Add To Every object Is space 1. takable. Not openable. Not open. Not treasure. End Add To. Add To Every location Is Not oil. Not water. Not lighted. End Add To. Synonyms east = e. southeast = se. south = s. southwest = sw. west = w. northwest = nw. north = n. northeast = ne. above, ascend, up, upward = u. down, descend, downward = d. leave, out, outside = 'exit'. onward = forward. inside, inward = 'in'. building = house. hill = road. passage = tunnel. null = nowhere. keys = key. headlamp, lantern = lamp. issue, spelunker = magazine. dwarves = dwarf. knives = knife. rations = food. jar = bottle. h2o = water. beans = plant. shadow = figure. drawings = drawing. geyser = volcano. battery = batteries. carpet = moss. gold = nugget. diamond = diamonds. silver, bar = bars. jewel, jewels = jewelry. coin = coins. box, treasure = chest. egg, eggs = nest. shard, pottery = vase. spice = spices. l = 'look'. i = inventory. q = 'quit'. attack, fight, hit, strike = kill. blowup, detonate, ignite = blast. shatter, smash = break. placate, tame = calm. capture, carry, catch, get, keep, steal, tote = take. chant, mumble, sing, utter = 'say'. close = lock. continue, explore, follow, goto, proceed, run, travel, turn = walk. devour = eat. discard, dump, free, release = drop. disturb = wake. extinguish = off. light, lite = 'on'. 'restore' = load. unlock = open. pause, 'save' = suspend. peruse = read. shake, swing = wave. toss = throw. y = yes. 'no' = nothing. Syntax mv_forward = 'forward'. mv_left = 'left'. mv_right = 'right'. mv_in = 'in'. mv_exit = 'exit'. mv_enter = 'enter'. mv_xyzzy = 'xyzzy'. mv_plugh = 'plugh'. mv_crawl = 'crawl'. mv_jump = 'jump'. mv_climb = 'climb'. mv_over = 'over'. mv_across = 'across'. mv_cross = 'cross'. mv_outdoors = 'outdoors'. mv_upstream = 'upstream'. mv_downstream = 'downstream'. mv_object = 'namedobject'. omv_nowhere = 'nowhere'. omv_fork = 'fork'. omv_view = 'view'. omv_barren = 'barren'. omv_tunnel = 'tunnel'. omv_gully = 'gully'. omv_stream = 'stream'. omv_forest = 'forest'. omv_depression = 'depression'. omv_valley = 'valley'. omv_rock = 'rock'. omv_bed = 'bed'. omv_slit = 'slit'. omv_cobblestone = 'cobblestone'. omv_pit = 'pit'. omv_debris = 'debris'. omv_surface = 'surface'. omv_dark = 'dark'. omv_entrance = 'entrance'. omv_canyon = 'canyon'. omv_crack = 'crack'. omv_hall = 'hall'. omv_stairs = 'stairs'. omv_dome = 'dome'. omv_secret = 'secret'. omv_slab = 'slab'. omv_hole = 'hole'. omv_wall = 'wall'. omv_broken = 'broken'. omv_plover = 'plover'. omv_floor = 'floor'. omv_bedquilt = 'bedquilt'. omv_room = 'room'. omv_shell = 'shell'. omv_oriental = 'oriental'. omv_reservoir = 'reservoir'. omv_giant = 'giant'. omv_cavern = 'cavern'. omv_low = 'low'. omv_y2 = 'y2'. omv_house = 'house'. omv_road = 'road'. specv_look = 'look'. specv_yes = yes. specv_status = status. itav_drop = 'drop'. itav_say = 'say'. itav_wave = 'wave'. itav_calm = 'calm'. itav_rub = 'rub'. itav_throw = 'throw'. itav_find = 'find'. itav_feed = 'feed'. itav_break = 'break'. itav_wake = 'wake'. itav_take = 'take'. itav_open = 'open'. itav_lock = 'lock'. itav_nothing = 'nothing'. itav_on = 'on'. itav_off = 'off'. itav_pour = 'pour'. itav_walk = 'walk'. itav_kill = 'kill'. itav_eat = 'eat'. itav_drink = 'drink'. itav_quit = 'quit'. itav_fill = 'fill'. itav_blast = 'blast'. itav_score = 'score'. itav_fee = 'fee'. itav_fie = 'fie'. itav_foe = 'foe'. itav_foo = 'foo'. itav_fum = 'fum'. itav_suspend = 'suspend'. itav_inventory = 'inventory'. itav_load = 'load'. tav_calm = 'calm' (obj). tav_walk = 'walk' (obj). tav_quit = 'quit' (obj). tav_score = 'score' (obj). tav_foo = 'foo' (obj). tav_brief = 'brief' (obj). tav_suspend = 'suspend' (obj). tav_hours = 'hours' (obj). tav_log = 'log' (obj). tav_take = 'take' (obj). tav_drop = 'drop' (obj). tav_open = 'open' (obj). tav_lock = 'lock' (obj). tav_say = 'say' (str) Where str Isa string Else "What?" tav_nothing = 'nothing' (obj). tav_on = 'on' (obj). tav_off = 'off' (obj). tav_wave = 'wave' (obj). tav_kill = 'kill' (obj). tav_pour = 'pour' (obj). tav_eat = 'eat' (obj). tav_drink = 'drink' (obj). tav_rub = 'rub' (obj). tav_throw = 'throw' (obj). tav_feed = 'feed' (obj). tav_find = 'find' (obj). tav_inventory = 'inventory' (obj). tav_fill = 'fill' (obj). tav_read = 'read' (obj). tav_blast = 'blast' (obj). tav_break = 'break' (obj). tav_wake = 'wake' (obj). Verb mv_forward, mv_left, mv_right Does "I am unsure how you are facing. Use compass points or nearby objects." End Verb. Verb mv_in, mv_exit Does "I don't know in from out here. Use compass points or name something in the general direction you want to go." End Verb. Verb mv_xyzzy, mv_plugh Does "Nothing happens." End Verb. Verb mv_crawl Does "Which way?" End Verb. Verb mv_jump, mv_climb, mv_over, mv_across, mv_enter, mv_cross, mv_outdoors, mv_upstream, mv_downstream Does "I don't know how to apply that word here." End Verb. Verb mv_object Does "I don't know how to apply that word here." End Verb. Verb omv_nowhere, omv_fork, omv_view, omv_barren, omv_tunnel, omv_gully, omv_stream, omv_forest, omv_depression, omv_valley, omv_rock, omv_bed, omv_slit, omv_cobblestone, omv_pit, omv_debris, omv_surface, omv_dark, omv_entrance, omv_canyon, omv_crack, omv_hall, omv_stairs, omv_dome, omv_secret, omv_slab, omv_hole, omv_wall, omv_broken, omv_plover, omv_floor, omv_bedquilt, omv_room, omv_shell, omv_oriental, omv_reservoir, omv_giant, omv_cavern, omv_low, omv_y2, omv_house, omv_road Does "I don't know how to apply that word here." End Verb. Verb specv_look Does Look. List company. End Verb. Verb specv_yes Check hero Is asked Else "That doesn't seem to answer any question." Does If hero Is quitting Then Score . Quit. End If. End Verb. Verb specv_status Does "Your lamp has about" Say power Of obj_2_lamp. "minutes left.$p" End Verb. Verb itav_drop, itav_say, itav_wave, itav_calm, itav_rub, itav_throw, itav_find, itav_feed, itav_break, itav_wake, itav_take, itav_open, itav_lock Does "$v what?" End Verb. Verb itav_nothing Does "OK." End Verb. Verb itav_on Check obj_2_lamp Here Else "You have no source of light." And obj_2_lamp Is Not lit Else "Your lamp is already on." Does If obj_2_lamp Is dim Then "Your lamp is getting dim.. You'd best start wrapping this up, unless you can find some fresh batteries. I seem to recall there's a vending machine in the maze. Bring some coins with you." End If. If power Of obj_2_lamp >0 Then Make obj_2_lamp lit. "Your lamp is now on." If hero At darkplace Then Locate hero At placemarker. Locate placemarker At nowhere. End If. End If. End Verb. Verb itav_off Check obj_2_lamp Here Else "You have no source of light." And obj_2_lamp Is lit Else "Your lamp is already off." Does Make obj_2_lamp Not lit. "Your lamp is now off." If Current Location Is Not lighted Then Locate placemarker Here. Locate hero At darkplace. End If. End Verb. Verb itav_pour Check obj_20_bottle In inventory And obj_20_bottle Is full Else "Pour what?" Does If obj_24_plant Here And status Of obj_24_plant <6 Then If obj_20_bottle Has oil Then "The plant indignantly shakes the oil off its leaves and asks: ""Water?""." Elsif obj_20_bottle Has water Then Increase status Of obj_24_plant. Describe obj_24_plant. Increase status Of obj_24_plant. End If. Elsif obj_9_door Here Then If obj_20_bottle Has oil Then "The oil has freed up the hinges so that the door will now move, although it requires some effort." Make obj_9_door oiled. Elsif obj_20_bottle Has water Then "The hinges are quite thoroughly rusted now and won't budge." Make obj_9_door oiled. End If. Else "Your bottle is empty and the ground is wet." End If. Make obj_20_bottle Not full. If obj_20_bottle Has water Then Make obj_20_bottle Not water. Locate obj_21_water In universalobjects. Elsif obj_20_bottle Has oil Then Make obj_20_bottle Not oil. Locate obj_22_oil In universalobjects. End If. End Verb. Verb itav_walk Does "Where?" End Verb. Verb itav_kill Does "You can't walk around just killing things blindly" End Verb. Verb itav_eat Check obj_19_food Here Else "Eat what?" Does "Thank you. It was delicious!" Locate obj_19_food At nowhere. End Verb. Verb itav_drink Check Current Location Has water Or (obj_20_bottle Here And obj_20_bottle Has water) Else "Drink what?" Does If obj_21_water In inventory Then "The bottle of water is now empty." Locate obj_21_water In universalobjects. Make obj_20_bottle Not full. Make obj_20_bottle Not water. Else "You have taken a drink from the stream. The water tastes strongly of minerals, but is not unpleasant. It is extremely cold." End If. End Verb. Verb itav_quit Does "Do you really want to leave your current adventure?" Make hero asked. Make hero quitting. Schedule event_noquit After 1. End Verb. Verb itav_fill Does "OK." End Verb. Verb itav_blast Check obj_0_cave Is closed And obj_6_rod2 Is found Else "Blasting requires dynamite." Does If obj_6_rod2 At hero Then "There is a loud explosion, and you are suddenly splashed across the walls of the room." Elsif hero At loc_115 Then "There is a loud explosion, and a twenty-foot hole appears in the far wall, burying the snakes in the rubble. A river of molten lava pours in through the hole, destroying everything in its path, including you!!" Else "There is a loud explosion, and a twenty-foot hole appears in the far wall, burying the Dwarves in the rubble. You march through the hole and find yourself in the main office, where a cheering band of friendly elves carry the conquering adventurer off into the sunset." End If. Score . Quit. End Verb. Verb itav_score Does Score . End Verb. Verb itav_fee Does Set status Of foobar To 1. Schedule event_foobarreset After 1. End Verb. Verb itav_fie Check status Of foobar >0 Else "Nothing happens." Does If status Of foobar =1 Then Increase status Of foobar. Schedule event_foobarreset After 1. Else "What's the matter, can't you read? Now you'd best start over." End If. End Verb. Verb itav_foe Check status Of foobar >0 Else "Nothing happens." Does If status Of foobar =2 Then Increase status Of foobar. Schedule event_foobarreset After 1. Else "What's the matter, can't you read? Now you'd best start over." End If. End Verb. Verb itav_foo Check status Of foobar >0 Else "Nothing happens." Does If status Of foobar =3 Then Cancel event_foobarreset. Set status Of foobar To 0. If obj_56_eggs At loc_92 Or (obj_56_eggs In inventory And hero At loc_92) Then "Nothing happens." Else "Done!$n" Schedule event_goldeggvanish At obj_56_eggs After 0. Schedule event_goldeggappear At loc_92 After 0. End If. Else "What's the matter, can't you read? Now you'd best start over." End If. End Verb. Verb itav_fum Check status Of foobar >0 Else "Nothing happens." Does "What's the matter, can't you read? Now you'd best start over." End Verb. Verb itav_suspend Does Save. "OK." End Verb. Verb itav_inventory Does List inventory. List company. End Verb. Verb itav_load Does Restore. "OK." End Verb. Add To Every object Verb tav_calm Does "I'm game. Would you care to explain how?" End Verb. Verb tav_quit, tav_score, tav_suspend, tav_hours, tav_log Does "I don't understand that!" End Verb. Verb tav_foo Does "I don't know how." End Verb. Verb tav_walk Does "Where?" End Verb. Verb tav_brief Does "On what?" End Verb. Verb tav_take Check obj Not In inventory Else "You are already carrying it!" And obj Not In company Else "You already have it!" And obj Is takable Else "You can't be serious!" Does Locate obj In inventory. "OK." End Verb. Verb tav_drop Check obj In inventory Or obj In company Else "You aren't carrying it!" Does Locate obj Here. "OK." End Verb. Verb tav_open Check obj Is openable Else "I don't know how to lock or unlock such a thing." And obj Is Not open Else "It was already unlocked." Does Make obj open. "OK." End Verb. Verb tav_lock Check obj Is openable Else "I don't know how to lock or unlock such a thing." And obj Is open Else "It was already locked." Does Make obj Not open. "OK." End Verb. Verb tav_say Does "Okay. " Say str. End Verb. Verb tav_nothing Does "OK." End Verb. Verb tav_on Does "OK." End Verb. Verb tav_off Does "OK." End Verb. Verb tav_wave Does "Nothing happens." End Verb. Verb tav_kill Does "Don't be ridiculous!" End Verb. Verb tav_pour Check obj In inventory Else "You aren't carrying it!" And obj =obj_20_bottle Or obj =obj_21_water Or obj =obj_22_oil Else "You can't pour that." Does If obj_24_plant Here And status Of obj_24_plant <6 Then If obj_20_bottle Has oil Then "The plant indignantly shakes the oil off its leaves and asks: ""Water?""