dung.1 131 KB

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  1. ; "SUBTITLE PURE STRUCTURE FROM ROOMS"
  2. <PSETG FLUSHSTR1
  3. "There appears before you a threatening figure clad all over in heavy
  4. black armor. His legs seem like the massive trunk of the oak tree.
  5. His broad shoulders and helmeted head loom high over your own puny
  6. frame and you realize that his powerful arms could easily crush the
  7. very life from your body. There hangs from his belt a veritable
  8. arsenal of deadly weapons: sword, mace, ball and chain, dagger,
  9. lance, and trident. He speaks with a commanding voice:
  10. \"YOU SHALL NOT PASS \"
  11. As he grabs you by the neck all grows dim about you.">
  12. <PSETG FLUSHSTR2
  13. "Suddenly, a sinister, wraithlike figure appears before you, seeming
  14. to float in the air. He glows with an eldritch light. In a barely
  15. audible voice he says, \"Begone, defiler! Your presence upsets the
  16. very balance of the System itself!\" With a sinister chuckle, he
  17. raises his oaken staff, taps you on the head, and fades into the
  18. gloom. In his place appears a tastefully lettered sign reading:
  19. DUNGEON CLOSED
  20. At that instant, you disappear, and all your belongings clatter to
  21. the ground.
  22. ">
  23. <PSETG END-HERALD-1
  24. "Suddenly a sinister wraithlike figure, cloaked and hooded, appears
  25. seeming to float in the air before you. In a low, almost inaudible
  26. voice he says, \"I welcome you to the ranks of the chosen of Zork. You
  27. have persisted through many trials and tests, and have overcome them
  28. all, dispelling the darkness of ignorance and danger. One such as
  29. yourself is fit to join even the Implementers!\" He then raises his
  30. oaken staff, and chuckling, drifts away like a wisp of smoke, his
  31. laughter fading in the distance.">
  32. <PSETG END-HERALD-2 "
  33. Unfortunately, as the wraith fades, in his place appears a tastefully
  34. lettered sign reading:
  35. \"Soon to be Constructed on this Site
  36. A Complete Modern Dungeon Endgame
  37. Designed and Built by the
  38. Frobozz Magic Dungeon Company\"
  39. ">
  40. FLAG-NAMES
  41. <BLOCK (<OR <GET FLAG OBLIST> <MOBLIST FLAG>> <GET INITIAL OBLIST> <ROOT>)>
  42. <PSETG FLAG-NAMES
  43. <UVECTOR TROLL-FLAG
  44. LOW-TIDE
  45. DOME-FLAG
  46. GLACIER-FLAG
  47. ECHO-FLAG
  48. RIDDLE-FLAG
  49. LLD-FLAG
  50. CYCLOPS-FLAG
  51. MAGIC-FLAG
  52. RAINBOW
  53. GNOME-DOOR
  54. CAROUSEL-FLIP
  55. CAGE-SOLVE>>
  56. <ENDBLOCK>
  57. <PSETG VAL-NAMES <UVECTOR LIGHT-SHAFT>>
  58. <PSETG MONTHS
  59. ["January"
  60. "February"
  61. "March"
  62. "April"
  63. "May"
  64. "June"
  65. "July"
  66. "August"
  67. "September"
  68. "October"
  69. "November"
  70. "December"]>
  71. <PSETG SUICIDAL
  72. "You clearly are a suicidal maniac. We don't allow psychotics in the
  73. cave, since they may harm other adventurers. Your remains will
  74. installed in the Land of the Living Dead, where your fellow
  75. adventurers may gloat over them.">
  76. <PSETG NO-PATCH
  77. "What? You don't trust me? Why, only last week I patched a running
  78. ITS and it survived for over 30 seconds. Oh, well.">
  79. <PSETG PATCH
  80. "Now, let me see...
  81. Well, we weren't quite able to restore your state. You can't have
  82. everything.">
  83. <PSETG LOSSTR "I can't do everything, because I ran out of room.">
  84. <PSETG BACKSTR
  85. "He who puts his hand to the plow and looks back is not fit for the
  86. kingdom of winners. In any case, \"back\" doesn't work.">
  87. \
  88. ;"SUBTITLE PURE STRUCTURE FROM ACT1"
  89. <PSETG TROLLDESC
  90. "A nasty-looking troll, brandishing a bloody axe, blocks all passages
  91. out of the room.">
  92. <PSETG TROLLOUT
  93. "An unconscious troll is sprawled on the floor. All passages out of
  94. the room are open.">
  95. <PSETG ROBBER-C-DESC
  96. "There is a suspicious-looking individual, holding a bag, leaning
  97. against one wall. He is armed with a vicious-looking stiletto.">
  98. <PSETG ROBBER-U-DESC
  99. "There is a suspicious-looking individual lying unconscious on the
  100. ground. His bag and stiletto seem to have vanished.">
  101. <PSETG RESDESC
  102. "However, with the water level lowered, there is merely a wide stream
  103. running through the center of the room.">
  104. <PSETG GLADESC
  105. "You are in a large room, with giant icicles hanging from the walls
  106. and ceiling. There are passages to the north and east.">
  107. <PSETG GLACIER-WIN
  108. "The torch hits the glacier and explodes into a great ball of flame,
  109. devouring the glacier. The water from the melting glacier rushes
  110. downstream, carrying the torch with it. In the place of the glacier,
  111. there is a passageway leading west.">
  112. <PSETG YUKS
  113. '["A valiant attempt."
  114. "You can't be serious."
  115. "Not a prayer."
  116. "Not likely."
  117. "An interesting idea..."
  118. "What a concept!"]>
  119. <PSETG RUSTY-KNIFE-STR
  120. "As the knife approaches its victim, your mind is submerged by an
  121. overmastering will. Slowly, your hand turns, until the rusty blade
  122. is an inch from your neck. The knife seems to sing as it savagely
  123. slits your throat.">
  124. <PSETG CURSESTR
  125. "A ghost appears in the room and is appalled at your having
  126. desecrated the remains of a fellow adventurer. He casts a curse
  127. on all of your valuables and orders them banished to the Land of
  128. the Living Dead. The ghost leaves, muttering obscenities.">
  129. <PSETG TORCH-DESC
  130. "You are in a large room with a prominent doorway leading to a down
  131. staircase. To the west is a narrow twisting tunnel. Above you is a
  132. large dome painted with scenes depicting elfin hacking rites. Up
  133. around the edge of the dome (20 feet up) is a wooden railing. In the
  134. center of the room there is a white marble pedestal.">
  135. <PSETG DOME-DESC
  136. "You are at the periphery of a large dome, which forms the ceiling
  137. of another room below. Protecting you from a precipitous drop is a
  138. wooden railing which circles the dome.">
  139. <PSETG HELLGATE
  140. "You are outside a large gateway, on which is inscribed
  141. \"Abandon every hope, all ye who enter here.\"
  142. The gate is open; through it you can see a desolation, with a pile of
  143. mangled corpses in one corner. Thousands of voices, lamenting some
  144. hideous fate, can be heard.">
  145. <PSETG XORCST1
  146. "There is a clap of thunder, and a voice echoes through the cavern:
  147. \"Begone, fiends!\" The spirits, sensing the presence of a greater
  148. power, flee through the walls.">
  149. <PSETG XORCST2
  150. "There is a clap of thunder, and a voice echoes through the
  151. cavern: \"Begone, chomper!\" Apparently, the voice thinks you
  152. are an evil spirit, and dismisses you from the realm of the living.">
  153. <PSETG LLD-DESC
  154. "You have entered the Land of the Living Dead, a large desolate room.
  155. Although it is apparently uninhabited, you can hear the sounds of
  156. thousands of lost souls weeping and moaning. In the east corner are
  157. stacked the remains of dozens of previous adventurers who were less
  158. fortunate than yourself. To the east is an ornate passage,
  159. apparently recently constructed. ">
  160. <PSETG LLD-DESC1 " Amid the desolation, you spot what
  161. appears to be your head, at the end of a long pole.">
  162. <PSETG DROWNINGS
  163. '["up to your ankles."
  164. "up to your shin."
  165. "up to your knees."
  166. "up to your hips."
  167. "up to your waist."
  168. "up to your chest."
  169. "up to your neck."
  170. "over your head."
  171. "high in your lungs."]>
  172. <PSETG CYCLOMAD
  173. '["The cyclops seems somewhat agitated."
  174. "The cyclops appears to be getting more agitated."
  175. "The cyclops is moving about the room, looking for something."
  176. "The cyclops was looking for salt and pepper. I think he is gathering
  177. condiments for his upcoming snack."
  178. "The cyclops is moving toward you in an unfriendly manner."
  179. "You have two choices: 1. Leave 2. Become dinner."]>
  180. <PSETG HELLOS
  181. '["Hello."
  182. "Good day."
  183. "Nice weather we've been having lately"
  184. "Goodbye."]>
  185. <PSETG WHEEEEE
  186. '["Very good. Now you can go to the second grade."
  187. "Have you tried hopping around the dungeon, too?"
  188. "Are you enjoying yourself?"
  189. "Wheeeeeeeeee!!!!!"
  190. "Do you expect me to applaud?"]>
  191. <PSETG JUMPLOSS
  192. '["You should have looked before you leaped."
  193. "I'm afraid that leap was a bit much for your weak frame."
  194. "In the movies, your life would be passing in front of your eyes."
  195. "Geronimo....."]>
  196. <PSETG DUMMY
  197. '["Look around."
  198. "You think it isn't?"
  199. "I think you've already done that."]>
  200. <PSETG OFFENDED
  201. '["Such language in a high-class establishment like this!"
  202. "You ought to be ashamed of yourself."
  203. "Its not so bad. You could have been killed already."
  204. "Tough shit, asshole."
  205. "Oh, dear. Such language from a supposed winning adventurer!"]>
  206. <PSETG DOORMUNGS
  207. '["The door is invulnerable."
  208. "You cannot damage this door."
  209. "The door is still under warranty."]>
  210. <PSETG HO-HUM
  211. '[" does not seem to do anything."
  212. " is not notably useful."
  213. " isn't very interesting."
  214. " doesn't appear worthwhile."
  215. " has no effect."
  216. " doesn't do anything."]>
  217. ;"SUBTITLE PURE STRUCTURE FROM ACT2"
  218. <PSETG BAT-DROPS
  219. '["MINE1"
  220. "MINE2"
  221. "MINE3"
  222. "MINE4"
  223. "MINE5"
  224. "MINE6"
  225. "MINE7"
  226. "TLADD"
  227. "BLADD"]>
  228. <PSETG MACHINE-DESC
  229. "You are in a large room which seems to be air-conditioned. In one
  230. corner there is a machine (?) which is shaped somewhat like a clothes
  231. dryer. On the 'panel' there is a switch which is labelled in a
  232. dialect of Swahili. Fortunately, I know this dialect and the label
  233. translates to START. The switch does not appear to be manipulable by
  234. any human hand (unless the fingers are about 1/16 by 1/4 inch). On
  235. the front of the machine is a large lid, which is ">
  236. <PSETG CDIGS
  237. '["You are digging into a pile of bat guano."
  238. "You seem to be getting knee deep in guano."
  239. "You are covered with bat turds, cretin."]>
  240. <PSETG BDIGS
  241. '["You seem to be digging a hole here."
  242. "The hole is getting deeper, but that's about it."
  243. "You are surrounded by a wall of sand on all sides."]>
  244. <PSETG OVER-FALLS-STR
  245. "I didn't think you would REALLY try to go over the falls in a
  246. barrel. It seems that some 450 feet below, you were met by a number
  247. of unfriendly rocks and boulders, causing your immediate demise. Is
  248. this what 'over a barrel' means?">
  249. <PSETG SWIMYUKS
  250. '["I don't really see how."
  251. "I think that swimming is best performed in water."
  252. "Perhaps it is your head that is swimming."]>
  253. <PSETG GRUE-DESC1
  254. "The grue is a sinister, lurking presence in the dark places of the
  255. earth. Its favorite diet is adventurers, but its insatiable
  256. appetite is tempered by its fear of light. No grue has ever been
  257. seen by the light of day, and few have survived its fearsome jaws
  258. to tell the tale.">
  259. <PSETG GRUE-DESC2
  260. "There is no grue here, but I'm sure there is at least one lurking
  261. in the darkness nearby. I wouldn't let my light go out if I were
  262. you!">
  263. <PSETG BRICK-BOOM
  264. "Now you've done it. It seems that the brick has other properties
  265. than weight, namely the ability to blow you to smithereens.">
  266. <PSETG GREEK-TO-ME
  267. "This book is written in a tongue with which I am unfamiliar.">
  268. <PSETG GNOME-DESC
  269. "A volcano gnome seems to walk straight out of the wall and says
  270. 'I have a very busy appointment schedule and little time to waste on
  271. tresspassers, but for a small fee, I'll show you the way out.' You
  272. notice the gnome nervously glancing at his watch.">
  273. \
  274. ;"SUBTITLE PURE STRUCTURE FROM ACT3"
  275. <PSETG VAPORS
  276. "Just before you pass out, you notice that the vapors from the
  277. flask's contents are fatal.">
  278. <PSETG CRUSHED
  279. "The room seems to have become too small to hold you. It seems that
  280. the walls are not as compressible as your body, which is somewhat
  281. demolished.">
  282. <PSETG ICEMUNG
  283. "The door to the room seems to be blocked by sticky orange rubble
  284. from an explosion. Probably some careless adventurer was playing
  285. with blasting cakes.">
  286. <PSETG ICEBLAST "You have been blasted to smithereens (wherever they are).">
  287. <PSETG CMACH-DESC
  288. "You are in a large room full of assorted heavy machinery. The room
  289. smells of burned resistors. The room is noisy from the whirring
  290. sounds of the machines. Along one wall of the room are three buttons
  291. which are, respectively, round, triangular, and square. Naturally,
  292. above these buttons are instructions written in EBCDIC. A large sign
  293. in English above all the buttons says
  294. 'DANGER -- HIGH VOLTAGE '.
  295. There are exits to the west and the south.">
  296. <PSETG SPINDIZZY
  297. "According to Prof. TAA of MIT Tech, the rapidly changing magnetic
  298. fields in the room are so intense as to cause you to be electrocuted.
  299. I really don't know, but in any event, something just killed you.">
  300. <PSETG SPINROBOT
  301. "According to Prof. TAA of MIT Tech, the rapidly changing magnetic
  302. fields in the room are so intense as to fry all the delicate innards
  303. of the robot. I really don't know, but in any event, smoke is coming
  304. out of its ears and it has stopped moving.">
  305. <PSETG ROBOT-CRUSH
  306. "As the robot reaches for the sphere, a steel cage falls from the
  307. ceiling. The robot attempts to fend it off, but is trapped below it.
  308. Alas, the robot short-circuits in his vain attempt to escape, and
  309. crushes the sphere beneath him as he falls to the floor.">
  310. <PSETG POISON "Time passes...and you die from some obscure poisoning.">
  311. \
  312. ;"SUBTITLE PURE STRUCTURE FROM ACT4"
  313. <PSETG TOMB-DESC1
  314. "You are in the Tomb of the Unknown Implementer.
  315. A hollow voice says: \"That's not a bug, it's a feature!\"
  316. In the north wall of the room is the Crypt of the Implementers. It
  317. is made of the finest marble, and apparently large enough for four
  318. headless corpses. The crypt is ">
  319. <PSETG TOMB-DESC2
  320. " Above the entrance is the
  321. cryptic inscription:
  322. \"Feel Free.\"
  323. ">
  324. <PSETG CRYPT-DESC
  325. "Though large and esthetically pleasing the marble crypt is empty; the
  326. sarcophagi, bodies, and rich treasure to be expected in a tomb of
  327. this magnificence are missing. Inscribed on one wall is the motto of
  328. the implementers, \"Feel Free\". There is a door leading out of the
  329. crypt to the south. The door is ">
  330. <PSETG PASS-WORD-INST
  331. "Suddenly, as you wait in the dark, you begin to feel somewhat
  332. disoriented. The feeling passes, but something seems different.
  333. As you regain your composure, the cloaked figure appears before you,
  334. and says, \"You are now ready to face the ultimate challenge of
  335. Zork. Should you wish to do this somewhat more quickly in the
  336. future, you will be given a magic phrase which will at any time
  337. transport you by magic to this point. To select the phrase, say
  338. INCANT \"<word>\"
  339. and you will be told your own magic phrase to use by saying
  340. INCANT \"... <phrase> ...\"
  341. Good luck, and choose wisely!\"
  342. ">
  343. <PSETG MIROPEN "The mirror is mounted on a panel which has been opened outward.">
  344. <PSETG PANOPEN "The panel has been opened outward.">
  345. <PSETG HALLWAY
  346. "You are in a part of the long hallway. The east and west walls are
  347. dressed stone. In the center of the hall is a shallow stone channel.
  348. In the center of the room the channel widens into a large hole around
  349. which is engraved a compass rose.">
  350. <PSETG GUARDKILL
  351. "The Guardians awake, and in perfect unison, utterly destroy you with
  352. their stone bludgeons. Satisfied, they resume their posts.">
  353. <PSETG GUARDKILL1
  354. "Suddenly the Guardians realize someone is trying to sneak by them in
  355. the structure. They awake, and in perfect unison, hammer the box and
  356. its contents (including you) to pulp. They then resume their posts,
  357. satisfied.">
  358. <PSETG GUARD-ATTACK
  359. "Attacking the Guardians is about as useful as attacking a stone wall.
  360. Unfortunately for you, your futile blow attracts their attention, and
  361. they manage to dispatch you effortlessly.">
  362. <PSETG MIRBREAK "The mirror breaks, revealing a wooden panel behind it.">
  363. <PSETG MIRBROKE "The mirror has already been broken.">
  364. <PSETG PANELBREAK "To break the panel you would have to break the mirror first.">
  365. <PSETG PANELBROKE "The panel is not that easily destroyed.">
  366. <PSETG DIRVEC
  367. <MAPF ,VECTOR
  368. <FUNCTION (X Y)
  369. <MAPRET <CHTYPE <PSTRING .X> DIRECTION> .Y>>
  370. ["NORTH" "NE" "EAST" "SE" "SOUTH" "SW" "WEST" "NW"]
  371. [0 45 90 135 180 225 270 315]>>
  372. <PSETG NOWAY "There is no way to go in that direction.">
  373. <PSETG GUARDSTR
  374. ", identical stone statues face each other from
  375. pedestals on opposite sides of the corridor. The statues represent
  376. Guardians of Zork, a military order of ancient lineage. They are
  377. portrayed as heavily armored warriors standing at ease, hands clasped
  378. around formidable bludgeons.">
  379. <PSETG INSIDE-MIRROR-1
  380. "You are inside a rectangular box of wood whose structure is rather
  381. complicated. Four sides and the roof are filled in, and the floor is
  382. open.
  383. As you face the side opposite the entrance, two short sides of
  384. carved and polished wood are to your left and right. The left panel
  385. is mahogany, the right pine. The wall you face is red on its left
  386. half and black on its right. On the entrance side, the wall is white
  387. opposite the red part of the wall it faces, and yellow opposite the
  388. black section. The painted walls are at least twice the length of
  389. the unpainted ones. The ceiling is painted blue.
  390. In the floor is a stone channel about six inches wide and a foot
  391. deep. The channel is oriented in a north-south direction. In the
  392. exact center of the room the channel widens into a circular
  393. depression perhaps two feet wide. Incised in the stone around this
  394. area is a compass rose.
  395. Running from one short wall to the other at about waist height
  396. is a wooden bar, carefully carved and drilled. This bar is pierced
  397. in two places. The first hole is in the center of the bar (and thus
  398. the center of the room). The second is at the left end of the room
  399. (as you face opposite the entrance). Through each hole runs a wooden
  400. pole.
  401. The pole at the left end of the bar extends only about a foot
  402. above the bar, and ends in a hand grip. The pole ">
  403. <PSETG MIRROR-POLE-DESC
  404. " The pole at the center of the bar extends from the ceiling
  405. through the bar to the circular area in the stone channel. This
  406. bottom end of the pole has a T-bar a bit less than two feet long
  407. attached to it, and on the T-bar is carved an arrow. The arrow and
  408. T-bar are pointing ">
  409. <PSETG LONGDIRS
  410. '["north"
  411. "northeast"
  412. "east"
  413. "southeast"
  414. "south"
  415. "southwest"
  416. "west"
  417. "northwest"]>
  418. <PSETG NUMS '["one" "two" "three" "four" "five" "six" "seven" "eight"]>
  419. <PSETG MASTER-ATTACK
  420. "The dungeon master is taken momentarily by surprise. He dodges your
  421. blow, and then, with a disappointed expression on his face, he raises
  422. his staff, and traces a complicated pattern in the air. As it
  423. completes you crumble into dust.">
  424. <PSETG INQ-LOSE "\" The dungeon master,
  425. obviously disappointed in your lack of knowledge, shakes his head and
  426. mumbles \"I guess they'll let anyone in the Dungeon these days\". With
  427. that, he departs.">
  428. <PSETG QUIZ-WIN
  429. "The dungeon master, obviously pleased, says \"You are indeed a
  430. master of lore. I am proud to be at your service.\" The massive
  431. wooden door swings open, and the master motions for you to enter.">
  432. <PSETG QUIZ-RULES
  433. "The knock reverberates along the hall. For a time it seems there
  434. will be no answer. Then you hear someone unlatching the small wooden
  435. panel. Through the bars of the great door, the wrinkled face of an
  436. old man appears. He gazes down at you and intones as follows:
  437. \"I am the Master of the Dungeon, whose task it is to insure
  438. that none but the most scholarly and masterful adventurers are
  439. admitted into the secret realms of the Dungeon. To ascertain whether
  440. you meet the stringent requirements laid down by the Great
  441. Implementers, I will ask three questions which should be easy for one
  442. of your reputed excellence to answer. You have undoubtedly
  443. discovered their answers during your travels through the Dungeon.
  444. Should you answer each of these questions correctly within five
  445. attempts, then I am obliged to acknowledge your skill and daring and
  446. admit you to these regions.
  447. \"All answers should be in the form 'ANSWER \"<answer>\"'\"">
  448. <PSETG EWC-DESC
  449. "You are in a large east-west corridor which opens onto a northern
  450. parapet at its center. You can see flames and smoke as you peer
  451. towards the parapet. The corridor turns south at its east and west
  452. ends, and due south is a massive wooden door. In the door is a small
  453. window barred with iron. The door is ">
  454. <PSETG PARAPET-DESC
  455. "You are standing behind a stone retaining wall which rims a large
  456. parapet overlooking a fiery pit. It is difficult to see through the
  457. smoke and flame which fills the pit, but it seems to be more or less
  458. bottomless. It also extends upward out of sight. The pit itself is
  459. of roughly dressed stone and circular in shape. It is about two
  460. hundred feet in diameter. The flames generate considerable heat, so
  461. it is rather uncomfortable standing here.
  462. There is an object here which looks like a sundial. On it are an
  463. indicator arrow and (in the center) a large button. On the face of
  464. the dial are numbers 'one' through 'eight'. The indicator points to
  465. the number '">
  466. <PSETG WIN-TOTALLY
  467. " As you gleefully examine your new-found riches, the Dungeon
  468. Master himself materializes beside you, and says, \"Now that you have
  469. solved all the mysteries of the Dungeon, it is time for you to assume
  470. your rightly-earned place in the scheme of things. Long have I
  471. waited for one capable of releasing me from my burden!\" He taps you
  472. lightly on the head with his staff, mumbling a few well-chosen spells,
  473. and you feel yourself changing, growing older and more stooped. For
  474. a moment there are two identical mages staring at each other among
  475. the treasure, then you watch as your counterpart dissolves into a
  476. mist and disappears, a sardonic grin on his face.
  477. ">
  478. \
  479. ;"SUBTITLE PURE STRUCTURE FROM MELEE"
  480. <PSETG SWORD-MELEE
  481. '![![["Your swing misses the " D " by an inch."]
  482. ["A mighty blow, but it misses the " D " by a mile."]
  483. ["You charge, but the " D " jumps nimbly aside."]
  484. ["Clang! Crash! The " D " parries."]
  485. ["A good stroke, but it's too slow, the " D " dodges."]!]
  486. ![["Your sword crashes down, knocking the " D " into dreamland."]
  487. ["The " D " is battered into unconsciousness."]
  488. ["A furious exchange, and the " D " is knocked out!"]!]
  489. ![["It's curtains for the " D " as your sword removes his head."]
  490. ["The fatal blow strikes the " D " square in the heart: He dies."]
  491. ["The " D " takes a final blow and slumps to the floor dead."]!]
  492. ![["The " D " is struck on the arm, blood begins to trickle down."]
  493. ["Your sword pinks the " D " on the wrist, but it's not serious."]
  494. ["Your stroke lands, but it was only the flat of the blade."]
  495. ["The blow lands, making a shallow gash in the " D "'s arm!"]!]
  496. ![["The " D " receives a deep gash in his side."]
  497. ["A savage blow on the thigh! The " D " is stunned but can still fight!"]
  498. ["Slash! Your blow lands! That one hit an artery, it could be serious!"]!]
  499. ![["The " D " is staggered, and drops to his knees."]
  500. ["The " D " is momentarily disoriented and can't fight back."]
  501. ["The force of your blow knocks the " D " back, stunned."]!]
  502. ![["The " D "'s weapon is knocked to the floor, leaving him unarmed."]!]!]>
  503. <PSETG KNIFE-MELEE
  504. '![![["Your stab misses the " D " by an inch."]
  505. ["A good slash, but it misses the " D " by a mile."]
  506. ["You charge, but the " D " jumps nimbly aside."]
  507. ["A quick stroke, but the " D " is on guard."]
  508. ["A good stroke, but it's too slow, the " D " dodges."]!]
  509. ![["The haft of your knife knocks out the " D "."]
  510. ["The " D " drops to the floor, unconscious."]
  511. ["The " D " is knocked out!"]!]
  512. ![["The end for the " D " as your knife severs his jugular."]
  513. ["The fatal thrust strikes the " D " square in the heart: He dies."]
  514. ["The " D " takes a final blow and slumps to the floor dead."]!]
  515. ![["The " D " is slashed on the arm, blood begins to trickle down."]
  516. ["Your knife point pinks the " D " on the wrist, but it's not serious."]
  517. ["Your stroke lands, but it was only the flat of the blade."]
  518. ["The blow lands, making a shallow gash in the " D "'s arm!"]!]
  519. ![["The " D " receives a deep gash in his side."]
  520. ["A savage cut on the leg stuns the " D ", but he can still fight!"]
  521. ["Slash! Your stroke connects! The " D " could be in serious trouble!"]!]
  522. ![["The " D " drops to his knees, staggered."]
  523. ["The " D " is confused and can't fight back."]
  524. ["The quickness of your thrust knocks the " D " back, stunned."]!]
