation into the Academy of Science there. Science needs more adherents with your energy!" 1 6 19 2 18 "Of course the real process of science is exciting only to those initiated into its greater mysteries. You should seek out knowledge wherever you can find it!" 1 6 19 3 18 "I have been thinking a bit about that castle on the mountain lately. Such a castle might make a wonderful environment for scientific research. Perhaps some day one of my descendants will work in a castle like that!" 1 6 19 4 18 "Good luck with your observations!" 1 6 18 1 18 "It is good to see you again, my young friend! Have you ever considered taking up a career in science?" 1 6 18 2 18 "Ah hah! Eureka! I have it! (Just practicing for my next incredible discovery, you understand.)" 1 6 18 3 18 "It is not often that one of your talent and potential comes into Mordavia. Unfortunately, I have already awarded the Laboratory Assistant position to Frankie." 1 6 18 4 18 "Everything in nature is of interest to the true scientist. You must learn to observe carefully and to take detailed notes. You never know what you might find!" 1 6 63 1 18 "Hmm, that was not quite the experimental result I expected. But never mind that! It is merely a momentary setback in the annals of SCIENCE! I shall readjust the Magnetic Electrical Stimulation System and try again another day!" 1 25 0 1 18 12 4 0 1 99 It hasn't finished brewing yet. Great tea takes time! 12 1 0 1 99 Some sort of complicated scientific experiment is going on here. Could it be... the quest for the perfect cup of tea? 28 158 65 1 97 Scientific Elements 28 158 71 1 97 Hypothesis 28 158 72 1 97 Pizza 8 4 0 1 99 Eye really don't think you should do that. 8 1 0 1 99 It's a beaker full of eyes... and they all seem to be looking at you! 8 25 0 1 99 You offer a water toast to the eye beaker. "Here's looking at you, kid!" 15 4 0 1 99 The gargoyle, surprisingly enough, fails to bite your hand off. It must be keeping its magic under wraps while Dr. Cranium is looking. 15 1 0 1 99 The gargoyle-like carving on the pillar doesn't have much to do with science, but, hey, the rent on this place was reasonable, o.k.? 13 4 0 1 99 Naw, you don't really need glasses (or glass globes). 13 1 0 1 99 Glass globes of unknown intent hang in nets from the ceiling. 9 4 0 1 99 You warm your hands over the fire. Actually, they weren't terribly cold, but you never know when you might have to take on a few extra therms to fight the Autumn chill. 9 1 0 1 99 Even Mad Scientists' labs need fireplaces to keep warm in this climate. 29 158 73 1 97 Igor's Business 29 158 75 1 97 The Cemetery 29 158 74 1 97 Gravestones 30 158 76 1 97 Dead to Life 30 158 79 1 97 Lab Equipment 30 158 78 1 97 Research 30 158 77 1 97 Perfect Tea 27 158 68 1 97 Forest 27 158 69 1 97 Garden 27 158 70 1 97 Rare Plants 25 4 57 1 97 Alkazotz 25 4 57 2 97 Betazene 25 4 57 3 97 Cranomeal 25 4 57 4 97 Desertix 25 4 57 5 97 Elkorn 25 4 57 6 97 Fliegnitz 25 4 57 7 97 Gargoil 25 4 57 8 97 Hintline 25 4 57 9 97 Ickyuckgoop 25 4 57 10 97 Jollene 25 4 57 11 97 Kickaptui 25 4 57 12 97 Laxabiff 25 4 57 13 97 Mexicalish 25 4 57 14 97 Noxipyu 25 4 57 15 97 Ossipye 25 4 57 16 97 Pentickle 25 4 57 17 97 Quixoat 25 4 57 18 97 Romburn 25 4 57 19 97 Sumthin 25 4 57 20 97 Tamlin 25 4 57 21 97 Ultimo 25 4 57 22 97 Voltoffen 25 4 57 23 97 Whammbo 25 4 57 24 97 Xasparil 25 4 57 25 97 Yammer 25 4 57 26 97 Zotzbrue 25 6 107 1 99 Somehow, that doesn't seem quite right. Maybe you'd better check your manual and try again tomorrow. 25 6 106 1 18 "Yes, that sounds just right! However, it will take me some time to distill this marvelous solution. Please return tomorrow." 25 6 106 2 18 "By the way, I could use some Grue Goo for one of my experiments. It would be most kind if you could bring me some when you return for the Rehydration Solution." 25 6 55 1 18 "Thank you! With that information, I am sure I shall be able to create some sensational scientific solutions." 26 9 0 1 99 Each potion needs a certain special component. You must select the "elements" which make up that component to help Dr. Cranium create the potion. 26 9 0 2 99 The elements must be specified in the correct order so that they will interact properly. 26 9 0 3 99 There wasn't room to list all the formulae here, but you can find full details about the elements for each ingredient in your game manual. 26 9 0 4 99 The ingredients are listed alphabetically in the manual. If you are looking for one that is early in the alphabet, look near the beginning of the manual, and so on. 26 9 0 5 99 If you did not get a game manual with your copy of Quest for Glory: Shadows of Darkness, then you do not have a complete game. Contact your software retailer or Sierra to purchase a complete copy of Quest for Glory: Shadows of Darkness. 5 4 0 1 99 The mysterious device begins to emit an ominous hum as you reach towards it. 5 4 0 2 18 "Be careful there! That device is only for use by trained scientists! Who knows what disaster might ensue should it ever be operated by a fumble-fingered amateur such as yourself!" 5 4 0 3 18 "Besides, it is so much more fun when I do it!" 5 1 0 1 99 A contraption looking like nothing quite so much as a giant ray gun points towards the operating table. 5 1 0 2 99 Now wait just a second! There's no such thing as a ray gun in Mordavia... is there?? 17 158 50 1 97 Poison Cure 17 158 48 1 97 Poison Cure 17 158 49 1 97 Poison Cure 17 158 51 1 97 Poison Cure 17 158 58 1 97 Empty Flasks 17 158 67 1 97 Experimentation 17 158 67 2 97 17 158 54 1 97 Rehydration Solution 17 158 46 1 97 Healing Potions 17 158 44 1 97 Healing Potions 17 158 45 1 97 Healing Potions 17 158 47 1 97 Healing Potions 17 158 53 1 97 Rehydration Solution 17 158 25 1 97 Stamina Potions 17 158 52 1 97 Rehydration Solution 3 1 0 1 99 Dr. Cranium likes to stay ahead of his competitors. 10 4 0 1 99 You've seen these "lightning towers" before. They look impressive, but they're totally harmless. No danger at all. Totally safe. Right. 10 1 0 1 99 It's some sort of a lightning tower. Electricity crackles along the tower's length. 10 1 0 2 18 "I would not touch that if I were you!" 14 4 0 1 18 "Stop! You need a license to operate that!" 14 1 0 1 99 It looks for all the world like a medieval moonshine still. But Dr. Cranium is far too intelligent to drink alcohol, so he must be developing a new fuel or something. 2 4 0 1 99 Better table that idea for now. 2 1 0 1 99 Dr. Cranium has an orderly personality, so he likes to arrange things in tables. 2 1 89 1 99 Could it be? Has Dr. Cranium at last succeeded in the ancient dream of bringing back life to the dead? 2 1 89 2 99 Or is this just someone who had a little too much to drink at the mad doctor's party last night? 24 158 82 1 18 "Antwerps are a truly fascinating species. They reproduce by splitting into a number of tiny Antwerps, each with their own genetic code. They cannot split voluntarily, however; they only reproduce when cut or stabbed." 24 158 82 2 18 "My test Antwerps came from Spielburg Valley, where there was an Antwerp population explosion last Spring." 24 158 73 1 18 "Igor has had less work of late. The forest is just as dangerous, but there aren't very many people left in town who are stupid enough to go out there at night. I like to think of it as a sort of evolution in action." 24 158 97 1 18 "Being a world-famous scientist is a very fulfilling life. You live off the research grants, call everything you do an experiment, and bring bodacious babes back from the grave. Nice work if you can get it!" 24 158 75 1 18 "The cemetery is outside of town to the east. It has proven a fruitful source of materials for my experiments." 24 158 75 2 18 "There are also some interesting and CRYPTic puzzles to be solved there." 24 158 26 1 18 "I have been better. The failure of my M.E.S.S. was a shocking experience, I can tell you!" 24 158 29 1 18 "I have been feeling a bit dehydrated lately. It is this dry mountain air. Perhaps when I complete my Rehydration Solution I can do something about the problem." 24 158 32 1 18 "All my attention lately has gone into reanimating the Frankie. It will be a great scientific accomplishment when I succeed!" 24 158 35 1 18 "I am a genius! I shall be famous everywhere! There have been others who have worked on the reanimation of dead tissue, but no scientist has a Frankie like mine! Whoopee!" 24 158 38 1 18 "I have been very busy lately preparing my research report. If you have any suggestions, this would be a good time to share them." 24 158 41 1 18 "I am happy as only a scientist can be! To know the inner truths of nature is to be truly content!" 24 158 50 1 18 "Here you are, one freshly-brewed Universal Poison Antidote!" 24 158 48 1 18 "Oh, you must mean my new Universal Poison Antidote! You may have this one, but I will need some help with the formula to make more. Also, I am afraid I only have time to make one each day." 24 158 49 1 18 "I am sorry, but I only have time to make one Universal Poison Antidote each day. I am a very busy man. Please come back tomorrow and I will have one for you." 24 158 51 1 18 "Something is wrong with the formula you gave me yesterday. See if you can come up with the correct formula this time." 24 158 76 1 18 "Oh, reanimating the dead is just another day's work in the life of a scientist." 24 158 76 2 18 "Even science can not bring a person back quite the way they were, but one can use scientific principles to restore the semblance of life and energy to formerly dead flesh." 24 158 65 1 18 "Earth is for solidity and stability. Air gives freedom and movement. Fire provides power and energy, Water fluidity and life. Pizza, of course, is the most important element of all." 24 158 65 2 18 "Pizza represents the essence of well-roundedness and regaining strength. Most importantly, you can have it delivered in under half an hour in most areas!" 24 158 58 1 99 You ask Dr. Cranium if he can spare an empty flask for specimen collection. 24 158 58 2 18 "Of course, of course! I am always delighted to assist scientific research of any kind and I have plenty of flasks. You may have this one!" 24 158 79 1 18 "I try to maintain a modest selection of useful experimental equipment in my simple laboratory." 24 158 79 2 18 "Unfortunately, it has become very difficult to obtain the most modern scientific accessories since the road out of the valley became closed by the swamp." 24 158 93 1 18 "I am sorry, but I really cannot reveal the nature of the experiments Frankie and I intend to perform. The world may not yet be ready for them." 24 158 93 2 18 "More importantly, I do not want anyone else taking credit for my results. Besides, Frankie is a little shy." 24 158 67 1 18 "Experiments are the meat and drink of science. First you must come up with a hypothesis based on your understanding of the Scientific Elements, then perform an experiment to test the hypothesis. Afterwards, you have a pizza." 24 158 60 1 18 "Essential Etheric Fluid is an important ingredient in my formula for reanimating dead bodies. It contains the essence of the Element of Water, the most important ingredient in life science." 24 158 68 1 18 "The forest outside of town is quite a fascinating area. The trees are primarily deciduous with the occasional conifer." 24 158 68 2 18 "A wide variety of fauna inhabits the forest providing great opportunities for scientific research and occasionally excitement of other kinds." 24 158 88 1 18 "I do seem to be a little careless in keeping track of my scientific formulae. I have them all written down somewhere; I think it was in the margins of one of my books." 24 158 89 1 18 "I named Frankie after one of my colleagues who did some preliminary research into tissue reanimation. My success in this experiment will make me one of the premier researchers at this year's Scientific Ball." 24 158 92 1 18 "Is she not a wonder? My Frankie -- fully functional in every way! In fact, I imagine she could even... hmmm..." 24 158 98 1 18 "Frankie has been a great help in my experiments. Her assistance has been quite stimulating." 24 158 69 1 18 "There is a beautiful garden in the forest southeast of town. It contains several varieties of plants and trees that cannot be found anywhere else in this region." 24 158 69 2 18 "I had some fascinating experimental results with a bush I dug up there. Unfortunately, I was not able to keep it alive in captivity." 24 158 64 1 18 "To become a Certified Genius, one must obtain a Certificate of Genius from the Positively International Genius Society. There's a bit more to it than that, of course, but that's the gist. I am the only PIG in this area." 24 158 54 1 18 "I have your Rehydration Solution all ready. I will be happy to exchange it for a flask of Grue Goo. When you bring me the Goo I will give you your Solution." 24 158 74 1 18 "Igor is carving out quite a niche for himself in the gravestone business. You might say he is well on his way to becoming a rock star. Then again, you might not." 24 158 46 1 18 "Here you are -- one freshly-brewed Healing Drink. Sip it if you get hurt and its beneficial vitamins and other ingredients will help your body to recover quickly." 24 158 44 1 18 "Oh, you must mean my patented Healing Drink. You may have my last one." 24 158 44 2 18 "Unfortunately, I have forgotten the formula for its main ingredient. If you can help me remember it, I will be able to make some more Healing Drinks, although the work is very time-consuming." 24 158 45 1 18 "As I mentioned, these solutions are very time-consuming to create. I really only have time in my busy schedule to make you one each day." 24 158 47 1 18 "Something is quite wrong. I gave a sample of the Healing Drink made from your formula to a chicken and it turned into a garden snake and slithered off. It is lucky that you were not the first to try it!" 24 158 47 2 18 "Now if you can just recall the correct formula, I will be able to create some proper Healing Drinks." 24 158 53 1 18 "Ah, you need my world-famous Rehydration Solution. Unfortunately, I have forgotten the elemental formula of its main ingredient. Perhaps you can help." 24 158 71 1 18 "A hypothesis is a scientific guess. One predicts the result of an operation, performs an experiment to test the prediction, then has a pizza to celebrate the result." 24 158 71 2 18 "It is very important to stay flexible, however. Sometimes the experiment may give a different result than predicted by the hypothesis." 24 158 71 3 18 "Since real scientists don't like to make mistakes, we always write the hypothesis in pencil." 24 158 59 1 18 "Igor is the gravedigger and tombstone carver. Business has been slow lately, perhaps because there are very few people left in town, so Igor sometimes comes in to help me with my work." 24 158 61 1 18 "This laboratory is where I perform some of my most important research! Lately I have been trying to bring life back to a dead body and to brew the perfect cup of tea." 24 158 85 1 18 "I am convinced that the primal force of life is electrical in nature. Of course it must also involve Water for life and Pizza (without which life would be boring)." 24 158 83 1 18 "I have come to the conclusion that lightning is electrical in nature, which would put it in the realm of Fire." 24 158 83 2 18 "Fortunately, there have been an increasing number of storms here lately, so I have been able to harness some of the lightning and store it for experimental use." 24 158 62 1 18 "Mad? Mad?! They ALL call me mad, but what do they know of madness? I am not mad! A bit perturbed about the world situation and how I get so little respect, perhaps. But certainly not mad!" 24 158 23 1 18 "There is, of course, no such thing as magic. There is only Science!" 24 158 23 2 18 "Still, you would be amazed at how gullible some people are. Just the other day someone gave me this scroll saying it was a magical spell! Can you believe that?" 24 158 23 3 18 "It is purest poppycock! Nothing on here makes any sense whatsoever. Here, you may have this as a reminder that Magic is a figment of fevered imagination. Only Science is real!" 24 158 23 4 99 Obviously, Dr. Cranium needs to take a correspondence course from the Famous Wizards' School. As YOU read the scroll, you find that you have learned the incantations and gestures with which to cast a Glide spell! Then the scroll vanishes. 24 158 23 5 18 "There, you see, it was not even a very good piece of parchment. Fell right apart!" 24 158 90 1 18 "The M.E.S.S. is my patented Magnetic Electrical Stimulation System. With it I am able to reestablish neuron paths through formerly dead tissue. It also can be a good companion on those lonely Friday nights in the lab." 24 158 81 1 18 "This is a sad, ignorant land where everyone seems to think more of magic than of science. Still, it is a good place for a scientist to work. There are many fascinating monsters to study and I can get all the dead bodies I need." 24 158 20 1 18 "My name is Dr. Cranium. I am Mordavia's chief scientist and a certified genius. Some call me mad, but I much prefer 'Dr. Cranium.'" 24 158 66 1 18 "The scientist never fails to observe nature. Why, if I had not gone on an observation trip in the forest, I would never have found that garden with all the rare and exotic flora." 24 158 99 1 18 "My neighbor Nikolai is not actually as old as he now appears. He has been very unhappy since his wife's disappearance some 15 years ago." 24 158 99 2 18 "I can understand his disappointment; she never brought me back the berries I needed for an experiment." 24 158 72 1 18 "Pizza is a crucial ingredient in many scientific formulae. There is a nearly infinite variation in its effects, depending on whether one starts with Pepperoni, Mushrooms, Artichokes, or Plain Cheese." 24 158 72 2 18 "One should always order extra pizza in case the experiment requires additional materials. Besides, science is hungry work!" 24 158 70 1 18 "There used to be a bush that grew seven different types of blossoms in the garden. There is still a tree that provides fruit in a very peculiar cycle. There are also many beautiful flowers and plants growing there." 24 158 70 2 18 "I am convinced that the garden must have been intentionally planted, as it contains specimens that are not native to this region. Whoever planted it clearly did not understand the basic tenets of ecology." 24 158 70 3 18 "Fortunately, few of the spores have spread to the wider forest so far." 24 158 94 1 18 "If I told you about it, it would not be a secret anymore, now would it? All I can say is that the process involves Lightning, Life Fluid, and an attractive recently-dead corpse." 24 158 94 2 18 "Oh, and considerable quantities of pepperoni pizza, of course." 24 158 86 1 18 "Dr. Cranium's Rehydration Solution should be a shoo-in for the Alchemical Innovation of the Annum award. It contains the prime essence of the Element of Water in a perfectly condensed form." 24 158 95 1 18 "Publish or perish, they say. It is not sufficient just to be the greatest scientist in the world. One must also strive to be the best known. Otherwise, research grants can be hard to obtain." 24 158 95 2 99 "The key to writing a research report is to always remember this: A pen can be driven But a pencil must be lead." 24 158 78 1 18 "Research is the heart and soul of science! Without constant experimentation to prove or disprove one's hypotheses, the scientist is left trying to solve the world's problems by guesswork. That is hardly the most efficient way to achieve results!" 24 158 22 1 18 "Ah, yes, science! I am glad you asked. Science is the process of systematically increasing our knowledge of the world through observation and experiment." 24 158 22 2 18 "Unfortunately, some of the townspeople here seem to have no concept of the wonders of science. Some of them even claim my little inventions are magical! Such poppycock! There is no such thing as magic!" 24 158 22 3 18 "Still, the townspeople insisted that I should be able to use my 'magic' to cure wounds and sickness. I told them that I am a scientist, not a doctor, but they wouldn't listen." 24 158 22 4 18 "I had little choice but to concoct some simple elixirs. They were childishly pleased. Science is really so simple once you understand it!" 24 158 27 1 18 "Understanding and harnessing the power of nature is just one aspect of science. By observing and performing experiments based on the observations, the scientist increases our understanding of the world around us." 24 158 30 1 18 "It is very important to understand the relationships of the Scientific Elements -- Earth, Air, Fire, Water, and Pizza. Everything we know is made up of one or more of these elements." 24 158 33 1 18 "When we have learned to take a scientific approach to everything in life we will be well on the way to understanding ourselves." 24 158 36 1 18 "Science! You ask me about science?! Just look at Frankie there and you will understand the purpose of science!" 24 158 36 2 18 "It is to acquire knowledge of the very nature of life itself and to create what those less informed would call miracles with that knowledge." 24 158 39 1 18 "Science is the basis of living an informed life. Without science there is only ignorance and savagery." 24 158 39 2 18 "With it we have all the benefits of technology from such simple things as my potions and elixirs all the way up to masterpieces like Frankie!" 24 158 42 1 18 "You really should take the time to learn some of the basic principles of science. Learning the nature of the Scientific Elements and the patterns of the stars will improve your life!" 24 158 96 1 18 "Many of the Academy scientists are greedy, self-centered, and dishonest. Some of them have negative attributes as well. It is best not to let other scientists know too much about one's research until one is ready to publish the final results." 24 158 103 1 18 "I spent some time in Spielburg last Summer. Everyone there kept talking about some Hero who did some sort of noble deeds there. You would think that they could find more excitement in the modern accomplishments of science!" 24 158 103 2 18 "There seemed to be quite an infestation of baby Antwerps there for some reason. I took advantage of the opportunity to capture a number of them in very blunt cages for my experiments. The Baron did not even charge me very much for them!" 24 158 25 1 18 "If you want to improve your stamina, then you should make sure you eat a healthy diet from all the different food groups and get plenty of aerobic exercise. That is Science!" 24 158 77 1 18 "The one alchemical combination that I have thus far been unable to fully analyze is that of a good cup of tea. I am sure there must be a way to duplicate the effects of nature, but the results have not been promising so far." 24 158 77 2 18 "Perhaps you would like a cup of spearmint and beefsteak tea? I thought not. This is even harder than Rehydration Solution and reviving dead tissue." 24 158 84 1 18 "This poor, benighted, unscientific town used to be a thriving community. Lately, however, the birth rate has dropped and anyone careless enough to be caught out at night tends not to return." 24 158 84 2 18 "The heavy rains of the last few years have also put a damper on the local economy -- the only road out of the valley has become covered by an endless and impassable swamp." 24 158 84 3 18 "I have not received a single delivery of scientific equipment this year. It is terrible!" 24 158 52 1 18 "I am still cleaning up the mess from the previous formula you gave me. I hope you can do better this time!" 24 128 3 1 99 You say goodbye to Dr. Cranium. 24 128 3 2 18 "Please be careful not to break the beakers or crack the flasks on your way out." 24 128 12 1 99 You say goodbye. 24 128 12 2 18 "It is always a pleasure to have one such as you visit." 24 128 13 1 99 You say goodbye. 24 128 13 2 18 "Be sure to let me know of any scientific discoveries you should make here in Mordavia." 24 128 14 1 99 You say goodbye. 24 128 14 2 18 "Remember to use your powers of observation at all times." 24 128 15 1 99 You say goodbye. 24 128 15 2 18 "I trust you will continue to do research throughout the forest." 24 128 16 1 99 You say goodbye. 24 128 16 2 18 "If you should come across any interesting samples of unusual scientific specimens, please let me know." 24 128 108 1 99 You say goodbye. 24 128 108 2 18 "Be careful out there. It would be a shame to lose such a promising future scientist." 24 128 2 1 99 You say hello to the scientist. 24 128 2 2 18 "Welcome to my laboratory. You must have more than the usual intelligence and perseverance to have made it in here." 24 128 7 1 99 You say hello to the scientist. 24 128 7 2 18 "It is good to see you again. I trust the Antwerps gave you no trouble." 24 128 8 1 99 You say hello to the scientist. 24 128 8 2 18 "You are always welcome in my laboratory. However, I do wish you would wipe your shoes a little more carefully before entering." 24 128 9 1 99 You say hello to the scientist. 24 128 9 2 18 "I trust you have made some valuable scientific discoveries since your last visit." 24 128 10 1 99 You say hello to the scientist. 24 128 10 2 18 "Frankie has been helping to keep me company in your absence. Still, it is good to have you visit." 24 128 11 1 99 You say hello to the scientist. 24 128 11 2 18 "I am glad to see that you have survived for another visit here. Mordavia can be a dangerous place." 24 128 109 1 99 You say hello to the scientist. 24 128 109 2 18 "Welcome back, my young friend." 24 128 23 1 99 You explain to Dr. Cranium that magic is really a lot like science and even deals with the same Elements. 24 128 23 2 18 "Nonsense! There is no such thing as magic! There is only science! What you call magic is simply scientific phenomena that have not yet been properly investigated and catalogued." 24 128 81 1 99 You talk about your explorations in Mordavia and the many amazing creatures you've encountered. 24 128 81 2 18 "Yes, that is the way of the true scientist. Do not rely on what others have told you, but experience them for yourself. I am glad that you are finding your vacation in Mordavia an educational experience." 24 128 21 1 99 You introduce yourself to Dr. Cranium and tell him a little about your adventures. 24 128 21 2 18 "I should be most interested to hear about your travels and your scientific discoveries along the way. Unfortunately, I have very little time for that right now. Perhaps we can discuss your adventures when you next return." 24 128 28 1 99 You start to tell Dr. Cranium about yourself and your adventures, but he quickly interrupts. 24 128 28 2 18 "But there is nothing so adventurous as pursuing a career in science! Did you know, for instance, that simple scientific principles can be applied to the creation of potions for healing and curing poison?" 24 128 87 1 99 You relate the tale of your journey to Shapeir and how you saved two cities from the evil vizier Ad Avis and his Elemental minions. 24 128 87 2 18 "Now you are talking science! The Elements are the building blocks of everything in nature. I am sure I have never heard of anyone constructing creatures purely of a single Element, but it certainly makes scientific sense." 24 128 87 3 18 "You say this Ad Avis referred to a Dark Master here in Mordavia? I am sure I have never heard of such a one here." 24 128 87 4 18 "There are rumors of strange goings-on in the castle, but I do not credit such tales without scientific observation to back them up." 24 128 105 1 99 You tell Dr. Cranium that you would like to visit Silmaria some day, but fear you are trapped forever in Mordavia. 24 128 105 2 18 "Ah, Silmaria, a lovely place by the sea! You must be sure to visit the Academy of Science there when you visit. I am sure you will have the opportunity some day." 24 128 103 1 99 You tell Dr. Cranium about your first adventures in Spielburg Valley. He seems vaguely interested in your tales of the Baron and his children, but his eyes positively light up when you mention the Antwerp. 24 128 103 2 18 "Ah, so you are the Spielburg Hero. I went there on an Antwerp-gathering expedition a few months ago. The people there are still talking about your adventures." 24 128 103 3 99 You continue by telling Dr. Cranium of your encounters with the eccentric Wizard Erasmus, the deadly Kobold magic user, and the Ogress Baba Yaga. 24 128 103 4 18 "Turned her into a frog? Such poppycock! There is a perfectly straightforward scientific explanation for all of those events. There is no such thing as magic!" 24 128 102 1 99 You regale the Doctor with tales of your exloits in Tarna. 24 128 102 2 18 "That sounds like a truly awful land. Primitive conditions, almost no science. That apothecary Salim sounds like someone I should meet, though." 24 128 104 1 99 You tell Dr. Cranium about the many Undead creatures abroad in Mordavia and about the rumors that Vampires inhabit the castle. 24 128 104 2 18 "There are of course no such thing as 'living Undead'! Frankie is the closest that science can come to such a thing and she is a product of Science, not of magic. Vampires, Rusalki, Revenants, and Wraiths are the products of superstition and fear; their existence is scientifically impossible!"

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0 159 0 1 99 This is no place to practice acrobatics! There are breakable bottles and glasswork everywhere in here. 0 56 0 1 99 Scientific creations, even those involving creating life, hardly qualify as Undead. 0 13 0 1 99 You can't bag any big game that way! 0 48 0 1 18 "These are delicate scientific experiments! You must not ruin them by adding random ingredients!" 0 69 0 1 99 This is a place of science, not of magic. The Dark One rituals are totally inappropriate here. 0 27 0 1 99 0 67 0 1 99 0 70 0 1 99 0 58 0 1 18 "Careful there! That dirt is part of an important scientific experiment!" 0 22 0 1 18 "Put that away! The temperature is carefully controlled in here. Even the slightest change might ruin a vital scientific experiment!" 0 23 0 1 18 0 45 0 1 18 0 17 0 1 18 0 37 0 1 99 There's no cause for violence here. In fact, we'd advise against playing violins too; high notes played on string instruments make Dr. Cranium even more high-strung than normal. 0 179 0 1 99 0 18 0 1 18 0 74 0 1 99 0 49 0 1 18 0 1 0 1 99 You are in an incredibly cluttered laboratory. Flasks, vials, jars, and tubing cover every surface. Experiments are in progress everywhere. 0 16 0 1 18 "Keep that away from my experiments! I do not want them getting the wrong ideas!" 0 32 0 1 18 0 103 0 1 99 If you tried to take a nap in here, you'd probably wake up tied to the table with your brain in a jar on the shelf! 0 21 0 1 99 People who visit glass labs shouldn't throw stones! 0 72 0 1 99 0 104 0 1 99 0 8 0 1 99 It would be a terrible mistake to use magic in here. Dr. Cranium doesn't believe in it, so he'd have to strap you down and analyze you until he came up with a "scientific" explanation for your spells. 0 36 0 1 99 0 2 0 1 99 Shh! Science is golden! 0 76 0 1 99 0 178 0 1 99 You thumb your nose, rub your belly, and so on. 0 178 0 2 18 "I was afraid of that! As an outsider here, you have apparently not yet built up an immunity to the Mordavian Dancing Sickness." 0 178 0 3 18 "We used to have several people in town who exhibited those symptoms, but I have not seen any cases in quite some time. Let us hope the disease does not prove fatal in your case!" 0 25 0 1 18 "Hey! Water you doing there?" 0 60 0 1 18 "Say, that looks interesting! Why don't you put it over there on the shelf with the hamsters?" 16 158 60 1 97 The Fluid 16 158 59 1 97 Igor 16 158 59 2 97 16 158 61 1 97 Laboratory 16 158 61 2 97 16 158 62 1 97 Mad Scientist 16 158 23 1 97 Magic 16 158 20 1 97 Name 16 158 22 1 97 Science 16 158 22 2 97 16 128 3 1 97 Say Goodbye 16 128 2 1 97 Greet Dr. Cranium 16 128 23 1 97 Tell About Magic 16 128 21 1 97 Introduce Yourself 18 158 82 1 97 Antwerps 18 158 26 1 97 Dr. Cranium 18 158 85 1 97 Life Force 18 158 83 1 97 Lightning 18 158 23 1 97 Magic 18 158 81 1 97 Mordavia 18 158 99 1 97 Old Man 18 158 27 1 97 Science 18 158 27 2 97 18 128 12 1 97 Say Goodbye 18 128 7 1 97 Greet Dr. Cranium 18 128 28 1 97 Talk About Yourself 18 128 103 1 97 Tell About Spielburg 19 158 29 1 97 Dr. Cranium 19 158 88 1 97 Formula 19 158 83 1 97 Lightning 19 158 23 1 97 Magic 19 158 66 1 97 Observation 19 158 66 2 97 19 158 86 1 97 Rehydration 19 158 30 1 97 Science 19 158 30 2 97 19 158 103 1 97 Spielburg 19 128 13 1 97 Say Goodbye 19 128 8 1 97 Greet Dr. Cranium 19 128 87 1 97 Tell About Shapeir 20 158 32 1 97 Dr. Cranium 20 158 89 1 97 Frankie 20 158 23 1 97 Magic 20 158 90 1 97 M.E.S.S. 20 158 81 1 97 Mordavia 20 158 33 1 97 Science 20 158 33 2 97 20 128 14 1 97 Say Goodbye 20 128 9 1 97 Greet Dr. Cranium 20 128 102 1 97 Tell About Tarna 21 158 35 1 97 Dr. Cranium 21 158 93 1 97 Experiments 21 158 92 1 97 Frankie 21 158 23 1 97 Magic 21 158 36 1 97 Science 21 158 36 2 97 21 158 84 1 97 Town 21 128 15 1 97 Say Goodbye 21 128 10 1 97 Greet Dr. Cranium 21 128 81 1 97 Tell About Mordavia 22 158 38 1 97 Dr. Cranium 22 158 64 1 97 Genius 22 158 23 1 97 Magic 22 158 94 1 97 Process 22 158 95 1 97 Report 22 158 39 1 97 Science 22 158 39 2 97 22 158 96 1 97 Other Scientists 22 128 16 1 97 Say Goodbye 22 128 11 1 97 Greet Dr. Cranium 22 128 104 1 97 Talk About Undead 23 158 97 1 97 Career 23 158 41 1 97 Dr. Cranium 23 158 98 1 97 Frankie 23 158 23 1 97 Magic 23 158 81 1 97 Mordavia 23 158 66 1 97 Observation 23 158 66 2 99 23 158 42 1 97 Science 23 158 42 2 97 23 128 108 1 97 Say Goodbye 23 128 109 1 97 Greet Dr. Cranium 23 128 105 1 97 Talk About Silmaria 6 4 0 1 99 The boiler feels warm, but not uncomfortably so. It must be very well insulated. 6 1 0 1 99 It looks like a giant boiler. The chain attached to it looks like it activates some sort of release valve. 7 4 0 1 99 You try a couple of quick pulls on the chain. You're not at all sure what you've started, but it's definitely enough to make you nervous. 7 1 0 1 99 The chain is attached to the huge boiler. It looks like you're supposed to pull on the stirrup at the end of the chain. 4 22 0 1 18 4 4 0 1 18 "I am truly sorry, but I cannot afford to make this a lending library at this time. You may look at my books here all you like, but you may not take them with you." 4 39 0 1 18 4 1 0 1 97 Dr. Cranium's reference books include "Science Made Silly." 4 1 0 2 97 You discover a book called "Elementary Deductions." 4 1 0 3 97 This racy little volume is "Sextants and the Single Scientist." 4 1 0 4 97 You are puzzled to find a copy of "Chemical Conundrums." 4 1 0 5 97 You quickly scan through "300,000 Kilometers/Second: Not Just A Good Idea, It's the Law!" It's pretty LIGHT reading, after all. 4 1 0 6 97 You learn that Dr. Cranium has a copy of "Ten Easy Lessons for Becoming a Mad Scientist." He's really doing it "by the book." 4 1 0 7 97 You start to look through "Mad, Mad World," but it's making you crazy, so you stop. 4 1 0 8 97 It's a copy of Frank N. Stein's famous "I Am NOT A Monster" speech. 4 76 0 1 18 "Put that away! You must never burn a book! Treat books with respect and they will bring knowledge to you and others. Destroy them and you cast the land into ignorance and savagery!" 11 4 0 1 99 You'd better leave the bottles alone -- the labelling system doesn't seem to make any great amount of sense. Actually, it's not at all clear that even Dr. Cranium really knows what's in them! 11 1 0 1 99 These are bottles of chemicals Dr. Cranium uses in his experiments. 1 48 0 1 18 "No, thank you. I long since performed that experiment using substitute materials. Perhaps you can come up with an experiment of your own to perform with those berries." 1 14 0 1 18 "Hmm, that's interesting. Looks like something I dug up from a garden once. It died." 1 22 0 1 99 You can't hold a candle to the flame of Dr. Cranium's genius! 1 23 0 1 99 1 55 0 1 18 1 17 0 1 18 "There is no need to return that to me. It is of no further interest once the experiment has been completed." 1 4 0 1 18 "Hands-off there! I am saving my body for science!" 1 59 0 1 18 "Bah. These are just common, ordinary Bellis perennis. I have no interest in those flowers of yours." 1 26 54 1 18 "That is terrific! This is just what I need for my experiments!" 1 26 54 2 18 "As I promised, here is your Rehydration Solution." 1 26 56 1 18 "That is wonderful! I can always use Grue Goo in my experiments! Thank you!" 1 18 0 1 18 1 49 0 1 99 Considering the warped brand of humor Dr. Cranium already exhibits, you suspect that adding any more could lead to a rational disaster! 1 77 0 1 18 "Why, thank you! I am sure I can find a scientific use for those diamonds." 1 1 0 1 99 Dr. Cranium looks considerably more like a demented Wizard or Mad Scientist than a real scientist. Despite his white hair, you suspect that he is no more than middle-aged. He also seems to have developed a significant paunch (root-beer-belly, no doubt). 1 16 0 1 18 "That fruit is clearly scientifically impossible. Since it violates all known laws of chemistry, physics, and biology, I have no use for it!" 1 46 0 1 18 "No, thanks. I have to watch my weight; I am making a study of it." 1 15 0 1 18 "I cannot accept payment for my scientific services! They are performed solely to increase knowledge and to benefit mankind. Besides, taking money might jeopardize my government grants!" 1 19 0 1 18 1 51 0 1 18 1 6 3 1 18 "Come back and visit again." 1 6 3 2 18 "Oh, and if you see Igor, please tell him I still need the fluid." 1 6 12 1 18 "Perhaps I should wait a day or two before resuming my Frankie experiment. It is very important that the right person stay in charge here." 1 6 13 1 18 "Rehydration may prove to be a crucial step on the way to an even more important discovery -- instant water!" 1 6 14 1 18 "I am looking forward to the successful completion of my Frankie experiment. My first attempt was with a bush I dug up in the forest garden. The operation was a great success!" 1 6 14 2 18 "Unfortunately, the patient died. I hope to correct that minor difficulty in my new experiment." 1 6 15 1 18 "Do not be concerned if you should be unable to reach me during the next few days. Frankie and I shall be engaged in some very important and engrossing scientific research!" 1 6 16 1 18 "Perhaps I should keep the results of the Frankie experiment to myself. I am not sure if the world is quite ready for infinitely agreeable artificial women." 1 6 16 2 18 "I shall need to explore the situation much more closely to be certain!" 1 6 17 1 18 "You should certainly take the opportunity to study some of the amazing flora and fauna in this area. The science of genetics is still young, but I have managed to achieve results unheard of elsewhere!" 1 6 17 2 18 "I wish you the best of luck in your own scientific odysseys! Just remember that it is a jungle -- er, a forest, actually -- out there. Be careful, young man!" 1 6 17 3 18 "Do not neglect your educational development while you are running around wielding that weapon of yours! I am certain that there are many good books and other valuable sources of information for you to find in town and elsewhere." 1 6 17 4 18 "Be sure to apply the scientific method in all your activities. Make a hypothesis and test it, but make your final decision based on actual results. Do not fall in love with your hypotheses or you will never be able to learn!" 1 6 64 1 18 "It is not often that ordinary people such as yourself have the opportunity to witness True Genius! I expect that you are feeling especially honored just now." 1 6 2 1 18 "Quickly, Igor, the fluid! I must have the fluid!" 1 6 2 2 18 "Oh, excuse me. I thought it was Igor coming in to assist me. He helps out in the lab sometimes." 1 6 2 3 18 "Now then, what can I do for you?" 1 6 7 1 18 "Ah, you are just in time to witness a magnificent scientific experiment! I have managed to harness the very primal force of lightning at my beck and call. Now I shall use it to create life itself!" 1 6 7 2 18 "Watch this!" 1 6 8 1 18 "I believe I am on the verge of a major discovery! It came to me last night -- I believe that there is a formula which can be used to create a Rehydration Solution!" 1 6 8 2 18 "Such a solution could be used to restore fluidity to any substance or object that has become prematurely dry. Why, if we can but manufacture Dr. Cranium's Rehydration Solution in sufficient quantities, we could rehydrate the great Shapeirian desert!" 1 6 8 3 18 "Of course, there are a few small bugs to be worked out. It would take most of the water in the world's oceans to make that much Solution. Then there is the tiny snag that I have not been able to remember the formula since awakening from the dream." 1 6 9 1 18 "I have made substantial progress with my Frankie since your last visit. With the M.E.S.S. recalibrated, I was able to focus the initial stimulation and have achieved the first traces of independent muscular coordination." 1 6 9 2 18 "See for yourself!" 1 6 10 1 18 "I have done it! The world shall not soon forget the genius of Dr. Cranium! The experiment is a success! Behold... Frankie!" 1 6 10 2 18 "Is she not something? I am looking forward to an exhilarating series of experiments with her." 1 6 11 1 18 "I have been preparing a research report to tell the world about my process for reanimating dead tissue. It is proving very difficult. I must omit no detail or the more skeptical of my fellows will doubt my results." 1 6 11 2 18 "And yet, if I wait too long, some other scientist may publish first. Why, it is distinctly possible that there are hundreds, even thousands, of experimental scientists even now animating their own corpses and trying to publish their results before mine!" 1 6 11 3 18 "Then again, maybe there aren't." 1 6 1 1 18 "It is a truly beautiful day for science, is it not, my young friend? The sun has risen right on schedule and will undoubtedly set according to the proper laws of celestial mechanics!" 1 6 1 2 18 "It is good to see you again! Many adventurers seem to have the unfortunate habit of getting themselves killed between visits. I am glad that you have not yet acquired that habit!" 1 6 1 3 18 "Most of the townspeople here live their lives in constant fear and ignorance. My dream is that some day, through the miracle of science, everyone will learn to read, write, and solve simple differential equations." 1 6 1 4 18 "You are a most persistent visitor. If you chose to devote this much energy to the pursuit of scientific knowledge, you could make tremendous progress in solving the great questions of our age!" 1 6 6 1 18 "Ah, a very nice Frankie, I am sure you will agree! Just as I planned. I believe she has all the assets necessary to become a premier scientific laboratory assistant!" 1 6 4 1 18 "You really should not have done that, you know. I am afraid it will take me a moment to shut it down." 1 6 19 1 18 "Should you ever visit Silmaria, I should be most pleased to give you a recommendation into the Academy of Science there. Science needs more adherents with your energy!" 1 6 19 2 18 "Of course the real process of science is exciting only to those initiated into its greater mysteries. You should seek out knowledge wherever you can find it!" 1 6 19 3 18 "I have been thinking a bit about that castle on the mountain lately. Such a castle might make a wonderful environment for scientific research. Perhaps some day one of my descendants will work in a castle like that!" 1 6 19 4 18 "Good luck with your observations!" 1 6 18 1 18 "It is good to see you again, my young friend! Have you ever considered taking up a career in science?" 1 6 18 2 18 "Ah hah! Eureka! I have it! (Just practicing for my next incredible discovery, you understand.)" 1 6 18 3 18 "It is not often that one of your talent and potential comes into Mordavia. Unfortunately, I have already awarded the Laboratory Assistant position to Frankie." 1 6 18 4 18 "Everything in nature is of interest to the true scientist. You must learn to observe carefully and to take detailed notes. You never know what you might find!" 1 6 63 1 18 "Hmm, that was not quite the experimental result I expected. But never mind that! It is merely a momentary setback in the annals of SCIENCE! I shall readjust the Magnetic Electrical Stimulation System and try again another day!" 1 25 0 1 18 12 4 0 1 99 It hasn't finished brewing yet. Great tea takes time! 12 1 0 1 99 Some sort of complicated scientific experiment is going on here. Could it be... the quest for the perfect cup of tea? 28 158 65 1 97 Scientific Elements 28 158 71 1 97 Hypothesis 28 158 72 1 97 Pizza 8 4 0 1 99 Eye really don't think you should do that. 8 1 0 1 99 It's a beaker full of eyes... and they all seem to be looking at you! 8 25 0 1 99 You offer a water toast to the eye beaker. "Here's looking at you, kid!" 15 4 0 1 99 The gargoyle, surprisingly enough, fails to bite your hand off. It must be keeping its magic under wraps while Dr. Cranium is looking. 15 1 0 1 99 The gargoyle-like carving on the pillar doesn't have much to do with science, but, hey, the rent on this place was reasonable, o.k.? 13 4 0 1 99 Naw, you don't really need glasses (or glass globes). 13 1 0 1 99 Glass globes of unknown intent hang in nets from the ceiling. 9 4 0 1 99 You warm your hands over the fire. Actually, they weren't terribly cold, but you never know when you might have to take on a few extra therms to fight the Autumn chill. 9 1 0 1 99 Even Mad Scientists' labs need fireplaces to keep warm in this climate. 29 158 73 1 97 Igor's Business 29 158 75 1 97 The Cemetery 29 158 74 1 97 Gravestones 30 158 76 1 97 Dead to Life 30 158 79 1 97 Lab Equipment 30 158 78 1 97 Research 30 158 77 1 97 Perfect Tea 27 158 68 1 97 Forest 27 158 69 1 97 Garden 27 158 70 1 97 Rare Plants 25 4 57 1 97 Alkazotz 25 4 57 2 97 Betazene 25 4 57 3 97 Cranomeal 25 4 57 4 97 Desertix 25 4 57 5 97 Elkorn 25 4 57 6 97 Fliegnitz 25 4 57 7 97 Gargoil 25 4 57 8 97 Hintline 25 4 57 9 97 Ickyuckgoop 25 4 57 10 97 Jollene 25 4 57 11 97 Kickaptui 25 4 57 12 97 Laxabiff 25 4 57 13 97 Mexicalish 25 4 57 14 97 Noxipyu 25 4 57 15 97 Ossipye 25 4 57 16 97 Pentickle 25 4 57 17 97 Quixoat 25 4 57 18 97 Romburn 25 4 57 19 97 Sumthin 25 4 57 20 97 Tamlin 25 4 57 21 97 Ultimo 25 4 57 22 97 Voltoffen 25 4 57 23 97 Whammbo 25 4 57 24 97 Xasparil 25 4 57 25 97 Yammer 25 4 57 26 97 Zotzbrue 25 6 107 1 99 Somehow, that doesn't seem quite right. Maybe you'd better check your manual and try again tomorrow. 25 6 106 1 18 "Yes, that sounds just right! However, it will take me some time to distill this marvelous solution. Please return tomorrow." 25 6 106 2 18 "By the way, I could use some Grue Goo for one of my experiments. It would be most kind if you could bring me some when you return for the Rehydration Solution." 25 6 55 1 18 "Thank you! With that information, I am sure I shall be able to create some sensational scientific solutions." 26 9 0 1 99 Each potion needs a certain special component. You must select the "elements" which make up that component to help Dr. Cranium create the potion. 26 9 0 2 99 The elements must be specified in the correct order so that they will interact properly. 26 9 0 3 99 There wasn't room to list all the formulae here, but you can find full details about the elements for each ingredient in your game manual. 26 9 0 4 99 The ingredients are listed alphabetically in the manual. If you are looking for one that is early in the alphabet, look near the beginning of the manual, and so on. 26 9 0 5 99 If you did not get a game manual with your copy of Quest for Glory: Shadows of Darkness, then you do not have a complete game. Contact your software retailer or Sierra to purchase a complete copy of Quest for Glory: Shadows of Darkness. 5 4 0 1 99 The mysterious device begins to emit an ominous hum as you reach towards it. 5 4 0 2 18 "Be careful there! That device is only for use by trained scientists! Who knows what disaster might ensue should it ever be operated by a fumble-fingered amateur such as yourself!" 5 4 0 3 18 "Besides, it is so much more fun when I do it!" 5 1 0 1 99 A contraption looking like nothing quite so much as a giant ray gun points towards the operating table. 5 1 0 2 99 Now wait just a second! There's no such thing as a ray gun in Mordavia... is there?? 17 158 50 1 97 Poison Cure 17 158 48 1 97 Poison Cure 17 158 49 1 97 Poison Cure 17 158 51 1 97 Poison Cure 17 158 58 1 97 Empty Flasks 17 158 67 1 97 Experimentation 17 158 67 2 97 17 158 54 1 97 Rehydration Solution 17 158 46 1 97 Healing Potions 17 158 44 1 97 Healing Potions 17 158 45 1 97 Healing Potions 17 158 47 1 97 Healing Potions 17 158 53 1 97 Rehydration Solution 17 158 25 1 97 Stamina Potions 17 158 52 1 97 Rehydration Solution 3 1 0 1 99 Dr. Cranium likes to stay ahead of his competitors. 10 4 0 1 99 You've seen these "lightning towers" before. They look impressive, but they're totally harmless. No danger at all. Totally safe. Right. 10 1 0 1 99 It's some sort of a lightning tower. Electricity crackles along the tower's length. 10 1 0 2 18 "I would not touch that if I were you!" 14 4 0 1 18 "Stop! You need a license to operate that!" 14 1 0 1 99 It looks for all the world like a medieval moonshine still. But Dr. Cranium is far too intelligent to drink alcohol, so he must be developing a new fuel or something. 2 4 0 1 99 Better table that idea for now. 2 1 0 1 99 Dr. Cranium has an orderly personality, so he likes to arrange things in tables. 2 1 89 1 99 Could it be? Has Dr. Cranium at last succeeded in the ancient dream of bringing back life to the dead? 2 1 89 2 99 Or is this just someone who had a little too much to drink at the mad doctor's party last night? 24 158 82 1 18 "Antwerps are a truly fascinating species. They reproduce by splitting into a number of tiny Antwerps, each with their own genetic code. They cannot split voluntarily, however; they only reproduce when cut or stabbed." 24 158 82 2 18 "My test Antwerps came from Spielburg Valley, where there was an Antwerp population explosion last Spring." 24 158 73 1 18 "Igor has had less work of late. The forest is just as dangerous, but there aren't very many people left in town who are stupid enough to go out there at night. I like to think of it as a sort of evolution in action." 24 158 97 1 18 "Being a world-famous scientist is a very fulfilling life. You live off the research grants, call everything you do an experiment, and bring bodacious babes back from the grave. Nice work if you can get it!" 24 158 75 1 18 "The cemetery is outside of town to the east. It has proven a fruitful source of materials for my experiments." 24 158 75 2 18 "There are also some interesting and CRYPTic puzzles to be solved there." 24 158 26 1 18 "I have been better. The failure of my M.E.S.S. was a shocking experience, I can tell you!" 24 158 29 1 18 "I have been feeling a bit dehydrated lately. It is this dry mountain air. Perhaps when I complete my Rehydration Solution I can do something about the problem." 24 158 32 1 18 "All my attention lately has gone into reanimating the Frankie. It will be a great scientific accomplishment when I succeed!" 24 158 35 1 18 "I am a genius! I shall be famous everywhere! There have been others who have worked on the reanimation of dead tissue, but no scientist has a Frankie like mine! Whoopee!" 24 158 38 1 18 "I have been very busy lately preparing my research report. If you have any suggestions, this would be a good time to share them." 24 158 41 1 18 "I am happy as only a scientist can be! To know the inner truths of nature is to be truly content!" 24 158 50 1 18 "Here you are, one freshly-brewed Universal Poison Antidote!" 24 158 48 1 18 "Oh, you must mean my new Universal Poison Antidote! You may have this one, but I will need some help with the formula to make more. Also, I am afraid I only have time to make one each day." 24 158 49 1 18 "I am sorry, but I only have time to make one Universal Poison Antidote each day. I am a very busy man. Please come back tomorrow and I will have one for you." 24 158 51 1 18 "Something is wrong with the formula you gave me yesterday. See if you can come up with the correct formula this time." 24 158 76 1 18 "Oh, reanimating the dead is just another day's work in the life of a scientist." 24 158 76 2 18 "Even science can not bring a person back quite the way they were, but one can use scientific principles to restore the semblance of life and energy to formerly dead flesh." 24 158 65 1 18 "Earth is for solidity and stability. Air gives freedom and movement. Fire provides power and energy, Water fluidity and life. Pizza, of course, is the most important element of all." 24 158 65 2 18 "Pizza represents the essence of well-roundedness and regaining strength. Most importantly, you can have it delivered in under half an hour in most areas!" 24 158 58 1 99 You ask Dr. Cranium if he can spare an empty flask for specimen collection. 24 158 58 2 18 "Of course, of course! I am always delighted to assist scientific research of any kind and I have plenty of flasks. You may have this one!" 24 158 79 1 18 "I try to maintain a modest selection of useful experimental equipment in my simple laboratory." 24 158 79 2 18 "Unfortunately, it has become very difficult to obtain the most modern scientific accessories since the road out of the valley became closed by the swamp." 24 158 93 1 18 "I am sorry, but I really cannot reveal the nature of the experiments Frankie and I intend to perform. The world may not yet be ready for them." 24 158 93 2 18 "More importantly, I do not want anyone else taking credit for my results. Besides, Frankie is a little shy." 24 158 67 1 18 "Experiments are the meat and drink of science. First you must come up with a hypothesis based on your understanding of the Scientific Elements, then perform an experiment to test the hypothesis. Afterwards, you have a pizza." 24 158 60 1 18 "Essential Etheric Fluid is an important ingredient in my formula for reanimating dead bodies. It contains the essence of the Element of Water, the most important ingredient in life science." 24 158 68 1 18 "The forest outside of town is quite a fascinating area. The trees are primarily deciduous with the occasional conifer." 24 158 68 2 18 "A wide variety of fauna inhabits the forest providing great opportunities for scientific research and occasionally excitement of other kinds." 24 158 88 1 18 "I do seem to be a little careless in keeping track of my scientific formulae. I have them all written down somewhere; I think it was in the margins of one of my books." 24 158 89 1 18 "I named Frankie after one of my colleagues who did some preliminary research into tissue reanimation. My success in this experiment will make me one of the premier researchers at this year's Scientific Ball." 24 158 92 1 18 "Is she not a wonder? My Frankie -- fully functional in every way! In fact, I imagine she could even... hmmm..." 24 158 98 1 18 "Frankie has been a great help in my experiments. Her assistance has been quite stimulating." 24 158 69 1 18 "There is a beautiful garden in the forest southeast of town. It contains several varieties of plants and trees that cannot be found anywhere else in this region." 24 158 69 2 18 "I had some fascinating experimental results with a bush I dug up there. Unfortunately, I was not able to keep it alive in captivity." 24 158 64 1 18 "To become a Certified Genius, one must obtain a Certificate of Genius from the Positively International Genius Society. There's a bit more to it than that, of course, but that's the gist. I am the only PIG in this area." 24 158 54 1 18 "I have your Rehydration Solution all ready. I will be happy to exchange it for a flask of Grue Goo. When you bring me the Goo I will give you your Solution." 24 158 74 1 18 "Igor is carving out quite a niche for himself in the gravestone business. You might say he is well on his way to becoming a rock star. Then again, you might not." 24 158 46 1 18 "Here you are -- one freshly-brewed Healing Drink. Sip it if you get hurt and its beneficial vitamins and other ingredients will help your body to recover quickly." 24 158 44 1 18 "Oh, you must mean my patented Healing Drink. You may have my last one." 24 158 44 2 18 "Unfortunately, I have forgotten the formula for its main ingredient. If you can help me remember it, I will be able to make some more Healing Drinks, although the work is very time-consuming." 24 158 45 1 18 "As I mentioned, these solutions are very time-consuming to create. I really only have time in my busy schedule to make you one each day." 24 158 47 1 18 "Something is quite wrong. I gave a sample of the Healing Drink made from your formula to a chicken and it turned into a garden snake and slithered off. It is lucky that you were not the first to try it!" 24 158 47 2 18 "Now if you can just recall the correct formula, I will be able to create some proper Healing Drinks." 24 158 53 1 18 "Ah, you need my world-famous Rehydration Solution. Unfortunately, I have forgotten the elemental formula of its main ingredient. Perhaps you can help." 24 158 71 1 18 "A hypothesis is a scientific guess. One predicts the result of an operation, performs an experiment to test the prediction, then has a pizza to celebrate the result." 24 158 71 2 18 "It is very important to stay flexible, however. Sometimes the experiment may give a different result than predicted by the hypothesis." 24 158 71 3 18 "Since real scientists don't like to make mistakes, we always write the hypothesis in pencil." 24 158 59 1 18 "Igor is the gravedigger and tombstone carver. Business has been slow lately, perhaps because there are very few people left in town, so Igor sometimes comes in to help me with my work." 24 158 61 1 18 "This laboratory is where I perform some of my most important research! Lately I have been trying to bring life back to a dead body and to brew the perfect cup of tea." 24 158 85 1 18 "I am convinced that the primal force of life is electrical in nature. Of course it must also involve Water for life and Pizza (without which life would be boring)." 24 158 83 1 18 "I have come to the conclusion that lightning is electrical in nature, which would put it in the realm of Fire." 24 158 83 2 18 "Fortunately, there have been an increasing number of storms here lately, so I have been able to harness some of the lightning and store it for experimental use." 24 158 62 1 18 "Mad? Mad?! They ALL call me mad, but what do they know of madness? I am not mad! A bit perturbed about the world situation and how I get so little respect, perhaps. But certainly not mad!" 24 158 23 1 18 "There is, of course, no such thing as magic. There is only Science!" 24 158 23 2 18 "Still, you would be amazed at how gullible some people are. Just the other day someone gave me this scroll saying it was a magical spell! Can you believe that?" 24 158 23 3 18 "It is purest poppycock! Nothing on here makes any sense whatsoever. Here, you may have this as a reminder that Magic is a figment of fevered imagination. Only Science is real!" 24 158 23 4 99 Obviously, Dr. Cranium needs to take a correspondence course from the Famous Wizards' School. As YOU read the scroll, you find that you have learned the incantations and gestures with which to cast a Glide spell! Then the scroll vanishes. 24 158 23 5 18 "There, you see, it was not even a very good piece of parchment. Fell right apart!" 24 158 90 1 18 "The M.E.S.S. is my patented Magnetic Electrical Stimulation System. With it I am able to reestablish neuron paths through formerly dead tissue. It also can be a good companion on those lonely Friday nights in the lab." 24 158 81 1 18 "This is a sad, ignorant land where everyone seems to think more of magic than of science. Still, it is a good place for a scientist to work. There are many fascinating monsters to study and I can get all the dead bodies I need." 24 158 20 1 18 "My name is Dr. Cranium. I am Mordavia's chief scientist and a certified genius. Some call me mad, but I much prefer 'Dr. Cranium.'" 24 158 66 1 18 "The scientist never fails to observe nature. Why, if I had not gone on an observation trip in the forest, I would never have found that garden with all the rare and exotic flora." 24 158 99 1 18 "My neighbor Nikolai is not actually as old as he now appears. He has been very unhappy since his wife's disappearance some 15 years ago." 24 158 99 2 18 "I can understand his disappointment; she never brought me back the berries I needed for an experiment." 24 158 72 1 18 "Pizza is a crucial ingredient in many scientific formulae. There is a nearly infinite variation in its effects, depending on whether one starts with Pepperoni, Mushrooms, Artichokes, or Plain Cheese." 24 158 72 2 18 "One should always order extra pizza in case the experiment requires additional materials. Besides, science is hungry work!" 24 158 70 1 18 "There used to be a bush that grew seven different types of blossoms in the garden. There is still a tree that provides fruit in a very peculiar cycle. There are also many beautiful flowers and plants growing there." 24 158 70 2 18 "I am convinced that the garden must have been intentionally planted, as it contains specimens that are not native to this region. Whoever planted it clearly did not understand the basic tenets of ecology." 24 158 70 3 18 "Fortunately, few of the spores have spread to the wider forest so far." 24 158 94 1 18 "If I told you about it, it would not be a secret anymore, now would it? All I can say is that the process involves Lightning, Life Fluid, and an attractive recently-dead corpse." 24 158 94 2 18 "Oh, and considerable quantities of pepperoni pizza, of course." 24 158 86 1 18 "Dr. Cranium's Rehydration Solution should be a shoo-in for the Alchemical Innovation of the Annum award. It contains the prime essence of the Element of Water in a perfectly condensed form." 24 158 95 1 18 "Publish or perish, they say. It is not sufficient just to be the greatest scientist in the world. One must also strive to be the best known. Otherwise, research grants can be hard to obtain." 24 158 95 2 99 "The key to writing a research report is to always remember this: A pen can be driven But a pencil must be lead." 24 158 78 1 18 "Research is the heart and soul of science! Without constant experimentation to prove or disprove one's hypotheses, the scientist is left trying to solve the world's problems by guesswork. That is hardly the most efficient way to achieve results!" 24 158 22 1 18 "Ah, yes, science! I am glad you asked. Science is the process of systematically increasing our knowledge of the world through observation and experiment." 24 158 22 2 18 "Unfortunately, some of the townspeople here seem to have no concept of the wonders of science. Some of them even claim my little inventions are magical! Such poppycock! There is no such thing as magic!" 24 158 22 3 18 "Still, the townspeople insisted that I should be able to use my 'magic' to cure wounds and sickness. I told them that I am a scientist, not a doctor, but they wouldn't listen." 24 158 22 4 18 "I had little choice but to concoct some simple elixirs. They were childishly pleased. Science is really so simple once you understand it!" 24 158 27 1 18 "Understanding and harnessing the power of nature is just one aspect of science. By observing and performing experiments based on the observations, the scientist increases our understanding of the world around us." 24 158 30 1 18 "It is very important to understand the relationships of the Scientific Elements -- Earth, Air, Fire, Water, and Pizza. Everything we know is made up of one or more of these elements." 24 158 33 1 18 "When we have learned to take a scientific approach to everything in life we will be well on the way to understanding ourselves." 24 158 36 1 18 "Science! You ask me about science?! Just look at Frankie there and you will understand the purpose of science!" 24 158 36 2 18 "It is to acquire knowledge of the very nature of life itself and to create what those less informed would call miracles with that knowledge." 24 158 39 1 18 "Science is the basis of living an informed life. Without science there is only ignorance and savagery." 24 158 39 2 18 "With it we have all the benefits of technology from such simple things as my potions and elixirs all the way up to masterpieces like Frankie!" 24 158 42 1 18 "You really should take the time to learn some of the basic principles of science. Learning the nature of the Scientific Elements and the patterns of the stars will improve your life!" 24 158 96 1 18 "Many of the Academy scientists are greedy, self-centered, and dishonest. Some of them have negative attributes as well. It is best not to let other scientists know too much about one's research until one is ready to publish the final results." 24 158 103 1 18 "I spent some time in Spielburg last Summer. Everyone there kept talking about some Hero who did some sort of noble deeds there. You would think that they could find more excitement in the modern accomplishments of science!" 24 158 103 2 18 "There seemed to be quite an infestation of baby Antwerps there for some reason. I took advantage of the opportunity to capture a number of them in very blunt cages for my experiments. The Baron did not even charge me very much for them!" 24 158 25 1 18 "If you want to improve your stamina, then you should make sure you eat a healthy diet from all the different food groups and get plenty of aerobic exercise. That is Science!" 24 158 77 1 18 "The one alchemical combination that I have thus far been unable to fully analyze is that of a good cup of tea. I am sure there must be a way to duplicate the effects of nature, but the results have not been promising so far." 24 158 77 2 18 "Perhaps you would like a cup of spearmint and beefsteak tea? I thought not. This is even harder than Rehydration Solution and reviving dead tissue." 24 158 84 1 18 "This poor, benighted, unscientific town used to be a thriving community. Lately, however, the birth rate has dropped and anyone careless enough to be caught out at night tends not to return." 24 158 84 2 18 "The heavy rains of the last few years have also put a damper on the local economy -- the only road out of the valley has become covered by an endless and impassable swamp." 24 158 84 3 18 "I have not received a single delivery of scientific equipment this year. It is terrible!" 24 158 52 1 18 "I am still cleaning up the mess from the previous formula you gave me. I hope you can do better this time!" 24 128 3 1 99 You say goodbye to Dr. Cranium. 24 128 3 2 18 "Please be careful not to break the beakers or crack the flasks on your way out." 24 128 12 1 99 You say goodbye. 24 128 12 2 18 "It is always a pleasure to have one such as you visit." 24 128 13 1 99 You say goodbye. 24 128 13 2 18 "Be sure to let me know of any scientific discoveries you should make here in Mordavia." 24 128 14 1 99 You say goodbye. 24 128 14 2 18 "Remember to use your powers of observation at all times." 24 128 15 1 99 You say goodbye. 24 128 15 2 18 "I trust you will continue to do research throughout the forest." 24 128 16 1 99 You say goodbye. 24 128 16 2 18 "If you should come across any interesting samples of unusual scientific specimens, please let me know." 24 128 108 1 99 You say goodbye. 24 128 108 2 18 "Be careful out there. It would be a shame to lose such a promising future scientist." 24 128 2 1 99 You say hello to the scientist. 24 128 2 2 18 "Welcome to my laboratory. You must have more than the usual intelligence and perseverance to have made it in here." 24 128 7 1 99 You say hello to the scientist. 24 128 7 2 18 "It is good to see you again. I trust the Antwerps gave you no trouble." 24 128 8 1 99 You say hello to the scientist. 24 128 8 2 18 "You are always welcome in my laboratory. However, I do wish you would wipe your shoes a little more carefully before entering." 24 128 9 1 99 You say hello to the scientist. 24 128 9 2 18 "I trust you have made some valuable scientific discoveries since your last visit." 24 128 10 1 99 You say hello to the scientist. 24 128 10 2 18 "Frankie has been helping to keep me company in your absence. Still, it is good to have you visit." 24 128 11 1 99 You say hello to the scientist. 24 128 11 2 18 "I am glad to see that you have survived for another visit here. Mordavia can be a dangerous place." 24 128 109 1 99 You say hello to the scientist. 24 128 109 2 18 "Welcome back, my young friend." 24 128 23 1 99 You explain to Dr. Cranium that magic is really a lot like science and even deals with the same Elements. 24 128 23 2 18 "Nonsense! There is no such thing as magic! There is only science! What you call magic is simply scientific phenomena that have not yet been properly investigated and catalogued." 24 128 81 1 99 You talk about your explorations in Mordavia and the many amazing creatures you've encountered. 24 128 81 2 18 "Yes, that is the way of the true scientist. Do not rely on what others have told you, but experience them for yourself. I am glad that you are finding your vacation in Mordavia an educational experience." 24 128 21 1 99 You introduce yourself to Dr. Cranium and tell him a little about your adventures. 24 128 21 2 18 "I should be most interested to hear about your travels and your scientific discoveries along the way. Unfortunately, I have very little time for that right now. Perhaps we can discuss your adventures when you next return." 24 128 28 1 99 You start to tell Dr. Cranium about yourself and your adventures, but he quickly interrupts. 24 128 28 2 18 "But there is nothing so adventurous as pursuing a career in science! Did you know, for instance, that simple scientific principles can be applied to the creation of potions for healing and curing poison?" 24 128 87 1 99 You relate the tale of your journey to Shapeir and how you saved two cities from the evil vizier Ad Avis and his Elemental minions. 24 128 87 2 18 "Now you are talking science! The Elements are the building blocks of everything in nature. I am sure I have never heard of anyone constructing creatures purely of a single Element, but it certainly makes scientific sense." 24 128 87 3 18 "You say this Ad Avis referred to a Dark Master here in Mordavia? I am sure I have never heard of such a one here." 24 128 87 4 18 "There are rumors of strange goings-on in the castle, but I do not credit such tales without scientific observation to back them up." 24 128 105 1 99 You tell Dr. Cranium that you would like to visit Silmaria some day, but fear you are trapped forever in Mordavia. 24 128 105 2 18 "Ah, Silmaria, a lovely place by the sea! You must be sure to visit the Academy of Science there when you visit. I am sure you will have the opportunity some day." 24 128 103 1 99 You tell Dr. Cranium about your first adventures in Spielburg Valley. He seems vaguely interested in your tales of the Baron and his children, but his eyes positively light up when you mention the Antwerp. 24 128 103 2 18 "Ah, so you are the Spielburg Hero. I went there on an Antwerp-gathering expedition a few months ago. The people there are still talking about your adventures." 24 128 103 3 99 You continue by telling Dr. Cranium of your encounters with the eccentric Wizard Erasmus, the deadly Kobold magic user, and the Ogress Baba Yaga. 24 128 103 4 18 "Turned her into a frog? Such poppycock! There is a perfectly straightforward scientific explanation for all of those events. There is no such thing as magic!" 24 128 102 1 99 You regale the Doctor with tales of your exloits in Tarna. 24 128 102 2 18 "That sounds like a truly awful land. Primitive conditions, almost no science. That apothecary Salim sounds like someone I should meet, though." 24 128 104 1 99 You tell Dr. Cranium about the many Undead creatures abroad in Mordavia and about the rumors that Vampires inhabit the castle. 24 128 104 2 18 "There are of course no such thing as 'living Undead'! Frankie is the closest that science can come to such a thing and she is a product of Science, not of magic. Vampires, Rusalki, Revenants, and Wraiths are the products of superstition and fear; their existence is scientifically impossible!"

