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# nordandbert

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"DUELING for
NORD AND BERT
(c) Copyright 1987 Infocom, Inc. All Rights Reserved."
<ROOM BEFORE-MANOR
(LOC ROOMS)
(DESC "Before the Manor")
;(FLAGS INDOORSBIT)
(GLOBAL MANOR DUELING)
(ACTION BEFORE-MANOR-F)>
<ROUTINE BEFORE-MANOR-F (RARG)
<COND (<EQUAL? .RARG ,M-LOOK>
<TELL
"You're standing in front of a large but oddly shaped manor house. From
the outside, it looks as if its individual rooms have been haphazardly
constructed and are out of proportion with each other. This has a slight
disorienting effect.">)>>
<GLOBAL REAL-DUELING <>>
<OBJECT DUELING
(LOC LOCAL-GLOBALS)
(DESC "room")
(PICK-IT "Visit the Manor of Speaking")
(MAX-SCORE 7)
(SCENE-SCORE 0)
(SCENE-ROOM BEFORE-MANOR)
(SCENE-CUR 0)
(SYNONYM ;ROOM DECORATED DECORATION DOLDRUMS DOLDRUM KREMLIN
PHARMACY ATTIC RX INTERIOR YAWN)
(ADJECTIVE INTERIOR)
(FLAGS NDESCBIT SCENEBIT)
(GLOBAL MANOR)
(ACTION DUELING-F)>
<ROUTINE DUELING-F ("AUX" ROOM)
<COND (<OR <ADJ-USED ,DUELING ,W?INTERIOR>
<NOUN-USED ,DUELING ,W?DECORATED ,W?DECORATION ,W?INTERIOR>>
<SETG REAL-DUELING ,ID-ROOM>)
(<NOUN-USED ,DUELING ,W?DOLDRUM ,W?DOLDRUMS ,W?YAWN>
<SETG REAL-DUELING ,DOLDRUMS>)
(<NOUN-USED ,DUELING ,W?KREMLIN>
<SETG REAL-DUELING ,KREMLIN>)
(<NOUN-USED ,DUELING ,W?PHARMACY ,W?RX>
<SETG REAL-DUELING ,PHARMACY>)
(<NOUN-USED ,DUELING ,W?ATTIC>
<SETG REAL-DUELING ,ATTIC>)
;(T
<SETG REAL-DUELING ,ID-ROOM>)>
<COND (<OR <NOT ,REAL-DUELING>
<VERB? NO-VERB>
<AND <DONT-HANDLE ,DUELING>
<NOT <VERB? WALK-TO>>>>
<RFALSE>)
(<VERB? WALK-TO>
<COND (<EQUAL? ,HERE ,REAL-DUELING>
<TELL ,ARRIVED>)
(<EQUAL? ,REAL-DUELING ,ATTIC>
<COND (<FSET? ,ATTIC ,PHRASEBIT>
<SET ROOM ,KREMLIN>)
(T
<SET ROOM ,ID-ROOM>)>
<COND (<AND <EQUAL? ,HERE ,ID-ROOM>
<NOT <FSET? ,ATTIC ,PHRASEBIT>>>
<DO-WALK ,P?DOWN>)
(<AND <EQUAL? ,HERE ,KREMLIN>
<FSET? ,ATTIC ,PHRASEBIT>>
<DO-WALK ,P?UP>)
(T
<TELL
"You walk to the " D .ROOM ", and from there walk ">
<COND (<EQUAL? .ROOM ,ID-ROOM>
<TELL "down">)
(T
<TELL "up">)>
<TELL " the stairs..." CR CR>
<GOTO ,ATTIC>)>)
(<EQUAL? ,HERE ,ATTIC>
<COND (<FSET? ,ATTIC ,PHRASEBIT>
<SET ROOM ,KREMLIN>)
(T
<SET ROOM ,ID-ROOM>)>
<COND (<AND <EQUAL? ,REAL-DUELING ,ID-ROOM>
<NOT <FSET? ,ATTIC ,PHRASEBIT>>>
<DO-WALK ,P?UP>)
(<AND <EQUAL? ,REAL-DUELING ,KREMLIN>
<FSET? ,ATTIC ,PHRASEBIT>>
<DO-WALK ,P?DOWN>)
(T
<TELL "You walk ">
<COND (<EQUAL? .ROOM ,ID-ROOM>
<TELL "up">)
(T
<TELL "down">)>
<TELL
" the stairs to the " D .ROOM " and continue walking... " CR CR>
<GOTO ,REAL-DUELING>)>)
(T
<TELL "You go there..." CR CR>
<GOTO ,REAL-DUELING>)>)
(<NOT <EQUAL? ,HERE ,REAL-DUELING>>
<CANT-SEE <> "such room">)
;(T
<CHANGE-OBJECT ,DUELING ,GLOBAL-ROOM>
<RTRUE>)>>
<OBJECT MANOR
(LOC LOCAL-GLOBALS)
(DESC "manor")
(SYNONYM HOUSE MANOR SPEAKING)
(FLAGS NDESCBIT)
(ACTION MANOR-F)>
<ROUTINE MANOR-F ()
<COND (<VERB? EXAMINE>
<PERFORM ,V?LOOK>
<RTRUE>)
(<VERB? ENTER WALK-TO>
<COND (<EQUAL? ,HERE ,BEFORE-MANOR>
<V-WALK-AROUND>
<RTRUE>)
(T
<TELL ,LOOK-AROUND>)>)>>
<ROOM ID-ROOM
(LOC ROOMS)
(DESC "Interior Decorated")
(FLAGS INDOORSBIT)
(DOWN PER ATTIC-ENTER)
(GLOBAL MANOR DUELING STAIRS)
(ACTION ID-ROOM-F)>
;"rmungbit = have tried to leave room and stopped for Player to describe obj"
;<GLOBAL GETTING-INPUT <>>
<ROUTINE ID-ROOM-F (RARG)
<COND ;(<AND <EQUAL? .RARG ,M-BEG>
,GETTING-INPUT>
<COND (<L? <GETB ,P-LEXV ,P-LEXWORDS> 5>
<TELL
"Come on, not so tight-lipped! You can be more floral in your prose than
that." CR>)
(T
<SETG GETTING-INPUT <>>
<SAVE-INPUT ,FIRST-BUFFER>)>)
;(<AND <EQUAL? .RARG ,M-BEG>
<NOT <FSET? ,ID-ROOM ,RMUNGBIT>>
<VERB? WALK WALK-TO>>
<FSET ,ID-ROOM ,RMUNGBIT>
<SETG GETTING-INPUT T>
<SETG AWAITING-REPLY 2>
<QUEUE I-REPLY 2>
<TELL
"So, you're just going to walk away from my lovingly crafted description
of your opulent surroundings, just like ">
<ITALICIZE "that">
<TELL ", huh? Well! Do you think ">
<ITALICIZE "you">
<TELL " can do better?" CR>)
(<AND <EQUAL? .RARG ,M-BEG>
<VERB? THROW THROW-TO KICK KILL MUNG KNOCK-OFF>>
<TELL
"Shame shame shame on you, you ruffian! I tremble at the thought of having
you crash one of my dinner parties. I just won't allow that type of
behaviour!" CR>)
(<AND <EQUAL? .RARG ,M-ENTER>
<HELD? ,OLD-BOTTLE>
<VISIBLE? ,OLD-BOTTLE>
<NOT <FSET? ,OLD-BOTTLE ,SEENBIT>>>
<FSET ,OLD-BOTTLE ,SEENBIT>
<TELL
"Oh, my goodness, that's a rare antique bottle you're holding. Very
impressive indeed." CR CR>)
(<AND <EQUAL? .RARG ,M-ENTER>
<NOT <FSET? ,ID-ROOM ,TOUCHBIT>>>
<TELL
"The carpet! The carpet! Don't drag your feet on the carpet! It's a
priceless hand-loomed Persian!|
|
Whew! Okay, you're now standing on the bone-white Louis-XV-inspired tile.||">)
(<EQUAL? .RARG ,M-LOOK>
<TELL
"This room, with its modern sensibility yet also palpable feeling for
the ancien regime, is unique in its elegant reflection of a confident,
personal sense of style. The lines are lean and classic, the color is
rich and distinctive.">
<COND (<AND <IN? ,LOUIS-CHAIR ,HERE>
<FSET? ,LOUIS-CHAIR ,DESC-IN-ROOMBIT>>
<TELL CR CR
"The Louis XIV chair is plump, tufted, aristocratic -- it's styled with equal
splashes of rococo and baroque. The piece definitely has charisma">
<COND (<OR <NOT <FIRST? ,LOUIS-CHAIR>>
<AND <IN? ,PROTAGONIST ,LOUIS-CHAIR>
<NOT <NEXT? ,PROTAGONIST>>>>
<TELL ".">)
(T
<TELL ". Sitting on the chair:">
<D-CONTENTS ,LOUIS-CHAIR 2>)>)>
<TELL "||
Against the far wall is an heroically proportioned, Mediterranean-crafted,
intricately inlaid, Pre-Raphaelite limestone mantelpiece, circa 1838.">
<COND (<IN? ,LACE ,MANTEL>
<REMOVE ,LACE>
<TELL CR CR
"Adorning the mantel is a resplendently virgin-ivory hand-embroidered,
filet-patterned lace tablecloth, circle 924 on your Reader Service Card">
<COND (;<G? <CCOUNT ,MANTEL> 1>
<FIRST? ,MANTEL>
<TELL ". Also on the mantel:">
<D-CONTENTS ,MANTEL 2>
<RTRUE>)
(T
<TELL ".">)>
<MOVE ,LACE ,MANTEL>)
(<FIRST? ,MANTEL>
<TELL " Resting on the mantel:">
<D-CONTENTS ,MANTEL 2>)>
<COND (<NOT <FSET? ,ATTIC ,PHRASEBIT>>
<TELL CR CR
"A marble staircase of grand proportions leads down.">)>
<RTRUE>)>>
<OBJECT LOUIS-CHAIR
(LOC ID-ROOM)
(DESC "plump, tufted, aristocratic Louis XIV chair")
(SYNONYM CHAIR)
(ADJECTIVE PLUMP TUFTED ARISTICRATIC LOUIS XIV)
(FLAGS TAKEBIT TRYTAKEBIT DESC-IN-ROOMBIT SURFACEBIT VEHBIT CONTBIT
OPENBIT SEARCHBIT)
(CAPACITY 30)
(SIZE 90)
(ACTION LOUIS-CHAIR-F)>
;"phrasebit = score for boarding it"
<ROUTINE LOUIS-CHAIR-F ("OPT" (RARG <>))
<COND (<AND <EQUAL? .RARG ,M-BEG>
<VERB? WALK WALK-TO>>
<NOT-GOING-ANYWHERE>)
(.RARG
<RFALSE>)
(<AND <VERB? TAKE>
<FSET? ,LOUIS-CHAIR ,TRYTAKEBIT>
<EQUAL? ,ORPHAN-FLAG ,LOUIS-CHAIR>>
<PERFORM ,V?NO-VERB ,LOUIS-CHAIR>
<CRLF>
<PERFORM ,V?TAKE ,LOUIS-CHAIR>
<RTRUE>)
(<AND <VERB? TAKE>
<FSET? ,LOUIS-CHAIR ,TRYTAKEBIT>>
<TELL
"This is not a rummage sale. No! I could never think of parting
with such a priceless antique." CR>)
(<VERB? STAND-ON>
<PERFORM ,V?BOARD ,PRSO>
<RTRUE>)
(<AND <VERB? BOARD>
<EQUAL? ,HERE ,KREMLIN>
<NOT <FSET? ,LOUIS-CHAIR ,PHRASEBIT>>>
<FSET ,LOUIS-CHAIR ,PHRASEBIT>
<UPDATE-SCORE>
<RFALSE>)
(<AND <VERB? TAKE>
<EQUAL? ,HERE ,ID-ROOM>
;<EQUAL? <ITAKE> T>
<NOT <EQUAL? <ITAKE <>> ,M-FATAL <>>>>
<FCLEAR ,LOUIS-CHAIR ,DESC-IN-ROOMBIT>
<TELL
"Go ahead, but I can't bear to look. [With the proper reverence, you make
a courtly bow in front of the priceless antique as you pick it up.]" CR>)>>
<OBJECT PILLOW
(LOC LOUIS-CHAIR)
(DESC "multihued textured pillow")
(SYNONYM PILLOW)
(ADJECTIVE MULTI-HUED TEXTURED)
(FLAGS TAKEBIT)
(ACTION PILLOW-F)>
<ROUTINE PILLOW-F ()
<COND (<VERB? EXAMINE>
<TELL
"The pillow, complementary to the Louis XIV, is multihued and textured,
displaying free-form squiggles, curlicues and brash brushstrokes with a
primitive look to them." CR>)>>
<OBJECT MANTEL ;"just like rest-table"
(LOC ID-ROOM)
(DESC "heroically proportioned mantel")
(SYNONYM MANTEL MANTELPIECE)
(ADJECTIVE HEROICALLY PROPORTIONED)
(FLAGS DESC-IN-ROOMBIT NO-D-CONT SURFACEBIT CONTBIT OPENBIT SEARCHBIT
VOWELBIT)
(CAPACITY 25)
;(ACTION MANTEL-F)>
;"even with no-d-cont should print contents when v-examine.
no-d-cont only for look in a room"
;<ROUTINE MANTEL-F ()
<COND (<AND <VERB? EXAMINE>
<FSET? ,ID-ROOM ,RMUNGBIT>>
<RESTORE-INPUT ,FIRST-BUFFER>
<RTRUE>)>>
<OBJECT LACE
(LOC MANTEL)
(DESC "lace tablecloth")
(SYNONYM TABLECLOTH)
(ADJECTIVE VIRGIN-IVORY IVORY HAND-EMBROIDERED LACE)
(FLAGS TAKEBIT)
;(ACTION LACE-F)>
;<ROUTINE LACE-F ()
<COND (<VERB? EXAMINE>
<TELL "ok" CR>)>>
<ROOM DOLDRUMS
(LOC ROOMS)
(DESC "Doldrums")
(FLAGS INDOORSBIT)
(GLOBAL MANOR DUELING)
(ACTION DOLDRUMS-F)>
<ROUTINE DOLDRUMS-F (RARG)
<COND (<EQUAL? .RARG ,M-ENTER>
<COND (<FSET? ,DOLDRUMS ,TOUCHBIT>
<QUEUE I-DOLDRUMS 1>)
(T
<QUEUE I-DOLDRUMS 2>)>
<RFALSE>)
(<EQUAL? .RARG ,M-LOOK>
<TELL
"Go ahead, come on in and bore me.|
|
Walking into here is like driving across Nebraska. The place
is neither bright nor dim, neither cool nor warm, neither this way nor
that way. Even the air is unmoved by the experience of you entering the
doldrums.|
|
In the center of the room is a vast wasteland, which gradually blends into
a wide patch of long pale-green grass that spills over into yawning chasms.
Above the cliff hangs a shapeless cloud through which a line of sheep are
jumping, one after the next, in slow motion.|
|
All of the objects here have the aspect of salt-water taffy left out in
the sun too long.">
<COND (<NOT <FSET? ,CLOCK ,TOUCHBIT>>
<TELL
" Cobwebs enshroud a clock that has long since clocked out.">)>
<TELL "||
One wall appears to have been recently painted pea green. The weak smell
of paint lingers in the air.">)>>
<ROUTINE I-DOLDRUMS ()
<QUEUE I-DOLDRUMS -1>
<COND (<NOT <EQUAL? ,HERE ,DOLDRUMS>>
<DEQUEUE I-DOLDRUMS>
<RFALSE>)
(<FSET? ,GRASS ,SEENBIT>
<FCLEAR ,GRASS ,SEENBIT>
<TELL CR "The grass here continues to grow">)
(T
<FSET ,GRASS ,SEENBIT>
<TELL CR "The paint on the wall continues to dry">)>
<TELL ,PERIOD>>
<OBJECT WASTELAND
(LOC DOLDRUMS)
(DESC "vast wasteland")
(SYNONYM WASTELAND TV TELEVISION CHANNEL STATION)
(ADJECTIVE TV TELEVISION VAST)
(FLAGS DESC-IN-ROOMBIT LIGHTBIT ONBIT)
(ACTION WASTELAND-F)>
<ROUTINE WASTELAND-F ()
<COND (<VERB? EXAMINE>
<TELL
"The television set, which has been left droning on here, is now showing
a marathon of laundry detergent comercials." CR>)
(<VERB? OFF SET>
<TELL "It has no controls of any kind." CR>)>>
<OBJECT CLOUD
(LOC DOLDRUMS)
(DESC "cloud")
(SYNONYM CLOUD)
(ADJECTIVE SHAPELESS)
(FLAGS NDESCBIT)
;(ACTION CLOUD-F)>
;<ROUTINE CLOUD-F ()
<COND ()>>
<OBJECT GRASS
(LOC DOLDRUMS)
(DESC "grass")
(SYNONYM GRASS)
(ADJECTIVE PALE-GREEN GREEN LONG)
(FLAGS DESC-IN-ROOMBIT NOA)
;(ACTION WASTELAND-F)>
;"SEENBIT = in i-doldrums grass or paint"
<OBJECT CHASMS
(LOC DOLDRUMS)
(DESC "yawning chasms")
(SYNONYM CHASMS CHASM CLIFF CLIFFS)
(ADJECTIVE YAWNING)
(FLAGS DESC-IN-ROOMBIT NOA PLURALBIT ;NARTICLEBIT)
(ACTION CHASMS-F)>
<ROUTINE CHASMS-F ()
<COND (<VERB? BOARD LEAP LEAP-OFF ENTER>
<TELL
"Okay, here you are falling down off the cliffs and with all the
exhilaration you're showing you might as well be falling asleep. Your life
flashes before your eyes and that's a bigger yawn than the chasms. The abyss
is actually a continuum that loops back around whence you fell, and here
you are standing upright again." CR>)
(<AND <VERB? PUT THROW>
<PRSI? ,CHASMS>>
<MOVE ,PRSO ,HERE>
<TELL
"As you throw in" T ,PRSO ", it is swallowed by the darkness of the abyss,
only to reappear a second later at your feet." CR>)>>
<OBJECT PAINT
(LOC DOLDRUMS)
(DESC "paint")
(SYNONYM PAINT)
;(ADJECTIVE YAWNING)
(FLAGS NDESCBIT NARTICLEBIT)
;(ACTION PAINT-F)>
<OBJECT CLOCK
(LOC DOLDRUMS)
(DESC "clock")
(SYNONYM CLOCK TIMEPIECE WATCH TIME)
;(ADJECTIVE WINDING)
(FLAGS TAKEBIT CONTBIT SEARCHBIT OPENBIT DESC-IN-ROOMBIT)
(ACTION CLOCK-F)>
;"rmungbit = told in i-clock"
;"phrasebit = points for winding"
<ROUTINE CLOCK-F ()
<COND (<AND <VERB? TAKE>
;<EQUAL? <ITAKE> T>
<NOT <EQUAL? <ITAKE <>> ,M-FATAL <>>>>
<FCLEAR ,CLOCK ,DESC-IN-ROOMBIT>
<TELL "Taken." CR>)
;(<AND <VERB? PUT>
<PRSO? ,SAFE>>)
(<VERB? SET>
<COND (<NOT <FSET? ,CLOCK ,PHRASEBIT>>
<FSET ,CLOCK ,PHRASEBIT>
<UPDATE-SCORE>)>
<SETG CLOCK-N 0>
<QUEUE I-CLOCK -1>
<TELL "You wind the clock until the winding key stops." CR>)
(<AND <VERB? LISTEN>
<RUNNING? ,I-CLOCK>
<EQUAL? <META-LOC ,CLOCK> ,HERE>>
<RTRUE>)
(<VERB? READ EXAMINE>
<TELL
"The clock is faceless and without hands, but has a winding key
in its back." CR>)
(<VERB? OPEN>
<TELL "You can't." CR>)
(<VERB? CLOSE>
<TELL ,ALREADY-IS>)>>
<GLOBAL CLOCK-N 0>
<ROUTINE I-CLOCK ()
<SETG CLOCK-N <+ ,CLOCK-N 1>>
<COND (<G? ,CLOCK-N 10>
<COND (<EQUAL? <META-LOC ,CLOCK> ,HERE>
<TELL CR
"The clock gives off its last \"tick\" and stops." CR>)>
<DEQUEUE I-CLOCK>)
(<EQUAL? <META-LOC ,CLOCK> ,HERE>
<TELL CR "The clock ">
<COND (<OR <PROB 50>
<NOT <FSET? ,CLOCK ,RMUNGBIT>>>
<TELL
"continues sounding out a steady \"Tick... tick... tick.\"">)
(T
<TELL "keeps ticking off the time.">)>
<COND (<NOT <FSET? ,CLOCK ,RMUNGBIT>>
<FSET ,CLOCK ,RMUNGBIT>
<TELL
" If you couldn't see it was the clock making the noise, it would
sound rather ominous.">)>
<CRLF>)>
<RTRUE>>
<OBJECT CLOCK-KEY
(LOC CLOCK)
(DESC "winding key")
(SYNONYM KEY)
(ADJECTIVE WINDING CLOCK)
(FLAGS INTEGRALBIT)
(ACTION CLOCK-KEY-F)>
<ROUTINE CLOCK-KEY-F ()
<COND (<AND <VERB? MOVE SET OPEN>
<NOT ,PRSI>>
<PERFORM ,V?SET ,CLOCK>
<RTRUE>)>>
<ROOM KREMLIN
(LOC ROOMS)
(DESC "Kremlin")
(FLAGS INDOORSBIT)
(UP PER ATTIC-ENTER)
(GLOBAL MANOR DUELING STAIRS)
(ACTION KREMLIN-F)>
<GLOBAL KREMLIN-ENTER <>>
<ROUTINE KREMLIN-F (RARG)
<COND (<EQUAL? .RARG ,M-ENTER>
<COND (<AND <RUNNING? ,I-CLOCK>
<NOT <FSET? ,MARX ,TOUCHBIT>>
<HELD? ,CLOCK>>
<SETG KREMLIN-ENTER T>
<HLIGHT ,H-BOLD>
<TELL D ,KREMLIN>
<HLIGHT ,H-NORMAL>
<CRLF> <CRLF>
<TELL
"\"Tick... tick.\" I hear bomb ticking! Counter-Revolutionary spy! Hold
on to our sable hats.">
<COND (<VISIBLE? ,CLOCK>
<TELL
" Oh, we can see is only inferior Capitalist clock">)
(T
<UPDATE-SCORE>
<FSET ,MARX ,TOUCHBIT>
<MOVE ,SAFE ,HERE>
<TELL
" My sturdy walls tremble with xenophobia of Western hegemony into Mother
Country. Poor Marx is jolted and falls indignantly to
the floor, revealing some kind of safe on the red wall where he had hung">)>
<TELL ,PERIOD ;CR>)>)
(<EQUAL? .RARG ,M-LOOK>
<COND (<NOT ,KREMLIN-ENTER>
<TELL
"\"Fellow traveller, welcome.\"" CR CR>)>
<TELL
"This room is painted entirely in bold, revolutionary red -- walls, floor,
and ceiling -- surrounding you symbolically with the inescapability of
the coming of the revolution.">
<COND (<FSET? ,MARX ,TOUCHBIT>
<TELL CR CR
"There's a safe built into the wall where the picture once hung.">)>
<COND (<FSET? ,ATTIC ,PHRASEBIT>
<TELL CR CR
"A staircase leads up from here.">)>
<RTRUE>)>>
<OBJECT MARX
(LOC KREMLIN)
(DESC "portrait of Karl Marx")
(FDESC
"Presiding over the room, hanging from a high red wall, the portrait of the
Grandfather of the Revolution, Karl Marx, looks down with furrowed brow upon
your capitalist hide.")
(SYNONYM FATHER MARX KARL PORTRAIT PICTURE)
(ADJECTIVE KARL)
(FLAGS TRYTAKEBIT)
(ACTION MARX-F)>
;"touchbit is set as he falls to floor"
<ROUTINE MARX-F ()
<COND (<AND <TOUCHING? ,MARX>
<NOT <FSET? ,MARX ,TOUCHBIT>>
<NOT <IN? ,PROTAGONIST ,LOUIS-CHAIR>>>
<CANT-REACH ,MARX>)
(<AND <VERB? MOVE REMOVE TAKE LOOK-BEHIND>
<NOT <FSET? ,MARX ,TOUCHBIT>>>
<TELL
"The portrait seems to adhere more closely to the wall. These proud red
walls shall never render up the hero of the revolution
to a carpetbagging, imperialistic capitalist seeking booty." CR>)
(<AND <VERB? TAKE>
<FSET? ,MARX ,TOUCHBIT>>
<TELL
"The hero has suffered indignity enough. Never he to be taken away as
capitalist booty!" CR>)>>
<OBJECT SAFE
;(LOC KREMLIN)
(DESC "safe")
(LDESC
"A safe has been revealed high on the wall where the portrait of the
Father of our Revolution has once proundly hung.")
(SYNONYM SAFE LOCK)
(ADJECTIVE UNIVERSIAL)
(FLAGS NDESCBIT CONTBIT SEARCHBIT LOCKEDBIT)
(ACTION SAFE-F)>
;"phrasebit = points for unlocking"
<ROUTINE SAFE-F ()
<COND (<AND <TOUCHING? ,SAFE>
<NOT <IN? ,PROTAGONIST ,LOUIS-CHAIR>>>
<CANT-REACH ,SAFE>)
(<AND <VERB? EXAMINE>
<NOT <FSET? ,SAFE ,OPENBIT>>>
<TELL
"In keeping with the spirit of international brotherhood and with the
lofty theme of the Lennon's song \"Imagine,\" the safe is kept closed
only by a very simple universal lock, which can be opened by any kind
of key." CR>)
(<AND <VERB? PUT>
<PRSI? ,SAFE>
<NOUN-USED ,SAFE ,W?LOCK>>
<COND (<PRSO? ,CLOCK ,CLOCK-KEY>
<PERFORM ,V?UNLOCK ,SAFE ,CLOCK-KEY>
<RTRUE>)
(T
<TELL "The lock's too small." CR>)>)
(<AND <VERB? UNLOCK OPEN>
<PRSI? ,CLOCK ,CLOCK-KEY>
<FSET? ,SAFE ,LOCKEDBIT>>
<COND (<NOT <FSET? ,SAFE ,PHRASEBIT>>
<FSET ,SAFE ,PHRASEBIT>
<UPDATE-SCORE>)>
<FCLEAR ,SAFE ,LOCKEDBIT>
<TELL
"By inserting the clock key into the safe and turning, the safe is unlocked."