." Elsif obj_20_bottle Has water Then Increase status Of obj_24_plant. Describe obj_24_plant. Increase status Of obj_24_plant. End If. Elsif obj_9_door Here Then If obj_20_bottle Has oil Then "The oil has freed up the hinges so that the door will now move, although it requires some effort." Make obj_9_door oiled. Elsif obj_20_bottle Has water Then "The hinges are quite thoroughly rusted now and won't budge." Make obj_9_door oiled. End If. Else "Your bottle is empty and the ground is wet." End If. Make obj_20_bottle Not full. If obj_20_bottle Has water Then Make obj_20_bottle Not water. Locate obj_21_water In universalobjects. Elsif obj_20_bottle Has oil Then Make obj_20_bottle Not oil. Locate obj_22_oil In universalobjects. End If. End Verb. Verb tav_eat Does "Don't be ridiculous!" End Verb. Verb tav_drink Does "Don't be ridiculous!" End Verb. Verb tav_rub Does "OK." End Verb. Verb tav_throw Check obj In inventory Or obj In company Else "You aren't carrying it!" Does Locate obj Here. "OK." End Verb. Verb tav_feed Does "OK." End Verb. Verb tav_inventory Does "OK." End Verb. Verb tav_find Check obj Not In inventory And obj Not In company Else "You are already carrying it!" And obj_0_cave Is Not closed Else "I daresay whatever you want is around here somewhere." And obj Here Else "I can only tell you what you see as you move about and manipulate things. I cannot tell you where remote things are." Does "I believe what you want is right here with you." End Verb. Verb tav_fill Does "You can't fill that." End Verb. Verb tav_read Does "OK." End Verb. Verb tav_blast Check obj_0_cave Is closed And obj_6_rod2 Is found Else "Blasting requires dynamite." Does If obj_6_rod2 At hero Then "There is a loud explosion, and you are suddenly splashed across the walls of the room." Elsif hero At loc_115 Then "There is a loud explosion, and a twenty-foot hole appears in the far wall, burying the snakes in the rubble. A river of molten lava pours in through the hole, destroying everything in its path, including you!!" Else "There is a loud explosion, and a twenty-foot hole appears in the far wall, burying the Dwarves in the rubble. You march through the hole and find yourself in the main office, where a cheering band of friendly elves carry the conquering adventurer off into the sunset." End If. Score . Quit. End Verb. Verb tav_break Does "OK." End Verb. Verb tav_wake Does "OK." End Verb. End Add. The inventory Isa entity Container Limits space 7 Else "You can't carry anything more. You'll have to drop something first" Header "You are currently holding the following: " End The inventory. The company Isa entity Container Header "You also have company with" Else "" End The company. The universalobjects Isa entity Container End The universalobjects. The obj_0_cave Isa object Has treasuresavailable 15. Has time 0. Is Not closingsoon. Is Not closing. Is Not closed. End The obj_0_cave. The foobar Isa object Has status 0. End The foobar. The obj_1_keys Isa object Name key At loc_3 Description "There are some keys on the ground here." Mentioned "set of keys" Verb tav_open Check "You can't unlock the keys." End Verb. End The obj_1_keys. The obj_2_lamp Isa object Name lamp At loc_3 Is Not lit. Has power 330. Is Not dim. Description If obj_2_lamp Is Not lit Then "There is a shiny brass lamp nearby." Else "There is a lamp shining nearby." End If. Mentioned "brass lantern" End The obj_2_lamp. The obj_3_grate Isa object Name grate At loc_8 Is Not takable. Is openable. Is Not open. Description If obj_3_grate Is Not open Then "The grate is locked." Else "The grate is open." End If. Mentioned "grate" Verb tav_open Check obj_1_keys Here Else "You have no keys!" And obj_0_cave Is Not closing Else "A mysterious recorded voice groans into life and announces:$n ""This exit is closed. Please leave via main office.""$n" Does Make obj_3_grate_copy open. "The grate is now unlocked." End Verb. Verb tav_lock Check obj_1_keys Here Else "You have no keys!" Does Make obj_3_grate_copy Not open. "The grate is now locked." End Verb. End The obj_3_grate. The obj_3_grate_copy Isa object Name grate At loc_9 Is Not takable. Is openable. Is Not open. Description If obj_3_grate Is Not open Then "The grate is locked." Else "The grate is open." End If. Mentioned "grate" Verb tav_open Check obj_1_keys Here Else "You have no keys!" And obj_0_cave Is Not closing Else "A mysterious recorded voice groans into life and announces:$n ""This exit is closed. Please leave via main office.""$n" Does Make obj_3_grate open. End Verb. Verb tav_lock Check obj_1_keys Here Else "You have no keys!" Does Make obj_3_grate Not open. End Verb. End The obj_3_grate_copy. The obj_4_cage Isa object Name cage At loc_10 Description "There is a small wicker cage discarded nearby." If obj_8_bird Is incage Then Describe obj_8_bird. End If. Mentioned "wicker cage" Verb tav_open Check "It has no lock." End Verb. Verb tav_take Does If obj_8_bird Is incage Then Locate obj_8_bird In inventory. End If. End Verb. Verb tav_drop Does If obj_8_bird Is incage Then Locate obj_8_bird Here. End If. End Verb. End The obj_4_cage. The obj_5_rod Isa object Name rod At loc_11 Description "A three foot black rod with a rusty star on an end lies nearby." Mentioned "black rod" Verb tav_wave Check obj_12_fissure Here Else "Nothing happens." Does Only If obj_12_fissure Is spanned Then Make obj_12_fissure Not spanned. Else Make obj_12_fissure spanned. Make obj_12_fissure beenspanned. End If. Describe obj_12_fissure. End Verb. End The obj_5_rod. The obj_6_rod2 Isa object Name rod Is Not found. Description "A three foot black rod with a rusty mark on an end lies nearby." Mentioned "black rod" End The obj_6_rod2. The obj_7_steps Isa object Name steps At loc_14 Is Not takable. Description If obj_50_nugget Not In inventory Then "Rough stone steps lead down the pit." End If. Mentioned "steps" End The obj_7_steps. The obj_7_steps_copy Isa object Name steps At loc_15 Is Not takable. Description If obj_50_nugget Not In inventory Then "Rough stone steps lead up the dome." End If. Mentioned "steps" End The obj_7_steps_copy. The obj_8_bird Isa object Name bird At loc_13 Has space 0. Is Not incage. Description If obj_8_bird Is incage Then Describe obj_4_cage. "There is a little bird in the cage." Else "A cheerful little bird is sitting here singing." End If. Mentioned "little bird in cage" Verb tav_take Check obj_5_rod Not In inventory Else "The bird was unafraid when you entered, but as you approach it becomes disturbed and you cannot catch it." And obj_4_cage In inventory Else "You can catch the bird, but you cannot carry it." Does If obj_8_bird Is incage Then Locate obj_4_cage In inventory. Else Make obj_8_bird incage. End If. End Verb. Verb tav_drop Does Make obj_8_bird Not incage. If obj_11_snake Here Then "The little bird attacks the green snake, and in an astounding flurry drives the snake away." Make obj_11_snake Not living. Locate obj_11_snake At nowhere. If obj_0_cave Is closing Then Schedule event_dwarfend At hero After 0. End If. End If. If obj_31_dragon Here Then "The little bird attacks the green dragon, and in an astounding flurry gets burnt to a cinder. The ashes blow away." Locate obj_8_bird At nowhere. End If. End Verb. Verb tav_kill Check obj_0_cave Is Not closed Else "Oh, leave the poor unhappy bird alone." Does Only "The little bird is now dead. Its body disappears." Locate obj_8_bird At nowhere. End Verb. Verb tav_eat Check "I think I just lost my appetite." End Verb. End The obj_8_bird. The obj_9_door Isa object Name door At loc_94 Is Not takable. Is Not oiled. Description If obj_9_door Is Not oiled Then "The way north is barred by a massive, rusty, iron door." Else "The way north leads through a massive, rusty, iron door." End If. Mentioned "rusty door" Verb tav_open Check obj_9_door Is oiled Else "The door is extremely rusty and refuses to open." End Verb. End The obj_9_door. The obj_10_pillow Isa object Name velvet pillow At loc_96 Description "A small velvet pillow lies on the floor." Mentioned "velvet pillow" End The obj_10_pillow. The obj_11_snake Isa object Name snake At loc_19 Is Not takable. Is living. Description "A huge green fierce snake bars the way!" Mentioned "snake" Verb tav_kill Does Only "Attacking the snake both doesn't work and is very dangerous." End Verb. Verb tav_eat Check "I think I just lost my appetite." End Verb. End The obj_11_snake. The obj_12_fissure Isa object Name fissure At loc_17 Is Not takable. Is Not spanned. Has Not beenspanned. Description If obj_12_fissure Is spanned Then "A crystal bridge now spans the fissure." Elsif obj_12_fissure Has beenspanned Then "The crystal bridge has vanished!" End If. Mentioned "fissure" End The obj_12_fissure. The obj_12_fissure_copy Isa object Name fissure At loc_27 Is Not takable. Is Not spanned. Description If obj_12_fissure Is spanned Then "A crystal bridge now spans the fissure." Elsif obj_12_fissure Has beenspanned Then "The crystal bridge has vanished!" End If. Mentioned "fissure" End The obj_12_fissure_copy. The obj_13_tablet Isa object Name tablet At loc_101 Is Not takable. Description "A massive stone tablet imbedded in the wall reads:$i ""Congratulations on bringing light into the dark-room!""$n" Mentioned "stone tablet" End The obj_13_tablet. The obj_14_clam Isa object Name clam At loc_103 Is openable. Is Not open. Description "There is an enormous clam here with its shell tightly closed." Mentioned "giant clam >Grunt!<" Verb tav_open Check obj_57_trident In inventory Else "You don't have anything strong enough to open the clam." And obj_14_clam Not In inventory Else "I advise you to put down the clam before opening it. >STRAIN!<" Does "A glistening pearl falls out of the clam and rolls away. Goodness, this must really be an oyster. (I never was very good at identifying bivalves.) Whatever it is, it has now snapped shut again." Locate obj_15_oyster Here. Locate obj_61_pearl At loc_105. Locate obj_14_clam At nowhere. End Verb. Verb tav_kill Does Only "The shell is very strong and impervious to attack." End Verb. Verb tav_eat Check "I think I just lost my appetite." End Verb. End The obj_14_clam. The obj_15_oyster Isa object Name oyster Is openable. Is Not open. Description "There is an enormous oyster here with its shell tightly closed." If obj_0_cave Is closed Then "Interesting. There seems to be something written on the underside of the oyster." End If. Mentioned "giant oyster >Groan!<" Verb tav_open Check obj_57_trident In inventory Else "You don't have anything strong enough to open the oyster." And obj_15_oyster Not In inventory Else "I advise you to put down the oyster before opening it. >WRENCH!<" Does "The oyster creaks open, revealing nothing but oyster inside. It promptly snaps shut again." End Verb. Verb tav_kill Does Only "The shell is very strong and impervious to attack." End Verb. Verb tav_eat Check "I think I just lost my appetite." End Verb. End The obj_15_oyster. The obj_16_magazine Isa object Name magazine At loc_106 Description "There are a few recent issues of ""Spelunker Today"" magazine here." Mentioned """Spelunker Today""" Verb tav_drop, tav_throw Does If Current Location =loc_108 Then Score 1. End If. End Verb. End The obj_16_magazine. The obj_17_dwarf Isa object Name dwarf Is Not takable. Verb tav_kill Check obj_0_cave Is Not closed Else Schedule event_dwarfend At hero After 0. Does Only "With what? Your bare hands?" End Verb. Verb tav_eat Check "I think I just lost my appetite." End Verb. End The obj_17_dwarf. The obj_18_knife Isa object Name knife End The obj_18_knife. The obj_19_food Isa object Name food At loc_3 Description "There is tasty food here." Article "some" Mentioned "tasty food" Verb tav_eat Does Only "Thank you. It was delicious!" Locate obj_19_food At nowhere. End Verb. Verb tav_throw Does After If obj_35_bear Here And obj_35_bear Is hungry Then "The bear eagerly wolfs down your food, after which he seems to calm down considerably, and even becomes rather friendly." Locate obj_19_food At nowhere. Make obj_35_bear Not hungry. Make obj_35_bear takable. Make obj_28_axe takable. End If. End Verb. End The obj_19_food. The obj_20_bottle Isa object Name bottle At loc_3 Has water. Has Not oil. Is full. Description If obj_20_bottle Has water Then "There is a bottle of water here." Elsif obj_20_bottle Has oil Then "There is a bottle of oil here." Else "There is an empty bottle here." End If. Mentioned "small bottle" Verb tav_take Does If obj_20_bottle Has water Then Locate obj_21_water In inventory. End If. If obj_20_bottle Has oil Then Locate obj_22_oil In inventory. End If. End Verb. Verb tav_drop Does If obj_20_bottle Has water Then Locate obj_21_water In universalobjects. End If. If obj_20_bottle Has oil Then Locate obj_22_oil In universalobjects. End If. End Verb. Verb tav_fill Check obj_20_bottle Is Not full Else "Your bottle is already full." And Current Location Has water Or Current Location Has oil Else "There is nothing here with which to fill the bottle." And obj_20_bottle In inventory Else "You aren't carrying it!" Does Only Make obj_20_bottle full. If Current Location Has water Then Make obj_20_bottle water. Locate obj_21_water In inventory. "Your bottle is now full of water." Else Make obj_20_bottle oil. Locate obj_22_oil In inventory. "Your bottle is now full of oil." End If. End Verb. End The obj_20_bottle. The obj_21_water Isa object Name water In universalobjects Has space 0. Description "" Article "" Mentioned "water in the bottle" Verb tav_take Check (Current Location Has water) Else "I can't see any water here." And obj_20_bottle In inventory Else "You have nothing in which to carry it." And obj_20_bottle Is Not full Else "Your bottle is already full" Does Only Locate obj_21_water In inventory. Make obj_20_bottle full. Make obj_20_bottle water. "Your bottle is now full of water." End Verb. Verb tav_drop, tav_throw Check (Current Location Has water Or obj_21_water In inventory) Else "I can't see any water here." And obj_21_water In inventory Else "You aren't carrying it." Does Only Locate obj_21_water In universalobjects. Make obj_20_bottle Not full. Make obj_20_bottle Not water. End Verb. Verb tav_drink Check obj_21_water In inventory Or Current Location Has water Else "I see no water here." Does Only If obj_21_water In inventory Then "The bottle of water is now empty." Locate obj_21_water In universalobjects. Make obj_20_bottle Not full. Make obj_20_bottle Not water. Else "You have taken a drink from the stream. The water tastes strongly of minerals, but is not unpleasant. It is extremely cold." End If. End Verb. Verb tav_find Check Current Location Has water Or (obj_20_bottle Here And obj_20_bottle Has water) Else "I can only tell you what you see as you move about and manipulate things. I cannot tell you where remote things are." End Verb. End The obj_21_water. The obj_22_oil Isa object Name oil In universalobjects Has space 0. Description "" Article "" Mentioned "oil in the bottle" Verb tav_take Check Current Location Has oil Else "I can't see any oil here." And obj_20_bottle In inventory Else "You have nothing in which to carry it." And obj_20_bottle Is Not full Else "Your bottle is already full" Does Only Locate obj_22_oil In inventory. Make obj_20_bottle full. Make obj_20_bottle oil. "Your bottle is now full of oil." End Verb. Verb tav_drop, tav_throw Check (Current Location Has oil) Or (obj_20_bottle In inventory And obj_20_bottle Has oil) Else "I can't see any oil here." And obj_20_bottle In inventory Else "You aren't carrying it." Does Only Locate obj_22_oil In universalobjects. Make obj_20_bottle Not full. Make obj_20_bottle Not oil. End Verb. Verb tav_find Check Current Location Has oil Or (obj_20_bottle Here And obj_20_bottle Has oil) Else "I can only tell you what you see as you move about and manipulate things. I cannot tell you where remote things are." End Verb. End The obj_22_oil. The obj_23_mirror Isa object Name mirror At loc_109 Is Not takable. Description "" Mentioned "mirror" End The