dung.129 87 KB

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  1. <SETG END-GAME-EXISTS? <>>
  2. "VOCABULARY"
  3. ;"GLOBAL VARIABLES WHICH ARE ROOMS MUST BE HERE!"
  4. <PSETG RMGVALS '![BLOC HERE!]>
  5. ;"GLOBAL VARIABLES WHICH ARE OBJECTS MUST BE HERE!"
  6. <PSETG OBJGVALS '![!]>
  7. ;"GLOBAL VARIABLES WHICH ARE MONADS MUST BE HERE!"
  8. <PSETG MGVALS
  9. '![TROLL-FLAG!-FLAG
  10. CAGE-SOLVE!-FLAG
  11. BUCKET-TOP!-FLAG
  12. CAROUSEL-FLIP!-FLAG
  13. CAROUSEL-ZOOM!-FLAG
  14. LOW-TIDE!-FLAG
  15. DOME-FLAG!-FLAG
  16. GLACIER-FLAG!-FLAG
  17. ECHO-FLAG!-FLAG
  18. RIDDLE-FLAG!-FLAG
  19. LLD-FLAG!-FLAG
  20. CYCLOPS-FLAG!-FLAG
  21. MAGIC-FLAG!-FLAG
  22. LIGHT-LOAD!-FLAG
  23. SAFE-FLAG!-FLAG
  24. GNOME-FLAG!-FLAG
  25. GNOME-DOOR!-FLAG
  26. MIRROR-MUNG!-FLAG
  27. EGYPT-FLAG!-FLAG
  28. ON-POLE!-FLAG
  29. BLAB!-FLAG
  30. BINF!-FLAG
  31. BTIE!-FLAG
  32. BUOY-FLAG!-FLAG
  33. GRUNLOCK!-FLAG
  34. GATE-FLAG!-FLAG
  35. RAINBOW!-FLAG
  36. CAGE-TOP!-FLAG
  37. EMPTY-HANDED!-FLAG
  38. DEFLATE!-FLAG
  39. LIGHT-SHAFT
  40. PLAYED-TIME
  41. MOVES
  42. BRIEF!-FLAG
  43. THEN
  44. SUPER-BRIEF!-FLAG
  45. RAW-SCORE
  46. GLACIER-MELT!-FLAG
  47. DEATHS!]>
  48. ; "STARS"
  49. ; "THIS MUST COME BEFORE ROOMS!"
  50. <ADD-STAR
  51. <SETG IT-OBJECT <GOBJECT ["IT" "THAT" "THIS"] "" <> <> ,OVISON ,NDESCBIT>>>
  52. <ADD-STAR <GOBJECT ["#####" "ME" "CRETI" "MYSEL"] "cretin" CRETIN <> ,OVISON ,VILLAIN>>
  53. <ADD-STAR <GOBJECT ["EVERY" "ALL"]
  54. "everything"
  55. VALUABLES&C <>
  56. ,OVISON ,TAKEBIT ,NO-CHECK-BIT ,NDESCBIT>>
  57. <ADD-STAR <GOBJECT ["VALUA" "TREAS"] "valuables"
  58. VALUABLES&C <> ,OVISON ,TAKEBIT ,NO-CHECK-BIT ,NDESCBIT>>
  59. <ADD-STAR <GOBJECT ["SAILO"] "sailor" <> <> ,OVISON ,NDESCBIT>>
  60. <ADD-STAR <GOBJECT ["TEETH"] "set of teeth" <> <> ,OVISON ,NDESCBIT>>
  61. <ADD-STAR <GOBJECT ["WALL" "WALLS"] "wall" <> <> ,OVISON ,NDESCBIT>>
  62. <ADD-STAR <GOBJECT ["GRUE"] "lurking grue" GRUE-FUNCTION <> ,OVISON>>
  63. <ADD-STAR <GOBJECT ["HANDS" "HAND"] "pair of hands" <> <> ,OVISON ,NDESCBIT ,TOOLBIT>>
  64. <ADD-STAR <GOBJECT ["LUNGS" "AIR" "BREAT"] "breath" <> <> ,OVISON ,NDESCBIT ,TOOLBIT>>
  65. <ADD-STAR <GOBJECT ["AVIAT"] "flyer" <> <> ,OVISON ,NDESCBIT>>
  66. <PSETG CNTUSE "You can't use that!">
  67. <SETG BIGFIX </ <CHTYPE <MIN> FIX> 2>>
  68. <SETG WORDS <OR <GET WORDS OBLIST> <MOBLIST WORDS 23>>>
  69. <SETG OBJECT-OBL <OR <GET OBJECTS OBLIST> <MOBLIST OBJECTS>>>
  70. <SETG ROOM-OBL <OR <GET ROOMS OBLIST> <MOBLIST ROOMS>>>
  71. <SETG ACTORS ()>
  72. <ADD-BUZZ "AND" "BY" "IS" "ONE" "A" "THE" "AN">
  73. <ADD-DIRECTIONS "#!#!#" "NORTH" "SOUTH" "EAST" "WEST" "LAUNC" "LAND"
  74. "SE" "SW" "NE" "NW" "UP" "DOWN" "ENTER" "EXIT" "CROSS" "CLIMB">
  75. <DSYNONYM "NORTH" "N">
  76. <DSYNONYM "SOUTH" "S">
  77. <DSYNONYM "EAST" "E">
  78. <DSYNONYM "WEST" "W">
  79. <DSYNONYM "UP" "U">
  80. <DSYNONYM "DOWN" "D">
  81. <DSYNONYM "ENTER" "IN">
  82. <DSYNONYM "EXIT" "OUT" "LEAVE">
  83. <DSYNONYM "CROSS" "TRAVE">
  84. <ADD-ZORK PREP "OVER" "WITH" "AT" "TO" "IN" "DOWN" "UP" "UNDER" "OF">
  85. <SYNONYM "WITH" "USING" "THROU">
  86. <SYNONYM "IN" "INSID" "INTO">
  87. <SETG ROOMS ()>
  88. <SETG OBJECTS ()>
  89. "CEVENT DEFINITIONS"
  90. <OR <LOOKUP "COMPILE" <ROOT>>
  91. <PROG ()
  92. <CEVENT 0 ,CURE-CLOCK <> "CURIN">
  93. <CEVENT 0 ,MAINT-ROOM T "MNTIN">
  94. <CEVENT 0 ,LANTERN T "LNTIN">
  95. <CEVENT 0 ,MATCH-FUNCTION T MATIN>
  96. <CEVENT 0 ,CANDLES T "CNDIN">
  97. <CEVENT 0 ,BALLOON T "BINT">
  98. <CEVENT 0 ,BURNUP T "BRNIN">
  99. <CEVENT 0 ,FUSE-FUNCTION T "FUSIN">
  100. <CEVENT 0 ,LEDGE-MUNG T "LEDIN">
  101. <CEVENT 0 ,SAFE-MUNG T "SAFIN">
  102. <CEVENT 0 ,VOLGNOME T "VLGIN">
  103. <CEVENT 0 ,GNOME-FUNCTION T "GNOIN">
  104. <CEVENT 0 ,BUCKET T "BCKIN">
  105. <CEVENT 0 ,SPHERE-FUNCTION T "SPHIN">
  106. <CEVENT 0 ,END-GAME-HERALD <> "EGHER">>>
  107. "MAZE"
  108. <PSETG FOREST "Forest">
  109. <PSETG CURRENT #NEXIT "You cannot go upstream due to strong currents.">
  110. #ROOM {"PASS1"
  111. "You are in a narrow east-west passageway. There is a narrow stairway
  112. leading down at the north end of the room."
  113. "East-West Passage"
  114. %<>
  115. #EXIT {"EAST" "CAROU" "WEST" "MTROL" "DOWN" "RAVI1" "NORTH" "RAVI1"}
  116. () %<> 5}
  117. #ROOM {"WHOUS"
  118. "You are in an open field west of a big white house, with a boarded
  119. front door."
  120. "West of House"
  121. T
  122. #EXIT {"NORTH" "NHOUS" "SOUTH" "SHOUS" "WEST" "FORE1"
  123. "EAST" #NEXIT "The door is locked, and there is evidently no key."}
  124. (#FIND-OBJ {"FDOOR"} #FIND-OBJ {"MAILB"})}
  125. #ROOM {"NHOUS"
  126. "You are facing the north side of a white house. There is no door here,
  127. and all the windows are barred."
  128. "North of House"
  129. T
  130. #EXIT {"WEST" "WHOUS" "EAST" "EHOUS" "NORTH" "FORE3"
  131. "SOUTH" #NEXIT "The windows are all barred."}}
  132. #ROOM {"SHOUS"
  133. "You are facing the south side of a white house. There is no door here,
  134. and all the windows are barred."
  135. "South of House"
  136. T
  137. #EXIT {"WEST" "WHOUS" "EAST" "EHOUS" "SOUTH" "FORE2"
  138. "NORTH" #NEXIT "The windows are all barred."}
  139. ()}
  140. <SETG KITCHEN-WINDOW <DOOR "WINDO" "KITCH" "EHOUS">>
  141. #ROOM {"EHOUS"
  142. ""
  143. "Behind House"
  144. T
  145. #EXIT {"NORTH" "NHOUS" "SOUTH" "SHOUS" "EAST" "CLEAR"
  146. "WEST" %,KITCHEN-WINDOW
  147. "ENTER" %,KITCHEN-WINDOW}
  148. (#FIND-OBJ {"WINDO"})
  149. EAST-HOUSE}
  150. #ROOM {"KITCH"
  151. ""
  152. "Kitchen"
  153. T
  154. #EXIT {"EAST" %,KITCHEN-WINDOW "WEST" "LROOM"
  155. "EXIT" %,KITCHEN-WINDOW "UP" "ATTIC"
  156. "DOWN" #NEXIT "Only Santa Claus climbs down chimneys."}
  157. (#FIND-OBJ {"WINDO"} #FIND-OBJ {"SBAG"} #FIND-OBJ {"BOTTL"})
  158. KITCHEN 10}
  159. <ADD-OBJECT
  160. #OBJECT {"SBAG"
  161. "A brown sack is here."
  162. "brown sack"
  163. "On the table is an elongated brown sack, smelling of hot peppers."
  164. %<> (#FIND-OBJ {"GARLI"} #FIND-OBJ {"FOOD"})
  165. %<> %<+ ,CONTBIT ,FLAMEBIT ,OVISON ,TAKEBIT> 0 0 3 15}
  166. ["BAG" "SACK"] ["BROWN" "ELONG"]>
  167. <ADD-OBJECT
  168. #OBJECT {"GARLI"
  169. "There is a clove of garlic here."
  170. "clove of garlic"
  171. %<> %<> () #FIND-OBJ {"SBAG"} %<+ ,TAKEBIT ,FOODBIT ,OVISON>}
  172. ["CLOVE"]>
  173. <ADD-OBJECT
  174. #OBJECT {"FOOD"
  175. "A hot pepper sandwich is here."
  176. "\.lunch"
  177. %<>
  178. %<> () #FIND-OBJ {"SBAG"} %<+ ,FOODBIT ,TAKEBIT ,OVISON>}
  179. ["SANDW" "LUNCH" "DINNE"] ["HOT" "PEPPE"]>
  180. <ADD-OBJECT
  181. #OBJECT {"GUNK"
  182. "There is a small piece of vitreous slag here."
  183. "piece of vitreous slag"
  184. %<> GUNK-FUNCTION () %<> %<+ ,TRYTAKEBIT ,TAKEBIT ,OVISON> 0 0 10 0}
  185. ["PIECE" "SLAG"] ["VITRE"]>
  186. <ADD-OBJECT
  187. #OBJECT {"COAL"
  188. "There is a small heap of coal here."
  189. "small pile of coal"
  190. %<> %<> () %<> %<+ ,BURNBIT ,TAKEBIT ,OVISON> 0 0 20 0}
  191. ["PILE" "HEAP"] ["SMALL"]>
  192. <ADD-OBJECT
  193. #OBJECT {"JADE"
  194. "There is an exquisite jade figurine here."
  195. "jade figurine"
  196. %<> %<> () %<> %<+ ,TAKEBIT ,OVISON> 5 5 10 0}
  197. ["FIGUR"] ["JADE"]>
  198. <ADD-OBJECT
  199. #OBJECT {"MACHI"
  200. ""
  201. "machine"
  202. %<> MACHINE-FUNCTION () %<> %<+ ,CONTBIT ,OVISON> 0 0 %,BIGFIX 50}
  203. ["PDP10" "DRYER" "LID"]>
  204. <ADD-OBJECT
  205. #OBJECT {"DIAMO"
  206. "There is an enormous diamond (perfectly cut) here."
  207. "huge diamond"
  208. %<>
  209. %<> () %<> %<+ ,TAKEBIT ,OVISON> 10 6 5 0}
  210. [] ["HUGE" "ENORM"]>
  211. <ADD-OBJECT
  212. #OBJECT {"TCASE"
  213. "There is a trophy case here."
  214. "trophy case"
  215. %<> TROPHY-CASE () %<> %<+ ,CONTBIT ,TRANSBIT ,OVISON>
  216. 0 0 %,BIGFIX %,BIGFIX}
  217. ["CASE"] ["TROPH"]>
  218. <ADD-OBJECT
  219. #OBJECT {"BOTTL"
  220. "A clear glass bottle is here."
  221. "glass bottle"
  222. "A bottle is sitting on the table."
  223. BOTTLE-FUNCTION
  224. (#FIND-OBJ {"WATER"})
  225. %<>
  226. %<+ ,CONTBIT ,TRANSBIT ,TAKEBIT ,OVISON> 0 0 5 4}
  227. ["CONTA"] ["CLEAR" "GLASS"]>
  228. <ADD-OBJECT
  229. #OBJECT {"WATER"
  230. "Water"
  231. "quantity of water"
  232. "There is some water here"
  233. WATER-FUNCTION
  234. ()
  235. #FIND-OBJ {"BOTTL"}
  236. %<+ ,DRINKBIT ,TAKEBIT ,OVISON> 0 0 4 0}
  237. ["QUANT" "LIQUI" "H2O"]>
  238. #ROOM {"ATTIC"
  239. "You are in the attic. The only exit is stairs that lead down."
  240. "Attic"
  241. %<>
  242. #EXIT {"DOWN" "KITCH"}
  243. (#FIND-OBJ {"BRICK"} #FIND-OBJ {"ROPE"} #FIND-OBJ {"KNIFE"})}
  244. <ADD-OBJECT
  245. #OBJECT {"ROPE"
  246. "There is a large coil of rope here."
  247. "rope"
  248. "A large coil of rope is lying in the corner."
  249. ROPE-FUNCTION () %<> %<+ ,TIEBIT ,TAKEBIT ,OVISON> 0 0 10 0}
  250. ["HEMP" "COIL"] ["LARGE"]>
  251. <ADD-OBJECT
  252. #OBJECT {"KNIFE"
  253. "There is a nasty-looking knife lying here."
  254. "knife"
  255. "On a table is a nasty-looking knife."
  256. %<> () %<> %<+ ,TAKEBIT ,OVISON ,WEAPONBIT>}
  257. ["BLADE"] ["NASTY"]>
  258. <ADD-MELEE <FIND-OBJ "KNIFE"> ,KNIFE-MELEE>
  259. #ROOM {"LROOM"
  260. ""
  261. "Living Room"
  262. T
  263. #EXIT {"EAST" "KITCH"
  264. "WEST" #CEXIT {"MAGIC-FLAG" "BLROO" "The door is nailed shut."}
  265. "DOWN" #DOOR {"DOOR" "LROOM" "CELLA"}}
  266. (#FIND-OBJ {"WDOOR"} #FIND-OBJ {"DOOR"} #FIND-OBJ {"TCASE"}
  267. #FIND-OBJ {"LAMP"} #FIND-OBJ {"RUG"} #FIND-OBJ {"PAPER"}
  268. #FIND-OBJ {"SWORD"})
  269. LIVING-ROOM}
  270. <ADD-OBJECT
  271. #OBJECT {"SWORD"
  272. "There is an elvish sword here."
  273. "sword"
  274. "On hooks above the mantelpiece hangs an elvish sword of great
  275. antiquity." SWORD () %<> %<+ ,OVISON ,TAKEBIT ,WEAPONBIT> 0 0 30 0}
  276. ["ORCRI" "GLAMD" "BLADE"] ["ELVIS"]>
  277. <ADD-MELEE <FIND-OBJ "SWORD"> ,SWORD-MELEE>
  278. <ADD-OBJECT
  279. #OBJECT {"LAMP"
  280. "There is a brass lantern (battery-powered) here."
  281. "lamp"
  282. "A battery-powered brass lantern is on the trophy case."
  283. LANTERN () %<> %<+ ,TAKEBIT ,OVISON ,LIGHTBIT> 0 0 15 0}
  284. ["LANTE"] ["BRASS"]>
  285. <ADD-OBJECT
  286. #OBJECT {"BLAMP"
  287. "There is a broken brass lantern here."
  288. "broken lamp"
  289. %<>
  290. %<> () %<> %<+ ,TAKEBIT ,OVISON>}
  291. ["LAMP" "LANTE"] ["BROKE"]>
  292. <ADD-OBJECT
  293. #OBJECT {"RUG"
  294. ""
  295. "carpet"
  296. %<>
  297. RUG () %<> %<+ ,TRYTAKEBIT ,NDESCBIT ,OVISON> 0 0 %,BIGFIX 0}
  298. ["CARPE"] ["ORIEN"]>
  299. <ADD-OBJECT
  300. #OBJECT {"LEAVE"
  301. "There is a pile of leaves on the ground."
  302. "pile of leaves"
  303. %<>
  304. LEAF-PILE () %<> %<+ ,BURNBIT ,TAKEBIT ,OVISON> 0 0 25 0}
  305. ["LEAF" "PILE"]>
  306. #ROOM {"CELLA"
  307. ""
  308. "Cellar"
  309. %<>
  310. #EXIT {"EAST" "MTROL" "SOUTH" "CHAS2"
  311. "UP"
  312. #DOOR {"DOOR" "LROOM" "CELLA"}
  313. "WEST"
  314. #NEXIT "You try to ascend the ramp, but it is impossible, and you slide back down."}
  315. (#FIND-OBJ {"DOOR"})
  316. CELLAR
  317. 25}
  318. <PSETG TCHOMP "The troll fends you off with a menacing gesture.">
  319. #ROOM {"MTROL"
  320. "You are in a small room with passages off in all directions.
  321. Bloodstains and deep scratches (perhaps made by an axe) mar the
  322. walls."
