/ Fyleet 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!)"
/ INITIAL PART OF DATABASE
/ ------------------------
/
!POSSESSIONS FORT PLAYER
!POSSESSIONS ROOM1 LAMP DOOR ACCORDION BOTTLE
!POSSESSIONS WELLROOM WELL
!POSSESSIONS BELLROOM BELL
!POSSESSIONS CLEARING SCARECROW
!POSSESSIONS TREERM SWORD
!POSSESSIONS DEND2 MAT
!POSSESSIONS WIDEPASS STATUE
!POSSESSIONS ODULROOM GNOME
!POSSESSIONS LITROOM PHOENIX
!POSSESSIONS PRELIB SIGN
!POSSESSIONS LIBRARY SPROUT CHAIR BOOK
!POSSESSIONS CORR3 BARREL HELMET
!POSSESSIONS FOGROOM FOG
!POSSESSIONS IDOLRM IDOL
!POSSESSIONS DEND1 PARROT
!POSSESSIONS GARGR2 GARGOYLE
!POSSESSIONS CELL CANDLESTICK
!POSSESSIONS BIGRM1 GIANT
!POSSESSIONS BARN WIZARD
!POSSESSIONS BACROOM BACCHUS
!POSSESSIONS DEND7 PLATE
!POSSESSIONS BIGRM9 MUSIC
!POSSESSIONS DEND3 IKON
!POSSESSIONS DEND5 BROOM
!POSSESSIONS SHRINE ALTAR
!POSSESSIONS AVENUE PLANT
!POSSESSIONS GLADE FISH
!POSSESSIONS DEND6 AMBER
!POSSESSIONS WWROOM FOUNTAIN RUBY
!POSSESSIONS GATEROOM GATE
!POSSESSIONS WAREND TUSK
!POSSESSIONS DEND10 WAND
!POSSESSIONS WEBROOM WEB
!POSSESSIONS MIRROOM MIRROR
!POSSESSIONS DEND8 OPAL
!POSSESSIONS DEND9 SAPPHIRE
!POSSESSIONS MOORRIM PANE BUST
!POSSESSIONS UPROOM BONE
!POSSESSIONS LOFT STRAW
!POSSESSIONS MONKR2 MONK1
!POSSESSIONS MONKR4 MONK2
!POSSESSIONS MONKR6 MONK3 PENDANT
!POSSESSIONS DEND11 TAPESTRY
!POSSESSIONS XROOM DUSTER
!POSSESSIONS CARY1 COLUMN
!POSSESSIONS ROPEROOM ROPE
!POSSESSIONS CORR4 RING
!POSSESSIONS DEND4 DUMB
!POSSESSIONS SPOOKRM HELEN PORTRAIT
!POSSESSIONS STABLE HORSE SHIELD
!POSSESSIONS GRAVE STONE
!POSSESSIONS LARDER ONION CABBAGE BEEF
!POSSESSIONS CONCHALL POSTBOX
!POSSESSIONS HIPROOM SLOTULE
!POSSESSIONS TJUNC2 NOTE NOBLE COIN PIECE TOKEN
!POSSESSIONS HIPRM2 BADGE
!POSSESSIONS NCORR STAFF
!POSSESSIONS REL1 SPLEEN
!POSSESSIONS REL2 TOE
!POSSESSIONS REL3 SUNGLASS
!POSSESSIONS REL5 HEART
!POSSESSIONS TRINCO TURNIP
!POSSESSIONS POSTER ADVERT
!POSSESSIONS BACKS WOLF
!POSSESSIONS TOUTA BLOODSTONE
!POSSESSIONS ROOMZ SCEPTRE
!POSSESSIONS CORR6 COLANDER
!POSSESSIONS ZOLARM GORGON
!POSSESSIONS HUMP2 HUMDUM
!POSSESSIONS HUMP1 SYMBOL
!POSSESSIONS MNEMRM FIGURINE
!PROP FORT LIGHT OUTSIDE
!PROP FOREST LIGHT DISORIENT OUTSIDE
!PROP TREERM LIGHT OUTSIDE
!PROP CLEARING LIGHT OUTSIDE
!PROP ROOM1 LIGHT
!PROP LITROOM LIGHT
!PROP LIBRARY LIGHT
!PROP MAZE1 DISORIENT
!PROP MAZE2 DISORIENT VISITED
!PROP MAZE3 DISORIENT VISITED
!PROP MAZE4 DISORIENT VISITED
!PROP MAZE5 DISORIENT VISITED
!PROP MAZE6 DISORIENT VISITED
!PROP MAZE7 DISORIENT VISITED
!PROP MAZE8 DISORIENT VISITED
!PROP MAZE9 DISORIENT VISITED
!PROP MAZE10 DISORIENT VISITED
!PROP MAZE11 DISORIENT VISITED
!PROP MAZE12 DISORIENT VISITED
!PROP MAZE13 DISORIENT VISITED
!PROP MAZE14 DISORIENT VISITED
!PROP IDOLRM LIGHT
!PROP GARGR1 LIGHT
!PROP GARGR2 LIGHT
!PROP GARGR3 LIGHT
!PROP BIGRM1 LIGHT VISITED
!PROP BIGRM2 LIGHT VISITED
!PROP BIGRM3 LIGHT / cant be visited since used for scoring
!PROP BIGRM4 LIGHT VISITED
!PROP BIGRM5 LIGHT VISITED
!PROP BIGRM6 LIGHT VISITED
!PROP BIGRM7 LIGHT VISITED
!PROP BIGRM8 LIGHT VISITED
!PROP BIGRM9 LIGHT VISITED
!PROP BARN LIGHT
!PROP LANDY2 LIGHT
!PROP SHRINE LIGHT
!PROP AVENUE LIGHT
!PROP GLADE LIGHT
!PROP WARREN DISORIENT
!PROP FORK3 DISORIENT
!PROP WAREND DISORIENT
!PROP ASNETRAS NOSAVE LIGHT
!PROP BOOK NOTAKE
!PROP BELL NOTAKE
!PROP SWORD NOTAKE TREASURE
!PROP ORB TREASURE
!PROP PARROT TREASURE
!PROP PLATE TREASURE
!PROP GNOME NOTAKE
!PROP DOOR NOTAKE TOUCHABLE
!PROP WELL NOTAKE
!PROP SCARECROW NOTAKE
!PROP STATUE NOTAKE TOUCHABLE CLIMBABLE
!PROP MATDUM NOTAKE
!PROP SPROUT NOTAKE
!PROP CHAIR NOTAKE TREASURE
!PROP BARREL NOTAKE TOUCHABLE CLIMBABLE
!PROP IDOL NOTAKE TOUCHABLE
!PROP FOG NOTAKE
!PROP KNIGHT NOTAKE
!PROP GIANT NOTAKE
!PROP ROCKS NOTAKE TOUCHABLE
!PROP WIZARD NOTAKE
!PROP CANDLESTICK TREASURE
!PROP BACCHUS LIGHT NOTAKE
!PROP IKON TREASURE
!PROP GARGOYLE NOTAKE
!PROP ALTAR NOTAKE TOUCHABLE CLIMBABLE
!PROP FISH TREASURE
!PROP PLANT NOTAKE
!PROP GATE NOTAKE TOUCHABLE
!PROP FOUNTAIN NOTAKE TOUCHABLE
!PROP RUBY TREASURE
!PROP AMBER TREASURE
!PROP TUSK TREASURE
!PROP WEB NOTAKE
!PROP MIRROR NOTAKE TOUCHABLE
!PROP RING TREASURE
!PROP OPAL TREASURE
!PROP PANE NOTAKE TOUCHABLE
!PROP BUST TREASURE
!PROP BONE TREASURE
!PROP COLUMN NOTAKE TOUCHABLE
!PROP TAPESTRY TREASURE
!PROP MONK1 NOTAKE
!PROP MONK2 NOTAKE
!PROP MONK3 NOTAKE
!PROP ROPE NOTAKE TOUCHABLE
!PROP PENDANT TREASURE
!PROP SAPPHIRE TREASURE
!PROP PORTRAIT TREASURE
!PROP HORSE NOTAKE
!PROP HELEN NOTAKE
!PROP DUMB NOTAKE TOUCHABLE
!PROP EGG TREASURE
!PROP GRAVE LIGHT
!PROP STONE NOTAKE TOUCHABLE
!PROP ONYX TREASURE
!PROP STREAM LIGHT
!PROP CONCHALL LIGHT
!PROP ROOMX LIGHT DISORIENT
!PROP ROOMZ LIGHT
!PROP POSTBOX NOTAKE TOUCHABLE CLIMBABLE
!PROP FLINN NOTAKE
!PROP TOPAZ TREASURE
!PROP HIPROOM LIGHT
!PROP HIPRM2 LIGHT
!PROP SLOTULE NOTAKE TOUCHABLE
!PROP HIPPOGRIFF NOTAKE / though may never be there anyway
!PROP DRONERM LIGHT
!PROP RINK LIGHT NOSAVE DISORIENT
!PROP TRINCO LIGHT NOSAVE DISORIENT
!PROP REL1 LIGHT
!PROP REL2 LIGHT
!PROP REL3 LIGHT
!PROP REL4 LIGHT
!PROP REL5 LIGHT
!PROP O1 NOTAKE
!PROP O2 NOTAKE
!PROP O3 NOTAKE
!PROP O4 NOTAKE
!PROP O5 NOTAKE
!PROP O6 NOTAKE
!PROP O7 NOTAKE
!PROP O8 NOTAKE
!PROP O9 NOTAKE
!PROP O10 NOTAKE
!PROP O11 NOTAKE
!PROP O12 NOTAKE
!PROP O13 NOTAKE
!PROP O14 NOTAKE
!PROP O15 NOTAKE
!PROP O16 NOTAKE
!PROP O17 NOTAKE
!PROP O18 NOTAKE
!PROP O19 NOTAKE
!PROP O20 NOTAKE
!PROP O21 NOTAKE
!PROP O22 NOTAKE
!PROP O23 NOTAKE
!PROP O24 NOTAKE
!PROP O25 NOTAKE
!PROP O26 NOTAKE
!PROP JACINTH TREASURE
!PROP EMERALD TREASURE
!PROP SCEPTRE TREASURE
!PROP ADVERT NOTAKE TOUCHABLE
!PROP BACKS LIGHT
!PROP POSTER LIGHT
!PROP POSTAD LIGHT
!PROP TOUTA LIGHT NOSAVE DISORIENT
!PROP TOUTB LIGHT NOSAVE DISORIENT
!PROP TOUTC LIGHT NOSAVE DISORIENT
!PROP BELT TREASURE
!PROP HUMDUM NOTAKE
!PROP GORGON NOTAKE
!PROP ZOLARM LIGHT
!PROP SYMBOL NOTAKE
!PROP FIGURINE TREASURE
!PROP OMLET NOTAKE
!PROP BLOODSTONE TREASURE
!STATE O1 26
!STATE O2 25
!STATE O3 7
!STATE O4 13
!STATE O5 21
!STATE O6 14
!STATE O7 4
!STATE O8 3
!STATE O9 18
!STATE O10 15
!STATE O11 2
!STATE O12 5
!STATE O13 6
!STATE O14 12
!STATE O15 1
!STATE O16 19
!STATE O17 8
!STATE O18 9
!STATE O19 10
!STATE O20 11
!STATE O21 16
!STATE O22 17
!STATE O23 20
!STATE O24 22
!STATE O25 23
!STATE O26 24
!STATE SWORD 3
!STATE RINK 3
!VAR STRENGTH 7 / Can carry 7 objects,
!VAR OBJHELD 0 / and is not carrying any initially.
!VAR SWORDVAR 4
!VAR II 1
!VAR JJ 5
!VAR TERSEVAR 1
!END
!POSTCOMMAND POSTPROG
!WELCOME WELCPROG
/
/ 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 OUTSIDE 3 / rooms only
!PROPERTY TREASURE 4 / objects only
!PROPERTY NOSAVE 4 / rooms cant save in
!PROPERTY TOUCHABLE 5 / objects not takeable
!PROPERTY CLIMBABLE 6
/
/ 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 G / for giant and rocks
!DIRECTION M / monks
/
/ Special meanings of words.
/
!SPECIAL ALLSPEC / To detect the word "ALL".
!SPECIAL INVSPEC / To detect the word "INVENTORY".
!SPECIAL DOORSPEC
!SPECIAL TREESPEC
!SPECIAL ONOFFSPEC
!SPECIAL WATERSPEC / the usual problems
!SPECIAL ASPEC
!SPECIAL BSPEC
!SPECIAL CSPEC
!SPECIAL DSPEC
!SPECIAL ESPEC
!SPECIAL FSPEC
!SPECIAL GSPEC
!SPECIAL HSPEC
!SPECIAL ISPEC
!SPECIAL JSPEC
!SPECIAL KSPEC
!SPECIAL LSPEC
!SPECIAL MSPEC
!SPECIAL NSPEC
!SPECIAL OSPEC
!SPECIAL PSPEC
!SPECIAL QSPEC
!SPECIAL RSPEC
!SPECIAL SSPEC
!SPECIAL TSPEC
!SPECIAL USPEC
!SPECIAL VSPEC
!SPECIAL WSPEC
!SPECIAL XSPEC
!SPECIAL YSPEC
!SPECIAL ZSPEC
!SPECIAL ARMSPEC
!SPECIAL FLOORSPEC
!SPECIAL TRAPSPEC
!SPECIAL MAGICSPEC / for magic words (SAYPROG)
!SPECIAL WINESPEC
!SPECIAL PROUSTSPEC
!SPECIAL GCSPEC
!SPECIAL MKSPEC
!SPECIAL PDSPEC
!SPECIAL RUSPEC
!SPECIAL TLSPEC
!SPECIAL FAIRSPEC
!SPECIAL ONESPEC
!SPECIAL TWOSPEC
!SPECIAL THREESPEC
!SPECIAL FOURSPEC
!SPECIAL FIVESPEC
!SPECIAL SIXSPEC
!SPECIAL SEVENSPEC
!SPECIAL EIGHTSPEC
!SPECIAL NINESPEC
/
/ Variables.
/
/ The four workspace variables must appear first.
!VARIABLE VAR0
!VARIABLE VAR1 / to be used for price of hippo ride
!VARIABLE VAR2 / to be used for fare paid so far
!VARIABLE VAR3
!VARIABLE VAR4 / replaces var1 which is never used specially
!VARIABLE VAR5 / replaces var2 which is never used specially
/ Now other variables.
!VARIABLE OBJHELD
!VARIABLE STRENGTH
!VARIABLE SWORDVAR
!VARIABLE WARVAR
!VARIABLE PHXVAR
!VARIABLE MUSCTIME
!VARIABLE SNAKEVAR
!VARIABLE II
!VARIABLE JJ / coords
!VARIABLE RINKCT
!VARIABLE WOLFCT
!VARIABLE WBONUS / scoring bonus for curing lycanthropy
!VARIABLE MGBONUS
/ scoring bonus for mongoose/gudgeon
!VARIABLE NTOUT
!VARIABLE NETOUT
!VARIABLE ETOUT
!VARIABLE SETOUT
!VARIABLE STOUT
!VARIABLE SWTOUT
!VARIABLE WTOUT
!VARIABLE NWTOUT
!VARIABLE UTOUT
!VARIABLE DTOUT
!VARIABLE TOUTCT
!VARIABLE TERSEVAR
/
!TEXTVAR
/
/ OBJECTS SECTION
/ ---------------
/
/ Player must be first object.
!OBJECT PLAYER HOLDING HOLDING HOLDING
!OBJECT BELL MNULL MNULL MNULL
!OBJECT DUSTER DUST1 DUST2 DUST1
!OBJECT LAMP LAMPM1 LAMPM2 LAMPM1
!OBJECT WELL MNULL MNULL MNULL
!OBJECT DOOR MNULL MNULL MNULL
!OBJECT SCARECROW SCAREM1 SCAREM2 SCAREM1
!OBJECT ORB ORBM1 ORBM2 ORBM1
!OBJECT SWORD SWORDM1 SWORDM2 SWORDM1
!OBJECT PARROT PARROTM1 PARROTM2 PARROTM1
!OBJECT MAT MATM1 MATM2 MATM1
!OBJECT ACCORDION ACCORDM1 ACCORDM2 ACCORDM1
!OBJECT MATDUM MATDUM1 MNULL MNULL
!OBJECT BOOK BOOKM1 BOOKM2 BOOKM1
!OBJECT STATUE MNULL MNULL MNULL
!OBJECT BOTTLE BOTTM1 BOTTM2 BOTTM1
!OBJECT BROOM BROOMM1 BROOMM2 BROOMM1
!OBJECT GNOME GNOMEM1 GNOMEM2 GNOMEM1
!OBJECT PLATE PLATEM1 PLATEM2 PLATEM1
!OBJECT PHOENIX PHXM1 PHXM2 PHXM1
!OBJECT SPROUT SPROUTM1 MNULL SPROUTM1
!OBJECT SIGN SIGNM1 SIGNM2 SIGNM1
!OBJECT CHAIR CHAIRM1 CHAIRM2 CHAIRM1
!OBJECT BARREL BARRELM1 MNULL BARRELM1
!OBJECT IDOL IDOLM1 MNULL IDOLM1
!OBJECT FOG MNULL MNULL MNULL
!OBJECT KNIGHT MNULL MNULL MNULL
!OBJECT GARGOYLE MNULL MNULL MNULL
!OBJECT ROCKS MNULL MNULL MNULL
!OBJECT GIANT MNULL MNULL MNULL
!OBJECT STRAW STRAWM1 STRAWM2 STRAWM1
!OBJECT WIZARD WIZM1 MNULL MNULL
!OBJECT CANDLESTICK CANDM1 CANDM2 CANDM1
!OBJECT BACCHUS BACCH1 MNULL MNULL
!OBJECT MUSIC MUSICM1 MUSICM2 MUSICM1
!OBJECT IKON IKONM1 IKONM2 IKONM1
!OBJECT WAND WANDM1 WANDM2 WANDM1
!OBJECT ALTAR MNULL MNULL MNULL
!OBJECT FISH FISHM1 FISHM2 FISHM1
!OBJECT PLANT PLANTM1 MNULL PLANTM1
!OBJECT GATE GATEM1 MNULL MNULL
!OBJECT RUBY RUBYM1 RUBYM2 RUBYM1
!OBJECT FOUNTAIN MNULL MNULL MNULL
!OBJECT AMBER AMBERM1 AMBERM2 AMBERM1
!OBJECT ONULL MNULL MNULL MNULL / nowhere
!OBJECT TUSK TUSKM1 TUSKM2 TUSKM1
!OBJECT RING RINGM1 RINGM2 RINGM1
!OBJECT WEB WEBM1 MNULL MNULL
!OBJECT MIRROR MIRRORM1 MNULL MNULL
!OBJECT OPAL OPALM1 OPALM2 OPALM1
!OBJECT PANE PANEM1 MNULL MNULL
!OBJECT BUST BUSTM1 BUSTM2 BUSTM1
!OBJECT BONE BONEM1 BONEM2 BONEM1
!OBJECT HELMET HELMETM1 HELMETM2 HELMETM1
!OBJECT MONK1 MNULL MNULL MNULL
!OBJECT MONK2 MNULL MNULL MNULL
!OBJECT MONK3 MNULL MNULL MNULL
!OBJECT PENDANT PENDM1 PENDM2 PENDM1
!OBJECT COLUMN COLUMNM MNULL MNULL
!OBJECT TAPESTRY TAPESM1 TAPESM2 TAPESM1
!OBJECT SHIELD SHIELDM1 SHIELDM2 SHIELDM1
!OBJECT ROPE ROPEM1 MNULL MNULL
!OBJECT SAPPHIRE SAPPHM1 SAPPHM2 SAPPHM1
!OBJECT PORTRAIT PORTM1 PORTM2 PORTM1
!OBJECT DUMB DUMBM1 MNULL DUMBM1
!OBJECT HELEN HELENM1 MNULL MNULL
!OBJECT HORSE HORSEM1 MNULL MNULL
!OBJECT EGG EGGM1 EGGM2 EGGM1
!OBJECT STONE MNULL MNULL MNULL
!OBJECT ONION ONIONM1 ONIONM2 ONIONM1
!OBJECT BEEF BEEFM1 BEEFM2 BEEFM1
!OBJECT CABBAGE CABBAGM1 CABBAGM2 CABBAGM1
!OBJECT ONYX ONYXM1 ONYXM2 ONYXM1
!OBJECT BADGE BADGEM1 BADGEM2 BADGEM1
!OBJECT POSTBOX MNULL MNULL MNULL
!OBJECT TOPAZ TOPAZM1 TOPAZM2 TOPAZM1
!OBJECT FLINN FLINNM1 MNULL MNULL
!OBJECT TOKEN TOKENM1 TOKENM2 TOKENM1
!OBJECT PIECE PIECEM1 PIECEM2 PIECEM1
!OBJECT COIN COINM1 COINM2 COINM1
!OBJECT NOBLE NOBLEM1 NOBLEM2 NOBLEM1
!OBJECT NOTE NOTEM1 NOTEM2 NOTEM1
!OBJECT HIPPOGRIFF MNULL MNULL MNULL
!OBJECT SLOTULE SLOTM1 MNULL SLOTM1 / slot machine
!OBJECT STAFF STAFFM1 STAFFM2 STAFFM1
!OBJECT SNAKE SNAKEM1 SNAKEM2 SNAKEM1
!OBJECT O1 OMESS MNULL MNULL
!OBJECT O2 OMESS MNULL MNULL
!OBJECT O3 OMESS MNULL MNULL
!OBJECT O4 OMESS MNULL MNULL
!OBJECT O5 OMESS MNULL MNULL
!OBJECT O6 OMESS MNULL MNULL
!OBJECT O7 OMESS MNULL MNULL
!OBJECT O8 OMESS MNULL MNULL
!OBJECT O9 OMESS MNULL MNULL
!OBJECT O10 OMESS MNULL MNULL
!OBJECT O11 OMESS MNULL MNULL
!OBJECT O12 OMESS MNULL MNULL
!OBJECT O13 OMESS MNULL MNULL
!OBJECT O14 OMESS MNULL MNULL
!OBJECT O15 OMESS MNULL MNULL
!OBJECT O16 OMESS MNULL MNULL
!OBJECT O17 OMESS MNULL MNULL
!OBJECT O18 OMESS MNULL MNULL
!OBJECT O19 OMESS MNULL MNULL
!OBJECT O20 OMESS MNULL MNULL
!OBJECT O21 OMESS MNULL MNULL
!OBJECT O22 OMESS MNULL MNULL
!OBJECT O23 OMESS MNULL MNULL
!OBJECT O24 OMESS MNULL MNULL
!OBJECT O25 OMESS MNULL MNULL
!OBJECT O26 OMESS MNULL MNULL
!OBJECT COLANDER COLANDM1 COLANDM2 COLANDM1
!OBJECT SPLEEN SPLEENM1 SPLEENM2 SPLEENM1
!OBJECT HEART HEARTM1 HEARTM2 HEARTM1
!OBJECT TOE TOEM1 TOEM2 TOEM1
!OBJECT SUNGLASS SUNGLM1 SUNGLM2 SUNGLM1
!OBJECT GOAT GOATM1 GOATM2 GOATM1
!OBJECT WOLF WOLFM1 WOLFM2 WOLFM1
!OBJECT TURNIP TURNIPM1 TURNIPM2 TURNIPM1
!OBJECT JACINTH JACINTH1 JACINTH2 JACINTH1
!OBJECT EMERALD EMERALD1 EMERALD2 EMERALD1
!OBJECT SCEPTRE SCEPTRE1 SCEPTRE2 SCEPTRE1
!OBJECT ADVERT ADVERTM1 MNULL MNULL
!OBJECT GORGON GORGONM1 MNULL MNULL
!OBJECT HUMDUM HUMDUMM1 MNULL MNULL
!OBJECT BELT BELTM1 BELTM2 BELTM1
!OBJECT SYMBOL MNULL MNULL MNULL
!OBJECT OMLET OMLETM1 MNULL MNULL
!OBJECT FIGURINE FIGURIN1 FIGURIN2 FIGURIN1
!OBJECT BLOODSTONE BLOODM1 BLOODM2 BLOODM1
/
/ ROOMS SECTION
/ -------------
/
/ Rooms for this database.