obj_23_mirror. The obj_24_plant Isa object Name plant At loc_25 Is Not takable. Has status 0. Description If status Of obj_24_plant =0 Then "There is a tiny little plant in the pit, murmuring ""Water, Water, ...""" Elsif status Of obj_24_plant =1 Then "The plant spurts into furious growth for a few seconds." Elsif status Of obj_24_plant =2 Then "There is a 12-foot-tall beanstalk stretching up out of the pit, bellowing ""Water!! Water!!""" Elsif status Of obj_24_plant =3 Then "The plant grows explosively, almost filling the bottom of the pit." Elsif status Of obj_24_plant =4 Then "There is a gigantic beanstalk stretching all the way up to the hole." Elsif status Of obj_24_plant =5 Then "You've over-watered the plant! It's shriveling up! It's, It's..." Else "What once was a gigantic beanstalk is now lying in a heap on the floor." End If. Mentioned "plant" Verb tav_take Check status Of obj_24_plant <=0 Else "The plant has exceptionally deep roots and cannot be pulled free." Does "" End Verb. End The obj_24_plant. The obj_25_plant2 Isa object Name plant At loc_23 Is Not takable. Has status 0. Description If status Of obj_24_plant <1 Then "" Elsif status Of obj_24_plant <3 Then "The top of a 12-foot-tall beanstalk is poking up out of the west pit." Elsif status Of obj_24_plant <5 Then "There is a huge beanstalk growing out of the west pit up to the hole." Else "" End If. Mentioned "phony plant" End The obj_25_plant2. The obj_25_plant2_copy Isa object Name plant At loc_67 Is Not takable. Description If status Of obj_24_plant <1 Then "" Elsif status Of obj_24_plant <3 Then "The top of a 12-foot-tall beanstalk is poking up out of the west pit." Elsif status Of obj_24_plant <5 Then "There is a huge beanstalk growing out of the west pit up to the hole." Else "" End If. Mentioned "phony plant" End The obj_25_plant2_copy. The obj_26_stalactite Isa object Name stalactite At loc_111 Is Not takable. Description "" Mentioned "stalactite" End The obj_26_stalactite. The obj_27_shadow Isa object Name figure At loc_35 Is Not takable. Description "The shadowy figure seems to be trying to attract your attention." Mentioned "shadowy figure" End The obj_27_shadow. The obj_27_shadow_copy Isa object Name figure At loc_110 Is Not takable. Description "The shadowy figure seems to be trying to attract your attention." Mentioned "shadowy figure" End The obj_27_shadow_copy. The obj_28_axe Isa object Name axe Description If obj_28_axe Is takable Then "There is a little axe here." Else "There is a little axe lying beside the bear." End If. Mentioned "dwarf's axe" Verb tav_throw Does If obj_17_dwarf Here Then "Geronimo -- Dwarf attack!!!" Elsif (obj_31_dragon Here Or obj_31_dragon_copy Here) And obj_31_dragon Is living Then "The axe bounces harmlessly off the dragon's thick scales." Elsif obj_33_troll Here Or obj_33_troll_copy Here Then "The troll deftly catches the axe, examines it carefully, and tosses it back, declaring, ""Good workmanship, but it's not valuable enough.""." Elsif obj_35_bear Here And obj_35_bear Is hungry Then "The axe misses and lands near the bear where you can't get at it." Make obj_28_axe Not takable. End If. End Verb. End The obj_28_axe. The obj_29_drawing Isa object Name drawing At loc_97 Is Not takable. Description "" Mentioned "cave drawings" End The obj_29_drawing. The obj_30_pirate Isa object Name pirate Is Not takable. Description "" Mentioned "pirate" End The obj_30_pirate. The obj_31_dragon Isa object Name dragon At loc_119 Is Not takable. Is living. Description If obj_31_dragon Is living Then "A huge green fierce dragon bars the way!" Else "The body of a huge green dead dragon is lying off to one side." End If. Mentioned "dragon" Verb tav_kill Check obj_31_dragon Is living Else "For crying out loud, the poor thing is already dead!" Does Only "With what? Your bare hands?" Make hero asked. Make hero killing. Schedule event_nokill After 1. End Verb. Verb tav_eat Check "I think I just lost my appetite." End Verb. End The obj_31_dragon. The obj_31_dragon_copy Isa object Name dragon At loc_121 Is Not takable. Is living. Description If obj_31_dragon Is living Then "A huge green fierce dragon bars the way!" Else "The body of a huge green dead dragon is lying off to one side." End If. Mentioned "dragon" Verb tav_kill Check obj_31_dragon Is living Else "For crying out loud, the poor thing is already dead!" Does Only "With what? Your bare hands?" Make hero asked. Make hero killing. Schedule event_nokill After 1. End Verb. Verb tav_eat Check "I think I just lost my appetite." End Verb. End The obj_31_dragon_copy. The obj_32_chasm Isa object Name chasm At loc_117 Is Not takable. Is spanned. Description If obj_32_chasm Is spanned Then "A rickety wooden bridge extends across the chasm, vanishing into the mist. A sign posted on the bridge reads:$i ""Stop! Pay Troll!""$n" Else "The wreckage of a bridge (and a dead bear) can be seen at the bottom of the chasm." End If. Mentioned "chasm" End The obj_32_chasm. The obj_32_chasm_copy Isa object Name chasm At loc_122 Is Not takable. Is spanned. Description If obj_32_chasm Is spanned Then "A rickety wooden bridge extends across the chasm, vanishing into the mist. A sign posted on the bridge reads:$i ""Stop! Pay Troll!""$n" Else "The wreckage of a bridge (and a dead bear) can be seen at the bottom of the chasm." End If. Mentioned "chasm" End The obj_32_chasm_copy. The obj_33_troll Isa object Name troll At loc_117 Is insight. Is Not returning. Is Not gone. Is Not takable. Description If obj_33_troll Is insight Then "A burly troll stands by the bridge and insists you throw him a treasure before you may cross." Else "The troll is nowhere to be seen." End If. Mentioned "troll" Verb tav_kill Does Only "Trolls are close relatives with the rocks and have skin as tough as that of a rhinoceros. The troll fends off your blows effortlessly." End Verb. Verb tav_eat Check "I think I just lost my appetite." End Verb. End The obj_33_troll. The obj_33_troll_copy Isa object Name troll At loc_122 Is insight. Is Not returning. Is Not gone. Is Not takable. Description If obj_33_troll Is insight Then "A burly troll stands by the bridge and insists you throw him a treasure before you may cross." Else "The troll is nowhere to be seen." End If. Mentioned "troll" Verb tav_kill Does Only "Trolls are close relatives with the rocks and have skin as tough as that of a rhinoceros. The troll fends off your blows effortlessly." End Verb. Verb tav_eat Check "I think I just lost my appetite." End Verb. End The obj_33_troll_copy. The obj_35_bear Isa object Name 'bear' At loc_130 Has space 0. Is Not takable. Is chained. Is hungry. Is living. Is Not incompany. Description If obj_35_bear Is Not living Then "" Elsif obj_35_bear In company Then "$nYou are being followed by a very large, tame bear." Elsif obj_35_bear Is hungry Then "There is a ferocious cave bear eyeing you from the far end of the room!" Elsif obj_35_bear Is chained Then "There is a gentle cave bear sitting placidly in one corner." Else "There is a contented-looking bear wandering about nearby." End If. Mentioned "large cave bear" Verb tav_take Check obj_35_bear Is Not chained Else "The bear is still chained to the wall." Does Only Locate obj_35_bear In company. "OK." "You put one arm around the bear's neck." Schedule event_checkbear Here After 1. End Verb. Verb tav_drop Does If obj_33_troll_copy Here And obj_33_troll Is insight Then "The bear lumbers toward the troll, who lets out a startled shriek and scurries away. The bear soon gives up pursuit and wanders back." Make obj_33_troll Not insight. Make obj_33_troll Not returning. Make obj_33_troll gone. End If. Cancel event_checkbear. End Verb. Verb tav_kill Does Only If obj_35_bear Is hungry Then "With what? Your bare hands? Agains HIS bear hands??" Else "The bear is confused; he only wants to be your friend." End If. End Verb. Verb tav_eat Check "I think I just lost my appetite." End Verb. End The obj_35_bear. The obj_36_message Isa object Name 'message' Is Not takable. Description "There is a message scrawled in the dust in a flowery script, reading:$i ""This is not the maze where the""$i ""pirate leaves his treasure chest""$n" Mentioned "message in second maze" End The obj_36_message. The obj_37_volcano Isa object Name volcano At loc_126 Is Not takable. Description "" Mentioned "volcano and,or Geyser" End The obj_37_volcano. The obj_38_vend Isa object Name vending machine At loc_140 Is Not takable. Description "There is a massive vending machine here. The instructions on it read:$i ""Drop coins here to receive fresh batteries.""$n" Mentioned "vending machine" End The obj_38_vend. The obj_39_batteries Isa object Name batteries At nowhere Are fresh. Description If obj_39_batteries Are fresh Then "There are fresh batteries here." Else "Some worn-out batteries have been discarded nearby." End If. Mentioned "batteries" End The obj_39_batteries. The obj_40_moss Isa object Name moss At loc_96 Is Not takable. Description "" Mentioned "carpet and,or moss" End The obj_40_moss. The obj_41 Isa object End The obj_41. The obj_42 Isa object End The obj_42. The obj_43 Isa object End The obj_43. The obj_44 Isa object End The obj_44. The obj_45 Isa object End The obj_45. The obj_46 Isa object End The obj_46. The obj_47 Isa object End The obj_47. The obj_48 Isa object End The obj_48. The obj_49 Isa object End The obj_49. The obj_50_nugget Isa object Name nugget At loc_18 Is treasure. Description Score 2. "There is a large sparkling nugget of gold here!" Mentioned "large gold nugget" Verb tav_drop, tav_throw Does If hero At loc_3 Then Score 10. Decrease treasuresavailable Of obj_0_cave. End If. End Verb. End The obj_50_nugget. The obj_51_diamonds Isa object Name diamonds At loc_27 Is treasure. Description Score 2. "There are diamonds here!" Article "" Mentioned "several diamonds" Verb tav_drop, tav_throw Does If hero At loc_3 Then Score 10. Decrease treasuresavailable Of obj_0_cave. End If. End Verb. End The obj_51_diamonds. The obj_52_bars Isa object Name bars At loc_28 Is treasure. Description Score 2. "There are bars of silver here!" Mentioned "bars of silver" Verb tav_drop, tav_throw Does If hero At loc_3 Then Score 10. Decrease treasuresavailable Of obj_0_cave. End If. End Verb. End The obj_52_bars. The obj_53_jewelry Isa object Name jewelry At loc_29 Is treasure. Description Score 2. "There is precious jewelry here!" Mentioned "precious jewelry" Verb tav_drop, tav_throw Does If hero At loc_3 Then Score 10. Decrease treasuresavailable Of obj_0_cave. End If. End Verb. End The obj_53_jewelry. The obj_54_coins Isa object Name coins At loc_30 Is treasure. Description Score 2. "There are many coins here!" Mentioned "rare coins" Verb tav_drop, tav_throw Does If obj_38_vend Here Then Locate obj_54_coins At nowhere. Locate obj_39_batteries Here. Describe obj_39_batteries. End If. If hero At loc_3 Then Score 10. Decrease treasuresavailable Of obj_0_cave. End If. End Verb. End The obj_54_coins. The obj_55_chest Isa object Name chest Is Not found. Is treasure. Description Score 2. "The pirate's treasure chest is here!" Make obj_55_chest found. Mentioned "treasure chest" Verb tav_drop, tav_throw Does If hero At loc_3 Then Score 12. Decrease treasuresavailable Of obj_0_cave. End If. End Verb. End The obj_55_chest. The obj_56_eggs Isa object Name nest At loc_92 Is treasure. Description Score 2. "There is a large nest here, full of golden eggs!" Article "some" Mentioned "golden eggs" Verb tav_drop, tav_throw Does If hero At loc_3 Then Score 14. Decrease treasuresavailable Of obj_0_cave. End If. End Verb. End The obj_56_eggs. The obj_57_trident Isa object Name trident At loc_95 Is treasure. Description Score 2. "There is a jewel-encrusted trident here!" Mentioned "jeweled trident" Verb tav_drop, tav_throw Does If hero At loc_3 Then Score 14. Decrease treasuresavailable Of obj_0_cave. End If. End Verb. End The obj_57_trident. The obj_58_vase Isa object Name ming vase At loc_97 Is Not broken. Is Not onpillow. Is treasure. Description Score 2. If obj_58_vase Is broken Then "The floor is littered with worthless shards of pottery." Else "There is a delicate, precious, ming vase here!" End If. Mentioned "ming vase" Verb tav_drop Does If hero Not At loc_96 Then If obj_10_pillow Here And obj_10_pillow Not In inventory Then "The vase is now resting, delicately, on a velvet pillow." If hero At loc_3 Then Score 14. Decrease treasuresavailable Of obj_0_cave. End If. Else "The ming vase drops with a delicate crash." Make obj_58_vase broken. Make obj_58_vase Not takable. End If. End If. End Verb. Verb tav_throw Does "The ming vase drops with a delicate crash." Make obj_58_vase broken. Make obj_58_vase Not takable. End Verb. Verb tav_fill Check Current Location Has water Or Current Location Has oil Else "There is nothing here with which to fill the vase." And obj_58_vase In inventory Else "You aren't carrying it!" Does Only "The sudden change in temperature has delicately shattered the vase." Make obj_58_vase broken. Make obj_58_vase Not takable. Locate obj_58_vase Here. End Verb. End The obj_58_vase. The obj_59_emerald Isa object Name emerald At loc_100 Is treasure. Description Score 2. "There is an emerald here the size of a plover's egg!" Mentioned "egg-sized emerald" Verb tav_drop, tav_throw Does If hero At loc_3 Then Score 14. Decrease treasuresavailable Of obj_0_cave. End If. End Verb. End The obj_59_emerald. The obj_60_pyramid Isa object Name platinum pyramid At loc_101 Is treasure. Description Score 2. "There is a platinum pyramid here, 8 inches on a side!" Mentioned "platinum pyramid" Verb tav_drop, tav_throw Does If hero At loc_3 Then Score 14. Decrease treasuresavailable Of obj_0_cave. End If. End Verb. End The obj_60_pyramid. The obj_61_pearl Isa object Name pearl Is treasure. Description Score 2. "Off to one side lies a glistening pearl!" Mentioned "glistening pearl" Verb tav_drop, tav_throw Does If hero At loc_3 Then Score 14. Decrease treasuresavailable Of obj_0_cave. End If. End Verb. End The obj_61_pearl. The obj_62_rug Isa object Name persian rug At loc_119 Is Not takable. Is treasure. Description Score 2. If obj_31_dragon Is living Then "The dragon is sprawled out on a persian rug!!" Else "There is a persian rug