INTRODUCTION Squynchia! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ You lay˙relaxing in the shade of a tree as you study dawn's pearly skies and recall last night's dream... T'was the queerest creature you've ever seen. The head, a perfect sphere, bobbed atop an equally round body made up entirely of˙flab. ˙His rubbery body, reminding you much of a large rubber ball, was bereft of any arms or legs, save for ˙a single arm suspended over its head,˙seeming to grow out of the nape˙of its neck. ˙Its skin was smooth and colorless and a large thin crown stood at a tilt on its head. ˙A˙pair of pince-nez hung where a nose should have been, and wrinkles, creased from laughter, were at both sides of his twinkling blue eyes. Sideburns˙adorn˙the sides of his face,˙and he stands about as high˙as your waist. It˙came˙to you,˙swinging from branch to branch with its solitary˙arm, then dropping to the ground and bouncing up to another branch. It finally drops in front of you, as you stare at the Squynch in bewilderment. It gathers itself up dramatically,˙draws a deep breath and exhales it slowly and˙thoughtfully. "I, Squeeb II,˙Fifth of the Squynchian Lords, comes before you with a mission of bravery and cunning",˙it begins. ˙"The land of˙Squynchia˙lays in turmoil, attacked and plundered by hordes of ogres and orcs. The Lords of the Squynchian empire had the˙only˙means˙of˙controlling these...these BEASTS!",˙it roars powerfully. ˙"But it has been stolen. ˙Stolen from the very crown on my head!", it˙wails,˙pointing˙to a gaping hole in his crown. ˙"It is˙the˙fabled˙and legendary Ruby of Ancient Franklore..." ".....I implore you in the name of my people and country". It ends˙with a long drawn gasp. "You will do it of course.....?" You begin to stammer your protests as a broad smile widens on its face. "I knew you would!", it cries. It disappears with˙a˙bright flash as you stare at empty˙space˙dazedly.˙˙You awaken. ~ By M. & T. Frank ~ END_INTRODUCTION MAXIMUM_SCORE 250 STARTING_ROOM 31 (* Clearing *) ROOM 31 Clearing NORTH 11 (* Boulder Room *) SOUTH 3 (* Front of Cave *) EAST 14 (* Front of Castle *) WEST 6 (* Squynchian Home *) UP 2 (* Top of Tree *) END_ROOM ROOM_DESCR 31 This is a pleasant clearing with exits in several directions. From the south you hear voices quarreling childishly. END_ROOM_DESCR ROOM 2 Top of Tree DOWN 31 (* Clearing *) EXIT 31 (* Clearing *) END_ROOM ROOM_DESCR 2 A breath-taking view of this part of Squynchia can be seen from up here. Encampments of ogres and orcs can be seen everywhere. A splendid castle with flags bearing Squeeb's royal emblem can be seen to the east. END_ROOM_DESCR ROOM 3 Front of Cave NORTH 31 (* Clearing *) EAST 4 (* Cave *) END_ROOM ROOM_DESCR 3 There is a large cave with two open gates in front of you, and you detect a flash of red from within. There is a clearing to the north. END_ROOM_DESCR ROOM 4 Cave WEST 3 (* Front of Cave *) END_ROOM ROOM_DESCR 4 This is a large cave with two large gates on the western wall. The only way out is through the gates. END_ROOM_DESCR ROOM 5 Cage UP 4 (* Cave *) EXIT 4 (* Cave *) END_ROOM ROOM_DESCR 5 You are standing in the beast's cage in the cave. There are bones lying all around you, and a rather foul stench hits you with a stunning blow. You'd really enjoy leaving. END_ROOM_DESCR ROOM 6 Squynchian Home NORTH 8 (* Front of Well *) EAST 31 (* Clearing *) WEST 7 (* Bedroom *) END_ROOM ROOM_DESCR 6 This is a sparsely furnished Squynchian home with exits to the north,west and east. An elderly Squynch bounceswings through the entrance and drops down in front of you. It mutters something about unexpected visitors and exits. END_ROOM_DESCR ROOM 7 Bedroom EAST 6 (* Squynchian Home *) EXIT 6 (* Squynchian Home *) END_ROOM ROOM_DESCR 7 This is the bedroom of the Squynchian home. An exit lies to the