dung.56 87 KB

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  1. "VOCABULARY"
  2. ;"GLOBAL VARIABLES WHICH ARE ROOMS MUST BE HERE!"
  3. <PSETG RMGVALS '![BLOC HERE!]>
  4. ;"GLOBAL VARIABLES WHICH ARE OBJECTS MUST BE HERE!"
  5. <PSETG OBJGVALS '![!]>
  6. ;"GLOBAL VARIABLES WHICH ARE MONADS MUST BE HERE!"
  7. <PSETG MGVALS
  8. '![KITCHEN-WINDOW!-FLAG
  9. TROLL-FLAG!-FLAG
  10. CAGE-SOLVE!-FLAG
  11. KEY-FLAG!-FLAG
  12. BUCKET-TOP!-FLAG
  13. CAROUSEL-FLIP!-FLAG
  14. CAROUSEL-ZOOM!-FLAG
  15. LOW-TIDE!-FLAG
  16. DOME-FLAG!-FLAG
  17. GLACIER-FLAG!-FLAG
  18. ECHO-FLAG!-FLAG
  19. RIDDLE-FLAG!-FLAG
  20. LLD-FLAG!-FLAG
  21. CYCLOPS-FLAG!-FLAG
  22. MAGIC-FLAG!-FLAG
  23. TRAP-DOOR!-FLAG
  24. LIGHT-LOAD!-FLAG
  25. SAFE-FLAG!-FLAG
  26. GNOME-FLAG!-FLAG
  27. GNOME-DOOR!-FLAG
  28. MIRROR-MUNG!-FLAG
  29. EGYPT-FLAG!-FLAG
  30. ON-POLE!-FLAG
  31. BLAB!-FLAG
  32. BINF!-FLAG
  33. BTIE!-FLAG
  34. BUOY-FLAG!-FLAG
  35. GRUNLOCK!-FLAG
  36. GATE-FLAG!-FLAG
  37. RAINBOW!-FLAG
  38. CAGE-TOP!-FLAG
  39. EMPTY-HANDED!-FLAG
  40. DEFLATE!-FLAG
  41. LIGHT-SHAFT
  42. PLAYED-TIME
  43. MOVES
  44. BRIEF!-FLAG
  45. THEN
  46. SUPER-BRIEF!-FLAG
  47. RAW-SCORE!]>
  48. <PSETG CNTUSE "You can't use that!">
  49. <SETG BIGFIX </ <CHTYPE <MIN> FIX> 2>>
  50. <SETG WORDS <OR <GET WORDS OBLIST> <MOBLIST WORDS 23>>>
  51. <SETG OBJECT-OBL <OR <GET OBJECTS OBLIST> <MOBLIST OBJECTS>>>
  52. <SETG ROOM-OBL <OR <GET ROOMS OBLIST> <MOBLIST ROOMS>>>
  53. <SETG ACTORS ()>
  54. <SETG STARS ()>
  55. <ADD-BUZZ "BY" "IS" "ONE" "IT" "A" "THE" "AN" "THIS" "OVER">
  56. <ADD-DIRECTIONS "#!#!#" "NORTH" "SOUTH" "EAST" "WEST" "LAUNC" "LAND"
  57. "SE" "SW" "NE" "NW" "UP" "DOWN" "ENTER" "EXIT" "CROSS" "CLIMB">
  58. <DSYNONYM "NORTH" "N">
  59. <DSYNONYM "SOUTH" "S">
  60. <DSYNONYM "EAST" "E">
  61. <DSYNONYM "WEST" "W">
  62. <DSYNONYM "UP" "U">
  63. <DSYNONYM "DOWN" "D">
  64. <DSYNONYM "ENTER" "IN">
  65. <DSYNONYM "EXIT" "OUT" "LEAVE">
  66. <DSYNONYM "CROSS" "TRAVE">
  67. <ADD-ZORK PREP "WITH" "AT" "TO" "IN" "DOWN" "UP" "UNDER">
  68. <SYNONYM "WITH" "USING" "THROU">
  69. <SYNONYM "IN" "INSID" "INTO">
  70. <SETG ROOMS ()>
  71. <SETG OBJECTS ()>
  72. "CEVENT DEFINITIONS"
  73. <OR <LOOKUP "COMPILE" <ROOT>>
  74. <CEVENT 0 ,CURE-CLOCK <> "CURIN">>
  75. <OR <LOOKUP "COMPILE" <ROOT>>
  76. <CEVENT 0 ,MAINT-ROOM T "MNTIN">>
  77. <OR <LOOKUP "COMPILE" <ROOT>>
  78. <CEVENT 0 ,LANTERN T "LNTIN">>
  79. <OR <LOOKUP "COMPILE" <ROOT>>
  80. <CEVENT 0 ,MATCH-FUNCTION T MATIN>>
  81. <OR <LOOKUP "COMPILE" <ROOT>>
  82. <CEVENT 0 ,CANDLES T "CNDIN">>
  83. <OR <LOOKUP "COMPILE" <ROOT>>
  84. <CEVENT 0 ,BALLOON T "BINT">>
  85. <OR <LOOKUP "COMPILE" <ROOT>>
  86. <CEVENT 0 ,BURNUP T "BRNIN">>
  87. <OR <LOOKUP "COMPILE" <ROOT>>
  88. <CEVENT 0 ,FUSE-FUNCTION T "FUSIN">>
  89. <OR <LOOKUP "COMPILE" <ROOT>>
  90. <CEVENT 0 ,LEDGE-MUNG T "LEDIN">>
  91. <OR <LOOKUP "COMPILE" <ROOT>>
  92. <CEVENT 0 ,SAFE-MUNG T "SAFIN">>
  93. <OR <LOOKUP "COMPILE" <ROOT>>
  94. <CEVENT 0 ,VOLGNOME T "VLGIN">>
  95. <OR <LOOKUP "COMPILE" <ROOT>>
  96. <CEVENT 0 ,GNOME-FUNCTION T "GNOIN">>
  97. <OR <LOOKUP "COMPILE" <ROOT>>
  98. <CEVENT 0 ,BUCKET T "BCKIN">>
  99. <OR <LOOKUP "COMPILE" <ROOT>>
  100. <CEVENT 0 ,SPHERE-FUNCTION T "SPHIN">>
  101. ; "KLUDGE"
  102. #OBJECT {"#####"
  103. "You are here" "cretin" %<> %<> () %<> %,OVISON}
  104. "MAZE"
  105. <PSETG FOREST "Forest">
  106. <PSETG CURRENT #NEXIT "You cannot go upstream due to strong currents.">
  107. #ROOM {"PASS1"
  108. "You are in a narrow east-west passageway. There is a narrow stairway
  109. leading down at the north end of the room."
  110. "East-West Passage"
  111. %<>
  112. #EXIT {"EAST" "CAROU" "WEST" "MTROL" "DOWN" "RAVI1" "NORTH" "RAVI1"}
  113. () %<> 5}
  114. #ROOM {"WHOUS"
  115. "You are in an open field west of a big white house, with a boarded
  116. front door."
  117. "West of House"
  118. T
  119. #EXIT {"NORTH" "NHOUS" "SOUTH" "SHOUS" "WEST" "FORE1"
  120. "EAST" #NEXIT "The door is locked, and there is evidently no key."}
  121. (#FIND-OBJ {"FDOOR"} #FIND-OBJ {"MAILB"})}
  122. #ROOM {"NHOUS"
  123. "You are facing the north side of a white house. There is no door here,
  124. and all the windows are barred."
  125. "North of House"
  126. T
  127. #EXIT {"WEST" "WHOUS" "EAST" "EHOUS" "NORTH" "FORE3"
  128. "SOUTH" #NEXIT "The windows are all barred."}}
  129. #ROOM {"SHOUS"
  130. "You are facing the south side of a white house. There is no door here,
  131. and all the windows are barred."
  132. "South of House"
  133. T
  134. #EXIT {"WEST" "WHOUS" "EAST" "EHOUS" "SOUTH" "FORE2"
  135. "NORTH" #NEXIT "The windows are all barred."}
  136. ()}
  137. #ROOM {"EHOUS"
  138. ""
  139. "Behind House"
  140. T
  141. #EXIT {"NORTH" "NHOUS" "SOUTH" "SHOUS" "EAST" "CLEAR"
  142. "WEST" #CEXIT {"KITCHEN-WINDOW" "KITCH"}
  143. "ENTER" #CEXIT {"KITCHEN-WINDOW" "KITCH"}}
  144. (#FIND-OBJ {"WIND1"})
  145. EAST-HOUSE}
  146. #ROOM {"KITCH"
  147. ""
  148. "Kitchen"
  149. T
  150. #EXIT {"EAST" #CEXIT {"KITCHEN-WINDOW" "EHOUS"} "WEST" "LROOM"
  151. "EXIT" #CEXIT {"KITCHEN-WINDOW" "EHOUS"} "UP" "ATTIC"
  152. "DOWN" #NEXIT "Only Santa Claus climbs down chimneys."}
  153. (#FIND-OBJ {"WIND2"} #FIND-OBJ {"SBAG"} #FIND-OBJ {"BOTTL"})
  154. KITCHEN 10}
  155. <ADD-OBJECT
  156. #OBJECT {"SBAG"
  157. "A sandwich bag is here."
  158. "sandwich bag"
  159. "On the table is an elongated brown sack, smelling of hot peppers."
  160. %<> (#FIND-OBJ {"GARLI"} #FIND-OBJ {"FOOD"})
  161. %<> %<+ ,CONTBIT ,FLAMEBIT ,OVISON ,TAKEBIT> 0 0 0 3 15}
  162. ["BAG" "SACK" "BAGGI"] ["BROWN"]>
  163. <ADD-OBJECT
  164. #OBJECT {"GARLI"
  165. "There is a clove of garlic here."
  166. "clove of garlic"
  167. %<> %<> () #FIND-OBJ {"SBAG"} %<+ ,TAKEBIT ,FOODBIT ,OVISON> 0 0 0 5 0}
  168. ["CLOVE"]>
  169. <ADD-OBJECT
  170. #OBJECT {"FOOD"
  171. "A hot pepper sandwich is here."