!ROOM FORT FORTM1 FORTM2
!ROOM FOREST FORESTM1 FORESTM2
!ROOM ROOM1 ROOM1M1 ROOM1M2
!ROOM LITROOM LITRM1 LITRM2
!ROOM BELLROOM BELLRM1 BELLRM2
!ROOM CORR1 CORRM1 CORRM2
!ROOM ODULROOM ODULRM1 ODULRM2
!ROOM TJUNC1 TJUNC1M1 TJUNC1M2
!ROOM WELLROOM WELLRM1 WELLRM2
!ROOM DEND1 DENDM1 DENDM1
!ROOM WELLBASE MNULL MNULL
!ROOM CLEARING CLEARM1 CLEARM2
!ROOM TREERM TREERMM1 TREERMM2
!ROOM DEND2 DENDM1 DENDM1
!ROOM WIDEPASS WIDEPM1 WIDEPM2
!ROOM DEND3 DENDM1 DENDM1
!ROOM HALL HALLM1 HALLM2
!ROOM PRELIB PRELIB1 PRELIB2
!ROOM LIBRARY LIBM1 LIBM2
!ROOM CORR2 CORR2M1 CORR2M2
!ROOM CORR3 CORR3M1 CORR3M2
!ROOM DEND5 DEND5M1 DEND5M2
!ROOM LAKE1 LAKE1M1 LAKE1M2
!ROOM LAKE2 LAKE2M1 LAKE2M2
!ROOM FORK1 FORK1M1 FORK1M2
!ROOM DEND6 DEND6M1 DEND6M2
!ROOM MAZE1 MAZEM1 MAZEM2
!ROOM MAZE2 MAZEM1 MAZEM2
!ROOM MAZE3 MAZEM1 MAZEM2
!ROOM MAZE4 MAZEM1 MAZEM2
!ROOM MAZE5 MAZEM1 MAZEM2
!ROOM MAZE6 MAZEM1 MAZEM2
!ROOM MAZE7 MAZEM1 MAZEM2
!ROOM MAZE8 MAZEM1 MAZEM2
!ROOM MAZE9 MAZEM1 MAZEM2
!ROOM MAZE10 MAZEM1 MAZEM2
!ROOM MAZE11 MAZEM1 MAZEM2
!ROOM MAZE12 MAZEM1 MAZEM2
!ROOM MAZE13 MAZEM1 MAZEM2
!ROOM MAZE14 MAZEM1 MAZEM2
!ROOM IDOLRM IDOLRM1 IDOLRM2
!ROOM FOGROOM FOGRM1 FOGRM2
!ROOM GARGR1 GARGR11 GARGR12
!ROOM GARGR2 GARGR21 GARGR22
!ROOM GARGR3 GARGR31 GARGR32
!ROOM CORR4 CORR4M1 CORR4M2
!ROOM BIGRM1 BIGRMM11 BIGRMM12
!ROOM BIGRM2 BIGRMM21 BIGRMM22
!ROOM BIGRM3 BIGRMM31 BIGRMM32
!ROOM BIGRM4 BIGRMM41 BIGRMM42
!ROOM BIGRM5 BIGRMM51 BIGRMM52
!ROOM BIGRM6 BIGRMM61 BIGRMM62
!ROOM BIGRM7 BIGRMM71 BIGRMM72
!ROOM BIGRM8 BIGRMM81 BIGRMM82
!ROOM BIGRM9 BIGRMM91 BIGRMM92
!ROOM CORR5 CORR5M1 CORR5M2
!ROOM BARN BARNM1 BARNM2
!ROOM DEND8 DENDM1 DENDM1
!ROOM CORR6 CORR6M1 CORR6M2
!ROOM BACROOM BACRM1 BACRM2
!ROOM DEND7 DENDM1 DENDM1
!ROOM CORR7 CORR7M1 CORR7M2
!ROOM CORR8 CORR8M1 CORR8M2
!ROOM SECROOM SECRMM1 SECRMM2
!ROOM STAIR1 STAIR1M1 STAIR1M2
!ROOM STAIR2 STAIR2M1 STAIR2M2
!ROOM STAIR3 STAIR3M1 STAIR3M2
!ROOM CELL CELLM1 CELLM2
!ROOM LANDY1 LANDY1M1 LANDY1M2
!ROOM LANDY2 LANDY2M1 LANDY2M2
!ROOM LANDY3 LANDY3M1 LANDY3M2
!ROOM SHRINE SHRINEM1 SHRINEM2
!ROOM AVENUE AVENM1 AVENM2
!ROOM GLADE GLADEM1 GLADEM2
!ROOM GATEROOM GATERMM1 GATERMM2
!ROOM WWROOM WWROOM1 WWROOM2
!ROOM FORK2 FORK2M1 FORK2M2
!ROOM FORK3 FORK3M1 FORK3M2
!ROOM WARREN WARRENM1 WARRENM2
!ROOM WAREND WARENDM1 WARENDM2
!ROOM WARSAFE MNULL MNULL / purely for manipulative purposes
!ROOM WARSAFE2 MNULL MNULL / ditto
!ROOM DEND9 DENDM1 DENDM1
!ROOM LOFT LOFTM1 LOFTM2
!ROOM CORR9 CORR9M1 CORR9M2
!ROOM CORR10 CORR10M1 CORR10M2
!ROOM WEBROOM WEBRMM1 WEBRMM2
!ROOM MIRROOM MIRRMM1 MIRRMM2
!ROOM RNULL MNULL MNULL / for destroyed objects e.g. mat problem
!ROOM MOORRIM MOORM1 MOORM2
!ROOM DEND10 DENDM1 DENDM1
!ROOM TJUNC2 TJUNC2M1 TJUNC2M2
!ROOM HOLEROOM HOLERMM1 HOLERMM2
!ROOM UPROOM UPRMM1 UPRMM2
!ROOM DEND11 DENDM1 DENDM1
!ROOM XROOM XROOMM1 XROOMM2
!ROOM MONKR1 MONKR1M1 MONKR1M2
!ROOM MONKR2 MONKR2M1 MONKR2M2
!ROOM MONKR3 MONKR3M1 MONKR3M2
!ROOM MONKR4 MONKR4M1 MONKR4M2
!ROOM MONKR5 MONKR5M1 MONKR5M2
!ROOM MONKR6 MONKR6M1 MONKR6M2
!ROOM MONKDUMP MNULL MNULL
!ROOM CARY1 CARYM1 CARYM1
!ROOM CARY2 CARYM1 CARYM1
!ROOM CARY3 CARYM1 CARYM1
!ROOM CARY4 CARYM1 CARYM1
!ROOM CARY5 CARYM1 CARYM1
!ROOM CARY6 CARYM1 CARYM1
!ROOM CARY7 CARYM1 CARYM1
!ROOM CARY8 CARYM1 CARYM1
!ROOM CARY9 CARYM1 CARYM1
!ROOM CARY10 CARYM1 CARYM1
!ROOM CARY11 CARYM1 CARYM1
!ROOM CARY12 CARYM1 CARYM1
!ROOM TEMPLE TEMPLEM1 TEMPLEM1
!ROOM PRETEMPLE PRETEM1 PRETEM2
!ROOM ROPEROOM ROPERMM1 ROPERMM2
!ROOM DEND4 DENDM1 DENDM1
!ROOM CORR11 CORR11M1 CORR11M2
!ROOM SPOOKRM SPOOKRM1 SPOOKRM2
!ROOM STABLE STABLEM1 STABLEM2
!ROOM LARDER LARDERM1 LARDERM2
!ROOM GRAVE GRAVEM1 GRAVEM2
!ROOM STREAM STREAMM1 STREAMM2
!ROOM CORR12 CORR12M1 CORR12M2
!ROOM CONCHALL CONCHM1 CONCHM2
!ROOM ROOMX ROOMXM1 ROOMXM2
!ROOM ROOMZ ROOMZM1 ROOMZM2
!ROOM PNROOM PNRMM1 PNRMM2
!ROOM NPROOM NPRMM1 NPRMM2
!ROOM HIPROOM HIPRMM1 HIPRMM2
!ROOM HIPRM2 HIPRM21 HIPRM22
!ROOM NCORR NCORRM1 NCORRM2
!ROOM DRONERM DRONERM1 DRONERM2
!ROOM RINK RINKM1 RINKM1
!ROOM TRINCO TRINCOM1 TRINCOM2
!ROOM REL1 REL1M1 REL1M2
!ROOM REL2 REL2M1 REL2M2
!ROOM REL3 REL3M1 REL3M2
!ROOM REL4 REL4M1 REL4M1
!ROOM REL5 REL5M1 REL5M2
!ROOM BACKS BACKSM1 BACKSM2
!ROOM POSTER POSTERM1 POSTERM2
!ROOM POSTAD POSTADM1 POSTADM2
!ROOM TOUTA TOUTM1 TOUTM1
!ROOM TOUTB TOUTM1 TOUTM1
!ROOM TOUTC TOUTM1 TOUTM1
!ROOM HUMP1 HUMP1M1 HUMP1M1
!ROOM HUMP2 HUMP2M1 HUMP2M2
!ROOM HUMP3 HUMP3M1 HUMP3M2
!ROOM ZOLARM ZOLARMM1 ZOLARMM2
!ROOM MNEMRM MNEMRMM1 MNEMRMM2
!ROOM ASNETRAS ASNET1 ASNET1
/
/ EXITS SECTION
/ -------------
/
!EXIT FORT
N STREAM
NE FOREST
E TREERM
SE FOREST
S ROOM1 STEPPROG
SW FOREST
W CLEARING
NW FOREST
D ROOM1 STEPPROG
!EXIT FOREST
N FOREST DIEFOREST
NE FOREST DIEFOREST
E FOREST DIEFOREST
SE FOREST DIEFOREST
S FOREST DIEFOREST
SW FOREST DIEFOREST
W FOREST DIEFOREST
NW FOREST DIEFOREST
!EXIT ROOM1
U FORT
N FORT
S LITROOM POXPROG
E ODULROOM ODULPROG
!EXIT LITROOM
N ROOM1
S TJUNC1
W FORK2
E DEND2
!EXIT BELLROOM
E FORK2
W CORR1
!EXIT CORR1
E BELLROOM BELLPROG
S IDOLRM
!EXIT TJUNC1
N LITROOM
S WIDEPASS STATPROG
E WELLROOM
!EXIT DEND1
E XROOM
!EXIT WELLROOM
W TJUNC1
G WELLBASE / parrot
!EXIT WELLBASE
G WELLROOM
!EXIT CLEARING
E FORT
N FOREST
NE FOREST
SE FOREST
S FOREST
SW FOREST
W FOREST
NW FOREST
!EXIT TREERM
W FORT TREEPROG
N FOREST
NE FOREST
E FOREST
SE FOREST
S FOREST
SW FOREST
NW FOREST
!EXIT DEND2
W LITROOM
!EXIT WIDEPASS
N TJUNC1
S HALL
!EXIT HALL
N WIDEPASS
S LAKE1
E PRELIB
W FORK1 GREENPROG
SE CORR2
NW CORR5
SW SHRINE
NE WWROOM
!EXIT DEND3
E GARGR1
!EXIT PRELIB
E LIBRARY
W HALL
!EXIT LIBRARY
W PRELIB
!EXIT CORR2
NW HALL
SE CORR3
S DRONERM
!EXIT CORR3
NW CORR2
E DEND5
!EXIT DEND5
W CORR3
!EXIT LAKE1
N HALL
S LAKE2 LAKEPROG
!EXIT LAKE2
N LAKE1 LAKEPROG
S XROOM
!EXIT FORK1
E HALL
SW MAZE1
W FOGROOM
!EXIT MAZE1
N FORK1
SW MAZE2
E MAZE3
SE MAZE4
NW MAZE5
!EXIT MAZE2
E MAZE1
NW MAZE3
NE MAZE6
!EXIT MAZE3
SE MAZE1
NE MAZE2
SW MAZE4
E MAZE7
!EXIT MAZE4
S MAZE1
N MAZE3
W MAZE5
SE MAZE8
!EXIT MAZE5
S MAZE1
SE MAZE4
NE MAZE9
!EXIT MAZE6
S MAZE2
W MAZE7
NW MAZE10
!EXIT MAZE7
E MAZE3
W MAZE6
NW MAZE8
N MAZE11
!EXIT MAZE8
NW MAZE4
NE MAZE7
E MAZE9
S MAZE12
!EXIT MAZE9
S MAZE5
SW MAZE8
W MAZE13
!EXIT MAZE10
N MAZE6
NE MAZE11
SW MAZE14
!EXIT MAZE11
SE MAZE7
E MAZE10
NE MAZE12
SW MAZE14
!EXIT MAZE12
E MAZE8
S MAZE11
SW MAZE13
NE MAZE14
!EXIT MAZE13
NE MAZE9
N MAZE12
SW MAZE14
!EXIT MAZE14
NW MAZE10
SW MAZE11
NE MAZE12
SE MAZE13
S TJUNC2 SETPRICE
!EXIT IDOLRM
N CORR1
S PRETEMPLE IDOLPROG
!EXIT FOGROOM
W GATEROOM FOGEXIT
E FORK1
S CORR4 FOGEXIT
!EXIT GARGR1
W DEND3
E GARGR2 GARGPROG
!EXIT GARGR2
W GARGR1
E GARGR3
!EXIT GARGR3
E TJUNC2
W GARGR2 GARGPROG
!EXIT CORR4
N FOGROOM
S BIGRM2 GTPROG1
!EXIT BIGRM1
E BIGRM2
SE BIGRM5
S BIGRM4
G BIGRM3
!EXIT BIGRM2
N CORR4
E BIGRM3
SE BIGRM6
S BIGRM5
SW BIGRM4
W BIGRM1 GIDIE
!EXIT BIGRM3
G BIGRM1
W BIGRM2
SW BIGRM5
S BIGRM6
!EXIT BIGRM4
N BIGRM1
NE BIGRM2
E BIGRM5
SE BIGRM8
S BIGRM7
!EXIT BIGRM5
N BIGRM2
NE BIGRM3
E BIGRM6
SE BIGRM9
S BIGRM8
SW BIGRM7
W BIGRM4
NW BIGRM1
!EXIT BIGRM6
N BIGRM3
NW BIGRM2
W BIGRM5
SW BIGRM8
S BIGRM9
!EXIT BIGRM7
G BIGRM9
N BIGRM4
NE BIGRM5
E BIGRM8
!EXIT BIGRM8
N BIGRM5
NE BIGRM6
E BIGRM9
S CORR6
W BIGRM7 GIDIE
NW BIGRM4
!EXIT BIGRM9
N BIGRM6
NW BIGRM5
W BIGRM8
G BIGRM7
!EXIT CORR5
SE HALL
W BARN BARNTEST
N NCORR
!EXIT BARN
E CORR5
D CELL TRAPPROG
W AVENUE AVPROG
U LOFT SHEETPROG
!EXIT CELL
U BARN
!EXIT CORR6
N BIGRM8 GTPROG2
S BACROOM
W CORR12
!EXIT BACROOM
N CORR6
!EXIT ODULROOM
E CORR7 ODEXIT
!EXIT DEND7
SW CORR7
!EXIT CORR7
W ODULROOM
NE DEND7
SE CORR8
!EXIT CORR8
NW CORR7
S SECROOM
!EXIT SECROOM
N CORR8
S DEND8
NE STAIR1 SECNEPROG
E STAIR1 SECEPROG
SE STAIR1 SECSEPROG
SW STAIR1 SECSWPROG
W STAIR1 SECWPROG
NW STAIR1 SECNWPROG
!EXIT STAIR1
U STAIR2
!EXIT STAIR2
D STAIR1
U STAIR3
!EXIT STAIR3
D STAIR2
S LANDY1
!EXIT DEND8
N SECROOM
!EXIT LANDY1
N STAIR3
S LANDY2
W DEND10
!EXIT LANDY2
N LANDY1
S LANDY3
!EXIT LANDY3
N LANDY2
D DEND5 LANDPROG
!EXIT SHRINE
NE HALL
!EXIT AVENUE
E BARN
D BARN
W GLADE PLANTPROG
!EXIT GLADE
E AVENUE
W GRAVE
!EXIT GATEROOM
E FOGROOM
W DEND6 GATEPROG
D DEND6 GATEPROG
!EXIT DEND6
E GATEROOM
U GATEROOM
!EXIT WWROOM
SW HALL
!EXIT FORK2
E LITROOM
W BELLROOM BELLPROG
NW FORK3
S NCORR
!EXIT FORK3
N WARREN WARPROG
W CORR9
SE FORK2
!EXIT WARREN
N FORK3 WNPROG
NE FORK3 WNEPROG
E FORK3 WEPROG
SE FORK3 WSEPROG
S FORK3 WSPROG
SW FORK3 WSWPROG
W FORK3 WWPROG
NW FORK3 WNWPROG
!EXIT WAREND
E WARREN WARPROG / also
!EXIT DEND9
E WEBROOM
!EXIT CORR9
E FORK3 FLINNPROG
W WEBROOM
S MIRROOM
SW CORR10
!EXIT CORR10
E MIRROOM
NE CORR9
S ROPEROOM
SW CORR11
!EXIT MIRROOM
N CORR9
W CORR10
!EXIT WEBROOM
E CORR9
W DEND9 WEBPROG
!EXIT TJUNC2
N MAZE14
W GARGR3
E HOLEROOM
SW PNROOM
SE NPROOM
!EXIT HOLEROOM
W TJUNC2
U UPROOM UPHOLEPROG
SE REL1 RELSTART
!EXIT UPROOM
D HOLEROOM
!EXIT DEND10
E LANDY1
!EXIT LOFT
D BARN
!EXIT XROOM
W DEND1
E CARY1
S MONKR1 MONKENT
N LAKE2
!EXIT MONKR1
N XROOM
NE MONKR6 MONKDIE
S MONKR2
M MONKR2
!EXIT MONKR2
N MONKR1 MONKDIE
SE MONKR3
M MONKR3
!EXIT MONKR3
NW MONKR2 MONKDIE
NE MONKR4
M MONKR4
!EXIT MONKR4
SW MONKR3 MONKDIE
N MONKR5
M MONKR5
!EXIT MONKR5
S MONKR4 MONKDIE
NW MONKR6
M MONKR6
!EXIT MONKR6
SE MONKR5 MONKDIE
SW MONKR1
M MONKR1
!EXIT MONKDUMP
M MONKDUMP
!EXIT CARY1
W XROOM CARYEWPROG
N CARY3 CARYNSPROG
E CARY2 CARYEWPROG
S CARY4 CARYNSPROG
!EXIT CARY2
N CARY3 CARYNSPROG
S CARY4 CARYNSPROG
E CARY4 CARYEWPROG
W CARY1 CARYEWPROG
!EXIT CARY3
N CARY2 CARYNSPROG
W CARY1 CARYEWPROG
E CARY5 CARYEWPROG
S CARY4 CARYNSPROG
!EXIT CARY4
N CARY2 CARYNSPROG
E CARY2 CARYEWPROG
S CARY3 CARYNSPROG
W CARY1 CARYEWPROG
!EXIT CARY5
S CARY7 CARYNSPROG
N CARY6 CARYNSPROG
W CARY3 CARYEWPROG
E CARY8 CARYEWPROG
!EXIT CARY6
W CARY8 CARYEWPROG
N CARY8 CARYNSPROG
E CARY7 CARYEWPROG
S CARY5 CARYNSPROG
!EXIT CARY7
W CARY9 CARYEWPROG
E CARY8 CARYEWPROG
S CARY5 CARYNSPROG
N CARY6 CARYNSPROG
!EXIT CARY8
N CARY6 CARYNSPROG
S CARY6 CARYNSPROG
E CARY5 CARYEWPROG
W CARY7 CARYEWPROG
!EXIT CARY9
N CARY11 CARYNSPROG
S CARY10 CARYNSPROG
W CARY7 CARYEWPROG
E CARY12 CARYEWPROG
!EXIT CARY10
N CARY11 CARYNSPROG
S CARY12 CARYNSPROG
E CARY12 CARYEWPROG
W CARY9 CARYEWPROG
!EXIT CARY11
S DEND11 CARYNSPROG
N CARY10 CARYNSPROG
E CARY12 CARYEWPROG
W CARY9 CARYEWPROG
!EXIT CARY12
E CARY10 CARYEWPROG
S CARY10 CARYNSPROG
W CARY9 CARYEWPROG
N CARY11 CARYNSPROG
!EXIT DEND11
N CARY11
!EXIT PRETEMPLE
N IDOLRM
W ASNETRAS DEMONPROG
!EXIT TEMPLE
E PRETEMPLE
!EXIT ROPEROOM
N CORR10
!EXIT CORR11
NE CORR10
W STABLE
N DEND4
NW SPOOKRM SPOOKPROG
S MNEMRM
!EXIT DEND4
S CORR11
!EXIT STABLE
E CORR11
!EXIT SPOOKRM
SE CORR11
!EXIT DRONERM
N CORR2
!EXIT GRAVE
E GLADE
!EXIT STREAM
S FORT
E FOREST
W FOREST
SE FOREST
SW FOREST
N STREAM CURRENTPROG
NE STREAM CURRENTPROG
NW STREAM CURRENTPROG
!EXIT CORR12
W CONCHALL SETTUNE
E CORR6
!EXIT CONCHALL
E CORR12
!EXIT ROOMX
S ROOMZ / temporary
!EXIT ROOMZ
N ROOMX / temporary
!EXIT PNROOM
NE TJUNC2
SE HIPROOM
E NPROOM PNPROG
!EXIT NPROOM
NW TJUNC2
SW HIPROOM
W PNROOM NPPROG
!EXIT HIPROOM
NW PNROOM
NE NPROOM
!EXIT NCORR
N FORK2
S CORR5
!EXIT ROOMX
SW RINK RINKENT
!EXIT RINK
N RINK RNPROG
NE RINK RNEPROG
E RINK REPROG
SE RINK RSEPROG
S RINK RSPROG
SW RINK RSWPROG
W RINK RWPROG
NW RINK RNWPROG
!EXIT TRINCO
N TRINCO TRINPR
NE TRINCO TRINPR
E TRINCO TRINPR
SE TRINCO TRINPR
S TRINCO TRINPR
SW TRINCO TRINPR
W TRINCO TRINPR
NW TRINCO TRINPR
!EXIT REL1
NW HOLEROOM RELOUT
E REL3 REL3IN
S REL2 REL2IN
SE REL4 REL4IN
!EXIT REL2
N REL1 REL1IN
E REL5 REL5IN
NE REL4 REL4XXX
!EXIT REL3
W REL1 REL1IN
S REL5 REL5IN
!EXIT REL4
NW REL1 REL1IN
SE REL5 REL5IN
SW REL2 REL2XXX
!EXIT REL5
N REL3 REL3IN
NW REL4 REL4IN
W REL2 REL2IN
!EXIT BACKS
N POSTER
!EXIT POSTER
S BACKS
!EXIT POSTAD
S TOUTA ENTOUT
!EXIT TOUTA
N ROOMZ TOUTNPROG
NE ROOMZ TOUTNEPROG
E ROOMZ TOUTEPROG
SE ROOMZ TOUTSEPROG
S ROOMZ TOUTSPROG
SW ROOMZ TOUTSWPROG
W ROOMZ TOUTWPROG
NW ROOMZ TOUTNWPROG
U ROOMZ TOUTUPROG
D ROOMZ TOUTDPROG
G TOUTB
M TOUTC
!EXIT TOUTB
N ROOMZ TOUTNPROG
NE ROOMZ TOUTNEPROG
E ROOMZ TOUTEPROG
SE ROOMZ TOUTSEPROG
S ROOMZ TOUTSPROG
SW ROOMZ TOUTSWPROG
W ROOMZ TOUTWPROG
NW ROOMZ TOUTNWPROG
U ROOMZ TOUTUPROG
D ROOMZ TOUTDPROG
G TOUTC
M TOUTA
!EXIT TOUTC
N ROOMZ TOUTNPROG
NE ROOMZ TOUTNEPROG
E ROOMZ TOUTEPROG
SE ROOMZ TOUTSEPROG
S ROOMZ TOUTSPROG
SW ROOMZ TOUTSWPROG
W ROOMZ TOUTWPROG
NW ROOMZ TOUTNWPROG
U ROOMZ TOUTUPROG
D ROOMZ TOUTDPROG
G TOUTA
M TOUTB
!EXIT ROOMZ
S TOUTB ENTOUT
!EXIT HIPRM2
S HUMP1
!EXIT HUMP1
N HIPRM2
S HUMP2
!EXIT HUMP2
N HUMP1
S HUMP3
!EXIT HUMP3
N HUMP2
E LARDER
W ZOLARM
!EXIT LARDER
W HUMP3
!EXIT ZOLARM
N HIPROOM ZOLPROG
E HUMP3
!EXIT MNEMRM
N CORR11
/
/ INSTRUCTIONS SECTION
/ --------------------
/
!INSTRUCTIONS
AAMTZ:
SKIP UNLESS R (PLAYER)R EQ REL1
PRINTRET NHAPPENS
SUB V VAR0 S BIGRM3
SKIP3 IF H PARROT PLAYER
SKIP2 UNLESS V VAR0 EQ 0
SKIP4 IF R (PLAYER)R EQ (PARROT)R
SKIP IF R (PLAYER)R ADJ (PARROT)R
PRINTRET NHAPPENS
MOVE PARROT WITH TO (PLAYER)R
PRINTRET PARAPPEAR
PRINTRET PARFLY
ACHUPROG:
LOAD V VAR0 I 1
GO AAMTZ
AMIPROG:
LOAD V VAR0 I 0
GO RIMPROG
ANNOKPROG:
LOAD V VAR0 I 2
GO AAMTZ
ATOPROG:
LOAD V VAR0 I 1
GO MIRPROG
AVPROG:
SKIP IF R (WIZARD)R EQ BARN
RETURN
PRINT WIZBLOCK
RETURN ABORT
BANDPROG:
SKIP IF M W2EX
RETURN RETRY OBJECT MAY ANY
SKIP IF H DUSTER PLAYER
PRINTRET NOBANDAGE
SKIP IF R ()O EQ GNOME
PRINTRET CANTDO
SKIP IF S GNOME EQ 0
PRINTRET NOUSENOW
MOVE DUSTER WITH DESTROY
SUB V OBJHELD I 1
LOAD S GNOME I 1
PRINTRET HEALGNOME
BARNTEST:
SKIP IF S CORR5 EQ 1
RETURN
PRINT RUBBLEMESS
RETURN ABORT
BELLPROG:
SKIP IF S WELL EQ 3 / he wished
LOAD S BELL I 1
RETURN
BREAKPROG:
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTSEE
SKIP IF P NOTAKE ()O
PRINTRET SILLYMESS
PRINTRET HOWDOTHAT
BRUSHPROG:
SKIP IF M W2EX
RETURN RETRY OBJECT CANT
GO SWEEPROG
BURNPROG:
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTSEE
SKIP IF R ()O EQ WEB
PRINTRET HOWDOTHAT
BURN2:
ASK WHATWITH
SKIP IF M W2OB
GO BURN2
SKIP IF R ()O EQ LAMP
PRINTRET HOWDOTHAT
SKIP IF H LAMP PLAYER
PRINTRET NOTHELD
SKIP IF S LAMP EQ 1
PRINTRET LAMPOFF
SUB V OBJHELD I 1
MOVE LAMP WITH TO (PLAYER)R
MOVE WEB WITH DESTROY
PRINT WHOOSHWEB
RETURN LOOK
CALC:
LOAD V VAR0 I 0
LOAD V VAR3 V II
CALC2:
SKIP3 IF V VAR3 EQ 0
SUB V VAR3 I 1
ADD V VAR0 I 5
GO CALC2
ADD V VAR0 V JJ
RESOLVE VAR3 (O1)O
ADD V VAR3 V VAR0
SUB V VAR3 I 6
RESOLVE VAR3 (VAR3)O
RETURN
CARYEWPROG:
SKIP2 IF S COLUMN EQ 1
PRINT COLBLOCK
RETURN ABORT
RETURN
CARYNSPROG:
SKIP2 IF S COLUMN EQ 0
PRINT COLBLOCK
RETURN ABORT
RETURN
CHEERPROG:
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTSEE
PRINTRET HOWDOTHAT
CLEANPROG:
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTSEE
PRINTRET BESPECIFIC
CLIMBPROG:
SKIP4 IF M W2EX
SKIP UNLESS P OUTSIDE (PLAYER)R
PRINTRET NOCLIMB
MOVE PLAYER WITH DIR U
RETURN ABORT
SKIP3 UNLESS M W2SP TREESPEC
SKIP UNLESS P OUTSIDE (PLAYER)R
PRINTRET NOCLIMB
PRINTRET NOTREE
SKIP UNLESS M W2OB
SKIP IF P CLIMBABLE ()O
PRINTRET CANTCLIMB
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTSEE
SKIP UNLESS R ()O EQ CHAIR
SKIP IF R (PLAYER)R EQ HOLEROOM
PRINTRET CLIMBOB
SKIP2 UNLESS H CHAIR PLAYER
MOVE CHAIR WITH TO HOLEROOM
SUB V OBJHELD I 1
MOVE PLAYER WITH TO UPROOM
PRINTRET CLIMBUP
CLOSEPROG:
SKIP UNLESS M W2SP TRAPSPEC
GO CLOSETRAP
SKIP3 UNLESS M W2SP DOORSPEC
SKIP UNLESS R (PLAYER)R EQ ROOM1
PRINTRET ALRCLOSED
PRINTRET NODOOR
SKIP IF M W2OB
RETURN RETRY NONE CANT
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTSEE
SKIP IF R ()O EQ GATE
PRINTRET NOCLOSE
SKIP IF S GATE EQ 1
PRINTRET ALRCLOSED
LOAD S GATE I 0
PRINTRET SLAMGATE
CLOSETRAP:
SKIP UNLESS R (PLAYER)R EQ BARN
SKIP UNLESS S BARN EQ 0
PRINTRET DONTSEE
SKIP IF S BARN EQ 2
PRINTRET ALRCLOSED
LOAD S BARN I 1
PRINTRET OKMESS
CURRENTPROG:
PRINTRET TOOFAST
CUTPROG:
SKIP IF R (PLAYER)R EQ ()R
PRINTRET DONTSEE
SKIP IF H SWORD PLAYER
PRINTRET NOCUT
SKIP IF R ()O EQ ROPE
PRINTRET CANTDO
PRINTRET TOOTHICK
DEMONPROG:
SKIP2 IF S ALTAR EQ 1
PRINT DEMONDIE
GO DIEPROG
PRINT ENTERTEMPLE
SKIP2 IF H ORB PLAYER
PRINT ENDBAD1
GO QUITS
SKIP2 IF H SHIELD PLAYER
PRINT ENDBAD2
GO QUITS
SKIP3 IF H HELMET PLAYER
LOAD V VAR0 I 0
PRINT ENDMESS VAR0
GO QUITS
SKIP3 IF H SWORD PLAYER
LOAD V VAR0 I 1
PRINT ENDMESS VAR0
GO QUITS
LOAD S ASNETRAS R 3
LOAD V VAR0 I 2
PRINTRET ENDMESS VAR0
DEMPROG:
PRINT NOCALLDEM
GO DIEPROG
DIEBELL:
PRINT DIEBELM
GO DIEPROG
DIEFOREST:
PRINT KILLFOR
GO DIEPROG
DIEPROG:
PRINT OHDEAR
GOSUB SCORESUB
PRINT YOUGOT
GO QUITS
DIESCARE:
PRINT SCAREDM2
GO DIEPROG
DIESCAR2:
PRINT SCAREDM1
GO DIEPROG
DIGPROG:
SKIP UNLESS R (PLAYER)R EQ ODULROOM
GO DIGODUL
SKIP IF P OUTSIDE (PLAYER)R
PRINTRET CANTDIG
SKIP IF R (PLAYER)R EQ CLEARING
PRINTRET DIGHOLE
ADD S CLEARING I 1
SKIP IF S CLEARING EQ 2
PRINTRET DIGHOLE
MOVE ORB WITH TO CLEARING
PRINTRET DIGUPORB
DIGODUL:
SKIP IF S GNOME EQ 2 /dead
SKIP IF R (PLAYER)R EQ (GNOME)R
PRINTRET CANTDIG
SKIP UNLESS S GNOME EQ 0
PRINTRET TOOPANGLED
MOVE GNOME WITH TO CORR7
LOAD S ODULROOM I 1
PRINTRET GNOMEDIG
DRINKPROG:
SKIP UNLESS M W2SP WINESPEC
GO DRINKWINE
SKIP IF M W2SP WATERSPEC
RETURN RETRY NONE CANT
SKIP UNLESS H BOTTLE PLAYER
SKIP IF S BOTTLE EQ 1
GO DRINK2
LOAD S BOTTLE I 0
PRINTRET DRINKMESS
DRINKWINE:
SKIP UNLESS H BOTTLE PLAYER
SKIP IF S BOTTLE EQ 2
PRINTRET NOWINE
LOAD S BOTTLE I 0
PRINTRET DRINKMS2
DRINK2:
SKIP UNLESS R (PLAYER)R EQ STREAM
PRINTRET DRINKSTREAM
SKIP UNLESS R (PLAYER)R EQ WWROOM
PRINTRET DRINKFONT
SKIP IF R (PLAYER)R EQ LAKE1
SKIP UNLESS R (PLAYER)R EQ LAKE2
PRINTRET DRINKLAKE
PRINTRET NOWATER
/ 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.
SKIP UNLESS R (VAR0)O EQ BELT
LOAD S (VAR0)O I 0
SKIP4 IF R (VAR0)O EQ SUNGLASS
SKIP3 IF R (VAR0)O EQ BADGE
SKIP2 IF R (VAR0)O EQ PENDANT
SKIP IF R (VAR0)O EQ HELMET
SKIP UNLESS R (VAR0)O EQ RING
LOAD S (VAR0)O I 0
SKIP IF R (PLAYER)R EQ WELLROOM
RETURN
MOVE (VAR0)O WITH TO WELLBASE
SKIP UNLESS P TREASURE (VAR0)O
LOAD S WELLBASE I 1 / has paid for a wish
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 UNLESS M W2SP WATERSPEC
GO DROPWATER
SKIP UNLESS M W2SP WINESPEC
GO DROPWINE
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 H ()O PLAYER
PRINTRET NOTHELD
/ And drop it.
RESOLVE VAR0 ()O
DROPSY:
GOSUB DROPSUB
SKIP UNLESS R (PLAYER)R EQ WELLROOM
PRINTRET DOWNWELL
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
GO DROPSY
/ 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
SKIP UNLESS R (PLAYER)R EQ WELLROOM
PRINTRET DROPWEL1 VAR3
PRINTRET DROPOBJ1 VAR3
DROPWATER:
SKIP IF H BOTTLE PLAYER
PRINTRET NOTHELD
SKIP IF S BOTTLE EQ 1
PRINTRET NOTHELD
LOAD S BOTTLE I 0
PRINTRET POUR11
DROPWINE:
SKIP IF H BOTTLE PLAYER
PRINTRET NOTHELD
SKIP IF S BOTTLE EQ 2
PRINTRET NOTHELD
LOAD S BOTTLE I 0
PRINTRET POUR12
DUSTPROG:
SKIP IF H DUSTER PLAYER
PRINTRET NODUSTER
SKIP UNLESS M W2SP FLOORSPEC
PRINTRET DUSTGROUND
SKIP IF M W2OB
RETURN RETRY NONE CANT
SKIP UNLESS R ()O EQ DUSTER
PRINTRET CANTDO
SKIP2 UNLESS P NOTAKE ()O
SKIP IF P TOUCHABLE ()O
PRINTRET CANTDO
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTSEE
SKIP IF R ()O EQ MIRROR
PRINTRET DUSTIT
SKIP IF S MIRROR EQ 0
PRINTRET DUSTIT
LOAD S MIRROR R 2
ADD S MIRROR I 1
PRINT DUSTIT
RETURN LOOK
EATPROG:
SKIP IF H ()O PLAYER
PRINTRET NOTHELD
SKIP2 IF R ()O EQ TURNIP
SKIP IF R ()O EQ BEEF
SKIP3 UNLESS R ()O EQ CABBAGE
SUB V OBJHELD I 1
MOVE ()O WITH DESTROY
PRINTRET GOURMET
SKIP IF R ()O EQ ONION
PRINTRET NOTHUNGRY
SUB V OBJHELD I 1
MOVE ONION WITH DESTROY
SKIP IF R (PLAYER)R EQ GRAVE
PRINTRET EYESWATER
MOVE ONYX WITH TO GRAVE
PRINT FAIRWEEP
RETURN LOOK
EIGHTYPROG:
LOAD V VAR0 I 80
GO GETNUM
FIFTYPROG:
LOAD V VAR0 I 50
GO GETNUM
FORTYPROG:
LOAD V VAR0 I 40
GO GETNUM
NINETYPROG:
LOAD V VAR0 I 90
GO GETNUM
SEVENTYPROG:
LOAD V VAR0 I 70
GO GETNUM
SIXTYPROG:
LOAD V VAR0 I 60
GO GETNUM
THIRTYPROG:
LOAD V VAR0 I 30
GO GETNUM
TWENTYPROG:
LOAD V VAR0 I 20
GETNUM:
SKIP IF M W2EX
GO SUMDONE
SKIP2 UNLESS M W2SP ONESPEC
ADD V VAR0 I 1
GO SUMDONE
SKIP2 UNLESS M W2SP TWOSPEC
ADD V VAR0 I 2
GO SUMDONE
SKIP2 UNLESS M W2SP THREESPEC
ADD V VAR0 I 3
GO SUMDONE
SKIP2 UNLESS M W2SP FOURSPEC
ADD V VAR0 I 4
GO SUMDONE
SKIP2 UNLESS M W2SP FIVESPEC
ADD V VAR0 I 5
GO SUMDONE
SKIP2 UNLESS M W2SP SIXSPEC
ADD V VAR0 I 6
GO SUMDONE
SKIP2 UNLESS M W2SP SEVENSPEC
ADD V VAR0 I 7
GO SUMDONE
SKIP2 UNLESS M W2SP EIGHTSPEC
ADD V VAR0 I 8
GO SUMDONE
SKIP2 UNLESS M W2SP NINESPEC
ADD V VAR0 I 9
GO SUMDONE
RETURN RETRY NONE CANT
SUMDONE:
SKIP IF R (PLAYER)R EQ ASNETRAS
PRINTRET NHAPPENS
SKIP3 UNLESS S ASNETRAS EQ 0
SKIP UNLESS V VAR0 EQ 24
GO GAMEWON
PRINTRET NHAPPENS
SKIP3 UNLESS S ASNETRAS EQ 1
SKIP UNLESS V VAR0 EQ 64
GO GAMEWON
PRINTRET NHAPPENS
SKIP3 UNLESS S ASNETRAS EQ 2
SKIP UNLESS V VAR0 EQ 62
GO GAMEWON
PRINTRET NHAPPENS
SKIP UNLESS V VAR0 EQ 42
GO GAMEWON
PRINTRET NHAPPENS
GAMEWON:
PRINT WONFINAL
RETURN RETRY FINISH MAY ANY
EMPTYPROG:
SKIP IF R ()O EQ BOTTLE
PRINTRET CANTDO
SKIP IF H BOTTLE PLAYER
PRINTRET NOTHELD
SKIP IF S BOTTLE EQ 1
PRINTRET ALREMPTY
LOAD V VAR0 S BOTTLE
LOAD S BOTTLE I 0
PRINTRET POURMESS VAR0
ENTOUT:
LOAD V NTOUT I 0
LOAD V NETOUT I 0
LOAD V ETOUT I 0
LOAD V SETOUT I 0
LOAD V STOUT I 0
LOAD V SWTOUT I 0
LOAD V WTOUT I 0
LOAD V NWTOUT I 0
LOAD V UTOUT I 0
LOAD V DTOUT I 0
LOAD V TOUTCT I 13
PRINTRET TOUTDIR
EXITPROG:
SKIP IF R (PLAYER)R EQ TRINCO
RETURN RETRY NONE CANT
GO TRINREQ
FEEDGOAT:
SKIP IF H TURNIP PLAYER
PRINTRET NOFOOD
SUB V OBJHELD I 1
MOVE TURNIP WITH DESTROY
PRINTRET GOATFED
FEEDPROG:
SKIP IF R (PLAYER)R EQ ()R
PRINTRET DONTSEE
SKIP UNLESS R ()O EQ GOAT
GO FEEDGOAT
SKIP IF R ()O EQ WOLF
SKIP UNLESS R ()O EQ FLINN
PRINTRET NOFOOD
SKIP4 IF R ()O EQ SPROUT
SKIP3 IF R ()O EQ GNOME
SKIP2 IF R ()O EQ BACCHUS
SKIP2 UNLESS R ()O EQ IDOL
SKIP IF S IDOL EQ 1
PRINTRET NOFOOD
SKIP4 IF R ()O EQ WIZARD
SKIP3 IF R ()O EQ PLANT
SKIP2 IF R ()O EQ HELEN
SKIP2 UNLESS R ()O EQ SCARECROW
SKIP IF P NOTAKE SCARECROW
PRINTRET NOFOOD
SKIP IF R ()O EQ HORSE
PRINTRET NOTALIVE
SKIP IF H STRAW PLAYER
PRINTRET NOFOOD
SUB V OBJHELD I 1
FEDGG:
MOVE STRAW WITH DESTROY
LOAD S HORSE I 1
PRINTRET HORSEFED
FILLBOT:
SKIP IF H BOTTLE PLAYER
PRINTRET CANTDO
GO FILLBOT2
FILLPROG:
SKIP3 UNLESS R ()O EQ HELMET
SKIP IF H HELMET PLAYER
PRINTRET NOTHELD
PRINTRET PUREORNAM
SKIP IF R ()O EQ BOTTLE
PRINTRET CANTDO
SKIP IF H BOTTLE PLAYER
PRINTRET NOTHELD
FILLBOT2:
SKIP IF S BOTTLE EQ 0
PRINTRET ALRFULL
SKIP2 UNLESS R (PLAYER)R EQ WWROOM
LOAD S BOTTLE I 1
PRINTRET OKMESS
SKIP3 IF R (PLAYER)R EQ STREAM
SKIP2 IF R (PLAYER)R EQ LAKE1
SKIP IF R (PLAYER)R EQ LAKE2
PRINTRET NOWATER
LOAD S BOTTLE I 1
PRINTRET OKMESS
FLINNPROG:
SKIP IF R (FLINN)R EQ CORR9
RETURN
SKIP2 IF H SWORD PLAYER
PRINT FLINNNOFIGHT
RETURN ABORT
MOVE SWORD WITH DESTROY
SKIP3 UNLESS E (PLAYER)D
MOVE SWORD WITH TO PLAYER
PRINT FLINNWIN
RETURN ABORT
MOVE SWORD WITH TO PLAYER
MOVE FLINN WITH DESTROY
MOVE TOPAZ WITH TO PLAYER
LOAD V OBJHELD I 2
PRINTRET FLINNLOSS
FLYPROG:
SKIP IF M W2EX
PRINTRET CANTDO
SKIP UNLESS M W2DI
PRINTRET MOVENORM
SKIP IF M W2OB
RETURN RETRY NONE CANT
SKIP IF H ()O PLAYER
PRINTRET NOTHELD
SKIP IF R ()O EQ BROOM
PRINTRET CANTDO
ASKANY WHATWORD
LOAD V VAR0 I 0
SKIP UNLESS M W2SP GCSPEC
LOAD V VAR0 I 1
SKIP UNLESS M W2SP MKSPEC
LOAD V VAR0 I 2
SKIP UNLESS M W2SP PDSPEC
LOAD V VAR0 I 3
SKIP UNLESS M W2SP RUSPEC
LOAD V VAR0 I 4
SKIP UNLESS M W2SP TLSPEC
LOAD V VAR0 I 5
SKIP2 IF V PHXVAR EQ 0
SUB V VAR0 V PHXVAR
SKIP IF V VAR0 EQ 0
PRINTRET NHAPPENS
SKIP IF R (PLAYER)R EQ LITROOM
PRINTRET BROOMCHUG
MOVE PLAYER WITH TO CORR1
PRINTRET BROOMZOOM
FOGEXIT:
SKIP IF S FOGROOM EQ 0
RETURN
PRINT NOWAYMESS
RETURN ABORT
GARGPROG:
SKIP IF S GARGOYLE EQ 0
RETURN
PRINT GARGKILL
GO DIEPROG
GATEPROG:
SKIP IF S GATE EQ 0
RETURN
PRINT NOWAYMESS
RETURN ABORT
GREENPROG:
SKIP IF S KNIGHT EQ 0
RETURN
LOAD S KNIGHT I 1
PRINT GREENMESS
RETURN
GIDIE:
PRINT CANTMISS
GO DIEPROG
GTPROG1:
SKIP2 UNLESS S BIGRM3 EQ 0
LOAD S BIGRM3 R 4
ADD S BIGRM3 I 1 / 1 TO 5
LOAD S GIANT I 2
MOVE ROCKS WITH TO BIGRM2
PRINTRET GIENT1
GTPROG2:
LOAD S GIANT I 1
MOVE ROCKS WITH TO BIGRM8
PRINTRET GIENT2
GUDPROG:
LOAD V VAR0 I 1
GO MONGUD
HELPPROG:
PRINTRET HELPMESS
HURGPROG:
PRINTRET NOCALLHURG
IDOLPROG:
SKIP IF S IDOL EQ 0
RETURN
SKIP2 IF V STRENGTH EQ 10
PRINT IDOLKILL
GO DIEPROG
LOAD S IDOL I 1
PRINTRET WRESTLE
/ Program to do INVENTORY command.