390.msgEdit

0 159 0 1 99 You're making enough noise already without jumping all over the place! 0 13 0 1 99 You don't need to "bag" anything here. Just pick up what you want. 0 85 0 1 99 The old man's breathing relaxes slightly and he seems to be tossing and turning a little less often. 0 100 28 1 99 Now you know why "the squeaky wheel gets the grease." You let this one do a bit too much squeaking and it squealed on you. You've been squelched! 0 100 28 2 99 Well, Oil Be! 0 100 24 1 99 If dead men tell no tales, then why did this one do so much talking? Next time, leave the murdering to the BAD guys, eh? 0 100 24 2 99 "Killer Thriller" 0 81 0 1 99 There is nothing magical here. 0 4 0 1 99 It's not clear what you intend to accomplish that way. 0 52 0 1 99 The doll would probably look very nice there, but you're going to need it later. You'd better hold on to it. 0 39 0 1 99 0 171 0 1 99 You'd get nailed if you tried that. 0 95 0 1 99 You Hide for a few moments to let things quiet down here. 0 91 0 1 99 Lighting up the room would surely lead to your apprehension. Doesn't that make you a bit apprehensive? 0 1 0 1 99 0 32 0 1 99 Greasing squeaks is always a prudent idea, but that isn't the place -- there's nothing you can oil there. 0 103 0 1 99 0 104 0 1 99 This is not a recommended resting place for you (unless you want to make the next edition of "Mordavia's Stupidest Burglars"). 0 76 0 1 99 Watch where you point that thing -- you could burn the whole place down! 0 60 0 1 99 It's an outdoor creature. 6 4 0 1 99 A Hero has many responsibilities, but making beds isn't generally among them. 6 1 6 1 99 With the old man gone, his bed lies empty. It's a plain bed much like yours at the inn. 6 1 5 1 99 The old man seems to be having a restless night. Every few minutes he shifts position in the bed. Occasionally you can hear him mutter "Anna?" in his sleep. 3 4 0 1 99 You slip back out through the bedroom window. 3 1 0 1 99 The bedroom window looks out on the street below. 13 1 13 1 99 There's an old hand broom in the cabinet. Judging from the dust around this place, it hasn't been used in some time. 13 1 8 1 99 It looks like a broom closet. 13 1 7 1 99 There isn't anything else useful in the cabinet. 5 4 3 1 99 The chest is locked. 5 4 4 1 99 You'd look silly walking around in women's clothing; better stick with what you're already wearing. 5 1 3 1 99 There is a footlocker next to the bed. 5 1 4 1 99 The chest contains an assortment of carefully folded women's clothing including a wedding dress and bridal veil along with an empty wallet. 5 42 2 1 99 Tsk! Such a terrible lack of trust around here. The old man has not only locked his chest, but seems to have used a good enough lock that it's beyond your abilities. (Or maybe you just need more practice.) 5 42 4 1 99 The chest isn't locked. 5 42 1 1 99 You open the chest and find an assortment of carefully folded women's clothing including a wedding dress and bridal veil. You're more interested in the wallet hiding 12 Royals and 17 Kopeks, which you take. 10 1 0 1 99 The couch looks as though it's seen better years. It's badly worn and starting to sag. 7 1 8 1 99 The desk consists of a simple table top closed in by two hinged doors. It doesn't have a lock. 7 1 7 1 99 The desk is now empty except for the old book. 7 1 32 1 99 You see some sort of potion and a book in the desk. 23 4 36 1 99 The door is locked and barred. It would be better if you did not go out this way -- it would make it obvious that someone has been here. 23 1 0 1 99 11 1 9 1 99 This is a small storage chest. An especially ugly drinking mug has been carelessly left on top. 11 1 10 1 99 This is a small storage chest. 9 1 0 1 99 The house door is heavily barred. 16 1 0 1 99 A short flight of stairs leads to the front entrance door. 24 4 0 1 99 You pick up the hat and add it to your backpack. 24 4 37 1 99 You don't want to be so conspicuous going out through the window during the daytime. 24 1 0 1 99 The old man's hat hangs neatly from one of the hooks. 4 4 0 1 99 You don't really need to do anything with the oil lamp. 4 1 0 1 99 There's an oil lamp near the bed. The old man probably uses it to light his way up the stairs since you suspect he isn't a terribly heavy reader. 12 4 11 1 99 You pick up the ugly mug and carefully place it on the floor. 12 4 43 1 99 Let's get a couple things straight: 1. The chest the mug was on is open, so there's nowhere to place it. 2. The mug is so ugly you don't want it. 12 4 12 1 99 You return the ugly mug to its place on the chest. 12 1 0 1 99 It's one of the ugliest mugs you've ever seen. Some people just don't have any taste. 8 1 0 1 99 It's an attractive, but not particularly valuable, music box. 18 6 23 1 31 "What has happened to me? I do not understand." 18 6 23 2 31 "You! Why did you kill me? I do not know you. Why did you do such a thing?" 21 1 0 1 99 The old man seems to be having a restless night. Every few minutes he shifts position in the bed. Occasionally you can hear him mutter "Anna?" in his sleep. 21 6 27 1 10 "What? Who is there? Dmitri, is that you?" 21 6 27 2 10 "Help, thieves! Vampires! Dmitri, come quickly! Help!" 21 6 21 1 10 "What? Who are you? What are you doing here?" 21 6 21 2 10 "Help! Dmitri! Help! Come quickly!" 21 6 30 1 10 "Anna, is that you? Oh, Anna, how you love that music box I gave you. Anna, Anna, how I love you." 21 6 30 2 10 "No, you are gone, and I am alone. An old man, dreaming foolish dreams. Anna..." 21 6 30 3 99 You hear the sound of the old man falling back asleep. 17 4 0 1 99 It feels a lot like the pillars in the inn. 17 1 0 1 99 The decorative pillar has an important support role in this house's cast. 19 4 0 1 99 There's no need to ride the rails. 19 1 0 1 99 The railing adds a pleasant "open look" to the house. 15 1 0 1 99 A set of stairs leads to the bedroom loft. 14 4 0 1 99 You'd better leave them where they are -- they're pretty much stuck in place. 14 1 0 1 99 The table and chairs look as though they haven't moved from their present positions in quite some time. 1 1 0 1 99 It's a wardrobe for storing clothing and such, sort of a portable closet. 1 32 0 1 99 2 1 0 1 99 2 32 0 1 99 You carefully oil the hinges on the wardrobe doors to prevent tell-tale squeaks. 25 1 0 1 99 The house is filled with old furniture that was once of high quality but has suffered from time and neglect. 20 6 39 1 99 Looking inside, you find nothing left worth taking. 20 6 13 1 99 As you reach for something to stow away in your pack, you find a small hand broom. You put it away in your pack before stopping to think that you really have no use for such a thing. 20 6 14 1 99 You hear a distinct "Creak!" This place hasn't been very well maintained. 20 6 16 1 10 "Help, Vampires! Murderers! Help! Help me! Thieves! Help!" 20 6 44 1 99 You think about it, and decide that casting that spell would attract too much attention to your location. 20 6 34 1 99 You see that this is filled with junk. 20 6 22 1 99 You easily manage to slit the throat of the defenseless old man. Dead men tell no tales, eh? 20 6 38 1 99 You find this a fragile and rather sad reminder of the strength of two people's love. You leave it, knowing it might be broken otherwise. 20 6 25 1 99 Searching the nightstand, you find a small gold locket on a chain. It says "Love" on the outside in well-worn lettering. Inside, you see the tiny paintings of two faces. 20 6 25 2 99 One of the faces is of a good-looking young man. A glance at the old man's face and a little imagination shows it is probably his portrait from when he was younger. 20 6 25 3 99 The other face is of a young and lovely woman. This picture is marred by a spot where some liquid has dripped upon it. 20 6 25 4 99 You close it and put it in your backpack. 20 6 40 1 99 You have no morals, do you? Tsk, tsk. 20 6 35 1 99 Pawing around in the odds and ends, you pick up a dagger, one Crown, and eleven Kopeks as the only things worth taking. 20 6 20 1 99 In the pocket of one of the pairs of pants in here, you find some money. You add 20 Kopeks and 1 Crown to your purse. 20 6 18 1 99 This side of the wardrobe looks much like what you expect to see in a wardrobe. 20 6 42 1 99 Somebody may see you climb out during the day. 20 6 33 1 10 "What? Who? Anna, is that you?" 20 6 29 1 99 You hear the sound of the bedsprings moving in the bed above. 20 6 31 1 10 "What? Is someone here? 20 6 32 1 99 You find a small bottle of Healing Potion, which you take. You also find a large book too bulky to take with you. 20 6 32 2 99 It's a diary. The author was working in Castle Borgov when the Boyar was still around and mentions a secret passage in the Boyar's crypt. Interesting... 20 6 41 1 99 You scan through the book in the old man's desk. It seems to be someone's diary. The author was working in Castle Borgov when the Boyar was still around and mentions a secret passage in the Boyar's crypt. Interesting... 20 6 26 1 99 You put the locket carefully back into the nightstand. You know that this is the one thing the old man would really miss if you took it. 20 6 19 1 99 You search around in the wardrobe, but the only thing loose and portable is a garlic clove that has come loose from the garlic braid you see in here. 20 6 17 1 99 Now that you opened this side of the wardrobe, you see what you would expect to see in a closet -- Clothes, shoes, and bedding. 20 6 15 1 99 The old man stirs in his sleep and calls out, "Anna? Anna, is that you?" After a few moments he rolls over and returns to sleep.

440.msgEdit

0 159 0 1 99 There's no need to get jumpy; this is a peaceful, quiet place. 0 56 0 1 99 No Undead can come near this place. 0 48 0 1 99 You mustn't plant those berries here -- they would contaminate the peaceful serenity of this place. 0 69 0 1 99 Your eyes fog and your vision blurs -- you can't even look at that scroll in this place. 0 67 0 1 99 0 14 0 1 99 You don't want to plant the bonsai bush just anywhere. There happens to be a very convenient hole for it. 0 70 0 1 99 0 58 0 1 99 You don't need to sweep up around here; gardens are SUPPOSED to have dirt in them! 0 37 0 1 99 0 43 0 1 99 You don't dare show the Dark One Sign in this garden! 0 179 0 1 99 0 59 0 1 99 You don't need to give up your flowers; there are plenty of beautiful flowers here already. 0 171 0 1 99 0 74 0 1 99 0 21 0 1 99 0 72 0 1 99 0 157 0 1 99 You sense that the Staff must remain with you for now. 0 66 0 1 99 This is no place for an artifact of the Dark One. 0 36 0 1 99 0 25 0 1 99 There's plenty here already. 0 60 0 1 99 Despite the beauty and serenity of this garden, the Will o' Wisp would really feel more at home back in the swamp. 9 4 0 1 99 The bridge is totally solid and secure. 9 1 0 1 99 The bridge connects the pathway to the central island. 16 4 0 1 99 After all the work it took you to get the bonsai bush and plant it here, you want to dig it up again? Uh uh, no way! 16 1 0 1 99 The bonsai bush is thriving in the rich soil. 16 25 0 1 99 You water the bonsai bush. 14 4 0 1 99 That's a dirty job that you don't particularly need to do at the moment. 14 1 0 1 99 A pile of dirt has been removed from the hole in the ground. It looks like high-quality topsoil. 6 4 0 1 99 You pick a few of the beautiful flowers. 6 1 0 1 99 Lovely flowers bloom throughout the garden. 6 25 0 1 99 They don't need watering. 5 4 7 1 99 The tree is barren (and on its way to being a duke) and devoid (not to mention quite out) of fruit. 5 4 6 1 99 As you approach the tree, the fruit vanishes. Must be that low-calorie kind. 5 87 7 1 99 You've fetched the first fruit and basically bagged your limit for the day. Since you really don't know when the fruit warden might come around, you'll have to try again another day. 5 87 6 1 99 Your magical lasso floats towards the tree and plucks a single ripe fruit from its branches. 5 1 7 1 99 It seems to be an out-of-season (or perhaps just out-of-sorts) fruit tree. No munchables adorn its branches. 5 1 6 1 99 The fruit tree is laden with luscious-looking fruits of many kinds. It must be one of the rare mixed-fruit trees. 5 25 0 1 99 You pour the water into the ground at the base of the tree. The small flask of water quickly soaks into the ground, but it was a nice thought. 13 14 0 1 99 You plant the bonsai in the hole and scrape some of the rich soil around it. In moments the bush begins to grow and blossom before your eyes! 13 1 0 1 99 Someone has dug a large hole here, perhaps removing a bush or small tree. 13 25 0 1 99 Why don't you wait until there's something to water there? 7 4 0 1 99 7 1 0 1 99 7 25 0 1 99 4 87 0 1 99 There's nothing for you to Fetch there. 4 1 4 1 99 4 1 5 1 99 4 76 0 1 99 Strangely enough, your torch has no effect on the lanterns. 3 4 0 1 99 You discover 30 Crowns hidden there. You accept it as a gift from Erana. 3 4 19 1 99 There is nothing left to take. 3 87 0 1 99 Try using your hands. 3 1 4 1 99 Beautiful music streams forth from the illuminated lantern. 3 1 5 1 99 It's an ornate oriental lantern. 3 76 0 1 99 11 1 0 1 99 12 1 0 1 99 A cobbled stone pathway winds through the garden. 10 4 0 1 99 You take a drink of the cool water. It tastes like wild strawberries. 10 24 0 1 99 You fill your flask with cool, clear water from the pond. 10 1 0 1 99 The stream is wider and slower at this point. It almost looks like a small pond. 15 4 0 1 99 You can't reach the tulip. 15 87 12 1 99 You capture the scroll with your Fetch spell. 15 87 12 2 99 As you read the scroll, knowledge of how to cast a Protection spell enters your mind, then the scroll vanishes. Protection is a sort of magical shield which will help guard you from physical attacks. 15 33 0 1 99 Don't. You'd hurt the tulip. 15 1 0 1 99 A fountain bubbles quietly in the center of the pool. 15 1 11 1 99 A magical fountain has sprung up from the water! At the top is a huge tulip, its flower tightly closed. 15 1 13 1 99 The tulip is now empty (but quite lovely in its own right). 15 1 10 1 99 15 1 12 1 99 Your spell has opened the "tulip." Resting within the flower is a scroll. 8 1 0 1 99 A waterfall tinkles gently down the rocky slope. 1 81 0 1 99 A soft magical aura permeates the entire garden. Strong magic emanates from the fruit tree and the center of the pool in the stream. The lanterns are also magical. 1 86 0 1 99 You don't want to disturb the calm serenity of the garden with such a violent action. 1 1 0 1 99 You have come to a beautiful garden deep within the forest. A stream flows gently in a loop around the central island. Feelings of peace and harmony permeate the area. 1 80 0 1 99 There is nothing you can open there. 2 6 1 1 99 You gradually wake, feeling relaxed and rested from the night's dream. 2 6 21 1 99 The tulip is closed; your spell cannot reach inside. 2 6 3 1 99 2 6 20 1 99 You fill your flask to the top with fresh, sparkling water. 2 6 2 1 99 You wake in a cold sweat. You remember every detail of the nightmare as though it had really happened to you. 2 6 14 1 99 The Glide spell doesn't work on land. 2 6 15 1 99 The current is too strong for you to glide up the waterfall. 2 6 16 1 99 Your Glide subsides -- end of the ride. 2 6 18 1 99 After making its offering, the tulip has returned to the watery depths. 2 6 17 1 99 You don't see anything to open there at the moment.

460.msgEdit

0 159 0 1 99 You don't need to leap over the firepit (although it might look impressive). Just walk around. 0 56 0 1 99 Last we heard, wolves (even Werewolves) were numbered among the living, not the Undead. Your Amulet has no effect. 0 58 0 1 99 The camp is already quite clean (as camps go). 0 85 0 1 99 The gypsies slow their frenetic pace a little under the influence of your spell but soon resume their boisterous ways. 0 85 42 1 99 The wolves look much more relaxed now, but they still won't let you through. 0 37 0 1 99 Your daggers don't look nearly as sharp as the teeth of those wolves. You might find a safer place to practice! 0 100 1 1 99 You were in grave danger. You can't get into morgue trouble now. It's a cryptic situation, tomb bad for you. 0 100 1 2 99 Overwhelmed 0 100 2 1 99 They dogged your track and out-foxed you. Doggone it, they over-rovered you. You found their bite was worse than their bark. 0 100 2 2 99 Never Die Wolf 0 100 3 1 99 Make no bones about it -- you're dog meat now. Next time, chill out before they chow down. Roast in Peace! 0 100 3 2 99 Wolf Stew 0 86 0 1 99 That would likely "spell" your doom. 0 88 0 1 99 0 79 0 1 99 0 33 0 1 99 The gypsies would be much happier if you'd stay off their wagon roofs. 0 93 0 1 99 0 1 0 1 99 0 21 0 1 99 People who live in glass houses shouldn't throw stones. You don't want to anger the wolves. 0 178 0 1 99 You put your thumb on your nose and wiggle your fingers while rubbing the other hand on your belly. 0 178 0 2 8 "That sign means nothing to us. Just do not think that you can steal from the gypsies. We deal harshly with thieves." 1 176 32 1 97 Camp 1 176 31 1 97 Gypsies 1 176 30 1 97 Name 1 176 23 1 97 Wolves 1 128 35 1 97 Say Goodbye 1 128 34 1 97 Greet 1 128 7 1 97 Introduce Yourself 3 176 8 1 97 Gypsy Dance 3 176 9 1 97 Gypsy Davy 3 176 38 1 97 Gypsies 3 176 41 1 97 Fortune Teller 3 176 37 1 97 Werewolves 3 128 40 1 97 Greet 3 128 39 1 97 Talk About Yourself 4 37 0 1 99 The bung has already been knocked out. 4 4 0 1 99 This is no place to do a barrel-roll! 4 1 0 1 99 A large barrel leans up against one of the wagons. 5 4 0 1 99 The gypsies generally use horses -- you can't even make the wagon budge. 5 1 0 1 99 The gaudily-painted blue wagon looks as though it belongs to a wise woman or fortuneteller. 6 4 0 1 99 You can't reach them from here. 6 1 0 1 99 Through the window you can see a table covered with candles and strange objects. 7 4 0 1 99 Do that and you're likely to get your ears boxed. 7 1 0 1 99 This is a large, now-empty crate. 8 4 0 1 99 The "box populi" suggests that opening the box might be a bad idea. 8 1 0 1 99 This box could hold almost anything. Maybe you're better off not knowing. 9 1 0 1 99 Verdant bushes surround the camp. 10 33 0 1 99 You're not sure if the wagon roof will support your weight. Besides, didn't you hear about what happened to Santa Claus when someone forgot to put out the fire on Xmas eve? 10 1 0 1 99 A chimney helps keep down the smoke inside this wagon. 11 4 0 1 99 You reach over to take off the band, but the gypsy dances just out of your reach. 11 1 0 1 99 The gypsy dances with abandon (and very little else). 12 4 0 1 99 Hands off that gypsy! 12 41 0 1 8 "We only accept Mordavian Express." 12 1 0 1 99 This handsome gypsy is Gypsy Davy, the young man you rescued from the angry townspeople. 12 1 42 1 99 This gypsy is a very handsome young man! He looks altogether too good to be real. (You suspect he spends several hours preening each morning.) 12 6 8 1 8 "Come, is she not beautiful? Why do you hesitate? Go join in the dance!" 12 6 11 1 8 "You wish to visit the Fortune Teller? Good. I will join you." 12 6 12 1 8 "Go away! We allow no strangers in our camp. Leave immediately!" 12 6 13 1 8 "Welcome, welcome. It is good of you to visit our camp once again. May you find here all that you seek." 12 6 14 1 8 "Greetings and welcome to our camp. You are a stranger no longer. When you saved me from death, our lives became intertwined. Henceforth, you are to be known as a Gypsy Friend." 12 6 14 2 8 "Come now. I will take you to the leader of our camp." 12 6 15 1 8 "Do not come any closer or I shall be unable to restrain the wolves. Strangers are not permitted in our camp." 12 6 16 1 8 "I'm sorry, but that wagon is a private home. You may not enter it unless you are invited to visit by the owner, who is out hunting now." 13 4 0 1 99 The fiddler is too busy playing to dance right now. 13 1 0 1 99 The fiddler has a mischievous twinkle in his eye. He is obviously a master of his instrument. 14 4 0 1 99 You scientifically determine that, yes, the fire is indeed hot! 14 1 0 1 99 The fire blazing in the pit keeps the entire area warm and well-lit. 15 4 0 1 99 Don't ash for trouble! 15 1 0 1 99 The huge firepit will hold a large enough fire for any occasion. 16 4 0 1 99 16 1 0 1 99 It's not easy being green, but this wagon does its best. 17 1 0 1 99 This window looks into the kitchen area of the green wagon. 2 176 17 1 97 The Camp 2 176 5 1 97 Gypsy Law 18 4 0 1 99 Just walk on up. 18 1 0 1 99 The ramp leads up into the fortuneteller's blue wagon. 19 4 0 1 99 19 1 0 1 99 It really looks very little like the toy red wagon you had when you were a kid. 20 4 0 1 99 They're hard as rocks! 20 1 0 1 99 Large rocks block off part of the camp allowing only a single entrance to the site. The Fire Marshal would not be pleased. 21 4 0 1 99 21 1 0 1 99 The owner of this wagon evidently couldn't make up his mind about which color to paint it, so he used two. 22 4 0 1 99 The tree doesn't look particularly climbable. 22 1 0 1 99 A single tree grows in the forest clearing. 23 4 0 1 99 Touch this wolf and you're likely to become shorthanded. 23 1 0 1 99 My, what sharp teeth it has! These wolves look larger and more ferocious than any you've seen. 23 6 15 1 99 One of the wolves snarls menacingly. You get the distinct impression that you're not welcome here. 29 176 32 1 8 "Go away. This camp is ours!" 29 176 36 1 99 The wolf growls menacingly in response. 29 176 8 1 8 "Is it not great to feel the music in your blood and dance the night away? The life of a gypsy is sometimes very sweet." 29 176 9 1 99 "I have been fine. Hunting has been poor lately, but yesterday we pulled down a large deer. It was good to taste fresh meat again." 29 176 27 1 99 You swear the wolf growls out something that resembles "Fortune Teller." 29 176 31 1 8 "We gypsies do not want strangers here. Go away, or the wolves will gnaw your bones." 29 176 38 1 8 "We have been in this camp for nearly five years. This is very hard on wanderers like us." 29 176 30 1 8 "I lose my patience, and soon these wolves will tear your throat." 29 176 41 1 8 "If you wish to know about her, why don't you visit her yourself? She will be happy to speak with you. She was most impressed." 29 176 37 1 8 "Bah, legends and tales to scare children with. You will not see me flinching if you cross my palm with silver!" 29 176 33 1 99 The wolf only snarls a reply. 29 176 28 1 99 The wolf howls an unintelligible response. What did you expect, a lecture on canines? 29 176 23 1 8 "These wolves will soon be at your throat if you do not go. Leave here!" 29 176 25 1 99 The response is a low growl. 29 128 29 1 99 You tell the wolf about your adventures. 29 128 29 2 99 He restrains an obvious yawn. 29 128 26 1 99 You tell the wolves to stay calm. 29 128 26 2 99 They don't seem particularly less agitated. 29 128 35 1 99 You say goodbye. The young man just glares at you. 29 128 34 1 99 You greet the man and the wolves. 29 128 34 2 8 "Leave. You are not welcome." 29 128 40 1 99 You greet Gypsy Davy. 29 128 40 2 8 "Come now, what can I do for you? What is it you seek here?" 29 128 7 1 99 You introduce yourself. 29 128 7 2 8 "We care not who you are! Just leave!" 29 128 39 1 99 You tell about your adventures in Spielburg. 29 128 39 2 8 "So you turned Baba Yaga into a frog? How funny!" 24 1 0 1 99 Colorful wagons surround the firepit in this authentic Mordavian gypsy camp. 25 6 18 1 99 Colorful wagons surround the firepit in this authentic Mordavian gypsy camp. You've heard that gypsies like to keep to themselves, but surely they won't mind just one visitor. 25 6 19 1 99 You sense a feeling of wariness from around you. You are clearly not welcome here. 25 6 20 1 99 The gypsies seem to have gone all out to make you welcome in their camp. You've eaten a rich, spicy stew (with no garlic!) with fresh bread and plenty to drink. Now it's time to relax and enjoy. 25 6 43 1 99 You are down to your last dagger. You'd better hold on to it. 25 6 21 1 99 After hours of carousing with the gypsy wolves, you find yourself curling up into a comfortable position near the fire pit and sinking into a deep and dreamless sleep. 25 6 22 1 99 You have a strong "Warning" sensation. It is definitely dangerous to be here right now. 26 176 33 1 97 Wolves 27 176 36 1 97 Camp 27 176 25 1 97 Wolves 27 128 26 1 97 Tell Wolves to Calm Down 28 176 27 1 97 Gypsy Davy 28 176 28 1 97 Wolves 28 128 29 1 97 Talk About Your Adventures

470.msgEdit

0 159 0 1 99 There's no room for that in here. 0 48 0 1 32 "Those are poisonous. We will have nothing to do with them!" 0 53 0 1 21 "Ah, I recognize that. It could fetch a good price from a thief, as long as he didn't examine it too closely. Keep it, my friend. It can be worth a pretty penny when you learn how to use it." 0 69 0 1 21 0 67 0 1 21 0 70 0 1 21 0 58 0 1 99 The fortuneteller does her own housekeeping. 0 22 0 1 99 There are plenty of candles here already. 0 37 0 1 99 0 43 0 1 21 "You must not bring such an evil influence into our camp! Put it away!" 0 179 0 1 21 0 74 0 1 21 0 21 0 1 99 0 72 0 1 21 0 104 0 1 99 The gypsy fortuneteller doesn't want you to make yourself THAT much at home here! 0 36 0 1 99 0 76 0 1 99 The light in here is adequate without adding your torch. 0 178 0 1 99 You've heard that all gypsies are thieves by nature, so you make the Thief Sign. 0 178 0 2 21 "I hope that you have not brought fleas into my wagon!" 4 177 1 1 97 Baba Yaga 4 177 2 1 97 Helping Rusalka 4 177 34 1 97 Gypsies 4 177 35 1 97 Name 4 177 132 1 97 Woman in the Lake 4 177 31 1 97 Fortuneteller 4 177 32 1 97 Valley 4 177 32 2 97 4 177 33 1 97 Werewolves 4 139 39 1 97 Capture 4 139 38 1 97 Gypsies 4 139 38 2 97 4 139 35 1 97 Name 4 139 35 2 97 4 139 33 1 97 Werewolves 4 128 14 1 97 Tell About Baba's Pie 4 128 12 1 97 Tell About Scary Dream 4 128 45 1 97 Tell Your Name 4 128 8 1 97 Tell About Gnome 4 128 46 1 97 Say Goodbye 4 128 44 1 97 Greet the Fortuneteller 4 128 13 1 97 Tell About the Erana Dream 4 128 43 1 97 Tell About Yourself 9 177 1 1 97 Baba Yaga 9 177 74 1 97 Castle 9 177 2 1 97 Helping Rusalka 9 177 69 1 97 Magda 9 177 132 1 97 Woman in the Lake 9 177 70 1 97 Undead 9 177 70 2 97 9 177 70 3 97 9 177 70 4 97 9 177 68 1 97 Visions 9 139 77 1 97 Dancer 9 139 75 1 97 Davy 9 139 76 1 97 Forest 9 139 78 1 97 Hunting 9 128 14 1 97 Tell About Baba's Pie 9 128 63 1 97 Say Goodbye 9 128 12 1 97 Tell About Scary Dream 9 128 8 1 97 Tell About Gnome 9 128 50 1 97 Greet 9 128 13 1 97 Tell About the Erana Dream 9 128 62 1 97 Tell About Your Past 10 177 1 1 97 Baba Yaga 10 177 89 1 97 Tarot Cards 10 177 2 1 97 Helping Rusalka 10 177 87 1 97 Erana 10 177 87 2 97 10 177 86 1 97 Magda 10 177 132 1 97 Woman in the Lake 10 177 90 1 97 Visions 10 139 94 1 97 Davy 10 139 95 1 97 Hunting 10 128 14 1 97 Tell About Baba's Pie 10 128 63 1 97 Say Goodbye 10 128 12 1 97 Tell About Scary Dream 10 128 8 1 97 Tell About Gnome 10 128 57 1 97 Greet 10 128 88 1 97 Tell About Katrina 10 128 13 1 97 Tell About the Erana Dream 10 128 64 1 97 Tell About Your Adventures 11 177 1 1 97 Baba Yaga 11 177 2 1 97 Helping Rusalka 11 177 108 1 97 Dark One 11 177 101 1 97 Magda 11 177 132 1 99 Rusalka 11 177 99 1 97 Vampires 11 177 100 1 97 Vision 11 139 98 1 97 Davy 11 139 97 1 97 Hunting 11 128 14 1 97 Tell About Baba's Pie 11 128 63 1 97 Say Goodbye 11 128 65 1 97 Tell About Child 11 128 12 1 97 Tell About Scary Dream 11 128 8 1 97 Tell About Gnome 11 128 58 1 97 Greet 11 128 13 1 97 Tell About the Erana Dream 12 177 1 1 97 Baba Yaga 12 177 2 1 97 Helping Rusalka 12 177 107 1 97 Dark One 12 177 104 1 97 Magda 12 177 132 1 99 Rusalka 12 177 105 1 97 Visions 12 177 105 2 97 12 139 109 1 97 Davy 12 128 66 1 97 Tell About Your Adventures 12 128 14 1 97 Tell About Baba's Pie 12 128 63 1 97 Say Goodbye 12 128 12 1 97 Tell About Scary Dream 12 128 8 1 97 Tell About Gnome 12 128 59 1 97 Greet 12 128 13 1 97 Tell About the Erana Dream 13 177 1 1 97 Baba Yaga 13 177 119 1 97 Borgov Family 13 177 120 1 97 Gypsy Card 13 177 2 1 97 Helping Rusalka 13 177 117 1 97 Dark One 13 177 118 1 97 Erana 13 177 121 1 97 Rituals 13 177 132 1 97 Woman in the Lake 13 139 122 1 97 Davy 13 139 123 1 97 Hunting 13 128 14 1 97 Tell About Baba's Pie 13 128 63 1 97 Say Goodbye 13 128 12 1 97 Tell About Scary Dream 13 128 67 1 97 Tell About Geas 13 128 8 1 97 Tell About Gnome 13 128 60 1 97 Greet 13 128 13 1 97 Tell About the Erana Dream 14 177 1 1 97 Baba Yaga 14 177 127 1 97 Gypsy Card 14 177 127 2 97 14 177 2 1 97 Helping Rusalka 14 177 126 1 97 Dark One 14 177 124 1 97 Magda 14 177 132 1 97 Woman in the Lake 14 177 125 1 97 Visions 14 139 129 1 97 Davy 14 139 130 1 97 Hunting 14 128 14 1 97 Tell About Baba's Pie 14 128 63 1 97 Say Goodbye 14 128 12 1 97 Tell About Scary Dream 14 128 8 1 97 Tell About Gnome 14 128 61 1 97 Greet 14 128 13 1 97 Tell About the Erana Dream 24 4 0 1 99 You're surrounded by wolves, remember? Don't press your luck. 24 1 0 1 99 The bracelet is made of hammered gold. 26 4 0 1 99 You try to impress the gypsies by passing your hand over the candles. They're not very impressed when you burn yourself. 26 1 0 1 99 The candles give the room a warm, flickering glow. 19 177 128 1 97 Will o' Wisp 25 4 0 1 32 "If you wish to have your fortune told, you must first cross my palm with silver or gold. Mordavian Express or Crowns will do as well." 25 1 0 1 99 A deck of unusual fortunetelling cards lies ready on the table. 29 4 0 1 99 You adjust the chair a little, but nothing seems to help. Either these gypsies are exceptionally stoic, or they don't like their visitors to hang around too long. 29 1 0 1 99 The huge, much-patched chair is not particularly comfortable. 27 1 0 1 99 Heavy brocade curtains have been used to soften the look of the room and to provide some insulation against the elements. 22 4 0 1 99 He's across the table from you. Besides, gypsies don't like to be touched. 22 1 0 1 99 Blackjack Davy shifts his gaze between you and the fortuneteller from time to time. He obviously holds her in great respect. 17 177 93 1 97 Erana's Garden 17 177 91 1 97 Staff 17 177 91 2 97 1 23 0 1 32 "Thank you, but we do not eat such things. They stick to the teeth." 1 4 0 1 32 "If I were younger, I would welcome your touch and all that it promises. But now I must remain aloof and free to see your future." 1 59 0 1 32 "Flowers? The traditional romantic gift gypsies bring one another is a fresh kill. Still, it is sweet of you to offer them." 1 1 0 1 99 The gypsy fortuneteller is a very beautiful older woman. She has a look of pride and confidence about her. Her eyes are dark and fierce, but not unkindly. 1 15 10 1 32 "I am sorry, but that is all the future that the Cards will show." 1 15 11 1 32 "Forgive me, but I cannot get a Reading from the cards right now. Each comes up as a Void Card, the Black one. I will let you know when the time is right to read again." 1 19 0 1 32 "No, thank you. Not enough meat to suit a gypsy's taste." 1 6 48 1 32 "I hope you will enjoy the hospitality of my people." 1 6 22 1 32 "So you are the one my son spoke of. You saved his life." 1 6 22 2 32 "You also enter fearlessly into our den of wolves. You are a man of great courage." 1 6 22 3 32 "We gypsies owe you for our Davy, and I believe we will owe you for things to come." 1 6 22 4 32 "Welcome. I am the Fortuneteller." 1 6 25 1 32 "Farewell, young hero. Perhaps sometime I can read your fortune in the cards for you." 1 6 81 1 32 "May the wind be in your face, and the hunting good." 1 6 79 1 21 "Farewell. Perhaps another time, I will read your Future for a coin." 1 6 85 1 32 "May your luck hold true. Be wary, for your enemies may soon act against you." 1 6 102 1 32 "In my dreams last night I heard Erana's staff speak." 1 6 102 2 32 "It said the sacrifice had been made. The dead had risen, and the living had died." 1 6 102 3 32 "When I awoke, I feared it was you who made the sacrifice. I sent Davy to discover the truth." 1 6 102 4 32 "He climbed over the wall and started sniffing around where the staff had been. He became scared when he caught your scent there, but then he scented you going with a child to the Inn." 1 6 102 5 32 "It is not our way to be concerned about outsiders. You have certainly become more than an outsider to us." 1 6 114 1 32 "Welcome. I know that you have been through much since last we saw you." 1 6 114 2 32 "I have tried to read your fortune for you while you were gone. All the cards came up black. Then I had a vision." 1 6 114 3 32 "It was a Dark vision. It left me cold and sick, yet I knew the vision was true. Now I will show you my vision, and read your future once more in the Tarot Cards." 1 6 114 4 32 "And this time, I won't even charge you for it." 1 6 16 1 32 "Last night I had a most strange vision." 1 6 16 2 32 "I saw you standing in the forest. You were not near any water, yet I thought you were fishing. You threw something into the air that looked like a bird, and yet not a bird. The bushes rustled, then started moving towards the strange yellow bird." 1 6 16 3 32 "That was all I saw. It was most strange." 1 6 15 1 32 "I had a vision of you last night." 1 6 15 2 32 "You were standing in the forest. There was brush to the south and east of you. Before you was a large plant. You were casting spells at that plant. That was all that I could see." 1 6 15 3 32 "This vision may be meaningful, or meaningless, I do not know." 1 6 17 1 32 "I had a dream of you again." 1 6 17 2 32 "You were standing in a room. Before you, there was a strange and horrible monster. It came towards you, and you gave it something. The monster then turned into a man." 1 6 17 3 32 "That was all I saw, and all I know about it." 1 6 21 1 32 "I had another dream last night." 1 6 21 2 32 "In that vision, you stood before a door. Every time you tried to open that door, it closed in your face." 1 6 21 3 32 "Then you took something out of your pack. It looked like a doll. Suddenly, the door opened, and you entered. The vision ended." 1 6 5 1 32 "You haunt my dreams at night. You are like one of my own children, that I see images of your life before me." 1 6 5 2 32 "Last night, I saw you approach a building of great Darkness. Things reached for you in the doorway, yet you moved to the door. You held something in your hand and touched it to the door. It opened, and you stepped inside." 1 6 5 3 32 "It was dark inside the building, cold and dangerous. You stepped towards a cabinet. You took something from your backpack, and poured it upon an object there. I felt as if something good was happening, and then the vision faded." 1 6 5 4 32 "I do not understand what this means. It is not the future; it is only something that might come to pass." 1 6 19 1 32 "I had a vision last night again." 1 6 19 2 32 "I saw you standing in the forest. You were holding something up -- a thing of great power." 1 6 19 3 32 "Suddenly, before you appeared three... what is your word? Faerie, yes, the Faerie stood before you. They wanted what you held." 1 6 19 4 32 "You refused to yield to their order, and they sent terrible spells against you. Then the vision faded, and I saw no more." 1 6 6 1 32 "Dreams and dreams again. You haunt me at night. Things you have done and things you might do swirl around me." 1 6 6 2 32 "I saw you walking in the forest. You were being watched, and not by me alone." 1 6 6 3 32 "I could not see the others who watched you. These watchers spoke to one another, although you could not hear and I could. 'Will he bring it?' asked one. 'Yes,' spoke the leader. 'Why?' asked another." 1 6 6 4 32 "Then the leader spoke again, 'Because he needs what we have.' Then I heard and saw no more." 1 6 20 1 32 "I have had many dreams about you, but last night, I dreamed of a child." 1 6 20 2 32 "Her back was turned from me at first, but she was calling softly for her mama." 1 6 20 3 32 "Then she turned around, and her eyes glowed like fire. She spoke again and called your name." 1 6 20 4 32 "That was all I saw and heard." 1 6 3 1 32 "Ah, the Gypsy Friend returns. Jo napot kivanok! Welcome." 1 6 3 2 32 "Ho! The young wolfling returns to learn what he can." 1 6 3 3 32 "Welcome, welcome. What next will this handsome gorgio ask of us? What more do you need to know that only the gypsies can tell?" 1 6 3 4 32 "Welcome. The more I see of you, the more I know you are less a cub and more a lead wolf. If I were younger... but what is it you wish from us now?" 1 6 3 5 32 "You thirst for more wisdom? You are greedy, but it is knowledge only that brings long life." 1 6 3 6 32 "Welcome again and forever, Gypsy Friend and Hero." 1 6 18 1 32 "I had a vision about you again." 1 6 18 2 32 "I saw you walking in the forest at night. Your way was blocked to the south, east, and west." 1 6 18 3 32 "Suddenly, before you arose a 'fekete lelek,' a Black Soul, the undead spirit that will not rest." 1 6 18 4 32 "You started to fight it, and I knew somehow that it was critical that you win this battle. But the vision faded before I could learn more." 1 6 24 1 32 "I will give you a gift for saving my son. I sense it will be most useful in your adventuring. Take this Amulet. It will protect you from the dead that will not die." 1 6 24 2 32 "The amulet will protect you from some of the damage the undead creatures can do." 1 6 24 3 32 "Now the debt is paid. You are here as our guest." 1 6 24 4 32 "How did you come to this valley of no exit, and where will your journey take you?" 1 6 8 1 32 "I have seen in a vision that you have a friend in need. A stranger to this land like yourself, you speak with him in his room at the Inn. This friendship will send you on a very strange quest." 1 6 8 2 32 "Perhaps at another time, we will speak more of this." 1 6 84 1 32 "Farewell. May your dangers be ever far from your feet." 1 6 84 2 32 "I wish you well upon your travels. Szia!" 1 6 84 3 21 "Good Hunting." 1 6 84 4 32 "Journey safely, Hero." 1 6 84 5 32 "Keep your ears and eyes open, and visit us again soon." 1 6 84 6 32 "Farewell, and be careful." 1 6 7 1 32 "I had a vision of you again last night. I saw you walking by a lake. A woman rose from it and reached for you. I tried to yell to you, 'Beware! Rusalka!' but you could not hear." 1 6 7 2 32 "Yet you kneeled beside the lake, and spoke and laughed with her. And I was amazed, for even the things of the dead can call you friend." 1 6 7 3 32 "I do not know the meaning of this, I only know that I dreamt true. You are a most remarkable man." 1 6 82 1 32 "Forgive me. A Reading takes a good deal of magic from me. I can only do this once a day." 1 6 23 1 32 "I will teach you a spell. It will protect you against the dead that rise again. I think you will find this most useful in your questings." 1 6 23 2 99 The gypsy fortuneteller touches your head briefly. Magic flows through you, and you now know the "Aura" spell. 1 6 23 3 32 "Now, let us learn more of you. Why have you come here, and what do you seek?" 1 6 9 1 32 "I am sorry, but you must pay for a true Fortune Reading. It is in the Gypsy Union Rules. Perhaps you could return later when you have more money." 1 6 47 1 32 "Make what you will of your Fortune. I will speak no more of it." 1 6 80 1 32 "The cards have spoken, and that is all I will say about them now. If you wish to learn more, come another time." 1 6 96 1 32 "The cards have spoken, and so have I." 1 6 103 1 32 "These Readings get increasingly more difficult for me. They draw an incredible amount of power from me." 1 6 111 1 32 "Make what you will of the cards' message. I will say no more." 1 6 115 1 32 "That is all the cards can reveal. It took all my power to read this. May it serve you well." 1 6 4 1 32 "I hoped you would come today. I dreamed of you last night." 1 6 4 2 32 "You were in a secret place, a learning place for skills such as your own. You were searching for another secret." 1 6 4 3 32 "Suddenly the wall opened, and something entered the room. I could not see what it was, only that it was monstrous." 1 6 4 4 32 "You stood up and spoke to it. Then I could see no more." 1 6 4 5 32 "A curious vision, no?" 21 4 0 1 99 Don't touch -- do you have any idea how hard it is to get the odor of garlic off your hands? Besides, these braids belong to the gypsies. 21 1 0 1 99 Garlic strings hang from the ceiling, their spicy aroma challenging the musty smell of the wagon. 6 139 41 1 97 Pass 6 139 42 1 97 Swamp 7 139 40 1 97 True Name 28 4 0 1 99 That's not the recommended way to add spice to your life. 28 1 0 1 99 You see a bunch of chili peppers, undoubtedly one of the hotter varieties -- jabanero, anyone? 30 4 0 1 99 Careful -- this might be a plant. Best you avoid its notice. 30 1 0 1 99 It's a rare variety of plant, probably used for its medicinal properties. 31 4 0 1 99 You don't need the clay pot for anything. 31 1 0 1 99 The clay pot holds a rare plant. 23 4 0 1 99 You really don't need to kiss the gypsy's ring. (And don't even THINK of trying to steal it -- he'd wring your neck!) 23 1 0 1 99 A heavy ring glitters on the gypsy's finger. 16 177 131 1 97 Destiny Spell 32 4 0 1 99 Trying to "turn the tables" on the gypsies? Not a chance. 32 1 0 1 99 The table is made of solid walnut and fills most of this part of the wagon. Wear on the finish tells you that it has been used for many readings before yours (or at least for take-out Chinese food). 15 177 71 1 97 Rusalki 15 177 73 1 97 Vampires 15 177 72 1 97 Wraiths 5 177 37 1 97 Dark Ones 5 177 36 1 97 Erana 5 177 23 1 97 Magic 18 177 106 1 97 Death Hunt 2 177 1 1 32 "There are many legends about that Ogress. We gypsies avoid her when we can. She is dangerous to enemies, and she takes offense easily." 2 177 1 2 32 "She has her hut to the south. There is some sort of magic hiding the pathway there. Her only weakness is her love of food. Be careful if you need to approach her." 2 177 119 1 32 "The last Boyar was known to be a worshiper of the Dark One. Actually, he was High Priest of the cult. He vanished during the time of the Summoning." 2 177 119 2 32 "I believe he is the meaning of the Hierophant's card. If the Boyar is still alive after all this time, he must be trapped in the Dark One's Cave. I shudder to think how he has managed to survive or what he must have become." 2 177 120 1 21 "I have a feeling I can answer that question. I am not as mystical as Magda, but I am certain as to the meaning of the Tower and Gypsy cards." 2 177 120 2 21 "I heard a gypsy story once about Mordavia. It seemed pointless, and yet it was told. I shall tell it to you." 2 177 120 3 21 "Once, long ago, a gypsy was hunting. This was a time when the pass to Mordavia was open, and the Borgovs still ruled as Boyars in the castle." 2 177 120 4 21 "This gypsy saw men walking and chanting through the forest at night. He recognized the leader as the Boyar. Curious, he followed them to a place near the Dark One's cave. They came to a large standing stone, grey and unmarked." 2 177 120 5 21 "One of the men held up a strange light. It was a Will o' Wisp trapped in a bottle. The standing stone started to glow, and runes appeared on its sides." 2 177 120 6 21 "The Boyar touched a metal disk to the stone pillar, and a section opened. The men continued chanting as the Boyar put a piece of paper in the pillar. That is all the story tells." 2 177 127 1 32 "There is a standing stone pillar near the bottom of the path to the Dark One's cave. It has runes which can only be read by the light of a Will o' Wisp. There is hidden the Ritual of the Senses. This is the meaning of the cards." 2 177 89 1 32 "The Tarot cards are a tradition with gypsies. Their history is tied with our own. Always the gypsies have told fortunes. Always have the cards guided our sight." 2 177 89 2 32 "Each card of the Tarot has many meanings. A true reader of cards knows which meanings best suit a particular Reading." 2 177 89 3 32 "When I tell a fortune with the cards for someone, I tell them only the meanings of the cards. It is up to that someone to figure out how they affect their future." 2 177 74 1 32 "The old rulers of this land, the Boyars of the castle, were the Borgov family. They ruled this land for as long as my people remember." 2 177 74 2 32 "The last Boyar was a strange man, so it is said. What became of him, I do not know, only that his son left this valley in shame and horror." 2 177 74 3 32 "When we heard rumors that Borgov Castle was again inhabited, we brought our wagons to Mordavia. We thought perhaps the old Boyar's son had returned, and we could trade with him again." 2 177 74 4 32 "We met with the gatekeeper, who said that the Borgov family was dead. The castle was now owned by a distant cousin who promised to protect this valley as a true Boyar." 2 177 74 5 32 "We did some trading with the Gatekeeper, but never saw sign of this Borgov cousin. Soon after this, the rains started to fall, and we were trapped here." 2 177 2 1 32 "The Rusalka of the Lake near here has been dead for many years. You cannot bring her back to life, but you can free her spirit." 2 177 2 2 32 "Our legends tell of the way to free the spirit of one who was murdered. First, she must know who she was and remember how she died." 2 177 2 3 32 "Then you must take the hair of the dead woman and weave it into a broom. Beat the broom three times upon the murderer's grave and he will come forth!" 2 177 2 4 32 "This act can be very dangerous. If the ghost of the murderer rises, it will attack you. You must be ready to destroy it." 2 177 2 5 32 "The last thing you must do is to give the spirit that which she truly desires. Then at last her spirit will be freed, and she will rest." 2 177 37 1 32 "There are some things about which even I dare not speak. Even thinking of them attracts them. Let us hope that you never need know of such matters." 2 177 108 1 32 "Do not speak of it! Do not think of it, for it will drive you mad!" 2 177 107 1 32 "It is not wise to speak of such things -- to do so is to call attention to ourselves! Nonetheless, the Dark One now knows you, so it is only right that you come to know the Dark One as well." 2 177 107 2 32 "I will learn what I can about the Dark One. We have avoided the subject so long, we too are ignorant. Perhaps upon your next return we will have the information you need." 2 177 117 1 32 "Now we shall speak openly of an enemy which seeks to make all of us its pawns." 2 177 117 2 32 "It is a thing of Dark Magic. It is not of this world, but it seeks constantly to enter here. It feeds upon all living things, and surrounds itself with Darkness." 2 177 117 3 32 "Weak minded fools worship it, since it promises its followers their every dream. Powerful fools seek to control it, but it too is powerful. Too powerful for anyone to control." 2 177 117 4 32 "Many years ago, a cult tried to summon the Dark One in Mordavia. They would have succeeded, but for a handful of brave men and the Magician Erana." 2 177 117 5 32 "It was not entirely driven back to its own world. Dark Magic has leaked from the Dark One's Cave, perverting this land and twisting the living things here." 2 177 117 6 32 "Now, again, the Dark One seeks to enter this world. This time, YOU are to be the opener of the way. Everyone else is just a pawn." 2 177 117 7 32 "Erana, too, is a pawn. Because of her, you will unleash the Darkness. Let us pray that you can banish it as well." 2 177 126 1 32 "The Dark One grows stronger. The sooner you find all the Rituals, and begin the summoning, the greater your chances of success." 2 177 126 2 21 "Even so, at best your chances are little better than none at all. Still, we gypsies are always gamblers and trust to luck. May all our luck go with you, my friend." 2 177 36 1 32 "Erana was a powerful Magician who came from this area. There is a garden in the forest which she created. It is a place of safety for all who visit there." 2 177 36 2 32 "It is said that her final resting place is near here, as well. Her staff stands in the town and protects those within the walls from outside harm." 2 177 87 1 32 "The Magician Erana's death is shrouded in mystery. I do not know her true fate. I only know that her staff protects the town and her garden protects anyone in need of safety." 2 177 118 1 32 "The Magician Erana faced the Dark One at the time of the Summoning, and prevented it from entering this world. She was trapped by it as well. You have her staff, and destiny has chosen you to aid her." 2 177 118 2 32 "But to free Erana, you must first free the Dark One." 2 177 93 1 32 "Erana's Garden is to the south and a little west of here. It is a good place to rest and heal." 2 177 93 2 32 "There used to be a small bush whose fruit was sweet and filling and always available, but someone dug it up and took it. Why anyone would do such a thing, I do not know." 2 177 93 3 32 "There is a tree there whose fruit will restore magic to those who use it, but only a magical spell can get the fruit." 2 177 34 1 32 "We are the roving people, the tinkers and traders and tellers of fortunes. We are the dancers in the night, and the music in the wilderness. We are the untamed ones who live only by our own rules. We own no land, and no land owns us. The world is ours for the travel." 2 177 69 1 32 "I am the leader of this pack, and I wish I could lead them from this valley. I have had troubled dreams of late, and game is getting scarce in this area." 2 177 86 1 32 "I have been well, thank you." 2 177 101 1 32 "I have had a great deal of difficulty sleeping. My dreams disturb me. Foreknowledge is as much a curse as a gift." 2 177 104 1 32 "I am concerned about you. You fill my dreams. Please, be careful." 2 177 124 1 32 "I am worried and weary. It is difficult to sleep, knowing that the world may soon come to an end." 2 177 23 1 32 "There are many places and things of magic around here. I am certain you will come across them in your travels." 2 177 35 1 32 "You may call me Magda. That is the name I go by with you gorgio." 2 177 35 2 21 "Gorgio is the word we call anyone who is not a gypsy." 2 177 106 1 32 "When a gypsy gets past a certain age, she goes on a Death Hunt. She chooses her prey as to her rank in the tribe. The tougher the prey, the higher the rank. I chose a Necrotaur." 2 177 106 2 21 "Mine was a Wyvern." 2 177 106 3 21 "We celebrate in song and dance before the hunt, knowing we may not see the hunter again. She must hunt and kill the prey in whatever way she can, or else die trying." 2 177 106 4 21 "That is the way of the gypsy wolf -- to hunt until death." 2 177 121 1 32 "Yes, it is to the Rituals that the cards referred. Five you can find in Mordavia; one more is hidden within the Dark One's Cave." 2 177 121 2 32 "That leaves only the Ritual for the opening of the Mouth, and I believe your Katrina must have that one already. How else could you have escaped the cave when first you came here?" 2 177 132 1 32 "To release the spirit of a Rusalka, you must first know her true name, and that of the person who killed her." 2 177 132 2 32 "Then you must take a broom tied with the hair of the dead woman, and beat the grave of her untrue lover three times. His ghost shall rise, and you must defeat him." 2 177 132 3 32 "Finally, you must give the Rusalka a token of the love which was denied her. Only then can her spirit rest." 2 177 71 1 32 "The Rusalki are the spirits of drowned maidens. Some are the victims of accidents; others were the victims of murderers. They retain their physical bodies and try to drown all who approach them." 2 177 71 2 32 "There is said to be a Rusalka in the lake to the east." 2 177 71 3 32 "I have heard tales that a Rusalka may be tamed through kindness, but I have never heard of anyone actually trying such a thing." 2 177 131 1 32 "In my vision, the staff said that it would guard the town until it cast its Destiny Spell. That one day someone would bring a dead loved one before the staff. That person would trade his life force through the staff." 2 177 131 2 32 "The dead would rise alive and well, though the one who gave his life for the dead would never know. That would be a true sacrifice, done with foreknowledge and with love." 2 177 131 3 32 "The staff still stands in the town, so I do not think anyone has been willing to make such a sacrifice." 2 177 91 1 32 "The Staff of Erana has a great deal of magic. It protects the town from the Undead, although the townspeople do not know it. I had a vision of it one night." 2 177 91 2 32 "I heard it speak in the dream. It told me how it protected the town and of its Destiny Spell." 2 177 91 3 32 "When the staff spoke no more, I saw a beautiful crystal floating in the air. The staff touched it and the crystal shattered. That was all I saw." 2 177 31 1 32 "I have been gifted by True Sight and Foreknowledge. These are gifts with knife edges -- I have seen my own death, and knew my true love's death the day I met him. Still, it is useful." 2 177 31 2 32 "I will read your fortune in the cards, if you wish. You have only to cross my palm with silver (so much for the legends about Werewolves!) or at least a coin of value." 2 177 31 3 32 "But I warn you -- no future is fixed. What the cards show of the future can happen, but only if you take the actions to create this future. And it is not easy to determine what those actions are. Such is life." 2 177 70 1 32 "Many are the kinds of the dead which do not rest. Some are harmless, some helpful, but most are extremely dangerous." 2 177 70 2 32 "Some, like the Rusalki, are victims of crimes. Others, like the Wraiths, are the spirits of criminals who cannot rest. Most powerful and fearsome of all are the Nosferatu -- the Vampires." 2 177 32 1 32 "This valley has always been a nexus of power. Magic is strong here. My people for generations came here to renew and strengthen their ties to the mystical ways." 2 177 32 2 32 "We are not the only ones drawn by this power. The Magician Erana created a magical refuge here. Others, more dark, were drawn here as well." 2 177 32 3 32 "Be wary and watchful at all times here. The magic of this land has become twisted, and there are many dangers around you." 2 177 99 1 32 "It is said that the only certain way to kill a Vampire is to drive a wooden stake through its heart. This can only be done while the creature is helpless during the day." 2 177 99 2 32 "The Nosferatu have great powers of enchantment, and those foolish enough to face a Vampire by night usually wind up feeding its lust for blood." 2 177 73 1 32 "The Nosferatu -- the Undead which feed upon the blood of living things. If a man is drained unto death by a Vampire, he will rise from his grave as a Revenant, hungering for the taste of human flesh." 2 177 73 2 32 "If a Vampire shares its own blood with its victim, the victim will rise from the grave as a slave of its Vampire creator. It will be a Vampire, but it must obey the commands of its Master, and cannot harm its master directly." 2 177 73 3 32 "Sometimes, this sharer of Vampire Blood is not drained entirely by the Master Vampire. Thus he can continue to live until struck down by a natural death. Then he will rise from his grave." 2 177 90 1 32 "If I have any more visions about you, I will let you know. You should visit here again, just in case. You never know when the knowledge of my vision may be useful." 2 177 100 1 32 "That is all I know of the vision. I do sense that you have the Staff now. It is very powerful, and has a mind of its own, as I am sure you will find." 2 177 68 1 32 "I have always had dreams and visions. Some of these are true events, some are only what could be true. These visions are, like most dreams, clouded in mists. Their meanings too are shadowy." 2 177 68 2 32 "If you wish to learn of your future, allow me to look into the cards. You have only to give me a Crown, and I will give you a Reading." 2 177 105 1 32 "I keep having dreams about being chased by something. In the dream, I know I am going to be caught, but still I run." 2 177 105 2 32 "Bah, I hate such dreams. If it were real, I would turn and face my attackers. I would meet my death with teeth." 2 177 105 3 32 "A wolf dies fighting. I still kill in my death hunt." 2 177 125 1 32 "I have had no visions since the last Reading I did for you." 2 177 33 1 32 "Creatures of the night -- Shapeshifters, Skin-changers. We are man or beast by our own Will. To run on four legs, to howl at the moon, to chase the terrified prey through the hills -- this is what it is to be truly alive." 2 177 33 2 32 "The legend of the Werewolf is but a folk tale. We change our shape when we choose, not because the moon is in some phase. We are the beast with the mind of a man, and a man with the mind of a beast." 2 177 33 3 32 "It is not normally our way to speak so freely to outsiders. Why do I say so much to you? Because you need to know we are not your enemies. You have too many questions that cannot be answered, and your ignorance may be your doom." 2 177 33 4 32 "There is much to you. Your actions to come will affect us all, do not doubt it. Therefore, I will speak honestly and openly on what I can. I can see by your eyes that our future is linked to you, for weal or woe." 2 177 128 1 32 "A Will o' Wisp is the spirit of a lost child. They play hide and seek over the swamp at night. If ever they are away from their gravesite by day, they perish." 2 177 72 1 32 "A Wraith is a spirit which cannot rest because of greed. They refuse to leave behind their possessions, and so haunt the site of those objects." 2 177 72 2 21 "If you travel by night, you sometimes can see a mound of rocks where no rocks were by daylight. This is the burial mound of a Wraith. Avoid it, for the Wraith will try to draw the life from you if you get too close." 2 139 39 1 21 "I was borrowing some corn from the cornstalks outside the town when the Burgomeister and some townsmen came from the gate." 2 139 39 2 21 "I moved behind the cornstalks to stay out of their way. They looked to be heading to the graveyard. Then one of them pointed at me and shouted, and suddenly they all grabbed me." 2 139 39 3 21 "I had no chance to run. I had no idea what was going on. I knew gypsies were disliked in the village, but I did not know we were so feared." 2 139 77 1 21 "Ah, the one who danced with you upon your last visit? The one who is lovely, lively, and more than a handful? She is my mate, and we wolves mate for life." 2 139 75 1 21 "I am well, and happy to see you again, my friend." 2 139 94 1 21 "We have to hunt farther and farther from the camp each night. There are many things which hunt, but few things to eat." 2 139 98 1 21 "I was injured in the leg the other night when a Necrotaur tried to steal the rabbit I had caught. Fortunately, the pack was not far away. They dragged it off me and I was able to tear out its throat." 2 139 98 2 21 "Those things are nasty in a fight. I would not care to face one alone." 2 139 109 1 21 "I am happy. My mate and love is now bearing our child." 2 139 109 2 21 "I am also very worried. It is a dangerous time for a family, and a much more dangerous place." 2 139 109 3 21 "Magda tried to read the future of our child-to-be, but it was as though she was blind. The future of us all has become increasingly difficult to see." 2 139 122 1 21 "I knew something had happened to you. I caught your scent mixed with Necrotaurs, but the trail ended, and I lost you." 2 139 129 1 21 "I am well; it is you I worry about. You are involved with far too much danger." 2 139 76 1 21 "I have run in this forest for many years, and I know my way around." 2 139 76 2 21 "The forest is a very different place at night. It is a very dangerous place to travel, if you are not a wolf." 2 139 38 1 21 "We are roving traders. Our home is our wagon and campfire." 2 139 38 2 21 "We would have left this valley long ago, if the flooding had not washed away the road and filled the mountain pass with swamp." 2 139 78 1 21 "Last night we were hunting far to the south. I heard a voice call out a command, 'Bushes hear! Disappear!' The voice had the fur on the nape of my neck up on end, so I did not investigate further." 2 139 78 2 21 "Hunting in Mordavia is always an interesting experience." 2 139 95 1 21 "The other night I was hunting in the hills near the castle. I looked up at the walls and saw a man standing on the edge of the parapets. He was dressed very strangely and wore an odd hat on his head." 2 139 95 2 21 "Suddenly, he raised his arms. He shapeshifted into the form of a bat and flew off. I have a feeling you once knew this man." 2 139 97 1 21 "There were many Necrotaurs out hunting last night. It was difficult to avoid them. They are tough, and hard to outrun." 2 139 123 1 21 "I was hunting near the castle the other night, and I heard a woman's voice coming from one of the upper windows. She cried out in anger, or in sorrow, 'How could he? How dare he? My child... my baby.' Then the hunt moved on, and I heard no more." 2 139 130 1 21 "I try to hunt near the castle each night in hopes I can learn something of interest to you." 2 139 130 2 21 "I have recently heard the voices of a man and a woman raised in argument, but I could not make out the words." 2 139 130 3 21 "Soon after, I saw a large bat pass overhead swiftly. That is all that may be of possible interest or use to you, I'm afraid." 2 139 35 1 21 "You can call me Davy." 2 139 35 2 21 "Names are very important. Davy is my name to outsiders. I also have a gypsy name and a true name. True names are not given lightly." 2 139 41 1 21 "The road from the town used to lead to the pass to the southwest. That was the only way in and out of this valley." 2 139 42 1 21 "The swamp is an ill place, and we gypsies stay far from it." 2 139 40 1 21 "Gypsies never ask others for their names. Never say your true name. Never speak the true name of another." 2 139 40 2 21 "To say another's true name aloud gives you power over him, if you are more powerful. Otherwise, it gives him power over you." 2 139 33 1 21 "We gypsies are not Werewolves. We are shapeshifters. We take on the form of wolves for hunting." 2 128 66 1 99 You talk about the things you have been doing. 2 128 66 2 32 "You have many friends now, but you still have bitter enemies. This valley remains a very deadly place." 2 128 14 1 99 You tell about Baba Yaga and your search for Elderbury Pie. 2 128 14 2 32 "So the Ogress is hungry. That doesn't particularly surprise me." 2 128 14 3 21 "There is an area to the southwest, on this side of the swamplands, which we avoid when hunting. There is a creature which looks like a plant which I have seen grab a deer and drain it almost instantly of blood. Perhaps that is the plant you are seeking." 2 128 63 1 99 You say goodbye. 2 128 65 1 99 You tell about Tanya, Toby, and the Staff. 2 128 65 2 32 "So the child has been restored to life through the sacrifice of Toby, and the Staff of Erana is in your possession." 2 128 65 3 32 "With this, you have undoubtedly angered someone very powerful." 2 128 65 4 32 "I would be careful traveling at night, if I were you." 2 128 12 1 99 You tell her about the frightening dream. 2 128 12 2 32 "Dreams are messages. Such a message may be obscure or meaningful, depending upon the sender and the dreamer." 2 128 12 3 32 "The meaning of this dream may be clearer when you have had more of them." 2 128 45 1 99 You tell the gypsies your name. 2 128 45 2 32 "We are honored to know your name." 2 128 45 3 21 "It is a good name, a strong name. You bear it well." 2 128 67 1 99 You tell about Ad Avis, Katrina, and the Geas. 2 128 67 2 32 "So, that is what the Reading was about. Things are building to a climax, and you are the center of it all." 2 128 67 3 32 "That you live to tell such a tale! This is why you were summoned here, or else we would be hanging garlands of garlic to keep you at bay." 2 128 67 4 32 "You will enter the very center of Darkness to destroy it, or to destroy us all." 2 128 8 1 99 You tell about the Gnome and his problems. 2 128 8 2 32 "Interesting. Baba Yaga has returned only recently to this valley. We have had scent of her to the far south, but the path to her hut is blocked by magic. You will need to find a way past that magical barrier." 2 128 46 1 21 "Ah, you weary of talk? Good. You are a guest with us tonight. Let us join the others for food, drink, and dance." 2 128 44 1 32 "You are most polite for an outsider." 2 128 50 1 32 "It is a pleasure to speak with you again." 2 128 57 1 32 "You will always be welcome here." 2 128 58 1 21 "It is good to see you again." 2 128 59 1 32 "Welcome again, and always." 2 128 60 1 32 "Your path again crosses ours, and it is well." 2 128 61 1 32 "We were afraid you would never return, friend." 2 128 88 1 99 You tell about your meeting with Katrina. 2 128 88 2 32 "I have no knowledge of such a person. Much is strange about your story. I would not entirely trust this Katrina, if I were you." 2 128 13 1 99 You tell about your dream of Erana. 2 128 13 2 32 "So, Erana still lives, at least in spirit form." 2 128 13 3 32 "Many years ago, the Magician Erana came to this valley to prevent the Dark One from entering this world. No one has heard from her since. The cave of the Dark One became her tomb." 2 128 13 4 32 "I gather much of what you dreamed comes from that experience. She is still trapped by the Dark One." 2 128 62 1 99 You tell about some of your adventures. 2 128 62 2 32 "Ah, you tell strange stories, but I can sense that you speak true. You have lived a most exciting life. I do not think this valley will be the same when you leave." 2 128 64 1 99 You tell about Rakeesh and your adventures in Tarna. 2 128 64 2 32 "You fought a Demon? Then perhaps you can drive off the D..." 2 128 64 3 32 "But no! We must not even think of such things. It is far too dangerous to speak of it." 2 128 43 1 99 You tell about how you got here. 2 128 43 2 32 "The Dark Cave? You escaped from there? You are very powerful and lucky. I would guess that a summoning spell went wrong. That cave interferes with all magic around here." 2 128 43 3 32 "But it is best not to speak of that cave. Someone brought you here for some unknown purpose. Most interesting." 20 87 0 1 99 This isn't a good place to use that spell. 20 1 0 1 99 You are in the cramped interior of the gypsy fortuneteller's wagon. A large table with three chairs dominates this main section of the wagon. A deck of Tarot cards lies ready on the table. 20 80 0 1 99 This isn't a good place to use that spell. 8 6 49 1 99 You spend the evening in the joyful company of the gypsies. 34 1 0 1 99 The flickering candlelight adds an air of mystery to your appearance.