spread out on the floor!" End If. Mentioned "persian rug" Verb tav_drop, tav_throw Does If hero At loc_3 Then Score 14. Decrease treasuresavailable Of obj_0_cave. End If. End Verb. End The obj_62_rug. The obj_62_rug_copy Isa object Name persian rug At loc_121 Is Not takable. Description If obj_31_dragon Is living Then "The dragon is sprawled out on a persian rug!!" Else "There is a persian rug spread out on the floor!" End If. Mentioned "persian rug" End The obj_62_rug_copy. The obj_63_spices Isa object Name spices At loc_127 Is treasure. Description Score 2. "There are rare spices here!" Mentioned "rare spices" Verb tav_drop, tav_throw Does If hero At loc_3 Then Score 14. Decrease treasuresavailable Of obj_0_cave. End If. End Verb. End The obj_63_spices. The obj_64_chain Isa object Name golden chain At loc_130 Is openable. Is Not open. Is Not takable. Is treasure. Description Score 2. If obj_35_bear Is chained Then "The bear is locked to the wall with a golden chain!" Elsif obj_64_chain Is open Then "There is a golden chain lying in a heap on the floor!" Else "There is a golden chain locked to the wall!" End If. Mentioned "golden chain" Verb tav_open Check obj_1_keys In inventory Else "You have no keys!" And obj_35_bear Is Not hungry Else "There is no way to get past the bear to unlock the chain, -- which is probably just as well." And obj_64_chain Is Not open Else "It was already unlocked." Does "The chain is now unlocked." Make obj_64_chain takable. Make obj_35_bear Not chained. End Verb. Verb tav_lock Check obj_1_keys In inventory Else "You have no keys!" And obj_64_chain Is open Else "It was already locked." And hero At loc_130 Else "There is nothing here to which the chain can be locked." Does "The chain is now locked." Make obj_64_chain Not takable. End Verb. Verb tav_take Check obj_35_bear Is Not chained Else "The chain is still locked" End Verb. Verb tav_drop, tav_throw Does If hero At loc_3 Then Score 14. Decrease treasuresavailable Of obj_0_cave. End If. End Verb. End The obj_64_chain. The hero Isa actor Is Not warned. Is Not asked. Is Not killing. Is Not quitting. End The hero. The pirate Isa actor Description "" Script s0. Step Locate pirate At nowhere. Use Script s0. Script s1. Description "" Step Locate pirate At loc_15. Step Locate pirate At loc_19. Step Locate pirate At loc_30. Step Locate pirate At loc_62. Step Locate pirate At loc_60. Step Locate pirate At loc_41. Step Locate pirate At loc_17. Step Locate pirate At loc_19. Step Locate pirate At loc_28. Step Locate pirate At loc_36. Step Locate pirate At loc_39. Step Locate pirate At loc_64. Step Locate pirate At loc_65. Step Locate pirate At loc_66. Use Script s1. End The pirate. Event timer If obj_0_cave Is closingsoon And Current Location Is Not lighted Then Decrease time Of obj_0_cave. End If. If (obj_2_lamp Is lit And power Of obj_2_lamp >=0) Then Decrease power Of obj_2_lamp. End If. Schedule timer At hero After 1. End Event timer. Event event_nokill Make hero Not asked. Make hero Not killing. End Event event_nokill. Event event_noquit Make hero Not asked. Make hero Not quitting. End Event event_noquit. Event event_dwarfend "The resulting ruckus has awakened the Dwarves. There are now several threatening little Dwarves in the room with you! Most of them throw knives at you! All of them get you!" Schedule event_death Here After 0. End Event event_dwarfend. Event event_death Empty inventory Here . Locate hero At loc_0. End Event event_death. Event event_checkbear If hero Not Here Then Schedule event_movebear At hero After 0. Else Schedule event_checkbear Here After 1. End If. End Event event_checkbear. Event event_movebear Describe obj_35_bear. Schedule event_checkbear Here After 1. End Event event_movebear. Event event_breakbridge "Just as you reach the other side, the bridge buckles beneath the weight of the bear, which was still following you around. You scrabble desperately for support, but as the bridge collapses you stumble back and fall into the chasm." Make obj_32_chasm Not spanned. Locate obj_33_troll At nowhere. Locate obj_35_bear At loc_117. Make obj_35_bear Not living. Make obj_35_bear Not takable. Locate hero At loc_117. Schedule event_death Here After 0. End Event event_breakbridge. Event event_foobarreset Set status Of foobar To 0. End Event event_foobarreset. Event event_goldeggvanish Locate obj_56_eggs At loc_92. "The nest of golden eggs has vanished!" End Event event_goldeggvanish. Event event_goldeggappear "There is a large nest here, full of golden eggs!" End Event event_goldeggappear. Event event_lampoff Make obj_2_lamp Not lit. "Your lamp has run out of power." If hero Here And Current Location Is Not lighted Then Locate placemarker Here. Locate hero At darkplace. End If. End Event event_lampoff. Event event_lampwarning If obj_39_batteries At nowhere Then "Your lamp is getting dim. You'd best start wrapping this up, unless you can find some fresh batteries. I seem to recall there's a vending machine in the maze. Bring some coins with you." Make hero warned. Elsif obj_39_batteries Not Here Then "Your lamp is getting dim. You'd best go back for those batteries." Make hero warned. Elsif obj_39_batteries Are Not fresh Then "Your lamp is getting dim, and you're out of spare batteries. You'd best start wrapping this up." Make hero warned. End If. End Event event_lampwarning. Event event_replacebatteries "Your lamp is getting dim. I'm taking the liberty of replacing the batteries." Make obj_39_batteries Not fresh. Locate obj_39_batteries Here. Set power Of obj_2_lamp To 400. Make obj_2_lamp Not dim. Make hero Not warned. End Event event_replacebatteries. Event event_startclosing "A sepulchral voice reverberating through the cave says:$n ""Cave closing soon. All adventurers exit immediately through main office.""$n" Make obj_0_cave closing. Make obj_3_grate Not open. Make obj_3_grate_copy Not open. Make obj_12_fissure Not spanned. Make obj_12_fissure_copy Not spanned. If obj_35_bear Is living Then Locate obj_35_bear At nowhere. End If. Make obj_64_chain Not open. Make obj_64_chain takable. Make obj_28_axe takable. Locate obj_33_troll At nowhere. Locate obj_33_troll_copy At nowhere. End Event event_startclosing. Event event_closecave "The sepulchral voice entones, ""The cave is now closed."" As the echoes fade, there is a blinding flash of light (and a small puff of orange smoke). . . . $p As your eyes refocus you look around and find...$p" "Sorry, no endgame yet!$p" Score 70. Score . Quit. End Event event_closecave. Event event_pirateview "The pirate's view:$n" Describe Current Location. Look. End Event event_pirateview. Event event_stealtreasures "Out from the shadows behind you pounces a bearded pirate!$i ""Har, har"" he chortles, ""I'll just take all this booty and hide it away with me chest deep in the maze!"".$n He snatches your treasure and vanishes into the gloom." If obj_50_nugget Here Then Locate obj_50_nugget At loc_114. End If. If obj_51_diamonds Here Then Locate obj_51_diamonds At loc_114. End If. If obj_52_bars Here Then Locate obj_52_bars At loc_114. End If. If obj_53_jewelry Here Then Locate obj_53_jewelry At loc_114. End If. If obj_54_coins Here Then Locate obj_54_coins At loc_114. End If. If obj_56_eggs Here Then Locate obj_56_eggs At loc_114. End If. If obj_57_trident Here Then Locate obj_57_trident At loc_114. End If. If obj_58_vase Here Then Locate obj_58_vase At loc_114. End If. If obj_59_emerald Here Then Locate obj_59_emerald At loc_114. End If. If obj_60_pyramid Here Then Locate obj_60_pyramid At loc_114. End If. If obj_61_pearl Here Then Locate obj_61_pearl At loc_114. End If. If obj_62_rug Here Then Locate obj_62_rug At loc_114. End If. If obj_63_spices Here Then Locate obj_63_spices At loc_114. End If. If obj_64_chain Here Then Locate obj_64_chain At loc_114. End If. Locate obj_55_chest At loc_114. End Event event_stealtreasures. Event event_hidetreasure "There are faint rustling noises from the darkness behind you. As you turn toward them, the beam of your lamp falls across a bearded pirate. He is carrying a large chest.$i ""Shiver me timbers!"" he cries, ""I've been spotted! I'd best hide meself off to the maze and hide me chest!"".$n With that, he vanished into the gloom." Locate obj_55_chest At loc_114. End Event event_hidetreasure. Event event_checktreasures If obj_50_nugget Here Or obj_51_diamonds Here Or obj_52_bars Here Or obj_53_jewelry Here Or obj_54_coins Here Or obj_55_chest Here Or obj_56_eggs Here Or obj_57_trident Here Or obj_58_vase Here Or obj_59_emerald Here Or obj_60_pyramid Here Or obj_61_pearl Here Or obj_62_rug Here Or obj_63_spices Here Or obj_64_chain Here Then Schedule event_stealtreasures At hero After 0. End If. End Event event_checktreasures. When power Of obj_2_lamp =0 And obj_2_lamp Is lit Then Schedule event_lampoff At obj_2_lamp After 0. When power Of obj_2_lamp <=30 And obj_2_lamp Is Not dim Then Make obj_2_lamp dim. When obj_2_lamp Is lit And obj_2_lamp Is dim And obj_2_lamp At hero And obj_39_batteries At hero Then Schedule event_replacebatteries At obj_2_lamp After 0. When obj_2_lamp Is lit And obj_2_lamp Is dim And hero Is Not warned And hero At obj_2_lamp Then Schedule event_lampwarning At obj_2_lamp After 0. When treasuresavailable Of obj_0_cave =0 And obj_0_cave Is Not closingsoon Then Make obj_0_cave closingsoon. Set time Of obj_0_cave To 80. When obj_0_cave Is closingsoon And time Of obj_0_cave <50 And obj_0_cave Is Not closing Then Schedule event_startclosing At hero After 0. When obj_0_cave Is closing And obj_0_cave Is Not closed And time Of obj_0_cave <=0 Then Schedule event_closecave At hero After 0. When pirate At hero Then Schedule event_checktreasures At hero After 0. When pirate At hero And treasuresavailable Of obj_0_cave =1 And obj_55_chest Is Not found Then Schedule event_hidetreasure At hero After 0. When pirate Near hero Then Schedule rustling At hero After 0. Event rustling "There are faint rustling noises from the darkness behind you." End Event. When obj_55_chest In inventory Then Cancel event_checktreasures. Cancel event_stealtreasures. Locate pirate At nowhere. Use Script s0 For pirate. The nowhere Isa location Name '' End The nowhere. The darkplace Isa location Name 'In the dark' Description "It is now pitch dark. If you proceed you will likely fall into a pit." Exit n, s, e, w, u, d, se, sw, ne, nw To darkplace Check Random 1 To 100 >35 Else "You fell into a pit and broke every bone in your body! Oh dear, you seem to have gotten yourself killed. I might be able to help you out, but I've never really done this before. Do you want me to try to reincarnate you?" Locate hero At loc_0. End Exit. Verb mv_xyzzy Check placemarker At loc_11 Else "Nothing happens." Does Only Locate hero At loc_3. Locate placemarker At nowhere. End Verb. Verb omv_plover Check placemarker At loc_100 Else "Nothing happens." Does Only Locate hero At loc_100. Locate placemarker At nowhere. End Verb. Verb mv_plugh Check placemarker At loc_33 Else "Nothing happens." Does Only Locate hero At loc_3. Locate placemarker At nowhere. End Verb. End The darkplace. The placemarker Isa object Name '' Description "" End The placemarker. The loc_0 Isa location Name 'Dead' Description "You are dead." End The loc_0. The loc_1 Isa location Name 'End of road' Has water. Is lighted. Description "You are standing at the end of a road before a small brick building. Around you is a forest. A small stream flows out of the building and down a gully." Exit n To loc_5. Exit s, d To loc_4. Exit e To loc_3. Exit w, u To loc_2. Verb mv_in, mv_enter, omv_house Does Only Locate hero At loc_3. End Verb. Verb mv_downstream, omv_gully, omv_stream Does Only Locate hero At loc_4. End Verb. Verb omv_road Does Only Locate hero At loc_2. End Verb. Verb omv_forest Does Only Locate hero At loc_5. End Verb. Verb omv_depression Does Only Locate hero At loc_8. End Verb. End The loc_1. The loc_2 Isa location Name 'Hill in road' Is lighted. Description "You have walked up a hill, still in the forest. The road slopes back down the other side of the hill. There is a building in the distance." Exit n, e, d To loc_1. Exit s To loc_5. Verb mv_forward, omv_house, omv_road Does Only Locate hero At loc_1. End Verb. Verb omv_forest Does Only Locate hero At loc_5. End Verb. End The loc_2. The loc_3 Isa location Name 'Inside building' Has water. Is lighted. Description "You are inside a building, a well house for a large spring." Score 6. Exit w To loc_1. Verb mv_enter, mv_exit, mv_outdoors Does Only Locate hero At loc_1. End Verb. Verb mv_xyzzy Does Only If obj_2_lamp Is lit And (obj_2_lamp In inventory Or obj_2_lamp At loc_11) Then Locate hero At loc_11. Else Locate placemarker At loc_11. Locate Current Actor At darkplace. End If. End Verb. Verb mv_plugh Does Only If obj_2_lamp Is lit And (obj_2_lamp In inventory Or obj_2_lamp At loc_33) Then Locate hero At loc_33. Else Locate placemarker At loc_33. Locate Current Actor At darkplace. End If. End Verb. Verb mv_downstream, omv_stream Does Only Locate hero At loc_79. End Verb. End The loc_3. The loc_4 Isa location Name 'Valley' Has water. Is lighted. Description "You are in a valley in the forest beside a stream tumbling along a rocky bed." Exit n To loc_1. Exit s, d To loc_7. Exit e, w, u To loc_5. Verb mv_upstream, omv_house Does Only Locate hero At loc_1. End Verb. Verb mv_downstream Does Only Locate hero At loc_7. End Verb. Verb omv_forest Does Only Locate hero At loc_5. End Verb. Verb omv_depression Does Only Locate hero At loc_8. End Verb. End The loc_4. The loc_5 Isa location Name 'Forest' Is lighted. Description "You are in open forest, with a deep valley to one side." Exit n To loc_5 Check Random 0 To 100 >50 Else Locate hero At loc_6. End Exit. Exit s, w To loc_5. Exit e, d To loc_4. Verb mv_forward, omv_forest Does Only If Random 1 To 100 >50 Then Locate hero At loc_6. Else Locate hero At loc_5. End If. End Verb. Verb omv_valley Does Only Locate hero At loc_4. End Verb. End The loc_5. The loc_6 Isa location Name 'Forest' Is lighted. Description "You are in open forest near both a valley and a road." Exit n To loc_1. Exit s To loc_5. Exit e, w, d To loc_4. Verb omv_forest Does Only Locate hero At loc_5. End Verb. Verb omv_road Does Only Locate hero At loc_1. End Verb. Verb omv_valley Does Only Locate hero At loc_4. End Verb. End The loc_6. The loc_7 Isa location Name 'Slit in streambead' Has water. Is lighted. Description "At your feet all the water of the stream splashes into a 2-inch slit in the rock. Downstream the streambed is bare rock." Exit n To loc_4. Exit s To loc_8. Exit e, w To loc_5. Exit d To loc_7 Check "You don't fit through a two-inch slit!" End Exit. Verb omv_slit, omv_stream Does Only "You don't fit through a two-inch slit!" End Verb. Verb mv_downstream, omv_rock, omv_bed Does Only Locate hero At loc_8. End Verb. Verb omv_house Does Only Locate hero At loc_1. End Verb. Verb mv_upstream Does Only Locate hero At loc_4. End Verb. Verb omv_forest Does Only Locate hero At loc_5. End Verb. End The loc_7. The loc_8 Isa location Name 'Outside grate' Has hintc. Is lighted. Description "You are in a 20-foot depression floored with bare dirt. Set into the dirt is a strong steel grate mounted in concrete. A dry streambed leads into the depression." Exit n To loc_7. Exit e, w, s To loc_5. Exit d To loc_9 Check obj_3_grate Is open Else "You can't go through a locked steel grate!" End Exit. Verb mv_enter, mv_in Check obj_3_grate Is open Else "You can't go through a locked steel grate!" Does Only Locate hero At loc_9. End Verb. Verb omv_house Does Only Locate hero At loc_1. End Verb. Verb mv_upstream, omv_gully Does Only Locate hero At loc_7. End Verb. Verb omv_forest Does Only Locate hero At loc_5. End Verb. End The loc_8. The loc_9 Isa location Name 'Below the grate' Is lighted. Description "You are in a small chamber beneath a 3x3 steel grate to the surface. A low crawl over cobbles leads inward to the West." Exit w To loc_10. Exit u To loc_8 Check obj_3_grate Is open Else "You can't go through a locked steel grate!" And obj_0_cave Is Not closing Else "A mysterious recorded voice groans into life and announces:$n ""This exit is closed. Please leave via main office.""