REM ---- The WATER Adventure *.DAT file STARTING_ROOM 10 RESURRECTION ROOM 10 MAX_LIVES 2 MAXIMUM_SCORE 10000 REM -- MAXIMUM ROOMS 190 REM -- MAXIMUM NOUNS 289 REM -- MAXIMUM CREATURES 350 REM -- LAST META-COMMAND 40 REM -- ITEMS BEING CARRIED 2 REM -- ITEMS BEING WORN 0 VERB DUMMY_VERB1 NOON DUMMY_VERB2 DAWN DUMMY_VERB3 NIGHT DUMMY_VERB4 DAY DUMMY_VERB5 EVENING DUMMY_VERB6 MORNING DUMMY_VERB7 SITDOWN DUMMY_VERB8 STANDUP DUMMY_VERB9 SITON DUMMY_VERB10 GIVE DUMMY_VERB11 JUMP DUMMY_VERB12 CAST DUMMY_VERB13 FUCK DUMMY_VERB14 COLOURS END_VERB INTRODUCTION The Plot (Revised and shortened): The aim of the game is to cast a spell on some objects to change them into a chip which may be used to complete the game. For a full game plot see the end of the instructions. END_INTRODUCTION REM LISTING ITEMS BEING CARRIED NOUN 240 ; AEROSOL CAN CAN AEROSOL There is an aerosol can here. LOCATION 1 ; Carrying it WEIGHT 4 SIZE 10 END_NOUN NOUN_DESCR 240 ; AEROSOL CAN The aerosol is in actual fact a can of deodorant, unfortunately it is linx musk. Not that useful really. END_NOUN_DESCR NOUN 272 ; MAGIC SPELL SPELL MAGIC There is a magic spell here. LOCATION 1 ; Carrying it UNMOVABLE END_NOUN NOUN_DESCR 272 ; MAGIC SPELL You know right well that you cannot examine a magic spell. You can only cast them. END_NOUN_DESCR REM LISTING ROOMS AND ITEMS AND CREATURES IN THEM ROOM 10 ; Nest. Nest. END_ROOM ROOM_DESCR 10 ; Nest. The nest is made from bird guano and large branches, the large branches are interlaced with smaller ones, the nest is perfect in almost every way. END_ROOM_DESCR HELP 10 ; Nest. Try pulling something. END_HELP_DESCR NOUN 201 ; SMALL TWIG TWIG SMALL There is a small twig sticking out of the nest here. LOCATION 10 ; Nest. WEIGHT 100 SIZE 100 UNMOVABLE END_NOUN NOUN_DESCR 201 ; SMALL TWIG The twig is small and brown. It makes the whole nest look unperfect. END_NOUN_DESCR ROOM 11 ; Bottom of Tree. Bottom of Tree. EAST 12 ; Crossroads. END_ROOM ROOM_DESCR 11 ; Bottom of Tree. The tree which looms above you is unbelievably large, you are amazed that anyone could ever be able to climb down it. The ground is soft and mushy, your feet start to sink, you have to keep moving or you will sink into the swampy ground and your quest will surly be over. A gravel path leads off to the east and the branches of the tree lead up. END_ROOM_DESCR ROOM 12 ; Crossroads. Crossroads. NORTH 15 ; Crossroad. EAST 13 ; Outside Church. WEST 11 ; Bottom of Tree. DOWN 55 ; Bottom of Mountain. END_ROOM ROOM_DESCR 12 ; Crossroads. The crossroads at which your are standing is at the top of a large cliff, it leads off into three directions, north, west and east. To the east is a church and to the west an unbelievably large tree of some sort, it is hard to see anything to the north as there is quite a heavy mist, you strain your eyes and just manage to see another crossroads. You could also go straight down the side of the mountain. END_ROOM_DESCR ROOM 13 ; Outside Church. Outside Church. WEST 12 ; Crossroads. SPECIAL 14 ; Inside Church. ROOM_SYNONYMS MAGIC_WORD PRAY END_ROOM ROOM_DESCR 13 ; Outside Church. The church has recently been white-washed and looks spanking new. The church doors are however closed and you cannot get in. The crossroads are to the west. END_ROOM_DESCR HELP 13 ; Outside Church. Couldn't you do with some high-up help, try God. END_HELP_DESCR SPECIAL 14 ; Inside Church. You kneel down and start to pray to God, there is a blinding flash of light and the doors of the church open themselves, you stand-up and walk into the church. END_SPECIAL ROOM 14 ; Inside Church. Inside Church. WEST 13 ; Outside Church. END_ROOM ROOM_DESCR 14 ; Inside Church. The church is beutiful, there are two isles of seats, one to your left and one to your right, at the end of them is a small pew where the rector does his sermons. END_ROOM_DESCR NOUN 221 ; DOG BISCUIT BISCUIT DOG There is a dog biscuit here. LOCATION 14 ; Inside Church. WEIGHT 5 SIZE 8 READABLE EDIBLE END_NOUN NOUN_DESCR 221 ; DOG BISCUIT The biscuit has some writing on it, by the way, it's one of those BEEFE dog biccies, they're very nutritious. END_NOUN_DESCR TEXT 221 ; DOG BISCUIT The biccie reads: ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³BEEFE biccies, very nutritious.³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ END_TEXT ROOM 15 ; Crossroad. Crossroad. SOUTH 12 ; Crossroads. NORTHEAST 16 ; Ancient Ritual Grounds. NORTHWEST 17 ; Outside Shack. END_ROOM ROOM_DESCR 15 ; Crossroad. The crossroad has three turnings, northwest, south and northeast. You cannot see what lies to the northeast or northwest but can see a crossroads to the south. The seems to be getting constantly thicker. END_ROOM_DESCR NOUN 202 ; LARGE SIGN SIGN LARGE A sign has been driven into the road here. LOCATION 15 ; Crossroad. WEIGHT 100 SIZE 100 UNMOVABLE READABLE END_NOUN NOUN_DESCR 202 ; LARGE SIGN The sign is quite large and has some writing on it. END_NOUN_DESCR TEXT 202 ; LARGE SIGN The sign reads: ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ\ ³ SOUTH Crossroads \ ³ NORTHEAST Ancient > ³ NORTHWEST Small Shack / ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ/ END_TEXT ROOM 16 ; Ancient Ritual Grounds. Ancient Ritual Grounds. SOUTHWEST 15 ; Crossroad. END_ROOM ROOM_DESCR 16 ; Ancient Ritual Grounds. The ritual grounds are old and have obviously been unused for some time now. In the centre you can see where they tortured and sacrificed their victims. Small red stones lie about the ground, are they naturally red or has some turn of events dyed them that colour? A strange chill enters the area and you shiver quite vigorously. END_ROOM_DESCR