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 = 150; max_load = 6; flag flag_00; flag flag_01; flag flag_02; flag flag_03; flag flag_04; flag flag_05; flag flag_06; flag flag_07; flag flag_08; flag flag_09; flag flag_10; flag flag_11; flag flag_12; flag flag_13; flag flag_14; flag (night) flag_15; flag (runout) flag_16; flag flag_17; flag flag_18; flag flag_19; flag flag_20; flag flag_21; flag flag_22; flag flag_23; flag flag_24; flag flag_25; flag flag_26; flag flag_27; flag flag_28; flag flag_29; flag flag_30; flag flag_31; timreg tr_00; timreg tr_01; timreg tr_02; timreg tr_03; timreg tr_04; timreg tr_05; timreg tr_06; timreg tr_07; timreg tr_08; timreg tr_09; timreg tr_10; timreg tr_11; timreg tr_12; timreg tr_13; timreg tr_14; timreg tr_15; roomreg rr_00; roomreg rr_01; roomreg rr_02; roomreg rr_03; roomreg rr_04; roomreg rr_05; roomreg rr_06; roomreg rr_07; roomreg rr_08; roomreg rr_09; roomreg rr_10; roomreg rr_11; roomreg rr_12; roomreg rr_13; roomreg rr_14; roomreg rr_15; noun(north) 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; # 127 messages alias msg_000 = "They are"; alias msg_001 = "OK."; alias msg_002 = "Welcome to Adventure 11: 'Savage Island Part 2' by Scott Adams & Russ Wetmore. Dedicated to Adventure fans everywhere."; alias msg_003 = "There's a blinding flash of light!"; alias msg_004 = "The T-shaped handle moves briefly."; alias msg_005 = "I'm stark naked"; alias msg_006 = "button, dials, lever."; alias msg_007 = "nothing special."; alias msg_008 = "Nothing special"; alias msg_009 = "nothing special"; alias msg_010 = "except for"; alias msg_011 = "A metallic voice whispers in my mind:"; alias msg_012 = "1 item."; alias msg_013 = "Wrong!"; alias msg_014 = "'Vocalize Password Please'"; alias msg_015 = "'Ready'"; alias msg_016 = "alien script."; alias msg_017 = "How?"; alias msg_018 = "That doesn't work."; alias msg_019 = "Sorry."; alias msg_020 = "I see"; alias msg_021 = "happens."; alias msg_022 = "A Time Paradox shatters reality!"; alias msg_023 = "glowing."; alias msg_024 = "glowing"; alias msg_025 = "It"; alias msg_026 = "it."; alias msg_027 = "it"; alias msg_028 = "He's"; alias msg_029 = "VACUUM!"; alias msg_030 = "My lungs explode into a red, bubbling ruin."; alias msg_031 = "Argh!"; alias msg_032 = "ASPHYXIATED!"; alias msg_033 = "I breathed"; alias msg_034 = "I breathed!"; alias msg_035 = "something."; alias msg_036 = "something"; alias msg_037 = "I feel"; alias msg_038 = "Sedated!"; alias msg_039 = "briefly"; alias msg_040 = "briefly."; alias msg_041 = "Neanderthal"; alias msg_042 = "Neanderthal."; alias msg_043 = "Too large."; alias msg_044 = "attacks"; alias msg_045 = "moves"; alias msg_046 = "moves."; alias msg_047 = "metallic threads."; alias msg_048 = "'Prepare Rayshield, PSYCHOTRANSFIGURATION'"; alias msg_049 = "thick-headed"; alias msg_050 = "'Not'"; alias msg_051 = "My brain is fried!"; alias msg_052 = "Strange."; alias msg_053 = "body."; alias msg_054 = "says"; alias msg_055 = "I fainted."; alias msg_056 = "Awake!"; alias msg_057 = "won't budge."; alias msg_058 = "The light mesmerizes me."; alias msg_059 = "To what?"; alias msg_060 = "The thread slips off."; alias msg_061 = "a large, T-shaped handle."; alias msg_062 = "there's utter blackness in its center!"; alias msg_063 = "Try: 'GO'"; alias msg_064 = "I'm holding it."; alias msg_065 = "Closeups show Dinosaurs everywhere!"; alias msg_066 = "Button at bottom."; alias msg_067 = "The case closes, some gas comes out and I'm sedated!"; alias msg_068 = "Congratulations! You've finished Savage Island successfully!"; alias msg_069 = "Type 'GO ON'"; alias msg_070 = "to see the outcome of your actions."; alias msg_071 = "to continue."; alias msg_072 = "is a robot!"; alias msg_073 = "EXPLOSION!"; alias msg_074 = "flying apart."; alias msg_075 = "'Compared to what you're about to go through, you'll think Part 1 was a piece of cake! Good luck and Adieu' - Scott Adams"; alias msg_076 = "The Time Machine is set for 100,000 years in the past and the nearest planetary body."; alias msg_077 = "I can't"; alias msg_078 = "I can't."; alias msg_079 = "read it!"; alias msg_080 = "I can"; alias msg_081 = "an atom"; alias msg_082 = "'WARNING - Non-transfigured controller of seed specimens has been released!'"; alias msg_083 = "row after row of"; alias msg_084 = "'Pull lever to reverse Transfiguration Process.'"; alias msg_085 = "8 electrons."; alias msg_086 = "293 electrons."; alias msg_087 = "has"; alias msg_088 = "a picture of"; alias msg_089 = "this spaceship now orbiting Earth."; alias msg_090 = "Hurricane winds suck me into outer space!"; alias msg_091 = "I quickly freeze to death!"; alias msg_092 = "Examine things and read messages carefully!"; alias msg_093 = "Try: 'BREATHE OUT'"; alias msg_094 = "Captain's Log: Wounded in mutiny, strength failing. Humanoid seed colony not started. Giant reptiles must be destroyed for species survival."; alias msg_095 = "TimeSwap plan implemented with ROBOPIRATE as catalyst agent. If you scanning this are not of THIS TIME, then the mission can still succeed!"; alias msg_096 = "I'm jettisonning myself from airlock. Good Luck & forgive me for involving you."; alias msg_097 = "'Main landing sequence set for lever pull!'"; alias msg_098 = "The RoboPirate looks strangely at me, picks me