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 = 175; max_load = 7; 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 = "Sorry, I can't do that."; alias msg_002 = "I see I was put to bed. I've overslept & it's after noon!"; alias msg_003 = "Welcome to ADVENTURE: 5 'THE COUNT'. Dedicated to Alvin Files."; alias msg_004 = "I'm up in a castle. In the distance I see VOODOO CASTLE. There's standing room outside the window."; alias msg_005 = "Some time passes..."; alias msg_006 = "It bears the Family Crest of DRACULA!"; alias msg_007 = "Tell me to what? i.e. 'TO TREE'"; alias msg_008 = "higher."; alias msg_009 = "I hear the"; alias msg_010 = "Flagpole splinter!"; alias msg_011 = "of you always asking for help!"; alias msg_012 = "I fall to my death!"; alias msg_013 = "How?"; alias msg_014 = "I've turned into a VAMPIRE!"; alias msg_015 = "I think I can only take"; alias msg_016 = "more days of this!"; alias msg_017 = "I appear pale & drained!"; alias msg_018 = "My neck looks BITTEN!"; alias msg_019 = "It's getting DARK outside!"; alias msg_020 = "I'm getting very tired..."; alias msg_021 = "The sun has set!"; alias msg_022 = "TODAY, I look healthy..."; alias msg_023 = "A bat flew by & LAUGHED at me!"; alias msg_024 = "I'm real PEPPY now!"; alias msg_025 = "There's a COUGHIN (sic) in the room."; alias msg_026 = "COUGH!"; alias msg_027 = "The cigarette went out & the coffin VANISHED!"; alias msg_028 = "He smelled something & flew on."; alias msg_029 = "He settled on my NECK!"; alias msg_030 = "The sheet came untied."; alias msg_031 = "Strange watch, it says"; alias msg_032 = "moves till sunset."; alias msg_033 = "I closed the lid and I suffocated!"; alias msg_034 = "It's LOCKED from the INSIDE!"; alias msg_035 = "There's something there, maybe I should"; alias msg_036 = "go there?"; alias msg_037 = "empty it?"; alias msg_038 = "I see nothing special."; alias msg_039 = "OK."; alias msg_040 = "There's a tremendous amount of HEAT & SUNLIGHT coming out."; alias msg_041 = "Dear DRACKY, Don't open this present till HALLOWEEN. Signed, COUNT YORGA."; alias msg_042 = "A bell rings somewhere: 'DING-DONG'."; alias msg_043 = "The peasants attack me! I was SUPPOSED to destroy the VAMPIRE!"; alias msg_044 = "YOU HAVE LOST!"; alias msg_045 = "It's for DRACULA. It's an EATING & GHOULING bill from a local mortuary!"; alias msg_046 = "There's a note PAPER-CLIPPED to the postcard."; alias msg_047 = "The postmaster says he'll be delivering a package tomorrow."; alias msg_048 = "I don't know where to look."; alias msg_049 = "I drive the stake through his HEART. The townspeople come and carry me off, cheering! (Don't worry, I tell them I owe it all to you!!!!)"; alias msg_050 = "Try: 'CLIMB SHEET'"; alias msg_051 = "I'm a pretty good LOCK PICK!"; alias msg_052 = "I'm not an arsonist!"; alias msg_053 = "The torch burnt through the sheet!"; alias msg_054 = "Ah, that's much better!"; alias msg_055 = "There's writing on it."; alias msg_056 = "The mob looks ANGRY!"; alias msg_057 = "I've a hunch I've been robbed!"; alias msg_058 = "Odd, I wasn't bitten last night!"; alias msg_059 = "Nothing happens."; alias msg_060 = "lower."; alias msg_061 = "I'm at the tip of the pole."; alias msg_062 = "I notice a DARK WINDOW, UNDER the bedroom window ledge!"; alias msg_063 = "As I fall,"; alias msg_064 = "EXCEPT"; alias msg_065 = "It won't go any"; alias msg_066 = "Try looking at it."; alias msg_067 = "The paper clip is in the way!"; alias msg_068 = "I know how to RAISE and LOWER this thing!"; alias msg_069 = "GET UP, you sleepy head!"; alias msg_070 = "Try examining things."; alias msg_071 = "I've no matches!"; alias msg_072 = "The match flares up briefly ..."; alias msg_073 = "It's already open."; alias msg_074 = "Try: 'CLIMB POLE'"; alias msg_075 = "Try: 'SAVE GAME'"; alias msg_076 = "A bat might make it, but not me!"; alias msg_077 = "First, I need an unlit cigarette."; alias msg_078 = "Tell me with what? Like: 'WITH FIST'"; alias msg_079 = "It doesn't work!"; alias msg_080 = "Maybe I should BREAK it?"; alias msg_081 = "Yuck!"; alias