/ Murdac by Jonathan R. Partington
/
/ This game (c) Copyright J. R. Partington, but freely distributable.
/
/ To quote the author:
/
/ "Personally, I am happy for people to convert the games for any system
/ they like, as long as they give due acknowledgements (and don't
/ attempt to make any money out of them without consulting me first!)"
/
/ Graham Nelson and Adam Atkinson would also like to thank Topologika
/ Software for handing publication rights for this game back to the
/ author at the end of 1999, enabling him to make the game available
/ this way.
/
/ INITIAL PART OF DATABASE
/
!POSSESSIONS START PLAYER
!POSSESSIONS PATH4 WOOD
!POSSESSIONS PATH5 KEY
!POSSESSIONS WALL1 OGRE
!POSSESSIONS WALL3 SHAWM
!POSSESSIONS FRANKRM MONSTER BED
!POSSESSIONS ALTUNIV BREAD
!POSSESSIONS BLACKEND MYRRH
!POSSESSIONS CELLAR PIGEON
!POSSESSIONS SENTRYS CENTAUR
!POSSESSIONS SECRETCH BOWL
!POSSESSIONS XROADS WAX
!POSSESSIONS BEND1 BEADS
!POSSESSIONS MANTROOM MANTICORE
!POSSESSIONS KEEP KEEPER
!POSSESSIONS SLIMERM TOAD
!POSSESSIONS MILLROOM MILLET
!POSSESSIONS BEACH0 DODO
!POSSESSIONS SENTRYN SCENT
!POSSESSIONS COBROOM WIG
!POSSESSIONS ERBROOM INGOT
!POSSESSIONS CAGE LION
!POSSESSIONS POLTROOM POLTERGEIST
!POSSESSIONS PLATFORM PERIDOT
!POSSESSIONS PRISON2 GOBLIN
!POSSESSIONS PRISON1 TROLL
!POSSESSIONS ISLE7 CANNIBAL MISSIONARY CAULDRON
!PROP START LIGHT
!PROP PATH1 LIGHT
!PROP PATH2 LIGHT
!PROP PATH3 LIGHT
!PROP PATH4 LIGHT
!PROP PATH5 LIGHT
!PROP WALL1 LIGHT
!PROP WALL2 LIGHT
!PROP WALL3 LIGHT
!PROP GRAVE LIGHT
!PROP LAKE LIGHT WATERY
!PROP SANDPIT LIGHT
!PROP BEACH0 LIGHT WATERY
!PROP BEACH1 LIGHT WATERY
!PROP BEACH2 LIGHT WATERY
!PROP BEACH3 LIGHT WATERY
!PROP ALTUNIV DISORIENT
!PROP BLACK1 DISORIENT
!PROP BLACK2 VISITED DISORIENT
!PROP BLACK3 VISITED DISORIENT
!PROP BLACK4 VISITED DISORIENT
!PROP BLACK5 VISITED DISORIENT
!PROP BLACK6 VISITED DISORIENT
!PROP BLACK7 VISITED DISORIENT
!PROP BLACK8 VISITED DISORIENT
!PROP BLACK9 VISITED DISORIENT
!PROP BLACK10 VISITED DISORIENT
!PROP POOLRM WATERY
!PROP GEYSER WATERY
!PROP HILL1 LIGHT
!PROP HILL2 LIGHT
!PROP ERBROOM LIGHT
!PROP CAUSEWAY LIGHT WATERY
!PROP ISLE1 LIGHT WATERY
!PROP ISLE2 LIGHT WATERY
!PROP ISLE3 LIGHT WATERY
!PROP ISLE4 LIGHT WATERY
!PROP ISLE5 LIGHT WATERY
!PROP ISLE6 LIGHT WATERY
!PROP ISLE7 LIGHT
!PROP LAKE2 LIGHT WATERY
!PROP KEEP VISITED
!PROP POLTROOM DISORIENT
!PROP PLATFORM DISORIENT
!PROP HOUSE1 DISORIENT
!PROP OGRE NOTAKE ANIMATE
!PROP MONSTER NOTAKE ANIMATE
!PROP CENTAUR NOTAKE ANIMATE
!PROP PIGEON NOTAKE ANIMATE
!PROP KEEPER NOTAKE LIGHT ANIMATE
!PROP MANTICORE NOTAKE ANIMATE
!PROP LION NOTAKE ANIMATE
!PROP WIZARD NOTAKE ANIMATE
!PROP TOAD NOTAKE ANIMATE
!PROP BED NOTAKE
!PROP DAUGHTER NOTAKE ANIMATE
!PROP TROLL NOTAKE ANIMATE
!PROP POLTERGEIST NOTAKE
!PROP GOBLIN NOTAKE ANIMATE
!PROP PIN NOTAKE
!PROP CANNIBAL NOTAKE ANIMATE
!PROP MISSIONARY NOTAKE ANIMATE
!PROP CAULDRON NOTAKE
!VAR STRENGTH 7 / Can carry 7 objects,
!VAR OBJHELD 0 / and is not carrying any initially.
!VAR NAMEVAR 10 / no ripoff
!END
/ BASIC 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).
!PROPERTY WATERY 3 / rooms with water
!PROPERTY TREASURE 4 / objects
!PROPERTY ANIMATE 5 / objects
/
/ User-defined properties.
/
!PROPERTY NOTAKE 3 / Cannot be taken (objects only).
/
/ 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
/
/ Special meanings of words.
/
!SPECIAL ALLSPEC / To detect the word "ALL".
!SPECIAL INVSPEC / To detect the word "INVENTORY".
!SPECIAL DOORSPEC
!SPECIAL ARASPEC
!SPECIAL GAMSPEC
!SPECIAL GURSPEC
!SPECIAL PHASPEC
!SPECIAL SCASPEC
!SPECIAL WATERSPEC
!SPECIAL OLDMANSPEC
!SPECIAL STONESPEC
!SPECIAL MAGSPEC / magic words - used for SAY
/
/ Variables.
/
/ The four workspace variables must appear first.
!VARIABLE VAR0
!VARIABLE VAR1
!VARIABLE VAR2
!VARIABLE VAR3
/ Now other variables.
!VARIABLE OBJHELD
!VARIABLE STRENGTH
!VARIABLE NAMEVAR
!VARIABLE JOB
!VARIABLE TURNS
!VARIABLE OGRECT
!VARIABLE LASTRM / last distinct room
!VARIABLE OLDMANVAR
!VARIABLE VISNO / visions
!VARIABLE BEACHCT
!VARIABLE POLTCT / how long in room
!VARIABLE POLTVAR / safe direction
!VARIABLE GOBVAR / aaron word
/
!VARIABLE TERSEVAR / for BRIEF etc
/
!TEXTVAR / no use
/
/ OBJECTS SECTION
/ ---------------
/
/ Player must be first object.
!OBJECT PLAYER HOLDING HOLDING HOLDING
/ Now the objects for this database.
!OBJECT KEY KEYM1 KEYM2 KEYM1
!OBJECT WOOD WOODM1 WOODM2 WOODM1
!OBJECT OGRE OGREM MNULL OGREM
!OBJECT SHAWM SHAWM1 SHAWM2 SHAWM1
!OBJECT SWORD SWORDM1 SWORDM2 SWORDM1
!OBJECT LAMP LAMPM1 LAMPM2 LAMPM1
!OBJECT ROD RODM1 RODM2 RODM1
!OBJECT MONSTER MONSTM1 MNULL MONSTM1
!OBJECT BREAD BREADM1 BREADM2 BREADM1
!OBJECT BOWL BOWLM1 BOWLM2 BOWLM1
!OBJECT CENTAUR CENTM1 MNULL CENTM1
!OBJECT PIGEON PIGM1 PIGM2 PIGM1
!OBJECT MYRRH MYRRH1 MYRRH2 MYRRH1
!OBJECT TOAD TOADM1 TOADM2 TOADM1
!OBJECT MANTICORE MNULL MNULL MNULL
!OBJECT MILLET MILLET1 MILLET2 MILLET1
!OBJECT KEEPER MNULL MNULL MNULL
!OBJECT DODO DODO1 DODO2 DODO1
!OBJECT SCENT SCENTM1 SCENTM2 SCENTM1
!OBJECT WAX WAXM1 WAXM2 WAXM1
!OBJECT BEADS BEADSM1 BEADSM2 BEADSM1
!OBJECT WIG WIGM1 WIGM2 WIGM1
!OBJECT STATUE STATUE1 STATUE2 STATUE1
!OBJECT STONE STONE1 STONE2 STONE1
!OBJECT INGOT INGOT1 INGOT2 INGOT1
!OBJECT WIZARD MNULL MNULL MNULL
!OBJECT STAFF STAFFM1 STAFFM2 STAFFM1
!OBJECT LION LIONM1 MNULL MNULL
!OBJECT BED MNULL MNULL MNULL
!OBJECT RIBBON RIBBON1 RIBBON2 RIBBON1
!OBJECT AMETHYST AMETH1 AMETH2 AMETH1
!OBJECT DAUGHTER MNULL MNULL MNULL
!OBJECT SCROLL SCROLL1 SCROLL2 SCROLL1
!OBJECT TROLL TROLLM MNULL TROLLM
!OBJECT BABOON BABM1 BABM2 BABM1
!OBJECT PILLOW PILLOWM1 PILLOWM2 PILLOWM1
!OBJECT POLTERGEIST MNULL MNULL MNULL
!OBJECT PERIDOT PERIM1 PERIM2 PERIM1
!OBJECT GOBLIN GOBLINM MNULL GOBLINM
!OBJECT PIN PINM1 PINM2 PINM1
!OBJECT EIGHT EIGHT1 EIGHT2 EIGHT1
!OBJECT CAULDRON MNULL MNULL MNULL
!OBJECT CANNIBAL CANNM MNULL CANNM
!OBJECT MISSIONARY MNULL MNULL MNULL
!OBJECT BIBLE BIBLE1 BIBLE2 BIBLE1
/
/ ROOMS SECTION
/ -------------
/
/ Rooms for this database.
!ROOM START STARTM1 STARTM2
!ROOM INHUT INHUTM1 INHUTM2
!ROOM PATH1 PATH1M1 PATH1M2
!ROOM PATH2 PATH2M1 PATH2M2
!ROOM PATH3 PATH3M1 PATH3M2
!ROOM PATH4 PATH4M1 PATH4M2
!ROOM PATH5 PATH5M1 PATH5M2
!ROOM GRAVE GRAVEM1 GRAVEM2
!ROOM LAKE LAKEM1 LAKEM2
!ROOM WALL1 WALL1M1 WALL1M1
!ROOM WALL2 WALL2M1 WALL2M2
!ROOM WALL3 WALL3M1 WALL3M2
!ROOM SANDPIT SANDPM1 SANDPM2
!ROOM CELLAR CELLARM1 CELLARM2
!ROOM FRANKRM FRANKM1 FRANKM2
!ROOM COBROOM COBM1 COBM2
!ROOM BLACK0 BLACK0M1 BLACK0M2
!ROOM BLACK1 BLACKML BLACKMS
!ROOM BLACK2 BLACKML BLACKMS
!ROOM BLACK3 BLACKML BLACKMS
!ROOM BLACK4 BLACKML BLACKMS
!ROOM BLACK5 BLACKML BLACKMS
!ROOM BLACK6 BLACKML BLACKMS
!ROOM BLACK7 BLACKML BLACKMS
!ROOM BLACK8 BLACKML BLACKMS
!ROOM BLACK9 BLACKML BLACKMS
!ROOM BLACK10 BLACKML BLACKMS
!ROOM BLACKEND BLENDM1 BLENDM2
!ROOM ALTUNIV ALTUM1 ALTUM2
!ROOM ALCOVE ALCOVM1 ALCOVM1
!ROOM GAP0 GAP0M1 GAP0M2
!ROOM GAP1 GAP1M1 GAP1M2
!ROOM GAP2 GAP2M1 GAP2M1
!ROOM GAP3 GAP3M1 GAP3M2
!ROOM SECRETCH SECRETM1 SECRETM2
!ROOM BEACH1 BEACH1M1 BEACH1M2
!ROOM BEACH2 BEACH2M1 BEACH2M2
!ROOM BEACH3 BEACH3M1 BEACH3M2
!ROOM XROADS XROADM1 XROADM2
!ROOM FORK1 FORK1M1 FORK1M1
!ROOM FORK2 FORK2M1 FORK2M1
!ROOM POOLRM POOLM1 POOLM2
!ROOM SENTRYS SENTRYM1 SENTRYM2
!ROOM SENTRYN SENTRYM3 SENTRYM4
!ROOM MILLROOM MILLRM1 MILLRM2
!ROOM BEACH0 BEACH0M1 BEACH0M2
!ROOM KEEP KEEPM1 KEEPM2
!ROOM FORK3 FORK3M1 FORK3M2
!ROOM SLIMERM SLIMEM1 SLIMEM2
!ROOM BEND1 BEND1M1 BEND1M1
!ROOM MANTROOM MANTM1 MANTM2
!ROOM MONKROOM MONKM1 MONKM2
!ROOM GEYSER GEYS1 GEYS2
!ROOM TUNNEL TUNNELM1 TUNNELM2
!ROOM HILL1 HILL1M1 HILL1M2
!ROOM HILL2 HILL2M1 HILL2M2
!ROOM ERBROOM ERBRM1 ERBRM2
!ROOM CAUSEWAY CAUSEM1 CAUSEM1
!ROOM JUNCTION JUNCM1 JUNCM2
!ROOM CAGE CAGEM1 CAGEM2
!ROOM HOUSE1 HOUSEM0 HOUSEM0
!ROOM PRISON1 PRISM11 PRISM12
!ROOM PRISON2 PRISM21 PRISM22
!ROOM EVILRM EVILM1 EVILM2
!ROOM POLTROOM POLT1 POLT1
!ROOM PLATFORM PLATF1 PLATF1
!ROOM ISLE1 ISLE1N ISLE1M
!ROOM ISLE2 ISLE2M ISLE2M
!ROOM ISLE3 ISLE3M ISLE3M
!ROOM ISLE4 ISLE4M ISLE4M
!ROOM ISLE5 ISLE5M ISLE5M
!ROOM ISLE6 ISLE6M ISLE6M
!ROOM ISLE7 ISLE7M ISLE7M
!ROOM LAKE2 LAKE2M LAKE2M
/
/ EXITS SECTION
/ -------------
/
!EXIT START
IN INHUT DOORTEST
N INHUT DOORTEST
S PATH1
E LAKE
W GRAVE MOVEPIG
!EXIT GRAVE
E START
N SANDPIT
!EXIT LAKE
W START
!EXIT PATH1
E START
N PATH2
S PATH5
!EXIT PATH2
E PATH1
