Resident data ends at 9310, program starts at 9310, file ends at 4e010 Starting analysis pass at address 930e End of analysis pass, low address = 9310, high address = 44800 [Start of text] S001: ""The Path to Fortune"" S002: " Volume One of "The Windhall Chronicles" Created using Unix Inform 5.5 Copyright (c) 1995, 1996 by Jeff Cassidy and C.E. Forman. All rights reserved. (Type HELP for instructions and registration info.) " S003: "950703" S004: "5/11" S005: "a" S006: "You can't go that way." S007: "the" S008: "the" S009: "the" S010: "the" S011: "the" S012: "the" S013: "the" S014: "the" S015: "the" S016: "the" S017: "the" S018: "the" S019: "It's completely dark, and you can't see a thing. You can't even see your own hand in front of your face." S020: "As good-looking as ever." S021: "Nameless item" S022: "your former self" S023: "You are lost in a strange maze made up entirely of giant jhaka bushes. The path veers off in many different directions." S024: "No way out in that direction." S025: "No way out in that direction." S026: "You walk into a wall of thorny jhaka bushes." S027: "The strange blue-green glow pulses silently in the air, like a will-o-wisp. It almost seems to put you in a trance, enhancing your senses, making your vision crystal-clear and your hearing unparalleled. Then, with a shake of your head, you break the spell and return to reality." S028: "Don't you have anything better to do than take apart the Z-Code and peek at the game text? Get a life!" S029: " You stand in the midst of the small city of Windhall. The road runs along north and south from here. To the west is Sir Gunther's small house, and to the east lies Baezil's Bakery. You can almost taste all the delicious pastries that Baezil bakes fresh every day." S030: "You'll have to specify whether you want to enter Sir Gunther's house or Baezil's Bakery." S031: " You stand on the northern edge of the city of Windhall. To the west is Creston's potion shop, which is more often than not bare of products, and to the north you can see the small confines of Kytan's shop and house. It seems to create a dark and gloomy mood in all who look at it, much like its owner. To the east the road ends abruptly on the outskirts of town. On the distant horizon lie the mires and wet marshes of the eastern swamplands." S032: "You'll have to specify whether you want to enter Creston's shop or Kytan's trading post." S033: " You stand at the southern end of the small town. To the west lies Borthur's smithy, your home and workplace. You can feel the heat of the fires within wafting from the open front door. To the east lies Mayor Mielon and Idah's house, a pleasant cottage that is always enjoyable to visit. To the south the road ends in the midst of a small field, and beyond you see the great Forest of Ansalon. Standing in the middle of the forest, sticking up through the treetops, looms the tower of Nostrophidius, dark and lonely." S034: "You'll have to specify whether you want to enter Borthur's smithy or the mayor's house." S035: " This is the home of the mayor and his wife, and the place where all the town meetings are held. The fireplace and brick chimney give the room a quaint coziness, and it is never too hot or too cold. You have spent many days sitting by the fire and talking to Idah, who never bores you with her many tales." S036: "Mielon and Idah's bedroom is private, and you wouldn't want to offend them by intruding." S037: "Doors lead east and west." S038: "A long coil of twine lies in the corner." S039: "Mielon is the acting mayor of Windhall, mostly due to the fact that no one else really wanted the job. He's an older man with white thinning hair. His stomach has bulged with age, but it gives him a pleasant apperance." S040: "Idah is everyone's mother. She's not the smartest woman in the world, but that only seems to help her personality. She always seems to have a tale to spin, and there's a certain way that she looks at you, like she doesn't understand a word you're saying to her, that makes you feel right at home. She now rests in her usual chair by the fire." S041: "The door leading to Mielon and Idah's bedroom is the only place in the house off-limits to you." S042: "A crafted oak chair in which Idah likes to sit." S043: "The huge table bisects the room. You never could figure out why Mielon still keeps the huge thing, since it can easily fit the occupants of Windhall many times over." S044: "The ancient fireplace is your favorite part of the house. It always seems to be lit. A large stack of wood sits beside it." S045: "The fire twinkles and sparks, warming the room from the cold outside." S046: "The metal grating keeps back most of the sparks from the fire." S047: "A well-built stone chimney. It's Mielon's pride and joy, and he still sometimes gloats about it to you." S048: "There is always a good supply of logs in the corner near the fireplace. Mielon usually pays you a little extra gold to collect them in the forest for him." S049: " This huge room serves as both the smithy you work at and the house you live in. Borthur lives in the small room upstairs. The house is always intensely hot, but your years of work have left you immune to the scorching heat. The forge and workplace lie across from your bed and sparse accommodations, and a staircase leads up to Borthur's quarters." S050: "You peer up the long stairwell and decide it would be downright intrusive to enter your master's quarters without permission." S051: "Aside from the stairs, the only door leads east." S052: "Your hammer sits on your bed, where you left it." S053: "Borthur gave you this hammer as a present when you began your apprenticeship. You know it forwards and backwards now, and can forge just about anything with it." S054: "A piece of metal you've been working with is lying atop your anvil." S055: "This piece of metal is your newest project. Right now it's curved, like a piece of plate mail, but after you flatten it out it will make a nice plate for Baezil the baker." S056: "Your master and best friend, Borthur is a refugee from the Garland Mountains. Dwarves making excellent smiths, and Borthur being the only dwarf around, his trade usually draws in the only visitors the town sees." S057: "A bed and small side table are your only furnishings." S058: "While your bed is not the most luxurious of sleeping places, it keeps you warm at night." S059: "Borthur has a complete set of smith tools. You use his equipment for your work, with the exception of your own hammer." S060: "They lead up to Borthur's room. You rarely use these stairs, and then only with Borthur's permission to enter his quarters." S061: "A gift from Borthur, your anvil still has an unused look to it, a sad testament to your novice skills at smithing." S062: "The enormous forge takes up almost a quarter of the room. The fires within give the room a smoldering heat which over time you have grown used to. Atop the forge sit a pair of anvils, the small one yours and the larger Borthur's. A rack of tools hangs on the wall nearby." S063: "Your only piece of furniture aside from your bed. You bought the dented and chipped side table from Kytan a few years ago." S064: "It was going to be a plate for Baezil, but now it has a perfectly round hole in the exact center." S065: "The new shovel is much more sturdy than that old one. The shaft is made of strong oak, and Borthur touched up the head. It's no work of art, but it should at least last you through your adventure." S066: "The only door is to the east." S067: "An old, battered wastebasket sits next to Sir Gunther's writing desk." S068: "Sir Gunther's wastebasket is made of poor-quality wood, and has many chips in it." S069: "For some reason, the door leading out into the street seems very appealing right now." S070: "Sir Gunther's desk is scattered with his "important" papers. It's missing a leg, and another falls off on occasion, so whenever Sir Gunther gets too involved in his writing, it collapses on his legs, causing him to jump up, cursing and pound on the desk with both hands. This almost breaking his hands, he then jumps around holding both his hands and cursing loudly." S071: "Sir Gunther's old bed. You must give him credit. You wouldn't