6563 lines
169 KiB
Plaintext
6563 lines
169 KiB
Plaintext
<COND (<G? ,MUDDLE 104>
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||
<PSETG MSG-STRING "Muddle 105 Version/Please report strange occurances.">)>
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"Device definitions for save and restore"
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<COND (<L? ,MUDDLE 100>
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<PSETG DEVICE-TABLE '["A" "AI" "D" "DM" "C" "ML" "H" "AI" "L" "AI"
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"M" "ML" "N" "MC" "P" "ML" "U" "MC" "Z" "ML"]>)>
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||
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; "SUBTITLE POBLIST DEFINITIONS AND PARSER STRUCTURES"
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<MPOBLIST ACTIONS-POBL 17>
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<PSETG ACTIONS-POBL ,ACTIONS-POBL>
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||
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<MPOBLIST DIRECTIONS-POBL 17>
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<PSETG DIRECTIONS-POBL ,DIRECTIONS-POBL>
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<MPOBLIST WORDS-POBL 23>
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<PSETG WORDS-POBL ,WORDS-POBL>
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<MPOBLIST OBJECT-POBL 47>
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<MPOBLIST ROOM-POBL 47>
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<MOBLIST FLAG 17>
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<SETG LAST-IT <GET-OBJ "#####">>
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<SETG BUNUVEC <REST <IUVECTOR 8 <GET-OBJ "#####">> 8>>
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<SETG BUNCH ,BUNUVEC>
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<SETG PREPVEC
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![<CHTYPE [<FIND-PREP "WITH"> <GET-OBJ "#####">] PHRASE>
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<CHTYPE [<FIND-PREP "WITH"> <GET-OBJ "#####">] PHRASE>
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<CHTYPE [<FIND-PREP "WITH"> <GET-OBJ "#####">] PHRASE>
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<CHTYPE [<FIND-PREP "WITH"> <GET-OBJ "#####">] PHRASE>
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<CHTYPE [<FIND-PREP "WITH"> <GET-OBJ "#####">] PHRASE>]>
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<SETG BUNCHER
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<PINSERT "BUNCH" ,WORDS-POBL <CHTYPE [<PSTRING "BUNCH"> BUNCHEM] VERB>>>
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<SETG INBUF <ISTRING 100>>
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<SETG INBUF1 <ISTRING 100>>
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<SETG PRSVEC <FREEZE <VECTOR <FIND-VERB "XX"> <> <>>>>
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<SETG 1STR <ISTRING 1>>
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<SETG LEXV
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<PROG ((FOO ,LEXSIZE))
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<MAPF ,VECTOR
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<FUNCTION ()
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<AND <0? <SET FOO <- .FOO 1>>> <MAPSTOP>>
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<MAPRET <REST <ISTRING 5> 5> ,1STR 0>>>>>
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<SETG LEXV1
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<PROG ((FOO ,LEXSIZE))
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<MAPF ,VECTOR
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<FUNCTION ()
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<AND <0? <SET FOO <- .FOO 1>>> <MAPSTOP>>
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<MAPRET <REST <ISTRING 5> 5> ,1STR 0>>>>>
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<SETG UNKNOWN-LEXV ,LEXV>
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; "FOR SR"
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<SETG OFIXUPS []>
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; "SUBTITLE PURE STRUCTURE FROM ROOMS"
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<PSETG FLUSHSTR1
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"There appears before you a threatening figure clad all over in heavy
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black armor. His legs seem like the massive trunk of the oak tree.
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His broad shoulders and helmeted head loom high over your own puny
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frame and you realize that his powerful arms could easily crush the
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very life from your body. There hangs from his belt a veritable
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arsenal of deadly weapons: sword, mace, ball and chain, dagger,
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lance, and trident. He speaks with a commanding voice:
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\"YOU SHALL NOT PASS \"
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As he grabs you by the neck all grows dim about you.">
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<PSETG FLUSHSTR2
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"Suddenly, a sinister, wraithlike figure appears before you, seeming
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to float in the air. He glows with an eldritch light. In a barely
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audible voice he says, \"Begone, defiler! Your presence upsets the
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very balance of the System itself!\" With a sinister chuckle, he
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raises his oaken staff, taps you on the head, and fades into the
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gloom. In his place appears a tastefully lettered sign reading:
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DUNGEON CLOSED
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At that instant, you disappear, and all your belongings clatter to
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the ground.
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">
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<PSETG END-HERALD-1
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"Suddenly a sinister wraithlike figure, cloaked and hooded, appears
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seeming to float in the air before you. In a low, almost inaudible
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voice he says, \"I welcome you to the ranks of the chosen of Zork. You
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have persisted through many trials and tests, and have overcome them
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all, dispelling the darkness of ignorance and danger. One such as
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yourself is fit to join even the Implementers!\" He then raises his
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oaken staff, and chuckling, drifts away like a wisp of smoke, his
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laughter fading in the distance.">
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'<PSETG END-HERALD-2 "
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Unfortunately, as the wraith fades, in his place appears a tastefully
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lettered sign reading:
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\"Soon to be Constructed on this Site
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A Complete Modern Zork Endgame
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Designed and Built by the
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Frobozz Magic Dungeon Company\"
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">
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FLAG-NAMES
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<BLOCK (<OR <GET FLAG OBLIST> <MOBLIST FLAG>> <GET INITIAL OBLIST> <ROOT>)>
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<PSETG FLAG-NAMES
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<UVECTOR TROLL-FLAG
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LOW-TIDE
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DOME-FLAG
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GLACIER-FLAG
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ECHO-FLAG
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RIDDLE-FLAG
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LLD-FLAG
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CYCLOPS-FLAG
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||
MAGIC-FLAG
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RAINBOW
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||
GNOME-DOOR
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CAROUSEL-FLIP
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CAGE-SOLVE
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||
BANK-SOLVE
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||
EGG-SOLVE
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SING-SONG
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CPSOLVE
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PALAN-SOLVE
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SLIDE-SOLVE>>
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<ENDBLOCK>
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<PSETG VAL-NAMES <UVECTOR LIGHT-SHAFT>>
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<PSETG MONTHS
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["January"
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"February"
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"March"
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"April"
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"May"
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"June"
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||
"July"
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||
"August"
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"September"
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"October"
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"November"
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"December"]>
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<PSETG SUICIDAL
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"You clearly are a suicidal maniac. We don't allow psychotics in the
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cave, since they may harm other adventurers. Your remains will be
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installed in the Land of the Living Dead, where your fellow
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adventurers may gloat over them.">
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;<PSETG NO-PATCH
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||
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"What? You don't trust me? Why, only last week I patched a running
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ITS and it survived for over 30 seconds. Oh, well.">
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;<PSETG PATCH
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"Now, let me see...
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Well, we weren't quite able to restore your state. You can't have
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everything.">
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||
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<PSETG DEATH
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"As you take your last breath, you feel relieved of your burdens. The
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feeling passes as you find yourself before the gates of Hell, where
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the spirits jeer at you and deny you entry. Your senses are
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disturbed. The objects in the dungeon appear indistinct, bleached of
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color, even unreal.">
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||
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<PSETG LIFE
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"From the distance the sound of a lone trumpet is heard. The room
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becomes very bright and you feel disembodied. In a moment, the
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brightness fades and you find yourself rising as if from a long
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sleep, deep in the woods. In the distance you can faintly hear a
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song bird and the sounds of the forest.">
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||
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<PSETG LOSSTR "I can't do everything, because I ran out of room.">
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||
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<PSETG BACKSTR
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"He who puts his hand to the plow and looks back is not fit for the
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kingdom of winners. In any case, \"back\" doesn't work.">
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||
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\
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;"SUBTITLE PURE STRUCTURE FROM ACT1"
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<PSETG KITCH-DESC
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"You are in the kitchen of the white house. A table seems to have
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been used recently for the preparation of food. A passage leads to
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the west and a dark staircase can be seen leading upward. To the
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east is a small window which is ">
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||
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<PSETG LROOM-DESC1
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||
"You are in the living room. There is a door to the east. To the
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west is a cyclops-shaped hole in an old wooden door, above which is
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||
some strange gothic lettering ">
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||
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<PSETG LROOM-DESC2
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||
"You are in the living room. There is a door to the east, a wooden
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||
door with strange gothic lettering to the west, which appears to be
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||
nailed shut, ">
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||
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<PSETG LTIDE-DESC
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||
"It appears that the dam has been opened since the water level behind
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it is low and the sluice gate has been opened. Water is rushing
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||
downstream through the gates.">
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||
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<PSETG HTIDE-DESC
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"The sluice gates on the dam are closed. Behind the dam, there can be
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seen a wide lake. A small stream is formed by the runoff from the
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lake.">
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||
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<PSETG RESER-DESC
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||
"You are on the reservoir. Beaches can be seen north and south.
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||
Upstream a small stream enters the reservoir through a narrow cleft
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||
in the rocks. The dam can be seen downstream.">
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||
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<PSETG DAM-DESC
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||
"You are standing on the top of the Flood Control Dam #3, which was
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quite a tourist attraction in times far distant. There are paths to
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||
the north, south, east, and down.">
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||
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||
<PSETG CELLA-DESC
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||
"You are in a dark and damp cellar with a narrow passageway leading
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east, and a crawlway to the south. On the west is the bottom of a
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||
steep metal ramp which is unclimbable.">
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||
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||
<PSETG MIRR-DESC
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||
"You are in a large square room with tall ceilings. On the south wall
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is an enormous mirror which fills the entire wall. There are exits
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||
on the other three sides of the room.">
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||
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<PSETG TROLLDESC
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||
"A nasty-looking troll, brandishing a bloody axe, blocks all passages
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||
out of the room.">
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||
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||
<PSETG TROLLOUT
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||
"An unconscious troll is sprawled on the floor. All passages out of
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the room are open.">
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||
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||
<PSETG CYCLOKILL
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||
"The cyclops, tired of all of your games and trickery, eats you.
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The cyclops says 'Mmm. Just like mom used to make 'em.'">
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||
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<PSETG CYCLOFOOD
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||
"The cyclops says 'Mmm Mmm. I love hot peppers! But oh, could I use
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a drink. Perhaps I could drink the blood of that thing'. From the
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gleam in his eye, it could be surmised that you are 'that thing'.">
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||
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<PSETG CYCLOLOOK
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"A cyclops, who looks prepared to eat horses (much less mere
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adventurers), blocks the staircase. From his state of health, and
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the bloodstains on the walls, you gather that he is not very
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||
friendly, though he likes people.">
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||
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||
<PSETG CYCLOEYE
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"The cyclops is standing in the corner, eyeing you closely. I don't
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think he likes you very much. He looks extremely hungry even for a
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cyclops.">
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||
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||
<PSETG ROBBER-C-DESC
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||
"There is a suspicious-looking individual, holding a bag, leaning
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against one wall. He is armed with a vicious-looking stiletto.">
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||
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<PSETG ROBBER-U-DESC
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||
"There is a suspicious-looking individual lying unconscious on the
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ground. His bag and stiletto seem to have vanished.">
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||
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||
<PSETG RESDESC
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"However, with the water level lowered, there is merely a wide stream
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||
running through the center of the room.">
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||
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||
<PSETG GLADESC
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||
"This is a large room, with giant icicles hanging from the walls
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||
and ceiling. There are passages to the north and east.">
|
||
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||
<PSETG GLACIER-WIN
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||
"The torch hits the glacier and explodes into a great ball of flame,
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||
devouring the glacier. The water from the melting glacier rushes
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||
downstream, carrying the torch with it. In the place of the glacier,
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||
there is a passageway leading west.">
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||
|
||
<PSETG YUKS
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||
'["A valiant attempt."
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||
"You can't be serious."
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||
"Not a prayer."
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||
"Not likely."
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||
"An interesting idea..."
|
||
"What a concept!"]>
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||
|
||
<PSETG RUSTY-KNIFE-STR
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||
"As the knife approaches its victim, your mind is submerged by an
|
||
overmastering will. Slowly, your hand turns, until the rusty blade
|
||
is an inch from your neck. The knife seems to sing as it savagely
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||
slits your throat.">
|
||
|
||
<PSETG CURSESTR
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||
"A ghost appears in the room and is appalled at your having
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||
desecrated the remains of a fellow adventurer. He casts a curse
|
||
on all of your valuables and orders them banished to the Land of
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||
the Living Dead. The ghost leaves, muttering obscenities.">
|
||
|
||
<PSETG TORCH-DESC
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||
"This is a large room with a prominent doorway leading to a down
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||
staircase. To the west is a narrow twisting tunnel, covered with
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||
a thin layer of dust. Above you is a large dome painted with scenes
|
||
depicting elfin hacking rites. Up around the edge of the dome
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||
(20 feet up) is a wooden railing. In the center of the room there
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||
is a white marble pedestal.">
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||
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<PSETG DOME-DESC
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||
"You are at the periphery of a large dome, which forms the ceiling
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||
of another room below. Protecting you from a precipitous drop is a
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||
wooden railing which circles the dome.">
|
||
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<PSETG HELLGATE
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||
"You are outside a large gateway, on which is inscribed
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||
\"Abandon every hope, all ye who enter here.\"
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||
The gate is open; through it you can see a desolation, with a pile of
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||
mangled corpses in one corner. Thousands of voices, lamenting some
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||
hideous fate, can be heard.">
|
||
|
||
<PSETG EXOR1
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||
"The bell suddenly becomes red hot and falls to the ground. The
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||
wraiths, as if paralyzed, stop their jeering and slowly turn to face
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||
you. On their ashen faces, the expression of a long-forgotten terror
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||
takes shape.">
|
||
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||
<PSETG EXOR2
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||
"The flames flicker wildly and appear to dance. The earth beneath
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||
your feet trembles, and your legs nearly buckle beneath you.
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||
The spirits cower at your unearthly power.">
|
||
|
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<PSETG EXOR3
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||
"Each word of the prayer reverberates through the hall in a deafening
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||
confusion. As the last word fades, a voice, loud and commanding,
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||
speaks: 'Begone, fiends!'. A heart-stopping scream fills the cavern,
|
||
and the spirits, sensing a greater power, flee through the walls.">
|
||
|
||
<PSETG EXOR4
|
||
"The tension of this ceremony is broken, and the wraiths, amused but
|
||
shaken at your clumsy attempt, resume their hideous jeering.">
|
||
|
||
<PSETG XORCST2
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||
"There is a clap of thunder, and a voice echoes through the
|
||
cavern: \"Begone, chomper!\" Apparently, the voice thinks you
|
||
are an evil spirit, and dismisses you from the realm of the living.">
|
||
|
||
<PSETG LLD-DESC
|
||
"You have entered the Land of the Living Dead, a large desolate room.
|
||
Although it is apparently uninhabited, you can hear the sounds of
|
||
thousands of lost souls weeping and moaning. In the east corner are
|
||
stacked the remains of dozens of previous adventurers who were less
|
||
fortunate than yourself. To the east is an ornate passage,
|
||
apparently recently constructed. A passage exits to the west.">
|
||
|
||
<PSETG LLD-DESC1
|
||
"Amid the desolation, you spot what appears to be your head,
|
||
at the end of a long pole.">
|
||
|
||
<PSETG BRO1
|
||
"The mailing label on this glossy brochure from MIT Tech reads:
|
||
|
||
">
|
||
|
||
<PSETG BRO2
|
||
|
||
"
|
||
c/o Local Dungeon Master
|
||
White House, GUE
|
||
|
||
From the Introduction:
|
||
|
||
The brochure describes, for the edification of the prospective
|
||
student, the stringent but wide-ranging curriculum of MIT Tech.
|
||
Required courses are offered in Ambition, Distraction, Uglification
|
||
and Derision. The Humanities are not slighted in this institution,
|
||
as the student may register for Reeling and Writhing, Mystery
|
||
(Ancient and Modern), Seaography, and Drawling (which includes
|
||
Stretching and Fainting in Coils). Advanced students are expected to
|
||
learn Laughing and Grief.
|
||
|
||
William Barton Flathead, Fovnder
|
||
|
||
(The brochure continues in this vein for a few hundred more pages.)">
|
||
|
||
<PSETG DROWNINGS
|
||
'["up to your ankles."
|
||
"up to your shin."
|
||
"up to your knees."
|
||
"up to your hips."
|
||
"up to your waist."
|
||
"up to your chest."
|
||
"up to your neck."
|
||
"over your head."
|
||
"high in your lungs."]>
|
||
|
||
<PSETG CYCLOMAD
|
||
'["The cyclops seems somewhat agitated."
|
||
"The cyclops appears to be getting more agitated."
|
||
"The cyclops is moving about the room, looking for something."
|
||
|
||
"The cyclops was looking for salt and pepper. I think he is gathering
|
||
condiments for his upcoming snack."
|
||
"The cyclops is moving toward you in an unfriendly manner."
|
||
"You have two choices: 1. Leave 2. Become dinner."]>
|
||
|
||
<PSETG HELLOS
|
||
'["Hello."
|
||
"Good day."
|
||
"Nice weather we've been having lately"
|
||
"Goodbye."]>
|
||
|
||
<PSETG WHEEEEE
|
||
'["Very good. Now you can go to the second grade."
|
||
"Have you tried hopping around the dungeon, too?"
|
||
"Are you enjoying yourself?"
|
||
"Wheeeeeeeeee!!!!!"
|
||
"Do you expect me to applaud?"]>
|
||
|
||
<PSETG JUMPLOSS
|
||
'["You should have looked before you leaped."
|
||
"I'm afraid that leap was a bit much for your weak frame."
|
||
"In the movies, your life would be passing in front of your eyes."
|
||
"Geronimo....."]>
|
||
|
||
<PSETG DUMMY
|
||
'["Look around."
|
||
"You think it isn't?"
|
||
"I think you've already done that."]>
|
||
|
||
<PSETG OFFENDED
|
||
'["Such language in a high-class establishment like this!"
|
||
"You ought to be ashamed of yourself."
|
||
"Its not so bad. You could have been killed already."
|
||
"Tough shit, asshole."
|
||
"Oh, dear. Such language from a supposed winning adventurer!"]>
|
||
|
||
<PSETG DOORMUNGS
|
||
'["The door is invulnerable."
|
||
"You cannot damage this door."
|
||
"The door is still under warranty."]>
|
||
|
||
<PSETG HO-HUM
|
||
'[" does not seem to do anything."
|
||
" is not notably useful."
|
||
" isn't very interesting."
|
||
" doesn't appear worthwhile."
|
||
" has no effect."
|
||
" doesn't do anything."]>
|
||
|
||
|
||
|
||
|
||
;"SUBTITLE PURE STRUCTURE FROM ACT2"
|
||
|
||
<PSETG BAT-DROPS
|
||
'["MINE1"
|
||
"MINE2"
|
||
"MINE3"
|
||
"MINE4"
|
||
"MINE5"
|
||
"MINE6"
|
||
"MINE7"
|
||
"TLADD"
|
||
"BLADD"]>
|
||
|
||
<PSETG MACHINE-DESC
|
||
"This is a large room which seems to be air-conditioned. In one
|
||
corner there is a machine (?) which is shaped somewhat like a clothes
|
||
dryer. On the 'panel' there is a switch which is labelled in a
|
||
dialect of Swahili. Fortunately, I know this dialect and the label
|
||
translates to START. The switch does not appear to be manipulable by
|
||
any human hand (unless the fingers are about 1/16 by 1/4 inch). On
|
||
the front of the machine is a large lid, which is ">
|
||
|
||
<PSETG CDIGS
|
||
'["You are digging into a pile of bat guano."
|
||
"You seem to be getting knee deep in guano."
|
||
"You are covered with bat turds, cretin."]>
|
||
|
||
<PSETG BDIGS
|
||
'["You seem to be digging a hole here."
|
||
"The hole is getting deeper, but that's about it."
|
||
"You are surrounded by a wall of sand on all sides."]>
|
||
|
||
<PSETG OVER-FALLS-STR
|
||
"I didn't think you would REALLY try to go over the falls in a
|
||
barrel. It seems that some 450 feet below, you were met by a number
|
||
of unfriendly rocks and boulders, causing your immediate demise. Is
|
||
this what 'over a barrel' means?">
|
||
|
||
<PSETG OVER-FALLS-STR1
|
||
"Unfortunately, a rubber raft doesn't provide much protection from
|
||
the unfriendly sorts of rocks and boulders one meets at the bottom of
|
||
many waterfalls. Including this one.">
|
||
|
||
<PSETG SWIMYUKS
|
||
'["I don't really see how."
|
||
"I think that swimming is best performed in water."
|
||
"Perhaps it is your head that is swimming."]>
|
||
|
||
<PSETG GRUE-DESC1
|
||
"The grue is a sinister, lurking presence in the dark places of the
|
||
earth. Its favorite diet is adventurers, but its insatiable
|
||
appetite is tempered by its fear of light. No grue has ever been
|
||
seen by the light of day, and few have survived its fearsome jaws
|
||
to tell the tale.">
|
||
|
||
<PSETG GRUE-DESC2
|
||
"There is no grue here, but I'm sure there is at least one lurking
|
||
in the darkness nearby. I wouldn't let my light go out if I were
|
||
you!">
|
||
|
||
<PSETG BRICK-BOOM
|
||
"Now you've done it. It seems that the brick has other properties
|
||
than weight, namely the ability to blow you to smithereens.">
|
||
|
||
<PSETG HOOK-DESC "There is a small hook attached to the rock here.">
|
||
|
||
<PSETG GREEK-TO-ME
|
||
"This book is written in a tongue with which I am unfamiliar.">
|
||
|
||
<PSETG GNOME-DESC
|
||
"A volcano gnome seems to walk straight out of the wall and says
|
||
'I have a very busy appointment schedule and little time to waste on
|
||
tresspassers, but for a small fee, I'll show you the way out.' You
|
||
notice the gnome nervously glancing at his watch.">
|
||
|
||
\
|
||
|
||
;"SUBTITLE PURE STRUCTURE FROM ACT3"
|
||
|
||
<PSETG HEADSTR1
|
||
"Although the implementers are dead, they foresaw that some cretin
|
||
would tamper with their remains. Therefore, they took steps to
|
||
punish such actions.">
|
||
|
||
<PSETG HEADSTR
|
||
"Unfortunately, we've run out of poles. Therefore, in punishment for
|
||
your most grievous sin, we shall deprive you of all your valuables,
|
||
and of your life.">
|
||
|
||
<PSETG CAGESTR
|
||
"As you reach for the sphere, a steel cage falls from the ceiling
|
||
to entrap you. To make matters worse, poisonous gas starts coming
|
||
into the room.">
|
||
|
||
<PSETG ROBOTDIE
|
||
"The robot is injured (being of shoddy construction) and falls to the
|
||
floor in a pile of garbage, which disintegrates before your eyes.">
|
||
|
||
<PSETG VAPORS
|
||
"Just before you pass out, you notice that the vapors from the
|
||
flask's contents are fatal.">
|
||
|
||
<PSETG CRUSHED
|
||
"The room seems to have become too small to hold you. It seems that
|
||
the walls are not as compressible as your body, which is somewhat
|
||
demolished.">
|
||
|
||
<PSETG ICEMUNG
|
||
"The door to the room seems to be blocked by sticky orange rubble
|
||
from an explosion. Probably some careless adventurer was playing
|
||
with blasting cakes.">
|
||
|
||
<PSETG ICEBLAST "You have been blasted to smithereens (wherever they are).">
|
||
|
||
<PSETG CMACH-DESC
|
||
"This is a large room full of assorted heavy machinery. The room
|
||
smells of burned resistors. The room is noisy from the whirring
|
||
sounds of the machines. Along one wall of the room are three buttons
|
||
which are, respectively, round, triangular, and square. Naturally,
|
||
above these buttons are instructions written in EBCDIC. A large sign
|
||
in English above all the buttons says
|
||
'DANGER -- HIGH VOLTAGE '.
|
||
There are exits to the west and the south.">
|
||
|
||
<PSETG SPINDIZZY
|
||
"According to Prof. TAA of MIT Tech, the rapidly changing magnetic
|
||
fields in the room are so intense as to cause you to be electrocuted.
|
||
I really don't know, but in any event, something just killed you.">
|
||
|
||
<PSETG SPINROBOT
|
||
"According to Prof. TAA of MIT Tech, the rapidly changing magnetic
|
||
fields in the room are so intense as to fry all the delicate innards
|
||
of the robot. I really don't know, but in any event, smoke is coming
|
||
out of its ears and it has stopped moving.">
|
||
|
||
<PSETG ROBOT-CRUSH
|
||
"As the robot reaches for the sphere, a steel cage falls from the
|
||
ceiling. The robot attempts to fend it off, but is trapped below it.
|
||
Alas, the robot short-circuits in his vain attempt to escape, and
|
||
crushes the sphere beneath him as he falls to the floor.">
|
||
|
||
<PSETG POISON "Time passes...and you die from some obscure poisoning.">
|
||
|
||
<PSETG ALARM-VOICE
|
||
"A metallic voice says 'Hello, Intruder! Your unauthorized presence
|
||
in the vault area of the Bank of Zork has set off all sorts of nasty
|
||
surprises, several of which seem to have been fatal. This message
|
||
brought to you by the Frobozz Magic Alarm Company.">
|
||
|
||
<PSETG TELLER-DESC
|
||
"You are in a small square room, which was used by a bank officer
|
||
whose job it was to retrieve safety deposit boxes for the customer.
|
||
On the north side of the room is a sign which reads 'Viewing Room'.
|
||
On the ">
|
||
|
||
<PSETG ZGNOME-DESC
|
||
"An epicene gnome of Zurich wearing a three-piece suit and carrying a
|
||
safety-deposit box materializes in the room. 'You seem to have
|
||
forgotten to deposit your valuables,' he says, tapping the lid of the
|
||
box impatiently. 'We don't usually allow customers to use the boxes
|
||
here, but we can make this ONE exception, I suppose...' He looks
|
||
askance at you over his wire-rimmed bifocals.">
|
||
|
||
<PSETG ZGNOME-POP
|
||
"'I wouldn't put THAT in a safety deposit box,' remarks the gnome with
|
||
disdain, tossing it over his shoulder, where it disappears with an
|
||
understated 'pop'.">
|
||
|
||
<PSETG ZGNOME-POP-1
|
||
"'Surely you jest,' he says. He tosses the brick over his shoulder,
|
||
and disappears with an understated 'pop'.">
|
||
|
||
<PSETG ZGNOME-BYE
|
||
"The gnome looks impatient: 'I may have another customer waiting;
|
||
you'll just have to fend for yourself, I'm afraid. He disappears,
|
||
leaving you alone in the bare room.">
|
||
|
||
<PSETG TREE-DESC
|
||
"You are about 10 feet above the ground nestled among some large
|
||
branches. The nearest branch above you is above your reach.">
|
||
|
||
<PSETG OPERA
|
||
"The canary chirps, slightly off-key, an aria from a forgotten opera.
|
||
From out of the greenery flies a lovely songbird. It perches on a
|
||
limb just over your head and opens its beak to sing. As it does so
|
||
a beautiful brass bauble drops from its mouth, bounces off the top of
|
||
your head, and lands glimmering in the grass. As the canary winds
|
||
down, the songbird flies away.">
|
||
|
||
<PSETG COMPLEX-DESC
|
||
"....
|
||
The architecture of this region is getting complex, so that further
|
||
descriptions will be diagrams of the immediate vicinity in a 3x3
|
||
grid. The walls here are rock, but of two different types - sandstone
|
||
and marble. The following notations will be used:
|
||
.. = current position (middle of grid)
|
||
MM = marble wall
|
||
SS = sandstone wall
|
||
?? = unknown (blocked by walls)">
|
||
|
||
<PSETG GIGO
|
||
"The item vanishes into the slot. A moment later, a previously
|
||
unseen sign flashes 'Garbage In, Garbage Out' and spews
|
||
the ">
|
||
|
||
<PSETG CONFISCATE
|
||
"The card slides easily into the slot and vanishes and the metal door
|
||
slides open revealing a passageway to the west. A moment later, a
|
||
previously unseen sign flashes:
|
||
'Unauthorized/Illegal Use of Pass Card -- Card Confiscated'">
|
||
|
||
<PSETG PAL-ROOM
|
||
"This is a small and rather dreary room, which is eerily illuminated
|
||
by a red glow emanating from a crack in one of the walls. The light
|
||
appears to focus on a dusty wooden table in the center of the room.">
|
||
|
||
<PSETG PAL-DOOR
|
||
" side of the room is a massive wooden door, near
|
||
the top of which, in the center, is a window barred with iron.
|
||
A formidable bolt lock is set within the door frame. A keyhole">
|
||
|
||
<PSETG SLIDE-DESC
|
||
"This is a small chamber, which appears to have been part of a
|
||
coal mine. On the south wall of the chamber the letters \"Granite
|
||
Wall\" are etched in the rock. To the east is a long passage and
|
||
there is a steep metal slide twisting downward. To the north is
|
||
a small opening.">
|
||
|
||
<PSETG SLIPPERY
|
||
"As you descend, you realize that the rope is slippery from the grime
|
||
of the coal chute and that your grasp will not last long.">
|
||
|
||
\
|
||
|
||
;"SUBTITLE PURE STRUCTURE FROM ACT4"
|
||
|
||
<PSETG TOMB-DESC1
|
||
"This is the Tomb of the Unknown Implementer.
|
||
A hollow voice says: \"That's not a bug, it's a feature!\"
|
||
In the north wall of the room is the Crypt of the Implementers. It
|
||
is made of the finest marble, and apparently large enough for four
|
||
headless corpses. The crypt is ">
|
||
|
||
<PSETG TOMB-DESC2
|
||
" Above the entrance is the
|
||
cryptic inscription:
|
||
|
||
\"Feel Free.\"
|
||
">
|
||
|
||
<PSETG CRYPT-DESC
|
||
"Though large and esthetically pleasing the marble crypt is empty; the
|
||
sarcophagi, bodies, and rich treasure to be expected in a tomb of
|
||
this magnificence are missing. Inscribed on one wall is the motto of
|
||
the implementers, \"Feel Free\". There is a door leading out of the
|
||
crypt to the south. The door is ">
|
||
|
||
<PSETG PASS-WORD-INST
|
||
"Suddenly, as you wait in the dark, you begin to feel somewhat
|
||
disoriented. The feeling passes, but something seems different.
|
||
As you regain your composure, the cloaked figure appears before you,
|
||
and says, \"You are now ready to face the ultimate challenge of
|
||
Zork. Should you wish to do this somewhat more quickly in the
|
||
future, you will be given a magic phrase which will at any time
|
||
transport you by magic to this point. To select the phrase, say
|
||
INCANT \"<word>\"
|
||
and you will be told your own magic phrase to use by saying
|
||
INCANT \"... <phrase> ...\"
|
||
Good luck, and choose wisely!\"
|
||
">
|
||
|
||
<PSETG MIROPEN "The mirror is mounted on a panel which has been opened outward.">
|
||
|
||
<PSETG PANOPEN "The panel has been opened outward.">
|
||
|
||
<PSETG HALLWAY
|
||
|
||
"This is a part of the long hallway. The east and west walls are
|
||
dressed stone. In the center of the hall is a shallow stone channel.
|
||
In the center of the room the channel widens into a large hole around
|
||
which is engraved a compass rose.">
|
||
|
||
<PSETG GUARDKILL
|
||
|
||
"The Guardians awake, and in perfect unison, utterly destroy you with
|
||
their stone bludgeons. Satisfied, they resume their posts.">
|
||
|
||
<PSETG GUARDKILL1
|
||
"Suddenly the Guardians realize someone is trying to sneak by them in
|
||
the structure. They awake, and in perfect unison, hammer the box and
|
||
its contents (including you) to pulp. They then resume their posts,
|
||
satisfied.">
|
||
|
||
<PSETG GUARD-ATTACK
|
||
"Attacking the Guardians is about as useful as attacking a stone wall.
|
||
Unfortunately for you, your futile blow attracts their attention, and
|
||
they manage to dispatch you effortlessly.">
|
||
|
||
<PSETG MIRBREAK "The mirror breaks, revealing a wooden panel behind it.">
|
||
|
||
<PSETG MIRBROKE "The mirror has already been broken.">
|
||
|
||
<PSETG PANELBREAK "To break the panel you would have to break the mirror first.">
|
||
|
||
<PSETG PANELBROKE "The panel is not that easily destroyed.">
|
||
|
||
<PSETG DIRVEC
|
||
<MAPF ,VECTOR
|
||
<FUNCTION (X Y)
|
||
<MAPRET <CHTYPE <PSTRING .X> DIRECTION> .Y>>
|
||
["NORTH" "NE" "EAST" "SE" "SOUTH" "SW" "WEST" "NW"]
|
||
[0 45 90 135 180 225 270 315]>>
|
||
|
||
<PSETG GUARDSTR
|
||
|
||
", identical stone statues face each other from
|
||
pedestals on opposite sides of the corridor. The statues represent
|
||
Guardians of Zork, a military order of ancient lineage. They are
|
||
portrayed as heavily armored warriors standing at ease, hands clasped
|
||
around formidable bludgeons.">
|
||
|
||
<PSETG INSIDE-MIRROR-1
|
||
"You are inside a rectangular box of wood whose structure is rather
|
||
complicated. Four sides and the roof are filled in, and the floor is
|
||
open.
|
||
As you face the side opposite the entrance, two short sides of
|
||
carved and polished wood are to your left and right. The left panel
|
||
is mahogany, the right pine. The wall you face is red on its left
|
||
half and black on its right. On the entrance side, the wall is white
|
||
opposite the red part of the wall it faces, and yellow opposite the
|
||
black section. The painted walls are at least twice the length of
|
||
the unpainted ones. The ceiling is painted blue.
|
||
In the floor is a stone channel about six inches wide and a foot
|
||
deep. The channel is oriented in a north-south direction. In the
|
||
exact center of the room the channel widens into a circular
|
||
depression perhaps two feet wide. Incised in the stone around this
|
||
area is a compass rose.
|
||
Running from one short wall to the other at about waist height
|
||
is a wooden bar, carefully carved and drilled. This bar is pierced
|
||
in two places. The first hole is in the center of the bar (and thus
|
||
the center of the room). The second is at the left end of the room
|
||
(as you face opposite the entrance). Through each hole runs a wooden
|
||
pole.
|
||
The pole at the left end of the bar is short, extending about a foot
|
||
above the bar, and ends in a hand grip. The pole ">
|
||
|
||
<PSETG MIRROR-POLE-DESC
|
||
" The long pole at the center of the bar extends from the ceiling
|
||
through the bar to the circular area in the stone channel. This
|
||
bottom end of the pole has a T-bar a bit less than two feet long
|
||
attached to it, and on the T-bar is carved an arrow. The arrow and
|
||
T-bar are pointing ">
|
||
|
||
<PSETG LONGDIRS
|
||
'["north"
|
||
"northeast"
|
||
"east"
|
||
"southeast"
|
||
"south"
|
||
"southwest"
|
||
"west"
|
||
"northwest"]>
|
||
|
||
<PSETG NUMS '["one" "two" "three" "four" "five" "six" "seven" "eight"]>
|
||
|
||
<PSETG MASTER-ATTACK
|
||
"The dungeon master is taken momentarily by surprise. He dodges your
|
||
blow, and then, with a disappointed expression on his face, he raises
|
||
his staff, and traces a complicated pattern in the air. As it
|
||
completes you crumble into dust.">
|
||
|
||
<PSETG INQ-LOSE "\" The dungeon master,
|
||
obviously disappointed in your lack of knowledge, shakes his head and
|
||
mumbles \"I guess they'll let anyone in the Dungeon these days\". With
|
||
that, he departs.">
|
||
|
||
<PSETG QUIZ-WIN
|
||
"The dungeon master, obviously pleased, says \"You are indeed a
|
||
master of lore. I am proud to be at your service.\" The massive
|
||
wooden door swings open, and the master motions for you to enter.">
|
||
|
||
<PSETG QUIZ-RULES
|
||
"The knock reverberates along the hall. For a time it seems there
|
||
will be no answer. Then you hear someone unlatching the small wooden
|
||
panel. Through the bars of the great door, the wrinkled face of an
|
||
old man appears. He gazes down at you and intones as follows:
|
||
|
||
\"I am the Master of the Dungeon, whose task it is to insure
|
||
that none but the most scholarly and masterful adventurers are
|
||
admitted into the secret realms of the Dungeon. To ascertain whether
|
||
you meet the stringent requirements laid down by the Great
|
||
Implementers, I will ask three questions which should be easy for one
|
||
of your reputed excellence to answer. You have undoubtedly
|
||
discovered their answers during your travels through the Dungeon.
