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 = 4; light_time = 500; 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) nort; noun(south) sout; noun(east) east; noun(west) west; noun(up) up; noun(down) down; verb(go) go; verb(drop) drop; verb(get) get, take; # 97 messages alias msg_000 = ""; alias msg_001 = "Good thing this rope wasn't any shorter."; alias msg_002 = "OK."; alias msg_003 = "I see a bunch of clay pigeons."; alias msg_004 = "Splash! Oh no, I am all washed up!"; alias msg_005 = "The ticket lady rips up the bill & says, 'A $5 grocery bill ain't money, bub!'"; alias msg_006 = "It's too steep."; alias msg_007 = "Tell me where to look!"; alias msg_008 = "I see a hidden door in it."; alias msg_009 = "I've no match!"; alias msg_010 = "The bouncer throws me out!"; alias msg_011 = "The park closes at midnight. Shoes are required at all times. The Management is NOT responsible for accidents!! CAUTION: This park is DANGEROUS!"; alias msg_012 = "I can see myself thin, fat, & tall."; alias msg_013 = "There's strange music playing."; alias msg_014 = "It sounds like a space opera."; alias msg_015 = "turns until midnight."; alias msg_016 = "The park is closing in"; alias msg_017 = "turns."; alias msg_018 = "Welcome to ADVENTURE 7, 'MYSTERY FUN HOUSE' by Scott Adams. Dedicated to Marin Computer Center."; alias msg_019 = "She thanks me & turns a hidden knob."; alias msg_020 = "Out of Order"; alias msg_021 = "She's pretty, but she has really snarled hair!"; alias msg_022 = "Wheeee!"; alias msg_023 = "She's too fast for me."; alias msg_024 = "I can't do that here."; alias msg_025 = "I am"; alias msg_026 = "I am."; alias msg_027 = "How?"; alias msg_028 = "Nothing happens."; alias msg_029 = "A mermaid swims by and waves."; alias msg_030 = "Someone shot me!"; alias msg_031 = "All of the water ran out."; alias msg_032 = "The bouncer throws me out for Vandalism!"; alias msg_033 = "Something dropped out."; alias msg_034 = "On what?"; alias msg_035 = "At What?"; alias msg_036 = "Sizzle. It burns with a dull glow."; alias msg_037 = "It's out."; alias msg_038 = "I was holding it!"; alias msg_039 = "Try: 'STICK GUM'"; alias msg_040 = "I shot a clay pigeon!"; alias msg_041 = "It collapsed into a pile of bones."; alias msg_042 = "The Calliope is so LOUD, I can't hear clearly!"; alias msg_043 = "starts."; alias msg_044 = "A tiny piece of hemp falls on my head and vanishes!"; alias msg_045 = "It tastes HORRIBLE!"; alias msg_046 = "The fire ladder retracts and leaves me here!"; alias msg_047 = "It says:"; alias msg_048 = "The ticket lady asks me what I want."; alias msg_049 = "She hands me a ticket."; alias msg_050 = "It's too tight."; alias msg_051 = "I see nothing special."; alias msg_052 = "Ouch!"; alias msg_053 = "She says: 'That'll be a dollar.'"; alias msg_054 = "I see a shiny COIN at the bottom of the drain!"; alias msg_055 = "I can't reach it, my arm is too short!"; alias msg_056 = "Got it!"; alias msg_057 = "It's too hard."; alias msg_058 = "I can't do that."; alias msg_059 = "The only thing left is one bare branch."; alias msg_060 = "That doesn't work."; alias msg_061 = "I just push it around."; alias msg_062 = "Say that again, but use a color."; alias msg_063 = "The wall swings me around & I'm elsewhere..."; alias msg_064 = "James: We must get the plans back by tonight! We believe they're hidden within this Fun House! Signed, M P.S. Q says to enjoy the gum!"; alias msg_065 = "Try EXAMINING things!"; alias msg_066 = "I say:"; alias msg_067 = "I'm not wearing it."; alias msg_068 = "POP!"; alias msg_069 = "HUH? Why do you want me to MARRY?"; alias msg_070 = "There's no handle on it."; alias msg_071 = "My shoe heel is loose."; alias msg_072 = "Something fell out."; alias msg_073 = "AUTHORIZED PERSONNEL ONLY!"; alias msg_074 = "The guard hears the explosion & shoots me!"; alias msg_075 = "There's a flashlight there."; alias msg_076 = "I fell flat on my face!"; alias msg_077 = "The ride"; alias msg_078 = "stops."; alias msg_079 = "There's a red button on it."; alias msg_080 = "I'm falling..."; alias msg_081 = "I can only remove 1 bolt!"; alias msg_082 = "1 big bolt holds it down."; alias msg_083 = "2 big bolts hold it down."; alias msg_084 = "The wall closed behind me."; alias msg_085 = "It's too high for me."; alias msg_086 = "The moving ride throws me off balance!"; alias msg_087 = "It doesn't work."; alias msg_088 = "A gentle air blast blows up my leg."; alias msg_089 = "A hard blast of air rips my body apart!"; alias msg_090 = "The machine lights up and says"; alias msg_091 = "HURRAH! You've done it!"; alias msg_092 = "I see into the mirror room."; alias msg_093 = "I'm not on it."; alias msg_094 = "It's too hot."; alias msg_095 = "There's a catwalk above the ride."; alias msg_096 = "Click!"; # 35 rooms room rm_001 "I'm in front of the FUN HOUSE.", e_to rm_026; room rm_002 "I am in a Magical Mirror Room.", n_to rm_030, s_to rm_001; room rm_003 "I'm on a small landing.", n_to rm_009, e_to rm_019, u_to rm_020; room rm_004 "I'm beside a LARGE tank.", e_to rm_010, u_to rm_009; room rm_005 "I am in a windowed tank."; room rm_006 "I am in a hidden laboratory.", n_to rm_025; room rm_007 "I'm upon a wooden horse on a Merry-Go-Round.", d_to rm_018; room rm_008 "I am in a small room.", s_to rm_014, u_to rm_010; room rm_009 "I am in a sloping hallway.", u_to rm_003, d_to rm_004; room rm_010 "I am in a room with a low ceiling.", w_to rm_004; room rm_011 "I am in a large rolling barrel room."; room rm_012 "I am in a store room.", w_to rm_033; room rm_013 "I am in a manhole.", e_to rm_028, u_to rm_026; room rm_014 "I am in a shooting gallery.", n_to rm_008; room rm_015 "I'm on a ledge over a deep pit.", s_to rm_020, e_to rm_011; room rm_016 "I am in a Pit."; room rm_017 "I am in a observation chamber.", e_to rm_002; room rm_018 "I'm on a Merry-Go-Round.", d_to rm_021; room rm_019 "I am in a windy hall.", e_to rm_030, w_to rm_003; room rm_020 "I am in a rickety staircase.", u_to rm_015, d_to rm_003; room rm_021 "I am in a large room with tall ceiling.", s_to rm_023; room rm_022 "I'm on top of the ride.", d_to rm_007; room rm_023 "I am in a small room.", e_to rm_021, d_to rm_010; room rm_024 "I am in a small room.", n_to rm_032, w_to rm_010; room rm_025 "I am in a large room.", s_to rm_006, d_to rm_034; room rm_026 "I am in a parking lot.", w_to rm_001; room rm_027 "I'm on a Trampoline."; room rm_028 "I am in a sewer system."; room rm_029 "I am in a windy maze.", n_to rm_031, s_to rm_030, e_to rm_032, w_to rm_024; room rm_030 "I am in a windy maze.", n_to rm_032, s_to rm_031, e_to rm_002, w_to rm_031; room rm_031 "I am in a windy maze.", n_to rm_032, s_to rm_031, e_to rm_029, w_to rm_029; room rm_032 "I am in a windy maze.", n_to rm_031, s_to rm_029, e_to rm_031, w_to rm_032; room rm_033 "I am in a catwalk.", e_to rm_012, d_to rm_022; room rm_034 "I am in a long tunnel.", u_to rm_025, d_to rm_028; room rm_035 "I am in a lot of TROUBLE!"; item itm_000 "Closed drain, Water" rm_005; item itm_001 "Rope hanging from ceiling" void; item itm_002 "Strange Mirror" rm_002; item itm_003 (shoe) "Shoes" player; item itm_004 "which I'm wearing" void; item itm_005 "Slippery Slide, Sign on slide" rm_003; item itm_006 "Locked door" rm_006; item itm_007 "Skeleton" rm_010; item itm_008 "Locked door" rm_012; item (light) itm_009 (flas) "Lit Flashlight" void; item itm_010 "Open flood door" rm_028; item itm_011 "Red knob in wall" rm_012; item itm_012 "Strange knobs on wall: Yellow, Green, Blue" rm_010; item itm_013 "Closed flood door" void; item itm_014 "Ladder going down" rm_015; item itm_015 "Locked door" rm_016; item itm_016 "Open door with small shelves beyond" void; item itm_017 "Sign on ladder" rm_015; item itm_018 (tram) "Small Trampoline" rm_008; item itm_019 (wren) "Wrench" rm_012; item itm_020 "Locked door" rm_033; item itm_021 "Sign" rm_001; item itm_022 "Ticket Counter" rm_001; item itm_023 (tick) "Ticket" void; item itm_024 (heel) "Bottom of heel" void; item itm_025 (watc) "Watch" player; item itm_026 "Dark manhole" void; item itm_027 "Mermaid" rm_005; item