  172. "\.lunch"
  173. %<>
  174. %<> () #FIND-OBJ {"SBAG"} %<+ ,FOODBIT ,TAKEBIT ,OVISON> 0 0 0 5 0}
  175. ["SANDW" "LUNCH" "PEPPE" "DINNE" "SNACK"]>
  176. <ADD-OBJECT
  177. #OBJECT {"GUNK"
  178. "There is a small piece of vitreous slag here."
  179. "piece of vitreous slag"
  180. %<> GUNK-FUNCTION () %<> %<+ ,TRYTAKEBIT ,TAKEBIT ,OVISON> 0 0 0 10 0}
  181. ["MESS" "SLAG"] ["VITRE"]>
  182. <ADD-OBJECT
  183. #OBJECT {"COAL"
  184. "There is a small heap of coal here."
  185. "small pile of coal"
  186. %<> %<> () %<> %<+ ,BURNBIT ,TAKEBIT ,OVISON> 0 0 0 20 0}
  187. ["HEAP" "CHARC"]>
  188. <ADD-OBJECT
  189. #OBJECT {"JADE"
  190. "There is an exquisite jade figurine here."
  191. "jade figurine"
  192. %<> %<> () %<> %<+ ,TAKEBIT ,OVISON> 0 5 5 10 0}
  193. ["FIGUR"]>
  194. <ADD-OBJECT
  195. #OBJECT {"MACHI"
  196. ""
  197. "machine"
  198. %<> MACHINE-FUNCTION () %<> %<+ ,CONTBIT ,OVISON> 0 0 0 %,BIGFIX 50}
  199. ["PDP10" "DRYER" "LID"]>
  200. <ADD-OBJECT
  201. #OBJECT {"DIAMO"
  202. "There is an enormous diamond (perfectly cut) here."
  203. "huge diamond"
  204. %<>
  205. %<> () %<> %<+ ,TAKEBIT ,OVISON> 0 10 6 5 0}
  206. ["PERFE"]>
  207. <ADD-OBJECT
  208. #OBJECT {"TCASE"
  209. "There is a trophy case here."
  210. "trophy case"
  211. %<> TROPHY-CASE () %<> %<+ ,CONTBIT ,TRANSBIT ,OVISON>
  212. 0 0 0 %,BIGFIX %,BIGFIX}
  213. ["CASE"] ["TROPH"]>
  214. <ADD-OBJECT
  215. #OBJECT {"BOTTL"
  216. "A clear glass bottle is here."
  217. "glass bottle"
  218. "A bottle is sitting on the table."
  219. BOTTLE-FUNCTION
  220. (#FIND-OBJ {"WATER"})
  221. %<>
  222. %<+ ,CONTBIT ,TRANSBIT ,TAKEBIT ,OVISON> 0 0 0 5 4}
  223. ["CONTA" "PITCH"] ["GLASS"]>
  224. <ADD-OBJECT
  225. #OBJECT {"WATER"
  226. "Water"
  227. "quantity of water"
  228. "There is some water here"
  229. WATER-FUNCTION
  230. ()
  231. #FIND-OBJ {"BOTTL"}
  232. %<+ ,DRINKBIT ,TAKEBIT ,OVISON> 0 0 0 4 0}[ "LIQUI" "H2O"]>
  233. #ROOM {"ATTIC"
  234. "You are in the attic. The only exit is stairs that lead down."
  235. "Attic"
  236. %<>
  237. #EXIT {"DOWN" "KITCH"}
  238. (#FIND-OBJ {"BRICK"} #FIND-OBJ {"ROPE"} #FIND-OBJ {"KNIFE"})}
  239. <ADD-OBJECT
  240. #OBJECT {"ROPE"
  241. "There is a large coil of rope here."
  242. "rope"
  243. "A large coil of rope is lying in the corner."
  244. ROPE-FUNCTION () %<> %<+ ,TIEBIT ,TAKEBIT ,OVISON> 0 0 0 10 0}
  245. ["HEMP" "COIL"]>
  246. <ADD-OBJECT
  247. #OBJECT {"KNIFE"
  248. "There is a nasty-looking knife lying here."
  249. "knife"
  250. "On a table is a nasty-looking knife."
  251. %<> () %<> %<+ ,TAKEBIT ,OVISON ,WEAPONBIT> 0 0 0 5 0}
  252. ["BLADE"] ["NASTY"]>
  253. <ADD-MELEE <FIND-OBJ "KNIFE"> ,KNIFE-MELEE>
  254. #ROOM {"LROOM"
  255. ""
  256. "Living Room"
  257. T
  258. #EXIT {"EAST" "KITCH"
  259. "WEST" #CEXIT {"MAGIC-FLAG" "BLROO" "The door is nailed shut."}
  260. "DOWN" #CEXIT {"TRAP-DOOR" "CELLA"}}
  261. (#FIND-OBJ {"WDOOR"} #FIND-OBJ {"DOOR"} #FIND-OBJ {"TCASE"}
  262. #FIND-OBJ {"LAMP"} #FIND-OBJ {"RUG"} #FIND-OBJ {"PAPER"}
  263. #FIND-OBJ {"SWORD"})
  264. LIVING-ROOM}
  265. <ADD-OBJECT
  266. #OBJECT {"SWORD"
  267. "There is an elvish sword here."
  268. "sword"
  269. "On hooks above the mantelpiece hangs an elvish sword of great
  270. antiquity." SWORD () %<> %<+ ,OVISON ,TAKEBIT ,WEAPONBIT> 0 0 0 30 0}
  271. ["ORCRI" "GLAMD" "BLADE"] ["ELVIS"]>
  272. <ADD-MELEE <FIND-OBJ "SWORD"> ,SWORD-MELEE>
  273. <ADD-OBJECT
  274. #OBJECT {"LAMP"
  275. "There is a brass lantern (battery-powered) here."
  276. "lamp"
  277. "A battery-powered brass lantern is on the trophy case."
  278. LANTERN () %<> %<+ ,TAKEBIT ,OVISON> -1 0 0 15 0}
  279. ["LANTE"] ["BRASS"]>
  280. <ADD-OBJECT
  281. #OBJECT {"BLAMP"
  282. "There is a broken brass lantern here."
  283. "broken lamp"
  284. %<>
  285. %<> () %<> %<+ ,TAKEBIT ,OVISON> 0}
  286. ["LAMP" "LANTE"] ["BROKE"]>
  287. <ADD-OBJECT
  288. #OBJECT {"RUG"
  289. ""
  290. "carpet"
  291. %<>
  292. RUG () %<> %<+ ,TRYTAKEBIT ,NDESCBIT ,OVISON> 0 0 0 %,BIGFIX 0}
  293. ["CARPE"] ["ORIEN"]>
  294. <ADD-OBJECT
  295. #OBJECT {"LEAVE"
  296. "There is a pile of leaves on the ground."
  297. "pile of leaves"
  298. %<>
  299. LEAF-PILE () %<> %<+ ,BURNBIT ,TAKEBIT ,OVISON> 0 0 0 25 0}
  300. ["LEAF" "PILE"]>
  301. #ROOM {"CELLA"
  302. ""
  303. "Cellar"
  304. %<>
  305. #EXIT {"EAST" "MTROL" "SOUTH" "CHAS2"
  306. "UP"
  307. #CEXIT {"TRAP-DOOR"
  308. "LROOM"
  309. "The trap door has been barred from the other side."}
  310. "WEST"
  311. #NEXIT "You try to ascend the ramp, but it is impossible, and you slide back down."}
  312. (#FIND-OBJ {"TDOOR"})
  313. CELLAR
  314. 25}
  315. <PSETG TCHOMP "The troll fends you off with a menacing gesture.">
  316. #ROOM {"MTROL"
  317. "You are in a small room with passages off in all directions.
  318. Bloodstains and deep scratches (perhaps made by an axe) mar the
  319. walls."
  320. "The Troll Room"
  321. %<> #EXIT {"WEST" "CELLA"
  322. "EAST" #CEXIT {"TROLL-FLAG" "CRAW4" %,TCHOMP}
  323. "NORTH" #CEXIT {"TROLL-FLAG" "PASS1" %,TCHOMP}
  324. "SOUTH" #CEXIT {"TROLL-FLAG" "MAZE1" %,TCHOMP}}
  325. (#FIND-OBJ {"TROLL"})}
  326. <PSETG TROLLDESC
  327. "A nasty-looking troll, brandishing a bloody axe, blocks all passages
  328. out of the room.">
  329. <PSETG TROLLOUT
  330. "An unconscious troll is sprawled on the floor. All passages out of
  331. the room are open.">
  332. <SETG VILLAINS (<FIND-OBJ "TROLL"> <FIND-OBJ "THIEF"> <FIND-OBJ "CYCLO">)>
  333. <SETG VILLAIN-PROBS <IUVECTOR <LENGTH ,VILLAINS> 0>>
  334. <SETG OPPV <IVECTOR <LENGTH ,VILLAINS> '<>>>
  335. <ADD-DEMON <SETG SWORD-DEMON
  336. <CHTYPE [SWORD-GLOW ,VILLAINS () <1 ,ROOMS> <FIND-OBJ "SWORD"> <>]
  337. HACK>>>
  338. #OBJECT {"TROLL"
  339. %,TROLLDESC
  340. "troll"
  341. %<>
  342. TROLL
  343. (#FIND-OBJ {"AXE"}) %<> %<+ ,VICBIT ,OVISON ,VILLAIN> 0 0 0 %,BIGFIX 2}
  344. <ADD-MELEE <FIND-OBJ "TROLL"> ,TROLL-MELEE>
  345. <ADD-DEMON <SETG FIGHT-DEMON
  346. <CHTYPE [FIGHTING ,VILLAINS () <1 ,ROOMS> <FIND-OBJ "TROLL"> <>]
  347. HACK>>>
  348. <ADD-OBJECT
  349. #OBJECT {"AXE"
  350. "There is a bloody axe here."