475.msg "Inside Davy's Shelter"Edit

1 6 17 1 34 "This Reading is of the ill-omened man. We shall learn more of his purpose and past." 1 6 17 2 34 "The next card you turn shall show the distant past." 1 6 29 1 34 "The dark card of the Void. The influence of the Dark One overshadows all. No more shall be revealed, nor shall things be spoken at this time." 1 6 29 2 34 "The cards have spoken, the reading is done." 1 6 40 1 34 "The Dark One plays a part in her present and future as well. Somehow her goals are linked to it." 1 6 40 2 34 "Everyone in this accursed land is affected by this Dark One. Aiee, that we had never set foot here!" 1 6 40 3 34 "The reading is over. No more shall be said about this." 1 6 31 1 34 "Ah, the mystery woman will now be revealed. Let us see that which was her distant past." 1 6 51 1 34 "So, the Darkness still covers all. I had hoped that you might be spared... that you might not have to face the Darkness. But that is the way of the Hero, is it not? To face that which others fear and dread?" 1 6 51 2 34 "Go now, learn what you can of the Dark One. The more you know of your enemy, the greater the chances you have against it." 1 6 42 1 34 "The woman of loving shall be revealed. What may we now learn of her distant past?" 1 6 9 1 34 "This is the inverted King of Coins. This is an old and vicious man, someone who is willing to use any means to attain his desires. Someone who is dangerous, and cannot be trusted or underestimated." 1 6 9 2 34 "Reveal the next card, that we may learn more of this person." 1 6 10 1 34 "The Devil! This is indeed an ill omen. This person is influenced by black magic, a man of power and dark desires. Yet the Devil is a sign of bondage and subservience, and this person has faced unexpected failure of some sort." 1 6 10 2 34 "This is someone of great evil, someone who cannot be trusted. This is one who bears you ill-will, yet is somehow prevented from harming you or gaining his revenge... for now." 1 6 10 3 34 "Should he gain his freedom, this man will seek to destroy all which stands between his goals and himself." 1 6 10 4 34 "Turn over the next card to reveal a surrounding influence." 1 6 19 1 34 "The Queen of Swords. Some time in the past, this man has met the mystery lady of your present. He may have been betrayed by her, or perhaps he is the betrayer of the lady." 1 6 19 2 34 "The next card shall reveal her influence." 1 6 20 1 34 "Ah, the Magician. The woman of mystery has magic also. One is the teacher of the other." 1 6 20 2 34 "The order of the cards suggest it is the woman who was the master, and the man her apprentice." 1 6 20 3 34 "The events you face now obviously began in the dark past. Let us learn now of the more recent ones." 1 6 27 1 34 "The Chariot represents triumph and vengeance. There is a strong need to gain control of the situation, of his life." 1 6 27 2 34 "He may seek escape, but escape is clearly not enough. Let us see in what way he may triumph." 1 6 28 1 34 "This time the Devil is inverted. The meanings may differ, but this is a card that bodes no good whichever way it lies." 1 6 28 2 34 "Your man clearly seeks release, but with that freedom, he will also seek revenge." 1 6 28 3 34 "Whatever or whoever binds him now cannot contain him forever. He will seek his revenge, and you will need to be wary. You will face him again in a struggle to the death." 1 6 28 4 34 "Now let us reveal the card that rules over the past and the present." 1 6 22 1 34 "Ah, this is your own influence upon the man. It seems you were as important to his history as he was to your own." 1 6 22 2 34 "Let us see the manner in which you affected him." 1 6 21 1 34 "Death, the card of transformation. You are the agent of this man's failure and loss. You altered his life irrevocably." 1 6 21 2 34 "Even if you destroyed him, he still influences the present. That the cards chose to reveal information about him shows that he is again a player in the game of your life." 1 6 21 3 34 "What next can we learn of this one?" 1 6 25 1 34 "In the present, the Eight of Swords. This is the card of conflict and domination." 1 6 25 2 34 "The last card which crossed this man was also a symbol of bondage. He is somehow a prisoner, or an unwilling accomplice of another." 1 6 25 3 34 "Let us see if the cards will explain further this relationship." 1 6 26 1 34 "This is the card of conflict and struggle. This man does not take his bondage lightly." 1 6 26 2 34 "Let us see what the cards show of his hopes and desires." 1 6 7 1 34 "This card is the High Priestess. It is inverted, which means the meanings too are turned upside down." 1 6 7 2 34 "The High Priestess is some woman of your past. She is a person of selfishness and passion. Someone who seems to be very powerful, but her knowledge is limited by her own conceit." 1 6 7 3 34 "Turn over the next card to reveal more of this individual." 1 6 8 1 34 "The Four of Coins is the card of the miser. This woman of your past has power, but uses it selfishly. This is a person who cares only of her own needs and wants, and does not care what she does or how she influences others." 1 6 8 2 34 "This person is one who, as long as you satisfy her needs and vanity, will be willing to aid you, providing it does not require any amount of effort on her part." 1 6 8 3 34 "However, if you act against her, her vengeance will be swift and violent." 1 6 8 4 34 "This is not a person to disregard, and she plays an important part in the events around you." 1 6 8 5 34 "Reveal the next card -- something of the more recent past which has consequences in the present." 1 6 57 1 34 "In my dream, I seemed to move deeper into the darkness." 1 6 58 1 34 "The next image I saw in my dream was that of blood. I felt my own blood go cold as it, too, spoke the words, 'Bring me to Life.' What do the cards say of this?" 1 6 61 1 34 "The Tower. At all times, this is an ill-omen. I believe it represents a building of some sort. Let us learn more." 1 6 59 1 34 "The Dark One! The building is dedicated to the Dark One itself. Somewhere within there lies the puzzle piece for the Blood." 1 6 60 1 34 "However, I sense that you already contain that piece." 1 6 53 1 34 "The first image I saw was that of a bone. I heard in my dreams the words, 'Bring me to life!' Let us see what the cards will say of this." 1 6 54 1 34 "Somehow, I do not think this is a premonition, although it fits this situation. No, rather, I think this is a place. A tomb or cenotaph somewhere. What more can we learn?" 1 6 55 1 34 "Of all the cards, this is the most watery. The tomb lies in or near some water. The lake, perhaps? No, rather I believe this is the swamp." 1 6 55 2 34 "Somewhere in the swamp lies a tomb. And somewhere at that tomb is a piece of the puzzle that explains or deals with the image of the bones." 1 6 56 1 34 "But I sense that you already have the answer to that problem, so perhaps you know more of this than I." 1 6 62 1 34 "In the dream, I seemed to get colder. I felt the icy breath of something huge before me. It got louder and stronger, and I seemed to be pulled by it." 1 6 63 1 34 "Before me was the image of Breath. I felt myself pounded by the words, 'Bring me to Life!' I tried to run, but was caught in the wind. I... but the dream is over. Let us discover now what we can." 1 6 64 1 34 "Ah, this one is not a place. No, I believe this is the woman (or perhaps, female is a better term) from your past. The self-centered one of power has the secrets to the Breath." 1 6 65 1 34 "But you already have dealt with her, for the puzzle piece of the Breath now lies with you." 1 6 43 1 34 "This is the sign of magic and creativity. She, as the others who influence your life, has the power. She is one to whom magic has been the strongest influence upon her life. She is a master weaver of spells. What next can we learn?" 1 6 44 1 34 "The Ace of Cups is the sign of overflowing joy and happiness. This is a woman who uses her power joyfully, giving gracefully and lovingly to others." 1 6 44 2 34 "She is generous and loving, and she has shown this through her use of magic. This woman gives from her heart." 1 6 44 3 34 "What now can we learn of the more recent past?" 1 6 49 1 34 "The Dark One! This is the first time in these readings that the Darkness-which-lies-waiting has been active rather than merely a major influence." 1 6 49 2 34 "Somehow, this woman is bound by the Darkness. Whether she has been subverted, or destroyed, I cannot tell. Something remains, else there would be no reading." 1 6 49 3 34 "I think that this powerful woman battled with the Dark One. She was defeated, or perhaps sacrificed herself to prevent it from entering this world." 1 6 49 4 34 "But what will be the outcome of all this?" 1 6 50 1 34 "You! Then you are not only a friend to the gypsies, but a great hero as well. Your destiny shall affect the world, my young friend." 1 6 50 2 34 "You will determine the fate of this woman. You shall face the Dark One. Reveal the final influence upon this Reading." 1 6 15 1 34 "The Void! About this card, I will not speak. I must meditate upon its meaning." 1 6 15 2 34 "This tableau shows the influences surrounding you. These people will affect your life, for weal or for woe." 1 6 15 3 34 "It is up to you to determine how and what effect they will have upon you." 1 6 15 4 34 "That is all that the cards and I can reveal at this time." 1 6 45 1 34 "Ah, your gentle woman, too, has been bound by something. A crisis has occurred, a defeat, or imprisonment by someone. What more can we learn?" 1 6 46 1 34 "This is a sign of balanced force, a stalemate, of things not coming to a resolution." 1 6 46 2 34 "That with which the woman came in conflict has also been held in check. They were locked in battle, or they were both defeated in the past." 1 6 46 3 34 "What, then, of the present? Reveal the next card." 1 6 47 1 34 "The Hanged Man is the symbol of sacrifice. The conflict in the past required this woman to give up something of great value. She has paid some great price, but the outcome is uncertain." 1 6 47 2 34 "Let us see the next card." 1 6 48 1 34 "Alas, this card shows a tomb and someone at final rest. The woman's sacrifice was exile or possibly even death." 1 6 48 2 34 "Yet her sacrifice still affects you somehow. Somehow I cannot believe that her sacrifice was in vain." 1 6 48 3 34 "Now let us see that of her possible future." 1 6 11 1 34 "The Queen of Cups -- again there is a female influencing your present. This is a woman of wisdom and love. She is kind, generous, and virtuous." 1 6 11 2 34 "Let us see what next the cards reveal of this person." 1 6 12 1 34 "The Star is a symbol of hope and spiritual influence. This is a woman in touch with her magical nature. She is gentle and loving, yet there is great strength within." 1 6 12 2 34 "This is a woman who generates hope and help through her actions." 1 6 12 3 34 "The next card reveals the over-riding influence upon the future." 1 6 77 1 34 "Again, the dream filled me with fear, and I struggled to awaken from its depths. I could not resist against its force, though, and found myself in the center of Darkness." 1 6 78 1 34 "I saw before me this symbol, and heard the voice demand, 'Give me Life!' I awoke and lay trembling for the rest of the night." 1 6 78 2 34 "Let us see where the last part of the puzzle lies." 1 6 79 1 34 "The Hierophant -- the sign of a spiritual leader. This person is one who serves another willingly. There are many possible interpretations here; let us see what the next card will explain." 1 6 80 1 34 "The Dark One. This is a priest of the Dark One, or someone trapped by the Dark One, or perhaps both. You will have to enter into Darkness itself to find this piece." 1 6 80 2 34 "Yet remember, nothing serves the Dark One and remains unchanged. The one who has what you seek is of the Dark One now. Deal with him carefully." 1 6 6 1 34 "The cards which surround the Significator represent the influences which affect your current situation." 1 6 6 2 34 "This next card represents something from the distant past which is relevant to the here and now." 1 6 6 3 34 "Turn over this card and reveal the influence of your past." 1 6 52 1 34 "The Dark One is not something of which the gypsies speak. It was an ill day when our tribe traveled to this valley. We used to trade freely with the people of the castle years ago." 1 6 52 2 34 "We did not know how things had changed here. The influence of the Dark One overshadows this valley. We gypsies know better than to get involved with the Dark One." 1 6 52 3 34 "You need to deal in some way with the Darkness. And we gypsies are bound by honor to aid you however we can. Yet if your actions stir the Darkness and unleash it, our tribe will be destroyed. Still, you are an agent of destiny, and we will serve you as you serve it." 1 6 52 4 34 "The magic of the Dark One overwhelms this area, and the cards cannot override this power. Last night, though, I had a dream. It was a dark dream, and it frightened me, but it was a dream for you. Let me share with you the images which I saw, and perhaps the cards will aid in the telling." 1 6 2 1 34 "The first card is the Significator. It is the symbol of the subject of the Reading." 1 6 2 2 34 "The King of Swords represents a man of resource and determination. It shows valor, skill and bravery. This is the sign of leaders and warriors." 1 6 2 3 34 "This card clearly represents you, and therefore, this Reading is about you." 1 6 1 1 34 You listen to the words of the gypsy fortuneteller. 1 6 1 2 34 "You will initiate this Reading of the Cards. The shuffling and cutting attunes the cards to those vibrations which surround you. You do not control the cards, nor do I. It is the cards which show what they choose to show." 1 6 1 3 34 "I will reveal to you the meanings of the cards. It is up to you to interpret how they affect you." 1 6 1 4 34 "You may reveal the first card." 1 6 41 1 34 "Again, the cards are prepared, and they shall reveal what they will." 1 6 70 1 34 "To return to my dream... I soon could hear a tremendous pounding noise. I found myself swept forward, deeper into Darkness." 1 6 71 1 34 "There before me was the symbol of the Heart. It, too, commanded, 'Bring me to Life!' What will the cards tell of this?" 1 6 76 1 34 "I can tell that this part of the puzzle has already been gained by you. Let us continue." 1 6 13 1 34 "The Queen of Swords is a woman of wit and skill. Yet she has suffered through terrible hardship, and she is marked by her suffering." 1 6 13 2 34 "She faces her sorrows bravely, but with a deep loneliness." 1 6 13 3 34 "The next card will tell us more about her." 1 6 14 1 34 "The Moon is the card of deception. This woman is a deceiver, or is deceived by her own beliefs. This card also reveals the magical nature of the woman -- this is the strength which sustains her." 1 6 14 2 34 "She is either surrounded by false friends, or seeks to betray you herself. She is the victim, or the villainess." 1 6 14 3 34 "The final card will reveal the influence which will most affect you." 1 6 32 1 34 "In her past, she has been dominated and defeated. Her Significator card reinforces this impression of tragedy, of some cruel event that shaped her life." 1 6 32 2 34 "Let us learn more." 1 6 33 1 34 "Strength is the card of courage and defiance. That which bound her in the past could not break her. She gained her freedom not through luck, but through her own actions." 1 6 33 2 34 "This is a woman with great inner qualities. The tragedy of her past has molded her present, but she alone has shaped her life through fortitude and determination." 1 6 33 3 34 "Reveal now that which is in the more recent past." 1 6 38 1 34 "The World is the summation of all desires and goals. It can represent the reward of all one's actions, or the admiration of others." 1 6 38 2 34 "This can be the symbol of eternal life. It can mean attainment of ultimate power and perfection." 1 6 38 3 34 "Now will the cards reveal more of her desires." 1 6 39 1 34 "This is truly the card of illusionary goals. That which she seeks to gain is only a delusion." 1 6 39 2 34 "What she desires and what she will gain through her actions are very different things. She cannot see that she is seeking an illusion, and should she attain her goal, she will ultimately lose." 1 6 39 3 34 "Now let us see the card which rules over all." 1 6 34 1 34 "The sign of the Magus, the master of magic and self. She has great power and self-confidence." 1 6 34 2 34 "This can also imply self-deception and illusion, as well." 1 6 34 3 34 "Let us learn what else the cards will reveal of this woman." 1 6 35 1 34 "An inverted Death! This signifies stagnation. She has not grown beyond the past. Rather, she is trapped by immobility." 1 6 35 2 34 "She is changeless, and her gains have been balanced by her losses." 1 6 35 3 34 "What can we now learn of the present?" 1 6 36 1 34 "This card shows that she is working towards some goal, some desire that has yet to be fulfilled." 1 6 36 2 34 "It can also show power used for selfish purposes, some result she desires heedless of the cost to others." 1 6 36 3 34 "Again, turn the card to reveal more." 1 6 37 1 34 "This is the card of love! Her present is influenced by affection for another." 1 6 37 2 34 "It seems that our mystery woman is falling in love with someone. This is not what she was striving for; it is something in addition to her current goals." 1 6 37 3 34 "Now you shall reveal the future as she would have it." 1 6 4 1 34 "The first card is the Significator. It is the symbol of the subject of the Reading." 1 6 4 2 34 "This card represents one of great skills and will. This is a person of great imagination and creativity, tempered by self-knowledge and control. This is the card of the Magus, the card of occult knowledge and power." 1 6 4 3 34 "This card clearly represents you, and therefore, this Reading is about you." 1 6 72 1 34 "This is an inverted Queen of Rods -- a jealous and deceitful woman, one who harbors no goodwill towards you. There are many women in your life right now. This one is not to be trusted." 1 6 73 1 34 "This woman also has magic. But the Magician card is inverted. That implies that she is one who is willing to use her skills for bad purposes. She is opposed to you, and will not give this puzzle piece freely." 1 6 74 1 34 "An inverted Death -- something or someone in stagnation. Not dead, yet not quite living, perhaps? Show the next card." 1 6 75 1 34 "The Four of Coins is the symbol of the miser and hoarder. Someone who will not let go of his possessions. Thus, together the cards speak of some Undead creature who jealously guards this puzzle piece." 1 6 5 1 34 "The first card is the Significator. It is the symbol of the subject of the Reading." 1 6 5 2 34 "This is the Knight of Swords. This card represents a person who is courageous and skilled. This is one who holds the ideal of Chivalry and Goodness. One who is willing to face death gladly to uphold what he knows is right and true." 1 6 5 3 34 "This card clearly represents you, and therefore, this Reading is about you." 1 6 16 1 34 "The cards have again been shuffled and cut, so reveal now the subject of this Reading." 1 6 66 1 34 "Then in my dream, I felt myself blown along. All sound died, and I felt as if I had lost my body. I could not see, hear, smell, or feel anything." 1 6 67 1 34 Then I saw the symbol of the Senses. I was again overwhelmed by the words, 'Bring me to life.' Then the image faded. Shall we learn more?" 1 6 69 1 34 "Another place of Darkness. Some building, or perhaps only a structure. The next card may help us." 1 6 68 1 34 "The Six of Swords? This is a sign of travel. Could it be a building far away? No, it cannot be." 1 6 68 2 34 "This is also the sign of the gypsies. But we have no buildings, particularly ones cursed by the Darkness. I do not understand this. Let me discuss this subject with the others of my tribe. Perhaps we may yet make sense of the Sense." 1 6 83 1 34 "The Dark One is the ultimate source of all the problems here. It drew those with ties to Dark Magic and those with ties to Good. It is a thing not of this world, yet linked to it." 1 6 83 2 34 "My people tell tales of the battle against it. The stories tell of how the Mage Erana held off the Dark One and sent it back. How she died in that battle, and the Darkness was banished forever." 1 6 83 3 34 "These were just children's stories, told to drive off the terrors of the night. What truly happened in that battle, we do not know. It is clear that the battle never ended, and the Darkness still draws allies to its side." 1 6 83 4 34 "Just as you were drawn here as a pawn in this war. For whose side are you working? It seems that both the Dark One and the Magician Erana are using you. How this will end, the cards cannot foresee." 1 6 83 5 34 "The agents of Darkness will continue to influence your actions in this matter. For now, I think this serves the purposes of both sides." 1 6 83 6 34 "The visions are clear -- you will need to walk to the very center of Darkness. The battle is stalemate, and only you can determine the winner. Only by turning the war to the Dark One, releasing it, can you free the Magician Erana." 1 6 83 7 34 "Unless you do both, you do neither." 1 6 83 8 34 "We Gypsies do not speak the names of those with Power unless we must. Now I sense that such a time has come. You will know the Dark One by its name, but use it only where you must. The Dark One is called 'Avoozl.'" 1 6 83 9 34 "Leave now, and we will speak no more on this subject, except for the Gypsy Card and the Dark Building. I am an old wolf, and I cannot stand such a dream as that last night. It would kill me to face it again." 1 6 3 1 34 "The first card is the Significator. It is the symbol of the subject of the Reading." 1 6 3 2 34 "This is a card of vigilance and agility. The person this represents is skilled at perceiving the hidden, at spying, and uncovering the unknown. This is a person who has mastery over his body, and is lithe and active." 1 6 3 3 34 "This card clearly represents you, and therefore, this Reading is about you." 1 6 30 1 34 "Again, we ask the cards to reveal what was, what is, and what might be." 1 6 81 1 34 "These last cards will reveal the point of all these visions and dreams." 1 6 82 1 34 "The Dark One." 1 6 84 1 34 "The Lady of Power and Magic."

480.msg "Outside Baba Yaga's Hut"Edit

0 159 0 1 99 End it all, shall we? Take a mighty acrobatic leap over the cliff edge, perhaps? Yeah, that's the ticket! 0 159 0 2 99 On the other hand, maybe not. 0 56 0 1 99 It's worth a try... but it seems the skulls are magically animated rather than actually Undead. The amulet has no effect. 0 48 0 1 99 Well, you've come to the right place, but that isn't the right way. It's supposed to be, you know, "4 and 20 berries baked in a pie" or something like that. 0 47 0 1 99 Don't you think there are enough bones here already? Then again, there is ONE useful thing you could do with bones here. 0 55 0 1 99 The hut looks vaguely interested for a moment, then decides that the rubber chicken really isn't its "type." 0 45 0 1 99 You don't want to go spreading that just anywhere, you know. You have to get up where the hut can smell the corn. Try offering some directly to the hut. 0 37 0 1 99 You're outgunned. 0 43 0 1 24 "Watch where ya wave that thing, buddy. Baba Yaga doesn't like competition." 0 100 73 1 99 You see the light! Your whole life goes past your eyes in a flash... Or maybe those were just the skulls' laser eyes flash-frying you. 0 100 73 2 99 SDI Defense 0 81 0 1 99 Instant sensory overload! Several of the skulls are magical (particularly the ones with the glowing eyes) and the hut itself is "artifact-level" magic (you know, the kind for which wizards go around challenging each other to magical duels). 0 59 0 1 99 They'd wilt here instantly. 0 1 0 1 99 0 46 0 1 99 Don't just go waving that around anywhere. Maybe one of the skulls can help. 0 21 0 1 99 Sticks and stones might break some bones, but these are more likely to break yours. 0 104 0 1 99 You'd sooner take a nap in a snake pit. 0 36 0 1 99 0 178 0 1 99 You wriggle into the Thief Sign position. 0 178 0 2 24 "Oh, so Baba Yaga already took care of ya. Looks pretty bad! Ya better get that fixed if ya can." 1 169 1 1 97 Baba Yaga 1 169 3 1 97 Skull 1 169 5 1 97 Danger 1 169 11 1 97 Eye 1 169 6 1 97 Hut 1 169 7 1 97 Rhyme 1 128 74 1 97 Tell About Gnome 1 128 74 2 97 1 128 83 1 97 Ask about Useful Thing 1 128 80 1 97 Say Goodbye 1 128 78 1 97 Greet Skull 1 128 9 1 97 Talk About Spielburg 18 169 30 1 97 Baba Yaga 18 169 31 1 97 Skull 18 169 33 1 97 Hut 18 169 85 1 97 Mordavia 18 169 85 2 97 18 169 101 1 97 Mortar 18 169 84 1 97 Other Skulls 18 128 35 1 97 Talk About Adventures 18 128 83 1 97 Tell About Gnome 18 128 82 1 97 Say Goodbye 18 128 81 1 97 Greet Bonehead 19 169 37 1 97 Baba Yaga 19 169 38 1 97 Skull 19 169 89 1 97 Hat 19 169 40 1 97 Hut 19 169 85 1 97 Mordavia 19 128 90 1 97 Say Goodbye 19 128 91 1 97 Greet Bonehead 20 169 44 1 97 Baba Yaga 20 169 45 1 97 Skull 20 169 47 1 97 Hut 20 128 93 1 97 Say Goodbye 20 128 92 1 97 Greet Bonehead 22 169 51 1 97 Baba Yaga 22 169 95 1 97 Elderbury Bush 22 169 94 1 97 Elderbury Pie 22 169 94 2 97 22 128 56 1 97 Tell About Baba Meeting 22 128 96 1 97 Say Goodbye 24 169 58 1 97 Baba Yaga 24 169 59 1 97 Skull 24 169 105 1 97 Dark One's Cave 24 169 105 2 97 24 169 94 1 97 Elderbury Pie 24 128 106 1 97 Say Goodbye 24 128 18 1 97 Say Hello 26 169 65 1 97 Baba Yaga 26 169 66 1 97 Skull 26 128 108 1 97 Say Goodbye 26 128 107 1 97 Greet Bonehead 2 169 2 1 97 Anger 2 169 10 1 97 Trip to Mordavia 4 4 0 1 99 Ah, you don't want to go redoing Baba Yaga's exterior decoration now, do you? 4 1 0 1 99 It's a dead body, artistically laid out for maximum shock effect. (Actually, it just happened to fall in that position, but please don't tell anyone.) 4 2 0 1 99 There's no response from the dead body, of corpse. 3 169 11 1 97 Eye 3 169 4 1 97 Hat 5 48 0 1 24 5 27 0 1 24 "Oh, that's right, try to make me do everything for you. Can't make our own pies, then, can we? Well, forget it! Do it yourself." 5 4 0 1 24 "Hands off, buddy! I didn't get to the head of my class by letting strangers poke at me." 5 26 0 1 24 5 171 0 1 24 "You bring that thing anywhere near me and I'll fry your brains out!" 5 44 114 1 99 You don't have any good reason to do that... yet. 5 44 113 1 99 5 1 0 1 99 The nearest skull is fixed in a perpetually sour expression. One eye socket is empty, the other filled with a brilliant gem "like the flare of the frost flame." 5 1 0 2 99 You're sure you've seen this skull (and that gem) somewhere before. 5 6 12 1 24 "Don't come back unless ya got a reason ta be here." 5 6 13 1 24 "Go back, or face thy doom." 5 6 13 2 24 "Wait a second, don't I know you from somewhere? Yeah, you're the guy that turned Baba Yaga into a frog!" 5 6 13 3 24 "So what are you doing here? Trying out for the part of soup du jour or auditioning for the main course?" 5 6 14 1 24 "So, have you got an excuse for being here, or have ya just come ta keep me company?" 5 6 15 1 24 "Looking good. Now show it to the head skull over there, and get outta the way fast if ya don't want to add rump roast to Baba's menu for tonight." 5 6 16 1 24 "I wouldn't do that if I was you." 5 6 17 1 24 "Well, what have we here? Back in one piece? I sure never expected to see you outside of a quiche again." 5 6 18 1 24 "So, did ya get it? Show me. I won't let you in without it." 5 6 19 1 24 "What's new with you?" 5 6 19 2 24 "Hey, have you and Baba got something going on the side that I don't know about?" 5 6 19 3 24 "Why don't you just move in instead of coming in and out all the time?" 5 6 19 4 24 "Well, I never imagined you and Baba becoming buddy-buddies." 5 6 20 1 24 "Guess she liked the pie, or you woulda taken its place." 5 6 21 1 24 "Nice of you to drop in." 5 6 21 2 24 "Back so soon?" 5 6 21 3 24 "Can I help you out? Which way did you come in?" 5 6 22 1 24 "Not bad... not bad at all. I can tell by the reflections in your eyes that it gives me character, makes me look mysterious." 5 6 22 2 24 "Hey, all right you guys! This guy's o.k by me. You can let him through." 5 6 23 1 24 "Doesn't like you very much, I guess. Probably blames you for having to fly all the way from Spielburg." 5 6 23 2 24 "Maybe you could find something to win the birdbrained hut over and calm it down." 5 6 24 1 24 "Heh heh, don't say I didn't warn you!" 5 6 25 1 24 "Hey, Birdlegs! Squat!" 35 169 103 1 97 Castle People 35 169 104 1 97 Ritual Magic 6 4 0 1 99 If you start down that way, you'll never come back up. 6 1 0 1 99 The chicken hut perches upon a steep cliff overlooking part of the valley. It looks like a long way down! 33 169 87 1 97 Dark One 7 4 0 1 99 It's round and smooth and hard. You'd better not touch it -- it might be the hut's! 7 171 0 1 99 It may look like an egg, but it's solid rock. Your hammer just bounces off it. 7 1 0 1 99 The tree's roots have grown up around an egg-shaped rock. They nestle it almost as if it was a real egg. 7 80 0 1 99 No, it's not really an egg. Nothing happens. 7 82 0 1 99 8 1 0 1 99 To the east you can see the pathway back into the forest through the enchanted bush. 9 4 0 1 99 Better stay away from the cluster of skulls -- don't you remember "Cluster's Last Stand"? 9 1 0 1 99 Four skulls are arranged in a cluster here. 9 2 0 1 24 "Those other skulls don't have much to say." 10 4 0 1 99 That would be a good way to get your fingers fried. Hmm, sounds tasty! 10 1 0 1 99 This skull is mounted on what looks like a gate post, but you don't see a gate. You suspect it might be guarding the path in some way. 10 2 0 1 24 31 128 77 1 97 Ask About "Big B" 31 128 76 1 97 Ask About Fry Guys 31 128 75 1 97 Ask About Useful Thing 30 4 0 1 99 Aw, please don't. The hut's really very shy. 30 1 0 1 99 There is a strange-looking hut at the top of the cliff. Well, it's not so much the hut that's strange as the fact that it's perched on a pair of giant chicken legs! 11 4 0 1 99 11 1 0 1 99 This skull has brightly-reflective eye sockets that look almost like mirrors. 11 2 0 1 24 12 4 0 1 99 12 1 0 1 99 12 2 0 1 24 32 169 86 1 97 Dark Magic 32 169 86 2 97 32 169 88 1 97 Homeland 13 27 0 1 99 You don't need to grind the bone meal any finer. 13 47 0 1 99 You put the bones into the huge mortar. Now what? 13 45 0 1 99 Making corn meal isn't nearly corny enough for Baba Yaga. The mortar would probably break from embarrassment if it were used to grind real food. 13 4 110 1 99 The fine bone meal slips between your fingers. You'll need a container in which to carry it. 13 4 111 1 99 You work the pestle back and forth in the mortar. It's hard work, but after a while you manage to grind the bones into a fine bone meal with almost the consistency of flour. 13 4 109 1 99 You grind the pestle around in the empty mortar. It's heavy work and you don't seem to be accomplishing anything useful. 13 24 110 1 99 You fill the flask with powdery bone meal from the mortar. 13 24 111 1 99 The bones are too coarse and knobby to fit in your flask. 13 24 109 1 99 There's nothing in the mortar. 13 1 0 1 99 It looks like a huge butter churn (or maybe a frontier pharmacist's mortar). There's a pestle (or could it be a butter bat?) in it. 34 169 100 1 97 Elderbury Berries 34 169 99 1 97 Grue Goo 34 169 97 1 97 Bonemeal 34 169 98 1 97 Pie Pan 14 1 0 1 99 Skulls line the pathway to a most peculiar chicken-legged hut. There can't be many like it -- this must be Baba Yaga's hut, last seen in Spielburg! 15 4 0 1 99 15 1 0 1 99 Three skulls sit on posts in a line -- maybe they're Baba Yaga's stooges. 15 2 0 1 24 16 4 0 1 99 You've seen better trees to climb. After all, you really don't want to end up hanging around here. Searching it, you find a large knothole, but there is knot anything inside of it. 16 1 0 1 99 A huge old gnarled oak nestles a large rock under its roots as if it were hatching an egg. An ancient dried corpse hangs from its boughs. 28 169 1 1 24 "She's back ta her old self, if ya knows what I mean. Other than a craving occasionally for flies, and a distaste for frog legs, she's the same as ever." 28 169 30 1 24 "When I mentioned that you had visited the last time, she didn't exactly get out the welcome mat. Once she got over her temper tantrum, though, she got that smile on her face." 28 169 30 2 24 "I'd expect a warm greeting when ya get in the hut, maybe you stewing in her cauldron." 28 169 37 1 24 "She's expecting you. Bats told me she got out her favorite book just for the occasion, 'How to Serve Man.'" 28 169 44 1 24 "She's waiting for you with baited breath. I think she had vermicelli for lunch." 28 169 51 1 24 "Boy, I can't believe she didn't eat you. Guess her sweet tooth is bothering her again. Fortunately for you she didn't get a yearning for sweetbreads, instead." 28 169 58 1 24 "She's getting hungry." 28 169 65 1 24 "Go on in and find out for yourself." 28 169 3 1 24 "Call me Bonehead. I'm just hanging around like always." 28 169 31 1 24 "I was getting kinda bored hanging out here, until you showed up. Now I'm dying (so to speak) to find out what happens when you and Baba meet again." 28 169 38 1 24 "I'm still smiling, ain't I? Whatta ya expect me to say, 'Sorry, I've gotta headache?'" 28 169 45 1 24 "I'm just manning my post waiting ta see if you become a 'Hero' sandwich, or 'just' desserts." 28 169 59 1 24 "You know, it's a heady experience just talking ta you." 28 169 66 1 24 "If I didn't know you better, I'd be pretty jealous right now." 28 169 95 1 24 "I don't know much about it. I don't get around much, after all. I think it's a mean green to the northwest." 28 169 95 2 24 "Careful around it -- if you destroy it, you'll make Baba very displeased with you. On the other hand, it could destroy you." 28 169 103 1 24 "I'm not too sure what's up in the castle. Baba said something about them being 'her kind of people,' but that could mean anything from ghouls to necromancers. The castle creatures keep to themselves, and we keep to ours." 28 169 105 1 24 "You realize it's supposed to be bad Karma to mention the Dark One. What do I care? It can't do much to me now anyway." 28 169 105 2 24 "Well, you probably seen the cave mouth. We flew by it in the hut on the way into the valley. Nasty looking thing." 28 169 105 3 24 "It takes some sort of Ritual magic to get the mouth to open. Someone at the castle has that ritual now, I understand." 28 169 5 1 24 "Danger, around here? Naw, must be your paranoia acting up again. This place is as cozy and safe as a coffin." 28 169 86 1 24 "You don't know much, do you? Lots of weird magic leaks outta the Dark One's cave west of here. That's why there's so many strange things around here, present company included." 28 169 87 1 24 "Hey, read some history books. This valley was famous 'cause some cult tried to summon a Dark One here. That's plenty bad juju, even by Baba Yaga's standards." 28 169 87 2 24 "Dark Ones live in some sorta other dimension. They feed off energy, any kind of energy. They more or less sweat Dark Magic, which twists and mutates things around them." 28 169 87 3 24 "That's why Baba Yaga feels so at home here. Just enough Dark Magic to make life interesting, and no real Dark One to make things too dangerous." 28 169 100 1 24 "You'll need to pick them right off the Elderbury bush. Careful, or you'll make it cry. There's nothing worse than Elderbury whines." 28 169 11 1 24 "My eye? Not bad, not bad at all. I hasta admit, you gave me a real gem." 28 169 99 1 24 "That's the stuff that leaks outta the Dark One's Cave. It's kinda like molasses gone bad -- REALLY bad." 28 169 89 1 24 "This hat does a good job at keeping the rain and sun off my skull." 28 169 89 2 24 "You may not be much ta look at, but at least you have your uses." 28 169 88 1 24 "We come originally from mother Surria. You know, big place to the east of here. When Baba got the yen to get away, we moved to Spielburg, and you know what happened there. So we came here." 28 169 6 1 24 "You can see for yourself that the Hut's okay. Took it a bit to settle down from the last flight though." 28 169 33 1 24 "Did I mention before that the Hut's been kinda flighty lately? I think it's molting." 28 169 40 1 24 "How should I know what that hut wants? If you want ta catch a chicken, think like a chicken." 28 169 47 1 24 "Ever since ya gave the dumb thing something ta eat, it has settled down. I think it's trying to lay an egg or something." 28 169 97 1 24 "Well, it won't be on the shelf with the flour and cornmeal. You'll probably need to make it yourself." 28 169 97 2 24 "Get some bones and grind them." 28 169 97 3 24 "Hey, don't look at me like that. Baba wouldn't like it if you used bones she knows personally for the bonemeal." 28 169 85 1 24 "Baba Yaga came from a place a bit to the east of here, but she always had a soft spot for this little valley. Said there was a lot of Dark Magic about this place, so she thought she'd spend the winter here before moving back home." 28 169 101 1 24 "You mean that mortar over there? That's Baba Yaga's personal magic mortar. It's kinda like a flying rowboat -- she uses the pestle for an oar." 28 169 101 2 24 "Don't get any wild ideas about flying around in it. The only thing you could use it for is grinding things. The magic is Baba Yaga's specialty." 28 169 98 1 24 "How should I know how you get a pie pan? You're the one with the skull still stuffed with brains -- use them!" 28 169 94 1 24 "She didn't give you the recipe? Let's see, you'll need a pie pan for starts. You'll need bonemeal for a crust, grue goo for flavoring, and Elderbury berries, of course." 28 169 7 1 24 "You mean the 'Hut of Brown, Now Sit Down' sorta thing the last time you was by? Well, that don't work any more. Just go up ta the hut, and it'll squat and let you in, if it wants you in." 28 169 104 1 24 "Ritual Magic usually involves saying and doing something stupid for a long time at some stupid place in order for something just as stupid to happen." 28 169 84 1 24 "They're just the guards. Nothing inside their skulls but some magic. Not exactly brilliant conversationalists like myself." 28 128 35 1 24 "You know, if you keep going on doing all that Hero stuff, you're going ta wind up with the Goody-two-shoes blues." 28 128 35 2 24 "You know, Black and Blue and Dead all over." 28 128 56 1 24 "She sent you after an Elderbury Pie? Well, you won't find that in the freezer section of your local store." 28 128 77 1 24 "Hey, the Big B, the Babe, the Ogress, the Baba Yaga herself. She thinks you cheated her outta a meal the last time, and she'll be delighted ta have you for dinner." 28 128 76 1 24 "Those other skulls do what I say. They won't crisp ya if I gives the word." 28 128 74 1 24 "That guy, huh? I remember the Big B telling me about him. So you're trying to help him. You're more likely to wind up in Baba's frying pan." 28 128 74 2 24 "Still, tell you what I'm going to do. You scratch my backbone (assuming I had one, of course) and I'll scratch yours (metaphorically speaking, that is)." 28 128 74 3 24 "Bring me something that will be useful and add a certain dash to my appearance, and I'll turn off the fry guys." 28 128 83 1 24 "So the Gnome's a hardluck case. If I had tears, I'd weep for him." 28 128 83 2 24 "If ya wants Baba Yaga ta do something about it, ya gotta deal with me." 28 128 83 3 24 "Give me something ta improve my looks, and maybe I'll let ya into the hut." 28 128 80 1 24 "See ya around." 28 128 82 1 24 "So long, sucker." 28 128 90 1 24 "Bye, bye, guy." 28 128 93 1 24 "What's the matter? Lost your appetite for danger?" 28 128 96 1 24 "Good luck with the Elderbury Bush. You'll need it." 28 128 106 1 24 "Don't forget ta get everything together for the pie next time!" 28 128 108 1 24 "Be seeing ya!" 28 128 78 1 24 "Yeah, yeah, good ta see me again, I know. So whatta ya want?" 28 128 81 1 24 "So what are ya here for, besides my scintillating conversation?" 28 128 91 1 24 "You again? I thought you'd pick up my clue and shoo. It's not that Baba won't welcome you, it's just that she'll welcome you with open mouth." 28 128 92 1 24 "Come back to make Baba Yaga's day, have you?" 28 128 18 1 24 "Ya better got everything ya need ta make the pie. I'll help ya cook it, courtesy my buddies here." 28 128 107 1 24 "Return of the Red Hot Lovers, eh?" 28 128 9 1 24 "Don't remind me. I thought I was going to be left behind when the hut flew the coop, but Baba Yaga picked me up later. You sure made her mad." 28 128 75 1 24 "Put it this way, a wristwatch ain't much use without a wrist, and a pair a dancing shoes don't do much when ya got no legs." 28 128 75 2 24 "Bring me something ta keep the sun outta my eyes, maybe." 17 6 110 1 99 17 6 26 1 99 17 6 27 1 99 17 6 16 1 99 Every sense tingles with the feeling of danger! The eye sockets of the skulls glow with deadly energy. Even the hut looks hungry! 17 6 28 1 99 17 6 29 1 99 The skulls appear to have stopped flashing their lasers. You pick up the pie; it's been cooked to a delicate golden-brown. 17 6 112 1 99 You don't need to grind THAT!