itm_028 (comb) "Comb" rm_011; item itm_029 "Quiet Calliope" void; item itm_030 (key) "Rusty key" rm_005; item itm_031 "LOUD Steam Calliope" rm_021; item itm_032 "Merry-Go-Round" rm_021; item itm_033 "Valve on a large warm pipe" rm_016; item itm_034 "A handle is on the valve" rm_034; item itm_035 (hand) "Handle from a valve" rm_017; item itm_036 (fuse) "Short fuse" void; item itm_037 "The fuse is stuck into the gum" void; item itm_038 "Open Drain" void; item itm_039 (lett) "Letter" void; item itm_040 "Exit" rm_011; item itm_041 "Wooden horse" rm_018; item itm_042 "Dark hole" rm_028; item itm_043 "Large grate welded over hole" rm_028; item itm_044 (bone) "Pile of bones" void; item itm_045 "Loose grate" void; item itm_046 (spec) "Strange spectacles" rm_014; item itm_047 "which I'm wearing" void; item itm_048 "Fortune telling machine" rm_023; item itm_049 "Rope hanging down" rm_033; item itm_050 "The gum is stuck onto the grate" void; item itm_051 "Rusty closed grating" rm_026; item itm_052 "Bottom of slide" rm_005; item itm_053 "Dead tree" rm_026; item itm_054 (doll) "Silver Dollar" void; item itm_055 (bran) "Broken branch" void; item itm_056 (gum) "Hard dry chewing gum" player; item itm_057 (gum) "Soft chewing gum" void; item itm_058 (bran) "Stick with gum on it's end" void; item itm_059 "Bottom of stairs" void; item itm_060 "Broken grate" void; item itm_061 "Pole coming out of horse's back" rm_007; item itm_062 "Window in tank" rm_004; item itm_063 "Window, Gun pointing into & mounted by window" rm_014; item itm_064 (sign) "Sign" rm_023; item itm_065 "Clay pigeons" rm_025; item itm_066 (flas) "Flashlight" void; item itm_067 (bill) "5 Dollar Bill" rm_026; item itm_068 (matc) "Match" rm_011; item itm_069 "Open door in glass" void; item itm_070 "1 way mirror" rm_017; item itm_071 "Locked door" rm_017; item itm_072 "Blue button" rm_021; item itm_073 (fuse) "Soggy fuse" void; item itm_074 (plan) "The missing Top Secret plans!" rm_006; act auto 100 { !set (flag_01); timer 200; add 200; add 200; on flag_01; msg_018; # "Welcome to ADVENTURE 7, 'MYSTERY FUN HOUSE' by Scott Adams. Dedicated to Marin Computer Center."; } act auto 100 { gt (0); sub 1; } act auto 100 { le (40); msg_016; # "The park is closing in"; .timer; msg_017; # "turns."; } act auto 40 { in (rm_003); !set (flag_07); msg_088; # "A gentle air blast blows up my leg."; } act auto 100 { in (rm_010); !set (flag_05); on flag_05; msg_084; # "The wall closed behind me."; } act auto 100 { !in (rm_010); off flag_05; } act auto 5 { avail (itm_004); # which I'm wearing !exists (itm_024); # Bottom of heel msg_071; # "My shoe heel is loose."; } act auto 100 { in (rm_004); !set (flag_05); on flag_05; } act auto 100 { in (rm_002); off flag_04; } act auto 100 { here (itm_031); # LOUD Steam Calliope msg_042; # "The Calliope is so LOUD, I can't hear clearly!"; } act auto 40 { in (rm_003); set (flag_07); msg_089; # "A hard blast of air rips my body apart!"; die; } act auto 100 { le (0); !set (flag_04); msg_010; # "The bouncer throws me out!"; goto rm_001; } act auto 100 { here (itm_067); # 5 Dollar Bill in (rm_001); zap itm_067; # 5 Dollar Bill msg_005; # "The ticket lady rips up the bill & says, 'A $5 grocery bill ain't money, bub!'"; } act auto 100 { !has (itm_004); # which I'm wearing in (rm_002); delay; delay; msg_010; # "The bouncer throws me out!"; goto rm_001; } act auto 100 { !has (itm_023); # Ticket in (rm_002); delay; delay; msg_010; # "The bouncer throws me out!"; goto rm_001; } act auto 100 { here (itm_028); # Comb here (itm_027); # Mermaid swap itm_059, itm_052; # Bottom of stairs # Bottom of slide msg_019; # "She thanks me & turns a hidden knob."; zap itm_028; # Comb } act auto 100 { exists (itm_059); # Bottom of stairs !here (itm_059); # Bottom of stairs swap itm_059, itm_052; # Bottom of stairs # Bottom of slide } act auto 100 { in (rm_035); quit; } act auto 100 { here (itm_054); # Silver Dollar in (rm_001); msg_049; # "She hands me a ticket."; zap itm_054; # Silver Dollar steal itm_023; # Ticket } act auto 10 { in (rm_022); !exists (itm_001); # Rope hanging from ceiling msg_044; # "A tiny piece of hemp falls on my head and vanishes!"; } act auto 100 { here (itm_035); # Handle from a valve here (itm_033); # Valve on a large warm pipe drop itm_034; # A handle is on the valve zap itm_035; # Handle from a valve } act auto 100 { here (itm_057); # Soft chewing gum exists (itm_037); # The fuse is stuck into the gum !here (itm_037); # The fuse is stuck into the gum drop itm_037; # The fuse is stuck into the gum } act auto 100 { has (itm_057); # Soft chewing gum exists (itm_037); # The fuse is stuck into the gum steal itm_037; # The fuse is stuck into the gum } act auto 100 { in (rm_007); off flag_04; } act auto 100 { in (rm_025); goto rm_014; try { !here (itm_064); # Sign msg_068; # "POP!"; msg_030; # "Someone shot me!"; goto rm_025; ignore; quit; } try { goto rm_025; } } act auto 100 { has (itm_074); # The missing Top Secret plans! .inv; msg_091; # "HURRAH! You've done it!"; success; quit; } act auto 100 { in (rm_034); !set (flag_15); on flag_15; } act auto 100 { in (rm_026); set (flag_15); off flag_15; } act auto 100 { in (rm_025); set (flag_15); off flag_15; } act auto 5 { !exists (itm_056); # Hard dry chewing gum !exists (itm_037); # The fuse is stuck into the gum swap itm_056, itm_057; # Hard dry chewing gum # Soft chewing gum } act auto 100 { in (rm_001); on flag_04; } act auto 100 { avail (itm_000); # Closed drain, Water avail (itm_036); # Short fuse swap itm_036, itm_073; # Short fuse # Soggy fuse } act go rope { in (rm_022); here (itm_001); # Rope hanging from ceiling msg_027; # "How?"; msg_085; # "It's too high for me."; } act go slid { here (itm_005); # Slippery Slide, Sign on slide exists (itm_038); # Open Drain goto rm_005; msg_052; # "Ouch!"; msg_057; # "It's too hard."; on flag_04; } act go tram { here (itm_018); # Small Trampoline msg_002; # "OK."; select_rv; goto rm_027; } act go coun { in (rm_001); msg_048; # "The ticket lady asks me what I want."; } act go slid { here (itm_005); # Slippery Slide, Sign on slide !exists (itm_038); # Open Drain msg_004; # "Splash! Oh no, I am all washed up!"; goto rm_005; on flag_04; } act go ladd { here (itm_014); # Ladder going down goto rm_016; on flag_04; msg_046; # "The fire ladder retracts and leaves me here!"; } act go exit { here (itm_040); # Exit msg_027; # "How?"; msg_076; # "I fell flat on my face!"; } act go door { here (itm_010); # Open flood door goto rm_013; msg_002; # "OK."; } act go tree { here (itm_053); # Dead tree msg_058; # "I can't do that."; } act go pole { here (itm_061); # Pole coming out of horse's back msg_002; # "OK."; goto rm_022; on flag_04; msg_044; # "A tiny piece of hemp falls on my head and vanishes!"; } act go mirr { here (itm_002); # Strange Mirror msg_002; # "OK."; msg_052; # "Ouch!"; msg_028; # "Nothing happens."; } act go rope { here (itm_049); # Rope hanging down msg_002; # "OK."; goto rm_022; } act go slid { here (itm_052); # Bottom of slide here (itm_000); # Closed drain, Water msg_006; # "It's too steep."; msg_004; # "Splash! Oh no, I am all washed up!"; } act go stai { here (itm_059); # Bottom of stairs msg_002; # "OK."; goto rm_003; off flag_04; } act go fun { in (rm_001); msg_002; # "OK."; goto rm_002; off flag_04; } act go merr { here (itm_031); # LOUD Steam Calliope msg_069; # "HUH? Why do you want me to MARRY?"; } act go merr { here (itm_032); # Merry-Go-Round here (itm_029); # Quiet Calliope msg_002; # "OK."; goto rm_018; } act go wind { here (itm_063); # Window, Gun pointing into & mounted by window msg_058; # "I can't do that."; msg_050; # "It's too tight."; } act go hole { here (itm_026); # Dark manhole msg_002; # "OK."; on flag_15; goto rm_013; on flag_04; } act go slid { here (itm_052); # Bottom of slide here (itm_038); # Open Drain msg_058; # "I can't do that."; msg_006; # "It's too steep."; } act go door { here (itm_069); # Open door in glass msg_002; # "OK."; goto rm_017; on flag_04; } act go pipe { here (itm_033); # Valve on a large warm pipe msg_052; # "Ouch!"; msg_094; # "It's