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 = 1023; 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; # 101 messages alias msg_000 = "It's"; alias msg_001 = "OK."; alias msg_002 = "It soaks into the ground."; alias msg_003 = "Empty?"; alias msg_004 = "GET 'Liquid'"; alias msg_005 = "It's getting dark."; alias msg_006 = "Sunset!"; alias msg_007 = "I hear a cannon offshore."; alias msg_008 = "My bones ache."; alias msg_009 = "Hurricane Alexis hits the island!"; alias msg_010 = "The storm has passed."; alias msg_011 = "The storm lifts me out to sea!"; alias msg_012 = "I've been here"; alias msg_013 = "moves."; alias msg_014 = "The Bear smells something on me, and licks me."; alias msg_015 = "I'm attacked by a wild animal!"; alias msg_016 = "The bear eats"; alias msg_017 = "the salt."; alias msg_018 = "me."; alias msg_019 = "Sorry."; alias msg_020 = "Not until"; alias msg_021 = "I can"; alias msg_022 = "go there."; alias msg_023 = "I see"; alias msg_024 = "a bear."; alias msg_025 = "The volcanic ash is loose. I slide down!"; alias msg_026 = "I shawda picked another profession!"; alias msg_027 = "Try:"; alias msg_028 = "Far below"; alias msg_029 = "a cave"; alias msg_030 = "at sea level."; alias msg_031 = "nothing"; alias msg_032 = "special."; alias msg_033 = "Welcome to Adventure 10: 'Savage Island, Part I' by Scott Adams, dedicated: Dennis Brent."; alias msg_034 = "Sharks!"; alias msg_035 = "trees, wild animals"; alias msg_036 = "How?"; alias msg_037 = "doesn't work."; alias msg_038 = "I drown."; alias msg_039 = "Something"; alias msg_040 = "is too heavy or awkward."; alias msg_041 = "I breathed!"; alias msg_042 = "and vines."; alias msg_043 = "CRASH!"; alias msg_044 = "I feel"; alias msg_045 = "Argh!"; alias msg_046 = "They're attached to"; alias msg_047 = "Hard work."; alias msg_048 = "The bear makes me nervous."; alias msg_049 = "resembles"; alias msg_050 = "Weird!"; alias msg_051 = "It's hard to steer this thing!"; alias msg_052 = "It's coming apart!"; alias msg_053 = "?"; alias msg_054 = "a ledge in the wall of the volcano."; alias msg_055 = "It looks sick."; alias msg_056 = "It's not safe"; alias msg_057 = "I'm too big."; alias msg_058 = "Morning!"; alias msg_059 = "Congratulations!"; alias msg_060 = "The bear paws the ground & whines."; alias msg_061 = "a UFO landing among dinosaurs & a picture of me!"; alias msg_062 = "As the pirate takes it, his bandanna falls off. I see he has antennas! He drops a note, and leaves, chortling."; alias msg_063 = "The note says: 'What was, will be, so send this note we, to tell you a word's free!'"; alias msg_064 = "salty."; alias msg_065 = "I'm a bottle baby."; alias msg_066 = "to move in a hurricane."; alias msg_067 = "I'm treading water."; alias msg_068 = "The caveman says"; alias msg_069 = "I hit stone with"; alias msg_070 = "It"; alias msg_071 = "won't budge."; alias msg_072 = "Caveman"; alias msg_073 = "it's hinged at the top!"; alias msg_074 = "Tyranosaurus"; alias msg_075 = "replica, full-sized! There's a button at the bottom."; alias msg_076 = "glows."; alias msg_077 = "buttons, dials, levers."; alias msg_078 = "a beach 3 meters below."; alias msg_079 = "Don't be a 'YES' man. Do it yourself!"; alias msg_080 = "a hole."; alias msg_081 = "YUCK!"; alias msg_082 = "A metallic voice whispers in my mind:"; alias msg_083 = "'VOCALIZE PASSWORD PLEASE'"; alias msg_084 = "'READY'"; alias msg_085 = "pushes button."; alias msg_086 = "There's a blinding flash from the Force Field!"; alias msg_087 = "He smiles and points at me and then at the force field."; alias msg_088 = "The case opens. It's alive!"; alias msg_089 = "I become a dinosaur snack!"; alias msg_090 = "Nothing happens."; alias msg_091 = "it's in an alien script!"; alias msg_092 = "A piece of wire is missing from it!"; alias msg_093 = "I tripped & fell!"; alias msg_094 = "If you like to kill monsters, try another game!"; alias msg_095 = "I dropped something."; alias msg_096 = "the trees."; alias msg_097 = "it."; alias msg_098 = "something."; alias msg_099 = "A glowing sign appears: 'SAVE THIS PASSWORD FOR ADVENTURE 11:'"; alias msg_100 = "a cave."; # 34 rooms room rm_001 "I'm on a beach by the ocean.", s_to rm_007, e_to rm_004, w_to rm_002, d_to rm_005; room rm_002 "I'm on a beach by the ocean. A cliff towers over the beach's west end.", e_to