STARTING_ROOM 10 MAXIMUM_SCORE 10000 MAX_LIVES 2 RESURRECTION_ROOM 10 VERB DUMMY_VERB1 KICK PUNCH DUMMY_VERB2 YO DUDE DUMMY_VERB3 GIVE RELINQUISH ASSIGN BESTOW CEDE PRESENT OFFER YIELD ISSUE DUMMY_VERB4 BREAK SMASH BRUST BRUSTICATE BEEF PORK REINDFLEISH DUMMY_VERB5 FOOTNOTE1 DUMMY_VERB6 FOOTNOTE2 DUMMY_VERB7 FOOTNOTE3 DUMMY_VERB8 FOOTNOTE4 DUMMY_VERB9 FOOTNOTE5 DUMMY_VERB10 FOOTNOTE6 DUMMY_VERB11 FOOTNOTE7 DUMMY_VERB12 FOOTNOTE8 DUMMY_VERB13 FOOTNOTE9 DUMMY_VERB14 FOOTNOTE10 DUMMY_VERB15 FOOTNOTE11 DUMMY_VERB16 FOOTNOTE12 DUMMY_VERB17 FOOTNOTE13 DUMMY_VERB18 FOOTNOTE14 DUMMY_VERB19 FOOTNOTE15 DUMMY_VERB20 FOOTNOTE16 DUMMY_VERB21 PLACE PUT PIECE SET AFFIX AFIX DUMMY_VERB22 FLICK WAIT Z SNOOZE SLEEP SLEEPY DOZY DOZE DOZZ DOOZ DOZZZZ QUIT DEFEAT CEASE DESIST STOP EXIT ABANDON TERMINATE SCORE SCRAN SCRAB SCADER SCORER SCORERR SCORERRR HELP MERCY PLEASE READ SCAD END_VERB NOUN 260 Key strange There is a strange key on the ground. LOCATION 131 WEIGHT 3 SIZE 4 END_NOUN NOUN_DESCR 260 This is the type of key which would be perfect for opening doors. END_NOUN_DESCR ROOM 118 Start Of Gangways. WEST 128 EAST 119 SOUTH 34 END_ROOM ROOM_DESCR 118 The door from which you entered this location is to your south, the gangways lead west and east. END_ROOM_DESCR ROOM 128 Middle Of Gangway. EAST 118 NORTH 129 SOUTH 127 END_ROOM ROOM_DESCR 128 You are standing on the middle of a gangway, the gangway is made from strong tempered steel, it's a long way down to the ground. The gangway goes north, south and east. END_ROOM_DESCR ROOM 129 Corner. WEST 130 SOUTH 128 END_ROOM ROOM_DESCR 129 The gangway bends west here, it also leads off to the south, a light can be seen from the west. END_ROOM_DESCR ROOM 130 Dead End. EAST 129 END_ROOM ROOM_DESCR 130 You find yourself at a dead end, the only place to go is east. A large carved figure looms above you almost touching the ceiling of the corridor, it has been carved from solid steel, someone around here obviously has a very sharp butter knife. END_ROOM_DESCR ROOM 127 Corner. NORTH 128 EAST 126 END_ROOM ROOM_DESCR 127 The gangways lead off north and east from here. END_ROOM_DESCR ROOM 126 Junction. EAST 122 WEST 127 SOUTH 125 END_ROOM ROOM_DESCR 126 There is a junction at this particular point in the gangway. It goes south, east or west. To the west you a can see light to the east is darkness. END_ROOM_DESCR ROOM 122 South end of Gangway. WEST 126 NORTH 119 END_ROOM ROOM_DESCR 122 It is tremendously dark in this are of the ship, you can just make out the gangway to the north and west. END_ROOM_DESCR ROOM 119 Middle of Gangway.. SOUTH 122 NORTH 120 WEST 118 END_ROOM ROOM_DESCR 119 The gangway extends south, north and west to the entrance from here. END_ROOM_DESCR ROOM 120 North end of Gangway. SOUTH 119 EAST 121 END_ROOM ROOM_DESCR 120 You are standing at the north end of a gangway, the path extends east from here and south also, a small paraffin lights up the surrounding area. END_ROOM_DESCR ROOM 121 Dead End. WEST 120 GAME_END END_ROOM ROOM_DESCR 121 You walk straight into the den of some type of monster, he bites at your neck, you die almost instantly, the last thing you see is the monster walking towards you with saliva dripping from its mouth with a chainsaw revving it up. END_ROOM_DESCR ROOM 125 West end of Gap. DOWN 124 NORTH 126 END_ROOM ROOM_DESCR 125 There is a large gap in the gangway here, the gangway leads north, you can see a small ladder leading down from here. END_ROOM_DESCR ROOM 124 Beneath Ladder. UP 125 EAST 135 END_ROOM ROOM_DESCR 124 The ladder leads up and an extension of the gangway leads east. END_ROOM_DESCR ROOM 135 East end of extension. WEST 124 UP 123 END_ROOM ROOM_DESCR 135 The extension leads west and the ladder leads up, when you look down you notice that you cannot even see the bottom, perhaps it's because it's so dark, perhaps the bottom is too far down to see. END_ROOM_DESCR ROOM 123 East end of Gap. DOWN 135 EAST 131 END_ROOM ROOM_DESCR 123 You are standing at the east end of the gap, the ladder leads down and the gangway leads off to a dead end to your east. END_ROOM_DESCR ROOM 131 Dead End. WEST 123 END_ROOM ROOM_DESCR 131 This area seems to be some type of miniature alter, a small shrine like object is directly in front of you, on the shrine is a golden cushion. The gangway goes off to the west. END_ROOM_DESCR ROOM 2 Pod. WEST 155 END_ROOM ROOM_DESCR 2 The small pod has a seat in the centre and a small control panel beside it, the panel flashes wildly with small L.E.D.s. The pod door is to your west, when look through it you see that you can see the space ship and not the forest which you saw before. END_ROOM_DESCR ROOM 155 Ship Main Deck. NORTH 152 EAST 2 SOUTH 154 WEST 153 NORTHEAST 151 END_ROOM ROOM_DESCR 155 You find yourself in the ships main control deck, the aliens who were once working at their controls and listening to music are now staring straight at you. One of the aliens advance to you and starts to talk........ "You must now choose one of the pods, one of them takes you home, the others will eject you into deep space. We all hope you choose the correct one." The other aliens laugh and snigger for a while. "The choices you have are: POD1 --- EAST POD2 --- NORTHEAST POD3 --- NORTH POD4 --- WEST POD5 --- SOUTH I hope you like our little teeser!, by the way, each pod is identical." END_ROOM_DESCR NOUN 261 Switch Blue On the control panel you can see a blue switch. LOCATION 2 WEIGHT 100 SIZE 100 UNMOVABLE END_NOUN NOUN_DESCR 261 The switch is blue, other than this there isn't much that odd about it. END_NOUN_DESCR NOUN 262 Switch Green On the control panel you can see a green switch. LOCATION 151 WEIGHT 100 SIZE 100 UNMOVABLE END_NOUN NOUN_DESCR 262 The switch is green, other than this there isn't much that odd about it. END_NOUN_DESCR NOUN 263 Switch Purple On the control panel you can see a purple switch. LOCATION 152 WEIGHT 100 SIZE 100 UNMOVABLE END_NOUN NOUN_DESCR 263 The switch is purple, other than this there isn't much that odd about it. END_NOUN_DESCR NOUN 264 Switch Red On the control panel you can see a red switch. LOCATION 153 WEIGHT 100 SIZE 100 UNMOVABLE END_NOUN NOUN_DESCR 264 The switch is red, other than this there isn't much that odd about it. END_NOUN_DESCR NOUN 265 Switch white On the control panel you can see a white switch. LOCATION 154 WEIGHT 100 SIZE 100 UNMOVABLE END_NOUN NOUN_DESCR 265 The switch is white, other than this there isn't much that odd about it. END_NOUN_DESCR ROOM 151 Pod2. SOUTHWEST 155 END_ROOM ROOM_DESCR 151 The small pod has a seat in the centre and a small control panel beside it, the panel flashes wildly with small L.E.D.s. The pod door is to your southwest. END_ROOM_DESCR ROOM 152 Pod3. SOUTH 155 END_ROOM ROOM_DESCR 152 The small pod has a seat in the centre and a small control panel beside it, the panel flashes wildly with small L.E.D.s. The pod door is to