/ Sangraal by Jonathan R. Partington
/
/ This game (c) Copyright J. R. Partington, but freely distributable.
/
/ To quote the author:
/
/ "Personally, I am happy for people to convert the games for any system
/  they like, as long as they give due acknowledgements (and don't
/  attempt to make any money out of them without consulting me first!)"
/  INITIAL PART OF SANGRAAL DATABASE
/  ---------------------------------
/
!POSSESSIONS START1 PLAYER
!POSSESSIONS GALLRM GALLOWS MANDRAKE
!POSSESSIONS ROUND COCK
!POSSESSIONS PATH1 TREE
!POSSESSIONS TREE SWORD
!POSSESSIONS CHURCH6 SKELETON VIOLIN
!POSSESSIONS CHURCH5 STONE
!POSSESSIONS CHURCH4 COFFIN
!POSSESSIONS CRYPT CORPSE
!POSSESSIONS PATH2 HORSE
!POSSESSIONS INHORSE LEVER
!POSSESSIONS JUNC1 FIRE
!POSSESSIONS CTOWER TAPESTRY
!POSSESSIONS ANAGRM GEM
!POSSESSIONS SALT1 PILLAR
!POSSESSIONS SALT2 ROCK
!POSSESSIONS DES7 OZ
!POSSESSIONS DES18 FOLLY
!POSSESSIONS INCITY IDOL
!POSSESSIONS LAKE BOAT
!POSSESSIONS DEND1 DEMON
!POSSESSIONS DEND2 HAG
!POSSESSIONS HAG EYE
!POSSESSIONS ANTERM PAPER
!POSSESSIONS GROTTO DAME CRYSTAL
!POSSESSIONS F11 PATEN
!POSSESSIONS F13 COINS
!POSSESSIONS SLROOM BED
!POSSESSIONS NXHALL CLOTH FARTH BATON
!POSSESSIONS ENVYRM BOARD
!POSSESSIONS GLUTRM CHEESE
!POSSESSIONS DOGRM DOG
!POSSESSIONS DOG BONE
!POSSESSIONS WRATRM PAGE BALL
!POSSESSIONS PRIDRM CHOIR
!POSSESSIONS WIDOWS FRIAR
!POSSESSIONS CASTLE KTA KTB KTC KTD KTE KTF KTG KTH
!POSSESSIONS JOHOCO CURTAIN
!POSSESSIONS JUNC2 WIG
!POSSESSIONS JHCEND SCROLL
!POSSESSIONS TRK6 ARK NOAH
!POSSESSIONS TRK2 WITCH
!POSSESSIONS WOOD2 ERLKING
!POSSESSIONS BOOL1 RUBY SAPPH
!POSSESSIONS SINAI2 TABLET
!POSSESSIONS TRK1 PORTRAIT
!POSSESSIONS DON1 JUAN PIE
!POSSESSIONS FARM1 RAVEN
!POSSESSIONS FARM2 EMU
!POSSESSIONS FARM3 SLOTH
!POSSESSIONS FARM4 WOLF
!POSSESSIONS FARM6 SHEEP LAMB
!POSSESSIONS HELL5 TORTOISE
!POSSESSIONS HELL7 GREASE
!POSSESSIONS HELL8 HMDUM1 HMDUM2 HMDUM3
!POSSESSIONS KLIB BOOK VINE
!POSSESSIONS WISTEM ALTAR
!POSSESSIONS ALTAR PEARL
!POSSESSIONS FOGEND FOGDUM5 GURU
!POSSESSIONS FOGMAZE1 FOGDUM1
!POSSESSIONS FOGMAZE2 FOGDUM2
!POSSESSIONS FOGMAZE3 FOGDUM3
!POSSESSIONS FOGMAZE4 FOGDUM4
!POSSESSIONS PAL0 MONK
!PROP LOON2 VISITED
!PROP DES2 VISITED
!PROP DES3 VISITED
!PROP DES4 VISITED
!PROP DES5 VISITED
!PROP DES6 VISITED
!PROP DES8 VISITED
!PROP DES9 VISITED
!PROP DES10 VISITED
!PROP DES11 VISITED
!PROP DES12 VISITED
!PROP DES13 VISITED
!PROP DES14 VISITED
!PROP DES15 VISITED
!PROP DES16 VISITED
!PROP DES17 VISITED
!PROP LAKEX DISORIENT
!PROP F1 DISORIENT
!PROP F2 DISORIENT
!PROP F3 DISORIENT
!PROP F4 DISORIENT
!PROP F5 DISORIENT
!PROP F6 DISORIENT
!PROP F7 DISORIENT
!PROP F8 DISORIENT
!PROP F9 DISORIENT
!PROP F10 DISORIENT
!PROP F11 DISORIENT
!PROP F12 DISORIENT
!PROP F13 DISORIENT
!PROP F14 DISORIENT
!PROP LURM1 DISORIENT
!PROP LURM2 DISORIENT
!PROP HELL1 VISITED DISORIENT
!PROP HELL2 VISITED DISORIENT
!PROP HELL3 VISITED DISORIENT
!PROP HELL4 VISITED DISORIENT
!PROP HELL5 DISORIENT
!PROP HELL6 DISORIENT
!PROP HELL7 DISORIENT
!PROP HELL8 VISITED DISORIENT
!PROP FOGMAZE1 DISORIENT
!PROP FOGMAZE2 DISORIENT
!PROP FOGMAZE3 DISORIENT
!PROP FOGMAZE4 DISORIENT
!PROP PLAYER LIGHT
!PROP LIGHTDUM LIGHT NOTAKE
!PROP MANDRAKE NOTAKE
!PROP GALLOWS NOTAKE
!PROP SKELETON NOTAKE ALIVE
!PROP VIOLIN NOTAKE TREASURE
!PROP COFFIN NOTAKE
!PROP TREE NOTAKE
!PROP LEVER NOTAKE
!PROP FIRE NOTAKE
!PROP HORSE NOTAKE
!PROP PILLAR NOTAKE
!PROP LAKE NOTAKE
!PROP OZ NOTAKE
!PROP FOLLY NOTAKE
!PROP TIMBER NOTAKE
!PROP BOAT NOTAKE
!PROP DEMON NOTAKE ALIVE
!PROP HAG NOTAKE ALIVE
!PROP DAME NOTAKE ALIVE
!PROP BED NOTAKE
!PROP COCK EDIBLE ALIVE
!PROP CHEESE EDIBLE
!PROP BONE EDIBLE
!PROP BOARD NOTAKE
!PROP DOG NOTAKE ALIVE
!PROP PAGE NOTAKE ALIVE
!PROP CHOIR NOTAKE ALIVE
!PROP FRIAR NOTAKE ALIVE
!PROP KTA NOTAKE ALIVE
!PROP KTB NOTAKE ALIVE
!PROP KTC NOTAKE ALIVE
!PROP KTD NOTAKE ALIVE
!PROP KTE NOTAKE ALIVE
!PROP KTF NOTAKE ALIVE
!PROP KTG NOTAKE ALIVE
!PROP KTH NOTAKE ALIVE
!PROP TAPESTRY TREASURE
!PROP FIGURINE TREASURE
!PROP CRYSTAL TREASURE
!PROP PATEN TREASURE
!PROP COINS TREASURE
!PROP ORB TREASURE
!PROP SCEPTRE TREASURE
!PROP STOLE TREASURE
!PROP CURTAIN NOTAKE
!PROP CHILD ALIVE TREASURE / goes to friar!
!PROP ARK NOTAKE
!PROP NOAH NOTAKE ALIVE
!PROP WITCH NOTAKE ALIVE
!PROP ERLKING NOTAKE ALIVE
!PROP PORTRAIT NOTAKE
!PROP JUAN ALIVE NOTAKE
!PROP NOBLE ALIVE NOTAKE
!PROP EMU ALIVE NOTAKE
!PROP WOLF ALIVE NOTAKE
!PROP SLOTH ALIVE NOTAKE
!PROP RAVEN ALIVE NOTAKE
!PROP SHEEP ALIVE NOTAKE
!PROP LAMB ALIVE NOTAKE
!PROP WOMBAT ALIVE
!PROP MOSES NOTAKE ALIVE
!PROP BOOK NOTAKE
!PROP GURU NOTAKE
!PROP RUBY TREASURE
!PROP SAPPH TREASURE
!PROP CALF TREASURE
!PROP FOGDUM1 NOTAKE
!PROP FOGDUM2 NOTAKE
!PROP FOGDUM3 NOTAKE
!PROP FOGDUM4 NOTAKE
!PROP FOGDUM5 NOTAKE
!PROP VINE NOTAKE ALIVE
!PROP PIE EDIBLE
!PROP MONK NOTAKE ALIVE
!PROP ALTAR NOTAKE
!VAR LASTLOC 0
!VAR THISLOC 0
!VAR STRENGTH 7                     / Can carry 7 objects,
!VAR OBJHELD 0                      / and is not carrying any initially.
!VAR THIRSTVAR 0
!VAR PAPVAR 0
!VAR MAZEVAR 0
!VAR BOOKVAR 3
!VAR TERSEVAR 1
!STATE HAG 1  / with eye
!STATE RUBY 1 / glowing
!STATE NOAH 7 / needs some livestock
!STATE FOGMAZE1 1 / i.e. N takes you back
!END
/                SANGRAAL DATABASE
/                -----------------
/
/  PRELIMINARY SECTION
/  -------------------
/
!POSTCOMMAND POSTPROG
!WELCOME WELCPROG

/  Program-defined properties.
/
!PROPERTY LIGHT 0                / Light source (objects and rooms).
!PROPERTY INVIS 1                / Invisibility (objects only).
!PROPERTY HIDING 2               / Hides objects it holds (objects only).
!PROPERTY VISITED 1              / Visited (rooms only).
!PROPERTY DISORIENT 2            / "Disorientation" property (rooms only).
/
/ User-defined properties.
/
!PROPERTY NOTAKE 3               / Cannot be taken (objects only).
!PROPERTY EDIBLE 4
!PROPERTY ALIVE 5
!PROPERTY TREASURE 6
/
/ Directions.
/
!DIRECTION B                     / Dummy direction to make GO BACK work.
!DIRECTION D
!DIRECTION E
!DIRECTION N
!DIRECTION NE
!DIRECTION NW
!DIRECTION S
!DIRECTION SE
!DIRECTION SW
!DIRECTION U
!DIRECTION W
!DIRECTION IN
!DIRECTION OUT
!DIRECTION D1
/ used also by ball  / also back in fog / also used in palace
!DIRECTION D2                      / also on in fog
!DIRECTION D3
!DIRECTION D4  / for the rotating maze
/
/ Special meanings of words.
/
!SPECIAL ALLSPEC                 / To detect the word "ALL".
!SPECIAL INVSPEC                 / To detect the word "INVENTORY".
!SPECIAL FISHSPEC
!SPECIAL FROGSPEC
!SPECIAL TOADSPEC
!SPECIAL REDSPEC
!SPECIAL BLUESPEC
!SPECIAL GREENSPEC
!SPECIAL YELLOWSPEC
!SPECIAL WATERSPEC
!SPECIAL XARNSPEC
!SPECIAL SCSPEC / scissors
!SPECIAL STSPEC / stone
!SPECIAL PASPEC / paper
!SPECIAL SWAYSPEC
!SPECIAL PEACESPEC
!SPECIAL TURNSPEC  / Klingsor's Vogon poetry
!SPECIAL ASPEC
!SPECIAL BSPEC
!SPECIAL ONESPEC
!SPECIAL TWOSPEC  / and card sharping
!SPECIAL TOABSPEC
!SPECIAL OTBASPEC / final Klingsor puzzle
!SPECIAL DOWNSPEC / for LIE DOWN
!SPECIAL MESPEC
!SPECIAL MOANSPEC
!SPECIAL SANGSPEC
!SPECIAL MAGICSPEC / for SAY
!SPECIAL SIGNSPEC
!SPECIAL TREESPEC
!SPECIAL INSCRSPEC
!SPECIAL WALLSPEC
!SPECIAL GATESPEC
!SPECIAL PEDSPEC
!SPECIAL BLDGSPEC / for READ
!SPECIAL FACEDSPEC
!SPECIAL PLONKSPEC
!SPECIAL SPURTSPEC / for Klingsor
!SPECIAL THREESPEC
!SPECIAL MORESPEC / nevermore
!SPECIAL COURTSPEC
!SPECIAL SHIPSPEC / Klingsor's riddle
!SPECIAL CSPEC
/ !SPECIAL DSPEC use downspec
!SPECIAL ESPEC
!SPECIAL FSPEC
!SPECIAL GSPEC
!SPECIAL HSPEC
!SPECIAL ISPEC
!SPECIAL JSPEC
!SPECIAL KSPEC
!SPECIAL LSPEC
!SPECIAL MSPEC
!SPECIAL NSPEC
!SPECIAL OSPEC  / for the library books (A, B already exist)
!SPECIAL DOORSPEC
!SPECIAL ROPESPEC / rope and knot
/
/ Variables.
/
/ The four workspace variables must appear first.
!VARIABLE VAR0
!VARIABLE VAR1
!VARIABLE VAR2
!VARIABLE VAR3
/ Now other variables.
!VARIABLE OBJHELD
!VARIABLE STRENGTH
!VARIABLE TIMEVAR / used in giant puzzle & endgame
!VARIABLE MANDVAR /mandrake
!VARIABLE THISLOC
!VARIABLE LASTLOC
!VARIABLE WINDVAR / desert
!VARIABLE THIRSTVAR
!VARIABLE PAPVAR
!VARIABLE MAZEVAR
!VARIABLE KTVAR  / temp workspace for Klingsor
!VARIABLE VAR4
!VARIABLE VAR5
!VARIABLE VAR6
!VARIABLE BOOKVAR
!VARIABLE PRVAR1 / first one mod 11
!VARIABLE PRVAR2 / second one mod 11
!VARIABLE PRVAR3 / this one counts mod 10
!VARIABLE LOGIVAR / scoring for logic gates
!VARIABLE TERSEVAR
/
!TEXTVAR
/
/  OBJECTS SECTION
/  ---------------
/
/ Player must be first object.
!OBJECT PLAYER HOLDING HOLDING HOLDING
!OBJECT LIGHTDUM MNULL MNULL MNULL  / for INVPROG etc
!OBJECT GRAIL MNULL MNULL MNULL
!OBJECT GALLOWS GALLOWM1 MNULL GALLOWM1
!OBJECT MANDRAKE MANDRM1 MANDRM2 MANDRM1
!OBJECT COCK COCKM1 COCKM2 COCKM1
!OBJECT STONE STONEM1 STONEM2 STONEM1
!OBJECT SKELETON SKELM1 MNULL SKELM1
!OBJECT VIOLIN VIOLM1 VIOLM2 VIOLM1
!OBJECT SWORD SWORDM1 SWORDM2 SWORDM3
!OBJECT WIZDUM MNULL MNULL MNULL
!OBJECT CORPSE CORPSE1 CORPSE2 CORPSE1
!OBJECT COFFIN COFFIN1 MNULL MNULL
!OBJECT TREE MNULL MNULL MNULL
!OBJECT HORSE HORSEM1 MNULL MNULL
!OBJECT PILLAR PILLARM1 MNULL MNULL
!OBJECT ROCK ROCKM1 ROCKM2 ROCKM1
!OBJECT LEVER LEVERM1 MNULL MNULL
!OBJECT FIRE MNULL MNULL MNULL
!OBJECT GEM GEMM1 GEMM2 MNULL
!OBJECT TAPESTRY TAPESM1 TAPESM2 TAPESM1
!OBJECT OZ OZM1 MNULL MNULL
!OBJECT FOLLY FOLLYM1 MNULL MNULL
!OBJECT IDOL IDOLM1 IDOLM2 IDOLM1
!OBJECT TIMBER TIMBERM1 MNULL MNULL
!OBJECT BOAT BOATM1 MNULL MNULL
!OBJECT DEMON DEMONM1 MNULL MNULL
!OBJECT FIGURINE FIGURM1 FIGURM2 FIGURM1
!OBJECT EYE EYEM1 EYEM2 MNULL
!OBJECT HAG HAGM1 MNULL MNULL
!OBJECT PAPER PAPERM1 PAPERM2 MNULL
!OBJECT DAME DAMEM1 MNULL MNULL
!OBJECT CRYSTAL CRYSTM1 CRYSTM2 CRYSTM1
!OBJECT PATEN PATENM1 PATENM2 PATENM1
!OBJECT COINS COINSM1 COINSM2 COINSM1
!OBJECT BED BEDM1 MNULL MNULL
!OBJECT CLOTH CLOTHM1 CLOTHM2 CLOTHM1
!OBJECT FARTH FARTHM1 FARTHM2 FARTHM1
!OBJECT BOARD BOARDM1 MNULL MNULL
!OBJECT CHEESE CHEESEM1 CHEESEM2 CHEESEM1
!OBJECT DOG DOGM1 MNULL MNULL
!OBJECT BONE BONEM1 BONEM2 MNULL
!OBJECT PAGE PAGEM1 MNULL MNULL
!OBJECT BALL BALLM1 BALLM2 BALLM1
!OBJECT CHOIR CHOIRM1 MNULL MNULL
!OBJECT BATON BATONM1 BATONM2 BATONM1
!OBJECT ORB ORBM1 ORBM2 ORBM1
!OBJECT SCEPTRE SCEPTM1 SCEPTM2 SCEPTM1
!OBJECT STOLE STOLEM1 STOLEM2 STOLEM1
!OBJECT FRIAR FRIARM1 MNULL MNULL
!OBJECT KTA KTAM1 MNULL MNULL
!OBJECT KTB KTBM1 MNULL MNULL
!OBJECT KTC KTCM1 MNULL MNULL
!OBJECT KTD KTDM1 MNULL MNULL
!OBJECT KTE KTEM1 MNULL MNULL
!OBJECT KTF KTFM1 MNULL MNULL
!OBJECT KTG KTGM1 MNULL MNULL
!OBJECT KTH KTHM1 MNULL MNULL
!OBJECT CURTAIN CURTM1 MNULL MNULL
!OBJECT WIG WIGM1 WIGM2 WIGM1
!OBJECT SCROLL SCROLLM1 SCROLLM2 SCROLLM1
!OBJECT CHILD CHILDM1 CHILDM2 CHILDM1
!OBJECT NOAH NOAHM1 MNULL MNULL
!OBJECT ARK ARKM1 MNULL MNULL
!OBJECT RUBY RUBYM1 RUBYM2 RUBYM1
!OBJECT SAPPH SAPPHM1 SAPPHM2 SAPPHM1
!OBJECT WITCH WITCHM1 MNULL MNULL
!OBJECT TABLET TABLETM1 TABLETM2 TABLETM1
!OBJECT ERLKING ERLKING1 MNULL MNULL
!OBJECT PORTRAIT PORTRM1 MNULL MNULL
!OBJECT PIE PIEM1 PIEM2 PIEM1
!OBJECT JUAN JUANM1 MNULL MNULL
!OBJECT NOBLE NOBLEM1 MNULL MNULL
!OBJECT SLOTH SLOTHM1 SLOTHM2 SLOTHM1
!OBJECT EMU EMUM1 EMUM2 EMUM1
!OBJECT TORTOISE TORTM1 TORTM2 TORTM1
!OBJECT GREASE GREASEM1 GREASEM2 GREASEM1
!OBJECT HMDUM1 HMDUM1M1 MNULL MNULL
!OBJECT HMDUM2 HMDUM2M1 MNULL MNULL
!OBJECT HMDUM3 HMDUM3M1 MNULL MNULL
!OBJECT MOSES MNULL MNULL MNULL
!OBJECT CALF CALFM1 CALFM2 CALFM1
!OBJECT RAVEN RAVENM1 RAVENM2 RAVENM1
!OBJECT WOMBAT WOMBATM1 WOMBATM2 WOMBATM1
!OBJECT WOLF WOLFM1 WOLFM2 WOLFM1
!OBJECT SHEEP MNULL MNULL MNULL
!OBJECT LAMB LAMBM1 LAMBM2 MNULL
!OBJECT BOOK MNULL MNULL MNULL / for all books in lib
!OBJECT ALTAR MNULL MNULL MNULL
!OBJECT PEARL PEARLM1 PEARLM2 PEARLM3
!OBJECT GURU GURUM1 MNULL MNULL
!OBJECT FOGDUM1 MNULL MNULL MNULL
!OBJECT FOGDUM2 MNULL MNULL MNULL
!OBJECT FOGDUM3 MNULL MNULL MNULL
!OBJECT FOGDUM4 MNULL MNULL MNULL
!OBJECT FOGDUM5 MNULL MNULL MNULL
!OBJECT VINE VINEM1 MNULL MNULL
!OBJECT MONK MONKM1 MNULL MNULL
!OBJECT PALDUM MNULL MNULL MNULL / for palace directions
/
/  ROOMS SECTION
/  -------------
/
!ROOM START1 START1M1 START1M1
!ROOM START2 START2M1 START2M2
!ROOM FORK1 FORK1M1 FORK1M2
!ROOM VSD VSDM1 VSDM2
!ROOM TURN1 TURN1M1 TURN1M2
!ROOM ROUND ROUNDM1 ROUNDM2
!ROOM WIDOWS WIDOWM1 WIDOWM2
!ROOM GALLRM GALLRM1 GALLRM2
!ROOM CITY CITYM1 CITYM2
!ROOM CHURCH1 CHURCH11 CHURCH12
!ROOM CHURCH2 CHURCH21 CHURCH22
!ROOM CHURCH3 CHURCH31 CHURCH32
!ROOM CHURCH4 CHURCH41 CHURCH42
!ROOM CHURCH5 CHURCH51 CHURCH52
!ROOM CHURCH6 CHURCH61 CHURCH62
!ROOM TOMB TOMBM1 TOMBM2
!ROOM CTOWER CTOWERM1 CTOWERM2
!ROOM CRYPT CRYPTM1 CRYPTM2
!ROOM OPT1 OPT1M1 OPT1M2
!ROOM OPT2 OPT2M1 OPT2M2
!ROOM OPT3 OPT3M1 OPT3M2
!ROOM OPT4 OPT4M1 OPT4M2
!ROOM OPT5 OPT5M1 OPT5M2
!ROOM OPT6 OPT6M1 OPT6M2
!ROOM OPT7 OPT7M1 OPT7M2
!ROOM OPT8 OPT8M1 OPT8M2
!ROOM OPT9 OPT9M1 OPT9M2
!ROOM OPT10 OPT10M1 OPT10M2
!ROOM OPT11 OPT11M1 OPT11M2
!ROOM OPT12 OPT12M1 OPT12M2
!ROOM ENDOPT ENDOPTM1 ENDOPTM2
!ROOM ANAGHS ANAGHS1 ANAGHS2
!ROOM LOON1 LOONM1 LOONM2
!ROOM LOON2 LOONM1 LOONM2
!ROOM ANAGRM ANAGRM1 ANAGRM2
!ROOM PATH1 PATH1M1 PATH1M2
!ROOM PATH2 PATH2M1 PATH2M2
!ROOM JUNC1 JUNC1M1 JUNC1M2
!ROOM POOL POOLM1 POOLM2
!ROOM DES1 DES1M1 DES1M2
!ROOM DES2 DESEM1 DESEM2
!ROOM DES3 DESEM1 DESEM2
!ROOM DES4 DESEM1 DESEM2
!ROOM DES5 DESEM1 DESEM2
!ROOM DES6 DESEM1 DESEM2
!ROOM DES7 DESFM1 DESFM2
!ROOM DES8 DESEM1 DESEM2
!ROOM DES9 DESEM1 DESEM2
!ROOM DES10 DESEM1 DESEM2
!ROOM DES11 DESEM1 DESEM2
!ROOM DES12 DESFM1 DESFM2
!ROOM DES13 DESEM1 DESEM2
!ROOM DES14 DESEM1 DESEM2
!ROOM DES15 DESEM1 DESEM2
!ROOM DES16 DESEM1 DESEM2
!ROOM DES17 DESEM1 DESEM2
!ROOM DES18 DES18M1 DES18M2
!ROOM SQUARE SQUAREM1 SQUAREM2
!ROOM INHORSE INHORM1 INHORM2
!ROOM SALT1 SALT1M1 SALT1M2
!ROOM SALT2 SALT2M1 SALT2M2
!ROOM INCITY INCITYM1 INCITYM2
!ROOM NXARN NXARNM1 NXARNM2
!ROOM JUNC2 JUNC2M1 JUNC2M2
!ROOM LAKE LAKEM1 LAKEM2
!ROOM DEND1 DEND1M1 DEND1M2
!ROOM DEND2 DEND2M1 DEND2M2
!ROOM ANTERM ANTERMM1 ANTERMM2
!ROOM HILLSIDE HILLSM1 HILLSM2
!ROOM GROTTO GROTTOM1 GROTTOM2
!ROOM LAKEX LAKEXM1 LAKEXM2
!ROOM F1 FMAZE1 FMAZE2
!ROOM F2 FMAZE1 FMAZE2
!ROOM F3 FMAZE1 FMAZE2
!ROOM F4 FMAZE1 FMAZE2
!ROOM F5 FMAZE1 FMAZE2
!ROOM F6 FMAZE1 FMAZE2
!ROOM F7 FMAZE1 FMAZE2
!ROOM F8 FMAZE1 FMAZE2
!ROOM F9 FMAZE1 FMAZE2
!ROOM F10 FMAZE1 FMAZE2
!ROOM F11 F11M1 F11M2
!ROOM F12 FMAZE1 FMAZE2
!ROOM F13 F11M1 F11M2
!ROOM F14 F14M1 F14M2
!ROOM NXHALL NXHALLM1 NXHALLM2
!ROOM KROOM1 KROOM1M1 KROOM1M2
!ROOM KROOM2 KROOM2M1 KROOM2M2
!ROOM SLROOM SLROOMM1 SLROOMM2
!ROOM ENVYRM ENVYRMM1 ENVYRMM2
!ROOM GLUTRM GLUTRMM1 GLUTRMM2
!ROOM DOGRM DOGRMM1 DOGRMM2
!ROOM AVRM1 AVRM1M1 AVRM1M2
!ROOM AVRM2 AVRM2M1 AVRM2M2
!ROOM AVRM3 AVRM3M1 AVRM3M2
!ROOM AVRM4 AVRM4M1 AVRM4M2
!ROOM WRATRM WRATRMM1 WRATRMM2
!ROOM PRIDRM PRIDRMM1 PRIDRMM2
!ROOM LURM1 LURM1M1 LURM1M2
!ROOM LURM2 LURM2M1 LURM2M2
!ROOM STOMACH MNULL MNULL / for things eaten - relevant in N-Xarn
!ROOM ORPHANS MNULL MNULL / for treasure donated
!ROOM PLAIN PLAINM1 PLAINM2
!ROOM CASTLE CASTLEM1 CASTLEM2
!ROOM KROOM3 KROOM3M1 KROOM3M2
!ROOM KROOM4 KROOM4M1 KROOM4M2
!ROOM JOHOCO JOHOCOM1 JOHOCOM2
!ROOM JHCEND JHCENDM1 JHCENDM2
!ROOM WWALL WWALLM1 WWALLM2
!ROOM WOOD1 WOOD1M1 WOOD1M2
!ROOM WOOD2 WOOD2M1 WOOD2M2
!ROOM WOOD3 WOOD3M1 WOOD3M2
!ROOM TRK1 TRK1M1 TRK1M2
!ROOM TRK2 TRK2M1 TRK2M2
!ROOM TRK3 TRK3M1 TRK3M2
!ROOM TRK4 TRK4M1 TRK4M2
!ROOM TRK5 TRK5M1 TRK5M2
!ROOM TRK6 TRK6M1 TRK6M2
!ROOM BOOL1 BOOL11 BOOL11
!ROOM BOOL2 BOOL21 BOOL21
!ROOM BOOL3 BOOL31 BOOL31
!ROOM BOOL4 BOOL41 BOOL41
!ROOM UAREA UAREAM1 UAREAM2
!ROOM SINAI1 SINAI1M1 SINAI1M2
!ROOM SINAI2 SINAI2M1 SINAI2M2
!ROOM DON1 DON1M1 DON1M2
!ROOM DON2 DON2M1 DON2M2
!ROOM DON3 DON3M1 DON3M2
!ROOM FARM1 FARM1M1 FARM1M2
!ROOM FARM2 FARM2M1 FARM2M2
!ROOM FARM3 FARM3M1 FARM3M2
!ROOM FARM4 FARM4M1 FARM4M2
!ROOM FARM5 FARM5M1 FARM5M2
!ROOM FARM6 FARM6M1 FARM6M2
!ROOM HELL1 HELLM1 HELLM2
!ROOM HELL2 HELLM1 HELLM2
!ROOM HELL3 HELLM1 HELLM2
!ROOM HELL4 HELLM1 HELLM2
!ROOM HELL5 HELL5M1 HELL5M2
!ROOM HELL6 HELL6M1 HELL6M2
!ROOM HELL7 HELL7M1 HELL7M2
!ROOM HELL8 HELL8M1 HELL8M1
!ROOM HELL9 HELL8M1 HELL8M1
!ROOM HELL10 HELL8M1 HELL8M1
!ROOM KROOM5 KROOM5M1 KROOM5M2
!ROOM KLIB KLIBM1 KLIBM2
!ROOM WISTEM WISTEMM1 WISTEMM2
!ROOM FOGMAZE1 FOGMAZEM FOGMAZEM
!ROOM FOGMAZE2 FOGMAZEM FOGMAZEM
!ROOM FOGMAZE3 FOGMAZEM FOGMAZEM
!ROOM FOGMAZE4 FOGMAZEM FOGMAZEM
!ROOM FOGEND FOGENDM1 FOGENDM2
!ROOM PAL0 PAL0M1 PAL0M2
!ROOM PAL1 PAL1M1 PAL1M2
!ROOM PAL2 PAL2M1 PAL2M2
!ROOM PAL3 PAL3M1 PAL3M2
!ROOM PAL4 PAL4M1 PAL4M2
!ROOM PAL5 PAL5M1 PAL5M2
!ROOM PAL6 PAL6M1 PAL6M2
!ROOM PAL7 PAL7M1 PAL7M2
!ROOM PAL8 PAL8M1 PAL8M2
!ROOM PAL9 PAL9M1 PAL9M2
!ROOM PAL10 PAL10M1 PAL10M2
!ROOM PAL11 PAL11M1 PAL11M2
!ROOM PAL12 PAL12M1 PAL12M2
!ROOM PAL13 PAL13M1 PAL13M2
!ROOM PAL14 PAL14M1 PAL14M2
!ROOM PAL15 PAL15M1 PAL15M2
!ROOM PAL16 PAL16M1 PAL16M2
/
/  EXITS SECTION
/  -------------
/
!EXIT START1
N START2
!EXIT START2
N FORK1
S START2 GIVEUPPROG
!EXIT FORK1
S START2
NW VSD VSD1PROG
NE TURN1
!EXIT VSD
SE FORK1
N PLAIN VSD2PROG
!EXIT TURN1
E ROUND
SW FORK1
NW WIDOWS
!EXIT ROUND
W TURN1
SW JOHOCO
S PATH2
SE CHURCH1
E PATH1
NE OPT9 OPTON
N POOL
NW ANAGHS SETANAG
!EXIT WIDOWS
SE TURN1
!EXIT GALLRM
N JOHOCO
!EXIT CITY
N PATH2
!EXIT CHURCH1
NW ROUND
E TOMB VOIPROG
S CHURCH2
!EXIT CHURCH2
E CHURCH3
N CHURCH1
S CHURCH6
!EXIT CHURCH3
W CHURCH2
E CHURCH4
U CTOWER
D CRYPT
!EXIT CHURCH4
W CHURCH3
!EXIT CHURCH5
W TOMB
!EXIT CHURCH6
N CHURCH2
!EXIT CTOWER
D CHURCH3
!EXIT TOMB
W CHURCH1
E CHURCH5
!EXIT CRYPT
U CHURCH3
!EXIT OPT1
E OPT2 OPT1P
S OPT5 OPT4P
!EXIT OPT2
W OPT1 OPT1P
E OPT3 OPT4P
S OPT6 OPT1P
!EXIT OPT3
W OPT2 OPT4P
E OPT4 OPT1P
S OPT7 OPT1P
!EXIT OPT4
W OPT3 OPT1P
S OPT8 OPT2P
NE ENDOPT ACHPROG
!EXIT OPT5
N OPT1 OPT4P
E OPT6 OPT5P
S OPT9 OPT3P
!EXIT OPT6
N OPT2 OPT1P
E OPT7 OPT3P
S OPT10 OPT2P
W OPT5 OPT5P
!EXIT OPT7
N OPT3 OPT1P
E OPT8 OPT1P
S OPT11 OPT3P
W OPT6 OPT3P
!EXIT OPT8
N OPT4 OPT2P
S OPT12 OPT2P
W OPT7 OPT1P
!EXIT OPT9
SW ROUND OPTON
N OPT5 OPT3P
E OPT10 OPT6P
!EXIT OPT10
N OPT6 OPT2P
E OPT11 OPT1P
W OPT9 OPT6P
!EXIT OPT11
N OPT7 OPT3P
E OPT12 OPT2P
W OPT10 OPT1P
!EXIT OPT12
N OPT8 OPT2P
W OPT11 OPT2P
!EXIT ENDOPT
SW OPT4
N ROUND ACH2PROG
!EXIT ANAGHS
SE ROUND
N ANAGRM DWARFPROG
W WWALL
!EXIT ANAGRM
S ANAGHS
!EXIT LOON1
N LOON2 LOONPROG
NE LOON2 LOONPROG
E LOON2 LOONPROG
SE LOON2 LOONPROG
S LOON2 LOONPROG
SW LOON2 LOONPROG
W LOON2 LOONPROG
NW LOON2 LOONPROG
U LOON2 LOONPROG
D LOON2 LOONPROG
!EXIT LOON2
N LOON1 LOONPROG
NE LOON1 LOONPROG
E LOON1 LOONPROG
SE LOON1 LOONPROG
S LOON1 LOONPROG
SW LOON1 LOONPROG
W LOON1 LOONPROG
NW LOON1 LOONPROG
U LOON1 LOONPROG
D LOON1 LOONPROG
!EXIT PATH1
W ROUND
E SQUARE
!EXIT PATH2
N ROUND
S CITY
!EXIT POOL
N JUNC1
S ROUND
!EXIT JUNC1
S POOL
NW SALT1
NE DES1
!EXIT DES1
SW JUNC1
NE DES2 DNEPROG
E DES3 DEPROG
SE DES4 DSEPROG
!EXIT DES2
NE DES5 DNEPROG
E DES6 DEPROG
SE DES7 DSEPROG
S DES3
SW DES1
!EXIT DES3
N DES2
NE DES6 DNEPROG
E DES7 DEPROG
SE DES8 DSEPROG
S DES4
W DES1
!EXIT DES4
N DES3
NE DES7 DNEPROG
E DES8 DEPROG
SE DES9 DSEPROG
NW DES1
!EXIT DES5
E DES10 DEPROG
SE DES11 DSEPROG
S DES6
SW DES2
!EXIT DES6
N DES5
NE DES10 DNEPROG
E DES11 DEPROG
SE DES12 DSEPROG
S DES7
SW DES3
W DES2
!EXIT DES7
N DES6
NE DES11 DNEPROG
E DES12 DEPROG
SE DES13 DSEPROG
S DES8
SW DES4
W DES3
NW DES2
!EXIT DES8
N DES7
NE DES12 DNEPROG
E DES13 DEPROG
SE DES14 DSEPROG
S DES9
W DES4
NW DES3
!EXIT DES9
N DES8
NE DES13 DNEPROG
E DES14 DEPROG
NW DES4
!EXIT DES10
SE DES15 DSEPROG
S DES11
SW DES6
W DES5
!EXIT DES11
N DES10
E DES15 DEPROG
SE DES16 DSEPROG
S DES12
SW DES7
W DES6
NW DES5
!EXIT DES12
N DES11
NE DES15 DNEPROG
E DES16 DEPROG
SE DES17 DSEPROG
S DES13
SW DES8
W DES7
NW DES6
!EXIT DES13
N DES12
NE DES16 DNEPROG
E DES17 DEPROG
S DES14
SW DES9
W DES8
NW DES7
!EXIT DES14
N DES13
NE DES17 DNEPROG
W DES9
NW DES8
!EXIT DES15
SE DES18 DSEPROG
S DES16
SW DES12
W DES11
NW DES10
!EXIT DES16
N DES15
E DES18 DEPROG
S DES17
SW DES13
W DES12
NW DES11
!EXIT DES17
N DES16
NE DES18 DNEPROG
SE DES14
W DES13
NW DES12
!EXIT DES18
NW DES15
W DES16
SW DES17
IN ANTERM INFOLLYPROG
E ANTERM INFOLLYPROG
!EXIT SQUARE
W PATH1
S NXARN
E JUNC2
N LAKE
!EXIT SALT1
W SALT2
SE JUNC1
NE PAL0 MONKSTART
!EXIT SALT2
E SALT1
!EXIT INCITY
E CITY ZEMPROG
!EXIT NXARN
N SQUARE
S NXHALL NX1PROG
!EXIT JUNC2
W SQUARE
NE DEND1
SE DEND2
E HILLSIDE
S WOOD1
N TRK1
!EXIT LAKE
S SQUARE
N LAKEX BOATPROG
D LAKEX BOATPROG
IN LAKEX BOATPROG
!EXIT DEND1
SW JUNC2
!EXIT DEND2
NW JUNC2
!EXIT ANTERM
W DES18
OUT DES18
E KROOM1 KS1PROG
D KLIB KLIBENTER
!EXIT HILLSIDE
E GROTTO
W JUNC2
!EXIT GROTTO
W HILLSIDE DAMEPROG
!EXIT LAKEX
D F1
!EXIT F1
D1 LAKEX
D2 F2
D3 F3
D4 F4
N F1 FNP
NE F1 FNEP
E F1 FEP
SE F1 FSEP
S F1 FSP
SW F1 FSWP
W F1 FWP
NW F1 FNWP
!EXIT F2
D1 F5
D2 F4
D3 F3
D4 F1
N F2 FNP
NE F2 FNEP
E F2 FEP
SE F2 FSEP
S F2 FSP
SW F2 FSWP
W F2 FWP
NW F2 FNWP
!EXIT F3
D1 F4
D2 F6
D3 F2
D4 F1
N F3 FNP
NE F3 FNEP
E F3 FEP
SE F3 FSEP
S F3 FSP
SW F3 FSWP
W F3 FWP
NW F3 FNWP
!EXIT F4
D1 F3
D2 F1
D3 F2
D4 F7
N F4 FNP
NE F4 FNEP
E F4 FEP
SE F4 FSEP
S F4 FSP
SW F4 FSWP
W F4 FWP
NW F4 FNWP
!EXIT F5
D1 F8
D2 F6
D3 F7
D4 F2
N F5 FNP
NE F5 FNEP
E F5 FEP
SE F5 FSEP
S F5 FSP
SW F5 FSWP
W F5 FWP
NW F5 FNWP
!EXIT F6
D1 F5
D2 F3
D3 F7
D4 F9
N F6 FNP
NE F6 FNEP
E F6 FEP
SE F6 FSEP
S F6 FSP
SW F6 FSWP
W F6 FWP
NW F6 FNWP
!EXIT F7
D1 F4
D2 F5
D3 F6
D4 F10
N F7 FNP
NE F7 FNEP
E F7 FEP
SE F7 FSEP
S F7 FSP
SW F7 FSWP
W F7 FWP
NW F7 FNWP
!EXIT F8
D1 F12
D2 F11
D3 F5
D4 F9
N F8 FNP
NE F8 FNEP
E F8 FEP
SE F8 FSEP
S F8 FSP
SW F8 FSWP
W F8 FWP
NW F8 FNWP
!EXIT F9
D1 F12
D2 F6
D3 F10
D4 F8
N F9 FNP
NE F9 FNEP
E F9 FEP
SE F9 FSEP
S F9 FSP
SW F9 FSWP
W F9 FWP
NW F9 FNWP
!EXIT F10
D1 F12
D2 F13
D3 F7
D4 F9
N F10 FNP
NE F10 FNEP
E F10 FEP
SE F10 FSEP
S F10 FSP
SW F10 FSWP
W F10 FWP
NW F10 FNWP
!EXIT F11
D4 F8
N F11 FNP
NE F11 FNEP
E F11 FEP
SE F11 FSEP
S F11 FSP
SW F11 FSWP
W F11 FWP
NW F11 FNWP
!EXIT F12
D1 F8
D2 F10
D3 F14
D4 F9
N F12 FNP
NE F12 FNEP
E F12 FEP
SE F12 FSEP
S F12 FSP
SW F12 FSWP
W F12 FWP
NW F12 FNWP
!EXIT F13
D3 F10
N F13 FNP
NE F13 FNEP
E F13 FEP
SE F13 FSEP
S F13 FSP
SW F13 FSWP
W F13 FWP
NW F13 FNWP
!EXIT F14
D2 F12
D LAKE SWANPROG
N F14 FNP
NE F14 FNEP
E F14 FEP
SE F14 FSEP
S F14 FSP
SW F14 FSWP
W F14 FWP
NW F14 FNWP
!EXIT NXHALL
N NXARN NXENDPROG
NE GLUTRM GLPROG
E PRIDRM PRPROG
SE LURM1 LUPROG
S ENVYRM ENPROG
SW WRATRM WRPROG
W AVRM1 AV1PROG
NW SLROOM SLPROG
!EXIT KROOM1
W ANTERM
U KROOM2 KS2PROG
!EXIT KROOM2
D KROOM1
U KROOM3 KS3PROG
!EXIT SLROOM
SE NXHALL
!EXIT ENVYRM
N NXHALL
!EXIT GLUTRM
SW NXHALL
E DOGRM
!EXIT DOGRM
W GLUTRM
!EXIT AVRM1
E NXHALL
NW AVRM2 AV2PROG
!EXIT AVRM2
SE AVRM1
SW AVRM3 AV3PROG
!EXIT AVRM3
NE AVRM2
SE AVRM4 AV4PROG
!EXIT AVRM4
NW AVRM3
!EXIT WRATRM
NE NXHALL
!EXIT PRIDRM
W NXHALL
!EXIT LURM1
N NXHALL LU1P
NE NXHALL LU2P
E NXHALL LU3P
SE NXHALL LU4P
S NXHALL LU5P
SW NXHALL LU6P
W NXHALL LU7P
NW NXHALL LU8P
D1 LURM2
!EXIT LURM2
N LURM1 LU1P
NE LURM1 LU2P
E LURM1 LU3P
SE LURM1 LU4P
S LURM1 LU5P
SW LURM1 LU6P
W LURM1 LU7P
NW LURM1 LU8P
D1 NXHALL
!EXIT PLAIN
N CASTLE APOLLPROG
S PLAIN SL3
!EXIT CASTLE
S CASTLE SL3
N CASTLE CASTPEER
!EXIT JOHOCO
NE ROUND
S GALLRM
W JHCEND JHCPROG
!EXIT JHCEND
E JOHOCO
!EXIT KROOM3
D KROOM2
U KROOM4 KS4PROG
!EXIT KROOM4
D KROOM3
U KROOM5 KS5PROG
!EXIT WWALL
E ANAGHS
!EXIT WOOD1
N JUNC2
E WOOD3
S WOOD2
!EXIT WOOD2
N WOOD1
!EXIT WOOD3
W WOOD1
E TRK5
SE UAREA
S WISTEM
!EXIT TRK1
S JUNC2
E TRK2
N DON1 DONTEST
IN DON1 DONTEST
!EXIT TRK2
W TRK1
E TRK3
!EXIT TRK3
W TRK2
SE TRK4
NE BOOL1 BOOLSTART
!EXIT TRK4
NW TRK3
SW TRK5
E TRK6 NOAHTAKE
D TRK6 NOAHTAKE
!EXIT TRK5
NE TRK4
W WOOD3
U SINAI1
!EXIT TRK6
W TRK4
U TRK4
NW FARM1
N FARM2
NE FARM3
SE FARM4
S FARM5
SW FARM6 LAMBSET
!EXIT BOOL1
NE BOOL2 FANDPROG
NW BOOL2 ORTPROG
S BOOL1 BOOLSTOP
!EXIT BOOL2
NE BOOL3 OREQPROG
NW BOOL3 TEQPROG
S BOOL2 BOOLSTOP
!EXIT BOOL3
NE BOOL4 XORANDPROG
NW BOOL4 XORTPROG
S BOOL3 BOOLSTOP
!EXIT BOOL4
NE TRK3 NORTPROG
NW TRK3 TANDPROG
S BOOL4 BOOLSTOP
!EXIT UAREA
NW WOOD3
!EXIT SINAI1
D TRK5
U SINAI2 MOSESPROG
S FOGMAZE1
!EXIT SINAI2
D SINAI1
!EXIT DON1
S TRK1
OUT TRK1
D DON2 HELLTEST
!EXIT DON2
D DON3 HELLGATE
!EXIT FARM1
SE TRK6 NOAHTAKE
!EXIT FARM2
S TRK6 NOAHTAKE
!EXIT FARM3
SW TRK6 NOAHTAKE
!EXIT FARM4
NW TRK6 NOAHTAKE
!EXIT FARM5
N TRK6 NOAHTAKE
!EXIT FARM6
NE TRK6 NOAHTAKE
!EXIT DON3
N HELL1
W HELL2
S HELL4
E HELL3
!EXIT HELL1
N HELL3
E HELL5 ACHILLPROG
S HELL2
W DON3
!EXIT HELL2
N HELL6
E HELL4
S DON3
W HELL1
!EXIT HELL3
N DON3
E HELL4
S HELL8 HELLSET
W HELL1
!EXIT HELL4
N HELL3
E DON3
S HELL2
W HELL7 ALEXPROG
!EXIT HELL5
W HELL1
!EXIT HELL6
S HELL2
!EXIT HELL7
E HELL4
!EXIT HELL8
N HELL3
S HELL9 HELLPS
SE HELL9 HELLPSE
SW HELL9 HELLPSW
!EXIT HELL9
N HELL8 HELLNPROG
S HELL10 HELLPS
SE HELL10 HELLPSE
SW HELL10 HELLPSW
!EXIT HELL10
N HELL9 HELLNPROG
S HELL8 HELLPS
SE HELL8 HELLPSE
SW HELL8 HELLPSW
!EXIT KROOM5
U DES18 KS6PROG
D KROOM4
!EXIT WISTEM
N WOOD3 WISEXIT
OUT WOOD3 WISEXIT
!EXIT FOGMAZE1
N SINAI1
E FOGMAZE1 FOGEPROG
S FOGMAZE1 FOGSPROG
W FOGMAZE1 FOGWPROG
D1 SINAI1
D2 FOGMAZE2
!EXIT FOGMAZE2
N FOGMAZE2 FOGNPROG
E FOGMAZE2 FOGEPROG
S FOGMAZE2 FOGSPROG
W FOGMAZE2 FOGWPROG
D1 FOGMAZE1
D2 FOGMAZE3
!EXIT FOGMAZE3
N FOGMAZE3 FOGNPROG
E FOGMAZE3 FOGEPROG
S FOGMAZE3 FOGSPROG
W FOGMAZE3 FOGWPROG
D1 FOGMAZE2
D2 FOGMAZE4
!EXIT FOGMAZE4
N FOGMAZE4 FOGNPROG
E FOGMAZE4 FOGEPROG
S FOGMAZE4 FOGSPROG
W FOGMAZE4 FOGWPROG
D1 FOGMAZE3
D2 FOGEND
!EXIT FOGEND
N FOGEND FOGNPROG
E FOGEND FOGEPROG
S FOGEND FOGSPROG
W FOGEND FOGWPROG
D1 FOGMAZE4
!EXIT PAL0
N PAL16
E PAL13
S PAL14
W PAL15
!EXIT PAL1
SE PAL2
S PAL16
SW PAL12
D1 PAL16 / i.e. only adjacent season
!EXIT PAL2
SE PAL3
SW PAL16
NW PAL1
D1 PAL16
!EXIT PAL3
SE PAL4
SW PAL13
NW PAL2
D1 PAL13
!EXIT PAL4
SW PAL5
W PAL13
NW PAL3
D1 PAL13
!EXIT PAL5
NE PAL4
SW PAL6
NW PAL13
D1 PAL13
!EXIT PAL6
NE PAL5
SW PAL7
NW PAL14
D1 PAL14
!EXIT PAL7
N PAL14
NE PAL6
NW PAL8
D1 PAL14
!EXIT PAL8
NE PAL14
SE PAL7
NW PAL9
D1 PAL14
!EXIT PAL9
NE PAL15
SE PAL8
NW PAL10
D1 PAL15
!EXIT PAL10
NE PAL11
E PAL15
SE PAL9
D1 PAL15
!EXIT PAL11
NE PAL12
SE PAL15
SW PAL10
D1 PAL15
!EXIT PAL12
NE PAL1
SE PAL16
SW PAL11
D1 PAL16
!EXIT PAL13
NE PAL3
E PAL4
SE PAL5
W PAL0 MONKCHECK
D1 PAL3 / first adjacent month
!EXIT PAL14
SE PAL6
S PAL7
SW PAL8
N PAL0 MONKCHECK
D1 PAL6
!EXIT PAL15
E PAL0 MONKCHECK
SW PAL9
W PAL10
NW PAL11
D1 PAL9
!EXIT PAL16
N PAL1
NE PAL2
S PAL0 MONKCHECK
NW PAL12
D1 PAL12 / but remember to loop
/
/  INSTRUCTIONS SECTION
/  --------------------
/
!INSTRUCTIONS