SE PATH5
S PATH3
!EXIT PATH3
N WALL1
E PATH2
S PATH4
!EXIT PATH4
N PATH3
E PATH5
!EXIT PATH5
N PATH1
NW PATH2
W PATH4
!EXIT WALL1
S PATH3
N WALL2 WALLPROG
!EXIT WALL2
N WALL3
S WALL1 WALL2PROG
!EXIT WALL3
S WALL2
!EXIT INHUT
OUT START DOORTEST
S START DOORTEST
D CELLAR
!EXIT SANDPIT
S GRAVE
!EXIT CELLAR
U INHUT
W FRANKRM
NE COBROOM
S FORK1
N FORK2
E JUNCTION
!EXIT FRANKRM
E CELLAR
W GAP3
!EXIT SECRETCH
E GAP0
W BEACH2 INTOLIGHT
S SLIMERM
!EXIT GAP0
W SECRETCH SECHECK
E GAP1
!EXIT GAP1
N ALCOVE
W GAP0
E GAP2 CHECKPL
!EXIT GAP2
W GAP1
E GAP3
!EXIT GAP3
W GAP2 CHECKPL
E FRANKRM
!EXIT ALCOVE
S GAP1
!EXIT COBROOM
SW CELLAR
NE BLACK0
NW FORK2
SE HILL1
U HILL1
!EXIT BLACK0
D BLACK1
SW COBROOM
!EXIT BLACK1
N BLACK2
S ALTUNIV SETOOZE
!EXIT BLACK2
U BLACK3
D BLACK0
!EXIT BLACK3
NE BLACK4
SW ALTUNIV SETOOZE
!EXIT BLACK4
SW BLACK5
NE BLACK1
!EXIT BLACK5
E BLACK6
W ALTUNIV SETOOZE
!EXIT BLACK6
S BLACK7
N BLACK3
!EXIT BLACK7
NW BLACK8
SE ALTUNIV SETOOZE
!EXIT BLACK8
W BLACK9
E BLACK5
!EXIT BLACK9
D BLACK10
U ALTUNIV SETOOZE
!EXIT BLACK10
SE BLACKEND
NW BLACK7
!EXIT BLACKEND
D BLACK10
!EXIT BEACH1
N BEACH0
E TUNNEL INTODARK
S BEACH2
!EXIT BEACH2
N BEACH1
S BEACH3
E SECRETCH INTOCLIFF
!EXIT BEACH3
N BEACH2
W CAUSEWAY SECHECK
!EXIT XROADS
W TUNNEL
E FORK2
N SENTRYS
S MILLROOM
!EXIT FORK1
N CELLAR
SW POOLRM
SE BEND1
!EXIT FORK2
N FORK3
S CELLAR
W XROADS
SE COBROOM
!EXIT POOLRM
NE FORK1
!EXIT SENTRYS
N SENTRYN CHCKSENT
S XROADS
!EXIT TUNNEL
E XROADS
W BEACH1 INTOLIGHT
!EXIT MILLROOM
N XROADS
!EXIT SENTRYN
S SENTRYS
!EXIT BEACH0
S BEACH1 OMPROG
!EXIT FORK3
N KEEP LASTPROG
D GEYSER
S FORK2
!EXIT KEEP
S FORK3 KEEPEXIT
!EXIT SLIMERM
N SECRETCH
!EXIT BEND1
NW FORK1
D MONKROOM
E MANTROOM
!EXIT MANTROOM
W BEND1
N ERBROOM
!EXIT GEYSER
U FORK3
!EXIT HILL1
D COBROOM
U HILL2 WIZPROG
!EXIT HILL2
D HILL1
!EXIT ERBROOM
S MANTROOM MANTSTING
!EXIT CAUSEWAY
W ISLE1
E BEACH3
!EXIT JUNCTION
W CELLAR
NE CAGE
E HOUSE1
D PRISON1
!EXIT CAGE
SW JUNCTION
!EXIT PRISON1
U JUNCTION
D PRISON2
S PRISON1 TROLLPROG
!EXIT PRISON2
U PRISON1
!EXIT MONKROOM
S EVILRM EVILPROG
U BEND1
!EXIT EVILRM
N MONKROOM UNVISIT
!EXIT HOUSE1
E POLTROOM ENTERPOLT
W JUNCTION
!EXIT POLTROOM
N POLTROOM PNPROG
E POLTROOM PEPROG
S POLTROOM PSPROG
W POLTROOM PWPROG
!EXIT PLATFORM
N TUNNEL GHOSTPROG
E PLATFORM PLATBAR
W PLATFORM PLATBAR
S POLTROOM ENTERPOLT
!EXIT ISLE1
E CAUSEWAY SECHECK
NW ISLE6
W ISLE7
SW ISLE2
!EXIT ISLE2
N ISLE6
NE ISLE1
W ISLE3
NW ISLE7
!EXIT ISLE3
E ISLE2
NE ISLE7
N ISLE5
NW ISLE4
!EXIT ISLE4
NE ISLE5
E ISLE7
SE ISLE3
!EXIT ISLE5
E ISLE6
SE ISLE7
S ISLE3
SW ISLE4
!EXIT ISLE6
SE ISLE1
S ISLE2
SW ISLE7
W ISLE5
!EXIT ISLE7
N ISLE5
NE ISLE6
E ISLE1
SE ISLE2
S ISLE3
SW ISLE3
W ISLE4
NW ISLE5
/
/ INSTRUCTIONS SECTION
/ --------------------
/
!INSTRUCTIONS
AARONPROG:
LOAD V VAR0 I 1
AEP:
SUB V VAR0 V GOBVAR
SKIP3 UNLESS V VAR0 EQ 0
SKIP2 UNLESS R (PLAYER)R EQ ISLE1
SKIP UNLESS S ISLE1 EQ 0
SKIP IF S GOBLIN EQ 1
PRINTRET NHAPPENS
LOAD S BEACH3 I 1
LOAD S ISLE1 I 1
LOAD V BEACHCT I 4
ADD S GOBLIN I 1
SKIP UNLESS S GOBLIN EQ 2
UNSET ANIMATE GOBLIN
PRINTRET REDSEA2
AGGPROG:
LOAD V VAR0 I 2
GO MILLWORD
AGGSP:
SKIP4 UNLESS R (PLAYER)R EQ LAKE
SKIP3 UNLESS S LAKE EQ 0
SUB V VAR0 V NAMEVAR
SKIP UNLESS V VAR0 EQ 0
PRINTRET LAKEWAVE
PRINTRET NHAPPENS
ARAPROG:
LOAD V VAR0 I 0
GO AGGSP
BLOWPROG:
SKIP IF R ()O EQ SHAWM
PRINTRET CANTDO
GO PLAYSHAWM
BRIEFPROG:
LOAD V TERSEVAR I 1
PRINTRET BRIEFMESS
CHCKSENT:
SKIP IF R (CENTAUR)R EQ SENTRYS
RETURN
PRINT NOPASSCENT
RETURN ABORT
CHECKPL:
SKIP IF S GAP2 LT 2
RETURN
PRINT ELECTROCUTE
GO DIEPROG
CRYPROG:
LOAD V VAR1 I 3
CRYETC:
PRINT SECONDWORD
SKIP UNLESS S LAKE EQ 0
SKIP IF R (PLAYER)R EQ LAKE
PRINTRET NHAPPENS
LOAD V VAR0 I 12
SKIP UNLESS M W2SP ARASPEC
LOAD V VAR0 I 0
SKIP UNLESS M W2SP GURSPEC
LOAD V VAR0 I 1
SKIP UNLESS M W2SP GAMSPEC
LOAD V VAR0 I 2
SKIP UNLESS M W2SP SCASPEC
LOAD V VAR0 I 3
SKIP UNLESS M W2SP PHASPEC
LOAD V VAR0 I 4
SUB V VAR0 V NAMEVAR
SUB V VAR1 V JOB
SKIP IF V VAR0 EQ 0
PRINTRET NHAPPENS
SKIP IF V VAR1 EQ 0
PRINTRET LAKEWAVE
MOVE SWORD WITH TO LAKE
LOAD S LAKE I 1
PRINTRET LADYLAKE
DIEPROG:
PRINT SNUFFED
LOAD V VAR0 I 0
GOSUB SCORESUB
PRINT SCORE2
GO QUIT2
DIGPROG:
SKIP IF P LIGHT (PLAYER)R
PRINTRET NODIG
SKIP4 UNLESS R (PLAYER)R EQ SANDPIT
SKIP3 UNLESS S SANDPIT EQ 0
LOAD S SANDPIT I 1
MOVE LAMP WITH TO SANDPIT
PRINTRET UNEARTH
SKIP IF R (PLAYER)R LT ISLE2
SKIP UNLESS R (PLAYER)R GT ISLE6
PRINTRET DIGHOLE
SKIP2 IF H SWORD PLAYER
PRINT SCORPDIG
GO DIEPROG
PRINT SCORPFIND
SKIP IF S (PLAYER)R EQ 1
RETURN
LOAD S (PLAYER)R I 0
LOAD S EIGHT I 1
MOVE EIGHT WITH TO (PLAYER)R
PRINT FINDEIGHT
RETURN LOOK
DRINKPROG:
SKIP2 UNLESS M W2EX
SKIP IF M W2SP WATERSPEC
RETURN RETRY NONE CANT
SKIP3 IF P WATERY (PLAYER)R
SKIP UNLESS H BOWL PLAYER
SKIP UNLESS S BOWL EQ 0
PRINTRET NOWATER
PRINT BADWATER
GO DIEPROG
/ 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.
SKIP3 IF R (PLAYER)R LT BLACK1
SKIP2 IF R (PLAYER)R GT BLACK10
MOVE (VAR0)O WITH TO BLACKEND
PRINT HEARDROP
SKIP UNLESS R (VAR0)O EQ BREAD
SKIP IF R (PIGEON)R EQ (PLAYER)R
GO DROP2BREAD
UNSET NOTAKE PIGEON
MOVE BREAD WITH DESTROY
LOAD S PIGEON I 1 / for scoring
PRINT PIGGOBBLE
DROP2BREAD:
SKIP IF R (VAR0)O EQ PIGEON
RETURN
DROP2PIG:
SET NOTAKE PIGEON
SKIP4 UNLESS R (PLAYER)R EQ MILLROOM
SKIP3 UNLESS S MILLROOM EQ 0
LOAD S MILLROOM R 2
ADD S MILLROOM I 2
PRINT PIGMILL
RETURN
/ Main DROP program.
DROPPROG:
/ Command decoding section.
SKIP IF M W2EX / Is it "DROP"?
GO DROPFIRST
SKIP UNLESS M W2SP ALLSPEC / Is it "DROP ALL"?
GO DROPALL
SKIP UNLESS M W2SP WATERSPEC
GO DROPWATER
SKIP UNLESS M W2SP OLDMANSPEC
GO DROPOM
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.
DROPLOT:
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
DROPWATER:
SKIP UNLESS H BOWL PLAYER
SKIP UNLESS S BOWL EQ 0
PRINTRET NOTHELD
PRINTRET FUNNYBOWL
EATPROG:
SKIP IF H ()O PLAYER
PRINTRET NOTHELD
SKIP3 UNLESS R ()O EQ STONE
SKIP2 UNLESS S STONE EQ 0
LOAD S STONE I 1
PRINTRET EATSTONE
SKIP4 IF R ()O EQ TOAD
SKIP3 IF R ()O EQ BREAD
SKIP2 IF R ()O EQ MILLET
SKIP IF R ()O EQ PIGEON
PRINTRET CANTDO
MOVE ()O WITH DESTROY
SUB V OBJHELD I 1
PRINTRET YUMMY
EMPTYPROG:
SKIP3 UNLESS R ()O EQ CAULDRON
SKIP IF R (PLAYER)R EQ (CAULDRON)R
PRINTRET NOTHERE
PRINTRET REPELLED
SKIP IF R ()O EQ BOWL
RETURN RETRY NONE CANT
SKIP UNLESS H BOWL PLAYER
SKIP UNLESS S BOWL EQ 0
PRINTRET NOFULLBOWL
PRINTRET FUNNYBOWL
ENTERPOLT:
SKIP2 UNLESS P VISITED POLTROOM
PRINT POLTDIE1
GO DIEPROG
RETURN
EVILPROG:
SKIP2 UNLESS S MONKROOM EQ 0
PRINT NOWAYMESS
RETURN ABORT
SKIP2 UNLESS H LAMP PLAYER
LOAD S EVILRM I 1 / block him
RETURN
PRINTRET HEARGNO
EXAMPROG:
SKIP IF R (PLAYER)R EQ ()R
PRINTRET DONTSEE
PRINT ALRDESCFULL
SKIP2 IF H ()O PLAYER
DESCRIBE WITH ()O
RETURN
MOVE ()O WITH TO (PLAYER)R
DESCRIBE WITH ()O
MOVE ()O WITH TO PLAYER
RETURN
EXODPROG:
LOAD V VAR0 I 2
GO AEP
FEEDPROG:
SKIP3 UNLESS M W2SP OLDMANSPEC
SKIP IF V OLDMANVAR GT 0
PRINTRET NOTHERE
PRINTRET NOFOOD
SKIP IF M W2OB
RETURN RETRY NONE CANT
SKIP IF R ()R EQ (PLAYER)R
PRINTRET NOTHERE
SKIP UNLESS R ()O EQ PIGEON
GO FEEDPIG
SKIP IF P ANIMATE ()O
PRINTRET CANTDO
PRINTRET NOFOOD
FEEDPIG:
SKIP3 IF H PIGEON PLAYER
SKIP2 UNLESS H BREAD PLAYER
RESOLVE VAR0 (BREAD)O
GO DROPSUB
SKIP2 UNLESS H PIGEON PLAYER
SKIP UNLESS R (PLAYER)R EQ MILLROOM
SKIP IF S MILLROOM EQ 0
PRINTRET NOFOOD
SUB V OBJHELD I 1
MOVE PIGEON WITH TO MILLROOM
GO DROP2PIG
FILLPROG:
SKIP3 UNLESS R ()O EQ CAULDRON
SKIP IF R (PLAYER)R EQ (CAULDRON)R
PRINTRET NOTHERE
PRINTRET REPELLED
SKIP IF R ()O EQ BOWL
RETURN RETRY NONE CANT
SKIP IF H BOWL PLAYER
PRINTRET NOTHELD
SKIP IF S BOWL EQ 0
PRINTRET BOWLFULL
SKIP2 UNLESS R (PLAYER)R EQ POOLRM
LOAD S BOWL I 2
PRINTRET OKMESS
SKIP2 UNLESS P WATERY (PLAYER)R
LOAD S BOWL I 1
PRINTRET OKMESS
PRINTRET NOTWORTH
GAMPROG:
LOAD V VAR0 I 2
GO AGGSP
GHOSTPROG:
PRINTRET GHOSTTRAIN
GNOPROG:
SKIP UNLESS R (PLAYER)R EQ EVILRM
SKIP IF S EVILRM EQ 0
PRINTRET NHAPPENS
LOAD S EVILRM I 1
MOVE BABOON WITH TO EVILRM
PRINTRET CLANG
GURPROG:
LOAD V VAR0 I 1
GO AGGSP
HOWLPROG:
LOAD V VAR1 I 2
GO CRYETC
INSERTPROG:
SKIP IF R ()O EQ PIN
PRINTRET CANTDO
SKIP IF H PIN PLAYER
PRINTRET NOPIN
SKIP IF H WAX PLAYER
PRINTRET NODUMMY
GO PRICK3
INTOCLIFF:
SKIP IF S BEACH2 EQ 0
PRINTRET INDARKMESS
PRINT NOWAYMESS
RETURN ABORT
INTOLIGHT:
PRINTRET INLIGHTMESS
INTODARK:
PRINTRET INDARKMESS
/ Program to do INVENTORY command.