  351. "bloody axe"
  352. %<> %<> () %<FIND-OBJ "TROLL"> %<+ ,OVISON ,WEAPONBIT> 0 0 0 25 0}
  353. []["BLOOD"]>
  354. <PSETG MAZEDESC "You are in a maze of twisty little passages, all alike.">
  355. <PSETG DEADEND "Dead End">
  356. #ROOM {"MAZE1"
  357. %,MAZEDESC %,MAZEDESC %<>
  358. #EXIT {"WEST" "MTROL"
  359. "NORTH" "MAZE1"
  360. "SOUTH" "MAZE2"
  361. "EAST" "MAZE4"} ()}
  362. #ROOM {"MAZE2"
  363. %,MAZEDESC %,MAZEDESC %<>
  364. #EXIT {"SOUTH" "MAZE1"
  365. "NORTH" "MAZE4"
  366. "EAST" "MAZE3"} ()}
  367. #ROOM {"MAZE3"
  368. %,MAZEDESC %,MAZEDESC %<>
  369. #EXIT {"WEST" "MAZE2" "NORTH" "MAZE4" "UP" "MAZE5"} ()}
  370. #ROOM {"MAZE4"
  371. %,MAZEDESC %,MAZEDESC %<>
  372. #EXIT {"WEST" "MAZE3" "NORTH" "MAZE1" "EAST" "DEAD1"} ()}
  373. #ROOM {"DEAD1"
  374. %,DEADEND %,DEADEND %<>
  375. #EXIT {"SOUTH" "MAZE4"} ()}
  376. #ROOM {"MAZE5"
  377. %,MAZEDESC %,MAZEDESC %<>
  378. #EXIT {"EAST" "DEAD2" "NORTH" "MAZE3" "SW" "MAZE6"}
  379. (#FIND-OBJ {"BONES"} #FIND-OBJ {"BAGCO"} #FIND-OBJ {"KEYS"}
  380. #FIND-OBJ {"BLANT"} #FIND-OBJ {"RKNIF"})}
  381. <ADD-OBJECT
  382. #OBJECT {"RKNIF"
  383. "There is a rusty knife here."
  384. "rusty knife"
  385. "Beside the skeleton is a rusty knife."
  386. RUSTY-KNIFE () %<> %<+ ,OVISON ,TAKEBIT ,WEAPONBIT> 0 0 0 20 0}
  387. ["KNIFE"] ["RUSTY"]>
  388. <ADD-MELEE <FIND-OBJ "RKNIF"> ,KNIFE-MELEE>
  389. <ADD-OBJECT
  390. #OBJECT {"BLANT"
  391. "There is a burned-out lantern here."
  392. "burned-out lantern"
  393. "The deceased adventurer's useless lantern is here."
  394. %<> () %<> %<+ ,OVISON ,TAKEBIT> 0 0 0 20 0}
  395. ["LANTE" "LAMP"] ["USED" "BURNE" "DEAD" "USELE"]>
  396. #OBJECT {"KEYS"
  397. "There is a set of skeleton keys here."
  398. "set of skeleton keys"
  399. %<> %<> () %<> %<+ ,TOOLBIT ,TAKEBIT ,OVISON> 0 0 0 10 0}
  400. <ADD-OBJECT
  401. #OBJECT {"BONES"
  402. "A skeleton, probably the remains of a luckless adventurer, lies here."
  403. "" %<> SKELETON () %<> %<+ ,TRYTAKEBIT ,OVISON> 0 0 0 %,BIGFIX 0}
  404. ["SKELE" "BODY"]>
  405. <ADD-OBJECT
  406. #OBJECT {"BAGCO"
  407. "An old leather bag, bulging with coins, is here."
  408. "bag of coins"
  409. %<> %<> () %<> %<+ ,TAKEBIT ,OVISON> 0 10 5 15 0}
  410. ["BAG" "COINS"] ["LEATH"]>
  411. <ADD-OBJECT
  412. #OBJECT {"BAR"
  413. "There is a large platinum bar here."
  414. "platinum bar"
  415. %<> %<> () %<> %<+ ,SACREDBIT ,TAKEBIT ,OVISON> 0 12 10 20 0}
  416. ["PLATI"]>
  417. <ADD-OBJECT
  418. #OBJECT {"PEARL"
  419. "There is a pearl necklace here with hundreds of large pearls."
  420. "pearl necklace"
  421. %<> %<> () %<> %<+ ,TAKEBIT ,OVISON> 0 9 5 10 0}
  422. ["NECKL"]>
  423. #ROOM {"DEAD2"
  424. %,DEADEND %,DEADEND %<>
  425. #EXIT {"WEST" "MAZE5"} ()}
  426. #ROOM {"MAZE6"
  427. %,MAZEDESC %,MAZEDESC %<>
  428. #EXIT {"DOWN" "MAZE5" "EAST" "MAZE7" "WEST" "MAZE6" "UP" "MAZE9"} ()}
  429. #ROOM {"MAZE7"
  430. %,MAZEDESC %,MAZEDESC %<>
  431. #EXIT {"UP" "MAZ14" "WEST" "MAZE6" "NE" "DEAD1" "EAST" "MAZE8" "SOUTH" "MAZ15"}
  432. ()}
  433. #ROOM {"MAZE8"
  434. %,MAZEDESC %,MAZEDESC %<>
  435. #EXIT {"NE" "MAZE7" "WEST" "MAZE8" "SE" "DEAD3"} ()}
  436. #ROOM {"DEAD3"
  437. %,DEADEND %,DEADEND %<>
  438. #EXIT {"NORTH" "MAZE8"} ()}
  439. #ROOM {"MAZE9"
  440. %,MAZEDESC %,MAZEDESC %<>
  441. #EXIT {"NORTH" "MAZE6" "EAST" "MAZ11" "DOWN" "MAZ10" "SOUTH" "MAZ13"
  442. "WEST" "MAZ12" "NW" "MAZE9"} ()}
  443. #ROOM {"MAZ10"
  444. %,MAZEDESC %,MAZEDESC %<>
  445. #EXIT {"EAST" "MAZE9" "WEST" "MAZ13" "UP" "MAZ11"} ()}
  446. #ROOM {"MAZ11"
  447. %,MAZEDESC
  448. %,MAZEDESC
  449. %<>
  450. #EXIT {"NE" "MGRAT" "DOWN" "MAZ10" "NW" "MAZ13" "SW" "MAZ12"}}
  451. #ROOM {"MGRAT"
  452. ""
  453. "Grating Room" %<>
  454. #EXIT {"SW" "MAZ11" "UP" #CEXIT {"KEY-FLAG" "CLEAR" "The grating is locked"}}
  455. (#FIND-OBJ {"GRAT2"}) MAZE-11}
  456. #ROOM {"MAZ12"
  457. %,MAZEDESC %,MAZEDESC %<>
  458. #EXIT {"WEST" "MAZE5" "SW" "MAZ11" "EAST" "MAZ13" "UP" "MAZE9" "NORTH" "DEAD4"} ()}
  459. #ROOM {"DEAD4"
  460. %,DEADEND %,DEADEND %<>
  461. #EXIT {"SOUTH" "MAZ12"} ()}
  462. #ROOM {"MAZ13"
  463. %,MAZEDESC %,MAZEDESC %<>
  464. #EXIT {"EAST" "MAZE9" "DOWN" "MAZ12" "SOUTH" "MAZ10" "WEST" "MAZ11"} ()}
  465. #ROOM {"MAZ14"
  466. %,MAZEDESC %,MAZEDESC %<>
  467. #EXIT {"WEST" "MAZ15" "NW" "MAZ14" "NE" "MAZE7" "SOUTH" "MAZE7"}}
  468. #ROOM {"MAZ15"
  469. %,MAZEDESC %,MAZEDESC %<>
  470. #EXIT {"WEST" "MAZ14" "SOUTH" "MAZE7" "NE" "CYCLO"}}
  471. <PSETG STFORE "You are in a forest, with trees in all directions around you.">
  472. #ROOM {"FORE1"
  473. %,STFORE
  474. %,FOREST T
  475. #EXIT {"NORTH" "FORE1" "EAST" "FORE3" "SOUTH" "FORE2" "WEST" "FORE1"} ()}
  476. #ROOM {"FORE4"
  477. "You are in a large forest, with trees obstructing all views except
  478. to the east, where a small clearing may be seen through the trees."
  479. %,FOREST
  480. T
  481. #EXIT {"EAST" "CLTOP" "NORTH" "FORE5" "SOUTH" "FORE4" "WEST" "FORE2"}}
  482. #ROOM {"FORE5"
  483. %,STFORE
  484. %,FOREST
  485. T
  486. #EXIT {"NORTH" "FORE5" "SE" "CLTOP" "SOUTH" "FORE4" "WEST" "FORE2"}}
  487. <PSETG FORDES
  488. "You are in a dimly lit forest, with large trees all around. To the
  489. east, there appears to be sunlight.">
  490. #ROOM {"FORE2"
  491. %,FORDES
  492. %,FOREST T
  493. #EXIT {"NORTH" "SHOUS" "EAST" "CLEAR" "SOUTH" "FORE4" "WEST" "FORE1"} ()}
  494. #ROOM {"FORE3"
  495. %,FORDES
  496. %,FOREST T
  497. #EXIT {"NORTH" "FORE2" "EAST" "CLEAR" "SOUTH" "CLEAR" "WEST" "NHOUS"} ()}
  498. #ROOM {"CLEAR"
  499. ""
  500. "Clearing" T
  501. #EXIT {"SW" "EHOUS" "SE" "FORE5" "NORTH" "CLEAR" "EAST" "CLEAR"
  502. "WEST" "FORE3" "SOUTH" "FORE2" "DOWN" #CEXIT {"KEY-FLAG" "MGRAT"}}
  503. (#FIND-OBJ {"GRAT1"} #FIND-OBJ {"LEAVE"}) CLEARING}
  504. #ROOM {"RAVI1"
  505. "You are in a deep ravine at a crossing with an east-west crawlway.
