INTRO You awaken from a refreshing sleep, lying on your stomach and noting that it seems unusually bright in your bedroom this morning and the that birds which normally sing outside your window sound much louder than usual. Then you feel a cool breeze on your skin as you snuggle a little farther under the covers. And it hits you. Instead of smelling morning aromas like bacon, coffee and such, your nose is telling you tales of grass, trees and wild flowers. You ease your eyes open, roll over and there you are, lying in your bed......in the middle of a forest clearing, underneath a sky bluer than any you've ever seen before! END_INTRO STARTING_ROOM 4 MAXIMUM_SCORE 300 VERB EXAMINE SEARCH GET REMOVE TURN SET PUSH SHIFT MOVE PULL TOUCH Dummy_Verb1 CRAWL CREEP Dummy_Verb3 LISTEN HEAR Dummy_Verb4 PAY Dummy_Verb5 KNOCK Dummy_Verb6 KICK Dummy_Verb7 LIFT RAISE ELEVATE Dummy_Verb8 UNSCREW Dummy_Verb9 TIE ATTACH FASTEN Dummy_Verb10 BUY PURCHASE RENT Dummy_Verb11 SLEEP END_VERB QUESTION 1 What is my name?!" ANSWER 1 KARALYN ROOM 2 Void LIGHT 266 END_ROOM HELP 2 The game is over, you may RESTORE or QUIT. END_HELP_DESCR ROOM 3 Clearing NORTH 6 SOUTH 11 EAST 13 WEST 9 NORTHEAST 7 NORTHWEST 8 SOUTHEAST 12 SOUTHWEST 10 UP 4 ENTER 4 END_ROOM ROOM_DESCR 3 You are standing in the middle of a forest clearing which stretches off in all directions. The sights, sounds, smells and textures of this place seem clearer and sharper than those you experience every day. END_ROOM_DESCR HELP 3 Stop, Look and Listen. END_HELP ROOM 4 Bed Your UP 3 EXIT 3 END_ROOM ROOM_DESCR 4 You are lying in your bed. The same warm, comfortable, secure bed you sleep in evey night. It just happens to be outdoors now. END_ROOM_DESCR HELP 4 Try getting UP, lazybones! END_HELP ROOM 5 Under the Bed UP 3 EXIT 3 END_ROOM ROOM_DESCR 5 The area under your bed is very cramped. But it does seem to be safe. Aren't you glad you didn`t buy that waterbed? END_ROOM_DESCR HELP 5 You couldn't find your way out of a paper bag, could you? END_HELP ROOM 6 North Clearing NORTH 14 SOUTH 3 EAST 7 WEST 8 SOUTHEAST 13 SOUTHWEST 9 END_ROOM ROOM_DESCR 6 This is the northern part of the forest clearing. To the north you see the the beginning of a path. END_ROOM_DESCR ROOM 7 Northeast Clearing SOUTH 13 WEST 6 SOUTHWEST 3 END_ROOM ROOM_DESCR 7 You are standing in the northeastern part of the clearing. There is not much here other than some wild flowers. Your bed stands to the southwest. END_ROOM_DESCR ROOM 8 Northwest Clearing SOUTH 9 EAST 6 SOUTHEAST 3 END_ROOM ROOM_DESCR 8 You are now in the northwestern section of the clearing. There is a steep mountain range unaccessable to the west and your bed is to the southeast. END_ROOM_DESCR ROOM 9 West Clearing NORTH 8 SOUTH 10 EAST 3 NORTHEAST 6 NORTHWEST 30 SOUTHEAST 11 END_ROOM ROOM_DESCR 9 You are now in the western part of the clearing. To the northwest is a steep mountain path and to the east stands your bed. END_ROOM_DESCR ROOM 10 Southwest Clearing NORTH 9 EAST 11 SOUTHWEST 28 END_ROOM ROOM_DESCR 10 Standing in the southwestern section of the clearing, you see the entrance to a rocky valley to the southwest. Your bed stands to the northeast. END_ROOM_DESCR ROOM 11 South Clearing NORTH 3 EAST 12 WEST 10 NORTHEAST 13 NORTHWEST 9 END_ROOM ROOM_DESCR 11 The forest becomes much thicker to the south. The bed lies to the north. END_ROOM_DESCR ROOM 12 Southeast Clearing NORTH 13 SOUTH 22 WEST 11 NORTHWEST 3 END_ROOM ROOM_DESCR 12 You see a path leading into the deep woods to the south. The remainder of the clearing, and your bed, lies to the northwest. END_ROOM_DESCR ROOM 13 East Clearing NORTH 7 SOUTH 12 EAST 18 WEST 3 NORTHWEST 6 SOUTHWEST 11 END_ROOM ROOM_DESCR 13 There is a well lit wooded path leading off to the east, while your familiar bed stands to the west. END_ROOM_DESCR ROOM 14 Northern Path NORTH 15 SOUTH 6 END_ROOM ROOM_DESCR 14 You are standing on a rough path which begins to widen to the north. To the south lies the forest clearing where this all started. END_ROOM_DESCR ROOM 15 Northern Road NORTH 16 SOUTH 14 END_ROOM ROOM_DESCR 15 You can see fences, farms and animals from the middle of this road. There are signs of civilization everywhere. The path leads north to a walled city and south to the wilderness. END_ROOM_DESCR ROOM 16 Gate to the City SOUTH 15 END_ROOM ROOM_DESCR 16 Before you stands a solid wooden gate, which separates in the center and swings open. The walls continue out of sight to the north and south. There is a giant brass knocker in the center of the gate, with a small opening in door above the knocker. END_ROOM_DESCR HELP 16 Maybe you should try to get someone's assistance. END_HELP ROOM 17 Endless Cell END_ROOM ROOM_DESCR 17 A comfortable cell, somewhere. Food and water is provided but there is no evidence of any other human presence. There is no door. There are no windows. There is an inscription on the wall. It reads: MURDER IS THE ULTIMATE SIN ONE MAN MAY NOT TAKE THE LIFE OF ANOTHER NO ONE WILL BE EXEMPT YOU MAKE COMMITTED THIS SIN YOU WILL NEVER LEAVE THIS ROOM OTHER THAN IN DEATH You live out the rest of your life here. END_ROOM_DESCR HELP 17 It is really hopeless. You might as well quit. END_HELP ROOM 18 Wooded Path EAST 19 WEST 13 END_ROOM ROOM_DESCR 18 Huge trees loom over the path leading through the forest. The path continues to lead east and west. END_ROOM_DESCR ROOM 19 Ravine WEST 18 SOUTH 27 END_ROOM ROOM_DESCR 19 The forest grows right up to the edge of a deep ravine passing north and south. There is no way into the ravine but there is a log that has fallen across the gorge. END_ROOM_DESCR HELP 19 Watch your footing! END_HELP ROOM 20 Cottage Glen WEST 19 END_ROOM ROOM_DESCR 20 A small thatched-roof cottage lies to the north here. There are animals all about, but they do not seem to be the slighest bit afraid of you. There is a sign above the door of the cottage. END_ROOM_DESCR HELP 20 Can't you read? END_HELP ROOM 21 Inside Cottage END_ROOM ROOM_DESCR 21 The inside of the cottage is so dark that it is difficult to see any details. As your eyes adjust to the dim illumination, you notice that, while the room is starkly furnished, it is also clean and neat. And empty. You are alone. As you turn to look behind you, the door closes without out a sound. END_ROOM_DESCR HELP 21 Channel your anger. END_HELP ROOM 22 Forest Path NORTH 12 SOUTH 23 END_ROOM ROOM_DESCR 22 The forest here is dense and reduces the intensity of the sunlight. END_ROOM_DESCR ROOM 23 Deep Forest Path NORTH 22 EAST 24 END_ROOM ROOM_DESCR 23 The foliage is becoming more dense and is beginning to interfere with the path. You are sure that you can see movement in the shadows to each side. END_ROOM_DESCR ROOM 24 Deep Dark Forest Path NORTH 23 EAST 25 END_ROOM ROOM_DESCR 24 