/ Avon by Jonathan R. Partington
/
/ This game (c) Copyright J. R. Partington, but freely distributable.
/
/ To quote the author:
/
/ "Personally, I am happy for people to convert the games for any system
/ they like, as long as they give due acknowledgements (and don't
/ attempt to make any money out of them without consulting me first!)"
/
/ Graham Nelson and Adam Atkinson would also like to thank Topologika
/ Software for handing publication rights for this game back to the
/ author at the end of 1999, enabling him to make the game available
/ this way.
/
/ INITIAL PART OF DATABASE
/ ------------------------
/
!POSSESSIONS STAGE PLAYER
!POSSESSIONS WAYW CALENDAR
!POSSESSIONS BANK1 BANQUO SHIELD
!POSSESSIONS CELL PHIAL
!POSSESSIONS PORTRM CASKET PORTIA BED
!POSSESSIONS HERMROOM STATUE
!POSSESSIONS DINER TABLE CHAIR
!POSSESSIONS WAYE DAGGER
!POSSESSIONS LOOP2 BASKET
!POSSESSIONS CAULDRON EYE TOE WOOL TONGUE
!POSSESSIONS LOOP3 CLOUD
!POSSESSIONS BEARRM BEAR
!POSSESSIONS GRAVE YORICK
!POSSESSIONS BOSWORTH RICHARD
!POSSESSIONS HOUSE LETTER
!POSSESSIONS MOOR PIE
!POSSESSIONS WOOD4 STONE
!POSSESSIONS WOOD11 POST
!POSSESSIONS TEMPEST PINE
!POSSESSIONS HOVEL GOBLET
!POSSESSIONS FLOOR0 SCEPTRE
!POSSESSIONS CHAPEL2 PEARL
!POSSESSIONS SHOP VASE
!POSSESSIONS CAPITOL SCROLL
!POSSESSIONS UC9 PRINCESS BRACELET
!POSSESSIONS TOWNE ARROW
!POSSESSIONS BARGE QUEEN THRONE
!POSSESSIONS HOLD SHREW
!POSSESSIONS WHARF CAGE
!POSSESSIONS CAGE BIRD
!POSSESSIONS CLIFF2 BOW
!POSSESSIONS ARDCENTRE HARRY
!POSSESSIONS PORPRM PORPENTINE
!POSSESSIONS BRAVE2 COLOSSUS BLADDER
!POSSESSIONS HEX4 SMITH
!POSSESSIONS BRAVE3 WATCHER
!POSSESSIONS KGRAVE WORM
!POSSESSIONS ECH0 OTHELLO
!POSSESSIONS BSTORE BUTT SPEAR
!POSSESSIONS ECH6 ANGLER
!POSSESSIONS BHEAD FATMAN
!POSSESSIONS CHURCH COLLAR
!POSSESSIONS BAKERS BREAD
!POSSESSIONS CASS11 ILIAD
!POSSESSIONS FARM FARMER
!POSSESSIONS CELLAR AGATE
!PROP PLAYER LIGHT
!PROP EYE LIGHT EDIBLE
!PROP TOE EDIBLE
!PROP WOOL EDIBLE
!PROP TONGUE EDIBLE
!PROP LILY EDIBLE
!PROP VIOLET EDIBLE
!PROP ICE EDIBLE
!PROP PIE EDIBLE
!PROP CLOUD NOTAKE
!PROP STATUE NOTAKE
!PROP RICHARD NOTAKE ANIMATE
!PROP YORICK NOTAKE ANIMATE
!PROP BANQUO NOTAKE ANIMATE
!PROP TABLE NOTAKE
!PROP CHAIR NOTAKE
!PROP CASKET NOTAKE
!PROP PORTIA NOTAKE ANIMATE
!PROP BED NOTAKE
!PROP WITCHES NOTAKE ANIMATE
!PROP CAULDRON NOTAKE
!PROP BEAR NOTAKE ANIMATE
!PROP GHOST NOTAKE
!PROP STONE NOTAKE
!PROP POST NOTAKE
!PROP PINE NOTAKE
!PROP ASP NOTAKE ANIMATE
!PROP PRINCESS NOTAKE ANIMATE
!PROP QUEEN NOTAKE ANIMATE
!PROP THRONE NOTAKE
!PROP BIRD NOTAKE ANIMATE
!PROP SHIELD NOTAKE
!PROP CHEST NOTAKE
!PROP HARRY NOTAKE ANIMATE
!PROP COLOSSUS NOTAKE
!PROP SHREW NOTAKE ANIMATE
!PROP PORPENTINE NOTAKE ANIMATE
!PROP SMITH NOTAKE ANIMATE
!PROP WATCHER NOTAKE ANIMATE
!PROP WORM ANIMATE EDIBLE
!PROP OTHELLO NOTAKE ANIMATE
!PROP ANGLER NOTAKE ANIMATE
!PROP FATMAN NOTAKE ANIMATE
!PROP SPEAR NOTAKE
!PROP BREAD EDIBLE
!PROP FARMER NOTAKE ANIMATE
!PROP HOUSE DOORED
!PROP WAYW DOORED
!PROP BANK1 WATERY
!PROP BANK2 WATERY
!PROP BANK3 WATERY
!PROP MSND TREED
!PROP TEMPEST TREED
!PROP WOOD0 TREED
!PROP WOOD1 TREED
!PROP WOOD2 TREED
!PROP WOOD3 TREED
!PROP WOOD4 TREED
!PROP WOOD5 TREED
!PROP WOOD6 TREED
!PROP WOOD7 TREED
!PROP WOOD8 TREED
!PROP WOOD9 TREED
!PROP WOOD10 TREED
!PROP WOOD11 TREED
!PROP WOOD12 TREED
!PROP WOOD13 TREED
!PROP WOOD14 TREED
!PROP WOOD15 TREED
!PROP WOOD16 TREED
!PROP WOOD17 TREED
!PROP WOOD18 TREED
!PROP UC0 DISORIENT
!PROP UC1 VISITED DISORIENT
!PROP UC2 VISITED DISORIENT
!PROP UC3 VISITED DISORIENT
!PROP UC4 VISITED DISORIENT
!PROP UC5 VISITED DISORIENT
!PROP UC6 VISITED DISORIENT
!PROP UC7 VISITED DISORIENT
!PROP UC8 VISITED DISORIENT
!PROP UC9 DISORIENT
!PROP BOURN DISORIENT WATERY
!PROP DOCKS WATERY
!PROP BARGE WATERY
!PROP BEACH WATERY
!PROP WHARF WATERY
!PROP ARDEN0 TREED DISORIENT
!PROP ARDEN1 TREED DISORIENT
!PROP ARDEN2 TREED DISORIENT
!PROP ARDEN3 TREED DISORIENT
/ !PROP ARDEN4 TREED DISORIENT
/ !PROP ARDEN5 TREED DISORIENT
/ !PROP ARDEN6 TREED DISORIENT
/ !PROP ARDEN7 TREED DISORIENT
!PROP ARDEN8 TREED DISORIENT
!PROP ARDEN9 TREED DISORIENT
!PROP ARDF0 TREED DISORIENT
!PROP ARDF1 TREED DISORIENT
!PROP ARDF2 TREED DISORIENT
!PROP ARDCENTRE TREED DISORIENT
!PROP BRAVE3 LIGHT / to stop smith
!PROP ECH2 LIGHT
!PROP BHEAD LIGHT
!PROP ECH3 LIGHT
!PROP ECH4 LIGHT
!PROP GAOL1 LIGHT
!PROP GAOL2 LIGHT
!PROP ECH5 LIGHT
!PROP ECH7 LIGHT
!PROP PALACE LIGHT
!PROP FARM LIGHT
!PROP CASS1 LIGHT
!PROP ECH1 LIGHT
!PROP ECH6 LIGHT
!STATE CAGE 1 / with bird
!VAR STRENGTH 7 / Can carry 7 objects,
!VAR OBJHELD 0 / and is not carrying any initially.
!END
/
/ PRELIMINARY SECTION
/ -------------------
/
!WELCOME WELCPROG
!POSTCOMMAND POSTPROG
/
/ Program-defined properties.
/
!PROPERTY LIGHT 0 / Light source (objects and rooms).
!PROPERTY INVIS 1 / Invisibility (objects only).
!PROPERTY HIDING 2 / Hides objects it holds (objects only).
!PROPERTY VISITED 1 / Visited (rooms only).
!PROPERTY DISORIENT 2 / "Disorientation" property (rooms only).
/
/ User-defined properties.
/
!PROPERTY NOTAKE 3 / Cannot be taken (objects only).
!PROPERTY WATERY 3
!PROPERTY ANIMATE 4 / objects
!PROPERTY DOORED 4 / rooms with doors
!PROPERTY EDIBLE 5 / objects
!PROPERTY TREED 5 / rooms
/
/ Directions.
/
!DIRECTION B / Dummy direction to make GO BACK work.
!DIRECTION D
!DIRECTION E
!DIRECTION N
!DIRECTION NE
!DIRECTION NW
!DIRECTION S
!DIRECTION SE
!DIRECTION SW
!DIRECTION U
!DIRECTION W
!DIRECTION C1
!DIRECTION C2
!DIRECTION C3 / easiest way of doing UC
/
/ Special meanings of words.
/
!SPECIAL ALLSPEC / To detect the word "ALL".
!SPECIAL INVSPEC / To detect the word "INVENTORY".
!SPECIAL WATERSPEC
!SPECIAL POTSPEC
!SPECIAL DOORSPEC
!SPECIAL GOLDSPEC
!SPECIAL SILVERSPEC
!SPECIAL LEADSPEC
!SPECIAL DOWNSPEC
!SPECIAL HANDSPEC
!SPECIAL TREESPEC
!SPECIAL FACESPEC
!SPECIAL GRASSPEC
!SPECIAL OPENSPEC
!SPECIAL SHOOTSPEC
!SPECIAL GONSPEC
!SPECIAL REGSPEC
!SPECIAL CORSPEC / king lear's pesky daughters
!SPECIAL ARNESPEC
!SPECIAL VIOLSPEC / easiest way to do PLAY
!SPECIAL BRITSPEC
!SPECIAL SIGNSPEC
/
/ Variables.
/
/ The four workspace variables must appear first.
!VARIABLE VAR0
!VARIABLE VAR1
!VARIABLE VAR2
!VARIABLE VAR3
/ Now other variables.
!VARIABLE OBJHELD
!VARIABLE STRENGTH
!VARIABLE TURNS
!VARIABLE CASKVAR
!VARIABLE TURN4
!VARIABLE TURN6
!VARIABLE TURN8
!VARIABLE FLESHVAR
!VARIABLE ASPVAR
!VARIABLE TERSEVAR
/
!TEXTVAR / for gosile words
/
/ OBJECTS SECTION
/ ---------------
/
/ Player must be first object.
!OBJECT PLAYER HOLDING HOLDING HOLDING
!OBJECT CALENDAR CALEND1 CALEND2 MNULL
!OBJECT CLOUD CLOUD1 MNULL MNULL
!OBJECT SOCKS SOCK1 SOCK2 SOCK1
!OBJECT STATUE STATUE1 MNULL MNULL
!OBJECT RICHARD MNULL MNULL MNULL
!OBJECT YORICK MNULL MNULL MNULL
!OBJECT BANQUO BANQUO1 MNULL MNULL
!OBJECT TABLE MNULL MNULL MNULL
!OBJECT CHAIR MNULL MNULL MNULL
!OBJECT BED MNULL MNULL MNULL
!OBJECT CASKET CASKM1 MNULL MNULL
!OBJECT PORTIA PORTM1 MNULL MNULL
!OBJECT PHIAL PHIAL1 PHIAL2 MNULL
!OBJECT DAGGER DAGGER1 DAGGER2 MNULL
!OBJECT WITCHES MNULL MNULL MNULL
!OBJECT CAULDRON CANHAVE MNULL MNULL
!OBJECT EYE EYE1 EYE2 EYE2
!OBJECT TOE TOE1 TOE2 TOE2
!OBJECT WOOL WOOL1 WOOL2 WOOL2
!OBJECT TONGUE TONGUE1 TONGUE2 TONGUE2
!OBJECT NECKLACE NECK1 NECK2 MNULL
!OBJECT BEAR BEARM1 MNULL MNULL
!OBJECT SKULL SKULL1 SKULL2 MNULL
!OBJECT CROWN CROWN1 CROWN2 MNULL
!OBJECT BASKET BASKET1 BASKET2 MNULL
!OBJECT LETTER LETTER1 LETTER2 MNULL
!OBJECT LILY LILY1 LILY2 MNULL
!OBJECT VIOLET VIOLET1 VIOLET2 MNULL
!OBJECT ICE ICE1 ICE2 MNULL
!OBJECT PORTRAIT PORTT1 PORTT2 MNULL
!OBJECT RING RING1 RING2 MNULL
!OBJECT GHOST MNULL MNULL MNULL
!OBJECT PIE PIE1 PIE2 MNULL
!OBJECT STONE STONE1 MNULL MNULL
!OBJECT POST POST1 MNULL MNULL
!OBJECT PINE PINE1 MNULL MNULL
!OBJECT SCEPTRE SCEPTRE1 SCEPTRE2 MNULL
!OBJECT PEARL PEARL1 PEARL2 MNULL
!OBJECT GOBLET GOBLET1 GOBLET2 MNULL
!OBJECT DUCATS DUCAT1 DUCAT2 MNULL
!OBJECT ASP ASP1 ASP2 MNULL
!OBJECT VASE VASE1 VASE2 MNULL
!OBJECT SCROLL SCROLL1 SCROLL2 MNULL
!OBJECT SHIELD SHIELD1 SHIELD2 MNULL
!OBJECT PRINCESS PRINCE1 MNULL MNULL
!OBJECT BRACELET BRACE1 BRACE2 MNULL
!OBJECT ARROW ARROW1 ARROW2 MNULL
!OBJECT QUEEN QUEEN1 MNULL MNULL
!OBJECT THRONE MNULL MNULL MNULL
!OBJECT CAGE CAGE1 CAGE2 MNULL
!OBJECT BIRD BIRD1 MNULL MNULL
!OBJECT BOW BOW1 BOW2 MNULL
!OBJECT CHEST CHEST1 CHEST2 MNULL
!OBJECT JEWEL JEWEL1 JEWEL2 MNULL
!OBJECT HARRY HARRY1 MNULL MNULL
!OBJECT SPICE SPICE1 SPICE2 MNULL
!OBJECT COLOSSUS COLOSS1 MNULL MNULL
!OBJECT SHREW SHREW1 MNULL MNULL
!OBJECT PORPENTINE PORP1 PORP2 MNULL
!OBJECT SMITH MNULL MNULL MNULL
!OBJECT CHAIN CHAIN1 CHAIN2 MNULL
!OBJECT WATCHER MNULL MNULL MNULL
/
!OBJECT WORM WORM1 WORM2 WORM1
!OBJECT SPEAR SPEAR1 MNULL MNULL
!OBJECT OTHELLO MNULL MNULL MNULL
!OBJECT ANGLER ANGLE1 MNULL MNULL
!OBJECT BUTT MNULL MNULL MNULL
!OBJECT COLLAR COLLAR1 COLLAR2 COLLAR1
!OBJECT FATMAN MNULL MNULL MNULL
!OBJECT MORSE MORSE1 MORSE2 MORSE1
!OBJECT BREAD BREAD1 BREAD2 BREAD1
!OBJECT TOPAZ TOPAZ1 TOPAZ2 TOPAZ1
!OBJECT VIOLA VIOLA1 VIOLA2 VIOLA1
!OBJECT ILIAD ILIAD1 ILIAD2 ILIAD1
!OBJECT TROPHY TROPHY1 TROPHY2 TROPHY1
!OBJECT ROBE ROBE1 ROBE2 ROBE1
!OBJECT TSTONE TSTONE1 TSTONE2 TSTONE1
!OBJECT FARMER FARMER1 MNULL MNULL
!OBJECT AGATE AGATE1 AGATE2 AGATE1
!OBJECT BLADDER BLADDM1 BLADDM2 BLADDM1
/
/ ROOMS SECTION
/ -------------
/
!ROOM STAGE STAGE1 STAGE2
!ROOM WAYFE WAYFE1 WAYFE1
!ROOM WAYE WAYE1 WAYE1
!ROOM WAYS WAYS1 WAYS2
!ROOM WAYW WAYW1 WAYW2
!ROOM CELL CELL1 CELL2
!ROOM HOUSE HOUSE1 HOUSE2
!ROOM HALL HALL1 HALL2
!ROOM PORTRM PORTRM1 PORTRM2
!ROOM DINER DINER1 DINER2
!ROOM HERMROOM HERMRM1 HERMRM2
!ROOM BANK1 BANK10 BANK11
!ROOM BANK2 BANK20 BANK21
!ROOM BANK3 BANK30 BANK31
!ROOM HEATH HEATH1 HEATH2
!ROOM LOOP1 LOOP11 LOOP11
!ROOM LOOP2 LOOP21 LOOP21
!ROOM LOOP3 LOOP31 LOOP31
!ROOM FORK1 FORK11 FORK12
!ROOM MSND MSND1 MSND2
!ROOM TEMPEST TEMPEST1 TEMPEST2
!ROOM GRAVE GRAVE1 GRAVE2
!ROOM BOSWORTH BOSW1 BOSW2
!ROOM BEARRM BEARRM1 BEARRM2
!ROOM MOOR MOOR1 MOOR2
!ROOM CAPITOL CAPITOL1 CAPITOL2
!ROOM WOOD0 WOODM WOODMS
!ROOM WOOD1 WOODM WOODMS
!ROOM WOOD2 WOODM WOODMS
!ROOM WOOD3 WOODM WOODMS
!ROOM WOOD4 WOODM WOODMS
!ROOM WOOD5 WOODM WOODMS
!ROOM WOOD6 WOODM WOODMS
!ROOM WOOD7 WOODM WOODMS
!ROOM WOOD8 WOODM WOODMS
!ROOM WOOD9 WOODM WOODMS
!ROOM WOOD10 WOODM WOODMS
!ROOM WOOD11 WOODM WOODMS
!ROOM WOOD12 WOODM WOODMS
!ROOM WOOD13 WOODM WOODMS
!ROOM WOOD14 WOODM WOODMS
!ROOM WOOD15 WOODM WOODMS
!ROOM WOOD16 WOODM WOODMS
!ROOM WOOD17 WOODM WOODMS
!ROOM WOOD18 DUNS1 DUNS2
!ROOM FLOOR0 FL01 FL02
!ROOM FLOOR1 FL11 FL12
!ROOM BALCONY BALC1 BALC2
!ROOM HOVEL HOVEL1 HOVEL2
!ROOM CHAPEL1 CHAPEL11 CHAPEL12
!ROOM CHAPEL2 CHAPEL21 CHAPEL22
!ROOM TOWNN TOWNN1 TOWNN2
!ROOM TOWNS TOWNS1 TOWNS2
!ROOM SHOP SHOP1 SHOP2
!ROOM DOCKS DOCKS1 DOCKS2
!ROOM ENDROOM ENDRM1 ENDRM1
!ROOM UC0 UCML UCMS
!ROOM UC1 UCML UCMS
!ROOM UC2 UCML UCMS
!ROOM UC3 UCML UCMS
!ROOM UC4 UCML UCMS
!ROOM UC5 UCML UCMS
!ROOM UC6 UCML UCMS
!ROOM UC7 UCML UCMS
!ROOM UC8 UCML UCMS
!ROOM UC9 UCML UCMS
!ROOM BOURN BOURN1 BOURN1
!ROOM TOWNE TOWNE1 TOWNE2
!ROOM WHARF WHARF1 WHARF2
!ROOM BEACH BEACH1 BEACH2
!ROOM BARGE BARGE1 BARGE2
!ROOM HOLD HOLDM1 HOLDM2
!ROOM FOG FOGM FOGM
!ROOM CLIFF1 FOGM FOGM
!ROOM CLIFF2 CLIFFM1 CLIFFM2
!ROOM ARDEN0 ARDM1 ARDM1
!ROOM ARDEN1 ARDM1 ARDM1
!ROOM ARDEN2 ARDM1 ARDM1
!ROOM ARDEN3 ARDM1 ARDM1
/ !ROOM ARDEN4 ARDM1 ARDM1
/ !ROOM ARDEN5 ARDM1 ARDM1
/ !ROOM ARDEN6 ARDM1 ARDM1
/ !ROOM ARDEN7 ARDM1 ARDM1
!ROOM ARDEN8 ARDM1 ARDM1
!ROOM ARDEN9 ARDM1 ARDM1
!ROOM ARDF0 ARDM2 ARDM2
!ROOM ARDF1 ARDM2 ARDM2
!ROOM ARDF2 ARDM2 ARDM2
!ROOM ARDCENTRE ARDM3 ARDM3
!ROOM BRAVE1 BRAVE11 BRAVE12
!ROOM TAVERN TAVERN1 TAVERN2
!ROOM BRAVE2 BRAVE21 BRAVE22
!ROOM PORPRM PORPR1 PORPR1
!ROOM BRAVE3 BRAVE31 BRAVE32
!ROOM HEX1 HEX11 HEX12
!ROOM HEX2 HEX21 HEX12
!ROOM HEX3 HEX31 HEX12
!ROOM HEX4 HEX41 HEX12
!ROOM HEX5 HEX51 HEX12
!ROOM HEX6 HEX61 HEX12
!ROOM HEX7 HEX71 HEX12
!ROOM HEX8 HEX81 HEX12
/
!ROOM KGRAVE KGRAVE1 KGRAVE2
!ROOM FLOES FLOES1 FLOES2
!ROOM FLOEN FLOEN1 FLOEN2
!ROOM VDEEP VDEEP1 VDEEP2
!ROOM GAOL1 GAOL11 GAOL12
!ROOM GAOL2 GAOL21 GAOL22
!ROOM ECH0 ECH01 ECH02
!ROOM ECH1 ECH11 ECH12
!ROOM ECH2 ECH21 ECH22
!ROOM ECH3 ECH31 ECH32
!ROOM ECH4 ECH41 ECH42
!ROOM ECH5 ECH51 ECH52
!ROOM ECH6 ECH61 ECH62
!ROOM ECH7 ECH71 ECH72
!ROOM BSTORE BSTORE1 BSTORE2
!ROOM BHEAD BHEAD1 BHEAD2
!ROOM CELLAR CELLAR1 CELLAR2
!ROOM CHURCH CHURCH1 CHURCH2
!ROOM BAKERS BAKERS1 BAKERS2
!ROOM FARM FARM1 FARM2
!ROOM PALACE PALACE1 PALACE2
!ROOM CASS1 CASSA1 CASSA2
!ROOM CASS2 CASSX CASSX
!ROOM CASS3 CASSX CASSX
!ROOM CASS4 CASSX CASSX
!ROOM CASS5 CASSX CASSX
!ROOM CASS6 CASSX CASSX
!ROOM CASS7 CASSX CASSX
!ROOM CASS8 CASSX CASSX
!ROOM CASS9 CASSX CASSX
!ROOM CASS10 CASSX CASSX
!ROOM CASS11 CASSX CASSX
!ROOM CASS12 CASSX CASSX
/
/ EXITS SECTION
/ -------------
/
!EXIT STAGE
N HEATH WITCHPROG
E WAYFE ARDMIX
S WAYS ARDMIX
W WAYW ARDMIX
!EXIT WAYE
W WAYFE
N LOOP1
E LOOP3
!EXIT WAYFE
E WAYE
W STAGE
!EXIT WAYS
N STAGE
SW BANK2
!EXIT WAYW
E STAGE
SW CELL
W HOUSE HOUSEPROG
NW HALL
!EXIT CELL
NE WAYW
!EXIT HALL
SE WAYW
N HERMROOM
W PORTRM
NW DINER
!EXIT PORTRM
N DINER
E HALL
!EXIT HERMROOM
W DINER
S HALL
!EXIT DINER
E HERMROOM
S PORTRM
SE HALL
NE WOOD0 GHOSTPROG
!EXIT BANK1
E BANK2
!EXIT BANK2
W BANK1
NE WAYS
S BANK3
!EXIT BANK3
N BANK2
SE UC0
!EXIT HEATH
S STAGE
NW WOOD7
NE FLOES DRUGPROG
!EXIT BEARRM
W LOOP2 BEARTEST
S MOOR BEARTEST
E CAPITOL CAPPROG
!EXIT BOSWORTH
N LOOP3
!EXIT CAPITOL
W BEARRM
SE TOWNN
!EXIT FORK1
S LOOP1
NW MSND ASSPROG
NE TEMPEST
E GRAVE YORPROG
!EXIT GRAVE
W FORK1
E CHAPEL1 GRASSPROG
N KGRAVE
!EXIT LOOP1
N FORK1
E LOOP2
S WAYE
!EXIT LOOP2
W LOOP1
S LOOP3
E BEARRM
!EXIT LOOP3
N LOOP2
W WAYE
S BOSWORTH RICPROG
!EXIT MOOR
N BEARRM
SE HOVEL HOVELPROG
!EXIT MSND
SE FORK1
E TEMPEST
!EXIT TEMPEST
SW FORK1
W MSND ASSPROG
!EXIT WOOD0
NW WOOD1
E WOOD7
!EXIT WOOD1
N WOOD2
