Start of a transcript of Zork A Computerized Fantasy Simulation Game by Infocom -- Ported by Dean Menezes (Last change 2019-09-20) Release 4 / Serial number 190920 / Inform 7 build 6G60 (I6/v6.32 lib 6/12N) Identification number: //39D407F4-3B6E-4737-9344-64415599B4A0// Interpreter version 1.2.8 / VM 3.1.2 / Library serial number 080126 Standard Rules version 2/090402 by Graham Nelson >help > Introduction to Zork Instructions for Play Various user commands in Zork Command parser Other considerations InvisiClues Hints (if you are stuck) Welcome to Zork! You are near a large dungeon, which is reputed to contain vast quantities of treasure. Naturally, you wish to acquire some of it. In order to do so, you must of course remove it from the dungeon. To receive full credit for it, you must deposit it safely in the trophy case in the living room of the house. In addition to valuables, the dungeon contains various objects which may or may not be useful in your attempt to get rich. You may need sources of light, since dungeons are often dark, and weapons, since dungeons often have unfriendly things wandering about. Reading material is scattered around the dungeon as well; some of it is rumored to be useful. To determine how successful you have been, a score is kept. When you find a valuable object and pick it up, you receive a certain number of points, which depends on the difficulty of finding the object. You receive extra points for transporting the treasure safely to the living room and placing it in the trophy case. In addition, some particularly interesting rooms have a value associated with visiting them. The only penalty is for getting yourself killed, which you may do only twice. Of special note is a thief (always carrying a large bag) who likes to wander around in the dungeon (he has never been seen by the light of day). He likes to take things. Since he steals for pleasure rather than profit and is somewhat sadistic, he only takes things which you have seen. Although he prefers valuables, sometimes in his haste he may take something which is worthless. From time to time, he examines his take and discards objects which he doesn't like. He may occasionally stop in a room you are visiting, but more often he just wanders through and rips you off (he is a skilled pickpocket). Please press SPACE to continue. > Introduction to Zork Instructions for Play Various user commands in Zork Command parser Other considerations InvisiClues Hints (if you are stuck) > Introduction to Zork Instructions for Play Various user commands in Zork Command parser Other considerations InvisiClues Hints (if you are stuck) Introduction to Zork > Instructions for Play Various user commands in Zork Command parser Other considerations InvisiClues Hints (if you are stuck) Introduction to Zork > Instructions for Play Various user commands in Zork Command parser Other considerations InvisiClues Hints (if you are stuck) > About Interactive Fiction What to do with > Getting Started Rooms and Travel Objects Controlling the Game How the World is Assembled If You Get Stuck The game you are playing is a work of Interactive Fiction. In interactive fiction you play the main character of a story. You type commands which determine the actions of the character and the flow of the plot. Some IF games include graphics, but most do not: the imagery is provided courtesy of your imagination. On the other hand, there's a wide range of action available: whereas in other games you may be restricted to shooting, movement, or searching items you can click on with a mouse, IF allows you a wide range of verbs. Please press SPACE to continue. > About Interactive Fiction What to do with > Getting Started Rooms and Travel Objects Controlling the Game How the World is Assembled If You Get Stuck > About Interactive Fiction What to do with > Getting Started Rooms and Travel Objects Controlling the Game How the World is Assembled If You Get Stuck About Interactive Fiction > What to do with > Getting Started Rooms and Travel Objects Controlling the Game How the World is Assembled If You Get Stuck About Interactive Fiction > What to do with > Getting Started Rooms and Travel Objects Controlling the Game How the World is Assembled If You Get Stuck The > sign is where the game says, "Okay, what do you want to do now?" You may respond by typing an instruction -- usually an imperative verb, possibly followed by prepositions and objects. So, for instance, LOOK, LOOK AT FISH, TAKE FISH. Please press SPACE to continue. About Interactive Fiction > What to do with > Getting Started Rooms and Travel Objects Controlling the Game How the World is Assembled If You Get Stuck About Interactive Fiction > What to do with > Getting Started Rooms and Travel Objects Controlling the Game How the World is Assembled If You Get Stuck About Interactive Fiction What to do with > > Getting Started Rooms and Travel Objects Controlling the Game How the World is Assembled If You Get Stuck About Interactive Fiction What to do with > > Getting Started Rooms and Travel Objects Controlling the Game How the World is Assembled If You Get Stuck The first thing you want to do when starting a game is acquaint yourself with your surroundings and get a sense of your goal. To this end, you should read the introductory text carefully. Sometimes it contains clues. You will also want to look at the room you are in. Notice where the exits from the room are, and what objects are described here. If any of these seem interesting, you may want to EXAMINE them. You might also want to examine yourself (EXAMINE ME) to see whether the author has left you any clues about your character. TAKE INVENTORY will tell you what you're carrying, as well. Once you've gotten your bearings, you may want to explore. Move from room to room, and check out every location available. Please press SPACE to continue. About Interactive Fiction What to do with > > Getting Started Rooms and Travel Objects Controlling the Game How the World is Assembled If You Get Stuck About Interactive Fiction What to do with > > Getting Started Rooms and Travel Objects Controlling the Game How the World is Assembled If You Get Stuck About Interactive Fiction What to do with > Getting Started > Rooms and Travel Objects Controlling the Game How the World is Assembled If You Get Stuck About Interactive Fiction What to do with > Getting Started > Rooms and Travel Objects Controlling the Game How the World is Assembled If You Get Stuck At any given time, you are in a specific location, or room. When you go into a room, the game will print a description of what you can see there. This description will contain two vital kinds of information: things in the room you can interact with or take, and a list of exits, or ways out. If you want to see the description again, you may just type LOOK. When you want to leave a location and go to another one, you may communicate this to the game using compass directions: eg, GO NORTH. For simplicity's sake, you are allowed to omit the word GO, and to abbreviate the compass directions. So you may use NORTH, SOUTH, EAST, WEST, NORTHEAST, SOUTHEAST, NORTHWEST, SOUTHWEST, UP, and DOWN, or in short form N, S, E, W, NE, SE, NW, SW, U, and D. In some locations, IN and OUT will also be useful. Please press SPACE to continue. About Interactive Fiction What to do with > Getting Started > Rooms and Travel Objects Controlling the Game How the World is Assembled If You Get Stuck About Interactive Fiction What to do with > Getting Started > Rooms and Travel Objects Controlling the Game How the World is Assembled If You Get Stuck About Interactive Fiction What to do with > Getting Started Rooms and Travel > Objects Controlling the Game How the World is Assembled If You Get Stuck About Interactive Fiction What to do with > Getting Started Rooms and Travel > Objects Controlling the Game How the World is Assembled If You Get Stuck Throughout the game there will be assorted objects that you can do things with. Most importantly, you may TAKE or GET items, and (when you are tired of them) DROP them again. INVENTORY (abbreviated I) will list the items you are currently holding. There are usually assorted things you may do with these objects. OPEN, CLOSE, WEAR, EAT, LOCK, and UNLOCK are especially common. Occasionally, you will find that the game does not recognize the name of an object even though it has been described as being in the room with you. If this is the case, the object is just there for scenery, and you may assume that you do not need to interact with it. Please press SPACE to continue. About Interactive Fiction What to do with > Getting Started Rooms and Travel > Objects Controlling the Game How the World is Assembled If You Get Stuck About Interactive Fiction What to do with > Getting Started Rooms and Travel > Objects Controlling the Game How the World is Assembled If You Get Stuck About Interactive Fiction What to do with > Getting Started Rooms and Travel Objects > Controlling the Game How the World is Assembled If You Get Stuck About Interactive Fiction What to do with > Getting Started Rooms and Travel Objects > Controlling the Game How the World is Assembled If You Get Stuck There are a few simple commands for controlling the game itself. These are: SAVE saves a snapshot of the game as it is now. RESTORE puts the game back to a previous saved state. You may keep as many saved games as you like. RESTART puts the game back to the way it was at the beginning. QUIT ends the game. Please press SPACE to continue. About Interactive Fiction What to do with > Getting Started Rooms and Travel Objects > Controlling the Game How the World is Assembled If You Get Stuck About Interactive Fiction What to do with > Getting Started Rooms and Travel Objects > Controlling the Game How the World is Assembled If You Get Stuck About Interactive Fiction What to do with > Getting Started Rooms and Travel Objects Controlling the Game > How the World is Assembled If You Get Stuck About Interactive Fiction What to do with > Getting Started Rooms and Travel Objects Controlling the Game > How the World is Assembled If You Get Stuck > Space Containment Types of Action Other Characters Most IF games are set in a world made up of rooms without internal division. Movement between rooms is possible; movement within a room does not always amount to anything. >WALK OVER TO THE DESK is rarely a useful sort of command. On the other hand, if something is described as being high or out of reach, it is sometimes relevant to stand on an object to increase your height. This kind of activity tends to be important only if prompted by the game text. Please press SPACE to continue. > Space Containment Types of Action Other Characters > Space Containment Types of Action Other Characters Space > Containment Types of Action Other Characters Space > Containment Types of Action Other Characters One thing that IF does tend to model thoroughly is containment. Is something in or on something else? The game keeps track of this, and many puzzles have to do with where things are -- in the player's possession, lying on the floor of the room, on a table, in a box, etc. Please press SPACE to continue. Space > Containment Types of Action Other Characters Space > Containment Types of Action Other Characters Space Containment > Types of Action Other Characters Space Containment > Types of Action Other Characters Most of the actions you can perform in the world of IF are brief and specific. >WALK WEST or >OPEN DOOR are likely to be provided. >TAKE A JOURNEY or >BUILD A TABLE are not. Things like >GO TO THE HOTEL are on the borderline: some games allow them, but most do not. In general, abstract, multi-stage behavior usually has to be broken down in order for the game to understand it. Please press SPACE to continue. Space Containment > Types of Action Other Characters Space Containment > Types of Action Other Characters Space Containment Types of Action > Other Characters Space Containment Types of Action > Other Characters Other characters in IF games are sometimes rather limited. On the other hand, there are also games in which character interaction is the main point of the game. You should be able to get a feel early on for the characters -- if they seem to respond to a lot of questions, remember what they're told, move around on their own, etc., then they may be fairly important. If they have a lot of stock responses and don't seem to have been the game designer's main concern, then they are most likely present either as local color or to provide the solution to a specific puzzle or set of puzzles. Characters in very puzzle-oriented games often have to be bribed, threatened, or cajoled into doing something that the player cannot do -- giving up a piece of information or an object, reaching something high, allowing the player into a restricted area, and so on. Please press SPACE to continue. Space Containment Types of Action > Other Characters Space Containment Types of Action > Other Characters About Interactive Fiction What to do with > Getting Started Rooms and Travel Objects Controlling the Game > How the World is Assembled If You Get Stuck About Interactive Fiction What to do with > Getting Started Rooms and Travel Objects Controlling the Game How the World is Assembled > If You Get Stuck About Interactive Fiction What to do with > Getting Started Rooms and Travel Objects Controlling the Game How the World is Assembled > If You Get Stuck > Explore Read carefully Be creative Cooperate Examine every object and look at everything in your inventory. Open all the doors you can find, and go through them. Look inside all closed containers. Make sure you've exhausted all the options in your environment. Try out all your senses. If the game mentions texture, odor, or sound, try touching, smelling, listening to, or tasting objects. Be thorough. If you still can't figure out what to do, try opening windows, looking under beds, etc. Sometimes objects are well-hidden. Please press SPACE to continue. > Explore Read carefully Be creative Cooperate > Explore Read carefully Be creative Cooperate Explore > Read carefully Be creative Cooperate Explore > Read carefully Be creative Cooperate Reread. Look back at things you've already looked at. Sometimes this will trigger an idea you hadn't thought of. Take hints from the prose of the game. Things that are described in great detail are probably more important than things that are given one-liners. Play with those objects. If a machine is described as having component parts, look at the parts, and try manipulating them. Likewise, notice the verbs that the game itself uses. Try using those yourself. Games often include special verbs -- the names of magic spells, or other special commands. There's no harm in attempting something if the game mentions it. Check the whole screen. Are there extra windows besides the main window? What's going on in those? Check out the status bar, if there is one -- it may contain the name of the room you're in, your score, the time of day, your character's state of health, or some other important information. If there's something up there, it's worth paying attention to that, too. When and where does it change? Why is it significant? If the bar is describing your character's health, you can bet there is probably a point at which that will be important. Please press SPACE to continue. Explore > Read carefully Be creative Cooperate Explore > Read carefully Be creative Cooperate Explore Read carefully > Be creative Cooperate Explore Read carefully > Be creative Cooperate Rephrase. If there's something you want to do, but the game doesn't seem to understand you, try alternative wordings. Try variations. Sometimes an action doesn't work, but does produce some kind of unusual result. These are often indications that you're on the right track, even if you haven't figured out quite the right approach yet. Pressing the red button alone may only cause a grinding noise from inside the wall, so perhaps pressing the blue and then the red will open the secret door. Consider the genre of the game. Mysteries, romances, and thrillers all have their own types of action and motivation. What are you trying to do, and how do conventional characters go about doing that? What's the right sort of behavior for a detective/romance heroine/spy? Please press SPACE to continue. Explore Read carefully > Be creative Cooperate Explore Read carefully > Be creative Cooperate Explore Read carefully Be creative > Cooperate Explore Read carefully Be creative > Cooperate Play with someone else. Two heads are often better than one. If that doesn't work, try emailing the author or (better yet) posting a request for hints on the newsgroup rec.games.int-fiction. For best results, put the name of the game you want help with in the subject line; then leave a page or so of blank spoiler space (so that no one will read about where you got to in the game unless they've already played it), and describe your problem as clearly as possible. Someone will probably be able to tell you how to get around it. Please press SPACE to continue. Explore Read carefully Be creative > Cooperate Explore Read carefully Be creative > Cooperate About Interactive Fiction What to do with > Getting Started Rooms and Travel Objects Controlling the Game How the World is Assembled > If You Get Stuck Introduction to Zork > Instructions for Play Various user commands in Zork Command parser Other considerations InvisiClues Hints (if you are stuck) Introduction to Zork Instructions for Play > Various user commands in Zork Command parser Other considerations InvisiClues Hints (if you are stuck) Introduction to Zork Instructions for Play > Various user commands in Zork Command parser Other considerations InvisiClues Hints (if you are stuck) The following commands may prove useful while playing Dungeon. They are not, however, game commands; that is, they have no side affects on the current game. Verbosity VERBOSE: Prints long room descriptions on first visit. BRIEF: Prints short room descriptions and short object descriptions for rooms which have been visited. SUPERBRIEF: Prints short room descriptions and short object descriptions all the time, even on the first visit. Note that the maximally verbose description may always be obtained by the command "LOOK". Help INFO or HELP: Prints information on what the game is about. Progress QUIT: Prints your score, and asks whether you wish to continue playing; "Q" is equivalent. SCORE: Prints your score (and deflates your ego). TIME: Prints how much time you have wasted playing the game. VERSION: Prints the current version number. Save/Restore SAVE: Saves the current game for future continuation. RESTORE: Restores a previous saved game. General AGAIN: Repeats the last command. LOOK: Describes the current surroundings; "L" is equivalent. INVENTORY: Prints a list of your possessions; "I" is equivalent. DIAGNOSE: Prints your current state of health. WAIT: Causes "time" to pass. Please press SPACE to continue. Introduction to Zork Instructions for Play > Various user commands in Zork Command parser Other considerations InvisiClues Hints (if you are stuck) Introduction to Zork Instructions for Play > Various user commands in Zork Command parser Other considerations InvisiClues Hints (if you are stuck) Introduction to Zork Instructions for Play Various user commands in Zork > Command parser Other considerations InvisiClues Hints (if you are stuck) Introduction to Zork Instructions for Play Various user commands in Zork > Command parser Other considerations InvisiClues Hints (if you are stuck) A command is one line of text terminated by a carriage return. You are talking to a moderately stupid parser, which understands the following types of things. Actions Among the more obvious of these, TAKE, PUT, DROP, etc. Fairly general forms of these may be used, such as PICK UP, PUT DOWN, etc. Directions NORTH, SOUTH, UP, DOWN, etc. and their various abbreviations. Other more obscure directions (LAND, CROSS) are appropriate in only certain situations. Objects Most objects have names and can be referenced by them. Multiple objects, separated by commas or AND, can be used with TAKE, PUT, and DROP. In addition, the collective object EVERYTHING may also be used with TAKE, PUT, and DROP. Collective objects may be qualified with an EXCEPT clause; for example, TAKE EVERYTHING EXCEPT THE RUG. Adjectives Some adjectives are understood and required when there are two objects which can be referenced with the same noun (e.g., DOORs, BUTTONs). Prepositions It may be necessary in some cases to include prepositions, but the parser attempts to handle cases which aren't ambiguous without. Thus "GIVE CAR TO DEMON" will work, as will "GIVE DEMON CAR". When a preposition is used, it should be appropriate; "GIVE CAR WITH DEMON" won't parse. Sentences The parser understands a reasonable number of things. For example, multiple commands (separated by periods or semicolons) can be placed on the same line. Ambiguity The parser tries to be clever about what to do in the case of actions which require objects that are not explicitly specified. If there is only one possible object, the parser will assume that it should be used. Otherwise, the parser will ask. Most questions asked by the parser can be answered. Please press SPACE to continue. Introduction to Zork Instructions for Play Various user commands in Zork > Command parser Other considerations InvisiClues Hints (if you are stuck) Introduction to Zork Instructions for Play Various user commands in Zork > Command parser Other considerations InvisiClues Hints (if you are stuck) Introduction to Zork Instructions for Play Various user commands in Zork Command parser > Other considerations InvisiClues Hints (if you are stuck) Introduction to Zork Instructions for Play Various user commands in Zork Command parser > Other considerations InvisiClues Hints (if you are stuck) The following "theories" are fundamental to the game and should be noted. Containment Some objects can contain other objects. Many such containers can be opened and closed. The rest are always open. They may or may not be transparent. For you to access (e.g., take) an object which is in a container, the container must be open. For you to see such an object, the container must be either open or transparent. Containers have a capacity, and objects have sizes; the number of objects which will fit therefore depends on their sizes. You may put any object you have access to (it need not be in your hands) into any other object. At some point, the program will attempt to pick it up if you don't already have it, which process may fail if you're carrying too much. Although containers can contain other containers, the program doesn't access more than one level down. Fighting Occupants of the dungeon will, as a rule, fight back when attacked. In some cases, they may attack even if unprovoked. Useful verbs here are "ATTACK WITH ", "KILL", etc. Knife-throwing may or may not be useful. You have a fighting strength which varies with time. Being in a fight, getting killed, and being injured all lower this strength. Strength is regained with time. Thus, it is not a good idea to fight someone immediately after being killed. Other details should become apparent after a few melees or deaths. The "DIAGNOSE" command describes your state of health. Vehicles These are some objects in the labyrinth which are rumored to have the ability to transport the fearless adventurer to mysterious regions which are inaccessible on foot. Needless to say, the adventurer faces great personal peril as he encounters these regions. The vehicles can usually