think a person could sleep in something like that." S072: "You catch a glimpse of the "important" papers, which turn out to be useless doodles and little notes Sir Gunther writes to himself, reminding him of how great he is." S073: "The one functional piece of furniture in the room, the chair is the only place to sit, a testimony to the number of visitors Sir Gunther typically receives." S074: "A thick film of soap scum covers much of the inside of Sir Gunther's house." S075: "The slick ooze within the soap Gunther chopped apart now lines the wall and floor of his house." S076: "With the help of Sir Gunther, you were able to remove this dark yellow liquid from the inside of the block of soap." S077: "A gaping hole in the middle of the floor leads downward." S078: "The large hole you've made in Sir Gunther's floor leads down into a strange cavern." S079: "The only door is to the west." S080: "You always did like the jolly baker. He's very tall but always seems to be just a little overweight. Baezil always jokes that you should never eat the wares of a thin cook." S081: "The oven still smells of the pastries that everyone in the city is so fond of. You hope it gets fixed soon, because would certainly enjoy a dessert right now." S082: "The trays are polished metal, clean and ready to display Baezil's sweets for the day." S083: "A handful of habba nuts, the type Baezil likes to put in his bread. You've always enjoyed a hot slice of habba bread." S084: "It's a clump of the dough Baezil uses to make one of his delicacies. It has a slightly lighter texture than its brother." S085: "It's a clump of the dough Baezil uses to make one of his delicacies. It has a slightly darker texture than its brother." S086: "The piece of dough which you've stretched out into a long tube. It looks kind of like a snake, you muse." S087: "an" S088: "You've rolled the piece of dough into the shape of a bun, but it's unbaked." S089: "Just the sight of the fresh roll makes your mouth water." S090: "The only door is to the east." S091: "Creston is as musty as his shop. Unkempt and rather unclean, his beard falls untrimmed to his belly. He's not exactly ugly, and he somehow manages to keep in good physical shape, but his hygiene practices could definitely use some work." S092: "With all the dust Creston's shop has accumulated, he could probably go into business as a land-fill company." S093: "This is one of the few potions Creston has ever made, to your knowledge. A small label on the side tells you it's supposed to be a potion for plant growth, but you're skeptical about anything that comes from Creston. The liquid inside is of a dark green color, and it has an earthy smell to it." S094: " You stand in Kytan's house and make-shift trader's post. The room is lined with shelves and tables, all of them full of trinkets and knick-knacks, most of them either broken or useless. You have no idea who would want junk like this, but you certainly don't." S095: "Aside from the stairs, the only door is to the south." S096: "Stairs, half-hidden by darkness, lead down from the far corner of the shop." S097: "Rickety spiral stairs lead down into a darkness that reeks of mildew and adventure, two things which you aren't exactly thrilled about." S098: "When you're around this shifty character, you'd better stay a good arm's length away and watch your possessions like a hawk. You have the strange feeling that you know how Kytan came upon most of the items he sells." S099: "The moth-infested cot on which Kytan must sleep." S100: "You think there's a counter somewhere around here. Probably under the many piles of junk on the floor." S101: "They line the wall and run in rows along the floor, all of them stacked three feet high with junk nobody could ever want." S102: "Great big piles of...well, junk. What'd you expect?" S103: "an" S104: " You stand in a small field overlooking the surrounding countryside south of the town. Rolling hills stretch southwest until they meet with the tree-covered Tysis Mountains. Standing before the mountains, almost matching their height, looms the tower of Nostrophidius. To the southeast, the great forest of Ansalon stretches to the horizon." S105: "There's no path in that direction." S106: "Windhall is in easy walking distance to the north." S107: " You stand among tree-covered hills which disorient your sense of direction and blur your vision. You think to the northwest you can see a rough path heading up one of the larger hills. To the northeast you can barely see the field south of town through the treetops." S108: "There's no path in that direction." S109: " You now walk on a small path which winds around the hills, but you can sense it gradually gains altitude as it continues on. There is a break in the smaller hills to the southeast, and to the south the path continues up a hill that's almost big enough to be a mountain." S110: "There's no path in that direction." S111: "There's no path in that direction." S112: " You are almost at the top of the giant hill upon which lies the tower of Nostrophidius. The way here is difficult, and it's growing harder to catch your breath at this height. All you can see below is a blanket of green, the southern forest. You can't make out the town from this height, which shows you how high up you actually are. You feel severely ill, and your legs are turning to jelly. You hate being up high!" S113: "There's no path in that direction." S114: " You finally stand at the very top of the giant hill, thankful to have solid, level ground below your feet. Looking around, you notice you are standing on a small plateau. To the west stands the tower of Nostrophidius, looming so high above you that you cannot see the top. The gate stands open." S115: "You're already at the top of the hill." S116: "There's no path in that direction." S117: "Proof of the madness of wizards, the gate stands wide open for all to enter the tower. You feel it must have something magical about it, but then, when it comes to Nostrophidius, everything has to do with magic." S118: "A tiny warning nymph hovers in the air above the tower gate." S119: "The nymph flutters and spins about, enjoying her own private game." S120: "The staff is obviously magical, with intricate carvings and engravings covering its entire length. On the top is a small socket, as though something were originally attached to the head of the staff." S121: "the" S122: "Intricate carvings and engravings line the entire length of the glowing stave. The entire staff shines with a soft white light, and the gem atop it radiates an almost painful luster." S123: "The only door is to the south." S124: "A sleek, vicious-looking black panther is crouched in front of the door, legs tensed and body low, as though waiting to spring." S125: "The enormous panther is black as night. It sits in a crouch, as though ready to spring, but all it does is watch your every move, as if very interested in you." S126: "The window isn't in the best shape, but you can still see through it, giving you a view of the mountains and the plateau far below." S127: "Strange magical devices whose purpose you could not say." S128: "Bizarre magical scripts and writing." S129: "Kaela is here, lost in her own thoughts." S130: "Whenever you're around Kaela, your stomach drops and you start tripping over things. She has the most beautiful dark blond hair, the deepest blue eyes you have ever seen, and she is one of the smartest people you know. You can't help but feel tongue-tied and a little afraid of what she could do to you if she really wanted." S131: " You never would have imagined you'd ever have the chance to see the den of the great wizard Nostrophidius. The room is illuminated by a fireplace, casting a sullen glow over everything in the room. Strange and arcane items dominate the walls and floor, giving you an uneasy feeling and making you wish you were somewhere else." S132: "Strangely, the only way out of this room appears to be to the north, back into the small rear annex." S133: "The ancient wizard Nostrophidius sits patiently in his oak chair." S134: "This aged wizard is easily the most powerful man you know. As far as you know, he can do almost anything. His white beard, common