  525. ![["The " D " is disarmed by a subtle feint past his guard."]!]!]>
  526. <PSETG CYCLOPS-MELEE
  527. '![![["The Cyclops misses, but the backwash almost knocks you over."]
  528. ["The Cyclops rushes you, but runs into the wall."]
  529. ["The Cyclops trips over his feet trying to get at you."]
  530. ["The Cyclops unleashes a roundhouse punch, but you have time to dodge."]!]
  531. ![["The Cyclops knocks you unconscious."]
  532. ["The Cyclops sends you crashing to the floor, unconscious."]!]
  533. ![["The Cyclops raises his arms and crushes your skull."]
  534. ["The Cyclops has just essentially ripped you to shreds."]
  535. ["The Cyclops decks you. In fact, you are dead."]
  536. ["The Cyclops breaks your neck with a massive smash."]!]
  537. ![["A quick punch, but it was only a glancing blow."]
  538. ["The Cyclops grabs but you twist free, leaving part of your cloak."]
  539. ["A glancing blow from the Cyclops' fist."]
  540. ["The Cyclops chops at you with the side of his hand, and it connects,
  541. but not solidly."]!]
  542. ![["The Cyclops gets a good grip and breaks your arm."]
  543. ["The monster smashes his huge fist into your chest, breaking several
  544. ribs."]
  545. ["The Cyclops almost knocks the wind out of you with a quick punch."]
  546. ["A flying drop kick breaks your jaw."]
  547. ["The Cyclops breaks your leg with a staggering blow."]!]
  548. ![["The Cyclops knocks you silly, and you reel back."]
  549. ["The Cyclops lands a punch that knocks the wind out of you."]
  550. ["Heedless of your weapons, the Cyclops tosses you against the rock
  551. wall of the room."]
  552. ["The Cyclops grabs you, and almost strangles you before you wiggle
  553. free, breathless."]!]
  554. ![["The Cyclops grabs you by the arm, and you drop your " W "."]
  555. ["The Cyclops kicks your " W " out of your hand."]
  556. ["The Cyclops grabs your " W ", tastes it, and throws it to the
  557. ground in disgust."]
  558. ["The monster grabs you on the wrist, squeezes, and you drop your
  559. " W " in pain."]!]
  560. ![["The Cyclops is so excited by his success that he neglects to kill
  561. you."]
  562. ["The Cyclops, momentarily overcome by remorse, holds back."]
  563. ["The Cyclops seems unable to decide whether to broil or stew his
  564. dinner."]]
  565. ![["The Cyclops, no sportsman, dispatches his unconscious victim."]]!]>
  566. <PSETG TROLL-MELEE
  567. '![![["The troll swings his axe, but it misses."]
  568. ["The troll's axe barely misses your ear."]
  569. ["The axe sweeps past as you jump aside."]
  570. ["The axe crashes against the rock, throwing sparks!"]!]
  571. ![["The flat of the troll's axe hits you delicately on the head, knocking
  572. you out."]!]
  573. ![["The troll lands a killing blow. You are dead."]
  574. ["The troll neatly removes your head."]
  575. ["The troll's axe stroke cleaves you from the nave to the chops."]
  576. ["The troll's axe removes your head."]!]
  577. ![["The axe gets you right in the side. Ouch!"]
  578. ["The flat of the troll's axe skins across your forearm."]
  579. ["The troll's swing almost knocks you over as you barely parry
  580. in time."]
  581. ["The troll swings his axe, and it nicks your arm as you dodge."]!]
  582. ![["The troll charges, and his axe slashes you on your " W " arm."]
  583. ["An axe stroke makes a deep wound in your leg."]
  584. ["The troll's axe swings down, gashing your shoulder."]
  585. ["The troll sees a hole in your defense, and a lightning stroke
  586. opens a wound in your left side."]!]
  587. ![["The troll hits you with a glancing blow, and you are momentarily
  588. stunned."]
  589. ["The troll swings; the blade turns on your armor but crashes
  590. broadside into your head."]
  591. ["You stagger back under a hail of axe strokes."]
  592. ["The troll's mighty blow drops you to your knees."]!]
  593. ![["The axe hits your " W " and knocks it spinning."]
  594. ["The troll swings, you parry, but the force of his blow disarms you."]
  595. ["The axe knocks your " W " out of your hand. It falls to the floor."]
  596. ["Your " W " is knocked out of your hands, but you parried the blow."]!]
  597. ![["The troll strikes at your unconscious form, but misses in his rage."]
  598. ["The troll hesitates, fingering his axe."]
  599. ["The troll scratches his head ruminatively: Might you be magically
  600. protected, he wonders?"]
  601. ["The troll seems afraid to approach your crumpled form."]]
  602. ![["Conquering his fears, the troll puts you to death."]]!]>
  603. <PSETG THIEF-MELEE
  604. '![![["The thief stabs nonchalantly with his stiletto and misses."]
  605. ["You dodge as the thief comes in low."]
  606. ["You parry a lightning thrust, and the thief salutes you with
  607. a grim nod."]
  608. ["The thief tries to sneak past your guard, but you twist away."]!]
  609. ![["Shifting in the midst of a thrust, the thief knocks you unconscious
  610. with the haft of his stiletto."]
  611. ["The thief knocks you out."]!]
  612. ![["Finishing you off, a lightning throw right to the heart."]
  613. ["The stiletto severs your jugular. It looks like the end."]
  614. ["The thief comes in from the side, feints, and inserts the blade
  615. into your ribs."]
  616. ["The thief bows formally, raises his stiletto, and with a wry grin,
  617. ends the battle and your life."]!]
  618. ![["A quick thrust pinks your left arm, and blood starts to
  619. trickle down."]
  620. ["The thief draws blood, raking his stiletto across your arm."]
  621. ["The stiletto flashes faster than you can follow, and blood wells
  622. from your leg."]
  623. ["The thief slowly approaches, strikes like a snake, and leaves
  624. you wounded."]!]
  625. ![["The thief strikes like a snake! The resulting wound is serious."]
  626. ["The thief stabs a deep cut in your upper arm."]
  627. ["The stiletto touches your forehead, and the blood obscures your
  628. vision."]
  629. ["The thief strikes at your wrist, and suddenly your grip is slippery
  630. with blood."]]
  631. ![["The butt of his stiletto cracks you on the skull, and you stagger
  632. back."]
  633. ["You are forced back, and trip over your own feet, falling heavily
  634. to the floor."]
  635. ["The thief rams the haft of his blade into your stomach, leaving
  636. you out of breath."]
  637. ["The thief attacks, and you fall back desperately."]!]
  638. ![["A long, theatrical slash. You catch it on your " W ", but the
  639. thief twists his knife, and the " W " goes flying."]
  640. ["The thief neatly flips your " W " out of your hands, and it drops
  641. to the floor."]
  642. ["You parry a low thrust, and your " W " slips out of your hand."]
  643. ["Avoiding the thief's stiletto, you stumble to the floor, dropping
  644. your " W "."]!]
  645. ![["The thief, a man of good breeding, refrains from attacking a helpless
  646. opponent."]
  647. ["The thief amuses himself by searching your pockets."]
  648. ["The thief entertains himself by rifling your pack."]]
  649. ![["The thief, noticing you begin to stir, reluctantly finishes you off."]
  650. ["The thief, forgetting his essentially genteel upbringing, cuts your
  651. throat."]
  652. ["The thief, who is essentially a pragmatist, dispatches you as a
  653. threat to his livelihood."]]!]>
  654. <PSETG DEF1
  655. <UVECTOR
  656. ,MISSED ,MISSED ,MISSED ,MISSED
  657. ,STAGGER ,STAGGER
  658. ,UNCONSCIOUS ,UNCONSCIOUS
  659. ,KILLED ,KILLED ,KILLED ,KILLED ,KILLED>>
  660. <PSETG DEF2A
  661. <UVECTOR
  662. ,MISSED ,MISSED ,MISSED ,MISSED ,MISSED
  663. ,STAGGER ,STAGGER
  664. ,LIGHT-WOUND ,LIGHT-WOUND
  665. ,UNCONSCIOUS>>
  666. <PSETG DEF2B
  667. <UVECTOR
  668. ,MISSED ,MISSED ,MISSED
  669. ,STAGGER ,STAGGER
  670. ,LIGHT-WOUND ,LIGHT-WOUND ,LIGHT-WOUND
  671. ,UNCONSCIOUS
  672. ,KILLED ,KILLED ,KILLED>>
  673. <PSETG DEF3A
  674. <UVECTOR
  675. ,MISSED ,MISSED ,MISSED ,MISSED ,MISSED
  676. ,STAGGER ,STAGGER
  677. ,LIGHT-WOUND ,LIGHT-WOUND
  678. ,SERIOUS-WOUND ,SERIOUS-WOUND>>
  679. <PSETG DEF3B
  680. <UVECTOR
  681. ,MISSED ,MISSED ,MISSED
  682. ,STAGGER ,STAGGER
  683. ,LIGHT-WOUND ,LIGHT-WOUND ,LIGHT-WOUND
  684. ,SERIOUS-WOUND ,SERIOUS-WOUND ,SERIOUS-WOUND>>
  685. <PSETG DEF3C
  686. <UVECTOR
  687. ,MISSED
  688. ,STAGGER ,STAGGER
  689. ,LIGHT-WOUND ,LIGHT-WOUND ,LIGHT-WOUND ,LIGHT-WOUND
  690. ,SERIOUS-WOUND ,SERIOUS-WOUND ,SERIOUS-WOUND>>
  691. <PSETG DEF1-RES <UVECTOR ,DEF1 <REST ,DEF1> <REST ,DEF1 2>>>
  692. <PSETG DEF2-RES <UVECTOR ,DEF2A ,DEF2B <REST ,DEF2B> <REST ,DEF2B 2>>>
  693. <PSETG DEF3-RES <UVECTOR ,DEF3A <REST ,DEF3A> ,DEF3B <REST ,DEF3B> ,DEF3C>>
  694. \
  695. "VOCABULARY"
  696. ;"GLOBAL VARIABLES WHICH ARE ROOMS MUST BE HERE!"
  697. <PSETG RMGVALS '![BLOC HERE!]>
  698. ;"GLOBAL VARIABLES WHICH ARE OBJECTS MUST BE HERE!"
  699. <PSETG OBJGVALS '![!]>
  700. ;"GLOBAL VARIABLES WHICH ARE MONADS MUST BE HERE!"
  701. <PSETG MGVALS
  702. '![TROLL-FLAG!-FLAG
  703. CAGE-SOLVE!-FLAG
  704. BUCKET-TOP!-FLAG
  705. CAROUSEL-FLIP!-FLAG
  706. CAROUSEL-ZOOM!-FLAG
  707. LOW-TIDE!-FLAG
  708. DOME-FLAG!-FLAG
  709. GLACIER-FLAG!-FLAG
  710. ECHO-FLAG!-FLAG
  711. RIDDLE-FLAG!-FLAG
  712. LLD-FLAG!-FLAG
  713. CYCLOPS-FLAG!-FLAG
  714. MAGIC-FLAG!-FLAG
  715. LIGHT-LOAD!-FLAG
  716. SAFE-FLAG!-FLAG
  717. GNOME-FLAG!-FLAG
  718. GNOME-DOOR!-FLAG
  719. MIRROR-MUNG!-FLAG
  720. EGYPT-FLAG!-FLAG
  721. ON-POLE!-FLAG
  722. BLAB!-FLAG
  723. BINF!-FLAG
  724. BTIE!-FLAG
  725. BUOY-FLAG!-FLAG
  726. GRUNLOCK!-FLAG
  727. GATE-FLAG!-FLAG
  728. RAINBOW!-FLAG
  729. CAGE-TOP!-FLAG
  730. EMPTY-HANDED!-FLAG
  731. DEFLATE!-FLAG
  732. LIGHT-SHAFT
  733. PLAYED-TIME
  734. MOVES
  735. BRIEF!-FLAG
  736. THEN
  737. SUPER-BRIEF!-FLAG
  738. RAW-SCORE
  739. GLACIER-MELT!-FLAG
  740. DEATHS
  741. GRATE-REVEALED!-FLAG
  742. WATER-LEVEL!-FLAG
  743. CYCLOWRATH!-FLAG
  744. RUG-MOVED!-FLAG
  745. LEAVES-GONE!-FLAG
  746. END-GAME!-FLAG
  747. EG-SCORE
  748. BEACH-DIG!-FLAG]>
  749. \
  750. ; "SUBTITLE ACTORS"
  751. <ADD-ACTOR
  752. <SETG MASTER
  753. <CHTYPE [<GET-ROOM "BDOOR"> () 0 <>
  754. <GET-OBJ "MASTE"> MASTER-ACTOR 3 0]
  755. ADV>>>
  756. <ADD-ACTOR
  757. <SETG PLAYER
  758. <CHTYPE [<GET-ROOM "WHOUS">
  759. () 0 <> <GET-OBJ "#####"> <> 0 0]
  760. ADV>>>
  761. <ADD-ACTOR
  762. <SETG ROBOT
  763. <CHTYPE [<GET-ROOM "MAGNE"> () 0 <>
  764. <GET-OBJ "ROBOT"> ROBOT-ACTOR 3 0]
  765. ADV>>>
  766. \
  767. ; "SUBTITLE GLOBAL OBJECTS"
  768. ; "**** THESE MUST COME BEFORE ROOMS! ****"
  769. <SETG STAR-BITS 0>
  770. <SETG GLOHI 1>
  771. <SETG IT-OBJECT
  772. <GOBJECT <>
  773. ["IT" "THAT" "THIS"]
  774. []
  775. "random object"
  776. <+ ,OVISON ,NDESCBIT>>>
  777. <GOBJECT <>
  778. ["#####" "ME" "CRETI" "MYSEL"]
  779. []
  780. "cretin"
  781. <+ ,OVISON ,VILLAIN>
  782. CRETIN
  783. ()
  784. [OGLOBAL 0
  785. OACTOR ,PLAYER]>
  786. <GOBJECT <>
  787. ["EVERY" "ALL"]
  788. []
  789. "everything"
  790. <+ ,OVISON ,TAKEBIT ,NDESCBIT ,NO-CHECK-BIT>
  791. VALUABLES&C>
  792. <GOBJECT <>
  793. ["VALUA" "TREAS"]
  794. []
  795. "valuables"
  796. <+ ,OVISON ,TAKEBIT ,NDESCBIT ,NO-CHECK-BIT>
  797. VALUABLES&C>
  798. <GOBJECT <>
  799. ["SAILO"]
  800. []
  801. "sailor"
  802. <+ ,OVISON ,NDESCBIT>>
  803. <GOBJECT <>
  804. ["TEETH"]
  805. []
  806. "set of teeth"
  807. <+ ,OVISON ,NDESCBIT>>
  808. <GOBJECT <>
  809. ["WALL" "WALLS"]
  810. []
  811. "wall"
  812. <+ ,OVISON>
  813. WALL-FUNCTION>
  814. <GOBJECT <>
  815. ["GRUE"]
  816. []
  817. "lurking grue"
  818. <+ ,OVISON>
  819. GRUE-FUNCTION>
  820. <GOBJECT <>
  821. ["HANDS" "HAND"]
  822. ["BARE"]
  823. "pair of hands"
  824. <+ ,OVISON ,NDESCBIT ,TOOLBIT>>
  825. <GOBJECT <>
  826. ["LUNGS" "AIR"]
  827. []
  828. "breath"
  829. <+ ,OVISON ,NDESCBIT ,TOOLBIT>>
  830. <GOBJECT <>
  831. ["AVIAT" "FLYER"]
  832. []
  833. "flyer"
  834. <+ ,OVISON ,NDESCBIT>>
  835. <GOBJECT GUARDBIT
  836. ["GUARD"]
  837. []
  838. "Guardian of Zork"
  839. <+ ,OVISON ,VICBIT ,VILLAIN>
  840. GUARDIANS>
  841. <GOBJECT ROSEBIT
  842. ["ROSE" "COMPA"]
  843. []
  844. "compass rose"
  845. <+ ,OVISON>>
  846. <GOBJECT MASTERBIT
  847. ["MASTE" "KEEPE"]
  848. ["DUNGE"]
  849. "dungeon master"
  850. <+ ,OVISON ,VICBIT ,ACTORBIT>
  851. MASTER-FUNCTION
  852. ()
  853. [ODESC1 "The dungeon master is quietly leaning on his staff here."
  854. OACTOR ,MASTER
  855. OGLOBAL 0]>
  856. <GOBJECT MIRRORBIT
  857. ["MIRRO" "STRUC"]
  858. []
  859. "mirror"
  860. <+ ,OVISON>
  861. MIRROR-FUNCTION>
  862. <GOBJECT PANELBIT
  863. ["PANEL"]
  864. []
  865. "panel"
  866. <+ ,OVISON>
  867. PANEL-FUNCTION>
  868. <GOBJECT CHANBIT
  869. ["CHANN"]
  870. []
  871. "stone channel"
  872. <+ ,OVISON>>
  873. \
  874. ; "SUBTITLE DIRECTIONS"
  875. <ADD-DIRECTIONS "#!#!#" "NORTH" "SOUTH" "EAST" "WEST" "LAUNC" "LAND"
  876. "SE" "SW" "NE" "NW" "UP" "DOWN" "ENTER" "EXIT" "CROSS" "CLIMB">
  877. <DSYNONYM "NORTH" "N">
  878. <DSYNONYM "SOUTH" "S">
  879. <DSYNONYM "EAST" "E">
  880. <DSYNONYM "WEST" "W">
  881. <DSYNONYM "UP" "U">
  882. <DSYNONYM "DOWN" "D">
  883. <DSYNONYM "ENTER" "IN">
  884. <DSYNONYM "EXIT" "OUT" "LEAVE">
  885. <DSYNONYM "CROSS" "TRAVE">
  886. \
  887. ; "SUBTITLE CEVENT DEFINITIONS"
  888. <OR <LOOKUP "COMPILE" <ROOT>>
  889. <PROG ()
  890. <CEVENT 0 ,CURE-CLOCK <> "CURIN">
  891. <CEVENT 0 ,MAINT-ROOM T "MNTIN">
  892. <CEVENT 0 ,LANTERN T "LNTIN">
  893. <CEVENT 0 ,MATCH-FUNCTION T MATIN>
  894. <CEVENT 0 ,CANDLES T "CNDIN">
  895. <CEVENT 0 ,BALLOON T "BINT">
  896. <CEVENT 0 ,BURNUP T "BRNIN">
  897. <CEVENT 0 ,FUSE-FUNCTION T "FUSIN">
  898. <CEVENT 0 ,LEDGE-MUNG T "LEDIN">
  899. <CEVENT 0 ,SAFE-MUNG T "SAFIN">
  900. <CEVENT 0 ,VOLGNOME T "VLGIN">
  901. <CEVENT 0 ,GNOME-FUNCTION T "GNOIN">
  902. <CEVENT 0 ,BUCKET T "BCKIN">
  903. <CEVENT 0 ,SPHERE-FUNCTION T "SPHIN">
  904. <CEVENT 0 ,END-GAME-HERALD <> "EGHER">>>
  905. \
  906. ; "SUBTITLE ROOMS"
  907. ;"basic useful constants for building rooms"
  908. <PSETG DEADEND "Dead End">
  909. <SETG NULEXIT <EXIT "#!#!#" "!">>
  910. <PSETG INDENTSTR <REST <ISTRING 8 !\ > 8>>
  911. \
  912. ; "SUBTITLE HOUSE AND VICINITY"
  913. <ROOM "WHOUS"
  914. "You are in an open field west of a big white house, with a boarded
  915. front door."
  916. "West of House"
  917. <EXIT "NORTH" "NHOUS" "SOUTH" "SHOUS" "WEST" "FORE1"
  918. "EAST" #NEXIT "The door is locked, and there is evidently no key.">
  919. (<GET-OBJ "FDOOR"> <GET-OBJ "MAILB">)
  920. <>
  921. <+ ,RLANDBIT ,RLIGHTBIT ,RSACREDBIT>>
  922. <ROOM "NHOUS"
  923. "You are facing the north side of a white house. There is no door here,
  924. and all the windows are barred."
  925. "North of House"
  926. <EXIT "WEST" "WHOUS" "EAST" "EHOUS" "NORTH" "FORE3"
  927. "SOUTH" #NEXIT "The windows are all barred.">
  928. ()
  929. <>
  930. <+ ,RLANDBIT ,RLIGHTBIT ,RSACREDBIT>>
  931. <ROOM "SHOUS"
  932. "You are facing the south side of a white house. There is no door here,
  933. and all the windows are barred."
  934. "South of House"
  935. <EXIT "WEST" "WHOUS" "EAST" "EHOUS" "SOUTH" "FORE2"
  936. "NORTH" #NEXIT "The windows are all barred.">
  937. ()
  938. <>
  939. <+ ,RLANDBIT ,RLIGHTBIT ,RSACREDBIT>>
  940. <SETG KITCHEN-WINDOW <DOOR "WINDO" "KITCH" "EHOUS">>
  941. <ROOM "EHOUS"
  942. ""
  943. "Behind House"
  944. <EXIT "NORTH" "NHOUS" "SOUTH" "SHOUS" "EAST" "CLEAR"
  945. "WEST" ,KITCHEN-WINDOW
  946. "ENTER" ,KITCHEN-WINDOW>
  947. (<GET-OBJ "WINDO">)
  948. EAST-HOUSE
  949. <+ ,RLANDBIT ,RLIGHTBIT ,RSACREDBIT>>
  950. <ROOM "KITCH"
  951. ""
  952. "Kitchen"
  953. <EXIT "EAST" ,KITCHEN-WINDOW "WEST" "LROOM"
  954. "EXIT" ,KITCHEN-WINDOW "UP" "ATTIC"
  955. "DOWN" #NEXIT "Only Santa Claus climbs down chimneys.">
  956. (<GET-OBJ "WINDO"> <GET-OBJ "SBAG"> <GET-OBJ "BOTTL">)
  957. KITCHEN
  958. <+ ,RLANDBIT ,RLIGHTBIT ,RHOUSEBIT ,RSACREDBIT>
  959. [RVAL 10]>
  960. <ROOM "ATTIC"
  961. "You are in the attic. The only exit is stairs that lead down."
  962. "Attic"
  963. <EXIT "DOWN" "KITCH">
  964. (<GET-OBJ "BRICK"> <GET-OBJ "ROPE"> <GET-OBJ "KNIFE">)
  965. <>
  966. <+ ,RLANDBIT ,RHOUSEBIT>>
  967. <ROOM "LROOM"
  968. ""
  969. "Living Room"
  970. <EXIT "EAST" "KITCH"
  971. "WEST" <CEXIT "MAGIC-FLAG" "BLROO" "The door is nailed shut.">
  972. "DOWN" <DOOR "DOOR" "LROOM" "CELLA">>
  973. (<GET-OBJ "WDOOR"> <GET-OBJ "DOOR"> <GET-OBJ "TCASE">
  974. <GET-OBJ "LAMP"> <GET-OBJ "RUG"> <GET-OBJ "PAPER">
  975. <GET-OBJ "SWORD">)
  976. LIVING-ROOM
  977. <+ ,RLANDBIT ,RLIGHTBIT ,RHOUSEBIT ,RSACREDBIT>>
  978. \
  979. ; "SUBTITLE FOREST"
  980. <PSETG STFORE "You are in a forest, with trees in all directions around you.">
  981. <PSETG FOREST "Forest">
  982. <PSETG FORDES
  983. "You are in a dimly lit forest, with large trees all around. To the
  984. east, there appears to be sunlight.">
  985. <ROOM "FORE1"
  986. ,STFORE
  987. ,FOREST
  988. <EXIT "NORTH" "FORE1" "EAST" "FORE3" "SOUTH" "FORE2" "WEST" "FORE1">
  989. ()
  990. <>
  991. <+ ,RLANDBIT ,RLIGHTBIT ,RSACREDBIT>>
  992. <ROOM "FORE2"
  993. ,FORDES
  994. ,FOREST
  995. <EXIT "NORTH" "SHOUS" "EAST" "CLEAR" "SOUTH" "FORE4" "WEST" "FORE1">
  996. ()
  997. <>
  998. <+ ,RLANDBIT ,RLIGHTBIT ,RSACREDBIT>>
  999. <ROOM "FORE3"
  1000. ,FORDES
  1001. ,FOREST
  1002. <EXIT "NORTH" "FORE2" "EAST" "CLEAR" "SOUTH" "CLEAR" "WEST" "NHOUS">
  1003. ()
  1004. <>
  1005. <+ ,RLANDBIT ,RLIGHTBIT ,RSACREDBIT>>
  1006. <ROOM "FORE4"
  1007. "You are in a large forest, with trees obstructing all views except
  1008. to the east, where a small clearing may be seen through the trees."
  1009. ,FOREST
  1010. <EXIT "EAST" "CLTOP" "NORTH" "FORE5" "SOUTH" "FORE4" "WEST" "FORE2">
  1011. ()
  1012. <>
  1013. <+ ,RLANDBIT ,RLIGHTBIT ,RSACREDBIT>>
  1014. <ROOM "FORE5"
  1015. ,STFORE
  1016. ,FOREST
  1017. <EXIT "NORTH" "FORE5" "SE" "CLTOP" "SOUTH" "FORE4" "WEST" "FORE2">
  1018. ()
  1019. <>
  1020. <+ ,RLANDBIT ,RLIGHTBIT ,RSACREDBIT>>
  1021. <ROOM "CLEAR"
  1022. ""
  1023. "Clearing"
  1024. <EXIT "SW" "EHOUS" "SE" "FORE5" "NORTH" "CLEAR" "EAST" "CLEAR"
  1025. "WEST" "FORE3" "SOUTH" "FORE2"
  1026. "DOWN" <DOOR "GRATE" "MGRAT" "CLEAR" "The grating is locked.">>
  1027. (<GET-OBJ "GRATE"> <GET-OBJ "LEAVE">)
  1028. CLEARING
  1029. <+ ,RLANDBIT ,RLIGHTBIT ,RSACREDBIT>>
  1030. \
  1031. ; "SUBTITLE CELLAR AND VICINITY"
  1032. <ROOM "CELLA"
  1033. ""
  1034. "Cellar"
  1035. <EXIT "EAST" "MTROL" "SOUTH" "CHAS2"
  1036. "UP"
  1037. <DOOR "DOOR" "LROOM" "CELLA">
  1038. "WEST"
  1039. #NEXIT "You try to ascend the ramp, but it is impossible, and you slide back down.">
  1040. (<GET-OBJ "DOOR">)
  1041. CELLAR
  1042. ,RLANDBIT
  1043. [RVAL 25]>
  1044. <PSETG TCHOMP "The troll fends you off with a menacing gesture.">
  1045. <ROOM "MTROL"
  1046. "You are in a small room with passages off in all directions.
  1047. Bloodstains and deep scratches (perhaps made by an axe) mar the
  1048. walls."