INVPROG:
SKIP IF M LIGHT
PRINTRET NOTSURE
DESCRIBE WITH PLAYER / Describe player & possessions.
SKIP IF E (PLAYER)D / Print "Nothing." if he's
PRINT NOTHINGM / not carrying anything.
RETURN
JUMPHOLE:
SKIP UNLESS R (CHAIR)R EQ HOLEROOM
SKIP UNLESS H CHAIR PLAYER
PRINTRET HOLEHIGH
MOVE PLAYER WITH TO UPROOM
PRINTRET CHAIRJUMP
JUMPPROG:
SKIP UNLESS M W2DI
RETURN RETRY IGNORE MAY ANY
SKIP2 UNLESS R (PLAYER)R EQ LANDY2
PRINT JUMPABYSS
GO DIEPROG
SKIP2 UNLESS R (PLAYER)R EQ LANDY3
MOVE PLAYER WITH TO DEND5
GO LANDPROG
SKIP UNLESS R (PLAYER)R EQ HOLEROOM
GO JUMPHOLE
SKIP2 UNLESS R (PLAYER)R EQ UPROOM
MOVE PLAYER WITH TO HOLEROOM
RETURN
SKIP3 IF R (PLAYER)R EQ HIPRM2 / plummets
SKIP IF R (PLAYER)R EQ WELLROOM
PRINTRET JUMPMESS
SKIP2 IF S WELL EQ 1
PRINT PLUMMET
GO DIEPROG
PRINT WELLFLOAT
GO DIEPROG
KILLPROG:
SKIP IF R ()R EQ (PLAYER)R
PRINTRET GETNEARER
SKIP2 UNLESS R ()O EQ GORGON
PRINT PETRIFY
GO DIEPROG
SKIP IF R ()O EQ GOAT
SKIP UNLESS R ()O EQ WOLF
PRINTRET NOWEAPON
SKIP UNLESS R ()O EQ FLINN
GO KILLFLINN
SKIP UNLESS R ()O EQ SPROUT
GO KILLSPROUT
SKIP UNLESS R ()O EQ GNOME
GO KILLGNOME
SKIP3 UNLESS R ()O EQ IDOL
SKIP IF S IDOL EQ 0
PRINTRET NOTALIVE
GO KILLIDOL
SKIP2 UNLESS R ()O EQ BACCHUS
PRINT MORTALMESS
GO DIEPROG
SKIP2 UNLESS R ()O EQ SNAKE
LOAD S SNAKE I 1 / really is dead
PRINTRET KILLSNAKE
SKIP UNLESS R ()O EQ PLANT
GO KILLPLANT
SKIP2 UNLESS R ()O EQ WIZARD
PRINT WIZKILL
GO DIEPROG
SKIP2 UNLESS R ()O EQ COLUMN
PRINT COLDIE
GO DIEPROG
SKIP2 UNLESS R ()O EQ HELEN
PRINT HELDIE
GO DIEPROG
SKIP2 UNLESS R ()O EQ HORSE
PRINT HORSEDIE
GO DIEPROG
SKIP UNLESS R ()O EQ SCARECROW
SKIP IF P NOTAKE SCARECROW
PRINTRET NOTALIVE
SKIP IF H SWORD PLAYER
PRINTRET NOWEAPON
SKIP2 IF S SWORD EQ 1
PRINT BADKSCARE
GO DIEPROG
UNSET NOTAKE SCARECROW
LOAD S SCARECROW I 1
PRINTRET KILLSCARE
KILLFLINN:
SKIP IF H SWORD PLAYER
PRINTRET NOWEAPON
MOVE SWORD WITH DESTROY
SKIP2 UNLESS E (PLAYER)D
PRINT FLINNW2
GO DIEPROG
MOVE SWORD WITH TO PLAYER
MOVE FLINN WITH DESTROY
MOVE TOPAZ WITH TO PLAYER
LOAD V OBJHELD I 2
PRINTRET FLINNLOSS
RETURN
KILLGNOME:
SKIP UNLESS S GNOME EQ 2
PRINTRET NOTALIVE
SKIP IF H SWORD PLAYER
PRINTRET NOWEAPON
LOAD S GNOME I 2
UNSET NOTAKE GNOME
PRINTRET KGNOMESS
KILLIDOL:
SKIP IF H SWORD PLAYER
PRINTRET NOWEAPON
GO IDOLPROG
KILLPLANT:
SKIP IF H SWORD PLAYER
PRINTRET NOWEAPON
SKIP IF S SWORD EQ 0
PRINTRET PLANTBAD
MOVE PLANT WITH DESTROY
PRINTRET PLANTKILL
KILLSPROUT:
SKIP IF H SWORD PLAYER
PRINTRET NOWEAPON
PRINT SPROUTW1
GO DIEPROG
KNEELPROG:
SKIP2 UNLESS M W2EX
SKIP IF M W2SP DSPEC
RETURN RETRY NONE CANT
SKIP UNLESS R (PLAYER)R EQ (MAT)R
SKIP UNLESS H MAT PLAYER
PRINTRET UNCOMF
PRINTRET FAVOUR
LAKEPROG:
SKIP IF S WELL EQ 2
SKIP UNLESS H ORB PLAYER
PRINTRET ABLEWALK
PRINT NOABLEWALK
RETURN ABORT
LAMPPROG:
SKIP UNLESS M W2SP ONOFFSPEC
RETURN RETRY IGNORE MAY ANY
RETURN RETRY OBJECT CANT
LANDPROG:
SKIP UNLESS H STRAW PLAYER
PRINTRET LANDWITH
SKIP UNLESS R (STRAW)R EQ DEND5
PRINTRET LANDSTRAW
PRINT LANDBAD
GO DIEPROG
LIFTDUMB:
SKIP UNLESS E (PLAYER)D
PRINTRET LIFTBAD
SKIP UNLESS V STRENGTH EQ 5
PRINTRET CANTDO
SKIP3 IF V STRENGTH EQ 7
LOAD V MUSCTIME I 0
LOAD V STRENGTH I 5
PRINTRET LIFTSTRAIN
LOAD V STRENGTH I 10
LOAD V MUSCTIME I 12
PRINTRET LIFTGOOD
LIFTPROG:
SKIP IF R (PLAYER)R EQ ()R
PRINTRET DONTSEE
SKIP UNLESS H ()O PLAYER
PRINTRET ALRHELD
SKIP UNLESS R ()O EQ DUMB
GO LIFTDUMB
SKIP UNLESS P NOTAKE ()O
PRINTRET CANTDO
PRINTRET LIFTDROP
LIGHTPROG:
SKIP IF R ()O EQ LAMP
RETURN RETRY NONE CANT
GO ONPROG
/ 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.
LOOKSUB:
RETURN LOOK
MAMPROG:
LOAD V VAR0 I 2
GO MIRPROG
MARAPROG:
LOAD V VAR0 I 3
GO AAMTZ
MARCPROG:
SKIP2 UNLESS M W2EX
SKIP IF M W2SP PROUSTSPEC
RETURN RETRY NONE CANT
PRINTRET ANAGMESS
MIRPROG:
SKIP2 UNLESS R (PLAYER)R EQ MIRROOM
SUB V VAR0 S MIRROR
SKIP IF V VAR0 EQ 0
PRINTRET NHAPPENS
LOAD S PANE R 2
MOVE PLAYER WITH TO MOORRIM
PRINTRET DISSOLVES
/ Program to do Magic Move instruction.
MMPROG:
SKIP IF E ()R / Is the object "destroyed"?
PRINTRET CANTDO
MOVE PLAYER WITH TO ()R
RETURN
MONKDIE:
PRINT MONKH
GO DIEPROG
MONKENT:
SKIP IF S MONKR1 GT 0
LOAD S MONKR1 I 1
RETURN
MONPROG:
LOAD V VAR0 I 2
MONGUD:
SUB V VAR0 S ROOMZ
SKIP UNLESS V VAR0 EQ 0
SKIP IF R (PLAYER)R EQ ROOMZ
PRINTRET NHAPPENS
MOVE PLAYER WITH TO CONCHALL
LOAD V MGBONUS I 10
PRINTRET GUDWELL
MOURNPROG:
SKIP IF M W2EX
PRINTRET NOCONVINCE
SKIP UNLESS M W2SP FAIRSPEC
PRINTRET NOCONVINCE
RETURN RETRY NONE CANT
NPPROG:
SKIP UNLESS H TOKEN PLAYER
LOAD S TOKEN I 0
SKIP UNLESS H PIECE PLAYER
LOAD S PIECE I 0
SKIP UNLESS H COIN PLAYER
LOAD S COIN I 0
SKIP UNLESS H NOBLE PLAYER
LOAD S NOBLE I 0
SKIP UNLESS H NOTE PLAYER
LOAD S NOTE I 0
PRINTRET POSIONS
ODEXIT:
SKIP2 IF S ODULROOM EQ 1
PRINT NOWAYMESS
RETURN ABORT
SKIP IF R (GNOME)R EQ CORR7
RETURN
MOVE GNOME WITH DESTROY
LOAD S SECROOM R 5
ADD S SECROOM I 1
PRINTRET GNOMESEC
ODULPRE:
MOVE PLAYER WITH TO ODULROOM
ODULPROG:
SKIP2 UNLESS P VISITED ODULROOM
PRINT DIEFAL2
GO DIEPROG
SKIP2 IF S WELL EQ 1
PRINT DIEFALLM
GO DIEPROG
PRINT FALLMESS
PRINTRET MEETODUL
OFFPROG:
SKIP IF H LAMP PLAYER
PRINTRET NOTHLAMP
SKIP IF S LAMP EQ 1
PRINTRET ALROFF
LOAD S LAMP I 0
UNSET LIGHT LAMP
PRINTRET OKMESS
ONPROG:
SKIP IF H LAMP PLAYER
PRINTRET NOTHLAMP
SKIP IF S LAMP EQ 0
PRINTRET ALRON
LOAD S LAMP I 1
SET LIGHT LAMP
PRINT OKMESS
UNSET VISITED (PLAYER)R
DESCRIBE WITH (PLAYER)R
RETURN
OOTPROG:
LOAD V VAR0 I 1
GO RIMPROG
OPENPROG:
SKIP UNLESS M W2SP TRAPSPEC
GO OPENTRAP
SKIP UNLESS M W2SP DOORSPEC
GO OPENDOOR
SKIP IF M W2OB
RETURN RETRY NONE CANT
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTSEE
SKIP IF R ()O EQ GATE
PRINTRET NOOPEN
SKIP IF S GATE EQ 0
PRINTRET ALROPEN
PRINTRET HOWDOTHAT
OPENDOOR:
SKIP UNLESS R (PLAYER)R EQ ODULROOM
PRINTRET HOWDOTHAT
SKIP UNLESS R (PLAYER)R EQ ROOM1
GO ODULPRE
PRINTRET NODOOR
OPENTRAP:
SKIP UNLESS R (PLAYER)R EQ BARN
SKIP UNLESS S BARN EQ 0
PRINTRET DONTSEE
SKIP IF S BARN EQ 1
PRINTRET ALROPEN
LOAD S BARN I 2
PRINTRET OKMESS
OTAPROG:
LOAD V VAR0 I 2
GO RIMPROG
PAYFARE:
SKIP IF H ()O PLAYER
PRINTRET NOTHELD
LOAD V VAR0 I 0
SKIP UNLESS R ()O EQ TOKEN
LOAD V VAR0 I 1
SKIP UNLESS R ()O EQ PIECE
LOAD V VAR0 I 3
SKIP UNLESS R ()O EQ COIN
LOAD V VAR0 I 9
SKIP UNLESS R ()O EQ NOBLE
LOAD V VAR0 I 27
SKIP UNLESS R ()O EQ NOTE
LOAD V VAR0 I 81
SKIP UNLESS V VAR0 EQ 0
PRINTRET CANTDO
SKIP2 IF S ()O EQ 1
ADD V VAR2 V VAR0
GO PAYF2
LOAD V VAR4 V VAR0
SUB V VAR4 V VAR2
SKIP UNLESS V VAR4 GT 0 / when he is trying to go negative
PRINTRET EJECTCOIN
SUB V VAR2 V VAR0
PAYF2:
MOVE ()O WITH DESTROY
SUB V OBJHELD I 1
LOAD V VAR0 V VAR1
SUB V VAR0 V VAR2
SKIP2 IF V VAR0 EQ 0
PRINT OKMESS
RETURN LOOK
MOVE PLAYER WITH TO HIPRM2
LOAD V VAR2 I 0
PRINTRET HIPPOFLY
PEACHPROG:
SKIP2 IF S WIDEPASS LT 4
SKIP UNLESS H WAND PLAYER
SKIP IF S WAND EQ 0
PRINTRET NHAPPENS
SKIP UNLESS R (PLAYER)R EQ (SCARECROW)R
SKIP UNLESS H SCARECROW PLAYER
PRINTRET WANDTHROB
LOAD S WAND I 1
SKIP2 IF R (SCARECROW)R EQ GARGR3
MOVE SCARECROW WITH RANDADJ
PRINTRET SCAREMOVE
MOVE SCARECROW WITH DESTROY
LOAD S GARGOYLE I 1
PRINTRET SCAREGARG
PESTPROG:
SKIP UNLESS R (PLAYER)R EQ (SLOTULE)R
GO PAYFARE
SKIP IF R (PLAYER)R EQ (POSTBOX)R
PRINTRET CANTDO
SKIP IF H ()O PLAYER
PRINTRET NOTHELD
SUB V OBJHELD I 1
MOVE ()O WITH TO RNULL
LOAD V VAR0 I 4
SKIP UNLESS R ()O EQ BEEF
LOAD V VAR0 I 1
SKIP UNLESS R ()O EQ BADGE
LOAD V VAR0 I 2
SKIP UNLESS R ()O EQ CABBAGE
LOAD V VAR0 I 3
SUB V VAR0 S CONCHALL
SKIP IF V VAR0 EQ 0
PRINTRET POSTBAD
LOAD V OBJHELD I 0
LOAD S RING I 0
LOAD S HELMET I 0
LOAD S PENDANT I 0
LOAD S BADGE I 0
LOAD S SUNGLASS I 0
LOAD S BELT I 0
MOVE PLAYER WITHOUT TO ROOMX
LOAD S CONCHALL I 0
LOAD S ROOMZ R 1
ADD S ROOMZ I 1
PRINTRET POSTGOOD
PLANTPROG:
SKIP IF R (PLANT)R EQ AVENUE
RETURN
PRINT NOWAYMESS
RETURN ABORT
PLAYPROG:
SKIP IF R ()O EQ ACCORDION
PRINTRET CANTDO
SKIP IF H ACCORDION PLAYER
PRINTRET NOTHELD
SKIP2 IF S MUSIC EQ 1
SKIP IF S WELL EQ 4
PRINTRET NOTUNE
SKIP IF R (PLAYER)R EQ (BACCHUS)R
PRINTRET PLAYACCM
PRINT PLAYBACC
MOVE BACCHUS WITH DESTROY
SKIP UNLESS H BOTTLE PLAYER
SKIP IF S BOTTLE EQ 1
PRINTRET BACCBAD
LOAD S BOTTLE I 2
PRINTRET BACCGOOD
PNPROG:
SKIP UNLESS H TOKEN PLAYER
LOAD S TOKEN I 1
SKIP UNLESS H PIECE PLAYER
LOAD S PIECE I 1
SKIP UNLESS H COIN PLAYER
LOAD S COIN I 1
SKIP UNLESS H NOBLE PLAYER
LOAD S NOBLE I 1
SKIP UNLESS H NOTE PLAYER
LOAD S NOTE I 1
PRINTRET NEGIONS
POSTPROG:
SKIP3 UNLESS R (PLAYER)R EQ ASNETRAS
SKIP2 IF M MOVED
PRINT LOSEFINAL
GO QUITS
SKIP UNLESS S SWORD GT 2
GO POST1
SUB V SWORDVAR I 1
SKIP IF V SWORDVAR EQ 0
GO POST1
LOAD V SWORDVAR R 3
ADD V SWORDVAR I 1
ADD S SWORD I 1
SKIP UNLESS S SWORD GT 2
LOAD S SWORD I 0
SKIP IF R (PLAYER)R EQ (SWORD)R
GO POST1
LOAD V VAR0 S SWORD
SKIP2 IF H SWORD PLAYER
PRINT SWORDCHANGE VAR0
GO POST1
PRINT SWORDHELD VAR0
POST1:
SKIP3 IF S BELL EQ 0
ADD S BELL I 1
SKIP UNLESS S BELL EQ 3
GO DIEBELL
SKIP3 UNLESS R (PLAYER)R EQ CLEARING
SKIP2 IF M MOVED
SKIP UNLESS P NOTAKE SCARECROW
GO DIESCAR2
SKIP UNLESS H ORB PLAYER
SKIP2 IF R (PLAYER)R EQ (PARROT)R
LOAD S PARROT I 0
GO POST2
ADD S PARROT I 1
PRINT PARSCREECH
SKIP2 UNLESS S PARROT GT 2
PRINT DIEPARR
GO DIEPROG
POST2:
SKIP2 IF R (MAT)R EQ WARREN
SKIP UNLESS E (MAT)R
SKIP UNLESS P DISORIENT (MAT)R
GO POST3
SKIP4 IF R (MAT)R EQ HUMP1
SKIP3 IF R (MAT)R EQ SHRINE
SKIP2 UNLESS P VISITED DEND2
SKIP UNLESS S MATDUM EQ 0
SKIP UNLESS R (PLAYER)R EQ (MAT)R
GO POST3
MOVE MATDUM WITH TO (MAT)R
MOVE MAT WITH DESTROY
LOAD S MATDUM I 1
POST3:
SKIP IF S MATDUM GT 4
SKIP UNLESS S MATDUM EQ 0
GO POST4
SKIP4 UNLESS R (PLAYER)R EQ (MATDUM)R
ADD S MATDUM I 1
SKIP2 UNLESS S MATDUM EQ 3
MOVE MATDUM WITH DESTROY
LOAD S MATDUM I 5
POST4:
SKIP UNLESS R (PLAYER)R EQ (SPROUT)R
SKIP UNLESS M MOVED
GO POST5
PRINT SPROUTW2
MOVE PLAYER WITH TO HALL
MOVE PLAYER WITH RANDADJ
POST5:
SKIP UNLESS R (PLAYER)R EQ (BARREL)R
SKIP UNLESS M MOVED
GO POST6
SKIP UNLESS H BOTTLE PLAYER
SKIP2 IF S BOTTLE EQ 2
PRINT DIEBARREL
GO DIEPROG
LOAD S BOTTLE I 0
PRINT BARRDRINK
POST6:
SKIP IF R (PLAYER)R LT MAZE1
SKIP UNLESS R (PLAYER)R GT MAZE14
GO POST7
LOAD V VAR0 R 5
SKIP IF V VAR0 EQ 0
GO POST7
LOAD V VAR0 R 5
SKIP3 UNLESS V VAR0 EQ 0
PRINT CONFUS1
GOSUB DROPFIRST
GO POST69
SKIP3 UNLESS V VAR0 EQ 1
PRINT CONFUS2
GOSUB TAKEFIRST
GO POST69
PRINT CONFUS3
MOVE PLAYER WITH RANDADJ
POST69:
SKIP IF M MOVED
DESCRIBE WITH (PLAYER)R
POST7:
SKIP IF R (PLAYER)R LT BIGRM1
SKIP UNLESS R (PLAYER)R GT BIGRM9
GO POST8
/ DESCRIBE WITH (PLAYER)R
SET VISITED (PLAYER)R
MOVE ROCKS WITH TO (PLAYER)R
SKIP UNLESS S GIANT EQ 2
GO POSTGT2
SKIP UNLESS S GIANT EQ 1
GO POSTGT1
POST8:
SKIP2 UNLESS R (PLAYER)R EQ BARN
SKIP UNLESS R (WIZARD)R EQ BARN
SKIP UNLESS M MOVED
GO POST9
PRINT WIZBLAST
MOVE PLAYER WITH TO CORR5
LOAD S CORR5 I 1
POST9:
SKIP IF R (PLAYER)R EQ WWROOM
GO POST10
SKIP IF M MOVED
GO POSTWEIRD
POST10:
SKIP3 IF S MONKR1 EQ 2
SKIP UNLESS S MONKR1 EQ 1
LOAD S MONKR1 I 2
GO POST12
SKIP2 IF R (PLAYER)R EQ (MONK1)R
SKIP IF R (PLAYER)R EQ (MONK2)R
SKIP UNLESS R (PLAYER)R EQ (MONK3)R
PRINT MONKM
MOVE MONK1 WITH DIR M
MOVE MONK2 WITH DIR M
MOVE MONK3 WITH DIR M
SKIP IF R (PLAYER)R EQ MONKR1
GO POST11
SKIP2 IF R (MONK1)R EQ MONKR1
SKIP IF R (MONK2)R EQ MONKR1
SKIP3 UNLESS R (MONK3)R EQ MONKR1
PRINT MONKE
MOVE PLAYER WITH TO XROOM
GO POST115
POST11:
SKIP2 IF R (PLAYER)R EQ (MONK1)R
SKIP IF R (PLAYER)R EQ (MONK2)R
SKIP2 UNLESS R (PLAYER)R EQ (MONK3)R
PRINT MONKD
GO DIEPROG
POST115:
SKIP2 UNLESS R (MONK1)R EQ (BOOK)R
MOVE MONK1 WITH TO MONKDUMP
MOVE BOOK WITH DESTROY
SKIP2 UNLESS R (MONK2)R EQ (BOOK)R
MOVE MONK2 WITH TO MONKDUMP
MOVE BOOK WITH DESTROY
SKIP2 UNLESS R (MONK3)R EQ (BOOK)R
MOVE MONK3 WITH TO MONKDUMP
MOVE BOOK WITH DESTROY
POST12:
SKIP4 IF R (PLAYER)R LT CARY1
SKIP3 IF R (PLAYER)R GT CARY12
SKIP2 IF R (PLAYER)R EQ (COLUMN)R
MOVE COLUMN WITH TO (PLAYER)R
LOAD S COLUMN R 1
POST13:
SKIP3 UNLESS R (PLAYER)R EQ (HELEN)R
SKIP2 IF M MOVED
PRINT KISSEDMESS
GO DIEPROG
SKIP4 UNLESS R (PLAYER)R EQ (HORSE)R
SKIP3 IF S HORSE EQ 1
SKIP2 IF M MOVED
PRINT HORSEDM
GO DIEPROG
SKIP2 IF V MUSCTIME EQ 0
SUB V MUSCTIME I 1
SKIP IF V MUSCTIME EQ 0
GO POST14
MOVE PLAYER WITHOUT TO (PLAYER)R
LOAD V OBJHELD I 0
LOAD S RING I 0
LOAD S HELMET I 0
LOAD S PENDANT I 0
LOAD S BADGE I 0
LOAD S SUNGLASS I 0
LOAD S BELT I 0
LOAD V STRENGTH I 7
PRINT WEAKMESS
POST14:
SKIP2 IF H STAFF PLAYER
SKIP UNLESS V SNAKEVAR EQ 0
GO POST15
SKIP UNLESS V SNAKEVAR EQ 0
LOAD V SNAKEVAR I 8
SUB V SNAKEVAR I 1
SKIP IF V SNAKEVAR EQ 0
GO POST15
SKIP2 UNLESS H STAFF PLAYER
PRINT SNAKEBITE
GO DIEPROG
MOVE SNAKE WITH TO (STAFF)R
MOVE STAFF WITH TO RNULL
SKIP4 UNLESS R (PLAYER)R EQ (SNAKE)R
SKIP2 UNLESS R (SNAKE)R EQ DRONERM
PRINT SNAKEDOZE
GO POST14A
PRINT SNAKECHANGE
POST14A:
SKIP IF R (SNAKE)R EQ DRONERM
MOVE SNAKE WITH DESTROY
POST15:
SKIP IF R (PLAYER)R EQ RINK
GO POST16
MOVE PLAYER WITH TO ROOMX
MOVE (RINK)O WITH TO ROOMX
MOVE PLAYER WITH TO RINK
MOVE (ROOMX)O WITH TO RINK / ensures player is 2nd obj
ADD V RINKCT I 1
SKIP3 UNLESS V RINKCT GT 8
MOVE PLAYER WITH TO TRINCO
PRINT TRINMOVE
GO POST17
SKIP UNLESS V II EQ 1
GO POST15A
SKIP UNLESS V II EQ 5
GO POST15C
GO POST15B
POST15A:
LOAD S RINK I 2
SKIP UNLESS V JJ EQ 1
LOAD S RINK I 1
SKIP UNLESS V JJ EQ 5
LOAD S RINK I 3
GO POST17
POST15B:
LOAD S RINK I 5
SKIP UNLESS V JJ EQ 1
LOAD S RINK I 4
SKIP UNLESS V JJ EQ 5
LOAD S RINK I 6
GO POST17
POST15C:
LOAD S RINK I 8
SKIP UNLESS V JJ EQ 1
LOAD S RINK I 7
SKIP UNLESS V JJ EQ 5
LOAD S RINK I 9
GO POST17
POST16:
SKIP UNLESS R (PLAYER)R EQ TRINCO
GO POST17
RESOLVE VAR0 (O1)O
ADD V VAR0 R 24
RESOLVE VAR0 (VAR0)O
LOAD V VAR3 S (VAR0)O
LOAD S (VAR0)O S O26
LOAD S O26 V VAR3
POST17:
SKIP IF R (PLAYER)R LT REL1
SKIP UNLESS R (PLAYER)R GT REL5
GO POST18
SKIP3 UNLESS R (SPLEEN)R EQ REL3
SKIP2 UNLESS R (SUNGLASS)R EQ REL1
SKIP UNLESS R (TOE)R EQ REL2
SKIP IF R (HEART)R EQ REL5
GO POST18
LOAD V OBJHELD I 0
MOVE JACINTH WITH TO HOLEROOM
MOVE PLAYER WITHOUT TO HOLEROOM
PRINT DONERELIC
POST18:
SKIP IF V WOLFCT GT 0
GO POST19
SUB V WOLFCT I 1
SKIP2 UNLESS V WOLFCT EQ 0
PRINT WOLFDIE
GO DIEPROG
POST19:
SKIP UNLESS R (PLAYER)R EQ (GOAT)R
GO POST20
SKIP4 UNLESS R (GOAT)R EQ (WOLF)R
SKIP IF R (PLAYER)R EQ BACKS
SKIP UNLESS R (PLAYER)R EQ POSTER
PRINT GOATFLEE
MOVE GOAT WITH DESTROY
SKIP4 UNLESS R (GOAT)R EQ (TURNIP)R
SKIP IF R (PLAYER)R EQ BACKS
SKIP UNLESS R (PLAYER)R EQ POSTER
PRINT MUNCHMESS
MOVE TURNIP WITH DESTROY
POST20:
SKIP3 UNLESS R (PLAYER)R EQ POSTER
SKIP2 UNLESS R (WOLF)R EQ POSTER
SKIP UNLESS R (GOAT)R EQ POSTER
SKIP IF R (TURNIP)R EQ POSTER
GO POST21
PRINT ADSUCCESS
MOVE PLAYER WITHOUT TO POSTAD
MOVE EMERALD WITH TO PLAYER
LOAD V OBJHELD I 1
POST21:
SKIP UNLESS V TOUTCT EQ 0
GO POST22
SUB V TOUTCT I 1
SKIP2 UNLESS V TOUTCT EQ 0
PRINT DIETOUT
GO DIEPROG
POST22:
SKIP3 UNLESS R (PLAYER)R EQ HUMP2
SKIP2 IF M MOVED
MOVE PLAYER WITH RANDADJ
PRINT HOTPLATE
SKIP UNLESS S HUMDUM EQ 0
GO POST23
SUB S HUMDUM I 1
SKIP IF S HUMDUM EQ 0
GO POST23
MOVE HUMDUM WITH DESTROY
SKIP3 UNLESS R (PLAYER)R EQ HUMP2
MOVE BELT WITH TO HUMP2
PRINT HUMCATCH
GO POST23
SKIP UNLESS R (STRAW)R EQ HUMP2
GO POST23
MOVE OMLET WITH TO HUMP2
SKIP IF R (PLAYER)R EQ HUMP1
SKIP UNLESS R (PLAYER)R EQ HUMP2
PRINT CRASHNOISE
POST23:
SKIP UNLESS R (PLAYER)R EQ MNEMRM
SKIP UNLESS M MOVED
GO POST24
SKIP2 IF H ONYX PLAYER
PRINT FORGETMESS
GO DIEPROG
PRINT MNEMONICS
POST24:
SKIP IF R (PLAYER)R EQ REL2
SKIP2 UNLESS R (PLAYER)R EQ REL4
SKIP IF S SUNGLASS EQ 1
LOAD S (PLAYER)R I 0
SKIP UNLESS H RUBY PLAYER
LOAD S RUBY I 1
SKIP UNLESS V TERSEVAR EQ 0
SET VISITED (PLAYER)R
SKIP UNLESS V TERSEVAR EQ 2
UNSET VISITED (PLAYER)R
SKIP UNLESS R (PLAYER)R EQ WARREN
RETURN LOOK / may not have moved
RETURN
POSTGT1:
SKIP2 UNLESS R BIGRM1 ADJ (PLAYER)R
PRINT GIKILL1
GO DIEPROG
PRINT GIMISS1
LOAD S GIANT I 2
GO POST8
POSTGT2:
SKIP2 UNLESS R BIGRM7 ADJ (PLAYER)R
PRINT GIKILL2
GO DIEPROG
PRINT GIMISS2
LOAD S GIANT I 1
GO POST8
POSTWEIRD:
SKIP3 UNLESS H RING PLAYER
SKIP2 IF S RING EQ 0
PRINT BUBBLESP
GO POST10
PRINT DIEWEIRD
GO DIEPROG
POXPROG:
SKIP IF P VISITED LITROOM
PRINTRET POXCRASH
RETURN
PRAYFOG:
SKIP IF S FOGROOM EQ 0
PRINTRET WINDMS2
LOAD S FOGROOM I 1
MOVE FOG WITH DESTROY
PRINT DISPERSE
UNSET VISITED FOGROOM
RETURN LOOK
PRAYHUMP:
LOAD S HUMDUM I 4
PRINTRET WINDMS2
PRAYMUSIC:
MOVE MUSIC WITH TO BIGRM6
PRINTRET BLOWMUSIC
PRAYPROG:
SKIP UNLESS R (PLAYER)R EQ (MAT)R
SKIP UNLESS H MAT PLAYER
PRINTRET NHAPPENS
SKIP2 UNLESS R (PLAYER)R EQ BARN
SKIP UNLESS S BARN EQ 0
PRINTRET DUSTPRAY
SKIP UNLESS R (PLAYER)R EQ HUMP1
GO PRAYHUMP
SKIP2 UNLESS R (PLAYER)R EQ BIGRM6
SKIP UNLESS R (MUSIC)R EQ BIGRM9
GO PRAYMUSIC
SKIP UNLESS R (PLAYER)R EQ FOGROOM
GO PRAYFOG
SKIP UNLESS R (PLAYER)R EQ SHRINE
GO PRAYSHRINE
SKIP UNLESS R (PLAYER)R EQ TREERM
SKIP3 IF S SWORD GT 2
SKIP IF P OUTSIDE (PLAYER)R
PRINTRET WINDMS2
PRINTRET WINDMESS
LOAD S SWORD R 2
UNSET NOTAKE SWORD
PRINT SWORDFALL
RETURN LOOK
PRAYSHRINE:
SKIP2 UNLESS S ALTAR EQ 1
PRINT WRATHURG
GO DIEPROG
GOSUB SCORESUB
SKIP UNLESS V VAR0 LT 540
PRINTRET VOICEMESS
LOAD S ALTAR I 1
PRINTRET VOICEMS2
PULLPROG:
SKIP IF R ()O EQ ROPE
GO PUSHPROG
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTSEE
SKIP IF S ROPE EQ 1
SKIP IF S KNIGHT EQ 1
PRINTRET NHAPPENS
PRINT KNIGHTHOME
SKIP3 UNLESS H SWORD PLAYER
SKIP2 UNLESS H HELMET PLAYER
SKIP UNLESS S HELMET EQ 1
SKIP IF H SWORD PLAYER
PRINTRET ILLEQUIPPED
LOAD S ROPE I 1
PRINT MAYFIGHT
SKIP IF S SWORD EQ 2
PRINTRET FOUGHTBAD
MOVE EGG WITH TO (PLAYER)R
MOVE FLINN WITH TO CORR9
PRINT FOUGHTWELL
RETURN LOOK
PUSHPROG:
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTSEE
SKIP IF P NOTAKE ()O
PRINTRET SILLYMESS
SKIP IF P TOUCHABLE ()O
PRINTRET CANTDO
PRINTRET ACHIEVENOWT
/ Program to make certain the player wants to quit.