up, and carries me off."; alias msg_099 = "shaped for strange, narrow alien bodies."; alias msg_100 = "ship's engines, life support"; alias msg_101 = "force field reset."; alias msg_102 = "red and blue slide switches."; alias msg_103 = "Use a color."; alias msg_104 = "An alien voice says 'FREEHJLLGFREEUYE'"; alias msg_105 = "A High-pitched electronic whine occurs."; alias msg_106 = "& another less obvious device."; alias msg_107 = "combined lavatory & mess hall! Reminds me of my old school's Cafeteria! UGH!"; alias msg_108 = "OUCH!"; alias msg_109 = "'Me' wanders off!"; alias msg_110 = "'Pull lever please'"; alias msg_111 = "Neanderthals."; alias msg_112 = "After resealing the wayward seed controller back in its case, the RoboPirate continues to execute its main programming. Strangely, none of the master race"; alias msg_113 = "are around, but the seed specimens are fine in the storage hold."; alias msg_114 = "A strange looking creature is found wandering the ship. Since it looks somewhat like the seed specimens, the RoboPirate decides to treat it as such and"; alias msg_115 = "temporarily stores it away in the hold. Continuing with its programming, the RoboPirate lands the ship on the blue-green planet it is currently orbiting."; alias msg_116 = "It then proceeds to hide the ship and rearrange the interior slightly. The engine and control compartment is separated and launched off into deep space."; alias msg_117 = "The seed specimens are then released from the display cases in the storage hold. The colony prospers and the strange specimen originally found wandering the"; alias msg_118 = "ship becomes their chief. Strangely enough, the chief's offspring look more like him than they do his assorted wives."; alias msg_119 = "Checking the planet, the RoboPirate finds a lone wandering dinosaur. Being the last of its species, the RoboPirate stores it away in a now vacant display case."; alias msg_120 = "All looks well and the robot closes the now hidden ship and powers itself off."; alias msg_121 = "100,000 years pass and a timer reactivates the robot, which then goes to implement its final programming in the TimeSwap plan. The Plan: Make sure a current"; alias msg_122 = "inhabitant is tricked into going back in time to eradicate the giant reptiles (for the robot is completely unable to harm or kill any living being)."; alias msg_123 = "Later, with a slight robotic chuckle, the robot realizes the strange twist of fate which awaits the specimen he chooses. For it is obvious now that the"; alias msg_124 = "neanderthal sleeping in the display case these 100,000 years has the brains and personality of the chosen victim."; alias msg_125 = "Yet it is the victim's own genes which help launch the race of man (after first ridding the world of the Dinosaur)! Slayer of the dinosaur and father of all"; alias msg_126 = "mankind, the world's greatest hero now rests in the body of a prehistoric caveman. Who knows what great adventures await him in the future?"; # 29 rooms room rm_001 "I am in a small metal room."; room rm_002 "I am in a metal room.", e_to rm_003; room rm_003 "I am in a metal-lined tunnel.", s_to rm_006, w_to rm_002; room rm_004 "I am in a metal room.", e_to rm_005; room rm_005 "I am in a metal-lined tunnel.", e_to rm_006, w_to rm_004; room rm_006 "I am in a metal-lined tunnel.", n_to rm_003, e_to rm_007, w_to rm_005; room rm_007 "I am in a metal-lined tunnel.", n_to rm_009, w_to rm_006; room rm_008 "I am in a metal room.", n_to rm_019; room rm_009 "I am in a metal-lined tunnel.", n_to rm_025, s_to rm_007; room rm_010 "I am in a metal room.", s_to rm_025; room rm_011 "I am in a metal room.", n_to rm_021; room rm_012 "I am in a red metal room.", s_to rm_019, e_to rm_013; room rm_013 "I am in a red metal room.", w_to rm_012; room rm_014 "I am in a cramped metal area."; room rm_015 "I am in a metal storage hold."; room rm_016 "I'm on a treadmill."; room rm_017 "I'm in an open display case.", e_to rm_008; room rm_018 "I am in a small metal room."; room rm_019 "I am in a metal-lined tunnel.", n_to rm_012, s_to rm_008; room rm_020 "I am in a main control room.", w_to rm_021; room rm_021 "I am in a metal-lined tunnel.", n_to rm_022, s_to rm_011, e_to rm_020, w_to rm_023; room rm_022 "I am in a small metal cabin.", s_to rm_021; room rm_023 "I am in a metal dormitory.", e_to rm_021, w_to rm_027; room rm_024 "I am in a metal lifeboat hanger open to outer space."; room rm_025 "I am in a metal-lined tunnel.", n_to rm_010, s_to rm_009; room rm_026 "I am in a large metal room."; room rm_027 "I am in a large metal room with porcelain machinery.", e_to rm_023; room rm_028 "I'm sealed in a display case, sedated."; room rm_029 "I am in a lot of trouble!"; item itm_000 "Machinery" rm_026; item itm_001 "Control Console" rm_026; item itm_002 "Force Field" rm_001; item itm_003 "Control Console" rm_002; item itm_004 (plan) "Plants" void; item itm_005 (flow) "Flower" void; item itm_006 "Force Field" rm_004; item itm_007 (band) "Bandanna" void; item itm_008 "which I'm wearing." void; item (light) itm_009 "lite goes here...." void; item itm_010 (corp) "Corpse" void; item itm_011 "Control Console" rm_020; item itm_012 "Neanderthal" void; item itm_013 "who I'm dragging" void; item itm_014 (band) "Long glowing metal thread" void; item