your south. END_ROOM_DESCR ROOM 153 Pod4. EAST 155 END_ROOM ROOM_DESCR 153 The small pod has a seat in the centre and a small control panel beside it, the panel flashes wildly with small L.E.D.s. The pod door is to your east. END_ROOM_DESCR ROOM 154 Pod5. NORTH 155 END_ROOM ROOM_DESCR 154 The small pod has a seat in the centre and a small control panel beside it, the panel flashes wildly with small L.E.D.s. The pod door is to your north. END_ROOM_DESCR NOUN 258 Slot Coin There is a coin slot beside the door. LOCATION 7 UNMOVABLE WEIGHT 100 SIZE 100 CLOSABLE END_NOUN NOUN_DESCR 258 The coin slot is in actual fact a small box which has been attached to the tower with a slot in it, there is a small label beside the slot, it reads: COIN SLOT. BEST USED WITH COINS. END_NOUN_DESCR NOUN 259 Door Large There is a large door here. LOCATION 7 UNMOVABLE CLOSABLE CLOSED END_NOUN NOUN_DESCR 259 The door is immensly large, it is made of solid oak, there is a notice beside it. The notice says: THIS DOOR WILL NOT OPEN UNLESS THERE IS A COIN IN THE COIN SLOT. END_NOUN_DESCR ROOM 6 Entrance to Forest Trail. SOUTH 34 EAST 23 END_ROOM ROOM_DESCR 6 You find yourself at the start of a forest trail, the small trodden grass path leads off to the east, to your south is the door through which you came into this world. All around you trees loom like sky-scrapers, their shadows fall on you making you feel obscelete and miniature in size. END_ROOM_DESCR ROOM 23 Forest. WEST 6 SOUTHEAST 24 END_ROOM ROOM_DESCR 23 The path here starts to get more and more worn as it leads southeast and west, the undergrowth starts to get more and more dense the further you walk into the forest. END_ROOM_DESCR ROOM 24 East Side of Ravine. NORTHWEST 23 SOUTH 25 EAST 26 SOUTHEAST 27 END_ROOM ROOM_DESCR 24 The track runs along the side of a Ravine here, the view is spectacular, the large red rocks clumped together, it is too dangerous however to try and scale your way down into the ravine, the path goes south to join onto a gravel path, northeast back to the entrance to the forest, east and southeast. END_ROOM_DESCR ROOM 25 Edge of Forest. NORTH 24 SOUTHEAST 28 END_ROOM ROOM_DESCR 25 You trudge along the side of the forest next to the ravine, the bright sun somehow manages to get a few rays of light through the bushes and trees surrounding you, it is almost difficult to see what you're doing. The path advances north or southeast. END_ROOM_DESCR ROOM 27 Middle of Forest. SOUTH 28 NORTHEAST 29 NORTHWEST 24 END_ROOM ROOM_DESCR 27 You feel almost lost, the trees have got closer and closer to you, it is a clostrophobic experience, there is barely enough light to see where the paths are going, you can just manage to make out a path to the south and one to the northeast and northwest. END_ROOM_DESCR ROOM 28 You're Lost. NORTHWEST 25 NORTH 27 END_ROOM ROOM_DESCR 28 You feel lost, alone and most importantly scared useless. The gravel track goes northwest and north from here, you suddenly realize that the ground on which you're standing is quite soft, you must be approaching a march. END_ROOM_DESCR ROOM 26 In Midst of Thick Vegetation. WEST 24 EAST 29 END_ROOM ROOM_DESCR 26 You are in the midst of some seriously thick vegetation, the large trees loom over you giving you a feeling of minisculity and diminutiveness. The track on which you're standing leads off west and east from here. END_ROOM_DESCR ROOM 29 Junction NORTHEAST 90 SOUTHEAST 92 WEST 26 SOUTHWEST 27 END_ROOM ROOM_DESCR 29 The track goes west, northeast, southwest and southeast from here, the vegetation seems to be getting less dense from here on out. END_ROOM_DESCR ROOM 90 Dead-End. SOUTHWEST 29 END_ROOM ROOM_DESCR 90 You find yourself at a dead end, the bushes are too thick to get through, the only thing that you can do is turn back. END_ROOM_DESCR ROOM 91 Swamp SOUTH 92 GAME_END END_ROOM ROOM_DESCR 91 You start to sink into the sticky mud, your body gets sucked down until you finally suffocate. Your life is over, at least you don't have to worry about your mother and the cardigan. END_ROOM_DESCR ROOM 92 Marshy Ground. NORTH 91 SOUTHWEST 93 END_ROOM ROOM_DESCR 92 The ground is starting to get marshy from here, you can barely manage to make out the path to the north and the path where you came from to the southwest. END_ROOM_DESCR ROOM 93 Swampy Ground. NORTHEAST 92 ENTER 7 DOWN 7 END_ROOM ROOM_DESCR 93 The ground is very very soft here, the path from which you came is to the northeast. There is a sign in the middle of where you're standing, it reads: SWAMPY GROUND. BEWARE OF THE HOLE. Upon closer inspection of the surrounding area you manage to find the hole. It's quite small, just about big enough for you to fit through but. END_ROOM_DESCR ROOM 7 Outside Tower. WEST 34 END_ROOM ROOM_DESCR 7 You are standing outside a large tower, to your west is an open door, it's just sitting there doing nothing. The tower is immensly large. END_ROOM_DESCR NOUN 240 Card Pass There is a small pass card here. LOCATION 33 WEIGHT 5 SIZE 5 WEARABLE END_NOUN NOUN_DESCR 240 The pass card is quite small, amazingly the picture on it looks amazingly like your own.... What a coincidence. END_NOUN_DESCR NOUN 241 Suit Security There is a security suit lying on the ground. LOCATION 112 WEIGHT 20 SIZE 30 WEARABLE END_NOUN NOUN_DESCR 241 The suit is just your size, on the left breast there is a space as though there were supposed to be something there. The suit a dark metallic gray in colour, it rather suits you actually. END_NOUN_DESCR ROOM 9 Dark Corridor. SOUTH 50 EAST 34 END_ROOM ROOM_DESCR 9 You find yourself standing at the start of a long dark corridor, the door which you enter this place from is to your east, the corridor extends to the south where it seems to branch off. A small light above you barely manages to show-up the walls around you, the light is almost absorbed into the darkness as though it had some physical presence where you are. END_ROOM_DESCR ROOM 50 Middle Of Corridor. NORTH 9 SOUTH 53 WEST 51 END_ROOM ROOM_DESCR 50 The corridor appears to be getting better lit the further down you travel, when you look around you can barely manage to see the door which you came from at your north, the south however is clearly visible, this is quite strange as from further north it was almost impossible to see the south end of the corridor, no-matter, it probably doesn't matter, or does it? There is a single door to your west, it is lying wide open. END_ROOM_DESCR ROOM 51 Holodeck. EAST 50 END_ROOM ROOM_DESCR 51 You have arrived in s small holodeck, the scene is a French Caf‚, there are numerous people here, all sitting at their tables sipping coffee. They are of course all talking in French, the odd person however is talking in English. There is a large bar directly in front of you. The smell of spring is in the air, flowers are scattered all over the floor, it is a beautiful day outside, the