Darkiss! Wrath of the Vampire - Chapter 1: the Awakening
by Marco Vallarino (2015)
Genres: Horror

You're the nightmare from which people can't wake. Dead twice. One by the hand of your maker, the second by the fiend who drove a stake through your heart while you were sleeping defenceless in your coffin. Alive thrice, it seems, although this last one shouldn't be possible. Something happened.

action: %
response: You open your eyes, feeling alive again, after being... dead?

Who are you? You need time to remember.

It's dark, but you can see.

You are in a sinister place, you should be frightened. Or not?

You are unbearably thirsty, but not for water.

Darkiss 1: The Awakening

Originally written in Italian and then translated into English Licensed under a CC BY-NC-ND 4.0 International License

Crypt (in the coffin)
Hidden in the bowels of the mountain, this chamber has hosted your immortal body for centuries, while your enemies spent their miserable days hunting you down at your castle. The coffin is on a stone pedestal at the centre of the room. On the ceiling is a fresco of the red sun of Valmar. To the east a narrow tunnel leads to the other rooms of your hideout.

You're lying in the coffin, very weak. You struggle to keep your eyes open, while your necrotic flesh is recovering its former appearance. You feel a stab of pain, when you remember the stake drove through your heart. You should be dead, but you aren't. Something happened.

[For instructions type INFO and press return.]
action: About you
response: You're the nightmare from which people can't wake.

Dead twice. One by the hand of your maker, the second by the fiend who drove a stake through your heart while you were sleeping defenceless in your coffin.

Alive thrice, it seems, although this last one shouldn't be possible. Something happened.
action: Inventory
response: You are wearing:
your suit
your boots
action: You examine the suit
response: You are wearing a suit black like the darkness.

There's a key in a pocket of the suit.
action: You examine the key
response: You can use it to unlock a locked door or something similar, if you find the right keyhole.
action: You look at the boots
response: Your boots are black and ready to step on everyone who dares to cross your way.
action: You examine the coffin
response: The coffin in which you are lying is cold and dark enough to satisfy a prince of darkness like you. It's almost a pity to leave it, but you have to get out to recover your energy and exact your revenge.

The coffin is open.
action: Up
response: You get out of the coffin.

Hidden in the bowels of the mountain, this chamber has hosted your immortal body for centuries, while your enemies spent their miserable days hunting you down at your castle. The coffin is on a stone pedestal at the centre of the room. On the ceiling is a fresco of the red sun of Valmar. To the east a narrow tunnel leads to the other rooms of your hideout.
action: You look at fresco
response: Painted on the ceiling shines the red sun of Valmar that lights up the dark nights of the vampires with its eight evil rays.
action: You examine the pedestal
response: The coffin lies on a massive block of black stone on which your name has been engraved: "Martin Voigt". There is also the ancient motto: "Nemo me impune lacessit". An expression that you reread with particular pleasure, waiting to transform it into a lethal reality.
action: East
response: You're walking through the east-west tunnel which connects the crypt with the other rooms of the hideout. It is a narrow passage of irregular stone that nobody had dared to walk through before the arrival of the fools who (temporarily) put an end to your life.

How much time has passed since then? Who cares! What are days, weeks, months, even years against the recovered eternity that will allow you to destroy your puny enemies and drink to their death in the next millennium?
action: You examine the stone
response: You're walking through the east-west tunnel which connects the crypt with the other rooms of the hideout. It is a narrow passage of irregular stone that nobody had dared to walk through before the arrival of the fools who (temporarily) put an end to your life.
action: East
response: You've reached the wide, octagonal chamber that is at the centre of the hideout. The walls and the ceiling are covered with menacing black bats, painted on the background of a gloomy cave, with stalactites and stalagmites scattered everywhere.

While you look around trying to remember something more about yourself, hundreds of little yellow eyes seem to stare malevolently at you, without recognising you as the ancient master of this creepy dungeon. But when you regain your strength, a billion sinister wing beats will clap for the return of the prince of darkness.

To the west you may return to the crypt; to the north, east and south three dark passages lead to the other rooms of the hideout.

At the centre of the chamber, on a low pedestal of grey stone, you can see a white wooden coffin, decorated with the images of red roses and the letters S. C.

The coffin is closed.
action: You examine the bats
response: Probably the bats were drawn by yourself. You have always had a passion for painting that over the centuries you have been able to cultivate with great effort, achieving - as in this case - remarkable results. At the moment you don't remember for which reason you decided to cover the walls with bats, however there are a lot, although you can't say exactly how many. By the way, you can try to count them, if you want.
action: You count the bats
response: Led by a sudden curiosity, you start to count the bats drawn on the walls to know exactly how many they are. However, after a while, you lose count and have to start over again. Your excellent sight in the dark is still too weak and you can't focus  for more than a few seconds. At the end, there seem to be 103 bats.
action: You look at the coffin
response: A deeper examination of the coffin reveals that it is the place in which your latest lover rested. A graceful girl named Sabrina, with whom you spent exquisitely pleasant moments, slowly sucking her veins dry while she waited for the dark gift that would make her eternally young and beautiful.

But you enjoyed drinking her sweet blood too much to decide to turn her into a vampire. Every day you ordered your minions to take care of her, making her recover the energy lost during the past night with banquets and transfusions, so that you could drink again at the delicious spring of her jugular, when the sun set. In order to make her available at all times, you had even brought her to your hideout, hosting her in this wooden coffin that you decorated yourself so beautifully.

Who knows if she managed to escape the fury of your persecutors. However, the fact that the coffin lid, usually open, has been closed and firmly nailed down doesn't bode well.
action: Go north
response: The unpleasant sensation of not being alone is the first thing you felt when you entered this room. Painted on the walls, the floor and the ceiling, the giant spiders that surround you make for a rather disquieting company, even for you. Although perfectly still and little more than stylised drawings, they appear to be extraordinarily alive with shiny yellow eyes and wide open mandibles, ready to tangle you up in the huge web that envelops the room to devour you like a bug.

To the south you may return to the bats room, to the east and to the west you can explore other rooms of the hideout, to the north you see a solid iron door.
action: You open the door
response: What combination do you want to try to open the door?
action: You look at the door
response: The solid iron door at the centre of the northern wall seems to be the panel of a giant safe. Without keyhole, in its centre it has four small wheels with numbers from 0 to 9 that, knowing the right combination, should serve to open the door by turning the handle set at their side. Unfortunately you have no idea what the combination could be. You only know that you never succeeded in memorizing it, so it's possible that you've left a hint somewhere to remember it.

The door is closed.
action: You examine the web
response: As the bats, also these spiders have been drawn by you. You have always had a passion for painting that over the centuries you have been able to cultivate with great effort, achieving - as in this case - remarkable results. At the moment you don't remember for which reason you decided to cover the walls with spiders, however there are a lot, although you should not know to say exactly how many. By the way, you can try to count them, if you want.
action: You count the spiders
response: Led by a sudden curiosity, you start to count the spiders drawn on the walls to know exactly how many they are. However, after a while, you lose count and have to start over again. Your excellent sight in the dark is still too weak and you cannot focus for more than a few seconds. At the end, there seem to be 69 spiders.
action: Go west
response: There are so many books on the shelves of your library that, for a moment, it seems really incredible that you have read, or even just browsed through, all of them. Then you remember you have always been a voracious reader: over the centuries these books have been your best friends, helping you with their engaging stories to cope with the loneliness in which every vampire is forced to spend most of his life.

At the centre of the room is a desk still covered with papers; behind it you can see a priceless human-skin armchair. To the east you return to the spiders room.
action: Examine books
response: Actually the amount of books that you see here is only a small part of that, certainly bigger, collection that you amassed over the centuries in the library room of your castle. However, between the most recent volumes, there are all the most famous vampire tales written by Bram Stoker, Joseph Sheridan Le Fanu, John William Polidori, Charles Nodier, Marcel Schwob, Stanislaus Eric Stenbock, Julian Osgood Field, Anne Rice, Richard R. McCammon and Fred Saberhagen.

There are also the frightful stories of Edgar Allan Poe, Ambrose Bierce, Howard Phillips Lovecraft, Stephen King, Clive Barker and the delirious works of Franz Kafka, Tommaso Landolfi and Dino Buzzati.

However there is no trace of the Necronomicon, the black magic book that you used to celebrate profane rites and bloody tributes to Valmar and the other mighty gods of the night. You seem to recall that you left it in the library room of your castle. Then you realise with horror that it might have been stolen by your killers. Eventually, you convince yourself that you must have hidden it somewhere else, although you don't remember where.
action: You examine the armchair
response: The human skin armchair is a piece of furniture of inestimable value. Actually you don't even remember whom you skinned to make it, but surely it had to be one of your arch-enemies, so every time you sit in it you feel a great pleasure.
action: You sit on it
response: You have too many thing to do to flop out on the armchair.
action: You examine papers
response: Many of the papers scattered on the desk are the purchase agreements of the houses that you bought all over the world, to have a secure shelter everywhere. However, between the agreements, you find a paper with a mysterious word written on it: "SBYS". Surely a note you took to remind yourself of an important thing.
action: You examine the desk
response: Under the surface of the desk (still covered with papers) you see a drawer.
action: You open the drawer
response: You open the drawer, revealing a medallion.
action: You examine the medallion
response: The medallion has your name carved on: "Martin Voigt". It is attached to a small chain that allows to wear it.

