/ NIDUS
/ (c) Copyright Adam Atkinson, but freely distributable
/
/ Game may be converted to any authoring language if no profit is involved.
/
/ To quote the author:
/ "Beware: this is NOT a good game. I wrote it in 2 weeks and spent about
/ another 4 debugging it. It should only be played by people who have
/ done every other Phoenix game there is and want to be completists."
/
********************
jrp1.ajfa1.nid:INIT
********************
!VAR STRENGTH 7
!VAR OBJHELD 0
!VAR SCORE 0
!VAR BUGPAUSE 2
!VAR LUNGPAUS 2
!VAR AMALV 2
!VAR DARKMOVE 3
!VAR BINDINGS 16
!PROP COLROOMB LIGHT
!PROP COLROOMC LIGHT
!PROP GRANITE NOTAKE
!STATE GRANITE 1
!PROP LIFT UP
!PROP BASALT NOTAKE
!PROP LENS PATHLONG
!PROP COLUMN PATHLONG
!PROP FRIAR PATHLONG
!PROP RING CANWEAR
!PROP PIGLET ALIVE
!PROP PICTURE NOTAKE
!PROP PIGS ALIVE PLURAL NOTAKE
!PROP KNIGHT ALIVE NOTAKE
!PROP GIBBON ALIVE
!PROP LEMUR ALIVE
!PROP VOLE ALIVE CANWEAR
!PROP CREEPER ALIVE
!PROP PLAYER ALIVE
!PROP HEALER ALIVE NOTAKE MAN
!PROP INSECT ALIVE NOTAKE
!PROP ORGPORT LIGHT
!PROP COLLECTR ALIVE NOTAKE MAN
!PROP PEARLS INVIS NOTAKE PLURAL
!PROP OAK ALIVE
!PROP STAR NOTAKE
!PROP SIGN NOTAKE
!PROP DESK NOTAKE
!PROP BAG CONTAINS
!PROP SACK CONTAINS
!PROP BOX CONTAINS
!PROP TRUNK CONTAINS
!PROP PLAYER CONTAINS
!PROP TORCH LIGHT
!PROP CHAOS1 DROPLOSE LIGHT
!PROP CHAOS2 DROPLOSE LIGHT
!PROP CHAOS3 DROPLOSE LIGHT
!PROP TOTCHAOS DROPLOSE LIGHT
!PROP COLLROOM LIGHT
!PROP COLROOMA LIGHT
!PROP PERLRM LIGHT
!PROP RINGRM LIGHT
!PROP KAOSNEAR LIGHT
!PROP BOXROOM LIGHT
!PROP TAPROOM LIGHT
!PROP TEAROOM LIGHT
!PROP LEMRM LIGHT
!PROP HEALRM LIGHT
!PROP AUDIENCE LIGHT
!PROP LIGHTRM LIGHT
!PROP TALISMAN LIGHT
!PROP NIDUSRM LIGHT
!PROP M1 LIGHT
!PROP M2 LIGHT
!PROP M3 LIGHT
!PROP M4 LIGHT
!PROP M5 LIGHT
!PROP M11 LIGHT
!PROP M12 LIGHT
!PROP M13 LIGHT
!PROP M14 LIGHT
!PROP M15 LIGHT
!PROP M16 LIGHT
!PROP GUARD ALIVE NOTAKE
!PROP COKHERR ALIVE NOTAKE
!PROP FLAMER ALIVE NOTAKE
!PROP FONT NOTAKE
!PROP EARS NOTAKE ALIVE
!PROP MUNGLE NOTAKE SHOUT SCREAM ANNOUNCE CHANT COMMENT DECLAIM INCANT MURMUR
            MUTTER RECITE SING WHISPER INVOKE SAY
!PROP SNODE NOTAKE SING INVOKE SAY
!PROP MIQUE NOTAKE COMMENT INCANT WHISPER SAY
!PROP NYZTH NOTAKE CHANT RECITE SING SAY
!PROP LIIOK NOTAKE SHOUT INCANT SING SAY
!PROP EEDUL NOTAKE MUTTER RECITE SAY
!PROP SERQE NOTAKE INCANT SING SAY
!PROP HQXKF NOTAKE MURMUR SING SAY
!PROP GOMBE NOTAKE SING SAY
!PROP POMYN NOTAKE MURMUR
!PROP YUFTO NOTAKE INCANT SING
!PROP GRAFFITI NOTAKE
!POSSESSIONS LIFT GRANITE BASALT
!PROP BUGROOM LIGHT
!PROP PIGROOM LIGHT
!POSSESSIONS PIGROOM PIGS
!POSSESSIONS STONERM COLUMN
!POSSESSIONS TEAROOM GIBBON FOOD
!PROP FLUTROOM LIGHT
!POSSESSIONS FLUTROOM FLUTE FURNITURE
!POSSESSIONS HEALRM HEALER
!PROP HEALANTE LIGHT
!POSSESSIONS HEALANTE SIGN
!POSSESSIONS BUGROOM INSECT
!POSSESSIONS PRISON1 CREEPER
!POSSESSIONS KNIGROOM KNIGHT
!POSSESSIONS BOXROOM BOX SACK TRUNK BAG
BAT FRIAR NEEDLE BOOK TORCH HUMBUG ROBE
CHARIOT KOALA
!POSSESSIONS RINGRM RING
!POSSESSIONS PRISENTR DOOR
!POSSESSIONS LEMRM LEMUR
!POSSESSIONS COLLROOM COLLECTR DESK
!POSSESSIONS TAPROOM THREAD PLAYER
!POSSESSIONS HOOG2RM PICTURE
!POSSESSIONS HOOGRM OAK
!POSSESSIONS LIGHTRM GUARD
!POSSESSIONS STORE CAN
!POSSESSIONS PERLRM PEARLS
!POSSESSIONS DARKPAS TRANSLATOR
!POSSESSIONS TRANSLATOR STAR
!POSSESSIONS NIDUSRM FLAMER
!POSSESSIONS LIFTB COKHERR
!POSSESSIONS M1 MUNGLE
!POSSESSIONS M2 SNODE
!POSSESSIONS M3 LIIOK
!POSSESSIONS M4 MIQUE
!POSSESSIONS M5 NYZTH
!POSSESSIONS M11 SERQE
!POSSESSIONS M12 HQXKF
!POSSESSIONS M13 GOMBE
!POSSESSIONS M14 POMYN
!POSSESSIONS M15 YUFTO
!POSSESSIONS M16 SHELF
!POSSESSIONS KOALA EARS
!POSSESSIONS COLROOMC GRAFFITI
!PROP FRAGMENTS NOTAKE
!PROP PATRM LIGHT
!PROP DOOR NOTAKE
!PROP SHELF NOTAKE
!PROP FOOD NOTAKE
!PROP FLOWER LIGHT
!POSSESSIONS ORGPORT RUNES PORTAL
!PROP RUNES NOTAKE
!PROP PORTAL NOTAKE INVIS
!END
********************
jrp1.ajfa1.nid:STAT
********************
!PRECOMMAND PREPROG
!POSTCOMMAND POSTPROG
!WELCOME WELCPROG
!PROPERTY LIGHT 0
!PROPERTY INVIS 1
!PROPERTY HIDING 2
!PROPERTY VISITED 1
!PROPERTY DISORIENT 2
!PROPERTY NOTAKE 3
!PROPERTY BITTEN 4
!PROPERTY ALIVE 5
!PROPERTY PLURAL 6
!PROPERTY ODDCONTS 7
!PROPERTY CONTAINS 8
!PROPERTY USEDUP 9
!PROPERTY DROPLOSE 10
!PROPERTY CANWEAR 11
!PROPERTY MAN 12
!PROPERTY PATHLONG 13
!PROPERTY UP 14
!PROPERTY SHOUT 0
!PROPERTY SCREAM 2
!PROPERTY ANNOUNCE 4
!PROPERTY CHANT 5
!PROPERTY COMMENT 6
!PROPERTY DECLAIM 7
!PROPERTY INCANT 8
!PROPERTY MURMUR 9
!PROPERTY MUTTER 10
!PROPERTY RECITE 11
!PROPERTY SING 12
!PROPERTY WHISPER 13
!PROPERTY INVOKE 14
!PROPERTY SAY 15
!DIRECTION B
!DIRECTION D
!DIRECTION E
!DIRECTION N
!DIRECTION NE
!DIRECTION NW
!DIRECTION S
!DIRECTION SE
!DIRECTION SW
!DIRECTION U
!DIRECTION W
!SPECIAL ALLSPEC
!SPECIAL INVSPEC
!VARIABLE VAR0
!VARIABLE VAR1
!VARIABLE VAR2
!VARIABLE VAR3
!VARIABLE SCORE
!VARIABLE OBJHELD
!VARIABLE STRENGTH
!VARIABLE CREEDARK
!VARIABLE ORIG
!VARIABLE DEST
!VARIABLE FUDGE
!VARIABLE FUDGE2
!VARIABLE MESS
!VARIABLE THERE
!VARIABLE BACK
!VARIABLE SWELTIME
!VARIABLE HUMCOUNT
!VARIABLE TRANTIME
!VARIABLE BUGPAUSE
!VARIABLE LUNGPAUS
!VARIABLE WRONGBIT
!VARIABLE TEADONE
!VARIABLE AMALV
!VARIABLE DARKMOVE
!VARIABLE BINDINGS
!VARIABLE YODONE
!VARIABLE YEDONE
!VARIABLE SPCUR
!VARIABLE SPNUM
!VARIABLE CALLDONE
!VARIABLE CRYDONE
!VARIABLE INTDONE
!VARIABLE PRODONE
!VARIABLE KNOCKS
!VARIABLE EXCDONE
!SPECIAL SELFSPEC
!SPECIAL MAGSPEC
!SPECIAL MANSPEC
!SPECIAL DRINKSPEC
!SPECIAL LYPSPEC
!SPECIAL TEASPEC
!SPECIAL TONKSPEC
!SPECIAL SPELSPEC
!TEXTVAR
!OBJECT PLAYER HOLDING HOLDING HOLDING
!OBJECT INSECT BUGMES1 BUGMES2 BUGMES2
!OBJECT CAN CANMES1 CANMES2 CANMES2
!OBJECT TALISMAN TALMES1 TALMES2 TALMES2
!OBJECT RING RINGMES1 RINGMES2 RINGMES2
!OBJECT PEARLS PERLMES1 PERLMES2 PERLMES2
!OBJECT THREAD THREAD1 THREAD2 THREAD2
!OBJECT NEEDLE NEEDMES1 NEEDMES2 NEEDMES3
!OBJECT NECKLACE LACEMES1 LACEMES2 LACEMES2
!OBJECT PIGS PIGMES1 PIGMES1 PIGMES1
!OBJECT PIGLET PIGMES3 PIGMES4 PIGMES4
!OBJECT LEMUR LEMMES1 LEMMES2 LEMMES2
!OBJECT KNIGHT KNIGMES1 KNIGMES1 KNIGMES1
!OBJECT CREEPER CREEP1 CREEP2 CREEP2
!OBJECT FLUTE FLUTMES1 FLUTMES2 FLUTMES2
!OBJECT BAG BAGMES1 BAGMES2 BAGMES3
!OBJECT BAT BATMES1 BATMES2 BATMES3
!OBJECT SACK SACKMES1 SACKMES2 SACKMES3
!OBJECT BOX BOXMES1 BOXMES2 BOXMES3
!OBJECT TRUNK TRUNK1 TRUNK2 TRUNK3
!OBJECT BOOK BOOKMES1 BOOKMES2 BOOKMES3
!OBJECT TORCH TORMES1 TORMES2 TORMES3
!OBJECT HUMBUG HUMBMES1 HUMBMES2 HUMBMES3
!OBJECT ROBE ROBMES1 ROBMES2 ROBMES3
!OBJECT BALL BALLMES1 BALLMES2 BALLMES3
!OBJECT CHARIOT CHARMES1 CHARMES2 CHARMES3
!OBJECT KOALA KOALMES1 KOALMES2 KOALMES3
!OBJECT SIGN SIGNMES1 MNULL MNULL
!OBJECT HEALER HEALER1 MNULL MNULL
!OBJECT COLLECTR COLMES1 MNULL MNULL
!OBJECT DESK MNULL MNULL MNULL
!OBJECT VOLE VOLEMES1 VOLEMES2 VOLEMES2
!OBJECT TRANSLATOR TRANMES1 TRANMES2 TRANMES2
!OBJECT OAK OAKMESS1 OAKMESS2 MNULL
!OBJECT GIBBON GIBBMES1 GIBBMES2 GIBBMES3
!OBJECT PICTURE PICTMES1 MNULL MNULL
!OBJECT FONT FONTMES1 MNULL MNULL
!OBJECT FURNITURE MNULL MNULL MNULL
!OBJECT STAR MNULL MNULL MNULL
!OBJECT GUARD GARDMES1 MNULL MNULL
!OBJECT DOOR MNULL MNULL MNULL
!OBJECT FOOD MNULL MNULL MNULL
!OBJECT LENS LENSMES1 LENSMES2 MNULL
!OBJECT AMALRIK MNULL MNULL MNULL
!OBJECT COLUMN MATER1 MATER2 MNULL
!OBJECT FRIAR FRY1 FRY2 FRY3
!OBJECT GRANITE GRANMES MNULL MNULL
!OBJECT BASALT BASMES MNULL MNULL
!OBJECT MUNGLE MUNG1 MNULL MNULL
!OBJECT SNODE SNOD1 MNULL MNULL
!OBJECT MIQUE MIQU1 MNULL MNULL
!OBJECT NYZTH NYZT1 MNULL MNULL
!OBJECT LIIOK LIIO1 MNULL MNULL
!OBJECT EEDUL EEDU1 MNULL MNULL
!OBJECT SERQE SERQ1 MNULL MNULL
!OBJECT HQXKF HQXK1 MNULL MNULL
!OBJECT GOMBE GOMB1 MNULL MNULL
!OBJECT POMYN POMY1 MNULL MNULL
!OBJECT YUFTO YUFT1 MNULL MNULL
!OBJECT OLDVERB MNULL MNULL MNULL
!OBJECT COKHERR COKE1 MNULL MNULL
!OBJECT FLAMER FLAMES1 MNULL MNULL
!OBJECT EARS MNULL MNULL MNULL
!OBJECT FRAGMENTS FRAG1 MNULL MNULL
!OBJECT GRAFFITI GRAF1 MNULL MNULL
!OBJECT SHELF SHELFM1 MNULL MNULL
!OBJECT RUNES MNULL MNULL MNULL
!OBJECT PORTAL MNULL MNULL MNULL
!OBJECT WATER MNULL MNULL MNULL
!OBJECT FLOWER FLOWM1 FLOWM2 MNULL
!ROOM PIGROOM PIGRM1 PIGRM2
!ROOM HEALANTE ANTEMES1 ANTEMES2
!ROOM HEALRM HEALRM1 HEALRM2
!ROOM BUGROOM BUGRM1 BUGRM2
!ROOM PRISON1 PRISMES1 PRISMES2
!ROOM CHAOS1 CHAOS11 CHAOS12
!ROOM CHAOS2 CHAOS21 CHAOS22
!ROOM CHAOS3 CHAOS31 CHAOS32
!ROOM KNIGROOM KNIGRM1 KNIGRM2
!ROOM PATRM PATMES1 PATMES2
!ROOM BOXROOM BOXROOM1 BOXROOM2
!ROOM TEAROOM TEARM1 TEARM2
!ROOM ORGPORT PORTAL1 PORTAL2
!ROOM NIDUSRM NIDMES1 NIDMES2
!ROOM RINGRM RINGRM1 RINGRM2
!ROOM LEMRM LEMRM1 LEMRM2
!ROOM PRISENTR PRISCOR1 PRISCOR2
!ROOM DARKDEN DARKDEN1 DARKDEN2
!ROOM DARKVILL DVILMES1 DVILMES2
!ROOM COLLROOM COLRM1 COLRM2
!ROOM COLROOMA COLA1 COLA2
!ROOM COLROOMB COLB1 COLB2
!ROOM COLROOMC COLC1 COLC2
!ROOM TAPROOM TAPRM1 TAPRM2
!ROOM PASSA PASSA1 PASSA2
!ROOM DARKPAS DARKPAS1 DARKPAS2
!ROOM KAOSNEAR KAOS1 KAOS2
!ROOM TOTCHAOS TOTAL1 TOTAL2
!ROOM HOOGRM HOOGRM1 HOOGRM2
!ROOM HOOG2RM HOOG2RM1 HOOG2RM2
!ROOM SMOKERM SMOKERM1 SMOKERM2
!ROOM STORE STOREM1 STOREM2
!ROOM AUDIENCE AUDMES1 AUDMES2
!ROOM UNDTHRON UNDTHR1 UNDTHR2
!ROOM LIGHTRM LIGHTRM1 LIGHTRM2
!ROOM FLUTROOM FLUTRM1 FLUTRM2
!ROOM PERLRM PERLRM1 PERLRM2
!ROOM STONERM STONERM1 STONERM2
!ROOM LIFTA LIFTA1 LIFTA2
!ROOM LIFTB LIFTB1 LIFTB2
!ROOM LIFTC LIFTC1 LIFTC2
!ROOM LIFTD LIFTD1 LIFTD2
!ROOM LIFT LIFT1 LIFT2
!ROOM M1 MAZEMESS MAZEMESS
!ROOM M2 MAZEMESS MAZEMESS
!ROOM M3 MAZEMESS MAZEMESS
!ROOM M4 MAZEMESS MAZEMESS
!ROOM M5 MAZEMESS MAZEMESS
!ROOM M11 MAZEMESS MAZEMESS
!ROOM M12 MAZEMESS MAZEMESS
!ROOM M13 MAZEMESS MAZEMESS
!ROOM M14 MAZEMESS MAZEMESS
!ROOM M15 MAZEMESS MAZEMESS
!ROOM M16 MAZEMESS MAZEMESS
!EXIT PIGROOM
D LEMRM
E BUGROOM PIGPROG
S FLUTROOM PIGPROG
!EXIT HEALANTE
E HEALRM HEALMOVE
W ORGPORT PORTPROG
SE PATRM
!EXIT PASSA
E DARKPAS
NW LEMRM
!EXIT DARKPAS
E DARKVILL
W PASSA
!EXIT HEALRM
W HEALANTE
SE PATRM
!EXIT BUGROOM
W PIGROOM BUGPROG
!EXIT KNIGROOM
N CHAOS3
!EXIT PRISON1
W PRISENTR
!EXIT CHAOS1
N KAOSNEAR
S CHAOS2 PATHPROG
E TOTCHAOS KAOSPROG
W TOTCHAOS KAOSPROG
NE TOTCHAOS KAOSPROG
NW TOTCHAOS KAOSPROG
SW TOTCHAOS KAOSPROG
SE TOTCHAOS KAOSPROG
U TOTCHAOS KAOSPROG
D TOTCHAOS KAOSPROG
!EXIT CHAOS2
N CHAOS1
S CHAOS3 PATHPROG
E TOTCHAOS KAOSPROG
W TOTCHAOS KAOSPROG
NE TOTCHAOS KAOSPROG
NW TOTCHAOS KAOSPROG
SW TOTCHAOS KAOSPROG
SE TOTCHAOS KAOSPROG
U TOTCHAOS KAOSPROG
D TOTCHAOS KAOSPROG
!EXIT CHAOS3
N CHAOS2
S KNIGROOM PATHPROG
E TOTCHAOS KAOSPROG
W TOTCHAOS KAOSPROG
NE TOTCHAOS KAOSPROG
NW TOTCHAOS KAOSPROG
SW TOTCHAOS KAOSPROG
SE TOTCHAOS KAOSPROG
U TOTCHAOS KAOSPROG
D TOTCHAOS KAOSPROG
!EXIT PATRM
NW HEALANTE
!EXIT TEAROOM
S COLROOMB
!EXIT ORGPORT
E HEALANTE PORTPROG
U LEMRM
!EXIT RINGRM
W COLROOMC
!EXIT LEMRM
NE TAPROOM
U PIGROOM
SE PASSA
D ORGPORT
S PRISENTR
W KAOSNEAR
!EXIT PRISENTR
E PRISON1 PRISPROG
N LEMRM
SW STONERM
!EXIT DARKDEN
U DARKVILL
E LIFTA ZOGPROG
!EXIT DARKVILL
D DARKDEN DENPROG
W DARKPAS
!EXIT COLLROOM
NW COLROOMA
N COLROOMB
NE COLROOMC
S TAPROOM
D PERLRM
!EXIT COLROOMA
SE COLLROOM
!EXIT COLROOMB
N TEAROOM
S COLLROOM
!EXIT COLROOMC
E RINGRM
SW COLLROOM
!EXIT TAPROOM
N COLLROOM
SW LEMRM
!EXIT KAOSNEAR
S CHAOS1
E LEMRM
NW BOXROOM BOXMOVE
!EXIT HOOGRM
NE HOOG2RM
!EXIT HOOG2RM
W HOOGRM
!EXIT SMOKERM
E STORE
N AUDIENCE
S AUDIENCE
W UNDTHRON
!EXIT UNDTHRON
E SMOKERM
!EXIT STORE
W SMOKERM
!EXIT FLUTROOM
N PIGROOM
!EXIT PERLRM
U COLLROOM
!EXIT STONERM
NE PRISENTR
!EXIT LIFTA
E LIFT
!EXIT LIFTB
W LIFT COKEMOVE
!EXIT LIFTC
E LIFT
!EXIT LIFTD
W LIFT
E LEMRM PLUMPROG
!EXIT LIFT
W LIFTA LIFTPRG1
E LIFTD LIFTPRG2
!EXIT M1
N M2
E M3
S M4
W M5
NE M3
SE M2
NW M5
U M2
D M2
!EXIT M2
N M4
E M4
S M1
W M15 FIFTPROG
NE M3
SW M1
U M4
D M3
!EXIT M3
E M2
S M4
W M1
NE M5
SE M5
SW M11 SIXPROG
NW M2
D M1
!EXIT M4
N M1
E M3
S M2
W M5
SE M5
NE M16 SIXTPROG
NW M1
U M5
D M2
!EXIT M5
N M2
E M13 TENPROG
NE M1
SE M4
NW M2
U M1
D M4
!EXIT M11
N M2
E M4
S M5
W M12
NE M13
SE M1
SW M4
NW M12
D M1
!EXIT M12
N M2
E M13
S M16 SXTPRG
W M11
NE M2
SE M3
SW M3
U M14 FRTNPROG
D M13
!EXIT M13
E M5
S M4
W M12
NE M1
SE M5
SW M11
NW M2
U M2
D M11
!EXIT M14
N M15
S M11
W M13
NE M12
SW M3
NW M4
U M15
D M1
!EXIT M15
N M13
E M14
S M11
SE M1
SW M14
NW M12
U M12
D M11
!EXIT M16
N M11
E M13
S M4
W M4
NE M2
SE M1
SW M3
NW M5
U M15
D M14
!INSTRUCTIONS
AMALPROG:
PRINT IDIOT
GO DIEPROG
ANPROG:
SKIP IF M W2SP SPELSPEC
GO SAYPROG
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTREM
SKIP IF P ANNOUNCE ()O
PRINTRET FUMBLY
SKIP2 UNLESS P ANNOUNCE OLDVERB
PRINT ZAPPED
GO DIEPROG
SET ANNOUNCE OLDVERB
RESOLVE SPCUR ()O
GOSUB SPELSUB
LOAD V VAR3 V SPNUM
MOVE ()O WITH DESTROY
SUB V BINDINGS I 1
ADD V SCORE I 2
PRINT ANNOMES VAR3
GO SEQUENCE
BOXMOVE:
SKIP4 IF S BOXROOM EQ 1
MOVE PLAYER WITHOUT TO KAOSNEAR
LOAD V OBJHELD I 0
PRINT BOXDROP
RETURN
PRINT GONEMESS
RETURN DEST KAOSNEAR
BRUTPROG:
SKIP IF M W2SP TEASPEC
RETURN RETRY NONE CANT
SKIP IF V TEADONE EQ 0
PRINTRET NOTHAPPEN
SKIP IF V TRANTIME EQ 1
GO BRUTE2
PRINT INTERFER
SKIP2 UNLESS R (PLAYER)R EQ AUDIENCE
MOVE LENS WITH TO PLAYER
PRINT POWINTER
LOAD V TRANTIME I 0
MOVE PLAYER WITH TO TEAROOM
MOVE PLAYER WITHOUT TO (BACK)R
LOAD V TEADONE I 1
LOAD V OBJHELD I 0
RETURN
BRUTE2:
SKIP3 IF R (PLAYER)R EQ PERLRM
SKIP UNLESS R (PLAYER)R EQ LEMRM
PRINTRET TWILWOBB
PRINTRET WOBBLE
SKIP UNLESS S PERLRM EQ 2
PRINTRET WOBBLE
PRINTRET PERLWOBB
CALLPROG:
SKIP IF M W2SP SPELSPEC
GO SAYPROG
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTREM
SKIP2 IF V CALLDONE EQ 0
PRINT ZAPPED
GO DIEPROG
SKIP3 IF R ()O EQ MIQUE
SKIP2 IF R ()O EQ GOMBE
SKIP IF R ()O EQ LIIOK
PRINTRET FUMBLY
LOAD V CALLDONE I 1
RESOLVE SPCUR ()O
GOSUB SPELSUB
LOAD V VAR3 V SPNUM
MOVE ()O WITH DESTROY
SUB V BINDINGS I 1
ADD V SCORE I 2
PRINT CALLMES VAR3
GO SEQUENCE
CASTPROG:
SKIP UNLESS M W2SP SPELSPEC
PRINTRET BUTHOW
GO THROWPROG
CATCHPROG:
SKIP IF R (PLAYER)R EQ ()R
PRINTRET DONTSEE
SKIP UNLESS R ()O EQ PEARLS
PRINTRET TOOFAST
SKIP2 UNLESS P ALIVE ()O
SKIP IF R ()O EQ OAK
GO TAKEPROG
PRINTRET CANTCATC
CHPROG:
SKIP IF M W2SP SPELSPEC
GO SAYPROG
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTREM
SKIP IF P CHANT ()O
PRINTRET FUMBLY
SKIP2 UNLESS P CHANT OLDVERB
PRINT ZAPPED
GO DIEPROG
SET CHANT OLDVERB
RESOLVE SPCUR ()O
GOSUB SPELSUB
LOAD V VAR3 V SPNUM
MOVE ()O WITH DESTROY
SUB V BINDINGS I 1
ADD V SCORE I 2
PRINT CHANMES VAR3
GO SEQUENCE
CLEANPROG:
SKIP IF H ()O PLAYER
PRINTRET NOTHELD
SKIP UNLESS S RING EQ 2
GO ZAPPROG
SKIP3 IF R ()O EQ TRANSLATOR
SKIP IF R ()O EQ ROBE
PRINTRET NOTNEED
GO CLEAN2
SKIP IF S TRANSLATOR EQ 0
PRINTRET NOTNEED
CLEANSTAR:
MOVE STAR WITH DESTROY
LOAD S TRANSLATOR I 1
PRINTRET RODCLEAN
CLEAN2:
SKIP IF R (PLAYER)R EQ (FONT)R
PRINTRET CANTCLEAN
SKIP IF S ROBE EQ 0
PRINTRET NOTNEED
PRINT ROBEWASH
ADD V SCORE I 10
LOAD S ROBE I 1
RETURN
CLOSEPRG:
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTSEE
SKIP UNLESS S RING EQ 2
GO ZAPPROG
SKIP IF R ()O EQ CAN
GO CLOSPRG2
SKIP IF S CAN EQ 1
PRINTRET ALRCLOS
LOAD S CAN I 0
RETURN
CLOSPRG2:
SKIP2 IF R ()O EQ GRANITE
SKIP IF R ()O EQ BASALT
GO CLOS4
SKIP IF S ()O EQ 1
PRINTRET ALRCLOS
LOAD S ()O I 0
COMP UP LIFT
PRINTRET THUDMES
CLOS4:
SKIP UNLESS P CONTAINS ()O
PRINTRET NOLID
PRINTRET CANTCLOS
COKEMOVE:
SKIP IF R (COKHERR)R EQ LIFTB
RETURN
RETURN ABORT
COPROG:
SKIP IF M W2SP SPELSPEC
GO SAYPROG
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTREM
SKIP IF P COMMENT ()O
PRINTRET FUMBLY
SKIP2 UNLESS P COMMENT OLDVERB
PRINT ZAPPED
GO DIEPROG
SET COMMENT OLDVERB
RESOLVE SPCUR ()O
GOSUB SPELSUB
LOAD V VAR3 V SPNUM
MOVE ()O WITH DESTROY
SUB V BINDINGS I 1
ADD V SCORE I 2
PRINT COMMES VAR3
GO SEQUENCE
CRYPROG:
SKIP IF M W2EX
PRINTRET WEEPMES
SKIP IF M W2SP SPELSPEC
GO SAYPROG
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTREM
SKIP2 IF V CRYDONE EQ 0
PRINT ZAPPED
GO DIEPROG
SKIP IF R ()O EQ SNODE
PRINTRET FUMBLY
LOAD V CRYDONE I 1
RESOLVE SPCUR ()O
GOSUB SPELSUB
LOAD V VAR3 V SPNUM
MOVE ()O WITH DESTROY
SUB V BINDINGS I 1
ADD V SCORE I 2
PRINT CRYMES VAR3
GO SEQUENCE
DEPROG:
SKIP IF M W2SP SPELSPEC
GO SAYPROG
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTREM
SKIP IF P DECLAIM ()O
PRINTRET FUMBLY
SKIP2 UNLESS P DECLAIM OLDVERB
PRINT ZAPPED
GO DIEPROG
SET DECLAIM OLDVERB
RESOLVE SPCUR ()O
GOSUB SPELSUB
LOAD V VAR3 V SPNUM
MOVE ()O WITH DESTROY
SUB V BINDINGS I 1
ADD V SCORE I 2
PRINT DECLMES VAR3
GO SEQUENCE
DENPROG:
SKIP2 UNLESS H TORCH PLAYER
PRINT EXPLODE
GO DIEPROG
SKIP2 UNLESS P VISITED LIFT
PRINT BLOCKED
RETURN ABORT
RETURN
DIGPROG:
PRINTRET NODIG
DRESPROG:
SKIP IF M W2EX
PRINTRET ALRDRES
SKIP IF R (PLAYER)R EQ ()R
PRINTRET DONTSEE
SKIP UNLESS S RING EQ 2
GO ZAPPROG
SKIP UNLESS R ()O EQ FRIAR
PRINTRET CANTFIND
SKIP IF P ALIVE ()O
PRINTRET CANTDRES
PRINTRET NONEED
DRINKPROG:
SKIP UNLESS M W2EX
PRINTRET CANTDRINK
PRINTRET NODRINK
DROPSUB:
MOVE (VAR0)O WITH TO (PLAYER)R
SUB V OBJHELD I 1
SKIP UNLESS R (VAR0)O EQ VOLE
LOAD S VOLE I 0
SKIP UNLESS P DROPLOSE (PLAYER)R
GOSUB LOSEPROG
SKIP2 UNLESS R (VAR0)O EQ ROBE
SKIP UNLESS R (PLAYER)R EQ BOXROOM
LOAD S ROBE I 0
SKIP UNLESS R (VAR0)O EQ RING
LOAD S RING I 0
RETURN
DROPPROG:
SKIP IF M W2EX
GO DROPFIRST
SKIP UNLESS M W2SP ALLSPEC
GO DROPALL
SKIP IF M W2OB
RETURN RETRY NONE CANT
SKIP IF H ()O PLAYER
PRINTRET NOTHELD
RESOLVE VAR0 ()O
GOSUB DROPSUB
SKIP4 UNLESS R (PLAYER)R EQ BOXROOM
SKIP UNLESS R ()O EQ ROBE
LOAD S ROBE I 0
SKIP UNLESS R ()O EQ KOALA
LOAD S KOALA I 0
PRINTRET OKMESS
DROPFIRST:
RESOLVE VAR0 (PLAYER)D
SKIP UNLESS V VAR0 EQ 0
PRINTRET NOTHOLDING
GOSUB DROPSUB
PRINTRET OKMESS
DROPALL:
SKIP UNLESS P DROPLOSE (PLAYER)R
PRINTRET URGLE
LOAD V VAR3 I 0
RESOLVE VAR0 (PLAYER)D
SKIP UNLESS V VAR0 EQ 0
PRINTRET NOTHOLDING
DROPA1:
GOSUB DROPSUB
ADD V VAR3 I 1
RESOLVE VAR0 (PLAYER)D
SKIP IF V VAR0 EQ 0
GO DROPA1
PRINTRET DROPOBJ1 VAR3
EATPROG:
SKIP IF M W2EX
ASK EATWHAT
SKIP IF M W2OB
PRINTRET DONTUND
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTSEE
SKIP IF R ()O EQ HUMBUG
GO E2
SKIP UNLESS H HUMBUG PLAYER
SUB V OBJHELD I 1
MOVE HUMBUG WITH DESTROY
LOAD  V HUMCOUNT I 3
PRINT HUMMELT
LOAD S HUMBUG I 3
RETURN
E2:
SKIP UNLESS R ()O EQ FOOD
PRINTRET JOBWORTH
SKIP UNLESS P ALIVE ()O
PRINTRET HORRID
PRINTRET DONTLIKE
EJPROG:
SKIP IF M W2SP SPELSPEC
GO SAYPROG
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTREM
PRINTRET FUMBLY
EMTPROG:
SKIP IF R (PLAYER)R EQ ()R
PRINTRET DONTSEE
SKIP IF P CONTAINS ()O
PRINTRET CANTEMP
SKIP UNLESS H ROBE ()O
LOAD S ROBE I 0
SKIP UNLESS H KOALA ()O
LOAD S KOALA I 0
SKIP UNLESS H BAT ()O
LOAD S BAT I 0
SKIP UNLESS H FRIAR ()O
LOAD S FRIAR I 0
SKIP UNLESS H NEEDLE ()O
LOAD S NEEDLE I 0
SKIP UNLESS H BOOK ()O
LOAD S BOOK I 0
SKIP UNLESS H TORCH ()O
LOAD S TORCH I 0
SKIP UNLESS H HUMBUG ()O
LOAD S HUMBUG I 0
SKIP UNLESS H CHARIOT ()O
LOAD S CHARIOT I 0
LOAD S ()O I 0
MOVE ()O WITH TO ()R
MOVE ()O WITHOUT TO ()R
PRINTRET EMPTMES
EXAMPROG:
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTSEE
SKIP UNLESS R ()O EQ DESK
PRINTRET EXAMDESK
PRINTRET NOWTNEW
EXPROG:
SKIP IF M W2SP SPELSPEC
GO SAYPROG
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTREM
SKIP2 IF V EXCDONE EQ 0
PRINT ZAPPED
GO DIEPROG
SKIP2 IF R ()O EQ SERQE
SKIP IF R ()O EQ NYZTH
PRINTRET FUMBLY
LOAD V EXCDONE I 1
RESOLVE SPCUR ()O
GOSUB SPELSUB
LOAD V VAR3 V SPNUM
LOAD S ()O I 1
MOVE ()O WITH DESTROY
SUB V BINDINGS I 1
ADD V SCORE I 2
PRINT EXCMES VAR3
GO SEQUENCE
FIFTPROG:
SKIP2 IF S MIQUE EQ 1
PRINT CANTGO
RETURN ABORT
SKIP4 IF S LIIOK EQ 2
SKIP3 IF S SNODE EQ 2
SKIP2 IF S MUNGLE EQ 2
PRINT CANTGO
RETURN ABORT
RETURN
FRTNPROG:
SKIP2 IF V BINDINGS LT 7
PRINT CANTGO
RETURN ABORT
RETURN
GIVEPROG:
SKIP IF H ()O PLAYER
PRINTRET NOTHELD
SKIP IF R ()O EQ RING
GO GIVEPRG2
SKIP IF R (PLAYER)R EQ (LEMUR)R
GO GIVER2
LOAD S LEMUR I 1
MOVE RING WITH DESTROY
ADD V SCORE I 10
SUB V OBJHELD I 1
PRINTRET RINGLEM
GIVER2:
SKIP IF R (PLAYER)R EQ (COLLECTR)R
PRINTRET NOWANT
PRINTRET COLLECT1
GIVEPRG2:
SKIP IF R ()O EQ LEMUR
GO GIVEPRG3
SKIP IF R (PLAYER)R EQ (COLLECTR)R
PRINTRET NOWANT
SKIP IF S LEMUR EQ 1
PRINTRET COLLECT2
PRINT COLLECT3
MOVE LEMUR WITH DESTROY
ADD V SCORE I 10
ADD S COLLECTR I 1
SUB V OBJHELD I 1
RETURN
GIVEPRG3:
SKIP IF R ()O EQ FLUTE
GO GIVEPRG4
SKIP IF R (COLLECTR)R EQ (PLAYER)R
PRINTRET NOWANT
SKIP IF S FLUTE EQ 0
PRINTRET COLLECT5
PRINT COLLECT4
LOAD S FLUTE I 1
RETURN
GIVEPRG4:
SKIP IF R ()O EQ ROBE
GO GIVEPRG5
SKIP3 IF R (PLAYER)R EQ (KNIGHT)R
SKIP IF R (PLAYER)R EQ (COLLECTR)R
PRINTRET NOWANT
PRINTRET COLCT10
SKIP IF S ROBE EQ 1
PRINTRET NOWANT
PRINT KNIGROBE
ADD V SCORE I 10
MOVE ROBE WITH DESTROY
SUB V OBJHELD I 1
ADD S KNIGHT I 1
RETURN
GIVEPRG5:
SKIP IF R ()O EQ GIBBON
GO GIVEPRG6
SKIP IF R (PLAYER)R EQ (COLLECTR)R
PRINTRET NOWANT
PRINT COLLECT6
ADD V SCORE I 10
MOVE GIBBON WITH DESTROY
ADD S COLLECTR I 1
SUB V OBJHELD I 1
RETURN
GIVEPRG6:
SKIP IF R ()O EQ VOLE
GO GIVEPRG7
SKIP IF R  (PLAYER)R EQ (COLLECTR)R
PRINTRET NOWANT
PRINT COLLECT7
MOVE VOLE WITH DESTROY
SUB V OBJHELD I 1
ADD S COLLECTR I 1
ADD V SCORE I 10
RETURN
GIVEPRG7:
SKIP IF R ()O EQ INSECT
GO GIVEPRG8
SKIP IF R (PLAYER)R EQ (COLLECTR)R
PRINTRET NOWANT
PRINT COLLECT8
MOVE INSECT WITH DESTROY
ADD V SCORE I 10
ADD S COLLECTR I 1
SUB V OBJHELD I 1
RETURN
GIVEPRG8:
SKIP IF R ()O EQ PIGLET
GO GIVEPRG9
SKIP IF R (PLAYER)R EQ (COLLECTR)R
PRINTRET NOWANT
PRINT COLLECT9
MOVE PIGLET WITH DESTROY
ADD S COLLECTR I 1
SUB V OBJHELD I 1
ADD V SCORE I 10
RETURN
GIVEPRG9:
SKIP IF R ()O EQ TRANSLATOR
GO GIVE10
SKIP UNLESS R (PLAYER)R EQ (KNIGHT)R
GO G9A
SKIP IF R (PLAYER)R EQ (COLLECTR)R
PRINTRET NOWANT
SUB V OBJHELD I 1
MOVE TRANSLATOR WITH DESTROY
PRINTRET COLCT11
G9A:
SKIP IF S KNIGHT EQ 1
PRINTRET TOOILL
SKIP IF S TRANSLATOR EQ 1
PRINTRET NOWANT
PRINT KNIGWAVE
ADD V SCORE I 10
MOVE TRANSLATOR WITH DESTROY
SUB V OBJHELD I 1
MOVE PLAYER WITH TO NIDUSRM
RETURN
GIVE10:
SKIP IF R ()O EQ KOALA
GO GIVE11
SKIP IF R (PLAYER)R EQ (COLLECTR)R
PRINTRET NOWANT
SKIP IF S KOALA EQ 1
PRINT COLCT12
SKIP2 IF S KOALA EQ 0
ADD S COLLECTR I 1
ADD V SCORE I 10
MOVE KOALA WITH DESTROY
SUB V OBJHELD I 1
SKIP IF S KOALA EQ 0
PRINTRET COLCT13
RETURN
GIVE11:
SKIP2 IF R ()O EQ PEARLS
SKIP IF R ()O EQ NECKLACE
GO GIVE12
SKIP IF R (PLAYER)R EQ (COLLECTR)R
GO G11A
MOVE NECKLACE WITH DESTROY
MOVE PEARLS WITH TO PERLRM
SET INVIS PEARLS
SET NOTAKE PEARLS
LOAD S PERLRM I 0
SUB V OBJHELD I 1
ADD S COLLECTR I 1
ADD V SCORE I 10
PRINTRET COLCT14
G11A:
SKIP IF R (PLAYER)R EQ (KNIGHT)R
PRINTRET NOWANT
PRINTRET PERLGAZE
GIVE12:
SKIP IF R ()O EQ THREAD
GO GIVE13
SKIP IF R (PLAYER)R EQ (COLLECTR)R
PRINTRET NOWANT
PRINTRET COLCT15
GIVE13:
SKIP IF R ()O EQ OAK
GO GIVE14
SKIP IF R (PLAYER)R EQ (COLLECTR)R
PRINTRET NOWANT
SKIP IF H GIBBON OAK
PRINTRET COLCT20
PRINTRET COLCT21
GIVE14:
SKIP IF R (PLAYER)R EQ (COLLECTR)R
PRINTRET NOWANT
SKIP UNLESS R ()O EQ NEEDLE
PRINTRET COLCT22
SKIP UNLESS R ()O EQ CAN
PRINTRET COLCT23
SKIP UNLESS R ()O EQ CREEPER
PRINTRET COLCT24
SKIP UNLESS R ()O EQ BAT
PRINTRET COLCT25
SKIP UNLESS R ()O EQ BOOK
PRINTRET COLCT26
SKIP UNLESS R ()O EQ TORCH
PRINTRET COLCT27
SKIP UNLESS R ()O EQ HUMBUG
PRINTRET COLCT28
SKIP UNLESS R ()O EQ CHARIOT
PRINTRET COLCT29
SKIP UNLESS R ()O EQ LENS
PRINTRET COLCT30
SKIP UNLESS R ()O EQ COLUMN
PRINTRET COLCT31
SKIP UNLESS R ()O EQ FLOWER
PRINTRET COLCT32
SKIP UNLESS R ()O EQ FRIAR
PRINTRET COLCT33
SKIP UNLESS R ()O EQ TALISMAN
PRINTRET COLCT34
PRINTRET NOWANT
HEALMOVE:
RETURN
HEALPROG:
PRINTRET CANTHEAL
HELPPROG:
SKIP IF M W2EX
PRINTRET HELPMES1
SKIP UNLESS R ()O EQ KNIGHT
PRINTRET KNIGHELP
SKIP UNLESS R ()O EQ CREEPER
PRINTRET CREEHELP
PRINTRET DONTUND
INPROG:
SKIP IF M W2SP SPELSPEC
GO SAYPROG
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTREM
SKIP IF P INCANT ()O
PRINTRET FUMBLY
SKIP2 UNLESS P INCANT OLDVERB
PRINT ZAPPED
GO DIEPROG
SET INCANT OLDVERB
RESOLVE SPCUR ()O
GOSUB SPELSUB
LOAD V VAR3 V SPNUM
MOVE ()O WITH DESTROY
SUB V BINDINGS I 1
ADD V SCORE I 2
LOAD S ()O I 1
PRINT INCAMES VAR3
GO SEQUENCE
INSPROG:
SKIP IF H ()O PLAYER
PRINTRET NOTHELD
SKIP IF R ()O EQ VOLE
PRINTRET CANTINS
GO WEARPROG
RETURN
INTPROG:
SKIP IF M W2SP SPELSPEC
GO SAYPROG
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTREM
SKIP2 IF V INTDONE EQ 0
PRINT ZAPPED
GO DIEPROG
SKIP2 IF R ()O EQ MIQUE
SKIP IF R ()O EQ LIIOK
PRINTRET FUMBLY
LOAD V INTDONE I 1
RESOLVE SPCUR ()O
GOSUB SPELSUB
LOAD V VAR3 V SPNUM
MOVE ()O WITH DESTROY
SUB V BINDINGS I 1
ADD V SCORE I 2
PRINT INTMES VAR3
GO SEQUENCE
INVPROG:
SET LIGHT PLAYER
DESCRIBE WITH PLAYER
UNSET LIGHT PLAYER
SKIP IF E (PLAYER)D
PRINT NOTHING
RETURN
IVPROG:
SKIP IF M W2SP SPELSPEC
GO SAYPROG
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTREM
SKIP IF P INVOKE ()O
PRINTRET FUMBLY
SKIP2 UNLESS P INVOKE OLDVERB
PRINT ZAPPED
GO DIEPROG
SET INVOKE OLDVERB
RESOLVE SPCUR ()O
GOSUB SPELSUB
LOAD V VAR3 V SPNUM
MOVE ()O WITH DESTROY
SUB V BINDINGS I 1
ADD V SCORE I 2
PRINT INVOMES VAR3
GO SEQUENCE
JUMPPROG:
SKIP4 UNLESS R (PLAYER)R EQ NIDUSRM
SKIP UNLESS R (PLAYER)R EQ (FLAMER)R
RETURN
MOVE PLAYER WITH TO M1
PRINTRET JUMPED
SKIP UNLESS M W2EX
RETURN RETRY IGNORE MUST DIR
PRINTRET OKMESS
KAOSPROG:
SKIP2 IF H BOOK PLAYER
PRINT BRAINMES
GO DIEPROG
SKIP IF P VISITED TOTCHAOS
PRINT BOOKKAOS
SKIP2 UNLESS R (PLAYER)R EQ CHAOS1
RESOLVE BACK PRISENTR
RESOLVE THERE SMOKERM
SKIP2 UNLESS R (PLAYER)R EQ CHAOS2
RESOLVE BACK DARKPAS
RESOLVE THERE LIGHTRM
SKIP2 UNLESS R (PLAYER)R EQ CHAOS3
RESOLVE BACK HEALANTE
RESOLVE THERE HOOGRM
RETURN DEST TOTCHAOS
KILLPROG:
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTSEE
SKIP UNLESS P ALIVE ()O
PRINTRET NASTY
PRINTRET NOTLIVE
KISSPROG:
SKIP IF R (PLAYER)R EQ ()R
PRINTRET DONTSEE
SKIP UNLESS S RING EQ 2
GO ZAPPROG
PRINTRET OKMESS
KNOCPROG:
SKIP3 IF M W2EX
SKIP UNLESS R (PLAYER)R EQ (DOOR)R
GO KNOC2
ASK KNOCWOT
SKIP IF M W2OB
PRINTRET DONTUND
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTSEE
SKIP UNLESS S RING EQ 2
GO ZAPPROG
SKIP IF M W2EX
GO KNOC2
SKIP IF R ()O EQ DOOR
PRINTRET NOTHAPPEN
KNOC2:
SKIP IF H TRANSLATOR PLAYER
PRINTRET NOTHAPPEN
SKIP IF S TRANSLATOR EQ 0
PRINTRET NOTHAPPEN
ADD V KNOCKS I 1
PRINT KNOCROD
SKIP UNLESS V KNOCKS LT 3
RETURN
MOVE DOOR WITH DESTROY