sun is shining with an intense heat, its rays stream through the thin glass in the window. END_ROOM_DESCR CREATURE 380 Barman Tall A tall barman is standing behind the bar. LOCATION 51 MALE END_CREATURE CREATURE_DESCR 380 The tall slender barman is just sitting there on his bar-stool preparing drinks, it seems like an almost unconscious act. END_CREATURE_DESCR NOUN 280 Note Love There is a love note here. LOCATION 150 WEIGHT 1 SIZE 1 READABLE END_NOUN NOUN_DESCR 280 The note is written on white paper, you can barely make-out the faint writing on the inside. END_NOUN_DESCR TEXT 280 It would not be at all nice to read a love note which was not sent to you. END_TEXT CREATURE 381 Woman strange There is a strange looking woman sitting at one of the tables. LOCATION 51 FEMALE END_CREATURE CREATURE_DESCR 381 The woman is strangly clad, she has a purple sweater on and bright luminescent trousers, she looks altogether strange, she is looking at the barman quite strangly. END_CREATURE_DESCR NOUN 281 Fuse Pod There is a small pod fuse on the ground nearby. LOCATION 150 WEIGHT 5 SIZE 2 END_NOUN NOUN_DESCR 281 The fuse is quite small, it is oval in shape. There isn't anything really prominent about it at all. END_NOUN_DESCR NOUN 282 Box Fuse On the east wall is a fuse box. LOCATION 55 UNMOVABLE CLOSABLE CLOSED LOCKABLE LOCKED WEIGHT 100 SIZE 100 END_NOUN NOUN_DESCR 282 The fuse box is attached to the wall so tightly that you cannot budge it in any way, on the front is a small hinged door, the door is coloured red but the rest of the box is coloured blue. END_NOUN_DESCR NOUN 290 Card Guidance There is a guidance card here. LOCATION 150 WEIGHT 10 SIZE 10 END_NOUN NOUN_DESCR 290 This is the card which guides the escape pods for the ship. END_NOUN_DESCR NOUN 291 Hole Large ON the large panel you can see a large hole. LOCATION 54 UNMOVABLE CLOSABLE CLOSED WEIGHT 100 SIZE 100 END_NOUN NOUN_DESCR 291 The hole is just large enough to fit a card into. Over the top of the hole is a small cap, the hole would have to be opened before anything could be put in it. END_NOUN_DESCR ROOM 53 Junction In Corridor. NORTH 50 EAST 55 WEST 52 UP 54 END_ROOM ROOM_DESCR 53 You have arrived at a junction, there are four possibilities which you could take, one is north, two is east, three is west and the fourth is up. A small rickety ladder attenuates from the floor to a hole in the roof, a bright set of flashing lights can be seen in the hole. END_ROOM_DESCR ROOM 52 Hold. EAST 53 END_ROOM ROOM_DESCR 52 This is the ships hold, it is a large storage hall, food, weapons, machines and all other types of paraphernalia can be found here. In the centre of all of the stock is a pile of boxs, they're shaped like a giant chair structure. Scattered about the floor in front of them are about thirty or so boxs which have been ripped open, their contents spilled out and half opened. The only exit from the dismal place is the door from which you entered, eastwards. END_ROOM_DESCR CREATURE 384 Traveller Male A male traveller is sitting on the pile of boxs. LOCATION 52 MALE END_CREATURE CREATURE_DESCR 384 The traveller is wearing an old robe type garment. When you talk to him he starts to bable.... "They won't give me a pass, I need a pass to get into the bar in this place. Has anyone got a pass?" END_CREATURE_DESCR ROOM 55 Store. WEST 53 END_ROOM ROOM_DESCR 55 The room in which you are is the ship storage hold service room, this is where all of the fuses and the like are kept. This room is immensly tidy compared to the rest of the ship, not saying that the ship is tidy that is. A fluorescent light conducts all the light for this room. END_ROOM_DESCR ROOM 54 Control Room. DOWN 53 END_ROOM ROOM_DESCR 54 This is the heart of the ship, the control room, all the ships operations are undertaken here, there are panels with flashing lights all around you, even on the roof, no, that's a mistake, those are disco lights. Small green aliens are operating all of the panels, they don't seem to be taking any notice of you, even when you try to communicate to them. Upon closer inspection you see that they can't hear you because they're wearing headphones and are listening to what seems to be Stock Aitken and Waterman's music, it is obvious that someone is trying to brain-wash them. There is one panel which sticks out like a sore thumb (I reason I describe it as sticking out like a sore thumb is because for some reason or another it has a bandage on it.), the control panel. END_ROOM_DESCR HELP 54 Dear peeps at S.A.W. Music, no offence was went by that last sarcastic remark, let's hope it got a laugh but anyway. END_HELP ROOM 31 Dark Room. NORTH 32 END_ROOM ROOM_DESCR 31 Once again you find yourself in a dark room (It is a commonly known fact that dark rooms are so-called because they tend to lack.) A strange grinding noise can be heard to the north, you can hear the dead silence of space behind you. (This is quite an accomplishment as silence tends to have no sounds connected to it.) END_ROOM_DESCR ROOM 32 Gangway. WEST 34 EAST 33 NORTH 6 END_ROOM ROOM_DESCR 32 The gangway on which you're standing extends to the east and west for quite some way. There is an open door to you north, a small sign is attached to the door, it reads: HOLODECK 1 ENTER AT YOUR OWN RISK, REALITY IS NO-MORE REAL. END_ROOM_DESCR ROOM 33 East-End of Gangway. WEST 32 EAST 8 END_ROOM ROOM_DESCR 33 You have arrived at a dead_end, there is one door, it is to your east and is made of strong metal. One door is to your north and the other to your east. Signs on each of the doors inform you that they are both holodecks. (Holodecks will be a virtual heaven for those of you who don't go on holidays much, it will be possible to enter one room, it will seem like a full planet in size, you will be able to fry on Mars, suffocate on Mercury or even die in deep space.) END_ROOM_DESCR ROOM 34 West-End of Gangway. EAST 32 NORTH 118 WEST 9 END_ROOM ROOM_DESCR 34 You are standing at the west end of a large gangway, when you over to the east you see where you started from, you also notice that it looks farther away than it actually is. There are two doors here, one to the north and the other to the west. END_ROOM_DESCR ROOM 8 Castle Steps. NORTH 107 WEST 33 END_ROOM ROOM_DESCR 8 You find yourself standing at the steps to a large a beautiful house, large bushes line the path northwards to the great entrance hall. To your left you see a door which leads back to the spaceship. END_ROOM_DESCR ROOM 107 Grand Hall. SOUTH 8 EAST 113 WEST 108 NORTH 110 END_ROOM ROOM_DESCR 107 You are standing in an immensly large hall, large suits of armour which have been heavily laden with weapons line the walls to the north, west and east, the only breaks in this continuous chain of armour are to permit people to enter the doors, one of the doors is to the north, another to the south and two to the east