rm_001; room rm_003 "I'm on the edge of a hot, rocky cliff, outside of the volcano."; room rm_004 "I'm on a beach by the ocean.", w_to rm_001; room rm_005 "I am in a shallow tidepool.", s_to rm_001; room rm_006 "I'm on the rim of an extinct volcano.", d_to rm_007; room rm_007 "I am in a large plain.", n_to rm_001; room rm_008 "I am in a volcano.", u_to rm_006; room rm_009 "I am in a metal-lined tunnel.", n_to rm_022, s_to rm_017, e_to rm_020, w_to rm_021; room rm_010 "I'm on top of the head. Offshore, I see an atoll.", d_to rm_001; room rm_011 "I am in a deep cave.", e_to rm_008; room rm_012 "I am in a lake. There's shore to the North, South, & East."; room rm_013 "I'm above the lake bottom."; room rm_014 "I'm on a raft."; room rm_015 "I'm on a small atoll."; room rm_016 "I'm on a beach by the ocean."; room rm_017 "I am in a ancient cave.", s_to rm_016; room rm_018 "I'm west of the lake, on a small secluded ledge on the volcano's wall.", e_to rm_012; room rm_019 "I'm at the top of a palm tree.", d_to rm_004; room rm_020 "I am in a metal room.", w_to rm_009; room rm_021 "I am in a metal room.", e_to rm_009; room rm_022 "I am in a metal-lined tunnel.", s_to rm_009, e_to rm_023, w_to rm_029; room rm_023 "I am in a dimly lit rock room.", s_to rm_024, w_to rm_022; room rm_024 "I am in a rock room.", n_to rm_023; room rm_025 "I am in a maze of caves.", n_to rm_025, s_to rm_027, e_to rm_026, w_to rm_027; room rm_026 "I am in a maze of caves.", n_to rm_025, s_to rm_026, e_to rm_025, w_to rm_027; room rm_027 "I am in a maze of caves.", n_to rm_028, s_to rm_026, e_to rm_027, w_to rm_025; room rm_028 "I am in a maze of caves.", n_to rm_028, s_to rm_026, e_to rm_025, w_to rm_033; room rm_029 "I am in a metal room.", e_to rm_022; room rm_030 "I am in a small metal room."; room rm_031 "I am in a small metal room."; room rm_032 "I'm on the edge of a sandy cliff outside of the volcano.", e_to rm_018; room rm_033 "I am in a maze of caves.", n_to rm_028, s_to rm_027, e_to rm_026, w_to rm_025, d_to rm_017; room rm_034 "I am in a lot of trouble!"; item itm_000 "Sand" rm_001; item itm_001 "Palm trees" rm_004; item itm_002 "Surly pirate waiting for something" void; item itm_003 "Pirate ship" void; item itm_004 (bott) "Bottle of Rum" void; item itm_005 (bott) "Empty bottle" void; item itm_006 (bott) "Bottle of seawater" void; item itm_007 (bloc) "Glowing plastic block" void; item itm_008 (salt) "Pile of salt" void; item (light) itm_009 "Puddle" void; item itm_010 (bone) "Fish bones" rm_011; item itm_011 "Lake" rm_008; item itm_012 (bott) "Bottle of freshwater" void; item itm_013 "Natural stone basin" rm_011; item itm_014 "with rum in it" void; item itm_015 "Crevice" rm_003; item itm_016 "Water" rm_005; item itm_017 (watc) "Watch" player; item itm_018 "Bear" rm_011; item itm_019 "Large stone head" rm_001; item itm_020 "Edge of impenetrable jungle" rm_001; item itm_021 (vine) "Pieces of pliable vines" void; item itm_022 (knif) "Large knife" void; item itm_023 (log) "Palm log" void; item itm_024 (bloc) "Small plastic block" void; item itm_025 "Extinct volcano" rm_007; item itm_026 (log) "Palm log" void; item itm_027 "Raft of vines & logs" void; item itm_028 "Crevice" rm_011; item itm_029 "Wind------>" void; item itm_030 "Cave" rm_008; item itm_031 "Sweat" void; item itm_032 "Ocean" void; item itm_033 "Beach" void; item itm_034 "Tidepool" void; item itm_035 "Atoll" void; item itm_036 "Cave in cliff wall" rm_016; item itm_037 "Primitive cave drawings" rm_017; item itm_038 (note) "Note" void; item itm_039 (band) "Bandanna" void; item itm_040 (coco) "Coconuts" rm_019; item itm_041 "Stalactite in roof" rm_017; item itm_042 "Neanderthal" void; item itm_043 "Crevice in rock" void; item itm_044 "Sealed display case" rm_020; item itm_045 "Sealed display case" rm_021; item itm_046 "Dark opening" rm_011; item itm_047 "Opening" rm_028; item itm_048 "Pile of bat guano" rm_028; item itm_049 "Force field" rm_029; item itm_050 "Control console" rm_029; item itm_051 "Narrow Crevice" rm_018; item itm_052 "Dark opening in roof" rm_017; item itm_053 (wire) "2 centimeter piece of shiny wire" void; item itm_054 "Open display case" void; item itm_055 "Alien Machinery" rm_024; item itm_056 (coco) "Coconut meat" void; act auto 100 { add 1; } act auto 10 { exists (itm_009); # Puddle !set (flag_02); zap itm_009; # Puddle