* * This version of Adventure was designed and written by: * * David Platt * Honeywell Los Angeles Development Center * 5250 West Century Boulevard * Los Angeles, California 90254 * (213) 216-6232 * * * This database source file is designed to be used with the * Honeywell CP-6 operating system's version of the Adventure * "munger" and "interpreter" programs. It is an adaptation of * the database originally implemented on the Xerox CP-V system, * and with a few minor exceptions it is backwards compatible. * A full understanding of the functionality of the A-code * pseudo-instructions can best be acquired by studying both * the CP-V and CP-6 implementations of the interpreter, since * highly different methods are used to implement a similar * target machine in these two versions. In adapting this * database and its support programs to a non-Honeywell system, * it is strongly suggested that a powerful systems * implementation language be used (i.e., don't try to do * it in APL (or in BASIC unless you have no other choice)). * * The author can be contacted at the above address / phone * number, and is willing to answer questions and offer * (hopefully) sage advice on how to get it working. Good * luck, all! * * * NULL THE,A,IT,AN,THAT,THIS,TO NULL THEM * * Define control bits * * First: bits set in ARG1 and ARG2 to indicate word type * SYNON 15,OBJECT SYNON 14,VERB SYNON 13,PLACE * * Next, bits set in STATUS variable * SYNON 0,MOVED {set by interpreter if we moved during} * {the previous turn (since we last cleared} * {this bit manually)} SYNON 1,QUICKIE {BRIEF output mode in effect} SYNON 2,FASTMODE {FAST output mode in effect} SYNON 3,FULLDISP {Display full place description} SYNON 4,PLS.CLARIFY {Unsure what you intend, please clarify. } * {If set and the Adventurer's next command} * {is a single word, the A_code parser will} * {try to make a two-word phrase out of the} * {previous command and the just-entered } * {command. } SYNON 5,JUGGLED {set by interpreter if we picked up, } * {dropped, or moved any objects in the} * {recent past (since manually clearing} * {the bit} * * Next, bits related to places * SYNON 0,LIT {Place is self-illuminated} SYNON 1,BEENHERE {We've been here at least once} SYNON 2,NODWARF {Dwarves can't go here} SYNON 3,NOBACK {Can't use BACK to go to/from this place} SYNON 4,NOTINCAVE {This place is not in the cave} SYNON 5,HINTABLE {There may be a hint for this place} SYNON 6,H20HERE {Water is available here} SYNON 7,INMAZE {This room is in one of the mazes} SYNON 8,ONE.EXIT {Only one exit out of room - dwarves can block} * {your way and force you to fight them.} SYNON 9,THROWER {Throwing objects here will send them elsewhere,} * {unless you're throwing them at something} * {special (like a troll or dwarf).} SYNON 12,DAMP {the ground is damp here because he poured} * {water or oil from the bottle} * * Next, bits related to objects * SYNON 0,PORTABLE {Object can be carried} SYNON 1,SEEN {We've seen the object} SYNON 2,VALUED {It's a treasure - must be left in the building} SYNON 3,SCHIZOID {It's schizoid - in 2 places at once} SYNON 4,UNSTABLE {Unstable objects get kicked from state 0} * into state 1 the first time they're picked * up - applies only to objects that aren't * special-cased anywhere in the code. SYNON 5,MORTAL {This is a killable entity} SYNON 6,OPENABLE {Object can be opened/unlocked} SYNON 7,INVISIBLE {Object can't be seen.} SYNON 8,EDIBLE {Object can be eaten (food/mushroom)} SYNON 9,FREEBIE {Object is effectively weightless} SYNON 10,SPECIAL1 {Special control bit 1 - depends on context} SYNON 11,SPECIAL2 {Special control bit 2 - depends on context} * * The usage of SPECIAL1 and SPECIAL2 is currently as * follows: * * Lamp #1 set if current set of batteries in lamp have * been recharged via the NOSIDE SAMOHT phrase. * * Dwarf #1 set if the dwarf who just appeared hasn't * thrown his first knife (which always misses) * yet. #2 set if the dwarf is angry (you tried * to feed him, threw food at him, or doused him * with water or oil). * * Pirate #1 set if the pirate is chasing you. * * Djinn #1 set if you released the djinn from the * pentagram (he's grateful). #2 set if he has * given you a hint as a reward for doing so. * * Safe #1 set if you have successfully opened the safe * at least once. * * Quicksand #1 set if you have drowned in the quicksand at * least once. * * Troll #1 set if you have stolen the eggs back from the1 * troll. * * Grate #1 set if you tried to get out through the grate * during closure. * * * Define bits for the ADMIN variable * SYNON 0,DEMO {Demonstration game} SYNON 1,TICKER {Call TICK label after each move, if set.} SYNON 3,NOMAGIC {Magic words are being suppressed} SYNON 4,PANICED {He paniced during closure} SYNON 5,OLORIN {He's a wizard} SYNON 6,RANOUT {His lamp just died.} SYNON 7,HELPED.HIM {gave him vanilla "HELP" message once} SYNON 8,QUIPPED {dwarf died in a strange manner} * * Define administrative control parameters * SYNON 0,MINTIME {# of minutes you must wait after SAVE} * {zero means no wait, and you can continue} * {after saving and can restore a saved game} * {any number of times} SYNON 30,MAX.DEMO {maximum # of moves in demo games} SYNON 800,MAX.GAME {maximum # of moves in real games} SYNON 20,HINT.COST {what each hint costs you} * * Define value passed by interpreter for "unrecognized word" * SYNON 9999,BADWORD * * Define worth of each CLOSURE phase * SYNON 20,CLOSE.CREDIT {each phase of CLOSURE is worth 20 points} * * The phases of cave closure are as follows: * * 0 - cave open and operating normally * 1 - ditto - all treasures are in well-house * 2 - "Cave closing soon" * 3 - "Cave closed" - in cylindrical room * 4 - escaped from cylindrical room, back outside cave * 5 - located the treasure room, wins game! * PLACE ROAD You're at end of road again. %You are standing at the end of a road before a small brick building. Around you is a forest. A small stream flows out of the building and down a gully. PLACE HILL You're at hill in road. %You have walked up a hill, still in the forest. The road slopes back down the other side of the hill. There is a building in the distance. PLACE BUILDING You're inside building. %You are inside a building, a well house for a large spring. SYNON BUILDING,HOUSE {synonym for compatibility with Multics} PLACE VALLEY You're in valley. %You are in a valley in the forest beside a stream tumbling along a rocky bed. PLACE FOREST You're in forest. %You are in open forest, with a deep valley to one side. PLACE FOREST2 You're in forest. %You are in open forest near both a valley and a road. PLACE SLIT You're at slit in streambed. %At your feet all the water of the stream splashes into a 2-inch slit in the rock. Downstream the streambed is bare rock. PLACE DEPRESSION You're outside grate. %You are in a 20-foot depression floored with bare dirt. Set into the dirt is a strong steel grate mounted in concrete. A dry streambed leads into the depression. PLACE INCAVE You're below the grate. %You are in a small chamber beneath a 3x3 steel grate to the surface. A low crawl over cobbles leads inward to the west. PLACE COBBLES You're in cobble crawl. %You are crawling over cobbles in a low passage. There is a dim light at the east end of the passage. PLACE DEBRIS You're in debris room. %You are in a debris room filled with stuff washed in from the surface. A low wide passage with cobbles becomes plugged with mud and debris here, but an awkward canyon leads upward and west. A note on the wall says "Magic word XYZZY". PLACE CANYON You are in an awkward sloping east/west canyon. %You are in an awkward sloping east/west canyon. PLACE BIRDCHAMBER You're in bird chamber. %You are in a splendid chamber thirty feet high. The walls are frozen rivers of orange stone. An awkward canyon and a good passage exit from east and west sides of the chamber. PLACE PIT You're at top of small pit. %At your feet is a small pit breathing traces of white mist. An east passage ends here except for a small crack leading on. Rough stone steps lead down the pit. PLACE MISTS You're in Hall of Mists. %You are at one end of a vast hall stretching forward out of sight to the west, filled with wisps of white mist that sway to and fro almost as if alive. Rough stone steps lead up to a passage at the top of a dome above you. A wide staircase runs downward into the darkness; a chill wind blows up from below. There are small passages to the north and south, and a small crack leads east. PLACE EASTOFFISSUR You're on east bank of fissure. %You are on the east bank of a fissure slicing clear across the hall. The mist is quite thick here, and the fissure is too wide to jump. PLACE WESTOFFISSUR You are on the west side of the fissure in the Hall of Mists. %You are on the west side of the fissure in the Hall of Mists. PLACE GOLDROOM You're in nugget of gold room. %This is a low room with a crude note on the wall. The note says, "You won't get it up the steps". PLACE MTKING You're in Hall of Mt King. %You are in the Hall of the Mountain King, with passages off in all directions. PLACE WEND2PIT You're at west end of Twopit room. %You are at the west end of the Twopit room. There is a large hole in the wall above the pit at this end of the room. PLACE EEND2PIT You're at east end of Twopit room. %You are at the east end of the Twopit room. The floor here is littered with thin rock slabs, which make it easy to descend the pits. There is a path here bypassing the pits to connect passages from east and west. There are holes all over, but the only big one is on the wall directly over the west pit where you can't get to it. PLACE EASTPIT You're in east pit. There is a small pool of oil here. %You are at the bottom of the eastern pit in the Twopit room. There is a small pool of oil in one corner of the pit. PLACE WESTPIT You're in west pit. %You are at the bottom of the western pit in the Twopit room. There is a large hole in the wall about 25 feet above you. PLACE LOWNSPASSAGE You're in a low N/S passage. %You are in a low N/S passage at a hole in the floor. The hole goes down to an E/W passage. PLACE SOUTHSIDE You are in the south side chamber. %You are in the south side chamber. PLACE WESTSIDE You're in the west side chamber. %You are in the west side chamber of the Hall of the Mountain King. A passage continues west and up here. PLACE Y2 You're at "Y2". %You are in a large room, with a passage to the south, a passage to the west, and a wall of broken rock to the east. There is a large "Y2" on a rock in the room's center. PLACE JUMBLE You are in a jumble of rock, with cracks everywhere. %You are in a jumble of rock, with cracks everywhere. * * Note synonyms for Jumble. * SYNON JUMBLE,WALL,BROKEN * * PLACE WINDOW You're at window on pit. %You're at a low window overlooking a huge pit, which extends up out of sight. A floor is indistinctly visible over 50 feet below. Traces of white mist cover the floor of the pit, becoming thicker to the right. Marks in the dust around the window would seem to indicate that someone has been here recently. Directly across the pit from you and 25 feet away there is a similar window looking into a lighted room. A shadowy figure can be seen there peering back at you. PLACE WINDOW2 You're at window on pit. %You're at a low window overlooking a huge pit, which extends up out of sight. A floor is indistinctly visible over 50 feet below. Traces of white mist cover the floor of the pit, becoming thicker to the left. Marks in the dust around the window would seem to indicate that someone has been here recently. Directly across the pit from you and 25 feet away there is a similar window looking into a lighted room. A shadowy figure can be seen there peering back at you. PLACE DIRTY You're in dirty passage. %You are in a dirty broken passage. To the east is a crawl. To the west is a large passage. Above you is a hole to another passage. PLACE BRINK You are on the brink of a small clean climbable pit. %You are on the brink of a small clean climbable pit. A crawl leads west. PLACE STREAMPIT You are at the pit's bottom with a stream nearby. %You are in the bottom of a small pit with a little stream, which enters and exits through tiny slits. PLACE DUSTY You're in dusty rock room. %You are in a large room full of dusty rocks. There is a big hole in the floor. There are cracks everywhere, and a passage leading east. PLACE WENDMISTS You're at west end of Hall of Mists. %You are at the west end of Hall of Mists. A low wide crawl continues west and another goes north. To the south is a little passage 6 feet off the floor. PLACE MAZEA.42 You are in a maze of twisty little passages, all alike. %You are in a maze of twisty little passages, all alike. PLACE MAZEA.43 You are in a maze of twisty little passages, all alike. %You are in a maze of twisty little passages, all alike. PLACE MAZEA.44 You are in a maze of twisty little passages, all alike. %You are in a maze of twisty little passages, all alike. PLACE MAZEA.45 You are in a maze of twisty little passages, all alike. %You are in a maze of twisty little passages, all alike. PLACE MAZEA.46 Dead end. %Dead end. PLACE MAZEA.47 Dead end. %Dead end. PLACE MAZEA.48 Dead end. %Dead end. PLACE MAZEA.49 You are in a maze of twisty little passages, all alike. %You are in a maze of twisty little passages, all alike. PLACE MAZEA.50 You are in a maze of twisty little passages, all alike. %You are in a maze of twisty little passages, all alike. PLACE MAZEA.51 You are in a maze of twisty little passages, all alike. %You are in a maze of twisty little passages, all alike. PLACE MAZEA.52 You are in a maze of twisty little passages, all alike. %You are in a maze of twisty little passages, all alike. PLACE MAZEA.53 You are in a maze of twisty little passages, all alike. %You are in a maze of twisty little passages, all alike. PLACE MAZEA.54 Dead end. %Dead end. PLACE MAZEA.55 You are in a maze of twisty little passages, all alike. %You are in a maze of twisty little passages, all alike. PLACE MAZEA.56 Dead end. %Dead end. PLACE MAZEA.57.PIT You're at brink of pit. %You are on the brink of a thirty foot pit with a massive orange column down one wall. You could climb down here but you could not get back up. The maze continues at this level. PLACE MAZEA.58 Dead end. %Dead end. PLACE LONGHALLEAST You're at east end of long hall. %You are at the east end of a very long hall apparently without side chambers. To the east a low wide crawl slants up. To the north a round two foot hole slants down. PLACE LONGHALLWEST You're at west end of long hall. %You are at the west end of a very long featureless hall. The hall joins up with a narrow north/south passage. PLACE CROSSOVER You are at a crossover of a high N/S passage and a low E/W one. %You are at a crossover of a high N/S passage and a low E/W one. PLACE DEADEND1 Dead end passage. Scratched on a rock is the message, "Stand where the statue gazes, and make use of the proper tool." %Dead end passage. Scratched on a rock is the message, "Stand where the statue gazes, and make use of the proper tool." PLACE COMPLEX You're at complex junction. %You are at a complex junction. A low hands and knees passage from the north joins a higher crawl from the east to make a walking passage going west. There is also a large room above. The air is damp here. PLACE BEDQUILT You're back at Bedquilt. %You are in Bedquilt, a long east/west passage with holes everywhere. To explore at random select NORTH, SOUTH, UP, or DOWN. PLACE SWISS You're in Swiss cheese room. %You are in a room whose walls resemble Swiss cheese. Obvious passages go west, east, NE, and NW. Part of the room is occupied by a large bedrock block. PLACE SLAB You're in Slab room. %You are in a large low circular chamber whose floor is an immense slab fallen from the ceiling (Slab room). East and west there once were large passages, but they are now filled with boulders. Low small passages go north and south, and the south one quickly bends west around the boulders. PLACE SECRETNSCYN You are in a secret N/S canyon above a large room. %You are in a secret N/S canyon above a large room. PLACE SECRETNSCPAS You are in a secret N/S canyon above a sizable passage. %You are in a secret N/S canyon above a sizable passage. PLACE SECRETJUNCTION You're at junction of three secret canyons. %You are in a secret canyon at a junction of three canyons, bearing north, south, and SE. The north one is as tall as the other two combined. PLACE LOW You are in a large low room. Crawls lead north, SE, and SW. %You are in a large low room. Crawls lead north, SE, and SW. PLACE DEADEND2 Dead end crawl. %Dead end crawl. PLACE SECRETEW.TITE You're in secret E/W canyon above tight canyon. %You are in a secret canyon which here runs E/W. It crosses over a very tight canyon 15 feet below. If you go down you may not be able to get back up. PLACE NSCANYONWIDE You are at a wide place in a very tight N/S canyon. %You are at a wide place in a very tight N/S canyon. PLACE TIGHTERSTILL The canyon here becomes too tight to go further south. %The canyon here becomes too tight to go further south. PLACE TALLEWCNYN You are in a tall E/W canyon. %You are in a tall E/W canyon. A low tight crawl goes 3 feet north and seems to open up. PLACE DEADEND3 The canyon runs into a mass of boulders -- dead end. %The canyon runs into a mass of boulders -- dead end. Scratched on one of the boulders are the words, "Jerry Cornelius was here." PLACE MAZEA.80 You are in a maze of twisty little passages, all alike. %You are in a maze of twisty little passages, all alike. PLACE MAZEA.81 Dead end. %Dead end. PLACE MAZEA.82 Dead end. %Dead end. PLACE MAZEA.83 You are in a maze of twisty little passages, all alike. %You are in a maze of twisty little passages, all alike. PLACE MAZEA.84 You are in a maze of twisty little passages, all alike. %You are in a maze of twisty little passages, all alike. PLACE MAZEA.85 Dead end. %Dead end. PLACE MAZEA.86 Dead end. %Dead end. PLACE MAZEA.87 You are in a maze of twisty little passages, all alike. %You are in a maze of twisty little passages, all alike. PLACE NARROWCORRID You're in narrow corridor. %You are in a long, narrow corridor stretching out of sight to the west. At the eastern end is a hole through which you can see a profusion of leaves. PLACE INCLINE You're at steep incline above large room. %You are at the top of a steep incline above a large room. You could climb down here, but you would not be able to climb up. There is a passage leading back to the north. PLACE GIANT You're in Giant room. %You are in the Giant room. The ceiling here is too high up for your lamp to show it. Cavernous passages lead east, north, and south. On the west wall is scrawled the inscription, "Fee Fie Foe Foo" {sic}. PLACE IMMENSENSPASS You are at one end of an immense north/south passage. %You are at one end of an immense north/south passage. PLACE CAVERN You're in cavern with waterfall. %You are in a magnificent cavern with a rushing stream, which cascades over a sparkling waterfall into a roaring whirlpool which disappears through a hole in the floor. Passages exit to the south and west. PLACE SOFT You're in soft room. %You are in the soft room. The walls are covered with heavy curtains, the floor with a thick pile carpet. Moss covers the ceiling. PLACE ORIENTAL You're in Oriental room. %This is the Oriental room. Ancient oriental cave drawings cover the walls. A gently sloping passage leads upward to the north, another passage leads SE, and a hands and knees crawl leads west. PLACE MISTY You're in misty cavern. %You are following a wide path around the outer edge of a large cavern. Far below, through a heavy white mist, strange splashing noises can be heard. The mist rises up through a fissure in the ceiling. The path exits to the south and west. PLACE ALCOVE You're in alcove. %You are in an alcove. A small NW path seems to widen after a short distance. An extremely tight tunnel leads east. It looks like a very tight squeeze. An eerie light can be seen at the other end. PLACE PLOVER You're in Plover room. %You're in a small chamber lit by an eerie green light. An extremely narrow tunnel exits to the west. A dark corridor leads NE. PLACE DARK You're in Dark room. %You're in the Dark room. A corridor leading south is the only exit. PLACE ARCHED You're in arched hall. %You are in an arched hall. A coral passage continues up and east. The air smells of sea water. PLACE SHELL You're in Shell room. %You're in a large room carved out of sedimentary rock. The floor and walls are littered with bits of shells imbedded in the stone. A shallow passage proceeds downward, and a somewhat steeper one leads up. A low hands and knees passage enters from the south. PLACE RAGGEDCORRID You are in a long sloping corridor with ragged sharp walls. %You are in a long sloping corridor with ragged sharp walls. PLACE CULDESAC You are in a cul-de-sac about eight feet across. %You are in a cul-de-sac about eight feet across. PLACE ANTEROOM You're in anteroom. %You are in an anteroom leading to a large passage to the east. Small passages go west and up. The remnants of recent digging are evident. A sign in midair here says "Cave under construction beyond this point. Proceed at own risk. {Witt Construction Company}" PLACE MAZED.107 You are in a maze of twisty little passages, all different. %You are in a maze of twisty little passages, all different. PLACE WITTSEND You're at Witt's End. %You are at Witt's End. Passages lead off in *all* directions. PLACE MIRRORCNYN You're in mirror canyon. %You are in a north/south canyon about 25 feet across. The floor is covered by white mist seeping in from the north. The walls extend upward for well over 100 feet. Suspended from some unseen point far above you, an enormous two-sided mirror is hanging parallel to and midway between the canyon walls. (The mirror is obviously provided for the use of the dwarves, who as you know, are extremely vain.) A small window can be seen in either wall, some fifty feet up. PLACE STALACT You're at top of stalactite. %A large stalactite extends from the roof and almost reaches the floor below. You could climb down it, and jump from it to the floor, but having done so you would be unable to reach it to climb back up. PLACE MAZED.112 You are in a little maze of twisting passages, all different. %You are in a little maze of twisting passages, all different. PLACE RESERVOIR You're on southern edge of reservoir. %You are on the southern edge of a large underground reservoir. A thick cloud of white mist fills the room, rising from the surface of the water and drifting rapidly upwards. The lake is fed by a stream, which tumbles out of a hole in the wall about 10 feet overhead and splashes noisily into the water near the reservoir's northern wall. A dimly-seen passage exits through the northern wall, but you can't get across the water to get to it. Another passage leads south from here. PLACE RESERVOIR.N You are at the northern end of the reservoir. %You are at the northern end of a large underground reservoir. Across the water to the south, a dark passage is visible. Another passage leads north from here. Large, clawed tracks are visible in the damp ground, leading from the passage into the water. PLACE WARM You're in small, warm chamber. %You are in a small chamber with warm walls. Mist drifts into the chamber from a passage entering from the south and evaporates in the heat. Another passage leads out to the northeast. PLACE BALCONY You're on balcony above treasure chamber. %You are in a high balcony carved out of solid rock overlooking a large, bare chamber lit by dozens of flickering torches. A rushing stream pours into the chamber through a two-foot slit in the east wall and drains into a large pool along the north side of the chamber. A small plaque riveted to the edge of the balcony reads, "You are looking at the Witt Company's main treasure room, constructed by the famous architect Ralph Witt in 4004 B.C., and dedicated to the proposition that all adventurers are created equal (although some are more equal than others). NO ADMITTANCE VIA THIS ENTRANCE!" A small, dark tunnel leads out to the west. PLACE FAKE.SLIT You're at slit in streambed. %At your feet all the water of the stream splashes into a 2-foot slit in the rock. Downstream the streambed is bare rock. PLACE CYLINDRICAL You're in cylindrical chamber. %You are in a small cylindrical room with very smooth walls and a flat floor and ceiling. There are no exits visible anywhere. PLACE TREASUREROOM %You plunge into the stream and are carried down into total blackness. /Deeper / and / deeper / you / go, / down / into / the / very / bowels / of / the / earth, / until / your / lungs / are / aching / with / the / need / for / fresh / air. / Suddenly, / with / a / violent / >splash!!