and west. END_ROOM_DESCR ROOM 108 Bedroom. EAST 107 NORTH 109 END_ROOM ROOM_DESCR 108 A large four-postered bed leans against the south-most wall, a large valance bedecks the bed while swaying as you walk past it. AS you sit on the bed you sink down, it is quite exquisite. A bantam cabinet resides beside the bed. A large crystal chandelier hangs from the ceiling, its' splendour is altogether amazing. There are only two doors in this room, one is to the north and the other to the east. END_ROOM_DESCR ROOM 109 Gold Enticed Bedroom. EAST 110 SOUTH 108 END_ROOM ROOM_DESCR 109 This bedroom is heavily decorated with gold and silver trimmings, the one thing which seems to be out of place in this room is the bed in the centre of it. The bed, unlike all the other furniture, is plain and un-decorated. Other than this the room is gorgeous, there is a door to the east and one to the south also. END_ROOM_DESCR ROOM 110 Dining Room. SOUTH 107 WEST 109 EAST 111 END_ROOM ROOM_DESCR 110 A large table runs along the length of the whole room. Every so often a candle has been strategically placed to create the right mood. A window in the ceiling lets in enough light during the day for meals and other events which would take place in this room. At this precise moment a ray of light is shining through the stained glass window onto a single candle in the middle of the room. A door leads off to the south as well as two others, one to the west and one to the east. END_ROOM_DESCR ROOM 111 Kitchen. WEST 110 SOUTH 113 EAST 112 END_ROOM ROOM_DESCR 111 The kitchen is simply a white-washed room with a bench nailed to one of the walls, on the bench is a hole into which a basin has been placed, this must be what is being used for a sink, three doors lead off from here, one to the south, one to the west and one to the east. END_ROOM_DESCR ROOM 113 Study. NORTH 111 WEST 107 END_ROOM ROOM_DESCR 113 The study is a small dark room for which the only light supply is a small paraffin lamp in the corner, an oak desk takes-up most of the little room. Shelves of books line the other walls, behind the desk you can see a large leather chair. The main hall is to the west and the kitchen is to the north. END_ROOM_DESCR ROOM 112 Store. WEST 111 END_ROOM ROOM_DESCR 112 The store is almost bare, the view which you saw through the door window was in fact a picture which was stuck on this side of the window, what a rotten trick to play on anyone. A small candle burns in the corner, this is the only source of light for this dismal place, shelves line the walls, most of them are empty unfortunately. END_ROOM_DESCR NOUN 238 Book Cookery There is a large cookery book on the middle shelf. LOCATION 113 WEIGHT 7 SIZE 7 END_NOUN NOUN_DESCR 238 The book is old, it has about ten layers of dust on it. The cover has been slightly ripped. END_NOUN_DESCR NOUN 230 Key Brass There is a brass key on the ground nearby. LOCATION 150 WEIGHT 5 SIZE 3 END_NOUN NOUN_DESCR 230 There isn't much that you can really say about a brass key except that it is made of brass. On the side of it is some writing, it says: GENUINE BRASS KEY. PERFECT FOR OPENING STORE DOORS. END_NOUN_DESCR NOUN 231 Door Store There is a door to the east of you. LOCATION 111 UNMOVABLE WEIGHT 100 SIZE 100 CLOSABLE CLOSED LOCKED KEY 230 END_NOUN NOUN_DESCR 231 The door leads into some type of food store, it is locked tight. It would probably help if you had a key. There is a window on the door, when you look through it you see tonnes of delicious food. END_NOUN_DESCR NOUN 232 Flour Bag-of There is a bag-of flour nearby. LOCATION 112 WEIGHT 3 SIZE 3 END_NOUN NOUN_DESCR 232 The bag of flour is just like any other bag of flour that you've ever seen, quite white is colour and perfect for cooking. END_NOUN_DESCR NOUN 233 bottle wine There is a wine bottle here. LOCATION 110 WEIGHT 5 SIZE 10 END_NOUN NOUN_DESCR 233 The bottle is quite ordinary, it has a label on it. The label reads: +------------------------------------------------+ | BEST WIN 2037 | | CHATEAU CRAP. | | | +------------------------------------------------+ END_NOUN_DESCR NOUN 235 Candle Burning There is a burning candle here. LOCATION 150 WEIGHT 5 SIZE 2 END_NOUN NOUN_DESCR 235 The candle burns with a small but quite intense heat and light. END_NOUN_DESCR NOUN 237 Block Ice There is an ice block in the corner or the room. LOCATION 108 UNMOVABLE END_NOUN NOUN_DESCR 237 The block of ice is immensly large, it almost extends to the roof, as you peer at the monument you see that there is something inside it, it's a body... A woman's body. The longer you peer at her your want to get her out of there grows more and more. END_NOUN_DESCR CREATURE 330 Guard Mean A large mean guard is standing right in front of you, he won't let you pass. LOCATION 109 HOSTILE WEAPON 233 THRESHOLD 6 TIME_THRESH 6 END_CREATURE CREATURE_DESCR 330 The guard towers well above you, the smell which is coming from him is enough to knock out a brick that doesn't have a sense of smell. He is wearing a belt around his waist (This is the most suitable place for a belt.), the belt contains numerous weapons each of which is as lethal as the last. END_CREATURE_DESCR CREATURE 331 Princess Nice There is a princess Lying on the bed. LOCATION 109 FEMALE END_CREATURE CREATURE_DESCR 331 The princess is one of the most beautiful people you have eve met. Her long blonde hair is shimmering in the light of a nearby candle. She is lying on the bed, when you talk to her she says that an evil aunt is starving her, she says that she is very hungry. END_CREATURE_DESCR CREATURE 332 Chef Fat A large fat chef is making a meal at the bench. LOCATION 111 MALE END_CREATURE CREATURE_DESCR 332 The fat chef is making some type of meal for his masters at the large bench which lines the north wall. END_CREATURE_DESCR ROOM 10 Village Centre. NORTH 100 SOUTH 104 WEST 11 EAST 14 END_ROOM ROOM_DESCR 10 This is the village centre. There is a large statue here, it resides on a small circular pillar of marble. A round-a-bout runs round the statue, roads lead off in the four main cardinal directions. A small shop with a sign saying "Handicraft" written on the sign outside it lies to the west and a cafŠ is at the other of the path to the east. END_ROOM_DESCR HELP 10 Useless Note 1: Handicraft shops sell things made of wood and other such 'handy' things, this is why they are called 'handy'craft shops. END_HELP ROOM 11 Handicraft Shop. EAST 10 END_ROOM ROOM_DESCR 11 The shop has a quaint old English feel to it. This feeling is re-inforced when you read the sign hanging from the roof. The small sign reads: GENUINE QUAINT OLD ENGLISH SHOP BUILT 1834. Large wooden shelves line three of the four walls in the building. An antiquated oil lamp swings from the corner of one of the shelves it creaks as it swings to and fro in the wind. END_ROOM_DESCR ROOM 14 CafŠ entrance. WEST 10 NORTH 35 END_ROOM