490.msg "Inside Baba Yaga's Hut"Edit

0 159 0 1 99 Watch out! You don't dare let Baba Yaga mistake you for a frog. You'd be in the soup for sure! 0 56 0 1 99 Nothing Undead around here -- just plain DEAD. 0 48 0 1 99 Those belong in a pie. 0 47 0 1 99 Baba Yaga has plenty of soup bones (most of them human) already. 0 58 0 1 99 This place needs a lot more than a broom. 0 100 63 1 99 Next time you visit Baba Yaga, don't forget to bring something suitably gruesome to gnaw on besides yourself. 0 100 63 2 99 "Ogress Edibles" 0 100 10 1 99 How Humiliating -- Hors de Combat as an Hors d'oeuvre. Perhaps next time you should try to talk your way out of becoming the main course. 0 100 10 2 99 "Food for Thought?" 0 81 0 1 99 Naw, there's no magic here. 0 81 0 2 99 Just kidding. Actually, practically everything in the hut is magical and the hut itself is so magical you practically blow a fuse. 0 1 0 1 99 The flickering flames of the fire dimly illuminate the Ogress's hut. Baba Yaga seems to have done some serious redecorating since you last saw her house in Spielburg, but it is just as gruesome as ever. The inside of the hut seems to be much larger than the outside. 3 168 38 1 97 Baba Yaga 3 168 37 1 97 Bonehead 3 168 36 1 97 Gnome 3 168 35 1 97 Hut 3 168 39 1 97 Kids 3 128 15 1 97 Tell About Gnome 3 128 13 1 97 Say Goodbye 3 128 12 1 97 Say Hello 3 128 14 1 97 Say Last Words 5 168 42 1 97 Baba Yaga 5 168 44 1 97 Hedgehog 5 168 45 1 97 Rumors 5 168 43 1 97 Magic Spell 5 128 26 1 97 Say Goodbye 5 128 46 1 97 Greet Baba Yaga 5 128 47 1 97 Tell About Pie 6 168 50 1 97 Baba Yaga 6 168 52 1 97 Reward 6 168 51 1 97 Rumors 6 128 55 1 97 Tell About Gnome's Humor 6 128 54 1 97 Say Goodbye 6 128 57 1 97 Ask for "Something Different" 6 128 56 1 97 Magic Spell 7 168 58 1 97 Baba Yaga 7 168 59 1 97 Food 7 168 60 1 97 Rumors 7 128 62 1 97 Say Goodbye 8 168 64 1 97 Baba Yaga 8 168 70 1 97 Reward 8 168 65 1 97 Rumors 8 168 65 2 97 8 128 36 1 97 Tell About Gnome 8 128 71 1 97 Say Goodbye 8 128 74 1 97 Ask for Dark One Ritual 8 128 72 1 97 Ask about Ritual 8 128 56 1 97 Ask for Spell 2 27 0 1 22 "That is not Elderbury Pie. Hand the pie over before I decide I'd rather have Headbread, instead." 2 27 29 1 22 "Well, I suppose I could use this to whip up some Deadbread." 2 47 0 1 22 "If I wanted old dry bones I'd visit the cemetery. Where's my pie?" 2 47 29 1 22 "Hmm, I could use these to make a good Bone Soup." 2 58 0 1 22 "What kind of broom is that? It isn't big enough for me to sit on it!" 2 23 0 1 22 "Oooh, yech. Don't you know those things are bad for the tooth?" 2 55 0 1 22 "That's a bit on the tough side, dearie. Bring me something a little more toothsome or I'll sink my tooth into you!" 2 55 29 1 22 "Well, I could stretch that into quite a few meals, but they wouldn't be very tasty ones. Bring me something we can eat!" 2 37 0 1 99 Don't even think about it -- you could still wind up as her main course as it is. 2 4 0 1 99 Your arm would probably come back without a hand attached. 2 59 0 1 22 "You've got to be kidding. What would I want those things for?" 2 40 0 1 22 "You better hand over the pie before I decide I'd rather have Hedgehog thigh, instead." 2 40 29 1 22 "Ah, I can always use some garlic. It goes with everything. Now I can make some Garlic Head." 2 26 0 1 22 "You are making me very angry. Do you know what happens when I get angry? I get very, very hungry. So where's my pie!?!" 2 26 29 1 22 "Well, it is true that Grue goo makes a lovely sauce for Eye Scream Sundaes." 2 1 0 1 99 The ugly Ogress is Baba Yaga, whom you chased out of Spielburg when you were still learning the Hero business. Ogresses aren't really cannibals, you know. After all, they aren't human themselves, so they see no reason not to eat people. 2 46 73 1 22 "I'm looking for a pie, not a pie pan. Come back when it's done." 2 46 47 1 22 "Yum, that smells delicious. Just the way we like it, fresh from the fire." 2 15 0 1 22 "You don't expect me to eat that, do you?" 2 19 0 1 22 "No thanks. I'm allergic to avocado. It gives me hives. Takes me forever to get rid of the bees afterward." 2 19 75 1 22 "I may be hungry, but I'm not that hungry. I want my pie now!" 2 36 0 1 99 2 6 23 1 22 "So now, my dining delight, do you have what I asked for?" 2 6 28 1 22 "Back so soon? I hope for your sake you brought us something to eat. After all, there's always room for Hero, heh, heh, heh." 2 6 26 1 22 "You've got what you wanted, and I've got what we wanted." 2 6 26 2 22 "Tasty Treat, Now Retreat!" 2 6 33 1 22 "Hero near, Out of Here!" 2 6 4 1 99 You find yourself trapped in ice. 2 6 4 2 22 "Come for a visit, are we? A little chat, perhaps?" 2 6 4 3 22 "We remember the last time you came for a little visit, don't we, kids?" 2 6 24 1 22 "So let me think, how should I reward you for such a lovely pie?" 2 6 24 2 22 "Well, kids, should we just fry him now and have Roast Leg of Man with Green Spleen Casserole for a main course?" 2 6 20 1 22 "Spirits of the swamp and mire, Aid me in what I desire! Creatures of mist, Beings of Fog, Turn this human into a hedgehog." 2 6 21 1 22 "I have a sudden craving for a tiddywiggle. Perhaps some Hedgehog Grog, Hedge-piggy Swiggle, and Pig Newtons." 2 6 21 2 22 "What's that you say? Elderbury Pie? Oh, darn. He was bringing that here, wasn't he?" 2 6 21 3 22 "I don't suppose a Piggywiggle can get a pie from his backpack, could he? Particularly if his feet are stuck to the floor. Sigh." 2 6 21 4 22 "Spirits of the Mist and Moor, Restore this man as he was before." 2 6 7 1 22 "You turned me into a frog, didn't you? Thought I wouldn't remember you? 'Let's just visit Baba Yaga and see what we can turn her into today,' you thought to yourself, hunh?" 2 6 7 2 22 "Well, now you're here and all trapped like a fly in a web. Just looking at you reminds me of lunch." 2 6 7 3 22 "So what'll it be, kids? Hero Sandwiches or Hero on a Half-shell? Seeing as he is already frozen, we could just settle for a little 'Eye Scream' sundae with Whipped Scream and nuts?" 2 6 6 1 22 "Good, we'll just skip the main course and go straight to dessert." 2 6 6 2 22 "Any last words from the 'soon-to-be-supper'?" 2 6 22 1 22 "What? You have some sort of protection spell going? Didn't help your feet, did it? I guess we'll just have to settle for manwiches again." 2 6 22 2 22 "Oh, that's right. You were supposed to bring me something, weren't you? You must have it. Bone for Brains wouldn't have let you in otherwise." 2 6 16 1 22 "You'd rather have pie? What, Eye Pie?" 2 6 17 1 22 "Oh, Elderbury Pie! It's true, we haven't had that for a long while. But I can't very well make one now. I don't have any of the ingredients." 2 6 17 2 22 "Oh, pooh. Now that you mention it, I'd really like some Elderbury Pie, with or without Eye Scream." 2 6 52 1 22 "So what do you want for this?" 2 6 18 1 22 "You're right, he did bring us some mandrake, didn't he? And it made such a lovely mousse. Very well, but it means no Eye Scream, for now." 2 6 18 2 22 "So, Mr. Tender-Morsel, I'll give you another chance. Bring me some fresh Elderbury Pie, and I won't have you for dessert. Agreed?" 2 6 18 3 99 You vigorously nod your head in agreement. 2 6 18 4 22 "Good. Bring us some fresh Elderbury Pie, or we'll just settle for Adam's Apple Pie and Minced Meat, instead." 2 6 18 5 22 "We'll recycle this ice around this fool for Iced Knee later." 2 6 18 6 22 "Hero Lout, Now get out!" 2 6 9 1 22 "What's the matter, cat got your tongue? Hope not, that's one of my favorite parts. I'm looking forward to 'Tongue on a Bun' and a 'Throat Float' after all." 2 6 3 1 22 "Spirits of the frigid north, Spin the water, draw it forth. Frosty Spirits, summoned twice -- Turn the water into ice!" 2 6 8 1 22 "Just what I like, a dinner that doesn't make excuses. Bone jour and Bone Appetite!" 2 6 25 1 22 "Oh, all right, I suppose he did do us a favor. It wouldn't be polite to eat him now. Besides, he may be useful in the future." 2 6 25 2 22 "So what is it that you want as a reward for your lovely pie?" 2 6 30 1 22 "That is not something we consider edible. Feed us or weep." 2 6 31 1 22 "I'm getting hungrier, and you aren't giving me anything good to eat yet, O Soon-to-be-Supper." 2 6 32 1 22 "Enough of this! If you won't give me something to eat, I'll just have to help myself. How about some 'Green Legs and Man'?" 19 4 0 1 99 Baba Yaga would just as soon scratch your skin off and make soup with the rest. 19 1 0 1 99 It's a back-scratcher made from someone's arm. 31 4 0 1 99 That would be a bat idea. 31 1 0 1 99 It's Baba Yaga's pet bat, "Bats." It looks hungry, but hopeful. 29 4 0 1 99 No way! It's much too gross. Besides, you're not that hungry. 29 1 0 1 99 There's a bunch of junk under the bookshelf. It looks to be mostly thighs and shoulders in various states of decay. 30 4 0 1 99 It'd probably give you a hickey. 30 1 0 1 99 Teeth and bones have been strung together into a gruesome (or was that "toothsome"?) necklace. 27 4 0 1 99 As you reach for one of the books, you realize that it's bound in rather pale leather. You're probably better off not knowing what's in it. 27 1 0 1 99 This shelf is filled with cookbooks. You could learn to make Indian Tacos, Hommes Frites, long pig's knuckles, Human Gumbo, and a wide variety of other similar dishes. "To Serve Man" seems to be the volume referred to most frequently. 23 4 0 1 99 No thanks, it's not your type. 23 1 0 1 99 It's a bottle of thick red liquid labeled "Type O." It must be a typo. 17 4 0 1 99 You can't reach it -- Baba must have stood on a chair. 17 1 0 1 99 It's that old dormitory trick, a bucket of water balanced over the door frame. 12 4 0 1 99 Leave the candles alone. 12 1 0 1 99 There are candles everywhere. Probably used for heating fondues. 21 4 0 1 99 You're showing a distinct lack of taste there. 21 1 0 1 99 Something unsavory is cooking in the huge cauldron. You don't like the looks of that large bone sticking out. (On the other hand, maybe that's just the stirring rod.) 25 4 0 1 99 That's a good way to become spider food. 25 1 0 1 99 Scarlet's webs cover every corner of the room. 11 4 0 1 99 You don't see a channel selector anywhere. 11 1 0 1 99 A dusty crystal ball seems to be continually showing old "Bewitched" reruns. 16 4 0 1 99 16 1 0 1 99 20 1 0 1 99 This doorway is the way in to the hut. (You may find it's a lot harder to get OUT than it was to get IN.) 15 4 0 1 99 It's got really sharp spiky bits. 15 1 0 1 99 The skull of some huge monster or demon adorns the doorway. It's pretty fierce looking, but evidently Baba Yaga was fiercer. 22 4 0 1 99 You don't need to do that; Baba Yaga will get around to cooking you in due course. 22 1 0 1 99 A cooking fire burns in the hearth. See, she's not so bad -- at least she cooks her food before eating it! 10 4 0 1 99 Unhand that hand! 10 1 0 1 99 This recently hacked-off hand will soon have a new career as a Hand of Glory. 24 4 0 1 99 None of this skullduggery around Baba's place! 24 1 0 1 99 Someone seems to have lost his head there. Either that or it's a job applicant for one of the security posts. 28 4 0 1 99 That would be a jarring experience. 28 1 0 1 99 This shelf contains a number of jars of various shapes and sizes. They probably contain things like pickled brain, soused liver, honeyed kidneys, and that sort of basic household staple. 33 4 0 1 99 That would be your final meal. Besides, if you wanted it you should have eaten it while you were carrying it around with you! 33 1 0 1 99 Baba Yaga has set the cooked elderbury pie on the table to cool (or perhaps to grow mold -- she likes her food a little seasoned). 18 4 0 1 99 You're already wearing a perfectly fine skeleton under your skin. 18 1 0 1 99 That looks like a human skeleton! Baba Yaga doesn't have a dog, so she probably just didn't know what to do with the bones. 32 4 0 1 99 Um, she IS poisonous, you know. 32 1 0 1 99 It's Scarlet, Baba Yaga's favorite pet spider. Her webs are everywhere. 14 4 0 1 99 It's bad manners to climb up on the table; wait until Baba Yaga puts you on a plate. 14 1 0 1 99 The small round table has been mostly cleared for supper. Perhaps Baba Yaga was expecting a dinner guest. 13 4 0 1 99 You shake paws with the table leg. 13 1 0 1 99 The table leg is made from the claw of some large (and likely endangered) species. 26 4 0 1 99 Don't be so shelfish. 26 1 0 1 99 The top shelf is covered with miscellaneous herbs, spices, and poisons. 4 168 38 1 22 "Since I last saw you, I traveled a bit until I landed here, Hut and all." 4 168 38 2 22 "Not a bad place to live - nice swamp, lovely nights, secluded location. We do like our privacy, but we love to have guests for dinner." 4 168 38 3 22 "So nice of you to drop in." 4 168 42 1 22 "I'm hungry. Any other questions?" 4 168 50 1 22 "I'm waiting for my pie, and you are keeping me from it." 4 168 58 1 22 "I'm fine, but a bit peckish, I'm afraid. Have you got something on you for an old Ogress to nibble on besides your toesies?" 4 168 64 1 22 "Not too bad. I had Wyvern Waffles for breakfast. The venom makes a great syrup over the waffles." 4 168 37 1 22 "He is my head Deadhead." 4 168 37 2 22 "Enough chit-chat. Let's get down to snack." 4 168 66 1 22 "You should go visit the castle some day. You probably won't get in the front door, but there is supposed to be a secret passage from the graveyard to the castle somewhere." 4 168 66 2 22 "Now what besides talk are you interested in having?" 4 168 67 1 22 "The Dark One's Cave has been around for many years. Seems it was a place of worship for a cult. They wanted to bring a Dark One into this world. Fortunately for this valley, the cult didn't succeed." 4 168 69 1 22 "The Dark One that was worshiped in the cave almost but not quite came into this world. It's now trapped in a limbo state between dimensions." 4 168 69 2 22 "However, its magical aura leaches into this world, particularly at night. That's why things are so much more scenic when the sun sets." 4 168 69 3 22 "The Dark Influences affect spells here, too. Particularly spells which affect things both in and out of the valley. Crystal Ball reception is terrible. We're magically cut off from most of the world." 4 168 69 4 22 "The castle folks used a lot of magic trying to get you here. You should be sure and thank them for your visit when you see them." 4 168 68 1 22 "The Dark Ones are creatures of another plane of existence. They are incredibly powerful and dangerous. When they enter this world, they bring Darkness, madness, and destruction." 4 168 68 2 22 "Don't mess with the Dark One's Cave. I'd hate to have to leave this place because you ruined the neighborhood." 4 168 59 1 22 "You should know my tastes by now. Anything gruesome and toothsome, after all." 4 168 36 1 22 "Gnome? What Gnome?" 4 168 44 1 22 "There's too little meat on a wild tiddywiddle. That's why I like to make my own hedgehog out of something larger. You'll do nicely if you don't hurry and give me my pie." 4 168 35 1 22 "East, west, hut's a mess. It suits me." 4 168 35 2 22 "I'm not fond of twenty questions. It upsets my digestion." 4 168 39 1 22 "You remember Bats and Scarlet, don't you? They kept you from sudden death, I remember. You should be grateful they believe in just rewards instead of just desserts." 4 168 52 1 22 "Do unto others before they can do unto you, I always say. On the other hand, the pie does look lovely, and the kids would get upset if I didn't properly reward you." 4 168 52 2 22 "So what can I give you in return for this flavorful favor?" 4 168 70 1 22 "What do you want in return for your little gift?" 4 168 45 1 22 "There's a nasty rumor going about that a certain Hero is about to be fricasseed if he doesn't give me my pie." 4 168 51 1 22 "Let me see, what do I know? The castle has got some very interesting inhabitants right now. You should visit them, sometime, when you want an adventure." 4 168 60 1 22 "Well, there's slim chance that you will walk away from here unless you got something up your backpack for me." 4 168 65 1 22 "I've heard that you were brought here by those up at the castle. They weren't too happy when you landed in the Dark One's Cave instead of in their spell circle." 4 168 65 2 22 "They just didn't realize how powerful the Dark Influences are. They are keeping a close watch over you now, though." 4 168 43 1 22 "The floor is the one with the spell on it. You just happen to be stuck with it." 4 168 76 1 22 "That would be telling now, wouldn't it? I hear someone there is an old 'friend' of yours, though." 4 128 36 1 99 4 128 15 1 99 You tell about Mr. Bones the Gnome and the reason you came here. 4 128 15 2 22 "So you came to help the jester get back his jokes, eh? How fitting. He made a fool out of me because you made a frog out of me, and now I'll make food out of thee. Just desserts, after all!" 4 128 15 3 22 "So now we can all have our favorite treat to eat, isn't that right, kids?" 4 128 55 1 99 You tell about the Gnome and how he wants his humor back. 4 128 55 2 22 "Humor, is it? You want a sense of humor? I'm not sure the Gnome ever really had a sense of humor -- making fun of poor old Ogresses." 4 128 55 3 22 "Oh, all right. Take this 'Good Humor Bar' and give it to the Gnome. I suppose there is nothing more pathetic than a Gnome who can't tell a joke." 4 128 55 4 99 You take the 'Good Humor Bar' and put it away. 4 128 13 1 22 "You're not going anywhere just yet. In fact, you're going to be around for a long time. Parts of you, anyway." 4 128 26 1 22 "You aren't going anywhere until I get what you came with, you know." 4 128 54 1 22 "Leaving so soon? I'd ask you to stay for pie, but there's barely enough for us." 4 128 62 1 22 "That's right. Try to get out of here without losing your life. Well, talk doesn't cut the mustard around here. Speaking of mustard..." 4 128 71 1 22 "Do drop in soon. It's nice to have some snacks now and then." 4 128 12 1 22 "You want those to be your last words?" 4 128 46 1 22 "Hello there yourself, my flavorite friend." 4 128 46 2 22 "Where's my Pie?" 4 128 61 1 22 "Pleased to see you. You're always welcome to visit. It's leaving here alive that's the hard part." 4 128 14 1 99 You say something properly heroic. 4 128 14 2 22 "Well, wasn't that inspiring, kids? Guess we'll be having Baloney and Freeze for snackies." 4 128 57 1 99 You ask Baba to give you whatever she thinks might be useful to you on your adventures. 4 128 57 2 22 "Useful, huh? That's a toughie. Let me think, what have I got lying around here besides the hut. Oh, I know." 4 128 57 3 22 "Here, take this. I found it hidden in the Hangman tree, as I recall." 4 128 57 4 22 "It's a magical ritual used by the Chernovy. I wouldn't recommend actually using it, mind you, but it might come in handy some time." 4 128 74 1 97 4 128 47 1 99 You tell about how you made the pie. 4 128 47 2 22 "That's all very well and good, but until I have my Elderbury Pie in hand, you are in serious danger of staying for supper." 4 128 72 1 99 You ask Baba Yaga about a Dark One Ritual. 4 128 72 2 22 "So you heard about that, eh? I found it hidden in the Hangman Tree some years ago. You're asking for trouble, I hope you know. Using that Ritual for any purpose will only bring you grief." 4 128 72 3 22 "It can be used in either of two ways. Its main purpose is to bring a Dark One across to this world. However, a very powerful wizard could use it to send the Dark One back to its world." 4 128 72 4 22 "You don't qualify as a very powerful wizard, as I see it." 4 128 72 5 22 "Still, you want it, you got it." 4 128 72 6 99 You put the ritual away in your pack. 4 128 56 1 99 You ask for a magical spell. 4 128 56 2 22 "Magic? Let me think, what have I got that won't let you get me? I suppose you want something other than a spell to cause warts?" 4 128 56 3 99 You nod your head. 4 128 56 4 22 "Oh, all right. Here's a spell scroll to teach you the 'Hide' spell. I use it all the time, as you can tell." 4 128 56 5 99 You read the scroll. As it vanishes, the spell remains in your brain. 34 1 0 1 99 9 168 66 1 97 Castle 9 168 67 1 97 Cave 9 168 69 1 97 Dark Influence 9 168 68 1 97 Dark One 9 168 76 2 97 Who They Are 1 6 1 1 99 You have a sense of doom hanging over you. 1 6 40 1 99 You feel a sense of menace and the sensation of being watched. 1 6 41 1 99 You feel a sense of wariness and more than a little hunger. 1 6 2 1 99 A strangely familiar scratchy voice shouts, "Now!" 1 6 27 1 99 Baba Yaga speaks out loud. 1 6 27 2 99 "Hut so true, Glue his shoes" 1 6 27 3 99 You find your feet stuck again to the floor. 1 6 19 1 99 You quickly step out from under the trap. A moment later, you hear the voice of Baba Yaga. 1 6 19 2 99 "Not very trusting, is he, kids? Good. It's not like I trust him." 1 6 19 3 99 "Floor Quick! Make him Stick!" 1 6 19 4 99 You find your shoes stuck to the floor.

500.msgEdit

0 159 0 1 99 You're right; this place DOES make you jumpy! 0 56 0 1 99 The touch of the amulet against your chest reassures you. If there are Undead present, it may help keep you safe. 0 69 0 1 99 0 27 0 1 99 The bones of the dead aren't particularly hungry -- save your meal for later. 0 67 0 1 99 You still can't read the Ritual. This must not be the right place for it. 0 47 0 1 99 That's rather like taking coals to Newcastle -- there are quite enough bones here already. 0 14 0 1 99 This is a place for planting bodies, not bushes. 0 70 0 1 99 0 58 0 1 99 That's not the right place to beat the broom. 0 43 0 1 99 The cemetery is not aligned with the chaos of the Dark One. Nothing happens. 0 100 45 1 99 The Rusalka's unfaithful lover got you! 0 100 45 2 99 Loved to Death 0 81 0 1 99 You can sense some magic from the two crypts. The rest of the cemetery is reassuringly non-magical. 0 179 0 1 99 0 59 0 1 99 You scatter a few flowers on the graves. 0 33 0 1 99 You missed. 0 57 0 1 99 The Rusalka's hair needs to be used a different way. Perhaps you should talk to someone who might have knowledge of such matters. 0 72 0 1 99 0 104 0 1 99 To fall asleep here would surely mean your death! 0 178 0 1 99 You make the Thief Sign. You don't impress anyone. 0 60 0 1 99 The tiny creature cringes in its flask. It will have nothing to do with this dry place! 38 128 26 1 97 Say Goodbye 38 128 24 1 97 Say Hello 38 128 25 1 97 Shout into Grave 38 128 27 1 97 Threaten Monster 29 4 0 1 99 You can't reach the branch. 29 33 36 1 99 You catch the branch with your grapnel and use your rope to make climbing the tree a little easier. 29 1 0 1 99 A thick branch stretches out above the open grave. A large pulley hangs from the branch. 30 4 0 1 99 You start to climb the old oak tree. 30 1 0 1 99 The gnarly old trunk of this tree looks climbable for one skilled in such pursuits. 31 4 0 1 99 You don't need a coffin yet -- Igor will surely have one for you when it's your turn to be buried. 31 1 0 1 99 Two spare coffins await their customers here. Apparently Igor has finally managed to get ahead of business. 31 80 0 1 99 The coffins are already open. 20 1 0 1 99 Someone important must have been buried here. The crest says, "Borgov." (The occasional lightning flashes are probably just a special effect.) 11 155 3 1 97 Force Door 11 155 34 1 97 Unlock Door 11 155 5 1 97 Examine Door 11 155 4 1 97 Listen at Door 11 155 1 1 97 Open Door 11 155 2 1 97 Pick Lock 11 29 43 1 99 You don't seem to have the right key on your keyring. 11 1 0 1 99 A heavy, stone door seals off the Borgov family crypt. A relief carving on the door shows the Crest of the House of Borgov. 11 80 0 1 99 The Crypt Door lock yields to the power of your Open spell. 11 42 7 1 99 You need to practice some more; this lock is tricky. 11 42 6 1 99 All right! You hear a sharp "Snick!" as your lockpicks catch the tumblers just right. The crypt door opens. 17 4 0 1 99 The dirt needs to stay here. Would you like to be buried without a blanket? 17 4 0 2 99 Come to think of it, you'd probably just as soon not be buried at all. 17 1 0 1 99 This dirt has been recently removed from the open grave. Soon it will be back in place covering another unfortunate soul. 1 58 0 1 99 You sweep the grave clean. Nothing else seems to happen. Perhaps this is the wrong grave. 1 4 0 1 99 The gravestone is cold to the touch. The epitaph is, of course, engraved. 1 1 0 1 99 The inscription on this headstone reads: "Mikhail Mehd Bumped his Head In another Man's Bed Now he's Dead. RIP" 1 80 0 1 99 Your Open spell is designed for doors and locks, not for graves. There's far too much dirt for the spell to move. 2 58 0 1 99 2 4 0 1 99 2 1 0 1 99 This headstone reads, "On a dare, Pasha Sperry, Spent the night in the Cemetery. Something gave him such a fright That now he sleeps here EVERY night!" 2 80 0 1 99 3 58 0 1 99 3 4 0 1 99 3 1 0 1 99 "Arken Tenna Walked at night. Arken saw his final sight. Now the question seems to be -- What in the world did Tenna see?" 3 80 0 1 99 4 58 0 1 99 4 4 0 1 99 4 1 0 1 99 "Here lies the body of Kari Naishon, Who answered a Vampire's invitation. Now there's cause for lamentation It was a fatal recreation." 4 80 0 1 99 5 58 0 1 99 5 4 0 1 99 5 1 0 1 99 "Here lies the spirit of Barnie Blue To his lover was untrue So she knew just what to do -- Fixed herself a Barnie Stew." 5 80 0 1 99 41 4 0 1 99 The gravestone is cold to the touch and very smooth. 41 1 0 1 99 This head stone does not have an epitaph... yet. How about that old one, "Death is just nature's way of telling you to slow down"? 34 123 30 1 97 Cemetery 34 123 34 1 97 Crypt Key 34 123 33 1 97 Crypts 34 123 31 1 97 Igor 34 123 32 1 97 Open Grave 34 4 11 1 99 Igor seems to have died from thirst, exposure, or simple fright. You search the body and find a large key which you add to your keychain. 34 4 12 1 99 Haven't you done enough to poor Igor's body? 34 128 29 1 97 Say Goodbye 34 128 28 1 97 Greet Igor 34 1 0 1 99 The hunchbacked artisan is busily chipping away at a headstone. It's a grave business. 34 1 37 1 99 Here lies the body of Igor. He fell in a grave and became an eyesore. RIP 34 6 19 1 1 "Igor saved! Kind stranger saved Igor! Good kind stranger. Igor happy grave not Igor's grave. 21 4 8 1 99 Sheesh! That rotting corpse sure gave you a fright. Fortunately, it was just a dead body, not some sort of horrible undead creature. (Those only come out at night.) 21 4 10 1 99 Ligeia's Ghost comes forth... and she looks MAD! This could turn into a really bad day. 21 4 9 1 99 Now that you've sent Ligeia's ghost to another realm, nothing of interest remains in this tomb. 21 1 0 1 99 An inscription on the door says, "House of Ligeia Poe. May she rest forever!" 22 1 0 1 99 The legend on this crypt reads 'Tomb of Ligeia.' 23 1 0 1 99 The Crest on top of Ligeia's Tomb has a Raven and a Cat, black, rampant against a heart, red. It could be the coat of arms for the Poe family. 33 58 15 1 99 You beat the grave three times with your broom. On the third strike, a horrible moan arises from the grave. 33 58 14 1 99 You sweep the grave clean. Nothing else seems to happen. This seems like the right place, but as though you're missing something. 33 4 0 1 99 33 1 0 1 99 "Here lies Janos. Faithful Forever to his Lost True Love, laid beside her empty grave." 33 80 0 1 99 40 4 0 1 99 You're at a loss as to what you'd do with moss. 40 1 0 1 99 Scraggly moss hangs over the graveyard. 16 14 0 1 99 The hole is too deep for the bonsai bush; there's probably a better place to plant it somewhere in the forest. 16 4 0 1 99 No hurry; they'll put you in one of those in good time. 16 1 0 1 99 A fresh grave has recently been opened here. 16 1 44 1 99 The headstone has fallen over the open grave, covering it. 16 80 0 1 99 You may need to do that later, but right now the grave is still open. 36 33 0 1 99 You run your rope through the pulley. The grapnel lands right on the loose gravestone! You carefully drop the other end of the rope so that both ends are on the ground, then climb back out of the tree. 36 33 41 1 99 You try running your rope through the pulley. The grapnel ends up in the open grave, but there's nothing in there to pull up so you put the rope and grapnel away again. 36 1 0 1 99 A huge wheel-like pulley hangs from the large branch directly over the open grave. Someone must have set this up to lower the coffin into the new grave. 32 58 0 1 99 You sweep the grave clean, but nothing happens. You seem to have made a grave error. 32 4 0 1 99 32 1 0 1 99 This gravestone is marked "No effort could Elyssa save; she passed into a wat'ry grave. Her body was lost; only her memory remains." 32 80 0 1 99 28 4 0 1 99 28 33 0 1 99 28 1 0 1 99 A spidery branch reaches out with a forlorn grasp from the tall, thin tree. (It's a slim limb with a wispy wrist.) 27 4 0 1 99 That would accomplish about the same result as the elephant that tried to climb a tree -- the oak broke. 27 1 0 1 99 You see a tall, thin tree. (It must be an overwhelmed elm.) 24 4 0 1 99 That won't Benny-fit you in any way. 24 1 0 1 99 A Benny shaved is a Benny urned, or so they say. 25 4 0 1 99 They evidently don't urn much around here; you find nothing of any value. 25 1 0 1 99 It's filled with this season's urnings. 39 123 30 1 1 "This cemetery. This where dead people buried. Igor bury them." 39 123 34 1 1 "Igor got key to crypt. Igor keep key to crypt." 39 123 34 2 1 "No disturb crypt. Not nice." 39 123 33 1 1 "Well, technically, only large one Crypt. Crypt of Borgovs. Smaller building Tomb. Not certain what distinction, myself." 39 123 31 1 1 "Me Igor. You weird stranger." 39 123 32 1 1 "Grave hole in ground. Put person in, when dead." 39 155 3 1 99 You apply your shoulder to the crypt door with a mighty "heave." It won't budge. That's one HEAVY door. 39 155 34 1 99 You turn the large skeleton key in the crypt door. With a sound like the groaning of an undead spirit, the massive door yawns wide open. 39 155 5 1 99 You examine the door closely. It's massive and well made. A large lock secures the door. Above the door is an intricate crest with the single word "BORGOV" above it. 39 155 4 1 99 It is deathly silent beyond the door. 39 155 1 1 99 The door is securely locked and feels very solid. 39 155 2 1 99 You attempt to pick the lock on the crypt door. 39 128 29 1 99 You say goodbye to Igor. 39 128 29 2 99 Igor watches you for a second, then goes back to his work. 39 128 28 1 99 You greet Igor. 39 128 28 2 99 Igor looks up at you. 39 128 26 1 99 You say goodbye to the thing in the covered grave. 39 128 26 2 99 You hear a frantic scrabbling noise and muffled, indistinguishable yells from the grave. 39 128 24 1 99 You say "Hello" to the whatever-it-is in the no-longer-open grave. 39 128 24 2 99 You hear a muffled, indistinguishable moan from the grave. 39 128 25 1 99 You shout into the no-longer-empty grave. 39 128 25 2 99 You hear a muffled, indistinguishable moan from the grave. 39 128 27 1 99 How do you threaten something in a no-longer-open grave? With premature unburial? 39 128 27 2 99 You hear a muffled, indistinguishable moan from the grave. 26 1 0 1 99 The majestic mountains in the background provide a beautiful contrast to the grim gravestones and crypts of the cemetery. 26 1 40 1 99 26 1 39 1 99 Death seems to lurk among the dread gravestones of this grim cemetery. Beware, for the spirits of the dead may come forth by night! 37 6 13 1 99 You have destroyed the untrue lover's ghost and avenged the Rusalka's memory. Nice work if you can get it. 37 6 23 1 99 This climbing business isn't quite as simple as that book made out. You'll have to keep practicing. 37 6 42 1 99 It's at times like this you wish you'd signed up for that course in "Vertical Mobility: How to be a Social Climber." But you didn't, so you'll have to find another approach. 37 6 21 1 99 You have a bad feeling about this place. There doesn't seem to be any immediate danger, but you suspect that death lies among the crypts and tombstones in this place. 37 6 16 1 99 You stop just short of the open grave. Someone could hurt himself in there! 37 6 18 1 99 37 6 20 1 99 You have entered an eerie deserted graveyard. Strange moans wail through the trees, and mysterious lights seem to flicker and fade among the tombstones. Two large crypts dominate the cemetery. 37 6 22 1 99 You hear a monstrous groaning noise from beneath the fallen tombstone. Perhaps a horrible monster waits below! 37 6 35 1 99 You fail to budge the heavy gravestone. It will take more strength than you've got to move this (or better leverage).

510.msgEdit

0 159 0 1 99 You're right... this place DOES make you jumpy! 0 56 0 1 99 The touch of the amulet against your chest reassures you. If there are Undead present, it may help keep you safe. 0 69 0 1 99 0 27 0 1 99 The bones of the dead aren't particularly hungry -- save your meal for later. 0 67 0 1 99 You still can't read the Ritual. This must not be the right place for it. 0 47 0 1 99 That's rather like taking coals to Newcastle -- there are quite enough bones here already. 0 14 0 1 99 Bushes don't grow very well in lightless stone crypts. 0 70 0 1 99 0 58 0 1 99 Crypts are SUPPOSED to be dusty! 0 85 0 1 99 There's nothing alive in here for you to calm. 0 83 0 1 99 In the brief flash of light you can see a brightly-colored version of the Borgov family crest on the floor near the bottom of the stairs. Nothing else happens. 0 100 1 1 99 You should have axed permission before searching that relief. Now the chopper has made chop suey of you. 0 100 1 2 99 Just Axe 0 100 2 1 99 When racing with a Wraith, it's wise to be the swiftest. The Wraith greedily devours you as it adds your life energy to its own. 0 100 2 2 99 Wraith to the Finish 0 81 0 1 99 There is quite a bit of magical energy in this room. Magic emanates from the entrance door, the central Grim Reaper statue, and the Borgov family crest on the floor near the stairway. 0 179 0 1 99 0 86 0 1 99 Be careful where you throw those spells around in here! 0 88 0 1 99 0 79 0 1 99 0 33 0 1 99 You missed. 0 91 0 1 99 Your lights make a pretty display, but do nothing to dispel the gloom in here. You do spot an interesting crest on the floor at the base of the stairs. 0 93 0 1 99 0 1 0 1 99 0 72 0 1 99 0 104 0 1 99 To fall asleep here would surely mean your death! 0 60 0 1 99 The tiny creature cringes in its flask. Will o' Wisps hate to be trapped indoors! 1 4 0 1 99 Nothing now remains of the former resident of this chamber. 1 29 0 1 99 There's no lock on the closet. 1 1 0 1 99 1 80 0 1 99 The closet isn't locked. 24 4 0 1 99 24 9 0 1 99 Some of the stones on this crest feel loose. You need to push them in the correct order to open a lock. 24 9 0 2 99 The crest is unusually colorful. Maybe the colors have some significance to solving the puzzle. 24 9 0 3 99 Did you notice anything unusual about the way the family name was given outside the crypt? Maybe you should check that again. 24 9 0 4 99 The Boyars of this area had a name; so do colors. There's no magic involved, but maybe there's a way to spell this out.

CAUTION: Don't ask for the next hint unless you're totally stuck. 24 9 0 5 99 By trial and error you manage to push the colored tiles in the right order to unlock the crest. You find a small key inside. 24 1 0 1 99 There is a brightly-colored version of the Crest of the Borgovs on the floor. A few of the crystals that form the crest seem to be loose. 2 1 0 1 99 A fearsome Wraith has risen from the sarcophagus and now seeks to drag you into it! 23 4 0 1 99 You find nothing but slimy mold under the grate. 23 1 0 1 99 There's a small grating on the floor for drainage. 3 4 0 1 99 The door will not budge; it appears to be magically sealed. There is no obvious way to open it. 3 29 0 1 99 There doesn't seem to be a keyhole on this side of the door! You're trapped in here unless you can find another way to open it. 3 1 0 1 99 You can just barely see the door through which you entered in the gloom. It's closed tightly. 4 4 0 1 99 As you shake hands with the Grim Reaper statue, the door at the top of the stairs opens. You quickly make your escape from the deadly crypt. 4 1 0 1 99 It's a figure of the Grim Reaper, harbinger of death. At the base of the statue are the words, "Greet the Reaper!" 5 4 0 1 99 The stone feels as cold as death. 5 1 0 1 99 Such a cheery sight! It's a statue of the Grim Reaper, harbinger of death. 6 4 0 1 99 6 1 0 1 99 7 155 5 1 97 Knock on Relief 7 155 6 1 97 Listen to Relief 7 155 7 1 97 Open Relief 7 155 8 1 97 Examine Relief Closely 7 29 0 1 99 There's no lock on the relief. 7 1 0 1 99 You see a coffin cover bearing a bas relief sculpture of a knight. 7 80 0 1 99 It isn't locked. 8 155 9 1 97 Knock on Relief 8 155 10 1 97 Listen to Relief 8 155 11 1 97 Open Relief 8 155 12 1 97 Examine Relief Closely 8 29 0 1 99 8 1 0 1 99 8 80 0 1 99 That was a close call! Fortunately, your Open spell allowed you to watch the trap operate from a distance instead of becoming part of the axemanship demonstration. 9 155 13 1 97 Knock on Relief 9 155 14 1 97 Listen to Relief 9 155 15 1 97 Open Relief 9 155 16 1 97 Examine Relief Closely 9 29 0 1 99 9 1 0 1 99 9 80 0 1 99 10 155 17 1 97 Knock on Relief 10 155 18 1 97 Listen to Relief 10 155 19 1 97 Open Relief 10 155 20 1 97 Examine Relief Closely 10 29 0 1 99 10 1 0 1 99 10 80 0 1 99 11 155 21 1 97 Knock on Relief 11 155 22 1 97 Listen to Relief 11 155 23 1 97 Open Relief 11 155 24 1 97 Pick Lock 11 155 25 1 97 Examine Relief Closely 11 155 26 1 97 Unlock Relief 11 29 0 1 99 The small key from the crest opens a lock in the relief. You open the coffin lid to reveal a dark passageway leading deep into the mountainside. 11 1 0 1 99 The coffin cover is decorated with a bas relief sculpture of a knight. Searching carefully, you see a small hole that looks like a keyhole in the sculpture. 11 80 0 1 99 Your spell should have opened the relief, but doesn't seem to have had any effect. There is apparently a stronger magic than yours holding the door; you'll need to find the key. 11 42 49 1 99 You try to pick the lock hidden in the bas relief, but there is something strange about it. You suspect that the lock may be magical rather than mechanical. 12 1 0 1 99 There is a long, deadly-looking spear planted firmly through the heart of this sarcophagus. 13 1 0 1 99 The Grim Reaper's scythe makes you feel really edgy. Get the point? 14 1 0 1 99 15 1 0 1 99 16 4 0 1 99 The skeleton crumbles to dust under your touch. 16 1 0 1 99 The old knight's skeleton looks particularly thin and fragile. 22 4 0 1 99 You can't reach the window (and it's too small to climb through even if you could get up to it). 22 33 0 1 99 22 1 0 1 99 A small, dusty, barred window high up on the wall does little to relieve the gloom of this dark chamber. 21 155 5 1 99 You hear a hollow sound when you knock on the coffin lid. 21 155 9 1 99 "Knock, knock!" "Who's there?" "Yorg." "Yorg who?" 21 155 9 2 99 "Yorg gonna regret it if you open this coffin!" 21 155 13 1 99 "Knock, knock!" "Who's there?" "Luke." "Luke who?" 21 155 13 2 99 "Luke out! There may be a Wraith behind you!" 21 155 17 1 99 21 155 21 1 99 Although this coffin does look like a door, there is no response to your knock. It may be just as well! 21 155 6 1 99 You hear nothing but the hollow echo of your own heartbeat. 21 155 10 1 99 This coffin sounds very, very quiet. Maybe even a little TOO quiet. 21 155 14 1 99 You don't hear anything behind this relief. 21 155 18 1 99 21 155 22 1 99 You can hear faint and distant sounds behind this coffin, but can't make out any details. 21 155 7 1 99 You open the coffin to reveal a dark, winding passage. You hope it isn't a dead end! 21 155 11 1 99 The door is hard to move at first, then suddenly you hear a loud "Click!" as it sets off a trap! 21 155 15 1 99 You slowly open the coffin lid. 21 155 19 1 99 21 155 23 1 99 You can't get the coffin lid open. Examining it carefully, you find a small keyhole hidden in the bas relief! 21 155 24 1 99 Using your Thieves' toolkit, you manage to spring the lock on the coffin lid. It opens to reveal a dark, narrow passage leading deep into the heart of the mountain. 21 155 8 1 99 You don't see anything unusual about this coffin. 21 155 12 1 99 Examining the relief and the coffin lid closely, you discover a really interesting-looking mechanism. 21 155 16 1 99 21 155 20 1 99 21 155 25 1 99 There are no traps on this coffin, but you do find a small keyhole. The coffin lid is actually a door! 21 155 26 1 99 17 81 0 1 99 17 1 0 1 99 You are in a dark, dank crypt filled with bas relief figures of long-departed knights and statues of the Grim Reaper. Stairs lead back up to the entrance. A brightly-colored copy of the Borgov crest adorns part of the floor. 18 4 27 1 97 Knock on Sarcophagus 18 4 28 1 97 Listen to Sarcophagus 18 4 29 1 99 As you open the sarcophagus, a mysterious glow rises from it to surround you and your possessions. 18 4 29 2 99 Suddenly your weapon feels lighter and more comfortable in your hand. 18 4 30 1 97 Open Sarcophagus 18 4 31 1 97 Examine Sarcophagus Closely 18 4 32 1 97 Remove Spear 19 4 33 1 97 Knock on Sarcophagus 19 4 34 1 97 Listen to Sarcophagus 19 4 35 1 97 Open Sarcophagus 19 4 36 1 97 Examine Sarcophagus Closely 19 4 37 1 97 Remove Spear 20 6 38 1 99 Your "danger sense" tingles slightly as you enter the dark confines of this crypt. 20 6 39 1 99 You feel, more than see, a dark door at the end of the passage. You open it by touch. 20 6 40 1 99 You have entered into a dark passageway. It twists and curves so that you quickly lose any sense of direction. 20 6 41 1 99 Watch out! It's a trap! 20 6 42 1 99 20 6 50 1 99 Spelling out the name "BORGOV" in colors has caused a secret compartment to open in the crest. Inside is a small key which you add to your keyring. 20 6 43 1 99 You don't have a key that fits this lock. 20 6 44 1 99 Inside the coffin is an old skeleton, all that remains of a long-dead knight. 20 6 45 1 99 Ouch! That axe felt like it was designed to take your head right off your shoulders. Fortunately, you're buff. 20 6 46 1 99 Something seems wrong about this relief. You sense danger. 20 6 47 1 99 Beware! The sense of the unquiet dead comes to you much more strongly as you approach the sarcophagus. 20 6 48 1 99 You have destroyed the Crypt Wraith. Some of the sense of danger and oppression lifts from your spirit.

520.msgEdit

0 159 0 1 99 You don't see a diving board. 0 56 0 1 99 The water spirit won't be able to drain your life, but that probably won't help you much while she's drowning you! 0 14 0 1 99 The ground is too rocky and alkaline for the bush to thrive here. 0 58 0 1 99 You think the broom may have something to do with the Rusalka, but this isn't the place to use it. 0 23 0 1 99 0 100 6 1 99 You quickly discover that you really don't know how to breathe water. 0 100 6 2 99 Going "Drown"? 0 81 0 1 99 Only the woman in the lake is magical. Her enchantment seems to be a mixture of water and death magic. 0 59 0 1 99 Try giving those to someone who might appreciate them. 0 11 0 1 99 The lake looks very calm... but also somehow deadly. It would be wise not to practice your Glide spell here. 0 1 0 1 99 0 178 0 1 99 Gazing intently at the lake woman, you sensuously waggle the fingers of your right hand beside your nose. Then you delicately (and suggestively) rub your belly with your left hand. 0 178 0 2 99 The Rusalka says, "Oh, yes! That's what I want too! Come to me and we'll rub noses and bellies together forever!" 0 25 0 1 99 There's plenty here already. 0 60 0 1 28 "Oh, you've got a Will o' Wisp! Make sure you free it before daylight, or it will perish." 6 4 0 1 99 That would make more sense in Summer. 6 1 0 1 99 A large boulder near the water looks like a perfect spot for soaking up sun (if Mordavia had a little more sun!). 3 4 0 1 99 You don't know "weather" the climate is right to climb it. 3 1 0 1 99 A tall tree intrudes from the nearby forest. 4 1 0 1 99 Flowers grow in colorful profusion along the lake shore. 11 172 37 1 97 Swamp 11 172 38 1 97 Things 11 1 0 1 99 The lake stretches out to the west as far as your eyes can see. Its crystal-clear waters are probably icy cold from the mountain runoff. 7 1 0 1 99 Lily pads float serenely on the surface of the lake. 8 1 0 1 99 You can see a reflection of some of the trees and sky in the crystal-clear lake water. 2 23 0 1 99 You offer the Rusalka some of the candy you purchased in town. 2 23 0 2 28 "Candy? For me? Thank you." 2 23 0 3 28 "It wouldn't be right to drown you after you have been so kind. No one has been kind to me for as long as I can remember." 2 23 68 1 28 "That's really very nice of you, but I've been told that too much candy is bad for you." 2 4 1 1 99 You lean forward to kiss the beautiful lake woman. 2 4 1 2 28 "No! My lips are as the watery brine; my breath is of the sea. If you should kiss these cold clay lips, your death would surely be!" 2 4 1 3 99 You decide that perhaps remaining "just good friends" isn't such a bad idea after all. 2 4 5 1 99 You wade out to the lake woman and take her in your arms. Her skin is soft but very cold. 2 4 5 2 99 The lake spirit moans softly as she holds you closer and closer and tighter and tighter, then pulls you down into the lake. 2 59 0 1 99 You give the Rusalka some of the lovely flowers. 2 59 0 2 28 "Thank you for the beautiful flowers. No one has been so nice to me since I can remember." 2 59 0 3 28 "I guess I shouldn't try to drown you now, since you've been so kind." 2 59 68 1 99 2 59 68 2 28 "Thank you. That's really very sweet. You are the kindest man I know." 2 1 0 1 99 This is one of the most beautiful women you've ever seen. She has lovely, long golden-green hair (although your eyesight tends to focus a bit lower than that). 2 1 71 1 99 A horrible transformation has come over the once-lovely Rusalka. Decaying, putrefying flesh falls from her body as leeches feast on what remains. It seems impossible that she could still move and talk in this condition. 2 19 0 1 28 "Garlic and avocado? Oh, yuck!" 2 6 3 1 28 "Hello there. Could you help me? This water is so cold, and I need someone to help warm me." 2 6 21 1 28 "Hi again. I'd hoped you would come back. It gets lonely here with no one to talk to but the fish." 2 6 21 2 28 "We had better not touch... I'd have to drag you to your death, and I really don't want to do that. You've been kind to me, and I like you." 2 6 23 1 28 "Hello. You seem different somehow since the last time we met -- more powerful, and just a bit stranger." 2 6 23 2 28 "What happened to you?" 2 6 24 1 28 "Hello. Have you learned anything while you were gone?" 2 6 24 2 99 You tell the Rusalka her true name. 2 6 24 3 28 "Elyssa. Yes, that was my name. I'm starting to remember things now..." 2 6 24 4 28 "I was going to be married. My fiance and I came down to the lake for an evening swim. We were skinny-dipping, actually. Then he wanted to, well, you know... but I wouldn't." 2 6 24 5 28 "So he drowned me. He always did have a low frustration point. That's how I became a Rusalka." 2 6 25 1 38 "You did it, didn't you? I felt you getting rid of my ex-fiance. Now I feel so strange... What's happening to me? What's going to happen next?" 2 6 26 1 99 You reach out to take the once-lovely Rusalka in your arms and kiss her goodbye. 2 6 26 2 38 "You're sweet, you know that? Not many guys would do this for me." 2 6 26 3 38 "It's funny, isn't it? I always wanted to be kissed by a guy like you. Well, if I gotta go, at least I get my wish. Thanks." 2 6 26 4 38 "Let's go, Lover Boy." 2 6 22 1 28 "Hello again. What brings you to my lake today?" 2 6 22 2 28 "Hi there. Are you having any luck finding out why and how you got here?" 2 6 22 3 28 "It's so good to see you. It's been so long since anyone else has come to my lake. I do get lonely." 2 6 22 4 28 "Hello. What can I do for you today, besides drowning you in the water?" 2 6 22 5 28 "Hi, handsome. If only I had met you when I was alive. I certainly wouldn't be a Rusalka now, I'm sure." 2 6 5 1 28 "It is so cold here in this lake. Please come and hold me and help me to be warm again." 22 172 57 1 97 Revenge 10 1 0 1 99 A hint of clear blue sky is visible above the treetops. 5 4 0 1 99 5 1 0 1 99 It's probably igneous, so you can ignore it. 21 172 46 1 97 Grasping Arms 21 172 45 1 97 Guards 21 172 44 1 97 Tomb 21 172 43 1 97 Will o' Wisps 9 1 0 1 99 The tall trees of the forest line the northern horizon like sentinels loyally guarding their posts. 20 172 46 1 28 "The Grasping Arms will try to drag anyone into the swamp. They can't get you if you stick to the grassy areas, but I don't recommend you go visiting there." 20 172 55 1 28 "I never heard of anyone ever curing a Rusalka. Is it supposed to hurt, or be nasty? I'll still be dead, won't I? Really dead this time. I don't know... it sounds scary." 20 172 36 1 28 "It's my job to drown anyone who comes to the lake. That's what being a Rusalka is all about." 20 172 61 1 28 "You know, I can't even remember the jerk's name. Just as well we didn't get married." 20 172 28 1 28 "If you take my arms, I'll be happy to talk to you about anything you like." 20 172 34 1 28 "I don't know much about the forest. I can't leave my lake, so I don't get around there much." 20 172 45 1 28 "The guards near the tomb were really weird. They looked like they had been human once. Now I don't know what they are. They aren't dead, or undead, as far as I can tell. Just awful." 20 172 60 1 28 "You want some of my hair? Sure. Here, I've got plenty of it. How do you think I'd look with short hair?" 20 172 65 1 38 "You want to kiss me now? Are you sure about this? I mean, it is unlucky to kiss the undead, you know. You could wind up dead or something." 20 172 27 1 28 "If you take my hand, I'll be happy to show you what the lake is like." 20 172 33 1 28 "This lake is surrounded on three sides by steep mountains. To the southwest, it merges with the swamp. The lake is not a safe place for you to swim. Many unpleasant things lurk in the deep water." 20 172 41 1 28 "I live... well, maybe not 'live' exactly, but I do reside here. It's a nice lake, but as a recreation area it leaves something to be desired." 20 172 41 2 28 "The only boats around here are sitting at the bottom. Fishing tends to catch the fisherman. The swimming's pretty good if you don't mind drowning. All in all, it's not an ideal vacation spot." 20 172 50 1 28 "The lake's not a bad place to stay, except when it freezes over in the winter. It gets kind of boring swimming under the ice for three months or more." 20 172 52 1 28 "Mermaid? What do I know of mermaids. I'm a Rusalka." 20 172 52 2 28 "You do realize I'm undead, don't you? It's not like I have a life here." 20 172 7 1 28 "I am the Rusalka. Please, take my hand and help me." 20 172 32 1 28 "I've been a Rusalka for so long, I've forgotten." 20 172 57 1 28 "If I remember correctly, someone drowned me here, so I became a Rusalka. I just don't remember who did it, or why, or anything else about my death. Or my life, for that matter." 20 172 19 1 28 "It is lonely being a Rusalka. Any time anyone nice comes along, I pull him into the lake and drown him. Once he's drowned, he's not much company, I'm afraid." 20 172 18 1 28 "I swim a lot, and comb my hair, and look for people to drag to their deaths. It's not exactly a busy schedule." 20 172 17 1 28 "Being undead is not so bad... I don't have to worry about getting old, after all." 20 172 16 1 28 "You know, I never realized it before you came here, but being undead is a real bore." 20 172 16 2 28 "Drowning people really isn't much fun -- It's exciting when they struggle, but once they're dead, there's not much to do with them except feed them to the fish." 20 172 16 3 28 "I suppose I drown people to get revenge for my death, but it's not a lot of fun. What good is revenge if you can't remember who you want revenge on?" 20 172 15 1 28 "I'm kind of frightened. I've been undead so long, I don't know what it's like to be really dead. I guess I'm going to find out." 20 172 14 1 38 "I'm kind of nervous. I don't really want to die, I guess. Still, I don't really want to hang around drowning people." 20 172 14 2 38 "I just don't know what to do or think. You're the Hero. You figure out what to do. I trust you." 20 172 62 1 28 "I guess I have been skinny dipping ever since. Care to join me?" 20 172 37 1 28 "The swamp is definitely a creepy place. Dead things lie under the water and try to drag the living underneath." 20 172 37 2 28 "Kind of sounds like my job description, doesn't it? Well, the things in the swamp are a whole lot nastier than I am, so be careful there." 20 172 40 1 28 "The swamp to the southeast is a very scary place. I swam there once out of curiosity. I was combing the weed and goo from my hair for weeks afterwards." 20 172 40 2 28 The Will o' Wisps were friendly enough, but those grasping arms, ugh. Weirdest of all were the creatures standing guard near some sort of tomb. I'm not going back to the swamp for anything." 20 172 51 1 28 "There is some sort of enchantment about the swamp. It seems that all paths lead to the tomb which lies at the center. It's almost impossible to get away from it once you find the tomb." 20 172 51 2 28 "That swamp is a really bad place, and you should stay as far away from it as possible." 20 172 56 1 28 "How come you're so curious about it? You don't intend to explore it, do you?" 20 172 56 2 28 "Even as tough as you are, the swamp's dangerous. You need to be really strong to move in that muck and make sure you have a sword ready." 20 172 38 1 28 "I stay far away from them. They crawled into the lake from the swamp one day. They remind me of worms and give me the creeps." 20 172 44 1 28 "I call it a tomb, but it was more like some sort of pillar. It felt magical, and very, very cold, even to me. I stay as far away from it as I can. Scary." 20 172 47 1 28 "I think I remember the town. I must have lived there once. Other than the fact it's somewhere to the northeast, I guess I can't tell you much about it." 20 172 29 1 99 You ask what a nice girl like her is doing in a place like this? 20 172 29 2 28 "It's so nice here in the water. Why don't you join me?" 20 172 35 1 99 You ask what a nice girl like her is doing in a place like this? 20 172 35 2 28 "I don't really know. I've been here for such a long time now. It's not like I can go anywhere. I can't leave the lake." 20 172 43 1 28 "Will o' Wisps are the souls of lost children. They play around the swamp at night. They look like little sparkles of light." 20 172 43 2 28 "Watch it, though. They love to play 'Hide and Go Seek' in the swamp and most people who try to follow them there don't return." 20 128 49 1 28 "You sure have been a lot of places. The only place I've been besides the lake is the swamp, and that's not exactly a tourist attraction." 20 128 49 2 28 "I may have been places while I was alive, but I can't remember back that far." 20 128 54 1 28 "You certainly have had a time of it here in Mordavia. Still, you can handle it, I'm sure of it." 20 128 64 1 28 "You're going to sweep the grave of my fiance with my hair in a broom? Won't that make him mad or something? You better be careful. He had a nasty temper, remember?" 20 128 59 1 28 "So a ghost told you to cure me? I don't get it... Why should he care whether or not I hang around here. Does he have something against me drowning people? Or does he just want to be the only undead in Mordavia?" 20 128 31 1 28 "Please don't leave me here so alone and cold. I need you!" 20 128 39 1 28 "Please come visit me again sometime. It's nice to have a friend to talk to, you know." 20 128 48 1 28 "It was great talking to you again. Come back soon!" 20 128 53 1 28 "Goodbye. Visit me again whenever you like!" 20 128 58 1 28 "Good luck finding out whatever you are trying to find out." 20 128 63 1 28 "Please be careful. I wouldn't want anything to happen to you because you're trying to help me, you know." 20 128 66 1 38 "This may be our last goodbye, right? Well, it was nice having a true friend for a while. I'm glad I met you." 20 128 66 2 38 "I guess I'm afraid or something. I didn't really want to die again." 20 128 66 3 38 "At least I go knowing that there was someone who really cared about me. I'll never forget you, even if I don't have long to remember you." 20 128 66 4 38 "Goodbye." 20 128 8 1 28 "Why don't you come to my arms so that I can give you a real greeting?" 20 128 9 1 28 "Welcome back. You seem to be finding your way nicely in Mordavia." 20 128 10 1 28 "So how's the Hero business going?" 20 128 11 1 28 "Hello. What's new with you?" 20 128 12 1 28 "So what else did you learn about healing me? I am kind of curious." 20 128 13 1 38 "Hi. Sorry I didn't comb my hair before you got here. I tried, but it kept falling out. Guess I don't look so good, do I?" 20 128 20 1 99 You tell the Rusalka about some of your previous adventures. 20 128 20 2 28 "Gee, you've done a lot to get rid of monsters and things." 20 128 20 3 28 "You don't think I'm some kind of monster, do you? I mean, just because I'm undead and drown people, you don't think I'm bad?" 20 128 67 1 38 "I told you he was a jerk. Janos the jerk. I remember he even had bad breath." 20 128 30 1 28 "Surely a Hero like you will help someone like me. Please take my hand." 1 37 0 1 99 This isn't a good place to do that. 1 1 0 1 99 You stand on the shores of a vast and beautiful mountain lake. To the north and east lies the pine forest. To the south the lake drains into a dark and dismal swamp. 13 172 28 1 97 Forest 13 172 27 1 97 Lake 13 172 7 1 97 Name 13 172 29 1 97 Why She's Here 13 128 31 1 97 Say Goodbye 13 128 8 1 97 Greet Lake Woman 13 128 30 1 97 Tell About Yourself 14 172 41 1 97 Lake 14 172 52 1 97 Mermaid 14 172 18 1 97 Rusalka 14 172 40 1 97 Swamp 14 172 40 2 97 14 128 49 1 97 Tell About Your Adventures 14 128 48 1 97 Say Goodbye 14 128 9 1 97 Greet Rusalka 15 172 50 1 97 Lake 15 172 17 1 97 Rusalka 15 172 51 1 97 Swamp 15 128 54 1 97 Tell About Your Adventures 15 128 53 1 97 Say Goodbye 15 128 10 1 97 Greet Rusalka 16 172 55 1 97 Curing Rusalka 16 172 16 1 97 Rusalka 16 172 16 2 97 16 172 56 1 97 Swamp 16 128 59 1 97 Tell About Piotyr's Ghost 16 128 58 1 97 Say Goodbye 16 128 11 1 97 Greet Rusalka 17 172 61 1 97 Fiance 17 172 60 1 97 Hair 17 172 15 1 97 Rusalka 17 172 62 1 97 Skinny Dipping 17 128 64 1 97 Tell About Cure 17 128 63 1 97 Say Goodbye 17 128 12 1 97 Greet Rusalka 18 172 65 1 97 Kiss 18 172 14 1 97 Rusalka 18 128 66 1 97 Say Goodbye 18 128 13 1 97 Greet Rusalka 18 128 67 1 97 Tell About Janos 19 172 36 1 97 Drownings 19 172 34 1 97 Forest 19 172 33 1 97 Lake 19 172 33 2 97 19 172 32 1 97 Name 19 172 19 1 97 Rusalka 19 172 47 1 97 Town 19 172 35 1 97 Why She's Here 19 128 39 1 97 Say Goodbye 19 128 20 1 97 Tell About Yourself 12 6 2 1 99 You have a strange, disquieting feeling along with a sense of sorrow, longing, and unfulfilled desires as you near the lake. The briny lake seems to draw you towards it. 12 6 69 1 99 The woman in the lake appears shocked by your action. She quickly dives under the surface of the water to safety. 12 6 70 1 99 You are down to your last dagger. You'd better hold on to it.

