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 = 150; 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; # 89 messages alias msg_000 = ""; alias msg_001 = "There's a strange sound."; alias msg_002 = "The book is in bad condition, but I can make out the title: 'Treasure Island'. There's a word written in blood on the flyleaf: 'YOHO' and a message: 'Long John Silver left 2 treasures on Treasure Island.'"; alias msg_003 = "Nothing happens."; alias msg_004 = "There's something there all right. Maybe I should"; alias msg_005 = "That's not very smart."; alias msg_006 = "I may need to say a MAGIC word here!"; alias msg_007 = "Everything spins around and suddenly I'm elsewhere..."; alias msg_008 = "Torch is lit."; alias msg_009 = "I was wrong, I guess it's not a mongoose, 'cause the snakes bit it!"; alias msg_010 = "I'm bitten by a snake!"; alias msg_011 = "The Parrot attacks the snakes and drives them off!"; alias msg_012 = "The Pirate won't let me!"; alias msg_013 = "It's locked."; alias msg_014 = "It's open."; alias msg_015 = "There is a set of plans in it."; alias msg_016 = "Not while I'm carrying it."; alias msg_017 = "The Crocs stop me."; alias msg_018 = "Sorry, I can't."; alias msg_019 = "Wrong game, you silly goose!"; alias msg_020 = "I don't have it."; alias msg_021 = "The Pirate grabs the rum and scuttles off chortling."; alias msg_022 = "...I think it's me, Hee Hee."; alias msg_023 = "It's nailed to the floor!"; alias msg_024 = "Yoho ho and a ..."; alias msg_025 = "Sorry, something is missing."; alias msg_026 = "It was a tight squeeze!"; alias msg_027 = "Something won't fit!"; alias msg_028 = "Since nothing is happening, I'll end this game here."; alias msg_029 = "I slipped and fell..."; alias msg_030 = "Something falls out."; alias msg_031 = "They're plans to build the Jolly Roger (a Pirate ship!) You'll need: hammer, nails, lumber, anchor, sails, and a keel."; alias msg_032 = "I've no container."; alias msg_033 = "It soaks into the ground."; alias msg_034 = "It's too dry, the fish vanish."; alias msg_035 = "The Pirate awakens and says: 'Aye, matey, we be casting off soon.' He then VANISHES!"; alias msg_036 = "What a waste..."; alias msg_037 = "I've no crew!"; alias msg_038 = "The Pirate says: 'Aye, matey, we be needing a map first.'"; alias msg_039 = "After a day at sea, we set anchor off of a sandy beach. All Ashore who's going Ashore..."; alias msg_040 = "Try: 'WEIGH ANCHOR'"; alias msg_041 = "There's a map in it."; alias msg_042 = "It's a map to Treasure Island. At the bottom it says: '30 paces then dig!'"; alias msg_043 = "* Welcome to Adventure number 2: 'Pirate Adventure' by Alexis & Scott Adams, dedicated to Ted Heeren & Paul Sharland. Remember, you can always ask for 'HELP'."; alias msg_044 = "It's empty."; alias msg_045 = "I've no plans!"; alias msg_046 = "open it?"; alias msg_047 = "go there?"; alias msg_048 = "I found something!"; alias msg_049 = "I didn't find anything."; alias msg_050 = "I don't see it here."; alias msg_051 = "OK, I walked off 30 paces."; alias msg_052 = "CONGRATULATIONS!!! But your Adventure is not over yet..."; alias msg_053 = "Reading expands the mind."; alias msg_054 = "The Parrot cries:"; alias msg_055 = "'Check the bag, matey.'"; alias msg_056 = "'Check the chest, matey.'"; alias msg_057 = "from the other side!"; alias msg_058 = "Open the book!"; alias msg_059 = "There are multiple exits here!"; alias msg_060 = "The Crocs eat the fish and leave."; alias msg_061 = "I'm underwater. I guess I don't swim very well. Blub Blub..."; alias msg_062 = "'Pieces of eight!'"; alias msg_063 = "It's stuck in the sand!"; alias msg_064 = "OK."; alias msg_065 = "The Pirate says: 'Aye, me Buckeroo, we be waiting for the tide to come in.'"; alias msg_066 = "The tide is out."; alias msg_067 = "The tide is coming in."; alias msg_068 = "About 20 pounds. Try: 'SET SAIL'"; alias msg_069 = "'Tides be a changing, matey.'"; alias msg_070 = "A note here says: 'I be