INVPROG:
SET LIGHT PLAYER / Ensure place is lit.
DESCRIBE WITH PLAYER / Describe player & possessions.
UNSET LIGHT PLAYER / Get rid of light again.
SKIP IF E (PLAYER)D / Print "Nothing." if he's
PRINT NOTHINGM / not carrying anything.
RETURN
KEEPEXIT:
LOAD V VAR0 I 0
SKIP IF H LAMP PLAYER
LOAD V VAR0 I 1
SKIP UNLESS H LAMP PLAYER
MOVE LAMP WITH DESTROY
SKIP2 UNLESS E (PLAYER)D
PRINT DEFIED
GO DIEPROG
SKIP IF V VAR0 EQ 1 / if he didn't have lamp
MOVE LAMP WITH TO PLAYER
RETURN
KILLPROG:
SKIP IF R ()R EQ (PLAYER)R
PRINTRET NOTHERE
SKIP IF P ANIMATE ()O
PRINTRET NOTALIVE
KILLBACK:
LOAD V VAR0 R 2
PRINT NOKILL VAR0
GO DIEPROG
KNEPROG:
LOAD V VAR0 I 4
GO MILLWORD
LASTPROG:
MOVE PLAYER WITH TO KEEP
LOAD V VAR0 I 10
GOSUB SCORESUB
SKIP IF V VAR0 GT 248
RETURN ABORT
PRINT KEEPTAK1
MOVE PLAYER WITHOUT TO LAKE2
ASKHIM:
ASK KEEPTAK2
SKIP3 UNLESS M W2EX
SKIP UNLESS M W2OB
SKIP2 UNLESS P NOTAKE ()O
PRINT CANTTAKE
GO ASKHIM
MOVE ()O WITH TO PLAYER
SKIP2 IF R ()O EQ SWORD
LOAD S LAKE2 I 1
ADD S LAKE2 R 3
PRINT KEEPTAK3
RETURN ABORT
LOCKPROG:
SKIP IF M W2SP DOORSPEC
RETURN RETRY NONE CANT
SKIP2 IF R (PLAYER)R EQ START
SKIP IF R (PLAYER)R EQ INHUT
PRINTRET DONTSEE
SKIP UNLESS S START EQ 0
PRINTRET DOOR0
SKIP UNLESS S START EQ 2
PRINTRET DOOR2
SKIP IF H KEY PLAYER
PRINTRET NOTBARE
LOAD S START I 0
LOAD S INHUT I 0
PRINTRET OKMESS
/ Program to give the long description of a room.
LOOKPROG:
SKIP IF M LIGHT
PRINTRET BLACKMS
UNSET VISITED (PLAYER)R / Pretend room not visited to get
/ long description.
SKIP UNLESS R (PLAYER)R EQ MONKROOM
LOAD S MONKROOM I 1
SKIP UNLESS H BOWL PLAYER
SKIP3 IF S BOWL EQ 2
SKIP UNLESS R (PLAYER)R EQ POOLRM
PRINT PREVIS
RETURN LOOK
SKIP2 UNLESS V VISNO EQ 0
LOAD V VISNO I 1
ADD V VISNO R 2
LOAD V VAR0 V VISNO
PRINT VISION VAR0
LOAD S BOWL I 0
RETURN LOOK / And return with request for description.
MANTSTING:
LOAD S INGOT I 1 /shorter long desc
PRINT STUNG
SKIP2 IF S MANTICORE EQ 1
LOAD S MANTICORE I 1
SKIP2 IF S STONE EQ 1
PRINT MANTDEATH
GO DIEPROG
PRINTRET PROTECTED
MILLWORD:
SUB V VAR0 S MILLROOM
SKIP2 UNLESS R (PLAYER)R EQ MILLROOM
SKIP UNLESS S STATUE EQ 0
SKIP IF V VAR0 EQ 0
PRINTRET NHAPPENS
LOAD S STATUE I 1
MOVE STATUE WITH TO MILLROOM
PRINTRET CONDENSE
MIMEPROG:
LOAD V VAR1 I 4
GO CRYETC
/ Program to do Magic Move instruction.
MMPROG:
SKIP IF E ()R / Is the object "destroyed"?
PRINTRET CANTDO
MOVE PLAYER WITH TO ()R
RETURN
MOVEPIG:
SKIP UNLESS R (PIGEON)R EQ CELLAR
MOVE PIGEON WITH RANDADJ
RETURN
NORMPROG:
LOAD V TERSEVAR I 0
PRINTRET NORMMESS
OMPROG:
SKIP UNLESS S BEACH0 EQ 1
RETURN
LOAD S BEACH0 I 1
LOAD V OLDMANVAR I 8
PRINTRET OMJUMP
OOZEPROG:
SKIP IF R (PLAYER)R EQ ALTUNIV
PRINTRET NHAPPENS
MOVE PLAYER WITH TO (LASTRM)R
PRINTRET GOESBLACK
OPENPROG:
SKIP IF M W2SP DOORSPEC
RETURN RETRY NONE CANT
SKIP2 IF R (PLAYER)R EQ START
SKIP IF R (PLAYER)R EQ INHUT
PRINTRET DONTSEE
SKIP UNLESS S START EQ 0
PRINTRET DOOR0
SKIP UNLESS S START EQ 2
PRINTRET DOOR2
LOAD S START I 2
LOAD S INHUT I 2
SET LIGHT INHUT
PRINTRET OKMESS
PEPROG:
LOAD V VAR0 I 0
GO POLTPROG
PSPROG:
LOAD V VAR0 I 1
GO POLTPROG
PWPROG:
LOAD V VAR0 I 2
GO POLTPROG
PNPROG:
LOAD V VAR0 I 3
POLTPROG:
LOAD S POLTERGEIST I 0 / he's moved
ADD V POLTCT I 1
LOAD S POLTROOM R 9
SUB V VAR0 V POLTVAR
SKIP2 IF V VAR0 EQ 0
PRINT POLTDIE4
GO DIEPROG
SKIP UNLESS V POLTCT GT 7
RETURN DEST PLATFORM
RETURN LOOK
PHAPROG:
LOAD V VAR0 I 4
GO AGGSP
PHARAPROG:
LOAD V VAR0 I 3
GO AEP
PLATBAR:
PRINTRET PLATMOVES
PLATHILL:
LOAD S POLTERGEIST I 1
RETURN
PLAYPROG:
SKIP IF R ()O EQ SHAWM
PRINTRET CANTDO
PLAYSHAWM:
SKIP IF H SHAWM PLAYER
PRINTRET NOTHELD
PRINT TARA
SKIP3 UNLESS R (PLAYER)R EQ SENTRYS
SKIP2 UNLESS R (CENTAUR)R EQ SENTRYS
MOVE CENTAUR WITH DESTROY
PRINTRET CENTRUNS
SKIP2 UNLESS R (PLAYER)R EQ WALL3
PRINT WALLF1
GO DIEPROG
SKIP UNLESS R (PLAYER)R EQ WALL2
SKIP IF S WALL2 EQ 0
RETURN
LOAD S WALL2 I 1
PRINT WALLF2
LOAD S WALL1 I 2
MOVE OGRE WITH DESTROY
LOAD V OGRECT I 45
ADD V OGRECT R 10
RETURN
POSTPROG:
ADD V TURNS I 1
SUB V OGRECT I 1
SUB V BEACHCT I 1
SKIP IF V TURNS EQ 5
GO POST2
LOAD S WALL1 I 1
LOAD S OGRE I 1
SKIP4 UNLESS R (PLAYER)R EQ WALL1
SKIP IF M MOVED
PRINT WALLD1
SKIP UNLESS M MOVED
PRINT WALLD3
SKIP UNLESS R (PLAYER)R EQ WALL2
PRINT WALLD2
POST2:
SKIP IF V BEACHCT EQ 0
GO POST25
LOAD S BEACH3 I 0
LOAD S ISLE1 I 0
SKIP IF R (PLAYER)R EQ ISLE1
SKIP UNLESS R (PLAYER)R EQ BEACH3
PRINT WATERBACK
SKIP2 UNLESS R (PLAYER)R EQ CAUSEWAY
PRINT WATERB2
GO DIEPROG
POST24:
SKIP2 UNLESS E (CAUSEWAY)O
MOVE (CAUSEWAY)O WITH DESTROY
GO POST24
POST25:
SKIP IF H LAMP PLAYER
GO POST4
SKIP IF P LIGHT LAMP
GO POST3
SKIP3 UNLESS P LIGHT (PLAYER)R
UNSET LIGHT LAMP
LOAD S LAMP I 0
PRINT LAMPOFF
GO POST4
POST3:
SKIP3 IF P LIGHT (PLAYER)R
SET LIGHT LAMP
LOAD S LAMP I 1
PRINT LAMPON
POST4:
SKIP4 UNLESS R (PLAYER)R EQ KEEP
SKIP3 UNLESS M MOVED
LOAD V VAR0 S KEEP
LOAD S KEEP I 1
PRINT KEEPGREET VAR0
POST45:
SKIP IF R (PLAYER)R EQ POLTROOM
GO POST49
SKIP2 UNLESS S POLTERGEIST EQ 1
PRINT POLTDIE2
GO DIEPROG
SKIP2 IF H PILLOW PLAYER
PRINT POLTDIE3
GO DIEPROG
LOAD S POLTERGEIST I 1
LOAD V VAR0 R 2
ADD V POLTVAR I 1
ADD V POLTVAR V VAR0
SKIP IF V POLTVAR LT 4
SUB V POLTVAR I 4
PRINT POLTMESS VAR0
POST49:
SKIP4 UNLESS H SWORD PLAYER
SKIP3 IF S EIGHT EQ 1 / found
SKIP2 UNLESS S (PLAYER)R EQ 1 / buried here
SKIP IF R (PLAYER)R LT ISLE2
SKIP UNLESS R (PLAYER)R GT ISLE6
GO POST5
PRINT SWORDTWITCH
POST5:
SKIP UNLESS R (PLAYER)R EQ GEYSER
SKIP UNLESS M MOVED
GO POSTX
SKIP3 IF V OLDMANVAR GT 0
MOVE PLAYER WITH TO FORK3
PRINT SCALDED
GO POSTX
LOAD V OLDMANVAR I 0
PRINT SCALDOM
MOVE PLAYER WITH TO FORK3
POSTX:
SKIP4 UNLESS R (PLAYER)R EQ ISLE7
SKIP3 IF M MOVED
SKIP2 IF S CANNIBAL EQ 1
PRINT CANNKILL
GO DIEPROG
POSTX2:
SKIP IF V OLDMANVAR GT 0
GO POSTY
SUB V OLDMANVAR I 1
SKIP2 UNLESS V OLDMANVAR EQ 0
PRINT STRANGLED
GO DIEPROG
PRINT ROUNDNECK
POSTY:
SKIP IF S MONSTER EQ 1
GO POSTZ
SKIP2 UNLESS R (PLAYER)R EQ (MONSTER)R
PRINT MONSTPANG
GO DIEPROG
SKIP2 UNLESS R (MONSTER)R EQ FRANKRM
MOVE MONSTER WITH TO GAP3
GO POSTY2
SKIP2 UNLESS R (MONSTER)R EQ GAP2
MOVE MONSTER WITH TO GAP1
GO POSTY2
SKIP2 UNLESS R (MONSTER)R EQ GAP1
MOVE MONSTER WITH TO GAP0
GO POSTY2
SKIP4 IF S GAP2 GT 1
LOAD S MONSTER I 2 /dead
UNSET ANIMATE MONSTER
PRINT ELECMON
GO POSTZ
MOVE MONSTER WITH TO GAP2
PRINT MONSTPLANK
POSTY2:
SKIP2 UNLESS R (PLAYER)R EQ (MONSTER)R
PRINT MONSTPANG
GO DIEPROG
SKIP IF R (PLAYER)R EQ ALCOVE
GO POSTZ
PRINT HEARCRASH
LOAD S MONSTER I 0
LOAD S GAP0 I 1
LOAD S BEACH2 I 1
UNSET VISITED BEACH2 / new description
MOVE MONSTER WITH DESTROY
POSTZ:
SKIP4 IF R (PLAYER)R EQ INHUT / he opens door going out
SKIP3 IF V OGRECT GT 0
SKIP2 UNLESS S WALL1 EQ 2
SKIP IF P LIGHT (PLAYER)R
SKIP UNLESS S START EQ 0 / locked
GO POSTZZ
LOAD V VAR0 S PLAYER
PRINT OGREBOP VAR0
SKIP UNLESS S PLAYER EQ 1
GO DIEPROG
LOAD S PLAYER I 1
LOAD V OGRECT I 5
ADD V OGRECT R 5
POSTZZ:
SKIP UNLESS S PLAYER EQ 1
PRINT INJURED
SKIP UNLESS V TERSEVAR EQ 1 / brief
SET VISITED (PLAYER)R
SKIP UNLESS V TERSEVAR EQ 2 / verbose
UNSET VISITED (PLAYER)R
RETURN
PRICKPROG:
SKIP IF H PIN PLAYER
PRINTRET NOPIN
SKIP IF R ()R EQ (PLAYER)R
PRINTRET NOTHERE
SKIP UNLESS P ANIMATE ()O
GO KILLBACK
SKIP IF R ()O EQ WAX
PRINTRET SILLY
SKIP IF H WAX PLAYER
PRINTRET NOTHELD
PRICK3: / jump here from INSERTPROG
ADD S GOBLIN I 1
SKIP UNLESS S GOBLIN EQ 1
SKIP IF R (PLAYER)R EQ (GOBLIN)R
GO PRICK2
LOAD V GOBVAR I 1
LOAD V VAR0 R 2
ADD V GOBVAR V VAR0
PRINTRET GOBWORD VAR0
PRICK2:
SKIP3 UNLESS S GOBLIN EQ 2 / it would be dead
UNSET ANIMATE GOBLIN
SKIP UNLESS R (PLAYER)R EQ (GOBLIN)R
PRINTRET GOBDIES
PRINTRET OKMESS
/ Program to make certain the player wants to quit.
QUITPROG:
SKIP IF Q QUITQUERY / Skip if "yes" answer.
PRINTRET OKMESS
LOAD V VAR0 I 10
GOSUB SCORESUB
PRINT SCORE2
QUIT2:
SKIP UNLESS Q MOREGAMES
RETURN RETRY RESTART MAY ANY
PRINT GROYMESS
RETURN RETRY FINISH MAY ANY / Induce end of game.