  1049. "The Troll Room"
  1050. <EXIT "WEST" "CELLA"
  1051. "EAST" <CEXIT "TROLL-FLAG" "CRAW4" ,TCHOMP>
  1052. "NORTH" <CEXIT "TROLL-FLAG" "PASS1" ,TCHOMP>
  1053. "SOUTH" <CEXIT "TROLL-FLAG" "MAZE1" ,TCHOMP>>
  1054. (<GET-OBJ "TROLL">)>
  1055. <ROOM "STUDI"
  1056. "You are in what appears to have been an artist's studio. The walls
  1057. and floors are splattered with paints of 69 different colors.
  1058. Strangely enough, nothing of value is hanging here. At the north and
  1059. northwest of the room are open doors (also covered with paint). An
  1060. extremely dark and narrow chimney leads up from a fireplace; although
  1061. you might be able to get up it, it seems unlikely you could get back
  1062. down."
  1063. "Studio"
  1064. <EXIT "NORTH" "CRAW4"
  1065. "NW" "GALLE"
  1066. "UP"
  1067. <CEXIT "LIGHT-LOAD"
  1068. "KITCH"
  1069. "The chimney is too narrow for you and all of your baggage."
  1070. <> CHIMNEY-FUNCTION>>>
  1071. <ROOM "GALLE"
  1072. "You are in an art gallery. Most of the paintings which were here
  1073. have been stolen by vandals with exceptional taste. The vandals
  1074. left through either the north or south exits."
  1075. "Gallery"
  1076. <EXIT "NORTH" "CHAS2" "SOUTH" "STUDI">
  1077. (<GET-OBJ "PAINT">)
  1078. <>
  1079. <+ ,RLANDBIT ,RLIGHTBIT>>
  1080. \
  1081. ; "SUBTITLE MAZE"
  1082. <PSETG MAZEDESC "You are in a maze of twisty little passages, all alike.">
  1083. <ROOM "MAZE1"
  1084. ,MAZEDESC ,MAZEDESC
  1085. <EXIT "WEST" "MTROL"
  1086. "NORTH" "MAZE1"
  1087. "SOUTH" "MAZE2"
  1088. "EAST" "MAZE4">>
  1089. <ROOM "MAZE2"
  1090. ,MAZEDESC ,MAZEDESC
  1091. <EXIT "SOUTH" "MAZE1"
  1092. "NORTH" "MAZE4"
  1093. "EAST" "MAZE3">>
  1094. <ROOM "MAZE3"
  1095. ,MAZEDESC ,MAZEDESC
  1096. <EXIT "WEST" "MAZE2" "NORTH" "MAZE4" "UP" "MAZE5">>
  1097. <ROOM "MAZE4"
  1098. ,MAZEDESC ,MAZEDESC
  1099. <EXIT "WEST" "MAZE3" "NORTH" "MAZE1" "EAST" "DEAD1">>
  1100. <ROOM "DEAD1"
  1101. ,DEADEND ,DEADEND
  1102. <EXIT "SOUTH" "MAZE4">>
  1103. <ROOM "MAZE5"
  1104. ,MAZEDESC ,MAZEDESC
  1105. <EXIT "EAST" "DEAD2" "NORTH" "MAZE3" "SW" "MAZE6">
  1106. (<GET-OBJ "BONES"> <GET-OBJ "BAGCO"> <GET-OBJ "KEYS">
  1107. <GET-OBJ "BLANT"> <GET-OBJ "RKNIF">)>
  1108. <ROOM "DEAD2"
  1109. ,DEADEND ,DEADEND
  1110. <EXIT "WEST" "MAZE5">>
  1111. <ROOM "MAZE6"
  1112. ,MAZEDESC ,MAZEDESC
  1113. <EXIT "DOWN" "MAZE5" "EAST" "MAZE7" "WEST" "MAZE6" "UP" "MAZE9">>
  1114. <ROOM "MAZE7"
  1115. ,MAZEDESC ,MAZEDESC
  1116. <EXIT "UP" "MAZ14" "WEST" "MAZE6" "NE" "DEAD1" "EAST" "MAZE8" "SOUTH" "MAZ15">>
  1117. <ROOM "MAZE8"
  1118. ,MAZEDESC ,MAZEDESC
  1119. <EXIT "NE" "MAZE7" "WEST" "MAZE8" "SE" "DEAD3">>
  1120. <ROOM "DEAD3"
  1121. ,DEADEND ,DEADEND
  1122. <EXIT "NORTH" "MAZE8">>
  1123. <ROOM "MAZE9"
  1124. ,MAZEDESC ,MAZEDESC
  1125. <EXIT "NORTH" "MAZE6" "EAST" "MAZ11" "DOWN" "MAZ10" "SOUTH" "MAZ13"
  1126. "WEST" "MAZ12" "NW" "MAZE9">>
  1127. <ROOM "MAZ10"
  1128. ,MAZEDESC ,MAZEDESC
  1129. <EXIT "EAST" "MAZE9" "WEST" "MAZ13" "UP" "MAZ11">>
  1130. <ROOM "MAZ11"
  1131. ,MAZEDESC
  1132. ,MAZEDESC
  1133. <EXIT "NE" "MGRAT" "DOWN" "MAZ10" "NW" "MAZ13" "SW" "MAZ12">>
  1134. <ROOM "MGRAT"
  1135. ""
  1136. "Grating Room"
  1137. <EXIT "SW" "MAZ11"
  1138. "UP" <DOOR "GRATE" "MGRAT" "CLEAR" "The grating is locked.">>
  1139. (<GET-OBJ "GRATE">)
  1140. MAZE-11>
  1141. <ROOM "MAZ12"
  1142. ,MAZEDESC ,MAZEDESC
  1143. <EXIT "WEST" "MAZE5" "SW" "MAZ11" "EAST" "MAZ13" "UP" "MAZE9" "NORTH" "DEAD4">>
  1144. <ROOM "DEAD4"
  1145. ,DEADEND ,DEADEND
  1146. <EXIT "SOUTH" "MAZ12">>
  1147. <ROOM "MAZ13"
  1148. ,MAZEDESC ,MAZEDESC
  1149. <EXIT "EAST" "MAZE9" "DOWN" "MAZ12" "SOUTH" "MAZ10" "WEST" "MAZ11">>
  1150. <ROOM "MAZ14"
  1151. ,MAZEDESC ,MAZEDESC
  1152. <EXIT "WEST" "MAZ15" "NW" "MAZ14" "NE" "MAZE7" "SOUTH" "MAZE7">>
  1153. <ROOM "MAZ15"
  1154. ,MAZEDESC ,MAZEDESC
  1155. <EXIT "WEST" "MAZ14" "SOUTH" "MAZE7" "NE" "CYCLO">>
  1156. \
  1157. ; "SUBTITLE CYCLOPS AND HIDEAWAY"
  1158. <ROOM "CYCLO"
  1159. "" "Cyclops Room"
  1160. <EXIT "WEST" "MAZ15" "NORTH" <CEXIT "MAGIC-FLAG" "BLROO" "The north wall is solid rock.">
  1161. "UP" <CEXIT "CYCLOPS-FLAG" "TREAS" "The cyclops doesn't look like he'll let you past.">>
  1162. (<GET-OBJ "CYCLO">)
  1163. CYCLOPS-ROOM>
  1164. <ROOM "BLROO"
  1165. "You are in a long passage. To the south is one entrance. On the
  1166. east there is an old wooden door, with a large hole in it (about
  1167. cyclops sized)."
  1168. "Strange Passage"
  1169. <EXIT "SOUTH" "CYCLO" "EAST" "LROOM">
  1170. ()
  1171. TIME
  1172. ,RLANDBIT
  1173. [RVAL 10]>
  1174. <ROOM "TREAS"
  1175. "This is a large room, whose north wall is solid granite. A number
  1176. of discarded bags, which crumble at your touch, are scattered about
  1177. on the floor."
  1178. "Treasure Room"
  1179. <EXIT "DOWN" "CYCLO">
  1180. (<GET-OBJ "CHALI">)
  1181. TREASURE-ROOM
  1182. ,RLANDBIT
  1183. [RVAL 25]>
  1184. \
  1185. ; "SUBTITLE RESERVOIR AREA"
  1186. <ROOM "RAVI1"
  1187. "You are in a deep ravine at a crossing with an east-west crawlway.
  1188. Some stone steps are at the south of the ravine and a steep staircase
  1189. descends."
  1190. "Deep Ravine"
  1191. <EXIT "SOUTH" "PASS1" "DOWN" "RESES" "EAST" "CHAS1" "WEST" "CRAW1">>
  1192. <ROOM "CRAW1"
  1193. "You are in a crawlway with a three-foot high ceiling. Your footing
  1194. is very unsure here due to the assortment of rocks underfoot.
  1195. Passages can be seen in the east, west, and northwest corners of the
  1196. passage."
  1197. "Rocky Crawl"
  1198. <EXIT "WEST" "RAVI1" "EAST" "DOME" "NW" "EGYPT">>
  1199. <ROOM "RESES"
  1200. ""
  1201. "Reservoir South"
  1202. <EXIT "SOUTH" <CEXIT "EGYPT-FLAG"
  1203. "RAVI1"
  1204. "The coffin will not fit through this passage."
  1205. T
  1206. COFFIN-CURE>
  1207. "WEST" "STREA"
  1208. "CROSS" <CEXIT "LOW-TIDE" "RESER" "You are not equipped for swimming.">
  1209. "NORTH" <CEXIT "LOW-TIDE" "RESER" "You are not equipped for swimming.">
  1210. "LAUNC" "RESER"
  1211. "UP" <CEXIT "EGYPT-FLAG"
  1212. "CANY1"
  1213. "The stairs are too steep for carrying the coffin."
  1214. T
  1215. COFFIN-CURE>>
  1216. ()
  1217. RESERVOIR-SOUTH
  1218. <+ ,RLANDBIT ,RFILLBIT>>
  1219. <ROOM "RESER"
  1220. ""
  1221. "Reservoir"
  1222. <EXIT "NORTH" "RESEN" "SOUTH" "RESES"
  1223. "UP" "INSTR" "DOWN" #NEXIT "The dam blocks your way."
  1224. "LAND" #NEXIT "You must specify direction.">
  1225. (<GET-OBJ "TRUNK">)
  1226. RESERVOIR
  1227. <+ ,RWATERBIT ,RFILLBIT>>
  1228. <ROOM "RESEN"
  1229. ""
  1230. "Reservoir North"
  1231. <EXIT "NORTH" "ATLAN" "LAUNC" "RESER"
  1232. "CROSS" <CEXIT "LOW-TIDE" "RESER" "You are not equipped for swimming.">
  1233. "SOUTH" <CEXIT "LOW-TIDE" "RESER" "You are not equipped for swimming.">>
  1234. (<GET-OBJ "PUMP">)
  1235. RESERVOIR-NORTH
  1236. <+ ,RLANDBIT ,RFILLBIT>>
  1237. <ROOM "STREA"
  1238. "You are standing on a path beside a gently flowing stream. The path
  1239. travels to the north and the east."
  1240. "Stream View"
  1241. <EXIT "LAUNC" "INSTR" "EAST" "RESES" "NORTH" "ICY">
  1242. (<GET-OBJ "FUSE">)
  1243. <>
  1244. <+ ,RLANDBIT ,RFILLBIT>>
  1245. <ROOM "INSTR"
  1246. "You are on the gently flowing stream. The upstream route is too narrow
  1247. to navigate and the downstream route is invisible due to twisting
  1248. walls. There is a narrow beach to land on."
  1249. "Stream"
  1250. <EXIT "UP" #NEXIT "The way is too narrow."
  1251. "LAND" "STREA"
  1252. "DOWN" "RESER">
  1253. ()
  1254. <>
  1255. <+ ,RFILLBIT ,RWATERBIT>>
  1256. <ROOM "EGYPT"
  1257. "You are in a room which looks like an Egyptian tomb. There is an
  1258. ascending staircase in the room as well as doors, east and south."
  1259. "Egyptian Room"
  1260. <EXIT "UP" "ICY" "SOUTH" "LEDG3"
  1261. "EAST" <CEXIT "EGYPT-FLAG" "CRAW1"
  1262. "The passage is too narrow to accomodate coffins." T
  1263. COFFIN-CURE>>
  1264. (<GET-OBJ "COFFI">)>
  1265. <ROOM "ICY"
  1266. ""
  1267. "Glacier Room"
  1268. <EXIT "NORTH" "STREA" "EAST" "EGYPT" "WEST" <CEXIT "GLACIER-FLAG" "RUBYR">>
  1269. (<GET-OBJ "ICE">)
  1270. GLACIER-ROOM>
  1271. <ROOM "RUBYR"
  1272. "You are in a small chamber behind the remains of the Great Glacier.
  1273. To the south and west are small passageways."
  1274. "Ruby Room"
  1275. <EXIT "WEST" "LAVA" "SOUTH" "ICY">
  1276. (<GET-OBJ "RUBY">)>
  1277. <ROOM "ATLAN"
  1278. "You are in an ancient room, long under water. There are exits here
  1279. to the southeast and upward."
  1280. "Atlantis Room"
  1281. <EXIT "SE" "RESEN" "UP" "CAVE1">
  1282. (<GET-OBJ "TRIDE">)>
  1283. <ROOM "CANY1"
  1284. "You are on the south edge of a deep canyon. Passages lead off
  1285. to the east, south, and northwest. You can hear the sound of
  1286. flowing water below."
  1287. "Deep Canyon"
  1288. <EXIT "NW" "RESES" "EAST" "DAM" "SOUTH" "CAROU">>
  1289. \
  1290. ; "SUBTITLE ECHO ROOM"
  1291. <ROOM "ECHO"
  1292. "You are in a large room with a ceiling which cannot be detected from
  1293. the ground. There is a narrow passage from east to west and a stone
  1294. stairway leading upward. The room is extremely noisy. In fact, it is
  1295. difficult to hear yourself think."
  1296. "Loud Room"
  1297. <EXIT "EAST" "CHAS3" "WEST" "PASS5" "UP" "CAVE3">
  1298. (<GET-OBJ "BAR">)
  1299. ECHO-ROOM>
  1300. <ROOM "MIRR1"
  1301. ""
  1302. "Mirror Room"
  1303. <EXIT "WEST" "PASS3" "NORTH" "CRAW2" "EAST" "CAVE1">
  1304. (<GET-OBJ "REFL1">)
  1305. MIRROR-ROOM>
  1306. <ROOM "MIRR2"
  1307. ""
  1308. "Mirror Room"
  1309. <EXIT "WEST" "PASS4" "NORTH" "CRAW3" "EAST" "CAVE2">
  1310. (<GET-OBJ "REFL2">)
  1311. MIRROR-ROOM
  1312. <+ ,RLANDBIT ,RLIGHTBIT>>
  1313. <ROOM "CAVE1"
  1314. "You are in a small cave with an entrance to the north and a stairway
  1315. leading down."
  1316. "Cave"
  1317. <EXIT "NORTH" "MIRR1" "DOWN" "ATLAN">>
  1318. <ROOM "CAVE2"
  1319. "You are in a tiny cave with entrances west and north, and a dark,
  1320. forbidding staircase leading down."
  1321. "Cave"
  1322. <EXIT "NORTH" "CRAW3" "WEST" "MIRR2" "DOWN" "LLD1">
  1323. ()
  1324. CAVE2-ROOM>
  1325. <ROOM "CRAW2"
  1326. "You are in a steep and narrow crawlway. There are two exits nearby to
  1327. the south and southwest."
  1328. "Steep Crawlway"
  1329. <EXIT "SOUTH" "MIRR1" "SW" "PASS3">>
  1330. <ROOM "CRAW3"
  1331. "You are in a narrow crawlway. The crawlway leads from north to south.
  1332. However the south passage divides to the south and southwest."
  1333. "Narrow Crawlway"
  1334. <EXIT "SOUTH" "CAVE2" "SW" "MIRR2" "NORTH" "MGRAI">>
  1335. <ROOM "PASS3"
  1336. "You are in a cold and damp corridor where a long east-west passageway
  1337. intersects with a northward path."
  1338. "Cold Passage"
  1339. <EXIT "EAST" "MIRR1" "WEST" "SLIDE" "NORTH" "CRAW2">>
  1340. <ROOM "PASS4"
  1341. "You are in a winding passage. It seems that there is only an exit
  1342. on the east end although the whirring from the round room can be
  1343. heard faintly to the north."
  1344. "Winding Passage"
  1345. <EXIT "EAST" "MIRR2" "NORTH"
  1346. #NEXIT "You hear the whir from the carousel room but can find no entrance.">>
  1347. \
  1348. ; "SUBTITLE COAL MINE AREA"
  1349. <ROOM "SLIDE"
  1350. "You are in a small chamber, which appears to have been part of a
  1351. coal mine. On the south wall of the chamber the letters \"Granite
  1352. Wall\" are etched in the rock. To the east is a long passage and
  1353. there is a steep metal slide twisting downward. From the appearance
  1354. of the slide, an attempt to climb up it would be impossible. To the
  1355. north is a small opening."
  1356. "Slide Room"
  1357. <EXIT "EAST" "PASS3" "DOWN" "CELLA" "NORTH" "ENTRA">>
  1358. <ROOM "ENTRA"
  1359. "You are standing at the entrance of what might have been a coal
  1360. mine. To the northeast and the northwest are entrances to the mine,
  1361. and there is another exit on the south end of the room."
  1362. "Mine Entrance"
  1363. <EXIT "SOUTH" "SLIDE" "NW" "SQUEE" "NE" "TSHAF">>
  1364. <ROOM "SQUEE"
  1365. "You are a small room. Strange squeaky sounds may be heard coming from
  1366. the passage at the west end. You may also escape to the south."
  1367. "Squeaky Room"
  1368. <EXIT "WEST" "BATS" "SOUTH" "ENTRA">>
  1369. <ROOM "TSHAF"
  1370. "You are in a large room, in the middle of which is a small shaft
  1371. descending through the floor into darkness below. To the west and
  1372. the north are exits from this room. Constructed over the top of the
  1373. shaft is a metal framework to which a heavy iron chain is attached."
  1374. "Shaft Room"
  1375. <EXIT "DOWN" #NEXIT "You wouldn't fit and would die if you could."
  1376. "WEST" "ENTRA" "NORTH" "TUNNE">
  1377. (<GET-OBJ "TBASK">)>
  1378. <ROOM "TUNNE"
  1379. "You are in a narrow tunnel with large wooden beams running across
  1380. the ceiling and around the walls. A path from the south splits into
  1381. paths running west and northeast."
  1382. "Wooden Tunnel"
  1383. <EXIT "SOUTH" "TSHAF" "WEST" "SMELL" "NE" "MINE1">>
  1384. <ROOM "SMELL"
  1385. "You are in a small non-descript room. However, from the direction
  1386. of a small descending staircase a foul odor can be detected. To the
  1387. east is a narrow path."
  1388. "Smelly Room"
  1389. <EXIT "DOWN" "BOOM" "EAST" "TUNNE">>
  1390. <ROOM "BOOM"
  1391. "You are in a small room which smells strongly of coal gas."
  1392. "Gas Room"
  1393. <EXIT "UP" "SMELL">
  1394. (<GET-OBJ "BRACE">)
  1395. BOOM-ROOM
  1396. <+ ,RLANDBIT ,RSACREDBIT>>
  1397. <ROOM "TLADD"
  1398. "You are in a very small room. In the corner is a rickety wooden
  1399. ladder, leading downward. It might be safe to descend. There is
  1400. also a staircase leading upward."
  1401. "Ladder Top"
  1402. <EXIT "DOWN" "BLADD" "UP" "MINE7">>
  1403. <ROOM "BLADD"
  1404. "You are in a rather wide room. On one side is the bottom of a
  1405. narrow wooden ladder. To the northeast and the south are passages
  1406. leaving the room."
  1407. "Ladder Bottom"
  1408. <EXIT "NE" "DEAD7" "SOUTH" "TIMBE" "UP" "TLADD">>
  1409. <ROOM "DEAD7"
  1410. ,DEADEND
  1411. ,DEADEND
  1412. <EXIT "SOUTH" "BLADD">
  1413. (<GET-OBJ "COAL">)>
  1414. <PSETG NOFIT "You cannot fit through this passage with that load.">
  1415. <ROOM "TIMBE"
  1416. "You are in a long and narrow passage, which is cluttered with broken
  1417. timbers. A wide passage comes from the north and turns at the
  1418. southwest corner of the room into a very narrow passageway."
  1419. "Timber Room"
  1420. <EXIT "NORTH" "BLADD"
  1421. "SW" <CEXIT "EMPTY-HANDED" "BSHAF" ,NOFIT>>
  1422. (<GET-OBJ "OTIMB">)
  1423. NO-OBJS
  1424. <+ ,RLANDBIT ,RSACREDBIT>>
  1425. <ROOM "BSHAF"
  1426. "You are in a small square room which is at the bottom of a long
  1427. shaft. To the east is a passageway and to the northeast a very narrow
  1428. passage. In the shaft can be seen a heavy iron chain."
  1429. "Lower Shaft"
  1430. <EXIT "EAST" "MACHI"
  1431. "OUT" <CEXIT "EMPTY-HANDED" "TIMBE" ,NOFIT>
  1432. "NE" <CEXIT "EMPTY-HANDED" "TIMBE" ,NOFIT>
  1433. "UP" #NEXIT "Not a chance."
  1434. "CLIMB" #NEXIT "The chain is not climbable.">
  1435. (<GET-OBJ "FBASK">)
  1436. NO-OBJS
  1437. <+ ,RLANDBIT ,RSACREDBIT>>
  1438. <ROOM "MACHI"
  1439. ""
  1440. "Machine Room"
  1441. <EXIT "NW" "BSHAF">
  1442. (<GET-OBJ "MSWIT"> <GET-OBJ "MACHI">)
  1443. MACHINE-ROOM>
  1444. <ROOM "BATS"
  1445. ""
  1446. "Bat Room"
  1447. <EXIT "EAST" "SQUEE">
  1448. (<GET-OBJ "JADE"> <GET-OBJ "BAT">)
  1449. BATS-ROOM
  1450. <+ ,RLANDBIT ,RSACREDBIT>>
  1451. \
  1452. ; "SUBTITLE COAL MINE"
  1453. <PSETG MINDESC "You are in a non-descript part of a coal mine.">
  1454. <ROOM "MINE1"
  1455. ,MINDESC
  1456. ,MINDESC
  1457. <EXIT "NORTH" "MINE4" "SW" "MINE2" "EAST" "TUNNE">>
  1458. <ROOM "MINE2"
  1459. ,MINDESC
  1460. ,MINDESC
  1461. <EXIT "SOUTH" "MINE1" "WEST" "MINE5" "UP" "MINE3" "NE" "MINE4">>
  1462. <ROOM "MINE3"
  1463. ,MINDESC
  1464. ,MINDESC
  1465. <EXIT "WEST" "MINE2" "NE" "MINE5" "EAST" "MINE5">>
  1466. <ROOM "MINE4"
  1467. ,MINDESC
  1468. ,MINDESC
  1469. <EXIT "UP" "MINE5" "NE" "MINE6" "SOUTH" "MINE1" "WEST" "MINE2">>
  1470. <ROOM "MINE5"
  1471. ,MINDESC
  1472. ,MINDESC
  1473. <EXIT "DOWN" "MINE6" "NORTH" "MINE7" "WEST" "MINE2" "SOUTH" "MINE3"
  1474. "UP" "MINE3" "EAST" "MINE4">>
  1475. <ROOM "MINE6"
  1476. ,MINDESC
  1477. ,MINDESC
  1478. <EXIT "SE" "MINE4" "UP" "MINE5" "NW" "MINE7">>
  1479. <ROOM "MINE7"
  1480. ,MINDESC
  1481. ,MINDESC
  1482. <EXIT "EAST" "MINE1" "WEST" "MINE5" "DOWN" "TLADD" "SOUTH" "MINE6">>
  1483. \
  1484. ;"SUBTITLE DOME/TORCH AREA"
  1485. <ROOM "DOME"
  1486. ""
  1487. "Dome Room"
  1488. <EXIT "EAST" "CRAW1"
  1489. "DOWN" <CEXIT "DOME-FLAG"
  1490. "MTORC"
  1491. "You cannot go down without fracturing many bones.">
  1492. "CLIMB" <CEXIT "DOME-FLAG"
  1493. "MTORC"
  1494. "You cannot go down without fracturing many bones.">>
  1495. (<GET-OBJ "RAILI">)
  1496. DOME-ROOM>
  1497. <ROOM "MTORC"
  1498. ""
  1499. "Torch Room"
  1500. <EXIT "UP" #NEXIT "You cannot reach the rope." "WEST" "MTORC" "DOWN" "CRAW4">
  1501. (<GET-OBJ "TORCH">)
  1502. TORCH-ROOM>
  1503. <ROOM "CRAW4"
  1504. "You are in a north-south crawlway; a passage goes to the east also.
  1505. There is a hole above, but it provides no opportunities for climbing."
  1506. "North-South Crawlway"
  1507. <EXIT "NORTH" "CHAS2" "SOUTH" "STUDI" "EAST" "MTROL"
  1508. "UP" #NEXIT "Not even a human fly could get up it.">>
  1509. <ROOM "CHAS2"
  1510. "You are on the west edge of a chasm, the bottom of which cannot be
  1511. seen. The east side is sheer rock, providing no exits. A narrow
  1512. passage goes west, and the path you are on continues to the north and
  1513. south."
  1514. "West of Chasm"
  1515. <EXIT "WEST" "CELLA" "NORTH" "CRAW4" "SOUTH" "GALLE"
  1516. "DOWN" #NEXIT "The chasm probably leads straight to the infernal regions.">>
  1517. <ROOM "PASS1"
  1518. "You are in a narrow east-west passageway. There is a narrow stairway
  1519. leading down at the north end of the room."
  1520. "East-West Passage"
  1521. <EXIT "EAST" "CAROU" "WEST" "MTROL" "DOWN" "RAVI1" "NORTH" "RAVI1">
  1522. ()
  1523. <>
  1524. ,RLANDBIT
  1525. [RVAL 5]>
  1526. <ROOM "CAROU"
  1527. ""
  1528. "Round room"
  1529. <EXIT "NORTH" <CEXIT "CAROUSEL-FLIP" "CAVE4" "" <> CAROUSEL-EXIT>
  1530. "SOUTH" <CEXIT "CAROUSEL-FLIP" "CAVE4" "" <> CAROUSEL-EXIT>
  1531. "EAST" <CEXIT "CAROUSEL-FLIP" "MGRAI" "" <> CAROUSEL-EXIT>
  1532. "WEST" <CEXIT "CAROUSEL-FLIP" "PASS1" "" <> CAROUSEL-EXIT>
  1533. "NW" <CEXIT "CAROUSEL-FLIP" "CANY1" "" <> CAROUSEL-EXIT>
  1534. "NE" <CEXIT "CAROUSEL-FLIP" "PASS5" "" <> CAROUSEL-EXIT>
  1535. "SE" <CEXIT "CAROUSEL-FLIP" "PASS4" "" <> CAROUSEL-EXIT>
  1536. "SW" <CEXIT "CAROUSEL-FLIP" "MAZE1" "" <> CAROUSEL-EXIT>
  1537. "EXIT" <CEXIT "CAROUSEL-FLIP" "PASS3" "" <> CAROUSEL-OUT>>
  1538. (<GET-OBJ "IRBOX">)
  1539. CAROUSEL-ROOM>
  1540. <ROOM "PASS5"
  1541. "You are in a high north-south passage, which forks to the northeast."