SE WOOD0
!EXIT WOOD2
NE WOOD3
S WOOD1
!EXIT WOOD3
E WOOD4
SW WOOD2
!EXIT WOOD4
W WOOD3
SE WOOD5
SW WOOD8 WOOD8PROG
!EXIT WOOD5
NW WOOD4
S WOOD6
!EXIT WOOD6
N WOOD5
SW WOOD7
!EXIT WOOD7
NE WOOD6
W WOOD0
SE HEATH WITCHPROG
!EXIT WOOD8
NE WOOD4 WOOD8PROG
W WOOD13
SE WOOD9
!EXIT WOOD9
NW WOOD4
SW WOOD10
!EXIT WOOD10
NE WOOD9
W WOOD11
!EXIT WOOD11
E WOOD10
NW WOOD12
NE WOOD14 WOOD6PROG
!EXIT WOOD12
NE WOOD13
SE WOOD11
!EXIT WOOD13
E WOOD8
SW WOOD12
!EXIT WOOD14
E WOOD17
SW WOOD11 WOOD6PROG
N WOOD15
!EXIT WOOD15
E WOOD16
S WOOD14
!EXIT WOOD16
W WOOD15
S WOOD17
SW WOOD18 WOODHALT
!EXIT WOOD17
N WOOD16
W WOOD14
!EXIT WOOD18
S FLOOR0
!EXIT FLOOR0
N WOOD18
U FLOOR1
!EXIT FLOOR1
D FLOOR0
S BALCONY
!EXIT BALCONY
N FLOOR1
D STAGE JUMP2PROG
!EXIT HOVEL
NW MOOR
!EXIT CHAPEL1
W GRAVE
E CHAPEL2
!EXIT CHAPEL2
W CHAPEL1
!EXIT TOWNN
NW CAPITOL
S TOWNS
E TOWNE ARRPROG
!EXIT TOWNS
N TOWNN
S DOCKS MER1PROG
E SHOP
!EXIT SHOP
W TOWNS
!EXIT DOCKS
N TOWNS MER2PROG
S BARGE
D BARGE
SE BEACH DRIFTPROG
SW WHARF
!EXIT UC0
C1 UC1
C2 BANK3
C3 BANK3
N UC0 UNPROG
E UC0 UEPROG
S UC0 USPROG
W UC0 UWPROG
!EXIT UC1
C1 UC2
C2 UC0
C3 BANK3
N UC1 UNPROG
E UC1 UEPROG
S UC1 USPROG
W UC1 UWPROG
!EXIT UC2
C1 UC3
C2 UC1
C3 UC0
N UC2 UNPROG
E UC2 UEPROG
S UC2 USPROG
W UC2 UWPROG
!EXIT UC3
C1 UC4
C2 UC2
C3 UC1
N UC3 UNPROG
E UC3 UEPROG
S UC3 USPROG
W UC3 UWPROG
!EXIT UC4
C1 UC5
C2 UC3
C3 UC2
N UC4 UNPROG
E UC4 UEPROG
S UC4 USPROG
W UC4 UWPROG
!EXIT UC5
C1 UC6
C2 UC4
C3 UC3
N UC5 UNPROG
E UC5 UEPROG
S UC5 USPROG
W UC5 UWPROG
!EXIT UC6
C1 UC7
C2 UC5
C3 UC4
N UC6 UNPROG
E UC6 UEPROG
S UC6 USPROG
W UC6 UWPROG
!EXIT UC7
C1 UC8
C2 UC6
C3 UC5
N UC7 UNPROG
E UC7 UEPROG
S UC7 USPROG
W UC7 UWPROG
!EXIT UC8
C1 UC9
C2 UC7
C3 UC6
N UC8 UNPROG
E UC8 UEPROG
S UC8 USPROG
W UC8 UWPROG
!EXIT UC9
C1 BOURN
C2 BOURN
C3 BOURN
N UC9 UNPROG
E UC9 UEPROG
S UC9 USPROG
W UC9 UWPROG
!EXIT TOWNE
W TOWNN ARRPROG
E FOG
N ARDEN0
!EXIT BARGE
N DOCKS CLEOPROG
U DOCKS CLEOPROG
D HOLD
!EXIT WHARF
NE DOCKS
!EXIT HOLD
U BARGE
!EXIT BEACH
NW DOCKS
!EXIT FOG
N FOG FOGPROG
NE FOG FOGPROG
E FOG FOGPROG
SE FOG FOGPROG
S FOG FOGPROG
SW FOG FOGPROG
W FOG FOGPROG
NW FOG FOGPROG
!EXIT CLIFF1
N CLIFF1 FOG2PROG
NE CLIFF1 FOG2PROG
E CLIFF1 FOG2PROG
SE CLIFF1 FOG2PROG
S CLIFF1 FOG2PROG
SW CLIFF1 FOG2PROG
W CLIFF1 FOG2PROG
NW CLIFF1 FOG2PROG
!EXIT ARDEN0
N ARDEN1 ARDNPROG
NE ARDEN1 ARDNEPROG
E ARDEN1 ARDEPROG
SE ARDEN1 ARDSEPROG
S ARDEN1 ARDSPROG
SW ARDEN1 ARDSWPROG
W ARDEN1 ARDWPROG
NW ARDEN1 ARDNWPROG
!EXIT ARDEN1
N ARDEN2 ARDNPROG
NE ARDEN2 ARDNEPROG
E ARDEN2 ARDEPROG
SE ARDEN2 ARDSEPROG
S ARDEN2 ARDSPROG
SW ARDEN2 ARDSWPROG
W ARDEN2 ARDWPROG
NW ARDEN2 ARDNWPROG
!EXIT ARDEN2
N ARDEN3 ARDNPROG
NE ARDEN3 ARDNEPROG
E ARDEN3 ARDEPROG
SE ARDEN3 ARDSEPROG
S ARDEN3 ARDSPROG
SW ARDEN3 ARDSWPROG
W ARDEN3 ARDWPROG
NW ARDEN3 ARDNWPROG
!EXIT ARDEN3
N ARDEN8 ARDNPROG
NE ARDEN8 ARDNEPROG
E ARDEN8 ARDEPROG
SE ARDEN8 ARDSEPROG
S ARDEN8 ARDSPROG
SW ARDEN8 ARDSWPROG
W ARDEN8 ARDWPROG
NW ARDEN8 ARDNWPROG
/ !EXIT ARDEN4
/ N ARDEN5 ARDNPROG
/ NE ARDEN5 ARDNEPROG
/ E ARDEN5 ARDEPROG
/ SE ARDEN5 ARDSEPROG
/ S ARDEN5 ARDSPROG
/ SW ARDEN5 ARDSWPROG
/ W ARDEN5 ARDWPROG
/ NW ARDEN5 ARDNWPROG
/ !EXIT ARDEN5
/ N ARDEN6 ARDNPROG
/ NE ARDEN6 ARDNEPROG
/ E ARDEN6 ARDEPROG
/ SE ARDEN6 ARDSEPROG
/ S ARDEN6 ARDSPROG
/ SW ARDEN6 ARDSWPROG
/ W ARDEN6 ARDWPROG
/ NW ARDEN6 ARDNWPROG
/ !EXIT ARDEN6
/ N ARDEN7 ARDNPROG
/ NE ARDEN7 ARDNEPROG
/ E ARDEN7 ARDEPROG
/ SE ARDEN7 ARDSEPROG
/ S ARDEN7 ARDSPROG
/ SW ARDEN7 ARDSWPROG
/ W ARDEN7 ARDWPROG
/ NW ARDEN7 ARDNWPROG
/ !EXIT ARDEN7
/ N ARDEN8 ARDNPROG
/ NE ARDEN8 ARDNEPROG
/ E ARDEN8 ARDEPROG
/ SE ARDEN8 ARDSEPROG
/ S ARDEN8 ARDSPROG
/ SW ARDEN8 ARDSWPROG
/ W ARDEN8 ARDWPROG
/ NW ARDEN8 ARDNWPROG
!EXIT ARDEN8
N ARDEN9 ARDNPROG
NE ARDEN9 ARDNEPROG
E ARDEN9 ARDEPROG
SE ARDEN9 ARDSEPROG
S ARDEN9 ARDSPROG
SW ARDEN9 ARDSWPROG
W ARDEN9 ARDWPROG
NW ARDEN9 ARDNWPROG
!EXIT ARDEN9
N ARDCENTRE ARDNPROG
NE ARDCENTRE ARDNEPROG
E ARDCENTRE ARDEPROG
SE ARDCENTRE ARDSEPROG
S ARDCENTRE ARDSPROG
SW ARDCENTRE ARDSWPROG
W ARDCENTRE ARDWPROG
NW ARDCENTRE ARDNWPROG
!EXIT ARDF0
N ARDF0 ARDF0PROG
NE ARDF0 ARDF0PROG
E ARDF0 ARDF0PROG
SE ARDF0 ARDF0PROG
S ARDF0 ARDF0PROG
SW ARDF0 ARDF0PROG
W ARDF0 ARDF0PROG
NW ARDF0 ARDF0PROG
!EXIT ARDF1
N ARDF1 ARDF1PROG
NE ARDF1 ARDF1PROG
E ARDF1 ARDF1PROG
SE ARDF1 ARDF1PROG
S ARDF1 ARDF1PROG
SW ARDF1 ARDF1PROG
W ARDF1 ARDF1PROG
NW ARDF1 ARDF1PROG
!EXIT ARDF2
N ARDF2 ARDF2PROG
NE ARDF2 ARDF2PROG
E ARDF2 ARDF2PROG
SE ARDF2 ARDF2PROG
S ARDF2 ARDF2PROG
SW ARDF2 ARDF2PROG
W ARDF2 ARDF2PROG
NW ARDF2 ARDF2PROG
!EXIT ARDCENTRE
N ARDF0
NE ARDF0
E ARDF0
SE ARDF0
S ARDF0
SW ARDF0
W ARDF0
NW ARDF0
!EXIT CLIFF2
D BRAVE1 HEROPROG
E BRAVE1 HEROPROG
!EXIT BRAVE1
U CLIFF2
W CLIFF2
E TAVERN TAVPROG
S PORPRM
!EXIT TAVERN
W BRAVE1
E BRAVE2 COLOSPROG
!EXIT BRAVE2
W TAVERN
E BRAVE3 RINGPROG
!EXIT PORPRM
N BRAVE1
!EXIT BRAVE3
W BRAVE2
N HEX1
E ENDROOM ENDPROG
!EXIT HEX1
NE HEX2
NW HEX6
S BRAVE3
!EXIT HEX2
N HEX3
NW HEX7
SW HEX1
!EXIT HEX3
NW HEX4
SW HEX8
S HEX2
!EXIT HEX4
SE HEX3
SW HEX5
!EXIT HEX5
NE HEX4
SE HEX8
S HEX6
!EXIT HEX6
N HEX5
NE HEX7
SE HEX1
!EXIT HEX7
N HEX8
SE HEX2
SW HEX6
!EXIT HEX8
S HEX7
NE HEX3
NW HEX5
!EXIT KGRAVE
S GRAVE
!EXIT FLOES
SW HEATH
N FLOEN FLOEPROG
!EXIT FLOEN
S FLOES FLOEPROG
NE FLOEN GBACKPROG
SE VDEEP
N ECH2
!EXIT ECH0
E ECH1
!EXIT ECH1
N BSTORE CLARPROG
S ECH6 ANGPROG
E ECH2
W ECH0 OTHPROG
!EXIT ECH2
N ECH2 BOOZEPROG
S FLOEN GOTOGAOL
E ECH3
W ECH1
!EXIT ECH3
N CHURCH
S GAOL1
W ECH2
E ECH4
!EXIT ECH4
W ECH3
E ECH5
N ECH7
!EXIT ECH5
W ECH4
N ECH5 ECHNP
NE ECH5 ECHNEP
E ECH5 ECHEP
SE ECH5 ECHSEP
S ECH5 ECHSP
!EXIT ECH6
N ECH1
!EXIT ECH7
E BAKERS
S ECH4
N CASS1
!EXIT CASS1
W CASS1 LEARPROG
E FARM FOXPROG
S ECH7
N CASS2 CASS1PROG
!EXIT CASS2
NE CASS4 CNEP
NW CASS4 CNWP
S CASS1
!EXIT CASS3
NE CASS3 CDIEP
NW CASS3 CDIEP
S CASS2
!EXIT CASS4
NE CASS6 CNEP
NW CASS6 CNWP
S CASS2
!EXIT CASS5
NE CASS5 CDIEP
NW CASS5 CDIEP
S CASS4
!EXIT CASS6
NE CASS8 CNEP
NW CASS8 CNWP
S CASS4
!EXIT CASS7
NE CASS7 CDIEP
NW CASS7 CDIEP
S CASS6
!EXIT CASS8
NE CASS10 CNEP
NW CASS10 CNWP
S CASS6
!EXIT CASS9
NE CASS9 CDIEP
NW CASS9 CDIEP
S CASS8
!EXIT CASS10
NE CASS12 CNEP
NW CASS12 CNWP
S CASS8
!EXIT CASS11
NE CASS11 CDIEP
NW CASS11 CDIEP
S CASS10
!EXIT CASS12
NE CASS12 CDIEP
NW CASS12 CDIEP
S CASS10
!EXIT BSTORE
N CELLAR TESTCELL
S ECH1
!EXIT CELLAR
S BSTORE
!EXIT BHEAD
S ECH2
!EXIT GAOL1
N ECH3
!EXIT CHURCH
S ECH3
!EXIT BAKERS
W ECH7
!EXIT PALACE
E CASS1
!EXIT FARM
W CASS1
!EXIT VDEEP
NW FLOEN
/
/ INSTRUCTIONS SECTION
/ --------------------
/
!INSTRUCTIONS
ANGPROG:
SKIP IF P VISITED ECH6
PRINT ANGLE1
SKIP IF R (ANGLER)R EQ ECH6
RETURN
SKIP IF H WORM PLAYER
PRINTRET DISMAY
MOVE WORM WITH DESTROY
SUB V OBJHELD I 1
MOVE ANGLER WITH DESTROY
LOAD V VAR0 R 3
ADD V VAR0 I 1
LOAD S ANGLER V VAR0
PRINTRET FISHMESS VAR0
ARDNPROG:
LOAD V VAR0 I 0
GO ARDALL
ARDNEPROG:
LOAD V VAR0 I 1
GO ARDALL
ARDEPROG:
LOAD V VAR0 I 2
GO ARDALL
ARDSEPROG:
LOAD V VAR0 I 3
GO ARDALL
ARDSPROG:
LOAD V VAR0 I 4
GO ARDALL
ARDSWPROG:
LOAD V VAR0 I 5
GO ARDALL
ARDWPROG:
LOAD V VAR0 I 6
GO ARDALL
ARDNWPROG:
LOAD V VAR0 I 7
GO ARDALL
ARDALL:
MOVE PLAYER WITH TO (PLAYER)R
ARDALL2:
SKIP2 UNLESS E (PLAYER)N
MOVE (PLAYER)N WITH TO ARDCENTRE
GO ARDALL2
SKIP3 UNLESS R (PLAYER)R EQ ARDEN8
LOAD S ARDEN9 R 7
SKIP UNLESS P VISITED ARDCENTRE
LOAD S ARDEN9 R 8 / so he doesn't return
SKIP2 UNLESS R (PLAYER)R EQ ARDEN9
SKIP UNLESS H BIRD PLAYER
PRINT MORTMESS
SUB V VAR0 S (PLAYER)R
SKIP UNLESS V VAR0 EQ 0
RETURN
LOAD V VAR0 R 2
SKIP2 UNLESS V VAR0 EQ 0
MOVE PLAYER WITH TO ARDF0
RETURN ABORT
SKIP2 UNLESS V VAR0 EQ 1
MOVE PLAYER WITH TO ARDF1
RETURN ABORT
MOVE PLAYER WITH TO ARDF2
RETURN ABORT
ARDF0PROG:
MOVE PLAYER WITH TO (PLAYER)R
SKIP2 UNLESS E (PLAYER)N
MOVE (PLAYER)N WITH TO ARDCENTRE
GO ARDF0PROG
LOAD V VAR0 R 3
SKIP2 UNLESS V VAR0 EQ 0
MOVE PLAYER WITH TO ARDF1
RETURN ABORT
SKIP2 UNLESS V VAR0 EQ 1
MOVE PLAYER WITH TO ARDEN0
RETURN ABORT
MOVE PLAYER WITH TO TOWNE
RETURN ABORT
ARDF1PROG:
MOVE PLAYER WITH TO (PLAYER)R
SKIP2 UNLESS E (PLAYER)N
MOVE (PLAYER)N WITH TO ARDCENTRE
GO ARDF1PROG
LOAD V VAR0 R 3
SKIP2 UNLESS V VAR0 EQ 0
MOVE PLAYER WITH TO ARDEN0
RETURN ABORT
SKIP2 UNLESS V VAR0 EQ 1
MOVE PLAYER WITH TO ARDF2
RETURN ABORT
MOVE PLAYER WITH TO TOWNE
RETURN ABORT
ARDF2PROG:
MOVE PLAYER WITH TO (PLAYER)R
SKIP2 UNLESS E (PLAYER)N
MOVE (PLAYER)N WITH TO ARDCENTRE
GO ARDF2PROG
LOAD V VAR0 R 3
SKIP2 UNLESS V VAR0 EQ 0
MOVE PLAYER WITH TO ARDF0
RETURN ABORT
SKIP2 UNLESS V VAR0 EQ 1
MOVE PLAYER WITH TO ARDEN0
RETURN ABORT
MOVE PLAYER WITH TO TOWNE
RETURN ABORT
ARDMIX:
SKIP UNLESS P VISITED ARDEN0
RETURN
RESOLVE VAR0 ARDEN0
ADD V VAR0 R 4
RESOLVE VAR0 (VAR0)R
LOAD S (VAR0)R R 7
RETURN
ARNEPROG:
SKIP IF R (PLAYER)R EQ GAOL2
PRINTRET NHAPPENS
LOAD S GAOL2 I 1 / for scoring
MOVE PLAYER WITH TO FLOEN
PRINTRET ARNESING
ARRPROG:
SKIP2 IF H SHIELD PLAYER
PRINT OUTRAG
GO DIEPROG
PRINTRET SHIELDED
ASSPROG:
SKIP2 IF S RICHARD EQ 1
SKIP IF S PLAYER EQ 1
SKIP IF S CALENDAR EQ 2
RETURN
LOAD S PLAYER I 1
PRINTRET TRANSFORM
BACKPROG:
SKIP IF R (PLAYER)R LT UC0
SKIP UNLESS R (PLAYER)R GT UC9
RETURN RETRY RETURN CANT
LOAD V VAR1 I 8
GO UCMOVE
BEARTEST:
SKIP IF R (PLAYER)R EQ (BEAR)R
RETURN
PRINT DIEBEAR
GO DIEPROG
BOOZEPROG:
SKIP2 IF R (FATMAN)R EQ BHEAD
PRINT PUBSHUT
RETURN LOOK
PRINT BHEAD1
SKIP2 IF Q JOINBOUT
PRINT MOCKED
RETURN LOOK
MOVE FATMAN WITH DESTROY
SKIP2 IF S BREAD EQ 1
PRINT LOSEBOUT
RETURN LOOK
MOVE TROPHY WITH TO ECH2
MOVE BUTT WITH DESTROY
PRINT WINBOUT
RETURN LOOK
BREAKPROG:
SKIP IF R (PLAYER)R EQ ()R
PRINTRET NOTHERE
SKIP IF R ()O EQ BLADDER
PRINTRET NOBREAK
GO BURSTPROG
BURSTPROG:
SKIP IF R ()O EQ BLADDER
PRINTRET CANTDO
SKIP IF R (BLADDER)R EQ (PLAYER)R
PRINTRET NOTHERE
SKIP IF R (PORPENTINE)R EQ (PLAYER)R
PRINTRET NOBURST
SKIP2 UNLESS H BLADDER PLAYER
MOVE BLADDER WITH TO (PLAYER)R
SUB V OBJHELD I 1
MOVE BLADDER WITH DESTROY
PRINT EXPLOS1
SKIP3 UNLESS R (PLAYER)R EQ HEX4
MOVE SMITH WITH DESTROY
LOAD S BLADDER I 1 / for scoring
PRINTRET EXPLOS2
RETURN
CAPPROG:
SKIP2 UNLESS R (PLAYER)R EQ (BEAR)R
PRINT DIEBEAR
GO DIEPROG
SKIP3 IF S CALENDAR EQ 1
SKIP IF P VISITED CAPITOL
GOSUB TEXTPROG
RETURN
PRINT CAESAR
GO DIEPROG
CASKNO:
LOAD V VAR1 S CALENDAR
SKIP2 UNLESS S CALENDAR EQ 0
RESOLVE VAR0 ICE
GO CASKEND
SKIP2 UNLESS S CALENDAR EQ 1
RESOLVE VAR0 VIOLET
GO CASKEND
RESOLVE VAR0 LILY
GO CASKEND
CASKYES:
LOAD V VAR1 S CALENDAR
ADD V VAR1 I 3
SKIP2 UNLESS S CALENDAR EQ 0
RESOLVE VAR0 PORTRAIT
GO CASKEND
SKIP3 UNLESS S CALENDAR EQ 1
RESOLVE VAR0 RING
LOAD S RING I 1 / for later Portia test
GO CASKEND
LOAD V FLESHVAR I 12
RESOLVE VAR0 SOCKS
GO CASKEND
CASKEND:
PRINT INCASKET VAR1
MOVE (VAR0)O WITH TO (PLAYER)R
PRINT WTGPORT
SKIP IF S CALENDAR EQ 2
PRINT TRYLATER
MOVE PORTIA WITH DESTROY
MOVE CASKET WITH DESTROY
RETURN LOOK
CASS1PROG:
SKIP IF P VISITED CASS2
LOAD S CASS2 R 1
RETURN
CNEP:
LOAD V VAR0 I 0
GO CBOTH
CNWP:
LOAD V VAR0 I 1
CBOTH:
SUB V VAR0 S (PLAYER)R
SKIP IF V VAR0 EQ 0
GO CASSBAD
RESOLVE VAR0 (PLAYER)R
ADD V VAR0 I 2 / room he is about to go to
SKIP IF P VISITED (VAR0)R
LOAD S (VAR0)R R 1
SKIP2 UNLESS R (PLAYER)R EQ CASS10
MOVE PLAYER WITH TO CASS12
GO CASSCALL
RETURN
CASSBAD:
RESOLVE VAR0 (PLAYER)R
ADD V VAR0 I 1
RESOLVE VAR0 (VAR0)R
MOVE PLAYER WITH TO (VAR0)R
CASSCALL:
LOAD V VAR1 R 4
PRINT CASSMESS VAR1
RETURN ABORT
CDIEP:
PRINT CDIEROCK
GO DIEPROG
CLARPROG:
SKIP IF R (BUTT)R EQ BSTORE
RETURN
PRINT MALMDIE
GO DIEPROG
CLEOPROG:
SKIP IF S QUEEN EQ 0
RETURN
PRINT CLEOSTOP
RETURN ABORT
CLIMBPROG:
SKIP4 UNLESS M W2OB
SKIP IF R (PLAYER)R EQ ()R
PRINTRET NOTHERE
SKIP3 IF R ()O EQ PINE
PRINTRET NOCLIMB
SKIP IF M W2SP TREESPEC
PRINTRET SILLYCLIMB
SKIP UNLESS P TREED (PLAYER)R
PRINTRET NOCLIMB
PRINTRET NOTHERE
COLOSPROG:
SKIP IF S TAVERN EQ 0
RETURN
PRINT COLOSTOP
RETURN ABORT
CUTPROG:
SKIP UNLESS M W2SP TREESPEC
GO CUTTREE
SKIP IF M W2OB
RETURN RETRY NONE CANT
SKIP IF R ()R EQ (PLAYER)R
PRINTRET NOTHERE
SKIP IF H DAGGER PLAYER
PRINTRET NOCUT
SKIP UNLESS R ()O EQ PINE
GO CUTPINE
SKIP UNLESS R ()O EQ BANQUO
GO KILLBQ
PRINTRET NOWILL
CUTPINE:
SKIP IF S PINE EQ 0
PRINTRET NOWILL
LOAD S PINE I 1
PRINTRET ARIELM
CUTTREE:
SKIP IF H DAGGER PLAYER
PRINTRET NOCUT
SKIP UNLESS R (PLAYER)R EQ (PINE)R
GO CUTPINE
SKIP IF P TREED (PLAYER)R
PRINTRET NOTHERE
PRINTRET NOWILL
DIEPROG:
PRINT DIEDMESS
DIE2PROG:
GOSUB SCORESUB
PRINT SCOREM1
GO QUIT2
DRIFTPROG:
SKIP IF P VISITED BEACH
LOAD S BEACH I 1
SKIP UNLESS R (CHEST)R EQ BEACH
MOVE CHEST WITH DESTROY
RETURN
DRINKPROG:
SKIP3 UNLESS M W2SP WATERSPEC
SKIP IF P WATERY (PLAYER)R
PRINTRET NOTHERE
PRINTRET SLURP
SKIP UNLESS M W2SP POTSPEC
GO DRINKPOT
RETURN RETRY NONE CANT
DRINKPOT:
SKIP IF H PHIAL PLAYER
PRINTRET NOTHELD
ADD S CALENDAR I 1
MOVE PLAYER WITHOUT TO (PLAYER)R
LOAD V OBJHELD I 0
SKIP IF H EYE CAULDRON
MOVE EYE WITH DESTROY
SKIP IF H TOE CAULDRON
MOVE TOE WITH DESTROY
SKIP IF H WOOL CAULDRON
MOVE WOOL WITH DESTROY
SKIP IF H TONGUE CAULDRON
MOVE TONGUE WITH DESTROY
UNSET VISITED HEATH
UNSET VISITED DINER
LOAD V CASKVAR I 0
MOVE PORTIA WITH TO PORTRM
MOVE CASKET WITH TO PORTRM
SKIP UNLESS S CALENDAR EQ 1
GO DRINK0
SKIP2 UNLESS R (PLAYER)R EQ HOUSE
PRINT SLEEPM3
GO DIEPROG
PRINT SLEEPM2
LOAD S TOE I 0 / no help unless used again
SKIP UNLESS R (PIE)R EQ MOOR
MOVE PIE WITH DESTROY / so that he HAS to evade the bear
MOVE PHIAL WITH DESTROY
MOVE SKULL WITH TO GRAVE
UNSET VISITED GRAVE / helps description
MOVE RICHARD WITH TO BOSWORTH
LOAD S BOSWORTH I 1
LOAD S DINER I 1
RETURN LOOK
DRINK0:
PRINT SLEEPMESS
MOVE ICE WITH DESTROY / melted
MOVE STATUE WITH DESTROY
MOVE BEAR WITH DESTROY
MOVE BANQUO WITH DESTROY
SKIP IF S BANQUO EQ 1
MOVE SHIELD WITH DESTROY
MOVE RICHARD WITH DESTROY
MOVE YORICK WITH DESTROY
MOVE WORM WITH DESTROY
LOAD S FLOES I 1
LOAD S FLOEN I 1 / no return
UNSET VISITED FLOES
SET LIGHT PLAYER
MOVE PHIAL WITH TO CELL / elsewhere later?