CR>)
(<AND <VERB? UNLOCK OPEN>
<PRSI? ,CLOCK ,CLOCK-KEY>>
<SETG PRSI <>>
<V-UNLOCK>)
(<VERB? LOCK>
<COND (<FSET? ,SAFE ,LOCKEDBIT>
<TELL ,ALREADY-IS>)
(T
<FSET ,SAFE ,LOCKEDBIT>
<TELL "The safe ">
<COND (<FSET? ,SAFE ,OPENBIT>
<TELL "closes shut and ">)>
<FCLEAR ,SAFE ,OPENBIT>
<TELL "is now locked." CR>)>)>>
<OBJECT REVOLUTION
(LOC SAFE)
(DESC "revolution")
(SYNONYM REVOLUTION)
(FLAGS TAKEBIT)
(ACTION REVOLUTION-F)>
<ROUTINE REVOLUTION-F ()
<COND (<VERB? EXAMINE READ>
<TELL
"It reads, \"When you really need to turn around a situation, go ahead
and revolve it.\"" CR>)>>
<ROOM PHARMACY
(LOC ROOMS)
(DESC "Pharmacy")
(FLAGS INDOORSBIT)
(GLOBAL MANOR DUELING)
(ACTION PHARMACY-F)>
<ROUTINE PHARMACY-F (RARG)
<COND (<EQUAL? .RARG ,M-LOOK>
<TELL
"Aaah... Choo! Oh, of course, in you come tracking your germs.|
|
Sniff... sniff.|
|
You're standing upon a rubberized non-slip bathroom mat. Handrails,
installed here as an extra precaution, run along the walls.||">
<COND (<FSET? ,CABINET ,OPENBIT>
<TELL
"The open medicine cabinet is cram packed full of a variety of medicines.">)
(T
<TELL
"You look a little peaked to yourself, reflected in the mirror of
the medicine cabinet.">)>)>>
<OBJECT BOX
(LOC PHARMACY)
(DESC "cardboard box")
(FDESC
"A cardboard box, about one-foot square and empty of its value pack of
medicines, sits on the floor.")
(SYNONYM BOX)
(ADJECTIVE CARDBOARD)
(FLAGS TAKEBIT CONTBIT OPENBIT SEARCHBIT)
(CAPACITY 10)
;(ACTION BOX-F)>
<OBJECT CABINET
(LOC PHARMACY)
(DESC "medicine cabinet")
(SYNONYM CHEST CABINET)
(ADJECTIVE MEDICINE)
(FLAGS CONTBIT SEARCHBIT NDESCBIT)
(CAPACITY 10)
(ACTION CABINET-F)>
<ROUTINE CABINET-F ()
<COND (<AND <VERB? OPEN>
<NOT <FSET? ,CABINET ,OPENBIT>>>
<FSET ,CABINET ,OPENBIT>
<TELL
"The cabinet creaks on its hinges, some would say from overuse.|
|
The cabinet is crowded to pharmaceutical proportions with a panoply of pills,
lozenges and elixirs -- hey, you can't be too careful, with what's going
around these days -- including some remedies for afflictions that, yes,
haven't even afflicted anyone yet. But it's better to be safe than sorry." CR>)
(<AND <VERB? SEARCH LOOK-INSIDE>
<FSET? ,CABINET ,OPENBIT>>
<PERFORM ,V?EXAMINE ,MEDICINES>
<RTRUE>)>>
<OBJECT MEDICINES
(LOC CABINET)
(DESC "variety of medicines")
(SYNONYM VARIETY MEDICINES MEDICINE ELIXIR ELIXIRS PILL PILLS LOSENGES
CURE CURES REMEDY REMEDIES NOSTRUM)
(ADJECTIVE RHEUMATOID)
(FLAGS DESC-IN-ROOMBIT TRYTAKEBIT) ;"desc-in-roombit so no redundancy"
(ACTION MEDICINES-F)>
<ROUTINE MEDICINES-F ()
<COND (<VERB? TAKE>
<TELL
"Oh, no, no, I couldn't survive without my medicines." CR>)
(<VERB? EXAMINE READ>
<TELL
"I collect varieties of medicines like some people collect wines.
You never know what'll ail you, and usually it's everything at once.
There are cures for catastrophic illness, remedies for ringworms, pills
for palpitations, and elixirs for everything else.">
<COND (<IN? ,OLD-BOTTLE ,CABINET>
<TELL CR CR
"Then there's one old, empty bottle that should've been thrown
out centuries ago.">)>
<CRLF>)
(<VERB? OPEN>
<TELL
"The \"childproof\" caps are enough to make it impossible." CR>)>>
<OBJECT OLD-BOTTLE
(LOC CABINET)
(DESC "old bottle")
(SYNONYM BOTTLE)
(ADJECTIVE OLD RARE GLASS ANTIQUE)
(FLAGS TAKEBIT VOWELBIT)
(ACTION OLD-BOTTLE-F)>
;"HEARDBIT = input was PUT BOTTLE ON MANTEL for V-YES question"
<ROUTINE OLD-BOTTLE-F ()
<COND (<AND <VERB? TAKE>
<NOT <FSET? ,OLD-BOTTLE ,TOUCHBIT>>
;<EQUAL? <ITAKE> T>
<NOT <EQUAL? <ITAKE <>> ,M-FATAL <>>>>
<TELL
"You can go ahead and have that old thing anyway. It was here before I
moved in." CR>)
(<AND <VERB? TAKE>
<IN? ,OLD-BOTTLE ,MANTEL>>
<TELL
"Hands off, Indian giver! That antique bottle is mine now." CR>)
(<AND <VERB? SHOW>
<PRSI? ,GLOBAL-ROOM ,DUELING>
<EQUAL? ,HERE ,ID-ROOM>>
<TELL
"Mmmm... Very handsome. Yes! I'd simply love to have it." CR>)
(<VERB? EXAMINE LOOK-INSIDE>
<TELL
"It's a small and delicately sculpted glass bottle, looking to be hundreds
of years old. The bottle is empty and has no lid." CR>)
(<VERB? THROW MUNG KILL KICK>
<REMOVE ,OLD-BOTTLE>
<TELL "The fragile bottle is smashed into smithereens." CR>)
(<AND <EQUAL? ,HERE ,ID-ROOM>
<OR <VERB? DROP>
<AND <VERB? PUT PUT-ON>
<EQUAL? ,PRSO ,OLD-BOTTLE>
;<NOT <EQUAL? ,PRSI? ,MANTEL>>>>>
<COND (<AND <VERB? PUT-ON>
<PRSI? ,MANTEL>>
<FSET ,OLD-BOTTLE ,HEARDBIT>
;<MOVE ,OLD-BOTTLE ,MANTEL>)>
<SETG AWAITING-REPLY 1>
<QUEUE I-REPLY 2>
<TELL
"Umm... Do you really think it makes the right statement there?" CR>)>>
<OBJECT MAT
(LOC PHARMACY)
(DESC "rubber mat")
(SYNONYM MAT)
(ADJECTIVE RUBBER RUBBERIZED NO-SLIP)
(FLAGS TRYTAKEBIT DESC-IN-ROOMBIT)
(ACTION MAT-F)>
<ROUTINE MAT-F ()
<COND (<VERB? TAKE>
<TELL
"Oh, oh, my back! The old discs are slipping again, and the strain is
taking its toll. I'm going to have to
rifle the cabinet again in search of that old rheumatoid nostrum. Forget
the mat. It'd be as dangerous as a ski slope to walk in here without
it on the floor." CR>)
(<VERB? SIT CLIMB-ON>
<WASTES>)>>
<ROOM ATTIC
(LOC ROOMS)
(DESC "Attic")
(UP PER ATTIC-EXIT)
(DOWN PER ATTIC-EXIT)
(FLAGS INDOORSBIT)
(GLOBAL MANOR DUELING STAIRS)
(ACTION ATTIC-F)>
;"ATTIC phrasebit = turned around to right-side-up"
<ROUTINE ATTIC-F (RARG)
<COND (<EQUAL? .RARG ,M-LOOK>
<TELL
"The attic is where the oxymoron is rumored to have been locked up
recently for years and years. There doesn't seem to be even a shred of
hard evidence, though, for such a secret rumor.">
<COND (<FSET? ,ATTIC ,PHRASEBIT>
<TELL
" But the attic, once upside-down, has been set right by your turning
it around.">)
(T
<TELL
" A funny thing though -- the place is upside-down: You're standing on
the ceiling with the floor above as the roof over your head.">)>
<TELL CR CR "A sturdy, rickety stairway leads ">
<COND (<FSET? ,ATTIC ,PHRASEBIT>
<TELL "down">)
(T
<TELL "up">)>
<TELL " from here.">)>>
<ROUTINE ATTIC-EXIT ()
<COND (<OR <AND <EQUAL? ,P-WALK-DIR ,P?DOWN>
<NOT <FSET? ,ATTIC ,PHRASEBIT>>>
<AND <EQUAL? ,P-WALK-DIR ,P?UP>
<FSET? ,ATTIC ,PHRASEBIT>>>
<TELL "But the stairs lead ">
<COND (<FSET? ,ATTIC ,PHRASEBIT>
<TELL "down">)
(T
<TELL "up">)>
<TELL ,PERIOD>
<RFALSE>)
(<EQUAL? ,P-WALK-DIR ,P?UP>
<RETURN ,ID-ROOM>)
(T
<RETURN ,KREMLIN>)>>
<ROUTINE ATTIC-ENTER ()
<COND (<AND <EQUAL? ,HERE ,ID-ROOM>
<FSET? ,ATTIC ,PHRASEBIT>>
<TELL "The " D ,STAIRS "s have seemed to vanish." CR>
<RFALSE>)
(<AND <EQUAL? ,HERE ,KREMLIN>
<NOT <FSET? ,ATTIC ,PHRASEBIT>>>
<CANT-SEE <> "stairs">
<RFALSE>)>
<TELL "You walk ">
<COND (<EQUAL? ,HERE ,ID-ROOM>
<TELL "down">)
(T
<TELL "up">)>
<TELL " the staircase." CR CR>
<RETURN ,ATTIC>>

990
eight.zil Normal file
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@ -0,0 +1,990 @@
"EIGHT for
NORD AND BERT
(c) Copyright 1987 Infocom, Inc. All Rights Reserved."
;"scene is EIGHT"
<GLOBAL REAL-EIGHT <>>
<OBJECT EIGHT
(LOC LOCAL-GLOBALS)
(DESC "place")
(PICK-IT "Meet the Mayor")
(MAX-SCORE 14)
(SCENE-SCORE 0)
(SCENE-ROOM SQUARE)
(SCENE-CUR 0)
(SYNONYM SQUARE LOBBY BATHROOM PUBLIC ROOM)
(ADJECTIVE PUBLIC)
(FLAGS NDESCBIT SCENEBIT)
(ACTION EIGHT-F)>
<ROUTINE EIGHT-F ()
<COND (<OR <NOUN-USED ,EIGHT ,W?BATHROOM>
<ADJ-USED ,EIGHT ,W?BATH>>
<SETG REAL-EIGHT ,BATHROOM>)
(<OR <NOUN-USED ,EIGHT ,W?SQUARE ,W?PUBLIC>
<ADJ-USED ,EIGHT ,W?PUBLIC>>
<SETG REAL-EIGHT ,SQUARE>)
(<NOUN-USED ,EIGHT ,W?LOBBY>
<SETG REAL-EIGHT ,LOBBY>)
;(T
<SETG REAL-EIGHT ,SQUARE>)>
<COND (<OR <NOT ,REAL-EIGHT>
<VERB? NO-VERB>
<AND <DONT-HANDLE ,EIGHT>
<NOT <VERB? WALK-TO>>>>
<RFALSE>)
(<VERB? WALK-TO>
<COND (<EQUAL? ,HERE ,REAL-EIGHT>
<TELL ,ARRIVED>)
(<EQUAL? ,HERE ,SQUARE>
<COND (<EQUAL? ,REAL-EIGHT ,LOBBY>
<DO-WALK ,P?IN>)
(<EQUAL? ,REAL-EIGHT ,BATHROOM>
<DO-FIRST "enter the town house">)>)
(<EQUAL? ,HERE ,LOBBY>
<COND (<EQUAL? ,REAL-EIGHT ,SQUARE>
<DO-WALK ,P?OUT>)
(<EQUAL? ,REAL-EIGHT ,BATHROOM>
<DO-WALK ,P?UP>)>)
(<EQUAL? ,HERE ,BATHROOM>
<COND (<EQUAL? ,REAL-EIGHT ,LOBBY>
<DO-WALK ,P?DOWN>)
(<EQUAL? ,REAL-EIGHT ,SQUARE>
<TELL
"You flee down the stairs and out..." CR CR>
<GOTO ,SQUARE>)>)
(T
<TELL "You go there..." CR CR>
<GOTO ,REAL-EIGHT>)>)
(<NOT <EQUAL? ,HERE ,REAL-EIGHT>>
<TELL "You're not there." CR>)
;(T
<CHANGE-OBJECT ,EIGHT ,GLOBAL-ROOM>
<RTRUE>)>>
<OBJECT DECREE
(DESC "decree")
(SYNONYM DECREE)
;(ADJECTIVE DIRTY SOILED)
(FLAGS TAKEBIT)
(ACTION DECREE-F)>
<ROUTINE DECREE-F ()
<COND (<VERB? EXAMINE READ>
<TELL
"The decree would outlaw all language play in town. There is a line at the
bottom for the mayor's signature." CR>)>>
<ROOM SQUARE
(LOC ROOMS)
(DESC "Public Square")
(IN PER LOBBY-ENTER)
;(FLAGS INDOORSBIT)
(GLOBAL TOWN-HOUSE EIGHT)
(ACTION SQUARE-F)>
<ROUTINE SQUARE-F (RARG)
<COND (<EQUAL? .RARG ,M-LOOK>
<TELL
"You're in the public square. Facing one edge of the square stands an
impressive looking neo-colonial town house, which is decoratively fronted
by a row of laurel bushes.">)>>
;"One edge of the square has been advanced
upon by the encroaching forest, as it is dense with trees and shrubbery"
<ROUTINE LOBBY-ENTER ()
<COND (<AND <HELD? ,BLESSING>
<NOT <IN? ,BLESSING ,DISGUISE>>>
<TELL
"As you approach the column-lined town house through the path dividing the
well-manicured lawn, you are overcome with fear and trembling and
are forced to turn back toward the square. It seems the idea of
entering such a reviled house of corruption with a blessing is spiritually
and realistically impossible." CR>
<RFALSE>)
(<AND <HELD? ,BLESSING>
<IN? ,BLESSING ,DISGUISE>>
<COND (<NOT <FSET? ,LOBBY ,TOUCHBIT>>
<UPDATE-SCORE>)>
<TELL
"Furtively, you pass through the yard into the town house." CR CR>
<RETURN ,LOBBY>)
(T
<RETURN ,LOBBY>)>>
<OBJECT TOWN-HOUSE
(LOC LOCAL-GLOBALS)
(DESC "town house")
(SYNONYM HOUSE)
(ADJECTIVE TOWN)
(FLAGS NDESCBIT)
(ACTION TOWN-HOUSE-F)>
<ROUTINE TOWN-HOUSE-F ()
<COND (<VERB? ENTER WALK-TO BOARD>
<COND (<EQUAL? ,HERE ,LOBBY ,BATHROOM>
<TELL ,LOOK-AROUND>)
(<EQUAL? ,HERE ,SQUARE>
<DO-WALK ,P?IN>)>)
(<VERB? LEAVE EXIT DISEMBARK>
<COND (<EQUAL? ,HERE ,LOBBY>
<DO-WALK ,P?OUT>)
(<EQUAL? ,HERE ,BATHROOM>
<DO-WALK ,P?DOWN>)
(T
<TELL ,LOOK-AROUND>)>)
(<AND <VERB? EXAMINE>
<EQUAL? ,HERE ,LOBBY ,BATHROOM>>
<V-LOOK>)>>
<OBJECT BUSHES
(LOC SQUARE)
(DESC "laurel bushes")
(SYNONYM BUSH BUSHES BRANCH BRANCHES LAUREL)
(ADJECTIVE LAUREL)
(FLAGS
NDESCBIT TRYTAKEBIT PLURALBIT CONTBIT OPENBIT SEARCHBIT NO-D-CONT)
(CAPACITY 0)
(GENERIC GEN-LAUREL)
(ACTION BUSHES-F)>
<ROUTINE BUSHES-F ()
<COND (<AND <VERB? SEARCH LOOK-INSIDE>
<ZERO? <LOC ,BLESSING>>>
<UPDATE-SCORE>
<MOVE ,BLESSING ,PROTAGONIST>
<TELL
"Beating around the bush, you come upon a ticket stub enmeshed in the
dense lower branches of the laurel. You pick it up and dust it off." CR>)
(<AND <VERB? SEARCH-WITH>
<PRSI? ,COMB>>
<PERFORM ,V?SEARCH ,BUSHES>
<RTRUE>)
(<VERB? EXAMINE>
<TELL
"The laurel bushes are a pleasant landscaping touch as frontage to the town
house." CR>)
(<VERB? BOARD>
<TELL "You can't rest on the bush itself." CR>)
(<VERB? TAKE MUNG PICK>
<COND (<IN? ,LAUREL ,BUSHES>
<MOVE ,LAUREL ,PROTAGONIST>
<PUTP ,LAUREL ,P?SDESC "your laurels">
<FSET ,LAUREL ,NARTICLEBIT>
<TELL
"With noble bearing, you study the laurel and proceed to break
off a few intertwined branches." CR>)
(T
<TELL
"You have harvested all the laurel that you require." CR>)>)>>
<OBJECT LAUREL
(LOC BUSHES)
(SDESC "laurels")
(SYNONYM BRANCH BRANCHES LEAVES LAUREL CROWN WREATH LAURELS)
(ADJECTIVE MY YOUR LAUREL)
(FLAGS TAKEBIT PLURALBIT)
(GENERIC GEN-LAUREL)
(ACTION LAUREL-F)>
<GLOBAL CROWN-MADE <>>
<ROUTINE LAUREL-F ()
<COND (<AND <NOT ,CROWN-MADE>
<NOT <DONT-HANDLE ,LAUREL>>
<NOUN-USED ,LAUREL ,W?CROWN ,W?WREATH>>
<CANT-SEE <> "crown">)
(<AND <OR <VERB? MAKE>
<AND <VERB? SET>
<PRSO? ,PRSI>>>
<NOUN-USED ,LAUREL ,W?CROWN ,W?WREATH>>
<COND (<NOT <HELD? ,LAUREL>>
<TELL ,YNH AR ,LAUREL>)
(,CROWN-MADE
<TELL ,ALREADY-HAVE>)
(T
<SETG CROWN-MADE T>
<FSET ,LAUREL ,WEARBIT>
<FCLEAR ,LAUREL ,PLURALBIT>
<PUTP ,LAUREL ,P?SDESC "crown of laurel">
<TELL "You fashion a crown from the laurel." CR>)>)
(<VERB? BOARD SIT CLIMB-ON>
<COND (,WON-GAME
<UPDATE-SCORE>
<TELL
"With dreamy slowness you begin to fall back upon your laurels for the
long, soulful respite you have so well deserved. In the enclave of your dreams
the clarion voice of a herald is given forum:|
|
\"We, the members of the Citizens' Action Committee of Punster, do hereby
honor your exploits in delivering our town of the nefarious crime of
wordplay. Punster has once again returned to a life of trusting normalcy.|
|
For the McCleary Farm, the cows have truly come home. Audiences once again
revel in the gift of laughter. A pretty girl is rescued from the brink
of tragedy. You have made our town safe for shopping. The Teapot Cafe
is a homey hearth and nourishment to our
supping folk. A house for guests has gained back its repute. A neighboring
town must no longer live down its name.|
|
In gratitude to your selfless dedication to our humble town, we present you
with the Key to the City. May it unlock all the doors for you along life's
path.\"|
|
You fall still further into deep and luxurious sleep." CR>
<FINISH>)
(T
<TELL
"This is no time for such vain self-congratulation." CR>)>)>>
<ROUTINE GEN-LAUREL ()
,LAUREL>
<OBJECT BLESSING
;(LOC SQUARE)
(DESC "blessing")
(SYNONYM BLESSINGS BLESSING STUB TICKET)
(ADJECTIVE TICKET YOUR MY)
(FLAGS TAKEBIT)
(ACTION BLESSING-F)>
;"PHRASEBIT = given it to mayor"
;"<MOVE ,BLESSING ,LOCAL-GLOBALS> after give blessing so wont find it again"
<ROUTINE BLESSING-F ()
<COND (<VERB? COUNT>
<TELL
"Though such expression is filled with gratitude, you count but one
blessing." CR>)
(<AND <VERB? GIVE>
<PRSI? ,DUCK>
<FSET? ,DUCK ,PHRASEBIT>>
<UPDATE-SCORE>
<FSET ,BLESSING ,PHRASEBIT>
;<REMOVE ,BLESSING>
<MOVE ,BLESSING ,LOCAL-GLOBALS>
<TELL
"The air surrounding the mayor gradually turns pure and bright. An expansive
campaign-smile spreads across his face as he bathes in the saintliness of
the blessing bestowed. As the halo effect fades, it seems to have lifted away
the dread weight of the mayor's burdens." CR>)
(<VERB? EXAMINE READ>
<TELL
"The ticket is issued by the First Church of the Heavenly Ferris Wheel,
the foremost religious institution in town. It decrees one blessing to
be given by the bearer of the ticket to any individual." CR>)>>
<OBJECT STUMP
(LOC SQUARE)
(DESC "tree stump")
(DESCFCN STUMP-F)
(SYNONYM STUMP TREE)
(ADJECTIVE TREE)
(FLAGS SURFACEBIT CONTBIT OPENBIT SEARCHBIT NO-D-CONT)
(ACTION STUMP-F)>
<ROUTINE STUMP-F ("OPT" (OARG <>))
<COND (.OARG
<COND (<EQUAL? .OARG ,M-OBJDESC?>
<RTRUE>)>
<TELL CR
"In the middle of the public square stands a thick, ten feet tall stump of a tree. Attached to the stump is a sheet of paper">
<COND (<IN? ,HORN ,STUMP>
<TELL
" and next to the paper hangs the horn of the town crier">)>
<TELL ".">)
(<AND <VERB? PUT-ON>
<PRSI? ,STUMP>>
<COND (<PRSO? ,HORN>
<TELL "Nope, it's yours and you're stuck with it">)
(T
<TELL "It won't attach to the bark">)>
<TELL ,PERIOD>)
(<VERB? CLIMB-ON CLIMB-UP CLIMB BOARD>
<TELL "There are no footholds." CR>)>>
<OBJECT LAWS
(LOC STUMP)
(DESC "laws of the land")
(SYNONYM SHEET PAPER LAW LAWS LAND TENTHS NINE-TENTHS POSSESSION)
(ADJECTIVE NINE POSSESSION)
(FLAGS PLURALBIT TRYTAKEBIT)
(GENERIC GEN-POSSESSION)
(ACTION LAWS-F)>
<ROUTINE LAWS-F ()
<COND (<AND <FSET? ,HORN ,TRYTAKEBIT>
<OR <NOUN-USED ,LAWS ,W?POSSESSION>
<ADJ-USED ,LAWS ,W?POSSESSION>>>
<PUT ,P-NAMW 0 ,W?POSSESSION>
<PERFORM ,V?TAKE ,HORN>
<RTRUE>)
(<AND <VERB? MUNG>
<EQUAL? ,P-PRSA-WORD ,W?BREAK>>
<TELL "That would be against the law." CR>)
(<VERB? READ EXAMINE>
<TELL
"There is a list of \"Ten Laws of the Land.\" But the bottom of the
sheet is torn off, leaving only nine laws, which are:|
|
No Running|
No Panting Loons|
No Skipping|
Reptilian Volleyball is O-u-t|
Honor Thy Fodder|
No Chewing Gum|
Defend your Landmother|
No Pepper|
Rip What You Sew|">)
(<VERB? TAKE>
<TELL "That would be against the law." CR>)>>
<OBJECT HORN
(LOC STUMP)
(SDESC "horn")
(SYNONYM POSSESSION HORN)
(ADJECTIVE POSSESSION OLD BRASS YOUR OWN MY)
(FLAGS TRYTAKEBIT)
(GENERIC GEN-POSSESSION)
(ACTION HORN-F)>
;"PHRASEBIT = MAYOR HEARD YOU BLOW HORN"
<ROUTINE HORN-F ()
<COND (<AND <FSET? ,HORN ,TRYTAKEBIT> ;"just type POSSESSION"
<OR <NOUN-USED ,HORN ,W?POSSESSION>
<ADJ-USED ,HORN ,W?POSSESSION>>
<VERB? NO-VERB>
;<NOT ,PRSI>>
<PERFORM ,V?TAKE ,HORN>
<RTRUE>)
(<AND <ADJ-USED ,HORN ,W?YOUR ,W?MY ,W?OWN>
<FSET? ,HORN ,TRYTAKEBIT>
<NOT <DONT-HANDLE ,HORN>>>
<TELL "It's not yours." CR>)
(<VERB? EXAMINE>
<TELL
"The old brass horn">
<COND (<IN? ,HORN ,STUMP>
<TELL
", which hangs on the stump next to the sheet of paper,">)>
<TELL
" is dinged up and tarnished from seemingly centuries of use by the
town crier." CR>)
(<VERB? BLOW>
<COND (<FSET? ,HORN ,TRYTAKEBIT>
<PERFORM ,V?TAKE ,HORN>
<RTRUE>)
(T
<TELL
"You give the horn a big, brassy toot">
<COND (<AND <VISIBLE? ,DUCK>
<FSET? ,DUCK ,PHRASEBIT>>
<COND (<NOT <FSET? ,HORN ,PHRASEBIT>>
<UPDATE-SCORE>
<FSET ,HORN ,PHRASEBIT>
<TELL
". It seems to be music to the mayor's ears, since he for the first time
really takes notice of you, and smiles upon your vainglorious trumpeting">)
(T
<TELL
". \"Hey, don't let it go to your head,\" says the mayor">)>)
(<NOT <VISIBLE? ,DUCK>>
<TELL "; but no one is around to hear it">)>
<TELL ,PERIOD>)>)
(<VERB? TAKE>
<COND (<AND <FSET? ,HORN ,TRYTAKEBIT>
<NOUN-USED ,HORN ,W?POSSESSION>>
<UPDATE-SCORE>
<FCLEAR ,HORN ,TRYTAKEBIT>
<FSET ,HORN ,TAKEBIT>
<FSET ,HORN ,NARTICLEBIT>
<MOVE ,HORN ,PROTAGONIST>
<PUTP ,HORN ,P?SDESC "your own horn">
<TELL
"The horn begins to trumpet out a stuttering protest, but the logic of
law is so compelling that it quits, and you take possession of the horn." CR>)
(<FSET? ,HORN ,TRYTAKEBIT>
<TELL
"The old brass horn suddenly radiates through its tarnished surface a deep
amber glow of indignation, and trumpets out a sharp rebuke in a nasty off-key
pitch that seems to accuse you of taking hold of itself without rightfully
owning it." CR>)>)>>
<ROUTINE GEN-POSSESSION ()
,HORN>
<ROOM LOBBY
(LOC ROOMS)
(DESC "Lobby")
(UP TO BATHROOM)
(OUT TO SQUARE)
(FLAGS INDOORSBIT)
(GLOBAL TOWN-HOUSE EIGHT STAIRS)
(ACTION LOBBY-F)>
<ROUTINE LOBBY-F (RARG)
<COND (<EQUAL? .RARG ,M-LOOK>
<TELL
"This is the lobby of the town hall, looking stately and deeply lacquered.