MOVE TRANSLATOR WITH DESTROY
SUB V OBJHELD I 1
ADD V SCORE I 10
PRINT DOORBLAS
LOAD S PRISENTR I 1
RETURN
LYPTPROG:
SKIP IF R (PLAYER)R EQ (KOALA)R
RETURN RETRY OBJECT CANT
SKIP UNLESS P ALIVE KOALA
PRINTRET NOTHAPPEN
PRINTRET KOALSTIR
LEARNPRG:
SKIP IF R (PLAYER)R EQ ()R
PRINTRET DONTSEE
SKIP IF M W2SP SPELSPEC
PRINTRET CANTLEAR
PRINTRET TOOHARD
LIFTPRG1:
SKIP2 IF S GRANITE EQ 1
PRINT CLOSEDG
RETURN ABORT
SKIP IF P UP LIFT
RETURN DEST LIFTC
RETURN
LIFTPRG2:
SKIP2 IF S BASALT EQ 1
PRINT CLOSEDB
RETURN ABORT
SKIP UNLESS P UP LIFT
RETURN DEST LIFTB
RETURN
LOOKPROG:
UNSET VISITED (PLAYER)R
RETURN LOOK
LOSEPROG:
SKIP2 UNLESS R (PLAYER)R EQ TOTCHAOS
MOVE (VAR0)O WITH DESTROY
PRINTRET SWEPT
SKIP2 IF S (PLAYER)R EQ 0
MOVE (VAR0)O WITH DESTROY
PRINTRET SWEPT
SKIP2 IF P PATHLONG (VAR0)O
MOVE (VAR0)O WITH DESTROY
PRINTRET SWEPT
SKIP3 UNLESS R (VAR0)O EQ COLUMN
LOAD S (PLAYER)R I 1
MOVE COLUMN WITH DESTROY
PRINTRET COLPATH
SKIP3 UNLESS R (VAR0)O EQ FRIAR
LOAD S (PLAYER)R I 1
MOVE FRIAR WITH DESTROY
PRINTRET FRYPATH
LOAD S (PLAYER)R I 1
MOVE LENS WITH DESTROY
PRINTRET LENSPATH
MMPROG:
SKIP IF E ()R
PRINTRET CANTDO
MOVE PLAYER WITH TO ()R
RETURN
MRPROG:
SKIP IF M W2SP SPELSPEC
GO SAYPROG
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTREM
SKIP IF P MURMUR ()O
PRINTRET FUMBLY
SKIP2 UNLESS P MURMUR OLDVERB
PRINT ZAPPED
GO DIEPROG
SET MURMUR OLDVERB
RESOLVE SPCUR ()O
GOSUB SPELSUB
LOAD V VAR3 V SPNUM
MOVE ()O WITH DESTROY
SUB V BINDINGS I 1
ADD V SCORE I 2
PRINT MURMES VAR3
GO SEQUENCE
MUMPROG:
SKIP IF M W2SP SPELSPEC
GO SAYPROG
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTREM
PRINTRET FUMBLY
MUPROG:
SKIP IF M W2SP SPELSPEC
GO SAYPROG
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTREM
SKIP IF P MUTTER ()O
PRINTRET FUMBLY
SKIP2 UNLESS P MUTTER OLDVERB
PRINT ZAPPED
GO DIEPROG
SET MUTTER OLDVERB
RESOLVE SPCUR ()O
GOSUB SPELSUB
LOAD V VAR3 V SPNUM
MOVE ()O WITH DESTROY
SUB V BINDINGS I 1
ADD V SCORE I 2
PRINT MUTTMES VAR3
GO SEQUENCE
OPENPROG:
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTSEE
SKIP UNLESS S RING EQ 2
GO ZAPPROG
SKIP IF R ()O EQ CAN
GO OPENPRG2
SKIP IF S CAN EQ 0
PRINTRET ALROPEN
LOAD S CAN I 1
SKIP UNLESS P USEDUP CAN
PRINTRET OKMESS
SET USEDUP CAN
PRINT SMOKEOUT
SKIP IF R (PLAYER)R EQ BUGROOM
RETURN
LOAD S INSECT I 1
UNSET NOTAKE INSECT
PRINT COUGHS
RETURN
OPENPRG2:
SKIP IF R ()O EQ GRANITE
GO OPENPRG3
SKIP IF S GRANITE EQ 0
PRINTRET ALROPEN
SKIP IF S BASALT EQ 0
PRINTRET TUGBUT
LOAD S GRANITE I 1
PRINTRET OKMESS
OPENPRG3:
SKIP IF R ()O EQ BASALT
GO OPENPRG4
SKIP IF S BASALT EQ 0
PRINTRET ALROPEN
SKIP IF S GRANITE EQ 0
PRINTRET TUGBUT
LOAD S BASALT I 1
PRINTRET OKMESS
OPENPRG4:
SKIP IF R ()O EQ DOOR
GO OPEN5
PRINTRET NOLOCK
OPEN5:
SKIP IF R ()O EQ BOOK
GO OPEN6
GO READPROG
OPEN6:
SKIP UNLESS P CONTAINS ()O
PRINTRET NOLID
PRINTRET CANTOPEN
PATHPROG:
SKIP IF S (PLAYER)R EQ 1
GO PATH2
PATH3:
RETURN
PATH2:
SKIP2 IF H BOOK PLAYER
PRINT BRAINMES
GO DIEPROG
SKIP IF P VISITED TOTCHAOS
PRINT BOOKKAOS
SKIP2 UNLESS R (PLAYER)R EQ CHAOS1
RESOLVE BACK PRISENTR
RESOLVE THERE SMOKERM
SKIP2 UNLESS R (PLAYER)R EQ CHAOS2
RESOLVE BACK DARKPAS
RESOLVE THERE LIGHTRM
SKIP2 UNLESS R (PLAYER)R EQ CHAOS3
RESOLVE BACK HEALANTE
RESOLVE THERE HOOGRM
RETURN DEST TOTCHAOS
PIGPROG:
SKIP2 UNLESS R (PIGS)R EQ PIGROOM
PRINT PIGBLOCK
RETURN ABORT
RETURN
PLAYPROG:
SKIP IF H ()O PLAYER
PRINTRET NOTHELD
SKIP IF R ()O EQ FLUTE
PRINTRET CANTPLAY
SKIP IF S FLUTE EQ 1
PRINTRET NOIDEA
SKIP3 IF R (PLAYER)R EQ PATRM
SKIP IF R (PLAYER)R EQ SMOKERM
PRINTRET TUNEMES1
PRINTRET TUNES2
MOVE VOLE WITH TO FLUTE
MOVE FLUTE WITHOUT DESTROY
PRINTRET VOLEFLUT
PORTPROG:
SKIP IF S ORGPORT EQ 0
RETURN
RESOLVE FUDGE PLAYER
ADD V FUDGE I 1792
REENTRY:
RESOLVE FUDGE (FUDGE)O
SKIP UNLESS V FUDGE EQ 0
RETURN
SKIP2 IF P ALIVE (FUDGE)O
MOVE (FUDGE)O WITH DESTROY
SUB V OBJHELD I 1
ADD V FUDGE I 1536
GO REENTRY
PULLPROG:
SKIP IF R (PLAYER)R EQ ()R
PRINTRET DONTSEE
SKIP UNLESS S RING EQ 2
GO ZAPPROG
PRINTRET NOTHAPPEN
PUSHPROG:
SKIP IF R (PLAYER)R EQ ()R
PRINTRET DONTSEE
SKIP UNLESS S RING EQ 2
GO ZAPPROG
PRINTRET NOTHAPPEN
QUITPROG:
SKIP IF Q QUITQUERY
RETURN
DIEPROG:
GOSUB SCOREPRG
SKIP2 IF Q AGAINQ
PRINT WTGROYT
RETURN RETRY FINISH MAY ANY
RETURN RETRY RESTART MAY ANY
SULKPROG:
PRINTRET SULKMESS
SAYPROG:
SKIP IF M W2SP SPELSPEC
PRINTRET SAIDMES
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTREM
SKIP IF P SAY ()O
PRINTRET FUMBLY
SKIP2 UNLESS P SAY OLDVERB
PRINT ZAPPED
GO DIEPROG
SET SAY OLDVERB
RESOLVE SPCUR ()O
GOSUB SPELSUB
LOAD V VAR3 V SPNUM
MOVE ()O WITH DESTROY
SUB V BINDINGS I 1
ADD V SCORE I 2
PRINT SAYMES VAR3
GO SEQUENCE
SCOREPRG:
LOAD V VAR3 V SCORE
PRINTRET SCOREMES
SCPROG:
SKIP IF M W2SP SPELSPEC
GO SAYPROG
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTREM
SKIP IF P SCREAM ()O
PRINTRET FUMBLY
SKIP2 UNLESS P SCREAM OLDVERB
PRINT ZAPPED
GO DIEPROG
SET SCREAM OLDVERB
RESOLVE SPCUR ()O
GOSUB SPELSUB
LOAD V VAR3 V SPNUM
MOVE ()O WITH DESTROY
SUB V BINDINGS I 1
ADD V SCORE I 2
PRINT SCREMES VAR3
GO SEQUENCE
SHPROG:
SKIP IF M W2SP SPELSPEC
GO SAYPROG
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTREM
SKIP IF P SHOUT ()O
PRINTRET FUMBLY
SKIP2 UNLESS P SHOUT OLDVERB
PRINT ZAPPED
GO DIEPROG
SET SHOUT OLDVERB
RESOLVE SPCUR ()O
GOSUB SPELSUB
LOAD V VAR3 V SPNUM
MOVE ()O WITH DESTROY
SUB V BINDINGS I 1
ADD V SCORE I 2
PRINT SHOUMES VAR3
GO SEQUENCE
SIPROG:
SKIP IF M W2SP SPELSPEC
GO SAYPROG
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTREM
SKIP IF P SING ()O
PRINTRET FUMBLY
SKIP2 UNLESS P SING OLDVERB
PRINT ZAPPED
GO DIEPROG
SET SING OLDVERB
RESOLVE SPCUR ()O
GOSUB SPELSUB
LOAD V VAR3 V SPNUM
MOVE ()O WITH DESTROY
SUB V BINDINGS I 1
ADD V SCORE I 2
PRINT SINGMES VAR3
GO SEQUENCE
SIXPROG:
SKIP4 UNLESS S MUNGLE EQ 1
SKIP3 UNLESS S NYZTH EQ 1
SKIP2 UNLESS S SNODE EQ 1
SKIP UNLESS S LIIOK EQ 1
GO PROPER
PRINT CANTGO
RETURN ABORT
PROPER:
SKIP UNLESS S MIQUE EQ 1
RETURN
PRINT CANTGO
RETURN ABORT
TAKESUB:
SKIP2 IF R (VAR0)O EQ PLAYER
SKIP IF P NOTAKE (VAR0)O
GO TK
LOAD V VAR1 I 2
SKIP UNLESS R (VAR0)O EQ STAR
GO REMPROG
SKIP UNLESS R (VAR0)O EQ INSECT
PRINT IATTACK
RETURN
TK:
LOAD V VAR1 V STRENGTH
SUB V VAR1 V OBJHELD
SKIP2 IF V VAR1 GT 0
LOAD V VAR1 I 3
RETURN
MOVE (VAR0)O WITH TO PLAYER
ADD V OBJHELD I 1
LOAD V VAR1 I 1
RETURN
TAKEPROG:
SKIP IF M W2EX
GO TAKEFIRST
SKIP UNLESS M W2SP ALLSPEC
GO TAKEALL
SKIP UNLESS M W2SP INVSPEC
GO INVPROG
SKIP IF M W2OB
RETURN RETRY NONE CANT
SKIP IF R (PLAYER)R EQ ()R
PRINTRET DONTSEE
SKIP UNLESS S RING EQ 2
GO ZAPPROG
MTPROG:
SKIP UNLESS R PLAYER EQ ()U
PRINTRET ALRHELD
RESOLVE VAR0 ()O
GOSUB TAKESUB
SKIP UNLESS V VAR1 EQ 2
PRINTRET CANTTAKE
SKIP UNLESS V VAR1 EQ 3
PRINTRET HANDSFULL
SKIP4 UNLESS R (PLAYER)R EQ BOXROOM
SKIP UNLESS R ()O EQ ROBE
LOAD S ROBE I 0
SKIP UNLESS R ()O EQ KOALA
LOAD S KOALA I 0
PRINTRET OKMESS
PLUMPROG:
PRINTRET PLUMMET
PREPROG:
SKIP IF R (PLAYER)R EQ (HEALER)R
GO PREPRG2
SKIP UNLESS V SWELTIME GT 0
GO BLOOP
PRINT YOUOK
MOVE PLAYER WITH TO HEALANTE
SKIP UNLESS M W1DI
RETURN NEXTCOMM
GO PREPRG2
BLOOP:
LOAD V SWELTIME I 0
PRINT HEALNICE
SKIP IF H RING PLAYER
GO WOTSIT
SKIP2 UNLESS S RING GT 0
LOAD S RING I 0
PRINT RINGDROP
WOTSIT:
MOVE PLAYER WITH TO HEALANTE
SKIP UNLESS M W1DI
RETURN NEXTCOMM
PREPRG2:
SKIP IF R (PLAYER)R EQ LIGHTRM
GO PREPRG3
SKIP IF R (GUARD)R EQ LIGHTRM
GO PREPRG3
SKIP4 IF V HUMCOUNT GT 0
PRINT PERSUADE
SKIP UNLESS H HUMBUG PLAYER
PRINT ODDLOOK
GO DIEPROG
PRINT WOTROT
MOVE FONT WITH TO LIGHTRM
MOVE GUARD WITH DESTROY
PREPRG3:
SKIP IF R (PLAYER)R EQ SMOKERM
GO PREPRG4
SKIP UNLESS H VOLE PLAYER
SKIP2 IF S VOLE EQ 1
PRINT SMELLBAD
GO DIEPROG
RETURN
PREPRG4:
RETURN
POSTPROG:
LOAD S COLLROOM R 20
SKIP UNLESS V HUMCOUNT GT 0
SUB V HUMCOUNT I 1
SKIP IF S BOXROOM EQ 0
GO POSTPRG2
SKIP IF P ODDCONTS BAG
GO POSTPRG2
SKIP IF P ODDCONTS BOX
GO POSTPRG2
SKIP IF P ODDCONTS SACK
GO POSTPRG2
SKIP IF P ODDCONTS TRUNK
GO POSTPRG2
SKIP UNLESS S NEEDLE EQ 0
GO POSTPRG2
SKIP UNLESS S KOALA EQ 0
GO POSTPRG2
SKIP UNLESS S BAT EQ 0
GO POSTPRG2
SKIP UNLESS S FRIAR EQ 0
GO POSTPRG2
SKIP UNLESS S BOOK EQ 0
GO POSTPRG2
SKIP UNLESS S CHARIOT EQ 0
GO POSTPRG2
SKIP UNLESS S TORCH EQ 0
GO POSTPRG2
SKIP2 UNLESS E (HUMBUG)R
SKIP UNLESS S HUMBUG EQ 0
GO POSTPRG2
SKIP UNLESS S ROBE EQ 0
GO POSTPRG2
PRINT BOXDONE
ADD V SCORE I 10
MOVE PLAYER WITH TO LEMRM
MOVE PLAYER WITHOUT TO LEMRM
LOAD V OBJHELD I 0
LOAD S BOXROOM I 1
LOAD S KOALA I 0
LOAD S ROBE I 0
MOVE BAG WITHOUT DESTROY
MOVE SACK WITHOUT DESTROY
MOVE BOX WITHOUT DESTROY
MOVE TRUNK WITHOUT DESTROY
POSTPRG2:
SKIP UNLESS P BITTEN PLAYER
GO POSTPRG3
SKIP IF R (PLAYER)R EQ (INSECT)R
GO POSTPRG3
SKIP IF S INSECT EQ 0
GO POSTPRG3
SKIP IF V BUGPAUSE EQ 0
SUB V BUGPAUSE I 1
SKIP UNLESS V BUGPAUSE GT 0
GO POSTPRG3
UNSET NOTAKE INSECT
PRINT FACEBITE
LOAD V SWELTIME I 5
LOAD V WRONGBIT I 1
SET BITTEN PLAYER
POSTPRG3:
SKIP UNLESS V SWELTIME EQ 0
GO POSTPRG4
SUB V SWELTIME I 1
PRINT SWELGROW
SKIP IF V SWELTIME EQ 0
GO POSTPRG4
PRINT SWELBUST
GO DIEPROG
POSTPRG4:
SKIP UNLESS M LIGHT
LOAD V DARKMOVE I 3
SKIP IF M MOVED
GO POSTPRG5
SUB V DARKMOVE I 1
SKIP2 IF V DARKMOVE GT 0
PRINT TRIPMES
GO DIEPROG
POSTPRG5:
SKIP IF H INSECT PLAYER
GO POSTPRG6
SKIP UNLESS P BITTEN PLAYER
GO POSTPRG6
SET BITTEN PLAYER
LOAD S INSECT I 0
PRINT HANDBITE
LOAD V SWELTIME I 11
POSTPRG6:
SKIP IF V TRANTIME GT 0
GO POSTPRG7
SUB V TRANTIME I 1
SKIP IF V TRANTIME EQ 0
GO POSTPRG7
MOVE PLAYER WITH TO (BACK)R
PRINT PULLMESS
POSTPRG7:
SKIP IF H GIBBON PLAYER
GO POSTPRG8
SKIP IF S GIBBON EQ 0
GO POSTPRG8
MOVE GIBBON WITH TO (PLAYER)R
SUB V OBJHELD I 1
PRINT GIBLEAP
POSTPRG8:
SKIP IF R (PLAYER)R EQ TEAROOM
GO POSTPRG9
SKIP IF S TEAROOM EQ 0
GO POSTPRG9
SKIP3 IF H BAT PLAYER
DESCRIBE WITH TEAROOM
PRINT FRUITA
GO DIEPROG
PRINT FRUITB
LOAD S TEAROOM I 1
POSTPRG9:
SKIP IF R (PLAYER)R EQ AUDIENCE
GO POST10
SKIP UNLESS V AMALV GT 0
SUB V AMALV I 1
SKIP IF V AMALV EQ 0
GO POST10
PRINT OOOPSMES
GO DIEPROG
POST10:
SKIP IF R (PLAYER)R EQ (CREEPER)R
GO POST11
SKIP IF H TORCH PLAYER
GO POST11
SKIP IF P LIGHT TORCH
GO POST11
SKIP UNLESS H CREEPER PLAYER
GO POST11
PRINT SQUEAL
UNSET LIGHT TORCH
POST11:
SKIP IF H CREEPER PLAYER
GO POST12
SKIP IF P LIGHT (PLAYER)R
GO POST12
SKIP UNLESS R (PLAYER)R EQ LEMRM
GO POST12
DESCRIBE WITH (PLAYER)R
UNSET LIGHT (PLAYER)R
SUB V CREEDARK I 1
SKIP IF V CREEDARK EQ 0
PRINTRET LIGHTOUT
MOVE CREEPER WITH DESTROY
SUB V OBJHELD I 1
PRINTRET CREEMELT
POST12:
SKIP IF H CREEPER PLAYER
GO POST13
SKIP IF R (PLAYER)R EQ DARKDEN
GO POST13
PRINT DARKGIFT
MOVE TALISMAN WITH TO CREEPER
MOVE CREEPER WITHOUT DESTROY
ADD V SCORE I 10
LOAD S DARKDEN I 1
POST13:
SKIP IF R (PLAYER)R EQ (FLAMER)R
GO POST14
SKIP2 UNLESS S FLAMER EQ 0
LOAD S FLAMER I 1
GO POST14
PRINT FLAMDIE
GO DIEPROG
POST14:
SKIP IF V BINDINGS EQ 0
GO POST15
LOAD V SCORE I 250
PRINT ESCAPED
RETURN RETRY FINISH MAY ANY
POST15:
SKIP2 UNLESS S EEDUL EQ 1
PRINT NOFUN
GO DIEPROG
POST16:
SKIP IF S COLLECTR EQ 7
GO POST17
LOAD S COLLECTR I 0
MOVE FLOWER WITH TO (PLAYER)R
PRINT COLGIFT
POST17:
SKIP IF R (PLAYER)R EQ (COKHERR)R
GO POST18
SKIP2 UNLESS S COKHERR EQ 0
ADD S COKHERR I 1
GO POST18
PRINT COKED
GO DIEPROG
POST18:
SKIP IF M LIGHT
UNSET VISITED (PLAYER)R
POST19:
RETURN
PRISPROG:
SKIP2 UNLESS S PRISENTR EQ 0
PRINT SILLYD
RETURN ABORT
RETURN
PRPROG:
SKIP IF M W2SP SPELSPEC
GO SAYPROG
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTREM
SKIP2 IF V PRODONE EQ 0
PRINT ZAPPED
GO DIEPROG
SKIP2 IF R ()O EQ MUNGLE
SKIP IF R ()O EQ NYZTH
PRINTRET FUMBLY
LOAD V PRODONE I 1
RESOLVE SPCUR ()O
GOSUB SPELSUB
LOAD V VAR3 V SPNUM
MOVE ()O WITH DESTROY
SUB V BINDINGS I 1
ADD V SCORE I 2
PRINT PRONMES VAR3
GO SEQUENCE
READPROG:
SKIP IF R (PLAYER)R EQ ()R
PRINTRET DONTSEE
SKIP UNLESS M W2SP SPELSPEC
PRINTRET READIT
SKIP3 UNLESS R ()O EQ BOOK
SKIP UNLESS R (PLAYER)R EQ BOXROOM
PRINTRET BOOKREAD
PRINTRET BORING
SKIP UNLESS R ()O EQ SIGN
PRINTRET ITSAYSH
SKIP UNLESS R ()O EQ TALISMAN
PRINTRET ITSAYSD
SKIP UNLESS R ()O EQ TRANSLATOR
PRINTRET ITSAYSE
SKIP UNLESS R ()O EQ GRAFFITI
PRINTRET ITSAYSG
SKIP UNLESS R ()O EQ DOOR
PRINTRET ALREAD
SKIP UNLESS R ()O EQ RUNES
PRINTRET ALREAD
PRINTRET CANTREAD
REPROG:
SKIP IF M W2SP SPELSPEC
GO SAYPROG
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTREM
SKIP IF P RECITE ()O
PRINTRET FUMBLY
SKIP2 UNLESS P RECITE OLDVERB
PRINT ZAPPED
GO DIEPROG
SET RECITE OLDVERB
RESOLVE SPCUR ()O
GOSUB SPELSUB
LOAD V VAR3 V SPNUM
MOVE ()O WITH DESTROY
SUB V BINDINGS I 1
ADD V SCORE I 2
PRINT RECIMES VAR3
GO SEQUENCE
REMPROG:
SKIP4 UNLESS R ()O EQ STAR
SKIP3 UNLESS H TRANSLATOR PLAYER
SKIP2 UNLESS S TRANSLATOR EQ 0
PRINT STARDROP
GO CLEANSTAR
SKIP IF P CANWEAR ()O
PRINTRET CANTREM
SKIP IF H ()O PLAYER
PRINTRET NOTHELD
SKIP IF S ()O EQ 1
PRINTRET NOTWORN
LOAD S ()O I 0
PRINTRET OKMESS
RETURN
RUBPROG:
SKIP IF R (PLAYER)R EQ ()R
PRINTRET DONTSEE
SKIP UNLESS S RING EQ 2
GO ZAPPROG
SKIP3 IF R ()O EQ TRANSLATOR
SKIP UNLESS R ()O EQ STAR
GO REMPROG
PRINTRET OKMESS
GO CLEANPROG
SEQUENCE:
SKIP IF V BINDINGS EQ 0
PRINT LORDWISE
SKIP2 IF V BINDINGS EQ 6
SKIP IF V BINDINGS EQ 3
SKIP UNLESS V BINDINGS EQ 1
PRINT GLOWPATH
LOAD V VAR3 V SPNUM
LOAD S ()O I 1
SKIP UNLESS V VAR3 LT 3
RETURN
SKIP UNLESS V VAR3 EQ 4
RETURN
SKIP UNLESS V VAR3 EQ 12
RETURN
SKIP UNLESS V VAR3 EQ 14
RETURN
SKIP UNLESS V VAR3 EQ 3
GOSUB SQ3
SKIP UNLESS V VAR3 EQ 11
GOSUB SQ11
SKIP UNLESS V VAR3 EQ 10
GOSUB SQ10
SKIP UNLESS V VAR3 EQ 13
GOSUB SQ13
SKIP UNLESS V VAR3 EQ 15
GOSUB SQ15
SKIP IF R ()O EQ MIQUE
GO BADA
SKIP2 IF S MUNGLE EQ 2
SKIP IF S SNODE EQ 2
SKIP UNLESS S LIIOK EQ 2
PRINT GLOWPATH
RETURN
BADA:
GO BADB
BADB:
SKIP IF R ()O EQ SERQE
GO BADC
SKIP IF S HQXKF EQ 2
SKIP UNLESS S GOMBE EQ 2
PRINT GLOWPATH
RETURN
BADC:
RETURN
SQ15:
SKIP3 IF S POMYN GT 0
MOVE POMYN WITH DESTROY
PRINT POMGONE
LOAD S POMYN I 2
SQ13:
SKIP3 IF S YUFTO GT 0
MOVE YUFTO WITH DESTROY
PRINT YUFGONE
LOAD S YUFTO I 2
SKIP3 IF S SERQE GT 0
MOVE SERQE WITH DESTROY
PRINT SERGONE
LOAD S SERQE I 2
SQ10:
SKIP3 IF S GOMBE GT 0
MOVE GOMBE WITH DESTROY
PRINT GOMGONE
LOAD S GOMBE I 2
SKIP3 IF S HQXKF GT 0
MOVE HQXKF WITH DESTROY
PRINT HQXGONE
LOAD S HQXKF I 2
SQ11:
SQ9:
SQ7:
SKIP3 IF S MIQUE GT 0
MOVE MIQUE WITH DESTROY
PRINT MIQGONE
LOAD S MIQUE I 2
GOSUB SQ6
GO SQ3
SQ6:
SKIP3 IF S NYZTH GT 0
MOVE NYZTH WITH DESTROY
PRINT NYZGONE
LOAD S NYZTH I 2
RETURN
SQ3:
SKIP3 IF S MUNGLE GT 0
MOVE MUNGLE WITH DESTROY
PRINT MUNGONE
LOAD S MUNGLE I 2
SKIP3 IF S SNODE GT 0
MOVE SNODE WITH DESTROY
PRINT SNOGONE
LOAD S SNODE I 2
SKIP3 IF S LIIOK GT 0
MOVE LIIOK WITH DESTROY
PRINT LIIGONE
LOAD S LIIOK I 2
RETURN
SEWPROG:
PRINTRET NOSEW
SIXTPROG:
SKIP2 IF V BINDINGS LT 2
PRINT CANTGO
RETURN ABORT
RETURN
SXTPRG:
SKIP4 UNLESS S SERQE EQ 1
SKIP2 UNLESS S NYZTH EQ 1
SKIP UNLESS S HQXKF EQ 1
SKIP IF S GOMBE GT 0
RETURN
PRINT CANTGO
RETURN ABORT
TAKEFIRST:
RESOLVE VAR0 (PLAYER)R
RESOLVE VAR0 (VAR0)O
TAKEF1:
RESOLVE VAR0 (VAR0)O
SKIP UNLESS V VAR0 EQ 0
PRINTRET NOTHNGHERE
GOSUB TAKESUB
SKIP UNLESS V VAR1 EQ 1
PRINTRET OKMESS
SKIP UNLESS V VAR1 EQ 3
PRINTRET HANDSFULL
ADD V VAR0 I 1536
RESOLVE VAR0 (VAR0)O
GO TAKEF1
TAKEALL:
LOAD V VAR3 I 0
RESOLVE VAR0 (PLAYER)R
RESOLVE VAR0 (VAR0)O
TAKEA1:
LOAD V VAR2 V VAR0
ADD V VAR2 I 1536
RESOLVE VAR2 (VAR2)O
GOSUB TAKESUB
SKIP2 UNLESS V VAR1 EQ 3
PRINT HANDSF2
PRINTRET TOOKOBJ2 VAR3
SKIP UNLESS V VAR1 EQ 1
ADD V VAR3 I 1
LOAD V VAR0 V VAR2
SKIP IF V VAR0 EQ 0
GO TAKEA1
PRINTRET TOOKOBJ1 VAR3
TENPROG:
SKIP4 UNLESS S MIQUE EQ 1
SKIP2 UNLESS S LIIOK EQ 1
SKIP UNLESS S MUNGLE EQ 1
SKIP IF S SNODE EQ 1
RETURN
PRINT CANTGO
RETURN ABORT
THINKPRG:
PRINTRET THUNKED
THREDPRG:
SKIP IF H THREAD PLAYER
PRINTRET NOTHREAD
SKIP3 IF H ()O PLAYER
SKIP UNLESS R ()O EQ PEARLS
GO THRED2
PRINTRET NOTHELD
SKIP UNLESS R ()O EQ NEEDLE
GO SEWPROG
SKIP UNLESS R ()O EQ PEARLS
GO CATCHPROG
PRINTRET CANTTHRD
THRED2:
SKIP IF R (PEARLS)R EQ (PLAYER)R
PRINTRET DONTSEE
PRINTRET NOTCLOS
THROWPROG:
SKIP UNLESS S RING EQ 2
GO ZAPPROG
SKIP2 IF R ()O EQ PEARLS
SKIP IF R ()O EQ NECKLACE
GO THROW2
SKIP2 IF H PEARLS PLAYER
SKIP IF H NECKLACE PLAYER
PRINTRET NOTHELD
SKIP IF R (PLAYER)R EQ PIGROOM
GO DROPPROG
SKIP IF R (PIGS)R EQ PIGROOM
GO DROPPROG
PRINT CASTPERL
MOVE PIGS WITH DESTROY
MOVE NECKLACE WITH DESTROY
SUB V OBJHELD I 1
UNSET INVIS PEARLS
UNSET NOTAKE PEARLS
MOVE PEARLS WITH TO PIGROOM
MOVE PIGLET WITH TO PIGROOM
ADD V SCORE I 10
RETURN
THROW2:
SKIP IF R ()O EQ THREAD
GO THROW3
SKIP IF R (PLAYER)R EQ PERLRM
GO DROPPROG
SKIP IF H THREAD PLAYER
PRINTRET NOTHELD
LOAD S PERLRM I 1
MOVE THREAD WITH TO PEARLS
SET INVIS THREAD
SET NOTAKE THREAD
SUB V OBJHELD I 1
PRINT THREDMES
RETURN
THROW3:
SKIP IF R ()O EQ TALISMAN
GO THROW5
SKIP IF R (PLAYER)R EQ (FLAMER)R
GO THROW4
MOVE FLAMER WITH DESTROY
ADD V SCORE I 10
SUB V OBJHELD I 1
MOVE TALISMAN WITH DESTROY
PRINTRET FLAMOUT
THROW4:
SKIP IF P LIGHT (PLAYER)R
GO DROPPROG
SKIP UNLESS R ()R EQ LEMRM
GO DROPPROG
UNSET LIGHT ()R
GO DROPPROG
THROW5:
SKIP IF R ()O EQ FLOWER
GO DROPPROG
GO WAVEPROG
TIEPROG:
SKIP UNLESS R ()O EQ GIBBON
GO TIE2
SKIP IF H ()O PLAYER
PRINTRET NOTHELD
SKIP UNLESS S RING EQ 2
GO ZAPPROG
SKIP UNLESS R ()O EQ THREAD
PRINTRET TRYBUT
PRINTRET CANTTIE
TIE2:
SKIP IF R (PLAYER)R EQ (GIBBON)R
PRINTRET DONTSEE
SKIP UNLESS S RING EQ 2
GO ZAPPROG
SKIP IF H OAK PLAYER
PRINTRET KNOTFAIL
MOVE GIBBON WITH TO OAK
LOAD S GIBBON I 1
PRINTRET TIEGIBB
TONKPROG:
SKIP IF P VISITED COLROOMC
PRINTRET NOTHAPPEN
SKIP IF E (CHARIOT)R
PRINTRET NOTHAPPEN
SKIP UNLESS R (CHARIOT)R EQ BOXROOM
PRINTRET NOTHAPPEN
SKIP UNLESS H CHARIOT PLAYER
PRINTRET WHIRMES
RESOLVE FUDGE (CHARIOT)R
RESOLVE FUDGE (FUDGE)O
TONK1:
LOAD V FUDGE2 V FUDGE
ADD V FUDGE2 I 1536
SKIP IF E (FUDGE2)O
SKIP UNLESS E (FUDGE2)O
RESOLVE FUDGE2 (FUDGE2)O
SKIP UNLESS R (FUDGE)O EQ CHARIOT
GO TONK2
SKIP UNLESS R (FUDGE)O EQ PLAYER
GO TONK2
SKIP UNLESS P NOTAKE (FUDGE)O
GO TONK2
MOVE (FUDGE)O WITH TO CHARIOT
TONK2:
LOAD V FUDGE V FUDGE2
SKIP IF E (FUDGE)O
GO TONK3
GO TONK1
TONK3:
SKIP UNLESS R (PLAYER)R EQ (CHARIOT)R
PRINT WHIZMES
MOVE CHARIOT WITH TO PERLRM
MOVE CHARIOT WITHOUT DESTROY
MOVE FRAGMENTS WITH TO PERLRM
PRINT BASHMES
SKIP UNLESS R (PLAYER)R EQ PERLRM
PRINT CHARCOME
RETURN
TOUCPROG:
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTSEE
SKIP UNLESS S RING EQ 2
GO ZAPPROG
PRINTRET OKMESS
TURNPROG:
SKIP UNLESS S RING EQ 2
GO ZAPPROG
SKIP UNLESS P NOTAKE ()O
PRINTRET CANTTURN
PRINTRET OKMESS
FRYPROG:
RESOLVE ORIG FRIAR
GO TOYPROG
BUGPROG:
SKIP UNLESS P BITTEN PLAYER
RETURN
SKIP IF R (INSECT)R EQ BUGROOM
RETURN
SKIP IF S INSECT EQ 0
RETURN
UNSET NOTAKE INSECT
PRINT FACEBITE
LOAD V SWELTIME I 5
LOAD V WRONGBIT I 1
SET BITTEN PLAYER
RETURN
BATPROG:
RESOLVE ORIG BAT
GO TOYPROG
BAGPROG:
RESOLVE ORIG BAG
GO TOYPROG
NEEPROG:
RESOLVE ORIG NEEDLE
GO TOYPROG
BOXPROG:
RESOLVE ORIG BOX
GO TOYPROG
BOKPROG:
RESOLVE ORIG BOOK
GO TOYPROG
TORPROG:
RESOLVE ORIG TORCH
GO TOYPROG
ROBPROG:
RESOLVE ORIG ROBE
GO TOYPROG
HUMPROG:
RESOLVE ORIG HUMBUG
GO TOYPROG
CHAPROG:
RESOLVE ORIG CHARIOT
GO TOYPROG
KNOTPROG:
SKIP IF H ()O PLAYER
PRINTRET NOTHELD
SKIP UNLESS S RING EQ 2
GO ZAPPROG
SKIP IF R ()O EQ THREAD
PRINTRET CANTKNOT
PRINTRET HAVAGO
KOAPROG:
RESOLVE ORIG KOALA
GO TOYPROG
TRUNPROG:
RESOLVE ORIG TRUNK
GO TOYPROG
SACPROG:
RESOLVE ORIG SACK
GO TOYPROG
TOYPROG:
SKIP IF R (PLAYER)R EQ BOXROOM
RETURN RETRY OBJECT CANT
SKIP IF M W2EX
ASK WHEREPUT
SKIP IF P CONTAINS ()O
PRINTRET CANTPUT
SKIP UNLESS R (ORIG)O EQ ()O
PRINTRET SILLY1
LOAD V FUDGE V ORIG
LOAD V OBJHELD I 0
ADD V FUDGE I 1280
SKIP UNLESS R (FUDGE)O EQ ()O
PRINTRET SILLY2
SKIP IF H ()O (ORIG)O
GO SENSIBLE
PRINT NAUGHTY
RESOLVE FUDGE (FUDGE)O
SKIP2 IF V FUDGE EQ 0
MOVE ()O WITH TO (FUDGE)O
GO SENSIBLE
MOVE ()O WITH TO BOXROOM
SENSIBLE:
 MOVE (ORIG)O WITH TO ()O
 UNSET ODDCONTS BAG
 UNSET ODDCONTS SACK
 UNSET ODDCONTS BOX
 UNSET ODDCONTS TRUNK
 RESOLVE FUDGE BOOK
 GOSUB BLAH
 RESOLVE FUDGE NEEDLE
 GOSUB BLAH
 RESOLVE FUDGE CHARIOT
 GOSUB BLAH
 RESOLVE FUDGE ROBE
 GOSUB BLAH
 RESOLVE FUDGE BAT
 GOSUB BLAH
 RESOLVE FUDGE FRIAR
 GOSUB BLAH
 RESOLVE FUDGE TORCH
 GOSUB BLAH
 RESOLVE FUDGE HUMBUG
 GOSUB BLAH
 RESOLVE FUDGE KOALA
 GOSUB BLAH
 RESOLVE FUDGE BAG
 GOSUB STATBLAH
 RESOLVE FUDGE SACK
 GOSUB STATBLAH
 RESOLVE FUDGE BOX
 GOSUB STATBLAH
 RESOLVE FUDGE TRUNK
 GOSUB STATBLAH
PRINTRET OKMESS
BLAH:
 SKIP UNLESS H (FUDGE)O BAG
 COMP ODDCONTS BAG
 SKIP UNLESS H (FUDGE)O SACK
 COMP ODDCONTS SACK
 SKIP UNLESS H (FUDGE)O BOX
 COMP ODDCONTS BOX
 SKIP UNLESS H (FUDGE)O TRUNK
 COMP ODDCONTS TRUNK
STATBLAH:
 LOAD S (FUDGE)O I 0
 LOAD V FUDGE2 V FUDGE
 ADD V FUDGE2 I 1280
 SKIP UNLESS R (FUDGE2)O EQ BAG
 LOAD S (FUDGE)O I 1
 SKIP UNLESS R (FUDGE2)O EQ SACK
 LOAD S (FUDGE)O I 2
 SKIP UNLESS R (FUDGE2)O EQ BOX
 LOAD S (FUDGE)O I 3
 SKIP UNLESS R (FUDGE2)O EQ TRUNK
 LOAD S (FUDGE)O I 4
 RETURN
WATERPRG:
SKIP IF M W2EX
RETURN RETRY OBJECT CANT
SKIP IF M W2OB
PRINTRET DONTUND
SKIP IF R (PLAYER)R EQ ()R
PRINTRET DONTSEE
SKIP IF R ()O EQ OAK
PRINTRET CANTDO
PRINTRET NOWATER
WAITPROG:
RETURN LOOK
WAVEPROG:
SKIP IF H ()O PLAYER
PRINTRET NOTHELD
SKIP UNLESS S RING EQ 2
GO ZAPPROG
SKIP UNLESS R ()O EQ THREAD
GO THROWPROG
SKIP UNLESS R ()O EQ NEEDLE
GO WAVE2
SKIP IF R ()O EQ TRANSLATOR
GO WAVE4
SKIP IF S TRANSLATOR EQ 1
GO WAVE5
SKIP IF R (PLAYER)R EQ TOTCHAOS
PRINTRET NOTHAPPEN
SKIP3 IF P VISITED (THERE)R
LOAD V TRANTIME I 7
MOVE PLAYER WITH TO (THERE)R
PRINTRET WORLDNEW
PRINTRET NOTHAPPEN
WAVE2:
SKIP3 IF R (PLAYER)R EQ PERLRM
WAVEBAD:
SKIP UNLESS R (THREAD)R EQ (PLAYER)R
PRINTRET THREDING
PRINTRET NOTHAPPEN
SKIP UNLESS S PERLRM EQ 1
GO WAVE3
GO WAVEBAD
WAVE3:
LOAD S PERLRM I 2
PRINT SEWING
MOVE NECKLACE WITH TO PERLRM
MOVE PEARLS WITH DESTROY
MOVE THREAD WITH DESTROY
ADD V SCORE I 10
RETURN
WAVE4:
SKIP IF R ()O EQ FLOWER
PRINTRET NOTHAPPEN
SKIP IF R (PLAYER)R EQ (SHELF)R
PRINTRET NOTHAPPEN
SKIP3 UNLESS S EEDUL EQ 1
MOVE SHELF WITH DESTROY
ADD V SCORE I 5
PRINTRET SELFBURN
PRINT SELFRAZE
MOVE SHELF WITH DESTROY
MOVE EEDUL WITH TO (PLAYER)R
ADD V SCORE I 10
RETURN
WAVE5:
SKIP IF R (PLAYER)R EQ ORGPORT
PRINTRET NOTHAPPEN
MOVE TRANSLATOR WITH DESTROY
LOAD S ORGPORT I 1
ADD V SCORE I 5
SUB V OBJHELD I 1
PRINTRET RODPORT
WEARPROG:
SKIP IF H ()O PLAYER
PRINTRET NOTHELD
SKIP2 UNLESS R ()O EQ ROBE
PRINTRET TOOSMALL
PRINTRET OKMESS
SKIP3 UNLESS R ()O EQ VOLE
PRINT VOLEWEAR
LOAD S VOLE I 1
RETURN
SKIP IF R ()O EQ RING
PRINTRET CANTWEAR
SKIP3 IF V SWELTIME GT 0
WW:
RESOLVE VAR0 RING
GOSUB DROPSUB
PRINTRET TOOBIG
SKIP IF V WRONGBIT EQ 0
GO WW
SKIP IF V SWELTIME GT 5
PRINTRET PAINRING
LOAD S RING I 2
PRINT RINGWEAR
RETURN
WELCPROG:
UNSET CONTAINS PLAYER
PRINT WELCMESS
SKIP UNLESS V SCORE GT 0
RETURN
SET SCREAM LIIOK
SET MURMUR LIIOK
SET INVOKE LIIOK
SET SAY LIIOK
UNSET MUTTER EEDUL
UNSET SAY EEDUL
SET INCANT EEDUL
SET COMMENT SNODE
SET WHISPER NYZTH
SET NOTAKE FURNITURE
SKIP UNLESS V BINDINGS EQ 16
LOAD V BINDINGS I 11
SKIP UNLESS V CREEDARK EQ 0
LOAD V CREEDARK I 3
LOAD V SCORE I 5
SKIP UNLESS Q INFOQUER
PRINT INFOMESS
RETURN
WHPROG:
SKIP IF M W2SP SPELSPEC
GO SAYPROG
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTREM
SKIP IF P WHISPER ()O
PRINTRET FUMBLY
SKIP2 UNLESS P WHISPER OLDVERB
PRINT ZAPPED
GO DIEPROG
SET WHISPER OLDVERB
RESOLVE SPCUR ()O
GOSUB SPELSUB
LOAD V VAR3 V SPNUM
MOVE ()O WITH DESTROY
SUB V BINDINGS I 1
ADD V SCORE I 2
PRINT WHISMES VAR3
GO SEQUENCE
YEPROG:
SKIP IF M W2SP SPELSPEC
GO SAYPROG
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTREM
SKIP2 IF V YEDONE EQ 0
PRINT ZAPPED
GO DIEPROG
SKIP2 IF R ()O EQ SNODE
SKIP IF R ()O EQ LIIOK
PRINTRET FUMBLY
LOAD V YEDONE I 1
MOVE ()O WITH DESTROY
ADD V SCORE I 2
LOAD S ()O I 1
SUB V BINDINGS I 1
PRINT YESPEL
RESOLVE SPCUR ()O
GOSUB SPELSUB
LOAD V VAR3 V SPNUM
GO SEQUENCE
YOPROG:
SKIP IF M W2SP SPELSPEC
GO SAYPROG
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTREM
SKIP2 IF V YODONE EQ 0
PRINT ZAPPED
GO DIEPROG
SKIP2 IF R ()O EQ SERQE
SKIP IF R ()O EQ HQXKF
PRINTRET FUMBLY
LOAD V YODONE I 1
RESOLVE SPCUR ()O
GOSUB SPELSUB
LOAD V VAR3 V SPNUM
MOVE ()O WITH DESTROY
ADD V SCORE I 2
SUB V BINDINGS I 1
SKIP2 IF R ()O EQ HQXKF
PRINT YODSPEL
GO SEQUENCE
PRINT YODSPELH
GO SEQUENCE
YUCCPROG:
SKIP UNLESS M W2EX
GO BOTHYUC
SKIP IF R (PLAYER)R EQ (KOALA)R
RETURN RETRY OBJECT CANT
SKIP UNLESS P ALIVE KOALA
PRINTRET NOTHAPPEN
PRINTRET KOALSTIR
BOTHYUC:
SKIP IF M W2SP LYPSPEC
PRINTRET DONTUND
SKIP IF R (KOALA)R EQ (PLAYER)R
PRINTRET NOTHAPPEN
SKIP UNLESS P ALIVE KOALA
PRINTRET NOTHAPPEN
PRINT EUCALMES
SET ALIVE KOALA
LOAD S KOALA I 1
SKIP IF R (PLAYER)R EQ (COKHERR)R
GO YUCC2
PRINT COKEDIE
ADD V SCORE I 10
MOVE COKHERR WITH DESTROY
RETURN
YUCC2:
UNSET ALIVE KOALA
LOAD S KOALA I 0
PRINTRET UNAMES
ZAPPROG:
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTSEE
LOAD S RING I 1
SKIP UNLESS R ()U EQ PLAYER
SUB V OBJHELD I 1
MOVE ()O WITH DESTROY
SKIP IF R ()O EQ DOOR
GO ZAP2
LOAD S PRISENTR I 1
ADD V SCORE I 10
PRINT DOORMELT
RETURN
ZAP2:
SKIP IF R ()O EQ DESK
GO ZAP3
PRINT COLKILL
GO DIEPROG
ZAP3:
SKIP IF R ()O EQ KNIGHT
GO ZAP4
PRINT KNIGDEAD
GO DIEPROG
ZAP4:
SKIP IF R ()O EQ RING
GO ZAP5
PRINT PARADOX
GO DIEPROG
ZAP5:
SKIP IF R ()O EQ PORTAL
GO ZAP6
LOAD S ORGPORT I 1
PRINT PORTZAP
RETURN
ZAP6:
PRINT RINGZAP
RETURN
ZOGPROG:
SKIP2 IF S DARKDEN EQ 1
PRINT CANTGO
RETURN ABORT
PRINT CHUTING
RETURN
SPELSUB:
SKIP2 UNLESS R (SPCUR)O EQ MUNGLE
LOAD V SPNUM I 0
RETURN
SKIP2 UNLESS R (SPCUR)O EQ SNODE
LOAD V SPNUM I 1
RETURN
SKIP2 UNLESS R (SPCUR)O EQ LIIOK
LOAD V SPNUM I 2
RETURN
SKIP2 UNLESS R (SPCUR)O EQ MIQUE
LOAD V SPNUM I 3
RETURN
SKIP2 UNLESS R (SPCUR)O EQ NYZTH
LOAD V SPNUM I 4
RETURN
SKIP2 UNLESS R (SPCUR)O EQ SERQE
LOAD V SPNUM I 10
RETURN
SKIP2 UNLESS R (SPCUR)O EQ HQXKF
LOAD V SPNUM I 11
RETURN
SKIP2 UNLESS R (SPCUR)O EQ GOMBE
LOAD V SPNUM I 12
RETURN
SKIP2 UNLESS R (SPCUR)O EQ POMYN
LOAD V SPNUM I 13
RETURN
SKIP2 UNLESS R (SPCUR)O EQ YUFTO
LOAD V SPNUM I 14
RETURN
LOAD V SPNUM I 15
RETURN
POPSUB:
RETURN
!WORDS
AAAAA NONE CANT
ADJOINT OBJECT CANT WATER
ALL NONE CANT ALLSPEC
AMALRIK OBEY AMALPROG CANT AMALRIK
ANNOUNCE OBEY ANPROG REQUEST ANY
BACK RETURN CANT B 1
BADGE OBJECT CANT TALISMAN
BAG OBEY BAGPROG MAY OBJ BAG
BALL OBJECT CANT BALL
BASALT OBJECT CANT BASALT