liking parrots, they be smart matey!'"; alias msg_071 = "The Pirate follows me ashore, as if expecting something."; alias msg_072 = "Climb stairs..."; alias msg_073 = "Got anything to eat, matey?"; alias msg_074 = "The Parrot attacks the crocs, but is beaten off."; alias msg_075 = "The bird flies off, looking very unhappy."; alias msg_076 = "The Parrot ate a cracker."; alias msg_077 = "Yummy!"; alias msg_078 = "I hear nothing now."; alias msg_079 = "The Pirate says: 'First, Ye be getting that ACCURSED thing off me ship!'"; alias msg_080 = "read it?"; alias msg_081 = "Ask for Adventure number 3: 'MISSION IMPOSSIBLE' at your favorite computer dealer. If they DON'T carry 'ADVENTURE' have them call: 1-305-862-6917 TODAY! 'ADVENTURE' also supports lower case!"; alias msg_082 = "I'm not feeling destructive!"; alias msg_083 = "'Check the book, matey!'"; alias msg_084 = "All right, POOF! The GAME is destroyed!"; alias msg_085 = "I see nothing special."; alias msg_086 = "I don't know where to look!"; alias msg_087 = "It's stuck!"; alias msg_088 = "It's locked"; # 26 rooms room rm_001 "I am in a flat in London."; room rm_002 "I am in a alcove.", d_to rm_001; room rm_003 "I am in a secret passageway.", e_to rm_004, w_to rm_002; room rm_004 "I am in a musty attic.", w_to rm_003; room rm_005 "I'm outside an open window on the ledge of a very tall building."; room rm_006 "I am in a sandy beach on a tropical isle.", e_to rm_008; room rm_007 "I am in a maze of caves.", s_to rm_012, e_to rm_013, w_to rm_014, d_to rm_011; room rm_008 "I am in a meadow.", e_to rm_014, w_to rm_006; room rm_009 "I am in a grass shack.", w_to rm_008; room rm_010 "I'm in the ocean.", n_to rm_010, s_to rm_024, e_to rm_010, w_to rm_010; room rm_011 "I am in a pit.", u_to rm_007; room rm_012 "I am in a maze of caves.", n_to rm_007, e_to rm_014, w_to rm_013; room rm_013 "I am in a maze of caves.", n_to rm_007, s_to rm_014, e_to rm_012, w_to rm_019; room rm_014 "I'm at the foot of a cave ridden hill. A pathway leads on up to the top.", w_to rm_008; room rm_015 "I am in a tool shed.", n_to rm_017; room rm_016 "I am in a long hallway.", e_to rm_017; room rm_017 "I am in a large cavern.", w_to rm_016; room rm_018 "I'm on top of a hill. Below is Pirates' Island. Across the seaway, off in the distance, I see Treasure Island.", d_to rm_014; room rm_019 "I am in a maze of caves.", s_to rm_014, e_to rm_014, w_to rm_013; room rm_020 "I'm aboard a Pirate ship, anchored off shore."; room rm_021 "I'm on the beach at *Treasure* Island.", s_to rm_022; room rm_022 "I am in a spooky old graveyard filled with piles of empty and broken rum bottles.", n_to rm_021, e_to rm_023; room rm_023 "I am in a large barren field.", w_to rm_022; room rm_024 "I am in a shallow lagoon. To the north is the ocean.", n_to rm_010, s_to rm_006, e_to rm_006, w_to rm_006; room rm_025 "I am in a sacked and deserted monastary.", w_to rm_023; room rm_026 "Welcome to Never Never Land!"; item itm_000 "Flight of stairs" rm_001; item itm_001 "Open window" rm_002; item itm_002 "Books in a bookcase" rm_002; item itm_003 (boo) "Large blood soaked book" void; item itm_004 "Bookcase with secret passage beyond" void; item itm_005 (bag) "Pirate's duffel bag" rm_004; item itm_006 "Sign says: 'Bring *TREASURES* here, and say: SCORE'" rm_001; item itm_007 (bot) "Empty bottle" void; item itm_008 (tor) "Unlit torch" rm_004; item (light) itm_009 (tor) "Lit torch" void; item itm_010 (mat) "Matches" void; item itm_011 "Small ship's keel and mast" rm_006; item itm_012 "Wicked looking pirate" rm_009; item itm_013 (che) "Treasure chest" rm_009; item itm_014 (mon) "Mongoose" rm_008; item itm_015 (anc) "Rusty anchor" rm_024; item itm_016 "Grass shack" rm_008; item itm_017 "Mean and hungry looking crocodiles" rm_011; item itm_018 "Locked door" rm_011; item itm_019 "Open door with hall beyond" void; item itm_020 (sai) "Pile of sails" rm_017; item itm_021 (fis) "Fish" rm_010; item itm_022 (dou) "*DOUBLOONS*" rm_025; item itm_023 "Deadly Mamba snakes" rm_025; item itm_024 (par) "Parrot" rm_009; item itm_025 (bot) "Bottle of rum" rm_001; item itm_026 (rug) "Rug" void; item itm_027 (key) "Ring of keys" void; item itm_028 (che) "Open treasure chest" void; item itm_029 (pla) "Set of plans" void; item itm_030 "rug" rm_001; item itm_031 (ham) "Claw hammer" rm_015; item itm_032 (nai) "Nails" void; item itm_033 (lum) "Pile of precut lumber" rm_017; item itm_034 "Tool shed" rm_017; item itm_035 "locked door" rm_016; item itm_036 "Open door with pit beyond" void; item itm_037 "Pirate ship" void; item itm_038 "Rock wall with narrow crack in it" rm_018; item itm_039 "Narrow crack in the rock" rm_017; item itm_040 "Salt water" rm_010; item itm_041 "Sleeping pirate" void; item itm_042 (bot) "Bottle of salt water" void; item itm_043 "Rum bottle smashed into pieces, Sign 'Opposite of LIGHT is UNLIGHT.'" rm_004; item itm_044 (sne) "Safety sneakers" rm_001; item itm_045 (map) "Map" void; item itm_046 (sho) "Shovel" rm_015; item itm_047 (bon) "Mouldy old bones" void; item itm_048 (san) "Sand" rm_006; item itm_049 (bot) "Bottles of rum" void; item itm_050 (sta) "*RARE STAMPS*" void; item itm_051 "Lagoon" rm_006; item itm_052 "The tide is out" rm_024; item itm_053 "The tide is coming in" void; item itm_054 (win) "Water wings" rm_015; item itm_055 "Flotsam and jetsam" void; item itm_056 "Monastery" rm_023; item itm_057 (box) "Wooden box" void; item itm_058 "Dead squirrel" void; item itm_059 "A sign in the sand says: 'Welcome to Pirates' Island, watch out for the tide!'" rm_006; item itm_060 (cra) "Sack of crackers" rm_001; item itm_061 (not) "Note" void; item itm_062 (fly) "Small advertising flyer" void; item itm_063 (tor) "Burnt out torch" void; item itm_064 (sne) "I'm wearing safety sneakers." void; act auto 100 { here (itm_021); # Fish here (itm_017); # Mean and hungry looking crocodiles msg_060; # "The Crocs eat the fish and leave."; zap itm_021; # Fish zap itm_017; # Mean and hungry looking crocodiles } act auto 80 { here (itm_023); # Deadly Mamba snakes here (itm_024); # Parrot msg_054; # "The Parrot cries:"; msg_062; # "'Pieces of eight!'"; msg_011; # "The Parrot attacks the snakes and drives them off!"; zap itm_023; # Deadly Mamba snakes } act auto 100 { has (itm_026); # Rug !avail (itm_027); # Ring of keys !set (flag_11); msg_001; # "There's a strange sound."; drop itm_027; # Ring of keys on flag_11; } act auto 3 { avail (itm_024); # Parrot msg_054; # "The Parrot cries:"; msg_062; # "'Pieces of eight!'"; } act auto 100 { in (rm_014); set (flag_15); off flag_15; } act auto 100 { has (itm_044); # Safety sneakers swap itm_044, itm_064; # Safety sneakers # I'm wearing safety sneakers. } act auto 100 { here (itm_064); # I'm wearing safety sneakers. swap itm_044, itm_064; # Safety sneakers # I'm wearing safety sneakers. } act auto 100 { set (flag_01); avail (itm_033); # Pile of precut lumber avail (itm_020); # Pile of sails on flag_02; } act auto 100 { set (flag_02); off flag_01; zap itm_033; # Pile of precut lumber swap itm_037, itm_011; # Pirate ship # Small ship's keel and mast msg_052; # "CONGRATULATIONS!!! But your Adventure is not over yet..."; } act auto 100 { set (flag_01); msg_025; # "Sorry, something is missing."; off flag_01; } act auto 100 { set (flag_00); swap itm_035, itm_036; # locked door # Open door with pit beyond off flag_00; } act auto 100 { set (flag_02); off flag_02; zap itm_032; # Nails zap itm_020; # Pile of sails zap itm_015; # Rusty anchor } act auto 20 { in (rm_026); .score; msg_028; # "Since nothing is happening, I'll end this game here."; quit; } act auto 40 { in (rm_005); !has (itm_064); # I'm wearing safety sneakers. msg_029; # "I slipped and fell..."; die; } act auto 80 { here (itm_012); # Wicked looking pirate here (itm_025); # Bottle of rum move rm_004, itm_041; # Sleeping pirate msg_021; # "The Pirate grabs the rum and scuttles off chortling."; on flag_00; zap itm_012; # Wicked