The forest here has almost reached the maximum density possible. Very little light reaches ground level and the path is becoming more and more narrow. END_ROOM_DESCR ROOM 25 Deep Dark Dangerous Path NORTH 26 WEST 24 END_ROOM ROOM_DESCR 25 The forest here has become so dense that the path has been reduced to a less congested way through the undergrowth. Sunlight reaches you only after being reduced to a faint glow. You cannot see more than two or three feet. But you have a definite feeling of being watched. END_ROOM_DESCR HELP 25 What we have here is a failure to communicate. END_HELP ROOM 26 Deep Dark Wooded Path NORTH 27 SOUTH 25 END_ROOM ROOM_DESCR 26 The trees here encroach upon the path and cut off almost all the light. Without such a clear path, you would be lost. END_ROOM_DESCR ROOM 27 Deep Wooded Path NORTH 19 SOUTH 26 END_ROOM ROOM_DESCR 27 While the trees are dense here, there are still spots where sunlight can shine through to the ground, creating bright areas which only serve to emphasize the dark shadows. END_ROOM_DESCR ROOM 28 Valley Entrance NORTHEAST 10 SOUTHWEST 29 END_ROOM ROOM_DESCR 28 The land here is rocky and desolate. Very few plants are in evidence and you don't think that you would like to live here. The prevailing color here is grey: grey rocks with grey shadows under a pale blue-grey sky. END_ROOM_DESCR HELP 28 You'll have to have some help. END_HELP ROOM 29 Valley Floor NORTHEAST 28 END_ROOM ROOM_DESCR 29 Steep walls rise on three sides of the valley. The stream in the center flows underground to the southwest. The only way in or out of the valley is through the entrance to the northeast. END_ROOM_DESCR HELP 29 No help needed here. END_HELP ROOM 30 Mountain Pass NORTH 32 SOUTH 31 EAST 31 WEST 31 NORTHEAST 31 NORTHWEST 31 SOUTHEAST 9 SOUTHWEST 34 END_ROOM ROOM_DESCR 30 The path leads upward into a mountainous region. It would be quite easy to take a few misguided steps and end up falling far enough to guarantee that you would never complete this adventure. END_ROOM_DESCR HELP 30 Watch your step. END_HELP ROOM 31 Falling Down the Mountain END_ROOM ROOM_DESCR 31 OOPS! You are falling down the side of the mountain. The scenery is exquisite on the way down and you luckily lose consciousness before the inevitable finale. (You may either RESTORE a saved Game or QUIT.) END_ROOM_DESCR ROOM 32 Mountain Peak NORTHEAST 33 SOUTH 30 END_ROOM ROOM_DESCR 32 The view from here is awe-inspiring. Vast fields of clouds are below you in the valleys between these peaks. To the north east is a building seemingly carved out of the substance of the mountain itself. END_ROOM_DESCR ROOM 33 Temple Entrance SOUTHWEST 32 END_ROOM ROOM_DESCR 33 You are standing in front of a massive stone structure. There are carving over virtually every inch of the stone and an arched doorway in the center of the wall facing you. The area looks deserted. END_ROOM_DESCR HELP 33 The name of the game is cooperation. END_HELP ROOM 34 Battle Circle NORTHEAST 30 END_ROOM ROOM_DESCR 34 You are standing in a circle of stones in the shadow of the mountain peak behind you. The circle is surrounded by spars of rock, but with plenty of room in between for a person to fall to his death. There is a heavily armed young woman here. END_ROOM_DESCR HELP 34 This woman is dangerous. Most people would never be able to sneak up on her. END_HELP ROOM 35 Battle Circle END_ROOM ROOM_DESCR 35 You are standing in a circle of stones in the shadow of the mountain peak behind you. The circle is surrounded by spars of rock, but with plenty of room in between for a person to fall to his death. There is a heavily armed young woman here. The sorceress shows shock at the sight of the young woman, her fact closing into an expression of extreme disapproval. "I feared that this was the meaning of the prophecy, but I see no reason to waste our time on such as this. She is a weapons master and has dedicated her life to violence and destruction. Such a foolish person could not be of any help to us." END_ROOM_DESCR ROOM 36 Your Bedroom END_ROOM ROOM_DESCR 36 You wake up in your own bedroom, and wonder why such an interesting dream had to end so soon. (You may either RESTORE a saved Game or QUIT.) END_ROOM_DESCR ROOM 37 Southern City Gate NORTHWEST 38 POINTS 5 END_ROOM ROOM_DESCR 37 You are on the southern edge of a busy, confusing city. The gate through which you entered stands, closed, to the south. A winding city street beckons from the northwest. END_ROOM_DESCR ROOM 38 Kruger's NORTH 39 SOUTH 38 EAST 43 NORTHWEST 40 END_ROOM ROOM_DESCR 38 After much confused wandering, you enter a place of business. A sign reads: KRUGER'S Shopping anywhere else is a nightmare! END_ROOM_DESCR ROOM 39 Outrageous Fortune II NORTH 43 SOUTH 38 NORTHWEST 40 END_ROOM ROOM_DESCR 39 After much confused wandering, you enter a place of business. A sign reads: OUTRAGEOUS FORTUNE II Aren't We Literary?!! END_ROOM_DESCR ROOM 40 Proton Palace NORTH 42 SOUTH 38 EAST 39 WEST 41 NORTHEAST 43 END_ROOM ROOM_DESCR 40 After much confused wandering, you enter a place of business. A sign reads: PROTON PALACE While you wait for the Games!! END_ROOM_DESCR ROOM 41 House Of Gandalf NORTH 45 SOUTH 40 EAST 42 NORTHEAST 46 END_ROOM ROOM_DESCR 41 After much confused wandering, you enter a place of business. A sign reads: HOUSE OF GANDALF Free resurrection with every purchase! END_ROOM_DESCR ROOM 42 The Beetlejuice Burglar NORTH 46 SOUTH 40 EAST 43 WEST 41 END_ROOM ROOM_DESCR 42 After much confused wandering, you enter a place of business. A sign reads: THE BEETLEJUICE BURGLAR The best tools this side of the Afterlife! END_ROOM_DESCR ROOM 43 L. L. Beet NORTH 46 SOUTH 39 WEST 42 SOUTHWEST 40 END_ROOM ROOM_DESCR 43 After much confused wandering, you enter a place of business. A sign reads: L. L. BEET We charge more for less! END_ROOM_DESCR ROOM 44 Bilbo Inn NORTH 47 END_ROOM ROOM_DESCR 44 After much confused wandering, you enter a place of business. A sign reads: BILBO INN Better than a hole in the ground! END_ROOM_DESCR ROOM 45 Laurel and Hardy's SOUTH 41 END_ROOM ROOM_DESCR 45 After much confused wandering, you enter a place of business. A sign reads: LAUREL AND HARDY'S We try harder! END_ROOM_DESCR ROOM 46 Klingon Slings NORTH 48 SOUTH 42 EAST 43 SOUTHWEST 41 END_ROOM ROOM_DESCR 46 After much confused wandering, you enter a place of business. A sign reads: KLINGON SLINGS We're always ready to fight! END_ROOM_DESCR ROOM 47 Outrageous Fortune NORTH 50 SOUTH 44 NORTHWEST 49 END_ROOM ROOM_DESCR 47 After much confused wandering, you enter a place of business. A sign reads: OUTRAGEOUS FORTUNE Aren't we Literary?! END_ROOM_DESCR ROOM 48 Swords R Us] NORTH 51 SOUTH 46 END_ROOM ROOM_DESCR 48 After much confused wandering, you enter a place of business. A sign