borderzone/border.zabstr

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<ROOM OUTF-1 (LOC ROOMS) (DESC "Outside Fence") (PATH 0) (EAST TO OUTF-2 IF
FALSE-FLAG ELSE "You crawl along the ground until you reach a point directly south of the
next guard tower.") (WEST SORRY
"That would put you directly in front of the border station, and that
would be suicidal.") (SOUTH PER NOMANS-MOVE) (SE SORRY
"Given the rate at which the searchlights are turning, it would be suicidal
to attempt anything other than a direct run at the forest to the south.") (SW
SORRY "Given the rate at which the searchlights are turning, it would be suicidal
to attempt anything other than a direct run at the forest to the south.") (
NORTH PER FENCE-CROSS) (NOMAN <TABLE <TABLE 180 180 0 0> <TABLE 270 225 0 0> <
TABLE 270 240 0 0> C2>) (ACROSS INF-1) (NS 1) (EW 3) (ACTION OUTF-F) (GPOS 0) (
FLAGS GVIEWBIT SLVIEWBIT) (GLOBAL SEARCHLIGHTS FENCE FENCE-HOLE FENCE-SIGN
TOWER GUARDS BORDER-FENCE)>
<DEFINE-ROUTINE OUTF-F>
<OBJECT CAR-GUARDS (LOC GLOBAL-OBJECTS) (DESC "men from the car") (SYNONYM MEN
GUARDS) (FLAGS SEARCHBIT) (SCENARIO 2) (ACTION CAR-GUARDS-F)>
<DEFINE-ROUTINE CAR-GUARDS-F>
<OBJECT SCOUT (DESC "guard")>
<OBJECT GLOBAL-SCOUT (LOC GLOBAL-OBJECTS) (DESC "guard") (SYNONYM GUARD SCOUT)
(ADJECTIVE LONE SINGLE) (SCENARIO 2) (ACTION GLOBAL-SCOUT-F)>
<DEFINE-ROUTINE GLOBAL-SCOUT-F>
<DEFINE-ROUTINE SCOUT-TELL>
<OBJECT GUARDS (LOC LOCAL-GLOBALS) (DESC "guard") (SYNONYM GUARDS GUARD MEN) (
ACTION GUARDS-F)>
<DEFINE-ROUTINE GUARDS-F>
<DEFINE-ROUTINE FLUSH-WATCHER>
<DEFINE-ROUTINE FACE-TELL>
<ROOM INF-1 (LOC ROOMS) (NS 1) (EW 3) (PATH 0) (DESC "Inside Fence") (EAST TO
INF-2 IF FALSE-FLAG ELSE
"You crawl along the ground until you reach a point directly south of the
next guard tower.") (WEST SORRY
"That would put you directly in front of the border station, and that
would be suicidal.") (NW SORRY
"That would put you directly in front of the border station, and that
would be suicidal.") (SOUTH PER FENCE-CROSS) (NE PER GUARD-MOVE-TWR) (NORTH PER
GUARD-CATCH) (ACROSS OUTF-1) (ACTION INF-F) (GPOS 0) (FLAGS GVIEWBIT) (GLOBAL
SEARCHLIGHTS FENCE FENCE-HOLE FENCE-SIGN TOWER GUARDS BORDER-FENCE)>
<DEFINE-ROUTINE INF-F>
<DEFINE-ROUTINE FENCE-CROSS>
<ROOM OUTF-2 (LOC ROOMS) (DESC "Outside Fence") (NS 1) (EW 4) (PATH 0) (NORTH
PER FENCE-CROSS) (EAST TO OUTF-3 IF FALSE-FLAG ELSE
"You crawl along the ground until you reach a point directly south of the
next guard tower.") (WEST TO OUTF-1 IF FALSE-FLAG ELSE
"You crawl along the ground until you reach a point directly south of the
next guard tower.") (SOUTH PER NOMANS-MOVE) (SE SORRY
"Given the rate at which the searchlights are turning, it would be suicidal
to attempt anything other than a direct run at the forest to the south.") (SW
SORRY "Given the rate at which the searchlights are turning, it would be suicidal
to attempt anything other than a direct run at the forest to the south.") (
NOMAN <TABLE <TABLE 90 135 0 0> <TABLE 180 180 0 0> <TABLE 270 225 0 0> D2>) (
ACROSS INF-2) (ACTION OUTF-F) (GPOS 90) (FLAGS GVIEWBIT SLVIEWBIT) (GLOBAL
SEARCHLIGHTS FENCE FENCE-HOLE FENCE-SIGN TOWER GUARDS BORDER-FENCE)>
<ROOM INF-2 (LOC ROOMS) (NS 1) (EW 4) (PATH 0) (DESC "Inside Fence") (EAST TO
INF-3 IF FALSE-FLAG ELSE
"You crawl along the ground until you reach a point directly south of the
next guard tower.") (WEST TO INF-1 IF FALSE-FLAG ELSE
"You crawl along the ground until you reach a point directly south of the
next guard tower.") (NE PER GUARD-CATCH) (NW PER GUARD-CATCH) (NORTH PER
GUARD-MOVE-TWR) (SOUTH PER FENCE-CROSS) (ACROSS OUTF-2) (ACTION INF-F) (GPOS 90
) (FLAGS GVIEWBIT) (GLOBAL SEARCHLIGHTS FENCE FENCE-HOLE FENCE-SIGN TOWER
GUARDS BORDER-FENCE)>
<ROOM OUTF-3 (LOC ROOMS) (DESC "Outside Fence") (NS 1) (EW 5) (PATH 0) (NORTH
PER FENCE-CROSS) (EAST SORRY "That would be suicidal.") (WEST TO OUTF-2 IF
FALSE-FLAG ELSE "You crawl along the ground until you reach a point directly south of the
next guard tower.") (SOUTH PER NOMANS-MOVE) (SE SORRY
"Given the rate at which the searchlights are turning, it would be suicidal
to attempt anything other than a direct run at the forest to the south.") (SW
SORRY "Given the rate at which the searchlights are turning, it would be suicidal
to attempt anything other than a direct run at the forest to the south.") (
NOMAN <TABLE <TABLE 90 120 0 0> <TABLE 90 135 0 0> <TABLE 180 180 0 0> E2>) (
ACROSS INF-3) (ACTION OUTF-F) (GPOS 180) (FLAGS GVIEWBIT SLVIEWBIT) (GLOBAL
SEARCHLIGHTS FENCE FENCE-HOLE FENCE-SIGN TOWER GUARDS BORDER-FENCE)>
<ROOM INF-3 (LOC ROOMS) (NS 1) (EW 5) (PATH 0) (DESC "Inside Fence") (EAST
SORRY "That would be suicidal.") (WEST TO INF-2 IF FALSE-FLAG ELSE
"You crawl along the ground until you reach a point directly south of the
next guard tower.") (NW PER GUARD-MOVE-TWR) (NORTH PER GUARD-CATCH) (NE SORRY
"That would be suicidal.") (SOUTH PER FENCE-CROSS) (ACROSS OUTF-3) (ACTION
INF-F) (GPOS 180) (FLAGS GVIEWBIT) (GLOBAL SEARCHLIGHTS FENCE FENCE-HOLE
FENCE-SIGN TOWER GUARDS BORDER-FENCE)>
<OBJECT FENCE-HOLE (LOC LOCAL-GLOBALS) (DESC "hole") (SYNONYM HOLE SLIT CUT
BREAK) (ACTION FENCE-HOLE-F)>
<DEFINE-ROUTINE FENCE-HOLE-F>
<DEFINE-ROUTINE GUARD-CATCH>
<DEFINE-ROUTINE GUARD-MOVE-TWR>
<DEFINE-ROUTINE GUARD-MOVE-BDR>
<DEFINE-ROUTINE GUARD-MOVE-INF>
<DEFINE-ROUTINE LADDER-CLIMB>
<DEFINE-ROUTINE LADDER-DESCEND>
<ROOM TOWER-SOUTH (LOC ROOMS) (NS 1) (EW 4) (GPOS 90) (PATH 0) (DESC
"Tower, South Side") (LDESC
"The guard post itself looks both north and south. To the south, one can
look out over the no-man's-land and toward the forest.
The machine gun bolted to the floor is a grim reminder of the obstacles you
have faced so far. To the north, only a few feet beyond reach and about
five feet below you, lies the border fence.") (NORTH SORRY
"That would mean jumping off the tower to your death.") (OUT-DIR P?WEST) (WEST
TO LADDER-TOP IF TOWER-DOOR IS OPEN) (FLAGS GVIEWBIT) (GLOBAL TOWER-DOOR
BORDER-FENCE FENCE TOWER)>
<OBJECT GLOBAL-MACHINE-GUN (LOC GLOBAL-OBJECTS) (DESC "machine gun") (SYNONYM
GUN GUNS MACHINE-GUN) (SCENARIO 2) (ADJECTIVE MACHINE) (ACTION
GLOBAL-MACHINE-GUN-F)>
<DEFINE-ROUTINE GLOBAL-MACHINE-GUN-F>
<OBJECT MACHINE-GUN (LOC TOWER-SOUTH) (DESC "machine gun") (SYNONYM GUN
MACHINE-GUN) (ADJECTIVE MACHINE) (FLAGS NDESCBIT) (ACTION MACHINE-GUN-F)>
<DEFINE-ROUTINE MACHINE-GUN-F>
<DEFINE-ROUTINE TOWER-ENTRY>
<ROOM LADDER-TOP (LOC ROOMS) (NS 1) (EW 4) (GPOS 90) (PATH 0) (DESC
"Tower Entrance") (DOWN PER LADDER-DESCEND) (IN-DIR P?EAST) (EAST PER
TOWER-ENTRY) (FLAGS GVIEWBIT) (GLOBAL LADDER GUARDS TOWER TOWER-DOOR) (ACTION
LADDER-TOP-F)>
<DEFINE-ROUTINE LADDER-TOP-F>
<OBJECT BRACE-POST (LOC LADDER-TOP) (DESC "post") (SYNONYM POST POSTS) (
ADJECTIVE SW SOUTHWEST) (FLAGS NDESCBIT) (ACTION BRACE-POST-F)>
<DEFINE-ROUTINE BRACE-POST-F>
<OBJECT TOWER-DOOR (LOC LOCAL-GLOBALS) (DESC "door") (SYNONYM DOOR) (ADJECTIVE
TOWER METAL GUARD) (FLAGS NDESCBIT DOORBIT) (ACTION TOWER-DOOR-F)>
<DEFINE-ROUTINE TOWER-DOOR-F>
<GLOBAL GUARD-FOOLED <>>
<DEFINE-ROUTINE I-GUARD-BACK>
<OBJECT GUARD-LEG (DESC "guard's leg") (SYNONYM GUARD LEG) (ADJECTIVE GUARDS
GUARD\'S) (FLAGS NDESCBIT) (ACTION GUARD-LEG-F)>
<DEFINE-ROUTINE GUARD-LEG-F>
<DEFINE-ROUTINE START-GUARD-CHASE>
<GLOBAL GUARD-CHASE <>>
<GLOBAL GUARD-CHASE-TIME <>>
<OBJECT INJURED-GUARD (DESC "crumpled body") (FDESC
"The crumpled body of the fallen guard is lying on the ground. Beneath
him lies his machine gun.") (SYNONYM BODY HEAP GUN MACHINE-GUN) (ADJECTIVE
INJURED MACHINE CRUMPLED CONTORTED) (ACTION INJURED-GUARD-F)>
<DEFINE-ROUTINE INJURED-GUARD-F>
<DEFINE-ROUTINE INT-TIME>
<DEFINE-ROUTINE I-TOWER>
<GLOBAL GUARD-WAIT <>>
<DEFINE-ROUTINE I-CHARGE>
<DEFINE-ROUTINE I-CATCH>
<OBJECT BRACE (LOC LADDER-TOP) (DESC "brace") (SYNONYM BRACE) (ADJECTIVE METAL)
(FLAGS NDESCBIT) (ACTION BRACE-F)>
<GLOBAL ON-BRACE? <>>
<DEFINE-ROUTINE BRACE-F>
<ROOM TWR-2 (LOC ROOMS) (NS 1) (EW 4) (GPOS 90) (PATH 0) (DESC "Center Tower")
(UP PER LADDER-CLIMB) (SE PER GUARD-CATCH) (SW PER GUARD-CATCH) (NORTH PER
GUARD-MOVE-BDR) (EAST PER GUARD-CATCH) (WEST PER GUARD-CATCH) (SOUTH PER
GUARD-MOVE-INF) (NE PER GUARD-CATCH) (NW PER GUARD-CATCH) (GLOBAL LADDER TOWER
BORDER-FENCE GUARDS) (FLAGS GVIEWBIT) (ACTION TWR-F)>
<DEFINE-ROUTINE TWR-F>
<OBJECT BINOCULARS (LOC INSIDE-SHED) (DESC "pair of binoculars") (SYNONYM PAIR
BINOCULARS GLASSES BINOCS) (FDESC
"Hanging from a hook near the door is a pair of binoculars.") (ADJECTIVE FIELD)
(FLAGS TAKEBIT TRANSBIT) (SCENARIO 2) (ACTION BINOCULARS-F)>
<DEFINE-ROUTINE BINOCULARS-F>
<DEFINE-ROUTINE AT-NML?>
<OBJECT EXPLODING-PEN (DESC "pen") (SYNONYM PEN EXPLOSIVE) (ADJECTIVE EXPLODING
) (FLAGS TAKEBIT OPENBIT CONTBIT SURFACEBIT) (SCENARIO 2) (ACTION
EXPLODING-PEN-F)>
<CONSTANT SANITY-2
"Your sanity is coming into question. Perhaps it is the blood loss.">
<DEFINE-ROUTINE EXPLODING-PEN-F>
<GLOBAL BOMB-DUD <>>
<DEFINE-ROUTINE I-FUSE>
<GLOBAL TOWER-DESTROYED <>>
<OBJECT FLAMING-CAR (DESC "burning car") (SYNONYM CAR AUTOMOBILE) (ADJECTIVE
BURNING FLAMING) (ACTION FLAMING-CAR-F)>
<DEFINE-ROUTINE FLAMING-CAR-F>
<GLOBAL GUARDS-IN-CAR <>>
<DEFINE-ROUTINE DEMOLISH-CAR>
<DEFINE-ROUTINE CAR-IN-VIEW?>
<GLOBAL HUT-MAN-DIVERSION <>>
<DEFINE-ROUTINE I-MAN-BACK>
<DEFINE-ROUTINE BOMB-TELL>
<DEFINE-ROUTINE PEN-POOF>
<GLOBAL EXPLOSION-HEARD "You can hear an explosion in the distance.">
<GLOBAL FUSE-TIME 0>
<OBJECT PEN-CAP (LOC EXPLODING-PEN) (DESC "cap") (SYNONYM CAP COVER) (FLAGS
TAKEBIT) (SCENARIO 2) (ACTION PEN-CAP-F)>
<DEFINE-ROUTINE PEN-CAP-F>
<GLOBAL FUSE-ARMED 0>
<OBJECT TIMER-BUTTON (DESC "timer button") (SYNONYM BUTTON) (ADJECTIVE TIMER
RED) (FLAGS NDESCBIT) (ACTION TIMER-BUTTON-F)>
<DEFINE-ROUTINE TIMER-BUTTON-F>
<OBJECT LADDER (LOC LOCAL-GLOBALS) (DESC "ladder") (SYNONYM LADDER) (ADJECTIVE
METAL) (ACTION LADDER-F)>
<DEFINE-ROUTINE LADDER-F>
<OBJECT POSTS (LOC TWR-2) (DESC "posts") (SYNONYM POSTS) (ADJECTIVE METAL STEEL
) (FLAGS NDESCBIT) (ACTION POSTS-F)>
<DEFINE-ROUTINE POSTS-F>
<OBJECT NW-POST (LOC TWR-2) (DESC "northwest post") (SYNONYM POST) (ADJECTIVE