  506. Some stone steps are at the south of the ravine and a steep staircase
  507. descends."
  508. "Deep Ravine"
  509. %<>
  510. #EXIT {"SOUTH" "PASS1" "DOWN" "RESES" "EAST" "CHAS1" "WEST" "CRAW1"}}
  511. #ROOM {"CRAW1"
  512. "You are in a crawlway with a three-foot high ceiling. Your footing
  513. is very unsure here due to the assortment of rocks underfoot.
  514. Passages can be seen in the east, west, and northwest corners of the
  515. passage."
  516. "Rocky Crawl"
  517. %<>
  518. #EXIT {"WEST" "RAVI1" "EAST" "DOME" "NW" "EGYPT"}}
  519. #ROOM {"RESES"
  520. ""
  521. "Reservoir South"
  522. %<>
  523. #EXIT {"SOUTH" #CEXIT {"EGYPT-FLAG"
  524. "RAVI1"
  525. "The coffin will not fit through this passage."
  526. T
  527. COFFIN-CURE}
  528. "WEST" "STREA"
  529. "CROSS" #CEXIT {"LOW-TIDE" "RESEN" "You are not equipped for swimming."}
  530. "NORTH" #CEXIT {"LOW-TIDE" "RESEN" "You are not equipped for swimming."}
  531. "UP" #CEXIT {"EGYPT-FLAG"
  532. "CANY1"
  533. "The stairs are too steep for carrying the coffin."
  534. T
  535. COFFIN-CURE}}
  536. (#FIND-OBJ {"TRUNK"})
  537. RESERVOIR-SOUTH}
  538. #ROOM {"RESEN"
  539. ""
  540. "Reservoir North"
  541. %<>
  542. #EXIT {"NORTH" "ATLAN"
  543. "CROSS" #CEXIT {"LOW-TIDE" "RESES" "You are not equipped for swimming."}
  544. "SOUTH" #CEXIT {"LOW-TIDE" "RESES" "You are not equipped for swimming."}}
  545. (#FIND-OBJ {"PUMP"})
  546. RESERVOIR-NORTH}
  547. #ROOM {"STREA"
  548. "You are standing on a path beside a flowing stream. The path
  549. travels to the north and the east."
  550. "Stream"
  551. %<>
  552. #EXIT {"EAST" "RESES" "NORTH" "ICY"}
  553. (#FIND-OBJ {"FUSE"})}
  554. #ROOM {"EGYPT"
  555. "You are in a room which looks like an Egyptian tomb. There is an
  556. ascending staircase in the room as well as doors, east and south."
  557. "Egyptian Room"
  558. %<>
  559. #EXIT {"UP" "ICY" "SOUTH" "LEDG3"
  560. "EAST" #CEXIT {"EGYPT-FLAG" "CRAW1"
  561. "The passage is too narrow to accomodate coffins." T
  562. COFFIN-CURE}}
  563. (#FIND-OBJ {"COFFI"})}
  564. #ROOM {"ICY"
  565. ""
  566. "Glacier Room"
  567. %<>
  568. #EXIT {"NORTH" "STREA" "EAST" "EGYPT" "WEST" #CEXIT {"GLACIER-FLAG" "RUBYR"}}
  569. (#FIND-OBJ {"ICE"})
  570. GLACIER-ROOM}
  571. <ADD-OBJECT
  572. #OBJECT {"REFL1"
  573. ""
  574. "mirror"
  575. %<> MIRROR-MIRROR () %<> %<+ ,TRYTAKEBIT ,VICBIT ,OVISON> 0 0 0 %,BIGFIX 0}
  576. ["MIRRO"]>
  577. <ADD-OBJECT
  578. #OBJECT {"REFL2"
  579. ""
  580. "mirror"
  581. %<> MIRROR-MIRROR () %<> %<+ ,TRYTAKEBIT ,VICBIT ,OVISON> 0 0 0 %,BIGFIX 0}
  582. ["MIRRO"]>
  583. <ADD-OBJECT
  584. #OBJECT {"ICE"
  585. "A mass of ice fills the western half of the room."
  586. "glacier" %<> GLACIER () %<> %<+ ,VICBIT ,OVISON> 0 0 0 %,BIGFIX 0}
  587. ["GLACI"]>
  588. #ROOM {"RUBYR"
  589. "You are in a small chamber behind the remains of the Great Glacier.
  590. To the south and west are small passageways."
  591. "Ruby Room"
  592. %<>
  593. #EXIT {"WEST" "LAVA" "SOUTH" "ICY"}
  594. (#FIND-OBJ {"RUBY"})}
  595. #ROOM {"ATLAN"
  596. "You are in an ancient room, long buried by the Reservoir. There are
  597. exits here to the southeast and upward."
  598. "Atlantis Room"
  599. %<>
  600. #EXIT {"SE" "RESEN" "UP" "CAVE1"}
  601. (#FIND-OBJ {"TRIDE"})}
  602. #ROOM {"CANY1"
  603. "You are on the south edge of a deep canyon. Passages lead off
  604. to the east, south, and northwest. You can hear the sound of
  605. flowing water below."
  606. "Deep Canyon"
  607. %<>
  608. #EXIT {"NW" "RESES" "EAST" "DAM" "SOUTH" "CAROU"}}
  609. #ROOM {"ECHO"
  610. "You are in a large room with a ceiling which cannot be detected from
  611. the ground. There is a narrow passage from east to west and a stone
  612. stairway leading upward. The room is extremely noisy. In fact, it is
  613. difficult to hear yourself think."
  614. "Loud Room"
  615. %<>
  616. #EXIT {"EAST" "CHAS3" "WEST" "PASS5" "UP" "CAVE3"}
  617. (#FIND-OBJ {"BAR"})
  618. ECHO-ROOM}
  619. #OBJECT {"RUBY"
  620. "There is a moby ruby lying here."
  621. "ruby"
  622. "On the floor lies a moby ruby."
  623. %<>
  624. ()
  625. %<>
  626. %<+ ,TAKEBIT ,OVISON>
  627. 0
  628. 15
  629. 8
  630. 5
  631. 0}
  632. <ADD-OBJECT
  633. #OBJECT {"TRIDE"
  634. "Neptune's own crystal trident is here."
  635. "crystal trident"
  636. "On the shore lies Neptune's own crystal trident."
  637. %<> () %<> %<+ ,TAKEBIT ,OVISON> 0 4 11 20 0}
  638. ["FORK"] ["CRYST"]>
  639. <ADD-OBJECT
  640. #OBJECT {"COFFI"
  641. "There is a solid-gold coffin, used for the burial of Ramses II, here."
  642. "gold coffin"
  643. %<> %<> () %<> %<+ ,CONTBIT ,SACREDBIT ,TAKEBIT ,OVISON> 0 3 7 55 35}
  644. ["CASKE"] ["GOLD"]>
  645. <ADD-OBJECT
  646. #OBJECT {"TORCH"
  647. "There is an ivory torch here."
  648. "torch"
  649. "Sitting on the pedestal is a flaming torch, made of ivory."
  650. %<> () %<> %<+ ,TOOLBIT ,FLAMEBIT ,TAKEBIT ,OVISON> 1 14 6 20 0}
  651. [] ["IVORY"]>
  652. #ROOM {"MIRR1"
  653. ""
  654. "Mirror Room"
  655. %<>
  656. #EXIT {"WEST" "PASS3" "NORTH" "CRAW2" "EAST" "CAVE1"}
  657. (#FIND-OBJ {"REFL1"})
  658. MIRROR-ROOM}
  659. #ROOM {"MIRR2"
  660. ""
  661. "Mirror Room"
  662. T
  663. #EXIT {"WEST" "PASS4" "NORTH" "CRAW3" "EAST" "CAVE2"}
  664. (#FIND-OBJ {"REFL2"})
  665. MIRROR-ROOM}
  666. #ROOM {"CAVE1"
  667. "You are in a small cave with an entrance to the north and a stairway
  668. leading down."
  669. "Cave"
  670. %<>
  671. #EXIT {"NORTH" "MIRR1" "DOWN" "ATLAN"}}
  672. #ROOM {"CAVE2"
  673. "You are in a tiny cave with entrances west and north, and a dark,
  674. forbidding staircase leading down."
  675. "Cave"
  676. %<>
  677. #EXIT {"NORTH" "CRAW3" "WEST" "MIRR2" "DOWN" "LLD1"} () CAVE2-ROOM}
  678. #ROOM {"CRAW2"
  679. "You are in a steep and narrow crawlway. There are two exits nearby to
  680. the south and southwest."
  681. "Steep Crawlway"
  682. %<>
  683. #EXIT {"SOUTH" "MIRR1" "SW" "PASS3"}}
  684. #ROOM {"CRAW3"
  685. "You are in a narrow crawlway. The crawlway leads from north to south.
  686. However the south passage divides to the south and southwest."
  687. "Narrow Crawlway"
  688. %<>
  689. #EXIT {"SOUTH" "CAVE2" "SW" "MIRR2" "NORTH" "MGRAI"}}
  690. #ROOM {"PASS3"
  691. "You are in a cold and damp corridor where a long east-west passageway
  692. intersects with a northward path."
  693. "Cold Passage"
  694. %<>
  695. #EXIT {"EAST" "MIRR1" "WEST" "SLIDE" "NORTH" "CRAW2"}}
  696. #ROOM {"PASS4"
  697. "You are in a winding passage. It seems that there is only an exit
  698. on the east end although the whirring from the round room can be
  699. heard faintly to the north."
  700. "Winding Passage"
  701. %<>
  702. #EXIT {"EAST" "MIRR2" "NORTH"
  703. #NEXIT "You hear the whir of the carousel room but can find no entrance."}}
  704. #ROOM {"SLIDE"
  705. "You are in a small chamber, which appears to have been part of a
  706. coal mine. On the south wall of the chamber the letters \"Granite
  707. Wall\" are etched in the rock. To the east is a long passage and
  708. there is a steep metal slide twisting downward. From the appearance
  709. of the slide, an attempt to climb up it would be impossible. To the
  710. north is a small opening."
