; ; Note: This AGT DAT source file Copyright (c) W.P. Kegelmeyer, 1988 ; MAX_LIVES 10 ; Handle this myself QUESTION 1 What is the demon's True Name? ANSWER 1 Neanderthal QUESTION 2 Who is he? ANSWER 2 Blooder QUESTION 3 What was he? ANSWER 3 phelision QUESTION 4 Who is he? ANSWER 4 Neanderthal VERB unlock cut Dummy_Verb1 warp Dummy_Verb2 debug Dummy_Verb3 status Dummy_Verb4 wake rouse awaken Dummy_Verb5 conjure Dummy_Verb6 away Dummy_Verb7 transport carry move fly Dummy_Verb8 foo Dummy_Verb9 make give sell construct build work create Dummy_Verb10 cut wound slice Dummy_Verb11 heal cure Dummy_Verb12 wash clean repair consecrate Dummy_Verb13 free Dummy_Verb14 capture contain relock Dummy_Verb15 kiss END_VERB STARTING_ROOM 2 MAXIMUM_SCORE 0 INTRODUCTION You went to bed exhausted, Tark, worn out by a day of wrestling with the nature of evil, and so you were not expecting a night of dreams. Thus you are justly surprised when you find yourself suddenly standing in your bedroom, clad at white robes, looking down at your sleeping form. The version of you on the bed is clearly in an almost unnaturally deep trance; muscles completely relaxed, eyes rolled back into the head, breathing so shallow as to be almost imperceptible. Examining it more closely, you see a golden cord extending from its forehead; you follow it to its far end, which turns out to the back of your neck. Bemused, you try out various Freudian interpretations until you are startled by a noise behind you. You whirl around, and see an old, age-weathered woman, wearing cleric's robes and a cardinal's chasuble; somehow you recognize her, and know her to be Priestess Tiana. "Bluh, bluh", you blurt out calmly, demonstrating the diplomatic poise and grace with which your encounters with higher level clerics are justly reknowned. She smiles, slightly, in response, and says "Yes, yes, I'm quite dead, but as you'll learn if you continue in the studies you have started, 'dead' is largely a matter of the definitions you find convenient. But I didn't pull your Image into the Astral plane just to exchange pleasantries; there's a crisis at hand, and you've been chosen to address it. There is a demon; his name is hidden from me, but he is known as the Demon of Dark Delights. In his own way he is something of an aesthete, and he has waged a quiet campaign in pursuit of his art; the acquisition, by seduction or force, of the souls of bards, poets, all those of the literary arts. He has caged them long, and we thought his ambitions were simple ownership. This very day, however, by dark arts he has distilled them, formed them, into a single entity that I am calling the Soul Song. We know not his plans, but we do know that he will act on them soon, and so the Soul Song must be rescued and its spirit released back into the Astral Plane, before he can continue." "The Demon is powerful and subtle, but careless. He thinks he knows all who are a threat to him, and has raised his defenses accordingly. One such as you, however, unknown to him, can sneak by those defenses, and perhaps succeed where I and the rest of the Circle would be doomed. Unfortunately, you are unfamiliar with the Astral Plane, and there is no time to train you. Be forewarned that your spells and abilities, supplemented by your imagination, may be more powerful than on Prime. This is true in general; everything is more intense on the Astral Plane, the consequences of your acts sharper and more immediate. Be wise and wary; your life and your soul are at stake." "You have tonight only; if morning arrives with the Soul Song still in captivity, then all is lost, and all song, all art, all the joys of literature will belong to the Demon of Dark Desire." And with that she fades away. END_INTRO ROOM 2 Tark's Bedroom SOUTH 5 ; Central Chamber EXIT 5 ; Central Chamber END_ROOM ROOM_DESCR 2 This seems to be your bedroom in your quarters at the Keep; there is a bed for you and JenLee, your normal and assorted possessions, and a door to the south. On the other hand, it seems that you can almost see through most of the objects about you, if you concentrate, and the walls of the room seem to be leaking a tenuous electric blue light, as if punctured by a thousand tiny pinpricks. END_ROOM_DESCR HELP 2 Don't you think JenLee would be upset if you were to go off on this adventure on your own? If you haven't already, you should figure out some way to bring her along. END_HELP_DESCR ROOM 3 Astral Plane DOWN 5 ; Central Chamber ENTER 5 ; Central Chamber EXIT 5 ; Central Chamber SPECIAL 4 ; Accessible Astral Plane KEY 237 ; Amulet of the Planes LOCKED_DOOR ROOM_SYNONYMS push rub END_ROOM ROOM_DESCR 3 You find yourself abruptly surrounded by empty air, shot through with sparkles of a delicate, robin's egg blue. The effect is vertiginous, and you find your stomach protesting as you attempt to develop some means of consistent orientation. Off in the distance, in a direction we may as well call "down", you think you spy a wooden door, floating incongruously unanchored in the ether. END_ROOM_DESCR HELP 3 Trying to find your away around via the unconstrained astral plane? That usually requires extensive prior experience or magical aid. END_HELP_DESCR SPECIAL 4 You $VERB$ the Amulet of the Planes; the result is dizzying and instantaneous, as round portals iris open all around you, giving you a glimpse of what waits on the other side. END_SPECIAL ROOM 4 Astral Plane NORTH 15 ; Mage's Lab SOUTH 5 ; Central Chamber DOWN 5 ; Central Chamber EAST 27 ; Library WEST 35 ; Neanderthal's Chamber NORTHEAST 20 ; Earth Plane NORTHWEST 23 ; Fire Plane SOUTHEAST 22 ; Water Plane SOUTHWEST 21 ; Air Plane END_ROOM ROOM_DESCR 4 You are still floating in the clear, ozone-ridden air, but now you are surrounded by sharply defined circular portals. Picking one at random to refer to as "north", and looking through, you can see what looks like lab equipment. To the west is an imposing chamber lined in silver and ivory, and east reveals books in glass cabinets. Northwest is a pillar of fire, southwest you gain an impression of horrific, unceasing wind, southeast shows the surface of the sea, and through the northeast portal you can see nothing but dirt and rock. The door below you still floats in the ether, as well. END_ROOM_DESCR ROOM 5 Entry Chamber NORTH 3 ; Astral Plane SOUTH 8 ; Oliphant's Nest EAST 7 ; Bathroom WEST 6 ; Mop Closet UP 24 ; Deserted Hallway, North DOWN 9 ; Dank Hallway, North END_ROOM ROOM_DESCR 5 You are in the entry hall of what appears to be a castle of extensive size, though it seems clear from the dust on the furnishings and its general state of disrepair that is has been long abandoned. The previous owners were rich indeed, however, for looking down you note that the rug which runs wall to wall is actually a skull spider tapestry, apparently created to order, as it fits perfectly. There is an imposing door to the north, and two smaller doors to the east and west. A wide, grand, winding staircase heads up, while a narrower one leads down. To the south is a complete shambles. Reasoning from the usual plan for castles, the ballroom, dining room and such not should have been to the south. However, some long past cataclysm has entirely caved in the south end of this entry hall, and, you would suspect, points behind. You do see a narrow, winding path south into the rubble, however, though you also note a sickly sweet smell, not quite recognizable, coming from that general direction. END_ROOM_DESCR ROOM 6 Mop Closet EAST 5 ; Central Chamber EXIT 5 ; Central Chamber LIGHT 1 ; Any Light END_ROOM ROOM_DESCR 6 You are in a small mop closet, a rather mundane sort of place for the exciting, glamorous astral plane. In the walls you can hear astral mice chittering, clearly irritated by your intrusion. END_ROOM_DESCR ROOM 7 Bathroom WEST 5 ; Central Chamber EXIT 5 ; Central Chamber LIGHT 1 END_ROOM ROOM_DESCR 7 This room looks to have once been a finely appointed bathroom, but it has decayed through years of neglect. The fixtures have been stripped (though the fragments of metal that remain suggest they were made of gold), the ceramic sink has been ripped from the wall and shattered, and the iron tub is rusted and dented. In the east wall there is a niche sheltering a shallow depression which is clearly fed by a stone spring. The only exit is to the west, back to the entry chamber. END_ROOM_DESCR ROOM 8 Oliephant's Nest NORTH 5 ; Central Chamber SOUTH 8 ; Oliephant's Nest EAST 8 ; Oliephant's Nest WEST 37 ; Sloping Corridor NORTHEAST 8 ; Oliephant's Nest NORTHWEST 8 ; Oliephant's Nest SOUTHEAST 8 ; Oliephant's Nest SOUTHWEST 8 ; Oliephant's Nest EXIT 5 ; Central Chamber END_ROOM ROOM_DESCR 8 You are in the midst of a massive pile of rubble and furniture, slightly tamped down or hollowed out near its center. The ceiling, far above you, has been breached, and the room is illuminated by prickly, disturbing blue light. Everything around you is smeared with an thick, sticky substance, and this seems to have reduced the metal and stone to a spongy, organic consistency. The sweet smell is strong, overpowering, you gag as it burns the back of your throat. Suddenly you recognize the odor, masked before only by its intensity; it is the scent of an oliephant! Simultaneously your eyes adjust to the scale of the scene around you, and you realize that you are standing in the middle of a huge oliephant's nest, far dwarfing the one on the -4th level of Gora's castle. There's no clear path out of the room, though trails and passageways through the rubble lead off in all directions. END_ROOM_DESCR HELP 8 Why are you still here? You're taking damage just standing here; can you imagine what it'll be like if the Oliephant should return while you're nosing around? END_HELP_DESCR ROOM 9 Dank Hallway, North