reads: SWORDS R US A cut above the rest! END_ROOM_DESCR ROOM 49 Quayle's Magic Shop NORTH 52 EAST 50 NORTHWEST 51 SOUTHEAST 47 END_ROOM ROOM_DESCR 49 After much confused wandering, you enter a place of business. A sign reads: QUAYLE'S MAGIC SHOP A rabbit out of the hat every time! END_ROOM_DESCR ROOM 50 Elric's SOUTH 47 EAST 53 WEST 49 END_ROOM ROOM_DESCR 50 After much confused wandering, you enter a place of business. A sign reads: ELRIC'S A sword that goes on and on and on and and ... END_ROOM_DESCR ROOM 51 Alice's NORTH 54 SOUTH 48 EAST 52 SOUTHEAST 49 END_ROOM ROOM_DESCR 51 After much confused wandering, you enter a place of business. A sign reads: ALICE'S Food for all shapes and sizes! END_ROOM_DESCR ROOM 52 Overture NORTH 54 SOUTH 49 WEST 51 NORTHEAST 55 END_ROOM ROOM_DESCR 52 After much confused wandering, you enter a place of business. A sign reads: OVERTURE We'll never Tell!!! END_ROOM_DESCR ROOM 53 Noriega's NORTH 55 EAST 50 NORTHWEST 54 END_ROOM ROOM_DESCR 53 After much confused wandering, you enter a place of business. A sign reads: NORIEGA'S The finest in illicit tools! END_ROOM_DESCR ROOM 54 J. C. Nickles SOUTH 52 WEST 51 SOUTHEAST 53 END_ROOM ROOM_DESCR 54 After much confused wandering, you enter a place of business. A sign reads: J. C. NICKLES We're better that Steers'! We are! We are! We are! END_ROOM_DESCR ROOM 55 Xanth Foods SOUTH 53 EAST 56 SOUTHWEST 52 END_ROOM ROOM_DESCR 55 After much confused wandering, you enter a place of business. A sign reads: XANTH FOODS Next best thing to an enchanted path! END_ROOM_DESCR ROOM 56 Covenant Gardens NORTH 59 SOUTH 57 WEST 55 NORTHWEST 58 END_ROOM ROOM_DESCR 56 After much confused wandering, you enter a place of business. A sign reads: COVENANT GARDENS We won't treat you like a leper! END_ROOM_DESCR ROOM 57 McDonetello's NORTH 56 EAST 60 END_ROOM ROOM_DESCR 57 After much confused wandering, you enter a place of business. A sign reads: MCDONETELLO'S NEW! McTurtle Soup! END_ROOM_DESCR ROOM 58 Hiawatha's NORTH 62 EAST 59 NORTHEAST 63 NORTHWEST 61 SOUTHEAST 56 END_ROOM ROOM_DESCR 58 After much confused wandering, you enter a place of business. A sign reads: HIAWATHA'S We don't know where these'll come down! END_ROOM_DESCR ROOM 59 Amber Swords NORTH 63 SOUTH 56 EAST 60 WEST 58 NORTHEAST 64 END_ROOM ROOM_DESCR 59 After much confused wandering, you enter a place of business. A sign reads: AMBER SWORDS Other swords are but a shadow of ours! END_ROOM_DESCR ROOM 60 Steers' NORTH 64 EAST 57 WEST 59 END_ROOM ROOM_DESCR 60 After much confused wandering, you enter a place of business. A sign reads: STEERS' We'll make you all look alike! END_ROOM_DESCR ROOM 61 David and Goliath NORTH 65 SOUTHEAST 58 END_ROOM ROOM_DESCR 61 After much confused wandering, you enter a place of business. A sign reads: DAVID AND GOLIATH SLING SHOP We see both sides! END_ROOM_DESCR ROOM 62 Friar Tuck Tools NORTH 63 SOUTH 58 END_ROOM ROOM_DESCR 62 After much confused wandering, you enter a place of business. A sign reads: FRIAR TUCK TOOLS Rob from the rich . . . and keep it! END_ROOM_DESCR ROOM 63 Mandrake's NORTH 62 SOUTH 59 EAST 64 SOUTHWEST 58 END_ROOM ROOM_DESCR 63 After much confused wandering, you enter a place of business. A sign reads: MANDRAKE'S Look into my eyes! END_ROOM_DESCR ROOM 64 To Serve Man NORTH 63 SOUTH 60 SOUTHWEST 59 END_ROOM ROOM_DESCR 64 After much confused wandering, you enter a place of business. A sign reads: TO SERVE MAN Ask about out secret ingredient! END_ROOM_DESCR ROOM 65 Northern City Gate SOUTH 61 END_ROOM ROOM_DESCR 65 After much confused wandering, you find yourself standing in front of the northern gate of the city. It is closed so tightly that you cannot open it. END_ROOM_DESCR ROOM 66 Northern City Gate NORTH 67 END_ROOM ROOM_DESCR 66 After much confused wandering, you find yourself standing in front of the northern gate of the city. It stands open. The view beyond is not pleasant. END_ROOM_DESCR ROOM 67 North of the City NORTH 68 SOUTH 66 POINTS 10 END_ROOM ROOM_DESCR 67 You are standing just outside the northern gate of the city. The scenery here is vastly different from that of the southern area. To the east and west, you are blocked a vast, impassable swamp. The only way open to you is a narrow, overgrown path to the north. END_ROOM_DESCR ROOM 68 Swamp NORTHEAST 69 NORTHWEST 70 SOUTHEAST 72 SOUTHWEST 71 END_ROOM ROOM_DESCR 68 You are standing in the middle of a oozing, fetid, muddy swamp. To the north, you can see a tremendous fortress. To the south lies the city walls, but you seem to have lost track of the path back to the city and see no easy way to return. Paths through the swamp lead northeast, northwest, southeast and southwest. END_ROOM_DESCR HELP 68 Don't ask me, I hate swamps! END_HELP ROOM 69 Swamp NORTH 72 SOUTH 72 EAST 72 WEST 70 SOUTHWEST 68 END_ROOM ROOM_DESCR 69 All about you, there are sounds of unseen crawling things moving about in the water. When you stop to listen for a moment, something nibbles your leg and convinces you to move on. END_ROOM_DESCR HELP 69 Looks like dinner time is coming up. You have the place of honor. END_HELP ROOM 70 Swamp NORTH 71 SOUTH 71 EAST 69 WEST 71 SOUTHEAST 68 END_ROOM ROOM_DESCR 70 There are skeletons hanging in the trees in this part of the swamp. Hoping that none of them are human remains, you don't hang around along enough to find out for certain. END_ROOM_DESCR HELP 70 If you hang around long enough, something will happen. END_HELP ROOM 71 Swamp NORTH 70 SOUTH 70 EAST 72 WEST 70 NORTHEAST 68 END_ROOM ROOM_DESCR 71 The noise here is constant, as gas bubbles burst through the surface of the water. You expect the gas released to cause a nasty smell, but the air here only smells like a very old locker room. END_ROOM_DESCR HELP 71 I always did hate P. E. END_HELP ROOM 72 Swamp NORTH 69 SOUTH 69 EAST 69 WEST 71 SOUTHEAST 68 END_ROOM ROOM_DESCR 72 The horrible odor you expected to encounter in the section of the swamp generating bubbles has manifested here instead. You can barely breathe and do not linger here any longer than necessary. END_ROOM_DESCR HELP 72 I hate B.O. (Bog Odor). END_HELP ROOM 73 Stairwell EAST 74 UP 79 END_ROOM ROOM_DESCR 73 You are standing at the bottom of a damp starwell. The light here is not very bright and there is an exit to the east. END_ROOM_DESCR ROOM 74 Hallway EAST 75 WEST 73 END_ROOM ROOM_DESCR 74 You are standing in a hallway that continues on to the east. There is an exit to the west. END_ROOM_DESCR ROOM 75 Hallway EAST 78 WEST 74 END_ROOM ROOM_DESCR 75 You are standing in a hallway that continues on to the west. There is an exit to the south and the east. END_ROOM_DESCR ROOM 76 Cell END_ROOM ROOM_DESCR 76 You are in a dimly lit cell, lined with damp stone blocks. There are no windows, so you can't