  711. "Slide Room"
  712. %<>
  713. #EXIT {"EAST" "PASS3" "DOWN" "CELLA" "NORTH" "ENTRA"}}
  714. #ROOM {"ENTRA"
  715. "You are standing at the entrance of what might have been a coal
  716. mine. To the northeast and the northwest are entrances to the mine,
  717. and there is another exit on the south end of the room."
  718. "Mine Entrance"
  719. %<>
  720. #EXIT {"SOUTH" "SLIDE" "NW" "SQUEE" "NE" "TSHAF"}}
  721. #ROOM {"SQUEE"
  722. "You are a small room. Strange squeaky sounds may be heard coming from
  723. the passage at the west end. You may also escape to the south."
  724. "Squeaky Room"
  725. %<>
  726. #EXIT {"WEST" "BATS" "SOUTH" "ENTRA"}}
  727. #ROOM {"TSHAF"
  728. "You are in a large room, in the middle of which is a small shaft
  729. descending through the floor into darkness below. To the west and
  730. the north are exits from this room. Constructed over the top of the
  731. shaft is a metal framework to which a heavy iron chain is attached."
  732. "Shaft Room"
  733. %<>
  734. #EXIT {"DOWN" #NEXIT "You wouldn't fit and would die if you could."
  735. "WEST" "ENTRA" "NORTH" "TUNNE"}
  736. (#FIND-OBJ {"TBASK"})}
  737. <PUT <ADD-OBJECT
  738. #OBJECT {"TBASK"
  739. "At the end of the chain is a basket."
  740. "basket"
  741. %<>
  742. DUMBWAITER () %<> %<+ ,CONTBIT ,OVISON ,TRANSBIT> 0 0 0 %,BIGFIX 50}
  743. ["CAGE" "DUMBW" "BASKE"]> ,OOPEN? T>
  744. <ADD-OBJECT
  745. #OBJECT {"FBASK"
  746. ""
  747. ""
  748. %<>
  749. DUMBWAITER () %<> %,OVISON 0 0 0 %,BIGFIX 0}
  750. ["CAGE" "DUMBW" "BASKE"]>
  751. #ROOM {"TUNNE"
  752. "You are in a narrow tunnel with large wooden beams running across
  753. the ceiling and around the walls. A path from the south splits into
  754. paths running west and northeast."
  755. "Wooden Tunnel"
  756. %<>
  757. #EXIT {"SOUTH" "TSHAF" "WEST" "SMELL" "NE" "MINE1"}}
  758. #ROOM {"SMELL"
  759. "You are in a small non-descript room. However, from the direction
  760. of a small descending staircase a foul odor can be detected. To the
  761. east is a narrow path."
  762. "Smelly Room"
  763. %<>
  764. #EXIT {"DOWN" "BOOM" "EAST" "TUNNE"}}
  765. #ROOM {"BOOM"
  766. "You are in a small room which smells strongly of coal gas."
  767. "Gas Room"
  768. %<>
  769. #EXIT {"UP" "SMELL"}
  770. (#FIND-OBJ {"BRACE"})
  771. BOOM-ROOM}
  772. <ADD-OBJECT
  773. #OBJECT {"BRACE"
  774. "There is a sapphire-encrusted bracelet here."
  775. "sapphire bracelet"
  776. %<> %<> () %<> %<+ ,TAKEBIT ,OVISON> 0 5 3 10 0}
  777. ["JEWEL"] ["SAPPH"]>
  778. #ROOM {"TLADD"
  779. "You are in a very small room. In the corner is a rickety wooden
  780. ladder, leading downward. It might be safe to descend. There is
  781. also a staircase leading upward."
  782. "Ladder Top"
  783. %<>
  784. #EXIT {"DOWN" "BLADD" "UP" "MINE7"}}
  785. <PSETG MINDESC
  786. "You are in a non-descript part of a coal mine.">
  787. #ROOM {"MINE1"
  788. %,MINDESC
  789. %,MINDESC
  790. %<>
  791. #EXIT {"NORTH" "MINE4" "SW" "MINE2" "EAST" "TUNNE"}}
  792. #ROOM {"MINE2"
  793. %,MINDESC
  794. %,MINDESC
  795. %<>
  796. #EXIT {"SOUTH" "MINE1" "WEST" "MINE5" "UP" "MINE3" "NE" "MINE4"}}
  797. #ROOM {"MINE3"
  798. %,MINDESC
  799. %,MINDESC
  800. %<>
  801. #EXIT {"WEST" "MINE2" "NE" "MINE5" "EAST" "MINE5"}}
  802. #ROOM {"MINE4"
  803. %,MINDESC
  804. %,MINDESC
  805. %<>
  806. #EXIT {"UP" "MINE5" "NE" "MINE6" "SOUTH" "MINE1" "WEST" "MINE2"}}
  807. #ROOM {"MINE5"
  808. %,MINDESC
  809. %,MINDESC
  810. %<>
  811. #EXIT {"DOWN" "MINE6" "NORTH" "MINE7" "WEST" "MINE2" "SOUTH" "MINE3"
  812. "UP" "MINE3" "EAST" "MINE4"}}
  813. #ROOM {"MINE6"
  814. %,MINDESC
  815. %,MINDESC
  816. %<>
  817. #EXIT {"SE" "MINE4" "UP" "MINE5" "NW" "MINE7"}}
  818. #ROOM {"MINE7"
  819. %,MINDESC
  820. %,MINDESC
  821. %<>
  822. #EXIT {"EAST" "MINE1" "WEST" "MINE5" "DOWN" "TLADD" "SOUTH" "MINE6"}}
  823. #ROOM {"BLADD"
  824. "You are in a rather wide room. On one side is the bottom of a
  825. narrow wooden ladder. To the northeast and the south are passages
  826. leaving the room."
  827. "Ladder Bottom"
  828. %<>
  829. #EXIT {"NE" "DEAD7" "SOUTH" "TIMBE" "UP" "TLADD"}}
  830. #ROOM {"DEAD7"
  831. "Dead End"
  832. "Dead End"
  833. %<>
  834. #EXIT {"SOUTH" "BLADD"} (#FIND-OBJ {"COAL"})}
  835. <PSETG NOFIT "You cannot fit through this passage with that load.">
  836. #ROOM {"TIMBE"
  837. "You are in a long and narrow passage, which is cluttered with broken
  838. timbers. A wide passage comes from the north and turns at the
  839. southwest corner of the room into a very narrow passageway."
  840. "Timber Room"
  841. %<>
  842. #EXIT {"NORTH" "BLADD"
  843. "SW" #CEXIT {"EMPTY-HANDED" "BSHAF" %,NOFIT}} () NO-OBJS}
  844. #ROOM {"BSHAF"
  845. "You are in a small square room which is at the bottom of a long
  846. shaft. To the east is a passageway and to the northeast a very narrow
  847. passage. In the shaft can be seen a heavy iron chain."
  848. "Lower Shaft"
  849. %<>
  850. #EXIT {"EAST" "MACHI"
  851. "OUT" #CEXIT {"EMPTY-HANDED" "TIMBE" %,NOFIT}
  852. "NE" #CEXIT {"EMPTY-HANDED" "TIMBE" %,NOFIT}
  853. "UP" #NEXIT "Not a chance."
  854. "CLIMB" #NEXIT "The chain is not climbable."}
  855. (#FIND-OBJ {"FBASK"}) NO-OBJS}
  856. #ROOM {"MACHI"
  857. ""
  858. "Machine Room"
  859. %<>
  860. #EXIT {"NW" "BSHAF"} (#FIND-OBJ {"MSWIT"} #FIND-OBJ {"MACHI"}) MACHINE-ROOM}
  861. #ROOM {"BATS" "" "Bat Room" %<> #EXIT {"EAST" "SQUEE"}
  862. (#FIND-OBJ {"JADE"} #FIND-OBJ {"BAT"}) BATS-ROOM}
  863. #ROOM {"DOME"
  864. ""
  865. "Dome Room"
  866. %<>
  867. #EXIT {"EAST" "CRAW1"
  868. "DOWN" #CEXIT {"DOME-FLAG"
  869. "MTORC"
  870. "You cannot go down without fracturing many bones."}
  871. "CLIMB" #CEXIT {"DOME-FLAG"
  872. "MTORC"
  873. "You cannot go down without fracturing many bones."}}
  874. (#FIND-OBJ {"RAILI"})
  875. DOME-ROOM}
  876. #ROOM {"MTORC"
  877. ""
  878. "Torch Room"
  879. %<>
  880. #EXIT {"UP" #NEXIT "You cannot reach the rope." "WEST" "MTORC" "DOWN" "CRAW4"}
  881. (#FIND-OBJ {"TORCH"})
  882. TORCH-ROOM}
  883. #ROOM {"CRAW4"
  884. "You are in a north-south crawlway; a passage goes to the east also.
  885. There is a hole above, but it provides no opportunities for climbing."
  886. "North-South Crawlway"
  887. %<>
  888. #EXIT {"NORTH" "CHAS2" "SOUTH" "STUDI" "EAST" "MTROL"
  889. "UP" #NEXIT "Not even a human fly could get up it."} ()}
  890. #ROOM {"CHAS2"
  891. "You are on the west edge of a chasm, the bottom of which cannot be
  892. seen. The east side is sheer rock, providing no exits. A narrow
  893. passage goes west, and the path you are on continues to the north and
  894. south."