ROOM 17 ; Outside Shack. Outside Shack. WEST 18 ; Inside Shack. SOUTHEAST 15 ; Crossroad. END_ROOM ROOM_DESCR 17 ; Outside Shack. You are standing outside the cottage which is to the west. A path leads from where you're standing to the southeast where there is a crossroad. As you look around you can just manage to see a ritual ground to the east, there doesn't seem to be any apparent way to get to it from here though. END_ROOM_DESCR ROOM 18 ; Inside Shack. Inside Shack. EAST 17 ; Outside Shack. END_ROOM ROOM_DESCR 18 ; Inside Shack. The shack is quite small, there is some sort of small attachment to the outside of the shack, you can see an object glowing inside it but you cannot get in. Shelves line the walls of the shack, each shelf containing something different. One shelf is full of books, another has jars on it. There are some truly amazing things here. You feel like taking some of the more fanciful things but that would be immoral, wouldn't it? END_ROOM_DESCR NOUN 204 ; GLASS JAR JAR GLASS There is a glass jar here. LOCATION 18 ; Inside Shack. WEIGHT 10 SIZE 6 END_NOUN NOUN_DESCR 204 ; GLASS JAR The jar is made of glass and has some quite strange objects in it. Upon reading the jar you realized that it contains bats brains. You feel, to say the least, ill. END_NOUN_DESCR ROOM 19 ; Inside Attachment to Shack. Inside Attachment to Shack. EAST 18 ; Inside Shack. END_ROOM ROOM_DESCR 19 ; Inside Attachment to Shack. The small attachment is only large enough to squat-down in, a small table is in the left-most corner. There is an opening to the east leading back into the shack. You start to feel claustrophobic and want to SHOUT. END_ROOM_DESCR NOUN 203 ; GRAY STONE STONE GRAY There is a gray stone here. LOCATION 19 ; Inside Attachment to Shack. POINTS 100 WEIGHT 10 SIZE 10 END_NOUN NOUN_DESCR 203 ; GRAY STONE The stone is quite small and is coloured gray, this is the first of the five stones. END_NOUN_DESCR ROOM 30 ; End Of Forest Trail. End Of Forest Trail. NORTH 31 ; Large Clearing. SOUTH 40 ; Entrance to Forest. END_ROOM ROOM_DESCR 30 ; End Of Forest Trail. The forest trail ends here and joins onto a small gravelled path. A rickety whitewashed fence adheres to the sides of the path until it reaches the large opening to the north. In the middle of the clearing is a quite large tower of some sort. It is surrounded by bushes and hedges of different types. END_ROOM_DESCR ROOM 31 ; Large Clearing. Large Clearing. SOUTH 30 ; End Of Forest Trail. END_ROOM ROOM_DESCR 31 ; Large Clearing. You are standing in front of a large tower in the middle of a clearing. The tower looms overhead casting a shadow on almost everything to its' immediate south. The door to the tower is shut tight. The only apparent way to go is south. There is something on the door to the tower. END_ROOM_DESCR NOUN 210 ; WOODEN DOOR DOOR WOODEN LOCATION 31 ; Large Clearing. WEIGHT 100 SIZE 100 UNMOVABLE END_NOUN NOUN_DESCR 210 ; WOODEN DOOR The door is large and made of heavy wood, it would be almost impossible to move by yourself. END_NOUN_DESCR NOUN 213 ; PAPER NOTICE NOTICE PAPER There is a paper notice cellotaped to the door of the tower. LOCATION 31 ; Large Clearing. WEIGHT 5 SIZE 6 READABLE END_NOUN NOUN_DESCR 213 ; PAPER NOTICE The paper notice is made of paper, it also has writing on it. END_NOUN_DESCR TEXT 213 ; PAPER NOTICE What time of day is it? (NIGHT/DAY/EVENING/MORNING) Give your answer in the following format. (night/day/evening/morning) TIME e.g. EVENING TIME END_TEXT ROOM 32 ; Large Opening. Large Opening. NORTH 33 ; Inside tower. SOUTH 30 ; End Of Forest Trail. END_ROOM ROOM_DESCR 32 ; Large Opening. You are standing in front of a large tower in the middle of a clearing. The tower looms overhead casting a shadow on almost everything to its' immediate south. The door to the tower is lying wide open. The forest trail is to the south. END_ROOM_DESCR ROOM 33 ; Inside tower. Inside tower. SOUTH 31 ; Large Clearing. UP 34 ; Second Floor of Tower. END_ROOM ROOM_DESCR 33 ; Inside tower. The inside of the tower is bland and boring, you have a feeling of death and despondency, maybe you forgot to hand in your maths project, then again maybe not. Back to the story.. A flight of old worn-down steps lead upwards to the second floor of the tower and the main entrance to the tower is to the south. END_ROOM_DESCR ROOM 34 ; Second Floor of Tower. Second Floor of Tower. DOWN 33 ; Inside tower. END_ROOM ROOM_DESCR 34 ; Second Floor of Tower. The roof of the tower has been damaged quite badly here but seems to keep out what rain there is on this desolate planet. Tiles are scattered about the floor, there are only three exits, down, a shut door to your west and if you're a mascacist, out the window where you would definitely plunge to your death on the jagged rocks below, that's if you don't have wings of course. Strangly enough there is a plug on one of the walls. Through the door you can hear laughter and people joking, it must be the bar from which you came. END_ROOM_DESCR NOUN 211 ; LARGE MACHINE MACHINE LARGE There is a large machine placed against the eastern wall. LOCATION 34 ; Second Floor of Tower. WEIGHT 100 SIZE 100 UNMOVABLE END_NOUN NOUN_DESCR 211 ; LARGE MACHINE The large machine is plugged into the mains plug via a small electrical lead. There is an empty place for a chip on the machine. END_NOUN_DESCR ROOM 35 ; Octagonal Room. Octagonal Room. NORTH 35 ; Octagonal Room. SOUTH 35 ; Octagonal Room. EAST 35 ; Octagonal Room. WEST 35 ; Octagonal Room. NORTHEAST 35 ; Octagonal Room. NORTHWEST 35 ; Octagonal Room. SOUTHEAST 35 ; Octagonal Room. SOUTHWEST 35 ; Octagonal Room. UP 35 ; Octagonal Room. DOWN 35 ; Octagonal Room. END_ROOM ROOM_DESCR 35 ; Octagonal Room. The room is plane, boring and quite depressing overall really. There is a large hole in the roof and the floor, a ladder runs directly through both therefore creating an exit both up and down, there is one door on each of the eight walls. Each od the doors are open. END_ROOM_DESCR HELP 35 ; Octagonal Room. Try trying to: SITDOWN or SITON CHAIR. END_HELP_DESCR NOUN 212 ; LEATHER CHAIR CHAIR LEATHER There is a leather chair placed near the hole here. LOCATION 35 ; Octagonal Room. WEIGHT 100 SIZE 100 UNMOVABLE END_NOUN NOUN_DESCR 212 ; LEATHER CHAIR The chair is well made by an obviously superior craftsman, a small label is stuck to one of its legs, it reads: Made by a superior craftsman. END_NOUN_DESCR ROOM 36 ; Bar On Sandplanet 1B. Bar On Sandplanet 1B. END_ROOM ROOM_DESCR 36 ; Bar On Sandplanet 1B. You have appeared back in your seats, you notice that no-one is glad to see that you're back and are safe, they aren't even thanking you for saving their lives, perhaps they don't know what was going to happen to them. You take no notice sit back, snatch back your drink from someone who has just gone and nicked it and relax and look back over the ordeal which you have just endured. END_ROOM_DESCR ROOM 40 ; Entrance to Forest. Entrance to Forest. NORTH 30 ; End Of Forest Trail. SOUTH 41 ; Forest. END_ROOM ROOM_DESCR 40 ; Entrance to Forest. The forest trail ends here, the grassy track comes from the forest and leads north to a clearing of some sort. END_ROOM_DESCR ROOM 41 ; Forest. Forest. NORTH 40 ; Entrance to Forest. SOUTH 42 ; On East Side of Ravine. EAST 43 ; In Midst of Thick Vegetation. SOUTHEAST 44 ; Dense Forest. END_ROOM ROOM_DESCR 41 ; Forest. To your north you can see the end of the forest track and to your south the track leads to a dead-end. The track also goes off to the east and southeast. To your west you can see a large ravine on the other side of which is another large forest. END_ROOM_DESCR HELP 41 ; Forest. Enjoy the scenery. END_HELP_DESCR ROOM 42 ; On East Side of Ravine. On East Side of Ravine. NORTH 41 ; Forest. EAST 44 ; Dense Forest. NORTHEAST 43 ; In Midst of Thick Vegetation. END_ROOM ROOM_DESCR 42 ; On East Side of Ravine. The track comes to a dead-end, at first glance it seems as though you'll have to turn back, then you notice some holes in the bushes on either side of you. One goes to the east and another to the northeast, through the third hole you can see a large ravine. END_ROOM_DESCR HELP 42 ; On East Side of Ravine. Enter a hole or go north, it isn't a hard decision. END_HELP_DESCR ROOM 43 ; In Midst of Thick Vegetation. In Midst of Thick Vegetation. SOUTH 44 ; Dense Forest. EAST 45 ; You're Lost. WEST 41 ; Forest. SOUTHWEST 42 ; On East Side of Ravine. END_ROOM ROOM_DESCR 43 ; In Midst of Thick Vegetation. You are in the midst of some seriously thick undergrowth, the large trees loom overhead giving you a feeling of minusculity and diminutiveness. The track on which you're standing stops here and joins onto two other tracks, one to the west and the other to the east. There are however two other places which you can go to. Each of which is a hole in a large hedge to your south and southwest. END_ROOM_DESCR ROOM 44 ; Dense Forest. Dense Forest. NORTH 43 ; In Midst of Thick Vegetation. EAST 48 ; Edge of Forest. WEST 42 ; On East Side of Ravine. NORTHWEST 41 ; Forest. END_ROOM ROOM_DESCR 44 ; Dense Forest. You feel tired but are determined to complete your mission, after lying down for a little while you stand up and feel quite refreshed. The track heads-off in four directions, north, west, east and northwest. END_ROOM_DESCR ROOM 45 ; You're Lost. You're Lost. WEST 43 ; In Midst of Thick Vegetation. SOUTHEAST 47 ; Forest. DOWN 46 ; Mud Pool. ENTER 46 ; Mud Pool. END_ROOM ROOM_DESCR 45 ; You're Lost. You feel lost, alone an most importantly scared useless. The gravel track goes west and southeast, you suddenly realize that the ground on which you're standing in quite soft and is starting to give-way under your feet. There looks to be a slide going down to a muddy pool here. END_ROOM_DESCR ROOM 46 ; Mud Pool. Mud Pool. NORTH 46 ; Mud Pool. SOUTH 46 ; Mud Pool. EAST 46 ; Mud Pool. WEST 46 ; Mud Pool. NORTHEAST 46 ; Mud Pool. NORTHWEST 46 ; Mud Pool. SOUTHEAST 46 ; Mud Pool. SOUTHWEST 46 ; Mud Pool. UP 46 ; Mud Pool. DOWN 46 ; Mud Pool. END_ROOM ROOM_DESCR 46 ; Mud Pool. The mud pool is full of this sticky brown stuff, I guess it must be mud. END_ROOM_DESCR HELP 46 ; Mud Pool. Why not have some fun? END_HELP_DESCR ROOM 47 ; Forest. Forest. SOUTH 48 ; Edge of Forest. EAST 50 ; Forest Track. NORTHEAST 49 ; Start of Forest Trail. NORTHWEST 45 ; You're Lost. END_ROOM ROOM_DESCR 47 ; Forest. You're standing in the middle of a quite large forest, guess what, there are lots of trees about here, don't you find that amazing? If so please send you answer to the question to the authors address. (type HELP for the address). Oh!, I nearly forgot, the track goes off to the northwest, northeast, south and east. END_ROOM_DESCR ROOM 48 ; Edge of Forest. Edge of Forest. NORTH 47 ; Forest. EAST 51 ; In Forest Beside Hill. NORTHEAST 50 ; Forest Track. END_ROOM ROOM_DESCR 48 ; Edge of Forest. Some barbed wire bars you from going south or west. The track goes north, east and northeast from here. END_ROOM_DESCR ROOM 49 ; Start of Forest Trail. Start of Forest Trail. SOUTH 50 ; Forest Track. EAST 52 ; Entrance to Forest. SOUTHWEST 47 ; Forest. END_ROOM ROOM_DESCR 49 ; Start of Forest Trail. You find yourself standing at the start of a forest trail of some sort. END_ROOM_DESCR