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 = 100; max_load = 7; flag flag_00; flag flag_01; flag flag_02; flag flag_03; flag flag_04; flag flag_05; flag flag_06; flag flag_07; flag flag_08; flag flag_09; flag flag_10; flag flag_11; flag flag_12; flag flag_13; flag flag_14; flag (night) flag_15; flag (runout) flag_16; flag flag_17; flag flag_18; flag flag_19; flag flag_20; flag flag_21; flag flag_22; flag flag_23; flag flag_24; flag flag_25; flag flag_26; flag flag_27; flag flag_28; flag flag_29; flag flag_30; flag flag_31; timreg tr_00; timreg tr_01; timreg tr_02; timreg tr_03; timreg tr_04; timreg tr_05; timreg tr_06; timreg tr_07; timreg tr_08; timreg tr_09; timreg tr_10; timreg tr_11; timreg tr_12; timreg tr_13; timreg tr_14; timreg tr_15; roomreg rr_00; roomreg rr_01; roomreg rr_02; roomreg rr_03; roomreg rr_04; roomreg rr_05; roomreg rr_06; roomreg rr_07; roomreg rr_08; roomreg rr_09; roomreg rr_10; roomreg rr_11; roomreg rr_12; roomreg rr_13; roomreg rr_14; roomreg rr_15; noun(north) 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; # 83 messages alias msg_000 = "."; alias msg_001 = "Welcome to Adventure 12: 'THE GOLDEN VOYAGE' by William Demas & Scott Adams. Dedicated to the British band 'QUEEN'"; alias msg_002 = "something!"; alias msg_003 = "Where?"; alias msg_004 = "Something rattles."; alias msg_005 = "The Statue topples down the stairs."; alias msg_006 = "I found"; alias msg_007 = "nothing."; alias msg_008 = "It appears to be broken. Strange markings are present."; alias msg_009 = "The stones mysteriously unite!"; alias msg_010 = "It contains medicine."; alias msg_011 = "Everything appears grey."; alias msg_012 = "OK."; alias msg_013 = "OUCH!"; alias msg_014 = "I see nothing special."; alias msg_015 = "He's been stung by scorpions."; alias msg_016 = "LAND HO!"; alias msg_017 = "I hear"; alias msg_018 = "One great big EYE has a focus in my direction!"; alias msg_019 = "I see a picture of a mountain and the word 'SUN'"; alias msg_020 = "I can't tell which way that is!"; alias msg_021 = "The Merchant calls me a thief and slits my throat!"; alias msg_022 = "There's a tremendous flash of light!"; alias msg_023 = "I'm blind!"; alias msg_024 = "gives a great big CRY!"; alias msg_025 = "High atop the mast is a crow's nest."; alias msg_026 = "KING: I have been given 3 days to live. You are to seek for a way to restore my vitality. The gold is yours. Now go!"; alias msg_027 = "OH NO! I can't swim!"; alias msg_028 = "The Cyclops"; alias msg_029 = "It's locked."; alias msg_030 = "I see a picture of a cave."; alias msg_031 = "grabs me and eats me alive!"; alias msg_032 = "The Statue comes to life!"; alias msg_033 = "It's holding a sword."; alias msg_034 = "Sorry, it won't BUDGE!"; alias msg_035 = "Tell me how."; alias msg_036 = "MAN: I'm afraid it's too late for me. Appeal to the gods for help!"; alias msg_037 = "The ground shakes violently!"; alias msg_038 = "I've desecrated the holy fountain. I'm struck down by a THUNDERBOLT!"; alias msg_039 = "The King grabs it,"; alias msg_040 = "and DIES! The Guards have me beheaded."; alias msg_041 = "I have failed my mission."; alias msg_042 = "It's getting dark!"; alias msg_043 = "Morning! I have"; alias msg_044 = "Goodnight."; alias msg_045 = "2 days"; alias msg_046 = "1 day"; alias msg_047 = "left to complete my mission."; alias msg_048 = "The sun has set."; alias msg_049 = "Night air is COLD! I catch pneumonia and die."; alias msg_050 = "failed my mission."; alias msg_051 = "I'm in great PAIN!"; alias msg_052 = "My whole body has become infected."; alias msg_053 = "The Statue follows me."; alias msg_054 = "The Statue swings its sword."; alias msg_055 = "It missed me!"; alias msg_056 = "I've been cut in two!"; alias msg_057 = "I fend off its attack."; alias msg_058 = "I'm lynched by angry mourners. Their King is dead. (AND SO AM I!!)"; alias msg_059 = "The man is dead!"; alias msg_060 = "Have you tried all 12 Adventures? If not, contact Adventure International today!"; alias msg_061 = "The ship drifts away."; alias msg_062 = "Nothing happens."; alias msg_063 = "It's full of"; alias msg_064 = "water."; alias msg_065 = "a strange liquid."; alias msg_066 = "and transforms into a young man. CONGRATULATIONS!! Mission accomplished."; alias msg_067 = "drinks the liquid..."; alias msg_068 = "and yells 'It's EMPTY!'"; alias msg_069 = "won't let me."; alias msg_070 = "The Cyclops staggers and steps on me!"; alias msg_071 = "I'll only defend myself."; alias msg_072 = "The Merchant"; alias msg_073 = "Please be