itm_015 "Force Field" rm_010; item itm_016 "Control Console" rm_012; item itm_017 (me) "Me" void; item itm_018 "Hydroponics" rm_008; item itm_019 "Blinking red light over force field" rm_010; item itm_020 "Viewscreen" rm_020; item itm_021 "Control Console" rm_011; item itm_022 "Glowing thread tied to lever" void; item itm_023 (band) "Loose end of glowing thread" void; item itm_024 "Treadmill" rm_011; item itm_025 "with thread tied to it" void; item itm_026 (band) "Meter loop of glowing thread" void; item itm_027 "Dark hole" void; item itm_028 "Railing" rm_016; item itm_029 "Display case" rm_008; item itm_030 "which is open" void; item itm_031 "Button" rm_017; item itm_032 "Pirate" rm_015; item itm_033 "who is motionless" rm_015; item itm_034 (bloc) "Large plastic block" rm_002; item itm_035 (bloc) "GLOWING large plastic block" void; item itm_036 "Large radiant glowing neon sign" rm_002; item itm_037 "Display cases" rm_015; item itm_038 "Giant boxes & crates" rm_015; item itm_039 "Pulsating red force field" rm_015; item itm_040 (ball) "Large medicine ball" rm_011; item itm_041 (bag) "Freestanding punching bag" rm_011; item itm_042 (bag) "Scraps of cloth" void; item itm_043 "Soft platform" rm_022; item itm_044 "Rows of soft platforms" rm_023; item itm_045 (wafe) "Small plastic wafer" rm_022; item itm_046 "Force Field" rm_009; item itm_047 "which is weakly flickering" rm_009; item itm_048 (devi) "Alien device" void; act auto 100 { set (flag_21); off flag_07; } act auto 100 { in (rm_024); on flag_07; } act auto 100 { in (rm_009); exists (itm_047); # which is weakly flickering set (flag_21); off flag_07; } act auto 100 { set (flag_01); !set (flag_02); msg_013; # "Wrong!"; quit; } act auto 100 { !set (flag_01); msg_002; # "Welcome to Adventure 11: 'Savage Island Part 2' by Scott Adams & Russ Wetmore. Dedicated to Adventure fans everywhere."; on flag_01; !inv; msg_011; # "A metallic voice whispers in my mind:"; msg_014; # "'Vocalize Password Please'"; } act auto 100 { in (rm_018); avail (itm_034); # Large plastic block swap itm_035, itm_034; # GLOWING large plastic block # Large plastic block on flag_26; } act auto 100 { in (rm_008); avail (itm_034); # Large plastic block swap itm_035, itm_034; # GLOWING large plastic block # Large plastic block on flag_26; } act auto 100 { in (rm_001); avail (itm_034); # Large plastic block swap itm_035, itm_034; # GLOWING large plastic block # Large plastic block on flag_26; } act auto 100 { in (rm_011); avail (itm_034); # Large plastic block swap itm_035, itm_034; # GLOWING large plastic block # Large plastic block on flag_26; } act auto 100 { set (flag_26); off flag_26; swap tr_03; timer 5; swap tr_03; } act auto 100 { has (itm_040); # Large medicine ball msg_031; # "Argh!"; } act auto 100 { !has (itm_007); # Bandanna has (itm_008); # which I'm wearing. zap itm_008; # which I'm wearing. } act auto 100 { set (flag_18); swap tr_01; sub 1; try { le (2); msg_031; # "Argh!"; } try { le (0); set (flag_07); off flag_06; off flag_18; delay; delay; } try { !set (flag_18); .room; delay; delay; msg_032; # "ASPHYXIATED!"; die; quit; } try { le (0); set (flag_18); !set (flag_07); msg_034; # "I breathed!"; off flag_05; off flag_18; } try { swap tr_01; } } act auto 100 { in (rm_010); set (flag_21); exists (itm_047); # which is weakly flickering msg_090; # "Hurricane winds suck me into outer space!"; msg_091; # "I quickly freeze to death!"; die; msg_022; # "A Time Paradox shatters reality!"; } act auto 100 { set (flag_06); set (flag_07); !set (flag_05); .room; msg_029; # "VACUUM!"; delay; delay; delay; delay; msg_030; # "My lungs explode into a red, bubbling ruin."; die; quit; } act auto 100 { set (flag_07); msg_029; # "VACUUM!"; on flag_06; } act auto 100 { set (flag_06); !set (flag_07); off flag_06; } act auto 8 { set (flag_11); !set (flag_10); avail (itm_012); # Neanderthal msg_041; # "Neanderthal"; msg_044; # "attacks"; msg_040; # "briefly."; die; } act auto 100 { !set (flag_11); avail (itm_012); # Neanderthal on flag_11; } act auto 100 { set (flag_10); off flag_11; swap tr_02; sub 1; try { le (4); avail (itm_012); # Neanderthal msg_041; # "Neanderthal"; msg_039; # "briefly"; msg_046; # "moves."; } try { le (0); off flag_10; } try { swap tr_02; } } act auto 50 { !in (rm_013); exists (itm_012); # Neanderthal !set (flag_10); !exists (itm_010); # Corpse drop itm_012; # Neanderthal } act auto 8 { exists (itm_010); # Corpse .inv; msg_022; # "A Time Paradox shatters reality!"; die; } act auto 100 { !set (flag_28); exists (itm_017); # Me swap tr_04; sub 1; try { le (0); on flag_28; } try { swap tr_04; } } act auto 30 { avail (itm_012); # Neanderthal !set (flag_10); msg_041; # "Neanderthal"; msg_054; # "says"; msg_031; # "Argh!"; } act auto 100 { !set (flag_10); has (itm_013); # who I'm dragging zap itm_013; # who I'm dragging drop itm_012; # Neanderthal } act auto 100 { in (rm_013); here (itm_012); # Neanderthal on flag_13; } act auto 100 { in (rm_013); !here (itm_012); # Neanderthal !here (itm_017); # Me off flag_13; } act auto 100 { in (rm_013); here (itm_017); # Me on flag_13; } act auto 100 { set (flag_07); avail (itm_017); # Me swap itm_017, itm_010; # Me # Corpse } act auto 100 { set (flag_07); has (itm_013); # who I'm dragging swap itm_012, itm_010; # Neanderthal # Corpse zap