among older wizards, hangs down in curly but tended locks which intermingle into his red robe. His eyes are deep set, his expresion obsevant, and his face betrays no emotion, as though he thinks it's perfectly normal that you should walk into this room at any time of the day or night." S135: "The room isn't exactly neat. Books, potions and other various magical items are scattered around the floor, but you dare not touch them." S136: "The books seem to hang by their own will, suspended against the wall by no physical means." S137: "Strange potions are set on the only table in the room, some connected via spiraling tubes, some heating, others bubbling and doing things you cannot understand." S138: "Nostrophidius sits in the only chair within the room, a great velvet rocking chair of a fiery red color." S139: "You see no wood or any means of maintaining the fire, but it keeps its steady blaze, providing heat to the room." S140: "The fire glows a strange blue, making you wish all the more that you weren't here." S141: "This is one of Nostrophidius' scrolls, which he gave you after you passed the Test. The spell creates a ball of fire which the caster can direct. You cannot comprehend the words of the spell, but you think you can read them right off the scroll if need be." S142: "This is one of Nostrophidius' scrolls, which he gave you after you passed the Test. The spell summons a lightning storm at the spot where it is cast. You cannot comprehend the words of the spell, but you think you can read them right off the scroll if need be." S143: "This is one of Nostrophidius' scrolls, which he gave you after you passed the Test. The spell will put any being which is not magically protected to sleep. You cannot comprehend the words of the spell, but you think you can read them right off the scroll if need be." S144: "The crumbling map is a crude drawing of what appears to be a labyrinth of some kind, to the northwest of the North Mires. The ink is smeared in many places, and in others it is too faded to be seen clearly. Along one edge of the map, the words: "Nicwar kandiv alsurwat anjer. Univow askiol sierbal, Urel zaskuwar nithel yarow. Anowath igdel victnerith yaronowa." have been written, apparently quite recently." S145: " The easy forest path here is well worn from use by the townspeople and forest animals. To the east the path has a smaller, lesser-used split, rounding to the southeast. The latter path goes far deeper into the forest while the main path to the east skirts around the edge." S146: "You can't go that way." S147: "You can't go that way." S148: "Trees block your path." S149: " You stand in a small glen near the edge of the Forest of Ansalon. Trees skirt around the glen, blocking any attempts to see where it is you're headed. As you walk into the clearing you feel a strange sense that someone is watching your every move, making you edgy about remaining here for a long time. A path picks up at the eastern side of the clearing, and you think you can manage to navigate through the trees to the south as well." S150: "You can't go that way." S151: "You can't go that way." S152: "Trees block your path." S153: "The glen gives you a strange feeling. It seems peaceful enough, but something makes you uneasy." S154: "Midknight is here, slinking about in the shadows." S155: " A giant ikash tree before you stretches almost twice as tall as any other around it. Its many branches block most of the light and rain from reaching the ground below it. Thus there is no vegetation underneath the mighty tree. As you look up from its gnarly base, you get a severe case of vertigo. The giant ikash leaves hang down, constantly getting in your way. You can see the forest thin out to both the east and west, and you think you can continue to the southeast through the nearly impenetrable growth." S156: "You can't go that way." S157: "Trees block your path." S158: "The tree must be centuries old. Its gnarled trunk offers no adequate footholds for climbing, but the branches might give enough purchase to climb at least part of the way up the mighty ikash." S159: "The branches seem to make a stairway as they wind up the tree." S160: "The trunk is gnarled, but it doesn't have enough footholds to be useful for climbing. Perhaps if you had the gear, you could make it all the way to the top of the tree, but you're terrified of heights, so you quickly forget that you even thought that." S161: "The leaves stretch at least five feet, maybe more. They are very thin, but tough. You must constantly brush them aside as you move around." S162: "You can't possibly climb any higher." S163: "The only way you can go is down." S164: "You're not sure how high up you are in the ikash tree, but you are sure that there is no way you will look down to find out." S165: "You think you can make your way back down if you try, but the branches grow too small and too numerous to continue upward." S166: "The thin rope-like leaves always try to tangle you up as you move. At this height they're very numerous." S167: "The trunk is still larger than a regular trunk would be at the base. It now has many pockets, but you can't make your way up any higher from this part of the tree." S168: "an" S169: "It's an ordinary-looking, if somewhat large, egg, but it seems to be divided into two halves which are sealed onto one another. It has a light-blue tinge to it, and it feels as if there is something solid within it." S170: "The dagger seems to absorb all light. It has strange arcane symbols all over it, and you think, from your education in crafting, that it is elven-made. But the only type of elves who could create such a vile thing would be dark elves." S171: "The weapon appears to reflect all light, illuminating even the darkest paths. Bizarre arcane symbols are inscribed on the hilt and blade." S172: "You can't go that way." S173: "Trees block your path." S174: "The building looks like a small house, or perhaps a storage shed." S175: "The remains of the shed which you managed to pulverize." S176: "The fire snakes around the tree, never burning it down completely, but simply flaming enough to keep from dying out." S177: "Trees block your path." S178: "Trees block your path." S179: "You're already at the top of the Cliffs." S180: "You'd fall off the Cliffs of Mydar if you went that way." S181: "The shed appears to have weathered the ages well. Its boards are rotting, but they still hold the shed together from intruders. A single door is the only visible way inside, but the door is closed." S182: "The door appears to be the sturdiest part of the shed. It is collecting moss and starting to rot at the bottom, but it holds firm." S183: "Every adventurer needs a tinder box to light campfires and torches. Unfortunately, since you have the makings for neither, all you can hope to do is create a quick flame." S184: "This sturdy piece of oak has solemnly withstood the test of time." S185: "The old nail is just beginning to show signs of rust. It is bent at a slight angle, and it appears very flexible." S186: " You are on the very edge of the great Cliffs of Mydar. Below the Mydar Ocean spans out to the horizon, a deep sea of blue. The wind here is gusty, bringing with it the smells of the sea. To the west the great southern Forest of Ansalon stretches, blocking any travel that way. A tiny break in the forest permits passage northwest, and beyond it lies a mammoth tree, dwarfing all those which grow around it. To the south and northeast the cliffs continue." S187: "Trees block your path." S188: "Trees block your path." S189: "Trees block your path." S190: "You're already at the top of the Cliffs." S191: "You'd fall off the Cliffs of Mydar if you went that way." S192: "From here it looks like an ikash tree, but you've never seen such a huge specimen." S193: "Trees block your path." S194: "Trees block your path." S195: "You're already at the top of the Cliffs." S196: "You'd fall off the Cliffs of Mydar if you went that way." S197: "dark elf bowman" S198: "body of the dark elf bowman" S199: "an" S200: "an" S201: "an" S202: " A rugged path begins here and winds through the southern grasslands. The path ends to the far south in the mountain town of Unich, well away from