more specific."; alias msg_074 = "I feel much better."; alias msg_075 = "Empty it?"; alias msg_076 = "Sorry."; alias msg_077 = "He has me executed."; alias msg_078 = "The surprised merchant grabs it and runs like a thief!"; alias msg_079 = "The Statue attacks while I sleep!"; alias msg_080 = "Rope slides into the pit."; alias msg_081 = "PLOOSH!"; alias msg_082 = "YUCK!"; # 37 rooms room rm_001 "I am in a Royal Palace.", e_to rm_002; room rm_002 "I am in a Persian city.", s_to rm_003; room rm_003 "I am in a Persian city.", n_to rm_002, e_to rm_004, w_to rm_005; room rm_004 "I am in a Persian city.", w_to rm_003; room rm_005 "I am at a Persian bay.", e_to rm_003; room rm_006 "I am on a large ship."; room rm_007 "I am on a sandy beach."; room rm_008 "I am in a ."; room rm_009 "I am in a dense jungle.", n_to rm_010, s_to rm_009, e_to rm_009, w_to rm_007; room rm_010 "I am in a dense jungle.", n_to rm_010, s_to rm_009, e_to rm_010, w_to rm_010; room rm_011 "I am in a damp cave.", w_to rm_010; room rm_012 "I am in a crow's nest.", d_to rm_006; room rm_013 "I'm on a small island.", n_to rm_014, w_to rm_018; room rm_014 "I'm on a small island.", s_to rm_013; room rm_015 "I am in a grass hut.", e_to rm_014; room rm_016 "I am in a dark cavern."; room rm_017 "I'm on a mountain.", d_to rm_014; room rm_018 "I'm on a small island.", e_to rm_013; room rm_019 "I'm on a rocky strand.", s_to rm_032; room rm_020 "I'm on a long staircase."; room rm_021 "I am in a sacred temple.", w_to rm_022; room rm_022 "I am in a sacred temple.", n_to rm_025, e_to rm_021; room rm_023 "I am in a hidden chamber.", n_to rm_022, w_to rm_024; room rm_024 "I am in a hidden chamber.", e_to rm_023; room rm_025 "I am in a sacred temple.", s_to rm_022; room rm_026 "I am in a ."; room rm_027 "I am in a musty hallway.", n_to rm_023, e_to rm_030; room rm_028 "I am in a small cabin.", u_to rm_006; room rm_029 "I am in a cozy cot."; room rm_030 "I am in a damp grotto.", w_to rm_027; room rm_031 "I am in a ."; room rm_032 "I'm on a grassy plain.", n_to rm_019; room rm_033 "I am in a deep pit.", s_to rm_034; room rm_034 "I am in a deep pit.", n_to rm_033; room rm_035 "I'm in an enormous cave.", n_to rm_034, w_to rm_036; room rm_036 "I'm in an enormous cave.", e_to rm_035; room rm_037 "I am in a Lot of TROUBLE!"; item itm_000 ".[1]" void; item itm_001 "Palace guards" rm_001; item itm_002 "Aged King" rm_001; item itm_003 "Palace" rm_002; item itm_004 "Large ship" rm_005; item itm_005 "Mast" rm_006; item itm_006 "Sail" rm_006; item itm_007 "Anchor" void; item itm_008 (skel) "Skeleton" rm_013; item (light) itm_009 (torc) "Lit torch" void; item itm_010 (box) "Old Box" rm_015; item itm_011 "Strange fountain" rm_011; item itm_012 "Crevice" void; item itm_013 "Man" rm_007; item itm_014 "Jungle" rm_007; item itm_015 "Hidden Passage" void; item itm_016 (chal) "Gold Chalice" void; item itm_017 "Cave" rm_010; item itm_018 "Long staircase" rm_019; item itm_019 (flin) "Flint & steel" rm_020; item itm_020 (mask) "Gold Mask" void; item itm_021 "I'm wearing it" void; item itm_022 "Small stone" rm_024; item itm_023 "Small stone" void; item itm_024 "Small stone" void; item itm_025 "Stone Goddess" rm_019; item itm_026 (glob) "White globe" void; item itm_027 "Grass hut" rm_014; item itm_028 "Merchant" rm_004; item itm_029 "Merchant" rm_003; item itm_030 "Merchant" rm_005; item itm_031 (shov) "Shovel" rm_018; item itm_032 (sand) "Sandals" rm_004; item itm_033 "I'm wearing them" void; item itm_034 (comp) "Compass" rm_003; item itm_035 (tele) "Telescope" rm_003; item itm_036 "Dead man" void; item itm_037 (key) "Key" void; item itm_038 (rubb) "Pile of rubble" void; item itm_039 "Mountain" rm_014; item itm_040 "Stone block" rm_023; item itm_041 (ches) "Ornate chest" rm_025; item itm_042 "Cot" rm_028; item itm_043 (note) "Note" rm_029; item itm_044 "Deep pit" rm_030; item itm_045 "Cyclops" rm_034; item itm_046 "Cave" rm_034; item itm_047 "Magnificent fountain" rm_036; item itm_048 "Ocean" rm_005; item itm_049 (rubb) "Pile of rubble" void; item itm_050 "." void; item itm_051 (ches) "Open chest" void; item itm_052 "Youthful King" void; item itm_053 (bag) "Bag of gold" rm_008; item itm_054 "Broken globe" void; item itm_055 "Scorpions" void; item itm_056 (torc) "Torch" void; item itm_057 "Crowd of mourners" void; item itm_058 "Stone tablet" rm_003; item itm_059 "Altar" rm_022; item itm_060 "Scorpion stings" void; item itm_061 "Festering scorpion stings" void; item itm_062 "Animated statue" void; item itm_063 (swor) "Sword" rm_017; item