title_screen = "* Adams ADVENTURE * Version TI/001.2", " Adventure Box 3435 Longwood FL 32750", "", " This program will allow you to have an", "adventure without ever leaving your", "armchair! You will find yourself in a", "strange new world. You'll be able to", "examine, take, and otherwise manipulate", "the objects you find there. You will", "also be able to travel from location to", "location.", "", " I'll be your puppet in this adventure.", "You command me with 2 word English", "sentences. I have a vocabulary of over", "120 words, so if one word doesn't work,", "try another!", "", " Some commands I know are: HELP, QUIT,", "SAVE GAME, SCORE, and TAKE INVENTORY.", "", " The author has worked for over a year", "on this program, so please don't copy or", "accept a pirated copy! Now press ENTER!" ; word_length = 3; light_time = 125; max_load = 6; flag flag_00; flag flag_01; flag flag_02; flag flag_03; flag flag_04; flag flag_05; flag flag_06; flag flag_07; flag flag_08; flag flag_09; flag flag_10; flag flag_11; flag flag_12; flag flag_13; flag flag_14; flag (night) flag_15; flag (runout) flag_16; flag flag_17; flag flag_18; flag flag_19; flag flag_20; flag flag_21; flag flag_22; flag flag_23; flag flag_24; flag flag_25; flag flag_26; flag flag_27; flag flag_28; flag flag_29; flag flag_30; flag flag_31; timreg tr_00; timreg tr_01; timreg tr_02; timreg tr_03; timreg tr_04; timreg tr_05; timreg tr_06; timreg tr_07; timreg tr_08; timreg tr_09; timreg tr_10; timreg tr_11; timreg tr_12; timreg tr_13; timreg tr_14; timreg tr_15; roomreg rr_00; roomreg rr_01; roomreg rr_02; roomreg rr_03; roomreg rr_04; roomreg rr_05; roomreg rr_06; roomreg rr_07; roomreg rr_08; roomreg rr_09; roomreg rr_10; roomreg rr_11; roomreg rr_12; roomreg rr_13; roomreg rr_14; roomreg rr_15; noun(north) nor; noun(south) sou; noun(east) eas; noun(west) wes; noun(up) up; noun(down) dow; verb(go) go; verb(drop) dro; verb(get) get, take; # 78 messages alias msg_000 = ""; alias msg_001 = "Nothing happens."; alias msg_002 = "Chop 'er down!"; alias msg_003 = "BOY, that really hit the spot!"; alias msg_004 = "The Dragon smells something, awakens, and attacks me!"; alias msg_005 = "The lock shatters."; alias msg_006 = "I can't, it's locked."; alias msg_007 = "TIMBER. Something fell from the tree top & vanished in the swamp."; alias msg_008 = "TIMBER!"; alias msg_009 = "The lamp is off."; alias msg_010 = "The lamp burns with a cold, flameless blue glow."; alias msg_011 = "I'm bitten by a spider."; alias msg_012 = "My chigger bites are now INFECTED!"; alias msg_013 = "My bites have rotted my whole body!"; alias msg_014 = "The bear eats the honey and falls asleep."; alias msg_015 = "The bees sting me!"; alias msg_016 = "First, I need an empty container."; alias msg_017 = "The bees all suffocated and disappeared."; alias msg_018 = "Something I'm holding vibrates and..."; alias msg_019 = "I have nothing to light it with."; alias msg_020 = "The gas bladder blew up in my hands!"; alias msg_021 = "Gas needs to be contained before it will burn."; alias msg_022 = "The gas dissipates. (I think you blew it.)"; alias msg_023 = "That won't ignite."; alias msg_024 = "How?"; alias msg_025 = "The bear won't let me."; alias msg_026 = "'Don't waste honey, get mad instead! Dam lava!?'"; alias msg_027 = "The bees madden the bear, the bear then attacks me!"; alias msg_028 = "It soaks into the ground."; alias msg_029 = "In 2 words tell me at what...like: AT TREE."; alias msg_030 = "OH NO... The bear dodges... CRASH!"; alias msg_031 = "They're heavy!"; alias msg_032 = "Something's too heavy. I'm falling!"; alias msg_033 = "Something's too heavy. I'm sinking."; alias msg_034 = "To stop the game say QUIT."; alias msg_035 = "The mirror hits the floor and shatters into a MILLION pieces!"; alias msg_036 = "The mirror lands softly on the rug, lights up and says:"; alias msg_037 = "You lost *ALL* treasures."; alias msg_038 = "I'm not carrying the axe, take inventory!"; alias msg_039 = "It doesn't seem to bother him at all!"; alias msg_040 = "The mud dried up and fell off."; alias msg_041 = "The bear is so startled that he FELL off the ledge!"; alias msg_042 = "'*DRAGON STING*' and fades. I don't get it, I hope you do."; alias msg_043 = "The bees attack the