tell whether it's day or night. Although you would really like to get out of here, there don't seem to be any obvious exits. END_ROOM_DESCR HELP 76 Hey, don't blame me. I wasn't the one wandering around in a swamp. END_HELP ROOM 77 Cell NORTH 75 POINTS 10 END_ROOM ROOM_DESCR 77 You are in a dimly lit cell, lined with damp stone blocks. There are now windows, so you can't tell whether it's day or night. The cell door to the north stands open. END_ROOM_DESCR ROOM 78 Stairwell WEST 75 UP 87 END_ROOM ROOM_DESCR 78 You are standing at the bottom of a damp starwell. The light here is not very bright and there is an exit to the west. END_ROOM_DESCR ROOM 79 Stairwell EAST 80 UP 88 DOWN 73 END_ROOM ROOM_DESCR 79 You are standing on a damp starwell. The light here is not very bright and there is an exit to the east. END_ROOM_DESCR ROOM 80 Hallway NORTH 81 SOUTH 82 EAST 84 WEST 79 END_ROOM ROOM_DESCR 80 You are standing in a hallway that continues on to the east. There are exits to the north, south and west. END_ROOM_DESCR ROOM 81 Storage Room SOUTH 80 END_ROOM ROOM_DESCR 81 This is a storage room with piles of crates and other objects standing all around the room. Most of the stuff seems to be junk and therefore useless. END_ROOM_DESCR HELP 81 I'd hate to carry this stuff up the stairs. END_HELP ROOM 82 Barred Cell NORTH 80 END_ROOM ROOM_DESCR 82 The south wall of this room is the north wall of a barred cell containing the twins, Aldar and Alfar. Both of them are so dejected that they fail to look up and notice that you are standing there. END_ROOM_DESCR HELP 82 You might try sandpapering your fingertips. END_HELP ROOM 83 Barred Cell END_ROOM ROOM_DESCR 83 The south wall of this room is the north wall of a barred cell, standing with the door open. END_ROOM_DESCR ROOM 84 Hallway NORTH 86 EAST 87 WEST 80 END_ROOM ROOM_DESCR 84 You are standing in a hallway that continues on to the west. There is an exit to the north and the east. END_ROOM_DESCR ROOM 85 Standing on Chair END_ROOM ROOM_DESCR 85 You are standing on a chair in a hallway. END_ROOM_DESCR ROOM 86 Kitchen SOUTH 84 END_ROOM ROOM_DESCR 86 This is the fortress' kitchen. It contains all the necessary equipment for preparing food for several hundred people. But, strangly enough, like the other rooms in the fortress, there isn't anyone here. END_ROOM_DESCR HELP 86 I guess you could make some butter. END_HELP ROOM 87 Stairwell WEST 84 UP 98 DOWN 78 END_ROOM ROOM_DESCR 87 You are standing on a damp starwell. The light here is not very bright and there is an exit to the west. END_ROOM_DESCR ROOM 88 Stairwell EAST 89 UP 99 DOWN 79 END_ROOM ROOM_DESCR 88 You are standing on a damp starwell. The light here is not very bright and there is an exit to the east. END_ROOM_DESCR ROOM 89 Hallway NORTH 90 EAST 92 WEST 88 END_ROOM ROOM_DESCR 89 You are standing in a hallway that continues on to the east. There are exits to the north and the east. END_ROOM_DESCR ROOM 90 Dark Room SOUTH 89 LIGHT 272 END_ROOM ROOM_DESCR 90 This is a strong room with a solid wooden door in the north wall. The door has a very large bar across it. END_ROOM_DESCR HELP 90 What do I look like to you, a bat? END_HELP ROOM 91 Dark Room LIGHT 272 END_ROOM ROOM_DESCR 91 This is a strong room with a solid wooden door in the north wall. The door door is standing open. END_ROOM_DESCR ROOM 92 Hallway NORTH 93 SOUTH 97 EAST 98 WEST 89 END_ROOM ROOM_DESCR 92 You are standing in a hallway that continues on to the west. There is an exit to the north and the east. END_ROOM_DESCR ROOM 93 Cloak Room EAST 94 SOUTH 92 END_ROOM ROOM_DESCR 93 There are a number of coats and wraps of different kinds hung on hooks here. There is an exit to the south and an arched doorway to the east. END_ROOM_DESCR HELP 93 Don't go east until you're ready! END_HELP ROOM 94 Banquet Hall WEST 93 END_ROOM ROOM_DESCR 94 Now you see where everyone is. There have to be at least three hundred men crammed into this banquet hall. Galdrax is at the head of the main table, holding court. There is an exit to the west. END_ROOM_DESCR HELP 94 I told you not to go east. END_HELP ROOM 95 Banquet Hall END_ROOM ROOM_DESCR 95 The banquet hall is filled with Gladrax's men and they are all trying to get their chance to greet you personally! END_ROOM_DESCR HELP 95 I've run out of ideas to throw at you. END_HELP ROOM 96 Banquet Hall END_ROOM ROOM_DESCR 96 The banquet hall is now empty, except for you and yours. The room looks like there has been a battle in here. END_ROOM_DESCR HELP 96 Go back to where you started. END_HELP ROOM 97 Guard's Room NORTH 92 END_ROOM ROOM_DESCR 97 This is where the fortress guards come to shoot the breeze when they are relieved from duty. It isn't the neatest place you've seen. The exit lies to to the north. END_ROOM_DESCR HELP 97 The box is cloaked in secrecy. END_HELP ROOM 98 Stairwell WEST 92 UP 101 DOWN 87 END_ROOM ROOM_DESCR 98 You are standing on a damp starwell. The light here is not very bright and there is an exit to the west. END_ROOM_DESCR ROOM 99 Stairwell EAST 100 DOWN 88 END_ROOM ROOM_DESCR 99 You are standing at the top of a damp stairwell. The light here is not very bright and there is an exit to the east. END_ROOM_DESCR ROOM 100 Roof EAST 101 WEST 99 END_ROOM ROOM_DESCR 100 You are standing on the roof of the fortress. The sky above is clear and filled with stars. Rising above the center of the roof is a turret with smoothly-finished sides. There doesn't seem to be any way up. END_ROOM_DESCR HELP 100 What goes up, must come down. END_HELP ROOM 101 Stairwell WEST 100 DOWN 98 END_ROOM ROOM_DESCR 101 You are standing at the top of a damp stairwell. The light here is not very bright and there is an exit to the west. END_ROOM_DESCR ROOM 102 Stairwell SOUTH 104 END_ROOM ROOM_DESCR 102 You are standing on a damp starwell. The light here is not very bright and there is an exit to the south and the west. END_ROOM_DESCR ROOM 103 Stairwell SOUTH 104 END_ROOM ROOM_DESCR 103 You are standing on a damp starwell. The light here is not very bright and there is an exit to the south and the east. END_ROOM_DESCR ROOM 104 Outside of Fortress SOUTH 105 END_ROOM ROOM_DESCR 104 You are in front of the fortress. Dawn is breaking to the east in a clear blue sky. As you leave the fortress, the door to the north closes and seals. To the south is a path through the swamp where you were abducted. END_ROOM_DESCR ROOM 105 Swamp Path NORTH 104 SOUTH 106 END_ROOM ROOM_DESCR 105 Even the swamp seems to be less threatening in the light of day. Much of what seemed to be dangerous was really just nerves. There is a path north to the fortress and south to the city. END_ROOM_DESCR ROOM 106 North City Gate NORTH 105 SOUTH 107 END_ROOM ROOM_DESCR 106 The gate to the city is standing open, allowing