itm_013; # who I'm dragging } act auto 100 { in (rm_001); here (itm_017); # Me msg_109; # "'Me' wanders off!"; move rm_002, itm_017; # Me } act auto 100 { avail (itm_023); # Loose end of glowing thread !here (itm_021); # Control Console !here (itm_021); # Control Console same itm_023, rm_000; # Loose end of glowing thread msg_060; # "The thread slips off."; } act auto 100 { !exists (itm_033); # who is motionless !in (rm_017); !in (rm_028); !in (rm_029); drop itm_032; # Pirate .room; delay; delay; delay; msg_098; # "The RoboPirate looks strangely at me, picks me up, and carries me off."; goto rm_017; off flag_07; } act auto 100 { !in (rm_029); exists (itm_035); # GLOWING large plastic block swap tr_03; sub 1; try { le (0); msg_073; # "EXPLOSION!"; msg_022; # "A Time Paradox shatters reality!"; die; } try { swap tr_03; } } act auto 100 { has (itm_045); # Small plastic wafer msg_011; # "A metallic voice whispers in my mind:"; msg_094; # "Captain's Log: Wounded in mutiny, strength failing. Humanoid seed colony not started. Giant reptiles must be destroyed for species survival."; delay; delay; delay; msg_095; # "TimeSwap plan implemented with ROBOPIRATE as catalyst agent. If you scanning this are not of THIS TIME, then the mission can still succeed!"; delay; delay; delay; msg_096; # "I'm jettisonning myself from airlock. Good Luck & forgive me for involving you."; } act auto 100 { in (rm_028); swap tr_05; !inv; success; try { eq (5) quit; } try { msg_069; # "Type 'GO ON'"; } try { eq (0) msg_070; # "to see the outcome of your actions."; } try { gt (0); msg_071; # "to continue."; } try { swap tr_05; } } act auto 100 { !exists (itm_033); # who is motionless set (flag_25); !avail (itm_017); # Me !exists (itm_010); # Corpse on flag_22; } act auto 100 { in (rm_018); here (itm_017); # Me msg_109; # "'Me' wanders off!"; move rm_002, itm_017; # Me } act auto 100 { in (rm_029); set (flag_02); quit; } act go plat { msg_019; # "Sorry."; msg_078; # "I can't."; } act go fiel { here (itm_002); # Force Field in (rm_018); goto rm_002; drop itm_002; # Force Field on flag_07; try { avail (itm_035); # GLOWING large plastic block off flag_27; } } act go fiel { avail (itm_039); # Pulsating red force field msg_052; # "Strange."; msg_078; # "I can't."; } act go fiel { set (flag_24); in (rm_002); goto rm_018; drop itm_002; # Force Field off flag_07; try { avail (itm_034); # Large plastic block on flag_27; } } act go fiel { !set (flag_24); in (rm_002); goto rm_001; drop itm_002; # Force Field off flag_07; try { avail (itm_034); # Large plastic block on flag_27; } } act go fiel { here (itm_019); # Blinking red light over force field !set (flag_15); msg_019; # "Sorry."; msg_058; # "The light mesmerizes me."; } act go fiel { here (itm_015); # Force Field in (rm_010); goto rm_011; drop itm_015; # Force Field off flag_07; } act go fiel { here (itm_015); # Force Field in (rm_011); goto rm_010; drop itm_015; # Force Field on flag_07; } act go fiel { here (itm_006); # Force Field in (rm_004); goto rm_008; drop itm_006; # Force Field off flag_07; } act go fiel { here (itm_006); # Force Field in (rm_008); goto rm_004; drop itm_006; # Force Field on flag_07; } act go fiel { here (itm_002); # Force Field in (rm_001); goto rm_002; drop itm_002; # Force Field on flag_07; try { avail (itm_035); # GLOWING large plastic block off flag_27; } } act go oute { in (rm_024); msg_001; # "OK."; msg_091; # "I quickly freeze to death!"; die; } act go hole { here (itm_027); # Dark hole msg_001; # "OK."; select_rv; } act go band { has (itm_026); # Meter loop of glowing thread msg_001; # "OK."; msg_037; # "I feel"; msg_036; # "something"; msg_040; # "briefly."; } act go band { here (itm_026); # Meter loop of glowing thread msg_001; # "OK."; try { here (itm_026); # Meter loop of glowing thread in (rm_002); select_rv; goto rm_015; drop itm_027; # Dark hole } try { here (itm_026); # Meter loop of glowing thread in (rm_020); select_rv; goto rm_026; drop itm_027; # Dark hole } try { here (itm_026); # Meter loop of glowing thread select_rv; goto rm_014; drop itm_027; # Dark hole } } act go trea { here (itm_024); # Treadmill msg_001; # "OK."; goto rm_016; } act go disp { here (itm_030); # which is open msg_001; # "OK."; goto rm_017; } act go fiel { here (itm_047); # which is weakly flickering in (rm_009); msg_001; # "OK."; goto rm_024; drop itm_046; # Force Field drop itm_047; # which is weakly flickering } act go fiel { here (itm_047); # which is weakly flickering in (rm_024); msg_001; # "OK."; goto rm_009; drop itm_046; # Force Field drop itm_047; # which is weakly flickering } act go fiel { !here (itm_047); # which is weakly flickering in (rm_009); msg_001; # "OK."; goto rm_024; drop itm_046; # Force Field } act go fiel { !here (itm_047); # which is weakly flickering in (rm_024); msg_001; # "OK."; goto rm_009; drop itm_046; # Force Field } act go life { in (rm_024); msg_019; # "Sorry."; msg_078; # "I can't."; } act go on { in (rm_028); swap tr_05; add 1; try { eq (1) msg_112; # "After resealing the wayward seed controller back in its case, the RoboPirate continues to execute its main programming. Strangely, none of the master race"; msg_113; # "are around, but the seed specimens are fine in the storage hold."; } try { eq (2) msg_114; # "A strange looking creature is found