ACHPROG:
SKIP UNLESS P VISITED ENDOPT
RETURN
SKIP IF V TIMEVAR GT 12
GO ACHW
LOAD S ENDOPT I 1
PRINTRET ACHLATE
ACHW:
SKIP2 IF H SWORD PLAYER
LOAD S ENDOPT I 1
PRINTRET ACHLOSE
LOAD S SWORD I 1
PRINTRET ACHWIN

ACH2PROG:
PRINTRET ACHEH

ACHILLPROG:
SKIP UNLESS P VISITED HELL5
RETURN
PRINTRET ACHILLMESS

ALEXPROG:
SKIP UNLESS P VISITED HELL7
RETURN
PRINTRET ALEXMESS

APOLLPROG:
LOAD V VAR0 I 0
PRINT APPAPPEARS
ASKANY QAPP1
ASKANY QAPP2
SKIP UNLESS M W2SP MOANSPEC
ADD V VAR0 I 1
ASKANY QAPP3
SKIP UNLESS M W2SP SANGSPEC
ADD V VAR0 I 1
SKIP2 IF V VAR0 EQ 2
PRINT APPERROR
GO DIEPROG
PRINT APPFIGHT
SKIP UNLESS H SWORD PLAYER
SKIP2 IF S SWORD EQ 0
PRINT APPNOWEAP
GO DIEPROG
PRINT APPWIN
LOAD V TIMEVAR I 20
RETURN

AV1PROG:
SKIP2 UNLESS P VISITED AVRM1
PRINT INVISBARR
RETURN ABORT
PRINT BEGGCOME
SKIP IF Q GIVEALMS
PRINTRET NOCASH1
SKIP IF H FARTH PLAYER
PRINTRET BEGGGO1
SUB V OBJHELD I 1
MOVE FARTH WITH DESTROY
LOAD S AVRM1 I 1
PRINTRET BEGGGO2

AV2PROG:
SKIP UNLESS P VISITED AVRM2
RETURN
PRINT MINSTCOME
SKIP IF Q FOUNDIT
PRINTRET NOCASH2
SKIP IF H FARTH PLAYER
PRINTRET MINSTGO1
SUB V OBJHELD I 1
MOVE FARTH WITH DESTROY
LOAD S AVRM1 I 2
PRINTRET MINSTGO2

AV3PROG:
SKIP UNLESS P VISITED AVRM3
RETURN
PRINT BANKCOME
SKIP IF Q INVEST
PRINTRET NOCASH3
SKIP IF H FARTH PLAYER
PRINTRET BANKGO1
SUB V OBJHELD I 1
MOVE FARTH WITH DESTROY
LOAD S AVRM1 I 3
PRINTRET BANKGO2

AV4PROG:
SKIP UNLESS P VISITED AVRM4
RETURN
PRINT BRIGCOME
SKIP IF H FARTH PLAYER
PRINTRET NOCASH4
SUB V OBJHELD I 1
MOVE FARTH WITH DESTROY
LOAD S AVRM1 I 4
PRINTRET BRIGGO

BAA1PROG:
LOAD V VAR0 I 1
GO BAA

BAA2PROG:
LOAD V VAR0 I 2
GO BAA

BAA3PROG:
LOAD V VAR0 I 3
GO BAA

BAA4PROG:
LOAD V VAR0 I 4
GO BAA

BAA5PROG:
LOAD V VAR0 I 5
BAA:
SKIP UNLESS R (PLAYER)R EQ (LAMB)R
SKIP UNLESS S LAMB EQ 0
PRINTRET NHAPPENS
SUB V VAR0 S LAMB
SKIP IF V VAR0 EQ 0
PRINTRET NHAPPENS
LOAD S LAMB I 0 / this is right! 0 means done here
UNSET NOTAKE LAMB
PRINTRET BAAGOOD

B1P:
LOAD V VAR0 I 1
GO BENETC

B2P:
LOAD V VAR0 I 2
GO BENETC

B3P:
LOAD V VAR0 I 3
BENETC:
SUB V VAR0 S PAPER
SKIP UNLESS V VAR0 EQ 0
SKIP IF R (PLAYER)R EQ (PILLAR)R
PRINTRET NHAPPENS
MOVE PILLAR WITH DESTROY
PRINT LOTWIFE
RETURN LOOK

BOATPROG:
LOAD V MAZEVAR I 0  / initialize maze at same point each time!
SKIP2 UNLESS R (BOAT)R EQ LAKE
MOVE BOAT WITH DESTROY
PRINTRET BOATRIDE
PRINT NOWAYMESS
RETURN ABORT

BOOLPROG:
SKIP UNLESS H RUBY PLAYER
SKIP IF H SAPPH PLAYER
GO BOOLSTOP
RETURN

BOOLSTART:
SKIP2 UNLESS P VISITED BOOL1
BOOLSTOP:
PRINT BOOLBLOCK
RETURN ABORT
MOVE PLAYER WITHOUT TO (PLAYER)R
LOAD V OBJHELD I 0
PRINTRET BOOLINIT

FANDPROG:
SKIP UNLESS H RUBY PLAYER
SKIP IF H SAPPH PLAYER
GO BOOLSTOP
LOAD V VAR0 I 0
SKIP2 UNLESS S RUBY EQ 1
SKIP UNLESS S SAPPH EQ 1
LOAD V VAR0 I 1
LOAD S RUBY I 0
LOAD S SAPPH V VAR0
PRINTRET TWINKLE

ORTPROG:
SKIP UNLESS H RUBY PLAYER
SKIP IF H SAPPH PLAYER
GO BOOLSTOP
LOAD V VAR0 I 0
SKIP IF S RUBY EQ 1
SKIP UNLESS S SAPPH EQ 1
LOAD V VAR0 I 1
LOAD S RUBY V VAR0
LOAD S SAPPH I 1
PRINTRET TWINKLE

OREQPROG:
SKIP UNLESS H RUBY PLAYER
SKIP IF H SAPPH PLAYER
GO BOOLSTOP
LOAD V VAR0 I 0
SKIP IF S RUBY EQ 1
SKIP UNLESS S SAPPH EQ 1
LOAD V VAR0 I 1
LOAD V VAR1 I 0
LOAD V VAR2 S RUBY
SUB V VAR2 S SAPPH
SKIP UNLESS V VAR2 EQ 0
LOAD V VAR1 I 1
LOAD S RUBY V VAR0
LOAD S SAPPH V VAR1
PRINTRET TWINKLE

TEQPROG:
SKIP UNLESS H RUBY PLAYER
SKIP IF H SAPPH PLAYER
GO BOOLSTOP
LOAD V VAR0 I 0
LOAD V VAR2 S RUBY
SUB V VAR2 S SAPPH
SKIP UNLESS V VAR2 EQ 0
LOAD V VAR0 I 1
LOAD S RUBY I 1
LOAD S SAPPH V VAR0
PRINTRET TWINKLE

XORANDPROG:
SKIP UNLESS H RUBY PLAYER
SKIP IF H SAPPH PLAYER
GO BOOLSTOP
LOAD V VAR0 I 0
LOAD V VAR1 S RUBY
SUB V VAR1 S SAPPH
SKIP IF V VAR1 EQ 0
LOAD V VAR0 I 1
LOAD V VAR1 I 0
SKIP2 UNLESS S RUBY EQ 1
SKIP UNLESS S SAPPH EQ 1
LOAD V VAR1 I 1
LOAD S RUBY V VAR0
LOAD S SAPPH V VAR1
PRINTRET TWINKLE

XORTPROG:
SKIP UNLESS H RUBY PLAYER
SKIP IF H SAPPH PLAYER
GO BOOLSTOP
LOAD V VAR0 I 0
LOAD V VAR1 S RUBY
SUB V VAR1 S SAPPH
SKIP IF V VAR1 EQ 0
LOAD V VAR0 I 1
LOAD S RUBY V VAR0
LOAD S SAPPH I 1
PRINTRET TWINKLE

NORTPROG:
SKIP UNLESS H RUBY PLAYER
SKIP IF H SAPPH PLAYER
GO BOOLSTOP
LOAD V VAR0 I 0
SKIP2 IF S RUBY EQ 1
SKIP IF S SAPPH EQ 1
LOAD V VAR0 I 1
LOAD S RUBY V VAR0
LOAD S SAPPH I 1
SKIP2 IF S RUBY EQ 1
MOVE RUBY WITH DESTROY
SUB V OBJHELD I 1
GOSUB LOGISCORE
PRINTRET TWONKLE

TANDPROG:
SKIP UNLESS H RUBY PLAYER
SKIP IF H SAPPH PLAYER
GO BOOLSTOP
LOAD V VAR0 I 0
SKIP2 UNLESS S RUBY EQ 1
SKIP UNLESS S SAPPH EQ 1
LOAD V VAR0 I 1
LOAD S RUBY I 1
LOAD S SAPPH V VAR0
SKIP2 IF S SAPPH EQ 1
MOVE SAPPH WITH DESTROY
SUB V OBJHELD I 1
GOSUB LOGISCORE
PRINTRET TWONKLE

LOGISCORE:
SKIP UNLESS E (RUBY)R
ADD V LOGIVAR I 10
SKIP UNLESS E (SAPPH)R
ADD V LOGIVAR I 10
LOAD S RUBY I 0
LOAD S SAPPH I 0
RETURN

BREAKPROG:
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTSEE
SKIP IF H ()O PLAYER
PRINTRET CANTDO
SKIP UNLESS R ()O EQ IDOL
PRINTRET NOBREAK
PRINTRET SILLYMESS

BURYPROG:
SKIP IF H ()O PLAYER
PRINTRET NOTHELD
PRINTRET TOOHARD

CASTPEER:
PRINTRET PEEROUT

CLEANPROG:
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTSEE
SKIP UNLESS R ()O EQ CLOTH
PRINTRET CANTDO
SKIP IF H CLOTH PLAYER
PRINTRET NOCLOTH
SKIP IF R ()O EQ BOARD
PRINTRET CLEANOK
SKIP IF S BOARD EQ 0
PRINTRET ALRCLEAN
LOAD S BOARD I 1
PRINTRET CLEANBOARD

CLIMBPROG:
SKIP UNLESS M W2SP WALLSPEC
PRINTRET NOCLIMBWALL
SKIP IF M W2OB
RETURN RETRY NONE CANT
SKIP UNLESS R ()O EQ TREE
PRINTRET NOTREECLIMB
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTSEE
SKIP UNLESS H CORPSE PLAYER
PRINTRET TOOLADEN
SKIP UNLESS R ()O EQ HORSE
GO CLHOSS
PRINTRET CANTDO

CLHOSS:
MOVE PLAYER WITH TO INHORSE
PRINTRET INTOHOSS

CONDPROG:
SKIP2 UNLESS M W2EX
SKIP IF R ()O EQ CHOIR
PRINTRET CANTDO
SKIP IF H BATON PLAYER
PRINTRET NOBATON
SKIP IF R (PLAYER)R EQ (CHOIR)R
PRINTRET NOCHOIR
COND2:
PRINT WESING
ASKANY SINGWHO
SKIP IF M W2SP MESPEC
PRINT SINGOTHER
SKIP2 UNLESS M W2SP MESPEC
LOAD S CHOIR I 1
PRINT SINGHIM
MOVE CHOIR WITH DESTROY
PRINTRET CHOIRGOES

CUTPROG:
SKIP IF M W2SP ROPESPEC
RETURN RETRY NONE CANT
SKIP IF R (PLAYER)R EQ (EMU)R
PRINTRET DONTSEE
PRINTRET NOTALEX

DAMEPROG:
SKIP IF R (DAME)R EQ GROTTO
RETURN
PRINT DAMEBLOCK
RETURN ABORT

DIEPROG:
PRINT DIEMESS
LOAD V VAR0 I 0
GOSUB SCORESUB
PRINT SCOREM2
GO QUIT2

DIGPROG:
SKIP IF R (PLAYER)R EQ FARM5
PRINTRET TOOHARD
SKIP IF S FARM5 EQ 0
PRINTRET DIGFARM
MOVE WOMBAT WITH TO FARM5
LOAD S FARM5 I 1
PRINTRET DIGWOMB

DONTEST:
SKIP IF S TRK1 EQ 0
RETURN
PRINT NOWAYMESS
RETURN ABORT

DNEPROG:
SKIP IF V WINDVAR EQ 0
RETURN
PRINT WINDBACK
RETURN ABORT

DEPROG:
PRINT WINDBACK
RETURN ABORT

DSEPROG:
SKIP IF V WINDVAR EQ 1
RETURN
PRINT WINDBACK
RETURN ABORT

DRINKPROG:
SKIP2 UNLESS M W2EX
SKIP IF M W2SP WATERSPEC
RETURN RETRY NONE CANT
SKIP2 UNLESS R (PLAYER)R EQ POOL
LOAD S POOL I 1 / he has drunk
PRINTRET DRINKMESS
SKIP IF R (PLAYER)R EQ TRK6
SKIP UNLESS R (PLAYER)R EQ LAKE
PRINTRET DRINKUGH
PRINTRET NOWATER

/ Subroutine to drop the object referred to by the reference in VAR0.
/ This should already be in the player's possession.
DROPSUB:
MOVE (VAR0)O WITH TO (PLAYER)R  / Move the object.
SUB V OBJHELD I 1               / Update OBJHELD.
SKIP2 UNLESS R (PLAYER)R EQ CHURCH4
SKIP UNLESS R (VAR0)O EQ CORPSE
GO DROPCORP
SKIP UNLESS R (VAR0)O EQ BALL
GO DROPBALL
SKIP IF R (VAR0)O EQ COCK
RETURN
CCROW:
SKIP3 UNLESS R (COCK)R EQ (WOLF)R
SKIP2 IF S WOLF EQ 1
MOVE COCK WITH DESTROY
PRINTRET WOLFCOCK
SKIP3 UNLESS R (COCK)R EQ (SLOTH)R
SKIP IF P NOTAKE SLOTH
PRINTRET COCKCSLOTH
GO DROPCSLOTH
SKIP IF R (COCK)R EQ (SKELETON)R
PRINTRET COCKCROW
MOVE SKELETON WITH DESTROY
LOAD S VIOLIN I 1
UNSET NOTAKE VIOLIN
PRINT DANSEEND
DESCRIBE WITH (COCK)R
RETURN

DROPCSLOTH:
UNSET NOTAKE SLOTH
LOAD S SLOTH I 1
PRINTRET SLOTHFALL

DROPBALL:
SKIP2 IF R (PLAYER)R EQ LURM1
SKIP IF R (PLAYER)R EQ LURM2
RETURN
LOAD S BALL R 7
LOAD V VAR0 S BALL
ADD S BALL I 1
MOVE BALL WITH DIR D1
PRINTRET BOUNCES VAR0

DROPCORP:
LOAD S CORPSE I 1
MOVE CORPSE WITH DESTROY
PRINTRET CORPREST

/ Main DROP program.
DROPPROG:
/ Command decoding section.
SKIP IF M W2EX                  / Is it "DROP"?
GO DROPFIRST
SKIP UNLESS M W2SP ALLSPEC      / Is it "DROP ALL"?
GO DROPALL
SKIP IF M W2OB                  / Must be "DROP object".
RETURN RETRY NONE CANT          / Induce "I don't understand
                                / that!" if not.
/ Now check he has the object.
SKIP IF H ()O PLAYER
PRINTRET NOTHELD
/ And drop it.
RESOLVE VAR0 ()O
GOSUB DROPSUB
PRINTRET OKMESS

/ Drop the first object held by the player.
DROPFIRST:
RESOLVE VAR0 (PLAYER)D
SKIP UNLESS V VAR0 EQ 0         / Holding anything?
PRINTRET NOTHOLDING
GOSUB DROPSUB
PRINTRET OKMESS

/ Drop all objects held by the player.  Keep count in VAR3.
DROPALL:
LOAD V VAR3 I 0
RESOLVE VAR0 (PLAYER)D
SKIP UNLESS V VAR0 EQ 0
PRINTRET NOTHOLDING
DROPA1:
GOSUB DROPSUB
ADD V VAR3 I 1
RESOLVE VAR0 (PLAYER)D
SKIP IF V VAR0 EQ 0
GO DROPA1
PRINTRET DROPOBJ1 VAR3

DWARFPROG:
SKIP UNLESS P VISITED ANAGRM
RETURN
PRINT DWARF1M
ASKANY DWARF2M
LOAD V VAR0 I 0
SKIP UNLESS M W2SP FROGSPEC
LOAD V VAR0 I 1
SKIP UNLESS M W2SP TOADSPEC
LOAD V VAR0 I 2
SKIP UNLESS M W2SP FISHSPEC
LOAD V VAR0 I 3
LOAD V VAR1 S ANAGHS
ADD V VAR0 V VAR0
SUB V VAR0 V VAR1
SKIP IF V VAR0 EQ 1
SKIP2 UNLESS V VAR0 EQ 0
PRINT DWARF3M
RETURN
PRINT DWARF4M
RETURN ABORT

EATPROG:
SKIP IF R (PLAYER)R EQ ()R
PRINTRET DONTSEE
SKIP IF P EDIBLE ()O
PRINTRET CANTEAT
SKIP UNLESS R ()O EQ PIE
GO EATPIE
SKIP UNLESS R ()O EQ COCK
PRINTRET FEATHERMESS
SKIP2 UNLESS R ()O EQ BONE
SKIP UNLESS R (DOG)R EQ DOGRM
PRINTRET DOGSGOTIT
SKIP UNLESS H ()O PLAYER
SUB V OBJHELD I 1
MOVE ()O WITH TO STOMACH
PRINTRET EATSTRUGGLE

EATPIE:
SKIP IF H PIE PLAYER
PRINTRET NOTHELD
MOVE PIE WITH DESTROY
LOAD V OBJHELD I 0
MOVE PLAYER WITHOUT TO (PLAYER)R
PRINTRET SLEEPOFF

ENPROG:
RESOLVE VAR0 (ENVYRM)R
GO SL2

ENTERPROG:
SKIP UNLESS R ()O EQ HORSE
GO ENTHORSE
SKIP IF R ()O EQ BOAT
RETURN RETRY NONE CANT
SKIP IF R (PLAYER)R EQ (BOAT)R
PRINTRET DONTSEE
MOVE PLAYER WITH TO LAKEX
GO BOATPROG

ENTHORSE:
SKIP UNLESS R (PLAYER)R EQ INHORSE
PRINTRET ALRIN
SKIP IF R (HORSE)R EQ (PLAYER)R
PRINTRET DONTSEE
PRINTRET HOWDOTHAT

EXAMPROG:
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTSEE
PRINTRET ALLINFO

FEEDPROG:
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTSEE
SKIP IF P ALIVE ()O
PRINTRET CANTDO
SKIP IF R ()O EQ WOLF
PRINTRET NOFOOD
SKIP UNLESS H PIE PLAYER
GO GIVEPIE
SKIP UNLESS H COCK PLAYER
GO GIVECOCK
PRINTRET NOFOOD