msg_082 = "and then goes out!"; alias msg_083 = "The mirror shatters! That's 7 years bad luck!"; alias msg_084 = "I set the mirror on the pillow."; alias msg_085 = "Try: 'ENTER ROOM'"; alias msg_086 = "What a DREAM I just had!!!!"; alias msg_087 = "Dear Adventurer: I wanted to take this time (1 move!) to thank ALL of you out there in Adventureland for the fantastically warm reception Adventure has received! Happy Adventuring, Scott Adams (Chief Adventurer)"; alias msg_088 = "Ah-choooooo..."; # 22 rooms room rm_001 "I'm lying in a large brass bed."; room rm_002 "I am in a bedroom.", n_to rm_011; room rm_003 "I'm on a ledge outside an open window."; room rm_004 "I'm hanging on the end of a sheet. I have made a fold in the sheet, so I can leave things here. There's a window box here, on the side of the castle."; room rm_005 "I am in a flower box outside an open window."; room rm_006 "I am in a CRYPT.", s_to rm_019; room rm_007 "I am in a closet.", w_to rm_021; room rm_008 "I am in a Bathroom.", s_to rm_011; room rm_009 "I'm outside the castle.", e_to rm_017, w_to rm_011; room rm_010 "I am in a DOORLESS room."; room rm_011 "I am in a hall inside the castle.", n_to rm_008, s_to rm_002, e_to rm_009, w_to rm_012; room rm_012 "I am in a kitchen.", e_to rm_011; room rm_013 "I am in a large COFFIN.", u_to rm_006; room rm_014 "I am in a pantry."; room rm_015 "I am in a giant SOLAR OVEN.", w_to rm_012; room rm_016 "I am in a Dungeon.", u_to rm_021; room rm_017 "I am in a Meandering path.", w_to rm_009; room rm_018 "I am in a Pit."; room rm_019 "I am in a Dark passage.", n_to rm_006, s_to rm_010; room rm_020 "I am in a dumb-waiter by a room."; room rm_021 "I am in a workroom.", d_to rm_016; room rm_022 "I am in a LOT OF TROUBLE! (And so are you!)"; item itm_000 (she) "Sheets" rm_001; item itm_001 "Open window" void; item itm_002 "Closed window" rm_002; item itm_003 (pil) "Pillow" rm_001; item itm_004 "Flag pole in wall" rm_003; item itm_005 (coa) "Coat-of-arms" rm_009; item itm_006 "Sheet going into window" void; item itm_007 "End of sheet tied to flagpole" void; item itm_008 (tab) "1 nodoz tablet" void; item (light) itm_009 (tor) "LIT torch" void; item itm_010 "Loose end of sheet going over ledge" void; item itm_011 "End of sheet hanging here" rm_005; item itm_012 "Closed & UNLOCKED door" void; item itm_013 "Open door" void; item itm_014 "Locked door" rm_021; item itm_015 (cli) "Paper clip" void; item itm_016 (sta) "Tent STAKE" player; item itm_017 (mir) "Mirror" rm_008; item itm_018 (bot) "Bottle of type V blood" void; item itm_019 (bot) "Empty bottle" void; item itm_020 (tor) "Unlit torch" rm_018; item itm_021 (mat) "Sulfur matches" rm_014; item itm_022 "2 small holes in my neck" void; item itm_023 (tab) "3 no-doz tablets" void; item itm_024 (tab) "2 nodoz tablets" void; item itm_025 "Piles of extinguished cigarettes" rm_006; item itm_026 (pac) "Pack of Transylvanian cigarettes" void; item itm_027 (cig) "LIT cigarette" void; item itm_028 "Stone COFFIN" void; item itm_029 "Coffin is open" void; item itm_030 "Coffin is closed" void; item itm_031 (gar) "Dusty clove of garlic" rm_014; item itm_032 "DARK pit" rm_016; item itm_033 (cig) "Cigarette" void; item itm_034 "Brass bed" rm_002; item itm_035 (she) "The other end of the sheet" void; item itm_036 "Sheet tied to bed" void; item itm_037 (wat) "Pocket watch" rm_008; item itm_038 "Coffin lid is open" rm_013; item itm_039 "Lockable slide bolt" rm_013; item itm_040 "Broken slide lock" void; item itm_041 (fil) "Large tempered nail file" rm_015; item itm_042 (via) "Small Vial" rm_007; item itm_043 "Large dark lens set in ceiling" rm_015; item itm_044 "Oven" rm_012; item itm_045 (pac) "Package" void; item itm_046 (win) "Empty box" void; item itm_047 (pos) "Postcard" void; item itm_048 "Bell pull" rm_009; item itm_049 "Castle towering above me" rm_017; item itm_050 "Fence with an open gate & a crowd beyond" rm_017; item itm_051 (not) "Note" void; item itm_052 (bat) "DRACULA" void; item itm_053 (mal) "Rubber mallet" rm_021; item itm_054 "Iron rings in wall" rm_016; item itm_055 "Sheet tied to ring going into pit" void; item itm_056 "DARK foreboding passage" void; item itm_057 (por) "Full size portrait of DRACULA" rm_010; item itm_058 "Window" rm_010; item itm_059 "Vent" rm_006; item itm_060 (dai) "Daisies" rm_005; item itm_061 "Toilet" rm_008; item itm_062 "Dumb-waiter" rm_012; item itm_063 "vent" rm_021; item itm_064 (let) "Letter" void; item itm_065 "Sign says: 'POSITIVELY NO SMOKING ALLOWED HERE!' signed Dracula" rm_006; item itm_066 "Mouldy old skeleton with a stake in the rib cage" void; item itm_067 "Broken glass" void; item itm_068 (dus) "Century worth of dust" rm_007; item itm_069 "Memo tacked to the door" rm_021; act auto 100 { sub 1; try { !set (flag_01); msg_003; # "Welcome to ADVENTURE: 5 'THE COUNT'. Dedicated to Alvin Files."; timer 3; swap tr_00; timer 65; } try { !set (flag_01); msg_002; # "I see I was put to bed. I've overslept & it's after noon!"; swap tr_03; timer 0; swap tr_03; } try { le (10); gt (1); !set (flag_02); !in (rm_018); !in (rm_006); msg_019; # "It's getting DARK outside!"; } try { le (4); !set (flag_04); gt (1); !set (flag_02); msg_020; # "I'm getting very tired..."; } try { eq (1) on flag_15; msg_021; # "The sun has set!"; } } act auto 100 { here (itm_035); # The other end of the sheet in (rm_003); swap itm_035, itm_010; # The other end of the sheet # Loose end of sheet going over ledge } act auto 100 { set (flag_04); swap tr_01; sub 1; try { le (8); le (4); msg_020; # "I'm getting very tired..."; } try { le (0); off flag_04; } try { swap tr_01; } } act auto 33 { in (rm_004); exists (itm_007); # End of sheet tied to flagpole msg_009; # "I hear the"; msg_010; # "Flagpole splinter!"; msg_012; # "I fall to my death!"; goto rm_022; } act auto 100 { has (itm_035); # The other end of the sheet in (rm_011); zap itm_036; # Sheet tied to bed swap itm_035, itm_000; # The other end of the sheet # Sheets msg_030; # "The sheet came untied."; } act auto 100 { le (0); !set (flag_04); !in (rm_022); on flag_02; nop; } act auto 25 { le (0); has (itm_031); # Dusty clove of garlic !avail (itm_052); # DRACULA !set (flag_02); !in (rm_022); msg_023; # "A bat flew by & LAUGHED at me!"; msg_028; # "He smelled something & flew on."; zap itm_052; # DRACULA } act auto 40 { le (0); !has (itm_031); # Dusty clove of garlic !avail (itm_052); # DRACULA !set (flag_02); !in (rm_022); msg_023; # "A bat flew by & LAUGHED at me!"; msg_029; # "He settled on my NECK!"; zap itm_052; # DRACULA on flag_02; delay; } act auto 50 { in (rm_004); avail (itm_009); # LIT torch msg_053; # "The torch burnt through the sheet!"; msg_012; # "I fall to my death!"; goto rm_022; } act auto 100 { set (flag_02); !in (rm_022); goto rm_007; on flag_03; off flag_02; try { !exists (itm_014); # Locked door goto rm_000; move rm_021, itm_013; # Open door zap itm_012; # Closed & UNLOCKED door } try { exists (itm_016); # Tent STAKE !here (itm_016); # Tent STAKE zap itm_016; # Tent STAKE on flag_09; } try { zap itm_006; # Sheet going into window zap itm_007; # End of sheet tied to flagpole zap itm_010; # Loose end of sheet going over ledge zap itm_035; # The other end of the sheet } try { zap itm_001; # Open window move rm_002, itm_002; # Closed window timer 65; zap itm_055; # Sheet tied to ring going into pit } try { exists (itm_045); # Package !here (itm_045); # Package zap itm_045; # Package on flag_09; } try { exists (itm_026); # Pack of Transylvanian cigarettes !here (itm_026); # Pack of Transylvanian cigarettes move rm_013, itm_026; # Pack of Transylvanian cigarettes on flag_09; } try { in (rm_000); goto rm_001; msg_086; # "What a DREAM I just had!!!!"; } try { set (flag_09); off flag_09; goto rm_001; msg_057; # "I've a hunch I've been robbed!"; } try { goto rm_001; off flag_15; msg_002; # "I see I was put to bed. I've overslept & it's after noon!"; drop itm_000; # Sheets } try { avail (itm_018); # Bottle of type V blood off flag_03; swap itm_018, itm_019; # Bottle of type V blood # Empty bottle msg_058; # "Odd, I wasn't bitten last night!"; } try { off flag_04; zap itm_036; # Sheet tied to bed drop