A boldly impressive staircase leads up">
<COND (<IN? ,TUB ,BATHROOM>
<TELL
" and you can see steam drifting out of a room at the top of it">)>
<TELL
". The main focus of attention in the lobby is an imposing, ornately framed
document hanging on the wall.">)>>
<OBJECT PRETENSES
(LOC LOBBY)
(DESC "document")
(SYNONYM PRETENSES PRETENSE DOCUMENT PAPER)
(ADJECTIVE FALSE FRAMED IMPOSING)
(FLAGS TRYTAKEBIT NDESCBIT)
(ACTION PRETENSES-F)>
<ROUTINE PRETENSES-F ()
<COND (<VERB? EXAMINE READ>
<TELL
"On brittle, yellowing paper you read the following:|| ">
<HLIGHT ,H-BOLD>
<TELL "P R E T E N S E S">
<HLIGHT ,H-NORMAL>
<CRLF> <CRLF>
<TELL
"The World, verily, is proved to be flat!|
|
The Rule of the Great Kazooli shall spread to the corners of the World!|
|
And beloved shall be Our Mayor in the eyes of the World!|
|
Forsooth, His Rule shall endure a thousand years!|">)
(<VERB? TAKE>
<TELL
"The theft of such a hallowed document is utterly beyond the realm of
possibilities. Period." CR>)
(<AND <VERB? TAKE-UNDER>
<PRSI? ,PRETENSES>>
<COND (<AND <PRSO? ,SIX-PACK>
<FSET? ,SIX-PACK ,TRYTAKEBIT>>
<UPDATE-SCORE>
<FCLEAR ,SIX-PACK ,TRYTAKEBIT>
<MOVE ,SIX-PACK ,PROTAGONIST>
<TELL
"Yes, there's more than one way to steal a pack, but under false Pretenses
is surely not the worst way. You cradle the six-pack in your arms like
the mother's milk of local politics, which it is." CR>)
(T
<PERFORM ,V?TAKE ,PRSO>
<RTRUE>)>)>>
<OBJECT SIX-PACK
(LOC LOBBY)
(DESC "six-pack of beer")
(FDESC
"A six-pack of beer -- the loyal constituency of cigar-chomping, back-room
politicians -- sits on the floor beneath the document.")
(SYNONYM SIX-PACK PACK BEER SIX DEEP-SIX CAN CANS)
(ADJECTIVE DEEP)
(FLAGS TRYTAKEBIT TAKEBIT)
(ACTION SIX-PACK-F)>
<ROUTINE SIX-PACK-F ()
<COND (<VERB? EXAMINE>
<TELL
"The cans of beer are tall and thick, each labeled with the brand name
\"Deep Six\" and each depicting the same bluish misty ocean scene." CR>)
(<AND <VERB? TAKE>
<FSET? ,SIX-PACK ,TRYTAKEBIT>>
<TELL
"It's no simple matter taking something that's not yours, and you're
unable to do it that way." CR>)
(<VERB? OPEN>
<TELL
"\"Deep Six,\" being a nostalgic brand of beer marketed toward muscle-headed
rugged individualists, has not adopted the convenience of easy-opening
pop-top cans. And no can opener is available." CR>)
(<VERB? DRINK>
<TELL "None of the cans is open." CR>)
(<AND <VERB? GIVE>
<PRSO? ,SIX-PACK>
;<NOUN-USED ,SIX-PACK ,W?SIX ,W?DEEP-SIX>>
<COND (<AND <EQUAL? ,HERE ,BATHROOM>
<IN? ,TUB ,HERE>>
<COND (<NOT <HELD? ,PRSI>>
<TELL
"You can't \"give" T ,PRSI " the deep six\" without holding" TR ,PRSI>)
(<PRSI? ,SKELETON>
<UPDATE-SCORE>
<REMOVE ,SKELETON>
<FSET ,SKELETON ,PHRASEBIT>
<TELL "As you give the skeleton the
deep-six, the bones sink beneath the filmy surface of the water, slowly
twisting and sinking much deeper than the tub would seem to be, until
finally it disappears into the murky depths of Davey Jones' Locker.">
<COND (<FSET? ,DUCK ,PHRASEBIT>
<TELL
" The mayor breathes a large foul-breathed sigh of relief.">)
(T
<TELL
" The duck lets out a joyful \"quack.\"">)>
<CRLF>)
(T
<TELL
"But" T ,PRSI " doesn't need to be gotten rid of." CR>)>)
(T
<TELL
"Giving" T ,PRSI " the deep six is impossible without water." CR>)>)>>
<ROOM BATHROOM
(LOC ROOMS)
(DESC "Bathroom")
(DOWN TO LOBBY)
(FLAGS INDOORSBIT)
(GLOBAL TOWN-HOUSE EIGHT WATER STAIRS)
(ACTION BATHROOM-F)>
<ROUTINE BATHROOM-F (RARG)
<COND (<EQUAL? .RARG ,M-LOOK>
<TELL "The bathroom">
<COND (<IN? ,TUB ,HERE>
<TELL ", thoroughly steamed up,">)>
<TELL " is ample in space but untidy in appearance.">
<COND (<FSET? ,LINEN ,NDESCBIT>
<TELL
" A pile of dirty linen marks the entrance to the staircase.">)
(T
<TELL " A staircase leads down.">)>)>>
<OBJECT JAR
(LOC BATHROOM)
(SDESC "\"a jar\"")
(DESCFCN JAR-F)
(SYNONYM JAR DOOR AJAR LID)
(ADJECTIVE AJAR CLOSET)
(FLAGS ;NDESCBIT NARTICLEBIT ;DOORBIT)
(ACTION JAR-F)>
<ROUTINE JAR-F ("OPT" (OARG <>))
<COND (.OARG
<COND (<EQUAL? .OARG ,M-OBJDESC?>
<RTRUE>)>
<CRLF>
<COND (<FSET? ,JAR ,PHRASEBIT>
<TELL
"The door to the closet is ">
<OPEN-CLOSED ,JAR>)
(T
<TELL
"Standing against one wall is the strange sight of a jar that stands nearly
as high as the ceiling">)>
<TELL ".">
<RTRUE>)
(<AND <FSET? ,JAR ,PHRASEBIT>
<NOUN-USED ,JAR ,W?JAR>>
<TELL
"The hinges creak eerily as the door moves slowly back and forth, but
nothing else happens." CR>
<RTRUE>) ;"need rtrue, else printed twice"
(<AND <OR <NOUN-USED ,JAR ,W?DOOR ,W?AJAR>
<ADJ-USED ,JAR ,W?AJAR ,W?CLOSET>>
<NOT <FSET? ,JAR ,PHRASEBIT>>>
<UPDATE-SCORE>
<PUTP ,JAR ,P?SDESC "door">
<FCLEAR ,JAR ,NARTICLEBIT>
<FSET ,JAR ,PHRASEBIT>
<FSET ,JAR ,DOORBIT>
<FSET ,JAR ,OPENBIT>
<TELL "From inside the big jar there comes a flash of
light which intensifies in several quick, increasingly brighter pulses.
Prismatically, the large surface of the jar glows with the colors of
the rainbow. Then in a blink of your eyes, the light show is over and in
the place of the jar you observe a quite ordinary closet door, which is
now open." CR>
;<STOP>
<RTRUE>)
(<AND <NOUN-USED ,JAR ,W?LID>
<FSET? ,JAR ,PHRASEBIT>>
<CANT-SEE <> "lid">
<RTRUE>)>
<COND (<FSET? ,JAR ,PHRASEBIT>
<COND (<VERB? ENTER>
<PERFORM ,V?ENTER ,CLOSET>
<RTRUE>)>)
;(<VERB? OPEN>
<TELL
"You can barely reach the lid, and wouldn't be able to break the seal anyway."
CR>)
(<VERB? LOOK-INSIDE>
<TELL "The voluminous, clear jar is empty." CR>)
(<VERB? CLOSE>
<TELL ,ALREADY-IS>)
(<OR <AND <VERB? PUT>
<PRSI? ,JAR>>
<VERB? CLIMB-ON ENTER BOARD>>
<TELL "The large lid on top is closed too tight." CR>)>>
<OBJECT CLOSET
(LOC BATHROOM)
(DESC "closet")
(SYNONYM CLOSET)
(FLAGS NDESCBIT)
(ACTION CLOSET-F)>
<ROUTINE CLOSET-F ()
<COND (<AND <NOT <FSET? ,JAR ,PHRASEBIT>>
<NOT <DONT-HANDLE ,CLOSET>>>
<CANT-SEE <> "closet">)
(<VERB? ENTER BOARD>
<TELL "It's not a walk-in closet." CR>)
(<AND <VERB? LOOK-INSIDE REACH-IN SEARCH>
<NOT <FSET? ,JAR ,OPENBIT>>>
<TELL "The closet door is closed." CR>)
(<AND <VERB? PUT>
<PRSI? ,CLOSET>>
<TELL
"The mayor's got into enough trouble hiding things in the closet." CR>)
(<VERB? LOOK-INSIDE>
<TELL
"Darkness seems to radiate out of the closet." CR>)
(<VERB? REACH-IN SEARCH>
<TELL
"You grope into the darkness but can't seem to put your hands on anything of
significance." CR>)
(<AND <VERB? SEARCH-WITH>
<PRSI? ,COMB>
<IN? ,SKELETON ,LOCAL-GLOBALS>> ;"a must"
<UPDATE-SCORE>
<MOVE ,SKELETON ,HERE>
<TELL
"Using the crack resources of the well-appointed sleuth, you painstakingly
search the closet high and search the closet low. Sounds of chattering
teeth and then of bones knocking together come out of the closet as you
seem to have stirred something up. There is again quiet for a moment,
and then a full skeleton is seen to feint out of the darkness, rattling to
the floor in a heap." CR>)
(<VERB? OPEN CLOSE>
<PUT ,P-NAMW 0 ,W?DOOR>
<PERFORM ,PRSA ,JAR>
<RTRUE>)>>
<OBJECT SKELETON
(LOC LOCAL-GLOBALS)
(DESC "skeleton")
(SYNONYM SKELETON SKELETONS)
(FLAGS TAKEBIT)
(ACTION SKELETON-F)>
;"PHRASEBIT = gotten rid of in tub by deep six"
<ROUTINE SKELETON-F ()
<COND (<VERB? BURY>
<TELL "There's a better way to be rid of it." CR>)>>
<OBJECT TUB
(LOC BATHROOM)
(DESC "bathtub")
(DESCFCN TUB-F)
(SYNONYM BATHTUB ;BATH TUB)
;(ADJECTIVE BATH)
(FLAGS ;VEHBIT OPENBIT CONTBIT SEARCHBIT NO-D-CONT)
(ACTION TUB-F)>
<ROUTINE TUB-F ("OPT" (OARG <>))
<COND (.OARG
<COND ;(<EQUAL? .OARG ,M-BEG>
<RFALSE>)
(<EQUAL? .OARG ,M-OBJDESC?>
<RTRUE>)>
<CRLF>
<COND (<AND <IN? ,DUCK ,TUB>
<FSET? ,DUCK ,PHRASEBIT>>
<TELL "The mayor is sitting in the bathtub.">)
(<IN? ,DUCK ,TUB>
<TELL
"Against the far wall you can see a bathtub. Inside is a duck, which is
looking confused and swimming around in circles and figure-8's.">)
(T
<RFALSE>)>)
(<AND <VERB? CLEAN-IN>
<PRSO? ,LINEN>>
<PERFORM ,V?PUT ,LINEN ,TUB>
<RTRUE>)
(<AND <VERB? PUT>
<PRSI? ,TUB>>
<COND (<PRSO? ,LINEN>
<TELL
"Washing the mayor's laundry might be politically worthwhile in the long
run, but this is usually done out in the open." CR>)
(<PRSO? ,SKELETON>
<TELL
"With that phraseology, it probably wouldn't go deep enough in the water
for you to get rid of it." CR>)
(T
<TELL "But" T ,PRSO " doesn't need cleaning." CR>)>)
(<VERB? ENTER BOARD>
<TELL
"Congratulations on your personal hygiene, but" T ,DUCK " doesn't really
think it's appropriate to share his bath." CR>)
(<VERB? EXAMINE LOOK-INSIDE>
<COND (<FSET? ,DUCK ,PHRASEBIT>
<TELL
"Jimmy \"Fat Baby\" Kazooli reclines in the bathtub." CR>)
(T
<TELL
"An angry duck is swimming around and around." CR>)>)>>
<GLOBAL BABY-THROWN <>>
<OBJECT DUCK
(LOC TUB)
(SDESC "duck")
(SYNONYM DUCK MAYOR BABY CAT)
(ADJECTIVE LAME FAT ANGRY)
(LDESC
"The mayor, wearing a white terry cloth robe with his initials stitched on it,
is here pacing the floor and looking very philosophically concerned with
the Big Problems of Our Time.")
(FLAGS TRYTAKEBIT)
(ACTION DUCK-F)>
<GLOBAL WON-GAME <>>
<ROUTINE DUCK-F ()
<COND (<AND <ADJ-USED ,DUCK ,W?LAME>
<NOT <FSET? ,DUCK ,PHRASEBIT>>>
<UPDATE-SCORE>
<FSET ,DUCK ,PHRASEBIT>
<PUTP ,DUCK ,P?SDESC "mayor">
<FSET ,DUCK ,ACTORBIT>
<TELL
"Slapping its white wings against the surface of the water and quacking
up a storm, the angry duck creates nothing less than a raging cyclone in the
bathtub. When the bad weather passes, you can see the rotund figure of
the mayor, Jimmy \"Fat Baby\" Kazooli reclining in the tub." CR>
<RTRUE>)
(<AND <OR <NOUN-USED ,DUCK ,W?MAYOR ,W?BABY>
<ADJ-USED ,DUCK ,W?FAT>>
<NOT <FSET? ,DUCK ,PHRASEBIT>>
<VISIBLE? ,DUCK>>
<TELL
"(Referring to the duck as such doesn't seem to transform it.)" CR>
<RTRUE>)>
<COND (<OR <AND <FSET? ,DUCK ,PHRASEBIT>
<EQUAL? ,DUCK ,WINNER>>
<VERB? TELL>>
<COND (<AND <VERB? SIGN>
<PRSO? ,DECREE>
<VISIBLE? ,DECREE>>
<SETG WINNER ,PROTAGONIST>
<PERFORM ,V?GIVE ,DECREE ,DUCK>
<SETG WINNER ,DUCK>
<RTRUE>)>
<TELL
"The mayor merely sighs heavily">
<COND (<EQUAL? ,HERE ,LOBBY>
<TELL " and continues pacing">)>
<TELL ,PERIOD>
<STOP>)
(<VERB? EXAMINE>
<COND (<FSET? ,DUCK ,PHRASEBIT>
<TELL
"The mayor has the wide girth and aloof manner of the washed-up fat cat." CR>)
(T
<TELL
"Your first assumption, considering the circular swimming pattern, is
that this is one duck which doesn't have both oars in the water. On closer
examination, however, you determine that one of the duck's feet has been
injured, no doubt in some boating accident." CR>)>)
(<AND <VERB? TAKE>
<NOT <FSET? ,DUCK ,PHRASEBIT>>>
<TELL
"\"Quack!\" Splash. \"Quack!\" Splash. The duck eludes you." CR>)
(<VERB? GIVE SHOW>
<COND (<PRSO? ,DECREE>
<COND (<NOT <FSET? ,DUCK ,PHRASEBIT>>
<TELL
"The duck emits the quackish sound of incredulity from its duck bill">)
(<IN? ,DUCK ,TUB>
<COND (<FSET? ,SKELETON ,PHRASEBIT>
<TELL
"The mayor seems to want to finish his bath before endeavoring in any
official duties">)
(T
<TELL
"A distrustful side-glance from the mayor indicates his lack of willingness to
deal with you">)>)
(<NOT <FSET? ,HORN ,PHRASEBIT>>
<TELL
"The mayor looks down upon you with a patronizing air about him, seeming to
regard you as a minor player in a lower league politically than himself">)
(<NOT <FSET? ,BLESSING ,PHRASEBIT>>
<TELL
"The mayor, pacing the floor and appearing cursed by the disasterous plague of
nonsense that has beset his town, ignores the decree">)
(<NOT <FSET? ,LINEN ,PHRASEBIT>>
<TELL
"With most of his political problems taken care of, the mayor briefly weighs
the importance of the decree, but concludes that his opposition would still
be able to find some dirt on him in the ensuing political struggle">)
(T
<REMOVE ,DUCK>
<SETG WON-GAME T>
<UPDATE-SCORE>
<TELL
"The mayor, finally convinced of the worthiness of the decree, breaks into
a broad smile and slaps you endearingly on the back, nearly causing
whiplash. He grabs the scrap of paper and signs it perfunctorily. He leaves,
happily">)>
<TELL ,PERIOD>)
(<AND <PRSO? ,SKELETON ,LINEN>
<FSET? ,DUCK ,PHRASEBIT>>
<TELL
"The " D ,DUCK " cringes at the spectacle of" T ,PRSO ", wishing to put such
liabilities behind him." CR>)
(<AND <PRSO? ,SIX-PACK>
<NOT <EQUAL? ,P-PRSA-WORD ,W?DEEP ,W?DEEP-SIX>>>
<TELL "He doesn't look to be thirsty." CR>)
(<AND <VERB? SHOW>
<PRSO? ,BLESSING>>
<TELL "He arches his eyebrow skeptically." CR>)>)
(<AND <VERB? THROW-OUT>
<PRSI? ,WATER>>
<UPDATE-SCORE>
<FSET ,DUCK ,PHRASEBIT>
<MOVE ,DUCK ,LOBBY>
<REMOVE ,TUB>
<TELL "From the consequential uproar, there seems to be a
ring of truth in this phrase. In strong jets shooting at varying
trajectories, the bathwater in the tub begins first to spout off.
Suddenly, this messy but harmless spectacle of the spouts is over, and
angry riptides ruffle the water's surface. Now with the tidal force of
lunar determination, the bathwater polarizes itself around the edges of
the tub and even higher, engulfing the mayor and leaving a wide funnel
of air in the middle of the tub.|
|
As the gathering water reaches a critical peak, it pauses for one brief
moment, and now with an awful suddenness collapses into itself to form
a fearful wave of tubular shape and seismic strength. It gushes in front
of your face and toward the stairs in a torrent, through which you can
see the strange slow-motion figure of the mayor swimming half in air
and half in water. Following the mayor inside the wave and down the
stairway is the tub itself, which, out of your sight, makes the terrible
crashing noise of porcelain going to smithereens." CR>)>>
<OBJECT COMB
(LOC BATHROOM)
(DESC "comb")
(FDESC
"A comb lies in a puddle of water by the bathtub.")
(SYNONYM COMB HAIR)
(ADJECTIVE FINE TOOTH FINE-TOOTH)
(FLAGS TAKEBIT)
(ACTION COMB-F)>
<ROUTINE COMB-F ()
<COND (<NOUN-USED ,COMB ,W?HAIR>
<CHANGE-OBJECT ,COMB ,HEAD>
<RTRUE>)
(<VERB? EXAMINE>
<TELL "The comb is distinguished by having a series of
exceptionally fine teeth." CR>)>>
<OBJECT DISGUISE
;(LOC BATHROOM)
(DESC "disguise")
(SYNONYM DISGUISE MASK)
(ADJECTIVE PUNCHINELLO)
(FLAGS TAKEBIT CONTBIT OPENBIT SEARCHBIT WEARBIT NO-D-CONT)
(ACTION DISGUISE-F)>
<ROUTINE DISGUISE-F ()
<COND (<VERB? CLOSE>
<CANT-VERB-A-PRSO "close">)
(<AND <VERB? PUT PUT-ON GIVE>
<PRSI? ,DISGUISE>
<NOT <PRSO? ,BLESSING>>>
<TELL
"But \"" D ,PRSO " in disguise\" doesn't have the right ring to it." CR>)
(<AND <VERB? PUT PUT-ON GIVE>
<PRSO? ,BLESSING>
<NOT <FSET? ,DISGUISE ,PHRASEBIT>>>
<FSET ,DISGUISE ,PHRASEBIT>
<MOVE ,BLESSING ,DISGUISE>
<UPDATE-SCORE>
<TELL
"Sure enough, now you've got a blessing in disguise." CR>)
(<VERB? EXAMINE>
<TELL
"This a grotesque, clownish, Punchinello mask, apparently worn by the mayor
when he travels incognito." CR>)
(<AND <VERB? WEAR>
<FIRST? ,DISGUISE>
<NOT <FSET? ,DISGUISE ,WORNBIT>>>
<DO-FIRST "empty" ,DISGUISE>)
(<AND <VERB? PUT-ON>
<PRSI? ,HEAD>>
<PERFORM ,V?WEAR ,DISGUISE>
<RTRUE>)
(<AND <VERB? PUT-ON>
<PRSI? ,DUCK>
<FSET? ,DUCK ,PHRASEBIT>>
<TELL
"The mayor guides your hand away." CR>)
(<AND <VERB? PUT>
<PRSI? ,DISGUISE>
<FSET? ,DISGUISE ,WORNBIT>>
<TELL ,WEARING-IT>)>>
<OBJECT LINEN
(LOC BATHROOM)
(DESC "dirty linen")
(SYNONYM LINEN GARMENT CLOTHES CLOTHING PILE LAUNDRY)
(ADJECTIVE DIRTY SOILED YOUR MY)
(FLAGS TAKEBIT NARTICLEBIT NDESCBIT)
(ACTION LINEN-F)>
<ROUTINE LINEN-F ()
<COND (<AND <VERB? LOOK-INSIDE SEARCH MOVE LOOK-UNDER TAKE>
<ZERO? <LOC ,DISGUISE>>>
<MOVE ,DISGUISE ,HERE>
<TELL
"Keeping your nose at a distance from the soiled clothes, with an outstretched
arm and with the tips of your thumb and finger, you daintily lift a garment
off the top of the pile and then drop it. Some kind of disguise slides off
the pile." CR>
<COND (<VERB? TAKE>
<CRLF>
<PERFORM ,V?TAKE ,LINEN>
<RTRUE>)>
<RTRUE>)
(<AND <VERB? TAKE>
<NOT <EQUAL? <ITAKE <>> ,M-FATAL <>>>>
<TELL "Reluctantly, you pick up the clothes." CR>)
(<AND <VERB? CLEAN-IN>
<PRSI? ,EIGHT>
<OR <EQUAL? <GET ,P-NAMW 1> ,W?PUBLIC>
<EQUAL? <GET ,P-ADJW 1> ,W?PUBLIC>>>
<COND (<EQUAL? ,HERE ,SQUARE>
<REMOVE ,LINEN>
<UPDATE-SCORE>
<FSET ,LINEN ,PHRASEBIT>
<TELL "You manage to launder the mayor's dirty
linen, working it over with the sinewy resoluteness of a peasant. Though not
entirely a wholesome experience, you can feel from the stiff westerly
breeze that it's serving to clear the air and bring about a cleansing
effect on the mayor's reputation. The linen is finally caught up by one
especially strong gust -- each piece is filled with air like a sail and
drifts far away across the blue sky." CR>)
(T
<TELL "You're not in public." CR>)>)
(<VERB? CLEAN>
<COND (<EQUAL? ,HERE ,SQUARE>
<PUT ,P-NAMW 1 ,W?PUBLIC>
<PERFORM ,V?CLEAN-IN ,LINEN ,EIGHT>
<RTRUE>)>
<TELL "Doing it in private won't help." CR>)>>

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@ -0,0 +1,721 @@
"INVIS for
NORD AND BERT
(c) Copyright 1987 Infocom, Inc. All Rights Reserved."
<FILE-FLAGS CLEAN-STACK?>
<GLOBAL HINT-TBL FARM-HINTS> ;"table of hints for each scene"
<GLOBAL HINT-WARNING <>>
<GLOBAL HINTS-OFF <>>
<ROUTINE V-HINT ("AUX" CHR MAXQ (Q <>))
<COND (<EQUAL? ,HERE ,STARTING-ROOM>
<TELL
"You must be in one of the scenarios to ask for hints." CR>
<RTRUE>)
(,HINTS-OFF
<PERFORM ,V?HINTS-NO ,ROOMS>
<RTRUE>)
(<NOT ,HINT-WARNING>
<SETG HINT-WARNING T>
<TELL "[Warning: It is recognized that the temptation
for help may at times be so exceedingly strong that you might fetch
hints prematurely. Therefore, you may at any time during the story type
HINTS OFF, and this will disallow the seeking out of help for the
present session of the story. If you still want a hint now, indicate
HINT.]" CR>
<RTRUE>)>
<BUFOUT <>>
<SET MAXQ <GET ,HINT-TBL 0>>
<INIT-HINT-SCREEN>
<CURSET 5 1>
<SETG CUR-POS 0> ;"otherwise put-up-q's starts where cursor last was"
<PUT-UP-QUESTIONS 1> ;"1 blank space is printed before hint subject"
;<SETG CUR-POS 0>
;<SETG QUEST-NUM 1>
<SETG CUR-POS <GETP ,SCENE ,P?SCENE-CUR>>
<SETG QUEST-NUM <+ ,CUR-POS 1>> ;"quest-num always plus 1"
;<CURSET 5 2>
<NEW-CURSOR>
;<PRINTI ">">
<REPEAT ()
<SET CHR <INPUT 1>>
<COND (<EQUAL? .CHR %<ASCII !\Q> %<ASCII !\q>>
<SET Q T>
<RETURN>)
(<EQUAL? .CHR %<ASCII !\N> %<ASCII !\n>>
<COND (<EQUAL? ,QUEST-NUM .MAXQ>
T)
(T
<ERASE-CURSOR>
<SETG CUR-POS <+ ,CUR-POS 1>>
<SETG QUEST-NUM <+ ,QUEST-NUM 1>>
<NEW-CURSOR>)>)
(<EQUAL? .CHR %<ASCII !\P> %<ASCII !\p>>
<COND (<EQUAL? ,QUEST-NUM 1> T)
(T
<ERASE-CURSOR>
<SETG CUR-POS <- ,CUR-POS 1>>
<SETG QUEST-NUM <- ,QUEST-NUM 1>>
<NEW-CURSOR>)>)
(<EQUAL? .CHR 13 10>
<PUTP ,SCENE ,P?SCENE-CUR ,CUR-POS>
<DISPLAY-HINT ,QUEST-NUM> ;"starts as 1"
<RETURN>)>>
<COND (<NOT .Q> <AGAIN>)> ;"AGAIN does whole routine?"