READPROG:
SKIP2 UNLESS M LIGHT
SKIP2 IF R (PLAYER)R LT BLACK1
SKIP IF R (PLAYER)R GT BLACK10
PRINTRET TOODARK
SKIP UNLESS M W2EX
SKIP IF M W2OB
GO READ1
SKIP3 UNLESS R ()O EQ BIBLE
SKIP IF H BIBLE PLAYER
PRINTRET NOTHELD
PRINTRET READBIBLE
SKIP4 UNLESS R ()O EQ SCROLL
SKIP IF H SCROLL PLAYER
PRINTRET NOTHELD
PRINT SCROLLREAD
GO DIEPROG
READ1:
SKIP UNLESS R (PLAYER)R EQ PRISON1
PRINTRET ONLYONE
SKIP UNLESS R (PLAYER)R EQ ALTUNIV
PRINTRET OOZEMESS
SKIP3 UNLESS R (PLAYER)R EQ MILLROOM
SKIP2 IF S MILLROOM EQ 0
LOAD V VAR0 S MILLROOM
PRINTRET MILLRM3 VAR0
SKIP UNLESS R (PLAYER)R EQ GRAVE
GO READGRAVE
SKIP UNLESS H BIBLE PLAYER
PRINTRET READBIBLE
SKIP2 UNLESS H SCROLL PLAYER
PRINT SCROLLREAD
GO DIEPROG
PRINTRET NOREAD
READGRAVE:
SKIP IF S GRAVE EQ 0
GO READ2
LOAD S GRAVE I 1
LOAD V NAMEVAR R 4
LOAD V JOB R 4
READ2:
LOAD V VAR0 V NAMEVAR
LOAD V VAR1 V JOB
PRINT NAMES VAR0
PRINTRET JOBS VAR1
SAVEPROG:
SKIP IF R (PLAYER)R EQ POLTROOM
RETURN RETRY SAVE CANT
RETURN
SAVENDPROG:
SKIP IF R (PLAYER)R EQ POLTROOM
RETURN RETRY SAVEND CANT
RETURN
SAYPROG:
PRINT SECONDWORD
SKIP4 IF M W2SP ARASPEC
SKIP3 IF M W2SP GAMSPEC
SKIP2 IF M W2SP GURSPEC
SKIP IF M W2SP PHASPEC
SKIP UNLESS M W2SP SCASPEC
RETURN RETRY IGNORE MUST REC
SKIP IF M W2SP MAGSPEC
RETURN
RETURN RETRY IGNORE MUST REC
SCAPROG:
LOAD V VAR0 I 3
GO AGGSP
SCOREPROG:
LOAD V VAR0 I 10
GOSUB SCORESUB
PRINTRET SCORE1
SCORESUB:
SKIP UNLESS R (SHAWM)R EQ KEEP
ADD V VAR0 I 5
SKIP UNLESS R (BOWL)R EQ KEEP
ADD V VAR0 I 5
SKIP UNLESS R (MYRRH)R EQ KEEP
ADD V VAR0 I 5
SKIP UNLESS R (DODO)R EQ KEEP
ADD V VAR0 I 5
SKIP UNLESS R (SCENT)R EQ KEEP
ADD V VAR0 I 5
SKIP UNLESS R (STONE)R EQ KEEP
ADD V VAR0 I 5
SKIP UNLESS R (INGOT)R EQ KEEP
ADD V VAR0 I 5
SKIP UNLESS R (STATUE)R EQ KEEP
ADD V VAR0 I 5
SKIP UNLESS R (AMETHYST)R EQ KEEP
ADD V VAR0 I 5
SKIP UNLESS R (BABOON)R EQ KEEP
ADD V VAR0 I 5
SKIP UNLESS R (PERIDOT)R EQ KEEP
ADD V VAR0 I 5
SKIP UNLESS R (EIGHT)R EQ KEEP
ADD V VAR0 I 5
SKIP UNLESS R (BIBLE)R EQ KEEP
ADD V VAR0 I 5
SKIP UNLESS R (PIN)R EQ KEEP
ADD V VAR0 I 5
SKIP UNLESS P VISITED WALL3
ADD V VAR0 I 5
SKIP UNLESS S WALL1 EQ 2
ADD V VAR0 I 5
SKIP UNLESS S GAP0 EQ 1
ADD V VAR0 I 12
SKIP UNLESS P VISITED BLACKEND
ADD V VAR0 I 12
SKIP2 UNLESS V OLDMANVAR EQ 0
SKIP UNLESS P VISITED BEACH0
ADD V VAR0 I 10
SKIP IF R (CENTAUR)R EQ SENTRYS
ADD V VAR0 I 8
SKIP UNLESS S STONE EQ 1
ADD V VAR0 I 10
SKIP2 IF R (INGOT)R EQ ERBROOM
SKIP IF R (INGOT)R EQ MANTROOM
ADD V VAR0 I 10
SKIP UNLESS S PIGEON EQ 1
ADD V VAR0 I 5
SKIP UNLESS E (STATUE)R
ADD V VAR0 I 10
SKIP UNLESS E (AMETHYST)R
ADD V VAR0 I 5
SKIP UNLESS S PRISON1 EQ 2
ADD V VAR0 I 10
SKIP UNLESS E (BABOON)R
ADD V VAR0 I 10
SKIP UNLESS P VISITED PLATFORM
ADD V VAR0 I 10
SKIP UNLESS V VISNO GT 0
ADD V VAR0 I 5
SKIP UNLESS E (EIGHT)R
ADD V VAR0 I 10
SKIP UNLESS S CANNIBAL EQ 1
ADD V VAR0 I 10
SKIP UNLESS E (SWORD)R
ADD V VAR0 I 12
SKIP IF S LION EQ 0
ADD V VAR0 I 10
RETURN
SECHECK:
SKIP IF S (PLAYER)R EQ 0
RETURN
PRINT NOWAYMESS
RETURN ABORT
SETOOZE:
RESOLVE LASTRM (PLAYER)R
RETURN
SHUTPROG:
SKIP IF M W2SP DOORSPEC
RETURN RETRY NONE CANT
SKIP2 IF R (PLAYER)R EQ START
SKIP IF R (PLAYER)R EQ INHUT
PRINTRET DONTSEE
SKIP IF S START EQ 2
PRINTRET DOOR1 / shut or locked
LOAD S START I 1
LOAD S INHUT I 1
UNSET LIGHT INHUT
PRINTRET OKMESS
SINGPROG:
LOAD V VAR1 I 0
GO CRYETC
SWIMPROG:
SKIP2 UNLESS P WATERY (PLAYER)R
PRINT DROWNMESS
GO DIEPROG
PRINTRET NOSWIM
/ 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
MOVE (VAR0)O WITH TO PLAYER / Move the object.
ADD V OBJHELD I 1 / Update OBJHELD.
LOAD V VAR1 I 1
SKIP UNLESS R (VAR0)O EQ PILLOW
LOAD S PILLOW I 1
SKIP4 UNLESS R (VAR0)O EQ MILLET
SKIP3 UNLESS R (PLAYER)R EQ MILLROOM
SKIP2 IF S MILLROOM EQ 1
LOAD S MILLROOM I 1
PRINT ASYOUGATH
SKIP UNLESS S PATH4 EQ 0
SKIP IF R (VAR0)O EQ WOOD
RETURN
MOVE ROD WITH TO (PLAYER)R
LOAD S (PLAYER)R I 1 / silly joke
PRINTRET RU10
/ Main TAKE program.
TAKEPROG:
/ Command decoding section.
SKIP IF M W2EX / Is it "TAKE"?
GO TAKEFIRST
SKIP UNLESS M W2SP ALLSPEC / Is it "TAKE ALL"?
GO TAKEALL
SKIP UNLESS M W2SP INVSPEC / Is it "TAKE INVENTORY"?
GO INVPROG
SKIP UNLESS M W2SP WATERSPEC
GO TAKEWATER
SKIP3 UNLESS M W2SP STONESPEC
SKIP2 IF R (STONE)R EQ GRAVE
SKIP UNLESS R (PLAYER)R EQ GRAVE
PRINTRET CANTTAKE
SKIP IF M W2OB / Must be "TAKE object".
RETURN RETRY NONE CANT / Induce "I don't understand
/ that!" if not.
SKIP UNLESS R ()O EQ WOOD
GO TAKEWOOD
TAKEWD2:
SKIP UNLESS R ()O EQ ROD
GO TAKEROD
TAKERD2:
SKIP3 UNLESS R (PLAYER)R EQ CAGE
SKIP2 UNLESS R ()O EQ PIN
SKIP UNLESS P NOTAKE PIN
GO TAKEPIN
TAKEPN2:
/ Now check it's OK to take the given object.
SKIP IF R (PLAYER)R EQ ()R / In the same room?
PRINTRET DONTSEE
SKIP UNLESS R PLAYER EQ ()U / Already holding it?
PRINTRET ALRHELD
SKIP2 UNLESS R ()O EQ PIGEON
SKIP UNLESS P NOTAKE PIGEON
PRINTRET CANTCATCH
SKIP2 UNLESS R ()O EQ TOAD
SKIP UNLESS S TOAD EQ 0
GO TAKETOAD
/ Entry point for Magic Take command.
MTPROG:
RESOLVE VAR0 ()O / Now use TAKESUB to take it.
GOSUB TAKESUB
SKIP UNLESS V VAR1 EQ 2 / Untakeable?
PRINTRET CANTTAKE
SKIP UNLESS V VAR1 EQ 3 / Hands full?
PRINTRET HANDSFULL
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
TAKEPIN:
SKIP IF S LION EQ 2
PRINTRET DONTSEE
SKIP IF V OBJHELD LT 7
PRINTRET HANDSFULL
MOVE PIN WITH TO PLAYER
ADD V OBJHELD I 1
LOAD S LION I 1
UNSET NOTAKE PIN
PRINTRET TAKETHORN
TAKETOAD:
PRINT TOADSP0
SKIP4 UNLESS Q TOADSPEAKS
LOAD S TOAD I 1
UNSET NOTAKE TOAD
UNSET ANIMATE TOAD
PRINTRET TOADDIE
MOVE TOAD WITH DESTROY
MOVE STONE WITH TO (PLAYER)R
PRINTRET TOADGIFT
TAKEWATER:
SKIP IF H BOWL PLAYER
PRINTRET NOCARRY
SKIP IF S BOWL EQ 0
PRINTRET ALRGOTSOME
SKIP2 UNLESS R (PLAYER)R EQ POOLRM
LOAD S BOWL I 2
PRINTRET OKMESS
SKIP2 UNLESS P WATERY (PLAYER)R
LOAD S BOWL I 1
PRINTRET OKMESS
PRINTRET NOTHERE
TAKEWOOD:
SKIP UNLESS R (PLAYER)R EQ GAP2
PRINTRET CANTTAKE
SKIP2 IF R (PLAYER)R EQ GAP1
SKIP IF R (PLAYER)R EQ GAP3
GO TAKEWD2
SKIP UNLESS R (PLAYER)R EQ (WOOD)R
GO TAKEWD2
SKIP IF S GAP2 GT 1
PRINTRET NOTHERE
LOAD V VAR1 V STRENGTH
SUB V VAR1 V OBJHELD
SKIP IF V VAR1 GT 0
PRINTRET HANDSFULL
MOVE WOOD WITH TO PLAYER
ADD V OBJHELD I 1
SUB S GAP1 I 2
SUB S GAP2 I 2
SUB S GAP3 I 2
SKIP IF E (GAP2)O
PRINTRET PULLPLANK
PRINT PULLWOOD
TAKEW3:
MOVE (GAP2)O WITH TO (PLAYER)R
SKIP UNLESS E (GAP2)O
GO TAKEW3
RETURN
TAKEROD:
SKIP IF R (PLAYER)R EQ GAP1
SKIP UNLESS R (PLAYER)R EQ GAP3
SKIP IF S GAP2 EQ 1
GO TAKERD2
PRINT ELECTROCUTE
GO DIEPROG
THROWPROG:
SKIP UNLESS M W2SP WATERSPEC
GO DROPWATER
SKIP IF M W2OB
RETURN RETRY NONE CANT
SKIP IF H ()O PLAYER
PRINTRET NOTHELD
SKIP3 UNLESS R (PLAYER)R EQ LAKE
INTOLAKE:
SUB V OBJHELD I 1
MOVE ()O WITH DESTROY
PRINTRET SINKMESS
SKIP4 UNLESS R (PLAYER)R EQ LAKE2
SKIP2 UNLESS R ()O EQ SWORD
PRINT WELLDONE
RETURN RETRY FINISH MAY ANY
GO INTOLAKE
SKIP IF R (PLAYER)R EQ GAP1
SKIP2 UNLESS R (PLAYER)R EQ GAP3
SKIP2 IF R ()O EQ ROD
SKIP IF R ()O EQ WOOD
GO DROPLOT
SUB V OBJHELD I 1
SKIP IF R ()O EQ WOOD
GO THROWROD
ADD S GAP1 I 2
ADD S GAP2 I 2
ADD S GAP3 I 2
MOVE WOOD WITH DESTROY
PRINTRET THPLANKM
THROWROD:
SKIP2 UNLESS S GAP2 GT 1
MOVE ROD WITH TO GAP2
PRINTRET RODONPLANK
ADD S GAP1 I 1
ADD S GAP2 I 1
ADD S GAP3 I 1
LOAD S FRANKRM I 1
LOAD S MONSTER I 1 / activate
MOVE ROD WITH DESTROY
MOVE PILLOW WITH TO FRANKRM
PRINTRET FIZZMESS
THROWBREAD:
SUB V OBJHELD I 1
SKIP2 IF R (PIGEON)R EQ (PLAYER)R
MOVE BREAD WITH TO (PLAYER)R
PRINTRET OKMESS
UNSET NOTAKE PIGEON
MOVE BREAD WITH DESTROY
PRINTRET PIGGOBBLE
TROLLPROG:
SKIP UNLESS S PRISON1 EQ 0
GO TROLLV1
SKIP UNLESS S PRISON1 EQ 1
GO TROLLV2
PRINTRET NOTROLLPASS
TROLLV1:
LOAD S PRISON1 I 1
SKIP UNLESS H WIG PLAYER
LOAD S WIG I 1
PRINT GIVER0
SKIP2 IF H STAFF PLAYER
PRINT NOVISIT
RETURN LOOK
TROLLVS:
MOVE STAFF WITH DESTROY
MOVE RIBBON WITH TO PLAYER
PRINT GIVERIB
RETURN LOOK
TROLLV2:
SKIP2 IF H WIG PLAYER
SKIP2 IF S WIG EQ 0
SKIP2 IF S WIG EQ 1
SKIP IF S WIG EQ 0
PRINTRET RECOGNISED
PRINT FAMILIAR
LOAD S PRISON1 I 2
SKIP UNLESS H STAFF PLAYER
GO TROLLVS
SKIP2 IF H SCROLL PLAYER
PRINT YOUWONTHELP
RETURN LOOK
MOVE DAUGHTER WITH TO HILL2
MOVE SCROLL WITH DESTROY
SUB V OBJHELD I 1
PRINT SHEREADS
RETURN LOOK
UNLOCPROG:
SKIP4 UNLESS M W2OB
SKIP3 UNLESS R ()O EQ GOBLIN
SKIP IF R (PLAYER)R EQ (GOBLIN)R
PRINTRET NOTHERE
PRINTRET NOLOCK
SKIP IF M W2SP DOORSPEC
RETURN RETRY NONE CANT
SKIP2 IF R (PLAYER)R EQ START
SKIP IF R (PLAYER)R EQ INHUT
PRINTRET DONTSEE
SKIP IF S START EQ 0
PRINTRET NOTLOCK
SKIP IF H KEY PLAYER
PRINTRET NOTBARE
LOAD S START I 1
LOAD S INHUT I 1
PRINTRET OKMESS
UNVISIT:
SKIP IF M LIGHT
UNSET VISITED (PLAYER)R
RETURN
WALL2PROG:
SKIP2 IF S WALL2 EQ 1
PRINT WALLBLOCK
RETURN ABORT
RETURN
WAVEPROG:
SKIP IF H ()O PLAYER
PRINTRET NOTHELD
SKIP4 UNLESS R ()O EQ BEADS
SKIP UNLESS R (PLAYER)R EQ ISLE7
GO WAVECAN
SKIP UNLESS R (PLAYER)R EQ CAGE
SKIP IF S LION LT 2
GO WAVE2
ADD S LION I 2
PRINT LIONSLEEP
SKIP UNLESS S LION EQ 2
PRINT SEETHORN
RETURN
WAVE2:
SKIP UNLESS R (PLAYER)R EQ BEACH3
GO WAVEBEACH
PRINTRET NHAPPENS
WAVEBEACH:
LOAD V VAR0 I 5
SKIP UNLESS R ()O EQ STAFF
LOAD V VAR0 I 1
SKIP UNLESS R ()O EQ RIBBON
LOAD V VAR0 I 2
SKIP UNLESS R ()O EQ SCROLL
LOAD V VAR0 I 3
SUB V VAR0 V VISNO
SKIP IF S ISLE1 EQ 1
SKIP IF V VAR0 EQ 0
PRINTRET NHAPPENS
LOAD S BEACH3 I 1
LOAD S ISLE1 I 1
LOAD V BEACHCT I 4 / say
SKIP3 IF P VISITED ISLE1
RESOLVE VAR0 (ISLE2)R
ADD V VAR0 R 4
LOAD S (VAR0)R I 1 / bury treasure
PRINTRET REDSEA
WAVECAN:
LOAD S BEADS I 1
SET NOTAKE BEADS
LOAD S CANNIBAL I 1
MOVE MISSIONARY WITH DESTROY
MOVE BEADS WITH TO ISLE7
MOVE BIBLE WITH TO PLAYER
PRINTRET MISSION
WELCPROG:
PRINTRET WELCOMEM
WHISPROG:
LOAD V VAR1 I 1
GO CRYETC
WIZPROG:
ADD S HILL2 I 1
SKIP2 UNLESS S HILL2 EQ 1
MOVE STAFF WITH TO HILL2
PRINTRET WIZM1
SKIP UNLESS S HILL2 EQ 2
GO WIZ1PROG
SKIP UNLESS S HILL2 EQ 3
GO WIZ2PROG
RETURN
WIZ1PROG:
SKIP2 IF H RIBBON PLAYER
PRINT WIZZAP
GO DIEPROG
MOVE RIBBON WITH DESTROY
MOVE SCROLL WITH TO PLAYER
PRINTRET WIZM2
WIZ2PROG:
SKIP2 IF R (DAUGHTER)R EQ HILL2
PRINT WIZZAP
GO DIEPROG
MOVE DAUGHTER WITH DESTROY
MOVE AMETHYST WITH TO HILL2
PRINTRET WIZM3
YNGPROG:
LOAD V VAR0 I 3
GO MILLWORD
/
/ WORDS SECTION
/ -------------
/
!WORDS
AARON OBEY AARONPROG CANT MAGSPEC
AGGANRW OBEY AGGPROG CANT MAGSPEC
AKYGG PRINT NHAPPENS CANT MAGSPEC
ALL NONE CANT ALLSPEC
AMETHYST OBJECT CANT AMETHYST
ARAC OBEY ARAPROG CANT ARASPEC
ATTACK OBEY KILLPROG REQUEST OBJ
AWAY RETURN CANT B
BABOON OBJECT CANT BABOON
BACK RETURN CANT B 1
BEADS OBJECT CANT BEADS
BED OBJECT CANT BED
BIBLE OBJECT CANT BIBLE
BLOW OBEY BLOWPROG REQUEST OBJ
BLURB PRINT BLURBMESS CANT
BOOK OBJECT CANT BIBLE
BOWL OBJECT CANT BOWL
BREAD OBJECT CANT BREAD
BRIEF OBEY BRIEFPROG CANT
CANNIBAL OBJECT CANT CANNIBAL
CAULDRON OBJECT CANT CAULDRON
CENTAUR OBJECT CANT CENTAUR
CLIMB MOVE MAY ANY U
CLOSE OBEY SHUTPROG REQUEST REC
CORPSE OBJECT CANT MONSTER
CRUST OBJECT CANT BREAD
CRY OBEY CRYPROG REQUEST ANY
DAUGHTER OBJECT CANT DAUGHTER
DIAMOND OBJECT CANT PIN
DIG OBEY DIGPROG CANT
DODO OBJECT CANT DODO
DOOR NONE CANT DOORSPEC
DOWN MOVE CANT D 1
DRINK OBEY DRINKPROG MAY SPECIAL
DROP OBEY DROPPROG MAY REC
DUMMY OBJECT CANT WAX
EAST MOVE CANT E 1
EAT OBEY EATPROG REQUEST OBJ
EIGHT OBJECT CANT EIGHT
EMPTY OBEY EMPTYPROG REQUEST OBJ
ERBIUM OBJECT CANT INGOT
EXAMINE OBEY EXAMPROG REQUEST OBJ
EXODUS OBEY EXODPROG CANT MAGSPEC
FEED OBEY FEEDPROG REQUEST REC
FILL OBEY FILLPROG REQUEST OBJ
FLASK OBJECT CANT SCENT
FRANKENSTEIN OBJECT CANT MONSTER
GAMA OBEY GAMPROG CANT GAMSPEC
GESTURE OBEY MIMEPROG REQUEST ANY
GET OBEY TAKEPROG MAY REC
GHOST OBJECT CANT POLTERGEIST
GIRL OBJECT CANT DAUGHTER
GNOEVAL OBEY GNOPROG CANT MAGSPEC
GO IGNORE REQUEST DIR
GOBLIN OBJECT CANT GOBLIN
GOLD OBJECT CANT BOWL
GRAVE MOVE CANT GRAVE
GREYDEATH OBJECT CANT SWORD
GURON OBEY GURPROG CANT GURSPEC
GUTENBURG OBJECT CANT BIBLE
HELP PRINT HELPMESS CANT
HOARD OBJECT CANT EIGHT
HOWL OBEY HOWLPROG REQUEST ANY
IN MOVE CANT IN
INGOT OBJECT CANT INGOT
INSERT OBEY INSERTPROG REQUEST OBJ
INVENTORY OBEY INVPROG CANT INVSPEC 3
IVORY OBJECT CANT STATUE
JAB OBEY PRICKPROG REQUEST OBJ
KEEPER OBJECT CANT KEEPER
KEYS OBJECT CANT KEY 3
KILL OBEY KILLPROG REQUEST OBJ
KNEVISH OBEY KNEPROG CANT MAGSPEC
LAKE MOVE CANT LAKE
LAMP OBJECT CANT LAMP
LION OBJECT CANT LION
LOCK OBEY LOCKPROG REQUEST REC
LOOK OBEY LOOKPROG CANT
MAIDEN OBJECT CANT DAUGHTER 4
MAN OBJECT CANT OLDMANSPEC
MANTICORE OBJECT CANT MANTICORE
MILLET OBJECT CANT MILLET
MIME OBEY MIMEPROG REQUEST ANY
MISSIONARY OBJECT CANT MISSIONARY
/ MMM OBEY MMPROG REQUEST OBJ
MONSTER OBJECT CANT MONSTER
/ MTT OBEY MTPROG REQUEST OBJ
MYRRH OBJECT CANT MYRRH
NE MOVE CANT NE
NORMAL OBEY NORMPROG CANT
NORTH MOVE CANT N 1
NW MOVE CANT NW
OGRES OBJECT CANT OGRE 4
OLDMAN OBJECT CANT OLDMANSPEC 3
OOZELUMNY OBEY OOZEPROG CANT MAGSPEC 4
OPEN OBEY OPENPROG REQUEST REC
OUT MOVE CANT OUT
PERFUME OBJECT CANT SCENT
PERIDOT OBJECT CANT PERIDOT
PHANTIS OBEY PHAPROG CANT PHASPEC
PHARAOH OBEY PHARAPROG CANT MAGSPEC
PIDGEON OBJECT CANT PIGEON
PIECES OBJECT CANT EIGHT
PIERCE OBEY PRICKPROG REQUEST OBJ
PIGEON OBJECT CANT PIGEON
PILLOW OBJECT CANT PILLOW
PIN OBJECT CANT PIN
PLANK OBJECT CANT WOOD
PLAY OBEY PLAYPROG REQUEST OBJ
POKE OBEY PRICKPROG REQUEST OBJ
POLTERGEIST OBJECT CANT POLTERGEIST 4
PRICK OBEY PRICKPROG REQUEST OBJ
PROD OBEY PRICKPROG REQUEST OBJ
PUNCTURE OBEY PRICKPROG REQUEST OBJ
QUIT OBEY QUITPROG CANT 1
READ OBEY READPROG MAY ANY
RETURN RETURN CANT
RIBBON OBJECT CANT RIBBON
ROD OBJECT CANT ROD
RUN IGNORE REQUEST DIR
SAVE OBEY SAVEPROG CANT
SAVEND OBEY SAVENDPROG CANT
SAY OBEY SAYPROG REQUEST ANY
SCAPHIO OBEY SCAPROG CANT SCASPEC
SCENT OBJECT CANT SCENT
SCORE OBEY SCOREPROG CANT
SCORPION OBJECT CANT WIZARD / not there
SCROLL OBJECT CANT SCROLL
SE MOVE CANT SE
SENTRY OBJECT CANT CENTAUR
SHAWM OBJECT CANT SHAWM
SHOUT OBEY CRYPROG REQUEST ANY
SHUT OBEY SHUTPROG REQUEST REC
SIGNAL OBEY MIMEPROG REQUEST ANY 4
SILVER OBJECT CANT BABOON
SING OBEY SINGPROG REQUEST ANY
SOUTH MOVE CANT S 1
SPEAK OBEY SAYPROG REQUEST ANY
STAB OBEY PRICKPROG REQUEST OBJ
STAFF OBJECT CANT STAFF
STANDARD OBEY NORMPROG CANT
STATUE OBJECT CANT STATUE
STICK OBEY INSERTPROG REQUEST OBJ
STONE OBJECT CANT STONE STONESPEC
STRING OBJECT CANT BEADS
SW MOVE CANT SW
SWIM OBEY SWIMPROG CANT
SWORD OBJECT CANT SWORD
TAKE OBEY TAKEPROG MAY REC
TERSE OBEY BRIEFPROG CANT
THORN OBJECT CANT PIN
THROW OBEY THROWPROG REQUEST REC
TIEPIN OBJECT CANT PIN
TOAD OBJECT CANT TOAD
TOADSTONE OBJECT CANT STONE
TROLL OBJECT CANT TROLL
UNLOCK OBEY UNLOCPROG REQUEST REC
UP MOVE CANT U 1
VERBOSE OBEY VERBPROG CANT
WAIT PRINT OKMESS CANT
WATER OBJECT CANT WATERSPEC
WAVE OBEY WAVEPROG REQUEST OBJ
WAX OBJECT CANT WAX
WEST MOVE CANT W 1
WHISPER OBEY WHISPROG REQUEST ANY
WIG OBJECT CANT WIG
WIZARD OBJECT CANT WIZARD
WOOD OBJECT CANT WOOD
YELL OBEY CRYPROG REQUEST ANY
YNGVI OBEY YNGPROG CANT MAGSPEC
/
/ MESSAGES SECTION
/ ----------------
/
!MESSAGE ALCOVM1
You are in a small alcove to the north of the high tunnel.
!MESSAGE ALTUM1
You are in a room so indescribably weird that I would almost think of
it as an alternative universe, were it not for the word OOZELUMNY
spelled out by the glowing air molecules.
!MESSAGE ALTUM2
You are in the alternative universe.
!MESSAGE AMETH1
There is a pile of amethysts here!
!MESSAGE AMETH2
Some amethysts.
!MESSAGE BABM1
There is a baboon here, made of solid silver!
!MESSAGE BABM2
A silver baboon.
!MESSAGE BEACH0M1
You are at the edge of an estuary. The only way out is past some
trees to your south.
!MESSAGE BEACH0M2
You are at the estuary.
!MESSAGE BEACH1M1
You are at the north end of a long sandy beach. The sea is to your west,
there is a path leading past some trees to your north, and there is a
passage into the cliff to your east.
!MESSAGE BEACH1M2
You are at the north end of the beach.
!MESSAGE BEACH2M1
You are on a north-south beach with the sea to your west.
!SWITCH BEACH210 BEACH211
!MESSAGE BEACH210
There are sheer cliffs to your east.
!MESSAGE BEACH211
There is a tunnel into the cliffs to your east, from which a
trail of misshapen footprints leads into the sea.
!MESSAGE BEACH2M2
!SWITCH BEACH220 BEACH221
!MESSAGE BEACH220
You are on the beach by the sheer cliff.
!MESSAGE BEACH221
You are on the beach by the line of footprints.
!MESSAGE BEACH3M1
You are at the south end of the beach, which ends in a small cove.
!SWITCH BEACH310 BEACH311
!MESSAGE BEACH310
To the west there is a small offshore island.
!MESSAGE BEACH311
A causeway leads westwards to an island.
!MESSAGE BEACH3M2
!SWITCH BEACH320 BEACH321
!MESSAGE BEACH320
You are in the cove near the offshore island.
!MESSAGE BEACH321
You are in the cove at the head of the causeway.
!MESSAGE BEADSM1
!SWITCH BEADS10 MNULL
!MESSAGE BEADS10
There is a string of shiny glass beads here.
!MESSAGE BEADSM2
A string of beads.
!MESSAGE BEND1M1
The passage bends from northwest to east and there is a flight
of steps down at this point.
!MESSAGE BIBLE1
There is a Gutenburg bible here!
!MESSAGE BIBLE2
A Gutenburg bible.
!MESSAGE BLACK0M1
You are in a small chamber with a passage back to the southwest. The
main feature of this room is a large black hole in the floor into
which all the light of the room seems to fall. The air is filled
with alien sounds, the like of which no synthesizer ever produced.
!MESSAGE BLACK0M2
You are in the room with the black hole in the floor
and the weird noises.
!MESSAGE BLACKML
It is pitch dark. The very air itself seems to absorb the light
of your lamp: you can feel its warmth but cannot see it.
!MESSAGE BLACKMS
It is pitch dark.
!MESSAGE BLENDM1
You are in a grisly-looking cavern with a large black hole
in the floor, into which all the light is plummetting. There
is no other exit.
!MESSAGE BLENDM2
You are in the grisly-looking cavern with the black hole in the floor.
!MESSAGE BOWLM1
There is an ornately fashioned bowl of solid gold here!