itm_000; # Sheets } } act auto 100 { set (flag_03); off flag_03; swap tr_00; sub 1; msg_018; # "My neck looks BITTEN!"; try { le (0); msg_014; # "I've turned into a VAMPIRE!"; goto rm_022; } try { swap tr_00; steal itm_022; # 2 small holes in my neck } } act auto 50 { exists (itm_027); # LIT cigarette !in (rm_013); swap tr_02; sub 1; try { eq (0) zap itm_027; # LIT cigarette zap itm_028; # Stone COFFIN zap itm_029; # Coffin is open zap itm_030; # Coffin is closed } try { in (rm_006); eq (0) msg_027; # "The cigarette went out & the coffin VANISHED!"; } try { swap tr_02; } } act auto 100 { in (rm_022); msg_044; # "YOU HAVE LOST!"; quit; } act auto 30 { le (25); !exists (itm_045); # Package !in (rm_009); !exists (itm_046); # Empty box swap tr_00; try { eq (2) move rm_009, itm_045; # Package move rm_009, itm_064; # Letter msg_042; # "A bell rings somewhere: 'DING-DONG'."; } try { swap tr_00; } } act auto 100 { le (10); !exists (itm_045); # Package !in (rm_009); !exists (itm_046); # Empty box swap tr_00; try { eq (2) move rm_009, itm_045; # Package move rm_009, itm_064; # Letter msg_042; # "A bell rings somewhere: 'DING-DONG'."; } try { swap tr_00; } } act auto 100 { !set (flag_01); on flag_01; } act auto 100 { le (1); !avail (itm_009); # LIT torch on flag_15; } act auto 100 { in (rm_010); gt (0); set (flag_15); off flag_15; } act auto 20 { le (39); !exists (itm_047); # Postcard !in (rm_009); move rm_009, itm_047; # Postcard msg_042; # "A bell rings somewhere: 'DING-DONG'."; } act auto 100 { le (20); !exists (itm_047); # Postcard !in (rm_009); move rm_009, itm_047; # Postcard msg_042; # "A bell rings somewhere: 'DING-DONG'."; } act go win { in (rm_004); goto rm_005; msg_039; # "OK."; } act go win { in (rm_005); goto rm_010; msg_039; # "OK."; } act go win { here (itm_001); # Open window has (itm_035); # The other end of the sheet goto rm_003; drop itm_006; # Sheet going into window msg_039; # "OK."; } act go win { in (rm_003); has (itm_035); # The other end of the sheet goto rm_002; zap itm_006; # Sheet going into window msg_039; # "OK."; } act go bed { here (itm_034); # Brass bed goto rm_001; msg_039; # "OK."; } act go ove { avail (itm_044); # Oven gt (1); msg_001; # "Sorry, I can't do that."; msg_040; # "There's a tremendous amount of HEAT & SUNLIGHT coming out."; } act go ove { avail (itm_044); # Oven le (1); goto rm_015; msg_039; # "OK."; } act go dum { here (itm_062); # Dumb-waiter goto rm_020; msg_039; # "OK."; } act go roo { !set (flag_08); !set (flag_07); in (rm_020); goto rm_012; msg_039; # "OK."; } act go pas { here (itm_056); # DARK foreboding passage goto rm_019; on flag_15; msg_039; # "OK."; } act go win { in (rm_010); goto rm_005; msg_039; # "OK."; } act go she { msg_050; # "Try: 'CLIMB SHEET'"; } act go pit { here (itm_032); # DARK pit on flag_15; goto rm_018; msg_039; # "OK."; } act go gat { here (itm_050); # Fence with an open gate & a crowd beyond msg_043; # "The peasants attack me! I was SUPPOSED to destroy the VAMPIRE!"; msg_044; # "YOU HAVE LOST!"; ignore; quit; } act go roo { in (rm_020); set (flag_07); goto rm_021; msg_039; # "OK."; } act go roo { in (rm_020); set (flag_08); goto rm_014; msg_039; # "OK."; } act go toi { here (itm_061); # Toilet msg_039; # "OK."; msg_054; # "Ah, that's much better!"; } act go doo { here (itm_013); # Open door goto rm_007; msg_039; # "OK."; } act go sle { on flag_02; nop; } act go cof { here (itm_029); # Coffin is open goto rm_013; msg_039; # "OK."; } act go pol { in (rm_003); msg_074; # "Try: 'CLIMB POLE'"; } act go ven { msg_001; # "Sorry, I can't do that."; msg_076; # "A bat might make it, but not me!"; } act go win { here (itm_001); # Open window !has (itm_035); # The other end of the sheet goto rm_003; msg_039; # "OK."; } act go win { in (rm_003); !has (itm_035); # The other end of the sheet goto rm_002; msg_039; # "OK."; } act qui any { quit; } act unc any { avail (itm_047); # Postcard !exists (itm_015); # Paper clip steal itm_015; # Paper clip steal itm_051; # Note nop; msg_039; # "OK."; } act loo mir { avail (itm_017); # Mirror exists (itm_022); # 