Suddenly it comes to your mind that there should be a secret passage in the library room, behind a shelf.
action: You wear the medallion
response: (first taking the medallion)
You put on the medallion.
action: You examine the shelf
response: Placed on the walls, the shelves of your library are full of the books that you read over the centuries, to fight the loneliness that grips every vampire.

There are some scratches on the floor, near the western shelf.
action: You move the western shelf
response: You are still too weak to move one of the shelves.
action: You examine the scratches
response: The scratches on the floor are near the western shelf.

Suddenly it comes to your mind that "SBYS" may mean Snakes by Spiders.
action: Search papers
response: Many of the papers scattered on the desk are the purchase agreements of the houses that you bought all over the world, to have a secure shelter everywhere. However, between the agreements, you find a paper with a mysterious word written on it: "SBYS". Surely a note you took to remind yourself of an important thing.
action: Go east
response: Painted on the walls, the floor and the ceiling, the giant spiders that surround you make for a rather disquieting company, even for you. Although perfectly still and little more than stylised drawings, they appear to be extraordinarily alive with shiny yellow eyes and wide open mandibles.

To the south you may return to the bats room, to the east and to the west you can explore other rooms of the hideout, to the north you see a solid iron door.
action: Go east
response: You are in a small painted black room that appears to be a temple. You can see a kneeling stool in front of a large painting with a golden frame, hung on the back wall. The subject of the picture is a very beautiful lady, with a pale face and long dark hair, who stares at you with a sensual expression. After a moment, you remember she is Lilith, the gorgeous and cruel vampire who, more than a thousand years ago, threw you in this bloody abyss of darkness, letting you drink her blood after having pierced your jugular with her long, sharp canines so many times.

Much time has passed since then, but you never forgot the encounter that changed your life (and your death) forever. Hence you created this place of prayer to keep in contact with her, certain that one day Lilith will answer to your invocations and return to you. To the west a passage leads to the spiders room.
action: Pray
response: You join your hands and start to pray for the return of Lilith, without anything happening.
action: You examine the painting
response: Probably it was you who painted this picture, to keep a memory of the image of the woman who turned you into an immortal creature with great powers. Lilith was really wonderful and you fell in love at first sight. You were 26 years old when she appeared, and you had already had much experience with women. As the young descendant of one of the richest family in the region, you were the object of desire of all the girls of the territory, who did all that they could to get your attention. To you, one was equal to the other, you continuously changed lovers to gather new experience, thinking only of having as much fun as possible. When Lilith arrived, everything changed.

The first time you saw her was at a party thrown by your family to let you meet new people, in the hope that you would eventually meet the woman of your life. She came to the house in the evening, with a cousin whose name you didn't even remember. She was very beautiful and her unusual vivacity fascinated you immediately. The freshness of her appearance made her look very young, but she talked as if she were already highly experienced. When you finally managed to be alone with her, you took her hand for a walk in the woods, where nobody would disturb you.

You thought that such an exuberant girl wouldn't have any objections about there in the woods, away from prying eyes. Instead it was her who took you. When you saw her eyes change their colour to red like two rubies and her cuspids become monstrously long fangs, it was too late to go back. However you are grateful to Lilith for not allowing you to run away. You could have never imagined the pleasure you felt when she pierced your neck with her teeth and sucked your blood almost to the last drop.

Lilith disappeared right after, but she came back to meet you many other nights, in your house garden or directly in your room, when you would open the window and invite her to come in and drink your blood again. Even she grew fond of you: after drinking your blood for weeks, to prevent your death she decided to give you the dark gift that would turn you into an immortal night wanderer. Then she vanished forever, leaving you to your destiny with the memory of her fiery eyes and eager lips.
action: You examine the stool
response: On this kneeling stool you spent entire nights praying for the return of Lilith. On the shelf you also carved the phrase "Gutta cavat lapidem" to spur you to persist and not lose hope of finding your lover.
action: You move painting
response: It's better to leave that at its stead.
action: You go west
response: Painted on the walls, the floor and the ceiling, the giant spiders that surround you make for a rather disquieting company, even for you. Although perfectly still and little more than stylised drawings, they appear to be extraordinarily alive with shiny yellow eyes and wide open mandibles.

To the south you may return to the bats room, to the east and to the west you can explore other rooms of the hideout, to the north you see a solid iron door.
action: Go south
response: You've reached the wide, octagonal chamber that is at the centre of the hideout. The walls and the ceiling are covered with menacing black bats, painted on the background of a gloomy cave, with stalactites and stalagmites scattered everywhere. To the west you may return to the crypt; to the north, east and south three dark passages lead to the other rooms of the hideout.

At the centre of the chamber, on a low pedestal of grey stone, you can see the white wooden coffin, in which Sabrina, your latest lover, rested. It is decorated with the images of red roses and the letters S. C.

The coffin is closed.
action: You go east
response: You try to go to east, but you have to halt when you see the big white cross painted on the floor. An obstacle that is insurmountable for you, placed by someone who wants to prevent you from leaving your hideout.
action: You look at the cross
response: Simply frightening.
action: Summon sabrina
response: First you should open the coffin.
action: Go south
response: If you weren't more than accustomed to horrific views of death and destruction, what is under your feet would make you jump back. Painted on the floor, snakes of every colour and size crawl and coil on each other, creating an apparently entangled mess. Some of them also climb onto the walls, brushing against the ceiling and making seemingly meaningless drawings.

While you look at the forked tongues projecting out of their mouths, you seem to hear them hissing: they curse those who reduced you to such a miserable form and ask for your return onto the throne of darkness. To the north there is the passage that goes to the bats room, to the south a solid wooden door (without a keyhole), to the east and to the west the entrances to two other rooms.
action: You count the snakes
response: Led by a sudden curiosity, you start to count the snakes drawn on the floor to know exactly how many they are. However, after a while, you lose count and have to start over again. Your excellent sight in the dark is still too weak and you can't focus for more than a few seconds. At the end, there seem to be 104 snakes.
action: You examine the snakes
response: As the bats and the spiders, also these snakes were drawn by yourself. You have always had a passion for painting that over the centuries you have been able to cultivate with great effort, achieving - as in this case - remarkable results. At the moment you don't remember for which reason you decided to cover the walls with snakes, however there are a lot, although you can't say exactly how many.
action: You examine the door
response: The solid wooden door on the southern wall of the snakes room is curiously without any keyhole. However, at its side is a lever that may allow you to open (and close) it.

The door is closed.
action: You pull the lever
response: It seems to be stuck.
action: You look at the lever
response: The lever is in the high position, you can try to pull it and set it in the low position.

At its side is a slot.
action: Examine slot
response: The slot is a little vertical opening near the door.

It's possible to insert something into it, if you have an object small enough.
action: Go west
response: Although many years have passed since the last time you used these amazing devices of pain and death, the torture chamber still smells of the fear and blood of the poor wretches that ended up here. If you concentrate, you can hear their screams, which still gives you a fit of pleasure.

A threatening iron maiden is at the centre of the room. Between the chains hanging from the ceiling, you see a breaking wheel and a pillory. There is also a rusty cage, in which you enjoyed to lock - this you remember well - the mates of the people you were torturing. So they could see what they would soon endure. To the east you may return to the snakes room.

You can see a bottle of liquor and a black leather mask here.
action: You look at the mask
response: This is the leather mask that you liked to wear while you tortured your prisoners. Painted on it there is a horrible skull, which makes it even more frightful.
action: You examine the liquor
response: With this bottle of liquor you liked to disinfect the wounds of your prisoners, after scattering salt on them. On the label there is a skull that is a quite significant indicator of its alcohol by volume.
action: You listen
response: Around you, there is an absolute and distressing silence.
action: You take the mask and the bottle
response: black leather mask: Taken.
bottle of liquor: Taken.
action: You examine the cage
response: In this cage you used to lock up your prisoners to show them the horrible tortures that you inflicted on their mates.

The cage is closed.

In the cage is a skeleton.
action: You examine the skeleton
response: Looking at those fetid bones, you suddenly remember the reverend Maximilian Bauer. Another fool who ignited your anger by attempting to destroy you with an exorcism. You sentenced him to be eaten alive by rats. Probably, when you caught him and locked in the cage, he thought he would be "only" tortured and killed by starvation, as many others before him. But you felt so inspired that night that you decided to use your telepathic powers to set up a memorable execution. It is impossible to forget his face when he saw the horde of rats entering the torture chamber and then filling up the cage, feasting upon him...
action: You examine the maiden
response: Considered one of the most amazing torture devices in human history, the iron maiden is an iron cabinet with a hinged front and spike-covered interior, tall enough to accommodate a human being. The spikes can pierce the victim's body without damaging the vital organs, thus causing the victim to slowly and dreadfully bleed to death. Actually, your prisoners had already bled dry enough at the time when you locked them up in the iron maiden. However it was wonderful to listen to their cries while the spikes tore them apart.

The iron maiden is closed.
action: You open it
response: You open the iron maiden. It's empty, but the view of the spikes is delicious.
action: You look at the spikes
response: The spikes are rusty, blood encrusted, very long and sharp... It's really a pity you have no prisoner to close into the iron maiden.