try { set (flag_01); move rm_003, itm_008; # Pile of salt off flag_01; } } act auto 100 { set (flag_04); !here (itm_029); # Wind------> !set (flag_17); !set (flag_18); !in (rm_013); drop itm_029; # Wind------> } act auto 100 { !set (flag_03); on flag_03; timer 250; swap tr_01; timer 70; swap tr_02; timer 50; add 250; swap tr_03; timer 0; sub 1; msg_033; # "Welcome to Adventure 10: 'Savage Island, Part I' by Scott Adams, dedicated: Dennis Brent."; goto rm_030; select_rv; goto rm_001; } act auto 100 { !in (rm_012); off flag_14; } act auto 100 { swap tr_01; sub 1; try { le (30); !set (flag_02); !set (flag_17); !set (flag_18); msg_005; # "It's getting dark."; } try { le (0); !set (flag_02); !set (flag_17); !set (flag_18); on flag_02; msg_006; # "Sunset!"; on flag_15; } try { swap tr_01; swap tr_03; sub 1; } try { le (0); !set (flag_06); move rm_015, itm_003; # Pirate ship msg_007; # "I hear a cannon offshore."; on flag_06; } try { swap tr_03; swap tr_02; sub 1; } try { le (15); gt (0); !set (flag_04); !in (rm_013); !set (flag_19); msg_008; # "My bones ache."; } try { !set (flag_04); le (0); !set (flag_19); msg_009; # "Hurricane Alexis hits the island!"; on flag_04; timer 85; } try { set (flag_04); le (50); set (flag_05); off flag_04; on flag_19; msg_010; # "The storm has passed."; } try { set (flag_04); le (0); here (itm_029); # Wind------> !in (rm_003); msg_056; # "It's not safe"; msg_066; # "to move in a hurricane."; msg_011; # "The storm lifts me out to sea!"; die; } try { swap tr_02; } } act auto 100 { has (itm_023); # Palm log off flag_14; } act auto 100 { has (itm_026); # Palm log off flag_14; } act auto 100 { exists (itm_003); # Pirate ship !exists (itm_002); # Surly pirate waiting for something move rm_015, itm_002; # Surly pirate waiting for something } act auto 100 { here (itm_008); # Pile of salt here (itm_018); # Bear zap itm_008; # Pile of salt on flag_05; msg_016; # "The bear eats"; msg_017; # "the salt."; } act auto 30 { here (itm_018); # Bear !set (flag_05); has (itm_031); # Sweat msg_014; # "The Bear smells something on me, and licks me."; msg_016; # "The bear eats"; msg_018; # "me."; die; } act auto 40 { here (itm_050); # Control console set (flag_22); here (itm_042); # Neanderthal msg_072; # "Caveman"; msg_085; # "pushes button."; msg_087; # "He smiles and points at me and then at the force field."; msg_086; # "There's a blinding flash from the Force Field!"; } act auto 40 { in (rm_008); avail (itm_008); # Pile of salt drop itm_018; # Bear msg_014; # "The Bear smells something on me, and licks me."; } act auto 10 { !set (flag_04); move rm_008, itm_018; # Bear } act auto 40 { set (flag_18); !in (rm_017); !here (itm_018); # Bear drop itm_018; # Bear } act auto 35 { set (flag_04); move rm_011, itm_018; # Bear } act auto 100 { set (flag_07); swap tr_04; sub 1; try { le (2); msg_045; # "Argh!"; } try { le (0); off flag_07; msg_041; # "I breathed!"; } try { swap tr_04; } } act auto 100 { has (itm_026); # Palm log has (itm_023); # Palm log msg_019; # "Sorry."; msg_039; # "Something"; msg_040; # "is too heavy or awkward."; drop itm_026; # Palm log } act auto 25 { set (flag_04); !exists (itm_023); # Palm log !exists (itm_027); # Raft of vines & logs move rm_004, itm_023; # Palm log msg_043; # "CRASH!"; } act auto 100 { in (rm_030); set (flag_22); exists (itm_042); # Neanderthal on flag_23; msg_072; # "Caveman"; } act auto 100 { in (rm_031); set (flag_22); exists (itm_042); # Neanderthal on flag_23; msg_072; # "Caveman"; } act auto 100 { set (flag_23); msg_085; # "pushes button."; success; msg_086; # "There's a blinding flash from the Force Field!"; msg_099; # "A glowing sign appears: 'SAVE THIS PASSWORD FOR ADVENTURE 11:'"; try { !avail (itm_039); # Bandanna timer 224; add 250; .timer; msg_059; # "Congratulations!"; quit; } try { avail (itm_039); # Bandanna timer 123; .timer; msg_059; # "Congratulations!"; quit; } } act auto 100 { set (flag_10); swap tr_05; sub 1; try { le (10); msg_052; # "It's coming apart!"; } try { le (0); msg_043; # "CRASH!"; msg_034; # "Sharks!"; msg_015; # "I'm attacked by a wild animal!"; die; } try { swap tr_05; } } act auto 30 { here (itm_018); # Bear !set (flag_05); msg_048; # "The bear makes me nervous."; get itm_031; # Sweat } act auto 15 { set (flag_10); off flag_10; drop itm_035; # Atoll } act auto 40 { set (flag_10); off