QUITPROG:
SKIP IF Q QUITQUERY / Skip if "yes" answer.
RETURN
GOSUB SCORESUB
ADD V VAR0 I 10
PRINT YOUGOT
QUITS:
SKIP UNLESS Q MOREGAMES
RETURN RETRY RESTART MAY ANY
PRINT GOWORK
RETURN RETRY FINISH MAY ANY / Induce end of game.
READPROG:
SKIP IF M LIGHT
PRINTRET PITCHDARK
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTSEE
SKIP2 UNLESS R ()O EQ SIGN
LOAD V VAR0 S SIGN
PRINTRET READSIGN VAR0
SKIP UNLESS R ()O EQ EGG
PRINTRET EGGSAYS
SKIP UNLESS R ()O EQ BADGE
PRINTRET BADGESAYS
SKIP UNLESS R ()O EQ MUSIC
GO READMUSIC
SKIP UNLESS R ()O EQ SLOTULE
PRINTRET SLOTREAD
SKIP UNLESS R ()O EQ STONE
PRINTRET READSTONE
SKIP UNLESS R ()O EQ ADVERT
PRINTRET READAD
SKIP IF R ()O EQ BOOK
PRINTRET NOREAD
SKIP IF H BOOK PLAYER
PRINTRET NOTHELD
PRINT RADMESS
GO DIEPROG
READMUSIC:
SKIP IF H MUSIC PLAYER
PRINTRET NOTHELD
LOAD S MUSIC I 1 / can play
SUB V OBJHELD I 1
MOVE MUSIC WITH DESTROY
PRINTRET MUSICREAD
REL1IN:
SKIP IF E (REL1)O
RETURN
GO REL12345
REL2IN:
LOAD S REL2 I 0
SKIP UNLESS S SUNGLASS EQ 1
LOAD S REL2 I 1
SKIP IF E (REL2)O
RETURN
GO REL12345
REL2XXX:
SKIP UNLESS S SUNGLASS EQ 1
GO REL2IN
PRINT NOWAYMESS
RETURN ABORT
REL3IN:
SKIP IF E (REL3)O
RETURN
GO REL12345
REL4IN:
LOAD S REL4 I 0
SKIP UNLESS S SUNGLASS EQ 1
LOAD S REL4 I 1
SKIP IF E (REL4)O
RETURN
GO REL12345
REL4XXX:
SKIP UNLESS S SUNGLASS EQ 1
GO REL4IN
PRINT NOWAYMESS
RETURN ABORT
REL5IN:
SKIP IF E (REL5)O
RETURN
GO REL12345
REL12345:
SKIP IF E (PLAYER)D
RETURN
PRINT INVBARR2
RETURN ABORT
RELOUT:
SKIP2 UNLESS E (PLAYER)D
PRINT INVBARR3
RETURN ABORT
RETURN
RELSTART:
SKIP2 IF H COLANDER PLAYER
PRINT INVBARR
RETURN ABORT
MOVE COLANDER WITH DESTROY
SKIP3 UNLESS E (PLAYER)D
MOVE COLANDER WITH TO PLAYER
PRINT INVBARR
RETURN ABORT
LOAD V OBJHELD I 0
PRINTRET COLWHOOSH
RETURN
REMOVEPROG:
SKIP IF R ()O EQ BELT
SKIP UNLESS R ()O EQ SUNGLASS
GO REMOV2
SKIP4 IF R ()O EQ BADGE
SKIP3 IF R ()O EQ PENDANT
SKIP2 IF R ()O EQ HELMET
SKIP IF R ()O EQ RING
PRINTRET CANTDO
REMOV2:
SKIP UNLESS H ()O PLAYER
SKIP IF S ()O EQ 1
PRINTRET NOTWORN
LOAD S ()O I 0
PRINTRET OKMESS
RIDEPROG:
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTSEE
SKIP UNLESS R ()O EQ BROOM
GO FLYPROG
SKIP UNLESS R ()O EQ HORSE
PRINTRET NOTWISE
PRINTRET CANTDO
RIMPROG:
SKIP2 UNLESS R (PLAYER)R EQ MOORRIM
SUB V VAR0 S PANE
SKIP IF V VAR0 EQ 0
PRINTRET NHAPPENS
LOAD S MIRROR R 2
ADD S MIRROR I 1
MOVE PLAYER WITH TO MIRROOM
PRINTRET DISSOL2
RINGPROG:
SKIP IF M W2EX
RETURN RETRY OBJECT CANT
SKIP IF R ()O EQ BELL
PRINTRET CANTDO
SKIP IF R (PLAYER)R EQ (BELL)R
PRINTRET DONTSEE
PRINTRET HOWDOTHAT
RINKENT:
MOVE PLAYER WITH TO RINK
MOVE O5 WITH TO RINK / so first object
RETURN ABORT
REPROG:
LOAD V VAR5 I 0
RESOLVE VAR4 (RINK)O
MOVE (RINK)O WITH DESTROY
SKIP2 UNLESS V JJ EQ 5
MOVE (VAR4)O WITH TO RINK
PRINTRET NOWAYMESS
REP2:
ADD V JJ I 1
ADD V VAR5 I 1
GOSUB CALC
SKIP UNLESS V VAR5 EQ 4
GO REP3
SKIP UNLESS V JJ EQ 5
GO REP3
ADD S (VAR3)O I 26
DESCRIBE WITH (VAR3)O
SUB S (VAR3)O I 26
GO REP2
REP3:
MOVE (VAR3)O WITH TO RINK
RETURN LOOK
RNPROG:
LOAD V VAR5 I 0
RESOLVE VAR4 (RINK)O
MOVE (RINK)O WITH DESTROY
SKIP2 UNLESS V II EQ 1
MOVE (VAR4)O WITH TO RINK
PRINTRET NOWAYMESS
RNP2:
SUB V II I 1
ADD V VAR5 I 1
GOSUB CALC
SKIP UNLESS V VAR5 EQ 4
GO RNP3
SKIP UNLESS V II EQ 1
GO RNP3
ADD S (VAR3)O I 26
DESCRIBE WITH (VAR3)O
SUB S (VAR3)O I 26
GO RNP2
RNP3:
MOVE (VAR3)O WITH TO RINK
RETURN LOOK
RNEPROG:
LOAD V VAR5 I 0
RESOLVE VAR4 (RINK)O
MOVE (RINK)O WITH DESTROY
SKIP IF V JJ EQ 5
SKIP2 UNLESS V II EQ 1
MOVE (VAR4)O WITH TO RINK
PRINTRET NOWAYMESS
RNEP2:
SUB V II I 1
ADD V JJ I 1
ADD V VAR5 I 1
GOSUB CALC
SKIP UNLESS V VAR5 EQ 3
GO RNEP3
SKIP IF V JJ EQ 5
SKIP UNLESS V II EQ 1
GO RNEP3
ADD S (VAR3)O I 26
DESCRIBE WITH (VAR3)O
SUB S (VAR3)O I 26
GO RNEP2
RNEP3:
MOVE (VAR3)O WITH TO RINK
RETURN LOOK
RNWPROG:
LOAD V VAR5 I 0
RESOLVE VAR4 (RINK)O
MOVE (RINK)O WITH DESTROY
SKIP IF V JJ EQ 1
SKIP2 UNLESS V II EQ 1
MOVE (VAR4)O WITH TO RINK
PRINTRET NOWAYMESS
RNWP2:
SUB V II I 1
SUB V JJ I 1
ADD V VAR5 I 1
GOSUB CALC
SKIP UNLESS V VAR5 EQ 3
GO RNWP3
SKIP IF V JJ EQ 1
SKIP UNLESS V II EQ 1
GO RNWP3
ADD S (VAR3)O I 26
DESCRIBE WITH (VAR3)O
SUB S (VAR3)O I 26
GO RNWP2
RNWP3:
MOVE (VAR3)O WITH TO RINK
RETURN LOOK
RSPROG:
LOAD V VAR5 I 0
RESOLVE VAR4 (RINK)O
MOVE (RINK)O WITH DESTROY
SKIP2 UNLESS V II EQ 5
MOVE (VAR4)O WITH TO RINK
PRINTRET NOWAYMESS
RSP2:
ADD V II I 1
ADD V VAR5 I 1
GOSUB CALC
SKIP UNLESS V VAR5 EQ 4
GO RSP3
SKIP UNLESS V II EQ 5
GO RSP3
ADD S (VAR3)O I 26
DESCRIBE WITH (VAR3)O
SUB S (VAR3)O I 26
GO RSP2
RSP3:
MOVE (VAR3)O WITH TO RINK
RETURN LOOK
RSEPROG:
LOAD V VAR5 I 0
RESOLVE VAR4 (RINK)O
MOVE (RINK)O WITH DESTROY
SKIP IF V JJ EQ 5
SKIP2 UNLESS V II EQ 5
MOVE (VAR4)O WITH TO RINK
PRINTRET NOWAYMESS
RSEP2:
ADD V II I 1
ADD V JJ I 1
ADD V VAR5 I 1
GOSUB CALC
SKIP UNLESS V VAR5 EQ 3
GO RSEP3
SKIP IF V JJ EQ 5
SKIP UNLESS V II EQ 5
GO RSEP3
ADD S (VAR3)O I 26
DESCRIBE WITH (VAR3)O
SUB S (VAR3)O I 26
GO RSEP2
RSEP3:
MOVE (VAR3)O WITH TO RINK
RETURN LOOK
RSWPROG:
LOAD V VAR5 I 0
RESOLVE VAR4 (RINK)O
MOVE (RINK)O WITH DESTROY
SKIP IF V JJ EQ 1
SKIP2 UNLESS V II EQ 5
MOVE (VAR4)O WITH TO RINK
PRINTRET NOWAYMESS
RSWP2:
ADD V II I 1
SUB V JJ I 1
ADD V VAR5 I 1
GOSUB CALC
SKIP UNLESS V VAR5 EQ 3
GO RSWP3
SKIP IF V JJ EQ 1
SKIP UNLESS V II EQ 5
GO RSWP3
ADD S (VAR3)O I 26
DESCRIBE WITH (VAR3)O
SUB S (VAR3)O I 26
GO RSWP2
RSWP3:
MOVE (VAR3)O WITH TO RINK
RETURN LOOK
RWPROG:
LOAD V VAR5 I 0
RESOLVE VAR4 (RINK)O
MOVE (RINK)O WITH DESTROY
SKIP2 UNLESS V JJ EQ 1
MOVE (VAR4)O WITH TO RINK
PRINTRET NOWAYMESS
RWP2:
SUB V JJ I 1
ADD V VAR5 I 1
GOSUB CALC
SKIP UNLESS V VAR5 EQ 4
GO RWP3
SKIP UNLESS V JJ EQ 1
GO RWP3
ADD S (VAR3)O I 26
DESCRIBE WITH (VAR3)O
SUB S (VAR3)O I 26
GO RWP2
RWP3:
MOVE (VAR3)O WITH TO RINK
RETURN LOOK
SAVEPROG:
LOAD V WARVAR I 0
SKIP UNLESS P NOSAVE (PLAYER)R
PRINTRET CANTSAVE
RETURN RETRY SAVE CANT
SAVENDPROG:
LOAD V WARVAR I 0
SKIP UNLESS P NOSAVE (PLAYER)R
PRINTRET CANTSAVE
RETURN RETRY SAVEND CANT
SAYPROG:
PRINT SAYMESS
SKIP IF M W2SP MAGICSPEC
PRINTRET NHAPPENS
RETURN RETRY IGNORE MAY ANY
SCOREPROG:
GOSUB SCORESUB
ADD V VAR0 I 10
PRINTRET WOULDGET
SCORESUB:
SKIP UNLESS S ALTAR EQ 1
GO SCORELATE
LOAD V VAR0 I 0
SKIP IF S SWORD GT 2
ADD V VAR0 I 10
SKIP UNLESS R (SWORD)R EQ SHRINE
ADD V VAR0 I 5
SKIP IF P NOTAKE SCARECROW
ADD V VAR0 I 10
SKIP UNLESS E (ORB)R
ADD V VAR0 I 5
SKIP UNLESS R (ORB)R EQ SHRINE
ADD V VAR0 I 5
SKIP IF E (SPROUT)R
ADD V VAR0 I 10
SKIP UNLESS R (CHAIR)R EQ SHRINE
ADD V VAR0 I 5
SKIP IF R (FOG)R EQ FOGROOM
ADD V VAR0 I 10
SKIP UNLESS R (RING)R EQ SHRINE
ADD V VAR0 I 5
SKIP UNLESS P VISITED DEND6
ADD V VAR0 I 10
SKIP UNLESS R (AMBER)R EQ SHRINE
ADD V VAR0 I 5
SKIP UNLESS P VISITED BIGRM3
ADD V VAR0 I 5
SKIP UNLESS S MUSIC EQ 1
ADD V VAR0 I 5
SKIP IF E (BACCHUS)R
ADD V VAR0 I 5
SKIP IF R (HELMET)R EQ CORR3
ADD V VAR0 I 5
SKIP IF R (WIZARD)R EQ BARN
ADD V VAR0 I 5
SKIP IF S BARN EQ 0
ADD V VAR0 I 5
SKIP UNLESS R (CANDLESTICK)R EQ SHRINE
ADD V VAR0 I 5
SKIP IF R (PLANT)R EQ AVENUE
ADD V VAR0 I 10
SKIP UNLESS R (FISH)R EQ SHRINE
ADD V VAR0 I 5
SKIP UNLESS P VISITED LOFT
ADD V VAR0 I 10
SKIP UNLESS P VISITED WAREND
ADD V VAR0 I 10
SKIP UNLESS R (TUSK)R EQ SHRINE
ADD V VAR0 I 5
SKIP IF R (WEB)R EQ WEBROOM
ADD V VAR0 I 10
SKIP UNLESS R (SAPPHIRE)R EQ SHRINE
ADD V VAR0 I 5
SKIP UNLESS P VISITED MOORRIM
ADD V VAR0 I 10
SKIP UNLESS R (BUST)R EQ SHRINE
ADD V VAR0 I 5
SKIP IF R (HELEN)R EQ SPOOKRM
ADD V VAR0 I 5
SKIP UNLESS R (PORTRAIT)R EQ SHRINE
ADD V VAR0 I 5
SKIP UNLESS R (PARROT)R EQ SHRINE
ADD V VAR0 I 10
SKIP IF R (PENDANT)R EQ MONKR6
ADD V VAR0 I 10
SKIP UNLESS R (PENDANT)R EQ SHRINE
ADD V VAR0 I 5
SKIP UNLESS P VISITED DEND11
ADD V VAR0 I 10
SKIP UNLESS R (TAPESTRY)R EQ SHRINE
ADD V VAR0 I 5
SKIP IF S LITROOM EQ 0
ADD V VAR0 I 5
SKIP IF R (RUBY)R EQ WWROOM
ADD V VAR0 I 5
SKIP UNLESS R (RUBY)R EQ SHRINE
ADD V VAR0 I 5
SKIP UNLESS S GNOME EQ 1
ADD V VAR0 I 5
SKIP UNLESS P VISITED CORR7
ADD V VAR0 I 5
SKIP UNLESS R (PLATE)R EQ SHRINE
ADD V VAR0 I 5
SKIP UNLESS R (OPAL)R EQ SHRINE
ADD V VAR0 I 5
SKIP IF V PHXVAR EQ 0
ADD V VAR0 I 5
SKIP UNLESS P VISITED STAIR1
ADD V VAR0 I 5
SKIP UNLESS P VISITED TJUNC2
ADD V VAR0 I 5
SKIP IF S GARGOYLE EQ 0
ADD V VAR0 I 10
SKIP UNLESS R (IKON)R EQ SHRINE
ADD V VAR0 I 5
SKIP UNLESS P VISITED UPROOM
ADD V VAR0 I 10
SKIP UNLESS R (BONE)R EQ SHRINE
ADD V VAR0 I 5
SKIP IF S HORSE EQ 0
ADD V VAR0 I 10
SKIP UNLESS E (EGG)R
ADD V VAR0 I 10
SKIP UNLESS R (EGG)R EQ SHRINE
ADD V VAR0 I 5
SKIP UNLESS P VISITED CORR1
ADD V VAR0 I 10
SKIP IF S IDOL EQ 0
ADD V VAR0 I 10
SKIP UNLESS E (TOPAZ)R
ADD V VAR0 I 10
SKIP UNLESS R (TOPAZ)R EQ SHRINE
ADD V VAR0 I 5
SKIP UNLESS E (SNAKE)R
ADD V VAR0 I 10
SKIP UNLESS P VISITED REL1
ADD V VAR0 I 10
SKIP UNLESS E (JACINTH)R
ADD V VAR0 I 15
SKIP UNLESS R (JACINTH)R EQ SHRINE
ADD V VAR0 I 5
SKIP UNLESS P VISITED HIPRM2
ADD V VAR0 I 10
SKIP UNLESS E (BELT)R
ADD V VAR0 I 10
SKIP UNLESS R (BELT)R EQ SHRINE
ADD V VAR0 I 5
SKIP UNLESS S GORGON EQ 1
ADD V VAR0 I 10
SKIP UNLESS E (ONYX)R
ADD V VAR0 I 10
SKIP UNLESS R (ONYX)R EQ SHRINE
ADD V VAR0 I 5
SKIP IF R (FIGURINE)R EQ MNEMRM
ADD V VAR0 I 10
SKIP UNLESS R (FIGURINE)R EQ SHRINE
ADD V VAR0 I 5
SKIP UNLESS P VISITED ROOMX
ADD V VAR0 I 10
SKIP UNLESS P VISITED BACKS
ADD V VAR0 I 15
SKIP UNLESS P VISITED POSTAD
ADD V VAR0 I 10
SKIP UNLESS P VISITED ROOMZ
ADD V VAR0 I 10
SKIP UNLESS R (BLOODSTONE)R EQ SHRINE
ADD V VAR0 I 5
SKIP UNLESS R (EMERALD)R EQ SHRINE
ADD V VAR0 I 5
SKIP UNLESS R (SCEPTRE)R EQ SHRINE
ADD V VAR0 I 5
ADD V VAR0 V WBONUS
ADD V VAR0 V MGBONUS
RETURN
SCORELATE:
SKIP2 UNLESS R (PLAYER)R EQ ASNETRAS
LOAD V VAR0 I 589
RETURN
LOAD V VAR0 I 545
SKIP UNLESS P VISITED CORR1
ADD V VAR0 I 10
SKIP IF S IDOL EQ 0
ADD V VAR0 I 10
RETURN
SECALL:
SUB V VAR0 S SECROOM
SKIP2 IF V VAR0 EQ 0
PRINT NOWAYMESS
RETURN ABORT
PRINTRET FINDSEC
SECEPROG:
LOAD V VAR0 I 2
GO SECALL
SECNEPROG:
LOAD V VAR0 I 1
GO SECALL
SECNWPROG:
LOAD V VAR0 I 6
GO SECALL
SECSEPROG:
LOAD V VAR0 I 3
GO SECALL
SECSWPROG:
LOAD V VAR0 I 4
GO SECALL
SECWPROG:
LOAD V VAR0 I 5
GO SECALL
SETPRICE:
SKIP IF V VAR1 EQ 0
RETURN
SETPRC2:
LOAD V VAR1 R 100
ADD V VAR1 I 20
LOAD V VAR0 V VAR1
SKIP3 IF V VAR0 LT 81
SUB V VAR0 I 81
SKIP IF V VAR0 LT 81
RETURN
SKIP3 IF V VAR0 LT 27
SUB V VAR0 I 27
SKIP IF V VAR0 LT 27
RETURN
SKIP3 IF V VAR0 LT 9
SUB V VAR0 I 9
SKIP IF V VAR0 LT 9
RETURN
SKIP3 IF V VAR0 LT 3
SUB V VAR0 I 3
SKIP IF V VAR0 LT 3
RETURN
SKIP3 IF V VAR0 LT 1
SUB V VAR0 I 1
SKIP IF V VAR0 LT 1
RETURN
GO SETPRC2
SETTUNE:
SKIP UNLESS P VISITED CONCHALL
RETURN
LOAD S CONCHALL R 2
ADD S CONCHALL I 1
RETURN
SHAKEPROG:
SKIP IF P NOTAKE ()O
GO WAVEPROG
SKIP IF P TOUCHABLE ()O
PRINTRET CANTDO
SKIP IF R (PLAYER)R EQ ()R
PRINTRET DONTSEE
SKIP IF R ()O EQ GATE
PRINTRET SHAKEBAD
SKIP IF S GATE EQ 0
PRINTRET SHAKESHAKE
LOAD S GATE I 1
PRINTRET SHAKEOPEN
SHEETPROG:
SKIP UNLESS P VISITED LOFT
RETURN
SKIP4 UNLESS R (WIZARD)R EQ BARN
PRINT WIZBLAST
MOVE PLAYER WITH TO CORR5
LOAD S CORR5 I 1
RETURN ABORT
SKIP2 UNLESS H HELMET PLAYER
SKIP UNLESS S HELMET EQ 1
PRINTRET SHEETJAB
PRINT SHEETKILL
GO DIEPROG
SITPROG:
SKIP UNLESS M W2EX
SKIP IF M W2SP DSPEC
PRINTRET NOTIMESIT
RETURN RETRY NONE CANT
SPOOKPROG:
SKIP UNLESS R (HELEN)R EQ SPOOKRM
SKIP IF H BUST PLAYER
RETURN
MOVE HELEN WITH DESTROY
PRINTRET HELENGO
STATPROG:
ADD S WIDEPASS I 1
SKIP UNLESS S WIDEPASS EQ 1
PRINTRET BEWARM1
SKIP UNLESS S WIDEPASS EQ 3
PRINTRET BEWARM4
SKIP UNLESS S WIDEPASS EQ 5
PRINTRET BEWARM3
PRINTRET BEWARM2
STEPPROG:
PRINTRET CHASEDMS
SWEEPROG:
SKIP2 UNLESS M W2EX
SKIP IF M W2SP FLOORSPEC
RETURN RETRY NONE CANT
SKIP IF H BROOM PLAYER
PRINTRET NOBROOM
SKIP UNLESS R (PLAYER)R EQ BARN
SKIP IF S BARN EQ 0
PRINTRET SWEEPFLOOR
LOAD S BARN I 1
PRINTRET FINDTRAP
SWIMPROG:
SKIP UNLESS R (PLAYER)R EQ STREAM
GO SWIMSTREAM
SKIP UNLESS R (PLAYER)R EQ WWROOM
PRINTRET CANTSWIM
SKIP2 IF R (PLAYER)R EQ LAKE1
SKIP IF R (PLAYER)R EQ LAKE2
PRINTRET NOWATER
PRINT GHOULMESS
GO DIEPROG
SWIMSTREAM:
MOVE PLAYER WITH TO RNULL
MOVE PLAYER WITHOUT TO STREAM
SKIP IF V WOLFCT EQ 0
LOAD V WBONUS I 10
LOAD V WOLFCT I 0
LOAD V OBJHELD I 0
PRINTRET BATHE
/ Subroutine to try to take the object referred to by the
/ reference in VAR0. OBJHELD is updated if it is taken, and
/ var4 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.
TAKESUB:
SKIP IF R (VAR0)O EQ PLAYER / Can't take himself!
SKIP2 UNLESS P NOTAKE (VAR0)O / Is it untakeable?
LOAD V var4 I 2
RETURN
SKIP3 IF R (VAR0)O EQ TURNIP
SKIP2 IF R (VAR0)O EQ GOAT
SKIP IF R (VAR0)O EQ WOLF
GO TAKEXX
SKIP2 UNLESS E (PLAYER)D
LOAD V VAR4 I 3
RETURN
SKIP2 UNLESS R (VAR0)O EQ WOLF
LOAD V WOLFCT I 50
PRINT WOLFBITE
GO TAKEYY
TAKEXX:
LOAD V var4 V STRENGTH / Check STRENGTH
SUB V var4 V OBJHELD / against OBJHELD.
SKIP2 IF V var4 GT 0
LOAD V var4 I 3
RETURN
TAKEYY:
MOVE (VAR0)O WITH TO PLAYER / Move the object.
ADD V OBJHELD I 1 / Update OBJHELD.
LOAD V var4 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 UNLESS M W2SP WATERSPEC
GO FILLBOT
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 ()O EQ DUMB
GO LIFTDUMB
/ Entry point for Magic Take command.
MTPROG:
SKIP UNLESS R PLAYER EQ ()U / Already holding it?
PRINTRET ALRHELD
RESOLVE VAR0 ()O / Now use TAKESUB to take it.
SKIP2 UNLESS R ()O EQ SCARECROW
SKIP UNLESS P NOTAKE SCARECROW
GO DIESCARE
GOSUB TAKESUB
SKIP UNLESS V var4 EQ 2 / Untakeable?
PRINTRET CANTTAKE
SKIP UNLESS V var4 EQ 3 / Hands full?
PRINTRET HANDSFULL
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 var4 EQ 1 / Successful?
PRINTRET OKMESS
SKIP UNLESS V var4 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. var5 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 VAR5 V VAR0 / Find next object from this one.
ADD V VAR5 I 1536
RESOLVE VAR5 (VAR5)O
GOSUB TAKESUB / Try taking this object.
SKIP2 UNLESS V VAR4 EQ 3 / Hands full?
PRINT HANDSF2
PRINTRET TOOKOBJ2 VAR3
SKIP UNLESS V VAR4 EQ 1 / Was object taken?
ADD V VAR3 I 1
LOAD V VAR0 V VAR5 / Loop back for next object,
SKIP IF V VAR0 EQ 0 / if it exists.