  323. "The Troll Room"
  324. %<> #EXIT {"WEST" "CELLA"
  325. "EAST" #CEXIT {"TROLL-FLAG" "CRAW4" %,TCHOMP}
  326. "NORTH" #CEXIT {"TROLL-FLAG" "PASS1" %,TCHOMP}
  327. "SOUTH" #CEXIT {"TROLL-FLAG" "MAZE1" %,TCHOMP}}
  328. (#FIND-OBJ {"TROLL"})}
  329. <PSETG TROLLDESC
  330. "A nasty-looking troll, brandishing a bloody axe, blocks all passages
  331. out of the room.">
  332. <PSETG TROLLOUT
  333. "An unconscious troll is sprawled on the floor. All passages out of
  334. the room are open.">
  335. <SETG VILLAINS (<FIND-OBJ "TROLL"> <FIND-OBJ "THIEF"> <FIND-OBJ "CYCLO">)>
  336. <SETG VILLAIN-PROBS <IUVECTOR <LENGTH ,VILLAINS> 0>>
  337. <SETG OPPV <IVECTOR <LENGTH ,VILLAINS> '<>>>
  338. <ADD-DEMON <SETG SWORD-DEMON
  339. <CHTYPE [SWORD-GLOW ,VILLAINS () <1 ,ROOMS> <FIND-OBJ "SWORD"> <>]
  340. HACK>>>
  341. #OBJECT {"TROLL"
  342. %,TROLLDESC
  343. "troll"
  344. %<>
  345. TROLL
  346. (#FIND-OBJ {"AXE"}) %<> %<+ ,VICBIT ,OVISON ,VILLAIN> 0 0 %,BIGFIX 2}
  347. <ADD-MELEE <FIND-OBJ "TROLL"> ,TROLL-MELEE>
  348. <ADD-DEMON <SETG FIGHT-DEMON
  349. <CHTYPE [FIGHTING ,VILLAINS () <1 ,ROOMS> <FIND-OBJ "TROLL"> <>]
  350. HACK>>>
  351. <ADD-OBJECT
  352. #OBJECT {"AXE"
  353. "There is a bloody axe here."
  354. "bloody axe"
  355. %<> %<> () %<FIND-OBJ "TROLL"> %<+ ,OVISON ,WEAPONBIT> 0 0 25 0}
  356. []["BLOOD"]>
  357. <PSETG MAZEDESC "You are in a maze of twisty little passages, all alike.">
  358. <PSETG DEADEND "Dead End">
  359. #ROOM {"MAZE1"
  360. %,MAZEDESC %,MAZEDESC %<>
  361. #EXIT {"WEST" "MTROL"
  362. "NORTH" "MAZE1"
  363. "SOUTH" "MAZE2"
  364. "EAST" "MAZE4"} ()}
  365. #ROOM {"MAZE2"
  366. %,MAZEDESC %,MAZEDESC %<>
  367. #EXIT {"SOUTH" "MAZE1"
  368. "NORTH" "MAZE4"
  369. "EAST" "MAZE3"} ()}
  370. #ROOM {"MAZE3"
  371. %,MAZEDESC %,MAZEDESC %<>
  372. #EXIT {"WEST" "MAZE2" "NORTH" "MAZE4" "UP" "MAZE5"} ()}
  373. #ROOM {"MAZE4"
  374. %,MAZEDESC %,MAZEDESC %<>
  375. #EXIT {"WEST" "MAZE3" "NORTH" "MAZE1" "EAST" "DEAD1"} ()}
  376. #ROOM {"DEAD1"
  377. %,DEADEND %,DEADEND %<>
  378. #EXIT {"SOUTH" "MAZE4"} ()}
  379. #ROOM {"MAZE5"
  380. %,MAZEDESC %,MAZEDESC %<>
  381. #EXIT {"EAST" "DEAD2" "NORTH" "MAZE3" "SW" "MAZE6"}
  382. (#FIND-OBJ {"BONES"} #FIND-OBJ {"BAGCO"} #FIND-OBJ {"KEYS"}
  383. #FIND-OBJ {"BLANT"} #FIND-OBJ {"RKNIF"})}
  384. <ADD-OBJECT
  385. #OBJECT {"RKNIF"
  386. "There is a rusty knife here."
  387. "rusty knife"
  388. "Beside the skeleton is a rusty knife."
  389. RUSTY-KNIFE () %<> %<+ ,OVISON ,TAKEBIT ,WEAPONBIT> 0 0 20 0}
  390. ["KNIFE"] ["RUSTY"]>
  391. <ADD-MELEE <FIND-OBJ "RKNIF"> ,KNIFE-MELEE>
  392. <ADD-OBJECT
  393. #OBJECT {"BLANT"
  394. "There is a burned-out lantern here."
  395. "burned-out lantern"
  396. "The deceased adventurer's useless lantern is here."
  397. %<> () %<> %<+ ,OVISON ,TAKEBIT> 0 0 20 0}
  398. ["LANTE" "LAMP"] ["USED" "BURNE" "DEAD" "USELE"]>
  399. <ADD-OBJECT
  400. #OBJECT {"KEYS"
  401. "There is a set of skeleton keys here."
  402. "set of skeleton keys"
  403. %<> %<> () %<> %<+ ,TOOLBIT ,TAKEBIT ,OVISON> 0 0 10 0}
  404. ["SET"]>
  405. <ADD-OBJECT
  406. #OBJECT {"BONES"
  407. "A skeleton, probably the remains of a luckless adventurer, lies here."
  408. "skeleton" %<> SKELETON () %<> %<+ ,TRYTAKEBIT ,OVISON> 0 0 %,BIGFIX 0}
  409. ["SKELE" "BODY"]>
  410. <ADD-OBJECT
  411. #OBJECT {"BAGCO"
  412. "An old leather bag, bulging with coins, is here."
  413. "bag of coins"
  414. %<> %<> () %<> %<+ ,TAKEBIT ,OVISON> 10 5 15 0}
  415. ["BAG" "COINS"] ["OLD" "LEATH"]>
  416. <ADD-OBJECT
  417. #OBJECT {"BAR"
  418. "There is a large platinum bar here."
  419. "platinum bar"
  420. %<> %<> () %<> %<+ ,SACREDBIT ,TAKEBIT ,OVISON> 12 10 20 0}
  421. ["PLATI"] ["LARGE"]>
  422. <ADD-OBJECT
  423. #OBJECT {"PEARL"
  424. "There is a pearl necklace here with hundreds of large pearls."
  425. "pearl necklace"
  426. %<> %<> () %<> %<+ ,TAKEBIT ,OVISON> 9 5 10 0}
  427. ["NECKL"]>
  428. #ROOM {"DEAD2"
  429. %,DEADEND %,DEADEND %<>
  430. #EXIT {"WEST" "MAZE5"} ()}
  431. #ROOM {"MAZE6"
  432. %,MAZEDESC %,MAZEDESC %<>
  433. #EXIT {"DOWN" "MAZE5" "EAST" "MAZE7" "WEST" "MAZE6" "UP" "MAZE9"} ()}
  434. #ROOM {"MAZE7"
  435. %,MAZEDESC %,MAZEDESC %<>
  436. #EXIT {"UP" "MAZ14" "WEST" "MAZE6" "NE" "DEAD1" "EAST" "MAZE8" "SOUTH" "MAZ15"}
  437. ()}
  438. #ROOM {"MAZE8"
  439. %,MAZEDESC %,MAZEDESC %<>
  440. #EXIT {"NE" "MAZE7" "WEST" "MAZE8" "SE" "DEAD3"} ()}
  441. #ROOM {"DEAD3"
  442. %,DEADEND %,DEADEND %<>
  443. #EXIT {"NORTH" "MAZE8"} ()}
  444. #ROOM {"MAZE9"
  445. %,MAZEDESC %,MAZEDESC %<>
  446. #EXIT {"NORTH" "MAZE6" "EAST" "MAZ11" "DOWN" "MAZ10" "SOUTH" "MAZ13"
  447. "WEST" "MAZ12" "NW" "MAZE9"} ()}
  448. #ROOM {"MAZ10"
  449. %,MAZEDESC %,MAZEDESC %<>
  450. #EXIT {"EAST" "MAZE9" "WEST" "MAZ13" "UP" "MAZ11"} ()}
  451. #ROOM {"MAZ11"
  452. %,MAZEDESC
  453. %,MAZEDESC
  454. %<>
  455. #EXIT {"NE" "MGRAT" "DOWN" "MAZ10" "NW" "MAZ13" "SW" "MAZ12"}}
  456. #ROOM {"MGRAT"
  457. ""
  458. "Grating Room" %<>
  459. #EXIT {"SW" "MAZ11"
  460. "UP" #DOOR {"GRATE" "MGRAT" "CLEAR" "The grating is locked."}}
  461. (#FIND-OBJ {"GRATE"}) MAZE-11}
  462. #ROOM {"MAZ12"
  463. %,MAZEDESC %,MAZEDESC %<>
  464. #EXIT {"WEST" "MAZE5" "SW" "MAZ11" "EAST" "MAZ13" "UP" "MAZE9" "NORTH" "DEAD4"} ()}
  465. #ROOM {"DEAD4"
  466. %,DEADEND %,DEADEND %<>
  467. #EXIT {"SOUTH" "MAZ12"} ()}
  468. #ROOM {"MAZ13"
  469. %,MAZEDESC %,MAZEDESC %<>
  470. #EXIT {"EAST" "MAZE9" "DOWN" "MAZ12" "SOUTH" "MAZ10" "WEST" "MAZ11"} ()}
  471. #ROOM {"MAZ14"
  472. %,MAZEDESC %,MAZEDESC %<>
  473. #EXIT {"WEST" "MAZ15" "NW" "MAZ14" "NE" "MAZE7" "SOUTH" "MAZE7"}}
  474. #ROOM {"MAZ15"
  475. %,MAZEDESC %,MAZEDESC %<>
  476. #EXIT {"WEST" "MAZ14" "SOUTH" "MAZE7" "NE" "CYCLO"}}
  477. <PSETG STFORE "You are in a forest, with trees in all directions around you.">
  478. #ROOM {"FORE1"
  479. %,STFORE
  480. %,FOREST T
  481. #EXIT {"NORTH" "FORE1" "EAST" "FORE3" "SOUTH" "FORE2" "WEST" "FORE1"} ()}
  482. #ROOM {"FORE4"
  483. "You are in a large forest, with trees obstructing all views except
  484. to the east, where a small clearing may be seen through the trees."
  485. %,FOREST
  486. T
  487. #EXIT {"EAST" "CLTOP" "NORTH" "FORE5" "SOUTH" "FORE4" "WEST" "FORE2"}}
  488. #ROOM {"FORE5"
  489. %,STFORE
  490. %,FOREST
  491. T
  492. #EXIT {"NORTH" "FORE5" "SE" "CLTOP" "SOUTH" "FORE4" "WEST" "FORE2"}}
  493. <PSETG FORDES
  494. "You are in a dimly lit forest, with large trees all around. To the
  495. east, there appears to be sunlight.">
  496. #ROOM {"FORE2"
  497. %,FORDES
  498. %,FOREST T
  499. #EXIT {"NORTH" "SHOUS" "EAST" "CLEAR" "SOUTH" "FORE4" "WEST" "FORE1"} ()}
  500. #ROOM {"FORE3"
  501. %,FORDES
  502. %,FOREST T
  503. #EXIT {"NORTH" "FORE2" "EAST" "CLEAR" "SOUTH" "CLEAR" "WEST" "NHOUS"} ()}
  504. #ROOM {"CLEAR"
  505. ""
  506. "Clearing" T
  507. #EXIT {"SW" "EHOUS" "SE" "FORE5" "NORTH" "CLEAR" "EAST" "CLEAR"
  508. "WEST" "FORE3" "SOUTH" "FORE2"
  509. "DOWN" #DOOR {"GRATE" "MGRAT" "CLEAR" "The grating is locked."}}
  510. (#FIND-OBJ {"GRATE"} #FIND-OBJ {"LEAVE"}) CLEARING}
  511. #ROOM {"RAVI1"
  512. "You are in a deep ravine at a crossing with an east-west crawlway.
  513. Some stone steps are at the south of the ravine and a steep staircase
  514. descends."
  515. "Deep Ravine"
  516. %<>
  517. #EXIT {"SOUTH" "PASS1" "DOWN" "RESES" "EAST" "CHAS1" "WEST" "CRAW1"}}
  518. #ROOM {"CRAW1"
  519. "You are in a crawlway with a three-foot high ceiling. Your footing
  520. is very unsure here due to the assortment of rocks underfoot.
  521. Passages can be seen in the east, west, and northwest corners of the
  522. passage."
  523. "Rocky Crawl"
  524. %<>
  525. #EXIT {"WEST" "RAVI1" "EAST" "DOME" "NW" "EGYPT"}}
  526. #ROOM {"RESES"
  527. ""
  528. "Reservoir South"
  529. %<>
  530. #EXIT {"SOUTH" #CEXIT {"EGYPT-FLAG"
  531. "RAVI1"
  532. "The coffin will not fit through this passage."
  533. T
  534. COFFIN-CURE}
  535. "WEST" "STREA"
  536. "CROSS" #CEXIT {"LOW-TIDE" "RESER" "You are not equipped for swimming."}
  537. "NORTH" #CEXIT {"LOW-TIDE" "RESER" "You are not equipped for swimming."}
  538. "LAUNC" "RESER"
  539. "UP" #CEXIT {"EGYPT-FLAG"
  540. "CANY1"
  541. "The stairs are too steep for carrying the coffin."
  542. T
  543. COFFIN-CURE}}
  544. ()
  545. RESERVOIR-SOUTH}
  546. #ROOM {"RESER"
  547. ""
  548. "Reservoir"
  549. %<>
  550. #EXIT {"NORTH" "RESEN" "SOUTH" "RESES"
  551. "UP" "INSTR" "DOWN" #NEXIT "The dam blocks your way."
  552. "LAND" #NEXIT "You must specify direction."}
  553. (#FIND-OBJ {"TRUNK"})
  554. RESERVOIR 0 %,RWATERBIT}
  555. #ROOM {"RESEN"
  556. ""
  557. "Reservoir North"
  558. %<>
  559. #EXIT {"NORTH" "ATLAN" "LAUNC" "RESER"
  560. "CROSS" #CEXIT {"LOW-TIDE" "RESER" "You are not equipped for swimming."}
  561. "SOUTH" #CEXIT {"LOW-TIDE" "RESER" "You are not equipped for swimming."}}
  562. (#FIND-OBJ {"PUMP"})
  563. RESERVOIR-NORTH}
  564. #ROOM {"STREA"
  565. "You are standing on a path beside a gently flowing stream. The path
  566. travels to the north and the east."
  567. "Stream View"
  568. %<>
  569. #EXIT {"LAUNC" "INSTR" "EAST" "RESES" "NORTH" "ICY"}
  570. (#FIND-OBJ {"FUSE"})}
  571. #ROOM {"INSTR"
  572. "You are on the gently flowing stream. The upstream route is too narrow
  573. to navigate and the downstream route is invisible due to twisting
  574. walls. There is a narrow beach to land on."
  575. "Stream"
  576. %<>
  577. #EXIT {"UP" #NEXIT "The way is too narrow."
  578. "LAND" "STREA"
  579. "DOWN" "RESER"}
  580. () %<> 0 %,RWATERBIT}
  581. #ROOM {"EGYPT"
  582. "You are in a room which looks like an Egyptian tomb. There is an
  583. ascending staircase in the room as well as doors, east and south."
  584. "Egyptian Room"
  585. %<>
  586. #EXIT {"UP" "ICY" "SOUTH" "LEDG3"
  587. "EAST" #CEXIT {"EGYPT-FLAG" "CRAW1"
  588. "The passage is too narrow to accomodate coffins." T
  589. COFFIN-CURE}}
  590. (#FIND-OBJ {"COFFI"})}
  591. #ROOM {"ICY"
  592. ""
  593. "Glacier Room"
  594. %<>
  595. #EXIT {"NORTH" "STREA" "EAST" "EGYPT" "WEST" #CEXIT {"GLACIER-FLAG" "RUBYR"}}
  596. (#FIND-OBJ {"ICE"})
  597. GLACIER-ROOM}
  598. <ADD-OBJECT
  599. #OBJECT {"REFL1"
  600. ""
  601. "mirror"
  602. %<> MIRROR-MIRROR () %<> %<+ ,TRYTAKEBIT ,VICBIT ,OVISON> 0 0 %,BIGFIX 0}
  603. ["MIRRO"]>
  604. <ADD-OBJECT
  605. #OBJECT {"REFL2"
  606. ""
  607. "mirror"
  608. %<> MIRROR-MIRROR () %<> %<+ ,TRYTAKEBIT ,VICBIT ,OVISON> 0 0 %,BIGFIX 0}
  609. ["MIRRO"]>
  610. <ADD-OBJECT
  611. #OBJECT {"ICE"
  612. "A mass of ice fills the western half of the room."
  613. "glacier" %<> GLACIER () %<> %<+ ,VICBIT ,OVISON> 0 0 %,BIGFIX 0}
  614. ["MASS" "GLACI"]>
  615. #ROOM {"RUBYR"
  616. "You are in a small chamber behind the remains of the Great Glacier.
  617. To the south and west are small passageways."
  618. "Ruby Room"
  619. %<>
  620. #EXIT {"WEST" "LAVA" "SOUTH" "ICY"}
  621. (#FIND-OBJ {"RUBY"})}
  622. #ROOM {"ATLAN"
  623. "You are in an ancient room, long buried by the Reservoir. There are
  624. exits here to the southeast and upward."
  625. "Atlantis Room"
  626. %<>
  627. #EXIT {"SE" "RESEN" "UP" "CAVE1"}
  628. (#FIND-OBJ {"TRIDE"})}
  629. #ROOM {"CANY1"
  630. "You are on the south edge of a deep canyon. Passages lead off
  631. to the east, south, and northwest. You can hear the sound of
  632. flowing water below."
  633. "Deep Canyon"
  634. %<>
  635. #EXIT {"NW" "RESES" "EAST" "DAM" "SOUTH" "CAROU"}}
  636. #ROOM {"ECHO"
  637. "You are in a large room with a ceiling which cannot be detected from
  638. the ground. There is a narrow passage from east to west and a stone
  639. stairway leading upward. The room is extremely noisy. In fact, it is
  640. difficult to hear yourself think."
  641. "Loud Room"
  642. %<>
  643. #EXIT {"EAST" "CHAS3" "WEST" "PASS5" "UP" "CAVE3"}
  644. (#FIND-OBJ {"BAR"})
  645. ECHO-ROOM}
  646. <ADD-OBJECT
  647. #OBJECT {"RUBY"
  648. "There is a moby ruby lying here."
  649. "ruby"
  650. "On the floor lies a moby ruby."
  651. %<>
  652. ()
  653. %<>
  654. %<+ ,TAKEBIT ,OVISON>
  655. 15
  656. 8
  657. 5
  658. 0}
  659. [] ["MOBY"]>
  660. <ADD-OBJECT
  661. #OBJECT {"TRIDE"
  662. "Neptune's own crystal trident is here."