east. END_ROOM_DESCR ROOM 8 Front of Well SOUTH 6 (* Squynchian Home *) DOWN 9 (* Well *) END_ROOM ROOM_DESCR 8 You are standing in front of an old well. There are exits to the south, where a house can be seen, and downwards into the wells interior. END_ROOM_DESCR ROOM 9 Well UP 8 (* Front of Well *) END_ROOM ROOM_DESCR 9 This is a well made of stone blocks. The only apparent exit is upwards. END_ROOM_DESCR ROOM 10 Small Room UP 9 (* Well *) EXIT 9 (* Well *) END_ROOM ROOM_DESCR 10 This is a small dank room with a solitary exit up. END_ROOM_DESCR ROOM 11 Boulder Room NORTH 12 (* Pirate cove *) SOUTH 31 (* Clearing *) EAST 22 (* Front of Moat *) END_ROOM ROOM_DESCR 11 The trees thinned out here to reveal a cove, shrouded in a fine mist. END_ROOM_DESCR ROOM 12 Pirate Cove SOUTH 11 (* Boulder Room *) EAST 13 (* Gloom *) END_ROOM ROOM_DESCR 12 This is a strange cove, with swirling mists clinging to your ankles. The floor is strewn with rubble. A dark exit leads to the east, and there is an exit to the south. END_ROOM_DESCR ROOM 13 Gloom WEST 12 (* Pirate cove *) EXIT 12 (* Pirate cove *) END_ROOM ROOM_DESCR 13 A heavy and thick gloom resides in this room, rendering your vision almost useless. You grope aimlessly for the entrance, and manage to knock something over. END_ROOM_DESCR ROOM 14 Front of Castle NORTH 22 (* Front of Moat *) EAST 18 (* Drawbridge *) WEST 31 (* Clearing *) END_ROOM ROOM_DESCR 14 A magnificent castle looms above you, gleaming brightly. A moat surrounds it, making entrance impossible without a drawbridge. A clearing can be seen to the west. END_ROOM_DESCR ROOM 15 Waiting Room NORTH 16 (* Front of Crownroom *) EAST 25 (* West End of Hallway *) WEST 18 (* Drawbridge *) END_ROOM ROOM_DESCR 15 This appears to be the royal waiting room of the castle. Benches line the wall with strange curvy partitions. Hooks can be seen for hats, but none for any clothes. Odd. There is an exit to the north, west, and east. END_ROOM_DESCR ROOM 16 Front of Crown Room SOUTH 15 (* Waiting Room *) END_ROOM ROOM_DESCR 16 This is the front of the royal crown room. There is an exit to the south. END_ROOM_DESCR ROOM 17 Crown Room WEST 16 (* Front of Crownroom *) END_ROOM ROOM_DESCR 17 This is the royal crown room in Squeeb's palace. It is splendidly furnished, and looks exactly like any other crown room you've seen before. The only exit is to the west. END_ROOM_DESCR ROOM 18 Drawbridge NORTH 20 (* Moat *) SOUTH 20 (* Moat *) EAST 15 (* Waiting Room *) WEST 14 (* Front of Castle *) END_ROOM ROOM_DESCR 18 You are now on the drawbridge in front of Squeeb's castle which lies to the east. There is another exit to the west. END_ROOM_DESCR ROOM 19 On the Scale DOWN 16 (* Front of Crownroom *) END_ROOM ROOM_DESCR 19 You are now standing on the large scale beside the door. END_ROOM_DESCR ROOM 20 Moat END_ROOM ROOM_DESCR 20 You are now standing on firm ground, but in about three feet of dirty water in the middle of the moat. The water around you looks dark and dangerous. The only way to get to the castle from here is to swim. END_ROOM_DESCR ROOM 22 Front of Moat NORTH 23 (* On Top of Cove *) SOUTH 14 (* Front of Castle *) EAST 20 (* Moat *) WEST 11 (* Boulder Room *) END_ROOM ROOM_DESCR 22 You are standing in front of a moat lying to the east. The rear of a cove of some sort is apparent to the north, and two other exits lies south and west. END_ROOM_DESCR ROOM 23 On Top of Cove DOWN 22 (* Front of Moat *) SOUTH 22 (* Front of Moat *) END_ROOM ROOM_DESCR 23 You are standing on top of a cove of some sort. An incredibly horrid, mind-curdling stench hits you with a blast, as you search for its source. END_ROOM_DESCR ROOM 24 Nothing END_ROOM ROOM_DESCR 24 (* Nothing -- Test Area *) END_ROOM_DESCR ROOM 25 West End of Hallway SOUTH 27 (* Royal Laundry Room *) EAST 26 (* East End of Hallway *) WEST 15 (* Waiting Room *) END_ROOM ROOM_DESCR 25 This is the west end of the royal hallway. Polished marble floors stretch across the hallway continuing eastward. There are exits to the south and west. END_ROOM_DESCR ROOM 26 East End of Hallway NORTH 28 (* Spiral Staircase *) EAST 30 (* Royal Gardens *) WEST 25 (* West End of Hallway *) END_ROOM ROOM_DESCR 26 This is the east end of the royal hallway. Polished marble floors stretch across the hallway continuing westward. There are exits to the east and a stone staircase can be seen spiraling downward to the north. END_ROOM_DESCR ROOM 27 Royal Laundry Room NORTH 25 (* West End of Hallway *) END_ROOM ROOM_DESCR 27 You are in middle of the Royal Laundry Room. The only exit is to the north. END_ROOM_DESCR ROOM 28 Spiral Staircase SOUTH 26 (* East End of Hallway *) DOWN 29 (* Dungeon *) END_ROOM ROOM_DESCR 28 You are now at the top of a stone staircase. Dank and moss covered steps lead down into darkness. END_ROOM_DESCR ROOM 29 Dungeon UP 28 (* Spiral Staircase *) END_ROOM ROOM_DESCR 29 This is the castle's dungeon, you observe intelligently. This is mainly due to the fact that there are skeletons chained to the walls. END_ROOM_DESCR ROOM 30 Royal Gardens WEST 26 (* East End of Hallway *) END_ROOM ROOM_DESCR 30 This is the royal gardens of Squeeb's castle. END_ROOM_DESCR NOUN 201 crown diamond There is a tall, thin crown carved of pure diamond here. LOCATION 17 (* Crown Room *) WEIGHT 10 END_NOUN NOUN_DESCR 201 The thin crown is carved of pure diamond. END_NOUN_DESCR NOUN 202 staff gnarled There is a large, gnarled staff here. LOCATION 2 WEIGHT 10 NOUN_SYNONYMS pole stick END_NOUN NOUN_DESCR 202 The gnarled staff is long and sturdy, may come in handy as a good weapon. END_NOUN_DESCR NOUN 203 wrapper crumpled There is a crumpled wrapper in the corner here. LOCATION 15 (* Waiting Room *) WEIGHT 1 NOUN_SYNONYMS paper END_NOUN NOUN_DESCR 203 The wrapper has an advertisement for McKESSON toothpaste. END_NOUN_DESCR NOUN 204 lunchbox small There is a small lunchbox here. LOCATION 15 (* Waiting Room *) WEIGHT 5 NOUN_SYNONYMS box END_NOUN NOUN_DESCR 204 The small lunchbox weighs about 5 pounds. END_NOUN_DESCR NOUN 205 key rusty A small, rusted key was put here. LOCATION 0 (* Nowhere -- doesn't exist yet *) WEIGHT 0 END_NOUN NOUN_DESCR 205 The key is quite rusty. END_NOUN_DESCR NOUN 206 pipe metal There is a dark, metal pipe here. It smells of smoke. LOCATION 7 (* Bedroom *) WEIGHT 10 END_NOUN NOUN_DESCR 206 There is a dark, metal pipe here. It smells of smoke, as if somebody had been using it recently. The pipe is inlaid with a series of intricate inscriptions. These inscriptions, in the written Squynchian language mean: !!!BUY TWO GET ONE FREE!!! END_NOUN_DESCR NOUN 207 candle wax There is a wax candle here. LOCATION 6 (* Squynchian Home *) WEIGHT 5 NOUN_SYNONYMS light END_NOUN NOUN_DESCR 207 The wax candle is about 6 inches high. END_NOUN_DESCR NOUN 208 doormat worn-out A worn-out doormat lies here. LOCATION 6 (* Squynchian Home *) WEIGHT 5 NOUN_SYNONYMS mat END_NOUN NOUN_DESCR 208 The doormat has the word SQURAMM! woven into it. You hope it means welcome in Squynchian. END_NOUN_DESCR NOUN 209 coin silver An unusual silver coin lies here amidst the rubble. LOCATION 12 (* Pirate cove *) WEIGHT 15 READABLE NOUN_SYNONYMS silver END_NOUN NOUN_DESCR 209 The silver coin has something engraved on it. END_NOUN_DESCR TEXT 209 There are engravings on the coin of Squoob the Squynch, Squire of Squynchia, with Squeegle, his royal green parakeet, perched on his shoulder. The coin is made out of silver and is dated 321XZ. END_TEXT NOUN 210 revolver ancient There is an ancient revolver here. LOCATION 13 (* Gloom *) WEIGHT 15 NOUN_SYNONYMS gun END_NOUN NOUN_DESCR 210 The revolver is an ancient relic of the ol' pirating days of Squybor