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|
- ; "SUBTITLE PURE STRUCTURE FROM ROOMS"
- <PSETG FLUSHSTR1
- "There appears before you a threatening figure clad all over in heavy
- black armor. His legs seem like the massive trunk of the oak tree.
- His broad shoulders and helmeted head loom high over your own puny
- frame and you realize that his powerful arms could easily crush the
- very life from your body. There hangs from his belt a veritable
- arsenal of deadly weapons: sword, mace, ball and chain, dagger,
- lance, and trident. He speaks with a commanding voice:
- \"YOU SHALL NOT PASS \"
- As he grabs you by the neck all grows dim about you.">
- <PSETG FLUSHSTR2
- "Suddenly, a sinister, wraithlike figure appears before you, seeming
- to float in the air. He glows with an eldritch light. In a barely
- audible voice he says, \"Begone, defiler! Your presence upsets the
- very balance of the System itself!\" With a sinister chuckle, he
- raises his oaken staff, taps you on the head, and fades into the
- gloom. In his place appears a tastefully lettered sign reading:
- DUNGEON CLOSED
- At that instant, you disappear, and all your belongings clatter to
- the ground.
- ">
- <PSETG END-HERALD-1
- "Suddenly a sinister wraithlike figure, cloaked and hooded, appears
- seeming to float in the air before you. In a low, almost inaudible
- voice he says, \"I welcome you to the ranks of the chosen of Zork. You
- have persisted through many trials and tests, and have overcome them
- all, dispelling the darkness of ignorance and danger. One such as
- yourself is fit to join even the Implementers!\" He then raises his
- oaken staff, and chuckling, drifts away like a wisp of smoke, his
- laughter fading in the distance.">
- <PSETG END-HERALD-2 "
- Unfortunately, as the wraith fades, in his place appears a tastefully
- lettered sign reading:
- \"Soon to be Constructed on this Site
- A Complete Modern Dungeon Endgame
- Designed and Built by the
- Frobozz Magic Dungeon Company\"
- ">
- FLAG-NAMES
- <BLOCK (<OR <GET FLAG OBLIST> <MOBLIST FLAG>> <GET INITIAL OBLIST> <ROOT>)>
- <PSETG FLAG-NAMES
- <UVECTOR TROLL-FLAG
- LOW-TIDE
- DOME-FLAG
- GLACIER-FLAG
- ECHO-FLAG
- RIDDLE-FLAG
- LLD-FLAG
- CYCLOPS-FLAG
- MAGIC-FLAG
- RAINBOW
- GNOME-DOOR
- CAROUSEL-FLIP
- CAGE-SOLVE>>
- <ENDBLOCK>
- <PSETG VAL-NAMES <UVECTOR LIGHT-SHAFT>>
- <PSETG MONTHS
- ["January"
- "February"
- "March"
- "April"
- "May"
- "June"
- "July"
- "August"
- "September"
- "October"
- "November"
- "December"]>
- <PSETG SUICIDAL
- "You clearly are a suicidal maniac. We don't allow psychotics in the
- cave, since they may harm other adventurers. Your remains will
- installed in the Land of the Living Dead, where your fellow
- adventurers may gloat over them.">
- <PSETG NO-PATCH
- "What? You don't trust me? Why, only last week I patched a running
- ITS and it survived for over 30 seconds. Oh, well.">
- <PSETG PATCH
- "Now, let me see...
- Well, we weren't quite able to restore your state. You can't have
- everything.">
- <PSETG LOSSTR "I can't do everything, because I ran out of room.">
- <PSETG BACKSTR
- "He who puts his hand to the plow and looks back is not fit for the
- kingdom of winners. In any case, \"back\" doesn't work.">
- \
- ;"SUBTITLE PURE STRUCTURE FROM ACT1"
- <PSETG TROLLDESC
- "A nasty-looking troll, brandishing a bloody axe, blocks all passages
- out of the room.">
- <PSETG TROLLOUT
- "An unconscious troll is sprawled on the floor. All passages out of
- the room are open.">
- <PSETG ROBBER-C-DESC
- "There is a suspicious-looking individual, holding a bag, leaning
- against one wall. He is armed with a vicious-looking stiletto.">
- <PSETG ROBBER-U-DESC
- "There is a suspicious-looking individual lying unconscious on the
- ground. His bag and stiletto seem to have vanished.">
- <PSETG RESDESC
- "However, with the water level lowered, there is merely a wide stream
- running through the center of the room.">
- <PSETG GLADESC
- "You are in a large room, with giant icicles hanging from the walls
- and ceiling. There are passages to the north and east.">
- <PSETG GLACIER-WIN
- "The torch hits the glacier and explodes into a great ball of flame,
- devouring the glacier. The water from the melting glacier rushes
- downstream, carrying the torch with it. In the place of the glacier,
- there is a passageway leading west.">
- <PSETG YUKS
- '["A valiant attempt."
- "You can't be serious."
- "Not a prayer."
- "Not likely."
- "An interesting idea..."
- "What a concept!"]>
- <PSETG RUSTY-KNIFE-STR
- "As the knife approaches its victim, your mind is submerged by an
- overmastering will. Slowly, your hand turns, until the rusty blade
- is an inch from your neck. The knife seems to sing as it savagely
- slits your throat.">
- <PSETG CURSESTR
- "A ghost appears in the room and is appalled at your having
- desecrated the remains of a fellow adventurer. He casts a curse
- on all of your valuables and orders them banished to the Land of
- the Living Dead. The ghost leaves, muttering obscenities.">
- <PSETG TORCH-DESC
- "You are in a large room with a prominent doorway leading to a down
- staircase. To the west is a narrow twisting tunnel. Above you is a
- large dome painted with scenes depicting elfin hacking rites. Up
- around the edge of the dome (20 feet up) is a wooden railing. In the
- center of the room there is a white marble pedestal.">
- <PSETG DOME-DESC
- "You are at the periphery of a large dome, which forms the ceiling
- of another room below. Protecting you from a precipitous drop is a
- wooden railing which circles the dome.">
- <PSETG HELLGATE
- "You are outside a large gateway, on which is inscribed
- \"Abandon every hope, all ye who enter here.\"
- The gate is open; through it you can see a desolation, with a pile of
- mangled corpses in one corner. Thousands of voices, lamenting some
- hideous fate, can be heard.">
- <PSETG XORCST1
- "There is a clap of thunder, and a voice echoes through the cavern:
- \"Begone, fiends!\" The spirits, sensing the presence of a greater
- power, flee through the walls.">
- <PSETG XORCST2
- "There is a clap of thunder, and a voice echoes through the
- cavern: \"Begone, chomper!\" Apparently, the voice thinks you
- are an evil spirit, and dismisses you from the realm of the living.">
- <PSETG LLD-DESC
- "You have entered the Land of the Living Dead, a large desolate room.
- Although it is apparently uninhabited, you can hear the sounds of
- thousands of lost souls weeping and moaning. In the east corner are
- stacked the remains of dozens of previous adventurers who were less
- fortunate than yourself. To the east is an ornate passage,
- apparently recently constructed. ">
- <PSETG LLD-DESC1 " Amid the desolation, you spot what
- appears to be your head, at the end of a long pole.">
- <PSETG DROWNINGS
- '["up to your ankles."
- "up to your shin."
- "up to your knees."
- "up to your hips."
- "up to your waist."
- "up to your chest."
- "up to your neck."
- "over your head."
- "high in your lungs."]>
- <PSETG CYCLOMAD
- '["The cyclops seems somewhat agitated."
- "The cyclops appears to be getting more agitated."
- "The cyclops is moving about the room, looking for something."
-
- "The cyclops was looking for salt and pepper. I think he is gathering
- condiments for his upcoming snack."
- "The cyclops is moving toward you in an unfriendly manner."
- "You have two choices: 1. Leave 2. Become dinner."]>
- <PSETG HELLOS
- '["Hello."
- "Good day."
- "Nice weather we've been having lately"
- "Goodbye."]>
- <PSETG WHEEEEE
- '["Very good. Now you can go to the second grade."
- "Have you tried hopping around the dungeon, too?"
- "Are you enjoying yourself?"
- "Wheeeeeeeeee!!!!!"
- "Do you expect me to applaud?"]>
- <PSETG JUMPLOSS
- '["You should have looked before you leaped."
- "I'm afraid that leap was a bit much for your weak frame."
- "In the movies, your life would be passing in front of your eyes."
- "Geronimo....."]>
- <PSETG DUMMY
- '["Look around."
- "You think it isn't?"
- "I think you've already done that."]>
- <PSETG OFFENDED
- '["Such language in a high-class establishment like this!"
- "You ought to be ashamed of yourself."
- "Its not so bad. You could have been killed already."
- "Tough shit, asshole."
- "Oh, dear. Such language from a supposed winning adventurer!"]>
- <PSETG DOORMUNGS
- '["The door is invulnerable."
- "You cannot damage this door."
- "The door is still under warranty."]>
- <PSETG HO-HUM
- '[" does not seem to do anything."
- " is not notably useful."
- " isn't very interesting."
- " doesn't appear worthwhile."
- " has no effect."
- " doesn't do anything."]>
- ;"SUBTITLE PURE STRUCTURE FROM ACT2"
- <PSETG BAT-DROPS
- '["MINE1"
- "MINE2"
- "MINE3"
- "MINE4"
- "MINE5"
- "MINE6"
- "MINE7"
- "TLADD"
- "BLADD"]>
- <PSETG MACHINE-DESC
- "You are in a large room which seems to be air-conditioned. In one
- corner there is a machine (?) which is shaped somewhat like a clothes
- dryer. On the 'panel' there is a switch which is labelled in a
- dialect of Swahili. Fortunately, I know this dialect and the label
- translates to START. The switch does not appear to be manipulable by
- any human hand (unless the fingers are about 1/16 by 1/4 inch). On
- the front of the machine is a large lid, which is ">
- <PSETG CDIGS
- '["You are digging into a pile of bat guano."
- "You seem to be getting knee deep in guano."
- "You are covered with bat turds, cretin."]>
- <PSETG BDIGS
- '["You seem to be digging a hole here."
- "The hole is getting deeper, but that's about it."
- "You are surrounded by a wall of sand on all sides."]>
- <PSETG OVER-FALLS-STR
- "I didn't think you would REALLY try to go over the falls in a
- barrel. It seems that some 450 feet below, you were met by a number
- of unfriendly rocks and boulders, causing your immediate demise. Is
- this what 'over a barrel' means?">
- <PSETG SWIMYUKS
- '["I don't really see how."
- "I think that swimming is best performed in water."
- "Perhaps it is your head that is swimming."]>
- <PSETG GRUE-DESC1
- "The grue is a sinister, lurking presence in the dark places of the
- earth. Its favorite diet is adventurers, but its insatiable
- appetite is tempered by its fear of light. No grue has ever been
- seen by the light of day, and few have survived its fearsome jaws
- to tell the tale.">
- <PSETG GRUE-DESC2
- "There is no grue here, but I'm sure there is at least one lurking
- in the darkness nearby. I wouldn't let my light go out if I were
- you!">
- <PSETG BRICK-BOOM
- "Now you've done it. It seems that the brick has other properties
- than weight, namely the ability to blow you to smithereens.">
- <PSETG GREEK-TO-ME
- "This book is written in a tongue with which I am unfamiliar.">
- <PSETG GNOME-DESC
- "A volcano gnome seems to walk straight out of the wall and says
- 'I have a very busy appointment schedule and little time to waste on
- tresspassers, but for a small fee, I'll show you the way out.' You
- notice the gnome nervously glancing at his watch.">
- \
- ;"SUBTITLE PURE STRUCTURE FROM ACT3"
- <PSETG VAPORS
- "Just before you pass out, you notice that the vapors from the
- flask's contents are fatal.">
- <PSETG CRUSHED
- "The room seems to have become too small to hold you. It seems that
- the walls are not as compressible as your body, which is somewhat
- demolished.">
- <PSETG ICEMUNG
- "The door to the room seems to be blocked by sticky orange rubble
- from an explosion. Probably some careless adventurer was playing
- with blasting cakes.">
- <PSETG ICEBLAST "You have been blasted to smithereens (wherever they are).">
- <PSETG CMACH-DESC
- "You are in a large room full of assorted heavy machinery. The room
- smells of burned resistors. The room is noisy from the whirring
- sounds of the machines. Along one wall of the room are three buttons
- which are, respectively, round, triangular, and square. Naturally,
- above these buttons are instructions written in EBCDIC. A large sign
- in English above all the buttons says
- 'DANGER -- HIGH VOLTAGE '.
- There are exits to the west and the south.">
- <PSETG SPINDIZZY
- "According to Prof. TAA of MIT Tech, the rapidly changing magnetic
- fields in the room are so intense as to cause you to be electrocuted.
- I really don't know, but in any event, something just killed you.">
- <PSETG SPINROBOT
- "According to Prof. TAA of MIT Tech, the rapidly changing magnetic
- fields in the room are so intense as to fry all the delicate innards
- of the robot. I really don't know, but in any event, smoke is coming
- out of its ears and it has stopped moving.">
- <PSETG ROBOT-CRUSH
- "As the robot reaches for the sphere, a steel cage falls from the
- ceiling. The robot attempts to fend it off, but is trapped below it.
- Alas, the robot short-circuits in his vain attempt to escape, and
- crushes the sphere beneath him as he falls to the floor.">
- <PSETG POISON "Time passes...and you die from some obscure poisoning.">
- \
- ;"SUBTITLE PURE STRUCTURE FROM ACT4"
- <PSETG TOMB-DESC1
- "You are in the Tomb of the Unknown Implementer.
- A hollow voice says: \"That's not a bug, it's a feature!\"
- In the north wall of the room is the Crypt of the Implementers. It
- is made of the finest marble, and apparently large enough for four
- headless corpses. The crypt is ">
- <PSETG TOMB-DESC2
- " Above the entrance is the
- cryptic inscription:
- \"Feel Free.\"
- ">
- <PSETG CRYPT-DESC
- "Though large and esthetically pleasing the marble crypt is empty; the
- sarcophagi, bodies, and rich treasure to be expected in a tomb of
- this magnificence are missing. Inscribed on one wall is the motto of
- the implementers, \"Feel Free\". There is a door leading out of the
- crypt to the south. The door is ">
- <PSETG PASS-WORD-INST
- "Suddenly, as you wait in the dark, you begin to feel somewhat
- disoriented. The feeling passes, but something seems different.
- As you regain your composure, the cloaked figure appears before you,
- and says, \"You are now ready to face the ultimate challenge of
- Zork. Should you wish to do this somewhat more quickly in the
- future, you will be given a magic phrase which will at any time
- transport you by magic to this point. To select the phrase, say
- INCANT \"<word>\"
- and you will be told your own magic phrase to use by saying
- INCANT \"... <phrase> ...\"
- Good luck, and choose wisely!\"
- ">
- <PSETG MIROPEN "The mirror is mounted on a panel which has been opened outward.">
- <PSETG PANOPEN "The panel has been opened outward.">
- <PSETG HALLWAY
-
- "You are in a part of the long hallway. The east and west walls are
- dressed stone. In the center of the hall is a shallow stone channel.
- In the center of the room the channel widens into a large hole around
- which is engraved a compass rose.">
- <PSETG GUARDKILL
-
- "The Guardians awake, and in perfect unison, utterly destroy you with
- their stone bludgeons. Satisfied, they resume their posts.">
- <PSETG GUARDKILL1
- "Suddenly the Guardians realize someone is trying to sneak by them in
- the structure. They awake, and in perfect unison, hammer the box and
- its contents (including you) to pulp. They then resume their posts,
- satisfied.">
- <PSETG GUARD-ATTACK
- "Attacking the Guardians is about as useful as attacking a stone wall.
- Unfortunately for you, your futile blow attracts their attention, and
- they manage to dispatch you effortlessly.">
- <PSETG MIRBREAK "The mirror breaks, revealing a wooden panel behind it.">
- <PSETG MIRBROKE "The mirror has already been broken.">
- <PSETG PANELBREAK "To break the panel you would have to break the mirror first.">
- <PSETG PANELBROKE "The panel is not that easily destroyed.">
- <PSETG DIRVEC
- <MAPF ,VECTOR
- <FUNCTION (X Y)
- <MAPRET <CHTYPE <PSTRING .X> DIRECTION> .Y>>
- ["NORTH" "NE" "EAST" "SE" "SOUTH" "SW" "WEST" "NW"]
- [0 45 90 135 180 225 270 315]>>
- <PSETG NOWAY "There is no way to go in that direction.">
- <PSETG GUARDSTR
-
- ", identical stone statues face each other from
- pedestals on opposite sides of the corridor. The statues represent
- Guardians of Zork, a military order of ancient lineage. They are
- portrayed as heavily armored warriors standing at ease, hands clasped
- around formidable bludgeons.">
- <PSETG INSIDE-MIRROR-1
- "You are inside a rectangular box of wood whose structure is rather
- complicated. Four sides and the roof are filled in, and the floor is
- open.
- As you face the side opposite the entrance, two short sides of
- carved and polished wood are to your left and right. The left panel
- is mahogany, the right pine. The wall you face is red on its left
- half and black on its right. On the entrance side, the wall is white
- opposite the red part of the wall it faces, and yellow opposite the
- black section. The painted walls are at least twice the length of
- the unpainted ones. The ceiling is painted blue.
- In the floor is a stone channel about six inches wide and a foot
- deep. The channel is oriented in a north-south direction. In the
- exact center of the room the channel widens into a circular
- depression perhaps two feet wide. Incised in the stone around this
- area is a compass rose.
- Running from one short wall to the other at about waist height
- is a wooden bar, carefully carved and drilled. This bar is pierced
- in two places. The first hole is in the center of the bar (and thus
- the center of the room). The second is at the left end of the room
- (as you face opposite the entrance). Through each hole runs a wooden
- pole.
- The pole at the left end of the bar extends only about a foot
- above the bar, and ends in a hand grip. The pole ">
- <PSETG MIRROR-POLE-DESC
- " The pole at the center of the bar extends from the ceiling
- through the bar to the circular area in the stone channel. This
- bottom end of the pole has a T-bar a bit less than two feet long
- attached to it, and on the T-bar is carved an arrow. The arrow and
- T-bar are pointing ">
- <PSETG LONGDIRS
- '["north"
- "northeast"
- "east"
- "southeast"
- "south"
- "southwest"
- "west"
- "northwest"]>
- <PSETG NUMS '["one" "two" "three" "four" "five" "six" "seven" "eight"]>
- <PSETG MASTER-ATTACK
- "The dungeon master is taken momentarily by surprise. He dodges your
- blow, and then, with a disappointed expression on his face, he raises
- his staff, and traces a complicated pattern in the air. As it
- completes you crumble into dust.">
- <PSETG INQ-LOSE "\" The dungeon master,
- obviously disappointed in your lack of knowledge, shakes his head and
- mumbles \"I guess they'll let anyone in the Dungeon these days\". With
- that, he departs.">
- <PSETG QUIZ-WIN
- "The dungeon master, obviously pleased, says \"You are indeed a
- master of lore. I am proud to be at your service.\" The massive
- wooden door swings open, and the master motions for you to enter.">
- <PSETG QUIZ-RULES
- "The knock reverberates along the hall. For a time it seems there
- will be no answer. Then you hear someone unlatching the small wooden
- panel. Through the bars of the great door, the wrinkled face of an
- old man appears. He gazes down at you and intones as follows:
- \"I am the Master of the Dungeon, whose task it is to insure
- that none but the most scholarly and masterful adventurers are
- admitted into the secret realms of the Dungeon. To ascertain whether
- you meet the stringent requirements laid down by the Great
- Implementers, I will ask three questions which should be easy for one
- of your reputed excellence to answer. You have undoubtedly
- discovered their answers during your travels through the Dungeon.
- Should you answer each of these questions correctly within five
- attempts, then I am obliged to acknowledge your skill and daring and
- admit you to these regions.
- \"All answers should be in the form 'ANSWER \"<answer>\"'\"">
- <PSETG EWC-DESC
- "You are in a large east-west corridor which opens onto a northern
- parapet at its center. You can see flames and smoke as you peer
- towards the parapet. The corridor turns south at its east and west
- ends, and due south is a massive wooden door. In the door is a small
- window barred with iron. The door is ">
- <PSETG PARAPET-DESC
- "You are standing behind a stone retaining wall which rims a large
- parapet overlooking a fiery pit. It is difficult to see through the
- smoke and flame which fills the pit, but it seems to be more or less
- bottomless. It also extends upward out of sight. The pit itself is
- of roughly dressed stone and circular in shape. It is about two
- hundred feet in diameter. The flames generate considerable heat, so
- it is rather uncomfortable standing here.
- There is an object here which looks like a sundial. On it are an
- indicator arrow and (in the center) a large button. On the face of
- the dial are numbers 'one' through 'eight'. The indicator points to
- the number '">
- <PSETG WIN-TOTALLY
- " As you gleefully examine your new-found riches, the Dungeon
- Master himself materializes beside you, and says, \"Now that you have
- solved all the mysteries of the Dungeon, it is time for you to assume
- your rightly-earned place in the scheme of things. Long have I
- waited for one capable of releasing me from my burden!\" He taps you
- lightly on the head with his staff, mumbling a few well-chosen spells,
- and you feel yourself changing, growing older and more stooped. For
- a moment there are two identical mages staring at each other among
- the treasure, then you watch as your counterpart dissolves into a
- mist and disappears, a sardonic grin on his face.
- ">
- \
- ;"SUBTITLE PURE STRUCTURE FROM MELEE"
- <PSETG SWORD-MELEE
- '![![["Your swing misses the " D " by an inch."]
- ["A mighty blow, but it misses the " D " by a mile."]
- ["You charge, but the " D " jumps nimbly aside."]
- ["Clang! Crash! The " D " parries."]
- ["A good stroke, but it's too slow, the " D " dodges."]!]
- ![["Your sword crashes down, knocking the " D " into dreamland."]
- ["The " D " is battered into unconsciousness."]
- ["A furious exchange, and the " D " is knocked out!"]!]
- ![["It's curtains for the " D " as your sword removes his head."]
- ["The fatal blow strikes the " D " square in the heart: He dies."]
- ["The " D " takes a final blow and slumps to the floor dead."]!]
- ![["The " D " is struck on the arm, blood begins to trickle down."]
- ["Your sword pinks the " D " on the wrist, but it's not serious."]
- ["Your stroke lands, but it was only the flat of the blade."]
- ["The blow lands, making a shallow gash in the " D "'s arm!"]!]
- ![["The " D " receives a deep gash in his side."]
- ["A savage blow on the thigh! The " D " is stunned but can still fight!"]
- ["Slash! Your blow lands! That one hit an artery, it could be serious!"]!]
- ![["The " D " is staggered, and drops to his knees."]
- ["The " D " is momentarily disoriented and can't fight back."]
- ["The force of your blow knocks the " D " back, stunned."]!]
- ![["The " D "'s weapon is knocked to the floor, leaving him unarmed."]!]!]>
- <PSETG KNIFE-MELEE
- '![![["Your stab misses the " D " by an inch."]
- ["A good slash, but it misses the " D " by a mile."]
- ["You charge, but the " D " jumps nimbly aside."]
- ["A quick stroke, but the " D " is on guard."]
- ["A good stroke, but it's too slow, the " D " dodges."]!]
- ![["The haft of your knife knocks out the " D "."]
- ["The " D " drops to the floor, unconscious."]