$n" End Exit. Verb mv_exit Check obj_3_grate Is open Else "You can't go through a locked steel grate!" And obj_0_cave Is Not closing Else "A mysterious recorded voice groans into life and announces:$n ""This exit is closed. Please leave via main office.""$n" Does Only Locate hero At loc_8. End Verb. Verb mv_in, mv_crawl, omv_cobblestone Does Only Locate hero At loc_10. End Verb. Verb omv_debris Does Only If obj_2_lamp Is lit And (obj_2_lamp In inventory Or obj_2_lamp At loc_11) Then Locate hero At loc_11. Else Locate placemarker At loc_11. Locate Current Actor At darkplace. End If. End Verb. Verb omv_pit Does Only Locate hero At loc_14. End Verb. End The loc_9. The loc_10 Isa location Name 'Cobble crawl' Is lighted. Description "You are crawling over cobbles in a low passage. There is a dim light at the east end of the passage." Exit e To loc_9. Exit w To loc_11 Check obj_2_lamp Is lit And (obj_2_lamp In inventory Or obj_2_lamp At loc_11) Else Locate placemarker At loc_11. Locate Current Actor At darkplace. End Exit. Verb mv_exit, omv_surface, omv_nowhere Does Only Locate hero At loc_9. End Verb. Verb mv_in, omv_dark, omv_debris Does Only If obj_2_lamp Is lit And (obj_2_lamp In inventory Or obj_2_lamp At loc_11) Then Locate hero At loc_11. Else Locate placemarker At loc_11. Locate Current Actor At darkplace. End If. End Verb. Verb omv_pit Does Only Locate hero At loc_14. End Verb. End The loc_10. The loc_11 Isa location Name 'Debris room' Description "You are in a debris room filled with stuff washed in from the surface. A low wide passage with cobbles becomes plugged with mud and debris here, but an awkward canyon leads upward and west. A note on the wall says:$i Magic Word ""XYZZY""$n" Exit e To loc_10. Exit w, u To loc_12. Verb omv_depression Does Only If obj_3_grate Is open Then Locate hero At loc_8. Else Locate hero At loc_9. End If. End Verb. Verb mv_crawl, omv_cobblestone, omv_tunnel, omv_low Does Only Locate hero At loc_10. End Verb. Verb mv_in, omv_canyon Does Only Locate hero At loc_12. End Verb. Verb omv_pit Does Only Locate hero At loc_14. End Verb. Verb omv_entrance Does Only Locate hero At loc_9. End Verb. Verb mv_xyzzy Check obj_0_cave Is Not closing Else "A mysterious recorded voice groans into life and announces:$n ""This exit is closed. Please leave via main office.""$n" Does Only Locate hero At loc_3. End Verb. End The loc_11. The loc_12 Isa location Name 'Sloping E/W canyon' Description "You are in an awkward sloping east/west canyon." Exit e, d To loc_11. Exit w, u To loc_13. Verb omv_depression Does Only If obj_3_grate Is open Then Locate hero At loc_8. Else Locate hero At loc_9. End If. End Verb. Verb mv_in Does Only Locate hero At loc_13. End Verb. Verb omv_pit Does Only Locate hero At loc_14. End Verb. Verb omv_entrance Does Only Locate hero At loc_9. End Verb. Verb omv_debris Does Only Locate hero At loc_11. End Verb. End The loc_12. The loc_13 Isa location Name 'Bird chamber' Has hintb. Description "You are in a splendid chamber thirty feet high. The walls are frozen rivers of orange stone. An awkward canyon and a good passage exit from east and west sides of the chamber." Exit e To loc_12. Exit w To loc_14. Verb omv_depression Does Only If obj_3_grate Is open Then Locate hero At loc_8. Else Locate hero At loc_9. End If. End Verb. Verb omv_canyon Does Only Locate hero At loc_12. End Verb. Verb omv_pit, omv_tunnel Does Only Locate hero At loc_14. End Verb. Verb omv_entrance Does Only Locate hero At loc_9. End Verb. Verb omv_debris Does Only Locate hero At loc_11. End Verb. End The loc_13. The loc_14 Isa location Name 'Top of small pit' Description "At your feet is a small pit breathing traces of white mist. An east passage ends here except for a small crack leading on." Exit e To loc_13. Exit w To loc_16. Exit d To loc_15 Check obj_50_nugget Not In inventory Else Locate hero At loc_20. End Exit. Verb omv_depression Does Only If obj_3_grate Is open Then Locate hero At loc_8. Else Locate hero At loc_9. End If. End Verb. Verb omv_entrance Does Only Locate hero At loc_9. End Verb. Verb omv_tunnel Does Only Locate hero At loc_13. End Verb. Verb omv_pit Does Only If obj_50_nugget In inventory Then Locate hero At loc_20. Else Locate hero At loc_15. End If. End Verb. Verb omv_debris Does Only Locate hero At loc_11. End Verb. Verb omv_crack Does Only Locate hero At loc_16. End Verb. End The loc_14. The loc_15 Isa location Name 'Hall of mists' Description "You are at one end of a vast hall stretching forward out of sight to the west. There are openings to either side. Nearby, a wide stone staircase leads downward. The hall is filled with wisps of white mist swaying to and fro almost as if alive. A cold wind blows up the staircase. There is a passage at the top of a dome behind you." Exit s To loc_18. Exit w To loc_17. Exit d, n To loc_19. Exit u, e To loc_14 Check obj_50_nugget Not In inventory Else Locate hero At loc_22. End Exit. Verb mv_forward, omv_hall Does Only Locate hero At loc_17. End Verb. Verb mv_left Does Only Locate hero At loc_18. End Verb. Verb omv_pit, omv_dome, omv_tunnel Does Only If obj_50_nugget In inventory Then Locate hero At loc_22. Else Locate hero At loc_14. End If. End Verb. Verb omv_stairs Does Only Locate hero At loc_19. End Verb. Verb omv_y2 Does Only Locate hero At loc_34. End Verb. End The loc_15. The loc_16 Isa location Name 'Sorry' Is watoil. Description "The crack is far too small for you to follow." Entered Locate hero At loc_14. End The loc_16. The loc_17 Isa location Name 'East bank of fissure' Description "You are on the east bank of a fissure slicing clear across the hall. The mist is quite thick here, and the fissure is too wide to jump." Exit e To loc_15. Exit w To loc_27 Check obj_12_fissure Is spanned Else "There is no way across the fissure." End Exit. Verb omv_hall Does Only Locate hero At loc_15. End Verb. Verb mv_over, mv_across, mv_cross Check obj_12_fissure Is spanned Else "There is no way across the fissure." Does Only Locate hero At loc_27. End Verb. Verb mv_forward Check obj_12_fissure Is spanned Else Locate hero At loc_21. Does Only Locate hero At loc_27. End Verb. Verb mv_jump Check obj_12_fissure Is spanned Else Locate hero At loc_21. Does Only "I respectfully suggest you go across the bridge instead of jumping." End Verb. End The loc_17. The loc_18 Isa location Name 'Nugget of gold room' Description "This is a low room with a crude note on the wall. The note says:$i You won't get it up the steps.$n" Exit n To loc_15. Verb mv_exit, omv_hall Does Only Locate hero At loc_15. End Verb. End The loc_18. The loc_19 Isa location Name 'Hall of Mt. King' Has hints. Description Score 25. "You are in the hall of the mountain king, with passages off in all directions." Exit u, e To loc_15. Exit n To loc_28 Check obj_11_snake Is Not living Else Locate hero At loc_32. End Exit. Exit s To loc_29 Check obj_11_snake Is Not living Else Locate hero At loc_32. End Exit. Exit w To loc_30 Check obj_11_snake Is Not living Else Locate hero At loc_32. End Exit. Exit sw To loc_74 Check (obj_11_snake Is Not living) Or (Random 1 To 100 >65) Else Locate hero At loc_32. End Exit. Verb omv_stairs Does Only Locate hero At loc_15. End Verb. Verb omv_secret Does Only Locate hero At loc_74. End Verb. Verb mv_left Does Only If obj_11_snake Is living Then Locate hero At loc_32. Else Locate hero At loc_28. End If. End Verb. Verb mv_right Does Only If obj_11_snake Is living Then Locate hero At loc_32. Else Locate hero At loc_29. End If. End Verb. Verb mv_forward Does Only If obj_11_snake Is living Then Locate hero At loc_32. Else Locate hero At loc_30. End If. End Verb. End The loc_19. The loc_20 Isa location Name 'Sorry' Is watoil. Description "You are at the bottom of the pit with a broken neck." Entered Locate hero At loc_0. End The loc_20. The loc_21 Isa location Name 'Sorry' Is watoil. Description "You didn't make it." Entered Locate hero At loc_0. End The loc_21. The loc_22 Isa location Name 'Sorry' Is watoil. Description "The dome is unclimbable." Entered Locate hero At loc_15. End The loc_22. The loc_23 Isa location Name 'West end of twopit room' Description "You are at the west end of the twopit room. There is a large hole in the wall above the pit at this end of the room." Exit e To loc_67. Exit w To loc_68. Exit d To loc_25. Verb mv_across Does Only Locate hero At loc_67. End Verb. Verb omv_slab Does Only Locate hero At loc_68. End Verb. Verb omv_pit Does Only Locate hero At loc_25. End Verb. Verb omv_hole Does Only "It is too far up for you to reach." End Verb. End The loc_23. The loc_24 Isa location Name 'East pit' Is watoil. Has oil. Description "You are that the bottom of the eastern pit in the twopit room. There is a small pool of oil in one corner of the pit." Exit u To loc_67. Verb mv_exit Does Only Locate hero At loc_67. End Verb. End The loc_24. The loc_25 Isa location Name 'West pit' Description "You are at the bottom of the western pit in the towpit room. There is a large hole in the wall about 25 feet above you." Exit u To loc_23. Verb mv_exit Does Only Locate hero At loc_23. End Verb. Verb mv_climb Does Only If status Of obj_24_plant =4 Then Locate hero At loc_26. Else Locate hero At loc_31. End If. End Verb. End The loc_25. The loc_26 Isa location Name 'Ok' Is watoil. Description "You clamber up the plant and scurry through the hole at the top." Entered Locate hero At loc_88. End The loc_26. The loc_27 Isa location Name 'West side of fissure' Description "You are on the west side of the fissure in the hall of mists." Exit n To loc_40. Exit w To loc_41. Exit e To loc_17 Check obj_12_fissure Is spanned Else "There is no way across the fissure." End Exit. Verb omv_hall Does Only Locate hero At loc_15. End Verb. Verb mv_over, mv_across, mv_cross Check obj_12_fissure Is spanned Else "There is no way across the fissure." Does Only Locate hero At loc_17. End Verb. Verb mv_forward Check obj_12_fissure Is spanned Else Locate hero At loc_21. Does Only Locate hero At loc_17. End Verb. Verb mv_jump Check obj_12_fissure Is spanned Else Locate hero At loc_21. Does Only "I respectfully suggest you go across the bridge instead of jumping." End Verb. End The loc_27. The loc_28 Isa location Name 'Hole in N/S passage' Description "You are in a low N/S passage at a hole in the floor. The hole goes down to an E/W passage." Exit s To loc_19. Exit n To loc_33. Exit d To loc_36. Verb mv_exit, omv_hall Does Only Locate hero At loc_19. End Verb. Verb omv_y2 Does Only Locate hero At loc_33. End Verb. Verb omv_hole Does Only Locate hero At loc_36. End Verb. End The loc_28. The loc_29 Isa location Name 'South side chamber' Description "You are in the south side chamber." Exit n To loc_19. Verb mv_exit, omv_hall Does Only Locate hero At loc_19. End Verb. End The loc_29. The loc_30 Isa location Name 'West side chamber' Description "You are in the west side chamber of the hall of the mountain king. A passage continues west and up here." Exit e To loc_19. Exit w, u To loc_62. Verb mv_exit, omv_hall Does Only Locate hero At loc_19. End Verb. End The loc_30. The loc_31 Isa location Name '?' Is watoil. Description "" Entered If status Of obj_24_plant =2 Then Locate hero At loc_89. Else Locate hero At loc_90. End If. End The loc_31. The loc_32 Isa location Name 'Sorry' Is watoil. Description "You can't get by the snake." Entered Locate hero At loc_19. End The loc_32. The loc_33 Isa location Name 'Y2' Description "You are in a large room, with a passage to the south, a passage to the west, and a wall of broken rock to the east. There is a large ""Y2"" on a rock in the room's center." If Random 1 To 3 =1 Then "A hollow voice says ""Plugh""." End If. Exit s To loc_28. Exit e To loc_34. Exit w To loc_35. Verb mv_plugh Check obj_0_cave Is Not closing Else "A mysterious recorded voice groans into life and announces:$n ""This exit is closed. Please leave via main office.""