GO TAKEA1
PRINTRET TOOKOBJ1 VAR3
TERSEPROG:
LOAD V TERSEVAR I 0
PRINTRET TERSE0MESS
STANDARDPROG:
LOAD V TERSEVAR I 1
PRINTRET TERSE1MESS
VERBOSEPROG:
LOAD V TERSEVAR I 2
PRINTRET TERSE2MESS
THROWPROG:
SKIP UNLESS M W2SP WATERSPEC
GO THROWATER
SKIP UNLESS M W2SP WINESPEC
GO THROWINE
SKIP IF M W2OB
RETURN RETRY NONE CANT
SKIP IF H ()O PLAYER
PRINTRET NOTHELD
SKIP IF R ()O EQ WOLF
SKIP UNLESS R ()O EQ GOAT
PRINTRET CANTDO
SUB V OBJHELD I 1
MOVE ()O WITH TO (PLAYER)R
SKIP2 UNLESS R ()O EQ SNAKE
SKIP UNLESS R (PLAYER)R EQ ZOLARM
GO THROWSNAKE
SKIP2 UNLESS R ()O EQ STRAW
SKIP UNLESS R (PLAYER)R EQ (HORSE)R
GO FEDGG
SKIP UNLESS R ()O EQ BELT
LOAD S ()O I 0
SKIP4 IF R ()O EQ SUNGLASS
SKIP3 IF R ()O EQ BADGE
SKIP2 IF R ()O EQ PENDANT
SKIP IF R ()O EQ HELMET
SKIP UNLESS R ()O EQ RING
LOAD S ()O I 0
SKIP UNLESS R (PLAYER)R EQ LANDY2
GO THROWASH
SKIP4 UNLESS R (PLAYER)R EQ (WELL)R
MOVE ()O WITH TO WELLBASE
SKIP UNLESS P TREASURE ()O
LOAD S WELLBASE I 1
PRINTRET THROWELL
SKIP2 UNLESS R (PLAYER)R EQ HIPRM2
MOVE ()O WITH TO RNULL
PRINTRET LOSEOBJ
SKIP2 UNLESS R (PLAYER)R EQ STREAM
MOVE ()O WITH TO RNULL
PRINTRET STREAMLOST
SKIP IF R (PLAYER)R EQ LAKE1
SKIP2 UNLESS R (PLAYER)R EQ LAKE2
MOVE ()O WITH TO RNULL
PRINTRET THROWLAKE
SKIP UNLESS R (PLAYER)R EQ WEBROOM
GO THROWEB
PRINTRET OKMESS
THROWASH:
MOVE ()O WITH TO RNULL
SKIP IF R ()O EQ PHOENIX
PRINTRET ASHOBJ
LOAD V VAR0 R 4
ADD V VAR0 I 1
LOAD V PHXVAR V VAR0
PRINTRET ASHPOX VAR0
THROWATER:
SKIP IF H BOTTLE PLAYER
PRINTRET NOTHELD
SKIP IF S BOTTLE EQ 1
PRINTRET NOTHELD
LOAD S BOTTLE I 0
SKIP IF R (PLAYER)R EQ (WIZARD)R
PRINTRET POUR21
MOVE WIZARD WITH DESTROY
PRINTRET WIZQUENCH
THROWEB:
SKIP IF R (WEB)R EQ (PLAYER)R
PRINTRET OKMESS
SKIP UNLESS R ()O EQ LAMP
SKIP IF S LAMP EQ 1
PRINTRET OKMESS
MOVE WEB WITH DESTROY
PRINT WHOOSHWEB
RETURN LOOK
THROWINE:
SKIP IF H BOTTLE PLAYER
PRINTRET NOTHELD
SKIP IF S BOTTLE EQ 2
PRINTRET NOTHELD
LOAD S BOTTLE I 0
SKIP IF R (PLAYER)R EQ (WIZARD)R
PRINTRET POUR22
MOVE WIZARD WITH DESTROY
PRINTRET WIZQUENCH
THROWSNAKE:
LOAD S SNAKE I 1
LOAD S GORGON I 1
SET NOTAKE SNAKE
PRINTRET SNAKEGRAB
TIDUSPROG:
LOAD V VAR0 I 4
GO AAMTZ
TOOPROG:
LOAD V VAR0 I 3
GO MIRPROG
TOUTMOVE:
LOAD V VAR0 I 0
ADD V VAR0 V NTOUT
ADD V VAR0 V NETOUT
ADD V VAR0 V ETOUT
ADD V VAR0 V SETOUT
ADD V VAR0 V STOUT
ADD V VAR0 V SWTOUT
ADD V VAR0 V WTOUT
ADD V VAR0 V NWTOUT
ADD V VAR0 V UTOUT
ADD V VAR0 V DTOUT
SKIP2 UNLESS V VAR0 EQ 10
LOAD V TOUTCT I 0
RETURN
LOAD V VAR0 R 2
SKIP2 UNLESS V VAR0 EQ 0
PRINT LOOPMESS
RETURN ABORT
SKIP2 UNLESS V VAR0 EQ 1
MOVE PLAYER WITH DIR G
RETURN ABORT
MOVE PLAYER WITH DIR M
RETURN ABORT
TOUTNPROG:
LOAD V NTOUT I 1
GO TOUTMOVE
TOUTNEPROG:
LOAD V NETOUT I 1
GO TOUTMOVE
TOUTEPROG:
LOAD V ETOUT I 1
GO TOUTMOVE
TOUTSEPROG:
LOAD V SETOUT I 1
GO TOUTMOVE
TOUTSPROG:
LOAD V STOUT I 1
GO TOUTMOVE
TOUTSWPROG:
LOAD V SWTOUT I 1
GO TOUTMOVE
TOUTWPROG:
LOAD V WTOUT I 1
GO TOUTMOVE
TOUTNWPROG:
LOAD V NWTOUT I 1
GO TOUTMOVE
TOUTUPROG:
LOAD V UTOUT I 1
GO TOUTMOVE
TOUTDPROG:
LOAD V DTOUT I 1
GO TOUTMOVE
TRAPPROG:
SKIP UNLESS S BARN EQ 2
RETURN
PRINT NOWAYMESS
RETURN ABORT
TREEPROG:
SKIP UNLESS S SWORD EQ 3
LOAD S SWORD I 4
RETURN
TRINPR:
PRINT IMPRECISE
RETURN ABORT
TRINREQ:
ASK WHICHEXIT
LOAD V VAR0 I 0
SKIP UNLESS M W2SP ASPEC
LOAD V VAR0 I 1
SKIP UNLESS M W2SP BSPEC
LOAD V VAR0 I 2
SKIP UNLESS M W2SP CSPEC
LOAD V VAR0 I 3
SKIP UNLESS M W2SP DSPEC
LOAD V VAR0 I 4
SKIP UNLESS M W2SP ESPEC
LOAD V VAR0 I 5
SKIP UNLESS M W2SP FSPEC
LOAD V VAR0 I 6
SKIP UNLESS M W2SP GSPEC
LOAD V VAR0 I 7
SKIP UNLESS M W2SP HSPEC
LOAD V VAR0 I 8
SKIP UNLESS M W2SP ISPEC
LOAD V VAR0 I 9
SKIP UNLESS M W2SP JSPEC
LOAD V VAR0 I 10
SKIP UNLESS M W2SP KSPEC
LOAD V VAR0 I 11
SKIP UNLESS M W2SP LSPEC
LOAD V VAR0 I 12
SKIP UNLESS M W2SP MSPEC
LOAD V VAR0 I 13
SKIP UNLESS M W2SP NSPEC
LOAD V VAR0 I 14
SKIP UNLESS M W2SP OSPEC
LOAD V VAR0 I 15
SKIP UNLESS M W2SP PSPEC
LOAD V VAR0 I 16
SKIP UNLESS M W2SP QSPEC
LOAD V VAR0 I 17
SKIP UNLESS M W2SP RSPEC
LOAD V VAR0 I 18
SKIP UNLESS M W2SP SSPEC
LOAD V VAR0 I 19
SKIP UNLESS M W2SP TSPEC
LOAD V VAR0 I 20
SKIP UNLESS M W2SP USPEC
LOAD V VAR0 I 21
SKIP UNLESS M W2SP VSPEC
LOAD V VAR0 I 22
SKIP UNLESS M W2SP WSPEC
LOAD V VAR0 I 23
SKIP UNLESS M W2SP XSPEC
LOAD V VAR0 I 24
SKIP UNLESS M W2SP YSPEC
LOAD V VAR0 I 25
SKIP UNLESS M W2SP ZSPEC
LOAD V VAR0 I 26
SKIP UNLESS V VAR0 EQ 0
GO TRINREQ
SUB V VAR0 S O26
SKIP2 IF V VAR0 EQ 0
PRINT TROLLDIE
GO DIEPROG
PRINT SAGEVISIT
MOVE PLAYER WITH TO BACKS
MOVE GOAT WITH TO BACKS
RETURN
UPHOLEPROG:
SKIP UNLESS R (CHAIR)R EQ HOLEROOM
SKIP2 UNLESS H CHAIR PLAYER
PRINT HOLEHIGH
RETURN ABORT
PRINTRET CHAIRJUMP
WAKEPROG:
SKIP IF R (PLAYER)R EQ ()R
PRINTRET DONTSEE
SKIP IF R ()O EQ SNAKE
PRINTRET NOSLEEP
PRINTRET NOTWAKE
WARMOVE:
SUB V VAR0 S SIGN
MOVE PLAYER WITH TO FORK3
ADD V WARVAR I 1
SKIP3 UNLESS E (WARSAFE)O
LOAD V var4 R 1
SKIP UNLESS V var4 EQ 0
MOVE (WARSAFE)O WITH TO WARSAFE2
WARLOOP:
SKIP2 UNLESS E (WARREN)O
MOVE (WARREN)O WITH TO WARSAFE
GO WARLOOP
SKIP3 UNLESS E (WARSAFE2)O
LOAD V var4 R 1
SKIP UNLESS V var4 EQ 0
MOVE (WARSAFE2)O WITH TO WARREN
SKIP2 IF V VAR0 EQ 0
LOAD S SIGN I 0
RETURN ABORT
MOVE PLAYER WITH TO WARREN
SKIP3 UNLESS V WARVAR EQ 8
MOVE PLAYER WITH TO WAREND
LOAD S SIGN I 0
RETURN ABORT
LOAD S SIGN R 7
ADD S SIGN I 1
RETURN ABORT
WARPROG:
LOAD V WARVAR I 0
LOAD S SIGN R 7
ADD S SIGN I 1
RETURN
WASHPROG:
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTSEE
PRINTRET TOOCOMPLEX
WAVEARMS:
SKIP UNLESS E (PLAYER)D
PRINTRET BADWAVE
SKIP IF R (PLAYER)R EQ (SPROUT)R
PRINTRET GOODWAVE
MOVE SPROUT WITH DESTROY
UNSET NOTAKE BOOK
UNSET NOTAKE CHAIR
SET CLIMBABLE CHAIR
PRINTRET TURNSPROUT
WAVEPROG:
SKIP IF M W2EX
GO WAVEARMS
SKIP UNLESS M W2SP ARMSPEC
GO WAVEARMS
SKIP IF M W2OB
RETURN RETRY NONE CANT
SKIP IF H ()O PLAYER
PRINTRET NOTHELD
PRINTRET NHAPPENS
WEARGLASS:
SKIP IF H ()O PLAYER
PRINTRET NOTHELD
SKIP UNLESS S ()O EQ 1
PRINTRET ALRWORN
LOAD S ()O I 1
SKIP2 IF R (PLAYER)R EQ REL4
SKIP IF R (PLAYER)R EQ REL2
PRINTRET OKMESS
PRINT OKMESS
LOAD S (PLAYER)R I 1
RETURN LOOK
WEARHELM:
SKIP IF H ()O PLAYER
PRINTRET NOTHELD
SKIP UNLESS S ()O EQ 1
PRINTRET ALRWORN
LOAD S ()O I 1
PRINTRET OKMESS
WEARPROG:
SKIP UNLESS R ()O EQ SUNGLASS
GO WEARGLASS
SKIP3 IF R ()O EQ BELT
SKIP2 IF R ()O EQ BADGE
SKIP IF R ()O EQ PENDANT
SKIP UNLESS R ()O EQ HELMET
GO WEARHELM
SKIP IF R ()O EQ RING
PRINTRET CANTDO
SKIP IF H RING PLAYER
PRINTRET NOTHELD
SKIP UNLESS S RING EQ 1
PRINTRET ALRWORN
SKIP2 IF S LITROOM EQ 0
LOAD S RING I 1
PRINTRET OKMESS
SKIP2 IF R (PLAYER)R EQ LITROOM
PRINT SHADKILL
GO DIEPROG
LOAD S RING I 1
LOAD S LITROOM I 1
PRINTRET SHADFLEE
WEBPROG:
SKIP IF R (WEB)R EQ WEBROOM
RETURN
PRINT NOWAYMESS
RETURN ABORT
WEEBLEPROG:
MOVE PLAYER WITH TO PRETEMPLE
LOAD S ALTAR I 1
MOVE ORB WITH TO PRETEMPLE
MOVE SHIELD WITH TO PRETEMPLE
MOVE HELMET WITH TO PRETEMPLE
MOVE SWORD WITH TO PRETEMPLE
LOAD S SWORD R 2
UNSET NOTAKE SWORD
MOVE LAMP WITH TO PRETEMPLE
PRINTRET OKMESS
WEEPPROG:
PRINTRET NOCONVINCE
WELCPROG:
PRINT HELLO
SKIP UNLESS P VISITED FORT
RETURN
ASKANY GIVENAME
TEXT SECONDWORD WITH
SKIP UNLESS Q INSTRUC
PRINTRET INSTRMESS
RETURN
WISHPROG:
SKIP IF R (PLAYER)R EQ WELLROOM
PRINTRET NHAPPENS
SKIP IF S WELLBASE EQ 1
PRINTRET NOFREEWISH
SKIP IF S WELL EQ 0
PRINTRET NOWISHES
PRINT WISHMESS
WISH2:
ASK WHATWISH
SKIP2 UNLESS M W2SP GSPEC / feather fall
LOAD S WELL I 1
PRINTRET GRANTED
SKIP2 UNLESS M W2SP DSPEC / water walking
LOAD S WELL I 2
PRINTRET GRANTED
SKIP2 UNLESS M W2SP CSPEC / pass without trace
LOAD S WELL I 3
PRINTRET GRANTED
SKIP2 UNLESS M W2SP ESPEC / accordion
LOAD S WELL I 4
PRINTRET GRANTED
SKIP3 UNLESS M W2SP BSPEC / gold plate
LOAD S WELL I 5
MOVE PLATE WITH TO WELLROOM
PRINTRET GRANTED
SKIP3 UNLESS M W2SP FSPEC / tongues
LOAD S WELL I 6
LOAD S SPROUT I 1
PRINTRET GRANTED
SKIP IF M W2SP ASPEC / wine
GO WISH3
LOAD S WELL I 7
SKIP IF R (BOTTLE)R EQ (PLAYER)R
MOVE BOTTLE WITH TO (PLAYER)R
MOVE BACCHUS WITH DESTROY
LOAD S BOTTLE I 2
PRINTRET GRANTED
WISH3:
GO WISH2
WNPROG:
LOAD V VAR0 I 1
GO WARMOVE
WNEPROG:
LOAD V VAR0 I 2
GO WARMOVE
WEPROG:
LOAD V VAR0 I 3
GO WARMOVE
WSEPROG:
LOAD V VAR0 I 4
GO WARMOVE
WSPROG:
LOAD V VAR0 I 5
GO WARMOVE
WSWPROG:
LOAD V VAR0 I 6
GO WARMOVE
WWPROG:
LOAD V VAR0 I 7
GO WARMOVE
WNWPROG:
LOAD V VAR0 I 8
GO WARMOVE
ZIMPROG:
LOAD V VAR0 I 5
GO AAMTZ
ZOLPROG:
SKIP2 IF S GORGON EQ 1
PRINT PETRIFY2
GO DIEPROG
PRINTRET PASSZOLA
/
/ WORDS SECTION
/ -------------
/
!WORDS
A NONE CANT ASPEC
ACCORDION OBJECT CANT ACCORDION
ACHU OBEY ACHUPROG CANT MAGICSPEC
ADVERT OBJECT CANT ADVERT
ALL NONE CANT ALLSPEC
ALTAR OBJECT CANT ALTAR
AMBER OBJECT CANT AMBER
AMIXAM OBEY AMIPROG CANT MAGICSPEC
AMUSE OBEY CHEERPROG REQUEST OBJ
ANNOK OBEY ANNOKPROG CANT MAGICSPEC
ARAC PRINT ARACMESS CANT
ARMS NONE CANT ARMSPEC
ATOM OBEY ATOPROG CANT MAGICSPEC
ATTACK OBEY KILLPROG REQUEST OBJ
AWAKE OBEY WAKEPROG REQUEST OBJ
BACCHUS OBJECT CANT BACCHUS
BACK RETURN CANT B BSPEC 1
BADGE OBJECT CANT BADGE
BALE OBJECT CANT STRAW
BANDAGE OBEY BANDPROG MAY OBJ DUSTER
BARN MOVE CANT BARN
BARREL OBJECT CANT BARREL
BATHE OBEY SWIMPROG CANT
BEEF OBJECT CANT BEEF
BELL OBJECT CANT BELL
BELLS OBJECT CANT DUMB
BELT OBJECT CANT BELT
BLOCK OBJECT CANT AMBER
BLOODSTONE OBJECT CANT BLOODSTONE
BONE OBJECT CANT BONE
BOOK OBJECT CANT BOOK
BOTTLE OBJECT CANT BOTTLE
BOULDER OBJECT CANT ROCKS
BOX OBJECT CANT POSTBOX
BREAK OBEY BREAKPROG REQUEST OBJ
BRIEF OBEY TERSEPROG CANT
BRONZE OBJECT CANT TOKEN
BROOM OBJECT CANT BROOM
BRUSH OBEY BRUSHPROG MAY SPECIAL BROOM
BULLSEYE OBEY LAMPPROG MAY REC LAMP
BURN OBEY BURNPROG REQUEST OBJ
BUST OBJECT CANT BUST
C NONE CANT CSPEC
CABARWIS PRINT CABARMESS CANT
CABBAGE OBJECT CANT CABBAGE
CADOC PRINT NHAPPENS CANT MONK1
CALL OBEY SAYPROG REQUEST ANY
CANDLESTICK OBJECT CANT CANDLESTICK
CARMEL NONE CANT SPROUT
CHAIR OBJECT CANT CHAIR
CHEER OBEY CHEERPROG REQUEST OBJ
CLEAN OBEY CLEANPROG MUST OBJ
CLIMB OBEY CLIMBPROG MAY REC
CLOSE OBEY CLOSEPROG REQUEST REC
CLOTH OBJECT CANT DUSTER
COIN OBJECT CANT COIN
COLANDER OBJECT CANT COLANDER
COLUMN OBJECT CANT COLUMN
CRY OBEY WEEPPROG CANT
CRYSTAL OBJECT CANT FIGURINE
CURE OBEY CHEERPROG REQUEST OBJ
CUT OBEY CUTPROG REQUEST OBJ
DEMIGOD OBJECT CANT BACCHUS
DEMNOS OBEY DEMPROG CANT
DIG OBEY DIGPROG CANT
DOFF OBEY REMOVEPROG REQUEST OBJ
DON OBEY WEARPROG REQUEST OBJ
DOOR OBJECT CANT DOOR DOORSPEC
DOWN MOVE CANT D DSPEC 1
DRINK OBEY DRINKPROG REQUEST SPECIAL
DROP OBEY DROPPROG MAY REC
DUMBBELL OBJECT CANT DUMB 4
DUMBELL OBJECT CANT DUMB
DUST OBEY DUSTPROG REQUEST REC
DUSTER OBJECT CANT DUSTER
DWARF OBJECT CANT FLINN
EAST MOVE CANT E ESPEC 1
EAT OBEY EATPROG REQUEST OBJ
EGG OBJECT CANT EGG
EIGHTY OBEY EIGHTYPROG MAY SPECIAL EIGHTSPEC
ELECTRUM OBJECT CANT COIN
EMERALD OBJECT CANT EMERALD
EMPTY OBEY EMPTYPROG REQUEST OBJ
ENTERTAIN OBEY CHEERPROG REQUEST OBJ
EXIT OBEY EXITPROG CANT
F NONE CANT FSPEC
FAIRSERVICE PRINT FAIRMESS CANT FAIRSPEC
FEED OBEY FEEDPROG REQUEST OBJ
FIFTY OBEY FIFTYPROG MAY SPECIAL
FIGHT OBEY KILLPROG REQUEST OBJ
FIGURINE OBJECT CANT FIGURINE
FILL OBEY FILLPROG REQUEST OBJ
FISH OBJECT CANT FISH
FIVE NONE CANT FIVESPEC
FLOOR NONE CANT FLOORSPEC
FLY OBEY FLYPROG MAY REC
FOG OBJECT CANT FOG
FORTRESS MOVE CANT FORT 4
FORTY OBEY FORTYPROG MAY SPECIAL
FOUNTAIN OBJECT CANT FOUNTAIN
FOUR NONE CANT FOURSPEC
FYLEET MOVE CANT FORT
G NONE CANT GSPEC
GARGOYLE OBJECT CANT GARGOYLE
GATE OBJECT CANT GATE
GCARDSOUT PRINT NHAPPENS CANT GCSPEC
GET OBEY TAKEPROG MAY REC
GHOST OBJECT CANT SPROUT
GIANT OBJECT CANT GIANT
GLASS OBJECT CANT SUNGLASS
GNOME OBJECT CANT GNOME
GO IGNORE REQUEST DIR
GOAT OBJECT CANT GOAT
GOLD OBJECT CANT NOBLE
GORGON OBJECT CANT GORGON
GREEN OBJECT CANT KNIGHT
GROUND NONE CANT FLOORSPEC
GUDGEONS OBEY GUDPROG CANT MAGICSPEC
H NONE CANT HSPEC
HALGAMIR PRINT HALGMESS CANT
HALL MOVE CANT HALL
HANDS NONE CANT ARMSPEC
HAY OBJECT CANT STRAW
HEAD OBJECT CANT BUST
HEAL OBEY CHEERPROG REQUEST OBJ
HEART OBJECT CANT HEART
HELMET OBJECT CANT HELMET 4
HELP OBEY HELPPROG CANT
HILDEBRAND PRINT HILDMESS CANT
HIPPOGRIFF OBJECT CANT HIPPOGRIFF
HORSE OBJECT CANT HORSE
HTOMMAM PRINT NHAPPENS CANT MAGICSPEC
HTOOT PRINT NHAPPENS CANT MAGICSPEC
HUMPTY OBJECT CANT HUMDUM
HURGENPOR OBEY HURGPROG CANT
I NONE CANT ISPEC
ICON OBJECT CANT IKON
IDOL OBJECT CANT IDOL
IKON OBJECT CANT IKON
INSERT OBEY PESTPROG REQUEST OBJ
INVENTORY OBEY INVPROG CANT INVSPEC 3
IVORY OBJECT CANT TUSK
J NONE CANT JSPEC
JACINTH OBJECT CANT JACINTH
JADE OBJECT CANT EGG
JUMP OBEY JUMPPROG MAY DIR
K NONE CANT KSPEC
KARGELERT PRINT KARGMESS CANT 4
KILL OBEY KILLPROG REQUEST OBJ
KILLWORTH OBJECT CANT SWORD
KNEEL OBEY KNEELPROG MAY DIR
KNIGHT OBJECT CANT KNIGHT
L NONE CANT LSPEC
LADY OBJECT CANT HELEN
LAMENT OBEY WEEPPROG CANT
LAMP OBEY LAMPPROG MAY REC LAMP
LANTERN OBEY LAMPPROG MAY REC LAMP
LARDER MOVE CANT LARDER
LIBRARY MOVE CANT LIBRARY
LIFT OBEY LIFTPROG REQUEST OBJ
LIGHT OBEY LIGHTPROG REQUEST OBJ
LOOK OBEY LOOKPROG CANT
M NONE CANT MSPEC
MACHINE OBJECT CANT SLOTULE
MAGNUS OBJECT CANT ONULL / never there
MAMMOTH OBEY MAMPROG CANT MAGICSPEC
MAMOV OBEY MMPROG REQUEST OBJ
MARA OBEY MARAPROG CANT MAGICSPEC
MARCEL OBEY MARCPROG MAY SPECIAL
MARE OBJECT CANT HORSE
MAT OBJECT CANT MAT
MATAK OBEY MTPROG REQUEST OBJ
MAXIMA PRINT NHAPPENS CANT MAGICSPEC
MIRROR OBJECT CANT MIRROR
MKINFO PRINT NHAPPENS CANT MKSPEC
MNEM MOVE CANT MNEMRM
MONGOOSE OBEY MONPROG CANT MAGICSPEC
MOTA PRINT NHAPPENS CANT MAGICSPEC
MOURN OBEY MOURNPROG MAY SPECIAL
MOVE IGNORE REQUEST DIR
MUSIC OBJECT CANT MUSIC
NE MOVE CANT NE
NIGHTMARE OBJECT CANT HORSE
NINE NONE CANT NINESPEC
NINETY OBEY NINETYPROG MAY SPECIAL
NOBLE OBJECT CANT NOBLE
NORMAL OBEY STANDARDPROG CANT
NORTH MOVE CANT N NSPEC 1
NOTE OBJECT CANT NOTE
NW MOVE CANT NW
O NONE CANT OSPEC
ODULFORG OBJECT CANT GNOME
OFF OBEY OFFPROG CANT ONOFFSPEC
OMELETTE OBJECT CANT OMLET
ON OBEY ONPROG CANT ONOFFSPEC
ONE NONE CANT ONESPEC
ONION OBJECT CANT ONION
ONYX OBJECT CANT ONYX
OOTTAT OBEY OOTPROG CANT MAGICSPEC
OPAL OBJECT CANT OPAL
OPEN OBEY OPENPROG REQUEST REC
ORB OBJECT CANT ORB
ORIENTAL OBJECT CANT TOPAZ
OTAMOT OBEY OTAPROG CANT MAGICSPEC
P NONE CANT PSPEC
PANCRAS PRINT SAINTMESS CANT
PANE OBJECT CANT PANE
PAPER OBJECT CANT MUSIC
PARROT OBJECT CANT PARROT
PAY OBEY PESTPROG REQUEST OBJ
PDSREPAIR PRINT NHAPPENS CANT PDSPEC
PEACH OBEY PEACHPROG CANT MAGICSPEC
PENDANT OBJECT CANT PENDANT
PHOENIX OBJECT CANT PHOENIX
PHX OBJECT CANT PHOENIX
PIANO OBJECT CANT ACCORDION
PIECE OBJECT CANT PIECE
PLANT OBJECT CANT PLANT
PLATE OBJECT CANT PLATE
PLATINUM OBJECT CANT BUST
PLAY OBEY PLAYPROG REQUEST OBJ
POLYCARP PRINT NHAPPENS CANT MONK3
PORTRAIT OBJECT CANT PORTRAIT
POST OBEY PESTPROG REQUEST OBJ
POSTBOX OBJECT CANT POSTBOX
POSTER OBJECT CANT ADVERT
PRAY OBEY PRAYPROG CANT
PROUST PRINT ANAGMESS CANT PROUSTSPEC
PULL OBEY PULLPROG REQUEST OBJ
PUSH OBEY PUSHPROG REQUEST OBJ
QUIT OBEY QUITPROG CANT QSPEC 1
R NONE CANT RSPEC
READ OBEY READPROG REQUEST OBJ
REMOVE OBEY REMOVEPROG REQUEST OBJ
RETURN RETURN CANT
RIDE OBEY RIDEPROG REQUEST OBJ
RING OBEY RINGPROG MAY OBJ RING
ROCKS OBJECT CANT ROCKS 4
ROOM NONE CANT FLOORSPEC
ROPE OBJECT CANT ROPE
ROSEBLADE OBJECT CANT SWORD
ROSES OBJECT CANT PLANT 4
ROUSE OBEY WAKEPROG REQUEST OBJ
RUB OBEY DUSTPROG REQUEST REC
RUBY OBJECT CANT RUBY
RUNSETJD PRINT NHAPPENS CANT RUSPEC
SAGE OBJECT CANT ONULL / never there
SAPPHIRE OBJECT CANT SAPPHIRE
SAVE OBEY SAVEPROG CANT
SAVEND OBEY SAVENDPROG CANT
SAY OBEY SAYPROG REQUEST ANY
SCARECROW OBJECT CANT SCARECROW
SCEPTRE OBJECT CANT SCEPTRE
SCORE OBEY SCOREPROG CANT
SE MOVE CANT SE
SEAT OBJECT CANT CHAIR
SEVENTY OBEY SEVENTYPROG MAY SPECIAL SEVENSPEC
SHAKE OBEY SHAKEPROG REQUEST OBJ
SHEET OBJECT CANT ONULL
SHIELD OBJECT CANT SHIELD
SHOUT OBEY SAYPROG REQUEST ANY
SHRINE MOVE CANT SHRINE
SHUT OBEY CLOSEPROG REQUEST REC
SIGN OBJECT CANT SIGN
SILVER OBJECT CANT PIECE
SIT OBEY SITPROG MAY SPECIAL
SIX NONE CANT SIXSPEC
SIXTY OBEY SIXTYPROG MAY SPECIAL
SKELETON OBJECT CANT SPROUT
SLOTMACHINE OBJECT CANT SLOTULE 4
SNAKE OBJECT CANT SNAKE
SOB OBEY WEEPPROG CANT
SOUTH MOVE CANT S SSPEC 1
SPLEEN OBJECT CANT SPLEEN
SPOOK OBJECT CANT HELEN
SPROUT OBJECT CANT SPROUT
STAFF OBJECT CANT STAFF
STANDARD OBEY STANDARDPROG CANT
STATUE OBJECT CANT STATUE
STEW OBJECT CANT ONULL
STICK OBJECT CANT STAFF
STONE OBJECT CANT STONE
STOP OBEY QUITPROG CANT
STRAW OBJECT CANT STRAW
STREAM MOVE CANT STREAM
SUET OBJECT CANT ONULL
SUNGLASS OBJECT CANT SUNGLASS
SW MOVE CANT SW
SWEEP OBEY SWEEPROG MAY SPECIAL
SWIM OBEY SWIMPROG CANT
SWORD OBJECT CANT SWORD
SYMBOL OBJECT CANT SYMBOL
T NONE CANT TSPEC
TAKE OBEY TAKEPROG MAY REC
TANAHIL PRINT TANMESS CANT
TAPESTRY OBJECT CANT TAPESTRY
TATTOO PRINT NHAPPENS CANT MAGICSPEC
TEMPLE MOVE CANT TEMPLE
TERSE OBEY TERSEPROG CANT
THINK PRINT OKMESS CANT
THIRTY OBEY THIRTYPROG MAY SPECIAL
THORLAC PRINT NHAPPENS CANT MONK2
THORN OBJECT CANT PLANT
THREE NONE CANT THREESPEC
THROW OBEY THROWPROG REQUEST REC
TIDUS OBEY TIDUSPROG CANT MAGICSPEC
TLSEXTSCAN PRINT NHAPPENS CANT TLSPEC
TOAD OBJECT CANT WIZARD / indistinguishable
TOE OBJECT CANT TOE
TOKEN OBJECT CANT TOKEN
TOMATO PRINT NHAPPENS CANT MAGICSPEC
TOOTH OBEY TOOPROG CANT MAGICSPEC
TOPAZ OBJECT CANT TOPAZ
TRAPDOOR OBJECT CANT TRAPSPEC 4
TREES OBJECT CANT TREESPEC 4
TROLL OBJECT CANT ONULL
TROPEZ PRINT SAINTMESS CANT
TUG OBEY PULLPROG REQUEST OBJ
TURNIP OBJECT CANT TURNIP
TUSK OBJECT CANT TUSK
TWENTY OBEY TWENTYPROG MAY SPECIAL
TWO NONE CANT TWOSPEC
UP MOVE CANT U USPEC 1
V NONE CANT VSPEC
VALENTINE PRINT SAINTMESS CANT
VERBOSE OBEY VERBOSEPROG CANT
VITUS PRINT SAINTMESS CANT
WAIL OBEY WEEPPROG CANT
WAIT PRINT OKMESS CANT
WAKE OBEY WAKEPROG REQUEST OBJ
WAND OBJECT CANT WAND
WASH OBEY WASHPROG REQUEST OBJ
WATER OBJECT CANT WATERSPEC
WAVE OBEY WAVEPROG MAY REC
WEAR OBEY WEARPROG REQUEST OBJ
WEB OBJECT CANT WEB
/ WEEBLE OBEY WEEBLEPROG CANT
WEED OBJECT CANT PLANT
WEEP OBEY WEEPPROG CANT
WEIGHT OBJECT CANT DUMB
WELL OBJECT CANT WELL
WEST MOVE CANT W WSPEC 1
WHITTLE OBJECT CANT SWORD
WINDOW OBJECT CANT PANE
WINE OBJECT CANT WINESPEC
WIPE OBEY DUSTPROG REQUEST REC
WISH OBEY WISHPROG CANT
WIZARD OBJECT CANT WIZARD
WOLF OBJECT CANT WOLF
WRITER OBJECT CANT SPROUT
X NONE CANT XSPEC
Y NONE CANT YSPEC
Z NONE CANT ZSPEC
ZIM OBEY ZIMPROG CANT MAGICSPEC
ZOLA OBJECT CANT GORGON
ZYGMUND PRINT NOZYG CANT
/
/ MESSAGES SECTION
/ ----------------
/
!MESSAGE ACCORDM1
There is a piano-accordion here.
!MESSAGE ACCORDM2
A piano-accordion.
!MESSAGE ADVERTM1
A poster is attached to the wall here.
!MESSAGE AMBERM1
There is a large block of amber here!
!MESSAGE AMBERM2
A block of amber.
!MESSAGE ASNET1
You are in a small sanctuary, whose only exit is blocked
by fallen rocks. On the floor is a square marked as follows:
@@font-off@@
--- --- ---
| Y | 1 | G |
---+---+---
| 3 | 5 | 7 |
---+---+---
| B | 9 | R |
---+---+---
@@font-on@@
Here the Y,G,B and R denote pictures of dragons (yellow, green, blue
and red) and the numbers are large and painted in white.
A voice intones repeatedly the following verse:
Enchanted square, dweomered well:
Ye need two words to 'scape this cell.
!SWITCH ASNEX0 ASNEX1 ASNEX2 ASNEX3
!MESSAGE ASNEX0
A number now I ask of you:
First digit red, the second blue.
!MESSAGE ASNEX1
A number now I ask of you:
First digit green, the second blue.
!MESSAGE ASNEX2
To leave alive, a number's said:
First digit green, the second red.
!MESSAGE ASNEX3
To leave alive, a number's said:
First digit blue, the second red.
!MESSAGE AVENM1
You are in a long east-west avenue, surrounded by thick hedges.