wandering the ship. Since it looks somewhat like the seed specimens, the RoboPirate decides to treat it as such and"; msg_115; # "temporarily stores it away in the hold. Continuing with its programming, the RoboPirate lands the ship on the blue-green planet it is currently orbiting."; msg_116; # "It then proceeds to hide the ship and rearrange the interior slightly. The engine and control compartment is separated and launched off into deep space."; } try { eq (3) msg_117; # "The seed specimens are then released from the display cases in the storage hold. The colony prospers and the strange specimen originally found wandering the"; msg_118; # "ship becomes their chief. Strangely enough, the chief's offspring look more like him than they do his assorted wives."; msg_119; # "Checking the planet, the RoboPirate finds a lone wandering dinosaur. Being the last of its species, the RoboPirate stores it away in a now vacant display case."; msg_120; # "All looks well and the robot closes the now hidden ship and powers itself off."; } try { eq (4) msg_121; # "100,000 years pass and a timer reactivates the robot, which then goes to implement its final programming in the TimeSwap plan. The Plan: Make sure a current"; msg_122; # "inhabitant is tricked into going back in time to eradicate the giant reptiles (for the robot is completely unable to harm or kill any living being)."; msg_123; # "Later, with a slight robotic chuckle, the robot realizes the strange twist of fate which awaits the specimen he chooses. For it is obvious now that the"; msg_124; # "neanderthal sleeping in the display case these 100,000 years has the brains and personality of the chosen victim."; } try { eq (5) msg_125; # "Yet it is the victim's own genes which help launch the race of man (after first ridding the world of the Dinosaur)! Slayer of the dinosaur and father of all"; msg_126; # "mankind, the world's greatest hero now rests in the body of a prehistoric caveman. Who knows what great adventures await him in the future?"; delay; delay; delay; quit; } try { swap tr_05; } } act work out { msg_017; # "How?"; } act quit any { msg_001; # "OK."; quit; } act jump any { msg_063; # "Try: 'GO'"; } act read dial { avail (itm_003); # Control Console set (flag_12); msg_052; # "Strange."; msg_080; # "I can"; msg_079; # "read it!"; msg_076; # "The Time Machine is set for 100,000 years in the past and the nearest planetary body."; } act read dial { avail (itm_021); # Control Console set (flag_12); msg_020; # "I see"; msg_088; # "a picture of"; msg_061; # "a large, T-shaped handle."; msg_020; # "I see"; msg_088; # "a picture of"; msg_081; # "an atom"; } act read sign { avail (itm_036); # Large radiant glowing neon sign msg_075; # "'Compared to what you're about to go through, you'll think Part 1 was a piece of cake! Good luck and Adieu' - Scott Adams"; } act read dial { here (itm_001); # Control Console set (flag_12); !set (flag_15); msg_001; # "OK."; msg_020; # "I see"; msg_101; # "force field reset."; } act read dial { here (itm_011); # Control Console set (flag_12); !set (flag_15); msg_001; # "OK."; msg_097; # "'Main landing sequence set for lever pull!'"; } act read dial { here (itm_016); # Control Console set (flag_12); !set (flag_15); msg_052; # "Strange."; msg_080; # "I can"; msg_079; # "read it!"; msg_084; # "'Pull lever to reverse Transfiguration Process.'"; } act read any { !set (flag_15); msg_019; # "Sorry."; msg_077; # "I can't"; msg_079; # "read it!"; } act walk any { in (rm_016); !set (flag_20); msg_001; # "OK."; goto rm_011; } act walk any { in (rm_016); exists (itm_025); # with thread tied to it exists (itm_022); # Glowing thread tied to lever msg_019; # "Sorry."; msg_025; # "It"; msg_057; # "won't budge."; } act walk any { in (rm_016); set (flag_20); msg_001; # "OK."; msg_025; # "It"; msg_046; # "moves."; } act walk any { msg_063; # "Try: 'GO'"; } act run any { in (rm_016); !set (flag_20); msg_001; # "OK."; goto rm_011; } act run any { in (rm_016); exists (itm_025); # with thread tied to it exists (itm_022); # Glowing thread tied to lever !set (flag_21); on flag_21; msg_004; # "The T-shaped handle moves briefly."; } act run any { in (rm_016); exists (itm_025); # with thread tied to it exists (itm_022); # Glowing thread tied to lever set (flag_21); msg_019; # "Sorry."; msg_025; # "It"; msg_057; # "won't budge."; } act run any { in (rm_016); set (flag_20); msg_001; # "OK."; msg_025; # "It"; msg_046; # "moves."; } act run any { msg_063; # "Try: 'GO'"; } act get devi { avail (itm_048); # Alien device msg_001; # "OK."; get itm_048; # Alien device } act get devi { in (rm_026); !exists (itm_048); # Alien device msg_001; # "OK."; get itm_048; # Alien device } act get brea { !set (flag_07); swap tr_01; timer 5; swap tr_01; on flag_18; off flag_05; } act get nean { here (itm_012); # Neanderthal msg_017; # "How?"; msg_043; # "Too large."; } act get rail { avail (itm_028); # Railing msg_001; # "OK."; on flag_20; msg_064; # "I'm holding it."; } act get inve { !set (flag_15); .inv; } act help any { msg_092; # "Examine things and read messages carefully!"; } act inve any { !set (flag_15); .inv; } act drop nean { has (itm_012); # Neanderthal msg_001; # "OK."; drop itm_012; # Neanderthal zap itm_013; # who I'm dragging } act drop rail { avail (itm_028); # Railing msg_001; # "OK."; off flag_20; } act look devi { avail (itm_048); # Alien device !set (flag_15); msg_001; # "OK."; msg_020; # "I see"; msg_102; # "red and blue slide switches."; } act look mach { in (rm_026); !set (flag_15); msg_001; # "OK."; msg_020; # "I see"; msg_100; # "ship's engines, life support"; try { !exists (itm_048); # Alien device msg_106; # "& another less obvious device."; } } act look cont { here (itm_001); # Control Console !set (flag_15); msg_001; # "OK."; msg_020; # "I see"; msg_006; # "button, dials, lever."; } act look cont { here (itm_011); # Control Console !set (flag_15); msg_001; # "OK."; msg_020; # "I see"; msg_006; # "button, dials, lever."; } act look cont { avail (itm_003); # Control Console !set (flag_15); msg_001; # "OK."; msg_020; # "I see"; msg_006; # "button, dials, lever."; } act look dial { !set (flag_15); msg_001; # "OK."; msg_020; # "I see"; msg_016; # "alien script."; } act look meta { !set (flag_15); msg_001; # "OK."; msg_020; # "I see"; msg_027; # "it"; msg_023; # "glowing."; } act look plan { !set (flag_09); avail (itm_004); # Plants msg_020; # "I see"; msg_035; # "something."; on flag_09; same itm_005, rm_004; # Flower } act look disp { avail (itm_037); # Display cases !set (flag_15); msg_020; # "I see"; msg_083; # "row after row of"; msg_111; # "Neanderthals."; } act look cont { here (itm_016); # Control Console !set (flag_15); msg_001; # "OK."; msg_020; # "I see"; msg_006; # "button, dials, lever."; } act look mach { in (rm_027); !set (flag_15); msg_020; # "I see"; msg_107; # "combined lavatory & mess hall! Reminds me of my old school's Cafeteria! UGH!"; } act look self { !set (flag_15); set (flag_12); msg_001; # "OK."; msg_020; # "I see"; msg_041; # "Neanderthal"; msg_053; # "body."; } act look hydr { avail (itm_018); # Hydroponics !exists (itm_004); # Plants msg_020; # "I see"; msg_035; # "something."; drop itm_004; # Plants } act look cont { avail (itm_021); # Control Console !set (flag_15); msg_020; # "I see"; msg_006; # "button, dials, lever."; } act look leve { avail (itm_021); # Control Console !set (flag_15); msg_020; # "I see"; msg_061; # "a large, T-shaped handle."; } act look atom { avail (itm_021); # Control Console !set (flag_15); msg_001; # "OK."; msg_025; # "It"; msg_087; # "has"; msg_085; # "8 electrons."; } act look atom { avail (itm_034); # Large plastic block !set (flag_15); msg_001; # "OK."; msg_025; # "It"; msg_087; # "has"; msg_086; # "293 electrons."; } act look band { avail (itm_026); # Meter loop of glowing thread !set (flag_15); msg_001; # "OK."; msg_020; # "I see"; msg_062; # "there's utter blackness in its center!"; } act look bloc { avail (itm_034); # Large plastic block !set (flag_15); msg_020; # "I see"; msg_088; # "a picture of"; msg_081; # "an atom"; msg_074; # "flying apart."; } act look corp { set (flag_19); avail (itm_010); # Corpse msg_012; # "1 item."; off flag_19; drop itm_007; # Bandanna } act look disp { here (itm_029); # Display case !set (flag_15); msg_020; # "I see"; msg_066; # "Button at bottom."; try { !set (flag_23); msg_020; # "I see"; msg_042; # "Neanderthal."; } } act look pira { avail (itm_032); # Pirate msg_052; # "Strange."; msg_025; # "It"; msg_072; # "is a robot!"; } act look view { avail (itm_020); # Viewscreen msg_020; # "I see"; msg_088; # "a picture of"; msg_089; # "this spaceship now orbiting Earth."; try { !set (flag_25); msg_065; # "Closeups show Dinosaurs everywhere!"; } } act look nean { avail (itm_029); # Display case !set (flag_23); !set (flag_15); msg_001; # "OK."; msg_020; # "I see"; msg_049; # "thick-headed"; msg_042; # "Neanderthal."; } act look nean { avail (itm_012); # Neanderthal !set (flag_15); set (flag_10); msg_028; # "He's"; msg_038; # "Sedated!"; } act look nean { avail (itm_012); # Neanderthal !set (flag_15); msg_001; # "OK."; msg_020; # "I see"; msg_049; # "thick-headed"; msg_042; # "Neanderthal."; } act look band { avail (itm_007); # Bandanna !set (flag_15); msg_020; # "I see"; msg_009; # "nothing special"; msg_010; # "except for"; msg_024; # "glowing"; msg_047; # "metallic threads."; } act look plat { !set (flag_15); msg_000; # "They are"; msg_099; # "shaped for strange, narrow alien bodies."; } act look hole { here (itm_027); # Dark hole !set (flag_15); msg_020; # "I see"; msg_062; # "there's utter blackness in its center!"; } act look me { !set (flag_15); avail (itm_017); # Me try { !set (flag_28); msg_028; # "He's"; msg_038; # "Sedated!"; } try { set (flag_19); msg_020; # "I see"; msg_012; # "1 item."; drop itm_007; # Bandanna off flag_19; } try { set (flag_28); msg_056; # "Awake!"; } } act look any { !set (flag_15); msg_001; # "OK."; msg_020; # "I see"; msg_007; # "nothing special."; } act push butt { here (itm_011); # Control Console msg_001; # "OK."; } act push butt { here (itm_021); # Control Console msg_001; # "OK."; } act push butt { here (itm_001); # Control Console msg_001; # "OK."; zap itm_047; # which is weakly flickering } act push butt { avail (itm_003); # Control Console !set (flag_04); msg_001; # "OK."; msg_011; # "A metallic voice whispers in my mind:"; msg_014; # "'Vocalize Password Please'"; } act push butt { here (itm_016); # Control Console set (flag_13); set (flag_14); set (flag_12); msg_011; # "A metallic voice whispers in my mind:"; msg_110; # "'Pull