itm_064 "Rocky strand" void; item itm_065 "Sandy beach" void; item itm_066 "Small island" void; item itm_067 "The Ship is Anchored" rm_006; item itm_068 "Stone tablet" rm_036; item itm_069 "Blind cyclops" void; item itm_070 "Stalagmite" rm_030; item itm_071 "Rope" void; item itm_072 "Rope tied to stalagmite" void; item itm_073 "Other end of rope" void; item itm_074 "Rope leading down into pit" void; item itm_075 "Rope leading out of pit" rm_033; item itm_076 "Dark hallway" void; item itm_077 "Cabin" rm_006; item itm_078 "Persian city" void; item itm_079 "Long staircase" rm_021; act auto 100 { !set (flag_31); msg_001; # "Welcome to Adventure 12: 'THE GOLDEN VOYAGE' by William Demas & Scott Adams. Dedicated to the British band 'QUEEN'"; timer 3; on flag_19; swap tr_00; timer 215; on flag_31; on flag_17; } act auto 100 { sub 1; } act auto 100 { here (itm_004); # Large ship drop itm_048; # Ocean } act auto 100 { eq (0) msg_048; # "The sun has set."; } act auto 100 { !avail (itm_009); # Lit torch le (0); on flag_15; } act auto 100 { set (flag_14); on flag_16; on flag_15; msg_023; # "I'm blind!"; } act auto 100 { in (rm_022); !set (flag_14); off flag_08; } act auto 100 { avail (itm_009); # Lit torch set (flag_16); swap itm_009, itm_056; # Lit torch # Torch } act auto 100 { set (flag_29); exists (itm_062); # Animated statue in (rm_029); msg_079; # "The Statue attacks while I sleep!"; off flag_29; die; zap itm_062; # Animated statue } act auto 100 { avail (itm_009); # Lit torch !set (flag_14); off flag_15; } act auto 100 { set (flag_29); delay; try { !in (rm_029); msg_049; # "Night air is COLD! I catch pneumonia and die."; die; msg_041; # "I have failed my mission."; quit; } } act auto 100 { set (flag_29); delay; off flag_15; timer 215; swap tr_00; sub 1; msg_043; # "Morning! I have"; } act auto 100 { set (flag_29); eq (2) msg_045; # "2 days"; msg_047; # "left to complete my mission."; off flag_29; swap tr_00; } act auto 100 { set (flag_29); eq (1) msg_046; # "1 day"; msg_047; # "left to complete my mission."; off flag_29; swap tr_00; } act auto 100 { set (flag_29); le (0); msg_050; # "failed my mission."; swap tr_00; move rm_002, itm_057; # Crowd of mourners } act auto 50 { !has (itm_033); # I'm wearing them !has (itm_061); # Festering scorpion stings !has (itm_060); # Scorpion stings avail (itm_055); # Scorpions msg_013; # "OUCH!"; steal itm_060; # Scorpion stings swap tr_03; timer 10; swap tr_03; on flag_23; } act auto 100 { set (flag_23); swap tr_03; sub 1; try { eq (5) msg_051; # "I'm in great PAIN!"; swap itm_060, itm_061; # Scorpion stings # Festering scorpion stings } try { le (0); msg_052; # "My whole body has become infected."; die; } try { set (flag_23); swap tr_03; } } act auto 100 { !here (itm_062); # Animated statue exists (itm_062); # Animated statue msg_053; # "The Statue follows me."; drop itm_062; # Animated statue } act auto 45 { here (itm_062); # Animated statue msg_054; # "The Statue swings its sword."; delay; delay; on flag_25; } act auto 40 { !exists (itm_062); # Animated statue here (itm_025); # Stone Goddess msg_032; # "The Statue comes to life!"; swap itm_025, itm_062; # Stone Goddess # Animated statue } act auto 70 { set (flag_25); has (itm_063); # Sword msg_057; # "I fend off its attack."; off flag_25; } act auto 39 { set (flag_25); msg_056; # "I've been cut in two!"; off flag_15; die; off flag_25; } act auto 100 { set (flag_25); msg_055; # "It missed me!"; off flag_25; } act auto 60 { set (flag_18); here (itm_045); # Cyclops msg_028; # "The Cyclops"; msg_024; # "gives a great big CRY!"; delay; delay; on flag_26; } act auto 45 { set (flag_26); msg_028; # "The Cyclops"; msg_031; # "grabs me and eats me alive!"; die; } act auto 100 { set (flag_26); off flag_26; } act auto 100 { set (flag_29); off flag_29; } act auto 100 { here (itm_057); # Crowd of mourners delay; delay; msg_058; # "I'm lynched by angry mourners. Their King is dead. (AND SO AM I!!)"; die; quit; } act auto 100 { in (rm_006); zap itm_064; # Rocky strand zap itm_065; # Sandy beach zap itm_066; # Small island zap itm_078; # Persian city } act auto 100 { !exists (itm_058); # Stone tablet !exists (itm_068); # Stone tablet !set (flag_09); msg_037; # "The ground shakes violently!"; on flag_30; on flag_09; swap itm_038, itm_040; # Pile of rubble # Stone block move rm_023, itm_076; # Dark hallway msg_081; # "PLOOSH!"; } act auto 45 { !set (flag_06); here (itm_069); # Blind cyclops msg_070; # "The Cyclops staggers and steps on me!"; die; } act auto 100 { exists (itm_069); # Blind cyclops