There is some blonde hair caught on the spikes.
action: You examine the hair
response: The long blonde hair you are looking at probably belonged to Sandra Koch. She was a vampire hunter who wanted to revenge the death of her sister Samantha, killed by you in Vienna. Captured by your servants while she was looking for your hideout, she indeed found you but this wasn't good news for her.

Struck by her beauty and her rebel attitude, you spent a lot of nights drinking her blood and torturing her endlessly, pulling out of her every kind of shriek. Eventually she asked for death as a relief and you decided to give her a really impressive execution, locking her up in the iron maiden.

Probably, when you got her out of it, some hair got caught on the spikes. You cut her body to pieces and gave it to the wolves that infested the mountain slope, then you smiled and shouted in the night: "Next!"
action: You take hair
response: Taken.
action: You examine the wheel
response: The breaking wheel looks painful.
action: You look at the pillory
response: The pillory is secured to the floor with a sturdy iron base.

The pillory is closed.
action: You examine the cage
response: In this cage you used to lock up your prisoners to show them the horrible tortures that you inflicted on their mates.

The cage is closed.

In the cage is a skeleton.
action: Go east
response: Painted on the floor, snakes of every colour and size crawl and coil on each other, creating an apparently entangled mess. Some of them also climb onto the walls, brushing against the ceiling and making seemingly meaningless drawings. To the north there is the passage that goes to the bats room, to the south a solid wooden door (without a keyhole), to the east and to the west the entrances to two other rooms.
action: You go east
response: You are in a room lacking decorations that seems to be a sort a storage room, where you kept your clothes and the tools that you could need when you were in action. A big wardrobe is on the back wall, while on the floor you see a heavy chest. To the west you may return to the snakes room.
action: You look at the wardrobe
response: It's closed.
action: You open it
response: You open the wardrobe, revealing a black cloak.
action: You examine the cloak
response: With this black cloak on, you carried out your bloodiest actions, spreading terror all over the world and destroying anyone who dared to oppose your dark supremacy. The view of it alone gives you strength and you are sure that wearing it again could help you regain all your energy.
action: You take the cloak
response: Taken.
action: You wear it
response: You wear the cloak and you feel stronger.
action: You wear the mask
response: Wearing the mask you can still feel the smell of the blood and the fear of the prisoners whom you tortured.
action: Open chest
response: You open the chest, revealing an axe.
action: You examine the axe
response: Your eyes shine while you look at the axe you used to cut to pieces the corpses of your victims, before feeding them to the wolves.
action: Go west
response: Painted on the floor, snakes of every colour and size crawl and coil on each other, creating an apparently entangled mess. Some of them also climb onto the walls, brushing against the ceiling and making seemingly meaningless drawings. To the north there is the passage that goes to the bats room, to the south a solid wooden door (without a keyhole), to the east and to the west the entrances to two other rooms.
action: You count the snakes
response: You aren't convinced that the snakes are exactly 104, so you decide to count them again. Even this time you have to do many attempts to complete the task, but maybe it has been worth because now you know the snakes are 103, instead of 104.
action: You go to the north
response: Painted on the walls, the floor and the ceiling, the giant spiders that surround you make for a rather disquieting company, even for you. Although perfectly still and little more than stylised drawings, they appear to be extraordinarily alive with shiny yellow eyes and wide open mandibles.

To the south you may return to the bats room, to the east and to the west you can explore other rooms of the hideout, to the north you see a solid iron door.
action: You count the spiders
response: You aren't convinced that the spiders are exactly 69, so you decide to count them again. Even this time you have to do many attempts to complete the task, but maybe it has been worth because now you know the spiders are 70, instead of 69.
action: You look at the wheel
response: Actually you needn't bother with the small wheels and the handle: in order to attempt to open the door, just type "open door" and then enter the combination.
action: You open the door
response: What combination do you want to try to open the door?
action: 7210
response: The door opens.
action: You go north
response: Your hideout wouldn't be complete without a place for storing your treasures. Your minions have always been too curious and bold for your liking, so you had this big and impregnable safe made that, as you predicted, perfectly resisted the attack of your killers. The room is indeed full of treasures. Maybe, if you had also protected the access to your crypt with such a security door, you wouldn't have ended up so bad.

Actually, you're almost glad to have been murdered so horribly because, now that you are alive again, you can plan a terrible revenge. To the south you may return to the spiders room.
action: You look at the treasures
response: The treasures stored in this room form a shiny heap of golden and silver coins, jewels, precious stones, that overflows the chests and covers almost all the floor, with paintings, sculptures and other items of inestimable value. It is a wealth conquered in over one thousand years of life, that also includes a lot of houses scattered all over the world, that you will soon haunt again.

Plunging your eyes and hands in your treasures, you recover your beloved Stradivarius violin, an exquisite piece of art that you've played for centuries, in your happiest moments.
action: You examine the violin
response: Ah, here is your fabulous Stradivarius violin. A really exquisite piece of your collection of treasures stolen all around the world. Music and musical instruments are among the things you love most.
action: You play violin
response: (first taking the violin)
To play the violin you should have the bow.
action: You search the treasures
response: The treasures stored in this room form a shiny heap of golden and silver coins, jewels, precious stones, that overflows the chests and covers almost all the floor, with paintings, sculptures and other items of inestimable value. It is a wealth conquered in over one thousand years of life, that also includes a lot of houses scattered all over the world, that you will soon haunt again.

Searching well in your treasures, you also find the violin bow. However, the horsehair bundle is gravely frayed and it's unlikely that you can play the violin with it.
action: You attach the hair to the bow
response: Attempting to repair the frayed bundle of the bow with the hair found in the iron maiden is a really complicated work. However, at the end, you seem to have done a good job that could allow you to play the violin again.
action: You play the violin
response: To play the violin you should have the bow.
action: You search the treasure
response: The treasures stored in this room form a shiny heap of golden and silver coins, jewels, precious stones, that overflows the chests and covers almost all the floor, with paintings, sculptures and other items of inestimable value. It is a wealth conquered in over one thousand years of life, that also includes a lot of houses scattered all over the world, that you will soon haunt again.
action: You go south
response: You've reached the wide, octagonal chamber that is at the centre of the hideout. The walls and the ceiling are covered with menacing black bats, painted on the background of a gloomy cave, with stalactites and stalagmites scattered everywhere. To the west you may return to the crypt; to the north, east and south three dark passages lead to the other rooms of the hideout.

At the centre of the chamber, on a low pedestal of grey stone, you can see the white wooden coffin, in which Sabrina, your latest lover, rested. It is decorated with the images of red roses and the letters S. C.

The coffin is closed.

A big white cross painted on the floor blocks the passage that goes to east.
action: Go south
response: Painted on the floor, snakes of every colour and size crawl and coil on each other, creating an apparently entangled mess. Some of them also climb onto the walls, brushing against the ceiling and making seemingly meaningless drawings. To the north there is the passage that goes to the bats room, to the south a solid wooden door (without a keyhole), to the east and to the west the entrances to two other rooms.
action: Chop coffin
response: You hit the coffin with your axe, starting to break the decorated lid. You go on with the demolition until you see what remains of what, once, was the body of a beautiful girl. So, Sabrina was buried alive in her own coffin. Your killers hadn't even shown some mercy for a defenceless girl. They killed her in so horrible a way that shall be revenged, along with your horrific execution, as soon as possible.
action: You look at Sabrina
response: The corpse is in an advanced state of decay: it's difficult to recognize the forms and the lineaments of the beautiful lady who had the honour to rest near you in your hideout. Now, she's naked, bald, with hands and feet tied, a big "V" branded on her forehead and the mouth open in a mute scream of desperation. Before being buried alive, Sabrina must have suffered every kind of atrocity: these tortures must be revenged as your horrific execution must.
action: You put the medallion in the slot
response: (before you remove the medallion)

You insert the medallion into the slot, leaving the small chain hanging along the wall.
action: You pull the lever
response: You hear a click when you pull the lever.
action: You open the door
response: You open the door.
action: You take the medallion
response: The medallion is stuck into the slot: no matter how hard you pull its chain, it doesn't seem to come out.
action: You go to the south
response: Many of the wretches that wanted to put an end to your atrocities spent their last hours of life here, waiting to see what fate they would face, after daring to oppose to your wicked supremacy. Caught by your minions on the mountain slope, while they tried to achieve their silly goals, they had been locked up in this narrow cell and left in the deepest darkness for days and nights, without food and water, until you felt inspired enough to take care of them. The walls, the ceiling, the floor and also the door have been covered with graffiti - some of which written in blood - that report curses and prayers of every kind, all unheard, seemingly. The exit that leads to the snakes room is to the north.
action: You examine the graffiti
response: Among the innumerable and delirious messages written on the cell walls, you find something interesting: a magic formula that seems to have the power to summon the spirits of the dead from the netherworld.
action: You examine the formula
response: Reciting this magic formula, you should have the power to summon the spirits of the dead from the netherworld.
action: Go north
response: Painted on the floor, snakes of every colour and size crawl and coil on each other, creating an apparently entangled mess. Some of them also climb onto the walls, brushing against the ceiling and making seemingly meaningless drawings. To the north there is the passage that goes to the bats room, to the south a solid wooden door (without a keyhole), to the east and to the west the entrances to two other rooms.