530.msgEdit

0 159 0 1 99 You take a mighty acrobatic leap. 0 56 0 1 99 The amulet will do very little to prevent the hands from dragging you under the swamp to your death. 0 14 0 1 99 There's no ground here firm enough to plant the bonsai bush. 0 58 0 1 99 Sweeping the swamp will just make you sweat. 0 23 0 1 99 You'd just lose the candy in the swamp that way. Try being a little more direct with it. 0 23 15 1 99 You're too busy concentrating on your Gliding. 0 23 13 1 99 0 23 16 1 99 That would work better if you were back on the shore. 0 100 1 1 99 Got to HAND it to you, you walked into an alARMing situation. Bet you WRIST you hadn't done that. 0 100 1 2 99 "What a Drag" 0 81 0 1 99 The grasping hands and the floating balls of light (such a surprise!) are magical. The rest is just nasty, mucky swamp. 0 24 0 1 99 You don't really need any swamp muck. 0 11 13 1 99 You can't concentrate on the spell while you're sinking in this muck. Try getting up on some dry land first. 0 10 13 1 99 The muck doesn't give you enough support to make a decent jump. Walk up onto a dry area first. 0 10 14 1 99 There's nowhere useful to jump to from here. 0 1 0 1 99 0 178 0 1 99 You make the Thief Sign to the Will o' Wisps. Having good taste, they ignore you. 0 25 0 1 99 There's plenty here already (in among the muck). 0 60 18 1 99 You release the Will o' Wisps back into the swamp. 3 4 0 1 99 You're not here to collect firewood. 3 1 0 1 99 The trees look denuded of branches and distinctly deceased. 8 4 0 1 99 That would be your final handshake. 8 1 0 1 99 The decayed remains of a human arm claw at you as if to drag you down to share its doom. 7 4 0 1 99 The hummock has an unpleasant, squishy feel, but at least it's more solid than the rest of the swamp. 7 1 0 1 99 You can see some of the ground around the base of these reeds. 2 4 0 1 99 The tree feels as though it's covered with a slug's slime, and you draw your hand quickly away. 2 1 0 1 99 You see a tree whose branches are clumped with moss and fungi. A variety of slimy toadstools surround the base. 6 4 0 1 99 The rocks are slippery and unpleasant to the touch -- swamp muck oozes through your fingers. 6 1 0 1 99 Some slick grey rocks project from the ooze. 5 4 0 1 99 You pick up a single slimy bone. 5 4 12 1 99 The skeleton is out of reach from here. 5 4 11 1 99 You already got a good bone; leave the rest of them alone. 5 1 0 1 99 Here lie the decayed remains of someone who didn't make it across the swamp. 4 4 0 1 99 The tarry muck of the swamp oozes through your fingers like some obscene mutated slime. 4 1 0 1 99 The swamp looks as opaque and black as a pool of tar. The smell of decay and methane gas is thick and heavy. 9 4 0 1 99 You can't catch a Will o' Wisp that easily! Your fingers pass right through it as it dances away. 9 128 2 1 97 Say Goodbye 9 128 3 1 97 Greet 9 87 10 1 99 As your Fetch spell draws the Will o' Wisps close, you deftly catch a few of them in a flask and close the stopper. 9 87 9 1 99 Your Fetch spell draws the Will o' Wisps close, but you discover that you have nothing in which to hold them. The spell dissipates and the Will o' Wisps vanish. 9 1 0 1 99 You see a floating, coruscating ball of light. 10 128 2 1 99 You say "au revoir" to the Will o' Wisps. 10 128 2 2 99 The Will o' Wisps ignore you. 10 128 3 1 99 You say hello to the Will o' Wisps. 10 128 3 2 99 The Will o' Wisps ignore you. 1 1 0 1 99 You are surrounded by the mist and miasma of a swamp which stretches endlessly before you. 11 6 4 1 99 Either that hillock was too far away, or you need a little more practice with acrobatics before you can get around the swamp with this skill. 11 6 5 1 99 You are unable to cast that spell while mired in muck. 11 6 6 1 99 You aren't strong enough to maneuver through this mucky moor yet. You'll need to build up your leg muscles a bit before you can get anywhere in this swamp. 11 6 7 1 99 As you find yourself sucked into the thick muck, you realize you are never going to be able to move in the swamp this way. 11 6 19 1 99 As you start to Glide, you realize the only way to get back up to the dry areas will be to grab hold of something and pull yourself up. 11 6 8 1 99 You release the Will o' Wisps, and they gracefully make their exit.

535.msgEdit

0 159 0 1 99 You take a mighty acrobatic leap. 0 56 0 1 99 The amulet will do very little to prevent the hands from dragging you under the swamp to your death. 0 14 0 1 99 There's no ground here firm enough to plant the bonsai bush. 0 58 0 1 99 Sweeping the swamp will just make you sweat. 0 23 0 1 99 You'd just lose the candy in the swamp that way. Try being a little more direct with it. 0 23 21 1 99 You're busy focusing on your Glide spell. 0 23 14 1 99 0 23 20 1 99 Try doing that from the shore. 0 100 23 1 99 You should have followed your instincts. When your Mana is low, there's no way to go. And when you fall down in the swamp, you will drown. 0 100 23 2 99 No Magic, No Motion 0 100 1 1 99 Got to HAND it to you, you walked into an alARMing situation. Bet you WRIST you hadn't done that. 0 100 1 2 99 "What a Drag" 0 81 0 1 99 The grasping hands and the floating balls of light (such a surprise!) are magical. The rest is just nasty, mucky swamp. 0 24 0 1 99 You don't really need any swamp muck. 0 11 14 1 99 Get up on some dry land first so you don't sink while you're casting the spell. 0 10 14 1 99 The muck doesn't give you enough support to make a decent jump. Walk up onto a dry area first. 0 10 16 1 99 There's nowhere useful to jump to from here. 0 10 15 1 99 0 1 0 1 99 0 178 0 1 99 You make the Thief Sign to the Will o' Wisps. Having good taste, they ignore you. 0 25 0 1 99 There's plenty here already (in among the muck). 0 60 28 1 99 You release the Will o' Wisps back into the swamp. 9 23 19 1 99 You carefully place some of the candy on the ground. 3 4 0 1 99 You'd better not touch the tree -- you might get Dutch Elm Disease. 3 1 0 1 99 The flora in this area looks decidedly unhealthy. 5 4 0 1 99 That would be your final handshake. 5 1 0 1 99 The decayed remains of a human arm claw at you as if to drag you down to share its doom. 12 4 0 1 99 The hummock has an unpleasant, squishy feel, but at least it's more solid than the rest of the swamp. 12 1 0 1 99 Small hummocks of earth and grass rise out of the seething swamp. 7 4 0 1 99 The rocks are slippery and unpleasant to the touch -- swamp muck oozes through your fingers. 7 1 0 1 99 The bleached bones of the earth lie surrounded by the murky marsh. 4 4 0 1 99 The tarry muck of the swamp oozes through your fingers like some obscene mutated slime. 4 1 0 1 99 The dark and dreary pool of stagnant swamp lies sluggish in the Stygian mists. 2 4 9 1 99 You can see the desolate, distorted landscape and sodden, sullen swamp swallowed by the engulfing murkiness. 2 4 13 1 99 You are too far away to do anything with the tree. 2 4 10 1 99 You're still not very experienced at climbing. Keep practicing and you'll get better at it. 2 1 0 1 99 This tree looks like it only recently lost the battle against the change in its environment. 10 4 0 1 99 You can't catch a Will o' Wisp that easily! Your fingers pass right through it as it dances away. 10 128 8 1 97 Say Goodbye 10 128 7 1 97 Greet 10 87 11 1 99 As your Fetch spell draws the Will o' Wisps close, you deftly catch a few of them in a flask and close the stopper. 10 87 12 1 99 Your Fetch spell draws the Will o' Wisps close, but you discover that you have nothing in which to hold them. The spell dissipates and the Will o' Wisps vanish. 10 1 0 1 99 You see a floating, coruscating ball of light. 10 60 11 1 99 You capture a few of the Will o' Wisps in a flask. 10 60 17 1 99 The Will o' Wisps are avoiding your touch. You need to find some way to attract them first. 10 60 18 1 99 Wait a moment -- they're almost in reach! 11 128 8 1 99 You say "au revoir" to the Will o' Wisps. 11 128 8 2 99 The Will o' Wisps ignore you. 11 128 7 1 99 You say hello to the Will o' Wisps. 11 128 7 2 99 The Will o' Wisps ignore you. 1 1 0 1 99 The heavy odor of decay overwhelms your senses and makes you feel slightly nauseated as you survey this gloomy swamp. 8 6 5 1 99 Either that hillock is too far away, or you need a little more practice with acrobatics before you can get around the swamp with this skill. 8 6 27 1 99 Your "Danger Sense" tingles. You sense deadly danger from the swamp. It might have something to do with the grasping, disembodied arms. 8 6 25 1 99 You sense that your magic is weakening. You need to return to shore quickly before it is gone entirely, or you will surely drown. 8 6 22 1 99 Oh no!! You don't have enough mana to continue your Glide spell. 8 6 24 1 99 This is no place to sleep! If you didn't roll over and drown, and the reaching hands all missed you, pneumonia would surely seal your fate. 8 6 2 1 99 You are unable to cast that spell while mired in muck. 8 6 3 1 99 You aren't strong enough to maneuver through this mucky moor yet. You'll need to build up your leg muscles a bit before you can get anywhere in this swamp. 8 6 4 1 99 As you find yourself sucked into the thick muck, you realize you are never going to be able to move in the swamp this way. 8 6 29 1 99 As you start to Glide, you realize the only way to get back up to the dry areas will be to grab hold of something and pull yourself up. 8 6 6 1 99 You release the Will o' Wisps, and they gracefully make their exit.

540.msgEdit

0 159 0 1 99 You take a mighty acrobatic leap. 0 56 0 1 99 The amulet will do very little to prevent the hands from dragging you under the swamp to your death. 0 14 0 1 99 There's no ground here firm enough to plant the bonsai bush. Those hillocks come and go with every rainstorm. 0 58 0 1 99 Sweeping the swamp will just make you sweat. 0 23 0 1 99 You'd just lose the candy in the swamp that way. Try being a little more direct with it. 0 100 1 1 99 Got to HAND it to you, you walked into an alARMing situation. Bet you WRIST you hadn't done that. 0 100 1 2 99 "What a Drag" 0 81 0 1 99 The grasping hands and the floating balls of light (such a surprise!) are magical. The rest is just nasty, mucky swamp. 0 24 0 1 99 You don't really need any swamp muck. 0 1 0 1 99 0 25 0 1 99 There's plenty here already (in among the muck). 0 60 0 1 99 You release the Will o' Wisps back into the swamp. 2 4 0 1 99 You don't bank at this branch and you're not really limber enough to do anything with it anyway. Just leave it sticking around. 2 1 0 1 99 A dead branch lies half in and half out of the muck. 3 4 0 1 99 That would be your final handshake. 3 1 0 1 99 The decayed remains of a human arm claw at you as if to drag you down to share its doom. 4 4 0 1 99 The hummock has an unpleasant, squishy feel, but at least it's more solid than the rest of the swamp. 4 1 0 1 99 You can see some of the ground around the base of these reeds. 5 4 0 1 99 The rocks are slippery and unpleasant to the touch -- swamp muck oozes through your fingers. 5 1 0 1 99 Some slick grey rocks project from the ooze. 6 4 0 1 99 The tarry muck of the swamp oozes through your fingers like some obscene mutated slime. 6 1 0 1 99 The swamp looks as opaque and black as a pool of tar. The smell of decay and methane gas is thick and heavy. 1 1 0 1 99 You are surrounded by the mist and miasma of a swamp which stretches endlessly in all directions around you. 7 6 2 1 99 Either that hillock was too far away, or you need a little more practice with acrobatics before you can get around the swamp with this skill. 7 6 3 1 99 You are unable to cast that spell while mired in muck. 7 6 4 1 99 You aren't strong enough to maneuver through this mucky moor yet. You'll need to build up your leg muscles a bit before you can get anywhere in this swamp. 7 6 5 1 99 As you find yourself sucked into the thick muck, you realize you are never going to be able to move in the swamp this way. 7 6 6 1 99 You release the Will o' Wisps, and they gracefully make their exit.

541.msgEdit

0 159 0 1 99 You take a mighty acrobatic leap. 0 56 0 1 99 The amulet will do very little to prevent the hands from dragging you under the swamp to your death. 0 14 0 1 99 There's no ground here firm enough to plant the bonsai bush. Those hillocks come and go with every rainstorm. 0 58 0 1 99 Sweeping the swamp will just make you sweat. 0 23 0 1 99 You'd just lose the candy in the swamp that way. Try being a little more direct with it. 0 100 1 1 99 Got to HAND it to you, you walked into an alARMing situation. Bet you WRIST you hadn't done that. 0 100 1 2 99 "What a Drag" 0 81 0 1 99 The grasping hands and the floating balls of light (such a surprise!) are magical. The rest is just nasty, mucky swamp. 0 24 0 1 99 You don't really need any swamp muck. 0 11 7 1 99 You don't dare cast the Glide spell until you get up on solid land. You'd probably sink if you tried it here. 0 1 0 1 99 0 25 0 1 99 There's plenty here already (in among the muck). 0 60 0 1 99 You release the Will o' Wisp back into the swamp. 2 4 0 1 99 You don't bank at this branch and you're not really limber enough to do anything with it anyway. Just leave it sticking around. 2 1 0 1 99 A dead branch lies half in and half out of the muck. 8 4 0 1 99 You'd better not touch the tree -- you might get Dutch Elm Disease. 8 1 0 1 99 The flora in this area looks decidedly unhealthy. 3 4 0 1 99 That would be your final handshake. 3 1 0 1 99 The decayed remains of a human arm claw at you as if to drag you down to share its doom. 4 4 0 1 99 The hummock has an unpleasant, squishy feel, but at least it's more solid than the rest of the swamp. 4 1 0 1 99 You can see some of the ground around the base of these reeds. 5 4 0 1 99 The rocks are slippery and unpleasant to the touch -- swamp muck oozes through your fingers. 5 1 0 1 99 Some slick grey rocks project from the ooze. 9 4 0 1 99 You try to grab the dead tree, but it looks like it has you stumped. 9 1 0 1 99 The stump of a dead tree clings listlessly to a clump of ground here. (It's a clump stump.) 6 4 0 1 99 The tarry muck of the swamp oozes through your fingers like some obscene mutated slime. 6 1 0 1 99 The swamp looks opaque and black as a pool of tar. The smell of decay and methane gas is thick and heavy. 1 1 0 1 99 You are surrounded by the mist and miasma of a swamp which stretches endlessly in all directions around you. 7 6 2 1 99 Either that hillock was too far away, or you need a little more practice with acrobatics before you can get around the swamp with this skill. 7 6 3 1 99 You are unable to cast that spell while mired in muck. 7 6 4 1 99 You aren't strong enough to maneuver through this mucky moor yet. You'll need to build up your leg muscles a bit before you can get anywhere in this swamp. 7 6 5 1 99 As you find yourself sucked into the thick muck, you realize you are never going to be able to move in the swamp this way. 7 6 6 1 99 You release the Will o' Wisp and it gracefully makes its exit.

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0 159 0 1 99 You take a mighty acrobatic leap. 0 56 0 1 99 The amulet will do very little to prevent the hands from dragging you under the swamp to your death. 0 14 0 1 99 There's no ground here firm enough to plant the bonsai bush. Those hillocks come and go with every rainstorm. 0 58 0 1 99 Sweeping the swamp will just make you sweat. 0 23 0 1 99 You'd just lose the candy in the swamp that way. Try being a little more direct with it. 0 100 1 1 99 Got to HAND it to you, you walked into an alARMing situation. Bet you WRIST you hadn't done that. 0 100 1 2 99 "What a Drag" 0 81 0 1 99 The grasping hands and the floating balls of light (such a surprise!) are magical. The rest is just nasty, mucky swamp. 0 24 0 1 99 You don't really need any swamp muck. 0 11 7 1 99 You don't dare cast the Glide spell until you get up on solid land. You'd probably sink if you tried it here. 0 1 0 1 99 0 25 0 1 99 There's plenty here already (in among the muck). 0 60 0 1 99 You release the Will o' Wisp back into the swamp. 2 4 0 1 99 You don't bank at this branch and you're not really limber enough to do anything with it anyway. Just leave it sticking around. 2 1 0 1 99 A dead branch lies half in and half out of the muck. 8 4 0 1 99 You'd better not touch the tree -- you might get Dutch Elm Disease. 8 1 0 1 99 The flora in this area looks decidedly unhealthy. 3 4 0 1 99 That would be your final handshake. 3 1 0 1 99 The decayed remains of a human arm claw at you as if to drag you down to share its doom. 4 4 0 1 99 The hummock has an unpleasant, squishy feel, but at least it's more solid than the rest of the swamp. 4 1 0 1 99 You can see some of the ground around the base of these reeds. 5 4 0 1 99 The rocks are slippery and unpleasant to the touch -- swamp muck oozes through your fingers. 5 1 0 1 99 Some slick grey rocks project from the ooze. 6 4 0 1 99 The tarry muck of the swamp oozes through your fingers like some obscene mutated slime. 6 1 0 1 99 The swamp looks opaque and black as a pool of tar. The smell of decay and methane gas is thick and heavy. 1 1 0 1 99 You are surrounded by the mist and miasma of a swamp which stretches endlessly in all directions around you. 7 6 2 1 99 Either that hillock was too far away, or you need a little more practice with acrobatics before you can get around the swamp with this skill. 7 6 3 1 99 You are unable to cast that spell while mired in muck. 7 6 4 1 99 You aren't strong enough to maneuver through this mucky moor yet. You'll need to build up your leg muscles a bit before you can get anywhere in this swamp. 7 6 5 1 99 As you find yourself sucked into the thick muck, you realize you are never going to be able to move in the swamp this way. 7 6 6 1 99 You release the Will o' Wisp and it gracefully makes its exit.

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0 159 0 1 99 You take a mighty acrobatic leap. 0 56 0 1 99 The amulet will do very little to prevent the hands from dragging you under the swamp to your death. 0 14 0 1 99 There's no ground here firm enough to plant the bonsai bush. Those hillocks come and go with every rainstorm. 0 58 0 1 99 Sweeping the swamp will just make you sweat. 0 23 0 1 99 You'd just lose the candy in the swamp that way. Try being a little more direct with it. 0 100 1 1 99 Got to HAND it to you, you walked into an alARMing situation. Bet you WRIST you hadn't done that. 0 100 1 2 99 "What a Drag" 0 81 0 1 99 The grasping hands and the floating balls of light (such a surprise!) are magical. The rest is just nasty, mucky swamp. 0 24 0 1 99 You don't really need any swamp muck. 0 11 7 1 99 You don't dare cast the Glide spell until you get up on solid land. You'd probably sink if you tried it here. 0 1 0 1 99 0 25 0 1 99 There's plenty here already (in among the muck). 0 60 0 1 99 You release the Will o' Wisp back into the swamp. 2 4 0 1 99 You don't bank at this branch and you're not really limber enough to do anything with it anyway. Just leave it sticking around. 2 1 0 1 99 A dead branch lies half in and half out of the muck. 3 4 0 1 99 That would be your final handshake. 3 1 0 1 99 The decayed remains of a human arm claw at you as if to drag you down to share its doom. 4 4 0 1 99 The hummock has an unpleasant, squishy feel, but at least it's more solid than the rest of the swamp. 4 1 0 1 99 You can see some of the ground around the base of these reeds. 8 4 0 1 99 You see a tree whose branches are clumped with moss and fungi. A variety of slimy toadstools surrounds the base. 8 1 0 1 99 You see a tree whose branches are clumped with moss and fungi. A variety of slimy toadstools surrounds the base. 5 4 0 1 99 The rocks are slippery and unpleasant to the touch -- swamp muck oozes through your fingers. 5 1 0 1 99 Some slick grey rocks project from the ooze. 9 4 0 1 99 You try to grab the dead tree, but it looks like it has you stumped. (Besides, you're not here to collect firewood anyway.) 9 1 0 1 99 It's a dead tree stump, slowly rotting in the putrid swamp water. 6 4 0 1 99 The tarry muck of the swamp oozes through your fingers like some obscene mutated slime. 6 1 0 1 99 The swamp looks opaque and black as a pool of tar. The smell of decay and methane gas is thick and heavy. 1 1 0 1 99 You are surrounded by the mist and miasma of a swamp which stretches endlessly in all directions around you. 7 6 2 1 99 Either that hillock was too far away, or you need a little more practice with acrobatics before you can get around the swamp with this skill. 7 6 3 1 99 You are unable to cast that spell while mired in muck. 7 6 4 1 99 You aren't strong enough to maneuver through this mucky moor yet. You'll need to build up your leg muscles a bit before you can get anywhere in this swamp. 7 6 5 1 99 As you find yourself sucked into the thick muck, you realize you are never going to be able to move in the swamp this way. 7 6 6 1 99 You release the Will o' Wisp and it gracefully makes its exit.

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0 159 0 1 99 You take a mighty acrobatic leap. 0 56 0 1 99 Despite their hideous, emaciated appearance, the Chernovy are actually alive. Their dark rites have kept them alive, but horribly altered, far beyond their normal span of years. 0 14 0 1 99 This place is too misty and dark for the bonsai bush. It needs just the right conditions, you know. 0 58 0 1 99 Sweeping the swamp will just make you sweat. 0 23 0 1 99 You'd just lose the candy in the swamp that way. Try being a little more direct with it. 0 100 3 1 99 Overwhelmed by the power of the Chernovy Wizard's magic, you finally succumb and sink into the swamp. 0 100 3 2 99 Magic Is Your Master 0 100 23 1 99 You should have followed your instincts. When your Mana is low, there's no way to go. And when you fall down in the swamp, you will drown. 0 100 23 2 99 No Magic, No Motion 0 81 0 1 99 There is magic about the standing stone and its guardians. 0 24 0 1 99 You don't really need any swamp muck. 0 11 17 1 99 Get up on some dry land first so you don't sink while you're casting the spell. 0 11 18 1 99 You need to get to some dry land before trying to throw a rock. 0 1 0 1 99 0 25 0 1 99 There's plenty here already (in among the muck). 0 60 0 1 99 You release the Will o' Wisps back into the swamp. 7 4 0 1 99 He'd as soon kill you as touch you. 7 1 0 1 99 It's a Chernovy, one of the dread Wizards of the Dark One! 7 2 0 1 99 The Chernovy seems far more interested in killing you with his magic than in having a meaningful dialogue. 1 4 0 1 99 The hummock has an unpleasant, squishy feel, but at least it's more solid than the rest of the swamp. 1 1 0 1 99 You can see some of the ground around the base of these reeds. 2 4 0 1 99 The rocks are slippery and unpleasant to the touch -- swamp muck oozes through your fingers. 2 1 0 1 99 Some slick grey rocks project from the ooze. 3 4 0 1 99 The tarry muck of the swamp oozes through your fingers like some obscene mutated slime. 3 1 0 1 99 The swamp looks as opaque and black as a pool of tar. The smell of decay and methane gas is thick and heavy. 4 43 4 1 99 You already have the Ritual; there is nothing else you can do with the monolith. 4 43 5 1 99 The Dark One Sign clicks into the depression in the stone. You find that you can now turn the Sign like a dial. 4 4 0 1 99 Nothing happens when you touch the stone. Something else must be needed to activate it. 4 4 3 1 99 You can't do anything with the monolith as long as the Chernovy are guarding it. You'll need to deal with them first. 4 4 2 1 99 You are too far from the tomb to do anything to it. 4 9 0 1 99 You need to turn the Dark One Sign in the correct pattern to open the Tomb. 4 9 0 2 99 This is the Tomb of the Mad Monk. His legacy will help you succeed. 4 9 0 3 99 Use the arrows to turn the Sign left or right. The answer is hidden within the Monastery. 4 9 0 4 99 There is a secret door in the Monastery that will lead you to the basement. There you will find a book that describes this Tomb. 4 9 0 5 99 After much trial and error, you manage to unlock the stone. Somehow you feel there must have been an easier way. 4 1 0 1 99 The standing stone looks like a crude, oversized tombstone. It features an inset six-pointed star figure similar to the one on the Monastery door. The points are slightly curved like the arms of a starfish. Arcane symbols label each point of the star. 5 1 0 1 99 The featureless swamp is broken here by the tall stone obelisk to the south. It looks like a grave marker. 6 6 6 1 99 Either that hillock was too far away, or you need a little more practice with acrobatics before you can get around the swamp with this skill. 6 6 16 1 99 You can't see a thing through the spell-induced darkness. 6 6 7 1 99 You sense terrible danger here. There is a great evil about this place! 6 6 8 1 99 You retrieve the Dark One Sign from the monolith. 6 6 9 1 99 Finally you feel the Dark One Sign settle. You pull on it, opening the Tomb, and retrieve a damp but readable scroll from its depths. It is the Dark One's Bone Ritual. 6 6 10 1 99 There is nowhere you can run. 6 6 12 1 99 You are unable to cast that spell while mired in muck. 6 6 13 1 99 You aren't strong enough to maneuver through this mucky moor yet. You'll need to build up your leg muscles a bit before you can get anywhere in this swamp. 6 6 14 1 99 As you find yourself sucked into the thick muck, you realize you are never going to be able to move in the swamp this way. 6 6 11 1 99 Evidently the Chernovy's magic is so powerful that they could see you despite your Invisibility spell. In any case, the attack has now broken your spell. 6 6 18 1 99 You are unable to throw a rock while mired in this muck. 6 6 15 1 99 You release the Will o' Wisps, and they gracefully make their exit.

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0 1 0 1 99 You are in the far western part of the forest. A lovely lake stretches out to the south and southwest of here.

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0 1 0 1 99 You are deep within the heart of the forest. 1 161 29 1 97 Forest 1 161 2 1 97 Ghost 1 161 28 1 97 Home 1 161 27 1 97 Name 1 128 30 1 97 Tell Her She's a Ghost 1 128 31 1 97 Say Goodbye 1 128 14 1 97 Greet Ghost 2 161 3 1 97 Name 2 161 32 1 97 Forest 2 161 33 1 97 Home 2 128 4 1 97 Tell About Ghost 2 128 34 1 97 Say Goodbye 2 128 15 1 97 Greet Ghost 3 161 5 1 97 Name 3 161 6 1 97 Ghost 3 161 35 1 97 Home 3 128 43 1 97 Say Goodbye 3 128 16 1 97 Greet Ghost 4 161 7 1 97 Anna 4 161 45 1 97 Nikolai 4 128 44 1 97 Say Goodbye 4 128 17 1 97 Greet Ghost 5 161 9 1 97 Anna 5 161 11 1 97 Ghost 5 161 36 1 97 Help 5 162 11 1 97 Ghost 5 162 37 1 97 Hat 5 162 36 1 97 Help 5 162 36 2 97 5 162 10 1 97 Nikolai 5 128 42 1 97 Say Goodbye 5 128 41 1 97 Greet Ghosts 6 161 22 1 97 Forest 6 161 13 1 97 Ghost 6 161 12 1 97 Ghost's Name 6 161 21 1 97 Town 6 128 23 1 97 Tell Her She's a Ghost 6 128 26 1 97 Say Goodbye 6 128 24 1 97 Greet Her 6 128 25 1 97 Help Her 7 37 0 1 99 7 4 0 1 99 The ghostly apparition vanishes. 7 1 0 1 99 A ghostly figure floats near the center of this clearing. 7 21 0 1 99 7 36 0 1 99 7 6 14 1 20 "There you are. What happened to you? I thought you were going to show me the way to town." 7 6 15 1 20 "I don't understand. Every time I try to follow you, I find myself here again. Why can't I leave this place? Why can't I go home?" 7 6 16 1 20 "I remember now. I was walking home. Something started to chase me. I tried to run. Something knocked me over, and everything went black." 7 6 16 2 20 "I'm dead, aren't I? I really can't go home again. I'm just a Ghost." 7 6 17 1 20 "Please, won't you help me? I need to see my Nikolai again." 11 4 0 1 99 It doesn't look as though Nikolai will be needing his hat anymore, so you pick it up and carefully put it away. 11 1 0 1 99 Nikolai's hat remains behind, a last reminder of the old man. 10 162 39 1 97 Secret Passage 10 162 38 1 97 Rumors 10 162 40 1 97 Stranger 8 37 0 1 99 8 4 0 1 99 8 1 0 1 99 You see that the ghostly image of old Nikolai has joined Anna's in the clearing. 8 21 0 1 99 8 36 0 1 99 8 6 18 1 10 "Anna! I found you! Anna..." 8 6 18 2 20 "Nikolai! I have been trying to find you for so long..." 8 6 18 3 10 "I never stopped looking for you, Anna, never." 8 6 19 1 10 "I love you, Anna. I loved you from the moment you smiled at me, and I will love you for always." 8 6 19 2 20 "Oh, Nikolai. This time we will always be together." 8 6 19 3 10 "Forever?" 8 6 19 4 20 "Forever!" 8 6 20 1 10 "We came back one last time to thank you for reuniting us." 8 6 20 2 20 "Yes, thank you so much. Without your help I would have been lost forever." 8 6 20 3 10 "I do not know how we can help you. This is the last you will ever see of us." 8 6 20 4 20 "If there is anything we can do for you, please ask." 9 161 3 1 20 "I... I... I can't remember. I can't even think of my own name... What's wrong with me?" 9 161 5 1 20 "My name is... was Anna. I can remember things now, but everything is like a faded dream." 9 161 7 1 20 "I cannot leave this spot, nor would I leave until I have my Nikolai beside me again. If you see him, please tell him I love him." 9 161 9 1 20 "I shall never again be lost and alone. Nikolai and I will find our way." 9 161 22 1 20 "The forest? I'm lost in the forest. I can't find my way home." 9 161 29 1 20 "I am looking for berries. The wild blackberries should be ripe now. I want to surprise my husband with a pie. It's getting dark now, and I need to get home." 9 161 32 1 20 "Every time I try to go anywhere, I keep returning here. Why am I so lost?" 9 161 13 1 20 "I'm trying to find my way home. I keep getting lost. Can you show me the way to town?" 9 161 2 1 20 "Please don't talk so. It's bad luck to speak of the dead. They might hear you." 9 161 6 1 20 "It seems so strange to think of myself as a ghost. Everything is blurry. There is no day or night, only this shadowy landscape. I want to go from here, but I cannot leave. I can only wait." 9 161 11 1 20 "Being a ghost is not bad when you have someone you love with you." 9 161 36 1 20 "I have been lost so long, I do not know how I can help you." 9 161 36 2 20 "Perhaps you can talk to my friend Olga. She knows everything that goes on in town." 9 161 36 3 10 "She married Boris Stovich, who owned the shop." 9 161 36 4 20 "She did? She is such a lovely girl. I'm sure they are happy together. Olga will be able to tell you many things about the town." 9 161 28 1 20 "I... I live in town. Somewhere in town. I... I've got to get home." 9 161 33 1 20 "Everything is so hazy when I try to think of things. It's like trying to look at things far, far away. I should be able to remember my own home, shouldn't I?" 9 161 35 1 20 "I can remember my house now. I live... lived beside the tall oak tree near the center of town. I've been gone so long. My poor Nikolai..." 9 161 12 1 20 "I'm... I'm... Everything is so strange. I lost my way home. Please, can you help me find my way?" 9 161 27 1 20 "I'm... What's wrong with me? What's happened to me? Everything is so strange... I don't understand." 9 161 45 1 20 "Nikolai is my true love. I cannot bear to leave without at least saying farewell to him." 9 161 21 1 20 "I live in the town. I've lost my way. Can you show me where the town is?" 9 162 11 1 10 "It seems strange being a ghost. Still, it is better than being an old man who has lost his only love." 9 162 37 1 10 "You may of course take my hat. I have no further use for it." 9 162 36 1 10 "It has been so long, and I know so little of what goes on today. Still, some time ago, there was talk in town about a stranger moving into Borgov Castle." 9 162 36 2 10 "There was much talk, and many rumors about who had moved in. I do not know whether your path will ever take you to the castle, but I do know of a secret passageway to there." 9 162 10 1 10 "I have not been so happy since the day of our wedding." 9 162 39 1 10 "My grandfather once told me that there is a secret passage that leads from the Borgov Crypt in the cemetery to the castle. It was an escape route for the Borgov family when they were alive." 9 162 38 1 10 "There was some talk of Vampires at the time. I do not think anyone in Mordavia was actually killed by a Vampire, so gradually the talk faded." 9 162 40 1 10 "I do not think anyone even saw the stranger. We knew him only as 'the Dark Master.' It is an ominous title." 9 128 23 1 20 "I'm afraid of ghosts. It's not safe to be out at night. Can you show me the way home?" 9 128 30 1 20 "Why are you saying that? Why are you trying to hurt me? I'm lost and I don't understand what's going on." 9 128 4 1 20 "No! No! It can't be. Noooo!" 9 128 26 1 20 "Please, don't leave me here. I'm lost. It's so dark and strange here. I just want to go home." 9 128 31 1 20 "Don't leave me. Please don't leave me. I'm so frightened here." 9 128 34 1 20 "Wait, don't go. I'm so afraid. I don't know what's going on." 9 128 43 1 20 "Goodbye, and farewell." 9 128 44 1 20 "Thank you for helping me understand about being a ghost. I would be lost here forever without you." 9 128 44 2 20 "Farewell and please, if you see Nikolai, speak to him for me." 9 128 42 1 20 "Farewell. May you never be lost." 9 128 42 2 10 "Farewell. May you never be lonely." 9 128 24 1 20 "Hello. Can you help me? I seem to be lost." 9 128 14 1 20 "Things are so strange... Did you go away? Why are you greeting me again?" 9 128 15 1 20 "Where did you go? Why did you leave me here alone?" 9 128 16 1 20 "Forgive me my manners. It's just that I'm not used to the idea that I am dead." 9 128 17 1 20 "You are so kind to me. Not many people I know would take the time to be polite to a Ghost." 9 128 41 1 10 "We waited so that we could thank you." 9 128 41 2 20 "You have saved our 'deaths' from being endless and meaningless." 9 128 25 1 99 You tell her you will help her. 9 128 25 2 20 "Thank you. I'm just trying to find my way home. Can you show me the way to town?"

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0 159 0 1 99 It's unlikely you could jump fast enough to get away from the Elderbury Bush. 0 48 0 1 99 It took a lot of work to get those; you certainly don't want to give them back now! 0 14 0 1 99 The Elderbury Bush would probably get jealous and squash your bonsai. 0 43 0 1 99 The bush is from a different school of magic than the Dark One. It doesn't seem to even notice your Sign. 0 100 1 1 99 You've been bitten by a bury bush and you're bound to be buried. 0 100 1 2 99 Bury, Bury Sad 0 81 0 1 99 There is the slight feel of magic around that strange bush. 0 1 0 1 99 0 36 0 1 99 The bush has a longer reach than you. 4 4 0 1 99 You strip the berries from the loose branch and carefully store them in a pocket of your backpack. 4 4 10 1 99 You don't dare pick up the branch right now -- it's too close to the bush! 4 87 7 1 99 You retrieve the berries from the loose branch and store them carefully in a pocket of your pack. 4 1 0 1 99 You've knocked a berry-laden branch loose from the bush. We hope you're berry proud of that! 3 55 0 1 99 You wonder whether you can give the bush indigestion by feeding it a rubber chicken. (Of course you can; ask anyone who's attended a convention banquet!) 3 37 0 1 99 3 4 0 1 99 That's not a great idea. The bush would start with the hand you offer it, then eat the rest of you too! 3 87 7 1 99 3 87 8 1 99 You try to Fetch some berries from the bush, but they seem to be firmly attached to branches. 3 86 0 1 99 Your spell doesn't seem to have any lasting effect on the bush. 3 88 0 1 99 3 33 9 1 99 You can't bring down big game with an unloaded gun. An empty grapnel won't do much to an Elderbury Bush either. 3 93 0 1 99 3 1 0 1 99 There's something strange about this bush. Maybe it's the eyes. Oh, forget it -- it's probably just an ordinary, everyday bush with blood red berries and tentacle-like branches. 3 16 0 1 99 3 19 0 1 99 The bush seemed to enjoy your snack but is still hungry. Maybe you should try something a little chewier. 3 94 0 1 99 3 21 0 1 99 3 2 0 1 99 You'll have to get a little closer -- the bush seems to be hard of hearing. 7 4 0 1 99 You retrieve your rubber chicken. (It's a bit like a bad check that's bounced.) 7 1 0 1 99 The rubber chicken looks a little chewed, but otherwise intact. Evidently the bush has better taste than to eat rubber chicken or bouncing potatoes. 5 4 6 1 99 You pick up your daggers and carefully put them away. 5 4 5 1 99 You retrieve your dagger. 5 1 6 1 99 The daggers you threw at the bush have landed here in a nice, neat pile. 5 1 5 1 99 It's the dagger you threw at the bush. 6 4 0 1 99 You reel in the grapnel and put it away. 6 1 0 1 99 Your grapnel is still (miraculously) attached to the rope. 1 1 0 1 99 You are somewhere in the forest far south of town. This area looks much like the rest of the woods, if perhaps a bit bushier. 2 6 2 1 99 That hurt. That REALLY hurt. Think of being stung by a 10-foot-long wasp... 2 6 2 2 99 ... You think that would be a relief in comparison. 2 6 4 1 99 You've managed to knock a branch with some berries loose from the bush. 2 6 3 1 99 Nope. No way are you going anywhere near that bush again. One sting was quite enough.

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0 81 0 1 99 This entire area is permeated with powerful magical energy. It seems to be very chaotic and a little bit playful in nature. The bushes seem particularly suspect. 0 1 0 1 99 0 178 0 1 99 You make the Thief Sign. The strange green-haired creature seems unimpressed. 4 128 12 1 97 Guess "Bushman" 4 128 10 1 97 Guess "Leshy" 4 128 9 1 97 Guess "Rumplestiltskin" 4 128 11 1 97 Guess "Rusalka" 4 128 60 1 97 Make a Wild Guess 6 128 19 1 97 Tell About Bush 6 128 64 1 97 Say Goodbye 6 128 21 1 97 Guess "Elderbury Bush" 6 128 20 1 97 Tell About Bush in Goo 6 128 7 1 97 Say Hello 6 128 18 1 97 Guess "Leshy" 6 128 40 1 97 Make Wild Guess 8 128 64 1 97 Say Goodbye 8 128 23 1 97 Talk About Yourself 8 128 7 1 97 Say Hello 8 128 22 1 97 Answer "Plant Bush" 8 128 41 1 97 Make Wild Guess 9 128 64 1 97 Say Goodbye 9 128 7 1 97 Say Hello 9 128 36 1 97 Guess "Leshy" 9 128 37 1 97 Guess "Rusalka" 9 128 42 1 97 Make Wild Guess 10 128 50 1 97 Guess "Baba Yaga" 10 128 64 1 97 Say Goodbye 10 128 7 1 97 Say Hello 10 128 43 1 97 Make Wild Guess 11 128 64 1 97 Say Goodbye 11 128 51 1 97 Guess "Elderbury Bush" 11 128 7 1 97 Say Hello 11 128 44 1 97 Make Wild Guess 12 128 64 1 97 Say Goodbye 12 128 7 1 97 Say Hello 12 128 52 1 97 Guess "Staff" 12 128 45 1 97 Make Wild Guess 12 128 53 1 97 Guess "Wraith" 2 128 2 1 97 Say Goodbye 2 128 1 1 97 Say Hello 13 4 61 1 99 This bush is way too fast for you to catch! 13 1 0 1 99 The bush looks a little strange, almost as though it is sitting, rather than growing, in its place. 3 4 0 1 99 You'd better not do that; the Leshy seems rather shy. 3 1 0 1 99 You see a strange, man-like creature with long green hair and a flowing green beard. Some oddity of the light or mysterious magic makes him seem to be a different size every time you look. 3 6 31 1 19 "One and two and three make six; who hides her hut behind trick sticks?" 3 6 31 2 19 "Magic Message: 'Bushes hear!' End the rhyme with 'Disappear!'" 3 6 55 1 19 "Ten and twelve make twenty-two; this killer plant will crawl to you." 3 6 55 2 19 "Hungry, hunting, seeking food; a berry bush with an attitude?" 3 6 16 1 19 "Two and two and two make six; a little bush is in a fix." 3 6 16 2 19 "If you save a plant from goo, I can help you with a clue." 3 6 17 1 19 "Six and seven make thirteen; plant it in a garden green." 3 6 17 2 19 "Flowers bloom and waters flow; plant the bush where it will grow." 3 6 5 1 99 Someone is giggling behind that bush. It sounds like a young child. 3 6 8 1 99 A gruff male voice shouts, "Goodbye!" 3 6 58 1 19 "Leshy, Leshy, riddles done. Thank you much for all the fun." 3 6 6 1 99 "Ha, ha! Gotcha!" 3 6 15 1 19 "Leshy, Leshy, look and see, in a bush or up a tree." 3 6 15 2 19 "Leshy, Leshy, riddle rhyme; can you solve them every time?" 3 6 7 1 99 A timid child's voice keeps calling plaintively, "Hello? Hello?" 3 6 54 1 19 "Riddles, riddles, three, two, one. Next one and my riddling's done." 3 6 57 1 19 "Five from fifteen leaves you ten; find the Heart scroll in its den." 3 6 57 2 19 "Its hidden hoard revealed at night; what's this Undead you must fight?" 3 6 56 1 19 "Nine and eight make seventeen; watch out for the Faerie Queen." 3 6 56 2 19 "Cloaked by magic, pale of cheek; what is it that the Faeries seek?" 3 6 3 1 99 You hear a "Meow" sound from one of the bushes. 3 6 32 1 19 "Baba Yaga Ogress fine; she makes magic with a rhyme." 3 6 59 1 19 "I'm almost out of riddles; I'll ask you nothing more, but come back in a while just to see what I've in store!" 3 6 28 1 19 "Nyaah ni nah ni naah nah!" 3 6 29 1 19 "Oops! Hi there." 3 6 66 1 19 "One and two should get you three; Come back when you've grown a tree." 3 6 13 1 99 You hear a giggle from behind the bush. Then a squeaky voice asks, "One and one and one make three; tell me what you make of me?" 3 6 13 2 99 "Reading, writing, riddling game; can you tell me what's my name?" 3 6 4 1 99 Suddenly the meow turns into a lion's ROAR! 3 6 30 1 19 "Three and three and three make nine; who lives among the watery brine?" 3 6 30 2 19 "Fishy, squishy riddles make, tell me now who's in the lake?" 3 6 33 1 19 "Guessing answers without knowing? Check your guesses first by going!" 7 128 50 1 99 "Would that be Baba Yaga in her chicken-leg hut?" you try. 7 128 50 2 19 "Baba, baby, that's the one -- an Ogress who is lots of fun!" 7 128 19 1 99 You tell the Leshy that you guess it's some sort of bush. 7 128 19 2 19 "Oh, you're just guessing. I want you to bring me a shrubbery!" 7 128 12 1 99 You say that he's the Bushman. 7 128 12 2 99 There's no answer; you guess that wasn't it. 7 128 64 1 99 You say goodbye to the creature, but hear only a faint giggle in reply. 7 128 2 1 99 You say goodbye. 7 128 23 1 99 You tell the creature all about yourself and your adventures, hoping to evoke a little sympathy. 7 128 23 2 99 You get none. 7 128 21 1 99 You say that the Elderbury Bush has really gooey, yucky berries. 7 128 21 2 19 "The Elderbury wasn't buried in goo. The bush is where you slip-slide too." 7 128 51 1 99 You reply that the Elderbury Bush is supposed to act like that. 7 128 51 2 19 "Elder, younger, a better day; lure the bush to get your pay." 7 128 20 1 99 You tell the Leshy about how you rescued the bonsai bush from the goo. 7 128 1 1 99 You say hello, but there is only silence in return. 7 128 7 1 99 You say hello, but there is no response other than a faint rustling of the plants near you. 7 128 10 1 99 You tell the creature it's called the Leshy. 7 128 10 2 19 "That's the price of too much fame; now you've gone and guessed my name!" 7 128 18 1 99 It worked once, so you try again -- "It's a Leshy!" 7 128 18 2 19 "No fair, you already guessed that one!" 7 128 36 1 99 Maybe he's been taking swimming lessons -- "A Leshy in the ocean?" 7 128 36 2 19 "What a notion! A Leshy in the Ocean?" 7 128 22 1 99 You suggest that the Leshy wants you to replant the bush. 7 128 22 2 19 "It doesn't matter how you do it; it's time you got a round tuit!" 7 128 9 1 99 You tell the creature you read about him in a book -- his name is Rumplestiltskin! 7 128 9 2 19 "Give that one a second look; my name's in another book." 7 128 11 1 99 You tell the creature that it must be a Rusalka. 7 128 11 2 19 "You're pulling guesses out of air; I'm only wet when I wash my hair." 7 128 37 1 99 You confidently reply that a Rusalka would fit the bill. 7 128 37 2 19 "A maiden drowned before her time; a hero'd help her solve the crime." 7 128 52 1 99 You guess the Leshy is talking about Erana's Staff. 7 128 52 2 19 "Faeries want that magic staff; its wielder gets the final laugh." 7 128 60 1 99 You take a wild guess: "Your name is Cedric." 7 128 60 2 99 The bush shudders violently. 7 128 40 1 99 You guess the mulberry bush. 7 128 40 2 99 "Leshy not play ring-around, Leshy want plant gooed to ground." 7 128 41 1 99 You take a wild guess: "You want me to chop up the bush for kindling to keep you warm at night." 7 128 41 2 19 "Warm at night? What a fright! To kill a bush would be a blight!" 7 128 42 1 99 You take a wild guess: "You must be talking about a herring." 7 128 42 2 99 The Leshy doesn't reply; evidently he thinks your answer stinks. 7 128 43 1 99 You take a wild guess: "It's Dr. Cranium." 7 128 43 2 19 "Of a once-proud race, you're what remains? Where were you when they passed out brains?" 7 128 44 1 99 You make a wild guess: "It's that bush I rescued from the goo." 7 128 44 2 19 "Five, four, three, you've dealt with the goo; if it answers one, it won't do for two!" 7 128 45 1 99 You come up with a wild guess: "That would be a Killer Rabbit." 7 128 45 2 19 "Fuzzy bunnies, soft and furry; that's a really crazy guess. Find the answer in a hurry, if you want to have success." 7 128 53 1 99 You answer that the ritual was guarded by one of the Wraiths in its barrow. 7 128 53 2 19 "Dwelling in the southern barrow, that one's plans are cold and narrow." 1 1 0 1 99 You are in the forest just southeast of the graveyard. Odd little bushes grow around the clearing here. To the south, past dense thickets, lies a lovely garden.

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0 100 25 1 99 Do we have to spell it out for you? Hostile magic can be harmful to your health! Maybe you'd do better if you had a staff of assistants like the Faerie Queen... or even if you used a staff to assist you. 0 100 25 2 99 "Spell Struck" 0 100 24 1 99 The Queen has been at this far longer than you. When it comes to a spell-to-spell battle, it's obvious who will run out of spells first. Maybe you should find a way to do some of your spelling without using up your Mana. 0 100 24 2 99 "Spelled Down" 0 81 0 1 99 You are definitely feeling something magical in this glade, but you can't seem to pinpoint the source. 0 1 0 1 99 9 4 0 1 99 It doesn't look particularly climbable. 9 1 0 1 99 This huge, old-growth tree reminds you that the clearcutters have stayed, well, "clear" of this forest. 3 4 0 1 99 You can't reach him. 3 1 0 1 99 You see a tall, pale, haughty-looking person. He reminds you of Zara back in Spielburg. Zara had called herself one of the "Faerie Folk." 8 4 0 1 99 You pick a few flowers for fun. 8 1 0 1 99 Lovely spring flowers bloom in profusion in this airy meadow. 4 4 3 1 97 Take a Drink 4 4 6 1 97 Jump into the Fountain 4 4 5 1 97 Smell the Water 4 4 4 1 97 Taste the Water 4 24 0 1 99 You dip a flask into the crystal-clear water of the fountain, but you don't seem to be able to get any water. Either your flask has a leak or the fountain is magical. 4 1 0 1 99 A delicately tinkling fountain dominates this clearing. The crystal-clear water looks refreshing and inviting after your journey through the forest. 6 87 28 1 99 You now have a paper which says, "Ritual of the Dark One - Heart of Darkness." You put it away. 6 87 23 1 99 You have better things to deal with before this. 6 1 0 1 99 A glowing ball of light floats in the air. 13 1 0 1 99 To the north you can see a beautiful garden surrounded by a gentle brook and a small pond. 2 1 0 1 99 The inhuman features of her face are strangely beautiful, but her expression is haughty and arrogant. She reminds you a little of a spoiled, pouting child. 2 6 7 1 30 "This one has great magic. This one at last may well be he who shall gain the Staff. Let us go and prepare ourselves. We shall soon have that for which we have worked for all these many years!" 2 6 16 1 30 "So, the human has claimed the Staff of Erana? Then by his death, the Staff shall be mine!" 2 6 16 2 30 "Guards, destroy that human creature!" 2 6 8 1 30 "There is power here, but it has much to learn. It will probably be killed before it can be of use. Still, there is much magic to learn in Mordavia. Perhaps it may yet serve our purposes." 2 6 10 1 30 "You have been tempted by a mere illusion, but there is a true Staff in Mordavia -- the Staff of Erana." 2 6 10 2 30 "Before the Staff may be claimed, there must be a sacrifice made: One life for that of another. You must bring about that sacrifice!" 2 6 10 3 30 "Once you have completed the sacrifice, you will need to perform the Ritual of Release which you can use to free the Staff from its confinement." 2 6 10 4 30 "I will teach you this ritual. In return, you must come back here when you have Erana's Staff." 2 6 10 5 99 You are suddenly filled with the knowledge of the "Ritual of Release," a spell of breaking magical bonds. 2 6 14 1 30 "The human has returned with the Staff. We shall finally gain what we have sought for so long." 2 6 14 2 30 "Staff of Erana, hear my command! I, Tatiana, Queen of the Faerie Folk, summon thee and claim thee for my own!" 2 6 20 1 30 "By my will, thou shalt be healed!" 2 6 21 1 30 "By my command, I shall be healed!" 2 6 24 1 30 "Ah, the human has wasted his magic. He is at our mercy now." 2 6 24 2 30 "Destroy him!" 2 6 19 1 30 "The human has a spell which reverses spells. Use your area attacks!" 2 6 15 1 30 "Staff, hear my command! Thou shalt hear and obey my words. I am thy master now!" 2 6 11 1 30 "You are a very foolish creature. You must never use that spell on a true magical Staff. You could easily have destroyed yourself that way. Fortunately, this one is just a spell." 2 6 11 2 30 11 1 0 1 99 From the reddish bark of this tree you surmise that it might be a somewhat rusty irontree. (You never were too good at tree identification.) 12 4 0 1 99 You're more into classical adventuring. 12 1 0 1 99 A rock group plays in the foreground. 5 4 0 1 99 You reach for the glowing Staff. 5 87 0 1 99 The Staff doesn't seem to be going anywhere, so you line up a good angle from which to cast Fetch on it. 5 1 0 1 99 A glowing magical staff floats above the clearing. 5 6 26 1 99 A voice sounds in your mind. "Hand of Destiny, you are now triumphant. She who would use me for her own glory is defeated." 5 6 26 2 99 "You shall now have the spell of 'Resistance.'" 5 6 27 1 99 You hear the voice in your mind, "Nature shall return to nature." 5 6 17 1 99 You hear a voice in your head. 5 6 29 1 99 "I am now the Staff of %s." 5 6 30 1 99 "He is the hand of destiny, and shall restore the spirit of Erana." 15 4 3 1 99 You lean over the fountain and take a deep draught of the cool, clear water. 15 4 3 2 99 The water gives you a funny, dizzy sensation. In fact, it feels as if the whole forest is starting to spin around you! 15 4 6 1 99 You seem to have forgotten that it's Autumn here and that there is a chill in the air. You'd surely catch your death of cold in the cool water. 15 4 5 1 99 You lean over the fountain to smell the water. It has no odor, but a sparkling effervescence that tickles your nostrils. 15 4 4 1 99 You cautiously taste a tiny sip of the water. 15 4 4 2 99 There is something about the flavor of the water that excites and entices you. Before you realize it, you find yourself taking a much deeper drink. 15 4 4 3 99 The water gives you a funny, dizzy sensation. In fact, it feels as if the whole forest is starting to spin around you! 1 1 0 1 99 You are in the forest somewhere southeast of the town. To the north you can see a beautiful garden and a gently-flowing stream. 1 1 1 1 99 You have entered a beautiful clearing dominated by a fountain of sparkling, clear water. The entire area tingles with magical energy. 14 6 12 1 99 You have a very bad feeling. The air is full of hostile vibrations. 14 6 13 1 99 You find yourself magically trapped. Confusing thoughts swirl through your mind making it impossible to cast your spell. 14 6 31 1 99 You can't move. The Faerie's spell has caused the grass to grow right over your feet! 14 6 2 1 99 A beautiful fountain with sparkling, crystal clear water beckons to you. This area feels cooler than the rest of the forest. 14 6 9 1 99 You awaken from the strange dream (or WAS it a dream?) feeling very dizzy and disoriented. Fortunately, the sensation passes in a few moments and you are back to normal. 14 6 22 1 99 That doesn't seem to affect the Faeries. 14 6 18 1 99 You feel an incredible rush of magical energy filling you. It tickles.

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0 1 0 1 99 You are in the far southeastern corner of the forest. Further passage is blocked by bushes on all sides except the north. 2 159 0 1 99 Thinking you see a gap beyond the western bushes, you take a mighty acrobatic leap over them. 2 81 2 1 99 You sense no magic here other than from the already-open bush. 2 4 0 1 99 The bush won't budge. It's almost as if it were welded to the spot by magic. 2 128 4 1 97 Introduce Yourself 2 128 6 1 97 Tell Bush to Grow and Prosper 2 128 5 1 97 Say Magic Phrase 2 1 0 1 99 These bushes look as though someone planted them here deliberately. 2 80 2 1 99 You've already opened a pathway through the bushes. Nothing else happens. 2 80 3 1 99 Your spell has caused the bushes on the west side to move apart, revealing a pathway to the west. 2 2 0 1 99 The bush doesn't seem to have much to say to you. Perhaps it's because you haven't been properly introduced. 2 82 2 1 99 2 82 3 1 99 3 128 4 1 99 You provide the area foliage with a long-winded introduction and description of your past exploits. 3 128 4 2 99 You'd almost swear you heard the trees yawn, but it must just be the wind in the bushes. 3 128 6 1 97 The bush thinks it's growing just fine already, thank you. Besides, that's "Live Long." 3 128 5 1 99 As you repeat the magic phrase you learned from the Leshy, the bushes on the west spring apart as if by magic! 3 128 5 2 99 Oh, that's right, it IS magic! 1 80 0 1 99 You can't open THAT, even with a spell. 1 6 1 1 99 An enchantment has been placed on the hedge to the west.