NORTHWEST NW) (FLAGS NDESCBIT OPENBIT METALBIT) (ACTION POST-F)>
<OBJECT NE-POST (LOC TWR-2) (DESC "northeast post") (SYNONYM POST) (ADJECTIVE
NORTHEAST NE) (FLAGS NDESCBIT OPENBIT METALBIT) (ACTION POST-F)>
<OBJECT SW-POST (LOC TWR-2) (DESC "southwest post") (SYNONYM POST) (ADJECTIVE
SOUTHWEST SW) (FLAGS NDESCBIT OPENBIT METALBIT) (ACTION POST-F)>
<OBJECT SE-POST (LOC TWR-2) (DESC "southeast post") (SYNONYM POST) (ADJECTIVE
SOUTHEAST SE) (FLAGS NDESCBIT OPENBIT METALBIT) (ACTION POST-F)>
<DEFINE-ROUTINE POST-F>
<OBJECT BORDER-FENCE (LOC LOCAL-GLOBALS) (DESC "border fence") (SYNONYM FENCE
LINK LINKS) (ADJECTIVE CHAIN-LINK CHAIN BORDER IMPENETRABLE TALL) (GENERIC
GENERIC-FENCE) (FLAGS METALBIT) (ACTION BORDER-FENCE-F)>
<DEFINE-ROUTINE BORDER-FENCE-F>
<ROOM BDR-2 (LOC ROOMS) (NS 1) (EW 4) (PATH 0) (GPOS 90) (DESC "Border") (SOUTH
PER GUARD-MOVE-TWR) (EAST PER GUARD-CATCH) (WEST PER GUARD-CATCH) (NE PER
GUARD-CATCH) (NW PER GUARD-CATCH) (SE PER GUARD-CATCH) (SW PER GUARD-CATCH) (
NORTH SORRY "That appears to be the problem at hand.") (FLAGS GVIEWBIT) (GLOBAL
BORDER-FENCE TOWER GUARDS) (ACTION BDR-F)>
<DEFINE-ROUTINE BDR-F>
<OBJECT TOWER (LOC LOCAL-GLOBALS) (DESC "tower") (SYNONYM TOWER TOWERS) (
ADJECTIVE WATCH GUARD LEFT MIDDLE CENTER RIGHT) (ACTION TOWER-F)>
<DEFINE-ROUTINE TOWER-F>
<OBJECT FENCE (LOC LOCAL-GLOBALS) (DESC "first fence") (SYNONYM CHAIN-LINK LINK
LINKS FENCE) (ADJECTIVE FIRST CHAIN ELECTRIFIED) (GENERIC GENERIC-FENCE) (FLAGS
METALBIT OPENBIT) (ACTION FENCE-F)>
<DEFINE-ROUTINE GENERIC-FENCE>
<OBJECT FENCE-SIGN (LOC LOCAL-GLOBALS) (DESC "warning sign") (SYNONYM SIGN
SIGNS NOTICE NOTICES) (ADJECTIVE WARNING) (FLAGS READBIT) (ACTION FENCE-SIGN-F)
>
<DEFINE-ROUTINE FENCE-SIGN-F>
<DEFINE-ROUTINE SIGN-READER>
<DEFINE-ROUTINE FENCE-F>
<GLOBAL CUT-DETECTED <>>
<OBJECT RUBBER-GLOVES (DESC "pair of rubber gloves") (SYNONYM PAIR GLOVES) (
ADJECTIVE RUBBER OLD) (FLAGS TAKEBIT WEARBIT) (SCENARIO 2)>
<ROOM B2 (EW 2) (NS 2) (LOC ROOMS) (DESC "Border Zone, Station") (PATH 0) (WEST
TO A2 IF HACK-FLAG ELSE
"You emerge from the forest into an open area through which runs
a railroad track oriented north and south. Beyond the tracks, the
ground rises steeply.") (EAST TO C2 IF HACK-FLAG ELSE
"You continue through the forest, until you come to the edge of a wide
clearing to the north - this is the border zone. From atop three guard
towers standing in a line from east to west, searchlights play across
the zone, brightly illuminating everything in their path. On either side
of the towers are tall fences, running parallel to the border, making a
direct assault all but impossible.") (SE TO C3 IF HACK-FLAG ELSE
"The blowing snow blinds you for a moment as you walk through the
forest.") (SW TO A3 IF HACK-FLAG ELSE
"You emerge from the forest into an open area through which runs
a railroad track oriented north and south. Beyond the tracks, the
ground rises steeply.") (SOUTH TO B3 IF HACK-FLAG ELSE
"A cold gust of wind swirls snow into your face, making it difficult
to see clearly, but you press on through the forest.") (NORTH SORRY
"Attempting a run directly at the border station would be tantamount to
surrendering to the authorities and giving up on your mission.") (NE SORRY
"Given the rate at which the searchlights are turning, it would be suicidal
to attempt anything other than a direct run at the tower to the north.") (NW
SORRY "Given the rate at which the searchlights are turning, it would be suicidal
to attempt anything other than a direct run at the tower to the north.") (FLAGS
SLVIEWBIT) (GLOBAL SEARCHLIGHTS GUARDS TOWER FENCE FENCE-SIGN BORDER-FENCE
BORDER-FIELD) (ACTION EDGE-ROOM-F)>
<DEFINE-ROUTINE EDGE-ROOM-F>
<ROOM C2 (EW 3) (NS 2) (LOC ROOMS) (DESC "Border Zone, Left") (PATH 0) (WEST TO
B2 IF HACK-FLAG ELSE
"You continue through the forest, until you come to the edge of a wide
clearing to the north - this is the border zone. From atop three guard
towers standing in a line from east to west, searchlights play across
the zone, brightly illuminating everything in their path. On either side
of the towers are tall fences, running parallel to the border, making a
direct assault all but impossible. Directly across the border zone is
the border crossing station.") (EAST TO D2 IF HACK-FLAG ELSE
"You continue through the forest, until you come to the edge of a wide
clearing to the north - this is the border zone. From atop three guard
towers standing in a line from east to west, searchlights play across
the zone, brightly illuminating everything in their path. On either side
of the towers are tall fences, running parallel to the border, making a
direct assault all but impossible.") (SE TO D3 IF HACK-FLAG ELSE
"A branch falls from a nearby tree, startling you briefly. You
turn back and press on through the forest.") (SW TO B3 IF HACK-FLAG ELSE
"The blowing snow blinds you for a moment as you walk through the
forest.") (SOUTH TO C3 IF HACK-FLAG ELSE
"You walk through the forest, breaking branches as you go, and
finally stop after walking about a hundred yards.") (NORTH PER NOMANS-MOVE) (NE
SORRY "Given the rate at which the searchlights are turning, it would be suicidal
to attempt anything other than a direct run at the tower to the north.") (NW
SORRY "Given the rate at which the searchlights are turning, it would be suicidal
to attempt anything other than a direct run at the tower to the north.") (NOMAN
<TABLE <TABLE 180 180 0 0> <TABLE 225 270 0 0> <TABLE 240 270 0 0> OUTF-1>) (
FLAGS SLVIEWBIT) (GLOBAL SEARCHLIGHTS GUARDS TOWER FENCE FENCE-SIGN
BORDER-FENCE BORDER-FIELD) (ACTION EDGE-ROOM-F)>
<ROOM D2 (EW 4) (NS 2) (LOC ROOMS) (DESC "Border Zone, Center") (PATH 0) (WEST
TO C2 IF HACK-FLAG ELSE
"You continue through the forest, until you come to the edge of a wide
clearing to the north - this is the border zone. From atop three guard
towers standing in a line from east to west, searchlights play across
the zone, brightly illuminating everything in their path. On either side
of the towers are tall fences, running parallel to the border, making a
direct assault all but impossible.") (EAST TO E2 IF HACK-FLAG ELSE
"You continue through the forest, until you come to the edge of a wide
clearing to the north - this is the border zone. From atop three guard
towers standing in a line from east to west, searchlights play across
the zone, brightly illuminating everything in their path. On either side
of the towers are tall fences, running parallel to the border, making a
direct assault all but impossible.") (SE TO E3 IF HACK-FLAG ELSE
"You stumble through a three-foot snowdrift, but get back on your
feet quickly and proceed through the forest.") (SW TO C3 IF HACK-FLAG ELSE
"You continue through the forest for a hundred yards, and then
stop. Snowflakes fall softly around you - nearby, a small animal
scurries through the brush.") (SOUTH TO D3 IF HACK-FLAG ELSE
"You walk through the forest, breaking branches as you go, and
finally stop after walking about a hundred yards.") (NORTH PER NOMANS-MOVE) (NE
SORRY "Given the rate at which the searchlights are turning, it would be suicidal
to attempt anything other than a direct run at the tower to the north.") (NW
SORRY "Given the rate at which the searchlights are turning, it would be suicidal
to attempt anything other than a direct run at the tower to the north.") (NOMAN
<TABLE <TABLE 135 90 0 0> <TABLE 180 180 0 0> <TABLE 225 270 0 0> OUTF-2>) (
FLAGS SLVIEWBIT) (GLOBAL SEARCHLIGHTS GUARDS TOWER FENCE FENCE-SIGN
BORDER-FENCE BORDER-FIELD) (ACTION EDGE-ROOM-F)>
<ROOM E2 (EW 5) (NS 2) (LOC ROOMS) (DESC "Border Zone, Right") (PATH 0) (WEST
TO D2 IF HACK-FLAG ELSE
"You continue through the forest, until you come to the edge of a wide
clearing to the north - this is the border zone. From atop three guard
towers standing in a line from east to west, searchlights play across
the zone, brightly illuminating everything in their path. On either side
of the towers are tall fences, running parallel to the border, making a
direct assault all but impossible.") (EAST SORRY
"You scramble up a bit, but slide back down. It's just too steep.") (SE TO F3
IF HACK-FLAG ELSE
"You walk through the forest, breaking branches as you go, and
finally stop after walking about a hundred yards.") (SW TO D3 IF HACK-FLAG ELSE
"You walk through the forest, breaking branches as you go, and
finally stop after walking about a hundred yards.") (SOUTH TO E3 IF HACK-FLAG
ELSE "A cold gust of wind swirls snow into your face, making it difficult
to see clearly, but you press on through the forest.") (NORTH PER NOMANS-MOVE)
(NE SORRY "Given the rate at which the searchlights are turning, it would be suicidal
to attempt anything other than a direct run at the tower to the north.") (NW
SORRY "Given the rate at which the searchlights are turning, it would be suicidal
to attempt anything other than a direct run at the tower to the north.") (NOMAN
<TABLE <TABLE 120 90 0 0> <TABLE 135 90 0 0> <TABLE 180 180 0 0> OUTF-3>) (
FLAGS SLVIEWBIT) (GLOBAL SEARCHLIGHTS GUARDS TOWER FENCE FENCE-SIGN
BORDER-FENCE BORDER-FIELD) (ACTION EDGE-ROOM-F)>
<OBJECT BORDER-FIELD (LOC LOCAL-GLOBALS) (DESC "open field") (SYNONYM FIELD
LAND) (ADJECTIVE OPEN NOMANS NO-MANS) (FLAGS VOWELBIT AN) (ACTION
BORDER-FIELD-F)>
<DEFINE-ROUTINE BORDER-FIELD-F>
<ROOM A2 (EW 1) (NS 2) (LOC ROOMS) (DESC "Border Zone, Tracks") (PATH A3) (WEST
SORRY "You scramble up a bit, but slide back down. It's just too steep.") (EAST
TO B2 IF HACK-FLAG ELSE
"You leave the side of the railroad tracks and head into the forest,
until you come to the edge of a wide
clearing to the north - this is the border zone. From atop three guard
towers standing in a line from east to west, searchlights play across
the zone, brightly illuminating everything in their path. On either side
of the towers are tall fences, running parallel to the border, making a
direct assault all but impossible.") (SE TO B3 IF HACK-FLAG ELSE
"You leave the side of the railroad tracks and head into the forest.