The small chain of your medallion hangs from the slot at the side of the lever, near the wooden door on the south wall.
action: Go north
response: You've reached the wide, octagonal chamber that is at the centre of the hideout. The walls and the ceiling are covered with menacing black bats, painted on the background of a gloomy cave, with stalactites and stalagmites scattered everywhere. To the west you may return to the crypt; to the north, east and south three dark passages lead to the other rooms of the hideout.

At the centre of the room is the demolished coffin in which lies the decayed corpse of your latest lover, Sabrina.

A big white cross painted on the floor blocks the passage that goes to east.
action: You recite
response: What do you want to recite?
action: You recite the formula
response: First you should learn it.
action: You learn the formula
response: You learn the magic formula to summon the spirits from the netherworld. Now, to verify if it works, you just have to recite it in an appropriate place.
action: You recite formula
response: Stretching out your arms to receive the occult forces that you are going to summon, you recite the magic formula found among the graffiti in the cell. A mysterious sorcery that you didn't know before today. However, it seems to work well: when you finish to utter the words of the formula, Sabrina's ghost appears in front of you, exiting from the mouth of her corpse.

"Oh, Martin!" exclaims the sepulchral apparition. "Have you seen what those bastards did to me? It was professor Anderson and his gang, those who already came to look for you at my village. They eventually found our hideout. They arrived to the camp in the morning. They were a lot and well-armed, your minions were taken by surprise and they were overpowered and slain in few hours."

"I was spared only to suffer a worse fate" continues the spectre. "They knew who I was and said that I would have a special treatment. They ripped my clothes off and shaved my hair off, before whipping me and beating me up to allow me to 'expiate my sins'. Then they branded me with the vampire symbol. When they brought me here, I had gone through so much pain I couldn't stay on foot. Before burying me alive in the coffin, they forced me to attend your execution and that was the most horrible moment."

"I tried to advise you of their coming" says Sabrina after a pause caused by the tension that those terrible memories still cause in her. "I shouted and shouted with all my breath, while we walked through the tunnel leading to your crypt. But you were sleeping, you couldn't wake up, so they killed you merciless. Now, seeing you alive again is a great joy for me because I'm sure that my death will be revenged together with yours and who did us wrong will die in horrible pain. Maybe, one day, you'll find the way to get me out of this damned place, where there's no escape from suffering and everything burns, burns, buuurns!"

Suddenly Sabrina's corpse and the coffin catch fire in front of you, as if they have been reached by the same hell flames that tortured the girl's soul. While you look at the fire burning up, you seem to see Sabrina's spirit leave this reality to return to the netherworld.
action: You go west
response: Although many years have passed since the last time you used these amazing devices of pain and death, the torture chamber still smells of the fear and blood of the poor wretches that ended up here. If you concentrate, you can hear their screams, which still gives you a fit of pleasure.

A threatening iron maiden is at the centre of the room. Between the chains hanging from the ceiling, you see a breaking wheel and a pillory. There is also a rusty cage, in which you enjoyed to lock - this you remember well - the mates of the people you were torturing. So they could see what they would soon endure. To the east you may return to the snakes room.
action: You recite the formula
response: It's better not: if the spirit of the skeleton came from the netherworld, he could want to take revenge upon he who reduced him so.
action: You open the cage
response: You unlock and open the cage.
action: You take the skeleton
response: I'm afraid taking the whole skeleton would be complicated. Why don't you just take one bone?
action: You take the bone
response: You get a shinbone from the skeleton.
action: You close the door
response: You close the door.
action: You take the medallion
response: The medallion is stuck into the slot: no matter how hard you pull its chain, it doesn't seem to come out.
action: You open the door
response: You open the door.
action: You examine the bone
response: This shinbone belonged to the reverend Maximilian Bauer, an old enemy who you condamned to be eaten alive by rats.
action: You go to the north
response: You've reached the wide, octagonal chamber that is at the centre of the hideout. The walls and the ceiling are covered with menacing black bats, painted on the background of a gloomy cave, with stalactites and stalagmites scattered everywhere. To the west you may return to the crypt; to the north, east and south three dark passages lead to the other rooms of the hideout.

At the centre of the room is a coffin on fire, in which the corpse of your lover Sabrina is burning.

A big white cross painted on the floor blocks the passage that goes to east.
action: You go to the west
response: The books that fill the shelves of your library have been your best friends over the centuries. With their engaging stories they helped you to cope with the loneliness in which every vampire is forced to spend most of his life. At the centre of the room is a desk still covered with papers; behind it you can see a priceless human-skin armchair. To the east you return to the spiders room.
action: You move the western shelf
response: In theory you would be still too weak to move one of the heavy shelves. However, wearing your cloak you seem to have regained some of your usual energy and wickedness. Indeed, after some useless efforts, you succeed in removing one the shelves from the wall, finding a secret passage that leads to west.
action: You go west
response: Now that you are here you remember this room. A hiding place designed to protect a very important item: your copy of Necronomicon, the very rare black magic book that allows to summon demons and reach the most frightful dimensions of the universe. The volume is where you left it, on a lectern at the centre of the room. It seems to invite you to use its occult powers again. To the east you may return to the library room.

Hung on the back wall, there is a cloth flag with a dark dragon.
action: You look at the flag
response: The dragon has always been the emblem of your family. Initially it was white, but you turned it into black to make it more appropriate to your status of prince of darkness.

The flag is a bit frayed.
action: You look at the book
response: Written in blood and bound with human skin, the Necronomicon is a cursed book whose existence many people even prefer to deny. The Church tried to delete every trace of it for centuries, after putting it on a blacklist. Many of those who used it, to summon the demons and visit the frightful places of the netherworld, were killed by the same forces they had tried to dominate. But you, who don't fear the death because you're already dead, have always known how to take advantage of the power of Necronomicon. A quick look at the book index is enough to find what you need: the spell to summon Praseidimio, a powerful demon who already helped you in the past. To have him at your service again, you just have to call his name.
action: You read the book
response: Written in blood and bound with human skin, the Necronomicon is a cursed book whose existence many people even prefer to deny. The Church tried to delete every trace of it for centuries, after putting it on a blacklist. Many of those who used it, to summon the demons and visit the frightful places of the netherworld, were killed by the same forces they had tried to dominate. But you, who don't fear the death because you're already dead, have always known how to take advantage of the power of Necronomicon. A quick look at the book index is enough to find what you need: the spell to summon Praseidimio, a powerful demon who already helped you in the past. To have him at your service again, you just have to call his name.
action: You look at the lectern
response: Focus on the book.
action: Go east
response: The books that fill the shelves of your library have been your best friends over the centuries. With their engaging stories they helped you to cope with the loneliness in which every vampire is forced to spend most of his life. At the centre of the room is a desk still covered with papers; behind it you can see a priceless human-skin armchair. To the east you return to the spiders room.

To the west, behind a moved shelf, you see a passage that leads to a secret room.
action: You put the flag on the cross
response: The power of the cross is too great to overcome it simply covering it with the flag.
action: Wave flag
response: You look ridiculous waving the flag.
action: You wish for the revenge
response: If you want to make a wish, just tell Praseidimio about that.

Praseidimio sniggers thinking of the next soul that he'll send to burn to hell.
action: You tell the demon about the revenge
response: "Tell me about the wish you would like me to grant" Praseidimio says. "So I'll decide whether to fulfil it or not."
action: You tell the demon about Anderson
response: "A tough cookie" Praseidimio says. "Very tough, maybe too tough!"
action: You tell demon about Sabrina
response: "A graceful girl, who thanks to you will be doomed forever" Praseidimio says.
action: You tell demon about Lilith
response: "A really powerful vampire and... a really charming woman" Praseidimio says.
action: You tell the demon about blood
response: "A priceless thing!" Praseidimio says. "Especially for you vampires."
action: You tell the demon about cross
response: "A gadget which soon goes out of style" Praseidimio exclaims.
action: You go north
response: Praseidimio follows you.

Painted on the walls, the floor and the ceiling, the giant spiders that surround you make for a rather disquieting company, even for you. Although perfectly still and little more than stylised drawings, they appear to be extraordinarily alive with shiny yellow eyes and wide open mandibles.

To the south you may return to the bats room, to the east and to the west you can explore other rooms of the hideout, to the north you see a solid iron door.

Praseidimio is at your side, ready to give his contribution to the triumph of evil over good.
action: Go east
response: Praseidimio watches you going to east and says: "I'm sorry, but I'm not willing to follow you there. I'll stay here and wait for your return."

You are in a small painted black room that appears to be a temple. You can see a kneeling stool in front of a large painting with a golden frame, hung on the back wall. The subject of the picture is Lilith, the gorgeous and cruel vampire who, more than a thousand years ago, threw you in this bloody abyss of darkness, letting you drink her blood after having pierced your jugular with her long, sharp canines so many times.