the Corpulent. END_NOUN_DESCR NOUN 211 carpet magic A discarded Squynchian carpet lies at your side here. LOCATION 0 (* Nowhere -- doesn't exist yet *) WEIGHT 25 NOUN_SYNONYMS rug END_NOUN NOUN_DESCR 211 The Squynchian carpet is quite old and worn. It has seen a lot of use. END_NOUN_DESCR NOUN 212 ice thin A thin layer of ice covers the entire bottom of the well. LOCATION 9 (* Well *) UNMOVABLE END_NOUN NOUN_DESCR 212 A thin layer of ice covers the entire bottom of the well, and as a matter of fact, you're beginning to feel rather cold down here. END_NOUN_DESCR NOUN 213 case glass A glass case encasing the Ruby is placed on a silver pedestal. LOCATION 4 (* Cave *) UNMOVABLE NOUN_SYNONYMS glass END_NOUN NOUN_DESCR 213 A glass case encasing the Ruby of Ancient Franklore is placed on a silver pedestal in the center of the room. END_NOUN_DESCR NOUN 214 rings iron Two iron rings protrude from the center of each gate. LOCATION 4 (* Cave *) UNMOVABLE NOUN_SYNONYMS ring END_NOUN NOUN_DESCR 214 Two iron rings protrude from the center of each gate, with the diameter of each ring facing the other. END_NOUN_DESCR NOUN 215 Ruby red The brilliant red ruby lies quite tangible in the open glass case. LOCATION 0 (* Nowhere -- doesn't exist yet *) WEIGHT 35 NOUN_SYNONYMS jewel stone END_NOUN NOUN_DESCR 215 The Ruby is one of the many creations of the ancient mystics of Frankeyre, drawn from the depth of the legendary rivers of Sorfranken. It is the only known Ruby existing today, the last one lost during the battle of the Yeofrankian wars. It was given to the lords of Squynchia to preserve and defend their land. It's dazzling radiance is blinding you, causing you to rapidly turn away. END_NOUN_DESCR NOUN 216 gates heavy Two heavy gates stand at the western entrance of the cave. LOCATION 4 (* Cave *) UNMOVABLE NOUN_SYNONYMS gate END_NOUN NOUN_DESCR 216 The gates stand at the western entrance of the cave. END_NOUN_DESCR NOUN 217 Tree large A large tree looms above you here. LOCATION 31 (* Clearing *) UNMOVABLE NOUN_SYNONYMS trees oak END_NOUN NOUN_DESCR 217 The tree is a stout oak with branches, limbs, and leaves. Actually, it's quite like every other tree you've seen. END_NOUN_DESCR NOUN 218 vase ornate There is an exquisite Squynchian vase here. LOCATION 7 (* Bedroom *) WEIGHT 10 NOUN_SYNONYMS pottery pot END_NOUN NOUN_DESCR 218 The exquisite vase is a sample of the fine craftsmanship of the Squynchian potters. Other than that, you fail to see anything else of interest. END_NOUN_DESCR NOUN 219 boulder hugh There is a huge boulder barring your way into the cove. LOCATION 11 (* Boulder Room *) UNMOVABLE NOUN_SYNONYMS rock END_NOUN NOUN_DESCR 219 There is a huge boulder barring your way into the cove. Swirls of mist, seep out from under the boulder and envelope you, leaving your clothing uncomfortably damp. END_NOUN_DESCR NOUN 220 ogres two Two ogres are quarreling in the entrance of the cave. LOCATION 3 UNMOVABLE NOUN_SYNONYMS ogre END_NOUN NOUN_DESCR 220 Two huge hairy ogres, B'gig and B'gog, stand quarreling in front of the cave. B'gig, chewing on Squynch meat, spits out a bone hitting B'gog on his head. Irritably disgruntled, B'gog promptly swipes the bone from the ground and wallops him over the head. After quarreling so for several minutes, they both turn to you sheepishly as if seeing you for the first time. Somewhat ashamed they return to their posts. END_NOUN_DESCR NOUN 221 beast large A beast is eyeing you hungrily here. LOCATION 5 (* Cage *) UNMOVABLE END_NOUN NOUN_DESCR 221 The beast seems to be of another age and time. Globules of slime dribbles off its large exposed fangs, and its scaly, writhing body, quivers from hunger, as its wide, furtively roving eyes seek food. Unfortunately, the first source of nourisment it set its eyes upon, happened to be you. END_NOUN_DESCR