The darkness is deeper here, as less moonlight reaches the forest floor.
The snow crunches under your feet, and you pause after moving a hundred or
so yards into the forest.") (SW SORRY
"You scramble up a bit, but slide back down. It's just too steep.") (SOUTH TO
A3 IF HACK-FLAG ELSE "You continue along the tracks for about a hundred yards."
) (NORTH SORRY "You'd do as well to surrender.") (NE SORRY
"You'd do as well to surrender.") (NW SORRY
"You scramble up a bit, but slide back down. It's just too steep.") (GLOBAL
SEARCHLIGHTS) (FLAGS TRACKSBIT) (ACTION TRACKS-ROOM-F)>
<OBJECT TRACKS (LOC GLOBAL-OBJECTS) (DESC "tracks") (SCENARIO 2) (SYNONYM
TRACKS) (ADJECTIVE RAILROAD) (ACTION TRACKS-F)>
<DEFINE-ROUTINE TRACKS-F>
<OBJECT ROAD (LOC GLOBAL-OBJECTS) (DESC "road") (SYNONYM ROAD ROADWAY PAVEMENT)
(ACTION ROAD-F)>
<DEFINE-ROUTINE ROAD-F>
<DEFINE-ROUTINE TRACKS-ROOM-F>
<GLOBAL FIRST-B8-FLAG T>
<ROOM A3 (EW 1) (NS 3) (LOC ROOMS) (DESC "Railroad Tracks") (PATH A4) (WEST
SORRY "You scramble up a bit, but slide back down. It's just too steep.") (EAST
TO B3 IF HACK-FLAG ELSE
"You leave the side of the railroad tracks and head into the forest.
The darkness is deeper here, as less moonlight reaches the forest floor.
The snow crunches under your feet, and you pause after moving a hundred or
so yards into the forest.") (SE TO B4 IF HACK-FLAG ELSE
"You leave the side of the railroad tracks and head into the forest.
The darkness is deeper here, as less moonlight reaches the forest floor.
The snow crunches under your feet, and you pause after moving a hundred or
so yards into the forest.") (SW SORRY
"You scramble up a bit, but slide back down. It's just too steep.") (SOUTH TO
A4 IF HACK-FLAG ELSE "You continue along the tracks for about a hundred yards."
) (NORTH TO A2 IF HACK-FLAG ELSE
"You continue along the tracks for about a hundred yards.") (NE TO B2 IF
HACK-FLAG ELSE "You continue through the forest, until you come to the edge of a wide
clearing to the north - this is the border zone. From atop three guard
towers standing in a line from east to west, searchlights play across
the zone, brightly illuminating everything in their path. On either side
of the towers are tall fences, running parallel to the border, making a
direct assault all but impossible. Directly across the border zone is
the border crossing station.") (NW SORRY
"You scramble up a bit, but slide back down. It's just too steep.") (FLAGS
TRACKSBIT) (ACTION TRACKS-ROOM-F)>
<ROOM A4 (EW 1) (NS 4) (LOC ROOMS) (DESC "Railroad Tracks") (PATH A5) (WEST
SORRY "You scramble up a bit, but slide back down. It's just too steep.") (EAST
TO B4 IF HACK-FLAG ELSE
"You leave the side of the railroad tracks and head into the forest.
The darkness is deeper here, as less moonlight reaches the forest floor.
The snow crunches under your feet, and you pause after moving a hundred or
so yards into the forest.") (SE TO B5 IF HACK-FLAG ELSE
"You leave the side of the railroad tracks and head into the forest.
The darkness is deeper here, as less moonlight reaches the forest floor.
The snow crunches under your feet, and you pause after moving a hundred or
so yards into the forest.") (SW SORRY
"You scramble up a bit, but slide back down. It's just too steep.") (SOUTH TO
A5 IF HACK-FLAG ELSE "You continue along the tracks for about a hundred yards."
) (NORTH TO A3 IF HACK-FLAG ELSE
"You continue along the tracks for about a hundred yards.") (NE TO B3 IF
HACK-FLAG ELSE "You leave the side of the railroad tracks and head into the forest.
The darkness is deeper here, as less moonlight reaches the forest floor.
The snow crunches under your feet, and you pause after moving a hundred or
so yards into the forest.") (NW SORRY
"You scramble up a bit, but slide back down. It's just too steep.") (FLAGS
TRACKSBIT) (ACTION TRACKS-ROOM-F)>
<ROOM A5 (EW 1) (NS 5) (LOC ROOMS) (DESC "Railroad Tracks") (PATH A6) (WEST
SORRY "You scramble up a bit, but slide back down. It's just too steep.") (EAST
TO B5 IF HACK-FLAG ELSE
"You leave the side of the railroad tracks and head into the forest.
The darkness is deeper here, as less moonlight reaches the forest floor.
The snow crunches under your feet, and you pause after moving a hundred or
so yards into the forest.") (SE TO B6 IF HACK-FLAG ELSE
"You leave the side of the railroad tracks and head into the forest.
The darkness is deeper here, as less moonlight reaches the forest floor.
The snow crunches under your feet, and you pause after moving a hundred or
so yards into the forest.") (SW SORRY
"You scramble up a bit, but slide back down. It's just too steep.") (SOUTH TO
A6 IF HACK-FLAG ELSE "You continue along the tracks for about a hundred yards."
) (NORTH TO A4 IF HACK-FLAG ELSE
"You continue along the tracks for about a hundred yards.") (NE TO B4 IF
HACK-FLAG ELSE "You leave the side of the railroad tracks and head into the forest.
The darkness is deeper here, as less moonlight reaches the forest floor.
The snow crunches under your feet, and you pause after moving a hundred or
so yards into the forest.") (NW SORRY
"You scramble up a bit, but slide back down. It's just too steep.") (FLAGS
TRACKSBIT) (ACTION TRACKS-ROOM-F)>
<ROOM A6 (EW 1) (NS 6) (LOC ROOMS) (DESC "Railroad Tracks") (PATH A7) (WEST
SORRY "You scramble up a bit, but slide back down. It's just too steep.") (EAST
TO B6 IF HACK-FLAG ELSE
"You leave the side of the railroad tracks and head into the forest.
The darkness is deeper here, as less moonlight reaches the forest floor.
The snow crunches under your feet, and you pause after moving a hundred or
so yards into the forest.") (SE TO B7 IF HACK-FLAG ELSE
"You leave the side of the railroad tracks and head into the forest.
The darkness is deeper here, as less moonlight reaches the forest floor.
The snow crunches under your feet, and you pause after moving a hundred or
so yards into the forest.") (SW SORRY
"You scramble up a bit, but slide back down. It's just too steep.") (SOUTH TO
A7 IF HACK-FLAG ELSE
"You continue along the tracks for about a hundred yards, reaching a spot
at which the tracks bend off to the southeast.") (NORTH TO A5 IF HACK-FLAG ELSE
"You continue along the tracks for about a hundred yards.") (NE TO B5 IF
HACK-FLAG ELSE "You leave the side of the railroad tracks and head into the forest.
The darkness is deeper here, as less moonlight reaches the forest floor.
The snow crunches under your feet, and you pause after moving a hundred or
so yards into the forest.") (NW SORRY
"You scramble up a bit, but slide back down. It's just too steep.") (FLAGS
TRACKSBIT) (ACTION TRACKS-ROOM-F)>
<ROOM A7 (EW 1) (NS 7) (LOC ROOMS) (DESC "Railroad Tracks") (PATH B8) (WEST
SORRY "You scramble up a bit, but slide back down. It's just too steep.") (EAST
TO B7 IF HACK-FLAG ELSE
"You leave the side of the railroad tracks and head into the forest.
The darkness is deeper here, as less moonlight reaches the forest floor.
The snow crunches under your feet, and you pause after moving a hundred or
so yards into the forest.") (SE TO B8 IF HACK-FLAG ELSE
"You continue along the tracks for about a hundred yards.") (SW SORRY
"You scramble up a bit, but slide back down. It's just too steep.") (SOUTH
SORRY "You scramble up a bit, but slide back down. It's just too steep.") (
NORTH TO A6 IF HACK-FLAG ELSE
"You continue along the tracks for about a hundred yards.") (NE TO B6 IF
HACK-FLAG ELSE "You leave the side of the railroad tracks and head into the forest.
The darkness is deeper here, as less moonlight reaches the forest floor.
The snow crunches under your feet, and you pause after moving a hundred or
so yards into the forest.") (NW SORRY
"You scramble up a bit, but slide back down. It's just too steep.") (FLAGS
TRACKSBIT) (ACTION TRACKS-ROOM-F)>
<ROOM B3 (EW 2) (NS 3) (LOC ROOMS) (DESC "Inside the Forest") (PATH 0) (WEST TO
A3 IF HACK-FLAG ELSE
"You emerge from the forest into an open area through which runs
a railroad track oriented north and south. Beyond the tracks, the
ground rises steeply.") (EAST TO C3 IF TRUE-FLAG ELSE
"You move deeper into the forest, until you reach...") (SE TO OUTSIDE-SHED IF
HACK-FLAG ELSE "A branch falls from a nearby tree, startling you briefly. You
turn back and press on through the forest, until you stop at
a small wooden shed.") (SW TO A4 IF HACK-FLAG ELSE
"You leave the forest and come to some railroad tracks, running
more-or-less north and south. Behind the tracks, the ground rises
steeply.") (SOUTH TO B4 IF HACK-FLAG ELSE
"You stumble through a three-foot snowdrift, but get back on your
feet quickly and proceed through the forest.") (NORTH TO B2 IF HACK-FLAG ELSE
"You continue through the forest, until you come to the edge of a wide
clearing to the north - this is the border zone. From atop three guard
towers standing in a line from east to west, searchlights play across
the zone, brightly illuminating everything in their path. On either side
of the towers are tall fences, running parallel to the border, making a
direct assault all but impossible. Directly across the border zone is
the border crossing station.") (NE TO C2 IF HACK-FLAG ELSE
"You continue through the forest, until you come to the edge of a wide
clearing to the north - this is the border zone. From atop three guard
towers standing in a line from east to west, searchlights play across
the zone, brightly illuminating everything in their path. On either side
of the towers are tall fences, running parallel to the border, making a
direct assault all but impossible.") (NW TO A2 IF HACK-FLAG ELSE
"You leave the forest and come to some railroad tracks, running
more-or-less north and south. Behind the tracks, the ground rises
steeply.") (ACTION FOREST-ROOM-F)>
<DEFINE-ROUTINE FOREST-ROOM-F>
<ROOM B4 (EW 2) (NS 4) (LOC ROOMS) (DESC "Inside the Forest") (PATH 0) (WEST TO
A4 IF HACK-FLAG ELSE
"You emerge from the forest into an open area through which runs
a railroad track oriented north and south. Beyond the tracks, the
ground rises steeply.") (EAST TO OUTSIDE-SHED IF HACK-FLAG ELSE
"A pile of snow falls on your head from a heavily laden branch
above. You shake it off, and continue through the forest, until
you reach a small wooden shed.") (SE TO C5 IF HACK-FLAG ELSE
"You continue through the forest for a hundred yards, and then
stop. Snowflakes fall softly around you - nearby, a small animal
scurries through the brush.") (SW TO A5 IF HACK-FLAG ELSE
"You leave the forest and come to some railroad tracks, running
more-or-less north and south. Behind the tracks, the ground rises
steeply.") (SOUTH TO B5 IF HACK-FLAG ELSE
"You walk through the forest, breaking branches as you go, and
finally stop after walking about a hundred yards.") (NORTH TO B3 IF HACK-FLAG
ELSE "You walk through the forest, breaking branches as you go, and
finally stop after walking about a hundred yards.") (NE TO C3 IF HACK-FLAG ELSE
"You continue through the forest for a hundred yards, and then
stop. Snowflakes fall softly around you - nearby, a small animal
scurries through the brush.") (NW TO A3 IF HACK-FLAG ELSE
"You leave the forest and come to some railroad tracks, running
more-or-less north and south. Behind the tracks, the ground rises
steeply.") (ACTION FOREST-ROOM-F)>
<ROOM B5 (EW 2) (NS 5) (LOC ROOMS) (DESC "Inside the Forest") (PATH 0) (WEST TO
A5 IF HACK-FLAG ELSE
"You emerge from the forest into an open area through which runs
a railroad track oriented north and south. Beyond the tracks, the
ground rises steeply.") (EAST TO C5 IF HACK-FLAG ELSE
"You stumble through a three-foot snowdrift, but get back on your
feet quickly and proceed through the forest.") (SE TO C6 IF HACK-FLAG ELSE
"You stumble through a three-foot snowdrift, but get back on your
feet quickly and proceed through the forest.") (SW TO A6 IF HACK-FLAG ELSE
"You leave the forest and come to some railroad tracks, running
more-or-less north and south. Behind the tracks, the ground rises
steeply.") (SOUTH TO B6 IF HACK-FLAG ELSE
"You continue through the forest for a hundred yards, and then
stop. Snowflakes fall softly around you - nearby, a small animal
scurries through the brush.") (NORTH TO B4 IF HACK-FLAG ELSE
"A branch falls from a nearby tree, startling you briefly. You
turn back and press on through the forest.") (NE TO OUTSIDE-SHED IF HACK-FLAG
ELSE "A branch falls from a nearby tree, startling you briefly. You
turn back and press on through the forest, until you stop at
a small wooden shed.") (NW TO A4 IF HACK-FLAG ELSE
"You leave the forest and come to some railroad tracks, running
more-or-less north and south. Behind the tracks, the ground rises
steeply.") (ACTION FOREST-ROOM-F)>
<ROOM B6 (EW 2) (NS 6) (LOC ROOMS) (DESC "Inside the Forest") (PATH 0) (WEST TO
A6 IF HACK-FLAG ELSE
"You emerge from the forest into an open area through which runs
a railroad track oriented north and south. Beyond the tracks, the
ground rises steeply.") (EAST TO C6 IF HACK-FLAG ELSE
"A branch falls from a nearby tree, startling you briefly. You
turn back and press on through the forest.") (SE TO C7 IF HACK-FLAG ELSE
"You walk through the forest, breaking branches as you go, and
finally stop after walking about a hundred yards.") (SW TO A7 IF HACK-FLAG ELSE
"You leave the forest and come to some railroad tracks, running
more-or-less north and south. Behind the tracks, the rises steeply.") (SOUTH TO
B7 IF HACK-FLAG ELSE
"You walk through the forest, breaking branches as you go, and
finally stop after walking about a hundred yards.") (NORTH TO B5 IF HACK-FLAG
ELSE "You continue through the forest for a hundred yards, and then
stop. Snowflakes fall softly around you - nearby, a small animal
scurries through the brush.") (NE TO C5 IF HACK-FLAG ELSE
"A pile of snow falls on your head from a heavily laden branch
above. You shake it off, and continue through the forest.") (NW TO A5 IF
HACK-FLAG ELSE "You leave the forest and come to some railroad tracks, running
more-or-less north and south. Behind the tracks, the ground rises
steeply.") (ACTION FOREST-ROOM-F)>
<ROOM B7 (EW 2) (NS 7) (LOC ROOMS) (DESC "Inside the Forest") (PATH 0) (WEST TO
A7 IF HACK-FLAG ELSE
"You emerge from the forest into an open area through which runs
a railroad track oriented north and south. Beyond the tracks, the
ground rises steeply.") (EAST TO C7 IF HACK-FLAG ELSE
"You walk through the forest, breaking branches as you go, and
finally stop after walking about a hundred yards.") (SE TO C8 IF HACK-FLAG ELSE
"You walk through the forest, breaking branches as you go, and
finally stop after walking about a hundred yards.") (SW SORRY
"You'd never make it up the cliff on the other side of the tracks.") (SOUTH TO
B8 IF HACK-FLAG ELSE
"You leave the forest and come to some railroad tracks, running
northwest to southeast. Behind the tracks, to the west and south, the
ground rises steeply.") (NORTH TO B6 IF HACK-FLAG ELSE
"You continue through the forest for a hundred yards, and then
stop. Snowflakes fall softly around you - nearby, a small animal
scurries through the brush.") (NE TO C6 IF HACK-FLAG ELSE
"A branch falls from a nearby tree, startling you briefly. You
turn back and press on through the forest.") (NW TO A6 IF HACK-FLAG ELSE
"You leave the forest and come to some railroad tracks, running
more-or-less north and south. Behind the tracks, the ground rises
steeply.") (ACTION FOREST-ROOM-F)>
<ROOM B8 (EW 2) (NS 8) (LOC ROOMS) (DESC "Railroad Tracks") (PATH 0) (WEST
SORRY "You scramble up a bit, but slide back down. It's just too steep.") (EAST
TO C8 IF HACK-FLAG ELSE
"You leave the side of the railroad tracks and head into the forest.