be entered with the "BOARD" command and can be exited with the "DISEMBARK" command. Please press SPACE to continue. Introduction to Zork Instructions for Play Various user commands in Zork Command parser > Other considerations InvisiClues Hints (if you are stuck) Introduction to Zork Instructions for Play Various user commands in Zork Command parser > Other considerations InvisiClues Hints (if you are stuck) Introduction to Zork Instructions for Play Various user commands in Zork Command parser Other considerations > InvisiClues Hints (if you are stuck) Introduction to Zork Instructions for Play Various user commands in Zork Command parser Other considerations > InvisiClues Hints (if you are stuck) West of House You are in an open field on the west side of a white house with a boarded front door. There is a small mailbox here. A rubber mat saying "Welcome to Zork" lies by the door. >version Zork A Computerized Fantasy Simulation Game by Infocom -- Ported by Dean Menezes (Last change 2019-09-20) Release 4 / Serial number 190920 / Inform 7 build 6G60 (I6/v6.32 lib 6/12N) Identification number: //39D407F4-3B6E-4737-9344-64415599B4A0// Interpreter version 1.2.8 / VM 3.1.2 / Library serial number 080126 Standard Rules version 2/090402 by Graham Nelson >superbrief Zork is now in its "superbrief" mode, which always gives short descriptions of locations (even if you haven't been there before). >verbose Zork is now in its "verbose" mode, which always gives long descriptions of locations (even if you've been there before). >brief Zork is now in its "brief" printing mode, which gives long descriptions of places never before visited and short descriptions otherwise. >look West of House You are in an open field on the west side of a white house with a boarded front door. There is a small mailbox here. A rubber mat saying "Welcome to Zork" lies by the door. >l West of House You are in an open field on the west side of a white house with a boarded front door. There is a small mailbox here. A rubber mat saying "Welcome to Zork" lies by the door. >examine house The house is a beautiful colonial house which is painted white. It is clear that the owners must have been extremely wealthy. >x house The house is a beautiful colonial house which is painted white. It is clear that the owners must have been extremely wealthy. >wait Time passes. >z Time passes. >incant me That spell has no obvious effect. >x door You see nothing special about the front door. >x mailbox You see nothing special about the small mailbox. >x mat The mat says "Welcome to Zork". >x me That's difficult unless your eyes are prehensile. >x hands You see nothing special about your bare hands. >x lungs You see nothing special about your lungs. >x ground You see nothing special about the ground. >knock on door Why knock on a front door? >enter door The door is locked, and there is evidently no key. >open door The door cannot be opened. >attack mailbox You'll have to say with what you want to attack the small mailbox. >swim I think swimming is best accomplished in water. >find me You're around here somewhere... >find house It's right here! Are you blind or something? >find hands Within six feet of your head, assuming you haven't left that somewhere. >find mailbox It's right here. >hello Hello. >hi Goodbye. >greetings Nice weather we've been having lately. >hello mailbox I think that only schizophrenics say "Hello" to a small mailbox. >kick the mailbox Kicking a small mailbox is not notably useful. >pray If you pray enough, your prayers may be answered. >count blessings Well, for one, you are playing Zork.... >gdt If you want to debug the game, use the standard Inform debugging verbs. >noobj In the MDL sources, NOOBJ is described as a "hack". As we are above such practices, NOOBJ is not implemented. >mumble You'll have to speak up if you want me to hear you. >repent It may well be too late. >win Naturally! >lose I don't know how to do that: I win in all cases. >foo Oh yeah, well FOO, BAR, and BLETCH to you too. >xyzzy A hollow voice says "Fool". >back He who puts his hand to the plow and looks back is not fit for the kingdom of winners. In any case, "BACK" doesn't work. >zork At your service! >bug It's not a bug, its a feature. >feature That's right. >schedule The dungeon is ALWAYS open (always room for one more). >time You have been playing Zork for longer than you think. >get mat Taken. >inventory You are carrying: a rubber welcome mat >i You are carrying: a rubber welcome mat >unlock door with mat It doesn't seem to work. >wear mat You can't wear that! >n North of House You are facing the north side of a white house. There is no door here, and all the windows are barred. >n Forest This is a dimly lit forest, with large trees all around. One particularly large tree with some low branches stands here. >x tree You see nothing special about the tree. You hear in the distance the chirping of a song bird. >u Up a Tree You are about ten feet above the ground nestled among some large branches. The nearest branch above you is beyond your reach. On the branch is a small birds nest. In the bird's nest is a large egg encrusted with precious jewels, apparently scavenged somewhere by a childless songbird. The egg is covered with fine gold inlay and ornamented in lapis lazuli and mother-of-pearl. Unlike most eggs, this one is hinged and has a delicate looking clasp holding it closed. The egg appears extremely fragile. >x nest In the birds nest is a jewel-encrusted egg. >x egg The egg is covered with fine gold inlay and ornamented in lapis lazuli and mother-of-pearl. Unlike most eggs, this one is hinged and has a delicate looking clasp holding it closed. The egg appears extremely fragile. >x tree You see nothing special about the tree. >l Up a Tree You are about ten feet above the ground nestled among some large branches. The nearest branch above you is beyond your reach. On the branch is a small birds nest. In the bird's nest is a large egg encrusted with precious jewels, apparently scavenged somewhere by a childless songbird. The egg is covered with fine gold inlay and ornamented in lapis lazuli and mother-of-pearl. Unlike most eggs, this one is hinged and has a delicate looking clasp holding it closed. The egg appears extremely fragile. >i You are carrying: a rubber welcome mat >score You have so far scored 0 out of a possible 716, in 44 turns, earning you the rank of Beginner. >save Ok. >drop mat The rubber welcome mat falls to the ground. >get egg Taken. [Your score has just gone up by five points.] >d Forest There is a rubber welcome mat here. >l Forest This is a dimly lit forest, with large trees all around. One particularly large tree with some low branches stands here. There is a rubber welcome mat here. >i You are carrying: a jewel-encrusted egg >score You have so far scored 5 out of a possible 716, in 49 turns, earning you the rank of Beginner. >restore Ok. >l Up a Tree You are about ten feet above the ground nestled among some large branches. The nearest branch above you is beyond your reach. On the branch is a small birds nest. In the bird's nest is a large egg encrusted with precious jewels, apparently scavenged somewhere by a childless songbird. The egg is covered with fine gold inlay and ornamented in lapis lazuli and mother-of-pearl. Unlike most eggs, this one is hinged and has a delicate looking clasp holding it closed. The egg appears extremely fragile. >i You are carrying: a rubber welcome mat You hear in the distance the chirping of a song bird. >score You have so far scored 0 out of a possible 716, in 46 turns, earning you the rank of Beginner. >drop mat The rubber welcome mat falls to the ground. >get egg Taken. [Your score has just gone up by five points.] >d Forest There is a rubber welcome mat here. >get mat Taken. >n Forest This is a dimly lit forest, with large trees all around. To the east, there appears to be sunlight. You hear in the distance the chirping of a song bird. >n South of House You are facing the south side of a white house. There is no door here, and all the windows are barred. >e Behind House You are behind the white house. In one corner of the house is a window that is slightly ajar. >e Clearing This is a clearing, with a forest surrounding you on the west and south. There is a pile of leaves on the ground. >x leaves You see nothing special about the pile of leaves. >count leaves There are 69,105 leaves here. >move leaves Moving the pile of leaves reveals a grating. >x grating You see nothing special about the grating. >open grating It seems to be locked. >se Forest This is a forest with trees in all directions around you. >w Forest >e Clearing There is a pile of leaves on the ground. >sw Behind House >x window You see nothing special about the window. >open window With great effort, you open the window far enough to allow entry. >close window The window closes (more easily than it opened). >open window With great effort, you open the window far enough to allow entry. >in Kitchen This is the kitchen of the white house. A table seems to have been used recently for the preparation of food. A passage leads to the west, and a dark staircase can be seen leading upward. A dark chimney leads down and to the east is a small window which is open. On the table is an elongated brown sack, smelling of hot peppers. Sitting on the table is a small bottle. The bottle contains: a quantity of water [Your score has just gone up by ten points.] >x sack You see nothing special about the sack. >x bottle In the bottle is a quantity of water. >x water You see nothing special about the quantity of water. >x window You see nothing special about the window. >x stairs You see nothing special about the attic stairs. >x chimney You see nothing special about the chimney. >d Only Santa Claus climbs down chimneys. >get all sack: Taken. bottle: Taken. >w Living Room This is the living room. There is a door to the east. To the west, there is a wooden door with strange gothic lettering, which appears to be nailed shut. In the center of the room is a large oriental rug. There is a trophy case here. On hooks above the mantelpiece hangs an elvish sword of great antiquity. A battery powered brass lantern is on the trophy case. There is an issue of US NEWS & DUNGEON REPORT here. >x rug You see nothing special about the oriental rug. >x case The trophy case is empty. >x sword You see nothing special about the elvish sword. >x lantern The battery-powered brass lantern is currently switched off. >x newspaper US NEWS AND DUNGEON REPORT 2007 Late Dungeon Edition This is the Inform 7 version of Dungeon (Zork). For more information on Inform 7, see . Please report all bugs to Dean Menezes . Lots and lots and lots and LOTS of bugs have been fixed. Aspiring adventurers should avail themselves of every opportunity to broaden their intellectual horizons and increase their perspicacity. Fatal events have somewhat more convoluted results than previously. >x wooden door The engravings translate to "This space intentionally left blank." >get case The trophy case is securely fastened to the wall (perhaps to foil any attempt by robbers to remove it). >get rug The rug is too heavy to lift. >look under rug There's a trap door under the rug. >lift rug The rug is too heavy to lift; but in trying to raise it, you notice an irregularity beneath it. >move rug With a great effort, the rug is moved to one side of the room. With the rug moved, the dusty cover of a closed trap door appears. >move rug Having moved the carpet previously, you find it impossible to move it again. >x trap door You see nothing special about the trap door. >d The trap door is closed. >open trap door The door reluctantly opens to reveal a rickety staircase descending into darkness. >get lantern Taken. >e Kitchen >d The chimney is too narrow for you and your baggage. >u Darkness It is pitch black. You are likely to be eaten by a grue. >turn on lantern You switch the battery-powered brass lantern on. Attic This is the Attic. The only exit is stairs that lead down. A large coil of rope is in the corner. There is a square brick here which feels like clay. On a table is a nasty-looking knife. >what is grue The grue is a sinister, lurking presence in the dark places of the earth. Its favorite diet is adventurers, but its insatiable appetite is tempered by its fear of light. No grue has ever been seen by the light of day, and few have survived its fearsome jaws to tell the tale. >find grue There is no grue here, but I'm sure there is at least one lurking in the darkness nearby. I wouldn't let my light go out if I were you! >x rope You see nothing special about the large coil of rope. >x brick You see nothing special about the square brick feeling like clay. >x knife You see nothing special about the nasty-looking knife. >x stairs You see nothing special about the attic stairs. >get all large coil of rope: Taken. square brick feeling like clay: Taken. nasty-looking knife: Taken. >d Kitchen >w Living Room In the center of the room is an open trap door. There is a trophy case here. On hooks above the mantelpiece hangs an elvish sword of great antiquity. There is an issue of US NEWS & DUNGEON REPORT here. >swing knife Please specify at what do you wish to swing the nasty-looking knife. >attach brick with knife I didn't understand that sentence. >attack brick with knife I've known strange people, but attacking a square brick feeling like clay? >break brick Trying to destroy a square brick feeling like clay is not notably useful. >search trap door The trap door is open, but I can't see what's beyond it. >drop all but rope nasty-looking knife: Dropped. square brick feeling like clay: Dropped. battery-powered brass lantern: Dropped. bottle: Dropped. sack: Dropped. rubber welcome mat: Dropped. jewel-encrusted egg: Dropped. >undo Living Room [Previous turn undone.] >drop all but rope, lantern, egg and knife square brick feeling like clay: Dropped. bottle: Dropped. sack: Dropped. rubber welcome mat: Dropped. >d The trap door crashes shut, and you hear someone barring it. Cellar You are in a dark and damp cellar with a narrow passageway leading east, and a crawlway to the south. On the west is the bottom of a steep metal ramp which is unclimbable. [Your score has just gone up by twenty-five points.] >x door You see nothing special about the trap door. >x slide You see nothing special about the long slide. >open trap door The trap door is locked from above. >w You attempt to climb the ramp, but it is too slippery, and you slide back down. >e Troll Room This is a small room with passages off in all directions. Bloodstains and deep scratches (perhaps made by an axe) mar the walls. A nasty-looking troll, brandishing a bloody axe, blocks all passages out of the room. An axe stroke makes a deep wound in your leg. >x troll You see nothing special about the Troll. The axe crashes against the rock, throwing sparks! >n The troll fends you off with a menacing gesture. The troll's axe swings down, gashing your shoulder. >throw knife at troll The troll, who is remarkably coordinated, catches the nasty-looking knife and, being for the moment sated, throws it back. Fortunately, the troll has poor control, and the knife falls on the floor. He does not look pleased. The troll's axe removes your head. Shall I patch you up? y Now, let me see... Well, we weren't quite able to restore your state. You can't have everything. Forest This is a forest with trees in all directions around you. >undo Troll Room [Previous turn undone.] >throw knife at troll The troll, who is remarkably coordinated, catches the nasty-looking knife and, being for the moment sated, throws it back. Fortunately, the troll has poor control, and the knife falls on the floor. He does not look pleased. The troll's axe barely misses your ear. >get knife Taken. The troll hits you with a glancing blow, and you are momentarily stunned. >kill troll with knife A good stroke, but it's too slow; the troll dodges. The troll's axe swings down, gashing your shoulder. >kill troll with knife A good stroke, but it's too slow; the troll dodges. The troll hits you with a glancing blow, and you are momentarily stunned. It appears that blow was too much for you. I'm afraid you are dead. Shall I patch you up? y Now, let me see... Well, we weren't quite able to restore your state. You can't have everything. Forest This is a forest with trees in all directions around you. >undo Troll Room [Previous turn undone.] >kill troll with knife The haft of your knife knocks out the troll. >kill troll with knife The unconscious troll cannot defend himself: He dies. Almost as soon as the troll breathes his last breath, a cloud of sinister black fog envelops him, and when the fog lifts, the carcass has disappeared. >diagnose You have serious wounds, which will be cured in 112 turns. You are at death's door. >n East-West Passage This is a narrow east-west passageway. There is a narrow stairway leading down at the north end of the room. [Your score has just gone up by five points.] >n Deep Ravine This is a deep ravine at a crossing with an east-west crawlway. Some stone steps are at the south of the ravine, and a steep staircase descends. >w Rocky Crawl This is a crawlway with a three-foot high ceiling. Your footing is very unsure here due to the assortment of rocks underfoot. Passages can be seen in the east, west, and northwest corners of the passage. >nw Egyptian Room This is a room which looks like an Egyptian tomb. There is an ascending staircase in the room as well as doors east and south. The solid-gold coffin used for the burial of Ramses II is here. >x coffin You see nothing special about the gold coffin. >x staircase You see nothing special about the ascending staircase. >s Volcano View You are on a ledge in the middle of a large volcano. Below you the volcano bottom can be seen and above is the rim of the volcano. A couple of ledges can be seen on the other side of the volcano; it appears that this ledge is intermediate in elevation between those on the other side. The exit from this room is to the east. >d I wouldn't try that. >e Egyptian Room The solid-gold coffin used for the burial of Ramses II is here. >e Rocky Crawl >e Dome Room You are at the periphery of a large dome, which forms the ceiling of another room below. Protecting you from a precipitous drop is a wooden railing which circles the dome. >x railing You see nothing special about the railing. >d You cannot go down without breaking many bones. >tie rope to rope There is nothing it can be tied to. >tie rope to railing The rope drops over the side and comes within ten feet of the floor. >tie rope to railing The large coil of rope is already attached to the railing. >climb down Torch Room This is a large room with a prominent doorway leading to a down staircase. To the west is a narrow twisting tunnel, covered with a thin layer of dust. Above you is a large dome painted with scenes depicting elfin hacking rites. Up around the edge of the dome (20 feet up) is a wooden railing. In the center of the room there is a white marble pedestal. Sitting on the pedestal is a flaming torch, made of ivory. >turn off lantern You switch the battery-powered brass lantern off. >x torch You see nothing special about the ivory torch. >u You cannot reach the rope. >get torch Taken. [Your score has just gone up by fourteen points.] >d North-South Crawlway This is a north-south crawlway; a passage also goes to the east. There is a hole above, but it provides no opportunities for climbing. >u Not even a human fly could get up it. >e Troll Room >s Maze This is part of a maze of twisty little passages, all alike. A seedy-looking individual with a large bag just wandered through the room. On the way through, he quietly abstracted all valuables from the room and from your possession, mumbling something about "Doing unto others before..." >undo Troll Room [Previous turn undone.] >s Maze This is part of a maze of twisty little passages, all alike. >s Maze This is part of a maze of twisty little passages, all alike. >e Maze This is part of a maze of twisty little passages, all alike. >n Maze This is part of a maze of twisty little passages, all alike. >e Dead End >s Maze >w Maze A seedy-looking individual with a large bag just wandered through the room. On the way through, he quietly abstracted all valuables from the room and from your possession, mumbling something about "Doing unto others before..." It is now pitch dark in here! >undo Maze [Previous turn undone.] >w Maze A seedy-looking individual with a large bag just wandered through the room. On the way through, he quietly abstracted all valuables from the room and from your possession, mumbling something about "Doing unto others before..." It is now pitch dark in here! >undo Maze [Previous turn undone.] >w Maze >u Maze This is part of a maze of twisty little passages, all alike. A skeleton, probably the remains of a luckless adventurer, is here. An old leather bag, bulging with coins is here. The deceased adventurer's useless lantern is here. There is a set of skeleton keys here. Beside the skeleton is a rusty knife. A seedy-looking individual with a large bag just wandered through the room. On the way through, he quietly abstracted all valuables from the room and from your possession, mumbling something about "Doing unto others before..." It is now pitch dark in here! >undo Maze [Previous turn undone.] >u Maze This is part of a maze of twisty little passages, all alike. A skeleton, probably the remains of a luckless adventurer, is here. An old leather bag, bulging with coins is here. The deceased adventurer's useless lantern is here. There is a set of skeleton keys here. Beside the skeleton is a rusty knife. A seedy-looking individual with a large bag just wandered through the room. On the way through, he quietly abstracted all valuables from the room and from your possession, mumbling something about "Doing unto others before..." >undo Maze [Previous turn undone.] >u Maze This is part of a maze of twisty little passages, all alike. A skeleton, probably the remains of a luckless adventurer, is here. An old leather bag, bulging with coins is here. The deceased adventurer's useless lantern is here. There is a set of skeleton keys here. Beside the skeleton is a rusty knife. A seedy-looking individual with a large bag just wandered through the room. On the way through, he quietly abstracted all valuables from the room and from your possession, mumbling something about "Doing unto others before..." It is now pitch dark in here! >undo Maze [Previous turn undone.] >wait Time passes. >u Maze This is part of a maze of twisty little passages, all alike. There is a suspicious-looking individual, holding a bag, leaning against one wall. He is armed with a vicious-looking stiletto. A skeleton, probably the remains of a luckless adventurer, is here. An old leather bag, bulging with coins is here. The deceased adventurer's useless lantern is here. There is a set of skeleton keys here. Beside the skeleton is a rusty knife. A seedy-looking individual with a large bag just wandered through the room. On the way through, he quietly abstracted all valuables from the room and from your possession, mumbling something about "Doing unto others before..." It is now pitch dark in here! >undo Maze [Previous turn undone.] >wait Time passes. A seedy-looking individual with a large bag just wandered through the room. On the way through, he quietly abstracted all valuables from the room and from your possession, mumbling something about "Doing unto others before..." It is now pitch dark in here! >undo Maze [Previous turn undone.] >u Maze This is part of a maze of twisty little