FNP:
LOAD V VAR0 I 0
GO FXALL

FNEP:
LOAD V VAR0 I 1
GO FXALL

FEP:
LOAD V VAR0 I 2
GO FXALL

FSEP:
LOAD V VAR0 I 3
GO FXALL

FSP:
LOAD V VAR0 I 4
GO FXALL

FSWP:
LOAD V VAR0 I 5
GO FXALL

FWP:
LOAD V VAR0 I 6
GO FXALL

FNWP:
LOAD V VAR0 I 7
FXALL:
SUB V VAR0 V MAZEVAR
SKIP UNLESS V VAR0 LT 0
ADD V VAR0 I 8
SKIP2 UNLESS V VAR0 EQ 0
MOVE PLAYER WITH DIR D1
RETURN ABORT
SKIP2 UNLESS V VAR0 EQ 2
MOVE PLAYER WITH DIR D2
RETURN ABORT
SKIP2 UNLESS V VAR0 EQ 4
MOVE PLAYER WITH DIR D3
RETURN ABORT
SKIP2 UNLESS V VAR0 EQ 6
MOVE PLAYER WITH DIR D4
RETURN ABORT
PRINT NOWAYMESS
RETURN ABORT

FOGNPROG:
LOAD V VAR0 I 1
GO FOGALL

FOGEPROG:
LOAD V VAR0 I 2
GO FOGALL

FOGSPROG:
LOAD V VAR0 I 3
GO FOGALL

FOGWPROG:
LOAD V VAR0 I 4
FOGALL:
LOAD V VAR1 V VAR0
LOAD V VAR2 V VAR0 / to remember it
SUB V VAR1 S (PLAYER)R
SKIP2 UNLESS V VAR1 EQ 0
MOVE PLAYER WITH DIR D1
RETURN ABORT
RESOLVE VAR0 (PLAYER)R
RESOLVE VAR1 (FOGMAZE1)R
SUB V VAR0 V VAR1
RESOLVE VAR1 (FOGDUM1)O
ADD V VAR0 V VAR1
RESOLVE VAR0 (VAR0)O / dummy object
SUB V VAR2 S (VAR0)O
SKIP2 IF V VAR2 EQ 0
PRINT CHASMMESS
GO DIEPROG
MOVE PLAYER WITH DIR D2
SKIP2 UNLESS S (PLAYER)R EQ 0
LOAD S (PLAYER)R R 3
ADD S (PLAYER)R I 1
RETURN ABORT

FREEPROG:
SKIP UNLESS M W2SP ROPESPEC
GO FREEEMU
SKIP IF M W2OB
RETURN RETRY NONE CANT
SKIP IF R (PLAYER)R EQ ()R
PRINTRET DONTSEE
SKIP UNLESS R ()O EQ EMU
GO FREEEMU
SKIP3 UNLESS R ()O EQ KTA
LOAD V VAR0 I 1
LOAD V VAR1 I 15
GO FREESUB
SKIP3 UNLESS R ()O EQ KTB
LOAD V VAR0 I 1
LOAD V VAR1 I 5
GO FREESUB
SKIP3 UNLESS R ()O EQ KTC
LOAD V VAR0 I 2
LOAD V VAR1 I 15
GO FREESUB
SKIP3 UNLESS R ()O EQ KTD
LOAD V VAR0 I 2
LOAD V VAR1 I 5
GO FREESUB
SKIP3 UNLESS R ()O EQ KTE
LOAD V VAR0 I 3
LOAD V VAR1 I 10
GO FREESUB
SKIP3 UNLESS R ()O EQ KTF
LOAD V VAR0 I 4
LOAD V VAR1 I 15
GO FREESUB
SKIP3 UNLESS R ()O EQ KTG
LOAD V VAR0 I 5
LOAD V VAR1 I 10
GO FREESUB
SKIP3 UNLESS R ()O EQ KTH
LOAD V VAR0 I 6
LOAD V VAR1 I 5
GO FREESUB
PRINTRET HOWDOTHAT

FREEEMU:
SKIP IF S EMU EQ 0
PRINTRET ALRFREE
SKIP IF H GREASE PLAYER
PRINTRET NOFREEEMU
SUB V OBJHELD I 1
MOVE GREASE WITH DESTROY
LOAD S EMU I 1
UNSET NOTAKE EMU
PRINTRET EMUFREE

FREESUB:
MOVE ()O WITH DESTROY
SUB V TIMEVAR V VAR0
SKIP UNLESS V TIMEVAR GT 0
GO FREE1
PRINT SUNSET
LOAD V VAR0 I 0
SKIP2 UNLESS P TREASURE KTA
PRINT KTAM2
ADD V VAR0 I 1
SKIP2 UNLESS P TREASURE KTB
PRINT KTBM2
ADD V VAR0 I 1
SKIP2 UNLESS P TREASURE KTC
PRINT KTCM2
ADD V VAR0 I 1
SKIP2 UNLESS P TREASURE KTD
PRINT KTDM2
ADD V VAR0 I 1
SKIP2 UNLESS P TREASURE KTE
PRINT KTEM2
ADD V VAR0 I 1
SKIP2 UNLESS P TREASURE KTF
PRINT KTFM2
ADD V VAR0 I 1
SKIP2 UNLESS P TREASURE KTG
PRINT KTGM2
ADD V VAR0 I 1
SKIP2 UNLESS P TREASURE KTH
PRINT KTHM2
ADD V VAR0 I 1
SKIP UNLESS V VAR0 EQ 0
PRINT NOBODY
SKIP2 IF V VAR0 GT 5
PRINT HARDLUCK
GO QUIT2
PRINT WELLDONE
RETURN RETRY FINISH MAY ANY

FREE1:
PRINT YOUFREEKNIGHT VAR0
SUB V VAR1 V TIMEVAR
SKIP IF V VAR1 GT 0
SET TREASURE ()O
RETURN

FUDGEPROG:
LOAD S VSD I 1  / allowing endgame
PRINTRET OKMESS

GAMEPROG:
PRINT GAMENO
LOAD V VAR0 I 3
GAME1:
ASKANY SPECIFY
SKIP UNLESS M W2SP SCSPEC
LOAD V VAR0 I 0
SKIP UNLESS M W2SP STSPEC
LOAD V VAR0 I 1
SKIP UNLESS M W2SP PASPEC
LOAD V VAR0 I 2
SKIP UNLESS V VAR0 EQ 3
GO GAME1
PRINT MYMOVE VAR3
SUB V VAR0 V VAR3
SKIP UNLESS V VAR0 LT 0
ADD V VAR0 I 3
SKIP UNLESS V VAR0 EQ 0
PRINT GAMEDRAW
SKIP2 UNLESS V VAR0 EQ 1
PRINT GAMEWINP
ADD V VAR1 I 1
SKIP2 UNLESS V VAR0 EQ 2
PRINT GAMEWINK
ADD V VAR2 I 1
PRINTRET GAMESCORE

GIVEPROG:
SKIP IF H ()O PLAYER
PRINTRET NOTHELD
SKIP UNLESS R (PLAYER)R EQ (FRIAR)R
GO GIVEFRIAR
SKIP4 UNLESS R ()O EQ SCROLL
SKIP3 UNLESS R (PLAYER)R EQ (WITCH)R
LOAD S SCROLL I 1
MOVE WITCH WITH DESTROY
PRINTRET WITCHSWAP
SKIP3 UNLESS R (PLAYER)R EQ (HAG)R
SKIP IF R ()O EQ EYE
SKIP UNLESS R ()O EQ GEM
GO GIVEHAG
SKIP2 UNLESS R (PLAYER)R EQ (DAME)R
SKIP UNLESS R ()O EQ MANDRAKE
GO GIVEDAME
SKIP2 UNLESS R ()O EQ PIE
SKIP UNLESS R (PLAYER)R EQ (WOLF)R
GO GIVEPIE
SKIP2 UNLESS R ()O EQ COCK
SKIP UNLESS R (PLAYER)R EQ (WOLF)R
GO GIVECOCK
SKIP2 UNLESS R (PLAYER)R EQ (GURU)R
SKIP UNLESS R ()O EQ PEARL
GO GIVEPEARL
PRINTRET UNWANTED

GIVECOCK:
SKIP UNLESS S WOLF EQ 1
PRINTRET WOLFSLEEP
SUB V OBJHELD I 1
MOVE COCK WITH DESTROY
PRINTRET WOLFCOCK

GIVEPEARL:
SUB V OBJHELD I 1
MOVE PEARL WITH DESTROY
MOVE GURU WITH DESTROY
PRINTRET GURUGIFT

GIVEPIE:
SUB V OBJHELD I 1
MOVE PIE WITH DESTROY
LOAD S WOLF I 1
UNSET NOTAKE WOLF
PRINT WOLFDRUG
RETURN LOOK

GIVEDAME:
SUB V OBJHELD I 1
MOVE MANDRAKE WITH DESTROY
MOVE DAME WITH DESTROY
PRINTRET DAMEDONE

GIVEFRIAR:
SKIP2 UNLESS P TREASURE ()O
MOVE ()O WITH TO ORPHANS
SUB V OBJHELD I 1
SKIP UNLESS R ()O EQ MANDRAKE
PRINTRET ORP1
SKIP UNLESS R ()O EQ COCK
PRINTRET ORP2
SKIP UNLESS R ()O EQ STONE
PRINTRET ORP3
SKIP2 UNLESS R ()O EQ SWORD
LOAD V VAR0 S SWORD
PRINTRET ORP4 VAR0
SKIP UNLESS R ()O EQ CORPSE
PRINTRET ORP5
SKIP UNLESS R ()O EQ ROCK
PRINTRET ORP6
SKIP UNLESS R ()O EQ GEM
PRINTRET ORP7
SKIP UNLESS R ()O EQ IDOL
PRINTRET ORP8
SKIP UNLESS R ()O EQ EYE
PRINTRET ORP9
SKIP UNLESS R ()O EQ PAPER
PRINTRET ORP10
SKIP UNLESS R ()O EQ VIOLIN
PRINTRET ORP11
SKIP UNLESS R ()O EQ TAPESTRY
PRINTRET ORP12
SKIP UNLESS R ()O EQ FIGURINE
PRINTRET ORP13
SKIP UNLESS R ()O EQ CRYSTAL
PRINTRET ORP14
SKIP UNLESS R ()O EQ PATEN
PRINTRET ORP15
SKIP UNLESS R ()O EQ COINS
PRINTRET ORP16
SKIP UNLESS R ()O EQ ORB
PRINTRET ORP17
SKIP UNLESS R ()O EQ SCEPTRE
PRINTRET ORP18
SKIP UNLESS R ()O EQ STOLE
PRINTRET ORP19
SKIP UNLESS R ()O EQ WIG
PRINTRET ORP20
SKIP UNLESS R ()O EQ SCROLL
PRINTRET ORP21
SKIP UNLESS R ()O EQ CHILD
PRINTRET ORP22
SKIP UNLESS R ()O EQ RUBY
PRINTRET ORP23
SKIP UNLESS R ()O EQ SAPPH
PRINTRET ORP24
SKIP UNLESS R ()O EQ TABLET
PRINTRET ORP25
SKIP UNLESS R ()O EQ PIE
PRINTRET ORP26
SKIP UNLESS R ()O EQ TORTOISE
PRINTRET ORP27
SKIP UNLESS R ()O EQ GREASE
PRINTRET ORP28
SKIP UNLESS R ()O EQ CALF
PRINTRET ORP29
SKIP UNLESS R ()O EQ PEARL
PRINTRET ORP30
PRINTRET ORP31  / shouldn't be any others!

GIVEHAG:
SUB V OBJHELD I 1
MOVE ()O WITH TO HAG
SKIP UNLESS R ()O EQ EYE
ADD S HAG I 1
SKIP UNLESS R ()O EQ GEM
ADD S HAG I 2
SKIP IF S HAG EQ 3
PRINTRET GHAG1
MOVE HAG WITH DESTROY
PRINTRET HAGBLESS

GIVEUPPROG:
PRINTRET NOTQUEST

GLPROG:
RESOLVE VAR0 (GLUTRM)R
GO SL2

HELLGATE:
PRINTRET HELLGMESS

HELLNPROG:
SKIP UNLESS R (PLAYER)R EQ HELL9
RESOLVE VAR1 (HELL8)R
SKIP UNLESS R (PLAYER)R EQ HELL10
RESOLVE VAR1 (HELL9)R
MOVE HMDUM3 WITH TO (VAR1)R
MOVE HMDUM2 WITH TO (VAR1)R
MOVE HMDUM1 WITH TO (VAR1)R
GO HELLSET

HELLPS:
LOAD V VAR0 I 0
SKIP UNLESS S HMDUM1 GT 2
LOAD V VAR0 I 1 / correct way
GO HELLPALL

HELLPSE:
LOAD V VAR0 I 0
SKIP UNLESS S HMDUM2 GT 2
LOAD V VAR0 I 1 / correct way
GO HELLPALL

HELLPSW:
LOAD V VAR0 I 0
SKIP UNLESS S HMDUM3 GT 2
LOAD V VAR0 I 1 / correct way
HELLPALL:
SKIP UNLESS R (PLAYER)R EQ HELL8
RESOLVE VAR1 (HELL9)R
SKIP UNLESS R (PLAYER)R EQ HELL9
RESOLVE VAR1 (HELL10)R
SKIP UNLESS R (PLAYER)R EQ HELL10
RESOLVE VAR1 (HELL8)R
/ use state of room to denote state so far 0=all to here true
/                                    1=an error by now
/ var0 is now 0 (wrong) or 1 (right) way at this exit
/ var1 contains next room
LOAD S (VAR1)R S (PLAYER)R
SKIP IF V VAR0 EQ 1
LOAD S (VAR1)R I 1
MOVE HMDUM3 WITH TO (VAR1)R
MOVE HMDUM2 WITH TO (VAR1)R
MOVE HMDUM1 WITH TO (VAR1)R
SKIP UNLESS R (PLAYER)R EQ HELL10
GO HELLEXIT
GO HELLSET

HELLEXIT:
SKIP2 IF S HELL8 EQ 0
LOAD S HELL8 I 0
GO HELLSET
MOVE PLAYER WITH TO DON1
LOAD S DON3 I 1 / for scoring
LOAD V VAR0 S HELL6
PRINT HELLEXMESS VAR0
RETURN ABORT

HELLSET:
LOAD S HMDUM1 R 2
LOAD S HMDUM2 R 2
LOAD S HMDUM3 R 2
LOAD V VAR0 R 2
SKIP UNLESS V VAR0 EQ 0
ADD S HMDUM1 I 3
SKIP UNLESS V VAR0 EQ 1
ADD S HMDUM2 I 3
SKIP UNLESS V VAR0 EQ 2
ADD S HMDUM3 I 3
RETURN

HELLTEST:
SKIP2 IF S DON1 EQ 1
PRINT NOWAYMESS
RETURN ABORT
RETURN

HITPROG:
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTSEE
SKIP IF P ALIVE ()O
PRINTRET SILLYMESS
SKIP IF R ()O EQ DEMON
SKIP UNLESS R ()O EQ SKELETON
PRINTRET UNABLESTRIKE
SKIP IF R ()O EQ PAGE
PRINTRET VIOLENCE
MOVE PAGE WITH DESTROY
LOAD S WRATRM I 1
PRINTRET PAGERUN

INFOLLYPROG:
SKIP2 IF R (FOLLY)R EQ DES18
PRINT NOWAYMESS
RETURN ABORT
RETURN

/ Program to do INVENTORY command.
INVPROG:
SKIP3 IF R (PLAYER)R LT LOON1
SKIP2 IF R (PLAYER)R GT LOON2
LOAD V VAR0 R 6
PRINTRET MADINV VAR0
MOVE LIGHTDUM WITH TO (PLAYER)R
DESCRIBE WITH PLAYER            / Describe player & possessions.
MOVE LIGHTDUM WITH DESTROY
SKIP IF E (PLAYER)D             / Print "Nothing." if he's
PRINT NOTHINGM                  /   not carrying anything.
RETURN

JHCPROG:
SKIP IF R (CURTAIN)R EQ JOHOCO
RETURN
LOAD V VAR0 S WWALL
SUB V VAR0 I 1
SUB V VAR0 S CURTAIN
SKIP2 UNLESS S WWALL EQ 0
PRINT CURTBLOCK
RETURN ABORT
SKIP2 IF V VAR0 EQ 0
PRINT CURTZAP
GO DIEPROG
MOVE CURTAIN WITH DESTROY
LOAD S JOHOCO I 1
PRINTRET CURTPASS

JUMPPROG:
PRINTRET OKMESS

K1PROG:
LOAD V VAR0 I 1
GO KALLPROG

K2PROG:
LOAD V VAR0 I 2
GO KALLPROG

K3PROG:
LOAD V VAR0 I 3
GO KALLPROG

K4PROG:
LOAD V VAR0 I 4
KALLPROG:
SKIP2 IF R (PLAYER)R EQ LOON1
SKIP IF R (PLAYER)R EQ LOON2
PRINTRET NHAPPENS
SUB V VAR0 V MANDVAR
SKIP IF V VAR0 EQ 0
PRINTRET NHAPPENS
MOVE PLAYER WITH TO ROUND
PRINTRET HEADCLEARS

KILLPROG:
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTSEE
SKIP IF P ALIVE ()O
PRINTRET NOTALIVE
SKIP IF R ()O EQ DEMON
SKIP UNLESS R ()O EQ SKELETON
PRINTRET UNABLESTRIKE
SKIP IF H SWORD PLAYER
PRINTRET NOWEAPON
PRINTRET VIOLENCE

KISSPROG:
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTSEE
SKIP IF P ALIVE ()O
PRINTRET SILLYMESS
PRINTRET NOTRECIPROCATED

KLIBENTER:
SKIP IF P VISITED KLIB
PRINTRET WALLMOVE
LOAD S ANTERM I 1
PRINT LIBBLOCK
RETURN ABORT

KS1PROG:
SKIP UNLESS P VISITED KROOM1
RETURN
SKIP2 IF S KROOM1 LT 3
PRINT INVISBARR
RETURN ABORT
LOAD V VAR0 S KROOM1
PRINT KLINGGREET VAR0
SKIP3 IF Q ACCEPT
PRINT BEGONE
MOVE PLAYER WITH TO FORK1
RETURN ABORT
PRINT RULES VAR0
LOAD V VAR1 I 0 / player wins
LOAD V VAR2 I 0 / Klingsor wins
LOAD V VAR3 R 2
LOAD V VAR0 I 1
LOAD V KTVAR V VAR3
GOSUB GAMEPROG
SUB V VAR3 I 1
SKIP UNLESS V VAR3 LT 0
ADD V VAR3 I 3
LOAD V VAR0 I 2
GOSUB GAMEPROG
LOAD V VAR3 V KTVAR
LOAD V VAR0 I 3
GOSUB GAMEPROG
SUB V VAR1 V VAR2
SKIP UNLESS V VAR1 GT 0
PRINTRET WIN1MESS
ADD S KROOM1 I 1
SKIP3 UNLESS S KROOM1 EQ 1
PRINT GOMESS1
MOVE PLAYER WITH TO DES18
RETURN ABORT
SKIP3 UNLESS S KROOM1 EQ 2
PRINT GOMESS2
MOVE PLAYER WITH TO JUNC1
RETURN ABORT
PRINT GOMESS3
MOVE PLAYER WITH TO ROUND
RETURN ABORT

KS2PROG:
SKIP UNLESS P VISITED KROOM2
RETURN
LOAD V VAR0 I 0
PRINT POEM1
ASKANY MISSING
SKIP UNLESS M W2SP SWAYSPEC
ADD V VAR0 I 1
PRINT POEM2
ASKANY MISSING
SKIP UNLESS M W2SP PEACESPEC
ADD V VAR0 I 1
PRINT POEM3
ASKANY MISSING
SKIP UNLESS M W2SP TURNSPEC
ADD V VAR0 I 1
SKIP UNLESS V VAR0 EQ 3
PRINTRET WIN2MESS
SKIP3 UNLESS V VAR0 EQ 2
PRINT WIN2NEARLY
MOVE PLAYER WITH TO JUNC1
RETURN ABORT
PRINT WIN2NN
GO DIEPROG

KS3PROG:
SKIP UNLESS P VISITED KROOM3
RETURN
LOAD V VAR0 R 1
LOAD V VAR1 R 1
ADD V VAR1 I 1
PRINT CLAIM VAR0
LOAD V VAR2 I 2
KS31:
ASKANY LETTER
SKIP UNLESS M W2SP ASPEC
LOAD V VAR2 I 0
SKIP UNLESS M W2SP BSPEC
LOAD V VAR2 I 1
SKIP UNLESS V VAR2 EQ 2
GO KS31
LOAD V VAR3 I 2
KS32:
ASKANY NUMBER
SKIP UNLESS M W2SP ONESPEC
LOAD V VAR3 I 0
SKIP UNLESS M W2SP TWOSPEC
LOAD V VAR3 I 1
SKIP UNLESS V VAR3 EQ 2
GO KS32
SUB V VAR2 V VAR0
ADD V VAR1 V VAR3
SKIP UNLESS V VAR2 EQ 0
SKIP2 IF V VAR1 EQ 2
PRINT WIN3NN
GO DIEPROG
PRINT WIN3M1
LOAD V VAR0 R 1
LOAD V VAR1 R 1
ADD V VAR1 I 1
PRINT ALSOCARD VAR0
ASKANY ABOT
LOAD V VAR2 I 0
ADD V VAR0 V VAR1
SKIP4 UNLESS V VAR0 EQ 2
SKIP UNLESS M W2SP TOABSPEC
GO KS3END
PRINT WIN3NN2
GO DIEPROG
SKIP2 IF M W2SP OTBASPEC
PRINT WIN3NN2
GO DIEPROG
KS3END:
PRINTRET WIN3END

KS4PROG:
SKIP UNLESS P VISITED KROOM4
RETURN
LOAD V VAR0 R 2
PRINT LONGWD1 VAR0
ASKANY LONGWD2
SKIP4 UNLESS V VAR0 EQ 0
SKIP2 IF M W2SP FACEDSPEC
PRINT WIN4NN
GO DIEPROG
GO KS4END
SKIP4 UNLESS V VAR0 EQ 1
SKIP2 IF M W2SP PLONKSPEC
PRINT WIN4NN
GO DIEPROG
GO KS4END
SKIP2 IF M W2SP SPURTSPEC / var0 must be 2 now
PRINT WIN4NN
GO DIEPROG
KS4END:
PRINTRET WIN4OK

KS5PROG:
SKIP UNLESS P VISITED KROOM5
RETURN
LOAD V VAR0 I 9 / number left
LOAD V VAR1 I 0 / player's hand
LOAD V VAR2 I 0 / kling's hand
LOAD V VAR3 I 0 / player's parity 0 or 1
LOAD V VAR4 I 0 / kling's parity
PRINT K5RULES
KS5Q:
ASKANY TAKEQ
SKIP UNLESS M W2SP ONESPEC
GO K5T1
SKIP UNLESS M W2SP TWOSPEC
GO K5T2
SKIP UNLESS M W2SP THREESPEC
GO K5T3
GO KS5Q
K5T1:
LOAD V VAR5 I 1
SUB V VAR5 V VAR0
SKIP2 UNLESS V VAR5 GT 0
PRINT IMPOSST
GO KS5Q
SUB V VAR0 I 1
ADD V VAR1 I 1
ADD V VAR3 I 1
SKIP UNLESS V VAR3 GT 1
LOAD V VAR3 I 0
GO K5DEC
K5T2:
LOAD V VAR5 I 2
SUB V VAR5 V VAR0
SKIP2 UNLESS V VAR5 GT 0
PRINT IMPOSST
GO KS5Q
SUB V VAR0 I 2
ADD V VAR1 I 2
GO K5DEC
K5T3:
LOAD V VAR5 I 3
SUB V VAR5 V VAR0
SKIP2 UNLESS V VAR5 GT 0
PRINT IMPOSST
GO KS5Q
SUB V VAR0 I 3
ADD V VAR1 I 3
ADD V VAR3 I 1
SKIP UNLESS V VAR3 GT 1
LOAD V VAR3 I 0
K5DEC:
SKIP UNLESS V VAR0 EQ 0
GO K5ENDZ
LOAD V VAR5 I 0
K5LP:
ADD V VAR5 I 1       / testing moves 1-3 seeking winner
SKIP IF V VAR5 LT 4
GO K5BAD
LOAD V VAR6 V VAR0
SUB V VAR6 V VAR5
SKIP UNLESS V VAR6 LT 0
GO K5BAD
SKIP IF V VAR5 EQ 1
SKIP2 UNLESS V VAR5 EQ 3
SKIP UNLESS V VAR4 EQ 1
GO K5HEVEN
SKIP2 UNLESS V VAR5 EQ 2
SKIP UNLESS V VAR4 EQ 0
GO K5HEVEN
K5HODD:
SKIP2 IF V VAR6 EQ 0
SKIP IF V VAR6 EQ 1
SKIP UNLESS V VAR6 EQ 8
GO K5GOOD
GO K5LP
K5HEVEN:
SKIP IF V VAR6 EQ 4
SKIP UNLESS V VAR6 EQ 5
GO K5GOOD
GO K5LP
K5BAD:
LOAD V VAR5 I 1
K5GOOD:
SUB V VAR0 V VAR5
ADD V VAR2 V VAR5
ADD V VAR4 V VAR5
K5GL:
SKIP2 UNLESS V VAR4 GT 1
SUB V VAR4 I 2
GO K5GL
LOAD V VAR6 V VAR3 / temp copy
LOAD V VAR3 V VAR5
PRINT K5MOVE
LOAD V VAR3 V VAR6
SKIP IF V VAR0 EQ 0
GO KS5Q
K5ENDZ:
SKIP2 UNLESS V VAR3 EQ 0
PRINT WIN5NN
GO DIEPROG
PRINTRET WIN5OK

KS6PROG:
/ note no need to check visited room as doing so destroys it
PRINT K6RIDDLE
ASKANY GETWORD1
SKIP2 IF M W2SP COURTSPEC
PRINT WIN6NN
GO DIEPROG
ASKANY GETWORD2
SKIP2 IF M W2SP SHIPSPEC
PRINT WIN6NN
GO DIEPROG
MOVE FOLLY WITH DESTROY
PRINTRET WIN6END

KNOCKPROG:
SKIP IF M W2EX
GO KNOCK2
SKIP IF M W2SP DOORSPEC
RETURN RETRY NONE CANT
SKIP2 IF R (PLAYER)R EQ DON1
SKIP IF R (PLAYER)R EQ TRK1
PRINTRET DONTSEE
KNOCK2:
SKIP UNLESS P VISITED DON1
PRINTRET NHAPPENS
SKIP UNLESS R (PLAYER)R EQ TRK1
SKIP IF S TRK1 EQ 0
PRINTRET NHAPPENS
LOAD S PORTRAIT I 1
LOAD S TRK1 I 1
PRINTRET SWINGOPEN

LAMBSET:
SKIP2 IF P VISITED FARM6
LOAD S LAMB R 4
ADD S LAMB I 1
RETURN

LIEPROG:
SKIP IF M W2SP DOWNSPEC
RETURN RETRY NONE CANT
GO SLEEPPROG

/ Program to give the long description of a room.
LOOKPROG:
UNSET VISITED (PLAYER)R         / Pretend room not visited to get
                                /   long description.
RETURN LOOK                     / And return with request for description.

LOONPROG:
LOAD V VAR0 R 13
PRINTRET LOONMESS VAR0

LUPROG:
RESOLVE VAR0 (LURM2)R  / NB
GO SL2

LU1P:
LOAD V VAR0 I 1
GO LUMAZEP

LU2P:
LOAD V VAR0 I 2
GO LUMAZEP

LU3P:
LOAD V VAR0 I 3
GO LUMAZEP

LU4P:
LOAD V VAR0 I 4
GO LUMAZEP

LU5P:
LOAD V VAR0 I 5
GO LUMAZEP

LU6P:
LOAD V VAR0 I 6
GO LUMAZEP

LU7P:
LOAD V VAR0 I 7
GO LUMAZEP

LU8P:
LOAD V VAR0 I 8
LUMAZEP:
SUB V VAR0 S BALL
SKIP IF V VAR0 EQ 0
RETURN
LOAD S BALL I 0
SKIP2 UNLESS R (PLAYER)R EQ LURM2
PRINT SERAGLIOMESS
LOAD S LURM2 I 1
MOVE PLAYER WITH DIR D1
RETURN ABORT

/ Program to do Magic Move instruction.
MMPROG:
SKIP IF E ()R                   / Is the object "destroyed"?
PRINTRET CANTDO
MOVE PLAYER WITH TO ()R
RETURN

MONKCHECK:
RESOLVE VAR0 (PAL1)R
MONKC2:
SKIP UNLESS S (VAR0)R EQ 0
GO MONKBAD
SKIP UNLESS R (VAR0)R EQ (PAL16)R
GO MONKGOOD
ADD V VAR0 I 1
RESOLVE VAR0 (VAR0)R
GO MONKC2

MONKBAD:
PRINTRET MONKBMESS

MONKGOOD:
MOVE PLAYER WITH TO SALT1
LOAD S MONK I 1
PRINT MONKGMESS
RETURN ABORT

MONKSTART:
SKIP IF P VISITED PAL0
PRINTRET MONKSMESS
PRINT MONKALR
RETURN ABORT

MOSESPROG:
SKIP IF R (MOSES)R EQ SINAI2
RETURN
MOVE MOSES WITH DESTROY
SKIP IF H TABLET PLAYER
PRINTRET MOSESBAD
MOVE TABLET WITH DESTROY
MOVE CALF WITH TO PLAYER / direct swap
PRINTRET MOSESGOOD

NASPROG:
SKIP IF M W2EX
RETURN RETRY NONE CANT
SKIP IF M W2SP XARNSPEC
RETURN RETRY NONE CANT
PRINTRET NHAPPENS

NEVPROG:
SKIP UNLESS R (PLAYER)R EQ FARM1
SKIP IF S RAVEN EQ 0
PRINTRET NHAPPENS
SKIP IF M W2EX
PRINTRET RAVENBAD
SKIP IF M W2SP MORESPEC
PRINTRET NHAPPENS
LOAD S RAVEN I 1
UNSET NOTAKE RAVEN
PRINTRET RAVENGOOD

NOAHTAKE:
SKIP UNLESS S NOAH EQ 0
RETURN
SKIP IF P VISITED TRK6
PRINT NOAHINTRO
SKIP3 UNLESS H RAVEN PLAYER
RESOLVE VAR0 (RAVEN)O
GOSUB NOAHGRAB
PRINT NARK1
SKIP3 UNLESS H EMU PLAYER
RESOLVE VAR0 (EMU)O
GOSUB NOAHGRAB
PRINT NARK2
SKIP3 UNLESS H SLOTH PLAYER
RESOLVE VAR0 (SLOTH)O
GOSUB NOAHGRAB
PRINT NARK3
SKIP3 UNLESS H WOLF PLAYER
RESOLVE VAR0 (WOLF)O
GOSUB NOAHGRAB
PRINT NARK4
SKIP3 UNLESS H WOMBAT PLAYER
RESOLVE VAR0 (WOMBAT)O
GOSUB NOAHGRAB
PRINT NARK5
SKIP3 UNLESS H LAMB PLAYER
RESOLVE VAR0 (LAMB)O
GOSUB NOAHGRAB
PRINT NARK6
SKIP3 UNLESS H TORTOISE PLAYER
RESOLVE VAR0 (TORTOISE)O
GOSUB NOAHGRAB
PRINT NARK7
SKIP UNLESS H COCK PLAYER
PRINT NARK8 / cock is needed for sloth!
SKIP IF S NOAH EQ 0
RETURN
MOVE NOAH WITH DESTROY
MOVE ARK WITH DESTROY
PRINTRET NOAHGONE

NOAHGRAB:
SUB S NOAH I 1
SUB V OBJHELD I 1
MOVE (VAR0)O WITH DESTROY
RETURN

NX1PROG:
SKIP2 UNLESS P VISITED NXHALL
PRINT INVISBARR
RETURN ABORT
LOAD V OBJHELD I 0
MOVE PLAYER WITHOUT TO NXHALL
PRINT NXENTER
RETURN ABORT

NXENDPROG:
PRINT NXVOICE1
LOAD V VAR0 I 0
SKIP2 UNLESS S AVRM1 EQ 3
ADD V VAR0 I 1
PRINT SIN1
SKIP2 UNLESS S BOARD EQ 1
ADD V VAR0 I 1
PRINT SIN2
SKIP3 UNLESS R (CHEESE)R EQ STOMACH
SKIP2 UNLESS R (BONE)R EQ STOMACH
ADD V VAR0 I 1
PRINT SIN3
SKIP2 UNLESS S LURM2 EQ 1
ADD V VAR0 I 1
PRINT SIN4
SKIP2 UNLESS S CHOIR EQ 1
ADD V VAR0 I 1
PRINT SIN5
SKIP2 UNLESS S BED EQ 2
ADD V VAR0 I 1
PRINT SIN6
SKIP2 UNLESS S WRATRM EQ 1
ADD V VAR0 I 1
PRINT SIN7
SKIP UNLESS V VAR0 EQ 0
PRINT SIN0
SKIP4 IF V VAR0 EQ 7
MOVE PLAYER WITHOUT TO NXARN
LOAD V OBJHELD I 0
PRINT NXVOICE2
RETURN ABORT
LOAD V VAR0 I 0
SKIP2 UNLESS H BALL PLAYER
ADD V VAR0 I 1
MOVE ORB WITH TO NXARN
SKIP2 UNLESS H CLOTH PLAYER
ADD V VAR0 I 1
MOVE STOLE WITH TO NXARN
SKIP2 UNLESS H BATON PLAYER
ADD V VAR0 I 1
MOVE SCEPTRE WITH TO NXARN
MOVE PLAYER WITHOUT TO NXARN
LOAD V OBJHELD I 0
SKIP2 UNLESS V VAR0 EQ 3
PRINT NXVOICE3
RETURN ABORT
PRINT NXVOICE4
RETURN ABORT

OMEGAPROG:
SKIP UNLESS V BOOKVAR EQ 0
SKIP IF R (PLAYER)R EQ KLIB
PRINTRET NHAPPENS
MOVE PLAYER WITH TO ANTERM
MOVE VINE WITH DESTROY / for scoring
PRINTRET OMEGAMESS