2 small holes in my neck msg_018; # "My neck looks BITTEN!"; msg_017; # "I appear pale & drained!"; msg_015; # "I think I can only take"; swap tr_00; .timer; swap tr_00; msg_016; # "more days of this!"; } act loo mir { avail (itm_017); # Mirror !exists (itm_022); # 2 small holes in my neck msg_022; # "TODAY, I look healthy..."; } act loo win { in (rm_002); msg_004; # "I'm up in a castle. In the distance I see VOODOO CASTLE. There's standing room outside the window."; } act loo wat { avail (itm_037); # Pocket watch msg_031; # "Strange watch, it says"; .timer; msg_032; # "moves till sunset."; } act loo ove { gt (0); avail (itm_044); # Oven msg_040; # "There's a tremendous amount of HEAT & SUNLIGHT coming out."; } act loo ove { avail (itm_044); # Oven le (0); msg_035; # "There's something there, maybe I should"; msg_036; # "go there?"; } act loo dum { here (itm_062); # Dumb-waiter msg_039; # "OK."; msg_035; # "There's something there, maybe I should"; msg_036; # "go there?"; } act loo pac { in (rm_004); msg_035; # "There's something there, maybe I should"; msg_036; # "go there?"; } act loo toi { here (itm_061); # Toilet msg_035; # "There's something there, maybe I should"; msg_036; # "go there?"; } act loo roo { in (rm_020); msg_035; # "There's something there, maybe I should"; msg_036; # "go there?"; } act loo pos { avail (itm_047); # Postcard msg_055; # "There's writing on it."; } act loo let { avail (itm_064); # Letter msg_055; # "There's writing on it."; } act loo gat { avail (itm_050); # Fence with an open gate & a crowd beyond msg_056; # "The mob looks ANGRY!"; } act loo cof { here (itm_030); # Coffin is closed msg_038; # "I see nothing special."; } act loo cof { here (itm_029); # Coffin is open msg_035; # "There's something there, maybe I should"; msg_036; # "go there?"; } act loo via { avail (itm_042); # Small Vial !set (flag_06); msg_035; # "There's something there, maybe I should"; msg_037; # "empty it?"; } act loo cas { here (itm_049); # Castle towering above me msg_039; # "OK."; msg_038; # "I see nothing special."; msg_064; # "EXCEPT"; msg_062; # "I notice a DARK WINDOW, UNDER the bedroom window ledge!"; } act loo up { in (rm_009); msg_039; # "OK."; msg_038; # "I see nothing special."; msg_064; # "EXCEPT"; msg_062; # "I notice a DARK WINDOW, UNDER the bedroom window ledge!"; } act loo cas { in (rm_009); msg_039; # "OK."; msg_038; # "I see nothing special."; msg_064; # "EXCEPT"; msg_062; # "I notice a DARK WINDOW, UNDER the bedroom window ledge!"; } act loo up { here (itm_049); # Castle towering above me msg_039; # "OK."; msg_038; # "I see nothing special."; msg_064; # "EXCEPT"; msg_062; # "I notice a DARK WINDOW, UNDER the bedroom window ledge!"; } act loo nec { .inv; } act loo mir { !avail (itm_017); # Mirror msg_013; # "How?"; } act loo doo { in (rm_021); msg_035; # "There's something there, maybe I should"; msg_036; # "go there?"; } act loo dus { avail (itm_068); # Century worth of dust msg_088; # "Ah-choooooo..."; msg_038; # "I see nothing special."; } act loo coa { avail (itm_005); # Coat-of-arms msg_006; # "It bears the Family Crest of DRACULA!"; } act loo mem { avail (itm_069); # Memo tacked to the door msg_055; # "There's writing on it."; } act loo not { avail (itm_051); # Note msg_055; # "There's writing on it."; } act loo any { msg_038; # "I see nothing special."; } act get cig { avail (itm_033); # Cigarette get itm_033; # Cigarette msg_039; # "OK."; } act get cig { avail (itm_027); # LIT cigarette get itm_027; # LIT cigarette msg_039; # "OK."; } act get loc { here (itm_014); # Locked door avail (itm_015); # Paper clip swap itm_014, itm_012; # Locked door # Closed & UNLOCKED door msg_039; # "OK."; } act get por { avail (itm_057); # Full size portrait of DRACULA get itm_057; # Full size portrait of DRACULA move rm_010, itm_056; # DARK foreboding passage msg_039; # "OK."; } act get cli { avail (itm_047); # Postcard !exists (itm_015); # Paper clip steal itm_015; # Paper clip steal itm_051; # Note msg_039; # "OK."; } act get not { avail (itm_051); # Note steal itm_051; # Note