  663. "crystal trident"
  664. "On the shore lies Neptune's own crystal trident."
  665. %<> () %<> %<+ ,TAKEBIT ,OVISON> 4 11 20 0}
  666. ["FORK"] ["CRYST"]>
  667. <ADD-OBJECT
  668. #OBJECT {"COFFI"
  669. "There is a solid-gold coffin, used for the burial of Ramses II, here."
  670. "gold coffin"
  671. %<> %<> () %<> %<+ ,CONTBIT ,SACREDBIT ,TAKEBIT ,OVISON> 3 7 55 35}
  672. ["CASKE"] ["GOLD"]>
  673. <ADD-OBJECT
  674. #OBJECT {"TORCH"
  675. "There is an ivory torch here."
  676. "torch"
  677. "Sitting on the pedestal is a flaming torch, made of ivory."
  678. %<> () %<> %<+ ,TOOLBIT ,FLAMEBIT ,LIGHTBIT ,ONBIT ,TAKEBIT ,OVISON>
  679. 14 6 20 0}
  680. [] ["IVORY"]>
  681. #ROOM {"MIRR1"
  682. ""
  683. "Mirror Room"
  684. %<>
  685. #EXIT {"WEST" "PASS3" "NORTH" "CRAW2" "EAST" "CAVE1"}
  686. (#FIND-OBJ {"REFL1"})
  687. MIRROR-ROOM}
  688. #ROOM {"MIRR2"
  689. ""
  690. "Mirror Room"
  691. T
  692. #EXIT {"WEST" "PASS4" "NORTH" "CRAW3" "EAST" "CAVE2"}
  693. (#FIND-OBJ {"REFL2"})
  694. MIRROR-ROOM}
  695. #ROOM {"CAVE1"
  696. "You are in a small cave with an entrance to the north and a stairway
  697. leading down."
  698. "Cave"
  699. %<>
  700. #EXIT {"NORTH" "MIRR1" "DOWN" "ATLAN"}}
  701. #ROOM {"CAVE2"
  702. "You are in a tiny cave with entrances west and north, and a dark,
  703. forbidding staircase leading down."
  704. "Cave"
  705. %<>
  706. #EXIT {"NORTH" "CRAW3" "WEST" "MIRR2" "DOWN" "LLD1"} () CAVE2-ROOM}
  707. #ROOM {"CRAW2"
  708. "You are in a steep and narrow crawlway. There are two exits nearby to
  709. the south and southwest."
  710. "Steep Crawlway"
  711. %<>
  712. #EXIT {"SOUTH" "MIRR1" "SW" "PASS3"}}
  713. #ROOM {"CRAW3"
  714. "You are in a narrow crawlway. The crawlway leads from north to south.
  715. However the south passage divides to the south and southwest."
  716. "Narrow Crawlway"
  717. %<>
  718. #EXIT {"SOUTH" "CAVE2" "SW" "MIRR2" "NORTH" "MGRAI"}}
  719. #ROOM {"PASS3"
  720. "You are in a cold and damp corridor where a long east-west passageway
  721. intersects with a northward path."
  722. "Cold Passage"
  723. %<>
  724. #EXIT {"EAST" "MIRR1" "WEST" "SLIDE" "NORTH" "CRAW2"}}
  725. #ROOM {"PASS4"
  726. "You are in a winding passage. It seems that there is only an exit
  727. on the east end although the whirring from the round room can be
  728. heard faintly to the north."
  729. "Winding Passage"
  730. %<>
  731. #EXIT {"EAST" "MIRR2" "NORTH"
  732. #NEXIT "You hear the whir from the carousel room but can find no entrance."}}
  733. #ROOM {"SLIDE"
  734. "You are in a small chamber, which appears to have been part of a
  735. coal mine. On the south wall of the chamber the letters \"Granite
  736. Wall\" are etched in the rock. To the east is a long passage and
  737. there is a steep metal slide twisting downward. From the appearance
  738. of the slide, an attempt to climb up it would be impossible. To the
  739. north is a small opening."
  740. "Slide Room"
  741. %<>
  742. #EXIT {"EAST" "PASS3" "DOWN" "CELLA" "NORTH" "ENTRA"}}
  743. #ROOM {"ENTRA"
  744. "You are standing at the entrance of what might have been a coal
  745. mine. To the northeast and the northwest are entrances to the mine,
  746. and there is another exit on the south end of the room."
  747. "Mine Entrance"
  748. %<>
  749. #EXIT {"SOUTH" "SLIDE" "NW" "SQUEE" "NE" "TSHAF"}}
  750. #ROOM {"SQUEE"
  751. "You are a small room. Strange squeaky sounds may be heard coming from
  752. the passage at the west end. You may also escape to the south."
  753. "Squeaky Room"
  754. %<>
  755. #EXIT {"WEST" "BATS" "SOUTH" "ENTRA"}}
  756. #ROOM {"TSHAF"
  757. "You are in a large room, in the middle of which is a small shaft
  758. descending through the floor into darkness below. To the west and
  759. the north are exits from this room. Constructed over the top of the
  760. shaft is a metal framework to which a heavy iron chain is attached."
  761. "Shaft Room"
  762. %<>
  763. #EXIT {"DOWN" #NEXIT "You wouldn't fit and would die if you could."
  764. "WEST" "ENTRA" "NORTH" "TUNNE"}
  765. (#FIND-OBJ {"TBASK"})}
  766. <TRO <ADD-OBJECT
  767. #OBJECT {"TBASK"
  768. "At the end of the chain is a basket."
  769. "basket"
  770. %<>
  771. DUMBWAITER () %<> %<+ ,CONTBIT ,OVISON ,TRANSBIT> 0 0 %,BIGFIX 50}
  772. ["CAGE" "DUMBW" "BASKE"]> ,OPENBIT>
  773. <ADD-OBJECT
  774. #OBJECT {"FBASK"
  775. ""
  776. ""
  777. %<>
  778. DUMBWAITER () %<> %,OVISON 0 0 %,BIGFIX 0}
  779. ["CAGE" "DUMBW" "BASKE"]>
  780. #ROOM {"TUNNE"
  781. "You are in a narrow tunnel with large wooden beams running across
  782. the ceiling and around the walls. A path from the south splits into
  783. paths running west and northeast."
  784. "Wooden Tunnel"
  785. %<>
  786. #EXIT {"SOUTH" "TSHAF" "WEST" "SMELL" "NE" "MINE1"}}
  787. #ROOM {"SMELL"
  788. "You are in a small non-descript room. However, from the direction
  789. of a small descending staircase a foul odor can be detected. To the
  790. east is a narrow path."
  791. "Smelly Room"
  792. %<>
  793. #EXIT {"DOWN" "BOOM" "EAST" "TUNNE"}}
  794. #ROOM {"BOOM"
  795. "You are in a small room which smells strongly of coal gas."
  796. "Gas Room"
  797. %<>
  798. #EXIT {"UP" "SMELL"}
  799. (#FIND-OBJ {"BRACE"})
  800. BOOM-ROOM}
  801. <ADD-OBJECT
  802. #OBJECT {"BRACE"
  803. "There is a sapphire-encrusted bracelet here."
  804. "sapphire bracelet"
  805. %<> %<> () %<> %<+ ,TAKEBIT ,OVISON> 5 3 10 0}
  806. ["JEWEL"] ["SAPPH"]>
  807. #ROOM {"TLADD"
  808. "You are in a very small room. In the corner is a rickety wooden
  809. ladder, leading downward. It might be safe to descend. There is
  810. also a staircase leading upward."
  811. "Ladder Top"
  812. %<>
  813. #EXIT {"DOWN" "BLADD" "UP" "MINE7"}}
  814. <PSETG MINDESC
  815. "You are in a non-descript part of a coal mine.">
  816. #ROOM {"MINE1"
  817. %,MINDESC
  818. %,MINDESC
  819. %<>
  820. #EXIT {"NORTH" "MINE4" "SW" "MINE2" "EAST" "TUNNE"}}
  821. #ROOM {"MINE2"
  822. %,MINDESC
  823. %,MINDESC
  824. %<>
  825. #EXIT {"SOUTH" "MINE1" "WEST" "MINE5" "UP" "MINE3" "NE" "MINE4"}}
  826. #ROOM {"MINE3"
  827. %,MINDESC
  828. %,MINDESC
  829. %<>
  830. #EXIT {"WEST" "MINE2" "NE" "MINE5" "EAST" "MINE5"}}
  831. #ROOM {"MINE4"
  832. %,MINDESC
  833. %,MINDESC
  834. %<>
  835. #EXIT {"UP" "MINE5" "NE" "MINE6" "SOUTH" "MINE1" "WEST" "MINE2"}}
  836. #ROOM {"MINE5"
  837. %,MINDESC
  838. %,MINDESC
  839. %<>
  840. #EXIT {"DOWN" "MINE6" "NORTH" "MINE7" "WEST" "MINE2" "SOUTH" "MINE3"
  841. "UP" "MINE3" "EAST" "MINE4"}}
  842. #ROOM {"MINE6"
  843. %,MINDESC
  844. %,MINDESC
  845. %<>
  846. #EXIT {"SE" "MINE4" "UP" "MINE5" "NW" "MINE7"}}
  847. #ROOM {"MINE7"
  848. %,MINDESC
  849. %,MINDESC
  850. %<>
  851. #EXIT {"EAST" "MINE1" "WEST" "MINE5" "DOWN" "TLADD" "SOUTH" "MINE6"}}
  852. #ROOM {"BLADD"
  853. "You are in a rather wide room. On one side is the bottom of a
  854. narrow wooden ladder. To the northeast and the south are passages
  855. leaving the room."
  856. "Ladder Bottom"
  857. %<>
  858. #EXIT {"NE" "DEAD7" "SOUTH" "TIMBE" "UP" "TLADD"}}
  859. #ROOM {"DEAD7"
  860. "Dead End"
  861. "Dead End"
  862. %<>
  863. #EXIT {"SOUTH" "BLADD"} (#FIND-OBJ {"COAL"})}
  864. <PSETG NOFIT "You cannot fit through this passage with that load.">
  865. #ROOM {"TIMBE"
  866. "You are in a long and narrow passage, which is cluttered with broken
  867. timbers. A wide passage comes from the north and turns at the
  868. southwest corner of the room into a very narrow passageway."
  869. "Timber Room"
  870. %<>
  871. #EXIT {"NORTH" "BLADD"
  872. "SW" #CEXIT {"EMPTY-HANDED" "BSHAF" %,NOFIT}} (#FIND-OBJ {"OTIMB"}) NO-OBJS}
  873. #ROOM {"BSHAF"
  874. "You are in a small square room which is at the bottom of a long
  875. shaft. To the east is a passageway and to the northeast a very narrow
  876. passage. In the shaft can be seen a heavy iron chain."
  877. "Lower Shaft"
  878. %<>
  879. #EXIT {"EAST" "MACHI"
  880. "OUT" #CEXIT {"EMPTY-HANDED" "TIMBE" %,NOFIT}
  881. "NE" #CEXIT {"EMPTY-HANDED" "TIMBE" %,NOFIT}
  882. "UP" #NEXIT "Not a chance."
  883. "CLIMB" #NEXIT "The chain is not climbable."}
  884. (#FIND-OBJ {"FBASK"}) NO-OBJS}
  885. #ROOM {"MACHI"
  886. ""
  887. "Machine Room"
  888. %<>
  889. #EXIT {"NW" "BSHAF"} (#FIND-OBJ {"MSWIT"} #FIND-OBJ {"MACHI"}) MACHINE-ROOM}
  890. #ROOM {"BATS" "" "Bat Room" %<> #EXIT {"EAST" "SQUEE"}
  891. (#FIND-OBJ {"JADE"} #FIND-OBJ {"BAT"}) BATS-ROOM}
  892. #ROOM {"DOME"
  893. ""
  894. "Dome Room"
  895. %<>
  896. #EXIT {"EAST" "CRAW1"
  897. "DOWN" #CEXIT {"DOME-FLAG"
  898. "MTORC"
  899. "You cannot go down without fracturing many bones."}
  900. "CLIMB" #CEXIT {"DOME-FLAG"
  901. "MTORC"
  902. "You cannot go down without fracturing many bones."}}
  903. (#FIND-OBJ {"RAILI"})
  904. DOME-ROOM}
  905. #ROOM {"MTORC"
  906. ""
  907. "Torch Room"
  908. %<>
  909. #EXIT {"UP" #NEXIT "You cannot reach the rope." "WEST" "MTORC" "DOWN" "CRAW4"}
  910. (#FIND-OBJ {"TORCH"})
  911. TORCH-ROOM}
  912. #ROOM {"CRAW4"
  913. "You are in a north-south crawlway; a passage goes to the east also.
  914. There is a hole above, but it provides no opportunities for climbing."
  915. "North-South Crawlway"
  916. %<>
  917. #EXIT {"NORTH" "CHAS2" "SOUTH" "STUDI" "EAST" "MTROL"
  918. "UP" #NEXIT "Not even a human fly could get up it."} ()}
  919. #ROOM {"CHAS2"
  920. "You are on the west edge of a chasm, the bottom of which cannot be
  921. seen. The east side is sheer rock, providing no exits. A narrow
  922. passage goes west, and the path you are on continues to the north and
  923. south."
  924. "West of Chasm"
  925. %<> #EXIT {"WEST" "CELLA" "NORTH" "CRAW4" "SOUTH" "GALLE"
  926. "DOWN" #NEXIT "The chasm probably leads straight to the infernal regions."} ()}
  927. #ROOM {"CAROU"
  928. ""
  929. "Round room" %<>
  930. #EXIT {"NORTH" #CEXIT {"CAROUSEL-FLIP" "CAVE4" "" %<> CAROUSEL-EXIT}
  931. "SOUTH" #CEXIT {"CAROUSEL-FLIP" "CAVE4" "" %<> CAROUSEL-EXIT}
  932. "EAST" #CEXIT {"CAROUSEL-FLIP" "MGRAI" "" %<> CAROUSEL-EXIT}
  933. "WEST" #CEXIT {"CAROUSEL-FLIP" "PASS1" "" %<> CAROUSEL-EXIT}
  934. "NW" #CEXIT {"CAROUSEL-FLIP" "CANY1" "" %<> CAROUSEL-EXIT}
  935. "NE" #CEXIT {"CAROUSEL-FLIP" "PASS5" "" %<> CAROUSEL-EXIT}
  936. "SE" #CEXIT {"CAROUSEL-FLIP" "PASS4" "" %<> CAROUSEL-EXIT}
  937. "SW" #CEXIT {"CAROUSEL-FLIP" "MAZE1" "" %<> CAROUSEL-EXIT}
  938. "EXIT" #CEXIT {"CAROUSEL-FLIP" "PASS3" "" %<> CAROUSEL-OUT}}
  939. (#FIND-OBJ {"IRBOX"}) CAROUSEL-ROOM}
  940. <ADD-OBJECT
  941. #OBJECT {"OTIMB" "" "timbers" %<> %<> () %<> %<+ ,TAKEBIT ,OVISON> 0 0 50 0}
  942. ["TIMBE"] ["WOODE"]>
  943. <ADD-OBJECT
  944. #OBJECT {"IRBOX"
  945. "There is a dented iron box here."
  946. "iron box"
  947. %<> %<> (#FIND-OBJ {"STRAD"}) %<> %<+ ,TAKEBIT ,CONTBIT> 0 0 40 20}
  948. ["BOX"] ["IRON" "DENTE"]>
  949. <ADD-OBJECT
  950. #OBJECT {"STRAD"
  951. "There is a Stradavarius here."
  952. "fancy violin"
  953. %<> %<> () #FIND-OBJ {"IRBOX"} %<+ ,OVISON ,TAKEBIT> 10 10 10 0}
  954. ["VIOLI"] ["FANCY"]>
  955. #ROOM {"PASS5"
  956. "You are in a high north-south passage, which forks to the northeast."
  957. "North-South Passage"
  958. %<>
  959. #EXIT {"NORTH" "CHAS1" "NE" "ECHO" "SOUTH" "CAROU"} ()}
  960. #ROOM {"CHAS1"
  961. "A chasm runs southwest to northeast. You are on the south edge; the
  962. path exits to the south and to the east."
  963. "Chasm"
  964. %<> #EXIT {"SOUTH" "RAVI1" "EAST" "PASS5"
  965. "DOWN" #NEXIT "Are you out of your mind?"} ()}
  966. #ROOM {"CAVE3"
  967. "You are in a cave. Passages exit to the south and to the east, but
  968. the cave narrows to a crack to the west. The earth is particularly
  969. damp here."
  970. "Damp Cave"
  971. %<> #EXIT {"SOUTH" "ECHO" "EAST" "DAM"
  972. "WEST" #NEXIT "It is too narrow for most insects."}
  973. ()}
  974. #ROOM {"CHAS3"
  975. "A chasm, evidently produced by an ancient river, runs through the
  976. cave here. Passages lead off in all directions."
  977. "Ancient Chasm"
  978. %<> #EXIT {"SOUTH" "ECHO" "EAST" "TCAVE" "NORTH" "DEAD5" "WEST" "DEAD6"} ()}
  979. #ROOM {"DEAD5"
  980. "Dead end"
  981. "Dead end"
  982. %<> #EXIT {"SW" "CHAS3"} ()}
  983. #ROOM {"DEAD6"
  984. "Dead end"
  985. "Dead end" %<> #EXIT {"EAST" "CHAS3"} ()}
  986. #ROOM {"CAVE4"
  987. "You have entered a cave with passages leading north and southeast."
  988. "Engravings Cave"
  989. %<> #EXIT {"NORTH" "CAROU" "SE" "RIDDL"} (#FIND-OBJ {"ENGRA"})}
  990. <ADD-OBJECT <SOBJECT "ENGRA" "wall with engravings" ,OVISON ,READBIT
  991. ,SACREDBIT>
  992. ["INSCR"] ["OLD" "ANCIE"]>
  993. <PUT <FIND-OBJ "ENGRA"> ,ODESC1 "There are old engravings on the walls here.">
  994. #ROOM {"RIDDL"
  995. "This is a room which is bare on all sides. There is an exit down.
  996. To the east is a great door made of stone. Above the stone, the
  997. following words are written: 'No man shall enter this room without
  998. solving this riddle:
  999. What is tall as a house,
  1000. round as a cup,
  1001. and all the king's horses can't draw it up?'"
  1002. "Riddle Room"
  1003. %<>
  1004. #EXIT {"DOWN" "CAVE4"
  1005. "EAST" #CEXIT {"RIDDLE-FLAG" "MPEAR"
  1006. "Your way is blocked by an invisible force."}}
  1007. (#FIND-OBJ {"SDOOR"})}
  1008. #ROOM {"MPEAR"
  1009. "This is a former broom closet. The exits are to the east and west."