too hot."; msg_058; # "I can't do that."; } act go ladd { here (itm_014); # Ladder going down goto rm_016; msg_046; # "The fire ladder retracts and leaves me here!"; on flag_04; } act go hors { here (itm_041); # Wooden horse msg_002; # "OK."; goto rm_007; } act go hole { here (itm_042); # Dark hole here (itm_060); # Broken grate goto rm_034; msg_002; # "OK."; } act shoo any { here (itm_063); # Window, Gun pointing into & mounted by window msg_002; # "OK."; msg_040; # "I shot a clay pigeon!"; } act get off { in (rm_027); msg_002; # "OK."; select_rv; } act get down { in (rm_027); msg_002; # "OK."; select_rv; } act get merm { here (itm_027); # Mermaid msg_023; # "She's too fast for me."; } act get flas { !exists (itm_009); # Lit Flashlight here (itm_016); # Open door with small shelves beyond get itm_066; # Flashlight msg_002; # "OK."; } act get flas { here (itm_066); # Flashlight msg_002; # "OK."; get itm_066; # Flashlight } act get flas { here (itm_009); # Lit Flashlight msg_002; # "OK."; get itm_009; # Lit Flashlight } act get doll { !exists (itm_054); # Silver Dollar here (itm_051); # Rusty closed grating msg_027; # "How?"; msg_055; # "I can't reach it, my arm is too short!"; } act get doll { here (itm_054); # Silver Dollar msg_002; # "OK."; get itm_054; # Silver Dollar } act get bran { here (itm_058); # Stick with gum on it's end msg_002; # "OK."; get itm_058; # Stick with gum on it's end } act get bran { here (itm_053); # Dead tree !exists (itm_055); # Broken branch msg_002; # "OK."; get itm_055; # Broken branch } act get bran { here (itm_055); # Broken branch msg_002; # "OK."; get itm_055; # Broken branch } act get grat { msg_027; # "How?"; } act get skel { here (itm_007); # Skeleton zap itm_007; # Skeleton drop itm_044; # Pile of bones msg_041; # "It collapsed into a pile of bones."; } act get bolt { msg_027; # "How?"; } act get inve { .inv; } act get sign { !here (itm_064); # Sign msg_027; # "How?"; } act get sign { here (itm_064); # Sign get itm_064; # Sign msg_002; # "OK."; } act gum any { msg_039; # "Try: 'STICK GUM'"; } act kiss merm { in (rm_005); here (itm_027); # Mermaid msg_002; # "OK."; msg_022; # "Wheeee!"; } act kiss lady { in (rm_001); msg_002; # "OK."; msg_022; # "Wheeee!"; } act inve any { .inv; } act drop shoe { avail (itm_003); # Shoes drop itm_003; # Shoes zap itm_004; # which I'm wearing msg_002; # "OK."; } act drop spec { avail (itm_046); # Strange spectacles drop itm_046; # Strange spectacles zap itm_047; # which I'm wearing msg_002; # "OK."; } act blow bubb { avail (itm_057); # Soft chewing gum msg_068; # "POP!"; } act blow bubb { avail (itm_056); # Hard dry chewing gum msg_058; # "I can't do that."; msg_057; # "It's too hard."; } act remo heel { avail (itm_003); # Shoes !exists (itm_024); # Bottom of heel msg_002; # "OK."; steal itm_024; # Bottom of heel drop itm_039; # Letter msg_072; # "Something fell out."; drop itm_036; # Short fuse } act remo shoe { avail (itm_004); # which I'm wearing msg_002; # "OK."; zap itm_004; # which I'm wearing } act remo spec { avail (itm_047); # which I'm wearing msg_002; # "OK."; zap itm_047; # which I'm wearing } act remo bolt { msg_027; # "How?"; } act remo any { msg_067; # "I'm not wearing it."; } act wave any { msg_002; # "OK."; msg_028; # "Nothing happens."; } act touc pipe { here (itm_033); # Valve on a large warm pipe msg_002; # "OK."; msg_052; # "Ouch!"; msg_094; # "It's too hot."; } act touc any { msg_002; # "OK."; msg_028; # "Nothing happens."; } act save game { save; } act help any { msg_065; # "Try EXAMINING things!"; } act list any { here (itm_014); # Ladder going down msg_002; # "OK."; msg_014; # "It sounds like a space opera."; } act list any { in (rm_024); msg_014; # "It sounds like a space opera."; } act list any { msg_028; # "Nothing happens."; } act quit any { quit; } act pull blue { in (rm_010); msg_096; # "Click!"; msg_063; # "The wall swings me around & I'm elsewhere..."; goto rm_023; } act pull yell { in (rm_010); msg_096; # "Click!"; msg_063; # "The wall swings me around & I'm