dragon, which gets so annoyed it gets up and flies away..."; alias msg_044 = "The lamp is now full & lit."; alias msg_045 = "I'm bitten by chiggers."; alias msg_046 = "There's something there all right! Maybe I should go there?"; alias msg_047 = "Maybe if I threw something?..."; alias msg_048 = "It's too dry, the fish died."; alias msg_049 = "A glowing Genie appears, drops something, and then vanishes."; alias msg_050 = "A glowing Genie appears, says 'Boy, you're selfish', takes something and then makes 'ME' vanish!"; alias msg_051 = "No, it's too hot."; alias msg_052 = "Not here."; alias msg_053 = "Try the swamp."; alias msg_054 = "Sizzle..."; alias msg_055 = "Try --> 'LOOK, JUMP, SWIM, CLIMB, FIND, TAKE, SCORE, DROP' and any other verbs you can think of..."; alias msg_056 = "There are only 3 ways to wake the Dragon!"; alias msg_057 = "Remember, you can always say 'HELP'."; alias msg_058 = "Read the sign in the meadow!"; alias msg_059 = "You may need to say magic words here."; alias msg_060 = "A voice BOOOOMS out:"; alias msg_061 = "Please leave it alone."; alias msg_062 = "Sorry, I can only throw the axe."; alias msg_063 = "Medicine is good for bites."; alias msg_064 = "I don't know where it is."; alias msg_065 = "Welcome to Adventure number 1: 'ADVENTURELAND'. In this Adventure you're to find *TREASURES* & store them away. To see how well you're doing, say: 'SCORE'."; alias msg_066 = "Blow it up!"; alias msg_067 = "The fish have escaped back to the lake."; alias msg_068 = "OK."; alias msg_069 = "Huh? I don't think so!"; alias msg_070 = "You might try examining things..."; alias msg_071 = "What?"; alias msg_072 = "OK, I threw it."; alias msg_073 = "Check with your favorite computer dealer for the next Adventure program: PIRATE ADVENTURE. If they don't carry 'ADVENTURE' have them call: 1-305-862-6917 today!"; alias msg_074 = "The ax vibrated!"; alias msg_075 = "I see nothing special."; alias msg_076 = "BANG! The gas bladder explodes!"; alias msg_077 = "I hear buzzing ahead!"; # 33 rooms room rm_001 "I am in a dismal swamp.", n_to rm_023, e_to rm_029, w_to rm_025; room rm_002 "I am in a top of a tall cypress tree.", d_to rm_001; room rm_003 "I am in a damp hollow stump in the swamp.", u_to rm_001, d_to rm_004; room rm_004 "I am in a root chamber under the stump.", u_to rm_003; room rm_005 "I am in a semi-dark hole by the root chamber.", u_to rm_004; room rm_006 "I am in a long down sloping hall.", u_to rm_005, d_to rm_007; room rm_007 "I am in a large cavern.", n_to rm_031, s_to rm_009, w_to rm_027, u_to rm_006, d_to rm_012; room rm_008 "I am in a large 8 sided room.", s_to rm_031; room rm_009 "I am in a royal anteroom.", n_to rm_007, u_to rm_020; room rm_010 "I'm on the shore of a lake.", n_to rm_026, s_to rm_029, w_to rm_023; room rm_011 "I am in a forest.", n_to rm_011, s_to rm_011, e_to rm_023, w_to rm_011; room rm_012 "I am in a maze of pits.", n_to rm_013, s_to rm_015, e_to rm_015, d_to rm_013; room rm_013 "I am in a maze of pits.", w_to rm_014, u_to rm_012; room rm_014 "I am in a maze of pits.", n_to rm_017, s_to rm_012, e_to rm_013, w_to rm_016, u_to rm_016, d_to rm_017; room rm_015 "I am in a maze of pits.", n_to rm_012, e_to rm_013, w_to rm_012, u_to rm_013; room rm_016 "I am in a maze of pits.", s_to rm_017, u_to rm_014, d_to rm_017; room rm_017 "I am in a maze of pits.", n_to rm_017, s_to rm_012, e_to rm_012, w_to rm_015, u_to rm_014, d_to rm_018; room rm_018 "I'm at the bottom of a very deep chasm. High above me is a pair of ledges. One has a bricked up window across its face. The other faces a Throne room.", u_to rm_017; room rm_019 "I'm on a narrow ledge by a chasm. Across the chasm is the throne room.", w_to rm_020; room rm_020 "I am in a royal chamber.", d_to rm_009; room rm_021 "I'm on a narrow ledge by a Throne-room. Across the chasm is another ledge."; room rm_022 "I am in a throne room.", w_to rm_021; room rm_023 "I am in a sunny meadow.", s_to rm_001, e_to rm_010, w_to rm_011; room rm_024 "I think I'm in real trouble now. There's a fellow here with a pitchfork and pointed tail. ...Oh Hell!"; room rm_025 "I am in a hidden grove.", n_to rm_011, e_to rm_001; room rm_026 "I am in a quick-sand bog."; room rm_027 "I am in a Memory chip of a TI 99/4! I took a wrong turn!", e_to