BAT OBEY BATPROG MAY OBJ BAT
BELLOW OBEY MUMPROG MAY ANY
BITS OBJECT CANT FRAGMENTS
BONSAI OBJECT CANT OAK
BOOK OBEY BOKPROG MAY OBJ BOOK
BOX OBEY BOXPROG MAY OBJ BOX
BRUTISH OBEY BRUTPROG MUST SPECIAL
CALL OBEY CALLPROG REQUEST ANY
CAN OBJECT CANT CAN
CAST OBEY CASTPROG REQUEST OBJ
CATCH OBEY CATCHPROG REQUEST OBJ
CHAIR OBJECT CANT FURNITURE
CHANT OBEY CHPROG REQUEST ANY
CHARIOT OBEY CHAPROG MAY OBJ CHARIOT
CLEAN OBEY CLEANPROG REQUEST OBJ
CLOSE OBEY CLOSEPRG REQUEST OBJ
COLLECTOR OBJECT CANT COLLECTR
COLUMN OBJECT CANT COLUMN
COMMENT OBEY COPROG REQUEST ANY
CREATURE OBJECT CANT CREEPER
CREEPER OBJECT CANT CREEPER
CRY OBEY CRYPROG MAY ANY
DECLARE OBEY DEPROG REQUEST ANY
DEMON OBJECT CANT GUARD
DESK OBJECT CANT DESK
DIG OBEY DIGPROG MAY ANY
DOLL OBEY FRYPROG MAY OBJ FRIAR
DOOR OBJECT CANT DOOR
DOWN MOVE CANT D 1
DRESS OBEY DRESPROG MAY OBJ
DRINK OBEY DRINKPROG REQUEST OBJ DRINKSPEC
DROP OBEY DROPPROG MAY REC
EAST MOVE CANT E 1
EAT OBEY EATPROG REQUEST OBJ
EEDUL OBJECT CANT EEDUL SPELSPEC
EJACULATE OBEY EJPROG REQUEST ANY
EMPTY OBEY EMTPROG REQUEST OBJ
ENERGY OBJECT CANT LENS
EXAMINE OBEY EXAMPROG REQUEST OBJ
EXCLAIM OBEY EXPROG REQUEST ANY
FIGURE OBEY FRYPROG MAY OBJ FRIAR
FLOWER OBJECT CANT FLOWER
FLUTE OBJECT CANT FLUTE
FONT OBJECT CANT FONT
FOOD OBJECT CANT FOOD
FRAGMENTS OBJECT CANT FRAGMENTS
FRIAR OBEY FRYPROG MAY OBJ FRIAR
FURNITURE OBJECT CANT FURNITURE
GET OBEY TAKEPROG MAY REC
GIBBON OBJECT CANT GIBBON
GIRL OBJECT CANT KNIGHT
GIVE OBEY GIVEPROG REQUEST OBJ
GO IGNORE REQUEST DIR
GOMBE OBJECT CANT GOMBE SPELSPEC
GRAFFITI OBJECT CANT GRAFFITI
GRANITE OBJECT CANT GRANITE
GROAN OBEY MUMPROG MAY ANY
GUARD OBJECT CANT GUARD
HEAL OBEY HEALPROG MAY OBJ
HEALER OBJECT CANT HEALER
HELP OBEY HELPPROG MAY OBJ
HOLLER OBEY MUMPROG MAY ANY
HQXKF OBJECT CANT HQXKF SPELSPEC
HUMBUG OBEY HUMPROG MAY OBJ HUMBUG
INCANT OBEY INPROG REQUEST ANY
INSECT OBJECT CANT INSECT
INSERT OBEY INSPROG REQUEST OBJ
INTONE OBEY INTPROG REQUEST ANY
INVENTORY OBEY INVPROG CANT INVSPEC 1 3
INVOKE OBEY IVPROG REQUEST ANY
JUMP OBEY JUMPPROG MAY DIR
KILL OBEY KILLPROG REQUEST OBJ
KISS OBEY KISSPROG REQUEST OBJ
KNIGHT OBJECT CANT KNIGHT
KNOCK OBEY KNOCPROG MAY OBJ
KNOT OBEY KNOTPROG REQUEST OBJ
KOALA OBEY KOAPROG MAY OBJ KOALA
LEARN OBEY LEARNPRG REQUEST OBJ
LEMUR OBJECT CANT LEMUR
LENS OBJECT CANT LENS
LIIOK OBJECT CANT LIIOK SPELSPEC
LOCK OBJECT CANT DOOR
LOOK OBEY LOOKPROG CANT 1
LUMP OBJECT CANT LENS
LYPTOSE OBEY LYPTPROG CANT WATER LYPSPEC
MAN OBJECT CANT COLLECTR MANSPEC
MATER OBJECT CANT COLUMN
ME OBJECT CANT PLAYER SELFSPEC
MENTION OBEY MUMPROG MAY ANY
MIQUE OBJECT CANT MIQUE SPELSPEC
MOAN OBEY MUMPROG MAY ANY
MUMBLE OBEY MUMPROG REQUEST ANY
MUNGLE OBJECT CANT MUNGLE SPELSPEC
MURMUR OBEY MRPROG REQUEST ANY
MUTTER OBEY MUPROG REQUEST ANY
MYSELF OBJECT CANT PLAYER SELFSPEC
NE MOVE CANT NE
NECKLACE OBJECT CANT NECKLACE
NEEDLE OBEY NEEPROG MAY OBJ NEEDLE
NORTH MOVE CANT N 1
NW MOVE CANT NW
NYZTH OBJECT CANT NYZTH SPELSPEC
OAK OBJECT CANT OAK
OFFER OBEY GIVEPROG REQUEST OBJ
OPEN OBEY OPENPROG REQUEST OBJ
PAINTING OBJECT CANT PICTURE
PEARLS OBJECT CANT PEARLS
PICK OBEY OPENPROG REQUEST OBJ
PICTURE OBJECT CANT PICTURE
PIGLET OBJECT CANT PIGLET
PIGS OBJECT CANT PIGS
PLAY OBEY PLAYPROG REQUEST OBJ
PLUG OBJECT CANT BASALT
POMYN OBJECT CANT POMYN SPELSPEC
PORTAL OBJECT CANT PORTAL
PRONOUNCE OBEY PRPROG REQUEST ANY
PULL OBEY PULLPROG REQUEST OBJ
PUSH OBEY PUSHPROG REQUEST OBJ
QUIT OBEY QUITPROG CANT 1
QUOTE OBEY MUMPROG MAY ANY
READ OBEY READPROG REQUEST OBJ
RECITE OBEY REPROG REQUEST ANY
REMARK OBEY MUMPROG MAY ANY
REMOVE OBEY REMPROG REQUEST OBJ
RETURN RETURN CANT
RING OBJECT CANT RING
ROBE OBEY ROBPROG MAY OBJ ROBE
ROD OBJECT CANT TRANSLATOR
RUB OBEY RUBPROG REQUEST OBJ
RUNES OBJECT CANT RUNES
SACK OBEY SACPROG MAY OBJ SACK
SAVE SAVE CANT
SAVEND SAVEND CANT
SAY OBEY SAYPROG REQUEST ANY
SCORE OBEY SCOREPRG CANT
SCREAM OBEY SCPROG REQUEST ANY
SE MOVE CANT SE
SEAL OBJECT CANT GRANITE
SERQE OBJECT CANT SERQE SPELSPEC
SEW OBEY SEWPROG REQUEST REC
SHELF OBJECT CANT SHELF
SHOUT OBEY SHPROG REQUEST ANY
SHUT OBEY CLOSEPRG REQUEST OBJ
SIGN OBJECT CANT SIGN
SING OBEY SIPROG REQUEST ANY
SNODE OBJECT CANT SNODE SPELSPEC
SOUTH MOVE CANT S 1
SPOUT OBJECT CANT CAN
STAR OBJECT CANT STAR
STRING OBEY THREDPRG REQUEST OBJ
SULK OBEY SULKPROG CANT
SW MOVE CANT SW
SWEET OBEY HUMPROG MAY OBJ HUMBUG
TAKE OBEY TAKEPROG MAY REC
TALISMAN OBJECT CANT TALISMAN
TEAROOM NONE CANT TEASPEC
THINK OBEY THINKPRG MAY ANY
THREAD OBEY THREDPRG REQUEST OBJ THREAD
THROW OBEY THROWPROG REQUEST OBJ
TIE OBEY TIEPROG REQUEST OBJ
TONKA OBEY TONKPROG CANT TONKSPEC
TORCH OBEY TORPROG MAY OBJ TORCH
TOUCH OBEY TOUCPROG REQUEST OBJ
TRANSLATOR OBJECT CANT TRANSLATOR
TREE OBJECT CANT OAK
TRUNK OBEY TRUNPROG MAY OBJ TRUNK
TURN OBEY TURNPROG MAY OBJ
UNLOCK OBEY OPENPROG REQUEST OBJ
UP MOVE CANT U 1
UTTER OBEY MUMPROG MAY ANY
VOICE OBEY MUMPROG MAY ANY
VOLE OBJECT CANT VOLE
WAIT OBEY WAITPROG CANT
WAND OBJECT CANT TRANSLATOR
WASH OBEY CLEANPROG REQUEST OBJ
WATER OBEY WATERPRG MAY OBJ WATER
WAVE OBEY WAVEPROG MAY OBJ
WEAR OBEY WEARPROG REQUEST OBJ
WEST MOVE CANT W 1
WHISPER OBEY WHPROG REQUEST ANY
WIPE OBEY CLEANPROG REQUEST OBJ
WOMAN OBJECT CANT KNIGHT
YELL OBEY YEPROG REQUEST ANY
YODEL OBEY YOPROG REQUEST ANY
YUCCA OBEY YUCCPROG MAY SPECIAL PICTURE MAGSPEC
YUFTO OBJECT CANT YUFTO SPELSPEC
/23456789012345678901234567890123456789012345678901234567890123456789012
!MESSAGE BUGMES1
!SWITCH BUGMES11 BUGMES12
!MESSAGE BUGMES11
There is a ferocious-looking insect here, buzzing angrily about.
!MESSAGE BUGMES12
There is an unconscious insect on the floor.
!MESSAGE BUGMES2
A vicious insect
!MESSAGE CANMES1
!SWITCH CANMES11 CANMES12
!MESSAGE CANMES11
There is a largish can here, with a spout which may be opened.
!MESSAGE CANMES12
There is an empty can here.
!MESSAGE CANMES2
!SWITCH CANMES21 CANMES22
!MESSAGE CANMES21
A closed can of something.
!MESSAGE CANMES22
A can with an open narrow spout
!MESSAGE TALMES1
There is a black talisman-like badge here. It bears a smiling face,
and the words "Honourary Denizen of Darkness" in black letters.
!MESSAGE TALMES2
!SWITCH TALMES21 TALMES22
!MESSAGE TALMES21
A talisman
!MESSAGE TALMES22
A talisman, worn proudly on your lapel
!MESSAGE RINGMES1
A deceptively plain ring glistens on the floor - but it's probably
magical really !
!MESSAGE RINGMES2
!SWITCH RINMES21 RINMES22
!MESSAGE RINMES21
A ring
!MESSAGE RINMES22
A ring - on your swollen finger
!MESSAGE PERLMES1
Some pearls sit roundly on the floor. Well, they would, wouldn't they ?
!MESSAGE PERLMES2
A quantity of pearls. Just enough, some might say !
!MESSAGE THREAD1
A length of silken thread is here. It looks very fine, and is
most likely valuable.
!MESSAGE THREAD2
Silken thread, which is strangely heavy, as though 'twere weighted.
!MESSAGE NEEDMES1
There is an antique silver needle here, used in times past by the
Nuns of St Clem. Lately, it seems to have been abused in some
child's sewing lessons, for it is slightly bent.
!MESSAGE NEEDMES2
A needle
!MESSAGE NEEDMES3
!SWITCH  MNULL NEEMES31 NEEMES32 NEEMES33 NEEMES34
!MESSAGE NEEMES31
A needle is in the bag
!MESSAGE NEEMES32
A needle is in the sack
!MESSAGE NEEMES33
A needle is in the box
!MESSAGE NEEMES34
A needle is in the trunk
!MESSAGE LACEMES1
There's a valuable pearl necklace here. The pearls are threaded on
silken thread.
!MESSAGE LACEMES2
!SWITCH LACE3 LACE4
!MESSAGE LACE3
A necklace - being carried
!MESSAGE LACE4
A necklace around your neck, where it belongs
!MESSAGE PIGMES1
A grunt of pigs is here. (The grunt is a non-SI unit, and is about
the same as several dozen.) The pigs are all different sizes, and mill
about so that you cannot pass them.
!MESSAGE PIGMES3
A lone piglet is here. It seems to have been abandoned by its family.
!MESSAGE PIGMES4
A mutant piglet
!MESSAGE LEMMES1
!SWITCH LEMMES11 LEMMES12
!MESSAGE LEMMES11
A lemur is playing here. It stares at you from time to time with
its large eyes. How cute !
!MESSAGE LEMMES12
A ring-tailed lemur is cavorting around the room. It is clearly
very happy and contented with its lot.
!MESSAGE LEMMES2
!SWITCH LEMMES21 LEMMES22
!MESSAGE LEMMES21
A lemur
!MESSAGE LEMMES22
A ring-tailed lemur
!MESSAGE KNIGMES1
One of the legendary Knights In White Satin lies here. She is wounded,
and clearly unable to walk.
!MESSAGE CREEP1
There is a small, dark creature here. It is dressed in black, and seems
extremely timid.
!MESSAGE CREEP2
A small, dark creature, dressed in black
!MESSAGE FLUTMES1
!SWITCH FLUTEM11 FLUTEM12
!MESSAGE FLUTEM11
A rather peculiar clay object rests here. I think it is a flute, of
some sort. It's red and black, anyway.
!MESSAGE FLUTEM12
A Patagonian nose-flute, made of red and black clay, rests here.
!MESSAGE FLUTMES2
!SWITCH FLUTEM21 FLUTEM22
!MESSAGE FLUTEM21
A flute, of some kind
!MESSAGE FLUTEM22
A Patagonian nose-flute
!MESSAGE BAGMES1
A voluminous bag is here.
!MESSAGE BAGMES2
A bag
!MESSAGE BAGMES3
!SWITCH  MNULL BAGMES31 BAGMES32 BAGMES33 BAGMES34
!MESSAGE BAGMES31
!MESSAGE BAGMES32
A bag is in the sack
!MESSAGE BAGMES33
A bag is in the box
!MESSAGE BAGMES34
A bag is in the trunk
!MESSAGE SACKMES1
A large floppy sack is here.
!MESSAGE SACKMES2
A sack
!MESSAGE SACKMES3
!SWITCH MNULL SACMES31 SACMES32 SACMES33 SACMES34
!MESSAGE SACMES31
A sack is in the bag
!MESSAGE SACMES32
!MESSAGE SACMES33
A sack is in the box
!MESSAGE SACMES34
A sack is in the trunk
!MESSAGE BOXMES1
A big box is here
!MESSAGE BOXMES2
A box
!MESSAGE BOXMES3
!SWITCH MNULL BOXMES31 BOXMES32 BOXMES33 BOXMES34
!MESSAGE BOXMES31
A box is in the bag
!MESSAGE BOXMES32
A box is in the sack
!MESSAGE BOXMES33
!MESSAGE BOXMES34
A box is in the trunk
!MESSAGE TRUNK1
A sturdy trunk sits resolutely here.
!MESSAGE TRUNK2
A trunk
!MESSAGE TRUNK3
!SWITCH MNULL TRUNK31 TRUNK32 TRUNK33 TRUNK34
!MESSAGE TRUNK31
A trunk is in the bag
!MESSAGE TRUNK32
A trunk is in the sack
!MESSAGE TRUNK33
A trunk is in the box
!MESSAGE TRUNK34
!MESSAGE BATMES1
A well-used bat, of an unfamiliar shape, is here.
!MESSAGE BATMES2
A bat
!MESSAGE BATMES3
!SWITCH MNULL BATMES31 BATMES32 BATMES33 BATMES34
!MESSAGE BATMES31
A bat is in the bag
!MESSAGE BATMES32
A bat is in the sack
!MESSAGE BATMES33
A bat is in the box
!MESSAGE BATMES34
A bat is in the trunk
!MESSAGE BOOKMES1
There is a book of childish scrawl here.
!MESSAGE BOOKMES2
A book of childish scrawl
!MESSAGE BOOKMES3
!SWITCH MNULL BOKMES31 BOKMES32 BOKMES33 BOKMES34
!MESSAGE BOKMES31
A book is in the bag
!MESSAGE BOKMES32
A book is in the sack
!MESSAGE BOKMES33
A book is in the box
!MESSAGE BOKMES34
A book is in the trunk
!MESSAGE TORMES1
A small torch, of the sort given to children, is here. There is no
apparent way to turn it on or off.
!MESSAGE TORMES2
A small torch
!MESSAGE TORMES3
!SWITCH MNULL TORMES31 TORMES32 TORMES33 TORMES34
!MESSAGE TORMES31
A small torch is in the bag
!MESSAGE TORMES32
A small torch is in the sack
!MESSAGE TORMES33
A small torch is in the box
!MESSAGE TORMES34
A small torch is in the trunk
!MESSAGE HUMBMES1
There is a delicious humbug here. Some horrid child must own
it, for it clearly comes from a bag of sticky sweets.
!MESSAGE HUMBMES2
A humbug
!MESSAGE HUMBMES3
!SWITCH MNULL HUMMES31 HUMMES32 HUMMES33 HUMMES34
!MESSAGE HUMMES31
A humbug is in the bag
!MESSAGE HUMMES32
A humbug is in the sack
!MESSAGE HUMMES33
A humbug is in the box
!MESSAGE HUMMES34
A humbug is in the trunk
!MESSAGE ROBMES1
!SWITCH ROBMES11 ROBMES12
!MESSAGE ROBMES11
A robe has been discarded here. It looks like it has been used by
grubby children for dressing-up games.
!MESSAGE ROBMES12
A beautiful white satin robe is here!
!MESSAGE ROBMES2
!SWITCH ROBMES21 ROBMES22
!MESSAGE ROBMES21
A nasty grubby robe
!MESSAGE ROBMES22
A white satin robe
!MESSAGE ROBMES3
!SWITCH MNULL ROBMES31 ROBMES32 ROBMES33 ROBMES34
!MESSAGE ROBMES31
A grubby robe is in the bag
!MESSAGE ROBMES32
A grubby robe is in the sack
!MESSAGE ROBMES33
A grubby robe is in the box
!MESSAGE ROBMES34
A grubby robe is in the trunk
!MESSAGE BALLMES1
A small ball is here. It has seen better days !
!MESSAGE BALLMES2
A ball
!MESSAGE BALLMES3
!SWITCH MNULL BALMES31 BALMES32 BALMES33 BALMES34
!MESSAGE BALMES31
A ball is in the bag
!MESSAGE BALMES32
A ball is in the sack
!MESSAGE BALMES33
A ball is in the box
!MESSAGE BALMES34
A ball is in the trunk
!MESSAGE CHARMES1
There is a splendid toy chariot here, with which any child would be
delighted!
!MESSAGE CHARMES2
A toy chariot
!MESSAGE CHARMES3
!SWITCH MNULL CHAMES31 CHAMES32 CHAMES33 CHAMES34
!MESSAGE CHAMES31
A toy chariot is in the bag
!MESSAGE CHAMES32
A toy chariot is in the sack
!MESSAGE CHAMES33
A toy chariot is in the box
!MESSAGE CHAMES34
A toy chariot is in the trunk
!MESSAGE KOALMES1
!SWITCH KOAMES11 KOAMES12
!MESSAGE KOAMES11
There is a stuffed koala here, recently repaired but still tatty. The
most obvious piece of repair-work is the re-fastening of its ears,
which seem to be fitted badly. It probably couldn't hear terribly
well if it were alive.
!MESSAGE KOAMES12
A koala sits uncomfortably here, as though it were unfamiliar with
the idea that it would be more comfortable if it moved a little,
once in a while.
!MESSAGE KOALMES2
!SWITCH KOAMES21 KOAMES22
!MESSAGE KOAMES21
A stuffed koala
!MESSAGE KOAMES22
A live koala
!MESSAGE KOALMES3
!SWITCH MNULL KOAMES31 KOAMES32 KOAMES33 KOAMES34
!MESSAGE KOAMES31
A stuffed koala is in the bag
!MESSAGE KOAMES32
A stuffed koala is in the sack
!MESSAGE KOAMES33
A stuffed koala is in the box
!MESSAGE KOAMES34
A stuffed koala is in the trunk
!MESSAGE VOLEMES1
There is a Patagonian nose-vole here. It is crawling slowly about on the
floor, but isn't getting very far as it is terribly small.
!MESSAGE VOLEMES2
!SWITCH VOLE21 VOLE22
!MESSAGE VOLE21
A Patagonian nose-vole
!MESSAGE VOLE22
A Patagonian nose-vole, up your nose
!MESSAGE TRANMES1
!SWITCH TRANS11 TRANS12
!MESSAGE TRANS11
There is a short black rod here, with a rusty star on one end.
!MESSAGE TRANS12
There is a white rod here. It is very short, with strange glowing bits
and grille-like sections. It seems to have faint writing on it at one
end.
!MESSAGE TRANMES2
!SWITCH TRANS21 TRANS22
!MESSAGE TRANS21
A black rod
!MESSAGE TRANS22
A white rod
!MESSAGE HEALER1
An old man is here. He is, presumably, the healer.
!MESSAGE SIGNMES1
There is a sign on the wall, saying "Healer", and pointing east.
!MESSAGE COLMES1
An enthusiastic-looking gentleman, with a slight madness in his eyes,
sits at a desk here, studying objects of various kinds. He seems very
preoccupied, and seems not to notice you at all.
!MESSAGE OAKMESS1
There is a bonsai oak tree here. You can see that it is very old, for
it is quite large for a bonsai tree.
!MESSAGE OAKMESS2
An ancient bonsai oak tree
!MESSAGE GIBBMES1
Jumping actively about the room is a gibbon, with lemon-coloured fur,
and a sour expression. His eyes are more the colour of bananas, and his
ears are shaped like small Edam cheeses.
!MESSAGE GIBBMES2
A gibbon
!MESSAGE GIBBMES3
A gibbon, tied to the bonsai tree
!MESSAGE PICTMES1
On the wall of the office is a splendid painting of a Yucca plant. The
artist was clearly a brilliant one. The placing of the painting gives
you the impression that the Yucca must have had some significance to
the people who used to be here, but you can't think why that might have
been.
!MESSAGE FONTMES1
There is a font here. You recognise it as one sanctified by clerics of
your patron deity. It seems as though the locals have found it and have
tried to destroy it. They have failed in that, and what damage there is
is purely cosmetic. The font still seems to be serviceable, and has not
been desecrated.
!MESSAGE GARDMES1
There is a terrible demon guard here. He screams terrible insults at
you, and very persuasively suggests that you are a pathetic wretch, and
if you killed yourself it would save him the trouble of doing it for
you.
!MESSAGE LENSMES1
There is a lenticular lump of energy here, glowing quietly at the side
of the room.
!MESSAGE LENSMES2
A lenticular lump of energy
!MESSAGE FRY1
There is a doll here. Well "figure" might be better - it is a very jolly
doll of an ample friar, beaming happily.
!MESSAGE FRY2
A doll
!MESSAGE FRY3
!SWITCH MNULL FRY31 FRY32 FRY33 FRY34
!MESSAGE FRY31
A doll is in the bag
!MESSAGE FRY32
A doll is in the sack
!MESSAGE FRY33
A doll is in the box
!MESSAGE FRY34
A doll is in the trunk
!MESSAGE MATER1
There is a curious object here. You recognise it, strangely enough, as
one of the things used to make sure segments of columns meet up nicely
when large buildings are being made - a column-mater.
!MESSAGE MATER2
A column-mater
!MESSAGE GRANMES
!SWITCH GRANMES0 GRANMES1
!MESSAGE GRANMES0
There is a granite seal in the west end of the cylinder. It is shut.
!MESSAGE GRANMES1
There is a granite seal in the west end of the cylinder. It is open.
!MESSAGE BASMES
!SWITCH BASMES0 BASMES1
!MESSAGE BASMES0
There is a basalt plug in the east end of the cylinder. It is shut.
!MESSAGE BASMES1
There is a basalt plug in the east end of the cylinder. It is open.
!MESSAGE MUNG1
Writhing tortuously past your eyes are the words of the spell MUNGLE,
whose power is legendary.
!MESSAGE SNOD1
Crackling in the air are myriads of sparks, forming the ghastly runes
of SNODE, the spell which has been banned in so many countries in
recent Strategic Magic Enchantment Limitations Talks (SMELT).
!MESSAGE MIQU1
Set in the cobbles of the floor is a mosaic giving the words for the
spell MIQUE. The mosaic seethes with energy.
!MESSAGE NYZT1
Almost like wind-chimes, the sigils and signs of NYZTH tinkle gently
against one another here, in a manner reminiscent of teeth on a string.
!MESSAGE LIIO1
The rather obscure spell LIIOK lurks here in a corner, sulking quietly.
It was written rather ornately in an ambulatory form, but then some
cruel individual nailed it firmly to the floor.
!MESSAGE EEDU1
The spell EEDUL grins unpleasantly at you here, as though eager to be
put to good (?) use. It preens itself constantly, evidently wishing
to be as legible as possible.
!MESSAGE SERQ1
A rather surly copy of SERQE is mounted on the wall here. It seems to
be proof-reading itself to check for spelling mistakes.
!MESSAGE HQXK1
An untidy mass of characters trails across floor, walls, ceiling and
door jambs here. It seems to be nonsense at first, but turns out to be
HQXKF, a spell long-neglected by most wizards, and deservedly so.
!MESSAGE GOMB1
This room is actually constructed from a holographic copy of the spell
GOMBE. Wherever you look, the spell presents itself to your eyes.
!MESSAGE POMY1
POMYN has been given free reign here. It has written itself, in a
moderately disjointed manner, around the hole in the floor.
!MESSAGE YUFT1
A first edition of YUFTO (you can tell by the signature at the end)
is written in tin-tacks on the apparently wooden floor of this section
of the Nidus.
!MESSAGE COKE1
A senior demon is here. You recognise it from catalogues as Co'kherr.
It does not seem pleased to see you.
!MESSAGE FLAMES1
A very powerful demon guards the Nidus from intruders such as yourself.
Its skin radiates very strongly, and you can feel your skin blistering.
You feel sure that this demon can kill you simply by being here - it has
no need to even act against you. Already you feel weak. You cannot see
properly. You slump to the floor, about to lose consciousness...
!MESSAGE FRAG1
There are some fragments of a now-defunct toy chariot here.
!MESSAGE GRAF1
There is a piece of graffiti on the wall.
!MESSAGE SHELFM1
There is a wooden shelf on the wall, too high up for you to reach.
!MESSAGE FLOWM1
A flower with fiery red and orange petals it here. It has quite a long
stem, but you do not recognise the species.
!MESSAGE FLOWM2
A fiery red-and-orange flower
!SWITCH MNULL
/23456789012345678901234567890123456789012345678901234567890123456789012
!MESSAGE PIGRM1
You are in a corridor, which smells faintly of pork. There are exits
to the east and south.
!MESSAGE PIGRM2
You are in the pork corridor.
!MESSAGE ANTEMES1
You are in the ante-room of a chamber to the east. The portal of life is
presumably somewhere along the corridor which leads to the west, and
this is confirmed by the scrawled "Yes, the rule DOES hold both ways
through me, in case you were wondering" on the wall.
There is also a narrow tunnel south-eastwards.
!MESSAGE ANTEMES2
You are in the ante-room of the healer.
!MESSAGE HEALRM1
You are in the healer's chamber. It is filled with medicines and potions
of all kinds, and smells lovely.
The exit is to the west.
!MESSAGE HEALRM2
You are in the healer's chamber.
!MESSAGE PATMES1
You are in a small chamber with a lived-in feel. It is well-furnished,
but apparently unoccupied at the moment. The decor is Patagonian in
style. The only way out is to the north-west.
!MESSAGE PATMES2
You are in the Patagonian room.
!MESSAGE NIDMES1
You are in the Nidus - the vital centre of this plane. You do not feel
that you understand this place at all well. There are unearthly tendrils
of magic weaving about, connecting this area with everything else in the
prison dimension. You feel sure that to control the Nidus would be to
control the world - this one, at least!
Force streams weave all about, and all come together at this point. All
about, in the middle distance, may be seen other, smaller meeting points
of the streams. These smaller points seem to have quasi-material things
in or about them, but you can't see clearly from here.
!MESSAGE NIDMES2
You are in the Nidus.
!MESSAGE BUGRM1
You are in a nasty little room, with pockmarked walls and a very messy
floor. There is a smell of decay, and you don't want to stay here any
longer than is absolutely necessary. You are relieved to see that there
is an exit in the west wall.
!MESSAGE BUGRM2
You are in the nasty room.
!MESSAGE KNIGRM1
You are in a clearing in the middle of the maelstrom. There is a
palpable tension in the air, as though someone is keeping the
energies of Chaos away by sheer willpower. The safe path by which
you entered is visible - directions have no meaning here, but lets
say the way out is to the north.
!MESSAGE KNIGRM2
You are in the cleared zone of the Chaos mist.
!MESSAGE PRISMES1
You are in a prison cell. It is a depressing place, and has clearly
seen many unhappy inhabitants, who perhaps stayed rather longer than
you will. The door would be to your west if you hadn't disintegrated it!
!MESSAGE PRISMES2
You are in the prison cell.
!MESSAGE BOXROOM1
You are in a child's playroom. If you ever doubted the power of the
forces of Chaos, you don't any more:- You have never seen a room as
incredibly messy as this one! You cannot see any exits - and there's
precious little of the floor to be seen.
!MESSAGE BOXROOM2
You are in the messy playroom.
!MESSAGE TEARM1
You are in a room that is very strange indeed. It looks to have been
set up for afternoon tea, yet all the tea things are flying around
the room. They emanate malice and violent intent! Written on the wall
in savage letters is BRUTISH TEAROOM.
An escape route is to the south.
!MESSAGE TEARM2
You are in the brutish tearoom.
!MESSAGE PORTAL1
You stand before an imposing portal in the east wall. It is ornately
fashioned of many valuable materials, but there is no way you could
garner any of this wealth. You notice, woven amongst the decoration
at the top of the gate, runes declaring "That which lives may pass -
that which lives not will be surely destroyed."
There is also an ornate wooden ladder leading upwards.
!MESSAGE PORTAL2
You are before the portal with the message on top.
!MESSAGE RINGRM1
You are in a room filled with circles of all kinds. They are some kind
of illusion, clearly, for you can walk through them and feel nothing.
They swirl and swoop, and make you feel a trifle dizzy !
In the west wall is a circular hole, which leads out of here.
!MESSAGE RINGRM2
You are in the room of swooping circles.
!MESSAGE LEMRM1
You find yourself in a dimly-lit chamber. It has a permanent twilight
generator, perhaps. It is decorated strangely with tree-like wooden
structures filling much of the space, and hiding the walls. You can't
be sure where the exits are.
!MESSAGE LEMRM2
You are in the twilight zone...
!MESSAGE PRISCOR1
You are in the entrance to a small prison area. Who would build a
prison in a prison world ? There is a sombre atmosphere here. An
open passageway, of expert craftsmanship, leads southwest, and
there is a corridor leading north, with wooden things sticking out
of the walls.
!SWITCH DOORUP DOORGONE
!MESSAGE DOORUP
There is a sturdy door to the east, with the words "Don't even THINK
about trying to open ME" on it.
!MESSAGE DOORGONE
There is an opening to the east, the edges of which have been melted
by some tremendous discharge of energy.
!MESSAGE PRISCOR2
You are in the prison entrance.
!MESSAGE DARKDEN1
You can just make out some faint details of this place. It should, by
rights, be pitch dark (to coin a phrase), but for some reason you
can see that there are many shadowy creatures moving about, in almost
total silence. Slightly less impenetrable blackness leaks in from above.
!MESSAGE DARKDEN2
You are in the darkroom.
!MESSAGE DVILMES1
You are in a deserted village of mud huts. Most of these were evidently
built for smaller creatures than yourself, but one or two are about
your size. You can't enter any of them, as there's not enough left
of any of them - just enough for you to see how big they would have
been when whole. In the ruins of one of the larger huts is a passage
leading down, and there is a corridor leading west from here.
!MESSAGE DVILMES2
You are in the abandoned village.
!MESSAGE COLRM1
You are in a room whose original purpose is unclear - it may have been,
many centuries ago, one of the prison cells. Now, though, it is the
sort of room that would make the curator of the "Magic and Supernatural
History Museum" drool like one of those carnivorous aubergines you
see from time to time at disreputable fun-fairs.