elsewhere..."; msg_013; # "There's strange music playing."; goto rm_024; } act pull gree { in (rm_010); msg_096; # "Click!"; msg_063; # "The wall swings me around & I'm elsewhere..."; goto rm_008; } act pull knob { msg_062; # "Say that again, but use a color."; } act pull red { here (itm_011); # Red knob in wall !set (flag_07); msg_002; # "OK."; on flag_07; msg_096; # "Click!"; } act pull red { here (itm_048); # Fortune telling machine msg_028; # "Nothing happens."; } act pres any { here (itm_048); # Fortune telling machine msg_090; # "The machine lights up and says"; delay; msg_068; # "POP!"; msg_087; # "It doesn't work."; } act pres blue { here (itm_072); # Blue button set (flag_06); off flag_06; msg_096; # "Click!"; msg_077; # "The ride"; msg_043; # "starts."; } act pres red { here (itm_011); # Red knob in wall set (flag_07); off flag_07; msg_002; # "OK."; msg_096; # "Click!"; } act pres blue { here (itm_072); # Blue button !set (flag_06); on flag_06; msg_096; # "Click!"; msg_077; # "The ride"; msg_078; # "stops."; } act pres knob { msg_062; # "Say that again, but use a color."; } act pres any { msg_002; # "OK."; msg_028; # "Nothing happens."; } act use bran { !set (flag_02); here (itm_051); # Rusty closed grating avail (itm_055); # Broken branch msg_060; # "That doesn't work."; msg_061; # "I just push it around."; } act use bran { avail (itm_058); # Stick with gum on it's end !set (flag_02); here (itm_051); # Rusty closed grating msg_002; # "OK."; steal itm_054; # Silver Dollar msg_056; # "Got it!"; on flag_02; } act use wren { avail (itm_019); # Wrench here (itm_051); # Rusty closed grating swap itm_051, itm_045; # Rusty closed grating # Loose grate msg_002; # "OK."; msg_081; # "I can only remove 1 bolt!"; } act use wren { avail (itm_019); # Wrench avail (itm_045); # Loose grate msg_058; # "I can't do that."; msg_057; # "It's too hard."; } act use any { msg_058; # "I can't do that."; msg_060; # "That doesn't work."; } act ligh fuse { !has (itm_068); # Match msg_027; # "How?"; msg_009; # "I've no match!"; } act ligh matc { avail (itm_068); # Match msg_002; # "OK."; zap itm_068; # Match delay; msg_037; # "It's out."; } act ligh flas { avail (itm_066); # Flashlight msg_002; # "OK."; swap itm_009, itm_066; # Lit Flashlight # Flashlight } act ligh fuse { avail (itm_036); # Short fuse msg_036; # "Sizzle. It burns with a dull glow."; delay; delay; zap itm_036; # Short fuse msg_037; # "It's out."; zap itm_068; # Match } act ligh fuse { avail (itm_037); # The fuse is stuck into the gum msg_036; # "Sizzle. It burns with a dull glow."; delay; msg_068; # "POP!"; try { has (itm_037); # The fuse is stuck into the gum msg_038; # "I was holding it!"; die; } try { !in (rm_035); here (itm_050); # The gum is stuck onto the grate swap itm_060, itm_043; # Broken grate # Large grate welded over hole } try { !in (rm_035); !here (itm_013); # Closed flood door goto rm_035; msg_074; # "The guard hears the explosion & shoots me!"; } try { zap itm_068; # Match zap itm_037; # The fuse is stuck into the gum zap itm_050; # The gum is stuck onto the grate zap itm_057; # Soft chewing gum } } act stic gum { has (itm_057); # Soft chewing gum msg_034; # "On what?"; } act stic gum { avail (itm_056); # Hard dry chewing gum msg_058; # "I can't do that."; msg_057; # "It's too hard."; } act wear spec { avail (itm_046); # Strange spectacles msg_002; # "OK."; steal itm_047; # which I'm wearing steal itm_046; # Strange spectacles } act wear shoe { avail (itm_003); # Shoes msg_002; # "OK."; steal itm_004; # which I'm wearing steal itm_003; # Shoes } act look up { in (rm_022); drop itm_001; # Rope hanging from ceiling msg_002; # "OK."; } act look mirr { here (itm_002); # Strange Mirror avail (itm_047); # which I'm wearing msg_012; # "I can see myself thin, fat, & tall."; msg_008; # "I see a hidden door in it."; } act look mirr { here (itm_002); # Strange Mirror !avail (itm_047); # which I'm wearing msg_012; # "I can see myself thin, fat, & tall."; } act look wind { here (itm_062); # Window in tank exists (itm_027); # Mermaid msg_029; # "A mermaid swims by and waves."; } act look merm { here (itm_062); # Window in tank exists (itm_005); # Slippery Slide, Sign on slide exists (itm_028); # Comb msg_021; # "She's pretty, but she has really snarled hair!"; } act look shoe { avail (itm_003); # Shoes !exists (itm_024); # Bottom of heel msg_071; # "My shoe heel is loose."; } act look wind { here (itm_063); # Window, Gun pointing into & mounted by window msg_003; # "I see a bunch of clay pigeons."; } act look merm { here (itm_027); # Mermaid msg_021; # "She's pretty, but she has really snarled hair!"; } act look tree { here (itm_053); # Dead tree !exists (itm_055); # Broken branch !exists (itm_058); # Stick with gum on it's end msg_059; # "The only thing left is one bare branch."; } act look shel { here (itm_016); # Open door with small shelves beyond !exists (itm_009); # Lit Flashlight !exists (itm_066); # Flashlight msg_075; # "There's a flashlight there."; } act look grat { here (itm_051); # Rusty closed grating !set (flag_02); msg_002; # "OK."; msg_054; # "I see a shiny COIN at the bottom of the drain!"; msg_083; # "2 big bolts hold it down."; } act look watc { avail (itm_025); # Watch .timer; msg_015; # "turns until midnight."; } act look mirr { here (itm_070); # 1 way mirror msg_092; # "I see into the mirror room."; } act look mach { avail (itm_048); # Fortune telling machine msg_079; # "There's a red button on it."; } act look grat { here (itm_051); # Rusty closed grating msg_083; # "2 big bolts hold it down."; } act look grat { here (itm_045); # Loose grate msg_082; # "1 big bolt holds it down."; } act look ceil { in (rm_022); msg_002; # "OK."; drop itm_001; # Rope hanging from ceiling } act look ceil { in (rm_021); msg_095; # "There's a catwalk above the ride."; } act look up { in (rm_021); msg_095; # "There's a catwalk above the ride."; } act look any { msg_051; # "I see nothing special."; } act read sign { in (rm_001); msg_011; # "The park closes at midnight. Shoes are required at all times. The Management is NOT responsible for accidents!! CAUTION: This park is DANGEROUS!"; } act read sign { here (itm_005); # Slippery Slide, Sign on slide msg_073; # "AUTHORIZED PERSONNEL ONLY!"; } act read sign { here (itm_017); # Sign on ladder msg_073; # "AUTHORIZED PERSONNEL ONLY!"; } act read lett { avail (itm_039); # Letter msg_064; # "James: We must get the plans back by tonight! We believe they're hidden within this Fun House! Signed, M P.S. Q says to enjoy the gum!"; } act read sign { avail (itm_064); # Sign msg_047; # "It says:"; msg_020; # "Out of Order"; } act brea boun { msg_058; # "I can't do that."; } act brea bran { here (itm_053); # Dead tree !exists (itm_055); # Broken branch msg_002; # "OK."; get itm_055; # Broken branch } act brea any { !set (flag_04); msg_032; # "The bouncer throws me out for Vandalism!"; zap itm_023; # Ticket goto rm_001; } act brea any { set (flag_04); msg_027; # "How?"; } act swim any { here (itm_000); # Closed drain, Water msg_026; # "I am."; } act swim any { !here (itm_000); # Closed drain, Water msg_024; # "I can't do that here."; } act turn any { here (itm_033); # Valve on a large warm pipe !here (itm_034); # A handle is on the valve msg_058; # "I can't do that."; msg_070; # "There's no handle on it."; } act turn any { here (itm_034); # A handle is on the valve set (flag_03); msg_002; # "OK."; off flag_03; swap itm_029, itm_031; # Quiet Calliope # LOUD Steam Calliope } act turn any { here (itm_034); # A handle is on the valve !set (flag_03); msg_002; # "OK."; on flag_03; swap itm_029, itm_031; # Quiet Calliope # LOUD Steam Calliope } act turn any { msg_058; # "I can't do that."; msg_060; # "That doesn't work."; } act clos door { here (itm_010); # Open flood door swap itm_013, itm_010; # Closed flood door # Open flood door msg_002; # "OK."; } act clos door { here (itm_016); # Open door with small shelves beyond drop itm_008; # Locked door zap itm_016; # Open door with small shelves beyond msg_002; # "OK."; } act clos door { here (itm_069); # Open