NOUN 222 object indistinguishable An indistinguishable object is covered by the ice here. LOCATION 9 (* Well *) UNMOVABLE END_NOUN NOUN_DESCR 222 The object's properties are obscured by the ice covering it. END_NOUN_DESCR NOUN 223 meat dried There is a hunk of meat dried out to the point of inedibility here. LOCATION 0 (* Nowhere -- doesn't exist yet *) WEIGHT 10 NOUN_SYNONYMS food END_NOUN NOUN_DESCR 223 The meat is extremely shriveled, to the point of inedibility. Liable to cause some mordacious indigestion, I'd say. END_NOUN_DESCR NOUN 224 well crumbling There is a crumbling well made of stone blocks here. LOCATION 8 (* Front of Well *) UNMOVABLE END_NOUN NOUN_DESCR 224 There is a crumbling well made of stone blocks here. It seems to have dried out, from years of neglect. END_NOUN_DESCR NOUN 225 orc muscled A heavily muscled orc is scowling at you. "What've y'got bud?", it grunts. LOCATION 14 (* Front of Castle *) UNMOVABLE NOUN_SYNONYMS END_NOUN NOUN_DESCR 225 A scaly orc stands in front of the drawbridge, barring your way in. He stands about a foot and a half taller and wider than you, with filthy, matted hair protruding from warts on his elbows. A perpetual scowl adorns his face, and he constantly seems to be in bad humor. He wears a tight leather belt around his waist, with a large broadsword, forever at his side. He seems fairly rippling with muscles, and I wouldn't advise you to do anything rash. END_NOUN_DESCR NOUN 226 bar gold There is a shiny gold bar laying here, gleaming dully on the ground. LOCATION 0 (* Nowhere -- doesn't exist yet *) WEIGHT 30 NOUN_SYNONYMS gold END_NOUN NOUN_DESCR 226 The bar is quite shiny and weights about 30 pounds. END_NOUN_DESCR NOUN 227 trapdoor rotting An old, rotting trapdoor lies at the bottom of the well. LOCATION 0 (* Nowhere -- doesn't exist yet *) UNMOVABLE NOUN_SYNONYMS trap door END_NOUN NOUN_DESCR 227 The trapdoor lies at the bottom of the well. END_NOUN_DESCR NOUN 228 block loose A loose block immediately attracts your interest here. LOCATION 9 (* Well *) WEIGHT 20 END_NOUN NOUN_DESCR 228 The block weighs about 20 pounds. END_NOUN_DESCR NOUN 229 note yellowed There is an aged and yellowed note here. LOCATION 0 (* Nowhere -- doesn't exist yet *) WEIGHT 1 READABLE NOUN_SYNONYMS paper END_NOUN NOUN_DESCR 229 The note is aged and yellowed. END_NOUN_DESCR TEXT 229 The note reads: "Sorry, there are no secret passages, glorious treasures, or gory monsters, and don't think you're getting any points either. END_TEXT NOUN 230 pedestal silver There is a silver pedestal about two feet tall in the center of the room. LOCATION 4 (* Cave *) UNMOVABLE END_NOUN NOUN_DESCR 230 The pedestal is silver and about two feet tall. END_NOUN_DESCR NOUN 231 pail wooden There is an old wooden pail here. LOCATION 10 (* Small Room *) WEIGHT 10 NOUN_SYNONYMS bucket END_NOUN NOUN_DESCR 231 The pail is made from wood and is quite old. END_NOUN_DESCR NOUN 232 scale large A large scale is situated at the side of the door. LOCATION 16 (* Front of Crownroom *) UNMOVABLE END_NOUN NOUN_DESCR 232 The scale, actually modeled for Squynches, stands at the side of the door, with a speaker attached to the top of it. END_NOUN_DESCR NOUN 233 plaque readable You see a readable plaque. LOCATION 16 (* Front of Crownroom *) WEIGHT 10 READABLE NOUN_SYNONYMS sign END_NOUN NOUN_DESCR 233 Yeah, it's a plaque all right. END_NOUN_DESCR TEXT 233 The plaque reads: "Ye wide, ye heavy, ye tempted to eat, The only lads worthy to enter my suite." END_TEXT NOUN 235 ogres paralized Two ogres stare at you stupidly as if unable to move. LOCATION 0 (* Nowhere -- doesn't exist yet *) UNMOVABLE NOUN_SYNONYMS ogre END_NOUN NOUN_DESCR 235 The two ogres are staring at you stupidly as if unable to move. END_NOUN_DESCR NOUN 237 one test There is a test here. LOCATION 24 (* Nothing -- Test Area *) UNMOVABLE END_NOUN NOUN_DESCR 237 There is a test here. END_NOUN_DESCR NOUN 238 two test There is a test here. LOCATION 24 (* Nothing -- Test Area *) UNMOVABLE END_NOUN NOUN_DESCR 238 There is a test here. END_NOUN_DESCR NOUN 239 cage iron There is an iron cage near the rear wall. LOCATION 4 (* Cave *) UNMOVABLE END_NOUN NOUN_DESCR 239 The iron cage is near the rear wall. END_NOUN_DESCR NOUN 240 three test There is a test here. LOCATION 24 (* Nothing -- Test Area *) UNMOVABLE END_NOUN NOUN_DESCR 240 There is a test here. END_NOUN_DESCR NOUN 241 four test There is a test here. LOCATION 24 (* Nothing -- Test Area *) UNMOVABLE END_NOUN NOUN_DESCR 241 There is a test here. END_NOUN_DESCR NOUN 242 five test There is a test here. LOCATION 24 (* Nothing -- Test Area *) UNMOVABLE END_NOUN NOUN_DESCR 242 There is a test here. END_NOUN_DESCR NOUN 243 emblem royal King Squeeb's royal emblem of a crown, is imprinted on top of the door. LOCATION 16 (* Front of Crownroom *) UNMOVABLE NOUN_SYNONYMS seal END_NOUN NOUN_DESCR 243 King Squeeb's royal emblem of a tall, thin crown, is imprinted on top of the door. END_NOUN_DESCR NOUN 244 tag sales There is a sales tag here. LOCATION 0 (* Nowhere -- doesn't exist yet *) WEIGHT 3 READABLE NOUN_SYNONYMS receipt END_NOUN NOUN_DESCR 244 The sales tag is about 2 inches by 3 inches. END_NOUN_DESCR TEXT 244 The sales tag reads: 37XEU.00 squorples. compliments of Squorb's antiquities. END_TEXT NOUN 245 bones moldy A rather ugly looking bundle of bones lies in the corner. LOCATION 5 (* Cage *) WEIGHT 15 NOUN_SYNONYMS bone END_NOUN NOUN_DESCR 245 I'd rather not, thank you. END_NOUN_DESCR NOUN 246 clothline solitary There is a solitary clothline stretching from wall to wall. LOCATION 27 (* Royal Laundry Room *) UNMOVABLE NOUN_SYNONYMS line rope END_NOUN NOUN_DESCR 246 The clothline stretches from wall to wall. END_NOUN_DESCR NOUN 247 clothpin wooden There is a wooden clothpin here. LOCATION 0 (* Nowhere -- doesn't exist yet *) WEIGHT 5 NOUN_SYNONYMS pin END_NOUN NOUN_DESCR 247 The wooden clothpin is about 3 inches long. END_NOUN_DESCR NOUN 248 spraycan aerosol There is an aerosol spraycan here. LOCATION 26 (* East End of Hallway *) WEIGHT 10 NOUN_SYNONYMS can END_NOUN NOUN_DESCR 248 The spraycan bears the legend: " Squysol- air disinfectant " END_NOUN_DESCR NOUN 249 vial shiny There is a shiny vial here. You detect some lettering inscribed on it. LOCATION 23 (* On Top of Cove *) WEIGHT 5 READABLE NOUN_SYNONYMS tube END_NOUN NOUN_DESCR 249 You detect some lettering inscribed on the vial. END_NOUN_DESCR TEXT 249 The shiny vial reads, " OGRE ANNIHILATER " END_TEXT NOUN 250 hermit reeking A filthy, reeking, hermit resides here, shooing at you nastily. LOCATION 23 (* On Top of Cove *) UNMOVABLE NOUN_SYNONYMS END_NOUN NOUN_DESCR 250 The hermit is the vilest, most abhorrently odious creature you've ever set eyes upon. He is dressed in tatters and smells frightfully. He is presently shooing you off nastily. "Away from here! GO AWAY! Leave! Flee! Scram! Begone! Make off! CHEESE IT!," he snarls. I would follow his advice if I were you. END_NOUN_DESCR NOUN 251 skeleton queer A queer looking skeleton is hanging from the wall by an arm. LOCATION 29 (* Dungeon *) UNMOVABLE END_NOUN NOUN_DESCR 251 A queer looking skeleton is hanging from the wall by an arm. Funny, all it's composed of is a skull, shoulder bone, and a solitary arm emerging from a collar bone. END_NOUN_DESCR NOUN 252 shrubs fine Fine shrubbery and plants adorn the grounds picturesquely. LOCATION 30 (* Royal Gardens *) UNMOVABLE NOUN_SYNONYMS shrub plant shrubbery END_NOUN NOUN_DESCR 252 There are many kinds of shrubs and plants. Too many to describe. END_NOUN_DESCR NOUN 253 laundry dirty There is a large pile of dirty laundry here. LOCATION 27 (* Royal Laundry Room *) UNMOVABLE