|
||
Should you answer each of these questions correctly within five
|
||
attempts, then I am obliged to acknowledge your skill and daring and
|
||
admit you to these regions.
|
||
\"All answers should be in the form 'ANSWER \"<answer>\"'\"">
|
||
|
||
<PSETG EWC-DESC
|
||
"This is a large east-west corridor which opens onto a northern
|
||
parapet at its center. You can see flames and smoke as you peer
|
||
towards the parapet. The corridor turns south at its east and west
|
||
ends, and due south is a massive wooden door. In the door is a small
|
||
window barred with iron. The door is ">
|
||
|
||
<PSETG PARAPET-DESC
|
||
"You are standing behind a stone retaining wall which rims a large
|
||
parapet overlooking a fiery pit. It is difficult to see through the
|
||
smoke and flame which fills the pit, but it seems to be more or less
|
||
bottomless. It also extends upward out of sight. The pit itself is
|
||
of roughly dressed stone and circular in shape. It is about two
|
||
hundred feet in diameter. The flames generate considerable heat, so
|
||
it is rather uncomfortable standing here.
|
||
There is an object here which looks like a sundial. On it are an
|
||
indicator arrow and (in the center) a large button. On the face of
|
||
the dial are numbers 'one' through 'eight'. The indicator points to
|
||
the number '">
|
||
|
||
<PSETG WIN-TOTALLY
|
||
" As you gleefully examine your new-found riches, the Dungeon
|
||
Master himself materializes beside you, and says, \"Now that you have
|
||
solved all the mysteries of the Dungeon, it is time for you to assume
|
||
your rightly-earned place in the scheme of things. Long have I
|
||
waited for one capable of releasing me from my burden!\" He taps you
|
||
lightly on the head with his staff, mumbling a few well-chosen spells,
|
||
and you feel yourself changing, growing older and more stooped. For
|
||
a moment there are two identical mages staring at each other among
|
||
the treasure, then you watch as your counterpart dissolves into a
|
||
mist and disappears, a sardonic grin on his face.
|
||
">
|
||
|
||
\
|
||
|
||
;"SUBTITLE PURE STRUCTURE FROM MELEE"
|
||
|
||
<PSETG SWORD-MELEE
|
||
'![![["Your swing misses the " D " by an inch."]
|
||
["A mighty blow, but it misses the " D " by a mile."]
|
||
["You charge, but the " D " jumps nimbly aside."]
|
||
["Clang! Crash! The " D " parries."]
|
||
["A good stroke, but it's too slow, the " D " dodges."]!]
|
||
![["Your sword crashes down, knocking the " D " into dreamland."]
|
||
["The " D " is battered into unconsciousness."]
|
||
["A furious exchange, and the " D " is knocked out!"]!]
|
||
![["It's curtains for the " D " as your sword removes his head."]
|
||
["The fatal blow strikes the " D " square in the heart: He dies."]
|
||
["The " D " takes a final blow and slumps to the floor dead."]!]
|
||
![["The " D " is struck on the arm, blood begins to trickle down."]
|
||
["Your sword pinks the " D " on the wrist, but it's not serious."]
|
||
["Your stroke lands, but it was only the flat of the blade."]
|
||
["The blow lands, making a shallow gash in the " D "'s arm!"]!]
|
||
![["The " D " receives a deep gash in his side."]
|
||
["A savage blow on the thigh! The " D " is stunned but can still fight!"]
|
||
["Slash! Your blow lands! That one hit an artery, it could be serious!"]!]
|
||
![["The " D " is staggered, and drops to his knees."]
|
||
["The " D " is momentarily disoriented and can't fight back."]
|
||
["The force of your blow knocks the " D " back, stunned."]!]
|
||
![["The " D "'s weapon is knocked to the floor, leaving him unarmed."]!]!]>
|
||
|
||
<PSETG KNIFE-MELEE
|
||
'![![["Your stab misses the " D " by an inch."]
|
||
["A good slash, but it misses the " D " by a mile."]
|
||
["You charge, but the " D " jumps nimbly aside."]
|
||
["A quick stroke, but the " D " is on guard."]
|
||
["A good stroke, but it's too slow, the " D " dodges."]!]
|
||
![["The haft of your knife knocks out the " D "."]
|
||
["The " D " drops to the floor, unconscious."]
|
||
["The " D " is knocked out!"]!]
|
||
![["The end for the " D " as your knife severs his jugular."]
|
||
["The fatal thrust strikes the " D " square in the heart: He dies."]
|
||
["The " D " takes a final blow and slumps to the floor dead."]!]
|
||
![["The " D " is slashed on the arm, blood begins to trickle down."]
|
||
["Your knife point pinks the " D " on the wrist, but it's not serious."]
|
||
["Your stroke lands, but it was only the flat of the blade."]
|
||
["The blow lands, making a shallow gash in the " D "'s arm!"]!]
|
||
![["The " D " receives a deep gash in his side."]
|
||
["A savage cut on the leg stuns the " D ", but he can still fight!"]
|
||
["Slash! Your stroke connects! The " D " could be in serious trouble!"]!]
|
||
![["The " D " drops to his knees, staggered."]
|
||
["The " D " is confused and can't fight back."]
|
||
["The quickness of your thrust knocks the " D " back, stunned."]!]
|
||
![["The " D " is disarmed by a subtle feint past his guard."]!]!]>
|
||
|
||
<PSETG CYCLOPS-MELEE
|
||
'![![["The Cyclops misses, but the backwash almost knocks you over."]
|
||
["The Cyclops rushes you, but runs into the wall."]
|
||
["The Cyclops trips over his feet trying to get at you."]
|
||
["The Cyclops unleashes a roundhouse punch, but you have time to dodge."]!]
|
||
![["The Cyclops knocks you unconscious."]
|
||
["The Cyclops sends you crashing to the floor, unconscious."]!]
|
||
![["The Cyclops raises his arms and crushes your skull."]
|
||
["The Cyclops has just essentially ripped you to shreds."]
|
||
["The Cyclops decks you. In fact, you are dead."]
|
||
["The Cyclops breaks your neck with a massive smash."]!]
|
||
![["A quick punch, but it was only a glancing blow."]
|
||
["The Cyclops grabs but you twist free, leaving part of your cloak."]
|
||
["A glancing blow from the Cyclops' fist."]
|
||
["The Cyclops chops at you with the side of his hand, and it connects,
|
||
but not solidly."]!]
|
||
![["The Cyclops gets a good grip and breaks your arm."]
|
||
["The monster smashes his huge fist into your chest, breaking several
|
||
ribs."]
|
||
["The Cyclops almost knocks the wind out of you with a quick punch."]
|
||
["A flying drop kick breaks your jaw."]
|
||
["The Cyclops breaks your leg with a staggering blow."]!]
|
||
![["The Cyclops knocks you silly, and you reel back."]
|
||
["The Cyclops lands a punch that knocks the wind out of you."]
|
||
["Heedless of your weapons, the Cyclops tosses you against the rock
|
||
wall of the room."]
|
||
["The Cyclops grabs you, and almost strangles you before you wiggle
|
||
free, breathless."]!]
|
||
![["The Cyclops grabs you by the arm, and you drop your " W "."]
|
||
["The Cyclops kicks your " W " out of your hand."]
|
||
["The Cyclops grabs your " W ", tastes it, and throws it to the
|
||
ground in disgust."]
|
||
["The monster grabs you on the wrist, squeezes, and you drop your
|
||
" W " in pain."]!]
|
||
![["The Cyclops is so excited by his success that he neglects to kill
|
||
you."]
|
||
["The Cyclops, momentarily overcome by remorse, holds back."]
|
||
["The Cyclops seems unable to decide whether to broil or stew his
|
||
dinner."]]
|
||
![["The Cyclops, no sportsman, dispatches his unconscious victim."]]!]>
|
||
|
||
<PSETG TROLL-MELEE
|
||
'![![["The troll swings his axe, but it misses."]
|
||
["The troll's axe barely misses your ear."]
|
||
["The axe sweeps past as you jump aside."]
|
||
["The axe crashes against the rock, throwing sparks!"]!]
|
||
![["The flat of the troll's axe hits you delicately on the head, knocking
|
||
you out."]!]
|
||
![["The troll lands a killing blow. You are dead."]
|
||
["The troll neatly removes your head."]
|
||
["The troll's axe stroke cleaves you from the nave to the chops."]
|
||
["The troll's axe removes your head."]!]
|
||
![["The axe gets you right in the side. Ouch!"]
|
||
["The flat of the troll's axe skins across your forearm."]
|
||
["The troll's swing almost knocks you over as you barely parry
|
||
in time."]
|
||
["The troll swings his axe, and it nicks your arm as you dodge."]!]
|
||
![["The troll charges, and his axe slashes you on your " W " arm."]
|
||
["An axe stroke makes a deep wound in your leg."]
|
||
["The troll's axe swings down, gashing your shoulder."]
|
||
["The troll sees a hole in your defense, and a lightning stroke
|
||
opens a wound in your left side."]!]
|
||
![["The troll hits you with a glancing blow, and you are momentarily
|
||
stunned."]
|
||
["The troll swings; the blade turns on your armor but crashes
|
||
broadside into your head."]
|
||
["You stagger back under a hail of axe strokes."]
|
||
["The troll's mighty blow drops you to your knees."]!]
|
||
![["The axe hits your " W " and knocks it spinning."]
|
||
["The troll swings, you parry, but the force of his blow disarms you."]
|
||
["The axe knocks your " W " out of your hand. It falls to the floor."]
|
||
["Your " W " is knocked out of your hands, but you parried the blow."]!]
|
||
![["The troll strikes at your unconscious form, but misses in his rage."]
|
||
["The troll hesitates, fingering his axe."]
|
||
["The troll scratches his head ruminatively: Might you be magically
|
||
protected, he wonders?"]
|
||
["The troll seems afraid to approach your crumpled form."]]
|
||
![["Conquering his fears, the troll puts you to death."]]!]>
|
||
|
||
<PSETG THIEF-MELEE
|
||
'![![["The thief stabs nonchalantly with his stiletto and misses."]
|
||
["You dodge as the thief comes in low."]
|
||
["You parry a lightning thrust, and the thief salutes you with
|
||
a grim nod."]
|
||
["The thief tries to sneak past your guard, but you twist away."]!]
|
||
![["Shifting in the midst of a thrust, the thief knocks you unconscious
|
||
with the haft of his stiletto."]
|
||
["The thief knocks you out."]!]
|
||
![["Finishing you off, a lightning throw right to the heart."]
|
||
["The stiletto severs your jugular. It looks like the end."]
|
||
["The thief comes in from the side, feints, and inserts the blade
|
||
into your ribs."]
|
||
["The thief bows formally, raises his stiletto, and with a wry grin,
|
||
ends the battle and your life."]!]
|
||
![["A quick thrust pinks your left arm, and blood starts to
|
||
trickle down."]
|
||
["The thief draws blood, raking his stiletto across your arm."]
|
||
["The stiletto flashes faster than you can follow, and blood wells
|
||
from your leg."]
|
||
["The thief slowly approaches, strikes like a snake, and leaves
|
||
you wounded."]!]
|
||
![["The thief strikes like a snake! The resulting wound is serious."]
|
||
["The thief stabs a deep cut in your upper arm."]
|
||
["The stiletto touches your forehead, and the blood obscures your
|
||
vision."]
|
||
["The thief strikes at your wrist, and suddenly your grip is slippery
|
||
with blood."]]
|
||
![["The butt of his stiletto cracks you on the skull, and you stagger
|
||
back."]
|
||
["You are forced back, and trip over your own feet, falling heavily
|
||
to the floor."]
|
||
["The thief rams the haft of his blade into your stomach, leaving
|
||
you out of breath."]
|
||
["The thief attacks, and you fall back desperately."]!]
|
||
![["A long, theatrical slash. You catch it on your " W ", but the
|
||
thief twists his knife, and the " W " goes flying."]
|
||
["The thief neatly flips your " W " out of your hands, and it drops
|
||
to the floor."]
|
||
["You parry a low thrust, and your " W " slips out of your hand."]
|
||
["Avoiding the thief's stiletto, you stumble to the floor, dropping
|
||
your " W "."]!]
|
||
![["The thief, a man of good breeding, refrains from attacking a helpless
|
||
opponent."]
|
||
["The thief amuses himself by searching your pockets."]
|
||
["The thief entertains himself by rifling your pack."]]
|
||
![["The thief, noticing you begin to stir, reluctantly finishes you off."]
|
||
["The thief, forgetting his essentially genteel upbringing, cuts your
|
||
throat."]
|
||
["The thief, who is essentially a pragmatist, dispatches you as a
|
||
threat to his livelihood."]]!]>
|
||
|
||
<PSETG DEF1
|
||
<UVECTOR
|
||
,MISSED ,MISSED ,MISSED ,MISSED
|
||
,STAGGER ,STAGGER
|
||
,UNCONSCIOUS ,UNCONSCIOUS
|
||
,KILLED ,KILLED ,KILLED ,KILLED ,KILLED>>
|
||
|
||
<PSETG DEF2A
|
||
<UVECTOR
|
||
,MISSED ,MISSED ,MISSED ,MISSED ,MISSED
|
||
,STAGGER ,STAGGER
|
||
,LIGHT-WOUND ,LIGHT-WOUND
|
||
,UNCONSCIOUS>>
|
||
|
||
<PSETG DEF2B
|
||
<UVECTOR
|
||
,MISSED ,MISSED ,MISSED
|
||
,STAGGER ,STAGGER
|
||
,LIGHT-WOUND ,LIGHT-WOUND ,LIGHT-WOUND
|
||
,UNCONSCIOUS
|
||
,KILLED ,KILLED ,KILLED>>
|
||
|
||
<PSETG DEF3A
|
||
<UVECTOR
|
||
,MISSED ,MISSED ,MISSED ,MISSED ,MISSED
|
||
,STAGGER ,STAGGER
|
||
,LIGHT-WOUND ,LIGHT-WOUND
|
||
,SERIOUS-WOUND ,SERIOUS-WOUND>>
|
||
|
||
<PSETG DEF3B
|
||
<UVECTOR
|
||
,MISSED ,MISSED ,MISSED
|
||
,STAGGER ,STAGGER
|
||
,LIGHT-WOUND ,LIGHT-WOUND ,LIGHT-WOUND
|
||
,SERIOUS-WOUND ,SERIOUS-WOUND ,SERIOUS-WOUND>>
|
||
|
||
<PSETG DEF3C
|
||
<UVECTOR
|
||
,MISSED
|
||
,STAGGER ,STAGGER
|
||
,LIGHT-WOUND ,LIGHT-WOUND ,LIGHT-WOUND ,LIGHT-WOUND
|
||
,SERIOUS-WOUND ,SERIOUS-WOUND ,SERIOUS-WOUND>>
|
||
|
||
<PSETG DEF1-RES <UVECTOR ,DEF1 <REST ,DEF1> <REST ,DEF1 2>>>
|
||
|
||
<PSETG DEF2-RES <UVECTOR ,DEF2A ,DEF2B <REST ,DEF2B> <REST ,DEF2B 2>>>
|
||
|
||
<PSETG DEF3-RES <UVECTOR ,DEF3A <REST ,DEF3A> ,DEF3B <REST ,DEF3B> ,DEF3C>>
|
||
|
||
\
|
||
|
||
"VOCABULARY"
|
||
|
||
;"GLOBAL VARIABLES WHICH ARE ROOMS MUST BE HERE!"
|
||
|
||
<PSETG RMGVALS '![BLOC HERE SCOL-ROOM SCOL-ACTIVE!]>
|
||
|
||
;"GLOBAL VARIABLES WHICH ARE OBJECTS MUST BE HERE!"
|
||
|
||
<PSETG OBJGVALS '![MATOBJ TIMBER-TIE!-FLAG!]>
|
||
|
||
;"GLOBAL VARIABLES WHICH ARE MONADS MUST BE HERE!"
|
||
|
||
<PSETG MGVALS
|
||
'![TROLL-FLAG!-FLAG
|
||
CAGE-SOLVE!-FLAG
|
||
BUCKET-TOP!-FLAG
|
||
CAROUSEL-FLIP!-FLAG
|
||
CAROUSEL-ZOOM!-FLAG
|
||
LOW-TIDE!-FLAG
|
||
DOME-FLAG!-FLAG
|
||
GLACIER-FLAG!-FLAG
|
||
ECHO-FLAG!-FLAG
|
||
RIDDLE-FLAG!-FLAG
|
||
LLD-FLAG!-FLAG
|
||
CYCLOPS-FLAG!-FLAG
|
||
MAGIC-FLAG!-FLAG
|
||
LIGHT-LOAD!-FLAG
|
||
SAFE-FLAG!-FLAG
|
||
GNOME-FLAG!-FLAG
|
||
GNOME-DOOR!-FLAG
|
||
MIRROR-MUNG!-FLAG
|
||
EGYPT-FLAG!-FLAG
|
||
ON-POLE!-FLAG
|
||
BLAB!-FLAG
|
||
BINF!-FLAG
|
||
BTIE!-FLAG
|
||
BUOY-FLAG!-FLAG
|
||
GRUNLOCK!-FLAG
|
||
GATE-FLAG!-FLAG
|
||
RAINBOW!-FLAG
|
||
CAGE-TOP!-FLAG
|
||
EMPTY-HANDED!-FLAG
|
||
DEFLATE!-FLAG
|
||
LIGHT-SHAFT
|
||
PLAYED-TIME
|
||
MOVES
|
||
BRIEF!-FLAG
|
||
THEN
|
||
SUPER-BRIEF!-FLAG
|
||
RAW-SCORE
|
||
GLACIER-MELT!-FLAG
|
||
DEATHS
|
||
GRATE-REVEALED!-FLAG
|
||
WATER-LEVEL!-FLAG
|
||
CYCLOWRATH!-FLAG
|
||
RUG-MOVED!-FLAG
|
||
LEAVES-GONE!-FLAG
|
||
END-GAME!-FLAG
|
||
EG-SCORE
|
||
BEACH-DIG!-FLAG
|
||
ZGNOME-FLAG!-FLAG
|
||
SING-SONG!-FLAG
|
||
CPHERE
|
||
CPPUSH!-FLAG
|
||
CPOUT!-FLAG
|
||
CPSOLVE!-FLAG
|
||
XB!-FLAG
|
||
XC!-FLAG
|
||
MUD!-FLAG
|
||
PUNLOCK!-FLAG
|
||
PTOUCH!-FLAG
|
||
BRFLAG1!-FLAG
|
||
BRFLAG2!-FLAG
|
||
]>
|
||
|
||
\
|
||
|
||
; "SUBTITLE ACTORS"
|
||
|
||
<ADD-ACTOR
|
||
<SETG MASTER
|
||
<CHTYPE [<GET-ROOM "BDOOR"> () 0 <>
|
||
<GET-OBJ "MASTE"> MASTER-ACTOR 3 0]
|
||
ADV>>>
|
||
|
||
<ADD-ACTOR
|
||
<SETG PLAYER
|
||
<CHTYPE [<GET-ROOM "WHOUS">
|
||
() 0 <> <GET-OBJ "#####"> DEAD-FUNCTION 0 0]
|
||
ADV>>>
|
||
|
||
<ADD-ACTOR
|
||
<SETG ROBOT
|
||
<CHTYPE [<GET-ROOM "MAGNE"> () 0 <>
|
||
<GET-OBJ "ROBOT"> ROBOT-ACTOR 3 0]
|
||
ADV>>>
|
||
|
||
\
|
||
|
||
; "SUBTITLE GLOBAL OBJECTS"
|
||
|
||
; "**** THESE MUST COME BEFORE ROOMS! ****"
|
||
|
||
<SETG STAR-BITS 0>
|
||
|
||
<SETG GLOHI 1>
|
||
|
||
<SETG IT-OBJECT
|
||
<GOBJECT <>
|
||
["IT" "THAT" "THIS" "HIM"]
|
||
[]
|
||
"random object"
|
||
<+ ,OVISON ,NDESCBIT>>>
|
||
|
||
<GOBJECT <>
|
||
["GBROC" "BROCH" "MAIL"]
|
||
["FREE"]
|
||
"free brochure"
|
||
<+ ,OVISON>
|
||
BROCHURE>
|
||
|
||
<GOBJECT <>
|
||
["#####" "ME" "CRETI" "MYSEL" "SELF"]
|
||
[]
|
||
"cretin"
|
||
<+ ,OVISON ,VILLAIN>
|
||
CRETIN
|
||
()
|
||
(OGLOBAL 0
|
||
OACTOR ,PLAYER)>
|
||
|
||
<GOBJECT <>
|
||
["WISH" "BLESS"]
|
||
[]
|
||
"wish"
|
||
<+ ,OVISON ,NDESCBIT>>
|
||
|
||
<GOBJECT <>
|
||
["EVERY" "ALL"]
|
||
[]
|
||
"everything"
|
||
<+ ,OVISON ,TAKEBIT ,NDESCBIT ,NO-CHECK-BIT ,BUNCHBIT>
|
||
VALUABLES&C>
|
||
|
||
<GOBJECT <>
|
||
["POSSE"]
|
||
[]
|
||
"possessions"
|
||
<+ ,OVISON ,TAKEBIT ,NDESCBIT ,NO-CHECK-BIT ,BUNCHBIT>
|
||
VALUABLES&C>
|
||
|
||
<GOBJECT <>
|
||
["VALUA" "TREAS"]
|
||
[]
|
||
"valuables"
|
||
<+ ,OVISON ,TAKEBIT ,NDESCBIT ,NO-CHECK-BIT ,BUNCHBIT>
|
||
VALUABLES&C>
|
||
|
||
<GOBJECT <>
|
||
["SAILO"]
|
||
[]
|
||
"sailor"
|
||
<+ ,OVISON ,NDESCBIT>>
|
||
|
||
<GOBJECT <>
|
||
["TEETH"]
|
||
[]
|
||
"set of teeth"
|
||
<+ ,OVISON ,NDESCBIT>>
|
||
|
||
<GOBJECT <>
|
||
["WALL" "WALLS"]
|
||
[]
|
||
"wall"
|
||
<+ ,OVISON>
|
||
WALL-FUNCTION>
|
||
|
||
<GOBJECT <>
|
||
["GWALL" "WALL"]
|
||
["GRANI"]
|
||
"granite wall"
|
||
<+ ,OVISON>
|
||
GRANITE>
|
||
|
||
<GOBJECT <>
|
||
["GROUN" "EARTH" "SAND"]
|
||
[]
|
||
"ground"
|
||
<+ ,OVISON ,DIGBIT>
|
||
GROUND-FUNCTION>
|
||
|
||
<GOBJECT <>
|
||
["GRUE"]
|
||
[]
|
||
"lurking grue"
|
||
<+ ,OVISON>
|
||
GRUE-FUNCTION>
|
||
|
||
<GOBJECT <>
|
||
["HANDS" "HAND"]
|
||
["BARE"]
|
||
"pair of hands"
|
||
<+ ,OVISON ,NDESCBIT ,TOOLBIT>>
|
||
|
||
<GOBJECT <>
|
||
["LUNGS" "AIR"]
|
||
[]
|
||
"breath"
|
||
<+ ,OVISON ,NDESCBIT ,TOOLBIT>>
|
||
|
||
<GOBJECT <>
|
||
["AVIAT" "FLYER"]
|
||
[]
|
||
"flyer"
|
||
<+ ,OVISON ,NDESCBIT>>
|
||
|
||
<GOBJECT <>
|
||
["EXCEP" "BUT"]
|
||
[]
|
||
"moby lossage"
|
||
<+ ,OVISON ,NDESCBIT>>
|
||
|
||
<GOBJECT WELLBIT
|
||
["WELL"]
|
||
["MAGIC"]
|
||
"well"
|
||
<+ ,OVISON ,NDESCBIT>
|
||
WELL-FUNCTION>
|
||
|
||
<GOBJECT ROPEBIT
|
||
["SROPE" "ROPE" "PIECE"]
|
||
[]
|
||
"piece of rope"
|
||
<+ ,OVISON ,CLIMBBIT ,NO-CHECK-BIT>
|
||
SLIDE-ROPE>
|
||
|
||
<GOBJECT SLIDEBIT
|
||
["SLIDE" "CHUTE"]
|
||
[]
|
||
"chute"
|
||
,OVISON
|
||
SLIDE-FUNCTION>
|
||
|
||
<GOBJECT CPWALL
|
||
["CPEWL" "WALL"]
|
||
["EAST" "EASTE"]
|
||
"eastern wall"
|
||
,OVISON
|
||
CPWALL-OBJECT>
|
||
|
||
<GOBJECT CPWALL
|
||
["CPWWL" "WALL"]
|
||
["WEST" "WESTE"]
|
||
"western wall"
|
||
,OVISON
|
||
CPWALL-OBJECT>
|
||
|
||
<GOBJECT CPWALL
|
||
["CPSWL" "WALL"]
|
||
["SOUTH"]
|
||
"southern wall"
|
||
,OVISON
|
||
CPWALL-OBJECT>
|
||
|
||
<GOBJECT CPWALL
|
||
["CPNWL" "WALL"]
|
||
["NORTH"]
|
||
"northern wall"
|
||
,OVISON
|
||
CPWALL-OBJECT>
|
||
|
||
<GOBJECT CPLADDER
|
||
["CPLAD" "LADDE"]
|
||
[]
|
||
"ladder"
|
||
,OVISON
|
||
CPLADDER-OBJECT>
|
||
|
||
<GOBJECT BIRDBIT
|
||
["BIRD" "SONGB"]
|
||
["SONG"]
|
||
"bird"
|
||
<+ ,OVISON ,NDESCBIT>
|
||
BIRD-OBJECT>
|
||
|
||
<GOBJECT HOUSEBIT
|
||
["HOUSE"]
|
||
["WHITE"]
|
||
"white house"
|
||
<+ ,OVISON ,NDESCBIT>
|
||
HOUSE-FUNCTION>
|
||
|
||
<GOBJECT TREEBIT
|
||
["TREE"]
|
||
[]
|
||
"tree"
|
||
<+ ,OVISON ,NDESCBIT>>
|
||
|
||
<GOBJECT GUARDBIT
|
||
["GUARD"]
|
||
[]
|
||
"Guardian of Zork"
|
||
<+ ,OVISON ,VICBIT ,VILLAIN>
|
||
GUARDIANS>
|
||
|
||
<GOBJECT ROSEBIT
|
||
["ROSE" "COMPA"]
|
||
[]
|
||
"compass rose"
|
||
<+ ,OVISON>>
|
||
|
||
<GOBJECT MASTERBIT
|
||
["MASTE" "KEEPE" "DUNGE"]
|
||
["DUNGE"]
|
||
"dungeon master"
|
||
<+ ,OVISON ,VICBIT ,ACTORBIT>
|
||
MASTER-FUNCTION
|
||
()
|
||
(ODESC1 "The dungeon master is quietly leaning on his staff here."
|
||
OACTOR ,MASTER
|
||
OGLOBAL 0)>
|
||
|
||
<GOBJECT MIRRORBIT
|
||
["MIRRO" "STRUC"]
|
||
[]
|
||
"mirror"
|
||
<+ ,OVISON>
|
||
MIRROR-FUNCTION>
|
||
|
||
<GOBJECT PANELBIT
|
||
["PANEL"]
|
||
[]
|
||
"panel"
|
||
<+ ,OVISON>
|
||
PANEL-FUNCTION>
|
||
|
||
<GOBJECT CHANBIT
|
||
["CHANN"]
|
||
[]
|
||
"stone channel"
|
||
<+ ,OVISON>>
|
||
|
||
<GOBJECT WALL-ESWBIT
|
||
["WEAST" "WALL"]
|
||
["EAST" "EASTE"]
|
||
"eastern wall"
|
||
<+ ,OVISON ,NDESCBIT>
|
||
SCOLWALL>
|
||
|
||
<GOBJECT WALL-ESWBIT
|
||
["WSOUT" "WALL"]
|
||
["SOUTH"]
|
||
"southern wall"
|
||
<+ ,OVISON ,NDESCBIT>
|
||
SCOLWALL>
|
||
|
||
<GOBJECT WALL-ESWBIT
|
||
["WWEST" "WALL"]
|
||
["WEST" "WESTE"]
|
||
"western wall"
|
||
<+ ,OVISON ,NDESCBIT>
|
||
SCOLWALL>
|
||
|
||
<GOBJECT WALL-NBIT
|
||
["WNORT" "WALL"]
|
||
["NORTH"]
|
||
"northern wall"
|
||
<+ ,OVISON ,NDESCBIT>
|
||
SCOLWALL>
|
||
|
||
<GOBJECT RGWATER
|
||
["GWATE" "WATER" "QUANT" "LIQUI" "H2O"]
|
||
[]
|
||
"water"
|
||
<+ ,DRINKBIT ,OVISON>
|
||
WATER-FUNCTION>
|
||
|
||
<GOBJECT DWINDOW
|
||
["WINDO"]
|
||
[]
|
||
"window"
|
||
,OVISON
|
||
<>>
|
||
|
||
\
|
||
|
||
; "SUBTITLE DIRECTIONS"
|
||
|
||
<ADD-DIRECTIONS "#!#!#" "NORTH" "SOUTH" "EAST" "WEST" "LAUNC" "LAND"
|
||
"SE" "SW" "NE" "NW" "UP" "DOWN" "ENTER" "EXIT" "CROSS">
|
||
|
||
<DSYNONYM "NORTH" "N">
|
||
<DSYNONYM "SOUTH" "S">
|
||
<DSYNONYM "EAST" "E">
|
||
<DSYNONYM "WEST" "W">
|
||
<DSYNONYM "UP" "U">
|
||
<DSYNONYM "DOWN" "D">
|
||
<DSYNONYM "ENTER" "IN">
|
||
<DSYNONYM "EXIT" "OUT" "LEAVE">
|
||
<DSYNONYM "CROSS" "TRAVE">
|
||
|
||
\
|
||
|
||
; "SUBTITLE CEVENT DEFINITIONS"
|
||
|
||
<OR <LOOKUP "COMPILE" <ROOT>>
|
||
<PROG ()
|
||
<CEVENT 0 BROCHURE T "BROIN">
|
||
<CEVENT 0 CYCLOPS T "CYCIN" T>
|
||
<CEVENT 0 SLIDE-CINT <> "SLDIN" T>
|
||
<CEVENT 0 XB-CINT <> "XBIN" T>
|
||
<CEVENT 0 XC-CINT <> "XCIN" T>
|
||
<CEVENT 0 XBH-CINT <> "XBHIN" T>
|
||
<CEVENT 0 FOREST-ROOM <> "FORIN">
|
||
<CEVENT 0 CURE-CLOCK <> "CURIN">
|
||
<CEVENT 0 MAINT-ROOM T "MNTIN">
|
||
<CEVENT 0 LANTERN T "LNTIN">
|
||
<CEVENT 0 MATCH-FUNCTION T MATIN>
|
||
<CEVENT 0 CANDLES T "CNDIN">
|
||
<CEVENT 0 BALLOON T "BINT">
|
||
<CEVENT 0 BURNUP T "BRNIN" T>
|
||
<CEVENT 0 FUSE-FUNCTION T "FUSIN" T>
|
||
<CEVENT 0 LEDGE-MUNG T "LEDIN" T>
|
||
<CEVENT 0 SAFE-MUNG T "SAFIN" T>
|
||
<CEVENT 0 VOLGNOME T "VLGIN">
|
||
<CEVENT 0 GNOME-FUNCTION T "GNOIN">
|
||
<CEVENT 0 BUCKET T "BCKIN">
|
||
<CEVENT 0 SPHERE-FUNCTION T "SPHIN">
|
||
<CEVENT 0 SCOL-CLOCK T "SCLIN">
|
||
<CEVENT 0 END-GAME-HERALD <> "EGHER">
|
||
<CEVENT 0 ZGNOME-INIT T "ZGNIN">
|
||
<CEVENT 0 ZGNOME-FUNCTION T "ZGLIN">>>
|
||
\
|
||
|
||
; "SUBTITLE ROOMS"
|
||
|
||
;"basic useful constants for building rooms"
|
||
|
||
<PSETG DEADEND "Dead End">
|
||
|
||
<PSETG SDEADEND "You have come to a dead end in the maze.">
|
||
|
||
<SETG NULEXIT <EXIT "#!#!#" "!">>
|
||
|
||
<PSETG INDENTSTR <REST <ISTRING 8 !\ > 8>>
|
||
|
||
\
|
||
|
||
; "SUBTITLE HOUSE AND VICINITY"
|
||
|
||
<ROOM "WHOUS"
|
||
"This is an open field west of a white house, with a boarded front door."
|
||
"West of House"
|
||
<EXIT "NORTH" "NHOUS" "SOUTH" "SHOUS" "WEST" "FORE1"
|
||
"EAST" #NEXIT "The door is locked, and there is evidently no key.">
|
||
(<GET-OBJ "FDOOR"> <GET-OBJ "MAILB"> <GET-OBJ "MAT">)
|
||
<>
|
||
<+ ,RLANDBIT ,RLIGHTBIT ,RNWALLBIT ,RSACREDBIT>
|
||
(RGLOBAL ,HOUSEBIT)>
|
||
|
||
<ROOM "NHOUS"
|
||
"You are facing the north side of a white house. There is no door here,
|
||
and all the windows are barred."
|
||
"North of House"
|
||
<EXIT "WEST" "WHOUS" "EAST" "EHOUS" "NORTH" "FORE3"
|
||
"SOUTH" #NEXIT "The windows are all barred.">
|
||
()
|
||
<>
|
||
<+ ,RLANDBIT ,RLIGHTBIT ,RNWALLBIT ,RSACREDBIT>
|
||
(RGLOBAL <+ ,DWINDOW ,HOUSEBIT>)>
|
||
|
||
<ROOM "SHOUS"
|
||
"You are facing the south side of a white house. There is no door here,
|
||
and all the windows are barred."
|
||
"South of House"
|
||
<EXIT "WEST" "WHOUS" "EAST" "EHOUS" "SOUTH" "FORE2"
|
||
"NORTH" #NEXIT "The windows are all barred.">
|
||
()
|
||
<>
|
||
<+ ,RLANDBIT ,RLIGHTBIT ,RNWALLBIT ,RSACREDBIT>
|
||
(RGLOBAL <+ ,DWINDOW ,HOUSEBIT>)>
|
||
|
||
<SETG KITCHEN-WINDOW <DOOR "WINDO" "KITCH" "EHOUS">>
|
||
|
||
<ROOM "EHOUS"
|
||
""
|
||
"Behind House"
|
||
<EXIT "NORTH" "NHOUS" "SOUTH" "SHOUS" "EAST" "CLEAR"
|
||
"WEST" ,KITCHEN-WINDOW
|
||
"ENTER" ,KITCHEN-WINDOW>
|
||
(<GET-OBJ "WINDO">)
|
||
EAST-HOUSE
|
||
<+ ,RLANDBIT ,RLIGHTBIT ,RNWALLBIT ,RSACREDBIT>
|
||
(RGLOBAL ,HOUSEBIT)>
|
||
|
||
<ROOM "KITCH"
|
||
""
|
||
"Kitchen"
|
||
<EXIT "EAST" ,KITCHEN-WINDOW "WEST" "LROOM"
|
||
"EXIT" ,KITCHEN-WINDOW "UP" "ATTIC"
|
||
"DOWN" #NEXIT "Only Santa Claus climbs down chimneys.">
|
||
(<GET-OBJ "WINDO"> <GET-OBJ "SBAG"> <GET-OBJ "BOTTL">)
|
||
KITCHEN
|
||
<+ ,RLANDBIT ,RLIGHTBIT ,RHOUSEBIT ,RSACREDBIT>
|
||
(RVAL 10)>
|
||
|
||
<ROOM "ATTIC"
|
||
"This is the attic. The only exit is stairs that lead down."