- ["The " D " is knocked out!"]!]
- ![["The end for the " D " as your knife severs his jugular."]
- ["The fatal thrust strikes the " D " square in the heart: He dies."]
- ["The " D " takes a final blow and slumps to the floor dead."]!]
- ![["The " D " is slashed on the arm, blood begins to trickle down."]
- ["Your knife point pinks the " D " on the wrist, but it's not serious."]
- ["Your stroke lands, but it was only the flat of the blade."]
- ["The blow lands, making a shallow gash in the " D "'s arm!"]!]
- ![["The " D " receives a deep gash in his side."]
- ["A savage cut on the leg stuns the " D ", but he can still fight!"]
- ["Slash! Your stroke connects! The " D " could be in serious trouble!"]!]
- ![["The " D " drops to his knees, staggered."]
- ["The " D " is confused and can't fight back."]
- ["The quickness of your thrust knocks the " D " back, stunned."]!]
- ![["The " D " is disarmed by a subtle feint past his guard."]!]!]>
- <PSETG CYCLOPS-MELEE
- '![![["The Cyclops misses, but the backwash almost knocks you over."]
- ["The Cyclops rushes you, but runs into the wall."]
- ["The Cyclops trips over his feet trying to get at you."]
- ["The Cyclops unleashes a roundhouse punch, but you have time to dodge."]!]
- ![["The Cyclops knocks you unconscious."]
- ["The Cyclops sends you crashing to the floor, unconscious."]!]
- ![["The Cyclops raises his arms and crushes your skull."]
- ["The Cyclops has just essentially ripped you to shreds."]
- ["The Cyclops decks you. In fact, you are dead."]
- ["The Cyclops breaks your neck with a massive smash."]!]
- ![["A quick punch, but it was only a glancing blow."]
- ["The Cyclops grabs but you twist free, leaving part of your cloak."]
- ["A glancing blow from the Cyclops' fist."]
- ["The Cyclops chops at you with the side of his hand, and it connects,
- but not solidly."]!]
- ![["The Cyclops gets a good grip and breaks your arm."]
- ["The monster smashes his huge fist into your chest, breaking several
- ribs."]
- ["The Cyclops almost knocks the wind out of you with a quick punch."]
- ["A flying drop kick breaks your jaw."]
- ["The Cyclops breaks your leg with a staggering blow."]!]
- ![["The Cyclops knocks you silly, and you reel back."]
- ["The Cyclops lands a punch that knocks the wind out of you."]
- ["Heedless of your weapons, the Cyclops tosses you against the rock
- wall of the room."]
- ["The Cyclops grabs you, and almost strangles you before you wiggle
- free, breathless."]!]
- ![["The Cyclops grabs you by the arm, and you drop your " W "."]
- ["The Cyclops kicks your " W " out of your hand."]
- ["The Cyclops grabs your " W ", tastes it, and throws it to the
- ground in disgust."]
- ["The monster grabs you on the wrist, squeezes, and you drop your
- " W " in pain."]!]
- ![["The Cyclops is so excited by his success that he neglects to kill
- you."]
- ["The Cyclops, momentarily overcome by remorse, holds back."]
- ["The Cyclops seems unable to decide whether to broil or stew his
- dinner."]]
- ![["The Cyclops, no sportsman, dispatches his unconscious victim."]]!]>
- <PSETG TROLL-MELEE
- '![![["The troll swings his axe, but it misses."]
- ["The troll's axe barely misses your ear."]
- ["The axe sweeps past as you jump aside."]
- ["The axe crashes against the rock, throwing sparks!"]!]
- ![["The flat of the troll's axe hits you delicately on the head, knocking
- you out."]!]
- ![["The troll lands a killing blow. You are dead."]
- ["The troll neatly removes your head."]
- ["The troll's axe stroke cleaves you from the nave to the chops."]
- ["The troll's axe removes your head."]!]
- ![["The axe gets you right in the side. Ouch!"]
- ["The flat of the troll's axe skins across your forearm."]
- ["The troll's swing almost knocks you over as you barely parry
- in time."]
- ["The troll swings his axe, and it nicks your arm as you dodge."]!]
- ![["The troll charges, and his axe slashes you on your " W " arm."]
- ["An axe stroke makes a deep wound in your leg."]
- ["The troll's axe swings down, gashing your shoulder."]
- ["The troll sees a hole in your defense, and a lightning stroke
- opens a wound in your left side."]!]
- ![["The troll hits you with a glancing blow, and you are momentarily
- stunned."]
- ["The troll swings; the blade turns on your armor but crashes
- broadside into your head."]
- ["You stagger back under a hail of axe strokes."]
- ["The troll's mighty blow drops you to your knees."]!]
- ![["The axe hits your " W " and knocks it spinning."]
- ["The troll swings, you parry, but the force of his blow disarms you."]
- ["The axe knocks your " W " out of your hand. It falls to the floor."]
- ["Your " W " is knocked out of your hands, but you parried the blow."]!]
- ![["The troll strikes at your unconscious form, but misses in his rage."]
- ["The troll hesitates, fingering his axe."]
- ["The troll scratches his head ruminatively: Might you be magically
- protected, he wonders?"]
- ["The troll seems afraid to approach your crumpled form."]]
- ![["Conquering his fears, the troll puts you to death."]]!]>
- <PSETG THIEF-MELEE
- '![![["The thief stabs nonchalantly with his stiletto and misses."]
- ["You dodge as the thief comes in low."]
- ["You parry a lightning thrust, and the thief salutes you with
- a grim nod."]
- ["The thief tries to sneak past your guard, but you twist away."]!]
- ![["Shifting in the midst of a thrust, the thief knocks you unconscious
- with the haft of his stiletto."]
- ["The thief knocks you out."]!]
- ![["Finishing you off, a lightning throw right to the heart."]
- ["The stiletto severs your jugular. It looks like the end."]
- ["The thief comes in from the side, feints, and inserts the blade
- into your ribs."]
- ["The thief bows formally, raises his stiletto, and with a wry grin,
- ends the battle and your life."]!]
- ![["A quick thrust pinks your left arm, and blood starts to
- trickle down."]
- ["The thief draws blood, raking his stiletto across your arm."]
- ["The stiletto flashes faster than you can follow, and blood wells
- from your leg."]
- ["The thief slowly approaches, strikes like a snake, and leaves
- you wounded."]!]
- ![["The thief strikes like a snake! The resulting wound is serious."]
- ["The thief stabs a deep cut in your upper arm."]
- ["The stiletto touches your forehead, and the blood obscures your
- vision."]
- ["The thief strikes at your wrist, and suddenly your grip is slippery
- with blood."]]
- ![["The butt of his stiletto cracks you on the skull, and you stagger
- back."]
- ["You are forced back, and trip over your own feet, falling heavily
- to the floor."]
- ["The thief rams the haft of his blade into your stomach, leaving
- you out of breath."]
- ["The thief attacks, and you fall back desperately."]!]
- ![["A long, theatrical slash. You catch it on your " W ", but the
- thief twists his knife, and the " W " goes flying."]
- ["The thief neatly flips your " W " out of your hands, and it drops
- to the floor."]
- ["You parry a low thrust, and your " W " slips out of your hand."]
- ["Avoiding the thief's stiletto, you stumble to the floor, dropping
- your " W "."]!]
- ![["The thief, a man of good breeding, refrains from attacking a helpless
- opponent."]
- ["The thief amuses himself by searching your pockets."]
- ["The thief entertains himself by rifling your pack."]]
- ![["The thief, noticing you begin to stir, reluctantly finishes you off."]
- ["The thief, forgetting his essentially genteel upbringing, cuts your
- throat."]
- ["The thief, who is essentially a pragmatist, dispatches you as a
- threat to his livelihood."]]!]>
- <PSETG DEF1
- <UVECTOR
- ,MISSED ,MISSED ,MISSED ,MISSED
- ,STAGGER ,STAGGER
- ,UNCONSCIOUS ,UNCONSCIOUS
- ,KILLED ,KILLED ,KILLED ,KILLED ,KILLED>>
- <PSETG DEF2A
- <UVECTOR
- ,MISSED ,MISSED ,MISSED ,MISSED ,MISSED
- ,STAGGER ,STAGGER
- ,LIGHT-WOUND ,LIGHT-WOUND
- ,UNCONSCIOUS>>
- <PSETG DEF2B
- <UVECTOR
- ,MISSED ,MISSED ,MISSED
- ,STAGGER ,STAGGER
- ,LIGHT-WOUND ,LIGHT-WOUND ,LIGHT-WOUND
- ,UNCONSCIOUS
- ,KILLED ,KILLED ,KILLED>>
- <PSETG DEF3A
- <UVECTOR
- ,MISSED ,MISSED ,MISSED ,MISSED ,MISSED
- ,STAGGER ,STAGGER
- ,LIGHT-WOUND ,LIGHT-WOUND
- ,SERIOUS-WOUND ,SERIOUS-WOUND>>
- <PSETG DEF3B
- <UVECTOR
- ,MISSED ,MISSED ,MISSED
- ,STAGGER ,STAGGER
- ,LIGHT-WOUND ,LIGHT-WOUND ,LIGHT-WOUND
- ,SERIOUS-WOUND ,SERIOUS-WOUND ,SERIOUS-WOUND>>
- <PSETG DEF3C
- <UVECTOR
- ,MISSED
- ,STAGGER ,STAGGER
- ,LIGHT-WOUND ,LIGHT-WOUND ,LIGHT-WOUND ,LIGHT-WOUND
- ,SERIOUS-WOUND ,SERIOUS-WOUND ,SERIOUS-WOUND>>
- <PSETG DEF1-RES <UVECTOR ,DEF1 <REST ,DEF1> <REST ,DEF1 2>>>
- <PSETG DEF2-RES <UVECTOR ,DEF2A ,DEF2B <REST ,DEF2B> <REST ,DEF2B 2>>>
- <PSETG DEF3-RES <UVECTOR ,DEF3A <REST ,DEF3A> ,DEF3B <REST ,DEF3B> ,DEF3C>>
- \
- "VOCABULARY"
- ;"GLOBAL VARIABLES WHICH ARE ROOMS MUST BE HERE!"
- <PSETG RMGVALS '![BLOC HERE!]>
- ;"GLOBAL VARIABLES WHICH ARE OBJECTS MUST BE HERE!"
- <PSETG OBJGVALS '![!]>
- ;"GLOBAL VARIABLES WHICH ARE MONADS MUST BE HERE!"
- <PSETG MGVALS
- '![TROLL-FLAG!-FLAG
- CAGE-SOLVE!-FLAG
- BUCKET-TOP!-FLAG
- CAROUSEL-FLIP!-FLAG
- CAROUSEL-ZOOM!-FLAG
- LOW-TIDE!-FLAG
- DOME-FLAG!-FLAG
- GLACIER-FLAG!-FLAG
- ECHO-FLAG!-FLAG
- RIDDLE-FLAG!-FLAG
- LLD-FLAG!-FLAG
- CYCLOPS-FLAG!-FLAG
- MAGIC-FLAG!-FLAG
- LIGHT-LOAD!-FLAG
- SAFE-FLAG!-FLAG
- GNOME-FLAG!-FLAG
- GNOME-DOOR!-FLAG
- MIRROR-MUNG!-FLAG
- EGYPT-FLAG!-FLAG
- ON-POLE!-FLAG
- BLAB!-FLAG
- BINF!-FLAG
- BTIE!-FLAG
- BUOY-FLAG!-FLAG
- GRUNLOCK!-FLAG
- GATE-FLAG!-FLAG
- RAINBOW!-FLAG
- CAGE-TOP!-FLAG
- EMPTY-HANDED!-FLAG
- DEFLATE!-FLAG
- LIGHT-SHAFT
- PLAYED-TIME
- MOVES
- BRIEF!-FLAG
- THEN
- SUPER-BRIEF!-FLAG
- RAW-SCORE
- GLACIER-MELT!-FLAG
- DEATHS
- GRATE-REVEALED!-FLAG
- WATER-LEVEL!-FLAG
- CYCLOWRATH!-FLAG
- RUG-MOVED!-FLAG
- LEAVES-GONE!-FLAG
- END-GAME!-FLAG
- EG-SCORE
- BEACH-DIG!-FLAG]>
- \
- ; "SUBTITLE ACTORS"
- <ADD-ACTOR
- <SETG MASTER
- <CHTYPE [<GET-ROOM "BDOOR"> () 0 <>
- <GET-OBJ "MASTE"> MASTER-ACTOR 3 0]
- ADV>>>
- <ADD-ACTOR
- <SETG PLAYER
- <CHTYPE [<GET-ROOM "WHOUS">
- () 0 <> <GET-OBJ "#####"> <> 0 0]
- ADV>>>
- <ADD-ACTOR
- <SETG ROBOT
- <CHTYPE [<GET-ROOM "MAGNE"> () 0 <>
- <GET-OBJ "ROBOT"> ROBOT-ACTOR 3 0]
- ADV>>>
- \
- ; "SUBTITLE GLOBAL OBJECTS"
- ; "**** THESE MUST COME BEFORE ROOMS! ****"
- <SETG STAR-BITS 0>
- <SETG GLOHI 1>
- <SETG IT-OBJECT
- <GOBJECT <>
- ["IT" "THAT" "THIS"]
- []
- "random object"
- <+ ,OVISON ,NDESCBIT>>>
- <GOBJECT <>
- ["#####" "ME" "CRETI" "MYSEL"]
- []
- "cretin"
- <+ ,OVISON ,VILLAIN>
- CRETIN
- ()
- [OGLOBAL 0
- OACTOR ,PLAYER]>
- <GOBJECT <>
- ["EVERY" "ALL"]
- []
- "everything"
- <+ ,OVISON ,TAKEBIT ,NDESCBIT ,NO-CHECK-BIT>
- VALUABLES&C>
- <GOBJECT <>
- ["VALUA" "TREAS"]
- []
- "valuables"
- <+ ,OVISON ,TAKEBIT ,NDESCBIT ,NO-CHECK-BIT>
- VALUABLES&C>
- <GOBJECT <>
- ["SAILO"]
- []
- "sailor"
- <+ ,OVISON ,NDESCBIT>>
- <GOBJECT <>
- ["TEETH"]
- []
- "set of teeth"
- <+ ,OVISON ,NDESCBIT>>
- <GOBJECT <>
- ["WALL" "WALLS"]
- []
- "wall"
- <+ ,OVISON>
- WALL-FUNCTION>
- <GOBJECT <>
- ["GRUE"]
- []
- "lurking grue"
- <+ ,OVISON>
- GRUE-FUNCTION>
- <GOBJECT <>
- ["HANDS" "HAND"]
- ["BARE"]
- "pair of hands"
- <+ ,OVISON ,NDESCBIT ,TOOLBIT>>
- <GOBJECT <>
- ["LUNGS" "AIR"]
- []
- "breath"
- <+ ,OVISON ,NDESCBIT ,TOOLBIT>>
- <GOBJECT <>
- ["AVIAT" "FLYER"]
- []
- "flyer"
- <+ ,OVISON ,NDESCBIT>>
- <GOBJECT GUARDBIT
- ["GUARD"]
- []
- "Guardian of Zork"
- <+ ,OVISON ,VICBIT ,VILLAIN>
- GUARDIANS>
- <GOBJECT ROSEBIT
- ["ROSE" "COMPA"]
- []
- "compass rose"
- <+ ,OVISON>>
- <GOBJECT MASTERBIT
- ["MASTE" "KEEPE"]
- ["DUNGE"]
- "dungeon master"
- <+ ,OVISON ,VICBIT ,ACTORBIT>
- MASTER-FUNCTION
- ()
- [ODESC1 "The dungeon master is quietly leaning on his staff here."
- OACTOR ,MASTER
- OGLOBAL 0]>
- <GOBJECT MIRRORBIT
- ["MIRRO" "STRUC"]
- []
- "mirror"
- <+ ,OVISON>
- MIRROR-FUNCTION>
- <GOBJECT PANELBIT
- ["PANEL"]
- []
- "panel"
- <+ ,OVISON>
- PANEL-FUNCTION>
- <GOBJECT CHANBIT
- ["CHANN"]
- []
- "stone channel"
- <+ ,OVISON>>
- \
- ; "SUBTITLE DIRECTIONS"
- <ADD-DIRECTIONS "#!#!#" "NORTH" "SOUTH" "EAST" "WEST" "LAUNC" "LAND"
- "SE" "SW" "NE" "NW" "UP" "DOWN" "ENTER" "EXIT" "CROSS" "CLIMB">
- <DSYNONYM "NORTH" "N">
- <DSYNONYM "SOUTH" "S">
- <DSYNONYM "EAST" "E">
- <DSYNONYM "WEST" "W">
- <DSYNONYM "UP" "U">
- <DSYNONYM "DOWN" "D">
- <DSYNONYM "ENTER" "IN">
- <DSYNONYM "EXIT" "OUT" "LEAVE">
- <DSYNONYM "CROSS" "TRAVE">
- \
- ; "SUBTITLE CEVENT DEFINITIONS"
- <OR <LOOKUP "COMPILE" <ROOT>>
- <PROG ()
- <CEVENT 0 ,CURE-CLOCK <> "CURIN">
- <CEVENT 0 ,MAINT-ROOM T "MNTIN">
- <CEVENT 0 ,LANTERN T "LNTIN">
- <CEVENT 0 ,MATCH-FUNCTION T MATIN>
- <CEVENT 0 ,CANDLES T "CNDIN">
- <CEVENT 0 ,BALLOON T "BINT">
- <CEVENT 0 ,BURNUP T "BRNIN">
- <CEVENT 0 ,FUSE-FUNCTION T "FUSIN">
- <CEVENT 0 ,LEDGE-MUNG T "LEDIN">
- <CEVENT 0 ,SAFE-MUNG T "SAFIN">
- <CEVENT 0 ,VOLGNOME T "VLGIN">
- <CEVENT 0 ,GNOME-FUNCTION T "GNOIN">
- <CEVENT 0 ,BUCKET T "BCKIN">
- <CEVENT 0 ,SPHERE-FUNCTION T "SPHIN">
- <CEVENT 0 ,END-GAME-HERALD <> "EGHER">>>
- \
- ; "SUBTITLE ROOMS"
- ;"basic useful constants for building rooms"
- <PSETG DEADEND "Dead End">
- <SETG NULEXIT <EXIT "#!#!#" "!">>
- <PSETG INDENTSTR <REST <ISTRING 8 !\ > 8>>
- \
- ; "SUBTITLE HOUSE AND VICINITY"
- <ROOM "WHOUS"
- "You are in an open field west of a big white house, with a boarded
- front door."
- "West of House"
- <EXIT "NORTH" "NHOUS" "SOUTH" "SHOUS" "WEST" "FORE1"
- "EAST" #NEXIT "The door is locked, and there is evidently no key.">
- (<GET-OBJ "FDOOR"> <GET-OBJ "MAILB">)
- <>
- <+ ,RLANDBIT ,RLIGHTBIT ,RSACREDBIT>>
- <ROOM "NHOUS"
- "You are facing the north side of a white house. There is no door here,
- and all the windows are barred."
- "North of House"
- <EXIT "WEST" "WHOUS" "EAST" "EHOUS" "NORTH" "FORE3"
- "SOUTH" #NEXIT "The windows are all barred.">
- ()
- <>
- <+ ,RLANDBIT ,RLIGHTBIT ,RSACREDBIT>>
- <ROOM "SHOUS"
- "You are facing the south side of a white house. There is no door here,
- and all the windows are barred."
- "South of House"
- <EXIT "WEST" "WHOUS" "EAST" "EHOUS" "SOUTH" "FORE2"
- "NORTH" #NEXIT "The windows are all barred.">
- ()
- <>
- <+ ,RLANDBIT ,RLIGHTBIT ,RSACREDBIT>>
- <SETG KITCHEN-WINDOW <DOOR "WINDO" "KITCH" "EHOUS">>
- <ROOM "EHOUS"
- ""
- "Behind House"
- <EXIT "NORTH" "NHOUS" "SOUTH" "SHOUS" "EAST" "CLEAR"
- "WEST" ,KITCHEN-WINDOW
- "ENTER" ,KITCHEN-WINDOW>
- (<GET-OBJ "WINDO">)
- EAST-HOUSE
- <+ ,RLANDBIT ,RLIGHTBIT ,RSACREDBIT>>
- <ROOM "KITCH"
- ""
- "Kitchen"
- <EXIT "EAST" ,KITCHEN-WINDOW "WEST" "LROOM"
- "EXIT" ,KITCHEN-WINDOW "UP" "ATTIC"
- "DOWN" #NEXIT "Only Santa Claus climbs down chimneys.">
- (<GET-OBJ "WINDO"> <GET-OBJ "SBAG"> <GET-OBJ "BOTTL">)
- KITCHEN
- <+ ,RLANDBIT ,RLIGHTBIT ,RHOUSEBIT ,RSACREDBIT>
- [RVAL 10]>
- <ROOM "ATTIC"
- "You are in the attic. The only exit is stairs that lead down."
- "Attic"
- <EXIT "DOWN" "KITCH">
- (<GET-OBJ "BRICK"> <GET-OBJ "ROPE"> <GET-OBJ "KNIFE">)
- <>
- <+ ,RLANDBIT ,RHOUSEBIT>>
- <ROOM "LROOM"
- ""
- "Living Room"
- <EXIT "EAST" "KITCH"
- "WEST" <CEXIT "MAGIC-FLAG" "BLROO" "The door is nailed shut.">
- "DOWN" <DOOR "DOOR" "LROOM" "CELLA">>
- (<GET-OBJ "WDOOR"> <GET-OBJ "DOOR"> <GET-OBJ "TCASE">
- <GET-OBJ "LAMP"> <GET-OBJ "RUG"> <GET-OBJ "PAPER">
- <GET-OBJ "SWORD">)
- LIVING-ROOM
- <+ ,RLANDBIT ,RLIGHTBIT ,RHOUSEBIT ,RSACREDBIT>>
- \
- ; "SUBTITLE FOREST"
- <PSETG STFORE "You are in a forest, with trees in all directions around you.">
- <PSETG FOREST "Forest">
- <PSETG FORDES
- "You are in a dimly lit forest, with large trees all around. To the
- east, there appears to be sunlight.">
- <ROOM "FORE1"
- ,STFORE
- ,FOREST
- <EXIT "NORTH" "FORE1" "EAST" "FORE3" "SOUTH" "FORE2" "WEST" "FORE1">
- ()
- <>
- <+ ,RLANDBIT ,RLIGHTBIT ,RSACREDBIT>>
- <ROOM "FORE2"
- ,FORDES
- ,FOREST
- <EXIT "NORTH" "SHOUS" "EAST" "CLEAR" "SOUTH" "FORE4" "WEST" "FORE1">
- ()
- <>
- <+ ,RLANDBIT ,RLIGHTBIT ,RSACREDBIT>>
- <ROOM "FORE3"
- ,FORDES
- ,FOREST
- <EXIT "NORTH" "FORE2" "EAST" "CLEAR" "SOUTH" "CLEAR" "WEST" "NHOUS">
- ()
- <>
- <+ ,RLANDBIT ,RLIGHTBIT ,RSACREDBIT>>
- <ROOM "FORE4"
- "You are in a large forest, with trees obstructing all views except
- to the east, where a small clearing may be seen through the trees."