passages, all alike. There is a suspicious-looking individual, holding a bag, leaning against one wall. He is armed with a vicious-looking stiletto. A skeleton, probably the remains of a luckless adventurer, is here. An old leather bag, bulging with coins is here. The deceased adventurer's useless lantern is here. There is a set of skeleton keys here. Beside the skeleton is a rusty knife. A seedy-looking individual with a large bag just wandered through the room. On the way through, he quietly abstracted all valuables from the room and from your possession, mumbling something about "Doing unto others before..." It is now pitch dark in here! >undo Maze [Previous turn undone.] >u Maze This is part of a maze of twisty little passages, all alike. There is a suspicious-looking individual, holding a bag, leaning against one wall. He is armed with a vicious-looking stiletto. A skeleton, probably the remains of a luckless adventurer, is here. An old leather bag, bulging with coins is here. The deceased adventurer's useless lantern is here. There is a set of skeleton keys here. Beside the skeleton is a rusty knife. A seedy-looking individual with a large bag just wandered through the room. On the way through, he quietly abstracted all valuables from the room and from your possession, mumbling something about "Doing unto others before..." >undo Maze [Previous turn undone.] >u Maze This is part of a maze of twisty little passages, all alike. There is a suspicious-looking individual, holding a bag, leaning against one wall. He is armed with a vicious-looking stiletto. A skeleton, probably the remains of a luckless adventurer, is here. An old leather bag, bulging with coins is here. The deceased adventurer's useless lantern is here. There is a set of skeleton keys here. Beside the skeleton is a rusty knife. A seedy-looking individual with a large bag just wandered through the room. On the way through, he quietly abstracted all valuables from the room and from your possession, mumbling something about "Doing unto others before..." It is now pitch dark in here! >undo Maze [Previous turn undone.] >wait Time passes. >u Maze This is part of a maze of twisty little passages, all alike. A skeleton, probably the remains of a luckless adventurer, is here. An old leather bag, bulging with coins is here. The deceased adventurer's useless lantern is here. There is a set of skeleton keys here. Beside the skeleton is a rusty knife. >x skeleton A ghost appears in the room and is appalled by your desecration of the remains of a fellow adventurer. He casts a curse on all of your valuables and orders them banished to the Land of the Living Dead. The ghost leaves, muttering obscenities. It is now pitch dark in here! >undo Maze [Previous turn undone.] >x coins You see nothing special about the bag of coins. >x burned-out lantern You see nothing special about the burned-out lantern. >x keys You see nothing special about the set of skeleton keys. >x rusty knife You see nothing special about the rusty knife. >get rusty knife Taken. >drop rusty knife Dropped. >get coins Taken. [Your score has just gone up by ten points.] >get keys Taken. >e Dead End >w Maze There is a rusty knife here. A skeleton, probably the remains of a luckless adventurer, is here. The deceased adventurer's useless lantern is here. >sw Maze This is part of a maze of twisty little passages, all alike. >u Maze This is part of a maze of twisty little passages, all alike. >se Maze This is part of a maze of twisty little passages, all alike. >u Maze This is part of a maze of twisty little passages, all alike. >nw Grating Room This is a small room near the maze. There are twisty passages in the immediate vicinity. Above you is a grating locked with a skull-and-crossbones lock. >x grating You see nothing special about the grating. >unlock grating with keys You unlock the grating. >open grating You open the grating. >u Clearing There is a pile of leaves on the ground. >d Grating Room >se Maze A seedy-looking individual with a large bag just wandered through the room. On the way through, he quietly abstracted all valuables from the room and from your possession, mumbling something about "Doing unto others before..." It is now pitch dark in here! >undo Grating Room [Previous turn undone.] >se Maze >ne Maze This is part of a maze of twisty little passages, all alike. >d Maze This is part of a maze of twisty little passages, all alike. >n Dead End >s Maze There is a suspicious-looking individual, holding a bag, leaning against one wall. He is armed with a vicious-looking stiletto. A seedy-looking individual with a large bag just wandered through the room. On the way through, he quietly abstracted all valuables from the room and from your possession, mumbling something about "Doing unto others before..." >undo Dead End [Previous turn undone.] >s Maze There is a suspicious-looking individual, holding a bag, leaning against one wall. He is armed with a vicious-looking stiletto. A seedy-looking individual with a large bag just wandered through the room. On the way through, he quietly abstracted all valuables from the room and from your possession, mumbling something about "Doing unto others before..." It is now pitch dark in here! >undo Dead End [Previous turn undone.] >s Maze There is a suspicious-looking individual, holding a bag, leaning against one wall. He is armed with a vicious-looking stiletto. A seedy-looking individual with a large bag just wandered through the room. On the way through, he quietly abstracted all valuables from the room and from your possession, mumbling something about "Doing unto others before..." It is now pitch dark in here! >undo Dead End [Previous turn undone.] >wait Time passes. >s Maze >u Maze There is a suspicious-looking individual, holding a bag, leaning against one wall. He is armed with a vicious-looking stiletto. A seedy-looking individual with a large bag just wandered through the room. On the way through, he quietly abstracted all valuables from the room and from your possession, mumbling something about "Doing unto others before..." >undo Maze [Previous turn undone.] >u Maze There is a suspicious-looking individual, holding a bag, leaning against one wall. He is armed with a vicious-looking stiletto. A seedy-looking individual with a large bag just wandered through the room. On the way through, he quietly abstracted all valuables from the room and from your possession, mumbling something about "Doing unto others before..." It is now pitch dark in here! >undo Maze [Previous turn undone.] >u Maze There is a suspicious-looking individual, holding a bag, leaning against one wall. He is armed with a vicious-looking stiletto. A seedy-looking individual with a large bag just wandered through the room. On the way through, he quietly abstracted all valuables from the room and from your possession, mumbling something about "Doing unto others before..." It is now pitch dark in here! >undo Maze [Previous turn undone.] >wait Time passes. >u Maze >n Maze >e Maze This is part of a maze of twisty little passages, all alike. >se Dead End >n Maze >e Maze This is part of a maze of twisty little passages, all alike. >ne Maze >u Maze This is part of a maze of twisty little passages, all alike. >ne Maze >s Maze This is part of a maze of twisty little passages, all alike. >ne Cyclops Room This is a room with an exit on the west side, and a staircase leading up. A cyclops, who looks prepared to eat horses (much less mere adventurers), blocks the staircase. From his state of health and the bloodstains on the walls, you gather that he is not very friendly, though he likes people. . >x cyclops A cyclops, who looks prepared to eat horses (much less mere adventurers), blocks the staircase. From his state of health and the bloodstains on the walls, you gather that he is not very friendly, though he likes people. . >x staircase You see nothing special about the staircase. >u The cyclops doesn't look like he'll let you pass. >hello sailor Nothing happens here. The cyclops seems somewhat agitated. >hello aviator Here, nothing happens. The cyclops appears to be getting more agitated. >give keys to cyclops The cyclops may be hungry, but there is a limit. The cyclops is moving about the room, looking for something. >get cyclops The cyclops does not take too kindly to being grabbed. The cyclops was looking for salt and pepper. I think he is gathering condiments for his upcoming snack. >poke cyclops "Do you think I'm as stupid as my father?" he says, dodging. The cyclops is moving toward you in an unfriendly manner. >attack cyclops Your actions don't appear to be doing much harm to the cyclops, but they do not exactly lower your insurance premiums either. You have two choices: 1. Leave 2. Become dinner. >odysseus The cyclops, hearing the name of his father's deadly nemesis, flees the room by knocking down the wall on the north side of the room. [Your score has just gone up by ten points.] >odysseus Wasn't he a sailor? >throw knife at cyclops I don't see any cyclops here. >hello sailor Nothing happens here. >hello sailor Nothing happens here. >hello sailor Nothing happens here. >hello sailor Nothing happens here. >hello sailor Nothing happens here. >hello sailor Nothing happens here. >hello sailor Nothing happens here. >hello sailor Nothing happens here. >hello sailor I think that phrase is getting a bit worn out. >hello sailor Nothing happens here. >hello sailor Nothing happens here. >hello sailor Nothing happens here. >hello sailor Nothing happens here. >hello sailor Nothing happens here. >hello sailor Nothing happens here. >hello sailor Nothing happens here. >hello sailor Nothing happens here. >hello sailor Nothing happens here. >hello sailor You seem to be repeating yourself. >u Treasure Room This is a large room, whose north wall is solid granite. A number of discarded bags, which crumble at your touch, are scattered about on the floor. There is an exit down and what appears to be a newly created passage to the east. You hear a scream of anguish as you violate the robber's hideaway. Using passages unknown to you, he rushes to its defense. [Your score has just gone up by twenty-five points.] >give egg to thief The thief is taken aback by your unexpected generosity but accepts the jewel-encrusted egg and stops to admire its beauty. >x thief You see nothing special about the thief. >d Cyclops Room The north wall, previously solid, now has a cyclops-shaped hole in it. >n Strange Passage This is a long passage. To the south is one entrance. On the east there is an old wooden door with a large hole in it (about cyclops sized). >x door The engravings translate to "This space intentionally left blank." The door has a cyclops-sized hole in it. >e Living Room There is a rubber welcome mat here. There is a sack here. There is a bottle here. The bottle contains: a quantity of water There is a square brick here which feels like clay. In the center of the room is a closed trap door. There is a trophy case here. On hooks above the mantelpiece hangs an elvish sword of great antiquity. There is an issue of US NEWS & DUNGEON REPORT here. >open case You open the trophy case. >put coins in case You put the bag of coins into the trophy case. [Your score has just gone up by five points.] >drop keys Dropped. >open trap door The door reluctantly opens to reveal a rickety staircase descending into darkness. >close trap door The door swings shut and closes. >open trap door The door reluctantly opens to reveal a rickety staircase descending into darkness. >get bottle Taken. >d Cellar >e Troll Room >n East-West Passage >e Your compass needle spins wildly, and you cannot get your bearings. Round Room This is a circular room with passages off in eight directions. >se Unfortunately, it is impossible to tell directions in here. Maze This is part of a maze of twisty little passages, all alike. >undo Round Room [Previous turn undone.] >se Unfortunately, it is impossible to tell directions in here. North-South Passage This is a high north-south passage, which forks to the northeast. >undo Round Room [Previous turn undone.] >se Unfortunately, it is impossible to tell directions in here. Maze This is part of a maze of twisty little passages, all alike. >undo Round Room [Previous turn undone.] >se Unfortunately, it is impossible to tell directions in here. Maze This is part of a maze of twisty little passages, all alike. >undo Round Room [Previous turn undone.] >se Unfortunately, it is impossible to tell directions in here. Engravings Cave You have entered a cave with passages leading north and southeast. There are old engravings on the walls here. >x engravings The engravings were incised in the living rock of the cave wall by an unknown hand. They depict, in symbolic form, the beliefs of the ancient peoples of Zork. Skillfully interwoven with the bas reliefs are excerpts illustrating the major tenets expounded by the sacred texts of the religion of that time. Unfortunately, a later age seems to have considered them blasphemous and just as skillfully excised them. >se Riddle Room This is a room which is bare on all sides. There is an exit down. To the east is a great door made of stone. Above the door, the following words are written: "No man shall enter this room without solving this riddle-- What is tall as a house, Round as a cup, And all the king's horses can't draw it up?". (Reply via 'ANSWER "answer"'.) >x door You see nothing special about the great door. >open door The door cannot be opened. >answer "well" There is a clap of thunder and the east door opens. >answer "well" No one seems to be listening. >x door You see nothing special about the great door. >e Pearl Room This is a former broom closet. The exits are to the east and west. There is a pearl necklace here with hundreds of large pearls. >x necklace This is a pearl necklace with hundreds of large pearls. >x door You see nothing special about the great door. >get necklace Taken. [Your score has just gone up by nine points.] >e Circular Room This is a damp circular room, whose walls are made of brick and mortar. The roof of this room is not visible, but there appear to be some etchings on the walls. There is a passageway to the west. There is a wooden bucket here, three feet in diameter and three feet high. >x bucket The wooden bucket is empty. >x etchings o b o A G I E L m p a >get bucket Playing with the bucket in this manner doesn't seem to be accomplishing anything. >pour water The bottle isn't open. >pour necklace You must tell me how to do that. >u The walls cannot be climbed. >enter bucket You get into the wooden bucket. >open bottle You open the bottle. >pour water There is now a puddle in the bottom of the wooden bucket. The bucket rises and comes to a stop. Top of Well (in the wooden bucket) You are at the top of the well. Well done. There are etchings on the side of the well. There is a small crack across the floor at the entrance to a room on the east, but it can be crossed easily. There is a quantity of water here. [Your score has just gone up by ten points.] >exit bucket You get out of the wooden bucket. Top of Well There is a wooden bucket here, three feet in diameter and three feet high. The wooden bucket contains: a quantity of water >x table You see nothing special about the large oblong table. >make a wish No one is listening. >undo Top of Well [Previous turn undone.] >e Tea Room This is a small square room, in the center of which is a large oblong table, no doubt set for afternoon tea. It is clear from the objects on the table that the users were indeed mad. In the eastern corner of this room is a small hole no more than four inches high. There is a piece of cake here with the words "Eat-Me" on it. There is a piece of cake with blue (ecch) icing here. There is a piece of cake with orange icing here. There is a piece of cake with red icing here. >x eat-me cake The icing spells out Eat Me. >x blue cake The only writing visible is a capital E. The rest is too small to be clearly visible. >x orange cake The only writing visible is a capital E. The rest is too small to be clearly visible. >x red cake The only writing visible is a capital E. The rest is too small to be clearly visible. >e Only a mouse could get in there. >get all piece of eat-me cake: Taken. piece of cake with blue (ecch) icing: Taken. piece of cake with orange icing: Taken. piece of cake with red icing: Taken. >eat eatme cake Suddenly, the room appears to have become very large. Posts Room This is an enormous room, in the center of which are four wooden posts delineating a rectangular area, above which is what appears to be a wooden roof. In fact, all objects in this room appear to be abnormally large. To the east is a passageway. There is a large chasm on the west and the northwest. >nw There is a chasm too wide to jump across. >w There is a chasm too wide to jump across. >e Pool Room This is a large room, one half of which is depressed. There is a large leak in the ceiling through which brown colored goop is falling. The leak has submerged the depressed area in a pool of sewage. The only exit from this room is to the west. A flask filled with some clear liquid is here. >x leak You see nothing special about the leak. >x flask You see nothing special about the flask. >x blue cake through bottle The letters appear larger but are still too small to read. >x blue cake through flask The icing, now visible, says "Enlarge". >x orange cake through flask The icing, now visible, says "Explode". >x red cake through flask The icing, now visible, says "Evaporate". >x orange cake through red cake How does one look through a piece of cake with red icing? >throw red cake The pool of water evaporates, revealing a tin of rare spices. >x tin You see nothing special about the tin of rare spices. >get tin Taken. [Your score has just gone up by five points.] >w Posts Room >eat blue cake Suddenly, the room appears to have become very small. Tea Room This is a small square room, in the center of which is a large oblong table, no doubt set for afternoon tea. It is clear from the objects on the table that the users were indeed mad. In the eastern corner of this room is a small hole no more than four inches high. >nw Low Room This is a room with a low ceiling which is circular in shape. There are exits to the east and southeast. There is a robot here. There is a green piece of paper here. >x robot You see nothing special about the robot. >x paper !!!! FROBOZZ MAGIC ROBOT COMPANY !!!! Hello, master! I am a late-model robot, trained at MIT Tech to perform various simple housekeeping functions. Instructions for use: To activate me, use the following formula-- TELL ROBOT "something to do" (cr) The quotation marks are mandatory. Warranty: No warranty is expressed or implied. At your service! >tell robot "drink water" "I am only a stupid robot and cannot perform that command." >tell robot "jump" "Whirr, buzz, click!" "I am only a stupid robot and cannot perform that command." >tell robot "go east" "Whirr, buzz, click!" The robot goes east. >e Machine Room This is a large room full of assorted heavy machinery. The room smells of burned resistors. The room is noisy from the whirring sounds of the machines. Along one wall of the room are three buttons which are, respectively, round, triangular, and square. Naturally, above the buttons are instructions written in EBCDIC. A large sign above all the buttons says in English: DANGER: HIGH VOLTAGE There are exits to the west and the south. There is a robot here. >x round button You see nothing special about the round button. >x square button You see nothing special about the square button. >x triangular button You see nothing special about the triangular button. >tell robot "push triangular button" "Whirr, buzz, click!" A dull thump is heard in the distance. >tell robot "go south" "Whirr, buzz, click!" The robot goes south. >s Dingy Closet This is a dingy closet adjacent to the machine room. On one wall is a small sticker which reads: Protected by FROBOZZ Magic Alarm Company (Hello, footpad!) There is a robot here. There is a beautiful white crystal sphere here. >x sphere As you peer into the sphere, a strange vision takes shape of a distant room, which can be described clearly.... This is a small and rather dreary room, which is eerily illuminated by a red glow emanating from a crack in one of the walls. The light appears to focus on a dusty wooden table in the center of the room. The vision fades, revealing only an ordinary crystal sphere. >get sphere As you reach for the sphere, a steel cage falls from the ceiling to entrap you. To make matters worse, poisonous gas starts coming into the room. Cage You are trapped inside a steel cage. >x cage You see nothing special about the steel cage. >tell robot "lift cage" "Whirr, buzz, click!" Whirr, buzz, click! The cage shakes and is hurled across the room. Dingy Closet This is a dingy closet adjacent to the machine room. On one wall is a small sticker which reads: Protected by FROBOZZ Magic Alarm Company (Hello, footpad!) There is a robot here. There is a beautiful white crystal sphere here. >x cage You see nothing special about the mangled steel cage. >x sphere As you peer into the sphere, a strange vision takes shape of a distant room, which can be described clearly.... This is a small and rather dreary room, which is eerily illuminated by a red glow emanating from a crack in one of the walls. The light appears to focus on a dusty wooden table in the center of the room. The vision fades, revealing only an ordinary crystal sphere. >get sphere Taken. [Your score has just gone up by six points.] >tell robot "go north" "Whirr, buzz, click!" The robot goes north. >n Machine Room There is a robot here. >tell robot "go west" "Whirr, buzz, click!" The robot goes west. >w Your compass needle spins wildly, and you cannot get your bearings. Low Room There is a robot here. There is a green piece of paper here. >tell robot "go southeast" "Whirr, buzz, click!" The robot goes southeast. >se Unfortunately, it is impossible to tell directions in here. Tea Room This is a small square room, in the center of which is a large oblong table, no doubt set for afternoon tea. It is clear from the objects on the table that the users were indeed mad. In the eastern corner of this room is a small hole no more than four inches high. There is a robot here. >tell robot "go west" "Whirr, buzz, click!" The robot goes west. >w Top of Well There is a robot here. There is a wooden bucket here, three feet in diameter and three feet high. The wooden bucket contains: a quantity of water >d It's a long way down. >tell robot "go down" Whirr, buzz, click! The robot is unable to do that. >board bucket You get into the wooden bucket. There is a quantity of water here. >close bottle You close the bottle. >get water The bottle is closed. >open bottle You open the bottle. >fill bottle with water The bottle is now full of water. The bucket descends and comes to a stop. Circular Room (in the wooden bucket) This is a damp circular room, whose walls are made of brick and mortar. The roof of this room is not visible, but there appear to be some etchings on the walls. There is a passageway to the west. >fill bottle with water The bottle is now full of water. The bucket descends and comes to a stop. Circular Room (in the wooden bucket) This is a damp circular room, whose walls are made of brick and mortar. The roof of this room is not visible, but there appear to be some etchings on the walls. There is a passageway to the west. >put water in bottle The bottle is now full of water. The bucket descends and comes to a stop. Circular Room (in the wooden bucket) This is a damp