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 = 555; max_load = 8; 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; # 87 messages alias msg_000 = ""; alias msg_001 = "I see something."; alias msg_002 = "Bare-handed?"; alias msg_003 = "I can't."; alias msg_004 = "I have no container."; alias msg_005 = "The canteen is full."; alias msg_006 = "Welcome to Adventure: 8 'PYRAMID OF DOOM'"; alias msg_007 = "By Alvin Files & Scott Adams Dedicated to Ray Harshaw!"; alias msg_008 = "Sign: He who defiles the tombs of Egypt shall surely perish!"; alias msg_009 = "I hear the sound of machinery."; alias msg_010 = "I hear some strange noises!"; alias msg_011 = "ARRGH! There was a poison needle in the lock!"; alias msg_012 = "The right key could help (maybe)."; alias msg_013 = "A large stone fell on me!"; alias msg_014 = "Something won't fit."; alias msg_015 = "That feels good."; alias msg_016 = "The noise scares them off."; alias msg_017 = "Thanks."; alias msg_018 = "Crash!!!"; alias msg_019 = "I hear a hollow laugh..."; alias msg_020 = "I don't see any reason to throw"; alias msg_021 = "A small desert nomad appears..."; alias msg_022 = "The nomad stuck out his tongue at me."; alias msg_023 = "What! The nomad jumped me while my back was turned!"; alias msg_024 = "The nomad vanishes in a puff of yellow smoke."; alias msg_025 = "Sorry, it won't work."; alias msg_026 = "Pistol has"; alias msg_027 = "bullets."; alias msg_028 = "No bullets."; alias msg_029 = "Got him!!"; alias msg_030 = "Rats!"; alias msg_031 = "The nomad"; alias msg_032 = "They are too hot."; alias msg_033 = "The Mummy moves toward me."; alias msg_034 = "The Mummy has me by the throat!"; alias msg_035 = "The Mummy"; alias msg_036 = "won't let me."; alias msg_037 = "Boy, are you weird. Cut that out."; alias msg_038 = "It doesn't bother him."; alias msg_039 = "Cobra crawls from the basket, presses a loose brick, and then disappears into a passage which appeared."; alias msg_040 = "Something falls out."; alias msg_041 = "A Purple Worm devours me!"; alias msg_042 = "The chain is too tough."; alias msg_043 = "It's black, dirty & dusty."; alias msg_044 = "The rats"; alias msg_045 = "Strange... Nothing happens."; alias msg_046 = "It's locked."; alias msg_047 = "The skeleton places the skull on his shoulders, grasps"; alias msg_048 = "the metal bar, and pulls down a ladder."; alias msg_049 = "I can't reach it."; alias msg_050 = "It says: 'LEAVE *TREASURES* HERE!'"; alias msg_051 = "The oyster makes a slobbering noise."; alias msg_052 = "The oyster won't let me."; alias msg_053 = "I just caught dengue fever. It's very bad."; alias msg_054 = "Confusing. Part of the message appears missing."; alias msg_055 = "I'm there."; alias msg_056 = "Pour water?"; alias msg_057 = "It's stuck."; alias msg_058 = "The cobra"; alias msg_059 = "Strange markings are present."; alias msg_060 = "attack!"; alias msg_061 = "attacks!"; alias msg_062 = "Missed..."; alias msg_063 = "The liquid is acid."; alias msg_064 = "The canteen dissolves."; alias msg_065 = "The Iron Statue"; alias msg_066 = "Mural: Seek ye well the HEART of Iron."; alias msg_067 = "The Iron Statue tears me apart!"; alias msg_068 = "The Ruby falls into the pool of acid, and burns up."; alias msg_069 = "I see nothing special."; alias msg_070 = "A tiny voice says: 'SEARCH AND YE SHALL FIND!'"; alias msg_071 = "I can't lift it. This is a BIG oyster."; alias msg_072 = "I don't see it."; alias msg_073 = "I'm not an arsonist."; alias msg_074 = "Nomad: 'Look up decapitated!'"; alias msg_075 = "Nomad: 'RUN, YOU FOOL!'"; alias msg_076 = "Nomad: 'Is the oyster thirsty?'"; alias msg_077 = "The glove falls off my sweaty hand."; alias msg_078 = "Ah, 'tis music to my ears."; alias msg_079 = "OK."; alias msg_080 = "Straight into the worm's mouth!"; alias msg_081 = "TRY: 'TAKE INVENTORY'"; alias msg_082 = "Mirrors EVERYWHERE! The light blinds me, so I shut it OFF!"; alias msg_083 = "The Pharoah's heart is red like yours, yet evil has darkened it!"; alias msg_084 = "WOW, man, crazy..."; alias msg_085 = "1000 years of bad luck starts with a cave in!"; alias msg_086 = "I feel a coin on the floor!"; # 27 rooms room rm_001 "I am in a desert.", s_to rm_004, w_to rm_002; room rm_002 "I am in a desert.", s_to rm_003, e_to rm_001; room rm_003 "I am in a desert.", n_to rm_002, e_to rm_004; room rm_004 "I am in a desert next to a pyramid.", n_to rm_001, w_to rm_003; room rm_005 "I am in a