The whole place is organised and categorised, with display cabinets,
strange devices, obscure implements and drawings of unimaginable things
and places. You can see paths between the cabinets to the north-east,
north-west, north and south, and some stairs leading down.

The things seem to be grouped into collections of similar things, but
there are so many of them! There must be a magical effect at work,
for if you walk towards a case, more appear beyond it and you may keep
walking without any sign of a wall to the room.

A display which catches your eye is:
!SWITCH  C0 C1 C2 C3 C4 C5 C6 C7 C8 C9 C10 C11 C12 C13 C14 C15 C16 C17 C18 C19 C20
!MESSAGE C0
"Trepanning tools used by overseers in the great lyptose mines of Hoog
in the later ages of the Sta-Walrit dynasty."
A very grisly exhibit.
!MESSAGE C1
"Items knitted by maiden aunts of deposed rulers of gravity-free
planes of existence, in reverse chronological order."
A truly strange exhibit.
!MESSAGE C2
"Eyelids (preserved in brine) of those who have, inadvertently or
otherwise, caused beverages or particles of food to fall upon the
appendages of Phoenixes, and have as a result been slain by gorillas."
This exhibit is quite breathtaking.
!MESSAGE C3
"A stuffed guzzlet, as prepared by the chefs of the late Emperor
Nigel the Barely Adequate on the night of his spontaneous combustion."
The guzzlet is a fair specimen, but the condition of its nearside
front fin suggests that it would rightly be spurned by anyone of
discernment if it were served at dinner.
!MESSAGE C4
"A representative sample of typical items pushed to one side of the
plate by recalcitrant schoolchildren who won't eat what their parents
tell them to."
This exhibit is quite fascinating - especially the section showing
how the condition of the food items changes if the parents use the
'If you don't eat it now you'll get it for every meal until you do'
approach.
!MESSAGE C5
"Specimens of gratuitously long room descriptions used in certain kinds
of arcane wordplay by scholars of mathemagical subjects, especially
those scholars who seem unable to realise that sentences are supposed to
give the reader the occasional chance to pause for breath whilst
reading them (even if not reading aloud), or that some sentences could
quite fairly be split up into several shorter ones by judicious use
of the full stop, rather than continual use of the comma."
This exhibit is a little mystifying.
!MESSAGE C6
"Books I have not read." This exhibit is very nearly empty! It appears
that it was much larger once, for there are very many gaps which look
as though they used to hold books. How long has the owner been here?
!MESSAGE C7
"All items not appearing in my collections anywhere."
This exhibit flickers in and out of existence, as though it is not
sure whether it should be here or not. It is quite unnerving!
!MESSAGE C8
"Left socks worn by warriors kicked to death by camels during the
'Afternoon of Indigestion', in which sad historical period members
of the Digesters and Amalgamated Metabolisers Union went on strike."
You are stunned by the pointlessness of this exhibit.
!MESSAGE C9
"Nostrils of sentient elementals, as represented by architects of
temples to war gods in early drafts of design work."
Very cultural - and interesting.
!MESSAGE C10
"Methods of scythe-sharpening, employed by blind underwater kelp-
farmers in northern areas of many planes."
Not an exhibit which holds any great attraction for you after all.
!MESSAGE C11
"Some examples of parasol-straightening equipment, recovered from
emergency stores deep in the cellars of the Desert King."
You wonder what manner of emergency could require such beautiful
machines for its resolution.
!MESSAGE C12
"This space intentionally left blank."
A powerful, moving, and truly inspired exhibit. Having seen it, you can
now die happy!
!MESSAGE C13
"Magic words of power from other times and planes than our own."
You see rows of neat cards with words neatly written on them - you
recognise many from old legends, such as XYZZY, EXAKCIP, OOZELUMNY,
TIDUS and MOAB.
!MESSAGE C14
"'A sociological interpretation of middle-class motivation for
stimulation of the cat-flap lubrication industry', and other great
PhD theses at noted seats of learning."
You are not sure whether this exhibit is genuine or not.
!MESSAGE C15
"Pairs of prime numbers differing only by two."
This exhibit looks as though it might be infinitely large, but you
can't be quite sure.
!MESSAGE C16
"People who have falsely claimed that they have proved Fermat's Last
Theorem." Quite a large exhibit! There is a new picture here, of an
oriental-looking person - much less dusty than the other fools depicted
here. You notice that one of the pictures is a family photo with the
deluded idiot circled. It's a mountain scene, and the people are
wearing leather trousers with big braces, and holding very long
horns or didgeridoos or something. Some of them are singing. On
second thoughts, the horns can't be didgeridoos cos they turn up and
widen out at one end. Oh well, never mind.
!MESSAGE C17
"Dormice used as decoys in the assault, by Etrash the Somewhat Unpleasant,
of the Feline Undercity of Thwilm-Wubblethrit." The poor things are
not very nice to look at. Like the vases one often sees in these places,
there is more stuff there to hold the bits together than there are actual
bits. Not really recognisable as dormice, actually.
!MESSAGE C18
"Historical documents recently donated by benefactors." Quite a lot
of musty, dusty (+ fusty, rusty - etc, etc) papers here. One notable
one is a letter of complaint about the fact that silly puns are
not supposed to be an essential feature of the universe and that
expecting prisoners to spot them if they are to escape is the sort
of thing only a total meanie would do. The index card next to this
explains that the creator of this pocket dimension _is_ a total meanie
- so there.
Another of the papers is a fragment from a book about Christmas presents
and crippled children. Not your sort of thing at all.
!MESSAGE C19
"Number seven in a series showing the way hedgehog toe-straighteners have
affected the development of the noble art of pasta-juggling." Oddly enough,
there doesn't seem to be much to be said on this.
!MESSAGE C20
"Initial and boundary-value problems in relation to the extraction of
informational content from the embellishments of public edifices by
juvenile delinquents, and the absence of subtlety evinced by the inclusion
of this sentence as a hintlet in the game."
!MESSAGE COLRM2
You are in the room with all the (slightly strange) collections in it.
One which catches your eye is:
!SWITCH  C0 C1 C2 C3 C4 C5 C6 C7 C8 C9 C10 C11 C12 C13 C14 C15 C16 C17 C18 C19 C20
!MESSAGE COLA1
You are north-west of the collections room, in an alcove. It appears
to be in a state of partial preparation for addition to the main room
as a further exhibition area, but it is far from finished.
There is an area sketchily set aside for a display of "Unusual variants
of semi-sapient species from worlds with relatively little inherent
magic, and a low native population of supernatural creatures."
!MESSAGE COLA2
You are in the north-west alcove.
!MESSAGE COLB1
You are in a long north-south passage, with the museum (?) to the
south. The passage is a little wiggly, and the northern end cannot
be seen from here.
!MESSAGE COLB2
You are in a passage.
!MESSAGE COLC1
You are at a bend in a corridor. To the south-west is the collections
room, and to the east is a chamber from which many flickering lights
stream at you.
!MESSAGE COLC2
You are at the bend in the graffiti corridor.
!MESSAGE TAPRM1
You are in a broderer's room. Presumably some embroidery whiz offended
the Powers That Be sufficiently to warrant exile here. It does not
seem to be at use at the moment, and there is no sign of recent
habitation either. Exits are south-west and north.
!MESSAGE TAPRM2
You are in the broderer's room.
!MESSAGE KAOS1
This room seems to show that the prison world HAS been neglected by
the Powers of Chaos for a few millennia, for the south wall is badly
damaged, and strange mists swirl amongst the stones.
It looks as though the raw chaos outside the imprisonment area is
beginning to leak in!
There are exits to the east and northwest.
!MESSAGE KAOS2
You are at the chaos leakage.
!MESSAGE PASSA1
You find yourself in a still, quiet avenue southeast of the twilit
room. It feels as though no-one has passed this way in some time.
It continues to the east.
!MESSAGE PASSA2
You are in the still, quiet passage.
!MESSAGE DARKPAS1
The passage is very dark here. It seems brighter towards the west, and
darker to the east.
!MESSAGE DARKPAS2
You are in the dark passage.
!MESSAGE CHAOS11
!SWITCH BORDER1 CHAOS13
!MESSAGE CHAOS12
!SWITCH BORDER2 CHAOS14
!MESSAGE CHAOS13
You are in a place of almost total chaos, with a path of light from the
north to the south which appears to provide a fairly comprehensible
environment.
!MESSAGE CHAOS14
You are on a safe path through a region of otherwise untamed chaos.
!MESSAGE CHAOS21
!SWITCH BORDER1 CHAOS13
!MESSAGE CHAOS22
!SWITCH BORDER2 CHAOS14
!MESSAGE CHAOS31
!SWITCH BORDER1 CHAOS13
!MESSAGE CHAOS32
!SWITCH BORDER2 CHAOS14
!MESSAGE BORDER1
You are somewhere south of the room with the leaky wall. Well, I say
"south" because that's the direction it was when you started, and
I may as well continue to call it that as you have no way of getting
your bearings now.