End NORTH 11 ; Dungeon Cell SOUTH 10 ; Dank Hallway, South UP 5 ; Central Chamber END_ROOM ROOM_DESCR 9 This is the north end of a classic dungeon hallway; dank, dreary, dimly lit by torch stubs flickering halfheartedly in wall sconces. The walls and floor are faintly wet with condensation, the ceiling is low and uneven, and the sum effect is oppressive and unpleasant. A narrow stairway leads up, there is more of the hallway to the south, and to the north there is crude stone door. END_ROOM_DESCR ROOM 10 Dank Hallway, South NORTH 9 ; Dank Hallway, North EAST 15 ; Mage's Lab SPECIAL 12 ; Derro Lair KEY 234 ; Jagged Key LOCKED_DOOR ROOM_SYNONYMS CHANGE_LOCATIONS use turn employ END_ROOM ROOM_DESCR 10 This is the south end of the dank dungeon hallway, and generally it more or less resembles the north end. There is, perhaps, a slightly higher concentration of rat dung, and the patches of wall fungus are a tad more artful, but these are minor differences. There is a well-made, tightly fitted door to the east. To the west, a crude stone door seems to have been completely over-hauled and rebuilt. The door is painted with disturbing jagged patterns in black and white, and is clearly locked, with a complicated, ornate keyhole replacing the standard latch. And to the north, of course, is the north end of the hallway. END_ROOM_DESCR HELP 10 An ornate lock requires an ornate key. But even with the key, are you sure you're prepared for what's on the other side? END_HELP_DESCR SPECIAL 12 You carefully fit the key into the ornate lock and turn it. It moves slowly and gradually, you have the impression of many complicated tumblers carefully moving into position. There's an audible click as the door unlocks, and then the key begins turning in the opposite direction, as the door promptly begins to relock itself. You re-pocket the key and then pull the door open and hurry through, before the lock can re-engage. END_SPECIAL ROOM 11 Dungeon Cell SOUTH 9 ; Dank Hallway, North NORTHEAST 37 ; Sloping Fissure UP 37 ; Sloping Fissure END_ROOM ROOM_DESCR 11 You are in a dank dungeon cell, only four feet by four feet, without even enough room to lay down in. The floor is littered with rotted straw and rushes, a noxious and none too deep hole at one corner serves as the privy, and a pool of black oil burns in a niche in one wall, giving off a thick, choking smoke. Two walls are equipped with arm and leg irons. There is a crude stone door to the south, and to the northeast a narrow break in the wall slopes up. The break is clearly not natural; it looks to have been formed by a earthquake or similar cataclysm after this cell was originally built. END_ROOM_DESCR HELP 11 Trying to free the prisoner? What a noble soul! A simple "FREE PRISONER" should do the trick, the chains are easy enough to break with the proper leverage. END_HELP_DESCR ROOM 12 Derro Lair SOUTH 14 ; Nursery EAST 10 ; Dank Hallway, South WEST 13 ; Cannibal's Hut EXIT 10 ; Dank Hallway, South ROOM_SYNONYMS throw pour spill spread toss splash END_ROOM ROOM_DESCR 12 This is a triangular, arrowhead shaped room, with the long tip pointing north. The jagged, disturbing wall sculpture and painting immediately inform you that you have entered a derro's lair. It is well kept and clean, and contains a wooden table, a chair, and three tall, suspiciously fatty candles, one in each corner, which provide an eerie, flickering light. There is a stone door to the south, another to west, and the door to dank hallway is to the east. The west door is covered with an artful abstract mosaic which proves, on closer inspection, to have been formed from crushed and dyed fragments of bone. END_ROOM_DESCR HELP 12 Having a problem with deadly derro? Perhaps you should know that you can screw up his fighting prowess the same way you can screw up his spells. Though you're probably not going to have time, given that you've used a turn asking for help. END_HELP_DESCR ROOM 13 Cannibal's Hut EAST 12 ; Derro Lair EXIT 12 ; Derro Lair END_ROOM ROOM_DESCR 13 The walls of this room are entirely covered with bones, mostly legs and arms, to the point where the underlying stone is almost completely covered, all of which gives the impression of the interior of a Baba Yaga hut made from bone. What isn't bone is skin; there are a couple of pieces stretched here and there, covered with meticulous drawings that turn out to be directions for the proper carving of humans. There is also a dizzying profusion of shelves, cabinets, ledges and shelves, all covered by countless gadgets and knick-knacks made of bone and skin, such as candle holders formed from the skulls of small animals, scrolls of vellum, a set of quills apparently made from finger bones, and so on. The purpose of most of the objects is not entirely decipherable, but all were made with obvious skill and care. A through search of the room would take days. The only obvious exit is to the east, back to the derro lair. END_ROOM_DESCR HELP 13 The cannibal may well be a marrow sucking eater of human flesh, but he's also a proud craftsman. If he has anything that might be useful to you in this crowded and cluttered confusion of curios, you're not going to be able to simply beat it out of him. END_HELP_DESCR ROOM 14 Nursery NORTH 12 ; Derro Lair EXIT 12 ; Derro Lair LIGHT 1 ; Need's light END_ROOM ROOM_DESCR 14 You have entered a make-shift nursery, apparently hastily constructed from a converted abattoir. The room is neat and well-swept, but the walls sweat with condensation and there is a thin, sour smell of imperfectly scoured baby's vomit. There is crib converted from the slaughterpit, and dangling over it is a clever mobile created from polished flensing knives, tied to each other by human hair. A few sconces litter the walls but no torches are lit. The only exit visible is to the north, back to the derro lair. END_ROOM_DESCR HELP 14 The dagger is clearly derro in make, and was no doubt left here by him. What do you suppose his intentions were? END_HELP_DESCR ROOM 15 Mage's Lab SOUTH 18 ; Supply Room EAST 19 ; Chamber of the Elements WEST 10 ; Dank Hallway, South UP 27 ; Library DOWN 17 ; Work Room LIGHT 1 ; Needs light END_ROOM ROOM_DESCR 15 You are standing amongst the ruined remains of a magic lab. There are heaps and piles of twisted lab equipment and long-decayed animal corpses, shards from shattered glassware glitter underneath your feet, and the air holds a delicate, heady scent of spices, incense, and other, less easily identified, components. There are doors to the west and east, a tightly winding narrow staircase heads down, and another leads up. To the south there is an open archway left by a wooden door which was ripped to splinters, its pieces cast to the side of the door. Thick dust covers everything, though it is disturbed in a wide trail which leads between the south and east doors. END_ROOM_DESCR ROOM 17 Work Room UP 15 ; Mage's Lab LIGHT 1 ; Needs light END_ROOM ROOM_DESCR 17 This room looks as if it was once a crafts center, perhaps for the creation of tools and equipment for the lab upstairs, which also seems to be the only point of exit. The bigger equipment (a grind stone, a key cutter, a lathe, a table saw that looks tough enough to handle metal or bone) all looks as if it might still be functional, but there are no materials left to work on, it looks as if everything small enough to carry away was looted long ago. All of the equipment and incidental litter in the room has been pushed to one corner, and the remainder of the room looks as if it was once the lair of a group of creatures; you count five piles of straw, loose clothes and rich, soft dirt that might have served as bedding, and there is a mild stench from a scattering of spoor found at one point along the wall. There are two long dead magin here, pale and naked. Their bodies are bruised and bloated with decay, but there is no obvious sign of death; no large wounds, no blood. END_ROOM_DESCR HELP 17 Some of the equipment still seems operable. Perhaps you can make tools that you can't find? END_HELP_DESCR ROOM 18 Supply Room NORTH 15 ; Mage's Lab LIGHT 1 ; Require's Light END_ROOM ROOM_DESCR 18 From it's relatively small size and the splintered remnants of shelves pegged into the wall, you'd guess this was once a walk-in closet, a supply room for the mage lab. Anything useful that might have been in this room, however, must have been pulverized long ago by the cataclysm which has raged here. There are deep furrows on the ground, huge gouges and dents in the walls, stones ranging from the tiny to the man-sized lay in a jumbled confusion, and the whole is covered with a scattered crust of fresh earth. The only exit is through the doorway to north, through which you entered. END_ROOM_DESCR ROOM 19 Chamber of the Elements WEST 15 ; Mage's Lab NORTHEAST 20 ; Sink Hole NORTHWEST 23 ; Pillar of Fire SOUTHEAST 22 ; Water Spout SOUTHWEST 21 ; Hurricane LIGHT 1 ; Needs light END_ROOM ROOM_DESCR 19 This is a completely bare room, with the floor, ceiling and walls completely covered by ceramic tiling of a warm, neutral beige. Even the inside of the door to the mage lab, to the west, is inlaid with the tile. There are no other obvious exits from the room, though there are four elemental oddities. On the floor to the northeast is a sinkhole, constantly tumbling in on itself. To the northwest is a pillar of fire, crackling and burning, and to the southeast is a turbulent column of water, of roughly the same volume. The southwest corner of the room is taken up by a twisting cyclone whose exact dimensions are difficult to make out. END_ROOM_DESCR ROOM 20 Sink Hole EXIT 19 ; Chamber of the Elements UP 19 ; Chamber of the Elements END_ROOM ROOM_DESCR 20 You are completely surrounded, on all sides, top and bottom, by