The darkness is deeper here, as less moonlight reaches the forest floor.
The snow crunches under your feet, and you pause after moving a hundred or
so yards into the forest.") (SE TO C9 IF HACK-FLAG ELSE
"You continue along the tracks for about a hundred yards, and come to
a place where the tracks are met by a roadway, heading off to the northeast.
Both the tracks and the roadway enter a tunnel to the south.") (SW SORRY
"You scramble up a bit, but slide back down. It's just too steep.") (SOUTH
SORRY "You scramble up a bit, but slide back down. It's just too steep.") (
NORTH TO B7 IF HACK-FLAG ELSE
"You leave the side of the railroad tracks and head into the forest.
The darkness is deeper here, as less moonlight reaches the forest floor.
The snow crunches under your feet, and you pause after moving a hundred or
so yards into the forest.") (NE TO C7 IF HACK-FLAG ELSE
"You leave the side of the railroad tracks and head into the forest.
The darkness is deeper here, as less moonlight reaches the forest floor.
The snow crunches under your feet, and you pause after moving a hundred or
so yards into the forest.") (NW TO A7 IF HACK-FLAG ELSE
"You continue along the tracks for about a hundred yards.") (FLAGS TRACKSBIT) (
ACTION TRACKS-ROOM-F)>
<ROOM C3 (EW 3) (NS 3) (LOC ROOMS) (DESC "Inside the Forest") (PATH 0) (WEST TO
B3 IF HACK-FLAG ELSE
"The blowing snow blinds you for a moment as you walk through the
forest.") (EAST TO D3 IF HACK-FLAG ELSE
"You continue through the forest for a hundred yards, and then
stop. Snowflakes fall softly around you - nearby, a small animal
scurries through the brush.") (SE TO D4 IF HACK-FLAG ELSE
"A cold gust of wind swirls snow into your face, making it difficult
to see clearly, but you press on through the forest.") (SW TO B4 IF HACK-FLAG
ELSE "You continue through the forest for a hundred yards, and then
stop. Snowflakes fall softly around you - nearby, a small animal
scurries through the brush.") (SOUTH TO OUTSIDE-SHED IF HACK-FLAG ELSE
"A pile of snow falls on your head from a heavily laden branch
above. You shake it off, and continue through the forest, until
you come to a small wooden shed.") (NORTH TO C2 IF HACK-FLAG ELSE
"You continue through the forest, until you come to the edge of a wide
clearing to the north - this is the border zone. From atop three guard
towers standing in a line from east to west, searchlights play across
the zone, brightly illuminating everything in their path. On either side
of the towers are tall fences, running parallel to the border, making a
direct assault all but impossible.") (NE TO D2 IF HACK-FLAG ELSE
"You continue through the forest, until you come to the edge of a wide
clearing to the north - this is the border zone. From atop three guard
towers standing in a line from east to west, searchlights play across
the zone, brightly illuminating everything in their path. On either side
of the towers are tall fences, running parallel to the border, making a
direct assault all but impossible.") (NW TO B2 IF HACK-FLAG ELSE
"You continue through the forest, until you come to the edge of a wide
clearing to the north - this is the border zone. From atop three guard
towers standing in a line from east to west, searchlights play across
the zone, brightly illuminating everything in their path. On either side
of the towers are tall fences, running parallel to the border, making a
direct assault all but impossible. Directly across the border zone is
the border crossing station.") (ACTION FOREST-ROOM-F)>
<DEFINE-ROUTINE SHED-MOVE>
<ROOM OUTSIDE-SHED (EW 3) (NS 4) (LOC ROOMS) (DESC "Outside Shed") (PATH 0) (IN
PER SHED-MOVE) (SE TO D5 IF HACK-FLAG ELSE
"The blowing snow blinds you for a moment as you walk through the
forest and into a clearing. A small hut lies off the east, and
from the smoke from the chimney, it appears as though somebody's home.") (NE TO
D3 IF HACK-FLAG ELSE
"You stumble through a three-foot snowdrift, but get back on your
feet quickly and proceed through the forest.") (NORTH TO C3 IF HACK-FLAG ELSE
"A branch falls from a nearby tree, startling you briefly. You
turn back and press on through the forest.") (NW TO B3 IF HACK-FLAG ELSE
"A pile of snow falls on your head from a heavily laden branch
above. You shake it off, and continue through the forest.") (SOUTH TO C5 IF
HACK-FLAG ELSE "A branch falls from a nearby tree, startling you briefly. You
turn back and press on through the forest.") (SW TO B5 IF HACK-FLAG ELSE
"You stumble through a three-foot snowdrift, but get back on your
feet quickly and proceed through the forest.") (EAST TO D4 IF HACK-FLAG ELSE
"You stumble through a three-foot snowdrift, but get back on your
feet quickly and proceed through the forest.") (WEST TO B4 IF HACK-FLAG ELSE
"A branch falls from a nearby tree, startling you briefly. You
turn back and press on through the forest.") (GLOBAL SHED-DOOR SHED-WINDOW SHED
) (ACTION OUTSIDE-SHED-F) (WOODFCN OUTSIDE-SHED-WF)>
<DEFINE-ROUTINE OUTSIDE-SHED-WF>
<DEFINE-ROUTINE BOLDTELL>
<DEFINE-ROUTINE OUTSIDE-SHED-F>
<OBJECT SHED-DOOR (LOC LOCAL-GLOBALS) (DESC "shed door") (SYNONYM DOOR) (
ADJECTIVE SHED) (FLAGS DOORBIT)>
<OBJECT WOOD-PILE (LOC INSIDE-SHED) (DESC "pile of wood") (SYNONYM PILE WOOD
LOGS LOG) (ADJECTIVE WOOD) (FLAGS NDESCBIT) (ACTION WOOD-PILE-F)>
<DEFINE-ROUTINE WOOD-PILE-F>
<OBJECT FAKE-GLOVES (LOC INSIDE-SHED) (DESC "gloves") (SYNONYM GLOVES) (
ADJECTIVE RUBBER) (FLAGS NDESCBIT) (ACTION FAKE-TOOLS-F)>
<OBJECT FAKE-HAMMER (LOC INSIDE-SHED) (DESC "hammer") (SYNONYM HAMMER) (
ADJECTIVE WOOD) (FLAGS NDESCBIT) (ACTION FAKE-TOOLS-F)>
<OBJECT FAKE-SAW (LOC INSIDE-SHED) (DESC "saw") (SYNONYM WOOD-SAW SAW) (
ADJECTIVE WOOD) (FLAGS NDESCBIT) (ACTION FAKE-TOOLS-F)>
<OBJECT FAKE-CUTTERS (LOC INSIDE-SHED) (DESC "bolt cutters") (SYNONYM CUTTER
BOLT-CUTTER CUTTERS) (ADJECTIVE BOLT) (FLAGS NDESCBIT) (ACTION FAKE-TOOLS-F)>
<DEFINE-ROUTINE FAKE-TOOLS-F>
<OBJECT ASSORTED-TOOLS (LOC INSIDE-SHED) (DESC "assorted tools") (SYNONYM TOOLS
TOOL) (ADJECTIVE ASSORTED) (FLAGS NDESCBIT) (ACTION ASSORTED-TOOLS-F)>
<DEFINE-ROUTINE ASSORTED-TOOLS-F>
<OBJECT HAMMER (DESC "hammer") (SYNONYM HAMMER TOOL TOOLS HANDLE) (FLAGS
TAKEBIT TOOLBIT) (SIZE 10) (SCENARIO 2) (ACTION HAMMER-F)>
<DEFINE-ROUTINE HAMMER-F>
<OBJECT WOOD-SAW (DESC "wood saw") (SYNONYM SAW TOOL TOOLS) (ADJECTIVE WOOD) (
FLAGS TAKEBIT TOOLBIT) (SCENARIO 2) (SIZE 20) (ACTION WOOD-SAW-F)>
<DEFINE-ROUTINE WOOD-SAW-F>
<OBJECT BOLT-CUTTER (DESC "bolt-cutter") (SYNONYM CUTTER BOLT-CUTTER CUTTERS
TOOL TOOLS) (ADJECTIVE BOLT) (FLAGS TAKEBIT TOOLBIT) (SIZE 20) (SCENARIO 2)>
<OBJECT SHED-WINDOW (LOC LOCAL-GLOBALS) (DESC "shed window") (SYNONYM WINDOW) (
ADJECTIVE SHED) (ACTION SHED-WINDOW-F)>
<DEFINE-ROUTINE SHED-WINDOW-F>
<ROOM INSIDE-SHED (EW 3) (NS 4) (LOC ROOMS) (DESC "Inside Shed") (PATH 0) (OUT
PER LEAVE-SHED) (GLOBAL SHED-DOOR SHED-WINDOW SHED) (ACTION INSIDE-SHED-F) (
WOODFCN INSIDE-SHED-WF)>
<DEFINE-ROUTINE LEAVE-SHED>
<OBJECT SHED (LOC LOCAL-GLOBALS) (DESC "shed") (SYNONYM SHED WOODSHED BUILDING
HUT) (ADJECTIVE WOOD) (ACTION SHED-F)>
<DEFINE-ROUTINE SHED-F>
<GLOBAL WOOD-RETURNING <>>
<DEFINE-ROUTINE INSIDE-SHED-WF>
<DEFINE-ROUTINE INSIDE-SHED-F>
<ROOM C5 (EW 3) (NS 5) (LOC ROOMS) (DESC "Inside the Forest") (PATH 0) (WEST TO
B5 IF HACK-FLAG ELSE
"The blowing snow blinds you for a moment as you walk through the
forest.") (EAST TO D5 IF HACK-FLAG ELSE
"The blowing snow blinds you for a moment as you walk through the
forest and into a clearing. A small hut lies off the east, and
from the smoke from the chimney, it appears as though somebody's home.") (SE TO
D6 IF HACK-FLAG ELSE
"You emerge from the thick forest and come to a roadway running from
south to east, with a narrow spur leading north.") (SW TO B6 IF HACK-FLAG ELSE
"The blowing snow blinds you for a moment as you walk through the
forest.") (SOUTH TO C6 IF HACK-FLAG ELSE
"You walk through the forest, breaking branches as you go, and
finally stop after walking about a hundred yards.") (NORTH TO OUTSIDE-SHED IF
HACK-FLAG ELSE "A pile of snow falls on your head from a heavily laden branch
above. You shake it off, and continue through the forest, until
you come to a small wooden shed.") (NE TO D4 IF HACK-FLAG ELSE
"The blowing snow blinds you for a moment as you walk through the
forest.") (NW TO B4 IF HACK-FLAG ELSE
"You stumble through a three-foot snowdrift, but get back on your
feet quickly and proceed through the forest.") (ACTION FOREST-ROOM-F)>
<ROOM C6 (EW 3) (NS 6) (LOC ROOMS) (DESC "Inside the Forest") (PATH 0) (WEST TO
B6 IF HACK-FLAG ELSE
"A cold gust of wind swirls snow into your face, making it difficult
to see clearly, but you press on through the forest.") (EAST TO D6 IF HACK-FLAG
ELSE "You emerge from the thick forest and come to a roadway running from
south to east, with a narrow spur leading north.") (SE TO D7 IF HACK-FLAG ELSE
"You emerge from the thick forest and come to a roadway running from
north to south.") (SW TO B7 IF HACK-FLAG ELSE
"You continue through the forest for a hundred yards, and then
stop. Snowflakes fall softly around you - nearby, a small animal
scurries through the brush.") (SOUTH TO C7 IF HACK-FLAG ELSE
"You continue through the forest for a hundred yards, and then
stop. Snowflakes fall softly around you - nearby, a small animal
scurries through the brush.") (NORTH TO C5 IF HACK-FLAG ELSE
"You stumble through a three-foot snowdrift, but get back on your
feet quickly and proceed through the forest.") (NE TO D5 IF HACK-FLAG ELSE
"The blowing snow blinds you for a moment as you walk through the
forest and into a clearing. A small hut lies off the east, and
from the smoke from the chimney, it appears as though somebody's home.") (NW TO
B5 IF HACK-FLAG ELSE
"A cold gust of wind swirls snow into your face, making it difficult
to see clearly, but you press on through the forest.") (ACTION FOREST-ROOM-F)>
<ROOM C7 (EW 3) (NS 7) (LOC ROOMS) (DESC "Inside the Forest") (PATH 0) (WEST TO
B7 IF HACK-FLAG ELSE
"A cold gust of wind swirls snow into your face, making it difficult
to see clearly, but you press on through the forest.") (EAST TO D7 IF HACK-FLAG
ELSE "You emerge from the thick forest and come to a roadway running from
north to south.") (SE TO D8 IF HACK-FLAG ELSE
"You emerge from the thick forest and come to a roadway running from
north to southwest.") (SW TO B8 IF HACK-FLAG ELSE
"You leave the forest and come to some railroad tracks, running
northwest to southeast. Behind the tracks, to the west and south, the
ground rises steeply.") (SOUTH TO C8 IF HACK-FLAG ELSE
