; "SUBTITLE TAKING THE BACK OFF..." FIX> !\>> 6 <7 >> )>> " .BODY> >> >> >)>)> > \ ; "SUBTITLE THE WHITE HOUSE" ,OPENBIT> "open.") ("slightly ajar.")>>)>> "With great effort, you open the window far enough to allow entry." "The window closes (more easily than it opened).">> >) ( )>) ( T) (>)>)>> ,OPENBIT> ) ()>) ( ,BRFLAG1!-FLAG > )>> )>> > )) #DECL ((RUG?) (TC DOOR) OBJECT) ) ()> > ) (.RUG? ) ( ) ()> T) (> <==? .TC>>>> >>> )>> (VALUE) FIX) > 0) (>)>>> .L>> <==? .RM >> "The door reluctantly opens to reveal a rickety staircase descending into darkness." "The door swings shut and closes.">) (<==? .RM > ) (>)>)>> )) #DECL ((DOOR) OBJECT) ) ( >> )>> )) #DECL ((WINNER) ADV (AOBJS) (DOOR) OBJECT) 2> .AOBJS>> ;"Door will slam shut next time, too, since this way up don't count." > ,OPENBIT>> )> <>) ( T) (T >)>> ) ( ) ( ,OVISON> )>) ( ) ( ,OPENBIT>>> )>> \ ; "SUBTITLE TROLL" T)>> ) (A )) #DECL ((WIN) ADV (HERE) ROOM (T A) OBJECT) .T> <>) (> > > > T) (<==? .HERE > T)>) ( ) ( ) ( .HERE> )> >) ( ) ( >>> > 0> >> >)> >>) ()> > ) ( >)>) ( ) ( )>) (> )>> \ ; "SUBTITLE GRATING/MAZE" > > > )) #DECL ((GRATE) OBJECT) > > )> <>> > >) (T > )>) ( T) ()>) ( > )>> >> "HOUS"> > ) ()>) ()>) ( ) ( ) ( > ,OPENBIT> > >) ()>) ()>) ( )>> ) (LEAVES )) #DECL ((LEAVES GRATE) OBJECT) ) (,GRATE-REVEALED!-FLAG )>)>> ,OPENBIT> ) (,GRUNLOCK!-FLAG ) ()>)>> > > "The grating opens.") ("The grating opens to reveal trees above you.")> "The grating is closed."> > ) (ELSE )>) ()>)>> > > <>) ( >> > <==? .R> >>>> )>> ) (LLD ) L) #DECL ((RM LLD) ROOM (L) ) > > > .L> > 1>> > )> T> \ ; "SUBTITLE THE GLACIER" > ) T) #DECL ((T ICE) OBJECT) >> > > ) ( <>)>) ( <==? .ICE>> > .T> > ) (> ".">)>)>> ) ( >)>)>> ,ONBIT>> )>> >> \ ; "SUBTITLE MIRROR, MIRROR, ON THE WALL" )>)>> > ) > >> ) (.RM2)>> > > > > > > ) ( ) ()>) ( ) ( ) ( > )>)>> \ ; "SUBTITLE AROUND AND AROUND IT GOES..." ,CAROUSEL-ZOOM!-FLAG> ) ( )>)>> ) ( )>> ) <* 2 <+ 1 8>>>>> CEXIT> >> \ ; "SUBTITLE THE DOME" )>)>> )>) ( )>> > >) (ELSE )> <>> \ ; "SUBTITLE LAND OF THE DEAD" ) (CAND ) (BELL ) (FLAG ) (HERE ,HERE)) #DECL ((WIN) ADV (WOBJ) (CAND BELL) OBJECT (FLAG) (HERE) ROOM) )>) ( <==? .BELL>> > .HERE> > > >) ( > >) ( <==? >> > ) ( .WOBJ> > ) ()>) ()>)>> > > > >> >> > > )) #DECL ((LLD) ROOM) > .LLD> >> )) #DECL ((PRSI) ) ) ( .PRSI> ,BURNBIT> > " burns and is consumed."