;<SETG CUR-POS 0>
;<SETG QUEST-NUM 1>
<PUTP ,SCENE ,P?SCENE-CUR ,CUR-POS>
<SPLIT 0>
<CLEAR -1>
<BUFOUT T>
<V-$REFRESH>
<TELL CR "Back to the story..." CR>>
;"zeroth (first) element is 5"
<GLOBAL LINE-TABLE
<PTABLE 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21
5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21>>
;"zeroth (first) element is 4"
<GLOBAL COLUMN-TABLE
<PTABLE 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4
24 24 24 24 24 24 24 24 24 24 24 24 24 24 24 24 24>>
;"four and nineteen are where the text of questions start"
<GLOBAL CUR-POS 0> ;"determines where to place the highlight cursor
Can go up to 34, that is 17 slots in each row"
<GLOBAL QUEST-NUM 1> ;"shows in HINT-TBL ltable which QUESTION it's on"
<ROUTINE ERASE-CURSOR ()
<CURSET <GET ,LINE-TABLE ,CUR-POS>
<- <GET ,COLUMN-TABLE ,CUR-POS> 2 ;1>>
<TELL " "> ;"erase previous highlight cursor">
;"go back 2 spaces from question text, print curser and flash is between
the curser and text"
<ROUTINE NEW-CURSOR ()
<CURSET <GET ,LINE-TABLE ,CUR-POS>
<- <GET ,COLUMN-TABLE ,CUR-POS> 2 ;1>>
<TELL ">"> ;"print the new cursor">
<ROUTINE INVERSE-LINE ("AUX" (CENTER-HALF <>))
<HLIGHT ,H-INVERSE>
<PRINT-SPACES <GETB 0 33>>
<HLIGHT ,H-NORMAL>>
<ROUTINE DISPLAY-HINT (N "AUX" H MX (CNT 2 ;,HINT-HINTS) CHR (FLG T))
<SPLIT 0>
<CLEAR -1>
<SPLIT 3>
<SCREEN ,S-WINDOW>
<CURSET 1 1>
<INVERSE-LINE>
<CENTER-LINE 1 "INVISICLUES" %<LENGTH "INVISICLUES">>
<CURSET 3 1>
<INVERSE-LINE>
<COND (,WIDE
<TELL " ">)>
<LEFT-LINE 3 "RETURN = see new hint">
<RIGHT-LINE 3 "Q = see hint menu"
%<LENGTH "Q = see hint menu">>
<HLIGHT ,H-BOLD>
<SET H <GET ,HINT-TBL .N>>
<CENTER-LINE 2 <GET .H 1 ;,HINT-QUESTION>>
<HLIGHT ,H-NORMAL>
<SET MX <GET .H 0>>
; <CURSET 5 2> ;"instead of CRLF"
<SCREEN ,S-TEXT>
<CRLF>
<REPEAT ()
<COND (.FLG <TELL " -> "> <SET FLG <>>)>
<SET CHR <INPUT 1>>
<COND (<EQUAL? .CHR %<ASCII !\Q> %<ASCII !\q>>
;<PUT .H ,HINT-SEEN .CNT>
;<SETG CUR-POS <GET ,SCENE ,P?SCENE-CUR>>
<RETURN>)
(<EQUAL? .CHR 13 10>
<COND (<G? .CNT .MX>
T)
(T
<SET FLG T> ;".cnt starts as 2"
<TELL <GET .H .CNT>>
<CRLF> <CRLF>
<SET CNT <+ .CNT 1>>
;<CURSET <+ <* .CNT 2> 1> 2>
;"3rd = line 7, 4th = line 9, ect"
<COND (<G? .CNT .MX>
<SET FLG <>>
<TELL "[That's all folks!]" CR>
;<CURSET <* .CNT 2> 1>)>)>)>>>
<ROUTINE PUT-UP-QUESTIONS (ST "AUX" MXQ MXL)
<SET MXQ <GET ,HINT-TBL 0>>
<SET MXL <- <GETB 0 32> 1>>
<REPEAT ()
<COND (<G? .ST .MXQ>
;<TELL CR "[Last question]" CR>
<RETURN>)
(T ;"zeroth"
<CURSET <GET ,LINE-TABLE ,CUR-POS>
<- <GET ,COLUMN-TABLE ,CUR-POS> 1>>)
;(<G? .LN .MXL>
<TELL CR "[More questions follow]" CR>
<RETURN <- .ST 1>>)>
<TELL " " <GET <GET ,HINT-TBL .ST> 1 ;,HINT-QUEST>>
<SETG CUR-POS <+ ,CUR-POS 1>>
<SETG QUEST-NUM <+ ,QUEST-NUM 1>>
;<CRLF> ;"above curset will do the trick?"
<SET ST <+ .ST 1>>>>
;"Invisiclues Stuff"
;"longest hint topic can be 17 chars"
<GLOBAL HAZING-HINTS
<PLTABLE
<PLTABLE "The Lead House"
"This'll be a real head scratcher."
"Type, HEAD LOUSE.">
<PLTABLE "The Gritty Pearl"
"A gritty pearl is like a melody."
"PRETTY GIRL">
<PLTABLE "The Door Girl"
"\"Shine on the door.\""
"DINE ON THE SHORE">
<PLTABLE "A Pan of Keys"
"It's not jolly, round or green."
"CAN OF PEAS">
<PLTABLE "Gone Swimmin'"
"\"Shake off your toes.\""
"Consider the letters, not sounds."
"TAKE OFF YOUR SHOES">
<PLTABLE "Child Goose Waist"
"First, EXAMINE THE GOOSE."
"It's a LITTLE goose, a child."
"GO ON A WILD GOOSE CHASE..."
"Because that's..."
"... exactly what you're doing now."
"[There's no goose in here.]">
<PLTABLE "On the Rocks"
"Look at the rocks."
"Give the peas to the rocks."
"Now they're fed rocks."
"RED FOX">
<PLTABLE "Queer Old Dean"
"Her Majesty would solve this."
"DEAR OLD QUEEN">
<PLTABLE "The Leopard"
"Changes his spots, gets religion."
"LOVING SHEPHERD">
<PLTABLE "An Experience"
"E.g., when Buckwheat's scared."
"HAIR-RAISING EXPERIENCE">
<PLTABLE "Message in Sand"
"Shepherd leads between the Rhines."
"READ BETWEEN THE LINES">
<PLTABLE "The Dishes"
"You'll notice they're not clean."
"Try to be more \"dashing.\""
"Should you, DASH THE WISHES?"
"No! There's none around!"
"[This space left blank.]">
<PLTABLE "Rat and Habit"
"Magic? Nothing up my sleeve!"
"PULL THE RABBIT OUT OF THE HAT">
<PLTABLE "Bonfire Riddle"
"Do something while foam burns."
"The riddle book is useful here."
"Try phrasing \"riddle\" as a verb."
"RIDDLE WHILE FOAM BURNS">
<PLTABLE "The Icicle"
"It must fall first (Bonfire hint)."
"It's now a well-boiled icicle."
"WELL-OILED BICYCLE">
<PLTABLE "Elf and Smock"
"The elf is making \"tall smock.\""
"Why not return the favor?"
"MAKE SMALL TALK WITH THE ELF"
"There's a lot of you in the elf."
"OLD SELF">
<PLTABLE "The Jeans"
"Jack never climbed a jean stalk."
"BEAN STALK">
<PLTABLE "The Client"
"His growth potential is big."
"CLEAN GIANT">
<PLTABLE "Squealing Mare"
"A mare squeal is low in nutrition."
"SQUARE MEAL"
"You've met the face of hunger."
"GIVE THE SQUARE MEAL TO THE GIRL">
<PLTABLE "The Crow"
"A blushing crow never hurt anyone."
"CRUSHING BLOW">
<PLTABLE "On Cloud 673"
"Think of the top of your head."
"First, wear the hat on the way up."
"TAKE OFF THE HAT. GIVE IT TO GIANT"
"Now make a heavy of the giant."
"Type LEAD HOUSE">
<PLTABLE "Descend a Cloud"
"The beets problem is a sleeper."
"BED SHEETS"
"You can tie and still be a winner."
"TIE THE SHEETS TOGETHER"
"CLIMB DOWN THE SHEETS">
<PLTABLE "Sewn to Bits"
"He \"sews you to another sheet.\""
"SHOW MYSELF TO ANOTHER SEAT">
<PLTABLE "Giant Defeat"
"It'd be a crushing defeat, too."
"TAKE THE BLOW. HIT GIANT WITH IT">
<PLTABLE "Return the pearl"
"First, have the GRITTY PEARL..."
"Also, MAKE SMALL TALK WITH ELF"
"Now, RIDE BIKE TO CLEARING"
"UNLOCK DOOR WITH THE SHINY KEY">>>
<GLOBAL AISLE-HINTS
<PLTABLE
<PLTABLE "Gorilla Warfare"
"What do primates like to eat?"
"OFFER BANANA SPLIT TO APE"
"What ape?! What banana split?!">
<PLTABLE "The Moose"
"You must whip it, chill it out."
"Type, MOUSSE.">
<PLTABLE "22 over 7"
"A famous fraction, a real ratio."
"It's called pi. So type, PIE.">
<PLTABLE "Cereal Murderer"
"How do you kill a vampire?"
"In the Meets Aisle is a steak."
"Also something for bad breath."
"GIVE THE MINTS TO THE VAMPIRE"
"KILL THE VAMPIRE WITH STAKE">
<PLTABLE "Little Girl"
"Read the ribbon she's wearing."
"Type, BRATWURST.">
<PLTABLE "Principals"
"Why would THEY be playing hooky."
"Because they lack principles?"
"No! This STORY lacks principals."
"[This space left blank.]">
<PLTABLE "The British Aisle"
"Have you read the sign?"
"Brits love this sweet & creamy."
"PUDDING SECTION">
<PLTABLE "The Ants"
"They could be your relatives."
"AUNTS">
<PLTABLE "Returning Emily"
"Bratwurst is on no shopping list."
"GIVE WORST BRAT TO AUNTS">
<PLTABLE "The Flour"
"A rose is a rose..."
"FLOWER">
<PLTABLE "A Scent"
"It's afforded by the flower."
"CENT">
<PLTABLE "Bear Clause"
"Should you give the bear a hand?"
"BEAR CLAWS">
<PLTABLE "Stationary"
"Get it write."
"Spell it STATIONERY.">
<PLTABLE "Wall of Quartz"
"Not so tough, just a half pint."
"KNOCK DOWN THE QUARTS">
<PLTABLE "Locks"
"The key to this one is a bit fishy."
"LOX"
"Now, REMOVE THE LOX.">
<PLTABLE "Door Jamb"
"Don't be reduced to jelly."
"JAM">
<PLTABLE "Tacks"
"The govt. really sticks it to you."
"TAX">
<PLTABLE "The Sail"
"This really cheapens everything."
"SALE">
<PLTABLE "Mussels"
"You may need to build a better body."
"MUSCLES">
<PLTABLE "Buy an Item"
"First, in the Cellar type SELLER."
"Also, have a cent and tax."
"PUT THE (ITEM) ON SALE"
"BUY THE (ITEM)">>>
<GLOBAL FARM-HINTS
<PLTABLE
<PLTABLE "An Old Dog"
"The old boy's got a lot to learn."
"TEACH THE OLD DOG NEW TRICKS">
<PLTABLE "Sow's Ear"
"Hey, make something, 'ear me?"
"First, FIND A NEEDLE IN A HAYSTACK."
"TURN SOW'S EAR INTO A SILK PURSE">
<PLTABLE "Mt. Molehill"
"You have the power of creation."
"MAKE A MOUNTAIN OUT OF A MOLEHILL">
<PLTABLE "The Birds"
"TAKE THE STONE FROM THE DOG"
"KILL TWO BIRDS WITH ONE STONE">
<PLTABLE "The Wrong Tree"
"Tried climbing it?"
"What variety of spruce is it?"
"You're barking up the wrong tree!"
"[This space left blank.]">
<PLTABLE "Swords"
"If you only had a hammer..."
"HAMMER THE SWORDS INTO PLOWSHARES">
<PLTABLE "Horse + Cart"
"EXAMINE THE HORSE"
"LOOK THE GIFT HORSE IN THE MOUTH"
"LEAD THE HORSE TO WATER"
"MAKE HIM DRINK"
"PUT THE CART BEFORE THE HORSE"
"RIDE CART TO MARKET">
<PLTABLE "Applecart"
"Don't... No, DO get upset."
"UPSET THE APPLECART">
<PLTABLE "Peppers"
"Do as Peter Piper would."
"PICK A PECK OF PICKLED PEPPERS">
<PLTABLE "Pig 4 Sale"
"First, get the penny from purse."
"An old word for bag is poke."
"BUY A PIG IN A POKE. TAKE BAG"
"Go to the barn holding the bag."
"Now, LET THE CAT OUT OF THE BAG">
<PLTABLE "Donkey"
"First find the tail and needle."
"PIN THE TAIL ON THE DONKEY">
<PLTABLE "The Milk"
"The old dog will first spill it."
"DON'T CRY OVER SPILLED MILK">
<PLTABLE "Mousy Grain"
"(See \"Pig 4 Sale.\")">
<PLTABLE "Grindstone"
"It's skin off your nose."
"PUT MY NOSE TO THE GRINDSTONE">
<PLTABLE "Side of Barn"
"Just how accurate are you?"
"HIT THE BROAD SIDE OF THE BARN">
<PLTABLE "Oats"
"Perhaps you should get wild."
"SOW MY WILD OATS">>>
;"longest 35 chr"
;"29 hints for 29 points. Some hint questions give two points"
<GLOBAL RESTAURANT-HINTS
<PLTABLE
<PLTABLE "Eyes Have It"
"LOOK AT WAITRESS WITH JAUNDICED EYE"
"GIVE THE WAITRESS AN EVIL EYE"> ;"2"
<PLTABLE "Micky Spleen"
"You need to air out some anger."
"VENT MY SPLEEN UPON THE WAITRESS"> ;"3"
<PLTABLE "Tablecloth"
"LOOK AT TABLECLOTH"
"GIVE THE WAITRESS SHORT SHRIFT"> ;"4"
<PLTABLE "Your Table"
"You may notice it swivels."
"TURN THE TABLES ON THE WAITRESS">
<PLTABLE "The Shadows"
"Shadows are also known as umbrage."
"TAKE UMBRAGE WITH THE WAITRESS"> ;"5"
<PLTABLE "Lions' Share"
"What's a group of lions called?"
"SWALLOW MY PRIDE"> ;"6"
<PLTABLE "Pie"
"Eat it, just eat it..."> ;"7"
<PLTABLE "Crow"
"Eat crow, and it's nitty-gritty."
"GET DOWN TO THE NITTY-GRITTY"> ;"28"
<PLTABLE "A Turkey"
"TALK TURKEY"
"GO COLD TURKEY"
"GOBBLE GOBBLE"
"There's no turkey, turkey!">
<PLTABLE "Rump Roast"
"Consider an act of humility."
"TURN THE OTHER CHEEK"> ;"8"
<PLTABLE "Headband"
"Examine it. Made of wool, eh?"
"PULL THE WOOL OVER HER EYES"> ;"9"
<PLTABLE "Dander"
"This point should surely be raised."
"GET HER DANDER UP"> ;"10"
<PLTABLE "Woodchip"
"Okay, now just knock it off."
"KNOCK THE CHIP OFF HER SHOULDER"> ;"11"
<PLTABLE "A Fortune"
"BREAK THE COOKIE"
"Now how should you take the advice?"
"First, SHAKE SALT SHAKER."
"TAKE ADVICE WITH A GRAIN OF SALT"> ;"12"
<PLTABLE "Neon Sign"
"First solve the headband problem..."
"... In order to take the sign."
"GIVE THE WAITRESS HER COMEUPPANCE"> ;"13"
<PLTABLE "Riot Act"
"READ WAITRESS THE RIOT ACT"> ;"14"
<PLTABLE "Desserts"
"You could make them the waitress's."
"GIVE WAITRESS HER JUST DESSERTS"> ;"15"
<PLTABLE "Olive Tree"
"BREAK OFF A BRANCH"
"OFFER AN OLIVE BRANCH TO WAITRESS"> ;"16"
<PLTABLE "The Coals"
"The waitress could use a rake-over."
"RAKE WAITRESS OVER THE COALS"> ;"17"
<PLTABLE "Napkin"
"Time to make your peace?"
"WAVE THE WHITE FLAG"> ;"27"
<PLTABLE "Ceiling"
"There's no ceiling on your anger."
"HIT THE CEILING"> ;"18"
<PLTABLE "The Carpet"
"Consider it the waitress's calling."
"CALL THE WAITRESS ONTO THE CARPET"> ;"19"
<PLTABLE "Blood Caper"
"The blood requires some absorbing."
"WIPE UP THE BLOOD WITH THE CAPE"
"Now, WAVE THE RED CAPE."> ;"21 and 29"
<PLTABLE "Pet Peeves"
"They are both the cook's very own."
"GET THE COOK'S GOAT. COOK HIS GOOSE"> ;"22"
<PLTABLE "Can Can"
"First, read the label."
"MAKE A LAUGHING STOCK OUT OF COOK"> ;"23"
<PLTABLE "Frying Pan"
"Try going from bad to worse?"
"JUMP FROM FRYING PAN INTO THE FIRE"> ;"24"
<PLTABLE "Own Devices"
"Might be hoisted on his own petard?"
"LEAVE THE COOK TO HIS OWN DEVICES"> ;"25"
<PLTABLE "Ox-idental"
"All depends on whose ox is gored."
"First, SHARPEN THE AX."
"Now, GORE THE OX.">>> ;"26 and 31"
<GLOBAL JOAT-HINTS
<PLTABLE
<PLTABLE "Traits"
"What is a Jack of all Traits?"
"It depends on how you use it."
"Don't let it out of your sight!">
<PLTABLE "Flipjacks"
"First, HEAT THE GRIDDLE"
"Now, MIX THE BATTER"
"Flipjacks?! You've flipped!">
<PLTABLE "Cottony Fur"
"Is it a pet peeve of yours?"
"PULL THE TAIL">
<PLTABLE "Coldness"
"Examine the jack of all traits."
"WEAR THE SLEEVES">
<PLTABLE "Nose Nipping"
"He embodies coldness itself."
"JACK FROST">
<PLTABLE "The Old Man"
"Can his misery be lightened?"
"TURN THE CRANK">
<PLTABLE "On Frozen Pond"
"How can you best break the ice?"
"TURN ON SWITCH">
<PLTABLE "The Mermaid"
"She's freezing to death!"
"TURN FAUCET"
"After she's warmed, PULL THE PLUG."
"EXAMINE MERMAID"
"Now, PULL OUT THE BLADE then..."
"... CUT FISHING LINE">>>
<GLOBAL DUELING-HINTS
<PLTABLE
<PLTABLE "Old Bottle"
"Find it in the medicine cabinet."
"It's antique, nice for interiors."
"PUT THE OLD BOTTLE ON THE MANTEL"
"Then type, YES"
"When the Interior asks what you..."
"...want in return for the bottle..."
"...type, LOUIS XIV CHAIR.">
<PLTABLE "Kremlin"
"This communist fears insurgency."
"First, find the clock and the box."
"Wind the clock. Put it in the box."
"CLOSE BOX. GO TO KREMLIN">
<PLTABLE "The Safe"
"You don't have a leg to stand on."
"Try a chair (see Old Bottle hint)."
"Any kind of key will fit the lock."
"UNLOCK THE SAFE WITH THE CLOCK KEY.">
<PLTABLE "The Chain Mail"
"It's not really your size?"
"Perhaps it's really a chain letter."
"P.S.: What chain?! What letter!?"
"[This space left blank.]">
<PLTABLE "Revolution"
"You say you have a rev-o-lu-tion."
"Something needs to be set right."
"In the Attic, REVOLVE THE ATTIC.">>>
<GLOBAL EIGHT-HINTS
<PLTABLE
<PLTABLE "The Horn"
"Notice the fraction of laws."
"There are 9/10ths of the law."
"POSSESSION IS NINE TENTHS OF LAW"
"Or, TAKE POSSESSION OF THE HORN."
"The mayor respects boasting."
"When he's here, TOOT YOUR OWN HORN.">
<PLTABLE "Laurel Bush"
"You might, BEAT AROUND THE BUSH."
"TAKE A LAUREL BRANCH, and only..."
"After the mayor has signed..."
"You can, REST ON MY LAURELS.">
<PLTABLE "Piece of Cake"
"Life's a bowl of cherries when..."
"You read through all the hints.">
<PLTABLE "A Blessing"
"It must first be concealed."
"Retrieve the disguise from inside."
"PUT BLESSING IN DISGUISE"
"Now you can take it into the house."
"BLESS THE MAYOR">
<PLTABLE "Six Pack"
"You must take it UNDERhandedly."
"The document contains pretenses."
"TAKE THE BEER UNDER FALSE PRETENSES">
<PLTABLE "The Duck"
"It's a politician whose time is up."
"Refer to it as a LAME DUCK.">
<PLTABLE "A Jar"
"When is a jar not a jar?"
"Refer to it as A DOOR.">
<PLTABLE "The Comb"
"Its fine teeth won't miss a thing."
"SEARCH CLOSET WITH FINE-TOOTH COMB">
<PLTABLE "Skeleton"
"Rid the mayor of it for good."
"GIVE THE SKELETON THE DEEP SIX">
<PLTABLE "Dirty Linen"
"Such corruption needs airing out."
"WASH THE DIRTY LINEN IN PUBLIC">
<PLTABLE "Bathing Mayor"
"Dubbed \"Baby,\" he's in bathwater."
"THROW OUT BABY WITH THE BATHWATER">
<PLTABLE "Mother Decree"
"After you've won his respect..."
"GIVE THE DECREE TO THE MAYOR">>>
;"10 possible points, 3 for knock jokes plus 7 more hints."
<GLOBAL COMEDY-HINTS
<PLTABLE
<PLTABLE "Knock Knock"
"Just answer, WHO'S THERE."
"If the response is \"Wilfred\"..."
"Just answer, WILFRED WHO.">
<PLTABLE "Front Bottle"
"Rather a bottle in front of me..."
"... than a frontal lobotomy."
"With the knife, GIVE BOB A LOBOTOMY.">
<PLTABLE "Water Bottle"
"BLOW UP THE BOTTLE"
"When Bob leaves the room..."
"PUT BOTTLE UNDER THE SEAT CUSHION">
<PLTABLE "Your Kazoo"
"It's a real humdinger."
"Play \"Stairway to Heaven\" on it."
"No such kazoo is to be found.">
<PLTABLE "Cord Gloves"
"The answer is shockingly simple."
"WEAR GLOVES THEN PICK UP THE WIRE"
"SHAKE HANDS WITH BOB">
<PLTABLE "The Fly"
"What's it doing in Bob's soup?"
"THE BACKSTROKE">
<PLTABLE "Lamp Shade"
"Are you just after cheap laughs?"
"Of course! WEAR THE LAMP SHADE.">
<PLTABLE "Match Stick"
"LOOK AT BOB. Give you a hot idea?"
"LIGHT THE MATCH"
"PUT THE MATCH IN BOB'S SHOE">
<PLTABLE "The Sponge"
"There's more than one sponge here."
"Refer to Bob as a sponge.">>>
<ROUTINE INIT-HINT-SCREEN ("AUX" WID LEN)
<SET WID <GETB 0 33>>
<SPLIT 0>
<CLEAR -1>
;<SPLIT <GETB 0 32>>
<SPLIT <- <GETB 0 32> 1>>
<SCREEN ,S-WINDOW>
<BUFOUT <>>
<CURSET 1 1>
<INVERSE-LINE>
<CURSET 2 1>
<INVERSE-LINE>
<CURSET 3 1>
<INVERSE-LINE>
<CENTER-LINE 1 "INVISICLUES" 11>
<LEFT-LINE 2 " N = next">
<RIGHT-LINE 2 "P = previous" %<LENGTH "P = previous">>
<LEFT-LINE 3 " RETURN = See hint">
<RIGHT-LINE 3 "Q = Resume story" %<LENGTH "Q = Resume story">>>
;<CONSTANT HINT-COUNT 0>
;<CONSTANT HINT-QUESTION 1>
;<CONSTANT HINT-SEEN 2>
;<CONSTANT HINT-OFF 3>
;<CONSTANT HINT-HINTS 4>
;<DEFINE NEW-HINT (NAME Q "ARGS" HINTS)
<SETG .NAME 1>
<COND (<G? <LENGTH .Q> 39>
<ERROR QUESTION-TOO-LONG!-ERRORS NEW-HINT .Q>)>
<LTABLE .Q
4
.NAME
!.HINTS>>
;<GLOBAL HINT-FLAG-TBL <TABLE 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1>>
<ROUTINE CENTER-LINE (LN STR "OPTIONAL" (LEN 0) (INV T))
<COND (<ZERO? .LEN>
<DIROUT ,D-TABLE-ON ;,DIROUT-TBL ,SLINE>
<TELL .STR>
<DIROUT ,D-TABLE-OFF>
<SET LEN <GET ;,DIROUT-TBL ,SLINE 0>>)>
<CURSET .LN </ <- <GETB 0 33> .LEN> 2>>
<COND (.INV <HLIGHT ,H-INVERSE>)>
<TELL .STR>
<COND (.INV <HLIGHT ,H-NORMAL>)>>
<ROUTINE LEFT-LINE (LN STR "OPTIONAL" (INV T))
<CURSET .LN 1>
<COND (.INV <HLIGHT ,H-INVERSE>)>
<TELL .STR>
<COND (.INV <HLIGHT ,H-NORMAL>)>>
<ROUTINE RIGHT-LINE (LN STR "OPTIONAL" (LEN 0) (INV T))
<COND (<ZERO? .LEN>
<DIROUT 3 ;,DIROUT-TBL ,SLINE>
<TELL .STR>
<DIROUT -3>
<SET LEN <GET ;,DIROUT-TBL ,SLINE 0>>)>
<CURSET .LN <- <GETB 0 33> .LEN>>
<COND (.INV <HLIGHT ,H-INVERSE>)>
<TELL .STR>
<COND (.INV <HLIGHT ,H-NORMAL>)>>
;<GLOBAL DIROUT-TBL <TABLE 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0>>

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"J3 for
NORD AND BERT
(c) Copyright 1987 Infocom, Inc. All Rights Reserved."