  895. "West of Chasm"
  896. %<> #EXIT {"WEST" "CELLA" "NORTH" "CRAW4" "SOUTH" "GALLE"
  897. "DOWN" #NEXIT "The chasm probably leads straight to the infernal regions."} ()}
  898. #ROOM {"CAROU"
  899. ""
  900. "Round room" %<>
  901. #EXIT {"NORTH" #CEXIT {"CAROUSEL-FLIP" "CAVE4" "" %<> CAROUSEL-EXIT}
  902. "SOUTH" #CEXIT {"CAROUSEL-FLIP" "CAVE4" "" %<> CAROUSEL-EXIT}
  903. "EAST" #CEXIT {"CAROUSEL-FLIP" "MGRAI" "" %<> CAROUSEL-EXIT}
  904. "WEST" #CEXIT {"CAROUSEL-FLIP" "PASS1" "" %<> CAROUSEL-EXIT}
  905. "NW" #CEXIT {"CAROUSEL-FLIP" "CANY1" "" %<> CAROUSEL-EXIT}
  906. "NE" #CEXIT {"CAROUSEL-FLIP" "PASS5" "" %<> CAROUSEL-EXIT}
  907. "SE" #CEXIT {"CAROUSEL-FLIP" "PASS4" "" %<> CAROUSEL-EXIT}
  908. "SW" #CEXIT {"CAROUSEL-FLIP" "MAZE1" "" %<> CAROUSEL-EXIT}
  909. "EXIT" #CEXIT {"CAROUSEL-FLIP" "PASS3" "" %<> CAROUSEL-OUT}}
  910. (#FIND-OBJ {"IRBOX"}) CAROUSEL-ROOM}
  911. <ADD-OBJECT
  912. #OBJECT {"IRBOX"
  913. "There is a dented iron box here."
  914. "iron box"
  915. %<> %<> (#FIND-OBJ {"STRAD"}) %<> %<+ ,TAKEBIT ,CONTBIT> 0 0 0 40 20}
  916. ["BOX"] ["IRON" "DENTE"]>
  917. <ADD-OBJECT
  918. #OBJECT {"STRAD"
  919. "There is a Stradavarius here."
  920. "fancy violin"
  921. %<> %<> () #FIND-OBJ {"IRBOX"} %<+ ,OVISON ,TAKEBIT> 0 10 10 10 0}
  922. ["VIOLI"] ["FANCY"]>
  923. #ROOM {"PASS5"
  924. "You are in a high north-south passage, which forks to the northeast."
  925. "North-South Passage"
  926. %<>
  927. #EXIT {"NORTH" "CHAS1" "NE" "ECHO" "SOUTH" "CAROU"} ()}
  928. #ROOM {"CHAS1"
  929. "A chasm runs southwest to northeast. You are on the south edge; the
  930. path exits to the south and to the east."
  931. "Chasm"
  932. %<> #EXIT {"SOUTH" "RAVI1" "EAST" "PASS5"
  933. "DOWN" #NEXIT "Are you out of your mind?"} ()}
  934. #ROOM {"CAVE3"
  935. "You are in a cave. Passages exit to the south and to the east, but
  936. the cave narrows to a crack to the west. The earth is particularly
  937. damp here."
  938. "Damp Cave"
  939. %<> #EXIT {"SOUTH" "ECHO" "EAST" "DAM"
  940. "WEST" #NEXIT "It is too narrow for most insects."}
  941. ()}
  942. #ROOM {"CHAS3"
  943. "A chasm, evidently produced by an ancient river, runs through the
  944. cave here. Passages lead off in all directions."
  945. "Ancient Chasm"
  946. %<> #EXIT {"SOUTH" "ECHO" "EAST" "TCAVE" "NORTH" "DEAD5" "WEST" "DEAD6"} ()}
  947. #ROOM {"DEAD5"
  948. "Dead end"
  949. "Dead end"
  950. %<> #EXIT {"SW" "CHAS3"} ()}
  951. #ROOM {"DEAD6"
  952. "Dead end"
  953. "Dead end" %<> #EXIT {"EAST" "CHAS3"} ()}
  954. #ROOM {"CAVE4"
  955. "You have entered a cave with passages leading north and southeast."
  956. "Engravings Cave"
  957. %<> #EXIT {"NORTH" "CAROU" "SE" "RIDDL"} (#FIND-OBJ {"ENGRA"})}
  958. <ADD-OBJECT <SOBJECT "ENGRA" "wall with engravings" ,OVISON ,READBIT
  959. ,SACREDBIT>
  960. ["INSCR"] ["OLD" "ANCIE"]>
  961. <PUT <FIND-OBJ "ENGRA"> ,ODESC1 "There are old engravings on the walls here.">
  962. #ROOM {"RIDDL"
  963. "This is a room which is bare on all sides. There is an exit down.
  964. To the east is a great door made of stone. Above the stone, the
  965. following words are written: 'No man shall enter this room without
  966. solving this riddle:
  967. What is tall as a house,
  968. round as a cup,
  969. and all the king's horses can't draw it up?'"
  970. "Riddle Room"
  971. %<>
  972. #EXIT {"DOWN" "CAVE4"
  973. "EAST" #CEXIT {"RIDDLE-FLAG" "MPEAR"
  974. "Your way is blocked by an invisible force."}}
  975. (#FIND-OBJ {"SDOOR"})}
  976. #ROOM {"MPEAR"
  977. "This is a former broom closet. The exits are to the east and west."
  978. "Pearl Room"
  979. %<> #EXIT {"EAST" "BWELL" "WEST" "RIDDL"} (#FIND-OBJ {"PEARL"})}
  980. #ROOM {"LLD1"
  981. ""
  982. "Entrance to Hades"
  983. T #EXIT {"EAST"
  984. #CEXIT {"LLD-FLAG"
  985. "LLD2"
  986. "Some invisible force prevents you from passing through the gate."}
  987. "UP" "CAVE2"
  988. "ENTER"
  989. #CEXIT {"LLD-FLAG"
  990. "LLD2"
  991. "Some invisible force prevents you from passing through the gate."}}
  992. (#FIND-OBJ {"CORPS"} #FIND-OBJ {"GATES"} #FIND-OBJ {"GHOST"}) LLD-ROOM}
  993. <ADD-OBJECT
  994. #OBJECT {"GHOST"
  995. ""
  996. "" %<> GHOST-FUNCTION () %<> %<+ ,VICBIT ,OVISON> 0 0 0
  997. %,BIGFIX 0}
  998. ["SPIRI" "FIEND"]>
  999. #ROOM {"LLD2"
  1000. ""
  1001. "Land of the Living Dead"
  1002. T #EXIT {"EAST" "TOMB"
  1003. "EXIT" "LLD1" "WEST" "LLD1"} (#FIND-OBJ {"BODIE"}) LLD2-ROOM 30}
  1004. #ROOM {"MGRAI"
  1005. "You are standing in a small circular room with a pedestal. A set of
  1006. stairs leads up, and passages leave to the east and west."
  1007. "Grail Room"
  1008. %<> #EXIT {"WEST" "CAROU" "EAST" "CRAW3" "UP" "TEMP1"}
  1009. (#FIND-OBJ {"GRAIL"})}
  1010. <ADD-OBJECT
  1011. #OBJECT {"GRAIL"
  1012. "There is an extremely valuable (perhaps original) grail here."
  1013. "grail" %<> %<> () %<> %<+ ,CONTBIT ,TAKEBIT ,OVISON> 0 2 5 10 5}[]>
  1014. #ROOM {"TEMP1"
  1015. "You are in the west end of a large temple. On the south wall is an
  1016. ancient inscription, probably a prayer in a long-forgotten language.
  1017. The north wall is solid granite. The entrance at the west end of the
  1018. room is through huge marble pillars."
  1019. "Temple"
  1020. T #EXIT {"WEST" "MGRAI" "EAST" "TEMP2"}
  1021. (#FIND-OBJ {"PRAYE"} #FIND-OBJ {"BELL"})}
  1022. <ADD-OBJECT <SOBJECT "PRAYE" "prayer" <+ ,READBIT ,SACREDBIT ,OVISON>>
  1023. ["INSCR"] ["ANCIE" "OLD"]>
  1024. #ROOM {"TEMP2"
  1025. "You are in the east end of a large temple. In front of you is what
  1026. appears to be an altar."
  1027. "Altar"
  1028. T #EXIT {"WEST" "TEMP1"}
  1029. (#FIND-OBJ {"BOOK"} #FIND-OBJ {"CANDL"})}
  1030. <ADD-OBJECT
  1031. #OBJECT {"TRUNK"
  1032. "There is an old trunk here, bulging with assorted jewels."
  1033. "trunk with jewels"
  1034. "Lying half buried in the mud is an old trunk, bulging with jewels."
  1035. %<> () %<> %,TAKEBIT 0 15 8 35 0}
  1036. ["CHEST"]>
  1037. <ADD-OBJECT
  1038. #OBJECT {"BELL"
  1039. "There is a small brass bell here."
  1040. "bell"
  1041. "Lying in a corner of the room is a small brass bell."
  1042. %<> () %<> %<+ ,TAKEBIT ,OVISON> 0 0 0 5 0}
  1043. [] ["BRASS"]>
  1044. <ADD-OBJECT
  1045. #OBJECT {"BOOK"
  1046. "There is a large black book here."
  1047. "book"
  1048. "On the altar is a large black book, open to page 569."
  1049. BLACK-BOOK () %<> %<+ ,BURNBIT ,TAKEBIT ,OVISON ,READBIT> 0 0 0 10 0}
  1050. ["PRAYE" "BIBLE" "GOODB"] ["BLACK"]>
  1051. <ADD-OBJECT
  1052. #OBJECT {"CANDL"
  1053. "There are two candles here."
  1054. "pair of candles"
  1055. "On the two ends of the altar are burning candles."
  1056. CANDLES () %<> %<+ ,FLAMEBIT ,TAKEBIT ,OVISON> 1 0 0 10 0}[]>
  1057. #ROOM {"DAM"
  1058. ""
  1059. "Dam"
  1060. T #EXIT {"SOUTH" "CANY1" "DOWN" "DOCK" "EAST" "CAVE3" "NORTH" "LOBBY"}
  1061. (#FIND-OBJ {"BOLT"} #FIND-OBJ {"DAM"} #FIND-OBJ {"BUBBL"}) DAM-ROOM}
  1062. #ROOM {"LOBBY"
  1063. "This room appears to have been the waiting room for groups touring
  1064. the dam. There are exits here to the north and east marked
  1065. 'Private', though the doors are open, and an exit to the south."