rm_007; room rm_028 "I am in a top of an oak. To the East I see a meadow, beyond that, a lake.", d_to rm_011; room rm_029 "I'm at the edge of a BOTTOMLESS hole.", n_to rm_010, w_to rm_001; room rm_030 "I'm on a ledge just below the rim of the BOTTOMLESS hole. I don't think I want to go down.", u_to rm_029, d_to rm_024; room rm_031 "I am in a long tunnel.", n_to rm_008, s_to rm_007; room rm_032 "I'm in an endless corridor.", n_to rm_032, s_to rm_033, e_to rm_032, w_to rm_032, u_to rm_032, d_to rm_032; room rm_033 "I am in a large misty room with strange unreadable letters over all the exits.", n_to rm_032, s_to rm_024, e_to rm_011, w_to rm_024, u_to rm_028, d_to rm_024; item itm_000 "Glowing *FIRESTONE*" void; item itm_001 "Dark hole" rm_004; item itm_002 (rub) "*Pot of RUBIES*" rm_004; item itm_003 "Spider web with writing on it" rm_002; item itm_004 "-HOLLOW- stump and remains of a felled tree" void; item itm_005 "Cypress tree" rm_001; item itm_006 "Water" rm_010; item itm_007 (mud) "Evil smelling mud" rm_001; item itm_008 (fis) "*GOLDEN FISH*" rm_010; item (light) itm_009 (lam) "Lit brass lamp" void; item itm_010 (lam) "Old fashioned brass lamp" rm_003; item itm_011 (axe) "Rusty axe (Magic word 'BUNYON' on it.)" rm_010; item itm_012 (bot) "Water in bottle" rm_003; item itm_013 (bot) "Empty bottle" void; item itm_014 (key) "Ring of skeleton keys" rm_002; item itm_015 "Sign 'Leave TREASURES here, then say: SCORE'" rm_003; item itm_016 "Locked door" rm_005; item itm_017 "Open door with a hallway beyond" void; item itm_018 "Swamp gas" rm_001; item itm_019 (net) "*GOLDEN NET*" rm_018; item itm_020 "Chigger bites" void; item itm_021 "Infected chigger bites" void; item itm_022 (oil) "Patches of 'OILY' slime" rm_001; item itm_023 (hon) "*ROYAL HONEY*" rm_008; item itm_024 "Large African bees" rm_008; item itm_025 "Very thin black bear" rm_021; item itm_026 (bot) "Bees in a bottle" void; item itm_027 "Large sleeping dragon" rm_023; item itm_028 (fli) "Flint & steel" rm_030; item itm_029 (rug) "*Thick PERSIAN RUG*" rm_017; item itm_030 "Sign: 'magic word's AWAY! Look la...' (Rest of sign is missing!)" rm_018; item itm_031 (bla) "Distended gas bladder" void; item itm_032 "Bricked up window" rm_020; item itm_033 "Sign here says 'In many cases mud is good. In others...'" rm_023; item itm_034 "Stream of lava" rm_018; item itm_035 "Bricked up window with a hole in it" void; item itm_036 (bri) "Loose fire bricks" void; item itm_037 (cro) "*GOLD CROWN*" rm_022; item itm_038 "*MAGIC MIRROR*" rm_021; item itm_039 "Sleeping bear" void; item itm_040 (bla) "Empty wine bladder" rm_009; item itm_041 (gla) "Broken glass" void; item itm_042 (chi) "Chiggers" rm_001; item itm_043 "Slightly woozy bear" void; item itm_044 (egg) "*DRAGON EGGS* (very rare)" void; item itm_045 "Lava stream with brick dam" void; item itm_046 (fru) "*JEWELED FRUIT*" rm_025; item itm_047 (ox) "*Small statue of a BLUE OX*" rm_026; item itm_048 (rin) "*DIAMOND RING*" void; item itm_049 (bra) "*DIAMOND BRACELET*" void; item itm_050 "Strange scratchings on rock says: 'ALADDIN was here'" rm_014; item itm_051 "Sign says 'LIMBO. Find right exit and live again!'" rm_033; item itm_052 "Smoking hole, Pieces of dragon and gore" void; item itm_053 "Sign says 'No swimming allowed here.'" rm_010; item itm_054 "Arrow pointing down" rm_017; item itm_055 (fis) "Dead fish" void; item itm_056 (fir) "*FIRESTONE* (cold now)" void; item itm_057 "Sign says 'Paul's place.'" rm_025; item itm_058 "Trees" rm_011; item itm_059 "Sign here says 'Opposite of LIGHT is UNLIGHT.'" rm_012; item itm_060 (lam) "Empty lamp" void; item itm_061 (rug) "Muddy worthless old rug" void; item itm_062 (adv) "Large outdoor Advertisement" rm_029; item itm_063 "Hole" rm_029; item itm_064 (wat) "" void; act auto 75 { has (itm_008); # *GOLDEN FISH* !has (itm_019); # *GOLDEN NET* msg_067; # "The fish have escaped back to the lake."; move rm_010, itm_008; # *GOLDEN FISH* } act auto 10 { has (itm_021); # Infected chigger bites !in (rm_033); msg_013; # "My bites have rotted my whole body!"; die; } act auto 10 { has (itm_020); # Chigger bites !has (itm_007); # Evil smelling mud msg_012; # "My chigger bites are now INFECTED!"; steal itm_021; # Infected chigger bites zap itm_020; # Chigger bites } act auto 8 { avail (itm_026); # Bees in a bottle !set (flag_17); msg_017; # "The bees all suffocated and disappeared."; swap itm_026, itm_013; # Bees in a bottle # Empty bottle } act auto 100 { in (rm_024); ignore; msg_037; # "You lost *ALL* treasures."; quit; } act auto 100 { in (rm_031); !has (itm_026); # Bees in a bottle goto rm_008; try { here (itm_024); # Large African bees msg_077; # "I hear buzzing ahead!"; } try { goto rm_031; } } act auto 5 { has (itm_007); # Evil smelling mud !has (itm_012); # Water in bottle msg_040; # "The mud dried up and fell off."; move rm_001, itm_007; # Evil smelling mud } act auto 8 { !has (itm_020); # Chigger bites !has (itm_021); # Infected chigger bites here (itm_042); # Chiggers !has (itm_007); # Evil smelling mud steal itm_020; # Chigger bites msg_045; # "I'm bitten by chiggers."; } act auto 8 { here (itm_024); # Large African bees !avail (itm_007); # Evil smelling mud msg_015; # "The bees sting me!"; die; } act auto 100 { in (rm_005); set (flag_15); off flag_15; } act auto 50 { has (itm_008); # *GOLDEN FISH* !has (itm_012); # Water in bottle msg_048; # "It's too dry, the fish died."; zap itm_008; # *GOLDEN FISH* get itm_055; # Dead fish } act auto 30 { has (itm_042); # Chiggers !has (itm_021); # Infected chigger bites !has (itm_020); # Chigger bites !has (itm_007); # Evil smelling mud steal itm_020; # Chigger bites msg_045; # "I'm bitten by chiggers."; } act auto 50 { here (itm_027); # Large sleeping dragon avail (itm_007); # Evil smelling mud nop; msg_004; # "The Dragon smells something, awakens, and attacks me!"; die; } act auto 100 { set (flag_01); !set (flag_02); msg_042; # "'*DRAGON STING*' and fades. I don't get it, I hope you do."; off flag_01; on flag_02; } act auto 100 { set (flag_14); steal itm_013; # Empty bottle off flag_14; die; } act auto 100 { !set (flag_13); msg_060; # "A voice BOOOOMS out:"; on flag_13; msg_065; # "Welcome to Adventure number 1: 'ADVENTURELAND'. In this Adventure you're to find *TREASURES* & store them away. To see how well you're doing, say: 'SCORE'."; msg_057; # "Remember, you can always say 'HELP'."; } act auto 100 { set (flag_01); set (flag_02); msg_026; # "'Don't waste honey, get mad instead! Dam lava!?'"; off flag_01; off flag_02; } act auto 100 { set (flag_16); off flag_16; swap itm_060, itm_009; # Empty lamp # Lit brass lamp } act auto 100 { in (rm_026); avail (itm_029); # *Thick PERSIAN RUG* swap itm_029, itm_061; # *Thick PERSIAN RUG* # Muddy worthless old rug } act go led { in (rm_020); here (itm_035); # Bricked up window with a hole in it goto rm_019; } act go thr { in (rm_019); msg_024; # "How?"; } act go thr { in (rm_021); here (itm_025); # Very thin black bear msg_025; # "The bear won't let me."; } act go thr { in (rm_021); !here (itm_025); # Very thin black bear goto rm_022; } act go lav { in (rm_018); msg_051; # "No, it's too hot."; } act go tre { here (itm_005); # Cypress tree goto rm_002; } act go led { in (rm_018); msg_052; # "Not here."; } act go hol { here (itm_035); # Bricked up window with a hole in it goto rm_019; } act go tre { here (itm_004); # -HOLLOW- stump and remains of a felled tree goto rm_003; } act go tre { in (rm_011); goto rm_028; } act go hal { here (itm_017); # Open door with a hallway beyond goto rm_006; on flag_15; } act go hol { here (itm_052); # Smoking hole, Pieces of dragon and gore goto rm_024; } act go hol { in (rm_004); goto rm_005; } act go hol { in (rm_029); goto rm_030; } act jum any { in (rm_019); !has (itm_036); # Loose fire bricks goto rm_021; } act jum any { in (rm_021); goto rm_019; } act jum any { in (rm_019); has (itm_036); # Loose fire bricks msg_032; # "Something's too heavy. I'm falling!"; die; } act jum any { msg_052; # "Not here."; } act at bea { set (flag_03); !here (itm_038); # *MAGIC MIRROR* msg_072; # "OK, I threw it."; msg_060; # "A voice BOOOOMS out:"; msg_061; # "Please leave it alone."; off flag_03; } act at dra { set (flag_03); here (itm_027); # Large sleeping dragon msg_072; # "OK, I threw it."; msg_039; # "It doesn't seem to bother him at all!"; off flag_03; } act at win { set (flag_03); off flag_03; msg_001; # "Nothing happens."; msg_060; # "A voice BOOOOMS out:"; msg_057; # "Remember, you can always say 'HELP'."; } act at bea { set (flag_03); here (itm_038); # *MAGIC MIRROR* zap itm_038; # *MAGIC MIRROR* zap itm_038; # *MAGIC MIRROR* move rm_021, itm_041; # Broken glass msg_030; # "OH NO... The bear dodges... CRASH!"; off flag_03; } act at doo { here (itm_016); # Locked door set (flag_03); zap itm_016; # Locked door drop itm_017; # Open door with a hallway beyond msg_005; # "The lock shatters."; off flag_03; } act at sho { set (flag_03); in (rm_026); off flag_03; move rm_010, itm_011; # Rusty axe (Magic word 'BUNYON' on it.) msg_068; # "OK."; } act at any { set (flag_03); off flag_03; msg_072; # "OK, I threw it."; msg_001; # "Nothing happens."; } act at any { msg_071; # "What?"; } act cho tre { here (itm_005); # Cypress tree !moved (itm_014); # Ring of skeleton keys has (itm_011); # Rusty axe (Magic word 'BUNYON' on it.) zap itm_005; # Cypress tree drop itm_004; # -HOLLOW- stump and remains of a felled tree msg_007; # "TIMBER. Something fell from the tree top & vanished in the swamp."; } act cho tre { here (itm_005); # Cypress tree has (itm_011); # Rusty axe (Magic word 'BUNYON' on it.) zap itm_005; # Cypress tree drop itm_004; # -HOLLOW- stump and remains of a felled tree msg_008; # "TIMBER!"; } act cho any { !has (itm_011); # Rusty axe (Magic word 'BUNYON' on it.) msg_038; # "I'm not carrying the axe, take inventory!"; } act cho any { msg_001; # "Nothing happens."; msg_047; # "Maybe if I threw something?..."; } act get mud { here (itm_007); # Evil smelling mud has (itm_021); # Infected chigger bites zap itm_021; # Infected chigger bites get itm_007; # Evil smelling mud msg_068; # "OK."; msg_003; # "BOY, that really hit the spot!"; } act get hon { here (itm_023); # *ROYAL HONEY* !has (itm_007); # Evil smelling mud here (itm_024); # Large African bees msg_015; # "The bees sting me!"; die; } act get mud { here (itm_007); # Evil smelling mud has (itm_020); # Chigger bites zap itm_020; # Chigger bites get itm_007; # Evil smelling mud msg_068; # "OK."; msg_003; # "BOY, that really hit the spot!"; } act get bee { here (itm_024); # Large African bees !has (itm_007); # Evil smelling mud msg_015; # "The bees sting me!"; die; } act get bee { here (itm_024); # Large African bees has (itm_007); # Evil smelling mud !has (itm_013); # Empty bottle msg_016; # "First, I need an empty container."; } act get bee { here (itm_024); # Large African bees has (itm_007); # Evil smelling mud has (itm_013); # Empty bottle swap itm_013, itm_026; # Empty bottle # Bees in a bottle msg_068; # "OK."; } act get inv { .inv; } act get gas { in (rm_001); !has (itm_040); # Empty wine bladder msg_016; # "First, I need an empty container."; } act get gas { in (rm_001); has (itm_040); # Empty wine bladder swap itm_040, itm_031; # Empty wine bladder # Distended gas bladder msg_068; # "OK."; } act get mir { here (itm_038); # *MAGIC MIRROR* !here (itm_025); # Very thin black bear get itm_038; # *MAGIC MIRROR* msg_068; # "OK."; } act get wat { here (itm_006); # Water has (itm_013); # Empty bottle zap itm_013; # Empty bottle get itm_012; # Water in bottle msg_068; # "OK."; } act get wat { here (itm_006); # Water !has (itm_013); # Empty bottle msg_016; # "First, I need an empty container."; } act get bri { here (itm_036); # Loose fire bricks get itm_036; # Loose fire bricks msg_068; # "OK."; msg_031; # "They're heavy!"; } act get mir { here (itm_038); # *MAGIC MIRROR* here (itm_025); # Very thin black bear msg_025; # "The bear won't let me."; } act get lav { here (itm_034); # Stream of lava msg_051; # "No, it's too hot."; } act get mud { here (itm_007); # Evil smelling mud get itm_007; # Evil smelling mud msg_068; # "OK."; } act get web { here (itm_003); # Spider web with writing on it msg_011; # "I'm bitten by a spider."; die; } act get sig { msg_060; # "A voice BOOOOMS out:"; msg_061; # "Please leave it alone."; } act get hon { here (itm_023); # *ROYAL HONEY* get itm_023; # *ROYAL HONEY* msg_068; # "OK."; } act get fir { here (itm_000); # Glowing *FIRESTONE* msg_051; # "No, it's too hot."; } act get fir { here (itm_056); # *FIRESTONE* (cold now) msg_068; # "OK."; get itm_056; # *FIRESTONE* (cold now) } act lig any { !has (itm_028); # Flint & steel msg_019; # "I have nothing to light it with."; } act lig gas { has (itm_031); # Distended gas bladder has (itm_028); # Flint & steel msg_020; # "The gas bladder blew up in my hands!"; die; zap itm_031; # Distended gas bladder } act lig gas { here (itm_031); # Distended gas bladder has (itm_028); # Flint & steel nop; zap itm_031; # Distended gas bladder msg_076; # "BANG! The gas bladder explodes!"; try { here (itm_032); # Bricked up window drop itm_036; # Loose fire bricks zap itm_032; # Bricked up window drop itm_035; # Bricked up window with a hole in it } try { here (itm_027); # Large sleeping dragon drop itm_052; # Smoking hole, Pieces of dragon and gore zap itm_027; # Large sleeping dragon } } act lig gas { here (itm_018); # Swamp gas has (itm_028); # Flint & steel msg_021; # "Gas needs to be contained before it will burn."; } act lig lam { avail (itm_009); # Lit brass lamp msg_010; # "The lamp burns with a cold, flameless blue glow."; } act lig lam { avail (itm_010); # Old fashioned brass lamp swap itm_010, itm_009; # Old fashioned brass lamp # Lit brass lamp msg_010; # "The lamp burns with a cold, flameless blue glow."; } act lig any { has (itm_028); # Flint & steel !here (itm_018); # Swamp gas msg_023; # "That won't ignite."; } act inv any { .inv; } act dro hon { has (itm_023); # *ROYAL HONEY* here (itm_025); # Very thin black bear zap itm_023; # *ROYAL HONEY* msg_014; # "The bear eats the honey and falls asleep."; drop itm_039; # Sleeping bear zap itm_025; # Very thin black bear } act dro hon { has (itm_023); # *ROYAL HONEY* drop itm_023; # *ROYAL HONEY* } act dro gas { has (itm_031); # Distended gas bladder swap itm_031, itm_040; # Distended gas bladder # Empty wine bladder msg_068; # "OK."; msg_022; # "The gas dissipates. (I think you blew it.)"; } act dro mir { has (itm_038); # *MAGIC MIRROR* here (itm_029); # *Thick PERSIAN RUG* drop itm_038; # *MAGIC MIRROR* msg_036; # "The mirror lands softly on the rug, lights up and says:"; on flag_01; } act dro bee { has (itm_026); # Bees in a bottle here (itm_025); # Very thin black bear msg_027; # "The bees madden the bear, the bear then attacks me!"; zap itm_026; # Bees in a bottle drop itm_024; # Large African bees on flag_14; } act dro wat { has (itm_012); # Water in bottle !in (rm_018); swap itm_012, itm_013; # Water in bottle # Empty bottle msg_068; # "OK."; msg_028; # "It soaks into the ground."; } act dro mir { has (itm_038); # *MAGIC MIRROR* !here (itm_029); # *Thick PERSIAN RUG* msg_035; # "The mirror hits the floor and shatters into a MILLION pieces!"; drop itm_041; # Broken glass zap itm_038; # *MAGIC MIRROR* } act dro bee { has (itm_026); # Bees in a bottle here (itm_027); # Large sleeping dragon drop itm_024; # Large African bees drop itm_044; # *DRAGON EGGS* (very rare) zap itm_027; # Large sleeping dragon swap itm_026, itm_013; # Bees in a bottle # Empty bottle msg_043; # "The bees attack the dragon, which gets so annoyed it gets up and flies away..."; } act dro bee { has (itm_026); # Bees in a bottle drop itm_024; # Large African bees swap itm_026, itm_013; # Bees in a bottle # Empty bottle msg_068; # "OK."; } act dro wat { has (itm_012); # Water in bottle in (rm_018); msg_054; # "Sizzle..."; swap itm_012, itm_013; # Water in bottle # Empty bottle try { here (itm_000); # Glowing *FIRESTONE* swap itm_056, itm_000; # *FIRESTONE* (cold now) # Glowing *FIRESTONE* } } act thr axe { has (itm_011); # Rusty axe (Magic word 'BUNYON' on it.) msg_029; # "In 2 words tell me at what...like: AT TREE."; on flag_03; drop itm_011; # Rusty axe (Magic word 'BUNYON' on it.) } act thr axe { !has (itm_011); # Rusty axe (Magic word 'BUNYON' on it.) msg_038; # "I'm not carrying the axe, take inventory!"; } act thr any { msg_062; # "Sorry, I can only throw the axe."; } act qui any { .score; quit; } act rub lam { avail (itm_009); # Lit brass lamp msg_051; # "No, it's too hot."; } act rub lam { avail (itm_010); # Old fashioned brass lamp !set (flag_08); msg_049; # "A glowing Genie appears, drops something, and then vanishes."; drop itm_048; # *DIAMOND RING* on flag_08; } act rub lam { avail (itm_010); # Old fashioned brass lamp set (flag_11); msg_001; # "Nothing happens."; } act rub lam { avail (itm_010); # Old fashioned brass lamp set (flag_10); msg_050; # "A glowing Genie appears, says 'Boy, you're selfish', takes something and then makes 'ME' vanish!"; on