free entry to all. There seems to be some kind of celebration going on inside. END_ROOM_DESCR ROOM 107 Heart of the City NORTH 106 SOUTH 108 END_ROOM ROOM_DESCR 107 The minute your party enters the city, the inhabitants rush to greet you. They recognize the sorceress immediatly and try to thank her for freeing them from the damage rained upon them. But Karalyn quickly points them in your direction, causing them to change the focus of their praise. You are inundated with well-wishers. After several hours of jubilant festivities, the party finally dies down and all of you are left alone. You may leave the city to the north or south. END_ROOM_DESCR ROOM 108 South City Gate NORTH 107 END_ROOM ROOM_DESCR 108 The city gate here is not only open, but has been removed from its hinges to allow free access to the city from the south. The road lies south. END_ROOM_DESCR ROOM 109 Home Again GAME_WIN END_ROOM ROOM_DESCR 109 As you open your eyes, you stretch and feel rested from a good night's sleep. You rise and seem to remember some sort of dream, but it must not have been very impressive, since you can't seem to recall any details about it. You stumble into the bathroom to brush your teeth. There, in the mirror, you stare at your reflection in shock. You look at you arm and see nothing unusual but, in the mirror, you can see the bracelet! END_ROOM_DESCR NOUN 200 Weapons Magic A box I hope you never see. MOVABLE OPEN CLOSABLE LOCATION 2 END_NOUN NOUN 201 Bracelet Magic Here is an unusual bracelet. MOVABLE LOCATION 2 POINTS 10 WEARABLE END_NOUN NOUN_DESCR 201 A beautiful bracelet, warm to the touch, made from an unknown substance. END_NOUN_DESCR NOUN 202 Bed Familiar You are standing next to the bed you sleep in every night. UNMOVABLE LOCATION 3 END_NOUN NOUN_DESCR 202 It's your bed. Don't you know what it looks like? END_NOUN_DESCR NOUN 203 Clothing Suitable There is a change of clothing here. MOVABLE LOCATION 5 WEARABLE END_NOUN NOUN_DESCR 203 Although many years out of fashion, the clothing is much more suitable than wandering around in your nightwear. END_NOUN_DESCR NOUN 204 NIghtwear Usual You see your usual nightwear. MOVABLE LOCATION 1000 WEARABLE END_NOUN NOUN_DESCR 203 Don't you even know what you sleep in? END_NOUN_DESCR NOUN 205 Sign Welcome You see a sign at the head of your bed. UNMOVEABLE LOCATION 3 END_NOUN NOUN_DESCR 205 The sign reads "WELCOME TO ANDKARA", but the unfamiliarity of the name is not as noteworthy as the fact that the sign is floating eight or so feet off the ground, swaying gently in the breeze. END_NOUN_DESCR NOUN 206 Temple Mountaintop A temple carved from stone. LOCATION 200 END_NOUN NOUN 207 Boots Sturdy There is a pair of sturdy boots here. MOVEABLE LOCATION 5 NOUN_SYNONYMS SHOES FOOTWEAR WEARABLE END_NOUN NOUN 208 Door Cottage You see a average looking door. UNMOVEABLE CLOSABLE CLOSED LOCKABLE LOCKED KEY 266 LOCATION 20 END_NOUN NOUN 209 Sign Cottage There is a sign above the door. UNMOVEABLE LOCATION 20 READABLE END_NOUN NOUN_DESCR 209 The sign over the door is hand-lettered and very weathered. END_NOUN_DESCR TEXT 209 The sign says: DO NOT KNOCK UPON THIS DOOR DECAUSE THE OWNER WILL GET SORE AND INFLICT UPON YOU ENDLESS PAIN UNLESS YOU GIVE HER PROPER NAME! Obviously, not the abode of this country's poet laureate. END_TEXT NOUN 210 Prophecy Poetic An obscure poem. LOCATION 200 NOUN_SYNONYMS POEM END_NOUN NOUN 211 Storm Rain A dangerous rain storm. MOVEABLE LOCATION 200 NOUN_SYNONYMS RAIN THUNDER END_NOUN NOUN 212 Band Outcast The group of adventurers. MOVEABLE LOCATION 200 NOUN_SYNONYMS QUEST END_NOUN NOUN 213 Say Word The word say. LOCATION 200 MOVABLE NOUN_SYNONYMS GREET SPEAK TALK END_NOUN NOUN 214 Sit Word The word sit. LOCATION 200 MOVABLE NOUN_SYNONYMS SIT WAIT STOP STAY END_NOUN NOUN 215 Attack Word The word attack. LOCATION 200 MOVABLE NOUN_SYNONYMS HIT KILL FIGHT END_NOUN NOUN 216 Enter Word The word enter. LOCATION 200 MOVABLE END_NOUN NOUN 217 Open Word The word open. LOCATION 200 MOVABLE END_NOUN NOUN 218 Mother Twins' The twins mother. UNMOVEABLE LOCATION 200 NOUN_SYNONYMS MOM MOMMA PARENTS END_NOUN NOUN 219 Language Sign A method of communication. LOCATION 200 NOUN_SYNONYMS CODE HANDS END_NOUN NOUN 220 Bag Money You see a leather pouch for carrying coins. LOCATION 2 CLOSABLE CLOSED NOUN_SYNONYMS POUCH END_NOUN NOUN 221 Coins Gold Gold coins LOCATION 220 NOUN_SYNONYMS MONEY COIN GOLD END_NOUN NOUN 222 Provisions Bulk There are provisions for sale here. UNMOVABLE LOCATION 38 END_NOUN NOUN_DESCR 222 Provisions are available for purchase here that would be sufficient for a trip into the northern part of the country. END_NOUN_DESCR NOUN 223 Provisions Bulk There are provisions for sale here. UNMOVABLE LOCATION 55 END_NOUN NOUN_DESCR 223 Provisions are available for purchase here that would be sufficient for a trip into the northern part of the country. END_NOUN_DESCR NOUN 224 Provisions Bulk There are provisions for sale here. UNMOVABLE LOCATION 64 END_NOUN NOUN_DESCR 224 Provisions are available for purchase here that would be sufficient for a trip into the northern part of the country. END_NOUN_DESCR NOUN 225 Supplies Your Your share of the band's supplies. LOCATION 2 MOVABLE END_NOUN NOUN 226 Parkas Fur There are fur parkas for sale here. UNMOVABLE LOCATION 43 NOUN_SYNONYMS PARKAS COATS JACKETS END_NOUN NOUN_DESCR 226 Parkas are available for purchase here that would be adequete for a trip into the northern part of the country. END_NOUN_DESCR NOUN 227 Parkas Fur There are fur parkas for sale here. UNMOVABLE LOCATION 60 NOUN_SYNONYMS PARKAS COATS JACKETS END_NOUN NOUN_DESCR 227 Parkas are available for purchase here that would be adequete for a trip into the northern part of the country. END_NOUN_DESCR NOUN 228 Parkas Fur There are fur parkas for sale here. UNMOVABLE LOCATION 54 NOUN_SYNONYMS PARKAS COATS JACKETS END_NOUN NOUN_DESCR 228 Parkas are available for purchase here that would be adequete for a trip into the northern part of the country. END_NOUN_DESCR NOUN 229 Parka Fur Your fur parka. LOCATION 2 MOVABLE END_NOUN NOUN 230 Meal Evening There are meals for sale here. UNMOVABLE LOCATION 57 NOUN_SYNONYMS DINNER SUPPER MEALS END_NOUN NOUN_DESCR 230 An evening meal is available here to satisfy the hunger of the Band. END_NOUN_DESCR NOUN 231 Meal Evening There are meals for sale here. UNMOVABLE LOCATION 51 NOUN_SYNONYMS DINNER SUPPER MEALS END_NOUN NOUN_DESCR 231 An evening meal is available here to satisfy the hunger of the Band. END_NOUN_DESCR NOUN 232 Meal Evening There are meals for sale here. UNMOVABLE LOCATION 45 NOUN_SYNONYMS DINNER SUPPER MEALS END_NOUN NOUN_DESCR 232 An evening meal is available here to satisfy the hunger of the Band. END_NOUN_DESCR NOUN 233 Rooms Rented There are rooms for rent