circular room, whose walls are made of brick and mortar. The roof of this room is not visible, but there appear to be some etchings on the walls. There is a passageway to the west. >disembark You get out of the wooden bucket. Circular Room There is a wooden bucket here, three feet in diameter and three feet high. >make a wish No one is listening. >w Pearl Room >w Riddle Room >d Engravings Cave >n Round Room There is a dented steel box here. >x box You see nothing special about the dented steel box. >open box You open the dented steel box, revealing a fancy violin. >x violin You see nothing special about the fancy violin. >get violin Taken. [Your score has just gone up by ten points.] >play violin An amazing offensive noise issues from the violin. >play me (first taking yourself) You are always self-possessed. >play necklace That makes no sense. >w East-West Passage >w Troll Room >w Cellar >u Living Room There is a set of skeleton keys here. There is a rubber welcome mat here. There is a sack here. There is a square brick here which feels like clay. In the center of the room is an open trap door. There is a trophy case here. Your collection of treasures consists of: a bag of coins On hooks above the mantelpiece hangs an elvish sword of great antiquity. There is an issue of US NEWS & DUNGEON REPORT here. >put necklace, violin, tin and sphere in case pearl necklace: Done. fancy violin: Done. tin of rare spices: Done. white crystal sphere: Done. [Your score has just gone up by twenty-six points.] >drop all but torch piece of cake with red icing: Dropped. piece of cake with orange icing: Dropped. bottle: Dropped. nasty-looking knife: Dropped. battery-powered brass lantern: Dropped. >d Cellar >s West of Chasm You are on the west edge of a chasm, the bottom of which cannot be seen. The east side is sheer rock, providing no exits. A narrow passage goes west. The path you are on continues to the north and south. >d The chasm probably leads directly to the infernal regions. >s Gallery This is an art gallery. Most of the paintings which were here have been stolen by vandals with exceptional taste. The vandals left through the north, south, or west exits. Fortunately, there is still one chance for you to be a vandal, for on the far wall is a work of unparalleled beauty. >x painting You see nothing special about the masterpiece by a neglected genius. >get painting Taken. [Your score has just gone up by four points.] >w Bank Entrance This is the large entrance hall of the Bank of Zork, the largest banking institution of the Great Underground Empire. A partial account of its history is in "The Lives of the Twelve Flatheads" with the chapter on J. Pierpont Flathead. A more detailed history (albeit less objective) may be found in Flathead's outrageous autobiography "I'm Rich and You Aren't -- So There!" Most of the furniture has been ravaged by passing scavengers. All that remains are two signs at the northwest and northeast corners of the room, which say <-- WEST VIEWING ROOM EAST VIEWING ROOM --> >nw West Teller's Room This is a small square room, which was used by a bank officer whose job it was to retrieve safety deposit boxes for the customer. On the north side of the room is a sign which reads "Viewing Room". On the west side of the room, above an open door, is a sign reading BANK PERSONNEL ONLY In the center of the room is a large stone cube, about 10 feet on a side. Engraved on the side of the cube is some lettering. >x cube You see nothing special about the large stone cube. >w Safety Depository This is a large rectangular room. The east and west walls here were used for storing safety deposit boxes. As might be expected, all have been carefully removed by evil persons. The northern "wall" of the room is a shimmering curtain of light. To the east, west, and south of the room are large doorways. >s Chairman's Office This room was the office of the Chairman of the Bank of Zork. Like the other rooms here, it has been extensively vandalized. The lone exit is to the north. A portrait of J. Pierpont Flathead hangs on the wall. >x portrait |||||||||||||| || __ __ || || $$ $$ || \|| >> ||/ || ________ || | -//----- | \\_//_______// ___// | | /__// | | | | __________// \\__________ / $ / **** \ $ \ / / ** \ \ / /| ** |\ \ / / | ** | \ \ / / | ** | \ \ ^ ^__|______$Z$**$Z$______|__^ ^ \ * $Z$**$Z$ * / \________*___$Z$**$ Z$___*________/ | $Z$**$Z$ | J PIERPONT FLATHEAD CHAIRMAN >get portrait Taken. [Your score has just gone up by ten points.] >n Safety Depository >x curtain You see nothing special about the curtain of light. >touch curtain As you attempt this feat, your hand goes through the curtain. >walk through curtain of light You feel somewhat disoriented as you pass through. Small Room This is a small bare room with no distinguishing features. There are no exits from this room. >x south wall (the south wall) You see nothing special about the south wall. >walk through south wall (the south wall) You feel somewhat disoriented as you pass through. Safety Depository This is a large rectangular room. The east and west walls here were used for storing safety deposit boxes. As might be expected, all have been carefully removed by evil persons. The northern "wall" of the room is a shimmering curtain of light. To the east, west, and south of the room are large doorways. >walk through curtain of light You feel somewhat disoriented as you pass through. Vault This is the Vault of the Bank of Zork, in which there are no doors. On the floor sit 200 neatly stacked zorkmid bills. >x bills _______________________________________________________________ | 1 0 0 GREAT UNDERGROUND EMPIRE 1 0 0 | | 1 0 0 0 0 1 0 0 0 0 | | 1 0 0 0 0 1 0 0 0 0 | | 1 0 0 DIMWIT 1 0 0 | | |||||||||||||||| | | || __ __ || B30332744D | | || -OO OO- || | | IN FROBS \|| >> ||/ WE TRUST | | || ______ || | | B30332744D | ------ | | | \\________// | | 1 0 0 Series FLATHEAD LD Flathead 1 0 0 | | 1 0 0 0 0 719GUE Treasurer 1 0 0 0 0 | | 1 0 0 0 0 1 0 0 0 0 | | 1 0 0 One Hundred Royal Zorkmids 1 0 0 | |_______________________________________________________________| >x north wall (the north wall) You see nothing special about the north wall. >get bills Taken. [Your score has just gone up by ten points.] >walk through north wall (the north wall) You feel somewhat disoriented as you pass through. Safety Depository This is a large rectangular room. The east and west walls here were used for storing safety deposit boxes. As might be expected, all have been carefully removed by evil persons. The northern "wall" of the room is a shimmering curtain of light. To the east, west, and south of the room are large doorways. >count bills Don't you trust me? There are 200 bills. >drop all but torch stack of zorkmid bills: Dropped. portrait of J. Pierpont Flathead: Dropped. masterpiece by a neglected genius: Dropped. >w West Teller's Room In the center of the room is a large stone cube, about 10 feet on a side. Engraved on the side of the cube is some lettering. >w Safety Depository There is a masterpiece by a neglected genius here. There is a portrait of J. Pierpont Flathead here. There is a stack of zorkmid bills here. >get all masterpiece by a neglected genius: Taken. portrait of J. Pierpont Flathead: Taken. stack of zorkmid bills: Taken. >walk through curtain of light You feel somewhat disoriented as you pass through. Viewing Room This is a room used by holders of safety deposit boxes to view their contents. On the north side of the room is a sign which says REMAIN HERE WHILE THE BANK OFFICER RETRIEVES YOUR DEPOSIT BOX. WHEN YOU ARE FINISHED, LEAVE THE BOX, AND EXIT TO THE SOUTH. AN ADVANCED PROTECTIVE DEVICE PREVENTS ALL CUSTOMERS FROM REMOVING ANY SAFETY DEPOSIT BOX FROM THIS VIEWING AREA! Thank you for banking at the Zork! >s Bank Entrance >s Gallery >s Studio This is what appears to have been an artist's studio. The walls and floors are splattered with paints of 69 different colors. Strangely enough, nothing of value is hanging here. At the north and northwest of the room are open doors (also covered with paint). An extremely dark and narrow chimney leads up from a fireplace. Although you might be able to get up the chimney, it seems unlikely that you could get back down. >x chimney You see nothing special about the chimney. >u The chimney is too narrow for you and your baggage. >drop all stack of zorkmid bills: Dropped. portrait of J. Pierpont Flathead: Dropped. masterpiece by a neglected genius: Dropped. ivory torch: Dropped. >u Going up empty-handed is a bad idea. >get all ivory torch: Taken. masterpiece by a neglected genius: Taken. portrait of J. Pierpont Flathead: Taken. stack of zorkmid bills: Taken. >nw Gallery >n West of Chasm >w Cellar >u Living Room There is a battery-powered brass lantern here. There is a nasty-looking knife here. There is a bottle here. The bottle contains: a quantity of water There is a piece of cake with orange icing here. There is a piece of cake with red icing here. There is a set of skeleton keys here. There is a rubber welcome mat here. There is a sack here. There is a square brick here which feels like clay. In the center of the room is an open trap door. There is a trophy case here. Your collection of treasures consists of: a white crystal sphere a tin of rare spices a fancy violin a pearl necklace a bag of coins On hooks above the mantelpiece hangs an elvish sword of great antiquity. There is an issue of US NEWS & DUNGEON REPORT here. >put masterpiece, bills and portrait in case masterpiece by a neglected genius: Done. stack of zorkmid bills: Done. portrait of J. Pierpont Flathead: Done. [Your score has just gone up by twenty-seven points.] >get mat Taken. >put mat under wooden door There's not enough room under this door. >d Cellar >e Troll Room >n East-West Passage >e Round Room There is a dented steel box here. >nw Deep Canyon You are on the south edge of a deep canyon. Passages lead off to the east, south, and northwest. You can hear the sound of flowing water below. >e Flood Control Dam #3 You are standing on the top of the Flood Control Dam #3, which was quite a tourist attraction in times far distant. There are paths to the north, south, east, and down. There is a control panel here. There is a large metal bolt on the panel. Above the bolt is a small green plastic bubble. >x bubble You see nothing special about the bubble. >n Dam Lobby This room appears to have been the waiting room for groups touring the dam. There are exits here to the north and east marked "Private", though the doors are open, and an exit to the south. Some guidebooks entitled "Flood Control Dam #3" are on the reception desk. There is a matchbook whose cover says "Visit Beautiful FCD#3" here. >x guidebook Guide Book to Flood Control Dam #3 Flood Control Dam #3 (FCD#3) was constructed in year 783 of the Great Underground Empire to harness the destructive power of the Frigid River. This work was supported by a grant of 37 million zorkmids from the Central Bureaucracy and your omnipotent local tyrant Lord Dimwit Flathead the Excessive. This impressive structure is composed of 3.7 cubic feet of concrete, is 256 feet tall at the center, and 193 feet wide at the top. The reservoir created behind the dam has a volume of 37 billion cubic feet, an area of 12 million square feet, and a shore line of 36 thousand feet. The construction of FCD#3 took 112 days from ground breaking to the dedication. It required a work force of 384 slaves, 34 slave drivers, 12 engineers, 2 turtle doves, and a partridge in a pear tree. The work was managed by a command team composed of 2345 bureaucrats, 2347 secretaries (at least two of whom can type), 12,256 paper shufflers, 52,469 rubber stampers, 245,193 red tape processors, and nearly one million dead trees. We will now point out some of the more interesting features of FCD#3 as we conduct you on a guided tour of the facilities. You start your tour here in the Dam Lobby. You will notice on your right that ......... >x matchbook [close cover before striking BKD] YOU too can make BIG MONEY in the exciting field of PAPER SHUFFLING! Mr. TAA of Muddle, Mass. says: "Before I took this course I used to be a lowly bit twiddler. Now with what I learned at MIT Tech I feel really important and can obfuscate and confuse with the best." Mr. MARC had this to say: "Ten short days ago all I could look forward to was a dead-end job as a doctor. Now I have a promising future and make really big Zorkmids." MIT Tech can't promise these fantastic results to everyone. But when you earn your MDL degree from MIT Tech your future will be brighter. Send for our free brochure today >count matches You have 5 matches. >get all tour guidebook: Taken. matchbook: Taken. >send for free brochure OK, but you know the postal service... >send for free brochure It's probably on its way now. >send for matches That doesn't make sends. >e Maintenance Room This is what appears to have been the maintenance room for Flood Control Dam #3, judging by the assortment of tool chests around the room. Apparently, this room has been ransacked recently, for most of the valuable equipment is gone. On the wall in front of you is a group of buttons, which are labelled in EBCDIC. However, they are of different colors: Blue, Yellow, Brown, and Red. The doors to this room are in the west and south ends. There is a screwdriver here. There is a wrench here. There is an object which looks like a tube of toothpaste here. >x screwdriver You see nothing special about the screwdriver. >x wrench You see nothing special about the wrench. >x red button You see nothing special about the red button. >x yellow button You see nothing special about the yellow button. >x blue button You see nothing special about the blue button. >x brown button You see nothing special about the brown button. >x tube Frobozz Magic Gunk Company: All Purpose Gunk >get all screwdriver: Taken. wrench: Taken. tube: Taken. >open tube You open the tube, revealing some viscous material. >x material You see nothing special about the viscous material. >lubricate screwdriver with wrench You probably put spinach in your gas tank, too. >drink tube I don't think the tube would agree with you. >put wrench in tube The tube refuses to accept anything. >push red button The lights within the room shut off. >push red button The lights within the room come on. >push yellow button Click. >push brown button Click. >w Dam Lobby >s Flood Control Dam #3 >turn bolt with wrench The bolt won't turn with your best effort. >n Dam Lobby >e Maintenance Room >push yellow button Click. >w Dam Lobby >s Flood Control Dam #3 >x bolt You see nothing special about the bolt. >x bubble You see nothing special about the bubble. >turn bolt with screwdriver The bolt won't turn using the screwdriver. >turn bolt with wrench The sluice gates open and water pours through the dam. >turn bolt with wrench The sluice gates close and water starts to collect behind the dam. >turn bolt with wrench The sluice gates open and water pours through the dam. >get trunk You can't see any such thing. >s Deep Canyon >s Round Room There is a dented steel box here. >w East-West Passage >n Deep Ravine >w Rocky Crawl >e Dome Room Hanging down from the railing is a rope which ends about ten feet from the floor below. >d Torch Room >w Tiny Room This is a tiny room, which has an exit to the east. On the north side of the room is a massive wooden door, near the top of which, in the center, is a window barred with iron. A formidable bolt lock is set within the door frame. A keyhole covered by a thin metal lid lies within the lock. >x door You see nothing special about the massive wooden door. >x lid You see nothing special about the keyhole. >x keyhole You see nothing special about the keyhole. >put mat under door The mat fits easily under the door. >put mat under door (first taking the rubber welcome mat) The mat fits easily under the door. >open lid The lid opens. >put screwdriver in keyhole There is a faint noise from behind the door and a small cloud of dust rises from beneath it. >put wrench in keyhole The keyhole is occupied. >get all but material rubber welcome mat: As the mat is moved, a rusty iron key falls from it and onto the floor. rusty iron key: Taken. screwdriver: Taken. >x key You see nothing special about the rusty iron key. >close lid The lid falls to cover the keyhole. >unlock door with key You unlock the massive wooden door. >open lid The lid opens. >unlock door with key That's unlocked at the moment. >open door You open the massive wooden door. >n Dreary Room This is a small and rather dreary room, which is eerily illuminated by a red glow emanating from a crack in one of the walls. The light appears to focus on a dusty wooden table in the center of the room. On the south side of the room is a massive wooden door, near the top of which, in the center, is a window barred with iron. A formidable bolt lock is set within the door frame. A keyhole lies within the lock. There is a blue crystal sphere here. >x sphere As you peer into the sphere, a strange vision takes shape of a distant room, which can be described clearly.... This is a small room with rough walls, and a ceiling which is steeply sloping from north to south. There is coal dust covering almost everything, and little bits of coal are scattered around the only exit (which is a narrow passage to the north). In one corner of the room is an old coal stove which lights the room with a cheery red glow. There is a very narrow crack in the north wall. The vision fades, revealing only an ordinary crystal sphere. >x door You see nothing special about the massive wooden door. >get sphere Taken. [Your score has just gone up by ten points.] >s Tiny Room On the north side of the room is a massive wooden door, near the top of which, in the center, is a window barred with iron. A formidable bolt lock is set within the door frame. A keyhole lies within the lock. >e Torch Room >d North-South Crawlway >e Troll Room >n East-West Passage >n Deep Ravine >w Rocky Crawl >e Dome Room Hanging down from the railing is a rope which ends about ten feet from the floor below. >untie rope from railing The large coil of rope is now unattached. >untie rope from railing The large coil of rope and the railing are already not attached together. >untie rope The large coil of rope is already entirely free. >get rope Taken. >e Rocky Crawl >w Deep Ravine >s East-West Passage >w Troll Room >w Cellar >u Living Room There is a battery-powered brass lantern here. There is a nasty-looking knife here. There is a bottle here. The bottle contains: a quantity of water There is a piece of cake with orange icing here. There is a piece of cake with red icing here. There is a set of skeleton keys here. There is a sack here. There is a square brick here which feels like clay. In the center of the room is an open trap door. There is a trophy case here. Your collection of treasures consists of: a portrait of J. Pierpont Flathead a stack of zorkmid bills a masterpiece by a neglected genius a white crystal sphere a tin of rare spices a fancy violin a pearl necklace a bag of coins On hooks above the mantelpiece hangs an elvish sword of great antiquity. There is an issue of US NEWS & DUNGEON REPORT here. >put blue sphere in case You put the blue crystal sphere into the trophy case. [Your score has just gone up by five points.] >x white sphere As you peer into the sphere, a strange vision takes shape of a distant room, which can be described clearly.... This is the living room. There is a door to the east. To the west, there is a wooden door with strange gothic lettering and a cyclops-sized hole in it. The vision fades, revealing only an ordinary crystal sphere. There is a knocking sound from the front of the house. >drop all but torch large coil of rope: Dropped. screwdriver: Dropped. rusty iron key: Dropped. rubber welcome mat: Dropped. tube: Dropped. wrench: Dropped. matchbook: Dropped. tour guidebook: Dropped. >d Cellar >e Troll Room >n East-West Passage >n Deep Ravine >d Reservoir South You are in a long room, to the north of which was formerly a reservoir. There is a western exit, a passageway south, and a steep pathway climbing up along the edge of a cliff. >x water You can't see any such thing. >swim I think swimming is best accomplished in water. >drink water You can't see any such thing. >get water You can't see any such thing. >n Reservoir You are on what used to be a large reservoir, but which is now a large mud pile. There are "shores" to the north and south. Lying half buried in the mud is an old trunk, bulging with jewels. >x trunk You see nothing special about the trunk of jewels. >get trunk Taken. [Your score has just gone up by fifteen points.] >n Reservoir North You are in a large cavernous room, the south of which was formerly a reservoir. There is a tunnel leaving the room to the north. There is a small pump here. >x pump You see nothing special about the hand-held air-pump. >x water You can't see any such thing. >swim I think swimming is best accomplished in water. >drink water You can't see any such thing. >get water You can't see any such thing. >put water in pump You can't see any such thing. >get pump Taken. >u You can't go that way. >u You can't go that way. > I beg your pardon? >d You can't go that way. >n Atlantis Room This is an ancient room, long under water. There are exits here to the southeast and upward. On the shore lies Poseidon's own crystal trident. >x trident You see nothing special about the crystal trident. >get trident Taken. [Your score has just gone up by four points.] >u Tiny Cave This is a tiny cave with entrances west and north, and a dark, forbidding staircase leading down. >n Mirror Room This is a large square room with tall ceilings. On the south wall is a gigantic mirror which fills the entire wall. There are exits on the other three sides of the room. >w Cold Passage This is a cold and damp corridor where a long east-west passageway intersects with a northward path. >w Slide Room This is a small chamber, which appears to have been part of a coal mine. On the south wall of the chamber the letters "Granite Wall" are etched in the rock. To the east is a long passage and there is a steep metal slide twisting downward. To the north is a small opening. >d Cellar >u Living Room There are tour guidebooks here. There is a matchbook whose cover says "Visit Beautiful FCD#3" here. There is a wrench here. There is an object which looks like a tube of toothpaste here. The tube contains: some viscous material There is a rubber welcome mat here. There is a rusty iron key here. There is a screwdriver here. There is a large coil of rope here. There is a battery-powered brass lantern here. There is a nasty-looking knife here. There is a bottle here. The bottle contains: a quantity of water There is a piece of cake with orange icing here. There is a piece of cake with red icing here. There is a set of skeleton keys here. There is a sack here. There is a square brick here which feels like clay. In the center of the room is an open trap door. There is a trophy case here. Your collection of treasures consists of: a blue crystal sphere a portrait of J. Pierpont Flathead a stack of zorkmid bills a masterpiece by a neglected genius a white crystal sphere a tin of rare spices a fancy violin a pearl necklace a bag of coins On hooks above the mantelpiece hangs an elvish sword of great antiquity. There is an issue of US NEWS & DUNGEON REPORT here. >put trunk and trident in case trunk of jewels: Done. crystal trident: Done. [Your score has just gone up by nineteen points.] > I beg your pardon? >d Cellar >e Troll Room >n East-West Passage > I beg your pardon? >e Round Room There