your quest. To the northwest are the great Cliffs of Mydar, huge rock outcroppings overlooking the Ocean of Mydar, and to the east are miles and miles of desert, leading off from the very ocean itself." S203: "You can't go that way." S204: "You can't go that way." S205: "Trees block your path." S206: "The city of Unich lies on the southernmost outskirts of the Kaskanda Mountains. You can see the large city a good distace away to the south." S207: "The Kilimar Desert separates the realm you live in, Rysch, from the southeastern realm of Nordir. Even now the cool air coming off the far away ocean is countered by the dry wind flowing from the desert dunes in the distance." S208: " You are now in an ancient temple dedicated to an unknown god. The decay and wind destruction have left it somewhat run-down, but you are still held in awe by the huge blocks of clay which even now stand up to the elements. A ring of statues circles the altar in the chamber's center. Strange symbols line the walls and floor of the huge room, and you can't even begin to decipher their intent. Many religious artifacts, left over from whatever age this god was worshipped in, lie here and there, slowly disintegrating as the years go by. Truly this is either an extremely holy place or a viciously cursed one." S209: "The only way out is north, into the desert." S210: "Of what used to be twelve statues, only five remain. One is of a woman of excessive beauty, another of a creature with a man's torso but the head of a snarling wolf. A third portrays a young boy who has a spider's body. The fourth is a dark, muscular man with long hair wildly flowing around him. The last statue is an unknown humanoid being, with a robe and hood hiding his face. Unearthly onyx skulls fly about the being. The statues give you a sense of dread, but you remind yourself of your present problem, the dragon, and try to forget this strange puzzle." S211: "Enormous clay blocks serve as the building materials for the temple. They've stood up to the harsh elements of the desert somehow. You sense that magic may be involved, or it may just be that this strange place is beginning to get to you." S212: "Arcane symbols line the walls. You have no idea what they mean. You're certain they're not dwarven or elven, as you would have known from Denvil or Borthur. You decide they must be some archaic language that is no longer used." S213: "You understand what some of the artifacts are used for, but some are strange, having blades and clamps all over. Whenever you begin to think about what weird rites these items might be used for, you shudder and quickly turn your thoughts to something else." S214: " This is the heart of the huge forest. The trees confound your sense of direction, and make travel almost impossible. You think the underbrush lightens a bit to the southeast and the south, and you might also be able to forge a path to the west." S215: "You can't go that way." S216: "You can't go that way." S217: "Trees block your path." S218: "A jittery squirrel darts from tree to tree, carrying a small green stone in its mouth." S219: "The squirrel runs around, up, and down trees like a flailing banshee, always just out of your grasp." S220: "The crystalline stone seems to glow with an eerie green light. The stone is smooth and oval in shape. You can sense magic flowing through it." S221: " The vast expanse of trees to the north makes up the great southern forest, only now it's the northern forest. Grasslands extend south to the distant horizon, making a trek that way difficult. The Cliffs of Mydar are east from here, stretching miles upon miles. A small glen opens to the southeast, as though a grove of trees magically sprang up in the middle of the grasses. To the west lie the mountains, tall and solemn." S222: "The mountains are impassible in that direction." S223: "You can't go that way." S224: "You can't go that way." S225: "Trees block your path." S226: "It amazes you that the grove is so perfectly made. The ikash trees form a circular wall, not revealing any glimpse into it. The only opening is a single, well-cut entrance between two large trees, big enough for you to squeeze through to get a glimpse of the strange garden." S227: " A small picturesque glen of trees surrounds you. The trees, all ikash, are fruitful and evenly grown, as though they have been well tended. The only way out of the glen is a gap in the row to the northwest. The grove gives you an eerie feeling, as though it had some strange purpose." S228: "You can't go that way." S229: "You can't go that way." S230: "Trees block your path." S231: "The glen itself is a very peaceful place. No animal life is present, making it deathly silent, but the flowers and plants grow evenly and with beautiful results. You can't help but feel this is a blessed place on some sort of holy ground." S232: " The trees in this part of the forest seem to change everywhere you look. A path here bends from the northwest to the southwest, and it looks well worn. You also think you see breaks in the underbrush to the north and east." S233: "You can't go that way." S234: "You can't go that way." S235: "Trees block your path." S236: " This is the middle ground where the Forest of Ansalon meets the Tysis Mountains. The forest, dark and oppressive, lies north. To the northwest are rolling foothills which lead up to the great mountains in the far west. One of the smaller mountains rises up through the scattered trees to the south. Westward, in the distance, you can make out the tower of Nostrophidius, matching the mountains in their glory." S237: "A sheer cliff wall blocks your path." S238: "You can't go that way." S239: "You can't go that way." S240: "Trees block your path." S241: " You stand amongst small rolling foothills which block your line of sight and constantly make you lose your way. You think you can make your way out of them to the southeast, and to the south what appears to be a plateau rises above the rocky mounds." S242: "You can't go that way." S243: "You can't go that way." S244: "The foothills are too steep in that direction." S245: "Someone has left a fine quarterstaff wedged between two rocks." S246: "It's a length of wood about three meters long, smoothed and sanded into an effective weapon. You wisely decide not to play around with it, for it takes great skill for a warrior to wield a quarterstaff and not knock himself out in the process." S247: " You are on a small rise about twenty feet in diameter. From here you can get a good view of your surroundings. To the west all you can see are mountains and, in their wake, the great mage's tower. You could descend the plateau to the north into a great range of foothills, or could also make your way down to the south, where the plateau meets with one of the smaller mountains. The mighty forest stretches off to the east." S248: "You can't go that way." S249: "You'd fall off the plateau if you went that way." S250: "You can't go that way." S251: "You'd fall off the mountain if you went that way." S252: "The mysterious rock seems to practically burst with magic. It has sigla and runes all over its exterior, except for a section of it in which the runes seem to disappear straight into the rock, leaving only mundane stone." S253: "The plains zig-zag between the Tysis Mountains and the Forest of Ansalon, a meeting ground for the two natural wonders." S254: "The strange stone seems to practically burst with magical power. It has sigla and runes all over its exterior. One end is roughly rounded off while the other tapers to a sharp point. The runes on the rock are glowing slightly." S255: "You'd fall off the mountain if you went that way." S256: "You'd fall off the mountain if you went that way." S257: "Directly in front of you, a werewolf and an ogre are locked in a vicious confrontation." S258: "The ogres are an evil race of extremely large humanoid creatures. This one is almost twelve feet tall, and brutally strong. He appears to be winning his melee with the werewolf, and only his lack of speed seems to keep him from tearing the werewolf limb from limb." S259: " Here the path abruptly stops a few feet before it reaches the pinnacle of the mountain. Looking up, you think