looking pirate } act auto 100 { set (flag_00); off flag_00; move rm_004, itm_007; # Empty bottle zap itm_025; # Bottle of rum } act auto 25 { has (itm_021); # Fish !has (itm_042); # Bottle of salt water msg_034; # "It's too dry, the fish vanish."; move rm_010, itm_021; # Fish } act auto 100 { !set (flag_06); msg_043; # "* Welcome to Adventure number 2: 'Pirate Adventure' by Alexis & Scott Adams, dedicated to Ted Heeren & Paul Sharland. Remember, you can always ask for 'HELP'."; on flag_06; } act auto 50 { here (itm_012); # Wicked looking pirate here (itm_049); # Bottles of rum move rm_022, itm_041; # Sleeping pirate msg_021; # "The Pirate grabs the rum and scuttles off chortling."; zap itm_012; # Wicked looking pirate } act auto 35 { avail (itm_024); # Parrot !set (flag_03); msg_054; # "The Parrot cries:"; msg_055; # "'Check the bag, matey.'"; } act auto 7 { avail (itm_024); # Parrot !set (flag_12); msg_054; # "The Parrot cries:"; msg_056; # "'Check the chest, matey.'"; } act auto 50 { in (rm_024); exists (itm_053); # The tide is coming in !has (itm_054); # Water wings msg_067; # "The tide is coming in."; msg_061; # "I'm underwater. I guess I don't swim very well. Blub Blub..."; die; } act auto 50 { in (rm_010); !has (itm_054); # Water wings msg_061; # "I'm underwater. I guess I don't swim very well. Blub Blub..."; die; } act auto 10 { !set (flag_10); on flag_00; swap itm_015, itm_055; # Rusty anchor # Flotsam and jetsam swap itm_052, itm_053; # The tide is out # The tide is coming in } act auto 10 { set (flag_10); !set (flag_04); on flag_00; swap itm_052, itm_053; # The tide is out # The tide is coming in } act auto 100 { avail (itm_024); # Parrot set (flag_00); msg_054; # "The Parrot cries:"; msg_069; # "'Tides be a changing, matey.'"; off flag_00; } act auto 100 { set (flag_00); off flag_00; } act auto 100 { in (rm_005); set (flag_15); off flag_15; } act auto 80 { here (itm_023); # Deadly Mamba snakes here (itm_014); # Mongoose msg_009; # "I was wrong, I guess it's not a mongoose, 'cause the snakes bit it!"; swap itm_014, itm_058; # Mongoose # Dead squirrel } act auto 80 { here (itm_017); # Mean and hungry looking crocodiles here (itm_024); # Parrot msg_074; # "The Parrot attacks the crocs, but is beaten off."; msg_075; # "The bird flies off, looking very unhappy."; move rm_013, itm_024; # Parrot } act auto 30 { avail (itm_024); # Parrot !avail (itm_060); # Sack of crackers !avail (itm_012); # Wicked looking pirate msg_075; # "The bird flies off, looking very unhappy."; same itm_024, rm_060; # Parrot } act auto 20 { avail (itm_024); # Parrot avail (itm_060); # Sack of crackers msg_076; # "The Parrot ate a cracker."; } act auto 25 { !exists (itm_061); # Note avail (itm_024); # Parrot avail (itm_003); # Large blood soaked book msg_054; # "The Parrot cries:"; msg_083; # "'Check the book, matey!'"; } act auto 100 { set (flag_16); swap itm_063, itm_009; # Burnt out torch # Lit torch off flag_16; } act go sha { here (itm_016); # Grass shack goto rm_009; } act go hal { here (itm_019); # Open door with hall beyond goto rm_016; } act go cav { in (rm_014); goto rm_007; on flag_15; } act go cra { here (itm_039); # Narrow crack in the rock has (itm_046); # Shovel msg_018; # "Sorry, I can't."; msg_027; # "Something won't fit!"; } act go cra { here (itm_038); # Rock wall with narrow crack in it has (itm_013); # Treasure chest msg_018; # "Sorry, I can't."; msg_027; # "Something won't fit!"; } act go cra { here (itm_039); # Narrow crack in the rock has (itm_033); # Pile of precut lumber msg_018; # "Sorry, I can't."; msg_027; # "Something won't fit!"; } act go pit { here (itm_036); # Open door with pit beyond goto rm_011; } act go cra { here (itm_038); # Rock wall with narrow crack in it has (itm_003); # Large blood soaked book msg_018; # "Sorry, I can't."; msg_027; # "Something won't fit!"; } act go cra { here (itm_038); # Rock wall with narrow crack in it goto rm_017; msg_026; # "It was a tight