RETURN LOOK
/ Subroutine to drop the object referred to by the reference in VAR0.
/ This should already be in the player's possession.
DROPSUB:
MOVE (VAR0)O WITH TO (PLAYER)R / Move the object.
SUB V OBJHELD I 1 / Update OBJHELD.
RETURN
/ Main DROP program.
DROPPROG:
/ Command decoding section.
SKIP IF M W2EX / Is it "DROP"?
GO DROPFIRST
SKIP UNLESS M W2SP ALLSPEC / Is it "DROP ALL"?
GO DROPALL
SKIP IF M W2OB / Must be "DROP object".
RETURN RETRY NONE CANT / Induce "I don't understand
/ that!" if not.
/ Now check he has the object.
SKIP IF R PLAYER EQ ()U
PRINTRET NOTHELD
/ And drop it.
RESOLVE VAR0 ()O
GOSUB DROPSUB
PRINTRET OKMESS
/ Drop the first object held by the player.
DROPFIRST:
RESOLVE VAR0 (PLAYER)D
SKIP UNLESS V VAR0 EQ 0 / Holding anything?
PRINTRET NOTHOLDING
GOSUB DROPSUB
PRINTRET OKMESS
/ Drop all objects held by the player. Keep count in VAR3.
DROPALL:
LOAD V VAR3 I 0
RESOLVE VAR0 (PLAYER)D
SKIP UNLESS V VAR0 EQ 0
PRINTRET NOTHOLDING
DROPA1:
GOSUB DROPSUB
ADD V VAR3 I 1
RESOLVE VAR0 (PLAYER)D
SKIP IF V VAR0 EQ 0
GO DROPA1
PRINTRET DROPOBJ1 VAR3
DRUGPROG:
PRINT CONSTAPP
SKIP3 UNLESS H PHIAL PLAYER
MOVE PHIAL WITH DESTROY
SUB V OBJHELD I 1
PRINTRET DOGSTOP
PRINTRET DOGSOK
EATPROG:
SKIP3 IF M W2OB
SKIP IF M W2SP GRASSPEC
RETURN RETRY NONE CANT
GO EATGRASS
SKIP IF H ()O PLAYER
PRINTRET NOTHELD
SKIP IF P EDIBLE ()O
PRINTRET INEDIBLE
SKIP UNLESS R ()O EQ WORM
GO EATWORM
MOVE ()O WITH DESTROY
SUB V OBJHELD I 1
SKIP UNLESS R ()O EQ BREAD
LOAD S BREAD I 1
SKIP UNLESS R ()O EQ TOE
LOAD S TOE I 1
SKIP2 UNLESS R ()O EQ PIE
PRINT CANNIBAL
GO DIEPROG
PRINTRET SLURP
EATWORM:
PRINTRET WORMUGH
EATGRASS:
SKIP UNLESS R (PLAYER)R EQ GRAVE
SKIP IF S GRAVE EQ 0
PRINTRET NOTHERE
SKIP IF S PLAYER EQ 1
PRINTRET INEDIBLE
LOAD S GRAVE I 1
MOVE PLAYER WITH TO CHAPEL1
PRINTRET GRASSMESS
ECHNP:
SKIP IF S MORSE EQ 7
SKIP UNLESS S MORSE EQ 8
GO ILLYGOOD
GO ILLYBAD
ECHNEP:
SKIP IF S MORSE EQ 1
SKIP UNLESS S MORSE EQ 2
GO ILLYGOOD
GO ILLYBAD
ECHEP:
SKIP IF S MORSE EQ 9
SKIP UNLESS S MORSE EQ 10
GO ILLYGOOD
GO ILLYBAD
ECHSEP:
SKIP IF S MORSE EQ 5
SKIP UNLESS S MORSE EQ 6
GO ILLYGOOD
GO ILLYBAD
ECHSP:
SKIP IF S MORSE EQ 3
SKIP UNLESS S MORSE EQ 4
GO ILLYGOOD
GO ILLYBAD
EMPTYPROG:
SKIP UNLESS R ()O EQ BASKET
GO OPENPROG
SKIP IF H ()O PLAYER
PRINTRET NOTHELD
SKIP UNLESS R ()O EQ GOBLET
PRINTRET ALREMPTY
SKIP UNLESS R ()O EQ CAGE
GO EMPCAGE
SKIP IF R ()O EQ VASE
PRINTRET NOEMPTY
SKIP IF S VASE EQ 0
PRINTRET ALREMPTY
MOVE ASP WITH TO (PLAYER)R
LOAD S VASE I 1 / empty
SKIP IF R (PLAYER)R EQ (QUEEN)R
PRINTRET TIPASP
LOAD S QUEEN I 1
UNSET ANIMATE QUEEN
PRINTRET QUEENASP
EMPCAGE:
SKIP UNLESS S CAGE EQ 0
PRINTRET ALREMPTY
LOAD S CAGE I 0
MOVE BIRD WITH TO (PLAYER)R
PRINTRET FREEBIRD
ENDPROG:
PRINT WATCHBAR
RETURN ABORT
ENTERPROG:
SKIP IF R ()O EQ BASKET
RETURN RETRY NONE CANT
SKIP IF R (PLAYER)R EQ (BASKET)R
PRINTRET NOTHERE
SKIP3 UNLESS H BASKET PLAYER
MOVE BASKET WITH TO (BASKET)R
SUB V OBJHELD I 1
PRINT BUTHOLD
GO OPEN2
EXAMPROG:
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTSEE
PRINTRET ALLINFO
FATHOMPROG:
SKIP2 UNLESS R (PLAYER)R EQ MOOR
SKIP IF S PINE EQ 0
SKIP IF S HOVEL EQ 0
PRINTRET NHAPPENS
LOAD S HOVEL I 1
PRINTRET FATHOMESS
FIREPROG:
SKIP4 UNLESS M W1SP SHOOTSPEC
SKIP3 UNLESS P ANIMATE ()O
SKIP IF R ()R EQ (PLAYER)R
PRINTRET NOTHERE
PRINTRET COMPLAINT
SKIP IF R ()O EQ ARROW
PRINTRET CANTDO
SKIP IF H BOW PLAYER
PRINTRET NOBOW
SKIP IF H ARROW PLAYER
PRINTRET NOTHELD
SUB V OBJHELD I 1
MOVE ARROW WITH DESTROY
SKIP IF R (PLAYER)R EQ BRAVE1
PRINTRET YOUSHOOT
LOAD S TAVERN I 1
PRINTRET DISCLAIM
FLOEPROG:
SKIP2 IF S CALENDAR EQ 0
PRINT NOWAYMESS
RETURN ABORT
PRINTRET FLOESTAG
FOGPROG:
SKIP3 IF S HOVEL EQ 0
MOVE PLAYER WITH TO CLIFF1
PRINT LOONGUIDE
RETURN ABORT
LOAD V VAR0 R 4
SKIP2 UNLESS V VAR0 EQ 0
FOG2PROG:
PRINT OVERCLIFF
GO DIEPROG
RETURN LOOK
GOTOGAOL:
SKIP UNLESS R (BREAD)R EQ BAKERS
RETURN
SKIP2 UNLESS P VISITED GAOL2
PRINT GAOLAGIN
GO DIEPROG
MOVE PLAYER WITH TO FLOEN
MOVE PLAYER WITHOUT TO GAOL2
LOAD V OBJHELD I 0
PRINT TOGAOLMESS
RETURN ABORT
GRASSPROG:
SKIP2 IF S GRAVE EQ 1
PRINT NOWAYMESS
RETURN ABORT
RETURN
HAVOCPROG:
SKIP IF S CALENDAR EQ 0
PRINTRET NHAPPENS
SKIP IF R (PLAYER)R EQ FARM
PRINTRET HAVOC1
MOVE PLAYER WITH TO CASS1
MOVE TSTONE WITH TO CASS1
LOAD S FARM I 1 / unvisitable
PRINTRET HAVOC2
HEROPROG:
SKIP UNLESS P VISITED BRAVE1
RETURN
PRINT GREATMESS
ASKANY WHATNAME
TEXT SECONDWORD WITH
PRINTRET THANKMESS
HOUSEPROG:
SKIP UNLESS S CALENDAR EQ 1
SKIP2 UNLESS P VISITED HOUSE
PRINT DOORBOLT
RETURN ABORT
PRINT BARRING
GOSUB TEXTPROG
RETURN
HOVELPROG:
SKIP IF S HOVEL EQ 0
RETURN
SKIP3 IF S PINE EQ 0
LOAD V VAR0 I 0
PRINT FIENDMESS VAR0
RETURN ABORT
LOAD V VAR0 R 9
ADD V VAR0 I 1
PRINT FIENDMESS VAR0
RETURN ABORT
ILLYBAD:
PRINT ILLYDIE
GO DIEPROG
ILLYGOOD:
SKIP2 UNLESS S VIOLA EQ 1
PRINT ILLYBLOCK
RETURN ABORT
PRINT ILLYGIFT
MOVE VIOLA WITH TO ECH5
LOAD S VIOLA I 1 / no 2nd visit
RETURN LOOK
/ Program to do INVENTORY command.
INVPROG:
LOAD V VAR0 I 0
SKIP UNLESS P LIGHT PLAYER
LOAD V VAR0 I 1 / restore status quo
SET LIGHT PLAYER / Ensure place is lit.
DESCRIBE WITH PLAYER / Describe player & possessions.
SKIP IF V VAR0 EQ 1
UNSET LIGHT PLAYER / Get rid of light again.
SKIP IF E (PLAYER)D / Print "Nothing." if he's
PRINT NOTHINGM / not carrying anything.
SKIP2 UNLESS S CALENDAR EQ 2
SKIP UNLESS S BANQUO EQ 1
PRINT REDHANDS
RETURN
JUMPPROG:
SKIP2 UNLESS R (PLAYER)R EQ VDEEP
PRINT VASTFALL
GO DIEPROG
SKIP3 UNLESS S (PLAYER)R EQ 1
SKIP IF R (PLAYER)R EQ FLOES
SKIP UNLESS R (PLAYER)R EQ FLOEN
GO JUMPFLOE
SKIP UNLESS R (PLAYER)R EQ BALCONY
GO JUMPBALC
SKIP2 UNLESS R (PLAYER)R EQ CLIFF1
MOVE PLAYER WITH TO CLIFF2
PRINTRET FALLFORWARD
SKIP IF P WATERY (PLAYER)R
PRINTRET BYHEAVEN
JUMPSWIM:
PRINT LEAPIN
SKIP2 IF R (PLAYER)R LT BANK1
SKIP IF R (PLAYER)R GT BANK3
SKIP2 IF S TOE EQ 1
PRINT DROWN
GO DIEPROG
MOVE PLAYER WITH TO BANK3
SKIP2 UNLESS V FLESHVAR GT 0
LOAD V FLESHVAR I 0
PRINT NOMELT
PRINTRET TOESAVE
JUMP2PROG:
SKIP2 IF H WOOL PLAYER
PRINT OFFBALC
GO DIEPROG
PRINTRET BATSBACK
JUMPBALC:
MOVE PLAYER WITH TO STAGE
GO JUMP2PROG
JUMPFLOE:
PRINT FLOEDIE
GO DIEPROG
KILLPROG:
SKIP IF R ()R EQ (PLAYER)R
PRINTRET NOTHERE
SKIP IF P ANIMATE ()O
PRINTRET SILLY
SKIP IF H DAGGER PLAYER
PRINTRET NOWEAPON
SKIP IF R ()O EQ BANQUO
PRINTRET COMPLAINT
KILLBQ:
SKIP IF P ANIMATE BANQUO
PRINTRET HACKBAN
UNSET ANIMATE BANQUO
LOAD S BANQUO I 1
UNSET NOTAKE SHIELD
LOAD S SHIELD I 1
PRINT BANQDIE
RETURN LOOK
KISSPROG:
SKIP IF R (PLAYER)R EQ ()R
PRINTRET NOTHERE
SKIP4 UNLESS R ()O EQ QUEEN
SKIP UNLESS P ANIMATE QUEEN
PRINTRET BETTERNOT
PRINT ASPLIPS
GO DIEPROG
SKIP2 UNLESS R ()O EQ PORTIA
PRINT PORTKILL
GO DIEPROG
SKIP4 UNLESS R ()O EQ PRINCESS
SKIP IF S PRINCESS EQ 0
PRINTRET ONEKISS
LOAD S PRINCESS I 1
PRINTRET IMOGKISS
SKIP IF R ()O EQ STATUE
PRINTRET SILLY
MOVE NECKLACE WITH TO (PLAYER)R
MOVE STATUE WITH DESTROY
PRINTRET KISSMESS
LEARPROG:
SKIP2 UNLESS S PALACE EQ 1
PRINT KINGBUSY
RETURN LOOK
LOAD S PALACE I 1
PRINT PALACE1
LEARASK:
ASK WHICHDAU
LOAD V VAR0 I 0
SKIP UNLESS M W2SP GONSPEC
LOAD V VAR0 I 1
SKIP UNLESS M W2SP REGSPEC
LOAD V VAR0 I 2
SKIP UNLESS M W2SP CORSPEC
LOAD V VAR0 I 3
SKIP UNLESS V VAR0 EQ 0
GO LEARASK
SUB V VAR0 S CELLAR
SKIP2 IF S CELLAR EQ 0
LOAD S CELLAR I 0
SKIP2 IF V VAR0 EQ 0
PRINT LEARBAD
RETURN LOOK
PRINT LEARGOOD
MOVE ROBE WITH TO CASS1
RETURN LOOK
/ Program to give the long description of a room.
LOOKPROG:
UNSET VISITED (PLAYER)R / Pretend room not visited to get
/ long description.
RETURN LOOK / And return with request for description.
MER1PROG:
SKIP UNLESS P VISITED DOCKS
PRINTRET CLLUNCH
PRINT MERGREET
SKIP IF Q BORROW
PRINTRET DISAPPOINT
ADD V OBJHELD I 1
MOVE DUCATS WITH TO PLAYER
LOAD S DUCATS I 1 / lent
PRINTRET GIVEDUC
MER2PROG:
SKIP IF S DUCATS EQ 1
PRINTRET CLLUNCH
PRINT REDEEM
LOAD S DUCATS I 0 / all square
SKIP3 UNLESS H DUCATS PLAYER
SUB V OBJHELD I 1
MOVE DUCATS WITH DESTROY
PRINTRET RETURNDUC
SKIP3 UNLESS H PIE PLAYER
SUB V OBJHELD I 1
MOVE PIE WITH DESTROY
PRINTRET RETURNPIE
PRINT MERVENKILL
GO DIEPROG
/ Program to do Magic Move instruction.
MMPROG:
SKIP IF E ()R / Is the object "destroyed"?