hole.", u_to rm_004; room rm_006 "I am in a rocky entrance-way.", n_to rm_012, s_to rm_016; room rm_007 "I am in a sarcophagus.", w_to rm_006, d_to rm_008; room rm_008 "I am in a burial room.", n_to rm_009, s_to rm_011, u_to rm_007; room rm_009 "I am in a long, narrow passageway.", s_to rm_008; room rm_010 "I am in a hidden alcove.", w_to rm_008; room rm_011 "I am in a tall room.", n_to rm_008; room rm_012 "I am in a dining hall.", s_to rm_006, e_to rm_013; room rm_013 "I am in a hallway.", w_to rm_012; room rm_014 "I am in a round altar room.", n_to rm_013, s_to rm_017, e_to rm_015; room rm_015 "I am in a hieroglyphics room.", w_to rm_014; room rm_016 "I am in a sitting room.", n_to rm_006; room rm_017 "I am in a sloping crawlway.", n_to rm_014; room rm_018 "I am in a revolving cavern.", n_to rm_019, s_to rm_020, d_to rm_011; room rm_019 "I am in a prison cell.", s_to rm_020, w_to rm_018; room rm_020 "I'm on a narrow ledge.", s_to rm_019, w_to rm_018; room rm_021 "I am in a throne room.", d_to rm_020; room rm_022 "I am in a treasure room.", d_to rm_021; room rm_023 "I'm on top of a pyramid.", w_to rm_022; room rm_024 "I am in a pool of water.", e_to rm_003; room rm_025 "", n_to rm_009, s_to rm_009, e_to rm_026, w_to rm_009, u_to rm_009, d_to rm_009; room rm_026 "I am in a dressing room.", w_to rm_025; room rm_027 "I am in a lot of TROUBLE!"; item itm_000 (sto) "Stone" rm_004; item itm_001 (key) "Large key" rm_024; item itm_002 "Door with large keyhole" void; item itm_003 (jer) "Dried Camel Jerky" rm_015; item itm_004 (can) "Empty canteen" player; item itm_005 (can) "Full canteen" void; item itm_006 "Hole" void; item itm_007 "Tiny locked door" rm_005; item itm_008 (fla) "Unlit flashlite" player; item (light) itm_009 (fla) "Lit flashlite" void; item itm_010 (sho) "Shovel" void; item itm_011 (key) "Tiny key" void; item itm_012 (coa) "Lump of coal" void; item itm_013 "Pool of liquid" rm_003; item itm_014 "Sign" rm_004; item itm_015 "Door with large keyhole" void; item itm_016 "Open door" void; item itm_017 "Closed sarcophagus" rm_006; item itm_018 (ban) "Moldy bandages" rm_006; item itm_019 "Open sarcophagus" void; item itm_020 "Stairs" rm_007; item itm_021 (bon) "Bones" void; item itm_022 "Open door" rm_006; item itm_023 "Tiny open door" void; item itm_024 "Small Nomad" void; item itm_025 (pis) "Pistol" rm_006; item itm_026 "Fearsome mummy" rm_008; item itm_027 (tap) "*ANTIQUE TAPESTRY*" rm_008; item itm_028 "Burning tanna leaves" rm_008; item itm_029 "Enraged mummy" void; item itm_030 "Sleeping mummy" void; item itm_031 (sca) "*GOLD SCARAB*" rm_026; item itm_032 (lea) "Wet tanna leaves" void; item itm_033 "Entrance to an alcove" void; item itm_034 "Bricked up doorway" rm_009; item itm_035 "Open door" void; item itm_036 (coi) "*GOLD COIN*" void; item itm_037 "Ashes" rm_016; item itm_038 (bas) "Basket" rm_016; item itm_039 "Passageway behind fireplace" void; item itm_040 "Open treasure coffer" void; item itm_041 (rop) "Rope" rm_009; item itm_042 (blo) "Chopping block" rm_010; item itm_043 (sku) "Skull" rm_010; item itm_044 (box) "Box" rm_010; item itm_045 (tee) "*GOLD TEETH*" void; item itm_046 (glo) "Iron glove" void; item itm_047 "Archway" rm_013; item itm_048 "Metal bar protruding from ceiling" rm_011; item itm_049 "Decapitated skeleton" rm_011; item itm_050 (saw) "Saw" rm_011; item itm_051 "Fireplace" rm_016; item itm_052 "Ladder" void; item itm_053 "Glowing skeleton" void; item itm_054 (tab) "Table" rm_012; item itm_055 "Giant Oyster" rm_013; item itm_056 (pea) "*BLACK PEARL*" void; item itm_057 (flu) "Flute" rm_013; item itm_058 "Blood-stained altar" rm_014; item itm_059 (bar) "*PLATINUM BAR*" rm_023; item itm_060 (nec) "*DIAMOND NECKLACE*" void; item itm_061 (rat) "Satisfied rats" void; item itm_062 (rat) "Starving rats" rm_017; item itm_063 "Hissing cobra" void; item itm_064 (nec) "*GOLD NECKLACE*" void; item itm_065 "Passageway" void; item itm_066 "Pile of Rubbish" rm_019; item itm_067 "Closed portal" rm_019; item itm_068 "Open portal" void; item itm_069 "Purple Worm" void; item itm_070 (pin) "*GOLD PIN*" void; item itm_071 (car) "*JADE CARVING*" void; item itm_072 (sap) "*SAPPHIRE*" rm_020; item itm_073 "Hole in the ceiling" rm_020; item itm_074 "Rope hanging from ceiling" void; item itm_075 "Chain hanging from ceiling" rm_021; item itm_076 "Chest" rm_021; item itm_077 "Wall Mural" rm_021; item itm_078 (rub) "*RUBY*" void; item itm_079 "Pool of liquid (far below