squeeze!"; on flag_15; } act go cra { here (itm_039); # Narrow crack in the rock goto rm_018; off flag_15; } act go boa { here (itm_037); # Pirate ship goto rm_020; } act go sho { in (rm_020); set (flag_04); here (itm_012); # Wicked looking pirate goto rm_021; nop; drop itm_012; # Wicked looking pirate msg_071; # "The Pirate follows me ashore, as if expecting something."; } act go sho { in (rm_020); !set (flag_04); goto rm_006; } act go sho { in (rm_020); set (flag_04); goto rm_021; } act go pat { in (rm_014); goto rm_018; } act go she { here (itm_034); # Tool shed goto rm_015; } act go win { in (rm_005); goto rm_002; } act go lag { here (itm_051); # Lagoon goto rm_024; } act go sta { here (itm_000); # Flight of stairs in (rm_001); goto rm_002; } act go mon { here (itm_056); # Monastery goto rm_025; } act go pas { here (itm_004); # Bookcase with secret passage beyond goto rm_003; } act go win { here (itm_001); # Open window goto rm_005; } act go kqf { in (rm_023); on flag_07; msg_051; # "OK, I walked off 30 paces."; } act go kqf { off flag_07; msg_051; # "OK, I walked off 30 paces."; } act say yoh { !in (rm_005); has (itm_003); # Large blood soaked book msg_007; # "Everything spins around and suddenly I'm elsewhere..."; goto rm_005; } act say awa { msg_019; # "Wrong game, you silly goose!"; msg_003; # "Nothing happens."; } act say yoh { in (rm_005); has (itm_003); # Large blood soaked book msg_007; # "Everything spins around and suddenly I'm elsewhere..."; goto rm_006; } act say any { msg_064; # "OK."; .noun_nl; msg_003; # "Nothing happens."; } act sai any { msg_040; # "Try: 'WEIGH ANCHOR'"; } act sai boa { msg_040; # "Try: 'WEIGH ANCHOR'"; } act get dou { here (itm_022); # *DOUBLOONS* !here (itm_023); # Deadly Mamba snakes get itm_022; # *DOUBLOONS* msg_064; # "OK."; } act get dou { here (itm_022); # *DOUBLOONS* here (itm_023); # Deadly Mamba snakes msg_005; # "That's not very smart."; msg_010; # "I'm bitten by a snake!"; die; } act get che { here (itm_013); # Treasure chest here (itm_012); # Wicked looking pirate msg_012; # "The Pirate won't let me!"; } act get che { here (itm_013); # Treasure chest !here (itm_012); # Wicked looking pirate get itm_013; # Treasure chest msg_064; # "OK."; } act get inv { .inv; } act get rug { here (itm_030); # rug msg_018; # "Sorry, I can't."; msg_023; # "It's nailed to the floor!"; } act get nai { has (itm_031); # Claw hammer here (itm_030); # rug get itm_032; # Nails drop itm_026; # Rug zap itm_030; # rug msg_064; # "OK."; } act get rug { avail (itm_026); # Rug get itm_026; # Rug msg_064; # "OK."; } act get wat { !has (itm_007); # Empty bottle msg_032; # "I've no container."; } act get wat { here (itm_040); # Salt water has (itm_007); # Empty bottle zap itm_007; # Empty bottle get itm_042; # Bottle of salt water msg_064; # "OK."; } act get boo { here (itm_003); # Large blood soaked book get itm_003; # Large blood soaked book msg_064; # "OK."; } act get par { here (itm_024); # Parrot here (itm_012); # Wicked looking pirate msg_012; # "The Pirate won't let me!"; } act get par { here (itm_024); # Parrot get itm_024; # Parrot msg_054; # "The Parrot cries:"; msg_062; # "'Pieces of eight!'"; } act get nai { avail (itm_032); # Nails get itm_032; # Nails msg_064; # "OK."; } act get boo { in (rm_002); !here (itm_004); # Bookcase with secret passage beyond get itm_003; # Large blood soaked book msg_001; # "There's a strange sound."; swap itm_002, itm_004; # Books in a bookcase # Bookcase with secret passage beyond } act get anc { here (itm_015); # Rusty anchor set (flag_10); get itm_015; # Rusty anchor msg_064; # "OK."; } act get anc { here (itm_015); # Rusty anchor !set (flag_10); msg_018; # "Sorry, I can't."; msg_063; # "It's stuck in the sand!"; } act get anc { !here (itm_015); # Rusty anchor msg_018; # "Sorry, I can't."; msg_050; # "I don't see it here."; } act get che { avail (itm_028); # Open treasure chest get itm_028; # Open treasure chest msg_064; # "OK."; } act