< you find yourself sitting on the edge of a pool of water in a vast chamber lit by dozens of flaring torches. The floor is covered with thick layers of precious Persian rugs! Rare coins, bars of silver, and lumps of gold and platinum are strewn carelessly about! There are diamonds, rubies, sapphires, emeralds, opals, pearls, and fabulous sculptures and ornaments carved out of jade and imperishable crystal resting on display shelves, along with rare Ming vases and ancient Indian turquoise beads! A flotilla of ruby-encrusted toy boats is floating in the pool of water beside you! A network of golden chains supports a fantastic Iridium crown! There is a display case on the wall filled with a fantastic selection of magical swords, which are singing "Hail to the Chief" in perfect pitch and rhythm! There are a dozen friendly little dwarves in the room, displaying their talents by deftly juggling hundreds of golden eggs! A large troll, a gigantic ogre, and a bearded pirate are tossing knives, axes, and clubs back and forth in a friendly demonstration of martial skill! A horde of cheerful little gooseberry goblins are performing talented acrobatics to an appreciative audience composed of a dragon, a large green snake, a cute little bird (which is sitting, unmolested, on the snake's head), a peaceful basilisk, and a large Arabian Djinn. Everyone turns and sees you, and lets out a heart-warming cheer of welcome! PLACE MAZEA.114 Dead end. %Dead end. PLACE SWOFCHASM You're on SW side of chasm. %You are on one side of a large, deep chasm. A heavy white mist rising up from below obscures all view of the far side. A SW path leads away from the chasm into a winding corridor. PLACE NEOFCHASM You're on NE side of chasm. %You are on the far side of the chasm. A NE path leads away from the chasm on this side. PLACE SLOPING You're in sloping corridor. %You are in a long winding corridor sloping out of sight in both directions. PLACE SECRETCYNNE1 You are in a secret canyon which exits to the north and east. %You are in a secret canyon which exits to the north and east. PLACE SECRETCYNNE2 You are in a secret canyon which exits to the north and east. %You are in a secret canyon which exits to the north and east. PLACE CORRIDOR You're in corridor. %You're in a long east/west corridor. A faint rumbling noise can be heard in the distance. PLACE FORK You're at fork in path. %The path forks here. The left fork leads northeast. A dull rumbling seems to get louder in that direction. The right fork leads southeast down a gentle slope. The main corridor enters from the west. PLACE WARMJUNCTN You're at junction with warm walls. %The walls are quite warm here. From the north can be heard a steady roar, so loud that the entire cave seems to be trembling. Another passage leads south, and a low crawl goes east. PLACE BREATHTAKER You're at breath-taking view. %You are on the edge of a breath-taking view. Far below you is an active volcano, from which great gouts of molten lava come surging out, cascading back down into the depths. The glowing rock fills the farthest reaches of the cavern with a blood-red glare, giving every- thing an eerie, macabre appearance. The air is filled with flickering sparks of ash and a heavy smell of brimstone. The walls are hot to the touch, and the thundering of the volcano drowns out all other sounds. Embedded in the jagged roof far overhead are myriad twisted formations composed of pure white alabaster, which scatter the murky light into sinister apparitions upon the walls. To one side is a deep gorge, filled with a bizarre chaos of tortured rock which seems to have been crafted by the devil himself. An immense river of fire crashes out from the depths of the volcano, burns its way through the gorge, and plummets into a bottomless pit far off to your left. Across the gorge, the entrance to a valley is dimly visible. To the right, an immense geyser of blistering steam erupts continuously from a barren island in the center of a sulfurous lake, which bubbles ominously. The far right wall is aflame with an incandescence of its own, which lends an additional infernal splendor to the already hellish scene. A dark, foreboding passage exits to the south. PLACE FACES You're at the south end of the Valley of the Stone Faces. %You are standing at the southern end of a long valley illuminated by flickering red light from the volcanic gorge behind you. Carved into the walls of the valley is an incredible series of stone faces. Some of them look down into the valley with expressions of benevolence that would credit a saint; others glare with a malice that makes the heart grow faint. All of them are imbued with a fantastic seeming of life by the shifting and flickering light of the volcano. The entire far end of the valley is taken up by an immense carving of a seated figure; its exact form cannot be seen from here due to the uncertainty of the light. PLACE BY.FIGURE You're at north end of the Valley of the Stone Faces. %You are standing at the north end of the Valley of the Stone Faces. Above you, an incredible bas-relief statue of an immense minotaur has been carved out of the rock. At least sixty feet high, it sits gazing down at you with a faint but definite expression of amusement. Between its feet and the floor is a rock wall about ten feet high which extends across the entire north end of the valley. PLACE PLAIN.1 You're at south end of fog-filled room. %You are standing at the southern end of what appears to be a large room filled with multicolored fog. The sides and far end of the room cannot be seen due to the thickness of the fog - it's a real pea-souper (even to the color in places!). A passage leads back to the south; a dull rumbling sound issues from the passage. PLACE PLAIN.2 >$< Place description(s) for the foggy room are contained in the >$< object "FOG" which resides here. PLACE PLAIN.3 You're in foggy room by cairn of rocks. %You are standing in a fog-filled room next to a tall cairn of glowing rocks. An opening in the cairn leads down to a dark passage. PLACE NONDESCRIPT You're in nondescript chamber. %You're in a small, nondescript chamber. A dark passage leads up and to the south, and a wide but low crawl leads north. PLACE PENTAGRAM You're in room with pentagram. %You're in a small room with a very smooth rock floor, onto which has been marked a pentagram. A low crawl leads out to the west, and a crack in the rock leads north. PLACE CHIMNEY You're at the end of the crack, at the bottom of the chimney. %The crack in the rock ends here, but a narrow chimney leads up. You should be able to climb it. PLACE TUBE You're in lava tube at top of chimney. %You're at the top of a narrow chimney in the rock. A cylindrical tube composed of hardened lava leads south. PLACE TUBE.SLIDE You're at steep slide in lava tube. %The lava tube continues down and to the south, but it becomes very steep here - if you go down it you probably won't be able to get back up. PLACE BASQUE.1 You're in rough and narrow passage. %You are in a narrow and rough passage running north and south. A dull rumbling sound can be heard from the south. PLACE BASQUE.2 You're in rough passage to the north of the basilisk's den. %You are in a rough passage to the north of the basilisk's den. PLACE BASQUE.FORK You're at fork in passage by steps. %The passage here enters from the south and divides, with a wide tunnel exiting to the north and a set of steps leading downward. PLACE ON.STEPS You're on the steps. %You are on a long, spiral set of steps leading downwards into the earth. PLACE STEPS.EXIT You're at exit on steps. %A small tunnel exits from the steps and leads north. The steps continue downwards. PLACE STORAGE You're in the storage room. %You're in what was once a storage room. A set of steps lead up. PLACE FAKE.Y2 You're at "Y2"? %You are in a large room, with a passage to the south, a passage to the west, and a wall of broken rock to the east. There is a large "Y2" on a rock in the room's center. PLACE FAKE.JUMBLE You are in a jumble of rock, with cracks everywhere. %You are in a jumble of rock, with cracks everywhere. PLACE CATACOMBS.1 You are in the catacombs. Enchanted tunnels lead in all directions. %You are in the catacombs. Enchanted tunnels lead in all directions. PLACE CATACOMBS.2 You are in the catacombs. Enchanted tunnels lead in all directions. %You are in the catacombs. Enchanted tunnels lead in all directions. PLACE CATACOMBS.3 You are in the catacombs. Enchanted tunnels lead in all directions. %You are in the catacombs. Enchanted tunnels lead in all directions. PLACE CATACOMBS.4 You are in the catacombs. Enchanted tunnels lead in all directions. %You are in the catacombs. Enchanted tunnels lead in all directions. PLACE CATACOMBS.5 You are in the catacombs. Enchanted tunnels lead in all directions. %You are in the catacombs. Enchanted tunnels lead in all directions. PLACE CATACOMBS.6 You are in the catacombs. Enchanted tunnels lead in all directions. %You are in the catacombs. Enchanted tunnels lead in all directions. PLACE CATACOMBS.7 You are in the catacombs. Enchanted tunnels lead in all directions. %You are in the catacombs. Enchanted tunnels lead in all directions. PLACE CATACOMBS.8 You are in the catacombs. Enchanted tunnels lead in all directions. %You are in the catacombs. Enchanted tunnels lead in all directions. PLACE CATACOMBS.9 You are in the catacombs. Enchanted tunnels lead in all directions. %You are in the catacombs. Enchanted tunnels lead in all directions. PLACE CATACOMBS.10 You are in the catacombs. Enchanted tunnels lead in all directions. %You are in the catacombs. Enchanted tunnels lead in all directions. PLACE CATACOMBS.11 You are in the catacombs. Enchanted tunnels lead in all directions. %You are in the catacombs. Enchanted tunnels lead in all directions. PLACE CATACOMBS.12 You are in the catacombs. Enchanted tunnels lead in all directions. %You are in the catacombs. Enchanted tunnels lead in all directions. PLACE CATACOMBS.13 You are in the catacombs. Enchanted tunnels lead in all directions. %You are in the catacombs. Enchanted tunnels lead in all directions. PLACE CATACOMBS.14 You are in the catacombs. Enchanted tunnels lead in all directions. %You are in the catacombs. Enchanted tunnels lead in all directions. PLACE CATACOMBS.15 You are in the catacombs. Enchanted tunnels lead in all directions. %You are in the catacombs. Enchanted tunnels lead in all directions. PLACE CATACOMBS.16 You are in the catacombs. Enchanted tunnels lead in all directions. %You are in the catacombs. Enchanted tunnels lead in all directions. PLACE CATACOMBS.17 You are in the catacombs. Enchanted tunnels lead in all directions. %You are in the catacombs. Enchanted tunnels lead in all directions. PLACE CATACOMBS.18 You are in the catacombs. Enchanted tunnels lead in all directions. %You are in the catacombs. Enchanted tunnels lead in all directions. PLACE CATACOMBS.19 You are in the catacombs. Enchanted tunnels lead in all directions. %You are in the catacombs. Enchanted tunnels lead in all directions. PLACE AUDIENCE You're at west end of Audience Hall. %You are standing at the west end of the royal Audience Hall. The walls here are composed of the finest marble, and the floor is built of slabs of rare onyx and bloodstone. The ceiling is high and vaulted, and is supported by pillars of rare Egyptian red granite; it gives off a nacreous glow that fills the entire chamber with a light like moon-light shining off of polished silver. PLACE AUDIENCE.E You're at east end of Audience Hall. %You are at the eastern end of the Audience Hall. There is a large dais rising out of the floor here; resting upon the dais is a strange- looking throne made out of interlocking bars and rods of metal. PLACE BANSHEE.1 You're in winding passage %You are in a winding passage which enters from the northwest, loops around several times, and exits to the north. PLACE GOLDEN You're in golden chamber. %You are in a chamber with golden walls and a high ceiling. Passages lead south, northeast, and northwest. PLACE ARABESQUE You're in Arabesque room. %You are in a small room whose walls are covered with an elaborate pattern of arabesque figures and designs. PLACE TRANSLUCENT You're in room with translucent walls. %You are in a large room whose walls are composed of some translucent whitish mineral. The room is illuminated by a flickering reddish glow shining through the southern wall. A passage leads east. PLACE BOULDERS You're in chamber of boulders. %You are in a small chamber filled with large boulders. The walls are very warm, causing the air in the room to be almost stifling from the heat. The only exit is a crawl heading west, through which is coming a low rumbling. PLACE LIMESTONE You're in limestone passage. %You are walking along a gently sloping north/south passage lined with oddly shaped limestone formations. PLACE BARREN You are at entrance of the barren room. %You are standing at the entrance to a large, barren room. A sign posted above the entrance reads: "Caution! Bear in room!" PLACE BEARHERE You are in the barren room. %You are inside a barren room. The center of the room is completely empty except for some dust. Marks in the dust lead away toward the far end of the room. The only exit is the way you came in. PLACE MAZED.131 You are in a maze of twisting little passages, all different. %You are in a maze of twisting little passages, all different. PLACE MAZED.132 You are in a little maze of twisty passages, all different. %You are in a little maze of twisty passages, all different. PLACE MAZED.133 You are in a twisting maze of little passages, all different. %You are in a twisting maze of little passages, all different. PLACE MAZED.134 You are in a twisting little maze of passages, all different. %You are in a twisting little maze of passages, all different. PLACE MAZED.135 You are in a twisty little maze of passages, all different. %You are in a twisty little maze of passages, all different. PLACE MAZED.136 You are in a twisty maze of little passages, all different. %You are in a twisty maze of little passages, all different. PLACE MAZED.137 You are in a little twisty maze of passages, all different. %You are in a little twisty maze of passages, all different. PLACE MAZED.138 You are in a maze of little twisting passages, all different. %You are in a maze of little twisting passages, all different. PLACE MAZED.139 You are in a maze of little twisty passages, all different. %You are in a maze of little twisty passages, all different. PLACE MAZED.140 Dead end. %Dead end. PLACE SANDSTONE You're in sandstone chamber. %You are in a small chamber to the east of the Hall of Mists. The walls are composed of rough red sandstone. There is a large, cubical chunk of rock in the center of the room. PLACE MORION You're in the Morion room. %You are in a small room. The walls are composed of a dark, almost black form of smoky quartz; they glisten like teeth in the lamp-light. The only exit is the passage to the south through which you entered. PLACE VAULT You're in room with vaulted ceiling. %You are in a room with a high, vaulted ceiling. A tunnel leads upwards and to the north. PLACE PEELGRUNT You're in Peelgrunt room. %You are in the Peelgrunt room. PLACE INSAFE {in the safe (weird case - see SAFE actions)} You are in the safe. %You are inside the safe. PLACE CORRID.1 You are standing in a wide, north-and-south corridor. %You are standing in a wide, north-and-south corridor. PLACE CORRID.2 You're at bend in wide corridor. %You are standing at a bend in a wide corridor which runs to the east and west. To the east, the corridor turns left and continues north; to the west, it turns left and continues south. PLACE TOOL You're in Tool room. %You are in a small, low-ceilinged room with the words "Witt Company Tool Room - Melenkurion division" carved into one of the walls. A wide corridor runs south from here. PLACE CORRID.3 You're at division in passage. %You are at a division in a narrow passage. Two spurs run east and north; the main passage exits to the south. PLACE CUBICLE You're in dank cubicle. %You are in a small, dank cubicle of rock. A small passage leads back out to the south; there is no other obvious exit. PLACE SPHERICAL You're in spherical room. %You're in a large, completely spherical room with polished walls. A narrow passage leads out to the north. PLACE TUNNEL.1 You're in low tunnel with irregular ceiling. %You are in a low tunnel with an irregular ceiling. To the north, the tunnel is partially blocked by a recent cave-in, but you can probably get past the blockage without too much trouble. PLACE GLASSY You're in large room with glassy walls. %You're standing in a very large room (which however is smaller than the Giant room) which has smooth, glassy-looking walls. A passage enters from the south and exits to the north. PLACE LAIR You're in the Sorcerer's Lair. %This is the Sorcerer's Lair. The walls are covered with exotic runes written in strange, indecipherable scripts; the only readable phrase reads "noside samoht". Strange shadows flit about on the walls, but there is nothing visible to cast them. Iridescent blue light drips from a stalactite far above, falls towards the floor, and evaporates before touching the ground. A deep, resonant chanting sound vibrates from deep in the ground beneath your feet, and a whispering sound composed of the echoes of long-forgotten spells and cantrips seeps from the walls and fills the air. Passages exit to the east and west. PLACE BRINK.1 You're at brink of bottomless pit. %You are standing on the brink of what appears to be a bottomless pit plunging down into the bowels of the earth. Ledges run around the pit to the east and west, and a passage leads back to the north. PLACE BRINK.2 You're on southern edge of bottomless pit. %You are standing at the south end of a ledge running around the west side of a bottomless pit. The ledge once continued around to the east side of the pit, but was apparently obliterated by a rock-slide years ago. A cold wind blows out of a tunnel leading to the southeast. PLACE ICE You're in Ice room. %You are in the Ice room. The walls and ceiling here are composed of clear blue glacial ice; the floor is fortunately made of rock and is easy to walk upon. There is a passage leading to the northwest, and a slide of polished ice leading downwards to the east - if you were to slide down it you probably couldn't get back up. PLACE SLIDE You're at bottom of icy slide. %You're at the entrance to an extensive and intricate network of tunnels carved out of solid ice. A slippery slope leads upwards and north, but you cannot possibly climb up it. PLACE ICECAVE.1 You are in an intricate network of ice tunnels. %You are in an intricate network of ice tunnels. PLACE ICECAVE.1A You are in an intricate network of ice tunnels. %You are in an intricate network of ice tunnels. PLACE ICECAVE.2 You are in an intricate network of ice tunnels. %You are in an intricate network of ice tunnels. PLACE ICECAVE.2A You are in an intricate network of ice tunnels. %You are in an intricate network of ice tunnels. PLACE ICECAVE.3 You are in an intricate network of ice tunnels. %You are in an intricate network of ice tunnels. PLACE ICECAVE.3A You are in an intricate network of ice tunnels. %You are in an intricate network of ice tunnels. PLACE ICECAVE.4 You are in an intricate network of ice tunnels. %You are in an intricate network of ice tunnels. PLACE ICECAVE.5 You are in an intricate network of ice tunnels. %You are in an intricate network of ice tunnels. PLACE ICECAVE.6 You are in an intricate network of ice tunnels. %You are in an intricate network of ice tunnels. PLACE ICECAVE.7 You are in an intricate network of ice tunnels. %You are in an intricate network of ice tunnels. PLACE ICECAVE.8 You are in an intricate network of ice tunnels. %You are in an intricate network of ice tunnels. PLACE ICECAVE.9 You are in an intricate network of ice tunnels. %You are in an intricate network of ice tunnels. PLACE ICECAVE.10 You are in an intricate network of ice tunnels. %You are in an intricate network of ice tunnels. PLACE ICECAVE.11 You are in an intricate network of ice tunnels. %You are in an intricate network of ice tunnels. PLACE ICECAVE.12 You are in an intricate network of ice tunnels. %You are in an intricate network of ice tunnels. PLACE ICECAVE.12A You are in an intricate network of ice tunnels. %You are in an intricate network of ice tunnels. PLACE ICECAVE.13 You are in an intricate network of ice tunnels. %You are in an intricate network of ice tunnels. PLACE ICECAVE.14 You are in an intricate network of ice tunnels. %You are in an intricate network of ice tunnels. PLACE ICECAVE.15 You are in an intricate network of ice tunnels. %You are in an intricate network of ice tunnels. PLACE ICECAVE.15A You are in an intricate network of ice tunnels. %You are in an intricate network of ice tunnels. PLACE ICECAVE.16 You are in an intricate network of ice tunnels. %You are in an intricate network of ice tunnels. PLACE ICECAVE.17 You are in an intricate network of ice tunnels. %You are in an intricate network of ice tunnels. PLACE ICECAVE.18 You are in an intricate network of ice tunnels. %You are in an intricate network of ice tunnels. PLACE ICECAVE.19 You are in an intricate network of ice tunnels. %You are in an intricate network of ice tunnels. PLACE ICECAVE.20 You are in an intricate network of ice tunnels. %You are in an intricate network of ice tunnels. PLACE ICECAVE.21 You are in an intricate network of ice tunnels. %You are in an intricate network of ice tunnels. PLACE ICECAVE.22 You are in an intricate network of ice tunnels. %You are in an intricate network of ice tunnels. PLACE ICECAVE.23 You are in an intricate network of ice tunnels. %You are in an intricate network of ice tunnels. PLACE ICECAVE.24 You are in an intricate network of ice tunnels. %You are in an intricate network of ice tunnels. PLACE ICECAVE.25 You are in an intricate network of ice tunnels. %You are in an intricate network of ice tunnels. PLACE ICECAVE.26 You are in an intricate network of ice tunnels. %You are in an intricate network of ice tunnels. PLACE ICECAVE.27 You are in an intricate network of ice tunnels. %You are in an intricate network of ice tunnels. PLACE ICECAVE.28 You are in an intricate network of ice tunnels. %You are in an intricate network of ice tunnels. PLACE ICECAVE.28A You are in an intricate network of ice tunnels. %You are in an intricate network of ice tunnels. PLACE ICECAVE.29 You are in an intricate network of ice tunnels. %You are in an intricate network of ice tunnels. PLACE ICECAVE.30 You're in small, icy chamber. %You are in a small chamber melted out of the ice. Glowing letters in midair spell out the words "This way out". PLACE BRINK.3 You're on eastern side of bottomless pit. %You are standing on the eastern side of a bottomless pit. A narrow ledge runs north towards a dimly-visible passage; the ledge once continued south of this point but has been shattered by falling rock. A narrow crack in the rock leads northeast. PLACE CRACK.1 You're in narrow, twisting crack. %You are following a narrow crack in the rock which enters from the southwest, turns and twists somewhat, and exits to the southeast. PLACE CRACK.2 You're at north end of tight passage. %You are standing at the northern end of a rather tight passage. A narrow crack in the rock leads west. PLACE CRACK.3 You're at south end of tight passage. %You are at the southern end of a tight passage. A hands-and-knees crawl continues to the south. PLACE CRACK.4 You're in very small chamber. %You are in a very small chamber. A narrow crawl leads north. PLACE ARCH.COR.1 You're in coral passage. %You are in an arched coral passage which enters from the west, splits, and continues on to the east over a smooth and damp-looking patch of sand. The fork in the passage once led to the south, but it is now completely blocked by debris. PLACE ARCH.COR.2 You're at bend in arched coral corridor. %You are at a bend in an arched corral passage; the passage enters from the west over a patch of damp sand, turns, and continues north. PLACE ARCH.FORK You're at fork in arched corral passage. %You are at a fork in a high, arched coral passage. The main portion of the passage enters from the south; two smaller passages lead east and north. The smell of salt water is very strong here. PLACE JONAH You're at entrance to the Jonah room. %You are standing at the entrance of the Jonah room, a cavernous hall with high ribbed walls. The hall extends far to the south; a coral passage leads west. PLACE IN.JONAH You're at south end of the Jonah room. %You are at the south end of the Jonah room. Ahead of you, the way is barred by a large set of immense stalactites and stalagmites which intermesh like clenched teeth. Nothing except blackness is visible between the stone formations. PLACE FOURIER You're in the Fourier passage. %You are in the Fourier passage. This is a long and highly convoluted passage composed of coral, which twists and turns like the path of an earthworm tripping on LSD. The passage here enters from the northwest, convulses, and exits to the southwest (from which direction can be felt a cool and salty-smelling breeze). PLACE SHELF You're on shelf of rock above beach. %You are standing on a large shelf of sedementary rock overlooking a lava beach. The shelf is an extension of an incredible cliff which extends north, south, and upwards for as far as the eye can see. Crudely carved steps lead down from the shelf to the beach, and a twisting coral passage exits to the west. PLACE BEACH You're on beach. %You are standing on a short, barren beach composed of hardened lava. Rugged and unclimbable volcanic hills block all view to the north and south, and a seemingly infinite cliff fills the entire western hemisphere. To the east, a narrow inlet of ocean water laps gently upon the beach. The scene is illuminated by the light of three small moons shining through the shimmering glow of an aurora that fills the entire sky with golden splendor. Steps lead up the cliff to a shelf of rock. PLACE PLATFORM You're on tiny platform above volcano. %You are precariously perched on a tiny platform suspended in midair. Two thousand feet below you is the mouth of a very active volcano, spewing out a river of hot lava. * PLACE LIMBO * Limbo is the normal holding area for objects that aren't * currently visible in the cave. All special objects * (dwarf, pirate, axe, treasure chest, pearl, etc) start * out here and are moved to the apropriate places in the * cave at the proper times. The nest of golden eggs * ends up here the first time you give it to the troll * and may be fetched back to the Giant room with the * Fee Fie Foe Foo sequence; the second time you try to * give it to the troll it ends up in Ylem (q.v.) and * can't be gotten back. The Oyster starts out here and * is swapped with the Clam when you succeed in opening the * clam with the trident. Needless to say, there is no * way that the adventurer should be able to get to Limbo * (unless he is a wizard using the master-mode commands) * since he could do all kinds of nasty things here (get the * batteries without paying the coins, get the rug without * first killing the dragon, get the food back after feeding * the bear, move the clam to the house, etc.) Very nasty! * You are in Limbo. %You are in Limbo (program bug!). Say OUT to get out of here. PLACE YLEM * * Ylem must be the last place defined (following Limbo). It is * intended as a trash-can place - objects moved to Ylem are * forever inaccessable (coding convention only - no enforcement * by the handlers). Currently Ylem is used as follows: if * you cheat the troll out of the nest of golden eggs (as you * must if you wish to get full score) and then try to bribe * him with them a second time, he lets them sail into the chasm * and demands something else; the eggs are moved to Ylem, and * the Fee Fie Foe Foo logic will recognize this and refuse to * fetch them back to the Giant room again. Ylem is also used * in the fall-to-a-painful-death logic (label SPLATTER and * a couple of miscellaneous calls also) so that if you fall from * someplace and would end up lying dead at some location * that isn't really defined (the bottom of the chasm, * in the volcanic gorge, etc) the things you were carrying * get deposited in an inaccessable location. * You are in Ylem. %You are in Ylem (circular file for objects). OBJECT GRATE {Grate} %The grate is locked. %The grate is open. OBJECT STEPS {Steps} OBJECT DOOR {Rusty door} %The way north is barred by a massive, rusty, iron door. %The way north leads through a massive, rusty, iron door. OBJECT SNAKE {Snake} %A huge green fierce snake bars the way! %>$< (chased away) OBJECT FISSURE {Fissure} %>$< %A crystalline bridge now spans the fissure. %The crystalline bridge has vanished! OBJECT TABLET {Stone tablet} %A massive stone tablet imbedded in the wall reads: "Congratulations on bringing light into the Dark room!" OBJECT MIRROR {Mirror} %>$< OBJECT PLANT {Plant} %There is a tiny little plant in the pit, murmuring "Water, water, ..." %The plant spurts into furious growth for a few seconds. %There is a 12-foot-tall beanstalk stretching up out of the pit, bellowing "WATER!! WATER!!" %The plant grows explosively, almost filling the bottom of the pit. %There is a gigantic beanstalk stretching all the way up to the hole. %You've over-watered the plant! It's shriveling up! It's, it's... OBJECT PLANT2 {Phony plant (seen in Twopit room only when tall enough)} %>$< (not grown yet - invisible from above) %>$< (transition - growing) %The top of a 12-foot-tall beanstalk is poking out of the west pit. %>$< (growing still more) %There is a huge beanstalk growing out of the west pit up to the hole. OBJECT STALACTITE {Stalactite} %>$< OBJECT FOG {Fog in the fog-filled room (where else?)} %You are standing, badly befuddled, in a pale purple fog. %You are wandering around in the middle of a bright red fog. %You are lost in the midst of a thick, pea-green fog. %You are trying to find your way through a dense coal-black fog. %You are lost in the heart of a strange yellow fog. %You are standing, badly bedazzled, in a day-glow orange fog. %You are hunting your way through a shimmering magenta fog. %You are somewhere in the center of a weird, pearly pink fog. OBJECT GLOW {Glow of light in the midst of the fog} * N.B. - the directions listed here must be in the same as (and * in the same order as) the first 8 directions listed in the * VERBS file - it they aren't, incredible confusion (that is, more * incredible than what we're trying to create) will result. %A faint glow of light is visible through the fog to the east. %A glimmer of light is visible through the fog in the west. %A glow of light is visible through the fog to the north. %A faint shimmer of light is visible to the south. %A flickering light is visible through the fog in the northeast. %A dim light is visible in the southeast. %A dim glow of light is visible in the southwest. %A dim flickering light is visible through the fog in the northwest. OBJECT SHADOW {Shadowy figure} %The shadowy figure seems to be trying to attract your attention. OBJECT BLOB {Rover, to all you "The Prisoner" fans} {The cave "bouncer"} %>$< 0 %>$< 1 % From somewhere in the distance comes an ominous bubbling sound. % The bubbling sound grows louder. % The bubbling sound ends with a loud >splash<. % A hollow, echoing >ROAR< sounds in the distance. %>$< 6 % A strange throbbing sound can be heard in the distance. %>$< 8 % The throbbing sound is growing louder. %>$< 10 % The source of the throbbing sound is approaching quickly. Another hollow >ROAR< echoes through the cave. %>$< 12 % There is a loud >ROAR< only a short distance away!! %>$< 14 % Into view there bounces a horrible creature!! Six feet across, it resembles a large blob of translucent white jelly; although it looks massive, it is bouncing lightly up and down as though it were as light as a feather. It is emitting a constant throbbing sound, and it >ROARROAR$< OBJECT PIRATE {Pirate} %>$< He never stays to visit, but runs away. OBJECT DRAGON {Dragon} %A huge green fierce dragon bars the way! The dragon is sprawled out on a Persian rug!! %Congratulations! You have just vanquished a dragon with your bare hands! (Unbelievable, isn't it?) %The body of a huge green dead dragon is lying off to one side. %The rotting carcass of a dead dragon is lying off to one side. OBJECT CHASM {Chasm} %A rickety wooden bridge extends across the chasm, vanishing into the mist. A sign posted on the bridge reads, "STOP! Pay troll!" %The wreckage of a bridge (and a dead bear) can be seen at the bottom of the chasm. %The charred remains of a wooden bridge can be seen at the bottom of the chasm. OBJECT TROLL {Troll} %A burly troll stands by the bridge and insists you throw him a treasure before you may cross. %>$< (paid off, haven't crossed bridge yet) %>$< (paid off, crossed bridge - he'll be back!) %The troll steps out from beneath the bridge and blocks your way. %>$< (chased away) %From beneath the bridge there sounds a muffled bellow of frustrated avarice. The troll stomps out, resumes his position by the end of the bridge, and glowers fiercely in your direction. "Very funny," you hear him mutter, "but not very smart - you'll pay for that!" %The troll nimbly steps to one side and grins nastily as the nest of golden eggs flies past him and plummets into the chasm. "Fool me once, shame on you; fool me twice, shame on me!" he sneers. "I want something a touch more substantial this time!" OBJECT TROLL2 {Phony troll} %The troll is nowhere to be seen. OBJECT OGRE {Ogre} %There is a large, nasty-looking ogre blocking your path! OBJECT BASILISK {Basilisk} %There is a basilisk lying in the corridor to the north, snoring quietly. %There is a basilisk lying in the corridor to the south. It is asleep, but is twitching and grumbling as if restless. %There is a petrified basilisk in the corridor to the north. %There is a petrified basilisk in the corridor to the south. OBJECT GONG {Gong} %There is a large brass gong fastened to the wall here. OBJECT DJINN {Djinn} %There is a twelve-foot djinn standing in the center of the pentagram, glowering at you. OBJECT TURTLE {Turtle} %Darwin the tortoise is swimming in the reservoir nearby. OBJECT MESSAGE {Message in second maze} %There is a message scrawled in the dust in a flowery script, reading: "This is not the maze where the pirate leaves his treasure chest." OBJECT VOLCANO {Volcanic gorge} %>$< Nothing happening yet %The earth begins to shudder violently, and smoke flows up from the gorge beneath your feet. With a violent >GLOP!