To the east it descends into a tunnel, leading to the barn.
!MESSAGE AVENM2
You are in the avenue.
!MESSAGE BACCH1
There is some kind of demi-god here, who strongly resembles
the Bacchus of legend. He is sitting on the floor, looking
very depressed. Even your sunny smiles are not enough to cheer
him up.
!MESSAGE BACKSM1
You are in a dingy street behind the imposing court buildings.
The only exit is north, since the way south is blocked off
by forbidding-looking buildings and walls.
!MESSAGE BACKSM2
You are at the southern end of the dingy street.
!MESSAGE BACRM1
You are in a large room which looks as though somebody has held
a wild party here recently. Various debris lies scattered round
about, none of it remotely useful.
!MESSAGE BACRM2
You are in the room where the wild party was held.
!MESSAGE BADGEM1
There is a tin badge here, bearing the words "Hippogriff Rider".
!MESSAGE BADGEM2
!SWITCH BADGEM20 BADGEM21
!MESSAGE BADGEM20
A tin badge (carried).
!MESSAGE BADGEM21
A tin badge (worn).
!MESSAGE BARNM1
You are in a room, which, although underground, strongly
resembles a barn. The roof, floor and walls are all made of wood.
There are passages out to east and west and steps up to a
hayloft above you.
!SWITCH BARN00 BARN01 BARN02
!MESSAGE BARNM2
You are in the barn.
!SWITCH MNULL BARN01 BARN02
!MESSAGE BARN00
The floor is covered with dust and the room smells very musty.
!MESSAGE BARN01
In the floor there is a closed trapdoor.
!MESSAGE BARN02
In the floor there is an open trapdoor.
!MESSAGE BARRELM1
There is a huge barrel in the corner.
!MESSAGE BEEFM1
There is a rather tired-looking piece of beef here.
!MESSAGE BEEFM2
A piece of beef.
!MESSAGE BELLRM1
You are in a large chamber with corridors leading out to
the east and west. High above you there is an enormous
bell.
!MESSAGE BELLRM2
You are in the bellroom.
!MESSAGE BELTM1
There is a jewelled belt here!
!MESSAGE BELTM2
!SWITCH BELT20 BELT21
!MESSAGE BELT20
A jewelled belt.
!MESSAGE BELT21
A jewelled belt (which you are wearing).
!MESSAGE BIGRMM11
BUG GR1
!MESSAGE BIGRMM12
You move to the NW corner of the giant room.
!MESSAGE BIGRMM21
You are standing in the middle of the northern wall of
a huge square room. A passage leads off to the north here.
!SWITCH BIGG1
!MESSAGE BIGRMM22
You are in the middle of the north wall of the giant room.
A passage leads off to the north here.
!MESSAGE BIGRMM31
You are standing in the northeastern corner of a huge square room.
Two giants are standing in the room; in the northwest corner
there is one dressed in blue; in the southwest corner, another
dressed entirely in red. They are taking turns at hurling
boulders about, and the ground is littered with rocks as
a result of this.
!SWITCH MNULL BIGWRD1 BIGWRD2 BIGWRD3 BIGWRD4 BIGWRD5
!MESSAGE BIGRMM32
You are in the northeast corner of the giant room.
!SWITCH MNULL BIGWRD1 BIGWRD2 BIGWRD3 BIGWRD4 BIGWRD5
!MESSAGE BIGRMM41
BUG GR4
!MESSAGE BIGRMM42
You move to the middle of the west wall of the giant room.
!MESSAGE BIGRMM51
You are standing in the centre of a huge square room.
!SWITCH BIGG1
!MESSAGE BIGRMM52
You are in the centre of the giant room.
!MESSAGE BIGRMM61
You are standing in the centre of the eastern wall
of a huge square room.
!SWITCH BIGG1
!MESSAGE BIGRMM62
You are in the centre of the east wall of the giant room.
!MESSAGE BIGRMM71
BUG GR7
!MESSAGE BIGRMM72
You move to the SW corner of the giant room.
BUG GR7
!MESSAGE BIGRMM81
You are in the centre of the southern wall of a huge square
room. A passage leads off to the south here.
!SWITCH BIGG1
!MESSAGE BIGRMM82
You are in the centre of the southern wall of the giant room.
A passage leads off to the south here.
!MESSAGE BIGRMM91
You are in the southeastern corner of a huge square room.
!SWITCH BIGG1
!MESSAGE BIGRMM92
You are in the southeast corner of the giant room.
!MESSAGE BIGG1
Two giants are standing in the room; in the northwest corner
there is one dressed in blue; in the southwest corner, another
dressed entirely in red. They are taking turns at hurling
boulders about, and the ground is littered with rocks as
a result of this.
!MESSAGE BIGWRD1
On the wall is scratched the word ACHU.
!MESSAGE BIGWRD2
On the wall is scratched the word ANNOK.
!MESSAGE BIGWRD3
On the wall is scratched the word MARA.
!MESSAGE BIGWRD4
On the wall is scratched the word TIDUS.
!MESSAGE BIGWRD5
On the wall is scratched the word ZIM.
!MESSAGE BLOODM1
Twinkling up at you is a wondrous bloodstone!
!MESSAGE BLOODM2
A bloodstone.
!MESSAGE BONEM1
There is a bone here, which clearly belonged to no ordinary dog,
for it is inlaid with precious stones!
!MESSAGE BONEM2
A jewelled bone.
!MESSAGE BOOKM1
There is a large book here, whose cover bears the word 'DEMNOS'.
!MESSAGE BOOKM2
A book entitled 'DEMNOS'.
!MESSAGE BOTTM1
!SWITCH BOTTM10 BOTTM11 BOTTM12
!MESSAGE BOTTM10
There is an empty bottle here.
!MESSAGE BOTTM11
There is a bottle of water here.
!MESSAGE BOTTM12
There is a bottle of wine here.
!MESSAGE BOTTM2
!SWITCH BOTTM20 BOTTM21 BOTTM22
!MESSAGE BOTTM20
An empty bottle.
!MESSAGE BOTTM21
A bottle of water.
!MESSAGE BOTTM22
A bottle of wine.
!MESSAGE BROOMM1
There is a broom here.
!MESSAGE BROOMM2
A broom.
!MESSAGE BUSTM1
There is a platinum bust of the late King Hildebrand here!
!MESSAGE BUSTM2
A platinum bust.
!MESSAGE CABBAGM1
There is a rather dry cabbage here.
!MESSAGE CABBAGM2
An old cabbage.
!MESSAGE CANDM1
There is a silver candlestick here!
!MESSAGE CANDM2
A silver candlestick.
!MESSAGE CARYM1
You are in a maze of chambers, with exits to north, south, east and west.
!MESSAGE CELLM1
You are in a secret cell under the floor of the barn. The only
exit is up and back into the barn.
!MESSAGE CELLM2
You are in the cell under the floor of the barn.
!MESSAGE CHAIRM1
There is an antique chair here!
!MESSAGE CHAIRM2
An antique chair.
!MESSAGE CLEARM1
You are in a clearing in the forest. The birds sing, and the bees hum,
no doubt discussing your adventuring prospects with each other. The
ground appears to be newly-tilled. The fort lies to your east.
!MESSAGE CLEARM2
You are in the forest clearing.
!MESSAGE COINM1
There is an electrum coin here.
!MESSAGE COINM2
An electrum coin.
!MESSAGE COLANDM1
There is an iron colander here.
!MESSAGE COLANDM2
A colander.
!MESSAGE COLUMNM
!SWITCH COLM0 COLM1
!MESSAGE COLM0
Guarding the east and west exits are pairs of stone columns.
!MESSAGE COLM1
Guarding the north and south exits are pairs of stone columns.
!MESSAGE CONCHM1
You are in a large elliptical room, whose only exit is to
the east. At the western end there is an exceptionally
large postbox, prominently labelled H.R. after the late king
Hildebrand. The room is otherwise empty, which is somewhat
surprising, for you can hear angelic choirs singing a voiceless
chant over and over again ...
!SWITCH CONCHM10 CONCHM11 CONCHM12 CONCHM13
!MESSAGE CONCHM2
You are in the large elliptical room with the postbox and the
unending chant ...
!SWITCH CONCHM10 CONCHM11 CONCHM12 CONCHM13
!MESSAGE CONCHM10
.. but the chant is now too cacophonous for you to be able
to fathom out a tune from it.
!MESSAGE CONCHM11
@@font-off@@
||----GGG--------------------------||
|| G G ||
||---G--G--------------------------||
|| G G ||
||----G-------O--------------------||
|| G G ||
||--GGGGG--------------------------||
|| GGG O ||
||-G--G----------O--O--------------||
GG
@@font-on@@
!MESSAGE CONCHM12
@@font-off@@
||----GGG--------------------------||
|| G G ||
||---G--G-----------O--------------||
|| G G ||
||----G-------O--------------------||
|| G G O ||
||--GGGGG--------------O-----------||
|| GGG ||
||-G--G-------------------O--------||
GG
@@font-on@@
!MESSAGE CONCHM13
@@font-off@@
||----GGG--------------------------||
|| G G ||
||---G--G--------------------------||
|| G G O ||
||----G-------------O--O-----------||
|| G G O O ||
||--GGGGG--------------------O-----||
|| GGG ||
||-G--G-------------------------O--||
GG
@@font-on@@
!MESSAGE CORRM1
You are in a corridor which enters from the east and twists
to leave by the south.
!MESSAGE CORRM2
You are in the east-south corridor.
!MESSAGE CORR2M1
You are in a narrow passage which runs north-west to south-east.
An archway leads south at this point.
!MESSAGE CORR2M2
You are in a narrow NW-SE passage with an archway S.
!MESSAGE CORR3M1
You are at a point where the passage turns, entering from the
north-west and leaving eastwards.
!MESSAGE CORR3M2
You are at the turn in the passage.
!MESSAGE CORR4M1
You are in a low north-south corridor.
!MESSAGE CORR4M2
You are in a north-south corridor.
!MESSAGE CORR5M1
!SWITCH CORR510 CORR511
!MESSAGE CORR510
You are in a small corridor which enters from the west
and turns to leave by the southeast. A winding corridor leads
north here.
!MESSAGE CORR511
You are in a small corridor. The only exits are to the to the
north and southeast, as a mass of burning debris blocks the
western exit.
!MESSAGE CORR5M2
!SWITCH CORR520 CORR521
!MESSAGE CORR520
You are in a west to southeast corridor with winding passage north.
!MESSAGE CORR521
You are in a west to southeast corridor, winding passage north,
western exit blocked by burning debris.
!MESSAGE CORR6M1
You are in a low north-south corridor, joined here by a passage
from the west.
!MESSAGE CORR6M2
You're in the low N-S corridor, joined here by a passage west.
!MESSAGE CORR7M1
You are in a small corridor which enters from the NE and turns
to exit by the SE. There is also a small hole in the west wall.
!MESSAGE CORR7M2
You are in the small turning corridor with the hole in the wall.
!MESSAGE CORR8M1
You are in a passage which enters from the NW and curves to
leave by the south.
!MESSAGE CORR8M2
You are in a curving NW-S passage.
!MESSAGE CORR9M1
You are at a three-pronged fork, where a corridor enters
from the east and exits to south, west and southwest through
low tunnels.
!MESSAGE CORR9M2
You are at the three-pronged fork.
!MESSAGE CORR10M1
You are in a cavern with green walls; there are exits to
the east, south, southwest and northeast.
!MESSAGE CORR10M2
You're in a cavern with green walls.
!MESSAGE CORR11M1
You are in a small damp chamber, from which exits lead
to the west, northwest, north, northeast and south.
!MESSAGE CORR11M2
You are in a small damp chamber.
!MESSAGE CORR12M1
You are in a low east-west corridor, which opens up into a room
further west.
!MESSAGE CORR12M2
You are in the low east-west corridor.
!MESSAGE DENDM1
You are at a dead end. The only exit is by the way you got here.
!MESSAGE DEND5M1
You are at the end of the corridor. The only exit is back to the west,
although there seems to be some sort of passage high above you.
!MESSAGE DEND5M2
You are at the end of the corridor, below the gallery.
!MESSAGE DEND6M1
You are in a dingy little basement flat (i.e. a dungeon).
Some steps lead up to the east, and that's the nicest feature
about the architecture.
!MESSAGE DEND6M2
You are in the basement flat.
!MESSAGE DRONERM1
You are in a bottle-shaped room, whose neck and only exit
is north. The room is lit by lamps high above. There is a
persistent droning sound going on, perhaps made by some
creature, perhaps a property of the acoustics.
!MESSAGE DRONERM2
You are in the bottle-shaped room with the droning sound.
!MESSAGE DUMBM1
There is a set of heavy dumb-bells here.
!MESSAGE DUST1
There is a yellow duster here.
!MESSAGE DUST2
A duster.
!MESSAGE EGGM1
There is a jade egg here, inscribed in emeralds with
the word "@x31"!
!MESSAGE EGGM2
A jade egg, inscribed "@x31".
!MESSAGE EMERALD1
There is a scintillating emerald here!
!MESSAGE EMERALD2
An emerald.
!MESSAGE FIGURIN1
There is a crystal figurine here!
!MESSAGE FIGURIN2
A crystal figurine.
!MESSAGE FISHM1
There is an elegantly carved wooden fish here, whose eyes consist
of huge pearls!
!MESSAGE FISHM2
A pearly wooden fish.
!MESSAGE FLINNM1
At the eastern exit stands a bearded dwarf, dressed in very
light armour and carrying a formidable spear!
!MESSAGE FOGRM1
!SWITCH FOGRM10 FOGRM11
!MESSAGE FOGRM10
You are in a large room, on the edge of a cloud of evil-smelling
fog which fills up the room, driving you back whenever you attempt
to enter it. The only way out is to the east.
!MESSAGE FOGRM11
You are in a large rectangular room which was formerly full of fog
but is now rather bleak-looking. There are exits to the east,
west and south.
!MESSAGE FOGRM2
!SWITCH FOGRM20 FOGRM21
!MESSAGE FOGRM20
You are in the fog-filled room.
!MESSAGE FOGRM21
You are in the room which was formerly fog-filled.
!MESSAGE FORESTM1
You have wandered into a vast pine forest.
!MESSAGE FORESTM2
You are lost in the forest.
!MESSAGE FORK1M1
You are in a place where the passage forks. It enters from the east
and exits to the west and southwest.
!MESSAGE FORK1M2
You're at the fork in the passage.
!MESSAGE FORK2M1
You are at an irregular crossroads to the west of the room
with the strange glowing. Passages lead off to east, west,
south and northwest.
!MESSAGE FORK2M2
You are at the irregular crossroads.
!MESSAGE FORK3M1
The corridor forks again here: the main passage goes north to
southeast, and another corridor joins it from the west.
!MESSAGE FORK3M2
You are at the north-southeast and west fork.
!MESSAGE FORTM1
You are in the ruins of the ancient fortress of Fyleet.
Around you lies a thick pine forest, which appears to have been
cleared a bit to your west; there are also paths to the east
and north, while to the south some steps lead down into the ground.
!MESSAGE FORTM2
You are in the ruins of the fortress of Fyleet.
!MESSAGE GARGR11
You are in a high corridor, which to the east is lined with gargoyles.
The passage also continues westwards.
!MESSAGE GARGR12
You are in a passage to the west of the gargoyles.
!MESSAGE GARGR21
You are in a high chamber. High above you the walls are lined
with gargoyles, which stare down at you malevolently.
There are passages leading out to east and west.
!MESSAGE GARGR22
You are in the gargoyle chamber.
!MESSAGE GARGR31
You are in a high corridor, which to the west is lined with gargoyles.
The passage continues also to the east.
!MESSAGE GARGR32
You are in a high passage to the east of the gargoyles.
!MESSAGE GATERMM1
You are in a short passage, leading east and west between two gateways.
At the western end, some steps lead downwards into gloom.
!MESSAGE GATERMM2
You are in the passage with two gateways.
!MESSAGE GATEM1
!SWITCH GATE10 GATE11
!MESSAGE GATE10
A heavy locked iron gate blocks your way west.
!MESSAGE GATE11
An iron gate is swinging on its hinges at the western exit.
!MESSAGE GLADEM1
The avenue enters from the east, leads into a glade and
continues further west.
!MESSAGE GLADEM2
You are in the glade.
!MESSAGE GNOMEM1
!SWITCH GNOMEM10 GNOMEM11 GNOME12
!MESSAGE GNOMEM10
Odulforg the gnome is lying here, injured.
!MESSAGE GNOMEM11
Odulforg the gnome is standing here.
!MESSAGE GNOME12
There is a dead gnome here.
!MESSAGE GNOMEM2
The remains of Odulforg the gnome.
!MESSAGE GOATM1
There is a goat placidly browsing here.
!MESSAGE GOATM2
A goat (which you are dragging along somehow!)
!MESSAGE GORGONM1
!SWITCH GORG10 GORG11
!MESSAGE GORG10
There is a gorgon-like creature in the room. Fortunately she
is in profile, rather than staring at you at present, but even
the sight of her serpentine tresses is a little off-putting!
!MESSAGE GORG11
There is a gorgon here, who is engaged in rapt contemplation
of a snake similar to those squirming on top of her head.
!MESSAGE GRAVEM1
The avenue ends at a well-tended grave, surmounted by a
large gravestone, which bears the following legend:
!SWITCH STONEMESS
!MESSAGE GRAVEM2
You are at the grave of Fairservice.
!MESSAGE HALLM1
You are in a grand hall, no doubt used a ceremonial chamber by
somebody at some time. However it has now been looted of its
treasures and nothing of value has remained. Passages lead off
in all eight horizontal directions.
!MESSAGE HALLM2
You are in the grand hall.
!MESSAGE HEARTM1
The fossilised heart of Valentine lies here.
!MESSAGE HEARTM2
The heart of Valentine.
!MESSAGE HELENM1
With you in the room is some sort of spook - she resembles a
young lady with a ghastly white face.
!MESSAGE HELMETM1
There is a Teutonic war-helmet here, complete with a vicious
spike on top.
!MESSAGE HELMETM2
!SWITCH HELM0 HELM1
!MESSAGE HELM0
A spiked helmet (carried).
!MESSAGE HELM1
A spiked helmet (which you are wearing.)
!MESSAGE HIPRMM1
You are in a dusty quarry, whose walls are totally unclimbable.
Two tunnels lead into the cliff here, one to the northwest and
one to the northeast.
!MESSAGE HIPRMM2
You are in the dusty quarry.
!MESSAGE HIPRM21
You are on a ledge up in the mountains. There is no way of climbing
down safely from here. A tunnel leads south into the hillside.
!MESSAGE HIPRM22
You are on the ledge in the mountains.
!MESSAGE HOLERMM1
You are in a room ten feet high with a hole in the ceiling.
There is a corridor leading off to the west, and a passage
southeast which smells faintly of incense.
!MESSAGE HOLERMM2
You are in the room with the hole in the ceiling.
!MESSAGE HORSEM1
!SWITCH HORSE10 HORSE11
!MESSAGE HORSE10
There is a huge creature here which can only be described as some
sort of Nightmare! It resembles a huge horse, breathing noxious
vapours at you, and it rears up in anger as you enter!
!MESSAGE HORSE11
There is a large horse peacefully grazing here.
!MESSAGE HUMP1M1
You are in a long dark north-south tunnel. A symbol of
Hurgenpor is enscribed on the wall here.
!MESSAGE HUMP2M1
You are in a north-south tunnel whose floor is extremely hot, so
that you do not feel inclined to linger.
!MESSAGE HUMP2M2
You are in the tunnel with the hot floor.
!MESSAGE HUMP3M1
You are at a T-junction. A tunnel leads north, and two
wider tunnels lead east and west.
!MESSAGE HUMP3M2
You are at the T-junction south of Humpty Dumpty's wall.
!MESSAGE HUMDUMM1
!SWITCH HUMDUM10 HUMDUM11
!MESSAGE HUMDUM10
Seated on a ledge high up on the wall is a large round creature,
perhaps the famous Mr Humpty Dumpty himself.
!MESSAGE HUMDUM11
Wobbling ever more unstably on a ledge above you is the
famous Mr Humpty Dumpty.
!MESSAGE IDOLM1
!SWITCH IDOL10 IDOL11
!MESSAGE IDOL10
A huge stone idol of Demnos stands before you, blocking the way
south.
!MESSAGE IDOL11
The remnants of a stone idol stand here.
!MESSAGE IDOLRM1
You are in a chamber which must be dedicated to the god Demnos,
as the unpleasant scenes depicted on the walls indicate. There
are exits to the north and south.
!MESSAGE IDOLRM2
You are in the idol chamber of Demnos.
!MESSAGE IKONM1
There is an ancient ikon here. Although it depicts scenes of human
sacrifice, it must be priceless to a connoisseur!
!MESSAGE IKONM2
A distasteful ikon.
!MESSAGE JACINTH1
There is a pile of jacinths here!
!MESSAGE JACINTH2
Some jacinths.
!MESSAGE LAKE1M1
You are on the north side of a deep lake about fifty feet wide.
There is a passage leading north, and on the far side of the lake
another passage leads south. Strange forms can be seen swimming in
the water.
!MESSAGE LAKE1M2
You are at the north side of the lake.
!MESSAGE LAKE2M1
You are on the south side of a deep lake about fifty feet wide.
There is a passage leading south, and on the far side of the lake
another passage leads north. Strange forms can be seen swimming in
the water.
!MESSAGE LAKE2M2
You are at the south side of the lake.
!MESSAGE LAMPM1
!SWITCH LAMP10 LAMP11
!MESSAGE LAMP10
There is a bullseye lantern here, which is off.
!MESSAGE LAMP11
There is a bullseye lantern here, which is on.
!MESSAGE LAMPM2
!SWITCH LAMP20 LAMP21
!MESSAGE LAMP20
A lantern (off).
!MESSAGE LAMP21
A lantern (on).
!MESSAGE LANDY1M1
You are on a landing, which leads north to a downward staircase
and continues further to the south (passing near an abyss) as
well as to the west.
!MESSAGE LANDY1M2
You are on the landing between the stairs and the abyss.
!MESSAGE LANDY2M1
You are in a north-south corridor. A few yards from you there is
a deep abyss, in which a faint red glow can be seen far away.
!MESSAGE LANDY2M2
You are near the abyss.
!MESSAGE LANDY3M1
The corridor ends here at a sheer drop of about thirty feet.
It seems that you must either jump or go back to the north.
!MESSAGE LANDY3M2
You are at the end of the corridor by the sheer drop.
!MESSAGE LARDERM1
This room appears to be nothing more than a larder of some sorts.
(Even adventurers have to eat sometimes!) The only exit is west.
!MESSAGE LARDERM2
You are in the larder.
!MESSAGE LIBM1
You are in the Carmel Sprout memorial library. Fans of the great man
seem to be numerous, as there is little in the way of reading matter
here. The only exit is to the west.
!MESSAGE LIBM2
You are in the library.
!MESSAGE LITRM1
You are in a large rectangular room, which is magically lit
by a bright glowing in the air near the centre of the ceiling.
There are archways leading out to the north, south, east and west.
!MESSAGE LITRM2
You are in the room with the magical glowing.
!MESSAGE LOFTM1
You are in a long-disused hayloft. The only way out is down
to the barn below.
!MESSAGE LOFTM2
You are in the hayloft.
!MESSAGE MATDUM1
There was a mat here, but a passer-by seems to have spirited it away!
!MESSAGE MATM1
There is a two-foot-square mat here, inscribed with ancient
theurgical runes.
!MESSAGE MATM2
A mat.
!MESSAGE MAZEM1
You are in a maze of twisting passages. For some reason this
place makes you feel rather confused.
!MESSAGE MAZEM2
You are in a confusing maze of passages.
!MESSAGE MIRRMM1
You are in a large chamber whose east wall is decorated with paintings
of heroes running away from monsters. Should you wish to do the same,
the ways out from here are by the north or the west.
!MESSAGE MIRRMM2
You are in the chamber decorated with wall-paintings.
!MESSAGE MIRRORM1
!SWITCH MIRROR0 MIRROR1 MIRROR2 MIRROR3
!MESSAGE MIRROR0
A large mirror covers the southern wall, but the glass is too
dirty for you to see anything in it.
!MESSAGE MIRROR1
In the mirror on the southern wall you can see the word ATOM.
!MESSAGE MIRROR2
In the mirror on the southern wall you can see the word MAMMOTH.
!MESSAGE MIRROR3
In the mirror on the southern wall you can see the word TOOTH.
!MESSAGE MNEMRMM1
You are in the cavern of Mnem; this is a large humid area where
the atmosphere is warm and moist. You find it hard to concentrate
on the job in hand. The only exit is northwards.
!MESSAGE MNEMRMM2
You are in the cavern of Mnem.
!MESSAGE MONKR1M1
You are in the monastery of the mystic monks of Fyleet.
The walls are decorated with scenes of processing monks.
There are also exits to the north, northeast and south.
!MESSAGE MONKR1M2
You are at the entrance to the monastery.
!MESSAGE MONKR2M1
You are in the sanctum of the evil monk Cadoc. There are
exits to the north and southeast.
!MESSAGE MONKR2M2
You are in Cadoc's sanctum.
!MESSAGE MONKR3M1
You are in a curving corridor in the monastery, which
exits to the northwest and northeast.
!MESSAGE MONKR3M2
You are in a curving corridor in the monastery.
!MESSAGE MONKR4M1
You are in the cell of the wicked friar Thorlac.
There are exits to the north and southwest.
!MESSAGE MONKR4M2
You are in Thorlac's cell.
!MESSAGE MONKR5M1
You are in a passage in the monastery which curves
from south to northwest.
!MESSAGE MONKR5M2
You are in a curving passage in the monastery.
!MESSAGE MONKR6M1
You are in the headquarters of the chief monk, Polycarp
the black. There are exits to southeast and southwest.
!MESSAGE MONKR6M2
You are in Polycarp's headquarters.
!MESSAGE MOORM1
You are in a small chamber with no visible exits. On one wall
there is a picture of a hero being eaten by a something which
might be a Jabberwock.
!MESSAGE MOORM2
You are through the looking-glass.
!MESSAGE MUSICM1
There are some papers here, containing squiggly writing.
!MESSAGE MUSICM2
Some papers containing squiggly writing.
!MESSAGE NCORRM1
You are in a winding north-south corridor, which is slightly wider
at this point.
!MESSAGE NCORRM2
You are in the winding corridor.
!MESSAGE NOBLEM1
There is a small golden noble here.
!MESSAGE NOBLEM2
A golden noble.
!MESSAGE NOTEM1
There is a currency note here.
!MESSAGE NOTEM2
A currency note.
!MESSAGE NPRMM1
You are in a gloomy-looking chamber; twisting tunnels wind
their way out to northwest and southwest, and there is an
imposing-looking portal in the west wall.
!MESSAGE NPRMM2
You are in the gloomy-looking chamber.
!MESSAGE ODULRM1
!SWITCH ODRMM0 ODRMM1
!MESSAGE ODRMM0
You are in a deep cellar. The only exit is a closed door
in the west wall, twenty feet above ground level, although
there are the beginnings of an escape tunnel to the east.
!MESSAGE ODRMM1
You are in a deep cellar. There is a newly-dug escape tunnel
leading off to the east, and a closed door high in the wall
to the west.
!MESSAGE ODULRM2
You are in the cellar.
!SWITCH MNULL ODRM21
!MESSAGE ODRM21
An escape tunnel leads to the east.
!MESSAGE OMESS
!SWITCH MNULL OM1 OM2 OM3 OM4 OM5 OM6 OM7 OM8 OM9 OM10
OM11 OM12 OM13 OM14 OM15 OM16 OM17 OM18 OM19 OM20 OM21
OM22 OM23 OM24 OM25 OM26 OM27 OM28 OM29 OM30 OM31 OM32
OM33 OM34 OM35 OM36 OM37 OM38 OM39 OM40 OM41 OM42 OM43
OM44 OM45 OM46 OM47 OM48 OM49 OM50 OM51 OM52
!MESSAGE OM1
Flashing above you in the air is a large letter A.
!MESSAGE OM2
Flashing above you in the air is a large letter B.
!MESSAGE OM3
Flashing above you in the air is a large letter C.
!MESSAGE OM4
Flashing above you in the air is a large letter D.
!MESSAGE OM5
Flashing above you in the air is a large letter E.
!MESSAGE OM6
Flashing above you in the air is a large letter F.
!MESSAGE OM7
Flashing above you in the air is a large letter G.
!MESSAGE OM8
Flashing above you in the air is a large letter H.
!MESSAGE OM9
Flashing above you in the air is a large letter I.
!MESSAGE OM10
Flashing above you in the air is a large letter J.
!MESSAGE OM11
Flashing above you in the air is a large letter K.
!MESSAGE OM12
Flashing above you in the air is a large letter L.
!MESSAGE OM13
Flashing above you in the air is a large letter M.
!MESSAGE OM14
Flashing above you in the air is a large letter N.
!MESSAGE OM15
Flashing above you in the air is a large letter O.
!MESSAGE OM16
Flashing above you in the air is a large letter P.
!MESSAGE OM17
Flashing above you in the air is a large letter Q.
!MESSAGE OM18
Flashing above you in the air is a large letter R.
!MESSAGE OM19
Flashing above you in the air is a large letter S.
!MESSAGE OM20
Flashing above you in the air is a large letter T.
!MESSAGE OM21
Flashing above you in the air is a large letter U.
!MESSAGE OM22
Flashing above you in the air is a large letter V.
!MESSAGE OM23
Flashing above you in the air is a large letter W.
!MESSAGE OM24
Flashing above you in the air is a large letter X.
!MESSAGE OM25
Flashing above you in the air is a large letter Y.
!MESSAGE OM26
Flashing above you in the air is a large letter Z.
!MESSAGE OM27
You pass under a flashing letter A, and your momentum carries you on.
!MESSAGE OM28
You pass under a flashing letter B, and your momentum carries you on.
!MESSAGE OM29
You pass under a flashing letter C, and your momentum carries you on.
!MESSAGE OM30
You pass under a flashing letter D, and your momentum carries you on.
!MESSAGE OM31
You pass under a flashing letter E, and your momentum carries you on.
!MESSAGE OM32
You pass under a flashing letter F, and your momentum carries you on.
!MESSAGE OM33
You pass under a flashing letter G, and your momentum carries you on.
!MESSAGE OM34
You pass under a flashing letter H, and your momentum carries you on.
!MESSAGE OM35
You pass under a flashing letter I, and your momentum carries you on.
!MESSAGE OM36
You pass under a flashing letter J, and your momentum carries you on.
!MESSAGE OM37
You pass under a flashing letter K, and your momentum carries you on.
!MESSAGE OM38
You pass under a flashing letter L, and your momentum carries you on.
!MESSAGE OM39
You pass under a flashing letter M, and your momentum carries you on.
!MESSAGE OM40
You pass under a flashing letter N, and your momentum carries you on.
!MESSAGE OM41
You pass under a flashing letter O, and your momentum carries you on.
!MESSAGE OM42
You pass under a flashing letter P, and your momentum carries you on.
!MESSAGE OM43
You pass under a flashing letter Q, and your momentum carries you on.
!MESSAGE OM44
You pass under a flashing letter R, and your momentum carries you on.
!MESSAGE OM45
You pass under a flashing letter S, and your momentum carries you on.
!MESSAGE OM46
You pass under a flashing letter T, and your momentum carries you on.
!MESSAGE OM47
You pass under a flashing letter U, and your momentum carries you on.
!MESSAGE OM48
You pass under a flashing letter V, and your momentum carries you on.
!MESSAGE OM49
You pass under a flashing letter W, and your momentum carries you on.
!MESSAGE OM50
You pass under a flashing letter X, and your momentum carries you on.
!MESSAGE OM51
You pass under a flashing letter Y, and your momentum carries you on.
!MESSAGE OM52
You pass under a flashing letter Z, and your momentum carries you on.
!MESSAGE OMLETM1
There is an enormous omelette here.
!MESSAGE ONIONM1
There is a weary-looking onion here.
!MESSAGE ONIONM2
An onion.
!MESSAGE ONYXM1
There is a large onyx here!
!MESSAGE ONYXM2
An onyx.
!MESSAGE OPALM1
There is a massive opal here!
!MESSAGE OPALM2
A large opal.
!MESSAGE ORBM1
A jewel-encrusted orb lies here, once the property of the
legendary Halgamir!
!MESSAGE ORBM2
The orb of Halgamir.
!MESSAGE PANEM1
On the northern wall there is a window pane in which you can see
!SWITCH PANE0 PANE1 PANE2
!MESSAGE PANE0
the word MAXIMA.