ROOM_DESCR 14 The entrance to the cafŠ is quite drab and uninteresting, the walls are white and the ceiling is a horrid shade a pea-green, you feel like adding a little colour to the walls in a way that you are sure the manager would not like. A counter filled to capacity lies to the north, at the right-hand side of the counter is a till and a woman operating it. You try to communicate with her but she just sits in her comfy little seat and presses keys on the till. END_ROOM_DESCR ROOM 35 Counter. SOUTH 14 SPECIAL 15 KEY 0 ROOM_SYNONYMS MAGIC_WORD TEABREAK TEA-BREAK TEABREK TEA-BREK END_ROOM SPECIAL 15 The woman instantly rushes off, grabs a bun and makes herself a cup of tea. Nothing, it seems, could possibly make her move now. You sneak past into the now open door which was once blocking your way. END_SPECIAL ROOM_DESCR 35 The woman is blocking the way to a small door behind her. "May I go into that room miss?," you inquire. "Only the manager and high-up personnel are allowed, now push-off unless you want to buy something." She glares at you with intense hate, either that or she has a problem with her eye. END_ROOM_DESCR ROOM 15 Alleyway. SOUTH 35 END_ROOM ROOM_DESCR 15 Even though it is daylight the alley for some reason or other is as dark as the darkest night you have ever experienced. You look around and see that there are only two exits from here, the door to the south and a flight of steps which have been retracted. The steps have been pulled up, you try to jump up to them but miss. You can see a gleaming object on the roof of the building which the steps lead upwards alongside. You feel quite annoyed that you cannot reach the object or the steps. From one of the windows above you can hear two people screaming at each other, the next thing that can be heard is the smashing of objects against apparently quite sturdy and solid walls. END_ROOM_DESCR HELP 15 Useless Note 2: Glaring objects on top of large buildings are usually quite helpful to the completion of a game, then there are times when it has utterly nothing to do with the game. Why not find out? END_HELP ROOM 104 Fork In Road. NORTH 10 SOUTHEAST 105 SOUTHWEST 106 END_ROOM ROOM_DESCR 104 There is a small crossroads here. The three paths forming the cross-roads lead north to the village centre, southeast to some sort of shop and southwest to another type of shop. A small twisting gravel path leads south to an old house. The sun is beating down quite heavily now. You feel uneasy as you think what your mother will do when she finds-out about the events leading up to the destruction of your cardigan. END_ROOM_DESCR ROOM 178 Old House. END_ROOM ROOM_DESCR 178 The house is boring, bland and could even be described as not very interesting. The wallpaper is peeling from its' corners, the old lampshades are broken, the place is run-down beyond repair. In short, this a D.I.Y. hobbyist's dream come true. The old door to the crossroads is north from where you're standing. END_ROOM_DESCR HELP 178 Useless Note 3: You could try to put something in the fire. HINT HINT, NUDGE NUDGE. Know What I Mean? END_HELP NOUN 298 Fireplace old On the south wall is a large fireplace. LOCATION 178 Unmovable END_NOUN NOUN_DESCR 298 The fireplace is just as old and run-down as the house, a rather tragic event really. The pattern on the old marble pillars at either side reminds you of the swirling mist on Venus. It is odd that this should be the case as you have never been to Venus. YET! END_NOUN_DESCR Noun 299 Can Petrolium There is a small petrolium can nearby. LOCATION 178 WEIGHT 7 SIZE 9 END_NOUN NOUN_DESCR 299 The can is half full, it is painted red and has a small hole in the top from which the petrol can exuberate. A label on the side of the can reads: PETROLEUM ONLY TO BE USED BY PROFESSIONALS OR PETROL STATION ATTENDANTS. Remember kids, don't play with petrol or matches, we did and we got burnt! END_NOUN_DESCR ROOM 105 Outside Building. NORTHWEST 104 SOUTH 13 END_ROOM ROOM_DESCR 105 You are standing outside a small abandoned building, the door lies to the south. The building has bits of rotten wood hanging from the window ledges and tiles which have fallen off the roof are strewn about the ground around your feet. Windows which were once new and spanking clean are now grubby and broken, pieces of glass lie underneath the windows and make it treacherous to walk about that area. END_ROOM_DESCR ROOM 106 Outside General Store. SOUTH 12 NORTHEAST 104 END_ROOM ROOM_DESCR 106 You are standing outside a small shop. Above the shop a sign swings in the light breeze. It reads: General Store the best buys around! The door to the store lies to the south and the fork in the road is to the northeast. END_ROOM_DESCR ROOM 13 Inside Abandoned Building. NORTH 105 END_ROOM ROOM_DESCR 13 The floorboards are rotten and have holes in them. A large black and seemingly endless hole lies before you, you soon see that it is almost impossible to walk anywhere in the building without putting yourself at risk of falling through the floorboards. The wind breezes through the door and whisks past you, fluffing your jacket as it does so. It moves slowly around the room, small swirls of dust follow it as it circles round you. It toys with a few specks of dust which were caught by the beams of light streaming through the window. After a while it becomes bored with its' new toys and leaves through a broken window. END_ROOM_DESCR ROOM 12 General Store. NORTH 106 SOUTH 0 END_ROOM ROOM_DESCR 12 The store makes you a feel as though you have just been slapped on the jaw by a time stick, not only this but you feel as though that same stock saent you back through a time-warp of about fifty years. There are different pieces of memorabillia hung about the walls above the shelves and behind the counter. There are three exits, the door from which you entered, the northern one and two to the south. The two southern doors for some reason are right beside each other. END_ROOM_DESCR ROOM 100 Small Crossroads. NORTH 101 SOUTH 10 EAST 17 WEST 19 END_ROOM ROOM_DESCR 100 The crossroads here leads off in the four main cardinal points. To the north you can see another crossroad and to the south the village centre. To the east and west lie two more shops. END_ROOM_DESCR ROOM 19 Run-down House. EAST 100 END_ROOM ROOM_DESCR 19 The building is plain and drab, pieces of plaster hang from the ceiling and bits of ripped wallpaper barely manage to hang onto the wall. A wave of emotion sweeps over you, first it feels like sadness, then it turns to despair and horror. Perhaps you should have seen the doctor when your mother told you to. END_ROOM_DESCR ROOM 17 Dilapidated Building. WEST 100 END_ROOM ROOM_DESCR 17 The building inside seems as deteriorated on the inside as it was on the outside if not worse. END_ROOM_DESCR ROOM 101 CrossRoads. SOUTH 100 NORTH 102 EAST 18 END_ROOM ROOM_DESCR 101 The