<, the volcano belches out an immense blast of molten lava which flies into the air above the gorge and suddenly solidifies into a fragile-looking arch of wheat-colored stone that bridges the gorge. %There is a wheat-colored stone bridge arching over the gorge. %The earth shudders violently, and steam blasts upwards from the geyser. The wheat-stone bridge cracks and splits, and the fragments fall into the gorge. OBJECT STATUE {Statue of minotaur} %>$< Solid wall %Dark tunnels lead northeast, north, and northwest. OBJECT QUICKSAND {Quicksand - state 0 = soft, state 1 = hardened by rod.} OBJECT SLIME {Slime} %The passage to the south is swathed with sheets of evil-looking green slime, which twitches and flows as if aware of your presence. OBJECT MACHINE {Vending machine} %There is a massive vending machine here. The instructions on it read: "Drop coins here to receive fresh batteries." OBJECT SAFE {Safe} %A massive walk-in safe takes up one entire wall. It is tightly closed, and has no handle, lock, nor keyhole. %A massive walk-in safe takes up one entire wall. Its door has been swung open and blocks the exit passage. %A massive walk-in safe takes up one entire wall. It is closed, and there are signs of melting around the edges of its door. OBJECT THRONE >$< Throne in audience hall OBJECT SKELETON {Skeleton} %Resting on the throne ("sitting" isn't really the right word) is an incredible skeleton. It is fairly humanoid from the waist up (except for its incredible size and four extra arms); below that, it resembles the body of a giant python, and is wrapped in and around the bars and rods of the throne. Clutched in one bony hand is a long sceptre, ornately encrusted with sapphires!! OBJECT BEAR %There is a ferocious cave bear eying you from the far end of the room! %There is a gentle cave bear sitting placidly in one corner. %There is a contented-looking bear wandering about nearby. OBJECT BATTERIES [Worn-out/Fresh] batteries %There are fresh batteries here. %Some worn-out batteries have been discarded nearby. OBJECT CARPET {Carpet and/or moss} %>$< OBJECT DINGHY {Dingy} %Lying upon the beach are the shattered remains of what must once have been a dinghy. The remains consist of little more than a few broken boards, upon one of which may be seen a crude sketch of a skull and two crossed thighbones (perhaps this dinghy was once owned by a cook?) %The shattered remains of a dinghy lie forlornly on the beach. OBJECT BAG Bag filled with pieces of eight %There is a bag (obviously filled with pieces of eight) in the dinghy! %There is a bag filled with pieces of eight lying off to one side! OBJECT CROWN Crown %There is a massive crown made of solid iridium floating in midair! %There is a massive iridium crown here! OBJECT GOLD Large gold nugget %There is a large sparkling nugget of gold here! OBJECT DIAMONDS Several diamonds %There are diamonds here! OBJECT SILVER Bars of silver %There are bars of silver here! OBJECT JEWELRY Precious jewelry %There is precious jewelry here! OBJECT COINS Rare coins %There are many coins here! OBJECT CHEST Treasure chest %The pirate's treasure chest is here, half-hidden behind a rock! %The pirate's treasure chest is here! OBJECT EGGS Golden eggs %There is a large nest here, full of golden eggs! %The nest of golden eggs has vanished! %Done! OBJECT TRIDENT Jeweled trident %There is a jewel-encrusted trident here! OBJECT HELMET Helmet %There is a gem-encrusted visorless helmet sitting on the floor! OBJECT VASE Ming vase %There is a delicate, precious, Ming vase here! %The vase is now resting, delicately, on a velvet pillow. %The Ming vase drops with a delicate crash. OBJECT POTTERY Worthless shards of pottery %The floor is covered with worthless shards of pottery. OBJECT EMERALD Egg-sized emerald %There is an emerald here the size of a plover's egg! OBJECT SCEPTRE Sapphire sceptre %>$< Sceptre's 0-mode description is part of "SKELETON" %A sapphire-encrusted sceptre is lying on the ground! OBJECT YACHT Ruby-covered toy yacht %There is a small toy yacht sitting on the floor. It is totally covered with rubies, and has the words "Omar Khayyam" engraved on the side!! %The ruby yacht of Omar Khayyam is sitting on the floor! OBJECT PYRAMID Platinum pyramid %There is a platinum pyramid here, 8 inches on a side! OBJECT PEARL Glistening pearl %Off to one side lies a glistening pearl! OBJECT RUG Persian rug %There is a Persian rug spread out on the floor! OBJECT SPICES Rare spices %There are rare spices here! OBJECT BEADS Ancient Indian turquoise beads. %There is a string of ancient Indian turquoise beads draped casually over the edge of the balcony! %There is a string of ancient Indian turquoise beads here! OBJECT CHAIN Golden chain %There is a golden chain lying in a heap on the floor! %The bear is locked to the wall with a golden chain! %There is a golden chain locked to the wall! OBJECT RING Mithril ring %There is a shiny ring (crafted of the finest mithril) lying here! OBJECT SPYGLASS Scrimshaw spyglass %There is a small spyglass carved out of whale baleen sitting here! OBJECT SCULPTURE Rock-crystal sculpture %A finely-carved crystalline sculpture of a pig is resting in a niche melted out of the icy wall of the tunnel! %There is a fine crystalline sculpture of a pig here! %There is a fine crystalline sculpture of an eel here! %There is a fine crystalline sculpture of an emu here! %There is a fine crystalline sculpture of an elf here! %There is a fine crystalline sculpture of a mouse here! %There is a fine crystalline sculpture of a rabbit here! %There is a fine crystalline sculpture of an ibex here! %There is a fine crystalline sculpture of a frog here! %There is a fine crystalline sculpture of a tiger here! %There is a fine crystalline sculpture of a mule here! %There is a fine crystalline sculpture of a moose here! %There is a fine crystalline sculpture of a dog here! %There is a fine crystalline sculpture of a spider here! %There is a crude sculpture of a very bedraggled phoenix here! OBJECT BRACELET Jade bracelet %There is an ancient Chinese jade bracelet here! OBJECT CASKET Casket of opals %There is a casket full of rare black opals sitting on a shelf! %There is a casket full of rare black opals here! OBJECT KEYS Set of keys %There are some keys on the ground here. OBJECT LAMP Brass lantern %There is a shiny brass lamp nearby. %There is a lamp shining nearby. OBJECT CAGE Wicker cage %There is a small wicker cage discarded nearby. %There is a small wicker cage nearby. OBJECT BIRD Little bird in cage %A cheerful little bird is sitting here singing. %There is a little bird in the cage. OBJECT ROD Black rod %A three foot black rod with a rusty star on an end lies nearby. OBJECT PLATE Metal plate %A highly polished metal plate is leaning against the wall. %A polished metal plate lies nearby. OBJECT DYNAMITE Black rod %A three foot black rod with a rusty mark on an end lies nearby. OBJECT PILLOW Velvet pillow %A small velvet pillow lies on the floor. OBJECT CLAM Giant clam >grunt!< %There is an enormous clam here with its shell tightly closed. OBJECT OYSTER Giant oyster >groan!< %There is an enormous oyster here with its shell tightly closed. %Interesting. There seems to be something written on the underside of the oyster. OBJECT MAGAZINES "Spelunker Today" %There are a few recent issues of "Spelunker Today" magazine here. OBJECT KNIFE OBJECT FOOD Tasty food %There is food here. OBJECT BOTTLE [/!`]Small bottle %There is a bottle of water here. %There is an empty bottle here. %There is a bottle of oil here. OBJECT WATER !@ full of water OBJECT OIL !@ full of oil OBJECT FLASK Earthenware flask %There is a sealed earthenware flask sitting in the center of the pentagram. %There is a small, tightly-sealed earthenware flask on the ground here. It has the words, "London Dry" written on the side. %There is a small, empty earthenware flask here. OBJECT AXE Dwarf's axe %There is a little axe here. %There is a little axe lying beside the bear. OBJECT SWORD Singing sword %There is a sword here with its blade plunged deep into the block of stone. The sword is singing quietly to itself. %There is a magic sword here, chiming out the bell-like tones of "Khumbu Ice-fall" by ringing its blade against the ground. %There is a sword here, singing "A Day in the Life" in a quiet, introspective voice. %There is a magic sword here, singing "Cold Blue Steel and Sweet Fire" to itself in a plaintive, hopeless voice. %There is a sharp and obviously magical sword here. It is quietly humming excerpts from Prokofiev's "Romeo and Juliet" ballet to itself. %There is a sword lying on the ground, jauntily whistling the March from Tchaikovsky's "Nutcracker Suite". %There is a sharp sword lying here. It is (somehow) singing Tchaikovsky's "1812 Overture" in twelve parts, by itself! %The stirring strains of Rossini's "William Tell" overture fill the room, coming from a singing sword lying on the ground. %There is a singing sword lying on the ground. From it resound the massed voices of a two-hundred-singer choir, filling the air with the stirring sound of the Hallelujah Chorus from Handel's "Messiah". %There is a sharp and shiny sword here. It is somehow managing to sing Harry Partch's "Daphne of the Dunes" without destroying its singing organs (whatever they happen to be...) %There is a sword here, singing "Witchi-Tai-To" in two-part harmony with itself. %There is a very strange singing sword here - it is glowing and vibrating, and the eerie electronic notes of Charles Wuorinen's "Time's Encomium" issue from its blade and fill the air. OBJECT TEETH Several dragon's teeth %There are several dragon's teeth scattered haphazardly about. %There are several dragon's teeth in a pile on the floor. OBJECT VIAL Vial of oily liquid %On the ground lies a small glass vial filled with an oily liquid. %The dwarf catches a lungful of the cloud, gags audibly and stumbles out of the room retching, sneezing, and cursing up a storm. %The dwarves blanche in horror and dash away as fast as their brief and misshapen legs can carry them. %The troll calmly waves the vapor away. %The bear inhales some of the vapor and snarls angrily. %The bear inhales some of the vapor and moans appreciatively. %The snake completely ignores the vapor. %The bird breathes in a miniscule amount of the vapor and immediately sings a twenty-second segment of Morton Subotnik's "Sidewinder". %The slime filling the passage to the south blackens and shrivels away into nothingness. %The dragon sniffs the air, rumbles deep in his chest, and shoots out a small puff of flame that ignites and incinerates the vapor. %The djinn takes a deep sniff of the vapor and comments, "AH! A TRUELY FINE ARABIAN PERFUME! I HAVEN'T SMELLED ANYTHING LIKE THAT FOR YEARS!" %The basilisk doesn't wake up. %The gooseberry goblins sniff the vapor, screech in terror, and dash off into the distance. OBJECT MUSHROOM Mushroom %There is a small mushroom growing on the wall. %There is a small mushroom lying on the floor. %As you swallow the mushroom your mouth becomes numb, and everything seems to swirl around you. The effect quickly passes, and you find that your muscles have bulged unbelievably. % A strange malaise suddenly afflicts you. You shiver with chill, and your muscles seem to turn to putty; everything around you becomes grey and unreal. The fit quickly passes, and you find that your body has degenerated back to what it was like before you ate the mushroom. OBJECT GOBLINS {Gooseberry goblins} % Suddenly and without warning, there appears from within the very cave walls around you a horde of vicious little goblins! Each one stands about eight inches high on a pair of spindly black legs, has a globular, spine-covered body resembling a giant gooseberry, a wide mouth filled with sharp teeth, and a pair of glittering little green eyes! They swarm around you and try to block your way. %You are surrounded by a horde of silent little gooseberry goblins! % One of the gooseberry goblins begins to giggle in a high-pitched voice. Another takes up the giggling, then another.... soon all of them are giggling insanely and jumping up and down with glee! %You are surrounded by a giggling horde of little gooseberry goblins! % The goblins are jumping up and down frantically, and are working themselves into a real slavering frenzy!! %You are surrounded by a slavering horde of gooseberry goblins! % With a shrill cry, the gooseberry goblins hurl themselves upon you, tickling you mercilessly. You crush and hurl away several of them, but are soon borne down to the ground by the endless attack. The goblins then gleefully rip out your throat, and you sink into unconsciousness. OBJECT DWARF *Dwarf (you can't pick him up) %There is a nonexistant dwarf in the room with you! (oops) % There is a threatening little dwarf in the room with you! % There are two bloodthirsty little dwarves in the room with you! % There are three nasty little dwarves in the room with you! % There are four hostile little dwarves in the room with you! % There are five threatening little dwarves in the room with you! % There are six bloodthirsty little dwarves in the room with you! % There are seven nasty, hostile little dwarves in the room with you! % There are eight angry little dwarves in the room with you! % There are nine hostile and nasty little dwarves in the room with you! % There are ten very angry little dwarves in the room with you! SYNON KEYS,KEY,SET SYNON LAMP,HEADLAMP,LANTERN SYNON PILLOW,VELVET SYNON MAGAZINES,ISSUES,SPELUNKER,"SPELUNKER" SYNON DWARF,DWARVES SYNON KNIFE,KNIVES SYNON FOOD,RATIONS SYNON BOTTLE,JAR SYNON WATER,H2O SYNON PLANT,BEANSTALK SYNON SHADOW,FIGURE SYNON VOLCANO,GEYSER,GORGE SYNON MACHINE,VENDING SYNON CARPET,MOSS,CURTAINS SYNON GOLD,NUGGET SYNON SILVER,BARS SYNON CHEST,BOX,TREASURE SYNON EGGS,EGG,NEST SYNON VASE,MING SYNON POTTERY,SHARDS SYNON PYRAMID,PLATINUM SYNON RUG,PERSIAN SYNON CAGE,WICKER SYNON JEWELRY,JEWELS SYNON CASKET,OPALS SYNON BRACELET,JADE SYNON SCULPTURE,CRYSTAL SYNON RING,MITHRIL SYNON SPYGLASS,SCRIMSHAW SYNON BAG,PIECES,EIGHT SYNON VIAL,PHIAL SYNON STATUE,MINOTAUR SYNON YACHT,RUBY,RUBAIYAT SYNON DJINN,DJANN,GENIE SYNON TURTLE,TORTOISE,DARWIN SYNON BEADS,INDIAN,STRING,TURQUOISE VERB SAY,CHANT,SING,UTTER,MUMBLE VERB SAVE,SUSPEND,PAUSE VERB RESTORE VERB UPSTREAM VERB DOWNSTREAM VERB FORWARD,CONTINUE,ONWARD VERB BACK,RETURN,RETREAT VERB OUT,OUTSIDE,EXIT,LEAVE VERB ENTRANCE VERB GULLY VERB STREAM VERB ROCK,ROCKS VERB BED,STREAMBED VERB CRAWL,CRAWLS VERB IN,INWARD,INSIDE,ENTER VERB SURFACE VERB NULL,NOWHERE VERB PASSAGE,TUNNEL VERB VIEW VERB HOLE VERB STAIRS VERB UP,UPWARD,U,ABOVE,ASCEND VERB DOWN,D,DOWNWARDS,DESCEND VERB OUTDOORS VERB CRACK VERB DOME VERB LEFT VERB RIGHT VERB HALL VERB JUMP VERB CROSS,ACROSS,OVER VERB EAST,E VERB WEST,W VERB NORTH,N VERB SOUTH,S VERB NORTHEAST,NE VERB SOUTHEAST,SE VERB SOUTHWEST,SW VERB NORTHWEST,NW VERB SECRET VERB CLIMB VERB LOOK,EXAMINE,TOUCH,DESCRIBE VERB GET,CARRY,TAKE,KEEP,CATCH,STEAL,CAPTURE,TOTE VERB DROP,RELEASE,FREE,DISCARD,DUMP VERB OPEN,UNLOCK VERB CLOSE,LOCK VERB ON,LIGHT VERB OFF,EXTINGUISH VERB WAVE,SHAKE,SWING VERB PLACATE,CALM,TAME VERB WALK,RUN,TRAVEL,GO,PROCEED,EXPLORE,GOTO,FOLLOW,TURN VERB KILL,ATTACK,FIGHT,HIT,STRIKE,SLAY VERB POUR VERB EAT,DEVOUR VERB DRINK VERB RUB VERB THROW,TOSS VERB QUIT,STOP,Q VERB FIND,WHERE VERB INVENTORY,INV,INVENT VERB FEED VERB FILL VERB SCORE VERB BRIEF VERB READ,PERUSE VERB BREAK,SHATTER,SMASH VERB RIDE VERB HOURS VERB FUM VERB SESAME,OPENSESAME,ABRA,ABRACADABRA,SHAZAM,HOCUS,POCUS,CADABRA VERB HELP,? VERB TREE,TREES VERB DIG,EXCAVATE VERB LOST VERB MIST VERB INFO,INFORMATION VERB SWIM VERB LPSD VERB FAST VERB FULL VERB NEWS VERB CAVE VERB FIX,REPAIR VERB WIZARD * * N.B. - the following magic words (ZORTON through BLERBI) *must* * be defined in reverse alphabetical order! If new magic words * are added, place them in the proper sequence and modify the * code in the "AT CYLINDRICAL" area! If you don't do this right, * people are going to have a hell of a time getting out of the * cylindrical room during cave-closure. * VERB ZORTON VERB XYZZY VERB THURB VERB SNOEZE VERB SAMOHT VERB PLUGH VERB PHUGGG VERB NOSIDE VERB MELENKURION VERB KNERL VERB KLAETU VERB FOO VERB FOE VERB FIE VERB FEE VERB BLERBI * * End of reverse-alphabetical-order section. * VERB CURIOUS VERB GREEN VERB IDEAS VERB SLEPT VERB FURIOUSLY VERB RUNOUT * The first three entries in the text section must be the null * string, a blank line, and the "Ok." respose - they also * exist in the run-time program, for speed's sake. TEXT SOK! TEXT BLANK TEXT OK! Ok. TEXT LOGON Welcome to CP-6 Adventure!! Say "NEWS" to get up-to-date game details as of 9/18/84. TEXT NEWSDATA 9/18/84 - A set of maps which describe Colossal Cave may be ordered from the following address: / David Platt / c/o Honeywell Information Systems / 5250 West Century Boulevard / Los Angeles, CA 90045 There is no charge for the maps; however, each request MUST include a large (legal-sized or better) self-addressed envelope with at least two first-class stamps. Requests received without envelopes, or with insufficient return postage, will be tossed into a bottomless pit and never heard from again. The set of maps consists of a two-page map of the main cave, plus detail maps of the mazes, tunnels, and other complex areas. The locations of various treasures and tools are given in the main map... however, the maps do not reveal ways past the cave's obstacles. 1/19/82 - Based on many requests, the SAVE/RESTORE logic has been modified in a way that makes exploration of dangerous sections of the cave rather easier. Three changes are effective: (1) you need not wait 30 minutes after SAVE'ing a game to RESTORE it; (2) when you have SAVE'd a game, you will have the chance to continue with your exploration immediately; (3) when you RESTORE a game, you will have the option to keep the saved game on disk, and can thus RESTORE it an unlimited number of times. A minor bug in the pirate logic has been fixed. 10/18/79 - Several problems have been fixed in this version of Adventure. Both the new run unit and the new database file should be installed at the same time. (1) The interpreter trap during "RESTORE" operations has been fixed. (2) The 'vanishing fog' problem has been corrected. (3) If you pour water or oil on the ground, the ground will remain wet (although you can't get the water or oil back by mopping up the floor or any such thing). (4) Games saved under previous versions of the database cannot be restored using this version due to some slight changes in the object status controls. Suggestions are being entertained for possible additions to the cave. If you have any interesting ideas, please write them down and mail them to Dave Platt, c/o Honeywell, 5250 W. Century Blvd, Los Angeles CA 90254, or give me a call at (213)216-6232. TEXT INTRO Somewhere nearby is Colossal Cave, where others have found fortunes in treasure and gold, though it is rumored that some who enter are never seen again. Magic is said to work in the cave. I will be your eyes and hands. Direct me with commands of 1 or 2 words. Should you get stuck, type "HELP" for some general hints. For infor- mation on how to end your adventure, etc., type "INFO". / - - - TEXT DWARFBLOCK A little dwarf with a big knife blocks your way. TEXT FIRSTDWARF A little dwarf just walked around a corner, saw you, threw a little axe at you which missed, cursed, and ran away. TEXT KNIVESTHROWN [One/#] nasty sharp kni[fe is/ves are] thrown at you! TEXT KNIVESMISS [It misses/They miss] you! TEXT KNIVESGOTYOU [It/One of them] gets you! TEXT FIRST.DEFLECTOR Your magic ring shoots out a bolt of lightning that splinters the [knife/knives] into dust before [it/they] can reach you! TEXT A glowing disk of black fire jumps out of your magic ring and swallows the hurtling [knife/knives] before [it/they] can harm you! TEXT [A/Several] ball[/s] of searing flame [leaps/burst] out of your magic ring, [bounces/rebound] off of the ground, and [melts/vaporize] the kni[fe/ves] before [it/they] can reach you! TEXT LAST.DEFLECTOR Your magic ring emits a blast of some strange magical energy that knocks the kni[fe/ves] aside! TEXT SAYSPLUGH A hollow voice says "Plugh". TEXT NOCANGO I'm sorry, but there's no way you can go # from here. TEXT There is no way for you to go #. TEXT You cannot go #. TEXT OGNACON Going # is not possible from here. Sorry. TEXT OOF! You have run into a wall of rock and can go no further in this direction. TEXT IAMUNSURE I am unsure how you are facing. Use compass points or nearby objects. TEXT INFROMOUT I don't know in from out here. Use compass points or name something in the general direction you want to go. TEXT CANTAPPLY I don't know how to apply that word here. TEXT HUH?? I don't understand that! TEXT IAMGAME I'm game. Would you care to explain how? TEXT NOCANLOOK Sorry, but I am not allowed to give more detail. I will repeat the long description of your location. TEXT ITISNOWDARK It is now pitch dark. If you proceed you will likely fall into a pit. TEXT WMEANSWEST If you prefer, simply type W rather than WEST. TEXT BIRDHINT? Are you trying to catch the bird? TEXT The bird is frightened right now and you cannot catch it no matter what you try. Perhaps you might try later. TEXT GETPASTSNAKE Are you trying to somehow deal with the snake? TEXT You can't kill the snake, or drive it away, or avoid it, or anything like that. There is a way to get by, but you don't have the necessary resources right now. TEXT WANTTOQUIT Do you really want to quit now? TEXT CRUNCH You fell into a pit and broke every bone in your body! TEXT YOUHAVEIT You are already carrying it! TEXT BESERIOUS You can't be serious! TEXT BIRDISSCARED The bird was unafraid when you entered, but as you approach it becomes disturbed and you cannot catch it. TEXT NEEDCAGE You might be able to catch the bird, but you could not carry it. TEXT NOTCARRYING You aren't carrying it! TEXT IDONTSEE I see no # here. TEXT BIRD..SNAKE The little bird attacks the green snake, and in an astounding flurry drives the snake away. TEXT NEEDKEYS You have no keys! TEXT NOLOCK It has no lock. TEXT CANTLOCKIT I don't know how to lock or unlock such a thing. TEXT ITWASLOCKED It was already locked. TEXT GRATELOCKED The grate is now locked. TEXT GRATEUNLOCKED The grate is now unlocked. TEXT GRATE.STUCK The lock seems to be stuck - the key refuses to turn! TEXT WASUNLOCKED It was already unlocked. TEXT NOLIGHTHERE You have no source of light. TEXT LAMPNOWON Your lamp is now on. TEXT LAMPNOWOFF Your lamp is now off. TEXT LAMPWASON Your lamp was already on! TEXT LAMPWASOFF Your lamp was not lit! TEXT BEAR..CHAIN There is no way to get past the bear to unlock the chain, which is probably just as well. TEXT NOTHING Nothing happens. TEXT WHERE? Where? TEXT PACIFIST There is nothing here to attack. TEXT BIRDISDEAD The little bird is now dead. Its body disappears. TEXT CANTKILLSNAKE Attacking the snake both doesn't work and is very dangerous. TEXT KILLEDDWARF You killed a little dwarf. TEXT DWARFDODGES You attack a little dwarf, but he dodges out of the way. TEXT DWARFSTABS You attack a little dwarf, but he dodges out of the way and stabs you with his nasty sharp knife! TEXT WITHWHAT? With your bare hands?? TEXT MAGICKWORD Good try, but that is an old worn-out magic word. TEXT HELPDATA I know of places, actions, and things. Most of my vocabulary describes places and is used to move you there. To move, try words like FOREST, BUILDING, DOWNSTREAM, ENTER, EAST, WEST, NORTH, SOUTH, UP, or DOWN. I know about a few special objects, like a black rod hidden in the cave. These objects can be manipulated using some of the action words that I know. Usually you will need to give both the object and action words (in either order), but sometimes I can infer the object from the verb alone. Some objects also imply verbs; in particular, "INVENTORY" implies "TAKE INVENTORY", which causes me to give you a list of the things you're carrying (you can say just "INV" instead of "INVENTORY" if you wish). The objects have side effects; for instance, the rod scares the bird. Usually people having trouble moving just need to try a few more words. Usually people trying unsuccessfully to manipulate an object are attempting something beyond their (or my!) capabilities and should try a completely different tack. To speed the game you can sometimes move long distances with a single word. For example, "BUILDING" usually gets you to the building from anywhere above ground except when lost in the forest. Also, note that cave passages turn a lot, and that leaving a room to the north does not guarantee entering the next from the south. Good luck! TEXT CANT.HELP.YOU Well, you do seem to be having problems, don't you? Unfortunately, I'm not allowed to help you out; you got yourself into this, and you'll have to find a solution to your problems yourself. TEXT NO.MORE.HELP I'm afraid that I can't tell you anything more that would be useful; you'll have to figure out what to do on your own. TEXT UNLOCKKEYS You can't unlock the keys. TEXT YOUDIDNTMOVE You have crawled around in some little holes and wound up back in the main passage. TEXT WHEREISCAVE I don't know where the cave is, but hereabouts no stream can run on the surface for long. I would try the stream. TEXT NEEDDETAIL I need more detailed instructions to do that. TEXT CANTFIND I can only tell you what you see as you move about and manipulate things. I cannot tell you where remote things or places are. TEXT NOCOMPRENDE I don't know the word "#". TEXT WHAT? Huh?? TEXT LOOKINGCAVE Are you trying to get into the cave? TEXT GRATENEEDSKEYS The grate is very solid and has a hardened steel lock. You cannot enter without a key, and there are no keys nearby. I would recommend looking elsewhere for the keys. TEXT INFOREST The trees of the forest are large hardwood oak and maple, with an occasional grove of pine or spruce. There is quite a bit of under- growth, largely birch and ash saplings plus nondescript bushes of various sorts. This time of year visibility is quite restricted by all the leaves, but travel is quite easy if you detour around the spruce and berry bushes. TEXT HITHERE Would you like instructions? TEXT NEEDSHOVEL Digging without a shovel is quite impractical. Even with a shovel progress is unlikely. TEXT NEEDDYNAMITE Blasting requires dynamite. TEXT IMCONFUSED I'm as confused as you are. TEXT THISISMIST Mist is a white vapor, usually water, seen from time to time in caverns. It can be found anywhere but is frequently a sign of a deep pit leading down to water. TEXT FEETAREWET Your feet are now wet. TEXT BLEAH Yeetttch! I think I just lost my appetite. TEXT URRP Thank you, it was delicious! TEXT SLURP You have taken a drink from the stream. The water tastes strongly of minerals, but is not unpleasant. It is extremely cold. TEXT SALT.H20.BAD I'm afraid that all that's available here is salt water, which isn't good for anything much... you'de better try elsewhere. TEXT WATERGONE The bottle of water is now empty. TEXT RUBLAMP Rubbing the electric # is not particularly rewarding. Anyway, nothing exciting happens. TEXT PECULIAR Peculiar. Nothing unexpected happens. TEXT REPULSIVE That's a repulsive idea! TEXT POURWATER Your bottle is empty and the ground is wet. TEXT GROUND.IS.DAMP The ground here is damp. TEXT CANTPOUR You can't pour that. TEXT WATCHIT Watch it! TEXT WHICHWAY Which way should I #? TEXT YOUAREDEAD Oh dear, you seem to have gotten yourself killed. I might be able to help you out, but I've never really done this before. Do you want me to try to reincarnate you? TEXT All right. But don't blame me if something goes wr...... / -- poof!! -- You are engulfed in a cloud of orange smoke. Coughing and gasping, you emerge from the smoke and find.... TEXT Tsk, tsk - you did it again! Remember - you're only human, and you don't have as many lives as a cat! (at least, I don't think so...) That's twice you've ended up dead - want to try for three? TEXT As you wish. Hang on for just a second while I fire up my thurible... >foof!