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0 159 0 1 99 Don't leap to conclusions -- that gorge is deep! 0 56 0 1 99 Save it for combat. 0 83 0 1 99 0 100 10 1 99 You climbed the gate just fine. You climbed down just fine too. The Necrotaurs killed you quite nicely before you could reach the ground. Isn't that nice? 0 100 10 2 99 Nice Little Doggies 0 100 11 1 99 The Necrotaurs are having you for a midnight snack. You might want to leave frontal assaults for later, or at least prepare for combat better. 0 100 11 2 99 Necrotaur Chow? 0 100 12 1 99 You heroically slaughtered one of the guardian Necrotaurs. Unfortunately, the second one unheroically made mincemeat of you. You'll need to work up to this encounter in your next life. 0 100 12 2 99 One Down, One to Go 0 100 9 1 99 Your whole life flashes before your eyes (along with lots of other bright lights) as the gate spell zaps you into oblivion. Touchy, these homeowners. 0 100 9 2 99 Final Fireworks 0 81 0 1 99 The gate seems to be magically enchanted. 0 86 0 1 99 Be careful! Your spells can probably be seen from the castle! 0 88 0 1 99 0 79 0 1 99 0 93 0 1 99 0 21 0 1 99 You toss a rock into the ravine. It falls for a long, long time. 13 125 19 1 97 Climb Over Gate 13 125 20 1 97 Force Gate Open 13 125 21 1 97 Knock on Gate 13 125 22 1 97 Open Gate 13 125 23 1 97 Pick Lock on Gate 15 125 10 1 97 Climb Over Gate 15 125 17 1 97 Force Gate Open 15 125 16 1 97 Knock on Gate 15 125 15 1 97 Open Gate 15 125 18 1 97 Pick Lock on Gate 21 127 67 1 97 Castle 21 127 94 1 97 Date 21 127 93 1 97 Katrina 21 127 96 1 97 Kiss 21 127 95 1 99 Magic 21 128 114 1 97 Flirt 21 128 98 1 97 Say Goodbye 21 128 97 1 97 Greet Katrina 21 128 63 1 97 Tell About Yourself 22 127 99 1 97 Castle 22 127 99 2 97 22 127 102 1 97 Favor 22 127 102 2 97 22 127 81 1 97 Katrina 22 127 107 1 97 Kiss 22 127 100 1 97 Magic 22 127 101 1 97 Message 22 128 115 1 97 Flirt 22 128 109 1 97 Say Goodbye 22 128 108 1 97 Greet Katrina 22 128 64 1 97 Talk About Yourself 18 153 99 1 97 Castle 18 153 80 1 97 Opening Gate 18 153 80 2 97 18 153 47 1 97 Boris 18 153 81 1 97 Katrina 18 153 43 1 97 Name 18 153 48 1 97 Wife 18 153 49 1 97 Wife 18 153 86 1 97 Wife 18 153 50 1 97 Wife 18 153 87 1 97 Wife 18 153 51 1 97 Wife 18 153 88 1 97 Wife 18 153 52 1 97 Wife 18 153 53 1 97 Wife 18 128 31 1 97 Say Goodbye 18 128 32 1 97 Greet Gatekeeper 18 128 65 1 97 Talk About Yourself 18 128 48 1 99 Talk About Olga 18 128 49 1 99 Talk About Olga 18 128 50 1 99 Talk About Olga 18 128 51 1 99 Talk About Olga 18 128 52 1 99 Talk About Olga 20 153 33 1 97 Break-In 20 153 92 1 97 Castle 20 153 44 1 97 Boris 20 153 90 1 97 Master 20 153 43 1 97 Name 20 153 91 1 97 Necrotaurs 20 153 48 1 97 Wife 20 153 49 1 97 Wife 20 153 86 1 97 Wife 20 153 50 1 97 Wife 20 153 87 1 97 Wife 20 153 51 1 97 Wife 20 153 88 1 97 Wife 20 153 52 1 97 Wife 20 153 53 1 97 Wife 20 128 33 1 97 Confess to Break-In 20 128 113 1 97 Say Goodbye 20 128 112 1 97 Greet Gatekeeper 20 128 48 1 99 Talk About Olga 20 128 49 1 99 Talk About Olga 20 128 50 1 99 Talk About Olga 20 128 51 1 99 Talk About Olga 20 128 52 1 99 Talk About Olga 17 153 67 1 97 Castle 17 153 67 2 97 17 153 70 1 97 Gate 17 153 69 1 97 Boris 17 153 43 1 97 Name 17 153 110 1 97 Town 17 153 48 1 97 Wife 17 153 49 1 97 Wife 17 153 86 1 97 Wife 17 153 50 1 97 Wife 17 153 87 1 97 Wife 17 153 51 1 97 Wife 17 153 88 1 97 Wife 17 153 52 1 97 Wife 17 153 53 1 97 Wife 17 128 30 1 97 Say Goodbye 17 128 29 1 97 Greet Gatekeeper 17 128 59 1 97 Tell About Yourself 17 128 48 1 99 Talk About Olga 17 128 49 1 99 Talk About Olga 17 128 50 1 99 Talk About Olga 17 128 51 1 99 Talk About Olga 17 128 52 1 99 Talk About Olga 19 153 83 1 97 Castle 19 153 46 1 97 Boris 19 153 43 1 97 Name 19 153 85 1 97 Town 19 153 84 1 97 Vampires 19 153 48 1 97 Wife 19 153 49 1 97 Wife 19 153 86 1 97 Wife 19 153 50 1 97 Wife 19 153 87 1 97 Wife 19 153 51 1 97 Wife 19 153 88 1 97 Wife 19 153 52 1 97 Wife 19 153 53 1 97 Wife 19 153 89 1 97 Werewolves 19 128 111 1 97 Say Goodbye 19 128 41 1 97 Greet Gatekeeper 19 128 61 1 97 Talk About Yourself 19 128 48 1 97 Talk About Olga 19 128 49 1 97 Talk About Olga 19 128 50 1 97 Talk About Olga 19 128 51 1 97 Talk About Olga 19 128 52 1 97 Talk About Olga 10 4 0 1 99 The stones of the archway are firmly set; you can't move anything. 10 4 3 1 99 You'd better not; the gatekeeper is watching. 10 4 2 1 99 You climb up and over the archway. 10 1 0 1 99 A broad stone archway spans the gate. 10 1 4 1 99 The archway above the gate is tall, but looks climbable. 26 153 79 1 97 Boyar 26 153 78 1 97 Time of Darkness 4 4 0 1 99 You'll have to go there to do that. 4 1 3 1 99 Far in the distance you can see a grim but majestic castle. 4 1 2 1 99 A dark, ominous castle looms upon the tall, craggy mountain. 24 153 72 1 97 Borgov Family 24 153 72 2 97 24 153 71 1 97 Mordavia 24 153 73 1 97 Who Lives in Castle 24 153 73 2 97 29 127 105 1 97 Who Lives There 29 127 106 1 97 Visiting Castle 28 127 104 1 97 Danger 28 127 103 1 97 Trust 11 4 13 1 99 You aren't strong enough to force the gate open. 11 4 9 1 99 Yow! A powerful shock goes through you as you touch the gate. The castle inhabitants seem to have set up a burglar-deterrent after the previous break-in. 11 88 0 1 99 Your spell glances off the gate without effect. 11 1 5 1 99 The gate is standing open, its lock broken. 11 1 3 1 99 This heavy gate blocks access to the castle road. (The gate makes you wait.) 11 1 2 1 99 The heavy gate blocks access to the castle road. Fortunately, it also blocks the path of the two slavering Necrotaurs on the other side. They look hungry to see you. 11 80 0 1 99 Your spell should have been powerful enough to open the gate, but nothing happened. There must be some sort of magical protection on it. 11 42 0 1 99 The lock doesn't seem to be holding the gate shut; it's apparently held by magic. 27 153 82 1 97 Master 16 23 0 1 6 "Thank you, but I prefer other things than candy." 16 4 0 1 99 She moves back as you reach out and only your hands touch for a moment. Her skin is as chilled as the night air. 16 4 0 2 6 "Please, not just yet. I find you incredibly attractive, and I'm afraid I would want things to get out of control." 16 59 0 1 6 "How romantic you are. I've never met anyone quite like you before." 16 40 0 1 6 "No thank you. I can't abide the smell of garlic." 16 1 0 1 99 The flirtatious young woman is waiting for you at the gate. 16 6 36 1 6 "I've got to be off now. Please meet me again, say, three nights hence? I'll be waiting to see you here." 16 6 35 1 6 "Oh, you did come! I was beginning to think I'd never get to see you again. It is so dangerous to wander in Mordavia. I was quite frightened for you." 16 6 38 1 6 "Please, work on your skills before we next meet. Mordavia is a very dangerous place. I do need your help, but I don't want anything harmful to happen to you. Farewell." 16 6 37 1 6 "Did you get my message? I hoped you would come to see me here again. I wanted to ask a favor of you." 16 6 37 2 6 "I need your help. I'm trying to find... Oh, but we hardly even know one another, and here I am asking you for favors. I'm sorry. It's just that this is so important to me that I couldn't wait to ask you." 16 6 39 1 6 "You're hurt again! Please, you need to take better care of yourself. There are many things in Mordavia that are attracted to the scent of blood. Please take this potion and use it quickly." 2 23 0 1 23 "Thank you. These remind me of the ones my wife used to make." 2 37 0 1 99 2 4 0 1 99 You can't reach the gatekeeper; he's safely locked away in the tower guardroom. 2 86 0 1 99 2 59 0 1 23 "Thank you. I used to gather flowers for... Oh, that was too many years ago to think about." 2 88 0 1 99 2 93 0 1 99 2 1 0 1 99 The gatekeeper is a gaunt, tired-looking man with deepset eyes that stare intelligently at you. 2 19 0 1 99 You hand one of your sandwiches over to the gatekeeper. 2 19 0 2 23 "An avocado and garlic sandwich? Why, I haven't had one of those for years! You are most kind, but I fear that it would make me homesick." 2 21 0 1 23 "If you dare throw that at me, young man, I'll sic my Necrotaurs on you!" 2 21 0 2 99 You decide to take your target practice elsewhere. 2 6 33 1 23 "The strangest thing happened the other night. Someone broke open the gate and killed the Necrotaurs. The Master came by later and was furious that her guards were dead." 2 6 34 1 23 "Farewell, and again I warn you, do not try to come through the gate without an invitation. I don't want anything to happen to you." 2 6 42 1 23 "May your journey take you where you wish to go." 2 6 42 2 23 "May the sun and the moon keep watch over you." 2 6 42 3 23 "Come back again some time. It is good to have someone to talk to besides myself." 2 6 42 4 23 "Farewell and 'May your path lead you to your goal.'" 2 6 42 5 23 "Goodbye and good travels." 2 6 8 1 23 "Please do not try to force the gate. It is my duty to keep strangers away from the castle." 2 6 30 1 23 "Goodbye, young man. 'May the fireplace be warm and the drink cold at your journey's end.'" 2 6 31 1 23 "Good luck, and 'May your feet move faster than the thing that chases you!'" 2 6 29 1 23 "Welcome to Mordavia. It's nice to have some fresh blood around here. We so seldom see strangers." 2 6 32 1 23 "Welcome again to the gates of the Castle Borgov. I hope that you have been enjoying your visit to Mordavia." 2 6 41 1 23 "Hello again. You are a most brave man to wander so freely in the Mordavian woods." 2 6 41 2 23 "Good day, and welcome back. Have you been enjoying your adventures around here?" 2 6 41 3 23 "A fine autumn day to be walking. 'A man who walks everywhere will see much,' I always say." 2 6 41 4 23 "Welcome again. It is good to speak with you, as always. The woods around here seem almost frightening at times. When you arrive, I know it is only my own imagination that makes me nervous." 2 6 41 5 23 "When the days are short and the nights grow long, a friendly face is a welcome sign." 3 4 14 1 99 There is nothing of value on the Necrotaur's body. 3 86 0 1 99 There isn't enough flesh on these things to be worth cooking. 3 88 0 1 99 Don't worry about it; they're already dead. 3 79 0 1 99 It won't taste any better after being frozen and recooked. 3 93 0 1 99 The Necrotaurs don't look especially conductive. 3 1 0 1 99 The recently-deceased gate guardians are Necrotaurs. They don't look much better in death. 3 1 117 1 99 8 4 0 1 99 You can't reach the parapet. 8 1 0 1 99 A crenelated parapet circles the top of the gate tower. It seems to be there more for appearance than for any practical use. 1 1 3 1 99 A heavy gate blocks the way to the winding road. Far in the distance you can see a majestic castle. 1 1 2 1 99 A heavy gate guarded by two Necrotaurs blocks the way to the winding road. Far in the distance you can see a dark, ominous castle. 5 4 0 1 99 The cobblestones are mostly covered with dirt. 5 1 0 1 99 The road winds its way perilously across the treacherous gorge. 9 4 0 1 99 The towers still stand strong. 9 1 0 1 99 Two tall towers support the castle gate and block any other path to the road. 6 4 0 1 99 The tree doesn't look climbable. 6 1 3 1 99 A tall oak tree spreads its branches across the cliff edge. 6 1 2 1 99 The oak tree seems to beckon you towards it, as if it wanted to grab hold of you and throw you into the seemingly-bottomless gorge. 25 153 74 1 97 Daughter 25 153 76 1 97 Foreigner 25 153 77 1 97 Guards 25 153 75 1 97 Master 7 4 0 1 99 There is nothing you need in the tower. 7 1 3 1 99 7 1 2 1 99 The tower is empty. The gatekeeper is nowhere to be seen. 14 127 67 1 6 "I live in the castle, yes. It is old, and many of the rooms have been empty for decades. Borgov Castle has been my home for many years now." 14 127 99 1 6 "I get so bored at the castle. There is no one there anywhere near as interesting or handsome as you are." 14 127 104 1 6 "I know that one of the things I need is hidden in the swamp. You have to be very strong or clever to avoid getting killed there. I'm not sure you are ready to face the dangers awaiting you in that dismal place." 14 127 94 1 6 "Isn't this a date? I mean, you did meet me here and everything. I wanted so much to just see and speak with you again. You are very handsome, you know." 14 127 102 1 6 "I wanted you to find some things for me. But it's really too dangerous. I'd hate for you to get hurt trying to help me. Never mind. Besides, I don't even know if I can trust you yet." 14 127 105 1 6 "Well, there's... No, I shouldn't be telling you. Perhaps if you build up your skills more, you can get an invitation to visit the castle. Then you can meet the others for yourself." 14 127 106 1 6 "You need to be very powerful before you can visit Borgov Castle. I want to be certain that you can face all the dangers of Mordavia first. Then you will be able to face what awaits you there." 14 127 93 1 6 "It is rather warm tonight, isn't it? My scarf felt too confining. I hope you will excuse the fact I'm not wearing it. I know it's not proper, but I didn't think you would mind." 14 127 81 1 6 "I missed you. It seems like forever since we last spoke to one another." 14 127 96 1 6 "I'd love to kiss you, but I don't think I will just yet. You are far too tempting to resist." 14 127 107 1 6 "Your lips are so tempting. I long to feel your arms around me, holding me against your warm body. I want to t... No, please. I'm not sure I can control myself with you." 14 127 95 1 6 "I do know a lot of magic. It has always been a part of my life. Perhaps sometime I can show you some spells you will never find at W.I.T." 14 127 100 1 6 "Magic is part of everything I do. The thrill of casting a spell, feeling the Magic flow through my body, knowing that I can have such power at my command!" 14 127 100 2 6 "You understand, don't you? After all, you too have felt the power within. Isn't it wonderful being a Magic User?" 14 127 101 1 6 "I really wanted to talk with you again. It gets so lonely here, and you are so much fun to be around." 14 127 103 1 6 "I mean, we've only met a few times. How do I know if you are telling the truth about yourself?" 14 127 103 2 6 "I need someone dependable; someone who will face danger willingly for me. Perhaps when we get to know one another better, I'll be able to tell if you are the one I need." 14 153 72 1 23 "The heads of the Borgov family were the Boyars of Mordavia for ages. The last Borgov disappeared at the time of Darkness. No one knows what became of him." 14 153 79 1 23 "Boyars are rather like Barons of other lands. They own the castle, and protect everyone within their domain." 14 153 33 1 23 "I do not know the details of what went on. The Master said only that I need not worry about the break-in, for she would make certain it never happened again." 14 153 67 1 23 "This is the castle of the Boyars, the title of the rulers of Mordavia. It once belonged to the Borgov family for generations, but the last Borgov has been dead for many, many years." 14 153 99 1 23 "Since the last Boyar passed away many years ago, the castle has been uninhabited until recently. Now it is owned by the Master, who is also my employer. It is not a bad job; I am paid well and on time." 14 153 83 1 23 "The castle is very quiet during the daytime, but I have heard noises and seen lights in the windows at night." 14 153 92 1 23 "I do not know if anything happened at the castle. I only know that the Master was very upset about the break-in." 14 153 78 1 23 "It is bad luck to even speak of the time of Darkness. Mordavia was a safe and lovely land before that time. Much has changed since then, and for the worse." 14 153 74 1 23 "I haven't actually seen the daughter, but I know the Master is quite proud of her." 14 153 76 1 23 "He is an unpleasant sort, with a short beard and mustache and a funny hat. He is rude when giving orders, and he has the habit of staring at a person and licking his lips. Most unsavory." 14 153 70 1 23 "This is the gate to Borgov Castle. You can see it in the distance behind here. I am here to make certain that only welcome guests may enter through here in the daytime." 14 153 70 2 23 "At night, this gate is guarded by huge Necrotaurs who make certain no one tries to enter without permission." 14 153 80 1 23 "I am very sorry, but I can only open this gate by the command of the Master." 14 153 69 1 23 "I am the Gatekeeper of Borgov Castle. Is it not true that 'He who guards the gates is the keystone speaker?'" 14 153 47 1 23 "It is peaceful and relaxing being the gatekeeper here. People so seldom come here. For is it not true that 'He who is alone can get a word in edgewise?'" 14 153 46 1 23 "I enjoy watching the seasons change from my window here. In my youth, I spent all my time working in the city, and seldom could enjoy nature." 14 153 45 1 23 "It is sometimes a little lonely watching the gate. You are about the only one who comes around to speak with me. Once in a while in the evening the Master comes by to talk, but that is all too seldom." 14 153 44 1 23 "I'm only thankful that the Master did not blame me for the broken gate. It is my job after all to protect this place." 14 153 77 1 23 "I have only caught glimpses of them occasionally, but I don't think they are quite human. No matter; 'If a man does a good job, then whether he is a man does not matter.'" 14 153 81 1 23 "I do not know if anyone at the castle is named Katrina. My house is just inside the gates, and I seldom see anyone from the castle." 14 153 75 1 23 "The Master desires privacy, and I respect that wish. As I always say, 'The Will of the Master is the Shall of the Servant.'" 14 153 82 1 23 "The Master seldom leaves the castle, and has few guests." 14 153 90 1 23 "The Master put some sort of spell on the gate. It is supposed to prevent that break-in from ever occurring again. I was warned not to open the gate until that spell is removed." 14 153 71 1 23 "Mordavia is the name of this valley, and of the town. Even the inn is called the Hotel Mordavia. The name means 'Dark Valley.'" 14 153 43 1 23 "I am Boris Stovich." 14 153 91 1 23 "Fortunately, the Master has several more guard Necrotaurs to replace the last ones. They make very vicious guards. I would not like to meet whatever was powerful enough to kill those Necrotaurs." 14 153 110 1 23 "The town of Mordavia is to the east of here. Turn to the east as you leave and continue until your way is blocked by rocks. Then turn north, and you will find the gates of the town." 14 153 85 1 23 "Mordavia has changed little in all the time I have lived here." 14 153 84 1 23 "The people of the town are frightened peasants. Just because no one has ever seen anyone from the castle during the day, they tell tales of monsters in the night." 14 153 84 2 23 "I have worked as a gatekeeper here for many years. I wear no garlic and fear no Vampires. After all, 'When someone goes looking for trouble, he will always find it.'" 14 153 73 1 23 "I'm not certain who all lives in the castle. I so seldom see anyone from there." 14 153 73 2 23 "There's the Master, of course. Then there's the strange foreigner. There's also the Master's daughter, I believe. And some rather strange guards. Beyond that, I really can't say." 14 153 48 1 23 "Wife? Why... I, uh, I have no wife." 14 153 49 1 23 "My wife has been gone for many years now." 14 153 86 1 23 "I did not want Olga to know I was here. It was better she thought I was dead than that I had run off from her." 14 153 50 1 23 "I came here to get away from her constant nagging. According to her, I could do nothing right. Here, there is peace and quiet." 14 153 87 1 23 "When we first got married, things were different between us. In the evenings, Olga and I used to close up the shop and walk over to the Staff in the center of town." 14 153 87 2 23 "There we would sit holding hands and talking about little things like how much to charge for flour or whether someone would marry someone else. I think those were the best moments of my life." 14 153 51 1 23 "Work, work, work! That was all Olga ever said to me. And it didn't matter what I did, I always did it wrong, or so she would nag. All I wanted was a chance to get away from her voice." 14 153 51 2 23 "I got so tired of being nagged one day that I walked out of town. I walked so long that it was getting dark. Then I met the Master and was asked if I wanted the job as Gatekeeper. I accepted and have been here ever since." 14 153 88 1 23 "We never did have any children. Olga and I really wanted a child. I think that was why she took in so many stray cats." 14 153 52 1 23 "I remember our wedding day. She was beautiful in her gown. She had even embroidered little garlic cloves and avocados around the edges. We danced the night away." 14 153 53 1 23 "It is nice to be able to snuggle with my Olga again on these cold nights. Thank you for getting us back together." 14 153 89 1 23 "I have heard the wolves howl at night, but who is to say they are Werewolves?" 14 125 19 1 23 "I'm afraid I can't allow you to do that. Please stop." 14 125 19 2 99 You decide that it might be better to wait until no one is looking. 14 125 10 1 99 You find it surprisingly easy to climb over the gate. 14 125 20 1 23 14 125 17 1 99 You take a running leap at the gate as you attempt to force it open. 14 125 16 1 99 The gate is solid iron. You can't even hear your own knock. 14 125 21 1 23 "There's no need to knock. I am the gatekeeper, after all. Though I'm afraid that I cannot let you in." 14 125 21 2 23 "I'm under strict orders not to open the gate for anyone unless the Master instructs me to do so." 14 125 15 1 99 It will take a lot more than that to get this gate open. 14 125 22 1 99 14 125 23 1 23 14 125 18 1 99 The lock doesn't seem to be holding the gate shut; it's apparently held by magic. 14 128 33 1 23 "I suggest that you do not try that again. The Master was most angry, and I don't know what would happen to you." 14 128 114 1 6 "Are you flirting with me? Usually, it's the other way around. You are very attractive, after all." 14 128 115 1 6 "Do you really think so? Perhaps we should find out sometime..." 14 128 30 1 23 "Farewell, and 'May you find whatever you seek.'" 14 128 31 1 23 "Be careful in your travels, you never know what you may meet." 14 128 113 1 23 "Watch what you are doing, you never know who you might meet." 14 128 98 1 6 "It's a pity we have so little time together. I really would like to get to know you better." 14 128 109 1 6 "Do you really want to just leave me? I thought you liked me." 14 128 111 1 23 "Farewell." 14 128 29 1 23 "It's so difficult to get past the swamp which blocks the pass to and from the valley. We haven't had a stranger here since the rains created the swamp several years ago." 14 128 32 1 23 "I am happy to know you are finding your way in Mordavia. I'm sure you will find this a most exciting place to visit." 14 128 112 1 23 "Welcome back." 14 128 97 1 6 "I was starting to get a little scared out here by myself. I'm so glad you are here. You make me feel so safe." 14 128 108 1 6 "It's strange how much I look forward to seeing you. I've never really cared about men before." 14 128 41 1 23 "Good day and welcome back." 14 128 59 1 23 "You've obviously done quite a lot for one person. It will be interesting to see what you do around here." 14 128 65 1 23 "You have been very lucky so far in Mordavia. May you never meet something you cannot handle." 14 128 63 1 6 "I love hearing stories of your adventures. I've never met a true Hero before." 14 128 64 1 6 "I'm glad you are getting along here so well. You do know how to make friends wherever you go. That's a very useful skill." 14 128 61 1 23 "I am certain you will have many such adventures in Mordavia." 14 128 48 1 99 You tell Boris that you've met Olga the Shopkeeper, and it's a strange coincidence that she once had a husband named Boris Stovich. 14 128 48 2 23 "Curious coincidence, perhaps?" 14 128 49 1 99 You tell Boris what Olga said about him. He blushes. 14 128 49 2 23 "Olga was always opinionated. I grew tired of listening to her complain about me all the time." 14 128 50 1 99 You tell him that Olga thinks he was too lazy. 14 128 50 2 23 "Lazy? What was there to do in a shop with no customers? Once the swamp cut off trade here, we had nothing to sell." 14 128 50 3 23 "I had nothing to do there. So just because I would sit at the inn and talk with the other men, she thought I was lazy." 14 128 50 4 23 "All she ever did was sit around and give me orders when I was in the shop. What was the point of dusting if no one came in the shop to notice the dust?" 14 128 51 1 99 You tell Boris that Olga is having trouble running the shop without him. 14 128 51 2 23 "There is much to do to keep the shop straightened up. My family always worked together to keep it going before." 14 128 51 3 23 "If only Olga wouldn't nag me all the time! She and I used to enjoy running the shop when we actually had things to sell. What is the point of even running the shop when there is no business?" 14 128 52 1 99 You tell Boris about Olga's avocado and garlic sandwiches. 14 128 52 2 23 "How I used to love her avocado and garlic sandwiches! We had them on our wedding night." 14 128 52 3 23 "You should have seen the garlic and avocado flowers decorating our wedding cake! Beautiful! And she baked the cake herself! She always was a good cook." 14 128 52 4 23 "You remind me of how much I miss my wife. I shall go back and visit her." 12 6 118 1 99 Death waits beyond those gates (at least for those not tough enough for the challenge). It comes in the form of two slavering Necrotaurs. 12 6 24 1 99 12 6 8 1 99 You wouldn't accomplish anything but dulling your blade. 12 6 7 1 99 Your spell dissipates as if blocked by magic. It does not seem to have had any effect. 12 6 6 1 99 Your missile vanishes as if by magic. (In fact, it probably IS by magic.) 12 6 25 1 99 You find that you are unable to walk south from here. You are compelled to return to the castle. 12 6 26 1 99 Katrina walks off into the forest to the west and is quickly gone from sight. 12 6 40 1 99 Katrina seems to walk off into the mist. Odd, you've never noticed much fog around this area of the forest. 12 6 27 1 99 You don't have any reason to attack Katrina; in fact, you feel amazingly relaxed and comfortable around her. 12 6 28 1 99 Something about being with Katrina makes all thought of magic swirl around in your head. You don't seem to be able to cast any of your spells. 12 6 116 1 99 You are down to your last dagger. You'd better hold on to it.

610.msgEdit

0 159 0 1 99 Yes, those gargoyles DO make you feel jumpy, but you can't reach the parapet that way. It's too high. 0 53 0 1 99 The black bird doesn't go with the decor here. 0 69 0 1 99 You don't need a ritual to open these doors. 0 67 0 1 99 0 70 0 1 99 0 58 0 1 99 You brush some of the dust to the edge of the courtyard. It's still depressing. 0 85 0 1 99 The stones look especially calm and peaceful. The gargoyles still look as though they want to tear you into paper-thin strips. 0 37 0 1 99 The mortar between the stones is still firm and strong. 0 43 0 1 99 The Dark One Sign has no effect here. 0 83 0 1 99 0 81 0 1 99 You sense not so much a feeling of magic as an ABSENCE of magic here. You feel a hungry desire all around you as if even the cold stones of the castle want to suck the energy out of you. 0 4 0 1 99 The stones feel damp and cold. 0 179 0 1 99 0 87 0 1 99 0 86 0 1 99 Your spell has no effect. Something about this place seems to leech the magic from you like a desert wind sucking the moisture from a hapless wanderer. 0 39 0 1 99 0 88 0 1 99 0 79 0 1 99 0 74 0 1 99 0 89 0 1 99 0 93 0 1 99 0 1 0 1 99 You stand in a courtyard before the great entrance doors of the castle. Arrow slits on the parapet remind you of the castle's martial past. Two evil-looking gargoyles watch you with baneful gazes. 0 80 0 1 99 0 21 0 1 99 Oh, good idea! Shall we just announce our presence to anyone who may be watching? 0 72 0 1 99 0 36 0 1 99 0 76 0 1 99 Stone doesn't burn very well. 3 4 0 1 99 You can't reach it from here. 3 1 0 1 99 Above the doors is the family crest of the Borgovs. 3 1 0 2 99 You can almost make out their motto, something about "Abandon hope..." 3 1 0 3 99 Oops, sorry, that was over a different gateway. The Borgov motto has faded with age, and you can't make it out. 1 125 2 1 97 Break Doors Open 1 125 4 1 97 Knock on Doors 1 125 3 1 97 Listen At Doors 1 125 1 1 97 Open Doors 1 125 5 1 99 Peer Through Keyhole 1 1 0 1 99 The massive doors block entry into the castle. 1 32 0 1 99 You oil the hinges of the doors. It really takes a stretch to reach the upper hinge; these doors are huge! 1 32 6 1 99 You have already oiled the doors. You may have an endless supply of oil, but don't waste it! 6 4 0 1 99 It's too far away. Besides, the gargoyle would just as soon eat you as look at you. 6 1 0 1 99 In the flickering torchlight, that gargoyle looks almost alive. 7 4 0 1 99 That's not recommended. Those fangs look sharp! 7 1 0 1 99 You wonder what kind of mind could have envisioned such a diabolical monster. 7 1 0 2 99 (Of course, it's much easier when you're working from a model.) 8 4 0 1 99 Are you kidding? That gargoyle's a black belt for sure! You'd better leave it alone. 8 1 0 1 99 You'd best watch out. Judging from the perfectly "chambered" fist on that gargoyle, it's been studying Tae Kwon Do. 4 4 0 1 99 Your arms would probably fit very nicely in those holes... but you wouldn't be able to get them back out again. They're designed that way, you know. 4 1 0 1 99 The Borgovs liked to clamp prisoners' arms through the holes on the parapet with their legs dangling over the edge. 4 1 0 2 99 Soldiers would splash water on their faces to keep the prisoners awake and in pain. 5 4 0 1 99 You can't reach the torches. Besides, they're hot. 5 39 0 1 99 5 1 0 1 99 Torches illuminate the doorway with flickering light. 5 76 0 1 99 It's already lit. 2 125 2 1 99 Haven't you done enough damage already? These doors aren't even locked! 2 125 4 1 99 No one answers your knock. This could be fortunate. 2 125 3 1 99 It's deathly silent beyond the doors. 2 125 1 1 99 The massive doors open at your touch. As you make your way into the dark and forbidding castle you wonder whether it will be as easy to get back out as it was to enter. 2 125 5 1 99 Peering through the keyhole, you can see a long empty hallway leading to the castle's Great Hall.

620.msgEdit

0 58 0 1 99 You take out the broom and do a little castle-sweeping. It's a hopeless task -- there's dust everywhere. 0 85 29 1 99 The Badders seem to be flying in more relaxed patterns now. 0 22 0 1 99 The candle doesn't belong there. 0 100 29 1 99 The badders just swooped down and did you in. Even weak monsters can be dangerous if there are enough of them. 0 100 29 2 99 BADDERS? It's Worse! 0 100 22 1 99 The two Goons decide to have a Taffy (or maybe it's a Patsy) pulling contest. They're very disappointed when you break instead of stretching any further. 0 100 22 2 99 That's a Stretch! 0 81 0 1 99 There is a weak general ambiance of magic throughout the castle, but nothing you can specifically pinpoint. 0 4 0 1 99 The stone walls and floors are as cold as death. 0 39 0 1 99 0 1 0 1 99 You are on a winding stairway somewhere within the castle. Torches line the walls. There are two exits -- doors at the top and bottom of the stairs. 0 80 0 1 99 You can't open that. 0 42 0 1 99 0 76 0 1 99 That won't burn. 0 60 0 1 99 Will o' Wisps don't like the indoors. 5 155 11 1 97 Knock on Door 5 155 9 1 97 Listen at Door 5 155 10 1 97 Open Door 5 155 12 1 97 Pick Lock 11 4 0 1 99 They're keeping out of your reach. 11 4 30 1 99 The dead Badder is flea-bitten and very smelly. You think better about touching it. 11 4 33 1 99 Your actions have no effect on the Badder. It's dead! 11 79 0 1 99 Waves of ice and frost envelop the badders. 11 1 0 1 99 It's a "Badder," a horrific flying cross between a Bat and a Spider. They've always been popular as decorations (and guardians) in otherwise deserted castles and caves. 2 155 2 1 97 Knock on Door 2 155 3 1 97 Listen at Door 2 155 1 1 97 Open Door 2 155 26 1 99 Open Door 2 155 27 1 99 Peer Through Keyhole 2 155 4 1 97 Pick Lock 2 1 0 1 99 A door at the bottom of the stairs opens into one of the castle rooms. 2 32 0 1 99 2 6 5 1 99 2 42 4 1 99 2 42 25 1 99 9 37 0 1 99 9 4 0 1 99 Your hand passes right through the ethereal spirit. As it does so, you feel a cold chill all the way down to your bones. 9 86 0 1 99 Your spell passes right through the ghost as if it isn't there. 9 88 0 1 99 9 79 0 1 99 9 93 0 1 99 9 1 0 1 99 It's as white as a sheet. Perhaps it's the ghost of some poor benighted soul who fell to his death while trying to take in the laundry. 9 21 0 1 99 It passes right through the ghost without any apparent effect. 9 36 0 1 99 9 2 0 1 99 The ghost's only response is a low moan that sends a chill of terror up your spine. 6 4 0 1 99 6 1 0 1 99 He looks like someone with whom you really don't want to tangle. He's mean, he's tough, he's a Goon. 6 6 18 1 26 "Boring. Dis is definitely boring." 6 6 18 2 27 "Hey, Dungeons is always guarded, and we is de guards." 6 6 18 3 26 "But why guard a dungeon when dere's no one in dere?" 6 6 18 4 27 "We gots ta guard somting, don't we? Else we don't gots a job." 6 6 18 5 26 "Well, dis is still boring." 6 6 23 1 26 "De Master is really somting, ain't she?" 6 6 23 2 27 "Yeah." 6 6 23 3 26 "I even likes de kid. Shame dey keep her all de way on the odder side of de castle." 6 6 23 4 27 "Yeah." 6 6 23 5 26 "It's de Adda Bees guy I can't stand. He looks at us like we was food or somting." 6 6 23 6 27 "You gots it. Dat guy gives me da creeps." 6 6 15 1 26 "I heard somting. D'you hear somting?" 6 6 15 2 27 "Naw, nobody never comes here. People wants ta get OUT of da dungeon, not inta it!" 3 4 0 1 99 It really is lit -- the flame singes your hand, which you quickly withdraw. 3 86 0 1 99 3 39 0 1 99 3 1 0 1 99 Torch sconces line the stairway. The castle goons must spend half their time keeping them lit. And you can just IMAGINE the energy bill! 3 76 0 1 99 It's already lit. 1 155 2 1 97 Knock on Door 1 155 3 1 97 Listen at Door 1 155 1 1 97 Open Door 1 155 26 1 97 Open Door 1 155 27 1 99 Peer Through Keyhole 1 155 4 1 97 Pick Lock 1 1 0 1 99 There is a door at the top of the stairs. 1 32 0 1 99 You carefully oil the door hinges to prevent revealing squeaks. 1 6 5 1 99 The door's rusty hinges give out a SQUEAK as you open it. 1 42 4 1 99 1 42 25 1 99 8 155 2 1 99 You politely knock on the door. Fortunately, there is no response. 8 155 11 1 99 Very polite of you. The door opens to your knock and you step on through. 8 155 3 1 99 You put your ear up against the door and listen. You don't hear anything. 8 155 9 1 99 You carefully open the door just a little so you can hear better and look through the crack. 8 155 1 1 99 You open the door and go through into the next room. 8 155 10 1 99 Ignoring the voices, you fling the door open and stride through into the castle's great hall. 8 155 26 1 99 The door is locked. 8 155 27 1 99 Peering through the keyhole, you see no threatening activity on the other side of the door. 8 155 32 1 99 Through the keyhole you can see what appears to be a child's bedroom. A large (and dangerous-looking) ape-like creature sits near the door. 8 155 31 1 99 You are looking into the castle Great Hall. The room is eerily lit by flickering flames from a fire, but you can't really make out much else from this angle. 8 155 4 1 99 You skillfully pick the door lock. 8 155 12 1 99 The door is unlocked. 7 79 0 1 99 Frozen by your spell, the Badders crash to the ground like falling icicles. 7 91 0 1 99 You can't cast that spell here. 4 6 24 1 99 You sense danger in the air, flapping on bat-like wings around you. 4 6 21 1 99 This really isn't such a hot idea. It would be certain death to get too close to those guards. 4 6 8 1 99 You shiver as the ghost passes through you. A cold chill remains behind. 4 6 18 1 26 4 6 20 1 99 You know, there are those two huge Goon guards down at the bottom. Are you sure this is such a good time to head down the stairs? 4 6 35 1 99 Those badders look REALLY calm now... almost comatose. 4 6 6 1 99 4 6 16 1 99 You sense danger at the bottom of the stairwell. Maybe it has something to do with the two Goons guarding the lower door. 4 6 17 1 99 You hear voices at the bottom of the stair. 4 6 14 1 99 You feel an almost-overwhelming sense of danger beyond the upper door. Something -- or someone -- lies in wait there for the unwary. 4 6 19 1 99 Right. There are these two guards about the size of thousand-year-old redwood trees guarding the stairs, and you want to talk to them. Why don't you just walk down the stairs and meet them close up while you're at it? 4 6 28 1 99 Your actions have no effect. 4 6 34 1 99 You are down to your last dagger. You'd better hold on to it. 4 6 25 1 99 You need more practice at this. You'd swear these doors are getting tougher as you go. 4 6 7 1 99 You feel a strong sense of sorrow and loss. 4 6 13 1 99 You hear voices beyond the upper door. Two people seem to be having an argument in the next room.

620.msg (2)Edit

0 58 0 1 99 You take out the broom and do a little castle-sweeping. It's a hopeless task -- there's dust everywhere. 0 22 0 1 99 The candle doesn't belong there. 0 100 29 1 99 The badders just swooped down and did you in. Even weak monsters can be dangerous if there are enough of them. 0 100 29 2 99 BADDERS? It's Worse! 0 100 22 1 99 The two Goons decide to have a Taffy (or maybe it's a Patsy) pulling contest. They're very disappointed when you break instead of stretching any further. 0 100 22 2 99 That's a Stretch! 0 81 0 1 99 There is a weak general ambiance of magic throughout the castle, but nothing you can specifically pinpoint. 0 4 0 1 99 The stone walls and floors are as cold as death. 0 39 0 1 99 0 1 0 1 99 You are on a winding stairway somewhere within the castle. Torches line the walls. There are two exits -- doors at the top and bottom of the stairs. 0 80 0 1 99 You can't open that. 0 42 0 1 99 0 76 0 1 99 That won't burn. 0 60 0 1 99 Will o' Wisps don't like the indoors. 5 155 11 1 97 Knock on Door 5 155 9 1 97 Listen at Door 5 155 10 1 97 Open Door 5 155 12 1 97 Pick Lock 11 4 0 1 99 They're keeping out of your reach. 11 4 30 1 99 The dead Badder is flea-bitten and very smelly. You think better about touching it. 11 4 33 1 99 Your actions have no effect on the Badder. It's dead! 11 79 0 1 99 Waves of ice and frost envelop the badders. 11 1 0 1 99 It's a "Badder," a horrific flying cross between a Bat and a Spider. They've always been popular as decorations (and guardians) in otherwise deserted castles and caves. 2 155 2 1 97 Knock on Door 2 155 3 1 97 Listen at Door 2 155 1 1 97 Open Door 2 155 26 1 99 Open Door 2 155 27 1 99 Peer Through Keyhole 2 155 4 1 97 Pick Lock 2 1 0 1 99 A door at the bottom of the stairs opens into one of the castle rooms. 2 32 0 1 99 2 6 5 1 99 2 42 4 1 99 2 42 25 1 99 9 37 0 1 99 9 4 0 1 99 Your hand passes right through the ethereal spirit. As it does so, you feel a cold chill all the way down to your bones. 9 86 0 1 99 Your spell passes right through the ghost as if it isn't there. 9 88 0 1 99 9 79 0 1 99 9 93 0 1 99 9 1 0 1 99 It's as white as a sheet. Perhaps it's the ghost of some poor benighted soul who fell to his death while trying to take in the laundry. 9 21 0 1 99 It passes right through the ghost without any apparent effect. 9 36 0 1 99 9 2 0 1 99 The ghost's only response is a low moan that sends a chill of terror up your spine. 6 4 0 1 99 6 1 0 1 99 He looks like someone with whom you really don't want to tangle. He's mean, he's tough, he's a Goon. 6 6 18 1 26 "Boring. Dis is definitely boring." 6 6 18 2 27 "Hey, Dungeons is always guarded, and we is de guards." 6 6 18 3 26 "But why guard a dungeon when dere's no one in dere?" 6 6 18 4 27 "We gots ta guard somting, don't we? Else we don't gots a job." 6 6 18 5 26 "Well, dis is still boring." 6 6 23 1 26 "De Master is really somting, ain't she?" 6 6 23 2 27 "Yeah." 6 6 23 3 26 "I even likes de kid. Shame dey keep her all de way on the odder side of de castle." 6 6 23 4 27 "Yeah." 6 6 23 5 26 "It's de Adda Bees guy I can't stand. He looks at us like we was food or somting." 6 6 23 6 27 "You gots it. Dat guy gives me da creeps." 6 6 15 1 26 "I heard somting. D'you hear somting?" 6 6 15 2 27 "Naw, nobody never comes here. People wants ta get OUT of da dungeon, not inta it!" 3 4 0 1 99 It really is lit -- the flame singes your hand, which you quickly withdraw. 3 86 0 1 99 3 39 0 1 99 3 1 0 1 99 Torch sconces line the stairway. The castle goons must spend half their time keeping them lit. And you can just IMAGINE the energy bill! 3 76 0 1 99 It's already lit. 1 155 2 1 97 Knock on Door 1 155 3 1 97 Listen at Door 1 155 1 1 97 Open Door 1 155 26 1 97 Open Door 1 155 27 1 99 Peer Through Keyhole 1 155 4 1 97 Pick Lock 1 1 0 1 99 There is a door at the top of the stairs. 1 32 0 1 99 You carefully oil the door hinges to prevent revealing squeaks. 1 6 5 1 99 The door's rusty hinges give out a SQUEAK as you open it. 1 42 4 1 99 1 42 25 1 99 8 155 2 1 99 You politely knock on the door. Fortunately, there is no response. 8 155 11 1 99 Very polite of you. The door opens to your knock and you step on through. 8 155 3 1 99 You put your ear up against the door and listen. You don't hear anything. 8 155 9 1 99 You carefully open the door just a little so you can hear better and look through the crack. 8 155 1 1 99 You open the door and go through into the next room. 8 155 10 1 99 Ignoring the voices, you fling the door open and stride through into the castle's great hall. 8 155 26 1 99 The door is locked. 8 155 27 1 99 Peering through the keyhole, you see no threatening activity on the other side of the door. 8 155 32 1 99 Through the keyhole you can see what appears to be a child's bedroom. A large (and dangerous-looking) ape-like creature sits near the door. 8 155 31 1 99 You are looking into the castle Great Hall. The room is eerily lit by flickering flames from a fire, but you can't really make out much else from this angle. 8 155 4 1 99 You skillfully pick the door lock. 8 155 12 1 99 The door is unlocked. 7 79 0 1 99 Frozen by your spell, the Badders crash to the ground like falling icicles. 7 91 0 1 99 You can't cast that spell here. 4 6 24 1 99 You sense danger in the air, flapping on bat-like wings around you. 4 6 21 1 99 This really isn't such a hot idea. It would be certain death to get too close to those guards. 4 6 8 1 99 You shiver as the ghost passes through you. A cold chill remains behind. 4 6 18 1 26 4 6 20 1 99 You know, there are those two huge Goon guards down at the bottom. Are you sure this is such a good time to head down the stairs? 4 6 6 1 99 4 6 16 1 99 You sense danger at the bottom of the stairwell. Maybe it has something to do with the two Goons guarding the lower door. 4 6 17 1 99 You hear voices at the bottom of the stair. 4 6 14 1 99 You feel an almost-overwhelming sense of danger beyond the upper door. Something -- or someone -- lies in wait there for the unwary. 4 6 19 1 99 Right. There are these two guards about the size of thousand-year-old redwood trees guarding the stairs, and you want to talk to them. Why don't you just walk down the stairs and meet them close up while you're at it? 4 6 28 1 99 Your actions have no effect. 4 6 34 1 99 You are down to your last dagger. You'd better hold on to it. 4 6 25 1 99 You need more practice at this. You'd swear these doors are getting tougher as you go. 4 6 7 1 99 You feel a strong sense of sorrow and loss. 4 6 13 1 99 You hear voices beyond the upper door. Two people seem to be having an argument in the next room.

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0 58 0 1 99 You take out the broom and do a little castle-sweeping. It's a hopeless task -- there's dust everywhere. 0 22 0 1 99 The candle doesn't belong there. 0 83 0 1 99 0 100 3 1 99 You've been tried and fried on charges of failing to have looked before you leapt. 0 100 3 2 99 Open and Shut Case 0 100 2 1 99 That really burns you up! Just as you were looking in on your old flame, you got fired. 0 100 2 2 99 "Some Hate It Hot" 0 81 0 1 99 There is a weak general ambiance of magic throughout the castle, but nothing you can specifically pinpoint. 0 4 0 1 99 The stone walls and floors are as cold as death. 0 86 0 1 99 You'd better not do that. You're trying to avoid attracting attention, remember? 0 39 0 1 99 0 88 0 1 99 0 79 0 1 99 0 93 0 1 99 0 1 0 1 99 0 80 0 1 99 You can't open that. 0 21 0 1 99 0 42 0 1 99 0 76 0 1 99 That won't burn. 0 60 0 1 99 Will o' Wisps don't like the indoors. 11 13 0 1 99 11 4 0 1 99 Don't bag the bust; you'd probably get busted. 11 1 0 1 99 That looks like a bust of Boyar von Beethoven, the famous warrior-composer. 12 4 0 1 99 12 1 0 1 99 It's a five-candlepower candelabra. 3 4 0 1 99 You can't afford to take this sitting down! 3 1 0 1 99 Despite the size of the Great Hall, only two chairs sit at one small table. 4 4 0 1 99 4 1 0 1 99 19 4 0 1 99 It's just an empty closet. 19 1 0 1 99 It's a rather ordinary-looking door. 19 32 0 1 99 You carefully oil the door. 2 4 0 1 99 You can't reach it. 2 87 0 1 99 The crest is firmly attached to the wall. 2 1 0 1 99 The family crest of the Borgovs holds a commanding position over the room. 6 4 0 1 99 You warm your hands for a moment before the blazing fire. 6 1 0 1 99 A huge fireplace provides warmth and light to the Great Hall. 18 6 4 1 36 "Everything is going according to plan -- my plan. I am not interested in your petty revenge scheme." 18 6 4 2 5 "You cannot trust him. He will attempt to destroy you the moment he realizes what you truly are." 18 6 4 3 36 "No! He is already attracted to me. I want him to act from his own free will, and not be some puppet whose string I hold." 18 6 4 4 36 "After all, if I only wanted a puppet, I could have used you." 18 6 4 5 5 "There will come the day, Katrina, when I will be the Dark Master, and you will be only a memory." 18 6 4 6 36 "You would love to destroy me, wouldn't you? You hated me from the moment we met, but you thought you could use me, didn't you?" 18 6 4 7 36 "You were blinded by your own ego. I have always been your Master, and you my mere apprentice." 18 6 4 8 5 "I will have my revenge!" 18 6 4 9 36 "On whom? The Hero, or myself?" 18 6 4 10 5 "Both of you!" 18 6 4 11 36 "It's so easy to make you lose your temper. That's why you will never be the Dark Master -- you let your overwhelming pride override your thinking." 18 6 5 1 36 "What a good boy you are. You would never do anything to hurt me, would you? Unlike some others I could name." 18 6 6 1 36 "So, you have returned with the rituals. Good! We will journey at once to the Dark One's Cave. Soon it will be forever night, and I shall never be at anyone's mercy again!" 14 1 0 1 99 This door leads to a side passageway. 14 32 0 1 99 You carefully oil the door hinges. 15 39 0 1 99 15 1 0 1 99 An ornate rug decorates the floor and helps keep some of the warmth from the fireplace in the room. 15 76 0 1 99 7 4 0 1 99 Nothing mysterious happens; it's just a statue. 7 1 0 1 99 The statue of a young warrior helps to guard the stairs. 8 4 0 1 99 8 1 0 1 99 This statue depicts a warrior. His visage is proud and noble. 9 4 0 1 99 9 1 0 1 99 The statue depicts a stately-looking older gentleman. His expression and features give you the impression of great nobility. 10 4 0 1 99 10 1 0 1 99 This statue depicts a man holding a long staff. Either the Boyars had Mages among them or he liked to walk in the mountains. 5 1 0 1 99 A small table at one end of the room implies that someone has been trimming the dinner party guest list. 13 1 0 1 99 There is a door at the top of the stairs. 13 32 0 1 99 A few drops of oil run down the door and drip on your shiny shoes. However, you have also managed to oil the door hinges. 17 91 0 1 99 17 1 0 1 99 This is the castle Great Hall. Besides the main entry to the south, doors exit the room on either side and at the top of the staircase. 1 1 0 1 99 16 6 3 1 99 You seem to have startled a couple of the castle's residents. One of them is your old nemesis Ad Avis! 16 6 1 1 99 The main doors are securely locked and barred. You can't get out that way. 16 6 2 1 99 Now that you think back on it, none of the castle doors seems to have been used much recently.

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1 6 1 1 7 "So even as we speak, the swamp is drying up. Soon the pass will open, and we may trade with the outside world." 1 6 1 2 9 "We farmers can again sell our produce to others." 1 6 1 3 15 "We will export garlic to all parts of the world!" 1 6 1 4 14 "We can even import an elephant or two, just for old time's sake!" 1 6 1 5 7 "The King has sent word that I shall be the newly appointed Boyar. Castle Borgov will again protect and guard Mordavia." 1 6 1 6 23 "He could not have chosen a worthier person for the role." 1 6 1 7 7 "We have gathered here to thank this Hero." 1 6 1 8 7 "He has driven away the Shadows of Darkness from this land. Mordavia will again be the peaceful, beautiful land of our forefathers." 3 6 4 1 12 "He returned Tanya to us. For that, we shall be forever grateful." 3 6 4 2 16 "He proved that dreams can be real, if you work to make them so." 3 6 4 3 4 "He brought me back to my Mommy and Daddy, and they weren't even mad at me." 2 6 2 1 99 The people fill the room with their cheers. 2 6 5 1 99 Everyone again gives a cheer of happiness. 2 6 5 2 1 "Igor be in grave if not for Hero friend. Instead of redhead, Igor be deadhead. Ha, ha. Little graveyard humor there." 2 6 5 3 8 "I would have been burned at the stake only because I am a Gypsy, if this Hero had not befriended me." 2 6 5 4 11 "That's because some people whose names we won't mention -- but you know who you are -- spread nasty rumors that Gypsies were Werewolves. How foolish to believe such things!" 2 6 5 5 7 "There are many here who owe their lives and happiness to this Hero. In a land with a history of great heroes like Piotyr and Erana, he is one of the greatest!" 2 6 5 6 99 Again the hall is filled with cheers. 2 6 6 1 99 You suddenly hear a familiar pair of voices. 2 6 6 2 99 The first, older voice speaks, "There. That's it. I believe this crystal ball is finally working. Do you see anything, Fenris?" 2 6 6 3 99 The second, squeakier voice answers, "I see him. He's with a bunch of people. It's either a reward ceremony or a lynch mob." 2 6 6 4 99 Erasmus then speaks again, "What? Let me see... It's a reward ceremony, of course. He's probably done some great deed as usual." 2 6 6 5 99 Fenris asks, "So now what?" 2 6 6 6 99 Erasmus replies, "Well, seeing that his adventure in Mordavia is obviously over, we bring him here to Silmaria, of course." 2 6 6 7 99 Fenris says, "Suppose he doesn't want to come here?" 2 6 6 8 99 Erasmus says, "Ah, you forget. He is a Hero. Silmaria needs a Hero right now. And everyone knows a Hero has to go where a Hero has to go." 2 6 6 9 99 Fenris says, "Let's hope he knows that. Just make sure you use the right spell to Teleport him. The last time you tried this, you brought the clothes, and left the person behind." 2 6 6 10 99 Erasmus says, "This time, for sure!" 2 6 3 1 99 Two weeks pass from the final encounter in the Dark One's Cave. Your friends and acquaintances in Mordavia hold a party in your honor at Castle Borgov.

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0 58 0 1 99 You take out the broom and do a little castle-sweeping. It's a hopeless task -- there's dust everywhere. 0 22 0 1 99 The candle doesn't belong there. 0 83 0 1 99 0 100 16 1 99 You opened the case; the trap shut your eyes. It's hard to make a living when you're dying. 0 100 16 2 99 "Open-and-Shut Case" 0 100 24 1 99 You've just had a close encounter with a spirit of the ghost kind. When all is said, however, your life's done. 0 100 24 2 99 "Post-Ghostie" 0 81 0 1 99 There is a weak general ambiance of magic throughout the castle, but nothing you can specifically pinpoint. 0 4 0 1 99 The stone walls and floors are as cold as death. 0 86 0 1 99 You'd better not do that here. You're trying to avoid attracting attention, remember? 0 39 0 1 99 0 88 0 1 99 0 79 0 1 99 0 93 0 1 99 0 80 0 1 99 You can't open that. 0 21 0 1 99 0 42 0 1 99 0 76 0 1 99 That won't burn. 0 60 0 1 99 Will o' Wisps don't like the indoors. 12 4 0 1 99 The barrels are all empty; there's nothing useful you can do with them. 12 1 0 1 99 There are a number of large barrels piled in a disorderly heap. 24 4 0 1 99 Naw, it's yucky. 24 1 0 1 99 The alchemists like to drink out of beakers. Unfortunately, they're notoriously absentminded and sometimes forget to clean them out first. 19 4 0 1 99 This probably isn't at the top of your list of safe places to sleep. 19 1 0 1 99 After several minutes spent analyzing this piece of furniture, you reach the brilliant conclusion that it must be a bed! 14 4 0 1 99 You rest on the bench for a few minutes. 14 1 0 1 99 A long bench sits against one wall. 36 4 0 1 99 The books all seem to be glued in place. You also can't get the bookshelf to move. If there's a secret passage here, the trigger is somewhere else in the room. 36 1 0 1 99 The bookshelves are full of incredibly exciting works such as 250 years of Boyar ledgers and 1st grade writing samples. 38 4 0 1 99 The bookshelf shifts slightly as you push against it, but you haven't found the trigger yet. 38 1 0 1 99 The bookshelf sports a number of volumes of light reading. This must have been the Boyar's personal reading room, since his crest decorates the top of the shelf. 11 4 0 1 99 Heroes don't smoke; it's unhealthy and bad for the environment. You don't need the ashtray. 11 1 0 1 99 An empty tin bowl sits on the low cabinet. 11 32 0 1 99 You think about pouring some oil into the ashtray and lighting it, but decide it would just be a waste of good oil. 7 4 14 1 99 The cabinet is empty, save for a thick coating of dust. 7 4 15 1 99 You take six kopeks that you find loose in the cabinet. 7 1 0 1 99 It's a long, low cabinet. 15 4 0 1 99 The candelabra is too large to conceal and you don't have any good place to sell it. Besides, it's just brass, not terribly valuable. 15 1 0 1 99 It's a heavy brass candelabra. 26 4 0 1 99 Dinner by candlelight, anyone? 26 1 0 1 99 Candles add that certain special intimacy to a meal, don't you think? 39 4 0 1 99 You reach up to "put the candle back." It's a fake candle! When you move it, a secret passage opens up behind the bookshelf. 39 1 0 1 99 The chandelier provides scant light to the gloomy room. One of the candles has gone out, and is dangling from the chandelier at an odd angle. 27 4 0 1 99 The seats don't look sound. 27 1 0 1 99 These chairs were once very elegant. Now they're old and worn. 20 4 0 1 99 You may be a swinger, but this really isn't the right time or place for that. 20 1 0 1 99 An ornate crystal chandelier reflects an irridescent rainbow of light into every corner of the room. 6 4 19 1 99 You've already taken everything of value from the chest. 6 4 20 1 99 In the chest you find a small flask labelled "Healing" and 25 Crowns. Pretty nice for a few minutes work! 6 4 21 1 99 You take 15 Crowns from a pouch in the safe. The safe also contains several papers and some old clothes, but they have deteriorated with age and are worthless, so you leave them. 6 4 9 1 99 The chest is locked. 6 167 25 1 97 Bash Chest Open 6 167 13 1 97 Look for Traps 6 167 4 1 97 Open Chest 6 167 26 1 97 Pick Lock 6 1 0 1 99 It's a massive iron-bound chest. 6 80 19 1 99 The chest is already open. 22 4 0 1 99 22 1 0 1 99 37 4 0 1 99 You straighten out the crest. The bookshelf opens, revealing a secret passage! 37 1 0 1 99 The Boyar's crest looks slightly crooked. 37 1 4 1 99 Now the crest is crooked in the other direction! Some days, you just can't win. On the other hand, you DID manage to open the secret passage! 23 4 0 1 99 You've seen better cups. 23 1 0 1 99 It's a cheap wooden cup. 10 4 0 1 99 There's nothing but old linens in the cupboard. 10 1 0 1 99 You see a tall storage cupboard. 18 4 0 1 99 The curtains are coarser than they appear. They probably need to be that way to keep the chill from the cold stones out of the room. (As it is, they don't manage the job very well.) 18 1 0 1 99 Curtains lend a touch of softness to the cold stone walls. 1 4 3 1 99 The door hinges squeak in protest as you open the door. 1 155 13 1 97 Look for Traps 1 155 6 1 97 Force Door Open 1 155 5 1 97 Knock on Door 1 155 8 1 97 Listen at Door 1 155 4 1 97 Open Door 1 155 27 1 99 Peer Through Keyhole 1 155 7 1 97 Pick the Lock 1 1 0 1 99 The castle doors are sturdily constructed of oak with brass bindings. 1 32 0 1 99 You carefully oil the door's slightly-rusty hinges. 1 42 2 1 99 This is a tricky lock; you'll need to keep practicing. 1 42 1 1 99 You hear a gentle "Snick" -- the lock is open! 31 4 0 1 99 Ashes to ashes and all that, but are you really in such a hurry to go out like a light? 31 1 0 1 99 Nothing like a blazing fire to keep away the chill on those cold winter nights. 25 4 0 1 99 Those things always leak. 25 1 0 1 99 It's a drinking horn. At least, it WOULD be a drinking horn if it had something to drink. 25 25 0 1 99 You pour a bit of water into the drinking horn. It leaks out the bottom. Maybe it's really a drinking TABLE! 35 4 0 1 99 Some of these books seem to be attached to the bookshelf! Let's see what you can do with them. 35 1 0 1 99 Several of the books in this section of the shelf look out of place. 32 4 0 1 99 You'd get soot on your hands. 32 1 0 1 99 The mantel has developed a fine layer of soot from years of watching over the fireplace. 4 4 0 1 99 You don't find any safes, secret passages, or other interesting oddities behind the painting. 4 1 0 1 99 The sprawling castle watches over a lush and prosperous landscape. (It's obviously a fantasy piece.) 9 4 0 1 99 It feels quite solid. 9 1 0 1 99 The platform at the top of the steps might have made a nice setting for a sculpture or a large house plant at one time. Now it lies empty. 5 4 0 1 99 5 1 0 1 99 You see a portrait of a tall, arrogant-looking nobleman dressed for battle. 30 4 0 1 99 Don't make an ash of yourself. 30 1 0 1 99 It's an ash urn. 16 4 0 1 99 You wouldn't fit. 16 1 0 1 99 The window looks out over the castle courtyard. 28 58 0 1 99 You don't want to make it so obvious that someone has been in here. 28 4 0 1 99 Try as you might, you can't get the table to spin. It's too heavy and the legs are too solidly planted. 28 1 0 1 99 The large round wooden table is starting to crack from age. There is a fine layer of dust on it. 33 4 0 1 99 There's nothing hidden under the rug. 33 39 0 1 99 33 1 0 1 99 A worn, threadbare rug adds a touch of color to the plain wooden floor. 33 76 0 1 99 17 1 0 1 99 It's a massive iron safe. 21 4 0 1 99 It's hot. 21 1 0 1 99 The oil sconce glimmers with light. This place must go through a lot of oil! 13 4 19 1 99 None of the other containers is worth taking. 13 4 23 1 99 Most of the containers are broken and useless. You find one intact empty flask and put it in your pack. 13 1 0 1 99 Some smaller containers line the shelf. None of them look in very good condition. 29 1 0 1 99 A large square table dominates the room. 8 1 0 1 99 A set of steps leads up to the doorway. 34 4 0 1 99 The "wheel" doesn't look like it opens (or even turns). 34 1 0 1 99 Stained glass forms a "wheel" pattern high on the wall. 2 167 25 1 99 You pound on the chest hinges and the lid springs open. (The blast from the fire trap probably helped.) 2 167 13 1 99 Something is strange about this chest -- it might have a trap. 2 167 4 1 99 The chest is securely locked. You can't just open it. 2 167 26 1 99 You skillfully pick the chest's lock. Now if only you had thought to disarm the trap as well! Ouch. 2 155 13 1 99 There are no traps on the door. 2 155 6 1 99 That would be a bad idea. Someone -- or something -- would surely hear the noise. 2 155 5 1 99 2 155 8 1 99 All you can hear are distant creaks and groans and the beating of your own heart. 2 155 27 1 99 You don't see any sign of life or movement beyond the door. 2 155 28 1 99 Your eyes must have deceived you! For a moment there you could swear you saw a ghost. 2 155 30 1 99 You don't see any movement through the keyhole, but you think you hear movement from the bottom of the stairs. 2 155 29 1 99 You catch a brief glimpse of the elusive flash of wings on the other side of the door. 2 155 7 1 99 3 6 31 1 99 After following the dark passage for several minutes, you come out into a castle chamber. The bookcase closes behind you, and there is no obvious way to open it again. 3 6 16 1 99 Ka-blooie! You got the chest open, but set off an explosion in the process -- the chest was trapped. 3 6 10 1 99 Behind the painting you find a small hidden compartment containing six Crowns. You invoke the salvage laws (also known as "Finders, Keepers") and are now six Crowns richer. 3 6 11 1 99 There is nothing else behind the painting. 3 6 9 1 99 The door won't budge -- it's locked. 3 6 12 1 99 You find nothing of value. 3 6 22 1 99 There is something strange about the volumes of "Tobin's Spirit Encyclopedia" (subtitled "To Pass Beyond the Veil") on these shelves. 3 6 18 1 99 You're doing some damage (and getting some good exercise), but you aren't quite strong enough to break the chest open. 3 6 17 1 99 You are not nearly strong enough to break the chest open; you'll need to do some serious body-building if you want to keep using this approach. 3 6 32 1 99 Finally, the Wraith vanishes under the force of your onslaught, its ties to this world severed at last.