get sna { here (itm_023); # Deadly Mamba snakes msg_005; # "That's not very smart."; msg_010; # "I'm bitten by a snake!"; die; } act inv any { .inv; } act dro wat { has (itm_042); # Bottle of salt water zap itm_042; # Bottle of salt water get itm_007; # Empty bottle msg_033; # "It soaks into the ground."; } act dri bot { avail (itm_025); # Bottle of rum msg_077; # "Yummy!"; msg_001; # "There's a strange sound."; msg_022; # "...I think it's me, Hee Hee."; } act dri wat { here (itm_040); # Salt water msg_005; # "That's not very smart."; die; } act dri wat { has (itm_042); # Bottle of salt water msg_005; # "That's not very smart."; die; zap itm_042; # Bottle of salt water get itm_007; # Empty bottle } act dri cra { avail (itm_060); # Sack of crackers msg_077; # "Yummy!"; } act dri any { msg_018; # "Sorry, I can't."; } act fly any { msg_018; # "Sorry, I can't."; } act loo che { has (itm_028); # Open treasure chest msg_016; # "Not while I'm carrying it."; } act loo che { avail (itm_013); # Treasure chest msg_018; # "Sorry, I can't."; msg_013; # "It's locked."; } act loo che { here (itm_028); # Open treasure chest !set (flag_05); !set (flag_12); msg_015; # "There is a set of plans in it."; drop itm_029; # Set of plans on flag_05; } act loo che { !set (flag_12); here (itm_028); # Open treasure chest set (flag_05); msg_041; # "There's a map in it."; drop itm_045; # Map on flag_12; } act loo che { set (flag_12); here (itm_028); # Open treasure chest msg_044; # "It's empty."; } act loo bag { avail (itm_005); # Pirate's duffel bag !set (flag_03); msg_004; # "There's something there all right. Maybe I should"; msg_046; # "open it?"; } act loo bag { avail (itm_005); # Pirate's duffel bag set (flag_03); msg_044; # "It's empty."; } act loo box { avail (itm_057); # Wooden box !avail (itm_050); # *RARE STAMPS* msg_004; # "There's something there all right. Maybe I should"; msg_046; # "open it?"; } act loo lag { !exists (itm_052); # The tide is out in (rm_006); msg_004; # "There's something there all right. Maybe I should"; msg_047; # "go there?"; msg_067; # "The tide is coming in."; } act loo lag { exists (itm_052); # The tide is out in (rm_006); msg_004; # "There's something there all right. Maybe I should"; msg_047; # "go there?"; msg_066; # "The tide is out."; } act loo lag { msg_018; # "Sorry, I can't."; } act loo sha { here (itm_016); # Grass shack msg_004; # "There's something there all right. Maybe I should"; msg_047; # "go there?"; } act loo cra { here (itm_038); # Rock wall with narrow crack in it msg_004; # "There's something there all right. Maybe I should"; msg_047; # "go there?"; } act loo boo { avail (itm_003); # Large blood soaked book msg_004; # "There's something there all right. Maybe I should"; msg_080; # "read it?"; msg_046; # "open it?"; } act loo map { avail (itm_045); # Map msg_004; # "There's something there all right. Maybe I should"; msg_080; # "read it?"; } act loo fly { avail (itm_062); # Small advertising flyer msg_004; # "There's something there all right. Maybe I should"; msg_080; # "read it?"; } act loo win { here (itm_001); # Open window msg_004; # "There's something there all right. Maybe I should"; msg_047; # "go there?"; } act loo boa { here (itm_037); # Pirate ship msg_004; # "There's something there all right. Maybe I should"; msg_047; # "go there?"; } act loo any { msg_064; # "OK."; msg_085; # "I see nothing special."; } act rea boo { !has (itm_003); # Large blood soaked book msg_018; # "Sorry, I can't."; msg_020; # "I don't have it."; } act rea map { avail (itm_045); # Map msg_042; # "It's a map to Treasure Island. At the bottom it says: '30 paces then dig!'"; } act rea pla { avail (itm_029); # Set of plans msg_031; # "They're plans to build the Jolly Roger (a Pirate ship!) You'll need: hammer, nails, lumber, anchor, sails, and a keel."; } act rea boo { avail (itm_003); # Large blood soaked book msg_002; # "The book is in bad condition, but I can make out the title: 'Treasure Island'. There's a word written in blood on the flyleaf: 'YOHO' and a message: 'Long John Silver left 2 treasures on Treasure Island.'"; } act rea not { avail (itm_061); # Note msg_070; # "A note here says: 'I be liking parrots, they be smart matey!'"; } act rea fly { avail (itm_062); # Small advertising flyer nop; msg_081; # "Ask for Adventure number 3: 'MISSION IMPOSSIBLE' at your favorite computer dealer. If they DON'T carry 'ADVENTURE' have them call: 1-305-862-6917 TODAY! 