OPENPROG:
SKIP UNLESS M W2SP DOORSPEC
GO OPENDOOR
SKIP2 UNLESS M W2SP ASPEC
LOAD V VAR0 I 1
GO OPENALL
SKIP2 UNLESS M W2SP BSPEC
LOAD V VAR0 I 2
GO OPENALL
SKIP2 UNLESS M W2SP CSPEC
LOAD V VAR0 I 3
GO OPENALL
SKIP2 UNLESS M W2SP DOWNSPEC
LOAD V VAR0 I 4
GO OPENALL
SKIP2 UNLESS M W2SP ESPEC
LOAD V VAR0 I 5
GO OPENALL
SKIP2 UNLESS M W2SP FSPEC
LOAD V VAR0 I 6
GO OPENALL
SKIP2 UNLESS M W2SP GSPEC
LOAD V VAR0 I 7
GO OPENALL
SKIP2 UNLESS M W2SP HSPEC
LOAD V VAR0 I 8
GO OPENALL
SKIP2 UNLESS M W2SP ISPEC
LOAD V VAR0 I 9
GO OPENALL
SKIP2 UNLESS M W2SP JSPEC
LOAD V VAR0 I 10
GO OPENALL
SKIP2 UNLESS M W2SP KSPEC
LOAD V VAR0 I 11
GO OPENALL
SKIP2 UNLESS M W2SP LSPEC
LOAD V VAR0 I 12
GO OPENALL
SKIP2 UNLESS M W2SP MSPEC
LOAD V VAR0 I 13
GO OPENALL
SKIP2 UNLESS M W2SP NSPEC
LOAD V VAR0 I 14
GO OPENALL
SKIP2 UNLESS M W2SP OSPEC
LOAD V VAR0 I 15
GO OPENALL
SKIP UNLESS M W2OB
SKIP IF R ()O EQ BOOK
RETURN RETRY NONE CANT
SKIP IF R (PLAYER)R EQ (BOOK)R
PRINTRET DONTSEE
ASK WHICHBOOK
GO OPENPROG

OPENALL:
SKIP IF R (PLAYER)R EQ (BOOK)R
PRINTRET DONTSEE
LOAD V VAR1 V VAR0
SUB V VAR1 V BOOKVAR
SKIP IF V VAR1 EQ 0
PRINTRET WONTOPEN
PRINT BOOKMESS VAR0
SKIP2 UNLESS V VAR0 EQ 1
LOAD V BOOKVAR I 0
RETURN
SKIP2 UNLESS V VAR0 EQ 2
LOAD V BOOKVAR I 9
RETURN
SKIP2 UNLESS V VAR0 EQ 3
LOAD V BOOKVAR I 12
RETURN
SKIP2 UNLESS V VAR0 EQ 4
LOAD V BOOKVAR I 15
RETURN
SKIP2 UNLESS V VAR0 EQ 5
LOAD V BOOKVAR I 7
RETURN
SKIP2 UNLESS V VAR0 EQ 6
LOAD V BOOKVAR I 10
RETURN
SKIP2 UNLESS V VAR0 EQ 7
LOAD V BOOKVAR I 1
RETURN
SKIP2 UNLESS V VAR0 EQ 8
LOAD V BOOKVAR I 2
RETURN
SKIP2 UNLESS V VAR0 EQ 9
LOAD V BOOKVAR I 4
RETURN
SKIP2 UNLESS V VAR0 EQ 10
LOAD V BOOKVAR I 14
RETURN
SKIP2 UNLESS V VAR0 EQ 11
LOAD V BOOKVAR I 6
RETURN
SKIP2 UNLESS V VAR0 EQ 12
LOAD V BOOKVAR I 11
RETURN
SKIP2 UNLESS V VAR0 EQ 13
LOAD V BOOKVAR I 5
RETURN
SKIP2 UNLESS V VAR0 EQ 14
LOAD V BOOKVAR I 8
RETURN
SKIP2 UNLESS V VAR0 EQ 15
LOAD V BOOKVAR I 13
RETURN
RETURN / shouldn't get here!
/ CLKFJ NH BID OMEGA is order of opening books

OPENDOOR:
SKIP2 IF R (PLAYER)R EQ DON1
SKIP3 UNLESS R (PLAYER)R EQ TRK1
SKIP IF S TRK1 EQ 0
PRINTRET ALROPEN
PRINTRET CANTOPEN
PRINTRET NOTPOSSHERE

OPTON:
SKIP3 IF S OPT9 EQ 1
LOAD S OPT9 I 1
PRINT GIANTBLOCK
RETURN
PRINT BLOCKED
RETURN ABORT

OPT1P:
ADD V TIMEVAR I 1
GO OPTALL

OPT2P:
ADD V TIMEVAR I 2
GO OPTALL

OPT3P:
ADD V TIMEVAR I 3
GO OPTALL

OPT4P:
ADD V TIMEVAR I 4
GO OPTALL

OPT5P:
ADD V TIMEVAR I 5
GO OPTALL

OPT6P:
ADD V TIMEVAR I 6
OPTALL:
LOAD V VAR0 V TIMEVAR
PRINTRET TIMEJOUR

OZPROG:
SKIP2 UNLESS R (PLAYER)R EQ (OZ)R
SKIP2 IF R (PLAYER)R EQ (STONE)R
PRINTRET OZMOVES
PRINTRET NHAPPENS
SKIP2 UNLESS H STONE PLAYER
MOVE STONE WITH TO (PLAYER)R
SUB V OBJHELD I 1
MOVE OZ WITH DESTROY
MOVE STONE WITH DESTROY
MOVE FIGURINE WITH TO (PLAYER)R
PRINT OZDONE
RETURN LOOK

PAL1PROG:
LOAD V VAR0 I 1
GO PALALL

PAL2PROG:
LOAD V VAR0 I 2
GO PALALL

PAL3PROG:
LOAD V VAR0 I 3
PALALL:
SKIP IF R (PLAYER)R LT PAL1
SKIP UNLESS R (PLAYER)R GT PAL16
PRINTRET NHAPPENS
SKIP IF S (PLAYER)R EQ 0
PRINTRET NHAPPENS
LOAD S (PLAYER)R V VAR0
/ now the poxious task of testing adjoining rooms
SKIP IF R (PLAYER)R LT PAL13
GO PALONBIG
RESOLVE VAR1 (PLAYER)R
SKIP2 IF R (PLAYER)R EQ PAL1
SUB V VAR1 I 1
GO PALX1
ADD V VAR1 I 11
PALX1:
GOSUB PALSUB
RESOLVE VAR1 (PLAYER)R
SKIP2 IF R (PLAYER)R EQ PAL12
ADD V VAR1 I 1
GO PALX2
SUB V VAR1 I 11
PALX2:
GOSUB PALSUB
MOVE PALDUM WITH TO (PLAYER)R
MOVE PALDUM WITH DIR D1
RESOLVE VAR1 (PALDUM)R
MOVE PALDUM WITH DESTROY
GOSUB PALSUB
GO PALEND

PALONBIG:
MOVE PALDUM WITH TO (PLAYER)R
MOVE PALDUM WITH DIR D1
RESOLVE VAR1 (PALDUM)R
MOVE PALDUM WITH DESTROY
GOSUB PALSUB
ADD V VAR1 I 1
RESOLVE VAR1 (VAR1)R
SKIP UNLESS R (VAR1)R GT PAL12
RESOLVE VAR1 (PAL1)R
GOSUB PALSUB
ADD V VAR1 I 1
RESOLVE VAR1 (VAR1)R
GOSUB PALSUB
PALEND:
SUB V VAR0 I 1
PRINTRET PALGLOW VAR0

PALSUB:                 / takes room in var1 and tests if state is same
RESOLVE VAR1 (VAR1)R   / as var0, if so it switches it off. Uses var2.
LOAD V VAR2 S (VAR1)R
SUB V VAR2 V VAR0
SKIP UNLESS V VAR2 EQ 0
LOAD S (VAR1)R I 0
RETURN

PLAYPROG:
SKIP IF R ()O EQ VIOLIN
RETURN RETRY NONE CANT
SKIP IF H VIOLIN PLAYER
PRINTRET NOTHELD
SKIP UNLESS R (PLAYER)R EQ HELL6
SKIP IF S HELL6 EQ 0
PRINTRET TWANGMESS
LOAD S HELL6 I 1
PRINTRET EURYDICE

TERSEPROG:
LOAD V TERSEVAR I 0
PRINTRET TERSE0MESS

VERBOSEPROG:
LOAD V TERSEVAR I 2
PRINTRET TERSE2MESS

STANDARDPROG:
LOAD V TERSEVAR I 1
PRINTRET TERSE1MESS

POSTPROG:
SKIP IF M MOVED
GO POST0
LOAD V LASTLOC V THISLOC
RESOLVE THISLOC (PLAYER)R
POST0:
SKIP UNLESS R (PLAYER)R EQ CTOWER
SKIP UNLESS M MOVED
GO POST1
MOVE PLAYER WITH TO ROUND
MOVE PLAYER WITHOUT TO LOON1
LOAD V OBJHELD I 0
PRINT HUNCHMESS
POST1:
RESOLVE LASTLOC (LASTLOC)R
SKIP IF R (LASTLOC)R LT DES1
SKIP UNLESS R (LASTLOC)R GT DES18
GO POST2
POST15:
SKIP3 UNLESS E (LASTLOC)O
RESOLVE VAR0 (LASTLOC)O
SKIP IF R (VAR0)O EQ OZ
SKIP UNLESS R (VAR0)O EQ FOLLY
GO POST2
MOVE (VAR0)O WITH DESTROY
GO POST15
POST2:
SKIP IF R (PLAYER)R LT DES1
SKIP UNLESS R (PLAYER)R GT DES18
GO POST3
SKIP UNLESS M MOVED
LOAD V WINDVAR R 1
LOAD V VAR0 V WINDVAR
PRINT WINDMESS VAR0
SKIP UNLESS S POOL EQ 1
GO POST3
ADD V THIRSTVAR I 1
SKIP UNLESS V THIRSTVAR LT 4
GO POST3
SKIP2 IF V THIRSTVAR LT 8
PRINT THIRSTDIE
GO DIEPROG
PRINT THIRSTY
POST3:
SKIP UNLESS R (PAPER)R EQ JUNC1
SKIP IF S PAPER EQ 0
GO POST4
ADD V PAPVAR I 1
SKIP2 IF V PAPVAR LT 4
LOAD S PAPER R 2
ADD S PAPER I 1
POST4:
ADD V MAZEVAR I 1
SKIP IF V MAZEVAR LT 8
LOAD V MAZEVAR I 0
POST5:
SKIP2 UNLESS R (PLAYER)R EQ CASTLE
LOAD V VAR0 V TIMEVAR
PRINT TIMENOW VAR0
ADD S CURTAIN I 1
SKIP UNLESS S CURTAIN GT 14
LOAD S CURTAIN I 0
SKIP3 UNLESS R (PLAYER)R EQ (CURTAIN)R
SKIP2 IF M MOVED
LOAD V VAR0 S CURTAIN
PRINT CURTCHANGE VAR0
POST6:
SKIP UNLESS S UAREA EQ 0
SKIP IF R (PLAYER)R EQ UAREA
GO POST7
LOAD V VAR0 R 99
LOAD V VAR1 V VAR0
ADD V VAR1 I 1
LOAD V VAR2 V VAR0
ADD V VAR2 I 2
LOAD V VAR3 V VAR0
ADD V VAR3 I 3
PRINT BINGOCALL
POST7:
SKIP3 IF S DON1 EQ 0
LOAD S DON1 I 0
SKIP UNLESS R (PLAYER)R EQ DON1
PRINT PORTOVER
SKIP IF S PORTRAIT EQ 0
SKIP IF E (PORTRAIT)R
GO POST8
ADD S PORTRAIT I 1
SKIP IF S PORTRAIT GT 2
GO POST8
MOVE PORTRAIT WITH DESTROY
MOVE NOBLE WITH TO DON1
LOAD S JUAN I 1
SKIP UNLESS R (PLAYER)R EQ TRK1
PRINT PORTALIVE
SKIP UNLESS R (PLAYER)R EQ DON1
PRINT PORTENTER
POST8:
SKIP IF R (NOBLE)R EQ DON1
GO POST9
ADD S NOBLE I 1
SKIP IF S NOBLE GT 1
GO POST9
LOAD S DON1 I 1
MOVE NOBLE WITH DESTROY
MOVE JUAN WITH DESTROY
SKIP IF R (PLAYER)R EQ DON1
GO POST9
SKIP2 IF M MOVED
PRINT PORTHELL
GO POST9
PRINT PORTHEL2
POST9:
SKIP3 IF M MOVED
SKIP2 UNLESS R (PLAYER)R EQ (RAVEN)R
SKIP2 IF S RAVEN EQ 0
PRINT NEVERMORE
GO POST10
LOAD V VAR0 R 7
PRINT QUOTH VAR0
POST10:
SKIP IF H PEARL ALTAR
GO POST11
ADD V PRVAR1 I 1
SKIP IF V PRVAR1 LT 11
SUB V PRVAR1 I 11
ADD V PRVAR3 I 1
SKIP IF V PRVAR3 LT 10
SUB V PRVAR3 I 10
ADD V PRVAR2 I 2
SKIP UNLESS V PRVAR3 EQ 0
ADD V PRVAR2 I 1
SKIP IF V PRVAR2 LT 11
SUB V PRVAR2 I 11
SKIP IF R (PLAYER)R EQ WISTEM
GO POST11
SKIP UNLESS V PRVAR2 EQ 0
TEXT PROV2M0 WITH
SKIP UNLESS V PRVAR2 EQ 1
TEXT PROV2M1 WITH
SKIP UNLESS V PRVAR2 EQ 2
TEXT PROV2M2 WITH
SKIP UNLESS V PRVAR2 EQ 3
TEXT PROV2M3 WITH
SKIP UNLESS V PRVAR2 EQ 4
TEXT PROV2M4 WITH
SKIP UNLESS V PRVAR2 EQ 5
TEXT PROV2M5 WITH
SKIP UNLESS V PRVAR2 EQ 6
TEXT PROV2M6 WITH
SKIP UNLESS V PRVAR2 EQ 7
TEXT PROV2M7 WITH
SKIP UNLESS V PRVAR2 EQ 8
TEXT PROV2M8 WITH
SKIP UNLESS V PRVAR2 EQ 9
TEXT PROV2M9 WITH
SKIP UNLESS V PRVAR2 EQ 10
TEXT PROV2M10 WITH
LOAD V VAR0 V PRVAR1
PRINT PROV1M VAR0
POST11:
SKIP UNLESS V TERSEVAR EQ 0
SET VISITED (PLAYER)R
SKIP UNLESS V TERSEVAR EQ 2
UNSET VISITED (PLAYER)R         / do terse & verbose last of all
RETURN

PRPROG:
RESOLVE VAR0 (PRIDRM)R
GO SL2

PULLPROG:
SKIP UNLESS M W2SP REDSPEC
GO PULL0
SKIP UNLESS M W2SP BLUESPEC
GO PULL1
SKIP UNLESS M W2SP GREENSPEC
GO PULL2
SKIP UNLESS M W2SP YELLOWSPEC
GO PULL3
SKIP IF M W2OB
RETURN RETRY NONE CANT
SKIP2 UNLESS R ()O EQ MANDRAKE
SKIP UNLESS S MANDRAKE EQ 0
GO TAKEPROG
SKIP3 UNLESS R ()O EQ SWORD
SKIP UNLESS H SWORD TREE
GO TAKEPROG
PRINTRET SILLYMESS
SKIP IF R ()O EQ LEVER
PRINTRET SILLYMESS
ASK WHICHLEVER
GO PULLPROG

PULL0:
SKIP IF R (PLAYER)R EQ INHORSE
PRINTRET DONTSEE
MOVE PLAYER WITH TO (HORSE)R
MOVE HORSE WITH DESTROY
MOVE TIMBER WITH TO (PLAYER)R
PRINTRET CRASH

PULL1:
SKIP IF R (PLAYER)R EQ INHORSE
PRINTRET DONTSEE
PRINTRET NHAPPENS

PULL2:
SKIP IF R (PLAYER)R EQ INHORSE
PRINTRET DONTSEE
SKIP IF R (HORSE)R EQ PATH2
PRINTRET NHAPPENS
MOVE HORSE WITH TO CITY
PRINTRET HORSEROLLS

PULL3:
SKIP IF R (PLAYER)R EQ INHORSE
PRINTRET DONTSEE
PRINT HORSENEIGH
SKIP IF R (HORSE)R EQ CITY
RETURN
MOVE HORSE WITH TO INCITY
PRINTRET COMMOTION

PUSHPROG:
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTSEE
PRINTRET SILLYMESS

/ Program to make certain the player wants to quit.
QUITPROG:
LOAD V VAR0 I 10
GOSUB SCORESUB
PRINT SCOREM3
SKIP IF Q QUITQUERY             / Skip if "yes" answer.
RETURN
QUIT2:
SKIP2 IF Q MOREGAMES
PRINT WTGROYT
RETURN RETRY FINISH MAY ANY     / Induce end of game.
RETURN RETRY RESTART MAY ANY

READPROG:
SKIP IF M W2SP TREESPEC
SKIP IF M W2OB
GO READ1
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTSEE
SKIP UNLESS R ()O EQ BOOK
GO OPENPROG
SKIP UNLESS R ()O EQ TABLET
GO READTABLET
SKIP UNLESS R ()O EQ SCROLL
GO READSCROLL
SKIP2 UNLESS R ()O EQ BOARD
LOAD V VAR0 S BOARD
PRINTRET READM1 VAR0
SKIP UNLESS R ()O EQ OZ
PRINTRET READM2
SKIP2 UNLESS R ()O EQ PAPER
LOAD V VAR0 S PAPER
PRINTRET READM3 VAR0
SKIP UNLESS R ()O EQ STONE
PRINTRET READM4
PRINTRET CANTDO

READTABLET:
SKIP UNLESS R (PLAYER)R EQ UAREA
SKIP IF S UAREA EQ 0
PRINTRET READTABMESS
LOAD S UAREA I 1
LOAD S WOOD3 I 1
MOVE MOSES WITH TO SINAI2
PRINTRET ZAPUAREA

READSCROLL:
SKIP UNLESS H SCROLL PLAYER
SUB V OBJHELD I 1
MOVE SCROLL WITH DESTROY
SKIP UNLESS S SCROLL EQ 0
PRINTRET NOBROOM
SKIP IF R (ERLKING)R EQ (PLAYER)R
PRINTRET NOWOOD
MOVE ERLKING WITH DESTROY
MOVE CHILD WITH TO (PLAYER)R
PRINT ERLGO
RETURN LOOK

READ1:
SKIP2 UNLESS M W2SP ASPEC
LOAD V VAR0 I 1
GO OPENALL
SKIP2 UNLESS M W2SP BSPEC
LOAD V VAR0 I 2
GO OPENALL
SKIP2 UNLESS M W2SP CSPEC
LOAD V VAR0 I 3
GO OPENALL
SKIP2 UNLESS M W2SP DOWNSPEC
LOAD V VAR0 I 4
GO OPENALL
SKIP2 UNLESS M W2SP ESPEC
LOAD V VAR0 I 5
GO OPENALL
SKIP2 UNLESS M W2SP FSPEC
LOAD V VAR0 I 6
GO OPENALL
SKIP2 UNLESS M W2SP GSPEC
LOAD V VAR0 I 7
GO OPENALL
SKIP2 UNLESS M W2SP HSPEC
LOAD V VAR0 I 8
GO OPENALL
SKIP2 UNLESS M W2SP ISPEC
LOAD V VAR0 I 9
GO OPENALL
SKIP2 UNLESS M W2SP JSPEC
LOAD V VAR0 I 10
GO OPENALL
SKIP2 UNLESS M W2SP KSPEC
LOAD V VAR0 I 11
GO OPENALL
SKIP2 UNLESS M W2SP LSPEC
LOAD V VAR0 I 12
GO OPENALL
SKIP2 UNLESS M W2SP MSPEC
LOAD V VAR0 I 13
GO OPENALL
SKIP2 UNLESS M W2SP NSPEC
LOAD V VAR0 I 14
GO OPENALL
SKIP2 UNLESS M W2SP OSPEC
LOAD V VAR0 I 15
GO OPENALL
/
SKIP4 UNLESS M W2SP SIGNSPEC
SKIP IF R (PLAYER)R EQ ANAGHS
PRINTRET DONTSEE
LOAD V VAR0 S ANAGHS
PRINTRET READM5 VAR0
SKIP IF M W2SP TREESPEC
SKIP3 UNLESS M W2SP INSCRSPEC
SKIP IF R (PLAYER)R EQ FORK1
PRINTRET DONTSEE
PRINTRET READM6
SKIP IF M W2SP WALLSPEC
GO READ2
SKIP UNLESS R (PLAYER)R EQ KROOM1
PRINTRET READM7
SKIP UNLESS R (PLAYER)R EQ KROOM2
PRINTRET READM8
PRINTRET DONTSEE
READ2:
SKIP3 UNLESS M W2SP GATESPEC
SKIP IF R (PLAYER)R EQ NXARN
PRINTRET DONTSEE
PRINTRET READM9
SKIP3 UNLESS M W2SP BLDGSPEC
SKIP IF R (PLAYER)R EQ TURN1
PRINTRET DONTSEE
PRINTRET READM10
SKIP3 UNLESS M W2SP PEDSPEC
SKIP IF R (PLAYER)R EQ (OZ)R
PRINTRET DONTSEE
PRINTRET READM2
RETURN RETRY NONE CANT

SAYPROG:
PRINT SAYMESS
SKIP IF M W2SP MAGICSPEC
RETURN
RETURN RETRY IGNORE MAY REC

SCOREPROG:
SKIP2 IF R (PLAYER)R LT LOON1
SKIP IF R (PLAYER)R GT LOON2
PRINTRET MADSCORE
LOAD V VAR0 I 10
GOSUB SCORESUB
PRINTRET SCOREM1

SCORESUB:
SKIP UNLESS R (VIOLIN)R EQ ORPHANS
ADD V VAR0 I 3
SKIP UNLESS R (TAPESTRY)R EQ ORPHANS
ADD V VAR0 I 3
SKIP UNLESS R (FIGURINE)R EQ ORPHANS
ADD V VAR0 I 3
SKIP UNLESS R (CRYSTAL)R EQ ORPHANS
ADD V VAR0 I 3
SKIP UNLESS R (PATEN)R EQ ORPHANS
ADD V VAR0 I 3
SKIP UNLESS R (COINS)R EQ ORPHANS
ADD V VAR0 I 3
SKIP UNLESS R (ORB)R EQ ORPHANS
ADD V VAR0 I 3
SKIP UNLESS R (SCEPTRE)R EQ ORPHANS
ADD V VAR0 I 3
SKIP UNLESS R (STOLE)R EQ ORPHANS
ADD V VAR0 I 3
SKIP UNLESS P VISITED ANAGRM
ADD V VAR0 I 15
SKIP IF S MANDRAKE EQ 0
ADD V VAR0 I 5
SKIP UNLESS P VISITED INCITY
ADD V VAR0 I 15
SKIP UNLESS S IDOL EQ 1
ADD V VAR0 I 10
SKIP IF R (SKELETON)R EQ CHURCH6
ADD V VAR0 I 10
SKIP UNLESS S CORPSE EQ 1
ADD V VAR0 I 5
SKIP UNLESS P VISITED CHURCH5
ADD V VAR0 I 5
SKIP IF R (TAPESTRY)R EQ CTOWER
ADD V VAR0 I 10
SKIP UNLESS S AVRM1 EQ 3
ADD V VAR0 I 10
SKIP UNLESS S BOARD EQ 1
ADD V VAR0 I 10
SKIP2 UNLESS R (CHEESE)R EQ STOMACH
SKIP UNLESS R (BONE)R EQ STOMACH
ADD V VAR0 I 10
SKIP UNLESS S LURM2 EQ 1
ADD V VAR0 I 10
SKIP UNLESS S CHOIR EQ 1
ADD V VAR0 I 10
SKIP UNLESS S BED EQ 2
ADD V VAR0 I 10
SKIP UNLESS S WRATRM EQ 1
ADD V VAR0 I 10
SKIP IF R (DEMON)R EQ DEND1
ADD V VAR0 I 10
SKIP IF R (HAG)R EQ DEND2
ADD V VAR0 I 10
SKIP IF R (DAME)R EQ GROTTO
ADD V VAR0 I 10
SKIP IF R (PILLAR)R EQ SALT1
ADD V VAR0 I 10
SKIP IF S PAPER EQ 0
ADD V VAR0 I 5
SKIP UNLESS P VISITED DES7
ADD V VAR0 I 5
SKIP IF R (OZ)R EQ DES7
ADD V VAR0 I 10
SKIP UNLESS P VISITED DES18
ADD V VAR0 I 10
SKIP UNLESS P VISITED KROOM1
ADD V VAR0 I 10
SKIP UNLESS P VISITED KROOM2
ADD V VAR0 I 10
SKIP IF R (FOLLY)R EQ DES18
ADD V VAR0 I 13
SKIP2 UNLESS P VISITED ENDOPT
SKIP IF S ENDOPT EQ 1
ADD V VAR0 I 15
SKIP UNLESS P VISITED F11
ADD V VAR0 I 5
SKIP UNLESS P VISITED F13
ADD V VAR0 I 5
SKIP UNLESS P VISITED F14
ADD V VAR0 I 10
SKIP UNLESS R (PLAYER)R EQ CASTLE
ADD V VAR0 I 10
/ add new points here
SKIP IF S WWALL EQ 0
ADD V VAR0 I 10
SKIP UNLESS P VISITED JHCEND
ADD V VAR0 I 6
SKIP UNLESS S SCROLL EQ 1
ADD V VAR0 I 10
SKIP IF E (ERLKING)R
ADD V VAR0 I 10
SKIP UNLESS R (CHILD)R EQ ORPHANS
ADD V VAR0 I 10
SKIP UNLESS P VISITED DON1
ADD V VAR0 I 10
SKIP UNLESS P VISITED DON2
ADD V VAR0 I 10
SKIP UNLESS S HELL6 EQ 1
ADD V VAR0 I 10
SKIP UNLESS S DON3 EQ 1
ADD V VAR0 I 10
SKIP UNLESS V BOOKVAR EQ 0
ADD V VAR0 I 18
SKIP IF E (VINE)R
ADD V VAR0 I 7
SKIP UNLESS P VISITED KROOM3
ADD V VAR0 I 10
SKIP UNLESS P VISITED KROOM4
ADD V VAR0 I 10
SKIP UNLESS P VISITED KROOM5
ADD V VAR0 I 10
ADD V VAR0 V LOGIVAR / 0, 10 or 20
SKIP UNLESS S UAREA EQ 1
ADD V VAR0 I 10
SKIP UNLESS E (CALF)R
ADD V VAR0 I 3
SKIP2 IF R (PEARL)R EQ WISTEM
SKIP IF S PEARL EQ 1
ADD V VAR0 I 10
SKIP UNLESS P VISITED FOGEND
ADD V VAR0 I 10
SKIP IF R (GURU)R EQ FOGEND
ADD V VAR0 I 10
SKIP UNLESS S NOAH EQ 0
ADD V VAR0 I 35  / maximum
SKIP UNLESS S NOAH EQ 1
ADD V VAR0 I 30
SKIP UNLESS S NOAH EQ 2
ADD V VAR0 I 25
SKIP UNLESS S NOAH EQ 3
ADD V VAR0 I 20
SKIP UNLESS S NOAH EQ 4
ADD V VAR0 I 15
SKIP UNLESS S NOAH EQ 5
ADD V VAR0 I 10
SKIP UNLESS S NOAH EQ 6
ADD V VAR0 I 5
SKIP UNLESS S RAVEN EQ 1
ADD V VAR0 I 5
SKIP UNLESS S EMU EQ 1
ADD V VAR0 I 5
SKIP UNLESS S SLOTH EQ 1
ADD V VAR0 I 5
SKIP UNLESS S WOLF EQ 1
ADD V VAR0 I 5
SKIP UNLESS S FARM5 EQ 1
ADD V VAR0 I 5
SKIP IF P NOTAKE LAMB / easiest test
ADD V VAR0 I 5
SKIP UNLESS R (RUBY)R EQ ORPHANS
ADD V VAR0 I 3
SKIP UNLESS R (SAPPH)R EQ ORPHANS
ADD V VAR0 I 3
SKIP UNLESS R (CALF)R EQ ORPHANS
ADD V VAR0 I 3
SKIP UNLESS S MONK EQ 1
ADD V VAR0 I 22
RETURN

SETANAG:
SKIP IF S ANAGHS EQ 0
RETURN
LOAD S ANAGHS R 5
ADD S ANAGHS I 1
RETURN

SHAKEPROG:
SKIP IF R ()O EQ TREE
RETURN RETRY NONE CANT
SKIP2 IF R (PLAYER)R EQ PATH1
SKIP IF R (PLAYER)R EQ FARM3
PRINTRET UNPROMISING
PRINTRET SHAKEMESS

SHARPPROG:
SKIP IF R (PLAYER)R EQ ()R
PRINTRET DONTSEE
SKIP2 UNLESS R ()O EQ SWORD
SKIP IF S SWORD EQ 1
PRINTRET ALRSHARP
PRINTRET HOWDOTHAT

SHOUTPROG:
PRINT SAYMESS
SKIP2 UNLESS R (PLAYER)R EQ FOGEND
RESOLVE VAR0 (FOGDUM5)O
GO SHOUTS3
SKIP2 IF R (PLAYER)R LT FOGMAZE1
SKIP IF R (PLAYER)R GT FOGMAZE4
GO SHOUTSUB
SHOUT2:
SKIP IF M W2SP MAGICSPEC
RETURN
RETURN RETRY IGNORE MAY REC

SHOUTSUB:
RESOLVE VAR0 (PLAYER)R
RESOLVE VAR1 (FOGMAZE1)R
SUB V VAR0 V VAR1
RESOLVE VAR1 (FOGDUM1)O
ADD V VAR0 V VAR1
RESOLVE VAR0 (VAR0)O / dummy object
SKIP IF S (VAR0)O EQ 0
GO SHOUTS3
SHOUTS2:
LOAD S (VAR0)O R 3
ADD S (VAR0)O I 1
LOAD V VAR1 S (VAR0)O
SUB V VAR1 S (PLAYER)R
SKIP UNLESS V VAR1 EQ 0
GO SHOUTS2
SHOUTS3:
SKIP2 IF S (PLAYER)R EQ 1
SKIP IF S (VAR0)O EQ 1
PRINT ECHON
SKIP2 IF S (PLAYER)R EQ 2
SKIP IF S (VAR0)O EQ 2
PRINT ECHOE
SKIP2 IF S (PLAYER)R EQ 3
SKIP IF S (VAR0)O EQ 3
PRINT ECHOS
SKIP2 IF S (PLAYER)R EQ 4
SKIP IF S (VAR0)O EQ 4
PRINT ECHOW
GO SHOUT2

SHUTPROG:
SKIP IF M W2SP DOORSPEC
RETURN RETRY NONE CANT
SKIP2 IF R (PLAYER)R EQ DON1
SKIP3 UNLESS R (PLAYER)R EQ TRK1
SKIP IF S TRK1 EQ 0
PRINTRET CANTSHUT
PRINTRET ALRSHUT
PRINTRET NOTPOSSHERE

SITPROG:
SKIP2 UNLESS M W2EX
SKIP IF M W2SP DOWNSPEC
RETURN RETRY NONE CANT
PRINTRET SITOK

SLEEPPROG:
SKIP IF R (PLAYER)R EQ (BED)R
PRINTRET NOTGOOD
ADD S BED I 1
SKIP IF S BED GT 1
PRINTRET SLEEPABIT
MOVE PLAYER WITH TO NXHALL
PRINTRET USHEROUT

SLPROG:
RESOLVE VAR0 (SLROOM)R
SL2:
SKIP2 UNLESS P VISITED (VAR0)R
SL3:
PRINT INVISBARR
RETURN ABORT
SKIP UNLESS R (VAR0)R EQ WRATRM
PRINT BALLSTRIKE
RETURN

SWANPROG:
PRINTRET SWANMESS

/ Subroutine to try to take the object referred to by the
/ reference in VAR0.  OBJHELD is updated if it is taken, and
/ VAR1 is set to:
/  1 if the object was taken.
/  2 if it was untakeable.
/  3 if it wasn't taken because the player couldn't carry it.
TAKESUB:
SKIP IF R (VAR0)O EQ PLAYER     / Can't take himself!
SKIP2 UNLESS P NOTAKE (VAR0)O   / Is it untakeable?
LOAD V VAR1 I 2
RETURN
LOAD V VAR1 V STRENGTH          / Check STRENGTH
SUB V VAR1 V OBJHELD            /   against OBJHELD.
SKIP2 IF V VAR1 GT 0
LOAD V VAR1 I 3
RETURN
SKIP3 UNLESS R (VAR0)O EQ EYE
SKIP2 UNLESS H EYE HAG
LOAD S HAG I 0
PRINT GRABEYE
SKIP3 UNLESS R (VAR0)O EQ GEM
SKIP2 UNLESS H GEM HAG
LOAD S HAG I 0
PRINT GRABEYE   / same message
SKIP2 UNLESS R (VAR0)O EQ SWORD
SKIP UNLESS H SWORD TREE
PRINT FROMTREE
SKIP3 UNLESS R (VAR0)O EQ BONE
SKIP2 UNLESS H BONE DOG
MOVE DOG WITH DESTROY
PRINT GRABBONE
SKIP UNLESS R (VAR0)O EQ PEARL
SKIP IF H PEARL ALTAR
GO TAKESUB2
SUB V PRVAR1 V PRVAR2
SKIP2 UNLESS V PRVAR1 EQ 0
PRINT TAKEPRL0
GO TAKESUB2
PRINT TAKEPEARL
LOAD S PEARL I 1 / dud
TAKESUB2:
MOVE (VAR0)O WITH TO PLAYER     / Move the object.
ADD V OBJHELD I 1               / Update OBJHELD.
LOAD V VAR1 I 1
RETURN

/ Main TAKE program.
TAKEPROG:
/ Command decoding section.
SKIP IF M W2EX                  / Is it "TAKE"?
GO TAKEFIRST
SKIP UNLESS M W2SP ALLSPEC      / Is it "TAKE ALL"?
GO TAKEALL
SKIP UNLESS M W2SP INVSPEC      / Is it "TAKE INVENTORY"?
GO INVPROG
SKIP IF M W2OB                  / Must be "TAKE object".
RETURN RETRY NONE CANT          / Induce "I don't understand
                                / that!" if not.
/ Now check it's OK to take the given object.
SKIP IF R (PLAYER)R EQ ()R      / In the same room?
PRINTRET DONTSEE
/ Entry point for Magic Take command.
MTPROG:
SKIP UNLESS R PLAYER EQ ()U     / Already holding it?
PRINTRET ALRHELD
SKIP UNLESS R ()O EQ MANDRAKE
GO TAKEMAND
TAKEM1:
RESOLVE VAR0 ()O                / Now use TAKESUB to take it.
GOSUB TAKESUB
SKIP UNLESS V VAR1 EQ 2         / Untakeable?
PRINTRET CANTTAKE
SKIP UNLESS V VAR1 EQ 3         / Hands full?
PRINTRET HANDSFULL
PRINTRET OKMESS

/ Command was "TAKE".  Try to take the first object in the room.
TAKEFIRST:
RESOLVE VAR0 (PLAYER)R          / Find first object in room.
RESOLVE VAR0 (VAR0)O
TAKEF1:
SKIP UNLESS V VAR0 EQ 0         / Does object exist?
PRINTRET NOTHNGHERE
GOSUB TAKESUB                   / Try taking it.
SKIP UNLESS V VAR1 EQ 1         / Successful?
PRINTRET OKMESS
SKIP UNLESS V VAR1 EQ 3         / Hands full?
PRINTRET HANDSFULL
/ This object wasn't takeable.  Try the next object in the room.
ADD V VAR0 I 1536               / Modify reference to point to
                                / next object in room.
RESOLVE VAR0 (VAR0)O            / Then resolve it.
GO TAKEF1                       / And try to take the object.