you can scale the last little bit on your own, although the thought makes your stomach queasy. The path begins its treacherous wind down the rocky mountain to the west." S260: "You'd fall off the mountain if you went that way." S261: "This is as high up as you can go!" S262: "You'd fall off the mountain if you went that way." S263: " You are directly west of the swamps near town. The ground here is muddy and little grows here but gyal grass and jhaka bushes, making the landscape very unpleasant. Back to the west, the road into town picks up and winds on to the horizon, where it meets with Kytan's house. To the east the swamp thickens, growing more wet and more dangerous. Off to the northeast, you think you hear the rushing of the Lyndra River." S264: "You can't go that way." S265: "You can't go that way." S266: "Trees block your path." S267: "From here you can barely make out Kytan's shack, where he tries to sell his useless baubles in the guise of a trading post owner." S268: " This is the small path north of the swamps which takes you to the Lyndra River, where most of the town's fresh water comes from. A bridge spans the small river to the northeast, permitting access to the Ivy Coast. Southwestward, the path ends in the small field east of town. To the south lies one of the many bogs of the swamplands, blocking your way through." S269: "You'd sink into the bog if you went that way." S270: "You can't go that way." S271: "You can't go that way." S272: "Trees block your path." S273: "The bogs of the North Mires are deadly sinking traps. So far no one from Windhall has had the misfortune to die in one, but you don't want to be the one to start the trend." S274: "You can see the cool waters of the Lyndra River from here, named after a story about two tragic lovers, the details of which you can't recall." S275: "An old but sturdy wooden bridge spans the Lyndra River. You've used it many times to visit Denvil, or on certain errands Borthur has sent you on." S276: " You find yourself in a small grove somewhere in the maze. The giant jhaka bushes surround this small glen in every direction except for a break to the southeast, leading back to the treacherous maze from which you came." S277: "The only way out is back through the maze." S278: "An ancient spell book rests in the center of the grove." S279: "The spell book is a great tome of ancient leather. Of everything you carry, this simple book seems the most powerful, and also the most deadly. It seems as though the book silently beckons all who see it to open and read it, but you know that such an action would consume you." S280: "This grove looks to be in the center of the strange maze you just passed through. It screams of magic, and you are uneasy here. The jhaka bushes grow in perfect synchronization, wrapping around each other to form impenetrable walls of briars." S281: "You have a feeling you have reached the center, and the only way out is to pass through the confusing labyrnth once again." S282: "The mighty Xrfthankrtz is here. (Where, you ask? Right down there, on the ground. It's a tiny serpent, no more than six inches long.)" S283: "What!?! The Xrfthankrtz is a stupid garden snake!! You're supposed to FEAR this tiny thing!?! Nostrophidius must be completely out of his mind to think this thing could pose any threat to you! What a stupid twit!!" S284: " This is the old but sturdy bridge that spans the Lyndra River. The water below runs clear and cool, flowing into the dark swamp to the south. The swamp itself lies dark and dangerous, in wait for another victim. On one side of the bridge, a path forks off in two directions, the northeastern heading for Denvil's house, the southeastern bound for the Ivy Coast. To the north all you can make out are scattered forests and plains, which you have never explored before, and don't wish to now." S285: "You can't go that way." S286: "You can't go that way." S287: "Trees block your path." S288: "The bridge is very well constructed, built in the high days of Windhall when the knights came to do battle with the legendary dragon Kirizith." S289: "The Lyndra River passes below you, lazily trickling along. It's neither deep nor very fast, making it ideal for you, as you never quite gotten the knack of swimming." S290: "The wood elf somehow managed to make his home in a huge tree. The tree continues to grow somehow even though it is hollowed out. You think it has something to do with Denvil's natural aptitude toward the forest." S291: "Great plains stretch to the north as they mingle with forests. You don't know of any living beings who reside on these plains, but you've never tried to explore them." S292: " You stand in a small hollow in a diminutive outcropping of trees. The path here ends at the doorstep of Denvil the wood elf's house, or, more accurately, his tree. This rather large tree has a door protruding from its huge trunk, and windows line the trunk all the way to the top. How the tree still continues to grow, you have no idea. To the southwest you can hear the rushing waters of the Lyndra River." S293: "Denvil must've cut away the lower branches when he put in windows. There's no way up." S294: "You can't go that way." S295: "Trees block your path." S296: "A patch of wild flowers grows by the path." S297: "This is a bouquet of wild sparland, one of the many species of flowers which grow wild in this area. The flower consists of a base from which thousands of tiny petals grow, each slightly bigger than the last, making a large cup of either purple, red, pink, or white. The flowers are quite bulky to carry, but you've always enjoyed their scent." S298: "The hollow itself is a break in the forest where the path ends at Denvil's front door. The flowers are well kept here, probably by Denvil, and the forest is alive and beautiful this time of year." S299: "Windows line the outside of the tree and give you glimpses into the homely little living place of Denvil." S300: "It would be impolite for you to explore Denvil's house without his permission." S301: "Aside from the stairs, the only door is to the northwest." S302: "Wood elves are a jesting and fun-loving race, and Denvil is a great specimen from that perspective. You've always liked him because he can make you laugh, and he's a good friend. You can always find him wearing a robe many times his size, with pockets all over to hold his many "treasures."" S303: "You're not sure how big Denvil's house is, but it must have at least four floors. A small spiral staircase leads up to the next level." S304: "The tree appears to be much larger when seen from the inside than from the outside. The circular walls are smooth to the touch and hardened with age." S305: "Only Denvil would put a fireplace inside a tree. It is made entirely of wood, down to the wooden log holder. Luckily the fireplace is not lit, but there is evidence that it has been in the past." S306: "Denvil likes giant things, one of the reasons he wears a robe ten sizes too large. That's probably why he sits in a chair so big it almost doesn't fit in the room. You have to chuckle to yourself. It probably takes him ten minutes just to climb up into the mammoth chair." S307: "Dwarfed by the much larger chair in the room, this small wooden seat appears to be part of the original tree, carved right out of its wood. Denvil probably made it to amuse himself watching people try to move it." S308: "The table has little jesters' faces all over it. It's painted all sorts of bizarre colors which clash and make it completely out of place in the room. That's most likely the reason Denvil treasures it so much." S309: "A cupboard has been carved out of the circular wall by someone who must have been an expert craftsman. It curves perfectly out of the circular wall. However, it is closed to prying eyes like yours." S310: "Mostly they consist of rocks, plants, small devices, and other such mindless articles." S311: "an" S312: "It's a statue of some sort of creature, which has a roughly human appearance. However, it also has black scales, small wings that curl around the torso, and a long tail that snakes about its knees, as the creature is in a kneeling position. The lizard-man has its clawed hands raised toward