off flag_06; } act auto 100 { here (itm_022); # Small stone here (itm_023); # Small stone here (itm_024); # Small stone msg_009; # "The stones mysteriously unite!"; move rm_008, itm_022; # Small stone move rm_008, itm_023; # Small stone move rm_008, itm_024; # Small stone drop itm_068; # Stone tablet } act auto 100 { !avail (itm_009); # Lit torch set (flag_08); on flag_15; } act auto 100 { le (10); gt (0); msg_042; # "It's getting dark!"; } act auto 100 { in (rm_016); !avail (itm_009); # Lit torch on flag_15; } act auto 100 { in (rm_014); gt (0); !set (flag_14); off flag_15; } act auto 60 { !set (flag_19); here (itm_004); # Large ship msg_061; # "The ship drifts away."; zap itm_004; # Large ship } act auto 100 { set (flag_00); in (rm_006); set (flag_22); drop itm_064; # Rocky strand } act auto 100 { !avail (itm_009); # Lit torch set (flag_15); on flag_15; } act auto 100 { in (rm_037); off flag_15; msg_041; # "I have failed my mission."; quit; } act auto 100 { set (flag_00); in (rm_012); set (flag_22); drop itm_064; # Rocky strand } act auto 100 { set (flag_01); in (rm_006); set (flag_20); drop itm_066; # Small island } act auto 100 { set (flag_01); in (rm_012); set (flag_20); drop itm_066; # Small island } act auto 100 { set (flag_05); in (rm_006); set (flag_28); drop itm_065; # Sandy beach } act auto 100 { set (flag_05); in (rm_012); set (flag_28); drop itm_065; # Sandy beach } act auto 100 { !set (flag_15); !set (flag_14); off flag_15; } act auto 100 { in (rm_010); gt (0); !set (flag_14); off flag_15; off flag_08; } act auto 100 { in (rm_006); set (flag_17); drop itm_078; # Persian city } act auto 100 { in (rm_012); set (flag_17); drop itm_078; # Persian city } act auto 100 { in (rm_001); !moved (itm_053); # Bag of gold msg_026; # "KING: I have been given 3 days to live. You are to seek for a way to restore my vitality. The gold is yours. Now go!"; drop itm_053; # Bag of gold } act auto 100 { in (rm_034); on flag_18; } act auto 100 { in (rm_022); gt (0); off flag_15; } act go pit { in (rm_030); msg_012; # "OK."; msg_035; # "Tell me how."; } act go foun { here (itm_011); # Strange fountain msg_012; # "OK."; msg_038; # "I've desecrated the holy fountain. I'm struck down by a THUNDERBOLT!"; die; } act go cot { in (rm_028); msg_012; # "OK."; goto rm_029; } act go stra { here (itm_064); # Rocky strand in (rm_006); msg_012; # "OK."; goto rm_019; drop itm_055; # Scorpions drop itm_004; # Large ship } act go beac { here (itm_065); # Sandy beach in (rm_006); msg_012; # "OK."; goto rm_007; drop itm_055; # Scorpions drop itm_004; # Large ship } act go isla { here (itm_066); # Small island in (rm_006); msg_012; # "OK."; goto rm_013; drop itm_055; # Scorpions drop itm_004; # Large ship } act go asho { in (rm_006); here (itm_064); # Rocky strand msg_012; # "OK."; goto rm_019; drop itm_055; # Scorpions drop itm_004; # Large ship } act go asho { in (rm_006); here (itm_065); # Sandy beach msg_012; # "OK."; goto rm_007; drop itm_055; # Scorpions drop itm_004; # Large ship } act go asho { in (rm_006); here (itm_066); # Small island msg_012; # "OK."; goto rm_013; drop itm_055; # Scorpions drop itm_004; # Large ship } act go rope { here (itm_074); # Rope leading down into pit msg_012; # "OK."; goto rm_033; } act go rope { here (itm_075); # Rope leading out of pit msg_012; # "OK."; goto rm_030; } act go pass { here (itm_015); # Hidden Passage msg_012; # "OK."; goto rm_023; on flag_15; on flag_08; } act go hall { here (itm_076); # Dark hallway msg_012; # "OK."; goto rm_027; } act go pala { in (rm_002); msg_012; # "OK."; goto rm_001; } act go ship { here (itm_004); # Large ship set (flag_02); msg_012; # "OK."; goto rm_006; drop itm_048; # Ocean } act go foun { in (rm_036); msg_012; # "OK."; msg_038; # "I've desecrated the holy fountain. I'm struck down by a THUNDERBOLT!"; die; } act go asho { in (rm_006); here (itm_078); # Persian city msg_012; # "OK."; goto rm_005; drop itm_004; # Large ship } act go city { here (itm_078); # Persian city in (rm_006); goto rm_005; drop itm_004; # Large ship } act go cabi { in (rm_006); msg_012; # "OK."; goto rm_028; } act go ship { here (itm_004); # Large ship !set (flag_02); msg_012; # "OK."; delay; msg_072; # "The Merchant"; msg_069; # "won't let me."; } act go mast { in (rm_006); msg_012; # "OK."; goto rm_012; } act go ocea { here (itm_048); # Ocean msg_012; # "OK."; msg_027; # "OH NO! I can't swim!"; die; } act go jung { in (rm_007); msg_012; # "OK."; goto rm_009; } act go cave { in (rm_010); msg_012; # "OK."; goto rm_011; on flag_08; drop