PRINTRET CANTDO
MOVE PLAYER WITH TO ()R
RETURN
MORTPROG:
SKIP IF R (PLAYER)R EQ (HARRY)R
PRINTRET NHAPPENS
LOAD S HARRY R 3
ADD S HARRY I 1 / 1 to 4
LOAD V VAR0 S HARRY
MOVE HARRY WITH DESTROY
PRINTRET WAKEHARRY VAR0
NAME1PROG:
LOAD V VAR0 I 1
GO NAMEHELP
NAME2PROG:
LOAD V VAR0 I 2
GO NAMEHELP
NAME3PROG:
LOAD V VAR0 I 3
GO NAMEHELP
NAME4PROG:
LOAD V VAR0 I 4
NAMEHELP:
SUB V VAR0 S HARRY
SKIP UNLESS V VAR0 EQ 0
SKIP IF R (PLAYER)R EQ TAVERN
PRINTRET NHAPPENS
LOAD S HARRY I 5
SKIP IF H CHEST PLAYER
PRINTRET UNHELPFUL
MOVE JEWEL WITH TO PLAYER
MOVE CHEST WITH DESTROY
PRINTRET HELPFUL
NNWPROG:
SKIP IF S SCROLL EQ 9
RETURN RETRY NONE CANT
LOAD S SCROLL I 0
MOVE PLAYER WITH TO BANK3
RETURN
OPENPROG:
SKIP UNLESS M W2SP DOORSPEC
GO OPENDOOR
SKIP UNLESS M W2SP GOLDSPEC
GO OPENCK1
SKIP UNLESS M W2SP SILVERSPEC
GO OPENCK1
SKIP UNLESS M W2SP LEADSPEC
GO OPENCK1
SKIP IF M W2OB
RETURN RETRY NONE CANT
SKIP IF R (PLAYER)R EQ ()R
PRINTRET NOTHERE
SKIP UNLESS R ()O EQ CHEST
GO OPENCHEST
SKIP UNLESS R ()O EQ CAGE
GO OPENCAGE
SKIP UNLESS R ()O EQ CASKET
GO OPENCASK
SKIP IF R ()O EQ BASKET
PRINTRET CANTDO
SKIP3 UNLESS H BASKET PLAYER
MOVE BASKET WITH TO (BASKET)R
SUB V OBJHELD I 1
PRINT BUTHOLD
PRINT LIFTLID
OPEN3:
SKIP IF Q FILLBASK
GO OPEN4
ASKANY WHATBASK
SKIP2 IF M W2OB
PRINT CANTDO
GO OPEN3
SKIP2 IF R PLAYER EQ ()U
PRINT NOTHELD
GO OPEN3
MOVE ()O WITH TO ENDROOM
SUB V OBJHELD I 1
PRINT OKMESS
GO OPEN3
OPEN4:
SKIP IF Q ENTERBASK
PRINTRET CLOSEL2
OPEN2:
PRINT BASKR1
SKIP2 UNLESS Q STAYBASK
SKIP3 IF R (BASKET)R EQ HOUSE
GO OPEN2
PRINT CLOSELID
RETURN LOOK
PRINT SUDDENLY
SKIP2 IF S TOE EQ 1 / eaten
PRINT DROWN
GO DIEPROG
MOVE PLAYER WITH TO BANK3
MOVE BASKET WITH TO BANK2
PRINTRET TOESAVE
OPENCHEST:
SKIP3 UNLESS S CHEST EQ 0
PRINT THAMIS
MOVE SPICE WITH TO (PLAYER)R
RETURN LOOK
SKIP IF H CHEST PLAYER
PRINTRET NOTHELD
SKIP UNLESS S CHEST EQ 1
PRINTRET UNABLEOPEN
SUB S CHEST I 1
PRINTRET REMOVEBAR
OPENDOOR:
SKIP IF P DOORED (PLAYER)R
PRINTRET NOTHERE
SKIP UNLESS S CALENDAR EQ 1
SKIP IF R (PLAYER)R EQ WAYW
PRINTRET DOORBOLT
PRINT OPENLOOK
SKIP IF Q ENTERHOUSE
PRINTRET OKMESS
MOVE PLAYER WITH TO HOUSE
GOSUB TEXTPROG
PRINTRET BARR2
OPENCK1:
SKIP IF R (PLAYER)R EQ (CASKET)R
PRINTRET NOTHERE
GO OPENCK2
OPENCASK:
ASKANY WHICHFIRST
OPENCK2:
SKIP2 UNLESS M W2SP GOLDSPEC
LOAD V VAR0 I 1
GO OP2
SKIP2 UNLESS M W2SP SILVERSPEC
LOAD V VAR0 I 2
GO OP2
SKIP2 UNLESS M W2SP LEADSPEC
LOAD V VAR0 I 3
GO OP2
SKIP2 UNLESS M W2SP OPENSPEC
PRINT ONEWORD
GO OPENCASK
PRINT SILLY
GO OPENCASK
OP2:
PRINT EMPTYBUT
OP3:
ASKANY WHICHNEXT
SKIP2 UNLESS M W2SP GOLDSPEC
LOAD V VAR1 I 1
GO OP4
SKIP2 UNLESS M W2SP SILVERSPEC
LOAD V VAR1 I 2
GO OP4
SKIP2 UNLESS M W2SP LEADSPEC
LOAD V VAR1 I 3
GO OP4
SKIP2 UNLESS M W2SP OPENSPEC
PRINT ONEWORD
GO OP3
PRINT SILLY
GO OP3
OP4:
LOAD V VAR2 V VAR0
SUB V VAR2 V VAR1
SKIP2 UNLESS V VAR2 EQ 0
PRINT ALROPEN
GO OP3
SKIP UNLESS V VAR0 EQ 1
SUB V VAR1 I 2
SKIP2 UNLESS V VAR0 EQ 2
SKIP UNLESS V VAR1 EQ 3
SUB V VAR1 I 1
SKIP UNLESS V VAR0 EQ 3
ADD V VAR1 I 1
ADD V VAR0 V VAR1
SUB V VAR0 V CASKVAR
SKIP IF V VAR0 EQ 0
GO CASKNO
GO CASKYES
OPENCAGE:
SKIP IF H CAGE PLAYER
PRINTRET NOTHELD
SKIP UNLESS S CAGE EQ 0
PRINTRET CAGEOP
SKIP3 IF S CAGE EQ 2
LOAD S CAGE I 0
MOVE BIRD WITH TO (PLAYER)R
PRINTRET FREEBIRD
LOAD S CAGE I 0
MOVE SHREW WITH TO (PLAYER)R
PRINTRET FREESHREW
OTHPROG:
SKIP IF R (OTHELLO)R EQ ECH0
RETURN
SKIP2 IF H COLLAR PLAYER
PRINT STRANGLEMESS
GO DIEPROG
MOVE OTHELLO WITH DESTROY
MOVE MORSE WITH TO ECH0
LOAD S MORSE R 9
ADD S MORSE I 1
PRINTRET NOTDES
PLAYPROG:
SKIP UNLESS M W2SP ARNESPEC
RETURN RETRY IGNORE MAY ANY
SKIP IF M W2SP VIOLSPEC
RETURN RETRY NONE CANT
SKIP IF H VIOLA PLAYER
PRINTRET NOTHELD
PRINTRET TWANG
TERSEPROG:
LOAD V TERSEVAR I 0
PRINTRET TERSE0MESS
VERBOSEPROG:
LOAD V TERSEVAR I 2
PRINTRET TERSE2MESS
STANDARDPROG:
LOAD V TERSEVAR I 1
PRINTRET TERSE1MESS
POSTPROG:
LOAD S CLOUD R 2
ADD V TURNS I 1
SKIP UNLESS S CALENDAR EQ 0
SKIP IF V TURNS EQ 10
GO POST2
UNSET LIGHT PLAYER
PRINT TOODARK
SKIP UNLESS R (EYE)R EQ (PLAYER)R
PRINT EYEGLOW
POST2:
SKIP3 UNLESS R (PLAYER)R EQ (BEAR)R
SKIP2 IF M MOVED
PRINT DIEBEAR
GO DIEPROG
SKIP3 UNLESS R (PLAYER)R EQ HOUSE
SKIP2 IF M MOVED
PRINT INTRUDER
GO DIEPROG
POST3:
SKIP2 UNLESS S WOOD18 EQ 1 / active
SKIP IF R (PLAYER)R LT WOOD0
SKIP UNLESS R (PLAYER)R GT WOOD18
GO POST4
ADD V TURN4 I 1
SKIP UNLESS V TURN4 GT 3
LOAD V TURN4 I 0
ADD V TURN6 I 1
SKIP UNLESS V TURN6 GT 5
LOAD V TURN6 I 0
ADD V TURN8 I 1
SKIP UNLESS V TURN8 GT 7
LOAD V TURN8 I 0
SKIP4 UNLESS R (PLAYER)R EQ WOOD4
SKIP UNLESS V TURN8 EQ 0
PRINT PATHSW
SKIP UNLESS V TURN8 EQ 1
PRINT PATHCOSW
SKIP4 UNLESS R (PLAYER)R EQ WOOD8
SKIP UNLESS V TURN8 EQ 0
PRINT PATHNE
SKIP UNLESS V TURN8 EQ 1
PRINT PATHCONE
SKIP4 UNLESS R (PLAYER)R EQ WOOD11
SKIP UNLESS V TURN6 EQ 0
PRINT PATHNE
SKIP UNLESS V TURN6 EQ 1
PRINT PATHCONE
SKIP4 UNLESS R (PLAYER)R EQ WOOD14
SKIP UNLESS V TURN6 EQ 0
PRINT PATHSW
SKIP UNLESS V TURN6 EQ 1
PRINT PATHCOSW
SKIP4 UNLESS R (PLAYER)R EQ WOOD16
SKIP UNLESS V TURN4 EQ 0
PRINT PATHSW
SKIP UNLESS V TURN4 EQ 1
PRINT PATHCOSW
SKIP4 UNLESS R (PLAYER)R EQ WOOD18
SKIP UNLESS V TURN4 EQ 0
PRINT PATHNE
SKIP UNLESS V TURN4 EQ 1
PRINT PATHCONE
POST4:
SKIP UNLESS V FLESHVAR EQ 0
GO POST5
SKIP IF V FLESHVAR GT 8
PRINT TOOSOLID
SUB V FLESHVAR I 1
SKIP2 UNLESS V FLESHVAR EQ 0
PRINT MELTBAD
GO DIEPROG
POST5:
SKIP IF S VASE EQ 0 / with asp
GO POST6
SKIP3 IF H VASE PLAYER
SKIP IF V ASPVAR GT 4
ADD V ASPVAR I 1
GO POST6
SUB V ASPVAR I 1
SKIP UNLESS V ASPVAR EQ 1
PRINT VASEJERK
SKIP2 UNLESS V ASPVAR EQ 0
PRINT ASPBITE
GO DIEPROG
POST6:
SKIP2 IF R (PLAYER)R EQ CLIFF1
SKIP IF R (PLAYER)R EQ FOG
GO POST7
MOVE PLAYER WITH TO (PLAYER)R / he's first object
POST65:
SKIP IF E (PLAYER)N
GO POST7
MOVE (PLAYER)N WITH DESTROY
GO POST65
POST7:
SKIP IF R (PLAYER)R EQ ARDCENTRE
SKIP IF H BIRD PLAYER
GO POST8
LOAD V VAR0 R 4
SKIP UNLESS V VAR0 EQ 0
PRINT MORTMESS
POST8:
SKIP UNLESS S BEACH EQ 0
GO POST9
ADD S BEACH I 1
SKIP IF R (PLAYER)R EQ BEACH
GO POST85
SKIP IF S BEACH EQ 5
SKIP UNLESS S BEACH EQ 9
PRINT BEWASH1
SKIP IF S BEACH EQ 6
SKIP2 UNLESS S BEACH EQ 8
MOVE CHEST WITH DESTROY
PRINT BEWASH2
SKIP3 UNLESS S BEACH EQ 7
MOVE CHEST WITH TO BEACH
SKIP IF M MOVED
PRINT BEWASH3
SKIP IF S BEACH EQ 14
GO POST9
UNSET NOTAKE CHEST
MOVE CHEST WITH TO BEACH
LOAD S CHEST I 10
SKIP IF M MOVED
PRINT BEWASH4
POST85:
SKIP UNLESS S BEACH EQ 14
LOAD S BEACH I 0
POST9:
SKIP IF R (PLAYER)R LT HEX1
SKIP UNLESS R (PLAYER)R GT HEX8
GO POST10
SKIP IF R (SMITH)R EQ (PLAYER)R
GO POST10
SKIP UNLESS S SMITH EQ 0
GO POSTSM1
SKIP UNLESS S SMITH EQ 1
GO POSTSM2
POST10:
SKIP UNLESS V TERSEVAR EQ 0
SET VISITED (PLAYER)R
SKIP UNLESS V TERSEVAR EQ 2
UNSET VISITED (PLAYER)R / do terse & verbose last of all
RETURN
POSTSM1:
LOAD S SMITH I 1
PRINT SMITHGR1
MOVE CHAIN WITH TO (PLAYER)R
MOVE SMITH WITH TO HEX1
GO POST10
POSTSM2:
MOVE SMITH WITH DESTROY
LOAD S SMITH I 2
PRINT SMITHGR2
SKIP3 IF H DUCATS PLAYER
SKIP2 IF R (CHAIN)R EQ (PLAYER)R
PRINT SMITHMOAN
GO DIE2PROG
SKIP4 UNLESS H DUCATS PLAYER
MOVE DUCATS WITH DESTROY
SUB V OBJHELD I 1
PRINT SMITHDUCK
GO POST10
SKIP UNLESS H CHAIN PLAYER
SUB V OBJHELD I 1
MOVE CHAIN WITH DESTROY
PRINT SMITHTAKE
GO POST10
QUITPROG:
SKIP IF Q QUITQUERY / Skip if "yes" answer.
PRINTRET OKMESS
GOSUB SCORESUB
ADD V VAR0 I 10
PRINT SCOREM1
QUIT2:
SKIP UNLESS Q FURTHER
RETURN RETRY RESTART MAY ANY
PRINT REVELS
RETURN RETRY FINISH MAY ANY / Induce end of game.
READPROG:
SKIP UNLESS M W2SP SIGNSPEC
GO READSIGN
SKIP IF M W2OB
RETURN RETRY NONE CANT
SKIP IF R ()R EQ (PLAYER)R
PRINTRET NOTHERE
SKIP UNLESS R ()O EQ ILIAD
PRINTRET READILIAD
SKIP2 UNLESS R ()O EQ MORSE
LOAD V VAR0 S MORSE
PRINTRET READMORSE VAR0
SKIP UNLESS R ()O EQ STONE
PRINTRET TODUNS
SKIP UNLESS R ()O EQ LETTER
PRINTRET IMPROPER
SKIP2 UNLESS R ()O EQ CALENDAR
LOAD V VAR0 S CALENDAR
PRINTRET DATE VAR0
SKIP IF R ()O EQ SCROLL
PRINTRET CANTDO
SKIP2 UNLESS R (PLAYER)R EQ UC9
LOAD S SCROLL I 9
GO SCRPR
SKIP4 IF R (PLAYER)R LT UC0
SKIP3 IF R (PLAYER)R GT UC8
LOAD S SCROLL R 4
ADD S SCROLL I 4
GO SCRPR
LOAD S SCROLL R 3
SCRPR:
LOAD V VAR0 S SCROLL
PRINTRET SQUOTE VAR0
READSIGN:
SKIP IF M LIGHT
PRINTRET DONTSEE
SKIP UNLESS R (PLAYER)R EQ GAOL1
PRINTRET IFMUSIC
SKIP UNLESS R (PLAYER)R EQ VDEEP
PRINTRET YOUCANCALL
PRINTRET DONTSEE
RICPROG:
SKIP IF R (RICHARD)R EQ BOSWORTH
RETURN
MOVE RICHARD WITH DESTROY
SKIP IF S CALENDAR EQ 2
PRINTRET NOWISTHE
PRINT BOSW11
SKIP IF S PLAYER EQ 1
PRINTRET AHORSE
LOAD S PLAYER I 0
LOAD S RICHARD I 1 / no 2nd head
MOVE CROWN WITH TO BOSWORTH
PRINTRET CAVALRY
RINGPROG:
SKIP UNLESS P VISITED BRAVE3
RETURN
SKIP UNLESS S RING EQ 0
RETURN
SKIP UNLESS H RING PLAYER
PRINTRET RINGYES
PRINT RINGNO
GO DIE2PROG
RULEPROG:
SKIP IF M W2EX
PRINTRET NORULE
SKIP UNLESS M W2SP BRITSPEC
PRINTRET QUITESO
RETURN RETRY NONE CANT
SAVENDPROG:
SKIP2 IF R (PLAYER)R LT CASS2
SKIP IF R (PLAYER)R GT CASS12
PRINTRET NOSAVENOW
SKIP2 UNLESS S CELLAR EQ 0
SKIP2 IF S MORSE EQ 0
SKIP UNLESS S VIOLA EQ 0
PRINTRET NOSAVENOW
SKIP2 UNLESS E (PORTIA)R
SKIP IF V CASKVAR EQ 0
PRINT HOWOFT
LOAD V CASKVAR I 0
RETURN RETRY SAVEND CANT
SAVEPROG:
SKIP2 IF R (PLAYER)R LT CASS2
SKIP IF R (PLAYER)R GT CASS12
PRINTRET NOSAVENOW
SKIP2 UNLESS S CELLAR EQ 0
SKIP2 IF S MORSE EQ 0
SKIP UNLESS S VIOLA EQ 0
PRINTRET NOSAVENOW
SKIP2 UNLESS E (PORTIA)R
SKIP IF V CASKVAR EQ 0
PRINT HOWOFT
LOAD V CASKVAR I 0
RETURN RETRY SAVE CANT
SCOREPROG:
GOSUB SCORESUB
ADD V VAR0 I 10
PRINTRET SCOREM2
SCORESUB:
LOAD V VAR0 I 0
SKIP UNLESS E (SOCKS)R
ADD V VAR0 I 5
SKIP UNLESS R (SOCKS)R EQ ENDROOM
ADD V VAR0 I 10
SKIP UNLESS E (NECKLACE)R
ADD V VAR0 I 8
SKIP UNLESS R (NECKLACE)R EQ ENDROOM
ADD V VAR0 I 10
SKIP UNLESS E (CROWN)R
ADD V VAR0 I 5
SKIP UNLESS R (CROWN)R EQ ENDROOM
ADD V VAR0 I 10
SKIP UNLESS E (PORTRAIT)R
ADD V VAR0 I 5
SKIP UNLESS R (PORTRAIT)R EQ ENDROOM
ADD V VAR0 I 10
SKIP UNLESS E (RING)R
ADD V VAR0 I 5
SKIP UNLESS R (RING)R EQ ENDROOM
ADD V VAR0 I 10
SKIP UNLESS R (SCEPTRE)R EQ ENDROOM
ADD V VAR0 I 10
SKIP UNLESS R (PEARL)R EQ ENDROOM
ADD V VAR0 I 10
SKIP UNLESS R (GOBLET)R EQ ENDROOM
ADD V VAR0 I 10
SKIP UNLESS E (DUCATS)R
ADD V VAR0 I 5
SKIP UNLESS R (DUCATS)R EQ ENDROOM
ADD V VAR0 I 10
SKIP UNLESS R (VASE)R EQ ENDROOM
ADD V VAR0 I 10
SKIP UNLESS E (JEWEL)R
ADD V VAR0 I 5
SKIP UNLESS R (JEWEL)R EQ ENDROOM
ADD V VAR0 I 10
SKIP UNLESS E (SPICE)R
ADD V VAR0 I 5
SKIP UNLESS R (SPICE)R EQ ENDROOM
ADD V VAR0 I 10
SKIP UNLESS E (CHAIN)R
ADD V VAR0 I 5
SKIP UNLESS S BLADDER EQ 1 / goldsmith gone
ADD V VAR0 I 5
SKIP UNLESS R (CHAIN)R EQ ENDROOM
ADD V VAR0 I 10
SKIP UNLESS R (BRACELET)R EQ ENDROOM
ADD V VAR0 I 10
SKIP IF P NOTAKE SHIELD
ADD V VAR0 I 5
SKIP UNLESS R (SHREW)R EQ ENDROOM
ADD V VAR0 I 1
SKIP UNLESS P VISITED HOLD
ADD V VAR0 I 5
SKIP UNLESS P VISITED CHAPEL2
ADD V VAR0 I 5
SKIP UNLESS P VISITED HOVEL
ADD V VAR0 I 5
SKIP UNLESS P VISITED CAPITOL
ADD V VAR0 I 3
SKIP UNLESS P VISITED ARDCENTRE
ADD V VAR0 I 10
SKIP UNLESS P VISITED UC9
ADD V VAR0 I 9
SKIP UNLESS P VISITED WOOD18
ADD V VAR0 I 14
SKIP UNLESS P VISITED BRAVE3
ADD V VAR0 I 5
SKIP UNLESS P VISITED CLIFF2
ADD V VAR0 I 5
SKIP UNLESS P VISITED ENDROOM
ADD V VAR0 I 10
SKIP UNLESS P VISITED HOUSE
ADD V VAR0 I 10
SKIP UNLESS S QUEEN EQ 1
ADD V VAR0 I 5
SKIP IF R (HARRY)R EQ ARDCENTRE
ADD V VAR0 I 5
SKIP UNLESS S PINE EQ 1
ADD V VAR0 I 5
/
SKIP UNLESS P VISITED CASS11
ADD V VAR0 I 10
SKIP UNLESS R (ILIAD)R EQ ENDROOM
ADD V VAR0 I 5
SKIP UNLESS E (TSTONE)R
ADD V VAR0 I 10
SKIP UNLESS R (TSTONE)R EQ ENDROOM
ADD V VAR0 I 5
SKIP UNLESS E (TROPHY)R
ADD V VAR0 I 10
SKIP UNLESS R (TROPHY)R EQ ENDROOM
ADD V VAR0 I 5
SKIP IF E (ANGLER)R
ADD V VAR0 I 8
SKIP UNLESS E (TOPAZ)R
ADD V VAR0 I 10
SKIP UNLESS R (TOPAZ)R EQ ENDROOM
ADD V VAR0 I 5
SKIP IF S MORSE EQ 0
ADD V VAR0 I 7
SKIP UNLESS E (VIOLA)R
ADD V VAR0 I 10
SKIP UNLESS R (VIOLA)R EQ ENDROOM
ADD V VAR0 I 5
SKIP IF S BSTORE EQ 0
ADD V VAR0 I 5
SKIP UNLESS R (AGATE)R EQ ENDROOM
ADD V VAR0 I 5
SKIP UNLESS E (ROBE)R
ADD V VAR0 I 5
SKIP UNLESS R (ROBE)R EQ ENDROOM
ADD V VAR0 I 5
SKIP UNLESS S GAOL2 EQ 1
ADD V VAR0 I 10
RETURN
SHAKEPROG:
SKIP IF R ()O EQ SPEAR
GO WAVEPROG
SKIP IF R (PLAYER)R EQ (SPEAR)R
PRINTRET DONTSEE
SKIP UNLESS S BSTORE EQ 1
PRINTRET NHAPPENS
LOAD S BSTORE I 1
SKIP2 IF S PALACE EQ 1
LOAD S CELLAR R 2
ADD S CELLAR I 1
UNSET VISITED BSTORE / to force long desc
PRINT PANELSLIDE
RETURN LOOK
SITPROG:
SKIP2 UNLESS M W2EX
SKIP IF M W2SP DOWNSPEC
RETURN RETRY NONE CANT
SKIP2 UNLESS S DINER EQ 1 / dinner
SKIP UNLESS S CALENDAR EQ 2
SKIP IF R (PLAYER)R EQ DINER
PRINTRET GETBORED
LOAD S DINER I 0
SKIP UNLESS S BANQUO EQ 0
PRINTRET FEAST0
SKIP UNLESS S BANQUO EQ 1
PRINTRET FEAST1
LOAD V VAR2 I 0
SITLOP:
RESOLVE VAR3 (WOOD0)R
ADD V VAR3 V VAR2
RESOLVE VAR3 (VAR3)R
LOAD S (VAR3)R I 1
ADD V VAR2 I 1
SKIP IF V VAR2 GT 18
GO SITLOP
PRINTRET GHOSTAPP
SP1PROG:
LOAD V VAR0 I 1
GO SPALL
SP2PROG:
LOAD V VAR0 I 2
GO SPALL
SP3PROG:
LOAD V VAR0 I 3
GO SPALL
SP4PROG:
LOAD V VAR0 I 4
GO SPALL
SPALL:
SKIP UNLESS R (PLAYER)R EQ VDEEP
SKIP UNLESS S VDEEP EQ 1
PRINTRET NHAPPENS
SUB V VAR0 S ANGLER
SKIP IF V VAR0 EQ 0
PRINTRET NHAPPENS
LOAD S VDEEP I 1
SKIP2 IF H COLLAR PLAYER
PRINT SPDIE
GO DIEPROG
MOVE TOPAZ WITH TO VDEEP
PRINT SIRTOPAS
RETURN LOOK
SWIMPROG:
SKIP IF P WATERY (PLAYER)R
PRINTRET NOSWIM
GO JUMPSWIM
/ Subroutine to try to take the object referred to by the
/ reference in VAR0. OBJHELD is updated if it is taken, and
/ VAR1 is set to:
/ 1 if the object was taken.
/ 2 if it was untakeable.
/ 3 if it wasn't taken because the player couldn't carry it.
/ 4 if not taken as contained in something
TAKESUB:
SKIP IF R (VAR0)O EQ PLAYER / Can't take himself!
SKIP2 UNLESS P NOTAKE (VAR0)O / Is it untakeable?
LOAD V VAR1 I 2
RETURN
LOAD V VAR1 V STRENGTH / Check STRENGTH
SUB V VAR1 V OBJHELD / against OBJHELD.
SKIP2 IF V VAR1 GT 0
LOAD V VAR1 I 3
RETURN
SKIP2 UNLESS H (VAR0)O CAGE
LOAD V VAR1 I 4
RETURN
MOVE (VAR0)O WITH TO PLAYER / Move the object.
ADD V OBJHELD I 1 / Update OBJHELD.
SKIP UNLESS R (VAR0)O EQ BRACELET
LOAD S BRACELET I 1
LOAD V VAR1 I 1
RETURN
/ Main TAKE program.
TAKEPROG:
/ Command decoding section.
SKIP IF M W2EX / Is it "TAKE"?
GO TAKEFIRST
SKIP UNLESS M W2SP ALLSPEC / Is it "TAKE ALL"?
GO TAKEALL
SKIP UNLESS M W2SP INVSPEC / Is it "TAKE INVENTORY"?
GO INVPROG
SKIP IF M W2OB / Must be "TAKE object".
RETURN RETRY NONE CANT / Induce "I don't understand
/ that!" if not.
/ Now check it's OK to take the given object.
SKIP IF R (PLAYER)R EQ ()R / In the same room?
PRINTRET DONTSEE
SKIP UNLESS R PLAYER EQ ()U / Already holding it?
PRINTRET ALRHELD
SKIP UNLESS R ()O EQ SHREW
GO TAKESHREW
SKIP UNLESS R ()O EQ PORPENTINE
GO TAKEPORP
/ Entry point for Magic Take command.
MTPROG:
RESOLVE VAR0 ()O / Now use TAKESUB to take it.
GOSUB TAKESUB
SKIP UNLESS V VAR1 EQ 2 / Untakeable?