/ Command was "TAKE ALL".  Try taking each object in the room.  VAR3
/ keeps track of the number of objects taken.
TAKEALL:
LOAD V VAR3 I 0
/ Now we have a loop to try each object in turn.  VAR2 always contains
/ a reference to the next object to be tried.
RESOLVE VAR0 (PLAYER)R          / Find first object in room.
RESOLVE VAR0 (VAR0)O
/ N.B. This object always exists, as the player is an object in the room.
TAKEA1:
LOAD V VAR2 V VAR0              / Find next object from this one.
ADD V VAR2 I 1536
RESOLVE VAR2 (VAR2)O
GOSUB TAKESUB                   / Try taking this object.
SKIP2 UNLESS V VAR1 EQ 3        / Hands full?
PRINT HANDSF2
PRINTRET TOOKOBJ2 VAR3
SKIP UNLESS V VAR1 EQ 1         / Was object taken?
ADD V VAR3 I 1
LOAD V VAR0 V VAR2              / Loop back for next object,
SKIP IF V VAR0 EQ 0             / if it exists.
GO TAKEA1
PRINTRET TOOKOBJ1 VAR3

TAKEMAND:
SKIP IF P NOTAKE MANDRAKE
GO TAKEM1
UNSET NOTAKE MANDRAKE
LOAD S MANDRAKE I 1
LOAD V VAR0 R 3
LOAD V MANDVAR V VAR0
ADD V MANDVAR I 1
PRINT MANDSCREAM VAR0
MOVE PLAYER WITH TO ROUND
MOVE PLAYER WITHOUT TO LOON1
LOAD V OBJHELD I 0
RETURN

THROWPROG:
SKIP IF H ()O PLAYER
PRINTRET NOTHELD
SKIP UNLESS R ()O EQ CHILD
PRINTRET VIOLENCE
SKIP2 UNLESS R ()O EQ PIE   / givepie will already sub objheld
SKIP UNLESS R (PLAYER)R EQ (WOLF)R
GO GIVEPIE
SUB V OBJHELD I 1
SKIP2 UNLESS R ()O EQ ROCK
SKIP UNLESS R (PLAYER)R EQ (DEMON)R
GO THROWDEMON
SKIP UNLESS R (PLAYER)R EQ JUNC1
GO THROWFIRE
MOVE ()O WITH TO (PLAYER)R
SKIP UNLESS R ()O EQ COCK
GO CCROW
PRINT OKMESS
SKIP UNLESS R ()O EQ BALL
GO DROPBALL
RETURN

THROWDEMON:
MOVE ROCK WITH DESTROY
MOVE DEMON WITH DESTROY
PRINTRET DEMONGO

THROWFIRE:
MOVE ()O WITH DESTROY
PRINT INTOFIRE
SKIP2 UNLESS R ()O EQ IDOL
LOAD S IDOL I 1
PRINTRET GASPING
SKIP IF R ()O EQ SWORD
RETURN
MOVE SWORD WITH TO JUNC1
LOAD S SWORD I 0
PRINT FIRESWORD
RETURN LOOK

VOIPROG:
SKIP UNLESS S CORPSE EQ 1
RETURN
PRINT VOIMESS
RETURN ABORT

VSD1PROG:
PRINTRET HEHHEH

VSD2PROG:
LOAD V VAR0 I 0
GOSUB SCORESUB
SKIP IF V VAR0 LT 610
LOAD S VSD I 1
SKIP2 IF S VSD EQ 1
PRINT FEETREFUSE
RETURN ABORT
PRINT GRAALVIS   / temporary
RETURN

WAILPROG:
SKIP IF R (PLAYER)R EQ WWALL
PRINTRET OHHH
SKIP IF H WIG PLAYER
PRINTRET NOWAIL
SKIP3 IF S WWALL EQ 0
LOAD V VAR0 S WWALL
SUB V VAR0 I 1
PRINTRET WAILSEE VAR0
LOAD S WWALL R 14
LOAD V VAR0 S WWALL
ADD S WWALL I 1
PRINTRET WAILSEE VAR0

WAKEPROG:
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTSEE
SKIP2 UNLESS R ()O EQ WOLF
SKIP UNLESS S WOLF EQ 1
PRINTRET NOWAKEWOLF
SKIP IF R ()O EQ SLOTH
PRINTRET NOTASLEEP
SKIP UNLESS P NOTAKE SLOTH
PRINTRET HOWDOTHAT
PRINTRET LETITSLEEP

WAVEPROG:
SKIP IF H ()O PLAYER
PRINTRET NOTHELD
SKIP UNLESS R ()O EQ BATON
SKIP IF R (PLAYER)R EQ (CHOIR)R
PRINTRET NHAPPENS
GO COND2

WELCPROG:
SKIP UNLESS P VISITED START1
PRINTRET HELLO
RESOLVE THISLOC (PLAYER)R
LOAD V LASTLOC V THISLOC
PRINT HELLO
SKIP IF Q INSTRQ
RETURN
PRINTRET INSTRMESS

WISEXIT:
SKIP UNLESS H PEARL PLAYER
SKIP IF S PEARL EQ 1
RETURN
MOVE PEARL WITH DESTROY
SUB V OBJHELD I 1
PRINTRET PEARLGO

WRPROG:
RESOLVE VAR0 (WRATRM)R
GO SL2

ZEMPROG:
PRINTRET INTRUDERS

/
/  WORDS SECTION
/  -------------
/
!WORDS
A NONE CANT ASPEC
ACHILLES OBJECT CANT WIZDUM
AGRAVAIN OBJECT CANT KTA
ALEXANDER OBJECT CANT WIZDUM 4
ALL NONE CANT ALLSPEC
ALTAR OBJECT CANT ALTAR
ANDRODRAGMA OBJECT CANT CRYSTAL
APOLLYON OBJECT CANT WIZDUM
ARK OBJECT CANT ARK
ATTACK OBEY HITPROG REQUEST OBJ
B RETURN CANT B BSPEC
BAAA PRINT NHAPPENS CANT MAGICSPEC
BAAAA OBEY BAA4PROG CANT MAGICSPEC
BAAHH OBEY BAA2PROG CANT MAGICSPEC
BACK RETURN CANT B
BAHHH OBEY BAA3PROG CANT MAGICSPEC
BALL OBJECT CANT BALL
BANKER OBJECT CANT WIZDUM 4
BATON OBJECT CANT BATON
BEAT OBEY HITPROG REQUEST OBJ
BED OBJECT CANT BED
BEGGAR OBJECT CANT WIZDUM
BEHHH OBEY BAA1PROG CANT MAGICSPEC
BEHRH OBEY BAA5PROG CANT MAGICSPEC
BELLE OBJECT CANT DAME
BELLOW OBEY SHOUTPROG REQUEST ANY
BELLS OBJECT CANT WIZDUM 4
BENAMMI OBEY B1P CANT MAGICSPEC
BLACKBOARD OBJECT CANT BOARD
BLUE NONE CANT BLUESPEC
BOARD OBJECT CANT BOARD
BOAT OBJECT CANT BOAT
BONE OBJECT CANT BONE
BOOKS OBJECT CANT BOOK 4
BORS OBJECT CANT KTB
BOY OBJECT CANT PAGE
BREAK OBEY BREAKPROG REQUEST OBJ
BRIEF OBEY TERSEPROG CANT
BRIGAND OBJECT CANT WIZDUM
BUILDING NONE CANT BLDGSPEC
BURY OBEY BURYPROG REQUEST OBJ
C NONE CANT CSPEC
CALF OBJECT CANT CALF
CALL OBEY SHOUTPROG REQUEST ANY
CARADOC OBJECT CANT KTC
CARDS OBJECT CANT WIZDUM 4
CHEESE OBJECT CANT CHEESE
CHILD OBJECT CANT CHILD
CHOIR OBJECT CANT CHOIR
CLEAN OBEY CLEANPROG REQUEST OBJ
CLIMB OBEY CLIMBPROG REQUEST REC
CLOSE OBEY SHUTPROG MUST REC
CLOTH OBJECT CANT CLOTH
COCKEREL OBJECT CANT COCK 4
COFFIN OBJECT CANT COFFIN
COINS OBJECT CANT COINS
CONDUCT OBEY CONDPROG MAY OBJ
CORPSE OBJECT CANT CORPSE
COURT NONE CANT COURTSPEC
CRY OBEY SHOUTPROG REQUEST ANY
CRYSTAL OBJECT CANT CRYSTAL
CURTAIN OBJECT CANT CURTAIN
CUT OBEY CUTPROG MUST SPECIAL
DAGONET OBJECT CANT KTD
DAME OBJECT CANT DAME
DEMON OBJECT CANT DEMON
DIG OBEY DIGPROG CANT
DOG OBJECT CANT DOG
DONATE OBEY GIVEPROG REQUEST OBJ
DOOR NONE CANT DOORSPEC
DOWN MOVE CANT D DOWNSPEC 1
DRINK OBEY DRINKPROG MAY REC
DROP OBEY DROPPROG MAY REC
DWARF OBJECT CANT WIZDUM
E MOVE CANT E ESPEC
EAST MOVE CANT E
EAT OBEY EATPROG REQUEST OBJ
ECTOR OBJECT CANT KTE
EMU OBJECT CANT EMU
ENTER OBEY ENTERPROG MUST OBJ
ERLKING OBJECT CANT ERLKING 3
EURYDICE OBJECT CANT WIZDUM
EXAMINE OBEY EXAMPROG REQUEST OBJ
EYE OBJECT CANT EYE
F NONE CANT FSPEC
FACED NONE CANT FACEDSPEC
FARTHING OBJECT CANT FARTH
FEED OBEY FEEDPROG REQUEST OBJ
FEIREFIZ OBJECT CANT KTF
FIEND OBJECT CANT WIZDUM
FIGURINE OBJECT CANT FIGURINE
FIRE OBJECT CANT FIRE
FISH NONE CANT FISHSPEC
FOLIO OBJECT CANT BOOK
FOLLY OBJECT CANT FOLLY
FORESIGHT NONE CANT FROGSPEC
FORWARD PRINT COMPASS CANT
FREE OBEY FREEPROG MUST OBJ
FRIAR OBJECT CANT FRIAR
FROG NONE CANT FROGSPEC
G NONE CANT GSPEC
GALLOWS OBJECT CANT GALLOWS
GARETH OBJECT CANT KTG
GATE NONE CANT GATESPEC
GEM OBJECT CANT GEM
GET OBEY TAKEPROG MAY REC
GIANT OBJECT CANT WIZDUM
GIVE OBEY GIVEPROG REQUEST OBJ
GO IGNORE REQUEST DIR
GRAAL OBJECT CANT GRAIL
GRAB OBEY TAKEPROG REQUEST OBJ
GRAIL OBJECT CANT GRAIL
GREASE OBJECT CANT GREASE
GREEN NONE CANT GREENSPEC
GRIMOIRE OBJECT CANT BOOK
GURU OBJECT CANT GURU
H NONE CANT HSPEC
HAGS OBJECT CANT HAG 3
HARRY OBJECT CANT KTH
HELP PRINT HELPMESS CANT
HIT OBEY HITPROG REQUEST OBJ
HOLLER OBEY SHOUTPROG REQUEST ANY
HORSE OBJECT CANT HORSE
HUNCHBACK OBJECT CANT WIZDUM
I NONE CANT ISPEC
IDOL OBJECT CANT IDOL
IN MOVE CANT IN
INSCRIPTION NONE CANT INSCRSPEC
INVENTORY OBEY INVPROG CANT INVSPEC 3
J NONE CANT JSPEC
JUMP OBEY JUMPPROG CANT
K NONE CANT KSPEC
KELVAR OBEY K1PROG CANT MAGICSPEC
KILL OBEY KILLPROG REQUEST OBJ
KISS OBEY KISSPROG REQUEST OBJ
KLINGSOR OBJECT CANT WIZDUM
KNOCK OBEY KNOCKPROG MAY SPECIAL
KNOT OBJECT CANT ROPESPEC
KUNDRIE OBJECT CANT WIZDUM
L NONE CANT LSPEC
LADY OBJECT CANT WITCH
LAKE OBJECT CANT FIRE
LAMB OBJECT CANT LAMB
LEFT PRINT COMPASS CANT
LEVER OBJECT CANT LEVER
LIE OBEY LIEPROG MUST REC
LOITER PRINT LOITERMESS CANT
LOOK OBEY LOOKPROG CANT
M NONE CANT MSPEC
MAAA PRINT NHAPPENS CANT MAGICSPEC
MAAAA PRINT NHAPPENS CANT MAGICSPEC
MAAHH PRINT NHAPPENS CANT MAGICSPEC
MAHHH PRINT NHAPPENS CANT MAGICSPEC
MAIDEN OBJECT CANT WIZDUM / kundrie
MALU OBEY PAL1PROG CANT MAGICSPEC
MANDRAKE OBJECT CANT MANDRAKE
ME NONE CANT MESPEC
MEHHH PRINT NHAPPENS CANT MAGICSPEC
MEHRH PRINT NHAPPENS CANT MAGICSPEC
MINK OBJECT CANT STOLE
MINSTREL OBJECT CANT WIZDUM
MIST OBJECT CANT CURTAIN
MMQQ OBEY MMPROG REQUEST OBJ
MOAB OBEY B2P CANT MAGICSPEC
MOAN NONE CANT MOANSPEC
MONK OBJECT CANT MONK
MORE NONE CANT MORESPEC
MOSES OBJECT CANT MOSES
MOVE IGNORE REQUEST DIR
MTQQ OBEY MTPROG REQUEST OBJ
MUMMY OBJECT CANT CORPSE
MYSELF NONE CANT MESPEC
N MOVE CANT N NSPEC
NASTIL OBEY NASPROG MAY REC
NE MOVE CANT NE
NECROMANCER OBJECT CANT WIZDUM
NEVERMORE OBEY NEVPROG MAY SPECIAL MAGICSPEC 5
NOAH OBJECT CANT NOAH
NOBLEMAN OBJECT CANT NOBLE 4
NORMAL OBEY STANDARDPROG CANT
NORTH MOVE CANT N
NW MOVE CANT NW
O NONE CANT OSPEC
OMEGA OBEY OMEGAPROG CANT MAGICSPEC
ONE PRINT NHAPPENS CANT ONESPEC
OPEN OBEY OPENPROG MUST REC
ORB OBJECT CANT ORB
ORBOST OBEY K2PROG CANT MAGICSPEC
OTBA NONE CANT OTBASPEC
OUT MOVE CANT OUT
OZ OBJECT CANT OZ
OZONE OBEY OZPROG CANT MAGICSPEC
OZYMANDIAS OBJECT CANT WIZDUM
PAGE OBJECT CANT PAGE
PAPER OBJECT CANT PAPER PASPEC
PATEN OBJECT CANT PATEN
PEACE NONE CANT PEACESPEC
PEARL OBJECT CANT PEARL
PEDESTAL NONE CANT PEDSPEC
PICTURE OBJECT CANT PORTRAIT
PIE OBJECT CANT PIE
PILLAR OBJECT CANT PILLAR
PLANT OBJECT CANT MANDRAKE
PLATINUM OBJECT CANT COINS
PLAY OBEY PLAYPROG REQUEST OBJ
PLONK NONE CANT PLONKSPEC
PORTRAIT OBJECT CANT PORTRAIT
PRESENT OBEY GIVEPROG REQUEST OBJ
PRINCE OBJECT CANT WIZDUM
PULL OBEY PULLPROG REQUEST REC
PUNCH OBEY HITPROG REQUEST OBJ
PUSH OBEY PUSHPROG MUST OBJ
QUIT OBEY QUITPROG CANT 1
RAG OBJECT CANT CLOTH
RAVEN OBJECT CANT RAVEN
READ OBEY READPROG REQUEST REC
RED NONE CANT REDSPEC
RELEASE OBEY FREEPROG MUST OBJ
RESCUE OBEY FREEPROG MUST OBJ
REST OBEY SLEEPPROG CANT
RESTART RESTART CANT
RETURN RETURN CANT
RIGHT PRINT COMPASS CANT
ROAR OBEY SHOUTPROG REQUEST ANY
ROCK OBJECT CANT ROCK
ROPE OBJECT CANT ROPESPEC
RUBY OBJECT CANT RUBY
RUZAM OBEY PAL2PROG CANT MAGICSPEC
SALT OBJECT CANT ROCK
SANGRAAL OBJECT CANT GRAIL SANGSPEC
SAPPHIRE OBJECT CANT SAPPH
SAVE SAVE CANT
SAVEND SAVEND CANT
SAY OBEY SAYPROG REQUEST ANY
SCEPTRE OBJECT CANT SCEPTRE
SCISSORS NONE CANT SCSPEC
SCORE OBEY SCOREPROG CANT
SCREAM OBEY SHOUTPROG REQUEST ANY
SCROLL OBJECT CANT SCROLL
SE MOVE CANT SE
SHAKE OBEY SHAKEPROG MUST OBJ
SHARPEN OBEY SHARPPROG REQUEST OBJ
SHEEP OBJECT CANT SHEEP
SHIP NONE CANT SHIPSPEC
SHOUT OBEY SHOUTPROG REQUEST ANY
SHUT OBEY SHUTPROG MUST REC
SIGN NONE CANT SIGNSPEC
SILVER OBJECT CANT PATEN
SING OBEY SAYPROG REQUEST ANY
SIT OBEY SITPROG MAY SPECIAL
SKARZ OBEY K3PROG CANT MAGICSPEC
SKELETON OBJECT CANT SKELETON
SLAP OBEY HITPROG REQUEST OBJ
SLEEP OBEY SLEEPPROG CANT
SLOTH OBJECT CANT SLOTH
SMACK OBEY HITPROG REQUEST OBJ
SODRE OBEY PAL3PROG CANT MAGICSPEC
SOUTH MOVE CANT S 1
SPIRIT OBJECT CANT WIZDUM
SPURT NONE CANT SPURTSPEC
STAFF OBJECT CANT NOBLE
STANDARD OBEY STANDARDPROG CANT
STATUE OBJECT CANT OZ
STOLE OBJECT CANT STOLE
STONE OBJECT CANT STONE STSPEC
STRIKE OBEY HITPROG REQUEST OBJ
SW MOVE CANT SW
SWAN OBJECT CANT WIZDUM
SWAY NONE CANT SWAYSPEC
SWORD OBJECT CANT SWORD
TABLET OBJECT CANT TABLET
TAKE OBEY TAKEPROG MAY REC
TAPESTRY OBJECT CANT TAPESTRY
TERSE OBEY TERSEPROG CANT
THREE NONE CANT THREESPEC
THROW OBEY THROWPROG REQUEST OBJ
TIMBER OBJECT CANT TIMBER
TOAB NONE CANT TOABSPEC
TOAD NONE CANT TOADSPEC
TOMES OBJECT CANT BOOK 4
TORTOISE OBJECT CANT TORTOISE
TREE OBJECT CANT TREE TREESPEC
TURN NONE CANT TURNSPEC
TWO NONE CANT TWOSPEC 1
TYBAT OBEY K4PROG CANT MAGICSPEC
UNTIE OBEY FREEPROG MUST REC
UP MOVE CANT U 1
VERBOSE OBEY VERBOSEPROG CANT
VINE OBJECT CANT VINE
VIOLIN OBJECT CANT VIOLIN 4
VOLUME OBJECT CANT BOOK
WAIL OBEY WAILPROG CANT
WAIT PRINT OKMESS CANT
WAKE OBEY WAKEPROG REQUEST OBJ
WALLS NONE CANT WALLSPEC 4
WATER OBJECT CANT WATERSPEC
WAVE OBEY WAVEPROG MUST OBJ
WEST MOVE CANT W 1
WIG OBJECT CANT WIG
WIPE OBEY CLEANPROG REQUEST OBJ
WITCH OBJECT CANT WITCH
WIZARD OBJECT CANT WIZDUM / not there
WOLF OBJECT CANT WOLF
WOMBAT OBJECT CANT WOMBAT
WREN OBJECT CANT SWORD
WRITE PRINT NOWRITE MAY ANY
XARN NONE CANT XARNSPEC
YELL OBEY SHOUTPROG REQUEST ANY
YELLOW NONE CANT YELLOWSPEC
YOUTH OBJECT CANT JUAN
ZEMPOALLA OBJECT CANT IDOL
ZOAR OBEY B3P CANT MAGICSPEC
/
/ MV OBEY FUDGEPROG CANT      !! temporary
/
/  MESSAGES SECTION
/  ----------------
/
/ Descriptions of rooms & objects and other messages.  Note that one
/ cannot easily comment this section.
!MESSAGE ANAGHS1
You are standing in a forest clearing by a small stone
building (to your north). There are paths to the southeast
and west. The cottage bears a sign, saying:
!SWITCH MNULL ANAGM1 ANAGM2 ANAGM3 ANAGM4 ANAGM5 ANAGM6
!MESSAGE ANAGHS2
You are by the small stone cottage with the sign saying:
!SWITCH MNULL ANAGM1 ANAGM2 ANAGM3 ANAGM4 ANAGM5 ANAGM6
!MESSAGE ANAGM1
"His steps go forward."
!MESSAGE ANAGM2
"Forgets sad worship!"
!MESSAGE ANAGM3
"Deposit sword at Ash."
!MESSAGE ANAGM4
"Eastward stood ship..."
!MESSAGE ANAGM5
"His fist had prowess!"
!MESSAGE ANAGM6
"Show his fat spiders..."
!MESSAGE ANAGRM1
You are in a small room with a corridor leading out
to the south. There are no other exits.
!MESSAGE ANAGRM2
You are in the small room with the corridor south.
!MESSAGE ANTERMM1
You are in a small anteroom to the folly, which is
decorated with strange cabalistic symbols. There is
a door leading further east, and an exit to the west.
Stone steps lead down into the ground here.
!MESSAGE ANTERMM2
You are in the anteroom.
!MESSAGE ARKM1
There is a huge ark here, from the windows of which
various animals are peering at you with curiosity.
!MESSAGE AVRM1M1
You are in a small chamber with exits to the east and
northwest. The room is dimly lit, and the walls are
painted black, to make things even more dull.
!MESSAGE AVRM1M2
You are in the black-walled chamber.
!MESSAGE AVRM2M1
You are in a well-swept chamber with exits to the southeast
and southwest. The walls are decorated with patterns of
musical notation.
!MESSAGE AVRM2M2
You are in the music room.
!MESSAGE AVRM3M1
You are in a plain efficient-looking room, with exits to
the northeast and southeast. The walls are decorated with
patterns of pound signs, dollar signs, and other symbols
of finance.
!MESSAGE AVRM3M2
You are in the money room.
!MESSAGE AVRM4M1
You are at a dead end, a small room with a single exit,
to the northwest. The room is decorated with pictures
of highwaymen.
!MESSAGE AVRM4M2
You are in the brigand's room.
!MESSAGE BALLM1
There is a small rubber ball lying here.
!MESSAGE BALLM2
A rubber ball.
!MESSAGE BATONM1
There is a wooden baton here.
!MESSAGE BATONM2
A wooden baton.
!MESSAGE BEDM1
There is a very comfortable looking bed here.
!MESSAGE BOARDM1
!SWITCH BOARD10 BOARD11
!MESSAGE BOARD10
There is a blackboard attached to the wall here. On it is
written the names of previous Adventurers of note.

!SWITCH BOARD99
!MESSAGE BOARD99
           A. J. F. Atkinson
           I. P. Stott
           R. Eckman
           M. T. Barlow
           P. Barden
           A. J. Mestel
           P. D. Killworth
           T. Ng
           I. Farquharson
           A. T. Cates

Any hero would be proud to see his or her own name inscribed here.
!MESSAGE BOARD11
There is a clean blackboard attached to the wall here.
!MESSAGE BOATM1
There is a small flat boat in the water here.
!MESSAGE BONEM1
There is a juicy bone here.
!MESSAGE BONEM2
A juicy bone.
!MESSAGE BOOL11
You are in a small round room, with exits to the
south, northeast, and northwest. Above the NE exit
are the words "GATE OF FAND", and above the NW exit
the words "GATE OF ORT".
!MESSAGE BOOL21
You are in a small round room, with exits to the
south, northeast, and northwest. Above the NE exit
are the words "GATE OF OREQ", and above the NW exit
the words "GATE OF TEQ".
!MESSAGE BOOL31
You are in a small round room, with exits to the
south, northeast, and northwest. Above the NE exit
are the words "GATE OF XORAND", and above the NW exit
the words "GATE OF XORT".
!MESSAGE BOOL41
You are in a small round room, with exits to the
south, northeast, and northwest. Above the NE exit
are the words "GATE OF NORT", and above the NW exit the
words "GATE OF TAND".
!MESSAGE CALFM1
There is a small golden calf here!
!MESSAGE CALFM2
A golden calf.
!MESSAGE CASTLEM1
You are in the castle of the Sangraal, in a large chamber with
exits to the north and south. The room you are in has been used
by the Foul Fiend as a dungeon for previous unsuccessful seekers
of the Sangraal. As such it is complete with cobwebs, rats
rising damp, dripping water, and other unexplained noises.

!MESSAGE CASTLEM2
You are in the castle of the Sangraal.

!MESSAGE CHEESEM1
There is an enormous Dutch cheese here.
!MESSAGE CHEESEM2
A large cheese.
!MESSAGE CHILDM1
There is a child here, abducted once by the Erl-King.
She is chuckling happily to herself.
!MESSAGE CHILDM2
A lost child.
!MESSAGE CHOIRM1
A large mixed choir is standing here, dressed in scarlet robes.
They are all regarding you expectantly, though too polite to say
anything.
!MESSAGE CHURCH11
You are at the entrance to a dark country churchyard, in
which paths extend east and south from here. The road also
leads back to the northwest.
!MESSAGE CHURCH12
You are at the entrance to the churchyard.
!MESSAGE CHURCH21
You are in the dark churchyard, on a north-south path
between faded tombstones. The entrance to the church
lies to your east.
!MESSAGE CHURCH22
You are in the dark churchyard, outside the church entrance.
!MESSAGE CHURCH31
You are inside the church, which seems to be dedicated
to some pagan deity (or possibly demon prince). It
really doesn't look like a nice place for a knight such
as yourself. There are steps here, one set leading up,
another leading down, the exit is to the west, and the
(un)Holy of (un)Holies is further east.
!MESSAGE CHURCH32
You are at the west end of the church.
!MESSAGE CHURCH41
You are at the east end of the church, which looks more
evil the more you see of it. Various nasty pictures
adorn the walls, and the way back to the west looks all
the more inviting.
!MESSAGE CHURCH42
You are at the east end of the church.
!MESSAGE CHURCH51
You are in the gloomy churchyard, which comes to
a Dead End here. But then don't we all eventually?
The way back is to the west.
!MESSAGE CHURCH52
You are at the Dead End.
!MESSAGE CHURCH61
You are in a more fashionable quarter of the churchyard.
Although some people wouldn't be seen dead here, others
feel it in their bones that this is THE place to reside.
A path leads back to the north.
!MESSAGE CHURCH62
You are at the fashionable end of the churchyard.
!MESSAGE CITYM1
You are standing outside the high walls of some mighty city.
The road leads back north here, but there is no hint of any
entrance into the city.
!MESSAGE CITYM2
You are outside the city walls.
!MESSAGE CLOTHM1
There is a small cloth here.
!MESSAGE CLOTHM2
A small cloth.
!MESSAGE COCKM1
A large well-fed cockerel is strutting nearby.
!MESSAGE COCKM2
A cockerel.
!MESSAGE COFFIN1
There is a heavy stone coffin here (no lid).
!MESSAGE COINSM1
There are some platinum coins here!
!MESSAGE COINSM2
Some platinum coins.
!MESSAGE CORPSE1
There is a mummified corpse lying here.
!MESSAGE CORPSE2
A mummified corpse.
!MESSAGE CRYPTM1
You are in the crypt of the church, which is a real ossarium,
full of the charnel and bones of generations of people. It has
a distinctly nauseating smell. The only way out appears to be
back up the stairs.
!MESSAGE CRYPTM2
You are in the crypt.
!MESSAGE CRYSTM1
There are some rare crystals of androdragma here!
!MESSAGE CRYSTM2
Some androdragma crystals.
!MESSAGE CTOWERM1
You are in the bell tower. There are no bats in the belfry,
but a dozen very large and heavy bells are hanging far above
you. There are some steps leading down to the main part of
the church.
!MESSAGE CTOWERM2
You are in the bell tower.
!MESSAGE CURTM1
On the curtain you can make out the following pattern:
!SWITCH LIFE0 LIFE1 LIFE2 LIFE3 LIFE4 LIFE5 LIFE6 LIFE7 LIFE8
LIFE9 LIFE10 LIFE11 LIFE12 LIFE13 LIFE14
!MESSAGE DAMEM1
La belle dame sans Merci hath thee in thrall. She stands
there, a slim elfin figure, in the dim light, and refuses
to let you depart.
!MESSAGE DEBUGMESS
VAR0 @x34 VAR1 @x35
!MESSAGE DEMONM1
A huge demon is standing here! He has four arms and the
face of a vulture and reeks of evil. Your blood runs cold
at the sight of him.
!MESSAGE DEND1M1
The track comes to a dead end here. The only way way to go is
back to the southwest.
!MESSAGE DEND1M2
Dead end.
!MESSAGE DEND2M1
The track comes to a dead end here. The only way to go is
back to the northwest.
!MESSAGE DEND2M2
Dead end.
!MESSAGE DES1M1
You are at the edge of a hot desert, through which searing
winds are blowing. The desert lies to the NE, E and SE,
while the way back is to the southwest.
!MESSAGE DES1M2
You are at the edge of the desert.
!MESSAGE DESEM1
You are at the edge of a hot desert, through which
searing winds are blowing. It is possible to go in
many directions, but some ways are blocked by mountains.
!MESSAGE DESEM2
You are in the desert near some mountains.
!MESSAGE DESFM1
You are in the middle of the desert. There is sand in
all directions. Searing winds blow towards you.
!MESSAGE DESFM2
You are in the middle of the desert.
!MESSAGE DES18M1
You are at the eastern end of the desert, in the lee of
yet more rocky mountains. One may go NW, W or SW from here.
!MESSAGE DES18M2
You are at the eastern end of the desert.
!MESSAGE DOGM1
There is a small dog here, who is chewing a juicy bone.
!MESSAGE DOGRMM1
You are in a small room which smells strongly of dogs.
There is just the one exit, back to the west.
!MESSAGE DOGRMM2
You are in the dog house.
!MESSAGE DON1M1
You are in a large banqueting hall, which is prepared
for dinner, though in fact only two places are set.
!SWITCH DON10 DON11
!MESSAGE DON10
There is an exit to the south.
!MESSAGE DON11
There is an exit to the south and a passageway down, from
which sulphurous fumes are billowing.
!MESSAGE DON1M2
You are in the banqueting hall.
!MESSAGE DON2M1
You are in an ante-chamber to Hades. From here you can hear
the sounds of damned souls wailing piteously - some people
just won't look on the bright side! The only way to proceed
is further down into the Planes of Hell.
!MESSAGE DON2M2
You are in an ante-chamber to Hades.
!MESSAGE DON3M1
You are in the Large Chamber of Limbo, where people go whose
true spiritual destination is undefined. The room is decorated
with an exciting black wallpaper with black stripes on it.
There are passages off in various directions.
!MESSAGE DON3M2
You are in the Large Chamber of Limbo.
!MESSAGE EMUM1
!SWITCH EMU10 EMU11
!MESSAGE EMU10
An emu is tethered to a tree here.
!MESSAGE EMU11
An emu is wandering round in circles here.
!MESSAGE EMUM2
An emu.
!MESSAGE ENDOPTM1
!SWITCH ENDO10 ENDO11
!MESSAGE ENDO10
You are in the village of Kandara, one of the remotest
parts of the realm. It is a poor community, and has
few tourist attractions. There is a road back to
the southwest, and a strange-looking building to the north.
!MESSAGE ENDO11
You are in the ruined town of Kandara, surrounded
by the dead and dying. The only building that the
giant has not destroyed lies to the north, and there
is also a road southwest.
!MESSAGE ENDOPTM2
!SWITCH ENDO20 ENDO21
!MESSAGE ENDO20
You are in the town of Kandara.
!MESSAGE ENDO21
You are in the ruined town of Kandara.
!MESSAGE ENVYRMM1
You are in a large room which looks as though it may
be some sort of assembly hall, in which speeches,
ceremonies and even worship once took place. The only
exit is to the north.
!MESSAGE ENVYRMM2
You are in the assembly room.
!MESSAGE ERLKING1
The forest moves and murmurs in a mysterious manner. Leaves
flutter in the wind, but in a way that no wind ever moved.
Branches wave menacingly, and strange footsteps pass, as of
enchanted and invisible creatures.
!MESSAGE EYEM1
There is an eye twinkling here.
!MESSAGE EYEM2
An eye.
!MESSAGE FARM1M1
You are in an overgrown field, where wild plants have long
since taken over. The grass is long, and, were it not raining,
you might find it quite an attractive place. There is an
exit to the southeast.
!MESSAGE FARM1M2
You are in the overgrown field.
!MESSAGE FARM2M1
You are in a small dusty square, where it is
drizzling slightly, though the water soaks away
quickly into the ground. The only way out is by
a path southwards.
!MESSAGE FARM2M2
You are in the small dusty square.
!MESSAGE FARM3M1
You are in a small copse, consisting of high trees,
which in places are packed quite densely. The only
way out is back to the southwest.
!MESSAGE FARM3M2
You are in the small copse.
!MESSAGE FARM4M1
You are in small patch of forest, which becomes very dense
as you proceed further, so that the only way you can go
is back to the northwest.
!MESSAGE FARM4M2
You are in the small patch of forest.
!MESSAGE FARM5M1
You are in some sort of warren, where creatures have been
ploughing up the soil quite extravagantly. There is a path
back to the north.
!MESSAGE FARM5M2
You are in the warren.
!MESSAGE FARM6M1
A pastoral scene greets your eyes: lush meadow grass, and
a flock of milky-white sheep.  The sheep are wandering about
in a relaxed manner, calling to one another. Cries of "Baaa!"
and "Maaa!" drift towards you as the ewes call to their lambs.
The only exit from the meadow is back to the northeast.
!MESSAGE FARM6M2
You are in the meadow, near a flock of sheep.
!MESSAGE F11M1
The maze comes to a dead end here. The only way to go is
back again.
!MESSAGE F11M2
You are at a dead end in the maze.
!MESSAGE F14M1
You are still in the maze, but there are now just two ways
to go, either back the way you entered, or down a steep
hole in the ground.
!MESSAGE F14M2
You are in the maze by the hole in the ground.
!MESSAGE FARTHM1
Someone has dropped a farthing here.
!MESSAGE FARTHM2
A farthing.
!MESSAGE FIGURM1
There is a delicately-carved stone figurine here!
!MESSAGE FIGURM2
A stone figurine.
!MESSAGE FMAZE1
You are in the rotating maze. There are exits in various
directions, but, since the island is rotating, these directions
change continually. The chamber is lit by a strange beacon high
above you.
!MESSAGE FMAZE2
You are in the rotating maze.
!MESSAGE FOGENDM1
You are at what seems like the end of the world, a region of
mountains so remote that it seems unearthly. A path leads back
through the fog, but there is nowhere else to go.
!MESSAGE FOGENDM2
You are at the end of the world.
!MESSAGE FOGMAZEM
You are on a mountain path winding through dense fog. At this
point there are tracks to north, south, east and west.
!MESSAGE FOLLYM1
To your east there is a curiously-shaped building.
A 'folly' would be the aptest word for it. Surely none
but an eccentric would wish to build such a monumental piece
of Gothic architecture in such an isolated spot.
!MESSAGE FORK1M1
You are at a fork in the road. To the south lies Castle Moan,
and paths lead off to the northeast and northwest.
There is an inscription carved in a tree here, which reads:
!SWITCH FORK199
!MESSAGE FORK199