is a dented steel box here. >ne North-South Passage This is a high north-south passage, which forks to the northeast. >n Chasm A chasm runs southwest to northeast. You are on the south edge; the path exits to the south and to the east. >d Are you out of your mind? > I beg your pardon? >e North-South Passage >ne Loud Room This is a large room with a ceiling which cannot be detected from the ground. There is a narrow passage from east to west and a stone stairway leading upward. The room is extremely noisy. In fact, it is difficult to hear yourself think. There is a large platinum bar here. >get bar get bar >echo The acoustics of the room change subtly. >x bar You see nothing special about the platinum bar. >get bar Taken. [Your score has just gone up by twelve points.] >e Ancient Chasm A chasm, evidently produced by an ancient river, runs through the cave here. Passages lead off in all directions. >w Dead End >e Ancient Chasm >n Dead End > I beg your pardon? >se Ancient Chasm >e Tiny Cave This is a small cave whose exits are on the south and northwest. There is a hunk of bat guano here. There is a large shovel here. >s Rocky Shore You are on the west shore of the river. An entrance to a cave is to the northwest. The shore is very rocky here. >nw Tiny Cave There is a hunk of bat guano here. There is a large shovel here. >x guano You see nothing special about the hunk of bat guano. >x shovel You see nothing special about the shovel. >get shovel Taken. >dig ground with shovel The ground is too hard for digging here. >dig guano with shovel You are digging into a pile of bat guano. >dig guano with shovel You seem to be getting knee deep in guano. >dig guano with shovel You are covered with bat turds, cretin. >dig guano with shovel This is getting nowhere. >nw Ancient Chasm >s Loud Room >u Damp Cave This is a cave. Passages exit to the south and to the east, but the cave narrows to a crack to the west. The earth is particularly damp here. >w It is too narrow for most insects. >e Flood Control Dam #3 >d Dam Base You are at the base of Flood Control Dam #3, which looms above you and to the north. The river Frigid is flowing by here. Across the river are the White Cliffs which seem to form a giant wall stretching from north to south along the east shore of the river as it winds its way downstream. A sharp stick, which appears to have been broken at one end, is here. There is a folded pile of plastic here which has a small valve attached. >x stick You see nothing special about the broken sharp stick. >x plastic You see nothing special about the pile of plastic. >dig water with shovel You can't see any such thing. >inflate stick How can you inflate that? >inflate plastic with lungs (first taking your lungs) That seems to be a part of yourself. >get plastic Taken. >inflate plastic You cannot inflate it while carrying it. >drop plastic Dropped. >inflate plastic The boat inflates and appears seaworthy. >inflate boat Inflating it further would probably burst it. >x boat In the magic boat is a tan label. >x label !!!! FROBOZZ MAGIC BOAT COMPANY !!!! Hello, Sailor! Instructions for use: To get into boat, type "BOARD BOAT" To leave boat, say "DISEMBARK" To get into a body of water, say "LAUNCH" To get to shore, say "LAND" This boat is guaranteed against all defects in parts and workmanship for a period of 76 milliseconds from date of purchase or until first used, whichever comes first. WARNING: This boat is made of plastic. Good Luck! >frobozz The Frobozz Company, Ltd., created, owns, and operates this dungeon. >launch You need to be in a vehicle to do that. >land You need to be in a vehicle to do that. >deflate me How do you expect to do that? >exit boat How do you expect to do that when you aren't even in the magic boat? >get stick Taken. >put all in boat broken sharp stick: Done. shovel: Done. platinum bar: Done. hand-held air-pump: Done. ivory torch: Done. >board boat You get into the magic boat. There is an ivory torch here. There is a small pump here. There is a large platinum bar here. There is a large shovel here. There is a broken sharp stick here. There is a tan label here. >u You can't go there in a magic boat. >x water You can't see any such thing. >launch Frigid River (in the magic boat) You are on the River Frigid in the vicinity of the Dam. The river flows quietly here. There is a landing on the west shore. There is an ivory torch here. There is a small pump here. There is a large platinum bar here. There is a large shovel here. There is a broken sharp stick here. There is a tan label here. >d Frigid River (in the magic boat) The River turns a corner here making it impossible to see the Dam. The White Cliffs loom on the east bank and large rocks prevent landing on the west. There is an ivory torch here. There is a small pump here. There is a large platinum bar here. There is a large shovel here. There is a broken sharp stick here. There is a tan label here. > I beg your pardon? >land The White Cliffs prevent your landing here. >e The White Cliffs prevent your landing here. >disembark You realize, just in time, that disembarking here would probably be fatal. >undo Frigid River [Previous turn undone.] >d Frigid River (in the magic boat) The river descends here into a valley. There is a narrow beach on the east below the cliffs and there is some shore on the west which may be suitable. In the distance a faint rumbling can be heard. There is an ivory torch here. There is a small pump here. There is a large platinum bar here. There is a large shovel here. There is a broken sharp stick here. There is a tan label here. >u You cannot go upstream due to strong currents. >e White Cliffs Beach (in the magic boat) You are on a narrow strip of beach which runs along the base of the White Cliffs. The only path here is a narrow one, heading south along the Cliffs. There is an ivory torch here. There is a small pump here. There is a large platinum bar here. There is a large shovel here. There is a broken sharp stick here. There is a tan label here. > I beg your pardon? >w You can't go there in a magic boat. >launch Frigid River (in the magic boat) The river descends here into a valley. There is a narrow beach on the east below the cliffs and there is some shore on the west which may be suitable. In the distance a faint rumbling can be heard. There is an ivory torch here. There is a small pump here. There is a large platinum bar here. There is a large shovel here. There is a broken sharp stick here. There is a tan label here. >land You must specify which direction here. >d Frigid River (in the magic boat) The river is running faster here and the sound ahead appears to be that of rushing water. On the west shore is a sandy beach. A small area of beach can also be seen below the Cliffs. There is a red buoy here (probably a warning). There is an ivory torch here. There is a small pump here. There is a large platinum bar here. There is a large shovel here. There is a broken sharp stick here. There is a tan label here. >get all red buoy: Something seems funny about the feel of the buoy. ivory torch: Taken. hand-held air-pump: Taken. platinum bar: Taken. shovel: Taken. broken sharp stick: Taken. tan label: Taken. >e White Cliffs Beach (in the magic boat) You are on a rocky, narrow strip of beach beside the Cliffs. A narrow path leads north along the shore. >w You can't go there in a magic boat. > I beg your pardon? >launch Frigid River (in the magic boat) The river is running faster here and the sound ahead appears to be that of rushing water. On the west shore is a sandy beach. A small area of beach can also be seen below the Cliffs. >w Sandy Beach (in the magic boat) You are on a large sandy beach at the shore of the river, which is flowing quickly by. A path runs beside the river to the south here. >x buoy You see nothing special about the red buoy. >open buoy You open the red buoy, revealing a large emerald. >x emerald You see nothing special about the large emerald. >get emerald Taken. [Your score has just gone up by five points.] >put buoy in boat Dropped. >disembark You get out of the magic boat. Sandy Beach There is an inflated boat here. The magic boat contains: a red buoy (open but empty) >dig sand with hands (first taking your bare hands) That seems to be a part of yourself. >dig sand with shovel You seem to be digging a hole here. >dig sand with shovel The hole is getting deeper, but that's about it. >dig sand with shovel You are surrounded by a wall of sand on all sides. >dig sand with shovel You can see a small statue here in the sand. >x statue You see nothing special about the statue. >get statue Taken. [Your score has just gone up by ten points.] >get boat Your load is too heavy. You will have to leave something behind. >drop all statue: Dropped. large emerald: Dropped. tan label: Dropped. broken sharp stick: Dropped. shovel: Dropped. platinum bar: Dropped. hand-held air-pump: Dropped. ivory torch: Dropped. >get boat That's fixed in place. >board boat You get into the magic boat. There is a red buoy here (probably a warning). >deflate boat You can't deflate the boat while you're in it. >disembark You get out of the magic boat. Sandy Beach There is an ivory torch here. There is a small pump here. There is a large platinum bar here. There is a large shovel here. There is a broken sharp stick here. There is a tan label here. There is a large emerald here. There is a statue here. There is an inflated boat here. The magic boat contains: a red buoy (open but empty) >get all but boat ivory torch: Taken. hand-held air-pump: Taken. platinum bar: Taken. shovel: Taken. broken sharp stick: Taken. tan label: Taken. large emerald: Taken. statue: Taken. red buoy: Taken. >s Shore You are on the shore of the River. The river here seems somewhat treacherous. A path travels from north to south here, the south end quickly turning around a sharp corner. >wave stick Very good. >s Aragain Falls You are at the top of Aragain Falls, an enormous waterfall with a drop of about 450 feet. The only path here is on the north end. A beautiful rainbow can be seen over the falls and to the east. There is a man-sized barrel here which you might be able to enter. >x barrel The wooden barrel is empty. >enter barrel You are inside a barrel. Congratulations. Etched into the side of the barrel is the word "Geronimo!". From your position, you cannot see the falls. >exit barrel You get out of the wooden barrel. Aragain Falls There is a man-sized barrel here which you might be able to enter. >geronimo Wasn't he an Indian? >undo Aragain Falls [Previous turn undone.] >wave stick Suddenly, the rainbow appears to become solid and, I venture, walkable (I think the giveaway was the stairs and banister). >wave stick The rainbow seems to have become somewhat run-of-the-mill. >wave stick Suddenly, the rainbow appears to become solid and, I venture, walkable (I think the giveaway was the stairs and banister). >e Rainbow Room You are on top of a rainbow (I bet you never thought you would walk on a rainbow), with a magnificent view of the Falls. The rainbow travels east-west here. There is an NBC Commissary here. >e End of Rainbow You are on a small, rocky beach on the continuation of the Frigid River past the Falls. The beach is narrow due to the presence of the White Cliffs. The river canyon opens here and sunlight shines in from above. A rainbow crosses over the falls to the west and a narrow path continues to the southeast. At the end of the rainbow is a pot of gold. >x gold You see nothing special about the pot of gold. >get gold Your load is too heavy. You will have to leave something behind. >drop buoy Dropped. >get gold Taken. [Your score has just gone up by ten points.] >se Canyon Bottom You are beneath the walls of the river canyon which may be climbable here. There is a small stream here, which is the lesser part of the runoff of Aragain Falls. To the north is a narrow path. >u Rocky Ledge You are on a ledge about halfway up the wall of the river canyon. You can see from here that the main flow from Aragain Falls twists along a passage which is impossible for you to enter. Below you is the canyon bottom. Above you is more cliff, which still appears climbable. >u Canyon View You are at the top of the Great Canyon on its south wall. From here there is a marvelous view of the Canyon and parts of the Frigid River upstream. Across the canyon, the walls of the White Cliffs still appear to loom far above. Following the Canyon upstream (north and northwest), Aragain Falls may be seen, complete with rainbow. Fortunately, my vision is better than average and I can discern the top of the Flood Control Dam #3 far to the distant north. To the west and south can be seen an immense forest, stretching for miles around. It is possible to climb down into the canyon from here. >s Forest This is a large forest, with trees obstructing all views except to the east, where a small clearing may be seen through the trees. >w Forest You hear in the distance the chirping of a song bird. >n South of House >e Behind House >in Kitchen >w Living Room There are tour guidebooks here. There is a matchbook whose cover says "Visit Beautiful FCD#3" here. There is a wrench here. There is an object which looks like a tube of toothpaste here. The tube contains: some viscous material There is a rubber welcome mat here. There is a rusty iron key here. There is a screwdriver here. There is a large coil of rope here. There is a battery-powered brass lantern here. There is a nasty-looking knife here. There is a bottle here. The bottle contains: a quantity of water There is a piece of cake with orange icing here. There is a piece of cake with red icing here. There is a set of skeleton keys here. There is a sack here. There is a square brick here which feels like clay. In the center of the room is an open trap door. There is a trophy case here. Your collection of treasures consists of: a crystal trident a trunk of jewels a blue crystal sphere a portrait of J. Pierpont Flathead a stack of zorkmid bills a masterpiece by a neglected genius a white crystal sphere a tin of rare spices a fancy violin a pearl necklace a bag of coins On hooks above the mantelpiece hangs an elvish sword of great antiquity. There is an issue of US NEWS & DUNGEON REPORT here. >put gold, statue, emerald and bar in case pot of gold: Done. statue: Done. large emerald: Done. platinum bar: Done. [Your score has just gone up by forty-three points.] >e Kitchen >out Behind House >s South of House >w West of House There is a small mailbox here. >open mailbox You open the small mailbox, revealing a free brochure and a leaflet. >x leaflet Welcome to Zork! Zork is a game of adventure, danger, and low cunning. In it you will explore some of the most amazing territory ever seen by mortal man. Hardened adventurers have run screaming from the terrors contained within. In Zork, the intrepid explorer delves into the forgotten secrets of a lost labyrinth deep in the bowels of the earth, searching for vast treasures long hidden from prying eyes, treasures guarded by fearsome monsters and diabolical traps! No system should be without one! Zork was created at the MIT Laboratory for Computer Science by Tim Anderson, Marc Blank, Bruce Daniels, and Dave Lebling. It was inspired by the Adventure game of Crowther and Woods, and the long tradition of fantasy and science fiction games. On-line information may be obtained with the command HELP (synonyms are ABOUT, INFO, HINT, etc.). >x brochure (the free brochure) The mailing label on this glossy brochure from MIT Tech reads Intrepid Adventurer c/o Local Dungeon Master White House, GUE From the Introduction: The brochure describes, for the edification of the prospective student, the stringent but wide-ranging curriculum of MIT Tech. Required courses are offered in Ambition, Distraction, Uglification, and Derision. The Humanities are not slighted at this institution, as the student may register for Reeling and Writhing, Mystery (Ancient and Modern), Seaography, and Drawling (which includes Stretching and Fainting in Coils). Advanced students are expected to learn Laughing and Grief. William Barton Flathead, Founder (The brochure continues in this vein for a few hundred more pages.) Affixed loosely to the brochure is a small stamp. >x stamp +--v----v----v----v----v--+ | _______ | > One / \ G < | Lousy / \ U | > Point | ___ | E < | | (___) | | > <--)___(--> P < | / / \\ o | > / / \\ s < | |-|---------|-| t | > | | \ _ / | | a < | | | --(_)-- | | g | > | | /| |\ | | e < | |-|---|_|---|-| | > \ \__/_\__/ / < | _/_______\_ | > | f.m.i.c. | < | ------------- | > < | Donald Woods, Editor | > Spelunker Today < | | +--^----^----^----^----^--+ >send for free brochure (the free brochure) What, you mean you need another one? >get all free brochure: Taken. leaflet: Taken. >n North of House >e Behind House >in Kitchen >w Living Room There are tour guidebooks here. There is a matchbook whose cover says "Visit Beautiful FCD#3" here. There is a wrench here. There is an object which looks like a tube of toothpaste here. The tube contains: some viscous material There is a rubber welcome mat here. There is a rusty iron key here. There is a screwdriver here. There is a large coil of rope here. There is a battery-powered brass lantern here. There is a nasty-looking knife here. There is a bottle here. The bottle contains: a quantity of water There is a piece of cake with orange icing here. There is a piece of cake with red icing here. There is a set of skeleton keys here. There is a sack here. There is a square brick here which feels like clay. In the center of the room is an open trap door. There is a trophy case here. Your collection of treasures consists of: a platinum bar a large emerald a statue a pot of gold a crystal trident a trunk of jewels a blue crystal sphere a portrait of J. Pierpont Flathead a stack of zorkmid bills a masterpiece by a neglected genius a white crystal sphere a tin of rare spices a fancy violin a pearl necklace a bag of coins On hooks above the mantelpiece hangs an elvish sword of great antiquity. There is an issue of US NEWS & DUNGEON REPORT here. >get stamp Taken. >put stamp in case You put the Don Woods stamp into the trophy case. [Your score has just gone up by one point.] >drop all but torch free brochure: Dropped. leaflet: Dropped. tan label: Dropped. broken sharp stick: Dropped. shovel: Dropped. hand-held air-pump: Dropped. >get nasty knife Taken. >w Strange Passage >s Cyclops Room The north wall, previously solid, now has a cyclops-shaped hole in it. >u Treasure Room You hear a scream of anguish as you violate the robber's hideaway. Using passages unknown to you, he rushes to its defense. >kill thief with nasty knife A savage cut on the leg stuns the thief, but he can still fight! The thief rams the haft of his blade into your stomach, leaving you out of breath. >kill thief with nasty knife The haft of your knife knocks out the thief. >kill thief with nasty knife The unconscious thief cannot defend himself; he dies. Almost as soon as the thief breathes his last breath, a cloud of sinister black fog envelops him, and when the fog lifts, the carcass has disappeared. His booty remains: a jewel-encrusted egg and a chalice >x staircase You see nothing special about the staircase. >x chalice You see nothing special about the chalice. >x stiletto You see nothing special about the stiletto. >x egg The egg is covered with fine gold inlay and ornamented in lapis lazuli and mother-of-pearl. Unlike most eggs, this one is hinged and has a delicate looking clasp holding it closed. The egg appears extremely fragile. In the jewel-encrusted egg is a golden clockwork canary. >x canary This is a golden clockwork canary. It has ruby eyes and a silver beak. Through a crystal window below its left wing you can see intricate machinery inside. It appears to have wound down. >get all stiletto: Taken. chalice: Taken. jewel-encrusted egg: Taken. golden clockwork canary: Taken. [Your score has just gone up by sixteen points.] >d Cyclops Room The north wall, previously solid, now has a cyclops-shaped hole in it. >n Strange Passage >e Living Room There is a small pump here. There is a large shovel here. There is a broken sharp stick here. There is a tan label here. There is a leaflet here. There is a free brochure here. There are tour guidebooks here. There is a matchbook whose cover says "Visit Beautiful FCD#3" here. There is a wrench here. There is an object which looks like a tube of toothpaste here. The tube contains: some viscous material There is a rubber welcome mat here. There is a rusty iron key here. There is a screwdriver here. There is a large coil of rope here. There is a battery-powered brass lantern here. There is a bottle here. The bottle contains: a quantity of water There is a piece of cake with orange icing here. There is a piece of cake with red icing here. There is a set of skeleton keys here. There is a sack here. There is a square brick here which feels like clay. In the center of the room is an open trap door. There is a trophy case here. Your collection of treasures consists of: a Don Woods stamp a platinum bar a large emerald a statue a pot of gold a crystal trident a trunk of jewels a blue crystal sphere a portrait of J. Pierpont Flathead a stack of zorkmid bills a masterpiece by a neglected genius a white crystal sphere a tin of rare spices a fancy violin a pearl necklace a bag of coins On hooks above the mantelpiece hangs an elvish sword of great antiquity. There is an issue of US NEWS & DUNGEON REPORT here. >e Kitchen >out Behind House >n North of House >n Forest >wind canary The canary chirps, slightly off key, an aria from a forgotten opera. From out of the greenery flies a lovely song bird. It perches on a limb just over your head and opens its beak to sing. As it does so, a beautiful brass bauble drops from its mouth, bounces off the top of your head, and lands glimmering in the grass. As the canary winds down, the song bird flies away. You hear in the distance the chirping of a song bird. >wind canary The canary chirps blithely, if somewhat tinnily, for a short time. >x bauble You see nothing special about the beautiful brass bauble. You hear in the distance the chirping of a song bird. >get bauble Taken. [Your score has just gone up by one point.] >wind bauble You cannot wind up a beautiful brass bauble. >w North of House >e Behind House > I beg your pardon? >in Kitchen >w Living Room There is a small pump here. There is a large shovel here. There is a broken sharp stick here. There is a tan label here. There is a leaflet here. There is a free brochure here. There are tour guidebooks here. There is a matchbook whose cover says "Visit Beautiful FCD#3" here. There is a wrench here. There is an object which looks like a tube of toothpaste here. The tube contains: some viscous material There is a rubber welcome mat here. There is a rusty iron key here. There is a screwdriver here. There is a large coil of rope here. There is a battery-powered brass lantern here. There is a bottle here. The bottle contains: a quantity of water There is a piece of cake with orange icing here. There is a piece of cake with red icing here. There is a set of skeleton keys here. There is a sack here. There is a square brick here which feels like clay. In the center of the room is an open trap door. There is a trophy case here. Your collection of treasures consists of: a Don Woods stamp a platinum bar a large emerald a statue a pot of gold a crystal trident a trunk of jewels a blue crystal sphere a portrait of J. Pierpont Flathead a stack of zorkmid bills a masterpiece by a neglected genius a white crystal sphere a tin of rare