!MESSAGE PANE1
the word TATTOO.
!MESSAGE PANE2
the word TOMATO.
!MESSAGE PARROTM1
There is a jewel-studded parrot here!
!MESSAGE PARROTM2
A jewel-studded parrot.
!MESSAGE PENDM1
There is a valuable pendant here, property of the chief monk, Polycarp!
!MESSAGE PENDM2
!SWITCH PEND20 PEND21
!MESSAGE PEND20
A monkish pendant (carried).
!MESSAGE PEND21
A monkish pendant (which you are wearing.)
!MESSAGE PHXM1
There is a crashed phoenix here (dead, I'm afraid.)
!MESSAGE PHXM2
A dead phoenix.
!MESSAGE PIECEM1
There is a silver piece here.
!MESSAGE PIECEM2
A silver piece.
!MESSAGE PLANTM1
An angry-looking weed bars your way west! It takes up the
entire width of the avenue, rustling its thorny stems in a
menacing manner!
!MESSAGE PLATEM1
There is a golden plate here!
!MESSAGE PLATEM2
A golden plate.
!MESSAGE PNRMM1
You are in a cheerful-looking chamber; twisting tunnels wind
their way out to northeast and southeast, and there is an
imposing-looking portal in the east wall.
!MESSAGE PNRMM2
You are in the cheerful-looking chamber.
!MESSAGE PORTM1
There is an ancient portrait here, which depicts an old man
and is entitled "CABARWIS"!
!MESSAGE PORTM2
A portrait of Cabarwis.
!MESSAGE POSTADM1
You are in a seedily-decorated chamber: there are some tatty
old carpets on the floor, some filthy curtains of sacking
hanging from the ceiling, and a colour scheme in brown and black.
There is an exit south to more luxurious regions.
!MESSAGE POSTADM2
You are in the seedily-decorated chamber.
!MESSAGE POSTERM1
You are at the north end of the dingy street. High walls block
you in all directions except south.
!MESSAGE POSTERM2
You're at the north end of the dingy street.
!MESSAGE PRELIB1
You are in a small ante-room: arches lead to the east and west.
!MESSAGE PRELIB2
You're in the ante-room.
!MESSAGE PRETEM1
You are outside the temple of Demnos. Unearthly sounds emanate
from the worshippers in the temple, which is to your west. You
may also escape by going north.
!MESSAGE PRETEM2
You are outside the temple of Demnos.
!MESSAGE REL1M1
You are in a chamber decorated with pictures of holidaymakers
sitting on sandy beaches. There are exits to northwest, southeast,
south and east.
!MESSAGE REL1M2
You are in the chamber with the seaside pictures.
!MESSAGE REL2M1
You are in a chamber decorated with pictures of madly
pirouetting dancers. There are exits to north and east.
!SWITCH MNULL REL21
!MESSAGE REL2M2
You are in the chamber decorated with pictures of dancers.
!SWITCH MNULL REL21
!MESSAGE REL21
Through your sunglasses you can see a concealed exit in the
northeastern wall.
!MESSAGE REL3M1
You are in a room decorated with pictures of angry travellers,
who seem to be embarking on some steam-driven engine. There are
exits to the west and south.
!MESSAGE REL3M2
You are in the room decorated with pictures of angry travellers.
!MESSAGE REL4M1
You are in a featureless northwest-southeast passage.
!SWITCH MNULL REL41
!MESSAGE REL41
Through your sunglasses you can see a concealed exit in the
southwestern wall.
!MESSAGE REL5M1
You are in a room decorated with scenes of lovers.
There are exits to the north, west and northwest.
!MESSAGE REL5M2
You are in the room decorated with scenes of lovers.
!MESSAGE RINGM1
There is a plain golden ring here!
!MESSAGE RINGM2
!SWITCH RING20 RING21
!MESSAGE RING20
A ring (which you are carrying).
!MESSAGE RING21
A ring (which you are wearing).
!MESSAGE RINKM1
!SWITCH MNULL RINK11 RINK12 RINK13 RINK14 RINK15 RINK16 RINK17 RINK18 RINK19
!MESSAGE RINK11
You are in the northwestern corner of a huge cavern. Life is rather
!SWITCH RINKM2
!MESSAGE RINKM2
disconcerting right now, as the ground appears to be moving up and
down of its own accord, distorting the local space-time geometry
rather badly.
!MESSAGE RINK12
You are somewhere by the northern wall of a huge cavern. Life is
!SWITCH RINKM2
!MESSAGE RINK13
You are in the northeastern corner of a huge cavern. Life is rather
!SWITCH RINKM2
!MESSAGE RINK14
You are somewhere by the western wall of a huge cavern. Life is
!SWITCH RINKM2
!MESSAGE RINK15
You are somewhere in the middle of a huge cavern. Life is extremely
!SWITCH RINKM2
!MESSAGE RINK16
You are somewhere by the eastern wall of a huge cavern. Life is
!SWITCH RINKM2
!MESSAGE RINK17
You are in the southwestern corner of a huge cavern. Life is rather
!SWITCH RINKM2
!MESSAGE RINK18
You are somewhere by the southern wall of a huge cavern. Life is
!SWITCH RINKM2
!MESSAGE RINK19
You are in the southeastern corner of a huge cavern. Life is rather
!SWITCH RINKM2
!MESSAGE ROOM1M1
You are in a small square room. Light streams in from an archway to
the south. There are steps leading up to the north, and a closed door
to the east.
!MESSAGE ROOM1M2
You're in the small square room.
!MESSAGE ROOMXM1
You are in a small ante-room; Space all around you feels distorted,
rather as if you were in a Hall of Mirrors. The laws of Geometry
themselves seem to be having an off-day. There is some sort of exit to
the southwest, but I wouldn't count on your ever finding your
way back here again!
!MESSAGE ROOMXM2
!SWITCH ROOMXM1
!MESSAGE ROOMZM1
You are in a lavishly-decorated cavern: curtains hang from
the ceiling, there are fitted carpets and a tasteful colour
scheme and so forth. An exit leads south into less luxurious
regions.
!SWITCH MNULL ROOMZ1 ROOMZ2
!MESSAGE ROOMZM2
You are in the lavishly-decorated chamber.
!SWITCH MNULL ROOMZ1 ROOMZ2
!MESSAGE ROOMZ1
On one wall of the room is written:
@@font-off@@
DEMONS +
DEMONS
-------
ZYGMUND
-------
@@font-on@@
and on another is written '45647298'.
!MESSAGE ROOMZ2
On one wall of the room is written:
@@font-off@@
DEMONS +
DEMONS
-------
ZYGMUND
-------
@@font-on@@
and on another is written '02942287'.
!MESSAGE ROPEM1
A heavy rope hangs down near the southern wall.
!MESSAGE ROPERMM1
You are in a very high chamber with green walls. It seems to
be some sort of cul-de-sac, for the only exit is to the north.
!MESSAGE ROPERMM2
You are in the high cul-de-sac with green walls.
!MESSAGE RUBYM1
!SWITCH RUBY10 RUBY11
!MESSAGE RUBY10
There is a huge ruby lying in the fountain!
!MESSAGE RUBY11
There is a huge ruby here!
!MESSAGE RUBYM2
A large ruby.
!MESSAGE SAPPHM1
There is a monstrous great sapphire here!
!MESSAGE SAPPHM2
A monstrous great sapphire.
!MESSAGE SCAREM1
!SWITCH SCAREM10 SCAREM11
!MESSAGE SCAREM10
There is an evil-looking scarecrow standing here.
!MESSAGE SCAREM11
There are the remains of a scarecrow here.
!MESSAGE SCAREM2
A second-hand scarecrow.
!MESSAGE SCEPTRE1
There is a jewelled sceptre here!
!MESSAGE SCEPTRE2
A sceptre.
!MESSAGE SECRMM1
You are in a small circular chamber with passages leading out to
the north and south. Something seems wrong about this place.
!MESSAGE SECRMM2
You are in the suspicious circular chamber.
!MESSAGE SHIELDM1
There is a shield here, bearing the arms of the legendary
warrior Arac.
!MESSAGE SHIELDM2
The shield of Arac.
!MESSAGE SHRINEM1
You have reached some sort of sanctuary here, at a small shrine
to Hurgenpor. There is an altar here, and various glyphs and wards
designed to prevent the undead from dropping in uninvited.
!MESSAGE SHRINEM2
You are at the shrine of Hurgenpor.
!MESSAGE SIGNM1
!SWITCH SIGNA0 SIGNA1 SIGNA2 SIGNA3 SIGNA4 SIGNA5 SIGNA6 SIGNA7 SIGNA8
!MESSAGE SIGNA0
A sign here says "CARMEL SPROUT MEMORIAL LIBRARY".
!MESSAGE SIGNA1
A sign here says "THORN".
!MESSAGE SIGNA2
A sign here says "EAT THORNS".
!MESSAGE SIGNA3
A sign here says "SEAT".
!MESSAGE SIGNA4
A sign here says "HOT AS SUET".
!MESSAGE SIGNA5
A sign here says "SHOUT".
!MESSAGE SIGNA6
A sign here says "STEW US HOT".
!MESSAGE SIGNA7
A sign here says "STEW".
!MESSAGE SIGNA8
A sign here says "WET THORNS".
!MESSAGE SIGNM2
!SWITCH SIGNB0 SIGNB1 SIGNB2 SIGNB3 SIGNB4 SIGNB5 SIGNB6 SIGNB7 SIGNB8
!MESSAGE SIGNB0
A sign saying "CARMEL SPROUT MEMORIAL LIBRARY".
!MESSAGE SIGNB1
A sign saying "THORN".
!MESSAGE SIGNB2
A sign saying "EAT THORNS".
!MESSAGE SIGNB3
A sign saying "SEAT"
!MESSAGE SIGNB4
A sign saying "HOT AS SUET".
!MESSAGE SIGNB5
A sign saying "SHOUT".
!MESSAGE SIGNB6
A sign saying "STEW US HOT".
!MESSAGE SIGNB7
A sign saying "STEW".
!MESSAGE SIGNB8
A sign saying "WET THORNS".
!MESSAGE SLOTM1
There is a solid-looking slot machine here, which
bears the legend
Also on the slot machine is an illuminated number @x36.
!MESSAGE SNAKEM1
!SWITCH SNAKE10 MNULL
!MESSAGE SNAKE10
There is a snake here, either asleep or dead, you cannot tell.
!MESSAGE SNAKEM2
A snake (dead or asleep).
!MESSAGE SPLEENM1
The sacred spleen of Pancras rests here.
!MESSAGE SPLEENM2
The spleen of Pancras.
!MESSAGE SPOOKRM1
The path comes to an end here, opening out into a fairly large
cavern in which various unexplained noises (perhaps bats or rats)
can be heard.
!MESSAGE SPOOKRM2
You are in the fairly large cavern with the noises.
!MESSAGE SPROUTM1
!SWITCH SPROUT10 SPROUT11
!MESSAGE SPROUT10
There is a skeleton-like creature sitting here. He addresses you
in an unknown tongue.
!MESSAGE SPROUT11
There is a skeleton-like creature sitting here. In an ancient
tongue known to few he tells you that the library is closed.
!MESSAGE STABLEM1
You are in a room that resembles an enormous stable, that is,
if you ignore the smell of sulphur and blood, not to mention
the sinister vapour-clouds which drift towards you.
There is an exit to the east.
!MESSAGE STABLEM2
You are in the stable of the Nightmare.
!MESSAGE STAFFM1
There is a plain wooden staff here.
!MESSAGE STAFFM2
A wooden staff.
!MESSAGE STAIR1M1
You are at the foot of a long staircase. There seems to be
no way to go but up.
!MESSAGE STAIR1M2
You're at the foot of the stairs.
!MESSAGE STAIR2M1
You are half way up the staircase, which extends a long way
in each direction.
!MESSAGE STAIR2M2
You're half way up the stairs.
!MESSAGE STAIR3M1
You are at the top of the staircase, which leads down into
the depths. A landing leads off to the south.
!MESSAGE STAIR3M2
You're at the top of the stairs.
!MESSAGE STONEMESS
HERE LIES THE MIGHTY WARRIOR FAIRSERVICE, WHO DIED IN HIS
QUEST FOR ADVENTURE
WEEP FOR HIM, OH PASSING STRANGER
!MESSAGE STRAWM1
There is a bale of hay here.
!MESSAGE STRAWM2
A bale of hay.
!MESSAGE STREAMM1
You are on the southern bank of a mighty river, which rushes
past you at a furious rate. There is forest all around, except
for a path leading south to the fortress.
!MESSAGE STREAMM2
You are on the banks of the mighty river.
!MESSAGE SUNGLM1
The mystic sunglasses of Tropez have been dropped here.
!MESSAGE SUNGLM2
!SWITCH SUNGL20 SUNGL21
!MESSAGE SUNGL20
The sunglasses of Tropez.
!MESSAGE SUNGL21
The sunglasses of Tropez (which you are audaciously wearing).
!MESSAGE SWORDM1
!SWITCH SWORDM10 SWORDM11 SWORDM12 MNULL SWORDM14
!MESSAGE SWORDM10
There is a sword here, glinting with a pinkish light. Its hilt bears the
mighty name "Roseblade"!
!MESSAGE SWORDM11
There is a sword here, glinting with a bluish light. Its hilt bears the
mighty name "Whittle"!
!MESSAGE SWORDM12
There is a sword here, glinting with a greenish light. Its hilt bears
the mighty name "Killworth"!
!MESSAGE SWORDM14
You notice a sword above you in the branches of a high tree,
its blade glinting colourfully!
!MESSAGE SWORDM2
!SWITCH SWORDM20 SWORDM21 SWORDM22
!MESSAGE SWORDM20
The mighty sword Roseblade.
!MESSAGE SWORDM21
The mighty sword Whittle.
!MESSAGE SWORDM22
The mighty sword Killworth.
!MESSAGE TAPESM1
The long-lost tapestry of Fyleet is here!
!MESSAGE TAPESM2
The tapestry of Fyleet.
!MESSAGE TEMPLEM1
You are in the temple of Demnos...
!MESSAGE TEMPLEM2
You are in the temple of Demnos.
!MESSAGE TJUNC1M1
You are at a T-junction, with passages leading off to the
north (into the lit room), east and south.
!MESSAGE TJUNC1M2
You are at the T-junction.
!MESSAGE TJUNC2M1
You are in an east-west corridor, from which a passage leads north
to that horrible maze and two twisting tunnels lead SE and SW.
!MESSAGE TJUNC2M2
You are in the corridor near the maze entrance.
!MESSAGE TOEM1
One of the toes of the blessed Vitus lies here, mummified.
!MESSAGE TOEM2
One of the toes of Vitus.
!MESSAGE TOKENM1
There is a bronze token here.
!MESSAGE TOKENM2
A bronze token.
!MESSAGE TOPAZM1
There is a fine oriental topaz here!
!MESSAGE TOPAZM2
An oriental topaz.
!MESSAGE TOUTM1
You are in a maze of carpeted corridors. There are
exits in _all_ directions.
!MESSAGE TREERMM1
You are in a part of the forest where the trees are particularly high,
their branches extending way above you.
!MESSAGE TREERMM2
You are in the glade with the high trees.
!MESSAGE TRINCOM1
You are in a great court. Above you there is sunshine and the world
seems peaceful and relatively normal for the time being. There are
26 staircases leading off from the court into the mighty buildings
which surround it. They are labelled with the letters A to Z
inclusive. If you wish to enter one, type EXIT, though you may wish
to stay here awhile to recover from your recent experiences!
!MESSAGE TRINCOM2
You are in the great court.
!MESSAGE TURNIPM1
There is a large turnip here.
!MESSAGE TURNIPM2
A turnip.
!MESSAGE TUSKM1
There is a carved elephant's tusk here, naturally made of solid ivory!
!MESSAGE TUSKM2
A carved elephant's tusk.
!MESSAGE UPRMM1
You are in a small room, which must have been intended for
some curious inhabitants, as the only exit is through a
hole in the floor.
!MESSAGE UPRMM2
You are in the room with the hole in the floor.
!MESSAGE WANDM1
There is a magic wand here, at least it looks magical.
!MESSAGE WANDM2
A magic wand.
!MESSAGE WARENDM1
You are at the centre of the warren, which must surely have been
dug by no ordinary kind of rabbits! The only exit is eastwards.
!MESSAGE WARENDM2
You are at the centre of the warren.
!MESSAGE WARRENM1
You are in a veritable rabbit-warren of passages, with exits
out in numerous directions, and unexplained scurrying and digging
noises coming from every angle.
!MESSAGE WARRENM2
You are in the rabbit-warren of passages.
!MESSAGE WEBM1
The way west is completely blocked by vast sticky webs, which
reach from floor to ceiling and from wall to wall. I wouldn't
like to meet the spider that spun those!
!MESSAGE WEBRMM1
You are in a high east-west corridor with sooty black walls.
!MESSAGE WEBRMM2
You are in the high E-W corridor with black walls.
!MESSAGE WELLRM1
You are in a small room whose only exit is to the west.
A deep well has been sunk here, its steep sides totally unclimbable.
!MESSAGE WELLRM2
You are by the well.
!MESSAGE WIDEPM1
The north-south passage is wider here, and in the centre
there is the statue of a seated man.
!MESSAGE WIDEPM2
You are in the passage by the statue.
!MESSAGE WIZM1
Ahead of you there is a wizard, dressed in long flowing
robes, and with a strange toad-like creature flying round
him in circles. On seeing you, he begins to cast a spell...
!MESSAGE WOLFM1
There is a wolf prowling here; he looks fierce though not
likely to attack you immediately.
!MESSAGE WOLFM2
A wolf (which you are tugging along somehow!)
!MESSAGE WWROOM1
You are in a small chamber containing a rather ornate fountain.
Water streams in from high above and appears to soak away from
the base. The water seems unnaturally turbulent, but it may
be your imagination.
!MESSAGE WWROOM2
You are in the room with the ornate fountain.
!MESSAGE XROOMM1
You are at a crossroads; a south-north passage leading to
the lake is intersected by an east-west route.
!MESSAGE XROOMM2
You are at a N-S-E-W crossroads.
!MESSAGE ZOLARMM1
You are in a large cavern which smells something like rotten
cheese, only much worse. There are exits to the north and east.
!MESSAGE ZOLARMM2
You are in the cavern of the gorgon, Zola.
!MESSAGE ABLEWALK
For some reason you seem to be able to walk on water just now.
Anyway you stroll across the lake, narrowly missing the claws
of some evil-looking creatures in the water.
!MESSAGE ACHIEVENOWT
You try this, but get nowhere.
!MESSAGE ADSUCCESS
Suddenly a window opens far above you and a man looks out.
"Many thanks!" says he. "Here is your reward; don't spend it
all at once!" He tosses you down a gem; while you catch it he
mutters some strange incantation and you look around you to
see that you are out of the street at last.
!MESSAGE ALPHAMETIC
The solution is 670298 + 670298 = 1340596.
!MESSAGE ALRCLOSED
It's already closed!
!MESSAGE ALREMPTY
The bottle is already empty!
!MESSAGE ALRFULL
The bottle is already full!
!MESSAGE ALROFF
The lantern is already off.
!MESSAGE ALRON
The lantern is already on.
!MESSAGE ALRHELD
You're already holding that!
!MESSAGE ALROPEN
It's already open!
!MESSAGE ALRWORN
You're already wearing that!
!MESSAGE ANAGMESS
I don't understand anagrams.
!MESSAGE ARACMESS
Arac was a noted fighter, who was in league with the hobgoblin
servants of Demnos. He was slain by the elven maid Tanahil.
!MESSAGE ASHOBJ
You throw the @x33 into the abyss, where it plummets out
of sight. A long time after you hear it impact on the ground.
!MESSAGE ASHPOX
You throw the phoenix into the glowing abyss, where it
plummets out of sight. A short while later it returns,
from the embers, blooming with life from its experiences,
and flies off squawking something at you that sounds like
!SWITCH ASHPOX0 ASHPOX1 ASHPOX2 ASHPOX3 ASHPOX4 ASHPOX5
!MESSAGE ASHPOX0
"This is a bug - please tell JRP1!"
!MESSAGE ASHPOX1
"GCARDSOUT".
!MESSAGE ASHPOX2
"MKINFO".
!MESSAGE ASHPOX3
"PDSREPAIR".
!MESSAGE ASHPOX4
"RUNSETJD".
!MESSAGE ASHPOX5
"TLSEXTSCAN".
!MESSAGE BACCBAD
Bacchus looks at you gratefully. "I wish I could help
you in return, but I don't think there's much I can
do for you just now, oh mortal!" he thunders. Mists
swirl about him, and when they clear he has vanished!
!MESSAGE BACCGOOD
Bacchus looks at you gratefully. "I believe I can do
something useful for you in return, oh mortal!" he
thunders. He claps his hands and then beams in a
self-satisfied manner. Then the mists swirl about him,
and when they clear he has vanished!
!MESSAGE BADGESAYS
The badge bears the words 'Hippogriff Rider'.
!MESSAGE BADKSCARE
You attempt to wield the sword against the scarecrow, but it refuses
to obey your will. The scarecrow comes to life and rends you to
shreds before you can do anything more!
!MESSAGE BADWAVE
That isn't very easy when you're carrying things, and nothing
exciting happens anyway.
!MESSAGE BARRDRINK
Suddenly something about this place causes you to feel extremely
thirsty. Fortunately you are carrying a bottle of wine, which you
gulp down with no harmful effects!
!MESSAGE BATHE
You plunge into the mighty torrent, and struggle lustily against
the flood, several times being almost thrust under and drowned.
You eventually stagger back onto dry land feeling curiously renewed
in spirit. However, you can no longer remember whether you were
carrying anything when you began your epic swim: to be sure you
have nothing with you now!
!MESSAGE BESPECIFIC
Please be more specific as to how you intend to do that.
!MESSAGE BEWARM1
Ahead of you there is the statue of a seated man. "Beware Demons!"
it says to you as you approach.
!MESSAGE BEWARM2
"Beware Demons!" says the statue as you approach.
!MESSAGE BEWARM3
"Though ruby red with a velvet skin,
A heart of stone I bear within." announces the statue, as
you approach.
!MESSAGE BEWARM4
"Don't lose your head
When meeting undead." comments the statue as you approach.
!MESSAGE BLOWMUSIC
You kneel down on the mat and pray. A mighty wind arises from
nowhere, blowing some pieces of paper towards you.
!MESSAGE BROOMCHUG
The broom makes a pathetic spluttering sound, as of a motor
with no fuel, but refuses to move.
!MESSAGE BROOMZOOM
The broom roars into life, as it gathers energy from the magical
glow above you. You hang on for dear life as it zooms off
at a fantastic pace, narrowly missing a large bell which is
suspended from the ceiling on the way. Suddenly the motor cuts
out and it deposits you roughly on the ground, and you find that...
!MESSAGE BUBBLESP
The waters bubble menacingly, but the powers with which your
ring is charged seem to keep them at bay.
!MESSAGE CABARMESS
Cabarwis was an ancient priest of Demnos. By now he would be
very old, if not already dead.
!MESSAGE CANTCLIMB
You can't climb that!
!MESSAGE CANTDIG
The ground is too hard for you to dig here!
!MESSAGE CANTDO
You can't do that!
!MESSAGE CANTMISS
You approach the giant who promptly beats your head in with
a large rock.
!MESSAGE CANTOPEN
You are unable to open it.
!MESSAGE CANTSAVE
The (new) laws of Physics won't let you save here!
!MESSAGE CANTSWIM
The water is only about two feet deep. You're not desperate
for a bath, are you?
!MESSAGE CANTTAKE
You can't take that!
!MESSAGE CHAIRJUMP
Jumping from the chair, you are able to reach the hole, and
pull yourself through it, though it's a tight squeeze!
!MESSAGE CHASEDMS
You proceed down the steps, which twist and turn as they
descend several hundred feet into the ground. Eventually
you come out into a small room.
!MESSAGE CLIMBOB
You climb the @x33, perch there, feeling silly, then descend.
!MESSAGE CLIMBUP
You climb on top of the chair, and then find that you are able
to jump up to the hole in the ceiling, which you do.
!MESSAGE COLBLOCK
As you approach the columns they come to life in the form
of stone warriors, which drive you back.
!MESSAGE COLDIE
Attempting to attack the columns was a rash move; they come
to life as stone warriors, which cut you to pieces.
!MESSAGE COLWHOOSH
There is a >> FLASH << and your holey relick (the colander)
vanishes into thin air.
!MESSAGE CONFUS1
In a sudden fit of carelessness you attempt to drop something.
!MESSAGE CONFUS2
In a sudden fit of vacuity you attempt to pick something up.
!MESSAGE CONFUS3
In a sudden fit of absent-mindedness you wander off
into a nearby room without really meaning to.
!MESSAGE CRASHNOISE
From nearby you suddenly hear a loud >> CRASH! <<
!MESSAGE DEMONDIE
You proceed towards the entrance to the temple, to be set upon
by demons (weren't you supposed to beware them?) With nothing
to ward you against them, you are easily destroyed by them, and
your soul becomes the main ingredient in a stew they later cook up.
!MESSAGE DIEBARREL
Suddenly something about this place causes you to feel extremely
thirsty. You decide to go and look for the nearest tavern to
quench your thirst. On the way you do find some spirits, but
it's the sort that drain your life away...
!MESSAGE DIEBELM
Suddenly the bell begins to sway and tolls forth with a deep note,
as if aware of your presence. An army of orcs enters,
attracted by the sound; they carry you away to be sacrificed
in the temple of Demnos.
!MESSAGE DIEFALLM
You hurl yourself against the door, which opens away from you
to reveal a twenty-foot drop into a cellar. As you plummet
you catch sight of a small creature in the room, but that is
the last thing you see before you break your neck.
!MESSAGE DIEFAL2
You hurl yourself against the door, which opens away from you
to reveal a twenty-foot drop into the cellar, as before. This time
you are less lucky, and break your neck.
!MESSAGE DIEPARR
The sound of the parrot attracts a party of hobgoblins, who, regarding
you as an intruder rather than the great Halgamir, take you away for
torture and death.
!MESSAGE DIETOUT
Suddenly there is a violent earthquake, space and time give up
completely, and you are projected onto another plane entirely.
Unfortunately this is one on which Demnos holds sway...
!MESSAGE DIEWEIRD
Suddenly the waters become more turbulent and, to your horror,
form themselves into the shape of some sinuous creature, which
pulls you forcibly into the fountain, where you drown quickly.
!MESSAGE DIGHOLE
You dig with your bare hands as best you can.
!MESSAGE DIGUPORB
You dig in the ground with your bare hands as best you can.
To your delight your fingers come upon a large object which
you extract from the soil. It is a large orb, which you recognise
as the fabled Orb of Halgamir!
!MESSAGE DISPERSE
You kneel down on the mat and pray. A mighty wind blows through
the room, dispersing the fog cloud completely!
!MESSAGE DISSOLVES
You see the mirror in front of you dissolve into mist, and
then feel yourself being drawn towards it, until finally
you pass through the looking glass!
!MESSAGE DISSOL2
You see the pane of glass in front of you fade into mists,
towards which you are drawn, until finally you return to
the other side!
!MESSAGE DJS6
To get to the south end of the maze, go NW, NE, SE, NE, NW, E, W, SW, S.
Some of these will tell you that you can't go in that direction - ignore
this. If you become confused and wander into another room, restart the
sequence at the beginning.
To get to the north end of the maze, do the same, except that the
sequence of directions is SW, NE, S, SE, NW, SW, NW, S, N.
!MESSAGE DONERELIC
As you finally restore the last relic to it proper place
there is another >> FLASH << and a lugubrious voice mumbles:
"Thanks, the relics have long needed rearranging correctly. Well,
you'd better be off now. I'll see you get paid for your trouble."
After a further blinding >> FLASH << you find that ...
!MESSAGE DONTSEE
I don't see that around here!
!MESSAGE DOWNWELL
You drop the object in the well. Eventually you hear a distant splash.
!MESSAGE DRINKFONT
You take a drink of the fountain. It seems to be full of sparkle!
!MESSAGE DRINKLAKE
You take a drink from the lake. It's quite refreshing!
!MESSAGE DRINKMESS
You drink the water in your bottle. Very refreshing!
!MESSAGE DRINKMS2
You drink the wine in your bottle. Very refreshing (and no
harmful effects so far!)
!MESSAGE DRINKSTREAM
You drink from the stream. It's very invigorating!
!MESSAGE DROPOBJ1
!SWITCH DROPOBJ3 DROPOBJ2 DROPOBJ3
!MESSAGE DROPOBJ2
You dropped one object.
!MESSAGE DROPOBJ3
You dropped @x37 objects.
!MESSAGE DROPWEL1
!SWITCH DROPWEL3 DROPWEL2 DROPWEL3
!MESSAGE DROPWEL2
You dropped one object into the well. Splash!
!MESSAGE DROPWEL3
You dropped @x37 objects into the well. Splash!
!MESSAGE DUSTGROUND
You wipe the ground with your duster, but it doesn't seem
to have any interesting effects.
!MESSAGE DUSTIT
You carefully dust the @x33. Well you wouldn't
want a dirty @x33, would you?
!MESSAGE DUSTPRAY
You kneel down on the mat and pray. A mighty wind arises from
nowhere, blowing the dust in the room into a choking cloud.
When the wind stops, the dust rapidly settles again.
!MESSAGE EGGSAYS
The egg is inscribed with the word "@x31".
!MESSAGE EJECTCOIN
The machine accepts your money, then throws it back at you with
a rude buzzing noise!
!MESSAGE ENDBAD1
Towards you there shambles a horrific creature, in whose
skull is crawling dozens of ugly green worms. Your nerve
fails and you run screaming from this horror - straight
into an army of hobgoblins!
You scored 565 points out of a maximum of 600.
!MESSAGE ENDBAD2
Towards you there shambles a horrific creature, in whose
skull is crawling dozens of ugly green worms. You use
your orb-given courage to brush this monstrosity aside,
only to be impaled by a dozen needles, fired at you by
some sort of spined zombie!
You scored 570 points out of a maximum of 600.
!MESSAGE ENDMESS
Towards you there shambles a horrific creature, in whose
skull is crawling dozens of ugly green worms. You use
your orb-given courage to brush this monstrosity aside,
and stride on, using your shield to knock aside a dozen
needles fired at you by some sort of spined zombie.
A large two-headed dog now flings itself down upon
!SWITCH ENDMES0 ENDMES1 ENDMES2
!MESSAGE ENDMES0
you, and your luck runs out, as you are savaged by the
vicious monster.
You scored 580 points out of a maximum of 600.
!MESSAGE ENDMES1
you, but it is (literally) half-impaled by the spike
on your helmet. This leaves you face-to-face with the
evil Zygmund himself, but you find yourself unable to
overcome him, and are ignominiously slain!
You scored 590 points out of a maximum of 600.
!MESSAGE ENDMES2
you, but it is (literally) half-impaled by the spike
on your helmet. This leaves you face-to-face with the
evil Zygmund himself. Your sword now glistens with a
brilliant white lustre, and you fight a mighty battle
with the evil cleric, slaying him!
With the death of Zygmund, the temple itself begins to
totter. A mighty wind sweeps through it, knocking down
the symbols of evil. As the building disintegrates,
engulfing the unnatural beings inside, you rush out through
the only exit you can find, to see that...
!MESSAGE ENTERTEMPLE
You proceed towards the entrance to the temple, to be set upon
demons. However, the magical protection afforded you by Hurgenpor
wards them off, and they flee screaming to the lower planes.
!MESSAGE EYESWATER
You are evidently a real gourmet! You devour the onion greedily,
your eyes watering badly as a result.
!MESSAGE FAIRMESS
Fairservice, wherever he is, does not hear you.
!MESSAGE FAIRWEEP
You are evidently a real gourmet! You devour the onion greedily,
your eyes watering badly as a result. One tear falls onto the grave
of Fairservice, which momentarily becomes a riot of colour as exotic
flowers bloom all over it. A toneless voice speaks:
"Oh, Adventurer! I too tried once to achieve glory as you do now.
I possessed two onyx stones, which gave me power, and in consequence
I was known to the adventuring world as the bi-onyx man. Ill befell
me one day: one of the onyxs was destroyed and I was slain by a
giant badger. I pass on to you now the other stone, that it may
aid you in your search for glory."
The flowers fade and vanish, and nothing remains on the surface of
the grave but a brilliant gem.
!MESSAGE FALLMESS
You hurl yourself against the door, which opens away from you
to reveal a twenty-foot drop into a cellar. You float down as
gently as a feather.
!MESSAGE FAVOUR
You kneel on the mat, and momentarily feel in favour with Hurgenpor.
