ou must escape confinement to find an encamped enemy where an old man tells you that you must defeat the enemy, whose magical power is locked in the tower rising above you. You are now clad in a cloak with a hood, and have a wooden staff. As you try to enter the tower, flames engulf you and soon lead to your death. You must use your wits and magic to accomplish your task. In addition to the spells, clever problems and the large network of locations, there are rings to wear, magic words to utter, pits to avoid, gargoyles, talking doors, fire giants, dragons, djinns, bridges, necromancers and caves full of eyes.