!SWITCH MNULL BOWLM3
!MESSAGE BOWLM3
It contains water.
!MESSAGE BOWLM2
!SWITCH BOWL20 BOWL21
!MESSAGE BOWL20
A golden bowl.
!MESSAGE BOWL21
A golden bowl full of water.
!MESSAGE BREADM1
There is a crust of bread here.
!MESSAGE BREADM2
A crust of bread.
!MESSAGE CAGEM1
You are in the lion's den, a rectangular room with solid
stone walls. The exit is to the southwest.
!MESSAGE CAGEM2
You are in the lion's den.
!MESSAGE CANNM
!SWITCH CANNM0 CANNM1
!MESSAGE CANNM0
There are some cannibals here, who are boiling a missionary in
a cauldron.
!MESSAGE CANNM1
There are some cannibals here, who are playing with some shiny
glass beads.
!MESSAGE CAUSEM1
You are on an east-west causeway, the waters towering high above you.
!MESSAGE CELLARM1
You are in a large quadrangular cellar. There is a flight of stairs
up in the centre and passages in various directions.
!MESSAGE CENTM1
There is a large centaur here on guard duty.
!MESSAGE CELLARM2
You are in the cellar.
!MESSAGE COBM1
You are in a cobwebbed passage which enters from the southwest
and branches, exiting to the northeast, northwest, and up to
the southeast.
!MESSAGE COBM2
You are in the cobwebbed passage.
!MESSAGE DODO1
There is a priceless (and almost certainly unique) stuffed dodo here!
!MESSAGE DODO2
A stuffed dodo.
!MESSAGE DOOR0
The door is locked.
!MESSAGE DOOR1
The door is closed.
!MESSAGE DOOR2
The door is open.
!MESSAGE EIGHT1
There is a hoard of pieces of Eight here!
!MESSAGE EIGHT2
Some pieces of Eight.
!MESSAGE ERBRM1
You are in a disused mineshaft. Light enters from high above
but the walls are unclimbable. A passage leads south.
!MESSAGE ERBRM2
You are at the foot of the mineshaft.
!MESSAGE EVILM1
In this room there is the most hideously wicked-looking picture
you ever saw. It portrays a chimera - a beast so unnatural that
I refuse to describe its nine misshapen heads individually.
You can avoid this loathsome sight by going north.
!MESSAGE EVILM2
You are in the room with the picture of the chimera.
!MESSAGE FORK1M1
The passage tilts sharply here and forks, entering at the north
and leading down to the southeast and southwest.
!MESSAGE FORK2M1
You are in a north-south passage, with side passages to the
southeast and west.
!MESSAGE FORK3M1
You are on a north-south path which widens at its northern end.
There is a damp passageway leading down at this point from which
you can hear the sound of running water.
!MESSAGE FORK3M2
You are on a north-south path by the damp passage.
!MESSAGE FRANKM1
You are in the mad scientist's laboratory, which is a large room
with exits to the east and west. Most of the apparatus is
safely stored where you can't get at it, but there is a bed in the
!SWITCH FRANKM10 FRANKM11
!MESSAGE FRANKM10
centre on which is lying a huge inanimate human body (or a mixture of
several) with electrodes fastened to various parts of its anatomy.
There seems to be no way of activating the corpse.
!MESSAGE FRANKM11
centre (on which the monster formerly lay).
!MESSAGE FRANKM2
You are in the laboratory.
!MESSAGE GAP0M1
!SWITCH GAP010 GAP011
!MESSAGE GAP010
You are in a high east-west tunnel, which comes to a dead
end at the western wall.
!MESSAGE GAP011
You are in a high east-west tunnel. The monster has opened a
path to the west through what was formerly a solid wall.
!MESSAGE GAP0M2
!SWITCH GAP020 GAP011
!MESSAGE GAP020
You are in a high east-west tunnel at the dead end.
!MESSAGE GAP1M1
You are in a high east-west tunnel with an alcove off to the
north. To the east the floor is covered by a complicated
network of wires.
!SWITCH MNULL GAPROD GAPLANK GAPLANK
!MESSAGE GAP1M2
You are in the east-west tunnel by the alcove, with the wiring
to your east.
!SWITCH MNULL GAPROD GAPLANK GAPLANK
!MESSAGE GAP2M1
You are standing on a wooden plank which is resting on
some wires in an east-west tunnel.
!MESSAGE GAP3M1
You are in a high tunnel to the west of the laboratory. Further
west the floor is covered with a complicated tangle of wires.
!SWITCH MNULL GAPROD GAPLANK GAPLANK
!MESSAGE GAP3M2
You are in the tunnel between the laboratory and the wiring.
!SWITCH MNULL GAPROD GAPLANK GAPLANK
!MESSAGE GAPLANK
There is a plank lying across the wires.
!MESSAGE GAPROD
There is a metal rod lying across the live wires where you
cannot reach it.
!MESSAGE GEYS1
You are in a deep hollow full of steam. A geyser here periodically
shoots out boiling water in various directions. This then collects
in a pool in the ground and soaks away. There is a damp passageway
leading up and out.
!MESSAGE GEYS2
You are in the room with the geyser.
!MESSAGE GOBLINM
!SWITCH GOB10 GOB11 GOB12
!MESSAGE GOB10
There is a nasty little goblin chained to the wall here.
!MESSAGE GOB11
There is an unconscious goblin chained to the wall here.
!MESSAGE GOB12
There is a dead goblin chained to the wall here.
!MESSAGE GRAVEM1
You are at an old, untended grave. The tombstone is worn but
you can make out some of the writing on it. There are paths
to the east and north.
!MESSAGE GRAVEM2
You are at the old grave.
!MESSAGE HILL1M1
You are at the foot of a steep hill on a twisting path.
There is a tunnel down into darkness at this point.
!MESSAGE HILL1M2
You are at the foot of the hill.
!MESSAGE HILL2M1
You are at the top of the hill, which falls away steeply on three
sides. In the distance you can see various curious scenes, including
a bridge over a chasm, a garden from which giant rocs are taking off,
a large cornfield, a giant spider's web and a distant bungalow by the
seaside. The path leads back downwards from these awe-inspiring sights.
!MESSAGE HILL2M2
You are at the top of the hill.
!MESSAGE HOLDING
You are holding:
!MESSAGE HOUSEM0
You are in the entrance hall to what appears to be a haunted house.
The air is filled with sounds of wailing, screeching and bumping.
There are archways to the east and west.
!MESSAGE INHUTM1
You are inside the hut. A stone staircase leads into an abyss.
!SWITCH DOOR0 DOOR1 DOOR2
!MESSAGE INHUTM2
You are at the top of the stone staircase.
!SWITCH DOOR0 DOOR1 DOOR2
!MESSAGE INGOT1
!SWITCH INGOT10 INGOT11
!MESSAGE INGOT10
There is a small ingot here which, as you can see at a glance,
is composed of the rare metal Erbium!
!MESSAGE INGOT11
There is an ingot of Erbium here!
!MESSAGE INGOT2
An ingot of Erbium.
!MESSAGE ISLE1N
You are at the eastern tip of a small oval-shaped island.
There are paths to the west, northwest and southwest.
!SWITCH MNULL ISLE11
!MESSAGE ISLE1M
You are at the eastern tip of Cannibal Island.
!SWITCH MNULL ISLE11
!MESSAGE ISLE11
A causeway leads back to the mainland.
!MESSAGE ISLE2M
You are at the southeastern tip of Cannibal Island.
!MESSAGE ISLE3M
You are at the southwestern tip of Cannibal Island.
!MESSAGE ISLE4M
You are at the western tip of Cannibal Island.
!MESSAGE ISLE5M
You are at the northwestern tip of Cannibal Island.
!MESSAGE ISLE6M
You are at the northeastern tip of Cannibal Island.
!MESSAGE ISLE7M
You are at the centre of Cannibal Island.
!MESSAGE JUNCM1
You are at a complicated junction of passages: an east-west
passage crosses another corridor, which enters from the
northeast and tilts so as to leave in a downwards direction.
!MESSAGE JUNCM2
You are at the complicated junction of passages.
!MESSAGE KEEPM1
The passage widens into a vast chamber which is full of soldiers
some armed with long bows, others with halberds, maces or swords.
Their lord is a venerable man who is sitting in a very
expensively upholstered armchair.
!MESSAGE KEEPM2
You are in the keep.
!MESSAGE KEYM1
There is a large iron key here.
!MESSAGE KEYM2
A key.
!MESSAGE LAKEM1
You are at the edge of a large, perfectly calm lake. No breeze
ruffles its untroubled waters. There is a path back to the west.
!MESSAGE LAKEM2
You are at the edge of the lake.
!MESSAGE LAKE2M
!SWITCH LAKE20 LAKE21 LAKE22 LAKE23 LAKE24
!MESSAGE LAKE20
You are by the lake once more. Dense foliage blocks you
in all other directions.
!MESSAGE LAKE21
You are on the banks of the river of Death. Invisible forces
prevent you from leaving.
!MESSAGE LAKE22
You are in a lush green meadow with a stream running through it.
Hedges block your way in all directions.
!MESSAGE LAKE23
You are on a tiny island, far to the west of Cannibal Island.
!MESSAGE LAKE24
You are in a small cove, bounded on two sides by sea and on
the others by unclimbable cliffs.
!MESSAGE LAMPM1
!SWITCH LAMPM10 LAMPM11
!MESSAGE LAMPM10
There is a dull brass lamp here, which is off.
!MESSAGE LAMPM11
There is a dull brass lamp here, which is on.
!MESSAGE LAMPM2
!SWITCH LAMPM20 LAMPM21
!MESSAGE LAMPM20
A lamp (which is off).
!MESSAGE LAMPM21
A lamp (which is on).
!MESSAGE LIONM1
!SWITCH LION10 LION11 LION12 LION13
!MESSAGE LION10
There is a lion here, limping about and roaring with fury!
!MESSAGE LION11
There is a lion here, purring docilely.
!MESSAGE LION12
There is a sleeping lion here, with a thorn in its paw.
!MESSAGE LION13
There is a sleeping lion here.
!MESSAGE MANTM1
You are in the manticore's lair - a large cave with an unpleasant
smell of carrion. The floor is littered with the remains of
creatures human and inhuman. A strange being is prowling here.
Its face is like a man's, in size it is like a lion, in colour
it is red. It has three rows of teeth and a long tail armed with
stings. The escape routes are to the west and north.
!MESSAGE MANTM2
You are in the lair of the manticore.
!MESSAGE MILLET1
There is a pile of millet on the ground here.
!MESSAGE MILLET2
A quantity of millet.
!MESSAGE MILLRM1
You are in the Astrologer's Sanctum - a well-made chamber whose
walls are decorated with numerous cabalistic symbols. The only
exit is by an archway to the north.
!SWITCH MNULL MMESS1 MMESS2 MMESS3 MMESS4
!MESSAGE MILLRM2
You are in the Astrologer's Sanctum.
!SWITCH MNULL MMESS1 MMESS2 MMESS3 MMESS4
!MESSAGE MMESS1
On the floor the word A K Y G G A N E G V R I S H W is inscribed.
!MESSAGE MMESS2
The letters A G G A N R W are exposed where the millet has been pecked away.
!MESSAGE MMESS3
The letters Y N G V I are exposed where the millet has been pecked away.
!MESSAGE MMESS4
The letters K N E V I S H are exposed where the millet has been pecked away.
!MESSAGE MILLRM3
!SWITCH MNULL MMESS1 MMESS2 MMESS3 MMESS4
!MESSAGE MNULL
!MESSAGE MONKM1
In this room your eyes are naturally drawn to a painting of three
monkeys, one with its eyes shielded, a second with its ears
covered, and the third with its mouth gagged.
!SWITCH MNULL MONKSEC
!MESSAGE MONKSEC
There is a flight of stairs upwards and a secret exit to the south,
which you had originally overlooked.
!MESSAGE MONKM2
You are in the room with the monkey puzzle.
!MESSAGE MONSTM1
!SWITCH MNULL MNULL MONSTDEAD
!MESSAGE MONSTDEAD
The hideously charred corpse of the Monster of Murdac is
lying on the ground here.
!MESSAGE MYRRH1
There is a quantity of precious myrrh here!
!MESSAGE MYRRH2
Some myrrh.
!MESSAGE OGREM
!SWITCH OGREM1 OGREM2
!MESSAGE OGREM1
Two ogres here are busily engaged in building activities.
They take no notice of you.
!MESSAGE OGREM2
There are two ogres here, dressed as bricklayers, resting from their
labours.
!MESSAGE PATH1M1
You are in a garden of luxurious flowers. There are paths to
the north, east and south.
!MESSAGE PATH1M2
You are in the flower garden.
!MESSAGE PATH2M1
You are in a rock garden. There are paths to the east, southeast
and south.
!MESSAGE PATH2M2
You are in the rock garden.
!MESSAGE PATH3M1
You are in a garden of exotic vegetables. There are paths to the
north, east and south.
!MESSAGE PATH3M2
You are in the vegetable garden.
!MESSAGE PATH4M1
You are in a shrubbery. There are paths to the north and east.
!MESSAGE PATH4M2
!SWITCH PATH420 PATH421
!MESSAGE PATH420
You are in the shrubbery.
!MESSAGE PATH421
You are in the shrubbery, where you found the rod under wood.
!MESSAGE PATH5M1
You are in the garden at the remnants of a bonfire. There are
paths to the north, west and northwest.
!MESSAGE PATH5M2
You are in the garden by the remnants of the fire.
!MESSAGE PERIM1
There is a pile of sparkling peridots here!
!MESSAGE PERIM2
Some sparkling peridots.
!MESSAGE PIGM1
There is a pigeon waddling about here.
!MESSAGE PIGM2
A pigeon.
!MESSAGE PILLOWM1
!SWITCH PILLOW11 PILLOW12
!MESSAGE PILLOW11
There is a pillow on the bed.
!MESSAGE PILLOW12
There is a pillow here.
!MESSAGE PILLOWM2
A pillow.
!MESSAGE PINM1
There is a diamond tiepin here!
!MESSAGE PINM2
A diamond tiepin.
!MESSAGE PLATF1
You are on a deserted railway platform. The haunted house is to
your south and the platform extends east and west. You can hear
the sounds of passengers although you can see nobody.
!MESSAGE POOLM1
The passage ends in a pool of sparkling water, in which wondrously
flickering patterns can be seen. The only way out is to the northeast.
!MESSAGE POOLM2
You are at the pool of sparkling water.
!MESSAGE PRISM11
You are in the ante-room to the dungeons. There are steps up
and down from here and a passage to the south over which there
is a notice, reading 'ONLY ONE VISIT ALLOWED'.
!MESSAGE PRISM12
You are in the ante-room to the dungeons.
!MESSAGE PRISM21
You are in the deepest and dankest dungeon. Steps lead up.
!MESSAGE PRISM22
You are in the deepest dungeon.
!MESSAGE RIBBON1
There is a short length of pink ribbon here.
!MESSAGE RIBBON2
A pink ribbon.
!MESSAGE RODM1
There is a long thin metal rod here.