itm_011; # Strange fountain } act go hut { in (rm_014); msg_012; # "OK."; goto rm_015; } act go moun { in (rm_014); msg_012; # "OK."; goto rm_017; } act go crev { here (itm_012); # Crevice in (rm_014); msg_012; # "OK."; goto rm_016; drop itm_012; # Crevice drop itm_011; # Strange fountain } act go cave { in (rm_034); exists (itm_045); # Cyclops msg_012; # "OK."; delay; msg_028; # "The Cyclops"; msg_069; # "won't let me."; } act go cave { in (rm_034); msg_012; # "OK."; goto rm_035; } act go crev { here (itm_012); # Crevice in (rm_016); msg_012; # "OK."; goto rm_014; drop itm_012; # Crevice off flag_08; } act go stai { in (rm_019); goto rm_020; } act go stai { in (rm_021); goto rm_020; } act go stai { in (rm_020); msg_073; # "Please be more specific."; } act save game { save; } act dig any { in (rm_032); !exists (itm_037); # Key has (itm_031); # Shovel msg_006; # "I found"; msg_002; # "something!"; drop itm_037; # Key } act dig any { in (rm_009); !exists (itm_071); # Rope has (itm_031); # Shovel msg_006; # "I found"; msg_002; # "something!"; drop itm_071; # Rope } act dig any { in (rm_010); !exists (itm_056); # Torch has (itm_031); # Shovel msg_006; # "I found"; msg_002; # "something!"; drop itm_056; # Torch } act dig any { in (rm_010); !exists (itm_024); # Small stone has (itm_031); # Shovel msg_006; # "I found"; msg_002; # "something!"; drop itm_024; # Small stone } act dig any { has (itm_031); # Shovel msg_006; # "I found"; msg_007; # "nothing."; } act take scor { here (itm_055); # Scorpions msg_082; # "YUCK!"; msg_076; # "Sorry."; } act take medi { avail (itm_010); # Old Box exists (itm_060); # Scorpion stings msg_012; # "OK."; zap itm_060; # Scorpion stings msg_074; # "I feel much better."; off flag_23; } act take medi { avail (itm_010); # Old Box exists (itm_061); # Festering scorpion stings msg_012; # "OK."; zap itm_061; # Festering scorpion stings msg_074; # "I feel much better."; off flag_23; } act take medi { avail (itm_010); # Old Box msg_012; # "OK."; msg_062; # "Nothing happens."; } act take ocea { msg_012; # "OK."; msg_035; # "Tell me how."; } act take ston { here (itm_022); # Small stone get itm_022; # Small stone msg_012; # "OK."; } act take ston { here (itm_023); # Small stone get itm_023; # Small stone msg_012; # "OK."; } act take ston { here (itm_024); # Small stone get itm_024; # Small stone msg_012; # "OK."; } act take tabl { here (itm_058); # Stone tablet !set (flag_06); get itm_058; # Stone tablet msg_012; # "OK."; msg_021; # "The Merchant calls me a thief and slits my throat!"; die; } act take tabl { here (itm_058); # Stone tablet get itm_058; # Stone tablet msg_012; # "OK."; } act take tabl { here (itm_068); # Stone tablet get itm_068; # Stone tablet msg_012; # "OK."; } act take tele { here (itm_035); # Telescope !set (flag_07); get itm_035; # Telescope msg_012; # "OK."; msg_021; # "The Merchant calls me a thief and slits my throat!"; die; } act take tele { here (itm_035); # Telescope get itm_035; # Telescope msg_012; # "OK."; } act take comp { here (itm_034); # Compass !set (flag_03); get itm_034; # Compass msg_012; # "OK."; msg_021; # "The Merchant calls me a thief and slits my throat!"; die; } act take comp { here (itm_034); # Compass get itm_034; # Compass msg_012; # "OK."; } act take sand { here (itm_032); # Sandals !set (flag_04); get itm_032; # Sandals msg_012; # "OK."; msg_021; # "The Merchant calls me a thief and slits my throat!"; die; } act take sand { here (itm_032); # Sandals get itm_032; # Sandals msg_012; # "OK."; } act take rope { here (itm_071); # Rope get itm_071; # Rope msg_012; # "OK."; } act take rope { here (itm_074); # Rope leading down into pit msg_012; # "OK."; zap itm_074; # Rope leading down into pit steal itm_073; # Other end of rope } act take up { in (rm_029); msg_012; # "OK."; goto rm_028; } act take swor { here (itm_025); # Stone Goddess !here (itm_063); # Sword msg_034; # "Sorry, it won't BUDGE!"; } act take swor { here (itm_062); # Animated statue !here (itm_063); # Sword msg_034; # "Sorry, it won't BUDGE!"; } act take swor { here (itm_063); # Sword get itm_063; # Sword msg_012; # "OK."; } act take rope { here (itm_073); # Other end of rope msg_012; # "OK."; steal itm_073; # Other end of rope } act fill chal { has (itm_016); # Gold Chalice set (flag_10); msg_076; # "Sorry."; } act fill chal { has (itm_016); # Gold Chalice set (flag_11); msg_076; # "Sorry."; } act fill chal { has (itm_016); # Gold Chalice set (flag_12); msg_076; # "Sorry."; } act fill chal { here (itm_011); # Strange fountain has (itm_016); # Gold Chalice !set (flag_10); !set (flag_12); msg_012; # "OK."; on flag_11; } act fill chal { here (itm_048); # Ocean has (itm_016); # Gold Chalice !set (flag_11); !set (flag_12); msg_012; # "OK."; on flag_10; } act fill chal { here (itm_047); # Magnificent fountain has (itm_016); # Gold Chalice !set (flag_10); !set (flag_11); msg_012; # "OK."; on flag_12; } act drop medi { has (itm_010); # Old Box msg_012; # "OK."; drop itm_010; # Old Box } act drop ston { has (itm_022); # Small stone msg_012; # "OK."; drop itm_022; # Small stone } act drop ston { has (itm_023); # Small stone msg_012; # "OK."; drop itm_023; # Small stone } act drop ston { has (itm_024); # Small stone msg_012; # "OK."; drop itm_024; # Small stone } act drop tabl { has (itm_058); # Stone tablet msg_003; # "Where?"; } act drop tabl { has (itm_068); # Stone tablet msg_003; # "Where?"; } act drop rope { has (itm_073); # Other end of rope msg_003; # "Where?"; } act drop glob { has (itm_026); # White globe drop itm_026; # White globe swap itm_026, itm_054; # White globe # Broken globe msg_022; # "There's a tremendous flash of light!"; try { !has (itm_021); # I'm wearing it delay; on flag_14; } try { here (itm_045); # Cyclops delay; swap itm_045, itm_069; # Cyclops # Blind cyclops } } act drop anch { in (rm_006); here (itm_007); # Anchor msg_012; # "OK."; swap itm_067, itm_007; # The Ship is Anchored # Anchor on flag_19; } act drop rope { has (itm_071); # Rope msg_012; # "OK."; drop itm_071; # Rope } act drop mask { has (itm_020); # Gold Mask msg_012; # "OK."; drop itm_020; # Gold Mask zap itm_021; # I'm wearing it } act drop sand { has (itm_032); # Sandals msg_012; # "OK."; drop itm_032; # Sandals zap itm_033; # I'm wearing them } act exam foun { here (itm_011); # Strange fountain !set (flag_30); msg_063; # "It's full of"; msg_065; # "a strange liquid."; } act exam mast { in (rm_006); msg_025; # "High atop the mast is a crow's nest."; } act exam tabl { avail (itm_068); # Stone tablet msg_019; # "I see a picture of a mountain and the word 'SUN'"; } act exam tabl { avail (itm_058); # Stone tablet msg_030; # "I see a picture of a cave."; } act exam ston { avail (itm_024); # Small stone msg_008; # "It appears to be broken. Strange markings are present."; } act exam ston { avail (itm_023); # Small stone msg_008; # "It appears to be broken. Strange markings are present."; } act exam ston { avail (itm_022); # Small stone msg_008; # "It appears to be broken. Strange markings are present."; } act exam man { here (itm_013); # Man msg_015; # "He's been stung by scorpions."; } act exam box { avail (itm_010); # Old Box msg_010; # "It contains medicine."; } act exam stat { here (itm_025); # Stone Goddess msg_033; # "It's holding a sword."; } act exam stat { here (itm_062); # Animated statue msg_033; # "It's holding a sword."; } act exam alta { in (rm_022); !exists (itm_016); # Gold Chalice msg_006; # "I found"; msg_002; # "something!"; drop itm_016; # Gold Chalice } act exam ches { avail (itm_051); # Open chest !exists (itm_020); # Gold Mask msg_006; # "I found"; msg_002; # "something!"; drop itm_020; # Gold Mask } act exam cycl { here (itm_045); # Cyclops msg_018; # "One great big EYE has a focus in my direction!"; } act exam note { avail (itm_043); # Note msg_073; # "Please be more specific."; } act exam tele { has (itm_035); # Telescope in (rm_012); set (flag_22); !exists (itm_064); # Rocky strand msg_016; # "LAND HO!"; on flag_00; } act exam tele { has (itm_035); # Telescope in (rm_012); set (flag_28); !exists (itm_065); # Sandy beach msg_016; # "LAND HO!"; on flag_05; } act exam tele { has (itm_035); # Telescope in (rm_012); set (flag_20); !exists (itm_066); # Small island msg_016; # "LAND HO!"; on flag_01; } act exam rubb { avail (itm_049); # Pile of rubble !exists (itm_023); # Small stone msg_006; # "I found"; msg_002; # "something!"; drop itm_023; # Small stone } act exam chal { avail (itm_016); # Gold Chalice set (flag_10); msg_063; # "It's full of"; msg_064; # "water."; } act exam chal { avail (itm_016); # Gold Chalice set (flag_11); msg_063; # "It's full of"; msg_065; # "a strange liquid."; } act exam chal { avail (itm_016); # Gold Chalice set (flag_12); msg_063; # "It's full of"; msg_065; # "a strange liquid."; } act exam foun { here (itm_011); # Strange fountain set (flag_30); msg_006; # "I found"; msg_002; # "something!"; off flag_30; drop itm_026; # White globe } act exam foun { in (rm_036); msg_063; # "It's full of"; msg_065; # "a strange liquid."; } act exam any { msg_014; # "I see