  1542. "North-South Passage"
  1543. <EXIT "NORTH" "CHAS1" "NE" "ECHO" "SOUTH" "CAROU">>
  1544. <ROOM "CHAS1"
  1545. "A chasm runs southwest to northeast. You are on the south edge; the
  1546. path exits to the south and to the east."
  1547. "Chasm"
  1548. <EXIT "SOUTH" "RAVI1" "EAST" "PASS5"
  1549. "DOWN" #NEXIT "Are you out of your mind?">>
  1550. <ROOM "CAVE3"
  1551. "You are in a cave. Passages exit to the south and to the east, but
  1552. the cave narrows to a crack to the west. The earth is particularly
  1553. damp here."
  1554. "Damp Cave"
  1555. <EXIT "SOUTH" "ECHO" "EAST" "DAM"
  1556. "WEST" #NEXIT "It is too narrow for most insects.">>
  1557. <ROOM "CHAS3"
  1558. "A chasm, evidently produced by an ancient river, runs through the
  1559. cave here. Passages lead off in all directions."
  1560. "Ancient Chasm"
  1561. <EXIT "SOUTH" "ECHO" "EAST" "TCAVE" "NORTH" "DEAD5" "WEST" "DEAD6">>
  1562. <ROOM "DEAD5"
  1563. ,DEADEND
  1564. ,DEADEND
  1565. <EXIT "SW" "CHAS3">>
  1566. <ROOM "DEAD6"
  1567. ,DEADEND
  1568. ,DEADEND
  1569. <EXIT "EAST" "CHAS3">>
  1570. <ROOM "CAVE4"
  1571. "You have entered a cave with passages leading north and southeast."
  1572. "Engravings Cave"
  1573. <EXIT "NORTH" "CAROU" "SE" "RIDDL">
  1574. (<GET-OBJ "ENGRA">)>
  1575. <ROOM "RIDDL"
  1576. "This is a room which is bare on all sides. There is an exit down.
  1577. To the east is a great door made of stone. Above the stone, the
  1578. following words are written: 'No man shall enter this room without
  1579. solving this riddle:
  1580. What is tall as a house,
  1581. round as a cup,
  1582. and all the king's horses can't draw it up?'
  1583. (Reply via 'ANSWER \"answer\"')"
  1584. "Riddle Room"
  1585. <EXIT "DOWN" "CAVE4"
  1586. "EAST" <CEXIT "RIDDLE-FLAG" "MPEAR"
  1587. "Your way is blocked by an invisible force.">>
  1588. (<GET-OBJ "SDOOR">)>
  1589. <ROOM "MPEAR"
  1590. "This is a former broom closet. The exits are to the east and west."
  1591. "Pearl Room"
  1592. <EXIT "EAST" "BWELL" "WEST" "RIDDL">
  1593. (<GET-OBJ "PEARL">)>
  1594. <ROOM "LLD1"
  1595. ""
  1596. "Entrance to Hades"
  1597. <EXIT "EAST"
  1598. <CEXIT "LLD-FLAG"
  1599. "LLD2"
  1600. "Some invisible force prevents you from passing through the gate.">
  1601. "UP" "CAVE2"
  1602. "ENTER"
  1603. <CEXIT "LLD-FLAG"
  1604. "LLD2"
  1605. "Some invisible force prevents you from passing through the gate.">>
  1606. (<GET-OBJ "CORPS"> <GET-OBJ "GATES"> <GET-OBJ "GHOST">)
  1607. LLD-ROOM
  1608. <+ ,RLANDBIT ,RLIGHTBIT>>
  1609. <ROOM "LLD2"
  1610. ""
  1611. "Land of the Living Dead"
  1612. <EXIT "EAST" "TOMB"
  1613. "EXIT" "LLD1" "WEST" "LLD1">
  1614. (<GET-OBJ "BODIE">)
  1615. LLD2-ROOM
  1616. <+ ,RLANDBIT ,RLIGHTBIT>
  1617. [RVAL 30]>
  1618. <ROOM "MGRAI"
  1619. "You are standing in a small circular room with a pedestal. A set of
  1620. stairs leads up, and passages leave to the east and west."
  1621. "Grail Room"
  1622. <EXIT "WEST" "CAROU" "EAST" "CRAW3" "UP" "TEMP1">
  1623. (<GET-OBJ "GRAIL">)>
  1624. <ROOM "TEMP1"
  1625. "You are in the west end of a large temple. On the south wall is an
  1626. ancient inscription, probably a prayer in a long-forgotten language.
  1627. The north wall is solid granite. The entrance at the west end of the
  1628. room is through huge marble pillars."
  1629. "Temple"
  1630. <EXIT "WEST" "MGRAI" "EAST" "TEMP2">
  1631. (<GET-OBJ "PRAYE"> <GET-OBJ "BELL">)
  1632. <>
  1633. <+ ,RLANDBIT ,RLIGHTBIT ,RSACREDBIT>>
  1634. <ROOM "TEMP2"
  1635. "You are in the east end of a large temple. In front of you is what
  1636. appears to be an altar."
  1637. "Altar"
  1638. <EXIT "WEST" "TEMP1">
  1639. (<GET-OBJ "BOOK"> <GET-OBJ "CANDL">)
  1640. <>
  1641. <+ ,RLANDBIT ,RLIGHTBIT ,RSACREDBIT>>
  1642. \
  1643. ; "SUBTITLE FLOOD CONTROL DAM #3"
  1644. <ROOM "DAM"
  1645. ""
  1646. "Dam"
  1647. <EXIT "SOUTH" "CANY1" "DOWN" "DOCK" "EAST" "CAVE3" "NORTH" "LOBBY">
  1648. (<GET-OBJ "BOLT"> <GET-OBJ "DAM"> <GET-OBJ "BUBBL">)
  1649. DAM-ROOM
  1650. <+ ,RLANDBIT ,RLIGHTBIT ,RFILLBIT>>
  1651. <ROOM "LOBBY"
  1652. "This room appears to have been the waiting room for groups touring
  1653. the dam. There are exits here to the north and east marked
  1654. 'Private', though the doors are open, and an exit to the south."
  1655. "Dam Lobby"
  1656. <EXIT "SOUTH" "DAM"
  1657. "NORTH" "MAINT"
  1658. "EAST" "MAINT">
  1659. (<GET-OBJ "MATCH"> <GET-OBJ "GUIDE">)
  1660. <>
  1661. <+ ,RLANDBIT ,RLIGHTBIT>>
  1662. <ROOM "MAINT"
  1663. "You are in what appears to have been the maintenance room for Flood
  1664. Control Dam #3, judging by the assortment of tool chests around the
  1665. room. Apparently, this room has been ransacked recently, for most of
  1666. the valuable equipment is gone. On the wall in front of you is a
  1667. panel of buttons, which are labelled in EBCDIC. However, they are of
  1668. different colors: Blue, Yellow, Brown, and Red. The doors to this
  1669. room are in the west and south ends."
  1670. "Maintenance Room"
  1671. <EXIT "SOUTH" "LOBBY" "WEST" "LOBBY">
  1672. (<GET-OBJ "LEAK"> <GET-OBJ "TUBE"> <GET-OBJ "WRENC">
  1673. <GET-OBJ "BLBUT"> <GET-OBJ "RBUTT"> <GET-OBJ "BRBUT">
  1674. <GET-OBJ "YBUTT"> <GET-OBJ "SCREW">)
  1675. MAINT-ROOM>
  1676. \
  1677. ;"SUBTITLE RIVER AREA"
  1678. <PSETG CLIFFS #NEXIT "The White Cliffs prevent your landing here.">
  1679. <PSETG RIVERDESC "Frigid River">
  1680. <PSETG CURRENT #NEXIT "You cannot go upstream due to strong currents.">
  1681. <PSETG NARROW "The path is too narrow.">
  1682. <ROOM "DOCK"
  1683. "You are at the base of Flood Control Dam #3, which looms above you
  1684. and to the north. The river Frigid is flowing by here. Across the
  1685. river are the White Cliffs which seem to form a giant wall stretching
  1686. from north to south along the east shore of the river as it winds its
  1687. way downstream."
  1688. "Dam Base"
  1689. <EXIT "NORTH" "DAM" "UP" "DAM" "LAUNC" "RIVR1">
  1690. (<GET-OBJ "IBOAT"> <GET-OBJ "STICK">)
  1691. <>
  1692. <+ ,RLANDBIT ,RLIGHTBIT ,RFILLBIT ,RSACREDBIT>>
  1693. <ROOM "RIVR1"
  1694. "You are on the River Frigid in the vicinity of the Dam. The river
  1695. flows quietly here. There is a landing on the west shore."
  1696. ,RIVERDESC
  1697. <EXIT "UP" ,CURRENT "WEST" "DOCK" "LAND" "DOCK" "DOWN" "RIVR2"
  1698. "EAST" ,CLIFFS>
  1699. ()
  1700. <>
  1701. <+ ,RWATERBIT ,RFILLBIT ,RSACREDBIT>>
  1702. <ROOM "RIVR2"
  1703. "The River turns a corner here making it impossible to see the
  1704. Dam. The White Cliffs loom on the east bank and large rocks prevent
  1705. landing on the west."
  1706. ,RIVERDESC
  1707. <EXIT "UP" ,CURRENT "DOWN" "RIVR3" "EAST" ,CLIFFS> () <>
  1708. <+ ,RWATERBIT ,RFILLBIT ,RSACREDBIT>>
  1709. <ROOM "RIVR3"
  1710. "The river descends here into a valley. There is a narrow beach on
  1711. the east below the cliffs and there is some shore on the west which
  1712. may be suitable. In the distance a faint rumbling can be heard."
  1713. ,RIVERDESC
  1714. <EXIT "UP" ,CURRENT "DOWN" "RIVR4" "EAST" "WCLF1" "WEST" "RCAVE"
  1715. "LAND" #NEXIT "You must specify which direction here.">
  1716. () <> <+ ,RWATERBIT ,RFILLBIT ,RSACREDBIT>>
  1717. <ROOM "WCLF1"
  1718. "You are on a narrow strip of beach which runs along the base of the
  1719. White Cliffs. The only path here is a narrow one, heading south
  1720. along the Cliffs."
  1721. "White Cliffs Beach"
  1722. <EXIT "SOUTH" <CEXIT "DEFLATE" "WCLF2" ,NARROW> "LAUNC" "RIVR3">
  1723. () CLIFF-FUNCTION <+ ,RLANDBIT ,RFILLBIT ,RSACREDBIT>>
  1724. <ROOM "WCLF2"
  1725. "You are on a rocky, narrow strip of beach beside the Cliffs. A
  1726. narrow path leads north along the shore."
  1727. "White Cliffs Beach"
  1728. <EXIT "NORTH" <CEXIT "DEFLATE" "WCLF1" ,NARROW> "LAUNC" "RIVR4">
  1729. () CLIFF-FUNCTION <+ ,RLANDBIT ,RFILLBIT ,RSACREDBIT>>
  1730. <ROOM "RIVR4"
  1731. "The river is running faster here and the sound ahead appears to be
  1732. that of rushing water. On the west shore is a sandy beach. A small
  1733. area of beach can also be seen below the Cliffs."
  1734. ,RIVERDESC
  1735. <EXIT "UP" ,CURRENT "DOWN" "RIVR5" "EAST" "WCLF2" "WEST" "BEACH"
  1736. "LAND" #NEXIT "Specify the direction to land.">
  1737. (<GET-OBJ "BUOY">)
  1738. RIVR4-ROOM
  1739. <+ ,RWATERBIT ,RFILLBIT ,RSACREDBIT>>
  1740. <ROOM "RIVR5"
  1741. "The sound of rushing water is nearly unbearable here. On the west
  1742. shore is a large landing area."
  1743. ,RIVERDESC
  1744. <EXIT "UP" ,CURRENT "DOWN" "FCHMP" "LAND" "FANTE">
  1745. () <>
  1746. <+ ,RWATERBIT ,RFILLBIT ,RSACREDBIT>>
  1747. <ROOM "FCHMP"
  1748. ""
  1749. "Moby lossage" <EXIT "NORTH" #NEXIT ""> () OVER-FALLS>
  1750. <ROOM "FANTE"
  1751. "You are on the shore of the River. The river here seems somewhat
  1752. treacherous. A path travels from north to south here, the south end
  1753. quickly turning around a sharp corner."
  1754. "Shore"
  1755. <EXIT "LAUNC" "RIVR5" "NORTH" "BEACH"
  1756. "SOUTH" "FALLS">
  1757. ()
  1758. <>
  1759. <+ ,RLANDBIT ,RFILLBIT ,RSACREDBIT>>
  1760. <ROOM "BEACH"
  1761. "You are on a large sandy beach at the shore of the river, which is
  1762. flowing quickly by. A path runs beside the river to the south here."
  1763. "Sandy Beach"
  1764. <EXIT "LAUNC" "RIVR4" "SOUTH" "FANTE">
  1765. (<GET-OBJ "STATU">)
  1766. BEACH-ROOM <+ ,RLANDBIT ,RFILLBIT ,RSACREDBIT>>
  1767. <ROOM "RCAVE"
  1768. "You are on the west shore of the river. An entrance to a cave is
  1769. to the northwest. The shore is very rocky here."
  1770. "Rocky Shore"
  1771. <EXIT "LAUNC" "RIVR3" "NW" "TCAVE">
  1772. () <> <+ ,RLANDBIT ,RFILLBIT ,RSACREDBIT>>
  1773. <ROOM "TCAVE"
  1774. "You are in a small cave whose exits are on the south and northwest."
  1775. "Small Cave"
  1776. <EXIT "SOUTH" "RCAVE" "NW" "CHAS3">
  1777. (<GET-OBJ "GUANO"> <GET-OBJ "SHOVE">)
  1778. TCAVE-ROOM>
  1779. <ROOM "BARRE"
  1780. "You are in a barrel. Congratulations. Etched into the side of the
  1781. barrel is the word 'Geronimo!'."
  1782. "Barrel"
  1783. <EXIT "EXIT" "FALLS">>
  1784. <ROOM "FALLS"
  1785. ""
  1786. "Aragain Falls"
  1787. <EXIT "EAST" <CEXIT "RAINBOW" "RAINB"> "DOWN" "FCHMP" "NORTH" "FANTE"
  1788. "ENTER" "BARRE" "UP" <CEXIT "RAINBOW" "RAINB">>
  1789. (<GET-OBJ "RAINB"> <GET-OBJ "BARRE">)
  1790. FALLS-ROOM
  1791. <+ ,RLANDBIT ,RFILLBIT ,RSACREDBIT>>
  1792. <ROOM "RAINB"
  1793. "You are on top of a rainbow (I bet you never thought you would walk
  1794. on a rainbow), with a magnificent view of the Falls. The rainbow
  1795. travels east-west here. There is an NBC Commissary here."
  1796. "Rainbow Room"
  1797. <EXIT "EAST" "POG" "WEST" "FALLS">
  1798. ()
  1799. <>
  1800. <+ ,RLANDBIT ,RLIGHTBIT ,RSACREDBIT>>
  1801. <SETG CRAIN <CEXIT "RAINBOW" "RAINB">>
  1802. <ROOM "POG"
  1803. "You are on a small beach on the continuation of the Frigid River
  1804. past the Falls. The beach is narrow due to the presence of the White
  1805. Cliffs. The river canyon opens here and sunlight shines in from
  1806. above. A rainbow crosses over the falls to the west and a narrow path
  1807. continues to the southeast."
  1808. "End of Rainbow"
  1809. <EXIT "UP" ,CRAIN "NW" ,CRAIN "WEST" ,CRAIN "SE" "CLBOT">
  1810. (<GET-OBJ "RAINB"> <GET-OBJ "POT">)
  1811. <>
  1812. <+ ,RLANDBIT ,RLIGHTBIT ,RFILLBIT>>
  1813. <ROOM "CLBOT"
  1814. "You are beneath the walls of the river canyon which may be climbable
  1815. here. There is a small stream here, which is the lesser part of the
  1816. runoff of Aragain Falls. To the north is a narrow path."
  1817. "Canyon Bottom"
  1818. <EXIT "UP" "CLMID" "CLIMB" "CLMID" "NORTH" "POG">
  1819. ()
  1820. <>
  1821. <+ ,RLANDBIT ,RLIGHTBIT ,RFILLBIT ,RSACREDBIT>>
  1822. <ROOM "CLMID"
  1823. "You are on a ledge about halfway up the wall of the river canyon.
  1824. You can see from here that the main flow from Aragain Falls twists
  1825. along a passage which it is impossible to enter. Below you is the
  1826. canyon bottom. Above you is more cliff, which still appears
  1827. climbable."
  1828. "Rocky Ledge"
  1829. <EXIT "UP" "CLTOP" "CLIMB" "CLTOP" "DOWN" "CLBOT">
  1830. ()
  1831. <>
  1832. <+ ,RLANDBIT ,RLIGHTBIT ,RSACREDBIT>>
  1833. <ROOM "CLTOP"
  1834. "You are at the top of the Great Canyon on its south wall. From here
  1835. there is a marvelous view of the Canyon and parts of the Frigid River
  1836. upstream. Across the canyon, the walls of the White Cliffs still
  1837. appear to loom far above. Following the Canyon upstream (north and
  1838. northwest), Aragain Falls may be seen, complete with rainbow.
  1839. Fortunately, my vision is better than average and I can discern the
  1840. top of the Flood Control Dam #3 far to the distant north. To the
  1841. west and south can be seen an immense forest, stretching for miles
  1842. around. It is possible to climb down into the canyon from here."
  1843. "Canyon View"
  1844. <EXIT "DOWN" "CLMID" "CLIMB" "CLMID" "SOUTH" "FORE4" "WEST" "FORE5">
  1845. ()
  1846. <>
  1847. <+ ,RLANDBIT ,RLIGHTBIT ,RSACREDBIT>>
  1848. \
  1849. ;"SUBTITLE VOLCANO AREA"
  1850. <ROOM "VLBOT"
  1851. "You are at the bottom of a large dormant volcano. High above you
  1852. light may be seen entering from the cone of the volcano. The only
  1853. exit here is to the north."
  1854. "Volcano Bottom"
  1855. <EXIT "NORTH" "LAVA">
  1856. (<GET-OBJ "BALLO">)>
  1857. <ROOM "VAIR1"
  1858. "You are about one hundred feet above the bottom of the volcano. The
  1859. top of the volcano is clearly visible here."
  1860. "Volcano Core"
  1861. ,NULEXIT
  1862. ()
  1863. <>
  1864. <+ ,RAIRBIT ,RSACREDBIT>>
  1865. <ROOM "VAIR2"
  1866. "You are about two hundred feet above the volcano floor. Looming
  1867. above is the rim of the volcano. There is a small ledge on the west
  1868. side."
  1869. "Volcano near small ledge"
  1870. <EXIT "WEST" "LEDG2" "LAND" "LEDG2">
  1871. ()
  1872. <>
  1873. <+ ,RAIRBIT ,RSACREDBIT>>
  1874. <ROOM "VAIR3"
  1875. "You are high above the floor of the volcano. From here the rim of
  1876. the volcano looks very narrow and you are very near it. To the
  1877. east is what appears to be a viewing ledge, too thin to land on."
  1878. "Volcano near viewing ledge"
  1879. ,NULEXIT
  1880. ()
  1881. <>
  1882. <+ ,RAIRBIT ,RSACREDBIT>>
  1883. <ROOM "VAIR4"
  1884. "You are near the rim of the volcano which is only about 15 feet
  1885. across. To the west, there is a place to land on a wide ledge."
  1886. "Volcano near wide ledge"
  1887. <EXIT "LAND" "LEDG4" "EAST" "LEDG4">
  1888. ()
  1889. <>
  1890. <+ ,RAIRBIT ,RSACREDBIT>>
  1891. <SETG CXGNOME <CEXIT "GNOME-DOOR" "VLBOT">>
  1892. <ROOM "LEDG2"
  1893. "You are on a narrow ledge overlooking the inside of an old dormant
  1894. volcano. This ledge appears to be about in the middle between the
  1895. floor below and the rim above. There is an exit here to the south."
  1896. "Narrow Ledge"
  1897. <EXIT "DOWN" #NEXIT "I wouldn't jump from here."
  1898. "LAUNC" "VAIR2" "WEST" ,CXGNOME "SOUTH" "LIBRA">
  1899. (<GET-OBJ "HOOK1"> <GET-OBJ "ZORKM">)>
  1900. <ROOM "LIBRA"
  1901. "You are in a room which must have been a large library, probably
  1902. for the royal family. All of the shelves appear to have been gnawed
  1903. to pieces by unfriendly gnomes. To the north is an exit."
  1904. "Library"
  1905. <EXIT "NORTH" "LEDG2" "OUT" "LEDG2">
  1906. (<GET-OBJ "BLBK"> <GET-OBJ "GRBK"> <GET-OBJ "PUBK">
  1907. <GET-OBJ "WHBK">)>
  1908. <ROOM "LEDG3"
  1909. "You are on a ledge in the middle of a large volcano. Below you
  1910. the volcano bottom can be seen and above is the rim of the volcano.
  1911. A couple of ledges can be seen on the other side of the volcano;
  1912. it appears that this ledge is intermediate in elevation between
  1913. those on the other side. The exit from this room is to the east."
  1914. "Volcano View"
  1915. <EXIT "DOWN" #NEXIT "I wouldn't try that."
  1916. "CROSS" #NEXIT "It is impossible to cross this distance."
  1917. "EAST" "EGYPT">>
  1918. <ROOM "LEDG4"
  1919. ""
  1920. "Wide Ledge"
  1921. <EXIT "DOWN" #NEXIT "It's a long way down."
  1922. "LAUNC" "VAIR4" "WEST" ,CXGNOME "SOUTH" "SAFE">
  1923. (<GET-OBJ "HOOK2">)
  1924. LEDGE-FUNCTION>
  1925. <ROOM "SAFE"
  1926. ""
  1927. "Dusty Room"
  1928. <EXIT "NORTH" "LEDG4">
  1929. (<GET-OBJ "SSLOT"> <GET-OBJ "SAFE">)
  1930. SAFE-ROOM
  1931. <+ ,RLANDBIT ,RLIGHTBIT>>
  1932. <ROOM "LAVA"
  1933. "You are in a small room, whose walls are formed by an old lava flow.
  1934. There are exits here to the west and the south."
  1935. "Lava Room"
  1936. <EXIT "SOUTH" "VLBOT" "WEST" "RUBYR">>
  1937. <SETG BLOC <GET-ROOM "VLBOT">>
  1938. \
  1939. ; "SUBTITLE ALICE IN WONDERLAND"
  1940. <SETG BUCKET-TOP!-FLAG <>>
  1941. <SETG MAGCMACH <CEXIT "FROBOZZ" "CMACH" "" <> MAGNET-ROOM-EXIT>>
  1942. <SETG MAGALICE <CEXIT "FROBOZZ" "ALICE" "" <> MAGNET-ROOM-EXIT>>
  1943. <ROOM "MAGNE"
  1944. ""
  1945. "Low Room"
  1946. <EXIT "NORTH" ,MAGCMACH "SOUTH" ,MAGCMACH "WEST" ,MAGCMACH "NE" ,MAGCMACH
  1947. "NW" ,MAGALICE "SW" ,MAGALICE "SE" ,MAGALICE "EAST" ,MAGCMACH
  1948. "OUT" ,MAGALICE>
  1949. (<GET-OBJ "RBTLB"> <GET-OBJ "ROBOT">)
  1950. MAGNET-ROOM>
  1951. <ROOM "CMACH"
  1952. ""
  1953. "Machine Room"
  1954. <EXIT "WEST" "MAGNE" "SOUTH" "CAGER">
  1955. (<GET-OBJ "SQBUT"> <GET-OBJ "RNBUT"> <GET-OBJ "TRBUT">)
  1956. CMACH-ROOM>
  1957. <ROOM "CAGER"
  1958. "You are in a dingy closet adjacent to the machine room. On one wall
  1959. is a small sticker which says
  1960. Protected by
  1961. FROBOZZ
  1962. Magic Alarm Company
  1963. (Hello, footpad!)
  1964. "
  1965. "Dingy Closet"
  1966. <EXIT "NORTH" "CMACH">
  1967. (<GET-OBJ "SPHER">)>
  1968. <ROOM "CAGED"
  1969. "You are trapped inside a steel cage."
  1970. "Cage"
  1971. <EXIT "NORTH" #NEXIT "">
  1972. (<GET-OBJ "CAGE">) CAGED-ROOM>
  1973. <ROOM "TWELL"
  1974. "You are at the top of the well. Well done. There are etchings on
  1975. the side of the well. There is a small crack across the floor at the
  1976. entrance to a room on the east, but it can be crossed easily."
  1977. "Top of Well"
  1978. <EXIT "EAST" "ALICE" "DOWN" #NEXIT "It's a long way down!">
  1979. (<GET-OBJ "ETCH2">)
  1980. <>
  1981. <+ ,RLANDBIT ,RBUCKBIT>
  1982. [RVAL 10]>
  1983. <ROOM "BWELL"
  1984. "You are in a damp circular room, whose walls are made of brick and
  1985. mortar. The roof of this room is not visible, but there appear to be
  1986. some etchings on the walls. There is a passageway to the west."
  1987. "Circular Room"
  1988. <EXIT "WEST" "MPEAR" "UP" #NEXIT "The walls cannot be climbed.">
  1989. (<GET-OBJ "BUCKE"> <GET-OBJ "ETCH1">)
  1990. <>
  1991. <+ ,RLANDBIT ,RBUCKBIT>>
  1992. <ROOM "ALICE"
  1993. "You are in a small square room, in the center of which is a large
  1994. oblong table, no doubt set for afternoon tea. It is clear from the
  1995. objects on the table that the users were indeed mad. In the eastern
  1996. corner of the room is a small hole (no more than four inches high).
  1997. There are passageways leading away to the west and the northwest."
  1998. "Tea Room"
  1999. <EXIT "EAST" #NEXIT "Only a mouse could get in there."