!MESSAGE RODM2
A metal rod.
!MESSAGE SANDPM1
You are in a small well-maintained sandpit. The only way out
is to the south.
!MESSAGE SANDPM2
You are in the sandpit.
!MESSAGE SCENTM1
There is a flask of expensive French perfume here!
!MESSAGE SCENTM2
The centaur sentry's scent.
!MESSAGE SCROLL1
There is a scroll here.
!MESSAGE SCROLL2
A scroll.
!MESSAGE SECRETM1
You are in a secret cavern with newly-created passages, the
size of a large human being, to the east and west. There is
also a low crawl to the south.
!MESSAGE SECRETM2
You are in the secret cavern.
!MESSAGE SENTRYM1
The north-south passage comes to what appears to be a sentry-post
to your north.
!MESSAGE SENTRYM2
You are south of the sentry-post.
!MESSAGE SENTRYM3
You are at Centaur Point, a small area looking something like
a cross between a stable and an office.
!MESSAGE SENTRYM4
You are at Centaur Point.
!MESSAGE SHAWM1
There is an antique shawm here!
!MESSAGE SHAWM2
A shawm.
!MESSAGE SLIMEM1
You are in a low damp chamber whose walls are covered in noxious
slime. The only exit is a low crawl north.
!MESSAGE SLIMEM2
You are in the slimy chamber.
!MESSAGE STAFFM1
There is a wooden staff here.
!MESSAGE STAFFM2
A wooden staff.
!MESSAGE STARTM1
You are standing outside the door of a small flint hut.
There are paths off to the east, west and south.
!SWITCH DOOR0 DOOR1 DOOR2
!MESSAGE STARTM2
You are standing outside the house.
!SWITCH DOOR0 DOOR1 DOOR2
!MESSAGE STATUE1
There is a finely carved ivory statuette here!
!MESSAGE STATUE2
An ivory statuette.
!MESSAGE STONE1
!SWITCH STONE10 STONE11
!MESSAGE STONE10
There is a dull toadstone here.
!MESSAGE STONE11
There is a gleaming toadstone here!
!MESSAGE STONE2
!SWITCH STONE20 STONE21
!MESSAGE STONE20
A dull toadstone.
!MESSAGE STONE21
A gleaming toadstone.
!MESSAGE SWORDM1
There is a gleaming sword here, whose mighty blade bears the proud
name of Greydeath!
!MESSAGE SWORDM2
The sword Greydeath.
!MESSAGE TOADM1
!SWITCH TOADM10 TOADM11
!MESSAGE TOADM10
A loathsome toad is crawling about here.
!MESSAGE TOADM11
There is a dead toad here.
!MESSAGE TOADM2
A dead toad.
!MESSAGE TROLLM
A twenty-three stone troll is standing guard over the southern exit.
!MESSAGE TUNNELM1
You are in an extremely long dark east-west tunnel. The ground
is stony, almost as if it had been designed to carry railway tracks.
!MESSAGE TUNNELM2
You are in the railway tunnel.
!MESSAGE WALL1M1
!SWITCH WALL10 WALL11 WALL12
!MESSAGE WALL10
The south-north path ends at a nearly-completed brick wall.
There is a still a gap through which you can pass.
!MESSAGE WALL11
The south-north path ends at a newly-built brick wall which blocks
your way.
!MESSAGE WALL12
You are on a north-south path which passes through the ruins of
a brick wall into the garden.
!MESSAGE WALL2M1
You are in a long north-south alley that runs between two
extremely high sheer walls.
!SWITCH WALL20 MNULL
!MESSAGE WALL20
The way south is blocked by a newly-completed brick wall.
!MESSAGE WALL2M2
You are in the alley.
!SWITCH WALL20 MNULL
!MESSAGE WALL3M1
You are at the north end of the alley. It is impossible to
proceed further as there is a very high wall to the north.
!MESSAGE WALL3M2
You are at the north end of the alley.
!MESSAGE WAXM1
There is a small wax dummy here.
!MESSAGE WAXM2
A wax dummy.
!MESSAGE WIGM1
There is a large blonde wig here.
!MESSAGE WIGM2
A wig (which you are wearing).
!MESSAGE WIZM11
!MESSAGE WOODM1
There is a long plank here.
!MESSAGE WOODM2
A plank.
!MESSAGE XROADM1
You are at a cross-roads. There are long dark passages to
the north, south, east and west.
!MESSAGE XROADM2
You are at the cross-roads.
!MESSAGE ALRDESCFULL
You have already had that object fully described to you.
The object's full description currently reads:
!MESSAGE ALRGOTSOME
You've already got some!
!MESSAGE ALRHELD
You're already holding that!
!MESSAGE ASYOUGATH
As you gather the millet together you uncover a word inscribed
on the floor.
!MESSAGE BADWATER
You take a drink of the water, which has a strong salty taste.
Within ten seconds you suffer severe stomach pains, scream in
torment, and die.
!MESSAGE BOWLFULL
The bowl is already full of water.
!MESSAGE BRIEFMESS
O.K. Short descriptions only from now on.
!MESSAGE CANNKILL
The cannibals rush for you and overpower you. It looks as though
you will be taking an early bath once they've finished with the
poor old missionary!
!MESSAGE CANTCATCH
You don't seem to be able to catch it.
!MESSAGE CANTDO
You can't do that!
!MESSAGE CANTTAKE
You can't take that!
!MESSAGE CENTRUNS
The hideous sound is too much for the sensitive ears of the centaur.
It runs (gallops?) away without further ado.
!MESSAGE CLANG
You hear a metallic CLANG! as something falls on the ground by
your feet.
!MESSAGE CONDENSE
There is a sudden CRACK in the fabric of space-time as an
object appears in the room from thin air.
!SWITCH STATUE1
!MESSAGE DEFIED
"You defy ME, the Keeper of Murdac!" roars the old man. "Kill him!"
The soldiers assail you with their various weapons and do indeed
manage to kill you in lots of painful ways.
!MESSAGE DIGHOLE
You dig a small hole with your bare hands, but find nothing and so
you fill it in again.
!MESSAGE DONTSEE
I don't see that around here!
!MESSAGE DROPOBJ1
!SWITCH DROPOBJ3 DROPOBJ2 DROPOBJ3
!MESSAGE DROPOBJ2
You dropped one object.
!MESSAGE DROPOBJ3
You dropped @x37 objects.
!MESSAGE DROWNMESS
You plunge into the water but find, to your surprise, that you
have forgotten how to swim. This leaves you only one alternative:
you drown.
!MESSAGE EATSTONE
You attempt to eat the toadstone and in fact manage to lick off its
outer crust, which has the taste of a boiled sweet. You discover that
there is a hard centre which, when you remove it from your mouth, is
really a gleaming jewel of great value!
!MESSAGE ELECMON
The corpse, now reanimated, charges onto the live wires, currently
a potentially unwise thing to do. There is a flash and it staggers
back and falls down, apparently dead once again.
!MESSAGE ELECTROCUTE
As you step onto the wires there is a mighty flash and you are
instantly electrocuted. Was that my imagination, or did I hear
the chuckling of the mad scientist as he came in to exploit
this new source of spare parts (you)?
!MESSAGE FAMILIAR
"Funny!" says the troll. "Someone like you was here a while ago,
only the hair was different. I suppose I'd better let you pass."
!MESSAGE FINDEIGHT
Digging further, you discover a large hoard of pieces of Eight!
!MESSAGE FIZZMESS
There is a loud crackling sound as the rod comes into contact
with the live wires and completes an electrical circuit. At
the same time you hear sounds from the laboratory as though
something might be stirring.
!MESSAGE FUNNYBOWL
You tilt the bowl and attempt to empty out the water, but, strange
to tell, the liquid stays inside. Offhand I'd say there was something
magical going on.
!MESSAGE GHOSTTRAIN
You step out into space, and find that you are on an invisible
train which was waiting at the platform. This Ghost Train gives
a piercing HOOT and then acclerates rapidly. As your eyes accustom
themselves to your surroundings, you catch sight of various spectral
commuters reading The Phantasmal Times and other ethereal papers.
There is no sign of the ticket in-spectre. After a while the
train halts and you dismount to discover that...
!MESSAGE GIVER0
"One visit only, mind!" says the troll as you pass.
!MESSAGE GIVERIB
You enter the cell to discover a fair maiden chained to the
wall. "My father's staff!" says she, as you enter. You hand it
over to her and explain that you are here to rescue her. "Take
this token to my father and he will know what to do." she replies,
handing you a ribbon from her hair. You return into the ante-room.
!MESSAGE GOBDIES
The goblin gives an almighty groan and dies.
!MESSAGE GOBWORD
The goblin gives a yelp of pain. "Don't torment me! I'll tell you
!SWITCH GOBW0 GOBW1 GOBW2
!MESSAGE GOBW0
how to get back from the far west! The word is AARON."
!MESSAGE GOBW1
how to get back from the far west! The word is EXODUS."
!MESSAGE GOBW2
how to get back from the far west! The word is PHARAOH."
!MESSAGE GOESBLACK
Suddenly everything goes black again.
!MESSAGE GROYMESS
Another time, perhaps.
!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 HEARCRASH
You see the Monster of Murdac as it strides along the corridor
past the alcove. You then hear a mighty crash as it walks straight
through the western wall.
!MESSAGE HEARDROP
You hear something drop, but you don't see it.
!MESSAGE HEARGNO
As you pass through the secret portal you hear the word GNOEVAL
resonate from something in front of you.
!MESSAGE HELPMESS
Explore Murdac - a land of monsters and mysterious beings, a
world where magic holds sway and things are not what they seem.
Can you rescue the wizard's daughter, tame the lion, outwit the
Old Man of the Sea, and escape alive from the haunted house? And
what is the ultimate destiny of Frankenstein's monster?
There is treasure too in the land of Murdac - and it is indeed a
cunning adventurer who can finally fulfil his quest!
Anyway, your mission is to make off with all the loot.
I shall be your eyes and ears: instruct me with commands of one or
two words. To move, give directions (N, NE, ..., NW, U, D, B(ack)).
Other useful words include TAKE, DROP, LOOK, INV, SCORE, SAVE and
QUIT, plus some that you must discover for yourself. Good luck!
!MESSAGE HESNOT
He's not here!
!MESSAGE IFONLY
If only you could!
!MESSAGE INDARKMESS
You enter the tunnel, which becomes darker as you proceed.
!MESSAGE INJURED
You are rather injured.
!MESSAGE INLIGHTMESS
You proceed down the long passage, until it comes out into daylight.
!MESSAGE JOBS
!SWITCH JOBS0 JOBS1 JOBS2 JOBS3 JOBS4
!MESSAGE JOBS0
and the words "... FAMOUS BARITONE ..."
!MESSAGE JOBS1
and the words "... NOISE ABATEMENT CAMPAIGNER ..."
!MESSAGE JOBS2
and the words "... SUSPECTED ... WEREWOLF ..."
!MESSAGE JOBS3
and the words "... TOWN CRIER ..."
!MESSAGE JOBS4
and the words "... PIONEER ... SIGN LANGUAGE ..."
!MESSAGE KEEPGREET
!SWITCH KEEPG0 KEEPG1
!MESSAGE KEEPG0
The passage widens into a vast chamber which is full of soldiers
some armed with long bows, others with halberds, maces or swords.
Their lord is a venerable man who is sitting in a very
expensively upholstered armchair.
"Greetings!" says the old man. "I am the Keeper of Murdac. Leave
your possessions here with me and they will be safe until you return
in triumph. You may take the lamp if it is needed on your quest."
!MESSAGE KEEPG1
"Welcome again!" says the Keeper. "Leave all with me save the lamp."
!MESSAGE KEEPTAK1
"Congratulations" says the Keeper. "You are now ready to
join the companionship of Murdac. But there is still one
thing you must now do." He hesitates, then asks:
!MESSAGE KEEPTAK2
"What object will you take with you on your journey?"
!MESSAGE KEEPTAK3
Darkness descends on the keep. There are sounds the like
of which no other man could hear and still retain his sanity.
Suddenly light returns and you see that...
!MESSAGE LADYLAKE
The waters in the centre of the lake part and a hand and arm appear,
grasping a gleaming sword (surprisingly, not at all rusty!) The Lady
of the Lake, if that is who it is, flings the sword towards you so
that it lands at your feet. The hand then disappears, and the waters
regain their calm.
!SWITCH SWORDM1
!MESSAGE LAKEWAVE
You see a sudden disturbance in the centre of the lake, caused
you know not how. The waters then regain their calm.
!MESSAGE LAMPOFF
Your lamp has just switched itself off.
!MESSAGE LAMPON
Your lamp has just switched itself on.
!MESSAGE LIONSLEEP
As you wave the beads at the lion, it seems to be mesmerised,
and in fact quickly falls into a deep sleep.
!MESSAGE MANTDEATH
You have no time to seek an antidote and die an agonizing death.
!MESSAGE MISSION
The cannibals are so attracted by the beads that they leave off
their culinary activities, take the beads from you, and begin
to play with them. The missionary takes the opportunity to
leap from the cauldron, and with a breathless "Thank you, my
son!" thrusts a book into your hand, and runs off.
Examining his gift you see that it is in fact a Gutenburg bible!
!MESSAGE MONSTPANG
In the gloom you collide with the corpse, which is now
very much alive. This is more than I can say for you,
since it wrenches your head off your shoulders.
!MESSAGE MONSTPLANK
The corpse, now reanimated, lurches out onto the plank a second
or two later.
!MESSAGE MOREGAMES
Another game, your Extravagance?
!MESSAGE NAMES
!SWITCH NAMES0 NAMES1 NAMES2 NAMES3 NAMES4
!MESSAGE NAMES0
The stone is worn but you can just make out the name "ARAC"
!MESSAGE NAMES1
The stone is worn but you can just make out the name "GURON"
!MESSAGE NAMES2
The stone is worn but you can just make out the name "GAMA"
!MESSAGE NAMES3
The stone is worn but you can just make out the name "SCAPHIO"
!MESSAGE NAMES4
The stone is worn but you can just make out the name "PHANTIS"
!MESSAGE NHAPPENS
Nothing useful happens.
!MESSAGE NOCARRY
You've no way of carrying it.
!MESSAGE NODIG
You can't dig here!
!MESSAGE NODUMMY
You're not holding the dummy.
!MESSAGE NOFOOD
The @x33 doesn't seem to want anything you've got.
!MESSAGE NOFULLBOWL
You don't have a full bowl with you.
!MESSAGE NOKILL
!SWITCH NOKIL0 NOKIL1 NOKIL2
!MESSAGE NOKIL0
A humanoid character with large white wings appears in the room,
claiming to be the Guardian Angel of the @x33. Whether he
is or not, he strikes you dead with a single blow.
!MESSAGE NOKIL1
A middle-aged lady in white, dressed as a ballerina, appears on
the scene. Maintaining that she is the Fairy Godmother of the
@x33, she waves her wand and you fall down dead.
!MESSAGE NOKIL2
A hideous form with no head materialises before you. It grunts
that is the Guarding Spirit of the @x33, and promptly devours
your soul.
!MESSAGE NOLOCK
I can't see a lock!