"A pile of snow falls on your head from a heavily laden branch
above. You shake it off, and continue through the forest.") (NORTH TO C6 IF
HACK-FLAG ELSE "A branch falls from a nearby tree, startling you briefly. You
turn back and press on through the forest.") (NE TO D6 IF HACK-FLAG ELSE
"You emerge from the thick forest and come to a roadway running from
south to east, with a narrow spur leading north.") (NW TO B6 IF HACK-FLAG ELSE
"You stumble through a three-foot snowdrift, but get back on your
feet quickly and proceed through the forest.") (ACTION FOREST-ROOM-F)>
<ROOM C8 (EW 3) (NS 8) (LOC ROOMS) (DESC "Inside the Forest") (PATH 0) (WEST TO
B8 IF HACK-FLAG ELSE
"You leave the forest and come to some railroad tracks, running
northwest to southeast. Behind the tracks, to the west and south, the
ground rises steeply.") (EAST TO D8 IF HACK-FLAG ELSE
"You emerge from the thick forest and come to a roadway running from
north to southwest.") (SE TO D9 IF HACK-FLAG ELSE
"You cross a roadway and come to the edge of a putrid swamp, which
runs off to the northeast.") (SW TO B8 IF HACK-FLAG ELSE
"You leave the forest and come to some railroad tracks, running
northwest to southeast. Behind the tracks, to the west and south, the
ground rises steeply.") (SOUTH TO C9 IF HACK-FLAG ELSE
"You emerge from the forest into an open area through which runs
a railroad track running to the northwest and a roadway running to the
northeast. Both lead south into a tunnel.") (NORTH TO C7 IF HACK-FLAG ELSE
"The blowing snow blinds you for a moment as you walk through the
forest.") (NE TO D7 IF HACK-FLAG ELSE
"You emerge from the thick forest and come to a roadway running from
north to south.") (NW TO B7 IF HACK-FLAG ELSE
"A cold gust of wind swirls snow into your face, making it difficult
to see clearly, but you press on through the forest.") (ACTION FOREST-ROOM-F)>
<ROOM C9 (EW 3) (NS 9) (LOC ROOMS) (DESC "Mouth of Tunnel") (LDESC
"Both the road and the railroad tracks lead into a dark tunnel to the south.
If your memory from the train serves, this tunnel is miles long, and without
interruption. The tracks continue toward the border to the northwest, and
the road bends to the northeast. A dark forest stretches before you to the
north.") (PATH 0) (WEST SORRY
"You scramble up a bit, but slide back down. It's just too steep.") (EAST TO D9
IF FALSE-FLAG ELSE
"You continue through the forest, coming finally to the edge of a putrid
swamp, which winds its way off to the northeast.") (SE TO D9 IF FALSE-FLAG ELSE
"You continue through the forest, coming finally to the edge of a putrid
swamp, which winds its way off to the northeast.") (SW SORRY
"You scramble up a bit, but slide back down. It's just too steep.") (SOUTH
SORRY "It would take hours to get through the tunnel, and your mission would
undoubtably fail. You'd best find a way across the border.") (NORTH TO C8 IF
HACK-FLAG ELSE "You leave the side of the railroad tracks and head into the forest.
The darkness is deeper here, as less moonlight reaches the forest floor.
The snow crunches under your feet, and you pause after moving a hundred or
so yards into the forest.") (NE TO D8) (NW TO B8 IF HACK-FLAG ELSE
"You continue along the tracks for about a hundred yards.") (FLAGS TRACKSBIT
ROADBIT)>
<ROOM D3 (EW 4) (NS 3) (LOC ROOMS) (DESC "Inside the Forest") (PATH 0) (WEST TO
C3 IF HACK-FLAG ELSE
"A pile of snow falls on your head from a heavily laden branch
above. You shake it off, and continue through the forest.") (EAST TO E3 IF
HACK-FLAG ELSE "A cold gust of wind swirls snow into your face, making it difficult
to see clearly, but you press on through the forest.") (SE TO E4 IF HACK-FLAG
ELSE "The blowing snow blinds you for a moment as you walk through the
forest.") (SW TO OUTSIDE-SHED IF HACK-FLAG ELSE
"A branch falls from a nearby tree, startling you briefly. You
turn back and press on through the forest, until you stop at
a small wooden shed.") (SOUTH TO D4 IF HACK-FLAG ELSE
"A pile of snow falls on your head from a heavily laden branch
above. You shake it off, and continue through the forest.") (NORTH TO D2 IF
HACK-FLAG ELSE "You continue through the forest, until you come to the edge of a wide
clearing to the north - this is the border zone. From atop three guard
towers standing in a line from east to west, searchlights play across
the zone, brightly illuminating everything in their path. On either side
of the towers are tall fences, running parallel to the border, making a
direct assault all but impossible.") (NE TO E2 IF HACK-FLAG ELSE
"You continue through the forest, until you come to the edge of a wide
clearing to the north - this is the border zone. From atop three guard
towers standing in a line from east to west, searchlights play across
the zone, brightly illuminating everything in their path. On either side
of the towers are tall fences, running parallel to the border, making a
direct assault all but impossible.") (NW TO C2 IF HACK-FLAG ELSE
"You continue through the forest, until you come to the edge of a wide
clearing to the north - this is the border zone. From atop three guard
towers standing in a line from east to west, searchlights play across
the zone, brightly illuminating everything in their path. On either side
of the towers are tall fences, running parallel to the border, making a
direct assault all but impossible.") (ACTION FOREST-ROOM-F)>
<ROOM D4 (EW 4) (NS 4) (LOC ROOMS) (DESC "Inside the Forest") (PATH 0) (WEST TO
OUTSIDE-SHED IF HACK-FLAG ELSE
"A pile of snow falls on your head from a heavily laden branch
above. You shake it off, and continue through the forest, until
you come to a small wooden shed.") (EAST TO E4 IF HACK-FLAG ELSE
"You walk through the forest, breaking branches as you go, and
finally stop after walking about a hundred yards.") (SE TO E5 IF HACK-FLAG ELSE
"You walk through the forest, breaking branches as you go, and
finally stop after walking about a hundred yards.") (SW TO C5 IF HACK-FLAG ELSE
"You walk through the forest, breaking branches as you go, and
finally stop after walking about a hundred yards.") (SOUTH TO NORTH-HUT IF
HACK-FLAG ELSE "You walk for a short while and come to a large clearing, to the east of
which lies a small hut. Concerned about the possibility of being seen,
you head toward a spot on the north side of the hut, where you can
check the situation out.") (NORTH TO D3 IF HACK-FLAG ELSE
"A branch falls from a nearby tree, startling you briefly. You
turn back and press on through the forest.") (NE TO E3 IF HACK-FLAG ELSE
"You continue through the forest for a hundred yards, and then
stop. Snowflakes fall softly around you - nearby, a small animal
scurries through the brush.") (NW TO C3 IF HACK-FLAG ELSE
"A branch falls from a nearby tree, startling you briefly. You
turn back and press on through the forest.") (ACTION FOREST-ROOM-F)>
<ROOM D5 (EW 4) (NS 5) (FLAGS VILLAGEBIT) (LOC ROOMS) (DESC "Clearing") (PATH 0
) (WEST TO C5 IF HACK-FLAG ELSE
"You enter the forest, breaking branches as you go, and
finally stop after walking about a hundred yards.") (EAST TO OUTSIDE-HUT IF
HACK-FLAG ELSE "A cold gust of wind swirls snow into your face, making it difficult
to see clearly, but you walk to the front door of the hut.") (SE TO SOUTH-HUT
IF HACK-FLAG ELSE "You walk around to the south side of the hut.") (SW TO C6 IF
HACK-FLAG ELSE "The blowing snow blinds you for a moment as you enter the
forest.") (SOUTH TO ROAD-END IF HACK-FLAG ELSE
"You continue until you come to the start of a roadway leading south.") (NORTH
TO D4 IF HACK-FLAG ELSE
"You enter the forest, breaking branches as you go, and
finally stop after walking about a hundred yards.") (NE TO NORTH-HUT IF
HACK-FLAG ELSE "A cold gust of wind swirls snow into your face, making it difficult
to see clearly, but you press on to the north side of the hut.") (NW TO
OUTSIDE-SHED IF HACK-FLAG ELSE
"You stumble through a three-foot snowdrift, but get back on your
feet quickly and proceed into the forest, stopping as you come upon a
small wooden shed.") (ACTION D5-F) (WOODFCN D5-WF) (GLOBAL HUT CHIMNEY) (FIRE
"You continue along until you enter a clearing; to the east, before you,
lies a burning hut, sending plumes of black smoke and orange flame into
the sky.")>
<GLOBAL HUT-BURNING <>>
<DEFINE-ROUTINE D5-F>
<OBJECT HUT (LOC LOCAL-GLOBALS) (DESC "hut") (SYNONYM HUT HOUSE HOME BUILDING)
(ADJECTIVE WOODEN WOOD) (ACTION HUT-F)>
<OBJECT CHIMNEY (LOC LOCAL-GLOBALS) (DESC "chimney") (SYNONYM CHIMNEY) (ACTION
CHIMNEY-F)>
<DEFINE-ROUTINE CHIMNEY-F>
<DEFINE-ROUTINE HUT-F>
<GLOBAL HUT-WALKS <PLTABLE OUTSIDE-HUT NORTH-HUT BEHIND-HUT SOUTH-HUT
OUTSIDE-HUT 0>>
<DEFINE-ROUTINE LKP>
<DEFINE-ROUTINE D5-WF>
<ROOM OUTSIDE-HUT (EW 4) (NS 5) (FLAGS VILLAGEBIT OUTHUTBIT) (PATH 0) (LOC
ROOMS) (DESC "Outside Hut") (NORTH TO NORTH-HUT IF HACK-FLAG ELSE
"You stumble through a three-foot snowdrift, but get back on your
feet quickly and proceed to the north side of the house.") (SOUTH TO ROAD-END
IF HACK-FLAG ELSE
"You stumble through a three-foot snowdrift, but get back on your
feet quickly and proceed to a point at which a road leading south
through the forest begins.") (NW TO D5 IF HACK-FLAG ELSE
"You enter the forest, breaking branches as you go, and
finally stop as you come into a clearing, to the east of which is a small
hut.") (SW TO ROAD-END IF HACK-FLAG ELSE
"You stumble through a three-foot snowdrift, but get back on your
feet quickly and proceed to a point at which a road leading south
through the forest begins.") (NE TO NORTH-HUT IF HACK-FLAG ELSE
"You walk around to the north side of the hut.") (SE TO SOUTH-HUT IF HACK-FLAG
ELSE "A cold gust of wind swirls snow into your face, making it difficult
to see clearly, but you press on to the south side of the hut.") (EAST TO
HUT-LIVING IF HUT-FRONT-DOOR IS OPEN) (WEST TO D5 IF HACK-FLAG ELSE
"The blowing snow blinds you for a moment as you walk into the clearing.") (
ACTION OUTSIDE-HUT-F) (WOODFCN OUTSIDE-HUT-WF) (GLOBAL HUT CHIMNEY
HUT-FRONT-DOOR) (FIRE
"You continue until reaching the front of the blazing hut. The heat is so
extreme that you can't get within twenty feet of it.")>
<DEFINE-ROUTINE OUTSIDE-HUT-F>
<DEFINE-ROUTINE OUTSIDE-HUT-WF>
<ROOM NORTH-HUT (EW 4) (NS 5) (FLAGS VILLAGEBIT OUTHUTBIT) (PATH 0) (LOC ROOMS)
(DESC "North Side of Hut") (NE TO E4 IF HACK-FLAG ELSE
"You walk through the forest, breaking branches as you go, and
finally stop after walking about a hundred yards.") (SE TO BEHIND-HUT IF
HACK-FLAG ELSE "You walk around the house to the back; a door here leads into the hut."