NOUN 220 ; WOODEN SIGN SIGN WOODEN A wooden sign has been hammered into the ground here. LOCATION 49 ; Start of Forest Trail. UNMOVABLE READABLE END_NOUN NOUN_DESCR 220 ; WOODEN SIGN The wooden sign is wooden, it is also hammered into the ground. You might have gathered that from the text in the description. It is also too heavy to lift out of the ground by yourself. END_NOUN_DESCR TEXT 220 ; WOODEN SIGN The sign reads: ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ\ ³ Forest SOUTHWEST \ ³ Forest SOUTH > ³ Entrance EAST / ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ/ END_TEXT ROOM 50 ; Forest Track. Forest Track. NORTH 49 ; Start of Forest Trail. SOUTH 51 ; In Forest Beside Hill. WEST 47 ; Forest. END_ROOM ROOM_DESCR 50 ; Forest Track. The track goes south, west and north from here. A loud schreik can be heard from deep within the forest, it sends a deep cold chill up you back, the hair on the back of your neck stands on end. END_ROOM_DESCR ROOM 51 ; In Forest Beside Hill. In Forest Beside Hill. NORTH 50 ; Forest Track. WEST 48 ; Edge of Forest. END_ROOM ROOM_DESCR 51 ; In Forest Beside Hill. The track ends at a fence covered in barbed wire here but you can still go north or west. I small hill is to your east, there seems to be something on top of it. If only you had something to cut the wire with you could get to it. END_ROOM_DESCR ROOM 52 ; Entrance to Forest. Entrance to Forest. EAST 53 ; Crossroads. WEST 49 ; Start of Forest Trail. END_ROOM ROOM_DESCR 52 ; Entrance to Forest. You are standing at the entrance to a large forest, the gate to it is lying wide open, the stony path on which you're standing leads off to a crossroads towards the east, to the west it joins onto a grass track at the other side of the gate. END_ROOM_DESCR ROOM 53 ; Crossroads. Crossroads. NORTH 54 ; V in Path. WEST 52 ; Entrance to Forest. END_ROOM ROOM_DESCR 53 ; Crossroads. You are standing at a crossroads, the path goes west to a forest, north to a V in the path, to the east you can see a village. END_ROOM_DESCR ROOM 54 ; V in Path. V in Path. SOUTH 53 ; Crossroads. NORTHEAST 100 ; Beginning of Forest. NORTHWEST 55 ; Bottom of Mountain. END_ROOM ROOM_DESCR 54 ; V in Path. The V in the path leads to a mountain to the northwest and a forest to the northeast, it also goes to the south. END_ROOM_DESCR CREATURE 301 ; EVIL ELF ELF EVIL An evil little elf blocks your way, you can't get past it. LOCATION 54 ; V in Path. HOSTILE END_CREATURE CREATURE_DESCR 301 ; EVIL ELF The elf has a dagger in his left hand, a red liquid of some sort drips from the tip of the blade into a puddle on the ground, the puddle has turned bright red. It's wearing tatty leather clothes and leather sandles. It also has a large belt which conceives various other weapons. END_CREATURE_DESCR ROOM 55 ; Bottom of Mountain. Bottom of Mountain. SOUTHEAST 54 ; V in Path. UP 12 ; Crossroads. END_ROOM ROOM_DESCR 55 ; Bottom of Mountain. The mountain looms overhead, it casts a shadow on you and just about everything else near you. There are just about enough out-crops for you to climb to the top of it. END_ROOM_DESCR ROOM 100 ; Beginning of Forest. Beginning of Forest. NORTH 101 ; Edge of Forest. SOUTHWEST 54 ; V in Path. END_ROOM ROOM_DESCR 100 ; Beginning of Forest. You're leaning against the east side of a wooden gate which is the only boundary between the gravel path to the southwest and the grassy trail to the north, the trail to the north leads deep into the forest. END_ROOM_DESCR ROOM 101 ; Edge of Forest. Edge of Forest. SOUTH 100 ; Beginning of Forest. EAST 102 ; Thick Undergrowth. NORTHEAST 118 ; Bottom of Temple. END_ROOM ROOM_DESCR 101 ; Edge of Forest. The trail breaks-off here and leads off to the northeast to a temple of some kind. The trail also leads on to the south and the east. END_ROOM_DESCR ROOM 102 ; Thick Undergrowth. Thick Undergrowth. WEST 101 ; Edge of Forest. SOUTHEAST 103 ; Trail Junction. END_ROOM ROOM_DESCR 102 ; Thick Undergrowth. The forest trail goes west and southeast from here. Large trees line either side of the trail, they block out the sun which is bearing down heavily on them, a few beams of light manage to pierce the thick green umbrella overhead. END_ROOM_DESCR ROOM 103 ; Trail Junction. Trail Junction. NORTH 104 ; Dead-end. EAST 107 ; Deep in Forest (lost). NORTHWEST 102 ; Thick Undergrowth. END_ROOM ROOM_DESCR 103 ; Trail Junction. Three trails meet here, one from the north, one from the east and another from the northwest. Under your feet are a few scattered leaves and branches. END_ROOM_DESCR NOUN 289 ; METAL SIGN SIGN METAL There is a metal sign hammered into the ground here. LOCATION 103 ; Trail Junction. UNMOVABLE READABLE END_NOUN NOUN_DESCR 289 ; METAL SIGN The sign is made from heavy metal, it has some writing on it. END_NOUN_DESCR TEXT 289 ; METAL SIGN It reads: ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ DANGER!!!!! ³ ³ Mining in progress! ³ ³DON'T JUMP OR MAKE ANY SUDDEN MOVEMENTS!!!!!