;<SETG PLUS-MODE T>
<PRINC "
*** F1: Nord and Bert ***
">
ON!-INITIIAL
OFF!-INITIAL ;"makes debugging possible -- pdl"
<VERSION EZIP>
<FREQUENT-WORDS?>
<COND (<GASSIGNED? MUDDLE>
<BLOAT 90000 0 0 3300 0 0 0 0 0 256>)>
<SET REDEFINE T>
<OR <GASSIGNED? ZILCH>
<SETG WBREAKS <STRING !\" !,WBREAKS>>>
<COND (<GASSIGNED? PREDGEN>
<SETG ZSTR-ON <SETG ZSTR-OFF ,TIME>>
<ID 0>)>
<SETG NEW-VOC? T>
<INSERT-FILE "TELLS" T>
<INSERT-FILE "PARSER" T>
<INSERT-FILE "SYNTAX" T>
<INSERT-FILE "VERBS" T>
<PUT-PURE-HERE>
<INSERT-FILE "GLOBALS" T>
<INSERT-FILE "INVIS" T>
<INSERT-FILE "HAZING" T>
<INSERT-FILE "DUELING" T>
<INSERT-FILE "AISLE" T>
<INSERT-FILE "NORTH" T>
<INSERT-FILE "FARM" T>
<INSERT-FILE "RESTAURANT" T>
<INSERT-FILE "COMEDY" T>
<INSERT-FILE "EIGHT" T>
<PROPDEF SIZE 5>
<PROPDEF CAPACITY 5>

BIN
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"NORTH for
NORD AND BERT
(c) Copyright 1987 Infocom, Inc. All Rights Reserved."
;"scene is JOAT"
<ROOM JACKVILLE
(LOC ROOMS)
(DESC "Jackville")
(LDESC
"You have come upon a region far to the north of Punster, but still within
the realm of possibilities. A simple wood-plank house stands near.")
(OUT PER FOREST-ENTER)
(GLOBAL JACK-HOUSE)
(IN TO JACK-ROOM)>
<ROUTINE FOREST-ENTER ()
<COND (<FSET? ,JACK-ROOM ,TOUCHBIT>
<TELL
"You walk along the trail a long way. With each uncertain
step you take, it grows darker. Clouds gather. With large puffy white cheeks,
they blow noisy cold across the sky, as will happen in this changeable
realm." CR CR>
<QUEUE I-FROST -1>
<RETURN ,FROST-ROOM>)
(T
<TELL
"You follow a twisty path under the canopy of the forest. After losing all
sense of direction, you end up back here." CR CR>
<RETURN ,JACKVILLE>)>>
<OBJECT JACK-HOUSE
(LOC LOCAL-GLOBALS)
(DESC "house that Jack built")
(SYNONYM HOUSE JACK BUILT)
(ADJECTIVE JACK)
(FLAGS NDESCBIT)
(ACTION JACK-HOUSE-F)>
<ROUTINE JACK-HOUSE-F ()
<COND (<VERB? ENTER WALK-TO BOARD>
<COND (<EQUAL? ,HERE ,JACK-ROOM>
<TELL ,LOOK-AROUND>)
(<EQUAL? ,HERE ,JACKVILLE>
<DO-WALK ,P?IN>)>)
(<VERB? LEAVE EXIT DISEMBARK>
<COND (<EQUAL? ,HERE ,JACK-ROOM>
<DO-WALK ,P?OUT>)
(T
<TELL ,LOOK-AROUND>)>)
(<AND <VERB? EXAMINE>
<EQUAL? ,HERE ,JACK-ROOM>>
<V-LOOK>)>>
<ROOM JACK-ROOM
(LOC ROOMS)
(DESC "Inside House")
(LDESC
"This drafty one-room cabin is so sparsely furnished as to be completely
unfurnished. It looks like it has not been lived in for years and years.")
(GLOBAL JACK-HOUSE)
(FLAGS INDOORSBIT)
(OUT TO JACKVILLE)
(ACTION JACK-ROOM-F)>
<ROUTINE JACK-ROOM-F (RARG)
<COND (<AND <EQUAL? .RARG ,M-ENTER>
<NOT <FSET? ,JOAT ,TOUCHBIT>>>
<THIS-IS-IT ,JOAT>)>>
<OBJECT JOAT
(LOC JACK-ROOM)
(DESC "Jack of all Traits")
(PICK-IT "Play Jacks")
(MAX-SCORE 11 ;10)
(SCENE-SCORE 0)
(SCENE-ROOM JACKVILLE)
(SCENE-CUR 0)
(FDESC
"There is a strange contraption leaning against one of the wood-plank walls.")
(SYNONYM CONTRAPTION JACK TRAITS TRADES TRAIT CLOTH THING JOAT)
(ADJECTIVE STRANGE SQUARE SQARISH LONG LONGISH THICK)
(FLAGS TAKEBIT OPENBIT SEARCHBIT CONTBIT WEARBIT NO-D-CONT)
(GENERIC GEN-JACK)
(ACTION JOAT-F)>
<ROUTINE JOAT-F ()
<COND (<AND <IN? ,JOAT ,GLOBAL-OBJECTS>
<VISIBLE? ,JACK-IS>>
<CHANGE-OBJECT ,JOAT ,JACK-IS>
<RTRUE>)
(<AND <VERB? RUB TOUCH>
<IN? ,BALL-OF-FUR ,JOAT>>
<CHANGE-OBJECT ,JOAT ,BALL-OF-FUR>
<RTRUE>)
(<VERB? WEAR>
<CHANGE-OBJECT ,JOAT ,SLEEVES>
<RTRUE>)
(<VERB? OPEN>
<CHANGE-OBJECT ,JOAT ,PIECE-OF-METAL>
<RTRUE>)
(<VERB? ON SET CLOSE>
<BE-MORE-SPECIFIC>)
(<VERB? EXAMINE LOOK-INSIDE>
<TELL
"You can see right away it's versatile.|
|
It's sort of squarish, but sort of longish too">
<COND (<IN? ,BALL-OF-FUR ,JOAT>
<TELL
" and has a fluffy ball of cottony fur at one end">)>
<TELL
". Its surface is made of thick cloth, except for one edge
which is a long piece of metal that looks as if it can be pulled out.|
|
On three different sides of the strange contraption you
can see a hand crank, a water faucet, and an electrical switch. As if all that
wasn't enough, there is also a pair of sleeves sticking out of the thing." CR>)>>
<ROUTINE CHANGE-JACK ("OPTIONAL" (OBJ <>))
<COND (<NOT ,JACK-IS>
<COND (<NOT <FSET? .OBJ ,PHRASEBIT>>
<FSET .OBJ ,PHRASEBIT>
<UPDATE-SCORE>)> ;"will get two points if using first
time and for right thing"
<FCLEAR .OBJ ,INTEGRALBIT>
<FSET .OBJ ,TAKEBIT>
<SETG JACK-IS .OBJ>
<MOVE .OBJ <LOC ,JOAT>>
<MOVE ,JOAT ,LOCAL-GLOBALS>
<RTRUE>)
(<NOT .OBJ> ;"change back to joat"
<COND (<EQUAL? ,JACK-IS ,FAUCET>
<MOVE ,JOAT <LOC ,HOT-TUB>>)
(T
<MOVE ,JOAT <LOC ,JACK-IS>>)>
<FSET ,JACK-IS ,INTEGRALBIT>
<FCLEAR ,JACK-IS ,TAKEBIT>
<MOVE ,JACK-IS ,JOAT>
<SETG JACK-IS <>>)
(T
<RFALSE>)>>
<GLOBAL JACK-IS <>> ;"the object that joat is currently, or false"
<ROUTINE NO-JACK-HERE (OBJ "OPTIONAL" (N1 <>) (N2 <>) (N3 <>)
"AUX" STR)
<SET STR <GETP .OBJ ,P?JACKDESC>>
<COND (<DONT-HANDLE .OBJ>
<RFALSE>)
(<AND <NOUN-USED .OBJ .N1 .N2 .N3>
<NOT ,JACK-IS>>
<TELL
"While the " D ,JOAT " has the potential to be a " .STR
", it is not yet one." CR>)
(<AND ,JACK-IS
<NOT <EQUAL? ,JACK-IS .OBJ>>>
<CANT-SEE <> .STR>)
(T
<RFALSE>)>>
<OBJECT BALL-OF-FUR
(LOC JOAT)
(DESC "ball of fur")
(JACKDESC "jackrabbit")
(SYNONYM BALL FUR BUNNY RABBIT JACKRABBIT TAIL)
(ADJECTIVE COTTONY JACK BUNNY)
(FLAGS ;NDESCBIT INTEGRALBIT)
(ACTION BALL-OF-FUR-F)>
<ROUTINE BALL-OF-FUR-F ()
<COND (<VERB? TOUCH RUB MOVE TAKE>
<COND ;(<EQUAL? ,JACK-IS ,BALL-OF-FUR>
<TELL "He likes it." CR>)
(;<CHANGE-JACK ,BALL-OF-FUR>
<NOT ,JACK-IS>
<REMOVE ,BALL-OF-FUR>
<UPDATE-SCORE>
<TELL "The ball of fur twitches excitedly for a
moment. Suddenly the " D ,JOAT " seems to give birth as a full-grown
jackrabbit is ejected from the contraption. His metabolism, following
its winter of cooped-up discontent, seems to be racing away. But the
furry mammal itself remains at your feet, all atremble. He pauses to look
up at you. To the extent that his beady red eyes are able to emote, he
seems to express gratitude. Then, with a jackrabbit start, he is gone." CR>)>)
;<"as the other features
of the " D ,JOAT " seem to become blurry and indistinct and fade away like
a mirage. You blink your eyes and shake your head, and as your vision clears,
you feel a jackrabbit squirming in your hands." CR>
(<NO-JACK-HERE ,BALL-OF-FUR ,W?BUNNY ,W?RABBIT
,W?JACKRABBIT>
<RTRUE>)>>
<OBJECT PIECE-OF-METAL
(LOC JOAT)
(DESC "long piece of metal")
(SYNONYM PIECE METAL JACK JACKKNIFE KNIFE BLADE)
(JACKDESC "jackknife")
(ADJECTIVE LONG JACK)
(FLAGS ;NDESCBIT INTEGRALBIT)
(ACTION PIECE-OF-METAL-F)>
<ROUTINE PIECE-OF-METAL-F ()
<COND (<VERB? OPEN REMOVE MOVE>
<COND ;(<EQUAL? ,JACK-IS ,PIECE-OF-METAL>
<TELL "It is">)
(<CHANGE-JACK ,PIECE-OF-METAL>
<FSET ,PIECE-OF-METAL ,OPENBIT>
<TELL
"The long piece of metal, in reality the glistening, razor-sharp blade of a
jackknife, pivots out of its handle and with a \"snap!\" all the other
features of the " D ,JOAT " vanish." CR>)>)
(<AND <VERB? CLOSE>
<EQUAL? ,JACK-IS ,PIECE-OF-METAL>>
<CHANGE-JACK>
<TELL
"Being careful that you don't lop off any fingers, you pivot the blade back
and it closes with a \"snap!\" All the other dimensions of the " D ,JOAT "
return." CR>)
(<NO-JACK-HERE ,PIECE-OF-METAL ,W?JACKKNIFE
,W?KNIFE>
<RTRUE>)
(<AND <VERB? CUT>
<PRSI? ,PIECE-OF-METAL>>
<COND (<PRSO? ,FISHING-LINE>
<REMOVE ,FISHING-LINE>
<UPDATE-SCORE>
<TELL
"Taking care not to fillet the fishy end of the mermaid, you slice away the "
D ,FISHING-LINE ", which blows away like a tumbleweed over the ">
<COND (<EQUAL? ,HERE ,POND-ROOM>
<TELL "surface of the frozen pond">)
(T
<TELL "snow">)>
<MERMAID-LEAVES>
<TELL ,PERIOD>
<RTRUE>)
(T
<TELL "Now you're a real cut up, aren't you">)>
<TELL ,PERIOD>)>>
<OBJECT CRANK
(LOC JOAT)
(DESC "hand crank")
(JACKDESC "jack-in-the-box")
(SYNONYM CRANK BOX JACK-IN-THE-BOX CLOWN JESTER LID JACK)
(ADJECTIVE HAND)
(FLAGS ;NDESCBIT INTEGRALBIT)
(GENERIC GEN-JACK)
(ACTION CRANK-F)>
<ROUTINE CRANK-F ()
<COND (<VERB? SET>
<COND (<CHANGE-JACK ,CRANK>
<FSET ,CRANK ,OPENBIT>
<TELL
"The " D ,JOAT " begins to play a simple plunkety tune, and as the music
becomes louder and louder the strange contraption starts looking a lot more like a box and a
lot less like anything else, and the music gets louder and louder until...|
|
\"Pop!\"|
|
The lid springs open and a jester rears its jolly head.|
|
\"Boing... Boing\"" CR>
<COND (<IN? ,FROST ,HERE>
<REMOVE ,FROST>
<UPDATE-SCORE> ;"also in change-jack rout."
<TELL CR
"The jester winks at the frozen old man, and you can almost hear the rushing
torrent of flood waters coming from deep within the heart of " D ,FROST
". Some human color suddenly rushes into his cheeks in a flush, reddening his
face and thawing the frown into much dripping and wetness, which can scarcely
be distinguished from tears of happiness.|
|
Under a sunny disposition, a more quick and nimble Jack frolics down the path,
making instant puddles out of his domain wherever he treads." CR>)
(<VISIBLE? ,MERMAID>
<TELL CR
"The mermaid merely smiles weakly." CR>)>
<RTRUE>)
(<EQUAL? ,JACK-IS ,CRANK> ;"lid is open"
<TELL
"As you rotate the crank, the box emits a plunkety, off-key tune." CR>)>)
(<OR <AND <VERB? CLOSE>
<EQUAL? ,JACK-IS ,CRANK>>
<AND <VERB? PUT>
<PRSO? ,PRSI>
<EQUAL? ,JACK-IS ,CRANK>>>
<CHANGE-JACK>
<TELL
"You can almost swear that the jester winks at you as his head is lowered
into the box and the lid is shut with a \"Click.\" All the other features of
the " D ,JOAT " come back." CR>)
(<AND <VERB? EXAMINE LOOK-INSIDE>
<EQUAL? ,JACK-IS ,CRANK>>
<TELL
"A grinning jester boings around through the open lid of the box." CR>)
(<NO-JACK-HERE ,CRANK ,W?JACK-IN-THE-BOX
,W?JESTER ,W?BOX>
<RTRUE>)
(<NO-JACK-HERE ,CRANK ,W?CLOWN ,W?LID>
<RTRUE>)>>
<OBJECT FAUCET
(LOC JOAT)
(DESC "water faucet")
(JACKDESC "Jacuzzi")
(SYNONYM FAUCET JACUZZI)
(ADJECTIVE WATER)
(FLAGS ;NDESCBIT INTEGRALBIT)
(ACTION FAUCET-F)>
;"RMUNGBIT = SCORE FOR TURN ON WITH MERMAID"
<ROUTINE FAUCET-F ()
<COND (<VERB? SET ON OPEN>
<COND (<EQUAL? ,HERE ,FROST-ROOM>
<TELL
"The pipes must be frozen, since nothing comes out of the faucet." CR>)
(<CHANGE-JACK ,FAUCET>
<REMOVE ,FAUCET>
<MOVE ,TUB-WATER ,HERE>
<MOVE ,HOT-TUB ,HERE> ;"tub has faucet syns."
<MOVE ,PROTAGONIST ,HOT-TUB>
<SETG OLD-HERE <>>
<TELL
"There is a deep gurgling sound, then scalding hot water begins gushing out
of the faucet, and you are surrounded by a thick cloud of steam. As the steam
begins to thin out, you find yourself leaning back in a hot tub with Jacuzzi,
and you can't remember when being in hot water ever felt so good">
<COND (<IN? ,MERMAID ,HERE>
<COND (<NOT <FSET? ,FAUCET ,RMUNGBIT>>
<FSET ,FAUCET ,RMUNGBIT>
<UPDATE-SCORE>)>
<MOVE ,MERMAID ,HOT-TUB>
<SETG MERMAID-WARM T>
<TELL ".||
The mermaid is also in the hot tub, smiling with her eyes closed as
she swims ">
<COND (<IN? ,FISHING-LINE ,MERMAID>
<TELL "with some difficulty">)
(T
<TELL "luxuriously">)>
<TELL " through the water">)>
<TELL ,PERIOD>)>)
(<VERB? OFF CLOSE>
<TELL "It's not on." CR>)
(<NO-JACK-HERE ,FAUCET ,W?JACUZZI ;,W?TUB>
<RTRUE>)>>
<GLOBAL MERMAID-WARM <>>
<OBJECT HOT-TUB
(DESC "hot tub")
(SYNONYM TUB PLUG JACUZZI FAUCET)
(ADJECTIVE HOT WATER)
(FLAGS VEHBIT INBIT OPENBIT CONTBIT SEARCHBIT)
(ACTION HOT-TUB-F)>
;"SEENBIT = got points for pulling plug"
;"you're in hot water"
<ROUTINE HOT-TUB-F ("OPT" (OARG <>))
<COND (.OARG
<RFALSE>) ;"to stop m-begs from happening"
(<AND <VERB? MOVE REMOVE TAKE OPEN>
<NOUN-USED ,HOT-TUB ,W?PLUG>>
<COND (<AND <NOT <FSET? ,HOT-TUB ,SEENBIT>>
<IN? ,MERMAID ,HOT-TUB>>
<UPDATE-SCORE>
<FSET ,HOT-TUB ,SEENBIT>)>
<CHANGE-JACK>
<REMOVE ,HOT-TUB>
<REMOVE ,TUB-WATER>
<MOVE ,PROTAGONIST ,HERE>
<SETG OLD-HERE <>>
<TELL
"The water, slowly at first, begins to swirl toward the plug, creating a whirl
of water so loud that it's nightmarish. You close your eyes and cover your
ears and when you hear the last loud slurp you find yourself standing
again">
<COND (<AND <IN? ,MERMAID ,HOT-TUB>
<NOT <IN? ,FISHING-LINE ,MERMAID>>>
<MERMAID-LEAVES>)
(<IN? ,MERMAID ,HOT-TUB>
<MOVE ,MERMAID ,HERE>
<TELL ,PERIOD>
<MERMAID-F ,M-OBJDESC>
<CRLF>
<RTRUE>)>
<TELL ,PERIOD>)
(<VERB? OFF CLOSE SET ON>
<TELL
"The washerless faucet spins round, and some hot, steamy water gurgles
out." CR>)
;(<VERB? OFF CLOSE>
<TELL "You turn back the washerless faucet." CR>)
(<AND <VERB? DISEMBARK>
<IN? ,PROTAGONIST ,HOT-TUB>>
<TELL
"Your muscles and your mind have so relaxed from the immersion in the
steamy waters that you have not the power or the will to leave." CR>)
(<AND <VERB? LEAP ENTER SWIM WALK-AROUND>
<IN? ,PROTAGONIST ,HOT-TUB>
<NOT <FSET? ,HOT-TUB ,RMUNGBIT>>>
<FSET ,HOT-TUB ,RMUNGBIT>
<TELL
"In moving about the hot tub, your foot brushes against what feels to be a
plug at bottom of the steamy water." CR>)>>
<OBJECT TUB-WATER
;(LOC LOCAL-GLOBALS)
(DESC "water")
(SYNONYM WATER)
(ADJECTIVE HOT)
(FLAGS NARTICLEBIT NDESCBIT)
(ACTION WATER-F)>
<OBJECT ELECTRICAL-SWITCH
(LOC JOAT)
(DESC "electrical switch")
(JACKDESC "jackhammer")
(SYNONYM SWITCH JACKHAMMER HAMMER)
(ADJECTIVE ELECTRICAL ELECTRIC JACK)
(FLAGS ;NDESCBIT INTEGRALBIT LIGHTBIT)
(ACTION ELECTRICAL-SWITCH-F)>
;"phrasebit = points gotten for turn it on"
<GLOBAL JACKHAMMER-C 0> ;"zero means it's off"
<ROUTINE ELECTRICAL-SWITCH-F ()
<COND (<NO-JACK-HERE ,ELECTRICAL-SWITCH
,W?JACKHAMMER ,W?HAMMER>
<RTRUE>)
(<AND <VERB? THROW KILL ON SET MOVE PUSH>
<EQUAL? ,HERE ,POND-ROOM>
<FSET? ,ICE ,RMUNGBIT>>
<TELL ,NICE-HOLE>
<RTRUE>)
(<AND <VERB? THROW MUNG ON SET MOVE PUSH>
<CHANGE-JACK ,ELECTRICAL-SWITCH>>
<TELL
"\"Rata-tat-tat! Rata-rata-rata-rata Tat-tat-tat!\"">
<COND (<EQUAL? ,HERE ,POND-ROOM>
<CHANGE-JACK> ;"back to joat"
<FSET ,MERMAID ,RMUNGBIT>
<MOVE ,MERMAID ,HERE>
<MOVE ,FISHING-LINE ,MERMAID>
<MOVE ,NECKLACE ,MERMAID>
<FSET ,ICE ,RMUNGBIT>
<TELL
" Shiny shards of ice go flying out of the plume of exhaust created by the
jackhammer as you ride the roaring machine in a tight circle. Then the hammer
itself is pulverized back into the " D ,JOAT ".">
<TELL CR CR
"The engine exhaust lifts, revealing the sight of a blue-tinted mermaid lying
exhausted next to a hole in the ice.|
|
The mermaid wearily slaps her tail fin against the damp ice">)
(T
<INC JACKHAMMER-C> ;"to one"
<COND (<NOT <FSET? ,ELECTRICAL-SWITCH ,PHRASEBIT>>
<FSET ,ELECTRICAL-SWITCH ,PHRASEBIT>
<UPDATE-SCORE>)>
<PUTP ,PROTAGONIST ,P?ACTION ,PROTAG-JACKHAMMER-F>
<TELL
" The " D ,JOAT " powerfully
roars to life as you hang on the wildly chugging " D ,ELECTRICAL-SWITCH " like a rodeo cowboy">)>
<TELL ,PERIOD>)>>
<GLOBAL S-JACKHAMMER
<LTABLE 2
"|
T y n t s y o e h n ?|
r i g o a s m t i g|"
"|
C n t v n e r o r e f h n !|
a ' e e h a y u s l t i k !|"
"|
J s t r o f t i j c h m e ! !|
u t u n f h s a k a m r !|">>
<OBJECT SLEEVES
(LOC JOAT)
(DESC "sleeves")
(JACKDESC "jacket")
(SYNONYM SLEEVES SLEEVE PAIR JACKET COAT)
(FLAGS ;NDESCBIT PLURALBIT INTEGRALBIT WEARBIT)
(ACTION SLEEVES-F)>
<ROUTINE SLEEVES-F ()
<COND (<AND <VERB? WEAR>
<NOT <FSET? ,SLEEVES ,WORNBIT>>
<CHANGE-JACK ,SLEEVES>>
<MOVE ,SLEEVES ,PROTAGONIST>
<FSET ,SLEEVES ,WORNBIT>
<FCLEAR ,SLEEVES ,PLURALBIT>
<TELL
"As you slip on the jacket, you find that it fits you quite well. It feels
a lot more comfortable than it looks.">
<COND (<EQUAL? ,HERE ,FROST-ROOM>
<SETG FROST-C 0>
;<UPDATE-SCORE>
<TELL
" It offers much shelter from the cold, which is now nipping at your nose.">)>
<CRLF>
<RTRUE>)
(<AND <VERB? PUT>
<PRSO? ,HANDS>>
<PERFORM ,V?WEAR ,SLEEVES>
<RTRUE>)
(<AND <VERB? REMOVE TAKE-OFF>
<FSET? ,SLEEVES ,WORNBIT>>
<CHANGE-JACK>
<FSET ,SLEEVES ,PLURALBIT>
<FCLEAR ,SLEEVES ,WORNBIT>
<MOVE ,JOAT ,PROTAGONIST>
<TELL
"You slip off what feels to be a jacket. All features return to the " D ,JOAT
"." CR>)
(<NO-JACK-HERE ,SLEEVES ,W?COAT ,W?JACKET>
<RTRUE>)>>
;"encounter with Jack Frost stuff"
<ROOM FROST-ROOM
(LOC ROOMS)
(SDESC "All Whiteness and Cold")
;"piece of blank white paper"
(LDESC "It looks like a picture of a wedding gown in a snow storm.")