This place borders on total, raw chaos. A veritable maelstrom rages
all about you, but you are safe, for the moment - slight tinges of
regularity are being maintained by a stream of coherent light from
the "north". You are standing at the end of the stream, and can go
nowhere but back along it, unless you wish to walk into Chaos.
!MESSAGE BORDER2
You are at the borders of Chaos.
!MESSAGE TOTAL1
You are in a region of total chaos - you cannot even begin to understand
most of the things you see about you. It would be best to describe the
environment as a storm, which is changing its every aspect constantly.
!MESSAGE TOTAL2
You are in total chaos.
!MESSAGE HOOGRM1
You find yourself in a small office-like room. From the general nature
of the contents, you discern that the nature of the business conducted
by the office is administrative, and that the business administered
from here is that of a sugar-mining concern. The decor reminds you
somewhat of that of the audience chamber of the ambassador of the
Emperor Nigel Sta-Walrit IV ('Nigel the Barely Adequate') in the
capital city of your homeland.
From here you may go to the north-east, into an inner office.
!MESSAGE HOOGRM2
You are in the admin office of a sugar-mining company.
!MESSAGE HOOG2RM1
This is an executive office. It is very plush, and you feel sure that
the owner must be very wealthy and influential.
The door is to your west.
!MESSAGE HOOG2RM2
You are in the executive office of the mining administrator.
!MESSAGE SMOKERM1
You are in a foul place. The air is filled with smoke, smells, coloured
streaks that drift in a sinister fashion, and noxious noises. You can
hear screams of pain, diabolical laughter, and even less pleasant
sounds. The room seems, at first sight, to be a rather odd shape, and
extremely awkward. It then becomes clear, unfortunately, that this is
not a room as such, but merely the space left behind an enormous throne.
There are gaps to the north and south, which evidently would take you
into the room in which the throne sits. There is also a smaller hole,
more a crack, in the wall. This would take you east, and into another
room. West is a space under the throne.
!MESSAGE SMOKERM2
You are behind the huge throne.
!MESSAGE AUDMES1
You are by the side of a huge throne in an utterly vast chamber. From
here you can see that the occupant of the throne is at least sixteen
feet tall, with green and purple skin, horns, red hair, and glowing
eyes. You recognise him as Amalrik - one of the Chaos Lords you swore
to destroy.