) (EAST TO BEHIND-HUT IF HACK-FLAG ELSE
"You walk around the house to the back; a door here leads into the hut.") (WEST
TO D5 IF HACK-FLAG ELSE "You walk around the house and into the clearing.") (NW
TO D4 IF HACK-FLAG ELSE
"A pile of snow falls on your head from a heavily laden branch
above. You shake it off, and continue through the forest.") (SW TO OUTSIDE-HUT
IF HACK-FLAG ELSE "You walk around to the front of the house.") (NORTH TO D4 IF
HACK-FLAG ELSE "A branch falls from a nearby tree, startling you briefly. You
turn back and press on through the forest.") (SOUTH SORRY
"There's no way into the hut from here.") (ACROSS HUT-LIVING) (ACTION
NORTH-HUT-F) (GLOBAL HUT-WINDOW HUT CHIMNEY) (FIRE
"You continue until reaching the north side of a blazing
hut. With the extreme heat here, you can't get close at all.")>
<DEFINE-ROUTINE NORTH-HUT-F>
<DEFINE-ROUTINE CAR-SEQ-TELL>
<OBJECT HUT-WINDOW (LOC LOCAL-GLOBALS) (DESC "window") (SYNONYM WINDOW) (ACTION
HUT-WINDOW-F)>
<DEFINE-ROUTINE HUT-WINDOW-F>
<ROOM SOUTH-HUT (EW 4) (NS 5) (FLAGS VILLAGEBIT OUTHUTBIT) (PATH 0) (LOC ROOMS)
(DESC "South Side of Hut") (NE TO BEHIND-HUT IF HACK-FLAG ELSE
"You walk around the house to the back; the door is closed.") (SE TO E6 IF
HACK-FLAG ELSE "You reenter the forest and soon come to a roadway running from
east to west.") (EAST TO BEHIND-HUT IF HACK-FLAG ELSE
"You walk around the house to the back; the door is closed.") (WEST TO D5 IF
HACK-FLAG ELSE "You walk around the house and into the clearing.") (SW TO
ROAD-END IF HACK-FLAG ELSE
"You stumble through a three-foot snowdrift, but get back on your
feet quickly and move to a point in the forest at which a small
road leads south.") (NW TO OUTSIDE-HUT IF HACK-FLAG ELSE
"You walk around to the front of the house.") (NORTH SORRY
"There's no way into the hut from here.") (SOUTH TO ROAD-END IF HACK-FLAG ELSE
"You stumble through a three-foot snowdrift, but get back on your
feet quickly and move to a point in the forest at which a small
road leads south.") (ACTION SOUTH-HUT-F) (GLOBAL HUT-WINDOW HUT CHIMNEY) (FIRE
"You reach the south side of a hut, now completely ablaze. The heat from
the flames makes it impossible to go any closer.")>
<DEFINE-ROUTINE SOUTH-HUT-F>
<ROOM BEHIND-HUT (EW 4) (NS 5) (FLAGS VILLAGEBIT OUTHUTBIT) (PATH 0) (LOC ROOMS
) (DESC "Behind Hut") (NW TO NORTH-HUT IF HACK-FLAG ELSE
"You walk around to the north side of the house.") (WEST TO HUT-STORAGE IF
HUT-BACK-DOOR IS OPEN) (IN-DIR P?WEST) (SW TO SOUTH-HUT IF HACK-FLAG ELSE
"You walk around to the south side of the house.") (SOUTH TO SOUTH-HUT IF
HACK-FLAG ELSE "You walk around to the south side of the house.") (SE TO E6 IF
HACK-FLAG ELSE "You enter the forest, but soon emerge at a roadway running from
east to west.") (EAST TO E5 IF HACK-FLAG ELSE
"A cold gust of wind swirls snow into your face, making it difficult
to see clearly, but you press on into the forest.") (NE TO E4 IF HACK-FLAG ELSE
"A pile of snow falls on your head from a heavily laden branch
above. You shake it off, and continue into the forest.") (NORTH TO NORTH-HUT IF
HACK-FLAG ELSE "You walk around to the north side of the hut.") (GLOBAL
HUT-BACK-DOOR HUT-WINDOW HUT CHIMNEY) (ACTION BEHIND-HUT-F) (FIRE
"You continue until you reach the back side of a blazing hut.
Engulfed as it is in flames, you cannot possibly get closer.")>
<DEFINE-ROUTINE BEHIND-HUT-F>
<OBJECT HUT-BACK-DOOR (LOC LOCAL-GLOBALS) (DESC "back door") (SYNONYM DOOR
HINGES HINGE) (ADJECTIVE BACK) (FLAGS DOORBIT) (ACTION HUT-BACK-DOOR-F)>
<GLOBAL DOOR-OILED <>>
<DEFINE-ROUTINE HUT-BACK-DOOR-F>
<OBJECT HUT-MAN (LOC HUT-LIVING) (DESC "man") (SYNONYM MAN)>
<OBJECT HUT-FRONT-DOOR (LOC LOCAL-GLOBALS) (DESC "front door") (SYNONYM DOOR) (
ADJECTIVE FRONT) (FLAGS DOORBIT) (ACTION HUT-FRONT-DOOR-F)>
<DEFINE-ROUTINE MAN-AT-HOME?>
<DEFINE-ROUTINE HUT-FRONT-DOOR-F>
<DEFINE-ROUTINE HUT-STORAGE-EXIT>
<ROOM HUT-STORAGE (EW 4) (NS 5) (FLAGS VILLAGEBIT HUTBIT) (PATH 0) (LOC ROOMS)
(DESC "Storage Area") (EAST PER HUT-STORAGE-EXIT) (WEST TO HUT-LIVING) (OUT PER
HUT-STORAGE-EXIT) (ACTION HUT-STORAGE-F) (WOODFCN HUT-STORAGE-WF) (GLOBAL
HUT-WINDOW HUT CHIMNEY HUT-BACK-DOOR)>
<GLOBAL HUT-STORE-FLAG T>
<DEFINE-ROUTINE HUT-STORAGE-WF>
<DEFINE-ROUTINE HUT-STORAGE-F>
<DEFINE-ROUTINE DOOR-TELL>
<OBJECT HUT-WOOD (LOC HUT-LIVING) (DESC "wood pile") (SYNONYM PILE WOOD) (
ADJECTIVE WOOD) (FLAGS NDESCBIT) (ACTION HUT-WOOD-F)>
<GLOBAL HUT-WOOD-ADDED <>>
<DEFINE-ROUTINE HUT-WOOD-F>
<ROOM HUT-LIVING (EW 4) (NS 5) (FLAGS VILLAGEBIT HUTBIT) (PATH 0) (LOC ROOMS) (
DESC "Living Room") (WEST TO OUTSIDE-HUT IF HUT-FRONT-DOOR IS OPEN) (EAST TO
HUT-STORAGE) (SOUTH TO HUT-BEDROOM) (OUT TO OUTSIDE-HUT IF HUT-FRONT-DOOR IS
OPEN) (ACTION HUT-LIVING-F) (GLOBAL HUT-WINDOW HUT HUT-FRONT-DOOR) (WOODFCN
HUT-LIVING-WF)>
<DEFINE-ROUTINE TAKEABLE?>
<OBJECT GLOBAL-HUT-MAN (LOC GLOBAL-OBJECTS) (DESC "hut owner") (SYNONYM OWNER
MAN) (ADJECTIVE HUT) (SCENARIO 2) (ACTION GLOBAL-HUT-MAN-F)>
<DEFINE-ROUTINE GLOBAL-HUT-MAN-F>
<DEFINE-ROUTINE HUT-MAN-DESC>
<DEFINE-ROUTINE HUT-LIVING-WF>
<DEFINE-ROUTINE OWNER-NOTICES?>
<DEFINE-ROUTINE MAN-TO-LIVING-ROOM>
<DEFINE-ROUTINE MAN-CATCHES>
<CONSTANT HAVE-A-SEAT
" reaches for a gun which he carries
under his belt. \"Have a seat,\" he advises, as he calls for the
authorities on his radio telephone. All you can do is wait until they
arrive.">
<DEFINE-ROUTINE HUT-LIVING-F>
<OBJECT HUT-MAP (LOC HUT-LIVING) (SYNONYM MAP DIAGRAM) (DESC "map") (FLAGS
READBIT NDESCBIT) (ACTION HUT-MAP-F)>
<DEFINE-ROUTINE HUT-MAP-F>
<OBJECT MISC-LIVING (LOC HUT-LIVING) (DESC "living room item") (SYNONYM COUCH
TABLE CHAIR CHAIRS BULB LIGHTBULB STOVE WOODSTOVE) (ADJECTIVE WOOD LIGHT) (
FLAGS NDESCBIT) (ACTION MISC-LIVING-F)>
<DEFINE-ROUTINE MISC-LIVING-F>
<OBJECT NORMAL-SHOES (DESC "pair of everyday black shoes") (SYNONYM PAIR SHOES)
(ADJECTIVE EVERYDAY BLACK) (FLAGS WEARBIT TAKEBIT WORNBIT) (SCENARIO 2) (
GENERIC GENERIC-SHOES) (ACTION SHOES-F) (SPEED 50)>
<GLOBAL SHOES-WORN 0>
<OBJECT PARKA (LOC HUT-STORAGE) (DESC "white down parka") (SYNONYM PARKA COAT
OVERCOAT) (ADJECTIVE WHITE DOWN) (FLAGS WEARBIT TAKEBIT) (SCENARIO 2)>
<OBJECT OIL-CAN (LOC HUT-STORAGE) (DESC "can of household oil") (SYNONYM CAN
OIL) (ADJECTIVE HOUSEHOLD OIL) (FLAGS TAKEBIT) (SCENARIO 2) (ACTION OIL-CAN-F)>
<DEFINE-ROUTINE OIL-CAN-F>
<OBJECT WORK-SHOES (LOC HUT-STORAGE) (DESC "pair of work shoes") (SYNONYM PAIR
SHOES WORKSHOES) (ADJECTIVE WORK HEAVY) (FLAGS WEARBIT TAKEBIT) (SCENARIO 2) (
ACTION SHOES-F) (GENERIC GENERIC-SHOES) (SPEED 30) (SIZE 15)>
<DEFINE-ROUTINE GENERIC-SHOES>
<OBJECT BOOTS (LOC HUT-STORAGE) (DESC "pair of knee-boots") (SYNONYM PAIR BOOTS
KNEE-BOOTS) (ADJECTIVE KNEE) (FLAGS WEARBIT TAKEBIT) (SCENARIO 2) (ACTION
SHOES-F) (SPEED 40) (SIZE 10)>
<OBJECT KNAPSACK (LOC HUT-STORAGE) (DESC "knapsack") (SYNONYM KNAPSACK SACK
PACK) (ADJECTIVE LARGE) (FLAGS TAKEBIT WEARBIT CONTBIT OPENBIT SEARCHBIT) (
SCENARIO 2) (CAPACITY 60) (ACTION KNAPSACK-F)>
<DEFINE-ROUTINE KNAPSACK-F>
<DEFINE-ROUTINE SHOES-F>
<ROOM HUT-BEDROOM (EW 4) (NS 5) (FLAGS VILLAGEBIT HUTBIT) (PATH 0) (LOC ROOMS)
(DESC "Bedroom") (LDESC
"The bedroom is a shambles, consisting in all of a bed and a chair, over which
are draped assorted clothes too numerous and jumbled to mention. A small
window looks south to a snowy landscape.") (NORTH TO HUT-LIVING) (OUT TO
HUT-LIVING) (GLOBAL HUT-WINDOW HUT)>
<OBJECT MISC-CLOTHING (LOC HUT-BEDROOM) (DESC "jumbled clothing") (SYNONYM
CLOTHES CLOTHING) (ADJECTIVE JUMBLED ASSORTED) (FLAGS NDESCBIT) (ACTION
MISC-CLOTHING-F)>
<DEFINE-ROUTINE MISC-CLOTHING-F>
<OBJECT MISC-FURNITURE (LOC HUT-BEDROOM) (DESC "furniture") (SYNONYM BED CHAIR)
(FLAGS NDESCBIT) (ACTION MISC-FURNITURE-F)>
<DEFINE-ROUTINE MISC-FURNITURE-F>
<ROOM ROAD-END (EW 4) (NS 5) (FLAGS VILLAGEBIT) (PATH 0) (LOC ROOMS) (DESC
"End of the Road") (NORTH TO SOUTH-HUT IF HACK-FLAG ELSE
"The clearing before you is large and open, and you are concerned about being
so exposed. Seeing the hut off to the east, you decide to play it safe by
taking a position just to its south, where you can better gauge the
situation.") (SOUTH TO D6 IF HACK-FLAG ELSE
"You continue down the road and come to the junction of a larger road
running from south to east.") (EAST TO E5 IF FALSE-FLAG ELSE
"You leave the side of the roadway, bear off slightly to the north to
avoid a thicket, and reenter the forest. A cold gust of wind chills you
to the bone.") (WEST TO C5 IF FALSE-FLAG ELSE
"You leave the side of the roadway and reenter the forest. A cold gust
of wind chills you to the bone.") (NE TO SOUTH-HUT IF FALSE-FLAG ELSE
"You walk around to the south side of the hut.") (NW TO C5 IF FALSE-FLAG ELSE
"You leave the side of the roadway and reenter the forest.") (SE TO E6 IF
FALSE-FLAG ELSE "You leave the roadway, and reenter the forest. After a few dozen yards,
you come to a roadway running east and west.") (SW TO C6 IF FALSE-FLAG ELSE
"You leave the side of the roadway and reenter the forest.") (GLOBAL HUT
CHIMNEY) (ACTION ROAD-END-F)>
<DEFINE-ROUTINE ROAD-END-F>
<ROOM D6 (EW 4) (NS 6) (LOC ROOMS) (DESC "Road Spur") (PATH 0) (WEST TO C6 IF
HACK-FLAG ELSE "You leave the side of the roadway and enter the forest, proceeding a
hundred yards before you stop.") (EAST TO E6 IF HACK-FLAG ELSE
"You continue along the roadway for about a hundred yards, to a point
where it bends to the northeast.") (SE TO E7 IF HACK-FLAG ELSE
"You leave the roadway and come to the edge of a dank area at the edge
of a swamp which runs from northeast to south. Putrid sulphurous vapors
fill your lungs as you step to the edge of the noisome waters.") (SW TO C7 IF
HACK-FLAG ELSE "You leave the side of the roadway and enter the forest, proceeding a
hundred yards before you stop.") (SOUTH TO D7 IF HACK-FLAG ELSE
"You continue along the roadway for about a hundred yards.") (NORTH TO ROAD-END
IF HACK-FLAG ELSE
"You walk onto the spur leading north, and continue until the road ends
just south of a clearing.") (NE TO E5 IF HACK-FLAG ELSE
"You leave the side of the roadway and enter the forest, proceeding a
hundred yards before you stop.") (NW TO C5 IF HACK-FLAG ELSE
"You leave the side of the roadway and enter the forest, proceeding a
hundred yards before you stop.") (FLAGS FORESTBIT ROADBIT) (ACTION ROAD-ROOM-F)