msg_039; # "OK."; } act get cli { avail (itm_015); # Paper clip steal itm_015; # Paper clip msg_039; # "OK."; } act get she { avail (itm_000); # Sheets get itm_000; # Sheets msg_039; # "OK."; } act get she { avail (itm_035); # The other end of the sheet get itm_035; # The other end of the sheet msg_039; # "OK."; } act get up { in (rm_001); goto rm_002; msg_039; # "OK."; } act get cig { avail (itm_026); # Pack of Transylvanian cigarettes get itm_033; # Cigarette msg_039; # "OK."; } act get inv { .inv; } act get gla { here (itm_067); # Broken glass msg_081; # "Yuck!"; msg_001; # "Sorry, I can't do that."; } act loc doo { here (itm_012); # Closed & UNLOCKED door avail (itm_015); # Paper clip swap itm_012, itm_014; # Closed & UNLOCKED door # Locked door msg_039; # "OK."; } act inv any { .inv; } act put dum { in (rm_020); set (flag_07); msg_001; # "Sorry, I can't do that."; msg_065; # "It won't go any"; msg_060; # "lower."; } act put dum { in (rm_020); set (flag_08); off flag_08; msg_039; # "OK."; move rm_012, itm_062; # Dumb-waiter } act put dum { in (rm_020); on flag_07; msg_039; # "OK."; move rm_021, itm_062; # Dumb-waiter } act put mir { has (itm_017); # Mirror !here (itm_003); # Pillow zap itm_017; # Mirror drop itm_067; # Broken glass msg_083; # "The mirror shatters! That's 7 years bad luck!"; } act put mir { has (itm_017); # Mirror here (itm_003); # Pillow msg_039; # "OK."; drop itm_017; # Mirror msg_084; # "I set the mirror on the pillow."; } act kil bat { avail (itm_052); # DRACULA avail (itm_016); # Tent STAKE avail (itm_053); # Rubber mallet swap itm_052, itm_066; # DRACULA # Mouldy old skeleton with a stake in the rib cage msg_049; # "I drive the stake through his HEART. The townspeople come and carry me off, cheering! (Don't worry, I tell them I owe it all to you!!!!)"; success; quit; } act sav gam { msg_039; # "OK."; save; } act sav any { msg_075; # "Try: 'SAVE GAME'"; } act smo any { avail (itm_027); # LIT cigarette in (rm_006); !exists (itm_028); # Stone COFFIN msg_025; # "There's a COUGHIN (sic) in the room."; drop itm_028; # Stone COFFIN drop itm_030; # Coffin is closed } act smo any { avail (itm_027); # LIT cigarette msg_026; # "COUGH!"; } act fin any { msg_001; # "Sorry, I can't do that."; msg_048; # "I don't know where to look."; } act hel any { here (itm_014); # Locked door msg_051; # "I'm a pretty good LOCK PICK!"; } act hel any { in (rm_020); msg_068; # "I know how to RAISE and LOWER this thing!"; } act hel any { in (rm_001); msg_069; # "GET UP, you sleepy head!"; } act hel any { swap tr_03; add 1; try { gt (4); msg_020; # "I'm getting very tired..."; delay; msg_011; # "of you always asking for help!"; swap tr_03; } try { le (4); msg_070; # "Try examining things."; swap tr_03; } } act cli any { here (itm_010); # Loose end of sheet going over ledge goto rm_004; msg_039; # "OK."; } act cli any { here (itm_011); # End of sheet hanging here goto rm_004; msg_039; # "OK."; } act cli any { here (itm_035); # The other end of the sheet in (rm_018); goto rm_016; off flag_15; msg_039; # "OK."; } act cli any { here (itm_032); # DARK pit on flag_15; goto rm_018; msg_039; # "OK."; } act cli any { in (rm_004); goto rm_003; msg_039; # "OK."; } act cli pol { here (itm_004); # Flag pole in wall msg_061; # "I'm at the tip of the pole."; delay; msg_009; # "I hear the"; msg_010; # "Flagpole splinter!"; msg_063; # "As I fall,"; goto rm_022; msg_062; # "I notice a DARK WINDOW, UNDER the bedroom window ledge!"; } act out any { in (rm_020); msg_085; # "Try: 'ENTER ROOM'"; } act out any { msg_036; # "go there?"; msg_013; # "How?"; } act tie she { avail (itm_000); # Sheets msg_007; # "Tell me to what? i.e. 