|
||
"Attic"
|
||
<EXIT "DOWN" "KITCH">
|
||
(<GET-OBJ "BRICK"> <GET-OBJ "ROPE"> <GET-OBJ "KNIFE">)
|
||
<>
|
||
<+ ,RLANDBIT ,RHOUSEBIT>>
|
||
|
||
<ROOM "LROOM"
|
||
""
|
||
"Living Room"
|
||
<EXIT "EAST" "KITCH"
|
||
"WEST" <CEXIT "MAGIC-FLAG" "BLROO" "The door is nailed shut.">
|
||
"DOWN" <DOOR "DOOR" "LROOM" "CELLA">>
|
||
(<GET-OBJ "WDOOR"> <GET-OBJ "DOOR"> <GET-OBJ "TCASE">
|
||
<GET-OBJ "LAMP"> <GET-OBJ "RUG"> <GET-OBJ "PAPER">
|
||
<GET-OBJ "SWORD">)
|
||
LIVING-ROOM
|
||
<+ ,RLANDBIT ,RLIGHTBIT ,RHOUSEBIT ,RSACREDBIT>>
|
||
|
||
\
|
||
|
||
; "SUBTITLE FOREST"
|
||
|
||
<PSETG STFORE "This is a forest, with trees in all directions around you.">
|
||
|
||
<PSETG FOREST "Forest">
|
||
|
||
<PSETG FORDES
|
||
"This is a dimly lit forest, with large trees all around. To the
|
||
east, there appears to be sunlight.">
|
||
|
||
<PSETG FORTREE
|
||
"This is a dimly lit forest, with large trees all around. One
|
||
particularly large tree with some low branches stands here.">
|
||
|
||
<PSETG NOTREE #NEXIT "There is no tree here suitable for climbing.">
|
||
|
||
<ROOM "FORE1"
|
||
,STFORE
|
||
,FOREST
|
||
<EXIT "UP" ,NOTREE
|
||
"NORTH" "FORE1" "EAST" "FORE3" "SOUTH" "FORE2" "WEST" "FORE1">
|
||
()
|
||
FOREST-ROOM
|
||
<+ ,RLANDBIT ,RLIGHTBIT ,RNWALLBIT ,RSACREDBIT>
|
||
(RGLOBAL <+ ,TREEBIT ,BIRDBIT ,HOUSEBIT>)>
|
||
|
||
<ROOM "FORE2"
|
||
,FORDES
|
||
,FOREST
|
||
<EXIT "UP" ,NOTREE
|
||
"NORTH" "SHOUS" "EAST" "CLEAR" "SOUTH" "FORE4" "WEST" "FORE1">
|
||
()
|
||
FOREST-ROOM
|
||
<+ ,RLANDBIT ,RLIGHTBIT ,RNWALLBIT ,RSACREDBIT>
|
||
(RGLOBAL <+ ,TREEBIT ,BIRDBIT ,HOUSEBIT>)>
|
||
|
||
<ROOM "FORE3"
|
||
,FORTREE
|
||
,FOREST
|
||
<EXIT "UP" "TREE"
|
||
"NORTH" "FORE2" "EAST" "CLEAR" "SOUTH" "CLEAR" "WEST" "NHOUS">
|
||
(<GET-OBJ "FTREE">)
|
||
FOREST-ROOM
|
||
<+ ,RLANDBIT ,RLIGHTBIT ,RNWALLBIT ,RSACREDBIT>
|
||
(RGLOBAL <+ ,BIRDBIT ,HOUSEBIT>)>
|
||
|
||
<ROOM "TREE"
|
||
""
|
||
"Up a Tree"
|
||
<EXIT "DOWN" "FORE3"
|
||
"UP" #NEXIT "You cannot climb any higher.">
|
||
(<GET-OBJ "NEST"> <GET-OBJ "TTREE">)
|
||
TREE-ROOM
|
||
<+ ,RLANDBIT ,RLIGHTBIT ,RNWALLBIT>
|
||
(RGLOBAL <+ ,BIRDBIT ,HOUSEBIT>)>
|
||
|
||
<ROOM "FORE4"
|
||
"This is a large forest, with trees obstructing all views except
|
||
to the east, where a small clearing may be seen through the trees."
|
||
,FOREST
|
||
<EXIT "UP" ,NOTREE
|
||
"EAST" "CLTOP" "NORTH" "FORE5" "SOUTH" "FORE4" "WEST" "FORE2">
|
||
()
|
||
FOREST-ROOM
|
||
<+ ,RLANDBIT ,RLIGHTBIT ,RNWALLBIT ,RSACREDBIT>
|
||
(RGLOBAL <+ ,TREEBIT ,BIRDBIT ,HOUSEBIT>)>
|
||
|
||
<ROOM "FORE5"
|
||
,STFORE
|
||
,FOREST
|
||
<EXIT "UP" ,NOTREE
|
||
"NORTH" "FORE5" "SE" "CLTOP" "SOUTH" "FORE4" "WEST" "FORE2">
|
||
()
|
||
FOREST-ROOM
|
||
<+ ,RLANDBIT ,RLIGHTBIT ,RNWALLBIT ,RSACREDBIT>
|
||
(RGLOBAL <+ ,TREEBIT ,BIRDBIT ,HOUSEBIT>)>
|
||
|
||
<ROOM "CLEAR"
|
||
""
|
||
"Clearing"
|
||
<EXIT "SW" "EHOUS" "SE" "FORE5" "NORTH" "CLEAR" "EAST" "CLEAR"
|
||
"WEST" "FORE3" "SOUTH" "FORE2"
|
||
"DOWN" <DOOR "GRATE" "MGRAT" "CLEAR" "You can't go through the closed grating.">>
|
||
(<GET-OBJ "GRATE"> <GET-OBJ "LEAVE">)
|
||
CLEARING
|
||
<+ ,RLANDBIT ,RLIGHTBIT ,RNWALLBIT ,RSACREDBIT>
|
||
(RGLOBAL ,HOUSEBIT)>
|
||
|
||
\
|
||
|
||
; "SUBTITLE CELLAR AND VICINITY"
|
||
|
||
<ROOM "CELLA"
|
||
""
|
||
"Cellar"
|
||
<EXIT "EAST" "MTROL" "SOUTH" "CHAS2"
|
||
"UP"
|
||
<DOOR "DOOR" "LROOM" "CELLA">
|
||
"WEST"
|
||
#NEXIT "You try to ascend the ramp, but it is impossible, and you slide back down.">
|
||
(<GET-OBJ "DOOR">)
|
||
CELLAR
|
||
,RLANDBIT
|
||
(RVAL 25)>
|
||
|
||
<PSETG TCHOMP "The troll fends you off with a menacing gesture.">
|
||
|
||
<ROOM "MTROL"
|
||
|
||
"This is a small room with passages off in all directions.
|
||
Bloodstains and deep scratches (perhaps made by an axe) mar the
|
||
walls."
|
||
"The Troll Room"
|
||
<EXIT "WEST" "CELLA"
|
||
"EAST" <CEXIT "TROLL-FLAG" "CRAW4" ,TCHOMP>
|
||
"NORTH" <CEXIT "TROLL-FLAG" "PASS1" ,TCHOMP>
|
||
"SOUTH" <CEXIT "TROLL-FLAG" "MAZE1" ,TCHOMP>>
|
||
(<GET-OBJ "TROLL">)>
|
||
|
||
<ROOM "STUDI"
|
||
|
||
"This is what appears to have been an artist's studio. The walls
|
||
and floors are splattered with paints of 69 different colors.
|
||
Strangely enough, nothing of value is hanging here. At the north and
|
||
northwest of the room are open doors (also covered with paint). An
|
||
extremely dark and narrow chimney leads up from a fireplace; although
|
||
you might be able to get up it, it seems unlikely you could get back
|
||
down."
|
||
"Studio"
|
||
<EXIT "NORTH" "CRAW4"
|
||
"NW" "GALLE"
|
||
"UP"
|
||
<CEXIT "LIGHT-LOAD"
|
||
"KITCH"
|
||
"The chimney is too narrow for you and all of your baggage."
|
||
<> CHIMNEY-FUNCTION>>>
|
||
|
||
<ROOM "GALLE"
|
||
"This is an art gallery. Most of the paintings which were here
|
||
have been stolen by vandals with exceptional taste. The vandals
|
||
left through either the north, south, or west exits."
|
||
"Gallery"
|
||
<EXIT "NORTH" "CHAS2" "SOUTH" "STUDI" "WEST" "BKENT">
|
||
(<GET-OBJ "PAINT">)
|
||
<>
|
||
<+ ,RLANDBIT ,RLIGHTBIT>>
|
||
|
||
\
|
||
|
||
; "SUBTITLE MAZE"
|
||
|
||
<PSETG MAZEDESC "This is part of a maze of twisty little passages, all alike.">
|
||
<PSETG SMAZEDESC "Maze">
|
||
|
||
<ROOM "MAZE1"
|
||
,MAZEDESC ,SMAZEDESC
|
||
<EXIT "WEST" "MTROL"
|
||
"NORTH" "MAZE1"
|
||
"SOUTH" "MAZE2"
|
||
"EAST" "MAZE4">>
|
||
|
||
<ROOM "MAZE2"
|
||
,MAZEDESC ,SMAZEDESC
|
||
<EXIT "SOUTH" "MAZE1"
|
||
"NORTH" "MAZE4"
|
||
"EAST" "MAZE3">>
|
||
|
||
<ROOM "MAZE3"
|
||
,MAZEDESC ,SMAZEDESC
|
||
<EXIT "WEST" "MAZE2" "NORTH" "MAZE4" "UP" "MAZE5">>
|
||
|
||
<ROOM "MAZE4"
|
||
,MAZEDESC ,SMAZEDESC
|
||
<EXIT "WEST" "MAZE3" "NORTH" "MAZE1" "EAST" "DEAD1">>
|
||
|
||
<ROOM "DEAD1"
|
||
,DEADEND ,SDEADEND
|
||
<EXIT "SOUTH" "MAZE4">>
|
||
|
||
<ROOM "MAZE5"
|
||
,MAZEDESC ,SMAZEDESC
|
||
<EXIT "EAST" "DEAD2" "NORTH" "MAZE3" "SW" "MAZE6">
|
||
(<GET-OBJ "BONES"> <GET-OBJ "BAGCO"> <GET-OBJ "KEYS">
|
||
<GET-OBJ "BLANT"> <GET-OBJ "RKNIF">)>
|
||
|
||
<ROOM "DEAD2"
|
||
,DEADEND ,SDEADEND
|
||
<EXIT "WEST" "MAZE5">>
|
||
|
||
<ROOM "MAZE6"
|
||
,MAZEDESC ,SMAZEDESC
|
||
<EXIT "DOWN" "MAZE5" "EAST" "MAZE7" "WEST" "MAZE6" "UP" "MAZE9">>
|
||
|
||
<ROOM "MAZE7"
|
||
,MAZEDESC ,SMAZEDESC
|
||
<EXIT "UP" "MAZ14" "WEST" "MAZE6" "NE" "DEAD1" "EAST" "MAZE8" "SOUTH" "MAZ15">>
|
||
|
||
<ROOM "MAZE8"
|
||
,MAZEDESC ,SMAZEDESC
|
||
<EXIT "NE" "MAZE7" "WEST" "MAZE8" "SE" "DEAD3">>
|
||
|
||
<ROOM "DEAD3"
|
||
,DEADEND ,DEADEND
|
||
<EXIT "NORTH" "MAZE8">>
|
||
|
||
<ROOM "MAZE9"
|
||
,MAZEDESC ,SMAZEDESC
|
||
<EXIT "NORTH" "MAZE6" "EAST" "MAZ11" "DOWN" "MAZ10" "SOUTH" "MAZ13"
|
||
"WEST" "MAZ12" "NW" "MAZE9">>
|
||
|
||
<ROOM "MAZ10"
|
||
,MAZEDESC ,SMAZEDESC
|
||
<EXIT "EAST" "MAZE9" "WEST" "MAZ13" "UP" "MAZ11">>
|
||
|
||
<ROOM "MAZ11"
|
||
,MAZEDESC
|
||
,SMAZEDESC
|
||
<EXIT "NE" "MGRAT" "DOWN" "MAZ10" "NW" "MAZ13" "SW" "MAZ12">>
|
||
|
||
<ROOM "MGRAT"
|
||
""
|
||
"Grating Room"
|
||
<EXIT "SW" "MAZ11" "UP" <DOOR "GRATE" "MGRAT" "CLEAR" "The grating is locked.">>
|
||
(<GET-OBJ "GRATE">)
|
||
MAZE-11>
|
||
|
||
<ROOM "MAZ12"
|
||
,MAZEDESC ,SMAZEDESC
|
||
<EXIT "WEST" "MAZE5" "SW" "MAZ11" "EAST" "MAZ13" "UP" "MAZE9" "NORTH" "DEAD4">>
|
||
|
||
<ROOM "DEAD4"
|
||
,DEADEND ,DEADEND
|
||
<EXIT "SOUTH" "MAZ12">>
|
||
|
||
<ROOM "MAZ13"
|
||
,MAZEDESC ,SMAZEDESC
|
||
<EXIT "EAST" "MAZE9" "DOWN" "MAZ12" "SOUTH" "MAZ10" "WEST" "MAZ11">>
|
||
|
||
<ROOM "MAZ14"
|
||
,MAZEDESC ,SMAZEDESC
|
||
<EXIT "WEST" "MAZ15" "NW" "MAZ14" "NE" "MAZE7" "SOUTH" "MAZE7">>
|
||
|
||
<ROOM "MAZ15"
|
||
,MAZEDESC ,SMAZEDESC
|
||
<EXIT "WEST" "MAZ14" "SOUTH" "MAZE7" "NE" "CYCLO">>
|
||
|
||
\
|
||
|
||
; "SUBTITLE CYCLOPS AND HIDEAWAY"
|
||
|
||
<ROOM "CYCLO"
|
||
"" "Cyclops Room"
|
||
<EXIT "WEST" "MAZ15" "NORTH" <CEXIT "MAGIC-FLAG" "BLROO" "The north wall is solid rock.">
|
||
"UP" <CEXIT "CYCLOPS-FLAG" "TREAS" "The cyclops doesn't look like he'll let you past.">>
|
||
(<GET-OBJ "CYCLO">)
|
||
CYCLOPS-ROOM>
|
||
|
||
<ROOM "BLROO"
|
||
"This is a long passage. To the south is one entrance. On the
|
||
east there is an old wooden door, with a large hole in it (about
|
||
cyclops sized)."
|
||
"Strange Passage"
|
||
<EXIT "SOUTH" "CYCLO" "EAST" "LROOM">
|
||
()
|
||
TIME
|
||
,RLANDBIT
|
||
(RVAL 10)>
|
||
|
||
<ROOM "TREAS"
|
||
|
||
"This is a large room, whose north wall is solid granite. A number
|
||
of discarded bags, which crumble at your touch, are scattered about
|
||
on the floor. There is an exit down and what appears to be a newly
|
||
created passage to the east."
|
||
"Treasure Room"
|
||
<EXIT "DOWN" "CYCLO" "EAST" "CPANT">
|
||
(<GET-OBJ "CHALI">)
|
||
TREASURE-ROOM
|
||
,RLANDBIT
|
||
(RVAL 25)>
|
||
|
||
\
|
||
|
||
; "SUBTITLE RESERVOIR AREA"
|
||
|
||
<ROOM "RAVI1"
|
||
|
||
"This is a deep ravine at a crossing with an east-west crawlway.
|
||
Some stone steps are at the south of the ravine and a steep staircase
|
||
descends."
|
||
"Deep Ravine"
|
||
<EXIT "SOUTH" "PASS1" "DOWN"
|
||
<CEXIT "EGYPT-FLAG"
|
||
"RESES"
|
||
"The stairs are to steep for you with your burden."
|
||
T
|
||
COFFIN-CURE> "EAST" "CHAS1" "WEST" "CRAW1">>
|
||
|
||
<ROOM "CRAW1"
|
||
|
||
"This is a crawlway with a three-foot high ceiling. Your footing
|
||
is very unsure here due to the assortment of rocks underfoot.
|
||
Passages can be seen in the east, west, and northwest corners of the
|
||
passage."
|
||
"Rocky Crawl"
|
||
<EXIT "WEST" "RAVI1" "EAST" "DOME" "NW"
|
||
<CEXIT "EGYPT-FLAG" "EGYPT"
|
||
"The passage is too narrow to accomodate coffins."
|
||
T COFFIN-CURE>>>
|
||
|
||
<ROOM "RESES"
|
||
""
|
||
"Reservoir South"
|
||
<EXIT "SOUTH" <CEXIT "EGYPT-FLAG"
|
||
"RAVI1"
|
||
"The coffin will not fit through this passage."
|
||
T
|
||
COFFIN-CURE>
|
||
"WEST" "STREA"
|
||
"CROSS" <CEXIT "LOW-TIDE" "RESER" "You are not equipped for swimming.">
|
||
"NORTH" <CEXIT "LOW-TIDE" "RESER" "You are not equipped for swimming.">
|
||
"LAUNC" "RESER"
|
||
"UP" <CEXIT "EGYPT-FLAG"
|
||
"CANY1"
|
||
"The stairs are too steep for carrying the coffin."
|
||
T
|
||
COFFIN-CURE>>
|
||
()
|
||
RESERVOIR-SOUTH
|
||
,RLANDBIT
|
||
(RGLOBAL ,RGWATER)>
|
||
|
||
<ROOM "RESER"
|
||
""
|
||
"Reservoir"
|
||
<EXIT "NORTH" "RESEN" "SOUTH" "RESES"
|
||
"UP" "INSTR" "DOWN" #NEXIT "The dam blocks your way."
|
||
"LAND" #NEXIT "You must specify direction.">
|
||
(<GET-OBJ "TRUNK">)
|
||
RESERVOIR
|
||
<+ ,RWATERBIT ,RNWALLBIT>
|
||
(RGLOBAL ,RGWATER)>
|
||
|
||
<ROOM "RESEN"
|
||
""
|
||
"Reservoir North"
|
||
<EXIT "NORTH" "ATLAN" "LAUNC" "RESER"
|
||
"CROSS" <CEXIT "LOW-TIDE" "RESER" "You are not equipped for swimming.">
|
||
"SOUTH" <CEXIT "LOW-TIDE" "RESER" "You are not equipped for swimming.">>
|
||
(<GET-OBJ "PUMP">)
|
||
RESERVOIR-NORTH
|
||
,RLANDBIT
|
||
(RGLOBAL ,RGWATER)>
|
||
|
||
<ROOM "STREA"
|
||
"You are standing on a path beside a gently flowing stream. The path
|
||
travels to the north and the east."
|
||
"Stream View"
|
||
<EXIT "LAUNC" "INSTR" "EAST" "RESES" "NORTH" "ICY">
|
||
(<GET-OBJ "FUSE">)
|
||
<>
|
||
,RLANDBIT
|
||
(RGLOBAL ,RGWATER)>
|
||
|
||
<ROOM "INSTR"
|
||
"You are on the gently flowing stream. The upstream route is too narrow
|
||
to navigate and the downstream route is invisible due to twisting
|
||
walls. There is a narrow beach to land on."
|
||
"Stream"
|
||
<EXIT "UP" #NEXIT "The way is too narrow."
|
||
"LAND" "STREA"
|
||
"DOWN" "RESER">
|
||
()
|
||
<>
|
||
<+ ,RWATERBIT ,RNWALLBIT>
|
||
(RGLOBAL ,RGWATER)>
|
||
|
||
<ROOM "EGYPT"
|
||
"This is a room which looks like an Egyptian tomb. There is an
|
||
ascending staircase in the room as well as doors, east and south."
|
||
"Egyptian Room"
|
||
<EXIT "UP" "ICY" "SOUTH" "LEDG3"
|
||
"EAST" <CEXIT "EGYPT-FLAG" "CRAW1"
|
||
"The passage is too narrow to accomodate coffins." T
|
||
COFFIN-CURE>>
|
||
(<GET-OBJ "COFFI">)>
|
||
|
||
<ROOM "ICY"
|
||
""
|
||
"Glacier Room"
|
||
<EXIT "NORTH" "STREA" "EAST" "EGYPT" "WEST" <CEXIT "GLACIER-FLAG" "RUBYR">>
|
||
(<GET-OBJ "ICE">)
|
||
GLACIER-ROOM>
|
||
|
||
<ROOM "RUBYR"
|
||
"This is a small chamber behind the remains of the Great Glacier.
|
||
To the south and west are small passageways."
|
||
"Ruby Room"
|
||
<EXIT "WEST" "LAVA" "SOUTH" "ICY">
|
||
(<GET-OBJ "RUBY">)>
|
||
|
||
<ROOM "ATLAN"
|
||
"This is an ancient room, long under water. There are exits here
|
||
to the southeast and upward."
|
||
"Atlantis Room"
|
||
<EXIT "SE" "RESEN" "UP" "CAVE1">
|
||
(<GET-OBJ "TRIDE">)>
|
||
|
||
<ROOM "CANY1"
|
||
"You are on the south edge of a deep canyon. Passages lead off
|
||
to the east, south, and northwest. You can hear the sound of
|
||
flowing water below."
|
||
"Deep Canyon"
|
||
<EXIT "NW" <CEXIT "EGYPT-FLAG"
|
||
"RESES"
|
||
"The passage is too steep for carrying the coffin."
|
||
T
|
||
COFFIN-CURE> "EAST" "DAM" "SOUTH" "CAROU">>
|
||
|
||
\
|
||
|
||
; "SUBTITLE ECHO ROOM"
|
||
|
||
<ROOM "ECHO"
|
||
"This is a large room with a ceiling which cannot be detected from
|
||
the ground. There is a narrow passage from east to west and a stone
|
||
stairway leading upward. The room is extremely noisy. In fact, it is
|
||
difficult to hear yourself think."
|
||
"Loud Room"
|
||
<EXIT "EAST" "CHAS3" "WEST" "PASS5" "UP" "CAVE3">
|
||
(<GET-OBJ "BAR">)
|
||
ECHO-ROOM>
|
||
|
||
<ROOM "MIRR1"
|
||
""
|
||
"Mirror Room"
|
||
<EXIT "WEST" "PASS3" "NORTH" "CRAW2" "EAST" "CAVE1">
|
||
(<GET-OBJ "REFL1">)
|
||
MIRROR-ROOM>
|
||
|
||
<ROOM "MIRR2"
|
||
""
|
||
"Mirror Room"
|
||
<EXIT "WEST" "PASS4" "NORTH" "CRAW3" "EAST" "CAVE2">
|
||
(<GET-OBJ "REFL2">)
|
||
MIRROR-ROOM
|
||
<+ ,RLANDBIT ,RLIGHTBIT>>
|
||
|
||
<ROOM "CAVE1"
|
||
"This is a small cave with an entrance to the north and a stairway
|
||
leading down."
|
||
"Cave"
|
||
<EXIT "NORTH" "MIRR1" "DOWN" "ATLAN">>
|
||
|
||
<ROOM "CAVE2"
|
||
"This is a tiny cave with entrances west and north, and a dark,
|
||
forbidding staircase leading down."
|
||
"Cave"
|
||
<EXIT "NORTH" "CRAW3" "WEST" "MIRR2" "DOWN" "LLD1">
|
||
()
|
||
CAVE2-ROOM>
|
||
|
||
<ROOM "CRAW2"
|
||
"This is a steep and narrow crawlway. There are two exits nearby to
|
||
the south and southwest."
|
||
"Steep Crawlway"
|
||
<EXIT "SOUTH" "MIRR1" "SW" "PASS3">>
|
||
|
||
<ROOM "CRAW3"
|
||
"This is a narrow crawlway. The crawlway leads from north to south.
|
||
However the south passage divides to the south and southwest."
|
||
"Narrow Crawlway"
|
||
<EXIT "SOUTH" "CAVE2" "SW" "MIRR2" "NORTH" "MGRAI">>
|
||
|
||
<ROOM "PASS3"
|
||
"This is a cold and damp corridor where a long east-west passageway
|
||
intersects with a northward path."
|
||
"Cold Passage"
|
||
<EXIT "EAST" "MIRR1" "WEST" "SLIDE" "NORTH" "CRAW2">>
|
||
|
||
<ROOM "PASS4"
|
||
|
||
"This is a winding passage. It seems that there is only an exit
|
||
on the east end although the whirring from the round room can be
|
||
heard faintly to the north."
|
||
"Winding Passage"
|
||
<EXIT "EAST" "MIRR2" "NORTH"
|
||
#NEXIT "You hear the whir from the round room but can find no entrance.">>
|
||
|
||
\
|
||
|
||
; "SUBTITLE COAL MINE AREA"
|
||
|
||
<ROOM "ENTRA"
|
||
|
||
"You are standing at the entrance of what might have been a coal
|
||
mine. To the northeast and the northwest are entrances to the mine,
|
||
and there is another exit on the south end of the room."
|
||
"Mine Entrance"
|
||
<EXIT "SOUTH" "SLIDE" "NW" "SQUEE" "NE" "TSHAF">>
|
||
|
||
<ROOM "SQUEE"
|
||
"You are a small room. Strange squeaky sounds may be heard coming from
|
||
the passage at the west end. You may also escape to the south."
|
||
"Squeaky Room"
|
||
<EXIT "WEST" "BATS" "SOUTH" "ENTRA">>
|
||
|
||
<ROOM "TSHAF"
|
||
"This is a large room, in the middle of which is a small shaft
|
||
descending through the floor into darkness below. To the west and
|
||
the north are exits from this room. Constructed over the top of the
|
||
shaft is a metal framework to which a heavy iron chain is attached."
|
||
"Shaft Room"
|
||
<EXIT "DOWN" #NEXIT "You wouldn't fit and would die if you could."
|
||
"WEST" "ENTRA" "NORTH" "TUNNE">
|
||
(<GET-OBJ "TBASK">)>
|
||
|
||
<ROOM "TUNNE"
|
||
|
||
"This is a narrow tunnel with large wooden beams running across
|
||
the ceiling and around the walls. A path from the south splits into
|
||
paths running west and northeast."
|
||
"Wooden Tunnel"
|
||
<EXIT "SOUTH" "TSHAF" "WEST" "SMELL" "NE" "MINE1">>
|
||
|
||
<ROOM "SMELL"
|
||
|
||
"This is a small non-descript room. However, from the direction
|
||
of a small descending staircase a foul odor can be detected. To the
|
||
east is a narrow path."
|
||
"Smelly Room"
|
||
<EXIT "DOWN" "BOOM" "EAST" "TUNNE">>
|
||
|
||
<ROOM "BOOM"
|
||
"This is a small room which smells strongly of coal gas."
|
||
"Gas Room"
|
||
<EXIT "UP" "SMELL">
|
||
(<GET-OBJ "BRACE">)
|
||
BOOM-ROOM
|
||
<+ ,RLANDBIT ,RSACREDBIT>>
|
||
|
||
<ROOM "TLADD"
|
||
|
||
"This is a very small room. In the corner is a rickety wooden
|
||
ladder, leading downward. It might be safe to descend. There is
|
||
also a staircase leading upward."
|
||
"Ladder Top"
|
||
<EXIT "DOWN" "BLADD" "UP" "MINE7">>
|
||
|
||
<ROOM "BLADD"
|
||
|
||
"This is a rather wide room. On one side is the bottom of a
|
||
narrow wooden ladder. To the northeast and the south are passages
|
||
leaving the room."
|
||
"Ladder Bottom"
|
||
<EXIT "NE" "DEAD7" "SOUTH" "TIMBE" "UP" "TLADD">>
|
||
|
||
<ROOM "DEAD7"
|
||
,DEADEND
|
||
,DEADEND
|
||
<EXIT "SOUTH" "BLADD">
|
||
(<GET-OBJ "COAL">)>
|
||
|
||
<PSETG NOFIT "You cannot fit through this passage with that load.">
|
||
|
||
<ROOM "TIMBE"
|
||
"This is a long and narrow passage, which is cluttered with broken
|
||
timbers. A wide passage comes from the north and turns at the
|
||
southwest corner of the room into a very narrow passageway."
|
||
"Timber Room"
|
||
<EXIT "NORTH" "BLADD"
|
||
"SW" <SETG DARK-ROOM <CEXIT "EMPTY-HANDED" "BSHAF" ,NOFIT>>>
|
||
(<GET-OBJ "OTIMB">)
|
||
NO-OBJS
|
||
<+ ,RLANDBIT ,RSACREDBIT>>
|
||
|
||
<ROOM "BSHAF"
|
||
|
||
"This is a small square room which is at the bottom of a long
|
||
shaft. To the east is a passageway and to the northeast a very narrow
|
||
passage. In the shaft can be seen a heavy iron chain."
|
||
"Lower Shaft"
|
||
<EXIT "EAST" "MACHI"
|
||
"OUT" <CEXIT "EMPTY-HANDED" "TIMBE" ,NOFIT>
|
||
"NE" <CEXIT "EMPTY-HANDED" "TIMBE" ,NOFIT>
|
||
"UP" #NEXIT "The chain is not climbable.">
|
||
(<GET-OBJ "FBASK">)
|
||
NO-OBJS
|
||
<+ ,RLANDBIT ,RSACREDBIT>>
|
||
|
||
<ROOM "MACHI"
|
||
""
|
||
"Machine Room"
|
||
<EXIT "NW" "BSHAF">
|
||
(<GET-OBJ "MSWIT"> <GET-OBJ "MACHI">)
|
||
MACHINE-ROOM>
|
||
|
||
<ROOM "BATS"
|
||
""
|
||
"Bat Room"
|
||
<EXIT "EAST" "SQUEE">
|
||
(<GET-OBJ "JADE"> <GET-OBJ "BAT">)
|
||
BATS-ROOM
|
||
<+ ,RLANDBIT ,RSACREDBIT>>
|
||
|
||
\
|
||
|
||
; "SUBTITLE COAL MINE"
|
||
|
||
<PSETG MINDESC "This is a non-descript part of a coal mine.">
|
||
<PSETG SMINDESC "Coal mine">
|
||
|
||
<ROOM "MINE1"
|
||
,MINDESC
|
||
,SMINDESC
|
||
<EXIT "NORTH" "MINE4" "SW" "MINE2" "EAST" "TUNNE">>
|
||
|
||
<ROOM "MINE2"
|
||
,MINDESC
|
||
,SMINDESC
|
||
<EXIT "SOUTH" "MINE1" "WEST" "MINE5" "UP" "MINE3" "NE" "MINE4">>
|
||
|
||
<ROOM "MINE3"
|
||
,MINDESC
|
||
,SMINDESC
|
||
<EXIT "WEST" "MINE2" "NE" "MINE5" "EAST" "MINE5">>
|
||
|
||
<ROOM "MINE4"
|
||
,MINDESC
|
||
,SMINDESC
|
||
<EXIT "UP" "MINE5" "NE" "MINE6" "SOUTH" "MINE1" "WEST" "MINE2">>
|
||
|
||
<ROOM "MINE5"
|
||
,MINDESC
|
||
,SMINDESC
|
||
<EXIT "DOWN" "MINE6" "NORTH" "MINE7" "WEST" "MINE2" "SOUTH" "MINE3"
|
||
"UP" "MINE3" "EAST" "MINE4">>
|
||
|
||
<ROOM "MINE6"
|
||
,MINDESC
|
||
,SMINDESC
|
||
<EXIT "SE" "MINE4" "UP" "MINE5" "NW" "MINE7">>
|
||
|
||
<ROOM "MINE7"
|
||
,MINDESC
|
||
,SMINDESC
|
||
<EXIT "EAST" "MINE1" "WEST" "MINE5" "DOWN" "TLADD" "SOUTH" "MINE6">>
|
||
|
||
\
|
||
|
||
;"SUBTITLE DOME/TORCH AREA"
|
||
|
||
<ROOM "DOME"
|
||
""
|
||
"Dome Room"
|
||
<EXIT "EAST" "CRAW1"
|
||
"DOWN" <CEXIT "DOME-FLAG"
|
||
"MTORC"
|
||
"You cannot go down without fracturing many bones.">>
|
||
(<GET-OBJ "RAILI">)
|
||
DOME-ROOM>
|
||
|
||
<ROOM "MTORC"
|
||
""
|
||
"Torch Room"
|
||
<EXIT "UP" #NEXIT "You cannot reach the rope." "WEST" "PRM" "DOWN" "CRAW4">
|
||
(<GET-OBJ "TORCH">)
|
||
TORCH-ROOM>
|
||
|
||
<ROOM "CRAW4"
|
||
"This is a north-south crawlway; a passage goes to the east also.
|
||
There is a hole above, but it provides no opportunities for climbing."
|
||
"North-South Crawlway"
|
||
<EXIT "NORTH" "CHAS2" "SOUTH" "STUDI" "EAST" "MTROL"
|
||
"UP" #NEXIT "Not even a human fly could get up it.">>
|
||
|
||
<ROOM "CHAS2"
|
||
|
||
"You are on the west edge of a chasm, the bottom of which cannot be
|
||
seen. The east side is sheer rock, providing no exits. A narrow
|
||
passage goes west, and the path you are on continues to the north and
|
||
south."
|
||
"West of Chasm"
|
||
<EXIT "WEST" "CELLA" "NORTH" "CRAW4" "SOUTH" "GALLE"
|
||
"DOWN" #NEXIT "The chasm probably leads straight to the infernal regions.">>
|
||
|
||
<ROOM "PASS1"
|
||
"This is a narrow east-west passageway. There is a narrow stairway
|
||
leading down at the north end of the room."
|
||
"East-West Passage"
|
||
<EXIT "EAST" "CAROU" "WEST" "MTROL" "DOWN" "RAVI1" "NORTH" "RAVI1">
|
||
()
|
||
<>
|
||
,RLANDBIT
|
||
(RVAL 5)>
|
||
|
||
<ROOM "CAROU"
|
||
""
|
||
"Round room"
|
||
<EXIT "NORTH" <CEXIT "CAROUSEL-FLIP" "CAVE4" "" <> CAROUSEL-EXIT>
|
||
"SOUTH" <CEXIT "CAROUSEL-FLIP" "CAVE4" "" <> CAROUSEL-EXIT>
|
||
"EAST" <CEXIT "CAROUSEL-FLIP" "MGRAI" "" <> CAROUSEL-EXIT>
|
||
"WEST" <CEXIT "CAROUSEL-FLIP" "PASS1" "" <> CAROUSEL-EXIT>
|
||
"NW" <CEXIT "CAROUSEL-FLIP" "CANY1" "" <> CAROUSEL-EXIT>
|
||
"NE" <CEXIT "CAROUSEL-FLIP" "PASS5" "" <> CAROUSEL-EXIT>
|
||
"SE" <CEXIT "CAROUSEL-FLIP" "PASS4" "" <> CAROUSEL-EXIT>
|
||
"SW" <CEXIT "CAROUSEL-FLIP" "MAZE1" "" <> CAROUSEL-EXIT>
|
||
"EXIT" <CEXIT "CAROUSEL-FLIP" "PASS3" "" <> CAROUSEL-OUT>>
|
||
(<GET-OBJ "IRBOX">)
|
||
CAROUSEL-ROOM>
|
||
|
||
<ROOM "PASS5"
|
||
"This is a high north-south passage, which forks to the northeast."
|
||
"North-South Passage"
|
||
<EXIT "NORTH" "CHAS1" "NE" "ECHO" "SOUTH" "CAROU">>
|
||
|
||
<ROOM "CHAS1"
|
||
"A chasm runs southwest to northeast. You are on the south edge; the
|
||
path exits to the south and to the east."
|
||
"Chasm"
|
||
<EXIT "SOUTH" "RAVI1" "EAST" "PASS5"
|
||
"DOWN" #NEXIT "Are you out of your mind?">>
|
||
|
||
<ROOM "CAVE3"
|
||
|
||
"This is a cave. Passages exit to the south and to the east, but
|
||
the cave narrows to a crack to the west. The earth is particularly
|
||
damp here."
|
||
"Damp Cave"
|
||
<EXIT "SOUTH" "ECHO" "EAST" "DAM"
|
||
"WEST" #NEXIT "It is too narrow for most insects.">>
|
||
|
||
<ROOM "CHAS3"
|
||
"A chasm, evidently produced by an ancient river, runs through the
|
||
cave here. Passages lead off in all directions."