  2000. "WEST" "TWELL" "NW" "MAGNE">
  2001. (<GET-OBJ "ATABL"> <GET-OBJ "ECAKE"> <GET-OBJ "ORICE">
  2002. <GET-OBJ "RDICE"> <GET-OBJ "BLICE">)>
  2003. <PSETG SMDROP #NEXIT "There is a chasm too large to jump across.">
  2004. <ROOM "ALISM"
  2005. "You are in an enormous room, in the center of which are four wooden
  2006. posts delineating a rectangular area, above which is what appears to
  2007. be a wooden roof. In fact, all objects in this room appear to be
  2008. abnormally large. To the east is a passageway. There is a large
  2009. chasm on the west and the northwest."
  2010. "Posts Room"
  2011. <EXIT "NW" ,SMDROP "EAST" "ALITR" "WEST" ,SMDROP "DOWN" ,SMDROP>
  2012. (<GET-OBJ "POSTS">)>
  2013. <ROOM "ALITR"
  2014. "You are in a large room, one half of which is depressed. There is a
  2015. large leak in the ceiling through which brown colored goop is
  2016. falling. The only exit to this room is to the west."
  2017. "Pool Room"
  2018. <EXIT "EXIT" "ALISM" "WEST" "ALISM">
  2019. (<GET-OBJ "FLASK"> <GET-OBJ "POOL"> <GET-OBJ "SAFFR">)>
  2020. \
  2021. ; "SUBTITLE END GAME"
  2022. <SETG MR-D <CEXIT "FROBOZZ" "MRD" "" <> MRGO>>
  2023. <SETG MR-G <CEXIT "FROBOZZ" "MRG" "" <> MRGO>>
  2024. <SETG MR-C <CEXIT "FROBOZZ" "MRC" "" <> MRGO>>
  2025. <SETG MR-B <CEXIT "FROBOZZ" "MRB" "" <> MRGO>>
  2026. <SETG MR-A <CEXIT "FROBOZZ" "MRA" "" <> MRGO>>
  2027. <SETG MOUT <CEXIT "FROBOZZ" "MRA" "" <> MIROUT>>
  2028. <SETG MIREX <CEXIT "MIRROR-OPEN" "INMIR" "" <> MIRIN>>
  2029. <ROOM "MRD"
  2030. "" "Hallway"
  2031. <EXIT "NORTH" "FDOOR" "NE" "FDOOR" "NW" "FDOOR"
  2032. "SOUTH" ,MR-G "SE" ,MR-G "SW" ,MR-G>
  2033. ()
  2034. MRDF
  2035. <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
  2036. [RGLOBAL <+ ,ROSEBIT ,CHANBIT ,GUARDBIT>]>
  2037. <ROOM "MRG"
  2038. "" "Hallway"
  2039. <EXIT "NORTH" ,MR-D "SOUTH" ,MR-C>
  2040. ()
  2041. GUARDIANS
  2042. <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
  2043. [RGLOBAL ,GUARDBIT]>
  2044. <ROOM "MRC"
  2045. "" "Hallway"
  2046. <EXIT "NORTH" ,MR-G "NW" ,MR-G "NE" ,MR-G
  2047. "ENTER" ,MIREX "SOUTH" ,MR-B "SW" ,MR-B "SE" ,MR-B>
  2048. ()
  2049. MRCF
  2050. <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
  2051. [RGLOBAL <+ ,MIRRORBIT ,PANELBIT ,ROSEBIT ,CHANBIT ,GUARDBIT>]>
  2052. <ROOM "MRB"
  2053. "" "Hallway"
  2054. <EXIT "NORTH" ,MR-C "NW" ,MR-C "NE" ,MR-C
  2055. "ENTER" ,MIREX "SOUTH" ,MR-A "SW" ,MR-A "SE" ,MR-A>
  2056. ()
  2057. MRBF
  2058. <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
  2059. [RGLOBAL <+ ,MIRRORBIT ,PANELBIT ,ROSEBIT ,CHANBIT>]>
  2060. <ROOM "MRA"
  2061. "" "Hallway"
  2062. <EXIT "NORTH" ,MR-B "NW" ,MR-B "NE" ,MR-B
  2063. "ENTER" ,MIREX "SOUTH" "MREYE">
  2064. ()
  2065. MRAF
  2066. <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
  2067. [RGLOBAL <+ ,MIRRORBIT ,PANELBIT ,ROSEBIT ,CHANBIT>]>
  2068. <ROOM "MRDE"
  2069. "" "Narrow Room"
  2070. ,NULEXIT
  2071. ()
  2072. GUARDIANS
  2073. <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
  2074. [RGLOBAL <+ ,MIRRORBIT ,PANELBIT ,GUARDBIT>]>
  2075. <ROOM "MRDW"
  2076. "" "Narrow Room"
  2077. ,NULEXIT
  2078. ()
  2079. GUARDIANS
  2080. <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
  2081. [RGLOBAL <+ ,MIRRORBIT ,PANELBIT ,GUARDBIT>]>
  2082. <ROOM "MRGE"
  2083. "" "Narrow Room"
  2084. ,NULEXIT
  2085. ()
  2086. GUARDIANS
  2087. <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
  2088. [RGLOBAL <+ ,MIRRORBIT ,PANELBIT ,GUARDBIT>]>
  2089. <ROOM "MRGW"
  2090. "" "Narrow Room"
  2091. ,NULEXIT
  2092. ()
  2093. GUARDIANS
  2094. <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
  2095. [RGLOBAL <+ ,MIRRORBIT ,PANELBIT ,GUARDBIT>]>
  2096. <ROOM "MRCE"
  2097. "" "Narrow Room"
  2098. <EXIT "ENTER" ,MIREX "WEST" ,MIREX "NORTH" "MRG" "SOUTH" "MRB">
  2099. ()
  2100. MRCEW
  2101. <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
  2102. [RGLOBAL <+ ,MIRRORBIT ,PANELBIT ,GUARDBIT>]>
  2103. <ROOM "MRCW"
  2104. "" "Narrow Room"
  2105. <EXIT "ENTER" ,MIREX "EAST" ,MIREX "NORTH" "MRG" "SOUTH" "MRB">
  2106. ()
  2107. MRCEW
  2108. <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
  2109. [RGLOBAL <+ ,MIRRORBIT ,PANELBIT ,GUARDBIT>]>
  2110. <ROOM "MRBE"
  2111. "" "Narrow Room"
  2112. <EXIT "ENTER" ,MIREX "WEST" ,MIREX "NORTH" "MRC" "SOUTH" "MRA">
  2113. ()
  2114. MRBEW
  2115. <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
  2116. [RGLOBAL <+ ,MIRRORBIT ,PANELBIT>]>
  2117. <ROOM "MRBW"
  2118. "" "Narrow Room"
  2119. <EXIT "ENTER" ,MIREX "EAST" ,MIREX "NORTH" "MRC" "SOUTH" "MRA">
  2120. ()
  2121. MRBEW
  2122. <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
  2123. [RGLOBAL <+ ,MIRRORBIT ,PANELBIT>]>
  2124. <ROOM "MRAE"
  2125. "" "Narrow Room"
  2126. <EXIT "ENTER" ,MIREX "WEST" ,MIREX "NORTH" "MRB" "SOUTH" "MREYE">
  2127. ()
  2128. MRAEW
  2129. <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
  2130. [RGLOBAL <+ ,MIRRORBIT ,PANELBIT>]>
  2131. <ROOM "MRAW"
  2132. "" "Narrow Room"
  2133. <EXIT "ENTER" ,MIREX "EAST" ,MIREX "NORTH" "MRB" "SOUTH" "MREYE">
  2134. ()
  2135. MRAEW
  2136. <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
  2137. [RGLOBAL <+ ,MIRRORBIT ,PANELBIT>]>
  2138. <ROOM "INMIR"
  2139. "" "Inside Mirror"
  2140. <EXIT "NORTH" ,MOUT "SOUTH" ,MOUT "EAST" ,MOUT "WEST" ,MOUT
  2141. "NE" ,MOUT "NW" ,MOUT "SE" ,MOUT "SW" ,MOUT "EXIT" ,MOUT>
  2142. (<GET-OBJ "YLWAL"> <GET-OBJ "WHWAL">
  2143. <GET-OBJ "RDWAL"> <GET-OBJ "BLWAL">
  2144. <GET-OBJ "OAKND"> <GET-OBJ "PINND">
  2145. <GET-OBJ "WDBAR"> <GET-OBJ "LPOLE">
  2146. <GET-OBJ "SPOLE"> <GET-OBJ "TBAR">
  2147. <GET-OBJ "ARROW">)
  2148. MAGIC-MIRROR
  2149. <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
  2150. [RVAL 15
  2151. RGLOBAL <+ ,ROSEBIT ,CHANBIT ,GUARDBIT>]>
  2152. <ROOM "MRANT"
  2153. "You are standing near one end of a long, dimly lit hall. At the
  2154. south stone stairs ascend. To the north the corridor is illuminated
  2155. by torches set high in the walls, out of reach. On one wall is a red
  2156. button."
  2157. "Stone Room"
  2158. <EXIT "SOUTH" "TSTRS" "UP" "TSTRS" "NORTH" "MREYE">
  2159. (<GET-OBJ "RSWIT">)
  2160. <> <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>>
  2161. <ROOM "MREYE"
  2162. ""
  2163. "Small Room"
  2164. <EXIT "NORTH" ,MR-A "NW" ,MR-A "NE" ,MR-A "SOUTH" "MRANT">
  2165. (<GET-OBJ "RBEAM">)
  2166. MREYE-ROOM
  2167. <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>>
  2168. <SETG CD <DOOR "TOMB" "TOMB" "CRYPT" <> <>>>
  2169. <ROOM "TOMB"
  2170. ""
  2171. "Tomb of the Unknown Implementer"
  2172. <EXIT "WEST" "LLD2" "NORTH" ,CD "ENTER" ,CD>
  2173. (<GET-OBJ "TOMB">
  2174. <GET-OBJ "HEADS">
  2175. <GET-OBJ "COKES">
  2176. <GET-OBJ "LISTS">)
  2177. TOMB-FUNCTION>
  2178. <ROOM "CRYPT"
  2179. ""
  2180. "Crypt"
  2181. <EXIT "SOUTH" ,CD "LEAVE" ,CD>
  2182. (<GET-OBJ "TOMB">)
  2183. CRYPT-FUNCTION
  2184. <+ ,RENDGAME ,RLANDBIT>
  2185. [RVAL 5]>
  2186. <ROOM "TSTRS"
  2187. "You are standing at the top of a flight of stairs that lead down to
  2188. a passage below. Dim light, as from torches, can be seen in the
  2189. passage. Behind you the stairs lead into untouched rock."
  2190. "Top of Stairs"
  2191. <EXIT "NORTH" "MRANT"
  2192. "DOWN" "MRANT"
  2193. "SOUTH" #NEXIT "The wall is solid rock.">
  2194. ()
  2195. <>
  2196. <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
  2197. [RVAL 10]>
  2198. <ROOM "ECORR"
  2199. "You are in a corridor with polished marble walls. The corridor
  2200. widens into larger areas as it turns west at its northern and
  2201. southern ends."
  2202. "East Corridor"
  2203. <EXIT "NORTH" "NCORR" "SOUTH" "SCORR">
  2204. () <> <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>>
  2205. <ROOM "WCORR"
  2206. "You are in a corridor with polished marble walls. The corridor
  2207. widens into larger areas as it turns east at its northern and
  2208. southern ends."
  2209. "West Corridor"
  2210. <EXIT "NORTH" "NCORR" "SOUTH" "SCORR">
  2211. () <> <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>>
  2212. <SETG OD <DOOR "ODOOR" "SCORR" "CELL" "" MAYBE-DOOR>> ; "south cell door"
  2213. <SETG WD <DOOR "QDOOR" "BDOOR" "FDOOR">> ; "wooden door, entrance to cell area"
  2214. <SETG CD <DOOR "CDOOR" "NCORR" "CELL">> ; "cell door"
  2215. <SETG ND <DOOR "ODOOR" "NCELL" "NIRVA">> ; "winnage door"
  2216. <ROOM "SCORR"
  2217. ""
  2218. "South Corridor"
  2219. <EXIT "WEST" "WCORR"
  2220. "EAST" "ECORR"
  2221. "NORTH" ,OD
  2222. "SOUTH" "BDOOR">
  2223. (<GET-OBJ "ODOOR">)
  2224. SCORR-ROOM <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>>
  2225. <ROOM "BDOOR"
  2226. ""
  2227. "Narrow Corridor"
  2228. <EXIT "NORTH" "SCORR" "SOUTH" ,WD>
  2229. (<GET-OBJ "MASTE">
  2230. <GET-OBJ "QDOOR">)
  2231. BDOOR-FUNCTION
  2232. <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
  2233. [RVAL 20]>
  2234. <ROOM "FDOOR"
  2235. ""
  2236. "Dungeon Entrance"
  2237. <EXIT "NORTH" ,WD "ENTER" ,WD "SOUTH" ,MR-D "SE" ,MR-D "SW" ,MR-D>
  2238. (<GET-OBJ "QDOOR">)
  2239. FDOOR-FUNCTION
  2240. <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
  2241. [RVAL 15 RGLOBAL ,MASTERBIT]>
  2242. <ROOM "NCORR"
  2243. ""
  2244. "North Corridor"
  2245. <EXIT "EAST" "ECORR" "WEST" "WCORR" "NORTH" "PARAP"
  2246. "SOUTH" ,CD "ENTER" ,CD>
  2247. (<GET-OBJ "CDOOR">)
  2248. NCORR-ROOM
  2249. <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>>
  2250. <ROOM "PARAP"
  2251. ""
  2252. "Parapet"
  2253. <EXIT "SOUTH" "NCORR"
  2254. "NORTH" #NEXIT "You would be burned to a crisp in no time.">
  2255. (<GET-OBJ "DBUTT"> <GET-OBJ "DIAL">
  2256. <GET-OBJ "ONE"> <GET-OBJ "TWO">
  2257. <GET-OBJ "THREE"> <GET-OBJ "FOUR">
  2258. <GET-OBJ "FIVE"> <GET-OBJ "SIX">
  2259. <GET-OBJ "SEVEN"> <GET-OBJ "EIGHT">)
  2260. PARAPET
  2261. <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>>
  2262. <SETG NUMOBJS
  2263. [<GET-OBJ "ONE"> 1 <GET-OBJ "TWO"> 2
  2264. <GET-OBJ "THREE"> 3 <GET-OBJ "FOUR"> 4
  2265. <GET-OBJ "FIVE"> 5 <GET-OBJ "SIX"> 6
  2266. <GET-OBJ "SEVEN"> 7 <GET-OBJ "EIGHT"> 8]>
  2267. <ROOM "CELL"
  2268. ""
  2269. "Prison Cell"
  2270. <EXIT "EXIT" ,CD
  2271. "NORTH" ,CD
  2272. "SOUTH" ,OD>
  2273. (<GET-OBJ "CDOOR"> <GET-OBJ "ODOOR">)
  2274. CELL-ROOM
  2275. <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
  2276. [RGLOBAL ,MASTERBIT]>
  2277. <SETG FOUT #NEXIT "The door is securely fastened.">
  2278. <ROOM "PCELL"
  2279. ""
  2280. "Prison Cell"
  2281. <EXIT "EXIT" ,FOUT>
  2282. (<GET-OBJ "LDOOR">)
  2283. PCELL-ROOM
  2284. <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>>
  2285. <ROOM "NCELL"
  2286. ""
  2287. "Prison Cell"
  2288. <EXIT "SOUTH" ,FOUT "EXIT" ,ND "NORTH" ,ND>
  2289. (<GET-OBJ "ODOOR"> <GET-OBJ "MDOOR">)
  2290. NCELL-ROOM
  2291. <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>>
  2292. <ROOM "NIRVA"
  2293. " You are in a room of large size, richly appointed and decorated
  2294. in a style that bespeaks exquisite taste. To judge from its
  2295. contents, it is the ultimate storehouse of the treasures of Zork.
  2296. There are chests here containing precious jewels, mountains of
  2297. zorkmids, rare paintings, ancient statuary, and beguiling curios.
  2298. In one corner of the room is a bookcase boasting such volumes as
  2299. 'The History of the Great Underground Empire,' 'The Lives of the
  2300. Twelve Flatheads,' 'The Wisdom of the Implementors,' and other
  2301. informative and inspiring works.
  2302. On one wall is a completely annotated map of the Dungeon of
  2303. Zork, showing points of interest, various troves of treasure, and
  2304. indicating the locations of several superior scenic views.
  2305. On a desk at the far end of the room may be found stock
  2306. certificates representing a controlling interest in FrobozzCo
  2307. International, the multinational conglomerate and parent company of
  2308. the Frobozz Magic Boat Co., etc."
  2309. "Treasury of Zork"
  2310. ,NULEXIT
  2311. (<GET-OBJ "ODOOR">)
  2312. NIRVANA
  2313. <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
  2314. [RVAL 35]>
  2315. \
  2316. ; "SUBTITLE END GAME GOODIES"
  2317. <SETG CELLS <IUVECTOR 8 '()>> ;"contents of cells"
  2318. <SETG COBJS (<GET-OBJ "CDOOR"> <GET-OBJ "ODOOR">)>
  2319. <SETG NOBJS (<GET-OBJ "MDOOR"> <GET-OBJ "ODOOR">)>
  2320. <SETG POBJS (<GET-OBJ "LDOOR">)>
  2321. <SETG NORTHEND <GET-ROOM "MRD">> ;"northern limit of mirror"
  2322. <SETG STARTROOM <SETG MLOC <GET-ROOM "MRB">>> ;"where mirror begins"
  2323. <SETG SOUTHEND <GET-ROOM "MRA">> ;"southern limit of mirror"
  2324. \
  2325. ; "SUBTITLE VOCABULARY"
  2326. ;"buzz words and preposition"
  2327. <ADD-BUZZ "AND" "BY" "IS" "A" "THE" "AN">
  2328. <ADD-ZORK PREP "OVER" "WITH" "AT" "TO" "IN" "DOWN" "UP" "UNDER" "OF">
  2329. <SYNONYM "WITH" "USING" "THROU">
  2330. <SYNONYM "IN" "INSID" "INTO">
  2331. ;"funny verbs"
  2332. <SADD-ACTION "C-INT" TIME> ;"funny verb for clock ints"
  2333. <SADD-ACTION "DEAD!" TIME> ;"funny verb for killing villains"
  2334. <SADD-ACTION "1ST?" TIME> ;"funny verb for surprise by villains"
  2335. <SADD-ACTION "FGHT?" TIME> ;"funny verb for deciding whether to fight"
  2336. <SADD-ACTION "HACK?" TIME> ;"funny verb for villain fight decisions"
  2337. <SADD-ACTION "IN!" TIME> ;"villain regains consciousness"
  2338. <SADD-ACTION "OUT!" TIME> ;"villain loses consciousness"
  2339. <SADD-ACTION "GO-IN" TIME> ;"funny verb for room actions when entering"
  2340. ;"ZORK game commands"
  2341. <SADD-ACTION "BRIEF" BRIEF>
  2342. <SADD-ACTION "BUG" BUGGER>
  2343. <VSYNONYM "BUG" "GRITC" "COMPL">
  2344. <SADD-ACTION "FEATU" FEECH>
  2345. <VSYNONYM "FEATU" "COMME" "SUGGE" "IDEA">
  2346. <SADD-ACTION "HELP" HELP>
  2347. <SADD-ACTION "INFO" INFO>
  2348. <SADD-ACTION "QUIT" FINISH>
  2349. <VSYNONYM "QUIT" "Q">
  2350. <SADD-ACTION "RESTA" RESTART>
  2351. <SADD-ACTION "RESTO" DO-RESTORE>
  2352. <SADD-ACTION "SAVE" DO-SAVE>
  2353. <SADD-ACTION "SCORE" SCORE>
  2354. <SADD-ACTION "SCRIP" DO-SCRIPT>
  2355. <SADD-ACTION "SUPER" SUPER-BRIEF>
  2356. <SADD-ACTION "TIME" PLAY-TIME>
  2357. <SADD-ACTION "UNBRI" UN-BRIEF>
  2358. <SADD-ACTION "UNSCR" DO-UNSCRIPT>
  2359. <SADD-ACTION "UNSUP" UN-SUPER-BRIEF>
  2360. <SADD-ACTION "VERSI" VERSION>
  2361. ;"real verbs"
  2362. <SADD-ACTION "ANSWE" ANSWER>
  2363. <ADD-ACTION "ATTAC"
  2364. "Attack"
  2365. [(,VILLAIN ROBJS REACH) "WITH" (,WEAPONBIT AOBJS HAVE)
  2366. ["ATTAC" ATTACKER]]>
  2367. <VSYNONYM "ATTAC" "FIGHT" "HURT" "INJUR" "HIT">
  2368. <SADD-ACTION "BACK" BACKER>
  2369. <SADD-ACTION "BLAST" BLAST>
  2370. <ADD-ACTION "BOARD"
  2371. "Board"
  2372. [(,VEHBIT ROBJS REACH) ["BOARD" BOARD]]>
  2373. <ADD-ACTION "BRUSH"
  2374. "Brush"
  2375. [(-1 AOBJS ROBJS REACH) ["BRUSH" BRUSH] DRIVER]
  2376. [(-1 AOBJS ROBJS REACH) "WITH" OBJ ["BRUSH" BRUSH]]>
  2377. <VSYNONYM "BRUSH" "CLEAN">
  2378. <ADD-ACTION "BURN"
  2379. "Burn"
  2380. [(,BURNBIT AOBJS ROBJS REACH) "WITH" (,FLAMEBIT AOBJS ROBJS HAVE)
  2381. ["BURN" BURNER]]>
  2382. <VSYNONYM "BURN" "INCIN" "IGNIT">
  2383. <SADD-ACTION "CHOMP" CHOMP>
  2384. <VSYNONYM "CHOMP" "LOSE" "BARF">
  2385. <ADD-ACTION "CLOSE"
  2386. "Close"
  2387. [(<+ ,DOORBIT ,CONTBIT> REACH AOBJS ROBJS) ["CLOSE" CLOSER]]>
  2388. <VSYNONYM "CLOSE">
  2389. <SADD-ACTION "CURSE" CURSES>
  2390. <VSYNONYM "CURSE" "SHIT" "FUCK" "DAMN">
  2391. <1ADD-ACTION "DEFLA" "Deflate" DEFLATER>
  2392. <SADD-ACTION "DIAGN" DIAGNOSE>
  2393. <ADD-ACTION "DIG"
  2394. "Dig"
  2395. ["WITH" (,TOOLBIT AOBJS HAVE) ["DIG" DIGGER]]>
  2396. <ADD-ACTION "DISEM"
  2397. "Disembark from"
  2398. [(,VEHBIT ROBJS) ["DISEM" UNBOARD]]>
  2399. <ADD-ACTION "DRINK"
  2400. "Drink"
  2401. [(,DRINKBIT AOBJS ROBJS REACH) ["DRINK" EAT]]>
  2402. <VSYNONYM "DRINK" "IMBIB" "SWALL">
  2403. <ADD-ACTION "DROP"
  2404. "Drop"
  2405. [(-1 AOBJS REACH) ["DROP" DROPPER] DRIVER]
  2406. [(-1 AOBJS REACH) "IN" OBJ ["DROP" DROPPER]]>
  2407. <VSYNONYM "DROP" "RELEA">
  2408. <ADD-ACTION "EAT"
  2409. "Eat"
  2410. [(,FOODBIT AOBJS ROBJS REACH TAKE) ["EAT" EAT]]>
  2411. <VSYNONYM "EAT" "CONSU" "GOBBL" "MUNCH" "TASTE">
  2412. <1NRADD-ACTION "EXAMI" "Examine" ROOM-INFO>
  2413. <VSYNONYM "EXAMI" "DESCR" "WHAT" "WHATS" "WHAT'">
  2414. <SADD-ACTION "EXORC" EXORCISE>
  2415. <VSYNONYM "EXORC" "XORCI">
  2416. <ADD-ACTION "EXTIN"
  2417. "Turn off"
  2418. [(,LIGHTBIT REACH AOBJS ROBJS TAKE) ["TRNOF" LAMP-OFF]]>
  2419. <VSYNONYM "EXTIN" "DOUSE">
  2420. <1ADD-ACTION "FILL" "Fill" FILL>
  2421. <1NRADD-ACTION "FIND" "Find" FIND>
  2422. <VSYNONYM "FIND" "WHERE" "SEEK" "SEE">
  2423. <ADD-ACTION "FOLLO" "Follow" [["FOLLO" FOLLOW]] [OBJ ["FOLLO" FOLLOW]]>
  2424. <SADD-ACTION "FROBO" FROBOZZ>
  2425. <SADD-ACTION "GERON" GERONIMO>
  2426. <ADD-ACTION "GIVE"
  2427. "Give"
  2428. [OBJ "TO" (,VICBIT REACH ROBJS) ["GIVE" DROPPER] DRIVER]
  2429. [(,VICBIT REACH ROBJS) OBJ ["GIVE" DROPPER] FLIP]>
  2430. <VSYNONYM "GIVE" "HAND" "DONAT">
  2431. <1ADD-ACTION "GRANI" "Granite" GRANITE>
  2432. <ADD-ACTION "HELLO"
  2433. "Hello"
  2434. [["HELLO" HELLO] DRIVER]
  2435. [OBJ ["HELLO" HELLO]]>
  2436. <VSYNONYM "HELLO" "HI">
  2437. <ADD-ACTION "BLOW"
  2438. "Blow"
  2439. ["UP" OBJ "WITH" (,TOOLBIT REACH ROBJS AOBJS) ["INFLA" INFLATER] DRIVER]