> >) (<==? > ) ()>) ( > ) ( )>> > ) (<==? > > > "from burning.">) (> > > ) (> " is extinguished.">)>) (> " and to the floor where it evaporates."> >)>) ()>> >)>> )) #DECL ((G) OBJECT) .G> <>) (<==? .G> )>> "SUBTITLE FLOOD CONTROL DAM #3" > ) ()> )>)>> ) ( ,VILLAIN> > " does not understand this.">) ()>> > ) ()>) ()>> ) (TRUNK )) #DECL ((TRUNK) OBJECT (RESER) ROOM) > > > > T) ( ,SACREDBIT> > )>) ()>) (> ".">)>) ( )>> > > ,OVISON> ,RGWATER> FIX>> T) ()>) (<==? > ) ()>) (<==? > > ) (<==? > )>)>> ) ( )>> ) (HERE? <==? ,HERE .MNT>) LEV) #DECL ((HERE?) (MNT) ROOM (LEV) FIX) >> >>>>)> >)>)>> > > > ) (>)>)>)>> )) #DECL ((PUTTY) OBJECT) <==? >> ) ( ,OPENBIT> <==? >> .PUTTY> ) ( ,OPENBIT> ) ()>)>> "?">> ) ()> )>> ) ()>)>> ) ()> )>> \ ; "SUBTITLE WATER, WATER EVERYWHERE..." >) ( > ) ( ,OPENBIT> <==? > >> T)>)>> > >) ( > > .FILL>)>)> ) ( > >)>> ) (PRSVEC ,PRSVEC) (AV ) W (GW ) (RW ) PI?) #DECL ((ME) ADV (GW RW B) OBJECT (WATER-FN) ACTIVATION (PRSVEC) VECTOR (AV) (W) OBJECT (PI?) ) > ) ( > > > >) ( .GW> <==? .RW>> > >) (> )> ; "Turn FILL into PUT" )>)> ) (T )> > > > .AV>>>> "."> > > .AV>) (>)>) (>> .B>> > " and evaporates immediately."> ) (> > ) (>>) (T )>) (> .B> >> ) ()>) (.PI? ) ( "."> ) ( )>) ( )>> \ ; "SUBTITLE CYCLOPS" ) (FOOD ) (DRINK ) (COUNT ,CYCLOWRATH!-FLAG)) #DECL ((RM) ROOM (FOOD DRINK CYC) OBJECT (COUNT) FIX) > >)>) ( .FOOD> >>)> ) (<==? .DRINK> ) ( <>)>) (<==? > ) ()>) ( ) ()>) ( ) ( ) ( > 5> ) (>)>) ()>)>> ) ( ,SLEEPBIT>> ) (<0? .WRATH> ) ( ) ( )>) ( >)>> > >) (>)> >>)> .FOO> \ ; "SUBTITLE ECHO ECHO ECHO" > ) (OUTCHAN ,OUTCHAN) (WALK ) (PRSVEC ,PRSVEC) V (BUG ) (FEATURE )) #DECL ((OUTCHAN) CHANNEL (WALK) VERB (PRSVEC) (B) STRING (L) FIX (RM) ROOM (V) (BUG FEATURE) VERB) ) () >> > >> <==? .WALK> >> >> >> ) (<==? .BUG> ) (<==? .FEATURE> ) ( > .B> ,SACREDBIT> )>)>>> > >>>)>> > \ ; "SUBTITLE A SEEDY LOOKING GENTLEMAN..." ) ROBJ (SEEN? ) (WIN ,PLAYER) (WROOM ,HERE) (HOBJ ) (STILL ) HERE? (HH ) (TREAS ) EGG LIT? (DEAD? ,DEAD!