Give heed, thou knight that goest about seeking adventure:
behold two roads, one to thy left, the other to thy right.
The left-hand road thou shalt not take, for he that enters
therein must be second to none if he would follow it to
the end: and if thou take the right-hand road, haply thou
mayest soon perish.
!MESSAGE FORK1M2
You are at the fork in the road, by the carved inscription.
!MESSAGE FRIARM1
A blessed friar is standing here, ready to receive
all contributions.
!MESSAGE GALLOWM1
A gallows has been erected here, and it has obviously
been much used, to judge by its condition. However
there is nobody in residence just now.
!MESSAGE GALLRM1
You are on Gallows Hill, a very desolate place, where men have
hanged for their misdeeds. Weeds abound in this forsaken spot,
and the only track from here leads back to the north .
!MESSAGE GALLRM2
You are on Gallows Hill.
!MESSAGE GEMM1
There is a strange gem here, which reflects the light in
a sequence of ever-changing patterns, that quite dazzle
you at times.
!MESSAGE GEMM2
A strangely reflective gem.
!MESSAGE GLUTRMM1
You are in a large dining hall, which is at present
deserted of people. There are exits to the east and
southwest.
!MESSAGE GLUTRMM2
You are in the dining hall.
!MESSAGE GREASEM1
There is a lump of ancient grease here.
!MESSAGE GREASEM2
A lump of ancient grease.
!MESSAGE GROTTOM1
You are in a small elfin grotto, whose only exit is out
to the hillside to the west. For a cave it is quite
luxuriously furnished and your stay here may be quite
a comfortable one in some ways.
!MESSAGE GROTTOM2
You are in the grotto.
!MESSAGE GURUM1
An ancient guru is sitting here cross-legged. "Share
your wisdom with me" he says gloomily.
!MESSAGE HAGM1
!SWITCH HAG10 HAG11 HAG12
!MESSAGE HAG10
Two blind hags are groping around here, looking for their eye.
!MESSAGE HAG11
There are two blind hags standing here. They are sharing an
eye between them, with which they take turns in staring at you.
!MESSAGE HAG12
There are two blind hags standing here. They are sharing a shining
gem between them, through which they take turns in looking at you.
!MESSAGE HELLM1
You are in Limbo, a sub-department of the Underworld.
Passages twist away in various directions here. All is
sombre and rather cold, although there is a dim light to
see by.
!MESSAGE HELLM2
You are in Limbo.
!MESSAGE HELL5M1
You are in a large chamber in Limbo, which has been
decorated for use by a Greek hero. The walls show
scenes of warriors giving battle, except for one
wall which is full of detailed calculations, which
seem to be an attempt to prove using geometric series
that humans can run faster than tortoises. The only exit
is west.
!MESSAGE HELL5M2
You are in Achilles' chamber.
!MESSAGE HELL6M1
You are in a large chamber in Limbo. Scenes from Orpheus
in the Underworld decorate the walls, and a sign says "Ye
who visit here, must rescue the shade of Eurydice. Play on."
The only exit is to the south.
!MESSAGE HELL6M2
You are in the chamber of Orpheus.
!MESSAGE HELL7M1
You are in a large chamber in Limbo, which has been decorated for
use by Alexander the Great. One part of the wall portrays lots of
interesting knots and how to undo them (probably an item featured
in the Gordian newspaper), and another portrays great battles in
Asia. The only exit is to the east.
!MESSAGE HELL7M2
You are in the chamber of Alexander.
!MESSAGE HELL8M1
You are in a large chamber in Limbo. An exit leads north.
!MESSAGE HILLSM1
You are on a cold bleak hillside. All is wintry here, and
no birds sing. There is a small cave further eastward, but
apart from that the only way to go is back to the west.
!MESSAGE HILLSM2
You are on the cold bleak hillside.
!MESSAGE HORSEM1
There is a twenty foot high horse here, crafted from solid wood.
!MESSAGE HMDUM1M1
There is an exit to the south, which bears the following sign:
!SWITCH HMDZ0 HMDZ1 HMDZ2 HMDZ3 HMDZ4 HMDZ5
!MESSAGE HMDUM2M1
There is an exit to the southeast, which bears the following sign:
!SWITCH HMDZ0 HMDZ1 HMDZ2 HMDZ3 HMDZ4 HMDZ5
!MESSAGE HMDUM3M1
There is an exit to the southwest, which bears the following sign.
!SWITCH HMDZ0 HMDZ1 HMDZ2 HMDZ3 HMDZ4 HMDZ5
!MESSAGE HMDZ0
IF THIS IS THE WAY OUT, THEN S IS FALSE.
!MESSAGE HMDZ1
IF THIS IS THE WAY OUT, THEN SE IS FALSE.
!MESSAGE HMDZ2
IF THIS IS THE WAY OUT, THEN SW IS FALSE.
!MESSAGE HMDZ3
IF THIS IS THE WAY OUT, THEN S IS TRUE.
!MESSAGE HMDZ4
IF THIS IS THE WAY OUT, THEN SE IS TRUE.
!MESSAGE HMDZ5
IF THIS IS THE WAY OUT, THEN SW IS TRUE.
!MESSAGE IDOLM1
There is an idol of Zempoalla here. It is inlaid with precious
stones, such as rare balax and lyncurion!
!MESSAGE IDOLM2
An idol of Zempoalla.
!MESSAGE INCITYM1
You are in a temple dedicated to the evil goddess Zempoalla.
Her ideas of interior design apparently include scenes of
venomous snakes and hideous toads, for that is what covers
the walls. The only exit from this place is to the east.
!MESSAGE INCITYM2
You are in the temple of Zempoalla.
!MESSAGE INHORM1
You are inside the wooden horse. The only conceivable
exit is far above you and impossible to reach. The
furnishings of this horse are meagre: wooden walls,
wooden floor, wooden ceiling.
!MESSAGE INHORM2
You are inside the wooden horse.
!MESSAGE JHCENDM1
You are at Winning Ways, an area of scrubland dedicated
to the memory of the Unknown Mathematician. The only way
to escape this place is back to the east.
!MESSAGE JHCENDM2
You are at Winning Ways.
!MESSAGE JOHOCOM1
You are on a twisting path, which enters from the
northeast and leaves to the south. There is also a
!SWITCH JHC10 JHC11
!MESSAGE JHC10
path leading off to the west, but this is blocked by a
strange curtain of swirling mists.
!MESSAGE JHC11
path leading off to the west at this point.
!MESSAGE JOHOCOM2
You are on the twisting path.
!MESSAGE JUANM1
!SWITCH JUAN10 MNULL
!MESSAGE JUAN10
A wealthy-looking youth in very elegant attire is
regarding you nervously.
!MESSAGE JUNC1M1
You are at a junction of ways. A damp path leads south
from here, a salty path leads northwest, and a sandy
path leads northeast. There is a lake of fire a few yards
to your north - the heat from it drives you back whenever
you venture too closely.
!MESSAGE JUNC1M2
You are by the lake of fire.
!MESSAGE JUNC2M1
You are in Parsifal's wood, a dark place with many strange
and unexplained noises to trouble you. Paths leads off in
six different directions here.
!MESSAGE JUNC2M2
You are in Parsifal's wood.
!MESSAGE KLIBM1
You are in Klingsor's library, a room containing but a small number
of weighty tomes and grimoires. One imagines that the more portable
folios are elsewhere, being put to evil purposes. No exits are visible.

The books here are too heavy to lift, but you could open them if you
felt inclined. They are labelled A-O, and their titles are as follows:

A: The life-cycle of the paca.     I: How to cheat at pallone.
B: The flowers of the padang.      J: A guide to paludal creatures.
C: Night-time use of the padella.  K: Panada and other recipes.
D: Corruption of the pais.         L: A survey of pannose materials.
E: Ancient paktong artwork.        M: The use of the parpen in construction.
F: The sacred palas.               N: The mechanics of the pawl.
G: Palillogy in spell-casting.     O: Paralysing the paxwax and other magics.
H: The palla and other fashions.

!MESSAGE KLIBM2
You are in Klingsor's library.
!MESSAGE KROOM1M1
You are in one of Klingsor's chambers. The air reeks of
sorcery and evil, or at least seems to. There is an
exit back to the west, and some stairs leading upwards.
!SWITCH KROOM199
!MESSAGE KROOM199
On the wall is written: THERE IS ALWAYS ONE LETTER.
                       THERE IS ALWAYS ONE NUMBER.
!MESSAGE KROOM1M2
You are in one of Klingsor's chambers.
!MESSAGE KROOM2M1
You are in a small study belonging to mighty Klingsor.
Unfortunately there is nothing here that you can take,
as the necromancer has had the foresight to lock
everything away. There are stairs leading up and down here.
!SWITCH KROOM299
!MESSAGE KROOM299
On the wall is written:  ONLY THE FIRST TWO ARE USED.
!MESSAGE KROOM2M2
You are in Klingsor's study.
!MESSAGE KROOM3M1
You are in another of Klingsor's sinister chambers.
From the appearance of the floor, it looks as though
he has had some friends round here for a party recently,
but there is nothing useful left behind. Steps lead up
and down from here.
!MESSAGE KROOM3M2
You are in Klingsor's party room.
!MESSAGE KROOM4M1
You are in yet another chamber in Klingsor's mighty
tower. This one looks as though it may have held a
prisoner at one stage, but whoever it was seems to
have escaped, or died. Steps lead up and down from here.
!MESSAGE KROOM4M2
You are in the cell where Klingsor keeps captives.
!MESSAGE KROOM5M1
You are in a sort of viewing gallery high up in Klingsor's
tower. You can see out far over the desert and back towards
Castle Moan, and there are many wondrous scenes to behold.
Meanwhile, some steps here lead onto the roof, and others
lead down again.
!MESSAGE KROOM5M2
You are in the viewing gallery.
!MESSAGE KTAM1
The noble Sir Agravain lies here, gravely wounded and tied up.
!MESSAGE KTAM2
    Sir Agravain.
!MESSAGE KTBM1
Brave Sir Bors lies here, slightly scratched and tied up.
!MESSAGE KTBM2
    Sir Bors.
!MESSAGE KTCM1
Sir Caradoc the mighty lies here, gravely wounded, bound and gagged.
!MESSAGE KTCM2
    Sir Caradoc.
!MESSAGE KTDM1
Sir Dagonet the proud lies here, slightly scratched, bound and gagged.
!MESSAGE KTDM2
    Sir Dagonet.
!MESSAGE KTEM1
Sir Ector the terrible lies here, somewhat wounded and in chains.
!MESSAGE KTEM2
    Sir Ector.
!MESSAGE KTFM1
Ferocious Sir Feirefiz lies here, gravely wounded, chained and bound.
!MESSAGE KTFM2
    Sir Feirefiz.
!MESSAGE KTGM1
Sir Gareth the renowned lies here, somewhat wounded, swathed in many chains.
!MESSAGE KTGM2
    Sir Gareth.
!MESSAGE KTHM1
Valiant Sir Harry lies here, slightly scratched, and smothered in more chains
than anyone else!
!MESSAGE KTHM2
    Sir Harry.
!MESSAGE LAKEM1
You are standing on the banks of a large calm lake. The view is
idyllic and the birds sing melodiously. A path leads south.
!MESSAGE LAKEM2
You are on the banks of the large lake.
!MESSAGE LAKEXM1
You are on a large rotating island in the middle of
a lake. There is a tunnel down at this point.
!MESSAGE LAKEXM2
You are by the side of the lake, on the rotating island.
!MESSAGE LAMBM1
!SWITCH LAMB10 LAMB11 LAMB12 LAMB13 LAMB14 LAMB15
!MESSAGE LAMB10
There is a lamb frisking contentedly here.
!MESSAGE LAMB11
A small lamb, which looks as though it may have lost its mother, is
bleating here piteously. "Mehhh!" it wails, but retreats as you approach.
!MESSAGE LAMB12
A small lamb, which looks as though it may have lost its mother, is
bleating here piteously. "Maahh!" it wails, but retreats as you approach.
!MESSAGE LAMB13
A small lamb, which looks as though it may have lost its mother, is
bleating here piteously. "Mahhh!" it wails, but retreats as you approach.
!MESSAGE LAMB14
A small lamb, which looks as though it may have lost its mother, is
bleating here piteously. "Maaaa!" it wails, but retreats as you approach.
!MESSAGE LAMB15
A small lamb, which looks as though it may have lost its mother, is
bleating here piteously. "Mehrh!" it wails, but retreats as you approach.
!MESSAGE LAMBM2
A small lamb.
!MESSAGE LEVERM1
There are four wooden levers set into the wall here.
One is painted red, one green, the third blue, and the fourth yellow.
!MESSAGE LIFE0
@@font-off@@

     ******
    *      *
   *        *
    *      *
     ******

@@font-on@@
!MESSAGE LIFE1
@@font-off@@

      ****
     ******
    ********
   **      **
    ********
     ******
      ****

@@font-on@@
!MESSAGE LIFE2
@@font-off@@

       **
     *    *
    *      *
   *        *
   *        *
   *        *
    *      *
     *    *
       **

@@font-on@@
!MESSAGE LIFE3
@@font-off@@

    *      *
   **      **
  ***      ***
   **      **
    *      *

@@font-on@@
!MESSAGE LIFE4
@@font-off@@

   **      **
  *  *    *  *
  *  *    *  *
  *  *    *  *
   **      **

@@font-on@@
!MESSAGE LIFE5
@@font-off@@

   **      **
  *  *    *  *
 ******  ******
  *  *    *  *
   **      **

@@font-on@@
!MESSAGE LIFE6
@@font-off@@

   **      **
 *    *  *    *
 *    *  *    *
 *    *  *    *
   **      **

@@font-on@@
!MESSAGE LIFE7
@@font-off@@

  *  *    *  *
***  ******  ***
  *  *    *  *

@@font-on@@
!MESSAGE LIFE8
@@font-off@@

  *  * ** *  *
  **** ** ****
  *  * ** *  *

@@font-on@@
!MESSAGE LIFE9
@@font-off@@

  *  * ** *  *
 **  *    *  **
  *  * ** *  *

@@font-on@@
!MESSAGE LIFE10
@@font-off@@

 **   *  *   **
 *****    *****
 **   *  *   **

@@font-on@@
!MESSAGE LIFE11
@@font-off@@

 *  **    **  *
*   ***  ***   *
 *  **    **  *

@@font-on@@
!MESSAGE LIFE12
@@font-off@@

    * *  * *
** *  *  *  * **
    * *  * *

@@font-on@@
!MESSAGE LIFE13
@@font-off@@

     *    *
   ** **** **
     *    *

@@font-on@@
!MESSAGE LIFE14
@@font-off@@

    ********
    * **** *
    ********

@@font-on@@
!MESSAGE LOONM1
You are in the Land of Madness. Strange visions appear
before your eyes and vanish as suddenly as they came.
All is probably an illusion, but there are possibly
exits in all directions.
!MESSAGE LOONM2
You are in the Land of Madness.
!MESSAGE LURM1M1
You are in the first Byzantine chamber, an irregularly-shaped
room with eight exits. The walls portray a variety of Middle
Eastern scenes, such as knights riding on camels. The floor
is very unusual - it is full of strange ridges and ramps, which
make it rather uneven.
!MESSAGE LURM1M2
You are in the first Byzantine chamber.
!MESSAGE LURM2M1
You are in the second Byzantine chamber, which is similar to
the previous one, in that its walls show strange Turkish scenes
and its floor is ridged and ramped. There is a strong smell
of Eastern perfume in the air. Once again there are eight exits.
!MESSAGE LURM2M2
You are in the second Byzantine chamber.
!MESSAGE MANDRM1
!SWITCH MAND10 MAND11
!MESSAGE MAND10
A large ugly-looking plant is growing beneath the
gallows. Your knight-school training in arcane botany informs
you that it is a mandrake.
!MESSAGE MAND11
A dead mandrake lies here.
!MESSAGE MANDRM2
A mandrake.
!MESSAGE MONKM1
A venerable-looking monk is standing here, anxiously
contemplating the balance of light and darkness.
!MESSAGE NOAHM1
An old man with a long white beard is checking a huge
list he has on a clipboard. "Still missing some!" he
mutters to himself.
!MESSAGE NOBLEM1
A nobleman, newly returned from the dead, is striding purposefully
towards an elegantly-dressed youth, who is standing here aghast.
!MESSAGE NOFREEEMU
You try to release the emu, but the knots are tied too tightly,
and you are unable to make any progress.
!MESSAGE NXARNM1
You are standing to the north of a large gateway above which
is inscribed in Gothic characters:
!SWITCH NXARN99
!MESSAGE NXARN99

        GATE OF NASTIL-XARN
  WHO EVIL DOES, IS BLEST INDEED
SIN SEVEN TIMES, AND YOU ARE FREED

The square is back to the north.
!MESSAGE NXARNM2
You are outside the gate of Nastil-Xarn.
!MESSAGE NXHALLM1
You are in a large hallway. The gate of Nastil-Xarn lies
to your north, and corridors lead off from here in the
other seven main horizontal directions. Daylight appears
to stream in through the gateway, although it is not
actually possible to see out again.
!MESSAGE NXHALLM2
You are in the large hallway of Nastil-Xarn.
!MESSAGE OPT1M1
You are in marshy countryside, at the junction of
two long straight roads, one leading east, the other
leading to the south.
!MESSAGE OPT1M2
You are deep in marshy countryside.
!MESSAGE OPT2M1
You are in undulating countryside, on a long east-west
road. A road leads off to the south at this point.
!MESSAGE OPT2M2
You are in undulating countryside.
!MESSAGE OPT3M1
You are in flat countryside, at a point where a road
leading south meets an east-west highway.
!MESSAGE OPT3M2
You are in flat countryside.
!MESSAGE OPT4M1
You are in dry countryside, at a junction of a long
westward road and a long southward road. A wide road
leads to the northeast, into a village.
!MESSAGE OPT4M2
You are in dry countryside, outside the village.
!MESSAGE OPT5M1
You are in mountainous countryside, on a long road
which winds off to the north and south here. Another
road leads off to the east.
!MESSAGE OPT5M2
You are in mountainous countryside.
!MESSAGE OPT6M1
You are in rough countryside, at a crossroads where
roads lead off for many miles to north, south, east
and west.
!MESSAGE OPT6M2
You are in rough countryside.
!MESSAGE OPT7M1
You are in dusty countryside, at a crossroads with
roads leading off into the distance (N, S, E and W).
!MESSAGE OPT7M2
You are in dusty countryside.
!MESSAGE OPT8M1
You are in desolate countryside, at a T-junction where
a road to the west meets a north-south lane.
!MESSAGE OPT8M2
You are in desolate countryside.
!MESSAGE OPT9M1
You are in rocky countryside, at a junction of two long lanes,
one extending many miles north from here, the other stretching to
the east. There is also a path back to the southwest.
!MESSAGE OPT9M2
You are in rocky countryside.
!MESSAGE OPT10M1
You are in hilly countryside, on an east-west road that meets
a northward-leading road at this point.
!MESSAGE OPT10M2
You are in hilly countryside.
!MESSAGE OPT11M1
You are in damp countryside, where an east-west road meets
another road (leading north).
!MESSAGE OPT11M2
You are in damp countryside.
!MESSAGE OPT12M1
You are in wooded countryside, at a junction of two roads,
one leading north, the other stretching off to the west.
!MESSAGE OPT12M2
You are in wooded countryside.
!MESSAGE ORBM1
There is a jewelled orb here!
!MESSAGE ORBM2
An orb.
!MESSAGE OZM1
The ruins of a large statue lie in the desert. They show
that the subject was once a mighty ruler, born to command.
On the pedestal these words appear:

LOOK ON MY WORKS YE MIGHTY, AND DESPAIR!
I AM THE KING OF KINGS - MY NAME IS OZ...

The carved stone is incomplete.
!MESSAGE PAGEM1
There is a guilty-looking page boy standing here.
!MESSAGE PAL0M1
You are in the Palace of Jade, a large and impressive room
decorated in an oriental style with many heroic scenes. The room
is brightly lit with a pure white glow. Archways lead off to the
north, south, east and west.
!MESSAGE PAL0M2
You are in the Palace of Jade.
!MESSAGE PAL1M1
You are in the Temple of January, a room decorated with scenes of
monsters prowling amidst ice and snow. Exits lead to the
southeast, south and southwest.
!SWITCH PALG0 PALG1 PALG2 PALG3
!MESSAGE PAL1M2
You are in the Temple of January.
!SWITCH PALG0 PALG1 PALG2 PALG3
!MESSAGE PAL2M1
You are in the Temple of February, a room decorated with scenes
of children playing in the snow. Exits lead to the northwest,
southwest and southeast.
!SWITCH PALG0 PALG1 PALG2 PALG3
!MESSAGE PAL2M2
You are in the Temple of February.
!SWITCH PALG0 PALG1 PALG2 PALG3
!MESSAGE PAL3M1
You are in the Temple of March, a room decorated with scenes of
heroes walking through hail and hurricane. Exits lead to the
southeast, southwest and northwest.
!SWITCH PALG0 PALG1 PALG2 PALG3
!MESSAGE PAL3M2
You are in the Temple of March.
!SWITCH PALG0 PALG1 PALG2 PALG3
!MESSAGE PAL4M1
You are in the Temple of April, a room decorated with scenes of
farmers planting their crops. There are exits to the west,
northwest and southwest.
!SWITCH PALG0 PALG1 PALG2 PALG3
!MESSAGE PAL4M2
You are in the Temple of April.
!SWITCH PALG0 PALG1 PALG2 PALG3
!MESSAGE PAL5M1
You are in the Temple of May, a room decorated with scenes of
flowers blooming in the sunshine. There are exits to the
northeast, northwest and southwest.
!SWITCH PALG0 PALG1 PALG2 PALG3
!MESSAGE PAL5M2
You are in the Temple of May.
!SWITCH PALG0 PALG1 PALG2 PALG3
!MESSAGE PAL6M1
You are in the Temple of June, a room decorated with scenes of
yokels merry-making in the sunshine. There are exits to the
northwest, northeast and southwest.
!SWITCH PALG0 PALG1 PALG2 PALG3
!MESSAGE PAL6M2
You are in the Temple of June.
!SWITCH PALG0 PALG1 PALG2 PALG3
!MESSAGE PAL7M1
You are in the Temple of July, a room decorated with scenes of
country folk bathing in rivers and otherwise relaxing in the
heat. There are exits to the north, northeast and northwest.
!SWITCH PALG0 PALG1 PALG2 PALG3
!MESSAGE PAL7M2
You are in the Temple of July.
!SWITCH PALG0 PALG1 PALG2 PALG3
!MESSAGE PAL8M1
You are in the Temple of August, a room decorated with scenes of
poppies blooming on the warm hillsides. There are exits to the
northeast, northwest and southeast.
!SWITCH PALG0 PALG1 PALG2 PALG3
!MESSAGE PAL8M2
You are in the Temple of August.
!SWITCH PALG0 PALG1 PALG2 PALG3
!MESSAGE PAL9M1
You are in the Temple of September, a room decorated with scenes
of rustics gathering in the harvest. There are exits to the
northeast, southeast and northwest.
!SWITCH PALG0 PALG1 PALG2 PALG3
!MESSAGE PAL9M2
You are in the Temple of September.
!SWITCH PALG0 PALG1 PALG2 PALG3
!MESSAGE PAL10M1
You are in the Temple of October, a room decorated with scenes of
leaves falling from trees in the cool breezy weather. There are
exits to the east, northeast and southeast.
!SWITCH PALG0 PALG1 PALG2 PALG3
!MESSAGE PAL10M2
You are in the Temple of October.
!SWITCH PALG0 PALG1 PALG2 PALG3
!MESSAGE PAL11M1
You are in the Temple of November, a room decorated with scenes
of heroes laid up in bed with colds and flu. There are exits to
the southeast, southwest and northeast.
!SWITCH PALG0 PALG1 PALG2 PALG3
!MESSAGE PAL11M2
You are in the Temple of November.
!SWITCH PALG0 PALG1 PALG2 PALG3
!MESSAGE PAL12M1
You are in the Temple of December, a room decorated with scenes
of rustics breaking the ice on a pond. There are exits to the
northeast, southeast and southwest.
!SWITCH PALG0 PALG1 PALG2 PALG3
!MESSAGE PAL12M2
You are in the Temple of December.
!SWITCH PALG0 PALG1 PALG2 PALG3
!MESSAGE PAL13M1
You are in the Palace of Spring, a huge room with the scent of
daffodils and the distant sounds of birds chirping. There are
exits to the east, west, northeast and southeast.
!SWITCH PALG0 PALG1 PALG2 PALG3
!MESSAGE PAL13M2
You are in the Palace of Spring.
!SWITCH PALG0 PALG1 PALG2 PALG3
!MESSAGE PAL14M1
You are in the Palace of Summer, a huge room with the scent of
cut grass and the distant sounds of bees humming. There are exits
to the north, south, southeast and southwest.
!SWITCH PALG0 PALG1 PALG2 PALG3
!MESSAGE PAL14M2
You are in the Palace of Summer.
!SWITCH PALG0 PALG1 PALG2 PALG3
!MESSAGE PAL15M1
You are in the Palace of Autumn, a huge room with the scent of
dead leaves and the distant sounds of harvest. There are exits to
the east, west, northwest and southwest.
!SWITCH PALG0 PALG1 PALG2 PALG3
!MESSAGE PAL15M2
You are in the Palace of Autumn.
!SWITCH PALG0 PALG1 PALG2 PALG3
!MESSAGE PAL16M1
You are in the Palace of Winter, a huge room with the scent of
mist and fog, and the distant sounds of animals in the snow.
There are exits to the north, south, northwest and northeast.
!SWITCH PALG0 PALG1 PALG2 PALG3
!MESSAGE PAL16M2
You are in the Palace of Winter.
!SWITCH PALG0 PALG1 PALG2 PALG3
!MESSAGE PALG0
The room is only dimly lit.
!MESSAGE PALG1
The room glows with a blueish light.
!MESSAGE PALG2
The room glows with a reddish light.
!MESSAGE PALG3
The room glows with a greenish light.
!MESSAGE PAPERM1
!SWITCH PAPER10 PAPER11 PAPER12 PAPER13
!MESSAGE PAPER10
There is a blank sheet of paper here.
!MESSAGE PAPER11
There is a piece of paper here, which bears the words:
"To free the Lady Lot, say BENAMMI".
!MESSAGE PAPER12
There is a piece of paper here, which bears the words:
"To free the Lady Lot, say MOAB".
!MESSAGE PAPER13
There is a piece of paper here, which bears the words:
"To free the Lady Lot, say ZOAR".
!MESSAGE PAPERM2
!SWITCH PAPER20 PAPER21 PAPER22 PAPER23
!MESSAGE PAPER20
A blank sheet of paper.
!MESSAGE PAPER21
A paper, inscribed "To free the Lady Lot, say BENAMMI".
!MESSAGE PAPER22
A paper, inscribed "To free the Lady Lot, say MOAB".
!MESSAGE PAPER23
A paper, inscribed "To free the Lady Lot, say ZOAR".
!MESSAGE PATENM1
There is an antique silver paten here!
!MESSAGE PATENM2
A silver paten.
!MESSAGE PATH1M1
You are on an east-west path that leads through some woodland.
!MESSAGE PATH1M2
You are on the east-west path.
!MESSAGE PATH2M1
You are on a north-south road that leads through bleak countryside.
!MESSAGE PATH2M2
You are on the north-south road.
!MESSAGE PEARLM1
There is a pearl (of Wisdom) here!
!MESSAGE PEARLM2
A pearl of Wisdom.
!MESSAGE PEARLM3
On the altar there is a huge pearl - a pearl of Wisdom!
!MESSAGE PIEM1
There is a steaming hot pie here.
!MESSAGE PIEM2
A hot pie.
!MESSAGE PILLARM1
There is a five-foot high pillar of salt here, which looks
a bit like a running woman. But not a lot.
!MESSAGE PLAINM1
You are on a north-south road that leads across
a bleak and inhospitable plain. In the distance
a huge castle can be seen, shrouded in fog.
!MESSAGE PLAINM2
You are on the bleak plain.
!MESSAGE POOLM1
You are on a north-south path. The ground is uneven, and some
small pools of water have formed at this point.
!MESSAGE POOLM2
You are on the north-south path by the pools of water.
!MESSAGE PORTRM1
Hanging on the wall here is a life-size portrait of
some nobleman of yore. The picture is neither signed
not titled, but it does bear the following legend at
its foot.

HERE I AWAIT VENGEANCE ON HIM WHO SLEW ME.