the ledge)" rm_020; item itm_080 "Spiral Staircase" void; item itm_081 (cro) "*PLATINUM CROWN*" void; item itm_082 "Standing Iron Statue" void; item itm_083 "Pile of Melted Iron" void; item itm_084 (bra) "*EMERALD BRACELET*" void; item itm_085 "Open window" void; item itm_086 "Treasure coffer" rm_022; item itm_087 "Barred window" rm_022; item itm_088 "I'm wearing an iron glove" void; item itm_089 "Wooden pole sticking out from the sand." rm_003; item itm_090 "Dead explorer chained to one wall." rm_019; item itm_091 "Slowly advancing Iron Statue..." void; item itm_092 "Iron Statue of a Pharoah seated on a throne." rm_021; act auto 100 { !set (flag_03); on flag_03; msg_006; # "Welcome to Adventure: 8 'PYRAMID OF DOOM'"; msg_007; # "By Alvin Files & Scott Adams Dedicated to Ray Harshaw!"; } act auto 50 { has (itm_062); # Starving rats msg_044; # "The rats"; msg_060; # "attack!"; die; } act auto 100 { in (rm_022); !set (flag_15); on flag_15; } act auto 100 { set (flag_16); exists (itm_009); # Lit flashlite swap itm_009, itm_008; # Lit flashlite # Unlit flashlite --0xF1--; } act auto 2 { !exists (itm_024); # Small Nomad drop itm_024; # Small Nomad msg_021; # "A small desert nomad appears..."; } act auto 100 { !set (flag_14); on flag_14; timer 4; } act auto 100 { set (flag_12); has (itm_025); # Pistol gt (1); msg_026; # "Pistol has"; .timer; msg_027; # "bullets."; } act auto 100 { set (flag_12); off flag_12; } act auto 70 { set (flag_11); msg_029; # "Got him!!"; msg_024; # "The nomad vanishes in a puff of yellow smoke."; off flag_11; zap itm_024; # Small Nomad } act auto 100 { set (flag_11); off flag_11; msg_062; # "Missed..."; } act auto 10 { here (itm_026); # Fearsome mummy swap itm_026, itm_029; # Fearsome mummy # Enraged mummy msg_033; # "The Mummy moves toward me."; } act auto 20 { here (itm_029); # Enraged mummy msg_034; # "The Mummy has me by the throat!"; die; } act auto 10 { has (itm_088); # I'm wearing an iron glove zap itm_088; # I'm wearing an iron glove drop itm_046; # Iron glove msg_077; # "The glove falls off my sweaty hand."; } act auto 25 { here (itm_024); # Small Nomad in (rm_011); !exists (itm_053); # Glowing skeleton set (flag_20); msg_074; # "Nomad: 'Look up decapitated!'"; off flag_20; } act auto 100 { here (itm_049); # Decapitated skeleton here (itm_043); # Skull msg_047; # "The skeleton places the skull on his shoulders, grasps"; msg_048; # "the metal bar, and pulls down a ladder."; drop itm_053; # Glowing skeleton drop itm_052; # Ladder } act auto 100 { here (itm_049); # Decapitated skeleton here (itm_043); # Skull zap itm_049; # Decapitated skeleton zap itm_043; # Skull zap itm_048; # Metal bar protruding from ceiling } act auto 100 { exists (itm_024); # Small Nomad !here (itm_024); # Small Nomad drop itm_024; # Small Nomad } act auto 100 { here (itm_055); # Giant Oyster here (itm_003); # Dried Camel Jerky zap itm_003; # Dried Camel Jerky msg_051; # "The oyster makes a slobbering noise."; on flag_10; drop itm_056; # *BLACK PEARL* } act auto 20 { here (itm_024); # Small Nomad in (rm_019); msg_075; # "Nomad: 'RUN, YOU FOOL!'"; } act auto 25 { here (itm_024); # Small Nomad here (itm_055); # Giant Oyster !exists (itm_056); # *BLACK PEARL* set (flag_20); msg_076; # "Nomad: 'Is the oyster thirsty?'"; off flag_20; } act auto 100 { set (flag_17); !exists (itm_083); # Pile of Melted Iron move rm_021, itm_083; # Pile of Melted Iron zap itm_092; # Iron Statue of a Pharoah seated on a throne. } act auto 100 { here (itm_003); # Dried Camel Jerky here (itm_062); # Starving rats zap itm_003; # Dried Camel Jerky swap itm_062, itm_061; # Starving rats # Satisfied rats } act auto 30 { here (itm_063); # Hissing cobra msg_058; # "The cobra"; msg_061; # "attacks!"; die; } act auto 10 { here (itm_062); # Starving rats msg_044; # "The rats"; msg_060; # "attack!"; die; } act auto 40 { here (itm_069); # Purple Worm msg_041; # "A Purple Worm devours me!"; die; } act auto 20 { here (itm_091); # Slowly advancing Iron Statue... msg_067; # "The Iron Statue tears me apart!"; die; } act auto 100 { in (rm_023); set (flag_15); off flag_15; } act auto 100 { in (rm_025); avail (itm_009); # Lit flashlite swap itm_009, itm_008; # Lit flashlite # Unlit flashlite msg_082; # "Mirrors EVERYWHERE! The light blinds me, so I shut it OFF!"; } act auto 1 { here (itm_024); # Small Nomad !has (itm_025); # Pistol msg_023; # "What! The nomad jumped me while my back was turned!"; die; } act auto 