spices a fancy violin a pearl necklace a bag of coins On hooks above the mantelpiece hangs an elvish sword of great antiquity. There is an issue of US NEWS & DUNGEON REPORT here. >put chalice, egg, bauble and canary in case chalice: Done. jewel-encrusted egg: Done. beautiful brass bauble: Done. golden clockwork canary: Done. [Your score has just gone up by eighteen points.] >drop all but torch stiletto: Dropped. nasty-looking knife: Dropped. >d Cellar >e Troll Room >n East-West Passage >n Deep Ravine >w Rocky Crawl >nw Egyptian Room The solid-gold coffin used for the burial of Ramses II is here. >get coffin Taken. [Your score has just gone up by three points.] >e The passage is too narrow to accommodate coffins. >u Glacier Room This is a large room with giant icicles hanging from the walls and ceiling. There are passages to the north and east. A mass of ice fills the western half of the room. >n Stream View You are standing on a path beside a gently flowing stream. The path travels to the north and the east. There is a coil of thin shiny wire here. >e Reservoir South >s The coffin will not fit through this passage. >n Reservoir >n Reservoir North You are in a large cavernous room, the south of which was formerly a reservoir. There is a tunnel leaving the room to the north. >n Atlantis Room > I beg your pardon? >u Tiny Cave >n Mirror Room >touch mirror There is a rumble from deep within the earth and the room shakes. Mirror Room This is a large square room with tall ceilings. On the south wall is an enormous mirror which fills the entire wall. There are exits on the other three sides of the room. >n Narrow Crawlway This is a narrow crawlway. The crawlway leads from north to south. However, the south passage divides to the south and southwest. > I beg your pardon? >n Grail Room You are standing in a small circular room with a pedestal. A set of stairs leads up, and passages leave to the east and west. There is an extremely valuable (perhaps original) grail here. >w Round Room There is a dented steel box here. >nw Deep Canyon >nw The passage is too steep for carrying the coffin. >u The stairs are too steep for carrying the coffin. >s Round Room There is a dented steel box here. >w East-West Passage >n Deep Ravine >d The stairs are too steep for you with your burden. >s East-West Passage >w Troll Room >w Cellar >u Living Room There is a nasty-looking knife here. There is a stiletto here. There is a small pump here. There is a large shovel here. There is a broken sharp stick here. There is a tan label here. There is a leaflet here. There is a free brochure here. There are tour guidebooks here. There is a matchbook whose cover says "Visit Beautiful FCD#3" here. There is a wrench here. There is an object which looks like a tube of toothpaste here. The tube contains: some viscous material There is a rubber welcome mat here. There is a rusty iron key here. There is a screwdriver here. There is a large coil of rope here. There is a battery-powered brass lantern here. There is a bottle here. The bottle contains: a quantity of water There is a piece of cake with orange icing here. There is a piece of cake with red icing here. There is a set of skeleton keys here. There is a sack here. There is a square brick here which feels like clay. In the center of the room is an open trap door. There is a trophy case here. Your collection of treasures consists of: a golden clockwork canary a beautiful brass bauble a jewel-encrusted egg a chalice a Don Woods stamp a platinum bar a large emerald a statue a pot of gold a crystal trident a trunk of jewels a blue crystal sphere a portrait of J. Pierpont Flathead a stack of zorkmid bills a masterpiece by a neglected genius a white crystal sphere a tin of rare spices a fancy violin a pearl necklace a bag of coins On hooks above the mantelpiece hangs an elvish sword of great antiquity. There is an issue of US NEWS & DUNGEON REPORT here. >put coffin in case You put the gold coffin into the trophy case. [Your score has just gone up by seven points.] >get matchbook Taken. >d Cellar >e Troll Room >n East-West Passage >e Round Room There is a dented steel box here. >e Grail Room There is an extremely valuable (perhaps original) grail here. >x grail The grail is empty. >get grail Taken. [Your score has just gone up by two points.] >light grail with torch I don't think you can burn a grail. >u Temple This is the west end of a large temple. On the south wall is an ancient inscription, probably a prayer in a long-forgotten language. The north wall is solid granite. The entrance at the west end of the room is through huge marble pillars. There is a small brass bell here. >x inscription The prayer is inscribed in an ancient script which is hardly remembered these days, much less understood. What little of it can be made out seems to be a diatribe against small insects, absent-mindedness, and the picking up and dropping of small objects. The final verse seems to consign trespassers to the land of the dead. All evidence indicates that the beliefs of the ancient Zorkers were obscure. >x bell You see nothing special about the small brass bell. >treasure Treasure Room This is a large room, whose north wall is solid granite. A number of discarded bags, which crumble at your touch, are scattered about on the floor. There is an exit down and what appears to be a newly created passage to the east. >temple Temple This is the west end of a large temple. On the south wall is an ancient inscription, probably a prayer in a long-forgotten language. The north wall is solid granite. The entrance at the west end of the room is through huge marble pillars. There is a small brass bell here. >get bell Taken. >e Altar This is the east end of a large temple. In front of you is what appears to be an altar. On the two ends of the altar are burning candles. On the altar is a large black book, open to page 569. >x candles You see nothing special about the pair of candles. >count candles Let's see, how many objects in a pair? Don't tell me, I'll get it. >x book Commandment #12592 Oh ye who go about saying unto each other: "Hello sailor": Dost thou know the magnitude of thy sin before the gods? Yea, verily, thou shalt be ground between two stones. Shall the angry gods cast thy body into the whirlpool? Surely, thy eye shall be put out with a sharp stick! Even unto the ends of the earth shalt thou wander and unto the land of the dead shalt thou be sent at last. Surely thou shalt repent of thy cunning. >get all pair of candles: Taken. large black book: Taken. >w Temple >w Grail Room >e Narrow Crawlway >s Tiny Cave This is a tiny cave with entrances west and north, and a dark, forbidding staircase leading down. >d Entrance to Hades You are outside a large gateway, on which is inscribed: "Abandon every hope, all ye who enter here." The gate is open; through it you can see a desolation, with a pile of mangled corpses in one corner. Thousands of voices, lamenting some hideous fate, can be heard. >e Some invisible force prevents you from passing through the gate. >w You can't go that way. >exorcise You must perform the ceremony. >ring candles How, exactly, do you ring that? >light candles with candles The pair of candles is already burning. >light candles with torch The pair of candles is already burning. >x book Commandment #12592 Oh ye who go about saying unto each other: "Hello sailor": Dost thou know the magnitude of thy sin before the gods? Yea, verily, thou shalt be ground between two stones. Shall the angry gods cast thy body into the whirlpool? Surely, thy eye shall be put out with a sharp stick! Even unto the ends of the earth shalt thou wander and unto the land of the dead shalt thou be sent at last. Surely thou shalt repent of thy cunning. The tension of this ceremony is broken, and the wraiths, amused but shaken at your clumsy attempt, resume their hideous jeering. >ring bell Ding Dong. The bell suddenly becomes red hot and falls to the ground. The wraiths, as if paralyzed, stop their jeering and slowly turn to face you. On their ashen faces, the expression of a long-forgotten terror takes shape. In your confusion, the candles drop to the ground (and they are out). >get candles Taken. >light match One of the matches starts to burn. >light candles with match The candles are now lighted. The flames flicker wildly and appear to dance. The earth beneath your feet trembles, and your legs nearly buckle beneath you. The spirits cower at your unearthly power. The match has gone out. >read book Commandment #12592 Oh ye who go about saying unto each other: "Hello sailor": Dost thou know the magnitude of thy sin before the gods? Yea, verily, thou shalt be ground between two stones. Shall the angry gods cast thy body into the whirlpool? Surely, thy eye shall be put out with a sharp stick! Even unto the ends of the earth shalt thou wander and unto the land of the dead shalt thou be sent at last. Surely thou shalt repent of thy cunning. Each word of the prayer reverberates through the hall in a deafening confusion. As the last word fades, a voice, loud and commanding, speaks: "Begone, fiends!". A heart-stopping scream fills the cavern, and the spirits, sensing a greater power, flee through the walls. >drop book and candles large black book: Dropped. pair of candles: Dropped. >e Land of the Living Dead You have entered the Land of the Living Dead, a large desolate room. Although it is apparently uninhabited, you can hear the sounds of thousands of lost souls weeping and moaning. In the east corner are stacked the remains of dozens of previous adventurers who were less fortunate than yourself. To the east is an ornate passage, apparently recently constructed. A passage exits to the west. [Your score has just gone up by thirty points.] >e Tomb of the Unknown Implementer This is the Tomb of the Unknown Implementer. A hollow voice says: "That's not a bug, it's a feature!" In the north wall of the room is the Crypt of the Implementers. It is made of the finest marble, and apparently large enough for four headless corpses. The crypt is closed. Above the entrance is the cryptic instruction: "Feel Free". There are four heads here, mounted securely on poles. There is a large pile of empty Coke bottles here, evidently produced by the implementers during their long struggle to win totally. There is a gigantic pile of line-printer output here. Although the paper once contained useful information, almost nothing can be distinguished now. >x tomb You can't see any such thing. >x heads You see nothing special about the set of poled heads. >x bottles You see nothing special about the bunch of Coke bottles. >x listings > ... The rest is, alas, unintelligible (as were the implementers). >x door Here lie the implementers, whose heads were placed on poles by the Keeper of the Dungeon for amazing untastefulness. >w Land of the Living Dead >w Entrance to Hades There are two candles here. There is a large black book here. There is a small brass bell here. >u Tiny Cave >n Narrow Crawlway >n Grail Room >. That's not a verb I recognise. >w Round Room There is a dented steel box here. >w East-West Passage >w Troll Room >w Cellar >u Living Room There is a nasty-looking knife here. There is a stiletto here. There is a small pump here. There is a large shovel here. There is a broken sharp stick here. There is a tan label here. There is a leaflet here. There is a free brochure here. There are tour guidebooks here. There is a wrench here. There is an object which looks like a tube of toothpaste here. The tube contains: some viscous material There is a rubber welcome mat here. There is a rusty iron key here. There is a screwdriver here. There is a large coil of rope here. There is a battery-powered brass lantern here. There is a bottle here. The bottle contains: a quantity of water There is a piece of cake with orange icing here. There is a piece of cake with red icing here. There is a set of skeleton keys here. There is a sack here. There is a square brick here which feels like clay. In the center of the room is an open trap door. There is a trophy case here. Your collection of treasures consists of: a gold coffin (closed) a golden clockwork canary a beautiful brass bauble a jewel-encrusted egg a chalice a Don Woods stamp a platinum bar a large emerald a statue a pot of gold a crystal trident a trunk of jewels a blue crystal sphere a portrait of J. Pierpont Flathead a stack of zorkmid bills a masterpiece by a neglected genius a white crystal sphere a tin of rare spices a fancy violin a pearl necklace a bag of coins On hooks above the mantelpiece hangs an elvish sword of great antiquity. There is an issue of US NEWS & DUNGEON REPORT here. >put grail in case You put the grail into the trophy case. [Your score has just gone up by five points.] >drop all but torch matchbook: Dropped. >get lantern, sack, rope and screwdriver battery-powered brass lantern: Taken. sack: Taken. large coil of rope: Taken. screwdriver: Taken. >d Cellar >e Troll Room >n East-West Passage >e Round Room There is a dented steel box here. >se Winding Passage This is a winding passage. It seems that there is only an exit on the east end, although the whirring from the round room can be heard faintly to the north. >e Mirror Room >x mirror There is an ugly person staring back at you. >brush teeth with screwdriver Nice try, but with a screwdriver? >touch mirror There is a rumble from deep within the earth and the room shakes. Mirror Room This is a large square room with tall ceilings. On the south wall is a gigantic mirror which fills the entire wall. There are exits on the other three sides of the room. >x mirror There is an ugly person staring back at you. >w Cold Passage >w Slide Room >n Mine Entrance You are standing at the entrance of what might have been a coal mine. To the northeast and the northwest are entrances to the mine, and there is another exit on the south end of the room. >nw Squeaky Room You are a small room. Strange squeaky sounds may be heard coming from the passage at the west end. You may also escape to the south. >open sack You open the sack, revealing a lunch and a clove of garlic. >put torch in sack It won't fit. >x lunch You see nothing special about the lunch. >x garlic You see nothing special about the clove of garlic. >get garlic Taken. >w Bat Room You are in a small room which has only one door, to the east. In the corner of the room on the ceiling is a large vampire bat who is obviously deranged and holding his nose. There is a jade figurine here. >x bat You see nothing special about the deranged giant vampire bat. >x figurine You see nothing special about the jade figurine. >get figurine Taken. [Your score has just gone up by five points.] >e Squeaky Room >s Mine Entrance >ne Shaft Room This is a large room, in the middle of which is a small shaft descending through the floor into darkness below. To the west and the north are exits from this room. Constructed over the top of the shaft is a metal framework to which a heavy iron chain is attached. At the end of the chain is a basket. >x basket The basket is empty. >put torch and screwdriver in basket ivory torch: Done. screwdriver: Done. >turn on lantern You switch the battery-powered brass lantern on. >n Wooden Tunnel This is a narrow tunnel with large wooden beams running across the ceiling and around the walls. A path from the south splits into paths running west and northeast. >w Smelly Room This is a small non-descript room. However, from the direction of a small descending staircase a foul odor can be detected. To the east is a narrow path. >d Gas Room This is a small room which smells strongly of coal gas. There is a sapphire-encrusted bracelet here. >x bracelet You see nothing special about the sapphire bracelet. >get bracelet Taken. [Your score has just gone up by five points.] >u Smelly Room >e Wooden Tunnel >ne Coal Mine This is a non-descript part of a coal mine. >n Coal Mine This is a non-descript part of a coal mine. >w Coal Mine This is a non-descript part of a coal mine. > I beg your pardon? >u Coal Mine This is a non-descript part of a coal mine. >e Coal Mine This is a non-descript part of a coal mine. >e Coal Mine >ne Coal Mine This is a non-descript part of a coal mine. >nw Coal Mine This is a non-descript part of a coal mine. >d Ladder Top This is a very small room. In the corner is a rickety wooden ladder, leading downward. It might be safe to descend. There is also a staircase leading upward. >d Ladder Bottom This is a rather wide room. On one side is the bottom of a narrow wooden ladder. To the northeast and the south are passages leaving the room. >ne Dead End There is a small heap of coal here. >x coal You see nothing special about the pile of coal. >get coal Taken. >s Ladder Bottom >s Timber Room This is a long and narrow passage, which is cluttered with broken timbers. A wide passage comes from the north and turns at the southwest corner of the room into a very narrow passageway. There is a narrow passageway here. There is a wooden timber on the ground here. >drop all but lantern and coal sapphire bracelet: Dropped. jade figurine: Dropped. clove of garlic: Dropped. large coil of rope: Dropped. sack: Dropped. >x timber You see nothing special about the broken timber. > I beg your pardon? >x passageway You see nothing special about the narrow passageway. >get timber Taken. >n Ladder Bottom >u Ladder Top >u Coal Mine >e Coal Mine >e Wooden Tunnel >s Shaft Room At the end of the chain is a basket. The basket contains: a screwdriver an ivory torch (providing light) >put coal in basket You put the pile of coal into the basket. >lower timber Playing in this way with a broken timber has no effect. >drop timber Dropped. >lower basket The basket is lowered to the bottom of the shaft. >lower basket The basket is at the other end of the chain. >x basket You see nothing special about the basket. >d You wouldn't fit and would die if you could. > I beg your pardon? >n Wooden Tunnel >ne Coal Mine >n Coal Mine >ne Coal Mine >nw Coal Mine >d Ladder Top >d Ladder Bottom >s Timber Room There is a narrow passageway here. There is a sack here. The sack contains: a lunch There is a large coil of rope here. There is a clove of garlic here. There is a jade figurine here. There is a sapphire-encrusted bracelet here. >sw You cannot fit through this passage with that load. >drop lantern Dropped. >sw Lower Shaft This is a small square room which is at the bottom of a long shaft. To the east is a passageway and to the northeast a very narrow passage. In the shaft can be seen a heavy iron chain. There is a narrow passageway here. At the end of the chain is a basket. The basket contains: a pile of coal a screwdriver an ivory torch (providing light) >u The chain is not climbable. >get all pile of coal: Taken. screwdriver: Taken. ivory torch: Taken. >e Machine Room This is a large room which seems to be air-conditioned. In one corner there is a machine (?) which is shaped somewhat like a clothes dryer. On the "panel" there is a switch which is labelled in a dialect of Swahili. Fortunately, I know this dialect and the label translates to START. The switch does not appear to be manipulable by any human hand (unless the fingers are about 1/16 by 1/4 inch). On the front of the machine is a large lid, which is closed. [Your score has just gone up by ten points.] >x machine You see nothing special about the lid. >x lid You see nothing special about the lid. >x switch You see nothing special about the switch. >open lid You open the lid. >put coal in machine You put the pile of coal into the lid. >turn switch with hands (first taking your bare hands) That seems to be a part of yourself. >turn switch with screwdriver The machine doesn't seem to want to do anything. >close lid You close the lid. >turn switch with torch It seems that an ivory torch won't do. >turn switch with screwdriver The machine comes to life (figuratively) with a dazzling display of colored lights and bizarre noises. After a few moments, the excitement abates. >open lid You open the lid, revealing a huge diamond. >x diamond You see nothing special about the huge diamond. >get diamond Taken. [Your score has just gone up by ten points.] >nw Lower Shaft There is a narrow passageway here. At the end of the chain is a basket. >x basket The basket is empty. >x passageway You see nothing special about the narrow passageway. >put all in basket huge diamond: Done. ivory torch: Done. screwdriver: Done. >raise basket The basket is raised to the top of the shaft. It is now pitch dark in here! >ne Timber Room There is a narrow passageway here. There is a battery-powered brass lantern here. There is a sack here. The sack contains: a lunch There is a large coil of rope here. There is a clove of garlic here. There is a jade figurine here. There is a sapphire-encrusted bracelet here. >get all battery-powered brass lantern: Taken. sack: Taken. large coil of rope: Taken. clove of garlic: Taken. jade figurine: Taken. sapphire bracelet: Taken. lunch: Taken. >n Ladder Bottom >u Ladder Top >u Coal Mine >e Coal Mine >e Wooden Tunnel >s Shaft Room At the end of the chain is a basket. The basket contains: a screwdriver an ivory torch (providing light) a huge diamond There is a wooden timber on the ground here. >turn off lantern You switch the battery-powered brass lantern off. >drop all but rope lunch: Dropped. sapphire bracelet: Dropped. jade figurine: Dropped. clove of garlic: Dropped. sack: Dropped. battery-powered brass lantern: Dropped. >get torch and timber ivory torch: Taken. broken timber: Taken. >tie timber to torch You can't tie stuff with that. >tie rope to timber It is too clumsy when you are carrying it. >w Mine Entrance >s Slide Room >drop timber Dropped. >tie rope to timber The rope dangles down the slide. The large coil of rope is now attached to the broken timber. >get rope You'll have to untie the broken timber first. >get timber The coil of rope comes loose from the broken timber. Taken. >drop timber Dropped. >tie rope to timber The large coil of rope is now attached to the broken timber. >x slide You see nothing special about the long slide. >d Slide This is an uncomfortable spot within the coal chute. The rope to which you are clinging can be seen rising into the darkness above. There is more rope dangling below you. >d Slide This is another spot within the coal chute. Above you the rope climbs into darkness and the end of the rope is dangling five feet beneath you. >d Slide You have reached the end of your rope. Below you is darkness as the chute makes a sharp turn. On the east here is a small ledge which you might be able to stand on. >e Slide Ledge This is a narrow ledge abutting the coal chute, in which a rope can be seen passing downward. Behind you, to the south, is a small room. >s Sooty Room This is a small room with rough walls, and a ceiling which is steeply sloping from north to south. There is coal dust covering almost everything, and little bits of coal are scattered around the only exit (which is a narrow passage to the north). In one corner of the room is an old coal stove which lights the room with a cheery red glow. There is a very narrow crack in the north wall. On the floor sits a red crystal sphere. >x sphere As you peer into the sphere, a strange vision takes shape of a distant room, which can be described clearly.... This is the living room. There is a door to the east. To the west, there is a wooden door with strange gothic lettering and a cyclops-sized hole in it. The vision fades, revealing only an ordinary crystal sphere. >get sphere Taken. [Your score has just gone up by ten points.] >n Slide Ledge >d Cellar >e Troll Room >n East-West Passage >e Round Room There