- ,FOREST
- <EXIT "EAST" "CLTOP" "NORTH" "FORE5" "SOUTH" "FORE4" "WEST" "FORE2">
- ()
- <>
- <+ ,RLANDBIT ,RLIGHTBIT ,RSACREDBIT>>
- <ROOM "FORE5"
- ,STFORE
- ,FOREST
- <EXIT "NORTH" "FORE5" "SE" "CLTOP" "SOUTH" "FORE4" "WEST" "FORE2">
- ()
- <>
- <+ ,RLANDBIT ,RLIGHTBIT ,RSACREDBIT>>
- <ROOM "CLEAR"
- ""
- "Clearing"
- <EXIT "SW" "EHOUS" "SE" "FORE5" "NORTH" "CLEAR" "EAST" "CLEAR"
- "WEST" "FORE3" "SOUTH" "FORE2"
- "DOWN" <DOOR "GRATE" "MGRAT" "CLEAR" "The grating is locked.">>
- (<GET-OBJ "GRATE"> <GET-OBJ "LEAVE">)
- CLEARING
- <+ ,RLANDBIT ,RLIGHTBIT ,RSACREDBIT>>
- \
- ; "SUBTITLE CELLAR AND VICINITY"
- <ROOM "CELLA"
- ""
- "Cellar"
- <EXIT "EAST" "MTROL" "SOUTH" "CHAS2"
- "UP"
- <DOOR "DOOR" "LROOM" "CELLA">
- "WEST"
- #NEXIT "You try to ascend the ramp, but it is impossible, and you slide back down.">
- (<GET-OBJ "DOOR">)
- CELLAR
- ,RLANDBIT
- [RVAL 25]>
- <PSETG TCHOMP "The troll fends you off with a menacing gesture.">
- <ROOM "MTROL"
- "You are in a small room with passages off in all directions.
- Bloodstains and deep scratches (perhaps made by an axe) mar the
- walls."
- "The Troll Room"
- <EXIT "WEST" "CELLA"
- "EAST" <CEXIT "TROLL-FLAG" "CRAW4" ,TCHOMP>
- "NORTH" <CEXIT "TROLL-FLAG" "PASS1" ,TCHOMP>
- "SOUTH" <CEXIT "TROLL-FLAG" "MAZE1" ,TCHOMP>>
- (<GET-OBJ "TROLL">)>
- <ROOM "STUDI"
- "You are in what appears to have been an artist's studio. The walls
- and floors are splattered with paints of 69 different colors.
- Strangely enough, nothing of value is hanging here. At the north and
- northwest of the room are open doors (also covered with paint). An
- extremely dark and narrow chimney leads up from a fireplace; although
- you might be able to get up it, it seems unlikely you could get back
- down."
- "Studio"
- <EXIT "NORTH" "CRAW4"
- "NW" "GALLE"
- "UP"
- <CEXIT "LIGHT-LOAD"
- "KITCH"
- "The chimney is too narrow for you and all of your baggage."
- <> CHIMNEY-FUNCTION>>>
- <ROOM "GALLE"
- "You are in an art gallery. Most of the paintings which were here
- have been stolen by vandals with exceptional taste. The vandals
- left through either the north or south exits."
- "Gallery"
- <EXIT "NORTH" "CHAS2" "SOUTH" "STUDI">
- (<GET-OBJ "PAINT">)
- <>
- <+ ,RLANDBIT ,RLIGHTBIT>>
- \
- ; "SUBTITLE MAZE"
- <PSETG MAZEDESC "You are in a maze of twisty little passages, all alike.">
- <ROOM "MAZE1"
- ,MAZEDESC ,MAZEDESC
- <EXIT "WEST" "MTROL"
- "NORTH" "MAZE1"
- "SOUTH" "MAZE2"
- "EAST" "MAZE4">>
- <ROOM "MAZE2"
- ,MAZEDESC ,MAZEDESC
- <EXIT "SOUTH" "MAZE1"
- "NORTH" "MAZE4"
- "EAST" "MAZE3">>
- <ROOM "MAZE3"
- ,MAZEDESC ,MAZEDESC
- <EXIT "WEST" "MAZE2" "NORTH" "MAZE4" "UP" "MAZE5">>
- <ROOM "MAZE4"
- ,MAZEDESC ,MAZEDESC
- <EXIT "WEST" "MAZE3" "NORTH" "MAZE1" "EAST" "DEAD1">>
- <ROOM "DEAD1"
- ,DEADEND ,DEADEND
- <EXIT "SOUTH" "MAZE4">>
- <ROOM "MAZE5"
- ,MAZEDESC ,MAZEDESC
- <EXIT "EAST" "DEAD2" "NORTH" "MAZE3" "SW" "MAZE6">
- (<GET-OBJ "BONES"> <GET-OBJ "BAGCO"> <GET-OBJ "KEYS">
- <GET-OBJ "BLANT"> <GET-OBJ "RKNIF">)>
- <ROOM "DEAD2"
- ,DEADEND ,DEADEND
- <EXIT "WEST" "MAZE5">>
- <ROOM "MAZE6"
- ,MAZEDESC ,MAZEDESC
- <EXIT "DOWN" "MAZE5" "EAST" "MAZE7" "WEST" "MAZE6" "UP" "MAZE9">>
- <ROOM "MAZE7"
- ,MAZEDESC ,MAZEDESC
- <EXIT "UP" "MAZ14" "WEST" "MAZE6" "NE" "DEAD1" "EAST" "MAZE8" "SOUTH" "MAZ15">>
- <ROOM "MAZE8"
- ,MAZEDESC ,MAZEDESC
- <EXIT "NE" "MAZE7" "WEST" "MAZE8" "SE" "DEAD3">>
- <ROOM "DEAD3"
- ,DEADEND ,DEADEND
- <EXIT "NORTH" "MAZE8">>
- <ROOM "MAZE9"
- ,MAZEDESC ,MAZEDESC
- <EXIT "NORTH" "MAZE6" "EAST" "MAZ11" "DOWN" "MAZ10" "SOUTH" "MAZ13"
- "WEST" "MAZ12" "NW" "MAZE9">>
- <ROOM "MAZ10"
- ,MAZEDESC ,MAZEDESC
- <EXIT "EAST" "MAZE9" "WEST" "MAZ13" "UP" "MAZ11">>
- <ROOM "MAZ11"
- ,MAZEDESC
- ,MAZEDESC
- <EXIT "NE" "MGRAT" "DOWN" "MAZ10" "NW" "MAZ13" "SW" "MAZ12">>
-
- <ROOM "MGRAT"
- ""
- "Grating Room"
- <EXIT "SW" "MAZ11"
- "UP" <DOOR "GRATE" "MGRAT" "CLEAR" "The grating is locked.">>
- (<GET-OBJ "GRATE">)
- MAZE-11>
- <ROOM "MAZ12"
- ,MAZEDESC ,MAZEDESC
- <EXIT "WEST" "MAZE5" "SW" "MAZ11" "EAST" "MAZ13" "UP" "MAZE9" "NORTH" "DEAD4">>
- <ROOM "DEAD4"
- ,DEADEND ,DEADEND
- <EXIT "SOUTH" "MAZ12">>
- <ROOM "MAZ13"
- ,MAZEDESC ,MAZEDESC
- <EXIT "EAST" "MAZE9" "DOWN" "MAZ12" "SOUTH" "MAZ10" "WEST" "MAZ11">>
- <ROOM "MAZ14"
- ,MAZEDESC ,MAZEDESC
- <EXIT "WEST" "MAZ15" "NW" "MAZ14" "NE" "MAZE7" "SOUTH" "MAZE7">>
- <ROOM "MAZ15"
- ,MAZEDESC ,MAZEDESC
- <EXIT "WEST" "MAZ14" "SOUTH" "MAZE7" "NE" "CYCLO">>
- \
- ; "SUBTITLE CYCLOPS AND HIDEAWAY"
- <ROOM "CYCLO"
- "" "Cyclops Room"
- <EXIT "WEST" "MAZ15" "NORTH" <CEXIT "MAGIC-FLAG" "BLROO" "The north wall is solid rock.">
- "UP" <CEXIT "CYCLOPS-FLAG" "TREAS" "The cyclops doesn't look like he'll let you past.">>
- (<GET-OBJ "CYCLO">)
- CYCLOPS-ROOM>
- <ROOM "BLROO"
- "You are in a long passage. To the south is one entrance. On the
- east there is an old wooden door, with a large hole in it (about
- cyclops sized)."
- "Strange Passage"
- <EXIT "SOUTH" "CYCLO" "EAST" "LROOM">
- ()
- TIME
- ,RLANDBIT
- [RVAL 10]>
- <ROOM "TREAS"
- "This is a large room, whose north wall is solid granite. A number
- of discarded bags, which crumble at your touch, are scattered about
- on the floor."
- "Treasure Room"
- <EXIT "DOWN" "CYCLO">
- (<GET-OBJ "CHALI">)
- TREASURE-ROOM
- ,RLANDBIT
- [RVAL 25]>
- \
- ; "SUBTITLE RESERVOIR AREA"
- <ROOM "RAVI1"
- "You are in a deep ravine at a crossing with an east-west crawlway.
- Some stone steps are at the south of the ravine and a steep staircase
- descends."
- "Deep Ravine"
- <EXIT "SOUTH" "PASS1" "DOWN" "RESES" "EAST" "CHAS1" "WEST" "CRAW1">>
- <ROOM "CRAW1"
- "You are in a crawlway with a three-foot high ceiling. Your footing
- is very unsure here due to the assortment of rocks underfoot.
- Passages can be seen in the east, west, and northwest corners of the
- passage."
- "Rocky Crawl"
- <EXIT "WEST" "RAVI1" "EAST" "DOME" "NW" "EGYPT">>
- <ROOM "RESES"
- ""
- "Reservoir South"
- <EXIT "SOUTH" <CEXIT "EGYPT-FLAG"
- "RAVI1"
- "The coffin will not fit through this passage."
- T
- COFFIN-CURE>
- "WEST" "STREA"
- "CROSS" <CEXIT "LOW-TIDE" "RESER" "You are not equipped for swimming.">
- "NORTH" <CEXIT "LOW-TIDE" "RESER" "You are not equipped for swimming.">
- "LAUNC" "RESER"
- "UP" <CEXIT "EGYPT-FLAG"
- "CANY1"
- "The stairs are too steep for carrying the coffin."
- T
- COFFIN-CURE>>
- ()
- RESERVOIR-SOUTH
- <+ ,RLANDBIT ,RFILLBIT>>
- <ROOM "RESER"
- ""
- "Reservoir"
- <EXIT "NORTH" "RESEN" "SOUTH" "RESES"
- "UP" "INSTR" "DOWN" #NEXIT "The dam blocks your way."
- "LAND" #NEXIT "You must specify direction.">
- (<GET-OBJ "TRUNK">)
- RESERVOIR
- <+ ,RWATERBIT ,RFILLBIT>>
- <ROOM "RESEN"
- ""
- "Reservoir North"
- <EXIT "NORTH" "ATLAN" "LAUNC" "RESER"
- "CROSS" <CEXIT "LOW-TIDE" "RESER" "You are not equipped for swimming.">
- "SOUTH" <CEXIT "LOW-TIDE" "RESER" "You are not equipped for swimming.">>
- (<GET-OBJ "PUMP">)
- RESERVOIR-NORTH
- <+ ,RLANDBIT ,RFILLBIT>>
- <ROOM "STREA"
- "You are standing on a path beside a gently flowing stream. The path
- travels to the north and the east."
- "Stream View"
- <EXIT "LAUNC" "INSTR" "EAST" "RESES" "NORTH" "ICY">
- (<GET-OBJ "FUSE">)
- <>
- <+ ,RLANDBIT ,RFILLBIT>>
- <ROOM "INSTR"
- "You are on the gently flowing stream. The upstream route is too narrow
- to navigate and the downstream route is invisible due to twisting
- walls. There is a narrow beach to land on."
- "Stream"
- <EXIT "UP" #NEXIT "The way is too narrow."
- "LAND" "STREA"
- "DOWN" "RESER">
- ()
- <>
- <+ ,RFILLBIT ,RWATERBIT>>
- <ROOM "EGYPT"
- "You are in a room which looks like an Egyptian tomb. There is an
- ascending staircase in the room as well as doors, east and south."
- "Egyptian Room"
- <EXIT "UP" "ICY" "SOUTH" "LEDG3"
- "EAST" <CEXIT "EGYPT-FLAG" "CRAW1"
- "The passage is too narrow to accomodate coffins." T
- COFFIN-CURE>>
- (<GET-OBJ "COFFI">)>
- <ROOM "ICY"
- ""
- "Glacier Room"
- <EXIT "NORTH" "STREA" "EAST" "EGYPT" "WEST" <CEXIT "GLACIER-FLAG" "RUBYR">>
- (<GET-OBJ "ICE">)
- GLACIER-ROOM>
- <ROOM "RUBYR"
- "You are in a small chamber behind the remains of the Great Glacier.
- To the south and west are small passageways."
- "Ruby Room"
- <EXIT "WEST" "LAVA" "SOUTH" "ICY">
- (<GET-OBJ "RUBY">)>
- <ROOM "ATLAN"
- "You are in an ancient room, long under water. There are exits here
- to the southeast and upward."
- "Atlantis Room"
- <EXIT "SE" "RESEN" "UP" "CAVE1">
- (<GET-OBJ "TRIDE">)>
- <ROOM "CANY1"
- "You are on the south edge of a deep canyon. Passages lead off
- to the east, south, and northwest. You can hear the sound of
- flowing water below."
- "Deep Canyon"
- <EXIT "NW" "RESES" "EAST" "DAM" "SOUTH" "CAROU">>
- \
- ; "SUBTITLE ECHO ROOM"
- <ROOM "ECHO"
- "You are in a large room with a ceiling which cannot be detected from
- the ground. There is a narrow passage from east to west and a stone
- stairway leading upward. The room is extremely noisy. In fact, it is
- difficult to hear yourself think."
- "Loud Room"
- <EXIT "EAST" "CHAS3" "WEST" "PASS5" "UP" "CAVE3">
- (<GET-OBJ "BAR">)
- ECHO-ROOM>
- <ROOM "MIRR1"
- ""
- "Mirror Room"
- <EXIT "WEST" "PASS3" "NORTH" "CRAW2" "EAST" "CAVE1">
- (<GET-OBJ "REFL1">)
- MIRROR-ROOM>
- <ROOM "MIRR2"
- ""
- "Mirror Room"
- <EXIT "WEST" "PASS4" "NORTH" "CRAW3" "EAST" "CAVE2">
- (<GET-OBJ "REFL2">)
- MIRROR-ROOM
- <+ ,RLANDBIT ,RLIGHTBIT>>
- <ROOM "CAVE1"
- "You are in a small cave with an entrance to the north and a stairway
- leading down."
- "Cave"
- <EXIT "NORTH" "MIRR1" "DOWN" "ATLAN">>
- <ROOM "CAVE2"
- "You are in a tiny cave with entrances west and north, and a dark,
- forbidding staircase leading down."
- "Cave"
- <EXIT "NORTH" "CRAW3" "WEST" "MIRR2" "DOWN" "LLD1">
- ()
- CAVE2-ROOM>
- <ROOM "CRAW2"
- "You are in a steep and narrow crawlway. There are two exits nearby to
- the south and southwest."
- "Steep Crawlway"
- <EXIT "SOUTH" "MIRR1" "SW" "PASS3">>
- <ROOM "CRAW3"
- "You are in a narrow crawlway. The crawlway leads from north to south.
- However the south passage divides to the south and southwest."
- "Narrow Crawlway"
- <EXIT "SOUTH" "CAVE2" "SW" "MIRR2" "NORTH" "MGRAI">>
- <ROOM "PASS3"
- "You are in a cold and damp corridor where a long east-west passageway
- intersects with a northward path."
- "Cold Passage"
- <EXIT "EAST" "MIRR1" "WEST" "SLIDE" "NORTH" "CRAW2">>
- <ROOM "PASS4"
- "You are in a winding passage. It seems that there is only an exit
- on the east end although the whirring from the round room can be
- heard faintly to the north."
- "Winding Passage"
- <EXIT "EAST" "MIRR2" "NORTH"
- #NEXIT "You hear the whir from the carousel room but can find no entrance.">>
- \
- ; "SUBTITLE COAL MINE AREA"
- <ROOM "SLIDE"
- "You are in a small chamber, which appears to have been part of a
- coal mine. On the south wall of the chamber the letters \"Granite
- Wall\" are etched in the rock. To the east is a long passage and
- there is a steep metal slide twisting downward. From the appearance
- of the slide, an attempt to climb up it would be impossible. To the
- north is a small opening."
- "Slide Room"
- <EXIT "EAST" "PASS3" "DOWN" "CELLA" "NORTH" "ENTRA">>
- <ROOM "ENTRA"
- "You are standing at the entrance of what might have been a coal
- mine. To the northeast and the northwest are entrances to the mine,
- and there is another exit on the south end of the room."
- "Mine Entrance"
- <EXIT "SOUTH" "SLIDE" "NW" "SQUEE" "NE" "TSHAF">>
- <ROOM "SQUEE"
- "You are a small room. Strange squeaky sounds may be heard coming from
- the passage at the west end. You may also escape to the south."
- "Squeaky Room"
- <EXIT "WEST" "BATS" "SOUTH" "ENTRA">>
- <ROOM "TSHAF"
- "You are in a large room, in the middle of which is a small shaft
- descending through the floor into darkness below. To the west and
- the north are exits from this room. Constructed over the top of the
- shaft is a metal framework to which a heavy iron chain is attached."
- "Shaft Room"
- <EXIT "DOWN" #NEXIT "You wouldn't fit and would die if you could."
- "WEST" "ENTRA" "NORTH" "TUNNE">
- (<GET-OBJ "TBASK">)>
- <ROOM "TUNNE"
- "You are in a narrow tunnel with large wooden beams running across
- the ceiling and around the walls. A path from the south splits into
- paths running west and northeast."
- "Wooden Tunnel"
- <EXIT "SOUTH" "TSHAF" "WEST" "SMELL" "NE" "MINE1">>
- <ROOM "SMELL"
- "You are in a small non-descript room. However, from the direction
- of a small descending staircase a foul odor can be detected. To the
- east is a narrow path."
- "Smelly Room"
- <EXIT "DOWN" "BOOM" "EAST" "TUNNE">>
- <ROOM "BOOM"
- "You are in a small room which smells strongly of coal gas."
- "Gas Room"
- <EXIT "UP" "SMELL">
- (<GET-OBJ "BRACE">)
- BOOM-ROOM
- <+ ,RLANDBIT ,RSACREDBIT>>
- <ROOM "TLADD"
- "You are in a very small room. In the corner is a rickety wooden
- ladder, leading downward. It might be safe to descend. There is
- also a staircase leading upward."
- "Ladder Top"
- <EXIT "DOWN" "BLADD" "UP" "MINE7">>
- <ROOM "BLADD"
- "You are in a rather wide room. On one side is the bottom of a
- narrow wooden ladder. To the northeast and the south are passages
- leaving the room."
- "Ladder Bottom"
- <EXIT "NE" "DEAD7" "SOUTH" "TIMBE" "UP" "TLADD">>
- <ROOM "DEAD7"
- ,DEADEND
- ,DEADEND
- <EXIT "SOUTH" "BLADD">
- (<GET-OBJ "COAL">)>
- <PSETG NOFIT "You cannot fit through this passage with that load.">
- <ROOM "TIMBE"
- "You are in a long and narrow passage, which is cluttered with broken
- timbers. A wide passage comes from the north and turns at the
- southwest corner of the room into a very narrow passageway."
- "Timber Room"
- <EXIT "NORTH" "BLADD"
- "SW" <CEXIT "EMPTY-HANDED" "BSHAF" ,NOFIT>>
- (<GET-OBJ "OTIMB">)
- NO-OBJS
- <+ ,RLANDBIT ,RSACREDBIT>>
- <ROOM "BSHAF"
- "You are in a small square room which is at the bottom of a long
- shaft. To the east is a passageway and to the northeast a very narrow
- passage. In the shaft can be seen a heavy iron chain."
- "Lower Shaft"
- <EXIT "EAST" "MACHI"
- "OUT" <CEXIT "EMPTY-HANDED" "TIMBE" ,NOFIT>
- "NE" <CEXIT "EMPTY-HANDED" "TIMBE" ,NOFIT>
- "UP" #NEXIT "Not a chance."
- "CLIMB" #NEXIT "The chain is not climbable.">
- (<GET-OBJ "FBASK">)
- NO-OBJS
- <+ ,RLANDBIT ,RSACREDBIT>>
- <ROOM "MACHI"
- ""
- "Machine Room"
- <EXIT "NW" "BSHAF">
- (<GET-OBJ "MSWIT"> <GET-OBJ "MACHI">)
- MACHINE-ROOM>
- <ROOM "BATS"
- ""
- "Bat Room"
- <EXIT "EAST" "SQUEE">
- (<GET-OBJ "JADE"> <GET-OBJ "BAT">)
- BATS-ROOM
- <+ ,RLANDBIT ,RSACREDBIT>>
- \
- ; "SUBTITLE COAL MINE"
- <PSETG MINDESC "You are in a non-descript part of a coal mine.">
- <ROOM "MINE1"
- ,MINDESC
- ,MINDESC
- <EXIT "NORTH" "MINE4" "SW" "MINE2" "EAST" "TUNNE">>
- <ROOM "MINE2"
- ,MINDESC
- ,MINDESC
- <EXIT "SOUTH" "MINE1" "WEST" "MINE5" "UP" "MINE3" "NE" "MINE4">>
- <ROOM "MINE3"
- ,MINDESC
- ,MINDESC
- <EXIT "WEST" "MINE2" "NE" "MINE5" "EAST" "MINE5">>
- <ROOM "MINE4"
- ,MINDESC
- ,MINDESC
- <EXIT "UP" "MINE5" "NE" "MINE6" "SOUTH" "MINE1" "WEST" "MINE2">>
- <ROOM "MINE5"
- ,MINDESC
- ,MINDESC
- <EXIT "DOWN" "MINE6" "NORTH" "MINE7" "WEST" "MINE2" "SOUTH" "MINE3"
- "UP" "MINE3" "EAST" "MINE4">>
- <ROOM "MINE6"
- ,MINDESC
- ,MINDESC
- <EXIT "SE" "MINE4" "UP" "MINE5" "NW" "MINE7">>
- <ROOM "MINE7"
- ,MINDESC
- ,MINDESC
- <EXIT "EAST" "MINE1" "WEST" "MINE5" "DOWN" "TLADD" "SOUTH" "MINE6">>
- \
- ;"SUBTITLE DOME/TORCH AREA"
- <ROOM "DOME"
- ""
- "Dome Room"
- <EXIT "EAST" "CRAW1"
- "DOWN" <CEXIT "DOME-FLAG"
- "MTORC"
- "You cannot go down without fracturing many bones.">
- "CLIMB" <CEXIT "DOME-FLAG"
- "MTORC"
- "You cannot go down without fracturing many bones.">>
- (<GET-OBJ "RAILI">)
- DOME-ROOM>
- <ROOM "MTORC"
- ""
- "Torch Room"
- <EXIT "UP" #NEXIT "You cannot reach the rope." "WEST" "MTORC" "DOWN" "CRAW4">
- (<GET-OBJ "TORCH">)
- TORCH-ROOM>
- <ROOM "CRAW4"
- "You are in a north-south crawlway; a passage goes to the east also.