flag_10; drop itm_034; # Tidepool } act auto 30 { set (flag_10); off flag_10; drop itm_033; # Beach } act auto 100 { set (flag_10); off flag_10; drop itm_032; # Ocean } act auto 2 { set (flag_04); !exists (itm_026); # Palm log !exists (itm_027); # Raft of vines & logs move rm_004, itm_026; # Palm log msg_043; # "CRASH!"; } act auto 100 { here (itm_004); # Bottle of Rum here (itm_002); # Surly pirate waiting for something swap itm_038, itm_004; # Note # Bottle of Rum drop itm_039; # Bandanna msg_062; # "As the pirate takes it, his bandanna falls off. I see he has antennas! He drops a note, and leaves, chortling."; zap itm_002; # Surly pirate waiting for something zap itm_003; # Pirate ship } act auto 5 { set (flag_04); !has (itm_026); # Palm log here (itm_029); # Wind------> !has (itm_023); # Palm log msg_056; # "It's not safe"; msg_066; # "to move in a hurricane."; msg_011; # "The storm lifts me out to sea!"; die; } act auto 100 { in (rm_012); something; !has (itm_023); # Palm log !has (itm_026); # Palm log try { set (flag_14); msg_039; # "Something"; msg_040; # "is too heavy or awkward."; goto rm_013; } try { !set (flag_14); on flag_14; msg_067; # "I'm treading water."; msg_039; # "Something"; msg_040; # "is too heavy or awkward."; } } act auto 100 { !set (flag_04); exists (itm_029); # Wind------> zap itm_029; # Wind------> } act auto 100 { set (flag_02); !in (rm_034); on flag_15; } act auto 100 { in (rm_024); on flag_15; } act auto 100 { in (rm_023); off flag_15; } act auto 100 { in (rm_009); off flag_15; } act auto 100 { in (rm_017); off flag_17; off flag_18; } act auto 100 { in (rm_008); off flag_18; } act auto 100 { exists (itm_042); # Neanderthal !here (itm_042); # Neanderthal !in (rm_030); !in (rm_031); drop itm_042; # Neanderthal } act auto 40 { here (itm_050); # Control console here (itm_042); # Neanderthal !set (flag_22); msg_072; # "Caveman"; msg_085; # "pushes button."; msg_082; # "A metallic voice whispers in my mind:"; msg_083; # "'VOCALIZE PASSWORD PLEASE'"; msg_068; # "The caveman says"; msg_045; # "Argh!"; msg_090; # "Nothing happens."; } act auto 100 { set (flag_25); !exists (itm_045); # Sealed display case msg_089; # "I become a dinosaur snack!"; die; } act auto 100 { set (flag_25); !exists (itm_044); # Sealed display case !exists (itm_042); # Neanderthal drop itm_042; # Neanderthal } act auto 100 { set (flag_24); on flag_25; off flag_24; } act auto 100 { in (rm_033); !avail (itm_007); # Glowing plastic block msg_093; # "I tripped & fell!"; die; } act auto 100 { in (rm_012); nothing; off flag_14; } act auto 100 { in (rm_012); here (itm_017); # Watch move rm_013, itm_017; # Watch } act auto 100 { in (rm_012); here (itm_022); # Large knife move rm_013, itm_022; # Large knife } act auto 100 { in (rm_012); here (itm_004); # Bottle of Rum move rm_013, itm_004; # Bottle of Rum } act auto 100 { in (rm_012); avail (itm_008); # Pile of salt zap itm_008; # Pile of salt } act auto 100 { exists (itm_007); # Glowing plastic block swap tr_07; sub 1; zap itm_024; # Small plastic block try { le (0); swap itm_007, itm_024; # Glowing plastic block # Small plastic block } try { swap tr_07; } } act auto 100 { !exists (itm_027); # Raft of vines & logs set (flag_19); !exists (itm_023); # Palm log move rm_004, itm_023; # Palm log msg_043; # "CRASH!"; } act auto 100 { !exists (itm_027); # Raft of vines & logs set (flag_19); !exists (itm_026); # Palm log move rm_004, itm_026; # Palm log msg_043; # "CRASH!"; } act auto 100 { in (rm_006); set (flag_12); .room; delay; delay; delay; msg_019; # "Sorry."; msg_025; # "The volcanic ash is loose. I slide down!"; goto rm_008; try { has (itm_026); # Palm log set (flag_28); msg_047; # "Hard work."; msg_095; # "I dropped something."; move rm_007, itm_026; # Palm log } try { has (itm_023); # Palm log set (flag_28); msg_047; # "Hard work."; msg_095; # "I dropped something."; move rm_007, itm_023; # Palm log } } act auto 100 { in (rm_007); off flag_28; } act auto 100 { in (rm_008); on flag_28; } act auto 100 { in (rm_012); here (itm_012); # Bottle of freshwater move rm_013, itm_012; # Bottle of freshwater } act auto 100 { in (rm_013); !set (flag_07); msg_038; # "I drown."; die; } act auto 100 { in (rm_008); set (flag_04); !here (itm_029); # Wind------> drop itm_029; # Wind------> } act auto 100 { in (rm_025); on flag_15; } act