the sky in what appears to be worship." S313: " The Ivy Coast is one of the natural wonders of Rysch, so named because, all around you, ivy covers almost everything you can see until it plummets right into the ocean. All that lies to the west is a wall of ivy, blocking out your view of everything beyond. To the east is the Mydar Ocean. The fragrance of salt assaults your senses." S314: "The Mydar Ocean prevents travel in that direction." S315: "The Mydar Ocean prevents travel in that direction." S316: "You can't go that way." S317: "You can't go that way." S318: "The ivy blocks your path." S319: "Your sharp eyes detect a bleached skeleton entangled in the thick ivy." S320: "From the clothes, it appears the skeleton was once an adventurer. All but the clothing and bones have rotted away, and ivy has wrapped itself around the remains, almost totally ensnarling it." S321: "It's a simple wooden boomerang for attack purposes. Well-crafted and smooth, it has a single notch in the center which shows you how to grip it when throwing." S322: " You stand on the beaches of the Ivy Coast. The ivy here grows out of control, running even into the ocean itself. To the west is a wall of ivy, blocking out any movement that way. The sound of gulls can be heard over the crashing of the ocean's waves, and you feel the moist sea air on your skin. To the far east, you can make out the coastline of the neighboring continent of Tharkin." S323: "The Mydar Ocean prevents travel in that direction." S324: "It would be impossible for you to swim all the way to Tharkin." S325: "The Mydar Ocean prevents travel in that direction." S326: "You can't go that way." S327: "You can't go that way." S328: "The ivy blocks your path." S329: "Tharkin is the scholarly name for a large group of interwound islands supposedly shattered by a great mage centuries ago. They're called the Barbarian Islands by commoners, because they exist in a state of anarchy, ruled over by groups of barbarian tribes." S330: " You are walking along the beaches of the Ivy Coast, so named because of the uncontrollable growth of ivy in this area. The ivy runs down the shore and even into the ocean. You feel the moist air coming off the ocean to the east. To the west the Ivy Coast grows impenetrable, but it eases up to the south, where a small lake can be seen. The ivy ends its growth to the southwest, as it meets up with the emergence of the eastern swamps." S331: "The Mydar Ocean prevents travel in that direction." S332: "The Mydar Ocean prevents travel in that direction." S333: "You can't go that way." S334: "You can't go that way." S335: "The ivy blocks your path." S336: "A large pelican is resting atop the ivy here. A fat worm dangles limply from its beak." S337: "The goofy bird is sitting on the wall of ivy, a worm dangling in its oversized beak. It chitters at you as you stare up at it." S338: " You are trekking through the endless swamplands, trying to stay above the now-boggy ground. Your way is filled with detours and sinking pits of quicksand and bog mud. To the west the swamp lightens up, while to the southeast lies the very heart of it. You can see the mossy trees and tall gyal grass beckoning you to your doom. To the east lie endless mires, waiting patiently for their next victim to attempt to navigate a path through them." S339: "You can't go that way." S340: "You can't go that way." S341: "Tall reeds block your path." S342: "On occasion, Creston has told you about the pockets of quicksand that fleck the swamp. Once you are trapped in the quicksand, trying to escape only succeeds in making you sink faster." S343: "The mires, which lie deep in the swamp, are sinkholes which bog you down until you are eventually sucked under." S344: " You are lost in the deep mires of the eastern swamplands. You think you might be near the ocean, but you can't see through the low fog. More than once you've almost stepped into one of the deadly mires, only to notice it at the last moment. The way out apparently lies somewhere to the west, but the fog makes seeing that far impossible. You feel as though you're going around in circles." S345: "You can't go that way." S346: "You can't go that way." S347: "Mires block your path." S348: "Idah once told you about the ever-rhyming Mire Cat, but you never believed her until now. The large orange and yellow feline sits patiently on a dry spot of land, watching you with amusement." S349: "You've finally succeeded in getting lost in the deadly patch of mires. With every step you take, you expect the ground to give in and suck you down to your death. More than once it's started happening, forcing you to take another route." S350: "A dense fog has set in, further preventing you from making your way out of the swamp." S351: " You are now dredging through waist-deep waters in the eastern swamp. Bugs assault you, and you think you feel things against your legs. The mossy trees hang low, blocking any sunlight from reaching this place of despair. You think there is higher ground to the northwest, and to the south you see tall grasslands." S352: "You can't go that way." S353: "You can't go that way." S354: "The mossy trees block your path." S355: "You feel strange things swimming through the water. It's cold and slimy, and you think to yourself that you'd rather be fighting a company of goblins than be here right now." S356: " The reeds of gyal grass here are almost twice as tall as you. You push and shove a path, but the grass just springs back up after you, making backtracking impossible. The ground here is wet, and it seems to grow worse to the north. To the east, southeast, and northeast you can hear the sound of water." S357: "You can't go that way." S358: "You can't go that way." S359: "The gyal grass is too dense in that direction." S360: "From the sound of it, it's probably the Lyndra River, a river that flows deep into the swamp to a legendary pool known as the Lyndra Lake." S361: "Tall reeds grow in large clumps here, making your way very slow and gruelling. Wait a minute...is that a small patch of blue in one of the larger clumps?" S362: "This crystalline stone seems to glow an dreary blue. It is jagged and forms a six-pointed star. You can sense magic flowing through it." S363: " You are on the banks of the legendary Lyndra Lake, named after a story about two lovers that Idah once told you. The lake's beauty is overpowering. It is very still, only disturbed as its same-named river empties into it. The Ivy Coast begins north of here, and to the west tall gyal grass blows in the gentle winds. You think you can make your way around the magnificent lake to the south." S364: "The lake blocks your path." S365: "You can't go that way." S366: "You can't go that way." S367: "Trees block your path." S368: " Here you can see the Lyndra Lake's still waters through the small plants and bushes that grow here. You can make your way north through the bushes, and a steep incline leads northeast to a cliff above the lake. Fields of tall gyal grass rustle in the wind to the northwest." S369: "You can't go that way." S370: "Trees block your path." S371: "The cliff is very steep at the base, but it levels off to form a bluff about ten feet above the crystal clear waters of Lyndra Lake." S372: " This small cliff overlooks the legendary Lyndra Lake. Below you the gentle lake lies calm, except for where the Lyndra River flows into it. You can see to the north the Ivy Coast, though the dense growth of ivy makes the way impassable. The hill descends to the southwest, and to the east you see the rocky outcroppings of the Cliffs of Mydar as they skirt the coastline of the Mydar Ocean." S373: "You can't go that way." S374: "The only way down is to the southwest." S375: "You are on a small cliff that hangs almost ten feet over the calm waters of Lyndra Lake. From here you get a good view of the lake and the Lyndra River." S376: " Kytan's old cellar, by the looks of things, hasn't been used in years. Cobwebs hang all around you, making you think of the stories about giant spiders which you heard as a kid. The old boards which hold up Kytan's house are starting to rot, making you a bit apprehensive about being down here. The cellar continues to the