'ADVENTURE' also supports lower case!"; } act lis any { msg_078; # "I hear nothing now."; } act sco any { .score; } act sav gam { save; } act kil pir { msg_012; # "The Pirate won't let me!"; } act kil any { msg_018; # "Sorry, I can't."; msg_082; # "I'm not feeling destructive!"; } act lig tor { avail (itm_008); # Unlit torch avail (itm_010); # Matches swap itm_008, itm_009; # Unlit torch # Lit torch msg_008; # "Torch is lit."; } act ope che { here (itm_013); # Treasure chest here (itm_012); # Wicked looking pirate msg_012; # "The Pirate won't let me!"; } act ope che { here (itm_013); # Treasure chest !here (itm_012); # Wicked looking pirate msg_013; # "It's locked."; } act ope che { has (itm_013); # Treasure chest msg_016; # "Not while I'm carrying it."; } act ope doo { here (itm_017); # Mean and hungry looking crocodiles msg_017; # "The Crocs stop me."; } act ope doo { here (itm_018); # Locked door msg_018; # "Sorry, I can't."; msg_013; # "It's locked."; } act ope doo { here (itm_019); # Open door with hall beyond msg_014; # "It's open."; } act ope bag { avail (itm_005); # Pirate's duffel bag !set (flag_03); msg_030; # "Something falls out."; drop itm_010; # Matches on flag_03; } act ope bag { set (flag_03); msg_003; # "Nothing happens."; msg_044; # "It's empty."; } act ope bot { avail (itm_025); # Bottle of rum msg_014; # "It's open."; } act ope boo { avail (itm_003); # Large blood soaked book !exists (itm_062); # Small advertising flyer drop itm_062; # Small advertising flyer msg_064; # "OK."; msg_030; # "Something falls out."; } act ope doo { here (itm_035); # locked door msg_018; # "Sorry, I can't."; msg_013; # "It's locked."; } act ope doo { here (itm_036); # Open door with pit beyond msg_014; # "It's open."; } act ope box { has (itm_031); # Claw hammer avail (itm_057); # Wooden box msg_030; # "Something falls out."; drop itm_050; # *RARE STAMPS* } act ope boo { exists (itm_062); # Small advertising flyer avail (itm_003); # Large blood soaked book !exists (itm_061); # Note msg_064; # "OK."; drop itm_061; # Note msg_030; # "Something falls out."; } act ope boo { exists (itm_061); # Note avail (itm_003); # Large blood soaked book msg_003; # "Nothing happens."; msg_044; # "It's empty."; } act unl tor { avail (itm_009); # Lit torch swap itm_009, itm_008; # Lit torch # Unlit torch msg_064; # "OK."; } act unl che { here (itm_013); # Treasure chest !here (itm_012); # Wicked looking pirate has (itm_027); # Ring of keys msg_014; # "It's open."; zap itm_013; # Treasure chest drop itm_028; # Open treasure chest } act unl doo { here (itm_017); # Mean and hungry looking crocodiles here (itm_018); # Locked door msg_017; # "The Crocs stop me."; } act unl doo { !here (itm_017); # Mean and hungry looking crocodiles here (itm_018); # Locked door has (itm_027); # Ring of keys zap itm_018; # Locked door drop itm_019; # Open door with hall beyond on flag_00; msg_064; # "OK."; } act unl doo { here (itm_035); # locked door has (itm_027); # Ring of keys msg_018; # "Sorry, I can't."; msg_088; # "It's locked"; msg_057; # "from the other side!"; } act hel any { in (rm_005); msg_006; # "I may need to say a MAGIC word here!"; } act hel any { in (rm_002); msg_053; # "Reading expands the mind."; msg_006; # "I may need to say a MAGIC word here!"; } act hel any { in (rm_014); msg_059; # "There are multiple exits here!"; } act hel any { here (itm_017); # Mean and hungry looking crocodiles msg_073; # "Got anything to eat, matey?"; } act