|
||
"Ancient Chasm"
|
||
<EXIT "SOUTH" "ECHO" "EAST" "TCAVE" "NORTH" "DEAD5" "WEST" "DEAD6">>
|
||
|
||
<ROOM "DEAD5"
|
||
,DEADEND
|
||
,DEADEND
|
||
<EXIT "SW" "CHAS3">>
|
||
|
||
<ROOM "DEAD6"
|
||
,DEADEND
|
||
,DEADEND
|
||
<EXIT "EAST" "CHAS3">>
|
||
|
||
<ROOM "CAVE4"
|
||
"You have entered a cave with passages leading north and southeast."
|
||
"Engravings Cave"
|
||
<EXIT "NORTH" "CAROU" "SE" "RIDDL">
|
||
(<GET-OBJ "ENGRA">)>
|
||
|
||
<ROOM "RIDDL"
|
||
|
||
"This is a room which is bare on all sides. There is an exit down.
|
||
To the east is a great door made of stone. Above the stone, the
|
||
following words are written: 'No man shall enter this room without
|
||
solving this riddle:
|
||
|
||
What is tall as a house,
|
||
round as a cup,
|
||
and all the king's horses can't draw it up?'
|
||
|
||
(Reply via 'ANSWER \"answer\"')"
|
||
"Riddle Room"
|
||
<EXIT "DOWN" "CAVE4"
|
||
"EAST" <CEXIT "RIDDLE-FLAG" "MPEAR"
|
||
"Your way is blocked by an invisible force.">>
|
||
(<GET-OBJ "SDOOR">)>
|
||
|
||
<ROOM "MPEAR"
|
||
"This is a former broom closet. The exits are to the east and west."
|
||
"Pearl Room"
|
||
<EXIT "EAST" "BWELL" "WEST" "RIDDL">
|
||
(<GET-OBJ "PEARL">)>
|
||
|
||
<ROOM "LLD1"
|
||
""
|
||
"Entrance to Hades"
|
||
<EXIT "EAST"
|
||
<CEXIT "LLD-FLAG"
|
||
"LLD2"
|
||
"Some invisible force prevents you from passing through the gate.">
|
||
"UP" "CAVE2"
|
||
"ENTER"
|
||
<CEXIT "LLD-FLAG"
|
||
"LLD2"
|
||
"Some invisible force prevents you from passing through the gate.">>
|
||
(<GET-OBJ "CORPS"> <GET-OBJ "GATES"> <GET-OBJ "GHOST">)
|
||
LLD-ROOM
|
||
<+ ,RLANDBIT ,RLIGHTBIT>>
|
||
|
||
<ROOM "LLD2"
|
||
""
|
||
"Land of the Living Dead"
|
||
<EXIT "EAST" "TOMB"
|
||
"EXIT" "LLD1" "WEST" "LLD1">
|
||
(<GET-OBJ "BODIE">)
|
||
LLD2-ROOM
|
||
<+ ,RLANDBIT ,RLIGHTBIT>
|
||
(RVAL 30)>
|
||
|
||
<ROOM "MGRAI"
|
||
"You are standing in a small circular room with a pedestal. A set of
|
||
stairs leads up, and passages leave to the east and west."
|
||
"Grail Room"
|
||
<EXIT "WEST" "CAROU" "EAST" "CRAW3" "UP" "TEMP1">
|
||
(<GET-OBJ "GRAIL">)>
|
||
|
||
<ROOM "TEMP1"
|
||
|
||
"This is the west end of a large temple. On the south wall is an
|
||
ancient inscription, probably a prayer in a long-forgotten language.
|
||
The north wall is solid granite. The entrance at the west end of the
|
||
room is through huge marble pillars."
|
||
"Temple"
|
||
<EXIT "WEST" "MGRAI" "EAST" "TEMP2">
|
||
(<GET-OBJ "PRAYE"> <GET-OBJ "BELL">)
|
||
<>
|
||
<+ ,RLANDBIT ,RLIGHTBIT ,RSACREDBIT>>
|
||
|
||
<ROOM "TEMP2"
|
||
"This is the east end of a large temple. In front of you is what
|
||
appears to be an altar."
|
||
"Altar"
|
||
<EXIT "WEST" "TEMP1">
|
||
(<GET-OBJ "BOOK"> <GET-OBJ "CANDL">)
|
||
<>
|
||
<+ ,RLANDBIT ,RLIGHTBIT ,RSACREDBIT>>
|
||
|
||
\
|
||
|
||
; "SUBTITLE FLOOD CONTROL DAM #3"
|
||
|
||
<ROOM "DAM"
|
||
""
|
||
"Dam"
|
||
<EXIT "SOUTH" "CANY1" "DOWN" "DOCK" "EAST" "CAVE3" "NORTH" "LOBBY">
|
||
(<GET-OBJ "BOLT"> <GET-OBJ "DAM"> <GET-OBJ "BUBBL"> <GET-OBJ "CPANL">)
|
||
DAM-ROOM
|
||
<+ ,RLANDBIT ,RLIGHTBIT>
|
||
(RGLOBAL ,RGWATER)>
|
||
|
||
<ROOM "LOBBY"
|
||
"This room appears to have been the waiting room for groups touring
|
||
the dam. There are exits here to the north and east marked
|
||
'Private', though the doors are open, and an exit to the south."
|
||
"Dam Lobby"
|
||
<EXIT "SOUTH" "DAM"
|
||
"NORTH" "MAINT"
|
||
"EAST" "MAINT">
|
||
(<GET-OBJ "MATCH"> <GET-OBJ "GUIDE">)
|
||
<>
|
||
<+ ,RLANDBIT ,RLIGHTBIT>>
|
||
|
||
<ROOM "MAINT"
|
||
|
||
"This is what appears to have been the maintenance room for Flood
|
||
Control Dam #3, judging by the assortment of tool chests around the
|
||
room. Apparently, this room has been ransacked recently, for most of
|
||
the valuable equipment is gone. On the wall in front of you is a
|
||
group of buttons, which are labelled in EBCDIC. However, they are of
|
||
different colors: Blue, Yellow, Brown, and Red. The doors to this
|
||
room are in the west and south ends."
|
||
"Maintenance Room"
|
||
<EXIT "SOUTH" "LOBBY" "WEST" "LOBBY">
|
||
(<GET-OBJ "LEAK"> <GET-OBJ "TUBE"> <GET-OBJ "WRENC">
|
||
<GET-OBJ "BLBUT"> <GET-OBJ "RBUTT"> <GET-OBJ "BRBUT">
|
||
<GET-OBJ "YBUTT"> <GET-OBJ "SCREW"> <GET-OBJ "TCHST">)
|
||
MAINT-ROOM
|
||
,RLANDBIT>
|
||
|
||
\
|
||
|
||
;"SUBTITLE RIVER AREA"
|
||
|
||
<PSETG CLIFFS #NEXIT "The White Cliffs prevent your landing here.">
|
||
|
||
<PSETG RIVERDESC "Frigid River">
|
||
|
||
<PSETG CURRENT #NEXIT "You cannot go upstream due to strong currents.">
|
||
|
||
<PSETG NARROW "The path is too narrow.">
|
||
|
||
<ROOM "DOCK"
|
||
"You are at the base of Flood Control Dam #3, which looms above you
|
||
and to the north. The river Frigid is flowing by here. Across the
|
||
river are the White Cliffs which seem to form a giant wall stretching
|
||
from north to south along the east shore of the river as it winds its
|
||
way downstream."
|
||
"Dam Base"
|
||
<EXIT "NORTH" "DAM" "UP" "DAM" "LAUNC" "RIVR1">
|
||
(<GET-OBJ "IBOAT"> <GET-OBJ "STICK">)
|
||
<>
|
||
<+ ,RLANDBIT ,RLIGHTBIT ,RNWALLBIT ,RSACREDBIT>
|
||
(RGLOBAL ,RGWATER)>
|
||
|
||
<ROOM "RIVR1"
|
||
"You are on the River Frigid in the vicinity of the Dam. The river
|
||
flows quietly here. There is a landing on the west shore."
|
||
,RIVERDESC
|
||
<EXIT "UP" ,CURRENT "WEST" "DOCK" "LAND" "DOCK" "DOWN" "RIVR2"
|
||
"EAST" ,CLIFFS>
|
||
()
|
||
<>
|
||
<+ ,RWATERBIT ,RNWALLBIT ,RSACREDBIT>
|
||
(RGLOBAL ,RGWATER)>
|
||
|
||
<ROOM "RIVR2"
|
||
"The River turns a corner here making it impossible to see the
|
||
Dam. The White Cliffs loom on the east bank and large rocks prevent
|
||
landing on the west."
|
||
,RIVERDESC
|
||
<EXIT "UP" ,CURRENT "DOWN" "RIVR3" "EAST" ,CLIFFS> () <>
|
||
<+ ,RWATERBIT ,RNWALLBIT ,RSACREDBIT>
|
||
(RGLOBAL ,RGWATER)>
|
||
|
||
<ROOM "RIVR3"
|
||
"The river descends here into a valley. There is a narrow beach on
|
||
the east below the cliffs and there is some shore on the west which
|
||
may be suitable. In the distance a faint rumbling can be heard."
|
||
,RIVERDESC
|
||
<EXIT "UP" ,CURRENT "DOWN" "RIVR4" "EAST" "WCLF1" "WEST" "RCAVE"
|
||
"LAND" #NEXIT "You must specify which direction here.">
|
||
() <> <+ ,RWATERBIT ,RNWALLBIT ,RSACREDBIT>
|
||
(RGLOBAL ,RGWATER)>
|
||
|
||
<ROOM "WCLF1"
|
||
"You are on a narrow strip of beach which runs along the base of the
|
||
White Cliffs. The only path here is a narrow one, heading south
|
||
along the Cliffs."
|
||
"White Cliffs Beach"
|
||
<EXIT "SOUTH" <CEXIT "DEFLATE" "WCLF2" ,NARROW> "LAUNC" "RIVR3">
|
||
(<GET-OBJ "WCLIF">) CLIFF-FUNCTION <+ ,RLANDBIT ,RSACREDBIT ,RNWALLBIT>
|
||
(RGLOBAL ,RGWATER)>
|
||
|
||
<ROOM "WCLF2"
|
||
|
||
"You are on a rocky, narrow strip of beach beside the Cliffs. A
|
||
narrow path leads north along the shore."
|
||
"White Cliffs Beach"
|
||
<EXIT "NORTH" <CEXIT "DEFLATE" "WCLF1" ,NARROW> "LAUNC" "RIVR4">
|
||
(<GET-OBJ "WCLIF">) CLIFF-FUNCTION <+ ,RNWALLBIT ,RLANDBIT ,RSACREDBIT>
|
||
(RGLOBAL ,RGWATER)>
|
||
|
||
<ROOM "RIVR4"
|
||
|
||
"The river is running faster here and the sound ahead appears to be
|
||
that of rushing water. On the west shore is a sandy beach. A small
|
||
area of beach can also be seen below the Cliffs."
|
||
,RIVERDESC
|
||
<EXIT "UP" ,CURRENT "DOWN" "RIVR5" "EAST" "WCLF2" "WEST" "BEACH"
|
||
"LAND" #NEXIT "Specify the direction to land.">
|
||
(<GET-OBJ "BUOY">)
|
||
RIVR4-ROOM
|
||
<+ ,RWATERBIT ,RNWALLBIT ,RSACREDBIT>
|
||
(RGLOBAL ,RGWATER)>
|
||
|
||
<ROOM "RIVR5"
|
||
"The sound of rushing water is nearly unbearable here. On the west
|
||
shore is a large landing area."
|
||
,RIVERDESC
|
||
<EXIT "UP" ,CURRENT "DOWN" "FCHMP" "LAND" "FANTE">
|
||
() <>
|
||
<+ ,RWATERBIT ,RNWALLBIT ,RSACREDBIT>
|
||
(RGLOBAL ,RGWATER)>
|
||
|
||
<ROOM "FCHMP"
|
||
""
|
||
"Moby lossage" <EXIT "NORTH" #NEXIT ""> () OVER-FALLS>
|
||
|
||
<ROOM "FANTE"
|
||
"You are on the shore of the River. The river here seems somewhat
|
||
treacherous. A path travels from north to south here, the south end
|
||
quickly turning around a sharp corner."
|
||
"Shore"
|
||
<EXIT "LAUNC" "RIVR5" "NORTH" "BEACH"
|
||
"SOUTH" "FALLS">
|
||
()
|
||
<>
|
||
<+ ,RNWALLBIT ,RLANDBIT ,RSACREDBIT>
|
||
(RGLOBAL ,RGWATER)>
|
||
|
||
<ROOM "BEACH"
|
||
"You are on a large sandy beach at the shore of the river, which is
|
||
flowing quickly by. A path runs beside the river to the south here."
|
||
"Sandy Beach"
|
||
<EXIT "LAUNC" "RIVR4" "SOUTH" "FANTE">
|
||
(<GET-OBJ "STATU"> <GET-OBJ "SAND">)
|
||
<>
|
||
<+ ,RNWALLBIT ,RLANDBIT ,RSACREDBIT>
|
||
(RGLOBAL ,RGWATER)>
|
||
|
||
<ROOM "RCAVE"
|
||
"You are on the west shore of the river. An entrance to a cave is
|
||
to the northwest. The shore is very rocky here."
|
||
"Rocky Shore"
|
||
<EXIT "LAUNC" "RIVR3" "NW" "TCAVE">
|
||
() <> <+ ,RNWALLBIT ,RLANDBIT ,RSACREDBIT>
|
||
(RGLOBAL ,RGWATER)>
|
||
|
||
<ROOM "TCAVE"
|
||
"This is a small cave whose exits are on the south and northwest."
|
||
"Small Cave"
|
||
<EXIT "SOUTH" "RCAVE" "NW" "CHAS3">
|
||
(<GET-OBJ "GUANO"> <GET-OBJ "SHOVE">)>
|
||
|
||
<ROOM "FALLS"
|
||
""
|
||
"Aragain Falls"
|
||
<EXIT "EAST" <CEXIT "RAINBOW" "RAINB">
|
||
"DOWN" #NEXIT "It's a long way..." "NORTH" "FANTE"
|
||
"UP" <CEXIT "RAINBOW" "RAINB">>
|
||
(<GET-OBJ "RAINB"> <GET-OBJ "BARRE">)
|
||
FALLS-ROOM
|
||
<+ ,RNWALLBIT ,RLANDBIT ,RSACREDBIT>
|
||
(RGLOBAL ,RGWATER)>
|
||
|
||
<ROOM "RAINB"
|
||
"You are on top of a rainbow (I bet you never thought you would walk
|
||
on a rainbow), with a magnificent view of the Falls. The rainbow
|
||
travels east-west here. There is an NBC Commissary here."
|
||
"Rainbow Room"
|
||
<EXIT "EAST" "POG" "WEST" "FALLS">
|
||
()
|
||
<>
|
||
<+ ,RLANDBIT ,RLIGHTBIT ,RNWALLBIT ,RSACREDBIT>>
|
||
|
||
<SETG CRAIN <CEXIT "RAINBOW" "RAINB">>
|
||
|
||
<ROOM "POG"
|
||
"You are on a small, rocky beach on the continuation of the Frigid
|
||
River past the Falls. The beach is narrow due to the presence of the
|
||
White Cliffs. The river canyon opens here and sunlight shines in
|
||
from above. A rainbow crosses over the falls to the west and a narrow
|
||
path continues to the southeast."
|
||
"End of Rainbow"
|
||
<EXIT "UP" ,CRAIN "NW" ,CRAIN "WEST" ,CRAIN "SE" "CLBOT"
|
||
"LAUNC" #NEXIT "The sharp rocks endanger your boat.">
|
||
(<GET-OBJ "RAINB"> <GET-OBJ "POT">)
|
||
<>
|
||
<+ ,RLANDBIT ,RLIGHTBIT ,RNWALLBIT>
|
||
(RGLOBAL ,RGWATER)>
|
||
|
||
<ROOM "CLBOT"
|
||
"You are beneath the walls of the river canyon which may be climbable
|
||
here. There is a small stream here, which is the lesser part of the
|
||
runoff of Aragain Falls. To the north is a narrow path."
|
||
"Canyon Bottom"
|
||
<EXIT "UP" "CLMID" "NORTH" "POG">
|
||
(<GET-OBJ "CCLIF">)
|
||
<>
|
||
<+ ,RLANDBIT ,RLIGHTBIT ,RNWALLBIT ,RSACREDBIT>
|
||
(RGLOBAL ,RGWATER)>
|
||
|
||
<ROOM "CLMID"
|
||
|
||
"You are on a ledge about halfway up the wall of the river canyon.
|
||
You can see from here that the main flow from Aragain Falls twists
|
||
along a passage which it is impossible to enter. Below you is the
|
||
canyon bottom. Above you is more cliff, which still appears
|
||
climbable."
|
||
"Rocky Ledge"
|
||
<EXIT "UP" "CLTOP" "DOWN" "CLBOT">
|
||
(<GET-OBJ "CCLIF">)
|
||
<>
|
||
<+ ,RLANDBIT ,RLIGHTBIT ,RNWALLBIT ,RSACREDBIT>>
|
||
|
||
<ROOM "CLTOP"
|
||
|
||
"You are at the top of the Great Canyon on its south wall. From here
|
||
there is a marvelous view of the Canyon and parts of the Frigid River
|
||
upstream. Across the canyon, the walls of the White Cliffs still
|
||
appear to loom far above. Following the Canyon upstream (north and
|
||
northwest), Aragain Falls may be seen, complete with rainbow.
|
||
Fortunately, my vision is better than average and I can discern the
|
||
top of the Flood Control Dam #3 far to the distant north. To the
|
||
west and south can be seen an immense forest, stretching for miles
|
||
around. It is possible to climb down into the canyon from here."
|
||
"Canyon View"
|
||
<EXIT "DOWN" "CLMID" "SOUTH" "FORE4" "WEST" "FORE5">
|
||
(<GET-OBJ "CCLIF">)
|
||
<>
|
||
<+ ,RLANDBIT ,RLIGHTBIT ,RNWALLBIT ,RSACREDBIT>>
|
||
|
||
\
|
||
|
||
;"SUBTITLE VOLCANO AREA"
|
||
|
||
<ROOM "VLBOT"
|
||
"You are at the bottom of a large dormant volcano. High above you
|
||
light may be seen entering from the cone of the volcano. The only
|
||
exit here is to the north."
|
||
"Volcano Bottom"
|
||
<EXIT "NORTH" "LAVA">
|
||
(<GET-OBJ "BALLO">)>
|
||
|
||
<ROOM "VAIR1"
|
||
"You are about one hundred feet above the bottom of the volcano. The
|
||
top of the volcano is clearly visible here."
|
||
"Volcano Core"
|
||
,NULEXIT
|
||
()
|
||
<>
|
||
<+ ,RAIRBIT ,RNWALLBIT ,RSACREDBIT>>
|
||
|
||
<ROOM "VAIR2"
|
||
"You are about two hundred feet above the volcano floor. Looming
|
||
above is the rim of the volcano. There is a small ledge on the west
|
||
side."
|
||
"Volcano near small ledge"
|
||
<EXIT "WEST" "LEDG2" "LAND" "LEDG2">
|
||
()
|
||
<>
|
||
<+ ,RAIRBIT ,RNWALLBIT ,RSACREDBIT>>
|
||
|
||
<ROOM "VAIR3"
|
||
"You are high above the floor of the volcano. From here the rim of
|
||
the volcano looks very narrow and you are very near it. To the
|
||
east is what appears to be a viewing ledge, too thin to land on."
|
||
"Volcano near viewing ledge"
|
||
,NULEXIT
|
||
()
|
||
<>
|
||
<+ ,RAIRBIT ,RNWALLBIT ,RSACREDBIT>>
|
||
|
||
<ROOM "VAIR4"
|
||
"You are near the rim of the volcano which is only about 15 feet
|
||
across. To the west, there is a place to land on a wide ledge."
|
||
"Volcano near wide ledge"
|
||
<EXIT "LAND" "LEDG4" "EAST" "LEDG4">
|
||
()
|
||
<>
|
||
<+ ,RAIRBIT ,RNWALLBIT ,RSACREDBIT>>
|
||
|
||
<SETG CXGNOME <CEXIT "GNOME-DOOR" "VLBOT">>
|
||
|
||
<ROOM "LEDG2"
|
||
"You are on a narrow ledge overlooking the inside of an old dormant
|
||
volcano. This ledge appears to be about in the middle between the
|
||
floor below and the rim above. There is an exit here to the south."
|
||
"Narrow Ledge"
|
||
<EXIT "DOWN" #NEXIT "I wouldn't jump from here."
|
||
"LAUNC" "VAIR2" "WEST" ,CXGNOME "SOUTH" "LIBRA">
|
||
(<GET-OBJ "HOOK1"> <GET-OBJ "COIN">)>
|
||
|
||
<ROOM "LIBRA"
|
||
"This is a room which must have been a large library, probably
|
||
for the royal family. All of the shelves appear to have been gnawed
|
||
to pieces by unfriendly gnomes. To the north is an exit."
|
||
"Library"
|
||
<EXIT "NORTH" "LEDG2" "OUT" "LEDG2">
|
||
(<GET-OBJ "BLBK"> <GET-OBJ "GRBK"> <GET-OBJ "PUBK">
|
||
<GET-OBJ "WHBK">)>
|
||
|
||
<ROOM "LEDG3"
|
||
"You are on a ledge in the middle of a large volcano. Below you
|
||
the volcano bottom can be seen and above is the rim of the volcano.
|
||
A couple of ledges can be seen on the other side of the volcano;
|
||
it appears that this ledge is intermediate in elevation between
|
||
those on the other side. The exit from this room is to the east."
|
||
"Volcano View"
|
||
<EXIT "DOWN" #NEXIT "I wouldn't try that."
|
||
"CROSS" #NEXIT "It is impossible to cross this distance."
|
||
"EAST" "EGYPT">>
|
||
|
||
<ROOM "LEDG4"
|
||
""
|
||
"Wide Ledge"
|
||
<EXIT "DOWN" #NEXIT "It's a long way down."
|
||
"LAUNC" "VAIR4" "WEST" ,CXGNOME "SOUTH" "SAFE">
|
||
(<GET-OBJ "HOOK2">)
|
||
LEDGE-FUNCTION>
|
||
|
||
<ROOM "SAFE"
|
||
""
|
||
"Dusty Room"
|
||
<EXIT "NORTH" "LEDG4">
|
||
(<GET-OBJ "SSLOT"> <GET-OBJ "SAFE">)
|
||
SAFE-ROOM
|
||
<+ ,RLANDBIT ,RLIGHTBIT>>
|
||
|
||
<ROOM "LAVA"
|
||
"This is a small room, whose walls are formed by an old lava flow.
|
||
There are exits here to the west and the south."
|
||
"Lava Room"
|
||
<EXIT "SOUTH" "VLBOT" "WEST" "RUBYR">>
|
||
|
||
<SETG BLOC <GET-ROOM "VLBOT">>
|
||
|
||
\
|
||
|
||
; "SUBTITLE ALICE IN WONDERLAND"
|
||
|
||
<SETG BUCKET-TOP!-FLAG <>>
|
||
|
||
<SETG MAGCMACH <CEXIT "FROBOZZ" "CMACH" "" <> MAGNET-ROOM-EXIT>>
|
||
|
||
<SETG MAGALICE <CEXIT "FROBOZZ" "ALICE" "" <> MAGNET-ROOM-EXIT>>
|
||
|
||
<ROOM "MAGNE"
|
||
""
|
||
"Low Room"
|
||
<EXIT "NORTH" ,MAGCMACH "SOUTH" ,MAGCMACH "WEST" ,MAGCMACH "NE" ,MAGCMACH
|
||
"NW" ,MAGALICE "SW" ,MAGALICE "SE" ,MAGALICE "EAST" ,MAGCMACH
|
||
"OUT" ,MAGALICE>
|
||
(<GET-OBJ "RBTLB"> <GET-OBJ "ROBOT">)
|
||
MAGNET-ROOM>
|
||
|
||
<ROOM "CMACH"
|
||
""
|
||
"Machine Room"
|
||
<EXIT "WEST" "MAGNE" "SOUTH" "CAGER">
|
||
(<GET-OBJ "SQBUT"> <GET-OBJ "RNBUT"> <GET-OBJ "TRBUT">)
|
||
CMACH-ROOM>
|
||
|
||
<ROOM "CAGER"
|
||
"This is a dingy closet adjacent to the machine room. On one wall
|
||
is a small sticker which says
|
||
Protected by
|
||
FROBOZZ
|
||
Magic Alarm Company
|
||
(Hello, footpad!)
|
||
"
|
||
"Dingy Closet"
|
||
<EXIT "NORTH" "CMACH">
|
||
(<GET-OBJ "SPHER">)
|
||
<>
|
||
<+ ,RLIGHTBIT ,RLANDBIT>>
|
||
|
||
<ROOM "CAGED"
|
||
"You are trapped inside a steel cage."
|
||
"Cage"
|
||
<EXIT "NORTH" #NEXIT "">
|
||
(<GET-OBJ "CAGE">) CAGED-ROOM <+ ,RLANDBIT ,RNWALLBIT>>
|
||
|
||
<ROOM "TWELL"
|
||
|
||
"You are at the top of the well. Well done. There are etchings on
|
||
the side of the well. There is a small crack across the floor at the
|
||
entrance to a room on the east, but it can be crossed easily."
|
||
"Top of Well"
|
||
<EXIT "EAST" "ALICE" "DOWN" #NEXIT "It's a long way down!">
|
||
(<GET-OBJ "ETCH2">)
|
||
<>
|
||
<+ ,RLANDBIT ,RBUCKBIT>
|
||
(RVAL 10
|
||
RGLOBAL ,WELLBIT)>
|
||
|
||
<ROOM "BWELL"
|
||
|
||
"This is a damp circular room, whose walls are made of brick and
|
||
mortar. The roof of this room is not visible, but there appear to be
|
||
some etchings on the walls. There is a passageway to the west."
|
||
"Circular Room"
|
||
<EXIT "WEST" "MPEAR" "UP" #NEXIT "The walls cannot be climbed.">
|
||
(<GET-OBJ "BUCKE"> <GET-OBJ "ETCH1">)
|
||
<>
|
||
<+ ,RLANDBIT ,RBUCKBIT>
|
||
(RGLOBAL ,WELLBIT)>
|
||
|
||
<ROOM "ALICE"
|
||
|
||
"This is a small square room, in the center of which is a large
|
||
oblong table, no doubt set for afternoon tea. It is clear from the
|
||
objects on the table that the users were indeed mad. In the eastern
|
||
corner of the room is a small hole (no more than four inches high).
|
||
There are passageways leading away to the west and the northwest."
|
||
"Tea Room"
|
||
<EXIT "EAST" #NEXIT "Only a mouse could get in there."
|
||
"WEST" "TWELL" "NW" "MAGNE">
|
||
(<GET-OBJ "ATABL"> <GET-OBJ "ECAKE"> <GET-OBJ "ORICE">
|
||
<GET-OBJ "RDICE"> <GET-OBJ "BLICE">)>
|
||
|
||
<PSETG SMDROP #NEXIT "There is a chasm too large to jump across.">
|
||
|
||
<ROOM "ALISM"
|
||
|
||
"This is an enormous room, in the center of which are four wooden
|
||
posts delineating a rectangular area, above which is what appears to
|
||
be a wooden roof. In fact, all objects in this room appear to be
|
||
abnormally large. To the east is a passageway. There is a large
|
||
chasm on the west and the northwest."
|
||
"Posts Room"
|
||
<EXIT "NW" ,SMDROP "EAST" "ALITR" "WEST" ,SMDROP "DOWN" ,SMDROP>
|
||
(<GET-OBJ "POSTS">)>
|
||
|
||
<ROOM "ALITR"
|
||
|
||
"This is a large room, one half of which is depressed. There is a
|
||
large leak in the ceiling through which brown colored goop is
|
||
falling. The only exit to this room is to the west."
|
||
"Pool Room"
|
||
<EXIT "EXIT" "ALISM" "WEST" "ALISM">
|
||
(<GET-OBJ "FLASK"> <GET-OBJ "POOL"> <GET-OBJ "PLEAK"> <GET-OBJ "SAFFR">)>
|
||
|
||
\
|
||
|
||
; "SUBTITLE BANK OF ZORK"
|
||
|
||
<ROOM "BKENT"
|
||
|
||
"This is the large entrance hall of the Bank of Zork, the largest
|
||
banking institution of the Great Underground Empire. A partial
|
||
account of its history is in 'The Lives of the Twelve Flatheads' with
|
||
the chapter on J. Pierpont Flathead. A more detailed history (albeit
|
||
less objective) may be found in Flathead's outrageous autobiography
|
||
'I'm Rich and You Aren't - So There!'.
|
||
Most of the furniture has been ravaged by passing scavengers. All
|
||
that remains are two signs at the Northwest and Northeast corners of
|
||
the room, which say
|
||
|
||
<-- WEST VIEWING ROOM EAST VIEWING ROOM -->
|
||
"
|
||
"Bank Entrance"
|
||
<EXIT "NW" "BKTW" "NE" "BKTE" "SOUTH" "GALLE">>
|
||
|
||
<ROOM "BKTW"
|
||
""
|
||
"West Teller's Room"
|
||
<EXIT "NORTH" "BKVW" "SOUTH" "BKENT" "WEST" "BKBOX">
|
||
()
|
||
TELLER-ROOM>
|
||
|
||
<ROOM "BKTE"
|
||
""
|
||
"East Teller's Room"
|
||
<EXIT "NORTH" "BKVE" "SOUTH" "BKENT" "EAST" "BKBOX">
|
||
()
|
||
TELLER-ROOM>
|
||
|
||
<SETG VIEW-ROOM
|
||
|
||
"This is a room used by holders of safety deposit boxes to view
|
||
their contents. On the north side of the room is a sign which says
|
||
|
||
REMAIN HERE WHILE THE BANK OFFICER RETRIEVES YOUR DEPOSIT BOX
|
||
WHEN YOU ARE FINISHED, LEAVE THE BOX, AND EXIT TO THE SOUTH
|
||
AN ADVANCED PROTECTIVE DEVICE PREVENTS ALL CUSTOMERS FROM
|
||
REMOVING ANY SAFETY DEPOSIT BOX FROM THIS VIEWING AREA!
|
||
Thank You for banking at the Zork!
|
||
">
|
||
|
||
<SETG SCOLEXIT <CEXIT "FROBOZZ" "BKENT" "" <> SCOLGO>>
|
||
|
||
<SETG SCOL-ACTIVE <FIND-ROOM "FCHMP">>
|
||
|
||
<ROOM "BKVW"
|
||
,VIEW-ROOM
|
||
"Viewing Room"
|
||
<EXIT "SOUTH" "BKENT">
|
||
()
|
||
<>
|
||
,RLANDBIT
|
||
(RGLOBAL <+ ,WALL-ESWBIT ,WALL-NBIT>)>
|
||
|
||
<ROOM "BKVE"
|
||
,VIEW-ROOM
|
||
"Viewing Room"
|
||
<EXIT "SOUTH" "BKENT">
|
||
()
|
||
<>
|
||
,RLANDBIT
|
||
(RGLOBAL <+ ,WALL-ESWBIT ,WALL-NBIT>)>
|
||
|
||
<ROOM "BKTWI"
|
||
|
||
"This is a small, bare room with no distinguishing features. There
|
||
are no exits from this room."
|
||
"Small Room"
|
||
,NULEXIT
|
||
()
|
||
<>
|
||
<+ ,RLANDBIT ,RSACREDBIT>
|
||
(RGLOBAL <+ ,WALL-ESWBIT ,WALL-NBIT>)>
|
||
|
||
<ROOM "BKVAU"
|
||
"This is the Vault of the Bank of Zork, in which there are no doors."
|
||
"Vault"
|
||
,NULEXIT
|
||
(<GET-OBJ "BILLS">)
|
||
<>
|
||
<+ ,RSACREDBIT ,RLANDBIT>
|
||
(RGLOBAL <+ ,WALL-ESWBIT ,WALL-NBIT>)>
|
||
|
||
<SETG BKALARM
|
||
"An alarm rings briefly and an invisible force prevents your leaving.">
|
||
|
||
<ROOM "BKBOX"
|
||
"This is a large rectangular room. The east and west walls here
|
||
were used for storing safety deposit boxes. As might be expected,
|
||
all have been carefully removed by evil persons. To the east, west,
|
||
and south of the room are large doorways. The northern 'wall'
|
||
of the room is a shimmering curtain of light. In the center of the
|
||
room is a large stone cube, about 10 feet on a side. Engraved on
|
||
the side of the cube is some lettering."
|
||
"Safety Depository"
|
||
<EXIT "NORTH"
|
||
#NEXIT #NEXIT "There is a curtain of light there."
|
||
"WEST"
|
||
<CEXIT "FROBOZZ" "BKTW" ,BKALARM <> BKLEAVEW>
|
||
"EAST"
|
||
<CEXIT "FROBOZZ" "BKTE" ,BKALARM <> BKLEAVEE>
|
||
"SOUTH"
|
||
"BKEXE">
|
||
(<GET-OBJ "VAULT"> <GET-OBJ "SCOL">)
|
||
BKBOX-ROOM
|
||
<+ ,RLANDBIT ,RLIGHTBIT>
|
||
(RGLOBAL ,WALL-NBIT)>
|
||
|
||
<ROOM "BKEXE"
|
||
"This room was the office of the Chairman of the Bank of Zork.
|
||
Like the other rooms here, it has been extensively vandalized.
|
||
The lone exit is to the north."
|
||
"Chairman's Office"
|
||
<EXIT "NORTH" "BKBOX">
|
||
(<GET-OBJ "PORTR">)>
|
||
|
||
<SETG SCOL-ROOMS
|
||
[<FIND-DIR "EAST">
|
||
<GET-ROOM "BKVE">
|
||
<FIND-DIR "WEST">
|
||
<GET-ROOM "BKVW">
|
||
<FIND-DIR "NORTH">
|
||
<GET-ROOM "BKTWI">
|
||
<FIND-DIR "SOUTH">
|
||
<GET-ROOM "BKVAU">]>
|
||
|
||
<SETG SCOL-WALLS
|
||
[<GET-ROOM "BKVW">
|
||
<GET-OBJ "WEAST">
|
||
<GET-ROOM "BKVE">
|
||
<GET-ROOM "BKVE">
|
||
<GET-OBJ "WWEST">
|
||
<GET-ROOM "BKVW">
|
||
<GET-ROOM "BKTWI">
|
||
<GET-OBJ "WSOUT">
|
||
<GET-ROOM "BKVAU">
|
||
<GET-ROOM "BKVAU">
|
||
<GET-OBJ "WNORT">
|
||
<GET-ROOM "BKTWI">]>
|
||
|
||
<SETG SCOL-ROOM <GET-ROOM "BKVW">>
|
||
|
||
\
|
||
|
||
;"SUBTITLE CHINESE PUZZLE ROOMS"
|
||
|
||
<SETG CPHERE 10>
|
||
|
||
<SETG CPOBJS <IUVECTOR 64 ()>>
|
||
|
||
<PUT ,CPOBJS 37 (<GET-OBJ "GCARD">)>
|
||
|
||
<PUT ,CPOBJS 52 (<GET-OBJ "CPSLT"> <GET-OBJ "CPDOR">)>
|
||
|
||
<SETG CPUVEC
|
||
<UVECTOR 1
|
||
1
|
||
1
|
||
1
|
||
1
|
||
1
|
||
1
|
||
1
|
||
1
|
||
0
|
||
-1
|
||
0
|
||
0
|
||
-1
|
||
0
|
||
1
|
||
1
|
||
-1
|
||
0
|
||
1
|
||
0
|
||
-2
|
||
0
|
||
1
|
||
1
|
||
0
|
||
0
|
||
0
|
||
0
|
||
1
|
||
0
|
||
1
|
||
1
|
||
-3
|
||
0
|
||
0
|
||
-1
|
||
-1
|
||
0
|
||
1
|
||
1
|
||
0
|
||
0
|
||
-1
|
||
0
|
||
0
|
||
0
|
||
1
|
||
1
|
||
1
|
||
1
|
||
0
|
||
0
|
||
0
|
||
1
|
||
1
|
||
1
|
||
1
|
||
1
|
||
1
|
||
1
|
||
1
|
||
1
|
||
1>>
|
||
|
||
;" 0 is no wall
|
||
1 is fixed wall
|
||
-1 is movable wall (-2 is good ladder, -3 bad ladder)"
|
||
|
||
<SETG CPWALLS
|
||
[<GET-OBJ "CPSWL">
|
||
8
|
||
<GET-OBJ "CPNWL">
|
||
-8
|
||
<GET-OBJ "CPEWL">
|
||
1
|
||
<GET-OBJ "CPWWL">
|
||
-1]>
|
||
|
||
<SETG CPEXITS
|
||
[<FIND-DIR "NORTH">
|
||
-8
|
||
<FIND-DIR "SOUTH">
|
||
8
|
||
<FIND-DIR "EAST">
|
||
1
|
||
<FIND-DIR "WEST">
|
||
-1
|
||
<FIND-DIR "NE">
|
||
-7
|
||
<FIND-DIR "NW">
|
||
-9
|
||
<FIND-DIR "SE">
|
||
9
|
||
<FIND-DIR "SW">
|
||
7]>
|
||
|
||
<ROOM "CPANT"
|
||
|
||
"This is a small square room, in the middle of which is a recently
|
||
created hole through which you can barely discern the floor some ten
|
||
feet below. It doesn't seem likely you could climb back up. There
|
||
are exits to the west and south."