³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ END_TEXT ROOM 104 ; Dead-end. Dead-end. SOUTH 103 ; Trail Junction. END_ROOM ROOM_DESCR 104 ; Dead-end. The trail comes to a dead-end here, the only way to go is south. END_ROOM_DESCR ROOM 107 ; Deep in Forest (lost). Deep in Forest (lost). WEST 103 ; Trail Junction. SOUTHEAST 108 ; Top of Mud Slide. END_ROOM ROOM_DESCR 107 ; Deep in Forest (lost). The trail goes off to the west and southeast from here. The heavy layer of leaves and vines which was overhead has now become less dense than before and more of the light is getting through unhindered. END_ROOM_DESCR ROOM 108 ; Top of Mud Slide. Top of Mud Slide. NORTHWEST 107 ; Deep in Forest (lost). DOWN 109 ; Pit. END_ROOM ROOM_DESCR 108 ; Top of Mud Slide. You're standing at the top of a large mudslide, it leads down whereas a path leads northwest. END_ROOM_DESCR ROOM 109 ; Pit. Pit. END_ROOM ROOM_DESCR 109 ; Pit. The pit is full of deadly snakes and poisonous scorpions, they're crawling all over your body and around your feet. END_ROOM_DESCR ROOM 110 ; Alter. Alter. END_ROOM ROOM_DESCR 110 ; Alter. You've fallen into a pit which contains a sacrificial alter, I wonder what will be the next sacrifice? END_ROOM_DESCR ROOM 111 ; Dark Tunnel. Dark Tunnel. SOUTHWEST 112 ; Tunnel Junction. UP 103 ; Trail Junction. LIGHT 1 ; Any light will do END_ROOM ROOM_DESCR 111 ; Dark Tunnel. The tunnel is quite dark, the moistness of the air is instantly felt as your lungs fill-up with damp groggy air. The tunnel leads off to the southwest. Vines entwine themselves along the wall which leads upwards to the forest. END_ROOM_DESCR ROOM 112 ; Tunnel Junction. Tunnel Junction. SOUTH 113 ; Junction in Tunnel (another on NORTHEAST 111 ; Dark Tunnel. SOUTHEAST 114 ; Four Tunnel Junction. LIGHT 1 ; Any light will do END_ROOM ROOM_DESCR 112 ; Tunnel Junction. Three parts of the tunnel join here, one to the north, another to the south and the final to the southeast. END_ROOM_DESCR ROOM 113 ; Junction in Tunnel (another on Junction in Tunnel (another on NORTH 112 ; Tunnel Junction. EAST 114 ; Four Tunnel Junction. SOUTHEAST 116 ; Tunnel End. LIGHT 1 ; Any light will do END_ROOM ROOM_DESCR 113 ; Junction in Tunnel (another on You are yet another of the tunnels junctions, the three paths are from the north, east and southeast. The tunnel has become suddenly darker here. END_ROOM_DESCR ROOM 114 ; Four Tunnel Junction. Four Tunnel Junction. SOUTH 116 ; Tunnel End. EAST 115 ; Tiger Chamber. WEST 113 ; Junction in Tunnel (another on NORTHWEST 112 ; Tunnel Junction. LIGHT 1 ; Any light will do END_ROOM ROOM_DESCR 114 ; Four Tunnel Junction. Tunnels from the east, west, south and northwest join here at one point. To the east is a well lit chamber, a shadow lurks stealthily around the corner of the chamber as though hiding, waiting. END_ROOM_DESCR ROOM 115 ; Tiger Chamber. Tiger Chamber. END_ROOM ROOM_DESCR 115 ; Tiger Chamber. You now know what the shadow which was lurking around the corner was, it's a tiger. The tiger struts about in front of you for a while. END_ROOM_DESCR ROOM 116 ; Tunnel End. Tunnel End. NORTH 114 ; Four Tunnel Junction. EAST 117 ; Cleared Area. NORTHWEST 113 ; Junction in Tunnel (another on LIGHT 1 ; Any light will do END_ROOM ROOM_DESCR 116 ; Tunnel End. The tunnel ends here, it leads out to the east to a clearing in a wooded area. To the north and northwest are two more tunnels. END_ROOM_DESCR ROOM 117 ; Cleared Area. Cleared Area. NORTH 190 ; Castle Steps. EAST 116 ; Tunnel End. END_ROOM ROOM_DESCR 117 ; Cleared Area. You're standing in the middle of a large clearing, scantily placed tree stumps are tucked deep into the soil all around you, they look as though they've been cut with a high-tech cutting edge of some sort, you never know, perhaps a time travelling wood-cutter came this way and had an urge to wreck havoc on a few trees. The tunnel from which you came is to the east and the entrance to a large mansion is to your north. END_ROOM_DESCR ROOM 118 ; Bottom of Temple. Bottom of Temple. SOUTHWEST 101 ; Edge of Forest. UP 119 ; Top of Temple. END_ROOM ROOM_DESCR 118 ; Bottom of Temple. The temple looms overhead, its vastness is simply inconceivable, it's like nothing you've ever seen or read about before. Steps hie up to the pinnacle of the great pyramid like structure. The forest trail leads off to the southwest. END_ROOM_DESCR ROOM 119 ; Top of Temple. Top of Temple. NORTH 120 ; Inside Shack. DOWN 118 ; Bottom of Temple. END_ROOM ROOM_DESCR 119 ; Top of Temple. You are standing at the top of the temple, as you look over the edge a small stone tumbles over the edge and falls to the ground far below, you strain your ears to try and hear the stone hit the ground but you can't. There is a pathway to the north leading into a large shack. END_ROOM_DESCR ROOM 120 ; Inside Shack. Inside Shack. NORTH 123 ; In front of Throne. SOUTH 119 ; Top of Temple. EAST 121 ; Midst of Guards. WEST 121 ; Midst of Guards. END_ROOM ROOM_DESCR 120 ; Inside Shack. The shack is quite large in size but seems crowded as there are lots of people kneeling on the ground, they are all facing a man on a throne to the north. There are some strangly dressed people to your east and west, they seem to be dressed in the apparel of a witch doctor. The shacks exit is to your south. END_ROOM_DESCR ROOM 121 ; Midst of Guards. Midst of Guards. END_ROOM ROOM_DESCR 121 ; Midst of Guards. Everyone in the shack glances at you as though you didn't belong here, it's quite obvious as you don't. Some guards are walking over to you brandishing spears, swords and various other weapons. END_ROOM_DESCR ROOM 123 ; In front of Throne. In front of Throne. SOUTH 120 ; Inside Shack. END_ROOM ROOM_DESCR 123 ; In front of Throne. The throne is decorated with gold, silver and precious jewels of all kinds. A tall thin slender man is sitting on it with great pride, you wave to him, he looks at you in a strange sort of way and reluctantly waves back. END_ROOM_DESCR CREATURE 310 ; SLENDER KING KING SLENDER The king is sitting on his throne. LOCATION 123 ; In front of Throne. MAN END_CREATURE CREATURE_DESCR 310 ; SLENDER KING The king is a tall slender man, his face is quite pale. He is wearing a large red robe which is decorated with golden tassles. There is a quite nasty niff