  1010. "Pearl Room"
  1011. %<> #EXIT {"EAST" "BWELL" "WEST" "RIDDL"} (#FIND-OBJ {"PEARL"})}
  1012. #ROOM {"LLD1"
  1013. ""
  1014. "Entrance to Hades"
  1015. T #EXIT {"EAST"
  1016. #CEXIT {"LLD-FLAG"
  1017. "LLD2"
  1018. "Some invisible force prevents you from passing through the gate."}
  1019. "UP" "CAVE2"
  1020. "ENTER"
  1021. #CEXIT {"LLD-FLAG"
  1022. "LLD2"
  1023. "Some invisible force prevents you from passing through the gate."}}
  1024. (#FIND-OBJ {"CORPS"} #FIND-OBJ {"GATES"} #FIND-OBJ {"GHOST"}) LLD-ROOM}
  1025. <ADD-OBJECT
  1026. #OBJECT {"GHOST"
  1027. ""
  1028. "" %<> GHOST-FUNCTION () %<> %<+ ,VICBIT ,OVISON> 0 0 %,BIGFIX 0}
  1029. ["SPIRI" "FIEND"]>
  1030. #ROOM {"LLD2"
  1031. ""
  1032. "Land of the Living Dead"
  1033. T #EXIT {"EAST" "TOMB"
  1034. "EXIT" "LLD1" "WEST" "LLD1"} (#FIND-OBJ {"BODIE"}) LLD2-ROOM 30}
  1035. #ROOM {"MGRAI"
  1036. "You are standing in a small circular room with a pedestal. A set of
  1037. stairs leads up, and passages leave to the east and west."
  1038. "Grail Room"
  1039. %<> #EXIT {"WEST" "CAROU" "EAST" "CRAW3" "UP" "TEMP1"}
  1040. (#FIND-OBJ {"GRAIL"})}
  1041. <ADD-OBJECT
  1042. #OBJECT {"GRAIL"
  1043. "There is an extremely valuable (perhaps original) grail here."
  1044. "grail" %<> %<> () %<> %<+ ,CONTBIT ,TAKEBIT ,OVISON> 2 5 10 5}[]>
  1045. #ROOM {"TEMP1"
  1046. "You are in the west end of a large temple. On the south wall is an
  1047. ancient inscription, probably a prayer in a long-forgotten language.
  1048. The north wall is solid granite. The entrance at the west end of the
  1049. room is through huge marble pillars."
  1050. "Temple"
  1051. T #EXIT {"WEST" "MGRAI" "EAST" "TEMP2"}
  1052. (#FIND-OBJ {"PRAYE"} #FIND-OBJ {"BELL"})}
  1053. <ADD-OBJECT <SOBJECT "PRAYE" "prayer" <+ ,READBIT ,SACREDBIT ,OVISON>>
  1054. ["INSCR"] ["ANCIE" "OLD"]>
  1055. #ROOM {"TEMP2"
  1056. "You are in the east end of a large temple. In front of you is what
  1057. appears to be an altar."
  1058. "Altar"
  1059. T #EXIT {"WEST" "TEMP1"}
  1060. (#FIND-OBJ {"BOOK"} #FIND-OBJ {"CANDL"})}
  1061. <ADD-OBJECT
  1062. #OBJECT {"TRUNK"
  1063. "There is an old trunk here, bulging with assorted jewels."
  1064. "trunk with jewels"
  1065. "Lying half buried in the mud is an old trunk, bulging with jewels."
  1066. %<> () %<> %,TAKEBIT 15 8 35 0}
  1067. ["CHEST"] ["OLD"]>
  1068. <ADD-OBJECT
  1069. #OBJECT {"BELL"
  1070. "There is a small brass bell here."
  1071. "bell"
  1072. "Lying in a corner of the room is a small brass bell."
  1073. %<> () %<> %<+ ,TAKEBIT ,OVISON>}
  1074. [] ["SMALL" "BRASS"]>
  1075. <ADD-OBJECT
  1076. #OBJECT {"BOOK"
  1077. "There is a large black book here."
  1078. "book"
  1079. "On the altar is a large black book, open to page 569."
  1080. BLACK-BOOK () %<> %<+ ,CONTBIT ,BURNBIT ,TAKEBIT ,OVISON ,READBIT> 0 0 10 0}
  1081. ["PRAYE" "BIBLE" "GOODB"] ["LARGE" "BLACK"]>
  1082. <ADD-OBJECT
  1083. #OBJECT {"CANDL"
  1084. "There are two candles here."
  1085. "pair of candles"
  1086. "On the two ends of the altar are burning candles."
  1087. CANDLES () %<> %<+ ,FLAMEBIT ,LIGHTBIT ,ONBIT ,TAKEBIT ,OVISON> 0 0 10 0}
  1088. ["PAIR"]>
  1089. #ROOM {"DAM"
  1090. ""
  1091. "Dam"
  1092. T #EXIT {"SOUTH" "CANY1" "DOWN" "DOCK" "EAST" "CAVE3" "NORTH" "LOBBY"}
  1093. (#FIND-OBJ {"BOLT"} #FIND-OBJ {"DAM"} #FIND-OBJ {"BUBBL"}) DAM-ROOM}
  1094. #ROOM {"LOBBY"
  1095. "This room appears to have been the waiting room for groups touring
  1096. the dam. There are exits here to the north and east marked
  1097. 'Private', though the doors are open, and an exit to the south."
  1098. "Dam Lobby"
  1099. T
  1100. #EXIT {"SOUTH" "DAM"
  1101. "NORTH" "MAINT"
  1102. "EAST" "MAINT"}
  1103. (#FIND-OBJ {"MATCH"} #FIND-OBJ {"GUIDE"})}
  1104. <ADD-OBJECT
  1105. #OBJECT {"GUIDE"
  1106. "There are tour guidebooks here."
  1107. "tour guidebook"
  1108. "Some guidebooks entitled 'Flood Control Dam #3' are on the reception
  1109. desk." %<> () %<> %<+ ,BURNBIT ,TAKEBIT ,READBIT ,OVISON>}
  1110. ["BOOK"] ["TOUR"]>
  1111. <ADD-OBJECT
  1112. #OBJECT {"PAPER"
  1113. ""
  1114. "newspaper"
  1115. %<> %<> () %<> %<+ ,BURNBIT ,TAKEBIT ,READBIT ,OVISON> 0 0 2 0}
  1116. ["NEWSP" "ISSUE" "REPOR" "MAGAZ" "NEWS"]>
  1117. #ROOM {"MAINT"
  1118. "You are in what appears to have been the maintenance room for Flood
  1119. Control Dam #3, judging by the assortment of tool chests around the
  1120. room. Apparently, this room has been ransacked recently, for most of
  1121. the valuable equipment is gone. On the wall in front of you is a
  1122. panel of buttons, which are labelled in EBCDIC. However, they are of
  1123. different colors: Blue, Yellow, Brown, and Red. The doors to this
  1124. room are in the west and south ends."
  1125. "Maintenance Room"
  1126. %<> #EXIT {"SOUTH" "LOBBY" "WEST" "LOBBY"}
  1127. (#FIND-OBJ {"LEAK"} #FIND-OBJ {"TUBE"} #FIND-OBJ {"WRENC"}
  1128. #FIND-OBJ {"BLBUT"} #FIND-OBJ {"RBUTT"} #FIND-OBJ {"BRBUT"}
  1129. #FIND-OBJ {"YBUTT"} #FIND-OBJ {"SCREW"}) MAINT-ROOM}
  1130. <ADD-OBJECT
  1131. #OBJECT {"MATCH"
  1132. "There is a matchbook whose cover says 'Visit Beautiful FCD#3' here."
  1133. "matchbook"
  1134. %<> MATCH-FUNCTION () %<> %<+ ,TAKEBIT ,OVISON ,READBIT> 0 0 2 0}
  1135. ["FLINT"]>
  1136. <ADD-OBJECT
  1137. #OBJECT {"ADVER"
  1138. "There is a small leaflet here."
  1139. "leaflet"
  1140. %<> %<> () #FIND-OBJ {"MAILB"} %<+ ,BURNBIT ,TAKEBIT ,OVISON ,READBIT>
  1141. 0 0 2 0}
  1142. ["PAMPH" "LEAFL" "BOOKL"] ["SMALL"]>
  1143. <ADD-OBJECT
  1144. #OBJECT {"MAILB"
  1145. "There is a small mailbox here."
  1146. "mailbox"
  1147. %<> %<> (#FIND-OBJ {"ADVER"}) %<> %<+ ,CONTBIT ,OVISON> 0 0 %,BIGFIX 10}
  1148. ["BOX"] ["SMALL"]>
  1149. <ADD-OBJECT
  1150. #OBJECT {"TUBE"
  1151. "There is an object which looks like a tube of toothpaste here."
  1152. "tube"
  1153. %<> TUBE-FUNCTION (#FIND-OBJ {"PUTTY"}) %<> %<+ ,CONTBIT ,TAKEBIT ,OVISON>
  1154. 0 0 10 7}
  1155. ["TOOTH"]>
  1156. <ADD-OBJECT
  1157. #OBJECT {"PUTTY"
  1158. "There is some gunk here"
  1159. "viscous material"
  1160. %<> %<> () #FIND-OBJ {"TUBE"} %<+ ,TOOLBIT ,TAKEBIT ,OVISON> 0 0 6 0}
  1161. ["MATER" "GUNK" "GLUE"] ["VISCO"]>
  1162. <ADD-OBJECT
  1163. #OBJECT {"WRENC"
  1164. "There is a wrench here."
  1165. "wrench"
  1166. %<> %<> () %<> %<+ ,TOOLBIT ,TAKEBIT ,OVISON> 0 0 10 0}[]>
  1167. <ADD-OBJECT
  1168. #OBJECT {"SCREW"
  1169. "There is a screwdriver here."
  1170. "screwdriver"
  1171. %<> %<> () %<> %<+ ,TOOLBIT ,TAKEBIT ,OVISON>}[]>
  1172. #ROOM {"CYCLO"
  1173. "" "Cyclops Room"
  1174. %<> #EXIT {"WEST" "MAZ15" "NORTH" #CEXIT {"MAGIC-FLAG" "BLROO" "The north wall is solid rock."}
  1175. "UP" #CEXIT {"CYCLOPS-FLAG" "TREAS" "The cyclops doesn't look like he'll let you past."}}
  1176. (#FIND-OBJ {"CYCLO"}) CYCLOPS-ROOM}
  1177. <ADD-MELEE <FIND-OBJ "CYCLO"> ,CYCLOPS-MELEE>
  1178. #ROOM {"BLROO"
  1179. "You are in a long passage. To the south is one entrance. On the
  1180. east there is an old wooden door, with a large hole in it (about
  1181. cyclops sized)."
  1182. "Strange Passage"
  1183. %<> #EXIT {"SOUTH" "CYCLO" "EAST" "LROOM"} () TIME 10}
  1184. <ADD-OBJECT
  1185. #OBJECT {"CYCLO"
  1186. "" "cyclops" %<>
  1187. CYCLOPS () %<> %<+ ,VICBIT ,OVISON ,VILLAIN> 0 0 %,BIGFIX 10000}
  1188. ["ONE-E" "MONST"]>
  1189. #ROOM {"TREAS"
  1190. "This is a large room, whose north wall is solid granite. A number
  1191. of discarded bags, which crumble at your touch, are scattered about
  1192. on the floor."
  1193. "Treasure Room"
  1194. %<> #EXIT {"DOWN" "CYCLO"} (#FIND-OBJ {"CHALI"}) TREASURE-ROOM 25}
  1195. <ADD-OBJECT
  1196. #OBJECT {"CHALI"
  1197. "There is a silver chalice, intricately engraved, here."
  1198. "chalice" %<> CHALICE () %<> %<+ ,CONTBIT ,TAKEBIT ,OVISON> 10 10 10 5}
  1199. ["CUP" "GOBLE"]>
  1200. #ROOM {"STUDI"
  1201. "You are in what appears to have been an artist's studio. The walls
  1202. and floors are splattered with paints of 69 different colors.
  1203. Strangely enough, nothing of value is hanging here. At the north and
  1204. northwest of the room are open doors (also covered with paint). An
  1205. extremely dark and narrow chimney leads up from a fireplace; although
  1206. you might be able to get up it, it seems unlikely you could get back
  1207. down."
  1208. "Studio"
  1209. %<> #EXIT {"NORTH" "CRAW4"
  1210. "NW" "GALLE"
  1211. "UP"
  1212. #CEXIT {"LIGHT-LOAD"
  1213. "KITCH"
  1214. "The chimney is too narrow for you and all of your baggage."
  1215. %<> CHIMNEY-FUNCTION}}
  1216. () %<>}
  1217. #ROOM {"GALLE"
  1218. "You are in an art gallery. Most of the paintings which were here
  1219. have been stolen by vandals with exceptional taste. The vandals
  1220. left through either the north or south exits."
  1221. "Gallery"
  1222. T #EXIT {"NORTH" "CHAS2" "SOUTH" "STUDI"} (#FIND-OBJ {"PAINT"})}
  1223. <ADD-OBJECT
  1224. #OBJECT {"PAINT"
  1225. "A masterpiece by a neglected genius is here."
  1226. "painting"
  1227. "Fortunately, there is still one chance for you to be a vandal, for on
  1228. the far wall is a work of unparalleled beauty."
  1229. PAINTING () %<> %<+ ,BURNBIT ,TAKEBIT ,OVISON> 4 7 15 0}
  1230. ["ART" "CANVA" "MASTE"]>
  1231. "LISTS OF CRUFT: WEAPONS, AND IMMOVABLE OBJECTS"
  1232. <ADD-DEMON <SETG ROBBER-DEMON
  1233. <CHTYPE [ROBBER () ,ROOMS <1 ,ROOMS> <FIND-OBJ "THIEF"> <>] HACK>>>
  1234. <PSETG ROBBER-C-DESC
  1235. "There is a suspicious-looking individual, holding a bag, leaning
  1236. against one wall. He is armed with a vicious-looking stilletto.">
  1237. <PSETG ROBBER-U-DESC
  1238. "There is a suspicious-looking individual lying unconscious on the
  1239. ground. His bag and stilletto seem to have vanished.">
  1240. <ADD-OBJECT
  1241. #OBJECT {"THIEF"
  1242. %,ROBBER-C-DESC
  1243. "thief"
  1244. %<>
  1245. ROBBER-FUNCTION (#FIND-OBJ {"STILL"}) %<> %<+ ,VICBIT ,OVISON ,VILLAIN>
  1246. 0 0 %,BIGFIX 4}
  1247. ["ROBBE" "CROOK" "CRIME" "CRIMI" "BANDI" "GENT" "GENTL"
  1248. "MAN" "SHADY" "THUG" "BAGMA" "MAFIA"]>
  1249. <ADD-MELEE <FIND-OBJ "THIEF"> ,THIEF-MELEE>
  1250. <ADD-OBJECT
  1251. #OBJECT {"STILL"
  1252. "There is a vicious-looking stilletto here."
  1253. "stilletto"
  1254. %<> %<> () %<FIND-OBJ "THIEF"> %<+ ,OVISON ,WEAPONBIT> 0 0 10 0}
  1255. [] ["VICIO"]>
  1256. <SETG WEAPONS (<FIND-OBJ "STICK"> <FIND-OBJ "KNIFE">)>
  1257. <SETG RANDOM-LIST
  1258. (<FIND-ROOM "LROOM">
  1259. <FIND-ROOM "KITCH">
  1260. <FIND-ROOM "CLEAR">
  1261. <FIND-ROOM "FORE3">
  1262. <FIND-ROOM "FORE2">
  1263. <FIND-ROOM "SHOUS">
  1264. <FIND-ROOM "FORE2">
  1265. <FIND-ROOM "KITCH">
  1266. <FIND-ROOM "EHOUS">)>
  1267. <ADD-DESC <FIND-OBJ "BOOK">
  1268. " COMMANDMENT #12592
  1269. Oh ye who go about saying unto each: \"Hello sailor\":
  1270. dost thou know the magnitude of thy sin before the gods?
  1271. Yea, verily, thou shalt be ground between two stones.
  1272. Shall the angry gods cast thy body into the whirlpool?
  1273. Surely, thy eye shall be put out with a sharp stick!
  1274. Even unto the ends of the earth shalt thou wander and
  1275. unto the land of the dead shalt thou be sent at last.
  1276. Surely thou shalt repent of thy cunning.">
  1277. <ADD-DESC <FIND-OBJ "GUIDE">
  1278. "\" Guide Book to
  1279. Flood Control Dam #3
  1280. Flood Control Dam #3 (FCD#3) was constructed in year 783 of the
  1281. Great Underground Empire to harness the destructive power of the
  1282. Frigid River. This work was supported by a grant of 37 million
  1283. zorkmids from the Central Bureaucracy and your omnipotent local
  1284. tyrant Lord Dimwit Flathead the Excessive. This impressive
  1285. structure is composed of 3.7 cubic feet of concrete, is 256 feet
  1286. tall at the center, and 193 feet wide at the top. The reservoir
  1287. created behind the dam has a volume of 37 billion cubic feet, an
  1288. area of 12 million square feet, and a shore line of 36 thousand
  1289. feet.
  1290. The construction of FCD#3 took 112 days from ground breaking to
  1291. the dedication. It required a work force of 384 slaves, 34 slave
  1292. drivers, 12 engineers, 2 turtle doves, and a partridge in a pear
  1293. tree. The work was managed by a command team composed of 2345
  1294. bureaucrats, 2347 secretaries (at least two of which can type),
  1295. 12,256 paper shufflers, 52,469 rubber stampers, 245,193 red tape
  1296. processors, and nearly one million dead trees.
  1297. We will now point out some of the more interesting features
  1298. of FCD#3 as we conduct you on a guided tour of the facilities:
  1299. 1) You start your tour here in the Dam Lobby.
  1300. You will notice on your right that .........">
  1301. <ADD-DESC <FIND-OBJ "PAPER">
  1302. " US NEWS & DUNGEON REPORT
  1303. 1/24/78 Late Dungeon Edition
  1304. When an error is encountered in this version, you will be asked
  1305. for a description of the problem immediately, just as if you had used
  1306. the 'bug' command. We hope that this will improve the handling of
  1307. such problems.
  1308. A reminder that save files created before 1/17 will not work in
  1309. this version; fortunately, the program is clever enough to figure out
  1310. whether a particular save file can be used or not.
  1311. New commands 'bug' and 'feature' (with various synonyms) have
  1312. been added. They cause a file to be written out; it is hoped that
  1313. such files will eventually be directed to the maintainers.
  1314. In addition to 'take foo and bar', the parser now claims to
  1315. understand things like 'take foo and read bar', 'take foo and read
  1316. it', and so on.