Needless to say, the portrait is too massive to carry.
!MESSAGE PRIDRMM1
You are in a large concert hall, furnished with heavy wooden
pews. The sole exit is back to the west.
!MESSAGE PRIDRMM2
You are in the concert hall.
!MESSAGE RAVENM1
A raven is fluttering about here.
!MESSAGE RAVENM2
A raven.
!MESSAGE ROCKM1
There is a piece of rock salt here.
!MESSAGE ROCKM2
A piece of rock salt.
!MESSAGE ROUNDM1
You are at the junction of many ways. Roads radiate from
here in all horizontal directions, leading over hill
and dale, through forest and plain.
!MESSAGE ROUNDM2
You are at the junction of many ways.
!MESSAGE RUBYM1
!SWITCH RUBY10 RUBY11
!MESSAGE RUBY10
There is a fine ruby here!
!MESSAGE RUBY11
There is a fine ruby here! It is glowing strangely.
!MESSAGE RUBYM2
!SWITCH RUBY20 RUBY21
!MESSAGE RUBY20
A ruby.
!MESSAGE RUBY21
A glowing ruby.
!MESSAGE SALT1M1
You are at the eastern end of a salt plain, which extends further
west towards some rocky mountains. There is also a track to the
southeast and, to the northeast, a huge oriental-looking palace.
!MESSAGE SALT1M2
You are at the eastern end of the salt plain, near the palace.
!MESSAGE SALT2M1
You are at the western end of the salt plain, which ends at the
foot of some rocky mountains. The only way to go is back east
across the plain.
!MESSAGE SALT2M2
You are at the western end of the salt plain.
!MESSAGE SAPPHM1
!SWITCH SAPPH10 SAPPH11
!MESSAGE SAPPH10
There is a splendid sapphire here!
!MESSAGE SAPPH11
There is a splendid sapphire here! It is glowing strangely.
!MESSAGE SAPPHM2
!SWITCH SAPPH20 SAPPH21
!MESSAGE SAPPH20
A sapphire.
!MESSAGE SAPPH21
A glowing sapphire.
!MESSAGE SCEPTM1
There is a gold sceptre here!
!MESSAGE SCEPTM2
A sceptre.
!MESSAGE SCROLLM1
!SWITCH SCROLL10 SCROLL11
!MESSAGE SCROLL10
There is a scroll here, entitled 'Magic Brooms'.
!MESSAGE SCROLL11
There is a scroll here, entitled 'Wood Spirits'.
!MESSAGE SCROLLM2
!SWITCH SCROLL20 SCROLL21
!MESSAGE SCROLL20
A scroll entitled 'Magic Brooms'.
!MESSAGE SCROLL21
A scroll entitled 'Wood Spirits'.
!MESSAGE SINAI1M1
You are on a narrow path which winds its way up a vast mountain
shrouded in fog. At this point, about halfway up the mountain, a
path leads south into fog while the main path continues upwards.
!MESSAGE SINAI1M2
You are halfway up the vast foggy mountain.
!MESSAGE SINAI2M1
You are at the top of a huge mountain. There is nothing
much to see except fog. A path leads down again.
!MESSAGE SINAI2M2
You are at the top of the huge foggy mountain.
!MESSAGE SKELM1
You shudder at the sight of several skeletons dancing a
Danse Macabre about one central skeleton, who is playing a
violin in a chilling fashion. They all seem oblivious of you.
!MESSAGE SLOTHM1
!SWITCH SLOTH10 SLOTH11
!MESSAGE SLOTH10
High in a tree above you, a sloth is snoozing.
!MESSAGE SLOTH11
A sloth is dozing here.
!MESSAGE SLOTHM2
A sleepy sloth.
!MESSAGE SLROOMM1
You are in a luxuriously furnished apartment. Silken
drapes line the walls, there is a carpet deep enough
to lose a cat in, and all is generally furnished for
the owner's comfort.
!MESSAGE SLROOMM2
You are in the bedroom.
!MESSAGE SQUAREM1
You are on a small square patch of cleared ground. Roads
lead off to the north, south, east and west.
!MESSAGE SQUAREM2
You are at the small square.
!MESSAGE START1M1
You are standing by the drawbridge in Castle Moan. A
cheering crowd urges you to go out to certain death on
a quest for the Sangraal, as have many knights before you.
The road leads out northwards over the drawbridge.
!MESSAGE START2M1
You are standing outside Castle Moan. The drawbridge is
lifted against you until you return with the Sangraal. Meanwhile
you could do worse than to follow the path north from here.
!MESSAGE START2M2
You are outside Castle Moan.
!MESSAGE STOLEM1
There is a mink stole here!
!MESSAGE STOLEM2
A mink stole.
!MESSAGE STONEM1
There is a large stone here, bearing the word ONE.
!MESSAGE STONEM2
A stone bearing the word ONE.
!MESSAGE SWORDM1
!SWITCH SWORD10 SWORD11
!MESSAGE SWORD10
The mighty sword Wren is here!
!MESSAGE SWORD11
The mighty sword Wren is here, but rather blunted!
!MESSAGE SWORDM2
!SWITCH SWORD20 SWORD21
!MESSAGE SWORD20
The mighty sword Wren.
!MESSAGE SWORD21
The mighty (but blunt) sword Wren.
!MESSAGE SWORDM3
One of the trees here appears to have a sword sticking
in it.
!MESSAGE TABLETM1
There is a stone tablet here, engraved with strange and powerful
words.
!MESSAGE TABLETM2
A stone tablet.
!MESSAGE TAPESM1
There is a valuable tapestry here, which portrays knights
fighting, monks praying, and many other wondrous scenes!
!MESSAGE TAPESM2
A tapestry.
!MESSAGE TIMBERM1
There is a large pile of timber here.
!MESSAGE TOMBM1
You are by a large important-looking tomb, which
evidently belongs to someone significant, but there
is no sign of any inscription.
!MESSAGE TOMBM2
You are by the tomb.
!MESSAGE TORTM1
A tortoise is plodding about here.
!MESSAGE TORTM2
A tortoise.
!MESSAGE TRK1M1
You are on a firm path, which enters a wood to
your south, and turns to the east over some bleak
moorland. To your north is an enormous stone
!SWITCH TRK10 TRK11
!MESSAGE TRK10
building, with a massive oaken door, which is closed.
There is no lock or handle on the door.
!MESSAGE TRK11
building, with a massive oaken door, which has swung open.
!MESSAGE TRK1M2
You are on the firm path.
!MESSAGE TRK2M1
You are at the Witches' Bridge, a place where, in legend,
witches used to meet in order to swap spells. The road
continues east and west.
!MESSAGE TRK2M2
You are at the Witches' Bridge.
!MESSAGE TRK3M1
You are on a muddy path that enters from the west and
exits to the southeast. On either side are steep cliffs.
There is a tunnel northeast of here, leading into darkness.
!MESSAGE TRK3M2
You are on the muddy path by the tunnel.
!MESSAGE TRK4M1
You are at a junction of paths. Two mountain tracks
leave here, in the directions northwest and southwest.
A path descends eastwards into a flooded plain.
!MESSAGE TRK4M2
You are at a junction of paths, above the flooded plain.
!MESSAGE TRK5M1
You are at the foot of a huge mountain. There are
tracks off to the northeast and west here, as well as
a path upwards that disappears into fog.
!MESSAGE TRK5M2
You are at the foot of the huge foggy mountain.
!MESSAGE TRK6M1
You are in a plain which is flooded in places, especially over to
the east where there is a large lake. It is raining hard. A
mountain track leads up to the west, and other paths lead off in
most horizontal directions.
!MESSAGE TRK6M2
You are in the flooded plain. It is raining.
!MESSAGE TURN1M1
The road turns here, entering from the southwest and
leaving to the east. To the northwest there is a building
labelled 'ASSOCIATION OF WIDOWS AND ORPHANS'.
!MESSAGE TURN1M2
You are at the turning in the road, by the association
of widows and orphans.
!MESSAGE UAREAM1
!SWITCH UAREA10 UAREA11
!MESSAGE UAREA10
You are in the Temple of Numbers, a large room lined
with calculating machines of every sort, from abacuses
to machines with cogs and wheels, to sliding rulers, to
machines with long reams of tape coming out, to strange
glowing devices the use of which you can only conjecture.
There is a general air of gloom and seriousness about the place
and the occupants occasionally shout out numbers to each
other in sombre tones. The only exit is to the northwest.
!MESSAGE UAREA11
You are in the ruins of the Temple of Numbers, an evil
place whose inhabitants were cold calculating characters.
The only exit is back to the northwest.
!MESSAGE UAREAM2
!SWITCH UAREA20 UAREA21
!MESSAGE UAREA20
You are in the Temple of Numbers.
!MESSAGE UAREA21
You are in the ruins of the Temple of Numbers.
!MESSAGE VINEM1
Along one wall of the library is trailing a huge vine, whose
roots appear to be embedded firmly in the floor.
!MESSAGE VIOLM1
!SWITCH MNULL VIOL11
!MESSAGE VIOL11
There is an antique violin here!
!MESSAGE VIOLM2
A violin.
!MESSAGE VSDM1
You are in a very solitary place, a wilderness, a land
of deserts and of pits, a land of drought and of the
shadow of death, a land where no man passes through,
and where no man dwells. It runs from the southeast
to the north.
!MESSAGE VSDM2
You are in the Valley of the Shadow of Death.
!MESSAGE WIDOWM1
You are at the association of widows and orphans,
a large house filled with old ladies and small
babies. It would clearly be a noble deed to donate
any surplus treasure you may have to this most
worthy institution. The exit is to the southeast.
!MESSAGE WIDOWM2
You are at the association of widows and orphans.
!MESSAGE WIGM1
There is a rather hairy wig lying here.
!MESSAGE WIGM2
A hairy wig (which you are wearing).
!MESSAGE WISTEMM1
You are in the Temple of Wisdom, a small uninhabited building
with an exit to the north. The walls are decorated with
unreadable runes and the only religious adornment consists of a
small altar.
!MESSAGE WISTEMM2
You are in the Temple of Wisdom.
!MESSAGE WITCHM1
An aged lady is standing here, looking helpless. She is
dressed in rough peasant garb, and carries an assortment
of parcels and packages on her. It rather looks as though
she has been to the market.
!MESSAGE WOLFM1
!SWITCH WOLF10 WOLF11
!MESSAGE WOLF10
A vicious-looking wolf is prowling here.
!MESSAGE WOLF11
There is a wolf lying here unconscious.
!MESSAGE WOLFM2
A wolf (drugged and unconscious).
!MESSAGE WOMBATM1
A wombat is plodding about here.
!MESSAGE WOMBATM2
A wombat.
!MESSAGE WOOD1M1
You are a dark path in the wood, which becomes yet
denser as the path continues south. Other paths lead
north and east.
!MESSAGE WOOD1M2
You are on the dark wooded path.
!MESSAGE WOOD2M1
You are in the deepest part of the wood, in a small
clearing. The only exit is by a path to the north.
!MESSAGE WOOD2M2
You are in the deepest part of the wood.
!MESSAGE WOOD3M1
You are at the eastern edge of the forest. A path leads
west into woodland, and another path skirts round the
side of a hill to your east. To the south lies an imposing
building, the Temple of Wisdom. To the southeast there is
!SWITCH WOOD310 WOOD311
!MESSAGE WOOD310
another building, the Temple of Numbers.
!MESSAGE WOOD311
another temple, which lies in ruins.
!MESSAGE WOOD3M2
You are at the eastern edge of the forest by the two temples.
!MESSAGE WRATRMM1
You are on an open piece of ground which lies between high
walls. The only way out is back to the northeast.
!MESSAGE WRATRMM2
You are in the playground.
!MESSAGE WWALLM1
You are standing beside the Wailing Wall, a high
stone object. Every so often rather hirsute-looking
pilgrims approach the wall, wail in a piteous (and
cacophonous manner) then go away again, beaming.
The only exit is to the east.
!MESSAGE WWALLM2
You are by the Wailing Wall.
!MESSAGE ABOT
If the cards spell ABOT now, what will they spell
when I reverse them?
!MESSAGE ACCEPT
Do you accept the necromancer's challenge?
!MESSAGE ACHEH
You enter the building, to be met by a wizard in some
rather old tatty robes. He sneezes and courteously asks
why you have called on him.
"Giant? What giant?" he says, when you have related the
most recent events, "Well, if you'd woken me up earlier I'd
have summoned some creatures, or a magic missile, or some
other useful thing to destroy him. Ah well! Let me return
you to the way of your quest!"
He waves his arms at you, and you fly rapidly through the air,
and see on landing that...
!MESSAGE ACHILLMESS
As you enter the next room, you encounter a Greek warrior,
whom you readily identify as Achilles by the arrow sticking
in his heel. "At last!" he says, "I am free to leave this
place! The Elysian fields beckon!" He vanishes.
!MESSAGE ACHLATE
You arrive at the ruined town of Kandara, which has now been
much devastated by the giant that you met earlier. "Oh noble
hero!" says one of the dying citizens as you enter, "if only
you could have come more quickly to our aid..."
!MESSAGE ACHLOSE
You arrive at the town of Kandara, where the giant that you
met earlier is just beginning to wreak destruction. Nobly
you challenge him to combat, but are totally unprepared for
a fight, and are beaten into unconsciousness. When you awake
the giant has wreaked his woe and gone again...
!MESSAGE ACHWIN
You arrive at the town of Kandara, where the giant that you
met earlier is just beginning to wreak destruction. Nobly
you challenge him to combat, and wield the mighty sword Wren
to such effect that you drive away the giant, who staggers
away mortally wounded. The villagers are very grateful!
!MESSAGE ALEXMESS
As you enter the next room, you encounter a kingly character,
who identifies himself as Alexander. "Free at last!" he says.
"Time to take my rightful place in the Hall of the Kings." Before
your eyes, he vanishes.
!MESSAGE ALLINFO
This is not one of those games where you have to go round examining
everything. You've already had a full description of that.
!MESSAGE ALRCLEAN
It's already been cleaned!
!MESSAGE ALRFREE
The emu has already been released!
!MESSAGE ALRHELD
You're already holding that!
!MESSAGE ALRIN
You're already inside the horse!
!MESSAGE ALROPEN
It's already open!
!MESSAGE ALRSHARP
It's already sharp!
!MESSAGE ALRSHUT
It's already shut!
!MESSAGE ALSOCARD
!SWITCH ALSOC0 ALSOC1
!MESSAGE ALSOC0
Moreover, the card showing an A has a @x35 on the back.
!MESSAGE ALSOC1
Moreover, the card showing a B has a @x35 on the back.
!MESSAGE APPAPPEARS
The Foul Fiend Apollyon stands before you, loathsome in appearance
and grinning - well - fiendishly, I suppose. He is surrounded by
the spirits of souls in torment. In a deep bass voice he bellows:
!MESSAGE APPERROR
"YOU FOOL" says Apollyon. "I PERCEIVE THAT YOU HAVE ANSWERED
FALSELY. THIS KINGDOM IS MINE AND HENCEFORTH YOU ARE MY SUBJECT."

You become yet another soul in torment...
!MESSAGE APPFIGHT
"PREPARE FOR BATTLE" thunders Apollyon. "THE TIME HAS COME FOR
ONE OF US TO DIE."
!MESSAGE APPNOWEAP
You join battle with the Foul Fiend, but are ill-equipped for
this, the greatest battle of your career, and you are soon
slain by Apollyon.
!MESSAGE APPWIN
You join battle with the Foul Fiend, and wield the mighty sword
Wren to great advantage, so that, after a mighty battle, you
vanquish Apollyon, who is banished once more to the Abyss whence
he came, as are his attendant spirits.

Ahead of you lies the Castle, and, drawn in your search for the
Sangraal, you march boldly on. You stride into the mighty fortress
as the portcullis descends behind you...
!MESSAGE BAAGOOD
The lamb stops baaing in a pathetic manner; instead it nuzzles
up to you and bleats contentedly. Either it has mistaken you
for its mother, or perhaps it has just decided to adopt you!
!MESSAGE BALLSTRIKE
As you are walking along, you are struck on the head by
a light rubber ball.
!MESSAGE BANKCOME
You are waylaid by a man in a dark business suit.
"You look like a man of substance" he says. "Can
I persuade you to invest some money with the Bank
of Nastil-Xarn? We pay a good rate of interest."
!MESSAGE BANKGO1
However, you do not possess any money, and the banker
wanders off, grumbling that Time is Money, and not to
be wasted.
!MESSAGE BANKGO2
"You won't regret it." says the Banker. He takes your
farthing, and promises to restore it to you in a few
hundred years' time, when the mechanism of Compound
Interest has made you a fortune. He then goes off
to deposit it in his vaults.
!MESSAGE BEGGCOME
You encounter a blind, crippled beggar, who requests
some charity from you.
!MESSAGE BEGGGO1
However, you do not possess any money, and the beggar
wanders off, promising to share his takings with you
if he ever gets any.
!MESSAGE BEGGGO2
You hand the farthing over to the blind beggar, who
bites it to verify that it is genuine, and then goes
away to buy himself a square meal with it.
!MESSAGE BEGONE
"Begone, unworthy coward!" snarls Klingsor. He makes a series
of strange gestures, and you suddenly discover that...
!MESSAGE BINGOCALL
Various numbers are shouted out from different corners
of the room: @x34, @x35, @x36 and @x37.
!MESSAGE BLOCKED
The road is blocked, thanks to the giant's rocks!
!MESSAGE BOATRIDE
You step into the boat, which drifts away gently into the lake,
though there is no obvious power source. After a short while
the vessel reaches a strange island in the lake, which appears
to be rotating clockwise at a rate of one turn every eight
minutes or so. You step out of the boat onto the shore, and
the mystic craft drifts away again, silently.
!MESSAGE BOOKMESS
The book's pages are blank. The volume slams itself shut
again, somewhat crossly, first uttering the words:
!SWITCH MNULL BOKMS1 BOKMS2 BOKMS3 BOKMS4 BOKMS5 BOKMS6 BOKMS7
BOKMS8 BOKMS9 BOKMS10 BOKMS11 BOKMS12 BOKMS13 BOKMS14 BOKMS15
!MESSAGE BOKMS1
"I am the last of all, and it is the last five books that will
tell you how to escape."
!MESSAGE BOKMS2
"The game has begun, the ball is thrown."
!MESSAGE BOKMS3
"Soft is the fabric, but hard is the way."
!MESSAGE BOKMS4
"You will learn much if you study the necks of animals."
!MESSAGE BOKMS5
"Consider a repetition of your words, and you will understand."
!MESSAGE BOKMS6
"The way from here is marshy and infested."
!MESSAGE BOKMS7
"A small creature such as a cavey might flee hence."
!MESSAGE BOKMS8
"From here you shall be transported into the fields."
!MESSAGE BOKMS9
"Your trials are not yet at an end. The jury forms."
!MESSAGE BOKMS10
"The wheel turns, the ratchet catches, the way opens."
!MESSAGE BOKMS11
"The tree grows, the wood is cut, the books are made."
!MESSAGE BOKMS12
"You hunger for freedom, but bodily sustenance is at hand."
!MESSAGE BOKMS13
"Precious are metals and precious is the true way."
!MESSAGE BOKMS14
"Clothe yourself in raiment fit for a free man, then be free!"
!MESSAGE BOKMS15
"The walls are thick, the stones cannot be breached."
!MESSAGE BOOLBLOCK
An invisible barrier blocks your way.
!MESSAGE BOOLINIT
As you walk into the tunnel, a sudden shudder causes you
to drop anything you might have been carrying. Then a deep
voice intones the following words:
IN LIGHT IS TRUTH. IN DARKNESS IS FALSEHOOD.
ONLY WITH TRUTH MAY YOU PASS THE FOURTH GATE.
TWO INPUTS BECOME TWO OUTPUTS.
LET LOGIC BE YOUR GUIDE.
!MESSAGE BOUNCES
When the ball hits the ground, it strikes a
ridge in the floor and bounces off to the
!SWITCH BOUNCE0 BOUNCE1 BOUNCE2 BOUNCE3 BOUNCE4 BOUNCE5 BOUNCE6 BOUNCE7
!MESSAGE BOUNCE0
north.
!MESSAGE BOUNCE1
northeast.
!MESSAGE BOUNCE2
east.
!MESSAGE BOUNCE3
southeast.
!MESSAGE BOUNCE4
south.
!MESSAGE BOUNCE5
southwest.
!MESSAGE BOUNCE6
west.
!MESSAGE BOUNCE7
northwest.
!MESSAGE BRIGCOME
A brigand leaps on you. "Stand and deliver!" he says.
!MESSAGE BRIGGO
The brigand takes your farthing, cackles evilly, puts
it in a bag marked SWAG, and then runs away.
!MESSAGE CANTDO
You can't do that!
!MESSAGE CANTEAT
You can't eat that!
!MESSAGE CANTOPEN
You don't seem to be able to open it.
!MESSAGE CANTSHUT
You don't seem to be able to get it to close.
!MESSAGE CANTTAKE
You can't take that!
!MESSAGE CHASMMESS
You blunder along in the dense fog until suddenly the ground
gives way beneath your feet, you plummet into a chasm, and the
rest is all rather sad really.
!MESSAGE CHOIRGOES
The choir then bow slightly, and withdraw.
!MESSAGE CLAIM
  "So you have come for your third trial?" scowls Klingsor. "So
be it. If you fail, it means your death."
  He indicates four cards which are lying on a table before him.
Reading from left to right, they have painted on them,
respectively, A, B, 1 and 2.
!SWITCH CLAIM0 CLAIM1
!MESSAGE CLAIM0
  "It has been claimed that every card with an A on one side has
a @x35 on the reverse side. First you must refute this claim by
turning over two cards. One now bears a letter uppermost, the
other a number."
!MESSAGE CLAIM1
  "It has been claimed that every card with a B on one side has
a @x35 on the reverse side. First you must refute this claim by
turning over two cards. One now bears a letter uppermost, the
other a number."
!MESSAGE CLEANBOARD
You eagerly wipe off the names of all the lucky ones
who have gone before, making the board clean again.
!MESSAGE CLEANOK
You solemnly wipe the @x33.
!MESSAGE COCKCROW
The cock crows angrily as you drop it on the ground.
!MESSAGE COCKCSLOTH
The cock crows angrily as you drop it on the ground.
The sloth stirs uneasily in its sleep.
!MESSAGE COMMOTION
This is followed by the commotion of people milling round
the horse, then finally the horse begins to move less
smoothly as it is dragged along for a while. Finally
the motion ceases, the people disperse, and all is quiet.
!MESSAGE COMPASS
I'm not sure which way you're facing. Please use compass
directions if you want to move.
!MESSAGE CORPREST
As you drop the corpse into the coffin, there is a loud
hissing sound. Hot vapours swirl round you, and you hear
the sounds of monks chanting. When the air clears, the
corpse has disappeared, having at last found rest!
!MESSAGE CRASH
There is a mighty splintering sound, and the horse
disintegrates about you.
!MESSAGE CURTBLOCK
The curtain of mist seems surprisingly substantial, and
you are unable to proceed through it.
!MESSAGE CURTCHANGE
The mists swirl, and the pattern on the curtain changes to
!SWITCH LIFE0 LIFE1 LIFE2 LIFE3 LIFE4 LIFE5 LIFE6 LIFE7 LIFE8
LIFE9 LIFE10 LIFE11 LIFE12 LIFE13 LIFE14
!MESSAGE CURTPASS
You pass through the curtain of mist, which seems strangely
insubstantial. You look round after a while and see that
it has vanished completely!
!MESSAGE CURTZAP
You walk into the curtain of mist, and are promptly electrocuted
by a huge static charge which seems to have accumulated on it.
!MESSAGE DAMEBLOCK
La belle dame sans Merci hath thee in thrall. She will not
let you leave her grotto.
!MESSAGE DAMEDONE
You hand the mandrake over to la belle dame sans Merci,
who agrees to give you your liberty in exchange for this
most wondrous herb. She then goes away with the plant.
!MESSAGE DANSEEND
As you drop the cock on the ground, it crows angrily.
At the sound, the skeleton hurriedly stops his violin-playing
and sinks into the ground in a panic, as do the other
participants in this ghastly charade, who fear that day is
upon them.
!MESSAGE DEMONGO
You hurl the salt at the demon, who screams in terror and
begins to fade away quite rapidly until finally the faint
echo of a yell is all that is left. Then even that dies away.
The old superstitions about throwing salt must have been right!
!MESSAGE DIEMESS
You have surely perished.
!MESSAGE DIGFARM
You dig around in the soil with your bare hands, but
find nothing.
!MESSAGE DIGWOMB
You dig around in the soft soil with your bare hands.
Suddenly your hands come across a furry bundle, so
you grab it and pull it out. Out of the ground comes
a wombat, which stares crossly at you and plods around
you in circles.
!MESSAGE DOGSGOTIT
You can't do that - the dog's got it at present!
!MESSAGE DONTSEE
I don't think that's nearby.
!MESSAGE DRINKMESS
The water tastes very refreshing as you drink it, and
you feel that you may never be thirsty again.
!MESSAGE DRINKUGH
The water tastes brackish, and you spit it out again.
!MESSAGE DROPOBJ1
!SWITCH DROPOBJ3 DROPOBJ2 DROPOBJ3
!MESSAGE DROPOBJ2
You dropped one object.
!MESSAGE DROPOBJ3
You dropped @x37 objects.
!MESSAGE DWARF1M
As you enter the building, you encounter a burly dwarf, who asks:
!MESSAGE DWARF2M
"What is the password?"
!MESSAGE DWARF3M
"Correct. You must be the hero we were expecting!" says the dwarf,
and, allowing you to pass, he scurries away.
!MESSAGE DWARF4M
"No, you're just guessing." says the dwarf, and, with the aid of
a few friends who appear from nowhere, he bundles you out again,
muttering something about 'stupid humans who can't do anagrams'.
!MESSAGE EATSTRUGGLE
You have a certain amount of difficulty eating the @x33,
but you do eventually manage to.
!MESSAGE ECHON
An echo from the north replies: "@x33!"
!MESSAGE ECHOE
An echo from the east replies: "@x33!"
!MESSAGE ECHOS
An echo from the south replies: "@x33!"
!MESSAGE ECHOW
An echo from the west replies: "@x33!"
!MESSAGE EMUFREE
Clearly Alexander the Great's reputation with knots was
well justified, for with the aid of the grease he so
thoughtfully supplied you are able to untie the emu (which
gobbles up the tasty piece of greased cord as you do so!)
!MESSAGE ERLGO
As you read the scroll, it vanishes. The mysterious noises
cease, and you get a fleeting vision of the Erl-King, ruler
of the forest, before he melts away into nothingness.
!MESSAGE EURYDICE
The strange sounds produced by your twanging of the violin
cause the shade of Eurydice to materialise before you.
"Hi, buster!" she says. "Looks like it's back to the
old material plane, eh? I'll follow you up." You look
again and she is gone.
!MESSAGE FEATHERMESS
I shouldn't bother doing that - you're not hungry, and
it's such a horrible business plucking all the feathers
off first!
!MESSAGE FEETREFUSE
Your feet refuse to take you another step in that
direction. Presumably you are not yet 'second to
none'!
!MESSAGE FIRESWORD
There is a bubbling sound, and then a huge golden arm
emerges from the fire and throws the sword back to you!
!MESSAGE FOUNDIT
Do you admit to having found the farthing?
!MESSAGE FROMTREE
With a little effort you succeed in pulling the sword from
the tree. It is indeed impressive - the mighty sword Wren!
!MESSAGE GAMENO
Game number @x34:
!MESSAGE GAMESCORE
Your score is @x35 to Klingsor's @x36.
!MESSAGE GAMEDRAW
The game is a draw.
!MESSAGE GAMEWINK
Victory to Klingsor!
!MESSAGE GAMEWINP
Victory to you.
!MESSAGE GASPING
There are the sounds of a mighty conflict, and a loud wailing
and gasping, until finally there is a shriek, and all goes still.
!MESSAGE GETWORD1
What is the first word, then?
!MESSAGE GETWORD2
What is the second word, then?
!MESSAGE GHAG1
You give the @x33 to one of the two hags, who takes it and
with a cry of modified rapture looks through it, then
shares it with her sister.
!MESSAGE GIANTBLOCK
In the distance a huge giant looms up before you and
throws some rocks towards you. Fortunately they miss
you, but unfortunately they cause an avalanche which
blocks your way back.
!MESSAGE GIVEALMS
Do you wish to give alms to the beggar?
!MESSAGE GOMESS1
"Be off with you," says Klingsor, "and learn more of the
world's ways. Then you may be ready to challenge me again."
He waves his arms in a way resembling Swedish exercises,
and you soon discover that...
!MESSAGE GOMESS2
"You have failed again" says Klingsor. "You will have one
more chance - use it wisely! But now you must go." He
does some more windmill impersonations and you now see
that...
!MESSAGE GOMESS3
"Victory is mine!" says Klingsor. "You have lost thrice.
No longer will you be permitted to challenge my powers."
He starts tying a round turn and two half hitches in his
long thin arms, and you find this time that...
!MESSAGE GRAALVIS
You finally see a vision of the wondrous Sangraal
before you. A company of spirits appears with it,
of which the leading spirit says:

"Oh knight, your quest is nearly at an end.
Now you must kill the foul fiend Apollyon and
make your way to the castle beyond. There you
will find a group of knights who have been
made prisoner. Bring six of them with you in
time for the coming of the Sangraal, and your
quest will be complete!"

The spirits clothe you in a cloak of white
satin, and then the entire vision passes away.
!MESSAGE GRABBONE
You grab the bone from the dog, which growls at you.
Then, lacking in courage, it runs away.
!MESSAGE GRABEYE
You succeed in grabbing the @x33 while it is being passed between
the two hags. Each starts accusing the other of having taken it
until finally they realise that it must have got lost, and start
scrabbling around frantically, trying to find it.
!MESSAGE GURUGIFT
The guru takes the pearl of Wisdom from you with relief. "At last
all the wisdom of the ages has been granted to me!" he exclaims.
"I am free to go!" He produces a rope and climbs rapidly up it
into empty space. Then he and the rope vanish.
!MESSAGE HAGBLESS
You hand the @x33 to one of the hags, who discovers that she
can see with it. The two sisters then agree that one should
take the eye, the other the gem, so that each can see.
"1024 blessings be upon you," they say, "our sight is restored
and we may leave this forsaken place."
The hags vanish into the air, leaving you the sensation of a
job well done.
!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 HARDLUCK
Hard luck! You failed to bring the required number of knights
with you. The Sangraal has eluded you at the last grasp!

You scored 630 points out of 650. Better luck next time!
!MESSAGE HEADCLEARS
Your head begins to clear and what sanity you ever had returns
to you.
!MESSAGE HEHHEH
You hear the distant sounds of fiendish laughter.
!MESSAGE HELLEXMESS
You emerge with a BANG onto the Material Plane once
!SWITCH HELLEX0 HELLEX1
!MESSAGE HELLEX0
more.
!MESSAGE HELLEX1
more. Eurydice follows you up, becomes corporeal again,
and runs off rejoicing.
!MESSAGE HELLGMESS
You are met by the Gatekeeper of Hell, who carries a huge
black tome. He looks at you, then searches in vain for
your name. "You shouldn't be here!" he says. "There must
have been a mix-up at Admin. You'd better go to the Waiting
Room, while we sort you out. There is only one way out of
Hell, and that is a way of Truth."
On that cryptic note he causes you to melt through a
nearby wall, and you discover that...
!MESSAGE HELLO
Welcome to the Quest of the Sangraal. This is version 1.18.
All comments and complaints to JRP1, please.
!MESSAGE HELPMESS
Enter commands consisting of one or two words on a line.
To move, give directions: N, NE, E, SE, S, SW, W, NW, U(P), D(OWN).
Other useful words include BACK, TAKE, DROP, INV, SAVE, SAVEND
plus BRIEF/TERSE, STANDARD/NORMAL and VERBOSE for room descriptions.
!MESSAGE HOLDING
You are holding:
!MESSAGE HORSENEIGH
There is a loud >> NEIGH << from somewhere near by.
!MESSAGE HORSEROLLS
The horse begins to move smoothly with you inside it.
After a short while it comes to a halt.
!MESSAGE HOWDOTHAT
I don't know how to do that.
!MESSAGE HUNCHMESS
The bells start ringing sonorously, ever louder. You catch
a glimpse of a mad hunchbacked figure far above you, but it
may be a delusion, because you are driven mad by the incessant
clashing of the bells...
!MESSAGE IMPOSST
That's impossible!
!MESSAGE INSTRMESS
The Dark Ages have arrived, and in King Demas's kingdom
the knights of the Chaise Longue have been sent forth from
Castle Moan to redeem the honour of the realm by a quest
for the Sangraal (or Holy Grail). Visions of this mystical
object have been vouchsafed to knights of great purity and
prowess, but, so far, nobody has managed to bring the thing
back for the royal trophy case. It is up to you...
!MESSAGE INSTRQ
Would you like some background information?
!MESSAGE INTOFIRE
You throw the @x33 into the fire, where it disappears from sight.
!MESSAGE INTOHOSS
You climb the horse, and have reached the wooden
saddle when a concealed trapdoor opens and you
fall into the interior. Luckily you are not really
hurt, but you see no way to climb out again.
!MESSAGE INTRUDERS
You leave the temple, which opens up into a large square
filled with people. "An intruder!" they cry. "Sacrilege!"
Outnumbered as you are, your only hope is to run for it:
the chase takes you to the city walls, over which you leap,
and land, luckily without hurting yourself, to see that...
!MESSAGE INVEST
Do you wish to invest with the banker?
!MESSAGE INVISBARR
An invisible barrier stops you.
!MESSAGE KLINGGREET
!SWITCH KLINGG0 KLINGG1 KLINGG2
!MESSAGE KLINGG0
A necromancer dressed in black robes stands before you.
"Welcome!" he sneers. "I am Klingsor the all-powerful.
If you would find the Sangraal, you must first overthrow
my powers, by vanquishing me in five contests of wits."
!MESSAGE KLINGG1
"So you wish to try your luck once more." says Klingsor
coldly. "So be it."
!MESSAGE KLINGG2
"Your third attempt will be as ineffectual as your first
two" says Klingsor mockingly. "But let the contests begin."
!MESSAGE K5MOVE
Klingsor takes @x37, so that he now has @x36, you have @x35,
and the number of counters remaining is @x34.
!MESSAGE K5RULES
"So, you wish to face the next challenge?" sneers Klingsor,
concealing the alarm that he must be feeling. "It is time for
another game," he continues, and places nine counters on the
table before you. "The rules are simple. We move alternately,
and can take 1, 2, or 3 at each stage. When all are taken, the
one of us who ends up with an odd number of counters is the
winner. The other will perish. You may start."
!MESSAGE K6RIDDLE
"All right, all right," grumbles Klingsor wearily. "This is
the final task. Solve this riddle, and you win. Fail to solve
it, and your doom is sealed:

My first displays the wealth and pomp of kings,
 Lords of the earth! their luxury and ease.
Another view of man my second brings,
 Behold him there, the monarch of the seas!

But ah! united, what reverse we have!
 Man's boasted power and freedom, all are flown:
Lord of the earth and sea, he bends a slave,
 And woman, lovely woman, reigns alone."