soft, rich, fragrant, constantly moving earth. This would be almost pleasant if it weren't so disorienting, as you aren't really sure which direction you came from. The best you can do is to try to scramble up against the flow of dirt and hope for the best. END_ROOM_DESCR ROOM 21 Hurricane EXIT 19 ; Chamber of the Elements DOWN 19 ; Chamber of the Elements END_ROOM ROOM_DESCR 21 You find yourself in the midst of a vicious, violent, tumultuous hurricane. Almost ripped apart by the force of the winds, you instead suddenly find yourself at peace in the center of the tornado, moved there by a slight nudge. Turning, you see your friend, the genii Jeff. He says something, but the words are snatched away by the wind before you can register them. He contents himself with pointing at the exit from the Wind Plane, far below, at the base of the twister. END_ROOM_DESCR ROOM 22 Water Spout UP 19 ; Chamber of elements DOWN 7 ; Bathroom, through water spout EXIT 7 ; Bathroom, through water spout LIGHT 1 END_ROOM ROOM_DESCR 22 You find yourself completely immersed in beautiful, jade green sea water, rich with life and motion. You are lulled into a calm meditative state by the gentle motion of the waves, one strongly akin to the deep peace and satisfaction you feel in the most profound of your religious experiences, and so only distantly recognize that you should be more concerned about the fact that your lungs are entirely filled with water. You seem to be in no physical distress, however, and somehow the knowledge comes to you that your survival in this pocket of the Plane of Water is at the grace of Poseidon, in memory of the service you did GreyTare, his cleric. There seems to be an exit, or at least a change in the character of the sea, far above you and another far below you, should you feel moved swim in one direction or the other. END_ROOM_DESCR ROOM 23 Pillar of Fire Player_Dead END_ROOM ROOM_DESCR 23 You are immediately incinerated by a deadly, searing heat and flame, to the malefic cackle of laughing devilish creatures with pitchforks and spears. END_ROOM_DESCR ROOM 24 Deserted Hallway, North SOUTH 25 ; Deserted Hallway, South EAST 26 ; Ruined Chapel DOWN 5 ; Central Chamber END_ROOM ROOM_DESCR 24 This is the north end of a deserted hallway. There are carpet runners on the stone floor which once secured a rug, various empty picture and tapestry frames on the walls, and the ceiling is high and level, giving the hall a residential look. Light is provided by flickering torches, burned almost to a nub, placed at scattered points along the wall. There is a door to the east, a wide winding staircase that leads down, and there is more of the hall to the south. END_ROOM_DESCR ROOM 25 Deserted Hallway, South NORTH 24 ; Deserted Hallway, North EAST 27 ; Library END_ROOM ROOM_DESCR 25 This is the south end of a deserted hallway, and resembles the north end closely, to include a door to the east. It lacks the winding staircase down, however. END_ROOM_DESCR ROOM 26 Ruined Chapel SOUTH 27 ; Library WEST 24 ; Deserted Hallway, North EXIT 24 ; Deserted Hallway, North LIGHT 1 ; Requires Light END_ROOM ROOM_DESCR 26 This room, which has doors to the west and south, is the ruined wreck of a True Church chapel. Everything which could be stolen or broken has been; there are slashed portraits of saints on the walls, countless shards of broken holy water vials, the twisted remains of metal and wooden religious symbols, various soiled swatches of ceremonial garments, and a large bare spot on the floor where it seems clear a rug once lay. The only thing remaining is a great iron block of an altar, too ponderous to move and too solid to dent, and even that has been covered with paint and obscene, blasphemous graffiti. END_ROOM_DESCR HELP 26 That altar is in hideous shape. Perhaps you could spruce it up a bit? END_HELP_DESCR ROOM 27 Library NORTH 26 ; Ruined Chapel SOUTH 28 ; GV, North Bank WEST 25 ; Deserted Hallway, South DOWN 15 ; Mage's Lab EXIT 25 ; Deserted Hallway, South LIGHT 1 ; Requires Light END_ROOM ROOM_DESCR 27 You have entered a vandalized library, and are shuffling ankle deep in the debris of hundreds of books which have been ripped to pieces, their pages shredded, scattered, and urinated upon. A stuffed leather chair has been hacked apart by an impatient axe (a dwarf's work, judging from the angle of the cuts) and a long oak table reduced to kinding. The only point of order in the room is a locked cabinet, made of steel and finely trimmed in gold. The front of the cabinet is a transparent magical field, as hard as diamond to the touch, which reveals a few books and a manacord still in good condition within. There are doors to the north and east, a narrow winding staircase leading down, and on the south wall there is a full length mirror which shows, not a reflection of the library, but an open, grassy field overlooking a valley. You can feel a slight breeze through the mirror, and so understand it to be an eldritch portal of some kind. END_ROOM_DESCR HELP 27 Trying to get into the gold-trimmed cabinet? You're going to need a matching key, and I don't think the gentleman who has it is going to be happy about giving it up. END_HELP_DESCR ROOM 28 Grue Valley, North Bank NORTH 27 ; Library SOUTH 29 ; GV,N DOWN 29 ; GV,N END_ROOM ROOM_DESCR 28 You are standing on the grassy, flower covered north bank of a deep valley. Behind you, to the north, a magic portal hangs in mid air, its far terminus shrouded in darkness. In the distance to the south, you see the far bank of the valley, and just beyond it is a cliff face into which is cut an enormous door. Between you and the south bank is a deep valley. On closer inspection, it seems to be the site of an ugly and intensive war, as you can see horrific fanged and clawed abominations stalking each other, killing mercilessly whenever an advantage can be gained, sometime piling up on some injured victim in an ugly blood lust reminiscent of feeding sharks. END_ROOM_DESCR ROOM 29 Grue Valley, North NORTH 28 ; GN,NB SOUTH 30 ; GV,MN END_ROOM ROOM_DESCR 29 You are in the upper north portion of Grue Valley. The ground is blood-soaked and reeks of death and carrion, the sun overhead beats down on you with a unearthly cruelty, and there are numerous large rocks and bits of brush. You hear creatures chittering all around you. You can go north towards the valley bank, or south and deeper into the valley. END_ROOM_DESCR HELP 29 Are you in trouble? ... END_HELP_DESCR ROOM 30 Grue Valley, Mid-North NORTH 29 ; GN,N SOUTH 31 ; GV,M END_ROOM ROOM_DESCR 30 You are in the middle north portion of Grue Valley. The ground is blood-soaked and reeks of death and carrion, the sun overhead beats down on you with a unearthly cruelty, and there are numerous large rocks and bits of brush. You hear creatures chittering all around you. You can go north towards the valley bank, or south into the middle of the valley. END_ROOM_DESCR HELP 30 Feeling cross? ... END_HELP_DESCR ROOM 31 Grue Valley, Middle NORTH 30 ; GN,MN SOUTH 32 ; GV,MS END_ROOM ROOM_DESCR 31 You are in the middle portion of Grue Valley. The ground is blood-soaked and reeks of death and carrion, the sun overhead beats down on you with a unearthly cruelty, and there are numerous large rocks and bits of brush. You hear creatures chittering all around you. You can go north or south towards those respective valley banks. END_ROOM_DESCR HELP 31 Don't walk the valley ... END_HELP_DESCR ROOM 32 Grue Valley, Mid-South NORTH 31 ; GN,M SOUTH 33 ; GV,S END_ROOM ROOM_DESCR 32 You are in the middle south portion of Grue Valley. The ground is blood-soaked and reeks of death and carrion, the sun overhead beats down on you with a unearthly cruelty, and there are numerous large rocks and bits of brush. You hear creatures chittering all around you. You can go south towards the valley bank, or north into the middle of the valley. END_ROOM_DESCR HELP 32 Fly across. END_HELP_DESCR ROOM 33 Grue Valley, South NORTH 32 ; GN,MS SOUTH 34 ; GV,SN END_ROOM ROOM_DESCR 33 You are in the upper south portion of Grue Valley. The ground is blood-soaked and reeks of death and carrion, the sun overhead beats down on you with a unearthly cruelty, and there are numerous large rocks and bits of brush. You hear creatures chittering all around you. You can go south towards the valley bank, or north and deeper into the valley. END_ROOM_DESCR HELP 33 This friendly message brought to you by TWA (Transworld Airlines). END_HELP_DESCR ROOM 34 Grue Valley, South Bank NORTH 33 ; GV,S EAST 3 ; Astral Plane WEST 3 ; Astral Plane DOWN 33 ; GV, S SPECIAL 35 ; Neanderthal's Chamber KEY 238 ; Holy water ROOM_SYNONYMS CHANGE_LOCATIONS splash throw use pour END_ROOM ROOM_DESCR 34 You are standing on the grassy, flower covered south bank of a deep valley. Behind you, to the south, there is a cliff face with an enormous door. On closer inspection, you can see that the door is has been carefully and completely scribed with a glyph whose malice and evil is palpable. To the east and west, everything suddenly disappears, as if an artist had erased part of the scene and then paused. In the distance to the north, you see the far bank of the valley, and just beyond it is an odd, man-sized break in the air's continuity. Between you and the north bank is a deep valley. On closer inspection, it seems to be the site of an ugly and intensive war, as you can see horrific fanged and clawed abominations stalking each other, killing mercilessly whenever an advantage can be gained, sometime piling up on some injured victim in an ugly blood lust reminiscent of feeding sharks. END_ROOM_DESCR HELP 34 To get through the door you're going to have to destroy the evil glyph. You can't away it or cast "Dispel Evil": what are other popular methods? END_HELP_DESCR SPECIAL 35 You $VERB$ the holy water onto the glyph, and the result is an instantaneous, steaming shower of coruscating sparks. When the steam clears, you can see that the glyph has been cleared away. However, as you watch amazed, the door begins to sizzle and bark, burning off the last of the holy water, and then the glyph begins to re-write itself! Hurriedly, before it can complete the spell, you pull open the cliff face door and hurry in. END_SPECIAL ROOM 35 Demon Chamber NORTH 34 ; GV,SB EXIT 34 ; GV,SB LIGHT 1 ; Light necessary LOCKED_DOOR ; The east door SPECIAL 36 ; For debugging purposes, Tark won't know this. KEY 0 ; For debugging purposes, Tark won't know this. ROOM_SYNONYMS MAGIC_WORD MIRHARAJ ; For debugging purposes END_ROOM ROOM_DESCR 35 You have entered the chamber of the Demon of Dark Desire. It is sparsely furnished, with walls and floor inlaid in black tile, and a subtly incorrect representation of the night sky laid out in the ceiling, using what appear to be thumb sized diamonds to represent the stars. A single shelf, made of ironwood died black, runs across the west and south walls. On that shelf, on a bed of black velvet, are an assortment of crystal decanters, each in the startlingly realistic semblance of a man or woman. You see each of the primary races (human, elf, dwarf and hobbit) represented, along with many others not immediately recognizable. Each decanter is empty, and their plugs or tops are laid carelessly next to them, in obvious contrast to the careful arrangement of the decanters themselves in various artful poses or tableau. There is an exit to north which leads to the south bank of Grue Valley. To the east there is a round passageway, rimmed with a black metal which absorbs almost all light. The passageway itself is faintly lit by occasional sparks of electric blue light. END_ROOM_DESCR SPECIAL 36 So, what made you guess to try "mirharaj" as a magic word? Were you perusing the data files, hmm? END_SPECIAL ROOM 36 Ritual Room WEST 35 ; Demon Chamber EXIT 35 ; Demon Chamber LIGHT 1 ; Light required END_ROOM ROOM_DESCR 36 You are in the ritual room of the Demon of Dark Desire. The walls are currently draped in grey velvet, and a pattern, drawn in chalk on the floor, has been partially traced by what seems to be a thin rope made of human flesh. In the center of the pattern is a metal stand. The only other fixture in the room is a chest high shelf on the wall near the passageway to the west, which is the only exit. END_ROOM_DESCR ROOM 37 Sloping Fissure EAST 8 ; Oliphant's nest UP 8 ; Oliphant's nest DOWN 11 ; Dungeon Cell WEST 11 ; Dungeon Cell END_ROOM ROOM_DESCR 37 This is a sloping fissure in the wall, not a worked and finished passageway, though at some point a sconce was pegged into the wall, and currently a small pool of oil burning there gives of a faint, thin light. The fissure, choked with rubble, continues off up and east as well as down and west. END_ROOM_DESCR ; ; Here begins the description of the creatures ; CREATURE 300 JenLee paladin Your paladin JenLee is standing here, looking alert and ready. LOCATION 0 ; Holding pen GROUPMEMBER WOMAN CREATURE_SYNONYMS paladin END_CREATURE CREATURE_DESCR 300 JenLee is wearing a shining suit of white armor which, you are fairly sure, she doesn't possess on the Prime Plane. She returns your careful scrutiny with a confident gaze, and assures you that she is fit and ready to support you in this quest, wherever it may go. END_CREATURE_DESCR CREATURE 301 Jeff genii Jeff the Genii is floating here, watching you in a friendly fashion. LOCATION 0 ; Holding pen GROUPMEMBER MAN CREATURE_SYNONYMS genii END_CREATURE CREATURE_DESCR 301 Jeff looks as open and friendly as always, though he seems to have grown considerably taller since last time you encountered him, and no longer manifests his feet, apparently content to appear only from the waist up. He is decorated by numerous copper bands, and radiates a palpable sense of restrained power. END_CREATURE_DESCR CREATURE 302 grue etheric A fierce etheric grue is here, a hulking mass of claw and tooth. LOCATION 0 ; Holding pen HOSTILE THRESHOLD 1000 ; Never attacks TIME_THRESH 1000 ; Never attacks THING CREATURE_SYNONYMS it END_CREATURE CREATURE_DESCR 302 The grue is vaguely humanoid, and has long, rooting tusks like a boar's, razor-sharp claws at the end of each arm, and powerful legs, shaped like a kangaroo's. Blood drips from its claws and tusks, mute evidence as to its recent behavior. It eyes you carefully, deciding whether the pleasure of eating you live would be worth the necessity of prolonged combat. END_CREATURE_DESCR CREATURE 303 grue charmed A friendly etheric grue is here, a passive mass of claw and tooth. LOCATION 0 ; Holding pen THING CREATURE_SYNONYMS it END_CREATURE CREATURE_DESCR 303 The charmed grue is vaguely humanoid, and has long, rooting tusks like a boar's, razor-sharp claws at the end of each arm, and powerful legs, shaped like a kangaroos. Blood drips from its claws and tusks, mute evidence as to its recent behavior. It licks you enthusiastically all over, in what it apparently thinks is a friendly fashion. END_CREATURE_DESCR CREATURE 304 prisoner captive There is a prisoner here, held captive by arm manacles affixed to the wall. LOCATION 11 ; Dungeon cell MAN CREATURE_SYNONYMS captive man vampire END_CREATURE CREATURE_DESCR 304 The prisoner is dressed in a leather cloak, some miscellaneous clothing, and wooden shoes. He has clearly been here for a good while, for his skin is pale with captivity, though this seems only to enhance the aristocratic cast of his features and the dignity of his bearing. He is restrained by manacles which, upon inspection, turn out to be made of soft beaten silver. That they manage to hold this man prisoner indicates that they are magically enhanced. END_CREATURE_DESCR CREATURE 305 prisoner freed There is a recently freed prisoner here, stretching and cracking his joints. LOCATION 0 ; Holding pen GROUPMEMBER MAN CREATURE_SYNONYMS captive man vampire END_CREATURE CREATURE_DESCR 305 Despite his long period of forced passivity, the prisoner you have freed quickly regains a certain grace of posture and movement which seems very natural to him. His bearing is regal, his voice rich and caressing; he's really quit attractive, especially for someone you'd met in a dungeon. END_CREATURE_DESCR CREATURE 306 prisoner charmed There is a charmed prisoner here, watching you with a vacant smile. LOCATION 0 ; Holding pen GROUPMEMBER MAN CREATURE_SYNONYMS captive man vampire END_CREATURE CREATURE_DESCR 306 Despite his long period of forced passivity, the prisoner you have charmed quickly regains a certain grace of posture and movement which seems very natural to him. His bearing is regal, his voice rich and caressing; he's really quit attractive, especially for someone you'd met in a dungeon. END_CREATURE_DESCR CREATURE 307 cannibal hungry There is a hungry cannibal here, speculatively pinching your thigh. LOCATION 13 ; Cannibal's hut MAN CREATURE_SYNONYMS storekeeper END_CREATURE CREATURE_DESCR 307 The cannibal is wearing a loincloth secured by a clip made from bird's wishbone. He has a bone through his nose and his hair wrapped around another. His skin is glossy and he looks well-fed. His hands are heavily calloused, and he regards you speculatively and apparently without hostility. END_CREATURE_DESCR CREATURE 308 cannibal charmed There is a charmed cannibal here, aimless twisting the bone in his nose. LOCATION 0 ; Holding pen GROUPMEMBER MAN CREATURE_SYNONYMS storekeeper END_CREATURE CREATURE_DESCR 308 The cannibal is fawning all over you, stroking your arms and bowing constantly. He repeatedly removes his nose bone and offers it to you, and is crushed when you refuse it. (As you might expect, it is crusted with snot and stained by the refuse of many previous and messy dinners.) END_CREATURE_DESCR CREATURE 309 elemental earth There is an earth elemental here, wailing and thumping his chest. LOCATION 18 ; Supply room GROUPMEMBER THING CREATURE_SYNONYMS Loam it END_CREATURE CREATURE_DESCR 309 The elemental is about 9 foot tall, apparently made of clay and dirt, and is only vaguely humanoid, with thick arms, a trunk that flows off to merge into ground without forming legs, and a rough suggestion of a head. What face it has is stamped with all the signs of a profound idiocy. It is flailing its arms madly, doing damage to whatever is unlucky enough to be grazed by them, all the while wailing about being lost and wanting to go home to its Mountain Mama ("take me home, country roads"). When it sets eyes on you it rushes to you, grabs your hands and begins to pump it up and down enthusiastically, even painfully. It introduces itself as "Rich/Loam/Imbued/With/Radiant/Warmth", but tells you that its friends calm it "Loam". END_CREATURE_DESCR CREATURE 310 elemental charmed A charmed earth elemental is crowding close to you, shedding dirt all over. LOCATION 0 ; Holding pen GROUPMEMBER THING CREATURE_SYNONYMS Loam it END_CREATURE CREATURE_DESCR 310 The charmed elemental has apparently decided that you are its mother, and so is following you around in a state of dazed mother love. Every so often it apparently tries to leap into your lap, an activity which may eventually prove life threatening, if it continues. END_CREATURE_DESCR CREATURE 313 ghost hideous A hideous ghost is looming here, in a definitely hostile fashion. LOCATION 27 ; Library HOSTILE THRESHOLD 2 ; 2 failed attempts permitted TIME_THRESH 4 ; Only four rounds to think THING CREATURE_SYNONYMS it undead END_CREATURE CREATURE_DESCR 313 It's difficult to make out the details of the ghost's appearance, as it is mostly transparent and those parts you can see are so gruesome as to inhibit further inspection. It's cry chills your blood, and as you watch it