< An immense cloud of orange smoke fills the air. As it clears, you find that once again.... TEXT You clumsy oaf, you've done it again! I don't know how long I can keep this up. Do you want me to try reincarnating you again? TEXT Okay, now where did I put my orange smoke?.... >poof!< Everything disappears in a dense cloud of orange smoke. TEXT Now you've really done it! I'm out of orange smoke! You don't expect me to do a decent reincarnation without any orange smoke, do you? TEXT Yes.... well, that's the kind of blinkered, Philistine pig-ignorance that I've come to expect from you mortals. You sit there on your loathsome, spotty behind, squeezing blackheads and not caring a thinker's damn about the struggling cave-sprite, you simpering, whining, mouldy-faced heap of parrot droppings! If you're so smart, then you can just reincarnate yourself, because quite frankly I'm as mad as hell and I'm not going to take this anymore - I'm leaving!!!! TEXT SNIDELEY TEXT CANTGOBACK Sorry, but I no longer seem to remember how it was you got here. TEXT ARMSAREFULL You can't carry anything more. You'll have to drop something first. TEXT CANTPASSLOCK You can't go through a locked steel grate! TEXT ITISHERENOW I believe what you want is right here with you. TEXT DONTFITSLIT You don't fit through a two-inch slit! TEXT TRYTHEBRIDGE I respectfully suggest you go across the bridge instead of jumping. TEXT NOWAYACROSS There is no way across the fissure. TEXT ARMSAREEMPTY You're not carrying anything. TEXT YOUNOWHAVE You are currently holding the following: TEXT BIRDSEED It's not hungry (it's merely pinin' for the fjords). Besides, you have no bird seed. TEXT SNAKE..BIRD The snake has now devoured your bird. TEXT SNAKEWONTEAT There's nothing here it wants to eat (except perhaps you). TEXT FED..DWARF You fool, dwarves eat only coal! Now you've made him *really* mad!! TEXT NOWAYTOCARRY You have nothing in which to carry it. TEXT BOTTLEWASFULL Your bottle is already full. TEXT NOTHING2FILL There is nothing here with which to fill the bottle. TEXT BOTTLE..H20 Your bottle is now full of water. TEXT BOTTLE..OIL Your bottle is now full of oil. TEXT CANTFILLTHAT You can't fill that. TEXT HAH! Don't be ridiculous! TEXT DOORNEEDSOIL The door is extremely rusty and refuses to open. TEXT OIL..PLANT The plant indignantly shakes the oil off its leaves and asks, "Water?" TEXT HINGES..RUST The hinges are quite thoroughly rusted now and won't budge. TEXT OIL..DOOR The oil has freed up the hinges so that the door will now move, although it requires some effort. TEXT GET..PLANT The plant has exceptionally deep roots and cannot be pulled free. TEXT NO..KNIVES The dwarves' knives vanish as they strike the walls of the cave. TEXT WONT..FIT Something you're carrying won't fit through the tunnel with you. You'd best take inventory and drop something. TEXT CLAM.2.BIG You can't fit this five-foot clam through that little passage! TEXT OYSTER.2.BIG You can't fit this five-foot oyster through that little passage! TEXT DROP.THE.CLAM I advise you to put down the clam before opening it. >strain!< TEXT DROP.THE.OYSTER I advise you to put down the oyster before opening it. >wrench!< TEXT NEED.TRIDENT You don't have anything strong enough to open the clam. TEXT NEED.TRIDNT2 You don't have anything strong enough to open the oyster. TEXT CLAM..OPENED A glistening pearl falls out of the clam and rolls away. Goodness, this must really be an oyster. (I never was very good at identifying bivalves.) Whatever it is, it has now snapped shut again. TEXT OYSTER..OPENED The oyster creaks open, revealing nothing but oyster inside. It promptly snaps shut again. TEXT CRAWL..CAVEIN You have crawled around in some little holes and found your way blocked by a recent cave-in. You are now back in the main passage. TEXT RUSTLING There are faint rustling noises from the darkness behind you. TEXT PIRATE..ZOTZ Out from the shadows behind you pounces a bearded pirate! "Har, har," he chortles, "I'll just take all this booty and hide it away with me chest deep in the maze!" He snatches your treasure and vanishes into the gloom. TEXT PIRATE.ZOT.2 Out from the darkness behind you leaps the pirate! "Har, har," he chortles nastily, "I see you've found some more treasure for me! Thanks, me hearty, you're doing just fine!" With that, he snatches your treasure and slips away into the gloom, chuckling with glee. TEXT CLOSING.NOW A sepulchral voice reverberating through the cave, says, "Cave closing soon. All adventurers please report to the treasure room via the alternate entrance to claim your treasure." TEXT GRATE.CLOSED A mysterious recorded voice groans into life and announces: / "This exit is closed. Please report to the treasure room via / the alternate entrance to claim your treasure." TEXT DEAD&CLOSED It looks as though you're dead. Well, seeing as how it's so close to closing time anyway, I think we'll just call it a day. TEXT GO.REPOSIT The sepulchral voice entones, "The cave is now closed." As the echoes fade, there is a blinding flash of light (and a small puff of orange smoke). . . . As your eyes refocus, you look around and find... TEXT LEAVE.BIRD Oh, leave the poor unhappy bird alone. TEXT HERESOMEWHERE I daresay whatever you want is around here somewhere. TEXT NO.CAN.GO I don't know how to get there from here. TEXT YOU.ARE.THERE That's where you are now! TEXT I.C.A.BEAR You are being followed by a very large, tame bear. TEXT INFO.2 If you want to end your adventure early, say "QUIT". To suspend your adventure such that you can continue later, say "SUSPEND" (or "PAUSE" or "SAVE"). To re-start your game at a later time, start up a new adventure and after I say "You are standing...", you must say "RESTORE". You can also name your game by saying "SUSPEND mine" (and "RESTORE mine") where "mine" is the name that you wish your suspended name to be known by (1-12 characters). To see what hours the cave is normally open, say "HOURS". To see how well you're doing, say "SCORE". To get full credit for a treasure, you must have left it safely in the building, though you get partial credit just for locating it. You lose points for getting killed, or for quitting, though the former costs you more. There are also points based on how much (if any) of the cave you've managed to explore; in particular, there is a large bonus just for getting in (to distinguish the beginners from the rest of the pack), and there are other ways to determine whether you've been through some of the more harrowing sections. If you think you've found all the treasures, just keep exploring for a while. If nothing interesting happens, you haven't found them all yet. If something interesting *does* happen, it means you're getting a bonus and have an opportunity to garner many more points in the master's section. I may occasionally offer hints if you seem to be having trouble. If I do, I'll warn you in advance how much it will affect your score. To save paper, you may specify "BRIEF", which tells me never to repeat the full description of a place unless you explicitly ask me to by saying "LOOK". If you are an experienced adventurer, you may wish to specify "FAST", which is like "BRIEF" but more so; in "FAST" mode I will *never* under any circumstances give the full description of a place. Finally, if you are in "BRIEF" or "FAST" modes, you may return to the normal mode of operation by saying "FULL". TEXT QUIT.NOW? Do you indeed wish to quit now? TEXT NOTHING.VASE There is nothing here with which to fill the vase. TEXT SHATTER.VASE The sudden change in temperature has delicately shattered the vase. TEXT NO.CAN.FIX It is beyond your power to do that. TEXT DUNNO.HOW I don't know how. TEXT TOO.FAR.UP It is too far up for you to reach. TEXT DWARF.POOF You killed a little dwarf. The body vanishes in a cloud of greasy black smoke. TEXT DWARF.QUIP You have mortally injured a little dwarf with your #. The dwarf staggers, slumps to the ground, gasps "Epo'u mfu uifn vtf fncbmnjoh gmvje. J xbou up cf tuvggfe xjui dsbc nfbu!" and then expires in a puff of oily black smoke. TEXT KILL.OYSTER The shell is very strong and is impervious to attack. TEXT START.OVER What's the matter, can't you read? Now you'd best start over. TEXT KILL.DRAGON The # bounces harmlessly off the dragon's thick scales. TEXT PAST.DRAGON The dragon looks rather nasty. You'd best not try to get by. TEXT BIRD..DRAGON The little bird attacks the green dragon, and in an astounding flurry gets burnt to a cinder. The ashes blow away. TEXT BIRD..TROLL The little bird attacks the troll, who blithly ignores it. The bird soon becomes discouraged, flies back to land at your feet, and begins singing to itself. TEXT BIRD..OGRE The little bird attacks the ogre, and in an astounding flurry gets caught and crushed. The mangled remains vanish into thin air. TEXT BIRD..BEAR The little bird attacks the ferocious cave bear, and in an astounding flurry gets ripped to shreds. The bloody remains disappear. TEXT BIRD..CALMBEAR The little bird flies over to the bear, circles curiously around its head several times, and then flies back to land at your feet and begins singing. TEXT BIRD..BASILISK The little bird attacks the basilisk, and in an astounding flurry succeeds in awakening it. The basilisk glares at the bird, causing the bird to explode into a cloud of fine sand, and then turns and stares balefully at you, turning you into a pillar of fine marble suitable for decorative lawn or garden use. TEXT BIRD..DWARF The little bird attacks the dwar[f/ves], and in an astounding flurry gets cut to shreds by [his/their] nasty sharp kni[fe/ves]! The tattered remains fade from sight. TEXT ON.WHAT? On what? TEXT BRIEF.OK Okay, from now on I'll only describe a place in full the first time you come to it. To get the full description, say "LOOK". TEXT TROLL.DATA Trolls are close relatives with the rocks and have skin as tough as that of a rhinoceros. The troll fends off your blows effortlessly. TEXT EL.CHEAPO The troll deftly catches the #, examines it carefully, and tosses it back, declaring, "Good workmanship, but it's not valuable enough." TEXT BOUGHTHIMOFF The troll catches the # and scurries away out of sight. TEXT TROLL.SEZ.NO The troll refuses to let you cross. TEXT NO.BRIDGE There is no longer any way across the chasm. TEXT BEAR..BRIDGE Just as you reach the other side, the bridge buckles beneath the weight of the bear, which was still following you around. You scrabble desperately for support, but as the bridge collapses you stumble back and fall into the chasm. TEXT BEAR..TROLL The bear lumbers toward the troll, who lets out a startled shriek and scurries away. The bear soon gives up the pursuit and wanders back. TEXT AXE..BEAR The axe misses and lands near the bear where you can't get at it. TEXT KILL..BEAR With what? Your bare hands?? Against *his* bear hands??? Don't be ridiculous - he'd tear you to shreds! TEXT BEAR.PUZZLED The bear is confused; he only wants to be your friend. TEXT IT.IS.DEAD For crying out loud, the poor thing is already dead! TEXT BEAR..URRP The bear eagerly wolfs down your food, after which he seems to calm down considerably and even becomes rather friendly. TEXT BEAR.IS.CHAINED The bear is still chained to the wall. TEXT CHAIN.LOCKED The chain is still locked. TEXT CHAIN.UNLOCKED The chain is now unlocked. TEXT LOCK..CHAIN The chain is now locked. TEXT LOCK..CHAIN? There is nothing here to which the chain can be locked. TEXT NO.FOOD There is nothing here to eat. TEXT ILL.GIVE.HINT I can give you some advice that might help you solve your problem, but I'll have to charge you # points for it. TANSTAAFL, y'know! TEXT WANT.HINT? Do you want the hint? TEXT HINT.MAZE? Do you need help getting out of here? TEXT You can make the passages look less alike by dropping things. You could then make a map that would let you find your way around. TEXT HINT.PLOVER? Are you trying to explore beyond the Plover room? TEXT You will definitely need a source of light to explore that region, and it is impossible to get the lamp into the Plover room through the narrow tunnel entering from the alcove. TEXT HINT.WITTS? Do you need help getting out of here? TEXT Don't go west. TEXT FEED..TROLL Gluttony is not one of the troll's vices. Avarice, however, is. TEXT LAMP.IS.DIM Your lamp is getting dim. You'd best start wrapping this up, unless you can find some fresh batteries. I seem to recall there's a vending machine in the maze. Bring some coins with you. TEXT LAMP.IS.DEAD Your lamp has run out of power. TEXT LAMP.DEAD! There's not much point in wandering around out here, and you can't explore the cave without a lamp. So let's just call it a day. TEXT PIRATE.RUNS There are faint rustling noises from the darkness behind you. As you turn toward them, the beam of your lamp falls across a bearded pirate. He is carrying a large chest. "Shiver me timbers!" he cries, "I've been spotted! I'd best hie meself off to the maze to hide me chest!" With that, he vanishes into the gloom. TEXT LAMP.BATTERIES Your lamp is getting dim. You'd best go back for those batteries. TEXT LAMP.REFUEL Your lamp is getting dim. I'm taking the liberty of replacing the batteries. TEXT LAMP.NOFUEL Your lamp is getting dim, and you're out of spare batteries. You'd best start wrapping this up. TEXT MAG.DWARVISH I'm afraid the magazine is written in a form of Dwarvish runes with which I am not familiar. TEXT CHEST.ELSEWHERE "This is not the maze where the pirate leaves his treasure chest." TEXT THIS.IS.A.CLUE Hmmm, this looks like a clue, which means it'll cost you 10 points to read it. Should I go ahead and read it anyway? TEXT NEW.EFFECT It says, "There is something strange about this place, such that one of the words I've always known now has a new effect." TEXT UNCHANGED It says the same thing it did before. TEXT MACHINE.SIGN It reads, "Drop coins here to receive fresh batteries." TEXT I.DONT.UNDERSTAND I'm afraid I don't understand. TEXT DARK.ROOM It says, "Congratulations on bringing light into the Dark-room!" TEXT SHATTER.MIRROR You strike the mirror a resounding blow, whereupon it shatters into a myriad tiny fragments. TEXT THROW.VASE You have taken the vase and hurled it delicately to the ground. TEXT IS.THIS.OK? Is this acceptable? TEXT SUSP.DEMO There's no point in suspending a demonstration game. TEXT BROKENECK You are at the bottom of the pit with a broken neck. TEXT UNCLIMBABLE The dome is unclimbable. TEXT SNAKEBLOCKS You can't get past the snake. TEXT MISTCRAWL You have crawled around in a little passage north of and parallel to the Hall of Mists. TEXT PLUMMET * * The following statements define the text to be used when * the person tries to jump over the chasm, jumps down the * pit, etc. There should be one text message for every * reincarnation that is allowed, plus 1 (i.e., one of these * messages for each of the message pairs printed * by CORONER. Aaaaaaaaaiiiiiiiiiiieeeeeeeeee........ / >splat!< Hmmmm - I never saw a red flapjack before! TEXT PLUMMET1 Aaaaaaaaaaaaaaaaaaahhhhhhhhhhhhhhhhhh........ / >squish!< Yetch - what a mess! TEXT PLUMMET2 Gaaaaaaaaaaaaaaaaaaaaaaaaaahhhhhh........... / >crunch!< TEXT PLUMMET3 Haaaaaaaaaaaaaalllllllllllllllllpppppp........... / >smash!< TEXT NOCANCLIMB There's nothing climbable here. TEXT WHAT.DO What do you want me to do with the #? TEXT MISTCRACK The crack is far too small for you to enter. TEXT PIPEFIT The stream flows out through a pair of 1 foot diameter sewer pipes. It would be advisable to leave via the exit. TEXT YOUDONTHAVE You have no #! TEXT NOCLIMBUP There's nothing to climb here. Say "UP" or "OUT" to leave the pit. TEXT SHORTPLANT You have climbed up the plant and out of the pit. TEXT LONGPLANT You scurry up the plant and into the hole in the wall. TEXT CANTGETAXE As you approach the bear, it snarls threateningly; you are forced to retreat without the #. TEXT DRAGON.RUG You can't get by the dragon to get at the rug. TEXT YOUSCORED You have scored a total of # points, out of a possible maximum of TEXT TOPSCORE # points. During this game of Adventure, you have taken a total of TEXT NMOVES # turns. TEXT NOJUMPING There is nowhere for me to jump to. TEXT CLARIFY # what? TEXT DWARF.QUITS The dwar[f/ves] quickly scuttle[s/] off into the gloom. TEXT SAID Ok - "#". TEXT IFYOUQUIT If you were to quit now, you would score a total of # points, out TEXT IFYOUQUIT2 of a possible maximum of # points. TEXT FISH You are obviously a rank amateur. Better luck next time. TEXT NOVICE Your score qualifies you as a novice-class adventurer. TEXT EXPERIENCED You have achieved the rating; "Experienced Adventurer". TEXT SEASONED You may now consider yourself a "Seasoned Adventurer". TEXT JUNIORMASTER You have reached "Junior Master" status. TEXT MASTER.C Your score puts you in Master Adventurer class C. TEXT MASTER.B Your score puts you in Master Adventurer class B. TEXT MASTER.A Your score puts you in Master Adventurer class A. TEXT GRAND All of Adventuredom gives tribute to you, Adventurer Grandmaster! TEXT NEED1 You only need one more point to reach the next level of expertise! TEXT NEED To reach the next qualification level you need # more points. TEXT NEW.BATTERIES The old batteries in your lamp were pretty well shot - I've taken the the liberty of putting in the new ones. TEXT DUNNO.HAO I don't know how to # such a thing. TEXT MUSTWAIT If you suspend your Adventure now, you will have to wait at least # minutes before continuing. TEXT CANT.SAVE I'm sorry, but I can't save your game at the moment; something seems to be wrong with the save file. TEXT NO.IMAGE I can't find any saved game for you to restore. TEXT EXPLOSION An explosion has destroyed the well-house during the time that your game was suspended. You're going to have to start over. TEXT SAVE.THE.IMAGE Do you want me to keep the save-image? TEXT CONTINUE.NOW Do you wish to continue with the game immediately? TEXT TOO.SOON I'm sorry - only a wizard can restart a game in less than # minutes. TEXT DOUSED.DWARF The # flies through the air and thoroughly drenches the dwarf. He shakes himself off and curses violently; he *REALLY* looks angry! TEXT DOUSED.DWARVES The # flies through the air and thoroughly drenches the dwarves. They shake themselves off and curse violently; they *REALLY* look angry! TEXT CANTDRINK There is nothing here that I can drink! TEXT CANT.READ.OYSTER There's nothing written on the oyster. TEXT OYSTER.IS.BARE There is nothing written on the top of the oyster. TEXT CAVE.NOT.OPEN I'm terrible sorry - Colossal Cave is closed. Our hours are: TEXT ETMF.TOO.HIGH I'm afraid that I can't start up a real Adventure for you at the moment; the system's ETMF is too high. TEXT TOO.MANY.USERS I'm afraid that there are too many people on the system at the moment; I can't start up a real Adventure for you. TEXT CAN.DEMO We do allow visitors to make short explorations during our off hours. TEXT WANT.DEMO Would you like to do that? TEXT TA.TA Ok, then - I suggest that you try again later. TEXT WIZARD.ENDS A large cloud of green smoke appears in front of you. It clears away to reveal a tall wizard, clothed in grey. He fixes you with a steely glare and declares, "This adventure has lasted too long." With that he makes a single pass over you with his hands, and everything around you fades away into a grey nothingness. TEXT RESTORE.PRIME I'm afraid that I can't restore your saved game - it's prime time at the moment, and only demonstration Adventures are permitted. TEXT RESTORE.ETMF I'm sorry, but I can't restore your Adventure - the ETMF is too high. You'll have to try again later. TEXT RESTORE.USERS I'm sorry, but there are too many users on the system at the moment; please try again later when the system is less heavily in use, and I'll restore your Adventure then. TEXT HOURS.ARE Colossal Cave is open during the following hours: TEXT R.U.A.WIZARD? Are you actually a wizard? TEXT PROVE.IT Prove it - say the magic word! TEXT OH.POOH Oh, pooh - you are nothing but a charlatan! That little piece of deception is going to cost you 10 points!! TEXT SO.YOU.ARE Oh, dear, you really *are* a wizard! Sorry to have bothered you.... TEXT NOTHING.OBVIOUS Nothing obvious happens. TEXT SCHLURP Hmmmm.. This sand is rather soft, and you're sinking in a little... In fact you're sinking in a lot! Oh, no - it's QUICKSAND!! HELP!! HELP!! HELP!!! / >glub< / >glub< / >glub< / >blurp< TEXT SCHLURP2 You know, I've heard of people who really fell in for the soft sell, but / >glub< / this / >glub< / is / >glub< / ridiculous! / / >blop!< TEXT SLIMED As you enter into the passage, you are forced to brush up against some of the green slime. Instantly it flows down and covers your body, and rapidly digests away all of your flesh. TEXT FZAP With a sharp sizzling sound, a large spark of electricity jumps out of thin air and strikes your lamp. The immense electrical charge flows to ground through your body and fries you to a crisp. TEXT LAMP.GOES.POOF With a loud "zap" a bolt of lightning springs out of midair and strikes your lamp, which immediately and violently explodes. You narrowly miss being torn to shreds by the flying metal. TEXT LAMP.EXPLODES In a loud crackle of electricity, a bolt of lightning jumps out of nowhere and strikes your lamp. The lamp instantly explodes like a grenade, and you are mown down by a cloud of shrapnel. TEXT LAMP.RECHARGED The air fills with tension, and there is a subdued crackling sound. A blue aura forms about your lantern, and small sparks jump from the lantern to the ground. The aura fades away after several seconds, and your lamp is once again shining brightly. TEXT GOT.THE.SWORD The singing sword slides easily out of the rock. TEXT SWORD.IS.STUCK The sword is firmly embedded in the stone, and you aren't strong enough to pull it out. TEXT VIAL.EXPLODES The vial strikes the ground and explodes with a violent >FOOM!<, neatly severing your foot. You bleed to death quickly and messily. TEXT VIAL.BANG The vial explodes into splinters and disintegrates, releasing an oily liquid which rapidly sublimes into a large mushroom-shaped cloud TEXT FIRST.FUME of pale puce vapor smelling like sequoia sap and ozone. TEXT of bright green vapor smelling like pine needles and sea water. TEXT of thick yellow vapor smelling like cheddar cheese and bananas. TEXT of choking green vapor smelling like chlorine and apples. TEXT of misty white vapor with no scent. TEXT of nearly-invisible vapor with a strong odor of walnuts and onions. TEXT LAST.FUME of ominously glowing vapor smelling of hot iron. TEXT REVENGE As you reach the middle of the bridge, the troll appears from out of the tunnel behind you, wearing a large backpack. "So, Mister Magician," he shouts, "you like to use magic to steal back my hard- earned toll? Let's see how you like a little of MY magic!!" With that, he aims a tube running from the backpack directly at the bear and pulls a trigger. A spout of magical fire roars out and singes the bear's fur; the bear bellows in pain and dashes onto the bridge to escape. The bridge shudders, groans, and collapses under the weight, and you and the bear plunge down into the chasm. TEXT REVENGE.1 As you reach the middle of the bridge, the troll appears from out of the tunnel behind you, wearing a large backpack. "So, Mister Magician," he shouts, "you like to use magic to steal back my hard- earned toll? Let's see how you like a little of MY magic!!" With that, he aims a tube running from the backpack directly at the bridge and pulls a trigger. A spout of magical fire roars out and incinerates the bridge supports, causing the bridge to sway giddily and collapse into the chasm. You plunge down to your death. TEXT SWORD.MISSES The sword misses the bear, bounces off of the wall, and lands at your feet. TEXT BEAR.MISSES The bear dodges away from your attack, growls, and swipes at you with his claws. Fortunately, he misses. TEXT BEAR.GETS.YOU The bear snarls, ducks away from your attack and slashes you to death with his claws. TEXT FOOF.FIRST >>Foof!<< TEXT >>Foom!<< TEXT >>Poof!<< TEXT A thick cloud of orange smoke appears from thin air and blocks your view. When it vanishes, you find: TEXT There is a brilliant flash of light and a sudden fanfare of trumpets! When your eyes recover from the flash, you find that: TEXT FOOF.LAST >>Whoooosh!<< TEXT FOOF.ODD >sputter< / >spark< / >phut< / >hsssssssssss / ssssss / sss / s / s / . / . / . Oh, blast. Excuse me for a moment, please...... / {KICK!} >>Foof!<< TEXT OOF Wheeeeeeeeeeeeeeeee.......... / / >oof!< / TEXT SLIDE.SLIPPERY The icy slide is far too steep and slippery to climb. TEXT OGRE.BLOCKS The ogre growls at you and refuses to let you pass. TEXT OGRE.REBUFF The ogre contemptously catches the # in mid-swing, rips it out of your hands, and uses it to chop off your head. TEXT OGRE.CATCH The ogre casually catches the # in mid-air, braces his feet, winds up and throws the # straight back at you with incredible force. You are unable to dodge it and it chops you in half. TEXT OGRE.KILLED The sword halts in mid-air, twirls like a dervish, and chants several bars of "Dies Ire" in a rough tenor voice. It then begins to spin like a rip-saw blade and flies directly at the ogre, who attempts to catch it without success; it strikes him full on the chest. There is a brilliant flash of light, a deafening roar and a cloud of oily grey smoke; when the smoke clears (and your eyes begin working properly again) you see that the ogre has vanished. The sword is lying on the ground, sparking and flaming. Before your eyes it softens and melts, writhes as if in pain, and shrinks rapidly until all that is left is a small silvery ring which cools rapidly. TEXT OGRE.TOO.TOUGH You attack the ogre, but he fends off your attack easily and comes very close to crushing your skull with *his* bare (but extremely strong) hands. You are forced to retreat in disgrace. TEXT OGRE.RIPS.HEAD.OFF You attack the ogre - a brave but foolish action. He quickly grabs you and with a heave of his mighty arms rips your body limb from limb. TEXT NO.ARCH I'm afraid I can't go that way - walking on red-hot lava is contrary to union regulations (and is bad for your health anyhow). TEXT FUMES.BURN As you approach the center of the archway, hot vapors saturated with brimstone drift up from the lava in the gorge beneath your feet. You are swiftly overcome by the foul gasses and, with your lungs burned out, fall off of the bridge and into the gorge. TEXT FUMES.MISS As you approach the center of the archway, hot vapors saturated with brimstone drift up from the lava in the gorge beneath your feet. The mithril ring in your hand quivers and glows, and the fumes eddy away from the bridge without harming you. TEXT BURN.BOTH As you approach the center of the archway, hot vapors saturated with brimstone drift up from the lava in the gorge beneath your feet. You and the bear are both overcome by the noxious gasses and, with your lungs burned out, slip off of the bridge and plummet into the gorge. TEXT BURN.BEAR As you approach the center of the archway, hot vapors saturated with brimstone drift up from the lava in the gorge beneath your feet. The mithril ring in your hand quivers and glows, and a swirling vortex of white vapor encircles you and protects you from the fumes. The bear is not so lucky, though, since the vortex is rather small; the noxious gasses choke it and it staggers off of the side of the arch and plummets into the gorge below. TEXT GHOST.BANG As you reach the center of the bridge, a ghostly figure appears in front of you. He (?) stands at least eight feet tall, and has the lower body of an enormous snake, six arms, and an angry expression on his face. "You'll not have my sceptre that easily!" he cries, and makes a complex magical gesture with his lower right arm. There is a brilliant flash of light and a vicious >crack<, and the bridge cracks and plummets into the gorge. TEXT NO.KEYHOLE The door to the safe has no keyhole, dial, or handle - I can't figure out how to open it! TEXT ALREADY.OPEN The # is already open! TEXT IT.IS.MELTED The door to the safe seems to be fused shut - I can't open it. TEXT ALREADY.SHUT The # is already closed! TEXT SAFE.SHUTS >screeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeech< / >ker-CHUNK!