coming from the direction of the king. OHHHHH, somebody doesn't wash often enough, hint hint, nudge nudge. END_CREATURE_DESCR ROOM 124 ; Beutiful Bedroom. Beutiful Bedroom. EAST 125 ; West end of Entrance Hall. END_ROOM ROOM_DESCR 124 ; Beutiful Bedroom. The bedroom is heavily decorated with gold and silver trimmings, the one thing which seems strange about this room is the bed in the centre of it. The bed unlike the rest of the room is plain and undecorated. END_ROOM_DESCR NOUN 256 ; UNLIT. FIREPLACE FIREPLACE UNLIT. There is a fireplace to the west, pity is isn't lit. LOCATION 124 ; Beutiful Bedroom. WEIGHT 100 SIZE 100 UNMOVABLE CLOSABLE END_NOUN NOUN_DESCR 256 ; UNLIT. FIREPLACE The fire is almost out, there are a few small flickers here and there of light within it. END_NOUN_DESCR NOUN 259 ; ICE BLOCK BLOCK ICE There is an ice block here. LOCATION 124 ; Beutiful Bedroom. UNMOVABLE END_NOUN NOUN_DESCR 259 ; ICE BLOCK There seems to be someone inside the block of ice. END_NOUN_DESCR ROOM 125 ; West end of Entrance Hall. West end of Entrance Hall. NORTH 131 ; Library. SOUTH 190 ; Castle Steps. EAST 126 ; East end of Entrance Hall. END_ROOM ROOM_DESCR 125 ; West end of Entrance Hall. This is the immensly oversized west-end of the entrance hall to the mansion. Large suits of armour which have been heavily laden with weapons line the walls to the north, the only break in which is for the door to the library. The mansion exit is to the south. END_ROOM_DESCR NOUN 263 ; BEDROOM DOOR DOOR BEDROOM The door to the bedroom lies to the west, it's closed. LOCATION 125 ; West end of Entrance Hall. CLOSABLE END_NOUN NOUN_DESCR 263 ; BEDROOM DOOR The door's shut tight, you cannot get through. END_NOUN_DESCR ROOM 126 ; East end of Entrance Hall. East end of Entrance Hall. WEST 125 ; West end of Entrance Hall. END_ROOM ROOM_DESCR 126 ; East end of Entrance Hall. The east end of the hall is just as much decorated with armour as the west only here there are more paintings of family members and animals strewn about the walls, on the ceiling you can see a gigantic meural, it depicts angels battling what seem to be the gargoyles which you encountered upon entering the castle. END_ROOM_DESCR ROOM 127 ; Servants Quarters. Servants Quarters. NORTH 128 ; Kitchen. END_ROOM ROOM_DESCR 127 ; Servants Quarters. Bunk-beds line each of the four walls, the sheets on them are tatty and dirty, the stench is almost unbearable. It is obvious that someone hasn't washed for a while in hear, whether it was against their will or not will remain a mystery. END_ROOM_DESCR ROOM 128 ; Kitchen. Kitchen. SOUTH 127 ; Servants Quarters. WEST 130 ; Dining-room. END_ROOM ROOM_DESCR 128 ; Kitchen. The kitchen is just a white-washed room with a bench nailed against one wall, on the bench is a hole with a basin placed in it, this must be the kitchen sink. Three doors are here, one to the west, another to the south and yet another to the east. END_ROOM_DESCR NOUN 265 ; STORE DOOR DOOR STORE The door to the store is to the east. LOCATION 128 ; Kitchen. CLOSABLE END_NOUN NOUN_DESCR 265 ; STORE DOOR The door to the store which lies to your east is closed. END_NOUN_DESCR ROOM 129 ; Store. Store. WEST 128 ; Kitchen. END_ROOM ROOM_DESCR 129 ; Store. The store has three shelves all of which are filled with food of some sort. There are bottles of wine of the top shelve hidden behind some fruits. The door to the kitchen is to the north. END_ROOM_DESCR NOUN 251 ; PAPER BAG BAG PAPER There is a paper bag here. LOCATION 129 ; Store. WEIGHT 9 SIZE 10 CLOSABLE END_NOUN NOUN_DESCR 251 ; PAPER BAG Believe this or not, the paper bag is made from paper. END_NOUN_DESCR NOUN 250 ; CLOSED CAN CAN CLOSED There is a closed can here. LOCATION 251 ; PAPER BAG WEIGHT 10 SIZE 9 END_NOUN NOUN_DESCR 250 ; CLOSED CAN The can is closed, you open it with something sharp. END_NOUN_DESCR ROOM 130 ; Dining-room. Dining-room. EAST 128 ; Kitchen. WEST 131 ; Library. END_ROOM ROOM_DESCR 130 ; Dining-room. A large table runs along from one side of the room to the other here. Every so often a candle has been strategically placed on the table to provide the correct mood. A window in the ceiling lets in light onto the table for meals which would probably be held during the day. At this precise moment a stream of light is shining through the stained-glass onto a candle in the centre of the table. A door leads off to the kitchen which is to your east and one to the library which is to your west. END_ROOM_DESCR ROOM 131 ; Library. Library. SOUTH 125 ; West end of Entrance Hall. EAST 130 ; Dining-room. END_ROOM ROOM_DESCR 131 ; Library. The library walls are covered in shelves which are full to the brim with books of every type. Along the many books are those about physics, chemistry, biology and stone collecting. There are two open doors here, one leads to the south to the entrance hall and the other east to the dining-room. END_ROOM_DESCR NOUN 264 ; BEDROOM DOOR DOOR BEDROOM The door to the bedroom is to your west. It is closed. LOCATION 131 ; Library. CLOSABLE END_NOUN NOUN_DESCR 264 ; BEDROOM DOOR The door is shut and you cannot get through. END_NOUN_DESCR NOUN 270 ; STONE BOOK BOOK STONE There is a book about stones here. LOCATION 131 ; Library. UNMOVABLE END_NOUN NOUN_DESCR 270 ; STONE BOOK The book is about collecting stones. END_NOUN_DESCR ROOM 132 ; Bedroom. Bedroom. EAST 131 ; Library. END_ROOM ROOM_DESCR 132 ; Bedroom. A large four-postered bed is leaning against the north-most wall, a large valance bedecks the bed while swaying as you walk past. As you sit on the bed you sink down, it is quite comfortable. A bantam cabinet resides beside the bed