'TO TREE'"; } act tie any { msg_001; # "Sorry, I can't do that."; } act unt any { here (itm_055); # Sheet tied to ring going into pit zap itm_035; # The other end of the sheet zap itm_055; # Sheet tied to ring going into pit drop itm_000; # Sheets } act unt any { here (itm_007); # End of sheet tied to flagpole zap itm_007; # End of sheet tied to flagpole zap itm_010; # Loose end of sheet going over ledge drop itm_000; # Sheets } act unt any { here (itm_036); # Sheet tied to bed zap itm_036; # Sheet tied to bed zap itm_006; # Sheet going into window zap itm_035; # The other end of the sheet zap itm_010; # Loose end of sheet going over ledge drop itm_000; # Sheets } act fly any { in (rm_000); } act clo win { here (itm_001); # Open window swap itm_001, itm_002; # Open window # Closed window msg_039; # "OK."; } act clo doo { here (itm_013); # Open door swap itm_012, itm_013; # Closed & UNLOCKED door # Open door msg_039; # "OK."; } act clo any { here (itm_038); # Coffin lid is open msg_033; # "I closed the lid and I suffocated!"; ignore; quit; } act clo any { here (itm_029); # Coffin is open swap itm_029, itm_030; # Coffin is open # Coffin is closed } act clo ove { msg_001; # "Sorry, I can't do that."; } act ope doo { here (itm_012); # Closed & UNLOCKED door swap itm_012, itm_013; # Closed & UNLOCKED door # Open door msg_039; # "OK."; } act ope win { here (itm_002); # Closed window swap itm_001, itm_002; # Open window # Closed window msg_039; # "OK."; } act ope cof { here (itm_028); # Stone COFFIN exists (itm_039); # Lockable slide bolt gt (0); msg_001; # "Sorry, I can't do that."; msg_034; # "It's LOCKED from the INSIDE!"; } act ope cof { here (itm_028); # Stone COFFIN zap itm_030; # Coffin is closed drop itm_029; # Coffin is open try { gt (0); move rm_013, itm_052; # DRACULA } } act ope pac { avail (itm_045); # Package drop itm_046; # Empty box drop itm_026; # Pack of Transylvanian cigarettes drop itm_018; # Bottle of type V blood zap itm_045; # Package msg_039; # "OK."; } act ope win { in (rm_004); msg_001; # "Sorry, I can't do that."; msg_035; # "There's something there, maybe I should"; msg_036; # "go there?"; } act ope let { avail (itm_064); # Letter msg_055; # "There's writing on it."; } act ope dum { in (rm_020); set (flag_08); msg_001; # "Sorry, I can't do that."; msg_065; # "It won't go any"; msg_008; # "higher."; } act ope dum { set (flag_07); in (rm_020); off flag_07; msg_039; # "OK."; move rm_012, itm_062; # Dumb-waiter } act ope dum { in (rm_020); on flag_08; msg_039; # "OK."; move rm_014, itm_062; # Dumb-waiter } act ope dum { here (itm_062); # Dumb-waiter msg_035; # "There's something there, maybe I should"; msg_036; # "go there?"; } act ope ove { msg_073; # "It's already open."; } act sle any { on flag_02; nop; off flag_04; } act rea not { avail (itm_047); # Postcard !exists (itm_051); # Note msg_067; # "The paper clip is in the way!"; } act rea let { avail (itm_064); # Letter msg_041; # "Dear DRACKY, Don't open this present till HALLOWEEN. Signed, COUNT YORGA."; } act rea pos { avail (itm_047); # Postcard exists (itm_051); # Note msg_045; # "It's for DRACULA. It's an EATING & GHOULING bill from a local mortuary!"; } act rea pos { avail (itm_047); # Postcard !exists (itm_051); # Note msg_045; # "It's for DRACULA. It's an EATING & GHOULING bill from a local mortuary!"; msg_046; # "There's a note PAPER-CLIPPED to the postcard."; } act rea not { avail (itm_051); # Note msg_047; # "The postmaster says he'll be delivering a package tomorrow."; } act rea mem { avail (itm_069); # Memo tacked to the door msg_087; # "Dear Adventurer: I wanted to take this time (1 move!) to thank ALL of you out there in Adventureland for the fantastically warm reception Adventure has received! Happy Adventuring, Scott Adams (Chief Adventurer)"; } act rea any { msg_066; # "Try looking at it."; } act to bed { avail (itm_000); # Sheets here (itm_034); # Brass bed zap itm_000; # Sheets drop itm_035; # The other end of the sheet drop itm_036; # Sheet tied to bed } act to pol { avail (itm_000); # Sheets avail (itm_004); # Flag pole in wall zap itm_000; # Sheets drop itm_007; # End of sheet tied to flagpole drop itm_010; # Loose end of sheet going over ledge } act to rin { here (itm_054); # Iron rings in wall zap itm_000; # Sheets move rm_018, itm_035; # The other end of the sheet drop itm_055; # Sheet tied to ring going into pit } act to any { avail (itm_000); # Sheets !in (rm_001); msg_001; # "Sorry, I can't do that."; } act unl tor { avail (itm_009); # LIT torch swap itm_009, itm_020; # LIT torch # Unlit torch msg_039; # "OK."; } act unl doo { here (itm_014); # Locked door msg_013; # "How?"; } act lig tor { avail (itm_020); # Unlit torch avail (itm_021); # Sulfur matches swap itm_009, itm_020; # LIT torch # Unlit torch msg_039; # "OK."; } act lig cig { avail (itm_033); # Cigarette avail (itm_021); # Sulfur matches swap tr_02; timer 8; swap tr_02; swap itm_033, itm_027; # Cigarette # LIT cigarette msg_039; # "OK."; } act lig mat { avail (itm_021); # Sulfur matches set (flag_15); off flag_15; .room; msg_072; # "The match flares up briefly ..."; delay; delay; delay; msg_082; # "and then goes out!"; on flag_15; } act lig cig { !avail (itm_033); # Cigarette msg_077; # "First, I need an unlit cigarette."; } act lig mat { avail (itm_021); # Sulfur matches msg_072; # "The match flares up briefly ..."; delay; delay; msg_082; # "and then goes out!"; } act lig any { !has (itm_021); # Sulfur matches msg_013; # "How?"; msg_071; # "I've no matches!"; } act lig any { avail (itm_021); # Sulfur matches msg_001; # "Sorry, I can't do that."; msg_052; # "I'm not an arsonist!"; } act jum any { in (rm_003); msg_012; # "I fall to my death!"; msg_063; # "As I fall,"; msg_062; # "I notice a DARK WINDOW, UNDER the bedroom window ledge!"; goto rm_022; } act jum any { msg_039; # "OK."; msg_059; # "Nothing happens."; } act wai any { gt (5); msg_005; # "Some time passes..."; sub 5; } act wai any { msg_005; # "Some time passes..."; } act emp bot { avail (itm_018); # Bottle of type V blood swap itm_018, itm_019; # Bottle of type V blood # Empty bottle msg_039; # "OK."; } act emp via { avail (itm_042); # Small Vial !set (flag_06); drop itm_023; # 3 no-doz tablets on flag_06; } act cut fil { avail (itm_041); # Large tempered nail file msg_039; # "OK."; msg_005; # "Some time passes..."; sub 1; sub 1; } act cut any { msg_078; # "Tell me with what? Like: 'WITH FIST'"; } act pul bel { here (itm_048); # Bell pull msg_039; # "OK."; msg_042; # "A bell rings somewhere: 'DING-DONG'."; } act pul any { msg_059; # "Nothing happens."; } act eat tab { avail (itm_023); # 3 no-doz tablets on flag_04; swap itm_023, itm_024; # 3 no-doz tablets # 2 nodoz tablets swap tr_01; timer 40; swap tr_01; msg_039; # "OK."; msg_024; # "I'm real PEPPY now!"; } act eat tab { avail (itm_024); # 2 nodoz tablets on flag_04; swap itm_024, itm_008; # 2 nodoz tablets # 1 nodoz tablet swap tr_01; timer 40; swap tr_01; msg_039; # "OK."; msg_024; # "I'm real PEPPY now!"; } act eat tab { avail (itm_008); # 1 nodoz tablet on flag_04; zap itm_008; # 1 nodoz tablet swap tr_01; timer 40; swap tr_01; msg_039; # "OK."; msg_024; # "I'm real PEPPY now!"; } act eat gar { avail (itm_031); # Dusty clove of garlic msg_039; # "OK."; zap itm_031; # Dusty clove of garlic } act eat bot { avail (itm_018); # Bottle of type V blood goto rm_022; msg_014; # "I've turned into a VAMPIRE!"; } act eat sta { avail (itm_052); # DRACULA avail (itm_016); # Tent STAKE avail (itm_053); # Rubber mallet swap itm_052, itm_066; # DRACULA # Mouldy old skeleton with a stake in the rib cage msg_049; # "I drive the stake through his HEART. The townspeople come and carry me off, cheering! (Don't worry, I tell them I owe it all to you!!!!)"; success; quit; } act eat any { msg_081; # "Yuck!"; } act flu toi { here (itm_061); # Toilet msg_039; # "OK."; } act wit fil { avail (itm_041); # Large tempered nail file here (itm_039); # Lockable slide bolt swap itm_039, itm_040; # Lockable slide bolt # Broken slide lock msg_039; # "OK."; } act wit fil { !avail (itm_041); # Large tempered nail file msg_001; # "Sorry, I can't do that."; msg_057; # "I've a hunch I've been robbed!"; } act wit any { msg_079; # "It doesn't work!"; msg_059; # "Nothing happens."; } act jam any { msg_080; # "Maybe I should BREAK it?"; } act say any { msg_039; # "OK."; .noun_nl; } act mak bed { msg_039; # "OK."; } act sco any { msg_013; # "How?"; } act sme any { msg_039; # "OK."; } act fee any { msg_039; # "OK."; msg_038; # "I see nothing special."; } treasure=rm_000; initial=rm_001;