< The safe is now closed. TEXT SAFE.OPENS >ker-THUNK< / >screeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeech< The (somewhat rusty) safe is now open. TEXT WHISPER You pluck the sceptre from the skeleton's bony hand. As you do, the skeleton raises its head and whispers "Remember - #!" in a forboding tone; it then sags to the ground and crumbles into dust which drifts away into the still air of the cave. TEXT BLEW.SAFE As you pluck the sceptre from the skeleton's grasp, it raises its head and whispers, "You blew it!". It then shivers and collapses into a pile of fine dust which quickly vanishes. TEXT SAFE.FUSES >bong< The very air quivers with sound as though / >bong< someone, somewhere in the distance, has struck / >bong< three powerful blows on an immense brass gong. Smoke trickles out from around the edges of the safe's door, and the door itself glows red with heat for a moment. A hollow voice says, "This is a Class 1 security alarm. All cave security forces go to Orange Alert. I repeat - Orange Alert." TEXT SAFE.BLOCKS The safe's door is blocking the exit passage - you'll have to close the safe to get out of here. TEXT SIZZLE EEEEEEEEEAAAAAAAAAAAaaaaaahhhhhhhhhhhhh.......... / >sizzle< TEXT SLICE.BLOB The # cuts through the blob's body (?) without harming it. TEXT BOUNCE.BLOB You attack the strange blob, but bounce harmlessly off of its strong but very rubbery skin. TEXT CRUMBLE Rock silently crumbles off of the wall in front of you, revealing dark passages leading northwest, north, and northeast. TEXT PLAIN.HINT Having problems? TEXT Ok - what you need to do is apply a little philosophy. To wit: there is a question that you need to ask whenever you explore a new room in this cave. In most places, the answer to the question is "yes". In some other places, it's "no" for an obvious reason. Right here, the answer is "no" but the reason isn't so obvious. If you can figure out what the question is, you can get out of here easily. I can tell you this - it's always a vital question if you wish to survive. TEXT BAS.GRUMBLE The basilisk stirs restlessly and grumbles in its sleep as you pass, but it does not awaken. TEXT PETRIFY.SELF The basilisk stirs grumpily and awakens, peering sleepily about. It sees its reflection in the metal plate that you are carrying, shudders, and turns into solid granite. TEXT PETRIFY.ME The basilisk stirs grumpily and awakens, peering sleepily about. It spies you, growls, and stares you straight in the eye. Your body is instantly petrified. TEXT HIT.BASILISK You attack the basilisk mightily. It instantly awakens and looks you dead in the eye, and your body turns to solid rock. TEXT AXE.BASILISK The # rebounds harmlessly from the basilisk's tough scales. The basilisk awakens, grunting in shock, and glares at you. You are instantly turned into a solid rock statue (and not a particularly impressive one, at that). TEXT REBOUND The # rebounds harmlessly from the pentagram's magic force field. It's just as well - the djinn doesn't seem dangerous. TEXT KILL.A.FEW You kill several of the gooseberry goblins with your #, but the others swarm at you, force you to the ground, and rip out your throat. TEXT TOUGH.DJINN That's not a wise thing to try - djinni are essentially immortal and thus are pretty hard to hurt. Besides, this one seems rather friendly - why don't you just try releasing him? TEXT GOBL.EAT.YOU Goblins live exclusively on human flesh, and you can't spare any of your own to placate them. On the other hand, I suspect that they're going to eat you pretty soon whether you like it or not - you'd better find some way of killing them or driving them away! TEXT WARRIORS As each of the dragon's teeth strikes the ground, a fully-armed human skeleton springs up from where it struck and leaps to your defense! The skeletal warriors attack the vicious gooseberry goblins and drive them away in screaming panic; they then salute you with their ancient and rusty swords, and fade silently into nothingness. TEXT POLITE.DJINN The wax seal breaks away easily. A cloud of dark smoke pours up from the mouth of the flask and condenses into the form of a twelve-foot Djinn standing in the pentagram. He pushes experimentally at the magical wall of the pentagram (which holds), and nods politely to you. "MY THANKS, OH MORTAL," he says in an incredibly deep bass voice. "IT HAS BEEN THREE THOUSAND YEARS SINCE SOLOMON SEALED ME INTO THAT BOTTLE, AND I AM GRATEFUL THAT YOU HAVE RELEASED ME. IF YOU WILL OPEN THIS PENTAGRAM AND LET ME GO FREE, I WILL GIVE YOU SOME ADVICE THAT YOU MAY ONE DAY WISH TO POSSESS." TEXT RUDE.DJINN The flask's wax seal crumbles at your touch. A large cloud of black smoke pours out, solidifying into the form of a twelve-foot Djinn. "AT LAST!" he says in an earth-shaking voice, "I KNEW THAT SOMEDAY SOMEONE WOULD RELEASE ME! I WOULD REWARD YOU FOR THIS, MORTAL, BUT IT HAS BEEN THREE THOUSAND YEARS SINCE I HAD A SOLID MEAL, AND I'M NOT GOING TO STAND HERE CHATTERING WHEN I COULD BE OUT EATING A SIX- INCH SIRLOIN STEAK. FAREWELL." With that, he somewhat rudely explodes back into smoke and drifts quickly out of sight. TEXT DJINN.ADVICE The pentagram's magical barrier sparks fitfully and goes down. The Djinn stretches gratefully and smiles at you. "AGAIN, MY THANKS," he says. "MY ADVICE TO YOU WILL TAKE THE FORM OF A HISTORY LESSON. WHEN RALPH WITT, THE ARCHITECT AND CONSTRUCTOR OF THIS CAVE, WAS VERY YOUNG, HE BECAME VERY INCENSED THAT HIS NAME WAS AT THE END OF THE ALPHABET. HE FELT (FOR SOME REASON) THAT THE LETTER W BELONGED NEAR THE BEGINNING OF THE ALPHABET, AND THAT ALL OF THOSE "UPSTART LETTERS WHICH UNFAIRLY USURPED THE BEST PLACES" SHOULD BE FORCED INTO EXILE AT THE END OF THE ALPHABET. HIS INSTINCT FOR MATTERS MAGICAL AND MYSTICAL LED HIM TO APPLY THIS STRANGE BELIEF INTO THE CAVE'S STRUCTURE WHEN HE EXCAVATED IT. YOU HAVEN'T YET BEEN AFFECTED BY HIS STRANGE HABITS, BUT YOU SHOULD REMEMBER THIS. FAREWELL, AND GOOD LUCK." With that, the Djinn evaporates into a cloud of smoke and drifts rapidly away. TEXT KILL.GOBLINS You attack the goblins and manage to squash a few, but the others overwhelm you, forcing you to the ground and ripping out your throat. TEXT EMPTY.PENTA The pentagram is empty - there's nothing to let out! TEXT GOBLIN.CHASE You are being pursued by a vicious horde of little gooseberry goblins! TEXT FALL&STARVE You have jumped into a bottomless pit. You continue to fall for a very long time. First, your lamp runs out of power and goes dead. Later, you die of hunger and thirst. TEXT FALL&STARVED You have jumped into a bottomless pit. Eventually, you die of thirst. TEXT CANTENTERSAFE The safe's door is closed, and you can't get in! TEXT NO.HANDLE There is no handle on the inside of the safe door, nor any other way to get a grip on it. You'll have to leave the safe before shutting it. TEXT CANT.SWIM I can't swim, or walk on water. You'll have to find some other way to get across, or get someone to assist you. TEXT TURTLE.BACK You step gently on Darwin the Tortoise's back, and he carries you smoothly over to the southern side of the reservoir. He then blows a couple of bubbles at you and sinks back out of sight. TEXT GONG.RINGS >BONNNNGGGGGGGGGG< Darwin the Tortoise blinks in surprise at the noise, but does nothing. TEXT GONG.FETCH >BONNNNNGGGGGGGGG< A hollow voice says, "The GallopingGhost Tortoise Express is now at your service!" With a swoosh and a swirl of water, a large tortoise rises to the surface of the reservoir and paddles over to the shore near you. The message, "I'm Darwin - ride me!" is inscribed on his back in ornate letters. TEXT WHIRLPOOL? Into the whirlpool?? TEXT FLOW.DOWN You plunge into the water and are sucked down by the whirlpool. TEXT FLOW.RIP You plunge into the water and are sucked down by the whirlpool. The current is incredibly strong, and you barely manage to hold onto your lamp; everything else is pulled from your grasp and is lost in the swirling waters. TEXT FLOW.DARK You plunge into the water and are sucked down by the whirlpool into pitch darkness. TEXT FLOW.D.RIP You plunge into the water and are sucked down by the whirlpool into pitch darkness. The current is incredibly strong, and everything that you are carrying is ripped from your grasp and is lost in the swirling waters. TEXT WHIRL.LAND The swirling waters deposit you, not ungently, on solid ground. TEXT PHUGGG.DATA A large phosphorescent cloud of smoke drifts into view, and a large mouth and two dark eyes take shape on the side. One of the eyes winks at you, and the djinn's deep voice says "GREETINGS AGAIN, MORTAL. I HAVE REMEMBERED A PIECE OF ANCIENT LORE THAT I LEARNED FROM MY AUNT, AN AFREET OF GREAT KNOWLEDGE. THERE IS ANOTHER MAGIC WORD THAT YOU MIGHT FIND OF USE IF YOU SHOULD EVER FIND YOURSELF BEING ATTACKED BY THOSE PESTIFEROUS DWARVES. YOU SHOULD USE IT ONLY AS A LAST RESORT, THOUGH, SINCE IT IS A MOST POTENT WORD AND IS PRONE TO BACKFIRE FOR NO OBVIOUS REASON; ALSO, IT SHOULD NEVER BE USED NEAR WATER OR NEAR ANY SHARP WEAPON OR THE RESULTS MAY BE MOST UNFORTUNATE. THE WORD IS 'phuggg'", whispers the djinn, "AND IT MUST BE PRONOUNCED CAREFULLY IF IT IS TO HAVE THE PROPER EFFECT. FAREWELL AGAIN, AND GOOD LUCK!" With that, the djinn-cloud drifts away out of sight. TEXT JELLYFISH >splurch!< Oh, no! You've turned yourself into a jellyfish, and fallen to the ground and been splattered far and wide! Well, that certainly wasn't very smart!!! You were warned not to use that work near water! TEXT CAVE.DESTROYED The ground begins to shudder ominously, and the very cave walls around you begin to creak and groan! A sulphurious stench fills the air! With an incredible lurch, the ground begins to dance and ripple as though it were liquid! You are thrown off of your feet and tossed violently up and down! The cave walls begin to crumble and split from the stress! There is a terrible ROAR of rending rock!! The cave ceiling splits, and rocks plunge down and smash your lower body to a gooey paste!! There is a violent blast in the distance! Steam and smoke drift into view through the rents in the walls, and furiously-bubbling red-hot lava flows in and surrounds you. The cave ceiling disintegrates in an incredible orgy of grinding destruction, and the cave walls fall and are pounded into fine dust. You are lying, badly mangled, on a small rock island in a sea of molten lava. Above you, the sky is faintly visible through a thick pall of smoke and steam. A short distance to the north, the remains of a well-house are sinking slowly into the bubbling ooze. There is a distant, sourceless screech of incredible anguish! With a sharp >poof< and a small puff of orange smoke, a bent and bearded elf appears. He is dressed in working clothes, and has a name-tag marked "Ralph" on his shirt. "You blithering idiot!" he storms. "You were warned quite clearly not to use that work near water!! I hadn't gotten all of the bugs out of it yet, and now your incredible incompetance has totally destroyed Colossal Cave!! Do you have the faintest scintilla of an iota of an understanding of how much work I'm going to have to do to get the cave rebuilt?!? I'll have to go all the way to Peking for another dragon, and I'll have to convince the Goblin's Union to send me another team of gooseberry goblins; I'll have to sub-contract the building of the volcano out to the local totrugs, and worst of all I'll have to go through eight months of paperwork and red tape to file a new Environmental Impact statement!! All because you couldn't follow directions, you purblind and meatbrained moron! I'm rescinding all of your game points and throwing you out! Out! OUT! GET OUT!$!%#&'@%!!%%!" TEXT ZOT.AXE Your axe glows bright orange and fades into nothingness. TEXT ZOT.SWORD Your sword jumps into the air, chants several bars of the "Volga Boatman", shoots off several fitful blue sparks, and disintegrates. TEXT IT.WORKED A clear, liquid chime sounds in midair. A large, four-clawed hand reaches out of the ground, grabs the dwarf, and pulls it down into nothingness. TEXT A clear, liquid chime sounds in midair. A long green tentacle covered with sucker disks reaches out from nowhere, grabs the dwarves, and pulls them back to wherever it came from. TEXT There is a sharp sizzling sound. The dwarf explodes into flame and vanishes. TEXT There is a sharp sizzling sound. The dwarves are engulfed in a wave of fire that appears from nowhere, and are completely incinerated; the flames then vanish into nothingness again. TEXT There is a sharp whistling sound from nowhere. The dwarf shudders and turns into a moth, which then flies away. TEXT There is a sharp whistling sound from nowhere. The dwarves stiffen, shudder, and melt down into a large puddle of soggy goo that quickly soaks into the ground and vanishes. TEXT IT.DIDNT.WORK A clear, liquid chime sounds in midair. A large, four-clawed foot appears in midair and stomps violently downward, missing the dwarf but thoroughly squashing you. TEXT A clear, liquid chime sounds in midair. A large and very toothy mouth appears in midair and chomps ferociously. The dwarves manage to evade it, but it bites you in half. TEXT There is a sharp sizzling sound. A ball of fire roars out of nowhere, misses the dwarf, bounces off of a wall, and incinerates you. TEXT There is a sharp sizzling sound. A ball of fire appears from nowhere, bounces off of the ground, and explodes violently, incinerating both you and the dwarves. TEXT There is a sharp crackling sound from the air above you. The dwarf shudders and turns into a sabre-toothed tiger, which attacks and kills you in short order. TEXT There is a sharp crackling sound from the air above you. The dwarves stiffen, fall to the ground, and melt into a large puddle of soggy goo. The goo twitches a few times and then flows at you with incredible speed; it attacks and strangles you with little difficulty. TEXT SET.FLASK.DOWN You have set the flask down in the center of the pentagram. TEXT CAMEO From somewhere in the distance, there comes a musical skirl of light, elvish laughter and the sounds of merriment. TEXT From somewhere nearby, there suddenly comes a sound of something mechanical in motion. As you turn towards it, an incredible figure rolls into the light of your lamp. It stands about five feet high on a wheeled metal pedestal, and has a globular light- filled head, accordion-pleated metal arms, and a cylindrical body the size of an oil drum with a plastic panel on the front. It rolls past without taking any notice of you, all the while waving its arms, flashing a light behind its front panel and bellowing "WARNING! WARNING! DANGER!" at the top of its not inconsiderable voice. It rolls on out of sight, and moments later there is an immense flash of light and a tremendous blast of sparks and smoke. When the air clears, you find that no trace remains of the strange apparition. TEXT With a sudden gust of air, a large cave bat flutters into view, flies around your head several times, squeaks with disgust, and flutters on out of sight. TEXT Suddenly, the ground quivers underfoot; a dull rumbling sound resounds from the rock around you, and in the distance you can hear the crash of falling rock. The earth tremor subsides after a few seconds without causing any major damage. TEXT From the darkness nearby comes the sound of shuffling feet. As you turn towards the sound, a nine-foot cyclops ambles into the light of your lamp. The cyclops is dressed in a three-piece suit of worsted wool, and is wearing a black silk top-hat and cowboy boots and is carrying an ebony walking-stick. It catches sight of you and stops, seeming frozen in its tracks, with its bloodshot eye bulging in amazement and its fang-filled jaw drooping with shock. After staring at you in incredulous disbelief for a few moments, it reaches into the pocket of its vest and pulls out a small plastic bag filled with a leafy green substance, and examines it carefully. "It must be worth eighty pazools an ounce after all" mumbles the cyclops, who casts one final look at you, shudders, and staggers away out of sight. TEXT From somewhere in the distance comes a heart-wrenching scream of mortal terror! "NO! DON'T! NO! NO! HELP!!!!" cries the voice, and then lets out a wail of agony that is cut off abruptly. Subdued crunching and slurping sounds can be heard for a minute or so, and then silence falls. TEXT LAST.CAMEO From somewhere nearby come the sounds of sliding, stumbling feet. As you turn towards them, the beam of your lamp falls upon a tall, shambling figure approaching you out of the darkness. Standing no more than five feet tall, it cannot possibly weigh more than fifty pounds including the shroud and bandages in which it is wrapped; a musty reek like the scent of old, dead earth seeps from it and fills the air. As you cower back in disgust and horror, the figure halts, examines you through eyes resembling wet pebbles, and whispers "Peace, man!" in a voice like wind rustling through dead trees. It then turns and shambles away into the darkness. TEXT THROW.PIT You have tossed the # down into the pit. TEXT THROW.FISSURE You have thrown the # down into the fissure. TEXT THROW.HOLE You have tossed the # down into the hole in the floor. TEXT THROW.ROOM You have tossed the # down into the room below you. TEXT THROW.CANYON You have tossed the # down into the canyon beneath your feet. TEXT THROW.WHIRLPOOL You have hurled the # into the middle of the whirlpool. TEXT THROW.CAVERN You have thrown the # down into the mist filling the cavern. TEXT THROW.CHASM You have hurled the # down into the misty bottom of the chasm. TEXT THROW.GORGE You have hurled the # down into the boiling lava at the bottom of the volcanic gorge. TEXT THROW.CHIMNEY You have tossed the # down the chimney. TEXT THROW.TUBE You have tossed the # down into the lava tube and out of sight. TEXT THROW.STEPS You have thrown the # down the steps and out of view. TEXT THROW.SLIDE You have tossed the # down the icy slide and out of sight. TEXT THROW.BEACH You have thrown the # down onto the beach. TEXT THROW.RESERVOIR You have negligently tossed the # into the center of the reservoir. TEXT SHATTERED.IT A delicate crash sounds from below. TEXT ICE.HINT? Are you having problems getting out of the ice tunnels? TEXT To get out of here, you'll first have to get your bearings so that you know where you are. I suggest that you draw a careful, accurate map of the tunnel system; for clarity's sake, keep your lines as straight as is feasible and draw in all of the dead ends and such. Once you've got a complete and accurate map, examine it carefully; if your thoughts refuse to clarify, you might try using the old Yoga trick of standing on your head, and see if that helps. TEXT CANT.SEE.ANYTHING It's pitch dark in here - I can't tell whether there's anything here that I can pick up! TEXT GROPE.FALL Hmmph - you're not asking for much, are you - it's pitch dark in here! Well, I'll grope around and try to find the #..... / {hunt} / {hunt} / {rummage} / {trip!} / Aaaiiii / iie / ee / e / e / e / e / >SPLAT!< You stumbled into a pit and broke your back! TEXT GROPE.MISS Hmmph - you're not asking for much, are you - it's pitch dark in here, and I'll have to grope around to try to find the #. Well, if I must, I must..... / {hunt} / {search} / {hunt} / {rummage} / {peer} / {touch} / {hunt} / >scrape< / Youch! {curse} / {hunt} / {seek} No luck - I can't find the #! If you could get me some light in here, maybe I'd be able to do better. Sorry.... TEXT USE.A.WEAPON That may be just as well. If you do insist upon trying to # TEXT KILL.THE.WHATEVER the #, you might be well advised to use a weapon of some sort. VARIABLE HERE,THERE,ARG1,ARG2,STATUS VARIABLE LAMPLIFE VARIABLE I,J,K,L VARIABLE INVCT VARIABLE DEATHS,PENALTIES,SCOREX,MAXSCORE,TURNS,ADMIN,MOVES VARIABLE FOOBAR VARIABLE DWARFCOUNT,CLOCK,CLOSURE,QUITTING,OK VARIABLE TIME,HINT.TIME VARIABLE STRENGTH,MUSHTIME,DRAGTIME,LASTCLOCK VARIABLE PASSWORD,SAFEEXIT,ESCAPE,CAMEO.TIME VARIABLE MAGICK,BACKLASH,FLEETFOOT,FOOF VARIABLE EXPLODE.THE.WELLHOUSE LABEL GETSCORE IFEQ QUITTING,0 OR IFGT CLOSURE,2 SET SCOREX,9 ELSE SET SCOREX,0 FIN SET MAXSCORE,9 ITOBJ I BIT I,VALUED IFLOC I,BUILDING OR IFGT CLOSURE,2 ADD SCOREX,15 ELSE BIT I,SEEN ADD SCOREX,2 FIN FIN ADD MAXSCORE,15 FIN EOI * IFLOC MAGAZINES,WITTSEND ADD SCOREX,1 FIN ADD MAXSCORE,1 * BIT DEBRIS,BEENHERE OR BIT Y2,BEENHERE ADD SCOREX,20 BIT LAIR,SEEN ADD SCOREX,10 FIN BIT BEACH,SEEN ADD SCOREX,10 FIN BIT FACES,SEEN ADD SCOREX,10 FIN FIN ADD MAXSCORE,50 * SET I,CLOSURE MULT I,20 ADD SCOREX,I ADD MAXSCORE,100 * SET L,DEATHS MULT L,10 SUB SCOREX,L * SUB SCOREX,PENALTIES * IFLT SCOREX,0 SET SCOREX,0 FIN * LABEL FINIS CALL GETSCORE VALUE YOUSCORED,SCOREX VALUE TOPSCORE,MAXSCORE VALUE NMOVES,MOVES IFLT SCOREX,20 LDA I,FISH SUB SCOREX,20 ELSE IFLT SCOREX,130 LDA I,NOVICE SUB SCOREX,130 ELSE IFLT SCOREX,240 LDA I,EXPERIENCED SUB SCOREX,240 ELSE IFLT SCOREX,350 LDA I,SEASONED SUB SCOREX,350 ELSE IFLT SCOREX,470 LDA I,JUNIORMASTER SUB SCOREX,470 ELSE IFLT SCOREX,510 LDA I,MASTER.C SUB SCOREX,510 ELSE IFLT SCOREX,530 LDA I,MASTER.B SUB SCOREX,530 ELSE IFLT SCOREX,550 LDA I,MASTER.A SUB SCOREX,550 ELSE LDA I,GRAND LDA SCOREX,0 FIN FIN FIN FIN FIN FIN FIN FIN SAY I SAY BLANK MULT SCOREX,-1 IFGT SCOREX,0 IFEQ SCOREX,1 SAY NEED1 ELSE VALUE NEED,SCOREX FIN FIN SAY BLANK STOP LABEL PHOG {control fog and glow in fog} IFLT FOG,8 {state 8 = invisible fog} RANDOM FOG,8 {change color of fog} FIN RANDOM GLOW,8 {move the glow around} IFNEAR LAMP AND IFEQ LAMP,1 {lamp here and glowing?} APPORT GLOW,LIMBO {if so, masks out faint glow} ELSE APPORT GLOW,PLAIN.2 {if not, move glow into place} IFAT PLAIN.2 {is that where we are?} AND NOT BIT STATUS,MOVED SAY GLOW {announce faint glimmer of light} FIN FIN LABEL CORONER SET QUITTING,0 SAY BLANK BIC ADMIN,NOMAGIC {reset magic-inhibit mode} BIC ADMIN,TICKER {clear once-per-move} SET BLOB,0 {reset blob} APPORT BLOB,LIMBO {and get rid of him} APPORT GOBLINS,LIMBO {get rid of goblins, if around} IFEQ BASILISK,1 {adjust the basilisk so that} SET BASILISK,0 {he gets viewed from the south} ELSE {as he should - whether he's} IFEQ BASILISK,3 {petrified or not...} SET BASILISK,2 FIN FIN APPORT FOG,PLAIN.1 {move the fog back to its initial} SET FOG,8 {position, and make it semi-visible} ADD DEATHS,1 IFGT CLOSURE,1 IFEQ CLOSURE,2 SAY DEAD&CLOSED ELSE SUB DEATHS,1 {don't charge for dying in repository} FIN CALL FINIS FIN LDA I,YOUAREDEAD-2 ADD I,DEATHS ADD I,DEATHS SAY I QUERY SOK! ADD I,1 SAY I SAY BLANK LDA J,SNIDELEY-1 IFLT I,J IFHAVE VASE APPORT VASE,LIMBO GET POTTERY FIN ITOBJ I IFHAVE I DROP I FIN EOI APPORT WATER,LIMBO APPORT OIL,LIMBO SET INVCT,0 SET LAMP,0 APPORT FOG,PLAIN.1 SET FOG,8 CALL PHOG {chase glow into place} GOTO BUILDING SET THERE,0 APPORT LAMP,ROAD IFEQ LAMPLIFE,0 BIT LAMP,SPECIAL1 OR NOT BIT LAIR,BEENHERE LOCATE I,BATTERIES IFEQ BATTERIES,1 OR NOT BIT I,NOTINCAVE APPORT LAMP,YLEM FIN FIN FIN APPORT DWARF,LIMBO SET DWARF,0 BIC PIRATE,SPECIAL1 {clear chasing mode} QUIT ELSE CALL FINIS FIN ELSE CALL FINIS FIN STOP LABEL GETBIRD NEAR BIRD IFHAVE BIRD SAY YOUHAVEIT QUIT FIN IFEQ BIRD,1 GET CAGE GET BIRD SAY OK ELSE IFHAVE CAGE IFHAVE ROD SAY BIRDISSCARED ELSE BIC BIRDCHAMBER,HINTABLE GET BIRD SET BIRD,1 SAY OK FIN ELSE SAY NEEDCAGE FIN FIN QUIT LABEL GETCAGE NEAR CAGE IFHAVE CAGE SAY YOUHAVEIT QUIT FIN GET CAGE IFNEAR BIRD IFEQ BIRD,1 GET BIRD FIN FIN SAY OK QUIT LABEL GETKNIFE BIT AXE,SEEN SAY NO..KNIVES QUIT FIN LABEL DROPBIRD HAVE BIRD DROP BIRD SET BIRD,0 IFNEAR SNAKE SAY BIRD..SNAKE APPORT SNAKE,LIMBO BIC MTKING,HINTABLE QUIT ELSE IFNEAR DRAGON IFEQ DRAGON,0 APPORT BIRD,LIMBO {incinerate bird} SAY BIRD..DRAGON QUIT FIN ELSE IFNEAR TROLL SAY BIRD..TROLL {ignore bird} QUIT ELSE IFNEAR OGRE SAY BIRD..OGRE {dismember the bird} APPORT BIRD,LIMBO QUIT ELSE IFNEAR BEAR IFEQ BEAR,0 SAY BIRD..BEAR {catch and devour bird} APPORT BIRD,LIMBO ELSE SAY BIRD..CALMBEAR FIN QUIT ELSE IFNEAR BASILISK AND IFLT BASILISK,2 SAY BIRD..BASILISK {petrify bird and you} APPORT BIRD,LIMBO CALL CORONER ELSE IFNEAR DWARF NAME BIRD..DWARF,DWARF APPORT BIRD,LIMBO QUIT FIN FIN FIN FIN FIN FIN FIN SAY OK QUIT LABEL DROPCAGE HAVE CAGE DROP CAGE IFHAVE BIRD DROP BIRD FIN SAY OK QUIT LABEL DROPVASE HAVE VASE DROP VASE IFAT SOFT SAY OK ELSE IFHAVE PILLOW OR NOT IFNEAR PILLOW SET VASE,2 SAY VASE APPORT VASE,LIMBO APPORT POTTERY,HERE ELSE SET VASE,1 SAY VASE SET VASE,0 FIN FIN QUIT LABEL DROPLIQUID HAVE ARG2 APPORT ARG2,LIMBO SET BOTTLE,1 IFNEAR DWARF AND IFKEY THROW {throwing oil or water at dwarf - dangerous!} IFEQ DWARF,1 NAME DOUSED.DWARF,ARG2 ELSE NAME DOUSED.DWARVES,ARG2 FIN BIS DWARF,SPECIAL2 {dwarf gets angry} ELSE SAY POURWATER FIN QUIT LABEL DROPBOTTLE HAVE BOTTLE DROP BOTTLE APPORT OIL,LIMBO APPORT WATER,LIMBO SAY OK QUIT LABEL GETBOTTLE NEAR BOTTLE IFHAVE BOTTLE SAY YOUHAVEIT QUIT FIN IFLT INVCT,STRENGTH GET BOTTLE IFEQ BOTTLE,0 GET WATER ELSE IFEQ BOTTLE,2 GET OIL FIN FIN SAY OK ELSE SAY ARMSAREFULL FIN QUIT LABEL GETOIL AT EASTPIT IFHAVE BOTTLE IFEQ BOTTLE,1 SET BOTTLE,2 GET OIL SAY BOTTLE..OIL ELSE SAY BOTTLEWASFULL FIN ELSE SAY NOWAYTOCARRY FIN QUIT LABEL GETWATER BIT HERE,H20HERE ELSE PROCEED FIN IFHAVE BOTTLE IFEQ BOTTLE,1 SET BOTTLE,0 GET WATER SAY BOTTLE..H20 ELSE SAY BOTTLEWASFULL FIN ELSE SAY NOWAYTOCARRY FIN QUIT LABEL KILLTROLL SAY TROLL.DATA QUIT LABEL KILLBEAR IFEQ BEAR,0 SAY KILL..BEAR ELSE SAY BEAR.PUZZLED FIN QUIT LABEL KILLSNAKE SAY CANTKILLSNAKE QUIT LABEL KILLDRAGON IFGT DRAGON,0 SAY IT.IS.DEAD QUIT FIN QUERY WITHWHAT? SET DRAGON,1 SAY DRAGON SET DRAGON,2 APPORT RUG,SECRETCYNNE1 APPORT TEETH,SECRETCYNNE1 BIC DRAGON,SCHIZOID ITOBJ I IFNEAR I IFHAVE I ELSE APPORT I,SECRETCYNNE1 FIN FIN EOI GOTO SECRETCYNNE1 ELSE NAME USE.A.WEAPON,ARG1 NAME KILL.THE.WHATEVER,ARG2 FIN QUIT LABEL KILLBIRD IFLT CLOSURE,3 APPORT BIRD,LIMBO SAY BIRDISDEAD ELSE SAY LEAVE.BIRD FIN QUIT LABEL KILLBIVALVE SAY KILL.OYSTER QUIT LABEL KILLDWARF QUERY WITHWHAT? SET I,STRENGTH SUB I,INVCT ADD I,2 MULT I,10 CHANCE I SAY KILLEDDWARF SUB DWARF,1 IFEQ DWARF,0 APPORT DWARF,LIMBO FIN SUB DWARFCOUNT,1 ELSE CHANCE I SAY DWARFDODGES ELSE SAY DWARFSTABS CALL CORONER FIN FIN ELSE NAME USE.A.WEAPON,ARG1 NAME KILL.THE.WHATEVER,ARG2 FIN QUIT LABEL KILLOGRE QUERY WITHWHAT? CHANCE 50 SAY OGRE.TOO.TOUGH ELSE SAY OGRE.RIPS.HEAD.OFF CALL CORONER FIN ELSE NAME USE.A.WEAPON,ARG1 NAME KILL.THE.WHATEVER,ARG2 FIN QUIT LABEL KILLBLOB SAY BOUNCE.BLOB QUIT LABEL KILLDJINN SAY TOUGH.DJINN QUIT LABEL KILLGOBLINS SAY KILL.GOBLINS CALL CORONER LABEL KILLBASILISK IFLT BASILISK,2 SAY HIT.BASILISK CALL CORONER ELSE SAY IT.IS.DEAD QUIT FIN LABEL HITGONG IFNEAR TURTLE SAY GONG.RINGS ELSE SAY GONG.FETCH APPORT TURTLE,HERE FIN QUIT LABEL GETBEAR NEAR BEAR IFHAVE BEAR SAY I.C.A.BEAR ELSE IFAT BEARHERE IFEQ BEAR,2 SAY OK GET BEAR ELSE SAY BEAR.IS.CHAINED FIN ELSE SAY OK GET BEAR FIN FIN QUIT LABEL DROPBEAR HAVE BEAR DROP BEAR SAY OK QUIT LABEL FREEDJINN NEAR DJINN SAY DJINN.ADVICE APPORT DJINN,LIMBO BIS DJINN,SPECIAL1 QUIT LABEL GETCHAIN AT BEARHERE NEAR CHAIN IFEQ CHAIN,0 PROCEED ELSE SAY CHAIN.LOCKED FIN QUIT LABEL GETSWORD NEAR SWORD IFEQ SWORD,0 AND IFLT INVCT,STRENGTH AND NOT IFHAVE SWORD IFEQ MUSHROOM,2 SAY GOT.THE.SWORD SET SWORD,1 GET SWORD ELSE SAY SWORD.IS.STUCK FIN QUIT FIN LABEL GETSCEPTRE NEAR SCEPTRE IFEQ SCEPTRE,0 AND IFLT INVCT,STRENGTH GET SCEPTRE SET SCEPTRE,1 RANDOM PASSWORD,5 IFEQ PASSWORD,0 LDA PASSWORD,BLERBI ELSE IFEQ PASSWORD,1 LDA PASSWORD,KLAETU ELSE IFEQ PASSWORD,2 LDA PASSWORD,KNERL ELSE IFEQ PASSWORD,3 LDA PASSWORD,SNOEZE ELSE LDA PASSWORD,ZORTON FIN FIN FIN FIN IFEQ SAFE,0 NAME WHISPER,PASSWORD ELSE SAY BLEW.SAFE FIN APPORT SKELETON,LIMBO QUIT FIN LABEL SPLATTER * * Label SPLATTER should be called any time it is desirable to have * the adventurer fall to a painful death. One of a series of * text messages will be output, depending on how many times he * has been killed so far during this game. Before calling SPLATTER, * the calling routine should GOTO the place that is at the bottom of * whatever the adventurer has jumped into - if that place isn't * well-defined (bottom of the chasm, volcanic gorge, etc.), then * go to Ylem. * LDA I,PLUMMET ADD I,DEATHS SAY I CALL CORONER LABEL DO.CAMEO {generate strange cameo appearances if possible} SET CAMEO.TIME,0 {only one cameo per game, max} BIT HERE,NOTINCAVE {cameos work only in the cave} OR BIT HERE,NODWARF {and only in dwarf-accessable areas} OR BIT HERE,LIT {and only in un-lit rooms} OR BIT HERE,ONE.EXIT {and only where there are several exits} OR NOT IFHAVE LAMP {and only if you have your lamp} OR IFEQ LAMP,0 { (which must be turned on) } OR BIT PIRATE,SPECIAL1 {and not if the pirate is chasing you} OR IFNEAR DWARF {and not if you're being plagued by dwarves} OR IFNEAR DRAGON {or near the dragon (living or dead) } OR IFNEAR TROLL {or argueing with the troll} OR IFNEAR SNAKE {or trying to get past the snake} OR IFNEAR QUICKSAND {or trying to cross the quicksand} PROCEED FIN LDA I,CAMEO RANDOM J,LAST.CAMEO-CAMEO+1 ADD I,J SAY BLANK SAY I SAY BLANK LABEL CLOSE.THE.CAVE SAY GO.REPOSIT BIC STATUS,FASTMODE BIC STATUS,QUICKIE ITOBJ I LOCATE J,I BIT J,NOTINCAVE OR IFHAVE I AND BIT I,PORTABLE APPORT I,YLEM FIN EOI ITPLACE I BIT I,NOTINCAVE BIC I,BEENHERE FIN EOI SET CLOSURE,3 {in cylindrical chamber} SET CLOCK,999 GOTO CYLINDRICAL SET ESCAPE,0 QUIT LABEL CLOCK4 {administrative clock has ticked} IFEQ CLOSURE,0 SET CLOSURE,1 ITOBJ I BIT I,VALUED AND NOT IFLOC I,BUILDING SET CLOSURE,0 FIN EOI IFEQ CLOSURE,1 SET CLOCK,35 ELSE RANDOM CLOCK,10 ADD CLOCK,30 FIN IFGT SCULPTURE,0 RANDOM SCULPTURE,@SCULPTURE-1 {skip the "on shelf" state} ADD SCULPTURE,1 FIN IFGT SWORD,0 RANDOM SWORD,@SWORD-1 {skip the "in stone" state} ADD SWORD,1 FIN IFEQ DRAGON,2 SUB DRAGTIME,LASTCLOCK IFLT DRAGTIME,0 SET DRAGON,3 FIN FIN BIT DJINN,SPECIAL1 AND NOT BIT DJINN,SPECIAL2 AND NOT IFNEAR DWARF BIS DJINN,SPECIAL2 SAY PHUGGG.DATA SET CLOCK,5 SET LASTCLOCK,CLOCK PROCEED FIN IFGT MUSHROOM,1 SUB MUSHTIME,LASTCLOCK IFLT MUSHTIME,0 IFEQ MUSHROOM,2 SET MUSHROOM,3 SET MUSHTIME,40 SAY MUSHROOM SET STRENGTH,7 SET CLOCK,8 SET LASTCLOCK,CLOCK PROCEED ELSE SET MUSHROOM,0 APPORT MUSHROOM,CUBICLE FIN FIN FIN IFGT CAMEO.TIME,0 AND IFLT CAMEO.TIME,MOVES RANDOM CLOCK,10 ADD CLOCK,10 CALL DO.CAMEO SET LASTCLOCK,CLOCK PROCEED FIN BIT MISTS,BEENHERE OR BIT Y2,BEENHERE BIT HERE,NOTINCAVE OR BIT HERE,NODWARF RANDOM CLOCK,10 ADD CLOCK,8 ELSE IFGT MOVES,150 {have we been here a while without} AND NOT BIT PIRATE,SEEN {seeing him at least once?