(OUT TO FROST-ROOM)
(IN TO FROST-ROOM)
(GLOBAL SNOW)
(ACTION FROST-ROOM-F)>
<ROUTINE FROST-ROOM-F (RARG)
<COND (<EQUAL? .RARG ,M-BEG>
<COND (<AND <VERB? WEAR>
<PRSO? ,SLEEVES>>
<RFALSE>)
(<OR <PRSO? ,FROST>
<PRSI? ,FROST>>
<RFALSE>)
(<AND ,PRSO
<TOUCHING? ,PRSO>>
<TELL
"Your fingers are so stiff with cold">
<COND (<AND <PRSO? ,PIECE-OF-METAL>
<VERB? CLOSE>
<EQUAL? ,JACK-IS ,PIECE-OF-METAL>>
<TELL ", but you try..." CR CR>
<RFALSE>)
(T
<TELL ", it's impossible." CR>)>
<RTRUE>)
(<AND ,PRSO
<SEEING? ,PRSO>
<VISIBLE? ,PRSO>>
<TELL
"Because of the blizzard conditions, you can just barely see" TR ,PRSO>)
(T
<RFALSE>)>)>>
<ROUTINE GEN-JACK ()
<COND (<OR <NOT <VISIBLE? ,FROST>>
<FSET? ,FROST ,NDESCBIT>>
,JOAT)
(<VERB? TELL ASK-ABOUT>
,FROST)
(T
<RFALSE>)>>
<GLOBAL FROST-C 0>
<ROUTINE I-FROST ()
<INC FROST-C>
<COND (<NOT <FSET? ,SLEEVES ,WORNBIT>> ;"assumes in frost-room"
<COND (<EQUAL? ,FROST-C 1>
<TELL CR
"The cold wind is breezing right through you">)
(<EQUAL? ,FROST-C 3>
<TELL CR "All feeling is leaving your body">)
(<EQUAL? ,FROST-C 4>
<TELL CR "You feel cold and near death">)
;(<AND <EQUAL? ,FROST-C 4>
<VISIBLE? ,SLEEVES>>
<TELL CR
"You look longingly at the sleeves of the " D ,JOAT>)
(<EQUAL? ,FROST-C 5>
<JIGS-UP "You perish of the cold.">)
(T
<RTRUE>)>
<TELL ,PERIOD>
<RTRUE>)
(<EQUAL? ,FROST-C 2>
<TELL CR
"Despite the shelter of the jacket, you're still in the midst of a cold
snap. You begin to smell the vague illusory odor of \"chestnuts roasting on an
open fire.\"" CR>
<RTRUE>)
(<EQUAL? ,FROST-C 3>
<TELL CR
"There continues to be an annoying bitter cold frost nipping at your nose."
CR>)
(<EQUAL? ,FROST-C 4>
<TELL CR
"You can barely see your hand in front of your face, but you can't miss
the personification of frosty weather himself nipping at your nose." CR>)
(<EQUAL? ,FROST-C 5>
<JIGS-UP
"You can't see where you're going and wander into a wayward avalanche.">
<RTRUE>)>>
<ROOM NEAR-POND
(LOC ROOMS)
(DESC "Near pond")
(LDESC
"The mountain air is still and cold. You are
next to a frozen-over pond, ringed by dense forest.|
|
There is an old wooden sign leaning slightly over.")
;(OUT TO JACKVILLE)
(IN PER POND-ROOM-ENTER)
(GLOBAL SNOW SIGN ICE)
(ACTION NEAR-POND-F)>
<ROUTINE NEAR-POND-F (RARG)
<COND (<AND <EQUAL? .RARG ,M-END>
<NOT <FSET? ,FROST ,RMUNGBIT>>>
<FSET ,FROST ,RMUNGBIT>
<TELL CR
"The man refuses to communicate with you" ,STANDS-STILL>)>>
<ROUTINE POND-ROOM-ENTER ()
<COND (<IN? ,FROST ,HERE>
<SEE-FROST>
;<HEAR-FROST>
<TELL
"\"" <PICK-NEXT <GET ,S-FROST 0>> ",\" says the man "
<PICK-NEXT <GET ,S-FROST 1>>>
<COND (<EQUAL? <GET <GET ,S-FROST 1> 1> 2> ;"at first ele"
<TELL
". He holds out a gnarled stick, blocking your way onto the ice">)>
<TELL ". \"" <PICK-NEXT <GET ,S-FROST 2>> "\"">
<COND (<EQUAL? <GET <GET ,S-FROST 1> 1> 3>
<TELL
" He raps his stick against the hard frozen pond.">)>
<CRLF>
<RFALSE>)
(T
<TELL
"You walk out onto the middle of the frozen pond." CR CR>
<RETURN ,POND-ROOM>)>>
<OBJECT LAYER-OF-FROST
(LOC POND-ROOM)
(DESC "layer of frost")
(SYNONYM LAYER FROST ;SNOW)
(FLAGS TRYTAKEBIT NDESCBIT)
(ACTION LAYER-OF-FROST-F)>
<ROUTINE LAYER-OF-FROST-F ()
<COND (<VERB? MOVE KICK CLEAN>
<COND (<FSET? ,LAYER-OF-FROST ,RMUNGBIT>
<TELL "It's been done." CR>)
(<FSET? ,ICE ,RMUNGBIT>
<TELL ,NICE-HOLE>)
(T
<FSET ,LAYER-OF-FROST ,RMUNGBIT>
;<COND (<ZERO? <LOC ,MERMAID>>)>
<MOVE ,MERMAID ,HERE>
<TELL
"You knock a wide circle of frost away from the ice, allowing you to see an
astonishing sight below the ice: A woman's face with her large beautiful
eyes wide open and her long, blond hair drifting back and forth as she swims
side to side below the surface of the ice." CR>)>)>>
<OBJECT SNOW
(LOC LOCAL-GLOBALS)
(DESC "snow")
(SYNONYM SNOW BALL SNOWBALL)
(ADJECTIVE SNOW)
(FLAGS NOA TRYTAKEBIT NDESCBIT)
(ACTION SNOW-F)>
<ROUTINE SNOW-F ()
<COND (<AND <VERB? PUT-ON>
<PRSI? ,SNOW>>
<PERFORM ,V?DROP ,PRSO>
<RTRUE>)
(<NOUN-USED ,SNOW ,W?BALL ,W?SNOWBALL>
<COND (<VERB? MAKE>
<WASTES>
<RTRUE>)>
<CANT-SEE <> "snowball">)>>
<OBJECT ICE
(LOC LOCAL-GLOBALS)
(DESC "ice")
(SYNONYM ICE POND HOLE)
(ADJECTIVE FROZEN ICE)
(FLAGS NDESCBIT VOWELBIT NARTICLEBIT TRYTAKEBIT)
(ACTION ICE-F)>
<ROUTINE ICE-F ()
<COND (<AND <NOUN-USED ,ICE ,W?HOLE>
<NOT <FSET? ,ICE ,RMUNGBIT>>>
<CANT-SEE <> "hole">)
(<AND <NOUN-USED ,ICE ,W?HOLE>
<VERB? EXAMINE LOOK-INSIDE>>
<TELL "The jagged hole in the ice reveals water." CR>)
(<AND <EQUAL? ,HERE ,NEAR-POND>
<VERB? STAND-ON ENTER BOARD WALK-TO>>
<DO-WALK ,P?IN>)
(<AND <EQUAL? ,HERE ,NEAR-POND>
<TOUCHING? ,ICE>>
<TELL "You can't reach the pond from here." CR>)
(<AND <VERB? REMOVE TAKE SHAKE MUNG>
<EQUAL? ,HERE ,NEAR-POND>>
<TELL "The ice is too firmly attached." CR>)
(<AND <VERB? PUT-ON PUT>
<PRSI? ,ICE>>
<COND (<FSET? ,ICE ,RMUNGBIT>
<WASTES>
<RTRUE>)>
<PERFORM ,V?DROP ,PRSO>
<RTRUE>)
(<VERB? BOARD ENTER>
<TELL
"One tippy toe tells you it's too cold." CR>)
(<VERB? EXAMINE LOOK-UNDER LOOK-INSIDE>
<PERFORM ,V?LOOK>
<RTRUE>)
(<VERB? MUNG>
<COND (<AND <PRSI? ,ELECTRICAL-SWITCH>
<EQUAL? ,JACK-IS ,ELECTRICAL-SWITCH>>
<PERFORM ,V?ON ,ELECTRICAL-SWITCH>
<RTRUE>)>
<TELL "The ice is too thick">
<COND (,PRSI
<TELL " to be penatrated by" T ,PRSI>)>
<TELL ,PERIOD>)>>
<OBJECT FROST
(LOC FROST-ROOM)
(DESC "Jack Frost")
(SYNONYM FROST JACK MAN)
(ADJECTIVE OLD JACK)
(LDESC
"An old man is next to the pond, standing bent like one of the age old trees of
the forest, with the frost of storms past still clinging in its whiteness
upon his dark overcoat. He holds in his hands a gnarled stick.")
(FLAGS ACTORBIT NARTICLEBIT NDESCBIT NO-D-CONT CONTBIT OPENBIT
SEARCHBIT)
(GENERIC GEN-JACK)
(ACTION FROST-F)>
<ROUTINE FROST-F ()
<COND (<RUNNING? ,I-FROST>
<COND (<NOT <FSET? ,SLEEVES ,WORNBIT>>
<TELL "No such Jack has been suggested." CR>
<RTRUE>)>
<UPDATE-SCORE>
<FCLEAR ,FROST ,NDESCBIT>
<MOVE ,FROST ,NEAR-POND>
<TELL
"Suddenly, all of the thick, nasty weather surrounding you begins
to swirl, then lift, slowly
at first, and then more rapidly up above your head, then up further to
expose the large and many trunks of dense evergreen forest, and then
up and past the high tops of the trees themselves and into the heavens." CR CR>
<DEQUEUE I-FROST>
<GOTO ,NEAR-POND>
<RTRUE>)>
<COND (<EQUAL? ,FROST ,WINNER>
<SEE-FROST>
<COND ;(<AND <VERB? TELL-ABOUT>
;<PRSO? ,ME>
<PRSI? ,ICE>>
<TELL "\"The ice is dangerous.\"" CR>)
(<AND <VERB? GIVE>
<PRSO? ,STICK>
<PRSI? ,ME>>
<SETG WINNER ,PROTAGONIST>
<PERFORM ,V?TAKE ,STICK>
<SETG WINNER ,FROST>
<RTRUE>)
(T
<TELL
"The man does not say anything in return" ,STANDS-STILL>)>)
(<VERB? EXAMINE>
<TELL
"He wears a permafrost frown upon his face, a face that betrays a lifetime
of never any joy, never any surprise, never any sunshine." CR>)
(<AND <VERB? ASK-FOR>
<PRSI? ,STICK>>
<PERFORM ,V?TAKE ,STICK>
<RTRUE>)
(<AND <VERB? GIVE SHOW>
<PRSO? ,JOAT>>
<COND (<VERB? GIVE>
<TELL
"He rejects your offer with an upraised palm. B">)
(T
<TELL "The frown remains frozen, b">)>
<TELL
"ut he looks at the " D ,JOAT " with a tiny glimmer of curiosity in his
eye." CR>)>>
<GLOBAL S-FROST
<PTABLE
<LTABLE 2
"Whoa there"
"Watch yourself"
"Beware"
"Look out">
<LTABLE 2
"with a voice rough and uneven as if from exposure to the cold"
"gruffly"
"in a stern voice">
<LTABLE 2
"Don't you see this ice? You couldn't fall through it if you tried."
"Go find some really THIN ice to go tap-dancing on."
"The ice is too thick here. My job is to make things cold for you, not let
you have fun.">>>
<ROUTINE SEE-FROST ()
<COND (<NOT <FSET? ,FROST ,SEENBIT>>
<FSET ,FROST ,SEENBIT>
<TELL
"The frost-covered man turns and faces toward you. Some flakes of snow float
down off his well-dusted coat." CR CR>)>>
;<ROUTINE HEAR-FROST ()
<COND (<NOT <FSET? ,FROST ,HEARDBIT>>
<FSET ,FROST ,HEARDBIT>
<TELL
"Tiny flakes of snow drift from the frozen features of his face as the man
begins to speak." CR CR>)>>
<OBJECT STICK
(LOC FROST)
(DESC "gnarled stick")
(SYNONYM STICK)
(ADJECTIVE GNARLED)
(FLAGS TRYTAKEBIT)
(ACTION STICK-F)>
<ROUTINE STICK-F ()
<COND (<VERB? TAKE>
<TELL
"Giving you nothing but a frozen stare, Jack Frost withdraws the gnarled stick
from you." CR>)>>
<ROOM POND-ROOM
(LOC ROOMS)
(DESC "On Frozen Pond")
(OUT TO NEAR-POND)
(IN TO POND-ROOM)
(GLOBAL SNOW ICE WATER)
(ACTION POND-ROOM-F)>
<ROUTINE POND-ROOM-F (RARG)
<COND (<EQUAL? .RARG ,M-LOOK>
<TELL
"You're on a frozen pond covered by a thin layer of frost">
<COND (<FSET? ,ICE ,RMUNGBIT>
<TELL ". There is a hole in the ice">)
(<FSET? ,LAYER-OF-FROST ,RMUNGBIT>
<TELL
" except where a wide circle of the frost has been wiped away">)>
<TELL ".">)>>
<OBJECT MERMAID
(DESC "mermaid")
(SYNONYM MERMAID FIN)
(DESCFCN MERMAID-F)
(ADJECTIVE TAIL)
(FLAGS ACTORBIT CONTBIT OPENBIT SEARCHBIT NO-D-CONT FEMALEBIT)
(ACTION MERMAID-F)>
;"RMUNGBIT = removed her from under ice"
<ROUTINE MERMAID-F ("OPT" (OARG <>))
<COND (.OARG
<COND (<EQUAL? .OARG ,M-OBJDESC?>
<RTRUE>)>
<COND (<NOT <FSET? ,MERMAID ,RMUNGBIT>>
<TELL CR
"A mermaid swims desperately under the suface of the ice.">)
(T
<TELL CR
"A mermaid is lying exhausted on the ice.">)>)
(<VERB? TELL>
<COND (<NOT <FSET? ,MERMAID ,RMUNGBIT>>
<TELL
"In slow motion she waves her head then hits the ice with her hand">)
(T
<TELL
"The mermaid gives you a slow smile">
<COND (<IN? ,MERMAID ,HOT-TUB>
<TELL
" while effortlessly and relaxingly treading water">)
(T
<TELL
" and tilts her head slightly to one side">)>)>
<TELL ,PERIOD>
<STOP>)
(<VERB? EXAMINE>
<COND (<NOT <FSET? ,MERMAID ,RMUNGBIT>>
<TELL
"The mermaid is floating upright and swimming, with some difficulty, to and
fro under the surface of the ice. Her long blond hair drifts back and forth
following the undulating motion of her body">
<COND (<NOT <FSET? ,MERMAID ,SEENBIT>>
<FSET ,MERMAID ,SEENBIT>
<TELL ".||
Tiny bubbles drift from her mouth in an aborted effort to speak">)>)
(T
<TELL
"The mermaid is tall, curvaceous and attractive, even with her long blond hair
dripping wet">
<COND (<IN? ,FISHING-LINE ,MERMAID>
<TELL
". There is a large tangle of fishing line wrapped around her sizable tail
fin">)>
<COND (<IN? ,NECKLACE ,MERMAID>
<TELL ". She's wearing a shark-tooth necklace">)>)>
<TELL ,PERIOD>)
(<AND <TOUCHING? ,MERMAID>
<NOT <FSET? ,MERMAID ,RMUNGBIT>>>
<TELL
"A couple inches of ice is in the way." CR>)
(<VERB? KISS>
<COND (<NOT ,MERMAID-KISS>
<SETG MERMAID-KISS T>
<TELL
"You drift near enough to feel the warmth of her breath, which carries
barely a hint of brine but is not unpleasant. ">)>
<TELL "She turns gracefully away." CR>)>>
<GLOBAL MERMAID-KISS <>>
<ROUTINE MERMAID-LEAVES ()
<COND (,MERMAID-WARM
<REMOVE ,MERMAID>
<QUEUE I-END-SCENE 1>
<TELL
".||
The mermaid, having been warmed by the dip in the hot tub, and freed of
the entanglement of the fishing line, appears ready to brave the frigid
waters for a long swim to warmer regions. She hyperventilates for a few
moments and braces herself with a frenetic self-hug, stopping to give you
a smile with her thin lips.|
|
She bids farewell, and slips back into the frigid water, causing a
little plop of water as her tail fin disappears beneath the surface">)>>
<OBJECT FISHING-LINE
;(LOC MERMAID)
(DESC "tangle of fishing line")
(SYNONYM TANGLE LINE)
(ADJECTIVE FISHING)
(FLAGS NDESCBIT TRYTAKEBIT)
(ACTION FISHING-LINE-F)>
<ROUTINE FISHING-LINE-F ()
<COND (<VERB? TAKE UNTIE>
<TELL
"It's far too enmeshed onto the scaly tail fin for you to untie." CR>)>>
<OBJECT NECKLACE
;(LOC MERMAID)
(DESC "shark-tooth necklace")
(SYNONYM NECKLACE)
(ADJECTIVE SHARK-TOOTH SHARK)
(FLAGS TRYTAKEBIT)
(ACTION NECKLACE-F)>
<ROUTINE NECKLACE-F ()
<COND (<AND <VERB? TAKE>
<IN? ,NECKLACE ,MERMAID>>
<TELL
"The mermaid covers up her necklace and shrinks away from you." CR>)>>

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"SYNTAX for
NORD AND BERT
(c) Copyright 1987 Infocom, Inc. All Rights Reserved."
<BUZZ A AN THE IS ARE AM AND PICKED OF THEN ALL ONE BUT EXCEPT \. \, \" PLEASE
THIS DONT DON\'T THAT PRY HERE SOME MORE ;FRONT POUNDS G AGAIN OOPS SEX
CANT CAN\'T>
;"the following are all to make BODY-PARTS-HANDLER work"
<VOC "MAN\'S" ADJ>
<VOC "WOMAN\'S" ADJ>
<VOC "PIPER\'S" ADJ>
<VOC "PETER\'S" ADJ>
<VOC "HORSE\'S" ADJ>
<VOC "DONKEY\'S" ADJ>
<VOC "DOG\'S" ADJ>
<VOC "WIFE\'S" ADJ>
<VOC "LADY\'S" ADJ>
<VOC "GIRL\'S" ADJ>
<VOC "JENNY\'S" ADJ>
<VOC "QUEEN\'S" ADJ>
<VOC "DEAN\'S" ADJ>
<VOC "LEOPARD\'S" ADJ>
<VOC "GIANT\'S" ADJ>
<VOC "CLIENT\'S" ADJ>
<VOC "ELF\'S" ADJ>
<VOC "JACK\'S" ADJ>
<VOC "MERMAID\'S" ADJ>
<VOC "DUCK\'S" ADJ>
<VOC "MAYOR\'S" ADJ>
<PREP-SYNONYM TO TOWARD>
<PREP-SYNONYM WITH USING>
<PREP-SYNONYM THROUGH THRU>
<PREP-SYNONYM ON ONTO UPON>
<PREP-SYNONYM OUT OUTSIDE>
<PREP-SYNONYM IN INSIDE INTO>
<PREP-SYNONYM UNDER BELOW BENEATH UNDERNEATH>
<PREP-SYNONYM BEFORE NEAR BY>
<PREP-SYNONYM AROUND ALONG>
<SYNONYM ALL BOTH EVERYTHING>
<SYNONYM NORTH N>
<SYNONYM SOUTH S>
<SYNONYM EAST E>
<SYNONYM WEST W>
<SYNONYM DOWN D ;DOWNSTAIRS>
<SYNONYM UP U ;UPSTAIRS>
<SYNONYM NW NORTHWEST>
<SYNONYM NE NORTHE>
<SYNONYM SW SOUTHWEST>
<SYNONYM SE SOUTHE>
;"game commands"
<SYNTAX VERBOSE = V-VERBOSE>
<SYNTAX BRIEF = V-BRIEF>
<SYNTAX SUPER = V-SUPER-BRIEF>
<SYNTAX SUPER OBJECT = V-SUPER-BRIEF>
<VERB-SYNONYM SUPER SUPERBRIEF>
<SYNTAX DIAGNOSE = V-DIAGNOSE>
<SYNTAX INVENTORY = V-INVENTORY>
<VERB-SYNONYM INVENTORY I>
<SYNTAX QUIT = V-QUIT>
<VERB-SYNONYM QUIT Q>
<SYNTAX RESTART = V-RESTART>
<SYNTAX RESTORE = V-RESTORE>
<SYNTAX SAVE = V-SAVE>
;<SYNTAX STATUS = V-STATUS>
<SYNTAX SCRIPT = V-SCRIPT>
<SYNTAX UNSCRIPT = V-UNSCRIPT>
<SYNTAX VERSION = V-VERSION>
;<SYNTAX \#RANDOM OBJECT = V-$RANDOM>
;<SYNTAX \#COMMAND = V-$COMMAND>
;<SYNTAX \#RECORD = V-$RECORD>
;<SYNTAX \#UNRECORD = V-$UNRECORD>
<SYNTAX $REFRESH = V-$REFRESH>
<SYNTAX $VERIFY = V-$VERIFY>
<SYNTAX $VERIFY OBJECT = V-$VERIFY>
<VERB-SYNONYM $VERIFY $VER>
;<SYNTAX $DEBUG = V-$DEBUG>
;"subtitle real verbs"
;<SYNTAX ANSWER = V-ANSWER>
;<SYNTAX ANSWER OBJECT = V-USE-QUOTES>
;<VERB-SYNONYM ANSWER REPLY ;GUESS>
<SYNTAX APPLAUD = V-APPLAUD>
<SYNTAX APPLAUD OBJECT = V-APPLAUD>
<VERB-SYNONYM APPLAUD CLAP>
;<SYNTAX APPLY OBJECT (HELD TAKE) = V-APPLY>
;<SYNTAX APPLY OBJECT (HELD MANY) TO OBJECT = V-PUT-ON PRE-PUT>
<SYNTAX APPROA OBJECT = V-WALK-TO PRE-WALK-TO>
<SYNTAX ASK OBJECT (FIND ACTORBIT) ABOUT OBJECT = V-ASK-ABOUT ;PRE-SPEAK>
<SYNTAX ASK OBJECT (FIND ACTORBIT) ON OBJECT = V-ASK-ABOUT ;PRE-SPEAK>
<SYNTAX ASK OBJECT (FIND ACTORBIT) FOR OBJECT = V-ASK-FOR ;PRE-SPEAK>
<SYNTAX ASK FOR OBJECT = V-ASK-NO-ONE-FOR>
<SYNTAX ATTACK OBJECT (FIND ACTORBIT) (ON-GROUND IN-ROOM) = V-KILL>
<SYNTAX ATTACK OBJECT (FIND ACTORBIT) (ON-GROUND IN-ROOM)
WITH OBJECT (HELD CARRIED HAVE) = V-KILL>
<VERB-SYNONYM ATTACK KILL MURDER GORE FIGHT SLAY SLAP STAB ;HIT ;STRIKE>
;<SYNTAX BARTER WITH OBJECT (FIND ACTORBIT) = V-BARTER-WITH>
;<SYNTAX BARTER FOR OBJECT = V-BARTER-FOR>
;<SYNTAX BARTER OBJECT (HELD CARRIED HAVE) FOR OBJECT = V-BARTER-FOR>
;<VERB-SYNONYM BARTER BARGAIN TRADE SWAP EXCHANGE>
<SYNTAX BEND OBJECT = V-BEND>
<VERB-SYNONYM BEND SPREAD>
<SYNTAX BITE OBJECT = V-BITE>
<SYNTAX BLESS OBJECT = V-BLESS>
<SYNTAX BLOW OBJECT = V-BLOW>
<SYNTAX BLOW IN OBJECT = V-INFLATE>