$n" Does Only Locate hero At loc_3. End Verb. Verb omv_wall, omv_broken Does Only Locate hero At loc_34. End Verb. Verb omv_plover Does Only If obj_59_emerald In inventory Then Locate obj_59_emerald Here. Else Locate hero At loc_100. End If. End Verb. End The loc_33. The loc_34 Isa location Name 'Jumble of rocks' Description "You are in a jumble of rock, with cracks everywhere." Exit d To loc_33. Exit u To loc_15. Verb omv_y2 Does Only Locate hero At loc_33. End Verb. End The loc_34. The loc_35 Isa location Name 'Window on pit' Description "You're at a low window overlooking a huge pit, which extends up out of sight. A floor is indistinctly visible over 50 feet below. Traces of white mist cover the floor of the pit, becoming thicker to the right. Marks in the dust around the window would seem to indicate that someone has been here recently. Directly across the pit from you and 25 feet away there is a similar window looking into a lighted room. A shadowy figure can be seen there peering back at you." Exit e To loc_33. Verb omv_y2 Does Only Locate hero At loc_33. End Verb. Verb mv_jump Does Only Locate hero At loc_20. End Verb. End The loc_35. The loc_36 Isa location Name 'Dirty passage' Description "You are in a dirty broken passage. To the east is a crawl. To the west is a large passage. Above you is another passage." Exit e To loc_37. Exit u To loc_28. Exit w To loc_39. Verb mv_crawl Does Only Locate hero At loc_37. End Verb. Verb omv_hole Does Only Locate hero At loc_28. End Verb. Verb omv_bedquilt Does Only Locate hero At loc_65. End Verb. End The loc_36. The loc_37 Isa location Name 'Brink of pit' Description "You are on the brink of a small clean climbable pit. A crawl leads west." Exit d To loc_38. Exit w To loc_36. Verb mv_crawl Does Only Locate hero At loc_36. End Verb. Verb mv_climb, omv_pit Does Only Locate hero At loc_38. End Verb. End The loc_37. The loc_38 Isa location Name 'Bottom of pit' Has water. Description "You are in the bottom of a small pit with a little stream, which enters and exits through tiny slits." Exit u To loc_37. Exit d To loc_38 Check "You don't fit through a two-inch slit!" End Exit. Verb mv_upstream, mv_downstream, omv_slit, omv_stream Does Only "You don't fit through a two-inch slit!" End Verb. Verb mv_climb, mv_exit Does Only Locate hero At loc_37. End Verb. End The loc_38. The loc_39 Isa location Name 'Dusty rock room' Description "You are in a large room full of dusty rocks. There is a big hole in the floor. There are cracks everywhere, and a passage leading east." Exit e To loc_36. Exit d To loc_64. Verb omv_tunnel Does Only Locate hero At loc_36. End Verb. Verb omv_hole, omv_floor Does Only Locate hero At loc_64. End Verb. Verb omv_bedquilt Does Only Locate hero At loc_65. End Verb. End The loc_39. The loc_40 Isa location Name 'Ok' Is watoil. Description "You have crawled through a very low wide passage parallel to and north of the hall of mists." Entered Locate hero At loc_41. End The loc_40. The loc_41 Isa location Name 'West end of Hall of mists' Description "You are at the west end of hall of mists. A low wide crawl continues west and another goes north. To the south is a little passage 6 feet off the floor." Exit s, u To loc_42. Exit e To loc_27. Exit n To loc_59. Exit w To loc_60. Verb mv_climb, omv_tunnel Does Only Locate hero At loc_42. End Verb. Verb mv_crawl Does Only Locate hero At loc_60. End Verb. End The loc_41. The loc_42 Isa location Name 'Maze' Has hintm. Description "You are in a maze of twisty little passages, all alike." Exit u To loc_41. Exit n To loc_42. Exit e To loc_43. Exit s To loc_45. Exit w To loc_80. End The loc_42. The loc_43 Isa location Name 'Maze' Has hintm. Description "You are in a maze of twisty little passages, all alike." Exit e To loc_45. Exit s To loc_44. Exit w To loc_42. End The loc_43. The loc_44 Isa location Name 'Maze' Has hintm. Description "You are in a maze of twisty little passages, all alike." Exit e To loc_43. Exit d To loc_48. Exit s To loc_50. Exit n To loc_82. End The loc_44. The loc_45 Isa location Name 'Maze' Has hintm. Description "You are in a maze of twisty little passages, all alike." Exit n To loc_43. Exit s To loc_47. Exit e To loc_46. Exit w To loc_42. Exit u, d To loc_87. End The loc_45. The loc_46 Isa location Name 'Dead end' Has hintm. Is piratefree. Description "Dead end" Exit w To loc_45. Verb mv_exit Does Only Locate hero At loc_45. End Verb. End The loc_46. The loc_47 Isa location Name 'Dead end' Has hintm. Is piratefree. Description "Dead end" Exit e To loc_45. Verb mv_exit Does Only Locate hero At loc_45. End Verb. End The loc_47. The loc_48 Isa location Name 'Dead end' Has hintm. Is piratefree. Description "Dead end" Exit u To loc_44. Verb mv_exit Does Only Locate hero At loc_44. End Verb. End The loc_48. The loc_49 Isa location Name 'Maze' Has hintm. Description "You are in a maze of twisty little passages, all alike." Exit e To loc_50. Exit w To loc_51. End The loc_49. The loc_50 Isa location Name 'Maze' Has hintm. Description "You are in a maze of twisty little passages, all alike." Exit d To loc_51. Exit s To loc_52. Exit e To loc_44. Exit w To loc_49. End The loc_50. The loc_51 Isa location Name 'Maze' Has hintm. Description "You are in a maze of twisty little passages, all alike." Exit u To loc_50. Exit s To loc_53. Exit e To loc_52. Exit w To loc_49. End The loc_51. The loc_52 Isa location Name 'Maze' Has hintm. Description "You are in a maze of twisty little passages, all alike." Exit n To loc_55. Exit s To loc_52. Exit e To loc_51. Exit w To loc_50. Exit u To loc_53. Exit d To loc_86. End The loc_52. The loc_53 Isa location Name 'Maze' Has hintm. Description "You are in a maze of twisty little passages, all alike." Exit n To loc_52. Exit s To loc_54. Exit w To loc_51. End The loc_53. The loc_54 Isa location Name 'Dead end' Has hintm. Is piratefree. Description "Dead end" Exit w To loc_53. Verb mv_exit Does Only Locate hero At loc_53. End Verb. End The loc_54. The loc_55 Isa location Name 'Maze' Has hintm. Description "You are in a maze of twisty little passages, all alike." Exit e To loc_57. Exit w To loc_52. Exit n To loc_55. Exit d To loc_56. End The loc_55. The loc_56 Isa location Name 'Dead end' Has hintm. Is piratefree. Description "Dead end" Exit u To loc_55. Verb mv_exit Does Only Locate hero At loc_55. End Verb. End The loc_56. The loc_57 Isa location Name 'Brink of pit' Description "You are on the brink of a thirty foot pit with a massive orange column down one wall. You could climb down here but you could not get back up. The maze continues at this level." Exit n To loc_83. Exit s To loc_58. Exit e To loc_84. Exit w To loc_55. Exit d To loc_13. Verb mv_climb Does Only Locate hero At loc_13. End Verb. End The loc_57. The loc_58 Isa location Name 'Dead end' Is piratefree. Description "Dead end" Exit e To loc_57. Verb mv_exit Does Only Locate hero At loc_57. End Verb. End The loc_58. The loc_59 Isa location Name 'Ok' Is watoil. Description "You have crawled through a very low wide passage paralled to and north of the hall of mists." Entered Locate hero At loc_27. End The loc_59. The loc_60 Isa location Name 'East end of long hall' Description "You are at the east end of a very long hall apparently without side chambers. To the east a low wide crawl slants up. To the north a round two foot hole slants down." Exit n, d To loc_62. Exit u, e To loc_41. Exit w To loc_61. Verb mv_crawl Does Only Locate hero At loc_41. End Verb. Verb omv_hole Does Only Locate hero At loc_62. End Verb. End The loc_60. The loc_61 Isa location Name 'West end of long hall' Description "You are at the west end of a very long featureless hall. The hall joins up with a narrow north/south passage." Exit n To loc_62. Exit e To loc_60. Exit s To loc_107. End The loc_61. The loc_62 Isa location Name 'Crossover' Description "You are at a crossover of a high N/S passage and a low E/W one." Exit n To loc_63. Exit s To loc_61. Exit e To loc_30. Exit w To loc_60. End The loc_62. The loc_63 Isa location Name 'Dead end' Description "Dead end" Exit s To loc_62. Verb mv_exit Does Only Locate hero At loc_62. End Verb. End The loc_63. The loc_64 Isa location Name 'Complex junction' Description "You are at a complex junction. A low hands and knees passage from the north joins a higher crawl from the east to make a walking passage going west. There is also a large room above. The air is damp here." Exit n To loc_103. Exit e To loc_106. Exit w To loc_65. Exit u To loc_39. Verb mv_climb, omv_room Does Only Locate hero At loc_39. End Verb. Verb omv_bedquilt Does Only Locate hero At loc_65. End Verb. Verb omv_shell Does Only Locate hero At loc_103. End Verb. End The loc_64. The loc_65 Isa location Name 'Bedquilt' Description "You are in bedquilt, a long east/west passage with holes everywhere. To explore at random select north, south, up or down." Exit e To loc_64. Exit w To loc_66. Exit s To loc_68 Check Random 1 To 100 >80 Else "You have crawled around in some little holes and wound up back in the main passage." End Exit. Exit u To loc_39 Check Random 1 To 100 >80 Else "You have crawled around in some little holes and wound up back in the main passage." And Random 1 To 100 >50 Else Locate hero At loc_70. End Exit. Exit n To loc_71 Check Random 1 To 100 >60 Else "You have crawled around in some little holes and wound up back in the main passage." And Random 1 To 100 >75 Else Locate hero At loc_72. End Exit. Exit d To loc_106 Check Random 1 To 100 >80 Else "You have crawled around in some little holes and wound up back in the main passage." End Exit. Verb omv_slab Does Only Locate hero At loc_68. End Verb. End The loc_65. The loc_66 Isa location Name 'Swiss chesse room' Description "You are in a room whose walls resemble swiss cheese. Obvious passages go west, east, ne, and nw. Part of the room is occupied by a large bedrock block." Exit ne To loc_65. Exit w To loc_67. Exit e To loc_96. Exit s To loc_77 Check Random 1 To 100 >80 Else "You have crawled around in some little holes and wound up back in the main passage." End Exit. Exit nw To loc_97 Check Random 1 To 100 >50 Else "You have crawled around in some little holes and wound up back in the main passage." End Exit. Verb omv_canyon Does Only Locate hero At loc_77. End Verb. Verb omv_oriental Does Only Locate hero At loc_97. End Verb. End The loc_66. The loc_67 Isa location Name 'East end of twopit room' Description "You are at the east end of the twopit room. The floor here is littered with thin rock slabs, which make it easy to descend the pits. There is a path here bypassing the pits to connect passages from east and west. There are holes all over, but the only bit one is on the wall directly over the west pit where you can't get at it." Exit e To loc_66. Exit w To loc_23. Exit d To loc_24. Verb mv_across Does Only Locate hero At loc_23. End Verb. Verb omv_pit Does Only Locate hero At loc_24. End Verb. End The loc_67. The loc_68 Isa location Name 'Slab room' Description "You are in a large low circular chamber whose floor is an immense slab fallen from the ceiling (slab room). East and west there once were large passages, but they are now filled with boulders. Low small passages go north and south, and the south one quickly bends west around the boulders." Exit s To loc_23. Exit n To loc_65. Exit u To loc_69. Verb mv_climb Does Only Locate hero At loc_69. End Verb. End The loc_68. The loc_69 Isa location Name 'Secret N/S canyon' Description "You are in a secret N/S canyon above a large room." Exit d To loc_68. Exit n To loc_109. Exit s To loc_120 Check obj_31_dragon Is Not living Else Locate hero At loc_119. End Exit. Verb omv_slab Does Only Locate hero At loc_68. End Verb. Verb omv_reservoir Does Only Locate hero At loc_113. End Verb. End The loc_69. The loc_70 Isa location Name 'Secret N/S canyon' Description "You are in a secret N/S canyon above a sizable passage." Exit s To loc_111. Exit n To loc_71. Exit d To loc_65. Verb omv_tunnel Does Only Locate hero At loc_65. End Verb. End The loc_70. The loc_71 Isa location Name 'Junction of secret canyons' Description "You are in a secret canyon at a junction of three canyons, bearing north, south and se. The north one is as tall as the other two combined." Exit s To loc_70. Exit n To loc_110. Exit se To loc_65. End The loc_71. The loc_72 Isa location Name 'Large low room' Description "You are in a large low room. Crawls lead north, se, and sw." Exit sw To loc_118. Exit n To loc_73. Exit se To loc_97. Verb omv_bedquilt Does Only Locate hero At loc_65. End Verb. Verb omv_oriental Does Only Locate hero At loc_97. End Verb. End The loc_72. The loc_73 Isa location Name 'Dead end crawl' Description "Dead end crawl." Exit s To loc_72. Verb mv_exit, mv_crawl Does Only Locate hero At loc_72. End Verb. End The loc_73. The loc_74 Isa location Name 'Secret E/W canyon' Description "You are in a secret canyon which here runs E/W. It crosses over a very tight canyon 15 feet below. If you go down you may not be able to get back up." Exit e To loc_19. Exit d To loc_75. Exit w To loc_120 Check obj_31_dragon Is Not living Else Locate hero At loc_121. End Exit. End The loc_74. The loc_75 Isa location Name 'Wide place in canyon' Description "You are at a wide place in a very tight N/S canyon." Exit n To loc_77. Exit s To loc_76. End The loc_75. The loc_76 Isa location Name 'Sorry' Description "The canyon here becomes too tight to go further south." Exit n To loc_75. End The loc_76. The loc_77 Isa location Name 'Tall E/W canyon' Description "You are in a tall E/W canyon. A low tight crawl goes 3 feet north and seems to open up." Exit n To loc_66. Exit w To loc_78. Exit e To loc_75. Verb mv_crawl Does Only Locate hero At loc_66. End Verb. End The loc_77. The loc_78 Isa location Name 'Dead end' Description "The canyon runs into a mass of boulders -- dead end." Exit s To loc_77. End The loc_78. The loc_79 Isa location Name 'Sorry' Is watoil. Description "The stream flows out through a pair of 1 foot diameter sewer pipes. It would be advisable to use the exit." Entered Locate hero At loc_3. End The loc_79. The loc_80 Isa location Name 'Maze' Has hintm. Description "You are in a maze of twisty little passages, all alike." Exit n To loc_42. Exit s, w To loc_80. Exit e To loc_81. End The loc_80. The loc_81 Isa location Name 'Dead end' Has hintm. Is piratefree. Description "Dead end." Exit w To loc_80. Verb mv_exit Does Only Locate hero At loc_80. End Verb. End The loc_81. The loc_82 Isa location Name 'Dead end' Has hintm. Is piratefree. Description "Dead end." Exit s To loc_44. Verb mv_exit Does Only Locate