} OR BIT PIRATE,SPECIAL1 {or, was he chasing us?} OR CHANCE 15 {or, 15% of the time} AND NOT BIT CHEST,SEEN {haven't found his chest yet} AND NOT IFNEAR DWARF {and, not under attack by dwarves} AND NOT BIT HERE,LIT {and, this place is dark} AND IFHAVE LAMP {and, we have the lamp} AND IFGT LAMP,0 {and, and it's shining} BIC PIRATE,SPECIAL1 {clear "chasing"} SET J,0 BIC RING,VALUED {so it doesn't get stolen} ITLIST I BIT I,VALUED AND IFNEAR I APPORT I,MAZEA.114 SET J,1 FIN EOI BIS RING,VALUED IFEQ J,0 NOT BIT PIRATE,SEEN {first time thru?} AND IFGT MOVES,150 {have we been here a while?} APPORT CHEST,MAZEA.114 APPORT MESSAGE,MAZED.140 SAY PIRATE.RUNS BIS PIRATE,SEEN ELSE SAY RUSTLING BIS PIRATE,SPECIAL1 {set "following"} RANDOM CLOCK,10 ADD CLOCK,4 FIN ELSE BIT PIRATE,SEEN SAY PIRATE.ZOT.2 ELSE SAY PIRATE..ZOTZ BIS PIRATE,SEEN APPORT CHEST,MAZEA.114 APPORT MESSAGE,MAZED.140 FIN FIN ELSE {don't invoke pirate} SET I,DWARFCOUNT ADD I,2 MULT I,10 IFNEAR DWARF OR CHANCE I AND IFLT DWARF,DWARFCOUNT {more dwarves left...} BIT AXE,SEEN {seen first dwarf?} APPORT DWARF,HERE ADD DWARF,1 IFEQ DWARF,1 SAY DWARF {announce him} BIS DWARF,SPECIAL1 {first knife not thrown} BIC DWARF,SPECIAL2 {not enraged} FIN ELSE {first dwarf, coming up!} APPORT AXE,HERE BIS AXE,SEEN SAY FIRSTDWARF FIN FIN FIN FIN FIN ELSE IFEQ CLOSURE,1 {is it near closing time?} SET CLOSURE,2 {set "Closing soon"} SET GRATE,0 {lock the grate} SAY CLOSING.NOW {Sepulchral voice} IFNEAR DWARF VALUE DWARF.QUITS,DWARF {fades into the gloom} FIN APPORT DWARF,LIMBO {get rid of him/them} SET DWARF,0 {zilch all present dwarves} SET DWARFCOUNT,0 {don't let him reappear} SET FISSURE,0 {destroy bridge} SET GORGE,0 {destroy wheatstone bridge} APPORT TROLL,LIMBO {remove troll} APPORT DRAGON,LIMBO {remove dragon} SET TROLL,5 {scared - inhibit return} APPORT TROLL2,SWOFCHASM {fetch fake troll} BIS FISSURE,INVISIBLE BIS GORGE,INVISIBLE SET CLOCK,25 {time to try to leave} ELSE {must be closing time!} BIT ADMIN,PANICED {did he try to get out?} BIC ADMIN,PANICED {reset panic flag} SET CLOCK,15 {let him get frantic} ELSE {if he was calm,} CALL CLOSE.THE.CAVE FIN FIN FIN SET LASTCLOCK,CLOCK LABEL BAILOUT IFEQ STATUS,1 NAME CLARIFY,ARG1 BIS STATUS,PLS.CLARIFY {request clarification} ELSE IFEQ STATUS,2 AND BIT ARG2,OBJECT IFNEAR ARG2 NAME DUNNO.HAO,ARG1 ELSE NAME IDONTSEE,ARG2 FIN ELSE NAME DUNNO.HAO,ARG1 FIN FIN QUIT LABEL LAMPREY {Lamp getting dim or has gone out} IFGT LAMPLIFE,0 IFEQ BATTERIES,1 SAY LAMP.NOFUEL ELSE IFNEAR BATTERIES SAY LAMP.REFUEL SET BATTERIES,1 ADD LAMPLIFE,300 BIC LAMP,SPECIAL1 {clear "recharged" flag} ELSE BIT BATTERIES,SEEN SAY LAMP.BATTERIES ELSE SAY LAMP.IS.DIM FIN FIN FIN ELSE IFEQ CLOSURE,2 CALL CLOSE.THE.CAVE ELSE IFNEAR BATTERIES AND IFEQ BATTERIES,0 SAY LAMP.REFUEL SET BATTERIES,1 ADD LAMPLIFE,300 ELSE SAY LAMP.IS.DEAD SET LAMP,0 BIS ADMIN,RANOUT {don't fall in a pit this move} CALL PHOG {chase glow into place} FIN FIN FIN LABEL READ.MAGAZINES SAY MAG.DWARVISH QUIT LABEL READ.TABLET SAY DARK.ROOM QUIT LABEL READ.MESSAGE SAY CHEST.ELSEWHERE LABEL READ.MACHINE SAY MACHINE.SIGN QUIT LABEL HINT.LOGIC SET I,0 IFAT DEPRESSION IFEQ GRATE,0 NOT IFHAVE KEYS LDA I,LOOKINGCAVE FIN FIN FIN IFAT BIRDCHAMBER IFNEAR BIRD IFEQ BIRD,0 IFHAVE ROD LDA I,BIRDHINT? FIN FIN FIN FIN IFAT MTKING IFNEAR SNAKE NOT IFNEAR BIRD LDA I,GETPASTSNAKE FIN FIN FIN IFAT WITTSEND LDA I,HINT.WITTS? FIN IFAT PLOVER OR IFAT ALCOVE OR IFAT DARK NOT BIT DARK,BEENHERE LDA I,HINT.PLOVER? FIN FIN IFAT PLAIN.2 LDA I,PLAIN.HINT FIN BIT HERE,INMAZE LDA I,HINT.MAZE? FIN LDA J,SLIDE-1 LDA K,ICECAVE.30+1 IFGT HERE,J AND IFLT HERE,K LDA I,ICE.HINT? FIN IFGT I,0 SET HINT.TIME,0 QUERY I VALUE ILL.GIVE.HINT,HINT.COST QUERY WANT.HINT? ADD I,1 SAY I ADD PENALTIES,HINT.COST BIC HERE,HINTABLE IFAT PLOVER OR IFAT ALCOVE OR IFAT DARK BIC PLOVER,HINTABLE BIC DARK,HINTABLE BIC ALCOVE,HINTABLE ELSE BIT HERE,INMAZE ITPLACE I BIT I,INMAZE BIC I,HINTABLE FIN EOI FIN FIN FIN FIN FIN LABEL NO.MOVE.POSSIBLE IFNEAR LAMP AND IFEQ LAMP,1 OR BIT HERE,LIT IFKEY GO SET I,ARG2 ELSE SET I,ARG1 FIN RANDOM J,OGNACON-NOCANGO+1 LDA K,NOCANGO ADD J,K NAME J,I ELSE CHANCE 25 SAY CRUNCH CALL CORONER ELSE SAY OOF! FIN FIN IFNEAR LAMP AND IFEQ LAMP,1 SUB LAMPLIFE,1 IFEQ LAMPLIFE,0 OR IFEQ LAMPLIFE,40 CALL LAMPREY FIN FIN QUIT LABEL BREAK.VIAL APPORT VIAL,LIMBO SAY VIAL.BANG RANDOM I,LAST.FUME-FIRST.FUME+1 LDA J,FIRST.FUME ADD I,J SAY I SAY BLANK IFNEAR DWARF IFEQ DWARF,1 SET VIAL,1 ELSE SET VIAL,2 FIN SAY VIAL APPORT DWARF,LIMBO SUB DWARFCOUNT,DWARF SET DWARF,0 FIN IFNEAR TROLL SET VIAL,3 SAY VIAL FIN IFNEAR BEAR SET VIAL,4 IFGT BEAR,0 SET VIAL,5 FIN SAY VIAL FIN IFNEAR SNAKE SET VIAL,6 SAY VIAL FIN IFNEAR BIRD SET VIAL,7 SAY VIAL FIN IFNEAR SLIME SET VIAL,8 SAY VIAL APPORT SLIME,LIMBO FIN IFNEAR DRAGON AND IFEQ DRAGON,0 SET VIAL,9 SAY VIAL FIN IFNEAR DJINN SET VIAL,10 SAY VIAL FIN IFNEAR BASILISK AND IFLT BASILISK,2 SET VIAL,11 SAY VIAL FIN IFNEAR GOBLINS SET VIAL,12 SAY VIAL APPORT GOBLINS,LIMBO FIN QUIT LABEL DROPVIAL IFHAVE VIAL AND CHANCE 10 SAY VIAL.EXPLODES APPORT VIAL,LIMBO CALL CORONER FIN LABEL DWARF.ATTACK * * This label handles knife attacks by dwarves. It should be * called with the variable FLEETFOOT set to the "survival asset" of * whatever the adventurer was doing (0 for just attacked, 50 * or so for running, 25 for neither) to reflect the ease with * which the dwarf can hit the dude. * SET J,DWARF {how many dwarves are here?} ADD J,2 {stretch the odds on knive-throwing a bit} RANDOM J,J {get # of knives, + 1} SUB J,1 {get # of knives thrown} IFLT J,1 {any actually thrown?} PROCEED {if not, just go back} FIN VALUE KNIVESTHROWN,J {tell him that he's under attack} SET K,STRENGTH {let's figure out how agile he is at} SUB K,INVCT {the moment....} MULT K,5 {5 points per object that he could carry..} BIT DWARF,SPECIAL2 {is dwarf angry (more accurate) ? } SUB K,20 {if so, he's probably in trouble} FIN ADD FLEETFOOT,K {add in the "fleet-foot" compensating factor} ADD FLEETFOOT,35 {give him some chance even if he's loaded down} DIVIDE FLEETFOOT,J {chances are poor if > 1 knife thrown!} IFHAVE RING {magic ring will usually defend you} RANDOM I,LAST.DEFLECTOR-FIRST.DEFLECTOR+2 {but not always!} IFGT I,0 {if we got a zero, it doesn't help!} LDA K,FIRST.DEFLECTOR-1 ADD I,K {generate address of defense message} VALUE I,J {tell him that he's been reprieved this time} PROCEED {let 'im off for this once} FIN FIN CHANCE FLEETFOOT {ok - did they all miss him?} OR BIT DWARF,SPECIAL1 {is this the first attack recently?} VALUE KNIVESMISS,J {he's safe this time - whew!} BIC DWARF,SPECIAL1 {clear "first attack" flag} ELSE {oh-oh - he's been stabbed!} VALUE KNIVESGOTYOU,J {tell him the bad news} CALL CORONER {go clean up the bloody mess on the floor} FIN LABEL WEAPONRY.2 {handle more attack stuff} IFNEAR BASILISK IFGT BASILISK,1 SAY IT.IS.DEAD IFKEY THROW GET ARG2 FIN ELSE NAME AXE.BASILISK,ARG2 CALL CORONER FIN ELSE IFNEAR DJINN NAME REBOUND,ARG2 ELSE IFNEAR GOBLINS NAME KILL.A.FEW,ARG2 CALL CORONER ELSE IFKEY THROW {throwing weapon with no target} GET ARG2 {will cause us to wade into the} PROCEED {cause us to throw it to another place} ELSE SAY OK FIN FIN FIN FIN QUIT LABEL WEAPONRY {Handle attacks with weapons} IFHAVE ARG2 IFKEY THROW DROP ARG2 FIN IFNEAR DWARF SET I,STRENGTH SUB I,INVCT MULT I,5 SET J,DWARF ADD J,2 MULT J,15 ADD I,J IFKEY AXE EOR IFKEY SWING ADD I,15 FIN CHANCE I CHANCE 5 AND NOT BIT ADMIN,QUIPPED NAME DWARF.QUIP,ARG2 BIS ADMIN,QUIPPED ELSE SAY DWARF.POOF FIN SUB DWARF,1 IFEQ DWARF,0 APPORT DWARF,LIMBO ELSE SET FLEETFOOT,0 SET BACKLASH,100 FIN SUB DWARFCOUNT,1 ELSE SAY DWARFDODGES SET FLEETFOOT,0 {low "fleet foot" factor} SET BACKLASH,100 {dwarves will probably fight back} FIN ELSE IFNEAR SNAKE SAY CANTKILLSNAKE IFKEY THROW GET ARG2 FIN ELSE IFNEAR DRAGON NAME KILL.DRAGON,ARG2 ELSE IFNEAR BEAR IFEQ BEAR,0 IFKEY THROW IFKEY AXE SAY AXE..BEAR SET AXE,1 ELSE SAY SWORD.MISSES FIN ELSE CHANCE 50 SAY BEAR.MISSES ELSE SAY BEAR.GETS.YOU CALL CORONER FIN FIN ELSE SAY BEAR.PUZZLED FIN QUIT ELSE IFNEAR TROLL SAY TROLL.DATA ELSE IFNEAR OGRE IFKEY SWING NAME OGRE.REBUFF,ARG2 CALL CORONER ELSE IFKEY AXE NAME OGRE.CATCH,ARG2 CALL CORONER ELSE SAY OGRE.KILLED APPORT SWORD,LIMBO APPORT OGRE,LIMBO APPORT RING,HERE QUIT FIN FIN ELSE IFNEAR BLOB NAME SLICE.BLOB,ARG2 QUIT ELSE CALL WEAPONRY.2 PROCEED {if no attack, use normal} FIN {"THROW" logic (see UPCHUCK)} FIN FIN FIN FIN FIN FIN ELSE NAME YOUDONTHAVE,ARG2 FIN QUIT LABEL PASSPHRASE IFNEAR SAFE IFEQ SAFE,0 IFEQ STATUS,2 AND IFEQ ARG2,PASSWORD OR IFEQ ARG1,PASSWORD SAY SAFE.OPENS SET SAFE,1 BIS SAFE,SPECIAL1 QUIT ELSE NOT BIT SAFE,SPECIAL1 SAY SAFE.FUSES SET SAFE,2 {melt the safe's door shut} SET BLOB,1 {wake up the blob} BIS ADMIN,TICKER {BLOB is chasing us - quickly!} BIS ADMIN,NOMAGIC {inhibit PLUGH etc.} SET GRATE,0 {lock him in the cave} QUIT FIN FIN FIN FIN SAY NOTHING QUIT LABEL TICK {once-per-input routine} IFGT BLOB,0 IFEQ BLOB,16 {special case for blob} SET BLOB,17 SAY BLOB CALL CORONER FIN SAY BLOB ADD BLOB,1 FIN LABEL PRESAY IFGT STATUS,1 NAME SAID,ARG2 FIN LABEL PLUNGE {for plunging into a bottomless pit} GOTO YLEM IFEQ LAMP,1 SET LAMPLIFE,0 IFHAVE LAMP SAY FALL&STARVE ELSE SAY FALL&STARVED FIN ELSE SAY FALL&STARVED FIN CALL CORONER LABEL UPCHUCK SET I,0 IFAT PIT LDA I,THROW.PIT LDA J,MISTS FIN IFAT EASTOFFISSUR LDA I,THROW.FISSURE LDA J,CAVERN FIN IFAT WESTOFFISSUR LDA I,THROW.FISSURE LDA J,CAVERN FIN IFAT WEND2PIT LDA I,THROW.PIT LDA J,WESTPIT FIN IFAT EEND2PIT LDA I,THROW.PIT LDA J,EASTPIT FIN IFAT LOWNSPASSAGE LDA I,THROW.HOLE LDA J,DIRTY FIN IFAT WINDOW LDA I,THROW.PIT LDA J,MIRRORCNYN FIN IFAT WINDOW2 LDA I,THROW.PIT LDA J,MIRRORCNYN FIN IFAT BRINK LDA I,THROW.PIT LDA J,STREAMPIT FIN IFAT DUSTY LDA I,THROW.HOLE LDA J,COMPLEX FIN IFAT MAZEA.57.PIT LDA I,THROW.PIT LDA J,BIRDCHAMBER FIN IFAT SECRETNSCYN LDA I,THROW.ROOM LDA J,SLAB FIN IFAT SECRETNSCPAS LDA I,THROW.ROOM LDA J,BEDQUILT FIN IFAT SECRETEW.TITE LDA I,THROW.CANYON LDA J,NSCANYONWIDE FIN IFAT INCLINE LDA I,THROW.ROOM LDA J,LOW FIN IFAT CAVERN LDA I,THROW.WHIRLPOOL LDA J,YLEM FIN IFAT MISTY LDA I,THROW.CAVERN LDA J,CAVERN FIN IFAT STALACT LDA I,THROW.ROOM LDA J,MAZEA.53 FIN IFAT RESERVOIR OR IFAT RESERVOIR.N LDA I,THROW.RESERVOIR LDA J,YLEM FIN IFAT BALCONY LDA I,THROW.ROOM LDA J,YLEM FIN IFAT SWOFCHASM LDA I,THROW.CHASM LDA J,YLEM FIN IFAT NEOFCHASM LDA I,THROW.CHASM LDA J,YLEM FIN IFAT BREATHTAKER LDA I,THROW.GORGE LDA J,YLEM FIN IFAT FACES LDA I,THROW.GORGE LDA J,YLEM FIN IFAT TUBE LDA I,THROW.CHIMNEY LDA J,CHIMNEY FIN IFAT TUBE.SLIDE LDA I,THROW.TUBE LDA J,PLAIN.1 FIN IFAT BASQUE.FORK LDA I,THROW.STEPS LDA J,ON.STEPS FIN IFAT ON.STEPS LDA I,THROW.STEPS LDA J,STEPS.EXIT FIN IFAT STEPS.EXIT LDA I,THROW.STEPS LDA J,STORAGE FIN IFAT BRINK.1 LDA I,THROW.PIT LDA J,YLEM FIN IFAT BRINK.2 LDA I,THROW.PIT LDA J,YLEM FIN IFAT ICE LDA I,THROW.SLIDE LDA J,SLIDE FIN IFAT BRINK.3 LDA I,THROW.PIT LDA J,YLEM FIN IFAT SHELF LDA I,THROW.BEACH LDA J,BEACH FIN IFAT PLATFORM LDA I,THROW.GORGE LDA J,YLEM FIN IFEQ I,0 {"THROWER" bit set but can't find target} OR IFKEY BEAR {you can't throw bear into chasm!} PROCEED FIN NAME I,ARG2 APPORT ARG2,J IFKEY VASE APPORT VASE,YLEM APPORT SHARDS,J LDA I,YLEM IFEQ I,J ELSE SAY SHATTERED.IT FIN FIN IFKEY BOTTLE APPORT OIL,LIMBO APPORT WATER,LIMBO FIN IFKEY OIL OR IFKEY WATER SET BOTTLE,1 {threw liquid away - drain bottle} APPORT ARG2,LIMBO FIN IFKEY CAGE AND IFHAVE BIRD APPORT BIRD,J FIN IFKEY LAMP AND IFEQ LAMP,1 AND NOT BIT HERE,LIT SAY ITISNOWDARK FIN IFKEY BIRD SET BIRD,0 FIN QUIT LABEL GROPE.FOR.IT {grope around in the dark for objects} IFEQ STATUS,1 {did jhe say what to get?} SAY CANT.SEE.ANYTHING QUIT FIN BIT ARG2,OBJECT IFHAVE ARG2 OR NOT BIT ARG2,PORTABLE PROCEED FIN SET I,INVCT SUB I,STRENGTH MULT I,5 ADD I,60 CHANCE I NAME GROPE.FALL,ARG2 CALL CORONER ELSE NAME GROPE.MISS,ARG2 QUIT FIN FIN AT ROAD MOVE ROAD,HILL MOVE WEST,HILL MOVE UP,HILL MOVE ENTER,BUILDING MOVE BUILDING,BUILDING MOVE INWARD,BUILDING MOVE EAST,BUILDING MOVE DOWNSTREAM,VALLEY MOVE GULLY,VALLEY MOVE STREAM,VALLEY MOVE SOUTH,VALLEY MOVE DOWN,VALLEY MOVE FOREST,FOREST MOVE NORTH,FOREST MOVE EAST,FOREST MOVE DEPRESSION,DEPRESSION AT HILL MOVE ROAD,ROAD MOVE BUILDING,ROAD MOVE FORWARD,ROAD MOVE EAST,ROAD MOVE NORTH,ROAD MOVE FOREST,FOREST MOVE NORTH,FOREST MOVE SOUTH,FOREST AT BUILDING MOVE ROAD,ROAD MOVE OUT,ROAD MOVE OUTDOORS,ROAD MOVE WEST,ROAD IFLT CLOSURE,2 {is the cave open?} SMOVE XYZZY,DEBRIS,FOOF SMOVE PLUGH,Y2,FOOF FIN AT BUILDING ANYOF STREAM,DOWNSTREAM SAY PIPEFIT QUIT AT VALLEY MOVE UPSTREAM,ROAD MOVE BUILDING,ROAD MOVE NORTH,ROAD MOVE FOREST,FOREST MOVE EAST,FOREST MOVE WEST,FOREST MOVE UP,FOREST MOVE DEPRESSION,DEPRESSION ANYOF SOUTH,DOWN,DOWNSTREAM IFLT CLOSURE,2 GOTO SLIT ELSE GOTO FAKE.SLIT FIN QUIT AT FOREST MOVE VALLEY,VALLEY MOVE EAST,VALLEY MOVE DOWN,VALLEY MOVE WEST,FOREST MOVE SOUTH,FOREST AT FOREST ANYOF FOREST,FORWARD,NORTH CHANCE 50 GOTO FOREST ELSE GOTO FOREST2 FIN QUIT AT FOREST2 MOVE ROAD,ROAD MOVE NORTH,ROAD MOVE VALLEY,VALLEY MOVE EAST,VALLEY MOVE WEST,VALLEY MOVE DOWN,VALLEY MOVE FOREST,FOREST MOVE SOUTH,FOREST AT SLIT MOVE BUILDING,ROAD MOVE UPSTREAM,VALLEY MOVE NORTH,VALLEY MOVE FOREST,FOREST MOVE EAST,FOREST MOVE WEST,FOREST MOVE DOWNSTREAM,DEPRESSION MOVE ROCK,DEPRESSION MOVE BED,DEPRESSION MOVE SOUTH,DEPRESSION AT FAKE.SLIT MOVE BUILDING,ROAD MOVE UPSTREAM,VALLEY MOVE NORTH,VALLEY MOVE FOREST,FOREST MOVE EAST,FOREST MOVE WEST,FOREST MOVE DOWNSTREAM,DEPRESSION MOVE ROCK,DEPRESSION MOVE BED,DEPRESSION MOVE SOUTH,DEPRESSION AT SLIT ANYOF SLIT,STREAM,DOWN,ENTER SAY DONTFITSLIT QUIT AT FAKE.SLIT ANYOF SLIT,STREAM,DOWN,ENTER SET CLOSURE,5 {victory!} BIC STATUS,FASTMODE BIC STATUS,QUICKIE SAY TREASUREROOM {describe the booty} SET QUITTING,0 CALL FINIS {end the game in triumph} AT DEPRESSION MOVE FOREST,FOREST MOVE EAST,FOREST2 MOVE WEST,FOREST MOVE SOUTH,FOREST2 MOVE BUILDING,ROAD ANYOF UPSTREAM,GULLY,NORTH,SLIT IFLT CLOSURE,2 GOTO SLIT ELSE GOTO FAKE.SLIT FIN QUIT AT DEPRESSION ANYOF IN,DOWN,ENTER IFEQ GRATE,1 GOTO INCAVE ELSE SAY CANTPASSLOCK FIN QUIT AT INCAVE ANYOF UP,OUT,LEAVE,SURFACE IFEQ GRATE,1 GOTO DEPRESSION ELSE SAY CANTPASSLOCK FIN QUIT AT INCAVE MOVE CRAWL,COBBLES MOVE COBBLES,COBBLES MOVE INWARD,COBBLES MOVE WEST,COBBLES MOVE PIT,PIT MOVE DEBRIS,DEBRIS AT COBBLES MOVE OUT,INCAVE MOVE SURFACE,INCAVE MOVE NULL,INCAVE MOVE ENTRANCE,INCAVE MOVE EAST,INCAVE MOVE INWARD,DEBRIS MOVE DARK,DEBRIS MOVE WEST,DEBRIS MOVE DEBRIS,DEBRIS MOVE PIT,PIT AT DEBRIS MOVE ENTRANCE,INCAVE MOVE CRAWL,COBBLES MOVE COBBLES,COBBLES MOVE PASSAGE,COBBLES MOVE LOW,COBBLES MOVE EAST,COBBLES MOVE CANYON,CANYON MOVE INWARD,CANYON MOVE UP,CANYON MOVE WEST,CANYON MOVE PIT,PIT IFEQ GRATE,1 MOVE DEPRESSION,DEPRESSION ELSE SMOVE DEPRESSION,INCAVE,CANTPASSLOCK FIN AT DEBRIS KEYWORD XYZZY IFGT CLOSURE,1 OR BIT ADMIN,NOMAGIC SAY NOTHING BIS ADMIN,PANICED QUIT ELSE SMOVE XYZZY,BUILDING,FOOF FIN QUIT AT CANYON MOVE ENTRANCE,INCAVE MOVE DOWN,DEBRIS MOVE EAST,DEBRIS MOVE DEBRIS,DEBRIS MOVE INWARD,BIRDCHAMBER MOVE UP,BIRDCHAMBER MOVE WEST,BIRDCHAMBER MOVE PIT,PIT IFEQ GRATE,1 MOVE DEPRESSION,DEPRESSION ELSE SMOVE DEPRESSION,INCAVE,CANTPASSLOCK FIN AT BIRDCHAMBER MOVE ENTRANCE,INCAVE MOVE DEBRIS,DEBRIS MOVE CANYON,CANYON MOVE EAST,CANYON MOVE PASSAGE,PIT MOVE PIT,PIT MOVE WEST,PIT IFEQ GRATE,1 MOVE DEPRESSION,DEPRESSION ELSE SMOVE DEPRESSION,INCAVE,CANTPASSLOCK FIN AT PIT MOVE ENTRANCE,INCAVE MOVE DEBRIS,DEBRIS MOVE PASSAGE,BIRDCHAMBER MOVE EAST,BIRDCHAMBER MOVE DOWN,MISTS IFEQ GRATE,1 MOVE DEPRESSION,DEPRESSION ELSE SMOVE DEPRESSION,INCAVE,CANTPASSLOCK FIN AT PIT ANYOF DOWN,STEPS,PIT IFHAVE GOLD SAY BROKENECK GOTO MISTS CALL CORONER ELSE GOTO MISTS FIN QUIT AT PIT ANYOF WEST,CRACK SAY MISTCRACK QUIT AT PIT KEYWORD JUMP GOTO MISTS CALL SPLATTER QUIT AT MISTS MOVE LEFT,GOLDROOM MOVE SOUTH,GOLDROOM MOVE EAST,SANDSTONE MOVE FORWARD,EASTOFFISSUR MOVE HALL,EASTOFFISSUR MOVE WEST,EASTOFFISSUR MOVE STAIRS,MTKING MOVE DOWN,MTKING MOVE NORTH,MTKING MOVE Y2,JUMBLE AT MISTS ANYOF UP,PIT,STEPS,DOME,PASSAGE,ENTER IFHAVE GOLD SAY UNCLIMBABLE ELSE GOTO PIT FIN QUIT AT EASTOFFISSUR MOVE HALL,MISTS MOVE EAST,MISTS AT EASTOFFISSURE ANYOF FORWARD,OVER,WEST IFEQ FISSURE,0 SAY NOWAYACROSS ELSE GOTO WESTOFFISSURE FIN QUIT AT EASTOFFISSURE KEYWORD JUMP IFEQ FISSURE,1 SAY TRYTHEBRIDGE ELSE GOTO CAVERN CALL SPLATTER FIN QUIT AT GOLDROOM MOVE HALL,MISTS MOVE OUT,MISTS MOVE NORTH,MISTS AT MTKING MOVE STAIRS,MISTS MOVE UP,MISTS MOVE EAST,MISTS AT MTKING ANYOF NORTH,LEFT,SOUTH,RIGHT,WEST,FORWARD,SW,SECRET ANYOF NW,SE,NE,DOWN IFNEAR SNAKE SAY SNAKEBLOCKS QUIT ELSE MOVE NORTH,LOWNSPASSAGE MOVE LEFT,LOWNSPASSAGE MOVE SOUTH,SOUTHSIDE MOVE RIGHT,SOUTHSIDE MOVE WEST,WESTSIDE MOVE FORWARD,WESTSIDE MOVE DOWN,VAULT MOVE NORTHEAST,MORION MOVE NORTHWEST,CORRID.3 MOVE SOUTHEAST,CORRID.1 MOVE SECRET,SECRETEW.TITE CHANCE 35 {Assumes "SW" typed here} MOVE SW,SECRETEW.TITE ELSE SAY YOUDIDNTMOVE FIN QUIT AT WEND2PIT MOVE EAST,EEND2PIT MOVE CROSS,EEND2PIT MOVE WEST,SLAB MOVE SLAB,SLAB MOVE DOWN,WESTPIT MOVE PIT,WESTPIT AT WEND2PIT KEYWORD HOLE SAY TOO.FAR.UP QUIT AT EASTPIT MOVE UP,EEND2PIT MOVE OUT,EEND2PIT AT WESTPIT MOVE UP,WEND2PIT MOVE OUT,WEND2PIT AT WESTPIT KEYWORD CLIMB IFEQ PLANT,0 SAY NOCLIMBUP ELSE IFEQ PLANT,2 SAY SHORTPLANT GOTO WEND2PIT ELSE SAY LONGPLANT GOTO NARROWCORRIDOR FIN FIN QUIT AT WESTPIT KEYWORD GET,PLANT SAY GET..PLANT QUIT AT WESTOFFISSUR MOVE WEST,WENDMISTS AT WESTOFFISSURE ANYOF FORWARD,OVER,EAST IFEQ FISSURE,0 SAY NOWAYACROSS ELSE GOTO EASTOFFISSURE FIN QUIT AT WESTOFFISSURE KEYWORD JUMP IFEQ FISSURE,1 SAY TRYTHEBRIDGE ELSE GOTO CAVERN CALL SPLATTER FIN QUIT AT WESTOFFISSURE KEYWORD NORTH SAY MISTCRAWL GOTO WENDMISTS QUIT AT LOWNSPASSAGE MOVE HALL,MTKING MOVE OUT,MTKING MOVE SOUTH,MTKING MOVE NORTH,Y2 MOVE Y2,Y2 MOVE DOWN,DIRTY MOVE HOLE,DIRTY AT SOUTHSIDE MOVE HALL,MTKING MOVE OUT,MTKING MOVE NORTH,MTKING AT WESTSIDE MOVE HALL,MTKING MOVE OUT,MTKING MOVE EAST,MTKING MOVE WEST,CROSSOVER MOVE UP,CROSSOVER AT Y2 MOVE SOUTH,LOWNSPASSAGE MOVE EAST,JUMBLE MOVE JUMBLE,JUMBLE MOVE WEST,WINDOW AT Y2 ANYOF PLUGH,PLOVER IFEQ STATUS,2 AND NOT IFKEY SAY PROCEED FIN IFGT CLOSURE,1 OR BIT ADMIN,NOMAGIC SAY NOTHING BIS ADMIN,PANICED QUIT ELSE IFKEY PLUGH GOTO BUILDING ELSE GOTO PLOVER FIN SAY FOOF QUIT FIN AT JUMBLE MOVE DOWN,Y2 MOVE Y2,Y2 MOVE UP,MISTS AT WINDOW MOVE EAST,Y2 MOVE Y2,Y2 AT WINDOW KEYWORD JUMP SAY BROKENECK GOTO MIRRORCNYN CALL CORONER AT DIRTY MOVE EAST,BRINK MOVE CRAWL,BRINK MOVE UP,LOWNSPASSAGE MOVE HOLE,LOWNSPASSAGE MOVE WEST,DUSTY MOVE BEDQUILT,BEDQUILT AT BRINK MOVE WEST,DIRTY MOVE CRAWL,DIRTY MOVE DOWN,STREAMPIT MOVE PIT,STREAMPIT MOVE CLIMB,STREAMPIT AT STREAMPIT MOVE CLIMB,BRINK MOVE UP,BRINK MOVE OUT,BRINK AT STREAMPIT ANYOF SLIT,STREAM,DOWN,UPSTREAM,DOWNSTREAM SAY DONTFITSLIT QUIT AT DUSTY MOVE EAST,DIRTY MOVE PASSAGE,DIRTY MOVE DOWN,COMPLEX MOVE HOLE,COMPLEX MOVE BEDQUILT,BEDQUILT AT WENDMISTS MOVE SOUTH,MAZEA.42 MOVE UP,MAZEA.42 MOVE PASSAGE,MAZEA.42 MOVE CLIMB,MAZEA.42 MOVE EAST,WESTOFFISSUR MOVE WEST,LONGHALLEAST MOVE CRAWL,LONGHALLEAST AT WENDMISTS KEYWORD NORTH SAY MISTCRAWL GOTO WESTOFFISSUR QUIT AT MAZEA.42 MOVE UP,WENDMISTS MOVE NORTH,MAZEA.42 MOVE EAST,MAZEA.43 MOVE SOUTH,MAZEA.45 MOVE WEST,MAZEA.80 AT MAZEA.43 MOVE WEST,MAZEA.42 MOVE SOUTH,MAZEA.44 MOVE EAST,MAZEA.45 AT MAZEA.44 MOVE EAST,MAZEA.43 MOVE DOWN,MAZEA.48 MOVE SOUTH,MAZEA.50 MOVE NORTH,MAZEA.82 AT MAZEA.45 MOVE WEST,MAZEA.42 MOVE NORTH,MAZEA.43 MOVE EAST,MAZEA.46 MOVE SOUTH,MAZEA.47 MOVE UP,MAZEA.87 MOVE DOWN,MAZEA.87 AT MAZEA.46 MOVE WEST,MAZEA.45 MOVE OUT,MAZEA.45 AT MAZEA.47 MOVE EAST,MAZEA.45 MOVE OUT,MAZEA.45 AT MAZEA.48 MOVE UP,MAZEA.44 MOVE OUT,MAZEA.44 AT MAZEA.49 MOVE EAST,MAZEA.50 MOVE WEST,MAZEA.51 AT MAZEA.50 MOVE EAST,MAZEA.44 MOVE WEST,MAZEA.49 MOVE DOWN,MAZEA.51 MOVE SOUTH,MAZEA.52 AT MAZEA.51 MOVE WEST,MAZEA.49 MOVE UP,MAZEA.50 MOVE EAST,MAZEA.52 MOVE SOUTH,MAZEA.53 AT MAZEA.52 MOVE WEST,MAZEA.50 MOVE EAST,MAZEA.51 MOVE SOUTH,MAZEA.52 MOVE UP,MAZEA.53 MOVE NORTH,MAZEA.55 MOVE DOWN,MAZEA.86 AT MAZEA.53 MOVE WEST,MAZEA.51 MOVE NORTH,MAZEA.52 MOVE SOUTH,MAZEA.54 AT MAZEA.54 MOVE WEST,MAZEA.53 MOVE OUT,MAZEA.53 AT MAZEA.55 MOVE WEST,MAZEA.52 MOVE NORTH,MAZEA.55 MOVE DOWN,MAZEA.56 MOVE EAST,MAZEA.57.PIT AT MAZEA.56 MOVE UP,MAZEA.55 MOVE OUT,MAZEA.55 AT MAZEA.57.PIT MOVE DOWN,BIRDCHAMBER MOVE CLIMB,BIRDCHAMBER MOVE WEST,MAZEA.55 MOVE SOUTH,MAZEA.58 MOVE NORTH,MAZEA.83 MOVE EAST,MAZEA.84 AT MAZEA.58 MOVE EAST,MAZEA.57.PIT MOVE OUT,MAZEA.57.PIT AT LONGHALLEAST MOVE EAST,WENDMISTS MOVE UP,WENDMISTS MOVE CRAWL,WENDMISTS MOVE WEST,LONGHALLWEST MOVE NORTH,CROSSOVER MOVE DOWN,CROSSOVER MOVE HOLE,CROSSOVER AT LONGHALLWEST MOVE EAST,LONGHALLEAST MOVE NORTH,CROSSOVER MOVE SOUTH,MAZED.107 AT CROSSOVER MOVE WEST,LONGHALLEAST MOVE NORTH,DEADEND1 MOVE EAST,WESTSIDE MOVE SOUTH,LONGHALLWEST AT DEADEND1 MOVE SOUTH,CROSSOVER MOVE OUT,CROSSOVER AT COMPLEX MOVE UP,DUSTY MOVE CLIMB,DUSTY MOVE WEST,BEDQUILT MOVE BEDQUILT,BEDQUILT MOVE NORTH,SHELL MOVE SHELL,SHELL MOVE EAST,ANTEROOM AT BEDQUILT MOVE EAST,COMPLEX MOVE WEST,SWISS MOVE SLAB,SLAB AT BEDQUILT ANYOF NORTH,SOUTH,UP,DOWN CHANCE 65 SAY CRAWL..CAVEIN QUIT ELSE MOVE DOWN,ANTEROOM CHANCE 75 MOVE NORTH,LOW MOVE UP,DUSTY MOVE SOUTH,SLAB ELSE MOVE NORTH,SECRETJUNCTION MOVE UP,SECRETNSCPAS MOVE SOUTH,TALLEWCNYN FIN FIN AT BEDQUILT KEYWORD NW CHANCE 50 SAY YOUDIDNTMOVE ELSE GOTO ORIENTAL FIN QUIT AT SWISS MOVE NE,BEDQUILT MOVE WEST,EEND2PIT MOVE CANYON,TALLEWCNYN MOVE EAST,SOFT MOVE ORIENTAL,ORIENTAL MOVE SOFT,SOFT ANYOF NW,SOUTH CHANCE 65 MOVE NW,ORIENTAL SAY YOUDIDNTMOVE ELSE MOVE SOUTH,TALLEWCNYN SAY YOUDIDNTMOVE FIN QUIT FIN AT EEND2PIT MOVE EAST,SWISS MOVE WEST,WEND2PIT MOVE CROSS,WEND2PIT MOVE DOWN,EASTPIT MOVE PIT,EASTPIT AT SLAB MOVE SOUTH,WEND2PIT MOVE UP,SECRETNSCYN MOVE CLIMB,SECRETNSCYN MOVE NORTH,BEDQUILT MOVE BEDQUILT,BEDQUILT AT SECRETNSCYN MOVE DOWN,SLAB MOVE SLAB,SLAB MOVE NORTH,MIRRORCNYN MOVE MIRROR,MIRRORCNYN MOVE RESERVOIR,RESERVOIR MOVE SOUTH,SECRETCYNNE1 AT SECRETNSCPAS MOVE NORTH,SECRETJUNCTION MOVE DOWN,BEDQUILT MOVE PASSAGE,BEDQUILT MOVE SOUTH,STALACT AT SECRETJUNCTION MOVE SE,BEDQUILT MOVE SOUTH,SECRETNSCPAS MOVE NORTH,WINDOW2 AT LOW MOVE BEDQUILT,BEDQUILT MOVE SW,SLOPING MOVE NORTH,DEADEND2 MOVE SE,ORIENTAL MOVE ORIENTAL,ORIENTAL AT DEADEND2 MOVE SOUTH,LOW MOVE CRAWL,LOW MOVE OUT,LOW AT SECRETEW.TITE MOVE EAST,MTKING MOVE DOWN,NSCANYONWIDE AT SECRETEW.TITE KEYWORD WEST IFEQ DRAGON,0 {If it's alive...} GOTO SECRETCYNNE2 ELSE GOTO SECRETCYNNE1 FIN QUIT AT NSCANYONWIDE MOVE SOUTH,TIGHTERSTILL MOVE NORTH,TALLEWCNYN AT TIGHTERSTILL MOVE NORTH,NSCANYONWIDE AT TALLEWCNYN MOVE EAST,NSCANYONWIDE MOVE WEST,DEADEND3 MOVE NORTH,SWISS MOVE CRAWL,SWISS AT DEADEND3 MOVE SOUTH,TALLEWCNYN AT MAZEA.80 MOVE NORTH,MAZEA.42 MOVE WEST,MAZEA.80 MOVE SOUTH,MAZEA.80 MOVE EAST,MAZEA.81 AT MAZEA.81 MOVE WEST,MAZEA.80 MOVE OUT,MAZEA.80 AT MAZEA.82 MOVE SOUTH,MAZEA.44 MOVE OUT,MAZEA.44 AT MAZEA.83 MOVE SOUTH,MAZEA.57.PIT MOVE EAST,MAZEA.84 MOVE WEST,MAZEA.85 AT MAZEA.84 MOVE NORTH,MAZEA.57.PIT MOVE WEST,MAZEA.83 MOVE NW,MAZEA.114 AT MAZEA.85 MOVE EAST,MAZEA.83 MOVE OUT,MAZEA.83 AT MAZEA.86 MOVE UP,MAZEA.52 MOVE OUT,MAZEA.52 AT MAZEA.87 MOVE UP,MAZEA.45 MOVE DOWN,MAZEA.45 AT NARROWCORRID MOVE DOWN,WESTPIT MOVE CLIMB,WESTPIT MOVE EAST,WESTPIT MOVE WEST,GIANT MOVE GIANT,GIANT AT NARROWCORRIDOR KEYWORD JUMP GOTO WESTPIT CALL SPLATTER AT INCLINE MOVE NORTH,CAVERN MOVE CAVERN,CAVERN MOVE PASSAGE,CAVERN SMOVE DOWN,LOW,OOF SMOVE CLIMB,LOW,OOF AT GIANT MOVE SOUTH,NARROWCORRID MOVE CORRIDOR,NARROWCORRID MOVE EAST,TUNNEL.1 MOVE NORTH,IMMENSENSPASS AT IMMENSENSPASS MOVE SOUTH,GIANT MOVE GIANT,GIANT MOVE PASSAGE,GIANT AT IMMENSENSPASS ANYOF NORTH,ENTER,CAVERN IFEQ DOOR,0 SAY DOORNEEDSOIL ELSE GOTO CAVERN FIN QUIT AT CAVERN MOVE SOUTH,IMMENSENSPASS MOVE OUT,IMMENSENSPASS MOVE GIANT,GIANT MOVE WEST,INCLINE MOVE INCLINE,INCLINE AT CAVERN ANYOF DOWN,JUMP {jumping into whirlpool} QUERY WHIRLPOOL? LDA J,LAMP SET K,0 ITOBJ I IFHAVE I AND NOT IFEQ I,J APPORT I,YLEM ADD K,1 FIN EOI IFHAVE LAMP SET INVCT,1 IFEQ K,0 SAY FLOW.DOWN ELSE SAY FLOW.RIP FIN ELSE SET INVCT,0 IFEQ K,0 SAY FLOW.DARK ELSE SAY FLOW.D.RIP FIN FIN GOTO RESERVOIR.N SAY WHIRL.LAND ELSE SAY OK FIN QUIT AT SOFT MOVE WEST,SWISS MOVE OUT,SWISS MOVE SWISS,SWISS AT ORIENTAL MOVE SE,SWISS MOVE WEST,LOW MOVE CRAWL,LOW MOVE UP,MISTY MOVE NORTH,MISTY MOVE CAVERN,MISTY AT MISTY MOVE SOUTH,ORIENTAL MOVE ORIENTAL,ORIENTAL MOVE WEST,ALCOVE AT MISTY KEYWORD JUMP GOTO CAVERN CALL SPLATTER QUIT AT ALCOVE ANYOF EAST,PASSAGE,PLOVER IFEQ INVCT,0 GOTO PLOVER ELSE IFEQ INVCT,1 IFHAVE EMERALD GOTO PLOVER ELSE SAY WONT..FIT FIN ELSE SAY WONT..FIT FIN FIN QUIT AT ALCOVE MOVE NW,MISTY MOVE CAVERN,MISTY AT PLOVER AT PLOVER {'cause can get here via "SAY PLOVER" too} KEYWORD PLOVER IFEQ STATUS,1 OR IFKEY SAY IFHAVE EMERALD DROP EMERALD FIN SAY FOOF GOTO Y2 QUIT FIN AT PLOVER ANYOF WEST,PASSAGE,ALCOVE IFEQ INVCT,0 GOTO ALCOVE ELSE IFEQ INVCT,1 IFHAVE EMERALD GOTO ALCOVE ELSE SAY WONT..FIT FIN ELSE SAY WONT..FIT FIN FIN QUIT AT PLOVER MOVE NE,DARK MOVE DARK,DARK AT DARK MOVE SOUTH,PLOVER MOVE PLOVER,PLOVER MOVE OUT,PLOVER AT ARCHED MOVE DOWN,SHELL MOVE SHELL,SHELL MOVE UP,ARCH.COR.1 MOVE EAST,ARCH.COR.1 AT SHELL MOVE UP,ARCHED MOVE HALL,ARCHED MOVE DOWN,RAGGEDCORRID MOVE CORRIDOR,RAGGEDCORRID AT SHELL ANYOF SOUTH,COMPLEX IFHAVE CLAM SAY CLAM.2.BIG ELSE IFHAVE OYSTER SAY OYSTER.2.BIG ELSE GOTO COMPLEX EOF QUIT AT RAGGEDCORRID MOVE UP,SHELL MOVE SHELL,SHELL MOVE DOWN,CULDESAC AT CULDESAC MOVE UP,RAGGEDCORRID MOVE OUT,RAGGEDCORRID MOVE CORRIDOR,RAGGEDCORRID MOVE SHELL,SHELL AT ANTEROOM MOVE UP,COMPLEX MOVE WEST,BEDQUILT MOVE EAST,WITTSEND AT MAZED.107 MOVE SOUTH,MAZED.131 MOVE SW,MAZED.132 MOVE NE,MAZED.133 MOVE SE,MAZED.134 MOVE UP,MAZED.135 MOVE NW,MAZED.136 MOVE EAST,MAZED.137 MOVE WEST,MAZED.138 MOVE NORTH,MAZED.139 MOVE DOWN,LONGHALLWEST AT WITTSEND ANYOF NORTH,SOUTH,EAST,UP,DOWN,NE,NW,SE,SW CHANCE 95 GOTO WITTSEND ELSE GOTO ANTEROOM FIN QUIT AT WITTSEND KEYWORD WEST GOTO WITTSEND QUIT AT MIRRORCNYN KEYWORD MIRROR SAY TOO.FAR.UP QUIT AT MIRRORCNYN MOVE SOUTH,SECRETNSCYN MOVE NORTH,RESERVOIR MOVE RESERVOIR,RESERVOIR AT WINDOW2 MOVE WEST,SECRETJUNCTION AT WINDOW2 KEYWORD JUMP SAY BROKENECK GOTO MIRRORCNYN CALL CORONER AT STALACT MOVE NORTH,SECRETNSCPAS AT STALACT ANYOF DOWN,JUMP,CLIMB CHANCE 40 GOTO MAZEA.50 ELSE CHANCE 50 GOTO MAZEA.53 ELSE GOTO MAZEA.45 EOF QUIT AT MAZED.112 MOVE SW,MAZED.131 MOVE NORTH,MAZED.132 MOVE EAST,MAZED.133 MOVE NW,MAZED.134 MOVE SE,MAZED.135 MOVE NE,MAZED.136 MOVE WEST,MAZED.137 MOVE DOWN,MAZED.138 MOVE UP,MAZED.139 MOVE SOUTH,MAZED.140 AT RESERVOIR MOVE SOUTH,MIRRORCNYN MOVE OUT,MIRRORCNYN MOVE MIRROR,MIRRORCNYN ANYOF NORTH,CROSS SAY CANT.SWIM QUIT AT RESERVOIR.N MOVE NORTH,WARM MOVE PASSAGE,WARM MOVE WARM,WARM MOVE BALCONY,BALCONY ANYOF SOUTH,CROSS IFNEAR TURTLE SAY TURTLE.BACK APPORT TURTLE,LIMBO GOTO RESERVOIR ELSE SAY CANT.SWIM FIN QUIT AT WARM MOVE SOUTH,RESERVOIR.N MOVE RESERVOIR,RESERVOIR.N MOVE NORTHEAST,BALCONY MOVE BALCONY,BALCONY AT BALCONY MOVE WEST,WARM MOVE OUT,WARM MOVE WARM,WARM MOVE RESERVOIR,RESERVOIR.N KEYWORD JUMP GOTO YLEM CALL SPLATTER AT MAZEA.114 MOVE SE,MAZEA.84 AT SWOFCHASM MOVE SW,SLOPING MOVE SLOPING,SLOPING MOVE CORRIDOR,SLOPING AT SWOFCHASM KEYWORD THROW IFEQ STATUS,1 OR IFNEAR TROLL2 PROCEED ELSE IFKEY AXE OR IFKEY SWORD IFHAVE ARG2 NAME EL.CHEAPO,ARG2 DROP ARG2 ELSE PROCEED FIN ELSE BIT ARG2,OBJECT BIT ARG2,VALUED IFHAVE ARG2 IFKEY EGGS BIT TROLL,SPECIAL1 SET TROLL,6 {wary} SAY TROLL SET TROLL,0 APPORT EGGS,YLEM {destroy eggs} QUIT FIN FIN NAME BOUGHTHIMOFF,ARG2 SET TROLL,1 APPORT TROLL,LIMBO APPORT TROLL2,SWOFCHASM APPORT ARG2,LIMBO ELSE PROCEED FIN ELSE PROCEED FIN ELSE PROCEED FIN FIN FIN QUIT AT SWOFCHASM ANYOF CROSS,NE IFGT CHASM,0 SAY NO.BRIDGE ELSE IFEQ TROLL,0 SAY TROLL.SEZ.NO ELSE IFEQ TROLL,2 SET TROLL,3 SAY TROLL SET TROLL,0 APPORT TROLL,SWOFCHASM APPORT TROLL2,LIMBO ELSE IFEQ TROLL,1 SET TROLL,2 FIN GOTO NEOFCHASM FIN FIN FIN QUIT AT SWOFCHASM KEYWORD JUMP IFEQ CHASM,0 SAY TRYTHEBRIDGE ELSE GOTO YLEM CALL SPLATTER FIN QUIT AT SLOPING MOVE DOWN,LOW MOVE UP,SWOFCHASM MOVE CHASM,SWOFCHASM MOVE LOW,LOW MOVE OUT,LOW AT SECRETCYNNE1 KEYWORD RUG IFEQ DRAGON,0 SAY DRAGON.RUG QUIT FIN AT SECRETCYNNE1 MOVE NORTH,SECRETNSCYN MOVE OUT,SECRETNSCYN AT SECRETCYNNE1 ANYOF FORWARD,EAST IFEQ DRAGON,0 SAY PAST.DRAGON ELSE GOTO SECRETEW.TITE FIN QUIT AT SECRETCYNNE2 KEYWORD RUG IFEQ DRAGON,0 SAY DRAGON.RUG QUIT FIN AT SECRETCYNNE2 MOVE EAST,SECRETEW.TITE MOVE OUT,SECRETEW.TITE AT SECRETCYNNE2 ANYOF FORWARD,NORTH IFEQ DRAGON,0 SAY PAST.DRAGON ELSE GOTO SECRETNSCYN FIN QUIT AT NEOFCHASM KEYWORD RELEASE,BEAR HAVE BEAR NEAR TROLL SET TROLL,4 SAY BEAR..TROLL APPORT TROLL,LIMBO APPORT TROLL2,SWOFCHASM DROP BEAR QUIT AT NEOFCHASM KEYWORD THROW IFEQ STATUS,1 OR IFNEAR TROLL2 PROCEED ELSE IFKEY AXE OR IFKEY SWORD IFHAVE ARG2 NAME EL.CHEAPO,ARG2 DROP ARG2 ELSE PROCEED FIN ELSE BIT ARG2,OBJECT BIT ARG2,VALUED IFHAVE ARG2 IFKEY EGGS BIT TROLL,SPECIAL1 SET TROLL,6 {wary} SAY TROLL SET TROLL,0 APPORT EGGS,YLEM {destroy eggs} QUIT FIN FIN NAME BOUGHTHIMOFF,ARG2 SET TROLL,1 APPORT TROLL,LIMBO APPORT TROLL2,SWOFCHASM APPORT ARG2,LIMBO ELSE PROCEED FIN ELSE PROCEED FIN ELSE PROCEED FIN FIN FIN QUIT AT NEOFCHASM ANYOF CROSS,SW IFGT CHASM,0 SAY NO.BRIDGE ELSE IFEQ TROLL,0 SAY TROLL.SEZ.NO ELSE IFEQ TROLL,2 SET TROLL,3 SAY TROLL SET TROLL,0 APPORT TROLL,SWOFCHASM APPORT TROLL2,LIMBO ELSE IFEQ TROLL,1 SET TROLL,2 FIN IFHAVE BEAR SAY BEAR..BRIDGE SET CHASM,1 APPORT TROLL2,LIMBO GOTO YLEM CALL CORONER ELSE IFEQ TROLL,4 {scared him off?