  2440. ["UP" OBJ ["BLAST" BLAST]]
  2441. ["INTO" OBJ ["BLOIN" BREATHE]]>
  2442. <SADD-ACTION "INCAN" INCANT>
  2443. <ADD-ACTION "INFLA"
  2444. "Inflate"
  2445. [OBJ "WITH" (,TOOLBIT REACH ROBJS AOBJS) ["INFLA" INFLATER]]>
  2446. <SADD-ACTION "INVEN" INVENT>
  2447. <VSYNONYM "INVEN" "LIST" "I">
  2448. <SADD-ACTION "FOO" JARGON>
  2449. <VSYNONYM "FOO" "BAR" "BLETC">
  2450. <ADD-ACTION "JUMP"
  2451. "Jump"
  2452. [["JUMP" LEAPER]]
  2453. ["OVER" OBJ ["JUMP" LEAPER]]>
  2454. <VSYNONYM "JUMP" "LEAP" "VAULT">
  2455. <1ADD-ACTION "KICK" "Kick" KICKER>
  2456. <VSYNONYM "KICK" "BITE" "TAUNT">
  2457. <ADD-ACTION "KILL"
  2458. "Kill"
  2459. [(,VILLAIN ROBJS REACH) "WITH" (,WEAPONBIT AOBJS HAVE) ["KILL" KILLER]]>
  2460. <VSYNONYM "KILL" "MURDE" "SLAY" "DISPA" "STAB">
  2461. <ADD-ACTION "KNOCK"
  2462. "Knock"
  2463. ["AT" OBJ ["KNOCK" KNOCK] DRIVER]
  2464. ["ON" OBJ ["KNOCK" KNOCK]]
  2465. ["DOWN" (,VICBIT = REACH ROBJS) ["ATTAC" ATTACKER]]>
  2466. <VSYNONYM "KNOCK" "RAP">
  2467. <ADD-ACTION "LIGHT"
  2468. "Light"
  2469. [(,LIGHTBIT REACH AOBJS ROBJS TAKE) ["LIGHT" LAMP-ON] DRIVER]
  2470. [(,LIGHTBIT REACH AOBJS ROBJS) "WITH" (,FLAMEBIT AOBJS TAKE)
  2471. ["BURN" BURNER]]>
  2472. <ADD-ACTION "LOCK"
  2473. "Lock"
  2474. [(-1 ROBJS) ["LOCK" LOCKER]]>
  2475. <ADD-ACTION "LOOK"
  2476. "Look"
  2477. [["LOOK" ROOM-DESC]]
  2478. ["AT" NROBJ ["LKAT" ROOM-DESC]]
  2479. ["UNDER" OBJ ["LKUND" LOOK-UNDER]]
  2480. ["IN" NROBJ ["LKIN" LOOK-INSIDE]]>
  2481. <VSYNONYM "LOOK" "L" "STARE" "GAZE">
  2482. <1ADD-ACTION "LOWER" "Lower" R/L>
  2483. <ADD-ACTION "MELT"
  2484. "Melt"
  2485. [OBJ "WITH" (,FLAMEBIT REACH AOBJS ROBJS) ["MELT" MELTER]]>
  2486. <VSYNONYM "MELT" "LIQUI">
  2487. <ADD-ACTION "MOVE" "Move" [(-1 ROBJS) ["MOVE" MOVE]]>
  2488. <VSYNONYM "MOVE">
  2489. <ADD-ACTION "PULL"
  2490. "Pull"
  2491. [(-1 REACH ROBJS) ["MOVE" MOVE] DRIVER]
  2492. ["ON" (-1 REACH ROBJS) ["MOVE" MOVE]]>
  2493. <SYNONYM "PULL" "TUG">
  2494. <SADD-ACTION "MUMBL" MUMBLER>
  2495. <VSYNONYM "MUMBL" "SIGH">
  2496. <ADD-ACTION "MUNG"
  2497. "Mung"
  2498. [(-1 REACH ROBJS AOBJS) ["MUNG" MUNGER] DRIVER]
  2499. [(-1 REACH ROBJS AOBJS) "WITH" (-1 AOBJS TAKE) ["MUNG" MUNGER]]>
  2500. <VSYNONYM "MUNG" "HACK" "FROB" "DAMAG">
  2501. <SADD-ACTION "ODYSS" SINBAD>
  2502. <VSYNONYM "ODYSS" "ULYSS">
  2503. <ADD-ACTION "OPEN"
  2504. "Open"
  2505. [(<+ ,DOORBIT ,CONTBIT> REACH AOBJS ROBJS) ["OPEN" OPENER]]>
  2506. <VSYNONYM "OPEN">
  2507. <ADD-ACTION "PICK"
  2508. "Pick"
  2509. ["UP" (<+ ,TAKEBIT ,TRYTAKEBIT> REACH ROBJS AOBJS) ["TAKE" TAKE]]>
  2510. <ADD-ACTION "PLUG"
  2511. "Plug"
  2512. [OBJ "WITH" OBJ ["PLUG" PLUGGER]]>
  2513. <VSYNONYM "PLUG" "GLUE" "PATCH">
  2514. <ADD-ACTION "POKE"
  2515. "Poke"
  2516. [(,VILLAIN REACH ROBJS) "WITH" (,WEAPONBIT AOBJS HAVE) ["POKE" MUNGER]]>
  2517. <VSYNONYM "POKE" "JAB" "BREAK">
  2518. <ADD-ACTION "POUR"
  2519. "Pour"
  2520. [(-1 AOBJS) ["POUR" DROPPER] DRIVER]
  2521. [(-1 AOBJS) "IN" OBJ ["POUR" DROPPER]]>
  2522. <VSYNONYM "POUR" "SPILL">
  2523. <SADD-ACTION "PRAY" PRAYER>
  2524. <1ADD-ACTION "PUSH" "Push" PUSHER>
  2525. <VSYNONYM "PUSH" "PRESS">
  2526. <ADD-ACTION "PUT"
  2527. "Put"
  2528. [OBJ "IN" OBJ ["PUT" PUTTER] DRIVER]
  2529. ["DOWN" OBJ ["DROP" DROPPER]]>
  2530. <VSYNONYM "PUT" "STUFF" "PLACE" "INSER">
  2531. <ADD-ACTION "RAISE"
  2532. "Raise"
  2533. [OBJ ["RAISE" R/L] DRIVER]
  2534. ["UP" OBJ ["RAISE" R/L]]>
  2535. <VSYNONYM "RAISE" "LIFT">
  2536. <ADD-ACTION "READ"
  2537. "Read"
  2538. [(,READBIT REACH AOBJS ROBJS TRY) ["READ" READER] DRIVER]
  2539. [(,READBIT REACH AOBJS ROBJS TRY) "WITH" OBJ ["READ" READER]]>
  2540. <VSYNONYM "READ" "SKIM">
  2541. <SADD-ACTION "REPEN" REPENT>
  2542. <1ADD-ACTION "RING" "Ring" RING>
  2543. <VSYNONYM "RING" "PEAL">
  2544. <1ADD-ACTION "RUB" "Rub" RUBBER>
  2545. <VSYNONYM "RUB" "CARES" "TOUCH" "FONDL">
  2546. <SADD-ACTION "SKIP" SKIPPER>
  2547. <VSYNONYM "SKIP" "HOP">
  2548. <SADD-ACTION "STAY" STAY>
  2549. <ADD-ACTION "STRIK"
  2550. "Strike"
  2551. [(,VICBIT = REACH ROBJS)
  2552. "WITH"
  2553. (,WEAPONBIT AOBJS ROBJS HAVE)
  2554. ["ATTAC" ATTACKER]]
  2555. [(,VICBIT = REACH ROBJS) ["ATTAC" ATTACKER] DRIVER]
  2556. [(-1 REACH ROBJS AOBJS) ["LIGHT" LAMP-ON]]>
  2557. <SADD-ACTION "SWIM" SWIMMER>
  2558. <VSYNONYM "SWIM" "BATHE" "WADE">
  2559. <ADD-ACTION "SWING"
  2560. "Swing"
  2561. [(,WEAPONBIT AOBJS HAVE) "AT" (,VILLAIN REACH ROBJS) ["SWING" SWINGER]]>
  2562. <VSYNONYM "SWING" "THRUS">
  2563. <ADD-ACTION "TAKE" "Take" [(<+ ,TRYTAKEBIT ,TAKEBIT> REACH ROBJS AOBJS) ["TAKE" TAKE]]>
  2564. <VSYNONYM "TAKE" "GET" "HOLD" "CARRY">
  2565. <ADD-ACTION "TELL"
  2566. "Tell"
  2567. [(,ACTORBIT ROBJS) ["TELL" COMMAND]]>
  2568. <VSYNONYM "TELL" "COMMA" "REQUE">
  2569. <SADD-ACTION "TEMPL" TREAS>
  2570. <ADD-ACTION "THROW"
  2571. "Throw"
  2572. [(-1 AOBJS HAVE) "AT" (,VICBIT REACH ROBJS) ["THROW" DROPPER]]>
  2573. <VSYNONYM "THROW" "HURL" "CHUCK">
  2574. <ADD-ACTION "TIE"
  2575. "Tie"
  2576. [OBJ "TO" OBJ ["TIE" TIE]]
  2577. ["UP" (,VICBIT REACH ROBJS) "WITH" (,TOOLBIT REACH ROBJS AOBJS HAVE) ["TIEUP" TIE-UP]]>
  2578. <VSYNONYM "TIE" "FASTE">
  2579. <SADD-ACTION "TREAS" TREAS>
  2580. <ADD-ACTION "TURN"
  2581. "Turn"
  2582. [(,TURNBIT REACH AOBJS ROBJS)
  2583. "WITH"
  2584. (,TOOLBIT ROBJS AOBJS HAVE)
  2585. ["TURN" TURNER]
  2586. DRIVER]
  2587. ["ON" (,LIGHTBIT REACH AOBJS ROBJS TAKE) ["TRNON" LAMP-ON]]
  2588. ["OFF" (,LIGHTBIT REACH AOBJS ROBJS TAKE) ["TRNOF" LAMP-OFF]]
  2589. [(,TURNBIT REACH AOBJS ROBJS)
  2590. "TO"
  2591. (-1 ROBJS)
  2592. ["TRNTO" TURNTO]]>
  2593. <VSYNONYM "TURN" "SET">
  2594. <1ADD-ACTION "SPIN" "Spin" TURNTO>
  2595. <OR <GASSIGNED? TURNTO> <SETG TURNTO ,TIME>>
  2596. <ADD-ACTION "UNLOC"
  2597. "Unlock"
  2598. [(-1 REACH ROBJS) "WITH" (,TOOLBIT AOBJS ROBJS TAKE) ["UNLOC" UNLOCKER]]>
  2599. <1ADD-ACTION "UNTIE" "Untie" UNTIE>
  2600. <VSYNONYM "UNTIE" "RELEA" "FREE">
  2601. <SADD-ACTION "WAIT" WAIT>
  2602. <ADD-ACTION "WAKE"
  2603. "Wake"
  2604. [(,VICBIT ROBJS) ["WAKE" ALARM] DRIVER]
  2605. ["UP" (,VICBIT ROBJS) ["WAKE" ALARM]]>
  2606. <VSYNONYM "WAKE" "AWAKE" "SURPR" "START">
  2607. <1ADD-ACTION "WALK" "Walk" WALK>
  2608. <ADD-ACTION "WAVE" "Wave" [(-1 AOBJS) ["WAVE" WAVER]]>
  2609. <VSYNONYM "WAVE" "BRAND">
  2610. <SADD-ACTION "WIN" WIN>
  2611. <VSYNONYM "WIN" "WINNA">
  2612. <SADD-ACTION "YELL" YELL>
  2613. <VSYNONYM "YELL" "SCREA" "SHOUT">
  2614. <SADD-ACTION "ZORK" ZORK>
  2615. <ADD-BUZZ "RUN" "GO" "PROCE">
  2616. ; "SUBTITLE BUNCH VERBS"
  2617. <ADD-BUNCHER "TAKE" "DROP" "EAT" "READ" "GIVE" "PUT">
  2618. \
  2619. ; "SUBTITLE ACTOR ABILITIES"
  2620. <SETG ROBOT-ACTIONS
  2621. <MAPF ,UVECTOR
  2622. ,FIND-VERB
  2623. ["WALK" "TAKE" "DROP" "PUT" "JUMP" "PUSH" "THROW" "TURN"]>>
  2624. <SETG MASTER-ACTIONS
  2625. <MAPF ,UVECTOR
  2626. ,FIND-VERB
  2627. ["TAKE" "DROP" "PUT" "THROW" "PUSH" "TURN" "TRNTO" "SPIN"
  2628. "FOLLO" "STAY" "OPEN" "CLOSE" "KILL"]>>
  2629. \
  2630. ; "SUBTITLE OBJECTS"
  2631. ;"this object is here only so Restore of old Save files will work"
  2632. <OBJECT ["BUTTO"]
  2633. []
  2634. ""
  2635. 0>
  2636. <OBJECT ["!!!!!"]
  2637. []
  2638. ""
  2639. 0>
  2640. <OBJECT ["GHOST" "SPIRI" "FIEND"]
  2641. []
  2642. "ghost"
  2643. <+ ,OVISON ,VICBIT>
  2644. GHOST-FUNCTION>
  2645. <OBJECT ["GATES"]
  2646. []
  2647. "gates"
  2648. 0>
  2649. <OBJECT ["FBASK" "CAGE" "DUMBW" "BASKE"]
  2650. []
  2651. ""
  2652. <+ ,OVISON>
  2653. DUMBWAITER>
  2654. <OBJECT ["FOOD" "SANDW" "LUNCH" "DINNE"]
  2655. ["HOT" "PEPPE"]
  2656. ".lunch"
  2657. <+ ,OVISON ,TAKEBIT ,FOODBIT>
  2658. <>
  2659. ()
  2660. [ODESC1 "A hot pepper sandwich is here."]>
  2661. <OBJECT ["TBAR" "T-BAR" "BAR"]
  2662. ["T"]
  2663. "T-bar"
  2664. <+ ,OVISON ,NDESCBIT>>
  2665. <OBJECT ["GNOME" "TROLL"]
  2666. []
  2667. "Volcano Gnome"
  2668. <+ ,OVISON ,VICBIT>
  2669. GNOME-FUNCTION
  2670. ()
  2671. [ODESC1 "There is a nervous Volcano Gnome here."]>
  2672. <OBJECT ["BAGCO" "BAG" "COINS"]
  2673. ["OLD" "LEATH"]
  2674. "bag of coins"
  2675. <+ ,OVISON ,TAKEBIT>
  2676. <>
  2677. ()
  2678. [ODESC1 "An old leather bag, bulging with coins, is here."
  2679. OSIZE 15
  2680. OFVAL 10
  2681. OTVAL 5]>
  2682. <OBJECT ["BARRE"]
  2683. []
  2684. "barrel"
  2685. <+ ,OVISON>>
  2686. <OBJECT ["BALLO" "BASKE"]
  2687. ["WICKE"]
  2688. "basket"
  2689. <+ ,OVISON ,VEHBIT ,OPENBIT>
  2690. BALLOON
  2691. (<GET-OBJ "CBAG"> <GET-OBJ "BROPE"> <GET-OBJ "RECEP">)
  2692. [ODESC1
  2693. "There is a very large and extremely heavy wicker basket with a cloth
  2694. bag here. Inside the basket is a metal receptacle of some kind.
  2695. Attached to the basket on the outside is a piece of wire."
  2696. OCAPAC 100
  2697. OSIZE 70
  2698. OVTYPE ,RAIRBIT]>
  2699. <OBJECT ["TBASK" "CAGE" "DUMBW" "BASKE"]
  2700. []
  2701. "basket"
  2702. <+ ,OVISON ,TRANSBIT ,CONTBIT ,OPENBIT>
  2703. DUMBWAITER
  2704. ()
  2705. [ODESC1 "At the end of the chain is a basket."
  2706. OCAPAC 50]>
  2707. <OBJECT ["BAT" "VAMPI"]
  2708. []
  2709. "bat"
  2710. <+ ,OVISON ,NDESCBIT ,TRYTAKEBIT>
  2711. FLY-ME>
  2712. <OBJECT ["BELL"]
  2713. ["SMALL" "BRASS"]
  2714. "bell"
  2715. <+ ,OVISON ,TAKEBIT>
  2716. <>
  2717. ()
  2718. [ODESCO "Lying in a corner of the room is a small brass bell."
  2719. ODESC1 "There is a small brass bell here."]>
  2720. <OBJECT ["BLWAL" "WALL" "PANEL"]
  2721. ["BLACK"]
  2722. "black panel"
  2723. <+ ,OVISON ,NDESCBIT>
  2724. MPANELS>
  2725. <OBJECT ["AXE"]
  2726. ["BLOOD"]
  2727. "bloody axe"
  2728. <+ ,OVISON ,WEAPONBIT>
  2729. <>
  2730. ()
  2731. [ODESC1 "There is a bloody axe here."
  2732. OSIZE 25]>
  2733. <OBJECT ["BLBK" "BOOK"]
  2734. ["BLUE"]
  2735. "blue book"
  2736. <+ ,OVISON ,READBIT ,TAKEBIT ,CONTBIT>
  2737. <>
  2738. ()
  2739. [ODESC1 "There is a blue book here."
  2740. OCAPAC 2
  2741. OSIZE 10
  2742. OREAD ,GREEK-TO-ME]>
  2743. <OBJECT ["BLABE" "LABEL"]
  2744. ["BLUE"]
  2745. "blue label"
  2746. <+ ,OVISON ,READBIT ,TAKEBIT ,BURNBIT>
  2747. <>
  2748. ()
  2749. [ODESC1 "There is a blue label here."
  2750. OSIZE 1
  2751. OREAD
  2752. "
  2753. !!!! FROBOZZ MAGIC BALLOON COMPANY !!!!
  2754. Hello, Aviator!
  2755. Instructions for use:
  2756. To get into balloon, say 'Board'
  2757. To leave balloon, say 'Disembark'
  2758. To land, say 'Land'
  2759. Warranty:
  2760. No warranty is expressed or implied. You're on your own, sport!
  2761. Good Luck.
  2762. " ]>
  2763. <OBJECT ["BOLT" "BOLT" "NUT"]
  2764. []
  2765. "bolt"
  2766. <+ ,OVISON ,DOORBIT ,NDESCBIT ,TURNBIT>
  2767. BOLT-FUNCTION>
  2768. <OBJECT ["BOOK" "PRAYE" "BIBLE" "GOODB"]
  2769. ["LARGE" "BLACK"]
  2770. "book"
  2771. <+ ,OVISON ,READBIT ,TAKEBIT ,CONTBIT ,BURNBIT>
  2772. BLACK-BOOK
  2773. ()
  2774. [ODESCO "On the altar is a large black book, open to page 569."
  2775. ODESC1 "There is a large black book here."
  2776. OSIZE 10
  2777. OREAD
  2778. " COMMANDMENT #12592
  2779. Oh ye who go about saying unto each: \"Hello sailor\":
  2780. dost thou know the magnitude of thy sin before the gods?
  2781. Yea, verily, thou shalt be ground between two stones.
  2782. Shall the angry gods cast thy body into the whirlpool?
  2783. Surely, thy eye shall be put out with a sharp stick!
  2784. Even unto the ends of the earth shalt thou wander and
  2785. unto the land of the dead shalt thou be sent at last.
  2786. Surely thou shalt repent of thy cunning." ]>
  2787. <OBJECT ["SAFE" "BOX"]
  2788. []
  2789. "box"
  2790. <+ ,OVISON ,CONTBIT>
  2791. SAFE-FUNCTION
  2792. (<GET-OBJ "CROWN"> <GET-OBJ "CARD">)
  2793. [OCAPAC 15]>
  2794. <OBJECT ["BROPE" "WIRE"]
  2795. ["BRAID"]
  2796. "braided wire"
  2797. <+ ,OVISON ,TIEBIT>
  2798. WIRE-FUNCTION>
  2799. <OBJECT ["BRICK" "BRICK"]
  2800. ["SQUAR" "CLAY"]
  2801. "brick"
  2802. <+ ,OVISON ,TAKEBIT ,BURNBIT ,SEARCHBIT ,OPENBIT>
  2803. <>
  2804. ()
  2805. [ODESC1 "There is a square brick here which feels like clay."
  2806. OCAPAC 2
  2807. OSIZE 9]>
  2808. <OBJECT ["DBALL" "BALLO" "BASKE"]
  2809. ["BROKE"]
  2810. "broken balloon"
  2811. <+ ,OVISON ,TAKEBIT>
  2812. <>
  2813. ()
  2814. [ODESC1 "There is a balloon here, broken into pieces."
  2815. OSIZE 40]>
  2816. <OBJECT ["BLAMP" "LAMP" "LANTE"]
  2817. ["BROKE"]
  2818. "broken lamp"
  2819. <+ ,OVISON ,TAKEBIT>
  2820. <>
  2821. ()
  2822. [ODESC1 "There is a broken brass lantern here."]>
  2823. <OBJECT ["STICK"]
  2824. ["SHARP" "BROKE"]
  2825. "broken sharp stick"
  2826. <+ ,OVISON ,TAKEBIT>
  2827. STICK-FUNCTION
  2828. ()
  2829. [ODESCO
  2830. "A sharp stick, which appears to have been broken at one end, is here."
  2831. ODESC1 "There is a broken sharp stick here."
  2832. OSIZE 3]>
  2833. <OBJECT ["OTIMB" "TIMBE"]
  2834. ["WOODE"]
  2835. "broken timber"
  2836. <+ ,OVISON ,TAKEBIT>
  2837. <>
  2838. ()
  2839. [OSIZE 50]>
  2840. <OBJECT ["ODOOR" "DOOR"]
  2841. ["BRONZ"]
  2842. "bronze door"
  2843. <+ ,DOORBIT ,NDESCBIT>
  2844. BRONZE-DOOR>
  2845. <OBJECT ["SBAG" "BAG" "SACK"]
  2846. ["BROWN" "ELONG"]
  2847. "brown sack"
  2848. <+ ,OVISON ,TAKEBIT ,CONTBIT ,FLAMEBIT>
  2849. <>
  2850. (<GET-OBJ "GARLI"> <GET-OBJ "FOOD">)
  2851. [ODESCO
  2852. "On the table is an elongated brown sack, smelling of hot peppers."
  2853. ODESC1 "A brown sack is here."
  2854. OCAPAC 15
  2855. OSIZE 3]>
  2856. <OBJECT ["BUBBL"]
  2857. []
  2858. "bubble"
  2859. <+ ,OVISON ,NDESCBIT>>
  2860. <OBJECT ["COKES" "BOTTL" "BUNCH"]
  2861. ["COKE"]
  2862. "bunch of Coke bottles"
  2863. <+ ,OVISON ,TAKEBIT>
  2864. COKE-BOTTLES
  2865. ()
  2866. [ODESCO
  2867. "There is a large pile of empty Coke bottles here, evidently produced
  2868. by the implementers during their long struggle to win totally."
  2869. ODESC1
  2870. "Many empty Coke bottles are here. Alas, they can't hold water."
  2871. OSIZE 15]>
  2872. <OBJECT ["BLANT" "LANTE" "LAMP"]
  2873. ["USED" "BURNE" "DEAD" "USELE"]
  2874. "burned-out lantern"
  2875. <+ ,OVISON ,TAKEBIT>
  2876. <>
  2877. ()
  2878. [ODESCO "The deceased adventurer's useless lantern is here."
  2879. ODESC1 "There is a burned-out lantern here."
  2880. OSIZE 20]>
  2881. <OBJECT ["YBUTT" "BUTTO" "SWITC"]
  2882. ["YELLO"]
  2883. "yellow button"
  2884. <+ ,OVISON ,NDESCBIT>
  2885. DBUTTONS>
  2886. <OBJECT ["BRBUT" "BUTTO" "SWITC"]
  2887. ["BROWN"]
  2888. "brown button"
  2889. <+ ,OVISON ,NDESCBIT>
  2890. DBUTTONS>
  2891. <OBJECT ["RBUTT" "BUTTO" "SWITC"]
  2892. ["RED"]
  2893. "red button"
  2894. <+ ,OVISON ,NDESCBIT>
  2895. DBUTTONS>
  2896. <OBJECT ["BLBUT" "BUTTO" "SWITC"]
  2897. ["BLUE"]
  2898. "blue button"
  2899. <+ ,OVISON ,NDESCBIT>
  2900. DBUTTONS>
  2901. <OBJECT ["RNBUT" "BUTTO"]
  2902. ["ROUND"]
  2903. "round button"
  2904. <+ ,OVISON ,NDESCBIT>
  2905. BUTTONS>
  2906. <OBJECT ["SQBUT" "BUTTO"]
  2907. ["SQUAR"]
  2908. "square button"
  2909. <+ ,OVISON ,NDESCBIT>
  2910. BUTTONS>
  2911. <OBJECT ["TRBUT" "BUTTO"]
  2912. ["TRIAN"]
  2913. "triangular button"
  2914. <+ ,OVISON ,NDESCBIT>
  2915. BUTTONS>
  2916. <OBJECT ["CARD" "NOTE"]
  2917. []
  2918. "card"
  2919. <+ ,OVISON ,READBIT ,TAKEBIT ,BURNBIT>
  2920. <>
  2921. ()
  2922. [ODESC1 "There is a card with writing on it here."
  2923. OSIZE 1
  2924. OREAD
  2925. "
  2926. Warning:
  2927. This room was constructed over very weak rock strata. Detonation
  2928. of explosives in this room is strictly prohibited!
  2929. Frobozz Magic Cave Company
  2930. per M. Agrippa, foreman
  2931. " ]>
  2932. <OBJECT ["RUG" "CARPE"]
  2933. ["ORIEN"]
  2934. "carpet"
  2935. <+ ,OVISON ,NDESCBIT ,TRYTAKEBIT>
  2936. RUG>
  2937. <OBJECT ["CDOOR" "DOOR"]
  2938. ["WOOD" "WOODE" "CELL"]
  2939. "cell door"
  2940. <+ ,OVISON ,DOORBIT ,NDESCBIT>
  2941. CELL-DOOR>
  2942. <OBJECT ["CHALI" "CUP" "GOBLE"]
  2943. []
  2944. "chalice"
  2945. <+ ,OVISON ,TAKEBIT ,CONTBIT>
  2946. CHALICE
  2947. ()
  2948. [ODESC1 "There is a silver chalice, intricately engraved, here."
  2949. OCAPAC 5
  2950. OSIZE 10
  2951. OFVAL 10
  2952. OTVAL 10]>
  2953. <OBJECT ["CBAG" "BAG"]
  2954. ["CLOTH"]
  2955. "cloth bag"
  2956. <+ ,OVISON>>
  2957. <OBJECT ["GARLI" "CLOVE"]
  2958. []
  2959. "clove of garlic"
  2960. <+ ,OVISON ,TAKEBIT ,FOODBIT>
  2961. <>
  2962. ()
  2963. [ODESC1 "There is a clove of garlic here."]>
  2964. <OBJECT ["ARROW" "POINT"]
  2965. ["COMPA"]
  2966. "compass arrow"
  2967. <+ ,OVISON ,NDESCBIT>>
  2968. <OBJECT ["CROWN"]
  2969. ["GAUDY"]
  2970. "crown"
  2971. <+ ,OVISON ,TAKEBIT>
  2972. <>
  2973. ()
  2974. [ODESCO "The excessively gaudy crown of Lord Dimwit Flathead is here."
  2975. ODESC1 "Lord Dimwit's crown is here."
  2976. OSIZE 10
  2977. OFVAL 15
  2978. OTVAL 10]>
  2979. <OBJECT ["TOMB" "CRYPT" "GRAVE" "TOMB" "DOOR"]
  2980. ["MARBL"]
  2981. "crypt door"
  2982. <+ ,OVISON ,DOORBIT ,NDESCBIT>
  2983. CRYPT-OBJECT
  2984. ()
  2985. [OREAD
  2986. "Here lie the implementers, whose heads were placed on poles by the
  2987. Keeper of the Dungeon for amazing untastefulness." ]>
  2988. <OBJECT ["SPHER" "BALL"]
  2989. ["CRYST" "GLASS"]
  2990. "crystal sphere"
  2991. <+ ,OVISON ,SACREDBIT ,TRYTAKEBIT>
  2992. SPHERE-FUNCTION
  2993. ()
  2994. [ODESC1 "There is a beautiful crystal sphere here."