Much time has passed since then, but you never forgot the encounter that changed your life (and your death) forever. Hence you created this place of prayer to keep in contact with her, certain that one day Lilith will answer to your invocations and return to you. To the west a passage leads to the spiders room.
action: Pray
response: You join your hands and start to pray for the return of Lilith, without anything happening.
action: Go west
response: Painted on the walls, the floor and the ceiling, the giant spiders that surround you make for a rather disquieting company, even for you. Although perfectly still and little more than stylised drawings, they appear to be extraordinarily alive with shiny yellow eyes and wide open mandibles.

To the south you may return to the bats room, to the east and to the west you can explore other rooms of the hideout, to the north you see a solid iron door.

Praseidimio is at your side, ready to give his contribution to the triumph of evil over good.
action: Go west
response: Praseidimio follows you.

The books that fill the shelves of your library have been your best friends over the centuries. With their engaging stories they helped you to cope with the loneliness in which every vampire is forced to spend most of his life. At the centre of the room is a desk still covered with papers; behind it you can see a priceless human-skin armchair. To the east you return to the spiders room.

Praseidimio is at your side, ready to give his contribution to the triumph of evil over good.

To the west, behind a moved shelf, you see a passage that leads to a secret room.
action: You go south
response: Praseidimio follows you.

You've reached the wide, octagonal chamber that is at the centre of the hideout. The walls and the ceiling are covered with menacing black bats, painted on the background of a gloomy cave, with stalactites and stalagmites scattered everywhere. To the west you may return to the crypt; to the north, east and south three dark passages lead to the other rooms of the hideout.

Praseidimio is at your side, ready to give his contribution to the triumph of evil over good.

At the centre of the room is a coffin on fire, in which the corpse of your lover Sabrina is burning.

A big white cross painted on the floor blocks the passage that goes to east.
action: You go east
response: The white cross drawn on the floor prevents you from going to east.

Do you want to ask Praseidimio to help you overcome the cross? (y/n)
action: Y.
response: Praseidimio refuses to fulfil your wish, saying that you can overcome the cross on your own.
action: You look at the fire
response: It's a terrible sight that makes you understand how lucky you are to be an immortal evil vampire, who'll never goes to burn to hell.

Praseidimio fluctuates around you, eager to give his contribution to the triumph of evil over good.
action: You check what you're carrying
response: You are carrying:
a flag
a shinbone
an axe
a violin bow
a violin
a bottle of liquor

You are wearing:
a black cloak
a black leather mask
your suit
an iron key
your boots

You also have:
a magic formula
action: You pour liquor on the flag
response: It would be useless.

Praseidimio sniggers thinking of the next soul that he'll send to burn to hell.
action: You put the flag in the bottle
response: I'm sure you can find more important things to do.

"Think well to what wish to make" says Praseidimio. "As you know, we demons are very powerful and we don't like to be disturbed for trifles."
action: You play the violin
response: You play a music so sweet that moves also Praseidimio.

"Think well to what wish to make" says Praseidimio. "As you know, we demons are very powerful and we don't like to be disturbed for trifles."
action: You go north
response: Praseidimio follows you.

Painted on the walls, the floor and the ceiling, the giant spiders that surround you make for a rather disquieting company, even for you. Although perfectly still and little more than stylised drawings, they appear to be extraordinarily alive with shiny yellow eyes and wide open mandibles.

To the south you may return to the bats room, to the east and to the west you can explore other rooms of the hideout, to the north you see a solid iron door.

Praseidimio is at your side, ready to give his contribution to the triumph of evil over good.
action: Go east
response: Praseidimio watches you going to east and says: "I'm sorry, but I'm not willing to follow you there. I'll stay here and wait for your return."

You are in a small painted black room that appears to be a temple. You can see a kneeling stool in front of a large painting with a golden frame, hung on the back wall. The subject of the picture is Lilith, the gorgeous and cruel vampire who, more than a thousand years ago, threw you in this bloody abyss of darkness, letting you drink her blood after having pierced your jugular with her long, sharp canines so many times.

Much time has passed since then, but you never forgot the encounter that changed your life (and your death) forever. Hence you created this place of prayer to keep in contact with her, certain that one day Lilith will answer to your invocations and return to you. To the west a passage leads to the spiders room.
action: Go south
response: Praseidimio follows you.

Painted on the floor, snakes of every colour and size crawl and coil on each other, creating an apparently entangled mess. Some of them also climb onto the walls, brushing against the ceiling and making seemingly meaningless drawings. To the north there is the passage that goes to the bats room, to the south a solid wooden door (without a keyhole), to the east and to the west the entrances to two other rooms.

Praseidimio is at your side, ready to give his contribution to the triumph of evil over good.

The small chain of your medallion hangs from the slot at the side of the lever, near the wooden door on the south wall.
action: Go west
response: Praseidimio follows you.

Although many years have passed since the last time you used these amazing devices of pain and death, the torture chamber still smells of the fear and blood of the poor wretches that ended up here. If you concentrate, you can hear their screams, which still gives you a fit of pleasure.

A threatening iron maiden is at the centre of the room. Between the chains hanging from the ceiling, you see a breaking wheel and a pillory. There is also a rusty cage, in which you enjoyed to lock - this you remember well - the mates of the people you were torturing. So they could see what they would soon endure. To the east you may return to the snakes room.

Praseidimio is at your side, ready to give his contribution to the triumph of evil over good.
action: You recite the formula
response: It's better not: if the spirit of the skeleton came from the netherworld, he could want to take revenge upon he who reduced him so.
action: You check what you're carrying
response: You are carrying:
a flag
a shinbone
an axe
a violin bow
a violin
a bottle of liquor

You are wearing:
a black cloak
a black leather mask
your suit
an iron key
your boots

You also have:
a magic formula
action: You pour the liquor on the cross
response: You're crazy if you think to overcome the cross power by pouring the liquor on it.
action: You pour liquor on the fire
response: It's better not, you would risk to burn the entire hideout.

Praseidimio fluctuates around you, eager to give his contribution to the triumph of evil over good.
action: Burn cross
response: I doubt it's useful to set fire to the cross.
action: Chop cross
response: Cutting that up would achieve little.
action: You burn liquor
response: I doubt it's useful to set fire to the bottle of liquor.
action: You attach the flag to the bone
response: The flag is too large to tie it to the bone. Why don't you try to make it smaller?

Praseidimio sniggers thinking of the next soul that he'll send to burn to hell.
action: You rip the flag
response: You rip the flag, obtaining some cloth stripes.
action: You tie the stripes to the bone
response: You tie the stripes to the bone and roll them around one of its extremities, making a sort of rudimentary torch. Now, to light it up, you have to find some fuel and, obviously, a fire.

Praseidimio sniggers thinking of the next soul that he'll send to burn to hell.
action: Light torch
response: Before lighting up the torch with the fire from the coffin, you should pour some fuel on it to be sure it burns well and long enough.

Before lighting up the torch with the fire from the coffin, you should pour some fuel on it to be sure it burns well and long enough.

Praseidimio fluctuates around you, eager to give his contribution to the triumph of evil over good.
action: You pour the liquor on the torch
response: You pour some liquor on the torch. Now, to light it up, you just need some fire.

"Think well to what wish to make" says Praseidimio. "As you know, we demons are very powerful and we don't like to be disturbed for trifles."
action: You pour the liquor on the torch
response: You already did it.
action: Light torch
response: You put the torch, drenched with alcohol, on the flaming coffin: it lights up and starts to burn slowly.
action: Light cross
response: I doubt it's useful to set fire to the cross.
action: Go south
response: Praseidimio follows you.

Many of the wretches that wanted to put an end to your atrocities spent their last hours of life here, waiting to see what fate they would face, after daring to oppose to your wicked supremacy. Caught by your minions on the mountain slope, while they tried to achieve their silly goals, they had been locked up in this narrow cell and left in the deepest darkness for days and nights, without food and water, until you felt inspired enough to take care of them. The walls, the ceiling, the floor and also the door have been covered with graffiti - some of which written in blood - that report curses and prayers of every kind, all unheard, seemingly. The exit that leads to the snakes room is to the north.

Praseidimio is at your side, ready to give his contribution to the triumph of evil over good.
action: Burn web
response: I doubt you can do it with some spiders painted on the floor.

"Think well to what wish to make" says Praseidimio. "As you know, we demons are very powerful and we don't like to be disturbed for trifles."
action: Burn self
response: I doubt it's useful to set fire to yourself.

"Think well to what wish to make" says Praseidimio. "As you know, we demons are very powerful and we don't like to be disturbed for trifles."
action: Go north
response: Praseidimio follows you.

Your hideout wouldn't be complete without a place for storing your treasures. Your minions have always been too curious and bold for your liking, so you had this big and impregnable safe made that, as you predicted, perfectly resisted the attack of your killers. The room is indeed full of treasures. To the south you may return to the spiders room.

Praseidimio is at your side, ready to give his contribution to the triumph of evil over good.
action: You go to the east
response: You can go only south.
action: Burn painting
response: I doubt it's useful to set fire to the picture.
action: Burn books
response: I doubt it's useful to set fire to the books.

Praseidimio fluctuates around you, eager to give his contribution to the triumph of evil over good.
action: Burn papers
response: I doubt it's useful to set fire to the papers.

"Think well to what wish to make" says Praseidimio. "As you know, we demons are very powerful and we don't like to be disturbed for trifles."
action: Go west
response: Praseidimio follows you.