} AND BIT TROLL,SPECIAL1 {already stole eggs back?} IFNEAR BEAR GET BEAR SET CHASM,1 SAY REVENGE ELSE SET CHASM,2 SAY REVENGE.1 FIN APPORT TROLL2,LIMBO GOTO YLEM CALL CORONER ELSE GOTO SWOFCHASM FIN FIN FIN FIN FIN QUIT AT NEOFCHASM KEYWORD JUMP IFEQ CHASM,0 SAY TRYTHEBRIDGE ELSE GOTO YLEM CALL SPLATTER FIN QUIT AT NEOFCHASM MOVE NE,CORRIDOR MOVE CORRIDOR,CORRIDOR MOVE FORK,FORK MOVE VIEW,BREATHTAKER MOVE BARREN,BARREN AT CORRIDOR MOVE CHASM,NEOFCHASM MOVE WEST,NEOFCHASM MOVE EAST,FORK MOVE FORK,FORK MOVE VIEW,BREATHTAKER MOVE BARREN,BARREN AT FORK MOVE CHASM,NEOFCHASM MOVE WEST,CORRIDOR MOVE CORRIDOR,CORRIDOR MOVE NE,WARMJUNCTN MOVE LEFT,WARMJUNCTN MOVE SE,LIMESTONE MOVE RIGHT,LIMESTONE MOVE DOWN,LIMESTONE MOVE VIEW,BREATHTAKER MOVE BARREN,BARREN AT WARMJUNCTN MOVE SOUTH,FORK MOVE FORK,FORK MOVE NORTH,BREATHTAKER MOVE VIEW,BREATHTAKER MOVE EAST,BOULDERS MOVE CRAWL,BOULDERS AT BREATHTAKER MOVE SOUTH,WARMJUNCTN MOVE PASSAGE,WARMJUNCTN MOVE OUT,WARMJUNCTN MOVE FORK,FORK AT BREATHTAKER ANYOF JUMP,DOWN,CLIMB GOTO YLEM CALL SPLATTER {let him plummet to a painful death.} AT BREATHTAKER ANYOF VALLEY,CROSS,GORGE,NORTH IFEQ GORGE,0 SAY NO.ARCH ELSE IFHAVE RING IFHAVE BEAR SAY BURN.BEAR APPORT BEAR,YLEM ELSE NOT BIT FACES,BEENHERE SAY FUMES.MISS FIN FIN GOTO FACES ELSE IFHAVE BEAR SAY BURN.BOTH ELSE SAY FUMES.BURN FIN GOTO YLEM CALL CORONER FIN FIN QUIT AT BOULDERS MOVE WEST,WARMJUNCTN MOVE OUT,WARMJUNCTN MOVE CRAWL,WARMJUNCTN MOVE FORK,FORK MOVE VIEW,BREATHTAKER AT LIMESTONE MOVE NORTH,FORK MOVE UP,FORK MOVE FORK,FORK MOVE SOUTH,BARREN MOVE DOWN,BARREN MOVE BARREN,BARREN MOVE VIEW,BREATHTAKER AT BARREN MOVE WEST,LIMESTONE MOVE UP,LIMESTONE MOVE FORK,FORK MOVE EAST,BEARHERE MOVE INWARD,BEARHERE MOVE BARREN,BEARHERE MOVE ENTER,BEARHERE MOVE VIEW,BREATHTAKER AT BEARHERE KEYWORD GET,AXE NEAR AXE IFHAVE AXE OR IFEQ AXE,0 PROCEED ELSE NAME CANTGETAXE,ARG2 QUIT FIN AT BEARHERE MOVE WEST,BARREN MOVE OUT,BARREN MOVE FORK,FORK MOVE VIEW,BREATHTAKER AT MAZED.131 MOVE WEST,MAZED.107 MOVE SE,MAZED.132 MOVE NW,MAZED.133 MOVE SW,MAZED.134 MOVE NE,MAZED.135 MOVE UP,MAZED.136 MOVE DOWN,MAZED.137 MOVE NORTH,MAZED.138 MOVE SOUTH,MAZED.139 MOVE EAST,MAZED.112 AT MAZED.132 MOVE NW,MAZED.107 MOVE UP,MAZED.131 MOVE NORTH,MAZED.133 MOVE SOUTH,MAZED.134 MOVE WEST,MAZED.135 MOVE SW,MAZED.136 MOVE NE,MAZED.137 MOVE EAST,MAZED.138 MOVE DOWN,MAZED.139 MOVE SE,MAZED.112 AT MAZED.133 MOVE UP,MAZED.107 MOVE DOWN,MAZED.131 MOVE WEST,MAZED.132 MOVE NE,MAZED.134 MOVE SW,MAZED.135 MOVE EAST,MAZED.136 MOVE NORTH,MAZED.137 MOVE NW,MAZED.138 MOVE SE,MAZED.139 MOVE SOUTH,MAZED.112 AT MAZED.134 MOVE NE,MAZED.107 MOVE NORTH,MAZED.131 MOVE NW,MAZED.132 MOVE SE,MAZED.133 MOVE EAST,MAZED.135 MOVE DOWN,MAZED.136 MOVE SOUTH,MAZED.137 MOVE UP,MAZED.138 MOVE WEST,MAZED.139 MOVE SW,MAZED.112 AT MAZED.135 MOVE NORTH,MAZED.107 MOVE SE,MAZED.131 MOVE DOWN,MAZED.132 MOVE SOUTH,MAZED.133 MOVE EAST,MAZED.134 MOVE WEST,MAZED.136 MOVE SW,MAZED.137 MOVE NE,MAZED.138 MOVE NW,MAZED.139 MOVE UP,MAZED.112 AT MAZED.136 MOVE EAST,MAZED.107 MOVE WEST,MAZED.131 MOVE UP,MAZED.132 MOVE SW,MAZED.133 MOVE DOWN,MAZED.134 MOVE SOUTH,MAZED.135 MOVE NW,MAZED.137 MOVE SE,MAZED.138 MOVE NE,MAZED.139 MOVE NORTH,MAZED.112 AT MAZED.137 MOVE SE,MAZED.107 MOVE NE,MAZED.131 MOVE SOUTH,MAZED.132 MOVE DOWN,MAZED.133 MOVE UP,MAZED.134 MOVE NW,MAZED.135 MOVE NORTH,MAZED.136 MOVE SW,MAZED.138 MOVE EAST,MAZED.139 MOVE WEST,MAZED.112 AT MAZED.138 MOVE DOWN,MAZED.107 MOVE EAST,MAZED.131 MOVE NE,MAZED.132 MOVE UP,MAZED.133 MOVE WEST,MAZED.134 MOVE NORTH,MAZED.135 MOVE SOUTH,MAZED.136 MOVE SE,MAZED.137 MOVE SW,MAZED.139 MOVE NW,MAZED.112 AT MAZED.139 MOVE SW,MAZED.107 MOVE NW,MAZED.131 MOVE EAST,MAZED.132 MOVE WEST,MAZED.133 MOVE NORTH,MAZED.134 MOVE DOWN,MAZED.135 MOVE SE,MAZED.136 MOVE UP,MAZED.137 MOVE SOUTH,MAZED.138 MOVE NE,MAZED.112 AT MAZED.140 MOVE NORTH,MAZED.112 MOVE OUT,MAZED.112 AT MAZED.140 KEYWORD DROP,COINS HAVE COINS APPORT COINS,LIMBO APPORT BATTERIES,HERE SAY OK SAY BATTERIES QUIT AT LIMBO MOVE OUT,BUILDING {kludge to get out of here if needed} AT SANDSTONE MOVE WEST,MISTS MOVE OUT,MISTS MOVE MISTS,MISTS AT MORION MOVE SOUTH,MTKING MOVE OUT,MTKING AT VAULT ANYOF UP,OUT,NORTH IFEQ SAFE,1 SAY SAFE.BLOCKS ELSE GOTO MTKING FIN QUIT AT VAULT KEYWORD IN IFEQ SAFE,1 SET SAFEEXIT,HERE GOTO INSAFE ELSE SAY CANTENTERSAFE FIN QUIT AT INSAFE {inside the safe - strange stuff happens here!} KEYWORD OUT {it's the only way you can go} GOTO SAFEEXIT {which was set when you came in} QUIT AT INSAFE {special handling for the safe, within the safe!} KEYWORD SAFE IFEQ STATUS,1 NAME WHAT.DO,ARG2 ELSE IFKEY CLOSE SAY NO.HANDLE ELSE IFKEY OPEN NAME ALREADY.OPEN,ARG2 ELSE SAY HAH! FIN FIN FIN QUIT AT CORRID.1 MOVE SOUTH,MTKING MOVE NORTH,CORRID.2 AT CORRID.2 MOVE SOUTH,CORRID.1 MOVE WEST,CORRID.1 MOVE NORTH,TOOL MOVE EAST,TOOL AT TOOL MOVE OUT,CORRID.2 MOVE SOUTH,CORRID.2 AT CORRID.3 MOVE SOUTH,MTKING MOVE NORTH,SPHERICAL MOVE EAST,CUBICLE AT CUBICLE MOVE OUT,CORRID.3 MOVE CORRIDOR,CORRID.3 MOVE SOUTH,CORRID.3 AT SPHERICAL MOVE OUT,CORRID.3 MOVE NORTH,CORRID.3 MOVE CORRIDOR,CORRID.3 AT TUNNEL.1 MOVE SOUTH,GIANT MOVE NORTH,GLASSY AT GLASSY MOVE SOUTH,TUNNEL.1 AT GLASSY ANYOF NORTH,LAIR IFNEAR OGRE SAY OGRE.BLOCKS ELSE GOTO LAIR FIN QUIT AT LAIR MOVE EAST,BRINK.1 MOVE WEST,GLASSY AT BRINK.1 MOVE NORTH,LAIR MOVE WEST,BRINK.2 MOVE EAST,BRINK.3 MOVE NORTH,LAIR AT BRINK.1 KEYWORD JUMP CALL PLUNGE AT BRINK.2 MOVE NORTH,BRINK.1 MOVE SOUTHEAST,ICE AT BRINK.2 KEYWORD JUMP CALL PLUNGE AT ICE MOVE NORTHWEST,BRINK.2 SMOVE DOWN,SLIDE,OOF SMOVE EAST,SLIDE,OOF SMOVE SLIDE,SLIDE,OOF AT SLIDE ANYOF SLIDE,UP,NORTH,CLIMB SAY SLIDE.SLIPPERY QUIT AT SLIDE MOVE SOUTH,ICECAVE.2A MOVE NORTHWEST,ICECAVE.4 AT ICECAVE.1 MOVE WEST,ICECAVE.2 MOVE NORTH,ICECAVE.1A AT ICECAVE.1A MOVE SOUTH,ICECAVE.1 AT ICECAVE.2 MOVE EAST,ICECAVE.1 MOVE WEST,ICECAVE.3 MOVE NORTH,ICECAVE.2A AT ICECAVE.2A MOVE NORTH,SLIDE MOVE SOUTH,ICECAVE.2 AT ICECAVE.3 MOVE EAST,ICECAVE.2 MOVE NORTH,ICECAVE.3A AT ICECAVE.3A MOVE SOUTH,ICECAVE.3 AT ICECAVE.4 MOVE EAST,SLIDE MOVE WEST,ICECAVE.5 AT ICECAVE.5 MOVE NORTHEAST,ICECAVE.4 MOVE SOUTH,ICECAVE.6 AT ICECAVE.6 MOVE NORTH,ICECAVE.5 MOVE SOUTH,ICECAVE.7 MOVE WEST,ICECAVE.9 AT ICECAVE.7 MOVE NORTH,ICECAVE.6 AT ICECAVE.8 MOVE NORTH,ICECAVE.9 AT ICECAVE.9 MOVE EAST,ICECAVE.6 MOVE SOUTH,ICECAVE.8 MOVE NORTH,ICECAVE.10 AT ICECAVE.10 MOVE SOUTH,ICECAVE.9 MOVE NORTHWEST,ICECAVE.11 AT ICECAVE.11 MOVE EAST,ICECAVE.10 MOVE WEST,ICECAVE.12 AT ICECAVE.12 MOVE NORTHEAST,ICECAVE.11 MOVE SOUTH,ICECAVE.12A MOVE WEST,ICECAVE.15 AT ICECAVE.12A MOVE NORTH,ICECAVE.12 MOVE SOUTH,ICECAVE.13 AT ICECAVE.13 MOVE NORTH,ICECAVE.12A AT ICECAVE.14 MOVE NORTH,ICECAVE.15A AT ICECAVE.15 MOVE EAST,ICECAVE.12 MOVE SOUTH,ICECAVE.15A MOVE NORTHWEST,ICECAVE.16 AT ICECAVE.15A MOVE SOUTH,ICECAVE.14 MOVE NORTH,ICECAVE.15 AT ICECAVE.16 MOVE EAST,ICECAVE.15 MOVE WEST,ICECAVE.17 AT ICECAVE.17 MOVE NORTHEAST,ICECAVE.16 MOVE SOUTH,ICECAVE.18 AT ICECAVE.18 MOVE NORTH,ICECAVE.17 MOVE SOUTH,ICECAVE.19 MOVE WEST,ICECAVE.21 MOVE NORTHWEST,ICECAVE.22 AT ICECAVE.19 MOVE NORTH,ICECAVE.18 MOVE WEST,ICECAVE.20 AT ICECAVE.20 MOVE EAST,ICECAVE.19 MOVE NORTH,ICECAVE.21 AT ICECAVE.21 MOVE EAST,ICECAVE.18 MOVE SOUTH,ICECAVE.20 AT ICECAVE.22 MOVE SOUTHEAST,ICECAVE.18 MOVE NORTHWEST,ICECAVE.23 AT ICECAVE.23 MOVE EAST,ICECAVE.22 MOVE WEST,ICECAVE.24 AT ICECAVE.24 MOVE NORTHEAST,ICECAVE.23 MOVE SOUTH,ICECAVE.25 MOVE WEST,ICECAVE.29 AT ICECAVE.25 MOVE NORTH,ICECAVE.24 MOVE SOUTH,ICECAVE.26 MOVE WEST,ICECAVE.28 MOVE NORTHWEST,ICECAVE.28A AT ICECAVE.26 MOVE NORTH,ICECAVE.25 MOVE NORTHWEST,ICECAVE.27 AT ICECAVE.27 MOVE SOUTHEAST,ICECAVE.26 MOVE NORTH,ICECAVE.28 AT ICECAVE.28 MOVE EAST,ICECAVE.25 MOVE SOUTH,ICECAVE.27 AT ICECAVE.28A MOVE SOUTHEAST,ICECAVE.25 MOVE NORTH,ICECAVE.29 AT ICECAVE.29 MOVE EAST,ICECAVE.24 MOVE SOUTH,ICECAVE.28A MOVE NORTHWEST,ICECAVE.30 AT ICECAVE.30 MOVE EAST,ICECAVE.29 SMOVE THURB,ICE,FOOF AT BRINK.3 MOVE NORTH,BRINK.1 MOVE NORTHEAST,CRACK.1 MOVE CRACK,CRACK.1 AT BRINK.3 KEYWORD JUMP CALL PLUNGE AT CRACK.1 MOVE SOUTHWEST,BRINK.3 MOVE SOUTHEAST,CRACK.2 AT CRACK.2 MOVE WEST,CRACK.1 AT CRACK.2 KEYWORD SOUTH IFNEAR SLIME SAY SLIMED CALL CORONER ELSE GOTO CRACK.3 FIN QUIT AT CRACK.3 MOVE NORTH,CRACK.2 MOVE SOUTH,CRACK.4 MOVE CRAWL,CRACK.4 AT CRACK.4 MOVE NORTH,CRACK.3 MOVE OUT,CRACK.3 MOVE CRAWL,CRACK.3 AT ARCH.COR.1 MOVE WEST,ARCHED AT ARCH.COR.1 KEYWORD EAST IFEQ QUICKSAND,0 OR IFHAVE CLAM OR IFHAVE OYSTER SET QUICKSAND,0 BIT QUICKSAND,SPECIAL1 SAY SCHLURP2 ELSE SAY SCHLURP BIS QUICKSAND,SPECIAL1 FIN GOTO YLEM CALL CORONER ELSE GOTO ARCH.COR.2 SET QUICKSAND,0 FIN QUIT AT ARCH.COR.2 MOVE NORTH,ARCH.FORK AT ARCH.COR.2 KEYWORD WEST IFEQ QUICKSAND,0 BIT QUICKSAND,SPECIAL1 SAY SCHLURP2 ELSE SAY SCHLURP BIS QUICKSAND,SPECIAL1 FIN GOTO YLEM CALL CORONER ELSE GOTO ARCH.COR.1 SET QUICKSAND,0 FIN QUIT AT ARCH.FORK MOVE SOUTH,ARCH.COR.2 MOVE NORTH,FOURIER MOVE EAST,JONAH MOVE JONAH,JONAH MOVE FOURIER,FOURIER AT FOURIER MOVE NORTHWEST,ARCH.FORK MOVE SOUTHWEST,SHELF AT SHELF MOVE WEST,FOURIER MOVE DOWN,BEACH MOVE STEPS,BEACH AT BEACH ANYOF UP,SHELF,STEPS,WEST SET DINGHY,1 GOTO SHELF QUIT AT BEACH ANYOF WATER,FILL,DRINK SAY SALT.H20.BAD QUIT AT JONAH MOVE SOUTH,IN.JONAH MOVE WEST,ARCH.FORK AT IN.JONAH MOVE NORTH,JONAH MOVE OUT,JONAH AT FACES MOVE NORTH,BY.FIGURE AT FACES ANYOF CROSS,GORGE,SOUTH IFEQ GORGE,0 SAY NO.ARCH ELSE IFHAVE RING IFHAVE SCEPTRE SAY GHOST.BANG GOTO YLEM SET GORGE,0 CALL CORONER ELSE GOTO BREATHTAKER FIN ELSE SAY FUMES.BURN GOTO YLEM CALL CORONER FIN FIN QUIT AT BY.FIGURE IFEQ STATUE,1 MOVE NORTHWEST,PLAIN.1 MOVE NORTH,BASQUE.1 MOVE NORTHEAST,BANSHEE.1 FIN MOVE SOUTH,FACES AT PLAIN.1 MOVE SOUTH,BY.FIGURE IFKEY NORTH SET FOG,0 APPORT FOG,PLAIN.2 GOTO PLAIN.2 QUIT FIN AT PLAIN.2 ANYOF NORTH,EAST,SOUTH,WEST ANYOF NE,NW,SE,SW ITLIST I {if this turkey left anything here in the fog,} IFNEAR I AND NOT IFHAVE I AND BIT I,PORTABLE {he's going to lose it forever!} APPORT I,YLEM FIN EOI LDA I,EAST ADD I,GLOW IFEQ I,ARG2 AND IFEQ STATUS,2 OR IFEQ I,ARG1 AND IFNEAR GLOW {by luck? or did he know for sure?} GOTO PLAIN.3 SET FOG,8 {so it's not obvious} ELSE GOTO PLAIN.2 {bad moves - stumble back here!} FIN QUIT AT PLAIN.3 IFKEY DOWN GOTO NONDESCRIPT APPORT FOG,PLAIN.1 QUIT FIN AT PLAIN.3 ANYOF NORTH,EAST,SOUTH,WEST ANYOF NE,NW,SE,SW GOTO PLAIN.2 SET FOG,0 {so it starts changing again} QUIT AT NONDESCRIPT MOVE NORTH,PENTAGRAM MOVE PENTAGRAM,PENTAGRAM AT NONDESCRIPT ANYOF UP,SOUTH APPORT FOG,PLAIN.2 GOTO PLAIN.3 QUIT AT PENTAGRAM KEYWORD FLASK ANYOF DROP,THROW HAVE FLASK IFEQ FLASK,1 DROP FLASK SAY SET.FLASK.DOWN SET FLASK,0 QUIT FIN AT PENTAGRAM MOVE WEST,NONDESCRIPT MOVE OUT,NONDESCRIPT MOVE NONDESCRIPT,NONDESCRIPT MOVE NORTH,CHIMNEY MOVE CRACK,CHIMNEY MOVE CHIMNEY,CHIMNEY AT CHIMNEY MOVE UP,TUBE MOVE CLIMB,TUBE MOVE TUBE,TUBE MOVE SOUTH,PENTAGRAM MOVE PENTAGRAM,PENTAGRAM MOVE CRACK,PENTAGRAM AT TUBE MOVE DOWN,CHIMNEY MOVE CHIMNEY,CHIMNEY MOVE CLIMB,CHIMNEY MOVE TUBE,TUBE.SLIDE MOVE SLIDE,TUBE.SLIDE MOVE SOUTH,TUBE.SLIDE AT TUBE.SLIDE SMOVE SOUTH,PLAIN.1,OOF SMOVE DOWN,PLAIN.1,OOF SMOVE SLIDE,PLAIN.1,OOF MOVE NORTH,TUBE MOVE CHIMNEY,CHIMNEY MOVE TUBE,CHIMNEY AT BASQUE.1 MOVE SOUTH,BY.FIGURE IFKEY NORTH GOTO BASQUE.2 ADD BASILISK,1 IFEQ BASILISK,1 SAY BAS.GRUMBLE FIN QUIT FIN AT BASQUE.2 MOVE NORTH,BASQUE.FORK IFKEY SOUTH SUB BASILISK,1 IFEQ BASILISK,0 IFHAVE PLATE SAY PETRIFY.SELF SET BASILISK,2 ELSE SAY PETRIFY.ME CALL CORONER FIN FIN GOTO BASQUE.1 QUIT FIN AT BASQUE.FORK MOVE NORTH,PEELGRUNT MOVE PEELGRUNT,PEELGRUNT MOVE SOUTH,BASQUE.2 MOVE DOWN,ON.STEPS MOVE STEPS,ON.STEPS AT PEELGRUNT ANYOF SOUTH,OUT,FORK IFEQ SAFE,1 SAY SAFE.BLOCKS ELSE GOTO BASQUE.FORK FIN QUIT AT PEELGRUNT KEYWORD IN IFEQ SAFE,1 SET SAFEEXIT,HERE GOTO INSAFE ELSE SAY CANTENTERSAFE FIN QUIT AT ON.STEPS MOVE UP,BASQUE.FORK MOVE DOWN,STEPS.EXIT MOVE STEPS,STEPS.EXIT AT STEPS.EXIT MOVE UP,ON.STEPS MOVE DOWN,STORAGE MOVE NORTH,FAKE.Y2 MOVE STEPS,STORAGE MOVE EXIT,FAKE.Y2 AT STORAGE MOVE UP,STEPS.EXIT MOVE STEPS,STEPS.EXIT AT FAKE.Y2 MOVE SOUTH,STEPS.EXIT MOVE WEST,CATACOMBS.1 MOVE EAST,FAKE.JUMBLE AT FAKE.Y2 ANYOF PLUGH,PLOVER BIT ADMIN,NOMAGIC SAY NOTHING ELSE SAY FOOF GOTO PLATFORM FIN QUIT AT FAKE.JUMBLE MOVE DOWN,FAKE.Y2 MOVE WEST,FAKE.Y2 MOVE UP,CATACOMBS.1 AT AUDIENCE MOVE EAST,AUDIENCE.E MOVE WEST,CATACOMBS.11 AT AUDIENCE.E MOVE WEST,AUDIENCE AT CATACOMBS.1 MOVE SOUTH,CATACOMBS.2 ANYOF NORTH,NW,WEST,SW,SE,EAST,NE,UP,DOWN GOTO CATACOMBS.1 QUIT AT CATACOMBS.2 MOVE SW,CATACOMBS.3 ANYOF NORTH,NW,WEST,SOUTH,SE,EAST,NE,UP,DOWN GOTO CATACOMBS.1 QUIT AT CATACOMBS.3 MOVE NW,CATACOMBS.4 ANYOF NORTH,WEST,SW,SOUTH,SE,EAST,NE,UP,DOWN GOTO CATACOMBS.2 QUIT AT CATACOMBS.4 MOVE SOUTH,CATACOMBS.5 ANYOF NORTH,NW,WEST,SW,SE,EAST,NE,UP,DOWN GOTO CATACOMBS.3 QUIT AT CATACOMBS.5 MOVE DOWN,CATACOMBS.6 ANYOF NORTH,NW,WEST,SW,SOUTH,SE,EAST,NE,UP GOTO CATACOMBS.4 QUIT AT CATACOMBS.6 MOVE WEST,CATACOMBS.7 ANYOF NORTH,NW,SW,SOUTH,SE,EAST,NE,UP,DOWN GOTO CATACOMBS.5 QUIT AT CATACOMBS.7 MOVE NW,CATACOMBS.8 ANYOF NORTH,WEST,SW,SOUTH,SE,EAST,NE,UP,DOWN GOTO CATACOMBS.6 QUIT AT CATACOMBS.8 MOVE NORTH,CATACOMBS.9 ANYOF NW,WEST,SW,SOUTH,SE,EAST,NE,UP,DOWN GOTO CATACOMBS.7 QUIT AT CATACOMBS.9 MOVE SOUTH,CATACOMBS.10 ANYOF NORTH,NW,WEST,SW,SE,EAST,NE,UP,DOWN GOTO CATACOMBS.8 QUIT AT CATACOMBS.10 MOVE NORTH,CATACOMBS.11 ANYOF NW,WEST,SW,SOUTH,SE,EAST,NE,UP,DOWN GOTO CATACOMBS.9 QUIT AT CATACOMBS.11 MOVE SW,CATACOMBS.12 MOVE EAST,AUDIENCE ANYOF NORTH,NW,WEST,SOUTH,SE,NE,UP,DOWN GOTO CATACOMBS.10 QUIT AT CATACOMBS.12 MOVE EAST,CATACOMBS.13 ANYOF NORTH,NW,WEST,SW,SOUTH,SE,NE,UP,DOWN GOTO CATACOMBS.11 QUIT AT CATACOMBS.13 MOVE SE,CATACOMBS.14 ANYOF NORTH,NW,WEST,SW,SOUTH,EAST,NE,UP,DOWN GOTO CATACOMBS.12 QUIT AT CATACOMBS.14 MOVE NE,CATACOMBS.15 ANYOF NORTH,NW,WEST,SW,SOUTH,SE,EAST,UP,DOWN GOTO CATACOMBS.13 QUIT AT CATACOMBS.15 MOVE EAST,CATACOMBS.16 ANYOF NORTH,NW,WEST,SW,SOUTH,SE,NE,UP,DOWN GOTO CATACOMBS.14 QUIT AT CATACOMBS.16 MOVE SE,CATACOMBS.17 ANYOF NORTH,NW,WEST,SW,SOUTH,EAST,NE,UP,DOWN GOTO CATACOMBS.15 QUIT AT CATACOMBS.17 MOVE DOWN,CATACOMBS.18 ANYOF NORTH,NW,WEST,SW,SOUTH,SE,EAST,NE,UP GOTO CATACOMBS.16 QUIT AT CATACOMBS.18 MOVE SOUTH,CATACOMBS.19 ANYOF NORTH,NW,WEST,SW,SE,EAST,NE,UP,DOWN GOTO CATACOMBS.17 QUIT AT CATACOMBS.19 MOVE NORTH,FAKE.Y2 ANYOF NW,WEST,SW,SOUTH,SE,EAST,NE,UP,DOWN GOTO CATACOMBS.18 QUIT AT BANSHEE.1 MOVE NORTHWEST,BY.FIGURE MOVE NORTH,GOLDEN MOVE GOLDEN,GOLDEN AT GOLDEN MOVE NORTHEAST,ARABESQUE MOVE NORTHWEST,TRANSLUCENT MOVE ARABESQUE,ARABESQUE MOVE TRANSLUCENT,TRANSLUCENT MOVE SOUTH,BANSHEE.1 AT ARABESQUE MOVE SOUTH,GOLDEN MOVE OUT,GOLDEN MOVE GOLDEN,GOLDEN AT TRANSLUCENT ANYOF OUT,EAST,GOLDEN NOT BIT GOBLINS,SPECIAL1 BIS GOBLINS,SPECIAL1 APPORT GOBLINS,HERE SET GOBLINS,-1 FIN GOTO GOLDEN QUIT AT PLATFORM SMOVE PLUGH,FAKE.Y2,FOOF SMOVE PLOVER,FAKE.Y2,FOOF AT PLATFORM ANYOF DOWN,CLIMB,NORTH,SOUTH,EAST,WEST,NORTHEAST ANYOF NORTHWEST,SOUTHEAST,SOUTHWEST,JUMP SAY SIZZLE GOTO YLEM CALL CORONER AT CYLINDRICAL ANYOF ZORTON,XYZZY,THURB,SNOEZE,SAMOHT,PLUGH,NOSIDE,MELENKURION ANYOF KNERL,KLAETU,FOO,FOE,FIE,FEE,BLERBI,PHUGGG IFKEY SAY SET I,ARG2 ELSE IFEQ STATUS,1 {only 1 magic word?} SET I,ARG1 {use it} ELSE {otherwise} SET I,0 {nothing happens} FIN FIN LDA J,ZORTON SUB I,J IFEQ I,ESCAPE IFKEY BLERBI SET CLOSURE,4 SAY FOOF GOTO ROAD ELSE SAY OK! ADD ESCAPE,1 FIN ELSE SET ESCAPE,0 SAY NOTHING FIN QUIT DEFINE HERE,THERE,ARG1,ARG2,STATUS DEFINE ROAD DEFINE HILL DEFINE BUILDING,HOUSE DEFINE VALLEY DEFINE FOREST DEFINE SLIT DEFINE DEPRESSION DEFINE COBBLES DEFINE DEBRIS DEFINE CANYON DEFINE PIT DEFINE MISTS DEFINE MTKING DEFINE Y2 DEFINE JUMBLE,WALL,BROKEN DEFINE WINDOW DEFINE DIRTY DEFINE BRINK DEFINE DUSTY DEFINE CROSSOVER DEFINE COMPLEX DEFINE BEDQUILT DEFINE SWISS DEFINE SLAB DEFINE LOW DEFINE INCLINE DEFINE GIANT DEFINE CAVERN DEFINE SOFT DEFINE ORIENTAL DEFINE MISTY DEFINE ALCOVE DEFINE PLOVER DEFINE DARK DEFINE ARCHED DEFINE SHELL DEFINE ANTEROOM DEFINE RESERVOIR DEFINE SLOPING DEFINE CORRIDOR DEFINE FORK DEFINE BOULDERS DEFINE LIMESTONE DEFINE BARREN DEFINE LIMBO DEFINE LAIR DEFINE ICE DEFINE GLASSY DEFINE TOOL DEFINE MORION DEFINE VAULT DEFINE CUBICLE DEFINE SPHERICAL DEFINE SLIDE DEFINE SHELF DEFINE BEACH DEFINE FOURIER DEFINE JONAH DEFINE FACES DEFINE NONDESCRIPT DEFINE PENTAGRAM DEFINE PEELGRUNT DEFINE STORAGE DEFINE AUDIENCE DEFINE ARABESQUE DEFINE TRANSLUCENT DEFINE INSAFE DEFINE PLATFORM DEFINE SANDSTONE DEFINE CHIMNEY DEFINE TUBE DEFINE WARM DEFINE BALCONY DEFINE CYLINDRICAL * * This module defines the actions to be taken when certain * verb, verb/object, or object/object word sequences are * spoken. BEWARE: When defining a set of alternate actions * to be taken for different uses of a word, you must ALWAYS * use the same definition of the word - do NOT define ANY * actions for the word's synonyms if any, or you will lose * some of your action controls! * ACTION GET IFEQ LAMP,0 {off?} OR NOT IFNEAR LAMP {missing the lamp?} AND NOT BIT HERE,LIT {place is not illuminated} CALL GROPE.FOR.IT {have to grope around for it} FIN DEFAULT PORTABLE {hope this works!} ANYOF BIRD,CAGE,BOTTLE,OIL,WATER,CHAIN,BEAR,INVENTORY,CLAM ANYOF SWORD,SCEPTRE,KNIFE IFKEY BIRD CALL GETBIRD ELSE IFKEY CAGE CALL GETCAGE ELSE IFKEY BOTTLE CALL GETBOTTLE ELSE IFKEY OIL CALL GETOIL ELSE IFKEY WATER CALL GETWATER ELSE IFKEY CHAIN CALL GETCHAIN ELSE IFKEY BEAR CALL GETBEAR ELSE IFKEY INVENTORY CALL INVENTORY ELSE IFKEY SWORD CALL GETSWORD ELSE IFKEY SCEPTRE CALL GETSCEPTRE ELSE IFKEY KNIFE CALL GETKNIFE FIN FIN FIN FIN FIN FIN FIN FIN FIN FIN FIN ACTION GET {Generalized last-case "get" routine} IFEQ STATUS,1 PROCEED FIN BIT ARG2,OBJECT ELSE SAY HAH! QUIT FIN IFHAVE ARG2 SAY YOUHAVEIT QUIT FIN IFNEAR ARG2 ELSE NAME IDONTSEE,ARG2 QUIT FIN BIT ARG2,PORTABLE ELSE SAY HAH! QUIT FIN IFLT INVCT,STRENGTH GET ARG2 SAY OK BIT ARG2,UNSTABLE EVAL J,ARG2 IFEQ J,0 DEPOSIT ARG2,1 FIN FIN ELSE SAY ARMSAREFULL FIN QUIT ACTION DROP ANYOF BIRD,CAGE,BOTTLE,OIL,WATER,VASE,VIAL,DJINN,BEAR IFKEY BIRD CALL DROPBIRD ELSE IFKEY CAGE CALL DROPCAGE ELSE IFKEY BOTTLE CALL DROPBOTTLE ELSE IFKEY OIL OR IFKEY WATER CALL DROPLIQUID ELSE IFKEY VASE CALL DROPVASE ELSE IFKEY VIAL CALL DROPVIAL ELSE IFKEY DJINN CALL FREEDJINN ELSE IFKEY BEAR CALL DROPBEAR FIN FIN FIN FIN FIN FIN FIN FIN PROCEED ACTION DROP {Generalized "drop" control} IFEQ STATUS,1 PROCEED FIN BIT ARG2,OBJECT ELSE SAY HAH! QUIT FIN IFHAVE ARG2 DROP ARG2 SAY OK ELSE SAY NOTCARRYING FIN QUIT ACTION WALK IFEQ STATUS,1 NAME WHICHWAY,ARG1 ELSE IFKEY NORTH OR IFKEY SOUTH OR IFKEY EAST OR IFKEY WEST OR IFKEY NORTHEAST OR IFKEY NORTHWEST OR IFKEY SOUTHEAST OR IFKEY SOUTHWEST OR IFKEY UP OR IFKEY DOWN OR IFKEY BACK OR IFKEY CAVE OR IFKEY OUT OR IFKEY IN CALL ARG2 ELSE BIT ARG2,PLACE IFAT ARG2 SAY NEEDDETAIL ELSE SAY NO.CAN.GO FIN ELSE SAY HUH?? FIN FIN FIN QUIT ACTION DIG SAY NEEDSHOVEL QUIT ACTION CAVE AT VALLEY,FOREST,FOREST2,STREAM,ROAD,SLIT,DEPRESSION,BUILDING SAY WHEREISCAVE QUIT ACTION CAVE SAY NEEDDETAIL QUIT ACTION WATER DOOR IFNEAR DOOR IFHAVE WATER APPORT WATER,LIMBO SET BOTTLE,1 SAY HINGES..RUST SET DOOR,0 ELSE NAME YOUDONTHAVE,ARG1 FIN ELSE NAME IDONTSEE,ARG2 FIN QUIT ACTION OIL DOOR IFNEAR DOOR IFHAVE OIL APPORT OIL,LIMBO SET BOTTLE,1 SET DOOR,1 SAY OIL..DOOR ELSE NAME YOUDONTHAVE,ARG1 FIN ELSE NAME IDONTSEE,ARG2 FIN QUIT ACTION WATER PLANT IFNEAR PLANT IFHAVE WATER APPORT WATER,LIMBO SET BOTTLE,1 ADD PLANT,1 SAY PLANT ADD PLANT,1 IFEQ PLANT,6 SET PLANT,0 BIS PLANT2,INVISIBLE ELSE BIC PLANT2,INVISIBLE FIN GOTO HERE SET PLANT2,PLANT ELSE NAME YOUDONTHAVE,ARG1 FIN ELSE NAME IDONTSEE,ARG2 FIN QUIT ACTION OIL PLANT IFNEAR PLANT IFHAVE OIL APPORT OIL,LIMBO SET BOTTLE,1 SAY OIL..PLANT ELSE NAME YOUDONTHAVE,ARG1 FIN ELSE NAME IDONTSEE,ARG2 FIN QUIT ACTION OIL IFEQ STATUS,1 IFNEAR BOTTLE AND IFEQ BOTTLE,2 OR IFHAVE OIL OR IFAT EASTPIT NAME WHAT.DO,ARG1 ELSE NAME IDONTSEE,ARG1 FIN ELSE SAY HAH! FIN QUIT ACTION WATER IFEQ STATUS,1 IFNEAR BOTTLE AND IFEQ BOTTLE,0 OR IFHAVE WATER OR BIT HERE,H20HERE NAME WHAT.DO,ARG1 ELSE NAME IDONTSEE,ARG1 FIN ELSE SAY HAH! FIN QUIT ACTION THROW ANYOF AXE,SWORD CALL WEAPONRY ACTION THROW FOOD HAVE FOOD IFNEAR TROLL SAY FEED..TROLL ELSE IFNEAR DWARF SAY FED..DWARF DROP FOOD BIS DWARF,SPECIAL2 {enrage the dwarf} ELSE IFNEAR BEAR SAY BEAR..URRP APPORT FOOD,LIMBO SET BEAR,1 IFEQ AXE,1 SET AXE,0 FIN ELSE PROCEED FIN FIN FIN QUIT ACTION THROW TEETH HAVE TEETH SET TEETH,0 NEAR GOBLINS SAY WARRIORS APPORT TEETH,LIMBO APPORT GOBLINS,LIMBO QUIT ACTION THROW VIAL HAVE VIAL CALL BREAK.VIAL ACTION WAVE IFGT STATUS,1 NOT BIT ARG2,OBJECT SAY HAH! QUIT FIN IFHAVE ARG2 ELSE SAY NOTCARRYING QUIT FIN FIN IFKEY ROD IFNEAR FISSURE IFLT CLOSURE,2 ADD FISSURE,1 SAY FISSURE IFEQ FISSURE,2 SET FISSURE,0 BIS FISSURE,INVISIBLE ELSE BIC FISSURE,INVISIBLE FIN ELSE SAY NOTHING FIN ELSE IFNEAR QUICKSAND SAY NOTHING.OBVIOUS SET QUICKSAND,1 {harden the quicksand for a while} ELSE IFNEAR GORGE AND IFLT CLOSURE,2 ADD GORGE,1 SAY GORGE ADD GORGE,1 IFEQ GORGE,4 SET GORGE,0 BIS GORGE,INVISIBLE ELSE BIC GORGE,INVISIBLE FIN ELSE SAY NOTHING FIN FIN FIN ELSE IFKEY AXE OR IFKEY SWORD CALL WEAPONRY ELSE SAY NOTHING FIN FIN QUIT ACTION THROW {Generalized "throw" control} IFEQ STATUS,2 BIT ARG2,OBJECT {throwing objects} IFHAVE ARG2 {that you happen to be carrying} AND {in a place that things can be} BIT HERE,THROWER {thrown from, to someplace else} CALL UPCHUCK {find the destination and print} FIN {the message} FIN FIN CALL DROP ACTION NORTH CALL NO.MOVE.POSSIBLE QUIT ACTION SOUTH CALL NO.MOVE.POSSIBLE QUIT ACTION UP CALL NO.MOVE.POSSIBLE QUIT ACTION DOWN CALL NO.MOVE.POSSIBLE QUIT ACTION EAST CALL NO.MOVE.POSSIBLE QUIT ACTION WEST CALL NO.MOVE.POSSIBLE QUIT ACTION NORTHEAST CALL NO.MOVE.POSSIBLE QUIT ACTION NORTHWEST CALL NO.MOVE.POSSIBLE QUIT ACTION SOUTHEAST CALL NO.MOVE.POSSIBLE QUIT ACTION SOUTHWEST CALL NO.MOVE.POSSIBLE QUIT ACTION INVENTORY SET J,0 ITOBJ I IFHAVE I IFEQ J,0 SAY YOUNOWHAVE SET J,1 FIN SAY I FIN EOI IFEQ J,0 SAY ARMSAREEMPTY FIN QUIT ACTION LOOK ANYOF MIST,TREES CALL ARG2 ACTION LOOK IFNEAR LAMP AND IFEQ LAMP,1 OR BIT HERE,LIT SET J,0 BIT STATUS,FASTMODE ELSE BIS STATUS,FULLDISP SET J,1 FIN SAY HERE BIT HERE,DAMP SAY GROUND.IS.DAMP FIN BIC STATUS,FULLDISP BIS HERE,BEENHERE ITLIST I IFNEAR I AND NOT IFHAVE I IFEQ J,1 AND NOT BIT I,INVISIBLE SET J,0 SAY BLANK FIN BIS I,SEEN SAY I FIN EOI IFHAVE BEAR SAY I.C.A.BEAR FIN ELSE SAY NOLIGHTHERE FIN QUIT ACTION LIGHT IFKEY LAMP OR IFEQ STATUS,1 IFNEAR LAMP IFEQ LAMP,1 SAY LAMPWASON QUIT FIN IFLT LAMPLIFE,40 IFNEAR BATTERIES AND IFEQ BATTERIES,0 SAY NEW.BATTERIES SET BATTERIES,1 ADD LAMPLIFE,300 BIC LAMP,SPECIAL1 {clear "recharged" flag} FIN FIN IFGT LAMPLIFE,0 SET LAMP,1 {light the lamp} SAY LAMPNOWON {tell him it's lit} BIT HERE,LIT ELSE CALL LOOK FIN CALL PHOG ELSE SAY LAMP.IS.DEAD FIN ELSE IFKEY LAMP NAME IDONTSEE,ARG2 ELSE SAY NOLIGHTHERE FIN FIN QUIT FIN ACTION EXTINGUISH IFKEY LAMP OR IFEQ STATUS,1 IFNEAR LAMP IFEQ LAMP,0 {was it off?} SAY LAMPWASOFF QUIT FIN SET LAMP,0 SAY LAMPNOWOFF BIT HERE,LIT ELSE SAY ITISNOWDARK FIN CALL PHOG ELSE IFKEY LAMP NAME IDONTSEE,ARG2 ELSE PROCEED {the standard bailout will say catch it} FIN FIN ELSE SAY DUNNO.HOW FIN QUIT ACTION OPEN DEFAULT OPENABLE KEYWORD GRATE NEAR GRATE IFHAVE KEYS IFGT CLOSURE,1 OR BIT ADMIN,NOMAGIC SAY GRATE.STUCK IFGT CLOSURE,1 BIS ADMIN,PANICED BIT GRATE,SPECIAL1 ELSE BIS GRATE,SPECIAL1 SAY GRATE.CLOSED FIN FIN ELSE SET GRATE,1 SAY GRATEUNLOCKED BIC DEPRESSION,HINTABLE FIN ELSE SAY NEEDKEYS FIN QUIT ACTION OPEN CHAIN NEAR CHAIN IFHAVE KEYS IFEQ CHAIN,0 SAY CHAIN.UNLOCKED ELSE IFEQ CHAIN,1 IFEQ BEAR,0 SAY BEAR..CHAIN ELSE SAY CHAIN.UNLOCKED SET CHAIN,0 SET BEAR,2 FIN ELSE SAY CHAIN.UNLOCKED SET CHAIN,0 FIN FIN ELSE SAY NEEDKEYS FIN QUIT ACTION OPEN DOOR NEAR DOOR SAY NOLOCK QUIT ACTION OPEN KEYS SAY UNLOCKKEYS QUIT ACTION OPEN SAFE NEAR SAFE IFEQ SAFE,0 SAY NO.KEYHOLE ELSE IFEQ SAFE,1 NAME ALREADY.OPEN,ARG2 ELSE SAY IT.IS.MELTED FIN FIN QUIT ACTION OPEN CLAM NEAR CLAM IFHAVE CLAM SAY DROP.THE.CLAM ELSE IFHAVE TRIDENT APPORT CLAM,LIMBO APPORT OYSTER,HERE APPORT PEARL,CULDESAC SAY CLAM..OPENED ELSE SAY NEED.TRIDENT FIN FIN QUIT ACTION OPEN OYSTER NEAR OYSTER IFHAVE OYSTER SAY DROP.THE.OYSTER ELSE IFHAVE TRIDENT SAY OYSTER..OPENED ELSE SAY NEED.TRIDNT2 FIN FIN QUIT ACTION OPEN VIAL NEAR VIAL CALL BREAK.VIAL ACTION OPEN FLASK NEAR FLASK IFLT FLASK,2 IFLOC FLASK,PENTAGRAM APPORT DJINN,PENTAGRAM SAY POLITE.DJINN ELSE SAY RUDE.DJINN FIN SET FLASK,2 ELSE NAME ALREADY.OPEN,ARG2 FIN QUIT ACTION OPEN PENTAGRAM {weird case - opening a place!