PRINTRET CANTTAKE
SKIP UNLESS V VAR1 EQ 3 / Hands full?
PRINTRET HANDSFULL
SKIP UNLESS V VAR1 EQ 4
PRINTRET CONTAINED
PRINTRET OKMESS
/ Command was "TAKE". Try to take the first object in the room.
TAKEFIRST:
RESOLVE VAR0 (PLAYER)R / Find first object in room.
RESOLVE VAR0 (VAR0)O
TAKEF1:
SKIP UNLESS V VAR0 EQ 0 / Does object exist?
PRINTRET NOTHNGHERE
GOSUB TAKESUB / Try taking it.
SKIP UNLESS V VAR1 EQ 1 / Successful?
PRINTRET OKMESS
SKIP UNLESS V VAR1 EQ 3 / Hands full?
PRINTRET HANDSFULL
/ This object wasn't takeable. Try the next object in the room.
ADD V VAR0 I 1536 / Modify reference to point to
/ next object in room.
RESOLVE VAR0 (VAR0)O / Then resolve it.
GO TAKEF1 / And try to take the object.
/ Command was "TAKE ALL". Try taking each object in the room. VAR3
/ keeps track of the number of objects taken.
TAKEALL:
LOAD V VAR3 I 0
/ Now we have a loop to try each object in turn. VAR2 always contains
/ a reference to the next object to be tried.
RESOLVE VAR0 (PLAYER)R / Find first object in room.
RESOLVE VAR0 (VAR0)O
/ N.B. This object always exists, as the player is an object in the room.
TAKEA1:
LOAD V VAR2 V VAR0 / Find next object from this one.
ADD V VAR2 I 1536
RESOLVE VAR2 (VAR2)O
GOSUB TAKESUB / Try taking this object.
SKIP2 UNLESS V VAR1 EQ 3 / Hands full?
PRINT HANDSF2
PRINTRET TOOKOBJ2 VAR3
SKIP UNLESS V VAR1 EQ 1 / Was object taken?
ADD V VAR3 I 1
LOAD V VAR0 V VAR2 / Loop back for next object,
SKIP IF V VAR0 EQ 0 / if it exists.
GO TAKEA1
PRINTRET TOOKOBJ1 VAR3
TAKESHREW:
SKIP UNLESS S CAGE EQ 2
PRINTRET CONTAINED
SKIP IF H CAGE PLAYER
PRINTRET SHREWTAME
SKIP IF S CAGE EQ 0
PRINTRET SHREWUNW
MOVE SHREW WITH TO CAGE
LOAD S CAGE I 2
PRINTRET SHREWGOT
TAKEPORP:
SKIP IF H SOCKS PLAYER
PRINTRET TOOPRICKLY
SKIP IF V OBJHELD LT 7
PRINTRET HANDSFULL
MOVE PORPENTINE WITH TO PLAYER
ADD V OBJHELD I 1
PRINTRET WITHSOCKS
TAVPROG:
SKIP3 IF H DAGGER PLAYER
SKIP2 IF H ARROW PLAYER
SKIP IF H BOW PLAYER
RETURN
PRINT NOTAVENTER
RETURN ABORT
TESTCELL:
SKIP2 IF S BSTORE EQ 1
PRINT NOWAYMESS
RETURN ABORT
RETURN
TEXTPROG:
LOAD V CASKVAR R 5
ADD V CASKVAR I 1
SKIP2 UNLESS V CASKVAR EQ 1
TEXT GOSILE WITH
RETURN
SKIP2 UNLESS V CASKVAR EQ 2
TEXT GOLESI WITH
RETURN
SKIP2 UNLESS V CASKVAR EQ 3
TEXT SIGOLE WITH
RETURN
SKIP2 UNLESS V CASKVAR EQ 4
TEXT SILEGO WITH
RETURN
SKIP2 UNLESS V CASKVAR EQ 5
TEXT LEGOSI WITH
RETURN
SKIP2 UNLESS V CASKVAR EQ 6
TEXT LESIGO WITH
RETURN
THROWPROG:
SKIP IF R PLAYER EQ ()U
PRINTRET NOTHELD
SUB V OBJHELD I 1
SKIP3 IF R (PLAYER)R EQ VDEEP
SKIP4 IF R (PLAYER)R GT FLOEN
SKIP3 IF R (PLAYER)R LT FLOES
SKIP2 IF S CALENDAR EQ 0
MOVE ()O WITH DESTROY
PRINTRET THROWAWAY
MOVE ()O WITH TO (PLAYER)R
SKIP UNLESS R ()O EQ VASE
GO THROWVASE
SKIP2 UNLESS R ()O EQ PORPENTINE
SKIP UNLESS R (PLAYER)R EQ BRAVE3
GO THROWPORP
PRINTRET FUMBLE
THROWPORP:
PRINT WATCHQUILL
MOVE PLAYER WITH TO ENDROOM
SET VISITED ENDROOM / for 10 points
DESCRIBE WITH ENDROOM
DESCRIBE WITH PLAYER
GOSUB SCORESUB
ADD V VAR0 I 10
SKIP2 UNLESS V VAR0 EQ 425
PRINT CONGRATS
RETURN RETRY FINISH MAY ANY
PRINT SCOREM3
GO QUIT2
THROWVASE:
SKIP UNLESS S VASE EQ 0
SKIP IF R (PLAYER)R EQ (QUEEN)R
PRINTRET FUMBLE
LOAD S VASE I 1
MOVE ASP WITH TO (PLAYER)R
LOAD S QUEEN I 1
UNSET ANIMATE QUEEN
PRINTRET QUEENASP
UCMOVE:
SUB V VAR1 S SCROLL
LOAD S SCROLL I 0
SKIP IF V VAR1 EQ 0
GO UCWRONG
MOVE PLAYER WITH DIR C1 / further in
RETURN ABORT
UCWRONG:
LOAD V VAR2 R 7
SKIP3 UNLESS V VAR2 EQ 0
MOVE PLAYER WITH TO BOURN
PRINT AWRY
RETURN ABORT
SKIP2 UNLESS V VAR1 EQ 1
MOVE PLAYER WITH DIR C1
RETURN ABORT
SKIP2 UNLESS V VAR1 LT 5
MOVE PLAYER WITH DIR C2
RETURN ABORT
MOVE PLAYER WITH DIR C3
RETURN ABORT
UNPROG:
LOAD V VAR1 I 4
GO UCMOVE
UEPROG:
LOAD V VAR1 I 5
GO UCMOVE
USPROG:
LOAD V VAR1 I 6
GO UCMOVE
UWPROG:
LOAD V VAR1 I 7
GO UCMOVE
WAKEPROG:
SKIP IF R ()R EQ (PLAYER)R
PRINTRET NOTHERE
SKIP UNLESS R ()O EQ HARRY
PRINTRET NOWAKE
SKIP IF R ()O EQ PRINCESS
PRINTRET SILLY
MOVE PRINCESS WITH DESTROY
SKIP2 IF R (BRACELET)R EQ (PLAYER)R
MOVE BRACELET WITH DESTROY
PRINTRET PRINCWONDER
SKIP2 IF H BRACELET PLAYER
MOVE BRACELET WITH DESTROY
PRINTRET PRINCGO
SUB V OBJHELD I 1
MOVE BRACELET WITH DESTROY
PRINTRET PRINCSNATCH
WASHPROG:
SKIP UNLESS M W2EX
SKIP UNLESS M W2SP FACESPEC
GO WASHYOU
SKIP UNLESS M W2SP HANDSPEC
GO WASHHAND
SKIP IF M W2OB
RETURN RETRY NONE CANT
SKIP IF H ()O PLAYER
PRINTRET NOTHELD
SKIP IF P WATERY (PLAYER)R
PRINTRET NOWATER
PRINTRET WASHIT
WASHHAND:
SKIP IF P WATERY (PLAYER)R
PRINTRET NOWATER
SKIP UNLESS S BANQUO EQ 1
SKIP IF S CALENDAR EQ 2
PRINTRET WASHPAW
SKIP IF H TONGUE PLAYER
PRINTRET PERFUME
LOAD S BANQUO I 2
PRINTRET WASHPAW2
WASHYOU:
SKIP IF P WATERY (PLAYER)R
PRINTRET NOWATER
SKIP2 IF V FLESHVAR EQ 0
LOAD V FLESHVAR I 0
PRINTRET MUCHCOOL
PRINTRET WASHFACE
WAVEPROG:
SKIP IF R PLAYER EQ ()U
PRINTRET NOTHELD
PRINTRET NHAPPENS
WEARPROG:
SKIP IF H ()O PLAYER
PRINTRET NOTHELD
SKIP UNLESS R ()O EQ CROWN
PRINTRET UNEASY
SKIP UNLESS R ()O EQ SOCKS
PRINTRET DONTSUIT
SKIP4 IF R ()O EQ COLLAR
SKIP3 IF R ()O EQ ROBE
SKIP2 IF R ()O EQ RING
SKIP IF R ()O EQ BRACELET
SKIP UNLESS R ()O EQ CHAIN
PRINTRET NOPOINT
PRINTRET NOWEAR
WELCPROG:
SKIP UNLESS P VISITED STAGE
GO WELC2
RESOLVE VAR0 ARDEN0
WELCLOOP:
LOAD S (VAR0)R R 7
ADD V VAR0 I 1
RESOLVE VAR0 (VAR0)R
SKIP IF R (VAR0)R GT ARDEN8
GO WELCLOOP
WELC2:
LOAD V TERSEVAR I 1 / could have been in init
PRINT HAILMESS
SKIP IF P VISITED STAGE
SKIP IF Q TALEMESS
RETURN
PRINTRET THETALE
WITCHPROG:
GOSUB ARDMIX
SKIP UNLESS P VISITED HEATH
RETURN
PRINT HEATH1
PRINT MEETWITCH
SKIP UNLESS H SKULL PLAYER
GO WITCHSK
WIT2:
SET LIGHT (PLAYER)R
DESCRIBE WITH CAULDRON
UNSET LIGHT (PLAYER)R
ASKANY WHICHOBJ
SKIP IF M W2OB
GO WIT2
SKIP2 IF R ()U EQ CAULDRON
PRINT NOTOFFER
GO WIT2
MOVE ()O WITH TO HEATH
SET VISITED HEATH
PRINTRET WITCHGO
WITCHSK:
PRINT FINESKULL
SKIP2 IF Q EXCHANGE
SET VISITED HEATH
PRINTRET WITCHBAD
SUB V OBJHELD I 1
MOVE SKULL WITH DESTROY
MOVE CAULDRON WITH TO HEATH
MOVE CAULDRON WITHOUT DESTROY
SET VISITED HEATH
PRINTRET WITCHGO2
WOOD6PROG:
LOAD V VAR0 V TURN6
GO WOODSUB
WOOD8PROG:
LOAD V VAR0 V TURN8
WOODSUB:
SKIP IF S WOOD18 EQ 0
SKIP2 IF V VAR0 EQ 0
PRINT NOWAYMESS
RETURN ABORT
RETURN
WOODHALT:
SKIP2 IF V TURN4 EQ 0
PRINT NOWAYMESS
RETURN ABORT
PRINT WOODSTOP
LOAD V VAR2 I 0
WODLOP:
RESOLVE VAR3 (WOOD0)R
ADD V VAR3 V VAR2
RESOLVE VAR3 (VAR3)R
LOAD S (VAR3)R I 0
ADD V VAR2 I 1
SKIP IF V VAR2 GT 18
GO WODLOP
RETURN
YORPROG:
SKIP IF R (YORICK)R EQ GRAVE
RETURN
GOSUB TEXTPROG
MOVE YORICK WITH DESTROY
PRINTRET MEETYOR
/
/ WORDS SECTION
/ -------------
/
/ Note that words must be in alphabetical order.
!WORDS
AGATE OBJECT CANT AGATE
ALL NONE CANT ALLSPEC
ANGLER OBJECT CANT ANGLER
ARNE OBEY ARNEPROG CANT ARNESPEC
ARROW OBJECT CANT ARROW
ASP OBJECT CANT ASP
AWAY OBEY BACKPROG CANT B
BACK OBEY BACKPROG CANT B 1
BALLOON OBJECT CANT BLADDER 4
BANQUO NONE CANT BANQUO
BARGE MOVE CANT BARGE
BASKET OBJECT CANT BASKET
BATHE OBEY SWIMPROG CANT
BEAR OBJECT CANT BEAR
BED OBJECT CANT BED
BIRD OBJECT CANT BIRD
BLADDER OBJECT CANT BLADDER
BOW PRINT BOWMESS CANT BOW
BRACELET OBJECT CANT BRACELET
BRANDY OBEY SP1PROG CANT
BREAD OBJECT CANT BREAD
BREAK OBEY BREAKPROG REQUEST OBJ
BRIEF OBEY TERSEPROG CANT
BRITANNIA NONE CANT BRITSPEC
BURST OBEY BURSTPROG REQUEST OBJ
BUTT OBJECT CANT BUTT
CAGE OBJECT CANT CAGE
CALENDAR OBJECT CANT CALENDAR 3
CALL IGNORE REQUEST REC
CAMEL OBJECT CANT GHOST
CASKET OBJECT CANT CASKET 4
CASSANDRA OBJECT CANT GHOST / never there
CAULDRON OBJECT CANT CAULDRON
CHAIN OBJECT CANT CHAIN
CHAIR OBJECT CANT CHAIR
CHEST OBJECT CANT CHEST
CLEAN OBEY WASHPROG REQUEST REC
CLEOPATRA OBJECT CANT QUEEN 4
CLIMB OBEY CLIMBPROG REQUEST REC
CLOUD OBJECT CANT CLOUD
COLLAR OBJECT CANT COLLAR
COLOSSUS OBJECT CANT COLOSSUS
CONSTABLE OBJECT CANT GHOST / not there
CORDELIA NONE CANT CORSPEC
COSTARD OBEY NAME1PROG CANT
CROWN OBJECT CANT CROWN
CUT OBEY CUTPROG REQUEST REC
DAGGER OBJECT CANT DAGGER
DEFLATE OBEY BURSTPROG REQUEST OBJ
DIAMOND OBJECT CANT NECKLACE
DIG PRINT DIGMESS CANT
DOG OBJECT CANT GHOST / never there
DOGCOLLAR OBJECT CANT COLLAR
DOOR OBJECT CANT DOORSPEC
DOWN MOVE CANT D DOWNSPEC 1
DRINK OBEY DRINKPROG REQUEST SPECIAL
DROP OBEY DROPPROG MAY REC
DUCAT OBJECT CANT DUCATS
EAST MOVE CANT E 1
EAT OBEY EATPROG REQUEST REC
EMPTY OBEY EMPTYPROG REQUEST OBJ
END OBEY QUITPROG CANT
ENTER OBEY ENTERPROG REQUEST OBJ
EXAMINE OBEY EXAMPROG REQUEST OBJ
EXIT OBEY BACKPROG CANT
EXPLODE OBEY BURSTPROG REQUEST OBJ
EYE OBJECT CANT EYE
FACE NONE CANT FACESPEC
FALSTAFF OBJECT CANT FATMAN
FARMER OBJECT CANT FARMER
FATHOM OBEY FATHOMPROG CANT
FINISH OBEY QUITPROG CANT
FIRE OBEY FIREPROG REQUEST OBJ
FISH OBJECT CANT GHOST / never there
FISHER OBJECT CANT ANGLER
FUR OBJECT CANT ROBE
GET OBEY TAKEPROG MAY REC
GHOST OBJECT CANT GHOST
GIANT OBJECT CANT COLOSSUS
GIN OBEY SP2PROG CANT
GO IGNORE REQUEST DIR
GOBLET OBJECT CANT GOBLET
GOLD NONE CANT GOLDSPEC
GOLDSMITH OBJECT CANT GHOST / not there
GOLESI PRINT NHAPPENS CANT
GONERIL NONE CANT GONSPEC
GOSILE PRINT NHAPPENS CANT
GRASS OBJECT CANT GRASSPEC
HANDS OBJECT CANT HANDSPEC 4
HAVOC OBEY HAVOCPROG CANT
HELP PRINT HELPMESS CANT
HORSE OBJECT CANT GHOST / not there
ICE OBJECT CANT ICE
ILIAD OBJECT CANT ILIAD
IMOGEN NONE CANT PRINCESS
INVENTORY OBEY INVPROG CANT INVSPEC 3
JESTER OBJECT CANT YORICK
JEWEL OBJECT CANT JEWEL
JUMP OBEY JUMPPROG CANT
KILL OBEY KILLPROG REQUEST OBJ
KING OBJECT CANT RICHARD
KISS OBEY KISSPROG REQUEST OBJ
LADY OBJECT CANT PORTIA
LEAD NONE CANT LEADSPEC
LEAP OBEY JUMPPROG CANT
LEGOSI PRINT NHAPPENS CANT
LEGS OBJECT CANT GHOST 3 / not here
LESIGO PRINT NHAPPENS CANT
LETTER OBJECT CANT LETTER
LILY OBJECT CANT LILY
LOAF OBJECT CANT BREAD
LONGBOW OBJECT CANT BOW
LOOK OBEY LOOKPROG CANT
MAB OBJECT CANT AGATE
MAID OBJECT CANT GHOST / not there
MALMSEY OBJECT CANT BUTT
MAN OBJECT CANT HARRY
MANDRAGORA OBJECT CANT PHIAL POTSPEC
MESSAGE OBJECT CANT MORSE
MILESTONE OBJECT CANT STONE
MINIATURE OBJECT CANT PORTRAIT
MOAN PRINT MOANMESS CANT
MONEY OBJECT CANT DUCATS
MOOR OBJECT CANT OTHELLO
MORTIMER OBEY MORTPROG CANT
MOVE IGNORE REQUEST DIR
NE MOVE CANT NE
NECKLACE OBJECT CANT NECKLACE
NNW OBEY NNWPROG CANT
NORMAL OBEY STANDARDPROG CANT
NORTH MOVE CANT N 1
NW MOVE CANT NW
NYM OBEY NAME3PROG CANT
OPEN OBEY OPENPROG REQUEST REC OPENSPEC
OTHELLO OBJECT CANT OTHELLO
PAPER OBJECT CANT MORSE
PAROLLES OBEY NAME4PROG CANT
PEARL OBJECT CANT PEARL
PHIAL OBJECT CANT PHIAL POTSPEC
PIE OBJECT CANT PIE
PINE OBJECT CANT PINE
PLAY OBEY PLAYPROG MUST SPECIAL
PORCUPINE OBJECT CANT PORPENTINE
PORPENTINE OBJECT CANT PORPENTINE
PORTIA NONE CANT PORTIA
PORTRAIT OBJECT CANT PORTRAIT
POST OBJECT CANT POST
POTION OBJECT CANT PHIAL POTSPEC
PRINCESS OBJECT CANT PRINCESS
PUNCTURE OBEY BURSTPROG REQUEST OBJ
QUEEN OBJECT CANT QUEEN
QUIT OBEY QUITPROG CANT 1
READ OBEY READPROG REQUEST REC
REGAN NONE CANT REGSPEC
RESTART RESTART CANT
RETURN RETURN CANT
RICHARD NONE CANT RICHARD
RING OBJECT CANT RING
ROBE OBJECT CANT ROBE
ROSALIND PRINT SHENOTHERE CANT
RUB OBEY WAVEPROG REQUEST OBJ
RULE OBEY RULEPROG MAY SPECIAL
RUM OBEY SP3PROG CANT
RUN IGNORE REQUEST DIR
RUPTURE OBEY BREAKPROG REQUEST OBJ
SAPPHIRE OBJECT CANT JEWEL
SAVE OBEY SAVEPROG CANT
SAVEND OBEY SAVENDPROG CANT
SAY IGNORE REQUEST REC
SCEPTRE OBJECT CANT SCEPTRE
SCORE OBEY SCOREPROG CANT
SCOTSMAN OBJECT CANT BANQUO 4
SCROLL OBJECT CANT SCROLL
SCROOP OBEY NAME2PROG CANT
SCRUB OBEY WASHPROG REQUEST REC
SE MOVE CANT SE
SHAKE OBEY SHAKEPROG REQUEST OBJ
SHIELD OBJECT CANT SHIELD
SHOOT OBEY FIREPROG REQUEST OBJ SHOOTSPEC
SHOUT IGNORE REQUEST REC
SHREW OBJECT CANT SHREW
SIGN NONE CANT SIGNSPEC
SIGOLE PRINT NHAPPENS CANT
SILEGO PRINT NHAPPENS CANT
SILVER NONE CANT SILVERSPEC
SING IGNORE REQUEST REC
SIT OBEY SITPROG MAY SPECIAL
SKULL OBJECT CANT SKULL
SMASH OBEY BREAKPROG REQUEST OBJ
SNAKE OBJECT CANT ASP
SOUTH MOVE CANT S 1
SPEAR OBJECT CANT SPEAR
SPICE OBJECT CANT SPICE
SPIRIT PRINT NHAPPENS CANT
SPOT PRINT SPOTMESS CANT
STANDARD OBEY STANDARDPROG CANT
STARLING OBJECT CANT BIRD
STATUE OBJECT CANT STATUE
STOCKINGS OBJECT CANT SOCKS
STONE OBJECT CANT STONE
STOP OBEY QUITPROG CANT
SW MOVE CANT SW
SWIM OBEY SWIMPROG CANT
TABLE OBJECT CANT TABLE
TAKE OBEY TAKEPROG MAY REC
TAME PRINT CANTDO REQUEST OBJ
TERSE OBEY TERSEPROG CANT
THRONE OBJECT CANT THRONE
THROW OBEY THROWPROG REQUEST OBJ
TOE OBJECT CANT TOE
TONGUE OBJECT CANT TONGUE
TOPAZ OBJECT CANT TOPAZ
TOUCH OBJECT CANT TSTONE
TREES OBJECT CANT TREESPEC 4
TROPHY OBJECT CANT TROPHY
UP MOVE CANT U 1
VASE OBJECT CANT VASE
VERBOSE OBEY VERBOSEPROG CANT
VIOLA OBJECT CANT VIOLA VIOLSPEC
VIOLET OBJECT CANT VIOLET
WAIT PRINT OKMESS CANT
WAKE OBEY WAKEPROG REQUEST OBJ
WALK IGNORE REQUEST DIR
WASH OBEY WASHPROG MAY REC
WATCHER OBJECT CANT WATCHER
WATER OBJECT CANT WATERSPEC
WAVE OBEY WAVEPROG REQUEST OBJ
WEAR OBEY WEARPROG REQUEST OBJ
WEASEL OBJECT CANT GHOST
WEST MOVE CANT W 1
WHALE OBJECT CANT GHOST
WHISKY OBEY SP4PROG CANT
WITCH OBJECT CANT WITCHES
WOOL OBJECT CANT WOOL
WORM OBJECT CANT WORM
XM OBEY MMPROG REQUEST OBJ
XT OBEY MTPROG REQUEST OBJ
/ XV PRINT TEXTMESS CANT
YORICK NONE CANT YORICK
/
/ MESSAGES SECTION
/ ----------------
/
!MESSAGE AGATE1
There is a piece of agate here, carved into the likeness of Queen Mab!
!MESSAGE AGATE2
A piece of carved agate.
!MESSAGE ANGLE1
There is an angler fishing here. He seems to be having little success.
!MESSAGE ARDM1
You are in the forest of Arden. High on a nearby tree there is fixed
a piece of paper bearing the name ROSALIND.
!MESSAGE ARDM2
You are lost in the forest of Arden.
!MESSAGE ARDM3
You are in a clearing in the forest of Arden.
!MESSAGE ARROW1
There is an arrow here.
!MESSAGE ARROW2
An arrow.
!MESSAGE ASP1
!SWITCH ASP10 ASP11
!MESSAGE ASP10
There is an asp squirming here.