here. UNMOVABLE LOCATION 44 END_NOUN NOUN_DESCR 233 Rooms are available for rent here to allow the Band to rest before the jounrey begins. END_NOUN_DESCR NOUN 234 Rooms Rented There are rooms for rent here. UNMOVABLE LOCATION 56 END_NOUN NOUN_DESCR 234 Rooms are available for rent here to allow the Band to rest before the jounrey begins. END_NOUN_DESCR NOUN 235 Rooms Rented There are rooms for rent here. UNMOVABLE LOCATION 40 END_NOUN NOUN_DESCR 235 Rooms are available for rent here to allow the Band to rest before the jounrey begins. END_NOUN_DESCR NOUN 236 Sword Warrior's There are swords for sale here. UNMOVABLE LOCATION 48 END_NOUN NOUN_DESCR 236 Swords are available for purchase here that would be suitable for Melaia. END_NOUN_DESCR NOUN 237 Sword Warrior's There are swords for sale here. UNMOVABLE LOCATION 59 END_NOUN NOUN_DESCR 237 Swords are available for purchase here that would be suitable for Melaia. END_NOUN_DESCR NOUN 238 Sword Warrior's There are swords for sale here. UNMOVABLE LOCATION 50 END_NOUN NOUN_DESCR 238 Swords are available for purchase here that would be suitable for Melaia. END_NOUN_DESCR NOUN 239 Kit Socerer's There are socerer's kits for sale here. UNMOVABLE LOCATION 49 END_NOUN NOUN_DESCR 239 Socerer's kits are sold here that would be suitable for Karalyn. END_NOUN_DESCR NOUN 240 Kit Socerer's There are socerer's kits for sale here. UNMOVABLE LOCATION 41 END_NOUN NOUN_DESCR 240 Socerer's kits are sold here that would be suitable for Karalyn. END_NOUN_DESCR NOUN 241 Kit Socerer's There are socerer's kits for sale here. UNMOVABLE LOCATION 63 END_NOUN NOUN_DESCR 241 Socerer's kits are sold here that would be suitable for Karalyn. END_NOUN_DESCR NOUN 242 Sling Hand-tooled There are slings for sale here. UNMOVABLE LOCATION 61 NOUN_SYNONYMS SLINGS SLINGSHOT SLINGSHOTS END_NOUN NOUN_DESCR 242 Slings are available for purchase here that would be suitable for the twins. END_NOUN_DESCR NOUN 243 Sling Hand-tooled There are slings for sale here. UNMOVABLE LOCATION 46 NOUN_SYNONYMS SLINGS SLINGSHOT SLINGSHOTS END_NOUN NOUN_DESCR 243 Slings are available for purchase here that would be suitable for the twins. END_NOUN_DESCR NOUN 244 Sling Hand-tooled There are slings for sale here. UNMOVABLE LOCATION 47 NOUN_SYNONYMS SLINGS SLINGSHOT SLINGSHOTS END_NOUN NOUN_DESCR 244 Slings are available for purchase here that would be suitable for the twins. END_NOUN_DESCR NOUN 245 Tools Thieve's There are thieve's tools for sale here. UNMOVABLE LOCATION 53 END_NOUN NOUN_DESCR 245 Tools are available for purchase here that would be suitable for Yalda. END_NOUN_DESCR NOUN 246 Tools Thieve's There are thieve's tools for sale here. UNMOVABLE LOCATION 42 END_NOUN NOUN_DESCR 246 Tools are available for purchase here that would be suitable for Yalda. END_NOUN_DESCR NOUN 247 Tools Thieve's There are thieve's tools for sale here. UNMOVABLE LOCATION 62 END_NOUN NOUN_DESCR 247 Tools are available for purchase here that would be suitable for Yalda. END_NOUN_DESCR NOUN 248 Crossbow Woodman's There are crossbows with arrows for sale here. UNMOVABLE LOCATION 39 END_NOUN NOUN_DESCR 248 Crossbows are available for purchase here that would be suitable for Chris. END_NOUN_DESCR NOUN 249 Crossbow Woodman's There are crossbows with arrows for sale here. UNMOVABLE LOCATION 52 END_NOUN NOUN_DESCR 249 Crossbows are available for purchase here that would be suitable for Chris. END_NOUN_DESCR NOUN 250 Crossbow Woodman's There are crossbows with arrows for sale here. UNMOVABLE LOCATION 58 END_NOUN NOUN_DESCR 250 Crossbows are available for purchase here that would be suitable for Chris. END_NOUN_DESCR NOUN 251 Bracelet Magic There is a bracelet here, enlarged to larger-than-normal size. MOVABLE POINTS 10 LOCATION 2 NOUN_SYNONYMS HOOP END_NOUN NOUN 252 Chair Massive There is a massive chair here. UNMOVABLE LOCATION 75 END_NOUN NOUN_DESCR 252 A chair carved from a single piece of wood, it is large and heavy. END_NOUN_DESCR NOUN 253 Chair Massive There is a massive chair here. UNMOVABLE LOCATION 74 END_NOUN NOUN_DESCR 253 A chair carved from a single piece of wood, it is large and heavy. END_NOUN_DESCR NOUN 254 Chair Massive There is a massive chair here. UNMOVABLE LOCATION 84 END_NOUN NOUN_DESCR 254 A chair carved from a single piece of wood, it is large and heavy. END_NOUN_DESCR NOUN 255 Chair Massive There is a massive chair here. UNMOVABLE LOCATION 80 END_NOUN NOUN_DESCR 255 A chair carved from a single piece of wood, it is large and heavy. END_NOUN_DESCR NOUN 256 Chair Massive There is a massive chair here. UNMOVABLE LOCATION 92 END_NOUN NOUN_DESCR 256 A chair carved from a single piece of wood, it is large and heavy. END_NOUN_DESCR NOUN 257 Chair Massive There is a massive chair here. UNMOVABLE LOCATION 89 END_NOUN NOUN_DESCR 257 A chair carved from a single piece of wood, it is large and heavy. END_NOUN_DESCR NOUN 258 Chair Massive There is a massive chair under the torch holder here. UNMOVABLE LOCATION 2 END_NOUN NOUN_DESCR 258 A chair carved from a single piece of wood, it is large and heavy. The chair is standing directly underneath the torch holder. END_NOUN_DESCR NOUN 259 Rug Handsome There is a hall rug here. UNMOVABLE LOCATION 75 END_NOUN NOUN_DESCR 259 A rug woven from quality materials, it is too well secured to the floor to be moved. END_NOUN_DESCR NOUN 260 Rug Handsome There is a hall rug here. UNMOVABLE LOCATION 74 END_NOUN NOUN_DESCR 260 A rug woven from quality materials, it is too well secured to the floor to be moved. END_NOUN_DESCR NOUN 261 Rug Handsome There is a hall rug here. UNMOVABLE LOCATION 84 END_NOUN NOUN_DESCR 261 A rug woven from quality materials, it is too well secured to the floor to be moved. END_NOUN_DESCR NOUN 262 Rug Handsome There is a hall rug here. UNMOVABLE LOCATION 80 END_NOUN NOUN_DESCR 262 A rug woven from quality materials, it is too well secured to the floor to be moved. END_NOUN_DESCR NOUN 263 Rug Handsome There is a hall rug here. UNMOVABLE LOCATION 92 END_NOUN NOUN_DESCR 263 A rug woven from quality materials, it is too well secured to the floor to be moved. END_NOUN_DESCR NOUN 264 Rug Handsome There is a hall rug here. UNMOVABLE LOCATION 89 END_NOUN NOUN_DESCR 264 A rug woven from quality materials, it is well secured to the floor. END_NOUN_DESCR NOUN 265 Rug Handsome There is a hall rug here, moved to the side. UNMOVABLE LOCATION 2 END_NOUN NOUN_DESCR 265 A rug woven from quality materials, the tacks holding it to the floor were just loose enough to allow you to pull it up and move it aside. END_NOUN_DESCR NOUN 266 Torch Burning There is a brightly-shining torch here. UNMOVABLE LOCATION 75 END_NOUN NOUN_DESCR 266 The torch is about eight feet off the floor, much too high to reach. END_NOUN_DESCR NOUN 267 Torch Burning