|
||
"Small Square Room"
|
||
<EXIT "SOUTH" "CPOUT" "WEST" "TREAS"
|
||
"DOWN" <CEXIT "FROBOZZ" "FCHMP" "" <> CPENTER>>
|
||
(<GET-OBJ "WARNI">)
|
||
<>
|
||
<+ ,RLANDBIT ,RLIGHTBIT>>
|
||
|
||
<ROOM "CPOUT"
|
||
""
|
||
"Side Room"
|
||
<EXIT "NORTH" "CPANT" "EAST" <CEXIT "CPOUT" "CP" "The steel door bars the way.">>
|
||
(<GET-OBJ "CPDR2">)
|
||
CPOUT-ROOM>
|
||
|
||
<ROOM "CP"
|
||
""
|
||
"Room in a Puzzle"
|
||
<EXIT "NORTH"
|
||
<CEXIT "FROBOZZ" "FCHMP" "" <> CPEXIT>
|
||
"SOUTH"
|
||
<CEXIT "FROBOZZ" "FCHMP" "" <> CPEXIT>
|
||
"EAST"
|
||
<CEXIT "FROBOZZ" "FCHMP" "" <> CPEXIT>
|
||
"WEST"
|
||
<CEXIT "FROBOZZ" "FCHMP" "" <> CPEXIT>
|
||
"NE"
|
||
<CEXIT "FROBOZZ" "FCHMP" "" <> CPEXIT>
|
||
"NW"
|
||
<CEXIT "FROBOZZ" "FCHMP" "" <> CPEXIT>
|
||
"SE"
|
||
<CEXIT "FROBOZZ" "FCHMP" "" <> CPEXIT>
|
||
"UP"
|
||
<CEXIT "FROBOZZ" "FCHMP" "" <> CPEXIT>
|
||
"SW"
|
||
<CEXIT "FROBOZZ" "FCHMP" "" <> CPEXIT>>
|
||
()
|
||
CP-ROOM
|
||
<+ ,RLANDBIT ,RLIGHTBIT>
|
||
(RGLOBAL <+ ,CPLADDER ,CPWALL>)>
|
||
|
||
\
|
||
; "SUBTITLE PALANTIR ROOMS"
|
||
|
||
<SETG PALANDOOR <DOOR "PDOOR" "PALAN" "PRM">>
|
||
<SETG PALANWIND <DOOR "PWIND" "PALAN" "PRM">>
|
||
|
||
<ROOM "PALAN"
|
||
""
|
||
"Dreary Room"
|
||
<EXIT "SOUTH" ,PALANDOOR "EXIT" ,PALANDOOR "#!#!#" ,PALANWIND>
|
||
(<GET-OBJ "PDOOR">
|
||
<GET-OBJ "PWIND">
|
||
<GET-OBJ "PLID2">
|
||
<GET-OBJ "PKH2">
|
||
<GET-OBJ "PALAN">
|
||
<GET-OBJ "PTABL">
|
||
<GET-OBJ "PCRAK">)
|
||
PALANTIR-ROOM
|
||
<+ ,RLANDBIT ,RLIGHTBIT ,RSACREDBIT>>
|
||
|
||
<ROOM "PRM"
|
||
""
|
||
"Tiny Room"
|
||
<EXIT "NORTH" ,PALANDOOR "ENTER" ,PALANDOOR "#!#!#" ,PALANWIND
|
||
"EAST" "MTORC">
|
||
(<GET-OBJ "PDOOR"> <GET-OBJ "PWIND"> <GET-OBJ "PLID1"> <GET-OBJ "PKH1">)
|
||
PRM-ROOM>
|
||
|
||
<ROOM "SLIDE"
|
||
""
|
||
"Slide Room"
|
||
<EXIT "EAST" "PASS3" "NORTH" "ENTRA"
|
||
"DOWN" <CEXIT "FROBOZZ" "CAVE4" "" <> SLIDE-EXIT>>
|
||
()
|
||
SLIDE-ROOM
|
||
,RLANDBIT
|
||
(RGLOBAL ,SLIDEBIT)>
|
||
|
||
<ROOM "SLID1"
|
||
"This is an uncomfortable spot within the coal chute. The rope to
|
||
which you are clinging can be seen rising into the darkness above.
|
||
There is more rope dangling below you."
|
||
"Slide"
|
||
<EXIT "DOWN" "SLID2" "UP" "SLIDE">
|
||
()
|
||
INSLIDE
|
||
<+ ,RLANDBIT ,RSACREDBIT>
|
||
(RGLOBAL <+ ,ROPEBIT ,SLIDEBIT>)>
|
||
|
||
<ROOM "SLID2"
|
||
"This is another spot within the coal chute. Above you the rope
|
||
climbs into darkness and the end of the rope is dangling five feet
|
||
beneath you."
|
||
"Slide"
|
||
<EXIT "DOWN" "SLID3" "UP" "SLID1">
|
||
()
|
||
INSLIDE
|
||
<+ ,RLANDBIT ,RSACREDBIT>
|
||
(RGLOBAL <+ ,ROPEBIT ,SLIDEBIT>)>
|
||
|
||
<ROOM "SLID3"
|
||
"You have reached the end of your rope. Below you is darkness as
|
||
the chute makes a sharp turn. On the east here is a small ledge
|
||
which you might be able to stand on."
|
||
"Slide"
|
||
<EXIT "DOWN" "CELLA" "UP" "SLID2" "EAST" "SLEDG">
|
||
()
|
||
INSLIDE
|
||
<+ ,RLANDBIT ,RSACREDBIT>
|
||
(RGLOBAL <+ ,ROPEBIT ,SLIDEBIT>)>
|
||
|
||
<ROOM "SLEDG"
|
||
|
||
"This is a narrow ledge abutting the coal chute, in which a rope can
|
||
be seen passing downward. Behind you, to the south, is a small room."
|
||
"Slide Ledge"
|
||
<EXIT "DOWN" "CELLA" "UP" "SLID2" "SOUTH" "SPAL">
|
||
()
|
||
SLEDG-ROOM
|
||
<+ ,RLANDBIT ,RSACREDBIT>
|
||
(RGLOBAL <+ ,ROPEBIT ,SLIDEBIT>)>
|
||
|
||
<ROOM "SPAL"
|
||
|
||
"This is a small room with rough walls, and a ceiling which is steeply
|
||
sloping from north to south. There is coal dust covering almost
|
||
everything, and little bits of coal are scattered around the only exit
|
||
(which is a narrow passage to the north). In one corner of the room is
|
||
an old coal stove which lights the room with a cheery red glow. There
|
||
is a very narrow crack in the north wall."
|
||
"Sooty Room"
|
||
<EXIT "NORTH" "SLEDG">
|
||
(<GET-OBJ "PAL3"> <GET-OBJ "STOVE">)
|
||
<>
|
||
<+ ,RLANDBIT ,RSACREDBIT ,RLIGHTBIT>>
|
||
|
||
\
|
||
; "SUBTITLE END GAME"
|
||
|
||
<SETG MR-D <CEXIT "FROBOZZ" "MRD" "" <> MRGO>>
|
||
<SETG MR-G <CEXIT "FROBOZZ" "MRG" "" <> MRGO>>
|
||
<SETG MR-C <CEXIT "FROBOZZ" "MRC" "" <> MRGO>>
|
||
<SETG MR-B <CEXIT "FROBOZZ" "MRB" "" <> MRGO>>
|
||
<SETG MR-A <CEXIT "FROBOZZ" "MRA" "" <> MRGO>>
|
||
<SETG MOUT <CEXIT "FROBOZZ" "MRA" "" <> MIROUT>>
|
||
<SETG MIREX <CEXIT "MIRROR-OPEN" "INMIR" "" <> MIRIN>>
|
||
|
||
<ROOM "MRD"
|
||
"" "Hallway"
|
||
<EXIT "NORTH" "FDOOR" "NE" "FDOOR" "NW" "FDOOR"
|
||
"SOUTH" ,MR-G "SE" ,MR-G "SW" ,MR-G>
|
||
()
|
||
MRDF
|
||
<+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
|
||
(RGLOBAL <+ ,ROSEBIT ,CHANBIT ,GUARDBIT>)>
|
||
|
||
<ROOM "MRG"
|
||
"" "Hallway"
|
||
<EXIT "NORTH" ,MR-D "SOUTH" ,MR-C>
|
||
()
|
||
GUARDIANS
|
||
<+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
|
||
(RGLOBAL ,GUARDBIT)>
|
||
|
||
<ROOM "MRC"
|
||
"" "Hallway"
|
||
<EXIT "NORTH" ,MR-G "NW" ,MR-G "NE" ,MR-G
|
||
"ENTER" ,MIREX "SOUTH" ,MR-B "SW" ,MR-B "SE" ,MR-B>
|
||
()
|
||
MRCF
|
||
<+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
|
||
(RGLOBAL <+ ,MIRRORBIT ,PANELBIT ,ROSEBIT ,CHANBIT ,GUARDBIT>)>
|
||
|
||
<ROOM "MRB"
|
||
"" "Hallway"
|
||
<EXIT "NORTH" ,MR-C "NW" ,MR-C "NE" ,MR-C
|
||
"ENTER" ,MIREX "SOUTH" ,MR-A "SW" ,MR-A "SE" ,MR-A>
|
||
()
|
||
MRBF
|
||
<+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
|
||
(RGLOBAL <+ ,MIRRORBIT ,PANELBIT ,ROSEBIT ,CHANBIT>)>
|
||
|
||
<ROOM "MRA"
|
||
"" "Hallway"
|
||
<EXIT "NORTH" ,MR-B "NW" ,MR-B "NE" ,MR-B
|
||
"ENTER" ,MIREX "SOUTH" "MREYE">
|
||
()
|
||
MRAF
|
||
<+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
|
||
(RGLOBAL <+ ,MIRRORBIT ,PANELBIT ,ROSEBIT ,CHANBIT>)>
|
||
|
||
<ROOM "MRDE"
|
||
"" "Narrow Room"
|
||
,NULEXIT
|
||
()
|
||
GUARDIANS
|
||
<+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
|
||
(RGLOBAL <+ ,MIRRORBIT ,PANELBIT ,GUARDBIT>)>
|
||
|
||
<ROOM "MRDW"
|
||
"" "Narrow Room"
|
||
,NULEXIT
|
||
()
|
||
GUARDIANS
|
||
<+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
|
||
(RGLOBAL <+ ,MIRRORBIT ,PANELBIT ,GUARDBIT>)>
|
||
|
||
<ROOM "MRGE"
|
||
"" "Narrow Room"
|
||
,NULEXIT
|
||
()
|
||
GUARDIANS
|
||
<+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
|
||
(RGLOBAL <+ ,MIRRORBIT ,PANELBIT ,GUARDBIT>)>
|
||
|
||
<ROOM "MRGW"
|
||
"" "Narrow Room"
|
||
,NULEXIT
|
||
()
|
||
GUARDIANS
|
||
<+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
|
||
(RGLOBAL <+ ,MIRRORBIT ,PANELBIT ,GUARDBIT>)>
|
||
|
||
<ROOM "MRCE"
|
||
"" "Narrow Room"
|
||
<EXIT "ENTER" ,MIREX "WEST" ,MIREX "NORTH" "MRG" "SOUTH" "MRB">
|
||
()
|
||
MRCEW
|
||
<+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
|
||
(RGLOBAL <+ ,MIRRORBIT ,PANELBIT ,GUARDBIT>)>
|
||
|
||
<ROOM "MRCW"
|
||
"" "Narrow Room"
|
||
<EXIT "ENTER" ,MIREX "EAST" ,MIREX "NORTH" "MRG" "SOUTH" "MRB">
|
||
()
|
||
MRCEW
|
||
<+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
|
||
(RGLOBAL <+ ,MIRRORBIT ,PANELBIT ,GUARDBIT>)>
|
||
|
||
<ROOM "MRBE"
|
||
"" "Narrow Room"
|
||
<EXIT "ENTER" ,MIREX "WEST" ,MIREX "NORTH" "MRC" "SOUTH" "MRA">
|
||
()
|
||
MRBEW
|
||
<+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
|
||
(RGLOBAL <+ ,MIRRORBIT ,PANELBIT>)>
|
||
|
||
<ROOM "MRBW"
|
||
"" "Narrow Room"
|
||
<EXIT "ENTER" ,MIREX "EAST" ,MIREX "NORTH" "MRC" "SOUTH" "MRA">
|
||
()
|
||
MRBEW
|
||
<+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
|
||
(RGLOBAL <+ ,MIRRORBIT ,PANELBIT>)>
|
||
|
||
<ROOM "MRAE"
|
||
"" "Narrow Room"
|
||
<EXIT "ENTER" ,MIREX "WEST" ,MIREX "NORTH" "MRB" "SOUTH" "MREYE">
|
||
()
|
||
MRAEW
|
||
<+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
|
||
(RGLOBAL <+ ,MIRRORBIT ,PANELBIT>)>
|
||
|
||
<ROOM "MRAW"
|
||
"" "Narrow Room"
|
||
<EXIT "ENTER" ,MIREX "EAST" ,MIREX "NORTH" "MRB" "SOUTH" "MREYE">
|
||
()
|
||
MRAEW
|
||
<+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
|
||
(RGLOBAL <+ ,MIRRORBIT ,PANELBIT>)>
|
||
|
||
<ROOM "INMIR"
|
||
"" "Inside Mirror"
|
||
<EXIT "NORTH" ,MOUT "SOUTH" ,MOUT "EAST" ,MOUT "WEST" ,MOUT
|
||
"NE" ,MOUT "NW" ,MOUT "SE" ,MOUT "SW" ,MOUT "EXIT" ,MOUT>
|
||
(<GET-OBJ "YLWAL"> <GET-OBJ "WHWAL">
|
||
<GET-OBJ "RDWAL"> <GET-OBJ "BLWAL">
|
||
<GET-OBJ "OAKND"> <GET-OBJ "PINND">
|
||
<GET-OBJ "WDBAR"> <GET-OBJ "LPOLE">
|
||
<GET-OBJ "SPOLE"> <GET-OBJ "TBAR">
|
||
<GET-OBJ "ARROW">)
|
||
MAGIC-MIRROR
|
||
<+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
|
||
(RVAL 15
|
||
RGLOBAL <+ ,ROSEBIT ,CHANBIT ,GUARDBIT>)>
|
||
|
||
<ROOM "MRANT"
|
||
|
||
"You are standing near one end of a long, dimly lit hall. At the
|
||
south stone stairs ascend. To the north the corridor is illuminated
|
||
by torches set high in the walls, out of reach. On one wall is a red
|
||
button."
|
||
"Stone Room"
|
||
<EXIT "SOUTH" "TSTRS" "UP" "TSTRS" "NORTH" "MREYE">
|
||
(<GET-OBJ "RSWIT">)
|
||
<> <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>>
|
||
|
||
<ROOM "MREYE"
|
||
""
|
||
"Small Room"
|
||
<EXIT "NORTH" ,MR-A "NW" ,MR-A "NE" ,MR-A "SOUTH" "MRANT">
|
||
(<GET-OBJ "RBEAM">)
|
||
MREYE-ROOM
|
||
<+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>>
|
||
|
||
<SETG CD <DOOR "TOMB" "TOMB" "CRYPT" <> <>>>
|
||
|
||
<ROOM "TOMB"
|
||
""
|
||
"Tomb of the Unknown Implementer"
|
||
<EXIT "WEST" "LLD2" "NORTH" ,CD "ENTER" ,CD>
|
||
(<GET-OBJ "TOMB">
|
||
<GET-OBJ "HEADS">
|
||
<GET-OBJ "COKES">
|
||
<GET-OBJ "LISTS">)
|
||
TOMB-FUNCTION>
|
||
|
||
<ROOM "CRYPT"
|
||
""
|
||
"Crypt"
|
||
<EXIT "SOUTH" ,CD "LEAVE" ,CD>
|
||
(<GET-OBJ "TOMB">)
|
||
CRYPT-FUNCTION
|
||
<+ ,RENDGAME ,RLANDBIT>
|
||
(RVAL 5)>
|
||
|
||
<ROOM "TSTRS"
|
||
"You are standing at the top of a flight of stairs that lead down to
|
||
a passage below. Dim light, as from torches, can be seen in the
|
||
passage. Behind you the stairs lead into untouched rock."
|
||
"Top of Stairs"
|
||
<EXIT "NORTH" "MRANT"
|
||
"DOWN" "MRANT"
|
||
"SOUTH" #NEXIT "The wall is solid rock.">
|
||
()
|
||
<>
|
||
<+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
|
||
(RVAL 10)>
|
||
|
||
<ROOM "ECORR"
|
||
"This is a corridor with polished marble walls. The corridor
|
||
widens into larger areas as it turns west at its northern and
|
||
southern ends."
|
||
"East Corridor"
|
||
<EXIT "NORTH" "NCORR" "SOUTH" "SCORR">
|
||
() <> <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>>
|
||
|
||
<ROOM "WCORR"
|
||
"This is a corridor with polished marble walls. The corridor
|
||
widens into larger areas as it turns east at its northern and
|
||
southern ends."
|
||
"West Corridor"
|
||
<EXIT "NORTH" "NCORR" "SOUTH" "SCORR">
|
||
() <> <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>>
|
||
|
||
<SETG OD <DOOR "ODOOR" "SCORR" "CELL" "" MAYBE-DOOR>> ; "south cell door"
|
||
<SETG WD <DOOR "QDOOR" "BDOOR" "FDOOR">> ; "wooden door, entrance to cell area"
|
||
<SETG CD <DOOR "CDOOR" "NCORR" "CELL">> ; "cell door"
|
||
<SETG ND <DOOR "ODOOR" "NCELL" "NIRVA">> ; "winnage door"
|
||
|
||
<ROOM "SCORR"
|
||
""
|
||
"South Corridor"
|
||
<EXIT "WEST" "WCORR"
|
||
"EAST" "ECORR"
|
||
"NORTH" ,OD
|
||
"SOUTH" "BDOOR">
|
||
(<GET-OBJ "ODOOR">)
|
||
SCORR-ROOM <+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>>
|
||
|
||
<ROOM "BDOOR"
|
||
""
|
||
"Narrow Corridor"
|
||
<EXIT "NORTH" "SCORR" "SOUTH" ,WD>
|
||
(<GET-OBJ "MASTE">
|
||
<GET-OBJ "QDOOR">)
|
||
BDOOR-FUNCTION
|
||
<+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
|
||
(RVAL 20)>
|
||
|
||
<ROOM "FDOOR"
|
||
""
|
||
"Dungeon Entrance"
|
||
<EXIT "NORTH" ,WD "ENTER" ,WD "SOUTH" ,MR-D "SE" ,MR-D "SW" ,MR-D>
|
||
(<GET-OBJ "QDOOR">)
|
||
FDOOR-FUNCTION
|
||
<+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
|
||
(RVAL 15 RGLOBAL ,MASTERBIT)>
|
||
|
||
<ROOM "NCORR"
|
||
""
|
||
"North Corridor"
|
||
<EXIT "EAST" "ECORR" "WEST" "WCORR" "NORTH" "PARAP"
|
||
"SOUTH" ,CD "ENTER" ,CD>
|
||
(<GET-OBJ "CDOOR">)
|
||
NCORR-ROOM
|
||
<+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
|
||
(RGLOBAL ,MASTERBIT)>
|
||
|
||
<ROOM "PARAP"
|
||
""
|
||
"Parapet"
|
||
<EXIT "SOUTH" "NCORR"
|
||
"NORTH" #NEXIT "You would be burned to a crisp in no time.">
|
||
(<GET-OBJ "DBUTT"> <GET-OBJ "DIAL">
|
||
<GET-OBJ "ONE"> <GET-OBJ "TWO">
|
||
<GET-OBJ "THREE"> <GET-OBJ "FOUR">
|
||
<GET-OBJ "FIVE"> <GET-OBJ "SIX">
|
||
<GET-OBJ "SEVEN"> <GET-OBJ "EIGHT">)
|
||
PARAPET
|
||
<+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
|
||
(RGLOBAL ,MASTERBIT)>
|
||
|
||
<SETG NUMOBJS
|
||
[<GET-OBJ "ONE"> 1 <GET-OBJ "TWO"> 2
|
||
<GET-OBJ "THREE"> 3 <GET-OBJ "FOUR"> 4
|
||
<GET-OBJ "FIVE"> 5 <GET-OBJ "SIX"> 6
|
||
<GET-OBJ "SEVEN"> 7 <GET-OBJ "EIGHT"> 8]>
|
||
|
||
<ROOM "CELL"
|
||
""
|
||
"Prison Cell"
|
||
<EXIT "EXIT" ,CD
|
||
"NORTH" ,CD
|
||
"SOUTH" ,OD>
|
||
(<GET-OBJ "CDOOR"> <GET-OBJ "ODOOR">)
|
||
CELL-ROOM
|
||
<+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
|
||
(RGLOBAL ,MASTERBIT)>
|
||
|
||
<SETG FOUT #NEXIT "The door is securely fastened.">
|
||
|
||
<ROOM "PCELL"
|
||
""
|
||
"Prison Cell"
|
||
<EXIT "EXIT" ,FOUT>
|
||
(<GET-OBJ "LDOOR">)
|
||
PCELL-ROOM
|
||
<+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
|
||
(RGLOBAL ,MASTERBIT)>
|
||
|
||
<ROOM "NCELL"
|
||
""
|
||
"Prison Cell"
|
||
<EXIT "SOUTH" ,FOUT "EXIT" ,ND "NORTH" ,ND>
|
||
(<GET-OBJ "ODOOR"> <GET-OBJ "MDOOR">)
|
||
NCELL-ROOM
|
||
<+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
|
||
(RGLOBAL ,MASTERBIT)>
|
||
|
||
<ROOM "NIRVA"
|
||
|
||
" This is a room of large size, richly appointed and decorated
|
||
in a style that bespeaks exquisite taste. To judge from its
|
||
contents, it is the ultimate storehouse of the treasures of Zork.
|
||
There are chests here containing precious jewels, mountains of
|
||
zorkmids, rare paintings, ancient statuary, and beguiling curios.
|
||
In one corner of the room is a bookcase boasting such volumes as
|
||
'The History of the Great Underground Empire,' 'The Lives of the
|
||
Twelve Flatheads,' 'The Wisdom of the Implementors,' and other
|
||
informative and inspiring works.
|
||
On one wall is a completely annotated map of the Great Underground
|
||
Empire, showing points of interest, various troves of treasure, and
|
||
indicating the locations of several superior scenic views.
|
||
On a desk at the far end of the room may be found stock
|
||
certificates representing a controlling interest in FrobozzCo
|
||
International, the multinational conglomerate and parent company of
|
||
the Frobozz Magic Boat Co., etc."
|
||
"Treasury of Zork"
|
||
,NULEXIT
|
||
(<GET-OBJ "ODOOR">)
|
||
NIRVANA
|
||
<+ ,RENDGAME ,RLANDBIT ,RLIGHTBIT>
|
||
(RVAL 35)>
|
||
|
||
\
|
||
|
||
; "SUBTITLE END GAME GOODIES"
|
||
|
||
<SETG CELLS <IUVECTOR 8 '()>> ;"contents of cells"
|
||
|
||
<SETG COBJS (<GET-OBJ "CDOOR"> <GET-OBJ "ODOOR">)>
|
||
|
||
<SETG NOBJS (<GET-OBJ "MDOOR"> <GET-OBJ "ODOOR">)>
|
||
|
||
<SETG POBJS (<GET-OBJ "LDOOR">)>
|
||
|
||
<SETG NORTHEND <GET-ROOM "MRD">> ;"northern limit of mirror"
|
||
|
||
<SETG STARTROOM <SETG MLOC <GET-ROOM "MRB">>> ;"where mirror begins"
|
||
|
||
<SETG SOUTHEND <GET-ROOM "MRA">> ;"southern limit of mirror"
|
||
|
||
\
|
||
|
||
; "SUBTITLE VOCABULARY"
|
||
|
||
;"buzz words and preposition"
|
||
|
||
<ADD-BUZZ "AND" "BY" "IS" "A" "THE" "AN" "TODAY" "HOW" "CHIMN">
|
||
|
||
<ADD-ZORK PREP "OVER" "WITH" "AT" "TO" "IN" "FOR" "DOWN" "UP" "UNDER" "OF" "FROM">
|
||
<SYNONYM "WITH" "USING" "THROU">
|
||
<SYNONYM "IN" "INSID" "INTO">
|
||
|
||
L;"funny verbs"
|
||
|
||
<SADD-ACTION "C-INT" TIME> ;"funny verb for clock ints"
|
||
|
||
<SADD-ACTION "DEAD!" TIME> ;"funny verb for killing villains"
|
||
|
||
<SADD-ACTION "1ST?" TIME> ;"funny verb for surprise by villains"
|
||
|
||
<SADD-ACTION "FGHT?" TIME> ;"funny verb for deciding whether to fight"
|
||
|
||
<SADD-ACTION "HACK?" TIME> ;"funny verb for villain fight decisions"
|
||
|
||
<SADD-ACTION "IN!" TIME> ;"villain regains consciousness"
|
||
|
||
<SADD-ACTION "OUT!" TIME> ;"villain loses consciousness"
|
||
|
||
<SADD-ACTION "GO-IN" TIME> ;"funny verb for room actions when entering"
|
||
|
||
;"ZORK game commands"
|
||
|
||
<SADD-ACTION "BRIEF" BRIEF>
|
||
|
||
<SADD-ACTION "BUG" BUGGER>
|
||
<VSYNONYM "BUG" "GRITC" "COMPL">
|
||
|
||
<SADD-ACTION "FEATU" FEECH>
|
||
<VSYNONYM "FEATU" "COMME" "SUGGE" "IDEA">
|
||
|
||
<SADD-ACTION "HELP" HELP>
|
||
|
||
<SADD-ACTION "INFO" INFO>
|
||
|
||
<SADD-ACTION "NOOBJ" NO-OBJ-HACK>
|
||
|
||
<SADD-ACTION "QUIT" FINISH>
|
||
<VSYNONYM "QUIT" "Q" "GOODB">
|
||
|
||
<SADD-ACTION "RESTA" RESTART>
|
||
|
||
<SADD-ACTION "RESTO" DO-RESTORE>
|
||
|
||
<SADD-ACTION "RNAME" ROOM-NAME>
|
||
|
||
<SADD-ACTION "SAVE" DO-SAVE>
|
||
|
||
<SADD-ACTION "SCORE" SCORE>
|
||
|
||
<SADD-ACTION "SCRIP" DO-SCRIPT>
|
||
|
||
<SADD-ACTION "SUPER" SUPER-BRIEF>
|
||
|
||
<SADD-ACTION "TIME" PLAY-TIME>
|
||
|
||
<SADD-ACTION "UNSCR" DO-UNSCRIPT>
|
||
|
||
<SADD-ACTION "VERSI" VERSION>
|
||
|
||
<SADD-ACTION "VERBO" VERBOSE>
|
||
|
||
|
||
|
||
;"real verbs"
|
||
|
||
<SADD-ACTION "ANSWE" ANSWER>
|
||
<VSYNONYM "ANSWE" "RESPO">
|
||
|
||
<ADD-ACTION "ATTAC"
|
||
"Attack"
|
||
[(,VILLAIN ROBJS REACH) "WITH" (,WEAPONBIT AOBJS HAVE)
|
||
["ATTAC" ATTACKER]]>
|
||
<VSYNONYM "ATTAC" "FIGHT" "HURT" "INJUR" "HIT">
|
||
|
||
<SADD-ACTION "BACK" BACKER>
|
||
|
||
<SADD-ACTION "BLAST" BLAST>
|
||
|
||
<ADD-ACTION "BOARD"
|
||
"Board"
|
||
[(,VEHBIT ROBJS REACH) ["BOARD" BOARD]]>
|
||
|
||
<ADD-ACTION "BRUSH"
|
||
"Brush"
|
||
[(-1 AOBJS ROBJS REACH) ["BRUSH" BRUSH] DRIVER]
|
||
[(-1 AOBJS ROBJS REACH) "WITH" OBJ ["BRUSH" BRUSH]]>
|
||
<VSYNONYM "BRUSH" "CLEAN">
|
||
|
||
<ADD-ACTION "BURN"
|
||
"Burn"
|
||
[(,BURNBIT AOBJS ROBJS REACH) "WITH" (,FLAMEBIT AOBJS ROBJS HAVE)
|
||
["BURN" BURNER]]>
|
||
<VSYNONYM "BURN" "INCIN" "IGNIT">
|
||
|
||
<SADD-ACTION "CHOMP" CHOMP>
|
||
<VSYNONYM "CHOMP" "LOSE" "BARF">
|
||
|
||
<ADD-ACTION "CLIMB"
|
||
"Climb"
|
||
["UP" (,CLIMBBIT ROBJS) ["CLUP" CLIMB-UP]]
|
||
["DOWN" (,CLIMBBIT ROBJS) ["CLDN" CLIMB-DOWN]]
|
||
[(,CLIMBBIT ROBJS) ["CLUDG" CLIMB-FOO]]>
|
||
|
||
<ADD-ACTION "CLOSE"
|
||
"Close"
|
||
[(<+ ,DOORBIT ,CONTBIT> REACH AOBJS ROBJS) ["CLOSE" CLOSER]]>
|
||
<VSYNONYM "CLOSE">
|
||
|
||
<1ADD-ACTION "COUNT" "Count" COUNT>
|
||
<VSYNONYM "COUNT" "MANY">
|
||
|
||
<SADD-ACTION "CURSE" CURSES>
|
||
<VSYNONYM "CURSE" "SHIT" "FUCK" "DAMN">
|
||
|
||
<1ADD-ACTION "DEFLA" "Deflate" DEFLATER>
|
||
|
||
<SADD-ACTION "DIAGN" DIAGNOSE>
|
||
|
||
<ADD-ACTION "DIG"
|
||
"Dig"
|
||
[(,DIGBIT ROBJS) "WITH" (,TOOLBIT AOBJS HAVE) ["DIG" DIGGER] DRIVER]
|
||
["INTO" (,DIGBIT ROBJS) "WITH" (,TOOLBIT AOBJS HAVE) ["DIG" DIGGER]]>
|
||
|
||
<ADD-ACTION "DISEM"
|
||
"Disembark from"
|
||
[(,VEHBIT ROBJS) ["DISEM" UNBOARD]]>
|
||
|
||
<SADD-ACTION "DOC" DOC>
|
||
|
||
<ADD-ACTION "DRINK"
|
||
"Drink"
|
||
[(,DRINKBIT AOBJS ROBJS REACH) ["DRINK" EAT]]>
|
||
<VSYNONYM "DRINK" "IMBIB" "SWALL">
|
||
|
||
<ADD-ACTION "DROP"
|
||
"Drop"
|
||
[(-1 AOBJS REACH) ["DROP" DROPPER] DRIVER]
|
||
[(-1 AOBJS REACH) "DOWN" OBJ ["PUT" PUTTER]]
|
||
[(-1 AOBJS REACH) "IN" OBJ ["PUT" PUTTER]]>
|
||
<VSYNONYM "DROP" "RELEA">
|
||
|
||
<ADD-ACTION "EAT"
|
||
"Eat"
|
||
[(,FOODBIT AOBJS ROBJS REACH TAKE) ["EAT" EAT]]>
|
||
<VSYNONYM "EAT" "CONSU" "GOBBL" "MUNCH" "TASTE">
|
||
|
||
<ADD-ACTION "ENTER"
|
||
"Enter"
|
||
[["ENTER" ENTER]]
|
||
[OBJ ["GTHRO" THROUGH]]>
|
||
|
||
<1NRADD-ACTION "EXAMI" "Examine" ROOM-INFO>
|
||
<VSYNONYM "EXAMI" "DESCR" "WHAT" "WHATS" "WHAT'">
|
||
|
||
<SADD-ACTION "EXORC" EXORCISE>
|
||
<VSYNONYM "EXORC" "XORCI">
|
||
|
||
<ADD-ACTION "EXTIN"
|
||
"Turn off"
|
||
[(,LIGHTBIT REACH AOBJS ROBJS TAKE) ["TRNOF" LAMP-OFF]]>
|
||
<VSYNONYM "EXTIN" "DOUSE">
|
||
|
||
<ADD-ACTION "FILL" "Fill"
|
||
[(,CONTBIT REACH AOBJS ROBJS)
|
||
"WITH" OBJ
|
||
["FILL" FILL]]
|
||
[(,CONTBIT REACH AOBJS ROBJS)
|
||
["FILL" FILL]]>
|
||
|
||
<1NRADD-ACTION "FIND" "Find" FIND>
|
||
<VSYNONYM "FIND" "WHERE" "SEEK" "SEE">
|
||
|
||
<ADD-ACTION "FOLLO" "Follow" [["FOLLO" FOLLOW]] [OBJ ["FOLLO" FOLLOW]]>
|
||
|
||
<SADD-ACTION "FROBO" FROBOZZ>
|
||
|
||
<SADD-ACTION "GERON" GERONIMO>
|
||
|
||
<ADD-ACTION "GIVE"
|
||
"Give"
|
||
[OBJ "TO" (,VICBIT REACH ROBJS) ["GIVE" DROPPER] DRIVER]
|
||
[(,VICBIT REACH ROBJS) OBJ ["GIVE" DROPPER] FLIP]>
|
||
<VSYNONYM "GIVE" "HAND" "DONAT">
|
||
|
||
<ADD-ACTION "HELLO"
|
||
"Hello"
|
||
[["HELLO" HELLO] DRIVER]
|
||
[OBJ ["HELLO" HELLO]]>
|
||
<VSYNONYM "HELLO" "HI">
|
||
|
||
<ADD-ACTION "BLOW"
|
||
"Blow"
|
||
["UP" OBJ "WITH" (,TOOLBIT REACH ROBJS AOBJS) ["INFLA" INFLATER] DRIVER]
|
||
["UP" OBJ ["BLAST" BLAST]]
|
||
["INTO" OBJ ["BLOIN" BREATHE]]>
|
||
|
||
<SADD-ACTION "INCAN" INCANT>
|
||
|
||
<ADD-ACTION "INFLA"
|
||
"Inflate"
|
||
[OBJ "WITH" (,TOOLBIT REACH ROBJS AOBJS) ["INFLA" INFLATER]]>
|
||
|
||
<SADD-ACTION "INVEN" INVENT>
|
||
<VSYNONYM "INVEN" "LIST" "I">
|
||
|
||
<SADD-ACTION "FOO" JARGON>