on which is an oil lamp. A large crystal chandelier hangs from the ceiling , its splendour is altogether amazing. END_ROOM_DESCR ROOM 133 ; Study. Study. SOUTH 131 ; Library. END_ROOM ROOM_DESCR 133 ; Study. The study is a small dark room for which the only light is that which comes from a small paraffin lamp burning in a corner, an oak desk takes-up most of the little room, the space which is left has just about been taken-up by a large arm-chair. The entrance from which you came is to the south. END_ROOM_DESCR NOUN 253 ; CAN OPENER OPENER CAN There is a can opener here. LOCATION 133 ; Study. WEIGHT 5 SIZE 6 END_NOUN NOUN_DESCR 253 ; CAN OPENER The can opener has a label stuck to it, it reads: CAN OPENER, BEST USE FOR OPENING CANS. END_NOUN_DESCR ROOM 140 ; Trans Dimensional Warp. Trans Dimensional Warp. NORTH 140 ; Trans Dimensional Warp. SOUTH 140 ; Trans Dimensional Warp. EAST 140 ; Trans Dimensional Warp. WEST 140 ; Trans Dimensional Warp. NORTHEAST 140 ; Trans Dimensional Warp. NORTHWEST 140 ; Trans Dimensional Warp. SOUTHEAST 140 ; Trans Dimensional Warp. SOUTHWEST 140 ; Trans Dimensional Warp. UP 140 ; Trans Dimensional Warp. DOWN 140 ; Trans Dimensional Warp. END_ROOM ROOM_DESCR 140 ; Trans Dimensional Warp. You walk forwards, suddenly everything goes blurred, next thing you realize is that you're spinning out of control in deep space, an object hits you from behind, you black out for a second and when you wake-up you see that you're standing in a strange place. END_ROOM_DESCR ROOM 141 ; Cell. Cell. NORTH 142 ; Wash-Room. END_ROOM ROOM_DESCR 141 ; Cell. You're standing in a damp cell, there is ooze dripping from the ceiling onto the floor all around you. The stench is almost unbearable, as a matter of fact it smells rather like linx MUSK, you stomach begins to churn as the foul air begins to fill-up you stomach. The only exit is through a door to the north. END_ROOM_DESCR NOUN 230 ; SINK PLUG PLUG SINK There's a sink plug here. LOCATION 141 ; Cell. WEIGHT 10 END_NOUN NOUN_DESCR 230 ; SINK PLUG The plug looks as though it would fit a sink perfectly. The plug is amazingly made of rubber, this really strange as rubber has not been used to manufacture things in this period of time, if you think this phenomenon is strange write into the author and he'll possibly publish you letter in the book "Strange and wonderful yet totally useless things from SLYsoftware games." END_NOUN_DESCR CREATURE 303 ; MALE PRISONER PRISONER MALE There is a male prisoner lying on the ground injured. LOCATION 141 ; Cell. MAN END_CREATURE CREATURE_DESCR 303 ; MALE PRISONER The man is quite badly injured, he's lying on the ground with a gash in his side, the blood from the gash pours out into a puddle of blood around him. END_CREATURE_DESCR ROOM 142 ; Wash-Room. Wash-Room. END_ROOM ROOM_DESCR 142 ; Wash-Room. The door from which you came has now shut tight and you can't get back through it. This seems to be a wash-room of some sort, perhaps it was were the poor devils that dwelled in the cell washed, they must definitely have needed it after sitting in there for any great length of time. A bath abides in the left most corner of the room, beside it is a small shower unit, the gunge which you unfortunately encountered in the cell is lying on the floor all about this room, it has even managed to get into the bath and shower. END_ROOM_DESCR NOUN 231 ; MARBLE SINK SINK MARBLE There is a marble sink leaning against the east wall here. LOCATION 142 ; Wash-Room. WEIGHT 99 SIZE 50 UNMOVABLE CLOSABLE END_NOUN NOUN_DESCR 231 ; MARBLE SINK The sink is a made from marble, it is attached to two water mains pipes. (and you though the plug was strange!!?!!?) END_NOUN_DESCR NOUN 232 ; METAL TAPS TAPS METAL There are two metal taps on the sink. LOCATION 142 ; Wash-Room. UNMOVABLE END_NOUN NOUN_DESCR 232 ; METAL TAPS Believe this or not, the metal taps are made from metal, best of all, you can turn them on. END_NOUN_DESCR ROOM 143 ; Corridor. Corridor. EAST 145 ; East end of Corridor. WEST 144 ; Middle of Corridor. END_ROOM ROOM_DESCR 143 ; Corridor. You walk along the corridor, you footsteps echo along the vast abyss of darkness until they can be heard no more. The corridor continues to the east and west. END_ROOM_DESCR ROOM 144 ; Middle of Corridor. Middle of Corridor. EAST 143 ; Corridor. WEST 147 ; West end of Corridor. END_ROOM ROOM_DESCR 144 ; Middle of Corridor. You're standing in the middle of a long and melancholy looking corridor. It extends off to the east and also to the west. END_ROOM_DESCR NOUN 262 ; OIL LAMP LAMP OIL There is an oil lamp here. LOCATION 144 ; Middle of Corridor. WEIGHT 16 SIZE 34 IS_LIGHT END_NOUN NOUN_DESCR 262 ; OIL LAMP The lamp is unlit, if you were to light it it would give-off a brilliant light. END_NOUN_DESCR ROOM 145 ; East end of Corridor. East end of Corridor. WEST 143 ; Corridor. UP 146 ; Viper Pit. END_ROOM ROOM_DESCR 145 ; East end of Corridor. There is a flight of stairs here leading up to a small room, torches light the way up to it, it looks quite inviting and warm, it definitely makes a change from the usual around these parts. END_ROOM_DESCR NOUN 258 ; PETROLIUM CAN CAN PETROLIUM There is a petrolium can here. LOCATION 145 ; East end of Corridor. WEIGHT 40 SIZE 16 END_NOUN NOUN_DESCR 258 ; PETROLIUM CAN The can is full of petrolium. END_NOUN_DESCR ROOM 146 ; Viper Pit. Viper Pit. END_ROOM ROOM_DESCR 146 ; Viper Pit. You've unknowingly stepped into a pit of vipers, the large pit is full of different types of deadly snakes, if you were a person of a nervous disposition you'd probably be scared by now, what? You have a nervous disposition, then prepare