>
<DEFINE-ROUTINE ROAD-ROOM-F>
<ROOM D7 (EW 4) (NS 7) (LOC ROOMS) (DESC "On the Roadway") (PATH 0) (WEST TO C7
IF HACK-FLAG ELSE
"You leave the side of the roadway and enter the forest, proceeding a
hundred yards before you stop.") (EAST TO E7 IF HACK-FLAG ELSE
"You leave the roadway and come to the edge of a dank area at the edge
of a swamp which runs from northeast to south. Putrid sulphurous vapors
fill your lungs as you step to the edge of the noisome waters.") (SE TO E8 IF
HACK-FLAG ELSE "You leave the roadway and come to the edge of a dank area at the edge
of a swamp. Putrid sulphurous vapors fill your lungs as you step to
the edge of the noisome waters. The swamp's edge continues to the
north and southwest.") (SW TO C8 IF HACK-FLAG ELSE
"You leave the side of the roadway and enter the forest, proceeding a
hundred yards before you stop.") (SOUTH TO D8 IF HACK-FLAG ELSE
"You continue along the roadway for about a hundred yards; the road
continues along here to the southwest.") (NORTH TO D6 IF HACK-FLAG ELSE
"You walk along the road for a hundred or so yards, snow swirling in your
face. The road bends to the east here, but a narrow spur continues north.") (NE
TO E6 IF HACK-FLAG ELSE
"A brisk wind gives you a deep chill, but you reenter the forest. Soon,
you rejoint the road which now is running from east to west.") (NW TO C6 IF
HACK-FLAG ELSE "You leave the side of the roadway and enter the forest, proceeding a
hundred yards before you stop.") (FLAGS FORESTBIT ROADBIT) (ACTION ROAD-ROOM-F)
>
<ROOM D8 (EW 4) (NS 8) (LOC ROOMS) (DESC "On the Roadway") (PATH 0) (WEST TO C8
IF HACK-FLAG ELSE
"You leave the side of the roadway and enter the forest, proceeding a
hundred yards before you stop.") (EAST TO E8 IF HACK-FLAG ELSE
"You leave the roadway and come to the edge of a dank area at the edge
of a swamp. Putrid sulphurous vapors fill your lungs as you step to
the edge of the noisome waters. The swamp's edge continues to the
north and southwest.") (SE TO E8 IF HACK-FLAG ELSE
"You leave the roadway and come to the edge of a dank area at the edge
of a swamp. Putrid sulphurous vapors fill your lungs as you step to
the edge of the noisome waters. The swamp's edge continues to the
north and southwest.") (SW TO C9 IF HACK-FLAG ELSE
"You continue along the road as it heads south toward the mouth of a
tunnel. The road is joined here by railroad tracks which also lead into the
tunnel, but bend to the northwest alongside a steep ridge.") (SOUTH TO D9 IF
HACK-FLAG ELSE "You leave the roadway and come to the edge of a dank area at the edge
of a swamp, which continues northeast. Putrid sulphurous vapors fill your
lungs as you step to the edge of the noisome waters.") (NORTH TO D7 IF
HACK-FLAG ELSE "You continue along the roadway for about a hundred yards.") (NE
TO E7 IF HACK-FLAG ELSE
"You leave the roadway and come to the edge of a dank area at the edge
of a swamp which runs from northeast to south. Putrid sulphurous vapors
fill your lungs as you step to the edge of the noisome waters.") (NW TO C7 IF
HACK-FLAG ELSE "You leave the side of the roadway and enter the forest, proceeding a
hundred yards before you stop.") (FLAGS FORESTBIT ROADBIT) (ACTION ROAD-ROOM-F)
>
<ROOM D9 (EW 4) (NS 9) (LOC ROOMS) (DESC "Edge of Swamp") (PATH 0) (WEST TO C9)
(EAST PER SWAMP-MOVE) (SE PER SWAMP-MOVE) (SW SORRY
"You can't move any farther in that direction.") (SOUTH SORRY
"You can't move any farther in that direction.") (NORTH TO D8 IF HACK-FLAG ELSE
"You leave the side of the swamp and walk onto the nearby roadway,
running from the north to the southwest.
The air is already fresher here, and you cannot help but cough a few
times, as if to purge the foul air all at once.") (NE PER E8-SWAMP) (NW TO C8
IF HACK-FLAG ELSE
"You leave the edge of the swamp and enter the forest; it is quite a
relief for your nose. You take some deep breaths, continue for a
hundred yards, and stop.") (FLAGS SWAMPBIT) (ACTION SWAMP-ROOM-F)>
<ROOM E3 (EW 5) (NS 3) (LOC ROOMS) (DESC "Inside the Forest") (PATH 0) (WEST TO
D3 IF HACK-FLAG ELSE
"The blowing snow blinds you for a moment as you walk through the
forest.") (EAST TO F3 IF HACK-FLAG ELSE
"You walk through the forest, breaking branches as you go, and
finally stop after walking about a hundred yards.") (SE TO F4 IF HACK-FLAG ELSE
"You emerge from the thick forest and come to a roadway running from
northeast to south.") (SW TO D4 IF HACK-FLAG ELSE
"A branch falls from a nearby tree, startling you briefly. You
turn back and press on through the forest.") (SOUTH TO E4 IF HACK-FLAG ELSE
"You walk through the forest, breaking branches as you go, and
finally stop after walking about a hundred yards.") (NORTH TO E2 IF HACK-FLAG
ELSE "You continue through the forest, until you come to the edge of a wide
clearing to the north - this is the border zone. From atop three guard
towers standing in a line from east to west, searchlights play across
the zone, brightly illuminating everything in their path. On either side
of the towers are tall fences, running parallel to the border, making a
direct assault all but impossible.") (NE SORRY
"You can't move any farther in that direction.") (NW TO D2 IF HACK-FLAG ELSE
"You continue through the forest, until you come to the edge of a wide
clearing to the north - this is the border zone. From atop three guard
towers standing in a line from east to west, searchlights play across
the zone, brightly illuminating everything in their path. On either side
of the towers are tall fences, running parallel to the border, making a
direct assault all but impossible.") (FLAGS FORESTBIT) (ACTION FOREST-ROOM-F)>
<ROOM E4 (EW 5) (NS 4) (LOC ROOMS) (DESC "Inside the Forest") (PATH 0) (WEST TO
D4 IF HACK-FLAG ELSE
"You walk through the forest, breaking branches as you go, and
finally stop after walking about a hundred yards.") (EAST TO F4 IF HACK-FLAG
ELSE "You emerge from the thick forest and come to a roadway running from
northeast to south.") (SE TO F5 IF HACK-FLAG ELSE
"You emerge from the thick forest and come to a roadway running from
north to southwest.") (SW TO NORTH-HUT IF HACK-FLAG ELSE
"You continue through the forest and come to the north side of
a small wooden hut. Smoke rises in black swirls from the chimney,
indicating that it's likely that somebody's home.") (SOUTH TO E5 IF HACK-FLAG
ELSE "You walk through the forest, breaking branches as you go, and
finally stop after walking about a hundred yards.") (NORTH TO E3 IF HACK-FLAG
ELSE "The blowing snow blinds you for a moment as you walk through the
forest.") (NE TO F3 IF HACK-FLAG ELSE
"A branch falls from a nearby tree, startling you briefly. You
turn back and press on through the forest.") (NW TO D3 IF HACK-FLAG ELSE
"You stumble through a three-foot snowdrift, but get back on your
feet quickly and proceed through the forest.") (FLAGS FORESTBIT) (ACTION
FOREST-ROOM-F)>
<ROOM E5 (EW 5) (NS 5) (LOC ROOMS) (DESC "Inside the Forest") (PATH 0) (WEST TO
BEHIND-HUT IF HACK-FLAG ELSE
"A cold gust of wind swirls snow into your face, making it difficult
to see clearly, but you press on through the forest, finally coming to
the back door of a small wooden hut. Smoke rises from the chimney above.") (
EAST TO F5 IF HACK-FLAG ELSE
"You emerge from the thick forest and come to a roadway running from
north to southwest.") (SE TO F6 IF HACK-FLAG ELSE
"You cross a road, leave the forest, and come to the edge of a dank area at
the edge of a swamp running from northeast to southwest. Putrid sulphurous
vapors fill your lungs as you step to the edge of the noisome waters.") (SW TO
D6 IF HACK-FLAG ELSE
"You emerge from the thick forest and come to a roadway running from
south to east, with a narrow spur leading north.") (SOUTH TO E6 IF HACK-FLAG
ELSE "You emerge from the thick forest and come to a roadway running from
east to west.") (NORTH TO E4 IF HACK-FLAG ELSE
"A pile of snow falls on your head from a heavily laden branch
above. You shake it off, and continue through the forest.") (NE TO F4 IF
HACK-FLAG ELSE "You emerge from the thick forest and come to a roadway running from
northeast to south.") (NW TO D4 IF HACK-FLAG ELSE
"You continue through the forest for a hundred yards, and then
stop. Snowflakes fall softly around you - nearby, a small animal
scurries through the brush.") (FLAGS FORESTBIT) (ACTION FOREST-ROOM-F)>
<ROOM E6 (EW 5) (NS 6) (LOC ROOMS) (DESC "On the Roadway") (PATH 0) (WEST TO D6
IF HACK-FLAG ELSE
"You continue along the roadway for about a hundred yards, to a point
where it curves to the left, heading south. A small spur of the road
leads north.") (EAST TO F6 IF HACK-FLAG ELSE
"You leave the roadway and come to the edge of a dank area at the edge
of a swamp running from northeast to southwest. Putrid sulphurous vapors
fill your lungs as you step to the edge of the noisome waters.") (SE TO F6 IF
HACK-FLAG ELSE "You leave the roadway and come to the edge of a dank area at the edge
of a swamp running from northeast to southwest. Putrid sulphurous vapors
fill your lungs as you step to the edge of the noisome waters.") (SW TO D7 IF
HACK-FLAG ELSE "You leave the road, walk through the forest, and then come upon the same
road again, now heading north-south.") (SOUTH TO E7 IF HACK-FLAG ELSE
"You leave the roadway and come to the edge of a dank area at the edge
of a swamp which runs from northeast to south. Putrid sulphurous vapors
fill your lungs as you step to the edge of the noisome waters.") (NORTH TO E5
IF HACK-FLAG ELSE
"You leave the side of the roadway and enter the forest, proceeding a
hundred yards before you stop.") (NE TO F5 IF HACK-FLAG ELSE
"A brisk wind gives you a deep chill, but you continue along the road
to the point at which it bends to the north.") (NW TO SOUTH-HUT IF HACK-FLAG
ELSE "You leave the side of the roadway and enter the forest, proceeding a
hundred yards before you come to the south side of a small hut. The
smoke from the chimney indicates that perhaps someone is home.") (FLAGS
FORESTBIT ROADBIT) (ACTION ROAD-ROOM-F)>
<ROOM E7 (EW 5) (NS 7) (LOC ROOMS) (DESC "Edge of Swamp") (PATH 0) (WEST TO D7
IF HACK-FLAG ELSE
"You leave the side of the swamp and walk onto the nearby roadway,
which runs from north to south.