100 { in (rm_027); zap itm_024; # Small Nomad .score; quit; } act auto 100 { set (flag_01); off flag_01; sub 1; } act go poo { in (rm_003); goto rm_024; } act go doo { here (itm_016); # Open door in (rm_004); goto rm_006; on flag_15; } act go doo { here (itm_015); # Door with large keyhole in (rm_004); msg_012; # "The right key could help (maybe)."; } act go hol { here (itm_006); # Hole goto rm_005; } act go doo { in (rm_005); set (flag_06); msg_014; # "Something won't fit."; } act go sar { here (itm_019); # Open sarcophagus goto rm_007; on flag_15; } act go doo { in (rm_006); here (itm_022); # Open door goto rm_004; off flag_15; } act go alc { here (itm_026); # Fearsome mummy here (itm_033); # Entrance to an alcove msg_035; # "The Mummy"; msg_036; # "won't let me."; } act go bar { here (itm_048); # Metal bar protruding from ceiling msg_049; # "I can't reach it."; } act go lad { here (itm_052); # Ladder goto rm_018; } act go arc { in (rm_013); !set (flag_10); msg_052; # "The oyster won't let me."; } act go arc { in (rm_013); set (flag_10); !has (itm_055); # Giant Oyster goto rm_014; } act go pas { in (rm_016); here (itm_039); # Passageway behind fireplace goto rm_017; } act go ash { in (rm_016); !exists (itm_064); # *GOLD NECKLACE* msg_001; # "I see something."; } act go pas { in (rm_017); here (itm_065); # Passageway goto rm_016; } act go por { here (itm_067); # Closed portal msg_012; # "The right key could help (maybe)."; } act go por { here (itm_068); # Open portal msg_080; # "Straight into the worm's mouth!"; msg_041; # "A Purple Worm devours me!"; die; } act go rop { in (rm_020); here (itm_074); # Rope hanging from ceiling goto rm_021; } act go hol { in (rm_020); here (itm_074); # Rope hanging from ceiling goto rm_021; } act go hol { in (rm_020); !exists (itm_074); # Rope hanging from ceiling msg_049; # "I can't reach it."; } act go poo { in (rm_020); msg_063; # "The liquid is acid."; die; } act go cha { here (itm_092); # Iron Statue of a Pharoah seated on a throne. msg_019; # "I hear a hollow laugh..."; swap itm_082, itm_092; # Standing Iron Statue # Iron Statue of a Pharoah seated on a throne. msg_009; # "I hear the sound of machinery."; } act go cha { here (itm_082); # Standing Iron Statue msg_009; # "I hear the sound of machinery."; msg_019; # "I hear a hollow laugh..."; swap itm_082, itm_091; # Standing Iron Statue # Slowly advancing Iron Statue... drop itm_080; # Spiral Staircase } act go sta { here (itm_091); # Slowly advancing Iron Statue... msg_065; # "The Iron Statue"; msg_036; # "won't let me."; } act go sta { here (itm_080); # Spiral Staircase !exists (itm_091); # Slowly advancing Iron Statue... goto rm_022; } act go bar { in (rm_022); here (itm_085); # Open window goto rm_023; } act go doo { here (itm_035); # Open door goto rm_025; msg_079; # "OK."; } act go pyr { msg_003; # "I can't."; } act go cha { in (rm_021); !exists (itm_092); # Iron Statue of a Pharoah seated on a throne. !exists (itm_091); # Slowly advancing Iron Statue... !exists (itm_082); # Standing Iron Statue drop itm_080; # Spiral Staircase msg_001; # "I see something."; } act go alc { here (itm_033); # Entrance to an alcove !here (itm_026); # Fearsome mummy goto rm_010; } act go sta { in (rm_007); goto rm_008; } act go ent { in (rm_005); msg_003; # "I can't."; } act go doo { in (rm_005); msg_003; # "I can't."; } act go ent { here (itm_033); # Entrance to an alcove here (itm_026); # Fearsome mummy msg_035; # "The Mummy"; msg_036; # "won't let me."; } act go ent { here (itm_033); # Entrance to an alcove !here (itm_026); # Fearsome mummy goto rm_010; } act go pas { in (rm_009); msg_055; # "I'm there."; } act pou wat { has (itm_005); # Full canteen here (itm_028); # Burning tanna leaves swap itm_032, itm_028; # Wet tanna leaves # Burning tanna leaves on flag_02; try { set (flag_02); swap itm_005, itm_004; # Full canteen # Empty canteen } try { set (flag_02); here (itm_026); # Fearsome mummy swap itm_030, itm_026; # Sleeping mummy # Fearsome mummy off flag_02; } try { set (flag_02); here (itm_029); # Enraged mummy swap itm_029, itm_030; # Enraged mummy # Sleeping mummy off flag_02; } } act pou wat { has (itm_005); # Full canteen msg_079; # "OK."; swap itm_005, itm_004; # Full canteen # Empty canteen } act pou can { msg_056; # "Pour water?"; } act hel any { on flag_20; msg_070; # "A tiny voice says: 'SEARCH AND YE SHALL FIND!'"; } act get inv { .inv; on flag_12; } act get sto { in (rm_004); here (itm_000); # Stone !exists (itm_015); # Door with large keyhole drop itm_015; # Door with large keyhole msg_009; # "I hear the sound of machinery."; get itm_000; # Stone } act get wat { in (rm_024); has (itm_004); # Empty canteen zap itm_004; # Empty canteen get itm_005; # Full canteen } act get wat { here (itm_013); # Pool of liquid !has (itm_004); # Empty canteen msg_004; # "I have no container."; } act get wat { here (itm_013); # Pool of liquid has (itm_005); # Full canteen msg_005; # "The canteen is full."; } act get wat { in (rm_003); has (itm_004); # Empty canteen zap itm_004; # Empty canteen get itm_005; # Full canteen } act get tap { !here (itm_027); # *ANTIQUE TAPESTRY* msg_003; # "I can't."; } act get tap { here (itm_026); # Fearsome mummy msg_035; # "The Mummy"; msg_036; # "won't let me."; } act get mum { here (itm_026); # Fearsome mummy msg_035; # "The Mummy"; msg_036; # "won't let me."; msg_037; # "Boy, are you weird. Cut that out."; } act get lea { here (itm_028); # Burning tanna leaves msg_032; # "They are too hot."; } act get pol { here (itm_089); # Wooden pole sticking out from the sand. zap itm_089; # Wooden pole sticking out from the sand. get itm_010; # Shovel } act get tab { here (itm_054); # Table exists (itm_060); # *DIAMOND NECKLACE* msg_079; # "OK."; get itm_054; # Table } act get sto { here (itm_000); # Stone get itm_000; # Stone msg_079; # "OK."; } act get cob { here (itm_063); # Hissing cobra msg_058; # "The cobra"; msg_061; # "attacks!"; die; } act get bas { here (itm_038); # Basket !exists (itm_039); # Passageway behind fireplace msg_040; # "Something falls out."; drop itm_063; # Hissing cobra } act get tab { here (itm_054); # Table !exists (itm_060); # *DIAMOND NECKLACE* get itm_054; # Table msg_079; # "OK."; msg_010; # "I hear some strange noises!"; } act get lad { here (itm_052); # Ladder msg_057; # "It's stuck."; } act get wat { in (rm_020); has (itm_005); # Full canteen msg_005; # "The canteen is full."; } act get wat { in (rm_020); has (itm_004); # Empty canteen msg_063; # "The liquid is acid."; msg_064; # "The canteen dissolves."; zap itm_004; # Empty canteen } act get wat { in (rm_020); !has (itm_004); # Empty canteen msg_004; # "I have no container."; } act get sig { here (itm_014); # Sign msg_057; # "It's stuck."; } act get rub { here (itm_078); # *RUBY* here (itm_082); # Standing Iron Statue get itm_078; # *RUBY* swap itm_091, itm_082; # Slowly advancing Iron Statue... # Standing Iron Statue msg_009; # "I hear the sound of machinery."; } act get rub { here (itm_078); # *RUBY* here (itm_092); # Iron Statue of a Pharoah seated on a throne. get itm_078; # *RUBY* swap itm_091, itm_092; # Slowly advancing Iron Statue... # Iron Statue of a Pharoah seated on a throne. msg_009; # "I hear the sound of machinery."; } act get oys { here (itm_055); # Giant Oyster msg_071; # "I can't lift it. This is a BIG oyster."; } act get oys { !here (itm_055); # Giant Oyster msg_072; # "I don't see it."; } act get rub { here (itm_078); # *RUBY* get itm_078; # *RUBY* msg_079; # "OK."; } act get tap { !here (itm_026); # Fearsome mummy !here (itm_029); # Enraged mummy !exists (itm_033); # Entrance to an alcove drop itm_033; # Entrance to an alcove steal itm_027; # *ANTIQUE TAPESTRY* msg_079; # "OK."; } act get tap { here (itm_029); # Enraged mummy msg_035; # "The Mummy"; msg_036; # "won't let me."; } act get hea { msg_083; # "The Pharoah's heart is red like yours, yet evil has darkened it!"; } act get bar { in (rm_011); msg_049; # "I can't reach it."; } act get bas { here (itm_038); # Basket get itm_038; # Basket msg_079; # "OK."; } act get ash { here (itm_037); # Ashes msg_003; # "I can't."; msg_032; # "They are too hot."; } act get tap { !here (itm_026); # Fearsome mummy !here (itm_029); # Enraged mummy exists (itm_033); # Entrance to an alcove msg_079; # "OK."; steal itm_027; # *ANTIQUE TAPESTRY* } act get lea { here (itm_032); # Wet tanna leaves get itm_032; # Wet tanna leaves msg_079; # "OK."; } act get bar { here (itm_059); # *PLATINUM BAR* get itm_059; # *PLATINUM BAR* msg_079; # "OK."; } act rea sig { here (itm_014); # Sign msg_008; # "Sign: He who defiles the tombs of Egypt shall surely perish!"; } act rea mur { in (rm_021); msg_066; # "Mural: Seek ye well the HEART of Iron."; } act rea sto { avail (itm_000); # Stone !in (rm_015); msg_054; # "Confusing. Part of the message appears missing."; } act rea hie { in (rm_015); !avail (itm_000); # Stone