is a dented steel box here. >se Winding Passage >e Mirror Room >touch mirror There is a rumble from deep within the earth and the room shakes. Mirror Room This is a large square room with tall ceilings. On the south wall is a gigantic mirror which fills the entire wall. There are exits on the other three sides of the room. >w Cold Passage >w Slide Room There is a wooden timber on the ground here. There is a large coil of rope here, tied to the broken timber. >n Mine Entrance >ne Shaft Room There is a battery-powered brass lantern here. There is a sack here. There is a clove of garlic here. There is a jade figurine here. There is a sapphire-encrusted bracelet here. There is a lunch here. At the end of the chain is a basket. The basket contains: a screwdriver a huge diamond >get all battery-powered brass lantern: Taken. sack: Taken. clove of garlic: Taken. jade figurine: Taken. sapphire bracelet: Taken. lunch: Taken. screwdriver: Taken. huge diamond: Taken. >w Mine Entrance >s Slide Room There is a wooden timber on the ground here. There is a large coil of rope here, tied to the broken timber. >d Slide This is an uncomfortable spot within the coal chute. The rope to which you are clinging can be seen rising into the darkness above. There is more rope dangling below you. >d Slide >d Slide >d Cellar >u Living Room There is a matchbook whose cover says "Visit Beautiful FCD#3" here. There is a nasty-looking knife here. There is a stiletto here. There is a small pump here. There is a large shovel here. There is a broken sharp stick here. There is a tan label here. There is a leaflet here. There is a free brochure here. There are tour guidebooks here. There is a wrench here. There is an object which looks like a tube of toothpaste here. The tube contains: some viscous material There is a rubber welcome mat here. There is a rusty iron key here. There is a bottle here. The bottle contains: a quantity of water There is a piece of cake with orange icing here. There is a piece of cake with red icing here. There is a set of skeleton keys here. There is a square brick here which feels like clay. In the center of the room is an open trap door. There is a trophy case here. Your collection of treasures consists of: a grail a gold coffin (closed) a golden clockwork canary a beautiful brass bauble a jewel-encrusted egg a chalice a Don Woods stamp a platinum bar a large emerald a statue a pot of gold a crystal trident a trunk of jewels a blue crystal sphere a portrait of J. Pierpont Flathead a stack of zorkmid bills a masterpiece by a neglected genius a white crystal sphere a tin of rare spices a fancy violin a pearl necklace a bag of coins On hooks above the mantelpiece hangs an elvish sword of great antiquity. There is an issue of US NEWS & DUNGEON REPORT here. >put red sphere in sack You put the red crystal sphere into the sack. >close sack You close the sack. >x blue sphere You see only darkness. >open sack You open the sack, revealing a red crystal sphere. >get red sphere Taken. >put figurine, diamond, bracelet and red sphere in case jade figurine: Done. huge diamond: Done. sapphire bracelet: Done. red crystal sphere: Done. [Your score has just gone up by nineteen points.] >x blue sphere As you peer into the sphere, a strange vision takes shape of a distant room, which can be described clearly.... This is the living room. There is a door to the east. To the west, there is a wooden door with strange gothic lettering and a cyclops-sized hole in it. The vision fades, revealing only an ordinary crystal sphere. >drop all but torch screwdriver: Dropped. lunch: Dropped. clove of garlic: Dropped. sack: Dropped. battery-powered brass lantern: Dropped. >w Strange Passage >s Cyclops Room The north wall, previously solid, now has a cyclops-shaped hole in it. >u Treasure Room >e Small Square Room This is a small square room, in the middle of which is a recently created hole through which you can barely discern the floor some ten feet below. It doesn't seem likely you could climb back up. There are exits to the west and south. There is a piece of paper on the ground here. >x note The paper is rather worn; although the writing is barely legible (the author probably had only a used pencil), it is a very elegant copperplate. To Whom It May Concern: I regret to report that the rumours regarding treasure contained in the chamber to which this passage leads have no basis in fact. Should you nevertheless be sufficiently foolhardy to enter, it will be quite impossible for you to exit. Sincerely yours, The Thief >s Side Room You are in a room with an exit to the north and a steel door to the east. >x door You see nothing special about the steel door. >open door That's not something you can open. >n Small Square Room There is a piece of paper on the ground here. >d Room in Puzzle You are in a small square room bounded to the north and west with marble walls and to the east and south with sandstone walls. >u The exit is too far above your head. >x north wall You see nothing unexpected in that direction. >x east wall You see nothing unexpected in that direction. >push north wall The wall does not budge. >push east wall The wall slides forward and you follow it to this position: Room in Puzzle |MM MM MM| West | .. SS| East |SS MM| >push south wall There is only a passage in that direction. >s Room in Puzzle | SS| West |SS .. MM| East | | >sw Room in Puzzle |MM SS | West |MM .. | East |MM SS | >push south wall The wall slides forward and you follow it to this position: Room in Puzzle |MM | West |MM .. | East |MM SS | >e Room in Puzzle | | West | .. | East |SS SS| >e Room in Puzzle | | West | .. SS| East | SS | >se Room in Puzzle | SS SS| West |SS .. | East | | >sw Room in Puzzle | SS | West |MM .. | East |MM MM MM| The west wall here has a large steel door at its center. On one side of the door is a small slit. >x slit The small slit is empty. >x door You see nothing special about the steel door. >open door That's not something you can open. >ne Room in Puzzle | SS SS| West |SS .. | East | | >nw Room in Puzzle | | West | .. SS| East | SS | >push south wall The wall slides forward and you follow it to this position: Room in Puzzle | SS| West | .. | East |MM SS | >n Room in Puzzle | | West | .. SS| East | | >n Room in Puzzle | MM | West | .. | East | SS| >e Room in Puzzle |MM SS| West | .. MM| East | SS SS| >push south wall The wall slides forward and you follow it to this position: Room in Puzzle | MM| West | .. SS| East | SS | The center of the floor here is noticeably depressed. Nestled inside the niche is an engraved gold card. >x card ____________________________________________________________ | | | FROBOZZ MAGIC SECURITY SYSTEMS | | Door Pass Royal Zork Puzzle Museum | | | | #632-988-496-XTHF | | | | | | USE OF THIS PASS BY UNAUTHORIZED PERSONS OR AFTER | | EXPIRATION DATE WILL RESULT IN IMMEDIATE CONFISCATION | | | | | | (approved) | | Will Weng | | 789 G.U.E. | | | | Expires 792 G.U.E. | |____________________________________________________________| >get card Taken. [Your score has just gone up by fifteen points.] >push south wall The wall slides forward and you follow it to this position: Room in Puzzle | SS| West | .. | East |SS SS | >e Room in Puzzle | SS | West | .. | East |SS MM| >ne Room in Puzzle |MM | West |SS .. MM| East | MM| >push west wall The wall slides forward and you follow it to this position: Room in Puzzle | MM | West |SS .. | East | | >push west wall The wall slides forward and you follow it to this position: Room in Puzzle | MM| West |SS .. | East | | The center of the floor here is noticeably depressed. >push west wall The wall slides forward and you follow it to this position: Room in Puzzle | | West |SS .. | East | | >push west wall The wall slides forward and you follow it to this position: Room in Puzzle | | West |SS .. | East |SS | >ne Room in Puzzle | MM | West | .. | East | | >ne Room in Puzzle |SS SS| West |MM .. SS| East | MM| There is a ladder here, firmly attached to the east wall. >x ladder You can't see any such thing. >n Room in Puzzle |MM MM MM| West |SS .. SS| East |MM SS| >push east wall The wall slides forward and you follow it to this position: Room in Puzzle |MM MM MM| West | .. SS| East | SS | >sw Room in Puzzle |SS | West |MM .. SS| East | MM| There is a ladder here, firmly attached to the east wall. >s Room in Puzzle |MM SS| West | .. MM| East | | >se Room in Puzzle | MM | West | .. | East | | >ne Room in Puzzle |SS MM| West |MM .. | East | MM| >n Room in Puzzle | SS | West |SS .. MM| East |MM | There is a ladder here, firmly attached to the west wall. >push west wall The wall slides forward and you follow it to this position: Room in Puzzle | SS| West |SS .. | East | MM | There is a ladder here, firmly attached to the west wall. >nw Room in Puzzle |MM MM MM| West |SS .. | East |MM SS | >push south wall The wall slides forward and you follow it to this position: Room in Puzzle |SS | West |MM .. | East | SS MM| >push south wall The wall slides forward and you follow it to this position: Room in Puzzle |MM | West | .. MM| East | SS | >w Room in Puzzle | MM | West | .. | East | SS| >nw Room in Puzzle | SS| West |SS .. MM| East | | >nw Room in Puzzle |MM MM MM| West |MM .. | East |MM SS | In the ceiling above you is a large circular opening. >push south wall The wall slides forward and you follow it to this position: Room in Puzzle |MM | West |MM .. | East |MM SS | >se Room in Puzzle | MM| West |SS .. | East |SS | >se Room in Puzzle | | West | .. SS| East | | There is a ladder here, firmly attached to the east wall. >se Room in Puzzle | SS | West | .. | East |SS SS | >ne Room in Puzzle | MM | West |SS .. | East | | There is a ladder here, firmly attached to the west wall. >push west wall The wall slides forward and you follow it to this position: Room in Puzzle | MM| West |SS .. | East | | The center of the floor here is noticeably depressed. There is a ladder here, firmly attached to the west wall. >push west wall The wall slides forward and you follow it to this position: Room in Puzzle | | West |SS .. | East | | There is a ladder here, firmly attached to the west wall. >sw Room in Puzzle |SS SS | West |SS .. | East |MM MM SS| There is a ladder here, firmly attached to the west wall. >push north wall The wall slides forward and you follow it to this position: Room in Puzzle |SS SS | West |SS .. | East |SS | >push north wall The wall slides forward and you follow it to this position: Room in Puzzle | SS MM| West |SS .. | East |SS | >push north wall The wall slides forward and you follow it to this position: Room in Puzzle | SS SS| West | .. MM| East |SS | >nw Room in Puzzle |MM MM MM| West |MM .. SS| East |MM | In the ceiling above you is a large circular opening. There is a ladder here, firmly attached to the east wall. >x ladder You can't see any such thing. >u With the help of the ladder, you exit the puzzle. Small Square Room This is a small square room, in the middle of which is a recently created hole through which you can barely discern the floor some ten feet below. It doesn't seem likely you could climb back up. There are exits to the west and south. There is a piece of paper on the ground here. >w Treasure Room This is a large room, whose north wall is solid granite. A number of discarded bags, which crumble at your touch, are scattered about on the floor. There is an exit down and what appears to be a newly created passage to the east. >d Cyclops Room This is a room with an exit on the west side, and a staircase leading up. The north wall, previously solid, now has a cyclops-shaped hole in it. >n Strange Passage This is a long passage. To the south is one entrance. On the east there is an old wooden door with a large hole in it (about cyclops sized). >e Living Room This is the living room. There is a door to the east. To the west, there is a wooden door with strange gothic lettering and a cyclops-sized hole in it. There is a battery-powered brass lantern here. There is a sack here. There is a clove of garlic here. There is a lunch here. There is a screwdriver here. There is a matchbook whose cover says "Visit Beautiful FCD#3" here. There is a nasty-looking knife here. There is a stiletto here. There is a small pump here. There is a large shovel here. There is a broken sharp stick here. There is a tan label here. There is a leaflet here. There is a free brochure here. There are tour guidebooks here. There is a wrench here. There is an object which looks like a tube of toothpaste here. The tube contains: some viscous material There is a rubber welcome mat here. There is a rusty iron key here. There is a bottle here. The bottle contains: a quantity of water There is a piece of cake with orange icing here. There is a piece of cake with red icing here. There is a set of skeleton keys here. There is a square brick here which feels like clay. In the center of the room is an open trap door. There is a trophy case here. Your collection of treasures consists of: a red crystal sphere a sapphire bracelet a huge diamond a jade figurine a grail a gold coffin (closed) a golden clockwork canary a beautiful brass bauble a jewel-encrusted egg a chalice a Don Woods stamp a platinum bar a large emerald a statue a pot of gold a crystal trident a trunk of jewels a blue crystal sphere a portrait of J. Pierpont Flathead a stack of zorkmid bills a masterpiece by a neglected genius a white crystal sphere a tin of rare spices a fancy violin a pearl necklace a bag of coins On hooks above the mantelpiece hangs an elvish sword of great antiquity. There is an issue of US NEWS & DUNGEON REPORT here. >put card in case You put the gold card into the trophy case. [Your score has just gone up by ten points.] >get lantern, guidebook, brick and matchbook battery-powered brass lantern: Taken. tour guidebook: Taken. square brick feeling like clay: Taken. matchbook: Taken. >d Cellar You are in a dark and damp cellar with a narrow passageway leading east, and a crawlway to the south. On the west is the bottom of a steep metal ramp which is unclimbable. >e Troll Room This is a small room with passages off in all directions. Bloodstains and deep scratches (perhaps made by an axe) mar the walls. >n East-West Passage This is a narrow east-west passageway. There is a narrow stairway leading down at the north end of the room. >d Deep Ravine This is a deep ravine at a crossing with an east-west crawlway. Some stone steps are at the south of the ravine, and a steep staircase descends. >d Reservoir South You are in a long room, to the north of which was formerly a reservoir. There is a western exit, a passageway south, and a steep pathway climbing up along the edge of a cliff. >w Stream View You are standing on a path beside a gently flowing stream. The path travels to the north and the east. There is a coil of thin shiny wire here. >x water You can't see any such thing. >swim I think swimming is best accomplished in water. >drink water You can't see any such thing. >get water You can't see any such thing. >x wire You see nothing special about the wire coil. >get wire Taken. >n Glacier Room This is a large room with giant icicles hanging from the walls and ceiling. There are passages to the north and east. A mass of ice fills the western half of the room. >x ice You see nothing special about the mass of ice. >throw torch The torch hits the glacier and explodes into a great ball of flame, devouring the glacier. The water from the melting glacier rushes downstream, carrying the torch with it. In place of the glacier, there is a passageway leading west. It is now pitch dark in here! >turn on lantern You switch the battery-powered brass lantern on. Glacier Room This is a large room with giant icicles hanging from the walls and ceiling. There are passages to the north and east. >w Ruby Room This is a small chamber behind the remains of the great glacier. To the south and west are small passageways. On the floor lies a moby ruby. >x ruby You see nothing special about the moby ruby. >get ruby Taken. [Your score has just gone up by fifteen points.] >w Lava Room This is a small room, whose walls are formed by an old lava flow. There are exits here to the west and the south. >s Volcano Bottom You are at the bottom of a large dormant volcano. High above you, light may be seen entering from the cone of the volcano. The only exit here is to the north. There is a very large and extremely heavy wicker basket with a cloth bag here. Inside the basket is a metal receptacle of some kind. Attached to the basket on the outside is a piece of wire. >x basket The basket is empty. >x receptacle You see nothing special about the metal receptacle. >x piece of wire You see nothing special about the piece of braided wire. >light piece of wire with receptacle (first taking the metal receptacle) That seems to be a part of the basket. >light piece of wire with guidebook How do you expect to burn anything with that? >board basket You get into the basket. >open receptacle You open the metal receptacle. >put guidebook in receptacle You put the tour guidebook into the metal receptacle. >light match One of the matches starts to burn. >light guidebook with match The tour guidebook burns inside the receptacle. Volcano Core (in the basket) You are about one hundred feet above the bottom of the volcano. The top of the volcano is clearly visible here. The match has gone out. >z Time passes. Volcano Near Small Ledge (in the basket) You are about two hundred feet above the volcano floor. Looming above is the rim of the volcano. There is a small ledge on the west side. >land Narrow Ledge (in the basket) You are on a narrow ledge overlooking the inside of an old dormant volcano. This ledge appears to be about in the middle between the floor below and the rim above. There is an exit here to the south. There is a small hook here. On the floor is a gold zorkmid coin (a valuable collector's item). >attach piece of wire to hook The piece of braided wire is now attached to the small hook. >disembark You get out of the basket. Narrow Ledge You are on a narrow ledge overlooking the inside of an old dormant volcano. This ledge appears to be about in the middle between the floor below and the rim above. There is an exit here to the south. There is a very large and extremely heavy wicker basket with a cloth bag here. Inside the basket is a metal receptacle of some kind. Attached to the basket on the outside is a piece of wire. There is a small hook here. On the floor is a gold zorkmid coin (a valuable collector's item). >x hook You see nothing special about the small hook. >x coin -------------------------- / Gold Zorkmid \\ / T e n T h o u s a n d \\ / Z O R K M I D S \\ / \\ / |||||||||||||||||| \\ / !|||| ||||! \\ | ||| ^^ ^^ ||| | | ||| OO OO ||| | | In Frobs ||| << ||| We Trust | | || (______) || | | | | | | |__________| | \\ / \\ -- Lord Dimwit Flathead -- / \\ -- Beloved of Zorkers -- / \\ / \\ * 722 G.U.E. * / \\ / -------------------------- >get coin Taken. [Your score has just gone up by ten points.] >s Library This is a room which must have been a large library, probably for the royal family. All of the shelves appear to have been gnawed to pieces by unfriendly gnomes. To the north is an exit. There is a blue book here. There is a green book here. There is a white book here. There is a purple book here. >x blue book This book is written in a tongue with which I am unfamiliar. >x green book This book is written in a tongue with which I am unfamiliar. >x white book This book is written in a tongue with which I am unfamiliar. > I beg your pardon? >x purple book This book is written in a tongue with which I am unfamiliar. >open purple book You open the purple book, revealing a Flathead stamp. >x stamp ---v----v----v----v----v----v----v----v--- | | | |||||||||| LORD | > !|||| | DIMWIT < | |||| ---| FLATHEAD | | |||C CC \\ | > |||| _\\ < | ||| (____| | | || | | > |______| Our < | / \\ Excessive | | / \\ Leader | > | | < | | | | | | > G.U.E. POSTAGE 3 Zorkmids < | | ---^----^----^----^----^----^----^----^--- >get stamp Taken. [Your score has just gone up by four points.] >n Narrow Ledge You are on a narrow ledge overlooking the inside of an old dormant volcano. This ledge appears to be about in the middle between the floor below and the rim above. There is an exit here to the south. There is a very large and extremely heavy wicker basket with a cloth bag here. Inside the basket is a metal receptacle of some kind. Attached to the basket on the outside is a piece of wire. There is a small hook here. >board basket You get into the basket. >unattach piece of wire from hook The piece of braided wire is now unattached. The balloon leaves the ledge. >z Time passes. Volcano Near Viewing Ledge (in the basket) You are high above the floor of the volcano. From here the rim of the volcano looks very narrow and you are very near it. To the east is what appears to be a viewing ledge, too thin to land on. >z Time passes. Volcano Near Wide Ledge (in the basket) You are near the rim of the volcano which is only about 15 feet across. To the west, there is a place to land on a wide ledge. >land Wide Ledge (in the basket) You are on a wide ledge high into the volcano. The rim of the volcano is about 200 feet above and there is a precipitous drop below to the bottom. There is a small door to the south. There is a tiny hook here. >attach piece of wire to hook The piece of braided wire is now attached to the tiny hook. >disembark You get out of the basket. Wide Ledge You are on a wide ledge high into the volcano. The rim of the volcano is about 200 feet above and there is a precipitous drop below to the bottom. There is a small door to the south. There is a very large and extremely heavy wicker basket with a cloth bag here. Inside the basket is a metal receptacle of some kind. Attached to the basket on the outside is a piece of wire. There is a tiny hook here. >x hook You see nothing special about the tiny hook. >s Dusty Room You are in a dusty old room which is virtually featureless, except for an exit on the north side. Embedded in the far wall, there is a rusty old box. It appears that the box is somewhat damaged, since an oblong hole has been chipped out of the front of it. >x box You see nothing special about the rusty old box. >x oblong hole The oblong hole is empty. >put brick in oblong hole You put the square brick feeling like clay into the oblong hole. >put wire in brick You insert the fuse into the brick. >light match One of the matches starts to burn. >light wire with match The wire starts to burn. The match has gone out. >n Wide Ledge You are on a wide ledge high into the volcano. The rim of the volcano is about 200 feet above and there is a precipitous drop below to the bottom. There is a small door to the south. There is a very large and extremely heavy wicker basket with a cloth bag here. Inside the basket is a metal receptacle of some kind. Attached to the basket on the outside is a piece of wire. There is a tiny hook here. There is an explosion nearby. >s Dusty Room You are in a dusty old room which is virtually featureless, except for an exit on the north side. There is a card with writing on it here. The excessively gaudy crown of Lord Dimwit Flathead is here. On the far wall is a rusty box, whose door has been blown off. >get all note card: Taken. gaudy crown: Taken. You may recall your recent explosion. Well, probably as a result of that, you hear an ominous rumbling, as if one of the rooms in the dungeon has collapsed. [Your score has just gone up by fifteen points.] >n Wide Ledge You are on a wide ledge high into the volcano. The rim of the volcano is about 200 feet above and there is a precipitous