|
||
<VSYNONYM "FOO" "BAR" "BLETC">
|
||
|
||
<ADD-ACTION "JUMP"
|
||
"Jump"
|
||
[["JUMP" LEAPER]]
|
||
["OVER" OBJ ["JUMP" LEAPER]]>
|
||
<VSYNONYM "JUMP" "LEAP">
|
||
|
||
<1ADD-ACTION "KICK" "Taunt" KICKER>
|
||
<VSYNONYM "KICK" "BITE" "TAUNT">
|
||
|
||
<ADD-ACTION "KILL"
|
||
"Kill"
|
||
[(,VILLAIN ROBJS REACH) "WITH" (,WEAPONBIT AOBJS HAVE) ["KILL" KILLER]]>
|
||
<VSYNONYM "KILL" "MURDE" "SLAY" "DISPA" "STAB">
|
||
|
||
<ADD-ACTION "KNOCK"
|
||
"Knock"
|
||
["AT" OBJ ["KNOCK" KNOCK] DRIVER]
|
||
["ON" OBJ ["KNOCK" KNOCK]]
|
||
["DOWN" (,VICBIT = REACH ROBJS) ["ATTAC" ATTACKER]]>
|
||
<VSYNONYM "KNOCK" "RAP">
|
||
|
||
<ADD-ACTION "LEAVE"
|
||
"Enter"
|
||
[["LEAVE" LEAVE]]
|
||
[OBJ ["DROP" DROPPER]]>
|
||
|
||
<ADD-ACTION "LIGHT"
|
||
"Light"
|
||
[(,LIGHTBIT REACH AOBJS ROBJS TAKE) ["LIGHT" LAMP-ON] DRIVER]
|
||
[(,LIGHTBIT REACH AOBJS ROBJS) "WITH" (,FLAMEBIT AOBJS TAKE)
|
||
["BURN" BURNER]]>
|
||
|
||
<ADD-ACTION "LOCK"
|
||
"Lock"
|
||
[(-1 ROBJS) "WITH" (,TOOLBIT AOBJS ROBJS TAKE) ["LOCK" LOCKER]]>
|
||
|
||
<ADD-ACTION "LOOK"
|
||
"Look"
|
||
[["LOOK" ROOM-DESC]]
|
||
["AT" NROBJ ["LKAT" ROOM-DESC]]
|
||
["THROU" NROBJ ["LKIN" LOOK-INSIDE]]
|
||
["UNDER" OBJ ["LKUND" LOOK-UNDER]]
|
||
["IN" NROBJ ["LKIN" LOOK-INSIDE]]
|
||
["AT" NROBJ "WITH" OBJ ["READ" READER]]
|
||
["AT" NROBJ "THROU" OBJ ["READ" READER]]>
|
||
<VSYNONYM "LOOK" "L" "STARE" "GAZE">
|
||
|
||
<1ADD-ACTION "LOWER" "Lower" R/L>
|
||
|
||
<1ADD-ACTION "MAKE" "Make" MAKER>
|
||
<VSYNONYM "MAKE" "BUILD">
|
||
|
||
<ADD-ACTION "MELT"
|
||
"Melt"
|
||
[OBJ "WITH" (,FLAMEBIT REACH AOBJS ROBJS) ["MELT" MELTER]]>
|
||
<VSYNONYM "MELT" "LIQUI">
|
||
|
||
<ADD-ACTION "MOVE" "Move" [(-1 ROBJS) ["MOVE" MOVE]]>
|
||
<VSYNONYM "MOVE">
|
||
|
||
<SADD-ACTION "NAME" SRNAME>
|
||
|
||
<SADD-ACTION "OBJEC" ROOM-OBJ>
|
||
|
||
<ADD-ACTION "PULL"
|
||
"Pull"
|
||
[(-1 REACH ROBJS) ["MOVE" MOVE] DRIVER]
|
||
["ON" (-1 REACH ROBJS) ["MOVE" MOVE]]>
|
||
<SYNONYM "PULL" "TUG">
|
||
|
||
<SADD-ACTION "MUMBL" MUMBLER>
|
||
<VSYNONYM "MUMBL" "SIGH">
|
||
|
||
<ADD-ACTION "DESTR"
|
||
"Destroy"
|
||
[(-1 REACH ROBJS AOBJS) ["MUNG" MUNGER] DRIVER]
|
||
[(-1 REACH ROBJS AOBJS) "WITH" (-1 AOBJS TAKE) ["MUNG" MUNGER]]>
|
||
<VSYNONYM "DESTR" "MUNG" "DAMAG">
|
||
|
||
<SADD-ACTION "ODYSS" SINBAD>
|
||
<VSYNONYM "ODYSS" "ULYSS">
|
||
|
||
<ADD-ACTION "LUBRI"
|
||
"Lubricate"
|
||
[OBJ "WITH" (-1 AOBJS REACH) ["OIL" OIL]]>
|
||
<VSYNONYM "LUBRI" "OIL" "GREAS">
|
||
|
||
<1ADD-ACTION "OOPS" "Oops" OOPS>
|
||
|
||
<ADD-ACTION "OPEN"
|
||
"Open"
|
||
[(<+ ,DOORBIT ,CONTBIT> REACH AOBJS ROBJS) ["OPEN" OPENER] DRIVER]
|
||
[(<+ ,DOORBIT ,CONTBIT> REACH AOBJS ROBJS)
|
||
"WITH" (<+ ,WEAPONBIT ,TOOLBIT> ROBJS AOBJS HAVE) ["OPEN" OPENER]]>
|
||
<VSYNONYM "OPEN">
|
||
|
||
<ADD-ACTION "PICK"
|
||
"Pick"
|
||
["UP" (<+ ,TAKEBIT ,TRYTAKEBIT> REACH ROBJS AOBJS) ["TAKE" TAKE]]>
|
||
|
||
<ADD-ACTION "PLAY"
|
||
"Play"
|
||
[OBJ ["PLAY" PLAY] DRIVER]
|
||
[OBJ "WITH" (,TOOLBIT AOBJS ROBJS REACH TAKE) ["PLAY" PLAY]]>
|
||
|
||
<ADD-ACTION "PLUG"
|
||
"Plug"
|
||
[OBJ "WITH" OBJ ["PLUG" PLUGGER]]>
|
||
<VSYNONYM "PLUG" "GLUE" "PATCH">
|
||
|
||
<SADD-ACTION "PLUGH" ADVENT>
|
||
<VSYNONYM "PLUGH" "XYZZY">
|
||
|
||
<ADD-ACTION "POKE"
|
||
"Poke"
|
||
[(,VILLAIN REACH ROBJS) "WITH" (,WEAPONBIT AOBJS HAVE) ["POKE" MUNGER]]>
|
||
<VSYNONYM "POKE" "JAB" "BREAK" "BLIND">
|
||
|
||
<ADD-ACTION "POUR"
|
||
"Pour"
|
||
[(-1 AOBJS REACH) ["POUR" DROPPER] DRIVER]
|
||
[(-1 AOBJS REACH) "IN" OBJ ["POUR" DROPPER]]
|
||
[(-1 AOBJS REACH) "ON" OBJ ["PORON" POUR-ON]]>
|
||
<VSYNONYM "POUR" "SPILL">
|
||
|
||
<SADD-ACTION "PRAY" PRAYER>
|
||
|
||
<ADD-ACTION "PUMP"
|
||
"Pump"
|
||
["UP" OBJ ["PMPUP" PUMPER]]>
|
||
|
||
<ADD-ACTION "PUSH"
|
||
"Push"
|
||
[OBJ ["PUSH" PUSHER]]
|
||
["ON" OBJ ["PUSH" PUSHER]]
|
||
[OBJ "UNDER" OBJ ["PTUND" PUT-UNDER]]>
|
||
<VSYNONYM "PUSH" "PRESS">
|
||
|
||
<ADD-ACTION "PUT"
|
||
"Put"
|
||
[OBJ "IN" OBJ ["PUT" PUTTER] DRIVER]
|
||
["DOWN" OBJ ["DROP" DROPPER]]
|
||
[OBJ "UNDER" OBJ ["PTUND" PUT-UNDER]]>
|
||
<VSYNONYM "PUT" "STUFF" "PLACE" "INSER">
|
||
|
||
<ADD-ACTION "RAISE"
|
||
"Raise"
|
||
[OBJ ["RAISE" R/L] DRIVER]
|
||
["UP" OBJ ["RAISE" R/L]]>
|
||
<VSYNONYM "RAISE" "LIFT">
|
||
|
||
<ADD-ACTION "READ"
|
||
"Read"
|
||
[(,READBIT REACH AOBJS ROBJS TRY) ["READ" READER] DRIVER]
|
||
[(,READBIT REACH AOBJS ROBJS TRY) "WITH" OBJ ["READ" READER]]
|
||
[(,READBIT REACH AOBJS ROBJS TRY) "THROU" OBJ ["READ" READER]]>
|
||
<VSYNONYM "READ" "SKIM">
|
||
|
||
<SADD-ACTION "REPEN" REPENT>
|
||
|
||
<ADD-ACTION "RING" "Ring"
|
||
[OBJ ["RING" RING] DRIVER]
|
||
[OBJ "WITH" OBJ ["RING" READ]]>
|
||
<VSYNONYM "RING" "PEAL">
|
||
|
||
<SADD-ACTION "ROOM" ROOM-ROOM>
|
||
|
||
<1ADD-ACTION "RUB" "Rub" RUBBER>
|
||
<VSYNONYM "RUB" "CARES" "TOUCH" "FEEL" "FONDL">
|
||
|
||
<ADD-ACTION "SEND" "Send"
|
||
["FOR" OBJ ["SEND" SENDER]]>
|
||
|
||
<1ADD-ACTION "SHAKE" "Shake" SHAKER>
|
||
|
||
<ADD-ACTION "SLIDE" "Slide"
|
||
[OBJ "UNDER" OBJ ["PTUND" PUT-UNDER]]>
|
||
|
||
<SADD-ACTION "SKIP" SKIPPER>
|
||
<VSYNONYM "SKIP" "HOP">
|
||
|
||
<1ADD-ACTION "SMELL" "Smell" SMELLER>
|
||
<VSYNONYM "SMELL" "SNIFF">
|
||
|
||
<1ADD-ACTION "SQUEE" "Squeeze" SQUEEZER>
|
||
|
||
<SADD-ACTION "STAY" STAY>
|
||
|
||
<ADD-ACTION "STRIK"
|
||
"Strike"
|
||
[(,VICBIT = REACH ROBJS)
|
||
"WITH"
|
||
(,WEAPONBIT AOBJS ROBJS HAVE)
|
||
["ATTAC" ATTACKER]]
|
||
[(,VICBIT = REACH ROBJS) ["ATTAC" ATTACKER] DRIVER]
|
||
[(-1 REACH ROBJS AOBJS TRY) ["LIGHT" LAMP-ON]]>
|
||
|
||
<SADD-ACTION "SWIM" SWIMMER>
|
||
<VSYNONYM "SWIM" "BATHE" "WADE">
|
||
|
||
<ADD-ACTION "SWING"
|
||
"Swing"
|
||
[(,WEAPONBIT AOBJS HAVE) "AT" (,VILLAIN REACH ROBJS) ["SWING" SWINGER]]>
|
||
<VSYNONYM "SWING" "THRUS">
|
||
|
||
<ADD-ACTION "TAKE"
|
||
"Take"
|
||
[(<+ ,TRYTAKEBIT ,TAKEBIT> REACH ROBJS AOBJS) ["TAKE" TAKE] DRIVER]
|
||
["IN" (,VEHBIT ROBJS REACH) ["BOARD" BOARD]]
|
||
["OUT" (,VEHBIT ROBJS REACH) ["DISEM" UNBOARD]]
|
||
[(<+ ,TAKEBIT ,TRYTAKEBIT> REACH ROBJS AOBJS) "OUT" OBJ ["TAKE" TAKE]]
|
||
[(<+ ,TAKEBIT ,TRYTAKEBIT> REACH ROBJS AOBJS) "FROM" OBJ ["TAKE" TAKE]]>
|
||
<VSYNONYM "TAKE" "REMOV" "GET" "HOLD" "CARRY">
|
||
|
||
<ADD-ACTION "TELL"
|
||
"Tell"
|
||
[(,ACTORBIT ROBJS) ["TELL" COMMAND]]>
|
||
<VSYNONYM "TELL" "COMMA" "REQUE">
|
||
|
||
<SADD-ACTION "TEMPL" TREAS>
|
||
|
||
<1ADD-ACTION "GTHRO" "Go through" THROUGH>
|
||
<VSYNONYM "GTHRO" "THROU" "INTO">
|
||
|
||
<ADD-ACTION "THROW"
|
||
"Throw"
|
||
[(-1 AOBJS HAVE) "AT" (,VICBIT REACH ROBJS) ["THROW" DROPPER] DRIVER]
|
||
[(-1 AOBJS HAVE) "THROU" (,VICBIT REACH ROBJS) ["THROW" DROPPER]]
|
||
[(-1 AOBJS HAVE) "IN" OBJ ["PUT" PUTTER]]>
|
||
<VSYNONYM "THROW" "HURL" "CHUCK">
|
||
|
||
<ADD-ACTION "TIE"
|
||
"Tie"
|
||
[OBJ "TO" OBJ ["TIE" TIE]]
|
||
["UP" (,VICBIT REACH ROBJS) "WITH" (,TOOLBIT REACH ROBJS AOBJS HAVE) ["TIEUP" TIE-UP]]>
|
||
<VSYNONYM "TIE" "FASTE">
|
||
|
||
<SADD-ACTION "TREAS" TREAS>
|
||
|
||
<ADD-ACTION "TURN"
|
||
"Turn"
|
||
[(,TURNBIT REACH AOBJS ROBJS)
|
||
"WITH"
|
||
(,TOOLBIT ROBJS AOBJS HAVE)
|
||
["TURN" TURNER]
|
||
DRIVER]
|
||
["ON" (,LIGHTBIT REACH AOBJS ROBJS TAKE) ["TRNON" LAMP-ON]]
|
||
["OFF" (,LIGHTBIT REACH AOBJS ROBJS TAKE) ["TRNOF" LAMP-OFF]]
|
||
[(,TURNBIT REACH AOBJS ROBJS)
|
||
"TO"
|
||
(-1 ROBJS)
|
||
["TRNTO" TURNTO]]>
|
||
|
||
<VSYNONYM "TURN" "SET">
|
||
|
||
<1ADD-ACTION "SPIN" "Spin" TURNTO>
|
||
|
||
<OR <GASSIGNED? TURNTO> <SETG TURNTO ,TIME>>
|
||
|
||
<ADD-ACTION "UNLOC"
|
||
"Unlock"
|
||
[(-1 REACH ROBJS) "WITH" (,TOOLBIT AOBJS ROBJS TAKE) ["UNLOC" UNLOCKER]]>
|
||
|
||
<ADD-ACTION "UNTIE"
|
||
"Untie"
|
||
[(,TIEBIT REACH ROBJS AOBJS) ["UNTIE" UNTIE] DRIVER]
|
||
[(,TIEBIT REACH ROBJS AOBJS) "FROM" OBJ ["UTFRM" UNTIE-FROM]]>
|
||
<VSYNONYM "UNTIE" "RELEA" "FREE">
|
||
|
||
<SADD-ACTION "WAIT" WAIT>
|
||
|
||
<ADD-ACTION "WAKE"
|
||
"Wake"
|
||
[(,VICBIT ROBJS) ["WAKE" ALARM] DRIVER]
|
||
["UP" (,VICBIT ROBJS) ["WAKE" ALARM]]>
|
||
<VSYNONYM "WAKE" "AWAKE" "SURPR" "START">
|
||
|
||
<ADD-ACTION "WALK"
|
||
"Walk"
|
||
[OBJ ["WALK" WALK]]
|
||
["IN" OBJ ["GTHRO" THROUGH]]
|
||
["THROU" OBJ ["GTHRO" THROUGH]]>
|
||
<VSYNONYM "WALK" "GO" "RUN" "PROCE">
|
||
|
||
<ADD-ACTION "WAVE" "Wave" [(-1 AOBJS) ["WAVE" WAVER]]>
|
||
<VSYNONYM "WAVE" "BRAND">
|
||
|
||
<SADD-ACTION "WIN" WIN>
|
||
<VSYNONYM "WIN" "WINNA">
|
||
|
||
<SADD-ACTION "WISH" WISHER>
|
||
|
||
<ADD-ACTION "WIND"
|
||
"Wind"
|
||
[OBJ ["WIND" WIND]]
|
||
["UP" OBJ ["WIND" WIND]]>
|
||
|
||
<SADD-ACTION "YELL" YELL>
|
||
<VSYNONYM "YELL" "SCREA" "SHOUT">
|
||
|
||
<SADD-ACTION "ZORK" ZORK>
|
||
|
||
; "SUBTITLE BUNCH VERBS"
|
||
|
||
<ADD-BUNCHER "TAKE" "DROP" "PUT" "COUNT">
|
||
|
||
\
|
||
|
||
; "SUBTITLE ACTOR ABILITIES"
|
||
|
||
<PSETG ROBOT-ACTIONS
|
||
<MAPF ,UVECTOR
|
||
,FIND-VERB
|
||
["WALK" "TAKE" "DROP" "PUT" "JUMP" "PUSH" "THROW" "TURN"]>>
|
||
|
||
<PSETG MASTER-ACTIONS
|
||
<MAPF ,UVECTOR
|
||
,FIND-VERB
|
||
["TAKE" "DROP" "PUT" "THROW" "PUSH" "TURN" "TRNTO" "SPIN"
|
||
"FOLLO" "STAY" "OPEN" "CLOSE" "KILL"]>>
|
||
|
||
\
|
||
|
||
; "SUBTITLE OBJECTS"
|
||
|
||
;"this object is here only so Restore of old Save files will work"
|
||
|
||
<OBJECT ["BUTTO"]
|
||
[]
|
||
""
|
||
0>
|
||
|
||
<OBJECT ["!!!!!"]
|
||
[]
|
||
""
|
||
0>
|
||
|
||
<OBJECT ["GHOST" "SPIRI" "FIEND"]
|
||
[]
|
||
"number of ghosts"
|
||
<+ ,OVISON ,VICBIT>
|
||
GHOST-FUNCTION>
|
||
|
||
<OBJECT ["GATES" "GATE"]
|
||
[]
|
||
"gates"
|
||
0>
|
||
|
||
<OBJECT ["FBASK" "CAGE" "DUMBW" "BASKE"]
|
||
["LOWER"]
|
||
"lowered basket"
|
||
<+ ,OVISON>
|
||
DUMBWAITER>
|
||
|
||
<OBJECT ["FOOD" "SANDW" "LUNCH" "DINNE"]
|
||
["HOT" "PEPPE"]
|
||
"lunch"
|
||
<+ ,OVISON ,TAKEBIT ,FOODBIT>
|
||
<>
|
||
()
|
||
(ODESC1 "A hot pepper sandwich is here.")>
|
||
|
||
<OBJECT ["TBAR" "T-BAR" "BAR"]
|
||
["T"]
|
||
"T-bar"
|
||
<+ ,OVISON ,NDESCBIT>>
|
||
|
||
<OBJECT ["GNOME" "TROLL"]
|
||
["VOLCA"]
|
||
"Volcano Gnome"
|
||
<+ ,OVISON ,VICBIT>
|
||
GNOME-FUNCTION
|
||
()
|
||
(ODESC1 "There is a nervous Volcano Gnome here.")>
|
||
|
||
<OBJECT ["BAGCO" "BAG" "COINS"]
|
||
["OLD" "LEATH"]
|
||
"bag of coins"
|
||
<+ ,OVISON ,TAKEBIT>
|
||
<>
|
||
()
|
||
(ODESC1 "An old leather bag, bulging with coins, is here."
|
||
OSIZE 15
|
||
OFVAL 10
|
||
OTVAL 5)>
|
||
|
||
<OBJECT ["BARRE"]
|
||
["WOODE" "MAN-S"]
|
||
"wooden barrel"
|
||
<+ ,OVISON ,VEHBIT ,OPENBIT ,BURNBIT>
|
||
BARREL
|
||
()
|
||
(ODESC1
|
||
"There is a man-sized barrel here which you might be able to enter."
|
||
OCAPAC 100
|
||
OSIZE 70)>
|
||
|
||
<OBJECT ["BALLO" "BASKE"]
|
||
["WICKE"]
|
||
"basket"
|
||
<+ ,OVISON ,VEHBIT ,OPENBIT>
|
||
BALLOON
|
||
(<GET-OBJ "CBAG"> <GET-OBJ "BROPE"> <GET-OBJ "RECEP">)
|
||
(ODESC1
|
||
"There is a very large and extremely heavy wicker basket with a cloth
|
||
bag here. Inside the basket is a metal receptacle of some kind.
|
||
Attached to the basket on the outside is a piece of wire."
|
||
OCAPAC 100
|
||
OSIZE 70
|
||
OVTYPE ,RAIRBIT)>
|
||
|
||
<OBJECT ["TBASK" "CAGE" "DUMBW" "BASKE"]
|
||
[]
|
||
"basket"
|
||
<+ ,OVISON ,TRANSBIT ,CONTBIT ,OPENBIT>
|
||
DUMBWAITER
|
||
()
|
||
(ODESC1 "At the end of the chain is a basket."
|
||
OCAPAC 50)>
|
||
|
||
<OBJECT ["BAT" "VAMPI"]
|
||
["VAMPI"]
|
||
"bat"
|
||
<+ ,OVISON ,NDESCBIT ,TRYTAKEBIT>
|
||
FLY-ME>
|
||
|
||
<OBJECT ["BELL"]
|
||
["SMALL" "BRASS"]
|
||
"bell"
|
||
<+ ,OVISON ,TAKEBIT>
|
||
<>
|
||
()
|
||
(ODESCO "Lying in a corner of the room is a small brass bell."
|
||
ODESC1 "There is a small brass bell here.")>
|
||
|
||
<OBJECT ["HBELL" "BELL"]
|
||
["BRASS" "HOT" "RED"]
|
||
"red hot brass bell"
|
||
<+ ,OVISON ,TRYTAKEBIT>
|
||
HBELL-FUNCTION
|
||
()
|
||
(ODESC1 "On the ground is a red hot bell.")>
|
||
|
||
<OBJECT ["BLWAL" "WALL" "PANEL"]
|
||
["BLACK"]
|
||
"black panel"
|
||
<+ ,OVISON ,NDESCBIT>
|
||
MPANELS>
|
||
|
||
<OBJECT ["AXE"]
|
||
["BLOOD"]
|
||
"bloody axe"
|
||
<+ ,OVISON ,WEAPONBIT>
|
||
AXE-FUNCTION
|
||
()
|
||
(ODESC1 "There is a bloody axe here."
|
||
OSIZE 25)>
|
||
|
||
<OBJECT ["BLBK" "BOOK"]
|
||
["BLUE"]
|
||
"blue book"
|
||
<+ ,OVISON ,READBIT ,TAKEBIT ,CONTBIT ,BURNBIT>
|
||
<>
|
||
()
|
||
(ODESC1 "There is a blue book here."
|
||
OCAPAC 2
|
||
OSIZE 10
|
||
OREAD ,GREEK-TO-ME)>
|
||
|
||
<OBJECT ["BLABE" "LABEL"]
|
||
["BLUE"]
|
||
"blue label"
|
||
<+ ,OVISON ,READBIT ,TAKEBIT ,BURNBIT>
|
||
<>
|
||
()
|
||
(ODESC1 "There is a blue label here."
|
||
OSIZE 1
|
||
OREAD
|
||
"
|
||
!!!! FROBOZZ MAGIC BALLOON COMPANY !!!!
|
||
|
||
Hello, Aviator!
|
||
|
||
Instructions for use:
|
||
|
||
To get into balloon, say 'Board'
|
||
To leave balloon, say 'Disembark'
|
||
To land, say 'Land'
|
||
|
||
Warranty:
|
||
|
||
No warranty is expressed or implied. You're on your own, sport!
|
||
|
||
Good Luck.
|
||
" )>
|
||
|
||
<OBJECT ["BOLT" "BOLT" "NUT"]
|
||
["METAL"]
|
||
"bolt"
|
||
<+ ,OVISON ,DOORBIT ,NDESCBIT ,TURNBIT>
|
||
BOLT-FUNCTION>
|
||
|
||
<OBJECT ["BOOK" "PRAYE" "BIBLE" "GOODB"]
|
||
["LARGE" "BLACK"]
|
||
"book"
|
||
<+ ,OVISON ,READBIT ,TAKEBIT ,CONTBIT ,BURNBIT>
|
||
BLACK-BOOK
|
||
()
|
||
(ODESCO "On the altar is a large black book, open to page 569."
|
||
ODESC1 "There is a large black book here."
|
||
OSIZE 10
|
||
OREAD
|
||
" COMMANDMENT #12592
|
||
Oh ye who go about saying unto each: \"Hello sailor\":
|
||
dost thou know the magnitude of thy sin before the gods?
|
||
Yea, verily, thou shalt be ground between two stones.
|
||
Shall the angry gods cast thy body into the whirlpool?
|
||
Surely, thy eye shall be put out with a sharp stick!
|
||
Even unto the ends of the earth shalt thou wander and
|
||
unto the land of the dead shalt thou be sent at last.
|
||
Surely thou shalt repent of thy cunning." )>
|
||
|
||
<OBJECT ["SAFE" "BOX"]
|
||
["STEEL"]
|
||
"box"
|
||
<+ ,OVISON ,CONTBIT>
|
||
SAFE-FUNCTION
|
||
(<GET-OBJ "CROWN"> <GET-OBJ "CARD">)
|
||
(OCAPAC 15)>
|
||
|
||
<OBJECT ["BROPE" "WIRE"]
|
||
["BRAID"]
|
||
"braided wire"
|
||
<+ ,OVISON ,TIEBIT>
|
||
WIRE-FUNCTION>
|
||
|
||
<OBJECT ["BRICK" "BRICK"]
|
||
["SQUAR" "CLAY"]
|
||
"brick"
|
||
<+ ,OVISON ,TAKEBIT ,BURNBIT ,SEARCHBIT ,OPENBIT>
|
||
BRICK-FUNCTION
|
||
()
|
||
(ODESC1 "There is a square brick here which feels like clay."
|
||
OCAPAC 2
|
||
OSIZE 9)>
|
||
|
||
<OBJECT ["DBALL" "BALLO" "BASKE"]
|
||
["BROKE"]
|
||
"broken balloon"
|
||
<+ ,OVISON ,TAKEBIT>
|
||
<>
|
||
()
|
||
(ODESC1 "There is a balloon here, broken into pieces."
|
||
OSIZE 40)>
|
||
|
||
<OBJECT ["BLAMP" "LAMP" "LANTE"]
|
||
["BROKE" "BRASS"]
|
||
"broken lamp"
|
||
<+ ,OVISON ,TAKEBIT>
|
||
<>
|
||
()
|
||
(ODESC1 "There is a broken brass lantern here.")>
|
||
|
||
<OBJECT ["STICK"]
|
||
["SHARP" "BROKE"]
|
||
"broken sharp stick"
|
||
<+ ,OVISON ,TAKEBIT>
|
||
STICK-FUNCTION
|
||
()
|
||
(ODESCO
|
||
"A sharp stick, which appears to have been broken at one end, is here."
|
||
ODESC1 "There is a broken sharp stick here."
|
||
OSIZE 3)>
|
||
|
||
<SETG TIMBER-UNTIED "There is a wooden timber on the ground here.">
|
||
<SETG TIMBER-TIED "The coil of rope is tied to the wooden timber.">
|
||
|
||
<OBJECT ["OTIMB" "TIMBE" "PILE"]
|
||
["WOODE" "BROKE"]
|
||
"broken timber"
|
||
<+ ,OVISON ,TAKEBIT>
|
||
TIMBERS
|
||
()
|
||
(ODESC1 ,TIMBER-UNTIED
|
||
OSIZE 50)>
|
||
|
||
<OBJECT ["ODOOR" "DOOR"]
|
||
["BRONZ"]
|
||
"bronze door"
|
||
<+ ,DOORBIT ,NDESCBIT>
|
||
BRONZE-DOOR>
|
||
|
||
<OBJECT ["SBAG" "BAG" "SACK"]
|
||
["BROWN" "ELONG"]
|
||
"brown sack"
|
||
<+ ,OVISON ,TAKEBIT ,CONTBIT ,BURNBIT>
|
||
<>
|
||
(<GET-OBJ "GARLI"> <GET-OBJ "FOOD">)
|
||
(ODESCO
|
||
"On the table is an elongated brown sack, smelling of hot peppers."
|
||
ODESC1 "A brown sack is here."
|
||
OCAPAC 15
|
||
OSIZE 3)>
|
||
|
||
<OBJECT ["BUBBL"]
|
||
["GREEN" "PLAST"]
|
||
"green bubble"
|
||
<+ ,OVISON ,NDESCBIT>>
|
||
|
||
<OBJECT ["COKES" "BOTTL" "BUNCH"]
|
||
["COKE"]
|
||
"bunch of Coke bottles"
|
||
<+ ,OVISON ,TAKEBIT>
|
||
COKE-BOTTLES
|
||
()
|
||
(ODESCO
|
||
"There is a large pile of empty Coke bottles here, evidently produced
|
||
by the implementers during their long struggle to win totally."
|
||
ODESC1
|
||
"Many empty Coke bottles are here. Alas, they can't hold water."
|
||
OSIZE 15)>
|
||
|
||
<OBJECT ["BLANT" "LANTE" "LAMP"]
|
||
["USED" "BURNE" "DEAD" "USELE"]
|
||
"burned-out lantern"
|
||
<+ ,OVISON ,TAKEBIT>
|
||
<>
|
||
()
|
||
(ODESCO "The deceased adventurer's useless lantern is here."
|
||
ODESC1 "There is a burned-out lantern here."
|
||
OSIZE 20)>
|
||
|
||
<OBJECT ["YBUTT" "BUTTO" "SWITC"]
|
||
["YELLO"]
|
||
"yellow button"
|
||
<+ ,OVISON ,NDESCBIT>
|
||
DBUTTONS>
|
||
|
||
<OBJECT ["BRBUT" "BUTTO" "SWITC"]
|
||
["BROWN"]
|
||
"brown button"
|
||
<+ ,OVISON ,NDESCBIT>
|
||
DBUTTONS>
|
||
|
||
<OBJECT ["RBUTT" "BUTTO" "SWITC"]
|
||
["RED"]
|
||
"red button"
|
||
<+ ,OVISON ,NDESCBIT>
|
||
DBUTTONS>
|
||
|
||
<OBJECT ["BLBUT" "BUTTO" "SWITC"]
|
||
["BLUE"]
|
||
"blue button"
|
||
<+ ,OVISON ,NDESCBIT>
|
||
DBUTTONS>
|
||
|
||
<OBJECT ["RNBUT" "BUTTO"]
|
||
["ROUND"]
|
||
"round button"
|
||
<+ ,OVISON ,NDESCBIT>
|
||
BUTTONS>
|
||
|
||
<OBJECT ["SQBUT" "BUTTO"]
|
||
["SQUAR"]
|
||
"square button"
|
||
<+ ,OVISON ,NDESCBIT>
|
||
BUTTONS>
|
||
|
||
<OBJECT ["TRBUT" "BUTTO"]
|
||
["TRIAN"]
|
||
"triangular button"
|
||
<+ ,OVISON ,NDESCBIT>
|
||
BUTTONS>
|
||
|
||
<OBJECT ["CARD" "NOTE"]
|
||
["PLAIN"]
|
||
"card"
|
||
<+ ,OVISON ,READBIT ,TAKEBIT ,BURNBIT>
|
||
<>
|
||
()
|
||
(ODESC1 "There is a card with writing on it here."
|
||
OSIZE 1
|
||
OREAD
|
||
"
|
||
Warning:
|
||
This room was constructed over very weak rock strata. Detonation
|
||
of explosives in this room is strictly prohibited!
|
||
Frobozz Magic Cave Company
|
||
per M. Agrippa, foreman
|
||
" )>
|
||
|
||
<OBJECT ["RUG" "CARPE"]
|
||
["ORIEN"]
|
||
"carpet"
|
||
<+ ,OVISON ,NDESCBIT ,TRYTAKEBIT>
|
||
RUG>
|
||
|
||
<OBJECT ["CDOOR" "DOOR"]
|
||
["WOOD" "WOODE" "CELL"]
|
||
"cell door"
|
||
<+ ,OVISON ,DOORBIT ,NDESCBIT>
|
||
CELL-DOOR>
|
||
|
||
<OBJECT ["CHALI" "CUP" "GOBLE" "SILVE"]
|
||
["SILVE"]
|
||
"chalice"
|
||
<+ ,OVISON ,TAKEBIT ,CONTBIT>
|
||
CHALICE
|
||
()
|
||
(ODESC1 "There is a silver chalice, intricately engraved, here."
|
||
OCAPAC 5
|
||
OSIZE 10
|
||
OFVAL 10
|
||
OTVAL 10)>
|
||
|
||
<OBJECT ["CBAG" "BAG"]
|
||
["CLOTH"]
|
||
"cloth bag"
|
||
<+ ,OVISON>
|
||
BCONTENTS>
|
||
|
||
<OBJECT ["GARLI" "CLOVE"]
|
||
[]
|
||
"clove of garlic"
|
||
<+ ,OVISON ,TAKEBIT ,FOODBIT>
|
||
<>
|
||
()
|
||
(ODESC1 "There is a clove of garlic here.")>
|
||
|
||
<OBJECT ["ARROW" "POINT"]
|
||
["COMPA"]
|
||
"compass arrow"
|
||
<+ ,OVISON ,NDESCBIT>>
|
||
|
||
<OBJECT ["CROWN"]
|
||
["GAUDY"]
|
||
"crown"
|
||
<+ ,OVISON ,TAKEBIT>
|
||
<>
|
||
()
|
||
(ODESCO "The excessively gaudy crown of Lord Dimwit Flathead is here."
|
||
ODESC1 "Lord Dimwit's crown is here."
|
||
OSIZE 10
|
||
OFVAL 15
|
||
OTVAL 10)>
|
||
|
||
<OBJECT ["TOMB" "CRYPT" "GRAVE" "TOMB" "DOOR"]
|
||
["MARBL"]
|
||
"crypt door"
|
||
<+ ,OVISON ,DOORBIT ,NDESCBIT>
|
||
CRYPT-OBJECT
|
||
()
|
||
(OREAD
|
||
"Here lie the implementers, whose heads were placed on poles by the
|
||
Keeper of the Dungeon for amazing untastefulness." )>
|
||
|
||
<OBJECT ["SPHER" "BALL" "PALAN" "STONE"]
|
||
["CRYST" "SEEIN" "GLASS" "WHITE"]
|
||
"white crystal sphere"
|
||
<+ ,OVISON ,SACREDBIT ,TRYTAKEBIT>
|
||
SPHERE-FUNCTION
|
||
()
|
||
(ODESC1 "There is a beautiful white crystal sphere here."
|
||
OSIZE 10
|
||
OFVAL 6
|
||
OTVAL 6)>
|
||
|
||
<OBJECT ["TRIDE" "FORK"]
|
||
["CRYST"]
|
||
"crystal trident"
|
||
<+ ,OVISON ,TAKEBIT>
|
||
<>
|
||
()
|
||
(ODESCO "On the shore lies Poseidon's own crystal trident."
|
||
ODESC1 "Poseidon's own crystal trident is here."
|
||
OSIZE 20
|
||
OFVAL 4
|
||
OTVAL 11)>
|
||
|
||
<OBJECT ["CYCLO" "ONE-E" "MONST"]
|
||
[]
|
||
"cyclops"
|
||
<+ ,OVISON ,VICBIT ,VILLAIN>
|
||
CYCLOPS
|
||
()
|
||
(OSTRENGTH 10000
|
||
OFMSGS ,CYCLOPS-MELEE)>
|
||
|
||
<OBJECT ["DAM" "GATE" "GATES" "FCD"]
|
||
[]
|
||
"dam"
|
||
<+ ,OVISON ,NDESCBIT>>
|
||
|
||
<OBJECT ["WDOOR" "DOOR"]
|
||
["WOODE" "WEST" "WESTE"]
|
||
"wooden door"
|
||
<+ ,OVISON ,READBIT ,DOORBIT ,NDESCBIT>
|
||
DDOOR-FUNCTION
|
||
()
|
||
(OREAD
|
||
"The engravings translate to 'This space intentionally left blank'")>
|
||
|
||
<OBJECT ["DOOR" "TRAPD" "TRAP-"]
|
||
["TRAP"]
|
||
"trap door"
|
||
<+ ,DOORBIT ,NDESCBIT>
|
||
TRAP-DOOR>
|
||
|
||
<OBJECT ["SDOOR" "DOOR"]
|
||
["STONE"]
|
||
"stone door"
|
||
<+ ,OVISON ,DOORBIT ,NDESCBIT>
|
||
DDOOR-FUNCTION>
|
||
|
||
<OBJECT ["FDOOR" "DOOR"]
|
||
["FRONT"]
|
||
"door"
|
||
<+ ,OVISON ,DOORBIT ,NDESCBIT>
|
||
DDOOR-FUNCTION>
|
||
|
||
\
|
||
|
||
<OBJECT ["STRAD" "VIOLI"]
|
||
["FANCY"]
|
||
"fancy violin"
|
||
<+ ,OVISON ,TAKEBIT>
|
||
<>
|
||
()
|
||
(ODESC1 "There is a Stradivarius here."