NOUN_SYNONYMS hat hats clothes END_NOUN NOUN_DESCR 253 You see heaps of dirty Squynchian clothes, made up mostly of hats. END_NOUN_DESCR NOUN 254 devices torture The walls are also lined with exquisite Squynchian torture devices. LOCATION 29 (* Dungeon *) UNMOVABLE NOUN_SYNONYMS torture tortures device END_NOUN NOUN_DESCR 254 Although exquisite, the Squynchian torture devices are too terrible to describe. END_NOUN_DESCR NOUN 255 six test There is a test here. LOCATION 24 (* Nothing -- Test Area *) WEIGHT 0 END_NOUN NOUN_DESCR 255 There is a test here. END_NOUN_DESCR NOUN 256 seven test There is a test here. LOCATION 24 (* Nothing -- Test Area *) WEIGHT 0 END_NOUN NOUN_DESCR 256 There is a test here. END_NOUN_DESCR NOUN 257 flag large There is a large flag flying the insignia of a skull and crossbones. LOCATION 12 (* Pirate cove *) UNMOVABLE NOUN_SYNONYMS END_NOUN NOUN_DESCR 257 The flag is flying the insignia of a skull and crossbones. It must be a pirate flag. END_NOUN_DESCR NOUN 258 door small There is a door to the east. LOCATION 16 (* Front of Crownroom *) UNMOVABLE END_NOUN NOUN_DESCR 258 The door is to the east. It is quite ordinary. END_NOUN_DESCR NOUN 259 eight test There is a test here. LOCATION 24 (* Nothing -- Test Area *) WEIGHT 0 END_NOUN NOUN_DESCR 259 There is a test here. END_NOUN_DESCR NOUN 260 nine test There is a test here. LOCATION 24 (* Nothing -- Test Area *) WEIGHT 0 END_NOUN NOUN_DESCR 260 There is a test here. END_NOUN_DESCR NOUN 261 ten test There is a test here. LOCATION 24 (* Nothing -- Test Area *) WEIGHT 0 END_NOUN NOUN_DESCR 261 There is a test here. END_NOUN_DESCR NOUN 262 nose my My nose is here. LOCATION 0 (* Nowhere -- doesn't exist yet *) WEIGHT 30 NOUN_SYNONYMS me END_NOUN NOUN_DESCR 262 My nose is here. END_NOUN_DESCR NOUN 263 drawbridge down Fortunately, the drawbridge is presently down now. LOCATION 14 (* Front of Castle *) UNMOVABLE NOUN_SYNONYMS bridge END_NOUN NOUN_DESCR 263 The drawbridge is presently down now. It is made from large wooden planks and looks quite sturdy. END_NOUN_DESCR NOUN 264 moat old A moat, on either side of you, flows beneath the drawbridge. LOCATION 18 (* Drawbridge *) UNMOVABLE NOUN_SYNONYMS water END_NOUN NOUN_DESCR 264 A moat, on either side of you, looks dark and dirty. The water stinks. END_NOUN_DESCR NOUN 265 label Old There is a lable here. LOCATION 0 (* Nowhere *) UNMOVABLE NOUN_SYNONYMS rise raise cove END_NOUN NOUN_DESCR 265 These are just nouns. END_NOUN_DESCR NOUN 266 xxx Old There is a lable here. LOCATION 0 (* Nowhere *) UNMOVABLE NOUN_SYNONYMS north south east west northeast northwest southeast southwest END_NOUN NOUN_DESCR 266 These are just nouns. END_NOUN_DESCR NOUN 267 case glass A glass case is placed on a silver pedestal. The glass has been cut. LOCATION 0 (* Nowhere *) UNMOVABLE NOUN_SYNONYMS glass END_NOUN NOUN_DESCR 267 The glass has been cut with a sharp tool. END_NOUN_DESCR NOUN 268 paper old You see an old, weathered piece of paper. LOCATION 31 (* Clearing *) READABLE END_NOUN NOUN_DESCR 268 The paper has writing on it, which is quite faded. END_NOUN_DESCR TEXT 268 This game was created using the Adventure Game Toolkit. A BRIEF OVERVIEW OF THE ADVENTURE GAME TOOLKIT The ADVENTURE GAME TOOLKIT (AGT) is designed to allow a game designer/writer to create and play his/her own high-quality text adventure games. Once created, these adventure games can be shared with and enjoyed by others -- even if they do not have a copy of the Adventure Game Toolkit themselves. Using AGT the game developer can create two distinct levels of adventure games: STANDARD LEVEL games that require no programming experience (honestly!!), only a fertile imagination. These Standard Level games only require that the game designer/writer generates the game using a word processor or text editor to