He is watching 'entertainments', in the expansive area to the west.
These include disembowellings, beheadings, drawing and quartering, and
some processes so unpleasant that I cannot describe them adequately.
The thought which crosses your mind as your current situation sinks
in can be best summarised as "Ooops...."
!MESSAGE AUDMES2
You are in Amalrik's audience chamber. He is the audience.
!MESSAGE UNDTHR1
You are under the throne. You can hear movement above - the throne is
clearly occupied. Unfortunately, there are no gaps into the main part
of the room from here. The only way to go is east, back behind the
throne again.
!MESSAGE UNDTHR2
You are under the throne.
!MESSAGE STOREM1
You are in a store-room. It is apparently used to store special-effects
devices, as used by evil extra-planar beings everywhere. From the way
things sounded in the throne-room, almost the whole stock of flashpots,
rolling thunder machines, cackle generators etc. is in use. Certainly
this place looks as though a large quantity of stuff has been taken out
very recently.
There is a crack in the west wall, and no other exit is apparent. Perhaps
the user teleports in?
!MESSAGE STOREM2
You are in the special-effects store.
!MESSAGE LIGHTRM1
You are in a small cubical room with no exits. It has no decoration of
any kind, and the walls are totally smooth, as though this place were
a cavity inside solid rock, created by powerful magic.
!MESSAGE LIGHTRM2
You are in the smooth cubical cavity.
!MESSAGE FLUTRM1
You are in a strange chamber, with fluted walls. It looks as though a
musical kind of person used to live here, until the smell from the pigs
to the north became unbearable.
!MESSAGE FLUTRM2
You are in the room with fluted walls.
!MESSAGE PERLRM1
You are in a smaller exhibition hall below the main one. This hall seems
to have been set aside for one special exhibit, or perhaps there has as
yet been no need to put more than one here.
!SWITCH PERL1 PERL2 MNULL
!MESSAGE PERL1
The (apparently) special exhibit is very large - but impressive. Every
few seconds, a pearl drops from somewhere in the roof, and bounces on
the floor. It then bounces on several walls, making musical tinklings
as it goes, and returns to the roof area. The whole process takes many
seconds, and so there is a whole stream of these pearls, spaced out
quite a long way, making a musical noise. There is no apparent source
of energy for this exhibit. Perhaps it is some kind of pearlpetual
motion phenomenon ?
!MESSAGE PERL2
The pearlpetual motion exhibit now has a thread of silk weaving in and
out, dancing amongst the pearls. The pearls continue to sing, following
their endless path.
!MESSAGE PERLRM2
You are in the lower exhibition hall.
!MESSAGE STONERM1
This place is most likely an abandoned masons' workshop. You can see
signs that once many activites were conducted here - perhaps in the
construction of this place. It would appear that this area was chiefly
used for the manufacture and smooth fitting of stone columns.
A beautifully crafted exit leads to the north-east.
!MESSAGE STONERM2
You are in the masonry room.
!MESSAGE LIFTA1
You are in a cold, damp chamber. The chute by which you came here has
vanished, and the only exit is east, through a granite-framed tunnel.
!MESSAGE LIFTA2
You are in the cold, damp chamber.
!MESSAGE LIFTB1
You are in some sort of a guard-room. It used to be well-stocked with
weapons, but they seem to have been used up over the eons. There is a
basalt exit to the west.
!MESSAGE LIFTB2
You are in the guard-room.
!MESSAGE LIFTC1
You are in the room of records. Written on the wall are the names of
those who have passed here. The legible names at the moment include:
"AJFA1 (who cheated)", "AJL12 (with just a little help)",
"PB56 (NAD)", "AJM8 (with an inhuman boredom threshold)",
"PGN10 (pp AJFA1)" , "RU10"
and some too small to make out clearly.
Odd names, your fellow prisoners! There is a granite exit visible
to the east.
!MESSAGE LIFTC2
You are in the room of records.
!MESSAGE LIFTD1
You are in another cold, damp chamber. There is a basalt exit west, and
the top of a chute is to the east.
!MESSAGE LIFTD2
You are in the second cold, damp room.
!MESSAGE LIFT1
You are in a long, cylindrical room with cold walls. The cylinder is
quite wide, so balancing on the floor isn't too hard. It looks as though
the walls used to be "rifled" - there are faint traces of spiralling
grooves along the entire length of the cylinder.
!MESSAGE LIFT2
You are in the once-rifled cylindrical room.
!MESSAGE MAZEMESS
You are at a junction of energy strands, leading in many directions.
They knit together to form an almost-room here. This is probably an
illusion, but it makes the Nidus less of a strain on your mind.
!SWITCH MNULL
/23456789012345678901234567890123456789012345678901234567890123456789012
!MESSAGE MNULL
!MESSAGE HOLDING
You are holding:
!MESSAGE AGAINQ
Do you want to play again ?
!MESSAGE ALRCLOS
It's already closed, you fool!
!MESSAGE ALRDRES
You are already dressed.
!MESSAGE ALRHELD
You're already holding that!
!MESSAGE ALROPEN
It is already open!
!MESSAGE BASHMES
You hear a sequence of thuds and screeches in the distance, followed by
some tinklings and finally a large CRASH!
!MESSAGE BLOCKED
The stairway has been blocked by a rockfall. Probably all that door-
slamming had something to do with it!
!MESSAGE BOXDONE
As the last toy is placed correctly, the magic holding the room together
begins to fail, and the walls close in around you.
Your arms are squashed very tightly against your body. You feel as
though you are sure to be crushed, when suddenly a hole opens in the
wall just by you, and you are squeezed out. You land on the floor, pick
yourself up, and see that you are back to familiar ground:-