nothing special."; } act sail any { in (rm_006); here (itm_067); # The Ship is Anchored msg_076; # "Sorry."; } act sail west { in (rm_006); set (flag_17); avail (itm_034); # Compass msg_012; # "OK."; delay; off flag_17; on flag_20; } act sail east { in (rm_006); set (flag_17); avail (itm_034); # Compass msg_012; # "OK."; delay; off flag_17; on flag_27; } act sail sout { in (rm_006); set (flag_17); avail (itm_034); # Compass msg_012; # "OK."; delay; off flag_17; on flag_22; } act sail east { in (rm_006); set (flag_20); avail (itm_034); # Compass msg_012; # "OK."; delay; off flag_20; on flag_17; } act sail sout { in (rm_006); set (flag_20); avail (itm_034); # Compass msg_012; # "OK."; delay; off flag_20; on flag_21; } act sail nort { in (rm_006); set (flag_21); avail (itm_034); # Compass msg_012; # "OK."; delay; off flag_21; on flag_20; } act sail east { in (rm_006); set (flag_21); avail (itm_034); # Compass msg_012; # "OK."; delay; off flag_21; on flag_22; } act sail nort { in (rm_006); set (flag_22); avail (itm_034); # Compass msg_012; # "OK."; delay; off flag_22; on flag_17; } act sail west { in (rm_006); set (flag_22); avail (itm_034); # Compass msg_012; # "OK."; delay; off flag_22; on flag_21; } act sail east { in (rm_006); set (flag_27); avail (itm_034); # Compass msg_012; # "OK."; delay; off flag_27; on flag_28; } act sail west { in (rm_006); set (flag_27); avail (itm_034); # Compass msg_012; # "OK."; delay; off flag_27; on flag_17; } act sail west { in (rm_006); set (flag_28); avail (itm_034); # Compass msg_012; # "OK."; delay; off flag_28; on flag_27; } act sail any { in (rm_006); !avail (itm_034); # Compass msg_020; # "I can't tell which way that is!"; } act sail any { in (rm_006); msg_012; # "OK."; delay; } act push stat { here (itm_025); # Stone Goddess msg_004; # "Something rattles."; } act push stat { here (itm_062); # Animated statue in (rm_020); zap itm_062; # Animated statue msg_005; # "The Statue topples down the stairs."; move rm_019, itm_049; # Pile of rubble } act push stat { msg_062; # "Nothing happens."; } act push any { msg_035; # "Tell me how."; } act open ches { avail (itm_041); # Ornate chest has (itm_037); # Key msg_012; # "OK."; swap itm_041, itm_051; # Ornate chest # Open chest } act open ches { avail (itm_041); # Ornate chest msg_076; # "Sorry."; msg_029; # "It's locked."; } act ligh torc { avail (itm_056); # Torch avail (itm_019); # Flint & steel !set (flag_16); msg_012; # "OK."; swap itm_056, itm_009; # Torch # Lit torch } act brea any { msg_076; # "Sorry."; } act atta any { msg_076; # "Sorry."; msg_071; # "I'll only defend myself."; } act empt chal { has (itm_016); # Gold Chalice !set (flag_10); !set (flag_11); !set (flag_12); msg_062; # "Nothing happens."; } act empt chal { has (itm_016); # Gold Chalice msg_012; # "OK."; off flag_10; off flag_11; off flag_12; } act pour ocea { has (itm_016); # Gold Chalice msg_075; # "Empty it?"; } act unti rope { here (itm_072); # Rope tied to stalagmite here (itm_074); # Rope leading down into pit zap itm_072; # Rope tied to stalagmite zap itm_074; # Rope leading down into pit msg_080; # "Rope slides into the pit."; } act unti rope { here (itm_072); # Rope tied to stalagmite zap itm_072; # Rope tied to stalagmite zap itm_073; # Other end of rope drop itm_071; # Rope msg_012; # "OK."; } act unli torc { avail (itm_009); # Lit torch msg_012; # "OK."; swap itm_009, itm_056; # Lit torch # Torch } act read note { avail (itm_043); # Note msg_060; # "Have you tried all 12 Adventures? If not, contact Adventure International today!"; } act slee any { msg_044; # "Goodnight."; on flag_29; delay; } act wear sand { has (itm_032); # Sandals !has (itm_033); # I'm wearing them msg_012; # "OK."; steal itm_033; # I'm wearing them } act wear mask { has (itm_020); # Gold Mask !has (itm_021); # I'm wearing it msg_012; # "OK."; steal itm_021; # I'm wearing it msg_011; # "Everything appears grey."; } act remo sand { has (itm_033); # I'm wearing them msg_012; # "OK."; zap itm_033; # I'm wearing them } act remo mask { has (itm_021); # I'm wearing it msg_012; # "OK."; zap itm_021; # I'm wearing it } act drin ocea { has (itm_016); # Gold Chalice set (flag_11); msg_012; # "OK."; die; } act drin ocea { has (itm_016); # Gold Chalice set (flag_10); msg_012; # "OK."; off flag_10; msg_082; # "YUCK!"; } act drin ocea { has (itm_016); # Gold Chalice set (flag_12); msg_012; # "OK."; die; } act help any { msg_076; # "Sorry."; } act say sun { in (rm_014); avail (itm_068); # Stone tablet msg_012; # "OK."; .noun_nl; msg_037; # "The