} IFAT PENTAGRAM IFNEAR DJINN SAY DJINN.ADVICE APPORT DJINN,LIMBO BIS DJINN,SPECIAL1 ELSE SAY EMPTY.PENTA FIN ELSE NAME IDONTSEE,ARG2 FIN QUIT ACTION CLOSE DEFAULT OPENABLE KEYWORD GRATE NEAR GRATE SET GRATE,0 SAY GRATELOCKED QUIT ACTION CLOSE CHAIN NEAR CHAIN IFAT BEARHERE IFEQ CHAIN,0 IFNEAR BEAR DROP BEAR SET BEAR,1 SET CHAIN,1 ELSE SET CHAIN,2 FIN FIN SAY LOCK..CHAIN IFHAVE CHAIN DROP CHAIN FIN ELSE SAY LOCK..CHAIN? FIN QUIT ACTION CLOSE DOOR NEAR DOOR SAY NOLOCK QUIT ACTION CLOSE SAFE NEAR SAFE IFEQ SAFE,1 SAY SAFE.SHUTS SET SAFE,0 ELSE NAME ALREADY.SHUT,ARG2 FIN QUIT ACTION CLOSE FLASK NEAR FLASK IFEQ FLASK,0 NAME ALREADY.SHUT,ARG2 ELSE NAME DUNNO.HAO,ARG2 FIN QUIT ACTION CLOSE CAVE BIT ADMIN,OLORIN {only wizards can force cave closure} CALL CLOSE.THE.CAVE FIN ACTION HELP IFEQ HINT.TIME,0 SET HINT.TIME,1 FIN CALL HINT.LOGIC {try to locate hint for here} IFGT HINT.TIME,0 {if no hint for this place} IFNEAR DWARF OR IFNEAR DRAGON OR IFNEAR TROLL OR IFNEAR OGRE OR IFGT BLOB,0 OR IFNEAR QUICKSAND OR IFGT GOBLINS,0 OR IFNEAR BASILISK SAY CANT.HELP.YOU ELSE BIT ADMIN,HELPED.HIM SAY NO.MORE.HELP ELSE SAY HELPDATA BIS ADMIN,HELPED.HIM FIN FIN FIN QUIT ACTION INFO SAY INFO.2 QUIT ACTION QUIT QUERY WANTTOQUIT SET QUITTING,1 CALL FINIS FIN SAY OK QUIT ACTION BRIEF SAY BRIEF.OK BIS STATUS,QUICKIE BIC STATUS,FASTMODE LDA OK,OK! QUIT ACTION LPSD IFEQ STATUS,1 OR NOT BIT ADMIN,OLORIN SAY WHAT? QUIT FIN BIT ARG2,PLACE SAY FOOF GOTO ARG2 ELSE SAY WHAT? FIN QUIT ACTION KILL DEFAULT MORTAL {find default enemy in one exists} ANYOF TROLL,DWARF,DRAGON,SNAKE,BIRD,BEAR,OYSTER,CLAM,OGRE,BLOB ANYOF DJINN,GOBLINS,BASILISK,GONG NEAR ARG2 IFKEY TROLL CALL KILLTROLL ELSE IFKEY DWARF CALL KILLDWARF ELSE IFKEY DRAGON CALL KILLDRAGON ELSE IFKEY SNAKE CALL KILLSNAKE ELSE IFKEY BLOB CALL KILLBLOB ELSE IFKEY BEAR CALL KILLBEAR ELSE IFKEY CLAM OR IFKEY OYSTER CALL KILLBIVALVE ELSE IFKEY OGRE CALL KILLOGRE ELSE IFKEY BIRD CALL KILLBIRD ELSE IFKEY DJINN CALL KILLDJINN ELSE IFKEY GOBLINS CALL KILLGOBLINS ELSE IFKEY BASILISK CALL KILLBASILISK ELSE IFKEY GONG CALL HITGONG FIN FIN FIN FIN FIN FIN FIN FIN FIN FIN FIN FIN FIN QUIT ACTION KILL IFEQ STATUS,1 SAY PACIFIST QUIT FIN ACTION FAST BIC STATUS,QUICKIE BIS STATUS,FASTMODE SAY OK LDA OK,SOK! QUIT ACTION FULL BIC STATUS,QUICKIE BIC STATUS,FASTMODE LDA OK,OK! SAY OK QUIT ACTION FEED ANYOF BEAR,TROLL,BIRD,SNAKE,DWARF,DRAGON,BASILISK,GOBLINS IFNEAR ARG2 IFKEY BEAR IFNEAR FOOD SAY BEAR..URRP SET BEAR,1 IFHAVE FOOD FIN APPORT FOOD,LIMBO IFEQ AXE,1 SET AXE,0 FIN ELSE SAY SNAKEWONTEAT FIN ELSE IFKEY TROLL SAY FEED..TROLL ELSE IFKEY SNAKE IFHAVE BIRD SAY SNAKE..BIRD APPORT BIRD,LIMBO ELSE SAY SNAKEWONTEAT FIN ELSE IFKEY DWARF SAY FED..DWARF BIS DWARF,SPECIAL2 {makes him mad} ELSE IFKEY BIRD SAY BIRDSEED ELSE IFKEY DRAGON IFEQ DRAGON,0 SAY SNAKEWONTEAT ELSE SAY IT.IS.DEAD FIN ELSE IFKEY BASILISK IFLT BASILISK,2 SAY SNAKEWONTEAT ELSE SAY IT.IS.DEAD FIN ELSE IFKEY GOBLINS SAY GOBL.EAT.YOU FIN FIN FIN FIN FIN FIN FIN FIN ELSE NAME IDONTSEE,ARG2 FIN QUIT ACTION FEED IFEQ STATUS,1 SAY HUH?? ELSE SAY HAH! FIN QUIT ACTION SCORE SET QUITTING,1 CALL GETSCORE VALUE IFYOUQUIT,SCOREX VALUE IFYOUQUIT2,MAXSCORE QUIT ACTION JUMP SAY NOJUMPING QUIT ACTION IN SAY INFROMOUT QUIT ACTION OUT SAY INFROMOUT QUIT ACTION ABRA SAY MAGICKWORD QUIT ACTION FEE ANYOF FIE,FOE,FOO,FUM SET FOOBAR,0 SAY NOTHING QUIT ACTION FEE SET FOOBAR,1 SAY OK QUIT ACTION FIE IFEQ FOOBAR,0 SET FOOBAR,2 SAY OK ELSE SET FOOBAR,0 SAY NOTHING FIN QUIT ACTION FOE IFEQ FOOBAR,1 SET FOOBAR,3 SAY OK ELSE SET FOOBAR,0 SAY NOTHING FIN QUIT ACTION FOO IFEQ FOOBAR,2 IFLOC EGGS,GIANT OR IFLOC EGGS,YLEM {threw 'em into the chasm} SAY NOTHING ELSE IFNEAR EGGS SET EGGS,1 ELSE IFAT GIANT SET EGGS,0 ELSE SET EGGS,2 FIN FIN IFHAVE EGGS DROP EGGS FIN SAY EGGS SET EGGS,0 IFLOC EGGS,LIMBO {if the eggs were given in toll} BIS TROLL,SPECIAL1 {can't be fooled twice} IFEQ TROLL,1 {bought off, not crossed} OR IFEQ TROLL,2 {bought off, crossed} IFNEAR TROLL2 {at the chasm with a good bridge} SET TROLL,5 {irate} SAY TROLL {bitch, bitch!} FIN SET TROLL,0 {normal troll mode} APPORT TROLL,SWOFCHASM {fetch him back} APPORT TROLL2,LIMBO {discard fake troll} FIN FIN APPORT EGGS,GIANT FIN ELSE SAY NOTHING FIN SET FOOBAR,0 QUIT ACTION FUM SET FOOBAR,0 SAY NOTHING QUIT ACTION XYZZY SAY NOTHING QUIT ACTION PLUGH SAY NOTHING QUIT ACTION FIND CAVE BIT HERE,NOTINCAVE AND NOT BIT INCAVE,BEENHERE SAY WHEREISCAVE ELSE SAY NEEDDETAIL FIN QUIT ACTION FIND IFGT STATUS,1 BIT ARG2,OBJECT IFNEAR ARG2 IFHAVE ARG2 SAY ITISHERENOW ELSE SAY HERESOMEWHERE FIN ELSE SAY CANTFIND FIN QUIT ELSE BIT ARG2,PLACE IFAT ARG2 SAY YOU.ARE.THERE ELSE SAY CANTFIND FIN ELSE SAY WHAT? FIN QUIT FIN FIN ACTION SWIM SAY DUNNO.HOW QUIT ACTION BREAK VASE NEAR VASE SAY THROW.VASE IFHAVE VASE FIN APPORT VASE,LIMBO APPORT SHARDS,HERE QUIT ACTION BREAK VIAL NEAR VIAL CALL BREAK.VIAL ACTION FIX VASE NEAR POTTERY SAY NO.CAN.FIX QUIT ACTION FILL VASE NEAR VASE BIT HERE,H20HERE OR IFAT EASTPIT SAY SHATTER.VASE IFHAVE VASE FIN APPORT VASE,LIMBO APPORT SHARDS,HERE ELSE SAY NOTHING.VASE FIN QUIT ACTION FILL BOTTLE NEAR BOTTLE IFEQ BOTTLE,1 BIT HERE,H20HERE SAY BOTTLE..H20 SET BOTTLE,0 IFHAVE BOTTLE GET WATER FIN ELSE IFAT EASTPIT SAY BOTTLE..OIL SET BOTTLE,2 IFHAVE BOTTLE GET OIL FIN ELSE SAY NOTHING2FILL FIN FIN ELSE SAY BOTTLEWASFULL FIN QUIT ACTION FILL IFGT STATUS,1 SAY CANTFILLTHAT QUIT FIN ACTION POUR WATER IFHAVE WATER APPORT WATER,LIMBO SET BOTTLE,1 IFNEAR PLANT ADD PLANT,1 SAY PLANT ADD PLANT,1 IFEQ PLANT,6 SET PLANT,0 BIS PLANT2,INVISIBLE ELSE BIC PLANT2,INVISIBLE FIN GOTO HERE SET PLANT2,PLANT ELSE IFNEAR DOOR SAY HINGES..RUST SET DOOR,0 ELSE SAY POURWATER BIS HERE,DAMP {dampen the ground} FIN FIN ELSE NAME YOUDONTHAVE,WATER FIN QUIT ACTION POUR OIL IFHAVE OIL APPORT OIL,LIMBO SET BOTTLE,1 IFNEAR PLANT SAY OIL..PLANT ELSE IFNEAR DOOR SAY OIL..DOOR SET DOOR,1 ELSE SAY POURWATER BIS HERE,DAMP {dampen the ground} FIN FIN ELSE NAME YOUDONTHAVE,ARG2 FIN QUIT ACTION PLACATE ANYOF DWARF,SNAKE,BIRD,DRAGON,TROLL,BEAR,PIRATE,OGRE,BASILISK,GOBLINS NEAR ARG2 SAY IAMGAME QUIT ACTION EAT DEFAULT EDIBLE NEAR MUSHROOM IFEQ STATUS,1 OR IFKEY MUSHROOM IFHAVE MUSHROOM DROP MUSHROOM FIN SET MUSHROOM,2 SAY MUSHROOM SET MUSHTIME,30 ADD MUSHTIME,LASTCLOCK APPORT MUSHROOM,LIMBO SET STRENGTH,12 QUIT FIN ACTION EAT NEAR FOOD IFEQ STATUS,1 OR IFKEY FOOD IFHAVE FOOD FIN APPORT FOOD,LIMBO SAY URRP QUIT FIN ACTION EAT ANYOF DWARF,DRAGON,BIRD,SNAKE,BEAR,TROLL,PLANT,OGRE ANYOF BASILISK,GOBLINS IFNEAR ARG2 SAY BLEAH ELSE NAME IDONTSEE,ARG2 FIN QUIT ACTION EAT IFEQ STATUS,1 SAY NO.FOOD QUIT ELSE BIT ARG2,OBJECT IFNEAR ARG2 SAY REPULSIVE QUIT FIN FIN FIN ACTION RUB LAMP NEAR LAMP NAME RUBLAMP,ARG2 QUIT ACTION RUB IFGT STATUS,1 BIT ARG2,OBJECT IFNEAR ARG2 SAY PECULIAR QUIT FIN FIN FIN ACTION BACK BIT HERE,NOBACK OR BIT THERE,NOBACK OR IFEQ THERE,0 SAY CANTGOBACK ELSE GOTO THERE FIN QUIT ACTION MIST SAY THISISMIST QUIT ACTION SAY ANYOF PLUGH,XYZZY,PLOVER,THURB,MELENKURION,NOSIDE,SAMOHT ANYOF KNERL,ZORTON,KLAETU,SNOEZE,BLERBI,PHUGGG CALL ARG2 QUIT ACTION SAY IFEQ STATUS,2 QUIT FIN ACTION SAVE BIT ADMIN,DEMO SAY SUSP.DEMO ELSE SET I,1 IFGT MINTIME,0 AND NOT BIT ADMIN,OLORIN VALUE MUSTWAIT,MINTIME QUERY IS.THIS.OK? ELSE SET I,0 FIN FIN IFGT I,0 SVAR 4,TIME MULT TIME,60 SVAR 5,I ADD TIME,I EXECUTIVE 1,I {save program image} IFEQ I,0 BIT ADMIN,OLORIN OR IFEQ MINTIME,0 QUERY CONTINUE.NOW? SAY OK SAY BLANK QUIT FIN FIN SAY OK SAY BLANK STOP ELSE SAY CANT.SAVE FIN ELSE SAY OK FIN FIN QUIT ACTION RESTORE EXECUTE 5,I {get prime-time factor} IFGT I,0 {if something forbids adventures} NOT BIT ADMIN,OLORIN LDA J,RESTORE.PRIME-1 ADD J,I SAY J QUIT FIN FIN BIT ADMIN,OLORIN SET I,1 ELSE SET I,0 FIN EXECUTIVE 7,I {save value of I over RESTORE attempt} EXECUTE 2,I {attempt to restore image} IFEQ I,0 {all well} SVAR 4,I {get hours} SVAR 5,J {get minutes} MULT I,60 ADD I,J IFLT I,TIME ADD I,720 ADD I,720 {1440 is too big} FIN SUB I,TIME EXECUTIVE 8,J {restore pushed value} IFEQ J,1 BIS ADMIN,OLORIN ELSE BIC ADMIN,OLORIN FIN BIT ADMIN,OLORIN {if he's a wizard} OR NOT IFLT I,MINTIME IFEQ LAMP,1 {if the lamp is on} ADD LAMPLIFE,1 {compensate for following move} FIN BIT ADMIN,OLORIN {if we're a wizard} OR IFEQ MINTIME,0 {no time limit or restrictions} QUERY SAVE.THE.IMAGE ELSE EXECUTIVE 3,I {flush the image} FIN ELSE EXECUTIVE 3,I {flush user-mode image} FIN EXECUTIVE 4,I {flush the cache out} GOTO HERE SAY OK SAY BLANK ELSE VALUE TOO.SOON,MINTIME SAY BLANK STOP {must stop - we already did the restore!} FIN ELSE IFEQ I,1 {no file, or no image} SAY NO.IMAGE SUB TURNS,1 {let him try again} ELSE {response 2 = checksum failed!} SAY EXPLOSION {well-house blew up} EXECUTE 3,I {delete the record} FIN FIN QUIT ACTION DRINK IFEQ STATUS,1 OR IFKEY WATER BIT HERE,H20HERE SAY SLURP QUIT ELSE IFNEAR BOTTLE AND IFEQ BOTTLE,0 SAY WATERGONE APPORT WATER,LIMBO SET BOTTLE,1 QUIT FIN FIN IFKEY WATER NAME IDONTSEE,ARG2 ELSE SAY CANTDRINK FIN ELSE BIT ARG2,OBJECT IFNEAR ARG2 SAY HAH! ELSE NAME IDONTSEE,ARG2 FIN ELSE SAY HAH! FIN FIN QUIT ACTION NEWS SAY NEWSDATA QUIT ACTION READ IFGT STATUS,1 BIT ARG2,OBJECT IFNEAR ARG2 IFKEY MAGAZINES CALL READ.MAGAZINES ELSE IFKEY MESSAGE CALL READ.MESSAGE ELSE IFKEY TABLET CALL READ.TABLET ELSE NAME DUNNO.HAO,ARG1 FIN FIN FIN ELSE NAME IDONTSEE,ARG2 FIN ELSE SAY HAH! FIN ELSE PROCEED FIN QUIT ACTION HOURS SAY HOURS.ARE EXECUTIVE 6,I QUIT ACTION WIZARD QUERY R.U.A.WIZARD? SAY PROVE.IT INPUT SAY OH.POOH ADD PENALTIES,10 ELSE SAY OK FIN QUIT ACTION CURIOUS IFEQ MAGICK,0 SET MAGICK,1 ELSE SET MAGICK,-1 SAY WHAT? FIN QUIT ACTION GREEN IFEQ MAGICK,1 SET MAGICK,2 ELSE SET MAGICK,-1 SAY WHAT? FIN QUIT ACTION IDEAS IFEQ MAGICK,2 SET MAGICK,3 ELSE SET MAGICK,-1 SAY WHAT? FIN QUIT ACTION SLEPT IFEQ MAGICK,3 SET MAGICK,4 ELSE SET MAGICK,-1 SAY WHAT? FIN QUIT ACTION FURIOUSLY IFEQ MAGICK,4 SET MAGICK,-1 BIS ADMIN,OLORIN BIC ADMIN,DEMO SAY OK! ELSE SET MAGICK,-1 SAY WHAT? FIN QUIT ACTION CLIMB SAY NOCANCLIMB QUIT ACTION LOST SAY IMCONFUSED QUIT ACTION MELENKURION IFNEAR STATUE AND IFEQ STATUE,0 SET STATUE,1 SAY CRUMBLE ELSE SAY NOTHING FIN QUIT ACTION NOSIDE SAMOHT BIT LAMP,SPECIAL1 OR BIT HERE,LIT OR NOT BIT LAIR,BEENHERE OR NOT IFNEAR LAMP SAY NOTHING ELSE IFHAVE LAMP SAY FZAP CALL CORONER ELSE IFGT LAMPLIFE,40 APPORT LAMP,YLEM SET BATTERIES,1 {so lamp doesn't come back} SET LAMP,0 SET LAMPLIFE,0 CHANCE 50 SAY LAMP.GOES.POOF SAY ITISNOWDARK ELSE SAY LAMP.EXPLODES CALL CORONER FIN ELSE SAY LAMP.RECHARGED ADD LAMPLIFE,150 SET LAMP,1 BIS LAMP,SPECIAL1 FIN FIN FIN QUIT ACTION NOSIDE SAY NOTHING QUIT ACTION SAMOHT SAY NOTHING QUIT ACTION THURB SAY NOTHING QUIT ACTION KNERL CALL PASSPHRASE ACTION ZORTON CALL PASSPHRASE ACTION KLAETU CALL PASSPHRASE ACTION SNOEZE CALL PASSPHRASE ACTION BLERBI CALL PASSPHRASE ACTION RIDE IFEQ STATUS,1 OR IFKEY TURTLE AND IFNEAR TURTLE SAY TURTLE.BACK GOTO RESERVOIR APPORT TURTLE,LIMBO QUIT FIN ACTION PHUGGG BIS DJINN,SPECIAL2 {he needn't tell us about it} BIT HERE,NOTINCAVE SAY NOTHING ELSE IFNEAR BOTTLE AND IFEQ BOTTLE,0 OR BIT HERE,H20HERE CHANCE 85 SAY NOTHING ELSE CHANCE 95 SAY JELLYFISH CALL CORONER ELSE SAY CAVE.DESTROYED STOP FIN FIN ELSE IFNEAR AXE OR IFNEAR SWORD IFNEAR AXE SAY ZOT.AXE IFHAVE AXE FIN APPORT AXE,LIMBO FIN IFNEAR SWORD SAY ZOT.SWORD IFHAVE SWORD FIN APPORT SWORD,LIMBO FIN ELSE RANDOM I,3 MULT I,2 IFGT DWARF,1 ADD I,1 FIN IFNEAR DWARF CHANCE 70 LDA J,IT.WORKED ADD I,J SAY I APPORT DWARF,LIMBO SUB DWARFCOUNT,DWARF SET DWARF,0 ELSE LDA J,IT.DIDNT.WORK ADD I,J SAY I CALL CORONER FIN ELSE SAY NOTHING FIN FIN FIN FIN QUIT ACTION RUNOUT BIT ADMIN,OLORIN {wizard?} SET CLOCK,0 GOTO HERE SAY OK ELSE SAY WHAT? FIN QUIT INITIAL SAY BLANK ITOBJ I APPORT I,LIMBO RANDOM J,100 {kick the random number generator} EOI INITIAL {Initialize portability of some objects} BIS KEYS,PORTABLE BIS LAMP,PORTABLE BIS CAGE,PORTABLE BIS ROD,PORTABLE BIS DYNAMITE,PORTABLE BIS BIRD,PORTABLE BIS PILLOW,PORTABLE BIS CLAM,PORTABLE BIS OYSTER,PORTABLE BIS MAGAZINES,PORTABLE BIS KNIFE,PORTABLE BIS FOOD,PORTABLE BIS BOTTLE,PORTABLE BIS WATER,PORTABLE BIS OIL,PORTABLE BIS AXE,PORTABLE BIS BEAR,PORTABLE BIS BATTERIES,PORTABLE BIS GOLD,PORTABLE BIS DIAMONDS,PORTABLE BIS SILVER,PORTABLE BIS JEWELRY,PORTABLE BIS COINS,PORTABLE BIS CHEST,PORTABLE BIS EGGS,PORTABLE BIS TRIDENT,PORTABLE BIS VASE,PORTABLE BIS POTTERY,PORTABLE BIS EMERALD,PORTABLE BIS PYRAMID,PORTABLE BIS PEARL,PORTABLE BIS RUG,PORTABLE BIS SPICES,PORTABLE BIS CHAIN,PORTABLE BIS RING,PORTABLE BIS SPYGLASS,PORTABLE BIS BAG,PORTABLE BIS HELMET,PORTABLE BIS TEETH,PORTABLE BIS VIAL,PORTABLE BIS MUSHROOM,PORTABLE BIS SCULPTURE,PORTABLE BIS BRACELET,PORTABLE BIS CASKET,PORTABLE BIS SWORD,PORTABLE BIS CROWN,PORTABLE BIS SCEPTRE,PORTABLE BIS YACHT,PORTABLE BIS FLASK,PORTABLE BIS PLATE,PORTABLE BIS BEADS,PORTABLE INIT {Set FREEBIE objects} BIS BIRD,FREEBIE BIS OIL,FREEBIE BIS WATER,FREEBIE BIS BEAR,FREEBIE INIT {Specify which rooms are self-lit (lamp not needed)} BIS ROAD,LIT BIS HILL,LIT BIS BUILDING,LIT BIS VALLEY,LIT BIS FOREST,LIT BIS FOREST2,LIT BIS SLIT,LIT BIS FAKE.SLIT,LIT BIS DEPRESSION,LIT BIS INCAVE,LIT BIS COBBLES,LIT BIS PLOVER,LIT BIS BREATHTAKER,LIT BIS LAIR,LIT BIS SHELF,LIT BIS BEACH,LIT BIS PLAIN.2,LIT BIS PLAIN.3,LIT BIS FACES,LIT BIS BY.FIGURE,LIT BIS AUDIENCE,LIT BIS AUDIENCE.E,LIT BIS TRANSLUCENT,LIT BIS PLATFORM,LIT BIS CYLINDRICAL,LIT BIS TREASUREROOM,LIT BIS BALCONY,LIT INITIAL {Set dwarf-inhibits for appropriate places} BIS INCAVE,NODWARF BIS COBBLES,NODWARF BIS ALCOVE,NODWARF BIS PLOVER,NODWARF BIS DARK,NODWARF BIS SWOFCHASM,NODWARF BIS NEOFCHASM,NODWARF BIS CORRIDOR,NODWARF BIS FORK,NODWARF BIS WARMJUNCTN,NODWARF BIS BREATHTAKER,NODWARF BIS BOULDERS,NODWARF BIS LIMESTONE,NODWARF BIS BARREN,NODWARF BIS BEARHERE,NODWARF BIS MAZEA.114,NODWARF BIS EASTPIT,NODWARF BIS WESTPIT,NODWARF BIS STREAMPIT,NODWARF BIS FACES,NODWARF BIS BY.FIGURE,NODWARF BIS PLAIN.1,NODWARF BIS PLAIN.2,NODWARF BIS PLAIN.3,NODWARF BIS NONDESCRIPT,NODWARF BIS PENTAGRAM,NODWARF BIS CHIMNEY,NODWARF BIS TUBE,NODWARF BIS TUBE.SLIDE,NODWARF BIS BASQUE.1,NODWARF BIS BASQUE.2,NODWARF BIS BASQUE.FORK,NODWARF BIS PEELGRUNT,NODWARF BIS ON.STEPS,NODWARF BIS STEPS.EXIT,NODWARF BIS STORAGE,NODWARF BIS FAKE.Y2,NODWARF BIS FAKE.JUMBLE,NODWARF BIS CATACOMBS.1,NODWARF BIS CATACOMBS.2,NODWARF BIS CATACOMBS.3,NODWARF BIS CATACOMBS.4,NODWARF BIS CATACOMBS.5,NODWARF BIS CATACOMBS.6,NODWARF BIS CATACOMBS.7,NODWARF BIS CATACOMBS.8,NODWARF BIS CATACOMBS.9,NODWARF BIS CATACOMBS.10,NODWARF BIS CATACOMBS.11,NODWARF BIS CATACOMBS.12,NODWARF BIS CATACOMBS.13,NODWARF BIS CATACOMBS.14,NODWARF BIS CATACOMBS.15,NODWARF BIS CATACOMBS.16,NODWARF BIS CATACOMBS.17,NODWARF BIS CATACOMBS.18,NODWARF BIS CATACOMBS.19,NODWARF BIS AUDIENCE,NODWARF BIS AUDIENCE.E,NODWARF BIS BANSHEE.1,NODWARF BIS GOLDEN,NODWARF BIS ARABESQUE,NODWARF BIS TRANSLUCENT,NODWARF BIS RESERVOIR.N,NODWARF BIS WARM,NODWARF BIS BALCONY,NODWARF BIS INSAFE,NODWARF INITIAL {Specify which places aren't in the cave} BIS ROAD,NOTINCAVE BIS HILL,NOTINCAVE BIS BUILDING,NOTINCAVE BIS VALLEY,NOTINCAVE BIS FOREST,NOTINCAVE BIS FOREST2,NOTINCAVE BIS SLIT,NOTINCAVE BIS DEPRESSION,NOTINCAVE BIS FAKE.SLIT,NOTINCAVE INITIAL {indicate where "BACK" command invalid} * * Most of the rooms in the mazes are NOBACK-type places to give * the adventurer heartburn and a possible ulcer. The two rooms that * are at the very entrances of their respective mazes (MAXEA.42 and * MAZED.107) are not NOBACK-types, so that if you accidentally * wander into the mazes you can escape quickly by saying "GO BACK". * You still can't use "BACK" when in these rooms if you got there * from another room in the maze, because the room you came from * has the "NOBACK" bit set. * BIS MAZEA.43,NOBACK BIS MAZEA.44,NOBACK BIS MAZEA.45,NOBACK BIS MAZEA.46,NOBACK BIS MAZEA.47,NOBACK BIS MAZEA.48,NOBACK BIS MAZEA.49,NOBACK BIS MAZEA.50,NOBACK BIS MAZEA.51,NOBACK BIS MAZEA.52,NOBACK BIS MAZEA.53,NOBACK BIS MAZEA.54,NOBACK BIS MAZEA.55,NOBACK BIS MAZEA.56,NOBACK BIS MAZEA.57.PIT,NOBACK BIS MAZEA.58,NOBACK BIS MAZEA.80,NOBACK BIS MAZEA.81,NOBACK BIS MAZEA.82,NOBACK BIS MAZEA.83,NOBACK BIS MAZEA.84,NOBACK BIS MAZEA.85,NOBACK BIS MAZEA.86,NOBACK BIS MAZEA.87,NOBACK BIS MAZED.112,NOBACK BIS MAZEA.114,NOBACK BIS MAZED.131,NOBACK BIS MAZED.132,NOBACK BIS MAZED.133,NOBACK BIS MAZED.134,NOBACK BIS MAZED.135,NOBACK BIS MAZED.136,NOBACK BIS MAZED.137,NOBACK BIS MAZED.138,NOBACK BIS MAZED.139,NOBACK BIS MAZED.140,NOBACK BIS SHELL,NOBACK BIS ARCH.COR.1,NOBACK BIS ARCH.COR.2,NOBACK BIS RESERVOIR.N,NOBACK BIS INCLINE,NOBACK BIS STALACT,NOBACK BIS SWOFCHASM,NOBACK BIS NEOFCHASM,NOBACK BIS WITTSEND,NOBACK BIS ALCOVE,NOBACK BIS PLOVER,NOBACK BIS DARK,NOBACK BIS NSCANYONWIDE,NOBACK BIS ICECAVE.1,NOBACK BIS ICECAVE.2,NOBACK BIS ICECAVE.3,NOBACK BIS ICECAVE.4,NOBACK BIS ICECAVE.5,NOBACK BIS ICECAVE.6,NOBACK BIS ICECAVE.7,NOBACK BIS ICECAVE.8,NOBACK BIS ICECAVE.9,NOBACK BIS ICECAVE.10,NOBACK BIS ICECAVE.11,NOBACK BIS ICECAVE.12,NOBACK BIS ICECAVE.13,NOBACK BIS ICECAVE.14,NOBACK BIS ICECAVE.15,NOBACK BIS ICECAVE.16,NOBACK BIS ICECAVE.17,NOBACK BIS ICECAVE.18,NOBACK BIS ICECAVE.19,NOBACK BIS ICECAVE.20,NOBACK BIS ICECAVE.21,NOBACK BIS SLIDE,NOBACK BIS ICE,NOBACK BIS CATACOMBS.1,NOBACK BIS CATACOMBS.2,NOBACK BIS CATACOMBS.3,NOBACK BIS CATACOMBS.4,NOBACK BIS CATACOMBS.5,NOBACK BIS CATACOMBS.6,NOBACK BIS CATACOMBS.7,NOBACK BIS CATACOMBS.8,NOBACK BIS CATACOMBS.9,NOBACK BIS CATACOMBS.10,NOBACK BIS CATACOMBS.11,NOBACK BIS CATACOMBS.12,NOBACK BIS CATACOMBS.13,NOBACK BIS CATACOMBS.14,NOBACK BIS CATACOMBS.15,NOBACK BIS CATACOMBS.16,NOBACK BIS CATACOMBS.17,NOBACK BIS CATACOMBS.18,NOBACK BIS CATACOMBS.19,NOBACK BIS FACES,NOBACK BIS PLAIN.1,NOBACK BIS PLAIN.2,NOBACK BIS BASQUE.1,NOBACK BIS CYLINDRICAL,NOBACK BIS PLATFORM,NOBACK INITIAL {set in-maze bits} BIS MAZEA.42,INMAZE BIS MAZEA.43,INMAZE BIS MAZEA.44,INMAZE BIS MAZEA.45,INMAZE BIS MAZEA.46,INMAZE BIS MAZEA.47,INMAZE BIS MAZEA.48,INMAZE BIS MAZEA.49,INMAZE BIS MAZEA.50,INMAZE BIS MAZEA.51,INMAZE BIS MAZEA.52,INMAZE BIS MAZEA.53,INMAZE BIS MAZEA.54,INMAZE BIS MAZEA.55,INMAZE BIS MAZEA.56,INMAZE BIS MAZEA.57.PIT,INMAZE BIS MAZEA.58,INMAZE BIS MAZEA.80,INMAZE BIS MAZEA.81,INMAZE BIS MAZEA.82,INMAZE BIS MAZEA.83,INMAZE BIS MAZEA.84,INMAZE BIS MAZEA.85,INMAZE BIS MAZEA.86,INMAZE BIS MAZEA.87,INMAZE BIS MAZED.107,INMAZE BIS MAZED.112,INMAZE BIS MAZEA.114,INMAZE BIS MAZED.131,INMAZE BIS MAZED.132,INMAZE BIS MAZED.133,INMAZE BIS MAZED.134,INMAZE BIS MAZED.135,INMAZE BIS MAZED.136,INMAZE BIS MAZED.137,INMAZE BIS MAZED.138,INMAZE BIS MAZED.139,INMAZE BIS MAZED.140,INMAZE BIS SLIDE,INMAZE BIS ICECAVE.1,INMAZE BIS ICECAVE.1A,INMAZE BIS ICECAVE.2,INMAZE BIS ICECAVE.2A,INMAZE BIS ICECAVE.3,INMAZE BIS ICECAVE.3A,INMAZE BIS ICECAVE.4,INMAZE BIS ICECAVE.5,INMAZE BIS ICECAVE.6,INMAZE BIS ICECAVE.7,INMAZE BIS ICECAVE.8,INMAZE BIS ICECAVE.9,INMAZE BIS ICECAVE.10,INMAZE BIS ICECAVE.11,INMAZE BIS ICECAVE.12,INMAZE BIS ICECAVE.12A,INMAZE BIS ICECAVE.13,INMAZE BIS ICECAVE.14,INMAZE BIS ICECAVE.15,INMAZE BIS ICECAVE.15A,INMAZE BIS ICECAVE.16,INMAZE BIS ICECAVE.17,INMAZE BIS ICECAVE.18,INMAZE BIS ICECAVE.19,INMAZE BIS ICECAVE.20,INMAZE BIS ICECAVE.21,INMAZE BIS ICECAVE.22,INMAZE BIS ICECAVE.23,INMAZE BIS ICECAVE.24,INMAZE BIS ICECAVE.25,INMAZE BIS ICECAVE.26,INMAZE BIS ICECAVE.27,INMAZE BIS ICECAVE.28,INMAZE BIS ICECAVE.28A,INMAZE BIS ICECAVE.29,INMAZE BIS ICECAVE.30,INMAZE INITIAL {specify rooms with only 1 exit} BIS GOLDROOM,ONE.EXIT BIS SOUTHSIDE,ONE.EXIT BIS SANDSTONE,ONE.EXIT BIS WINDOW,ONE.EXIT BIS WINDOW2,ONE.EXIT BIS MAZEA.46,ONE.EXIT BIS MAZEA.47,ONE.EXIT BIS MAZEA.48,ONE.EXIT BIS MAZEA.49,ONE.EXIT BIS MAZEA.54,ONE.EXIT BIS MAZEA.56,ONE.EXIT BIS MAZEA.58,ONE.EXIT BIS DEADEND1,ONE.EXIT BIS DEADEND2,ONE.EXIT BIS DEADEND3,ONE.EXIT BIS MAZEA.81,ONE.EXIT BIS MAZEA.82,ONE.EXIT BIS MAZEA.85,ONE.EXIT BIS MAZEA.86,ONE.EXIT BIS SOFT,ONE.EXIT BIS CULDESAC,ONE.EXIT BIS RESERVOIR,ONE.EXIT BIS BALCONY,ONE.EXIT BIS MAZED.140,ONE.EXIT BIS INSAFE,ONE.EXIT BIS TOOL,ONE.EXIT BIS CUBICLE,ONE.EXIT BIS SPHERICAL,ONE.EXIT BIS ICECAVE.1A,ONE.EXIT BIS ICECAVE.3A,ONE.EXIT BIS ICECAVE.7,ONE.EXIT BIS ICECAVE.8,ONE.EXIT BIS ICECAVE.13,ONE.EXIT BIS ICECAVE.14,ONE.EXIT BIS CRACK.4,ONE.EXIT BIS BEACH,ONE.EXIT INITIAL {specify openable objects} BIS GRATE,OPENABLE BIS DOOR,OPENABLE BIS CLAM,OPENABLE BIS OYSTER,OPENABLE BIS FLASK,OPENABLE BIS CHAIN,OPENABLE BIS SAFE,OPENABLE BIS VIAL,OPENABLE INITIAL {specify invisible objects} BIS STEPS,INVISIBLE BIS FISSURE,INVISIBLE BIS MIRROR,INVISIBLE BIS STALACTITE,INVISIBLE BIS DRAWING,INVISIBLE BIS PIRATE,INVISIBLE BIS STATUE,INVISIBLE BIS VOLCANO,INVISIBLE BIS QUICKSAND,INVISIBLE BIS THRONE,INVISIBLE BIS CARPET,INVISIBLE BIS DWARF,INVISIBLE BIS KNIFE,INVISIBLE BIS FOG,INVISIBLE BIS PLANT2,INVISIBLE INITIAL {set hint-exists bits} BIS MAZEA.42,HINTABLE BIS MAZEA.43,HINTABLE BIS MAZEA.44,HINTABLE BIS MAZEA.45,HINTABLE BIS MAZEA.46,HINTABLE BIS MAZEA.47,HINTABLE BIS MAZEA.48,HINTABLE BIS MAZEA.49,HINTABLE BIS MAZEA.50,HINTABLE BIS MAZEA.51,HINTABLE BIS MAZEA.52,HINTABLE BIS MAZEA.53,HINTABLE BIS MAZEA.54,HINTABLE BIS MAZEA.55,HINTABLE BIS MAZEA.56,HINTABLE BIS MAZEA.57.PIT,HINTABLE BIS MAZEA.58,HINTABLE BIS MAZEA.80,HINTABLE BIS MAZEA.81,HINTABLE BIS MAZEA.82,HINTABLE BIS MAZEA.83,HINTABLE BIS MAZEA.84,HINTABLE BIS MAZEA.85,HINTABLE BIS MAZEA.86,HINTABLE BIS MAZEA.87,HINTABLE BIS MAZED.107,HINTABLE BIS MAZED.112,HINTABLE BIS MAZEA.114,HINTABLE BIS MAZED.131,HINTABLE BIS MAZED.132,HINTABLE BIS MAZED.133,HINTABLE BIS MAZED.134,HINTABLE BIS MAZED.135,HINTABLE BIS MAZED.136,HINTABLE BIS MAZED.137,HINTABLE BIS MAZED.138,HINTABLE BIS MAZED.139,HINTABLE BIS MAZED.140,HINTABLE BIS BIRDCHAMBER,HINTABLE BIS DEPRESSION,HINTABLE BIS MTKING,HINTABLE BIS WITTSEND,HINTABLE BIS PLOVER,HINTABLE BIS ALCOVE,HINTABLE BIS DARK,HINTABLE BIS SLIDE,HINTABLE BIS ICECAVE.1,HINTABLE BIS ICECAVE.1A,HINTABLE BIS ICECAVE.2,HINTABLE BIS ICECAVE.2A,HINTABLE BIS ICECAVE.3,HINTABLE BIS ICECAVE.3A,HINTABLE BIS ICECAVE.4,HINTABLE BIS ICECAVE.5,HINTABLE BIS ICECAVE.6,HINTABLE BIS ICECAVE.7,HINTABLE BIS ICECAVE.8,HINTABLE BIS ICECAVE.9,HINTABLE BIS ICECAVE.10,HINTABLE BIS ICECAVE.11,HINTABLE BIS ICECAVE.12,HINTABLE BIS ICECAVE.12A,HINTABLE BIS ICECAVE.13,HINTABLE BIS ICECAVE.14,HINTABLE BIS ICECAVE.15,HINTABLE BIS ICECAVE.15A,HINTABLE BIS ICECAVE.16,HINTABLE BIS ICECAVE.17,HINTABLE BIS ICECAVE.18,HINTABLE BIS ICECAVE.19,HINTABLE BIS ICECAVE.20,HINTABLE BIS ICECAVE.21,HINTABLE BIS ICECAVE.22,HINTABLE BIS ICECAVE.23,HINTABLE BIS ICECAVE.24,HINTABLE BIS ICECAVE.25,HINTABLE BIS ICECAVE.26,HINTABLE BIS ICECAVE.27,HINTABLE BIS ICECAVE.28,HINTABLE BIS ICECAVE.28A,HINTABLE BIS ICECAVE.29,HINTABLE BIS ICECAVE.30,HINTABLE BIS PLAIN.2,HINTABLE INITIAL {Declare water-holes} BIS BUILDING,H20HERE BIS ROAD,H20HERE BIS VALLEY,H20HERE BIS SLIT,H20HERE BIS STREAMPIT,H20HERE BIS CAVERN,H20HERE BIS RESERVOIR,H20HERE BIS RESERVOIR.N,H20HERE INIT {indicate where throwing things sends them elsewhere} BIS PIT,THROWER BIS EASTOFFISSUR,THROWER BIS WESTOFFISSUR,THROWER BIS WEND2PIT,THROWER BIS EEND2PIT,THROWER BIS LOWNSPASSAGE,THROWER BIS WINDOW,THROWER BIS WINDOW2,THROWER BIS BRINK,THROWER BIS DUSTY,THROWER BIS MAZEA.57.PIT,THROWER BIS SECRETNSCYN,THROWER BIS SECRETNSCPAS,THROWER BIS SECRETEW.TITE,THROWER BIS INCLINE,THROWER BIS CAVERN,THROWER BIS MISTY,THROWER BIS RESERVOIR,THROWER BIS RESERVOIR.N,THROWER BIS STALACT,THROWER BIS BALCONY,THROWER BIS SWOFCHASM,THROWER BIS NEOFCHASM,THROWER BIS BREATHTAKER,THROWER BIS FACES,THROWER BIS TUBE,THROWER BIS TUBE.SLIDE,THROWER BIS BASQUE.FORK,THROWER BIS ON.STEPS,THROWER BIS STEPS.EXIT,THROWER BIS BRINK.1,THROWER BIS BRINK.2,THROWER BIS ICE,THROWER BIS BRINK.3,THROWER BIS SHELF,THROWER BIS PLATFORM,THROWER INITIAL {Declare the treasures} BIS GOLD,VALUED BIS DIAMONDS,VALUED BIS SILVER,VALUED BIS JEWELRY,VALUED BIS COINS,VALUED BIS CHEST,VALUED BIS EGGS,VALUED BIS TRIDENT,VALUED BIS VASE,VALUED BIS EMERALD,VALUED BIS PYRAMID,VALUED BIS PEARL,VALUED BIS RUG,VALUED BIS SPICES,VALUED BIS CHAIN,VALUED BIS CASKET,VALUED BIS SCULPTURE,VALUED BIS BRACELET,VALUED BIS RING,VALUED BIS SPYGLASS,VALUED BIS BAG,VALUED BIS HELMET,VALUED BIS CROWN,VALUED BIS SCEPTRE,VALUED BIS YACHT,VALUED BIS BEADS,VALUED INIT {Declare unstable objects} BIS CHEST,UNSTABLE BIS SCULPTURE,UNSTABLE BIS CAGE,UNSTABLE BIS CASKET,UNSTABLE BIS TEETH,UNSTABLE BIS MUSHROOM,UNSTABLE BIS BAG,UNSTABLE BIS CROWN,UNSTABLE BIS YACHT,UNSTABLE BIS PLATE,UNSTABLE BIS BEADS,UNSTABLE BIS FLASK,UNSTABLE INITIAL {declare mortal (killable) things} BIS TROLL,MORTAL BIS DWARF,MORTAL BIS DRAGON,MORTAL BIS SNAKE,MORTAL BIS BLOB,MORTAL BIS BEAR,MORTAL BIS CLAM,MORTAL BIS OYSTER,MORTAL BIS OGRE,MORTAL BIS BIRD,MORTAL BIS DJINN,MORTAL BIS GOBLINS,MORTAL BIS BASILISK,MORTAL BIS GONG,MORTAL {strange but true - you can HIT GONG} * * Declare edible objects * BIS FOOD,EDIBLE BIS MUSHROOM,EDIBLE INITIAL {Move objects to their starting places} APPORT KEYS,BUILDING APPORT LAMP,BUILDING APPORT GRATE,DEPRESSION APPORT CAGE,COBBLES APPORT ROD,DEBRIS APPORT STEPS,PIT APPORT BIRD,BIRDCHAMBER APPORT DOOR,IMMENSENSPASS APPORT PILLOW,SOFT APPORT SNAKE,MTKING APPORT FISSURE,EASTOFFISSUR APPORT TABLET,DARK APPORT CLAM,SHELL APPORT MAGAZINES,ANTEROOM APPORT FOOD,BUILDING APPORT BOTTLE,BUILDING APPORT PLANT,WESTPIT APPORT PLANT2,WEND2PIT APPORT STALACTITE,STALACT APPORT SHADOW,WINDOW APPORT DRAWING,ORIENTAL APPORT DRAGON,SECRETCYNNE1 APPORT CHASM,SWOFCHASM APPORT TROLL,SWOFCHASM APPORT BEAR,BEARHERE APPORT VOLCANO,BREATHTAKER APPORT MACHINE,MAZED.140 APPORT CARPET,SOFT APPORT GOLD,GOLDROOM APPORT DIAMONDS,WESTOFFISSUR APPORT SILVER,LOWNSPASSAGE APPORT JEWELRY,SOUTHSIDE APPORT COINS,WESTSIDE APPORT EGGS,GIANT APPORT TRIDENT,CAVERN APPORT VASE,ORIENTAL APPORT EMERALD,PLOVER APPORT PYRAMID,DARK APPORT SPICES,BOULDERS APPORT CHAIN,BEARHERE APPORT SPYGLASS,IN.JONAH APPORT BAG,BEACH APPORT DINGHY,BEACH APPORT HELMET,MORION APPORT VIAL,SPHERICAL APPORT MUSHROOM,CUBICLE APPORT SCULPTURE,ICECAVE.14 APPORT CASKET,CRACK.4 APPORT SAFE,VAULT APPORT QUICKSAND,ARCH.COR.1 APPORT SLIME,CRACK.2 APPORT SWORD,SANDSTONE APPORT OGRE,GLASSY APPORT THRONE,AUDIENCE.E APPORT SKELETON,AUDIENCE.E APPORT SCEPTRE,AUDIENCE.E APPORT CROWN,INSAFE APPORT STATUE,BY.FIGURE APPORT FOG,PLAIN.2 APPORT YACHT,NONDESCRIPT APPORT BRACELET,TRANSLUCENT APPORT FLASK,ARABESQUE APPORT BASILISK,BASQUE.1 APPORT PLATE,STORAGE APPORT BEADS,BALCONY APPORT GONG,RESERVOIR.N INITIAL {Declare schizoid objects} BIS GRATE,SCHIZOID BIS STEPS,SCHIZOID BIS FISSURE,SCHIZOID BIS PLANT2,SCHIZOID BIS SHADOW,SCHIZOID BIS DRAGON,SCHIZOID BIS CHASM,SCHIZOID BIS TROLL,SCHIZOID BIS TROLL2,SCHIZOID BIS QUICKSAND,SCHIZOID BIS SAFE,SCHIZOID BIS FOG,SCHIZOID {weird case - see PHOG routine} BIS GORGE,SCHIZOID BIS BASILISK,SCHIZOID INITIAL {Wake up user and greet him.} SET BACKLASH,35 {normal "dwarves not vengeful"} SET FLEETFOOT,25 {not running but didn't just attack} GOTO ROAD LDA OK,OK! RANDOM CLOCK,10 ADD CLOCK,15 SET LAMPLIFE,300 RANDOM DWARFCOUNT,5 ADD DWARFCOUNT,4 CHANCE 5 RANDOM CAMEO.TIME,400 ADD CAMEO.TIME,100 ELSE SET CAMEO.TIME,0 FIN SET CHAIN,1 SET FOG,8 SET FLASK,1 SET INVCT,0 SET STRENGTH,7 SAY LOGON EXECUTIVE 5,I {get prime-time flag} IFGT I,0 LDA J,CAVE.NOT.OPEN-1 ADD J,I SAY J IFEQ I,1 EXECUTIVE 6,J FIN EXECUTIVE 9,J {exit if demo games not allowed} SAY BLANK SAY CAN.DEMO QUERY WANT.DEMO SAY BLANK SAY OK! SAY BLANK BIS ADMIN,DEMO ELSE SAY TA.TA STOP FIN FIN QUERY HITHERE SAY INTRO FIN SAY BLANK INITIAL QUIT REPEAT RANDOM I,100 {kick the random number generator} BIT ADMIN,TICKER CALL TICK FIN BIT STATUS,MOVED ELSE IFNEAR DWARF AND CHANCE BACKLASH {Is dwarf particularly vengeful?} CALL DWARF.ATTACK FIN PROCEED FIN BIT THERE,ONE.EXIT AND IFLOC DWARF,THERE AND NOT BIT ADMIN,OLORIN {don't block wizards} GOTO THERE BIC STATUS,MOVED SAY DWARFBLOCK PROCEED FIN IFNEAR FOG {must be done before clearing MOVED flag} CALL PHOG FIN BIC STATUS,MOVED RANDOM FOOF,FOOF.LAST-FOOF.FIRST+1 LDA I,FOOF.FIRST ADD FOOF,I CHANCE 5 LDA FOOF,FOOF.ODD FIN ADD MOVES,1 BIT ADMIN,DEMO SET I,MAX.DEMO ELSE SET I,MAX.GAME FIN IFEQ MOVES,I SAY WIZARD.ENDS CALL FINIS FIN IFNEAR LAMP IFEQ LAMP,1 SUB LAMPLIFE,1 IFEQ LAMPLIFE,40 OR IFEQ LAMPLIFE,0 CALL LAMPREY FIN FIN FIN IFLOC GOBLINS,LIMBO {resting place} ELSE APPORT GOBLINS,HERE IFGT GOBLINS,-1 SAY GOBLIN.CHASE FIN ADD GOBLINS,1 FIN BIT HERE,BEENHERE AND BIT STATUS,QUICKIE OR BIT STATUS,FASTMODE SET J,0 {list objects immediately after place description} ELSE SET J,1 {stick blank line after place description} FIN IFNEAR LAMP AND IFEQ LAMP,1 OR BIT HERE,LIT SAY HERE BIT HERE,DAMP SAY GROUND.IS.DAMP FIN BIT HERE,BEENHERE SET K,2 ELSE SET K,3 FIN BIS HERE,BEENHERE IFLOC DWARF,LIMBO ELSE BIT HERE,NOTINCAVE OR BIT HERE,NODWARF ELSE APPORT DWARF,HERE FIN FIN ITLIST I IFNEAR I AND NOT IFHAVE I BIS I,SEEN IFEQ J,1 AND NOT BIT I,INVISIBLE SET J,0 SAY BLANK FIN SAY I FIN EOI IFHAVE BEAR SAY I.C.A.BEAR FIN ELSE BIT THERE,LIT OR CHANCE 75 OR BIT ADMIN,RANOUT {don't fall if lamp just died} SAY ITISNOWDARK ELSE SAY CRUNCH CALL CORONER FIN FIN BIC ADMIN,RANOUT {clear "lamp just died"} IFAT Y2 CHANCE 35 SAY SAYSPLUGH FIN FIN IFNEAR GOBLINS ADD GOBLINS,1 IFGT GOBLINS,6 {highest existing state} CALL CORONER FIN FIN BIT HERE,NOTINCAVE ELSE SUB CLOCK,K {count clock down 2 or 3 ticks} IFLT CLOCK,1 CALL CLOCK4 FIN FIN IFNEAR DWARF SET FLEETFOOT,50 {added 1 to DWARF in the CLOCK4 routine} CALL DWARF.ATTACK FIN IFLOC LAMP,YLEM AND IFAT ROAD AND IFLT CLOSURE,4 {lamp vanishes during end-game} SAY LAMP.DEAD! SET QUITTING,1 CALL FINIS FIN REPEAT BIT HERE,HINTABLE ADD HINT.TIME,1 IFGT HINT.TIME,30 AND NOT BIT HERE,INMAZE OR IFGT HINT.TIME,50 CALL HINT.LOGIC FIN ELSE SET HINT.TIME,0 FIN IFEQ BLOB,16 APPORT BLOB,HERE FIN BIT STATUS,JUGGLED {did we pick up/drop/move anything?} BIC STATUS,JUGGLED SET INVCT,0 ITLIST I IFHAVE I AND NOT BIT I,FREEBIE ADD INVCT,1 FIN EOI FIN SET FLEETFOOT,25 {not running, didn't just attack} SET BACKLASH,35 {dwarves not vengeful} INPUT SUB FOOBAR,1 ADD TURNS,1 IFEQ STATUS,0 QUIT FIN IFEQ ARG1,BADWORD SAY WHAT? QUIT FIN IFKEY SAY CALL PRESAY FIN IFGT STATUS,1 IFEQ ARG2,BADWORD LDA I,RESTORE {last special command} IFGT ARG1,I NAME NOCOMPRENDE,ARG2 QUIT FIN FIN FIN CALL HERE BIT ARG1,PLACE IFAT ARG1 SAY YOU.ARE.THERE ELSE SAY NO.CAN.GO FIN ELSE CALL ARG1 BIT ARG1,OBJECT IFNEAR ARG1 NAME WHAT.DO,ARG1 BIS STATUS,PLS.CLARIFY {request clarification} ELSE NAME IDONTSEE,ARG1 FIN ELSE CALL BAILOUT FIN FIN QUIT