  2995. OSIZE 10
  2996. OFVAL 6
  2997. OTVAL 6]>
  2998. <OBJECT ["TRIDE" "FORK"]
  2999. ["CRYST"]
  3000. "crystal trident"
  3001. <+ ,OVISON ,TAKEBIT>
  3002. <>
  3003. ()
  3004. [ODESCO "On the shore lies Neptune's own crystal trident."
  3005. ODESC1 "Neptune's own crystal trident is here."
  3006. OSIZE 20
  3007. OFVAL 4
  3008. OTVAL 11]>
  3009. <OBJECT ["CYCLO" "ONE-E" "MONST"]
  3010. []
  3011. "cyclops"
  3012. <+ ,OVISON ,VICBIT ,VILLAIN>
  3013. CYCLOPS
  3014. ()
  3015. [OSTRENGTH 10000
  3016. OFMSGS ,CYCLOPS-MELEE]>
  3017. <OBJECT ["DAM" "GATE" "GATES" "FCD"]
  3018. []
  3019. "dam"
  3020. <+ ,OVISON ,NDESCBIT>>
  3021. <OBJECT ["WDOOR" "DOOR"]
  3022. ["WOODE"]
  3023. "wooden door"
  3024. <+ ,OVISON ,READBIT ,DOORBIT ,NDESCBIT>
  3025. DDOOR-FUNCTION
  3026. ()
  3027. [OREAD
  3028. "The engravings translate to 'This space intentionally left blank'"]>
  3029. <OBJECT ["DOOR" "TRAPD" "TRAP-"]
  3030. ["TRAP"]
  3031. "trap door"
  3032. <+ ,DOORBIT ,NDESCBIT>
  3033. TRAP-DOOR>
  3034. <OBJECT ["SDOOR" "DOOR"]
  3035. ["STONE"]
  3036. "stone door"
  3037. <+ ,OVISON ,DOORBIT ,NDESCBIT>
  3038. DDOOR-FUNCTION>
  3039. <OBJECT ["FDOOR" "DOOR"]
  3040. ["FRONT"]
  3041. "door"
  3042. <+ ,OVISON ,DOORBIT ,NDESCBIT>
  3043. DDOOR-FUNCTION>
  3044. \
  3045. <OBJECT ["STRAD" "VIOLI"]
  3046. ["FANCY"]
  3047. "fancy violin"
  3048. <+ ,OVISON ,TAKEBIT>
  3049. <>
  3050. ()
  3051. [ODESC1 "There is a Stradivarius here."
  3052. OSIZE 10
  3053. OFVAL 10
  3054. OTVAL 10]>
  3055. <OBJECT ["ICE" "MASS" "GLACI"]
  3056. []
  3057. "glacier"
  3058. <+ ,OVISON ,VICBIT>
  3059. GLACIER
  3060. ()
  3061. [ODESC1 "A mass of ice fills the western half of the room."]>
  3062. <OBJECT ["BOTTL" "CONTA"]
  3063. ["CLEAR" "GLASS"]
  3064. "glass bottle"
  3065. <+ ,OVISON ,TAKEBIT ,TRANSBIT ,CONTBIT>
  3066. BOTTLE-FUNCTION
  3067. (<GET-OBJ "WATER">)
  3068. [ODESCO "A bottle is sitting on the table."
  3069. ODESC1 "A clear glass bottle is here."
  3070. OCAPAC 4]>
  3071. <OBJECT ["FLASK"]
  3072. ["GLASS"]
  3073. "glass flask filled with liquid"
  3074. <+ ,OVISON ,TAKEBIT ,TRANSBIT>
  3075. FLASK-FUNCTION
  3076. ()
  3077. [ODESC1
  3078. "A stoppered glass flask with a skull-and-crossbones marking is here.
  3079. The flask is filled with some clear liquid."
  3080. OCAPAC 5
  3081. OSIZE 10]>
  3082. <OBJECT ["COFFI" "CASKE"]
  3083. ["GOLD"]
  3084. "gold coffin"
  3085. <+ ,OVISON ,TAKEBIT ,CONTBIT ,SACREDBIT>
  3086. <>
  3087. ()
  3088. [ODESC1
  3089. "There is a solid-gold coffin, used for the burial of Ramses II, here."
  3090. OCAPAC 35
  3091. OSIZE 55
  3092. OFVAL 3
  3093. OTVAL 7]>
  3094. <OBJECT ["GRAIL"]
  3095. []
  3096. "grail"
  3097. <+ ,OVISON ,TAKEBIT ,CONTBIT>
  3098. <>
  3099. ()
  3100. [ODESC1 "There is an extremely valuable (perhaps original) grail here."
  3101. OCAPAC 5
  3102. OSIZE 10
  3103. OFVAL 2
  3104. OTVAL 5]>
  3105. <OBJECT ["GRATE" "GRATI"]
  3106. []
  3107. "grating"
  3108. <+ ,OVISON ,DOORBIT ,NDESCBIT>
  3109. GRATE-FUNCTION>
  3110. <OBJECT ["GRBK" "BOOK"]
  3111. ["GREEN"]
  3112. "green book"
  3113. <+ ,OVISON ,READBIT ,TAKEBIT ,CONTBIT>
  3114. <>
  3115. ()
  3116. [ODESC1 "There is a green book here."
  3117. OCAPAC 2
  3118. OSIZE 10
  3119. OREAD ,GREEK-TO-ME]>
  3120. <OBJECT ["RBTLB" "PAPER"]
  3121. ["GREEN"]
  3122. "green piece of paper"
  3123. <+ ,OVISON ,READBIT ,TAKEBIT ,BURNBIT>
  3124. <>
  3125. ()
  3126. [ODESC1 "There is a green piece of paper here."
  3127. OSIZE 3
  3128. OREAD
  3129. " !!!! FROBOZZ MAGIC ROBOT COMPANY !!!!
  3130. Hello, Master!
  3131. I am a late-model robot, trained at MIT Tech to perform various
  3132. simple household functions.
  3133. Instructions for use:
  3134. To activate me, use the following formula:
  3135. >TELL ROBOT '<something to do>' <cr>
  3136. The quotation marks are required!
  3137. Warranty:
  3138. No warranty is expressed or implied.
  3139. At your service!
  3140. " ]>
  3141. <OBJECT ["PUMP" "AIR-P" "AIRPU"]
  3142. ["SMALL"]
  3143. "hand-held air pump"
  3144. <+ ,OVISON ,TAKEBIT ,TOOLBIT>
  3145. <>
  3146. ()
  3147. [ODESC1 "There is a small pump here."]>
  3148. <OBJECT ["HPOLE" "HEAD"]
  3149. []
  3150. "head on a pole"
  3151. <+ ,OVISON>>
  3152. <OBJECT ["SSLOT" "SLOT" "HOLE"]
  3153. []
  3154. "hole"
  3155. <+ ,OVISON ,OPENBIT>
  3156. <>
  3157. ()
  3158. [OCAPAC 10]>
  3159. <OBJECT ["HOOK2" "HOOK"]
  3160. ["SMALL"]
  3161. "hook"
  3162. <+ ,OVISON>
  3163. <>
  3164. ()
  3165. [ODESC1 "There is a small hook attached to the rock here."]>
  3166. <OBJECT ["HOOK1" "HOOK"]
  3167. ["SMALL"]
  3168. "hook"
  3169. <+ ,OVISON>
  3170. <>
  3171. ()
  3172. [ODESC1 "There is a small hook attached to the rock here."]>
  3173. <OBJECT ["DIAMO"]
  3174. ["HUGE" "ENORM"]
  3175. "huge diamond"
  3176. <+ ,OVISON ,TAKEBIT>
  3177. <>
  3178. ()
  3179. [ODESC1 "There is an enormous diamond (perfectly cut) here."
  3180. OFVAL 10
  3181. OTVAL 6]>
  3182. <OBJECT ["GUANO" "CRAP" "SHIT" "HUNK"]
  3183. []
  3184. "hunk of bat guano"
  3185. <+ ,OVISON ,TAKEBIT>
  3186. <>
  3187. ()
  3188. [ODESC1 "There is a hunk of bat guano here."
  3189. OSIZE 20]>
  3190. <OBJECT ["JADE" "FIGUR"]
  3191. ["JADE"]
  3192. "jade figurine"
  3193. <+ ,OVISON ,TAKEBIT>
  3194. <>
  3195. ()
  3196. [ODESC1 "There is an exquisite jade figurine here."
  3197. OSIZE 10
  3198. OFVAL 5
  3199. OTVAL 5]>
  3200. <OBJECT ["KNIFE" "BLADE"]
  3201. ["NASTY"]
  3202. "knife"
  3203. <+ ,OVISON ,TAKEBIT ,WEAPONBIT>
  3204. <>
  3205. ()
  3206. [ODESCO "On a table is a nasty-looking knife."
  3207. ODESC1 "There is a nasty-looking knife lying here."
  3208. OFMSGS ,KNIFE-MELEE]>
  3209. <OBJECT ["LAMP" "LANTE"]
  3210. ["BRASS"]
  3211. "lamp"
  3212. <+ ,OVISON ,TAKEBIT ,LIGHTBIT>
  3213. LANTERN
  3214. ()
  3215. [ODESCO "A battery-powered brass lantern is on the trophy case."
  3216. ODESC1 "There is a brass lantern (battery-powered) here."
  3217. OSIZE 15
  3218. OLINT [0 <CLOCK-DISABLE <CLOCK-INT ,LNTIN 350>>]]>
  3219. <OBJECT ["DBUTT" "BUTTO"]
  3220. ["LARGE"]
  3221. "large button"
  3222. <+ ,OVISON ,NDESCBIT>
  3223. DIALBUTTON>
  3224. <OBJECT ["LCASE" "CASE"]
  3225. ["LARGE"]
  3226. "large case"
  3227. <+ ,OVISON ,TRANSBIT>
  3228. <>
  3229. ()
  3230. [ODESC1
  3231. "There is a large case here, containing objects which you used to
  3232. possess."]>
  3233. <OBJECT ["EMERA"]
  3234. ["LARGE"]
  3235. "large emerald"
  3236. <+ ,OVISON ,TAKEBIT>
  3237. <>
  3238. ()
  3239. [ODESC1 "There is an emerald here."
  3240. OFVAL 5
  3241. OTVAL 10]>
  3242. <OBJECT ["ATABL"]
  3243. ["LARGE" "OBLON"]
  3244. "large oblong table"
  3245. <+ ,OVISON>>
  3246. <OBJECT ["ADVER" "PAMPH" "LEAFL" "BOOKL"]
  3247. ["SMALL"]
  3248. "leaflet"
  3249. <+ ,OVISON ,READBIT ,TAKEBIT ,BURNBIT>
  3250. <>
  3251. ()
  3252. [ODESC1 "There is a small leaflet here."
  3253. OSIZE 2
  3254. OREAD
  3255. " WELCOME TO DUNGEON
  3256. DUNGEON is a game of adventure, danger, and low cunning. In it
  3257. you will explore some of the most amazing territory ever seen by
  3258. mortal man. Hardened adventurers have run screaming from the terrors
  3259. contained within!
  3260. In DUNGEON the intrepid explorer delves into the forgotten
  3261. secrets of a lost labyrinth deep in the bowels of the earth,
  3262. searching for vast treasures long hidden from prying eyes, treasures
  3263. guarded by fearsome monsters and diabolical traps!
  3264. No PDP-10 should be without one!
  3265. DUNGEON was created at the Programming Technology Division of the
  3266. MIT Laboratory for Computer Science, by Tim Anderson, Marc Blank,
  3267. Bruce Daniels, and Dave Lebling. It was inspired by the ADVENTURE
  3268. game of Crowther and Woods, and Dungeons and Dragons, by Gygax and
  3269. Arneson. DUNGEON is written in MDL (alias MUDDLE).
  3270. On-line information may be available using the HELP and INFO
  3271. commands (most systems).
  3272. Direct inquiries, comments, etc. by Net mail to DUNGEON@MIT-DMS.
  3273. (c) Copyright 1978 Massachusetts Institute of Technology.
  3274. All rights reserved.
  3275. " ]>
  3276. <SETG BUNCH-OBJ
  3277. <OBJECT ["*BUN*"]
  3278. []
  3279. ""
  3280. ,OVISON
  3281. <>
  3282. ()
  3283. [OBVERB <>]>>
  3284. <OBJECT ["LEAK" "DRIP" "HOLE"]
  3285. []
  3286. "leak"
  3287. <+ ,OVISON ,NDESCBIT>
  3288. LEAK-FUNCTION>
  3289. <OBJECT ["MDOOR" "DOOR"]
  3290. ["LOCKE" "WOOD" "WOODE" "CELL"]
  3291. "locked door"
  3292. <+ ,OVISON ,DOORBIT ,NDESCBIT>
  3293. LOCKED-DOOR>
  3294. <OBJECT ["LDOOR" "DOOR"]
  3295. ["LOCKE" "WOOD" "WOODE" "CELL"]
  3296. "locked door"
  3297. <+ ,OVISON ,DOORBIT ,NDESCBIT>
  3298. LOCKED-DOOR>
  3299. <OBJECT ["LPOLE" "POLE" "POST"]
  3300. ["LONG" "CENTE"]
  3301. "long pole"
  3302. <+ ,OVISON ,NDESCBIT>>
  3303. <OBJECT ["MACHI" "PDP10" "DRYER" "LID"]
  3304. []
  3305. "machine"
  3306. <+ ,OVISON ,CONTBIT>
  3307. MACHINE-FUNCTION
  3308. ()
  3309. [OCAPAC 50]>
  3310. <OBJECT ["RBOAT" "BOAT"]
  3311. ["MAGIC" "PLAST" "SEAWO"]
  3312. "magic boat"
  3313. <+ ,OVISON ,TAKEBIT ,BURNBIT ,VEHBIT ,OPENBIT>
  3314. RBOAT-FUNCTION
  3315. (<GET-OBJ "LABEL">)
  3316. [ODESC1 "There is an inflated boat here."
  3317. OCAPAC 100
  3318. OSIZE 20
  3319. OVTYPE ,RWATERBIT]>
  3320. <OBJECT ["OAKND" "WALL" "PANEL"]
  3321. ["MAHOG"]
  3322. "mahogany wall"
  3323. <+ ,OVISON ,NDESCBIT>
  3324. MENDS>
  3325. <OBJECT ["MAILB" "BOX"]
  3326. ["SMALL"]
  3327. "mailbox"
  3328. <+ ,OVISON ,CONTBIT>
  3329. <>
  3330. (<GET-OBJ "ADVER">)
  3331. [ODESC1 "There is a small mailbox here."
  3332. OCAPAC 10]>
  3333. <OBJECT ["CAGE"]
  3334. []
  3335. "steel cage"
  3336. <+ ,OVISON ,NDESCBIT>
  3337. <>
  3338. ()
  3339. [ODESC1 "There is a mangled steel cage here."
  3340. OSIZE 60]>
  3341. <OBJECT ["MATCH" "FLINT"]
  3342. []
  3343. "matchbook"
  3344. <+ ,OVISON ,READBIT ,TAKEBIT>
  3345. MATCH-FUNCTION
  3346. ()
  3347. [ODESC1
  3348. "There is a matchbook whose cover says 'Visit Beautiful FCD#3' here."
  3349. OSIZE 2
  3350. OMATCH 5
  3351. OREAD
  3352. " [close cover before striking BKD]
  3353. YOU too can make BIG MONEY in the exciting field of
  3354. PAPER SHUFFLING!
  3355. Mr. TAA of Muddle, Mass. says: \"Before I took this course I used
  3356. to be a lowly bit twiddler. Now with what I learned at MIT Tech
  3357. I feel really important and can obfuscate and confuse with the best.\"
  3358. Mr. MARC had this to say: \"Ten short days ago all I could look
  3359. forward to was a dead-end job as a doctor. Now I have a promising
  3360. future and make really big Zorkmids.\"
  3361. MIT Tech can't promise these fantastic results to everyone. But when
  3362. you earn your MDL degree from MIT Tech your future will be brighter.
  3363. Send for our free brochure today." ]>
  3364. <OBJECT ["REFL2" "MIRRO"]
  3365. []
  3366. "mirror"
  3367. <+ ,OVISON ,VICBIT ,TRYTAKEBIT>
  3368. MIRROR-MIRROR>
  3369. <OBJECT ["REFL1" "MIRRO"]
  3370. []
  3371. "mirror"
  3372. <+ ,OVISON ,VICBIT ,TRYTAKEBIT>
  3373. MIRROR-MIRROR>
  3374. <OBJECT ["PAPER" "NEWSP" "ISSUE" "REPOR" "MAGAZ" "NEWS"]
  3375. []
  3376. "newspaper"
  3377. <+ ,OVISON ,READBIT ,TAKEBIT ,BURNBIT>
  3378. <>
  3379. ()
  3380. [ODESC1
  3381. "There is an issue of US NEWS & DUNGEON REPORT dated 3/14/78 here."
  3382. OSIZE 2
  3383. OREAD
  3384. " US NEWS & DUNGEON REPORT
  3385. 3/28/78 Late Dungeon Edition
  3386. Note: the question in the endgame regarding the cyclops has been
  3387. deleted.
  3388. A US NEWS Editorial
  3389. Bug reports:
  3390. If, in making a bug report, you know what symptoms were exhibited
  3391. by the program, PLEASE, PLEASE, PLEASE include them. It is at best
  3392. extremely irritating and at worst useless to receive a bug report
  3393. saying 'mumble frotz' loses, or 'try saying \"mumble frotz\"'. With
  3394. such reports, we have no way of knowing what the situation was when
  3395. 'mumble frotz' lost, and no way of knowing if whatever bug we manage
  3396. to reproduce (if we do) is the same one you saw. In consequence,
  3397. everyone's time is wasted.
  3398. Command lines whose first character is ';' will be ignored. This
  3399. may be useful for annotating hard copies/scripts of games.
  3400. Due to a bug in the save routines, save files made between the
  3401. appearance of the version of 3/10 and this version may be defective.
  3402. This applies only if the thief was alive and carrying stuff when the
  3403. save file was made; if you're losing, you'll find the program in an
  3404. infinite loop within a few moves after restoring. There is,
  3405. unfortunately, no way to patch the losing files.
  3406. This version of Dungeon incorporates many bug fixes, and a more
  3407. or less complete reorganization of the internals of the program. As
  3408. a consequence, there may be lots of little bugs lurking in the dark
  3409. along with the usual grues. Please report any that bite you. (Bugs,
  3410. not grues).
  3411. ANSWERS 2/22/78
  3412. All riddles, conundrums, anagrams and other puzzles are now to be
  3413. answered uniformly using: \"ANSWER 'answer'\". Such places, people,
  3414. and things tend to also mention this fact when the question is asked.
  3415. " ]>
  3416. <OBJECT ["EIGHT" "8"]
  3417. []
  3418. "number eight"
  3419. <+ ,OVISON ,NDESCBIT>>
  3420. <OBJECT ["FIVE" "5"]
  3421. []
  3422. "number five"
  3423. <+ ,OVISON ,NDESCBIT>
  3424. TAKE-FIVE>
  3425. <OBJECT ["FOUR" "4"]
  3426. []
  3427. "number four"
  3428. <+ ,OVISON ,NDESCBIT>>
  3429. <OBJECT ["ONE" "1"]
  3430. []
  3431. "number one"
  3432. <+ ,OVISON ,NDESCBIT>>
  3433. <OBJECT ["SEVEN" "7"]
  3434. []
  3435. "number seven"
  3436. <+ ,OVISON ,NDESCBIT>>
  3437. <OBJECT ["SIX" "6"]
  3438. []
  3439. "number six"
  3440. <+ ,OVISON ,NDESCBIT>>
  3441. <OBJECT ["THREE" "3"]
  3442. []
  3443. "number three"
  3444. <+ ,OVISON ,NDESCBIT>>
  3445. <OBJECT ["TWO" "2"]
  3446. []
  3447. "number two"
  3448. <+ ,OVISON ,NDESCBIT>>
  3449. <OBJECT ["PAINT" "ART" "CANVA" "MASTE" "PICTU" "WORK"]
  3450. []
  3451. "painting"
  3452. <+ ,OVISON ,TAKEBIT ,BURNBIT>
  3453. PAINTING
  3454. ()
  3455. [ODESCO
  3456. "Fortunately, there is still one chance for you to be a vandal, for on
  3457. the far wall is a work of unparalleled beauty."
  3458. ODESC1 "A masterpiece by a neglected genius is here."
  3459. OSIZE 15
  3460. OFVAL 4
  3461. OTVAL 7]>
  3462. <OBJECT ["CANDL" "PAIR"]
  3463. []
  3464. "pair of candles"
  3465. <+ ,OVISON ,TAKEBIT ,LIGHTBIT ,FLAMEBIT ,ONBIT>
  3466. CANDLES
  3467. ()
  3468. [ODESCO "On the two ends of the altar are burning candles."
  3469. ODESC1 "There are two candles here."
  3470. OSIZE 10
  3471. OLINT [0 <CLOCK-DISABLE <CLOCK-INT ,CNDIN 50>>]]>
  3472. <OBJECT ["PEARL" "NECKL"]
  3473. []
  3474. "pearl necklace"
  3475. <+ ,OVISON ,TAKEBIT>
  3476. <>
  3477. ()
  3478. [ODESC1 "There is a pearl necklace here with hundreds of large pearls."
  3479. OSIZE 10
  3480. OFVAL 9
  3481. OTVAL 5]>
  3482. <OBJECT ["ECAKE" "CAKE"]
  3483. ["EATME" "EAT-M"]
  3484. "piece of 'Eat Me' cake"
  3485. <+ ,OVISON ,TAKEBIT ,FOODBIT>
  3486. EATME-FUNCTION
  3487. ()
  3488. [ODESC1 "There is a piece of cake here with the words 'Eat Me' on it."
  3489. OSIZE 10]>
  3490. <OBJECT ["BLICE" "CAKE" "ICING"]
  3491. ["BLUE" "ECCH"]
  3492. "piece of cake with blue icing"
  3493. <+ ,OVISON ,READBIT ,TAKEBIT ,FOODBIT>
  3494. CAKE-FUNCTION
  3495. ()
  3496. [ODESC1 "There is a piece of cake with blue (ecch) icing here."
  3497. OSIZE 4]>
  3498. <OBJECT ["ORICE" "CAKE" "ICING"]
  3499. ["ORANG"]
  3500. "piece of cake with orange icing"
  3501. <+ ,OVISON ,READBIT ,TAKEBIT ,FOODBIT>
  3502. CAKE-FUNCTION
  3503. ()
  3504. [ODESC1 "There is a piece of cake with orange icing here."
  3505. OSIZE 4]>
  3506. <OBJECT ["RDICE" "CAKE" "ICING"]
  3507. ["RED"]
  3508. "piece of cake with red icing"
  3509. <+ ,OVISON ,READBIT ,TAKEBIT ,FOODBIT>
  3510. CAKE-FUNCTION
  3511. ()
  3512. [ODESC1 "There is a piece of cake with red icing here."
  3513. OSIZE 4]>
  3514. <OBJECT ["GUNK" "PIECE" "SLAG"]
  3515. ["VITRE"]
  3516. "piece of vitreous slag"
  3517. <+ ,OVISON ,TAKEBIT ,TRYTAKEBIT>
  3518. GUNK-FUNCTION
  3519. ()
  3520. [ODESC1 "There is a small piece of vitreous slag here."
  3521. OSIZE 10]>
  3522. <OBJECT ["BODIE" "BODY" "CORPS"]
  3523. []
  3524. "pile of bodies"
  3525. <+ ,OVISON ,NDESCBIT ,TRYTAKEBIT>
  3526. BODY-FUNCTION>
  3527. <OBJECT ["CORPS"]
  3528. ["MANGL"]
  3529. "pile of corpses"
  3530. <+ ,OVISON>>
  3531. <OBJECT ["LEAVE" "LEAF" "PILE"]
  3532. []
  3533. "pile of leaves"
  3534. <+ ,OVISON ,TAKEBIT ,BURNBIT>
  3535. LEAF-PILE
  3536. ()
  3537. [ODESC1 "There is a pile of leaves on the ground."
  3538. OSIZE 25]>
  3539. <OBJECT ["PINND" "WALL" "PANEL" "DOOR"]
  3540. ["PINE"]
  3541. "pine wall"
  3542. <+ ,OVISON ,DOORBIT ,NDESCBIT>
  3543. MENDS>
  3544. <OBJECT ["DBOAT" "BOAT" "PLAST" "PILE"]
  3545. []
  3546. "plastic boat (with hole)"
  3547. <+ ,OVISON ,TAKEBIT ,BURNBIT>
  3548. DBOAT-FUNCTION
  3549. ()
  3550. [ODESC1 "There is a pile of plastic here with a large hole in it."
  3551. OSIZE 20]>
  3552. <OBJECT ["IBOAT" "BOAT" "PLAST" "PILE"]
  3553. []
  3554. "plastic inflatable boat"
  3555. <+ ,OVISON ,TAKEBIT ,BURNBIT>
  3556. IBOAT-FUNCTION
  3557. ()
  3558. [ODESC1
  3559. "There is a folded pile of plastic here which has a small valve
  3560. attached."
  3561. OSIZE 20]>
  3562. <OBJECT ["BAR" "PLATI"]
  3563. ["LARGE"]
  3564. "platinum bar"
  3565. <+ ,OVISON ,TAKEBIT ,SACREDBIT>
  3566. <>
  3567. ()
  3568. [ODESC1 "There is a large platinum bar here."
  3569. OSIZE 20
  3570. OFVAL 12
  3571. OTVAL 10]>
  3572. <OBJECT ["POOL" "SEWAG"]
  3573. ["LARGE"]
  3574. "pool of sewage"
  3575. <+ ,OVISON ,VICBIT>
  3576. <>
  3577. ()
  3578. [ODESC1 "The leak has submerged the depressed area in a pool of sewage."
  3579. ]>
  3580. <OBJECT ["POT"]
  3581. ["GOLD"]
  3582. "pot filled with gold"
  3583. <+ ,TAKEBIT>
  3584. <>
  3585. ()
  3586. [ODESCO "At the end of the rainbow is a pot of gold."
  3587. ODESC1 "There is a pot of gold here."
  3588. OSIZE 15
  3589. OFVAL 10
  3590. OTVAL 10]>
  3591. <OBJECT ["PRAYE" "INSCR"]
  3592. ["ANCIE" "OLD"]
  3593. "prayer"
  3594. <+ ,OVISON ,READBIT ,SACREDBIT>
  3595. <>
  3596. ()
  3597. [OREAD
  3598. "The prayer is inscribed in an ancient script which is hardly
  3599. remembered these days, much less understood. What little of it can
  3600. be made out seems to be a philippic against small insects,
  3601. absent-mindedness, and the picking up and dropping of small objects.