ground shakes violently!"; drop itm_012; # Crevice } act say any { msg_012; # "OK."; .noun_nl; msg_062; # "Nothing happens."; } act quit any { msg_041; # "I have failed my mission."; quit; } act give medi { here (itm_013); # Man .nl; msg_036; # "MAN: I'm afraid it's too late for me. Appeal to the gods for help!"; swap itm_013, itm_036; # Man # Dead man msg_059; # "The man is dead!"; } act give chal { in (rm_001); has (itm_016); # Gold Chalice set (flag_10); msg_039; # "The King grabs it,"; msg_067; # "drinks the liquid..."; delay; delay; msg_062; # "Nothing happens."; msg_077; # "He has me executed."; die; } act give chal { in (rm_001); has (itm_016); # Gold Chalice set (flag_11); msg_039; # "The King grabs it,"; msg_067; # "drinks the liquid..."; delay; delay; msg_040; # "and DIES! The Guards have me beheaded."; die; } act give chal { in (rm_001); has (itm_016); # Gold Chalice set (flag_12); msg_039; # "The King grabs it,"; msg_067; # "drinks the liquid..."; delay; delay; swap itm_002, itm_052; # Aged King # Youthful King msg_066; # "and transforms into a young man. CONGRATULATIONS!! Mission accomplished."; success; .room; quit; } act give chal { in (rm_001); has (itm_016); # Gold Chalice msg_039; # "The King grabs it,"; delay; delay; msg_068; # "and yells 'It's EMPTY!'"; msg_077; # "He has me executed."; die; } act give bag { avail (itm_053); # Bag of gold in (rm_005); zap itm_053; # Bag of gold msg_078; # "The surprised merchant grabs it and runs like a thief!"; on flag_02; zap itm_030; # Merchant } act give bag { avail (itm_053); # Bag of gold in (rm_004); zap itm_053; # Bag of gold msg_078; # "The surprised merchant grabs it and runs like a thief!"; on flag_04; zap itm_028; # Merchant } act give bag { avail (itm_053); # Bag of gold in (rm_003); zap itm_053; # Bag of gold msg_078; # "The surprised merchant grabs it and runs like a thief!"; on flag_06; on flag_03; on flag_07; zap itm_029; # Merchant } act jump pit { in (rm_030); msg_012; # "OK."; die; } act pray any { in (rm_022); !here (itm_015); # Hidden Passage msg_012; # "OK."; msg_017; # "I hear"; msg_002; # "something!"; drop itm_015; # Hidden Passage } act pray any { msg_012; # "OK."; msg_062; # "Nothing happens."; } act tie rope { has (itm_071); # Rope msg_012; # "OK."; msg_003; # "Where?"; } act to stal { in (rm_030); avail (itm_071); # Rope msg_012; # "OK."; drop itm_072; # Rope tied to stalagmite swap itm_073, itm_071; # Other end of rope # Rope } act buy ship { here (itm_004); # Large ship has (itm_053); # Bag of gold !set (flag_02); msg_012; # "OK."; on flag_02; } act buy sand { here (itm_032); # Sandals has (itm_053); # Bag of gold !set (flag_04); msg_012; # "OK."; get itm_032; # Sandals on flag_04; } act buy comp { here (itm_034); # Compass has (itm_053); # Bag of gold !set (flag_03); msg_012; # "OK."; get itm_034; # Compass on flag_03; } act buy tele { here (itm_035); # Telescope has (itm_053); # Bag of gold !set (flag_07); msg_012; # "OK."; get itm_035; # Telescope on flag_07; } act buy tabl { here (itm_058); # Stone tablet has (itm_053); # Bag of gold !set (flag_06); msg_012; # "OK."; get itm_058; # Stone tablet on flag_06; } act on grou { has (itm_073); # Other end of rope msg_012; # "OK."; drop itm_073; # Other end of rope } act on grou { has (itm_058); # Stone tablet msg_012; # "OK."; drop itm_058; # Stone tablet move rm_030, itm_058; # Stone tablet drop itm_038; # Pile of rubble } act on grou { has (itm_068); # Stone tablet msg_012; # "OK."; drop itm_068; # Stone tablet } act in foun { has (itm_058); # Stone tablet in (rm_011); msg_012; # "OK."; zap itm_058; # Stone tablet msg_081; # "PLOOSH!"; } act in foun { has (itm_068); # Stone tablet in (rm_016); msg_012; # "OK."; zap itm_068; # Stone tablet msg_081; # "PLOOSH!"; } act in pit { has (itm_073); # Other end of rope msg_012; # "OK."; zap itm_073; # Other end of rope drop itm_074; # Rope leading down into pit } act in foun { has (itm_058); # Stone tablet in (rm_016); msg_012; # "OK."; move rm_008, itm_058; # Stone tablet msg_081; # "PLOOSH!"; } act in foun { has (itm_068); # Stone tablet in (rm_011); msg_012; # "OK."; move rm_008, itm_068; # Stone tablet msg_081; # "PLOOSH!"; } act rais anch { in (rm_006); here (itm_067); # The Ship is Anchored msg_012; # "OK."; swap itm_067, itm_007; # The Ship is Anchored # Anchor off flag_19; } act step up { in (rm_020); msg_012; # "OK."; goto rm_021; } act step down { in (rm_020); msg_012; # "OK."; goto rm_019; } act wait any { msg_012; # "OK."; delay; sub 6; } treasure=rm_000; initial=rm_004;