to panic. END_ROOM_DESCR NOUN 234 ; DEADLY SNAKES SNAKES DEADLY There are thousands of deadly snakes here. LOCATION 146 ; Viper Pit. UNMOVABLE END_NOUN NOUN_DESCR 234 ; DEADLY SNAKES The snakes are writhing about the floor, it's quite sickening. END_NOUN_DESCR ROOM 147 ; West end of Corridor. West end of Corridor. NORTH 148 ; Bottom of Tower. EAST 144 ; Middle of Corridor. END_ROOM ROOM_DESCR 147 ; West end of Corridor. You're at the end of the corridor, it continues to the north and also to the east. END_ROOM_DESCR ROOM 148 ; Bottom of Tower. Bottom of Tower. SOUTH 147 ; West end of Corridor. UP 149 ; Tower. END_ROOM ROOM_DESCR 148 ; Bottom of Tower. This is the bottom of the west tower, the stairs which lead up to it are made from large stone blocks, they look as though they've got the use they were built for anyway, large holes have been worn away into them leaving them concaved in the middle, the corridor leads off to the east. END_ROOM_DESCR ROOM 149 ; Tower. Tower. DOWN 148 ; Bottom of Tower. ENTER 156 ; Window Ledge. END_ROOM ROOM_DESCR 149 ; Tower. The tower has no prominent features, it looks quite bland really! The roof thankfully is well built and is still in one peace, it's quite lucky because there's a terrible wind blowing outside. The west window of the tower is lying wide open, the wind which is rushing through the window sends a chill throughout your whole body, it leaves you feeling strangly refreshed. END_ROOM_DESCR ROOM 150 ; Boring Room. Boring Room. UP 150 ; Boring Room. DOWN 150 ; Boring Room. END_ROOM ROOM_DESCR 150 ; Boring Room. The room's boring. END_ROOM_DESCR NOUN 222 ; FOREST MAP MAP FOREST There is a forest rangers map here. LOCATION 150 ; Boring Room. WEIGHT 15 SIZE 25 READABLE END_NOUN NOUN_DESCR 222 ; FOREST MAP The map is made from paper, it isn't rice paper, therefore you can't eat it. There is something drawn on it. END_NOUN_DESCR TEXT 222 ; FOREST MAP ÚÄÄÄ¿ ÀÄÂÄÙ ³ ÚÁÂÄÄÄÂÄÂÄÄÂÄ¿ ÚÄÂÄÂÄÂÄÄÂÄ¿ ÃÄÙ\ /ÀÂÙ ÀÄÙ\ /ÀÂÙ ÀÄÙ ÀÄÙ ³ X ³ \ / ³ ÃÄ¿/ \ÚÁ¿ \/¿ ÚÁ¿ ÀÄÁÄÄÄÁÄÙ ÀÂÁÄÁÂÙ ³ ³ ÚÁÂÄÂÁ¿ ÀÄÙ ÀÄÙ END_TEXT NOUN 225 ; LARGE TIME TIME LARGE There is some large time here. LOCATION 150 ; Boring Room. WEIGHT 5 SIZE 5 END_NOUN NOUN_DESCR 225 ; LARGE TIME The time is quite large and flexible. END_NOUN_DESCR NOUN 241 ; PURPLE STONE STONE PURPLE There is a purple stone here. LOCATION 150 ; Boring Room. WEIGHT 5 SIZE 7 END_NOUN NOUN_DESCR 241 ; PURPLE STONE The purple stone is a stone which is purple. END_NOUN_DESCR NOUN 255 ; OPEN CAN CAN OPEN There is an open can here. LOCATION 150 ; Boring Room. WEIGHT 6 SIZE 10 CLOSABLE END_NOUN NOUN_DESCR 255 ; OPEN CAN The can is open now, it has very sharp edges and could easily cut someone if they weren't a professional can handler. END_NOUN_DESCR NOUN 254 ; BLACK STONE STONE BLACK There is a black stone here. LOCATION 255 ; OPEN CAN WEIGHT 5 SIZE 4 END_NOUN NOUN_DESCR 254 ; BLACK STONE The stone is small, black and smooth. END_NOUN_DESCR NOUN 257 ; LIT FIREPLACE FIREPLACE LIT The fireplace is now blazing hot. LOCATION 150 ; Boring Room. UNMOVABLE END_NOUN NOUN_DESCR 257 ; LIT FIREPLACE The fireplace is now giving off an amazing heat. END_NOUN_DESCR NOUN 260 ; YELLOW STONE STONE YELLOW There is a small yellow stone here. LOCATION 150 ; Boring Room. WEIGHT 5 SIZE 5 END_NOUN NOUN_DESCR 260 ; YELLOW STONE The stone is small, yellow and rough. END_NOUN_DESCR NOUN 261 ; COMPUTER CHIP CHIP COMPUTER There is a computer chip here. LOCATION 150 ; Boring Room. WEIGHT 5 SIZE 8 END_NOUN NOUN_DESCR 261 ; COMPUTER CHIP The chip is rather small, there are sixteen prongs coming out of its base, as a rough guess I'd say that the computer chip belongs to a computer of some sort. A label is stuck to the chip, it reads: COMPUTER CHIP, USE IN A COMPUTER FOR BEST RESULTS. END_NOUN_DESCR NOUN 273 ; GREY STONES STONES GREY There are some funky stones here. LOCATION 150 ; Boring Room. UNMOVABLE END_NOUN NOUN_DESCR 273 ; GREY STONES The stones are funky. END_NOUN_DESCR CREATURE 350 ; BEAUTIFUL PRINCESS PRINCESS BEAUTIFUL A beautiful princess is lying on the bed. LOCATION 150 ; Boring Room. WOMAN END_CREATURE CREATURE_DESCR 350 ; BEAUTIFUL PRINCESS The princess is stunningly beautiful, she a lying out on the bed. Her short black hair as smooth as nothing you've seen before, she is simply beautiful and perfect. END_CREATURE_DESCR ROOM 156 ; Window Ledge. Window Ledge. ENTER 149 ; Tower. END_ROOM ROOM_DESCR 156 ; Window Ledge. You're standing on the ledge of the window now, it's quite a thrilling experience as one false move and you'd be sent flying over the edge on the rocks below. Aaaaaaahhhhh, excitement, there's nothing like it for the heart. There are only two places to go, one, you could enter the window, or two you could kill yourself. END_ROOM_DESCR NOUN 233 ; RED STONE STONE RED There's a small red stone here. LOCATION 156 ; Window Ledge. WEIGHT 5 SIZE 9 READABLE END_NOUN NOUN_DESCR 233 ; RED STONE The stone is comparatively small compared to many other stones' you've seen in you time. It is also coloured red. It has some writing on it. END_NOUN_DESCR TEXT 233 ; RED STONE Commit suicide off the window ledge. END_TEXT ROOM 190 ; Castle Steps. Castle Steps. NORTH 125 ; West end of Entrance Hall. SOUTH 117 ; Cleared Area. END_ROOM ROOM_DESCR 190 ; Castle Steps. You're standing on the steps which lead-up to the great entrance hall of the mansion, above the great door in front of you are several gargoyles each of which is as hideous as the last. Their faces carved from granite have an evil look to them which cannot do anything but hate. The clearing is to the south. END_ROOM_DESCR REM NOW LIST NOWHERE ITEMS AND CREATURES