The air is already fresher here, and you cannot help but cough a few
times, as if to purge the foul air all at once.") (EAST PER SWAMP-MOVE) (SE PER
SWAMP-MOVE) (SW TO D8 IF HACK-FLAG ELSE
"You leave the side of the swamp and walk onto the nearby roadway,
which runs from the north to the southwest.
The air is already fresher here, and you cannot help but cough a few
times, as if to purge the foul air all at once.") (SOUTH PER E8-SWAMP) (NORTH
TO E6 IF HACK-FLAG ELSE
"You leave the side of the swamp and walk onto the nearby east-west roadway.
The air is already fresher here, and you cannot help but cough a few
times, as if to purge the foul air all at once.") (NE PER F6-SWAMP) (NW TO D6
IF HACK-FLAG ELSE
"You leave the side of the swamp and walk onto the nearby roadway.
The air is already fresher here, and you cannot help but cough a few
times, as if to purge the foul air all at once. The road leads east
and south, but a narrow spur heads to the north.") (FLAGS SWAMPBIT) (ACTION
SWAMP-ROOM-F)>
<DEFINE-ROUTINE G4-SWAMP>
<DEFINE-ROUTINE E7-SWAMP>
<DEFINE-ROUTINE E8-SWAMP>
<DEFINE-ROUTINE D9-SWAMP>
<DEFINE-ROUTINE G5-SWAMP>
<DEFINE-ROUTINE F6-SWAMP>
<DEFINE-ROUTINE SWAMP-MOVE-TELL>
<DEFINE-ROUTINE SWAMP-ROOM-F>
<ROOM E8 (EW 5) (NS 8) (LOC ROOMS) (DESC "Edge of Swamp") (PATH 0) (WEST TO D8
IF HACK-FLAG ELSE
"You emerge from the thick forest and come to a roadway running from
north to southwest.") (EAST PER SWAMP-MOVE) (SE PER SWAMP-MOVE) (SW PER
D9-SWAMP) (SOUTH PER SWAMP-MOVE) (NORTH PER E7-SWAMP) (NE PER SWAMP-MOVE) (NW
TO D7 IF HACK-FLAG ELSE
"You emerge from the swamp and come to a roadway running from
north to south.") (FLAGS SWAMPBIT FORESTBIT) (ACTION SWAMP-ROOM-F)>
<ROOM F3 (EW 6) (NS 3) (LOC ROOMS) (DESC "Inside the Forest") (PATH 0) (WEST TO
E3 IF HACK-FLAG ELSE
"You stumble through a three-foot snowdrift, but get back on your
feet quickly and proceed through the forest.") (EAST SORRY
"You'd be caught in a moment.") (SE TO G4 IF HACK-FLAG ELSE
"You leave the forest, crossing a roadway, and come to the edge of a dank
area at the edge of a swamp which continues to the south. Putrid sulphurous
vapors fill your lungs as you step to the edge of the noisome waters.") (SW TO
E4 IF HACK-FLAG ELSE
"You walk through the forest, breaking branches as you go, and
finally stop after walking about a hundred yards.") (SOUTH TO F4 IF HACK-FLAG
ELSE "You emerge from the thick forest and come to a roadway running from
northeast to south.") (NORTH SORRY
"You scramble up a bit, but slide back down. It's just too steep.") (NE SORRY
"You can't move any farther in that direction.") (NW TO E2 IF HACK-FLAG ELSE
"You continue through the forest, until you come to the edge of a wide
clearing to the north - this is the border zone. From atop three guard
towers standing in a line from east to west, searchlights play across
the zone, brightly illuminating everything in their path. On either side
of the towers are tall fences, running parallel to the border, making a
direct assault all but impossible.") (FLAGS FORESTBIT) (ACTION FOREST-ROOM-F)>
<ROOM F4 (EW 6) (NS 4) (LOC ROOMS) (DESC "On the Roadway") (PATH 0) (WEST TO E4
IF HACK-FLAG ELSE
"You leave the side of the roadway and enter the forest, proceeding a
hundred yards before you stop.") (EAST TO G4 IF HACK-FLAG ELSE
"You leave the roadway and come to the edge of a dank area at the edge
of a swamp which continues to the south. Putrid sulphurous vapors fill your
lungs as you step to the edge of the noisome waters.") (SE TO G5 IF HACK-FLAG
ELSE "You leave the roadway and come to the edge of a dank area at the edge
of a swamp which runs from the north to the southwest. Putrid sulphurous
vapors fill your lungs as you step to the edge of the noisome waters.") (SW TO
E5 IF HACK-FLAG ELSE
"You leave the side of the roadway and enter the forest, proceeding a
hundred yards before you stop.") (SOUTH TO F5 IF HACK-FLAG ELSE
"You continue along the roadway for about a hundred yards to a point
where it bends to the southwest.") (NORTH TO F3 IF HACK-FLAG ELSE
"You leave the side of the roadway and enter the forest, proceeding a
hundred yards before you stop.") (NE SORRY
"You start along the road, until you see a roadblock come into sight; you
duck back into the forest. It would never work to go that way.") (NW TO E3 IF
HACK-FLAG ELSE "You leave the side of the roadway and enter the forest, proceeding a
hundred yards before you stop.") (FLAGS FORESTBIT ROADBIT) (ACTION ROAD-ROOM-F)
>
<OBJECT ROADBLOCK (DESC "roadblock") (SYNONYM BLOCK ROADBLOCK) (ADJECTIVE ROAD)
(LOC GLOBAL-OBJECTS) (SCENARIO 2) (ACTION ROADBLOCK-F)>
<DEFINE-ROUTINE ROADBLOCK-F>
<ROOM F5 (EW 6) (NS 5) (LOC ROOMS) (DESC "On the Roadway") (PATH 0) (WEST TO E5
IF HACK-FLAG ELSE
"You leave the side of the roadway and enter the forest, proceeding a
hundred yards before you stop.") (EAST TO G5 IF HACK-FLAG ELSE
"You leave the roadway and come to the edge of a dank area at the edge
of a swamp which runs from the north to the southwest. Putrid sulphurous
vapors fill your lungs as you step to the edge of the noisome waters.") (SE
SORRY "You can't move any farther in that direction.") (SW TO E6 IF HACK-FLAG
ELSE "You walk along the road for a hundred or so yards, snow swirling in your
face. From here, the road continues to the west.") (SOUTH TO F6 IF HACK-FLAG
ELSE "You leave the roadway and come to the edge of a dank area at the edge
of a swamp running from northeast to southwest. Putrid sulphurous vapors
fill your lungs as you step to the edge of the noisome waters.") (NORTH TO F4
IF HACK-FLAG ELSE
"You walk along the road for a hundred or so yards, snow swirling in your
face, until you come to a point where the road bends to the northeast.") (NE TO
G4 IF HACK-FLAG ELSE
"You leave the roadway and come to the edge of a dank area at the edge
of a swamp which continues to the south. Putrid sulphurous vapors fill your
lungs as you step to the edge of the noisome waters.") (NW TO E4 IF HACK-FLAG
ELSE "You leave the side of the roadway and enter the forest, proceeding a
hundred yards before you stop.") (FLAGS FORESTBIT ROADBIT) (ACTION ROAD-ROOM-F)
>
<ROOM F6 (EW 6) (NS 6) (LOC ROOMS) (DESC "Edge of Swamp") (PATH 0) (WEST TO E6
IF HACK-FLAG ELSE
"You leave the side of the swamp and walk onto the nearby east-west roadway.
The air is already fresher here, and you cannot help but cough a few
times, as if to purge the foul air all at once.") (EAST PER SWAMP-MOVE) (SE PER
SWAMP-MOVE) (SW PER E7-SWAMP) (SOUTH PER SWAMP-MOVE) (NORTH TO F5 IF HACK-FLAG
ELSE "You leave the side of the swamp and walk onto the nearby roadway,
which runs from north to southwest here.
The air is already fresher here, and you cannot help but cough a few
times, as if to purge the foul air all at once.") (NE PER G5-SWAMP) (NW TO E5
IF HACK-FLAG ELSE
"You leave the edge of the swamp and enter the forest; it is quite a
relief for your nose. You take some deep breaths, continue for a
hundred yards, and stop.") (FLAGS SWAMPBIT) (ACTION SWAMP-ROOM-F)>
<ROOM G4 (EW 7) (NS 4) (LOC ROOMS) (DESC "Edge of Swamp") (PATH 0) (WEST TO F4
IF HACK-FLAG ELSE
"You leave the side of the swamp and walk onto the nearby roadway,
which runs from south to northeast.
The air is already fresher here, and you cannot help but cough a few
times, as if to purge the foul air all at once.") (EAST PER SWAMP-MOVE) (SE PER
SWAMP-MOVE) (SW TO F5 IF HACK-FLAG ELSE
"You leave the side of the swamp and walk onto the nearby roadway,
which runs from north to southwest here.
The air is already fresher here, and you cannot help but cough a few
times, as if to purge the foul air all at once.") (SOUTH PER G5-SWAMP) (NORTH
SORRY "You start onto the roadway, and find yourself facing a roadblock. Realizing
that you'd be caught in a moment continuing that way, you return to the edge
of the swamp.") (NE PER SWAMP-MOVE) (NW TO F3 IF HACK-FLAG ELSE
"You leave the edge of the swamp and enter the forest; it is quite a
relief for your nose. You take some deep breaths, continue for a
hundred yards, and stop.") (FLAGS SWAMPBIT) (ACTION SWAMP-ROOM-F)>
<ROOM G5 (EW 7) (NS 5) (LOC ROOMS) (DESC "Edge of Swamp") (PATH 0) (WEST TO F5
IF HACK-FLAG ELSE
"You leave the side of the swamp and walk onto the nearby roadway,
which runs from north to southwest here.
The air is already fresher here, and you cannot help but cough a few
times, as if to purge the foul air all at once.") (EAST PER SWAMP-MOVE) (SE PER
SWAMP-MOVE) (SW PER F6-SWAMP) (SOUTH PER SWAMP-MOVE) (NORTH PER G4-SWAMP) (NE
PER SWAMP-MOVE) (NW TO F4 IF HACK-FLAG ELSE
"You leave the side of the swamp and walk onto the nearby roadway,
which runs from south to northeast.
The air is already fresher here, and you cannot help but cough a few
times, as if to purge the foul air all at once.") (FLAGS SWAMPBIT) (ACTION
SWAMP-ROOM-F)>
<DEFINE-ROUTINE SWAMP-MOVE>
<OBJECT TRAIN (LOC GLOBAL-OBJECTS) (DESC "train") (SYNONYM TRAIN CHOO-CHOO) (
ACTION TRAIN-F)>
<DEFINE-ROUTINE TRAIN-F>
<OBJECT FOREST (LOC GLOBAL-OBJECTS) (DESC "forest") (SYNONYM FOREST) (SCENARIO
2) (ACTION FOREST-F)>
<DEFINE-ROUTINE FOREST-F>
<OBJECT GLOBAL-HUT (LOC GLOBAL-OBJECTS) (DESC "hut") (SYNONYM HUT) (SCENARIO 2)
(ACTION GLOBAL-HUT-F)>
<DEFINE-ROUTINE GLOBAL-HUT-F>
<OBJECT T-STATION (LOC GLOBAL-OBJECTS) (DESC "border station") (SYNONYM STATION
) (ADJECTIVE BORDER) (TRANSIENT <PLTABLE A2 B2 C2 D2 E2>) (ACTION T-STATION-F)>
<GLOBAL TOO-FAR "You're too far away to do that.">
<DEFINE-ROUTINE T-STATION-F>
<OBJECT GLOBAL-TUNNEL (LOC GLOBAL-OBJECTS) (SYNONYM TUNNEL) (DESC "tunnel") (
SCENARIO 2) (ACTION GLOBAL-TUNNEL-F)>
<DEFINE-ROUTINE GLOBAL-TUNNEL-F>
<OBJECT GLOBAL-SNOW (LOC GLOBAL-OBJECTS) (DESC "snow") (SYNONYM SNOW ICE) (
SCENARIO 2) (ACTION GLOBAL-SNOW-F)>
<DEFINE-ROUTINE GLOBAL-SNOW-F>
<OBJECT GLOBAL-TREES (LOC GLOBAL-OBJECTS) (DESC "tree") (SYNONYM TREE TREES) (
SCENARIO 2) (ACTION GLOBAL-TREES-F)>
<DEFINE-ROUTINE GLOBAL-TREES-F>
<OBJECT GLOBAL-BORDER (LOC GLOBAL-OBJECTS) (DESC "border") (SYNONYM BORDER) (
SCENARIO 2) (ACTION GLOBAL-BORDER-F)>
<DEFINE-ROUTINE GLOBAL-BORDER-F>