!MESSAGE ASP11
There is a dead asp here.
!MESSAGE ASP2
A dead asp.
!MESSAGE BAKERS1
You are in a baker's shop. The baker seems to be out,
probably loafing around in the pub. The only way out
is to the west.
!MESSAGE BAKERS2
You are at the baker's.
!MESSAGE BALC1
You are on the balcony of Dunsinnin, which looks out over Birnham wood.
The only (apparent) way to go now is back to the north.
!MESSAGE BALC2
You are on the balcony.
!MESSAGE BANK10
You are on the bank of the river, which flows towards you down an
unclimbable gorge and continues eastwards.
!MESSAGE BANK11
You are on the river bank by the gorge.
!MESSAGE BANK20
You are on the bank of a river, which curves from west to
south. A track leads northeast.
!MESSAGE BANK21
You are at the curve in the river bank.
!MESSAGE BANK30
You are on the bank of a river which flows from the north
and disappears over a waterfall. There is also a maze of paths
to the southeast.
!MESSAGE BANK31
You are on the river bank by the waterfall.
!MESSAGE BANQUO1
!SWITCH BANQ10 BANQ11
!MESSAGE BANQ10
There is a large bearded Scotsman here, carrying a shield.
!MESSAGE BANQ11
There is a large bearded Scotsman here, brutally slain.
!MESSAGE BARGE1
You are on the barge. Various attendants are busily rushing hither
and thither (and back again). There are steps down to the hold and to the
north are the docks.
!MESSAGE BARGE2
You are on the barge.
!MESSAGE BASKET1
There is a large laundry basket here.
!MESSAGE BASKET2
A laundry basket.
!MESSAGE BASKR1
You are in the basket. It is a very tight fit and you are
unable to move your hands.
!MESSAGE BEACH1
You are on a rocky beach at the estuary of some mighty river.
A road leads to the northwest.
!MESSAGE BEACH2
You are on the beach.
!MESSAGE BEARM1
There is a ferocious bear pursuing you!
!MESSAGE BEARRM1
You are on a bare and hostile moor. There is more moor to
the south, a path to the west and a large building to the east.
!MESSAGE BEARRM2
You are on the bare moor.
!MESSAGE BEWASH1
In the distance, there is drifting a large wooden chest.
!MESSAGE BEWASH2
There is a large wooden chest drifting a few yards offshore.
!MESSAGE BEWASH3
There is a large wooden chest bobbing about in the waves at your feet.
!MESSAGE BEWASH4
A small wooden chest is washed up at your feet.
!MESSAGE BHEAD1
You are in the Boar's Head Inn, a place of great merriment.
A large fat man called Sir John Falstaff is challenging
all-comers to a drinking contest.
!MESSAGE BHEAD2
You are in the Boar's Head Inn.
!MESSAGE BIRD1
There is a starling fluttering about here.
!MESSAGE BLADDM1
There is a highly-inflated bladder here, which appears to have
been used as a balloon at some Twelfth-Night party.
!MESSAGE BLADDM2
A bladder/balloon.
!MESSAGE BOSW1
!SWITCH BOSW10 BOSW11
!MESSAGE BOSW10
You are in a field. The ground is in tip-top condition, should
anybody ever wish to fight a battle here. You can retreat northwards.
!MESSAGE BOSW11
You are on Bosworth field. There is battle raging all round you.
The only safe way out is to the north.
!MESSAGE BOSW2
You are on the battlefield.
!MESSAGE BOURN1
You are at the bourn of the undiscovered country, from which no
traveller returns!
!MESSAGE BOW1
There is a longbow here.
!MESSAGE BOW2
A longbow.
!MESSAGE BRACE1
!SWITCH BRACE10 BRACE11
!MESSAGE BRACE10
On her wrist there is a valuable bracelet!
!MESSAGE BRACE11
There is a bracelet here!
!MESSAGE BRACE2
A bracelet.
!MESSAGE BRAVE11
You are at the edge of the Brave New World. To the east you see a high
house with a small opening in the wall, to the west a steep valley,
and to the south a track.
!MESSAGE BRAVE12
You are at the edge of the Brave New World.
!MESSAGE BRAVE21
You are to the east of the tavern. A street leads further east.
!MESSAGE BRAVE22
You are to the east of the tavern.
!MESSAGE BRAVE31
You are in a street. To the west lies the colossus, to the north
there are some rather unexciting streets, and to the east lies a
gorgeous palace, outside which there stands a watchman. He is thin,
for watching breeds leanness, leanness is all gaunt. For some must
watch, while some must sleep: so runs the world away.
!MESSAGE BRAVE32
You are outside the palace.
!MESSAGE BREAD1
There is a loaf of bread here.
!MESSAGE BREAD2
A loaf of bread.
!MESSAGE BSTORE1
You are in a storeroom attached to the Boar's Head Inn.
!SWITCH BSTOR10 BSTOR11
!MESSAGE BSTOR10
The only apparent exit is to the south.
!MESSAGE BSTOR11
There is an exit south and a secret passageway north.
!MESSAGE BSTORE2
You are in the Boar's Head storeroom.
!MESSAGE CAGE1
!SWITCH CAGE10 CAGE11 CAGE12
!MESSAGE CAGE10
There is an empty cage here.
!MESSAGE CAGE11
There is a cage here, containing a starling.
!MESSAGE CAGE12
There is a cage here, containing a shrew.
!MESSAGE CAGE2
!SWITCH CAGE20 CAGE21 CAGE22
!MESSAGE CAGE20
An empty cage.
!MESSAGE CAGE21
A starling in a cage.
!MESSAGE CAGE22
A shrew in a cage.
!MESSAGE CALEND1
!SWITCH CALEND10 CALEND11 CALEND12
!MESSAGE CALEND10
There is a calendar here, which gives the date as January 6th.
!MESSAGE CALEND11
There is a calendar here, which gives the date as March 15th.
!MESSAGE CALEND12
There is a calendar here, which gives the date as June 24th.
!MESSAGE CALEND2
A calendar.
!MESSAGE CANHAVE
The witches are prepared to give you one of the following objects:
!MESSAGE CAPITOL1
You are in the Capitol, a large building filled with people in
white togas, who are listening to the famous orator @x31nius.
For the less patient, there are exits to the west and southeast.
!MESSAGE CAPITOL2
You are in the Capitol.
!MESSAGE CASKM1
There are three caskets here: one of gold, one of silver
and one of lead!
!MESSAGE CASSA1
You are at the edge of the town. There is a large
palace to the west and a farm to the east. To the
south lies the town, and to the north lies a maze
of mountain paths.
!MESSAGE CASSA2
You are at the edge of the town, by palace and farm.
!MESSAGE CASSX
You are in a maze of mountain paths. There are exits
to the northeast, northwest and south.
!MESSAGE CELLAR1
You are in a dark and dusty cellar, whose only
exit is back to the south. On the wall is written
!SWITCH CELLAR10 CELLAR11 CELLAR12 CELLAR13
!MESSAGE CELLAR10
THE KING HAS DECIDED.
!MESSAGE CELLAR11
KING LEAR WILL SELECT ONE GIRL.
!MESSAGE CELLAR12
KING LEAR SPEAKS IN ANGER.
!MESSAGE CELLAR13
KING LEAR WILL CHOOSE BY ROLLING A CORAL DIE.
!MESSAGE CELLAR2
You are in the cellar bearing the words
!SWITCH CELLAR10 CELLAR11 CELLAR12 CELLAR13
!MESSAGE CELL1
You are in a cell, which clearly belongs to some holy man, as
you can tell from the religious decoration of the room. The
only way out is by a door to the northeast.
!MESSAGE CELL2
You are in the friar's cell.
!MESSAGE CHAIN1
There is a golden chain lying here!
!MESSAGE CHAIN2
A golden chain.
!MESSAGE CHAPEL11
You are outside a disused chapel (to your east). There is
newly-made track back to the west.
!MESSAGE CHAPEL12
You are outside the chapel.
!MESSAGE CHAPEL21
You are inside an long-disused chapel, which is dimly lit
from above. There is an exit to the west.
!MESSAGE CHAPEL22
You are in the chapel.
!MESSAGE CHEST1
!SWITCH CHE10 CHE11 CHE12 CHE13 CHE14 CHE15 CHE16 CHE17 CHE18 CHE19 CHE110
!MESSAGE CHE10
!SWITCH BEWASH3
!MESSAGE CHE11
There is a barred-up chest here.
!MESSAGE CHE12
There is a twice barred-up chest here.
!MESSAGE CHE13
There is a thrice barred-up chest.
!MESSAGE CHE14
There is a four times barred-up chest here.
!MESSAGE CHE15
There is a five times barred-up chest here.
!MESSAGE CHE16
There is a six times barred-up chest here.
!MESSAGE CHE17
There is a seven times barred-up chest here.
!MESSAGE CHE18
There is an eight times barred-up chest here.
!MESSAGE CHE19
There is a nine times barred-up chest here.
!MESSAGE CHE110
There is a ten times barred-up chest here.
!MESSAGE CHEST2
!SWITCH MNULL CHE21 CHE22 CHE23 CHE24 CHE25 CHE26 CHE27 CHE28 CHE29 CHE210
!MESSAGE CHE21
A barred-up chest.
!MESSAGE CHE22
A twice barred-up chest.
!MESSAGE CHE23
A thrice barred-up chest.
!MESSAGE CHE24
A four times barred-up chest.
!MESSAGE CHE25
A five times barred-up chest.
!MESSAGE CHE26
A six times barred-up chest.
!MESSAGE CHE27
A seven times barred-up chest.
!MESSAGE CHE28
An eight times barred-up chest.
!MESSAGE CHE29
A nine times barred-up chest.
!MESSAGE CHE210
A ten times barred-up chest.
!MESSAGE CHURCH1
You are in St Crispin's church, a plain and rather
featureless building. The only exit is to the south.
!MESSAGE CHURCH2
You are in St Crispin's church.
!MESSAGE CLIFFM1
You are at the foot of a high cliff, at whose dread summit
you can now see a creature above all strangeness. Methinks his
eyes are two full moons; he has a thousand noses, horns whelk'd
and wav'd like the enridged sea: it is some fiend. Therefore, thou
happy father, think that the clearest gods, who make them honours of
men's impossibilities, have preserv'd thee.
The valley you are in leads down to the east towards a Brave New World.
!MESSAGE CLIFFM2
You are at the foot of the dread cliff.
!MESSAGE CLOUD1
!SWITCH CLOUD10 CLOUD11 CLOUD12
!MESSAGE CLOUD10
There is a cloud above, in the shape of a camel.
!MESSAGE CLOUD11
There is a cloud above which, methinks, is backed like a weasel.
!MESSAGE CLOUD12
There is a cloud above, which is very like a whale.
!MESSAGE COLLAR1
There is a clerical collar lying discarded here.
!MESSAGE COLLAR2
A dog-collar (which you are wearing).
!MESSAGE COLOSS1
There is a mighty Colossus lying here, evidently slain by a
poisoned arrow. Even lying down he is as high as a house, and
quite unclimbable.
!MESSAGE CROWN1
The Plantagenet crown is here!
!MESSAGE CROWN2
A crown.
!MESSAGE DAGGER1
Is this a dagger you see before you? Yes, I believe so.
!MESSAGE DAGGER2
A dagger.
!MESSAGE DINER1
!SWITCH DINER10 DINER11
!MESSAGE DINER10
You are in a palatial dining hall, containing a large table and some
chairs. There are archways to the east, southeast and south.
!MESSAGE DINER11
You are in a palatial dining hall, which is set as for some great banquet.
All the seats are taken except for the one at the head of the table. There
are archways to the east, southeast and south.
!MESSAGE DINER2
You are in the dining hall.
!MESSAGE DOCKS1
You are at the docks. Roads lead to the north, southwest and southeast.
To the south is a barge; its poop is beaten gold, purple the sails
and so perfumed that the winds are love sick with them.
!MESSAGE DOCKS2
You are at the docks.
!MESSAGE DUCAT1
There are three thousand ducats here!
!MESSAGE DUCAT2
Three thousand ducats.
!MESSAGE DUNS1
You are at the centre of the wood. To the south is a cottage which probably
belongs to a retired criminal, for it bears the name Dunsinnin.
!MESSAGE DUNS2
You are outside Dunsinnin.
!MESSAGE ECH01
You are in a particularly dark cul-de-sac at the end of Eastcheap.
The only way out is back to the east.
!MESSAGE ECH02
You are in the dark cul-de-sac.
!MESSAGE ECH11
You are in Eastcheap. The side door to the Boar's Head lies to your
north, there is a lake to the south, and the street continues east
and west from here.
!MESSAGE ECH12
You are in Eastcheap by the side door of the Boar's Head Inn.
!MESSAGE ECH21
You are in Eastcheap. The Boar's Head Inn lies to your north, the
road from the town runs south here, and the street goes east and
west here.
!MESSAGE ECH22
You are in Eastcheap by the main door of the Boar's Head.
!MESSAGE ECH31
You are in Eastcheap. The church of St Crispin lie to your north,
the town gaol to your south: this place caters for all denominations.
The street itself carries on east and west.
!MESSAGE ECH32
You are in Eastcheap, by the church and the gaol.
!MESSAGE ECH41
The road bends here, leaving to north and west. To your east
is Illyria Court, a group of five small houses.
!MESSAGE ECH42
You are at the bend in the road.
!MESSAGE ECH51
You are in Illyria Court. The main street is back to the west,
but there are directions to various residences, as follows:
North: Olivia
Northeast: (Sir Andrew) Aguecheek
East: Fabian
Southeast: (Count) Orsino
South: Malvolio.
!MESSAGE ECH52
You are in Illyria Court.
!MESSAGE ECH61
You are by a small lake. Moonlight shines down encouragingly.
The town itself is to the north.
!MESSAGE ECH62
You are by the lake.
!MESSAGE ECH71
You are in a north-south street, with a Baker's shop
to your east.
!MESSAGE ECH72
You are outside the Baker's.
!MESSAGE ENDRM1
You have arrived at the palace. There is a formidable array of courtly
characters here, some, such as Portia, King Richard and Thamis, known
to you, and others, such as Coriolanus, Rosencrantz and Guildenstern
(who are NOT dead) and Silvia (who is she?) previously unknown.
They congratulate you on staying the course.
!MESSAGE EYE1
There is a newt's eye here.
!MESSAGE EYE2
An eye of newt.
!MESSAGE FARM1
You are at the remains of a chicken farm. A fox has
clearly visited this place and killed half the stock.
The only way the farmhands will let you go is back
to the west.
!MESSAGE FARM2
You are at the chicken farm.
!MESSAGE FARMER1
A farmer is standing here bemoaning the loss of his livestock.
"What! all my pretty chickens and their dam, at one fell swoop?"
he mutters. "I asked my keeper, Puck, to get the fox's earth
seen to, but he went away saying that he'd put a hurdle round
the earth in forty minutes (and that was hours ago.)"
This he repeats, over and over again, trying to understand the tragedy.
!MESSAGE FL01
You are on the ground floor of Dunsinnin. There is an exit to the
north and some steps up.
!MESSAGE FL02
You are on the ground floor of Dunsinnin.
!MESSAGE FL11
You are on the first floor of Dunsinnin. There is a balcony to the south
(Soft! what light through yonder window breaks?) and some steps down.
!MESSAGE FL12
You are on the first floor of Dunsinnin.
!MESSAGE FLOEN1
You are at the northern edge of a thrilling region of thick-ribbed
ice. There is a town to your north, the back door of whose gaol
lies to the northeast. There is a path south over the ice floe,
and a further path southeast towards some cliffs.
!MESSAGE FLOEN2
You are at the northern edge of the ice floe, just south of the town.
!MESSAGE FLOES1
!SWITCH FLOES10 FLOES11
!MESSAGE FLOES10
You are at the southern edge of a thrilling region of thick-ribbed
ice - an ice floe, no less. There is a path back to the SW and a track
north over the ice.
!MESSAGE FLOES11
You are at the southern edge of a very wide chasm. There is a
path back to the SW.
!MESSAGE FLOES2
!SWITCH FLOES20 FLOES21
!MESSAGE FLOES20
You are at the southern edge of the ice floe.
!MESSAGE FLOES21
You are at the southern edge of the chasm.
!MESSAGE FOGM
You are in the middle of a drooping fog as black as Acheron (sic).
It is impossible even to see the ground.
!MESSAGE FORK11
You are in a grove; there are paths to the northeast, northwest,
east and south, and dense foliage in all other directions.
!MESSAGE FORK12
You are in the grove.
!MESSAGE GAOL11
You are in the entrance to the town gaol; a large sign here
bears the words "IF MUSIC BE THE FOOD OF LOVE, PLAY ****".
For the righteous, the only exit is back to the north.
!MESSAGE GAOL12
You are in the entrance to the town gaol.
!MESSAGE GAOL21
You are in a cell in the town gaol. Somebody is whistling
"Rule Britannia" outside. There are NO exits right now.
!MESSAGE GAOL22
You are in prison.
!MESSAGE GOBLET1
There is a figured goblet here!
!MESSAGE GOBLET2
A goblet.
!MESSAGE GRAVE1
!SWITCH GRAVY1 GRAVY2
!MESSAGE GRAVY1
You are in a walled graveyard. For those making a return journey, the
way out is to the west, as the eastern exit is blocked by impenetrable grass.
However there is more graveyard to the north.
!MESSAGE GRAVY2
You are in a walled graveyard. There are exits to the east, west and north.
!MESSAGE GRAVE2
You are in the graveyard.
!MESSAGE HALL1
You are in the entrance hall to a spacious mansion. There are
archways to the north, west, northwest and southeast.
!MESSAGE HALL2
You are in the entrance hall of the mansion.
!MESSAGE HARRY1
There is a sleeping man here.
!MESSAGE HEATH1
You are on a wild heath. So foul and fair a day you have not seen.
A path leads off to the south, there is a forest path to the northwest,
and a chilly wind blows down a path to the northeast.
!MESSAGE HEATH2
You are on the blasted heath. There are exits to S, NE and NW.
!MESSAGE HERMRM1
You are in a large chamber with archways to the south and west.
The ceiling is supported by large white stone pillars.
!MESSAGE HERMRM2
You are in the chamber with the white pillars.
!MESSAGE HEX11
You are in a network of streets: they lead NE, NW and S.
!MESSAGE HEX12
You are in a network of streets.
!MESSAGE HEX21
You are in a network of streets: they lead N, NW and SW.
!MESSAGE HEX31
You are in a network of streets: they lead NW, SW and S.
!MESSAGE HEX41
You are in a network of streets: they lead SE and SW.
To the north is the goldsmith's shop, but it is closed.
!MESSAGE HEX51
You are in a network of streets: they lead NE, SE and S.
!MESSAGE HEX61
You are in a network of streets: they lead N, NE and SE.
!MESSAGE HEX71
You are in a network of streets: they lead N, SE and SW.
!MESSAGE HEX81
You are in a network of streets: they lead NE, NW and S.
!MESSAGE HOLDING
!SWITCH HOLD0 HOLD1
!MESSAGE HOLD0
You are holding:
!MESSAGE HOLD1
You have an ass's head on you, and are holding:
!MESSAGE HOLDM1
You are in the hold of Cleopatra's barge. It is damp and you
can hear the creaking of timbers and the scurrying noises made
by rodents.
!MESSAGE HOLDM2
You are in the hold of the barge.
!MESSAGE HOUSE1
You are in the kitchen of a small house. There are several doors
leading from it, all of which appear to be locked.
!MESSAGE HOUSE2
You are in the kitchen of the small house.
!MESSAGE HOVEL1
You are in a rude hovel, which shows signs of recent habitation by
some unhappy madman. The exit is to the northwest.
!MESSAGE HOVEL2
You are in the hovel.
!MESSAGE ICE1
There is a smoothed piece of ice here.
!MESSAGE ICE2
A smoothed piece of ice.
!MESSAGE ILIAD1
There is a signed copy of the Iliad here!
!MESSAGE ILIAD2
A copy of the Iliad.
!MESSAGE JEWEL1
There is a sapphire here!
!MESSAGE JEWEL2
A sapphire.
!MESSAGE KGRAVE1
You are in the graveyard, by the grave of some mighty king.
Unfortunately no stone remains to identify who it was.
The only exit is to the south.
!MESSAGE KGRAVE2
You are by the king's grave.
!MESSAGE LETTER1
There is a letter here, addressed to Mistress @x31nd and signed
'Thine own true knight,
By day or night,
Or any kind of light
With all his might,
For thee to fight,
John Falstaff.
!MESSAGE LETTER2
A letter.
!MESSAGE LILY1
There is a painted lily here.
!MESSAGE LILY2
A painted lily.
!MESSAGE LOOP11
You are on a north-south path, with a side path to the east.
!MESSAGE LOOP21
You are on an east-west path, with a side path to the south.
!MESSAGE LOOP31
You are on a north-south path, with an exit to the west.
!MESSAGE MOOR1
You are on a moor. The ground is black here, as though scorched.
The only path leads to the north, but there is a hovel to the southeast.
!MESSAGE MOOR2
You are by the moor of Venice, near the hovel.
!MESSAGE MORSE1
!SWITCH MORSE10 MORSE11 MORSE12 MORSE13 MORSE14 MORSE15 MORSE16
MORSE17 MORSE18 MORSE19 MORSE110
!MESSAGE MORSE10
There is a blank piece of paper here.
!MESSAGE MORSE11
There is a piece of paper here bearing the word "NOSEBLEED".
!MESSAGE MORSE12
There is a piece of paper here bearing the word "BLUE-GREEN".
!MESSAGE MORSE13
There is a piece of paper here bearing the word "OVERSEAS".
!MESSAGE MORSE14
There is a piece of paper here bearing the word "STANDARD".
!MESSAGE MORSE15
There is a piece of paper here bearing the word "ASTHMA".
!MESSAGE MORSE16
There is a piece of paper here bearing the word "THIRST".
!MESSAGE MORSE17
There is a piece of paper here bearing the word "TEABAG".
!MESSAGE MORSE18
There is a piece of paper here bearing the word "RAISIN".
!MESSAGE MORSE19
There is a piece of paper here bearing the word "FUNGUS".
!MESSAGE MORSE110
There is a piece of paper here bearing the word "THIGHS".
!MESSAGE MORSE2
!SWITCH MORSE20 MORSE21 MORSE22 MORSE23 MORSE24 MORSE25 MORSE26
MORSE27 MORSE28 MORSE29 MORSE210
!MESSAGE MORSE20
A blank piece of paper.
!MESSAGE MORSE21
The Moor's code message: "NOSEBLEED".
!MESSAGE MORSE22
The Moor's code message: "BLUE-GREEN".
!MESSAGE MORSE23
The Moor's code message: "OVERSEAS".
!MESSAGE MORSE24
The Moor's code message: "STANDARD".
!MESSAGE MORSE25
The Moor's code message: "ASTHMA".
!MESSAGE MORSE26
The Moor's code message: "THIRST".
!MESSAGE MORSE27
The Moor's code message: "TEABAG".
!MESSAGE MORSE28
The Moor's code message: "RAISIN".
!MESSAGE MORSE29
The Moor's code message: "FUNGUS".
!MESSAGE MORSE210
The Moor's code message: "THIGHS".
!MESSAGE MSND1
You are in a magical wood. It feels as though spirits do wander
here, swifter than the moon's sphere. There are paths to the
east and southeast.
!MESSAGE MSND2
You are in the mystic wood.
!MESSAGE NECK1
There is a diamond necklace here!
!MESSAGE NECK2
A diamond necklace.
!MESSAGE PALACE1
You are in a gorgeous palace. A King here is arguing
with his courtiers as to the best way to divide up his
kingdom. As you arrive, they decide to ask your advice,
Heaven knows why.