msg_054; # "Confusing. Part of the message appears missing."; } act rea hie { in (rm_015); avail (itm_000); # Stone msg_079; # "OK."; msg_050; # "It says: 'LEAVE *TREASURES* HERE!'"; } act rea sto { avail (itm_000); # Stone in (rm_015); msg_079; # "OK."; msg_050; # "It says: 'LEAVE *TREASURES* HERE!'"; } act bre ske { here (itm_049); # Decapitated skeleton msg_018; # "Crash!!!"; msg_019; # "I hear a hollow laugh..."; swap itm_021, itm_049; # Bones # Decapitated skeleton } act bre rub { has (itm_078); # *RUBY* msg_003; # "I can't."; } act bre mir { in (rm_025); msg_085; # "1000 years of bad luck starts with a cave in!"; die; } act bre any { msg_003; # "I can't."; } act unl doo { here (itm_015); # Door with large keyhole has (itm_001); # Large key set (flag_06); swap itm_016, itm_015; # Open door # Door with large keyhole } act unl doo { here (itm_015); # Door with large keyhole !has (itm_001); # Large key msg_012; # "The right key could help (maybe)."; } act unl doo { here (itm_015); # Door with large keyhole has (itm_001); # Large key !set (flag_06); msg_018; # "Crash!!!"; msg_013; # "A large stone fell on me!"; die; } act unl doo { in (rm_005); has (itm_011); # Tiny key msg_010; # "I hear some strange noises!"; msg_009; # "I hear the sound of machinery."; on flag_06; swap itm_007, itm_023; # Tiny locked door # Tiny open door } act unl doo { in (rm_005); !has (itm_011); # Tiny key msg_012; # "The right key could help (maybe)."; } act unl sar { here (itm_017); # Closed sarcophagus swap itm_019, itm_017; # Open sarcophagus # Closed sarcophagus } act unl fla { has (itm_009); # Lit flashlite swap itm_008, itm_009; # Unlit flashlite # Lit flashlite } act unl por { here (itm_067); # Closed portal drop itm_069; # Purple Worm swap itm_068, itm_067; # Open portal # Closed portal } act unl che { in (rm_021); !exists (itm_092); # Iron Statue of a Pharoah seated on a throne. !exists (itm_082); # Standing Iron Statue !exists (itm_091); # Slowly advancing Iron Statue... !exists (itm_081); # *PLATINUM CROWN* msg_001; # "I see something."; drop itm_081; # *PLATINUM CROWN* } act unl che { in (rm_021); msg_065; # "The Iron Statue"; msg_036; # "won't let me."; } act unl bar { in (rm_022); has (itm_050); # Saw swap itm_087, itm_085; # Barred window # Open window } act unl cof { here (itm_086); # Treasure coffer has (itm_088); # I'm wearing an iron glove has (itm_011); # Tiny key swap itm_086, itm_040; # Treasure coffer # Open treasure coffer } act unl cof { here (itm_086); # Treasure coffer !has (itm_088); # I'm wearing an iron glove has (itm_011); # Tiny key msg_011; # "ARRGH! There was a poison needle in the lock!"; die; } act unl oys { here (itm_055); # Giant Oyster msg_052; # "The oyster won't let me."; } act unl cof { here (itm_086); # Treasure coffer !has (itm_011); # Tiny key msg_046; # "It's locked."; } act sco any { .score; } act inv any { .inv; on flag_12; } act dro glo { has (itm_088); # I'm wearing an iron glove drop itm_046; # Iron glove msg_079; # "OK."; zap itm_088; # I'm wearing an iron glove } act dro glo { has (itm_046); # Iron glove msg_079; # "OK."; drop itm_046; # Iron glove } act att ske { here (itm_049); # Decapitated skeleton msg_018; # "Crash!!!"; msg_019; # "I hear a hollow laugh..."; swap itm_021, itm_049; # Bones # Decapitated skeleton } act att any { here (itm_024); # Small Nomad msg_002; # "Bare-handed?"; } act sho any { !has (itm_025); # Pistol msg_002; # "Bare-handed?"; } act sho any { eq (0) msg_028; # "No bullets."; } act sho nom { on flag_11; on flag_01; } act sho mum { here (itm_026); # Fearsome mummy msg_038; # "It doesn't bother him."; swap itm_026, itm_029; # Fearsome mummy # Enraged mummy on flag_01; } act sho mum { here (itm_029); # Enraged mummy msg_038; # "It doesn't bother him."; on flag_01; } act sho mum { here (itm_049); # Decapitated skeleton msg_038; # "It doesn't bother him."; on flag_01; } act sho wor { here (itm_069); # Purple Worm msg_038; # "It doesn't bother him."; on flag_01; } act sho rat { here (itm_062); # Starving rats in (rm_017); move rm_014, itm_062; # Starving rats msg_062; # "Missed..."; on flag_01; msg_016; # "The noise scares them off."; } act sho rat { here (itm_062); # Starving rats !in (rm_017); move rm_017, itm_062; # Starving rats msg_062; # "Missed..."; on flag_01; msg_016; # "The noise scares them off."; } act sho any { msg_079; # "OK."; on flag_01; msg_062; # "Missed..."; } act yes any { msg_025; # "Sorry, it