!MESSAGE FINDSEC
You blunder through a secret door in the wall, which promptly
closes after you, leaving you with no obvious way back.
!MESSAGE FINDTRAP
You sweep up the dust in the room, discovering a trapdoor below!
!MESSAGE FLINNLOSS
The dwarf joins battle with you and you fight a complicated
struggle, each trying to outmanoeuvre the other. Eventually
the dwarf concedes that you are the more skilful swordsman,
and, handing you a glittering gem, runs off before you can stop
him.
!MESSAGE FLINNNOFIGHT
The dwarf joins battle with you, but since you do not have a
weapon, you soon decide to break off the combat, and fall back
feeling silly.
!MESSAGE FLINNWIN
The dwarf joins battle with you and you fight a complicated
struggle, each trying to outmanoeuvre the other. Eventually
you fall back, exhausted, conceding that the dwarf is more
agile than you.
!MESSAGE FLINNW2
The dwarf joins battle with you and you fight a complicated
struggle, each trying to outmanoeuvre the other. Eventually
you fall back, exhausted, whereupon your adversary leaps in and
cuts your throat!
!MESSAGE FORGETMESS
By now you have forgotten entirely what you came to the ruins
of Fyleet for, and decide to settle down to life as a miner
instead. You are found by a patrol of orcs long before you
discover anything interesting.
!MESSAGE FOUGHTBAD
You fight long and hard with the green knight, but your blows
appear to make little or no impression on the wondrous stranger.
At last you concede victory to him, and, honour having been
satisfied, he lets you go in peace.
!MESSAGE FOUGHTWELL
You fight long and hard with the green knight; the mighty sword
Killworth lives up to its name, and you finally land a sequence
of formidable blows on the strange warrior. "Victory is yours,
Sir @x31" he concedes at last, and presents you with a
souvenir of your encounters. He then vanishes as abruptly
as he arrived.
!MESSAGE GARGKILL
As you proceed towards the gargoyles, one of them suddenly
comes to life and swoops down at you, attacking you with its
fearsome claws. Your remains become part of the architecture...
!MESSAGE GETNEARER
You can't do that without getting a bit nearer!
!MESSAGE GHOULMESS
You start swimming across the lake, only to be clawed to pieces
by some strange ghoul-like creatures in the water.
!MESSAGE GIENT1
You enter a huge square room; in the northwest corner there is
a giant, dressed in blue, while in the southwest corner there is
another dressed in red. They are taking turns at hurling boulders
about, and the ground is littered with rocks as a result.
At present the red giant is preparing to throw a rock, and
the blue one is picking up a new rock.
!MESSAGE GIENT2
You enter a huge square room; in the northwest corner there is
a giant, dressed in blue, while in the southwest corner there is
another dressed in red. They are taking turns at hurling boulders
about, and the ground is littered with rocks as a result.
At present the blue giant is preparing to throw a rock, and
the red one is picking up a new rock.
!MESSAGE GIKILL1
The blue giant throws a rock at you, which hits. >> SPLAT! <<
!MESSAGE GIKILL2
The red giant throws a rock at you, which hits. >> SPLAT! <<
!MESSAGE GIMISS1
The blue giant hurls his rock and misses you; however the red
giant is now preparing to throw again!
!MESSAGE GIMISS2
The red giant hurls his rock and misses you; however the blue
giant is now preparing to throw again!
!MESSAGE GIVENAME
Please tell me what heroic name you wish to be known by.
!MESSAGE GNOMEDIG
You dig ineffectually in the rock as best you can.
"That's no way to dig a hole!" says Odulforg. "Let me show you!"
With mining ability remarkable for his tiny size, he scratches
away at the tunnel workings in the east wall, soon breaking through
into another room. You can hear his delighted voice calling you
through the tunnel.
!MESSAGE GNOMESEC
Odulforg dashes off to the right. His voice fades into the distance,
saying "Look! There's a sec..."
!MESSAGE GOATFED
>> MUNCH !! << So much for your turnip!
!MESSAGE GOATFLEE
From nearby you hear the sounds of snarling and running, followed
by silence.
!MESSAGE GOODWAVE
You wave your arms about. Nothing exciting happens.
!MESSAGE GOWORK
Well go and do some work then.
!MESSAGE GOURMET
You are evidently a real gourmet. You devour the @x33 greedily.
!MESSAGE GRANTED
"GRANTED!" says the voice.
!MESSAGE GREENMESS
Suddenly you see that a knight stands before you. Dressed in
green armour, he salutes you thus:
"Brave Sir @x31, I challenge you! I have an axe here:
deal me a blow with it, and I shall return you the compliment
when we next meet."
Being a heroic sort of chap, you accept his offer and slice his
head off. Not bothered by this, he picks it up, promises
that you shall meet him again, and walks away!
!MESSAGE GUDWELL
There is a mighty >> HISSSSSSSSSSS << and you close your eyes
involuntarily, re-opening them to discover that...
!MESSAGE HALGMESS
Halgamir was an elf who lived in Fyleet. He was known for
being a fearless leader. However he's dead now so is unlikely
to be worth calling upon.
!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 HEALGNOME
You wrap the bandage round Odulforg. It must have magical properties,
for it seems to merge with his flesh, restoring it to health.
He is soon dancing round the room merrily, apparently fully
healed!
!MESSAGE HELDIE
Your attempts to kill the lady are all in vain - your every
blow passes through her. She retaliates by giving you a
chilling kiss, the sort from which one dies.
!MESSAGE HELENGO
In the room is some sort of spook - she resembles a young
lady with a ghastly white face. Seeing you with a head
under your arm, she comes to the conclusion that you too are
some sort of spectre, and gracefully fades away, leaving you
free to make this one of your haunts. It's a good thing you
kept your head in this tricky situation!
!MESSAGE HELLO
Fyleet - version 2.01
Welcome to the ruins of Fyleet!
If you get any problems, please contact JRP1.
New BRIEF/TERSE, NORMAL/STANDARD and VERBOSE options available.
!MESSAGE HELPMESS
Instruct me with commands of one or two words.
To move, give directions (N, NE, E, ..., NW, U(P), D(OWN).)
ON and OFF will control the lantern, INV(ENTORY) will tell you
what you're carrying. TAKE and DROP are useful; BRIEF/TERSE,
NORMAL/STANDARD and VERBOSE control room descriptions, and various
other useful words will occur to you as appropriate.
May Hurgenpor be with you!
!MESSAGE HILDMESS
Hildebrand, King of Traken, was your liege lord until his death
12 years ago. If he turns up now, you'll be very fortunate!
!MESSAGE HIPPOFLY
OK.
As you pay your fare the slot machine makes a loud ringing sound.
A large hippogriff suddenly swoops down into the quarry.
You mount onto its back, and are carried up into the air,
high above the forest and into the mountains. The hippogriff
then deposits you gently on a high ledge, flies away, and is soon
lost from sight.
!MESSAGE HOLDING
You are holding:
!MESSAGE HOLEHIGH
The hole is too high for you to reach.
!MESSAGE HORSEDIE
Your attempts to kill the nightmare are doomed to failure; it
breathes out a cloud of dense gas, choking you, and then merrily
tramples you to death.
!MESSAGE HORSEDM
Irritated by your presence here, the horse rears up and tramples
you to death.
!MESSAGE HORSEFED
The nightmare eagerly munches the hay you offer it, after which
it seems to have lost its ferocity, and become quite a friendly
old nag after all!
!MESSAGE HOTPLATE
The ground is too hot for you to stay here any longer, and you
run away, limping slightly.
!MESSAGE HUMCATCH
Humpty Dumpty gives a final wobble and topples off his wall.
Standing below him, you are able to break his fall. He is very
grateful to you, perhaps not suspecting that you indirectly caused
the accident in the first place! Anyway he thanks you in a few
pompous words and lectures you on the dangers of standing below
falling masonry. He then climbs up the wall with remarkable ease
for one so rotund and throws down to you some object as a reward.
Plainly tired of wall-sitting, he then withdraws to some inaccessible
chamber high above you, and you are left alone.
!MESSAGE HOWDOTHAT
O.K. - if you'll tell me how to do that!
!MESSAGE IDOLKILL
As you approach the idol, it suddenly comes to life and grabs
you in its massive fists. Since it is made of stone it is
easily able to finish you off.
!MESSAGE ILLEQUIPPED
of arms between us, and you are ill-equipped for combat with me.
Perchance we shall meet again one day."
As silently as he came, the knight vanishes from your sight.
!MESSAGE IMPRECISE
I'm afraid that there are 26 directions to choose from; please
type EXIT if you wish to try one!
!MESSAGE INSTRMESS
A few generations ago, the ancient elven kingdom of Fyleet
fell. Orcs and hobgoblins, some serving the evil deity Demnos,
looted the fortress of Fyleet and took its treasures into
their dark chambers beneath. You are an adventurer of great
courage and some wits, and have arrived in the area having
heard tales of Zygmund, an evil priest of Demnos, a deity
bitterly hated by your own god, Hurgenpor...
If you don't know how to start a game like this, try HELP.
!MESSAGE INSTRUC
Would you like instructions?
!MESSAGE INVBARR
You find that your way out is blocked by an invisible
barrier; there is then a sudden >> FLASH << and you momentarily
see some writing on the wall, which says
"YE MAY ENTER IF YE BARE ONLIE A HOLEY RELICK"
but fades before your very eyes.
!MESSAGE INVBARR2
You find that your way out is blocked by an invisible
barrier: you have to be careful how you handle these
relics, maybe!
!MESSAGE INVBARR3
You find that you are unable to walk off with the relic, for
another invisible but inconvenient barrier blocks your way.
!MESSAGE JUMPABYSS
You jump into the abyss and soon pass out with the extreme heat
there. Later on you burn to death.
!MESSAGE JUMPMESS
OK. Now back to the game...
!MESSAGE KARGMESS
An interesting composer.
!MESSAGE KGNOMESS
You wield your mighty sword and cut Odulforg's throat before he
can evade the wondrous blade! Well that's got rid of him then!
!MESSAGE KILLFOR
As you wander through the forest, you are captured by bandits,
tortured, and eventually slain.
!MESSAGE KILLSCARE
The mighty sword Whittle slices into the scarecrow before
it can attack you, whittling it down to a few bedraggled
remnants, which collapse in a heap before you!
!MESSAGE KILLSNAKE
You hack viciously at the snake. No obvious change
takes place. If it's asleep rather than dead it must be
sleeping VERY soundly!
!MESSAGE KISSEDMESS
The lady moves towards you, and plants an icy kiss on your
lips. As a result you die of a chill.
!MESSAGE KNIGHTHOME
The green knight stands before you again, as though summoned,
although you heard nothing when you pulled the rope.
"Ah, Sir @x31! We meet again and it is my turn to deal you a
blow! However, I am loath to kill you without some small feat
!MESSAGE LAMPOFF
The lantern is off (i.e. hooded).
!MESSAGE LANDBAD
Wheeee...... >> SPLAT !! << (Oh dear, you don't seem
to be able to fall like a feather just now!)
!MESSAGE LANDSTRAW
Wheeee...... >> THUD !! << (That's lucky, someone seems
to have left a nice soft bale of hay here - not as nice
as a cushion, but it will do!)
!MESSAGE LANDWITH
Wheeee...... >> THUD !! << (Lucky you, to happen to have
a bale of hay on you!)
!MESSAGE LIFTBAD
You are in an awkward position for lifting the dumb-bells,
and find it difficult to grasp them correctly.
!MESSAGE LIFTGOOD
You manage to raise the dumb-bells above your head, then
let them down again quickly. That must have done wonders
for your muscles!
!MESSAGE LIFTSTRAIN
This time, as you try to lift the dumb-bells for a second
time, you pull a muscle or two, and feel weaker.
!MESSAGE LIFTDROP
For reasons best known to yourself you lift the object
off the ground and then drop it again.
!MESSAGE LOOPMESS
The corridor twists and brings you back to where you started.
!MESSAGE LOSEFINAL
The world of Fyleet finally collapses into a pool
of molten lava, taking you with it. Well...
Congratulations on overthrowing the forces of Demnos,
but you might have preferred to escape alive!
You scored 599 points out of a maximum of 600.
!MESSAGE LOSEOBJ
You throw the object down the cliff, where it falls from sight.
!MESSAGE MAYFIGHT
of arms, and you are well-equipped for combat. Let battle commence!"
!MESSAGE MEETODUL
There is a gnome lying here, injured but evidently quite
pleased to see you. "I am Odulforg the gnome!" he says.
"I have been trapped here for several days! We must escape
before the servants of Demnos find us!"
!MESSAGE MNEMONICS
You are on the point of forgetting entirely what you came to
the ruins of Fyleet for, when you catch sight of your onyx,
which recalls to you your solemn duty - it must be a Mnem-onyx!
!MESSAGE MNULL
!MESSAGE MONKD
One of the monks enters the room. "An intruder!" he yells, and
takes the opportunity of demonstrating to you the finer points
of unarmed combat as he disarms you (and dislegs you, disheads you...)
!MESSAGE MONKE
A monk enters the room. Seeing that he is intending to practise
one of his ascetic disciplines on you (probably karate) you flee
from the monastery.
!MESSAGE MONKH
You encounter a monk coming in the opposite direction, who stares
at you hypnotically, making your whole body shudder, until with a
gasp you suffer a massive heart seizure and die.
!MESSAGE MONKM
Ahead of you you see one of the monks as he leaves the room.
Fortunately he did not see you.
!MESSAGE MOREGAMES
Care to try your hand again?
!MESSAGE MORTALMESS
"Puny mortal!" sneers Bacchus. "I don't want to go to
Heaven in my present state of mind - I wouldn't enjoy it!"
He squashes you with one blow of his fist.
!MESSAGE MOVENORM
As you're not a bird, you'd better try and move normally.
!MESSAGE MUNCHMESS
Suddenly you hear a loud >> MUNCH!! <<
!MESSAGE MUSICREAD
You peruse the papers carefully; the peculiar writing means little
to you, and the papers begin to vanish when read, until they have
gone entirely. You feel that you have profited by the experience,
although you are not exactly sure how!
!MESSAGE NEGIONS
As you step through the portal, the whole air fizzes with
negative ionization, or so it seems. There seem to be no
harmful side-effects, and you are soon through to the other
side.
!MESSAGE NHAPPENS
Nothing miraculous happens.
!MESSAGE NOABLEWALK
You start to walk into the water, but it soon becomes too
deep for you, and you give up. Besides, there are some
nasty-looking things in the water!
!MESSAGE NOBANDAGE
You don't have a bandage!
!MESSAGE NOBROOM
You don't have a brush!
!MESSAGE NOCALLDEM
You dare to speak aloud the name of the mighty Demnos ... As
a result your soul is snatched from you and you fall lifeless
to the ground.
!MESSAGE NOCALLHURG
That's not the proper way to ask for divine assistance!
!MESSAGE NOCLIMB
You select a tree and attempt to climb it, but it shakes
vigorously, hurling you to the ground, before you have got
high enough to hurt yourself.
!MESSAGE NOCLOSE
You can't close that!
!MESSAGE NOCONVINCE
You are not able to weep very convincingly.
!MESSAGE NOCUT
You have nothing to cut with!
!MESSAGE NODOOR
There is no door here!
!MESSAGE NODUSTER
You don't have a cloth!
!MESSAGE NOFOOD
You don't have any suitable food.
!MESSAGE NOFREEWISH
"WISHES DON'T COME FREE YOU KNOW" intones a deep voice.
!MESSAGE NOOPEN
You can't open that!
!MESSAGE NOREAD
You can't read that!
!MESSAGE NOSLEEP
It's not asleep.
!MESSAGE NOTALIVE
It isn't alive!
!MESSAGE NOTHELD
You're not holding that!
!MESSAGE NOTHINGM
Nothing.
!MESSAGE NOTHLAMP
You're not holding the lamp!
!MESSAGE NOTHNGHERE
There's nothing here you can take easily!
!MESSAGE NOTHOLDING
You're not holding anything!
!MESSAGE NOTHUNGRY
You're not THAT hungry, surely!
!MESSAGE NOTIMESIT
This is no time to be sitting down and resting!
!MESSAGE NOTREE
There's no tree here!
!MESSAGE NOTSURE
I'm not sure exactly what you're holding - it's too dark to see!
!MESSAGE NOTUNE
You don't know how to play any tunes on the accordion.
!MESSAGE NOTWAKE
You don't seem to be able to wake it.
!MESSAGE NOTWISE
That doesn't sound like a good idea - the mare isn't as stupid as
to let you do that!
!MESSAGE NOTWORN
You're not wearing that!
!MESSAGE NOUSENOW
I don't think that will do much good for him now!
!MESSAGE NOWATER
There's no water here!
!MESSAGE NOWAYMESS
You can't go in that direction!
!MESSAGE NOWEAPON
You don't have a suitable weapon.
!MESSAGE NOWINE
There's no wine here!
!MESSAGE NOWISHES
"THERE ARE NO MORE WISHES AVAILABLE TODAY!" intones the voice.
!MESSAGE NOZYG
Fortunately for you, Zygmund isn't here!
!MESSAGE OHDEAR
Oh dear! You appear to be headed for the Happy Hunting Grounds.
!MESSAGE OKMESS
OK.
!MESSAGE PARAPPEAR
Suddenly there is a jewelled parrot in the room with you,
flying jerkily round your head, until it finally collapses
to the ground with a loud squawk, and is once again nothing
more than a jewelled parrot!
!MESSAGE PARFLY
Suddenly the parrot comes to life and flies round your head
a few times in a jerky fashion, until it finally collapses
to the ground with a loud squawk, and is once again nothing
more than a jewelled parrot!
!MESSAGE PARSCREECH
"Hail, great Halgamir!" the parrot squawks at you.
!MESSAGE PASSZOLA
You are able to sneak past Zola the gorgon, who is still
communing with the snake. This brings you out onto a ledge,
where a hippogriff is awaiting you for the return journey.
You leap on hastily, and are carried down from the mountains
once more.
!MESSAGE PETRIFY
The gorgon turns towards you and says "J'ACCUSE!" As a result,
you are quite literally petrified.
!MESSAGE PETRIFY2
As you step past the gorgon, she turns towards you and says
"J'ACCUSE!" As a result you are quite literally petrified.
!MESSAGE PITCHDARK
It is pitch dark.
!MESSAGE PLANTBAD
You swipe at the plant, but your blows appear to have little
effect, and the plant sneers at you, inasmuch as it can!
!MESSAGE PLANTKILL
The mighty sword Roseblade hacks through the plant, which retreats
screaming from you until it is lost in the surrounding foliage.
!MESSAGE PLAYACCM
You play a rousing fantasia by Karg-Elert on the accordion.
This makes you feel a lot more cheerful!
!MESSAGE PLAYBACC
You play a rousing fantasia by Karg-Elert on the accordion.
This makes you feel very cheerful, and even Bacchus is stirred
from his melancholy, tapping his feet merrily to the music!
!MESSAGE PLUMMET
You plummet to a painful death!
!MESSAGE POSIONS
As you step through the portal, the whole air fizzes with
positive ionization, or so it seems. There seem to be no
harmful side-effects, and you are soon through to the other
side.
!MESSAGE POSTBAD
You post the @x33 in the letterbox; there is a whirring of
machinery followed by silence.
!MESSAGE POSTGOOD
You post the @x33 in the letterbox; there is a loud grinding
sound and you feel as if you were passing through some sort
of teleport (not that you are very familiar with them!)
When normality is restored you see that...
!MESSAGE POURMESS
!SWITCH MNULL POUR11 POUR12
!MESSAGE POUR11
You pour the water onto the ground, where it soon soaks away.
!MESSAGE POUR12
You pour the wine onto the ground, where it soon soaks away.
!MESSAGE POURMS2
!SWITCH MNULL POUR21 POUR22
!MESSAGE POUR21
You throw the water onto the ground, where it soon soaks away.
!MESSAGE POUR22
You throw the wine onto the ground, where it soon soaks away.
!MESSAGE POXCRASH
Suddenly a fabulous bird flies over your head, crashing into
the wall nearby!
!MESSAGE PUREORNAM
The helmet is purely for ceremonial purposes and its previous
owner seems to have had a very flat head, as the helmet will not
hold a significant quantity of water.
!MESSAGE QQMESS
A fair question!
!MESSAGE QUITQUERY
Are you certain you want to quit?
!MESSAGE RADMESS
You open the book and glance at the first page. Suddenly, you
notice that your surroundings have changed: you are in an
underground temple of Demnos, surrounded by orcs, who were
attending a service conducted by the evil Zygmund! You have
arrived at an opportune moment: they wanted a sacrifice...
!MESSAGE READAD
The poster says
"LOST - ONE WOLF, ONE GOAT AND ONE TURNIP.
A REWARD IS OFFERED FOR THEIR RECOVERY."
!MESSAGE READSIGN
!SWITCH RSIGN0 RSIGN1 RSIGN2 RSIGN3 RSIGN4 RSIGN5 RSIGN6 RSIGN7 RSIGN8
!MESSAGE RSIGN0
The sign says "CARMEL SPROUT MEMORIAL LIBRARY".
!MESSAGE RSIGN1
The sign says "THORN".
!MESSAGE RSIGN2
The sign says "EAT THORNS".
!MESSAGE RSIGN3
The sign says "SEAT".
!MESSAGE RSIGN4
The sign says "HOT AS SUET".
!MESSAGE RSIGN5
The sign says "SHOUT".
!MESSAGE RSIGN6
The sign says "STEW US HOT".
!MESSAGE RSIGN7
The sign says "STEW".
!MESSAGE RSIGN8
The sign says "WET THORNS".
!MESSAGE READSTONE
The stone bears the following message:
!SWITCH STONEMESS
!MESSAGE RUBBLEMESS
You can't get past the debris.
!MESSAGE SAGEVISIT
The exit leads to a flight of stairs, at the top of which you are
met by a old grey-haired man, who blinks at you and then, reassured
that you are not a troll, introduces himself as Magnus the sage.
"I suppose I'd better let you out the back door - the neighbours
round here aren't very friendly." he says. You follow him through
a large study lined with books and papers; the only paper you are
close enough to read bears the calculation:
@@font-off@@
@@font-on@@
Magnus leads you towards his back door, then, muttering something
about putting the goat out for the night, collars a goat which is
placidly devouring some papers nearby and pushes him outside into the
street. You follow.
!MESSAGE SAINTMESS
A saintly man, no doubt.
!MESSAGE SAYMESS
O.K., '@x33'!
!MESSAGE SCAREDM1
Suddenly the scarecrow comes to life. You stand rooted to the spot
as it approaches you and tears you to pieces!
!MESSAGE SCAREDM2
As you approach the scarecrow, it comes to life. You stand rooted to
the spot as it viciously tears you to shreds!
!MESSAGE SCAREGARG
The wand throbs violently, and a spark shoots out to hit the
scarecrow, which comes to life and staggers off towards the gargoyles.
One of them comes to life, swoops down and tears it to shreds,
which it then seizes in its claws, flying off to digest its
nutritious meal.
!MESSAGE SCAREMOVE
The wand throbs violently, and a spark shoots out to hit the
scarecrow, which comes to life and staggers away.
!MESSAGE SECONDWORD
@x33
!MESSAGE SHADFLEE
As you put on the ring, shadows seem to form and creep towards
you from all around you. However they seem to disintegrate under
the bright glowing on the ceiling, before they can take a more
substantial form.
!MESSAGE SHADKILL
As you put on the ring, shadows seem to form and creep towards
you from all around you. They then take a more substantial form,
and attack you, their chilly touch draining your vital forces away
until you become as one with them.
!MESSAGE SHAKEBAD
You grab the @x33 and try to shake it, but it seems to
be immovable.
!MESSAGE SHAKESHAKE
Shake! Shake! Yes, it's definitely fixed to the wall.
!MESSAGE SHAKEOPEN
You give the gate a rattling good shake and it soon opens.
Well, I suppose it's easier than buying a key!
!MESSAGE SHEETJAB
As you scramble up into the loft, something looking rather like
an animated white sheet falls upon you, impales itself on the
spike on your helmet, and flees from you, rustling as if in pain!
!MESSAGE SHEETKILL
As you scramble up into the loft, something looking rather like
an animated white sheet falls upon you and attacks you, smothering
you before you can recover.
!MESSAGE SILLYMESS
Don't be silly!
!MESSAGE SLAMGATE
You slam the gate shut again.
!MESSAGE SLOTREAD
The machine bears the message:
"HIPPOGRIFF RIDES @x35 GROATS: PLEASE INSERT EXACT FARE".
Also on the slot machine is an illuminated number @x36.
!MESSAGE SNAKEBITE
The staff in your hand suddenly begins to twitch and changes
abruptly into a venomous-looking snake, which promptly bites
you.
!MESSAGE SNAKECHANGE
The staff here suddenly begins to twitch and changes abruptly
into a venomous-looking snake, which promptly flees from you.
!MESSAGE SNAKEDOZE
The staff in the room suddenly begins to twitch and changes
abruptly into a venomous-looking snake, which begins to wriggle,
then, lulled perhaps by the droning sound, falls to sleep.
!MESSAGE SNAKEGRAB
You throw the snake so as to land on the floor in front of the
gorgon. She gazes at it in rapt contemplation - indeed it is very
similar to the ones on her own head - as if communing with it in
some way.
!MESSAGE SPROUTW1
You attempt to kill the ghost-writer, but with a wave of his
arms he transports you away from him. So vigorously, indeed,
that you end up with a broken neck!
!MESSAGE SPROUTW2
With a wave of his arms, the ghost-writer sends you flying
away from him into the distance. You get up, slightly
bruised, to find that...
!MESSAGE STREAMLOST
You throw the @x33 into the stream, where it is soon lost
from sight.
!MESSAGE SWEEPFLOOR
You very assiduously and irrelevantly sweep the ground.
!MESSAGE SWORDCHANGE
Suddenly the appearance of the sword changes, and it begins to glow
!SWITCH SWORDC0 SWORDC1 SWORDC2
!MESSAGE SWORDC0
with a pinkish light.
!MESSAGE SWORDC1
with a bluish light.
!MESSAGE SWORDC2
with a greenish light.
!MESSAGE SWORDFALL
You kneel down on the mat and pray. A mighty wind arises and
blows through the treetops, dislodging a sword, which falls
at your feet with a loud clatter!
!MESSAGE SWORDHELD
!SWITCH SWORDH0 SWORDH1 SWORDH2
!MESSAGE SWORDH0
Your sword has just turned pink.
!MESSAGE SWORDH1
Your sword has just turned blue.
!MESSAGE SWORDH2
Your sword has just turned green.
!MESSAGE TANMESS
Tanahil was an elven maid who fought mightily against the servants
of Demnos. History does not record her ultimate fate.
!MESSAGE TEXTMESS
@x31
!MESSAGE TERSE0MESS
O.K. Short room descriptions only from now on.
!MESSAGE TERSE1MESS
O.K. Standard room descriptions from now on.
!MESSAGE TERSE2MESS
O.K. Long room descriptions always from now on.
!MESSAGE THROWELL
You throw that down the well. Eventually you hear a distant splash.
!MESSAGE THROWLAKE
You throw the @x33 into the lake, where it sinks quickly.
!MESSAGE TOOCOMPLEX
Please be more specific as to what you intend to do, using
phrases such as THROW WATER or WIPE @x33, etc.
!MESSAGE TOOFAST
The stream is too fast for you to walk in that direction!
!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 TOOPANGLED
You dig ineffectually in the rock as best you can.
"That's no way to dig a hole!" says Odulforg. "I wish someone
would bandage me up, and I'd get us out of here in no time!
As it is, we'll probably starve to death. Oh how depressing!"
!MESSAGE TOOTHICK
The rope's too thick to cut!
!MESSAGE TOUTDIR
A voice whispers to you: "Try all directions!"
!MESSAGE TRINMOVE
Space and time give a final despairing shrug, and you find that
the scenery has changed once again, but is now a bit calmer.
!MESSAGE TROLLDIE
The exit leads to a flight of stairs, at the top of which you are
met by a large troll, who says "Glad you could come to lunch!" and
promptly gobbles you up.
!MESSAGE TURNSPROUT
You wave your arms at Carmel Sprout: with a scream he retreats
from you. "BEGONE, FOUL FIEND!" you say, whereupon he vanishes!
!MESSAGE UNCOMF
You kneel down on the ground, but it is quite uncomfortable, so
you soon get up again, feeling rather arthritic for a hero.
!MESSAGE VOICEMESS
A regal voice says "YOU ARE NOT YET WORTHY TO TAKE PART IN
THE FINAL QUEST, TO SACK THE TEMPLE OF DEMNOS!"
!MESSAGE VOICEMS2
A regal voice says "CONGRATULATIONS! ALL YOU HAVE TO DO NOW
IS TO SACK THE TEMPLE OF DEMNOS SINGLE-HANDED! HOWEVER, YOU
WILL HAVE MY PROTECTION AGAINST THE DEMONS GUARDING THE EVIL
PLACE!"
!MESSAGE WANDTHROB
The wand in your hand throbs violently, and gets quite warm,
but nothing wonderful seems to happen.
!MESSAGE WEAKMESS
Suddenly a shudder goes through your whole body, and you
drop all your possessions. After a short pause you feel
well enough to carry on exploring.
!MESSAGE WELLFLOAT
You float gently down the well, landing in a mass of
evil-smelling mud. This rapidly sucks you in, and you drown.
!MESSAGE WHATWISH
Which wish do you want? A, B, C, D, E, F or G?
!MESSAGE WHATWITH
What do you want to use to light the web with?
!MESSAGE WHATWORD
Say the magical word to operate the broom.
!MESSAGE WHICHEXIT
Which exit do you wish to leave by (A, B, C, ..., Z)?
!MESSAGE WHOOSHWEB
As the webs are struck by your lantern, they catch fire,
and burn furiously for a few minutes, until they are entirely
consumed, leaving merely a deposit of soot on the already
blackened walls.
!MESSAGE WINDMESS
You kneel down on the mat and pray. A mighty wind arises, and
blows through the trees, which sway violently.
!MESSAGE WINDMS2
You kneel down on the mat and pray. A mighty wind arises from
nowhere and blows through the area.
!MESSAGE WISHMESS
"THE FOLLOWING WISHES ARE AVAILABLE TODAY." says the voice.
"(A) A BOTTLE OF BEST CHATEAU FALITE WINE;
(B) A HUGE GOLDEN PLATE;
(C) THE ABILITY TO PASS WITHOUT TRACE;
(D) THE ABILITY TO WALK ON WATER;
(E) THE GIFT OF ACCORDION-PLAYING;
(F) THE GIFT OF COMPREHENSION OF STRANGE TONGUES;
(G) THE POWER OF FLOATING LIKE A FEATHER."
!MESSAGE WIZBLAST
The wizard discharges a ball of fire from his fingertips,
which sets the whole room alight. You rush out into the
corridor, just in time to avoid being hit by burning debris,
which now blocks the way back into the room.
!MESSAGE WIZBLOCK
The wizard blocks your way west...
!MESSAGE WIZKILL
Before you can get nearer to the wizard and his toad a ball
of fire is discharged from the wizard's fingertips, setting
the whole room alight, before himself vanishing from the scene.
You, however, are unable to escape...
!MESSAGE WIZQUENCH
You hurl the @x33 at the wizard. This quenches a ball of fire
that he is in the process of discharging from his fingertips.
Seeing that his spell has come to naught, he vanishes.
!MESSAGE WOLFBITE
As you grab the wolf, you are bitten by him, though not seriously.
!MESSAGE WOLFDIE
To your horror, you find that your hair is beginning to grow longer,
notably on the palms of your hands, and you very soon realise that
you have somehow contracted lycanthropy, and are howling fit to
burst. You rush around madly for a few minutes and then, foaming at
the mouth, you throw a fit and die before you can get yourself cured.
!MESSAGE WONFINAL
There is one final rush of wind, and you find that you
are transported safely out of the ruins of Fyleet, which
are engulfed in molten lava. You are now ready for a
really difficult Adventure!
You scored 600 points out of a maximum of 600!
Hail, mighty @x31!
!MESSAGE WOULDGET
If you were to quit now you would score @x34 points out of
a maximum of 600.
!MESSAGE WRATHURG
The voice says "I KNEW THAT I SHOULDN'T HAVE TRUSTED AN
AMATEUR LIKE @x31!" A mighty wind arises, blowing you
about the room until you die of concussion.
!MESSAGE WRESTLE
As you approach the idol, it suddenly comes to life and grabs
you in its massive fists. Using reserves of strength that you
never knew you had, you wrestle mightily with the stone monstrosity,
finally crushing it so forcefully that it ceases to move!
!MESSAGE YOUGOT
You scored @x34 points out of a maximum of 600.