lever please'"; } act push butt { here (itm_016); # Control Console set (flag_13); !set (flag_14); msg_001; # "OK."; msg_011; # "A metallic voice whispers in my mind:"; msg_014; # "'Vocalize Password Please'"; } act push butt { here (itm_016); # Control Console !set (flag_13); msg_011; # "A metallic voice whispers in my mind:"; msg_048; # "'Prepare Rayshield, PSYCHOTRANSFIGURATION'"; msg_050; # "'Not'"; msg_015; # "'Ready'"; } act push butt { here (itm_016); # Control Console set (flag_13); set (flag_14); !set (flag_12); msg_001; # "OK."; msg_003; # "There's a blinding flash of light!"; zap itm_012; # Neanderthal try { !has (itm_008); # which I'm wearing. msg_051; # "My brain is fried!"; die; quit; } try { drop itm_017; # Me zap itm_008; # which I'm wearing. zap itm_007; # Bandanna off flag_14; } try { goto rm_013; on flag_12; on flag_15; on flag_15; } try { msg_037; # "I feel"; msg_052; # "Strange."; on flag_19; off flag_13; } try { avail (itm_004); # Plants zap itm_004; # Plants } try { swap tr_04; timer 25; swap tr_04; } } act push leve { msg_019; # "Sorry."; msg_025; # "It"; msg_057; # "won't budge."; } act push butt { here (itm_029); # Display case !set (flag_23); on flag_23; drop itm_030; # which is open msg_020; # "I see"; drop itm_012; # Neanderthal msg_042; # "Neanderthal."; msg_011; # "A metallic voice whispers in my mind:"; msg_082; # "'WARNING - Non-transfigured controller of seed specimens has been released!'"; } act push butt { here (itm_031); # Button !set (flag_22); msg_067; # "The case closes, some gas comes out and I'm sedated!"; msg_022; # "A Time Paradox shatters reality!"; die; } act push butt { here (itm_031); # Button set (flag_22); msg_067; # "The case closes, some gas comes out and I'm sedated!"; msg_068; # "Congratulations! You've finished Savage Island successfully!"; success; goto rm_028; swap tr_05; timer 0; swap tr_05; !inv; } act push butt { avail (itm_003); # Control Console set (flag_04); !set (flag_24); msg_001; # "OK."; on flag_24; msg_003; # "There's a blinding flash of light!"; try { set (flag_27); on flag_25; zap itm_035; # GLOWING large plastic block } } act push butt { avail (itm_003); # Control Console set (flag_24); set (flag_04); msg_001; # "OK."; off flag_24; msg_003; # "There's a blinding flash of light!"; try { set (flag_27); on flag_25; zap itm_035; # GLOWING large plastic block } } act push butt { here (itm_029); # Display case !exists (itm_030); # which is open msg_001; # "OK."; drop itm_030; # which is open } act push nean { avail (itm_012); # Neanderthal msg_025; # "It"; msg_046; # "moves."; } act push butt { avail (itm_030); # which is open msg_001; # "OK."; zap itm_030; # which is open } act say 123 { !set (flag_02); !set (flag_18); on flag_02; get itm_007; # Bandanna inv; msg_003; # "There's a blinding flash of light!"; msg_005; # "I'm stark naked"; msg_010; # "except for"; msg_012; # "1 item."; goto rm_001; } act say 474 { !set (flag_02); msg_003; # "There's a blinding flash of light!"; on flag_02; inv; msg_005; # "I'm stark naked"; goto rm_001; } act say free { here (itm_016); # Control Console set (flag_13); !set (flag_14); !set (flag_12); on flag_14; msg_011; # "A metallic voice whispers in my mind:"; msg_048; # "'Prepare Rayshield, PSYCHOTRANSFIGURATION'"; msg_015; # "'Ready'"; } act say any { !set (flag_07); set (flag_12); !set (flag_18); msg_001; # "OK."; msg_031; # "Argh!"; } act say any { !set (flag_07); !set (flag_12); !set (flag_18); msg_001; # "OK."; .noun_nl; } act use any { msg_019; # "Sorry."; msg_018; # "That doesn't work."; } act save game { msg_001; # "OK."; save; } act hype any { set (flag_08); !set (flag_07); msg_055; # "I fainted."; off flag_08; delay; delay; } act hype any { !set (flag_07); !set (flag_08); msg_001; # "OK."; on flag_08; off flag_05; off flag_18; } act brea deep { !set (flag_07); msg_001; # "OK."; on flag_08; off flag_05; off flag_18; } act brea out { !set (flag_05); on flag_05; on flag_18; swap tr_01; try { !set (flag_08); timer 5; swap tr_01; msg_001; # "OK."; } try { set (flag_08); !set (flag_12); timer 7; swap tr_01; off flag_08; msg_001; # "OK."; } try { set (flag_08); set (flag_12); timer 17; swap tr_01; off flag_08; msg_001; # "OK."; } } act brea in { !set (flag_07); swap tr_01; timer 5; swap tr_01; on flag_18; off flag_05; } act brea any { !set (flag_07); msg_001; # "OK."; off flag_05; off flag_18; msg_034; # "I breathed!"; } act eat flow { avail (itm_005); # Flower msg_038; # "Sedated!"; msg_037; # "I feel"; msg_032; # "ASPHYXIATED!"; die; } act eat plan { avail (itm_004); # Plants msg_001; # "OK."; zap itm_004; # Plants } act feel band { avail (itm_026); # Meter loop of glowing thread msg_001; # "OK."; msg_037; # "I feel"; msg_036; # "something"; msg_052; # "Strange."; } act feel any { msg_001; # "OK."; msg_037; # "I feel"; msg_007; # "nothing special."; } act smel flow { avail (itm_005); # Flower !set (flag_07); !set (flag_18); msg_001; # "OK."; msg_037; # "I feel"; msg_039; # "briefly"; msg_038; # "Sedated!"; } act crus flow { avail (itm_005); # Flower !set (flag_07); zap itm_005; # Flower try { !set (flag_18); msg_038; # "Sedated!"; msg_037; # "I feel"; msg_032; # "ASPHYXIATED!"; die; } try { here (itm_012); # Neanderthal on flag_10; msg_041; # "Neanderthal"; msg_038; # "Sedated!"; } try { here (itm_012); # Neanderthal swap tr_02; timer 40; swap tr_02; } } act crus flow { avail (itm_005); # Flower set (flag_07); msg_001; # "OK."; zap itm_005; # Flower } act hit nean { avail (itm_012); # Neanderthal !set (flag_10); msg_041; # "Neanderthal"; msg_044; # "attacks"; msg_040; # "briefly."; die; } act hit bag { avail (itm_041); # Freestanding punching bag msg_001; # "OK."; msg_073; # "EXPLOSION!"; swap itm_041, itm_042; # Freestanding punching bag # Scraps of cloth } act hit any { msg_019; # "Sorry."; msg_018; # "That doesn't work."; } act wear band { has (itm_026); # Meter loop of glowing thread msg_001; # "OK."; msg_043; # "Too large."; msg_060; # "The thread slips off."; } act wear band { avail (itm_007); # Bandanna msg_001; # "OK."; get itm_007; # Bandanna get itm_008; # which I'm wearing. } act remo band { avail (itm_008); # which I'm wearing. msg_001; # "OK."; zap itm_008; # which I'm wearing. } act move red { avail (itm_048); # Alien device !set (flag_07); msg_001; # "OK."; msg_104; # "An alien voice says 'FREEHJLLGFREEUYE'"; try { in (rm_002); !set (flag_04); on flag_04; msg_011; # "A metallic voice whispers in my mind:"; msg_015; # "'Ready'"; } try { in (rm_012); !set (flag_14); on flag_14; msg_011; # "A metallic voice whispers in my mind:"; msg_048; # "'Prepare Rayshield, PSYCHOTRANSFIGURATION'"; msg_015; # "'Ready'"; } } act move blue { avail (itm_048); # Alien device msg_105; # "A High-pitched electronic whine occurs."; try { avail (itm_033); # who is motionless zap itm_033; # who is motionless } } act move slid { avail (itm_048); # Alien device msg_103; # "Use a color."; } act move nean { avail (itm_012); # Neanderthal msg_001; # "OK."; } act move red { avail (itm_048); # Alien device set (flag_07); msg_001; # "OK."; msg_008; # "Nothing special"; msg_021; # "happens."; } act unra band { avail (itm_007); # Bandanna msg_001; # "OK."; zap itm_008; # which I'm wearing. swap itm_007, itm_014; # Bandanna # Long glowing metal thread } act open eyes { set (flag_15); msg_001; # "OK."; off flag_15; off flag_15; } act open any { msg_019; # "Sorry."; msg_078; # "I can't."; } act thin any { msg_001; # "OK."; .noun_nl; } act clos eyes { msg_001; # "OK."; on flag_15; on flag_15; } act drag nean { here (itm_012); # Neanderthal set (flag_10); msg_001; # "OK."; get itm_012; # Neanderthal get itm_013; # who I'm dragging } act drag leve { msg_019; # "Sorry."; msg_025; # "It"; msg_057; # "won't budge."; } act drag nean { avail (itm_012); # Neanderthal !set (flag_10); msg_041; # "Neanderthal"; msg_044; # "attacks"; msg_040; # "briefly."; die; } act drag band { avail (itm_023); # Loose end of glowing thread msg_019; # "Sorry."; msg_025; # "It"; msg_057; # "won't budge."; } act drag band { avail (itm_007); # Bandanna msg_001; # "OK."; zap itm_008; # which I'm wearing. swap itm_007, itm_014; # Bandanna # Long glowing metal thread } act exha any { msg_093; # "Try: 'BREATHE OUT'"; } act tie band { avail (itm_023); # Loose end of glowing thread msg_001; # "OK."; msg_059; # "To what?"; } act tie band { avail (itm_014); # Long glowing metal thread msg_001; # "OK."; msg_059; # "To what?"; } act tie band { avail (itm_026); # Meter loop of glowing thread msg_019; # "Sorry."; msg_018; # "That doesn't work."; } act tie band { avail (itm_014); # Long glowing metal thread msg_019; # "Sorry."; msg_018; # "That doesn't work."; } act unti band { avail (itm_023); # Loose end of glowing thread zap itm_025; # with thread tied to it zap itm_022; # Glowing thread tied to lever swap itm_023, itm_014; # Loose end of glowing thread # Long glowing metal thread msg_001; # "OK."; } act unti band { avail (itm_025); # with thread tied to it zap itm_023; # Loose end of glowing thread zap itm_022; # Glowing thread tied to lever swap itm_025, itm_014; # with thread tied to it # Long glowing metal thread msg_001; # "OK."; } act unti band { avail (itm_026); # Meter loop of glowing thread swap itm_026, itm_014; # Meter loop of glowing thread # Long glowing metal thread msg_001; # "OK."; } act to leve { avail (itm_021); # Control Console avail (itm_014); # Long glowing metal thread zap itm_014; # Long glowing metal thread drop itm_022; # Glowing thread tied to lever drop itm_023; # Loose end of glowing thread msg_001; # "OK."; } act to leve { avail (itm_021); # Control Console avail (itm_023); # Loose end of glowing thread zap itm_023; # Loose end of glowing thread drop itm_022; # Glowing thread tied to lever msg_001; # "OK."; } act to trea { avail (itm_021); # Control Console avail (itm_023); # Loose end of glowing thread zap itm_023; # Loose end of glowing thread drop itm_025; # with thread tied to it msg_001; # "OK."; } act to trea { avail (itm_021); # Control Console avail (itm_014); # Long glowing metal thread zap itm_014; # Long glowing metal thread drop itm_025; # with thread tied to it drop itm_023; # Loose end of glowing thread msg_001; # "OK."; } act to band { avail (itm_014); # Long glowing metal thread swap itm_026, itm_014; # Meter loop of glowing thread # Long glowing metal thread msg_001; # "OK."; } act to any { msg_019; # "Sorry."; msg_018; # "That doesn't work."; msg_060; # "The thread slips off."; } act kick ball { avail (itm_040); # Large medicine ball msg_001; # "OK."; msg_108; # "OUCH!"; } treasure=rm_000; initial=rm_029;