moves closer, looking for an opening by which to attack. END_CREATURE_DESCR CREATURE 314 ghost charmed There is a charmed ghost here, considerately floating behind you. LOCATION 0 ; Holding pen GROUPMEMBER THING CREATURE_SYNONYMS it undead END_CREATURE CREATURE_DESCR 314 The ghost, thoughtfully, floats just behind your left shoulder, and remains there, no matter how quickly you spin, in order to be sure it doesn't accidentally scare you into a coronary. END_CREATURE_DESCR CREATURE 315 derro wicked-looking There is a wicked looking derro here, conjuring some sort of spell. LOCATION 12 ; Derro Lair HOSTILE WEAPON 212 ; Pool of Blood THRESHOLD 2 ; Only 2 attempts TIME_THRESH 4 ; Will quickly attack THING CREATURE_SYNONYMS devil END_CREATURE CREATURE_DESCR 315 The derro is in leather robes, rather than armor, and is baring its long canine teeth as it chants its spell. There is no doubt it means you harm. END_CREATURE_DESCR CREATURE 316 derro charmed A charmed derro is here, looking oddly like a doberman/dwarf cross-breed. LOCATION 0 ; Holding pen WEAPON 212 ; Pool of Blood GROUPMEMBER THING CREATURE_SYNONYMS devil END_CREATURE CREATURE_DESCR 316 The derro is in leather robes, and appears to be wearing no armor, or anything else, underneath. It watches you in a servile manner, attempting to be sensitive to the nuances of your desire, scurrying to open doors for you as you walk about. END_CREATURE_DESCR CREATURE 317 demon imposing The Demon of Dark Desire is here, watching you in a palpably sensual fashion. LOCATION 35 ; Neanderthal's chamber HOSTILE THRESHOLD 100 ; Is special handled in meta-commands TIME_THRESH 100 ; Is special handled in meta-commands GROUPMEMBER MAN CREATURE_SYNONYMS Neanderthal END_CREATURE CREATURE_DESCR 317 The Demon of Dark Desire is tall, well-dressed, elegant of bearing and posture. When he turns his full gaze upon you, you are painfully aware that he is impossibly beautiful, with perfect skin, pronounced cheekbones, well-deep brown eyes with long lashes. The only incongruity is a low, sloping forehead, but you are quickly distracted from that detail by the rich, caressing timbre of his voice and his way of making you feel that you, and you alone, are of interest to him. You are distantly aware that part of you, at least, is desperately clamoring to throw over everything you've been or stood for in order to spend a day or an eternity as his consort. You'd best act fast, if there's anything you can do at all. END_CREATURE_DESCR CREATURE 319 JenLee evil JenLee is here, but her features are twisted in an evil grimace. LOCATION ; Holding pen HOSTILE THRESHOLD 5 TIME_THRESH 5 GROUPMEMBER WOMAN CREATURE_SYNONYMS paladin END_CREATURE CREATURE_DESCR 319 JenLee, her clothing rent and her features twisted, is raising her sword to strike you dead. END_CREATURE_DESCR CREATURE 320 JenLee charmed JenLee is watching you carefully, with an unpleasantly submissive air. LOCATION 0 ; Holding pen GROUPMEMBER WOMAN CREATURE_SYNONYMS Jenlee paladin END_CREATURE CREATURE_DESCR 320 JenLee is standing with her head bent, gazing submissively up at you from below her eyelashes. She seems not at all alert and confident. END_CREATURE_DESCR ; ; Here begins the description of the NOUNS ; NOUN 200 nounone dummyone There is a dummyone nounone here. SIZE 1 WEIGHT 1 LOCATION 0 ; holding pen. END_NOUN NOUN_DESCR 200 There is a dummyone nounone here. END_NOUN_DESCR NOUN 201 dove immaculate There is a beautiful white dove here, singing softly. SIZE 5 WEIGHT 5 LOCATION 217 ; Paper cage EDIBLE IS_LIGHT ; Radiate with an inner glow. ON PUSHABLE NOUN_SYNONYMS soul song END_NOUN NOUN_DESCR 201 The dove is clothed in feathers of such an immaculate white that they seem to radiate an inner light. It trills a liquid song of stark, preternatural beauty, one that moves you to confused, joyous tears. END_NOUN_DESCR PUSH_DESCR 201 You $VERB$ the dove gently; it is warm and vibrant, and your fingers tingle at the contact. You are overcome with a sense of something infinitely precious, yet extremely vulnerable, and you are torn by between the desire to protect it with your life and the fear of corrupting it yourself. END_PUSH_DESCR NOUN 202 paladin sleeping JenLee is sleeping here, her hand resting loosely on the hilt of her sword. UNMOVABLE LOCATION 2 ; Initial bedroom PUSHABLE NOUN_SYNONYMS paladin END_NOUN NOUN_DESCR 202 Even in sleep JenLee gives off an air of poised readiness. She seems unaware of your presence, though, and was not disturbed by your earlier conversation with Priestess Tiana. END_NOUN_DESCR PUSH_DESCR 202 You $VERB$ her gently, and she snorts softly and turns over. A little more effort and you might wake her. END_PUSH_DESCR NOUN 203 paladin dead JenLee's bloody corpse is sprawled across the ground here. SIZE 25 ; corpse is bulky WEIGHT 25 ; corpse is heavy LOCATION 0 ; Holding pen EDIBLE POISONOUS ; punish cannabilism PUSHABLE NOUN_SYNONYMS corpse paladin END_NOUN NOUN_DESCR 203 JenLee is covered with wounds and is clearly irreversibly dead. Still, as you examine her closely, there's a suggestion of transparency in her skin, and perhaps a faint blue spark moving and flashing, sporadically, within her. END_NOUN_DESCR PUSH_DESCR 203 You $VERB$ the body, and it flops, limply, over to its other side. She's clearly dead, alas. END_PUSH_DESCR NOUN 204 nountwo dummytwo There is a dummytwo nountwo here. SIZE 1 WEIGHT 1 LOCATION 0 ; holding pen. END_NOUN NOUN_DESCR 204 There is a dummytwo nountwo here. END_NOUN_DESCR NOUN 205 grue dead A dead grue is collapsed here, in a bloody, stinking mass. SIZE 25 ; corpse is bulky WEIGHT 25 ; corpse is heavy LOCATION 0 ; Holding pen EDIBLE POISONOUS ; punish cannabilism PUSHABLE NOUN_SYNONYMS corpse END_NOUN NOUN_DESCR 205 The grue has been killed by a single long wound which opened it head to toe, like the stitching up the front of child's stuffed animal. It still twitches, a little, as blood continues to be pumped from the apparently inexhaustible reservoirs of its heart. END_NOUN_DESCR PUSH_DESCR 205 You $VERB$ the grue's corpse, and it flops, limply, over to its other side. It's clearly dead. END_PUSH_DESCR NOUN 206 sword paladin's A paladin's long sword is lying here. SIZE 10 WEIGHT 10 LOCATION 0 ; Holding pen NOUN_SYNONYMS blade END_NOUN NOUN_DESCR 206 These is a standard paladin's sword, not JenLee's usual blade. The blade's metal has a whitish sheen, and the cross of the First Church is inscribed into both sides of the guard. END_NOUN_DESCR NOUN 207 sword blessed A blessed paladin's sword is shining here. SIZE 10 WEIGHT 10 LOCATION 0 ; Holding pen IS_LIGHT ON NOUN_SYNONYMS blade END_NOUN NOUN_DESCR 207 This is the paladin's sword JenLee began this adventure with, but now it is radiating a soft white light that seems to come from the Sponsors themselves. END_NOUN_DESCR NOUN 208 cross silver A heavy silver cross, attached to a chain, is lying here. SIZE 1 WEIGHT 1 LOCATION 2 ; Tark's bedroom PUSHABLE WEARABLE NOUN_SYNONYMS symbol END_NOUN NOUN_DESCR 208 This is a standard silver cross, a holy symbol of the First Church. It is about twice the size of one's palm and is on a metal chain, and so could be worn as well as carried. END_NOUN_DESCR PUSH_DESCR 208 You $VERB$ the cross, and become aware of its heft and weight, but nothing else of interest happens. END_PUSH_DESCR NOUN 209 cross blessed There is a blessed silver cross here, radiating an aura of good and peace. SIZE 1 WEIGHT 1 LOCATION 0 ; Holding pen PUSHABLE WEARABLE NOUN_SYNONYMS symbol END_NOUN NOUN_DESCR 209 This is the silver cross you began with, but now it is primed to serve as a conduit of the Sponsor's power and influence. END_NOUN_DESCR PUSH_DESCR 209 As you $VERB$ the cross, you are comforted by its aura of holiness and spiritual purity. It is an active symbol of your faith and power, one you hope you can properly honor. END_PUSH_DESCR NOUN 210 bucket wooden There is a leaky wooden bucket here. SIZE 5 WEIGHT 1 LOCATION 6 ; Mop closet CLOSABLE OPEN PUSHABLE POSITION on a shelf NOUN_SYNONYMS pail END_NOUN NOUN_DESCR 210 This is a nondescript wooden bucket. Despite its age, it has not begun to warp or decay, its only concession to the passage of time is some warping in the bottom slats, which would likely result in leakage were the bucket to be filled. END_NOUN_DESCR PUSH_DESCR 210 You $VERB$ the bucket, and it creaks alarmingly; it doesn't seem as if it will last through much more use. END_PUSH_DESCR NOUN 211 vial crystal This is a crystal potion bottle, with a stopper. SIZE 5 WEIGHT 3 LOCATION 26 ; Ruined Chapel POSITION under some debris CLOSABLE OPEN NOUN_SYNONYMS bottle END_NOUN NOUN_DESCR 211 This is a generic eight ounce potion bottle, complete with a cut glass stopper. END_NOUN_DESCR NOUN 212 pool blood There is a small pool of sticky red blood here. SIZE 1 WEIGHT 1 LOCATION 0 ; Holding pen DRINKABLE PLAYABLE NOUN_SYNONYMS blood END_NOUN NOUN_DESCR 212 This is a shallow pool of freshly let blood, still red, sticky and uncoagulated. END_NOUN_DESCR PLAY_DESCR 212 You play in the pool of blood for a little while, without accomplishing anything other than getting your hands rather gruesomely sticky. END_PLAY_DESCR NOUN 213 water spring There is some fresh, clear spring water here. SIZE 1 WEIGHT 5 LOCATION 7 ; Bathroom spring DRINKABLE PLAYABLE NOUN_SYNONYMS POSITION in the fountain END_NOUN NOUN_DESCR 213 The spring water is room temperature and has a faint mineral taste, but it seems clear and wholesome. END_NOUN_DESCR PLAY_DESCR 213 You play in the water for a while, and waste some through splashing, but the only notable effect is to get your hands and the cuffs of your robe wet. END_PLAY_DESCR NOUN 214 altar defaced You see a desecrated True Church altar, covered with blasphemous graffiti. UNMOVABLE LOCATION 26 ; Ruined chapel READABLE END_NOUN