!MESSAGE NOPASSCENT
The centaur blocks your way and declines to let you pass.
!MESSAGE NOPIN
You don't have a pin.
!MESSAGE NOREAD
I see nothing to read.
!MESSAGE NORMMESS
O.K. Normal descriptions from now on.
!MESSAGE NOSWIM
You can't swim here!
!MESSAGE NOTALIVE
It's not alive!
!MESSAGE NOTBARE
It's hard to do that using just your fingers!
!MESSAGE NOTHELD
You're not holding that!
!MESSAGE NOTHERE
It's not here!
!MESSAGE NOTHINGM
Nothing.
!MESSAGE NOTHNGHERE
There's nothing here you can take easily.
!MESSAGE NOTHOLDING
You're not holding anything!
!MESSAGE NOTLOCK
The door is not locked.
!MESSAGE NOTROLLPASS
"Oy!" says the troll, "You can't go in there again!" He turns
you back.
!MESSAGE NOTWORTH
You have nothing worth putting in the bowl.
!MESSAGE NOVISIT
You enter the cell to discover a fair maiden chained to the wall.
"Help! A stranger!" she screams. The troll enters and bundles you
out, muttering "Another bloody tourist."
!MESSAGE NOWATER
There's no water here!
!MESSAGE NOWAYMESS
You can't go in that direction!
!MESSAGE OGREBOP
!SWITCH OGBOP0 OGBOP1
!MESSAGE OGBOP0
A furious ogre enters. "Take that for wrecking our wall!" he
says, and bashes you with his trowel. He then storms out.
!MESSAGE OGBOP1
The second ogre enters. "Wreck our wall, would you!" he says, and
pummels you with a heavy brick. This time you do not survive.
!MESSAGE OKMESS
OK.
!MESSAGE OMJUMP
As you pass under one of the trees the Old Man of the Sea leaps
out, landing on your back, and clutching your neck extremely
tightly with his long skinny arms.
!MESSAGE ONLYONE
The sign says "ONLY ONE VISIT ALLOWED".
!MESSAGE OOZEMESS
The word indicated by the air molecules is OOZELUMNY.
!MESSAGE PIGGOBBLE
The pigeon gobbles up your piece of bread, becoming rather more
docile as a result.
!MESSAGE PIGMILL
The pigeon pecks at some of the millet, exposing a word on the floor.
!MESSAGE PLATMOVES
The platform seems to move with you, and you make no progress.
!MESSAGE POLTDIE1
You re-enter the haunted house, and are promptly flattened by
an iron bedstead, thrown by a poltergeist which has now
much improved its aim.
!MESSAGE POLTDIE2
Standing still, you are an easy target for a poltergeist. A
large filing cabinet crushes you very effectively.
!MESSAGE POLTDIE3
A huge dresser flies across the room and strikes you a glancing
blow, sufficient to kill you however.
!MESSAGE POLTDIE4
You are struck with great force by a flying sofa, which sends you
into oblivion.
!MESSAGE POLTMESS
A large item of furniture flies across the room, hurled by
a poltergeist. With the aid of the pillow you fend it off,
!SWITCH POLTM0 POLTM1 POLTM2
!MESSAGE POLTM0
slightly bruising your left arm.
!MESSAGE POLTM1
and it narrowly misses your face.
!MESSAGE POLTM2
slightly bruising your right arm.
!MESSAGE POLT1
!SWITCH POLT10 POLT11 POLT12 POLT13 POLT14 POLT15 POLT16 POLT17
POLT18 POLT19
!MESSAGE POLT10
You are in a large bedroom in the haunted house.
!SWITCH POLTEX
!MESSAGE POLT11
You are in the kitchen of the haunted house.
!SWITCH POLTEX
!MESSAGE POLT12
You are in the living-room (!) of the haunted house.
!SWITCH POLTEX
!MESSAGE POLT13
You are in the dining-room of the haunted house.
!SWITCH POLTEX
!MESSAGE POLT14
You are in the study of the haunted house.
!SWITCH POLTEX
!MESSAGE POLT15
You are in the billiard room of the haunted house.
!SWITCH POLTEX
!MESSAGE POLT16
You are in a small bedroom in the haunted house.
!SWITCH POLTEX
!MESSAGE POLT17
You are in a huge bathroom in the haunted house.
!SWITCH POLTEX
!MESSAGE POLT18
You are in the pantry of the haunted house.
!SWITCH POLTEX
!MESSAGE POLT19
You are in the scullery of the haunted house.
!SWITCH POLTEX
!MESSAGE POLTEX
There are exits to the north, south, east and west.
!MESSAGE PREVIS
As you gaze into the pool you fancy that you see some strange
vision, but unfortunately you are unable to discern any detail.
!MESSAGE PROTECTED
The medicinal effects of the toadstone counteract the venom
and you soon recover.
!MESSAGE PULLPLANK
You succeed (with a certain amount of difficulty) in pulling
the plank across and picking it up.
!MESSAGE PULLWOOD
In taking the plank you pull its contents with it. They land at your feet.
!MESSAGE QUITQUERY
Are you certain you want to quit?
!MESSAGE READBIBLE
The bible is in German. You can make out one rather improbable
part about Moses crossing the Red Sea, but little else.
!MESSAGE RECOGNISED
"You may not pass." says the troll. "It is said that he who
enters this cell twice will free the wizard's daughter."
He is not impressed when you tell him that that was what you
intended to do!
!MESSAGE REDSEA
There is a mighty roaring sound as the waters part, revealing a path
across the causeway to the island.
!MESSAGE REDSEA2
The waves part again, revealing a path back to the beach.
!MESSAGE REPELLED
The cannibals are in the way between you and the cauldron.
!MESSAGE RODONPLANK
You throw the rod so as to land on top of the plank.
!MESSAGE ROUNDNECK
The old man of the sea is on your back, his grip on your neck
gradually tightening.
!MESSAGE RU10
Under the plank you find a thin metal rod.
!MESSAGE SCALDED
Suddenly a jet of boiling water strikes you in the back of the neck.
You run yelping from the room.
!MESSAGE SCALDOM
Suddenly a jet of boiling water strikes you from the rear.
The old geezer yelps like a scalded cat (literally!) and runs
off on all fours. In curiosity you follow him out of the room
but he has vanished.
!MESSAGE SCORE1
If you quit now you will have scored @x34 points out of
a maximum of 250.
!MESSAGE SCORE2
You scored @x34 points out of a maximum of 250.
!MESSAGE SCORPDIG
You dig in the sand and unearth a scorpion, which promptly
stings you. Ow!
!MESSAGE SCORPFIND
You dig in the sand and unearth a scorpion. Just as it is
about to sting you, you slice it into pieces with Greydeath.
The fragments vanish into thin air.
!MESSAGE SCROLLREAD
"PROMBO VAPITACEOUS MOOZLE,
WURBOTURBO SPLATOMULE:
PROPHALUDGEOUS HAGMINE POOZLE,
GNODULATIOUS PROPODULE."
you declaim. There is a yellow flash and you find that you
have turned into a boiled egg. Since this game was really
intended for humans, I'm afraid that's your lot.
!MESSAGE SECONDWORD
O.K. "@x33!"
!MESSAGE SEETHORN
Examining the sleeping animal, you see that it has a thorn in
its paw.
!MESSAGE SHEREADS
You re-enter the cell bearing the scroll, which you hand to
the wizard's daughter. She reads the document and promptly
disappears in a puff of mauve smoke. Perplexed and gratified,
you wander back into the ante-room, to be met by an "Are
you sure we haven't met before somewhere?" from the troll.
!MESSAGE SILLY
Don't be silly. That won't help much.
!MESSAGE SINKMESS
You throw the @x33 into the water. It sinks like a stone.
!MESSAGE SNUFFED
Oh dear! You seem to have snuffed it.
!MESSAGE STRANGLED
The old man tightens his grip further, finally throttling you.
!MESSAGE STUNG
As you enter the manticore's lair the creature's tail whips
into action, stinging you across the face.
!MESSAGE SWORDTWITCH
Suddenly the sword Greydeath twitches violently in your hands.
!MESSAGE TAKETHORN
You extract the thorn from the lion's paw with great care, to
discover that it is in fact a diamond tiepin! The lion awakes,
feeling much more amicable towards you.
!MESSAGE TARA
WHAAAAAAHHHHEEE!!!
!MESSAGE THPLANKM
You throw the plank so as to lie across the wiring.
!MESSAGE TOADDIE
You make a grab for the toad, which leaps away. In trying to catch
it you clumsily tread on it, crushing the life out of it.
!MESSAGE TOADGIFT
"Thank you" says the toad. "May this stone serve you well." It crawls
into a little hole somewhere and fetches out a small object which
it deposits at your feet before crawling away again.
!MESSAGE TOADSP0
To your surprise the toad speaks. "Spare me!" it says "And I will
give you a precious jewel, which will save you from many torments."
!MESSAGE TOADSPEAKS
Do you still want to pick the toad up?
!MESSAGE TOODARK
It's too dark to read 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 UNEARTH
You dig a small hole in the sand and are rewarded by the discovery of
a brass lamp. However the lamp is off and there appears to be no means
of switching it on.
!MESSAGE VERBMESS
O.K. Long-winded descriptions from now on.
!MESSAGE VISION
As you look into the bowl the sparkling water begins to
bubble and boil away into a cloud of steam. Before this
disperses you catch sight of a strange vision. A man
in flowing robes is standing by the side of a large
expanse of water. As the vision fades, you see him wave
!SWITCH MNULL VISM1 VISM2 VISM3
!MESSAGE VISM1
a staff.
!MESSAGE VISM2
a ribbon.
!MESSAGE VISM3
a scroll.
!MESSAGE WALLBLOCK
Your way is blocked by a newly-completed wall.
!MESSAGE WALLD1
The ogres finish building the wall, and then knock off for a rest.
!MESSAGE WALLD2
The ogres finish the wall behind you, cutting off your retreat.
!MESSAGE WALLD3
Two ogres ahead of you finish a wall they are building and knock
off for a rest.
!MESSAGE WALLF1
The wall falls down on top of you, crushing you somewhat severely.
!MESSAGE WALLF2
There is a sudden gust of wind and the wall to your south comes
tumbling down with a mighty crash.
!MESSAGE WATERBACK
Suddenly the waters rush back into position, engulfing the causeway
once more.
!MESSAGE WATERB2
To you horror the waters rush back into position. Trapped as
you are on the causeway, you are quickly engulfed by the torrent
and drowned.
!MESSAGE WELCOMEM
Welcome to the Land of Murdac. This is version 1.07.
Type HELP for basic information, and BLURB for the full story.
All comments to JRP1 please. New commands BRIEF/TERSE,
NORMAL/STANDARD, VERBOSE and EXAMINE have now been added.
!MESSAGE WELLDONE
You throw the sword back into the lake. The Lady of the Lake
stretches her hand out of the deep and catches it once more.
A barge draws up, drawn by two white hippopotami. You enter,
and are taken off in triumph to the land of Heroes of Murdac.
You have scored 250 points out of a maximum of 250. Well done!
!MESSAGE WIZM1
At the top of the hill there is an aged man, whom, from his
dress, you observe to be a wizard. "My daughter!" he says.
"Where is she? Find her and I will richly reward you."
He then vanishes into thin air leaving just his staff.
Looking round you, you see that...
!MESSAGE WIZM2
The wizard appears once more. "That's her ribbon!" he says.
"You have found her." You explain the nature of his daughter's
plight, and he takes the ribbon from you, handing you a scroll,
saying "May this aid you on your quest." He then vanishes again.
!MESSAGE WIZM3
At the top of the hill you find the wizard and his daughter,
happily re-united. They congratulate you on fulfilling your
quest, and disappear, leaving a munificent reward behind.
!MESSAGE WIZZAP
"You have failed in your quest?" moans the wizard, who is
waiting for you at the top of the hill. He then casts a strange
spell, whereby lightning flashes from his nostrils, striking
you and causing you to suspend breathing.
!MESSAGE YOUWONTHELP
You reenter the cell to be met by hysterics from the wizard's
daughter. "You can't help me!" she wails. "Leave me alone!"
The troll enters and forcibly removes you from the cell,
muttering "Lock 'em all up, that's what I say!"
!MESSAGE YUMMY
You eagerly devour the @x33. Slurp! That was delicious!
!MESSAGE BLURBMESS
MURDAC - Background information
The forests of Murdac are some of the oldest, as well as the
wildest and most isolated, in the whole land. Also they don't
take kindly to intruders -- although living on the outermost
fringes of the great forest, you have never been able to
penetrate it: every time that you followed a track into the dark
woods, you found that it somehow turned and took you away from
the secret heartlands of Murdac.
It became almost an obsession with you. 'What is the secret of
Murdac?' you wondered, frustrated at every turn. In the land
where nobody ever set foot, there was surely some dread mystery
to be revealed.
In your village there lived a wise woman, Duessa by name. Some
folk said that she was a sorceress, and could cause the milk to
go sour just by scratching her nose. Others said that the reason
old Uncle George had only lived to be 91 (when his father had
reached 102) was because he had tripped over Duessa's cat when
drunk. Obviously a woman to be wary of, especially if you wanted
to make sure that you came home without growing an extra ear on
the way. She certainly knew a few secrets that nobody else in the
village did -- like what it meant if you saw a rabbit hiccuping
on the night of the full moon -- and if anyone could tell you
about Murdac, it was Duessa.
So you made your way to her ancient cottage, knocked on the
door, and waited. "Come in, my young friend," said a quavering
voice. "I've been expecting you!" The inside of Duessa's cottage
was very dirty, and full of strange and interesting objects --
glass apparatus billowing noxious vapours, a stuffed platypus,
icosahedral prisms, and many other curios.
Duessa muttered incoherently to herself. "This one looks
brighter than the last ... it is time that the quest were done
.. the wizard needs help ... but as for the manticore..." were
fragments that you heard as she busily pottered around her
cottage looking for something.
The wise woman returned, bearing an old teapot. Just as you were
wondering whether to accept a cuppa, she tipped the contents of
the pot into the hearth and gazed at them raptly. Deciding that
the omens were favourable, Duessa gave you your instructions, and
you left her cottage. As you departed, you heard the wise woman
mutter, "I hope he gets there before the ogres have finished. But
I suppose the Old Man of the Sea will get him anyway..."
Following Duessa's instructions, you went down a certain path at
midnight on Hallowe'en, until you came to a clearing. There you
drew a pentacle, stood within it, and shouted "PANGORY
PANTHRODULAM" - words of power that she had given you. Was the
intonation right? If not you might find yourself rotting in a
gloomy dungeon for ten thousand aeons, tormented by creatures
from the lower planes. But nothing like that happened.
The trees moved around you, exposing a long path which stretched
away for miles. You followed it, with trepidation, and the trees
closed up behind you. After several hours of tireless trudging,
you arrived at your goal. But... but... was THIS Murdac? A
beautifully laid out garden? A small stone hut? Where were the
ogres? The cannibals? The Old Man of the Sea? Now is the time for
you to explore further, but do be VERY careful -- it's not every
adventurer who is going to survive in this totally alien world!