southwest, growing even more oppressive, if that's possible, and you see what looks like a hole in the western wall of the cellar, leading off into the darkness." S377: "You can't go that way." S378: "You bump into one of the cellar's crumbling walls." S379: "Light shines down from Kytan's house to reveal a small part of the cellar. The stairs seemed sturdy at the top, but they soon grew old and worn. However, you'd overlook that fact if you could just use them to leave this creepy place." S380: "The boards that hold up Kytan's house are in serious need of replacement. You see stress cracks and evidence of rotting on many of the support beams, and they add even more anxiety to this already stressful location." S381: "A strange opening in the wall where, apparently, the bricks have been smashed away. It's probably wide enough to allow two people to enter at once, but the question is, are you insane enough to actually WANT to go in there?" S382: "You can't go that way." S383: "You can't go that way." S384: "Stalagmites block your path." S385: "Through the hole you can see the (relatively) safe confines of Kytan's basement beckoning you back." S386: "Large stalactites of earthy colors hang down from the ceiling of the cave, making you constantly weave and duck so as not to hit your head." S387: "Columns of stalagmites grow in numerous portions of the cave. Ocassionally you must hurdle a bunch of them to make your way through." S388: "The basement lies beyond the large gaping hole in the cavern side. You can even see the stairway leading up to the main room from here." S389: "Don't ask. Just don't even ask!" S390: " You stand at the entrance to a very sorrowful-looking cave to the south. Everything about it looks evil, and it gives you chills just being near it. Strange noises emanate from within it. The main cavern lies to the northeast." S391: "You can't go that way." S392: "You can't go that way." S393: "You bump into one of the rock walls of the cave." S394: "There is something very not right about the cave, something evil. It makes you feel...cold, as though a strong wind is blowing right through your clothes and into your very soul. Something evil is in that cave, something unearthly." S395: "You can't go that way." S396: "You can't go that way." S397: "You bump into one of the cellar's crumbling walls." S398: "The crate is wedged in between two others, and it holds on by only a fraction of an inch. You think it would only take a small push to the single crate to send the entire stack tumbling over." S399: "It's a bottle of aged Kianeese wine, a relic from an empire three hundred years fallen. The red wine, kept in a simple green bottle, would be considered quite valuable now." S400: "some" S401: "You can't go that way." S402: "You can't go that way." S403: "The exit to the north is the only way out." S404: "The lord of a dark elven clan stands here, enraged by your intrusion. He glares at you with pure, unrefined hatred, preparing a spell." S405: "The evil being that stands before you could have come directly from one of your nightmares. The dark elf holds a dagger of pure black in his hands, blood smeared across his chest and face from a horrid ritual he has been conducting. He looks at you with pure hatred, his clear black eyes reflecting your pale visage as he slowly moves to make you his next sacrifice. Unfortunately, you see no way to restrain him as he moves towards you." S406: "The cave is lined with marks in some sort of red ink, and you pray it's not blood. The marks depict stories of evil rites, and passages to do anything from summoning demons to giving evil powers to he who performs the rituals." S407: "Symbols line the floor where the sacrifice has taken place -- pentagrams, suns, the twin moons, and the marks of some of the dark deities you have heard of." S408: "The devices are scattered around the room, as though recently having been used. Blood and gore covers them, and you can hardly stand to look at the evil tools." S409: "Blood is everywhere: on the walls, covering the floor, on the tools of death which the dark elf lord used. You must be careful so as not to slip and be covered in the thick red liquid." S410: "The dark altar of the evil elves depicts a squat figure wrapped in dark shrouds, but the tears in the shroud reveal its bestial figures of claws, hair, the jaws of what looks like a spider, the feet of a goat, and spikes and horns lining its torso. You look away before you come to some of its more sickening traits." S411: "The pentagram appears to be the primary symbol. It lies in the very center of the cave and has several markings streaming off of it. Blood has smeared the perfectness of the drawing, and you are too afraid to get close to the arcane symbol." S412: "A gem of pure black, dropped by the dark-elven lord, lies nearby." S413: "The gem shines so brightly that it is nearly blinding, making it difficult for you to look directly at it. The stone radiates heat and energy, making you feel up to the challenges which lie ahead." S414: " You find yourself in a hall the likes of which you have never seen. It reminds you of the stories Borthur told you about the ancient mountain dwarves who built empires in the earth. Stone pillars a hundred feet high line the walls, and vast murals and paintings cover the ceiling and walls of this gigantic chamber. It is so vast that you can't even see the other end of it. Mounds of gold, silver, and jewels of every kind tower above you." S415: "You can't go that way." S416: "The hall stretches a tremendous distance. You'd better not try to navigate around all those mounds of treasure." S417: "A flagstaff leans against a treasure chest here." S418: "It's a long piece of rounded wood ending in a pointed steel tip. The lightness of the wood and the sharp tip lead you to believe it was used to carry flags into battle, and doubled as a pike." S419: "An old leather strap lies at your feet." S420: "The strap is very thin and about twenty feet long. Though it has deteriorated considerably after lying here for years, it still seems good enough to use." S421: "Your possessions lie scattered across the treasure hoard." S422: "Tremendous pillars of multi-colored rock line both sides of the great hall. It must have taken magic to create such monstrosities." S423: "The strange scenes depicted on the walls are stunningly beautiful, but your gaze continually returns to the great red dragon." S424: "Old and priceless portraits are hung crookedly at various intervals on the walls, obviously placed there for Kirizith to look at while basking in the wealth." S425: "There is more treasure here than you could ever hope to count in thirty lifetimes. Piles and piles of gold coins, jewels, gems, rare magical artifacts, and every sort of luxury known to man have been hoarded together in this great hall." S426: "It looks like an arm reaching out of the rock wall." S427: "It looks like a mass of flame protruding from the wall." S428: "A large ballista sits unused between a pair of wall sconces." S429: "The lever is old, but still in working order. It is currently at its safe position, waiting to be fired." S430: " This is a place unknown to you. Looking around, all you can see is an endless plain of red sand, though something tells you that you could not walk to the horizon if you wanted to. Above you the sky is a cascade of strange colors. No plants or trees grow in this bizarre netherworld. To the east runs a path of blue sand, not a grain of it mixing with the red." S431: "That direction doesn't seem to exist here." S432: "That direction doesn't seem to exist here." S433: "That direction doesn't seem to exist here." S434: "That direction doesn't seem to exist here." S435: "Words can't describe how it feels -- sort of tingly, and yet not even really there at all. The field separates you from the snake and the lever. You search for an opening, but it bisects the path, stretching infinitely for all you know." S436: "The door covers half the path. It is inscribed with arcane symbols, but it stands upon its own free will, not connected to any wall. You are certain your way lies beyond this door." S437: "A simple lever sticks up through the sand." S438: "A strange