-FLAG)) #DECL ((HACK) HACK (RM WROOM) ROOM (ROBJ HH) (DEAD? SEEN? LIT?) (WIN) ADV (EGG HOBJ) OBJECT (ROBBER) ACTIVATION (HERE?) (STILL) OBJECT (TREAS) ROOM) ) OBJT) #DECL ((ONCE) (OBJT) ) > )> > > .TREAS> )> > > >)> > 0> >> )>)>> .HH>) ( >> ;"Adventurer is in room: CHOMP, CHOMP" > ; "We want to see if we left the loser in the dark." <==? .RM .TREAS>>) ; "Don't move, Gertrude" (> > .HOBJ> )>) ( > ) ()>>) (> ) ( ) ( > >> )> >> >> > ) (.HERE? ) ()> >) (T )>)>) (T >> >> .HH> >)> ) (T )> > ) ()>)>)> > .LIT? <==? .RM>> )>) (> ;"Leave if victim left" >>) ( .RM> <>>) (.SEEN? ;"Hack the adventurer's belongings" >> ,MAZEDESC> <==? ,MAZEDESC>> > " is doing here.\""> >)> )>> >) ( > > > " vanished.">)> )>> > .HH> >)>)>)> > ;"Move to next room, and hack." )) #DECL ((ROOMS) ) > >> )> >> ;"Can I work here?" )> > >> )>> ;"Drop worthless cruft, sometimes" > > >> >)>> .HH>>> ) (HERE ,HERE) (FLG <>) ST (T ) (CHALI )) #DECL ((DEM) HACK (T HOBJ ST CHALI) OBJECT (HERE) ROOM (FLG) ) >> .T> <>) (<==? .HERE> T)>) ( >> > > )> > > )> > >> > >)>)>)>> >)> >) ( ) ( > ,OVISON> ) ( <==? ,ROBBER-U-DESC>> ) ( .HERE> )> ) ()> ,OVISON>) ( > >> > ".") (T > > ", but the contents of his bag fall on the floor.")>> ) (T )>) ( >> >> 0> >> ,ROBBER) (ROBBER)>> ,OVISON> )> > ; "I.e., he's trying to give us the brick with a lighted fuse." ) (> !)> > 0> > " and stops to admire its beauty.">) (> " in his bag and thanks you politely.">)>)>) ( )>> ) >> <==? >> .BRICK> > >>>>> >> <==? > >> <==? >> .TR> ,ROBBER-U-DESC>> )>)>> ) (FLG <>) TL (HERE ,HERE) (ROOMS ,ROOMS)) #DECL ((HACK) HACK (HOBJ) OBJECT (FLG) (TL ROOMS) (HERE) ROOM) > .HERE>> )> >>> .ROOMS) (.TL)>> ) (T )> )>> ) (HERE ,HERE)) #DECL ((CHALI) OBJECT (HERE) ROOM) 2>> )> > )>> >> <==? .HERE >> > ) ( <==? .HERE >> > ) (T )>> \ ; "SUBTITLE RANDOM VERBS" )) #DECL ((C) OBJECT) > >> ) ()>> > <==? .HERE >> ) ()>) ()>> > > > >> ) (> ) (> "?">)>) ()>> > > > > ) (<==? > ) ()>> ) (DRINK? <>) (NOBJ <>) (AOBJS )) #DECL ((NOBJ) (AOBJS) (EAT? DRINK?) ) ) ( ,FOODBIT>> .AOBJS>> ) ( >)>) ( ,DRINKBIT>> >>> >> >> >)>) ()>) (> > " would agree with you.">) ()>> > >> > > >> ) ()>> ) M) #DECL ((RM) ROOM (EXITS) EXIT (M) ) >> > ,VILLAIN> > " is too big to jump over.">) (>)>) ()>) ( .EXITS>> NEXIT> CEXIT> >>>> >)>) (>)>> >> >> > >> > ) (<0? > ) ()>) (<==? > ) () ( ,VILLAIN> > " bows his head to you in greeting.">) (> ".">)>) (>)>> > > ) (>> ,TRANSBIT>>> > "?">) () ( ,READBIT>> > "?">) (> ,LONG-TELL1>)>> >)) #DECL ((OD) STRING) ) ( ,DOORBIT> ,OPENBIT> ) ()>) ( ,CONTBIT> > >>> ,INDENTSTR>) ()>) ()>) ()>> ) ()>> > > ) (<==? > > ) ( ,BURNBIT> > > " catches fire."