  1317. ">
  1318. <ADD-DESC <FIND-OBJ "ADVER">
  1319. " WELCOME TO DUNGEON
  1320. DUNGEON is a game of adventure, danger, and low cunning. In it
  1321. you will explore some of the most amazing territory ever seen by
  1322. mortal man. Hardened adventurers have run screaming from the terrors
  1323. contained within!
  1324. In DUNGEON the intrepid explorer delves into the forgotten
  1325. secrets of a lost labyrinth deep in the bowels of the earth,
  1326. searching for vast treasures long hidden from prying eyes, treasures
  1327. guarded by fearsome monsters and diabolical traps!
  1328. No PDP-10 should be without one!
  1329. DUNGEON was created at the Programming Technology Division of the
  1330. MIT Laboratory for Computer Science, by Tim Anderson, Marc Blank,
  1331. Bruce Daniels, and Dave Lebling. It was inspired by the ADVENTURE
  1332. game of Crowther and Woods, and Dungeons and Dragons, by Gygax and
  1333. Arneson. DUNGEON is written in MDL (alias MUDDLE).
  1334. On-line information may be available using the HELP and INFO
  1335. commands (most systems).
  1336. Direct inquiries, comments, etc. by Net mail to DUNGEON@MIT-DMS.
  1337. ">
  1338. <ADD-DESC <FIND-OBJ "MATCH">
  1339. " [close cover before striking BKD]
  1340. YOU too can make BIG MONEY in the exciting field of
  1341. PAPER SHUFFLING!
  1342. Mr. TAA of Muddle, Mass. says: \"Before I took this course I used
  1343. to be a lowly bit twiddler. Now with what I learned at MIT Tech
  1344. I feel really important and can obfuscate and confuse with the best.\"
  1345. Mr. MARC had this to say: \"Ten short days ago all I could look
  1346. forward to was a dead-end job as a doctor. Now I have a promising
  1347. future and make really big Zorkmids.\"
  1348. MIT Tech can't promise these fantastic results to everyone. But when
  1349. you earn your MDL degree from MIT Tech your future will be brighter.
  1350. Send for our free brochure today.">
  1351. <ADD-DESC <FIND-OBJ "ENGRA">
  1352. "The engravings were incised in the living rock of the cave wall by
  1353. an unknown hand. They depict, in symbolic form, the beliefs of the
  1354. ancient peoples of Zork. Skillfully interwoven with the bas reliefs
  1355. are excerpts illustrating the major tenets expounded by the sacred
  1356. texts of the religion of that time. Unfortunately a later age seems
  1357. to have considered them blasphemous and just as skillfully excised
  1358. them.">
  1359. <ADD-DESC <FIND-OBJ "PRAYE">
  1360. "The prayer is inscribed in an ancient script which is hardly
  1361. remembered these days, much less understood. What little of it can
  1362. be made out seems to be a phillipic against small insects,
  1363. absent-mindedness, and the picking up and dropping of small objects.
  1364. The final verse seems to consign trespassers to the land of the
  1365. dead. All evidence indicates that the beliefs of the ancient
  1366. Zorkers were obscure.">
  1367. ; "ASSORTED DOORS"
  1368. <PSETG BUTSTR "button">
  1369. <PSETG DOORSTR "door">
  1370. <ADD-OBJECT
  1371. <AOBJECT "WINDO" "window" WINDOW-FUNCTION ,OVISON ,DOORBIT ,NDESCBIT>
  1372. [] []>
  1373. <ADD-OBJECT <AOBJECT "BOLT" "bolt" BOLT-FUNCTION ,TURNBIT ,OVISON ,DOORBIT ,NDESCBIT>
  1374. ["BOLT" "NUT"] []>
  1375. <ADD-OBJECT
  1376. <AOBJECT "GRATE" "grating" GRATE-FUNCTION ,OVISON ,DOORBIT ,NDESCBIT>
  1377. ["GRATI"] []>
  1378. <ADD-OBJECT <AOBJECT "DOOR" ,DOORSTR TRAP-DOOR ,DOORBIT ,NDESCBIT>
  1379. ["TRAPD" "TRAP-"] ["TRAP"]>
  1380. <ADD-OBJECT <AOBJECT "WDOOR" ,DOORSTR DDOOR-FUNCTION ,OVISON ,NDESCBIT ,READBIT>
  1381. ["DOOR"] ["WOODE"]>
  1382. <ADD-DESC <FIND-OBJ "WDOOR">
  1383. "The engravings translate to 'This space intentionally left blank'">
  1384. <ADD-OBJECT <AOBJECT "FDOOR" ,DOORSTR DDOOR-FUNCTION ,OVISON ,NDESCBIT>
  1385. ["DOOR"] ["FRONT"]>
  1386. <ADD-OBJECT <AOBJECT "SDOOR" ,DOORSTR DDOOR-FUNCTION ,OVISON ,NDESCBIT>
  1387. ["DOOR"] ["STONE"]>
  1388. <ADD-OBJECT <AOBJECT "MSWIT" "switch" MSWITCH-FUNCTION ,OVISON ,NDESCBIT ,TURNBIT>
  1389. ["SWITC"]>
  1390. ; "ASSORTED GARBAGE"
  1391. <ADD-OBJECT <SOBJECT "HPOLE" "head on a pole" ,OVISON> ["HEAD"]>
  1392. <ADD-OBJECT <SOBJECT "CORPS" "corpses" ,OVISON> [] ["MANGL"]>
  1393. <ADD-OBJECT <AOBJECT "BODIE" "pile of bodies" BODY-FUNCTION
  1394. ,OVISON ,NDESCBIT ,TRYTAKEBIT>
  1395. ["BODY" "CORPS"]>
  1396. <ADD-OBJECT <SOBJECT "DAM" "dam" ,OVISON ,NDESCBIT> ["GATE" "GATES" "FCD"]>
  1397. <ADD-OBJECT <SOBJECT "RAILI" "railing" ,OVISON ,NDESCBIT> ["RAIL"]>
  1398. <ADD-OBJECT <SOBJECT "BUTTO" "button" ,OVISON ,NDESCBIT> ["SWITC"]>
  1399. <SOBJECT "BUBBL" "bubble" ,OVISON ,NDESCBIT>
  1400. <ADD-OBJECT <AOBJECT "LEAK" "leak" LEAK-FUNCTION ,OVISON ,NDESCBIT> ["DRIP" "HOLE"]>
  1401. <ADD-OBJECT <AOBJECT "RBUTT" ,BUTSTR DBUTTONS ,OVISON ,NDESCBIT>
  1402. ["BUTTO" "SWITC"]
  1403. ["RED"]>
  1404. <ADD-OBJECT <AOBJECT "YBUTT" ,BUTSTR DBUTTONS ,OVISON ,NDESCBIT>
  1405. ["BUTTO" "SWITC"]
  1406. ["YELLO"]>
  1407. <ADD-OBJECT <AOBJECT "BLBUT" ,BUTSTR DBUTTONS ,OVISON ,NDESCBIT>
  1408. ["BUTTO" "SWITC"]
  1409. ["BLUE"]>
  1410. <ADD-OBJECT <AOBJECT "BRBUT" ,BUTSTR DBUTTONS ,OVISON ,NDESCBIT>
  1411. ["BUTTO" "SWITC"]
  1412. ["BROWN"]>
  1413. <ADD-OBJECT <AOBJECT "BAT" "bat" FLY-ME ,OVISON ,NDESCBIT ,TRYTAKEBIT> ["VAMPI"][]>
  1414. <SOBJECT "RAINB" "rainbow" ,OVISON ,NDESCBIT>
  1415. ; "MORE VOCABULARY"
  1416. <PSETG CLIFFS #NEXIT "The White Cliffs prevent your landing here.">
  1417. <PSETG RIVERDESC "Frigid River">
  1418. #ROOM {"DOCK"
  1419. "You are at the base of Flood Control Dam #3, which looms above you
  1420. and to the north. The river Frigid is flowing by here. Across the
  1421. river are the White Cliffs which seem to form a giant wall stretching
  1422. from north to south along the east shore of the river as it winds its
  1423. way downstream."
  1424. "Dam Base"
  1425. T
  1426. #EXIT {"NORTH" "DAM" "UP" "DAM" "LAUNC" "RIVR1"}
  1427. (#FIND-OBJ {"IBOAT"} #FIND-OBJ {"STICK"})
  1428. %<>}
  1429. #ROOM {"RIVR1"
  1430. "You are on the River Frigid in the vicinity of the Dam. The river
  1431. flows quietly here. There is a landing on the west shore."
  1432. %,RIVERDESC
  1433. %<>
  1434. #EXIT {"UP" %,CURRENT "WEST" "DOCK" "LAND" "DOCK" "DOWN" "RIVR2"
  1435. "EAST" %,CLIFFS}
  1436. () %<> 0 %,RWATERBIT}
  1437. #ROOM {"RIVR2"
  1438. "The River turns a corner here making it impossible to see the
  1439. Dam. The White Cliffs loom on the east bank and large rocks prevent
  1440. landing on the west."
  1441. %,RIVERDESC
  1442. %<>
  1443. #EXIT {"UP" %,CURRENT "DOWN" "RIVR3" "EAST" %,CLIFFS} () %<> 0
  1444. %,RWATERBIT}
  1445. #ROOM {"RIVR3"
  1446. "The river descends here into a valley. There is a narrow beach on
  1447. the east below the cliffs and there is some shore on the west which
  1448. may be suitable. In the distance a faint rumbling can be heard."
  1449. %,RIVERDESC
  1450. %<>
  1451. #EXIT {"UP" %,CURRENT "DOWN" "RIVR4" "EAST" "WCLF1" "WEST" "RCAVE"
  1452. "LAND" #NEXIT "You must specify which direction here."}
  1453. () %<> 0 %,RWATERBIT}
  1454. <PSETG NARROW "The path is too narrow.">
  1455. #ROOM {"WCLF1"
  1456. "You are on a narrow strip of beach which runs along the base of the
  1457. White Cliffs. The only path here is a narrow one, heading south
  1458. along the Cliffs."
  1459. "White Cliffs Beach"
  1460. %<>
  1461. #EXIT {"SOUTH" #CEXIT {"DEFLATE" "WCLF2" %,NARROW} "LAUNC" "RIVR3"}
  1462. () CLIFF-FUNCTION 0}
  1463. #ROOM {"WCLF2"
  1464. "You are on a rocky, narrow strip of beach beside the Cliffs. A
  1465. narrow path leads north along the shore."
  1466. "White Cliffs Beach"
  1467. %<>
  1468. #EXIT {"NORTH" #CEXIT {"DEFLATE" "WCLF1" %,NARROW} "LAUNC" "RIVR4"}
  1469. () CLIFF-FUNCTION 0}
  1470. #ROOM {"RIVR4"
  1471. "The river is running faster here and the sound ahead appears to be
  1472. that of rushing water. On the west shore is a sandy beach. A small
  1473. area of beach can also be seen below the Cliffs."
  1474. %,RIVERDESC
  1475. %<>
  1476. #EXIT {"UP" %,CURRENT "DOWN" "RIVR5" "EAST" "WCLF2" "WEST" "BEACH"
  1477. "LAND" #NEXIT "Specify the direction to land."}
  1478. (#FIND-OBJ {"BUOY"})
  1479. RIVR4-ROOM 0 %,RWATERBIT}
  1480. #ROOM {"RIVR5"
  1481. "The sound of rushing water is nearly unbearable here. On the west
  1482. shore is a large landing area."
  1483. %,RIVERDESC
  1484. %<>
  1485. #EXIT {"UP" %,CURRENT "DOWN" "FCHMP" "LAND" "FANTE"} () %<> 0
  1486. %,RWATERBIT}
  1487. #ROOM {"FCHMP"
  1488. ""
  1489. "Moby lossage" %<> #EXIT {"NORTH" #NEXIT ""} () OVER-FALLS}
  1490. #ROOM {"FANTE"
  1491. "You are on the shore of the River. The river here seems somewhat
  1492. treacherous. A path travels from north to south here, the south end
  1493. quickly turning around a sharp corner."
  1494. "Shore"
  1495. %<>
  1496. #EXIT {"LAUNC" "RIVR5" "NORTH" "BEACH"
  1497. "SOUTH" "FALLS"}
  1498. () %<> 0}
  1499. #ROOM {"BEACH"
  1500. "You are on a large sandy beach at the shore of the river, which is
  1501. flowing quickly by. A path runs beside the river to the south here."
  1502. "Sandy Beach"
  1503. %<>
  1504. #EXIT {"LAUNC" "RIVR4" "SOUTH" "FANTE"}
  1505. (#FIND-OBJ {"STATU"})
  1506. BEACH-ROOM 0}
  1507. #ROOM {"RCAVE"
  1508. "You are on the west shore of the river. An entrance to a cave is
  1509. to the northwest. The shore is very rocky here."
  1510. "Rocky Shore"
  1511. %<>
  1512. #EXIT {"LAUNC" "RIVR3" "NW" "TCAVE"} () %<>
  1513. 0}
  1514. #ROOM {"TCAVE"
  1515. "You are in a small cave whose exits are on the south and northwest."
  1516. "Small Cave"
  1517. %<>
  1518. #EXIT {"SOUTH" "RCAVE" "NW" "CHAS3"}
  1519. (#FIND-OBJ {"GUANO"} #FIND-OBJ {"SHOVE"})
  1520. TCAVE-ROOM}
  1521. #ROOM {"BARRE"
  1522. "You are in a barrel. Congratulations. Etched into the side of the
  1523. barrel is the word 'Geronimo!'."
  1524. "Barrel"
  1525. %<>
  1526. #EXIT {"EXIT" "FALLS"}}
  1527. #ROOM {"FALLS"
  1528. ""
  1529. "Aragain Falls"
  1530. %<>
  1531. #EXIT {"EAST" #CEXIT {"RAINBOW" "RAINB"} "DOWN" "FCHMP" "NORTH" "FANTE"
  1532. "ENTER" "BARRE" "UP" #CEXIT {"RAINBOW" "RAINB"}}
  1533. (#FIND-OBJ {"RAINB"} #FIND-OBJ {"BARRE"}) FALLS-ROOM}
  1534. #ROOM {"RAINB"
  1535. "You are on top of a rainbow (I bet you never thought you would walk
  1536. on a rainbow), with a magnificent view of the Falls. The rainbow
  1537. travels east-west here. There is an NBC Commissary here."
  1538. "Rainbow Room"
  1539. T
  1540. #EXIT {"EAST" "POG" "WEST" "FALLS"}}
  1541. <SETG CRAIN #CEXIT {"RAINBOW" "RAINB"}>
  1542. #ROOM {"POG"
  1543. "You are on a small beach on the continuation of the Frigid River
  1544. past the Falls. The beach is narrow due to the presence of the White
  1545. Cliffs. The river canyon opens here and sunlight shines in from
  1546. above. A rainbow crosses over the falls to the west and a narrow path
  1547. continues to the southeast."
  1548. "End of Rainbow"
  1549. T
  1550. #EXIT {"UP" %,CRAIN "NW" %,CRAIN "WEST" %,CRAIN "SE" "CLBOT"}
  1551. (#FIND-OBJ {"RAINB"} #FIND-OBJ {"POT"}) %<> 0}
  1552. #ROOM {"CLBOT"
  1553. "You are beneath the walls of the river canyon which may be climbable
  1554. here. There is a small stream here, which is the lesser part of the
  1555. runoff of Aragain Falls. To the north is a narrow path."
  1556. "Canyon Bottom"
  1557. T
  1558. #EXIT {"UP" "CLMID" "CLIMB" "CLMID" "NORTH" "POG"}}
  1559. #ROOM {"CLMID"
  1560. "You are on a ledge about halfway up the wall of the river canyon.
  1561. You can see from here that the main flow from Aragain Falls twists
  1562. along a passage which it is impossible to enter. Below you is the
  1563. canyon bottom. Above you is more cliff, which still appears
  1564. climbable."
  1565. "Rocky Ledge"
  1566. T
  1567. #EXIT {"UP" "CLTOP" "CLIMB" "CLTOP" "DOWN" "CLBOT"}}
  1568. #ROOM {"CLTOP"
  1569. "You are at the top of the Great Canyon on its south wall. From here
  1570. there is a marvelous view of the Canyon and parts of the Frigid River
  1571. upstream. Across the canyon, the walls of the White Cliffs still
  1572. appear to loom far above. Following the Canyon upstream (north and
  1573. northwest), Aragain Falls may be seen, complete with rainbow.
  1574. Fortunately, my vision is better than average and I can discern the
  1575. top of the Flood Control Dam #3 far to the distant north. To the
  1576. west and south can be seen an immense forest, stretching for miles
  1577. around. It is possible to climb down into the canyon from here."
  1578. "Canyon View"
  1579. T
  1580. #EXIT {"DOWN" "CLMID" "CLIMB" "CLMID" "SOUTH" "FORE4" "WEST" "FORE5"}}
  1581. <ADD-OBJECT
  1582. #OBJECT {"POT"
  1583. "There is a pot of gold here."
  1584. "pot filled with gold"
  1585. "At the end of the rainbow is a pot of gold."
  1586. %<> () %<> %,TAKEBIT 10 10 15 0}
  1587. [] ["GOLD"]>
  1588. <ADD-OBJECT
  1589. #OBJECT {"STATU"
  1590. "There is a beautiful statue here."
  1591. "statue"
  1592. %<> %<> () %<> %,TAKEBIT 10 13 8 0}[
  1593. "SCULP" "ROCK"]>
  1594. <ADD-OBJECT
  1595. #OBJECT {"IBOAT"
  1596. "There is a folded pile of plastic here which has a small valve
  1597. attached." "plastic inflatable boat" %<> IBOAT-FUNCTION ()
  1598. %<> %<+ ,BURNBIT ,OVISON ,TAKEBIT> 0 0 20 0}[
  1599. "BOAT" "PLAST" "PILE"]>
  1600. <ADD-OBJECT
  1601. #OBJECT {"DBOAT"
  1602. "There is a pile of plastic here with a large hole in it."
  1603. "plastic boat (with hole)"
  1604. %<> DBOAT-FUNCTION () %<> %<+ ,BURNBIT ,OVISON ,TAKEBIT> 0 0 20 0}[
  1605. "BOAT" "PLAST" "PILE"]>
  1606. <ADD-OBJECT
  1607. #OBJECT {"PUMP"
  1608. "There is a small pump here."
  1609. "hand-held air pump"
  1610. %<> %<> () %<> %<+ ,TOOLBIT ,OVISON ,TAKEBIT>}[
  1611. "AIR-P" "AIRPU"] ["SMALL"]>
  1612. <ADD-OBJECT
  1613. #OBJECT {"RBOAT"
  1614. "There is an inflated boat here."