!MESSAGE PALACE2
You are at the palace.
!MESSAGE PEARL1
A pearl is here, left by a base Indian, though richer than all his tribe!
!MESSAGE PEARL2
A pearl.
!MESSAGE PHIAL1
There is a phial here, containing a potion of mandragora.
!MESSAGE PHIAL2
A phial of potion.
!MESSAGE PIE1
There is a nourishing meat pie here.
!MESSAGE PIE2
A meat pie.
!MESSAGE PINE1
!SWITCH PINE10 PINE11
!MESSAGE PINE10
There is a pine tree here, from which a continuous melancholy
howling emanates.
!MESSAGE PINE11
There is a cloven pine tree here.
!MESSAGE PORP1
There is a fretful porpentine here.
!MESSAGE PORP2
A porpentine.
!MESSAGE PORPR1
You are at a dead end, the only exit being to the north.
!MESSAGE PORTM1
The elegant lady who owns the apartment invites you to open a casket.
!MESSAGE PORTRM1
You are in a spaciously furnished chamber, which is clearly the
boudoir of some elegant lady. Luxurious tapestries line the walls,
the pile on the carpet is even deeper than that in most Adventure
games, and there is a four-poster bed in one corner.
There are exits to the east and north.
!MESSAGE PORTRM2
You are in the lady's boudoir.
!MESSAGE PORTT1
There is a miniature portrait of the lady Portia here!
!MESSAGE PORTT2
A miniature portrait.
!MESSAGE POST1
There is a large wooden post sticking in the ground here.
!MESSAGE PRINCE1
The princess Imogen is here. Sleep, the ape of death, lies upon her.
!MESSAGE QUEEN1
!SWITCH QUEEN10 QUEEN11
!MESSAGE QUEEN10
The Queen of Egypt is here. On a burnish'd throne she sits. Age cannot
wither her nor custom stale her infinite variety.
!MESSAGE QUEEN11
The Queen of Egypt lies here, dead, but she looks like sleep as she
would catch another Antony. On her breast there is a vent of blood,
and something blown; the like is on her arm. It is an aspic's trail.
!MESSAGE RING1
There is a gold ring here!
!MESSAGE RING2
A gold ring.
!MESSAGE ROBE1
There is a furred robe here!
!MESSAGE ROBE2
A furred robe.
!MESSAGE SCEPTRE1
There is a sceptre here, which shows the force of temporal power!
!MESSAGE SCEPTRE2
A sceptre.
!MESSAGE SCROLL1
There is a scroll here.
!MESSAGE SCROLL2
A scroll.
!MESSAGE SHIELD1
!SWITCH MNULL SHIELD11
!MESSAGE SHIELD11
There is a shield here.
!MESSAGE SHIELD2
A shield.
!MESSAGE SHOP1
You are in a small shop, whose exit is to the west. The shop appears
to have been abandoned, for there is nobody about.
!MESSAGE SHOP2
You are in the shop.
!MESSAGE SHREW1
There is an exceptionally tame shrew sitting here looking lost.
!MESSAGE SKULL1
There is a skull here (alas, poor Yorick!)
!MESSAGE SKULL2
A skull.
!MESSAGE SOCK1
There is a pair of yellow stockings here, made of silk
and bearing the name Malvolio!
!MESSAGE SOCK2
A pair of yellow stockings.
!MESSAGE SPEAR1
There is a wooden spear firmly attached to the wall here.
!MESSAGE SPICE1
There are exotic spices here!
!MESSAGE SPICE2
Some spices.
!MESSAGE STAGE1
You are standing on a flat plain. From here it seems that all the
world's a stage, and all the men and women merely players: they
have their exits and their entrances to the north, south, east and west.
!MESSAGE STAGE2
You are on the stage.
!MESSAGE STATUE1
There is a very realistic life-sized statue of a woman here.
!MESSAGE STONE1
There is an old milestone here.
!MESSAGE TAVERN1
You are in what appears to be a tavern, although it is quite
deserted. There are various exits, apparently sealed off, but also
a small archway to the west and a larger one to the east.
!SWITCH TAVERN0 MNULL
!MESSAGE TAVERN0
Through the eastern exit you can see a colossal pair of legs.
!MESSAGE TAVERN2
You are in the tavern.
!SWITCH TAVERN0 MNULL
!MESSAGE TEMPEST1
You are in another part of the forest. There is music in the
air, marvellous sweet music. There are paths off to the
west and southwest.
!MESSAGE TEMPEST2
You are in the enchanted forest.
!MESSAGE TOE1
There is a frog's toe here.
!MESSAGE TOE2
A toe of frog.
!MESSAGE TONGUE1
There is a dog's tongue here.
!MESSAGE TONGUE2
A tongue of dog.
!MESSAGE TOPAZ1
There is a topaz here!
!MESSAGE TOPAZ2
A topaz.
!MESSAGE TOWNE1
You are on the eastern fringe of the town. There is a road west,
a path east into dense fog, and a forest to the north.
!MESSAGE TOWNE2
You are on the eastern fringe of the town.
!MESSAGE TOWNN1
You are in the centre of a prosperous Southern town. To the
northwest is the Capitol and there are roads to the south and
east. In the distance you can see the cloud-capped towers, the
gorgeous palaces and the solemn temples - such stuff as dreams
are made on.
!MESSAGE TOWNN2
You are in the town centre.
!MESSAGE TOWNS1
You are in the mercantile area of the town. The road enters from
the north and continues south past a moneylender's premises towards
some docks. There is a small shop to the east.
!MESSAGE TOWNS2
You are in the mercantile area of the town.
!MESSAGE TROPHY1
The Boar's Head Drinking Trophy is here!
!MESSAGE TROPHY2
A silver drinking trophy.
!MESSAGE TSTONE1
There is a valuable Touchstone here!
!MESSAGE TSTONE2
A Touchstone, valuable to alchemists.
!MESSAGE UCML
You are in the undiscovered country, from whose bourn no
traveller returns. There are paths in various directions.
!MESSAGE UCMS
You are in the undiscovered country.
!MESSAGE VASE1
There is an Egyptian vase here!
!MESSAGE VASE2
An Egyptian vase.
!MESSAGE VDEEP1
You are at a cliff edge. A sign here says:
"YOU CAN CALL SPIRITS FROM THE VASTY DEEP.
BUT WILL THEY COME WHEN YOU DO CALL FOR THEM?"
The only way to go is back to the northwest.
!MESSAGE VDEEP2
You are at the edge of the vasty deep.
!MESSAGE VIOLA1
There is an antique viola here!
!MESSAGE VIOLA2
An antique viola.
!MESSAGE VIOLET1
There is a perfumed violet here.
!MESSAGE VIOLET2
A perfumed violet.
!MESSAGE WAYE1
You are on an east-west path, with a side passage to the north.
!MESSAGE WAYFE1
You are on a long east-west track.
!MESSAGE WAYS1
You are on a path curving from the southwest, where you can
see a river, to the north (where the ground seems to be made
of wooden boards).
!MESSAGE WAYS2
You are on a curving north-southwest path.
!MESSAGE WAYW1
You are in the market place. To the east there seems to
be some kind of stage, and there are dwellings to the
northwest (large), west (medium-sized) and southwest (small).
!MESSAGE WAYW2
You are in the market place.
!MESSAGE WHARF1
You are at the end of a wharf. The only way out is to the northeast.
!MESSAGE WHARF2
You are at the end of the wharf.
!MESSAGE WOODM
!SWITCH WOODM0 WOODM1
!MESSAGE WOODM0
You are in Birnham wood. There are paths in various directions.
!MESSAGE WOODM1
You are in Birnham wood. There are paths in various directions but the
whole wood seems to be moving about.
!MESSAGE WOODMS
You are in Birnham wood.
!MESSAGE WOOL1
There is a bat's wool here.
!MESSAGE WOOL2
A wool of bat.
!MESSAGE WORM1
There is a well-fed worm wriggling around here.
!MESSAGE WORM2
A worm.
!MESSAGE AHORSE
A kingly hunchback is fighting here. Hopelessly outnumbered, he cries
"A horse! A horse! My kingdom for a horse!" However the cavalry does not
appear and he is slain and carried away.
!MESSAGE ALLINFO
This is not one of those games where you have to go round
examining everything. You've already had a full description of
that.
!MESSAGE ALREMPTY
It's already empty!
!MESSAGE ALRHELD
You're already holding that!
!MESSAGE ALROPEN
You've already opened that one today!
!MESSAGE ARIELM
You hack at the pine tree, which splits. A spirit flies out, apparently
imprisoned here a dozen years ago by the foul witch Sycorax. In return
for its freedom it tells you that it has some power over the many other
spirits around here and recites "Full fathom five thy father lies" to
you. This, it says, may ward you against other powers. It then goes
hence with diligence (after all, it needs pine no longer!)
!MESSAGE ARNESING
Your cry of ARNE brings the gaoler who is delighted at
finding one who recognizes his musical tastes. "We two
alone will sing like birds i' the cage. If music be the
food of love, play ARNE!"
You join in with him in various ballads, namely settings
of "Where the bee sucks, there suck I", "Under the greenwood
tree", "Blow, blow thou winter wind", and "When daisies pied
and violets blue". He is then only too happy to give you
your freedom.
!MESSAGE ASPBITE
Disturbed by the motion, an asp emerges from the vase you are carrying.
I wish you all joy of the worm. Poor venomous fool, it is angry, and
dispatches you.
!MESSAGE ASPLIPS
She has the aspic on her lips. If thou and nature can so gently
part, the stroke of death is as a lover's pinch, which hurts, and
is desir'd.
!MESSAGE ASYET
As yet I know not.
!MESSAGE AWRY
With this regard your currents turn awry and lose the name
of action...
!MESSAGE BANQDIE
Confusion now hath made its masterpiece! With a gasp of "O, treachery!"
the Scotsman dies. Thou hast played most foully.
!MESSAGE BARRING
You open the door and enter the house.
!SWITCH BARR2
!MESSAGE BARR2
The door slams behind you and you hear sounds of a key turning in
the lock.
!MESSAGE DONTSUIT
They belong to Malvolio, and don't really suit you (or him!)
!MESSAGE BATSBACK
As you leap off the balcony the bat's wool begins to grow, taking the
form of a giant bat, to which you clutch desperately. On the bat's
back you do fly, getting an Ariel view of the wood. After a while
you land and the bat's wool regains its former state.
!MESSAGE BETTERNOT
Better not, or we shall see in you the triple pillar of the world
transform'd into a strumpet's fool.
!MESSAGE BORROW
Three thousand ducats. 'Tis a good round sum.
Wilt thou borrow it from the moneylender?
!MESSAGE BOWMESS
You make a solemn bow for no particular reason.
!MESSAGE BUTHOLD
You are forced to drop the @x33 first.
!MESSAGE BYHEAVEN
By heaven methinks it were an easy leap.
!MESSAGE CAESAR
As you enter the building, you realise with a shudder that it is
now the Ides of March. There are cries of "Liberty! Freedom!
Tyranny is dead!" and you are stabbed by several men in togas.
With a cry of "Hate, you brute?" you give a reproachful look at
the nearest of your assailants and expire.
!MESSAGE CAGEOP
You open the empty cage, peer in and then close it again.
!MESSAGE CANNIBAL
Although the cheer be poor, 'twill fill your stomach. You eat of it
with pleasure until a man dressed as a cook enters and reveals to you
that two of the ingredients in the pie were named Chiron and Demetrius.
'Tis true; witness his knife's sharp point... I'm afraid he stabs you.
!MESSAGE CANTDO
You can't do that!
!MESSAGE CANTTAKE
You can't take that!
!MESSAGE CAVALRY
A kingly hunchback is fighting here. Hopelessly outnumbered he cries
"A horse! A horse! My kingdom for a horse!" Your appearance on the
scene, complete with ass's head causes his enemies to flee in terror.
The king thanks you, removes the ass's head from you and departs. You
find that he has left his crown under a nearby bush.
!MESSAGE CDIEROCK
Some loose rubble falls on you, and you die with the
words of Cassandra in your ears:
"Look! how thou diest; look how thy eye turns pale;
Look! how thy wounds do bleed at many vents..."
!MESSAGE CASSMESS
Cassandra runs past you, raving:
!SWITCH CASSM0 CASSM1 CASSM2 CASSM3 CASSM4
!MESSAGE CASSM0
"Lend me ten thousand eyes, and I will fill them with prophetic tears!"
!MESSAGE CASSM1
"Let us pay betimes a moiety of that mass of moan which is to come!"
!MESSAGE CASSM2
"Virgins and boys, mid-aged and wrinkled eld,
Soft infancy that nothing canst but cry,
Add to my clamours!"
!MESSAGE CASSM3
"Hark! how Hecuba cries out! How poor Andromache
shrills her dolours forth!"
!MESSAGE CASSM4
"Behold, distraction, frenzy, and amazement,
Like witless anticks, one another meet."
!MESSAGE CLEOSTOP
The Queen does not want you to leave the barge.
"O! never was there queen so mightily betrayed!" she claims.
Her attendants bar your exit, but you yourself rather feel that
here is your space and that kingdoms are but play.
!MESSAGE CLLUNCH
As you pass the moneylender's establishment you see that it
bears a notice saying 'Closed for lunch'.
!MESSAGE CLOSELID
You climb out. The basket shuts automatically.
!MESSAGE CLOSEL2
The basket shuts automatically.
!MESSAGE COLOSTOP
You find your way barred by a gigantic figure. Why man, he doth
bestride the narrow world like a Colossus! Anyway you cannot get
past him.
!MESSAGE COMPLAINT
I'm afraid that the inhabitants of Adventure worlds such as this have
been complaining about indiscriminate killings by players such as you.
I'm afraid that I must ask you to refrain.
!MESSAGE CONGRATS
You scored 425 points out of a maximum of 425.
You are entitled to the title King, aye, every inch a king!
You may now return to the twentieth century confident of your own prowess!
!MESSAGE CONSTAPP
A rather dull-looking constable appears, cries "HAVOC",
and lets slip the dogs of war. In fact, a small chihuahua
appears and stands barking at you.
"Drug squad," says the constable. "I must search you for
certain substances."
!MESSAGE CONTAINED
The @x33 is already inside the cage!
!MESSAGE DATE
!SWITCH DATE0 DATE1 DATE2
!MESSAGE DATE0
The date is January 6th.
!MESSAGE DATE1
The date is March 15th.
!MESSAGE DATE2
The date is June 24th.
!MESSAGE DIEBEAR
The bear pursues you, catches you and tears out your shoulder bone.
!MESSAGE DIEDMESS
You should have died hereafter.
!MESSAGE DIGMESS
You never were much good at digging with your bare hands.
!MESSAGE DISAPPOINT
Disappointed, the moneylender goes back into his establishment.
!MESSAGE DISCLAIM
Let your disclaiming from a purposed evil free you so far in our
most generous thoughts, for you have shot your arrow o'er the
house and hurt a brother.
!MESSAGE DISMAY
The angler looks at you glumly, comments that he has had
no luck today, can't get the bait you know, nearly got one
THAT big, ... and then carries on fishing regardless of you.
!MESSAGE DOGSOK
In fact he finds nothing prohibited and he and the dog
slope off.
!MESSAGE DOGSTOP
The Constable finds something he considers to be a
prohibited substance, and confiscates it. Then he
and the dog disappear.
!MESSAGE DONTSEE
I don't see that around here!
!MESSAGE DOORBOLT
The door seems to be bolted against you.
!MESSAGE DROPOBJ1
!SWITCH DROPOBJ3 DROPOBJ2 DROPOBJ3
!MESSAGE DROPOBJ2
You dropped one object.
!MESSAGE DROPOBJ3
You dropped @x37 objects.
!MESSAGE DROWN
Unfortunately the current is too strong for you and you are swept
under and drowned.
!MESSAGE EMPTYBUT
The casket is empty. Shielded from your view, the Lady Portia
performs a rearrangement of the contents of the caskets and
invites you to open a second casket.
!MESSAGE ENTERBASK
Do you want to get into the basket?
!MESSAGE ENTERHOUSE
Dost thou wish to enter the house?
!MESSAGE EXCHANGE
Will you give the skull to the witches?
!MESSAGE EXPLOS1
You manage to rupture the bladder by striking it against the
quills of the porpentine. It explodes with a loud
>> BANG <<
which makes the porpentine look even more fretful, and pieces
fly in all directions.
!MESSAGE EXPLOS2
There is a noise of general alarums and excursions, and the
goldsmith rushes up, agitatedly muttering something along the
lines of "Burglars! Gunpowder! Hoist with my own petard!"
He then runs into his shop to investigate, carefully re-locking
the door behind him.
!MESSAGE EYEGLOW
Fortunately the newt's eye provides a dull illumination.
!MESSAGE FALLFORWARD
You fall forward, with your eyes shut. After a while you open
them to see...
!MESSAGE FARMSHUT
A small barking dog drives you back again.
!MESSAGE FATHOMESS
A poor demented being rushes from the hovel, gibbering:
Child Rowland to the dark tower came,
His word was still, Fie, foh and fum,
I smell the blood of a British man.
and then vanishes over the moor.
!MESSAGE FEAST0
You sit down at the table at enjoy a slap-up meal, after which the tables
are cleared and the guests depart.
!MESSAGE FEAST1
You are about to sit at the table when you see that your hands are blood-red.
This naturally upsets you and you wander outside for a while. When you return
the feast has ended.
!MESSAGE FIENDMESS
You attempt to enter the hovel, which is gloomy and sinister-looking,
but you run out in terror when you hear maniacal laughter and the words
!SWITCH FIEND0 FIEND1 FIEND2 FIEND3 FIEND4 FIEND5 FIEND6 FIEND7 FIEND8
FIEND9 FIEND10
!MESSAGE FIEND0
"Fathom and half, fathom and half! Poor Tom!"
!MESSAGE FIEND1
"Away! The foul fiend follows me."
!MESSAGE FIEND2
"Bless thy five wits! Tom's a cold. O! do de, do de, do de.
!MESSAGE FIEND3
"Pillicock sat on Pillicock-hill: Halloo, halloo, loo, loo!"
!MESSAGE FIEND4
"The prince of darkness is a gentleman: Modo he's called and Mahu."
!MESSAGE FIEND5
"Frateretto calls me, and tells me that Nero is an angler in the
lake of darkness."
!MESSAGE FIEND6
"Still through the hawthorn blows the cold wind; says suum, mun ha
no nonny."
!MESSAGE FIEND7
"Dolphin, my boy, my boy; sessa! let him trot by."
!MESSAGE FIEND8
"This is the foul fiend Flibbertigibbet: he begins at curfew and walks
till the first cock."
!MESSAGE FIEND9
"Beware my follower. Peace, Smulkin! peace, thou fiend."
!MESSAGE FIEND10
"Hopdance cries in Tom's belly for two white herring."
!MESSAGE FILLBASK
Are you now holding something that you would like to
put into the basket?
!MESSAGE FINESKULL
The witches are very interested in the skull you are carrying and
would fain possess it themselves.
!MESSAGE FISHMESS
The angler looks up as you enter, seizes the worm from you with
a cry of glee and starts to fish. In no time he has hooked a
massive trout. In gratitude he decides to share the fish with
you and promptly grills it over a fire that he lights. You
have taken your first bite when...
The ghost of some dead king (possibly Hamlet's father) appears.
"A man may fish with the worm that hath eat of a king,
and eat of the fish that hath fed of that worm," he declaims
reproachfully. "A king may go progress through the guts of
a beggar."
The angler flees in terror. The ghost melts away, saying:
"From me you will inherit spiritual powers. The word
that will prove effective to you in these matters is
!SWITCH MNULL FISHM1 FISHM2 FISHM3 FISHM4
!MESSAGE FISHM1
BRANDY."
!MESSAGE FISHM2
GIN."
!MESSAGE FISHM3
RUM."
!MESSAGE FISHM4
WHISKY."
!MESSAGE FLOEDIE
You strain every muscle in a futile effort to jump 50 yards.
That strain again! It had a dying fall... as do you, plummetting
into the chasm.
!MESSAGE FLOESTAG
Blown with restless violence round about the pendant world,
you stagger across the ice floe, which is about 50 yards
across.
!MESSAGE FREEBIRD
You open the cage and release the starling, which flutters nearby.
The cage door swings shut again.
!MESSAGE FREESHREW
You open the cage and release the shrew, which sits on the floor
washing itself. The cage door swings shut again.
!MESSAGE FUMBLE
You fumble, and the @x33 falls at your feet.
!MESSAGE FURTHER
Once more into the breach, dear friend?
!MESSAGE GAOLAGIN
You are re-arrested, and sent to gaol once more. This time
they have employed a tone-deaf gaoler and there is really
no escape.
!MESSAGE GETBORED
You sit down for a while, get bored, and stand up again.
!MESSAGE GHOSTAPP
You sit down to the feast. To your horror a ghastly vision appears
and shakes its gory locks at you. It is the ghost of the Scotsman
you have so foully slain! You stand and address this shadow, this
unreal mockery, which only you can see. This displaces the mirth of
the guests, who stand not upon the order of their going, but go at once.
The ghost then avaunts and quits your sight, melting into the wall
to your northeast.
!MESSAGE GIVEDUC
The moneylender gives you the money and goes back into his
establishment.
!MESSAGE GOLESI
Golesi
!MESSAGE GOSILE
Gosile
!MESSAGE GRASSMESS
Feeling a bit of an ass, you munch your way through the barrier of
long grass and succeed in clearing a path through it.
!MESSAGE GREATMESS
Some are born great, some achieve greatness, and some have greatness
thrust upon them...
!MESSAGE HACKBAN
You mutilate the corpse a bit.
!MESSAGE HAILMESS
All hail, great master! grave sir, hail!
AVON - Version 1.04. All comments to JRP1 please.
Welcome ever smiles, and farewell goes out sighing.
!MESSAGE HANDSFULL
You can't carry anything more - you'll have to drop something
before you can take that.
!MESSAGE HANDSF2
You've had to leave some things, as your hands are now full.
!MESSAGE HAVOC1
A small chihuahua appears, barks at you, and then disappears.
!MESSAGE HAVOC2
A small chihuahua appears, barking wildly. "Of course!" says
the farmer, "that's just what I wanted. I don't think a hurdle
would have kept the fox in anyway. A dog's a much better idea.
But I must reward you - take this touchstone - they say that
it's of great value to alchemists."
The farmer escorts you back into the street with your payment.
!MESSAGE HELPFUL
A man in courtly dress enters at your summoning, to whom you explain the
nature of your Adventures in Arden. He sees that you are carrying a barred
chest, which he opens for you. Inside there is a sapphire!
The courtier hands you the jewel from the ten-times barred up chest,
and goes.
!MESSAGE HELPMESS
I shall be your eyes and ears: direct me with commands of one or two words.
To move, give directions (e.g. N, NE, ..., W, NW, U, D, B(ack)).
Other useful words include TAKE, DROP, LOOK, INV, SCORE, SAVE and
QUIT, plus BRIEF/TERSE, STANDARD/NORMAL and VERBOSE for room descriptions.
There are also a few that you should discover for yourself.
!MESSAGE HOWOFT
How oft the sight of means to do ill deeds makes ill deeds done!
!MESSAGE IFMUSIC
The sign says "IF MUSIC BE THE FOOD OF LOVE, PLAY ****".
!MESSAGE ILLYDIE
The occupant of that particular dwelling is not at home.
However they have left some mantraps for unwelcome visitors;
a hit, a very palpable hit!
!MESSAGE ILLYGIFT
Ah! Othello must have sent you!" says the occupant of the
dwelling you enter. "You deserve some sort of recompense
for the perils you have been through. But go quickly now!"