- There is a hole above, but it provides no opportunities for climbing."
- "North-South Crawlway"
- <EXIT "NORTH" "CHAS2" "SOUTH" "STUDI" "EAST" "MTROL"
- "UP" #NEXIT "Not even a human fly could get up it.">>
- <ROOM "CHAS2"
- "You are on the west edge of a chasm, the bottom of which cannot be
- seen. The east side is sheer rock, providing no exits. A narrow
- passage goes west, and the path you are on continues to the north and
- south."
- "West of Chasm"
- <EXIT "WEST" "CELLA" "NORTH" "CRAW4" "SOUTH" "GALLE"
- "DOWN" #NEXIT "The chasm probably leads straight to the infernal regions.">>
- <ROOM "PASS1"
- "You are in a narrow east-west passageway. There is a narrow stairway
- leading down at the north end of the room."
- "East-West Passage"
- <EXIT "EAST" "CAROU" "WEST" "MTROL" "DOWN" "RAVI1" "NORTH" "RAVI1">
- ()
- <>
- ,RLANDBIT
- [RVAL 5]>
- <ROOM "CAROU"
- ""
- "Round room"
- <EXIT "NORTH" <CEXIT "CAROUSEL-FLIP" "CAVE4" "" <> CAROUSEL-EXIT>
- "SOUTH" <CEXIT "CAROUSEL-FLIP" "CAVE4" "" <> CAROUSEL-EXIT>
- "EAST" <CEXIT "CAROUSEL-FLIP" "MGRAI" "" <> CAROUSEL-EXIT>
- "WEST" <CEXIT "CAROUSEL-FLIP" "PASS1" "" <> CAROUSEL-EXIT>
- "NW" <CEXIT "CAROUSEL-FLIP" "CANY1" "" <> CAROUSEL-EXIT>
- "NE" <CEXIT "CAROUSEL-FLIP" "PASS5" "" <> CAROUSEL-EXIT>
- "SE" <CEXIT "CAROUSEL-FLIP" "PASS4" "" <> CAROUSEL-EXIT>
- "SW" <CEXIT "CAROUSEL-FLIP" "MAZE1" "" <> CAROUSEL-EXIT>
- "EXIT" <CEXIT "CAROUSEL-FLIP" "PASS3" "" <> CAROUSEL-OUT>>
- (<GET-OBJ "IRBOX">)
- CAROUSEL-ROOM>
- <ROOM "PASS5"
- "You are in a high north-south passage, which forks to the northeast."
- "North-South Passage"
- <EXIT "NORTH" "CHAS1" "NE" "ECHO" "SOUTH" "CAROU">>
- <ROOM "CHAS1"
- "A chasm runs southwest to northeast. You are on the south edge; the
- path exits to the south and to the east."
- "Chasm"
- <EXIT "SOUTH" "RAVI1" "EAST" "PASS5"
- "DOWN" #NEXIT "Are you out of your mind?">>
- <ROOM "CAVE3"
- "You are in a cave. Passages exit to the south and to the east, but
- the cave narrows to a crack to the west. The earth is particularly
- damp here."
- "Damp Cave"
- <EXIT "SOUTH" "ECHO" "EAST" "DAM"
- "WEST" #NEXIT "It is too narrow for most insects.">>
- <ROOM "CHAS3"
- "A chasm, evidently produced by an ancient river, runs through the
- cave here. Passages lead off in all directions."
- "Ancient Chasm"
- <EXIT "SOUTH" "ECHO" "EAST" "TCAVE" "NORTH" "DEAD5" "WEST" "DEAD6">>
- <ROOM "DEAD5"
- ,DEADEND
- ,DEADEND
- <EXIT "SW" "CHAS3">>
- <ROOM "DEAD6"
- ,DEADEND
- ,DEADEND
- <EXIT "EAST" "CHAS3">>
- <ROOM "CAVE4"
- "You have entered a cave with passages leading north and southeast."
- "Engravings Cave"
- <EXIT "NORTH" "CAROU" "SE" "RIDDL">
- (<GET-OBJ "ENGRA">)>
- <ROOM "RIDDL"
- "This is a room which is bare on all sides. There is an exit down.
- To the east is a great door made of stone. Above the stone, the
- following words are written: 'No man shall enter this room without
- solving this riddle:
- What is tall as a house,
- round as a cup,
- and all the king's horses can't draw it up?'
- (Reply via 'ANSWER \"answer\"')"
- "Riddle Room"
- <EXIT "DOWN" "CAVE4"
- "EAST" <CEXIT "RIDDLE-FLAG" "MPEAR"
- "Your way is blocked by an invisible force.">>
- (<GET-OBJ "SDOOR">)>
- <ROOM "MPEAR"
- "This is a former broom closet. The exits are to the east and west."
- "Pearl Room"
- <EXIT "EAST" "BWELL" "WEST" "RIDDL">
- (<GET-OBJ "PEARL">)>
- <ROOM "LLD1"
- ""
- "Entrance to Hades"
- <EXIT "EAST"
- <CEXIT "LLD-FLAG"
- "LLD2"
- "Some invisible force prevents you from passing through the gate.">
- "UP" "CAVE2"
- "ENTER"
- <CEXIT "LLD-FLAG"
- "LLD2"
- "Some invisible force prevents you from passing through the gate.">>
- (<GET-OBJ "CORPS"> <GET-OBJ "GATES"> <GET-OBJ "GHOST">)
- LLD-ROOM
- <+ ,RLANDBIT ,RLIGHTBIT>>
- <ROOM "LLD2"
- ""
- "Land of the Living Dead"
- <EXIT "EAST" "TOMB"
- "EXIT" "LLD1" "WEST" "LLD1">
- (<GET-OBJ "BODIE">)
- LLD2-ROOM
- <+ ,RLANDBIT ,RLIGHTBIT>
- [RVAL 30]>
- <ROOM "MGRAI"
- "You are standing in a small circular room with a pedestal. A set of
- stairs leads up, and passages leave to the east and west."
- "Grail Room"
- <EXIT "WEST" "CAROU" "EAST" "CRAW3" "UP" "TEMP1">
- (<GET-OBJ "GRAIL">)>
- <ROOM "TEMP1"
- "You are in the west end of a large temple. On the south wall is an
- ancient inscription, probably a prayer in a long-forgotten language.
- The north wall is solid granite. The entrance at the west end of the
- room is through huge marble pillars."
- "Temple"
- <EXIT "WEST" "MGRAI" "EAST" "TEMP2">
- (<GET-OBJ "PRAYE"> <GET-OBJ "BELL">)
- <>
- <+ ,RLANDBIT ,RLIGHTBIT ,RSACREDBIT>>
- <ROOM "TEMP2"
- "You are in the east end of a large temple. In front of you is what
- appears to be an altar."
- "Altar"
- <EXIT "WEST" "TEMP1">
- (<GET-OBJ "BOOK"> <GET-OBJ "CANDL">)
- <>
- <+ ,RLANDBIT ,RLIGHTBIT ,RSACREDBIT>>
- \
- ; "SUBTITLE FLOOD CONTROL DAM #3"
- <ROOM "DAM"
- ""
- "Dam"
- <EXIT "SOUTH" "CANY1" "DOWN" "DOCK" "EAST" "CAVE3" "NORTH" "LOBBY">
- (<GET-OBJ "BOLT"> <GET-OBJ "DAM"> <GET-OBJ "BUBBL">)
- DAM-ROOM
- <+ ,RLANDBIT ,RLIGHTBIT ,RFILLBIT>>
- <ROOM "LOBBY"
- "This room appears to have been the waiting room for groups touring
- the dam. There are exits here to the north and east marked
- 'Private', though the doors are open, and an exit to the south."
- "Dam Lobby"
- <EXIT "SOUTH" "DAM"
- "NORTH" "MAINT"
- "EAST" "MAINT">
- (<GET-OBJ "MATCH"> <GET-OBJ "GUIDE">)
- <>
- <+ ,RLANDBIT ,RLIGHTBIT>>
- <ROOM "MAINT"
- "You are in what appears to have been the maintenance room for Flood
- Control Dam #3, judging by the assortment of tool chests around the
- room. Apparently, this room has been ransacked recently, for most of
- the valuable equipment is gone. On the wall in front of you is a
- panel of buttons, which are labelled in EBCDIC. However, they are of
- different colors: Blue, Yellow, Brown, and Red. The doors to this
- room are in the west and south ends."
- "Maintenance Room"
- <EXIT "SOUTH" "LOBBY" "WEST" "LOBBY">
- (<GET-OBJ "LEAK"> <GET-OBJ "TUBE"> <GET-OBJ "WRENC">
- <GET-OBJ "BLBUT"> <GET-OBJ "RBUTT"> <GET-OBJ "BRBUT">
- <GET-OBJ "YBUTT"> <GET-OBJ "SCREW">)
- MAINT-ROOM>
- \
- ;"SUBTITLE RIVER AREA"
- <PSETG CLIFFS #NEXIT "The White Cliffs prevent your landing here.">
- <PSETG RIVERDESC "Frigid River">
- <PSETG CURRENT #NEXIT "You cannot go upstream due to strong currents.">
- <PSETG NARROW "The path is too narrow.">
- <ROOM "DOCK"
- "You are at the base of Flood Control Dam #3, which looms above you
- and to the north. The river Frigid is flowing by here. Across the
- river are the White Cliffs which seem to form a giant wall stretching
- from north to south along the east shore of the river as it winds its
- way downstream."
- "Dam Base"
- <EXIT "NORTH" "DAM" "UP" "DAM" "LAUNC" "RIVR1">
- (<GET-OBJ "IBOAT"> <GET-OBJ "STICK">)
- <>
- <+ ,RLANDBIT ,RLIGHTBIT ,RFILLBIT ,RSACREDBIT>>
- <ROOM "RIVR1"
- "You are on the River Frigid in the vicinity of the Dam. The river
- flows quietly here. There is a landing on the west shore."
- ,RIVERDESC
- <EXIT "UP" ,CURRENT "WEST" "DOCK" "LAND" "DOCK" "DOWN" "RIVR2"
- "EAST" ,CLIFFS>
- ()
- <>
- <+ ,RWATERBIT ,RFILLBIT ,RSACREDBIT>>
- <ROOM "RIVR2"
- "The River turns a corner here making it impossible to see the
- Dam. The White Cliffs loom on the east bank and large rocks prevent
- landing on the west."
- ,RIVERDESC
- <EXIT "UP" ,CURRENT "DOWN" "RIVR3" "EAST" ,CLIFFS> () <>
- <+ ,RWATERBIT ,RFILLBIT ,RSACREDBIT>>
- <ROOM "RIVR3"
- "The river descends here into a valley. There is a narrow beach on
- the east below the cliffs and there is some shore on the west which
- may be suitable. In the distance a faint rumbling can be heard."
- ,RIVERDESC
- <EXIT "UP" ,CURRENT "DOWN" "RIVR4" "EAST" "WCLF1" "WEST" "RCAVE"
- "LAND" #NEXIT "You must specify which direction here.">
- () <> <+ ,RWATERBIT ,RFILLBIT ,RSACREDBIT>>
- <ROOM "WCLF1"
- "You are on a narrow strip of beach which runs along the base of the
- White Cliffs. The only path here is a narrow one, heading south
- along the Cliffs."
- "White Cliffs Beach"
- <EXIT "SOUTH" <CEXIT "DEFLATE" "WCLF2" ,NARROW> "LAUNC" "RIVR3">
- () CLIFF-FUNCTION <+ ,RLANDBIT ,RFILLBIT ,RSACREDBIT>>
- <ROOM "WCLF2"
- "You are on a rocky, narrow strip of beach beside the Cliffs. A
- narrow path leads north along the shore."
- "White Cliffs Beach"
- <EXIT "NORTH" <CEXIT "DEFLATE" "WCLF1" ,NARROW> "LAUNC" "RIVR4">
- () CLIFF-FUNCTION <+ ,RLANDBIT ,RFILLBIT ,RSACREDBIT>>
- <ROOM "RIVR4"
- "The river is running faster here and the sound ahead appears to be
- that of rushing water. On the west shore is a sandy beach. A small
- area of beach can also be seen below the Cliffs."
- ,RIVERDESC
- <EXIT "UP" ,CURRENT "DOWN" "RIVR5" "EAST" "WCLF2" "WEST" "BEACH"
- "LAND" #NEXIT "Specify the direction to land.">
- (<GET-OBJ "BUOY">)
- RIVR4-ROOM
- <+ ,RWATERBIT ,RFILLBIT ,RSACREDBIT>>
- <ROOM "RIVR5"
- "The sound of rushing water is nearly unbearable here. On the west
- shore is a large landing area."
- ,RIVERDESC
- <EXIT "UP" ,CURRENT "DOWN" "FCHMP" "LAND" "FANTE">
- () <>
- <+ ,RWATERBIT ,RFILLBIT ,RSACREDBIT>>
- <ROOM "FCHMP"
- ""
- "Moby lossage" <EXIT "NORTH" #NEXIT ""> () OVER-FALLS>
- <ROOM "FANTE"
- "You are on the shore of the River. The river here seems somewhat
- treacherous. A path travels from north to south here, the south end
- quickly turning around a sharp corner."
- "Shore"
- <EXIT "LAUNC" "RIVR5" "NORTH" "BEACH"
- "SOUTH" "FALLS">
- ()
- <>
- <+ ,RLANDBIT ,RFILLBIT ,RSACREDBIT>>
- <ROOM "BEACH"
- "You are on a large sandy beach at the shore of the river, which is
- flowing quickly by. A path runs beside the river to the south here."
- "Sandy Beach"
- <EXIT "LAUNC" "RIVR4" "SOUTH" "FANTE">
- (<GET-OBJ "STATU">)
- BEACH-ROOM <+ ,RLANDBIT ,RFILLBIT ,RSACREDBIT>>
- <ROOM "RCAVE"
- "You are on the west shore of the river. An entrance to a cave is
- to the northwest. The shore is very rocky here."
- "Rocky Shore"
- <EXIT "LAUNC" "RIVR3" "NW" "TCAVE">
- () <> <+ ,RLANDBIT ,RFILLBIT ,RSACREDBIT>>
- <ROOM "TCAVE"
- "You are in a small cave whose exits are on the south and northwest."
- "Small Cave"
- <EXIT "SOUTH" "RCAVE" "NW" "CHAS3">
- (<GET-OBJ "GUANO"> <GET-OBJ "SHOVE">)
- TCAVE-ROOM>
- <ROOM "BARRE"
- "You are in a barrel. Congratulations. Etched into the side of the
- barrel is the word 'Geronimo!'."
- "Barrel"
- <EXIT "EXIT" "FALLS">>
- <ROOM "FALLS"
- ""
- "Aragain Falls"
- <EXIT "EAST" <CEXIT "RAINBOW" "RAINB"> "DOWN" "FCHMP" "NORTH" "FANTE"
- "ENTER" "BARRE" "UP" <CEXIT "RAINBOW" "RAINB">>
- (<GET-OBJ "RAINB"> <GET-OBJ "BARRE">)
- FALLS-ROOM
- <+ ,RLANDBIT ,RFILLBIT ,RSACREDBIT>>
- <ROOM "RAINB"
- "You are on top of a rainbow (I bet you never thought you would walk
- on a rainbow), with a magnificent view of the Falls. The rainbow
- travels east-west here. There is an NBC Commissary here."
- "Rainbow Room"
- <EXIT "EAST" "POG" "WEST" "FALLS">
- ()
- <>
- <+ ,RLANDBIT ,RLIGHTBIT ,RSACREDBIT>>
- <SETG CRAIN <CEXIT "RAINBOW" "RAINB">>
- <ROOM "POG"
- "You are on a small beach on the continuation of the Frigid River
- past the Falls. The beach is narrow due to the presence of the White
- Cliffs. The river canyon opens here and sunlight shines in from
- above. A rainbow crosses over the falls to the west and a narrow path
- continues to the southeast."
- "End of Rainbow"
- <EXIT "UP" ,CRAIN "NW" ,CRAIN "WEST" ,CRAIN "SE" "CLBOT">
- (<GET-OBJ "RAINB"> <GET-OBJ "POT">)
- <>
- <+ ,RLANDBIT ,RLIGHTBIT ,RFILLBIT>>
- <ROOM "CLBOT"
- "You are beneath the walls of the river canyon which may be climbable
- here. There is a small stream here, which is the lesser part of the
- runoff of Aragain Falls. To the north is a narrow path."
- "Canyon Bottom"
- <EXIT "UP" "CLMID" "CLIMB" "CLMID" "NORTH" "POG">
- ()
- <>
- <+ ,RLANDBIT ,RLIGHTBIT ,RFILLBIT ,RSACREDBIT>>
- <ROOM "CLMID"
- "You are on a ledge about halfway up the wall of the river canyon.
- You can see from here that the main flow from Aragain Falls twists
- along a passage which it is impossible to enter. Below you is the
- canyon bottom. Above you is more cliff, which still appears
- climbable."
- "Rocky Ledge"
- <EXIT "UP" "CLTOP" "CLIMB" "CLTOP" "DOWN" "CLBOT">
- ()
- <>
- <+ ,RLANDBIT ,RLIGHTBIT ,RSACREDBIT>>
- <ROOM "CLTOP"
- "You are at the top of the Great Canyon on its south wall. From here
- there is a marvelous view of the Canyon and parts of the Frigid River
- upstream. Across the canyon, the walls of the White Cliffs still
- appear to loom far above. Following the Canyon upstream (north and
- northwest), Aragain Falls may be seen, complete with rainbow.
- Fortunately, my vision is better than average and I can discern the
- top of the Flood Control Dam #3 far to the distant north. To the
- west and south can be seen an immense forest, stretching for miles
- around. It is possible to climb down into the canyon from here."
- "Canyon View"
- <EXIT "DOWN" "CLMID" "CLIMB" "CLMID" "SOUTH" "FORE4" "WEST" "FORE5">
- ()
- <>
- <+ ,RLANDBIT ,RLIGHTBIT ,RSACREDBIT>>
- \
- ;"SUBTITLE VOLCANO AREA"
- <ROOM "VLBOT"
- "You are at the bottom of a large dormant volcano. High above you
- light may be seen entering from the cone of the volcano. The only
- exit here is to the north."
- "Volcano Bottom"
- <EXIT "NORTH" "LAVA">
- (<GET-OBJ "BALLO">)>
- <ROOM "VAIR1"
- "You are about one hundred feet above the bottom of the volcano. The
- top of the volcano is clearly visible here."
- "Volcano Core"
- ,NULEXIT
- ()
- <>
- <+ ,RAIRBIT ,RSACREDBIT>>
- <ROOM "VAIR2"
- "You are about two hundred feet above the volcano floor. Looming
- above is the rim of the volcano. There is a small ledge on the west
- side."
- "Volcano near small ledge"
- <EXIT "WEST" "LEDG2" "LAND" "LEDG2">
- ()
- <>
- <+ ,RAIRBIT ,RSACREDBIT>>
- <ROOM "VAIR3"
- "You are high above the floor of the volcano. From here the rim of
- the volcano looks very narrow and you are very near it. To the
- east is what appears to be a viewing ledge, too thin to land on."
- "Volcano near viewing ledge"
- ,NULEXIT
- ()
- <>
- <+ ,RAIRBIT ,RSACREDBIT>>
- <ROOM "VAIR4"
- "You are near the rim of the volcano which is only about 15 feet
- across. To the west, there is a place to land on a wide ledge."
- "Volcano near wide ledge"
- <EXIT "LAND" "LEDG4" "EAST" "LEDG4">
- ()
- <>
- <+ ,RAIRBIT ,RSACREDBIT>>
- <SETG CXGNOME <CEXIT "GNOME-DOOR" "VLBOT">>
- <ROOM "LEDG2"
- "You are on a narrow ledge overlooking the inside of an old dormant
- volcano. This ledge appears to be about in the middle between the
- floor below and the rim above. There is an exit here to the south."
- "Narrow Ledge"
- <EXIT "DOWN" #NEXIT "I wouldn't jump from here."
- "LAUNC" "VAIR2" "WEST" ,CXGNOME "SOUTH" "LIBRA">
- (<GET-OBJ "HOOK1"> <GET-OBJ "ZORKM">)>
- <ROOM "LIBRA"
- "You are in a room which must have been a large library, probably
- for the royal family. All of the shelves appear to have been gnawed
- to pieces by unfriendly gnomes. To the north is an exit."
- "Library"
- <EXIT "NORTH" "LEDG2" "OUT" "LEDG2">
- (<GET-OBJ "BLBK"> <GET-OBJ "GRBK"> <GET-OBJ "PUBK">
- <GET-OBJ "WHBK">)>
- <ROOM "LEDG3"
- "You are on a ledge in the middle of a large volcano. Below you
- the volcano bottom can be seen and above is the rim of the volcano.
- A couple of ledges can be seen on the other side of the volcano;
- it appears that this ledge is intermediate in elevation between
- those on the other side. The exit from this room is to the east."
- "Volcano View"
- <EXIT "DOWN" #NEXIT "I wouldn't try that."
- "CROSS" #NEXIT "It is impossible to cross this distance."
- "EAST" "EGYPT">>
- <ROOM "LEDG4"
- ""
- "Wide Ledge"
- <EXIT "DOWN" #NEXIT "It's a long way down."
- "LAUNC" "VAIR4" "WEST" ,CXGNOME "SOUTH" "SAFE">
- (<GET-OBJ "HOOK2">)
- LEDGE-FUNCTION>
- <ROOM "SAFE"
- ""
- "Dusty Room"
- <EXIT "NORTH" "LEDG4">
- (<GET-OBJ "SSLOT"> <GET-OBJ "SAFE">)
- SAFE-ROOM
- <+ ,RLANDBIT ,RLIGHTBIT>>
- <ROOM "LAVA"
- "You are in a small room, whose walls are formed by an old lava flow.
- There are exits here to the west and the south."
- "Lava Room"
- <EXIT "SOUTH" "VLBOT" "WEST" "RUBYR">>
- <SETG BLOC <GET-ROOM "VLBOT">>
- \
- ; "SUBTITLE ALICE IN WONDERLAND"
- <SETG BUCKET-TOP!-FLAG <>>
- <SETG MAGCMACH <CEXIT "FROBOZZ" "CMACH" "" <> MAGNET-ROOM-EXIT>>
- <SETG MAGALICE <CEXIT "FROBOZZ" "ALICE" "" <> MAGNET-ROOM-EXIT>>
- <ROOM "MAGNE"
- ""
- "Low Room"
- <EXIT "NORTH" ,MAGCMACH "SOUTH" ,MAGCMACH "WEST" ,MAGCMACH "NE" ,MAGCMACH
- "NW" ,MAGALICE "SW" ,MAGALICE "SE" ,MAGALICE "EAST" ,MAGCMACH
- "OUT" ,MAGALICE>
- (<GET-OBJ "RBTLB"> <GET-OBJ "ROBOT">)
- MAGNET-ROOM>
- <ROOM "CMACH"
- ""
- "Machine Room"
- <EXIT "WEST" "MAGNE" "SOUTH" "CAGER">
- (<GET-OBJ "SQBUT"> <GET-OBJ "RNBUT"> <GET-OBJ "TRBUT">)
- CMACH-ROOM>
- <ROOM "CAGER"
- "You are in a dingy closet adjacent to the machine room. On one wall
- is a small sticker which says
- Protected by
- FROBOZZ
- Magic Alarm Company
- (Hello, footpad!)
