; "SUBTITLE TOMB OF THE UNKNOWN IMPLEMENTER" > > > " managed to disappear as well.">)> >)>> )) #DECL ((NL) (LCASE) OBJECT) ) ( > > > >> !.NL)>)> T)>> \ ;"SUBTITLE A DROP IN THE BUCKET" > ) "AUX" (W ) (BUCK )) #DECL ((ARG) (W BUCK) OBJECT) <>) ( > <>) (T)>>) ( <==? .BUCK>> ) ( T) (<==? .ARG READ-OUT> .BUCK> > .BUCK> <>) ( .BUCK>> > .BUCK>)>)>> ) (PRSVEC ,PRSVEC)) #DECL ((R) ROOM (B) OBJECT (PRSVEC) VECTOR (PRSO) OBJECT) > .B> )> > \ ;"SUBTITLE CHOMPERS IN WONDERLAND" <==? >> <==? .HERE >> > ,OVISON> > >> > > )>> ) (OICE ) (BICE ) (HERE ,HERE) R) #DECL ((RICE OICE BICE) OBJECT (HERE R) ROOM) >> > ) (<==? > .RICE> "Evaporate") (<==? .OICE> "Explode") ("Enlarge")> "'.">) ()>) ()>) ( >>> .OICE> > ) (<==? .BICE> > > > ,OVISON> > ,OVISON> 64>>> > ) ()>)>) ( <==? .OICE> >>> > ) ( <==? .RICE> <==? >> > ,OVISON>)>> ) ( ,OVISON> )>> >) ( )>> > ) ( ,CAROUSEL-FLIP!-FLAG> ,SPINDIZZY) (ELSE ,SPINROBOT)>>) ( <>)>)>> )) #DECL ((DIR) DIRECTION (PV) ) ) ()>) (<==? .DIR > ) (> <==? .DIR >> )>> )>> > > ) (<==? > ) ( )>) (<==? > > ) ()>) (<==? > > >> > ,RSEENBIT>)> T) ()>)>)>> > ) C FL RACT) #DECL ((C) ROOM (R) OBJECT (FL) (RACT) ADV) >> > ,HERE> >> > ,AROOM .C> > T) (ELSE ,OVISON> "You are stopped by a cloud of poisonous gas."> )>) (.FL ,OVISON> ,OVISON> ,HERE> T) ( "You are stopped by a cloud of poisonous gas."> ) ( )>> >)>> > ) RACT) #DECL ((C) ROOM (CAGE) OBJECT (R) OBJECT (RACT) ADV) <==? >> >> > .C> ,TAKEBIT> > ,AROOM .C> ) ( ) ( ) ( ,ROBOT-ACTIONS> <>) ()>> ,NO-CHECK-BIT>>> > !)> ) ( ) ( )>> >> > !)> > " and nods his head-like appendage in thanks.">) ( >> <==? .RR>>> ) ()>>)>> \ ;"SUBTITLE MORE RANDOM VERBS" ) ( >> ) (> "?">)>> > > > > \ ;"SUBTITLE BANK OF ZORK" (SCOL-ROOMS) (SCOL-WALLS) > > <>) ( )>> )) #DECL ((RM) ROOM) > >> <>) (.RM)>> >> ) >>>)>> > "west") ("east")> " side of room, above an open door, is a sign reading BANK PERSONNEL ONLY ">)>> )) #DECL ((OBJ) ) ) ( > " goes through it.">) ( > <==? .OBJ >>> >)>> ) .RM> ) (>)>>> ) <==? <2 >>>> >)>> > > > ) "AUX" (HERE ,HERE) (BOX ) (SCRM ,SCOL-ROOM) M (PRSVEC ,PRSVEC)) #DECL ((HERE BOX) ROOM (SCRM) (M) (OBJ) ) >) ( ,VEHBIT>> >) ( >> .SCRM> <==? > .SCRM>> > ) ()>) ( <==? <2 >>>> > >> DIRECTION>> ) ()>) ( ,TAKEBIT>>> > ) () (> " as you attempt this feat.">)>) (.OBJ ) (>> ) (>)>> > " passes through the wall and vanishes.">) ( " passes through."> > T)>> > > > ) (<==? .HERE > )>)>> > > ,HERE>)>)>> ) BRICK) #DECL ((GNOME BRICK) OBJECT) > 0> > " in the deposit box. 