crossroad leads off to the north, south, east and west. (Not Necessarily in that order. Please see footnote1.) END_ROOM_DESCR HELP 101 To read a footnote type: FOOTNOTE? Where the ? is you type the footnote number. e.g. FOOTNOTE1 FOOTNOTE2 FOOTNOTE3 FOOTNOTES may not be of any use to the game but they may make you laugh, or be quite a nuisance. At some point during the game however you may find footnotes handy. If you do so please contact Andre Boyle at the address of SLY Software as he himself, the writer of the game, couldn't find any use for them and would be deeply appreciative if you could give him any information on how they could be useful. END_HELP ROOM 18 Electrical Shop. WEST 101 END_ROOM ROOM_DESCR 18 The shop is quite large and has shelves screwed to all four walls of the room. Chandeliers and lampshades hang from the roof, the light from each of which merge on the walls to form beautiful patterns, you could sit here all day but you must carry-on with your quest at hand. To the east you can see a counter and beyond that a door. END_ROOM_DESCR ROOM 30 Behind Counter. EAST 16 WEST 18 END_ROOM ROOM_DESCR 30 You are standing behind the large oak counter on the east-most wall of the building, an open door lies to the east. All the switches which control the lights in the main 'showroom' are underneath the counter, you try to flick them but nothing happens. END_ROOM_DESCR ROOM 16 Alley. WEST 30 END_ROOM ROOM_DESCR 16 The alley is well lit and doesn't seem at all what you would expect an alley to look like, well for example, would you expect an alley to have wallpapered walls and pictures of Elvis and Charlie Brown holding hands with snoopy and woodstock on them. The most odd thing about it is that in then centre, did I forget to mention that there was a carpet, well, there's a carpet here. As I was saying, there's a large burn mark in the centre of the carpet and along the walls. (Please see FOOTNOTE2.) END_ROOM_DESCR ROOM 102 Bend In Road. SOUTH 101 NORTHEAST 103 END_ROOM ROOM_DESCR 102 The bend in the road leads to the south and to the northeast. You eyes follow the path to the northeast and see that it reaches a small thatched cottage. END_ROOM_DESCR ROOM 103 Outside Small Thatched Cottage. SOUTHWEST 102 NORTH 21 END_ROOM ROOM_DESCR 103 You are standing outside a small thatched cottage, WOOOOOOOO, the door to the cottage, which is to the north, is lying wide open. A small path leads from the door to the southwest where is joins a bend in the road. END_ROOM_DESCR ROOM 21 Inside Living-Room. SOUTH 103 EAST 22 END_ROOM ROOM_DESCR 21 The living is quite cosy and warm. The walls are papered with nice flowered wallpaper (Please see FOOTNOTE4.) and the carpet is made of fine 100% man-made fibres. A door leads off eastwards to what seems to be a kitchen. Even though it is daylight outside all the lights is the living-room are switched on. END_ROOM_DESCR ROOM 22 Kitchen WEST 21 END_ROOM ROOM_DESCR 22 The kitchen is much like any other kitchen that you've seen in that it has a light on the ceiling and quite a large bench on one wall for making food on, there is a mediocre table in the centre of the kitchen, small chips of wood have been chipped out of the side of it with what seems to have been a knife (Please see FOOTNOTE5.) END_ROOM_DESCR ROOM 150 Nondescript Room. NORTH 150 SOUTH 150 EAST 150 WEST 150 END_ROOM ROOM_DESCR 150 This is a very nondescript room. There are numerous shelves with various items on them lining the four walls of the room. END_ROOM_DESCR NOUN 250 Cardigan Blue There is a blue cardigan here. LOCATION 150 WEIGHT 10 SIZE 10 POINTS 1036 END_NOUN NOUN_DESCR 250 The cardigan is blue and looks exactly like the one that got vapourised. END_NOUN_DESCR NOUN 251 Coin Strange There is a strange coin here. LOCATION 150 WEIGHT 1 SIZE 2 POINTS 569 END_NOUN NOUN_DESCR 251 The coin is small, roughly the size of a ten pence piece. It has small and intricate markings on it, it seems to be some sort of alien writing, maybe it's just Andre Boyle's hand-writing. END_NOUN_DESCR NOUN 201 Television Colour There is a television in the corner of the room. LOCATION 21 UNMOVABLE END_NOUN NOUN_DESCR 201 It is a colour television and is switched on, at the present time it is showing a Wogan special, there is a sudden interlude, a Charlie Brown & Snoopy special is coming on in half an hour. END_NOUN_DESCR NOUN 202 Chair Arm There is an arm-chair in the centre of the room. UNMOVABLE LOCATION 21 END_NOUN NOUN_DESCR 202 The arm-chair is large and well padded, it would make a comfortable seat for anybody who is quite old or has back pains. (Please read FOOTNOTE5.) The chair has two large flaps at either side of it at the top and is decorated with a flowery pattern. END_NOUN_DESCR NOUN 203 Plant Fern A large fern plant takes-up the left most corner of the room. LOCATION 21 UNMOVABLE END_NOUN NOUN_DESCR 203 The fern plant is large and green, like most other plants really. END_NOUN_DESCR NOUN 204 Fridge White The fridge is beside the large bench. LOCATION 22 CLOSABLE CLOSED UNMOVABLE END_NOUN NOUN_DESCR 204 The fridge is massive compared to the scale of everything else in the kitchen. You try to move it but it just won't budge. END_NOUN_DESCR NOUN 205 Beer SLY There is a can of SLY beer here. LOCATION 204 WEIGHT 1 SIZE 2 POINTS 184 END_NOUN NOUN_DESCR 205 The beer is of the best make in the world, SLY, the beer for computer geniuses. This MAY not be useful in the game but you can have a little party to yourself. END_NOUN_DESCR NOUN 206 Jacket Leather There is a quite cool and slick leather jacket lying here. LOCATION 1000 WEIGHT 3 SIZE 7 END_NOUN NOUN_DESCR 206 The leather jacket looks particularly slick and awsomely cool, especially on yourself. All of the jackets pockets are close except for one. END_NOUN_DESCR NOUN 207 Pocket Leather There is a pocket sewn onto the jacket. LOCATION 1000 CLOSABLE WEIGHT 1 SIZE 60 UNMOVABLE END_NOUN NOUN_DESCR 207 The pocket is quite small and is sewn onto your leather jacket, amazingly it opens and, wait for it, it closes as well. END_NOUN_DESCR NOUN 208 Kettle Metal There is a kettle sitting on the bench. LOCATION 22 UNMOVABLE CLOSABLE CLOSED END_NOUN NOUN_DESCR 208 The kettle seems to be made of metal, you check underneath it for bombs and see that there is a label on it. The label reads: This kettle was made in Hong Kong and is made of; 1% Metal 97% Plastic 2% Notroglicerene You quickly place the kettle back on the bench. END_NOUN_DESCR NOUN 209 Light Electric There is an electric light hanging from the ceiling. LOCATION 22 UNMOVABLE END_NOUN NOUN_DESCR 209 The light is switched on, you know this because there is an intense light emitting from it which almost blinds you when you look at it. You also know that it is plugged in because there is a lead from it which is attached to a plug socket. END_NOUN_DESCR NOUN 210 Tea-bag Unused There a