occurrance. There is a single green spot of sand in the otherwise blue path. It is perfectly round, not a grain of it mixing into the blue." S439: " You are walking along the strange blue path. To the north and south the red sands turn a distinct dark orange, and the sky starts swirling above you. A wind picks up, bringing no cool air with it, almost no feeling at all. The blue path grows a very light green and continues east." S440: "That direction doesn't seem to exist here." S441: "That direction doesn't seem to exist here." S442: "That direction doesn't seem to exist here." S443: "That direction doesn't seem to exist here." S444: "Oddly, the path seems to have vanished behind you." S445: "A vicious-looking barbarian stands in the center of the path." S446: "The barbarian is screaming a war-cry in an unknown guttural tongue as he swings his axe in broad circles. He seems unwilling to let you pass, and even appears to think that your intrusion here is some sort of challenge directed at him." S447: " You are walking along the light green path, which continues east until it turns a shade of white so bright that you cannot even look at its radiance. The dark orange sand grows deeper and richer until it becomes a black, so dark it seems as though it blots out all else, and you fear to leave the path. The radiant path ends at a giant tree like none other you have ever seen before. It stretches for seemingly miles, making your head spin. The trunk stretches up high until it reaches the first branch. The leaves glow a dull green, giving off a sullen light. The sky grows darker, and the wind races, but neither the sand nor the tree is stirred by its soundless gales. Black rain is falling upon you, scaring you horribly. It threatens to blot out the white path, making you all the more frightened. Bolts of red lightning flash and light up the sky, showing you horrors that not even your mind can comprehend, leaving you with a deep fear you will hold for your whole life. Beyond the huge tree lies a mountain which glows a bright green, only darkened by the terrible black rain which even now covers you with ice-cold droplets. The glowing mountain matches the tree's height, and you know in your heart that the mountain is your final destination." S448: "That direction doesn't seem to exist here." S449: "That direction doesn't seem to exist here." S450: "That direction doesn't seem to exist here." S451: "Oddly, the path seems to have vanished behind you." S452: "The tree is truly, indescribably enormous. In your adventures you have seen some great structures, but this tree dwarfs them all, including the mountain. You know that you must climb it, as the path has led directly to it, but the first branch is higher than you can reach and the trunk has a smooth texture." S453: "The trunk glows a deep green, drawing you to it. Its sides are smooth to the touch, almost petrified." S454: "The leaves of the tree glow a briliant green, thousands upon thousands of them covering the sky above as they branch out." S455: "The mountain meets the height of the tree, its base climbing to the Heavens above to where its top meets the highest branch of the great tree. Its green glow is brighter than the wood, and you are drawn to the enormous structure." S456: "The rain is a dark black. It's icy cold, and you want desperately to escape it. Where it strikes the pure whiteness of the path, it leaves a black stain, making you fear that you might become stuck here should it obliterate the path completely." S457: " You stand on the glowing green mountain, which seems now to have no shape. The black rain falls like no other storm you've ever seen before, covering you and all else, making you scream as it chills your very soul. The sky flashes still with the red lightning. The terrors you see in it, horrors from this world and all other Planes of Being, bombard your mind, seeking to drive you mad. The red lightning strikes the tree, bursting it into a black flame, darker still than the rain which now seeks to drive out the green glow. As you stand on the small platform at the very top of the mountain, the glow turns pure white. The black fire, seeing this, engulfs the edge of the platform, darkening the glow. The silent wind pushes and jolts you while the rain still seeks to drive out all the light from this world, forever driving you into a darkness only lightened by the horrors which even now are revealed in the red lightning of the sky. You are numb with fear and pain, and your body is weakening, but still your very being fights on to keep the radiant glow of the mountain from being darkened forever." S458: "There is no escape from this place." S459: "The mountain you stand on seems to echo with magic, but good magic. It gives you a feeling of peace and harmony with all, but the rain pelts the green rocks of the mountain, darkening them and seeking to drive the goodness away." S460: "The black rain pours down in sheets, causing you to cry and scream as it pelts you, making you lose feeling in your limbs and wrenching your soul with its evil." S461: "Red lightning flashes in the sky, showing you horrors your mind cannot even begin to comprehend." S462: "The tree is losing its battle with the evil. Its once bright green limbs now glow with a dark foreboding light, almost blotted out by the black flames which now engulf the great branches and leaves." S463: "The branchs barely glow as the fire of darkness races along them." S464: "The leaves, one by one, are being extinguished by the mixture of black rain and fire, scattering them into the darkness below." S465: "You have never before imagined anything like the black flame. You can barely stand its evil aura as it fights with the bright green for dominance of this world." S466: "A disc hovers in midair before you. On it is a model of some kind." S467: "No way out in that direction." S468: "No way out in that direction." S469: "You walk into a wall of thorny jhaka bushes." S470: " The desert blurs past in a dizzying array of colors." S471: "The chameleon seems to know where he's going. Better just let him take you there." S472: "The chameleon runs with blinding speed, making you gasp for breath. Somehow he manages to keep up a never-ending one-sided conversation with you." S473: "The desert stretches as far as you, its only disturbance, can see. The heat is dreadful, and the wind gives no relief." S474: "The strange temple you are bound for grows ever nearer, the exterior zooming toward you. It is in a state of disuse, its great pillars and statues cracked and crumbling. It seems a testament to the builders that it even remains standing as it does." S475: " From within the laundry basket, nothing can be seen of your surroundings." S476: "You'll have to get out of the basket of laundry first." S477: "Strangely colored robes surround you on all sides." S478: "Cornmeal, garvia root, and some other dry rations, probably enough to last you through the week." S479: "an" S480: "It's a rusty, battered, beaten, dented, cracked, splintering, sorry excuse for a shovel. You don't think this thing is in any condition to dig up anything at all." S481: "the" S482: "This is the head to the old shovel that Denvil gave you. It's rusty and dented, but appears to be in rather good condition, considering how the rest of the shovel was." S483: "The small white moon of Solaria shines like a jewel in the sky." S484: "Fiery red Lunaria burns brightly among tiny twinkling stars." S485: "Looking directly at the sun is bad for your eyes." S486: "You spend a few quiet moments star-gazing." S487: "Well, you're...you. You look exactly like yourself." S488: "Instructions for "The Path to Fortune" First Things First... Playing "The Path to Fortune" Tips For Newcomers Special Features About the Authors Contacting the Authors/Registration Info Acknowledgements Changes From Previous Releases A Final Note " S489: "Main Menu" S490: "First Things First..." S491: "Playing "The Path to Fortune"" S492: "Tips For Newcomers" S493: "Special Features" S494: "About the Authors" S495: "Contacting the Authors/Registration Info" S496: "Acknowledgements" S497: "Changes From Previous Releases" S498: "A Final Note" [End of text] [End of file]