  1066. "Dam Lobby"
  1067. T
  1068. #EXIT {"SOUTH" "DAM"
  1069. "NORTH" "MAINT"
  1070. "EAST" "MAINT"}
  1071. (#FIND-OBJ {"MATCH"} #FIND-OBJ {"GUIDE"})}
  1072. <ADD-OBJECT
  1073. #OBJECT {"GUIDE"
  1074. "There are tour guidebooks here."
  1075. "tour guidebook"
  1076. "Some guidebooks entitled 'Flood Control Dam #3' are on the reception
  1077. desk." %<> () %<> %<+ ,BURNBIT ,TAKEBIT ,READBIT ,OVISON>
  1078. 0 0 0 5 0}
  1079. ["BOOK"] ["TOUR"]>
  1080. <ADD-OBJECT
  1081. #OBJECT {"PAPER"
  1082. ""
  1083. "newspaper"
  1084. %<> %<> () %<> %<+ ,BURNBIT ,TAKEBIT ,READBIT ,OVISON> 0 0 0 2 0}
  1085. ["NEWSP" "ISSUE" "REPOR" "MAGAZ" "NEWS"]>
  1086. #ROOM {"MAINT"
  1087. "You are in what appears to have been the maintenance room for Flood
  1088. Control Dam #3, judging by the assortment of tool chests around the
  1089. room. Apparently, this room has been ransacked recently, for most of
  1090. the valuable equipment is gone. On the wall in front of you is a
  1091. panel of buttons, which are labelled in EBCDIC. However, they are of
  1092. different colors: Blue, Yellow, Brown, and Red. The doors to this
  1093. room are in the west and south ends."
  1094. "Maintenance Room"
  1095. %<> #EXIT {"SOUTH" "LOBBY" "WEST" "LOBBY"}
  1096. (#FIND-OBJ {"LEAK"} #FIND-OBJ {"TUBE"} #FIND-OBJ {"WRENC"}
  1097. #FIND-OBJ {"BLBUT"} #FIND-OBJ {"RBUTT"} #FIND-OBJ {"BRBUT"}
  1098. #FIND-OBJ {"YBUTT"} #FIND-OBJ {"SCREW"}) MAINT-ROOM}
  1099. <ADD-OBJECT
  1100. #OBJECT {"MATCH"
  1101. "There is a matchbook whose cover says 'Visit Beautiful FCD#3' here."
  1102. "matchbook"
  1103. %<> MATCH-FUNCTION () %<> %<+ ,TAKEBIT ,OVISON ,READBIT> 0 0 0 2 0}
  1104. ["FLINT"]>
  1105. <ADD-OBJECT
  1106. #OBJECT {"ADVER"
  1107. "There is a small leaflet here."
  1108. "leaflet"
  1109. %<> %<> () #FIND-OBJ {"MAILB"} %<+ ,BURNBIT ,TAKEBIT ,OVISON ,READBIT>
  1110. 0 0 0 2 0}
  1111. ["PAMPH" "LEAFL" "BOOKL"]>
  1112. <ADD-OBJECT
  1113. #OBJECT {"MAILB"
  1114. "There is a small mailbox here."
  1115. "mailbox"
  1116. %<> %<> (#FIND-OBJ {"ADVER"}) %<> %<+ ,CONTBIT ,OVISON> 0 0 0 %,BIGFIX 10}[
  1117. "BOX"]>
  1118. #OBJECT {"TUBE"
  1119. "There is an object which looks like a tube of toothpaste here."
  1120. "tube"
  1121. %<> TUBE-FUNCTION (#FIND-OBJ {"PUTTY"}) %<> %<+ ,CONTBIT ,TAKEBIT ,OVISON> 0 0 0 10 7}
  1122. <ADD-OBJECT
  1123. #OBJECT {"PUTTY"
  1124. "There is some gunk here"
  1125. "viscous material"
  1126. %<> %<> () #FIND-OBJ {"TUBE"} %<+ ,TOOLBIT ,TAKEBIT ,OVISON> 0 0 0 6 0}
  1127. ["MATER" "GUNK" "GLUE"] ["VISCO"]>
  1128. <ADD-OBJECT
  1129. #OBJECT {"WRENC"
  1130. "There is a wrench here."
  1131. "wrench"
  1132. %<> %<> () %<> %<+ ,TOOLBIT ,TAKEBIT ,OVISON> 0 0 0 10 0}[]>
  1133. <ADD-OBJECT
  1134. #OBJECT {"SCREW"
  1135. "There is a screwdriver here."
  1136. "screwdriver"
  1137. %<> %<> () %<> %<+ ,TOOLBIT ,TAKEBIT ,OVISON> 0 0 0 5 0}[]>
  1138. #ROOM {"CYCLO"
  1139. "" "Cyclops Room"
  1140. %<> #EXIT {"WEST" "MAZ15" "NORTH" #CEXIT {"MAGIC-FLAG" "BLROO" "The north wall is solid rock."}
  1141. "UP" #CEXIT {"CYCLOPS-FLAG" "TREAS" "The cyclops doesn't look like he'll let you past."}}
  1142. (#FIND-OBJ {"CYCLO"}) CYCLOPS-ROOM}
  1143. <ADD-MELEE <FIND-OBJ "CYCLO"> ,CYCLOPS-MELEE>
  1144. #ROOM {"BLROO"
  1145. "You are in a long passage. To the south is one entrance. On the
  1146. east there is an old wooden door, with a large hole in it (about
  1147. cyclops sized)."
  1148. "Strange Passage"
  1149. %<> #EXIT {"SOUTH" "CYCLO" "EAST" "LROOM"} () TIME 10}
  1150. <ADD-OBJECT
  1151. #OBJECT {"CYCLO"
  1152. "" "cyclops" %<>
  1153. CYCLOPS () %<> %<+ ,VICBIT ,OVISON ,VILLAIN> 0 0 0 %,BIGFIX 10000}
  1154. ["ONE-E" "MONST"]>
  1155. #ROOM {"TREAS"
  1156. "This is a large room, whose north wall is solid granite. A number
  1157. of discarded bags, which crumble at your touch, are scattered about
  1158. on the floor."
  1159. "Treasure Room"
  1160. %<> #EXIT {"DOWN" "CYCLO"} (#FIND-OBJ {"CHALI"}) TREASURE-ROOM 25}
  1161. <ADD-OBJECT
  1162. #OBJECT {"CHALI"
  1163. "There is a silver chalice, intricately engraved, here."
  1164. "chalice" %<> CHALICE () %<> %<+ ,CONTBIT ,TAKEBIT ,OVISON> 0 10 10 10 5}
  1165. ["CUP" "GOBLE"]>
  1166. #ROOM {"STUDI"
  1167. "You are in what appears to have been an artist's studio. The walls
  1168. and floors are splattered with paints of 69 different colors.
  1169. Strangely enough, nothing of value is hanging here. At the north and
  1170. northwest of the room are open doors (also covered with paint). An
  1171. extremely dark and narrow chimney leads up from a fireplace; although
  1172. you might be able to get up it, it seems unlikely you could get back
  1173. down."
  1174. "Studio"
  1175. %<> #EXIT {"NORTH" "CRAW4"
  1176. "NW" "GALLE"
  1177. "UP"
  1178. #CEXIT {"LIGHT-LOAD"
  1179. "KITCH"
  1180. "The chimney is too narrow for you and all of your baggage."
  1181. %<> CHIMNEY-FUNCTION}}
  1182. () %<>}
  1183. #ROOM {"GALLE"
  1184. "You are in an art gallery. Most of the paintings which were here
  1185. have been stolen by vandals with exceptional taste. The vandals
  1186. left through either the north or south exits."
  1187. "Gallery"
  1188. T #EXIT {"NORTH" "CHAS2" "SOUTH" "STUDI"} (#FIND-OBJ {"PAINT"})}
  1189. <ADD-OBJECT
  1190. #OBJECT {"PAINT"
  1191. "A masterpiece by a neglected genius is here."
  1192. "painting"
  1193. "Fortunately, there is still one chance for you to be a vandal, for on
  1194. the far wall is a work of unparalleled beauty."
  1195. PAINTING () %<> %<+ ,BURNBIT ,TAKEBIT ,OVISON> 0 4 7 15 0}
  1196. ["ART" "CANVA" "MASTE"]>
  1197. "LISTS OF CRUFT: WEAPONS, AND IMMOVABLE OBJECTS"
  1198. <ADD-DEMON <SETG ROBBER-DEMON
  1199. <CHTYPE [ROBBER () ,ROOMS <1 ,ROOMS> <FIND-OBJ "THIEF"> <>] HACK>>>
  1200. <PSETG ROBBER-C-DESC
  1201. "There is a suspicious-looking individual, holding a bag, leaning
  1202. against one wall. He is armed with a vicious-looking stilletto.">
  1203. <PSETG ROBBER-U-DESC
  1204. "There is a suspicious-looking individual lying unconscious on the
  1205. ground. His bag and stilletto seem to have vanished.">
  1206. <ADD-OBJECT
  1207. #OBJECT {"THIEF"
  1208. %,ROBBER-C-DESC
  1209. "thief"
  1210. %<>
  1211. ROBBER-FUNCTION (#FIND-OBJ {"STILL"}) %<> %<+ ,VICBIT ,OVISON ,VILLAIN> 0 0 0 %,BIGFIX 4}[
  1212. "ROBBE" "CROOK" "CRIME" "CRIMI" "BANDI" "GENT" "GENTL"
  1213. "MAN" "SHADY" "THUG" "BAGMA" "MAFIA"]>
  1214. <ADD-MELEE <FIND-OBJ "THIEF"> ,THIEF-MELEE>
  1215. <ADD-OBJECT
  1216. #OBJECT {"STILL"
  1217. "There is a vicious-looking stilletto here."