hero At loc_44. End Verb. End The loc_82. The loc_83 Isa location Name 'Maze' Description "You are in a maze of twisty little passages, all alike." Exit s To loc_57. Exit e To loc_84. Exit w To loc_85. End The loc_83. The loc_84 Isa location Name 'Maze' Description "You are in a maze of twisty little passages, all alike." Exit n To loc_57. Exit nw To loc_114. Exit w To loc_83. End The loc_84. The loc_85 Isa location Name 'Dead end' Is piratefree. Description "Dead end." Exit e To loc_83. Verb mv_exit Does Only Locate hero At loc_83. End Verb. End The loc_85. The loc_86 Isa location Name 'Dead end' Has hintm. Is piratefree. Description "Dead end." Exit u To loc_52. Verb mv_exit Does Only Locate hero At loc_52. End Verb. End The loc_86. The loc_87 Isa location Name 'Maze' Has hintm. Description "You are in a maze of twisty little passages, all alike." Exit d, u To loc_45. End The loc_87. The loc_88 Isa location Name 'Narrow corridor' Description "You are in a long, narrow corridor stretching out of sight to the west. At the eastern end is a hole through which you can see a profusion of leaves," Exit d, e To loc_25. Exit w To loc_92. Verb mv_climb Does Only Locate hero At loc_25. End Verb. Verb mv_jump Does Only Locate hero At loc_20. End Verb. Verb omv_giant Does Only Locate hero At loc_92. End Verb. End The loc_88. The loc_89 Isa location Name 'Sorry' Is watoil. Description "There is nothing here to climb. Use ""up"" or ""out"" to leave the pit." Entered Locate hero At loc_25. End The loc_89. The loc_90 Isa location Name 'Ok' Is watoil. Description "You have climbed up the plant and out of the pit." Entered Locate hero At loc_23. End The loc_90. The loc_91 Isa location Name 'Steep incline' Description "You are at the top of a steep incline above a large room. You could climb down here, but you would not be able to climb up. There is a passage leading back to the north." Exit n To loc_95. Exit d To loc_72. Verb mv_climb Does Only Locate hero At loc_72. End Verb. Verb omv_tunnel, omv_cavern Does Only Locate hero At loc_95. End Verb. End The loc_91. The loc_92 Isa location Name 'Giant room' Description "You are in the giant room. The ceiling is too high up for your lamp to show it. Cavernous passages lead east, north, and south. On the west wall is scrawled the inscription:$i ""Fee Fie Foe Foo"" {sic}$n" Exit s To loc_88. Exit e To loc_93. Exit n To loc_94. End The loc_92. The loc_93 Isa location Name 'Cave-in' Description "The passage here is blocked by a recent cave-in." Exit s To loc_92. Verb mv_exit, omv_giant Does Only Locate hero At loc_92. End Verb. End The loc_93. The loc_94 Isa location Name 'Immense N/S passage' Description "You are at one end of an immense north/south passage." Exit s To loc_92. Exit n To loc_95 Check obj_9_door Is oiled Else "The door is extremely rusty and refuses to open." End Exit. Verb mv_enter, omv_cavern Check obj_9_door Is oiled Else "The door is extremely rusty and refuses to open." Does Only Locate hero At loc_95. End Verb. Verb omv_giant, omv_tunnel Does Only Locate hero At loc_92. End Verb. End The loc_94. The loc_95 Isa location Name 'Cavern with waterfall' Has water. Description "You are in a magnificent cavern with a rushing stream, which cascades over a sparkling waterfall into a roaring whirlpool which disappears through a hole in the floor. Passages exit to the south and west." Exit w To loc_91. Exit s To loc_94. Verb mv_exit Does Only Locate hero At loc_94. End Verb. Verb omv_giant Does Only Locate hero At loc_92. End Verb. End The loc_95. The loc_96 Isa location Name 'Soft room' Description "You are in the soft room. The walls are covered with heavy curtains, the floor with a thick pile carpet. Moss covers the ceiling." Exit w To loc_66. Verb mv_exit Does Only Locate hero At loc_66. End Verb. End The loc_96. The loc_97 Isa location Name 'Oriental room' Description "This is the oriental room. Ancient oriental cave drawings cover the walls. A gently sloping passage leads upward to the north, another passage leads se, and a hands and knees crawl leads west." Exit se To loc_66. Exit w To loc_72. Exit n, u To loc_98. Verb mv_crawl Does Only Locate hero At loc_72. End Verb. Verb omv_cavern Does Only Locate hero At loc_98. End Verb. End The loc_97. The loc_98 Isa location Name 'Misty cavern' Description "You are following a wide path around the outer edge of a large cavern. Far below, through a heavy white mist, strange splashing noises can be heard. The mist rises up through a fissure in the ceiling. The path exits to the south and west." Exit s To loc_97. Exit w To loc_99. Verb omv_oriental Does Only Locate hero At loc_97. End Verb. End The loc_98. The loc_99 Isa location Name 'Alcove' Description "You are in an alcove. A small nw path seems to widen after a short distance. An extremely tight tunnel leads east. It looks like a very tight squeeze. An eerie light can be seen at the other end." Exit nw To loc_98. Exit e To loc_100 Check Count Isa object, In inventory =0 Or (obj_59_emerald In inventory And Count Isa object, In inventory =1) Else "Something you're carrying won't fit through the tunnel with you. You'd best take inventory and drop something." End Exit. Verb omv_cavern Does Only Locate hero At loc_98. End Verb. Verb omv_tunnel Check Count Isa object, In inventory =0 Or (obj_59_emerald In inventory And Count Isa object, In inventory =1) Else "Something you're carrying won't fit through the tunnel with you. You'd best take inventory and drop something." Does Only Locate hero At loc_100. End Verb. End The loc_99. The loc_100 Isa location Name 'Plover room' Is lighted. Description "You're in a small chamber lit by an eerie green light. An extremely narrow tunnel exits to the west. A dark corridor leads ne." Exit ne To loc_101 Check obj_2_lamp Is lit And (obj_2_lamp In inventory Or obj_2_lamp At loc_101) Else Locate placemarker At loc_101. Locate Current Actor At darkplace. End Exit. Exit w To loc_99 Check Count Isa object, In inventory =0 Or (obj_59_emerald In inventory And Count Isa object, In inventory =1) Else "Something you're carrying won't fit through the tunnel with you. You'd best take inventory and drop something." And obj_2_lamp Is lit And (obj_2_lamp In inventory Or obj_2_lamp At loc_99) Else Locate placemarker At loc_99. Locate Current Actor At darkplace. End Exit. Verb omv_dark Does Only Locate hero At loc_101. End Verb. Verb omv_tunnel, mv_exit Check Count Isa object, In inventory =0 Or (obj_59_emerald In inventory And Count Isa object, In inventory =1) Else "Something you're carrying won't fit through the tunnel with you. You'd best take inventory and drop something." Does Only Locate hero At loc_99. End Verb. Verb omv_plover Does Only If obj_59_emerald In inventory Then Locate obj_59_emerald Here. Elsif obj_2_lamp Is lit And (obj_2_lamp In inventory Or obj_2_lamp At loc_33) Then Locate hero At loc_33. Else Locate placemarker At loc_33. Locate Current Actor At darkplace. End If. End Verb. End The loc_100. The loc_101 Isa location Name 'Dark-room' Description "You're in the dark-room. A corridor leading south is the only exit." Exit s To loc_100. Verb mv_exit, omv_plover Does Only Locate hero At loc_100. End Verb. End The loc_101. The loc_102 Isa location Name 'Arched hall' Description "You are in an arched hall. A coral passage once continued up and east from here, but is now blocked by debris. The air smells of sea water." Exit d To loc_103. Verb mv_exit, omv_shell Does Only Locate hero At loc_103. End Verb. End The loc_102. The loc_103 Isa location Name 'Shell room' Description "You're in a large room carved out of sedimentary rock. The floor and walls are littered with bits of shells imbedded in the stone. A shallow passage proceeds downward, and a somewhat steeper one leads up. A low hands and knees passage enters from the south." Exit u To loc_102. Exit d To loc_104. Exit s To loc_64 Check obj_14_clam Not In inventory Else "You can't fit this five-foot clam through that little passage!" And obj_15_oyster Not In inventory Else "You can't fit this five foot oyster through that little passage!" End Exit. Verb omv_hall Does Only Locate hero At loc_102. End Verb. End The loc_103. The loc_104 Isa location Name 'Long sloping corridor' Description "You are in a long sloping corridor with ragged sharp walls." Exit u To loc_103. Exit d To loc_105. Verb omv_shell Does Only Locate hero At loc_103. End Verb. End The loc_104. The loc_105 Isa location Name 'Cul-de-sac' Description "You are in a cul-de-sac about eight feet across." Exit u To loc_104. Verb mv_exit Does Only Locate hero At loc_104. End Verb. Verb omv_shell Does Only Locate hero At loc_103. End Verb. End The loc_105. The loc_106 Isa location Name 'Anteroom' Description "You are in an anteroom leading to a large passage to the east. Small passages go west and up. The remnants of recent digging are evident. A sign in midair here says:$i ""Cave under construction beyond this point.""$i $t""Proceed at your own risk.""$i $t""Witt construction company""$n" Exit u To loc_64. Exit w To loc_65. Exit e To loc_108. End The loc_106. The loc_107 Isa location Name 'Maze' Description "You are in a maze of twisty little passages, all different." Exit n To loc_139. Exit s To loc_131. Exit e To loc_137. Exit w To loc_138. Exit ne To loc_133. Exit nw To loc_136. Exit se To loc_134. Exit sw To loc_132. Exit u To loc_135. Exit d To loc_61. End The loc_107. The loc_108 Isa location Name 'Witt''s end' Description "You are at Witt's end. Passages lead off in ALL directions." Exit w To loc_108 Does "You have crawled around in some little holes and found your way blocked by a recent cave-in. You are now back in the main passage." End Exit. Exit e, n, s, ne, se, sw, nw, u, d To loc_106 Check Random 1 To 100 >95 Else "You have crawled around in some little holes and wound up back in the main passage." End Exit. End The loc_108. The loc_109 Isa location Name 'Mirror canyon' Description "You are in a north/south canyon about 25 feet across. The floor is covered by white mist seeping in from the north. The walls extend upward for well over 100 feet. Suspended from some unseen point far above you, an enormous two- sided mirror is hanging paralled to and midway between the canyon walls. (The mirror is obviously provided for the use of the dwarves, who as you know, are extremely vain.) A small window can be seen in either wall, some fifty feet up." Exit s To loc_69. Exit n To loc_113. Verb omv_reservoir Does Only Locate hero At loc_113. End Verb. End The loc_109. The loc_110 Isa location Name 'Window on pit' Description "You're at a low window overlooking a huge pit, which extends up out of sight. A floor is indistinctly visible over 50 feet below. Traces of white mist cover the floor of the pit, becoming thicker to the left. Marks in the dust around the window would seem to indicate that someone has been here recently. Directly across the pit from you and 25 feet away there is a similar window looking into a lighted room. A shadowy figure can be seen there peering back at you." Exit w To loc_71. Verb mv_jump Does Only Locate hero At loc_20. End Verb. End The loc_110. The loc_111 Isa location Name 'Top of stalactite' Description "A large stalactite extends from the roof and almost reaches the floor below. You could climb down it, and jump from it to the floor, but having done so you would be unable to reach it to climb back up." Exit n To loc_70. Exit d To loc_45 Check Random 1 To 100 >60 Else Locate hero At loc_50. And Random 1 To 100 >50 Else Locate hero At loc_53. End Exit. Verb mv_climb, mv_jump Does Only If Random 1 To 100 >60 Then Locate hero At loc_50. Elsif Random 1 To 100 >50 Then Locate hero At loc_53. Else Locate hero At loc_45. End If. End Verb. End The loc_111. The loc_112 Isa location Name 'Maze' Description "You are in a little maze of twisting passages, all different." Exit n To loc_132. Exit s To loc_140. Exit e To loc_133. Exit w To loc_137. Exit ne To loc_136. Exit nw To loc_134. Exit se To loc_135. Exit sw To loc_131. Exit u To loc_139. Exit d To loc_138. End The loc_112. The loc_113 Isa location Name 'Reservoir' Has water. Description "You are at the edge of a large underground reservoir. An opaque cloud of white mist fills the room and rises rapidly upward. The lake is fed by a stream which tumbles out of a hole in the wall about 10 feet overhead and splashes noisily into the water somewhere within the mist. The only passage goes back toward the south." Exit s To loc_109. Verb mv_exit Does Only Locate hero At loc_109. End Verb. End The loc_113. The loc_114 Isa location Name 'Dead end' Description "Dead end." Exit se To loc_84. End The loc_114. The loc_115 Isa location Name 'NE end of repository' Is lighted. Description "You are at the northeast end of an immense room, even larger than the giant room. It appears to be a repository for the ""adventure"" program. Massive torches far overhead bathe the room with smoky yellow light. Scattered about you can be seen a pile of bottles (all of them empty), a nursery of young beanstalks murmuring quietly, a bed of oysters, a bundle of black rods with rusty stars on their ends, and a collection of brass lanterns. Off to one side a great many Dwarves are sleeping on the floor, snoring loudly. A sign nearby reads:$i ""Do NOT disturb the Dwarves!""$n An immense mirror is hanging against one wall, and stretches to the other end of the room, where various other sundry objects can be glimpsed dimly in the distance." Exit sw To loc_116. End The loc_115. The loc_116 Isa location Name 'SW end of repository' Is lighted. Description "You are at the southwest end of the repository. To one side is a pit full of fierce green snakes. On the other side is a row of small wicker cages, each of which contains a little sulking bird. In one corner is a bundle of black rods with rusty marks on their ends. A large number of velvet pillows are scattered about on the floor. A vast mirror stretches off to the northeast. At your feet is a large steel grate, next to which is a sign which reads:$i ""Treasure vault. Keys in main office.""