auto 100 { in (rm_026); on flag_15; } act auto 100 { in (rm_027); on flag_15; } act auto 100 { in (rm_028); on flag_15; } act auto 100 { in (rm_033); on flag_15; } act auto 100 { in (rm_011); !set (flag_02); off flag_15; } act auto 100 { avail (itm_007); # Glowing plastic block off flag_15; } act auto 100 { in (rm_034); zap itm_018; # Bear zap itm_042; # Neanderthal quit; } act go raft { set (flag_04); here (itm_027); # Raft of vines & logs msg_007; # "I hear a cannon offshore."; msg_070; # "It"; msg_071; # "won't budge."; } act go head { avail (itm_019); # Large stone head msg_001; # "OK."; goto rm_010; } act go ledg { in (rm_012); !set (flag_14); msg_001; # "OK."; goto rm_018; } act go volc { here (itm_025); # Extinct volcano msg_047; # "Hard work."; goto rm_006; get itm_031; # Sweat } act go ocea { !in (rm_008); !in (rm_011); !in (rm_012); !in (rm_013); msg_001; # "OK."; msg_015; # "I'm attacked by a wild animal!"; msg_034; # "Sharks!"; die; } act go crev { here (itm_028); # Crevice msg_001; # "OK."; goto rm_003; off flag_18; } act go cave { here (itm_030); # Cave msg_001; # "OK."; goto rm_011; on flag_18; } act go raft { here (itm_027); # Raft of vines & logs set (flag_11); msg_001; # "OK."; goto rm_014; } act go beac { here (itm_033); # Beach msg_001; # "OK."; goto rm_016; drop itm_027; # Raft of vines & logs } act go atol { here (itm_035); # Atoll msg_001; # "OK."; goto rm_015; drop itm_027; # Raft of vines & logs } act go tide { here (itm_034); # Tidepool msg_001; # "OK."; goto rm_005; drop itm_027; # Raft of vines & logs } act go cave { here (itm_036); # Cave in cliff wall msg_001; # "OK."; goto rm_017; } act go basi { here (itm_013); # Natural stone basin msg_019; # "Sorry."; msg_057; # "I'm too big."; } act go ship { msg_019; # "Sorry."; msg_020; # "Not until"; msg_059; # "Congratulations!"; } act go tree { here (itm_001); # Palm trees msg_001; # "OK."; goto rm_019; } act go crev { here (itm_043); # Crevice in rock msg_001; # "OK."; goto rm_009; on flag_17; } act go raft { here (itm_027); # Raft of vines & logs !set (flag_11); msg_019; # "Sorry."; msg_070; # "It"; msg_071; # "won't budge."; quit; } act go open { here (itm_046); # Dark opening msg_001; # "OK."; goto rm_025; on flag_15; } act go open { here (itm_047); # Opening msg_001; # "OK."; goto rm_011; try { !set (flag_02); off flag_15; } } act go crev { here (itm_051); # Narrow Crevice !has (itm_026); # Palm log !has (itm_023); # Palm log msg_001; # "OK."; goto rm_032; } act go clif { msg_019; # "Sorry."; } act go beac { msg_036; # "How?"; } act go volc { in (rm_006); msg_025; # "The volcanic ash is loose. I slide down!"; goto rm_008; on flag_12; } act go forc { here (itm_049); # Force field select_rv; drop itm_049; # Force field msg_001; # "OK."; try { has (itm_024); # Small plastic block steal itm_007; # Glowing plastic block swap tr_07; timer 85; swap tr_07; } } act go hole { here (itm_000); # Sand set (flag_21); msg_019; # "Sorry."; msg_057; # "I'm too big."; } act go lake { here (itm_011); # Lake msg_001; # "OK."; goto rm_012; try { has (itm_017); # Watch move rm_013, itm_017; # Watch msg_095; # "I dropped something."; } try { has (itm_031); # Sweat zap itm_031; # Sweat } } act go crev { here (itm_015); # Crevice msg_001; # "OK."; goto rm_011; on flag_18; } act fill hole { set (flag_21); msg_001; # "OK."; off flag_21; } act fill bott { avail (itm_005); # Empty bottle msg_027; # "Try:"; msg_004; # "GET 'Liquid'"; } act swim west { in (rm_012); !set (flag_14); msg_001; # "OK."; goto rm_018; } act swim down { in (rm_012); !has (itm_026); # Palm log !has (itm_023); # Palm log msg_001; # "OK."; goto rm_013; } act swim down { in (rm_012); msg_053; # "?"; msg_019; # "Sorry."; } act swim up { in (rm_013); msg_001; # "OK."; goto rm_012; } act swim east { in (rm_013); !exists (itm_024); # Small plastic block msg_001; # "OK."; msg_023; # "I see"; msg_098; # "something."; drop itm_024; # Small plastic block } act swim nort { in (rm_013); !exists (itm_022); # Large knife msg_001; # "OK."; msg_023; # "I see"; msg_098; # "something."; drop itm_022; # Large knife } act swim any { in (rm_013); msg_001; # "OK."; } act swim any { in (rm_005); msg_001; # "OK."; } act swim any { in (rm_012); something; !has (itm_026); # Palm log !has (itm_023); # Palm log msg_039; # "Something"; msg_040; # "is too heavy