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0 1 0 1 99 This bedroom in the western end of the castle seems not to have been used in some time, judging from the layer of dust on the bedclothes. The window on the west wall has been mortared over, and admits no light. 1 9 0 1 99 To disarm the trap, mark three boxes in a row, column, or diagonal with the same color. 1 9 0 2 99 Think about which color would be useful in a particular square, wait for it to appear, then click on it quickly. 1 9 0 3 99 Start with the center square, then try to duplicate its color in other squares. 1 9 0 4 99 If you've chosen the wrong colors a few times, use the Exit button and start over so you don't set off the trap. Don't click on "?" again unless you want to skip the puzzle entirely. 1 9 0 5 99 You barely manage to line up the tumblers in the trap mechanism and disarm it before it was about to explode. 1 6 1 1 99 The Trap Bypass Device in your toolkit lets you "see" the trap symbolically as colors on a grid. If you can manipulate the TBD correctly to align three of the same color on any line (horizontally, vertically, or diagonally), it will let you bypass the trap. 1 6 3 1 99 Oops! Traps are dangerous even with a Trap Bypass Device to help. You made the wrong connection and set off the trap! 1 6 2 1 99 That did it! You've successfully bypassed the trap mechanism.

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0 58 0 1 99 Actually, the room is pretty tidy already. 0 22 0 1 99 The candle doesn't belong there. 0 83 0 1 99 0 100 3 1 99 That'll teeth you a lesson! Don't go around trying to hurt sweet, innocent little girls, especially when they have sharper canines than yours. 0 100 3 2 99 Fangs a Lot 0 81 0 1 99 The little girl has been enchanted in some way, and the creature is magical in nature. Everything else here appears to be natural. 0 4 0 1 99 The stone walls and floors are as cold as death. 0 86 0 1 99 You somehow don't think the little girl (or her pet) would appreciate that. 0 39 0 1 99 That won't burn. 0 88 0 1 99 0 79 0 1 99 0 93 0 1 99 0 1 0 1 99 You are in a child's bedroom. The bed reminds you uncomfortably of a coffin, but the look is relaxed somewhat by the soft curtains and the huge toy collection. A monster guards the bed. 0 80 0 1 99 You can't open that. 0 21 0 1 99 0 36 0 1 99 0 42 0 1 99 0 76 0 1 99 0 60 0 1 99 Will o' Wisps don't like the indoors. 22 4 0 1 99 What would you do with it? 22 1 0 1 99 The candelabras illuminate this room at night. 23 4 0 1 99 23 1 0 1 99 4 151 15 1 97 Aunt 4 151 14 1 97 Cuddles 4 151 16 1 97 Hall 4 151 16 2 97 4 4 0 1 99 You always wished you could play with dolls when you were a child. It just didn't seem like the macho, heroic thing to do, though. 4 1 0 1 99 This castle is open on one side to let a child play with dolls inside it. 13 4 0 1 99 There's no time for that. 13 1 0 1 99 The clock on the wall seems to have stopped. 17 4 0 1 99 Stop clowning around with that. 17 1 0 1 99 This clown is pretty funny looking. Reminds you of a gnome you once knew. 24 4 0 1 99 She's a little young for you. 24 1 0 1 99 That looks for all the world like an ornate coffin sitting where a bed mattress should be. 6 151 19 1 97 Up in the Air 12 4 0 1 99 12 1 0 1 99 This is a statuette of a ballerina dancing. 21 1 0 1 99 The door is obviously sturdy and thick. 25 4 0 1 99 The curtain feels soft and delicate. It's quite out of place in this cold stone castle. 25 1 0 1 99 This drapery frames the bed. 16 4 0 1 99 Hey! Stay out of the little girl's drawers! 16 1 0 1 99 A chest of drawers probably holds clothes for a child. 18 4 0 1 99 No trunk calls are permitted on this line. 18 1 0 1 99 This looks like the large stuffed toy of some strange animal. 5 151 18 1 97 Dance 5 151 18 2 39 5 151 17 1 97 Dark Man 8 151 22 1 97 Bad Girl 15 4 0 1 99 15 1 0 1 99 This doll looks like it was made from some sort of ceramic material. 20 4 0 1 99 You're a bit big for that. 20 1 0 1 99 The polka-dotted horse looks big enough for a child to ride. 27 4 43 1 99 That belongs to the little girl. 27 4 42 1 99 You can't reach anything from here. 26 1 0 1 99 The carpet looks like a nice playing area for a child. 11 1 0 1 99 You see a small castle surrounded by snow inside the glass globe. 14 1 0 1 99 These small stairs are designed to help a child climb into bed. 1 23 0 1 39 "Sorry, but my parents said I should never take candy from strangers. Besides, I don't like candy anymore." 1 4 0 1 99 1 59 0 1 39 "I haven't seen flowers in a long time." 1 40 0 1 39 "Oooh, that smells yucky. Get it away from me!" 1 40 0 2 99 Toby growls a warning, and you put it away. 1 1 0 1 99 She's a lovely little girl, although rather pale. Her glowing golden eyes really set off the highlights in her hair. She does appear to have a bit of an overbite problem. 1 19 0 1 39 "Yech. That looks awful." 1 6 2 1 39 "Who is it, Toby?" 1 6 2 2 3 "Rorrah graraff arrr." 1 6 2 3 39 "He came to visit while I was sleeping? Did you ask him what he wanted?" 1 6 2 4 3 "Rorr." 1 6 2 5 39 "Well, then, ask him now." 1 6 2 6 3 "Groghrror orraah grror?" 1 6 7 1 39 "Hello! Vana is so happy to be back with us now." 1 6 7 2 3 "Rffehra arrarro." 1 6 7 3 39 "He's our friend now, Toby. He's not a stranger." 1 6 8 1 39 "Hello, friend. Vana says she thinks you're nice." 1 6 3 1 39 "You're not a very nice person. You tried to hurt us. I don't like you. You should hug me and make me feel better." 1 6 44 1 99 You realize that attacking this sweet little girl really wasn't very nice, and that you really have to go up and hug her. 1 6 6 1 39 "Oh, Vana, I thought I lost you!" 1 6 6 2 39 "Look, Toby! It's Vana." 1 6 6 3 39 "Thank you for bringing her to me. I thought she was lost. Where did you find her?" 1 6 5 1 39 "What's that you got?" 1 6 5 2 39 "Toby, let him in." 1 6 5 3 3 "Rorr, arraghra rarrar." 1 6 5 4 39 "Toby, he has our dolly!" 1 6 1 1 39 "Who is it, Toby?" 1 6 1 2 3 "Arragh, rrragh, grrogh." 1 6 1 3 39 "It's not polite to slam the door in stranger's faces, is it, Toby?" 1 6 1 4 3 "Rorr." 1 6 1 5 39 "Then ask the stranger what he wants!" 1 6 1 6 3 "Raghg arrough, rahh?" 1 6 4 1 39 "Who is it this time, Toby?" 1 6 4 2 3 "Rorrah graraff hroorarrr." 1 6 4 3 39 "What does he want this time, Toby?" 1 6 4 4 3 "Rorarr oragraff?" 19 4 0 1 99 Naw, you've always found Punch and Judy shows a bit violent for your taste. They're not at all like the gentle, delicate pursuit of monster slaying. 19 1 0 1 99 This is a Punch and Judy puppet theatre. 29 4 0 1 99 You'd best keep your hand away from those canines! 29 40 0 1 99 Toby growls at you. 29 1 0 1 99 It's a big, nasty-looking, hairy monster and it's looking right back at you with a very hungry expression. 29 19 0 1 99 Toby sniffs at your offer and growls refusal. 7 151 20 1 97 Garlic 7 151 21 1 97 Inn 10 4 0 1 99 It's out of reach. 10 1 0 1 99 You can't see much out the window from where you are standing. 10 80 0 1 99 The window isn't designed to open. 3 151 19 1 39 "Sometimes Aunt Trina and I dance all over the room. We dance on top of the statues and everything. It's like flying around and around." 3 151 15 1 39 "Aunt Trina says she will be my friend and take care of me. I like her. She gives me nice things. She sent Toby to me. She says I'll be her little girl for ever and ever." 3 151 22 1 39 "Toby used to visit me at the Inn. Mommy and Daddy would not like it if they saw Toby. They wouldn't let me play with him. So I didn't tell them about him." 3 151 22 2 39 "One day Toby brought me a beautiful doll. I never had a real doll before. I named her Vana." 3 151 22 3 39 "When my Mommy saw Vana, she got real mad. She tried to make me tell about Toby. My Mommy and Daddy yelled at me. They scared me." 3 151 22 4 39 "They took Vana away and wouldn't let me see her ever again. I didn't want them to do that to Toby. So I ran away with him." 3 151 22 5 39 "Aunt Trina says Mommy and Daddy won't like me now. They will be scared of me, like they were scared of Vana. I don't want Mommy and Daddy scared of me. I'll never go back again." 3 151 22 6 3 "Mrrorr rorraggh." 3 151 22 7 39 "I know, Toby." 3 151 22 8 39 "You should go now. I don't want to talk about bad things." 3 151 13 1 39 "This is where I live now. I have this whole room to myself and Toby. Sometimes I get to go to the hall with Aunt Trina and play with Cuddles." 3 151 10 1 39 "My name is Tanya. This is Toby." 3 151 10 2 3 "Rawarro araon." 3 151 10 3 39 "What's your name?" 3 151 14 1 39 "Cuddles is Aunt Trina's pet hound. He's my friend, too." 3 151 33 1 39 "Daddy used to be happy. He would take me out walking around and talking to everyone in town. The Inn was always busy with new people to talk to. I could stay up and dance while Mommy sang for people." 3 151 33 2 39 "Then the rains came and people didn't come to the Inn anymore. Daddy said there were too many Bad Things. He wouldn't take me walking. He made me go to bed when it got dark. He said the Bad Things would try to get me." 3 151 18 1 39 "Aunt Trina says I dance very well. I like to dance. 'Specially up in the air. That's really fun." 3 151 17 1 39 "I don't like the Dark Man. I wish Aunt Trina never brought him here. He's mean. I stick out my tongue at him all the time." 3 151 17 2 3 "Rararrora awaraorra." 3 151 17 3 39 "Toby doesn't like the Dark Man either. Toby says the Dark Man can't be trusted. You should stay away from him." 3 151 31 1 39 "Toby gave her to me. Mommy didn't like her. She kept trying to make me tell where I got Vana from. Mommy wouldn't let me play with her." 3 151 31 2 39 "I was afraid Mommy wouldn't let me play with Toby anymore. Toby was my only friend. I didn't want Mommy to make Toby go away." 3 151 31 3 3 "Erraorror Arroforer." 3 151 31 4 39 "I told Toby all about it, and Toby brought me here to Aunt Trina. She never takes my toys or friends away." 3 151 20 1 39 "Mommy and me used to braid the garlic and put it up all over the place to keep out the Bad Things. I don't like the smell of garlic." 3 151 20 2 39 "I had to wear garlic around my neck all the time. Now I have a really pretty necklace instead. See? Isn't it pretty?" 3 151 20 3 99 The necklace is on a "choker chain" completely covering the little girl's throat. 3 151 34 1 39 "I can't go home again. Aunt Trina says this is my home now. She says Mommy and Daddy will think I'm a Bad Thing now. They won't love me anymore." 3 151 34 2 3 "Arouruogh arooghracha." 3 151 34 3 39 "Toby says this is my home now and he loves me very much." 3 151 34 4 39 "I wish Mommy and Daddy didn't think I was a Bad Thing. Then maybe Toby and I could visit them." 3 151 16 1 39 "That's the place with the big fireplace and all the fancy statues. Sometimes I dance for Aunt Trina there. It's fun, except when the Dark Man is there. I don't like him." 3 151 21 1 39 "A long time ago I used to live at the Inn. Now I get to live here. I don't have to be afraid of the Bad Things all the time." 3 151 21 2 3 "Arrgh!" 3 151 21 3 39 "Now I have Toby to protect me!" 3 151 32 1 39 "Mommy and me worked hard all the time to keep the Inn nice and clean. Mommy never had time to play or sing any more. When it got night, she made me go to bed all by myself in the dark. It was scary." 3 151 32 2 39 "I was afraid the Bad Things would get me. Nobody heard me when I cried. When I went out to the Inn, Daddy would yell at me to get back to bed." 3 151 32 3 39 "I was scared. Daddy wouldn't let me have a candle. He said it would bring the Bad Things. I didn't like the Dark." 3 151 32 4 39 "Then Toby came to my window at night. He would hold me and talk to me and tell me he would keep the Bad Things away from me all night. I didn't have to be scared again. I had Toby." 3 151 32 5 39 "When Mommy took my doll away, I was afraid she'd make Toby go away. So I went away with Toby. Now I'm not afraid of the dark. I like the night. Aunt Trina says the Bad Things will never get me now. And I have Toby to take care of me." 3 151 32 6 39 "But I still miss Mommy sometimes." 3 151 11 1 39 "My Mommy and Daddy don't like me anymore. I did something bad, and now they don't want to see me ever again." 3 151 11 2 39 "Sometimes I miss Mommy and Daddy." 3 151 11 3 3 "Grugha rourror." 3 151 11 4 39 "I know, Toby, you and Aunt Trina take good care of me. I wouldn't want to leave you ever. But I still miss my Mommy." 3 151 9 1 39 "Toby's my best friend. We play games and tell stories. I never had a real friend before." 3 151 9 2 3 "Harrarroo arraogh." 3 151 9 3 39 "Toby says I'm his best friend, too." 3 151 12 1 39 "That's a scary thing. That's how come we always used to have garlic all around at the Inn." 3 126 36 1 3 "Rooraghara rrarrahooo." 3 126 36 2 39 "Toby says I'm not a Bad Thing. It's just Mommy and Daddy who think I'm a Bad Thing now. I'm not their child now." 3 126 26 1 3 "Warrarrao arooraraar." 3 126 26 2 39 "Toby says that we live in the castle and you should go away." 3 126 26 3 39 "Toby, it's not nice to tell people to go away. You're supposed to ask them to go." 3 126 26 4 3 "Arraorroor rarooro?" 3 126 25 1 3 "Arraoroora errroaorr." 3 126 25 2 39 "Toby says I'm supposed to stay in my room and not talk to strangers." 3 126 37 1 3 "Grorghaagh rroaragr." 3 126 37 2 39 "Toby says I have to stay in the castle. People might get scared and try to hurt me in the town. And I have to go to bed in the daytime now." 3 126 37 3 3 "Aroarra grooraroo." 3 126 37 4 39 "He says you should go because you make me sad. Thinking of Mommy and Daddy makes me sad." 3 126 24 1 3 "Rofferrar rorroaar." 3 126 24 2 39 "Toby says he's here to protect me and make sure no one will hurt me." 3 126 38 1 3 "Rourararoo aroro." 3 126 38 2 39 "Toby says he wants me to be happy and he'll do anything for me. He'd take me back to the Inn, but someone would try to hurt me. So he won't." 3 126 35 1 3 "Rorooora ruffararo." 3 126 35 2 39 "Toby says Aunt Trina is his master. She sent Toby to be my friend so I would never have to be afraid of the night again." 3 126 23 1 3 "Rrarrorr grooorrrar." 3 126 23 2 39 "Toby says you ask too many questions and you need to go away now." 3 126 23 3 39 "Toby, you're being mean." 3 128 28 1 99 You say goodbye. 3 128 28 2 39 "Goodbye. You should come back and talk some time. I'll tell Aunt Trina that I want to see you again." 3 128 28 3 99 You ask the child to keep your visit a secret. You want to surprise her Aunt. 3 128 28 4 39 "Good. I love surprises. Toby, you have to keep this secret, too." 3 128 28 5 3 "Grorohgh roorrarr." 3 128 28 6 39 "No. A secret's a secret. Promise?" 3 128 28 7 3 "Arrorra." 3 128 28 8 39 "Bye-bye for now!" 3 128 40 1 99 You tell Toby and Tanya goodbye. 3 128 40 2 39 "Goodbye. Come again some other night." 3 128 27 1 99 You say Hello. 3 128 27 2 39 "Hello. Do you live in the castle now too?" 3 128 39 1 99 You say hello. 3 128 39 2 39 "Hi. Have you come to play with Toby and Me and Vana? 3 128 21 1 99 You tell about the Inn and how sad it is without her. 3 128 21 2 39 "If I went back to the Inn, I'd never be afraid of the dark again." 3 128 21 3 3 "Rrrooghra arrogrooora." 3 128 21 4 39 "Toby says that everyone would be afraid of me now. I don't want them to be afraid of me." 3 128 30 1 99 You tell about the Innkeepers. 3 128 30 2 39 "I miss Mommy and Daddy. But I can never go home." 3 128 30 3 3 "Arroarrrhg araohgh." 3 128 30 4 39 "Toby says this is my home now." 3 128 32 1 99 You tell Tanya how her Mommy misses her. 3 128 32 2 39 "I miss my Mommy. Sometimes I want to cry, but I can't anymore. I just feel sad." 3 128 41 1 99 You tell about Erana's Staff and how it can make Tanya back into a real little girl again. 3 128 41 2 39 "I like the Staff. It always made such pretty flowers in town. You say it will make me all better and I won't be a Bad Thing anymore?" 3 128 41 3 99 You nod your head. 3 128 41 4 39 "Oh, Toby! I can see Mommy and Daddy again!" 3 128 41 5 3 "Grorarro ooraroogr?" 3 128 41 6 39 "Toby asks what else will the staff do?" 3 128 41 7 99 You try to explain about sacrifice. 3 128 41 8 3 "Rrorra grourraoo." 3 128 41 9 39 "Toby says he understands. He says you should take us to the Staff now, so I can be with Mommy and Daddy again!" 3 128 29 1 99 You tell about yourself. 3 128 29 2 39 "I never met a real hero before. Why did you come here?" 3 128 29 3 99 You start to tell what you are doing here. 3 128 29 4 3 "Rrorrror groorrr." 3 128 29 5 39 "Toby, it's not polite to interrupt. How many times do I have to tell you that?" 3 128 29 6 3 "Arrorrr." 2 151 13 1 97 Castle 2 151 13 2 97 2 151 10 1 97 Child 2 151 11 1 97 Parents 2 151 11 2 97 2 151 9 1 97 Toby 2 151 12 1 97 Vampires 2 151 12 2 97 2 126 26 1 97 Castle 2 126 25 1 97 Child 2 126 24 1 97 Toby 2 126 23 1 97 Vampires 2 128 28 1 97 Say Goodbye 2 128 27 1 97 Say Hello 2 128 30 1 97 Talk About Innkeepers 2 128 29 1 97 Talk About Yourself 9 151 33 1 97 Daddy 9 151 31 1 97 Doll 9 151 34 1 97 Going Home 9 151 32 1 97 Mommy 9 126 36 1 97 Bad Things 9 126 37 1 97 Tanya 9 126 38 1 97 Toby 9 126 35 1 97 Aunt Trina 9 128 40 1 97 Say Goodbye 9 128 39 1 97 Greet Child 9 128 21 1 97 Tell About the Inn 9 128 32 1 97 Tell About Her Mommy 9 128 41 1 97 Tell About Erana's Staff 28 6 45 1 99 You sense that something is very wrong here, but not immediately dangerous. The creature does not seem to be openly hostile, just very protective of the child. 28 6 45 2 99 There is a feeling of coldness about the child that fills you with sorrow... and a touch of fear. 28 6 46 1 99 You are down to your last dagger. You'd better hold on to it.

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0 1 0 1 99 This room, somewhere in the northeastern section of the castle, is dominated by a huge set of bookshelves. One of the Boyars must have loved reading. 1 9 1 1 99 This must be one of those sliding bookshelves. You need to move the books in some order to make it work. 1 9 2 1 99 Boyars (like many civil servants) have notoriously bad memories. You probably need to spell some common (and appropriate) word to open the bookshelf. 1 9 3 1 99 You want to get out of here, right? The bookshelf is the way out, the " _ _ _ _ ." Now you just have to fill in the blanks.

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0 58 0 1 99 That doesn't seem very appropriate here -- it's hard to torture someone with a hand broom. 0 22 0 1 99 The candle doesn't belong there. 0 83 0 1 99 0 81 0 1 99 There is no real magic here, just the residual energy of torture and death from long ago. 0 4 0 1 99 The stone walls and floors are as cold as death. 0 86 0 1 99 You'd better not do that here. You're trying to avoid attracting attention, remember? 0 39 0 1 99 0 88 0 1 99 0 79 0 1 99 0 93 0 1 99 0 1 0 1 99 0 80 0 1 99 You can't open that. 0 21 0 1 99 0 42 0 1 99 0 76 0 1 99 That won't burn. 0 60 0 1 99 Will o' Wisps don't like the indoors. 2 127 3 1 97 Ad Avis 2 127 41 1 97 Explanation 2 127 27 1 97 Intentions 2 127 40 1 97 Katrina 2 128 3 1 97 Tell About Ad Avis 2 128 7 1 97 Tell About Child 2 128 5 1 97 Defend Your Actions 2 128 21 1 97 Tell Katrina You Love Her 2 128 22 1 97 Tell Katrina You Love Her 2 128 4 1 97 Plead for Mercy 3 127 3 1 97 Ad Avis 3 127 41 1 97 Explanations 3 127 27 1 97 Intentions 3 127 40 1 97 Katrina 3 128 6 1 97 Explain Your Actions 3 128 23 1 97 Tell Her You Love Her 3 128 24 1 97 Tell Her You Love Her 3 128 8 1 97 Say You're Sorry 22 127 35 1 97 Dark One 22 127 34 1 97 Katrina's Mark 22 127 37 1 97 Drastic Methods 22 127 36 1 97 Eternal Night 22 127 38 2 97 Rituals 22 128 28 1 97 Agree to Help 16 6 10 1 5 "You fool! Did you really believe you could get away from me?" 16 6 10 2 5 "I have you now, and you will pay for my death. It is you that caused me to become a Vampire. If you had not killed me, I would never be forced to serve the Dark Master again." 16 6 10 3 5 "You probably blame me for all the problems around here, don't you? You understand nothing. The Dark Master is the cause of all the woe that is here." 16 6 10 4 5 "The Dark Master brought you here, against my better judgement. The Dark Master made me what I am now, a Nosferatu, and seeks to do the same to you." 16 6 10 5 5 "But I shall spare you that fate. I will mercifully end your miserable existence. Then the Dark Master and I will call forth eternal darkness, and we will no longer be limited to travel at night." 16 6 10 6 5 "Together, my Master and I will create an army of Undead, and we will conquer the world. Pity you won't be there to witness this. You cannot stop us now." 16 6 10 7 5 "You will never find your way out of this dungeon, and only a stake through the heart or more magic than you will ever have can stop us. You will die knowing that you were destroyed by the Dark Master." 16 6 10 8 5 "The sun now rises, and I must go to my rest. You, too, shall rest. I will not allow you the chance to escape your fate, or to use that stake and hammer I torment you with here. Weapons of my destruction, so close at hand, and yet so far." 16 6 10 9 5 "Sleep now, great Hero. Tomorrow, you die!" 10 4 0 1 99 It wouldn't make a good fighting axe; it's just balanced for executions. 10 1 0 1 99 The executioner's axe is neatly stored in the chopping block waiting to get a head. 10 2 0 1 99 Don't axe. 8 4 0 1 99 The cages are currently empty. 8 1 0 1 99 It's not clear whether the cages are designed to hold prisoners or hungry monsters. Maybe both are put in at the same time. 8 80 0 1 99 They aren't locked. 26 1 0 1 99 These are the ties that bind, the chains of the past. Well, actually, they're more like the chains that bind would-be Heroes. 9 1 0 1 99 It's a head-sized chopping block. 23 4 0 1 99 It really isn't your size. 23 1 0 1 99 It looks like the sort of metal collar from which a chandelier might be supported. You suspect it's used for hanging something else in this setting. 6 4 0 1 99 No, thanks! You don't want to go back there! 6 1 0 1 99 It's a very uncomfortable (as you've had ample time to discover) rack for holding prisoners suspended from the ceiling. 4 4 0 1 99 It's barred on the other side but you can see and hear the two guards on the other side through a peephole in the door. 4 4 0 2 26 "What's going on in dere? De Master didn't say nothing about guarding no prisoner." 4 4 0 3 27 "It's de Adda Bees guy's orders. So what, it give us somting ta do." 4 4 0 4 26 "I don't likes it. I think de Adda Bees guy is trying ta pull a fast one on de Master. She's not going ta like dis." 4 4 0 5 27 "You wants ta go down dere and tell her?" 4 4 0 6 26 "No way." 4 4 0 7 27 "Den shut up." 4 1 0 1 99 The heavily-barred and reinforced door leads out to one of the castle stairways. 24 4 0 1 99 The cell is empty. 24 1 0 1 99 The iron bars at the back of the room block off a cell. It's unoccupied for now. 19 6 26 1 26 "What I don't get is why de Adda Bees guy brings da stake down dere. Why give a weapon to de enemy, even if you gots him chained up?" 19 6 26 2 27 "Who knows? Maybe Adda's going to put a stake through da prisoner's heart." 19 6 26 3 26 "Ya know, dere is de secret passage to de Master's room from de dungeon." 19 6 26 4 27 "Yeah, so what?" 19 6 26 5 26 "I don't know, but I sure tinks dere's going ta be trouble." 20 4 0 1 99 You pick up the heavy hammer and store it in your pack. 20 87 0 1 99 You fetch the hammer and put it away. 20 1 0 1 99 It's a heavy iron hammer. 1 4 0 1 99 You can't reach her. 1 1 0 1 99 Katrina no longer bears any resemblance to the innocent peasant girl who pretended to be your friend. She is now revealed in the full extent of her power and anger. 1 6 1 1 37 "How dare you! You break into my home, steal away my child, kill my servant Toby, and then return to kill me! After I befriended you and helped you. Some Hero you are!" 1 6 1 2 37 "I should leave you here to rot! I should let the rats gnaw your bones while you hang there! Give me one reason, one excuse why I should not leave you here to die." 1 6 29 1 37 "I have decided that I still have a use for you... alive." 1 6 29 2 37 "If you help me, you may still manage to leave Mordavia without my Mark upon you." 1 6 29 3 37 "I want you to seek out the five missing Dark One Rituals, and return to the castle with them." 1 6 29 4 37 "Together we will summon the Dark One, and bring eternal night to this land." 1 6 29 5 37 "You will help me, won't you? Or must I take more drastic methods of assuring your obedience?" 1 6 30 1 37 "By my Will, I Geas thee!" 1 6 30 2 37 "Thou shalt seek the Heart Ritual of the Dark One. Thou shalt seek the Blood Ritual of the Dark One. Thou shalt seek the Breath Ritual of the Dark One." 1 6 30 3 37 "Thou shalt seek the Bone Ritual of the Dark One. Thou shalt seek the Sense Ritual of the Dark One." 1 6 30 4 37 "Return with these Rituals ere three nights pass, lest ye suffer!" 1 6 30 5 37 "Thus is your Geas!" 1 6 30 6 37 "So go and return with the Rituals soon. I wouldn't want you to suffer, after all." 13 1 0 1 99 It's a grazing mace! 13 1 0 2 99 You're feeling a little too emaciated to handle that mace at the moment. 5 4 0 1 99 Now that you look closely, there does seem to be something a bit odd about the design of the Iron Maiden. You take a deep breath and step inside. 5 1 0 1 99 It's an Iron Maiden, a popular torture and murder device. The inside bristles with sharp iron spikes. Unlike most things here, it is shiny and has no rust forming upon it. 5 80 0 1 99 There's no reason to do that; the Iron Maiden isn't locked. 14 4 20 1 99 You don't have the strength to break the chains. 14 4 19 1 99 With some effort, you break the rusty chains. 14 1 0 1 99 The platform makes it easier to reach prisoners hanging from the ceiling. There are loops set into the rocks in order to attach foot chains. 14 80 0 1 99 14 42 0 1 99 You open the lock on the chains easily. It seems your foe has underestimated you once again! It does seem odd that he didn't bother to remove your backpack, though. 7 4 0 1 99 If you were nine feet tall or had your brother along with you, the saw might be useful. As it is, why don't you just say you "saw" it and leave it at that? 7 1 0 1 99 It's a huge saw, ideal for sectioning trees or prisoners. 11 4 0 1 99 Don't bone in on the Borgov's racket. 11 1 0 1 99 The Borgovs were notoriously sloppy housekeepers. 12 4 0 1 99 Don't rearrange the skeletons. People pay a lot of money to their interior decorators to get this sort of thing just right, you know. 12 1 0 1 99 It's definitely a skeleton -- make no bones about it! 21 4 0 1 99 You take the wooden stake and stake its claim in your pack. 21 87 0 1 99 You Fetch the stake and put it in your pack. 21 1 0 1 99 It's a stout stake of the oaken variety. 25 4 0 1 99 Nice of you to introduce yourself, but the tentacle would probably keep your hand (and anything else it can reach). 25 1 0 1 99 A monster of immense proportions can be seen just under the water. Only its tentacles can be seen above the water. 18 127 3 1 37 "He came to me many years ago to learn from the one called the 'Dark Master.' What he didn't know was the Dark Master was a woman; he was quite appalled by the fact." 18 127 3 2 37 "He challenged me to a magical duel, and lost. I made him my servant for fifty years until I grew bored with him and turned him loose." 18 127 3 3 37 "But I had bitten him, and he knew that on his death he would rise again as a Vampire under my command. He has served me since the night you defeated him." 18 127 3 4 37 "He hates me, and is waiting for the opportunity to drive a stake through my heart, but he cannot harm me unless I harm him first." 18 127 3 5 37 "So why did you attempt to destroy me instead of your old enemy Ad Avis? Do you fear me that much?" 18 127 35 1 37 "The Dark One lies dreaming between this world and its own. The Dark One's Cave not only is a temple to the Dark One, it IS the Dark One. I need the Rituals in order to bring the Dark One back into this world." 18 127 41 1 37 "I summoned you here to Mordavia. Ad Avis told me how you defeated him, and I needed someone resourceful and powerful." 18 127 41 2 37 "The Summoning spell was interrupted by the magic from the Dark One's Cave, and you appeared there. I opened the cave mouth, and hoped you could find your way there." 18 127 41 3 37 "I tried to make you think that I was a real woman, someone to talk to and be your friend. You don't know how long it has been since I have had a real friend." 18 127 41 4 37 "I wanted your help. That is why you are here. Now you only need to know what I want you to do." 18 127 41 5 37 "You will help me. No matter what, you will do what I want." 18 127 41 6 37 "Does that satisfy your curiosity? Then why don't you satisfy mine? What were you trying to prove by opening my coffin?" 18 127 27 1 37 "I want you to know what it is like to be helpless. I want you to feel what it is like to know your enemy has a weapon and you can't do anything to stop them from killing you." 18 127 27 2 37 "I want you to know what it is like to be trapped away, never again to see the sunlight." 18 127 27 3 37 "Then perhaps you will understand why I have done what I have done. Then maybe you will realize why I needed someone who could walk openly in the daylight, could talk and make friends with people... why I wanted your help." 18 127 40 1 37 "I am a Vampire, yes. I am a powerful magic user, as well. I am also a woman." 18 127 40 2 37 "I was attracted to you. I have never met anyone like you. I trusted you." 18 127 40 3 37 "Then you destroy the child I loved, and break into my home to destroy me. How could you? Why?" 18 127 34 1 37 "The telltale mark of a Vampire's victim is the pair of puncture wounds on the throat." 18 127 37 1 37 "I can bite your throat and lick your blood until you are weakened. You will then be alive, but under my complete control." 18 127 37 2 37 "However, you would find it difficult to think clearly, and it would take you a long time to heal. You would be very vulnerable to attack from the monsters of the night." 18 127 37 3 37 "Since I do not want you to die... just yet... I will restrain myself from caressing your very handsome throat with my teeth. For now, anyway." 18 127 36 1 37 "The Dark One will cast the Shadow of Darkness upon this land. Daylight will never come again." 18 127 36 2 37 "Then I will no longer need to sleep helpless in my coffin. I will no longer be vulnerable to any mere human who seeks to drive a stake through my heart." 18 127 36 3 37 "I truly will be the Dark Master." 18 127 38 1 37 "There are six Rituals that you must find -- Blood, Bone, Breath, Heart, Sense, and Essence. I already have the Ritual that will open the cave mouth for you. The Ritual of the Essence is hidden within the Dark One's Cave itself." 18 127 38 2 37 "You shall return here with the other five Rituals." 18 127 38 3 37 "If you do not return with the Rituals before three more nights pass, you will begin to wither and die." 18 128 3 1 99 You tell her about how Ad Avis brought you here and set you up. 18 128 3 2 37 "Ad Avis? Yes, that does sound like him. He cannot harm me directly; I am his Vampire Master, after all. Plotting against me and trying to use you are very much his style." 18 128 3 3 37 "But it was not Ad Avis who stole Tanya from me. You broke into my home and took my child away. Why should I show you any mercy?" 18 128 28 1 99 You tell Katrina you'll do anything if she'll just let you go and not rip your throat out. 18 128 28 2 37 "Very well. But because I can never completely trust you, I will make certain you carry out my bidding." 18 128 7 1 99 You tell how you returned the child to her parents and how happy she is now. 18 128 7 2 37 "I loved her. I gave her everything she ever wanted -- toys, Toby to talk and play with. She was no longer afraid of the night. She was happy here!" 18 128 7 3 99 You tell Katrina that Tanya is happy now. 18 128 7 4 37 "You think it was wrong of me to take her from her parents? They ignored her. They never gave her anything. I gave her everything." 18 128 7 5 99 You remind Katrina that she did kill Tanya. 18 128 7 6 37 "Killed her? I lifted her to a new life -- one where she wouldn't have to fear growing old and ugly, one where she would never have to die again. You were the one who killed her! Returned her to fear and age and to face death again." 18 128 7 7 37 "I loved her, and she loved me." 18 128 5 1 99 You tell Katrina how you are a Hero, and a Hero's got to do what a Hero's got to do. 18 128 5 2 37 "A Hero goes around stealing children and killing loyal servants, I suppose. You have a funny definition of heroism. I suppose it includes destroying helpless women as well?" 18 128 5 3 37 "Give me one good reason why I should let you live." 18 128 6 1 99 You try to explain what you are doing in Katrina's bedroom. 18 128 6 2 37 "Trying to find an exit from the dungeon? Just couldn't pass up the chance to look at the helpless Vampire, could you? Funny place to look for an escape route, wasn't it?" 18 128 21 1 37 "Right. Do you really expect me to believe you? I bet you say that to every girl who chains you up and holds a whip." 18 128 21 2 37 "You'd tell me you love me, and then break my heart... with a wooden stake, no doubt." 18 128 21 3 99 You protest you were only trying to kiss her in her coffin. 18 128 21 4 37 "Who do you think I am, Sleeping Beauty? Wake me with a kiss, hah!" 18 128 21 5 37 "Why did you break into my home and disturb my sleep? Tell me the truth now, before I lose my patience with you." 18 128 23 1 37 "Liar! You think I am stupid enough to believe you? Love, hah! You stole from me the only one who ever really loved me - Tanya. Is that how you show your love?" 18 128 23 2 37 "Or perhaps you show your love by breaking into my bedroom and attacking me while I am helpless?" 18 128 23 3 99 You tell her you only wanted to kiss her, not hurt her. 18 128 23 4 37 "You've already hurt me. I trusted you. I thought that maybe there was something truly heroic about you. No. You are just like all men -- a liar who will say anything to get what you want." 18 128 22 1 37 "Tell me you love me and then try to put a stake in my heart, no doubt." 18 128 22 2 37 "Don't you dare say those words to me, after all you've done to hurt me so far." 18 128 22 3 37 "The truth now or I will make certain you regret lying to me -- why did you come here?" 18 128 24 1 37 "You have no idea how many men have said those words to me before. 'Katrina, you're so beautiful. Katrina, I love you.' Always they lie and try to use me." 18 128 24 2 37 "No one uses me!" 18 128 24 3 37 "So if you want to leave this room... alive... stop lying to me." 18 128 4 1 99 You ask Katrina not to hurt you. 18 128 4 2 37 "Afraid of a little pain? Does this whip scare you? Or maybe it's the thought of my teeth on your tender little throat?" 18 128 4 3 37 "Is the big, brave Hero a little bit nervous hanging there? Maybe you don't like being defenseless. As I was, lying in my coffin with you leaning over me." 18 128 4 4 37 "Give me one reason why I shouldn't give you what you so richly deserve." 18 128 8 1 99 You apologize profusely for disturbing Katrina's rest. 18 128 8 2 37 Is that supposed to make it all better? It was all just a big misunderstanding; let's kiss and make up? Why should I forgive you, after you betrayed me again and again?" 15 1 0 1 99 You are in a gloomy, foul-smelling room filled with instruments of torture and death. 17 6 25 1 99 You wake from what you thought was a nightmare only to discover it is only too real. 17 6 12 1 99 You sense the vague impressions of ancient pain and horror in this place. There is also the sense of something Dark and very much alive near you, hungering for you. 17 6 13 1 99 You find yourself chained to the platform by your feet. 17 6 15 1 99 You sense you are approaching something very dark and very dangerous. 17 6 17 1 99 There is something large under the water that is either lonely or hungry. You don't want to find out which. 17 6 18 1 99 The creature retreats under the pool of stagnant water, and you cannot harm him. 17 6 33 1 99 There is no reason to use that spell here. 17 6 42 1 99 You are down to your last dagger. You'd better hold on to it. 17 6 31 1 99 There is no need to use that spell now. 17 6 32 1 99 The 'Open' spell doesn't work on a door with a heavy bar on the other side (a pretty fair description of this one). 17 6 16 3 99 You hear only heavy breathing out there now. 17 6 11 1 99 You find yourself falling asleep. 17 6 14 1 99 You hear the sound of voices on the other side of the door.

680.msgEdit

0 58 0 1 99 Unlike most of the castle, this room is nearly dust-free. Only the broken mirror shows any carelessness in housekeeping. 0 22 0 1 99 The candle doesn't belong there. 0 83 0 1 99 0 100 11 1 99 You really helped Ad Avis this time. By getting rid of Katrina, you only turned him loose. 0 100 11 2 99 "Ad Avis Unleashed" 0 81 0 1 99 Potent magic surrounds the woman in the coffin, masking any other auras which might be present. 0 4 0 1 99 The stone walls and floors are as cold as death. 0 86 0 1 99 That's far too dangerous. You'd have the castle guards -- and an angry Vampire -- on you in no time! 0 39 0 1 99 0 88 0 1 99 0 79 0 1 99 0 93 0 1 99 0 1 0 1 99 0 80 0 1 99 You can't open that. 0 21 0 1 99 0 42 0 1 99 0 76 0 1 99 That won't burn. 0 60 0 1 99 The Will o' Wisp shivers as if it can feel the cold of death even within its flask. 17 6 10 1 5 "At last, I am free of her dominion over me! You did precisely what I wanted you to do -- destroy Katrina. So nice of you to cooperate with me." 17 6 10 2 5 "Did you really think I would be so stupid as to allow you to escape from me again? I knew you could get out of the chains. I left the stake and hammer there deliberately. I wanted you to use them on Katrina, after all." 17 6 10 3 5 "So now, at last, I may use my full powers. I have had my revenge on Katrina, killed by someone she thought she loved. Now I shall have my revenge on you!" 14 39 0 1 99 14 1 0 1 99 The curtain has a soft, feminine appearance, a stark contrast to the hard-edged coffin which serves as a bed. 14 76 0 1 99 5 4 0 1 99 No sitting down on the job, now! 5 1 0 1 99 In contrast to the lushness of the other furnishings in this room, the plain desk and chair are obviously functional and frequently used. 12 4 0 1 99 You slowly remove the coffin lid. Inside lies... 12 1 0 1 99 Where a bed would normally be is a closed coffin. It is an ornate affair, apparently custom-designed for someone who expected to be in and out of it frequently. 12 80 0 1 99 The coffin lid slides away under the influence of your spell. 9 4 0 1 99 It would be a little premature to say "It's curtains for you!" Or would it? 9 39 0 1 99 9 1 0 1 99 Heavy brocade curtains break up the plain stone walls. Despite them, the room has an unnatural death-like chillness. 9 76 0 1 99 6 4 0 1 99 You see some neatly-inscribed notes on magical spells, but they're mostly too esoteric for you to understand. In any case, it would be unsafe to spend much time fiddling with the desk; the Vampire might awaken at any moment! 6 1 0 1 99 16 4 6 1 97 Awaken Katrina 16 4 7 1 97 Cop a Feel 16 4 4 1 97 Kill Katrina 16 4 8 1 97 Kiss Katrina 16 6 14 1 36 "You! What are you... How dare you! Try to kill me, will you?" 16 6 13 1 36 "What? What are you doing here? How did you get in here? You dare to kiss me?" 4 4 0 1 99 The shards are sharp; be careful or you'll cut yourself. 4 1 0 1 99 Only shards remain of the mirror; it appears to have been shattered by a single violent blow. 8 4 0 1 99 Well, what do you know? It's fake. 8 1 0 1 99 Plants help keep the air fresh in here. Isn't it nice to know that even Vampires can be environmentally sensitive? (Either that, or it's just been planted there to make you THINK they are.) 2 4 0 1 99 Leave the light alone. It's at just the right dramatic level. 2 1 0 1 99 It's an oil sconce for lighting the room. (It's hard to set that appropriate funereal atmosphere without at least a little light!) 3 4 0 1 99 It's way out of reach. 3 87 0 1 99 The shield is firmly fastened to the wall. 3 1 0 1 99 The top of this ornamental shield is shaped like a bat on the wing. 7 4 0 1 99 Don't risk it; what if the sculpture really IS alive? 7 1 0 1 99 The sculptures are so realistic they seem almost alive (and hungry). 13 4 0 1 99 Don't hassle the tassles. 13 1 0 1 99 Tassles hang down from the curtains like locks of a fair maiden's hair. 10 4 0 1 99 You haven't urned the right to do that. 10 1 0 1 99 Judging from the size of these pots, Katrina must really urn a lot! 11 4 0 1 99 Do urn thing at a time, now. 11 1 0 1 99 This is the biggest urn you've seen yet. You might say it's urnest. 18 4 6 1 99 You lean over the coffin and gently shake Katrina awake. 18 4 7 1 99 She won't duck away this time! You decide to perform an anatomical survey to prove once and for all whether or not Katrina is in fact a Vampire. 18 4 7 2 99 Squeezing the cold but soft flesh, you have no choice but to conclude that she really is Undead. Oops! 18 4 4 1 99 Taking a deep breath, you place the stake over the Vampire's black heart and pound it in with three mighty blows of the hammer. 18 4 8 1 99 Now's your chance! You lean over the open coffin and kiss Katrina long and hard on the lips. 1 1 0 1 99 You are in a lady's richly-decorated bedroom. The coffin where there should be a bed seems a bit out of place, but there's no accounting for tastes. 15 6 1 1 99 15 6 12 1 99 Suddenly you find yourself totally unable to move. 15 6 2 1 99 You sense deadly danger here... to your body and your soul. 15 6 3 1 99 Your attack doesn't seem to affect the coffin in any way. 15 6 15 1 99 You are down to your last dagger. You'd better hold on to it. 15 6 9 1 99 You stare at the lifeless corpse in the coffin. You never thought that killing a Vampire would be anywhere near this easy.

710.msgEdit

0 159 0 1 99 The pit is too wide to jump.
0 69 0 1 99
0 67 0 1 99 The time for Rituals is soon, but it has not yet come.
0 14 0 1 99 You should have planted that earlier. It will never survive in this cave.
0 70 0 1 99
0 58 0 1 99 It's a mess here, but you have better things to do with your time.
0 85 0 1 99 Your Calm spell has no effect other than providing you with a moment's relaxation.
0 85 10 1 99 A gentle feeling of peace suffuses the cave. The horrible creature slowly relaxes and subsides into an uneasy sleep.
0 83 0 1 99 Your spell has no effect beyond momentarily lighting the area.
0 83 10 1 99 The pit creature has apparently been in this cave so long that it can't stand light; your spell has stunned it temporarily!
0 100 12 1 99 The Horror slurps you up as if you were a milk shake. The resulting "Burp!" reminds you that monsters have no manners.
0 100 12 2 99 Look Ma -- No Straw!
0 100 23 1 99 Now, that wasn't much of a fair fight; that thing was bigger than you are! The Horror sure seemed to be in a bad mood; maybe you would've lived longer if it had been a bit calmer.
0 100 23 2 99 Calm Down? You're Dead!
0 100 21 1 99 You tried the direct approach and were obliterated. Maybe you should be a little sneakier next time.
0 100 21 2 99 A Dearth of Stealth
0 100 1 1 99 The tentacle is faster than the eye. It's strong, too, as you are unceremoniously yanked to the Horror and then apart.
0 100 1 2 99 How's That Grab You?
0 179 0 1 99
0 87 0 1 99 Your aim is off.
0 86 0 1 99 You'd better not do that until you have a target. The way magic is misbehaving in these caves, you might burn yourself up!
0 74 0 1 99
0 95 0 1 99 You're momentarily hidden, but you know that you will once again be in danger as soon as you move.
0 91 0 1 99
0 1 0 1 99
0 72 0 1 99
0 104 0 1 99 This might be a good place for your final rest... but sleeping here would likely bring that about.
0 60 0 1 99 The Will o' Wisp seems to cling to the inside of its flask -- it's not getting out here!
9 1 0 1 99 There is a wide ledge of stone near the opening that leads back into the heart of the cave.
16 4 0 1 99 You don't really need the cave vegetation now... maybe later.
16 4 0 2 99 Actually, you won't need it later, either.
16 1 0 1 99 The strong wind in this cave is blowing the plants towards a passage on the left side of the chasm. Such cave drafts commonly indicate an exit of some sort.
15 4 0 1 99 You pick up the book and read it. It is the diary of the last Boyar. It seems the thing in the pit was the last Borgov. Being a servant of the Dark One didn't do much for his looks or disposition.
15 4 0 2 99 On the last page is the thing you have been searching for -- the Ritual of Essence. Now you have all the Rituals, and the summoning of the Dark One can begin.
15 4 0 3 99 The book crumbles into dust in your hands moments after you memorize the final Ritual.
15 4 24 1 99 You can't reach the book from here.
15 87 25 1 99 Don't bother; just pick it up.
15 1 0 1 99 You see an old leather-bound book.
3 1 0 1 99 A heavy rope bridge spans the deep chasm.
14 56 0 1 99 Whatever it may be, the awful creature isn't Undead. Something about it suggests a horribly mutated human shape.
14 37 0 1 99 The dagger sticks into the blob thing's side and it winces in pain.
14 43 0 1 99 The horrible creature appears to be dismayed by the Dark One Sign, but quickly returns to its original position.
14 4 11 1 99 You walk over to the mound of maggots and wake him up. Dreadfully sporting of you, old chap. Stupid, but sporting.
14 4 14 1 99 The Horror is gross, slimy, and (fortunately) quite dead.
14 4 27 1 99 You can't quite reach him from here.
14 87 10 1 99 The Horror strikes out long before your spell can fetch the book. You don't have a chance of taking it as long as the creature is alive, awake, and active.
14 87 16 1 99 Your spell travels down to the cave floor and draws up a large, well-worn book. It seems to be a nobleman's diary.
14 86 0 1 99 Ohhh... that's got to smart!
14 88 0 1 99 The creature quivers with pain.
14 79 0 1 99 Casting frostbite on a defenseless blob creature? That was cold. Effective, but cold.
14 33 0 1 99 You've always wanted to use a rope and grapnel for fishing. You cast the line, then wait with baited (er, we mean "bated") breath.
14 33 10 1 99 That wouldn't be such a great idea. The Horror would likely grab the grapnel and pull it, the rope, and you to your demise.
14 93 0 1 99 You think to yourself, "How does 4 million volts feel, slime dude?"
14 1 11 1 99 As awful as it now appears, something about the creature's shape suggests that it was once as human as you. Something truly terrible must have occurred to change it to its current shape! The horrible being seems to be asleep.
14 1 10 1 99 The gruesome creature is a cross between a squid, chocolate pudding, and your worst nightmares. It looks awake, alert, and as if it would enjoy having you for supper. A large book lies on the ground near it.
14 1 10 2 99 As awful as it now appears, something about the creature's shape suggests that it was once as human as you. Something truly terrible must have occurred to change it to its current shape!
14 1 28 1 99 The beast looks as if it's not paying too much attention to you. It's very mellow right now.
14 1 14 1 99 The thing looks dead. It's not easy to tell that a mound of grotesque flesh is dead, mind you, but you've got a feeling for such things now. Dead is dead.
7 1 0 1 99 You can see the entrance to a large cave at the bottom of the pit. You catch an occasional glimpse of a horrid, multi-tentacled monster just inside the cave.
2 1 0 1 99 You can see a glint of light somewhere beyond this exit.
6 1 0 1 99 There's a small ledge partway down the cliff face.
4 1 0 1 99 A massive pillar fills much of the upper ledge.
1 1 0 1 99 This sphincter blocks the passageway back into the heart of the cave.
11 37 0 1 99
11 4 4 1 97 Cross Hand-Over-Hand
11 4 6 1 97 Fly Across
11 4 2 1 97 Take the Rope
11 4 3 1 97 Test the Rope
11 4 5 1 97 Walk the Tightrope
11 39 0 1 99
11 1 0 1 99
11 36 0 1 99
11 76 0 1 99 Don't burn your bridges behind (or in front of) you!
8 1 0 1 99 This is the entrance to a smaller cave (or perhaps a second outlet from the large one).
5 1 0 1 99 There is a broad stone ledge on this side of the rope bridge.
12 4 4 1 99 You painstakingly cross the rope bridge hand-over-hand. It's a good thing you've been keeping up with your weight training.
12 4 6 1 99 It would be nice work if you could get it, but you don't know a Flying spell. The best you can do is Levitate, but that just takes you up and down (unless you can find a way to let the wind help you).
12 4 2 1 99 A rope might be useful, but it's firmly attached on both ends. You think about cutting it loose, but then decide that you may have to come back this way again.
12 4 3 1 99 You cautiously test the rope before crossing. It feels as though it is firmly anchored on both ends of the chasm.
12 4 5 1 99 Taking a deep breath, you begin to walk the length of the rope. Fortunately, it is a thick, strong cable and tightly stretched between the supports on either side of the chasm.
13 1 0 1 99 A deep pit fills most of this hallway. A rope bridge spans the narrowest stretch of the chasm.
10 6 31 1 99 You'll have to cross the pit before you can do that.
10 6 33 1 99 Something deadly lies in wait nearby.
10 6 26 1 99 The slimy tentacled beast thing from the depths of the underworld is but a carcass now (it also has less adjectives).
10 6 22 1 99
10 6 29 1 99 That might be a useful place to go, but first you need to find a way to get to the other side.
10 6 30 1 99 You'll have to find a way to get up on the ledge first!
10 6 18 1 99 You've got a bite! (This could be dangerous.) Oh, it's not really a bite; it's a book! You bring it up from the cave floor.
10 6 35 1 99 You decide you'd be better off with at least one dagger to defend yourself with.
10 6 32 1 99 You just barely made it across the pit.
10 6 9 1 99 You could definitely feel the wind rushing past you as you floated in the air, but there wasn't quite enough "push." You need to find a way to catch more of the wind to sail your way across.
10 6 34 1 99 You can't leave. The mouth closed behind you when you entered.
10 6 20 1 99 Now you've done it! The Horror has woken up completely and it looks HUNGRY! You're also having some trouble keeping the contents of your stomach at the sight of the creature.
10 6 15 1 99 The horrific creature lets out a final sickening gurgle as it soggily expires.
10 6 1 1 99 Whoa! The ground is really slippery around here; there seems to be a layer of slime all over it.
10 6 8 1 99 It's hard to do much with the wind pushing at your sheet, so you put it away.
10 6 7 1 99 As you hold up the sheet like a sail, you can feel the wind pushing it (and you) towards the pit. Unfortunately, you're a little too heavy. You don't think the wind is powerful enough to push you across safely.
10 6 19 1 99 Uh oh, the disgusting, slimy creature seems to have heard something; it's starting to stir. (You might be in the soup this time; that thing looks as though it can really dish it out!)

710.msg (2)Edit

0 159 0 1 99 The pit is too wide to jump. 0 69 0 1 99 0 67 0 1 99 The time for Rituals is soon, but it has not yet come. 0 14 0 1 99 You should have planted that earlier. It will never survive in this cave. 0 70 0 1 99 0 58 0 1 99 It's a mess here, but you have better things to do with your time. 0 85 0 1 99 Your Calm spell has no effect other than providing you with a moment's relaxation. 0 85 10 1 99 A gentle feeling of peace suffuses the cave. The horrible creature slowly relaxes and subsides into an uneasy sleep. 0 83 0 1 99 Your spell has no effect beyond momentarily lighting the area. 0 83 10 1 99 The pit creature has apparently been in this cave so long that it can't stand light; your spell has stunned it temporarily! 0 100 12 1 99 The Horror slurps you up as if you were a milk shake. The resulting "Burp!" reminds you that monsters have no manners. 0 100 12 2 99 Look Ma -- No Straw! 0 100 23 1 99 Now, that wasn't much of a fair fight; that thing was bigger than you are! The Horror sure seemed to be in a bad mood; maybe you would've lived longer if it had been a bit calmer. 0 100 23 2 99 Calm Down? You're Dead! 0 100 21 1 99 You tried the direct approach and were obliterated. Maybe you should be a little sneakier next time. 0 100 21 2 99 A Dearth of Stealth 0 100 1 1 99 The tentacle is faster than the eye. It's strong, too, as you are unceremoniously yanked to the Horror and then apart. 0 100 1 2 99 How's That Grab You? 0 179 0 1 99 0 87 0 1 99 Your aim is off. 0 86 0 1 99 You'd better not do that until you have a target. The way magic is misbehaving in these caves, you might burn yourself up! 0 74 0 1 99 0 95 0 1 99 You're momentarily hidden, but you know that you will once again be in danger as soon as you move. 0 91 0 1 99 0 1 0 1 99 0 72 0 1 99 0 104 0 1 99 This might be a good place for your final rest... but sleeping here would likely bring that about. 0 60 0 1 99 The Will o' Wisp seems to cling to the inside of its flask -- it's not getting out here! 9 1 0 1 99 There is a wide ledge of stone near the opening that leads back into the heart of the cave. 16 4 0 1 99 You don't really need the cave vegetation now... maybe later. 16 4 0 2 99 Actually, you won't need it later, either. 16 1 0 1 99 The strong wind in this cave is blowing the plants towards a passage on the left side of the chasm. Such cave drafts commonly indicate an exit of some sort. 15 4 0 1 99 You pick up the book and read it. It is the diary of the last Boyar. It seems the thing in the pit was the last Borgov. Being a servant of the Dark One didn't do much for his looks or disposition. 15 4 0 2 99 On the last page is the thing you have been searching for -- the Ritual of Essence. Now you have all the Rituals, and the summoning of the Dark One can begin. 15 4 0 3 99 The book crumbles into dust in your hands moments after you memorize the final Ritual. 15 4 24 1 99 You can't reach the book from here. 15 87 25 1 99 Don't bother; just pick it up. 15 1 0 1 99 You see an old leather-bound book. 3 1 0 1 99 A heavy rope bridge spans the deep chasm. 14 56 0 1 99 Whatever it may be, the awful creature isn't Undead. Something about it suggests a horribly mutated human shape. 14 37 0 1 99 The dagger sticks into the blob thing's side and it winces in pain. 14 43 0 1 99 The horrible creature appears to be dismayed by the Dark One Sign, but quickly returns to its original position. 14 4 11 1 99 You walk over to the mound of maggots and wake him up. Dreadfully sporting of you, old chap. Stupid, but sporting. 14 4 14 1 99 The Horror is gross, slimy, and (fortunately) quite dead. 14 4 27 1 99 You can't quite reach him from here. 14 87 10 1 99 The Horror strikes out long before your spell can fetch the book. You don't have a chance of taking it as long as the creature is alive, awake, and active. 14 87 16 1 99 Your spell travels down to the cave floor and draws up a large, well-worn book. It seems to be a nobleman's diary. 14 86 0 1 99 Ohhh... that's got to smart! 14 88 0 1 99 The creature quivers with pain. 14 79 0 1 99 Casting frostbite on a defenseless blob creature? That was cold. Effective, but cold. 14 33 0 1 99 You've always wanted to use a rope and grapnel for fishing. You cast the line, then wait with baited (er, we mean "bated") breath. 14 33 10 1 99 That wouldn't be such a great idea. The Horror would likely grab the grapnel and pull it, the rope, and you to your demise. 14 93 0 1 99 You think to yourself, "How does 4 million volts feel, slime dude?" 14 1 11 1 99 As awful as it now appears, something about the creature's shape suggests that it was once as human as you. Something truly terrible must have occurred to change it to its current shape! The horrible being seems to be asleep. 14 1 10 1 99 The gruesome creature is a cross between a squid, chocolate pudding, and your worst nightmares. It looks awake, alert, and as if it would enjoy having you for supper. A large book lies on the ground near it. 14 1 10 2 99 As awful as it now appears, something about the creature's shape suggests that it was once as human as you. Something truly terrible must have occurred to change it to its current shape! 14 1 28 1 99 The beast looks as if it's not paying too much attention to you. It's very mellow right now. 14 1 14 1 99 The thing looks dead. It's not easy to tell that a mound of grotesque flesh is dead, mind you, but you've got a feeling for such things now. Dead is dead. 7 1 0 1 99 You can see the entrance to a large cave at the bottom of the pit. You catch an occasional glimpse of a horrid, multi-tentacled monster just inside the cave. 2 1 0 1 99 You can see a glint of light somewhere beyond this exit. 6 1 0 1 99 There's a small ledge partway down the cliff face. 4 1 0 1 99 A massive pillar fills much of the upper ledge. 1 1 0 1 99 This sphincter blocks the passageway back into the heart of the cave. 11 37 0 1 99 11 4 4 1 97 Cross Hand-Over-Hand 11 4 6 1 97 Fly Across 11 4 2 1 97 Take the Rope 11 4 3 1 97 Test the Rope 11 4 5 1 97 Walk the Tightrope 11 39 0 1 99 11 1 0 1 99 11 36 0 1 99 11 76 0 1 99 Don't burn your bridges behind (or in front of) you! 8 1 0 1 99 This is the entrance to a smaller cave (or perhaps a second outlet from the large one). 5 1 0 1 99 There is a broad stone ledge on this side of the rope bridge. 12 4 4 1 99 You painstakingly cross the rope bridge hand-over-hand. It's a good thing you've been keeping up with your weight training. 12 4 6 1 99 It would be nice work if you could get it, but you don't know a Flying spell. The best you can do is Levitate, but that just takes you up and down (unless you can find a way to let the wind help you). 12 4 2 1 99 A rope might be useful, but it's firmly attached on both ends. You think about cutting it loose, but then decide that you may have to come back this way again. 12 4 3 1 99 You cautiously test the rope before crossing. It feels as though it is firmly anchored on both ends of the chasm. 12 4 5 1 99 Taking a deep breath, you begin to walk the length of the rope. Fortunately, it is a thick, strong cable and tightly stretched between the supports on either side of the chasm. 13 1 0 1 99 A deep pit fills most of this hallway. A rope bridge spans the narrowest stretch of the chasm. 10 6 31 1 99 You'll have to cross the pit before you can do that. 10 6 33 1 99 Something deadly lies in wait nearby. 10 6 26 1 99 The slimy tentacled beast thing from the depths of the underworld is but a carcass now (it also has less adjectives). 10 6 22 1 99 10 6 29 1 99 That might be a useful place to go, but first you need to find a way to get to the other side. 10 6 30 1 99 You'll have to find a way to get up on the ledge first! 10 6 18 1 99 You've got a bite! (This could be dangerous.) Oh, it's not really a bite; it's a book! You bring it up from the cave floor. 10 6 32 1 99 You just barely made it across the pit. 10 6 9 1 99 You could definitely feel the wind rushing past you as you floated in the air, but there wasn't quite enough "push." You need to find a way to catch more of the wind to sail your way across. 10 6 34 1 99 You can't leave. The mouth closed behind you when you entered. 10 6 20 1 99 Now you've done it! The Horror has woken up completely and it looks HUNGRY! You're also having some trouble keeping the contents of your stomach at the sight of the creature. 10 6 15 1 99 The horrific creature lets out a final sickening gurgle as it soggily expires. 10 6 1 1 99 Whoa! The ground is really slippery around here; there seems to be a layer of slime all over it. 10 6 8 1 99 It's hard to do much with the wind pushing at your sheet, so you put it away. 10 6 7 1 99 As you hold up the sheet like a sail, you can feel the wind pushing it (and you) towards the pit. Unfortunately, you're a little too heavy. You don't think the wind is powerful enough to push you across safely. 10 6 19 1 99 Uh oh, the disgusting, slimy creature seems to have heard something; it's starting to stir. (You might be in the soup this time; that thing looks as though it can really dish it out!)