  1615. "magic boat"
  1616. %<>
  1617. RBOAT-FUNCTION (#FIND-OBJ {"LABEL"}) %<>
  1618. %<+ ,VEHBIT ,BURNBIT ,OVISON ,TAKEBIT>
  1619. 0 0 20 100}
  1620. ["BOAT"] ["MAGIC" "PLAST" "SEAWO"]>
  1621. <TRO <FIND-OBJ "RBOAT"> ,OPENBIT>
  1622. <PUT <FIND-OBJ "RBOAT"> ,ORAND ,RWATERBIT>
  1623. <ADD-OBJECT
  1624. #OBJECT {"LABEL"
  1625. "There is a tan label here."
  1626. "tan label"
  1627. %<> %<> () #FIND-OBJ {"RBOAT"} %<+ ,BURNBIT ,OVISON ,READBIT ,TAKEBIT>
  1628. 0 0 2 0}
  1629. ["FINEP"] ["TAN"]>
  1630. <ADD-DESC <FIND-OBJ "LABEL">
  1631. " !!!! FROBOZZ MAGIC BOAT COMPANY !!!!
  1632. Hello, Sailor!
  1633. Instructions for use:
  1634. To get into boat, say 'Board'
  1635. To leave boat, say 'Disembark'
  1636. To get into a body of water, say 'Launch'
  1637. To get to shore, say 'Land'
  1638. Warranty:
  1639. This boat is guaranteed against all defects in parts and
  1640. workmanship for a period of 76 milliseconds from date of purchase or
  1641. until first used, whichever comes first.
  1642. Warning:
  1643. This boat is made of plastic. Good Luck!
  1644. ">
  1645. <ADD-OBJECT
  1646. #OBJECT {"STICK"
  1647. "There is a broken sharp stick here."
  1648. "broken sharp stick"
  1649. "A sharp stick, which appears to have been broken at one end, is here."
  1650. STICK-FUNCTION () %<> %<+ ,OVISON ,TAKEBIT> 0 0 3 0}
  1651. [] ["SHARP" "BROKE"]>
  1652. <SOBJECT "BARRE" "barrel" ,OVISON>
  1653. <ADD-OBJECT
  1654. #OBJECT {"BUOY"
  1655. "There is a red buoy here (probably a warning)."
  1656. "red buoy"
  1657. %<> %<> (#FIND-OBJ {"EMERA"}) %<> %<+ ,CONTBIT ,FINDMEBIT ,OVISON ,TAKEBIT>
  1658. 0 0 10 20}
  1659. []["RED"]>
  1660. <ADD-OBJECT
  1661. #OBJECT {"EMERA"
  1662. "There is an emerald here."
  1663. "large emerald"
  1664. %<> %<> () #FIND-OBJ {"BUOY"} %<+ ,OVISON ,TAKEBIT> 5 10 5 0}
  1665. [] ["LARGE"]>
  1666. <ADD-OBJECT
  1667. #OBJECT {"SHOVE"
  1668. "There is a large shovel here."
  1669. "shovel"
  1670. %<> %<> () %<> %<+ ,TOOLBIT ,OVISON ,TAKEBIT> 0 0 15 0}
  1671. [] ["LARGE"]>
  1672. <ADD-OBJECT
  1673. #OBJECT {"GUANO"
  1674. "There is a hunk of bat guano here."
  1675. "hunk of bat guano"
  1676. %<> %<> () %<> %<+ ,OVISON ,TAKEBIT> 0 0 20 0}
  1677. ["CRAP" "SHIT" "HUNK"]>
  1678. #ROOM {"VLBOT"
  1679. "You are at the bottom of a large dormant volcano. High above you
  1680. light may be seen entering from the cone of the volcano. The only
  1681. exit here is to the north."
  1682. "Volcano Bottom"
  1683. %<>
  1684. #EXIT {"NORTH" "LAVA"}
  1685. (#FIND-OBJ {"BALLO"})}
  1686. <SETG NULEXIT #EXIT {"#!#!#" "!"}>
  1687. #ROOM {"VAIR1"
  1688. "You are about one hundred feet above the bottom of the volcano. The
  1689. top of the volcano is clearly visible here."
  1690. "Volcano Core" %<> %,NULEXIT () %<> 0 %,RAIRBIT}
  1691. #ROOM {"VAIR2"
  1692. "You are about two hundred feet above the volcano floor. Looming
  1693. above is the rim of the volcano. There is a small ledge on the west
  1694. side."
  1695. "Volcano near small ledge"
  1696. %<>
  1697. #EXIT {"WEST" "LEDG2" "LAND" "LEDG2"}
  1698. () %<> 0 %,RAIRBIT}
  1699. #ROOM {"VAIR3"
  1700. "You are high above the floor of the volcano. From here the rim of
  1701. the volcano looks very narrow and you are very near it. To the
  1702. east is what appears to be a viewing ledge, too thin to land on."
  1703. "Volcano near viewing ledge" %<> %,NULEXIT () %<> 0 %,RAIRBIT}
  1704. #ROOM {"VAIR4"
  1705. "You are near the rim of the volcano which is only about 15 feet
  1706. across. To the west, there is a place to land on a wide ledge."
  1707. "Volcano near wide ledge"
  1708. %<>
  1709. #EXIT {"LAND" "LEDG4" "EAST" "LEDG4"}
  1710. () %<> 0 %,RAIRBIT}
  1711. <SETG CXGNOME #CEXIT {"GNOME-DOOR" "VLBOT"}>
  1712. #ROOM {"LEDG2"
  1713. "You are on a narrow ledge overlooking the inside of an old dormant
  1714. volcano. This ledge appears to be about in the middle between the
  1715. floor below and the rim above. There is an exit here to the south."
  1716. "Narrow Ledge"
  1717. %<>
  1718. #EXIT {"DOWN" #NEXIT "I wouldn't jump from here."
  1719. "LAUNC" "VAIR2" "WEST" %,CXGNOME "SOUTH" "LIBRA"}
  1720. (#FIND-OBJ {"HOOK1"} #FIND-OBJ {"ZORKM"})}
  1721. #ROOM {"LIBRA"
  1722. "You are in a room which must have been a large library, probably
  1723. for the royal family. All of the shelves appear to have been gnawed
  1724. to pieces by unfriendly gnomes. To the north is an exit."
  1725. "Library"
  1726. %<>
  1727. #EXIT {"NORTH" "LEDG2" "OUT" "LEDG2"}
  1728. (#FIND-OBJ {"BLBK"} #FIND-OBJ {"GRBK"} #FIND-OBJ {"PUBK"}
  1729. #FIND-OBJ {"WHBK"})}
  1730. #ROOM {"LEDG3"
  1731. "You are on a ledge in the middle of a large volcano. Below you
  1732. the volcano bottom can be seen and above is the rim of the volcano.
  1733. A couple of ledges can be seen on the other side of the volcano;
  1734. it appears that this ledge is intermediate in elevation between
  1735. those on the other side. The exit from this room is to the east."
  1736. "Volcano View"
  1737. %<>
  1738. #EXIT {"DOWN" #NEXIT "I wouldn't try that."
  1739. "CROSS" #NEXIT "It is impossible to cross this distance."
  1740. "EAST" "EGYPT"}}
  1741. #ROOM {"LEDG4"
  1742. ""
  1743. "Wide Ledge"
  1744. %<>
  1745. #EXIT {"DOWN" #NEXIT "It's a long way down."
  1746. "LAUNC" "VAIR4" "WEST" %,CXGNOME "SOUTH" "SAFE"}
  1747. (#FIND-OBJ {"HOOK2"})
  1748. LEDGE-FUNCTION}
  1749. #ROOM {"SAFE"
  1750. ""
  1751. "Dusty Room"
  1752. T
  1753. #EXIT {"NORTH" "LEDG4"}
  1754. (#FIND-OBJ {"SSLOT"} #FIND-OBJ {"SAFE"})
  1755. SAFE-ROOM}
  1756. #ROOM {"LAVA"
  1757. "You are in a small room, whose walls are formed by an old lava flow.
  1758. There are exits here to the west and the south."
  1759. "Lava Room"
  1760. %<>
  1761. #EXIT {"SOUTH" "VLBOT" "WEST" "RUBYR"}}
  1762. <ADD-OBJECT
  1763. #OBJECT {"BALLO"
  1764. "There is a very large and extremely heavy wicker basket with a cloth
  1765. bag here. Inside the basket is a metal receptacle of some kind.
  1766. Attached to the basket on the outside is a piece of wire."
  1767. "basket"
  1768. %<>
  1769. BALLOON (#FIND-OBJ {"CBAG"} #FIND-OBJ {"BROPE"} #FIND-OBJ {"RECEP"})
  1770. %<> %<+ ,VEHBIT ,OVISON> 0 0 70 100}
  1771. ["BASKE"] ["WICKE"]>
  1772. <TRO <FIND-OBJ "BALLO"> ,OPENBIT>
  1773. <PUT <FIND-OBJ "BALLO"> ,ORAND ,RAIRBIT>
  1774. #OBJECT {"RECEP"
  1775. ""
  1776. "receptacle"
  1777. %<> %<> () #FIND-OBJ {"BALLO"} %<+ ,CONTBIT ,OVISON ,SEARCHBIT> 0 0 %,BIGFIX 6}
  1778. <ADD-OBJECT
  1779. #OBJECT {"CBAG"
  1780. ""
  1781. "cloth bag"
  1782. %<> %<> () #FIND-OBJ {"BALLO"} %,OVISON 0 0 %,BIGFIX 0}
  1783. ["BAG"] ["CLOTH"]>
  1784. <ADD-OBJECT
  1785. #OBJECT {"BROPE"
  1786. "" "braided wire" %<> WIRE-FUNCTION ()
  1787. #FIND-OBJ {"BALLO"} %<+ ,TIEBIT ,OVISON> 0 0 %,BIGFIX 0}
  1788. ["WIRE"] ["BRAID"]>
  1789. <ADD-OBJECT
  1790. #OBJECT {"HOOK1"
  1791. "There is a small hook attached to the rock here."
  1792. "hook"
  1793. %<> %<> () %<> %,OVISON 0 0 %,BIGFIX 0}
  1794. ["HOOK"] ["SMALL"]>
  1795. <ADD-OBJECT
  1796. #OBJECT {"HOOK2"
  1797. "There is a small hook attached to the rock here."
  1798. "hook"
  1799. %<> %<> () %<> %,OVISON 0 0 %,BIGFIX 0}
  1800. ["HOOK"] ["SMALL"]>
  1801. <ADD-OBJECT
  1802. #OBJECT {"ZORKM"
  1803. "There is an engraved zorkmid coin here."
  1804. "priceless zorkmid"
  1805. "On the floor is a gold zorkmid coin (a valuable collector's item)."
  1806. %<> () %<> %<+ ,READBIT ,OVISON ,TAKEBIT> 10 12 10 0}
  1807. ["COIN"] ["GOLD"]>
  1808. <ADD-DESC <FIND-OBJ "ZORKM">
  1809. "
  1810. --------------------------
  1811. / Gold Zorkmid \\
  1812. / T e n T h o u s a n d \\
  1813. / Z O R K M I D S \\
  1814. / \\
  1815. / |||||||||||||||||| \\
  1816. / !|||| ||||! \\
  1817. | ||| ^^ ^^ ||| |
  1818. | ||| OO OO ||| |
  1819. | In Frobs ||| << ||| We Trust |
  1820. | || (______) || |
  1821. | | | |
  1822. | |__________| |
  1823. \\ /
  1824. \\ -- Lord Dimwit Flathead -- /
  1825. \\ -- Beloved of Zorkers -- /
  1826. \\ /
  1827. \\ * 722 G.U.E. * /
  1828. \\ /
  1829. --------------------------
  1830. ">
  1831. <ADD-OBJECT
  1832. #OBJECT {"SAFE"
  1833. ""
  1834. "box"
  1835. %<> SAFE-FUNCTION (#FIND-OBJ {"CROWN"} #FIND-OBJ {"CARD"}) %<>
  1836. %<+ ,CONTBIT ,OVISON>
  1837. 0 0 %,BIGFIX 15}
  1838. ["BOX"]>
  1839. <ADD-OBJECT
  1840. #OBJECT {"CARD"
  1841. "There is a card with writing on it here."
  1842. "card"
  1843. %<> %<> () #FIND-OBJ {"SAFE"}
  1844. %<+ ,OVISON ,TAKEBIT ,READBIT ,BURNBIT> 0 0 1 0}
  1845. ["NOTE"]>
  1846. <ADD-DESC <FIND-OBJ "CARD">
  1847. "
  1848. Warning:
  1849. This room was constructed over very weak rock strata. Detonation
  1850. of explosives in this room is strictly prohibited!
  1851. Frobozz Magic Cave Company
  1852. per M. Agrippa, foreman
  1853. ">
  1854. <ADD-OBJECT
  1855. #OBJECT {"SSLOT"
  1856. ""
  1857. "hole"
  1858. %<> %<> () %<> %,OVISON 0 0 %,BIGFIX 10}
  1859. ["SLOT" "HOLE"]>
  1860. <TRO <FIND-OBJ "SSLOT"> ,OPENBIT>
  1861. <ADD-OBJECT
  1862. #OBJECT {"CROWN"
  1863. "Lord Dimwit's crown is here."
  1864. "crown"
  1865. "The excessively gaudy crown of Lord Dimwit Flathead is here."
  1866. %<> () #FIND-OBJ {"SAFE"} %<+ ,OVISON ,TAKEBIT> 15 10 10 0}
  1867. [] ["GAUDY"]>
  1868. <ADD-OBJECT
  1869. #OBJECT {"BRICK"
  1870. "There is a square brick here which feels like clay."
  1871. "brick"
  1872. %<> %<> () %<> %<+ ,BURNBIT ,SEARCHBIT ,OVISON ,TAKEBIT> 0 0 9 2}
  1873. ["BRICK"] ["SQUAR" "CLAY"]>
  1874. <TRO <FIND-OBJ "BRICK"> ,OPENBIT>
  1875. <ADD-OBJECT
  1876. #OBJECT {"FUSE"
  1877. "There is a coil of thin shiny wire here."
  1878. "wire coil"
  1879. %<> FUSE-FUNCTION () %<> %<+ ,BURNBIT ,OVISON ,TAKEBIT> 0 0 1 0}
  1880. ["COIL" "WIRE"] ["SHINY" "THIN"]>
  1881. <ADD-OBJECT
  1882. #OBJECT {"GNOME"
  1883. "There is a nervous Volcano Gnome here."
  1884. "Volcano Gnome"
  1885. %<> GNOME-FUNCTION () %<> %<+ ,VICBIT ,OVISON> 0 0 %,BIGFIX 0}
  1886. ["TROLL"]>
  1887. <ADD-OBJECT
  1888. #OBJECT {"BLABE"
  1889. "There is a blue label here."
  1890. "blue label" %<> %<> () %<>
  1891. %<+ ,OVISON ,TAKEBIT ,READBIT ,BURNBIT> 0 0 1 0}
  1892. ["LABEL"] ["BLUE"]>
  1893. <ADD-DESC <FIND-OBJ "BLABE">
  1894. "
  1895. !!!! FROBOZZ MAGIC BALLOON COMPANY !!!!
  1896. Hello, Aviator!
  1897. Instructions for use:
  1898. To get into balloon, say 'Board'
  1899. To leave balloon, say 'Disembark'
  1900. To land, say 'Land'
  1901. Warranty:
  1902. No warranty is expressed or implied. You're on your own, sport!
  1903. Good Luck.
  1904. ">
  1905. <ADD-OBJECT
  1906. #OBJECT {"DBALL"
  1907. "There is a balloon here, broken into pieces."
  1908. "broken balloon"
  1909. %<> %<> () %<> %<+ ,TAKEBIT ,OVISON> 0 0 40 0}
  1910. ["BALLO" "BASKE"] ["BROKE"]>
  1911. <ADD-OBJECT
  1912. #OBJECT {"BLBK"
  1913. "There is a blue book here."
  1914. "blue book"
  1915. %<> %<> () %<> %<+ ,CONTBIT ,TAKEBIT ,OVISON ,READBIT> 0 0 10 2}
  1916. ["BOOK"] ["BLUE"]>
  1917. <ADD-OBJECT
  1918. #OBJECT {"GRBK"
  1919. "There is a green book here."
  1920. "green book"
  1921. %<> %<> () %<> %<+ ,CONTBIT ,TAKEBIT ,OVISON ,READBIT> 0 0 10 2}
  1922. ["BOOK"] ["GREEN"]>
  1923. <ADD-OBJECT
  1924. #OBJECT {"PUBK"
  1925. "There is a purple book here."
  1926. "purple book"
  1927. %<> %<> (#FIND-OBJ {"STAMP"}) %<> %<+ ,TAKEBIT ,OVISON ,READBIT ,CONTBIT>
  1928. 0 0 10 2}
  1929. ["BOOK"] ["PURPL"]>
  1930. <ADD-OBJECT
  1931. #OBJECT {"WHBK"
  1932. "There is a white book here."
  1933. "white book"
  1934. %<> %<> () %<> %<+ ,CONTBIT ,TAKEBIT ,OVISON ,READBIT> 0 0 10 2}
  1935. ["BOOK"] ["WHITE"]>
  1936. <PSETG GREEK-TO-ME
  1937. "This book is written in a tongue with which I am unfamiliar.">
  1938. <ADD-DESC <FIND-OBJ "BLBK"> ,GREEK-TO-ME>
  1939. <ADD-DESC <FIND-OBJ "GRBK"> ,GREEK-TO-ME>
  1940. <ADD-DESC <FIND-OBJ "PUBK"> ,GREEK-TO-ME>
  1941. <ADD-DESC <FIND-OBJ "WHBK"> ,GREEK-TO-ME>
  1942. #OBJECT {"STAMP"
  1943. "There is a Flathead Commemorative stamp here."
  1944. "stamp"
  1945. %<> %<> () #FIND-OBJ {"PUBK"} %<+ ,TAKEBIT ,READBIT ,BURNBIT ,OVISON>
  1946. 4 10 1 0}
  1947. <ADD-DESC <FIND-OBJ "STAMP">
  1948. "
  1949. ---v----v----v----v----v----v----v----v---
  1950. | |
  1951. | |||||||||| LORD |
  1952. > !|||| | DIMWIT <
  1953. | |||| ---| FLATHEAD |
  1954. | |||C CC \\ |
  1955. > |||| _\\ <
  1956. | ||| (____| |
  1957. | || | |
  1958. > |______| Our <
  1959. | / \\ Excessive |
  1960. | / \\ Leader |
  1961. > | | <
  1962. | | | |
  1963. | |
  1964. > G.U.E. POSTAGE 3 Zorkmids <
  1965. | |
  1966. ---^----^----^----^----^----^----^----^---
  1967. ">
  1968. <SETG BLOC <FIND-ROOM "VLBOT">>
  1969. ; "SET UP LIGHT INTERRUPTS, ETC."