- "
- "Dingy Closet"
- <EXIT "NORTH" "CMACH">
- (<GET-OBJ "SPHER">)>
- <ROOM "CAGED"
- "You are trapped inside a steel cage."
- "Cage"
- <EXIT "NORTH" #NEXIT "">
- (<GET-OBJ "CAGE">) CAGED-ROOM>
- <ROOM "TWELL"
- "You are at the top of the well. Well done. There are etchings on
- the side of the well. There is a small crack across the floor at the
- entrance to a room on the east, but it can be crossed easily."
- "Top of Well"
- <EXIT "EAST" "ALICE" "DOWN" #NEXIT "It's a long way down!">
- (<GET-OBJ "ETCH2">)
- <>
- <+ ,RLANDBIT ,RBUCKBIT>
- [RVAL 10]>
- <ROOM "BWELL"
-
- "You are in a damp circular room, whose walls are made of brick and
- mortar. The roof of this room is not visible, but there appear to be
- some etchings on the walls. There is a passageway to the west."
- "Circular Room"
- <EXIT "WEST" "MPEAR" "UP" #NEXIT "The walls cannot be climbed.">
- (<GET-OBJ "BUCKE"> <GET-OBJ "ETCH1">)
- <>
- <+ ,RLANDBIT ,RBUCKBIT>>
- <ROOM "ALICE"
- "You are in a small square room, in the center of which is a large
- oblong table, no doubt set for afternoon tea. It is clear from the
- objects on the table that the users were indeed mad. In the eastern
- corner of the room is a small hole (no more than four inches high).
- There are passageways leading away to the west and the northwest."
- "Tea Room"
- <EXIT "EAST" #NEXIT "Only a mouse could get in there."
- "WEST" "TWELL" "NW" "MAGNE">
- (<GET-OBJ "ATABL"> <GET-OBJ "ECAKE"> <GET-OBJ "ORICE">
- <GET-OBJ "RDICE"> <GET-OBJ "BLICE">)>
- <PSETG SMDROP #NEXIT "There is a chasm too large to jump across.">
- <ROOM "ALISM"
- "You are in an enormous room, in the center of which are four wooden
- posts delineating a rectangular area, above which is what appears to
- be a wooden roof. In fact, all objects in this room appear to be
- abnormally large. To the east is a passageway. There is a large
- chasm on the west and the northwest."
- "Posts Room"
- <EXIT "NW" ,SMDROP "EAST" "ALITR" "WEST" ,SMDROP "DOWN" ,SMDROP>
- (<GET-OBJ "POSTS">)>
- <ROOM "ALITR"
- "You are in a large room, one half of which is depressed. There is a
- large leak in the ceiling through which brown colored goop is
- falling. The only exit to this room is to the west."
- "Pool Room"
- <EXIT "EXIT" "ALISM" "WEST" "ALISM">
- (<GET-OBJ "FLASK"> <GET-OBJ "POOL"> <GET-OBJ "SAFFR">)>
- \
- ; "SUBTITLE END GAME"
- <SETG MR-D <CEXIT "FROBOZZ" "MRD" "" <> MRGO>>
- <SETG MR-G <CEXIT "FROBOZZ" "MRG" "" <> MRGO>>
- <SETG MR-C <CEXIT "FROBOZZ" "MRC" "" <> MRGO>>
- <SETG MR-B <CEXIT "FROBOZZ" "MRB" "" <> MRGO>>
- <SETG MR-A <CEXIT "FROBOZZ" "MRA" "" <> MRGO>>
- <SETG MOUT <CEXIT "FROBOZZ" "MRA" "" <> MIROUT>>
- <SETG MIREX <CEXIT "MIRROR-OPEN" "INMIR" "" <> MIRIN>>
- <ROOM "MRD"
- "" "Hallway"
- <EXIT "NORTH" "FDOOR" "NE" "FDOOR" "NW" "FDOOR"
- "SOUTH" ,MR-G "SE" ,MR-G "SW" ,MR-G>
- ()
- MRDF
- <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
- [RGLOBAL <+ ,ROSEBIT ,CHANBIT ,GUARDBIT>]>
- <ROOM "MRG"
- "" "Hallway"
- <EXIT "NORTH" ,MR-D "SOUTH" ,MR-C>
- ()
- GUARDIANS
- <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
- [RGLOBAL ,GUARDBIT]>
- <ROOM "MRC"
- "" "Hallway"
- <EXIT "NORTH" ,MR-G "NW" ,MR-G "NE" ,MR-G
- "ENTER" ,MIREX "SOUTH" ,MR-B "SW" ,MR-B "SE" ,MR-B>
- ()
- MRCF
- <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
- [RGLOBAL <+ ,MIRRORBIT ,PANELBIT ,ROSEBIT ,CHANBIT ,GUARDBIT>]>
- <ROOM "MRB"
- "" "Hallway"
- <EXIT "NORTH" ,MR-C "NW" ,MR-C "NE" ,MR-C
- "ENTER" ,MIREX "SOUTH" ,MR-A "SW" ,MR-A "SE" ,MR-A>
- ()
- MRBF
- <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
- [RGLOBAL <+ ,MIRRORBIT ,PANELBIT ,ROSEBIT ,CHANBIT>]>
- <ROOM "MRA"
- "" "Hallway"
- <EXIT "NORTH" ,MR-B "NW" ,MR-B "NE" ,MR-B
- "ENTER" ,MIREX "SOUTH" "MREYE">
- ()
- MRAF
- <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
- [RGLOBAL <+ ,MIRRORBIT ,PANELBIT ,ROSEBIT ,CHANBIT>]>
- <ROOM "MRDE"
- "" "Narrow Room"
- ,NULEXIT
- ()
- GUARDIANS
- <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
- [RGLOBAL <+ ,MIRRORBIT ,PANELBIT ,GUARDBIT>]>
- <ROOM "MRDW"
- "" "Narrow Room"
- ,NULEXIT
- ()
- GUARDIANS
- <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
- [RGLOBAL <+ ,MIRRORBIT ,PANELBIT ,GUARDBIT>]>
- <ROOM "MRGE"
- "" "Narrow Room"
- ,NULEXIT
- ()
- GUARDIANS
- <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
- [RGLOBAL <+ ,MIRRORBIT ,PANELBIT ,GUARDBIT>]>
- <ROOM "MRGW"
- "" "Narrow Room"
- ,NULEXIT
- ()
- GUARDIANS
- <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
- [RGLOBAL <+ ,MIRRORBIT ,PANELBIT ,GUARDBIT>]>
- <ROOM "MRCE"
- "" "Narrow Room"
- <EXIT "ENTER" ,MIREX "WEST" ,MIREX "NORTH" "MRG" "SOUTH" "MRB">
- ()
- MRCEW
- <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
- [RGLOBAL <+ ,MIRRORBIT ,PANELBIT ,GUARDBIT>]>
- <ROOM "MRCW"
- "" "Narrow Room"
- <EXIT "ENTER" ,MIREX "EAST" ,MIREX "NORTH" "MRG" "SOUTH" "MRB">
- ()
- MRCEW
- <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
- [RGLOBAL <+ ,MIRRORBIT ,PANELBIT ,GUARDBIT>]>
- <ROOM "MRBE"
- "" "Narrow Room"
- <EXIT "ENTER" ,MIREX "WEST" ,MIREX "NORTH" "MRC" "SOUTH" "MRA">
- ()
- MRBEW
- <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
- [RGLOBAL <+ ,MIRRORBIT ,PANELBIT>]>
- <ROOM "MRBW"
- "" "Narrow Room"
- <EXIT "ENTER" ,MIREX "EAST" ,MIREX "NORTH" "MRC" "SOUTH" "MRA">
- ()
- MRBEW
- <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
- [RGLOBAL <+ ,MIRRORBIT ,PANELBIT>]>
- <ROOM "MRAE"
- "" "Narrow Room"
- <EXIT "ENTER" ,MIREX "WEST" ,MIREX "NORTH" "MRB" "SOUTH" "MREYE">
- ()
- MRAEW
- <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
- [RGLOBAL <+ ,MIRRORBIT ,PANELBIT>]>
- <ROOM "MRAW"
- "" "Narrow Room"
- <EXIT "ENTER" ,MIREX "EAST" ,MIREX "NORTH" "MRB" "SOUTH" "MREYE">
- ()
- MRAEW
- <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
- [RGLOBAL <+ ,MIRRORBIT ,PANELBIT>]>
- <ROOM "INMIR"
- "" "Inside Mirror"
- <EXIT "NORTH" ,MOUT "SOUTH" ,MOUT "EAST" ,MOUT "WEST" ,MOUT
- "NE" ,MOUT "NW" ,MOUT "SE" ,MOUT "SW" ,MOUT "EXIT" ,MOUT>
- (<GET-OBJ "YLWAL"> <GET-OBJ "WHWAL">
- <GET-OBJ "RDWAL"> <GET-OBJ "BLWAL">
- <GET-OBJ "OAKND"> <GET-OBJ "PINND">
- <GET-OBJ "WDBAR"> <GET-OBJ "LPOLE">
- <GET-OBJ "SPOLE"> <GET-OBJ "TBAR">
- <GET-OBJ "ARROW">)
- MAGIC-MIRROR
- <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
- [RVAL 15
- RGLOBAL <+ ,ROSEBIT ,CHANBIT ,GUARDBIT>]>
- <ROOM "MRANT"
- "You are standing near one end of a long, dimly lit hall. At the
- south stone stairs ascend. To the north the corridor is illuminated
- by torches set high in the walls, out of reach. On one wall is a red
- button."
- "Stone Room"
- <EXIT "SOUTH" "TSTRS" "UP" "TSTRS" "NORTH" "MREYE">
- (<GET-OBJ "RSWIT">)
- <> <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>>
- <ROOM "MREYE"
- ""
- "Small Room"
- <EXIT "NORTH" ,MR-A "NW" ,MR-A "NE" ,MR-A "SOUTH" "MRANT">
- (<GET-OBJ "RBEAM">)
- MREYE-ROOM
- <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>>
- <SETG CD <DOOR "TOMB" "TOMB" "CRYPT" <> <>>>
- <ROOM "TOMB"
- ""
- "Tomb of the Unknown Implementer"
- <EXIT "WEST" "LLD2" "NORTH" ,CD "ENTER" ,CD>
- (<GET-OBJ "TOMB">
- <GET-OBJ "HEADS">
- <GET-OBJ "COKES">
- <GET-OBJ "LISTS">)
- TOMB-FUNCTION>
- <ROOM "CRYPT"
- ""
- "Crypt"
- <EXIT "SOUTH" ,CD "LEAVE" ,CD>
- (<GET-OBJ "TOMB">)
- CRYPT-FUNCTION
- <+ ,RENDGAME ,RLANDBIT>
- [RVAL 5]>
- <ROOM "TSTRS"
- "You are standing at the top of a flight of stairs that lead down to
- a passage below. Dim light, as from torches, can be seen in the
- passage. Behind you the stairs lead into untouched rock."
- "Top of Stairs"
- <EXIT "NORTH" "MRANT"
- "DOWN" "MRANT"
- "SOUTH" #NEXIT "The wall is solid rock.">
- ()
- <>
- <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
- [RVAL 10]>
- <ROOM "ECORR"
- "You are in a corridor with polished marble walls. The corridor
- widens into larger areas as it turns west at its northern and
- southern ends."
- "East Corridor"
- <EXIT "NORTH" "NCORR" "SOUTH" "SCORR">
- () <> <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>>
- <ROOM "WCORR"
- "You are in a corridor with polished marble walls. The corridor
- widens into larger areas as it turns east at its northern and
- southern ends."
- "West Corridor"
- <EXIT "NORTH" "NCORR" "SOUTH" "SCORR">
- () <> <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>>
- <SETG OD <DOOR "ODOOR" "SCORR" "CELL" "" MAYBE-DOOR>> ; "south cell door"
- <SETG WD <DOOR "QDOOR" "BDOOR" "FDOOR">> ; "wooden door, entrance to cell area"
- <SETG CD <DOOR "CDOOR" "NCORR" "CELL">> ; "cell door"
- <SETG ND <DOOR "ODOOR" "NCELL" "NIRVA">> ; "winnage door"
- <ROOM "SCORR"
- ""
- "South Corridor"
- <EXIT "WEST" "WCORR"
- "EAST" "ECORR"
- "NORTH" ,OD
- "SOUTH" "BDOOR">
- (<GET-OBJ "ODOOR">)
- SCORR-ROOM <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>>
- <ROOM "BDOOR"
- ""
- "Narrow Corridor"
- <EXIT "NORTH" "SCORR" "SOUTH" ,WD>
- (<GET-OBJ "MASTE">
- <GET-OBJ "QDOOR">)
- BDOOR-FUNCTION
- <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
- [RVAL 20]>
- <ROOM "FDOOR"
- ""
- "Dungeon Entrance"
- <EXIT "NORTH" ,WD "ENTER" ,WD "SOUTH" ,MR-D "SE" ,MR-D "SW" ,MR-D>
- (<GET-OBJ "QDOOR">)
- FDOOR-FUNCTION
- <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
- [RVAL 15 RGLOBAL ,MASTERBIT]>
- <ROOM "NCORR"
- ""
- "North Corridor"
- <EXIT "EAST" "ECORR" "WEST" "WCORR" "NORTH" "PARAP"
- "SOUTH" ,CD "ENTER" ,CD>
- (<GET-OBJ "CDOOR">)
- NCORR-ROOM
- <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>>
- <ROOM "PARAP"
- ""
- "Parapet"
- <EXIT "SOUTH" "NCORR"
- "NORTH" #NEXIT "You would be burned to a crisp in no time.">
- (<GET-OBJ "DBUTT"> <GET-OBJ "DIAL">
- <GET-OBJ "ONE"> <GET-OBJ "TWO">
- <GET-OBJ "THREE"> <GET-OBJ "FOUR">
- <GET-OBJ "FIVE"> <GET-OBJ "SIX">
- <GET-OBJ "SEVEN"> <GET-OBJ "EIGHT">)
- PARAPET
- <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>>
- <SETG NUMOBJS
- [<GET-OBJ "ONE"> 1 <GET-OBJ "TWO"> 2
- <GET-OBJ "THREE"> 3 <GET-OBJ "FOUR"> 4
- <GET-OBJ "FIVE"> 5 <GET-OBJ "SIX"> 6
- <GET-OBJ "SEVEN"> 7 <GET-OBJ "EIGHT"> 8]>
- <ROOM "CELL"
- ""
- "Prison Cell"
- <EXIT "EXIT" ,CD
- "NORTH" ,CD
- "SOUTH" ,OD>
- (<GET-OBJ "CDOOR"> <GET-OBJ "ODOOR">)
- CELL-ROOM
- <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
- [RGLOBAL ,MASTERBIT]>
- <SETG FOUT #NEXIT "The door is securely fastened.">
- <ROOM "PCELL"
- ""
- "Prison Cell"
- <EXIT "EXIT" ,FOUT>
- (<GET-OBJ "LDOOR">)
- PCELL-ROOM
- <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>>
- <ROOM "NCELL"
- ""
- "Prison Cell"
- <EXIT "SOUTH" ,FOUT "EXIT" ,ND "NORTH" ,ND>
- (<GET-OBJ "ODOOR"> <GET-OBJ "MDOOR">)
- NCELL-ROOM
- <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>>
- <ROOM "NIRVA"
- " You are in a room of large size, richly appointed and decorated
- in a style that bespeaks exquisite taste. To judge from its
- contents, it is the ultimate storehouse of the treasures of Zork.
- There are chests here containing precious jewels, mountains of
- zorkmids, rare paintings, ancient statuary, and beguiling curios.
- In one corner of the room is a bookcase boasting such volumes as
- 'The History of the Great Underground Empire,' 'The Lives of the
- Twelve Flatheads,' 'The Wisdom of the Implementors,' and other
- informative and inspiring works.
- On one wall is a completely annotated map of the Dungeon of
- Zork, showing points of interest, various troves of treasure, and
- indicating the locations of several superior scenic views.
- On a desk at the far end of the room may be found stock
- certificates representing a controlling interest in FrobozzCo
- International, the multinational conglomerate and parent company of
- the Frobozz Magic Boat Co., etc."
- "Treasury of Zork"
- ,NULEXIT
- (<GET-OBJ "ODOOR">)
- NIRVANA
- <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
- [RVAL 35]>
- \
- ; "SUBTITLE END GAME GOODIES"
- <SETG CELLS <IUVECTOR 8 '()>> ;"contents of cells"
- <SETG COBJS (<GET-OBJ "CDOOR"> <GET-OBJ "ODOOR">)>
- <SETG NOBJS (<GET-OBJ "MDOOR"> <GET-OBJ "ODOOR">)>
- <SETG POBJS (<GET-OBJ "LDOOR">)>
- <SETG NORTHEND <GET-ROOM "MRD">> ;"northern limit of mirror"
- <SETG STARTROOM <SETG MLOC <GET-ROOM "MRB">>> ;"where mirror begins"
- <SETG SOUTHEND <GET-ROOM "MRA">> ;"southern limit of mirror"
- \
- ; "SUBTITLE VOCABULARY"
- ;"buzz words and preposition"
- <ADD-BUZZ "AND" "BY" "IS" "A" "THE" "AN">
- <ADD-ZORK PREP "OVER" "WITH" "AT" "TO" "IN" "DOWN" "UP" "UNDER" "OF">
- <SYNONYM "WITH" "USING" "THROU">
- <SYNONYM "IN" "INSID" "INTO">
- ;"funny verbs"
- <SADD-ACTION "C-INT" TIME> ;"funny verb for clock ints"
- <SADD-ACTION "DEAD!" TIME> ;"funny verb for killing villains"
- <SADD-ACTION "1ST?" TIME> ;"funny verb for surprise by villains"
- <SADD-ACTION "FGHT?" TIME> ;"funny verb for deciding whether to fight"
- <SADD-ACTION "HACK?" TIME> ;"funny verb for villain fight decisions"
- <SADD-ACTION "IN!" TIME> ;"villain regains consciousness"
- <SADD-ACTION "OUT!" TIME> ;"villain loses consciousness"
- <SADD-ACTION "GO-IN" TIME> ;"funny verb for room actions when entering"
- ;"ZORK game commands"
- <SADD-ACTION "BRIEF" BRIEF>
- <SADD-ACTION "BUG" BUGGER>
- <VSYNONYM "BUG" "GRITC" "COMPL">
- <SADD-ACTION "FEATU" FEECH>
- <VSYNONYM "FEATU" "COMME" "SUGGE" "IDEA">
- <SADD-ACTION "HELP" HELP>
- <SADD-ACTION "INFO" INFO>
- <SADD-ACTION "QUIT" FINISH>
- <VSYNONYM "QUIT" "Q">
- <SADD-ACTION "RESTA" RESTART>
- <SADD-ACTION "RESTO" DO-RESTORE>
- <SADD-ACTION "SAVE" DO-SAVE>
- <SADD-ACTION "SCORE" SCORE>
- <SADD-ACTION "SCRIP" DO-SCRIPT>
- <SADD-ACTION "SUPER" SUPER-BRIEF>
- <SADD-ACTION "TIME" PLAY-TIME>
- <SADD-ACTION "UNBRI" UN-BRIEF>
- <SADD-ACTION "UNSCR" DO-UNSCRIPT>
- <SADD-ACTION "UNSUP" UN-SUPER-BRIEF>
- <SADD-ACTION "VERSI" VERSION>
- ;"real verbs"
- <SADD-ACTION "ANSWE" ANSWER>
- <ADD-ACTION "ATTAC"
- "Attack"
- [(,VILLAIN ROBJS REACH) "WITH" (,WEAPONBIT AOBJS HAVE)
- ["ATTAC" ATTACKER]]>
- <VSYNONYM "ATTAC" "FIGHT" "HURT" "INJUR" "HIT">
- <SADD-ACTION "BACK" BACKER>
- <SADD-ACTION "BLAST" BLAST>
- <ADD-ACTION "BOARD"
- "Board"
- [(,VEHBIT ROBJS REACH) ["BOARD" BOARD]]>
- <ADD-ACTION "BRUSH"
- "Brush"
- [(-1 AOBJS ROBJS REACH) ["BRUSH" BRUSH] DRIVER]
- [(-1 AOBJS ROBJS REACH) "WITH" OBJ ["BRUSH" BRUSH]]>
- <VSYNONYM "BRUSH" "CLEAN">
- <ADD-ACTION "BURN"
- "Burn"
- [(,BURNBIT AOBJS ROBJS REACH) "WITH" (,FLAMEBIT AOBJS ROBJS HAVE)
- ["BURN" BURNER]]>
- <VSYNONYM "BURN" "INCIN" "IGNIT">
- <SADD-ACTION "CHOMP" CHOMP>
- <VSYNONYM "CHOMP" "LOSE" "BARF">
- <ADD-ACTION "CLOSE"
- "Close"
- [(<+ ,DOORBIT ,CONTBIT> REACH AOBJS ROBJS) ["CLOSE" CLOSER]]>
- <VSYNONYM "CLOSE">
- <SADD-ACTION "CURSE" CURSES>
- <VSYNONYM "CURSE" "SHIT" "FUCK" "DAMN">
- <1ADD-ACTION "DEFLA" "Deflate" DEFLATER>
- <SADD-ACTION "DIAGN" DIAGNOSE>