or awkward."; msg_038; # "I drown."; die; } act swim any { in (rm_012); msg_001; # "OK."; goto rm_008; } act swim any { msg_027; # "Try:"; msg_022; # "go there."; } act spil any { msg_003; # "Empty?"; } act get brea { !in (rm_013); msg_001; # "OK."; on flag_07; swap tr_04; timer 7; swap tr_04; } act get out { in (rm_008); msg_019; # "Sorry."; msg_025; # "The volcanic ash is loose. I slide down!"; msg_026; # "I shawda picked another profession!"; } act get vine { avail (itm_021); # Pieces of pliable vines msg_001; # "OK."; get itm_021; # Pieces of pliable vines } act get vine { here (itm_020); # Edge of impenetrable jungle msg_019; # "Sorry."; msg_046; # "They're attached to"; msg_096; # "the trees."; } act get stal { here (itm_041); # Stalactite in roof msg_036; # "How?"; } act get guan { here (itm_048); # Pile of bat guano msg_019; # "Sorry."; msg_081; # "YUCK!"; } act get wate { in (rm_012); avail (itm_005); # Empty bottle msg_001; # "OK."; swap itm_005, itm_012; # Empty bottle # Bottle of freshwater } act get rum { avail (itm_005); # Empty bottle here (itm_014); # with rum in it msg_001; # "OK."; zap itm_014; # with rum in it swap itm_005, itm_004; # Empty bottle # Bottle of Rum } act get wate { avail (itm_005); # Empty bottle here (itm_011); # Lake msg_001; # "OK."; swap itm_012, itm_005; # Bottle of freshwater # Empty bottle } act get wate { avail (itm_005); # Empty bottle here (itm_016); # Water msg_001; # "OK."; swap itm_006, itm_005; # Bottle of seawater # Empty bottle } act quit any { quit; } act drop rum { msg_003; # "Empty?"; } act drop wate { msg_003; # "Empty?"; } act move butt { here (itm_050); # Control console !set (flag_22); msg_001; # "OK."; msg_082; # "A metallic voice whispers in my mind:"; msg_083; # "'VOCALIZE PASSWORD PLEASE'"; } act move butt { here (itm_044); # Sealed display case set (flag_26); swap itm_044, itm_054; # Sealed display case # Open display case on flag_24; try { !exists (itm_042); # Neanderthal msg_088; # "The case opens. It's alive!"; } } act move butt { here (itm_045); # Sealed display case swap itm_045, itm_054; # Sealed display case # Open display case msg_088; # "The case opens. It's alive!"; on flag_24; } act move butt { here (itm_054); # Open display case in (rm_020); msg_001; # "OK."; swap itm_044, itm_054; # Sealed display case # Open display case off flag_24; } act move butt { here (itm_054); # Open display case in (rm_021); swap itm_045, itm_054; # Sealed display case # Open display case off flag_24; msg_001; # "OK."; } act move butt { here (itm_044); # Sealed display case !set (flag_26); msg_001; # "OK."; msg_090; # "Nothing happens."; } act move leve { here (itm_050); # Control console msg_036; # "How?"; msg_070; # "It"; msg_071; # "won't budge."; } act move butt { set (flag_22); here (itm_050); # Control console msg_001; # "OK."; msg_086; # "There's a blinding flash from the Force Field!"; select_rv; try { in (rm_030); goto rm_031; select_rv; } try { in (rm_031); goto rm_030; select_rv; } } act move any { msg_036; # "How?"; } act look clif { in (rm_003); msg_028; # "Far below"; msg_023; # "I see"; msg_029; # "a cave"; msg_030; # "at sea level."; } act look down { in (rm_003); msg_028; # "Far below"; msg_023; # "I see"; msg_029; # "a cave"; msg_030; # "at sea level."; } act look ocea { msg_001; # "OK."; msg_023; # "I see"; msg_034; # "Sharks!"; } act look jung { here (itm_020); # Edge of impenetrable jungle msg_001; # "OK."; msg_023; # "I see"; msg_035; # "trees, wild animals"; try { !exists (itm_021); # Pieces of pliable vines msg_042; # "and vines."; } } act look head { avail (itm_019); # Large stone head msg_001; # "OK."; msg_070; # "It"; msg_049; # "resembles"; msg_018; # "me."; msg_050; # "Weird!"; } act look west { in (rm_012); msg_001; # "OK."; msg_023; # "I see"; msg_054; # "a ledge in the wall of the volcano."; } act look draw { here (itm_037); # Primitive cave drawings msg_001; # "OK."; msg_023; # "I see"; msg_061; # "a UFO landing among dinosaurs & a picture of me!"; msg_050; # "Weird!"; } act look note { avail (itm_038); # Note msg_001; # "OK."; msg_063; # "The note says: 'What was, will be, so send this note we, to tell you a word's free!'"; } act look bear { here (itm_018); # Bear !set (flag_05); msg_055; # "It looks sick."; } act look case { here (itm_044); # Sealed display case !exists (itm_042); # Neanderthal msg_001; # "OK."; msg_023; # "I see"; msg_072; # "Caveman"; msg_075; # "replica, full-sized! There's a button at the bottom."; } act look stal { here (itm_041); # Stalactite in roof msg_050; # "Weird!"; msg_023; # "I see"; msg_073; # "it's hinged at the top!"; } act look case { here (itm_045); # Sealed display case msg_001; # "OK."; msg_023; # "I see"; msg_074; # "Tyranosaurus"; msg_075; # "replica, full-sized! There's a button at the bottom."; } act look meta { msg_070; # "It"; msg_076; # "glows."; } act look cons { here (itm_050); # Control console msg_001; # "OK."; msg_023; # "I see"; msg_077; # "buttons, dials, levers."; } act look hole { set (flag_21); !set (flag_09); here (itm_000); # Sand msg_023; # "I see"; on flag_09; drop itm_004; # Bottle of Rum msg_098; # "something."; } act look clif { in (rm_032); msg_001; # "OK."; msg_023; # "I see"; msg_078; # "a beach 3 meters below."; } act look down { in (rm_032); msg_001; # "OK."; msg_023; # "I see"; msg_078; # "a beach 3 meters below."; } act look sand { here (itm_000); # Sand set (flag_21); msg_001; # "OK."; msg_023; # "I see"; msg_080; # "a hole."; } act look dial { here (itm_050); # Control console msg_001; # "OK."; msg_023; # "I see"; msg_091; # "it's in an alien script!"; } act look mach { !set (flag_26); here (itm_055); # Alien Machinery msg_092; # "A piece of wire is missing from it!"; } act look watc { avail (itm_017); # Watch msg_012; # "I've been here"; .timer; msg_013; # "moves."; } act look volc { in (rm_006); msg_021; # "I can"; msg_022; # "go there."; msg_028; # "Far below"; try { moved (itm_018); # Bear msg_023; # "I see"; msg_024; # "a bear."; } try { msg_023; # "I see"; msg_100; # "a cave."; } } act look any { msg_023; # "I see"; msg_031; # "nothing"; msg_032; # "special."; } act empt bott { in (rm_003); try { avail (itm_006); # Bottle of seawater msg_001; # "OK."; swap itm_006, itm_005; # Bottle of seawater # Empty bottle drop itm_009; # Puddle on flag_01; } try { avail (itm_004); # Bottle of Rum msg_001; # "OK."; swap itm_004, itm_005; # Bottle of Rum # Empty bottle drop itm_009; # Puddle } try { avail (itm_012); # Bottle of freshwater msg_001; # "OK."; swap itm_012, itm_005; # Bottle of freshwater # Empty bottle drop itm_009; # Puddle } } act empt bott { avail (itm_004); # Bottle of Rum here (itm_013); # Natural stone basin msg_001; # "OK."; swap itm_004, itm_005; # Bottle of Rum # Empty bottle drop itm_014; # with rum in it } act empt bott { avail (itm_006); # Bottle of seawater msg_001; # "OK."; swap itm_006, itm_005; # Bottle of seawater # Empty bottle msg_002; # "It soaks into the ground."; try { here (itm_018); # Bear msg_060; # "The bear paws the ground & whines."; } } act empt bott { avail (itm_012); # Bottle of freshwater msg_001; # "OK."; swap itm_012, itm_005; # Bottle of freshwater # Empty bottle msg_002; # "It soaks into the ground."; } act empt bott { avail (itm_004); # Bottle of Rum msg_001; # "OK."; swap itm_004, itm_005; # Bottle of Rum # Empty bottle msg_002; # "It soaks into the ground."; } act cut vine { here (itm_020); # Edge of impenetrable jungle !exists (itm_021); # Pieces of pliable vines avail (itm_022); # Large knife msg_001; # "OK."; drop itm_021; # Pieces of pliable vines } act cut vine { here (itm_027); # Raft of vines & logs avail (itm_022); # Large knife !in (rm_014); msg_001; # "OK."; drop itm_026; # Palm log drop itm_023; # Palm log zap itm_027; # Raft of vines & logs } act cut coco { avail (itm_040); # Coconuts msg_036; # "How?"; on flag_27; } act cut any { msg_036; # "How?"; } act scor any { msg_019; # "Sorry."; msg_070; # "It"; msg_037; # "doesn't work."; } act save game { !set (flag_04); msg_001; # "OK."; save; } act save game { set (flag_04); msg_019; # "Sorry."; msg_020; # "Not until"; msg_010; # "The storm has passed."; } act help any { msg_045; # "Argh!"; msg_044; # "I feel"; msg_026; # "I shawda picked another profession!"; } act yes any { msg_079; # "Don't be a 'YES' man. Do it yourself!"; } act buil raft { avail (itm_021); # Pieces of pliable vines avail (itm_026); # Palm log avail (itm_023); # Palm log avail (itm_022); # Large knife msg_001; # "OK."; drop itm_027; # Raft of vines & logs zap itm_021; # Pieces of pliable vines zap itm_026; # Palm log zap itm_023; # Palm log try { in (rm_005); move rm_014, itm_034; # Tidepool