<SYNTAX BLOW UP OBJECT = V-INFLATE>
<SYNTAX BLOW OUT OBJECT (FIND ONBIT) = V-OFF PRE-TOUCH>
<VERB-SYNONYM BLOW TOOT>
<SYNTAX BOARD OBJECT (FIND VEHBIT) (ON-GROUND IN-ROOM) = V-BOARD PRE-BOARD>
<SYNTAX BOARD OBJECT TO OBJECT = V-RIDE-OBJECT-TO>
<SYNTAX BOARD ON OBJECT TO OBJECT = V-RIDE-OBJECT-TO>
<SYNTAX BOARD IN OBJECT TO OBJECT = V-RIDE-OBJECT-TO>
<SYNTAX BOARD TO OBJECT = V-RIDE-TO>
<VERB-SYNONYM BOARD RIDE MOUNT PEDDLE DRIVE>
<SYNTAX BOO = V-BOO>
<VERB-SYNONYM BOO GROAN MOAN HISS>
;<SYNTAX BREATHE = V-INHALE>
;<SYNTAX BREATHE HARD OBJECT (FIND KLUDGEBIT) = V-INHALE>
<SYNTAX BURN OBJECT (FIND BURNBIT) = V-BURN PRE-TOUCH>
<SYNTAX BURN UP OBJECT (FIND BURNBIT) = V-BURN PRE-TOUCH>
<SYNTAX BURN OBJECT (FIND BURNBIT) WITH OBJECT (HAVE) = V-BURN PRE-TOUCH>
<SYNTAX BURN UP OBJECT (FIND BURNBIT) WITH OBJECT (HAVE) = V-BURN PRE-TOUCH>
<SYNTAX BURY OBJECT (HAVE) = V-BURY>
<SYNTAX BURY OBJECT (HAVE) IN OBJECT = V-BURY>
<SYNTAX BUY OBJECT = V-BUY>
<SYNTAX BUY OBJECT FROM OBJECT = V-BUY>
<SYNTAX BUY OBJECT WITH OBJECT = V-BUY-WITH>
<SYNTAX BUY OBJECT IN OBJECT = V-BUY-IN>
<VERB-SYNONYM BUY ORDER PURCHASE>
<SYNTAX CALL OBJECT = V-CALL>
<SYNTAX CALL OUT OBJECT = V-CALL>
<SYNTAX CALL TO OBJECT = V-CALL>
<SYNTAX CALL OBJECT ON OBJECT = V-CALL>
<SYNTAX CATCH OBJECT (ON-GROUND IN-ROOM) = V-CATCH>
<SYNTAX CATCH OBJECT (ON-GROUND IN-ROOM) IN OBJECT = V-CATCH>
<SYNTAX CATCH OBJECT (ON-GROUND IN-ROOM) WITH OBJECT = V-CATCH>
<VERB-SYNONYM CATCH TRAP>
<SYNTAX CHEER OBJECT (FIND ACTORBIT) = V-CHEER>
<SYNTAX CHEER UP OBJECT (FIND KLUDGEBIT) = V-CHEER>
<VERB-SYNONYM CHEER COMFORT ENTERTAIN>
<SYNTAX CHOO = V-CHOO>
<VERB-SYNONYM CHOO SNEEZE AHCHOO>
<SYNTAX CIRCLE OBJECT = V-WALK-AROUND>
;<SYNTAX CLICK OBJECT = V-CLICK>
<SYNTAX CLIMB OBJECT (ON-GROUND IN-ROOM) = V-CLIMB>
<SYNTAX CLIMB ON OBJECT (FIND VEHBIT) (ON-GROUND IN-ROOM) = V-CLIMB-ON>
<SYNTAX CLIMB UP OBJECT (FIND KLUDGEBIT) (ON-GROUND IN-ROOM) = V-CLIMB-UP>
<SYNTAX CLIMB DOWN OBJECT (FIND KLUDGEBIT) (ON-GROUND IN-ROOM) = V-CLIMB-DOWN>
<SYNTAX CLIMB OUT OBJECT (FIND VEHBIT) (ON-GROUND IN-ROOM) = V-DISEMBARK>
<SYNTAX CLIMB OFF OBJECT (FIND VEHBIT) (ON-GROUND IN-ROOM) = V-DISEMBARK>
<SYNTAX CLIMB OVER OBJECT (ON-GROUND IN-ROOM) = V-CLIMB-OVER>
<SYNTAX CLIMB IN OBJECT (FIND VEHBIT) (ON-GROUND IN-ROOM) = V-BOARD PRE-BOARD>
<SYNTAX CLIMB THROUGH OBJECT = V-ENTER>
<SYNTAX CLIMB UNDER OBJECT = V-CRAWL-UNDER>
<VERB-SYNONYM CLIMB SCALE>
<SYNTAX CLOSE OBJECT (FIND DOORBIT) (HELD CARRIED ON-GROUND IN-ROOM)
= V-CLOSE PRE-TOUCH>
<SYNTAX CLOSE OFF OBJECT (FIND LIGHTBIT) (HELD CARRIED ON-GROUND IN-ROOM TAKE)
= V-OFF PRE-TOUCH>
<SYNTAX CLOSE UP OBJECT (FIND KLUDGEBIT) = V-SHUT-UP PRE-SWITCH>
<VERB-SYNONYM CLOSE SHUT>
<SYNTAX COMB OBJECT = V-COMB>
<SYNTAX COOK = V-COOK>
<SYNTAX COOK OBJECT = V-COOK>
<SYNTAX COUNT OBJECT = V-COUNT>
<SYNTAX CRAWL = V-CRAWL>
<SYNTAX CROSS OBJECT = V-CROSS>
<VERB-SYNONYM CROSS FORD>
<SYNTAX CRY = V-CRY>
<SYNTAX CRY OVER OBJECT = V-CRY>
<SYNTAX DECODE OBJECT = V-DECODE>
<VERB-SYNONYM DECODE DECIPHER>
<SYNTAX DEEP-SIX OBJECT = V-DEEP-SIX>
<SYNTAX DEEP OBJECT OBJECT (FIND KLUDGEBIT) = V-DEEP-SIX>
<SYNTAX DEFLATE OBJECT = V-DEFLATE>
<SYNTAX DEFLATE OBJECT WITH OBJECT (HAVE) = V-DEFLATE>
<VERB-SYNONYM DEFLATE POP>
<SYNTAX DEMOLISH OBJECT (ON-GROUND IN-ROOM) = V-MUNG>
<SYNTAX DEMOLISH OBJECT WITH OBJECT (HELD CARRIED TAKE) = V-MUNG>
<SYNTAX DEMOLISH OUT OBJECT (FIND KLUDGEBIT) = V-MUNG>
<SYNTAX DEMOLISH DOWN OBJECT = V-KILL>
<SYNTAX DEMOLISH OFF OBJECT = V-PICK>
<VERB-SYNONYM DEMOLISH DESTROY DAMAGE BREAK SMASH WRECK CRUSH TRAMPLE>
<SYNTAX DESCEND OBJECT (ON-GROUND IN-ROOM) = V-CLIMB-DOWN>
<SYNTAX DIG IN OBJECT = V-DIG>
<SYNTAX DIG THROUGH OBJECT = V-DIG>
<SYNTAX DISEMBARK = V-DISEMBARK>
<SYNTAX DISEMBARK OBJECT (ON-GROUND IN-ROOM) = V-DISEMBARK>
<VERB-SYNONYM DISEMBARK DEBARK DISMOUNT>
;<SYNTAX DRESS = V-DRESS>
;<SYNTAX DRESS OBJECT = V-DRESS>
<SYNTAX DRINK OBJECT (HELD CARRIED ON-GROUND IN-ROOM) = V-DRINK>
<SYNTAX DRINK FROM OBJECT (HELD CARRIED) = V-DRINK-FROM>
;<VERB-SYNONYM DRINK ;SIP ;SWALLOW> ;"can make sip and swallow separate syntax,
MAKE HORSE DRINK reason they're gone"
<SYNTAX DROP OBJECT (HELD MANY HAVE) = V-DROP IDROP>
<SYNTAX DROP OBJECT (HELD MANY) DOWN OBJECT = V-PUT PRE-PUT>
<SYNTAX DROP OBJECT (HELD MANY) IN OBJECT = V-PUT PRE-PUT>
<SYNTAX DROP OBJECT (HELD MANY) ON OBJECT = V-PUT-ON PRE-PUT>
<SYNTAX DROP OBJECT (HELD MANY) OUT OBJECT = V-PUT-THROUGH IDROP>
<SYNTAX DROP OBJECT (HELD MANY) THROUGH OBJECT = V-PUT-THROUGH IDROP>
<SYNTAX DROP OBJECT (HELD CARRIED) BEFORE OBJECT = V-PUT-NEAR IDROP>
<SYNTAX DROP OBJECT (HELD CARRIED) AT OBJECT = V-PUT-NEAR IDROP>
<VERB-SYNONYM DROP DUMP>
<SYNTAX EAT OBJECT (HELD CARRIED ON-GROUND IN-ROOM) = V-EAT>
<SYNTAX EAT ON OBJECT = V-EAT>
<VERB-SYNONYM EAT DEVOUR INGEST GOBBLE SWALLOW DINE DINING>
<SYNTAX EMPTY OBJECT (HAVE TAKE) = V-EMPTY PRE-TOUCH>
<SYNTAX EMPTY OUT OBJECT (HAVE TAKE) = V-EMPTY PRE-TOUCH>
<SYNTAX EMPTY OVER OBJECT (HAVE TAKE) = V-EMPTY PRE-TOUCH>
<SYNTAX EMPTY OBJECT (HAVE TAKE) OVER OBJECT = V-EMPTY PRE-TOUCH>
<SYNTAX EMPTY OBJECT (HAVE TAKE) ON OBJECT = V-EMPTY PRE-TOUCH>
<SYNTAX EMPTY OBJECT (HAVE TAKE) IN OBJECT = V-EMPTY PRE-TOUCH>
<SYNTAX EMPTY OBJECT (HAVE TAKE) TO OBJECT = V-EMPTY PRE-TOUCH>
<SYNTAX EMPTY OBJECT (MANY) FROM OBJECT (HAVE TAKE) = V-EMPTY-FROM>
;"for Let Cat out of Bag"
<SYNTAX EMPTY OBJECT (MANY) OUT OBJECT ;(HAVE TAKE) = V-EMPTY-FROM>
<SYNTAX EMPTY OBJECT (HAVE TAKE) THROUGH OBJECT = V-EMPTY-FROM>
<VERB-SYNONYM EMPTY TIP>
<SYNTAX ENTER = V-IN>
<SYNTAX ENTER OBJECT = V-ENTER>
<SYNTAX EXAMINE OBJECT (HELD CARRIED ON-GROUND IN-ROOM) = V-EXAMINE ;PRE-LOOK>
;<SYNTAX EXAMINE IN OBJECT (HELD CARRIED IN-ROOM ON-GROUND)
= V-LOOK-INSIDE ;PRE-LOOK>
;<SYNTAX EXAMINE ON OBJECT (HELD CARRIED IN-ROOM ON-GROUND)
= V-LOOK-INSIDE ;PRE-LOOK>
;<SYNTAX EXAMINE FOR OBJECT = V-FIND>
<SYNTAX EXAMINE GROW OBJECT = V-WATCH-GROW>
<VERB-SYNONYM EXAMINE X INSPECT DESCRIBE STUDY OBSERVE WATCH>
<SYNTAX EXIT = V-EXIT>
<SYNTAX EXIT OBJECT = V-EXIT>
<VERB-SYNONYM EXIT DEPART WITHDRAW>
<SYNTAX EXTINGUISH OBJECT (FIND ONBIT) = V-OFF PRE-TOUCH>
<VERB-SYNONYM EXTINGUISH DEACTIVATE>
<SYNTAX FEED OBJECT (FIND ACTORBIT) = V-FEED>
<SYNTAX FEED OBJECT (MANY HELD HAVE) TO OBJECT (FIND ACTORBIT) (ON-GROUND)
= V-GIVE PRE-GIVE>
<SYNTAX FEED OBJECT (FIND ACTORBIT) (ON-GROUND) OBJECT (MANY HELD HAVE)
= V-SGIVE PRE-SWITCH>
<SYNTAX FILL OBJECT (FIND CONTBIT) (HELD CARRIED HAVE) = V-FILL>
<SYNTAX FILL OBJECT (FIND CONTBIT) (HELD CARRIED HAVE) WITH OBJECT = V-FILL>
<SYNTAX FIND OBJECT = V-FIND>
<SYNTAX FIND OBJECT IN OBJECT = V-SSEARCH-OBJECT-FOR PRE-SWITCH>
<VERB-SYNONYM FIND SEEK>
;<SYNTAX FLUSH OBJECT = V-FLUSH>
<SYNTAX FOLLOW OBJECT = V-FOLLOW>
<VERB-SYNONYM FOLLOW PURSUE CHASE>
<SYNTAX GARBLE = V-GARBLE>
<SYNTAX GO OBJECT = V-WALK>
<SYNTAX GO IN OBJECT = V-ENTER>
<SYNTAX GO OUT OBJECT = V-ENTER>
<SYNTAX GO THROUGH OBJECT = V-ENTER>
<SYNTAX GO AROUND OBJECT (FIND KLUDGEBIT) = V-WALK-AROUND>
<SYNTAX GO UNDER OBJECT = V-CRAWL-UNDER>
<SYNTAX GO BEHIND OBJECT = V-HIDE>
<SYNTAX GO UP OBJECT (ON-GROUND IN-ROOM) = V-CLIMB-UP>
<SYNTAX GO DOWN OBJECT (ON-GROUND IN-ROOM) = V-CLIMB-DOWN>
<SYNTAX GO TO OBJECT = V-WALK-TO PRE-WALK-TO>
<SYNTAX GO FROM OBJECT TO OBJECT = V-LEAP-OFF>
<SYNTAX GO OUT OBJECT IN OBJECT = V-LEAP-OFF>
<SYNTAX GO TO OBJECT ON OBJECT = V-SRIDE-OBJECT-TO PRE-SWITCH>
<SYNTAX GO TO OBJECT IN OBJECT = V-SRIDE-OBJECT-TO PRE-SWITCH>
<SYNTAX GO OVER OBJECT WITH OBJECT = V-SEARCH-WITH>
<SYNTAX GO AWAY OBJECT (FIND KLUDGEBIT) = V-LEAVE>
<SYNTAX GO WITH OBJECT = V-FOLLOW>
<SYNTAX GOOSE OBJECT = V-GOOSE>
<SYNTAX GRIND OBJECT (HAVE) = V-GRIND>
<VERB-SYNONYM GRIND SHARPEN>
<SYNTAX GROW OBJECT = V-WATCH-GROW>
<SYNTAX HAIR OBJECT = V-HAIR>
<SYNTAX HAMMER OBJECT = V-MUNG>
<SYNTAX HAMMER ABOUT OBJECT = V-SEARCH>
<SYNTAX HAMMER AROUND OBJECT = V-SEARCH>
<SYNTAX HAMMER OBJECT IN OBJECT = V-HAMMER>
<SYNTAX HAMMER OBJECT TO OBJECT = V-HAMMER>
<SYNTAX HAMMER OBJECT WITH OBJECT (HAVE) = V-KILL>
<VERB-SYNONYM HAMMER POUND HIT STRIKE BEAT>
;"HELD removed because it was finding the held sponge instead of 'which ...'"
<SYNTAX HAND OBJECT (MANY ;HELD ;HAVE) TO OBJECT (FIND ACTORBIT) (ON-GROUND)
= V-GIVE PRE-GIVE>
<SYNTAX HAND OBJECT (FIND ACTORBIT) (ON-GROUND) OBJECT (MANY ;HELD ;HAVE)
= V-SGIVE PRE-SWITCH>
<SYNTAX HAND UP OBJECT (FIND KLUDGEBIT) = V-GIVE-UP>
;<SYNTAX HAND OBJECT (HELD CARRIED HAVE) FOR OBJECT = V-BARTER-FOR>
<SYNTAX HAND BACK OBJECT (;HELD CARRIED HAVE) = V-RETURN>
<SYNTAX HAND OBJECT (MANY ;HELD ;HAVE) BACK OBJECT (FIND ACTORBIT) (ON-GROUND)
= V-GIVE PRE-GIVE>
<VERB-SYNONYM HAND DEAL DELIVER GIVE SELL DONATE OFFER EXTEND>
<SYNTAX HEAR OBJECT = V-LISTEN ;PRE-LISTEN>
<SYNTAX HELLO = V-HELLO>
<SYNTAX HELLO OBJECT = V-HELLO>
<VERB-SYNONYM HELLO HI>
<SYNTAX HELP = V-HINT>
<SYNTAX HELP OFF OBJECT (FIND KLUDGEBIT) = V-HINTS-NO>
<SYNTAX HELP OBJECT = V-SAVE-SOMETHING>
<VERB-SYNONYM HELP HINT HINTS CLUE CLUES INVISICLUE>
<SYNTAX HIDE = V-HIDE>
<SYNTAX HIDE UNDER OBJECT = V-HIDE>
<SYNTAX HIDE BEHIND OBJECT = V-HIDE>
<SYNTAX INFLATE OBJECT = V-INFLATE>
;<SYNTAX JACK IN OBJECT = V-JACK>
<SYNTAX JUMP = V-LEAP>
<SYNTAX JUMP OVER OBJECT = V-LEAP>
<SYNTAX JUMP ACROSS OBJECT = V-LEAP>
<SYNTAX JUMP IN OBJECT = V-ENTER>
<SYNTAX JUMP FROM OBJECT = V-LEAP-OFF>
<SYNTAX JUMP OFF OBJECT = V-LEAP-OFF>
<SYNTAX JUMP ON OBJECT = V-STAND-ON>
<SYNTAX JUMP ACROSS OBJECT = V-LEAP>
<SYNTAX JUMP OUT OBJECT = V-LEAP-OFF>
<SYNTAX JUMP THROUGH OBJECT = V-ENTER>
<SYNTAX JUMP UP OBJECT (FIND KLUDGEBIT) = V-LEAP>
<SYNTAX JUMP DOWN OBJECT (FIND KLUDGEBIT) = V-LEAP>
<SYNTAX JUMP TO OBJECT = V-LEAP>
<SYNTAX JUMP OUT OBJECT IN OBJECT = V-LEAP-OFF>
<SYNTAX JUMP FROM OBJECT IN OBJECT = V-LEAP-OFF>
<SYNTAX JUMP FROM OBJECT TO OBJECT = V-LEAP-OFF>
<VERB-SYNONYM JUMP LEAP DIVE VAULT>
<SYNTAX KICK OBJECT = V-KICK>
<SYNTAX KISS OBJECT (FIND ACTORBIT) (ON-GROUND IN-ROOM) = V-KISS PRE-TOUCH>
;<SYNTAX KISS OBJECT (FIND ACTORBIT) ON OBJECT = V-KISS-ON>
;<SYNTAX KNEEL TO OBJECT (FIND ACTORBIT) = V-KNEEL>
;<SYNTAX KNEEL BEFORE OBJECT (FIND ACTORBIT) = V-KNEEL>
;<SYNTAX KNEEL FOR OBJECT (FIND ACTORBIT) = V-KNEEL>
;<VERB-SYNONYM KNEEL BOW>
<SYNTAX KNOCK OBJECT = V-MUNG>
<SYNTAX KNOCK ON OBJECT (FIND DOORBIT) = V-KNOCK>
<SYNTAX KNOCK AT OBJECT (FIND DOORBIT) = V-KNOCK>
<SYNTAX KNOCK OFF OBJECT = V-KNOCK-OFF>
<SYNTAX KNOCK OBJECT OFF OBJECT = V-KNOCK-OFF>
<SYNTAX KNOCK DOWN OBJECT (FIND ACTORBIT) (ON-GROUND IN-ROOM) = V-KILL>
<VERB-SYNONYM KNOCK RAP>
;<SYNTAX LAND = V-LAND>
;<SYNTAX LAND OBJECT (FIND VEHBIT) = V-LAND>
;<VERB-SYNONYM LAND MOOR DOCK>
<SYNTAX LEAN OBJECT (HAVE) ON OBJECT = V-PUT-AGAINST>
<SYNTAX LEAN OBJECT (HAVE) AGAINST OBJECT = V-PUT-AGAINST>
<SYNTAX LEAVE = V-LEAVE>
<SYNTAX LEAVE OBJECT = V-LEAVE>
<SYNTAX LEAVE OBJECT TO OBJECT = V-LEAVE-TO>
<SYNTAX LEAVE OBJECT (HELD MANY) IN OBJECT = V-PUT PRE-PUT>
<SYNTAX LEAVE OBJECT (HELD MANY) ON OBJECT = V-PUT-ON PRE-PUT>
<SYNTAX LEAVE OBJECT (HELD CARRIED) BEFORE OBJECT = V-PUT-NEAR IDROP>
<SYNTAX LEAVE OBJECT (HELD CARRIED) AT OBJECT = V-PUT-NEAR IDROP>
<SYNTAX LET GO OBJECT (HELD MANY HAVE) = V-DROP IDROP>
<SYNTAX LET OUT OBJECT = V-LET-OUT>
<SYNTAX LET OBJECT (MANY) OUT OBJECT (HAVE TAKE) = V-EMPTY-FROM>
<SYNTAX LIE ON OBJECT (FIND VEHBIT) = V-LIE-DOWN>
<SYNTAX LIE IN OBJECT (FIND VEHBIT) = V-LIE-DOWN>
<SYNTAX LIE DOWN OBJECT (FIND KLUDGEBIT) = V-LIE-DOWN>
<SYNTAX LIGHT OBJECT (FIND LIGHTBIT) (HELD CARRIED ON-GROUND IN-ROOM)
= V-ON PRE-TOUCH>
;<SYNTAX LIMBER = V-LIMBER>
;<SYNTAX LIMBER UP OBJECT (FIND KLUDGEBIT) = V-LIMBER>
;<VERB-SYNONYM LIMBER STRETCH>
<SYNTAX LISTEN = V-LISTEN PRE-LISTEN>
<SYNTAX LISTEN TO OBJECT = V-LISTEN PRE-LISTEN>
<SYNTAX LOCK OBJECT = V-LOCK>
<SYNTAX LOCK OBJECT (ON-GROUND IN-ROOM) WITH OBJECT = V-LOCK>
<SYNONYM LOCK>
<SYNTAX LOOK = V-LOOK>
<SYNTAX LOOK AROUND OBJECT (FIND KLUDGEBIT) = V-LOOK>
<SYNTAX LOOK DOWN OBJECT (FIND KLUDGEBIT) = V-LOOK-DOWN ;PRE-LOOK>
<SYNTAX LOOK UP OBJECT (FIND KLUDGEBIT) = V-LOOK-UP ;PRE-LOOK>
<SYNTAX LOOK AT OBJECT (HELD CARRIED ON-GROUND IN-ROOM) = V-EXAMINE ;PRE-LOOK>
<SYNTAX LOOK AT OBJECT (HELD CARRIED ON-GROUND IN-ROOM) WITH OBJECT
= V-EXAMINE ;PRE-LOOK>
<SYNTAX LOOK AT OBJECT (HELD CARRIED ON-GROUND IN-ROOM) THROUGH OBJECT
= V-EXAMINE ;PRE-LOOK>
<SYNTAX LOOK THROUGH OBJECT = V-LOOK-INSIDE ;PRE-LOOK>
<SYNTAX LOOK OUT OBJECT = V-LOOK-INSIDE ;PRE-LOOK>
<SYNTAX LOOK UNDER OBJECT = V-LOOK-UNDER ;PRE-LOOK>
<SYNTAX LOOK BEHIND OBJECT = V-LOOK-BEHIND ;PRE-LOOK>
<SYNTAX LOOK IN OBJECT (HELD CARRIED ON-GROUND IN-ROOM)
= V-LOOK-INSIDE ;PRE-LOOK>
<SYNTAX LOOK ON OBJECT = V-EXAMINE ;PRE-LOOK>
<SYNTAX LOOK TO OBJECT = V-EXAMINE ;PRE-LOOK>
<SYNTAX LOOK OBJECT IN OBJECT = V-LOOK-OBJECT-IN>
<SYNTAX LOOK FOR OBJECT = V-FIND>
<SYNTAX LOOK OVER OBJECT = V-LOOK-OVER ;PRE-LOOK>
<SYNTAX LOOK FOR OBJECT IN OBJECT = V-SSEARCH-OBJECT-FOR PRE-SWITCH>
<SYNTAX LOOK OBJECT = V-CHASTISE>
<VERB-SYNONYM LOOK L>
<SYNTAX LOWER OBJECT = V-LOWER>
<SYNTAX LOWER OBJECT THROUGH OBJECT = V-PUT-THROUGH IDROP>
<SYNTAX LOWER OBJECT OUT OBJECT = V-PUT-THROUGH IDROP>
<SYNTAX MAKE OBJECT = V-MAKE>
<SYNTAX MAKE DRINK OBJECT = V-MAKE-OBJECT-DRINK>
<SYNTAX MAKE OBJECT OBJECT = V-SET PRE-SET>
<SYNTAX MAKE OBJECT DRINK OBJECT = V-MAKE-OBJECT-DRINK>
<SYNTAX MAKE OBJECT IN OBJECT = V-SET PRE-SET>
<SYNTAX MAKE OBJECT OUT OBJECT = V-SSET PRE-SWITCH>
;"perform v-set/turn obj. into obj"
<SYNTAX MAKE OBJECT FROM OBJECT = V-SSET PRE-SWITCH>
<SYNTAX MAKE OBJECT WITH OBJECT (FIND ACTORBIT) = V-MAKE-WITH>
;<SYNTAX MAKE HAPPY OBJECT = V-CHEER>
;<SYNTAX MAKE OBJECT TO OBJECT (FIND ACTORBIT) = V-MAKE-LOVE>
<VERB-SYNONYM MAKE CREATE>
<SYNTAX MEET OBJECT = V-MEET>
<SYNONYM MEET GREET>
<SYNTAX MOVE OBJECT (ON-GROUND IN-ROOM) = V-MOVE PRE-TOUCH>
<SYNTAX MOVE APART OBJECT = V-BEND>
<SYNTAX MOVE DOWN OBJECT = V-MOVE PRE-TOUCH>
<SYNTAX MOVE OBJECT OBJECT = V-PUSH-DIR>
<SYNTAX MOVE AROUND OBJECT (FIND KLUDGEBIT) = V-WALK-AROUND>
<SYNTAX MOVE UP OBJECT (ON-GROUND IN-ROOM) = V-RAISE PRE-TOUCH>
<SYNTAX MOVE IN OBJECT = V-MOVE PRE-TOUCH>
<SYNTAX MOVE OUT OBJECT = V-REMOVE> ;"pull out object"
<SYNTAX MOVE OBJECT TO OBJECT = V-MOVE PRE-TOUCH>
<SYNTAX MOVE OBJECT (IN-ROOM CARRIED MANY) OUT OBJECT = V-TAKE PRE-TAKE>
<SYNTAX MOVE OBJECT (IN-ROOM CARRIED MANY) FROM OBJECT = V-TAKE PRE-TAKE>
<SYNTAX MOVE OBJECT OUT OBJECT = V-TAKE PRE-TAKE>
<SYNTAX MOVE OBJECT FROM OBJECT = V-TAKE PRE-TAKE>
<SYNTAX MOVE OBJECT OVER OBJECT = V-PULL-OVER PRE-TOUCH>
<SYNTAX MOVE OBJECT DOWN OBJECT = V-PULL-OVER PRE-TOUCH>
<VERB-SYNONYM MOVE PULL LEAD>
<SYNTAX NO = V-NO>
<VERB-SYNONYM NO NOPE UH-UH NAH>
<SYNTAX OPEN OBJECT (FIND DOORBIT) (HELD CARRIED ON-GROUND IN-ROOM)
= V-OPEN PRE-TOUCH>
<SYNTAX OPEN UP OBJECT (FIND DOORBIT) (HELD CARRIED ON-GROUND IN-ROOM)
= V-OPEN PRE-TOUCH>
<SYNTAX OPEN OBJECT (FIND DOORBIT) (HELD CARRIED ON-GROUND IN-ROOM)
WITH OBJECT (ON-GROUND IN-ROOM HELD CARRIED HAVE) = V-OPEN PRE-TOUCH>
<SYNTAX PASS OBJECT = V-PASS>
<SYNTAX PASS OBJECT (MANY HELD HAVE) TO OBJECT (FIND ACTORBIT) (ON-GROUND)
= V-GIVE PRE-GIVE>
<SYNTAX PAY OBJECT (FIND ACTORBIT) = V-PAY>
<SYNTAX PAY FOR OBJECT = V-BUY>