single unused tea-bag here. LOCATION 19 WEIGHT 1 SIZE 1 POINTS 67 END_NOUN NOUN_DESCR 210 It is a tea-bag, quite like any other you have seen. (For more information on tea-bags please see FOOTNOTE8.) END_NOUN_DESCR NOUN 211 Lampshade Broken There is a broken lampshade at the other side of the room. LOCATION 19 UNMOVABLE END_NOUN NOUN_DESCR 211 You cannot move the lampshade because if you did the extra weight on you would break what floorboards there are. END_NOUN_DESCR NOUN 212 Device Wonderlific There is small device of some sort here. LOCATION 18 WEIGHT 9 SIZE 10 POINTS 999 END_NOUN NOUN_DESCR 212 The device has a small slot in it, it seems to be about the size of the slot in a telephone-box. It also has a small hole for what seems to be batteries. END_NOUN_DESCR NOUN 213 Pattern Cardigan There is a dirty cardigan pattern here. LOCATION 16 WEIGHT 1 SIZE 5 END_NOUN NOUN_DESCR 213 The cardigan pattern seems to be set out in the same design as the one that you had vapourised. END_NOUN_DESCR NOUN 214 Key Bronze There is a bronze key here. LOCATION 17 WEIGHT 3 SIZE 5 POINTS 56 END_NOUN NOUN_DESCR 214 The key is small and made of bronze. END_NOUN_DESCR NOUN 215 Cabinet Oak There is a medium sized oak cabinet here. LOCATION 17 UNMOVABLE CLOSABLE CLOSED LOCKED KEY 214 END_NOUN NOUN_DESCR 215 The cabinet is beautifuly decorated with small golden trimmings, it is too heavy and you cannot manage to lift it, perhaps if someone were to help you you could do it together. END_NOUN_DESCR NOUN 216 needles Knitting There are some knitting needles here. LOCATION 150 WEIGHT 9 SIZE 30 POINTS 876 END_NOUN NOUN_DESCR 216 The needles are sharp to touch, they would be handy to make a cardigan. END_NOUN_DESCR NOUN 217 Batteries Durable There are some durable batteries here. LOCATION 150 WEIGHT 5 SIZE 7 POINTS 456 END_NOUN NOUN_DESCR 217 The batteries are of a very famous make, DURABLE batteries. They are said to last one hundred and fifty times longer than their best opponent, pity their best opponents batteries can only last about three minutes. END_NOUN_DESCR NOUN 218 cake sponge There is a sponge cake here. LOCATION 12 WEIGHT 34 SIZE 50 POINT 567 END_NOUN NOUN_DESCR 218 The cake looks beutiful and light and fluffy, pity it isn't light or fluffy, it weighs the proverbial tonne. END_NOUN_DESCR NOUN 219 Wool Blue There is a ball of blue wool here. LOCATION 150 WEIGHT 4 SIZE 23 POINTS 867 END_NOUN NOUN_DESCR 219 The wool is a light shade of blue, this is the exact colour of your once ghastly cardigan. END_NOUN_DESCR NOUN 220 Pill sionide There is a sionide pill here. LOCATION 15 WEIGHT 4 SIZE 2 POINT -1347 EDIBLE END_NOUN NOUN_DESCR 220 The sionide pill would be deadly to take. END_NOUN_DESCR NOUN 221 Buns Cream There are some cream buns here. LOCATION 35 WEIGHT 2 SIZE 5 POINT 4 END_NOUN NOUN_DESCR 221 The cream bun has, have a guess, no-one'll kill you if you get it wrong, they may come in white jackets and give you one without arms if you get it wrong but no-one'll kill you over it. That's right, the cream bun has CREAM in it. END_NOUN_DESCR NOUN 222 Stereo Personal There is a portable stereo here. LOCATION 150 WEIGHT 10 SIZE 10 POINTS 789 END_NOUN NOUN_DESCR 222 Their personal stereo has batteries in it, you press play and a sudden burst of headbangers music floods your mind, you feel brainwashed but finally manage to switch it off. You feel relieved. END_NOUN_DESCR NOUN 223 Brains No There are no brains here. LOCATION 1 UNMOVABLE END_NOUN NOUN_DESCR 223 You know you cannot examine them if you haven't got any. END_NOUN_DESCR NOUN 224 Cardigan No There is no cardigan here. LOCATION 1 UNMOVABLE END_NOUN NOUN_DESCR 224 You know that you cannot examine it if it isn't here, it was VAPOURISED, remember? END_NOUN_DESCR NOUN 225 device powered There is a powered-up device here. LOCATION 150 WEIGHT 6 SIZE 25 POINTS 568 END_NOUN NOUN_DESCR 225 The device is the same as before except that it has batteries in it now. END_NOUN_DESCR NOUN 226 Device Coinage There is a device with a coin in it here, LOCATION 150 WEIGHT 6 SIZE 25 POINTS 569 END_NOUN NOUN_DESCR 226 The device is the same as before except that it now has a coin in it. END_NOUN_DESCR NOUN 227 Device Fully-working there is a fully working device here. LOCATION 150 WEIGHT 10 SIZE 25 POINTS 578 END_NOUN NOUN_DESCR 227 This is the device fully operational, it has the batteries to make it go in it and it has the coin it so that it will work for an hour or so. END_NOUN_DESCR NOUN 228 Wood Plank-of There is a plank of wood here. LOCATION 12 WEIGHT 8 SIZE 11 POINTS 189 END_NOUN NOUN_DESCR 228 The plank of wood is small and heavy, it would be perfect to have something made from it at a handicraft shop. END_ROOM_DESCR CREATURE 301 Granny My Your granny is sitting in the armchair here. LOCATION 21 POINTS 30 FEMALE CREATURE_SYNONYMS GRANDMOTHER GRANDMA GRANDMOM GRAN END_CREATURE CREATURE_DESCR 301 Your grandmother is sitting in her favourite armchair watching then television, she seems either not interested in you or infactuated with Wogan, you guess that she be not interested in you. You gather this because she doesn't answer you when you talk to her. END_CREATURE_DESCR CREATURE 302 Granda My Your Granda is here. LOCATION 21 POINTS 30 MALE CREATURE_SYNONYMS GRANDFATHER GRANDAD GRANDDAD GRANDPA GRANPAW END_CREATURE CREATURE_DESCR 302 Your grandfather is sitting on the couch relaxing himself and watching his wife watching Wogan, it seems that along with yourself he cannot figure-out why on earth his wife would want to watch Wogan. END_CREATURE_DESCR CREATURE 303 Woman Till The woman working the till is here. LOCATION 35 FEMALE CREATURE_SYNONYMS TRAMPESS NAZI END_CREATURE CREATURE_DESCR 303 The woman working the till takes no notice of you, even when you talk to her, you offer her money but she still doesn't listen. You are relieved at this because you haven't got any money. END_CREATURE_DESCR CREATURE 304 owner shop The shop owner is standing behind the counter. LOCATION 18 POINTS 50 MALE END_CREATURE CREATURE_DESCR 304 The man behind the counter is sitting on his high stool and is looking at you. He smiles a little smile, well to tell you the whole truth it wasn't at all a small smile he gave you, in fact it took over the most of his face. END_CREATURE_DESCR CREATURE 305 Cat Pussy A small pussy cat is wandering about your feet here. LOCATION 16 WEAPON 228 POINTS 89 GROUPMEMBER CREATURE_SYNONYMS PUSSYCAT PUSS PUS MUSSIE MUSHIE END_CREATURE CREATURE_DESCR 305 It is a beutiful little cat, in fact it is a kitten. It would be easily killed with a plank of wood it one happen to mysticaly appear with an urge to attack and kill a little defenceless kitten, ooooooo, the thought of it makes you smile gleefully and cackle a little. You pull yourself together and realize how monstrous an event this would be. END_CREATURE_DESCR CREATURE 306 Tramp male There is a