This hiding place was designed to protect a very important item: your copy of Necronomicon, the very rare black magic book that allows to summon demons and reach the most frightful dimensions of the universe. The volume is where you left it, on a lectern at the centre of the room. It seems to invite you to use its occult powers again. To the east you may return to the library room.

Praseidimio is at your side, ready to give his contribution to the triumph of evil over good.
action: You look at what you're carrying with you
response: You are carrying:
a torch
an axe
a violin bow
a violin
a bottle of liquor

You are wearing:
a black cloak
a black leather mask
your suit
an iron key
your boots

You also have:
a magic formula
action: Go west
response: Praseidimio follows you.

You're walking through the east-west tunnel which connects the crypt with the other rooms of the hideout. It is a narrow passage of irregular stone that nobody had dared to walk through before the arrival of the fools who (temporarily) put an end to your life.

Praseidimio is at your side, ready to give his contribution to the triumph of evil over good.
action: Go west
response: Praseidimio follows you.

Hidden in the bowels of the mountain, this chamber has hosted your immortal body for centuries, while your enemies spent their miserable days hunting you down at your castle. The coffin is on a stone pedestal at the centre of the room. On the ceiling is a fresco of the red sun of Valmar. To the east a narrow tunnel leads to the other rooms of your hideout.

Praseidimio is at your side, ready to give his contribution to the triumph of evil over good.
action: Light Praseidimio
response: I doubt it's useful to set fire to the demon Praseidimio.

Praseidimio sniggers thinking of the next soul that he'll send to burn to hell.
action: Burn sun
response: I'm sure you can find more important things to do.

Praseidimio fluctuates around you, eager to give his contribution to the triumph of evil over good.
action: You look at the pedestal
response: The coffin lies on a massive block of black stone on which your name has been engraved: "Martin Voigt". There is also the ancient motto: "Nemo me impune lacessit". An expression that you reread with particular pleasure, waiting to transform it into a lethal reality.

Praseidimio sniggers thinking of the next soul that he'll send to burn to hell.
action: You look in the coffin
response: In the coffin is a wooden stake.

Praseidimio sniggers thinking of the next soul that he'll send to burn to hell.
action: You take the stake
response: You really want to take it back?! After it kept you nailed to your coffin for years? You'd rather not.

"Think well to what wish to make" says Praseidimio. "As you know, we demons are very powerful and we don't like to be disturbed for trifles."
action: Burn stake
response: I doubt it's useful to set fire to the wooden stake.
action: You go to the east
response: Praseidimio follows you.

You're walking through the east-west tunnel which connects the crypt with the other rooms of the hideout. It is a narrow passage of irregular stone that nobody had dared to walk through before the arrival of the fools who (temporarily) put an end to your life.

Praseidimio is at your side, ready to give his contribution to the triumph of evil over good.
action: You put the torch in chain
response: That can't contain things.

Praseidimio sniggers thinking of the next soul that he'll send to burn to hell.
action: You pull the chain
response: Nothing obvious happens.

"Think well to what wish to make" says Praseidimio. "As you know, we demons are very powerful and we don't like to be disturbed for trifles."
action: Sing
response: You sing a song to the devil, without achieving any (apparent) help.
action: Go north
response: No problem!
action: You take the book
response: It's better not to bring the Necronomicon outside of its hiding place.

Praseidimio fluctuates around you, eager to give his contribution to the triumph of evil over good.
action: You look at the books
response: Actually the amount of books that you see here is only a small part of that, certainly bigger, collection that you amassed over the centuries in the library room of your castle. However, between the most recent volumes, there are all the most famous vampire tales written by Bram Stoker, Joseph Sheridan Le Fanu, John William Polidori, Charles Nodier, Marcel Schwob, Stanislaus Eric Stenbock, Julian Osgood Field, Anne Rice, Richard R. McCammon and Fred Saberhagen.

There are also the frightful stories of Edgar Allan Poe, Ambrose Bierce, Howard Phillips Lovecraft, Stephen King, Clive Barker and the delirious works of Franz Kafka, Tommaso Landolfi and Dino Buzzati.

"Think well to what wish to make" says Praseidimio. "As you know, we demons are very powerful and we don't like to be disturbed for trifles."
action: You examine the paintings
response: The treasures stored in this room form a shiny heap of golden and silver coins, jewels, precious stones, that overflows the chests and covers almost all the floor, with paintings, sculptures and other items of inestimable value. It is a wealth conquered in over one thousand years of life, that also includes a lot of houses scattered all over the world, that you will soon haunt again.

Praseidimio fluctuates around you, eager to give his contribution to the triumph of evil over good.
action: You take all
response: demon Praseidimio: I don't suppose the demon Praseidimio would care for that.

"Think well to what wish to make" says Praseidimio. "As you know, we demons are very powerful and we don't like to be disturbed for trifles."
action: You take all
response: demon Praseidimio: I don't suppose the demon Praseidimio would care for that.
action: Go east
response: Praseidimio watches you going to east and says: "I'm sorry, but I'm not willing to follow you there. I'll stay here and wait for your return."

You are in a small painted black room that appears to be a temple. You can see a kneeling stool in front of a large painting with a golden frame, hung on the back wall. The subject of the picture is Lilith, the gorgeous and cruel vampire who, more than a thousand years ago, threw you in this bloody abyss of darkness, letting you drink her blood after having pierced your jugular with her long, sharp canines so many times.

Much time has passed since then, but you never forgot the encounter that changed your life (and your death) forever. Hence you created this place of prayer to keep in contact with her, certain that one day Lilith will answer to your invocations and return to you. To the west a passage leads to the spiders room.
action: You take all
response: demon Praseidimio: I don't suppose the demon Praseidimio would care for that.
passage: That's fixed in place.
action: Go west
response: Praseidimio follows you.

This hiding place was designed to protect a very important item: your copy of Necronomicon, the very rare black magic book that allows to summon demons and reach the most frightful dimensions of the universe. The volume is where you left it, on a lectern at the centre of the room. It seems to invite you to use its occult powers again. To the east you may return to the library room.

Praseidimio is at your side, ready to give his contribution to the triumph of evil over good.
action: You take all
response: demon Praseidimio: I don't suppose the demon Praseidimio would care for that.
flaming coffin: It's better not, you would risk to burn yourself. cross: That's fixed in place.

Praseidimio fluctuates around you, eager to give his contribution to the triumph of evil over good.
action: You look at the fire
response: It's a terrible sight that makes you understand how lucky you are to be an immortal evil vampire, who'll never goes to burn to hell.

Praseidimio fluctuates around you, eager to give his contribution to the triumph of evil over good.
action: Search fire
response: The flaming coffin is empty.
action: You take all
response: demon Praseidimio: I don't suppose the demon Praseidimio would care for that.
medallion: The medallion is stuck into the slot: no matter how hard you pull its chain, it doesn't seem to come out.
action: You go to the east
response: Praseidimio follows you.

You are in a room lacking decorations that seems to be a sort a storage room, where you kept your clothes and the tools that you could need when you were in action. A big wardrobe is on the back wall, while on the floor you see a heavy chest. To the west you may return to the snakes room.

Praseidimio is at your side, ready to give his contribution to the triumph of evil over good.
action: You take all
response: demon Praseidimio: I don't suppose the demon Praseidimio would care for that.
action: You pull the lever
response: First you should close the door.

"Think well to what wish to make" says Praseidimio. "As you know, we demons are very powerful and we don't like to be disturbed for trifles."
action: You close the door
response: You close the door.
action: You pull the lever
response: You hear a click when you pull the lever.
action: You take the medallion
response: You pull the small chain and take the medallion back that you inserted in the slot near the lever.

Praseidimio sniggers thinking of the next soul that he'll send to burn to hell.
action: You wear the medallion
response: You put on the medallion.

Praseidimio fluctuates around you, eager to give his contribution to the triumph of evil over good.
action: You go east
response: The white cross drawn on the floor prevents you from going to east.

Do you want to ask Praseidimio to help you overcome the cross? (y/n)
action: You examine the medallion
response: The medallion has your name carved on: "Martin Voigt". It is attached to a small chain that allows to wear it.
action: You wear the medallion
response: You're already wearing that!
action: You count the bats
response: You aren't convinced that the bats are exactly 103, so you decide to count them again. Even this time you have to do many attempts to complete the task, but maybe it has been worth because now you know the bats are 102, instead of 103.
action: Look around
response: You've reached the wide, octagonal chamber that is at the centre of the hideout. The walls and the ceiling are covered with menacing black bats, painted on the background of a gloomy cave, with stalactites and stalagmites scattered everywhere. To the west you may return to the crypt; to the north, east and south three dark passages lead to the other rooms of the hideout.

Praseidimio is at your side, ready to give his contribution to the triumph of evil over good.

At the centre of the room is a coffin on fire, in which the corpse of your lover Sabrina is burning.

A big white cross painted on the floor blocks the passage that goes to east.

Praseidimio fluctuates around you, eager to give his contribution to the triumph of evil over good.
action: You examine the cross
response: Simply frightening.

Praseidimio fluctuates around you, eager to give his contribution to the triumph of evil over good.
action: You examine the mask
response: This is the leather mask that you liked to wear while you tortured your prisoners. Painted on it there is a horrible skull, which makes it even more frightful.