won't work."; } act bur any { in (rm_021); msg_019; # "I hear a hollow laugh..."; zap itm_051; # Fireplace } act bur any { msg_003; # "I can't."; msg_073; # "I'm not an arsonist."; } act dig any { has (itm_010); # Shovel !exists (itm_011); # Tiny key in (rm_001); msg_001; # "I see something."; drop itm_011; # Tiny key } act dig any { !has (itm_010); # Shovel msg_002; # "Bare-handed?"; } act dig any { has (itm_010); # Shovel !exists (itm_006); # Hole in (rm_004); drop itm_006; # Hole } act dig any { has (itm_010); # Shovel msg_069; # "I see nothing special."; } act lig fla { has (itm_008); # Unlit flashlite !set (flag_16); swap itm_008, itm_009; # Unlit flashlite # Lit flashlite } act loo hie { in (rm_015); msg_079; # "OK."; msg_059; # "Strange markings are present."; } act loo sto { avail (itm_000); # Stone msg_079; # "OK."; msg_059; # "Strange markings are present."; } act loo fir { here (itm_051); # Fireplace !exists (itm_012); # Lump of coal !exists (itm_078); # *RUBY* !set (flag_17); msg_001; # "I see something."; drop itm_012; # Lump of coal } act loo exp { here (itm_090); # Dead explorer chained to one wall. !exists (itm_070); # *GOLD PIN* msg_040; # "Something falls out."; drop itm_070; # *GOLD PIN* } act loo sku { avail (itm_043); # Skull !exists (itm_045); # *GOLD TEETH* drop itm_045; # *GOLD TEETH* msg_040; # "Something falls out."; } act loo box { avail (itm_044); # Box !exists (itm_046); # Iron glove !exists (itm_088); # I'm wearing an iron glove exists (itm_021); # Bones msg_001; # "I see something."; msg_040; # "Something falls out."; drop itm_046; # Iron glove } act loo ash { in (rm_016); !exists (itm_064); # *GOLD NECKLACE* msg_001; # "I see something."; drop itm_064; # *GOLD NECKLACE* } act loo bas { !exists (itm_063); # Hissing cobra in (rm_016); !exists (itm_039); # Passageway behind fireplace drop itm_063; # Hissing cobra msg_001; # "I see something."; } act loo rub { here (itm_066); # Pile of Rubbish !exists (itm_071); # *JADE CARVING* msg_001; # "I see something."; drop itm_071; # *JADE CARVING* } act loo rub { here (itm_066); # Pile of Rubbish exists (itm_071); # *JADE CARVING* msg_053; # "I just caught dengue fever. It's very bad."; die; } act loo cof { here (itm_040); # Open treasure coffer !exists (itm_084); # *EMERALD BRACELET* drop itm_084; # *EMERALD BRACELET* msg_001; # "I see something."; } act loo sig { here (itm_014); # Sign msg_008; # "Sign: He who defiles the tombs of Egypt shall surely perish!"; } act loo mur { in (rm_021); msg_066; # "Mural: Seek ye well the HEART of Iron."; } act loo box { avail (itm_044); # Box !exists (itm_021); # Bones msg_001; # "I see something."; msg_040; # "Something falls out."; drop itm_021; # Bones } act loo coa { avail (itm_012); # Lump of coal msg_043; # "It's black, dirty & dusty."; } act loo any { msg_069; # "I see nothing special."; } act pla flu { in (rm_016); !exists (itm_039); # Passageway behind fireplace has (itm_057); # Flute msg_039; # "Cobra crawls from the basket, presses a loose brick, and then disappears into a passage which appeared."; drop itm_039; # Passageway behind fireplace zap itm_063; # Hissing cobra move rm_017, itm_065; # Passageway } act pla flu { has (itm_057); # Flute msg_078; # "Ah, 'tis music to my ears."; } act rub any { msg_037; # "Boy, are you weird. Cut that out."; } act pul bar { here (itm_048); # Metal bar protruding from ceiling msg_049; # "I can't reach it."; } act pul cha { here (itm_092); # Iron Statue of a Pharoah seated on a throne. msg_019; # "I hear a hollow laugh..."; swap itm_082, itm_092; # Standing Iron Statue # Iron Statue of a Pharoah seated on a throne. msg_009; # "I hear the sound of machinery."; } act pul cha { here (itm_082); # Standing Iron Statue msg_009; # "I hear the sound of machinery."; msg_019; # "I hear a hollow laugh..."; swap itm_082, itm_091; # Standing Iron Statue # Slowly advancing Iron Statue... drop itm_080; # Spiral Staircase } act pul cha { in (rm_021); !exists (itm_092); # Iron Statue of a Pharoah seated on a throne. !exists (itm_091); # Slowly advancing Iron Statue... !exists (itm_082); # Standing Iron Statue drop itm_080; # Spiral Staircase msg_001; # "I see something."; } act pul cha { here (itm_091); # Slowly advancing Iron Statue... msg_079; # "OK."; msg_019; # "I hear a hollow laugh..."; try { here (itm_024); # Small Nomad msg_075; # "Nomad: 'RUN, YOU FOOL!'"; } } act clo sar { here (itm_019); # Open sarcophagus swap