There is a brightly-shining torch here. UNMOVABLE LOCATION 74 END_NOUN NOUN_DESCR 267 The torch is about eight feet off the floor, much too high to reach. END_NOUN_DESCR NOUN 268 Torch Burning There is a brightly-shining torch here. UNMOVABLE LOCATION 84 END_NOUN NOUN_DESCR 268 The torch is about eight feet off the floor, much too high to reach. END_NOUN_DESCR NOUN 269 Torch Burning There is a brightly-shining torch here. UNMOVABLE LOCATION 80 END_NOUN NOUN_DESCR 269 The torch is about eight feet off the floor, much too high to reach. END_NOUN_DESCR NOUN 270 Torch Burning There is a brightly-shining torch here. UNMOVABLE LOCATION 92 END_NOUN NOUN_DESCR 270 The torch is about eight feet off the floor, much too high to reach. END_NOUN_DESCR NOUN 271 Torch Burning There is a brightly-shining torch. UNMOVABLE LOCATION 89 END_NOUN NOUN_DESCR 271 The torch is about eight feet off the floor, much too high to reach. END_NOUN_DESCR NOUN 272 Torch Burning A brightly-shining torch. MOVABLE LOCATION 85 IS_LIGHT END_NOUN NOUN_DESCR 272 The torch is burns bright and strong. END_NOUN_DESCR NOUN 273 Torch Dead There is a dead torch here. MOVABLE LOCATION 2 END_NOUN NOUN_DESCR 273 The torch is dead. END_NOUN_DESCR NOUN 274 Cot Canvas A canvas cot. UNMOVABLE LOCATION 76 END_NOUN NOUN_DESCR 274 It is a cot with a wooden frame and clung with cloth to make for rather uncomfortable sleeping, but would nevertheless be preferable to the floor. END_NOUN_DESCR NOUN 275 Cot Canvas A canvas cot. UNMOVABLE LOCATION 2 END_NOUN NOUN_DESCR 275 It is a cot with a wooden frame and clung with cloth to make for rather uncomfortable sleeping, but would nevertheless be preferable to the floor. It is standing the the middle of the floor, away from the wall. END_NOUN_DESCR NOUN 276 Block Loose You see a loose stone block here. UNMOVABLE LOCATION 2 END_NOUN NOUN_DESCR 276 You see a block carved from stone, fitted loosely into the wall. END_NOUN_DESCR NOUN 277 Rod Metal This is a thin metal rod. MOVABLE LOCATION 2 END_NOUN NOUN_DESCR 277 Although the metal of the rod is thin, it will not bend when you test it. END_NOUN_DESCR NOUN 278 Door Wooden A heavy wooden door. UNMOVABLE LOCATION 76 NOUN_SYNONYMS CRACK CRACKS OPENINGS END_NOUN NOUN_DESCR 278 Made of heavy timbers, this door would withstand almost any assualt. The thin cracks between the timbers only serve to show how thick the door really is. END_NOUN_DESCR NOUN 279 Churn Butter An old-fashioned butter churn. MOVABLE CLOSABLE CLOSED LOCATION 86 END_NOUN NOUN_DESCR 279 The churn is made of wood, with the handle of the dasher sticking through the lid. END_NOUN_DESCR NOUN 280 Churn Butter An old-fashioned butter churn. MOVABLE OPEN LOCATION 2 END_NOUN NOUN_DESCR 280 The churn is made of wood, but with a hole in the lid where the dasher normally goes. END_NOUN_DESCR NOUN 281 Dasher Churn An butter churn dasher. MOVABLE LOCATION 279 CLOSABLE CLOSED END_NOUN NOUN_DESCR 281 The churn dasher is a long, thin wooden dowel, with a disk of wood at the lower end. END_NOUN_DESCR NOUN 282 Door Barred A barred door. LOCATION 90 END_NOUN NOUN_DESCR 282 The door in this room is barred with a large wooden beam. It will take both hands to move it enough to open the door. END_NOUN_DESCR NOUN 283 Crate Large A large crate is here. MOVABLE LOCATION 81 WEIGHT 90 CLOSED CLOSABLE END_NOUN NOUN_DESCR 283 A large wooden crate, with a hinged top. END_NOUN_DESCR NOUN 284 Crate Medium A medium-sized crate is here. MOVABLE LOCATION 283 WEIGHT 80 CLOSED CLOSABLE END_NOUN NOUN_DESCR 284 A medium-sized wooden crate, with a hinged top. END_NOUN_DESCR NOUN 285 Crate Small A small crate is here. MOVABLE LOCATION 284 WEIGHT 70 CLOSED CLOSABLE END_NOUN NOUN_DESCR 285 A small wooden crate, with a hinged top. END_NOUN_DESCR NOUN 286 Rope Woven A long length of rope is here. MOVABLE LOCATION 285 WEIGHT 40 END_NOUN NOUN_DESCR 286 A 50-foot section of sturdy, woven rope is here. END_NOUN_DESCR NOUN 287 Grate Metal A metal grate is set in the floor of the hallway. CLOSED CLOSABLE LOCATION 2 END_NOUN NOUN_DESCR 287 A large, heavy metal grate is set in the floor normally covered by the rug. END_NOUN_DESCR NOUN 288 Desk Wooden There is a desk here. UNMOVABLE LOCATION 97 OPEN SIZE 5 END_NOUN NOUN_DESCR 288 A small wooden desk, it has seen a lot of use. END_NOUN_DESCR NOUN 289 Drawer Desk There is a drawer in the desk. UNMOVABLE LOCATION 288 CLOSED CLOSABLE SIZE 4 END_NOUN NOUN_DESCR 289 This is the only drawer in the desk, in the center. END_NOUN_DESCR NOUN 290 Box Metal There is a metal box here. MOVABLE CLOSED CLOSABLE LOCKABLE LOCKED KEY 294 LOCATION 289 SIZE 3 END_NOUN NOUN_DESCR 290 When you shake the metal box, it makes no sound. END_NOUN_DESCR NOUN 291 Strip Paper There is a strip of paper here. MOVABLE READABLE LOCATION 290 NOUN_SYNONYMS PAPER COMBINATION END_NOUN NOUN_DESCR 291 You see a list of numbers. The right edge of the paper is ragged. END_NOUN_DESCR TEXT 291 36 35 39 30 END_TEXT NOUN 292 Lock Combination There is a combination lock here. UNMOVABLE LOCATION 82 NOUN_SYNONYMS DIAL END_NOUN NOUN_DESCR 292 There is a combination lock on the bars. The dial is numbered 1 to 50. END_NOUN_DESCR NOUN 293 Coat Guard's There is a guard's coat here. MOVABLE LOCATION 93 END_NOUN NOUN_DESCR 293 One of the guard's coats, it has numerous pockets. END_NOUN_DESCR NOUN 294 Key Metal There is a key here. MOVABLE LOCATION 2 END_NOUN NOUN_DESCR 294 The key is a very normal looking key, rather small. END_NOUN_DESCR NOUN 295 Hook Coat There is a hook here. MOVABLE LOCATION 2 END_NOUN NOUN_DESCR 295 It is a hook just like any other hook in the room. END_NOUN_DESCR NOUN 296 Hook Coat There is a bare hook here. UNMOVABLE LOCATION 2 END_NOUN NOUN_DESCR 296 It is a hook just like every other hook in the room, only it doesn't have a coat hanging on it. It is securely screwed to the wall. END_NOUN_DESCR NOUN 297 Rope Hooked There is a rope here with a hook tied to the end. MOVEABLE LOCATION 2 NOUN_SYNONYMS HOOK END_NOUN NOUN_DESCR 297 The rope has a hook tied to the end of it. The combination of the two seems to be quite strong. END_NOUN_DESCR NOUN 298 Rope Hanging There is a rope hanging from a window here. UNMOVABLE LOCATION 2 END_NOUN NOUN_DESCR 298 The hook on the end of the rope has caught on the sill of the window in the turret. It might just provide a way down but climbing up would be impossible. END_NOUN_DESCR NOUN 299 Turret Windowed There is a turret here. UNMOVABLE LOCATION 100 NOUN_SYNONYMS WINDOW END_NOUN NOUN_DESCR 299 The window in the turret is at least thirty feet above your head. END_NOUN_DESCR CREATURE 300 Guard City A nameless bureaucrat. END_CREATURE CREATURE_DESCR 300 A pompous buffoon in a colorful uniform with too little real work to do. END_CREATURE_DESC CREATURE 301 