  3602. The final verse seems to consign trespassers to the land of the
  3603. dead. All evidence indicates that the beliefs of the ancient
  3604. Zorkers were obscure." ]>
  3605. <OBJECT ["ZORKM" "COIN"]
  3606. ["GOLD"]
  3607. "priceless zorkmid"
  3608. <+ ,OVISON ,READBIT ,TAKEBIT>
  3609. <>
  3610. ()
  3611. [ODESCO
  3612. "On the floor is a gold zorkmid coin (a valuable collector's item)."
  3613. ODESC1 "There is an engraved zorkmid coin here."
  3614. OSIZE 10
  3615. OFVAL 10
  3616. OTVAL 12
  3617. OREAD
  3618. "
  3619. --------------------------
  3620. / Gold Zorkmid \\
  3621. / T e n T h o u s a n d \\
  3622. / Z O R K M I D S \\
  3623. / \\
  3624. / |||||||||||||||||| \\
  3625. / !|||| ||||! \\
  3626. | ||| ^^ ^^ ||| |
  3627. | ||| OO OO ||| |
  3628. | In Frobs ||| << ||| We Trust |
  3629. | || (______) || |
  3630. | | | |
  3631. | |__________| |
  3632. \\ /
  3633. \\ -- Lord Dimwit Flathead -- /
  3634. \\ -- Beloved of Zorkers -- /
  3635. \\ /
  3636. \\ * 722 G.U.E. * /
  3637. \\ /
  3638. --------------------------
  3639. " ]>
  3640. <OBJECT ["PUBK" "BOOK"]
  3641. ["PURPL"]
  3642. "purple book"
  3643. <+ ,OVISON ,READBIT ,TAKEBIT ,CONTBIT>
  3644. <>
  3645. (<GET-OBJ "STAMP">)
  3646. [ODESC1 "There is a purple book here."
  3647. OCAPAC 2
  3648. OSIZE 10
  3649. OREAD ,GREEK-TO-ME]>
  3650. <OBJECT ["WATER" "QUANT" "LIQUI" "H2O"]
  3651. []
  3652. "quantity of water"
  3653. <+ ,OVISON ,TAKEBIT ,DRINKBIT>
  3654. WATER-FUNCTION
  3655. ()
  3656. [ODESCO "There is some water here"
  3657. ODESC1 "Water"
  3658. OSIZE 4]>
  3659. <OBJECT ["RAILI" "RAIL"]
  3660. []
  3661. "railing"
  3662. <+ ,OVISON ,NDESCBIT>>
  3663. <OBJECT ["RAINB"]
  3664. []
  3665. "rainbow"
  3666. <+ ,OVISON ,NDESCBIT>>
  3667. <OBJECT ["RECEP"]
  3668. []
  3669. "receptacle"
  3670. <+ ,OVISON ,CONTBIT ,SEARCHBIT>
  3671. <>
  3672. ()
  3673. [OCAPAC 6]>
  3674. <OBJECT ["RBEAM" "BEAM"]
  3675. ["RED"]
  3676. "red beam of light"
  3677. <+ ,OVISON ,NDESCBIT ,OPENBIT>
  3678. BEAM-FUNCTION
  3679. ()
  3680. [OCAPAC 1000]>
  3681. <OBJECT ["BUOY"]
  3682. ["RED"]
  3683. "red buoy"
  3684. <+ ,OVISON ,TAKEBIT ,CONTBIT ,FINDMEBIT>
  3685. <>
  3686. (<GET-OBJ "EMERA">)
  3687. [ODESC1 "There is a red buoy here (probably a warning)."
  3688. OCAPAC 20
  3689. OSIZE 10]>
  3690. <OBJECT ["RSWIT" "SWITC" "BUTTO"]
  3691. ["RED"]
  3692. "red button"
  3693. <+ ,OVISON ,NDESCBIT>
  3694. MRSWITCH>
  3695. <OBJECT ["RDWAL" "WALL" "PANEL"]
  3696. ["RED"]
  3697. "red panel"
  3698. <+ ,OVISON ,NDESCBIT>
  3699. MPANELS>
  3700. <OBJECT ["ROBOT" "R2D2" "C3PO" "ROBBY"]
  3701. []
  3702. "robot"
  3703. <+ ,OVISON ,VICBIT ,SACREDBIT ,ACTORBIT>
  3704. ROBOT-FUNCTION
  3705. ()
  3706. [ODESC1 "There is a robot here."
  3707. OACTOR ,ROBOT]>
  3708. <OBJECT ["ROPE" "HEMP" "COIL"]
  3709. ["LARGE"]
  3710. "rope"
  3711. <+ ,OVISON ,TAKEBIT ,TIEBIT>
  3712. ROPE-FUNCTION
  3713. ()
  3714. [ODESCO "A large coil of rope is lying in the corner."
  3715. ODESC1 "There is a large coil of rope here."
  3716. OSIZE 10]>
  3717. <OBJECT ["RUBY"]
  3718. ["MOBY"]
  3719. "ruby"
  3720. <+ ,OVISON ,TAKEBIT>
  3721. <>
  3722. ()
  3723. [ODESCO "On the floor lies a moby ruby."
  3724. ODESC1 "There is a moby ruby lying here."
  3725. OFVAL 15
  3726. OTVAL 8]>
  3727. <OBJECT ["RKNIF" "KNIFE"]
  3728. ["RUSTY"]
  3729. "rusty knife"
  3730. <+ ,OVISON ,TAKEBIT ,WEAPONBIT>
  3731. RUSTY-KNIFE
  3732. ()
  3733. [ODESCO "Beside the skeleton is a rusty knife."
  3734. ODESC1 "There is a rusty knife here."
  3735. OSIZE 20
  3736. OFMSGS ,KNIFE-MELEE]>
  3737. <OBJECT ["BRACE" "JEWEL"]
  3738. ["SAPPH"]
  3739. "sapphire bracelet"
  3740. <+ ,OVISON ,TAKEBIT>
  3741. <>
  3742. ()
  3743. [ODESC1 "There is a sapphire-encrusted bracelet here."
  3744. OSIZE 10
  3745. OFVAL 5
  3746. OTVAL 3]>
  3747. <OBJECT ["SCREW"]
  3748. []
  3749. "screwdriver"
  3750. <+ ,OVISON ,TAKEBIT ,TOOLBIT>
  3751. <>
  3752. ()
  3753. [ODESC1 "There is a screwdriver here."]>
  3754. <OBJECT ["HEADS" "HEAD" "POLE" "POLES" "PDL" "BKD" "TAA" "MARC" "IMPLE" "LOSER"]
  3755. []
  3756. "set of poled heads"
  3757. <+ ,OVISON ,SACREDBIT ,TRYTAKEBIT>
  3758. HEAD-FUNCTION
  3759. ()
  3760. [ODESC1 "There are four heads here, mounted securely on poles."]>
  3761. <OBJECT ["KEYS" "SET"]
  3762. []
  3763. "set of skeleton keys"
  3764. <+ ,OVISON ,TAKEBIT ,TOOLBIT>
  3765. <>
  3766. ()
  3767. [ODESC1 "There is a set of skeleton keys here."
  3768. OSIZE 10]>
  3769. <OBJECT ["SPOLE" "POLE" "POST"]
  3770. ["SHORT"]
  3771. "short pole"
  3772. <+ ,OVISON ,NDESCBIT>
  3773. SHORT-POLE>
  3774. <OBJECT ["SHOVE"]
  3775. ["LARGE"]
  3776. "shovel"
  3777. <+ ,OVISON ,TAKEBIT ,TOOLBIT>
  3778. <>
  3779. ()
  3780. [ODESC1 "There is a large shovel here."
  3781. OSIZE 15]>
  3782. <OBJECT ["BONES" "SKELE" "BODY"]
  3783. []
  3784. "skeleton"
  3785. <+ ,OVISON ,TRYTAKEBIT>
  3786. SKELETON
  3787. ()
  3788. [ODESC1
  3789. "A skeleton, probably the remains of a luckless adventurer, lies here."]>
  3790. <OBJECT ["COAL" "PILE" "HEAP"]
  3791. ["SMALL"]
  3792. "small pile of coal"
  3793. <+ ,OVISON ,TAKEBIT ,BURNBIT>
  3794. <>
  3795. ()
  3796. [ODESC1 "There is a small heap of coal here."
  3797. OSIZE 20]>
  3798. <OBJECT ["LISTS" "PAPER" "LIST" "PRINT" "LISTI" "STACK"]
  3799. []
  3800. "stack of listings"
  3801. <+ ,OVISON ,READBIT ,TAKEBIT ,BURNBIT>
  3802. <>
  3803. ()
  3804. [ODESCO
  3805. "There is a gigantic pile of line-printer output here. Although the
  3806. paper once contained useful information, almost nothing can be
  3807. distinguished now."
  3808. ODESC1
  3809. "There is an enormous stack of line-printer paper here. It is barely
  3810. readable."
  3811. OSIZE 70
  3812. OREAD
  3813. "<DEFINE FEEL-FREE (LOSER)
  3814. <TELL \"FEEL FREE, CHOMPER!\">>
  3815. ...
  3816. The rest is, alas, unintelligible (as were the implementers)." ]>
  3817. <OBJECT ["STAMP"]
  3818. []
  3819. "stamp"
  3820. <+ ,OVISON ,READBIT ,TAKEBIT ,BURNBIT>
  3821. <>
  3822. ()
  3823. [ODESC1 "There is a Flathead Commemorative stamp here."
  3824. OSIZE 1
  3825. OFVAL 4
  3826. OTVAL 10
  3827. OREAD
  3828. "
  3829. ---v----v----v----v----v----v----v----v---
  3830. | |
  3831. | |||||||||| LORD |
  3832. > !|||| | DIMWIT <
  3833. | |||| ---| FLATHEAD |
  3834. | |||C CC \\ |
  3835. > |||| _\\ <
  3836. | ||| (____| |
  3837. | || | |
  3838. > |______| Our <
  3839. | / \\ Excessive |
  3840. | / \\ Leader |
  3841. > | | <
  3842. | | | |
  3843. | |
  3844. > G.U.E. POSTAGE 3 Zorkmids <
  3845. | |
  3846. ---^----^----^----^----^----^----^----^---
  3847. " ]>
  3848. <OBJECT ["STATU" "SCULP" "ROCK"]
  3849. []
  3850. "statue"
  3851. <+ ,TAKEBIT>
  3852. <>
  3853. ()
  3854. [ODESC1 "There is a beautiful statue here."
  3855. OSIZE 8
  3856. OFVAL 10
  3857. OTVAL 13]>
  3858. <OBJECT ["IRBOX" "BOX"]
  3859. ["STEEL" "DENTE"]
  3860. "steel box"
  3861. <+ ,TAKEBIT ,CONTBIT>
  3862. <>
  3863. (<GET-OBJ "STRAD">)
  3864. [ODESC1 "There is a dented steel box here."
  3865. OCAPAC 20
  3866. OSIZE 40]>
  3867. <OBJECT ["RCAGE" "CAGE"]
  3868. ["STEEL"]
  3869. "steel cage"
  3870. <+ ,OVISON>
  3871. <>
  3872. ()
  3873. [ODESC1 "There is a steel cage in the middle of the room."]>
  3874. <OBJECT ["STILL"]
  3875. ["VICIO"]
  3876. "stiletto"
  3877. <+ ,OVISON ,WEAPONBIT>
  3878. <>
  3879. ()
  3880. [ODESC1 "There is a vicious-looking stiletto here."
  3881. OSIZE 10]>
  3882. <OBJECT ["DIAL" "SUNDI"]
  3883. ["SUN"]
  3884. "sundial"
  3885. <+ ,OVISON ,NDESCBIT ,TURNBIT>
  3886. DIAL>
  3887. <OBJECT ["MSWIT" "SWITC"]
  3888. []
  3889. "switch"
  3890. <+ ,OVISON ,NDESCBIT ,TURNBIT>
  3891. MSWITCH-FUNCTION>
  3892. <OBJECT ["SWORD" "ORCRI" "GLAMD" "BLADE"]
  3893. ["ELVIS"]
  3894. "sword"
  3895. <+ ,OVISON ,TAKEBIT ,WEAPONBIT>
  3896. SWORD
  3897. ()
  3898. [ODESCO
  3899. "On hooks above the mantelpiece hangs an elvish sword of great
  3900. antiquity."
  3901. ODESC1 "There is an elvish sword here."
  3902. OSIZE 30
  3903. OFMSGS ,SWORD-MELEE
  3904. OTVAL 0]>
  3905. <OBJECT ["LABEL" "FINEP"]
  3906. ["TAN"]
  3907. "tan label"
  3908. <+ ,OVISON ,READBIT ,TAKEBIT ,BURNBIT>
  3909. <>
  3910. ()
  3911. [ODESC1 "There is a tan label here."
  3912. OSIZE 2
  3913. OREAD
  3914. " !!!! FROBOZZ MAGIC BOAT COMPANY !!!!
  3915. Hello, Sailor!
  3916. Instructions for use:
  3917. To get into boat, say 'Board'
  3918. To leave boat, say 'Disembark'
  3919. To get into a body of water, say 'Launch'
  3920. To get to shore, say 'Land'
  3921. Warranty:
  3922. This boat is guaranteed against all defects in parts and
  3923. workmanship for a period of 76 milliseconds from date of purchase or
  3924. until first used, whichever comes first.
  3925. Warning:
  3926. This boat is made of plastic. Good Luck!
  3927. " ]>
  3928. <OBJECT ["THIEF" "ROBBE" "CROOK" "CRIME" "CRIMI" "BANDI" "GENT" "GENTL" "MAN"
  3929. "SHADY" "THUG" "BAGMA" "MAFIA"]
  3930. []
  3931. "thief"
  3932. <+ ,OVISON ,VICBIT ,VILLAIN>
  3933. ROBBER-FUNCTION
  3934. (<GET-OBJ "STILL">)
  3935. [ODESC1
  3936. "There is a suspicious-looking individual, holding a bag, leaning
  3937. against one wall. He is armed with a vicious-looking stiletto."
  3938. OSTRENGTH 5
  3939. OFMSGS ,THIEF-MELEE]>
  3940. <OBJECT ["SAFFR" "TIN" "SPICE"]
  3941. ["RARE"]
  3942. "tin of spices"
  3943. <+ ,TAKEBIT>
  3944. <>
  3945. ()
  3946. [ODESC1 "There is a tin of rare spices here."
  3947. OSIZE 8
  3948. OFVAL 5
  3949. OTVAL 5]>
  3950. <OBJECT ["TORCH"]
  3951. ["IVORY"]
  3952. "torch"
  3953. <+ ,OVISON ,TAKEBIT ,LIGHTBIT ,FLAMEBIT ,TOOLBIT ,ONBIT>
  3954. <>
  3955. ()
  3956. [ODESCO "Sitting on the pedestal is a flaming torch, made of ivory."
  3957. ODESC1 "There is an ivory torch here."
  3958. OSIZE 20
  3959. OFVAL 14
  3960. OTVAL 6]>
  3961. <OBJECT ["GUIDE" "BOOK"]
  3962. ["TOUR"]
  3963. "tour guidebook"
  3964. <+ ,OVISON ,READBIT ,TAKEBIT ,BURNBIT>
  3965. <>
  3966. ()
  3967. [ODESCO
  3968. "Some guidebooks entitled 'Flood Control Dam #3' are on the reception
  3969. desk."
  3970. ODESC1 "There are tour guidebooks here."
  3971. OREAD
  3972. "\" Guide Book to
  3973. Flood Control Dam #3
  3974. Flood Control Dam #3 (FCD#3) was constructed in year 783 of the
  3975. Great Underground Empire to harness the destructive power of the
  3976. Frigid River. This work was supported by a grant of 37 million
  3977. zorkmids from the Central Bureaucracy and your omnipotent local
  3978. tyrant Lord Dimwit Flathead the Excessive. This impressive
  3979. structure is composed of 3.7 cubic feet of concrete, is 256 feet
  3980. tall at the center, and 193 feet wide at the top. The reservoir
  3981. created behind the dam has a volume of 37 billion cubic feet, an
  3982. area of 12 million square feet, and a shore line of 36 thousand
  3983. feet.
  3984. The construction of FCD#3 took 112 days from ground breaking to
  3985. the dedication. It required a work force of 384 slaves, 34 slave
  3986. drivers, 12 engineers, 2 turtle doves, and a partridge in a pear
  3987. tree. The work was managed by a command team composed of 2345
  3988. bureaucrats, 2347 secretaries (at least two of which can type),
  3989. 12,256 paper shufflers, 52,469 rubber stampers, 245,193 red tape
  3990. processors, and nearly one million dead trees.
  3991. We will now point out some of the more interesting features
  3992. of FCD#3 as we conduct you on a guided tour of the facilities:
  3993. 1) You start your tour here in the Dam Lobby.
  3994. You will notice on your right that ........." ]>
  3995. <OBJECT ["TROLL"]
  3996. []
  3997. "troll"
  3998. <+ ,OVISON ,VICBIT ,VILLAIN>
  3999. TROLL
  4000. (<GET-OBJ "AXE">)
  4001. [ODESC1
  4002. "A nasty-looking troll, brandishing a bloody axe, blocks all passages
  4003. out of the room."
  4004. OSTRENGTH 2
  4005. OFMSGS ,TROLL-MELEE]>
  4006. <OBJECT ["TCASE" "CASE"]
  4007. ["TROPH"]
  4008. "trophy case"
  4009. <+ ,OVISON ,TRANSBIT ,CONTBIT>
  4010. TROPHY-CASE
  4011. ()
  4012. [ODESC1 "There is a trophy case here."
  4013. OCAPAC ,BIGFIX]>
  4014. <OBJECT ["TRUNK" "CHEST"]
  4015. ["OLD"]
  4016. "trunk with jewels"
  4017. <+ ,TAKEBIT>
  4018. <>
  4019. ()
  4020. [ODESCO
  4021. "Lying half buried in the mud is an old trunk, bulging with jewels."
  4022. ODESC1 "There is an old trunk here, bulging with assorted jewels."
  4023. OSIZE 35
  4024. OFVAL 15
  4025. OTVAL 8]>
  4026. <OBJECT ["TUBE" "TOOTH"]
  4027. []
  4028. "tube"
  4029. <+ ,OVISON ,TAKEBIT ,CONTBIT>
  4030. TUBE-FUNCTION
  4031. (<GET-OBJ "PUTTY">)
  4032. [ODESC1 "There is an object which looks like a tube of toothpaste here."
  4033. OCAPAC 7
  4034. OSIZE 10]>
  4035. <OBJECT ["PUTTY" "MATER" "GUNK" "GLUE"]
  4036. ["VISCO"]
  4037. "viscous material"
  4038. <+ ,OVISON ,TAKEBIT ,TOOLBIT>
  4039. <>
  4040. ()
  4041. [ODESC1 "There is some gunk here"
  4042. OSIZE 6]>
  4043. <OBJECT ["ENGRA" "INSCR"]
  4044. ["OLD" "ANCIE"]
  4045. "wall with engravings"
  4046. <+ ,OVISON ,READBIT ,SACREDBIT>
  4047. <>
  4048. ()
  4049. [ODESC1 "There are old engravings on the walls here."
  4050. OREAD
  4051. "The engravings were incised in the living rock of the cave wall by
  4052. an unknown hand. They depict, in symbolic form, the beliefs of the
  4053. ancient peoples of Zork. Skillfully interwoven with the bas reliefs
  4054. are excerpts illustrating the major tenets expounded by the sacred
  4055. texts of the religion of that time. Unfortunately a later age seems
  4056. to have considered them blasphemous and just as skillfully excised
  4057. them." ]>
  4058. <OBJECT ["ETCH2" "ETCHI" "WALLS" "WALL"]
  4059. []
  4060. "wall with etchings"
  4061. <+ ,OVISON ,READBIT ,NDESCBIT ,FINDMEBIT>
  4062. <>
  4063. ()
  4064. [OREAD
  4065. " o b o
  4066. r z
  4067. f M A G I C z
  4068. c W E L L y
  4069. o n
  4070. m p a
  4071. " ]>
  4072. <OBJECT ["ETCH1" "ETCHI" "WALLS" "WALL"]
  4073. []
  4074. "wall with etchings"
  4075. <+ ,OVISON ,READBIT ,NDESCBIT ,FINDMEBIT>
  4076. <>
  4077. ()
  4078. [OREAD
  4079. " o b o
  4080. A G I
  4081. E L
  4082. m p a
  4083. " ]>
  4084. <OBJECT ["WHBK" "BOOK"]
  4085. ["WHITE"]
  4086. "white book"
  4087. <+ ,OVISON ,READBIT ,TAKEBIT ,CONTBIT>
  4088. <>
  4089. ()
  4090. [ODESC1 "There is a white book here."
  4091. OCAPAC 2
  4092. OSIZE 10
  4093. OREAD ,GREEK-TO-ME]>
  4094. <OBJECT ["WHWAL" "WALL" "PANEL"]
  4095. ["WHITE"]
  4096. "white panel"
  4097. <+ ,OVISON ,NDESCBIT>
  4098. MPANELS>
  4099. <OBJECT ["WINDO"]
  4100. []
  4101. "window"
  4102. <+ ,OVISON ,DOORBIT ,NDESCBIT>
  4103. WINDOW-FUNCTION>
  4104. <OBJECT ["FUSE" "COIL" "WIRE"]
  4105. ["SHINY" "THIN"]
  4106. "wire coil"
  4107. <+ ,OVISON ,TAKEBIT ,BURNBIT>
  4108. FUSE-FUNCTION
  4109. ()
  4110. [ODESC1 "There is a coil of thin shiny wire here."
  4111. OSIZE 1
  4112. OLINT [0 <CLOCK-DISABLE <CLOCK-INT ,FUSIN 2>>]]>
  4113. <OBJECT ["WDBAR" "BAR"]
  4114. ["WOOD" "WOODE" "CROSS"]
  4115. "wooden bar"
  4116. <+ ,OVISON ,NDESCBIT>>
  4117. <OBJECT ["BUCKE"]
  4118. ["WOODE"]
  4119. "wooden bucket"
  4120. <+ ,OVISON ,VEHBIT ,OPENBIT>
  4121. BUCKET
  4122. ()
  4123. [ODESC1
  4124. "There is a wooden bucket here, 3 feet in diameter and 3 feet high."
  4125. OCAPAC 100
  4126. OSIZE 100
  4127. OVTYPE ,RBUCKBIT]>
  4128. <OBJECT ["QDOOR" "DOOR"]
  4129. ["WOOD" "WOODE"]
  4130. "wooden door"
  4131. <+ ,OVISON ,DOORBIT ,NDESCBIT>
  4132. WOOD-DOOR>
  4133. <OBJECT ["POSTS" "POST"]
  4134. ["WOODE"]
  4135. "wooden posts"
  4136. <+ ,OVISON>>
  4137. <OBJECT ["WRENC"]
  4138. []
  4139. "wrench"
  4140. <+ ,OVISON ,TAKEBIT ,TOOLBIT>
  4141. <>
  4142. ()
  4143. [ODESC1 "There is a wrench here."
  4144. OSIZE 10]>
  4145. <OBJECT ["YLWAL" "WALL" "PANEL"]
  4146. ["YELLO"]
  4147. "yellow panel"
  4148. <+ ,OVISON ,NDESCBIT>
  4149. MPANELS>
  4150. \
  4151. ;"SUBTITLE LISTS OF OBSCURE ROOMS"
  4152. ; "Where your objects go when you die."
  4153. <SETG RANDOM-LIST
  4154. (<GET-ROOM "LROOM">
  4155. <GET-ROOM "KITCH">
  4156. <GET-ROOM "CLEAR">
  4157. <GET-ROOM "FORE3">
  4158. <GET-ROOM "FORE2">
  4159. <GET-ROOM "SHOUS">
  4160. <GET-ROOM "FORE2">
  4161. <GET-ROOM "KITCH">
  4162. <GET-ROOM "EHOUS">)>
  4163. \
  4164. ; "SUBTITLE LISTS OF VILLAINS AND WEAPONRY"
  4165. <SETG WEAPONS (<GET-OBJ "STICK"> <GET-OBJ "KNIFE"> <GET-OBJ "SWORD">
  4166. <GET-OBJ "RKNIF">)>
  4167. <SETG VILLAINS (<GET-OBJ "TROLL"> <GET-OBJ "THIEF"> <GET-OBJ "CYCLO">)>
  4168. <SETG VILLAIN-PROBS <IUVECTOR <LENGTH ,VILLAINS> 0>>
  4169. <SETG BEST-WEAPONS
  4170. [<GET-OBJ "TROLL"> <GET-OBJ "SWORD"> 1
  4171. <GET-OBJ "THIEF"> <GET-OBJ "KNIFE"> 1]>
  4172. <SETG OPPV <IVECTOR <LENGTH ,VILLAINS> '<>>>
  4173. \
  4174. ; "SUBTITLE DEMONS"
  4175. <ADD-DEMON
  4176. <SETG ROBBER-DEMON
  4177. <CHTYPE [ROBBER () ,ROOMS <1 ,ROOMS> <GET-OBJ "THIEF"> <>]
  4178. HACK>>>
  4179. <ADD-DEMON
  4180. <SETG SWORD-DEMON
  4181. <CHTYPE [SWORD-GLOW ,VILLAINS () <1 ,ROOMS> <GET-OBJ "SWORD"> <>]
  4182. HACK>>>
  4183. <ADD-DEMON
  4184. <SETG FIGHT-DEMON
  4185. <CHTYPE [FIGHTING ,VILLAINS () <1 ,ROOMS> <GET-OBJ "TROLL"> <>]
  4186. HACK>>>
  4187. \
  4188. ; "SUBTITLE END GAME QUESTIONS"
  4189. <ADD-QUESTION
  4190. "From which room can one enter the robber's hideaway without passing
  4191. through the cyclops room?" ["TEMPL"]>
  4192. <ADD-QUESTION
  4193. "Beside the Temple, to which room is it possible to go from the Altar?"
  4194. ["FORES"]>
  4195. <ADD-QUESTION
  4196. "What is the absolute minimum specified value of the Zork treasures,
  4197. in Zorkmids?" ["10003"]>
  4198. <ADD-QUESTION
  4199. "What object is of use in determining the function of the iced cakes?"
  4200. [<GET-OBJ "FLASK">]>
  4201. <ADD-QUESTION
  4202. "What can be done to the Mirror that is useful?" [<PLOOKUP "RUB" ,ACTIONS-POBL>]>
  4203. <ADD-QUESTION
  4204. "The taking of which object offends the ghosts?" [<GET-OBJ "BONES">]>
  4205. <ADD-QUESTION "What object in the Dungeon is haunted?" [<GET-OBJ "RKNIF">]>
  4206. <ADD-INQOBJ <GET-OBJ "KNIFE">>
  4207. <ADD-QUESTION "In which room is 'Hello, Sailor!' useful?" ["NONE" "NOWHE"]>
  4208.