itm_019, itm_017; # Open sarcophagus # Closed sarcophagus msg_079; # "OK."; } act clo any { msg_003; # "I can't."; } act thr sto { has (itm_000); # Stone drop itm_000; # Stone msg_079; # "OK."; } act thr rop { in (rm_020); has (itm_041); # Rope zap itm_041; # Rope drop itm_074; # Rope hanging from ceiling } act thr rub { has (itm_078); # *RUBY* in (rm_020); zap itm_078; # *RUBY* zap itm_091; # Slowly advancing Iron Statue... zap itm_082; # Standing Iron Statue on flag_17; msg_079; # "OK."; msg_068; # "The Ruby falls into the pool of acid, and burns up."; } act thr rub { has (itm_078); # *RUBY* msg_079; # "OK."; drop itm_078; # *RUBY* } act thr rop { has (itm_041); # Rope drop itm_041; # Rope msg_079; # "OK."; } act thr sto { has (itm_000); # Stone drop itm_000; # Stone msg_045; # "Strange... Nothing happens."; } act thr any { msg_020; # "I don't see any reason to throw"; .noun_nl; } act saw bar { in (rm_011); has (itm_050); # Saw msg_049; # "I can't reach it."; } act saw tab { avail (itm_050); # Saw avail (itm_054); # Table !exists (itm_060); # *DIAMOND NECKLACE* msg_001; # "I see something."; drop itm_060; # *DIAMOND NECKLACE* } act saw tab { avail (itm_050); # Saw avail (itm_054); # Table exists (itm_060); # *DIAMOND NECKLACE* msg_079; # "OK."; } act saw bar { in (rm_022); has (itm_050); # Saw swap itm_087, itm_085; # Barred window # Open window } act saw cha { has (itm_050); # Saw here (itm_090); # Dead explorer chained to one wall. msg_042; # "The chain is too tough."; } act saw cha { has (itm_050); # Saw in (rm_021); msg_042; # "The chain is too tough."; } act wea glo { has (itm_046); # Iron glove swap itm_046, itm_088; # Iron glove # I'm wearing an iron glove } act dri wat { has (itm_005); # Full canteen msg_017; # "Thanks."; swap itm_005, itm_004; # Full canteen # Empty canteen } act dri wat { in (rm_020); msg_063; # "The liquid is acid."; die; } act dri wat { in (rm_024); msg_079; # "OK."; msg_017; # "Thanks."; } act sav gam { save; } act qui any { quit; } act loa pis { has (itm_025); # Pistol msg_081; # "TRY: 'TAKE INVENTORY'"; } act smo lea { here (itm_028); # Burning tanna leaves msg_084; # "WOW, man, crazy..."; } act swi any { in (rm_024); msg_079; # "OK."; msg_015; # "That feels good."; } act swi any { in (rm_020); msg_079; # "OK."; msg_063; # "The liquid is acid."; die; } act jum any { in (rm_020); msg_079; # "OK."; msg_063; # "The liquid is acid."; die; } act jum any { msg_079; # "OK."; msg_045; # "Strange... Nothing happens."; } act sha any { msg_045; # "Strange... Nothing happens."; } act rem glo { has (itm_088); # I'm wearing an iron glove swap itm_046, itm_088; # Iron glove # I'm wearing an iron glove } act eat jer { has (itm_003); # Dried Camel Jerky msg_079; # "OK."; msg_017; # "Thanks."; zap itm_003; # Dried Camel Jerky } act wet any { msg_056; # "Pour water?"; } act ask nom { here (itm_024); # Small Nomad msg_022; # "The nomad stuck out his tongue at me."; } act ask any { msg_045; # "Strange... Nothing happens."; } act unc exp { here (itm_090); # Dead explorer chained to one wall. msg_042; # "The chain is too tough."; } act cle coa { avail (itm_012); # Lump of coal avail (itm_005); # Full canteen swap itm_012, itm_078; # Lump of coal # *RUBY* msg_079; # "OK."; } act cle coa { avail (itm_012); # Lump of coal in (rm_024); swap itm_012, itm_078; # Lump of coal # *RUBY* msg_079; # "OK."; } act fee any { !exists (itm_036); # *GOLD COIN* in (rm_025); msg_086; # "I feel a coin on the floor!"; drop itm_036; # *GOLD COIN* } act fee rat { here (itm_062); # Starving rats avail (itm_003); # Dried Camel Jerky msg_079; # "OK."; swap itm_062, itm_061; # Starving rats # Satisfied rats zap itm_003; # Dried Camel Jerky } act fee oys { here (itm_055); # Giant Oyster has (itm_003); # Dried Camel Jerky zap itm_003; # Dried Camel Jerky on flag_10; drop itm_056; # *BLACK PEARL* msg_051; # "The oyster makes a slobbering noise."; } act fee any { msg_037; # "Boy, are you weird. Cut that out."; } act pun nom { here (itm_024); # Small Nomad msg_031; # "The nomad"; msg_036; # "won't let me."; msg_030; # "Rats!"; msg_022; # "The nomad stuck out his tongue at me."; } act pun doo { here (itm_034); # Bricked up doorway has (itm_088); # I'm wearing an iron glove swap itm_034, itm_035; # Bricked up doorway # Open door msg_079; # "OK."; msg_018; # "Crash!!!"; } act pun any { !has (itm_088); # I'm wearing an iron glove msg_002; # "Bare-handed?"; } treasure=rm_015; initial=rm_003;