You are bundled hastily out into the street, and look
about you to see...
!MESSAGE ILLYBLOCK
The dwelling seems to have been locked up.
!MESSAGE IMOGKISS
One kiss! Rubies unparagon'd, how clearly they do't! You notice,
on her left breast, a mole cinque-spotted, like the crimson drops
i' the bottom of a cowslip.
!MESSAGE IMPROPER
'Twould be improper to read more of this letter!
!MESSAGE INCASKET
You open the second casket, which contains
!SWITCH INCA0 INCA1 INCA2 INCA3 INCA4 INCA5
!MESSAGE INCA0
a piece of smoothed ice.
!MESSAGE INCA1
a perfumed violet.
!MESSAGE INCA2
a painted lily.
!MESSAGE INCA3
a miniature portrait.
!MESSAGE INCA4
a ring.
!MESSAGE INCA5
a pair of yellow silk stockings.
!MESSAGE INEDIBLE
You can't eat that!
!MESSAGE INTRUDER
Suddenly the door opens and several knights armed with swords
rush in. They brand you as an intruder and promptly slay you.
!MESSAGE JOINBOUT
Do you wish to join the drinking bout with Falstaff?
!MESSAGE KINGBUSY
The guards turn you back from the palace, saying that the
king is busy with affairs of state.
!MESSAGE KISSMESS
O! she's warm. If this be magic, let it be an act lawful as eating.
You perceive that she stirs. 'Tis the lady Hermione, long supposed
dead. She drops a necklace of diamonds at your feet and then she leaves.
!MESSAGE LEAPIN
You leap into the angry flood.
!MESSAGE LEARBAD
"Mend your speech a little, lest you may mar your fortunes." says
the king, who evidently disagrees with your decision. "Hence, and
avoid my sight! Vassal! Miscreant!"
You are hastily banished from the king's company.
!MESSAGE LEARGOOD
"Let it be so," says the king, who evidently agrees with
your judgement.
Your diplomatic acquiescence with the king's will brings
you a reward: "Through tatter'd clothes small vices do
appear; robes and furr'd gowns hide all."
Leaving King Lear to draw up his plans, you find that...
!MESSAGE LEGOSI
Legosi
!MESSAGE LESIGO
Lesigo
!MESSAGE LIFTLID
You lift the lid of the basket and look inside. It is empty.
!MESSAGE LOONGUIDE
>From the gloom there comes a voice which you seemingly recognise
as that of the poor tormented creature that lived in the hovel,
although in the fog you see nothing. He leads you for a while and
then stops at (he says) the very brim of a cliff whose high and
bending head looks fearfully in the confined deep. You then hear
him no more.
!MESSAGE LOSEBOUT
You are not able to compete with such a seasoned campaigner
as Sir John Falstaff, and are soon thrown out of the tavern
into the street, where you awake to see that...
!MESSAGE MALMDIE
You boldly enter the Boar's Head by the side door,
where a butt of Malmsey wine falls on you from some
high shelf, knocking you out and drowning you.
Lord, Lord! methinks what pain it is to drown:
What dreadful noise of water in thine ears!
What sights of ugly death within thine eyes!
!MESSAGE MEETWITCH
What are these so wither'd and wild in their attire? They should
be women but their beards forbid thee to interpret that they are so.
!MESSAGE MEETYOR
You encounter the king's jester, a fellow of infinite jest, of most
excellent fancy, alas greatly aged. He entertains you awhile and then
totters away, wheezing "Don't forget: the password is @x31da!"
!MESSAGE MELTBAD
I'm afraid that your too too solid flesh has just started to melt, thaw,
and resolve itself into a dew!
!MESSAGE MELTWALL
You find yourself able to pass through the northeastern wall as though
yourself a ghost.
!MESSAGE MERGREET
As you pass the moneylender's premises, their owner comes out to
greet you. Scenting business, he offers to lend you 3,000 ducats
until you next meet, the security to be a pound of flesh.
!MESSAGE MERVENKILL
Since you do not have the ducats, the moneylender demands a pound
of flesh from you. Why then, thus it is, you must prepare your
bosom for his knife.
!MESSAGE MNULL
!MESSAGE MOANMESS
Life is as tedious as a twice-told tale, vexing the dull ear of
a drowsy man.
!MESSAGE MOCKED
The party in the Boar's Head mock your timidity, and
drive you back into the street.
!MESSAGE MORTMESS
Suddenly the starling croaks "Mortimer!"
!MESSAGE MUCHCOOL
You wash your face and feel much cooler as a result.
!MESSAGE NHAPPENS
Nothing of great import happens.
!MESSAGE NOBOW
You don't seem to be carrying a bow.
!MESSAGE NOBREAK
I don't think there's any point in doing that.
!MESSAGE NOBURST
You attempt to rupture the bladder, but seem to be
unable to burst it.
!MESSAGE NOCLIMB
You are not able to climb anything here.
!MESSAGE NOCUT
You have nothing in the way of a knife.
!MESSAGE NOEMPTY
You can't empty that!
!MESSAGE NOMELT
Your too too solid flesh is no longer melting.
!MESSAGE NOPOINT
I'll assume for simplicity that you're wearing anything that's
genuinely wearable.
!MESSAGE NORULE
You will be able to rule when you become king.
!MESSAGE NOSAVENOW
For some reason you are not able to save the game just now.
!MESSAGE NOSWIM
You can't swim here!
!MESSAGE NOTAVENTER
You attempt to enter the house, but a constable seizes on you as
a potential trouble-maker and bundles you out again.
!MESSAGE NOTDES
A wild-eyed Moorish gentleman jumps at you from the shadows
with a cry of "Thou art to die!" Fortunately the clerical
collar you are wearing protects you from being strangled
and you are able to break free.
The Moor is very apologetic, and mutters about someone
called Des the moaner who once beat him at Reversi by cheating.
"Go and see my agent, who lives near here," he says. "The name is
written in code on this paper. You'll be recompensed."
He runs off, shouting "Blow me about in winds! roast me
in sulphur! Wash me in steep-down gulfs of liquid fire!"
!MESSAGE NOTHELD
You're not holding that!
!MESSAGE NOTHERE
I don't see that around here!
!MESSAGE NOTHINGM
Nothing.
!MESSAGE NOTHNGHERE
There's nothing here you can take easily!
!MESSAGE NOTHOLDING
You're not holding anything!
!MESSAGE NOTOFFER
That's not on offer today!
!MESSAGE NOWAKE
You shout at the man, but he wakes not, for you know not what to shout.
!MESSAGE NOWATER
There's no water here!
!MESSAGE NOWAYMESS
You can't go in that direction!
!MESSAGE NOWEAPON
You do not have any suitable weapon!
!MESSAGE NOWEAR
You can't wear that!
!MESSAGE NOWILL
The dagger imposes its own will on you and you find yourself unable
to use it. This were the unkindest cut of all.
!MESSAGE NOWISTHE
You encounter a kingly figure, sadly rather hunchbacked. He mutters
that it now is the winter of his discontent, and hobbles off.
!MESSAGE OFFBALC
You throw yourself off the balcony and methinks I see thee, now thou
art so slow, as one dead in the bottom of a tomb.
!MESSAGE OKMESS
OK.
!MESSAGE ONEKISS
One kiss only. You lodge in fear, though this is a heavenly angel.
!MESSAGE ONEWORD
Please reply with just the one word, gold, silver or lead.
!MESSAGE OPENLOOK
The door opens to reveal a small kitchen.
!MESSAGE OUTRAG
As you pass down the street a sudden volley of slings and arrows
strikes you in the side. What outrageous fortune!
!MESSAGE OVERCLIFF
You wander about in the fog and eventually blunder over a cliff.
!MESSAGE PANELSLIDE
A secret panel in the wall slides away, revealing a passage
to the north.
!MESSAGE PATHNE
Suddenly the trees part to reveal a path to the northeast.
!MESSAGE PATHSW
Suddenly the trees part to reveal a path to the southwest.
!MESSAGE PATHCONE
The trees move and the path to your northeast is blocked once more.
!MESSAGE PATHCOSW
The trees move and the path to your southwest is blocked once more.
!MESSAGE PERFUME
I'm afraid that all the perfumes of Arabia will not sweeten these
little hands. Maybe something else will, if you can find what it is.
!MESSAGE PORTKILL
Your temerity in kissing the lady Portia is justly rewarded.
The guards seize you and put you to death.
!MESSAGE PRINCGO
The princess wakes with a yawn and wanders away with the bracelet.
!MESSAGE PRINCSNATCH
The princess wakes with a yawn, grabs her bracelet from you, and leaves,
muttering darkly.
!MESSAGE PRINCWONDER
The princess wakes with a yawn, notices the loss of her bracelet, gives
you a searching look, and departs.
!MESSAGE PUBSHUT
The Boar's Head appears to be closed.
!MESSAGE QUEENASP
An asp tumbles out of the vase. It fastens itself to the
queen's breast and with its sharp teeth this knot intrinsicate
of life at once unties.
!MESSAGE QUITESO
Quite so.
As you no doubt know, Rule Britannia is part of a masque
called Alfred, written by Thomas Arne (1710-1778). The
words were written by James Thomson (1700-1748), and begin
When Britain first at Heaven's Command
Arose from out the azure main...
Alfred was first performed in 1740 in the presence of
the Prince of Wales. Wagner later said that the whole
English character could be expressed in the first eight
notes. Wagner's own music was rather more expansive in style.
!MESSAGE QUITQUERY
All's well that ends well. Are you sure you want to finish?
!MESSAGE READILIAD
You read a few Greek letters which must be either a theorem of
Euclid or a description of the siege of Troy, I can't say which.
!MESSAGE READMORSE
The piece of paper bears the word
!SWITCH RMZ0 RMZ1 RMZ2 RMZ3 RMZ4 RMZ5 RMZ6 RMZ7 RMZ8 RMZ9 RMZ10
!MESSAGE RMZ0
ERROR.
!MESSAGE RMZ1
NOSEBLEED.
!MESSAGE RMZ2
BLUE-GREEN.
!MESSAGE RMZ3
OVERSEAS.
!MESSAGE RMZ4
STANDARD
!MESSAGE RMZ5
ASTHMA.
!MESSAGE RMZ6
THIRST.
!MESSAGE RMZ7
TEABAG.
!MESSAGE RMZ8
RAISIN.
!MESSAGE RMZ9
FUNGUS.
!MESSAGE RMZ10
THIGHS.
!MESSAGE REDEEM
The moneylender accosts you as you pass, saying "I would have my bond."
!MESSAGE REDHANDS
There's the smell of blood upon your hands.
!MESSAGE REMOVEBAR
You succeed in removing one of the seals from the chest, but it
is still barred.
!MESSAGE RETURNDUC
You are forced to give him back the three thousand ducats. He then
leaves, fortunately omitting to charge you interest!
!MESSAGE RETURNPIE
Since you do not have the ducats, the moneylender demands a pound
of flesh from you. Fortunately you are able to persuade him to
accept that disgusting pie you were carrying: he takes it from you
and then he leaves.
!MESSAGE REVELS
Our revels now are ended.
!MESSAGE RINGNO
You pass the lady Portia, who asks you what you did with the ring.
If you had known the virtue of the ring, or half her worthiness that
gave the ring, or your own honour to contain the ring, you would not
then have parted with the ring. In fact you were best to cut your
left hand off and swear that you lost the ring defending it.
At any rate, you can't really continue now!
!MESSAGE RINGYES
You pass the lady Portia, who notes approvingly that you still have
her ring with you.
!MESSAGE SCOREM1
You scored @x34 points out of a maximum of 425.
!MESSAGE SCOREM2
If you were to quit, you would score @x34 points out of a maximum of 425.
!MESSAGE SCOREM3
You scored @x34 points out of a maximum of 425.
This entitles you to the title Thane of Cawdor.
!MESSAGE SECONDWORD
@x33
!MESSAGE SHENOTHERE
She's not here!
!MESSAGE SHIELDED
As you pass down the street a sudden volley of slings and arrows
crashes against your shield. You carry on walking, to avoid further
outrageous fortune.
!MESSAGE SHREWGOT
You manage to persuade the shrew to enter the cage and you close
the door.
!MESSAGE SHREWTAME
The shrew may be tame, but it won't let you pick it up!
!MESSAGE SHREWUNW
The shrew seems unwilling to enter the cage.
!MESSAGE SIGOLE
Sigole
!MESSAGE SILEGO
Silego
!MESSAGE SILLY
Go to, you're a dry fool.
!MESSAGE SILLYCLIMB
You can't climb that!
!MESSAGE SIRTOPAS
A spirit emerges from the vasty deep, sees your clerical collar,
and recognises (as it thinks) its master, the local priest.
"Good Sir Topas, they have laid me here in hideous
darkness. The house is as dark as ignorance, though
ignorance were dark as hell," it moans, "but this
shall advantage thee."
"I wish to buy my freedom," it continues, and, depositing
a small object in front of you, the spirit vanishes.
!MESSAGE SLEEPMESS
You drink the potion. Presently through all your being there runs
a cold and drowsy humour and your eyes' windows fall like death.
In this borrow'd likeness of shrunk death you continue and then
awake much later as from a pleasant sleep to see...
!MESSAGE SLEEPM2
"Give me to drink mandragora, that I might sleep out this
great gap of time," you say, and quaff the potion. You fall
asleep again, awaking much later to see...
!MESSAGE SLEEPM3
"Give me to drink mandragora, that I might sleep out this
great gap of time," you say, and quaff the potion. You fall
asleep again, but are murdered while you sleep.
!MESSAGE SLURP
'Tis excellent good, i' faith!
!MESSAGE SMITHGR1
A goldsmith passes you in the street and greets you as @x31 of
Ephesus, and tells you that he has made a chain for you in
accordance with your orders. Although you feel that you are part
of some great comedy of errors, the goldsmith insists on leaving
the chain with you.
!MESSAGE SMITHGR2
The goldsmith returns, having realised that you are not @x31 of
Ephesus: he says that he must take the chain back or be paid for it.
!MESSAGE SMITHMOAN
As you do not have either chain or money, he calls one Pinch, a
hungry lean-fac'd villain, a mere anatomy, a mountebank, a threadbare
juggler and a fortune teller, a needy hollow-ey'd, sharp-looking
wretch, a living-dead man. This pernicious slave gazes in your
eyes, feels your pulse, and cries out that you are possess'd.
You are taken away...
!MESSAGE SMITHTAKE
The goldsmith takes back the chain.
!MESSAGE SMITHDUCK
The goldsmith takes your ducats in payment.
!MESSAGE SPDIE
A spirit emerges from the vasty deep, sees you totally
unprotected, and pushes you down into the depths in its place.
!MESSAGE SPOTMESS
Isn't that the name of Lady Macbeth's dog?
!MESSAGE SQUOTE
The scroll bears the following message:
!SWITCH SQ0 SQ0 SQ2 SQ3 SQ4 SQ5 SQ6 SQ7 SQ8 SQ9
!MESSAGE SQ0
'By indirections find directions out.'
!MESSAGE SQ2
'What do you read, my lord? Words, words, words.'
!MESSAGE SQ3
'Though this be madness, yet there is method in 't.'
!MESSAGE SQ4
'I am constant as the northern star
Of whose true fixed and resting quality
There is no fellow in the firmament.'
!MESSAGE SQ5
'But look, the morn, in russet mantle clad, walks o'er the dew
of yon high eastern hill.'
!MESSAGE SQ6
'When the wind is southerly I know a hawk from a handsaw.'
!MESSAGE SQ7
'Then westward ho! Grace and good disposition attend your ladyship!'
!MESSAGE SQ8
'You yourself, sir, should be old as I am, if, like a crab,
you could go backward.'
!MESSAGE SQ9
'I am but mad north-northwest.'
!MESSAGE STAYBASK
Do you wish to spend any more time cooped up in the basket?
!MESSAGE STRANGLEMESS
A wild-eyed Moorish gentleman jumps at you from the shadows
with a cry of "Thou art to die!" He's right. In fact he
strangles you.
!MESSAGE SUDDENLY
Suddenly you hear sounds of people entering the room. They
pick up the laundry basket, with you inside it, and carry it
off. After a while there is a mighty SPLOSH! and you are tossed
into the river.
!MESSAGE SURPLOCK
Surprisingly they keep the gaol locked here.
!MESSAGE TALEMESS
Shall I a tale unfold?
!MESSAGE TERSE0MESS
O.K. Only short descriptions from now on.
!MESSAGE TERSE1MESS
O.K. Standard descriptions from now on.
!MESSAGE TERSE2MESS
O.K. Long descriptions always from now on.
!MESSAGE TEXTMESS
@x31
!MESSAGE THAMIS
What e'er it be, 'tis wondrous heavy, but you wrench it open straight.
If the sea's stomach be o'ercharged with gold, 'tis a good constraint
of fortune it belches upon you.
O most potent gods! What's here? A corse! Shrouded in cloth of
state, balm'd and entreasur'd with spices.
She is alive, she moves. You manage to help pull her out before
the chest is again pulled away from you by the waves.
Her name is Thamis, and she leaves you the spices in gratitude
before departing to seek her lost family.
!MESSAGE THANKMESS
O @x31, @x31! Wherefore art thou @x31?
What's in a name? that which we call a rose by any other name would
smell as sweet. Thank you.
!MESSAGE THETALE
One day, after watching (or perhaps reading) too many Shakespeare
plays, you find yourself wandering around a wondrously enchanted land.
Here they use a richer language than is usual and you come across
scenes which may remind you of certain Shakespearean plays.
How you are going to return successfully to the present day is
something that you will have to find out for yourself but it
may be worthwhile to keep any valuables you come across.
An exhaustive knowledge of the Shakespearean canon is not necessary,
as in most cases just the problems rather than the solutions
are pinched from Shakespeare. Hints are probably available from
JRP1 if you get completely stuck.
For more basic advice, type HELP.
!MESSAGE THROWAWAY
Into the depths you throw the @x33.
!MESSAGE TIPASP
The vase contained an asp, which you tip onto the ground, where
it lies squirming.
!MESSAGE TODUNS
The stone says 'To Dunsinane'.
!MESSAGE TOESAVE
The frog's toe that you ate gives you tremendous swimming ability:
the torrent roars and you do buffet it, with lusty sinews,
throwing it aside. You are able to struggle to land, narrowly
escaping being swept over a waterfall.
!MESSAGE TOGAOLMESS
The guards arrest you as you attempt to leave the town, claiming
that you stole a loaf of bread from somebody. You are sent directly
to gaol (& do not collect 200 pounds.)
!MESSAGE TOODARK
It is growing dark... too dark to see with the naked eye.
!MESSAGE TOOKOBJ1
!SWITCH NOTHNGHERE TOOKOBJ3 TOOKOBJ4
!MESSAGE TOOKOBJ2
!SWITCH TOOKOBJ4 TOOKOBJ3 TOOKOBJ4
!MESSAGE TOOKOBJ3
You took one object.
!MESSAGE TOOKOBJ4
You took @x37 objects.
!MESSAGE TOOPRICKLY
The porpentine is too prickly and you find it impossible
to grasp it.
!MESSAGE TOOSOLID
You feel very warm.
!MESSAGE TRANSFORM
Suddenly ... a charm is thrown!
O monstrous! O strange! Thou art changed! Bless thee! Thou art translated!
To put it bluntly, you seem to have had an ass's head put on you.
!MESSAGE TRYLATER
A maid then enters, invites you to try your luck again later
and withdraws again.
!MESSAGE TWANG
You give the strings a twang, but nothing unexpected happens.
!MESSAGE UNABLEOPEN
The chest resists your efforts and you are unable to remove the
final seal.
!MESSAGE UNEASY
You rather feel that uneasy lies the head that wears a crown, and
soon remove it.
!MESSAGE UNHELPFUL
A man in courtly dress enters at your summoning. You explain the
nature of your Adventures in Arden. He greets you warmly and serves
you with a drink, saying that he wished he could help you in some
other way. This seems not to be the case, so he leaves.
!MESSAGE VAR0M
@x34
!MESSAGE VASEJERK
The vase you are carrying suddenly seems to jerk of its own accord.
!MESSAGE VASTFALL
You throw yourself boldly into the vasty deep.
!MESSAGE WAKEHARRY
The cry of MORTIMER! arouses the sleeping man; in the undergrowth
you hear a disturbance and see a green and gilded snake, which was
waiting to wreath itself about his neck, slip away with indented
glides. The man is grateful to you for waking him in so timely a
fashion and says "Should you ever be in the tavern, call for my
!SWITCH MNULL WAKEH1 WAKEH2 WAKEH3 WAKEH4
!MESSAGE WAKEH1
friend Costard!" He then loses himself in the forest.
!MESSAGE WAKEH2
friend Scroop!" He then loses himself in the forest.
!MESSAGE WAKEH3
friend Nym!" He then loses himself in the forest.
!MESSAGE WAKEH4
friend Parolles!" He then loses himself in the forest.
!MESSAGE WASHFACE
You solemnly wash your face.
!MESSAGE WASHIT
You solemnly wash the @x33.
!MESSAGE WASHPAW
You wash your hands (which weren't dirty).
!MESSAGE WASHPAW2
With the aid of the dog's tongue you manage to remove the smell
of blood from your hands.
!MESSAGE WATCHBAR
The watchman will not let you pass.
!MESSAGE WATCHQUILL
You grab the porpentine, despite its prickliness, and hurl it
at the watchman. The creature darts its quills fretfully at him,
and he struggles to shake it off. You seize on the opportunity to
dash past him, just evading a falling portcullis, and run down a
passage to find that...
!MESSAGE WHATBASK
What do you want to put into the basket?
!MESSAGE WHATNAME
Since you are fast achieving greatness, what name would you
wish to go under?
!MESSAGE WHICHDAU
"To which of my daughters, Regan, Goneril and Cordelia,
shall I leave the largest share of my kingdom?" demands
the king.
!MESSAGE WHICHFIRST
Make your choice. Which casket will ye open first?
!MESSAGE WHICHNEXT
Choose again. Which casket will ye open now?
!MESSAGE WHICHOBJ
Which object will you take?
!MESSAGE WINBOUT
You and Sir John Falstaff enter into the drinking contest.
Your training (eating a loaf of bread) stands you in good
stead. "O monstrous! but one half-pennyworth of bread to
this intolerable deal of sack!" gasp the spectators, as
you drink Sir John under the table.
The landlady, one Mistress Quickly, calls for a celebration,
that anyone should take from Sir John the drinking championship
of Eastcheap. A case of the finest Malmsey is carried in
from a nearby room and you all carouse merrily. Eventually
you are pushed into the street in a state of intoxication,
where you awake to see that...
!MESSAGE WITCHBAD
The witches vanish, cursing. Let this pernicious hour stand
accursed in the calendar!
!MESSAGE WITCHGO
'Tis done. The witches have vanish'd into the air and what seemed
corporeal melted as breath into the wind.
!MESSAGE WITCHGO2
In return, the witches leave you the contents of their cauldron.
!SWITCH WITCHGO
!MESSAGE WITHSOCKS
With the aid of Malvolio's yellow stockings you succeed in grasping
the porpentine. It then fastens itself to your shoulder.
!MESSAGE WOODSTOP
Suddenly the wood stops its motion. However the path you took is
blocked once more.
!MESSAGE WORMUGH
I wouldn't eat that, especially when you know where it came from!
!MESSAGE WTGPORT
The lady Portia picks up her caskets and leaves, murmuring
"Sweet, adieu."
!MESSAGE YOUCANCALL
The sign says:
"YOU CAN CALL SPIRITS FROM THE VASTY DEEP.
BUT WILL THEY COME WHEN YOU DO CALL FOR THEM?"
!MESSAGE YOUSHOOT
You shoot your arrow into the distance.
!END