"Think well to what wish to make" says Praseidimio. "As you know, we demons are very powerful and we don't like to be disturbed for trifles."
action: You take the mask
response: You already have that.

Praseidimio fluctuates around you, eager to give his contribution to the triumph of evil over good.
action: You remove the cloak
response: You take off the black cloak.

Praseidimio fluctuates around you, eager to give his contribution to the triumph of evil over good.
action: You put the cloak on the cross
response: The power of the cross is too great to overcome it simply covering it with the cloak.

"Think well to what wish to make" says Praseidimio. "As you know, we demons are very powerful and we don't like to be disturbed for trifles."
action: You wear the cloak
response: You wear the cloak and you feel stronger.

Praseidimio sniggers thinking of the next soul that he'll send to burn to hell.
action: Kneel
response: You kneel on the stool, in front of the painting of Lilith.
action: Pray
response: Kneeling in front of her picture, you pray for the return of Lilith. You need her more than ever, at this moment of great difficulty. At the beginning you can't find the words, then you remember the invocations repeated for centuries, waiting for the return of the only woman that is really important for you. Often, many hours would pass before you got up, without anything happening.

Rather unusually, this time, as you've just started to repeat your supplications the picture of the vampire comes to life and starts speaking, emanating a diabolical halo of red light: "Martin Voigt, how much time has passed since the last time we met? Your death grieved me and I'm glad to have you in my sight again."

You smile, but Lilith frowns at you and says: "I know you're happy to see me again, but this is no time for love. If you think I'm the one who performed the magic that brought you to life, you're right. If you think I did it to allow you to accomplish your goal of revenge, you're wrong. I've a more ambitious and lethal project for you."

"Unfortunately you still seem to be very weak" she continues. "I doubt you can go further in such a feeble state. Maybe I have to give you another bit of help to let you recover your energy and leave your hideout. But, first, I have to verify that you still know the basis of our history. If you give the correct answer to my question, I shall instill in you the power to overcome one of the obstacles set in your way... How many rays has the red sun of Valmar that lights up the dark nights of us vampires?"
action: 8
response: "You're right, my dear!" says Lilith. "I congratulate you on your memory, it seems that your powers haven't weakened that much in these years of oblivion. However, to help you overcome the obstacles that bar your way to freedom, I'll offer you my curse."

The charming vampire points her finger at you and instills in you a new, wicked energy.

"Now you may fearlessly face the symbols and the spells that your enemies set in your way" she explains. "When you come out, forget your foolish plan of revenge and come to me at the Yoshiwara Club. I'm gathering the largest army of vampires in history, to prepare for the battle that will lead us to subdue humankind. Soon we'll turn the most frightening fantasies into reality and take what should have long been ours: the world!"

"Don't worry now about the road to the Yoshiwara Club, at the right moment the Love will drive you there" ends Lilith, before vanishing in a final blinding flash of red light.
action: You go to the west
response: You'll have to get off the kneeling stool first.
action: You stand
response: You get off the kneeling stool.

You are in a small painted black room that appears to be a temple. You can see a kneeling stool in front of a large painting with a golden frame, hung on the back wall. The subject of the picture is Lilith, the gorgeous and cruel vampire who, more than a thousand years ago, threw you in this bloody abyss of darkness, letting you drink her blood after having pierced your jugular with her long, sharp canines so many times.

Much time has passed since then, but you never forgot the encounter that changed your life (and your death) forever. Hence you created this place of prayer to keep in contact with her, certain that one day Lilith will answer to your invocations and return to you. To the west a passage leads to the spiders room.
action: You go to the south
response: Praseidimio follows you.

You've reached the wide, octagonal chamber that is at the centre of the hideout. The walls and the ceiling are covered with menacing black bats, painted on the background of a gloomy cave, with stalactites and stalagmites scattered everywhere. To the west you may return to the crypt; to the north, east and south three dark passages lead to the other rooms of the hideout.

Praseidimio is at your side, ready to give his contribution to the triumph of evil over good.

At the centre of the room is a coffin on fire, in which the corpse of your lover Sabrina is burning.

A big white cross has been painted on the floor of the passage that goes to east.
action: Go east
response: Protected by the curse received from Lilith, you easily overcome the white cross painted on the floor and proceed to east, followed by Praseidimio.

Beyond the cross drawn on the floor to impede your passage, there is a narrow corridor that goes from west to east. It connects the bats room with the stone steps that should lead out of your hideout, towards the dark maze of caves that hides its entry. On the floor, the ceiling and the walls, you can see many other magic symbols. They have been drawn to avoid your escape, but their effect on you is nullified by Lilith's curse.

Praseidimio is at your side, ready to give his contribution to the triumph of evil over good.

The impossibility of seeing your image reflected in a mirror is one of the things that you hate most about your vampire condition. So the gigantic mirror that is in your way towards your freedom, to the east, is a horrible view to you. Your persecutors thought of everything to keep you imprisoned in your own hideout. The mirror is too large to be covered, bypassed or climbed upon, so you have to find a way to destroy it, if you want to leave the hideout.
action: Break mirror
response: The axe hits the mirror without scratching it. Clearly it's unbreakable.

Praseidimio fluctuates around you, eager to give his contribution to the triumph of evil over good.
action: Burn mirror
response: I doubt it's useful to set fire to the mirror.

Praseidimio fluctuates around you, eager to give his contribution to the triumph of evil over good.
action: You examine the mirror
response: The mirror is too frightening for you to examine it carefully. However, it's too large to be covered, bypassed or climbed upon, so you have to find a way to destroy it, if you want to leave the hideout.

"Think well to what wish to make" says Praseidimio. "As you know, we demons are very powerful and we don't like to be disturbed for trifles."
action: You go east
response: The mirror blocks your way.

Do you want to ask Praseidimio to help you to break the mirror? (y/n)
action: Y.
response: Praseidimio stares at the mirror uncertain. Being near him you see that his image too isn't reflected but he doesn't seem to care about it. Probably a small gesture would be enough for him to break the mirror, as it was for you when you were at the top of your strength.

At last, acknowledging that it's a problem too difficult to solve for a vampire in such a bad condition, the demon agrees to grant your wish. He points one of his shapeless excrescences to the mirror and breaks it, scattering its small fragments on the floor.

"You've been satisfied" says Praseidimio, before disappearing in a cloud of red smoke. "Now go on with your revenge. And may the red sun of Valmar shine on your dark nights of vampire!"
action: You go to the east
response: Through a twisty maze of tunnels, you've reached the cave that leads out of mountain bowels, to the east. Just another effort and you'll be free to go to Lilith at the Yoshiwara Club and accomplish your revenge. However, to the west you can return to the dark gallery that takes to your hideout.

A big black wolf stands between you and the exit.
action: You examine the wolf
response: Having come in to have a shelter for the night, the animal must be very hungry. Its fangs are longer and pointier than yours: leaving the cave without being eaten won't be easy. The wolf seems to have "smelt" your supernatural origin and this could have enraged it even more. Trying to bypass it seems to be impossible, and you're still too weak to attack it. Maybe, if you find the way to appease it, you can pass.

The wolf growls at you.
action: Bite wolf
response: You aren't strong enough to face the wolf.

The wolf growls at you.
action: Inventory
response: You are carrying:
a torch
a violin bow
a violin
a bottle of liquor

You are wearing:
a medallion
a black cloak
a black leather mask
your suit
an iron key
your boots

You also have:
a curse
a magic formula

The wolf howls and looks at you with hateful eyes.
action: You burn wolf
response: The wolf is too fast for you to burn it with the torch. Besides, he doesn't seem to be scared by the fire.

The wolf howls and looks at you with hateful eyes.
action: You play the violin
response: You play some very sweet music that calms the wolf and makes it fall asleep.
action: Bite wolf
response: It would be a coward's deed to attack a sleeping wolf.
action: You go east
response: Outside the cave, every sense of yours is assaulted by the garlic flowers planted all around the entrance. A new attempt to block your escape from the mountain bowels, to keep you from making the world your kingdom of terror again.

Luckily the mask you are wearing has such a strong smell of blood that it attenuates the stench of garlic, allowing you to stay outside the cave, near the flowers. However, to continue your escape you must find the way to destroy the field which surrounds you.

The smell of the garlic field is terrible.
action: Light garlic
response: With your rudimentary torch, you set fire to the garlic field. The sight of the flowers burning is wonderful and soon the stink that prevented you from leaving the cave fades away, covered by the acrid smell of the fire and by the scent of your victory which gets closer.

Delimited by the scree slope of the mountain, the fire quickly dies after destroying the field. The road to the freedom seems to be clear, but in such a bad condition you can't go far. You're still too weak to turn into a bat and fly away. Moreover, outside your hideout you won't have any protection, because you no longer know anyone that could help you.

While you think how to recover your energy, you see a girl arriving from the botton of the slope. She has blonde hair, wears a violet dress and she seems to come towards you, probably drawn by the smoke of the fire. She quickly reaches the charred field, then she notices your presence and stops, uncertain.
action: You play the violin
response: You play a very sweet music that the girl seems to like.
action: You look at the girl
response: The girl is rather pretty: she has big blue eyes, long blonde hair and a gorgeous little body that inspires a sense of protection... or defeat that you are going to satisfy.