on flag_11; } try { swap tr_05; timer 25; swap tr_05; } } act with knif { avail (itm_040); # Coconuts avail (itm_022); # Large knife set (flag_27); swap itm_040, itm_056; # Coconuts # Coconut meat msg_001; # "OK."; } act with hand { here (itm_000); # Sand set (flag_20); msg_001; # "OK."; off flag_20; on flag_21; } act with hand { in (rm_032); msg_001; # "OK."; off flag_20; msg_090; # "Nothing happens."; } act with hand { set (flag_20); here (itm_048); # Pile of bat guano !exists (itm_053); # 2 centimeter piece of shiny wire drop itm_053; # 2 centimeter piece of shiny wire off flag_20; msg_001; # "OK."; msg_081; # "YUCK!"; } act with coco { here (itm_041); # Stalactite in roof !exists (itm_043); # Crevice in rock has (itm_040); # Coconuts msg_069; # "I hit stone with"; msg_097; # "it."; msg_070; # "It"; msg_013; # "moves."; msg_023; # "I see"; msg_098; # "something."; drop itm_043; # Crevice in rock } act with coco { here (itm_041); # Stalactite in roof exists (itm_043); # Crevice in rock has (itm_040); # Coconuts msg_069; # "I hit stone with"; msg_097; # "it."; msg_070; # "It"; msg_013; # "moves."; zap itm_043; # Crevice in rock } act with wire { !set (flag_26); here (itm_055); # Alien Machinery avail (itm_053); # 2 centimeter piece of shiny wire msg_001; # "OK."; zap itm_053; # 2 centimeter piece of shiny wire on flag_26; } act with hand { set (flag_20); here (itm_048); # Pile of bat guano off flag_20; msg_023; # "I see"; msg_031; # "nothing"; msg_032; # "special."; } act with any { off flag_20; .noun; msg_037; # "doesn't work."; off flag_27; } act pet bear { here (itm_018); # Bear !set (flag_05); msg_001; # "OK."; msg_014; # "The Bear smells something on me, and licks me."; msg_015; # "I'm attacked by a wild animal!"; die; } act pet bear { here (itm_018); # Bear set (flag_05); msg_001; # "OK."; } act pet any { msg_044; # "I feel"; msg_031; # "nothing"; msg_032; # "special."; } act wait any { swap tr_01; sub 50; swap tr_01; swap tr_03; sub 50; swap tr_03; swap tr_02; sub 50; swap tr_02; add 50; } act dig any { msg_036; # "How?"; on flag_20; } act kill any { msg_019; # "Sorry."; msg_094; # "If you like to kill monsters, try another game!"; } act jump any { in (rm_003); msg_001; # "OK."; die; } act jump any { in (rm_032); msg_001; # "OK."; goto rm_002; } act jump any { msg_001; # "OK."; } act yoho any { msg_001; # "OK."; save; } act slee any { in (rm_018); off flag_02; swap tr_01; timer 170; swap tr_01; delay; delay; delay; try { set (flag_04); msg_056; # "It's not safe"; msg_011; # "The storm lifts me out to sea!"; die; } try { off flag_15; msg_058; # "Morning!"; } } act slee any { !in (rm_018); msg_056; # "It's not safe"; msg_015; # "I'm attacked by a wild animal!"; die; } act brea any { msg_036; # "How?"; off flag_07; } act yell any { here (itm_018); # Bear msg_001; # "OK."; .noun_nl; msg_015; # "I'm attacked by a wild animal!"; die; } act drin rum { avail (itm_004); # Bottle of Rum msg_001; # "OK."; } act drin wate { avail (itm_006); # Bottle of seawater msg_001; # "OK."; msg_045; # "Argh!"; msg_000; # "It's"; msg_064; # "salty."; } act drin swea { avail (itm_031); # Sweat msg_001; # "OK."; msg_045; # "Argh!"; msg_000; # "It's"; msg_064; # "salty."; } act drin wate { avail (itm_012); # Bottle of freshwater msg_001; # "OK."; } act drin coco { avail (itm_056); # Coconut meat msg_001; # "OK."; zap itm_056; # Coconut meat } act drin any { msg_019; # "Sorry."; msg_065; # "I'm a bottle baby."; } act trea wate { in (rm_012); off flag_14; msg_001; # "OK."; } act ask free { here (itm_050); # Control console !set (flag_22); .noun_nl; msg_082; # "A metallic voice whispers in my mind:"; msg_084; # "'READY'"; on flag_22; } act ask any { here (itm_042); # Neanderthal msg_001; # "OK."; .noun_nl; msg_068; # "The caveman says"; msg_045; # "Argh!"; } act ask any { msg_001; # "OK."; .noun_nl; } act fix mach { !set (flag_26); here (itm_055); # Alien Machinery msg_036; # "How?"; } act padd any { set (flag_11); in (rm_014); msg_051; # "It's hard to steer this thing!"; on flag_10; zap itm_035; # Atoll zap itm_032; # Ocean zap itm_033; # Beach zap itm_034; # Tidepool swap tr_05; sub 1; swap tr_05; } act padd any { msg_036; # "How?"; } act open coco { avail (itm_040); # Coconuts msg_036; # "How?"; on flag_27; } act open any { msg_036; # "How?"; } treasure=rm_000; initial=rm_001;