!MESSAGE BOXDROP
The corridor shakes you up and down until you have dropped everything
you are carrying, then drops you into a new place, and closes behind
you. You feel a little numb for a while, but are soon ready to carry
on with your usual grim determination.
!MESSAGE CANTCLEAN
It is too grimy for you to be able to clean it easily.
!MESSAGE CANTCLOS
You can't close that!
!MESSAGE CANTDO
You can't do that!
!MESSAGE CANTDRES
You are being silly!
!MESSAGE CANTDRINK
You can't drink that!
!MESSAGE CANTFIND
I can't find any suitable doll's clothing. Besides, it is dressed
very nicely as it is.
!MESSAGE CANTHEAL
You know nothing of the healing arts.
!MESSAGE CANTGO
You can't go in that direction!
!MESSAGE CANTINS
I can't think of anywhere to insert that!
!MESSAGE CANTLEAR
You can't learn that!
!MESSAGE CANTOPEN
You can't open that!
!MESSAGE CANTPLAY
You can't play that!
!MESSAGE CANTPUT
You can't put things in that!
!MESSAGE CANTREAD
I can't read that!
!MESSAGE CANTREM
You can't remove that!
!MESSAGE CANTTAKE
You can't take that!
!MESSAGE CANTTIE
You can't tie that!
!MESSAGE CANTWEAR
You can't wear that - you would look very silly indeed!
!MESSAGE CASTPERL
Casting pearls before swine, eh ? Just for once, it seems to do some
good. The pigs are terrified, for some reason, and flee in all sorts
of directions, leaving one poor lonesome piglet behind them. Unhappily,
the necklace was trampled to bits by the pigs as they stampeded out
of the room.
!MESSAGE COKEDIE
The koala leaps at Co'kherr, and savagely tears the demon to shreds. Now
fully awake, the koala remains alert and active. It climbs onto your
shoulder and looks about you intently. Its fur has taken on a blacker
colour than before, and you can hear the sound of effervescence coming
from it.
!MESSAGE COLLECT1
The collector looks up briefly, examines your ring and refuses your
kind offer, saying that he already has many rings, and that no-one
seems to have taken an interest in them.
!MESSAGE COLLECT2
The collector peers at your lemur, and says that although it is a fine
specimen, it is really a bit ordinary, and not quite the sort of thing
he needs just now. He regrets that he must refuse the offer of your lemur.
!MESSAGE COLLECT3
The collector examines your lemur, and declares that a ring-tailed
lemur such as this is exactly the sort of thing for his new exhibition.
He takes the lemur off and returns quickly, thanking you profusely.
He assures you that your pet will be well looked-after. He then returns
to his work.
!MESSAGE COLLECT4
The collector looks at your flute for quite a while, takes it to examine
it briefly, and hands it back to you, saying that although it is a very
fine example of its type, he already has several like it. He sees that
you are perhaps unaware of its nature, and tells you that it is a
Patagonian nose-flute. He also shows you how to play it, because it is
rather difficult to do, unless you are used to controlling the rate of
breathing through each nostril separately.
!MESSAGE COLLECT5
The collector ignores you, somewhat crossly. He clearly has no interest
in seeing your flute again - especially after he went to all that effort
to show you how to use it.
!MESSAGE COLLECT6
The collector is very impressed with your gibbon. "My goodness!" he
declares excitedly. "Thankyou very much indeed." He eagerly takes the
gibbon away to be measured, and returns after a little while.
!MESSAGE COLLECT7
"I was hoping you'd bring me one of these! I hadn't been able to work
out a way of getting the flute to the Patagonian room myself. Jolly
well done!" exclaims the collector. He puts the vole in a convenient
vole-receptacle, which then files itself somewhere.
!MESSAGE COLLECT8
The collector is a little perturbed. At least, that is what you suppose
as you watch him don a suit of full armour, and take your insect with
tongs before putting it in a force-field cage. He thanks you, his voice
shaking only slightly as he does so.
!MESSAGE COLLECT9
The collector takes the pitiable creature, and says it is a very nice
gift indeed - just the right thing for one of his exhibitions, he is
sure. The piglet doesn't seem too happy, but is filed away before it
can even finish an entire oink.
!MESSAGE COLCT10
The collector gives the robe a cursory glance and says he already has
eighty-three similar robes of similar cut amongst the 5,413 robes,
cloaks and raincoats in his exhibit "Adornments and regalia of near-
extinct orders of knights."
!MESSAGE COLCT11
The collector appears to be mildly interested in your rod, saying that
it is about the right size to replace a damaged table-leg in one of his
furniture exhibits. He takes it, and thanks you.
!MESSAGE COLCT12
The collector looks at your stuffed koala. He comments that the ears
have been re-sewn in a very amateurish manner. He seems unimpressed,
but as you are so eager to be rid of the thing he decides to take it
off your hands. He confesses that live specimens are preferable but
this one is of interest. He shows you a 'Made in Liverpool' label on
the base of the koala, and comments on the fact that the tea-leaves
sticking to its fur smell of river-water. "Clearly," he says, "the
koala-tea of Mersey is not strained!"
!MESSAGE COLCT13
The collector is delighted with your koala. He says that he has seen
koalas coloured to resemble this breed, but never the Real Thing - a
Co'kherr Koala. He chortles merrily to himself, and even the koala seems
happy as it is filed away somewhere by strange magics.
!MESSAGE COLCT14
The collector is furious that you have destroyed his pearl machine. He
rips the pearls from your hands, and storms downstairs. Strange noises
drift up from the chamber below, and then you hear the tinkling of
the machine in action once more. The collector returns, glares at you
briefly, and then returns to work, as though forgetting what has just
happened.
!MESSAGE COLCT15
The collector looks at your thread, and goes back to work, saying that a
collection of pieces similar to that was donated by a local nunnery two
years ago.
!MESSAGE DONTLIKE
I don't like the idea of eating that - I don't think I shall even
attempt to do so. It wouldn't be any good for me.
!MESSAGE DONTREM
You can't remember enough of the spell to be able even to try.
!MESSAGE DONTSEE
I don't see that around here!
!MESSAGE DONTUND
I don't understand that!
!MESSAGE DOORMELT
Nothing obvious happens. Then it happens again, but more forcefully.
You notice a sneering sensation from the door. The ring now seems to
be sulking, and comments grumpily "Right! You asked for it!"
The door laughs quietly to itself for a moment, then says "Uh-oh",
and melts into rivulets, which quickly solidify, leaving a passage
to the east. This presumably leads into a very high-security area!
!MESSAGE DROPOBJ1
!SWITCH DROPOBJ3 DROPOBJ2 DROPOBJ3
!MESSAGE DROPOBJ2
You dropped one object.
!MESSAGE DROPOBJ3
You dropped @x37 objects.
!MESSAGE EATWHAT
Eat what?
!MESSAGE ESCAPED

The last of the spells binding the parts of the Chaos realm has been
removed! The universe collapses in upon itself, and you find yourself
standing in the ultra-secret KIWS HQ on your home plane. The knight
you rescued has summoned you away from a nasty fate. You are rewarded
with membership of the KIWS for your jolly impressive deed. "Well done!"
say various white-satin clad figures as they show you around the place,
and escort you to a vast throne-chamber, in which five thrones are
arrayed. On these are seated the five ruling members of the Order,
regally bedecked with all manner of finery (all white, of course).
These come down the steps to present you with gifts, and to bestow
honours upon you: The first gives you a freshly-straightened parasol,
enchanted to be proof against dragon breath and UV rays; the second
gives you an antique left sock, magically proof against camels; the
third whispers a proof of the infinitude of prime pairs to you and
returns to her throne. The fourth, a frail individual, beckons his
servants who present you with a magic scythe, which has a double bonus
to hit if used with one's eyes closed underwater against kelpoid life-
forms. Finally, the fifth produces a gong, but instead of giving it
to you, she strikes it with a small hammer, and dinner is brought in.
You all dine on sauteed guzzlet in cheese sauce. The fins are all in
perfect condition, and you are allowed to push the things you don't
like to the side of your plate, which special favour is permitted in
recognition of the great service you have performed.
!MESSAGE EXPLODE
As you get half-way down the stairs, you hear sounds of commotion. Your
light source goes out, and then you explode as streams of darkly red
fire pour in upon you from all directions.
!MESSAGE FACEBITE
The insect buzzes up to you, stings you on the face, and buzzes away.
You notice the doppler effect quite distinctly as the creature leaves -
a quite noticeable parting-tone.
!MESSAGE FLASH
It vanishes with a flash of...well, not a flash of anything, really,
although you do seem to have developed a nice tan all of a sudden.
!MESSAGE FLAMDIE
The heat and light are too much for you. You are blinded, and you fall
to the ground. The water in your bodily tissues boils away. As you can
imagine, this is a painful way to die.
!MESSAGE FLAMOUT
The talisman strikes the demon, and all of his light is extinguished.
With an agonised scream, he implodes, and you feel the excess heat
you had absorbed flow away into the implosion. You feel much better.
!MESSAGE FRUITA
One of the food items - it looks like a piece of fruit - savagely leaps
at you, and tears your throat out with its tiny fangs.
!MESSAGE FRUITB
As you walk along the passage and enter the next room, a piece of fruit
leaps savagely towards you, fangs gleaming. It goes for your throat,
but before it gets too near, your bat (clearly a fruit-bat) strikes the
purplish object (one of the Grapes of Wrath, oft-discussed in works on
demonology ?), splatting it into the wall. Other items of food in the
chamber are impressed, and seem to be wary of you as you enter, though
they continue to fight one another.

!MESSAGE GIBLEAP
The gibbon leaps from your arms, and starts bouncing about the room
again, essentially oblivious to you.
!MESSAGE GONEMESS
The room which used to be down this way seems to have vanished, so you
come back to your starting point.
!MESSAGE HANDBITE
The insect was knocked out by the gas, but your attempt to pick it up
woke it. Annoyed, it stung your hand, which is now beginning to swell
quite badly.
!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 HEALNICE
The healer, seeing your horrid (and by now huge) swelling, takes you
in and rubs all manner of ointments on it. In seconds it is gone, and
he kindly shows you on your way again, showing you out of the door.
!MESSAGE HORRID
That's a horrid idea! How disgusting!
!MESSAGE HUMMELT
The humbug melts in your mouth. It is lovely!
!MESSAGE IATTACK
You grab for the insect, but it dodges you, and prepares to attack...
!MESSAGE IDIOT
Idiot !
!MESSAGE INTERFER
Your words interfere with other magic, and you feel very ill as your
surroundings go out of focus for a while. When they re-focus, they have
changed somewhat.
!MESSAGE ITSAYSG
It says "Take orthogonal Noetherian kernel's adjoint!"
Oh, and just below it in another hand, rather faintly written is
"Tunes help you breathe more easily".
!MESSAGE JOBWORTH
You must be joking! It'd be more likely to eat YOU if you even tried it!
!MESSAGE JUMPED
You jump away from the nexus of energy streams, and tumble between them
for a few moments, until you find yourself drawn to one of the smaller
groupings which surround it. Gravity is stronger here, and you will not
be able to jump around any more!
!MESSAGE KNIGROBE
The knight perks up a little, and takes the robe from you. She smiles
weakly, then faints again. Mind you - she looks a bit better !
!MESSAGE KNOTFAIL
You grab the gibbon, and try tying him into knots, but it doesn't really
work. Being quite flexible, he is able to untangle himself and jump away
from you again.
!MESSAGE NASTY
Don't be nasty - that would be very cruel.
!MESSAGE NAUGHTY
It's a bit naughty of you to try to put something into one of its
contents! I'll do my best - but I'll have to re-arrange things a
bit to make it work.
!MESSAGE NODIG
You are not equipped with a suitable implement.
!MESSAGE NODRINK
There is nothing to drink here.
!MESSAGE NOIDEA
You have no idea how to play it - it is a very strange shape, with
holes in all the wrong places. Actually, you'd not be much use with
a normal flute, but you're quite hopeless with this one!
!MESSAGE NONEED
There's no need to do that, thankyou very much.
!MESSAGE NOSEW
You don't know anything about sewing - you are a battle-hardened, wily
individual, with better things to do.
!MESSAGE NOTHAPPEN
Nothing obvious happens.
!MESSAGE NOTHELD
You're not holding that!
!MESSAGE NOTHING
Nothing.
!MESSAGE NOTHNGHERE
There's nothing here you can take!
!MESSAGE NOTHOLDING
You're not holding anything!
!MESSAGE NOTLIVE
That is not alive, so killing it would be a little tricky!
!MESSAGE NOTNEED
Well, ok, but it didn't need cleaning.
!MESSAGE NOTWORN
You aren't wearing it, you retarded nit!
!MESSAGE NOWANT
No-one here has the slightest interest in that.
!MESSAGE OKMESS
OK.
!MESSAGE QUITQUERY
Are you certain you want to quit?
!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 NOJUMP
You can't jump that way from here - you might hurt yourself!
!MESSAGE PERSUADE
It's too late for you to do anything - his words have had their effect.
You listen to his erudite arguments, and decide that he is probably
quite right. Although you have nothing suitable with you, you manage
to kill yourself after a little effort.
!MESSAGE ODDLOOK
Mind you, there's a faint trace of worry on the demon's face that
gives you the impression he found it harder to convince you than
he was expecting it to be.
!MESSAGE WOTROT
You listen to his nonsensical arguments for a while, before saying
"Bah, humbug!" he is taken aback at this response, and flees.
!MESSAGE PAINRING
Your good fingers are too small to take the ring, and your swollen ones
are too big!
!MESSAGE PLUMMET
You follow the eastern path for a while. It slopes downwards, and then
suddenly gives way beneath your feet. You tumble into a mass of sticks
or twigs, some of which break as you fall into them. You are not hurt,
and as you regain your balance you recognise your surroundings...
!MESSAGE ROBEWASH
Oddly, there is no water in the font to start with, but as you put the
robe in the stone vessel, water appears from nowhere, and disembodied
hands appear to clean the robe gently and lovingly. It turns out that
the robe is made of white satin. It must be worth quite a lot! The water
all vanishes as soon as the robe is nice and clean.
!MESSAGE RODCLEAN
You clean the rod - it turns out that the black colour was just dirt.
The star was only loosely glued on, and falls off as soon as you touch
it. When you finish rubbing all the grime off, you find that the rod is
white, and has small lights, grilles, and other strange things all over
it. The sound of the star breaking off was a sort of  "kirrrrrk" noise,
followed by a crisp "trekkk!" as the star clattered to the ground. The
star has now disappeared completely, leaving just your nice clean rod.
There is writing on the rod, but it's rather worn and hard to see.
!MESSAGE RINGDROP
As the swelling in your finger shrinks and vanishes, the ring falls off,
but you catch it before it hits the ground.
!MESSAGE RINGWEAR
Whilst the fingers on your good hand are too small for the ring to fit,
you find that your swollen hand has big thick fingers, and the ring
will go onto one of them quite nicely. As the ring settles on your
finger, you feel a surge of power, but you aren't quite sure what kind.
!MESSAGE SEWING
You wave the needle, feeling a little silly, and expecting the usual
"Nothing obvious happens" in response, when, to your great surprise,
you notice that the thread responds by dancing faster and faster. It
merges with the pearls, and after a while the motion becomes a blur.
Suddenly, it stops, and the exhibit has vanished. A beautiful pearl
necklace on the floor is all that is left.
!MESSAGE SILLY1
You're being silly! You can't put objects inside themselves!
!MESSAGE SILLY2
You are a silly goose! That object is already exactly where you are
telling me to put it. I shall therefore leave it alone!
!MESSAGE SILLYD
You daft ha'porth! There's a great big adamantite door in the way.
!MESSAGE SWELBUST
Ugh! The swelling has just burst, and you die of blood loss, shock, and
agonising pain.
!MESSAGE SWELGROW
The swelling is growing bigger and bigger!
!MESSAGE SWEPT
It is swept into the storms.
!MESSAGE THREDING
The thread wiggles a bit, then falls still.
!MESSAGE THREDMES
You whirl the weighted thread and release it. You note that as you move
your hand towards the pearlpetual motion exhibit, the thread comes to
life! It flies towards the stream of pearls, and enthusiastically joins
their dance. The pearls seem to approve of this new dance partner, and
sing more happily then ever before.
!MESSAGE TIEGIBB
Aha ! Tie a yellow gibbon round the old oak tree, would you? His arms
are long and flexible, and you easily attach him firmly to the tree.
He can't escape too easily now!
!MESSAGE TOOBIG
You try to wear the ring, but it is too big, and falls from your finger onto
the floor.
!MESSAGE TOOSMALL
The robe is too small for you, and does not fit.
!MESSAGE INFOQUER
Would you like some background information ?
!MESSAGE INFOMESS
You are a typical adventuring type - brave, resourceful, and fearless.
After a career of non-trivially heroic actions, you decided to show
the forces of Chaos just who was boss, and so set out to pay them a
visit. As soon as you expressed this intent, however, you were magically
transported to another place - you feel sure that it is a convenient
prison world set up by the Lords of Chaos to store such as yourself.
It seems as though they no longer think to check on its inhabitants, so
perhaps you can escape and destroy your captors, using things brought
to the Nidus over the millennia.
For help, type HELP !
!MESSAGE CREEHELP
Very friendly of you, but how ?
!MESSAGE KNIGHELP
That sounds like a very good idea. I think more specific commands
would be more useful to me in deciding just what to do, though.
!MESSAGE VOLEFLUT
As you play the flute here, you find that the generally Patagonian
atmosphere inspires you, and you play beautifully. The flute squirms
in your hands, and now feels soft and warm. How odd!
!MESSAGE WELCMESS
NIDUS version 1.0
If any problems, comments, or questions, contact AJFA1
See AJFA1.BOTHER:NOTICE for useful information on known uncured bugs,
and anything else I think useful to publicise.
!MESSAGE HELPMES1
Give me commands of one or two words. To move just say N, NE, E, SE,
S, SW, W, NW, U or D to tell me the direction. TAKE or GET will pick
things up and DROP will drop them. SAVE saves the game position to
a file, and QUIT will stop the game. There are many other commands in
the game - but you're supposed to work out what they are, because that
is part of the point of the game.
!MESSAGE WHEREPUT
What do you want to put it in ?
!MESSAGE BOOKREAD
The book is a school exercise book. In a childish hand are written
various petulant sulky things. One of note is a statement to the effect
that if you have found yourself here, you can't leave until the room is
tidy.
The book's author says that "tidy" means "with an odd number of
playthings in each container, and no toys not in containers."
Another instruction is that you are to move objects one at a time by
giving, as your command, the object to be moved followed by the
container into which you wish to put it. For instance, to put the koala
into the sack, you must say KOALA SACK.
Containers are not toys.
The author then witters on at length about all the things you must and
must not do in his/her/its playroom - it becomes rapidly boring, and
you shut the book again.
!MESSAGE ITSAYSH
It says "Healer" and has an arrow pointing eastwards.
!MESSAGE ITSAYSD
It says "Honourary Denizen of Darkness", and there's a smily face too.
!MESSAGE ITSAYSE
The writing on the rod is partially faded, but you can see the letters
UN..ER.AL T.ANS.ATOR
!MESSAGE TOOHARD
The spell is far too difficult for you to be able to learn it.
!MESSAGE TRYBUT
You try to tie the thread onto several things, but it is too slippery,
and won't tie well to any of them.
!MESSAGE TUNEMES1
You play a tune on the flute - though not a very good one.
!MESSAGE ERROR
There is an error in the game. Contact AJFA1 at once and tell him.
!MESSAGE EUCALMES
Upon thinking that it has heard "Eucalyptus", the koala animates!
!MESSAGE SMOKEOUT
Dense smoke pours out of the can, choking you briefly. It is vile,
multi-coloured smoke, and exactly the sort of stuff an evil demi-god
would love to have swirling about them when terrorising worshippers.
After a while, the smoke clears. There wasn't much of it, really -
it must have been a bit of a dud.
!MESSAGE WOWMESS
Wow! The whole universe twists into a new form, translated by the rod's
power and your imagination. This'll teach those Chaos chaps a lesson,
don't you think ?
!MESSAGE PERLGAZE
The knight looks at the beautiful pearls, but weakly indicates that
though they are splendid, and just the right colour, she can't accept
them. A look of pain crosses her features, and she returns to her
trance, desperately maintaining her safety zone.
!MESSAGE PIGBLOCK
I'm sorry, but there are simply too many of the porcine creatures for
you  to make any progress. You can't get very far from the hole down to
the twilight room at all.
!MESSAGE PULLMESS
You suddenly feel a strange squirming in your stomach, which spreads
to the rest of your body. You are somewhere else, suddenly!