> > ) ( ,HERE> > " catches fire and is consumed."> >) ()>>) (> ".">)>) (> "??!?">)>> ,TURNBIT> ,TOOLBIT> ) (> ".">)>) ()>> > ) ( ) ( >)>> )) >> > > ) ()>> ) ()>> ) ()>> ) ( > <==? ,HERE >> > ) ()>> ) <==? >> )>> >> )) #DECL ((R) ROOM) ) ( > <==? ,HERE >> > ) (> "?">)>) ()>> ) (> ) ( ,VILLAIN>> ,VICBIT>) (> "?">)>) (> > " with your bare hands is suicidal.">) ( ,WEAPONBIT>> > " with a "> > 1 " is suicidal.">) (ELSE > T <>>)>> > >> )) #DECL ((OBJ) OBJECT (STR) STRING (OBJ2) ) ) (.OBJ2 " with a "> >) (ELSE >)>> > ,VILLAIN> >> ) ( ,WEAPONBIT> > T <>>) (T > " with a "> > 1 " is quite self-destructive.">)>) (T > " with your bare hands is suicidal.">)>) ( "Trying to destroy a ">)>> "Kicking a ">> "Waving a ">> "Playing in this way with a ">> "Fiddling with a ">> ) (T)>> ) ()>> ) ( ,TIEBIT> ) ()>> ) ( "Pushing the ">)>> ,TIEBIT> ) (<==? > ) (> " to that.">)>) ()>> ,TIEBIT> ,VILLAIN> > " struggles and you cannot tie him up.">) (> "?">)>) ()>> ) (> " can be melted.">)>> > ,SLEEPBIT> ) (> " isn't sleeping.">)>> > > \ ; "SUBTITLE RANDOM FUNCTIONS" > ) ( >)> )>> ) ( ) ( > )>> 0> ,ODESC2 "worthless piece of canvas"> "There is a worthless piece of canvas here."> )>> \ ; "SUBTITLE LET THERE BE LIGHT SOURCES" ) FOO) #DECL ((HERE) ROOM (RLAMP) OBJECT (FOO) ) >>> > .HERE>) ( ) ( >>> <>) ( >>> <>)>> ) (MC )) #DECL ((MATCH) OBJECT (MC) FIX) <==? .MATCH>> >> > ) (> )>) ( > > T) ( >)>> ) MATCH FOO) #DECL ((PRSA) VERB (MATCH C) OBJECT (W) (FOO) ) > <>) (ELSE > > > <>) ( > ) (> .C > > T) ( >> > ) ( >)>) (<==? > ) ( )>) ()>) ( > ) ()>) ( )>)>> )) #DECL ((OBJ) OBJECT (FCN) APPLICABLE (TICK) (CEV) CEVENT (TELL) (TIM CNT) FIX (FOO) ) 1>>> >> > <==? ,HERE>> ".">)> >) (> <==? ,HERE>> >)>> (BAR) CEVENT (C) OBJECT) > > > >>>> > )>)>)>> \ ; "SUBTITLE ASSORTED WEAPONS" ) (G ) (HERE ,HERE) (NG 0)) #DECL ((DEM) HACK (SW) OBJECT (NG G) FIX (HERE) ROOM) > > >> ) ( ) >) ( > >) ( > >)>> > )> ) (<==? .NG 2> ) (<1? .NG> ) (<0? .NG> )> ) (>)>> <==? ,WINNER ,PLAYER>> ,SWORD-GLOW) (SWORD-GLOW)>> <>)>> )) #DECL ((R) ROOM (VILLAINS) (DEM) HACK) > > > > )>> .VILLAINS>>>