describe the various locations, objects and results of actions that collectively make up the game. PROFESSIONAL LEVEL games that also make use of AGT's special adventure game metalanguage to create games as complex and rich as the game designer's imagination and prose style will allow. These games should be technically comparable with the published text adventure games from firms like Infocom. FEATURES OF THE ADVENTURE GAME TOOLKIT AGT has a number of features that make it a very comprehensive adventure game creation product. Some of these key features are: * "Look and feel" of Infocom adventure games with similar screen layout and standard vocabulary and routines. * Large standard vocabulary with potential to define many more words unique to a specific adventure. Typical games can have a vocabulary of 400 words or more. * Sophisticated parser that can understand (1) complex input commands including pronouns (IT, HIM, HER, THEM, MY and ITS), and (2) compound commands separated by AND or THEN or punctuation symbols, and (3) commands addressed to characters within the game. Here are a few examples of commands AGT can handle with ease: GET THE FLASH LIGHT AND THEN SWITCH IT ON PUT ON THE CLOAK, THEN EXAMINE IT; READ ITS LABEL PLACE THE GREEN ROCK AND THE SMALL PEBBLE BEHIND THE TREE ENTER THE HOUSE; GET ALL; EXIT; SOUTH; SOUTH THEN DOWN SULU, SET A COURSE FOR ALPHA 14 SCOTTY, BEAM DOWN A TRICORDER AND THE QWERTY MODULE DROP THE FOOD, THE KEY AND THE BOTTLE THEN UNLOCK THE DOOR WITH THE BRASS KEY AND THEN LEAVE * Function and cursor keys predefined to input frequently used commands and move directions. * SCRIPT and UNSCRIPT commands to echo game output to printer. * Total compatibility with the last version of Generic Adventure Game System (GAGS version 1.07) and GAGS' large established library of text adventures. GAGS was the precursor to AGT. TO LEARN MORE ABOUT THE ADVENTURE GAME TOOLKIT Look for a file named AGTBLURB.TXT on this disk or the place/service where you got this disk. This file is a short description of the features of the ADVENTURE GAME TOOLKIT. This file presents an overview of AGT's special metalanguage for creating PROFESSIONAL LEVEL games, plus presents a complete STANDARD LEVEL adventure created without any programming. HOW TO GET THE LATEST VERSION OF THE ADVENTURE GAME TOOLKIT AND SAMPLE GAMES For only $20.00 you can be a "registered" user and receive the latest version of AGT plus the source code for this adventure game and others just as good. Registered users can also order a printed AGT manual that reveals many of the secrets of the "Great Adventure Masters" for creating clever and fun adventure games. Registered users can also order the Turbo PASCAL 4.0 source code for AGT for only $50.00! Just write or call: Softworks 43064 Via Moraga Mission San Jose, California 94539 VISA or MasterCard accepted for telephone orders (415) 659-0533 12:00 Noon to 9:00 PM -- PST only If you wish to learn more AGT products and prices, just enter the command: PRINT ORDER FORM END_TEXT VERBS LIGHT MELT HEAT BURN Dummy_Verb1 NO Dummy_Verb2 YES Dummy_Verb3 GO Dummy_Verb4 LIFT Dummy_Verb5 CUT Dummy_Verb6 SLIDE Dummy_Verb7 SAY Dummy_Verb8 GIVE Dummy_Verb9 FEED Dummy_Verb10 CLIMB Dummy_Verb11 RAISE RISE Dummy_Verb12 BREAK SMASH Dummy_Verb13 KICK Dummy_Verb14 HIT Dummy_Verb15 SHOW Dummy_Verb16 POUR EMPTY Dummy_Verb17 FILL Dummy_Verb18 STAND Dummy_Verb19 SIT Dummy_Verb20 SMOKE Dummy_Verb21 SLEEP Dummy_Verb22 WRAP Dummy_Verb23 UNWRAP Dummy_Verb24 BOLT Dummy_Verb25 UNBOLT Dummy_Verb26 ROLL Dummy_Verb27 UNROLL Dummy_Verb28 PIN CLIP Dummy_Verb29 UNPIN UNCLIP Dummy_Verb30 SPRAY Dummy_Verb31 CROSS Dummy_Verb32 LOWER Dummy_Verb33 SWIM Dummy_Verb34 STEP Dummy_Verb35 OOPS Dummy_Verb36 HOLD COVER Dummy_Verb37 STICK WEDGE MOVE PRY Dummy_Verb38 SHAKE Dummy_Verb39 DEBUG END_VERBS