Yalda Cursed A fair-haired, dark-clothed young man. LOCATION 2 POINTS 10 GROUPMEMBER MAN CREATURE_SYNONYMS THIEF END_CREATURE CREATURE_DESCR 301 A light-haired young man, dressed in dark clothing, with a terrible curse. END_CREATURE_DESCR CREATURE 302 Crone Aged A wrinkled, stooped old crone. LOCATION 2 WOMAN END_CREATURE CREATURE_DESCR 302 A truly exceptional speciman of cronehood, she is almost as ugly as your Aunt Greta. END_CREATURE_DESCR CREATURE 303 Karalyn Regal A dark-haired sorceress. LOCATION 2 POINTS 10 GROUPMEMBER WOMAN CREATURE_SYNONYMS SORCERESS END_CREATURE CREATURE_DESCR 303 A tall, competent, controlled woman of middle years, the sorceress wears a cloak of deep blue. END_CREATURE_DESCR CREATURE 304 Christopher Massive A silent, muscular man. LOCATION 2 MAN CREATURE_SYNONYMS CHRIS WOODSMAN MAN END_CREATURE CREATURE_DESCR 304 The woodsman is a young, powerfully-built man, wearing clothing which blends with the green of the forest. END_CREATURE_DESCR CREATURE 305 Christopher Massive A silent, muscular man. LOCATION 2 MAN GROUPMEMBER POINTS 10 CREATURE_SYNONYMS CHRIS WOODSMAN MAN END_CREATURE CREATURE_DESCR 305 The woodsman is a young, powerfully-built man, wearing clothing which blends with the green of the forest. END_CREATURE_DESCR CREATURE 306 Figure Human There is a human figure in the distance. LOCATION 28 END_CREATURE CREATURE_DESCR 306 The figure is watching you, unmoving. It is much too far away for you to make out any details, but you can see that is does not move while you are watching. END_CREATURE_DESCR CREATURE 307 Figure Human There is a human figure in the distance. LOCATION 29 END_CREATURE CREATURE_DESCR 307 The figure is watching you, unmoving. It is much too far away for you to make out any details, but you can see that is does not move while you are watching. END_CREATURE_DESCR CREATURE 308 Aldar Young One of a pair of twins. LOCATION 2 POINTS 10 GROUPMEMBER MAN END_CREATURE CREATURE_DESCR 308 Aldar and Alfar are identical. You cannot tell them apart. They are both dressed in grey outfits which blend in with the rocks of the valley where they live and have very light colored skin and hair. END_CREATURE_DESCR CREATURE 309 Alfar Young The other twin. LOCATION 2 POINTS 10 GROUPMEMBER MAN CREATURE_SYNONYMS TWINS TWIN END_CREATURE CREATURE_DESCR 309 Aldar and Alfar are identical. You cannot tell them apart. They are both dressed in grey outfits which blend in with the rocks of the valley where they live and have very light colored skin and hair. END_CREATURE_DESCR CREATURE 310 Melaia Skillful A young woman, ready to do battle. LOCATION 34 FEMALE CREATURE_SYNONYMS WOMAN END_CREATURE CREATURE_DESCR 310 A beautiful, raven-haired young woman, dressed in battle gear. Her eyes are never still, making it nearly impossible for an enemy to sneak up on her. She holds a short sword in one hand, with a metal shield in the other, and a dagger tucked into her belt. END_CREATURE_DESCR CREATURE 311 Melaia Skillful A young woman, held by Christopher. LOCATION 2 FEMALE CREATURE_SYNONYMS WOMAN END_CREATURE CREATURE_DESCR 311 A beautiful, raven-haired young woman, dressed in battle gear. Her eyes are never still, but Christopher has her in a firm grip. END_CREATURE_DESCR CREATURE 312 Melaia Skillful A young woman, ready to do battle. LOCATION 2 POINTS 10 GROUPMEMBER FEMALE CREATURE_SYNONYMS WOMAN END_CREATURE CREATURE_DESCR 312 A beautiful, raven-haired young woman, dressed in battle gear. Her eyes are never still, making it nearly impossible for an enemy to sneak up on her. She holds a short sword in one hand, with a metal shield in the other, and a dagger tucked into her belt. END_CREATURE_DESCR CREATURE 313 Yalda Cursed A fair-haired, dark-clothed young man, carrying a bag. LOCATION 2 POINTS 10 GROUPMEMBER MAN CREATURE_SYNONYMS THIEF END_CREATURE CREATURE_DESCR 313 A light-haired young man, dressed in dark clothing, with a terrible curse. He is carrying a toolkit. END_CREATURE_DESCR CREATURE 314 Karalyn Dark-haired A regal and impressive woman, carrying a magic kit. LOCATION 2 POINTS 10 GROUPMEMBER WOMAN CREATURE_SYNONYMS SORCERESS END_CREATURE CREATURE_DESCR 314 A tall, competent, controlled woman of middle years, the sorceress wears cloak of deep blue. She is carrying a kit of magic supplies. END_CREATURE_DESCR CREATURE 315 Christopher Massive A silent, muscular man, armed with a crossbow. LOCATION 2 MAN GROUPMEMBER POINTS 10 CREATURE_SYNONYMS CHRIS WOODSMAN MAN END_CREATURE CREATURE_DESCR 315 The woodsman is a young, powerfully-built man, wearing clothing which blends with the green of the forest. He is carrying a bow and a quiver of arrows. END_CREATURE_DESCR CREATURE 316 Aldar Young One of a pair of twins, holding a sling. LOCATION 2 POINTS 10 GROUPMEMBER MAN END_CREATURE CREATURE_DESCR 316 Aldar and Alfar are identical. You cannot tell them apart. They are both dressed in grey outfits which blend in with the rocks of the valley where they live. They are both carrying slings. END_CREATURE_DESCR CREATURE 317 Aldar Young The female twin is here, holding a sling. LOCATION 2 POINTS 10 GROUPMEMBER WOMAN END_CREATURE CREATURE_DESCR 317 Aldar and Alfar are almost identical, but Aldar has long, flowing blond hair. She is dressed in a grey outfit to blend with the rocks of the valley where she lives. She is armed with a sling. END_CREATURE_DESCR CREATURE 318 Alfar Young The other twin, holding a sling. LOCATION 2 POINTS 10 GROUPMEMBER MAN CREATURE_SYNONYMS TWINS END_CREATURE CREATURE_DESCR 318 Aldar and Alfar are identical. You cannot tell them apart. They are both dressed in grey outfits which blend in with the rocks of the valley where they live. They are both carrying slings. END_CREATURE_DESCR CREATURE 319 Alfar Young The male twin is here, holding a sling. LOCATION 2 POINTS 10 GROUPMEMBER MAN CREATURE_SYNONYMS TWINS END_CREATURE CREATURE_DESCR 318 Aldar and Alfar are almost identical, but Alfar is a boy with short blond hair. He is dressed in a grey outfit to blend with the rocks of the valley where he lives. He is armed with a sling. END_CREATURE_DESCR CREATURE 320 Melaia Skillful A young woman, ready to do battle with the sword she carries. LOCATION 2 POINTS 10 GROUPMEMBER FEMALE CREATURE_SYNONYMS MELAIA END_CREATURE CREATURE_DESCR 320 A beautiful, raven-haired young woman, dressed in battle gear. Her eyes are never still, making it nearly impossible for an enemy to sneak up on her. She holds a massive sword held in both hands. END_CREATURE_DESCR CREATURE 321 Galdrax Evil An evil wizard is here. LOCATION 94 MALE CREATURE_SYNONYMS MAGICIAN WIZARD END_CREATURE CREATURE_DESCR 321 A handsome, brown-haired, middle-aged man, he is obviously accustomed to being in control. Dressed in the finest of robes, he has it all. END_CREATURE_DESCR