$n" Exit d To loc_116 Check "You can't go through a locked steel grate!" End Exit. Exit ne To loc_115. End The loc_116. The loc_117 Isa location Name 'SW side of chasm' Description "You are on one side of a large deep chasm. A heavy white mist rising up from below obscures all view of the far side. A sw path leads away from the chasm into a winding corridor." Exit sw To loc_118. Exit ne To loc_122 Check obj_32_chasm Is spanned Else "There is no longer any way across the chasm." And obj_33_troll Is Not insight Else "The troll refuses to let you cross." And obj_33_troll Is Not returning Else "The troll steps out from beneath the bridge and blocks your way." Make obj_33_troll insight. Does If obj_33_troll Is Not gone Then Make obj_33_troll returning. End If. End Exit. Verb omv_hall Does Only Locate hero At loc_15. End Verb. Verb mv_over, mv_across, mv_cross Check obj_32_chasm Is spanned Else "There is no longer any way across the chasm." And obj_33_troll Is Not insight Else "The troll refuses to let you cross." And obj_33_troll Is Not returning Else "The troll steps out from beneath the bridge and blocks your way." Make obj_33_troll insight. Does Only Locate hero At loc_122. If obj_33_troll Is Not gone Then Make obj_33_troll returning. End If. End Verb. Verb mv_jump Check obj_32_chasm Is spanned Else Locate hero At loc_21. Does Only "I respectfully suggest you go across the bridge instead of jumping." End Verb. Verb tav_throw Check (obj_33_troll Is Not insight Or obj Is Not treasure) Else "The troll catches your treasure and scurries away out of sight." Locate obj At nowhere. Make obj_33_troll Not insight. Make obj_33_troll Not returning. End Verb. End The loc_117. The loc_118 Isa location Name 'Sloping corridor' Description "You are in a long winding corridor sloping out of sight in both directions." Exit d To loc_72. Exit u To loc_117. End The loc_118. The loc_119 Isa location Name 'Secret canyon' Description "You are in a secret canyon which exits to the north and east." Exit n To loc_69. Exit e To loc_119 Check "The dragon looks rather nasty. You'd best not try to get by." End Exit. Verb mv_exit Does Only Locate hero At loc_69. End Verb. Verb mv_forward Does Only "The dragon looks rather nasty. You'd best not try to get by." End Verb. Verb tav_drop Does Only Locate obj In obj_loc_119. End Verb. Verb specv_yes Does If hero Is killing Then Make obj_31_dragon Not living. "Congratulations! You have just vanquished a dragon with your bare hands! (Unbelievable, Isn't it?)" Locate hero At loc_120. Locate obj_31_dragon At loc_120. Locate obj_62_rug At loc_120. Make obj_62_rug takable. Empty obj_loc_119 At loc_120 . End If. End Verb. End The loc_119. The obj_loc_119 Isa object Name '' At loc_119 With Container Header "In front of the dragon lies" Else "" Description List obj_loc_119. End The obj_loc_119. The loc_120 Isa location Name 'Secret canyon' Description "You are in a secret canyon which exits to the north and east." Exit e To loc_74. Exit n To loc_69. End The loc_120. The loc_121 Isa location Name 'Secret canyon' Description "You are in a secret canyon which exits to the north and east." Exit e To loc_74. Exit n To loc_121 Check "The dragon looks rather nasty. You'd best not try to get by." End Exit. Verb mv_exit Does Only Locate hero At loc_74. End Verb. Verb mv_forward Does Only "The dragon looks rather nasty. You'd best not try to get by." End Verb. Verb tav_drop Does Only Locate obj In obj_loc_121. End Verb. Verb specv_yes Does If hero Is killing Then Make obj_31_dragon Not living. "Congratulations! You have just vanquished a dragon with your bare hands! (Unbelievable, Isn't it?)" Locate hero At loc_120. Locate obj_31_dragon At loc_120. Locate obj_62_rug At loc_120. Make obj_62_rug takable. Empty obj_loc_121 At loc_120 . End If. End Verb. End The loc_121. The obj_loc_121 Isa object Name '' At loc_121 With Container Header "In front of the dragon lies" Else "" Description List obj_loc_121. End The obj_loc_121. The loc_122 Isa location Name 'NE side of chasm' Is piratefree. Description "You are on the far side of the chasm. A ne path leads away from the chasm on this side." Exit ne To loc_123. Exit sw To loc_117 Check obj_32_chasm Is spanned Else "There is no longer any way across the chasm." And obj_33_troll Is Not insight Else "The troll refuses to let you cross." And obj_33_troll Is Not returning Else "The troll steps out from beneath the bridge and blocks your way." Make obj_33_troll insight. Does If obj_33_troll Is Not gone Then Make obj_33_troll returning. End If. If obj_35_bear In company Then Schedule event_breakbridge Here After 0. End If. End Exit. Verb omv_hall Does Only Locate hero At loc_15. End Verb. Verb mv_over, mv_across, mv_cross Check obj_32_chasm Is spanned Else "There is no longer any way across the chasm." And obj_33_troll Is Not insight Else "The troll refuses to let you cross." And obj_33_troll Is Not returning Else "The troll steps out from beneath the bridge and blocks your way." Make obj_33_troll insight. Does Only Locate hero At loc_117. If obj_33_troll Is Not gone Then Make obj_33_troll returning. End If. If obj_35_bear In company Then Schedule event_breakbridge Here After 0. End If. End Verb. Verb mv_jump Check obj_32_chasm Is spanned Else Locate hero At loc_21. Does Only "I respectfully suggest you go across the bridge instead of jumping." End Verb. Verb omv_fork Does Only Locate hero At loc_124. End Verb. Verb omv_view Does Only Locate hero At loc_126. End Verb. Verb omv_barren Does Only Locate hero At loc_129. End Verb. Verb tav_throw Check obj_33_troll Is Not insight Or obj Is Not treasure Else "The troll catches your treasure and scurries away out of sight." Locate obj At nowhere. Make obj_33_troll Not insight. Make obj_33_troll Not returning. End Verb. End The loc_122. The loc_123 Isa location Name 'Corridor' Is piratefree. Description "You're in a long east/west corridor. A faint rumbling noise can be heard in the distance." Exit w To loc_122. Exit e To loc_124. Verb omv_fork Does Only Locate hero At loc_124. End Verb. Verb omv_view Does Only Locate hero At loc_126. End Verb. Verb omv_barren Does Only Locate hero At loc_129. End Verb. End The loc_123. The loc_124 Isa location Name 'Fork in path' Is piratefree. Description "The path forks here. The left fork leads northeast. A dull rumbling seems to get louder in that direction. The right fork leads southeast down a gentle slope. The main corridor enters from the west." Exit w To loc_123. Exit ne To loc_125. Exit se, d To loc_128. Verb mv_left Does Only Locate hero At loc_125. End Verb. Verb mv_right Does Only Locate hero At loc_128. End Verb. Verb omv_view Does Only Locate hero At loc_126. End Verb. Verb omv_barren Does Only Locate hero At loc_129. End Verb. End The loc_124. The loc_125 Isa location Name 'Junction with warm walls' Is piratefree. Description "The walls are quite warm here. From the north can be heard a steady roar, so loud that the entire cave seems to be trembling. Another passage leads south, and a low crawl goes east." Exit s To loc_124. Exit n To loc_126. Exit e To loc_127. Verb omv_fork Does Only Locate hero At loc_124. End Verb. Verb omv_view Does Only Locate hero At loc_126. End Verb. Verb mv_crawl Does Only Locate hero At loc_127. End Verb. End The loc_125. The loc_126 Isa location Name 'Breath-taking view' Is piratefree. Description "You are on the edge of a breath-taking view. Far below you is an active volcano, from which great gouts of molten lava come surging out, cascading back down into the depths. The glowing rock fills the farthest reaches of the cavern with a blood-red glare, giving everything an eerie, macabre appearance. The air is filled with flickering sparks of ash and a heavy smell of brimstone. The walls are hot to the touch, and the thundering of the volcano drowns out all other sounds. Embedded in the jagged roof far overhead are myriad formations composed of pure white alabaster, which scatter their murky light into sinister apparitions upon the walls. To one side is a deep gorge, filled with a bizarre chaos of tortured rock which seems to have been crafted by the Devil Himself. An immense river of fire crashes out from the depths of the volcano, burns its way through the gorge, and plummets into a bottomless pit far off to your left. To the right, an immense geyser of blistering steam erupts continuously from a barren island in the center of a sulfurous lake, which bubbles ominously. The far right wall is aflame with an incandescence of its own, which lends an additional infernal splendor to the already hellish scene. A dark, foreboding passage exits to the south." Exit s To loc_125. Exit d To loc_126 Check "Don't be ridiculous!" End Exit. Verb mv_jump Does Only "Don't be ridiculous!" End Verb. Verb omv_fork Does Only Locate hero At loc_124. End Verb. Verb omv_view Does Only Locate hero At loc_126. End Verb. Verb mv_exit, omv_tunnel Does Only Locate hero At loc_125. End Verb. End The loc_126. The loc_127 Isa location Name 'Chamber of boulders' Is piratefree. Description "You are in a small chamber filled with large boulders. The walls are very warm, causing the air in the room to be almost stifling from the heat. The only exit is a crawl heading west, through which is coming a low rumbling." Exit w To loc_125. Verb omv_fork Does Only Locate hero At loc_124. End Verb. Verb omv_view Does Only Locate hero At loc_126. End Verb. Verb mv_exit, mv_crawl Does Only Locate hero At loc_125. End Verb. End The loc_127. The loc_128 Isa location Name 'Limestone passage' Is piratefree. Description "You are walking along a gently sloping north/south passage lined with oddly shaped limestone formations." Exit n, u To loc_124. Exit s, d To loc_129. Verb omv_fork Does Only Locate hero At loc_124. End Verb. Verb omv_view Does Only Locate hero At loc_126. End Verb. Verb omv_barren Does Only Locate hero At loc_129. End Verb. End The loc_128. The loc_129 Isa location Name 'Outside barren room' Is piratefree. Description "You are standing at the entrance to a large, barren room. A sign posted above the entrance reads:$i ""Caution! Bear in room!""$n" Exit w, u To loc_128. Exit e To loc_130. Verb omv_fork Does Only Locate hero At loc_124. End Verb. Verb omv_view Does Only Locate hero At loc_126. End Verb. Verb omv_barren, mv_enter, mv_in Does Only Locate hero At loc_130. End Verb. End The loc_129. The loc_130 Isa location Name 'Barren room' Is piratefree. Description "You are inside a barren room. The center of the room is completely empty except for some dust. Marks in the dust lead away toward the far end of the room. The only exit is the way you came in." Exit w To loc_129. Verb omv_fork Does Only Locate hero At loc_124. End Verb. Verb omv_view Does Only Locate hero At loc_126. End Verb. End The loc_130. The loc_131 Isa location Name 'Maze' Description "You are in a maze of twisting little passages, all different." Exit n To loc_138. Exit s To loc_139. Exit e To loc_112. Exit w To loc_107. Exit ne To loc_135. Exit nw To loc_133. Exit se To loc_132. Exit sw To loc_134. Exit u To loc_136. Exit d To loc_137. End The loc_131. The loc_132 Isa location Name 'Maze' Description "You are in a little maze of twisty passages, all different." Exit n To loc_133. Exit s To loc_134. Exit e To loc_138. Exit w To loc_135. Exit ne To loc_137. Exit nw To loc_107. Exit se To loc_112. Exit sw To loc_136. Exit u To loc_131. Exit d To loc_139. End The loc_132. The loc_133 Isa location Name 'Maze' Description "You are in a twisting maze of little passages, all different." Exit n To loc_137. Exit s To loc_112. Exit e To loc_136. Exit w To loc_132. Exit ne To loc_134. Exit nw To loc_138. Exit se To loc_139. Exit sw To loc_135. Exit u To loc_107. Exit d To loc_131. End The loc_133. The loc_134 Isa location Name 'Maze' Description "You are in a twisting little maze of passages, all different." Exit n To loc_131. Exit s To loc_137. Exit e To loc_135. Exit w To loc_139. Exit ne To loc_107. Exit nw To loc_132. Exit se To loc_133. Exit sw To loc_112. Exit u To loc_138. Exit d To loc_136. End The loc_134. The loc_135 Isa location Name 'Maze' Description "You are in a twisty little maze of passages, all different." Exit n To loc_107. Exit s To loc_133. Exit e To loc_134. Exit w To loc_136. Exit ne To loc_138. Exit nw To loc_139. Exit se To loc_131. Exit sw To loc_137. Exit u To loc_112. Exit d To loc_132. End The loc_135. The loc_136 Isa location Name 'Maze' Description "You are in a twisty maze of little passages, all different." Exit n To loc_112. Exit s To loc_135. Exit e To loc_107. Exit w To loc_131. Exit ne To loc_139. Exit nw To loc_137. Exit se To loc_138. Exit sw To loc_133. Exit u To loc_132. Exit d To loc_134. End The loc_136. The loc_137 Isa location Name 'Maze' Description "You are in a little twisty maze of passages, all different." Exit n To loc_136. Exit s To loc_132. Exit e To loc_139. Exit w To loc_112. Exit ne To loc_131. Exit nw To loc_135. Exit se To loc_107. Exit sw To loc_138. Exit u To loc_134. Exit d To loc_133. End The loc_137. The loc_138 Isa location Name 'Maze' Description "You are in a maze of little twisting passages, all different." Exit n To loc_135. Exit s To loc_136. Exit e To loc_131. Exit w To loc_134. Exit ne To loc_132. Exit nw To loc_112. Exit se To loc_137. Exit sw To loc_139. Exit u To loc_133. Exit d To loc_107. End The loc_138. The loc_139 Isa location Name 'Maze' Description "You are in a maze of little twisty passages, all different." Exit n To loc_134. Exit s To loc_138. Exit e To loc_132. Exit w To loc_133. Exit ne To loc_112. Exit nw To loc_131. Exit se To loc_136. Exit sw To loc_107. Exit u To loc_137. Exit d To loc_135. End The loc_139. The loc_140 Isa location Name 'Dead end' Description "Dead end." Exit n To loc_112. Verb mv_exit Does Only Locate hero At loc_112. End Verb. End The loc_140. Start At loc_1. Schedule timer At hero After 1. Use Script s1 For pirate. Score 30. Visits 3. "Welcome to this Alan V3 version of ADVENT. I came across the Alan v2 source for a conversion of ADVENT that Göran attempted many years ago. It was performed from the original FORTRAN code but never completed. I ran the code through the converter and with only two lines of manually entered code, it ran. It is not winnable, but most of the things in the original game works. Perhaps you can take a crawl and reminisce...$p"