<SYNTAX PAY OBJECT (MANY HELD HAVE) TO OBJECT (FIND ACTORBIT) (ON-GROUND)
= V-GIVE PRE-GIVE>
;<SYNTAX PHONE OBJECT = V-PHONE>
<SYNTAX PICK OBJECT = V-PICK>
<SYNTAX PICK OBJECT WITH OBJECT = V-PICK>
<SYNTAX PICK UP OBJECT (FIND TAKEBIT) (ON-GROUND MANY) = V-PICK-UP PRE-TAKE>
<VERB-SYNONYM PICK HARVEST>
;<SYNTAX PIN OBJECT = V-PIN>
<SYNTAX PIN OBJECT ON OBJECT = V-PIN>
<SYNTAX PIN OBJECT TO OBJECT = V-PIN>
<SYNTAX PLAY WITH OBJECT = V-TOUCH PRE-TOUCH>
<SYNTAX PLAY OBJECT = V-PLAY>
<SYNONYM PLAY ACT>
<SYNTAX PLUG OBJECT WITH OBJECT (HELD MANY) = V-SPUT-ON PRE-SWITCH>
<SYNTAX PLUG OBJECT IN OBJECT = V-PLUG>
<VERB-SYNONYM PLUG COVER>
<SYNTAX POINT AT OBJECT = V-POINT>
<SYNTAX POINT TO OBJECT = V-POINT>
<SYNTAX POINT OBJECT AT OBJECT = V-POINT>
<SYNTAX POINT OBJECT ON OBJECT = V-POINT>
<SYNTAX POINT OBJECT IN OBJECT = V-POINT>
<VERB-SYNONYM POINT AIM>
<SYNTAX POSSESSION OBJECT (FIND KLUDGEBIT) = V-POSSESSION>
<SYNTAX POUR OBJECT (HELD CARRIED) ON OBJECT = V-POUR PRE-POUR>
<SYNTAX POUR OBJECT (HELD CARRIED) IN OBJECT = V-POUR PRE-POUR>
<SYNTAX POUR OUT OBJECT (HELD CARRIED) IN OBJECT = V-POUR PRE-POUR>
<SYNTAX POUR OBJECT (HELD CARRIED) FROM OBJECT = V-POUR PRE-POUR>
<SYNTAX POUR OBJECT (HELD CARRIED) OUT OBJECT = V-POUR PRE-POUR>
<VERB-SYNONYM POUR SPILL>
<SYNTAX PUSH OBJECT = V-PUSH>
<SYNTAX PUSH OBJECT OBJECT = V-PUSH-DIR>
<SYNTAX PUSH UP OBJECT = V-RAISE PRE-TOUCH>
<SYNTAX PUSH ON OBJECT (IN-ROOM ON-GROUND) = V-PUSH>
<SYNTAX PUSH OFF OBJECT (FIND KLUDGEBIT) = V-PUSH-OFF>
<SYNTAX PUSH OBJECT UNDER OBJECT = V-PUT-UNDER>
<SYNTAX PUSH OBJECT IN OBJECT = V-PUSH>
<SYNTAX PUSH OBJECT TO OBJECT = V-PUSH>
<VERB-SYNONYM PUSH PRESS SQUEEZE>
<SYNTAX RAISE OBJECT = V-RAISE PRE-TOUCH>
<SYNTAX RAISE UP OBJECT = V-RAISE PRE-TOUCH>
<VERB-SYNONYM RAISE LIFT BOOST>
<SYNTAX RAKE OBJECT = V-RAKE PRE-RAKE>
<SYNTAX RAKE UP OBJECT = V-RAKE PRE-RAKE>
<SYNTAX RAKE OBJECT WITH OBJECT (HAVE) = V-RAKE PRE-RAKE>
<SYNTAX RAKE OBJECT OVER OBJECT = V-RAKE-OVER PRE-RAKE>
;<SYNTAX RAKE OBJECT IN OBJECT = V-PUT PRE-PUT>
;<SYNTAX RAPE OBJECT (FIND ACTORBIT) = V-RAPE>
<SYNTAX REACH IN OBJECT (ON-GROUND IN-ROOM) = V-REACH-IN>
<SYNTAX READ OBJECT (FIND READBIT) (TAKE) = V-READ ;PRE-LOOK>
<SYNTAX READ THROUGH OBJECT (FIND READBIT) (TAKE) = V-READ ;PRE-LOOK>
<SYNTAX READ BETWEEN OBJECT = V-READ-BETWEEN>
<SYNTAX READ OBJECT (FIND READBIT) (TAKE) THROUGH OBJECT = V-READ ;PRE-LOOK>
<SYNTAX READ OBJECT (FIND READBIT) (TAKE) WITH OBJECT = V-READ ;PRE-LOOK>
<SYNTAX READ OBJECT TO OBJECT = V-READ-TO ;PRE-LOOK>
<SYNTAX READ OBJECT OBJECT = V-SREAD-TO PRE-SWITCH>
<VERB-SYNONYM READ SKIM BROWSE>
<SYNTAX REMOVE OBJECT (FIND WORNBIT) = V-REMOVE>
<SYNTAX REMOVE OBJECT (FIND TAKEBIT) (IN-ROOM CARRIED MANY)
FROM OBJECT = V-TAKE PRE-TAKE>
<VERB-SYNONYM REMOVE UNWRAP>
<SYNTAX REVOLVE OBJECT = V-REVOLVE>
<SYNTAX RETURN OBJECT (HELD CARRIED HAVE) = V-RETURN>
<SYNTAX RETURN OBJECT (HELD CARRIED HAVE) TO OBJECT (ON-GROUND) = V-RETURN>
<SYNTAX RIDDLE = V-RIDDLE>
<SYNTAX RIDDLE WHILE OBJECT = V-RIDDLE>
<SYNTAX RIDDLE WHILE OBJECT OBJECT = V-RIDDLE>
<SYNONYM RIDDLE FIDDLE>
;<SYNTAX RIP OBJECT = V-RIP>
;<SYNTAX RIP OBJECT IN OBJECT = V-RIP>
;<SYNTAX RIP UP OBJECT = V-RIP>
;<SYNTAX RIP OBJECT WITH OBJECT = V-RIP>
;<VERB-SYNONYM RIP TEAR SHRED>
<SYNTAX ROLL OBJECT = V-ROLL PRE-TOUCH>
<SYNTAX ROLL UP OBJECT = V-ROLL PRE-TOUCH>
;<SYNTAX ROLL OBJECT ON OBJECT = V-PUT-ON PRE-PUT> ;"for ROLL SOD ON CIRCLE"
;<SYNTAX ROLL OBJECT OVER OBJECT = V-PUT-ON PRE-PUT> ;"ditto"
<SYNTAX RUB OBJECT = V-TOUCH PRE-TOUCH>
<SYNTAX RUB OBJECT ON OBJECT = V-RUB PRE-TOUCH>
<SYNTAX RUB OBJECT WITH OBJECT = V-SRUB PRE-SWITCH>
<SYNTAX SAVE OBJECT = V-SAVE-SOMETHING>
<VERB-SYNONYM SAVE RESCUE>
<SYNTAX SAY = V-SAY>
;<SYNTAX SAY OBJECT = V-USE-QUOTES>
<SYNTAX SCORE = V-SCORE>
<VERB-SYNONYM SCORE STATUS>
<SYNTAX SEARCH OBJECT = V-SEARCH>
<SYNTAX SEARCH IN OBJECT = V-SEARCH>
<SYNTAX SEARCH FOR OBJECT = V-FIND>
<SYNTAX SEARCH THROUGH OBJECT = V-SEARCH>
<SYNTAX SEARCH OBJECT FOR OBJECT = V-SEARCH-OBJECT-FOR>
<SYNTAX SEARCH FOR OBJECT IN OBJECT = V-SSEARCH-OBJECT-FOR PRE-SWITCH>
<SYNTAX SEARCH OBJECT WITH OBJECT = V-SEARCH-WITH>
<VERB-SYNONYM SEARCH RUMMAGE>
<SYNTAX SHAKE OBJECT = V-SHAKE>
<SYNTAX SHAKE WITH OBJECT = V-SHAKE-WITH>
<SYNTAX SHAKE OFF OBJECT = V-TAKE-OFF>
<SYNTAX SHAKE OBJECT WITH OBJECT = V-SHAKE-WITH>
<VERB-SYNONYM SHAKE BOUNCE ;ROCK ;ROCK-A-BYE>
<SYNTAX SHINE = V-SHINE>
<SYNTAX SHINE ON OBJECT = V-SHINE>
<SYNTAX SHOCK OBJECT = V-SHOCK>
<SYNTAX SHOW OBJECT = V-SHOW>
<SYNTAX SHOW OBJECT (HELD MANY) TO OBJECT (FIND ACTORBIT) = V-SHOW>
<SYNTAX SHOW OBJECT (FIND ACTORBIT) OBJECT (HELD MANY) = V-SSHOW PRE-SWITCH>
<VERB-SYNONYM SHOW SHOWING>
<SYNTAX SIGN OBJECT = V-SIGN>
<SYNTAX SIGN OBJECT UNDER OBJECT = V-SIGN>
<SYNTAX SINK OBJECT = V-SINK>
<SYNTAX SIT ON OBJECT ;(FIND VEHBIT) (ON-GROUND IN-ROOM) = V-CLIMB-ON>
<SYNTAX SIT DOWN OBJECT (FIND KLUDGEBIT) (ON-GROUND IN-ROOM) = V-SIT>
<SYNTAX SIT IN OBJECT ;(FIND VEHBIT) (ON-GROUND IN-ROOM) = V-CLIMB-ON>
<SYNTAX SKIP = V-SKIP>
<VERB-SYNONYM SKIP HOP>
<SYNTAX SLEEP = V-SLEEP>
<SYNTAX SLEEP IN OBJECT (IN-ROOM ON-GROUND) = V-BOARD>
<SYNTAX SLEEP ON OBJECT (IN-ROOM ON-GROUND) = V-BOARD>
;<SYNTAX SLEEP WITH OBJECT (FIND ACTORBIT) = V-FUCK PRE-FUCK>
<VERB-SYNONYM SLEEP REST DOZE NAP SNOOZE>
<SYNTAX SLICE OBJECT WITH OBJECT (CARRIED HELD) = V-CUT>
<SYNTAX SLICE DOWN OBJECT WITH OBJECT (CARRIED HELD) = V-CUT>
<SYNTAX SLICE THROUGH OBJECT WITH OBJECT (CARRIED HELD) = V-CUT>
<VERB-SYNONYM SLICE CUT CHOP>
<SYNTAX SLIDE DOWN OBJECT (FIND KLUDGEBIT) (ON-GROUND IN-ROOM) = V-CLIMB-DOWN>
<SYNTAX SMEAR OBJECT (HELD MANY) ON OBJECT = V-PUT-ON PRE-PUT>
<SYNTAX SMELL = V-SMELL ;PRE-SMELL>
<SYNTAX SMELL OBJECT = V-SMELL ;PRE-SMELL>
<VERB-SYNONYM SMELL SNIFF WHIFF>
<SYNTAX SOW OBJECT = V-SOW>
;<SYNTAX STAIN OBJECT = V-STAIN>
;<SYNTAX STAIN OBJECT WITH OBJECT = V-STAIN>
;<VERB-SYNONYM STAIN PAINT>
<SYNTAX STAND = V-STAND>
<SYNTAX STAND UP OBJECT (FIND KLUDGEBIT) = V-STAND>
<SYNTAX STAND ON OBJECT = V-STAND-ON>
<SYNTAX STAND IN OBJECT = V-STAND-ON>
<SYNTAX STAND BEHIND OBJECT = V-HIDE>
<VERB-SYNONYM STAND RISE>
<SYNTAX START OBJECT = V-ON PRE-TOUCH>
<VERB-SYNONYM START ACTIVATE>
<SYNTAX STICK OBJECT (HELD MANY) IN OBJECT = V-PUT PRE-PUT>
<SYNTAX STICK OBJECT (HELD MANY) ON OBJECT = V-PUT-ON PRE-PUT>
<SYNTAX STICK OBJECT (HELD MANY) DOWN OBJECT = V-PUT-ON PRE-PUT>
<SYNTAX STICK OBJECT (HELD MANY) BACK OBJECT = V-PUT PRE-PUT>
;<SYNTAX STICK OBJECT (HELD CARRIED) BEFORE OBJECT = V-PUT-NEAR IDROP>
<SYNTAX STICK OBJECT (HELD MANY) BEFORE OBJECT = V-PUT-IN-FRONT> ;"dont have"
;"to have it"
<SYNTAX STICK OBJECT (HELD MANY) AROUND OBJECT = V-PUT-ON PRE-PUT>
<SYNTAX STICK OBJECT (HELD MANY) OVER OBJECT = V-PUT-ON PRE-PUT>
<SYNTAX STICK OBJECT (HELD MANY) ACROSS OBJECT = V-PUT-ON PRE-PUT>
<SYNTAX STICK DOWN OBJECT (HELD MANY HAVE) = V-DROP IDROP>
<SYNTAX STICK OBJECT (HAVE HELD MANY) UNDER OBJECT = V-PUT-UNDER>
<SYNTAX STICK ON OBJECT (FIND WEARBIT) ;(HAVE) = V-WEAR PRE-WEAR>
<SYNTAX STICK OBJECT BEHIND OBJECT = V-PUT-BEHIND>
<SYNTAX STICK OBJECT (MANY) THROUGH OBJECT = V-PUT-THROUGH IDROP>
<SYNTAX STICK OBJECT (MANY) OUT OBJECT = V-PUT-THROUGH IDROP>
<SYNTAX STICK OUT OBJECT (FIND ONBIT) = V-OFF PRE-TOUCH>
<SYNTAX STICK OBJECT (HELD CARRIED) AT OBJECT = V-PUT-NEAR IDROP>
<SYNTAX STICK OBJECT TO OBJECT = V-PUT-TO> ;"for PUT NOSE TO GRINDSTONE"
<SYNTAX STICK OBJECT (HAVE) AGAINST OBJECT = V-PUT-AGAINST>
<VERB-SYNONYM STICK PUT STUFF INSERT PLACE KEEP> ;"keep nose to grindstone"
<SYNTAX SWIM = V-SWIM>
<SYNTAX SWIM IN OBJECT = V-SWIM>
<SYNTAX SWIM ACROSS OBJECT = V-SWIM>
<SYNTAX SWING OBJECT (HELD CARRIED HAVE) = V-SWING>
<SYNTAX SWING OBJECT (HELD CARRIED HAVE) AT OBJECT (FIND ACTORBIT) = V-SWING>
<SYNTAX TAKE OBJECT (FIND TAKEBIT) (ON-GROUND IN-ROOM MANY) = V-TAKE PRE-TAKE>
<SYNTAX TAKE IN OBJECT (FIND VEHBIT) (ON-GROUND IN-ROOM) = V-BOARD PRE-BOARD>
<SYNTAX TAKE ON OBJECT (FIND VEHBIT) (ON-GROUND IN-ROOM) = V-BOARD PRE-BOARD>
<SYNTAX TAKE UP OBJECT (FIND KLUDGEBIT) = V-STAND>
;<SYNTAX TAKE DRESSE OBJECT (FIND KLUDGEBIT) = V-GET-DRESSED>
;<SYNTAX TAKE UNDRES OBJECT (FIND KLUDGEBIT) = V-GET-UNDRESSED>
<SYNTAX TAKE OBJECT (CARRIED IN-ROOM MANY) OUT OBJECT = V-TAKE PRE-TAKE>
<SYNTAX TAKE OBJECT (CARRIED IN-ROOM MANY) OFF OBJECT = V-TAKE PRE-TAKE>
<SYNTAX TAKE OBJECT (IN-ROOM CARRIED MANY) FROM OBJECT = V-TAKE PRE-TAKE>
<SYNTAX TAKE OBJECT (IN-ROOM CARRIED MANY) IN OBJECT = V-TAKE PRE-TAKE>
<SYNTAX TAKE OBJECT (IN-ROOM CARRIED MANY) ON OBJECT = V-TAKE PRE-TAKE>
<SYNTAX TAKE OBJECT (IN-ROOM CARRIED MANY) WITH OBJECT ;(HAVE) = V-TAKE-WITH>
<SYNTAX TAKE OBJECT (IN-ROOM CARRIED MANY) UNDER OBJECT = V-TAKE-UNDER>
<SYNTAX TAKE OUT OBJECT IN OBJECT = V-LEAP-OFF>
<SYNTAX TAKE OFF OBJECT ;(FIND KLUDGEBIT) = V-TAKE-OFF>
<SYNTAX TAKE OUT OBJECT (FIND VEHBIT) (ON-GROUND) = V-DISEMBARK>
<SYNTAX TAKE DOWN OBJECT (FIND VEHBIT) (ON-GROUND) = V-DISEMBARK>
;<SYNTAX TAKE DRUNK OBJECT (FIND KLUDGEBIT) = V-GET-DRUNK>
<VERB-SYNONYM TAKE GET GRAB HOLD CARRY EXTRACT>
<SYNTAX TALK TO OBJECT (FIND ACTORBIT) (IN-ROOM) = V-TELL PRE-TELL>
<VERB-SYNONYM TALK SPEAK>
;<SYNTAX TAP OBJECT = V-TOUCH PRE-TOUCH>
;<SYNTAX TAP ON OBJECT = V-KNOCK>
<SYNTAX TASTE OBJECT = V-TASTE>
<VERB-SYNONYM TASTE LICK NIBBLE>
<SYNTAX TEACH OBJECT = V-TEACH>
<SYNTAX TEACH OBJECT ;(MANY HELD HAVE) TO OBJECT (FIND ACTORBIT) (ON-GROUND)
= V-TEACH>
<SYNTAX TEACH OBJECT (FIND ACTORBIT) (ON-GROUND) OBJECT ;(MANY HELD HAVE)
= V-STEACH>
<SYNTAX TELL OBJECT (FIND ACTORBIT) (IN-ROOM) = V-TELL PRE-TELL>
<SYNTAX TELL OBJECT (FIND ACTORBIT) ABOUT OBJECT = V-TELL-ABOUT>
<SYNTAX TELL OBJECT OBJECT = V-STELL>
<SYNTAX THANKS OBJECT = V-THANK>
<SYNTAX THANKS = V-THANK>
<VERB-SYNONYM THANKS THANK>
<SYNTAX THROW OBJECT (;HELD CARRIED) = V-THROW IDROP>
<SYNTAX THROW AWAY OBJECT (;HELD CARRIED) = V-THROW IDROP>
;<SYNTAX THROW OVERBOARD OBJECT (HELD CARRIED) = V-THROW-OVERBOARD IDROP>
<SYNTAX THROW OBJECT (;HELD CARRIED) IN OBJECT = V-PUT PRE-PUT>
<SYNTAX THROW OBJECT (;HELD CARRIED) DOWN OBJECT = V-THROW IDROP>
<SYNTAX THROW OBJECT (;HELD CARRIED) AT OBJECT (ON-GROUND IN-ROOM)
= V-THROW IDROP>
<SYNTAX THROW OBJECT (;HELD CARRIED) ON OBJECT (ON-GROUND IN-ROOM)
= V-THROW IDROP>
<SYNTAX THROW OBJECT (;HELD CARRIED) TO OBJECT (ON-GROUND IN-ROOM)
= V-THROW-TO IDROP>
<SYNTAX THROW OUT OBJECT (;HELD CARRIED) = V-THROW-OUT>
<SYNTAX THROW OBJECT ;(HELD CARRIED) OUT OBJECT = V-THROW-OUT ;IDROP>
<SYNTAX THROW OUT OBJECT ;(HELD CARRIED) WITH OBJECT = V-THROW-OUT ;IDROP>
<SYNTAX THROW OBJECT (ON-GROUND IN-ROOM) OBJECT (;HELD CARRIED) = V-STHROW
PRE-SWITCH>
<SYNTAX THROW OBJECT (;HELD CARRIED) THROUGH OBJECT (ON-GROUND IN-ROOM)
= V-PUT-THROUGH IDROP>
;<SYNTAX THROW OBJECT (HELD CARRIED) OUT OBJECT = V-PUT-THROUGH IDROP>
;<SYNTAX THROW UP OBJECT (FIND KLUDGEBIT) = V-THROW-UP>
<VERB-SYNONYM THROW HURL TOSS CAST>
<SYNTAX TIE OBJECT = V-TIE>
<SYNTAX TIE OBJECT (HELD) TO OBJECT = V-TIE>
<SYNTAX TIE UP OBJECT TO OBJECT = V-TIE>
<SYNTAX TIE OBJECT BEFORE OBJECT = V-PUT-IN-FRONT>
<SYNTAX TIE OBJECT (HELD) AROUND OBJECT = V-TIE>
<SYNTAX TIE OBJECT IN OBJECT = V-TIE-TOGETHER>
<SYNTAX TIE TOGETHER OBJECT = V-TIE-TOGETHER>
<VERB-SYNONYM TIE FASTEN STRAP SECURE ATTACH HOOK HITCH>
<SYNTAX TOUCH OBJECT = V-TOUCH PRE-TOUCH>
<SYNTAX TOUCH OBJECT WITH OBJECT = V-TOUCH PRE-TOUCH>
<SYNTAX TOUCH OBJECT TO OBJECT = V-STOUCH PRE-SWITCH>
<SYNTAX TOUCH OBJECT ON OBJECT = V-TOUCH PRE-TOUCH>
<VERB-SYNONYM TOUCH FONDLE FEEL PAT PET POKE SCRATCH STROKE>
<SYNTAX TURN OBJECT = V-SET PRE-SET>
<SYNTAX TURN AROUND OBJECT (FIND KLUDGEBIT) = V-SET PRE-SET>
<SYNTAX TURN OBJECT UPSIDE OBJECT (FIND KLUDGEBIT) = V-REVOLVE>
<SYNTAX TURN OBJECT RIGHT-SIDE OBJECT (FIND KLUDGEBIT) = V-REVOLVE>
<SYNTAX TURN OBJECT IN OBJECT = V-SET PRE-SET>
<SYNTAX TURN OBJECT TO OBJECT = V-SET PRE-SET>
<SYNTAX TURN OBJECT ON OBJECT = V-TURN-OBJECT-ON>
;<SYNTAX TURN OBJECT OBJECT = V-SET>
<SYNTAX TURN ON OBJECT (FIND LIGHTBIT) = V-ON PRE-TOUCH>
<SYNTAX TURN OFF OBJECT (FIND LIGHTBIT) = V-OFF PRE-TOUCH>
<VERB-SYNONYM TURN SET SPIN DIAL WIND SWITCH STEER ROTATE FLIP FLICK>
;<SYNTAX UNCOVER OBJECT = V-UNCOVER>
;<VERB-SYNONYM UNCOVER UNBLOCK UNPIN UNPLUG>
;<SYNTAX UNDRESS = V-UNDRESS>
;<SYNTAX UNDRESS OBJECT = V-UNDRESS>
;<VERB-SYNONYM UNDRESS STRIP>
<SYNTAX UNLOCK OBJECT = V-UNLOCK>
<SYNTAX UNLOCK OBJECT WITH OBJECT (HAVE) = V-UNLOCK>
<SYNONYM UNLOCK UNLOX>
<SYNTAX UNPLUG OBJECT = V-UNPLUG>
;<SYNTAX UNROLL OBJECT = V-UNROLL>
<SYNTAX UNTIE OBJECT (ON-GROUND IN-ROOM HELD CARRIED) = V-UNTIE>
<VERB-SYNONYM UNTIE FREE UNSTRAP UNTANGLE UNFASTEN UNATTACH UNKNOT>
<SYNTAX UPSET OBJECT = V-UPSET>
<SYNTAX USE OBJECT = V-USE>
<SYNTAX VENT OBJECT ON OBJECT (FIND ACTORBIT) = V-VENT>
<SYNTAX VENT OBJECT AT OBJECT (FIND ACTORBIT) = V-VENT>
;<SYNTAX VOMIT = V-VOMIT>
;<VERB-SYNONYM VOMIT PUKE REGURGITATE BARF>
<SYNTAX VISIT OBJECT = V-WALK-TO PRE-WALK-TO>
<SYNTAX WAIT = V-WAIT>
<SYNTAX WAIT FOR OBJECT = V-WAIT-FOR>
<VERB-SYNONYM WAIT Z>
<SYNTAX WAKE OBJECT (FIND KLUDGEBIT) = V-ALARM>
<SYNTAX WAKE UP OBJECT (FIND KLUDGEBIT) = V-ALARM>
<VERB-SYNONYM WAKE AWAKE ROUSE>
<SYNTAX WALK = V-WALK-AROUND>
<SYNTAX WALK OBJECT = V-WALK>
<SYNTAX WALK IN OBJECT = V-ENTER>
<SYNTAX WALK OUT OBJECT = V-ENTER>
<SYNTAX WALK ACROSS OBJECT = V-ENTER>
<SYNTAX WALK ON OBJECT = V-STAND-ON>
<SYNTAX WALK OVER OBJECT = V-ENTER> ;"formerly V-LEAP"
<SYNTAX WALK THROUGH OBJECT = V-ENTER>
<SYNTAX WALK AROUND OBJECT (FIND KLUDGEBIT) = V-WALK-AROUND>
<SYNTAX WALK UNDER OBJECT = V-CRAWL-UNDER>
<SYNTAX WALK BEHIND OBJECT = V-HIDE>
<SYNTAX WALK UP OBJECT (ON-GROUND IN-ROOM) = V-CLIMB-UP>
<SYNTAX WALK DOWN OBJECT (ON-GROUND IN-ROOM) = V-CLIMB-DOWN>
<SYNTAX WALK TO OBJECT = V-WALK-TO PRE-WALK-TO>
<SYNTAX WALK AWAY OBJECT (FIND KLUDGEBIT) = V-LEAVE>
<VERB-SYNONYM WALK ;SIDLE RUN PROCEED STEP>
<SYNTAX WASH OBJECT = V-CLEAN>
<SYNTAX WASH UP OBJECT (FIND KLUDGEBIT) = V-CLEAN>
<SYNTAX WASH OFF OBJECT = V-CLEAN>
<SYNTAX WASH AWAY OBJECT = V-CLEAN>
<SYNTAX WASH OBJECT WITH OBJECT = V-CLEAN>
<SYNTAX WASH UP OBJECT WITH OBJECT = V-CLEAN>
<SYNTAX WASH OBJECT IN OBJECT = V-CLEAN-IN>
<VERB-SYNONYM WASH CLEAN WIPE SOAK AIR>
<SYNTAX WAVE OBJECT (HAVE) = V-WAVE>
<SYNTAX WAVE OBJECT (HAVE) AT OBJECT = V-WAVE>
<SYNTAX WAVE OBJECT (HAVE) IN OBJECT = V-WAVE> ;"in front of"
<SYNTAX WEAR OBJECT (FIND WEARBIT) ;(HAVE) = V-WEAR PRE-WEAR>
<VERB-SYNONYM WEAR DON>
<SYNTAX WHAT OBJECT = V-WHAT>
;<SYNTAX WHAT FOR OBJECT FOR OBJECT = V-WHATS-GOOD>
;<SYNTAX WHAT GOOD OBJECT GOOD OBJECT = V-WHATS-GOOD>
<VERB-SYNONYM WHAT WHATS WHAT\'S>
<SYNTAX WHERE OBJECT = V-WHERE>
<VERB-SYNONYM WHERE WHERES>
<SYNTAX WHO = V-WHO>
<SYNTAX WHO OBJECT = V-WHO>
<SYNONYM WHO WHOS WHO\'S>
<SYNTAX WRAP OBJECT (HELD MANY) AROUND OBJECT = V-WRAP PRE-PUT>
<SYNTAX WRAP OBJECT IN OBJECT (HELD MANY) = V-SWRAP PRE-SWITCH>
<SYNTAX YELL = V-YELL>
<SYNTAX YELL AT OBJECT = V-YELL>
<SYNTAX YELL TO OBJECT = V-YELL>
<VERB-SYNONYM YELL SCREAM SHOUT>
<SYNTAX YES = V-YES>
<VERB-SYNONYM YES Y YUP OK OKAY SURE>
<SYNTAX NOVERB OBJECT = V-NO-VERB>
;<SYNTAX NOVERB OBJECT OBJECT = V-NO-VERB>
;<SYNTAX ABCXYZ OBJECT = V-RETURN-TRUE>

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