NOUN_DESCR 214 The altar is massive and imposing, even under its layer of filth, and seems to have been sculpted, expertly, from a single block of white marble, shot through with fine veins of a robin's egg blue. It displays minor chips and gouges as mute testimony to sustained, and unsuccessful, attempts to destroy it. Though still physically whole, it has been covered with layers and layers of shit, blood, and less identifiable substances, the whole painted over with various vicious blasphemies and slogans of praise to other, darker, gods. END_NOUN_DESCR TEXT 214 The graffiti ranges from the banal ("Gehenna rules!") to the sublime (a long, impassioned paean of praise the "Dark One", who "sleeps in the Heart of the World" and from whom all blood and misery flows.) END_TEXT NOUN 215 altar restored There is an altar of the First Church here, gleaming with subdued sanctity. UNMOVABLE LOCATION 0 ; Holding pen READABLE END_NOUN NOUN_DESCR 215 The altar is massive and imposing, having been sculpted, expertly, from a single block of white marble shot through by fine veins of a robin's egg blue. It is covered with faint bas-relief carvings which record famous moments in the history of the Church and by engraved scrolls which spell out many of its precepts and other moralistic sayings. END_NOUN_DESCR TEXT 215 Examples of the altar's text are such sayings as "In Knowledge there is Strength" and the Golden Rule, and there are poems such as All that is Gold does not glitter Not all who wander are Lost The Old that is Strong does not wither Deep Roots are not touched by the Frost. END_TEXT NOUN 216 dagger sacrificial You see a sacrificial dagger here, its blade encrusted with old blood. SIZE 1 WEIGHT 1 LOCATION 14 ; Nursery END_NOUN NOUN_DESCR 216 The dagger is short and sharp, with a curved tip that renders it impractical for combat. Its guard is decorated with small rubies set in gold, the rubies placed so as to suggest beads of blood running down off the blade. END_NOUN_DESCR NOUN 217 Cage Paper There is a 1' cubic cage here, made of paper covered with minute writing. SIZE 8 ; Bulky WEIGHT 5 ; Heavy LOCATION 36 ; Treasure Room CLOSABLE CLOSED LOCKABLE LOCKED READABLE KEY 218 ; The bone scissors END_NOUN NOUN_DESCR 217 The paper cube has a door on one side, with a tiny lock made of paper. Despite the material of which it is made, it seems surprisingly solid, hefty, and inflexible. The paper is covered with writing, at all angles and in a minute script, written in a dark reddish ink. END_NOUN_DESCR TEXT 217 The text is a combination of poesy and prose. Just on its literary merits, it's all quite extraordinarily good. However, the sentiments expressed are dark and depressing, ranging from intense, vicious cynicism to overwhelming dispair. Prolonged exposure to such art would drive both the weak and the strong to madness. END_TEXT NOUN 218 scissors bone You see here a pair of functional scissors, made of bone. SIZE 1 WEIGHT 1 LOCATION 0 ; Holding Pen END_NOUN NOUN_DESCR 218 The scissors are skillfully and cunningly made, though of course a bit gruesome when their origin is considered, for the two cross pieces were originally the thighs of a human infant. END_NOUN_DESCR NOUN 219 nounthree dummythree There is a dummythree nounthree here. SIZE 1 WEIGHT 1 LOCATION 0 ; holding pen. END_NOUN NOUN_DESCR 219 There is a dummythree nounthree here. END_NOUN_DESCR NOUN 220 lantern magic A magic lantern is radiantly shining here. SIZE 1 WEIGHT 1 LOCATION 0 ; Holding Pen ON IS_LIGHT NOUN_SYNONYMS lamp light END_NOUN NOUN_DESCR 220 The lamp resembles its more mundane cousins, though it seems unnaturally light. A closer inspection reveals that no flame burns within, though in its place is a pulsating ball of light that flickers, waxes and wanes as if it were somehow the disembodied reflection of a true flame. END_NOUN_DESCR NOUN 221 manacord Heal There is a Heal manacord here. SIZE 1 WEIGHT 1 LOCATION 2 ; Tark's Bedroom READABLE POINTS 10 WEARABLE END_NOUN NOUN_DESCR 221 The manacord is long and wide, more like a scarf than a cord. It is weighted with gold and silver beads at both ends, and the body of the manacord is made up of a weblike filigree which serves as a description of the spell. END_NOUN_DESCR TEXT 221 HEAL: Requires 6 spell points, must be conjured at a specific target (as in CONJURE HEAL AT X), and only affects soul-bearing humanoids. Its effect is to heal a small number of normal wounds. It has a reversed version, WOUND, which also costs 6 points and must be cast at a specific target, but which can affect a larger range of creatures. WOUND causes as much damage as HEAL cures. END_TEXT NOUN 222 manacord Bless There is a Bless manacord here. SIZE 1 WEIGHT 1 LOCATION 2 ; Tark's Bedroom READABLE POINTS 10 WEARABLE NOUN_SYNONYMS END_NOUN NOUN_DESCR 222 The manacord is long and wide, more like a scarf than a cord. It is weighted with gold and silver beads at both ends, and the body of the manacord is made up of a weblike filigree which serves as a description of the spell. END_NOUN_DESCR TEXT 222 BLESS: Requires 7 spell points, must be conjured at a specific target (as in CONJURE BLESS AT X), and can affect both creatures and objects. It can be cast only in a consecrated place or in the presence of a powerful holy object. BLESS focuses the attention and influence of the sponsors on the target of the spell, and so can make some mundane objects permanently holy. On sentient creatures, the effect is to bath the creature's soul in a context of truth and insight, which generally results in an increased level of spiritual strength and purity. END_TEXT NOUN 223 manacord Charm There is a Charm manacord here. SIZE 1 WEIGHT 1 LOCATION 227 ; Steel cabinet READABLE POINTS 10 POSITION under the book WEARABLE NOUN_SYNONYMS END_NOUN NOUN_DESCR 223 The manacord is long and wide, more like a scarf than a cord. It is weighted with gold and silver beads at both ends, and the body of the manacord is made up of a weblike filigree which serves as a description of the spell. END_NOUN_DESCR TEXT 223 CHARM: Requires 7 spell points, must be conjured at a specific target (as in CONJURE CHARM AT X), and affects all sentient creatures (unlike in Prime, where it affects only mammalian humanoids). Its effect is to subjugate the will of the target creature, making it subservient, friendly, and responsive to the desires of the caster, regardless of creature's normal inclinations. END_TEXT NOUN 224 manacord Summon There is a Summon manacord here. SIZE 1 WEIGHT 1 LOCATION 8 ; Oliphant's nest READABLE POINTS 10 WEARABLE POSITION under some slime NOUN_SYNONYMS END_NOUN NOUN_DESCR 224 The manacord is long and wide, more like a scarf than a cord. It is weighted with gold and silver beads at both ends, and the body of the manacord is made up of a weblike filigree which serves as a description of the spell. END_NOUN_DESCR TEXT 224 SUMMON: Requires 20 spell points, must be conjured at a specific target (as in CONJURE SUMMON AT X), and can affect all sentient creatures. The target creature must be named in the conjuration (CONJURE SUMMON AT BEN). A name the target creature will recognize is sufficient for a friendly summoning. If the target is resistant, the True Name of the creature will be required. The summoning lasts only temporarily, for a period of time which varies with the target's nature and degree of cooperation. END_TEXT NOUN 225 manacord Light There is a Light manacord here. SIZE 1 WEIGHT 1 LOCATION 37 ; Sloping Fissure READABLE POINTS 10 POSITION under the magin WEARABLE NOUN_SYNONYMS END_NOUN NOUN_DESCR 225 The manacord is long and wide, more like a scarf than a cord. It is weighted with gold and silver beads at both ends, and the body of the manacord is made up of a weblike filigree which serves as a description of the spell. END_NOUN_DESCR TEXT 225 LIGHT: Requires 5 spell points. Creates a magic lantern that can be carried about and used as a source of light. It lasts for 20 turns, and then disappears. END_TEXT NOUN 226 key gold A tiny gold key is here. SIZE 1 WEIGHT 1 LOCATION 12 ; Derro lair POSITION on the table END_NOUN NOUN_DESCR 226 The key and its detailing is tiny to the point of rendering its functionality somewhat questionable. It appears to be made of gold, but seems somewhat harder than a pure gold construction would permit. END_NOUN_DESCR NOUN 227 cabinet steel A steel bookshelf with odd transparent panels stands against the wall. UNMOVABLE LOCATION 27 ; Library CLOSABLE CLOSED LOCKABLE LOCKED KEY 226 ; Gold key NOUN_SYNONYMS bookshelf END_NOUN NOUN_DESCR 227 This is really more of a cabinet than a bookshelf, as it's front is a door that swings on hinges to the left. Odd transparent panels, as hard as diamond, are set into the door, and show that the cabinet's contents have escaped the vandalism which afflicted the rest of the library. The cabinet is made primarily of steel, but it is chased all over in abstract patterns traced out by thin gold leaf. The border of the front panel and the door's lock are also formed from gold. END_NOUN_DESCR NOUN 228 textbook demonology A thick textbook with the title "Fundamentals of Demonology" is here. SIZE 5 WEIGHT 5 LOCATION 227 ; steel cabinet READABLE CLOSABLE CLOSED END_NOUN NOUN_DESCR 228 This book is bound in thick black leather, with the title stitched in with white silk. It is in good shape, though judging from the spine and the condition of the edges of the pages, it has seen substantial use. A brief glance through the pages showed lots of tiny script and a copious use of three color illustrations. END_NOUN_DESCR TEXT 228 You open the book at random and are immediately lost; the language seems to be Common, but every third word is unfamiliar or is clearly being used in some restricted technical sense. An example is: It would not