male tramp squatted on the ground here. LOCATION 17 HOSTILE TIME_THRESH 9 THRESHOLD 4 WEAPON 228 END_CREATURE CREATURE_DESCR 306 The tramp is dressed in shabby clothes and is obviously drunk as he has a photo of Mark McClements in his hand and he is looking at it as though he admired him. Obviously a sad case of NOT-KNOWING-A-THING-OR-HAVING-TASTE-ITIS. Very, Very, Very, Very sad indeed. END_CREATURE_DESCR CREATURE 307 Policeman overweight There is a overweight policeman standing here like a total and utter prune. LOCATION 10 WEAPON 228 MALE CREATURE_SYNONYMS BOB BOBBY CRETIN CRETAN CRETEN RESHIE USELESSTUBE MARK END_CREATURE CREATURE_DESCR 307 The policeman, more commonly know as the local Bobby, (Please see FOOTNOTE9.) is standing here like a total and utter, tin plated, how-much-do-you-think- I'm-worth tube. (This type of person is more commonly know as M**K. END_CREATURE_DESCR CREATURE 308 Person Sales There is a sales person here. LOCATION 11 END_CREATURE CREATURE_DESCR 308 The woman is not taking any notice of you and is talking to her friend. END_CREATURE_DESCR CREATURE 309 Girl nice There is a girl talking to the sales person. LOCATION 11 CREATURE_SYNONYMS SYLVIANNE SYLVIANE GIRLIE SHEDEVIL BIRD BEAST BASTE BAST END_CREATURE CREATURE_DESCR 309 The girl is talking to the sales person and isn't paying any particular attention to you. END_CREATURE_DESCR CREATURE 310 Man old There is an old man waiting to serve you. LOCATION 12 END_CREATURE CREATURE_DESCR 310 The old man is sitting waiting to serve you, he is wearing a waistcoat and a pair of corduroy trousers, he is also wearing a pair of hobnail boots. You ask him his name and he replied, you are disappointed to find that his name isn't Colin. END_CREATURE_DESCR CREATURE 311 Dog viscious There is a viscious dog here. LOCATION 13 HOSTILE THRESHOLD 3 TIME_THRESH 10 WEAPON 228 POINTS 45 END_CREATURE CREATURE_DESCR 311 The dog is very very viscious, he opens his mouth wide and you can see his large fangs, they have saliva hanging from them dripping onto the ground, he is intent on guarding his owner. On its collar is a message, it reads: If you can read this, you're standing to close. You quickly back-off. It now seems that no-matter where you walk you cannot get past the dog, you're trapped. END_CREATURE_DESCR CREATURE 312 Jeater Hugh There is a man called HUGH JEATER here. LOCATION 14 MALE END_CREATURE CREATURE_DESCR 312 Hugh tells you that the woman at the counter only leaves the counter for special occasions. END_CREATURE_DESCR CREATURE 313 prefect Ford Ford Prefect is here. LOCATION 15 MALE END_CREATURE CREATURE_DESCR 313 Isn't this special, Ford Prefect has agreed to give us a special visit. END_CREATURE_DESCR CREATURE 314 Dent Arthur Arthur Dent is also here. LOCATION 15 MALE END_CREATURE CREATURE_DESCR 314 Isn't that nice, Arthur Dent has agreed to visit us all. "You do that the world is going to blow-up?", exclaimed Arthur and Ford together. "What?", you exclaim. "Only Joking," says Ford. END_CREATURE_DESCR CREATURE 315 Tramp female There is a female tramp here. LOCATION 13 END_CREATURE CREATURE_DESCR 315 The tramp is just sitting there, she may be dead, she may be totally intoxicated. There is only one way to find out...... examine her. END_CREATURE_DESCR CREATURE 316 Pigeon Grey A grey pigeon perched on top of the statue. LOCATION 10 END_CREATURE CREATURE_DESCR 316 The pigeon is small and grey, that is all you can see from where you're standing. END_CREATURE_DESCR CREATURE 317 Grandmaster Chess There is a chess grandmaster sitting here (you feel privileged). LOCATION 19 CREATURE_SYNONYMS ALISTER TORRENS ALISTERTORRENS TIT WALLY WALY WALLE WALE END_CREATURE CREATURE_DESCR 317 When you examine Alister he starts to talk to you. "What move should I instigate next?" He questions. "I don't know," you reply. "Oh neonation, I just don't know." "Perhaps you should move you queen to....." "No No, that wouldn't work at all, he'd get me with his knight." "Who are you playing anyway?" "Oh, myself of course." "That's wise," you reply. "Are you trying to instigate something?" He screams. "No No, of course not." You decide that you'd better just leave him alone to beat himself. END_CREATURE_DESCR ROOM 170 In Tree. NORTH 170 SOUTH 170 EAST 170 WEST 170 SPECIAL 10 KEY 0 ROOM_SYNONYMS MAGIC_WORD BEAMMEDOWNSCOTTY BEAMEDOWNSCOTTY SPOCK KIRK END_ROOM ROOM_DESCR 170 You are standing in the middle of a large nest, a mother bird is perched on the side of the nest, when you try to touch the egg which is below her she snaps at you, the nest is perfectly immaculate in every detail. The nest is made from large branches stuck together with guano of some sort. It is a long drop to the ground. END_ROOM_DESCR NOUN 229 Twig Brown A small brown twig is sticking up out of the nest. LOCATION 170 UNMOVABLE END_NOUN NOUN_DESCR 229 There is nothing unusual about the twig, it makes the nest look imperfect in some way. END_NOUN_DESCR SPECIAL 10 There is a flash of light and you're beamed down to the village square. END_SPECIAL HELP 170 Try pulling something END_HELP HELP 18 The owner of the shop is a DEVICEive young fellow. END_HELP HELP 15 Ford is very keen on music END_HELP HELP 17 Isn't it annoying when a tramp gets in your way? Now, if he was drunk he couldn't stand in your way, in fact, if he was drunk he couldn't stand. END_HELP HELP 21 If your gran only had wool and a pattern, a few other things of course, then she could knit you something. You know she needs an incentive to work. END_HELP INTRODUCTION You were sitting there in the garden on the swinging seat, it was your birthday today and as usual it was dead boaring. You received lots of presents from your relatives, most of which made you feel as excited as a crab who just received a book on how to cook shell-fish. You feel, to say the least, surprised when a space-ship lands in your back garden and two small blue beings walk out of an open bay-door. They start to point at you and making odd noises, you ask then what you want, they look at each other quite puzzled. Within minutes one of then says, "Is that a totally bogus cardigan or what!" With that the other pulls out a small gun and points it at you. A beam of purple light comes out of the barrel of the gun and hits your cardigan, within seconds it has faded away, nothing remains of your cardigan. You wouldn't mind but it was your mother that bought you it and you know that you're in deep trouble if you don't get a replacement. You explain to the aliens, with some difficulty, that you need a replacement cardigan or your mother will instigate some serious mutilation on your body. A bright beam of light comes out of the space-ship and you are blinded temporarily, you rub your eyes and, being the perceptive kid that you are see that you are in some sort of dark vault. What can you do now? Why not try it and find out. END_INTRODUCTION