!MESSAGE LETITSLEEP
Come on, let sleeping sloths lie!
!MESSAGE LETTER
Which lettered card will you turn over, A or B?
!MESSAGE LIBBLOCK
The staircase down to the library now ends in a blank wall, i.e.
you can't go in that direction!
!MESSAGE LOITERMESS
You loiter palely for a while.
!MESSAGE LOONMESS
!SWITCH LNM0 LNM1 LNM2 LNM3 LNM4 LNM5 LNM6 LNM7 LNM8 LNM9 LNM10 LNM11
LNM12 LNM13
!MESSAGE LNM0
A pink elephant appears before you, snorts in disbelief,
and vanishes.
!MESSAGE LNM1
The abominable snowman stands before you! But why is he
wearing a purple wig? Anyway he's gone now.
!MESSAGE LNM2
The sounds of a teapot crooning lovesongs to itself make
you turn round, but the thing soon goes away.
!MESSAGE LNM3
A large plump loofah runs towards you, screams in terror,
and runs away again.
!MESSAGE LNM4
A flock of pigs flies past, evidently migrating for the winter.
!MESSAGE LNM5
An alligator struggles up a nearby larch tree, which promptly
collapses. Both vanish.
!MESSAGE LNM6
A goldfish is grazing here. It spits out a thistle in
disgust and then fades away.
!MESSAGE LNM7
Can it be the Son of Wolfman who just passed you? If so,
why was he hopping?
!MESSAGE LNM8
"WOW!" shouts a butterfly as it flutters by.
!MESSAGE LNM9
The noise of a Viking warrior attempting to tune a violin
with his nose causes you to wince.
!MESSAGE LNM10
A fruit-bat wanders past you, counting over a pile of coins.
!MESSAGE LNM11
A tapeworm, with an enormous ginger beard, scurries past.
!MESSAGE LNM12
A huge shrimp covered in strawberry jam waddles past you.
!MESSAGE LNM13
A robin struts past, towing a rickshaw full of drunken piglets.
!MESSAGE LONGWD1
Klingsor is waiting for you in the next room. He shows you
a box of tiles, each bearing a letter. He then deals out six
of them before you, and you observe that they bear the letters
!SWITCH LONGWD10 LONGWD11 LONGWD12
!MESSAGE LONGWD10
A, B, C, D, E and F, respectively.
!MESSAGE LONGWD11
K, L, M, N, O and P, respectively.
!MESSAGE LONGWD12
P, Q, R, S, T and U, respectively.
!MESSAGE LONGWD2
"You seem to be good with words," says Klingsor. "What
is the longest word you can make using just these tiles?"
!MESSAGE LOTWIFE
The salt pillar begins to writhe gently and to take on human
form again, until it has resumed the shape of a young woman.
"Many thanks!" she says. "I have stood in these cursed
plains for many a year, waiting for my freedom. You have
done well, oh brave knight. But now I must go - I have
a Lot to catch up with."
The lady moves away, running as smoothly as salt.
!MESSAGE MADINV
You are holding:
!SWITCH MADINV0 MADINV1 MADINV2 MADINV3 MADINV4 MADINV5 MADINV6
!MESSAGE MADINV0
.. a giant scorpion?
!MESSAGE MADINV1
.. a giraffe?
!MESSAGE MADINV2
.. a huge blancmange?
!MESSAGE MADINV3
.. a giant sponge?
!MESSAGE MADINV4
.. a baby walrus?
!MESSAGE MADINV5
.. a bottle of milk?
!MESSAGE MADINV6
.. a small gudgeon?
!MESSAGE MADSCORE
Oh, I can't work out your score now, you're mad!
!MESSAGE MANDSCREAM
You tear the mandrake out of the earth, and it begins
to scream in its death throes. The sound drives you
insane, the last yells you hear sounding something like
!SWITCH MSCR0 MSCR1 MSCR2 MSCR3
!MESSAGE MSCR0
"KELVAR!"
!MESSAGE MSCR1
"ORBOST!"
!MESSAGE MSCR2
"SKARZ!"
!MESSAGE MSCR3
"TYBAT!"
!MESSAGE MINSTCOME
A wandering minstrel passes you, singing sadly
about a farthing that he dropped somewhere.
!MESSAGE MINSTGO1
You do not have the farthing on you, and the minstrel
strolls off, singing about the effects of adventuring
on the feeble-minded.
!MESSAGE MINSTGO2
You return the farthing to the minstrel, who is very
grateful, and performs a medley of his favourite tunes
before wandering off again.
!MESSAGE MISSING

What is the missing word in the poem?
!MESSAGE MNULL
!MESSAGE MONKALR
You walk in the direction of the palace, but discover to your
surprise that you do not seem to be getting any closer. Indeed,
you appear not to have moved at all.
!MESSAGE MONKBMESS
You return to where the monk is meditating. "No, things are still
not as they should be," he moans. "Just go round and see what you
can do to fix them, there's a good chap."
!MESSAGE MONKGMESS
You return to where the monk is meditating, ecstasy on his face.
"Well done, my boy!" he says. "The way of true Enlightenment has
been found once more. Blessings be upon you in the name of the
Seventh Sage of Soom!" There is a >> FLASH << and you see that...
!MESSAGE MONKSMESS
You walk towards the palace and find yourself irresistibly drawn
in through its walls, soon discovering yourself to be in a large
chamber in which a monk is meditating.
"Welcome in the name of the Seventh Sage of Soom!" he says. "You
are the one who is to bring light upon our palace by means of the
three holy words of power, RUZAM, MALU and SODRE. In here they
have no effects, but elsewhere in the palace they bring light.
Say them, but say not the same word in two adjacent rooms! Return
here when your work is done."
!MESSAGE MOREGAMES
Would you like another game?
!MESSAGE MOSESBAD
An aged patriarch is standing at the top of the mountain. "I'm
sure I left a tablet up here," he mutters to himself, then he
disappears into the mists, muttering about a publisher's deadline
for the book of Exodus.
!MESSAGE MOSESGOOD
An aged patriarch is standing at the top of the mountain. "Ah!
There it is!" he says, looking at your stone tablet. "Look, that
belongs to me really - it's dynamite in the wrong hands. Here -
take this piece of jewellery that my colleagues made - it will
serve you better!"

He hands you a small calf made of gold, and then disappears into
the mists, muttering about a publisher's deadline for the book of
Exodus.
!MESSAGE MYMOVE
!SWITCH MYMO0 MYMO1 MYMO2
!MESSAGE MYMO0
Klingsor indicates Scissors.
!MESSAGE MYMO1
Klingsor indicates Stone.
!MESSAGE MYMO2
Klingsor indicates Paper.
!MESSAGE NARK1
"A raven!" says Noah as you enter. "We needed another one of those!"
He takes it from you and stows it in his ark.
!MESSAGE NARK2
"An emu!" says Noah. "I wondered where the second one had got to!"
He takes it from you and stows it in his ark.
!MESSAGE NARK3
"I thought the second sloth would forget to turn up!" says Noah.
He takes it from you and stows it in his ark.
!MESSAGE NARK4
"Ah, there's a second wolf for the collection!" says Noah.
He takes it from you and stows it in his ark.
!MESSAGE NARK5
"Wombat number two. Jolly good!" says Noah.
He takes it from you and stows it in his ark.
!MESSAGE NARK6
"Ah, good, another lamb. Just what I needed." says Noah.
He takes it from you and stows it in his ark.
!MESSAGE NARK7
"Splendid! You've brought me a tortoise!" says Noah.
He takes it from you and stows it in his ark.
!MESSAGE NARK8
"Hmm. Got some chickens already." mutters Noah.
!MESSAGE NOAHGONE
Noah consults his clipboard once more. "Well, that's
excellent!" he says. "We seem to have a full set now.
Better get going, I reckon. It looks like rain. Many
thanks for all your help!"

He goes off into his ark, weighs the anchor, and drifts
off across the waters.
!MESSAGE NOAHINTRO
Ahead of you is a large wooden ark, by which is standing a
venerable man.
!MESSAGE NEVERMORE
"Nevermore" squawks the raven.
!MESSAGE NHAPPENS
Nothing seems to happen.
!MESSAGE NOBATON
You don't have anything to conduct with!
!MESSAGE NOBODY
Nobody.
!MESSAGE NOBREAK
You don't seem to be able to break that.
!MESSAGE NOBROOM
As you read the scroll, it vanishes, but nothing else
happens. You get the impression that you would have had
more success if you possessed a magic broom!
!MESSAGE NOCASH1
The beggar wanders off, swearing at the meanness of people nowadays.
!MESSAGE NOCASH2
The minstrel looks at you suspiciously, then strolls away
singing gloomily.
!MESSAGE NOCASH3
The banker goes away again, cursing you for a fool.
!MESSAGE NOCASH4
"No money? It's not my lucky day, is it?" says the brigand.
He runs off into the shadows.
!MESSAGE NOCHOIR
There is no choir here to conduct!
!MESSAGE NOCLIMBWALL
You can't climb any of the walls round here!
!MESSAGE NOCLOTH
You don't possess a cloth!
!MESSAGE NOFOOD
You have no suitable food!
!MESSAGE NOTALEX
Come now, you're not Alexander the Great, you know!
!MESSAGE NOTALIVE
It's not alive!
!MESSAGE NOTASLEEP
It's not asleep!
!MESSAGE NOTGOOD
That doesn't sound like a good idea right now.
!MESSAGE NOTHELD
You're not holding that!
!MESSAGE NOTHINGM
Nothing.
!MESSAGE NOTHNGHERE
There's nothing here you can take easily!
!MESSAGE NOTHOLDING
You're not holding anything!
!MESSAGE NOTPOSSHERE
You don't seem to be able to do that here.
!MESSAGE NOTQUEST
You may not return to Castle Moan until you have
fulfilled your quest!
!MESSAGE NOTRECIPROCATED
Your feelings of affection are not reciprocated, alas!
!MESSAGE NOTREECLIMB
There are no trees here that can be climbed.
!MESSAGE NOWAIL
You go up to the wall and prepare to start wailing like
everyone else, but before you can get started a robed
figure appears from behind you and drags you away. "You
don't belong here," he says. "Hoppit!"
!MESSAGE NOWAKEWOLF
You slap the wolf, scream in its ears, and generally try to rouse
the wolf, but it still sleeps on.
!MESSAGE NOWATER
There is no water here!
!MESSAGE NOWAYMESS
You can't go in that direction!
!MESSAGE NOWEAPON
You have no suitable weapon.
!MESSAGE NOWOOD
As you read the scroll, it vanishes, but nothing else
happens. You get the impression that you would have had
more success in the presence of wood spirits!
!MESSAGE NOWRITE
You have nothing to write with!
!MESSAGE NUMBER
Which numbered card will you turn over, 1 (ONE) or 2 (TWO)?
!MESSAGE NXENTER
You walk through the gateway of Nastil-Xarn, to be buffeted
by a mighty hurricane, which forces you to drop anything you
might have been carrying. Then the air shudders and you feel
as though you were simultaneously being turned upside-down,
back to front, and inside out. The unpleasant feeling does
not last long, however, and welcome normality returns.
!MESSAGE NXVOICE1
As you pass through the portal of Nastil-Xarn, you
again feel that you are being turned inside-out by
the strange local properties of space-time. A booming
voice bellows at you: "So, you wish to return to
the paths of righteousness? You committed the following
sins while in Nastil-Xarn:
!MESSAGE NXVOICE2
May you try again in some later incarnation!"
Normality returns, and you find that...
!MESSAGE NXVOICE3
You are now entitled to claim the three rewards!"
Normality returns, and you find that...
!MESSAGE NXVOICE4
You are now entitled to claim three rewards, but..."
Normality returns, and you find that...
!MESSAGE OHHH
"Ohhh!" (I know how you feel.)
!MESSAGE OKMESS
OK.
!MESSAGE OMEGAMESS
The vine on the wall undergoes a sudden transformation. It
disappears entirely, and a fair maiden is standing there in its
stead. "I am Kundrie the sorceress," she says. "Imprisoned by the
evil power of Klingsor, I have awaited my freedom for many a
year. Blessings be upon you, oh gallant knight! Oh, and by the
way:

           'My first is where you may stand trial,
            My second sails the salty mile;
            In total, woman simpers while
            Her suitor asks for no denial.'

This may help you later."

The library fades away before your eyes, and you see that...
!MESSAGE ORP1
"That's very kind of you," says the Friar, "but we don't
really need a mandrake as such. Maybe someone else does."
!MESSAGE ORP2
"That's very kind of you," says the Friar, "but we like
to sleep late in the mornings."
!MESSAGE ORP3
"That's very kind of you," says the Friar, "but I can't
see a use for bits of stone just at present."
!MESSAGE ORP4
!SWITCH ORP4A ORP4B
!MESSAGE ORP4A
"That's very kind of you," says the Friar, "but one of
the orphans might cut themselves with it."
!MESSAGE ORP4B
"That's very kind of you," says the Friar, "but you
would probably find it quite useful if you sharpened it!"
!MESSAGE ORP5
"Ugh! Take that away and bury it" says the Friar.
!MESSAGE ORP6
"That's most kind of you," says the Friar, "but we have
all the salt we need."
!MESSAGE ORP7
"That's a very nice gem," says the Friar. "Optallius, isn't
it? I think there are those whose need is greater than ours."
!MESSAGE ORP8
"Begone!" says the Friar. "That's an idol of Zempoalla! Destroy
it!"
!MESSAGE ORP9
"A kind thought," says the Friar, "but I can't see a use for
that!"
!MESSAGE ORP10
"Thank you very much" says the Friar, "but we are not short of
paper."
!MESSAGE ORP11
"A beautiful violin" says the Friar. "One of the widows was asking
for one only this morning!"
!MESSAGE ORP12
"What a magnificent tapestry!" says the Friar. "We'll put it up
on the wall of the orphans' play room."
!MESSAGE ORP13
"A fine piece of workmanship." says the Friar. "It will look very
nice on the sideboard."
!MESSAGE ORP14
"Androdragma crystals!" says the Friar. "They will keep the
orphans amused for hours!"
!MESSAGE ORP15
"A splendid paten" says the Friar. "We will serve lunch on it
today!"
!MESSAGE ORP16
"Money is always welcome." says the Friar. "Many thanks!"
!MESSAGE ORP17
"What a wondrous orb!" says the Friar. "I'm sure it will come in
very useful."
!MESSAGE ORP18
"We've been looking for a sceptre for some time" says the Friar.
"It will keep the more unruly orphans under control."
!MESSAGE ORP19
"Ah, a fur stole!" says the Friar. "That will keep some poor widow
warm in the winter."
!MESSAGE ORP20
"I hope you aren't trying to mock my tonsure," says the Friar. "I
don't think that wig will be of much use to us."
!MESSAGE ORP21
"I'm sure that scroll will be of more use to you than to us,"
says the Friar, "though it was kind of you to offer it."
!MESSAGE ORP22
"Oh, the poor orphan!" says the Friar. "Well, it looks as though
you've come to the right place!"
!MESSAGE ORP23
"That's a fine ruby," says the Friar. "We shall be glad to accept
it."
!MESSAGE ORP24
"A beautiful sapphire!" exclaims the Friar. "How very kind of
you."
!MESSAGE ORP25
"Now what would we do with a stone tablet?" queries the Friar.
"Very kind, but of no use to us."
!MESSAGE ORP26
"That looks delicious," says the Friar, "but I think our cook
will become jealous if I accept that."
!MESSAGE ORP27
"A tortoise?" says the Friar. "I'm afraid the rules of our order
forbid pets."
!MESSAGE ORP28
"Ugh! Why on earth should we want that?" asks the Friar in an
offended tone.
!MESSAGE ORP29
"That looks very quaint," says the Friar. "Thank you very much."
!MESSAGE ORP30
The Friar hesitates, and then refuses the pearl. "There's
something strange about that. I don't think I ought to take it,"
he says.
!MESSAGE ORP31
"Oh I wasn't expecting THAT" says the Friar. "I really can't
accept it!"
!MESSAGE OZDONE
At the sound of your voice the statue shudders slightly
then begins to re-assemble itself into a huge stone creature
with the aid of the missing piece of stone, so that the
complete word OZONE can be read.
"Many thanks, oh mortal one" says Ozone the mighty in
a harsh rasping voice. "I shall return now to my own
kingdom, where my brother, the evil Ozymandias, has taken
control. Allow me to present you with this small token
of my gratitude..."
He drops something at your feet, then strides away over
the lone and level sands, until he is seen no more.
!MESSAGE OZMOVES
At the sound of your voice the statue shudders slightly.
!MESSAGE PAGERUN
As you strike the page, he screams in terror (and pain!)
and runs away howling.
!MESSAGE PALGLOW
!SWITCH PALGL1 PALGL2 PALGL3
!MESSAGE PALGL1
The room starts to glow with a bright blue light.
!MESSAGE PALGL2
The room starts to glow with a bright red light.
!MESSAGE PALGL3
The room starts to glow with a bright green light.
!MESSAGE PEARLGO
As you leave the temple of Wisdom, the pearl that you are
carrying crumbles away into dust.
!MESSAGE PEEROUT
You peer out of the northern door, but there is nothing
to see but a sheer drop, so you return to the matter in hand.
!MESSAGE POEM1
Klingsor is waiting for you in the next room.
"Let me tell you the legend of Amfortas" he says.
"It will profit you. However, there is a small
challenge involved. You will supply the missing
word in each verse of my poem." He begins:

Amfortas was a hero bold:
Rode one year and a day.
He sought the Sangraal to behold
But came in Klingsor's ...
!MESSAGE POEM2

Condemned to fish beside a lake,
He sits, with no release.
Until the power of Klingsor break
He never shall find ...
!MESSAGE POEM3

Oh foolish knight, who seek the Graal,
Now from Amfortas learn.
Ye die if in this trial ye fail
So answer in your ...
!MESSAGE PORTALIVE
To the accompaniment of some operatic-sounding music (but
where is it coming from?) the portrait comes to life, and
steps down from its frame. It then folds up the frame into
a serviceable staff and strides through the door, carrying it!
!MESSAGE PORTENTER
The nobleman from the portrait outside comes in, bearing a
staff. "I have come for you, Don Giovanni!" he says, in
tones of doom.
!MESSAGE PORTHELL
A stairway appears in the floor, from which sulphurous fumes
are belching. To the accompaniment of hidden operatic chords
the nobleman drags the youth down to the infernal regions.
!MESSAGE PORTHEL2
You enter a room in which a stairway has opened in the floor,
from which sulphurous fumes are belching. To the accompaniment of
hidden operatic chords the nobleman is dragging a youth down to
the infernal regions.
!MESSAGE PORTOVER
The chasm in the floor closes up, and the sulphurous fumes
disperse. All is peaceful once more.
!MESSAGE PROV1M
!SWITCH PROV1M0 PROV1M1 PROV1M2 PROV1M3 PROV1M4 PROV1M5 PROV1M6
PROV1M7 PROV1M8 PROV1M9 PROV1M10
!MESSAGE PROV1M0
A voice chants the words "An apple a day @x31"
!MESSAGE PROV1M1
A voice chants the words "He who pays the piper @x31"
!MESSAGE PROV1M2
A voice chants the words "The pen @x31"
!MESSAGE PROV1M3
A voice chants the words "A rolling stone @x31"
!MESSAGE PROV1M4
A voice chants the words "The early bird @x31"
!MESSAGE PROV1M5
A voice chants the words "A watched pot @x31"
!MESSAGE PROV1M6
A voice chants the words "A stitch in time @x31"
!MESSAGE PROV1M7
A voice chants the words "A bird in the hand @x31"
!MESSAGE PROV1M8
A voice chants the words "One swallow @x31"
!MESSAGE PROV1M9
A voice chants the words "A cat @x31"
!MESSAGE PROV1M10
A voice chants the words "All work and no play @x31"
!MESSAGE PROV2M0
keeps the doctor away.
!MESSAGE PROV2M1
calls the tune.
!MESSAGE PROV2M2
is mightier than the sword.
!MESSAGE PROV2M3
gathers no moss.
!MESSAGE PROV2M4
catches the worm.
!MESSAGE PROV2M5
never boils.
!MESSAGE PROV2M6
saves nine.
!MESSAGE PROV2M7
is worth two in the bush.
!MESSAGE PROV2M8
doesn't make a summer.
!MESSAGE PROV2M9
may look at a king.
!MESSAGE PROV2M10
makes Jack a dull boy.
!MESSAGE QAPP1
ANSWER IN A WORD...
WHAT IS YOUR NAME?
!MESSAGE QAPP2
WHENCE COME YOU?
!MESSAGE QAPP3
WHAT DO YOU SEEK?
!MESSAGE QUITQUERY
Are you certain you want to quit?
!MESSAGE QUOTH
!SWITCH QUOTH0 QUOTH1 QUOTH2 QUOTH3 QUOTH4 QUOTH5 QUOTH6 QUOTH7
!MESSAGE QUOTH0
The raven utters a croak that sounds like "Not again".
!MESSAGE QUOTH1
The raven squawks the phrase "Scarcely repeated".
!MESSAGE QUOTH2
The raven intones the words "Now finished".
!MESSAGE QUOTH3
"Certainly final" screeches the raven.
!MESSAGE QUOTH4
The raven mumbles the words "Not ever iterated".
!MESSAGE QUOTH5
The raven croaks the words "At no future time".
!MESSAGE QUOTH6
"At no time repeated" croaks the raven.
!MESSAGE QUOTH7
"In no degree continued" cackles the raven.
!MESSAGE RAVENBAD
The raven flutters towards you expectantly, but, seeing that you
have only one word to say and no more, flies back to where it was.
!MESSAGE RAVENGOOD
The raven flutters towards you, croaks "Nevermore" in a
satisfied manner, and then perches close by you.
!MESSAGE READM1
!SWITCH READ10 READ11
!MESSAGE READ10
The board contains the following:

!SWITCH BOARD99
!MESSAGE READ11
The board is blank.
!MESSAGE READM2
On the pedestal these words appear:

LOOK ON MY WORKS YE MIGHTY, AND DESPAIR!
I AM THE KING OF KINGS - MY NAME IS OZ...
!MESSAGE READM3
!SWITCH READ30 READ31 READ32 READ33
!MESSAGE READ30
The paper is blank.
!MESSAGE READ31
The paper says "To free the Lady Lot, say BENAMMI".
!MESSAGE READ32
The paper says "To free the Lady Lot, say MOAB".
!MESSAGE READ33
The paper says "To free the Lady Lot, say ZOAR".
!MESSAGE READM4
The stone says ONE.
!MESSAGE READM5
The sign on the cottage says:
!SWITCH MNULL ANAGM1 ANAGM2 ANAGM3 ANAGM4 ANAGM5 ANAGM6
!MESSAGE READM6
The inscription says:
!SWITCH FORK199
!MESSAGE READM7
!SWITCH KROOM199
!MESSAGE READM8
!SWITCH KROOM299
!MESSAGE READM9
The gate is inscribed with the legend:
!SWITCH NXARN99
!MESSAGE READM10
The building is labelled 'ASSOCIATION OF WIDOWS AND ORPHANS'.
!MESSAGE READTABMESS
The stone tablet bears, in words of fire, the following
legend:

The Eleventh Commandment

    Ploffskin Pluffskin Plumpskin Ploshskin
    Yonghy Bonghy Bo
    Needle nardle noo
    Ying tong iddle I po

Hmm. I don't know this language.
!MESSAGE RULES
!SWITCH RULES0 RULES1 RULES2
!MESSAGE RULES0
"In your first task" continues the necromancer. "You must
overcome me at the ancient game of Scissors-Stone-Paper. Let
us play three games. As you are no doubt aware, Scissors cuts
Paper, Paper wraps Stone, and Stone breaks Scissors."
!MESSAGE RULES1
"You are now familiar with our first game." continues the
necromancer. "Let us see whose psychology is the better!"
!MESSAGE RULES2
"This game is now becoming painfully familiar to you" continues
the necromancer. "This is your last chance to read my mind."
!MESSAGE SAYMESS
OK, "@x33!"
!MESSAGE SCOREM1
So far you have scored @x34 points out of a maximum of 650.
!MESSAGE SCOREM2
You scored @x34 points out of a maximum of 650.
!MESSAGE SCOREM3
If you quit now, you will have scored @x34 points out of 650.
!MESSAGE SECONDWORD
@x33
!MESSAGE SERAGLIOMESS
You enter an exotic Eastern seraglio, filled with comely
maidens, fountains, soft couches, sherbet, and other Turkish
delights. After your needs have been satisfied, you leave by
another door, to see that ...
!MESSAGE SHAKEMESS
You give the tree a hearty shake, but nothing useful comes of it.
!MESSAGE SILLYMESS
Don't be silly, that won't help.
!MESSAGE SIN0
     None at all???
!MESSAGE SIN1
     Avarice.
!MESSAGE SIN2
     Envy.
!MESSAGE SIN3
     Gluttony.
!MESSAGE SIN4
     Lust.
!MESSAGE SIN5
     Pride.
!MESSAGE SIN6
     Sloth.
!MESSAGE SIN7
     Wrath.
!MESSAGE SINGHIM
The choir sing a selection of stirring songs in praise of
you, celebrating your magnificent adventuring prowess. If
you're half as good as they say, that Sangraal is as good
as won already!
!MESSAGE SINGOTHER
The choir look puzzled for a moment, then burst into a
selection of stirring songs in praise of someone called
@x33. I don't think that was their first choice.
!MESSAGE SINGWHO
Whom would you like the choir to extol in song?
!MESSAGE SITOK
You sit down for a while, then get up again.
!MESSAGE SLEEPABIT
You lie down on the bed and doze off for a while, then wake up
again.
!MESSAGE SLEEPOFF
After eating the pie (which has a curious taste), you feel very
drowsy and decide to sleep it off. You awake with a mild
headache.
!MESSAGE SLOTHFALL
The cock crows angrily as you drop it. This is loud enough to
wake the sloth, which gives a sudden start and falls out of the
tree. Fortunately it lands on a patch of grass and is not hurt.
The sloth gives you a reproachful look and dozes off again.
!MESSAGE SPECIFY
Specify Scissors, Stone or Paper:
!MESSAGE SUNSET
The sun finally sets, and, from the north, comes the sound of
chanting, and the dazzling whiteness of a dozen suns. You proceed
through the north door with the knights that are ready to
accompany you, to behold the Sangraal (as seen earlier in a
vision: now behold the real thing!)

The party of knights accompanying you consists of:
!MESSAGE SWANMESS
You descend the passage, which is so steep that there is
no possible means of return, to arrive at the water's edge
once more, where a swan is parked, awaiting your company
on the return journey. Having nowhere else to go, you
mount the swan, and ride back to the mainland. The swan
lets you disembark, then drifts off lazily across the lake.
!MESSAGE SWINGOPEN
The door swings open with a chilling creak (I don't
think they have oiled it lately.)
!MESSAGE TAKEPEARL
As you take the pearl from the altar, there is a clap of thunder.
!MESSAGE TAKEPRL0
On taking the pearl from the altar you hear a distant bell-like
chime.
!MESSAGE TAKEQ
How many counters will you take? ONE, TWO or THREE?
!MESSAGE TERSE0MESS
O.K. Only short descriptions from now on.
!MESSAGE TERSE1MESS
O.K. Standard descriptions from now on.
!MESSAGE TERSE2MESS
O.K. Long descriptions always from now on.
!MESSAGE THIRSTDIE
You are now too weak to move, and soon you die of
thirst and the effects of the sun.
!MESSAGE THIRSTY
You are very thirsty.
!MESSAGE TIMEJOUR
You trudge your weary way until you come to the next
turning, by which time you have been on the road for
@x34 hours.
!MESSAGE TIMENOW
!SWITCH MNULL TIMENW1 TIMENW2
!MESSAGE TIMENW1
It is now 1 minute until sunset.
!MESSAGE TIMENW2
It is now @x34 minutes until sunset.
!MESSAGE TOOHARD
The ground is too hard for you to dig here.
!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 TOOLADEN
You are too encumbered to do that.
!MESSAGE TWANGMESS
You produce a few discordant twangs on the violin.
!MESSAGE TWINKLE
The ruby and sapphire that you are holding twinkle in
a wondrous manner, before finally deciding whether to
glow or not.
!MESSAGE TWONKLE
The ruby and sapphire that you are holding twinkle in
a rather demented fashion, then all goes dark and you
experience a harsh shuddering making you entirely
unsure what you are carrying. Finally you emerge into
daylight to see that...
!MESSAGE UNABLESTRIKE
You seem to be unable to strike such an enchanted being.
Maybe you'll have to think of something more subtle!
!MESSAGE UNPROMISING
That doesn't look like a very promising idea right now.
!MESSAGE UNWANTED
Nobody here will accept that from you!
!MESSAGE USHEROUT
You lie down on the bed and doze off for a while, to be
woken up by a charming prince, who growls "Oi, sleeping beauty!
Hoppit!" and drives you out at sword-point.
!MESSAGE VIOLENCE
I don't think such unnecessary violence is called for just now.
!MESSAGE VOIMESS
"GO BACK!" booms a deep voice from a tomb ahead of you.
With a shudder, you take the voice's advice and run back
in trembling and fear.
!MESSAGE WAILSEE
You go up to the wall in your disguise and prepare to wail.
A robed figure appears, looks at you carefully, and then goes
away as if satisfied. "Ohhh!" you wail, putting your heart
into it. A strange vision appears fleetingly before you on
the wall, an array of lights in the following pattern:
!SWITCH LIFE0 LIFE1 LIFE2 LIFE3 LIFE4 LIFE5 LIFE6 LIFE7 LIFE8 LIFE9
LIFE10 LIFE11 LIFE12 LIFE13 LIFE14
!MESSAGE WALLMOVE
You proceed down the stairs and enter some sort of library,
whereupon the walls move behind you and you find that you
can't get out again! One of the books groans at you: "You
will need a candle to guide yourself out!"
!MESSAGE WELLDONE
Congratulations! You have managed to bring the required number of
knights with you to receive the Sangraal. You will be able to
take the mystic object back with you to Castle Moan, where your
rewards will be many, and include a year's supply of dog bones, a
night out with La Belle Dame Sans Merci, a holiday for two in the
Windy Desert, and 15 fascinating books to read!

Well done, you scored 650 points out of 650.

I'm afraid the Nastil-Xarn blackboard is now full, but please
tell JRP1 anyway.
!MESSAGE WESING
The chief chorister looks at you with respect and says "We
know many songs in praise of heroes. We can sing to you of
the deeds of Gawain, of Tristram, of Galahad, or any other
great hero. Please tell us whom to praise."
!MESSAGE WHICHBOOK
Which book? (A, B, C, ... M, N, O)
!MESSAGE WHICHLEVER
Which lever?
!MESSAGE WIN1MESS
You have succeeded in your first task! Klingsor vanishes
before your eyes, and you are at last able to see the
room that you have entered.
!MESSAGE WIN2MESS
You have succeeded in your second task! Klingsor turns
into a cloud of gas, and streams away, leaving you in
the next room.
!MESSAGE WIN2NEARLY
"Not a bad performance" concedes Klingsor, "though it
lacks a certain artistic awareness. I shall spare your
life this time, so that you may go away and reflect on
the matter." He starts some swimming motions with his
arms and you discover that...
!MESSAGE WIN2NN
"Pathetic" says Klingsor. "You just haven't a clue.
A fool such as yourself deserves to meet a hideous death."
He performs some shuffling movements with his feet, and
you are instantly turned into a heap of jelly.
!MESSAGE WIN3M1
"A correct answer." says the necromancer. He gathers up
the cards, shuffles them, and deals again the sequence
A, B, 1, 2. "In fact, the four cards are all different.
!MESSAGE WIN3NN
"Your grasp of logic is faulty." the necromancer says.
"Perhaps, in an after-life, you will solve the problem.
After all you will have an eternity in which to ponder."
He performs some strange tap-dancing movements with his
feet, and you are transmuted into a giant onion.
!MESSAGE WIN3NN2
"Oho! You have gone astray!" chuckles Klingsor. He waves his
head in a strange circular motion, and you observe that you
have turned into a newt.
!MESSAGE WIN3END
You have succeeded in your third task! Klingsor fades away
gradually before your eyes, leaving behind just a sneer, which
then vanishes too. You are now able to examine the room which
you have entered.
!MESSAGE WIN4NN
"Nonsense!" jeers Klingsor, "but I still consider you to be
potentially a man of letters." He scratches his ear, and you
discover that you are now transmuted into one of his
tablets (bearing the letter Z, so you won't be needed much).
!MESSAGE WIN4OK
You have succeeded in your fourth task! Klingsor goes POP
and you find yourself alone in the new room.
!MESSAGE WIN5NN
"Aha! Beaten you in a fair fight!" mutters Klingsor, by
whom the notion of a fair fight is probably considered a
sign of weakness. "Now you're really in the soup!" This
is true, for there is now a blinding flash and you find
yourself transmuted into a small mushroom.
!MESSAGE WIN5OK
You have fulfilled the fifth task! Klingsor turns into ice
and melts away. You are alone in the room you have just
entered.
!MESSAGE WIN6NN
"Aha! Failure at the eleventh hour!" cackles Klingsor with
glee (and probably relief). "My domain keeps its power!"
He performs a merry jig round the room, and you discover that
you have been transmuted into a rather dead sardine.
!MESSAGE WIN6END
Klingsor screams a hideous scream of rage, and crumbles into dust.
The whole folly begins to shake and shudder and masonry starts
to fall. You rush down the stairs and out into the desert just
in time to see the tower collapse into a heap of rubble, which
then bursts into flames, and disperses in a column of ugly black
smoke. This soon dissipates, leaving nothing behind it. It seems
that you won the last game!
!MESSAGE WINDBACK
The wind is blowing from the direction you are trying
to go, and it forces you back.
!MESSAGE WINDMESS
!SWITCH WIND0 WIND1
!MESSAGE WIND0
There is a hot wind blowing from the east-northeast.
!MESSAGE WIND1
There is a hot wind blowing from the east-southeast.
!MESSAGE WITCHSWAP
You hand the scroll to the old lady, who looks at it and
says: "That's just what I need: my broom's got trouble
with the sparking plugs, and I've missed the last Wyvern
home today. Here, take this scroll in exchange: it's
likely to be of more use to you." She swaps scrolls
with you, gets her broom repaired, and flies off.
!MESSAGE WOLFCOCK
The wolf leaps towards the cock. There is a loud >> SQUAWK <<
and the poor cock is no more.
!MESSAGE WOLFDRUG
The wolf eagerly gobbles up the pie (which probably tastes
nicer than you would). However after a short while it gives
a long howl and falls over, drugged.
!MESSAGE WOLFSLEEP
The wolf is asleep and thus unable to eat the cock.
!MESSAGE WONTOPEN
The book refuses to open.
!MESSAGE WTGROYT
Well, that's got rid of you then!
!MESSAGE YOUFREEKNIGHT
!SWITCH MNULL YFK1 YFK2 YFK2 YFK2 YFK2 YFK2
!MESSAGE YFK1
It takes you just one minute to free the knight from
!SWITCH YFKALL
!MESSAGE YFK2
It takes you @x34 minutes to free the knight from his
!SWITCH YFKALL
!MESSAGE YFKALL
bonds. He then gets to his feet, saying "I shall be
ready to help you encounter the Sangraal in @x35 minutes."
He withdraws, in order to recover from his wounds,
to wash, and to dress.
!MESSAGE ZAPUAREA
You look at the tablet, and see that it is glowing.
You read out the following words:

"THE ELEVENTH COMMANDMENT

Thou shalt not build unto thyself any computing device, neither
Turing machine, nor micro, nor mainframe. Thou shalt not serve
them, nor play games on them, lest thy time be wasted and thy
wits consumed."

A bolt of lightning strikes the Temple, and the people in it
flee in panic. The unnatural machines burst into flames, or
melt, and the whole place falls into utter ruin.
!END