flag_11; die; zap itm_048; # *DIAMOND RING* } act rub lam { avail (itm_010); # Old fashioned brass lamp set (flag_09); msg_050; # "A glowing Genie appears, says 'Boy, you're selfish', takes something and then makes 'ME' vanish!"; on flag_10; die; zap itm_049; # *DIAMOND BRACELET* } act rub lam { avail (itm_010); # Old fashioned brass lamp set (flag_08); msg_049; # "A glowing Genie appears, drops something, and then vanishes."; drop itm_049; # *DIAMOND BRACELET* on flag_09; } act rub any { msg_001; # "Nothing happens."; } act loo lav { here (itm_034); # Stream of lava msg_046; # "There's something there all right! Maybe I should go there?"; } act loo tre { here (itm_004); # -HOLLOW- stump and remains of a felled tree msg_046; # "There's something there all right! Maybe I should go there?"; } act loo hol { msg_046; # "There's something there all right! Maybe I should go there?"; } act loo any { msg_068; # "OK."; msg_075; # "I see nothing special."; } act sto any { msg_034; # "To stop the game say QUIT."; } act sco any { .score; } act swi any { in (rm_026); something; msg_033; # "Something's too heavy. I'm sinking."; } act swi any { in (rm_026); nothing; goto rm_010; } act swi any { !in (rm_026); msg_052; # "Not here."; } act sav gam { msg_068; # "OK."; save; } act wak any { msg_001; # "Nothing happens."; msg_047; # "Maybe if I threw something?..."; } act unl doo { in (rm_005); here (itm_016); # Locked door !has (itm_014); # Ring of skeleton keys msg_006; # "I can't, it's locked."; } act unl doo { has (itm_014); # Ring of skeleton keys here (itm_016); # Locked door drop itm_017; # Open door with a hallway beyond zap itm_016; # Locked door } act unl lam { avail (itm_009); # Lit brass lamp swap itm_009, itm_010; # Lit brass lamp # Old fashioned brass lamp msg_068; # "OK."; msg_009; # "The lamp is off."; } act rea web { here (itm_003); # Spider web with writing on it msg_002; # "Chop 'er down!"; } act rea adv { avail (itm_062); # Large outdoor Advertisement nop; msg_073; # "Check with your favorite computer dealer for the next Adventure program: PIRATE ADVENTURE. If they don't carry 'ADVENTURE' have them call: 1-305-862-6917 today!"; } act att bea { here (itm_025); # Very thin black bear msg_025; # "The bear won't let me."; msg_047; # "Maybe if I threw something?..."; } act att dra { here (itm_027); # Large sleeping dragon msg_039; # "It doesn't seem to bother him at all!"; msg_047; # "Maybe if I threw something?..."; } act att spi { msg_064; # "I don't know where it is."; } act att any { msg_024; # "How?"; } act dri fru { has (itm_046); # *JEWELED FRUIT* msg_003; # "BOY, that really hit the spot!"; zap itm_046; # *JEWELED FRUIT* } act dri wat { has (itm_012); # Water in bottle msg_003; # "BOY, that really hit the spot!"; zap itm_012; # Water in bottle get itm_013; # Empty bottle } act dri wat { here (itm_006); # Water msg_003; # "BOY, that really hit the spot!"; } act dri hon { avail (itm_023); # *ROYAL HONEY* msg_003; # "BOY, that really hit the spot!"; zap itm_023; # *ROYAL HONEY* } act dri any { msg_069; # "Huh? I don't think so!"; } act fin swa { msg_064; # "I don't know where it is."; } act fin axe { msg_060; # "A voice BOOOOMS out:"; msg_064; # "I don't know where it is."; } act fin tre { msg_053; # "Try the swamp."; } act fin key { msg_053; # "Try the swamp."; } act fin mud { msg_053; # "Try the swamp."; } act fin any { msg_064; # "I don't know where it is."; } act hel any { has (itm_020); # Chigger bites nop; msg_060; # "A voice BOOOOMS out:"; msg_063; # "Medicine is good for bites."; msg_055; # "Try --> 'LOOK, JUMP, SWIM, CLIMB, FIND, TAKE, SCORE, DROP' and any other verbs you can think of..."; } act hel any { has (itm_021); # Infected chigger bites nop; msg_060; # "A voice BOOOOMS out:"; msg_063; # "Medicine is good for bites."; msg_055; # "Try --> 'LOOK, JUMP, SWIM, CLIMB, FIND, TAKE, SCORE, DROP' and any other verbs you can think of..."; } act hel any { in (rm_026); msg_060; # "A voice BOOOOMS out:"; msg_055; # "Try --> 'LOOK, JUMP, SWIM, CLIMB, FIND, TAKE, SCORE, DROP' and any other verbs you can think of..."; msg_059; # "You may need to say magic words here."; } act hel any { in (rm_011); msg_060; # "A voice BOOOOMS out:"; msg_055; # "Try --> 'LOOK, JUMP, SWIM, CLIMB, FIND, TAKE, SCORE, DROP' and