The girl seems to be scared by your horrible appearance.
action: Bite girl
response: The girl is too far for you to bite her before she runs away.
action: You remove the mask
response: The girl smiles when you remove the mask and show her your face. Maybe she was waiting for that to cross the charred field and reach you near the cave entrance. "Sir, it's so strange meeting you here in the dead of night" she exclaims, visibly excited. "I'd like to ask you what you are doing here, all alone, and if it was you who set the field on fire, but maybe first all of all you should tell me your name."

Do you want to reveal your identity to the girl? (y/n)
action: Y.
response: You show your medallion to the girl, who opens her eyes wide and represses an exclamation of surprise. "You are Martin Voigt" then she says, full of thrill. "The ancient lord and master of all these lands and the people who live on them. I've heard a lot of times talking about you, but I thought you had died many years ago. Instead, you are alive. It's a honour for me to make your acquaintance, all my clan has always been faithful to you, serving you until your disappearance. Surely there will be a big party at the camp, when they know that you are back. Meanwhile I'll be at your service to satisfy every your need" the girl says, getting closer.
action: Smell girl
response: The smell of burnt emanated from the field is delicious.
action: Bite girl
response: The girl is doomed. Maybe, if she had known who you really are, an evil vampire who only wants to drink blood and destroy everything, she wouldn't have offered you her help with so much generosity. But now it's too late to change her mind. The girl is so helpful that she lets you hug her without moving. Maybe she thinks that you want to thank her. Only when she feels your lips touching her neck, she sees what your real intention is. She tries to wiggle out from your hug, but your grip is too strong and there's nobody that can hear her screams of terror.

Biting her is a great pleasure. When her blood finally flows down into your throat, you feel on top of the world. You drink with savage greed. When you stop, the girl is exhausted and collapses on the ground. Instead, you've recovered all your energy: after laughing to the moon, you finally can turn into a bat and fly towards the Yoshiwara Club, where Lilith is waiting for you to bring humankind to its apocalypse.

You'll live many other adventures, Martin Voigt, on this land and on others that you'll visit soon. Meanwhile, you have accomplished your first mission, leaving your hideout, despite the obstacles set on your way, and recovering the energy you need to take your bloody revenge.

*** You have won ***

In that game you scored 55 out of a possible 55, in 357 turns, achieving the rank of Prince of darkness!
action: Swim
response: You're already swimming in a sea of troubles.

Praseidimio sniggers thinking of the next soul that he'll send to burn to hell.
action: Dig
response: What do you want to dig?
action: Floor
response: You have already dug your grave a long time ago... and now you are in it up to your ears.

Praseidimio fluctuates around you, eager to give his contribution to the triumph of evil over good.
action: Darn
response: Watch your language or I'll call Van Helsing!

"Think well to what wish to make" says Praseidimio. "As you know, we demons are very powerful and we don't like to be disturbed for trifles."
action: You enter the coffin
response: Who do you think you are, Giordano Bruno?

Praseidimio fluctuates around you, eager to give his contribution to the triumph of evil over good.
action: Lick spikes
response: You lick the blood encrusted spikes finding them delicious.

Praseidimio sniggers thinking of the next soul that he'll send to burn to hell.
action: You take the door
response: Who do you think you are, Hulk?

"Think well to what wish to make" says Praseidimio. "As you know, we demons are very powerful and we don't like to be disturbed for trifles."
action: You ask demon about the halloween
response: "A great party" Praseidimio says. "The dead come out of the graves and we demons have really fun!"
action: You ask demon about the zork
response: "A great game!" Praseidimio exclaims.
action: You ask demon about the hell
response: "That's the place where we all are going to" Praseidimio says. "But for an evil vampire like you there may be an even worse destination."
action: You ask demon about the heaven
response: "Tell me about the wish you would like me to grant" Praseidimio says. "So I'll decide whether to fulfil it or not."
action: You ask demon about the peace
response: "Is something edible?" Praseidimio said, perplexed.
action: You ask demon about the lucifer
response: "A very good colleague" Praseidimio says. "But I'm the best!"
action: You ask demon about the dracula
response: "A great novel, ruined by a terrible ending" Praseidimio said. "But I'm sure that you'll be luckier."
action: You ask demon about the sex
response: "Sex is the best way to be damned" Praseidimio says. "It's a pity we demons can't have it."
action: Bite demon
response: You have no reason to attack Praseidimio. Besides, it wouldn't be wise to challenge his arcane powers.

"Think well to what wish to make" says Praseidimio. "As you know, we demons are very powerful and we don't like to be disturbed for trifles."
action: You ask demon about Yoshiwara Club
response: "A nightmare place!" Praseidimio exclaims.
action: You go to the south
response: Praseidimio follows you.

You've reached the wide, octagonal chamber that is at the centre of the hideout. The walls and the ceiling are covered with menacing black bats, painted on the background of a gloomy cave, with stalactites and stalagmites scattered everywhere. To the west you may return to the crypt; to the north, east and south three dark passages lead to the other rooms of the hideout.

Praseidimio is at your side, ready to give his contribution to the triumph of evil over good.

At the centre of the room is a coffin on fire, in which the corpse of your lover Sabrina is burning.

A big white cross has been painted on the floor of the passage that goes to east.
action: You close the door
response: You close the door.

"Think well to what wish to make" says Praseidimio. "As you know, we demons are very powerful and we don't like to be disturbed for trifles."
action: You pull the lever
response: You hear a click when you pull the lever.

Praseidimio fluctuates around you, eager to give his contribution to the triumph of evil over good.
action: You take the medallion
response: You pull the small chain and take the medallion back that you inserted in the slot near the lever.
action: You tie the stripes to the bone
response: You tie the stripes to the bone and roll them around one of its extremities, making a sort of rudimentary torch. Now, to light it up, you have to find some fuel and, obviously, a fire.
action: You pour the liquor on the torch
response: You pour some liquor on the torch. Now, to light it up, you just need some fire.
action: Light torch
response: You put the torch, drenched with alcohol, on the flaming coffin: it lights up and starts to burn slowly.

Praseidimio sniggers thinking of the next soul that he'll send to burn to hell.
action: Inventory
response: You are carrying:
a torch
an axe
a violin bow
a violin
a bottle of liquor

You are wearing:
a medallion
a black cloak
a black leather mask
your suit
an iron key
your boots

You also have:
a curse
a magic formula
action: You look at the curse
response: This curse should give you the energy you need to overcome the symbols of Good.

Praseidimio fluctuates around you, eager to give his contribution to the triumph of evil over good.
action: You go east
response: Through a twisty maze of tunnels, you've reached the cave that leads out of mountain bowels, to the east. Just another effort and you'll be free to go to Lilith at the Yoshiwara Club and accomplish your revenge. However, to the west you can return to the dark gallery that takes to your hideout.

A big black wolf stands between you and the exit.

The wolf howls and looks at you with hateful eyes.
action: You talk to the wolf
response: If you want to talk to someone, you have to write: >ask [or tell] someone about something.
action: You ask the wolf about the wolf
response: Who do you think you are, Saint Francis of Assisi?
action: You play the violin
response: You play some very sweet music that calms the wolf and makes it fall asleep.
action: You go east
response: Outside the cave, every sense of yours is assaulted by the garlic flowers planted all around the entrance. A new attempt to block your escape from the mountain bowels, to keep you from making the world your kingdom of terror again.

Luckily the mask you are wearing has such a strong smell of blood that it attenuates the stench of garlic, allowing you to stay outside the cave, near the flowers. However, to continue your escape you must find the way to destroy the field which surrounds you.

The smell of the garlic field is terrible.
action: You burn the garlic
response: With your rudimentary torch, you set fire to the garlic field. The sight of the flowers burning is wonderful and soon the stink that prevented you from leaving the cave fades away, covered by the acrid smell of the fire and by the scent of your victory which gets closer.

Delimited by the scree slope of the mountain, the fire quickly dies after destroying the field. The road to the freedom seems to be clear, but in such a bad condition you can't go far. You're still too weak to turn into a bat and fly away. Moreover, outside your hideout you won't have any protection, because you no longer know anyone that could help you.

While you think how to recover your energy, you see a girl arriving from the botton of the slope. She has blonde hair, wears a violet dress and she seems to come towards you, probably drawn by the smoke of the fire. She quickly reaches the charred field, then she notices your presence and stops, uncertain.
action: You remove the mask
response: The girl smiles when you remove the mask and show her your face. Maybe she was waiting for that to cross the charred field and reach you near the cave entrance. "Sir, it's so strange meeting you here in the dead of night" she exclaims, visibly excited. "I'd like to ask you what you are doing here, all alone, and if it was you who set the field on fire, but maybe first all of all you should tell me your name."

Do you want to reveal your identity to the girl? (y/n)
action: Go north
response: The girl looks away, embarrassed, and says: "I'm sorry, sir. I didn't want to be indiscreet. I've heard that one time here there was the hideout of Martin Voigt, the legendary lord and master of all these lands and the people who live on them. For a moment, I thought it might be you. Before returning to my camp, I'll still stay here a while: I'd be glad if you changed your mind and showed me a proof of your identity.