be impracticable to adopt this method to such operations as Talismanic Magick. For example, one might consecrate and charge a Pantacle by the communication by AIWAZ to the Scribe of the Book of Law, the Magician representing the Angel, the Pantacle being the Book, and the person on whom the Pantacle is intended to act taking the part of the Scribe. Starting over more methodically, you scan the index and an entry for "Demon Protection Pentagrams" catches your eye. There is a slew of alternative techniques; of those intended for use by clerics, the easiest to understand requires dried demon blood to lay the pentagram and a holy symbol to sustain it. END_TEXT NOUN 229 book black An untitled thin book, covered with black kid leather, is lying here. SIZE 5 WEIGHT 5 LOCATION 227 ; steel cabinet READABLE END_NOUN NOUN_DESCR 229 The book is thin, maybe one hundred pages, but elegantly made; the paper is the finest vellum, the pages written in an excellent hand with a deep black ink that has yet to smear or fade, the spine is constructed of a cunning circular column of metal wire, and the whole is bound in delicate kid leather. A close examination of the front reveals a title, stitched out in black thread almost imperceptible against the leather cover. The title is On Charms and their Efficacious Use END_NOUN_DESCR TEXT 229 You leaf through the text, and as you might expect, it proves to be a treatise on the casting of Charm spells and the best techniques for the exercise of control over Charmed suspects. Despite the reprehensible philosophy and contents, you find yourself frequently pausing to read in depth, as the text is compelling and fascinating in a macabre fashion. When you finally tear yourself away and close the book, you feel soiled and diminished by simply having been exposed to a work of such brutal cynicism and evil. END_TEXT NOUN 230 nounfour dummyfour There is a dummyfour nounfour here. SIZE 1 WEIGHT 1 LOCATION 0 ; holding pen. END_NOUN NOUN_DESCR 230 There is a dummyfour nounfour here. END_NOUN_DESCR NOUN 231 scroll long There is a single long scroll here, unbound and loosely coiled on itself. SIZE 5 WEIGHT 5 LOCATION 227 ; Steel cabinet READABLE NOUN_SYNONYMS notes END_NOUN NOUN_DESCR 231 The scroll's title is "The Paper Cage: An Analysis", and it seems to be a report on a magical artifact with that name, one drawn from both direct analysis and an examination of the literature. Unfortunately, the scroll has been roughly handled, and much of it is obscured by what appear to be blood stains. END_NOUN_DESCR TEXT 231 Much of the text, which is devoted to the analysis of a magic item called "The Paper Cage", is obliterated by rough handling and blood stains. Piecing together what you can from the rest, you learn that the Cage is unescapable and indestructable, despite the material used in its construction. This scroll claims that the only way to open or unlock the cage is to cut it with scissors constructed from the thigh bones of an innocent child. END_TEXT NOUN 232 shoes platform There are are pair of platform shoes here, with oddly thick soles. SIZE 5 WEIGHT 5 LOCATION 0 ; Holding pen CLOSABLE CLOSED WEARABLE PLURAL NOUN_SYNONYMS platforms END_NOUN NOUN_DESCR 232 The shoes look like standard leather boots from the top, but from the side you can see that the soles are several inches thick. Your first thought is that the captive was uncommonly sensitive about his height, but then you discover a catch on the inside of each shoe; perhaps the soles conceal a secret compartment! END_NOUN_DESCR NOUN 233 jewelry fancy There is an assortment of fancy jewelry here. SIZE 5 WEIGHT 5 LOCATION 232 ; In the shoes READABLE WEARABLE POSITION in the left shoe NOUN_SYNONYMS gems bracelet jewels END_NOUN NOUN_DESCR 233 The pieces are all of men's jewelry; heavy wrist chains, tie tacks, cuff links, the occasional unmatched erring. All are well made, of expensive materials, and many have expertly scribed inscriptions. END_NOUN_DESCR TEXT 233 The inscriptions generally express one or another mawkish romantic sentiment. They seem to have been written for a variety of women with names such as "Deseriata" and "Evelyn Manors", but they all seem to be written to a single gentleman, whose name is "Neanderthal". END_TEXT NOUN 234 key ornate An incredibly ornate and complicated metal key is lying here. SIZE 1 WEIGHT 1 LOCATION 8 ; Oliphant's nest END_NOUN NOUN_DESCR 234 The bulk of key is made of metal, though the handle is a round, flat piece of some ceramic material, decorated with a jagged black and white pattern. The stem of the key is extremely complicated, past all imaginable utility. END_NOUN_DESCR NOUN 235 baby messy There is an unhappy, messy baby here. SIZE 10 ; bulky WEIGHT 1 ; bulky LOCATION 14 EDIBLE POISONOUS ; punish cannabalism POSITION in the crib NOUN_SYNONYMS child END_NOUN NOUN_DESCR 235 The baby, though plump and apparently healthy, has not been very fastidiously cared for, as its skin and rude clothes are crusted with countless layers of food, excrement, and drool. Unsurprisingly, the baby seems not at all happy, and so cries and wails constantly. END_NOUN_DESCR NOUN 236 skeleton baby The skeleton of a human infant is lying here. SIZE 3 WEIGHT 3 LOCATION 0 ; Holding pen NOUN_SYNONYMS bones END_NOUN NOUN_DESCR 236 This is the only recently denuded skeleton of a human infant, in a state of remarkable preservation. Each bone has been sheared clear of all flesh and skin, except for internal gristle necessary for keeping the skeleton connected and intact. END_NOUN_DESCR NOUN 237 Amulet Astral There is a clearly magical gem and chain amulet here. SIZE 5 WEIGHT 5 LOCATION 36 ; Treasure room POSITION on the shelf READABLE PUSHABLE PLAYABLE NOUN_SYNONYMS icon END_NOUN NOUN_DESCR 237 The amulet consists of a star sapphire attached to a heavy silver braid, which serves as a chain. Closer examination reveals tiny white sparks which flit and fade in the interior of the sapphire, and the silver chain is covered with a minute script. The whole assembly gives off an ozone smell and causes a slight sense of disorientation; this is certainly an amulet rich with magic. END_NOUN_DESCR TEXT 237 The script, originally in some unknown language, begins to swim and run together as you examine it, and eventually reforms itself in Common. The writing identifies the magic item as an Amulet of Astral Travel; one invokes it (by touching it) in the "pure" Astral Plane (whatever that means), and it, in turn, facilitates travel to varied and sundry other locations in the Astral Plane. END_TEXT PLAY_DESCR 237 The amulet's gem pulses in your hand as you play with it, but nothing else happens. END_PLAY_DESCR PUSH_DESCR 237 The amulet's gem pulses in your hand as you $VERB$ it, but nothing else happens. END_PUSH_DESCR NOUN 238 water Holy You have some Holy water here, crystal clear and radiant. SIZE 1 WEIGHT 1 LOCATION 0 ; Holding pen DRINKABLE PLAYABLE END_NOUN NOUN_DESCR 238 The Holy water is crystal clear and seems to faintly shine with an inner light. It has a faint ozone smell, and seems slightly thicker or heavier than unblessed water. END_NOUN_DESCR PLAY_DESCR 238 You play with the holy water for a while, and waste some through splashing, but the only notable effect is to get your hands and the cuffs of your robe wet. END_PLAY_DESCR NOUN 239 gold loose You see a pile of loose gold here. SIZE 5 WEIGHT 10 LOCATION 232 ; In the shoes POSITION in the right shoe END_NOUN NOUN_DESCR 239 The gold consists of nuggets, small pieces clearly pried out of jewels or other settings, and a dizzying assortment of coins, no two, apparently, from the same mint or press. Scattered in with the gold are some random pieces of metal which you took to be accidental debris until you sort them out separately and realize them to be a set of greatly damaged thieve's tools. END_NOUN_DESCR NOUN 240 ichor dried There is a folded packet labeled "dried ichor" lying here. SIZE 1 WEIGHT 1 LOCATION 18 ; Supply room EDIBLE POISONOUS NOUN_SYNONYMS glop END_NOUN NOUN_DESCR 240 The packet is a square, about 6 inches on a side, with a top that folds over, and seems to have been made from tree leaves, carefully stitched together. You lift the lid of the packet and immediately wrinkle your nose in sudden nausea; the packet contains a dried substance that resembles what you might get by burning a mixture of blood, alcoholic vomit and mucus, and smells just about as pleasant. END_NOUN_DESCR NOUN 241 brush scrub A beat-up scrub brush has been discarded here. SIZE 3 WEIGHT 3 LOCATION 6 ; Mop closet POSITION next to the bucket IS_LIGHT NOUN_SYNONYMS mop END_NOUN NOUN_DESCR 241 This brush, cheaply constructed of wood and cast off broom bristles when new, is in a state of sad disrepair. It looks as if it has maybe one or two more uses left in it before is disintegrates into splinters and straw. END_NOUN_DESCR NOUN 242 blood dried You see an amorphous clot of dried blood here. SIZE 1 WEIGHT 1 LOCATION 0 ; Holding pen EDIBLE NOUN_SYNONYMS clot END_NOUN NOUN_DESCR 242 The blood, though clotted, looks red and relatively fresh. END_NOUN_DESCR NOUN 243 pentagram demon-protection There is a large demon-protection pentagram here, radiating a clear light. UNMOVABLE LOCATION 0 ; Holding pen IS_LIGHT POSITION on the floor NOUN_SYNONYMS ward END_NOUN NOUN_DESCR 243 The pentagram is large (adjacent points are separated by 4 feet) and the central pentagon has room for two or three human sized creatures. Though the pentagram was laid with dried ichor whose color and odor were both noxious in the extreme, the completed pentagram burns with a warm, slightly bluish light, and gives off a pleasant scent of freshly baked bread. END_NOUN_DESCR NOUN 244 corpse magin A dead magin is lying here, pallid and still. SIZE 25 WEIGHT 25 LOCATION 37 ; Sloping Fissure EDIBLE POISONOUS ; deadly NOUN_SYNONYMS magin END_NOUN NOUN_DESCR 244 The magin is clothed in robes, and is bloated and gassy with decay. Oddly, there are no bruises, the corpse seems to be bloodless. Though the magin's posture suggests a pair of broken legs, there is no obvious cause of death, though the overwhelming carrion stench makes a close inspection impossible. END_NOUN_DESCR NOUN 245 glyph evil There is a magical glyph here, radiating evil menace. UNMOVABLE LOCATION 34 ; South Bank READABLE PUSHABLE POSITION on the door NOUN_SYNONYMS spell ward END_NOUN NOUN_DESCR 245 The glyph is scribed in lines of black and red that seem to absorb light and energy from the very air. They glow and pulse with a palpable malice, so thick with evil that your stomach churns and heaves with nausea. END_NOUN_DESCR TEXT 245 The lines of the glyph themselves seem to be formed by the minute scribing of text, but it's in a language you can neither read nor recognize. The characters are angular and disturbingly formed, and you find your eyes watering as you examine them. END_TEXT PUSH_DESCR 245 You begin to $VERB$ the glyph, but immediately snatch your hand away, as you felt it greedily suck at your mind, your substance, your very soul. END_PUSH_DESCR ; ; Nouns 292 through 298 exist only to serve as dummy place holder nouns, so ; that AGT won't choke when Tark refers to herself and when she ; CONJURE X's, as in the latter case AGT thinks of X as a noun. ; NOUN 246 bank north This is a dummy north bank UNMOVABLE LOCATION 0 END_NOUN NOUN_DESCR 246 dummy noun END_NOUN_DESCR NOUN 247 bank south This is a dummy south bank UNMOVABLE LOCATION 0 END_NOUN NOUN_DESCR 247 dummy noun END_NOUN_DESCR NOUN 248 self dummy This is a dummy self UNMOVABLE LOCATION 0 NOUN_SYNONYMS me us Tark hands END_NOUN NOUN_DESCR 248 dummy noun END_NOUN_DESCR NOUN 249 heal dummy This is a a dummy noun, heal UNMOVABLE LOCATION 0 END_NOUN NOUN_DESCR 249 dummy noun, heal END_NOUN_DESCR NOUN 250 wound dummy This is a a dummy noun, wound UNMOVABLE LOCATION 0 END_NOUN NOUN_DESCR 250 dummy noun, wound END_NOUN_DESCR NOUN 251 bless dummy This is a a dummy noun, bless UNMOVABLE LOCATION 0 END_NOUN NOUN_DESCR 251 dummy noun, bless END_NOUN_DESCR NOUN 252 light dummy This is a a dummy noun, light UNMOVABLE LOCATION 0 END_NOUN NOUN_DESCR 252 dummy noun, light END_NOUN_DESCR NOUN 253 charm dummy This is a a dummy noun, charm UNMOVABLE LOCATION 0 END_NOUN NOUN_DESCR 253 dummy noun, charm END_NOUN_DESCR NOUN 254 summon dummy This is a a dummy noun, summon UNMOVABLE LOCATION 0 END_NOUN NOUN_DESCR 254 dummy noun, summon END_NOUN_DESCR NOUN 255 booklet tiny There is a small booklet of thin paper here. SIZE 1 WEIGHT 1 LOCATION 2 ; Original bedroom READABLE NOUN_SYNONYMS rules END_NOUN NOUN_DESCR 255 This is a sheaf of four or five rectangular pieces of paper, anachronistically perforated at the edges and stapled together at the upper left corner. It is covered with a flawless script of superhuman regularity. END_NOUN_DESCR TEXT 255 Meta-comments on the mechanics of game play: COMMANDS AND VOCABULARY: The TARK Adventure Game understands a wide variety of commands. However, it has only a limited vocabulary, totaling approximately four hundred words, so it can get confused. If you give it a word that it doesn't understand, it will tell you what word it doesn't know. Try entering your command again using a different word in place of the one the game objected to. Your commands should generally be in the format: <(multiple) noun phrase(s)> Some (hypothetical) examples of valid commands: PLACE A RED ROCK IN THE SMALL BOWL PUT THE GREEN ROCK AND THE SMALL PEBBLE BEHIND THE OAK TREE READ MY POETRY BOOK SWIM IN THE SWIMMING POOL EXAMINE THE GOLD RING, THE DWARF AND THE SILVER NECKLACE EAT THE CELERY, THE TUNA, THE APPLE AND THE ONION THROW THE BATTLE AXE AND THE LARGE ROCK AT THE WEREWOLF SHOOT THE BURGLAR WITH THE REVOLVER ATTACK HIM ("HIM" will refer to last noun mentioned) FIRE THE LASER PISTOL AT THE ALIEN MUTANT GET THE BOOK (also: TAKE THE BOOK) READ IT ("IT" will refer to last noun mentioned, e.g., the book) GET ALL (will get everything movable at the current location) PUSH THE RED BUTTON AND THE GREEN BUTTON UNLOCK THE FILE CABINET WITH THE STEEL KEY JUMP THROUGH THE OPENING JUMP OVER THE LOG NORTH SOUTHWEST PLACE AN AXE AND THE SHIELD NEXT TO THE BIG TREE TURN ON THE FLASHLIGHT LIGHT THE TORCH WITH THE WOODEN MATCHES SCREAM AT THE UGLY TROLL CLIMB UP THE LADDER EXTINGUISH THE FIRE (or PUT OUT THE FIRE) DRINK THE WHITE WINE WEAR THE STUPID HAT (also: PUT ON THE STUPID HAT) TAKE OFF THE HAT (also: REMOVE THE HAT) NE (for NORTHEAST) DROP THE KEY AND THE BOTTLE ENTER THE CAVE XYZZY (i.e., a "magic" word) TURN THE DOORKNOB PLAY WITH THE DOG Compound commands can be created by connecting single commands (like those above) with "AND", "THEN" or the punctuation symbols "," or ";" to connect two or more separate commands. However, "end-of-sentence" punctuation symbols like ".", "!" and "?" should not be used. Below are a few examples of valid compound commands: TURN THE DOORKNOB THEN ENTER THE CAVE CLIMB DOWN THE LADDER THEN SOUTH, WEST AND NORTHWEST GET THE CLOAK AND THEN EXAMINE IT; READ THE LABEL DROP THE FOOD AND THE BOTTLE THEN UNLOCK THE DOOR AND THEN LEAVE GET THE TORCH, LIGHT IT WITH THE WOODEN MATCHES THEN EXAMINE IT If the game understands all of the words in your command, but still seems confused by the command -- then try to say the same thing using fewer words and a simpler sentence. When in doubt, simplify your commands as much as possible. This also saves typing effort. SPECIAL COMMANDS: The game uses a number of special commands for various "housekeeping" chores. These are all pretty standard for most adventure games, specifically: HELP May (or may not) give you a hint. Caution: Use of hints rather impairs the aesthetic context of the game, as there's no meta-sensible way for you to be receiving them. Also, not all of the advice is guaranteed to be valuable. INVENTORY Will display a list of the items you are carrying, and those items you are wearing. STATUS Reports on remaining spell points and hit points. BRIEF Will cause location descriptions to be brief. VERBOSE Will cause location descriptions to be verbose. LOOK Will give you a full (verbose) description of your current location. LIST EXITS Will list the obvious (visible) exits from your current location. There may be other ways to exit the location -- but they may not be obvious. SAVE GAME Will save the current game status on disk. RESTORE GAME Will restore a previously saved game from disk. SCRIPT Causes output to go to both the screen and a printer (using the LP1 port). UNSCRIPT Causes output to go to the screen (only). QUIT Quits the current game session. Always exit using QUIT -- so the game can erase some temporary data files and save disk space! FUNCTION AND CURSOR KEYS: The function keys have been predefined to stand for several of the most frequently used commands. Similarly, the cursor keys have been predefined to correspond to the appropriate compass directions, i.e., the up arrow is NORTH, the PgDn key is SOUTHEAST, the "-" key is UP, the "+" key is DOWN, the Ins key is ENTER, the Del key is EXIT, and so forth. Hitting the '?' key will display a diagram of the definitions for all of the function and cursor keys if you need a reminder. SPELLCASTING Spells in this game are enabled by the possession of the appropriate "manacord", and are powered by spell points, of which you have a limited supply. The details of a spell may be learned by READing the manacord, and you may determine your current spell point level with the STATUS command. To cast a spell, use the command CONJURE X at Y, where X is the name of the spell and Y is the target, if the spell has one. To cast a spell at yourself, you must say CONJURE X at SELF. BUGS AND SIMILAR MATTERS 1) You should generally LOOK again after opening something, as an item's contents are not automatically reported upon. 2) Generally, but not always, alas, only the objects which are listed, indented, below a room's description are relevant to play, and the parser may not recognize references to others. 3) Warning! Death occurs at zero hits, not minus three. 4) Warning! Sometimes other actors in the game misbehave on their first appearance, so you might have to repeat a command to have it properly acted upon. Also, actors don't understand personal pronouns, so if you have them act on themselves, you must use a statement like HEYYOK, CONJURE HEAL AT HEYYOK rather than HEYYOK, CONJURE HEAL AT YOURSELF. 5) Unlocking doors sometimes misbehaves, and it is claimed that no locked door exists or that it can't be unlocked. In this case, just use USE KEY or TURN KEY without specifying what the key is being used on, and the correct thing should happen. 6) Ignore the score ("Your score is X out of 50"). It's not relevant to this game (only indicates how many manacords you have), but it can't be turned off. 7) Bug reports (including typos and such) are invited, as well as any aethetic comments you might have. I may well do this again, and I'd like feedback on how the game could be improved, and what features you particularly enjoyed or disliked. END_TEXT NOUN 256 poem short There is a short poem repeatedly written here. SIZE 1 WEIGHT 1 UNMOVABLE LOCATION 217 ; In the paper cage READABLE END_NOUN NOUN_DESCR 256 Just as with the outside, the inside of the cage is covered with careful, minute script written in a dark red ink. In the interior however, the text consists of an incredible number of incessant repetitions of a single four line stanza. END_NOUN_DESCR TEXT 256 By the pricking of my thumbs, Something wicked this way comes. Bolts release and open locks, Making way for He who knocks. END_TEXT