720.msgEdit

0 159 0 1 99 You can't jump-start a heart. 0 56 0 1 99 That won't help you here. 0 69 0 1 99 0 67 0 1 99 This is not the proper place for that Ritual. 0 47 0 1 99 This is no fit place for a burial. 0 14 0 1 99 You should have planted that earlier. It will never survive in this cave. 0 70 0 1 99 0 100 12 1 99 Badly bruised, beaten, and battered by the badders, you gruesomely give up the ghost. 0 100 12 2 99 From Badder to Worse 0 81 0 1 99 The entire cave is suffused with dark, eldritch magic. The focus seems to be the altar near the center of the chamber. 0 179 0 1 99 0 33 0 1 99 You missed. 0 74 0 1 99 The Heart Ritual must be used on the Altar of Darkness in the center of the chamber. 0 1 0 1 99 0 72 0 1 99 0 104 0 1 99 To fall asleep here would surely mean your death! 0 60 0 1 99 The tiny creature cringes in its flask. It will have nothing to do with this place! 2 37 0 1 99 The altar remains unmarked. 2 4 0 1 99 The altar feels strangely warm to your touch, but leaves a deeper chill somewhere within you. 2 86 0 1 99 Your spells have no effect on the altar. 2 88 0 1 99 2 79 0 1 99 2 74 0 1 99 You unroll the scroll containing the Heart Ritual. The words are visible at last and you begin to perform the Ritual. 2 74 0 2 99 "Yah, Avoozl, Master of Darkness! Your servant stands now before your Heart of Darkness. Let your Heart pulsate again with power and life." 2 74 0 3 99 You feel a heavy throbbing sensation from your own heart as if some force is trying to rip it free from your chest. 2 74 0 4 99 "Yah, Avoozl! Let the Heart of Darkness force the black blood through your veins." 2 74 0 5 99 The pressure on your chest relaxes as the stone heart begins to pulse and throb with unearthly energy. 2 74 0 6 99 "Yah, Avoozl, Master of Darkness!" 2 74 0 7 99 As you complete the Ritual, the scroll turns to dust in your hands. The rumbling noise grows louder as a passage opening appears in the ceiling above the Heart Altar! 2 74 5 1 99 You sense that it is not yet time to perform the Heart Ritual -- first you must prepare the Dark One with the other Rituals. 2 93 0 1 99 2 1 0 1 99 The rough stone altar is covered with dark stains as of blood long since dried to powder. You feel a creepy, uneasy sensation whenever you pass near it. 2 21 0 1 99 2 157 0 1 99 2 36 0 1 99 3 4 0 1 99 3 1 0 1 99 A stalagmite forms the base of the stone altar. 14 4 0 1 99 Don't handle the Badders; they'd suck the blood right out of your hand. 14 4 8 1 99 The Badder wasn't carrying any valuables (besides, its body is really gross). 14 1 0 1 99 You see some movement in the dark shadows of the cavern. There seem to be several small flying creatures there. 14 1 8 1 99 The dead bodies of the Badders are flea-bitten and very smelly. 7 4 0 1 99 Try as you might, the stone valve will not open. Perhaps this isn't the right time. 7 1 0 1 99 13 4 0 1 99 You pocket 3 Crowns and 17 Kopeks from the small pouch. 13 4 1 1 99 13 39 0 1 99 13 1 0 1 99 The (sadly thin) money pouch is the feature of the withered corpse that you find most intriguing. 13 1 1 1 99 13 76 0 1 99 Cremation is not the custom in these parts (or at least on these body parts). 5 4 0 1 99 5 1 0 1 99 This stone valve seals the passageway back into the chamber in which you first appeared in this cave. 8 4 0 1 99 8 1 0 1 99 9 1 0 1 99 A long passageway leads off in this direction. 12 4 0 1 99 You pick up the canvas sheet and take 3 Crowns and 17 Kopeks from the pouch -- he won't be needing them any time soon! 12 4 1 1 99 12 39 0 1 99 12 1 0 1 99 Someone has placed a large sheet, like a sort of makeshift shroud, over the withered corpse. He also has a small money pouch. 12 1 1 1 99 12 76 0 1 99 Don't burn the cloth; you might need it. 4 33 3 1 99 You catch the lip of the passageway with your grapnel and prepare to climb the rope. 4 33 2 1 99 You try to catch the stone above the altar with your grapnel, but there's nowhere it can catch... yet. 4 1 3 1 99 A new exit has appeared in the ceiling above the altar. You sense rather than see a dark "glow" throbbing and pulsating to the rhythm of the stone heart. 4 1 2 1 99 There appears to be a sealed passageway in the roof of the cave above the altar. 6 4 0 1 99 6 1 0 1 99 A stone valve blocks this passageway to another part of the cave. 11 4 0 1 99 You gratefully retrieve the shield and battered sword from the dead warrior. You hope they will serve you better than they did their last owner. 11 4 1 1 99 There is nothing else of interest on the body. 11 1 0 1 99 The corpse has long since decayed into a dry husk, but his shield seems to be in pretty good condition. Lying next to the dead warrior are a battered sword and a coin pouch. 11 1 1 1 99 There is nothing else of interest on the body. 15 37 0 1 99 You'd better not obscure the Thief Mark -- you may need to read it again later. 15 4 0 1 99 15 1 0 1 99 Those scratches on the cave floor look deliberate -- they must be a Thief Mark! 10 1 0 1 99 You are in the heart of the cave. Sphincter-like valves close off passageways leading in all directions. In the center of the chamber is a bleak stone altar covered with dark stains. 16 6 11 1 99 A flock of winged creatures emerges from the cave entrance... and they don't look friendly. 16 6 7 1 99 Frantically searching for something better with which to defend yourself, you snatch a battered old sword and shield from the remains of a not-so-lucky combatant. Just in time, you prepare yourself for battle. 16 6 6 1 99 As you approach the exit, you are confronted by two flying creatures. They have bat wings and spider-like bodies. 16 6 10 1 99 You've made it into a large chamber. Stone valves like the one you just passed through apparently block three other passageways. There is a huge stone altar in the center of the room and an exit to the south. 16 6 4 1 99 Your rope has grown slick with cavern moisture. This may not be the best time or place for it, but you'll need more practice (or a different approach). 16 6 9 1 99 In a bitter battle, you were better than the Badders. 16 6 9 2 99 You kicked some butt, too.

730.msgEdit

0 159 0 1 99 You can't jump to that point. 0 56 0 1 99 The amulet offers you no protection against the power of the Dark One. 0 56 36 1 99 You hope the Amulet will be of some help against the Vampire Ad Avis, but you recall that it only helps against life-draining attacks. It won't stop his spells. 0 47 0 1 99 This is no fit place for a burial. 0 14 0 1 99 You should have planted that earlier. It will never survive in this cave. 0 85 0 1 99 The magic in this place is too powerful and frenzied for your Calm spell to work. 0 85 36 1 99 0 83 0 1 99 There is nothing here for you to Dazzle. 0 83 36 1 99 0 81 0 1 99 The cave pulses with magic both good and bad. The good magic seems to emanate from the crystal. It seems as if the image of Erana fills your mind. A dark, chaotic magic fills the black void around you. 0 81 36 1 99 The entire cave is suffused with magic. The chaotic magic of the Dark One is stronger here than anywhere else in the cave, but you also sense Erana's gentle, healing magic and the lustful, greedy power of Ad Avis. The magic is strongest around the glowing crystal. 0 86 0 1 99 Your spell disappears into the distance having had no useful effect. 0 88 0 1 99 0 79 0 1 99 0 33 0 1 99 You missed. 0 95 0 1 99 You can't Hide from the Dark One for long! 0 95 36 1 5 "You can Hide, but you cannot run! I know where you are, and I also know that you can't move while that spell is active. I fancy a little duck shoot now." 0 89 0 1 99 Levitation will only move you up and down, not sideways. It will do you no good here. 0 93 0 1 99 0 1 0 1 99 0 104 0 1 99 To fall asleep here would surely mean your death! 0 92 38 1 99 You've already summoned the staff. 0 60 0 1 99 The tiny creature cringes in its flask. It will have nothing to do with this place! 5 159 17 1 99 You can get to Ad Avis that way, but you'll need to have the right weapon in hand and strike quickly or his protective spells will surely destroy you. 5 33 39 1 99 You don't have time to do that; Ad Avis might stop laughing at any moment! 5 1 0 1 99 You face the worst of two worlds. Ad Avis still has the magic that made him a Power when he was alive, and now he has the strength and abilities of a Vampire as well! 5 170 28 1 99 This is a closeup weapon -- it isn't balanced for throwing. You'll need to get closer to Ad Avis to use it. 5 6 13 1 5 "Let's see how well you can protect yourself from this spell!" 5 6 13 2 5 "Hot enough for you?" 5 6 13 3 5 "I've long had a burning desire to do this to you!" 5 6 13 4 5 "I wonder how many more spells it will take to destroy you utterly. Shall we find out?" 5 6 30 1 5 "So you have Erana's Staff. It will do you no good. I am protected against any magic you can wield against me even with the staff." 5 6 37 1 5 "So you have Erana's Staff. It will do you no good. Her spells were never for combat. Besides, I can stop or avoid anything you might try on me." 5 6 10 1 5 "Ha! There are advantages to being a Vampire. Those puny mundane weapons can do nothing to me!" 5 6 12 1 5 "You think to delay your demise by telling stupid jokes? That wasn't even funny!" 5 6 12 2 99 Despite his protestations, Ad Avis begins to laugh. In a few moments he is doubled over, still laughing uncontrollably. Now's your chance! 5 6 5 1 5 "You think I haven't arranged protections against all of your spells? I know what puny magics the Wizards teach such as you!" 5 6 14 1 5 "Go ahead, throw it! You'll take your one shot, which I shall easily deflect, then I'll finish with you at my leisure." 5 6 1 1 5 "Enough talk. Let's get this over with." 5 6 1 2 36 "I do believe you are jealous. Is that because this Hero stopped you from summoning Iblis so long ago? You resent the fact that I triumph, while you failed, don't you?" 5 6 1 3 5 "I only wish to begin your moment of triumph, my dear Dark Master." 5 6 1 4 36 "Very well. Let the final ritual begin." 5 6 3 1 5 "Ah, you have just shattered the bonds which bound me! Now we shall see who is the true Dark Master!" 5 6 6 1 5 "But my dear Katrina, I do not need to cast spells at you to destroy you." 5 6 6 2 5 "I intend only to destroy my enemy, the one you seem so fond of. Care to watch him die?" 5 6 7 1 5 "The fool! I knew that Avoozl would be attracted by that spell. Now Katrina will have all the Darkness she so desired, and much, much more. 5 6 7 2 5 "The first part of my vengeance is complete. Now I can enjoy fully watching you die slowly and painfully." 5 6 7 3 99 The tendrils you clutch so desperately are starting to slip through your numb fingers. You cannot hang on much longer. 5 6 7 4 99 Still, there is a fire burning inside you as you realize that Katrina truly cared for you. You know you must stop Ad Avis once more and forever, and prevent the Dark One from fully entering this world. 5 6 8 1 5 "There's no place you can run to, and no place for you to hide. Soon there won't even be a place to stand upon. Getting worried, great Hero?" 5 6 27 1 5 "Cute toy, but you'll never get close enough to hurt me with it. My spells will destroy you utterly should you be so foolish as to try." 5 6 32 1 5 "So you've never heard of Vampires turning to mist, fool? I can change my form at will. Your puny wind can't move one such as I!" 5 6 15 1 5 "Is that the best you can do? So sad. Now it's my turn." 1 159 0 1 99 You could reach the crystal, but then you'd fall into the void. 1 37 0 1 99 1 4 0 1 99 It's just out of reach. 1 86 0 1 99 The crystal is totally unaffected by your spell. 1 88 0 1 99 1 79 0 1 99 1 33 0 1 99 1 93 0 1 99 1 1 0 1 99 A luminescent crystal pulses with magical energy. This must be the crystal in which Erana was trapped during her final battle against the Dark One. 1 21 0 1 99 It will take more than that to shatter the magical crystal! 1 157 0 1 99 You don't have time to deal with the crystal right now -- Ad Avis is trying to kill you! 1 157 16 1 99 You touch the Staff of Erana to the crystal. 1 36 0 1 99 You can reach the crystal with your sword, but nothing happens when you touch it. You need to try something more closely attuned. 7 160 24 1 97 Dark One 7 160 25 1 97 Erana 7 160 23 1 97 Katrina 7 160 21 1 97 Ad Avis's Plans 7 128 18 1 97 Beg For Mercy 7 128 19 1 97 Threaten Ad Avis 7 128 12 1 97 Laugh at Ad Avis 7 128 20 1 97 Tell Ultimate Joke 8 6 34 1 33 "You have freed me from my imprisonment by the Dark One. I have driven Avoozl back to its own dimension forever." 8 6 34 2 33 "Your magic is of great power to have overcome the evil which was in this place." 8 6 34 3 33 "It seems we shared a dream once. You gave me hope while I was trapped in the darkness. You held me in your arms, and showed me your love." 8 6 34 4 33 "I cannot hold you now, nor can we kiss. I am only a spirit, a ghost. It will take more magic than I have ever known before we shall ever be together again." 8 6 34 5 33 "I can only thank you for everything you have done. I shall love you forever. Farewell." 8 6 35 1 33 "You walk in honor and righteousness. This day you have freed the Land of Mordavia from great evil. May you always hold high the way of the Paladin." 8 6 35 2 33 8 6 33 1 33 "Thank you. You have freed me from my long imprisonment and this land from its own danger." 8 6 33 2 33 "I have driven Avoozl back to its own dimension, and I shall make certain it can never return." 8 6 33 3 33 "The Darkness is banished forever from Mordavia, because of you. My spirit is released, and I am no longer trapped by the Dark One." 8 6 33 4 33 "Thank you. I can hold this image no longer. Farewell." 4 6 4 1 36 "No! How dare you?!" 4 6 5 1 36 "I am still a far greater Master of Magic than you. I am a far more powerful Vampire than you. Do you really think your spells can harm me? Guess again." 4 6 1 1 36 "Very good. You have succeeded where many have failed." 4 6 1 2 36 "Begin the final ritual. Soon the Darkness will return to this land, and I shall never lie helpless in my coffin again." 4 6 1 3 36 "Summon Avoozl, and free the Shadows of Darkness!" 4 6 3 1 36 "Yes! Yes! The spell is completed, and Avoozl awakens! Darkness will fill the land, and we will never flee the sunshine again!" 4 6 6 1 36 "No! I will not let him die!" 2 4 0 1 99 You feel a throbbing vibration as though the rock is alive with energy. 2 1 0 1 99 The "nodes" look like clusters of nerve cells made out of stone. Each is just large enough to hold one person. 9 160 24 1 5 "The Darkness will allow me to move freely, no longer bound to stay within travel time of my coffin." 9 160 24 2 5 "And what will happen to the foolish peasants in the village? Now that you have so conveniently removed the protection from the town by taking Erana's Staff away, they will become my fodder." 9 160 25 1 5 "Erana was a fool! She thought she was going to prevent the Dark One from entering this world. Instead she only destroyed herself." 9 160 23 1 5 "I have waited a long time for the pleasure of destroying Katrina! She dared to think she could be my master. Hah!" 9 160 21 1 5 "With you and Katrina out of the way, no one can prevent me from taking over this land. I can easily turn any enemy into my own personal Vampire slave, as Katrina did to me." 9 160 21 2 5 "I will soon have an army of powerful servants. I will be the most powerful creature in the world!" 9 128 18 1 5 "It is such a pleasant sight to see you grovel. You do it so well." 9 128 19 1 99 You tell Ad Avis that you have contacted the Wizard's Institute of Technocery, and every Wizard who ever lived is waiting outside to destroy him. 9 128 19 2 5 "I don't believe you." 9 128 19 3 99 You inquire if Ad Avis would believe all the members of the 'Eternal Order of Fighters' are coming to beat him to a pulp? 9 128 19 4 5 "Of course not." 9 128 19 5 99 You ask if Ad Avis would believe the Burgomeister is waiting outside with a warrant for his arrest? 9 128 19 6 5 "Enough of this foolish waste of time! I am going to destroy you for good this time." 9 128 12 1 5 "What are you laughing about? Are you mad?" 9 128 20 1 99 You tell the Ultimate Joke about the Wizard and the farmer's daughter. 3 1 0 1 99 This is the cave's "nerve center." A weird glow suffuses the room from the crystal in the center. A spidery network of stone is all that keeps you from falling into a dark void. 6 6 11 1 99 Ad Avis's spell burned the rope completely off your grapnel. You'll need to find a way to stop his spells before you will have any chance of defeating Ad Avis. 6 6 31 1 99 Nothing will grow in this place of dead stone and evil magic. 6 6 40 1 99 You are down to your last dagger. You'd better hold on to it. 6 6 2 1 99 You begin to recite the final Ritual. 6 6 2 2 99 "Yah, Azoozl! We summon thee!" 6 6 2 3 99 A cold chill fills you, and you feel as if your blood was being sucked from your veins. Still, you continue. 6 6 2 4 99 "Oh, Great Dark One! Enter the world of light!" 6 6 2 5 99 You feel as if your feet were slowly and painfully dissolving into the floor as if by acid. Somehow, you continue the Essence Ritual. 6 6 2 6 99 "Oh, Shadows of Darkness, enter the land of the living!" 6 6 2 7 99 Your arms feel as if they were frozen, locked forever holding this paper. You continue to speak, because you have no other choice. 6 6 2 8 99 "Oh, Master of the Forever Night, return to your own body, and live again!" 6 6 2 9 99 Your head aches, and it is getting incredibly difficult to concentrate. You can barely intone the last words of the ritual. 6 6 2 10 99 "Yah, yah Avoozl! We summon thee!" 6 6 26 1 99 The Staff has changed in your hands into a sharp wooden stake. 6 6 16 1 99 A voice forms in the air around you, seemingly coming from your glowing staff: "It is time for you to fulfill my final destiny. You must use me to release my master from her imprisonment!" 6 6 29 1 99 Climbing over to Ad Avis with the rope and grapnel would take too long. You need to find a faster approach. 6 6 9 1 99 Ad Avis may be helpless at the moment, but that doesn't mean his protective spells aren't working. You'll need to find a more powerful attack to do him any serious damage.

740.msgEdit

0 159 0 1 99 You can't jump there. 0 159 23 1 99 Why jump there when you can walk? 0 56 0 1 99 That won't help you here. 0 69 0 1 99 The Blood Ritual must be used on the Altar Head. 0 67 0 1 99 This is not the proper place for that Ritual. 0 47 0 1 99 This is no fit place for a burial. 0 14 0 1 99 You should have planted that earlier. It will never survive in this cave. 0 70 0 1 99 0 100 8 1 99 As you pass under the hot shower of acid "blood", you finally realize just how the Wicked Witch of the West felt in her last moments. These are yours. 0 100 8 2 99 "I'm Melting!" 0 100 5 1 99 Apparently that was a little TOO risky for you. Remember hearing that "practice makes perfect?" 0 100 5 2 99 Death-Defying Drop 0 81 0 1 99 This entire cave is suffused with dark, eldritch magic. It seems to be entirely formed of water -- or blood -- magic. The strongest enchantment surrounds the stone head on the right side. 0 179 0 1 99 0 33 0 1 99 You missed. 0 74 0 1 99 0 89 0 1 99 Levitation could prove useful here, but you're not standing in a very good place for it. Try a different spot. 0 1 0 1 99 0 72 0 1 99 0 104 0 1 99 To fall asleep here would surely mean your death! 0 60 0 1 99 The tiny creature cringes in its flask. It will have nothing to do with this place! 4 1 0 1 99 A ring of stones provides precarious footing at the base of the Blood Altar. 3 1 0 1 99 A bowl set beneath the Altar is partly filled with the still-viscous blood of many past victims. You can see black stains on the sides of the bowl, grim relics of Dark Priests with bad aim. 2 69 0 1 99 You unroll the scroll containing the Blood Ritual. The words are visible at last and you begin to perform the Ritual. 2 69 0 2 99 "Yah, Avoozl, Bringer of Blood! I bring fresh blood to fill your veins." 2 69 0 3 99 Following the scroll's instructions, you prick your finger and let a few drops of blood drip into the Altar bowl. They seem to sizzle and roil within the black bowl. 2 69 0 4 99 "Yah, Avoozl! Let this chamber fill with your fiery blood once more." 2 69 0 5 99 Drops of thick, acid liquid begin to form and drip from the Altar into the bowl. 2 69 0 6 99 "Yah, Avoozl, Bringer of Blood!" 2 69 0 7 99 The dark liquid oozes forth from openings throughout the chamber and begins to fill the channels below. The "blood" hisses and sizzles as it flows. The scroll falls from your hands into the Altar bowl where it is instantly consumed by the acid. 2 37 0 1 99 The Altar remains unmarked. 2 4 0 1 99 The Altar feels strangely warm to your touch, but leaves a deeper chill somewhere within you. 2 86 0 1 99 Your spells have no effect on the Altar. 2 88 0 1 99 2 79 0 1 99 2 93 0 1 99 2 1 0 1 99 The rough stone Altar is covered with dark stains as of blood long since dried to powder. You feel a creepy, uneasy sensation whenever you pass near it. 2 21 0 1 99 2 157 0 1 99 2 36 0 1 99 17 4 0 1 99 From the way the "blood" is gouging new channels in the rock, you suspect that touching it would probably be your last action. 17 86 0 1 99 The "blood" is already boiling; your spell has no further effect. 17 79 10 1 99 There is too much "blood" near you for the Frostbite spell to affect it. The blood just keeps flowing and flowing. 17 1 0 1 99 The "blood" bears a striking resemblance to hydrofluoric acid, at least in its corrosive properties. 8 1 0 1 99 A stone arch forms a sort of bridge at this point. 9 1 0 1 99 It's a small rock ledge. 11 4 0 1 99 All you have to do is walk up to it -- it's an automatic valve. 11 4 24 1 99 The exit seems to be magically sealed, solid stone once more. You will need to perform the appropriate ritual to open it again. 11 1 0 1 99 This valve shuts off the exit back to the heart of the cave. 5 159 0 1 99 You don't think you can make it that far. You'll have to approach a little closer to the island before trying such a feat. 5 159 3 1 99 That would be considerably less impressive now that you're already on the island. 5 159 4 1 99 You move as close as you can get to the island, then try a death-defying acrobatic leap towards it. 5 4 0 1 99 You can't reach the island from here. 5 4 3 1 99 It feels pretty solid (and rather stone-like). 5 4 13 1 99 You can't reach the island from here. 5 33 0 1 99 You don't see any place for the grapnel to catch on the island. 5 1 0 1 99 An "island" ledge looks as though it could be reachable by a skilled acrobat; the attempt would be death to anyone else. 13 1 0 1 99 A small ledge juts out here. 7 159 3 1 99 7 4 3 1 99 It's too far away. 7 1 0 1 99 The rock here forms a sort of shelf. 14 1 0 1 99 There's a small ledge down there; it doesn't look very useful. 12 4 0 1 99 You can't budge it. 12 1 0 1 99 It's a large, rather ordinary boulder. 10 4 0 1 99 You don't need to move the rock pillar... yet. Besides, it really looks heavy! 10 4 16 1 99 You brace and bend your back to the effort of pushing over the stone pillar. With a loud grinding noise it comes loose from the dirt on the ground and falls with a crash across the acid stream! 10 4 15 1 99 The rock pillar is much too heavy for you to move. You'll have to find a different way of getting over the acid stream here. 10 1 0 1 99 This large rock pillar doesn't seem to be anchored in any way, although it looks heavy enough that it would take great strength to move it. 6 159 0 1 99 You can't possibly jump that far. 6 159 3 1 99 The upper shelf looks pretty distant. It would take an incredible feat of acrobatics to make it from here. You're not sure if you can make it or not. 6 159 3 2 99 Do you really want to make the attempt? 6 33 0 1 99 You don't see a good place there to catch with the grapnel. 6 1 0 1 99 There is a high rock ledge above the Altar. 6 1 3 1 99 The upper shelf looks pretty distant. It would take an incredible feat of acrobatics to make it from here. You're not sure if you can make it or not. 1 1 2 1 99 The eerie cave is now alive with pulsing, flowing acid "blood," the slightest touch of which would mean a painful and agonizing death. 1 1 1 1 99 You are in an eerie cave that appears to have been formed by red lava. It's a LONG way down to the pits between the narrow passageways. 16 159 14 1 99 Acrobatics won't get you by the "blood" stream -- you'll need to find a more gradual approach. 16 11 9 1 99 This isn't a safe place to cast the Glide spell. It may prove useful in another part of the Blood Cave, however. 16 6 19 1 99 Leave your rope there for now; you'll need it to get back down. 16 6 20 1 99 You've reached the end of the path -- if you go any farther this way, you'll fall into the acid pool. 16 6 11 1 99 Your spell has temporarily stopped the flow of acid here. 16 6 12 1 99 The frozen acid has thawed and is beginning to flow again. 16 6 18 1 99 No 16 6 25 1 99 You are down to your last dagger. You'd better hold on to it. 16 6 22 1 99 You better not push the rock now. You may need to push it later. 16 6 14 1 99 You can't get through the stream of "blood" quickly enough to survive the acid. 16 6 21 1 99 The acid here won't stay frozen with fresh hot acid "blood" flowing into it. 16 6 17 1 99 Yes 16 6 7 1 99 A thick, putrescent liquid now oozes and flows through the cave. It looks highly corrosive and in general like something you'd best avoid.

750.msgEdit

0 159 0 1 99 Jumping's not easy in a place that's this breezy! 0 56 0 1 99 That won't help you here. 0 69 0 1 99 0 67 0 1 99 This is not the proper place for that Ritual. 0 47 0 1 99 This is no fit place for a burial. 0 14 0 1 99 You should have planted that earlier. It will never survive in this cave. 0 70 0 1 99 The Breath Ritual must be used on the Altar of Darkness. 0 100 13 1 99 Your social life has gone rather flat. That wall is HARDly a place to keep banging your head. 0 100 13 2 99 Wallflower 0 100 4 1 99 Do you suppose that you created a vacuum inside the tentacle by blowing so hard? Or was it just hungry? Whatever the reason, explosive decompression has set in. 0 100 4 2 99 That Really Sucks 0 100 5 1 99 Are you tone deaf or simply slow on the uptake? You seem to have found a VERY wrong note to play and have now been "rocked" to sleep... forever. 0 100 5 2 99 Rock Concert 0 81 0 1 99 The entire cave is suffused with dark, eldritch magic. The focus seems to be the tentacle-laden altar on the left side of the chamber. 0 179 0 1 99 0 33 0 1 99 You missed. 0 74 0 1 99 0 72 0 1 99 0 104 0 1 99 To fall asleep here would surely mean your death! 0 60 0 1 99 The tiny creature cringes in its flask. It will have nothing to do with this place! 2 70 0 1 99 You unroll the scroll containing the Breath Ritual. The words are visible at last and you begin to read the Ritual. 2 70 0 2 99 "Yah, Avoozl of the Breath of Night! I shall come to draw forth your breath in the song of shadows." 2 70 0 3 99 "On the most right horn shall I begin thy song; the Shadows of Darkness gather." 2 70 0 4 99 "Yah, Avoozl! Then shall I play on the leftmost of three -- the wind will come forth among the Shadows." 2 70 0 5 99 "I shall bring breath again onto thy center; the wind of Darkness blows all before it!" 2 70 0 6 99 "Yah, Avoozl of the Breath of Night! I shall sound the final note on high. The Shadows of Darkness shall rise again!" 2 70 0 7 99 You sense an awakening and a waiting within the Altar as if it is alive and expecting something more. 2 37 0 1 99 The Altar remains unmarked. 2 4 0 1 99 The altar feels strangely warm to your touch, but leaves a deeper chill somewhere within you. 2 86 0 1 99 Your spells have no effect on the Altar. 2 88 0 1 99 2 79 0 1 99 2 93 0 1 99 2 1 0 1 99 The rough stone altar is covered with dark stains as of blood long since dried to powder. You feel a creepy, uneasy sensation whenever you pass near it. 2 21 0 1 99 2 157 0 1 99 2 36 0 1 99 8 1 0 1 99 The huge stone tentacle is hollow -- it somehow reminds you of a mocking imitation of a musical instrument. 9 1 0 1 99 6 4 0 1 99 6 1 0 1 99 The stone bubbles have joined here into what almost appears to be a monster head. 7 4 0 1 99 Despite their appearance, the "bubbles" are formed of solid stone. 7 1 0 1 99 Stone bubbles are everywhere in this section of the cave. They remind you of something, but it's not quite coming to you. 5 4 0 1 99 Just walk over to the exit... if you can. 5 1 0 1 99 This valve blocks the exit back to the heart of the cave. 3 4 0 1 99 On close examination, the "Dragon" rock turns out to be nothing more than a rock. (It certainly has sharp teeth, though.) 3 1 0 1 99 This rock formation looks like a Dragon head about to swallow you whole! 10 1 0 1 99 The stone tentacle is hollow -- it somehow reminds you of a mocking imitation of a musical instrument. 12 4 7 1 99 You grab for the tendril and miss. Wait! Maybe you can get it on the return breath! 12 1 0 1 99 This looks like a stringy tendril of rope except that it's made of stone. 4 4 0 1 99 You can't get this valve to move at all. 4 1 0 1 99 It's another valve or sphincter much like the one through which you entered. 1 1 2 1 99 Dust swirls through the chamber as the giant "lung" blows its powerful wind through the cave. 1 1 1 1 99 The stone has formed into a number of strange globes in this part of the cave. A stone image of a huge, unearthly creature with tentacles has been carved out of the rock on the left side. 11 6 6 1 99 You're not strong enough to hold onto a tentacle against that force of wind. You'll have to find a different way out of here. 11 6 12 1 99 Whoa! This thing is climbable! You slip up the face of the almost (but not quite) sheer wall. 11 6 3 1 99 You take a deep breath, then blow hard into the hollow tentacle. 11 6 8 1 99 You're no fun; you fell right over! "Help! I've fallen down and I can't get up." 11 6 8 2 99 Suddenly you remember that you're a Hero, not a turtle! You stand back up. 11 6 9 1 99 Your spell has no effect. 11 6 10 1 99 The "breaths" are coming too quickly for that to help. You'll need some relaxation in here to give you, well, a breathing space. 11 6 11 1 99 The wind seems to have stopped momentarily. You have a few seconds in which to try to escape.

760.msgEdit

0 159 0 1 99 It would be senseless to start hopping around here. 0 56 0 1 99 That won't help you here. 0 69 0 1 99 0 67 0 1 99 This is not the proper place for that Ritual. 0 47 0 1 99 This is no fit place for a burial. 0 14 0 1 99 You should have planted that earlier. It will never survive in this cave. 0 70 0 1 99 0 100 20 1 99 You have the power! Actually, the power has you. You perform a fairly credible imitation of an incandescent light bulb before burning out with a final flash. 0 100 20 2 99 Electrifying Feat 0 81 0 1 99 The entire cave is suffused with dark, eldritch magic. The focus seems to be the altar near the center of the chamber. 0 179 0 1 99 0 33 0 1 99 You missed. 0 74 0 1 99 0 1 0 1 99 0 72 0 1 99 The Sense Ritual must be used on the Altar of Darkness. 0 104 0 1 99 To fall asleep here would surely mean your death! 0 60 0 1 99 The tiny creature cringes in its flask. It will have nothing to do with this place! 2 37 0 1 99 The Altar remains unmarked. 2 4 0 1 99 The altar feels strangely warm to your touch, but leaves a deeper chill somewhere within you. 2 4 15 1 99 You hear faint gurgling sounds as of some unearthly creature digesting human flesh. 2 4 14 1 99 The putrid, rotting smell of decaying, long-dead flesh assaults your nostrils. 2 86 0 1 99 Your spells have no effect on the Altar. 2 88 0 1 99 2 79 0 1 99 2 93 0 1 99 2 1 0 1 99 The rough stone altar is covered with dark stains as of blood long since dried to powder. You feel a creepy, uneasy sensation whenever you pass near it. 2 21 0 1 99 2 72 0 1 99 You begin to read the Sense Ritual before the Altar. 2 72 0 2 99 "Yah, Avoozl, Dark calls onto Darkness! Reach out thy tentacles to feel life again!" 2 72 0 3 99 "Let the scents of this world permeate thy smell." 2 72 0 4 99 "Yah, Avoozl! The sounds of our world are loud in thine ears to do with what thou Will." 2 72 0 5 99 "Let the light and shadow of this world enter thy sight. Let thine own shadow of darkness cover the world without the need of light." 2 72 0 6 99 "Yah, Avoozl, Dark calls onto Darkness!" 2 72 0 7 99 As you complete the Ritual, the scroll turns to dust in your hands. You hear a crackling noise, and see flashes of lightning from the dendrites as the smell of ozone permeates the air. 2 72 18 1 99 You need to get closer to the Altar to use the Sense Ritual. 2 157 0 1 99 2 36 0 1 99 12 4 0 1 99 You feel a hard, stone platform. 12 4 15 1 99 You hear the faint creaking and scratching of stone under stress. 12 4 14 1 99 It smells like old blood and dead, decaying flesh. 12 1 0 1 99 There's a large stone platform near the Sense Altar. 5 4 0 1 99 You feel disoriented somewhere inside yourself as you touch the flat stone anvil. 5 4 15 1 99 You hear a ringing in your ears and a sound like the sea. 5 4 14 1 99 It smells like wax and blood mixed together. 5 1 0 1 99 This looks a bit like a blacksmith's anvil. 7 4 0 1 99 You feel a round globe with a number of sharp, spiky points. 7 4 15 1 99 You hear an occasional "Zap!" as of a spark jumping a gap. 7 4 14 1 99 It smells like ozone in the air during a thunderstorm. 7 1 0 1 99 It's a round ball with a number of sharp-looking spikes. 8 4 0 1 99 You feel a long, thin stone stem. 8 4 15 1 99 8 4 14 1 99 8 1 0 1 99 This dendrite stem is a little narrower and more accessible than the others. With the proper equipment, you might be able to make use of it. 9 4 0 1 99 There's a rock with a flat surface here. 9 4 15 1 99 You hear a pounding sound. 9 4 14 1 99 9 1 0 1 99 It looks like a stone sledgehammer. 1 4 0 1 99 That feels like the exit. 1 4 15 1 99 You hear the distant sound of breathing and the gurgling of blood. 1 4 14 1 99 The air smells slightly fresher in this direction. 1 1 0 1 99 It's the exit valve leading back to the heart of the cave. 4 4 0 1 99 You feel a sense of pressure in one eye. 4 4 15 1 99 You "hear" colors; it's rather confusing, to say the least. 4 4 14 1 99 It smells salty. 4 1 0 1 99 You are looking into a giant eye which appears to be looking right back at you. 10 4 0 1 99 It feels like slimy stone covered with moss. 10 4 15 1 99 You hear a breathing sound. 10 4 14 1 99 It smells like all the odors of decay and death mixed into one. 10 1 0 1 99 You see a moss-covered cave. Slime drips out the entrance. 13 4 0 1 99 13 4 15 1 99 13 4 14 1 99 13 1 0 1 99 It's a rock ledge. 14 4 0 1 99 14 4 15 1 99 14 4 14 1 99 14 1 0 1 99 The rounded spur of rock reminds you of something. It's just on the tip of your tongue... no, of your nose. That's it! 11 4 0 1 99 11 4 15 1 99 11 4 14 1 99 11 1 0 1 99 6 4 0 1 99 You feel a cluster of round, spiky balls. 6 4 15 1 99 You hear a loud "Zap!" as of a spark leaping a gap. 6 4 14 1 99 It smells like the sky just before a thunderstorm. 6 1 0 1 99 A cluster of the spiky balls has formed into some sort of strange nerve or sense organ. The cluster blocks most of the path to the exit. 3 4 0 1 99 This feels like a giant slingshot! You feel a sense of internal disorientation as you touch it. 3 4 15 1 99 3 4 14 1 99 3 1 0 1 99 It appears to be a giant slingshot (or a stirrup). 16 1 0 1 99 This section of the cave seems to contain a number of stone sensory organs -- an eye, an ear, a nose, and so on. Stone dendrites, balls with spikes sticking out of them, jut out from the sides of the path in many places. 15 6 13 1 99 You still can't see a thing in here. 15 6 13 2 99 It's dark here. Very, very dark. 15 6 13 3 99 You're totally flying blind. 15 6 13 4 99 Maybe you'd better, um, "see" what you can do about regaining some more of your senses before you bother trying to look around any more. 15 6 11 1 99 You feel something large and round and bumpy, not to mention kind of hard and spiky. You stop before it impales you. 15 6 10 1 99 You feel the edge of the path beneath your feet and quickly move back onto it. There's no telling how far you'd fall if you left the path. 15 6 8 1 99 Wait! You just felt something hard and round with some spiky bits sticking out. Your sense of touch has returned! 15 6 16 1 99 You hear a loud, almost-explosive pounding and something like rushing water. After a moment you realize that you're hearing the sounds of your own heartbeat and of the blood pulsing through your veins. 15 6 16 2 99 You stand still for a second until the sounds subside to a dull throb. You can hear again! 15 6 21 1 99 That was close! The spark missed you by inches. In fact, your hair stands up on end for a few seconds after it passes. 15 6 4 1 99 The exit seems to be sealed. There's no way out until you reawaken the senses in this cave. 15 6 23 1 99 The "dendrites" are just inert stone. Your spell has no effect on them in this form. 15 6 1 1 99 You can't feel anything outside of yourself, but you think you may have bumped into a wall because you no longer have any sense of motion. 15 6 12 1 99 You enter a moss-covered cave. Oozing slime and the mossy tendrils tickle you as you pass through to another exit. 15 6 6 1 99 You can't see anything, feel anything, hear anything, taste anything, or even smell anything. 15 6 6 2 99 Not only can't you see anything, you can't smell or taste or feel or even hear anything. 15 6 6 3 99 Your senses are totally out to lunch (and you'll likely get stuck with the tab). 15 6 6 4 99 This really isn't helping. Maybe you'd better stop looking with blind eyes and start trying to regain your senses instead. 15 6 3 1 99 You can't seem to complete any of your spells in the dark. 15 6 9 1 99 There doesn't seem to be anything within reach in that direction. 15 6 7 1 99 You have no idea whether you've managed to do anything or not. You have absolutely no sense of touch. 15 6 5 1 99 You feel totally numb. You can't see anything, feel anything, hear anything, taste anything, or even smell anything. (Is this totally senseless?) 15 6 2 1 99 Without any sense of touch, you can't tell whether you are making the spellcasting gestures properly. In any case, nothing seems to be happening. 15 6 17 1 99 Blinding glare assaults your vision and you nearly fall from the path. It's as if you're staring directly into the sun. 15 6 17 2 99 After a bit you still see stars, but now at last you can see the cave you're in. Ahead of you lies the Altar. 15 6 14 1 99 Woof! Did something just die in here? Your sense of smell just returned with a vengeance. (You kind of wish it hadn't!) 15 6 24 1 99 You can't catch anything with the grapnel from here. Try somewhere else. 15 6 19 1 99 That zapped you but good! Ouch!

770.msgEdit

0 159 0 1 99 That looks like a difficult jump. 0 0 42 1 99 You're too busy to cast a spell right now. Better think of something else FAST! 0 56 0 1 99 That won't help you here. 0 69 0 1 99 0 27 0 1 99 No, thanks, the bones aren't hungry. (Or maybe they are, but you're much more to their taste than the bone meal!) 0 67 0 1 99 The Bone Ritual must be used on the Altar of Darkness between the torch sconces. 0 47 0 1 99 There are plenty of bones here already! 0 14 0 1 99 You should have planted that earlier. It will never survive in this cave. 0 70 0 1 99 0 100 24 1 99 Better bone up on your acrobatics skills. You'll need to be quicker than that to make a career playing the bones. 0 100 24 2 99 You're Crushed 0 179 0 1 99 0 33 0 1 99 You missed. 0 74 0 1 99 This is not the proper place for that Ritual. 0 1 0 1 99 0 72 0 1 99 0 104 0 1 99 To fall asleep here would surely mean your death! 0 60 0 1 99 The tiny creature cringes in its flask. It will have nothing to do with this place! 4 67 0 1 99 You unroll the scroll containing the Bone Ritual. The words are visible at last and you begin to perform the Ritual. 4 67 0 2 99 "Yah, Avoozl, Dark One, come! I stand among your massive bones. Let your skeleton once more be filled with your presence!" 4 67 0 3 99 The rocks of the cave creak and groan around you as if forced to bear some massive weight. 4 67 0 4 99 "Yah, Avoozl! Take shape once more in this place that is your home. Stand again among us!" 4 67 0 5 99 The "bones" near the Altar start to sway and move as if a massive wind was blowing change through the cavern. 4 67 0 6 99 "Yah, Avoozl, Dark One, come!" 4 67 0 7 99 As you complete the Ritual, the scroll turns to dust in your hands. Suddenly you realize that the nearest bones have formed into a cage and are closing around you! 4 67 38 1 99 You sense that it is not yet time to perform the Heart Ritual -- first you must prepare the Dark One with the other Rituals. 4 37 0 1 99 The Altar remains unmarked. 4 4 0 1 99 The altar feels strangely warm to your touch, but leaves a deeper chill somewhere within you. 4 86 0 1 99 Your spells have no effect on the Altar. 4 88 0 1 99 4 79 0 1 99 4 93 0 1 99 4 1 6 1 99 The sands on the Bone Altar shift under your gaze as if they (and the altar) are alive. Green flames flicker around the magical torches. 4 1 5 1 99 This is some kind of altar to the Dark One. The top is covered with sand. Torch-holders flank the altar to provide light for nameless rites and unspeakable rituals. 4 21 0 1 99 4 157 0 1 99 4 36 0 1 99 10 4 28 1 99 10 4 30 1 99 A brief search reveals a piece of hard, grey rock, which you take, and some coins -- 3 Crowns and 13 Kopeks. 10 1 0 1 99 The deteriorated corpse has grown partway into the cave wall. 11 4 29 1 99 11 4 31 1 99 You find 30 assorted copper and gold coins on the body. 11 1 0 1 99 It's a rotted, ancient corpse, half-buried in the cave wall. 8 154 35 1 99 Jump Out of Cage 8 154 34 1 99 Climb Over Cage 8 154 33 1 99 Break Cage 8 154 32 1 99 Break Cage 8 86 23 1 99 8 86 20 1 99 8 86 21 1 99 You reheat the brittle bones with your Flame Dart, softening them once more. 8 86 22 1 99 8 86 18 1 99 The bones momentarily glow red-hot; your spell has softened them a little. 8 86 19 1 99 Your Flame Dart spell has no further effect on the already-hot bones. 8 88 23 1 99 8 88 20 1 99 8 88 21 1 99 8 88 22 1 99 8 88 18 1 99 Your Force Bolt spell shakes the bone cage a little, but otherwise has no effect; you'll have to find a way to weaken the bones before you can break them. 8 88 19 1 99 8 79 23 1 99 8 79 20 1 99 That did it! The brittle bones cannot take any more of your onslaught of spells. They crack and fall to the ground. 8 79 21 1 99 The brittle bones are now covered with a layer of frost. 8 79 22 1 99 Your Frostbite spell has no further effect on the already frozen bones. 8 79 18 1 99 Your Frostbite spell has frozen the bones, but they are still strong and solid. 8 79 19 1 99 The combination of Flame and Frost has made the bones brittle, but they still seem fairly solid. 8 1 0 1 99 The rock "bones" have grown up to form a cage around you! And they look hungry! 8 80 0 1 99 The "cage" seems to have continual magic operating on it. Even as your Open spell begins to take effect, the existing spell closes the cage back up. You'll need to find a different way to escape; this is going to take some force. 8 36 17 1 99 As if unable to bear even the presence of your Paladin's sword, the bones of the cage crack and fall. 9 4 27 1 99 You find nothing else useful on the body. 9 4 26 1 99 You search the dessicated body. The only still-usable item is a dagger, which you pick up. However, lying around the bones are some coins -- 5 golden coins each have a crown stamped onto them, and 13 small copper ones are each stamped "1 Kopek." 9 1 0 1 99 The dessicated corpse is half buried in the rock of the cave floor. 9 6 26 1 99 As you pick yourself up, you discover a dagger and some coins on the dried-out dead body. It isn't going to use them any more, so you take them. 1 4 6 1 99 The ritual has caused the magic torch to grow into the wall. You can't move it. 1 4 5 1 99 You take the torch. 1 4 43 1 99 There is nothing in the torch holder. 1 86 3 1 99 The sconce is empty, so your Flame Dart has no effect. 1 39 2 1 99 The torch is already lit. 1 39 7 1 99 You attempt to light the torch using your piece of flint, but you don't have anything with which to create a spark. You'll need to find something made of steel. 1 39 1 1 99 You strike sparks off the flint using your dagger. The torch soon begins to burn, almost as if by magic. 1 1 2 1 99 The torch glows with a flickering light. 1 1 1 1 99 It looks like a torch, but there doesn't appear to be any pitch or other flammable material on it. 3 4 0 1 99 This torch is firmly embedded in its holder. 3 4 6 1 99 3 4 5 1 99 3 4 40 1 99 The sconce doesn't budge. 3 1 1 1 99 The torch is firmly embedded in its holder. 3 76 8 1 99 Both torches are already lit. 3 76 45 1 99 You can't reach the torch through the bone cage that surrounds you. 3 76 9 1 99 You light the torch in the sconce with the one you are carrying. 3 76 11 1 99 You touch the two unlit torches together. Not surprisingly, nothing happens. 3 76 39 1 99 There is already a torch in the sconce. 3 76 10 1 99 You light your torch from the one in the sconce. 5 37 0 1 99 Your attacks have no effect on the door valve. 5 4 13 1 99 You force the sphincter open with your dagger, and pass through. 5 4 26 1 99 Your fingers are a little to big to pry the valve open; you need something with a sharp edge to free the valve. 5 4 12 1 99 The valve won't budge. If you had a bit more light maybe you'd be able to see how to open it. 5 4 48 1 99 The valve won't open. You're trapped! 5 86 0 1 99 5 88 0 1 99 5 79 0 1 99 5 93 0 1 99 5 1 0 1 99 It seems to be some kind of stone valve acting as a door to the passageway beyond. 5 80 0 1 99 The valve is bound by magic. Your spell has no effect. 5 21 0 1 99 5 36 0 1 99 12 154 34 1 99 There isn't room (or time) for you to climb out of the bone cage. 12 154 33 1 99 You try to force the rock "bones" apart, but they are much too strongly set for you to move. 12 154 32 1 99 Bracing yourself, you apply all your strength to the cage "bones." The rocks give a terrible shriek, then shatter. 2 81 3 1 99 There is a faint glow of magic on all of the bones, stronger near the altar. The torch scones beside the altar have some magic, and the altar itself radiates a strong magical aura. 2 81 4 1 99 2 81 4 2 99 The torch on the right side of the altar also radiates a magical aura. 2 1 0 1 99 You are in a large cave dimly lit by glowing lichen on the walls. Strange irregular outcroppings of stone grow from the ground, looking like the skeleton of some enormous beast. Here and there petrified human bodies seem to grow half-in and half-out of the floor and walls. 7 6 15 1 99 The sand realigned itself to form a pattern when you placed the Dark One Sign on the altar, but something still seems to be missing from the pattern. 7 6 36 1 99 No, make that FIVE burning questions: What city did your luggage end up in THIS time? 7 6 25 1 99 You stumble and fall over the ancient, petrified corpse. 7 6 37 1 99 You awaken from nightmares of flying and falling. You find yourself in this strange place, the only illumination an eerie green glow. 7 6 37 2 99 You've lost your weapons and the contents of your backpack somewhere during the journey. All you have are the clothes and armor on your back. This leaves you with four burning questions: 7 6 37 3 99 Where are you? How did you get here? Who brought you here? And how in blazes can you get out of here? 7 6 26 1 99 You nearly trip over an ancient corpse half-buried in the rock. A quick check reveals a dagger as the only still-usable item. You pick it up in case you should need a weapon in this unknown place. 7 6 46 1 99 The lighting isn't quite appropriate for this Ritual. You need to make some preparations first. 7 6 16 1 99 There are lines in the sand as if it has been used in the past to form pictures. There is no apparent pattern to the lines at the moment. 7 6 41 1 99 You press the Dark One Sign against the top of the altar. The sand swirls and shifts to form a mirror image of the sign on the altar surface. 7 6 41 2 99 The Dark One Sign dissolves into the sand, its purpose fulfilled at last. 7 6 44 1 99 The altar doesn't look quite ready for the ritual somehow. The lighting isn't quite right. 7 6 4 1 99 You put the torch back in the scone. 7 6 47 1 99 You need to get out of this cage before you can do anything else.

780.msgEdit

0 159 0 1 99 It's understandable that this place makes you a bit jumpy, but that isn't going to help here. 0 56 0 1 99 The sense of hostility and discomfort around you continues unabated -- it doesn't seem to be caused by Undead creatures. 0 13 0 1 99 Trying to bag some big game? Well, there's a "game piece" here, but that isn't it. 0 53 0 1 99 With all the trouble it took you to get the black falcon, you might as well hang on to it. 0 69 0 1 99 This grim Altar certainly seems like a place where Dark One Rituals were once performed, but it's not for you. You will need to take the Rituals into the very Heart of Darkness before you can use them. 0 67 0 1 99 0 70 0 1 99 0 58 0 1 99 It will take something a little more permanent than a broom to "clean up" the evil in this place! 0 85 0 1 99 That didn't seem to do much. The aura of expectant waiting and hunger still fills the room. 0 55 0 1 99 That isn't funny right now. 0 37 0 1 99 0 43 0 1 99 The Dark One Sign seems to pulse in your hand with unearthly power. It seems to be attuned to this place in some way that you don't like one bit. You quickly put it away. 0 83 0 1 99 The brief light helps brighten your spirits for a moment, but leaves you feeling even more depressed afterwards. This is not a nice place! 0 100 4 1 99 Maybe you should have judged this book by the cover. Anyway, the judgement seems to have gone against you. In fact, they threw the book at you. 0 100 4 2 99 Case (and Book) Closed 0 100 8 1 99 The poison quickly courses through your system and achieves essential oneness with your bloodstream. You thrash for a few moments, then death overtakes you. 0 100 8 2 99 Cyanide Sayonara 0 100 7 1 99 Well, you have to admit that becoming a giant banana slug is one of the more unique situations in your adventuring career. It's also the last as you choke on your own slime. 0 100 7 2 99 Slug it Out 0 81 0 1 99 This place practically vibrates with dark magic. You get a momentary vision of nameless rites and unspeakable rituals before the spell cuts off. Any individual magical impressions are lost among the overall dark magical aura. 0 4 0 1 99 Be careful what you touch in here! 0 179 0 1 99 0 86 0 1 99 0 39 0 1 99 0 88 0 1 99 Watch where you aim that thing! 0 79 0 1 99 0 33 0 1 99 0 74 0 1 99 0 95 0 1 99 There's no place to hide here. After all, nothing ALIVE is watching you right now. 0 91 0 1 99 0 93 0 1 99 0 1 0 1 99 0 80 0 1 99 0 103 0 1 99 This place makes your skin crawl. You don't want to rest here, or even to remain here a minute more than you must. 0 21 0 1 99 0 72 0 1 99 0 104 0 1 99 0 66 0 1 99 Hold on to that statue -- someone else needs it! 0 76 0 1 99 That isn't particularly flammable. 0 60 0 1 99 The Will o' Wisp will have nothing to do with this place! 8 1 0 1 99 The dark confines of the recessed alcove hint at unimaginable horrors. 13 4 0 1 99 Despite the feeling of dark magic in the room, nothing happens when you touch the Sign of the Dark One. 13 1 0 1 99 Above the altar is the Sign of the Dark One surrounded by arcane letters. A notch next to the "A" makes you think that perhaps that is some sort of "starting point" for the letters. 4 4 0 1 99 The barrel is now empty. 4 1 0 1 99 It's a small barrel, perhaps once used for brandy. 14 4 0 1 99 There is nothing you need in the barrels. 14 1 0 1 99 A number of barrels stacked and strewn about show that this room was used for storage as well as unspeakable acts. 12 4 0 1 99 The huge book on the altar looks fascinating. You could almost swear you saw it move. The title says "Necrophilicon." Haven't you heard about this book somewhere? 12 87 0 1 99 The book seems to be resisting your spell. You sense it calling to you to come closer and open it. 12 39 0 1 99 Sparks won't do it -- you'll need some serious fire to do any real damage here. 12 1 0 1 99 There is a huge book on the altar. The binding looks like stretched human skin with letters and markings written in dried blood. The letters spell out "Necrophilicon." Now what could that mean? 12 1 0 2 99 Oh, that's it, something like the Silmarian for "Of the love of death." There's something very, very wrong (and dangerous) about this book. 12 76 6 1 99 The ancient book catches fire instantly and burns far brighter than you would have imagined. You high-tail it out of the monastery basement. 12 76 5 1 99 You have some work to do in the monastery before you can afford to set the place on fire. 3 4 0 1 99 You mustn't bottle things up; let your feelings free! Anyway, you don't need the bottle. 3 1 0 1 99 Someone has discarded an empty wine bottle here. 6 4 0 1 99 You tap the huge Cask of Amon Tillado. This is the strongest stuff you've ever tasted (assuming that you're not an aficionado of Dragon's Breath). Bottoms up! 6 4 18 1 99 One vision like that is quite enough! Your heart is STILL pounding. 6 1 0 1 99 The huge barrel is labeled "Cask of Amon Tillado." This must be the fabled spirit that provided most of the income (and fame) of the monastic order here. It is rumored to provide strange and mystical visions to those who taste freely of its contents. 2 4 13 1 99 There is nothing else useful in the desk. 2 4 9 1 99 You rifle through the Mad Monk's desk and find the diary of Amon Tillado. Boy, was this guy whacko! Reading this makes your head hurt. It does give you some information about the Dark One Rituals, however. 2 4 9 2 99 It says something about the first Ritual being "placed within the Mad Monk's Tombstone, there to be forever guarded by followers. The second ritual shall be placed in the 'Stone of Squids' and revealed only by the light of a dead child's soul." 2 4 9 3 99 "The next Ritual shall be placed in the hollow of the Hangman's Tree, and guarded by the spirit of the dead which remains there. The Blood Ritual shall be concealed magically within the Monastery, and only he who willingly seeks dark visions shall find it." 2 4 9 4 99 "The Mouth Ritual shall be placed in the Great Arch itself, under the Dark One's Sign. And the Heart Ritual shall be given to someone named Gregor for safe keeping." 2 4 9 5 99 There is another note on this page in another's handwriting -- "Gregor is missing in the forest and probably dead -- yet where is the Heart Ritual?" 2 166 10 1 97 Look for Traps 2 166 12 1 97 Force Drawer Open 2 166 9 1 97 Open Desk 2 166 11 1 97 Pick Desk Lock 2 1 13 1 99 The rolltop desk is spotted with dark and ominous stains. 2 1 9 1 99 2 80 0 1 99 A swirling cloud of undoubtedly poisonous gas surrounds the desk for a few seconds after your spell opens it. Then the cloud subsides. 5 1 0 1 99 These bizarre creatures are only stone carvings -- you hope. 10 4 0 1 99 It's a really silly-looking statue, and clearly of no value. (It's also much too heavy to carry around with you.) 10 1 0 1 99 You've seen some pretty ridiculous things in your time, and that's certainly one of them. 11 1 0 1 99 The pillar seems to support the ceiling. Funny thing, that. 9 1 0 1 99 It definitely looks like a torch sconce. 15 1 0 1 99 The crack in the building looks like a serpent. It seems you aren't the only thing under stress down here. 7 1 0 1 99 You see the stairs back up to the monastery. 16 13 0 1 99 You pick up the statue in the shopping bag, carefully avoiding any contact with your own flesh. The statue glows briefly as it slips into the bag, then subsides. 16 54 0 1 99 You can pick up the statue safely with the cloth, but you'd surely get caught taking it back out of your pack. You'll need to find something you can use to carry the statue. 16 4 0 1 99 You feel a funny tingling sensation, then a slimy one, as you reach out to touch the statue. This is not good. 16 1 0 1 99 You see a small statue that matches the description that the Chief Thief gave you. 19 166 10 1 99 You find and disarm a rather insidious trap -- opening the desk would have released a cloud of deadly poisonous gas. 19 166 12 1 99 You force the drawer open with your incredible strength. 19 166 9 1 99 The desk is (naturally) locked. 19 166 11 1 99 You pick the lock on the desk. 1 1 0 1 99 The walls of this creepy place glisten with liquid, as if they were oozing with the blood of ancient sacrifices. It is cold down here, as if all your body warmth was being leeched away from you. 17 6 3 1 99 This is a dangerous place. (You probably knew that.) Handle with care. An incredible sensation of evil emmanates from over by the book. That seems like an excellent thing to avoid. 17 6 1 1 99 Man, have you got a headache! Fortunately, the Dark One Rising seems to have been just a vision, not the reality... yet. 17 6 2 1 99 There is a cold feeling down here that chills your bones and sets the hairs on the nape of your neck on end. There is a musty odor of mold and mildew mingling with the sickeningly sweet smell of decaying flesh. Welcome to your nightmare. 17 6 15 1 99 You pick up the rolled paper on the floor. It has the symbol of a drop of blood at the top, and the inscription, "Ritual of Blood." You can't read any of the other