- <ADD-ACTION "DIG"
- "Dig"
- ["WITH" (,TOOLBIT AOBJS HAVE) ["DIG" DIGGER]]>
- <ADD-ACTION "DISEM"
- "Disembark from"
- [(,VEHBIT ROBJS) ["DISEM" UNBOARD]]>
- <ADD-ACTION "DRINK"
- "Drink"
- [(,DRINKBIT AOBJS ROBJS REACH) ["DRINK" EAT]]>
- <VSYNONYM "DRINK" "IMBIB" "SWALL">
- <ADD-ACTION "DROP"
- "Drop"
- [(-1 AOBJS REACH) ["DROP" DROPPER] DRIVER]
- [(-1 AOBJS REACH) "IN" OBJ ["DROP" DROPPER]]>
- <VSYNONYM "DROP" "RELEA">
- <ADD-ACTION "EAT"
- "Eat"
- [(,FOODBIT AOBJS ROBJS REACH TAKE) ["EAT" EAT]]>
- <VSYNONYM "EAT" "CONSU" "GOBBL" "MUNCH" "TASTE">
- <1NRADD-ACTION "EXAMI" "Examine" ROOM-INFO>
- <VSYNONYM "EXAMI" "DESCR" "WHAT" "WHATS" "WHAT'">
- <SADD-ACTION "EXORC" EXORCISE>
- <VSYNONYM "EXORC" "XORCI">
- <ADD-ACTION "EXTIN"
- "Turn off"
- [(,LIGHTBIT REACH AOBJS ROBJS TAKE) ["TRNOF" LAMP-OFF]]>
- <VSYNONYM "EXTIN" "DOUSE">
- <1ADD-ACTION "FILL" "Fill" FILL>
- <1NRADD-ACTION "FIND" "Find" FIND>
- <VSYNONYM "FIND" "WHERE" "SEEK" "SEE">
- <ADD-ACTION "FOLLO" "Follow" [["FOLLO" FOLLOW]] [OBJ ["FOLLO" FOLLOW]]>
- <SADD-ACTION "FROBO" FROBOZZ>
- <SADD-ACTION "GERON" GERONIMO>
- <ADD-ACTION "GIVE"
- "Give"
- [OBJ "TO" (,VICBIT REACH ROBJS) ["GIVE" DROPPER] DRIVER]
- [(,VICBIT REACH ROBJS) OBJ ["GIVE" DROPPER] FLIP]>
- <VSYNONYM "GIVE" "HAND" "DONAT">
- <1ADD-ACTION "GRANI" "Granite" GRANITE>
- <ADD-ACTION "HELLO"
- "Hello"
- [["HELLO" HELLO] DRIVER]
- [OBJ ["HELLO" HELLO]]>
- <VSYNONYM "HELLO" "HI">
- <ADD-ACTION "BLOW"
- "Blow"
- ["UP" OBJ "WITH" (,TOOLBIT REACH ROBJS AOBJS) ["INFLA" INFLATER] DRIVER]
- ["UP" OBJ ["BLAST" BLAST]]
- ["INTO" OBJ ["BLOIN" BREATHE]]>
- <SADD-ACTION "INCAN" INCANT>
- <ADD-ACTION "INFLA"
- "Inflate"
- [OBJ "WITH" (,TOOLBIT REACH ROBJS AOBJS) ["INFLA" INFLATER]]>
- <SADD-ACTION "INVEN" INVENT>
- <VSYNONYM "INVEN" "LIST" "I">
- <SADD-ACTION "FOO" JARGON>
- <VSYNONYM "FOO" "BAR" "BLETC">
- <ADD-ACTION "JUMP"
- "Jump"
- [["JUMP" LEAPER]]
- ["OVER" OBJ ["JUMP" LEAPER]]>
- <VSYNONYM "JUMP" "LEAP" "VAULT">
- <1ADD-ACTION "KICK" "Kick" KICKER>
- <VSYNONYM "KICK" "BITE" "TAUNT">
- <ADD-ACTION "KILL"
- "Kill"
- [(,VILLAIN ROBJS REACH) "WITH" (,WEAPONBIT AOBJS HAVE) ["KILL" KILLER]]>
- <VSYNONYM "KILL" "MURDE" "SLAY" "DISPA" "STAB">
- <ADD-ACTION "KNOCK"
- "Knock"
- ["AT" OBJ ["KNOCK" KNOCK] DRIVER]
- ["ON" OBJ ["KNOCK" KNOCK]]
- ["DOWN" (,VICBIT = REACH ROBJS) ["ATTAC" ATTACKER]]>
- <VSYNONYM "KNOCK" "RAP">
- <ADD-ACTION "LIGHT"
- "Light"
- [(,LIGHTBIT REACH AOBJS ROBJS TAKE) ["LIGHT" LAMP-ON] DRIVER]
- [(,LIGHTBIT REACH AOBJS ROBJS) "WITH" (,FLAMEBIT AOBJS TAKE)
- ["BURN" BURNER]]>
- <ADD-ACTION "LOCK"
- "Lock"
- [(-1 ROBJS) ["LOCK" LOCKER]]>
- <ADD-ACTION "LOOK"
- "Look"
- [["LOOK" ROOM-DESC]]
- ["AT" NROBJ ["LKAT" ROOM-DESC]]
- ["UNDER" OBJ ["LKUND" LOOK-UNDER]]
- ["IN" NROBJ ["LKIN" LOOK-INSIDE]]>
- <VSYNONYM "LOOK" "L" "STARE" "GAZE">
- <1ADD-ACTION "LOWER" "Lower" R/L>
- <ADD-ACTION "MELT"
- "Melt"
- [OBJ "WITH" (,FLAMEBIT REACH AOBJS ROBJS) ["MELT" MELTER]]>
- <VSYNONYM "MELT" "LIQUI">
- <ADD-ACTION "MOVE" "Move" [(-1 ROBJS) ["MOVE" MOVE]]>
- <VSYNONYM "MOVE">
- <ADD-ACTION "PULL"
- "Pull"
- [(-1 REACH ROBJS) ["MOVE" MOVE] DRIVER]
- ["ON" (-1 REACH ROBJS) ["MOVE" MOVE]]>
- <SYNONYM "PULL" "TUG">
- <SADD-ACTION "MUMBL" MUMBLER>
- <VSYNONYM "MUMBL" "SIGH">
- <ADD-ACTION "MUNG"
- "Mung"
- [(-1 REACH ROBJS AOBJS) ["MUNG" MUNGER] DRIVER]
- [(-1 REACH ROBJS AOBJS) "WITH" (-1 AOBJS TAKE) ["MUNG" MUNGER]]>
- <VSYNONYM "MUNG" "HACK" "FROB" "DAMAG">
- <SADD-ACTION "ODYSS" SINBAD>
- <VSYNONYM "ODYSS" "ULYSS">
- <ADD-ACTION "OPEN"
- "Open"
- [(<+ ,DOORBIT ,CONTBIT> REACH AOBJS ROBJS) ["OPEN" OPENER]]>
- <VSYNONYM "OPEN">
- <ADD-ACTION "PICK"
- "Pick"
- ["UP" (<+ ,TAKEBIT ,TRYTAKEBIT> REACH ROBJS AOBJS) ["TAKE" TAKE]]>
- <ADD-ACTION "PLUG"
- "Plug"
- [OBJ "WITH" OBJ ["PLUG" PLUGGER]]>
- <VSYNONYM "PLUG" "GLUE" "PATCH">
- <ADD-ACTION "POKE"
- "Poke"
- [(,VILLAIN REACH ROBJS) "WITH" (,WEAPONBIT AOBJS HAVE) ["POKE" MUNGER]]>
- <VSYNONYM "POKE" "JAB" "BREAK">
- <ADD-ACTION "POUR"
- "Pour"
- [(-1 AOBJS) ["POUR" DROPPER] DRIVER]
- [(-1 AOBJS) "IN" OBJ ["POUR" DROPPER]]>
- <VSYNONYM "POUR" "SPILL">
- <SADD-ACTION "PRAY" PRAYER>
- <1ADD-ACTION "PUSH" "Push" PUSHER>
- <VSYNONYM "PUSH" "PRESS">
- <ADD-ACTION "PUT"
- "Put"
- [OBJ "IN" OBJ ["PUT" PUTTER] DRIVER]
- ["DOWN" OBJ ["DROP" DROPPER]]>
- <VSYNONYM "PUT" "STUFF" "PLACE" "INSER">
- <ADD-ACTION "RAISE"
- "Raise"
- [OBJ ["RAISE" R/L] DRIVER]
- ["UP" OBJ ["RAISE" R/L]]>
- <VSYNONYM "RAISE" "LIFT">
- <ADD-ACTION "READ"
- "Read"
- [(,READBIT REACH AOBJS ROBJS TRY) ["READ" READER] DRIVER]
- [(,READBIT REACH AOBJS ROBJS TRY) "WITH" OBJ ["READ" READER]]>
- <VSYNONYM "READ" "SKIM">
- <SADD-ACTION "REPEN" REPENT>
- <1ADD-ACTION "RING" "Ring" RING>
- <VSYNONYM "RING" "PEAL">
- <1ADD-ACTION "RUB" "Rub" RUBBER>
- <VSYNONYM "RUB" "CARES" "TOUCH" "FONDL">
- <SADD-ACTION "SKIP" SKIPPER>
- <VSYNONYM "SKIP" "HOP">
- <SADD-ACTION "STAY" STAY>
- <ADD-ACTION "STRIK"
- "Strike"
- [(,VICBIT = REACH ROBJS)
- "WITH"
- (,WEAPONBIT AOBJS ROBJS HAVE)
- ["ATTAC" ATTACKER]]
- [(,VICBIT = REACH ROBJS) ["ATTAC" ATTACKER] DRIVER]
- [(-1 REACH ROBJS AOBJS) ["LIGHT" LAMP-ON]]>
- <SADD-ACTION "SWIM" SWIMMER>
- <VSYNONYM "SWIM" "BATHE" "WADE">
- <ADD-ACTION "SWING"
- "Swing"
- [(,WEAPONBIT AOBJS HAVE) "AT" (,VILLAIN REACH ROBJS) ["SWING" SWINGER]]>
- <VSYNONYM "SWING" "THRUS">
- <ADD-ACTION "TAKE" "Take" [(<+ ,TRYTAKEBIT ,TAKEBIT> REACH ROBJS AOBJS) ["TAKE" TAKE]]>
- <VSYNONYM "TAKE" "GET" "HOLD" "CARRY">
- <ADD-ACTION "TELL"
- "Tell"
- [(,ACTORBIT ROBJS) ["TELL" COMMAND]]>
- <VSYNONYM "TELL" "COMMA" "REQUE">
- <SADD-ACTION "TEMPL" TREAS>
- <ADD-ACTION "THROW"
- "Throw"
- [(-1 AOBJS HAVE) "AT" (,VICBIT REACH ROBJS) ["THROW" DROPPER]]>
- <VSYNONYM "THROW" "HURL" "CHUCK">
- <ADD-ACTION "TIE"
- "Tie"
- [OBJ "TO" OBJ ["TIE" TIE]]
- ["UP" (,VICBIT REACH ROBJS) "WITH" (,TOOLBIT REACH ROBJS AOBJS HAVE) ["TIEUP" TIE-UP]]>
- <VSYNONYM "TIE" "FASTE">
- <SADD-ACTION "TREAS" TREAS>
- <ADD-ACTION "TURN"
- "Turn"
- [(,TURNBIT REACH AOBJS ROBJS)
- "WITH"
- (,TOOLBIT ROBJS AOBJS HAVE)
- ["TURN" TURNER]
- DRIVER]
- ["ON" (,LIGHTBIT REACH AOBJS ROBJS TAKE) ["TRNON" LAMP-ON]]
- ["OFF" (,LIGHTBIT REACH AOBJS ROBJS TAKE) ["TRNOF" LAMP-OFF]]
- [(,TURNBIT REACH AOBJS ROBJS)
- "TO"
- (-1 ROBJS)
- ["TRNTO" TURNTO]]>
- <VSYNONYM "TURN" "SET">
- <1ADD-ACTION "SPIN" "Spin" TURNTO>
- <OR <GASSIGNED? TURNTO> <SETG TURNTO ,TIME>>
- <ADD-ACTION "UNLOC"
- "Unlock"
- [(-1 REACH ROBJS) "WITH" (,TOOLBIT AOBJS ROBJS TAKE) ["UNLOC" UNLOCKER]]>
- <1ADD-ACTION "UNTIE" "Untie" UNTIE>
- <VSYNONYM "UNTIE" "RELEA" "FREE">
- <SADD-ACTION "WAIT" WAIT>
- <ADD-ACTION "WAKE"
- "Wake"
- [(,VICBIT ROBJS) ["WAKE" ALARM] DRIVER]
- ["UP" (,VICBIT ROBJS) ["WAKE" ALARM]]>
- <VSYNONYM "WAKE" "AWAKE" "SURPR" "START">
- <1ADD-ACTION "WALK" "Walk" WALK>
- <ADD-ACTION "WAVE" "Wave" [(-1 AOBJS) ["WAVE" WAVER]]>
- <VSYNONYM "WAVE" "BRAND">
- <SADD-ACTION "WIN" WIN>
- <VSYNONYM "WIN" "WINNA">
- <SADD-ACTION "YELL" YELL>
- <VSYNONYM "YELL" "SCREA" "SHOUT">
- <SADD-ACTION "ZORK" ZORK>
- <ADD-BUZZ "RUN" "GO" "PROCE">
- ; "SUBTITLE BUNCH VERBS"
- <ADD-BUNCHER "TAKE" "DROP" "EAT" "READ" "GIVE" "PUT">
- \
- ; "SUBTITLE ACTOR ABILITIES"
- <SETG ROBOT-ACTIONS
- <MAPF ,UVECTOR
- ,FIND-VERB
- ["WALK" "TAKE" "DROP" "PUT" "JUMP" "PUSH" "THROW" "TURN"]>>
- <SETG MASTER-ACTIONS
- <MAPF ,UVECTOR
- ,FIND-VERB
- ["TAKE" "DROP" "PUT" "THROW" "PUSH" "TURN" "TRNTO" "SPIN"
- "FOLLO" "STAY" "OPEN" "CLOSE" "KILL"]>>
- \
- ; "SUBTITLE OBJECTS"
- ;"this object is here only so Restore of old Save files will work"
- <OBJECT ["BUTTO"]
- []
- ""
- 0>
- <OBJECT ["!!!!!"]
- []
- ""
- 0>
- <OBJECT ["GHOST" "SPIRI" "FIEND"]
- []
- "ghost"
- <+ ,OVISON ,VICBIT>
- GHOST-FUNCTION>
- <OBJECT ["GATES"]
- []
- "gates"
- 0>
- <OBJECT ["FBASK" "CAGE" "DUMBW" "BASKE"]
- []
- ""
- <+ ,OVISON>
- DUMBWAITER>
- <OBJECT ["FOOD" "SANDW" "LUNCH" "DINNE"]
- ["HOT" "PEPPE"]
- ".lunch"
- <+ ,OVISON ,TAKEBIT ,FOODBIT>
- <>
- ()
- [ODESC1 "A hot pepper sandwich is here."]>
- <OBJECT ["TBAR" "T-BAR" "BAR"]
- ["T"]
- "T-bar"
- <+ ,OVISON ,NDESCBIT>>
- <OBJECT ["GNOME" "TROLL"]
- []
- "Volcano Gnome"
- <+ ,OVISON ,VICBIT>
- GNOME-FUNCTION
- ()
- [ODESC1 "There is a nervous Volcano Gnome here."]>
- <OBJECT ["BAGCO" "BAG" "COINS"]
- ["OLD" "LEATH"]
- "bag of coins"
- <+ ,OVISON ,TAKEBIT>
- <>
- ()
- [ODESC1 "An old leather bag, bulging with coins, is here."
- OSIZE 15
- OFVAL 10
- OTVAL 5]>
- <OBJECT ["BARRE"]
- []
- "barrel"
- <+ ,OVISON>>
- <OBJECT ["BALLO" "BASKE"]
- ["WICKE"]
- "basket"
- <+ ,OVISON ,VEHBIT ,OPENBIT>
- BALLOON
- (<GET-OBJ "CBAG"> <GET-OBJ "BROPE"> <GET-OBJ "RECEP">)
- [ODESC1
- "There is a very large and extremely heavy wicker basket with a cloth
- bag here. Inside the basket is a metal receptacle of some kind.
- Attached to the basket on the outside is a piece of wire."
- OCAPAC 100
- OSIZE 70
- OVTYPE ,RAIRBIT]>
- <OBJECT ["TBASK" "CAGE" "DUMBW" "BASKE"]
- []
- "basket"
- <+ ,OVISON ,TRANSBIT ,CONTBIT ,OPENBIT>
- DUMBWAITER
- ()
- [ODESC1 "At the end of the chain is a basket."
- OCAPAC 50]>
- <OBJECT ["BAT" "VAMPI"]
- []
- "bat"
- <+ ,OVISON ,NDESCBIT ,TRYTAKEBIT>
- FLY-ME>
- <OBJECT ["BELL"]
- ["SMALL" "BRASS"]
- "bell"
- <+ ,OVISON ,TAKEBIT>
- <>
- ()
- [ODESCO "Lying in a corner of the room is a small brass bell."
- ODESC1 "There is a small brass bell here."]>
- <OBJECT ["BLWAL" "WALL" "PANEL"]
- ["BLACK"]
- "black panel"
- <+ ,OVISON ,NDESCBIT>
- MPANELS>
- <OBJECT ["AXE"]
- ["BLOOD"]
- "bloody axe"
- <+ ,OVISON ,WEAPONBIT>
- <>
- ()
- [ODESC1 "There is a bloody axe here."
- OSIZE 25]>
- <OBJECT ["BLBK" "BOOK"]
- ["BLUE"]
- "blue book"
- <+ ,OVISON ,READBIT ,TAKEBIT ,CONTBIT>
- <>
- ()
- [ODESC1 "There is a blue book here."
- OCAPAC 2
- OSIZE 10
- OREAD ,GREEK-TO-ME]>
- <OBJECT ["BLABE" "LABEL"]
- ["BLUE"]
- "blue label"
- <+ ,OVISON ,READBIT ,TAKEBIT ,BURNBIT>
- <>
- ()
- [ODESC1 "There is a blue label here."
- OSIZE 1
- OREAD
- "
- !!!! FROBOZZ MAGIC BALLOON COMPANY !!!!
- Hello, Aviator!
- Instructions for use:
-
- To get into balloon, say 'Board'
- To leave balloon, say 'Disembark'
- To land, say 'Land'
-
- Warranty:
-
- No warranty is expressed or implied. You're on your own, sport!
- Good Luck.
- " ]>
- <OBJECT ["BOLT" "BOLT" "NUT"]
- []
- "bolt"
- <+ ,OVISON ,DOORBIT ,NDESCBIT ,TURNBIT>
- BOLT-FUNCTION>
- <OBJECT ["BOOK" "PRAYE" "BIBLE" "GOODB"]
- ["LARGE" "BLACK"]
- "book"
- <+ ,OVISON ,READBIT ,TAKEBIT ,CONTBIT ,BURNBIT>
- BLACK-BOOK
- ()
- [ODESCO "On the altar is a large black book, open to page 569."
- ODESC1 "There is a large black book here."
- OSIZE 10
- OREAD
- " COMMANDMENT #12592
- Oh ye who go about saying unto each: \"Hello sailor\":
- dost thou know the magnitude of thy sin before the gods?
- Yea, verily, thou shalt be ground between two stones.
- Shall the angry gods cast thy body into the whirlpool?
- Surely, thy eye shall be put out with a sharp stick!
- Even unto the ends of the earth shalt thou wander and
- unto the land of the dead shalt thou be sent at last.
- Surely thou shalt repent of thy cunning." ]>
- <OBJECT ["SAFE" "BOX"]
- []
- "box"
- <+ ,OVISON ,CONTBIT>
- SAFE-FUNCTION
- (<GET-OBJ "CROWN"> <GET-OBJ "CARD">)
- [OCAPAC 15]>
- <OBJECT ["BROPE" "WIRE"]
- ["BRAID"]
- "braided wire"
- <+ ,OVISON ,TIEBIT>
- WIRE-FUNCTION>
- <OBJECT ["BRICK" "BRICK"]
- ["SQUAR" "CLAY"]
- "brick"
- <+ ,OVISON ,TAKEBIT ,BURNBIT ,SEARCHBIT ,OPENBIT>
- <>
- ()
- [ODESC1 "There is a square brick here which feels like clay."
- OCAPAC 2
- OSIZE 9]>
- <OBJECT ["DBALL" "BALLO" "BASKE"]
- ["BROKE"]
- "broken balloon"
- <+ ,OVISON ,TAKEBIT>
- <>
- ()
- [ODESC1 "There is a balloon here, broken into pieces."
- OSIZE 40]>
- <OBJECT ["BLAMP" "LAMP" "LANTE"]
- ["BROKE"]
- "broken lamp"
- <+ ,OVISON ,TAKEBIT>
- <>
- ()
- [ODESC1 "There is a broken brass lantern here."]>
- <OBJECT ["STICK"]
- ["SHARP" "BROKE"]
- "broken sharp stick"
- <+ ,OVISON ,TAKEBIT>
- STICK-FUNCTION
- ()
- [ODESCO
- "A sharp stick, which appears to have been broken at one end, is here."
- ODESC1 "There is a broken sharp stick here."
- OSIZE 3]>
- <OBJECT ["OTIMB" "TIMBE"]
- ["WOODE"]
- "broken timber"
- <+ ,OVISON ,TAKEBIT>
- <>
- ()
- [OSIZE 50]>
- <OBJECT ["ODOOR" "DOOR"]
- ["BRONZ"]
- "bronze door"
- <+ ,DOORBIT ,NDESCBIT>
- BRONZE-DOOR>
- <OBJECT ["SBAG" "BAG" "SACK"]
- ["BROWN" "ELONG"]
- "brown sack"
- <+ ,OVISON ,TAKEBIT ,CONTBIT ,FLAMEBIT>
- <>
- (<GET-OBJ "GARLI"> <GET-OBJ "FOOD">)
- [ODESCO
- "On the table is an elongated brown sack, smelling of hot peppers."
- ODESC1 "A brown sack is here."
- OCAPAC 15
- OSIZE 3]>
- <OBJECT ["BUBBL"]
- []
- "bubble"
- <+ ,OVISON ,NDESCBIT>>
- <OBJECT ["COKES" "BOTTL" "BUNCH"]
- ["COKE"]
- "bunch of Coke bottles"
- <+ ,OVISON ,TAKEBIT>
- COKE-BOTTLES
- ()
- [ODESCO
- "There is a large pile of empty Coke bottles here, evidently produced
- by the implementers during their long struggle to win totally."
- ODESC1
- "Many empty Coke bottles are here. Alas, they can't hold water."
- OSIZE 15]>
- <OBJECT ["BLANT" "LANTE" "LAMP"]
- ["USED" "BURNE" "DEAD" "USELE"]
- "burned-out lantern"
- <+ ,OVISON ,TAKEBIT>
- <>
- ()
- [ODESCO "The deceased adventurer's useless lantern is here."
- ODESC1 "There is a burned-out lantern here."
- OSIZE 20]>
- <OBJECT ["YBUTT" "BUTTO" "SWITC"]
- ["YELLO"]
- "yellow button"
- <+ ,OVISON ,NDESCBIT>
- DBUTTONS>
- <OBJECT ["BRBUT" "BUTTO" "SWITC"]
- ["BROWN"]
- "brown button"
- <+ ,OVISON ,NDESCBIT>
- DBUTTONS>
- <OBJECT ["RBUTT" "BUTTO" "SWITC"]
- ["RED"]
- "red button"
- <+ ,OVISON ,NDESCBIT>
- DBUTTONS>
- <OBJECT ["BLBUT" "BUTTO" "SWITC"]
- ["BLUE"]
- "blue button"
- <+ ,OVISON ,NDESCBIT>
- DBUTTONS>
- <OBJECT ["RNBUT" "BUTTO"]
- ["ROUND"]
- "round button"
- <+ ,OVISON ,NDESCBIT>
- BUTTONS>
- <OBJECT ["SQBUT" "BUTTO"]
- ["SQUAR"]
- "square button"
- <+ ,OVISON ,NDESCBIT>
- BUTTONS>
- <OBJECT ["TRBUT" "BUTTO"]
- ["TRIAN"]
- "triangular button"
- <+ ,OVISON ,NDESCBIT>
- BUTTONS>
- <OBJECT ["CARD" "NOTE"]
- []
- "card"
- <+ ,OVISON ,READBIT ,TAKEBIT ,BURNBIT>
- <>
- ()
- [ODESC1 "There is a card with writing on it here."
- OSIZE 1
- OREAD
- "
- Warning:
- This room was constructed over very weak rock strata. Detonation
- of explosives in this room is strictly prohibited!
- Frobozz Magic Cave Company
- per M. Agrippa, foreman
- " ]>
- <OBJECT ["RUG" "CARPE"]
- ["ORIEN"]
- "carpet"
- <+ ,OVISON ,NDESCBIT ,TRYTAKEBIT>
- RUG>
- <OBJECT ["CDOOR" "DOOR"]
- ["WOOD" "WOODE" "CELL"]
- "cell door"
- <+ ,OVISON ,DOORBIT ,NDESCBIT>
- CELL-DOOR>
- <OBJECT ["CHALI" "CUP" "GOBLE"]
- []
- "chalice"
- <+ ,OVISON ,TAKEBIT ,CONTBIT>
- CHALICE
- ()
- [ODESC1 "There is a silver chalice, intricately engraved, here."