hel any { in (rm_006); msg_059; # "There are multiple exits here!"; } act hel any { in (rm_009); here (itm_012); # Wicked looking pirate msg_024; # "Yoho ho and a ..."; } act hel any { in (rm_001); msg_072; # "Climb stairs..."; } act hel any { msg_003; # "Nothing happens."; } act qui any { quit; } act bui boa { !avail (itm_029); # Set of plans msg_018; # "Sorry, I can't."; msg_045; # "I've no plans!"; } act bui boa { avail (itm_031); # Claw hammer avail (itm_029); # Set of plans avail (itm_015); # Rusty anchor avail (itm_032); # Nails on flag_01; } act bui boa { msg_025; # "Sorry, something is missing."; } act wak pir { here (itm_041); # Sleeping pirate msg_035; # "The Pirate awakens and says: 'Aye, matey, we be casting off soon.' He then VANISHES!"; zap itm_041; # Sleeping pirate move rm_020, itm_012; # Wicked looking pirate } act set sai { in (rm_020); here (itm_012); # Wicked looking pirate avail (itm_003); # Large blood soaked book avail (itm_045); # Map msg_018; # "Sorry, I can't."; msg_079; # "The Pirate says: 'First, Ye be getting that ACCURSED thing off me ship!'"; } act set sai { in (rm_020); here (itm_012); # Wicked looking pirate exists (itm_052); # The tide is out !set (flag_04); msg_065; # "The Pirate says: 'Aye, me Buckeroo, we be waiting for the tide to come in.'"; } act set sai { in (rm_020); !here (itm_012); # Wicked looking pirate msg_018; # "Sorry, I can't."; msg_037; # "I've no crew!"; } act set sai { in (rm_020); !avail (itm_045); # Map msg_018; # "Sorry, I can't."; msg_038; # "The Pirate says: 'Aye, matey, we be needing a map first.'"; } act set sai { in (rm_020); !set (flag_04); nop; msg_039; # "After a day at sea, we set anchor off of a sandy beach. All Ashore who's going Ashore..."; on flag_04; move rm_021, itm_037; # Pirate ship } act set sai { in (rm_020); set (flag_04); nop; msg_039; # "After a day at sea, we set anchor off of a sandy beach. All Ashore who's going Ashore..."; off flag_04; move rm_006, itm_037; # Pirate ship } act cas off { msg_040; # "Try: 'WEIGH ANCHOR'"; } act dig any { in (rm_022); has (itm_046); # Shovel !exists (itm_047); # Mouldy old bones msg_048; # "I found something!"; drop itm_047; # Mouldy old bones } act dig any { in (rm_021); !exists (itm_049); # Bottles of rum has (itm_046); # Shovel drop itm_049; # Bottles of rum msg_048; # "I found something!"; } act dig any { in (rm_023); set (flag_07); has (itm_046); # Shovel !exists (itm_057); # Wooden box drop itm_057; # Wooden box msg_048; # "I found something!"; } act dig any { has (itm_046); # Shovel !set (flag_10); here (itm_015); # Rusty anchor on flag_10; msg_064; # "OK."; } act dig any { has (itm_046); # Shovel msg_049; # "I didn't find anything."; off flag_07; } act bur any { msg_018; # "Sorry, I can't."; } act fin any { msg_018; # "Sorry, I can't."; msg_086; # "I don't know where to look!"; } act jum any { in (rm_005); nop; msg_005; # "That's not very smart."; die; } act jum any { msg_064; # "OK."; msg_003; # "Nothing happens."; } act emp bot { avail (itm_025); # Bottle of rum msg_036; # "What a waste..."; msg_033; # "It soaks into the ground."; swap itm_025, itm_007; # Bottle of rum # Empty bottle } act emp bot { avail (itm_042); # Bottle of salt water swap itm_042, itm_007; # Bottle of salt water # Empty bottle msg_064; # "OK."; } act wei anc { msg_068; # "About 20 pounds. Try: 'SET SAIL'"; } act bre any { msg_018; # "Sorry, I can't."; msg_082; # "I'm not feeling destructive!"; } act wai any { set (flag_10); swap itm_052, itm_053; # The tide is out # The tide is coming in msg_069; # "'Tides be a changing, matey.'"; } act wai any { !set (flag_10); swap itm_052, itm_053; # The tide is out # The tide is coming in swap itm_015, itm_055; # Rusty anchor # Flotsam and jetsam msg_064; # "OK."; } act fee des { msg_084; # "All right, POOF! The GAME is destroyed!"; ignore; quit; } act clo win { msg_018; # "Sorry, I can't."; msg_087; # "It's stuck!"; } treasure=rm_001; initial=rm_001;