drop below to the bottom. There is a small door to the south. There is a very large and extremely heavy wicker basket with a cloth bag here. Inside the basket is a metal receptacle of some kind. Attached to the basket on the outside is a piece of wire. There is a tiny hook here. >board basket You get into the basket. >unattach wire from hook The piece of braided wire is now unattached. The balloon leaves the ledge. The ledge collapses, giving you a narrow escape. >close receptacle You close the metal receptacle. Volcano Near Viewing Ledge (in the basket) You are high above the floor of the volcano. From here the rim of the volcano looks very narrow and you are very near it. To the east is what appears to be a viewing ledge, too thin to land on. >land The ledge is too narrow to land on. Volcano Near Small Ledge (in the basket) You are about two hundred feet above the volcano floor. Looming above is the rim of the volcano. There is a small ledge on the west side. >z Time passes. Volcano Core (in the basket) You are about one hundred feet above the bottom of the volcano. The top of the volcano is clearly visible here. >land You cannot land from here. The balloon has landed. Volcano Bottom (in the basket) You are at the bottom of a large dormant volcano. High above you, light may be seen entering from the cone of the volcano. The only exit here is to the north. >z Time passes. >z Time passes. >disembark You get out of the basket. Volcano Bottom You are at the bottom of a large dormant volcano. High above you, light may be seen entering from the cone of the volcano. The only exit here is to the north. There is a very large and extremely heavy wicker basket with a cloth bag here. Inside the basket is a metal receptacle of some kind. Attached to the basket on the outside is a piece of wire. >x card Warning: This room was constructed over very weak rock strata. Detonation of explosives in this room is strictly prohibited! Frobozz Magic Cave Company per M. Agrippa, foreman >x crown You see nothing special about the gaudy crown. >n Lava Room This is a small room, whose walls are formed by an old lava flow. There are exits here to the west and the south. >w Ruby Room This is a small chamber behind the remains of the great glacier. To the south and west are small passageways. >s Glacier Room This is a large room with giant icicles hanging from the walls and ceiling. There are passages to the north and east. >n Stream View You are standing on a path beside a gently flowing stream. The path travels to the north and the east. There is a burned-out ivory torch here. >get torch Taken. >e Reservoir South You are in a long room, to the north of which was formerly a reservoir. There is a western exit, a passageway south, and a steep pathway climbing up along the edge of a cliff. >s Deep Ravine This is a deep ravine at a crossing with an east-west crawlway. Some stone steps are at the south of the ravine, and a steep staircase descends. >s East-West Passage This is a narrow east-west passageway. There is a narrow stairway leading down at the north end of the room. >w Troll Room This is a small room with passages off in all directions. Bloodstains and deep scratches (perhaps made by an axe) mar the walls. >w Cellar You are in a dark and damp cellar with a narrow passageway leading east, and a crawlway to the south. On the west is the bottom of a steep metal ramp which is unclimbable. >u Living Room This is the living room. There is a door to the east. To the west, there is a wooden door with strange gothic lettering and a cyclops-sized hole in it. There is a sack here. There is a clove of garlic here. There is a lunch here. There is a screwdriver here. There is a nasty-looking knife here. There is a stiletto here. There is a small pump here. There is a large shovel here. There is a broken sharp stick here. There is a tan label here. There is a leaflet here. There is a free brochure here. There is a wrench here. There is an object which looks like a tube of toothpaste here. The tube contains: some viscous material There is a rubber welcome mat here. There is a rusty iron key here. There is a bottle here. The bottle contains: a quantity of water There is a piece of cake with orange icing here. There is a piece of cake with red icing here. There is a set of skeleton keys here. In the center of the room is an open trap door. There is a trophy case here. Your collection of treasures consists of: a gold card a red crystal sphere a sapphire bracelet a huge diamond a jade figurine a grail a gold coffin (closed) a golden clockwork canary a beautiful brass bauble a jewel-encrusted egg a chalice a Don Woods stamp a platinum bar a large emerald a statue a pot of gold a crystal trident a trunk of jewels a blue crystal sphere a portrait of J. Pierpont Flathead a stack of zorkmid bills a masterpiece by a neglected genius a white crystal sphere a tin of rare spices a fancy violin a pearl necklace a bag of coins On hooks above the mantelpiece hangs an elvish sword of great antiquity. There is an issue of US NEWS & DUNGEON REPORT here. >count treasure Your adventure has netted 27 treasures. You are carrying 5 valuables. >count blessings Well, for one, you are playing Zork.... >count me You have lost your mind. >put coin, ruby, torch, crown and stamp in case priceless zorkmid: Done. moby ruby: Done. burned-out ivory torch: Done. gaudy crown: Done. Flathead stamp: Done. Suddenly a sinister wraithlike figure, cloaked and hooded, appears seeming to float in the air before you. In a low, almost inaudible voice he says, "I welcome you to the ranks of the chosen of Zork. You have persisted through many trials and tests, and have overcome them all, dispelling the darkness of ignorance and danger. One such as yourself is fit to join even the Implementers!" He then raises his oaken staff, and chuckling, drifts away like a wisp of smoke, his laughter fading in the distance. [Your score has just gone up by forty-six points.] >d Cellar You are in a dark and damp cellar with a narrow passageway leading east, and a crawlway to the south. On the west is the bottom of a steep metal ramp which is unclimbable. >e Troll Room This is a small room with passages off in all directions. Bloodstains and deep scratches (perhaps made by an axe) mar the walls. >n East-West Passage This is a narrow east-west passageway. There is a narrow stairway leading down at the north end of the room. >e Round Room This is a circular room with passages off in eight directions. There is a dented steel box here. >e Grail Room You are standing in a small circular room with a pedestal. A set of stairs leads up, and passages leave to the east and west. >e Narrow Crawlway This is a narrow crawlway. The crawlway leads from north to south. However, the south passage divides to the south and southwest. >s Tiny Cave This is a tiny cave with entrances west and north, and a dark, forbidding staircase leading down. >d Entrance to Hades You are outside a large gateway, on which is inscribed: "Abandon every hope, all ye who enter here." The gate is open; through it you can see a desolation, with a pile of mangled corpses in one corner. Thousands of voices, lamenting some hideous fate, can be heard. There are two candles here. There is a large black book here. There is a small brass bell here. >e Land of the Living Dead You have entered the Land of the Living Dead, a large desolate room. Although it is apparently uninhabited, you can hear the sounds of thousands of lost souls weeping and moaning. In the east corner are stacked the remains of dozens of previous adventurers who were less fortunate than yourself. To the east is an ornate passage, apparently recently constructed. A passage exits to the west. >e Tomb of the Unknown Implementer This is the Tomb of the Unknown Implementer. A hollow voice says: "That's not a bug, it's a feature!" In the north wall of the room is the Crypt of the Implementers. It is made of the finest marble, and apparently large enough for four headless corpses. The crypt is closed. Above the entrance is the cryptic instruction: "Feel Free". There are four heads here, mounted securely on poles. There is a large pile of empty Coke bottles here, evidently produced by the implementers during their long struggle to win totally. There is a gigantic pile of line-printer output here. Although the paper once contained useful information, almost nothing can be distinguished now. >wait Time passes. >open door You open the crypt door. >n Crypt of the Implementers Though large and aesthetically pleasing, the marble crypt is empty; the sarcophagi, bodies, and rich treasure to be expected in a tomb of this magnificence are missing. Inscribed on one wall is the motto of the implementers, "Feel Free". There is a door leading out of the crypt to the south. The door is open. >x door Here lie the implementers, whose heads were placed on poles by the Keeper of the Dungeon for amazing untastefulness. >close door You close the crypt door. >turn off lantern You switch the battery-powered brass lantern off. It is now pitch dark in here! >wait Time passes. Suddenly, as you wait in the dark, you begin to feel somewhat disoriented. The feeling passes, but something seems different. As you regain your composure, the cloaked figure appears before you, and says, "You are now ready to face the ultimate challenge of Zork. Should you wish to do this somewhat more quickly in the future, you will be given a magic phrase which will at any time transport you by magic to this point. To select the phrase, say INCANT "" and you will be told your own magic phrase to use by saying INCANT " " Good luck, and choose wisely!" >incant 9 Sorry, your secret word must begin with a letter. >incant me A hollow voice replies "PEXHIJDI" Top of Stairs You are standing at the top of a flight of stairs that lead down to a passage below. Dim light, as from torches, can be seen in the passage. Behind you the stairs lead into untouched rock. [Your score has just gone up by fifteen points.] >incant me Sorry, only one incantation to a customer. >s The wall is solid rock. >i You are carrying: an elvish sword a battery-powered brass lantern a note card a matchbook >n Stone Room You are standing near one end of a long, dimly lit hall. To the south, stone stairs ascend. To the north, the corridor is illuminated by torches set high in the walls, out of reach. On one wall is a red button. >push button The button becomes depressed. The button pops back out. >n Small Room You are in a small room, with narrow passages exiting to the north and south. A narrow red beam of light crosses the room at the north end, inches above the floor. >x light You see nothing special about the red beam of light. >get light No doubt you have a bottle of moonbeams as well. >save Saves are not permitted during the end game. >drop sword The beam is now blocked by a sword lying on the floor. >s Stone Room You are standing near one end of a long, dimly lit hall. To the south, stone stairs ascend. To the north, the corridor is illuminated by torches set high in the walls, out of reach. On one wall is a red button. >x button You see nothing special about the red button. >push button The button becomes depressed. >push button The button is already depressed. >n Small Room You are in a small room, with narrow passages exiting to the north and south. A narrow red beam of light crosses the room at the north end, inches above the floor. The beam is stopped halfway across the room by a sword lying on the floor. There is an elvish sword here. >get sword >n Hallway This is part of the long hallway. The east and west walls are dressed stone. In the center of the hall is a shallow stone channel. In the center of the room, the channel widens into a large hole around which is engraved a compass rose. A passage enters from the south. A large mirror fills the north side of the hallway. The mirror is mounted on a panel which has been opened outward. >x mirror You see nothing special about the miror. >in Inside Mirror You are inside a rectangular box of wood whose structure is rather complicated. Four sides and the roof are filled in, and the floor is open. As you face the side opposite the entrance, two short sides of carved and polished wood are to your left and right. The left panel is mahogany, the right pine. The wall you face is red on its left half and black on its right. On the entrance side, the wall is white opposite the red part of the wall it faces, and yellow opposite the black section. The painted walls are at least twice the length of the unpainted ones. The ceiling is painted blue. In the floor is a stone channel about six inches wide and a foot deep. The channel is oriented in a north-south direction. In the exact center of the room, the channel widens into a circular depression, perhaps two feet wide. Incised in the stone around this area is a compass rose. Running from one short wall to the other at about waist height is a wooden bar, carefully carved and drilled. This bar is pierced in two places. The first hole is in the center of the bar (and thus the center of the room). The second is at the left end of the room (as you face opposite the entrance). Through each hole runs a wooden pole. The pole at the left end of the bar is short, extending about a foot above the bar, and ends in a hand grip. The pole is down. The long pole at the center of the bar extends from the ceiling through the bar to the circular area in the stone channel. This bottom end of the pole has a T-bar a bit less than two feet long attached to it, and on the T-bar is carved an arrow. The arrow and T-bar are pointing west. The mirror quietly swings shut. [Your score has just gone up by fifteen points.] >x yellow panel You see nothing special about the red panel. The mirror quietly swings shut. >x short pole You see nothing special about the short pole. >x long pole You see nothing special about the long pole. >x mahogany panel You see nothing special about the mahogany panel. >x pine panel You see nothing special about the pine panel. >x red panel You see nothing special about the red panel. >x white panel You see nothing special about the white panel. >push red panel The short pole stops the structure from rotating. >push mahogany panel The structure rocks back and forth slightly but doesn't move. >lift short pole The pole is now slightly above the floor. >lift short pole The pole cannot be raised further. >push white panel The structure rotates counterclockwise. The arrow is now pointing south. >push red panel The structure rotates clockwise. The arrow is now pointing south. >undo Inside Mirror [Previous turn undone.] >undo Inside Mirror [Previous turn undone.] >push black panel The structure rotates counterclockwise. The arrow is now pointing south. >undo Inside Mirror [Previous turn undone.] >push red panel The structure rotates clockwise. The arrow is now pointing northwest. >push red panel The structure rotates clockwise. The arrow is now pointing north. >push yellow panel The structure rotates clockwise. The arrow is now pointing northeast. >push white panel The structure rotates counterclockwise. The arrow is now pointing north. >push black panel The structure rotates counterclockwise. The arrow is now pointing northwest. >push red panel The structure rotates clockwise. The arrow is now pointing north. >x black panel You see nothing special about the white panel. >lower short pole The pole is lowered into the channel. >lower short pole The pole cannot be lowered further. >push mahogany panel The structure slides north and stops over another compass rose. >push mahogany panel The structure slides north and stops over another compass rose. >push mahogany panel The structure slides north and stops over another compass rose. >lift short pole The pole is now slightly above the floor. >push red panel The structure rotates clockwise. The arrow is now pointing northeast. >push red panel The structure rotates clockwise. The arrow is now pointing east. >push red panel The structure rotates clockwise. The arrow is now pointing southeast. >push red panel The structure rotates clockwise. The arrow is now pointing south. >out There is no way out. >push pine panel The pine wall swings open. >out Dungeon Entrance This is a north-south hallway which ends in a large wooden door. The south side of the room is divided by a wooden wall into small hallways to the southeast and southwest. >x door You see nothing special about the large wooden door. >knock on sword Why knock on an elvish sword? >knock on door The knock reverberates along the hall. For a time it seems there will be no answer. Then you hear someone unlatching the small wooden panel. Through the bars of the great door, the wrinkled face of an old man appears. He gazes down at you and intones as follows: "I am the Master of the dungeon, whose task it is to ensure that none but the most scholarly and masterful adventurers are admitted into the secret realms of the dungeon. To ascertain whether you meet the stringent requirements laid down by the Great Implementers, I will ask three questions, which should be easy for one of your reputed excellence to answer. You have undoubtedly discovered the answers during your travels through the dungeon. Should you answer each of these questions correctly within five attempts, then I am obliged to acknowledge your skill and daring and admit you to these regions." All answers should be in the form 'ANSWER "answer"'. The booming voice asks: From which room can one enter the robber's hideaway without passing through the cyclops room? >answer "I do not know" The dungeon master says, "You are wrong. You have four more chances." >answer "temple" The dungeon master says, "Excellent." The booming voice asks: Besides the Temple, to which room is it possible to go from the Altar? [Your score has just gone up by five points.] >answer "forest" The dungeon master says, "Excellent." The booming voice asks: What can be done to the Mirror that is useful? [Your score has just gone up by five points.] >answer "touch" The dungeon master, obviously pleased, says "You are indeed a master of lore. I am proud to be at your service." The massive wooden door swings open, and the master motions for you to enter. [Your score has just gone up by five points.] >master, go north "If you wish," he replies. "I prefer to stay where I am, thank you." >get master "I'm willing to accompany you, but not ride in your pocket!" >master, follow me The dungeon master answers, "I will follow." >n Narrow Corridor This is a narrow north-south corridor. At the south end is a door and at the north end is an east-west corridor. The door is open. The dungeon master follows you. [Your score has just gone up by twenty points.] >n South Corridor This is an east-west corridor which turns north at its eastern and western ends. The walls of the corridor are marble. An additional passage leads south at the center of the corridor. The dungeon master follows you. >w West Corridor This is a corridor with polished marble walls. The corridor widens into larger areas as it turns east at its northern and southern ends. The dungeon master follows you. > I beg your pardon? >n North Corridor This is a large east-west corridor which opens out to a northern parapet at its center. You can see flames and smoke as you peer towards the parapet. The corridor turns south at its east and west ends, and due south is a massive wooden door. In the door is a small window barred with iron. The door is closed. The dungeon master follows you. >n Parapet You are standing behind a stone retaining wall which rims a large parapet overlooking a fiery pit. It is difficult to see through the smoke and flame which fills the pit, but it seems to be more or less bottomless. It also extends upward out of sight. The pit itself is of roughly dressed stone and circular in shape. It is about two hundred feet in diameter. The flames generate considerable heat, so it is rather uncomfortable standing here. There is an object here which looks like a sundial. On it are an indicator arrow and (in the center) a large button. On the face of the dial are numbers "one" through "eight". The indicator points to the number one. The dungeon master follows you. >x button You see nothing special about the large button. >x dial You see nothing special about the dial. >x master You see nothing special about the dungeon master. >hello master The dungeon master bows his head to you in greeting. >turn sword to four You can't do that to the elvish sword. >turn dial to nine The dial only goes from 1 to 8. >turn dial to four The dial now points to 4. >master, push button "If you wish," he replies. Click. >turn dial to six The dial now points to 6. >master, stay The dungeon master says, "I will stay." >s North Corridor This is a large east-west corridor which opens out to a northern parapet at its center. You can see flames and smoke as you peer towards the parapet. The corridor turns south at its east and west ends, and due south is a massive wooden door. In the door is a small window barred with iron. The door is closed. >x door You see nothing special about the prison cell door. >open cell door You open the prison cell door. >s Prison Cell You are in a featureless prison cell. You can see the east-west corridor outside the open wooden door in front of you. >[x door That's not a verb I recognise. >x door You see nothing special about the prison cell door. >master, push button "If you wish," he replies. Click. Prison Cell You are in a featureless prison cell. Its wooden door is securely fastened, and you can see only the flames and smoke of the pit out its small window. On the other side of the cell is a bronze door which seems to be closed. >x door You see nothing special about the bronze door. >open bronze door You open the bronze door. >s Treasury of Zork This is a room of large size, richly appointed and decorated in a style that bespeaks exquisite taste. To judge from its contents, it is the ultimate storehouse of the treasures of Zork. There are chests here containing precious jewels, mountains of zorkmids, rare paintings, ancient statuary, and beguiling curios. In one corner of the room is a bookcase boasting such volumes as "The History of the Great Underground Empire," "The Lives of the Twelve Flatheads," "The Wisdom of the Implementers," and other informative and inspiring works. On one wall is a completely annotated map of the Great Underground Empire, showing points of interest, various troves of treasure, and indicating the locations of several superior scenic views. On a desk at the far end of the room may be found stock certificates representing a controlling interest in FrobozzCo International, the multinational conglomerate and parent company of the Frobozz Magic Boat Co., etc. As you gleefully examine your new-found riches, the Dungeon Master himself materializes beside you, and says, "Now that you have solved all the mysteries of the Dungeon, it is time for you to assume your rightly-earned place in the scheme of things. Long have I waited for one capable of releasing me from my burden!" He taps you lightly on the head with his staff, mumbling a few well-chosen spells, and you feel yourself changing, growing older and more stooped. For a moment there are two identical mages staring at each other among the treasure, then you watch as your counterpart dissolves into a mist and disappears, a sardonic grin on his face. *** You have won *** In that game you scored 716 out of a possible 716, in 1188 turns, earning you the rank of Dungeon Master. Would you like to RESTART, RESTORE a saved game, QUIT, or UNDO the last command? > quit