|
||
OSIZE 10
|
||
OFVAL 10
|
||
OTVAL 10)>
|
||
|
||
<OBJECT ["ICE" "MASS" "GLACI"]
|
||
[]
|
||
"glacier"
|
||
<+ ,OVISON ,VICBIT>
|
||
GLACIER
|
||
()
|
||
(ODESC1 "A mass of ice fills the western half of the room.")>
|
||
|
||
<OBJECT ["BOTTL" "CONTA"]
|
||
["CLEAR" "GLASS"]
|
||
"glass bottle"
|
||
<+ ,OVISON ,TAKEBIT ,TRANSBIT ,CONTBIT>
|
||
BOTTLE-FUNCTION
|
||
(<GET-OBJ "WATER">)
|
||
(ODESCO "A bottle is sitting on the table."
|
||
ODESC1 "A clear glass bottle is here."
|
||
OCAPAC 4)>
|
||
|
||
<OBJECT ["FLASK"]
|
||
["GLASS"]
|
||
"glass flask filled with liquid"
|
||
<+ ,OVISON ,TAKEBIT ,TRANSBIT>
|
||
FLASK-FUNCTION
|
||
()
|
||
(ODESC1
|
||
"A stoppered glass flask with a skull-and-crossbones marking is here.
|
||
The flask is filled with some clear liquid."
|
||
OCAPAC 5
|
||
OSIZE 10)>
|
||
|
||
<SETG COFFIN-UNTIED "The solid-gold coffin used for the burial of Ramses II is here.">
|
||
<SETG COFFIN-TIED "The coil of rope is tied to Ramses II's gold coffin.">
|
||
|
||
<OBJECT ["COFFI" "CASKE"]
|
||
["GOLD"]
|
||
"gold coffin"
|
||
<+ ,OVISON ,TAKEBIT ,CONTBIT ,SACREDBIT>
|
||
TIMBERS
|
||
()
|
||
(ODESC1 ,COFFIN-UNTIED
|
||
OCAPAC 35
|
||
OSIZE 55
|
||
OFVAL 3
|
||
OTVAL 7)>
|
||
|
||
<OBJECT ["GRAIL"]
|
||
["HOLY"]
|
||
"grail"
|
||
<+ ,OVISON ,TAKEBIT ,CONTBIT>
|
||
<>
|
||
()
|
||
(ODESC1 "There is an extremely valuable (perhaps original) grail here."
|
||
OCAPAC 5
|
||
OSIZE 10
|
||
OFVAL 2
|
||
OTVAL 5)>
|
||
|
||
<OBJECT ["GRATE" "GRATI"]
|
||
[]
|
||
"grating"
|
||
<+ ,OVISON ,DOORBIT ,NDESCBIT>
|
||
GRATE-FUNCTION>
|
||
|
||
<OBJECT ["GRBK" "BOOK"]
|
||
["GREEN"]
|
||
"green book"
|
||
<+ ,OVISON ,READBIT ,TAKEBIT ,CONTBIT ,BURNBIT>
|
||
<>
|
||
()
|
||
(ODESC1 "There is a green book here."
|
||
OCAPAC 2
|
||
OSIZE 10
|
||
OREAD ,GREEK-TO-ME)>
|
||
|
||
<OBJECT ["RBTLB" "PAPER" "PIECE"]
|
||
["GREEN"]
|
||
"green piece of paper"
|
||
<+ ,OVISON ,READBIT ,TAKEBIT ,BURNBIT>
|
||
<>
|
||
()
|
||
(ODESC1 "There is a green piece of paper here."
|
||
OSIZE 3
|
||
OREAD
|
||
" !!!! FROBOZZ MAGIC ROBOT COMPANY !!!!
|
||
|
||
Hello, Master!
|
||
|
||
I am a late-model robot, trained at MIT Tech to perform various
|
||
simple household functions.
|
||
|
||
Instructions for use:
|
||
To activate me, use the following formula:
|
||
>TELL ROBOT '<something to do>' <cr>
|
||
The quotation marks are required!
|
||
|
||
Warranty:
|
||
No warranty is expressed or implied.
|
||
|
||
At your service!
|
||
" )>
|
||
|
||
<OBJECT ["PUMP" "AIR-P" "AIRPU"]
|
||
["SMALL" "HAND-"]
|
||
"hand-held air pump"
|
||
<+ ,OVISON ,TAKEBIT ,TOOLBIT>
|
||
<>
|
||
()
|
||
(ODESC1 "There is a small pump here.")>
|
||
|
||
<OBJECT ["HPOLE" "HEAD"]
|
||
[]
|
||
"head on a pole"
|
||
<+ ,OVISON>>
|
||
|
||
<OBJECT ["SSLOT" "SLOT" "HOLE"]
|
||
[]
|
||
"hole"
|
||
<+ ,OVISON ,OPENBIT>
|
||
<>
|
||
()
|
||
(OCAPAC 10)>
|
||
|
||
<OBJECT ["HOOK2" "HOOK"]
|
||
["SMALL"]
|
||
"hook"
|
||
<+ ,OVISON>
|
||
<>
|
||
()
|
||
(ODESC1 ,HOOK-DESC)>
|
||
|
||
<OBJECT ["HOOK1" "HOOK"]
|
||
["SMALL"]
|
||
"hook"
|
||
<+ ,OVISON>
|
||
<>
|
||
()
|
||
(ODESC1 ,HOOK-DESC)>
|
||
|
||
<OBJECT ["DIAMO"]
|
||
["HUGE" "ENORM"]
|
||
"huge diamond"
|
||
<+ ,OVISON ,TAKEBIT>
|
||
<>
|
||
()
|
||
(ODESC1 "There is an enormous diamond (perfectly cut) here."
|
||
OFVAL 10
|
||
OTVAL 6)>
|
||
|
||
<OBJECT ["GUANO" "CRAP" "SHIT" "HUNK"]
|
||
[]
|
||
"hunk of bat guano"
|
||
<+ ,OVISON ,TAKEBIT ,DIGBIT>
|
||
GUANO-FUNCTION
|
||
()
|
||
(ODESC1 "There is a hunk of bat guano here."
|
||
OSIZE 20)>
|
||
|
||
<OBJECT ["JADE" "FIGUR"]
|
||
["JADE"]
|
||
"jade figurine"
|
||
<+ ,OVISON ,TAKEBIT>
|
||
<>
|
||
()
|
||
(ODESC1 "There is an exquisite jade figurine here."
|
||
OSIZE 10
|
||
OFVAL 5
|
||
OTVAL 5)>
|
||
|
||
<OBJECT ["KNIFE" "BLADE"]
|
||
["NASTY" "UNRUS" "PLAIN"]
|
||
"knife"
|
||
<+ ,OVISON ,TAKEBIT ,WEAPONBIT>
|
||
<>
|
||
()
|
||
(ODESCO "On a table is a nasty-looking knife."
|
||
ODESC1 "There is a nasty-looking knife lying here."
|
||
OFMSGS ,KNIFE-MELEE)>
|
||
|
||
<OBJECT ["LAMP" "LANTE" "LIGHT"]
|
||
["BRASS"]
|
||
"lamp"
|
||
<+ ,OVISON ,TAKEBIT ,LIGHTBIT>
|
||
LANTERN
|
||
()
|
||
(ODESCO "A battery-powered brass lantern is on the trophy case."
|
||
ODESC1 "There is a brass lantern (battery-powered) here."
|
||
OSIZE 15
|
||
OLINT [0 <CLOCK-DISABLE <CLOCK-INT ,LNTIN 350>>])>
|
||
|
||
<OBJECT ["DBUTT" "BUTTO"]
|
||
["LARGE"]
|
||
"large button"
|
||
<+ ,OVISON ,NDESCBIT>
|
||
DIALBUTTON>
|
||
|
||
<OBJECT ["LCASE" "CASE"]
|
||
["LARGE"]
|
||
"large case"
|
||
<+ ,OVISON ,TRANSBIT>
|
||
<>
|
||
()
|
||
(ODESC1
|
||
"There is a large case here, containing objects which you used to
|
||
possess.")>
|
||
|
||
<OBJECT ["EMERA"]
|
||
["LARGE"]
|
||
"large emerald"
|
||
<+ ,OVISON ,TAKEBIT>
|
||
<>
|
||
()
|
||
(ODESC1 "There is an emerald here."
|
||
OFVAL 5
|
||
OTVAL 10)>
|
||
|
||
<OBJECT ["ATABL" "TABLE"]
|
||
["LARGE" "OBLON"]
|
||
"large oblong table"
|
||
<+ ,OVISON>>
|
||
|
||
<OBJECT ["ADVER" "PAMPH" "LEAFL" "BOOKL" "MAIL"]
|
||
["SMALL"]
|
||
"leaflet"
|
||
<+ ,OVISON ,READBIT ,TAKEBIT ,BURNBIT>
|
||
<>
|
||
()
|
||
(ODESC1 "There is a small leaflet here."
|
||
OSIZE 2
|
||
OREAD
|
||
" WELCOME TO ZORK
|
||
|
||
ZORK is a game of adventure, danger, and low cunning. In it you
|
||
will explore some of the most amazing territory ever seen by mortal
|
||
man. Hardened adventurers have run screaming from the terrors
|
||
contained within!
|
||
|
||
In ZORK the intrepid explorer delves into the forgotten secrets
|
||
of a lost labyrinth deep in the bowels of the earth, searching for
|
||
vast treasures long hidden from prying eyes, treasures guarded by
|
||
fearsome monsters and diabolical traps!
|
||
|
||
No PDP-10 should be without one!
|
||
|
||
ZORK was created at the MIT Laboratory for Computer Science, by
|
||
Tim Anderson, Marc Blank, Bruce Daniels, and Dave Lebling. It was
|
||
inspired by the ADVENTURE game of Crowther and Woods, and the long
|
||
tradition of fantasy and science fiction adventure. ZORK is written
|
||
in MDL (alias MUDDLE).
|
||
|
||
On-line information may be available using the HELP and INFO
|
||
commands (most systems).
|
||
|
||
Direct inquiries, comments, etc. by Net mail to ZORK@MIT-DMS.
|
||
|
||
(c) Copyright 1978,1979 Massachusetts Institute of Technology.
|
||
All rights reserved.
|
||
" )>
|
||
|
||
<SETG BUNCH-OBJ
|
||
<OBJECT ["*BUN*"]
|
||
[]
|
||
""
|
||
<+ ,OVISON ,BUNCHBIT>
|
||
<>
|
||
()
|
||
(OBVERB <>)>>
|
||
|
||
<OBJECT ["LEAK" "DRIP" "HOLE"]
|
||
[]
|
||
"leak"
|
||
<+ ,NDESCBIT>
|
||
LEAK-FUNCTION>
|
||
|
||
<OBJECT ["MDOOR" "DOOR"]
|
||
["LOCKE" "WOOD" "WOODE" "CELL"]
|
||
"locked door"
|
||
<+ ,OVISON ,DOORBIT ,NDESCBIT>
|
||
LOCKED-DOOR>
|
||
|
||
<OBJECT ["LDOOR" "DOOR"]
|
||
["LOCKE" "WOOD" "WOODE" "CELL"]
|
||
"locked door"
|
||
<+ ,OVISON ,DOORBIT ,NDESCBIT>
|
||
LOCKED-DOOR>
|
||
|
||
<OBJECT ["LPOLE" "POLE" "POST"]
|
||
["LONG" "CENTE"]
|
||
"long pole"
|
||
<+ ,OVISON ,NDESCBIT>>
|
||
|
||
<OBJECT ["MACHI" "PDP10" "DRYER" "LID"]
|
||
[]
|
||
"machine"
|
||
<+ ,OVISON ,CONTBIT>
|
||
MACHINE-FUNCTION
|
||
()
|
||
(OCAPAC 50)>
|
||
|
||
<OBJECT ["RBOAT" "BOAT"]
|
||
["MAGIC" "PLAST" "SEAWO"]
|
||
"magic boat"
|
||
<+ ,OVISON ,TAKEBIT ,BURNBIT ,VEHBIT ,OPENBIT>
|
||
RBOAT-FUNCTION
|
||
(<GET-OBJ "LABEL">)
|
||
(ODESC1 "There is an inflated boat here."
|
||
OCAPAC 100
|
||
OSIZE 20
|
||
OVTYPE ,RWATERBIT)>
|
||
|
||
<OBJECT ["OAKND" "WALL" "PANEL"]
|
||
["MAHOG"]
|
||
"mahogany wall"
|
||
<+ ,OVISON ,NDESCBIT>
|
||
MENDS>
|
||
|
||
<OBJECT ["MAILB" "BOX"]
|
||
["SMALL"]
|
||
"mailbox"
|
||
<+ ,OVISON ,CONTBIT>
|
||
<>
|
||
(<GET-OBJ "ADVER">)
|
||
(ODESC1 "There is a small mailbox here."
|
||
OCAPAC 10)>
|
||
|
||
<OBJECT ["CAGE"]
|
||
["MANGL" "STEEL"]
|
||
"steel cage"
|
||
<+ ,OVISON ,NDESCBIT>
|
||
<>
|
||
()
|
||
(ODESC1 "There is a mangled steel cage here."
|
||
OSIZE 60)>
|
||
|
||
<OBJECT ["MATCH" "FLINT"]
|
||
[]
|
||
"matchbook"
|
||
<+ ,OVISON ,READBIT ,TAKEBIT>
|
||
MATCH-FUNCTION
|
||
()
|
||
(ODESC1
|
||
"There is a matchbook whose cover says 'Visit Beautiful FCD#3' here."
|
||
OSIZE 2
|
||
OMATCH 5
|
||
OREAD
|
||
" [close cover before striking BKD]
|
||
|
||
YOU too can make BIG MONEY in the exciting field of
|
||
PAPER SHUFFLING!
|
||
|
||
Mr. TAA of Muddle, Mass. says: \"Before I took this course I used
|
||
to be a lowly bit twiddler. Now with what I learned at MIT Tech
|
||
I feel really important and can obfuscate and confuse with the best.\"
|
||
|
||
Mr. MARC had this to say: \"Ten short days ago all I could look
|
||
forward to was a dead-end job as a doctor. Now I have a promising
|
||
future and make really big Zorkmids.\"
|
||
|
||
MIT Tech can't promise these fantastic results to everyone. But when
|
||
you earn your MDL degree from MIT Tech your future will be brighter.
|
||
|
||
Send for our free brochure today." )>
|
||
|
||
<OBJECT ["REFL2" "MIRRO"]
|
||
[]
|
||
"mirror"
|
||
<+ ,OVISON ,VICBIT ,TRYTAKEBIT>
|
||
MIRROR-MIRROR>
|
||
|
||
<OBJECT ["REFL1" "MIRRO"]
|
||
[]
|
||
"mirror"
|
||
<+ ,OVISON ,VICBIT ,TRYTAKEBIT>
|
||
MIRROR-MIRROR>
|
||
|
||
<OBJECT ["PAPER" "NEWSP" "ISSUE" "REPOR" "MAGAZ" "NEWS"]
|
||
[]
|
||
"newspaper"
|
||
<+ ,OVISON ,READBIT ,TAKEBIT ,BURNBIT>
|
||
<>
|
||
()
|
||
(ODESC1
|
||
"There is an issue of US NEWS & DUNGEON REPORT dated 7/22/81 here."
|
||
OSIZE 2
|
||
OREAD
|
||
" US NEWS & DUNGEON REPORT
|
||
7/22/81 Last G.U.E. Edition
|
||
|
||
This version of ZORK is no longer being supported on this or any other
|
||
machine. In particular, bugs and feature requests will, most likely, be
|
||
read and ignored. There are updated versions of ZORK, including some
|
||
altogether new problems, available for PDP-11s and various
|
||
microcomputers (TRS-80, APPLE, maybe more later). For information, send
|
||
a SASE to:
|
||
|
||
Infocom, Inc.
|
||
P.O. Box 120, Kendall Station
|
||
Cambridge, Ma. 02142
|
||
")>
|
||
|
||
<OBJECT ["EIGHT" "8"]
|
||
[]
|
||
"number eight"
|
||
<+ ,OVISON ,NDESCBIT>>
|
||
|
||
<OBJECT ["FIVE" "5"]
|
||
[]
|
||
"number five"
|
||
<+ ,OVISON ,NDESCBIT>
|
||
TAKE-FIVE>
|
||
|
||
<OBJECT ["FOUR" "4"]
|
||
[]
|
||
"number four"
|
||
<+ ,OVISON ,NDESCBIT>>
|
||
|
||
<OBJECT ["ONE" "1"]
|
||
[]
|
||
"number one"
|
||
<+ ,OVISON ,NDESCBIT>>
|
||
|
||
<OBJECT ["SEVEN" "7"]
|
||
[]
|
||
"number seven"
|
||
<+ ,OVISON ,NDESCBIT>>
|
||
|
||
<OBJECT ["SIX" "6"]
|
||
[]
|
||
"number six"
|
||
<+ ,OVISON ,NDESCBIT>>
|
||
|
||
<OBJECT ["THREE" "3"]
|
||
[]
|
||
"number three"
|
||
<+ ,OVISON ,NDESCBIT>>
|
||
|
||
<OBJECT ["TWO" "2"]
|
||
[]
|
||
"number two"
|
||
<+ ,OVISON ,NDESCBIT>>
|
||
|
||
<OBJECT ["PAINT" "ART" "CANVA" "MASTE" "PICTU" "WORK"]
|
||
[]
|
||
"painting"
|
||
<+ ,OVISON ,TAKEBIT ,BURNBIT>
|
||
PAINTING
|
||
()
|
||
(ODESCO
|
||
"Fortunately, there is still one chance for you to be a vandal, for on
|
||
the far wall is a work of unparalleled beauty."
|
||
ODESC1 "A masterpiece by a neglected genius is here."
|
||
OSIZE 15
|
||
OFVAL 4
|
||
OTVAL 7)>
|
||
|
||
<OBJECT ["CANDL" "PAIR"]
|
||
[]
|
||
"pair of candles"
|
||
<+ ,OVISON ,TAKEBIT ,LIGHTBIT ,FLAMEBIT ,ONBIT>
|
||
CANDLES
|
||
()
|
||
(ODESCO "On the two ends of the altar are burning candles."
|
||
ODESC1 "There are two candles here."
|
||
OSIZE 10
|
||
OLINT [0 <CLOCK-DISABLE <CLOCK-INT ,CNDIN 50>>])>
|
||
|
||
<OBJECT ["PEARL" "NECKL"]
|
||
["PEARL"]
|
||
"pearl necklace"
|
||
<+ ,OVISON ,TAKEBIT>
|
||
<>
|
||
()
|
||
(ODESC1 "There is a pearl necklace here with hundreds of large pearls."
|
||
OSIZE 10
|
||
OFVAL 9
|
||
OTVAL 5)>
|
||
|
||
<OBJECT ["ECAKE" "CAKE"]
|
||
["EATME" "EAT-M"]
|
||
"piece of 'Eat-Me' cake"
|
||
<+ ,OVISON ,TAKEBIT ,FOODBIT>
|
||
EATME-FUNCTION
|
||
()
|
||
(ODESC1 "There is a piece of cake here with the words 'Eat-Me' on it."
|
||
OSIZE 10)>
|
||
|
||
<OBJECT ["BLICE" "CAKE" "ICING"]
|
||
["BLUE" "ECCH"]
|
||
"piece of cake with blue icing"
|
||
<+ ,OVISON ,READBIT ,TAKEBIT ,FOODBIT>
|
||
CAKE-FUNCTION
|
||
()
|
||
(ODESC1 "There is a piece of cake with blue (ecch) icing here."
|
||
OSIZE 4)>
|
||
|
||
<OBJECT ["ORICE" "CAKE" "ICING"]
|
||
["ORANG"]
|
||
"piece of cake with orange icing"
|
||
<+ ,OVISON ,READBIT ,TAKEBIT ,FOODBIT>
|
||
CAKE-FUNCTION
|
||
()
|
||
(ODESC1 "There is a piece of cake with orange icing here."
|
||
OSIZE 4)>
|
||
|
||
<OBJECT ["RDICE" "CAKE" "ICING"]
|
||
["RED"]
|
||
"piece of cake with red icing"
|
||
<+ ,OVISON ,READBIT ,TAKEBIT ,FOODBIT>
|
||
CAKE-FUNCTION
|
||
()
|
||
(ODESC1 "There is a piece of cake with red icing here."
|
||
OSIZE 4)>
|
||
|
||
<OBJECT ["GUNK" "PIECE" "SLAG"]
|
||
["VITRE"]
|
||
"piece of vitreous slag"
|
||
<+ ,OVISON ,TAKEBIT ,TRYTAKEBIT>
|
||
GUNK-FUNCTION
|
||
()
|
||
(ODESC1 "There is a small piece of vitreous slag here."
|
||
OSIZE 10)>
|
||
|
||
<OBJECT ["BODIE" "BODY" "CORPS" "PILE"]
|
||
[]
|
||
"pile of bodies"
|
||
<+ ,OVISON ,NDESCBIT ,TRYTAKEBIT>
|
||
BODY-FUNCTION>
|
||
|
||
<OBJECT ["CORPS" "PILE"]
|
||
["MANGL"]
|
||
"pile of corpses"
|
||
<+ ,OVISON>>
|
||
|
||
<OBJECT ["LEAVE" "LEAF" "PILE"]
|
||
[]
|
||
"pile of leaves"
|
||
<+ ,OVISON ,TAKEBIT ,BURNBIT>
|
||
LEAF-PILE
|
||
()
|
||
(ODESC1 "There is a pile of leaves on the ground."
|
||
OSIZE 25)>
|
||
|
||
<OBJECT ["PINND" "WALL" "PANEL" "DOOR"]
|
||
["PINE"]
|
||
"pine wall"
|
||
<+ ,OVISON ,DOORBIT ,NDESCBIT>
|
||
MENDS>
|
||
|
||
<OBJECT ["DBOAT" "BOAT" "PILE" "PLAST"]
|
||
["PLAST"]
|
||
"plastic boat (with hole)"
|
||
<+ ,OVISON ,TAKEBIT ,BURNBIT>
|
||
DBOAT-FUNCTION
|
||
()
|
||
(ODESC1 "There is a pile of plastic here with a large hole in it."
|
||
OSIZE 20)>
|
||
|
||
<OBJECT ["IBOAT" "BOAT" "PILE" "PLAST"]
|
||
["PLAST"]
|
||
"pile of plastic"
|
||
<+ ,OVISON ,TAKEBIT ,BURNBIT>
|
||
IBOAT-FUNCTION
|
||
()
|
||
(ODESC1
|
||
"There is a folded pile of plastic here which has a small valve
|
||
attached."
|
||
OSIZE 20)>
|
||
|
||
<OBJECT ["BAR" "PLATI"]
|
||
["PLATI" "LARGE"]
|
||
"platinum bar"
|
||
<+ ,OVISON ,TAKEBIT ,SACREDBIT>
|
||
<>
|
||
()
|
||
(ODESC1 "There is a large platinum bar here."
|
||
OSIZE 20
|
||
OFVAL 12
|
||
OTVAL 10)>
|
||
|
||
<OBJECT ["PLEAK" "LEAK"]
|
||
["LARGE"]
|
||
"leak"
|
||
<+ ,OVISON ,NDESCBIT>
|
||
PLEAK>
|
||
|
||
<OBJECT ["POOL" "SEWAG" "GOOP"]
|
||
["LARGE" "BROWN"]
|
||
"pool of sewage"
|
||
<+ ,OVISON ,VICBIT>
|
||
<>
|
||
()
|
||
(ODESC1 "The leak has submerged the depressed area in a pool of sewage.")>
|
||
|
||
<OBJECT ["POT" "GOLD"]
|
||
["GOLD"]
|
||
"pot of gold"
|
||
<+ ,TAKEBIT>
|
||
<>
|
||
()
|
||
(ODESCO "At the end of the rainbow is a pot of gold."
|
||
ODESC1 "There is a pot of gold here."
|
||
OSIZE 15
|
||
OFVAL 10
|
||
OTVAL 10)>
|
||
|
||
<OBJECT ["PRAYE" "INSCR"]
|
||
["ANCIE" "OLD"]
|
||
"prayer"
|
||
<+ ,OVISON ,READBIT ,SACREDBIT>
|
||
<>
|
||
()
|
||
(OREAD
|
||
"The prayer is inscribed in an ancient script which is hardly
|
||
remembered these days, much less understood. What little of it can
|
||
be made out seems to be a philippic against small insects,
|
||
absent-mindedness, and the picking up and dropping of small objects.
|
||
The final verse seems to consign trespassers to the land of the
|
||
dead. All evidence indicates that the beliefs of the ancient
|
||
Zorkers were obscure." )>
|
||
|
||
<OBJECT ["COIN" "ZORKM" "GOLD"]
|
||
["GOLD" "PRICE"]
|
||
"priceless zorkmid"
|
||
<+ ,OVISON ,READBIT ,TAKEBIT>
|
||
<>
|
||
()
|
||
(ODESCO
|
||
"On the floor is a gold zorkmid coin (a valuable collector's item)."
|
||
ODESC1 "There is an engraved zorkmid coin here."
|
||
OSIZE 10
|
||
OFVAL 10
|
||
OTVAL 12
|
||
OREAD
|
||
"
|
||
--------------------------
|
||
/ Gold Zorkmid \\
|
||
/ T e n T h o u s a n d \\
|
||
/ Z O R K M I D S \\
|
||
/ \\
|
||
/ |||||||||||||||||| \\
|
||
/ !|||| ||||! \\
|
||
| ||| ^^ ^^ ||| |
|
||
| ||| OO OO ||| |
|
||
| In Frobs ||| << ||| We Trust |
|
||
| || (______) || |
|
||
| | | |
|
||
| |__________| |
|
||
\\ /
|
||
\\ -- Lord Dimwit Flathead -- /
|
||
\\ -- Beloved of Zorkers -- /
|
||
\\ /
|
||
\\ * 722 G.U.E. * /
|
||
\\ /
|
||
--------------------------
|
||
" )>
|
||
|
||
<OBJECT ["PUBK" "BOOK"]
|
||
["PURPL"]
|
||
"purple book"
|
||
<+ ,OVISON ,READBIT ,TAKEBIT ,CONTBIT ,BURNBIT>
|
||
<>
|
||
(<GET-OBJ "STAMP">)
|
||
(ODESC1 "There is a purple book here."
|
||
OCAPAC 2
|
||
OSIZE 10
|
||
OREAD ,GREEK-TO-ME)>
|
||
|
||
<OBJECT ["WATER" "QUANT" "LIQUI" "H2O"]
|
||
[]
|
||
"quantity of water"
|
||
<+ ,OVISON ,TAKEBIT ,DRINKBIT>
|
||
WATER-FUNCTION
|
||
()
|
||
(ODESC1 "There is some water here"
|
||
OSIZE 4)>
|
||
|
||
<OBJECT ["RAILI" "RAIL"]
|
||
["WOODE"]
|
||
"wooden railing"
|
||
<+ ,OVISON ,NDESCBIT>>
|
||
|
||
<OBJECT ["RAINB"]
|
||
[]
|
||
"rainbow"
|
||
<+ ,OVISON ,NDESCBIT>>
|
||
|
||
<OBJECT ["RECEP"]
|
||
["METAL"]
|
||
"receptacle"
|
||
<+ ,OVISON ,CONTBIT ,SEARCHBIT>
|
||
BCONTENTS
|
||
()
|
||
(OCAPAC 6)>
|
||
|
||
<OBJECT ["RBEAM" "BEAM" "LIGHT"]
|
||
["RED"]
|
||
"red beam of light"
|
||
<+ ,OVISON ,NDESCBIT ,OPENBIT>
|
||
BEAM-FUNCTION
|
||
()
|
||
(OCAPAC 1000)>
|
||
|
||
<OBJECT ["BUOY"]
|
||
["RED"]
|
||
"red buoy"
|
||
<+ ,OVISON ,TAKEBIT ,CONTBIT ,FINDMEBIT>
|
||
<>
|
||
(<GET-OBJ "EMERA">)
|
||
(ODESC1 "There is a red buoy here (probably a warning)."
|
||
OCAPAC 20
|
||
OSIZE 10)>
|
||
|
||
<OBJECT ["RSWIT" "SWITC" "BUTTO"]
|
||
["RED"]
|
||
"red button"
|
||
<+ ,OVISON ,NDESCBIT>
|
||
MRSWITCH>
|
||
|
||
<OBJECT ["RDWAL" "WALL" "PANEL"]
|
||
["RED"]
|
||
"red panel"
|
||
<+ ,OVISON ,NDESCBIT>
|
||
MPANELS>
|
||
|
||
<OBJECT ["ROBOT" "R2D2" "C3PO" "ROBBY"]
|
||
[]
|
||
"robot"
|
||
<+ ,OVISON ,VICBIT ,SACREDBIT ,ACTORBIT>
|
||
ROBOT-FUNCTION
|
||
()
|
||
(ODESC1 "There is a robot here."
|
||
OACTOR ,ROBOT)>
|
||
|
||
<OBJECT ["ROPE" "HEMP" "COIL"]
|
||
["LARGE"]
|
||
"rope"
|
||
<+ ,OVISON ,TAKEBIT ,TIEBIT ,SACREDBIT>
|
||
ROPE-FUNCTION
|
||
()
|
||
(ODESCO "A large coil of rope is lying in the corner."
|
||
ODESC1 "There is a large coil of rope here."
|
||
OSIZE 10)>
|
||
|
||
<OBJECT ["RUBY"]
|
||
["MOBY"]
|
||
"ruby"
|
||
<+ ,OVISON ,TAKEBIT>
|
||
<>
|
||
()
|
||
(ODESCO "On the floor lies a moby ruby."
|
||
ODESC1 "There is a moby ruby lying here."
|
||
OFVAL 15
|
||
OTVAL 8)>
|
||
|
||
<OBJECT ["RKNIF" "KNIFE"]
|
||
["RUSTY"]
|
||
"rusty knife"
|
||
<+ ,OVISON ,TAKEBIT ,WEAPONBIT>
|
||
RUSTY-KNIFE
|
||
()
|
||
(ODESCO "Beside the skeleton is a rusty knife."
|
||
ODESC1 "There is a rusty knife here."
|
||
OSIZE 20
|
||
OFMSGS ,KNIFE-MELEE)>
|
||
|
||
<OBJECT ["SAND" "BEACH"]
|
||
["SANDY"]
|
||
"sandy beach"
|
||
<+ ,OVISON ,DIGBIT>
|
||
SAND-FUNCTION>
|
||
|
||
<OBJECT ["BRACE" "JEWEL" "SAPPH"]
|
||
["SAPPH"]
|
||
"sapphire bracelet"
|
||
<+ ,OVISON ,TAKEBIT>
|
||
<>
|
||
()
|
||
(ODESC1 "There is a sapphire-encrusted bracelet here."
|
||
OSIZE 10
|
||
OFVAL 5
|
||
OTVAL 3)>
|
||
|
||
<OBJECT ["SCREW"]
|
||
[]
|
||
"screwdriver"
|
||
<+ ,OVISON ,TAKEBIT ,TOOLBIT>
|
||
<>
|
||
()
|
||
(ODESC1 "There is a screwdriver here.")>
|
||
|
||
<OBJECT ["HEADS" "HEAD" "POLE" "POLES" "PDL" "BKD" "TAA" "MARC" "IMPLE" "LOSER"]
|
||
|
||
[]
|
||
"set of poled heads"
|
||
<+ ,OVISON ,SACREDBIT ,TRYTAKEBIT>
|
||
HEAD-FUNCTION
|
||
()
|
||
(ODESC1 "There are four heads here, mounted securely on poles.")>
|
||
|
||
<OBJECT ["KEYS" "SET" "KEY"]
|
||
[]
|
||
"set of skeleton keys"
|
||
<+ ,OVISON ,TAKEBIT ,TOOLBIT>
|
||
<>
|
||
()
|
||
(ODESC1 "There is a set of skeleton keys here."
|
||
OSIZE 10)>
|
||
|
||
<OBJECT ["SPOLE" "POLE" "POST" "HANDG" "GRIP"]
|
||
["SHORT" "SMALL"]
|
||
"short pole"
|
||
<+ ,OVISON ,NDESCBIT>
|
||
SHORT-POLE>
|
||
|
||
<OBJECT ["SHOVE"]
|
||
["LARGE"]
|
||
"shovel"
|
||
<+ ,OVISON ,TAKEBIT ,TOOLBIT>
|
||
<>
|
||
()
|
||
(ODESC1 "There is a large shovel here."
|
||
OSIZE 15)>
|
||
|
||
<OBJECT ["BONES" "SKELE" "BODY"]
|
||
[]
|
||
"skeleton"
|
||
<+ ,OVISON ,TRYTAKEBIT>
|
||
SKELETON
|
||
()
|
||
(ODESC1
|
||
"A skeleton, probably the remains of a luckless adventurer, lies here.")>
|
||
|
||
<OBJECT ["COAL" "PILE" "HEAP"]
|
||
["SMALL"]
|
||
"small pile of coal"
|
||
<+ ,OVISON ,TAKEBIT ,BURNBIT>
|
||
<>
|
||
()
|
||
(ODESC1 "There is a small heap of coal here."
|
||
OSIZE 20)>
|
||
|
||
<OBJECT ["LISTS" "PAPER" "LIST" "PRINT" "LISTI" "STACK" "OUTPU"]
|
||
["GIGAN" "LINE-"]
|
||
"stack of listings"
|
||
<+ ,OVISON ,READBIT ,TAKEBIT ,BURNBIT>
|
||
<>
|
||
()
|
||
(ODESCO
|
||
"There is a gigantic pile of line-printer output here. Although the
|
||
paper once contained useful information, almost nothing can be
|
||
distinguished now."
|
||
ODESC1
|
||
"There is an enormous stack of line-printer paper here. It is barely
|
||
readable."
|
||
OSIZE 70
|
||
OREAD
|
||
"<DEFINE FEEL-FREE (LOSER)
|
||
<TELL \"FEEL FREE, CHOMPER!\">>
|
||
...
|
||
The rest is, alas, unintelligible (as were the implementers)." )>
|
||
|
||
<OBJECT ["STAMP"]
|
||
["FLATH"]
|
||
"Flathead stamp"
|
||
<+ ,OVISON ,READBIT ,TAKEBIT ,BURNBIT>
|
||
<>
|
||
()
|
||
(ODESC1 "There is a Flathead stamp here."
|
||
OSIZE 1
|
||
OFVAL 4
|
||
OTVAL 10
|
||
OREAD
|
||
"
|
||
---v----v----v----v----v----v----v----v---
|
||
| |
|
||
| |||||||||| LORD |
|
||
> !|||| | DIMWIT <
|
||
| |||| ---| FLATHEAD |
|
||
| |||C CC \\ |
|
||
> |||| _\\ <
|
||
| ||| (____| |
|
||
| || | |
|
||
> |______| Our <
|
||
| / \\ Excessive |
|
||
| / \\ Leader |
|
||
> | | <
|
||
| | | |
|
||
| |
|
||
> G.U.E. POSTAGE 3 Zorkmids <
|
||
| |
|
||
---^----^----^----^----^----^----^----^---
|
||
" )>
|
||
|
||
<OBJECT ["STATU" "SCULP" "ROCK"]
|
||
["BEAUT"]
|
||
"statue"
|
||
<+ ,TAKEBIT>
|
||
<>
|
||
()
|
||
(ODESC1 "There is a beautiful statue here."