  1970. <PUT <FIND-OBJ "LAMP"> ,ORAND [0 <CLOCK-DISABLE <CLOCK-INT ,LNTIN 350>>]>
  1971. <PUT <FIND-OBJ "CANDL"> ,ORAND <>>
  1972. <PUT <FIND-OBJ "MATCH"> ,ORAND 5> ; "NUMBER OF MATCHES"
  1973. <PSETG INDENTSTR <REST <ISTRING 8 !\ > 8>>
  1974. #ROOM {"TOMB"
  1975. "You are in the Tomb of the Unknown Implementer.
  1976. A hollow voice says: \"That's not a bug, it's a feature!\""
  1977. "Tomb of the Unknown Implementer"
  1978. %<> #EXIT {"WEST" "LLD2"} (#FIND-OBJ {"TOMB"}
  1979. #FIND-OBJ {"HEADS"}
  1980. #FIND-OBJ {"COKES"}
  1981. #FIND-OBJ {"LISTS"})
  1982. %<> 0}
  1983. <ADD-OBJECT
  1984. #OBJECT {"TOMB"
  1985. "In the north wall of the room is the Crypt of the Implementers. It
  1986. is made of the finest marble, and apparently large enough for four
  1987. headless corpses. The crypt is closed. Above the entrance is the
  1988. cryptic inscription:
  1989. \"Feel Free.\"
  1990. "
  1991. "tomb" %<>
  1992. HEAD-FUNCTION () %<> %<+ ,TRYTAKEBIT ,READBIT ,OVISON>}
  1993. ["CRYPT" "GRAVE"]["MARBL"]>
  1994. <ADD-DESC <FIND-OBJ "TOMB">
  1995. "Here lie the implementers, whose heads were placed on poles by the
  1996. Keeper of the Dungeon for amazing untastefulness.">
  1997. <ADD-OBJECT
  1998. #OBJECT {"HEADS"
  1999. "There are four heads here, mounted securely on poles."
  2000. "set of poled heads" %<>
  2001. HEAD-FUNCTION
  2002. () %<> %<+ ,TRYTAKEBIT ,SACREDBIT ,OVISON>}
  2003. ["HEAD" "POLE" "POLES" "PDL" "BKD" "TAA" "MARC" "IMPLE" "LOSER"]>
  2004. <ADD-OBJECT
  2005. #OBJECT {"COKES"
  2006. "Many empty Coke bottles are here. Alas, they can't hold water."
  2007. "bunch of Coke bottles"
  2008. "There is a large pile of empty Coke bottles here, evidently produced
  2009. by the implementers during their long struggle to win totally."
  2010. COKE-BOTTLES
  2011. () %<> %<+ ,OVISON ,TAKEBIT> 0 0 15}
  2012. ["BOTTL"] ["COKE"]>
  2013. <ADD-OBJECT
  2014. #OBJECT {"LISTS"
  2015. "There is an enormous stack of line-printer paper here. It is barely
  2016. readable."
  2017. "stack of listings"
  2018. "There is a gigantic pile of line-printer output here. Although the
  2019. paper once contained useful information, almost nothing can be
  2020. distinguished now."
  2021. %<> () %<> %<+ ,READBIT ,BURNBIT ,OVISON ,TAKEBIT> 0 0 70}
  2022. ["PAPER" "LIST" "PRINT" "LISTI" "STACK"]>
  2023. <ADD-DESC <FIND-OBJ "LISTS">
  2024. "<DEFINE FEEL-FREE (LOSER)
  2025. <TELL \"FEEL FREE, CHOMPER!\">>
  2026. ...
  2027. The rest is, alas, unintelligible (as were the implementers).">
  2028. <ADD-OBJECT
  2029. #OBJECT {"LCASE"
  2030. "There is a large case here, containing objects which you used to
  2031. possess."
  2032. "large case" %<> %<> () %<> %<+ ,OVISON ,TRANSBIT>}
  2033. ["CASE"] ["LARGE"]>
  2034. <MAPF <>
  2035. <FUNCTION (X) <RTRO <FIND-ROOM <SPNAME .X>> ,RFILLBIT>>
  2036. ![RESEN!-ROOMS RESES!-ROOMS DAM!-ROOMS STREA!-ROOMS
  2037. RIVR1!-ROOMS RIVR2!-ROOMS RIVR3!-ROOMS RIVR4!-ROOMS RIVR5!-ROOMS
  2038. BEACH!-ROOMS RCAVE!-ROOMS DOCK!-ROOMS WCLF1 WCLF2 FANTE POG]>
  2039. <MAPF <>
  2040. <FUNCTION (X) <RTRO <FIND-ROOM .X> ,RHOUSEBIT>>
  2041. ["LROOM" "KITCH" "ATTIC"]>
  2042. <MAPF <>
  2043. <FUNCTION (X) <RTRO <FIND-ROOM .X> ,RSACREDBIT>>
  2044. ["BATS" "BOOM"
  2045. "BSHAF"
  2046. "RIVR1"
  2047. "DOCK"
  2048. "FANTE"
  2049. "FALLS"
  2050. "BEACH"
  2051. "RCAVE"
  2052. "VAIR1"
  2053. "VAIR2"
  2054. "VAIR3"
  2055. "VAIR4"
  2056. "RIVR2"
  2057. "RIVR3"
  2058. "RIVR4"
  2059. "RIVR5"
  2060. "TIMBE"
  2061. "WHOUS"
  2062. "NHOUS"
  2063. "EHOUS"
  2064. "SHOUS"
  2065. "KITCH"
  2066. "LROOM"
  2067. "FORE1"
  2068. "FORE2"
  2069. "FORE3"
  2070. "FORE4"
  2071. "FORE5"
  2072. "CLEAR"
  2073. "TEMP1"
  2074. "TEMP2"
  2075. "CLTOP"
  2076. "CLMID"
  2077. "CLBOT"
  2078. "RAINB"
  2079. "FALLS"]>
  2080. <SETG BUCKET-TOP!-FLAG <>>
  2081. <SETG MAGCMACH #CEXIT {"FROBOZZ" "CMACH" ""}>
  2082. <SETG MAGALICE #CEXIT {"FROBOZZ" "ALICE" ""}>
  2083. #ROOM {"MAGNE"
  2084. ""
  2085. "Low Room"
  2086. %<>
  2087. #EXIT {"NORTH" %,MAGCMACH "SOUTH" %,MAGCMACH "WEST" %,MAGCMACH "NE" %,MAGCMACH
  2088. "NW" %,MAGALICE "SW" %,MAGALICE "SE" %,MAGALICE "EAST" %,MAGCMACH}
  2089. (#FIND-OBJ {"RBTLB"} #FIND-OBJ {"ROBOT"}) MAGNET-ROOM}
  2090. #ROOM {"CMACH"
  2091. ""
  2092. "Machine Room"
  2093. %<>
  2094. #EXIT {"WEST" "MAGNE" "SOUTH" "CAGER"}
  2095. (#FIND-OBJ {"SQBUT"} #FIND-OBJ {"RNBUT"} #FIND-OBJ {"TRBUT"})
  2096. CMACH-ROOM}
  2097. #ROOM {"CAGER"
  2098. "You are in a dingy closet adjacent to the machine room. On one wall
  2099. is a small sticker which says
  2100. Protected by
  2101. FROBOZZ
  2102. Magic Alarm Company
  2103. (Hello, footpad!)
  2104. "
  2105. "Dingy Closet"
  2106. %<>
  2107. #EXIT {"NORTH" "CMACH"}
  2108. (#FIND-OBJ {"SPHER"})}
  2109. #ROOM {"CAGED"
  2110. "You are trapped inside an iron cage."
  2111. "Cage"
  2112. %<>
  2113. #EXIT {"NORTH" #NEXIT ""}
  2114. (#FIND-OBJ {"CAGE"}) CAGED-ROOM}
  2115. <ADD-OBJECT
  2116. #OBJECT {"CAGE"
  2117. "There is a mangled cage here."
  2118. "mangled cage"
  2119. %<> %<> () %<> %<+ ,OVISON ,NDESCBIT> 0 0 60 0}
  2120. [] []>
  2121. <ADD-OBJECT
  2122. #OBJECT {"RCAGE"
  2123. "There is an iron cage in the middle of the room."
  2124. "iron cage"
  2125. %<> %<> () %<> %,OVISON 0 0 0 0}
  2126. ["CAGE"] ["IRON"]>
  2127. <ADD-OBJECT
  2128. #OBJECT {"SPHER"
  2129. "There is a beautiful crystal sphere here."
  2130. "crystal sphere"
  2131. %<> SPHERE-FUNCTION () %<> %<+ ,TRYTAKEBIT ,SACREDBIT ,OVISON> 6 6 10 0}
  2132. ["BALL"] ["CRYST" "GLASS"]>
  2133. <ADD-OBJECT <AOBJECT "SQBUT" ,BUTSTR BUTTONS ,OVISON ,NDESCBIT> ["BUTTO"] ["SQUAR"]>
  2134. <ADD-OBJECT <AOBJECT "RNBUT" ,BUTSTR BUTTONS ,OVISON ,NDESCBIT> ["BUTTO"] ["ROUND"]>
  2135. <ADD-OBJECT <AOBJECT "TRBUT" ,BUTSTR BUTTONS ,OVISON ,NDESCBIT> ["BUTTO"] ["TRIAN"]>
  2136. #ROOM {"TWELL"
  2137. "You are at the top of the well. Well done. There are etchings on
  2138. the side of the well. There is a small crack across the floor at the
  2139. entrance to a room on the east, but it can be crossed easily."
  2140. "Top of Well"
  2141. %<>
  2142. #EXIT {"EAST" "ALICE" "DOWN" #NEXIT "It's a long way down!"}
  2143. (#FIND-OBJ {"ETCH2"}) %<> 10 %<+ ,RLANDBIT ,RBUCKBIT>}
  2144. #ROOM {"BWELL"
  2145. "You are in a damp circular room, whose walls are made of brick and
  2146. mortar. The roof of this room is not visible, but there appear to be
  2147. some etchings on the walls. There is a passageway to the west."
  2148. "Circular Room"
  2149. %<>
  2150. #EXIT {"WEST" "MPEAR" "UP" #NEXIT "The walls cannot be climbed."}
  2151. (#FIND-OBJ {"BUCKE"} #FIND-OBJ {"ETCH1"}) %<> 0 %<+ ,RLANDBIT ,RBUCKBIT>}
  2152. <PSETG EWALLS ["ETCHI" "WALLS" "WALL"]>
  2153. <ADD-OBJECT <SOBJECT "ETCH1"
  2154. "wall with etchings"
  2155. ,FINDMEBIT ,OVISON ,NDESCBIT ,READBIT> ,EWALLS>
  2156. <ADD-OBJECT <SOBJECT "ETCH2"
  2157. "wall with etchings"
  2158. ,FINDMEBIT ,OVISON ,NDESCBIT ,READBIT> ,EWALLS>
  2159. <ADD-DESC <FIND-OBJ "ETCH2">
  2160. " o b o
  2161. r z
  2162. f M A G I C z
  2163. c W E L L y
  2164. o n
  2165. m p a
  2166. ">
  2167. <ADD-DESC <FIND-OBJ "ETCH1">
  2168. " o b o
  2169. A G I
  2170. E L
  2171. m p a
  2172. ">
  2173. #ROOM {"ALICE"
  2174. "You are in a small square room, in the center of which is a large
  2175. oblong table, no doubt set for afternoon tea. It is clear from the
  2176. objects on the table that the users were indeed mad. In the eastern
  2177. corner of the room is a small hole (no more that four inches high).
  2178. There are passageways leading away to the west and the northwest."
  2179. "Tea Room"
  2180. %<>
  2181. #EXIT {"EAST" #NEXIT "Only a mouse could get in there."
  2182. "WEST" "TWELL" "NW" "MAGNE"}
  2183. (#FIND-OBJ {"ATABL"} #FIND-OBJ {"ECAKE"} #FIND-OBJ {"ORICE"}
  2184. #FIND-OBJ {"RDICE"} #FIND-OBJ {"BLICE"})}
  2185. <PSETG SMDROP #NEXIT "There is a chasm too large to jump across.">
  2186. #ROOM {"ALISM"
  2187. "You are in an enormous room, in the center of which are four wooden
  2188. posts delineating a rectanular area, above which is what appears to
  2189. be a wooden roof. In fact, all objects in this room appear to be
  2190. abnormally large. To the east is a passageway. There is a large
  2191. chasm on the west and the northwest."
  2192. "Posts Room"
  2193. %<>
  2194. #EXIT {"NW" %,SMDROP "EAST" "ALITR" "WEST" %,SMDROP "DOWN" %,SMDROP}
  2195. (#FIND-OBJ {"POSTS"})}
  2196. #ROOM {"ALITR"
  2197. "You are in a large room, one half of which is depressed. There is a
  2198. large leak in the ceiling through which brown colored goop is
  2199. falling. The only exit to this room is to the west."
  2200. "Pool Room"
  2201. %<>
  2202. #EXIT {"EXIT" "ALISM" "WEST" "ALISM"}
  2203. (#FIND-OBJ {"FLASK"} #FIND-OBJ {"POOL"} #FIND-OBJ {"SAFFR"})}
  2204. <ADD-OBJECT
  2205. #OBJECT {"FLASK"
  2206. "A stoppered glass flask with a skull-and-crossbones marking is here.
  2207. The flask is filled with some clear liquid."
  2208. "glass flask filled with liquid"
  2209. %<> FLASK-FUNCTION () %<> %<+ ,TRANSBIT ,OVISON ,TAKEBIT> 0 0 10 5}
  2210. [] ["GLASS"]>
  2211. <ADD-OBJECT
  2212. #OBJECT {"POOL"
  2213. "The leak has submerged the depressed area in a pool of sewage."
  2214. "pool of sewage"
  2215. %<> %<> () %<> %<+ ,OVISON ,VICBIT> 0 0 0 0}
  2216. ["SEWAG"] ["LARGE"]>
  2217. <ADD-OBJECT
  2218. #OBJECT {"SAFFR"
  2219. "There is a tin of rare spices here."
  2220. "tin of spices"
  2221. %<> %<> () %<> %,TAKEBIT 5 5 8 0}
  2222. ["TIN" "SPICE"] ["RARE"]>
  2223. <ADD-OBJECT <SOBJECT "ATABL" "large oblong table" ,OVISON> [] ["LARGE" "OBLON"]>
  2224. <ADD-OBJECT <SOBJECT "POSTS" "wooden posts" ,OVISON> ["POST"] ["WOODE"]>
  2225. <ADD-OBJECT
  2226. #OBJECT {"BUCKE"
  2227. "There is a wooden bucket here, 3 feet in diameter and 3 feet high."
  2228. "wooden bucket"
  2229. %<> BUCKET () %<> %<+ ,VEHBIT ,OVISON> 0 0 100 100}
  2230. [] ["WOODE"]>
  2231. <PUT <TRO <FIND-OBJ "BUCKE"> ,OPENBIT> ,ORAND ,RBUCKBIT>
  2232. <ADD-OBJECT
  2233. #OBJECT {"ECAKE"
  2234. "There is a piece of cake here with the words 'Eat Me' on it."
  2235. "piece of 'Eat Me' cake"
  2236. %<> EATME-FUNCTION () %<> %<+ ,OVISON ,TAKEBIT ,FOODBIT> 0 0 10 0}
  2237. ["CAKE"] ["EATME" "EAT-M"]>
  2238. <ADD-OBJECT
  2239. #OBJECT {"ORICE"
  2240. "There is a piece of cake with orange icing here."
  2241. "piece of cake with orange icing"
  2242. %<> CAKE-FUNCTION () %<> %<+ ,READBIT ,OVISON ,TAKEBIT ,FOODBIT> 0 0 4 0}
  2243. ["CAKE" "ICING"] ["ORANG"]>
  2244. <ADD-OBJECT
  2245. #OBJECT {"RDICE"
  2246. "There is a piece of cake with red icing here."
  2247. "piece of cake with red icing"
  2248. %<> CAKE-FUNCTION () %<> %<+ ,READBIT ,OVISON ,TAKEBIT ,FOODBIT> 0 0 4 0}
  2249. ["CAKE" "ICING"] ["RED"]>
  2250. <ADD-OBJECT
  2251. #OBJECT {"BLICE"
  2252. "There is a piece of cake with blue (ecch) icing here."
  2253. "piece of cake with blue icing"
  2254. %<> CAKE-FUNCTION () %<> %<+ ,READBIT ,OVISON ,TAKEBIT ,FOODBIT> 0 0 4 0}
  2255. ["CAKE" "ICING"] ["BLUE" "ECCH"]>
  2256. <ADD-OBJECT
  2257. #OBJECT {"ROBOT"
  2258. "There is a robot here."
  2259. "robot"
  2260. %<> ROBOT-FUNCTION () %<> %<+ ,SACREDBIT ,VICBIT ,OVISON ,ACTORBIT> 0 0 0 0}
  2261. ["R2D2" "C3PO" "ROBBY"]>
  2262. <PUT <FIND-OBJ "ROBOT">
  2263. ,ORAND
  2264. <ADD-ACTOR
  2265. <CHTYPE [<FIND-ROOM "MAGNE"> () 0 <> <FIND-OBJ "ROBOT"> ROBOT-ACTOR 3 T 0] ADV>>>
  2266. <ADD-OBJECT
  2267. #OBJECT {"RBTLB"
  2268. "There is a green piece of paper here."
  2269. "green piece of paper"
  2270. %<> %<> () %<> %<+ ,OVISON ,TAKEBIT ,READBIT ,BURNBIT> 0 0 3 0}
  2271. ["PAPER"] ["GREEN"]>
  2272. <ADD-DESC <FIND-OBJ "RBTLB">
  2273. " !!!! FROBOZZ MAGIC ROBOT COMPANY !!!!
  2274. Hello, Master!
  2275. I am a late-model robot, trained at MIT Tech to perform various
  2276. simple household functions.