door in glass zap itm_069; # Open door in glass msg_002; # "OK."; } act eat gum { has (itm_056); # Hard dry chewing gum msg_002; # "OK."; zap itm_056; # Hard dry chewing gum msg_045; # "It tastes HORRIBLE!"; } act eat gum { has (itm_057); # Soft chewing gum msg_002; # "OK."; zap itm_057; # Soft chewing gum msg_045; # "It tastes HORRIBLE!"; } act chew gum { has (itm_056); # Hard dry chewing gum msg_002; # "OK."; swap itm_056, itm_057; # Hard dry chewing gum # Soft chewing gum msg_045; # "It tastes HORRIBLE!"; } act chew gum { has (itm_057); # Soft chewing gum msg_002; # "OK."; msg_045; # "It tastes HORRIBLE!"; } act say tick { in (rm_001); msg_002; # "OK."; .noun_nl; msg_053; # "She says: 'That'll be a dollar.'"; } act say any { msg_002; # "OK."; msg_066; # "I say:"; .noun_nl; msg_028; # "Nothing happens."; } act unli flas { avail (itm_009); # Lit Flashlight msg_002; # "OK."; swap itm_009, itm_066; # Lit Flashlight # Flashlight } act comb hair { avail (itm_028); # Comb !here (itm_027); # Mermaid msg_002; # "OK."; } act comb any { here (itm_027); # Mermaid avail (itm_028); # Comb swap itm_059, itm_052; # Bottom of stairs # Bottom of slide msg_019; # "She thanks me & turns a hidden knob."; } act jump any { in (rm_022); here (itm_001); # Rope hanging from ceiling set (flag_06); nop; msg_001; # "Good thing this rope wasn't any shorter."; goto rm_033; } act jump any { in (rm_022); !set (flag_06); msg_086; # "The moving ride throws me off balance!"; msg_080; # "I'm falling..."; die; } act jump any { avail (itm_018); # Small Trampoline msg_027; # "How?"; msg_093; # "I'm not on it."; } act jump any { in (rm_027); msg_022; # "Wheeee!"; select_rv; try { in (rm_016); goto rm_015; off flag_04; } try { !in (rm_015); !in (rm_035); select_rv; } } act jump any { msg_002; # "OK."; } act scor any { msg_028; # "Nothing happens."; } act move grat { here (itm_045); # Loose grate !exists (itm_026); # Dark manhole drop itm_026; # Dark manhole msg_002; # "OK."; } act move grat { here (itm_045); # Loose grate exists (itm_026); # Dark manhole zap itm_026; # Dark manhole msg_002; # "OK."; } act on fuse { avail (itm_057); # Soft chewing gum avail (itm_036); # Short fuse msg_002; # "OK."; drop itm_037; # The fuse is stuck into the gum zap itm_036; # Short fuse } act on bran { avail (itm_057); # Soft chewing gum avail (itm_055); # Broken branch msg_002; # "OK."; swap itm_055, itm_058; # Broken branch # Stick with gum on it's end } act on grat { avail (itm_057); # Soft chewing gum here (itm_043); # Large grate welded over hole zap itm_057; # Soft chewing gum drop itm_050; # The gum is stuck onto the grate try { has (itm_037); # The fuse is stuck into the gum drop itm_037; # The fuse is stuck into the gum } } act on any { msg_058; # "I can't do that."; } act craw any { in (rm_011); msg_002; # "OK."; goto rm_015; } act danc any { msg_002; # "OK."; } act open door { here (itm_013); # Closed flood door swap itm_013, itm_010; # Closed flood door # Open flood door msg_002; # "OK."; } act open rope { msg_058; # "I can't do that."; msg_050; # "It's too tight."; } act open grat { msg_027; # "How?"; } act open door { has (itm_030); # Rusty key here (itm_008); # Locked door zap itm_008; # Locked door drop itm_016; # Open door with small shelves beyond } act open drai { here (itm_000); # Closed drain, Water swap itm_038, itm_000; # Open Drain # Closed drain, Water msg_031; # "All of the water ran out."; zap itm_027; # Mermaid try { here (itm_030); # Rusty key zap itm_030; # Rusty key } } act open wall { msg_027; # "How?"; } act open door { !exists (itm_069); # Open door in glass in (rm_002); has (itm_047); # which I'm wearing msg_002; # "OK."; drop itm_069; # Open door in glass } act find any { msg_007; # "Tell me where to look!"; } act stan any { in (rm_011); msg_027; # "How?"; msg_076; # "I fell flat on my face!"; } act fix heel { avail (itm_003); # Shoes !exists (itm_024); # Bottom of heel msg_002; # "OK."; } act fix shoe { avail (itm_003); # Shoes msg_002; # "OK."; } treasure=rm_000; initial=rm_001;