- OCAPAC 5
- OSIZE 10
- OFVAL 10
- OTVAL 10]>
- <OBJECT ["CBAG" "BAG"]
- ["CLOTH"]
- "cloth bag"
- <+ ,OVISON>>
- <OBJECT ["GARLI" "CLOVE"]
- []
- "clove of garlic"
- <+ ,OVISON ,TAKEBIT ,FOODBIT>
- <>
- ()
- [ODESC1 "There is a clove of garlic here."]>
- <OBJECT ["ARROW" "POINT"]
- ["COMPA"]
- "compass arrow"
- <+ ,OVISON ,NDESCBIT>>
- <OBJECT ["CROWN"]
- ["GAUDY"]
- "crown"
- <+ ,OVISON ,TAKEBIT>
- <>
- ()
- [ODESCO "The excessively gaudy crown of Lord Dimwit Flathead is here."
- ODESC1 "Lord Dimwit's crown is here."
- OSIZE 10
- OFVAL 15
- OTVAL 10]>
- <OBJECT ["TOMB" "CRYPT" "GRAVE" "TOMB" "DOOR"]
- ["MARBL"]
- "crypt door"
- <+ ,OVISON ,DOORBIT ,NDESCBIT>
- CRYPT-OBJECT
- ()
- [OREAD
- "Here lie the implementers, whose heads were placed on poles by the
- Keeper of the Dungeon for amazing untastefulness." ]>
- <OBJECT ["SPHER" "BALL"]
- ["CRYST" "GLASS"]
- "crystal sphere"
- <+ ,OVISON ,SACREDBIT ,TRYTAKEBIT>
- SPHERE-FUNCTION
- ()
- [ODESC1 "There is a beautiful crystal sphere here."
- OSIZE 10
- OFVAL 6
- OTVAL 6]>
- <OBJECT ["TRIDE" "FORK"]
- ["CRYST"]
- "crystal trident"
- <+ ,OVISON ,TAKEBIT>
- <>
- ()
- [ODESCO "On the shore lies Neptune's own crystal trident."
- ODESC1 "Neptune's own crystal trident is here."
- OSIZE 20
- OFVAL 4
- OTVAL 11]>
- <OBJECT ["CYCLO" "ONE-E" "MONST"]
- []
- "cyclops"
- <+ ,OVISON ,VICBIT ,VILLAIN>
- CYCLOPS
- ()
- [OSTRENGTH 10000
- OFMSGS ,CYCLOPS-MELEE]>
- <OBJECT ["DAM" "GATE" "GATES" "FCD"]
- []
- "dam"
- <+ ,OVISON ,NDESCBIT>>
- <OBJECT ["WDOOR" "DOOR"]
- ["WOODE"]
- "wooden door"
- <+ ,OVISON ,READBIT ,DOORBIT ,NDESCBIT>
- DDOOR-FUNCTION
- ()
- [OREAD
- "The engravings translate to 'This space intentionally left blank'"]>
- <OBJECT ["DOOR" "TRAPD" "TRAP-"]
- ["TRAP"]
- "trap door"
- <+ ,DOORBIT ,NDESCBIT>
- TRAP-DOOR>
- <OBJECT ["SDOOR" "DOOR"]
- ["STONE"]
- "stone door"
- <+ ,OVISON ,DOORBIT ,NDESCBIT>
- DDOOR-FUNCTION>
- <OBJECT ["FDOOR" "DOOR"]
- ["FRONT"]
- "door"
- <+ ,OVISON ,DOORBIT ,NDESCBIT>
- DDOOR-FUNCTION>
- \
- <OBJECT ["STRAD" "VIOLI"]
- ["FANCY"]
- "fancy violin"
- <+ ,OVISON ,TAKEBIT>
- <>
- ()
- [ODESC1 "There is a Stradivarius here."
- OSIZE 10
- OFVAL 10
- OTVAL 10]>
- <OBJECT ["ICE" "MASS" "GLACI"]
- []
- "glacier"
- <+ ,OVISON ,VICBIT>
- GLACIER
- ()
- [ODESC1 "A mass of ice fills the western half of the room."]>
- <OBJECT ["BOTTL" "CONTA"]
- ["CLEAR" "GLASS"]
- "glass bottle"
- <+ ,OVISON ,TAKEBIT ,TRANSBIT ,CONTBIT>
- BOTTLE-FUNCTION
- (<GET-OBJ "WATER">)
- [ODESCO "A bottle is sitting on the table."
- ODESC1 "A clear glass bottle is here."
- OCAPAC 4]>
- <OBJECT ["FLASK"]
- ["GLASS"]
- "glass flask filled with liquid"
- <+ ,OVISON ,TAKEBIT ,TRANSBIT>
- FLASK-FUNCTION
- ()
- [ODESC1
- "A stoppered glass flask with a skull-and-crossbones marking is here.
- The flask is filled with some clear liquid."
- OCAPAC 5
- OSIZE 10]>
- <OBJECT ["COFFI" "CASKE"]
- ["GOLD"]
- "gold coffin"
- <+ ,OVISON ,TAKEBIT ,CONTBIT ,SACREDBIT>
- <>
- ()
- [ODESC1
- "There is a solid-gold coffin, used for the burial of Ramses II, here."
- OCAPAC 35
- OSIZE 55
- OFVAL 3
- OTVAL 7]>
- <OBJECT ["GRAIL"]
- []
- "grail"
- <+ ,OVISON ,TAKEBIT ,CONTBIT>
- <>
- ()
- [ODESC1 "There is an extremely valuable (perhaps original) grail here."
- OCAPAC 5
- OSIZE 10
- OFVAL 2
- OTVAL 5]>
- <OBJECT ["GRATE" "GRATI"]
- []
- "grating"
- <+ ,OVISON ,DOORBIT ,NDESCBIT>
- GRATE-FUNCTION>
- <OBJECT ["GRBK" "BOOK"]
- ["GREEN"]
- "green book"
- <+ ,OVISON ,READBIT ,TAKEBIT ,CONTBIT>
- <>
- ()
- [ODESC1 "There is a green book here."
- OCAPAC 2
- OSIZE 10
- OREAD ,GREEK-TO-ME]>
- <OBJECT ["RBTLB" "PAPER"]
- ["GREEN"]
- "green piece of paper"
- <+ ,OVISON ,READBIT ,TAKEBIT ,BURNBIT>
- <>
- ()
- [ODESC1 "There is a green piece of paper here."
- OSIZE 3
- OREAD
- " !!!! FROBOZZ MAGIC ROBOT COMPANY !!!!
- Hello, Master!
-
- I am a late-model robot, trained at MIT Tech to perform various
- simple household functions.
- Instructions for use:
- To activate me, use the following formula:
- >TELL ROBOT '<something to do>' <cr>
- The quotation marks are required!
-
- Warranty:
- No warranty is expressed or implied.
-
- At your service!
- " ]>
- <OBJECT ["PUMP" "AIR-P" "AIRPU"]
- ["SMALL"]
- "hand-held air pump"
- <+ ,OVISON ,TAKEBIT ,TOOLBIT>
- <>
- ()
- [ODESC1 "There is a small pump here."]>
- <OBJECT ["HPOLE" "HEAD"]
- []
- "head on a pole"
- <+ ,OVISON>>
- <OBJECT ["SSLOT" "SLOT" "HOLE"]
- []
- "hole"
- <+ ,OVISON ,OPENBIT>
- <>
- ()
- [OCAPAC 10]>
- <OBJECT ["HOOK2" "HOOK"]
- ["SMALL"]
- "hook"
- <+ ,OVISON>
- <>
- ()
- [ODESC1 "There is a small hook attached to the rock here."]>
- <OBJECT ["HOOK1" "HOOK"]
- ["SMALL"]
- "hook"
- <+ ,OVISON>
- <>
- ()
- [ODESC1 "There is a small hook attached to the rock here."]>
- <OBJECT ["DIAMO"]
- ["HUGE" "ENORM"]
- "huge diamond"
- <+ ,OVISON ,TAKEBIT>
- <>
- ()
- [ODESC1 "There is an enormous diamond (perfectly cut) here."
- OFVAL 10
- OTVAL 6]>
- <OBJECT ["GUANO" "CRAP" "SHIT" "HUNK"]
- []
- "hunk of bat guano"
- <+ ,OVISON ,TAKEBIT>
- <>
- ()
- [ODESC1 "There is a hunk of bat guano here."
- OSIZE 20]>
- <OBJECT ["JADE" "FIGUR"]
- ["JADE"]
- "jade figurine"
- <+ ,OVISON ,TAKEBIT>
- <>
- ()
- [ODESC1 "There is an exquisite jade figurine here."
- OSIZE 10
- OFVAL 5
- OTVAL 5]>
- <OBJECT ["KNIFE" "BLADE"]
- ["NASTY"]
- "knife"
- <+ ,OVISON ,TAKEBIT ,WEAPONBIT>
- <>
- ()
- [ODESCO "On a table is a nasty-looking knife."
- ODESC1 "There is a nasty-looking knife lying here."
- OFMSGS ,KNIFE-MELEE]>
- <OBJECT ["LAMP" "LANTE"]
- ["BRASS"]
- "lamp"
- <+ ,OVISON ,TAKEBIT ,LIGHTBIT>
- LANTERN
- ()
- [ODESCO "A battery-powered brass lantern is on the trophy case."
- ODESC1 "There is a brass lantern (battery-powered) here."
- OSIZE 15
- OLINT [0 <CLOCK-DISABLE <CLOCK-INT ,LNTIN 350>>]]>
- <OBJECT ["DBUTT" "BUTTO"]
- ["LARGE"]
- "large button"
- <+ ,OVISON ,NDESCBIT>
- DIALBUTTON>
- <OBJECT ["LCASE" "CASE"]
- ["LARGE"]
- "large case"
- <+ ,OVISON ,TRANSBIT>
- <>
- ()
- [ODESC1
- "There is a large case here, containing objects which you used to
- possess."]>
- <OBJECT ["EMERA"]
- ["LARGE"]
- "large emerald"
- <+ ,OVISON ,TAKEBIT>
- <>
- ()
- [ODESC1 "There is an emerald here."
- OFVAL 5
- OTVAL 10]>
- <OBJECT ["ATABL"]
- ["LARGE" "OBLON"]
- "large oblong table"
- <+ ,OVISON>>
- <OBJECT ["ADVER" "PAMPH" "LEAFL" "BOOKL"]
- ["SMALL"]
- "leaflet"
- <+ ,OVISON ,READBIT ,TAKEBIT ,BURNBIT>
- <>
- ()
- [ODESC1 "There is a small leaflet here."
- OSIZE 2
- OREAD
- " WELCOME TO DUNGEON
- DUNGEON is a game of adventure, danger, and low cunning. In it
- you will explore some of the most amazing territory ever seen by
- mortal man. Hardened adventurers have run screaming from the terrors
- contained within!
- In DUNGEON the intrepid explorer delves into the forgotten
- secrets of a lost labyrinth deep in the bowels of the earth,
- searching for vast treasures long hidden from prying eyes, treasures
- guarded by fearsome monsters and diabolical traps!
- No PDP-10 should be without one!
- DUNGEON was created at the Programming Technology Division of the
- MIT Laboratory for Computer Science, by Tim Anderson, Marc Blank,
- Bruce Daniels, and Dave Lebling. It was inspired by the ADVENTURE
- game of Crowther and Woods, and Dungeons and Dragons, by Gygax and
- Arneson. DUNGEON is written in MDL (alias MUDDLE).
- On-line information may be available using the HELP and INFO
- commands (most systems).
- Direct inquiries, comments, etc. by Net mail to DUNGEON@MIT-DMS.
- (c) Copyright 1978 Massachusetts Institute of Technology.
- All rights reserved.
- " ]>
- <SETG BUNCH-OBJ
- <OBJECT ["*BUN*"]
- []
- ""
- ,OVISON
- <>
- ()
- [OBVERB <>]>>
- <OBJECT ["LEAK" "DRIP" "HOLE"]
- []
- "leak"
- <+ ,OVISON ,NDESCBIT>
- LEAK-FUNCTION>
- <OBJECT ["MDOOR" "DOOR"]
- ["LOCKE" "WOOD" "WOODE" "CELL"]
- "locked door"
- <+ ,OVISON ,DOORBIT ,NDESCBIT>
- LOCKED-DOOR>
- <OBJECT ["LDOOR" "DOOR"]
- ["LOCKE" "WOOD" "WOODE" "CELL"]
- "locked door"
- <+ ,OVISON ,DOORBIT ,NDESCBIT>
- LOCKED-DOOR>
- <OBJECT ["LPOLE" "POLE" "POST"]
- ["LONG" "CENTE"]
- "long pole"
- <+ ,OVISON ,NDESCBIT>>
- <OBJECT ["MACHI" "PDP10" "DRYER" "LID"]
- []
- "machine"
- <+ ,OVISON ,CONTBIT>
- MACHINE-FUNCTION
- ()
- [OCAPAC 50]>
- <OBJECT ["RBOAT" "BOAT"]
- ["MAGIC" "PLAST" "SEAWO"]
- "magic boat"
- <+ ,OVISON ,TAKEBIT ,BURNBIT ,VEHBIT ,OPENBIT>
- RBOAT-FUNCTION
- (<GET-OBJ "LABEL">)
- [ODESC1 "There is an inflated boat here."
- OCAPAC 100
- OSIZE 20
- OVTYPE ,RWATERBIT]>
- <OBJECT ["OAKND" "WALL" "PANEL"]
- ["MAHOG"]
- "mahogany wall"
- <+ ,OVISON ,NDESCBIT>
- MENDS>
- <OBJECT ["MAILB" "BOX"]
- ["SMALL"]
- "mailbox"
- <+ ,OVISON ,CONTBIT>
- <>
- (<GET-OBJ "ADVER">)
- [ODESC1 "There is a small mailbox here."
- OCAPAC 10]>
- <OBJECT ["CAGE"]
- []
- "steel cage"
- <+ ,OVISON ,NDESCBIT>
- <>
- ()
- [ODESC1 "There is a mangled steel cage here."
- OSIZE 60]>
- <OBJECT ["MATCH" "FLINT"]
- []
- "matchbook"
- <+ ,OVISON ,READBIT ,TAKEBIT>
- MATCH-FUNCTION
- ()
- [ODESC1
- "There is a matchbook whose cover says 'Visit Beautiful FCD#3' here."
- OSIZE 2
- OMATCH 5
- OREAD
- " [close cover before striking BKD]
- YOU too can make BIG MONEY in the exciting field of
- PAPER SHUFFLING!
- Mr. TAA of Muddle, Mass. says: \"Before I took this course I used
- to be a lowly bit twiddler. Now with what I learned at MIT Tech
- I feel really important and can obfuscate and confuse with the best.\"
- Mr. MARC had this to say: \"Ten short days ago all I could look
- forward to was a dead-end job as a doctor. Now I have a promising
- future and make really big Zorkmids.\"
- MIT Tech can't promise these fantastic results to everyone. But when
- you earn your MDL degree from MIT Tech your future will be brighter.
- Send for our free brochure today." ]>
- <OBJECT ["REFL2" "MIRRO"]
- []
- "mirror"
- <+ ,OVISON ,VICBIT ,TRYTAKEBIT>
- MIRROR-MIRROR>
- <OBJECT ["REFL1" "MIRRO"]
- []
- "mirror"
- <+ ,OVISON ,VICBIT ,TRYTAKEBIT>
- MIRROR-MIRROR>
- <OBJECT ["PAPER" "NEWSP" "ISSUE" "REPOR" "MAGAZ" "NEWS"]
- []
- "newspaper"
- <+ ,OVISON ,READBIT ,TAKEBIT ,BURNBIT>
- <>
- ()
- [ODESC1
- "There is an issue of US NEWS & DUNGEON REPORT dated 3/14/78 here."
- OSIZE 2
- OREAD
- " US NEWS & DUNGEON REPORT
- 3/28/78 Late Dungeon Edition
- Note: the question in the endgame regarding the cyclops has been
- deleted.
- A US NEWS Editorial
- Bug reports:
- If, in making a bug report, you know what symptoms were exhibited
- by the program, PLEASE, PLEASE, PLEASE include them. It is at best
- extremely irritating and at worst useless to receive a bug report
- saying 'mumble frotz' loses, or 'try saying \"mumble frotz\"'. With
- such reports, we have no way of knowing what the situation was when
- 'mumble frotz' lost, and no way of knowing if whatever bug we manage
- to reproduce (if we do) is the same one you saw. In consequence,
- everyone's time is wasted.
- Command lines whose first character is ';' will be ignored. This
- may be useful for annotating hard copies/scripts of games.
- Due to a bug in the save routines, save files made between the
- appearance of the version of 3/10 and this version may be defective.
- This applies only if the thief was alive and carrying stuff when the
- save file was made; if you're losing, you'll find the program in an
- infinite loop within a few moves after restoring. There is,
- unfortunately, no way to patch the losing files.
- This version of Dungeon incorporates many bug fixes, and a more
- or less complete reorganization of the internals of the program. As
- a consequence, there may be lots of little bugs lurking in the dark
- along with the usual grues. Please report any that bite you. (Bugs,
- not grues).
- ANSWERS 2/22/78
- All riddles, conundrums, anagrams and other puzzles are now to be
- answered uniformly using: \"ANSWER 'answer'\". Such places, people,
- and things tend to also mention this fact when the question is asked.
- " ]>
- <OBJECT ["EIGHT" "8"]
- []
- "number eight"
- <+ ,OVISON ,NDESCBIT>>
- <OBJECT ["FIVE" "5"]
- []
- "number five"
- <+ ,OVISON ,NDESCBIT>
- TAKE-FIVE>
- <OBJECT ["FOUR" "4"]
- []
- "number four"
- <+ ,OVISON ,NDESCBIT>>
- <OBJECT ["ONE" "1"]
- []
- "number one"
- <+ ,OVISON ,NDESCBIT>>
- <OBJECT ["SEVEN" "7"]
- []
- "number seven"
- <+ ,OVISON ,NDESCBIT>>
- <OBJECT ["SIX" "6"]
- []
- "number six"
- <+ ,OVISON ,NDESCBIT>>
- <OBJECT ["THREE" "3"]
- []
- "number three"
- <+ ,OVISON ,NDESCBIT>>
- <OBJECT ["TWO" "2"]
- []
- "number two"
- <+ ,OVISON ,NDESCBIT>>
- <OBJECT ["PAINT" "ART" "CANVA" "MASTE" "PICTU" "WORK"]
- []
- "painting"
- <+ ,OVISON ,TAKEBIT ,BURNBIT>
- PAINTING
- ()
- [ODESCO
- "Fortunately, there is still one chance for you to be a vandal, for on
- the far wall is a work of unparalleled beauty."
- ODESC1 "A masterpiece by a neglected genius is here."
- OSIZE 15
- OFVAL 4
- OTVAL 7]>
- <OBJECT ["CANDL" "PAIR"]
- []
- "pair of candles"
- <+ ,OVISON ,TAKEBIT ,LIGHTBIT ,FLAMEBIT ,ONBIT>
- CANDLES
- ()
- [ODESCO "On the two ends of the altar are burning candles."
- ODESC1 "There are two candles here."
- OSIZE 10
- OLINT [0 <CLOCK-DISABLE <CLOCK-INT ,CNDIN 50>>]]>
- <OBJECT ["PEARL" "NECKL"]
- []
- "pearl necklace"
- <+ ,OVISON ,TAKEBIT>
- <>
- ()
- [ODESC1 "There is a pearl necklace here with hundreds of large pearls."
- OSIZE 10
- OFVAL 9
- OTVAL 5]>
- <OBJECT ["ECAKE" "CAKE"]
- ["EATME" "EAT-M"]
- "piece of 'Eat Me' cake"
- <+ ,OVISON ,TAKEBIT ,FOODBIT>
- EATME-FUNCTION
- ()
- [ODESC1 "There is a piece of cake here with the words 'Eat Me' on it."
- OSIZE 10]>
- <OBJECT ["BLICE" "CAKE" "ICING"]
- ["BLUE" "ECCH"]
- "piece of cake with blue icing"
- <+ ,OVISON ,READBIT ,TAKEBIT ,FOODBIT>
- CAKE-FUNCTION
- ()
- [ODESC1 "There is a piece of cake with blue (ecch) icing here."
- OSIZE 4]>
- <OBJECT ["ORICE" "CAKE" "ICING"]
- ["ORANG"]
- "piece of cake with orange icing"
- <+ ,OVISON ,READBIT ,TAKEBIT ,FOODBIT>
- CAKE-FUNCTION
- ()
- [ODESC1 "There is a piece of cake with orange icing here."
- OSIZE 4]>
- <OBJECT ["RDICE" "CAKE" "ICING"]
- ["RED"]
- "piece of cake with red icing"
- <+ ,OVISON ,READBIT ,TAKEBIT ,FOODBIT>
- CAKE-FUNCTION
- ()
- [ODESC1 "There is a piece of cake with red icing here."
- OSIZE 4]>
- <OBJECT ["GUNK" "PIECE" "SLAG"]
- ["VITRE"]
- "piece of vitreous slag"
- <+ ,OVISON ,TAKEBIT ,TRYTAKEBIT>
- GUNK-FUNCTION
- ()
- [ODESC1 "There is a small piece of vitreous slag here."
- OSIZE 10]>
- <OBJECT ["BODIE" "BODY" "CORPS"]
- []
- "pile of bodies"
- <+ ,OVISON ,NDESCBIT ,TRYTAKEBIT>
- BODY-FUNCTION>
- <OBJECT ["CORPS"]
- ["MANGL"]
- "pile of corpses"
- <+ ,OVISON>>
- <OBJECT ["LEAVE" "LEAF" "PILE"]
- []
- "pile of leaves"
- <+ ,OVISON ,TAKEBIT ,BURNBIT>
- LEAF-PILE
- ()
- [ODESC1 "There is a pile of leaves on the ground."
- OSIZE 25]>
- <OBJECT ["PINND" "WALL" "PANEL" "DOOR"]
- ["PINE"]
- "pine wall"
- <+ ,OVISON ,DOORBIT ,NDESCBIT>
- MENDS>
- <OBJECT ["DBOAT" "BOAT" "PLAST" "PILE"]
- []
- "plastic boat (with hole)"
- <+ ,OVISON ,TAKEBIT ,BURNBIT>
- DBOAT-FUNCTION
- ()
- [ODESC1 "There is a pile of plastic here with a large hole in it."
- OSIZE 20]>
- <OBJECT ["IBOAT" "BOAT" "PLAST" "PILE"]
- []
- "plastic inflatable boat"
- <+ ,OVISON ,TAKEBIT ,BURNBIT>
- IBOAT-FUNCTION
- ()
- [ODESC1
- "There is a folded pile of plastic here which has a small valve
- attached."
- OSIZE 20]>
- <OBJECT ["BAR" "PLATI"]
- ["LARGE"]
- "platinum bar"
- <+ ,OVISON ,TAKEBIT ,SACREDBIT>
- <>
- ()
- [ODESC1 "There is a large platinum bar here."
- OSIZE 20
- OFVAL 12
- OTVAL 10]>
- <OBJECT ["POOL" "SEWAG"]
- ["LARGE"]
- "pool of sewage"
- <+ ,OVISON ,VICBIT>
- <>
- ()
- [ODESC1 "The leak has submerged the depressed area in a pool of sewage."