any other verbs you can think of..."; } act hel any { in (rm_019); msg_060; # "A voice BOOOOMS out:"; msg_055; # "Try --> 'LOOK, JUMP, SWIM, CLIMB, FIND, TAKE, SCORE, DROP' and any other verbs you can think of..."; } act hel any { in (rm_023); msg_060; # "A voice BOOOOMS out:"; msg_056; # "There are only 3 ways to wake the Dragon!"; } act hel any { in (rm_013); msg_060; # "A voice BOOOOMS out:"; msg_059; # "You may need to say magic words here."; } act hel any { in (rm_017); msg_060; # "A voice BOOOOMS out:"; msg_059; # "You may need to say magic words here."; } act hel any { in (rm_015); msg_060; # "A voice BOOOOMS out:"; msg_059; # "You may need to say magic words here."; } act hel any { in (rm_021); msg_060; # "A voice BOOOOMS out:"; msg_055; # "Try --> 'LOOK, JUMP, SWIM, CLIMB, FIND, TAKE, SCORE, DROP' and any other verbs you can think of..."; } act hel any { in (rm_008); msg_060; # "A voice BOOOOMS out:"; msg_058; # "Read the sign in the meadow!"; } act hel any { in (rm_001); msg_060; # "A voice BOOOOMS out:"; msg_055; # "Try --> 'LOOK, JUMP, SWIM, CLIMB, FIND, TAKE, SCORE, DROP' and any other verbs you can think of..."; } act hel any { in (rm_020); msg_060; # "A voice BOOOOMS out:"; msg_066; # "Blow it up!"; msg_053; # "Try the swamp."; } act hel any { msg_001; # "Nothing happens."; msg_070; # "You might try examining things..."; } act say awa { has (itm_029); # *Thick PERSIAN RUG* in (rm_017); goto rm_023; msg_018; # "Something I'm holding vibrates and..."; off flag_15; } act say bun { avail (itm_047); # *Small statue of a BLUE OX* has (itm_011); # Rusty axe (Magic word 'BUNYON' on it.) .noun_nl; move rm_025, itm_011; # Rusty axe (Magic word 'BUNYON' on it.) move rm_025, itm_047; # *Small statue of a BLUE OX* .inv; msg_018; # "Something I'm holding vibrates and..."; } act say bun { has (itm_011); # Rusty axe (Magic word 'BUNYON' on it.) !in (rm_026); .noun_nl; move rm_025, itm_011; # Rusty axe (Magic word 'BUNYON' on it.) .inv; msg_018; # "Something I'm holding vibrates and..."; } act say bun { here (itm_011); # Rusty axe (Magic word 'BUNYON' on it.) msg_068; # "OK."; .noun_nl; msg_074; # "The ax vibrated!"; } act say awa { has (itm_029); # *Thick PERSIAN RUG* !in (rm_017); !in (rm_033); !in (rm_026); goto rm_017; msg_018; # "Something I'm holding vibrates and..."; on flag_15; } act say bun { msg_068; # "OK."; .noun_nl; msg_001; # "Nothing happens."; } act say any { msg_068; # "OK."; .noun_nl; msg_001; # "Nothing happens."; } act scr any { here (itm_025); # Very thin black bear msg_041; # "The bear is so startled that he FELL off the ledge!"; move rm_018, itm_043; # Slightly woozy bear zap itm_025; # Very thin black bear } act scr any { has (itm_020); # Chigger bites msg_003; # "BOY, that really hit the spot!"; msg_012; # "My chigger bites are now INFECTED!"; swap itm_020, itm_021; # Chigger bites # Infected chigger bites } act scr any { has (itm_021); # Infected chigger bites msg_003; # "BOY, that really hit the spot!"; msg_013; # "My bites have rotted my whole body!"; die; } act scr any { msg_001; # "Nothing happens."; } act fil lam { avail (itm_022); # Patches of 'OILY' slime has (itm_060); # Empty lamp zap itm_022; # Patches of 'OILY' slime zap itm_060; # Empty lamp msg_044; # "The lamp is now full & lit."; refill; } act cro lav { in (rm_018); msg_051; # "No, it's too hot."; } act cro any { msg_024; # "How?"; } act dam lav { avail (itm_036); # Loose fire bricks here (itm_034); # Stream of lava swap itm_000, itm_034; # Glowing *FIRESTONE* # Stream of lava drop itm_045; # Lava stream with brick dam zap itm_036; # Loose fire bricks } act mak hol { avail (itm_026); # Bees in a bottle on flag_17; msg_068; # "OK."; } act mak lav { avail (itm_036); # Loose fire bricks here (itm_034); # Stream of lava swap itm_000, itm_034; # Glowing *FIRESTONE* # Stream of lava drop itm_045; # Lava stream with brick dam } act wav any { msg_001; # "Nothing happens."; } act ope doo { in (rm_005); here (itm_016); # Locked door !has (itm_014); # Ring of skeleton keys msg_006; # "I can't, it's locked."; } act ope doo { here (itm_016); # Locked door has (itm_014); # Ring of skeleton keys zap itm_016; # Locked door drop itm_017; # Open door with a hallway beyond } treasure=rm_003; initial=rm_011;