  2277. Instructions for use:
  2278. To activate me, use the following formula:
  2279. >TELL ROBOT '<something to do>' <cr>
  2280. The quotation marks are required!
  2281. Warranty:
  2282. No warranty is expressed or implied.
  2283. At your service!
  2284. " >
  2285. ;"funny verbs"
  2286. <SADD-ACTION "C-INT" TIME> ;"funny verb for clock ints"
  2287. <SADD-ACTION "DEAD!" TIME> ;"funny verb for killing villains"
  2288. <SADD-ACTION "FIRST?" TIME> ;"funny verb for surprise by villains"
  2289. <SADD-ACTION "HACK?" TIME> ;"funny verb for villain fight decisions"
  2290. <SADD-ACTION "IN!" TIME> ;"villain regains consciousness"
  2291. <SADD-ACTION "OUT!" TIME> ;"villain loses consciousness"
  2292. <SADD-ACTION "WALK-IN" TIME> ;"funny verb for room actions when entering"
  2293. ;"ZORK game commands"
  2294. <SADD-ACTION "BRIEF" BRIEF>
  2295. <SADD-ACTION "BUG" BUGGER>
  2296. <VSYNONYM "BUG" "GRITC" "COMPL">
  2297. <SADD-ACTION "FEATU" FEECH>
  2298. <VSYNONYM "FEATU" "COMME" "SUGGE" "IDEA">
  2299. <SADD-ACTION "HELP" HELP>
  2300. <SADD-ACTION "INFO" INFO>
  2301. <SADD-ACTION "QUIT" FINISH>
  2302. <SADD-ACTION "RESTO" DO-RESTORE>
  2303. <SADD-ACTION "SAVE" DO-SAVE>
  2304. <SADD-ACTION "SCORE" SCORE>
  2305. <SADD-ACTION "SCRIP" DO-SCRIPT>
  2306. <SADD-ACTION "SUPER" SUPER-BRIEF>
  2307. <SADD-ACTION "TIME" PLAY-TIME>
  2308. <SADD-ACTION "UNBRI" UN-BRIEF>
  2309. <SADD-ACTION "UNSCR" DO-UNSCRIPT>
  2310. <SADD-ACTION "UNSUP" UN-SUPER-BRIEF>
  2311. <SADD-ACTION "VERSI" VERSION>
  2312. ;"real verbs"
  2313. <ADD-ACTION "ATTAC"
  2314. "Attack"
  2315. [(,VILLAIN ROBJS) "WITH" (,WEAPONBIT AOBJS HAVE)
  2316. ["ATTAC" ATTACKER]]>
  2317. <VSYNONYM "ATTAC" "FIGHT" "HURT" "INJUR" "HIT">
  2318. <SADD-ACTION "BACK" BACKER>
  2319. <SADD-ACTION "BLAST" BLAST>
  2320. <ADD-ACTION "BOARD"
  2321. "Board"
  2322. [(,VEHBIT ROBJS) ["BOARD" BOARD]]>
  2323. <ADD-ACTION "BRUSH"
  2324. "Brush"
  2325. [(-1 AOBJS ROBJS) ["BRUSH" BRUSH] DRIVER]
  2326. [(-1 AOBJS ROBJS) "WITH" OBJ ["BRUSH" BRUSH]]>
  2327. <VSYNONYM "BRUSH" "CLEAN">
  2328. <ADD-ACTION "BURN"
  2329. "Burn"
  2330. [(,BURNBIT AOBJS ROBJS) "WITH" (,FLAMEBIT AOBJS ROBJS HAVE)
  2331. ["BURN" BURNER]]>
  2332. <VSYNONYM "BURN" "INCIN" "IGNIT">
  2333. <SADD-ACTION "CHOMP" CHOMP>
  2334. <VSYNONYM "CHOMP" "LOSE" "BARF">
  2335. <ADD-ACTION "CLOSE"
  2336. "Close"
  2337. [(<+ ,DOORBIT ,CONTBIT> AOBJS ROBJS) ["CLOSE" CLOSER]]>
  2338. <VSYNONYM "CLOSE">
  2339. <SADD-ACTION "CURSE" CURSES>
  2340. <VSYNONYM "CURSE" "SHIT" "FUCK" "DAMN">
  2341. <1ADD-ACTION "DEFLA" "Deflate" DEFLATER>
  2342. <SADD-ACTION "DIAGN" DIAGNOSE>
  2343. <ADD-ACTION "DIG"
  2344. "Dig"
  2345. ["WITH" (,TOOLBIT AOBJS HAVE) ["DIG" DIGGER]]>
  2346. <ADD-ACTION "DISEM"
  2347. "Disembark from"
  2348. [(,VEHBIT ROBJS) ["DISEM" UNBOARD]]>
  2349. <ADD-ACTION "DRINK"
  2350. "Drink"
  2351. [(,DRINKBIT AOBJS ROBJS) ["DRINK" EAT]]>
  2352. <VSYNONYM "DRINK" "IMBIB" "SWALL">
  2353. <ADD-ACTION "DROP"
  2354. "Drop"
  2355. [(-1 AOBJS) ["DROP" DROPPER] DRIVER]
  2356. [(-1 AOBJS) "IN" OBJ ["DROP" DROPPER]]>
  2357. <VSYNONYM "DROP" "RELEA">
  2358. <SADD-ACTION "DUNGE" DUNGEON>
  2359. <ADD-ACTION "EAT"
  2360. "Eat"
  2361. [(,FOODBIT AOBJS ROBJS TAKE) ["EAT" EAT]]>
  2362. <VSYNONYM "EAT" "CONSU" "GOBBL" "MUNCH" "TASTE">
  2363. <1ADD-ACTION "EXAMI" "Examine" ROOM-INFO>
  2364. <VSYNONYM "EXAMI" "DESCR" "WHAT" "WHATS" "WHAT'">
  2365. <SADD-ACTION "EXORC" EXORCISE>
  2366. <VSYNONYM "EXORC" "XORCI">
  2367. <ADD-ACTION "EXTIN"
  2368. "Turn off"
  2369. [(,LIGHTBIT AOBJS ROBJS TAKE) ["TURN-OFF" LAMP-OFF]]>
  2370. <VSYNONYM "EXTIN" "DOUSE">
  2371. <1ADD-ACTION "FILL" "Fill" FILL>
  2372. <1ADD-ACTION "FIND" "Find" FIND>
  2373. <VSYNONYM "FIND" "WHERE" "SEEK" "SEE">
  2374. <SADD-ACTION "FROBO" FROBOZZ>
  2375. <SADD-ACTION "GERON" GERONIMO>
  2376. <ADD-ACTION "GIVE"
  2377. "Give"
  2378. [OBJ "TO" (,VICBIT ROBJS) ["GIVE" DROPPER] DRIVER]
  2379. [(,VICBIT ROBJS) OBJ ["GIVE" DROPPER] FLIP]>
  2380. <VSYNONYM "GIVE" "HAND" "DONAT">
  2381. <1ADD-ACTION "GRANI" "Granite" GRANITE>
  2382. <ADD-ACTION "HELLO"
  2383. "Hello"
  2384. [["HELLO" HELLO] DRIVER]
  2385. [OBJ ["HELLO" HELLO]]>
  2386. <VSYNONYM "HELLO" "HI">
  2387. <ADD-ACTION "BLOW"
  2388. "Blow"
  2389. ["UP" OBJ "WITH" (,TOOLBIT ROBJS AOBJS) ["INFLA" INFLATER] DRIVER]
  2390. ["UP" OBJ ["BLAST" BLAST]]
  2391. ["INTO" OBJ ["BLOW-IN" BREATHE]]>
  2392. <ADD-ACTION "INFLA"
  2393. "Inflate"
  2394. [OBJ "WITH" (,TOOLBIT ROBJS AOBJS) ["INFLA" INFLATER]]>
  2395. <SADD-ACTION "INVEN" INVENT>
  2396. <VSYNONYM "INVEN" "LIST">
  2397. <SADD-ACTION "JARGON" JARGON>
  2398. <VSYNONYM "JARGON" "FOO" "BLETCH">
  2399. <ADD-ACTION "JUMP"
  2400. "Jump"
  2401. [["JUMP" LEAPER]]
  2402. ["OVER" OBJ ["JUMP" LEAPER]]>
  2403. <VSYNONYM "JUMP" "LEAP" "VAULT">
  2404. <1ADD-ACTION "KICK" "Kick" KICKER>
  2405. <VSYNONYM "KICK" "BITE" "TAUNT">
  2406. <ADD-ACTION "KILL"
  2407. "Kill"
  2408. [(,VILLAIN ROBJS) "WITH" (,WEAPONBIT AOBJS HAVE) ["KILL" KILLER]]>
  2409. <VSYNONYM "KILL" "MURDE" "SLAY" "DISPA" "STAB">
  2410. <ADD-ACTION "KNOCK"
  2411. "Knock"
  2412. ["AT" OBJ ["KNOCK" KNOCK] DRIVER]
  2413. ["ON" OBJ ["KNOCK" KNOCK]]
  2414. ["DOWN" (,VICBIT = ROBJS) ["ATTAC" ATTACKER]]>
  2415. <VSYNONYM "KNOCK" "RAP">
  2416. <ADD-ACTION "LIGHT"
  2417. "Light"
  2418. [(,LIGHTBIT AOBJS ROBJS TAKE) ["LIGHT" LAMP-ON] DRIVER]
  2419. [(,LIGHTBIT AOBJS ROBJS) "WITH" (,FLAMEBIT AOBJS TAKE)
  2420. ["BURN" BURNER]]>
  2421. <ADD-ACTION "LOCK"
  2422. "Lock"
  2423. [(-1 ROBJS) ["LOCK" LOCKER]]>
  2424. <ADD-ACTION "LOOK"
  2425. "Look"
  2426. [["LOOK" ROOM-DESC]]
  2427. ["AT" OBJ ["LOOK-AT" ROOM-DESC]]
  2428. ["UNDER" OBJ ["LOOK-UNDER" LOOK-UNDER]]>
  2429. <VSYNONYM "LOOK" "L" "STARE" "GAZE">
  2430. <1ADD-ACTION "LOWER" "Lower" R/L>
  2431. <ADD-ACTION "MELT"
  2432. "Melt"
  2433. [OBJ "WITH" (,FLAMEBIT AOBJS ROBJS) ["MELT" MELTER]]>
  2434. <VSYNONYM "MELT" "LIQUI">
  2435. <ADD-ACTION "MOVE" "Move" [(-1 ROBJS) ["MOVE" MOVE]]>
  2436. <VSYNONYM "MOVE">
  2437. <ADD-ACTION "PULL"
  2438. "Pull"
  2439. [(-1 ROBJS) ["MOVE" MOVE] DRIVER]
  2440. ["ON" (-1 ROBJS) ["MOVE" MOVE]]>
  2441. <SYNONYM "PULL" "TUG">
  2442. <SADD-ACTION "MUMBL" MUMBLER>
  2443. <VSYNONYM "MUMBL" "SIGH">
  2444. <ADD-ACTION "MUNG"
  2445. "Mung"
  2446. [(-1 ROBJS AOBJS) ["MUNG" MUNGER] DRIVER]
  2447. [(-1 ROBJS AOBJS) "WITH" (-1 AOBJS TAKE) ["MUNG" MUNGER]]>
  2448. <VSYNONYM "MUNG" "HACK" "FROB" "DAMAG">
  2449. <SADD-ACTION "ODYSS" SINBAD>
  2450. <VSYNONYM "ODYSS" "ULYSS">
  2451. <ADD-ACTION "OPEN"
  2452. "Open"
  2453. [(<+ ,DOORBIT ,CONTBIT> AOBJS ROBJS) ["OPEN" OPENER]]>
  2454. <VSYNONYM "OPEN">
  2455. <ADD-ACTION "PICK"
  2456. "Pick"
  2457. ["UP" OBJ ["TAKE" TAKE]]>
  2458. <ADD-ACTION "PLUG"
  2459. "Plug"
  2460. [OBJ "WITH" OBJ ["PLUG" PLUGGER]]>
  2461. <VSYNONYM "PLUG" "GLUE" "PATCH">
  2462. <ADD-ACTION "POKE"
  2463. "Poke"
  2464. [(,VILLAIN ROBJS) "WITH" (,WEAPONBIT AOBJS HAVE) ["POKE" MUNGER]]>
  2465. <VSYNONYM "POKE" "JAB" "BREAK">
  2466. <ADD-ACTION "POUR"
  2467. "Pour"
  2468. [(-1 AOBJS) ["POUR" DROPPER] DRIVER]
  2469. [(-1 AOBJS) "IN" OBJ ["POUR" DROPPER]]>
  2470. <VSYNONYM "POUR" "SPILL">
  2471. <SADD-ACTION "PRAY" PRAYER>
  2472. <1ADD-ACTION "PUSH" "Push" PUSHER>
  2473. <VSYNONYM "PUSH" "PRESS">
  2474. <ADD-ACTION "PUT"
  2475. "Put"
  2476. [OBJ "IN" OBJ ["PUT" PUTTER] DRIVER]
  2477. ["DOWN" OBJ ["DROP" DROPPER]]>
  2478. <VSYNONYM "PUT" "STUFF" "PLACE" "INSER">
  2479. <ADD-ACTION "RAISE"
  2480. "Raise"
  2481. [OBJ ["RAISE" R/L] DRIVER]
  2482. ["UP" OBJ ["RAISE" R/L]]>
  2483. <VSYNONYM "RAISE" "LIFT">
  2484. <ADD-ACTION "READ"
  2485. "Read"
  2486. [(,READBIT AOBJS ROBJS TRY) ["READ" READER] DRIVER]
  2487. [(,READBIT AOBJS ROBJS TRY) "WITH" OBJ ["READ" READER]]>
  2488. <VSYNONYM "READ" "SKIM" "SCAN">
  2489. <SADD-ACTION "REPEN" REPENT>
  2490. <1ADD-ACTION "RING" "Ring" RING>
  2491. <VSYNONYM "RING" "PEAL">
  2492. <1ADD-ACTION "RUB" "Rub" RUBBER>
  2493. <VSYNONYM "RUB" "CARES" "TOUCH" "FONDL">
  2494. <SADD-ACTION "SKIP" SKIPPER>
  2495. <VSYNONYM "SKIP" "HOP">
  2496. <ADD-ACTION "STRIK"
  2497. "Strike"
  2498. [(,VICBIT = ROBJS)
  2499. "WITH"
  2500. (,WEAPONBIT AOBJS ROBJS HAVE)
  2501. ["ATTAC" ATTACKER]]
  2502. [(,VICBIT = ROBJS) ["ATTAC" ATTACKER] DRIVER]
  2503. [(-1 ROBJS AOBJS) ["LIGHT" LAMP-ON]]>
  2504. <SADD-ACTION "SWIM" SWIMMER>
  2505. <VSYNONYM "SWIM" "BATHE" "WADE">
  2506. <ADD-ACTION "SWING"
  2507. "Swing"
  2508. [(,WEAPONBIT AOBJS HAVE) "AT" (,VILLAIN ROBJS) ["SWING" SWINGER]]>
  2509. <VSYNONYM "SWING" "THRUS">
  2510. <ADD-ACTION "TAKE" "Take" [(-1 ROBJS AOBJS) ["TAKE" TAKE]]>
  2511. <VSYNONYM "TAKE" "GET" "HOLD" "CARRY">
  2512. <ADD-ACTION "TELL"
  2513. "Tell"
  2514. [(,ACTORBIT ROBJS) ["TELL" COMMAND]]>
  2515. <VSYNONYM "TELL" "COMMA" "REQUE">
  2516. <SADD-ACTION "TEMPL" TREAS>
  2517. <ADD-ACTION "THROW"
  2518. "Throw"
  2519. [(-1 AOBJS HAVE) "AT" (,VICBIT ROBJS) ["THROW" DROPPER]]>
  2520. <VSYNONYM "THROW" "HURL" "CHUCK">
  2521. <ADD-ACTION "TIE"
  2522. "Tie"
  2523. [OBJ "TO" OBJ ["TIE" TIE]]
  2524. ["UP" (,VICBIT ROBJS) "WITH" (,TOOLBIT ROBJS AOBJS HAVE) ["TIE-UP" TIE-UP]]>
  2525. <VSYNONYM "TIE" "KNOT" "FASTE">
  2526. <SADD-ACTION "TREAS" TREAS>
  2527. <ADD-ACTION "TURN"
  2528. "Turn"
  2529. [(,TURNBIT AOBJS ROBJS)
  2530. "WITH"
  2531. (,TOOLBIT ROBJS AOBJS HAVE)
  2532. ["TURN" TURNER]
  2533. DRIVER]
  2534. ["ON" (,LIGHTBIT AOBJS ROBJS TAKE) ["TURN-ON" LAMP-ON]]
  2535. ["OFF" (,LIGHTBIT AOBJS ROBJS TAKE) ["TURN-OFF" LAMP-OFF]]
  2536. [(,TURNBIT AOBJS ROBJS)
  2537. "TO"
  2538. (-1 ROBJS)
  2539. ["TURN-TO" TURNTO]]>
  2540. <VSYNONYM "TURN" "SET">
  2541. <1ADD-ACTION "SPIN" "Spin" TURNTO>
  2542. <OR <GASSIGNED? TURNTO> <SETG TURNTO ,TIME>>
  2543. <ADD-ACTION "UNLOC"
  2544. "Unlock"
  2545. [(-1 ROBJS) "WITH" (,TOOLBIT AOBJS ROBJS TAKE) ["UNLOC" UNLOCKER]]>
  2546. <1ADD-ACTION "UNTIE" "Untie" UNTIE>
  2547. <VSYNONYM "UNTIE" "RELEA" "FREE">
  2548. <SADD-ACTION "WAIT" WAIT>
  2549. <ADD-ACTION "WAKE"
  2550. "Wake"
  2551. [(,VICBIT ROBJS) ["WAKE" ALARM] DRIVER]
  2552. ["UP" (,VICBIT ROBJS) ["WAKE" ALARM]]>
  2553. <VSYNONYM "WAKE" "AWAKE" "SURPR" "START">
  2554. <1ADD-ACTION "WALK" "Walk" WALK>
  2555. <ADD-ACTION "WAVE" "Wave" [(-1 AOBJS) ["WAVE" WAVER]]>
  2556. <VSYNONYM "BRAND" "FLAUN">
  2557. <SADD-ACTION "WELL" WELL>
  2558. <SADD-ACTION "WIN" WIN>
  2559. <VSYNONYM "WIN" "WINNA">
  2560. <SADD-ACTION "YELL" YELL>
  2561. <VSYNONYM "YELL" "SCREA" "SHOUT">
  2562. <SADD-ACTION "ZORK" ZORK>
  2563. <ADD-BUZZ "RUN" "GO" "PROCE">
  2564. <SETG ROBOT-ACTIONS ![,WALK!-WORDS ,TAKE!-WORDS ,DROP!-WORDS ,PUT!-WORDS
  2565. ,JUMP!-WORDS ,PUSH!-WORDS ,THROW!-WORDS ,TURN!-WORDS]>
  2566. ;"ADVENTURER"
  2567. <SETG PLAYER
  2568. <ADD-ACTOR <CHTYPE [,WHOUS!-ROOMS
  2569. () 0 <> <FIND-OBJ "#####"> <> 0 T 0]
  2570. ADV>>>
  2571. ; "BUNCH VERBS"
  2572. <ADD-BUNCHER "TAKE" "DROP" "EAT" "READ" "GIVE" "PUT">
  2573. ; "CRETIN"
  2574. <SETG VILLAINBIT ,VILLAIN>