|
||
OSIZE 8
|
||
OFVAL 10
|
||
OTVAL 13)>
|
||
|
||
<OBJECT ["IRBOX" "BOX"]
|
||
["STEEL" "DENTE"]
|
||
"steel box"
|
||
<+ ,TAKEBIT ,CONTBIT>
|
||
<>
|
||
(<GET-OBJ "STRAD">)
|
||
(ODESC1 "There is a dented steel box here."
|
||
OCAPAC 20
|
||
OSIZE 40)>
|
||
|
||
<OBJECT ["RCAGE" "CAGE"]
|
||
["STEEL"]
|
||
"steel cage"
|
||
<+ ,OVISON>
|
||
<>
|
||
()
|
||
(ODESC1 "There is a steel cage in the middle of the room.")>
|
||
|
||
<OBJECT ["STILL"]
|
||
["VICIO"]
|
||
"stiletto"
|
||
<+ ,OVISON ,WEAPONBIT>
|
||
<>
|
||
()
|
||
(ODESC1 "There is a vicious-looking stiletto here."
|
||
OSIZE 10)>
|
||
|
||
<OBJECT ["DIAL" "SUNDI"]
|
||
["SUN"]
|
||
"sundial"
|
||
<+ ,OVISON ,NDESCBIT ,TURNBIT>
|
||
DIAL>
|
||
|
||
<OBJECT ["MSWIT" "SWITC"]
|
||
[]
|
||
"switch"
|
||
<+ ,OVISON ,NDESCBIT ,TURNBIT>
|
||
MSWITCH-FUNCTION>
|
||
|
||
<OBJECT ["SWORD" "ORCRI" "GLAMD" "BLADE"]
|
||
["ELVIS"]
|
||
"sword"
|
||
<+ ,OVISON ,TAKEBIT ,WEAPONBIT>
|
||
SWORD
|
||
()
|
||
(ODESCO
|
||
"On hooks above the mantelpiece hangs an elvish sword of great
|
||
antiquity."
|
||
ODESC1 "There is an elvish sword here."
|
||
OSIZE 30
|
||
OFMSGS ,SWORD-MELEE
|
||
OTVAL 0)>
|
||
|
||
<OBJECT ["LABEL" "FINEP" "PRINT"]
|
||
["TAN" "FINE"]
|
||
"tan label"
|
||
<+ ,OVISON ,READBIT ,TAKEBIT ,BURNBIT>
|
||
<>
|
||
()
|
||
(ODESC1 "There is a tan label here."
|
||
OSIZE 2
|
||
OREAD
|
||
" !!!! FROBOZZ MAGIC BOAT COMPANY !!!!
|
||
|
||
Hello, Sailor!
|
||
|
||
Instructions for use:
|
||
|
||
To get into boat, say 'Board'
|
||
To leave boat, say 'Disembark'
|
||
|
||
To get into a body of water, say 'Launch'
|
||
To get to shore, say 'Land'
|
||
|
||
Warranty:
|
||
|
||
This boat is guaranteed against all defects in parts and
|
||
workmanship for a period of 76 milliseconds from date of purchase or
|
||
until first used, whichever comes first.
|
||
|
||
Warning:
|
||
This boat is made of plastic. Good Luck!
|
||
" )>
|
||
|
||
<OBJECT ["THIEF" "ROBBE" "CROOK" "CRIMI" "BANDI" "GENT" "GENTL" "MAN" "INDIV"]
|
||
["SHADY" "SUSPI"]
|
||
"thief"
|
||
<+ ,OVISON ,VICBIT ,VILLAIN>
|
||
ROBBER-FUNCTION
|
||
(<GET-OBJ "STILL">)
|
||
(ODESC1
|
||
"There is a suspicious-looking individual, holding a bag, leaning
|
||
against one wall. He is armed with a vicious-looking stiletto."
|
||
OSTRENGTH 5
|
||
OFMSGS ,THIEF-MELEE)>
|
||
|
||
<OBJECT ["SAFFR" "TIN" "SPICE"]
|
||
["RARE"]
|
||
"tin of spices"
|
||
<+ ,TAKEBIT>
|
||
<>
|
||
()
|
||
(ODESC1 "There is a tin of rare spices here."
|
||
OSIZE 8
|
||
OFVAL 5
|
||
OTVAL 5)>
|
||
|
||
<OBJECT ["TORCH" "IVORY"]
|
||
["IVORY"]
|
||
"torch"
|
||
<+ ,OVISON ,TAKEBIT ,LIGHTBIT ,FLAMEBIT ,TOOLBIT ,ONBIT>
|
||
TORCH-OBJECT
|
||
()
|
||
(ODESCO "Sitting on the pedestal is a flaming torch, made of ivory."
|
||
ODESC1 "There is an ivory torch here."
|
||
OSIZE 20
|
||
OFVAL 14
|
||
OTVAL 6)>
|
||
|
||
<OBJECT ["GUIDE" "BOOK"]
|
||
["TOUR"]
|
||
"tour guidebook"
|
||
<+ ,OVISON ,READBIT ,TAKEBIT ,BURNBIT>
|
||
<>
|
||
()
|
||
(ODESCO
|
||
"Some guidebooks entitled 'Flood Control Dam #3' are on the reception
|
||
desk."
|
||
ODESC1 "There are tour guidebooks here."
|
||
OREAD
|
||
"\" Guide Book to
|
||
Flood Control Dam #3
|
||
|
||
Flood Control Dam #3 (FCD#3) was constructed in year 783 of the
|
||
Great Underground Empire to harness the destructive power of the
|
||
Frigid River. This work was supported by a grant of 37 million
|
||
zorkmids from the Central Bureaucracy and your omnipotent local
|
||
tyrant Lord Dimwit Flathead the Excessive. This impressive
|
||
structure is composed of 3.7 cubic feet of concrete, is 256 feet
|
||
tall at the center, and 193 feet wide at the top. The reservoir
|
||
created behind the dam has a volume of 37 billion cubic feet, an
|
||
area of 12 million square feet, and a shore line of 36 thousand
|
||
feet.
|
||
|
||
The construction of FCD#3 took 112 days from ground breaking to
|
||
the dedication. It required a work force of 384 slaves, 34 slave
|
||
drivers, 12 engineers, 2 turtle doves, and a partridge in a pear
|
||
tree. The work was managed by a command team composed of 2345
|
||
bureaucrats, 2347 secretaries (at least two of whom can type),
|
||
12,256 paper shufflers, 52,469 rubber stampers, 245,193 red tape
|
||
processors, and nearly one million dead trees.
|
||
|
||
We will now point out some of the more interesting features
|
||
of FCD#3 as we conduct you on a guided tour of the facilities:
|
||
1) You start your tour here in the Dam Lobby.
|
||
You will notice on your right that ........." )>
|
||
|
||
<OBJECT ["TROLL"]
|
||
["NASTY"]
|
||
"troll"
|
||
<+ ,OVISON ,VICBIT ,VILLAIN>
|
||
TROLL
|
||
(<GET-OBJ "AXE">)
|
||
(ODESC1
|
||
"A nasty-looking troll, brandishing a bloody axe, blocks all passages
|
||
out of the room."
|
||
OSTRENGTH 2
|
||
OFMSGS ,TROLL-MELEE)>
|
||
|
||
<OBJECT ["TCASE" "CASE"]
|
||
["TROPH"]
|
||
"trophy case"
|
||
<+ ,OVISON ,TRANSBIT ,CONTBIT>
|
||
TROPHY-CASE
|
||
()
|
||
(ODESC1 "There is a trophy case here."
|
||
OCAPAC ,BIGFIX)>
|
||
|
||
<OBJECT ["TRUNK" "CHEST" "JEWEL"]
|
||
["OLD"]
|
||
"trunk of jewels"
|
||
<+ ,TAKEBIT>
|
||
<>
|
||
()
|
||
(ODESCO
|
||
"Lying half buried in the mud is an old trunk, bulging with jewels."
|
||
ODESC1 "There is an old trunk here, bulging with assorted jewels."
|
||
OSIZE 35
|
||
OFVAL 15
|
||
OTVAL 8)>
|
||
|
||
<OBJECT ["TUBE" "TOOTH"]
|
||
[]
|
||
"tube"
|
||
<+ ,OVISON ,TAKEBIT ,CONTBIT ,READBIT>
|
||
TUBE-FUNCTION
|
||
(<GET-OBJ "PUTTY">)
|
||
(ODESC1 "There is an object which looks like a tube of toothpaste here."
|
||
OCAPAC 7
|
||
OSIZE 10
|
||
OREAD
|
||
"---> Frobozz Magic Gunk Company <---
|
||
All-Purpose Gunk")>
|
||
|
||
<OBJECT ["PUTTY" "MATER" "GUNK" "GLUE"]
|
||
["VISCO"]
|
||
"viscous material"
|
||
<+ ,OVISON ,TAKEBIT ,TOOLBIT>
|
||
<>
|
||
()
|
||
(ODESC1 "There is some gunk here"
|
||
OSIZE 6)>
|
||
|
||
<OBJECT ["ENGRA" "INSCR"]
|
||
["OLD" "ANCIE"]
|
||
"wall with engravings"
|
||
<+ ,OVISON ,READBIT ,SACREDBIT>
|
||
<>
|
||
()
|
||
(ODESC1 "There are old engravings on the walls here."
|
||
OREAD
|
||
"The engravings were incised in the living rock of the cave wall by
|
||
an unknown hand. They depict, in symbolic form, the beliefs of the
|
||
ancient peoples of Zork. Skillfully interwoven with the bas reliefs
|
||
are excerpts illustrating the major tenets expounded by the sacred
|
||
texts of the religion of that time. Unfortunately a later age seems
|
||
to have considered them blasphemous and just as skillfully excised
|
||
them." )>
|
||
|
||
<OBJECT ["ETCH2" "ETCHI" "WALLS" "WALL"]
|
||
[]
|
||
"wall with etchings"
|
||
<+ ,OVISON ,READBIT ,NDESCBIT ,FINDMEBIT>
|
||
<>
|
||
()
|
||
(OREAD
|
||
" o b o
|
||
r z
|
||
f M A G I C z
|
||
c W E L L y
|
||
o n
|
||
m p a
|
||
" )>
|
||
|
||
<OBJECT ["ETCH1" "ETCHI" "WALLS" "WALL"]
|
||
[]
|
||
"wall with etchings"
|
||
<+ ,OVISON ,READBIT ,NDESCBIT ,FINDMEBIT>
|
||
<>
|
||
()
|
||
(OREAD
|
||
" o b o
|
||
|
||
A G I
|
||
E L
|
||
|
||
m p a
|
||
" )>
|
||
|
||
<OBJECT ["TTREE" "TREE"]
|
||
["LARGE"]
|
||
"large tree"
|
||
<+ ,OVISON ,NDESCBIT ,CLIMBBIT>>
|
||
|
||
<OBJECT ["FTREE" "TREE"]
|
||
["LARGE"]
|
||
"large tree"
|
||
<+ ,OVISON ,NDESCBIT ,CLIMBBIT>>
|
||
|
||
<OBJECT ["CCLIF" "CLIFF" "LEDGE"]
|
||
["ROCKY" "SHEER"]
|
||
"cliff"
|
||
<+ ,OVISON ,NDESCBIT ,CLIMBBIT>>
|
||
|
||
<OBJECT ["WCLIF" "CLIFF"]
|
||
["WHITE"]
|
||
"white cliffs"
|
||
<+ ,OVISON ,NDESCBIT ,CLIMBBIT>
|
||
WCLIF-OBJECT>
|
||
|
||
<OBJECT ["WHBK" "BOOK"]
|
||
["WHITE"]
|
||
"white book"
|
||
<+ ,OVISON ,READBIT ,TAKEBIT ,CONTBIT ,BURNBIT>
|
||
<>
|
||
()
|
||
(ODESC1 "There is a white book here."
|
||
OCAPAC 2
|
||
OSIZE 10
|
||
OREAD ,GREEK-TO-ME)>
|
||
|
||
<OBJECT ["WHWAL" "WALL" "PANEL"]
|
||
["WHITE"]
|
||
"white panel"
|
||
<+ ,OVISON ,NDESCBIT>
|
||
MPANELS>
|
||
|
||
<OBJECT ["WINDO"]
|
||
[]
|
||
"window"
|
||
<+ ,OVISON ,DOORBIT ,NDESCBIT>
|
||
WINDOW-FUNCTION>
|
||
|
||
<OBJECT ["FUSE" "COIL" "WIRE"]
|
||
["SHINY" "THIN"]
|
||
"wire coil"
|
||
<+ ,OVISON ,TAKEBIT ,BURNBIT>
|
||
FUSE-FUNCTION
|
||
()
|
||
(ODESC1 "There is a coil of thin shiny wire here."
|
||
OSIZE 1
|
||
OLINT [0 <CLOCK-DISABLE <CLOCK-INT ,FUSIN 2>>])>
|
||
|
||
<OBJECT ["WDBAR" "BAR"]
|
||
["WOOD" "WOODE" "CROSS"]
|
||
"wooden bar"
|
||
<+ ,OVISON ,NDESCBIT>>
|
||
|
||
<OBJECT ["BUCKE"]
|
||
["WOODE"]
|
||
"wooden bucket"
|
||
<+ ,OVISON ,VEHBIT ,OPENBIT>
|
||
BUCKET
|
||
()
|
||
(ODESC1
|
||
"There is a wooden bucket here, 3 feet in diameter and 3 feet high."
|
||
OCAPAC 100
|
||
OSIZE 100
|
||
OVTYPE ,RBUCKBIT)>
|
||
|
||
<OBJECT ["QDOOR" "DOOR"]
|
||
["WOOD" "WOODE"]
|
||
"wooden door"
|
||
<+ ,OVISON ,DOORBIT ,NDESCBIT>
|
||
WOOD-DOOR>
|
||
|
||
<OBJECT ["POSTS" "POST"]
|
||
["WOODE"]
|
||
"group of wooden posts"
|
||
<+ ,OVISON>>
|
||
|
||
<OBJECT ["WRENC"]
|
||
[]
|
||
"wrench"
|
||
<+ ,OVISON ,TAKEBIT ,TOOLBIT>
|
||
<>
|
||
()
|
||
(ODESC1 "There is a wrench here."
|
||
OSIZE 10)>
|
||
|
||
<OBJECT ["YLWAL" "WALL" "PANEL"]
|
||
["YELLO"]
|
||
"yellow panel"
|
||
<+ ,OVISON ,NDESCBIT>
|
||
MPANELS>
|
||
|
||
<OBJECT ["TCHST" "CHEST"]
|
||
["TOOL"]
|
||
"group of tool chests"
|
||
<+ ,OVISON ,NDESCBIT>
|
||
TOOL-CHEST>
|
||
|
||
<OBJECT ["CPANL" "PANEL"]
|
||
["CONTR"]
|
||
"control panel"
|
||
<+ ,OVISON ,NDESCBIT>>
|
||
|
||
<OBJECT ["BROCH"]
|
||
["FREE"]
|
||
"free brochure"
|
||
<+ ,OVISON ,TAKEBIT ,BURNBIT ,CONTBIT ,OPENBIT ,READBIT>
|
||
BROCHURE
|
||
(<GET-OBJ "DSTMP">)
|
||
(ODESCO "In the mailbox is a large brochure."
|
||
ODESC1 "There is a large brochure here."
|
||
OSIZE 30
|
||
OCAPAC 1)>
|
||
|
||
<OBJECT ["DSTMP" "STAMP"]
|
||
["DON" "WOODS" "DWOOD"]
|
||
"Don Woods stamp"
|
||
<+ ,OVISON ,TAKEBIT ,BURNBIT ,READBIT>
|
||
BROCHURE
|
||
()
|
||
(ODESC1 "There is a Don Woods Commemorative stamp here."
|
||
OSIZE 1
|
||
OTVAL 1
|
||
OREAD
|
||
"
|
||
---v----v----v----v----v---
|
||
| _______ |
|
||
> One / \\ G <
|
||
| Lousy / \\ U |
|
||
> Point | ___ | E <
|
||
| | (___) | |
|
||
> <--)___(--> P <
|
||
| / / \\ \\ o |
|
||
> / / \\ \\ s <
|
||
| |-|---------|-| t |
|
||
> | | \\ _ / | | a <
|
||
| | | --(_)-- | | g |
|
||
> | | /| |\\ | | e <
|
||
| |-|---|_|---|-| |
|
||
> \\ \\__/_\\__/ / <
|
||
| _/_______\\_ |
|
||
> | f.m.l.c. | <
|
||
| ------------- |
|
||
> <
|
||
| Donald Woods, Editor |
|
||
> Spelunker Today <
|
||
| |
|
||
---^----^----^----^----^---")>
|
||
|
||
\
|
||
; "SUBTITLE BANK OBJECTS"
|
||
|
||
<OBJECT ["BILLS" "STACK" "PILE"]
|
||
["NEAT" "200" "ZORKM"]
|
||
"stack of zorkmid bills"
|
||
<+ ,OVISON ,READBIT ,TAKEBIT ,BURNBIT>
|
||
BILLS-OBJECT
|
||
()
|
||
(ODESC1
|
||
"200 neatly stacked zorkmid bills are here."
|
||
ODESCO
|
||
"On the floor sit 200 neatly stacked zorkmid bills."
|
||
OSIZE 10
|
||
OTVAL 15
|
||
OFVAL 10
|
||
OREAD
|
||
"
|
||
______________________________________________________________
|
||
| 1 0 0 GREAT UNDERGROUND EMPIRE 1 0 0 |
|
||
| 1 0 0 0 0 1 0 0 0 0|
|
||
| 1 0 0 0 0 1 0 0 0 0|
|
||
| 1 0 0 DIMWIT 1 0 0 |
|
||
| |||||||||||||||| |
|
||
| || __ __ || B30332744D |
|
||
| || -OO OO- || |
|
||
| IN FROBS \\|| >> ||/ WE TRUST |
|
||
| || ______ || |
|
||
| B30332744D | ------ | |
|
||
| \\\\________// |
|
||
| 1 0 0 Series FLATHEAD LD Flathead 1 0 0 |
|
||
| 1 0 0 0 0 719GUE Treasurer 1 0 0 0 0|
|
||
| 1 0 0 0 0 1 0 0 0 0|
|
||
| 1 0 0 One Hundred Royal Zorkmids 1 0 0 |
|
||
|_____________________________________________________________|
|
||
|
||
")>
|
||
|
||
<OBJECT ["PORTR" "PAINT" "ART"]
|
||
["FLATH"]
|
||
"portrait of J. Pierpont Flathead"
|
||
<+ ,OVISON ,READBIT ,TAKEBIT ,BURNBIT>
|
||
<>
|
||
()
|
||
(ODESC1
|
||
"The portrait of J. Pierpont Flathead is here."
|
||
ODESCO
|
||
"A portrait of J. Pierpont Flathead hangs on the wall."
|
||
OSIZE 25
|
||
OTVAL 5
|
||
OFVAL 10
|
||
OREAD
|
||
|
||
"
|
||
||||||||||||||
|
||
|| __ __ ||
|
||
|| $$ $$ ||
|
||
\\|| >> ||/
|
||
|| ______ ||
|
||
| -//-- |
|
||
\\\\_//_____//
|
||
___//| |
|
||
/__// | |
|
||
| |
|
||
__________// \\\\__________
|
||
/ $ / **** \\ $ \\
|
||
/ / ** \\ \\
|
||
/ /| ** |\\ \\
|
||
/ / | ** | \\ \\
|
||
/ / | ** | \\ \\
|
||
^ ^__|______$Z$**$Z$______|___^ ^
|
||
\\ * $Z$**$Z$ * /
|
||
\\________*___$Z$**$Z$___*________/
|
||
| $Z$**$Z$ |
|
||
|
||
J. PIERPONT FLATHEAD
|
||
CHAIRMAN
|
||
")>
|
||
|
||
<OBJECT ["VAULT" "CUBE" "LETTE"]
|
||
["STONE" "LARGE"]
|
||
"large stone cube"
|
||
<+ ,OVISON ,READBIT>
|
||
<>
|
||
()
|
||
(OREAD
|
||
|
||
" Bank of Zork
|
||
VAULT
|
||
*722 GUE*
|
||
Frobozz Magic Vault Company
|
||
")>
|
||
|
||
<OBJECT ["SCOL" "CURTA" "LIGHT"]
|
||
["SHIMM"]
|
||
"shimmering curtain of light"
|
||
,OVISON
|
||
SCOL-OBJECT>
|
||
|
||
<OBJECT ["ZGNOM" "GNOME"]
|
||
["ZURIC"]
|
||
"Gnome of Zurich"
|
||
<+ ,OVISON ,VICBIT ,VILLAIN>
|
||
ZGNOME-FUNCTION
|
||
()
|
||
(ODESC1 "There is a Gnome of Zurich here.")>
|
||
|
||
\
|
||
;"SUBTITLE FOREST OBJECTS"
|
||
|
||
<OBJECT ["NEST"]
|
||
["BIRDS" "SMALL"]
|
||
"birds nest"
|
||
<+ ,OVISON ,TAKEBIT ,BURNBIT ,OPENBIT>
|
||
<>
|
||
(<GET-OBJ "EGG">)
|
||
(ODESC1 "There is a small birds nest here."
|
||
ODESCO "On the branch is a small birds nest."
|
||
OCAPAC 20)>
|
||
|
||
<OBJECT ["EGG"]
|
||
["BIRDS" "ENCRU"]
|
||
"jewel-encrusted egg"
|
||
<+ ,OVISON ,TAKEBIT ,CONTBIT>
|
||
EGG-OBJECT
|
||
(<GET-OBJ "GCANA">)
|
||
(OFVAL 5
|
||
OTVAL 5
|
||
ODESC1 "There is a jewel-encrusted egg here."
|
||
OCAPAC 6
|
||
ODESCO
|
||
"In the bird's nest is a large egg encrusted with precious jewels,
|
||
apparently scavenged somewhere by a childless songbird. The egg is
|
||
covered with fine gold inlay, and ornamented in lapis lazuli and
|
||
mother-of-pearl. Unlike most eggs, this one is hinged and has a
|
||
delicate looking clasp holding it closed. The egg appears extremely
|
||
fragile.")>
|
||
|
||
<OBJECT ["BEGG" "EGG"]
|
||
["BROKE" "BIRDS" "ENCRU"]
|
||
"broken jewel-encrusted egg"
|
||
<+ ,OVISON ,TAKEBIT ,CONTBIT ,OPENBIT>
|
||
<>
|
||
(<GET-OBJ "BCANA">)
|
||
(OCAPAC 6
|
||
ODESC1 "There is a somewhat ruined egg here.")>
|
||
|
||
<OBJECT ["BAUBL"]
|
||
["BRASS" "BEAUT"]
|
||
"beautiful brass bauble"
|
||
<+ ,OVISON ,TAKEBIT>
|
||
<>
|
||
()
|
||
(OFVAL 1
|
||
OTVAL 1
|
||
ODESC1 "There is a beautiful brass bauble here.")>
|
||
|
||
<OBJECT ["GCANA" "CANAR"]
|
||
["CLOCK" "MECHA" "GOLD" "GOLDE"]
|
||
"clockwork canary"
|
||
<+ ,OVISON ,TAKEBIT>
|
||
CANARY-OBJECT
|
||
()
|
||
(OFVAL 6
|
||
OTVAL 2
|
||
ODESC1 "There is golden clockwork canary here."
|
||
ODESCO
|
||
|
||
"There is a golden clockwork canary nestled in the egg. It has ruby
|
||
eyes and a silver beak. Through a crystal window below its left
|
||
wing you can see intricate machinery inside. It appears to have
|
||
wound down.")>
|
||
|
||
<OBJECT ["BCANA" "CANAR"]
|
||
["BROKE" "CLOCK" "MECHA" "GOLD" "GOLDE"]
|
||
"broken clockwork canary"
|
||
<+ ,OVISON ,TAKEBIT>
|
||
CANARY-OBJECT
|
||
()
|
||
(ODESC1 "There is a non-functional canary here."
|
||
ODESCO
|
||
|
||
"There is a golden clockwork canary nestled in the egg. It seems to
|
||
have recently had a bad experience. The mountings for its jewel-like
|
||
eyes are empty, and its silver beak is crumpled. Through a cracked
|
||
crystal window below its left wing you can see the remains of
|
||
intricate machinery. It is not clear what result winding it would
|
||
have, as the mainspring seems sprung.")>
|
||
|
||
\
|
||
|
||
;"SUBTITLE CHINESE PUZZLE OBJECTS"
|
||
|
||
<OBJECT ["WARNI" "NOTE" "PAPER" "PIECE"]
|
||
[]
|
||
"note of warning"
|
||
<+ ,OVISON ,TAKEBIT ,READBIT ,BURNBIT>
|
||
<>
|
||
()
|
||
(ODESC1
|
||
"There is a piece of paper on the ground here."
|
||
OREAD
|
||
"
|
||
The paper is rather worn; although the writing is barely legible (the
|
||
author probably had only a used pencil), it is a very elegant
|
||
copperplate.
|
||
|
||
To Whom It May Concern:
|
||
|
||
I regret to report that the rumours regarding treasure contained
|
||
in the chamber to which this passage leads have no basis in fact.
|
||
Should you nevertheless be sufficiently foolhardy to enter, it will
|
||
be quite impossible for you to exit.
|
||
|
||
Sincerely yours,
|
||
The Thief
|
||
")>
|
||
|
||
<PUT <OBJECT ["CPSLT" "SLIT" "SLOT"]
|
||
["SMALL"]
|
||
"small slit"
|
||
<+ ,OVISON ,NDESCBIT>
|
||
CPSLT-OBJECT
|
||
()
|
||
(OCAPAC 4)>
|
||
,OROOM <GET-ROOM "CP">>
|
||
|
||
<TRO <FIND-OBJ "CPSLT"> ,OPENBIT>
|
||
|
||
<OBJECT ["CPDR2" "DOOR"]
|
||
["STEEL"]
|
||
"steel door"
|
||
<+ ,OVISON ,NDESCBIT>>
|
||
|
||
<PUT <OBJECT ["CPDOR" "DOOR"]
|
||
["STEEL"]
|
||
"steel door"
|
||
<+ ,OVISON ,NDESCBIT>>
|
||
,OROOM <GET-ROOM "CP">>
|
||
|
||
<PUT <OBJECT ["GCARD" "CARD"]
|
||
["GOLD"]
|
||
"gold card"
|
||
<+ ,TAKEBIT ,OVISON ,READBIT>
|
||
<>
|
||
()
|
||
(ODESC1
|
||
"There is a solid gold engraved card here."
|
||
ODESCO
|
||
"Nestled inside the niche is an engraved gold card."
|
||
OREAD
|
||
"
|
||
____________________________________________________________
|
||
| |
|
||
| FROBOZZ MAGIC SECURITY SYSTEMS |
|
||
| Door Pass Royal Zork Puzzle Museum |
|
||
| |
|
||
| #632-988-496-XTHF |
|
||
| |
|
||
| |
|
||
| USE OF THIS PASS BY UNAUTHORIZED PERSONS OR AFTER |
|
||
| EXPIRATION DATE WILL RESULT IN IMMEDIATE CONFISCATION |
|
||
| |
|
||
| |
|
||
| (approved) |
|
||
| Will Weng |
|
||
| 789 G.U.E. |
|
||
| |
|
||
| Expires 792 G.U.E. |
|
||
|____________________________________________________________|
|
||
"
|
||
OTVAL
|
||
15
|
||
OFVAL
|
||
10
|
||
OSIZE
|
||
4)> ,OROOM <GET-ROOM "CP">>
|
||
|
||
\
|
||
; "SUBTITLE PALANTIR OBJECTS"
|
||
|
||
|
||
<SETG SMALL-PAPERS ![<GET-OBJ "BLABE"> <GET-OBJ "LABEL"> <GET-OBJ "CARD">
|
||
<GET-OBJ "WARNI"> <GET-OBJ "PAPER"> <GET-OBJ "GUIDE">]>
|
||
|
||
<SETG PALOBJS ![<GET-OBJ "SCREW"> <GET-OBJ "KEYS">
|
||
<GET-OBJ "STICK"> <GET-OBJ "PKEY">]>
|
||
|
||
<OBJECT ["PDOOR" "DOOR"]
|
||
["WOODE" "OAK"]
|
||
"door made of oak"
|
||
<+ ,OVISON ,DOORBIT ,CONTBIT>
|
||
PDOOR-FUNCTION>
|
||
|
||
<OBJECT ["PWIND" "WINDO"]
|
||
["BARRE"]
|
||
"barred window"
|
||
<+ ,OVISON ,DOORBIT>
|
||
PWIND-FUNCTION>
|
||
|
||
<OBJECT ["PLID1" "LID"]
|
||
["METAL"]
|
||
"metal lid"
|
||
<+ ,OVISON ,NDESCBIT ,CONTBIT>
|
||
PLID-FUNCTION>
|
||
|
||
<OBJECT ["PLID2" "LID"]
|
||
["METAL"]
|
||
"metal lid"
|
||
<+ ,OVISON ,NDESCBIT ,CONTBIT ,OPENBIT>
|
||
PLID-FUNCTION>
|
||
|
||
<OBJECT ["PTABL" "TABLE"]
|
||
["DUSTY" "WOODE"]
|
||
"table"
|
||
<+ ,OVISON ,NDESCBIT>>
|
||
|
||
<OBJECT ["PCRAK" "CRACK"]
|
||
["NARRO"]
|
||
"narrow crack"
|
||
<+ ,OVISON ,NDESCBIT>>
|
||
|
||
<OBJECT ["PKH1" "KEYHO" "HOLE"]
|
||
[]
|
||
"keyhole"
|
||
<+ ,OVISON ,NDESCBIT ,OPENBIT>
|
||
PKH-FUNCTION
|
||
()
|
||
(OCAPAC 12)>
|
||
|
||
<OBJECT ["PKH2" "KEYHO" "HOLE"]
|
||
[]
|
||
"keyhole"
|
||
<+ ,OVISON ,NDESCBIT ,OPENBIT>
|
||
PKH-FUNCTION
|
||
(<GET-OBJ "PKEY">)
|
||
(OCAPAC 12)>
|
||
|
||
<OBJECT ["PKEY" "KEY"]
|
||
["IRON" "RUSTY"]
|
||
"rusty iron key"
|
||
<+ ,OVISON ,TAKEBIT ,NDESCBIT ,TURNBIT ,TOOLBIT>
|
||
PKEY-FUNCTION
|
||
()
|
||
(ODESCO "" ODESC1 "There is a rusty iron key here.")>
|
||
|
||
<OBJECT ["PALAN" "STONE" "SPHER"]
|
||
["GLASS" "SEEIN" "CRYST" "BLUE"]
|
||
"blue crystal sphere"
|
||
<+ ,OVISON ,TAKEBIT>
|
||
PALANTIR
|
||
()
|
||
(OTVAL 5
|
||
OFVAL 10
|
||
ODESCO
|
||
"In the center of the table sits a blue crystal sphere."
|
||
ODESC1
|
||
"There is blue crystal sphere here.")>
|
||
|
||
<OBJECT ["MAT"]
|
||
["WELCO" "RUBBE"]
|
||
"welcome mat"
|
||
<+ ,OVISON ,TAKEBIT ,READBIT>
|
||
MAT-FUNCTION
|
||
()
|
||
(ODESCO
|
||
"A rubber mat saying 'Welcome to Zork!' lies by the door."
|
||
ODESC1
|
||
"There is a welcome mat here."
|
||
OREAD
|
||
"Welcome to Zork!"
|
||
OSIZE
|
||
12
|
||
)>
|
||
|
||
<OBJECT ["STOVE"]
|
||
["OLD"]
|
||
"old coal stove"
|
||
<+ ,OVISON ,NDESCBIT ,FLAMEBIT ,ONBIT>
|
||
STOVE-FUNCTION>
|
||
|
||
<OBJECT ["PAL3" "PALAN" "STONE" "SPHER"]
|
||
["GLASS" "SEEIN" "CRYST" "RED"]
|
||
"red crystal sphere"
|
||
<+ ,OVISON ,TAKEBIT>
|
||
PALANTIR
|
||
()
|
||
(OTVAL 5
|
||
OFVAL 10
|
||
ODESCO
|
||
"On the floor sits a red crystal sphere."
|
||
ODESC1
|
||
"There is red crystal sphere here.")>
|
||
|
||
\
|
||
|
||
;"SUBTITLE LISTS OF OBSCURE ROOMS"
|
||
|
||
; "Where your objects go when you die."
|
||
|
||
<SETG RANDOM-LIST
|
||
(<GET-ROOM "LROOM">
|
||
<GET-ROOM "KITCH">
|
||
<GET-ROOM "CLEAR">
|
||
<GET-ROOM "FORE3">
|
||
<GET-ROOM "FORE2">
|
||
<GET-ROOM "SHOUS">
|
||
<GET-ROOM "FORE2">
|
||
<GET-ROOM "KITCH">
|
||
<GET-ROOM "EHOUS">)>
|
||
|
||
\
|
||
|
||
; "SUBTITLE LISTS OF VILLAINS AND WEAPONRY"
|
||
|
||
<SETG WEAPONS (<GET-OBJ "STICK"> <GET-OBJ "KNIFE"> <GET-OBJ "SWORD">
|
||
<GET-OBJ "RKNIF">)>
|
||
|
||
<SETG VILLAINS (<GET-OBJ "TROLL"> <GET-OBJ "THIEF"> <GET-OBJ "CYCLO">)>
|
||
|
||
<SETG VILLAIN-PROBS <IUVECTOR <LENGTH ,VILLAINS> 0>>
|
||
|
||
<SETG BEST-WEAPONS
|
||
[<GET-OBJ "TROLL"> <GET-OBJ "SWORD"> 1
|
||
<GET-OBJ "THIEF"> <GET-OBJ "KNIFE"> 1]>
|
||
|
||
<SETG OPPV <IVECTOR <LENGTH ,VILLAINS> '<>>>
|
||
|
||
\
|
||
|
||
; "SUBTITLE DEMONS"
|
||
|
||
<ADD-DEMON
|
||
<SETG ROBBER-DEMON
|
||
<CHTYPE [ROBBER () ,ROOMS <1 ,ROOMS> <GET-OBJ "THIEF"> <>]
|
||
HACK>>>
|
||
|
||
<ADD-DEMON
|
||
<SETG SWORD-DEMON
|
||
<CHTYPE [SWORD-GLOW ,VILLAINS () <1 ,ROOMS> <GET-OBJ "SWORD"> <>]
|
||
HACK>>>
|
||
|
||
<ADD-DEMON
|
||
<SETG FIGHT-DEMON
|
||
<CHTYPE [FIGHTING ,VILLAINS () <1 ,ROOMS> <GET-OBJ "TROLL"> <>]
|
||
HACK>>>
|
||
|
||
\
|
||
|
||
; "SUBTITLE END GAME QUESTIONS"
|
||
|
||
<ADD-QUESTION
|
||
"From which room can one enter the robber's hideaway without passing
|
||
through the cyclops room?" ["TEMPL"]>
|
||
|
||
<ADD-QUESTION
|
||
"Beside the Temple, to which room is it possible to go from the Altar?"
|
||
["FORES"]>
|
||
|
||
<ADD-QUESTION
|
||
"What is the absolute minimum specified value of the Zork treasures,
|
||
in Zorkmids?" ["30003"]>
|
||
|
||
<ADD-QUESTION
|
||
"What object is of use in determining the function of the iced cakes?"
|
||
[<GET-OBJ "FLASK">]>
|
||
|
||
<ADD-QUESTION
|
||
"What can be done to the Mirror that is useful?" [<PLOOKUP "RUB" ,ACTIONS-POBL>]>
|
||
|
||
<ADD-QUESTION
|
||
"The taking of which object offends the ghosts?" [<GET-OBJ "BONES">]>
|
||
|
||
<ADD-QUESTION "What object in the Dungeon is haunted?" [<GET-OBJ "RKNIF">]>
|
||
|
||
<ADD-INQOBJ <GET-OBJ "KNIFE">>
|
||
|
||
<ADD-QUESTION "In which room is 'Hello, Sailor!' useful?" ["NONE" "NOWHE"]>
|
||
|