'Let me show you the way out,' he says, making it clear he will be pleased to see the last of you. Then, you are momentarily disoriented, and when you recover you are back at the Bank Entrance."> > >) (> >> > ) ( >)>) ( > )> ) ( ) ()>> )) #DECL ((OBJ) OBJECT (CAN) ) > >>> \ ;"SUBTITLE TOITY POIPLE BOIDS A CHOIPIN' AN' A BOIPIN' ... " ) (OUTCHAN ,OUTCHAN)) #DECL ((HERE) ROOM (ROBJS) (TTREE NEST EGG) OBJECT (OUTCHAN) CHANNEL) > 1> > ) >> 2> ) (<==? 2> )>> > .FORE3>)>) ( >) (>>> > > > > > > 1> ) ( <==? .X .NEST>>) ( " falls to the ground.">)>> .ROBJS>)>> ) (EGG )) #DECL ((BEGG) OBJECT) <==? .EGG>> ,OPENBIT> ) (> ) (<==? > ) ( <+ ,WEAPONBIT ,TOOLBIT>> ) ( ,FIGHTBIT> > " isn't original too...">) (> " is certainly original."> ,FIGHTBIT>)>) ( )>> )) #DECL ((EGG BEGG) OBJECT (CAN) ) > .EGG> >> 1>) (>)> ) (> ) ()> T> ) (> ".">)>> > )) #DECL ((HERE TREE) ROOM) > >> <==? .HERE .TREE>>> ) (.HERE)>>) ()>) ()>)>> >> <==? .HERE >>> ) ( )>) ( >)>> ) ( )>> T>> ) (NOOBJ <>) "AUX" (FLG ,CLIMBBIT>>) (PV ,PRSVEC) (HERE ,HERE)) #DECL ((PV) VECTOR (DIR) DIRECTION (HERE) ROOM (NOOBJ FLG) ) ) (>> > ) (.FLG ) ( >> ) ()>> >> )>> \ ; "SUBTITLE CHINESE PUZZLE SECTION (COURTESY OF WILL WENG)" (CPUVEC) (CPWALLS) (CPEXITS) > ) (RM ,CPHERE) (UVEC ,CPUVEC) FX M) #DECL ((DIR) DIRECTION (M) (FX RM) FIX (UVEC) ) > -2> >) ()>) ()>) ( <==? .DIR > ,CPOUT!-FLAG> > ,RSEENBIT> ) ( <==? .DIR >> ) (> > <>>) ( '![1 8!]> ; "SW AND SE" >> <0? >>>>> >> <0? >>>>> >>> ) ()>) ()>> <>) ( > )>> 0> )>> > > ) (HERE ,CPHERE)) #DECL ((FLG) (HERE) FIX) > -2> > <==? > -3>> > >) ()>) ()>) ()>> ) >> > ) ( >> >>>>> ) ( > > )>)>> ; "Flag for blocking of main entrance" > > > >> ) > <+ .RM <2 .M>>>> > 10) (52)>>) ( ) ( ,TOUCHBIT> " It appears the thief was correct.") ("")>>)>)>> >) (S >) (E >) (W >)) #DECL ((HERE N S E W) FIX (UVEC) ) ;"Top Row" .N .W> .N .E> ;"Middle Row" ;"Bottom Row" .S .W> .S .E> ) (<==? .HERE 37> ) (<==? .HERE 52> " at its center. On one side of the door is a small slit.">)> )> )>> ;"Show where the eight nearest neighbors are located" " ") (<1? .CONTENTS> "MM") (ELSE "SS")> ,NO-CRLF>> ;"Show an orthogonal neighbor" > "??") (<0? >> " ") (<1? .COL> "MM") (ELSE "SS")> ,NO-CRLF>> > > > ) ( <+ ,VICBIT ,VILLAIN>> >) (> " (now atomized) through the slot.">)>)>> " to the east.">)>> ; "RANDOM" > ".">> ; "PALANTIRS, ETC." ) >)>> .RES> > > ) >) ( )>> .RES> ) (MAT ) (OBJS ,PALOBJS)) #DECL ((LID MAT) OBJECT (OBJS) ) > > .OBJS> > ) ()>)> >> >>> ) ()>> .OBJS> > > >)> ) ()>>> ) > .PACT>> > )> >> >> " is in place within the keyhole.">)> ".">)>)>> ) (OBJ2 )) #DECL ((OBJ1 OBJ2) OBJECT) > .OBJ1) (.OBJ2)>> ) "AUX" OBJ) #DECL ((KEYHOLE OBJ) OBJECT (THIS) ) >> > .THIS>> ) (.OBJ)>> ,OPENBIT> ,OPENBIT> >> >> >> ) (.RM)>>> ) ()>) ( ,OPENBIT> T>>>> ) ( ,PALOBJS> >>>>> >>> > <>)>) (> " doesn't fit.">)>) ()>)>> ,OPENBIT>) ( > ) ()>>>> ) ( ,OPENBIT>)>)>> > > > > > (MATOBJ) (PALOBJS SMALL-PAPERS) > (THIEF) HACK) >> ) (<==? > ) (.OBJ)>> >) () (.HERE)>> > >>> >>>> ) ( > > > > >> )>)>> > >> ,OPENBIT> ) (<==? ,HERE > >) (>)>) ( )>> ) RM) #DECL ((PKEY) OBJECT (RM) ROOM) ,MUD!-FLAG> ) ( .PKEY> >>>> ) ( )>) (<==? > ) ()>) ( .PKEY> > T) ()>) ( ,SMALL-PAPERS>> > >> ) (.RM)>>) ( "The door is now open." "The door is now closed.">) ()>)>> >) ( >)>)>> ) ( >> ) ()>> ) <==? >> > ,HERE> ) ( .OBJ> > " falls from it and onto the floor."> <>)>> >)) #DECL ((W) FIX) 2>>> ) ()>> > >>>>) ( >)>> > > ) (SROOM ) (HERE ,HERE) (ROPE ) (TTIE ,TIMBER-TIE!-FLAG) (COFFIN ) (TIMBER )) #DECL ((ROPE TIMBER COFFIN) OBJECT (DROOM SROOM HERE) ROOM (TTIE) ) >> .TIMBER> .COFFIN>> >> > > )>) ( <==? .HERE >> " was not well braced and falls through the hole after you, nearly cracking your skull."> > >> .SROOM>) ()> <>) ( > ) ( T)>) ( .TIMBER> <==? .COFFIN>> ) (> > "."> > .COFFIN> ) ()> ) (<==? .HERE > )> ,NDESCBIT>)> T) ()>)>) ( ) ()>)> > > > ) ()>) ( <==? .HERE .DROOM> > > ) ( ) (.TTIE ".">)>)>> > >> <==? ,TIMBER-TIE!-FLAG>>> > ,BTIE!-FLAG>> >) ()>> > > )>> ) ( >) ( <>) ()>> ,TIMBER-TIE!-FLAG> > "."> > <>)>)>> ) " is lying on the ground here. Tied to it is a piece of rope, which is dangling down the slide.">)>)>> <==? >>> >) ( ,TIMBER-TIE!-FLAG> >)> >)>> )) #DECL ((RM) ROOM (SEEN?) ) > >> > <==? .OBJ >> ) ( " falls through the slide and is gone."> > >>)>) (>)>> ,SLIDER >> )>> ) ( ,BURNBIT>> >)>> > ; "MORE RANDOMNESS" > )) #DECL ((STR) STRING) ) (> > ) ()>> > ,WEAPONBIT> 0>) ()>) ( ,VILLAIN> > "that you kill yourself, just as he would have done!">)>> )) #DECL ((HERE) ROOM (COINS) OBJECT) > > > > >>> ) ()>)>> ,TAKEBIT> > > " is now sitting at the bottom of the well."> > >)>> >> ; "Oh, is this ever gross!" > > ) ( ,VILLAIN> > "?">) ()>> )) #DECL ((STAMP) OBJECT) .STAMP> ,CONTBIT> <>)>) ( <==? >> >) ( ,BR1!-FLAG> ) ( ) (,BRFLAG1!-FLAG ) ( )>) ( > ) (<==? > )>> >) >> <==? <2 .M> ,DARK-ROOM>> )>) ( <>) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( > ".") (" and objects appear indistinct.")>> > <>) ( ) ( ) ( > ,OVISON> > > > > > > ) ()>) ()>> ) CNT) #DECL ((OBJS) (CNT) FIX) > ) (<==? > ) (<==? > ) (<==? > ) (T > > 1>> > "es.") (".")>>) (<==? > >> 1) (0)>> .OBJS>> "valuable"> > >> "treasure">>) (<==? > > "possession">) ()>)>> ) ()> > >