!MESSAGE RINGLEM
The lemur stares at the ring in wonder, then takes it and chews it
for a  while. Then it decisively slips the ring onto its tail. The
ring  blurs and becomes mere decoration in the fur. The animal is
now a ring-tailed lemur!
!MESSAGE WHIRMES
The wheels on the chariot whirr briefly.
!MESSAGE WHIZMES
The chariot whizzes into life, gathers up all the objects on the floor,
and zips off in some direction or other. You can't tell which one -
it almost seems as though it creates some new direction all of its own.
!MESSAGE WORLDNEW
The Universal Translator reaches into the fabric of Chaos, and either
translates it into a new universe, into which you drop, or translates
you to a new universe. Whichever mechanism is employed, you find that
your surroundings have changed...
!MESSAGE OOOPSMES
Well, Amalrik noticed you. With the merest gesture of one of his (as
one might expect) hideously twisted talons, he atomises you. He doesn't
even go to the bother of looking at you, as a whirling lenticular blob
of energy, exuding magical potency, streaks from his finger,
flashes towards you and causes you to sublime into the gaseous
state instantly.
!MESSAGE SCOREMES
Your score is @x37 out of a maximum possible score of 250 points.
!MESSAGE KNIGWAVE
The Knight takes the rod from you, and grins appeciatively. "NOW we'll
REALLY get things moving around here." she says. In her skilled hands,
the Universal Translator starts by regularising a spot near her feet,
which then spreads to encompass the area all about her. The zone of
regularity then sweeps off as far as you can see. You do not notice
the Knight's departure, but at some point in the proceedings, she
must have gone, or caused you to be moved.
!MESSAGE BRAINMES
You walk into total chaos. A pretty stupid thing to do, frankly. You
are totally incapable of maintaining any kind of comprehensible
environment with your feeble intellect and will, and your brain shrivels
with the effort of coping with the environment in its raw form.
!MESSAGE BOOKKAOS
You walk into total chaos. This is a pretty daft thing to do, but you
find that a faint regularity moves with you. It must be that the book
of instructions and regulations you are carrying has an aura of Law and
Order about it, sufficient to protect you in some slight way.
!MESSAGE SAIDMES
Ok, but it doesn't do anything.
!MESSAGE SMELLBAD
The evil swirling smoke, foul incense and other smells are so strong
that you suffocate on the ghastly miasma here. The air is just too
full of horrible guck for you to be able to extract any oxygen from it!
!MESSAGE STARDROP
The star is very loose. Also, you notice that the black colour at the
end smears a little, and decide to investigate this a bit more:-
!MESSAGE VOLEWEAR
You insert the vole into one of your nostrils. It settles itself in
you nasal cavity, with its tail hanging out of your nose, so you can
get it again if you want to. It doesn't seem to have much effect -
you can breathe perfectly easily with it in your nose.
!MESSAGE WOBBLE
Your surroundings wobble slightly, as though something is interfering
with the magic that holds the walls together.
!MESSAGE YOUOK
The healer shoves you out of his room, saying that there is nothing
wrong with you. He then goes back inside.
!MESSAGE COLPATH
The machine is almost swept into the storm, but it strikes the path of
light, just at the point where the light fades out. Then the light seems
to become a little brighter - or at least it is more uni-directional.
Yes, it has definitely been column-mated. You notice that the path now
extends further south.
!MESSAGE LENSPATH
The lens focusses the light, adds its energy to the beam, and vanishes.
!MESSAGE FRYPATH
The doll passes through the beam of light, which is ample-fried. The
path extends southwards! The doll is then swept into the storm.
!MESSAGE TRIPMES
You trip and break your neck.
!MESSAGE SQUEAL
A small dark creature, briefly caught in the beam of your torch, squeals
in pain. Then your torch goes out and you can't make it come on again.
!MESSAGE TOOILL
The knight weakly looks at the rod, and seems interested, but the walls
of her safety zone begin to buckle. She goes back into a trance, and
the walls stabilise.
!MESSAGE LIGHTOUT
The light in the room goes out, suddenly. I wonder why that was ?
!MESSAGE CREEMELT
The small dark creature melts, then evaporates, squealing in pain.
!MESSAGE DARKGIFT
Large dark creatures coalesce about you, and hissily thank you for
rescuing their companion. He (she? it?) leaps from your arms. You are
given a small black talisman as a reward, and are promised safe passage
should you meet any more of these creatures. A narrow tunnel east is
shown to you, and it is indicated that you may use it if you wish,
but you will not be able to return.
!MESSAGE THUDMES
The stone portal closes with a booming thud, and vibrations permeate
through the entire cylinder.
!MESSAGE TUGBUT
You tug at it with all your strength, but it will not open.
!MESSAGE CLOSEDB
The basalt exit is closed, and you bump your nose as you attempt to
walk through it.
!MESSAGE CLOSEDG
The granite exit is closed, and you graze your forehead as you try to
walk through solid rock.
!MESSAGE UNAMES
However, it does so only for a few seconds, after which it reverts to
its stuffed-toy form.
!MESSAGE READIT
OK, you read the spell. It doesn't make much sense to you, as you only
got a third in "Runes and Glyphs" in 1A, but it's interesting anyway,
and you feel that there is power here, waiting to be unleashed.
!MESSAGE ZAPPED
Even as the first few syllables leave your mouth, you know it isn't
going to work. It doesn't. The spell mis-fires, and you are atomised.
!MESSAGE YODSPEL
You yodel the spell, which glows as you do so. At the end, the spell
disappears, and you see a group of prison cells float by and explode.
!MESSAGE YODSPELH
The effort required to yodel HQXKF is immense, but you succeed. This
awesome spell makes the energy paths about you flex and buckle - and
all manner of flashes are visible in the distance as distant parts of
this dimension are consumed in terrible blasts of magic power. HQXKF
goes "FOOM!" and vanishes. The air sucked into the resulting vacuum
knocks you off your feet for a moment, but you get up again shortly
afterwards.
!MESSAGE YESPEL
You yell the potent phrases, and soon find that you are having to yell,
as very loud noises surround you, and winds blow. A wooden framework
drifts past, and splinters into tiny pieces, which float away.
!MESSAGE ANNOMES
You confidently announce the spell, as though defying anyone to try to
dissuade you. The words trip from your tongue, and you can see lights
in the distance vanishing.
!MESSAGE SHOUMES
You shout the spell, angrily. As you emphasise particular stages in
the casting, the "ground" shakes with the same rhythm. A dark metal
door, with a hole in the middle, whizzes past you.
!MESSAGE SCREMES
You scream the words of the spell, and distant rumblings result. After
a while, an old man flies past on a magic carpet, chasing a group of
glass cases which are tumbling amongst the energy strands. You lose
sight of him and his cases after a while.
!MESSAGE CHANMES
You chant the spell, sonorously. A feeling of calm results, and it seems
as though you have drained some of the energy out of this dimension.
!MESSAGE COMMES
In an off-hand manner you give voice to the spell, as though just making
a comment of some kind. Equally casually, a large stone portal spins
into your field of vision, and crumbles to dust.
!MESSAGE DECLMES
You declaim very impressively, and feel that you are bringing Order to
this place. You have a brief vision of several regiments of demon
guards dissolving painfully.
!MESSAGE INCAMES
You incant the spell, and several "grunts" of demon swine squeal their
last as their sty collapses in upon them. You cackle gleefully, not
having forgiven the beasts for being such a navigational hazard earlier.
!MESSAGE MURMES
You murmur the spell, and are taken aback at the huge blobs of lava
which result. You can see faces of demons trapped in the lava. All the
blobs fly into each other and then explode.
!MESSAGE MUTTMES
As you mutter the words of this spell, you hear a whining noise. Then
you see a child's playroom, slowly breaking up, fall into the energy
nexus. A horrid demon child struggles to free itself in time, but all
are fried. You feel no pity.
!MESSAGE RECIMES
Using the written copy as a crib-sheet, you recite the spell in a quite
methodical manenr, considering the circumstances. You see a vision of
a group of dark beings being expelled from this plane by your spell,
and arriving in an entirely underground world. Their idea of a good
time, one supposes. As the vision fades, you hear them hissily thank
you for releasing them.
!MESSAGE WHISMES
You whisper the spell, and the sibilants turn into a mighty wind which
whips up a cloud of apothecarial materials. "Ah well," sighs a voice,
"I never did get round to tidying the place anyway." You see the healer
(now revealing himself as a spirit from the Good planes) standing
before you. "Keep up the good work!" he says, and vanishes.
!MESSAGE INVOMES
You invoke the spell, which produces a long arm. This brings back
various sections of corridor, which it pulversies to dust. It then
fades away.
!MESSAGE SAYMES
You say the words of the spell, and are pleased to see that it works.
Myriads of vicious tea-things swarm into the distance, pursued by
a huge dishcloth, which catches and destroys them.
!MESSAGE SINGMES
The spell doesn't fit terribly well to any tune you know, but you
muddle through, and are quite pleased with the result. You see a
vision of a crowd of miners. They all throw sugar lumps into the air,
cheer, and walk through a glowing portal.
!MESSAGE CALLMES
You call out the spell, and probably call attention TO yourself. At
this stage, however, it probably doesn't matter too much. What seem
to be thousands (but may well be only several dozens) of circles drop
from somewhere and break apart.
!MESSAGE CRYMES
You cry out with great enthusiasm, and are not disappointed by the
result as a recently re-stocked special effects store explodes,
killing Amalrik before he has time to react. You are a little miffed
that you could not defeat him in person, but this is good enough.
!MESSAGE WEEPMES
You have a good weep.
!MESSAGE INTMES
After a moment's preparation, you intone the spell. You get a brief
vision of a group of bent parasols and a chef. Then some shards of
glass make you suspect that the exhibits are returning home.
!MESSAGE EXCMES
You exclaim the spell as well as you are able, which must be pretty
well, for a font, surrounded by light, ascends through a hole in the
sky. Choirs sing.
!MESSAGE PRONMES
You pronounce the spell, weightily. Appropriately, a large weight
drops from above, and lands in the Nidus, disturbing it. The paths
begin to flicker. You feel sure that you can destroy this plane with
only a little more work!
!MESSAGE MUNGONE
There is a sound like a whiplash.
!MESSAGE NYZGONE
There is a "snap" sound, and several light thuds.
!MESSAGE TSUGONE
Some scratching sounds can be heard, followed by silence.
!MESSAGE GOMGONE
A light flashes briefly.
!MESSAGE HQXGONE
Something nearby goes "creeeak" quite slowly, and stops suddenly.
!MESSAGE SNOGONE
Your hair stands briefly on end, and your hear a "crack" noise.
!MESSAGE LIIGONE
You hear a faint tearing noise. Then something clatters.
!MESSAGE BEXGONE
Something goes "splash" nearby.
!MESSAGE VALGONE
It seems slightly darker now.
!MESSAGE EEDGONE
You hear faint footfalls, and a "whoops". Then a falling sound, and
faint laughter.
!MESSAGE FLOGONE
You smell air-freshener.
!MESSAGE SERGONE
An almost palpable sulking sensation passes, accompanied by a wave of
loathing. You hope they will be happy together!
!MESSAGE POMGONE
You hear something like sanding or scraping.
!MESSAGE YUFGONE
There is a rapid succession of squeaky noises nearby, and the occasional
sound of hammering.
!MESSAGE MIQGONE
You hear a rather prolonged clattering sound.
!MESSAGE NOFUN
You hear an evil laugh, which grows stronger. Several Chaos Lords stride
along the energy strands, and re-structure you in much the same way as you
have been re-structuring their universe. Oops.
!MESSAGE CANTEMP
You can't empty that!
!MESSAGE EMPTMES
You turn it upside down and wait for a bit, then put it down on the floor.
Anything that was inside it is now on the floor, making a mess again..
!MESSAGE COLKILL
The desk evaporates, giving the collector and yourself nice tans. You
are fairly happy at your new "bronzed, battle-hardened" look, but the
collector is furious. He casts a spell and kills you on the spot.
!MESSAGE KNIGDEAD
The knight evaporates, and you have a nice tan. 'Fair enough', you
think to yourself for a few moments, wondering what will happen
next. Then you remember who was keeping things stable around here;
With the knight gone, her safety zone vanishes. The chaos influx has
a less than beneficial effect on your life expectancy. Indeed, it is
reduced to several milliseconds.
!MESSAGE CHARCOME
A toy chariot tumbles down the stairs, and smashes on the floor,
raising some dust which soon clears.
!MESSAGE SELFRAZE
The flower's fiery colours become true fire, and the shelf is turned
into a brief inferno. It must be a shelf-razing flower! During the
fire, you hear a coughing from above the shelf. After some grumbling
noises, something goes 'THUD!' onto the floor, and the shelf burns
completely away.
!MESSAGE SELFBURN
The flower's fiery colours become true fire, and the shelf is turned
into a brief inferno. It must be a shelf-razing flower! After a few
seconds, the shelf burns away completely, and nothing is left.
!MESSAGE COLCT20
He glances at your bonsai tree, and says it's not exactly a rarity.
After some musings, he refuses it, and says you should keep it.
!MESSAGE COLCT21
He glances at your bonsai tree, and says it's not exactly a rarity.
You note a slight excitement in his voice, however. It looks as though
he has seen something of interest on your person!
!MESSAGE COKED
Cokherr kills you in a very brutal fashion. 'Nuff said.
!MESSAGE COLGIFT

The collector looks pensive for a moment. Then he looks up at you
and says "I think I can get my new exhibit under way now! Thank
you so very much for your help. And as you were honest enough to
return my pearls after "borrowing" them, I have something for you
now - here, this may come in useful."
He puts a large flower within your reach, and starts planning his
new exhibit.
!MESSAGE TUNES2
Well, they DO say that tunes make you breathe more easily, but
I'm afraid to say that it doesn't seem to be true at the moment.

!MESSAGE ALREAD
You have already read that piece of writing. I know this,
because it is in the room description, you silly person.
!MESSAGE NOLOCK
You cannot see any way the door might be opened. There is no handle
or lock, and the door is VERY solid.
!MESSAGE CANTTURN
You can't turn that!
!MESSAGE RINGZAP
As you touch it, it evaporates in a burst of..well, not really a burst
of anything, actually, though you seem to have developed a nice tan
all of a sudden.
!MESSAGE PARADOX
The ring, gets hotter and hotter, apparently immune to its own
terrible power. Eventually, it explodes, and the power released
is easily sufficient to give you a REALLY good tan, all the way
through...
!MESSAGE KNOCWOT
Knock on what ?
!MESSAGE KNOCROD
Mindful of 'Black Rod' in Parliament, you knock on the door with
your rod, in as impressive a manner as you can manage.
!MESSAGE DOORBLAS

After knocking on the door for the third time, the rod starts to glow
brightly and becomes hot. You drop it, and it bounces to point at the
door just as a beam of terrific power blasts forth, melting the door,
and destroying the rod. Your vision returns to normal after a while,
and you see that it is now possible to go east from here.
White splinters drift through the air for a few seconds, evaporating.
!MESSAGE CANTCATC
You can't catch that!
!MESSAGE TOOFAST
The pearls are moving high above you, for the most part, and
never dip low in your vicinity, so you cannot catch them.
!MESSAGE CANTTHRD
You can't thread that!
!MESSAGE CANTKNOT
You can't knot that!
!MESSAGE HAVAGO
You have a go, but can't really do it.
!MESSAGE NOTHREAD
You have no thread!
!MESSAGE BORING
It is full of terribly tedious instructions, rules, regulations,
laws, ordnances etc. All are written in a childish hand. It's
terribly boring, and mostly immature in style. Eg 'No grown-ups
can come into my room unless I give them written permission
first, and even then I shall SULK until they go away.'
The whole book, whilst a little untidily written, is very orderly in
presentation and layout, and it seems as though the order in which
all the rules are set out is felt by the author to be important.
!MESSAGE WTGROYT
Well, that's got rid of at least one of us then!
!MESSAGE NOTCLOS
You don't have the pearls, so you can't get them close enough to
the thread to be able to thread them on it!
!MESSAGE CHUTING
You slide down a long, but comfortable chute. What fun! After
a while, you come to the bottom with a BUMP!
!MESSAGE PORTZAP
As you touch the portal, it flickers, but does not vanish. Perhaps
it is even more powerful than the ring ? You do, however, hear
rumblings and cracking noises within the structure of the portal.
!MESSAGE RODPORT
Waving the rod near the magic portal seems to have disturbed the
power within both objects. The rod starts to hum, and does so in
time with your waving of it. You try to stop, but it is too late.
The rod and portal resonate, and the rod explodes. The portal
emits a few splintering noises, and falls silent.
White splinters drift through the air for a few seconds, evaporating.
!MESSAGE NOWATER
You have no water!
!MESSAGE COLCT22
The collector spurns your needle, saying that Clemian needles,
though magical, are of little academic interest, especially
bent Clemian needles.
!MESSAGE COLCT23
The collector doesn't seem to feel that the can is of sufficient
interest for any comment at all to be justified. After a brief
despairing glance up at you, he shakes his head and returns to
work.
!MESSAGE COLCT24
The collector is outraged that you should suggest that he would
even CONSIDER putting a civilised life-form on display. He most
strongly refuses the offer.
!MESSAGE COLCT25
The collector has a look at your bat, and seems on the point of
accepting it when he suddenly remembers that he has one already.
He hands it back to you, and says it's very nice really, but
one of them is plenty.
!MESSAGE COLCT26
The collector says he has read it already, and feels that it is
to literature as the Hoogian Royal Navy was to navigation. He
seems not to want to discuss the matter further.
!MESSAGE COLCT27
The collector seems interested for a while, but says that you
ought to hang onto it. It's a special one for children, because
you don't have to (and indeed can't) turn it on or off - it glows
constantly and softly, until its magic is cancelled.
!MESSAGE COLCT28
The collector looks with distaste at the sticky sweet, and says that
he has already eaten. He must therefore, he regrets, refuse this
magnificent offer.
!MESSAGE COLCT29
The collector examines the chariot speculatively, but returns
it to you, saying that it's not really in his field of interest.
!MESSAGE COLCT30
The collector is most impressed, but says he doesn't have the
storage facilities for something of such power.
!MESSAGE COLCT31
The collector says he already has a working set of stonemasonry
equipment somewhere, and doesn't feel in need of any more.
!MESSAGE COLCT32
The collector is puzzled. He gave the flower to you as a gift, and
really has no need of it. He refuses to take it.
!MESSAGE COLCT33
He likes the doll, but says that he has several similar in his
exhibition of "Figurines depicting monks and other religious
persons, in clothing not constructed from lilac water-cress."
He must, therefore, decline to accept. He mutters something
about null hypotheses, looks confused for a moment, and
returns to work.
!MESSAGE COLCT34
He seems to be totally taken aback. He looks the talisman over
for a few seconds, and hands it back to you. He says that it
is TOTALLY unheard-of for someone to be made an Honourary
Denizen of Darkness. He cannot possibly allow you to give him
this item, even though he has never seen its like.
!MESSAGE NOWTNEW
You learn nothing new by examining it.
!MESSAGE EXAMDESK
The desk is covered with all manner of things. You find that something
prevents you from touching the desk and the things on it. Some magical
force, probably resulting from an unwillingness on the part of the
author of this game to allow them to be used. Be that as it may, you
can at least look at them in wonder.

Immediately before you is a complete first-edition copy of the famed
"Copper-bottomed horse-trough manufacture as a paradigm for anti-
mysogynist consciousness-raising activity amongst the inhabitants of
river deltas." next to a bottle of hair tonic. Seven butterflies,
sculpted from butter and liberally sprinkled with hundreds and thousands
sit on wooden stands, perched precariously on a pile of cardboard "Cut-
out and Dress" figures of famous village idiots. Open on the table, and
lightly greased with yak-lard, is a copy of "De Aardvaark", life-work
of Cwmllyrykll the Unpronouceable. Beyond that, bubbling slightly,
is a sloth-and-buttermilk pie. There are also alembics, balances,
calcifiers, and things beginning with other letters of the alphabet
too.
Several games each of various solo board games and card games appear to
be in progress at various places on the table. Perhaps the collector
has few visitors? There are piles of notes on potential new exhibits,
all unfortunately written in incomprehensible scrawl. Four stunt-
pomegranates perform tumbles and rolls, and call out encouragements to
one another, but they are observed only by yourself. One of the
pomegranates is standing on the corner of a legible piece of note-paper.
It might as well not be legible, though - it is full of strange words
like 'shawm' and 'habergeon' and conveys nothing of use to you.
The legs of the desk are short, as the body of the desk is composed of
many compartments.
A host of interesting-looking objects, items, gadgets and devices is
(one host - singular subject, dontcha know!) visible through cracks,
holes and slightly open drawers and doors.
None of them are of any use to you, and the aforementioned
force-field will stop you taking them anyway. So there.
!MESSAGE PERLWOBB
Your words seem to interfere with the magic animating the pearls. For
a few moments, they fall freely. But the interference is very short-
lived, and the pearls are able to recover. Their dance re-starts, and
after a brief period of unsteadiness, it is as it was before.
!MESSAGE TWILWOBB
The twilight flickers for a while, as though your words are interfering
with its magical source.
!MESSAGE BUTHOW
Yes, but how ?
!MESSAGE SULKMESS
You have a good sulk. "So there!", "Nyaah" etc etc.
!MESSAGE THUNKED
You have thunk, but nothing has happened as a result.
!MESSAGE GLOWPATH

Somewhere about you, a new stream of light appears between two of
the force-nodes!
!MESSAGE LORDWISE

You feel a brooding presence tinkering with the fabric of creation.
This leads you to suspect that the Lords of Chaos are now wise to
the variety of spellcasting just employed and have re-structured this
universe to prevent your employing that technique again.
!MESSAGE NOLID
There is no lid or catch or anything else suitable, so you can't
really open or close it effectively.
!MESSAGE KOALSTIR
The koala stirs briefly, as though its defective ears have picked
up something of interest.
!MESSAGE POWINTER

Even after your re-materialisation, you can still hear and feel
distant rumblings and cracklings, making you feel that your use
of the magic phrase has this time interfered with a most potent
form of magic.
!MESSAGE FUMBLY
You try, but find that the words don't come out right. You stumble
over them, and feel mounting energies, badly out of control. As
you realise the dangers of mis-casting spells, you stop before you
do yourself any harm.
!MESSAGE COUGHS
You noticed, as the smoke was spreading out, some tiny coughs and
splutters, a sneezelet, and an end to the buzzing noise in the
room. The insect is motionless on the floor - you've suffocated the
poor thing, you meanie!
!MESSAGE URGLE
You find it impossible to 'let go' enough as you must concentrate so
hard to keep your sanity that you clutch reflexively at many of your
possessions. You must drop them one at a time, I'm afraid.
!END