- ]>
- <OBJECT ["POT"]
- ["GOLD"]
- "pot filled with gold"
- <+ ,TAKEBIT>
- <>
- ()
- [ODESCO "At the end of the rainbow is a pot of gold."
- ODESC1 "There is a pot of gold here."
- OSIZE 15
- OFVAL 10
- OTVAL 10]>
- <OBJECT ["PRAYE" "INSCR"]
- ["ANCIE" "OLD"]
- "prayer"
- <+ ,OVISON ,READBIT ,SACREDBIT>
- <>
- ()
- [OREAD
- "The prayer is inscribed in an ancient script which is hardly
- remembered these days, much less understood. What little of it can
- be made out seems to be a philippic against small insects,
- absent-mindedness, and the picking up and dropping of small objects.
- The final verse seems to consign trespassers to the land of the
- dead. All evidence indicates that the beliefs of the ancient
- Zorkers were obscure." ]>
- <OBJECT ["ZORKM" "COIN"]
- ["GOLD"]
- "priceless zorkmid"
- <+ ,OVISON ,READBIT ,TAKEBIT>
- <>
- ()
- [ODESCO
- "On the floor is a gold zorkmid coin (a valuable collector's item)."
- ODESC1 "There is an engraved zorkmid coin here."
- OSIZE 10
- OFVAL 10
- OTVAL 12
- OREAD
- "
- --------------------------
- / Gold Zorkmid \\
- / T e n T h o u s a n d \\
- / Z O R K M I D S \\
- / \\
- / |||||||||||||||||| \\
- / !|||| ||||! \\
- | ||| ^^ ^^ ||| |
- | ||| OO OO ||| |
- | In Frobs ||| << ||| We Trust |
- | || (______) || |
- | | | |
- | |__________| |
- \\ /
- \\ -- Lord Dimwit Flathead -- /
- \\ -- Beloved of Zorkers -- /
- \\ /
- \\ * 722 G.U.E. * /
- \\ /
- --------------------------
- " ]>
- <OBJECT ["PUBK" "BOOK"]
- ["PURPL"]
- "purple book"
- <+ ,OVISON ,READBIT ,TAKEBIT ,CONTBIT>
- <>
- (<GET-OBJ "STAMP">)
- [ODESC1 "There is a purple book here."
- OCAPAC 2
- OSIZE 10
- OREAD ,GREEK-TO-ME]>
- <OBJECT ["WATER" "QUANT" "LIQUI" "H2O"]
- []
- "quantity of water"
- <+ ,OVISON ,TAKEBIT ,DRINKBIT>
- WATER-FUNCTION
- ()
- [ODESCO "There is some water here"
- ODESC1 "Water"
- OSIZE 4]>
- <OBJECT ["RAILI" "RAIL"]
- []
- "railing"
- <+ ,OVISON ,NDESCBIT>>
- <OBJECT ["RAINB"]
- []
- "rainbow"
- <+ ,OVISON ,NDESCBIT>>
- <OBJECT ["RECEP"]
- []
- "receptacle"
- <+ ,OVISON ,CONTBIT ,SEARCHBIT>
- <>
- ()
- [OCAPAC 6]>
- <OBJECT ["RBEAM" "BEAM"]
- ["RED"]
- "red beam of light"
- <+ ,OVISON ,NDESCBIT ,OPENBIT>
- BEAM-FUNCTION
- ()
- [OCAPAC 1000]>
- <OBJECT ["BUOY"]
- ["RED"]
- "red buoy"
- <+ ,OVISON ,TAKEBIT ,CONTBIT ,FINDMEBIT>
- <>
- (<GET-OBJ "EMERA">)
- [ODESC1 "There is a red buoy here (probably a warning)."
- OCAPAC 20
- OSIZE 10]>
- <OBJECT ["RSWIT" "SWITC" "BUTTO"]
- ["RED"]
- "red button"
- <+ ,OVISON ,NDESCBIT>
- MRSWITCH>
- <OBJECT ["RDWAL" "WALL" "PANEL"]
- ["RED"]
- "red panel"
- <+ ,OVISON ,NDESCBIT>
- MPANELS>
- <OBJECT ["ROBOT" "R2D2" "C3PO" "ROBBY"]
- []
- "robot"
- <+ ,OVISON ,VICBIT ,SACREDBIT ,ACTORBIT>
- ROBOT-FUNCTION
- ()
- [ODESC1 "There is a robot here."
- OACTOR ,ROBOT]>
- <OBJECT ["ROPE" "HEMP" "COIL"]
- ["LARGE"]
- "rope"
- <+ ,OVISON ,TAKEBIT ,TIEBIT>
- ROPE-FUNCTION
- ()
- [ODESCO "A large coil of rope is lying in the corner."
- ODESC1 "There is a large coil of rope here."
- OSIZE 10]>
- <OBJECT ["RUBY"]
- ["MOBY"]
- "ruby"
- <+ ,OVISON ,TAKEBIT>
- <>
- ()
- [ODESCO "On the floor lies a moby ruby."
- ODESC1 "There is a moby ruby lying here."
- OFVAL 15
- OTVAL 8]>
- <OBJECT ["RKNIF" "KNIFE"]
- ["RUSTY"]
- "rusty knife"
- <+ ,OVISON ,TAKEBIT ,WEAPONBIT>
- RUSTY-KNIFE
- ()
- [ODESCO "Beside the skeleton is a rusty knife."
- ODESC1 "There is a rusty knife here."
- OSIZE 20
- OFMSGS ,KNIFE-MELEE]>
- <OBJECT ["BRACE" "JEWEL"]
- ["SAPPH"]
- "sapphire bracelet"
- <+ ,OVISON ,TAKEBIT>
- <>
- ()
- [ODESC1 "There is a sapphire-encrusted bracelet here."
- OSIZE 10
- OFVAL 5
- OTVAL 3]>
- <OBJECT ["SCREW"]
- []
- "screwdriver"
- <+ ,OVISON ,TAKEBIT ,TOOLBIT>
- <>
- ()
- [ODESC1 "There is a screwdriver here."]>
- <OBJECT ["HEADS" "HEAD" "POLE" "POLES" "PDL" "BKD" "TAA" "MARC" "IMPLE" "LOSER"]
- []
- "set of poled heads"
- <+ ,OVISON ,SACREDBIT ,TRYTAKEBIT>
- HEAD-FUNCTION
- ()
- [ODESC1 "There are four heads here, mounted securely on poles."]>
- <OBJECT ["KEYS" "SET"]
- []
- "set of skeleton keys"
- <+ ,OVISON ,TAKEBIT ,TOOLBIT>
- <>
- ()
- [ODESC1 "There is a set of skeleton keys here."
- OSIZE 10]>
- <OBJECT ["SPOLE" "POLE" "POST"]
- ["SHORT"]
- "short pole"
- <+ ,OVISON ,NDESCBIT>
- SHORT-POLE>
- <OBJECT ["SHOVE"]
- ["LARGE"]
- "shovel"
- <+ ,OVISON ,TAKEBIT ,TOOLBIT>
- <>
- ()
- [ODESC1 "There is a large shovel here."
- OSIZE 15]>
- <OBJECT ["BONES" "SKELE" "BODY"]
- []
- "skeleton"
- <+ ,OVISON ,TRYTAKEBIT>
- SKELETON
- ()
- [ODESC1
- "A skeleton, probably the remains of a luckless adventurer, lies here."]>
- <OBJECT ["COAL" "PILE" "HEAP"]
- ["SMALL"]
- "small pile of coal"
- <+ ,OVISON ,TAKEBIT ,BURNBIT>
- <>
- ()
- [ODESC1 "There is a small heap of coal here."
- OSIZE 20]>
- <OBJECT ["LISTS" "PAPER" "LIST" "PRINT" "LISTI" "STACK"]
- []
- "stack of listings"
- <+ ,OVISON ,READBIT ,TAKEBIT ,BURNBIT>
- <>
- ()
- [ODESCO
- "There is a gigantic pile of line-printer output here. Although the
- paper once contained useful information, almost nothing can be
- distinguished now."
- ODESC1
- "There is an enormous stack of line-printer paper here. It is barely
- readable."
- OSIZE 70
- OREAD
- "<DEFINE FEEL-FREE (LOSER)
- <TELL \"FEEL FREE, CHOMPER!\">>
- ...
- The rest is, alas, unintelligible (as were the implementers)." ]>
- <OBJECT ["STAMP"]
- []
- "stamp"
- <+ ,OVISON ,READBIT ,TAKEBIT ,BURNBIT>
- <>
- ()
- [ODESC1 "There is a Flathead Commemorative stamp here."
- OSIZE 1
- OFVAL 4
- OTVAL 10
- OREAD
- "
- ---v----v----v----v----v----v----v----v---
- | |
- | |||||||||| LORD |
- > !|||| | DIMWIT <
- | |||| ---| FLATHEAD |
- | |||C CC \\ |
- > |||| _\\ <
- | ||| (____| |
- | || | |
- > |______| Our <
- | / \\ Excessive |
- | / \\ Leader |
- > | | <
- | | | |
- | |
- > G.U.E. POSTAGE 3 Zorkmids <
- | |
- ---^----^----^----^----^----^----^----^---
- " ]>
- <OBJECT ["STATU" "SCULP" "ROCK"]
- []
- "statue"
- <+ ,TAKEBIT>
- <>
- ()
- [ODESC1 "There is a beautiful statue here."
- OSIZE 8
- OFVAL 10
- OTVAL 13]>
- <OBJECT ["IRBOX" "BOX"]
- ["STEEL" "DENTE"]
- "steel box"
- <+ ,TAKEBIT ,CONTBIT>
- <>
- (<GET-OBJ "STRAD">)
- [ODESC1 "There is a dented steel box here."
- OCAPAC 20
- OSIZE 40]>
- <OBJECT ["RCAGE" "CAGE"]
- ["STEEL"]
- "steel cage"
- <+ ,OVISON>
- <>
- ()
- [ODESC1 "There is a steel cage in the middle of the room."]>
- <OBJECT ["STILL"]
- ["VICIO"]
- "stiletto"
- <+ ,OVISON ,WEAPONBIT>
- <>
- ()
- [ODESC1 "There is a vicious-looking stiletto here."
- OSIZE 10]>
- <OBJECT ["DIAL" "SUNDI"]
- ["SUN"]
- "sundial"
- <+ ,OVISON ,NDESCBIT ,TURNBIT>
- DIAL>
- <OBJECT ["MSWIT" "SWITC"]
- []
- "switch"
- <+ ,OVISON ,NDESCBIT ,TURNBIT>
- MSWITCH-FUNCTION>
- <OBJECT ["SWORD" "ORCRI" "GLAMD" "BLADE"]
- ["ELVIS"]
- "sword"
- <+ ,OVISON ,TAKEBIT ,WEAPONBIT>
- SWORD
- ()
- [ODESCO
- "On hooks above the mantelpiece hangs an elvish sword of great
- antiquity."
- ODESC1 "There is an elvish sword here."
- OSIZE 30
- OFMSGS ,SWORD-MELEE
- OTVAL 0]>
- <OBJECT ["LABEL" "FINEP"]
- ["TAN"]
- "tan label"
- <+ ,OVISON ,READBIT ,TAKEBIT ,BURNBIT>
- <>
- ()
- [ODESC1 "There is a tan label here."
- OSIZE 2
- OREAD
- " !!!! FROBOZZ MAGIC BOAT COMPANY !!!!
- Hello, Sailor!
- Instructions for use:
-
- To get into boat, say 'Board'
- To leave boat, say 'Disembark'
- To get into a body of water, say 'Launch'
- To get to shore, say 'Land'
-
- Warranty:
- This boat is guaranteed against all defects in parts and
- workmanship for a period of 76 milliseconds from date of purchase or
- until first used, whichever comes first.
- Warning:
- This boat is made of plastic. Good Luck!
- " ]>
- <OBJECT ["THIEF" "ROBBE" "CROOK" "CRIME" "CRIMI" "BANDI" "GENT" "GENTL" "MAN"
- "SHADY" "THUG" "BAGMA" "MAFIA"]
- []
- "thief"
- <+ ,OVISON ,VICBIT ,VILLAIN>
- ROBBER-FUNCTION
- (<GET-OBJ "STILL">)
- [ODESC1
- "There is a suspicious-looking individual, holding a bag, leaning
- against one wall. He is armed with a vicious-looking stiletto."
- OSTRENGTH 5
- OFMSGS ,THIEF-MELEE]>
- <OBJECT ["SAFFR" "TIN" "SPICE"]
- ["RARE"]
- "tin of spices"
- <+ ,TAKEBIT>
- <>
- ()
- [ODESC1 "There is a tin of rare spices here."
- OSIZE 8
- OFVAL 5
- OTVAL 5]>
- <OBJECT ["TORCH"]
- ["IVORY"]
- "torch"
- <+ ,OVISON ,TAKEBIT ,LIGHTBIT ,FLAMEBIT ,TOOLBIT ,ONBIT>
- <>
- ()
- [ODESCO "Sitting on the pedestal is a flaming torch, made of ivory."
- ODESC1 "There is an ivory torch here."
- OSIZE 20
- OFVAL 14
- OTVAL 6]>
- <OBJECT ["GUIDE" "BOOK"]
- ["TOUR"]
- "tour guidebook"
- <+ ,OVISON ,READBIT ,TAKEBIT ,BURNBIT>
- <>
- ()
- [ODESCO
- "Some guidebooks entitled 'Flood Control Dam #3' are on the reception
- desk."
- ODESC1 "There are tour guidebooks here."
- OREAD
- "\" Guide Book to
- Flood Control Dam #3
- Flood Control Dam #3 (FCD#3) was constructed in year 783 of the
- Great Underground Empire to harness the destructive power of the
- Frigid River. This work was supported by a grant of 37 million
- zorkmids from the Central Bureaucracy and your omnipotent local
- tyrant Lord Dimwit Flathead the Excessive. This impressive
- structure is composed of 3.7 cubic feet of concrete, is 256 feet
- tall at the center, and 193 feet wide at the top. The reservoir
- created behind the dam has a volume of 37 billion cubic feet, an
- area of 12 million square feet, and a shore line of 36 thousand
- feet.
- The construction of FCD#3 took 112 days from ground breaking to
- the dedication. It required a work force of 384 slaves, 34 slave
- drivers, 12 engineers, 2 turtle doves, and a partridge in a pear
- tree. The work was managed by a command team composed of 2345
- bureaucrats, 2347 secretaries (at least two of which can type),
- 12,256 paper shufflers, 52,469 rubber stampers, 245,193 red tape
- processors, and nearly one million dead trees.
- We will now point out some of the more interesting features
- of FCD#3 as we conduct you on a guided tour of the facilities:
- 1) You start your tour here in the Dam Lobby.
- You will notice on your right that ........." ]>
- <OBJECT ["TROLL"]
- []
- "troll"
- <+ ,OVISON ,VICBIT ,VILLAIN>
- TROLL
- (<GET-OBJ "AXE">)
- [ODESC1
- "A nasty-looking troll, brandishing a bloody axe, blocks all passages
- out of the room."
- OSTRENGTH 2
- OFMSGS ,TROLL-MELEE]>
- <OBJECT ["TCASE" "CASE"]
- ["TROPH"]
- "trophy case"
- <+ ,OVISON ,TRANSBIT ,CONTBIT>
- TROPHY-CASE
- ()
- [ODESC1 "There is a trophy case here."
- OCAPAC ,BIGFIX]>
- <OBJECT ["TRUNK" "CHEST"]
- ["OLD"]
- "trunk with jewels"
- <+ ,TAKEBIT>
- <>
- ()
- [ODESCO
- "Lying half buried in the mud is an old trunk, bulging with jewels."
- ODESC1 "There is an old trunk here, bulging with assorted jewels."
- OSIZE 35
- OFVAL 15
- OTVAL 8]>
- <OBJECT ["TUBE" "TOOTH"]
- []
- "tube"
- <+ ,OVISON ,TAKEBIT ,CONTBIT>
- TUBE-FUNCTION
- (<GET-OBJ "PUTTY">)
- [ODESC1 "There is an object which looks like a tube of toothpaste here."
- OCAPAC 7
- OSIZE 10]>
- <OBJECT ["PUTTY" "MATER" "GUNK" "GLUE"]
- ["VISCO"]
- "viscous material"
- <+ ,OVISON ,TAKEBIT ,TOOLBIT>
- <>
- ()
- [ODESC1 "There is some gunk here"
- OSIZE 6]>
- <OBJECT ["ENGRA" "INSCR"]
- ["OLD" "ANCIE"]
- "wall with engravings"
- <+ ,OVISON ,READBIT ,SACREDBIT>
- <>
- ()
- [ODESC1 "There are old engravings on the walls here."
- OREAD
- "The engravings were incised in the living rock of the cave wall by
- an unknown hand. They depict, in symbolic form, the beliefs of the
- ancient peoples of Zork. Skillfully interwoven with the bas reliefs
- are excerpts illustrating the major tenets expounded by the sacred
- texts of the religion of that time. Unfortunately a later age seems
- to have considered them blasphemous and just as skillfully excised
- them." ]>
- <OBJECT ["ETCH2" "ETCHI" "WALLS" "WALL"]
- []
- "wall with etchings"
- <+ ,OVISON ,READBIT ,NDESCBIT ,FINDMEBIT>
- <>
- ()
- [OREAD
- " o b o
- r z
- f M A G I C z
- c W E L L y
- o n
- m p a
- " ]>
- <OBJECT ["ETCH1" "ETCHI" "WALLS" "WALL"]
- []
- "wall with etchings"
- <+ ,OVISON ,READBIT ,NDESCBIT ,FINDMEBIT>
- <>
- ()
- [OREAD
- " o b o
- A G I
- E L
- m p a
- " ]>
- <OBJECT ["WHBK" "BOOK"]
- ["WHITE"]
- "white book"
- <+ ,OVISON ,READBIT ,TAKEBIT ,CONTBIT>
- <>
- ()
- [ODESC1 "There is a white book here."
- OCAPAC 2
- OSIZE 10
- OREAD ,GREEK-TO-ME]>
- <OBJECT ["WHWAL" "WALL" "PANEL"]
- ["WHITE"]
- "white panel"
- <+ ,OVISON ,NDESCBIT>
- MPANELS>
- <OBJECT ["WINDO"]
- []
- "window"
- <+ ,OVISON ,DOORBIT ,NDESCBIT>
- WINDOW-FUNCTION>
- <OBJECT ["FUSE" "COIL" "WIRE"]
- ["SHINY" "THIN"]
- "wire coil"
- <+ ,OVISON ,TAKEBIT ,BURNBIT>
- FUSE-FUNCTION
- ()
- [ODESC1 "There is a coil of thin shiny wire here."
- OSIZE 1
- OLINT [0 <CLOCK-DISABLE <CLOCK-INT ,FUSIN 2>>]]>
- <OBJECT ["WDBAR" "BAR"]
- ["WOOD" "WOODE" "CROSS"]
- "wooden bar"
- <+ ,OVISON ,NDESCBIT>>
- <OBJECT ["BUCKE"]
- ["WOODE"]
- "wooden bucket"
- <+ ,OVISON ,VEHBIT ,OPENBIT>
- BUCKET
- ()
- [ODESC1
- "There is a wooden bucket here, 3 feet in diameter and 3 feet high."
- OCAPAC 100
- OSIZE 100
- OVTYPE ,RBUCKBIT]>
- <OBJECT ["QDOOR" "DOOR"]
- ["WOOD" "WOODE"]
- "wooden door"
- <+ ,OVISON ,DOORBIT ,NDESCBIT>
- WOOD-DOOR>
- <OBJECT ["POSTS" "POST"]
- ["WOODE"]
- "wooden posts"
- <+ ,OVISON>>
- <OBJECT ["WRENC"]
- []
- "wrench"
- <+ ,OVISON ,TAKEBIT ,TOOLBIT>
- <>
- ()
- [ODESC1 "There is a wrench here."
- OSIZE 10]>
- <OBJECT ["YLWAL" "WALL" "PANEL"]
- ["YELLO"]
- "yellow panel"
- <+ ,OVISON ,NDESCBIT>
- MPANELS>
- \
- ;"SUBTITLE LISTS OF OBSCURE ROOMS"
- ; "Where your objects go when you die."
- <SETG RANDOM-LIST
- (<GET-ROOM "LROOM">
- <GET-ROOM "KITCH">
- <GET-ROOM "CLEAR">
- <GET-ROOM "FORE3">
- <GET-ROOM "FORE2">
- <GET-ROOM "SHOUS">
- <GET-ROOM "FORE2">
- <GET-ROOM "KITCH">
- <GET-ROOM "EHOUS">)>
- \
- ; "SUBTITLE LISTS OF VILLAINS AND WEAPONRY"
- <SETG WEAPONS (<GET-OBJ "STICK"> <GET-OBJ "KNIFE"> <GET-OBJ "SWORD">
- <GET-OBJ "RKNIF">)>
- <SETG VILLAINS (<GET-OBJ "TROLL"> <GET-OBJ "THIEF"> <GET-OBJ "CYCLO">)>
- <SETG VILLAIN-PROBS <IUVECTOR <LENGTH ,VILLAINS> 0>>
- <SETG BEST-WEAPONS
- [<GET-OBJ "TROLL"> <GET-OBJ "SWORD"> 1
- <GET-OBJ "THIEF"> <GET-OBJ "KNIFE"> 1]>
- <SETG OPPV <IVECTOR <LENGTH ,VILLAINS> '<>>>
- \
- ; "SUBTITLE DEMONS"
- <ADD-DEMON
- <SETG ROBBER-DEMON
- <CHTYPE [ROBBER () ,ROOMS <1 ,ROOMS> <GET-OBJ "THIEF"> <>]
- HACK>>>
- <ADD-DEMON
- <SETG SWORD-DEMON
- <CHTYPE [SWORD-GLOW ,VILLAINS () <1 ,ROOMS> <GET-OBJ "SWORD"> <>]
- HACK>>>
- <ADD-DEMON
- <SETG FIGHT-DEMON
- <CHTYPE [FIGHTING ,VILLAINS () <1 ,ROOMS> <GET-OBJ "TROLL"> <>]
- HACK>>>
- \
- ; "SUBTITLE END GAME QUESTIONS"
- <ADD-QUESTION
- "From which room can one enter the robber's hideaway without passing
- through the cyclops room?" ["TEMPL"]>
- <ADD-QUESTION
- "Beside the Temple, to which room is it possible to go from the Altar?"
- ["FORES"]>
- <ADD-QUESTION
- "What is the absolute minimum specified value of the Zork treasures,
- in Zorkmids?" ["10003"]>
- <ADD-QUESTION
- "What object is of use in determining the function of the iced cakes?"
- [<GET-OBJ "FLASK">]>
- <ADD-QUESTION
- "What can be done to the Mirror that is useful?" [<PLOOKUP "RUB" ,ACTIONS-POBL>]>
- <ADD-QUESTION
- "The taking of which object offends the ghosts?" [<GET-OBJ "BONES">]>
- <ADD-QUESTION "What object in the Dungeon is haunted?" [<GET-OBJ "RKNIF">]>
- <ADD-INQOBJ <GET-OBJ "KNIFE">>
- <ADD-QUESTION "In which room is 'Hello, Sailor!' useful?" ["NONE" "NOWHE"]>
|