  1218. "stilletto"
  1219. %<> %<> () %<FIND-OBJ "THIEF"> %<+ ,OVISON ,WEAPONBIT> 0 0 0 10 0}
  1220. [] ["VICIO"]>
  1221. <SETG WEAPONS (<FIND-OBJ "STICK"> <FIND-OBJ "KNIFE">)>
  1222. <SETG RANDOM-LIST
  1223. (<FIND-ROOM "LROOM">
  1224. <FIND-ROOM "KITCH">
  1225. <FIND-ROOM "CLEAR">
  1226. <FIND-ROOM "FORE3">
  1227. <FIND-ROOM "FORE2">
  1228. <FIND-ROOM "SHOUS">
  1229. <FIND-ROOM "FORE2">
  1230. <FIND-ROOM "KITCH">
  1231. <FIND-ROOM "EHOUS">)>
  1232. <ADD-DESC <FIND-OBJ "BOOK">
  1233. " COMMANDMENT #12592
  1234. Oh ye who go about saying unto each: \"Hello sailor\":
  1235. dost thou know the magnitude of thy sin before the gods?
  1236. Yea, verily, thou shalt be ground between two stones.
  1237. Shall the angry gods cast thy body into the whirlpool?
  1238. Surely, thy eye shall be put out with a sharp stick!
  1239. Even unto the ends of the earth shalt thou wander and
  1240. unto the land of the dead shalt thou be sent at last.
  1241. Surely thou shalt repent of thy cunning.">
  1242. <ADD-DESC <FIND-OBJ "GUIDE">
  1243. "\" Guide Book to
  1244. Flood Control Dam #3
  1245. Flood Control Dam #3 (FCD#3) was constructed in year 783 of the
  1246. Great Underground Empire to harness the destructive power of the
  1247. Frigid River. This work was supported by a grant of 37 million
  1248. zorkmids from the Central Bureaucracy and your omnipotent local
  1249. tyrant Lord Dimwit Flathead the Excessive. This impressive
  1250. structure is composed of 3.7 cubic feet of concrete, is 256 feet
  1251. tall at the center, and 193 feet wide at the top. The reservoir
  1252. created behind the dam has a volume of 37 billion cubic feet, an
  1253. area of 12 million square feet, and a shore line of 36 thousand
  1254. feet.
  1255. The construction of FCD#3 took 112 days from ground breaking to
  1256. the dedication. It required a work force of 384 slaves, 34 slave
  1257. drivers, 12 engineers, 2 turtle doves, and a partridge in a pear
  1258. tree. The work was managed by a command team composed of 2345
  1259. bureaucrats, 2347 secretaries (at least two of which can type),
  1260. 12,256 paper shufflers, 52,469 rubber stampers, 245,193 red tape
  1261. processors, and nearly one million dead trees.
  1262. We will now point out some of the more interesting features
  1263. of FCD#3 as we conduct you on a guided tour of the facilities:
  1264. 1) You start your tour here in the Dam Lobby.
  1265. You will notice on your right that .........">
  1266. <ADD-DESC <FIND-OBJ "PAPER">
  1267. " US NEWS & DUNGEON REPORT
  1268. 12/12/77 Late Dungeon Edition
  1269. In order to get a more-or-less working version, we have
  1270. installed one with some known bugs. In particular, the following
  1271. sequence will not work correctly, nor will anything resembling it:
  1272. >take
  1273. take what?
  1274. >frob
  1275. what do you want me to do with it?
  1276. Note that if you now respond 'take', the right thing will
  1277. happen. In short, the current parser can't handle verbs with missing
  1278. objects. Since it is completely new, we'd appreciate reports of any
  1279. other bugs encountered.
  1280. FLASH!
  1281. An important change has been made. When you have been killed,
  1282. and the 'patch' question is asked, or if you are confirming a 'quit',
  1283. it is now necessary to terminate the response to the question with a
  1284. carriage return (you may be surprised to find that this wasn't true
  1285. before). Also, the answer to the 'patch' question is taken to be yes
  1286. unless something starting with n, N, f, or F is typed; the answer to
  1287. the 'quit' question is no unless something starting with y, Y, t, or
  1288. T is typed.
  1289. FLASH!
  1290. Another FLAG DAY has been declared for save files. Yes, ladies
  1291. and gentlemen, yet another incompatible change has been made to the
  1292. save/restore code. When will it end?
  1293. Things like the bucket should resume working in this version.
  1294. Many people have reported the following message:
  1295. 'GIN FREE STORAGE- VECTOR ...GOUT TIME= n.nn'
  1296. This indicates that a garbage collection is occurring. Some reports
  1297. have this taking up to 30 sec. of cpu time, during which your dungeon
  1298. will refuse to respond. We have added a feature which should prevent
  1299. this; if you see such a message, please send mail to DUNGEON@DM
  1300. describing the circumstances (particularly number of moves,
  1301. save/restore status, and the TIME). A garbage collection is not
  1302. fatal: your dungeon should be perfectly all right once it finishes
  1303. (after the GOUT TIME= message is printed).
  1304. ">
  1305. <ADD-DESC <FIND-OBJ "ADVER">
  1306. " WELCOME TO DUNGEON
  1307. DUNGEON is a game of adventure, danger, and low cunning. In it
  1308. you will explore some of the most amazing territory ever seen by
  1309. mortal man. Hardened adventurers have run screaming from the terrors
  1310. contained within!
  1311. In DUNGEON the intrepid explorer delves into the forgotten
  1312. secrets of a lost labyrinth deep in the bowels of the earth,
  1313. searching for vast treasures long hidden from prying eyes, treasures
  1314. guarded by fearsome monsters and diabolical traps!
  1315. No PDP-10 should be without one!
  1316. DUNGEON was created at the Programming Technology Division of the
  1317. MIT Laboratory for Computer Science, by Tim Anderson, Marc Blank,
  1318. Bruce Daniels, and Dave Lebling. It was inspired by the ADVENTURE
  1319. game of Crowther and Woods, and Dungeons and Dragons, by Gygax and
  1320. Arneson. DUNGEON is written in MDL (alias MUDDLE).
  1321. Direct inquiries by Net mail to DUNGEON@MIT-DMS.
  1322. ">
  1323. <ADD-DESC <FIND-OBJ "MATCH">
  1324. " [close cover before striking BKD]
  1325. You too can make BIG MONEY in the exciting field of
  1326. PAPER SHUFFLING!
  1327. Mr. TAA of Muddle, Mass. says: \"Before I took
  1328. this course I used to be a lowly bit twiddler.
  1329. Now with what I learned at MIT Tech I feel really
  1330. important and can obfuscate and confuse with the best.\"
  1331. Mr. MARC had this to say: \"Ten short days ago all I could
  1332. look forward to was a dead-end job as a doctor. Now
  1333. I have a promising future and make really big Zorkmids.\"
  1334. MIT Tech can't promise these fantastic results to everyone.
  1335. But when you earn your MDL degree from MIT Tech your future
  1336. will be brighter. Send for our free brochure today.">
  1337. <ADD-DESC <FIND-OBJ "ENGRA">
  1338. "The engravings were incised in the living rock of the cave wall by
  1339. an unknown hand. They depict, in symbolic form, the beliefs of the
  1340. ancient peoples of Zork. Skillfully interwoven with the bas reliefs
  1341. are excerpts illustrating the major tenets expounded by the sacred
  1342. texts of the religion of that time. Unfortunately a later age seems
  1343. to have considered them blasphemous and just as skillfully excised
  1344. them.">
  1345. <ADD-DESC <FIND-OBJ "PRAYE">
  1346. "The prayer is inscribed in an ancient script which is hardly
  1347. remembered these days, much less understood. What little of it can
  1348. be made out seems to be a phillipic against small insects,
  1349. absent-mindedness, and the picking up and dropping of small objects.
  1350. The final verse seems to consign trespassers to the land of the
  1351. dead. All evidence indicates that the beliefs of the ancient
  1352. Zorkers were obscure.">
  1353. ; "ASSORTED DOORS"
  1354. <PSETG BUTSTR "button">
  1355. <PSETG DOORSTR "door">
  1356. <ADD-OBJECT
  1357. <AOBJECT "WIND1" "window" WINDOW-FUNCTION ,OVISON ,DOORBIT ,NDESCBIT>
  1358. ["WINDO"] []>
  1359. <ADD-OBJECT
  1360. <AOBJECT "WIND2" "window" WINDOW-FUNCTION ,OVISON ,DOORBIT ,NDESCBIT>
  1361. ["WINDO"] []>
  1362. <ADD-OBJECT <AOBJECT "BOLT" "bolt" BOLT-FUNCTION ,TURNBIT ,OVISON ,DOORBIT ,NDESCBIT>
  1363. ["BOLT" "NUT"] []>
  1364. <ADD-OBJECT
  1365. <AOBJECT "GRAT1" "grating" GRAT1-FUNCTION ,DOORBIT ,NDESCBIT>
  1366. ["GRATI" "GRATE"] []>
  1367. <ADD-OBJECT
  1368. <AOBJECT "GRAT2" "grating" GRAT2-FUNCTION ,OVISON ,DOORBIT ,NDESCBIT>
  1369. ["GRATI" "GRATE"] []>
  1370. <ADD-OBJECT <AOBJECT "DOOR" ,DOORSTR TRAP-DOOR ,DOORBIT ,NDESCBIT>
  1371. ["TRAPD" "TRAP-"] ["TRAP"]>
  1372. <ADD-OBJECT <AOBJECT "TDOOR" ,DOORSTR TRAP-DOOR ,DOORBIT ,NDESCBIT>
  1373. ["TRAPD" "TRAP-"] ["TRAP"]>
  1374. <ADD-OBJECT <AOBJECT "WDOOR" ,DOORSTR DDOOR-FUNCTION ,OVISON ,NDESCBIT ,READBIT>
  1375. ["DOOR"] ["WOODE"]>
  1376. <ADD-DESC <FIND-OBJ "WDOOR">
  1377. "The engravings translate to 'This space intentionally left blank'">
  1378. <ADD-OBJECT <AOBJECT "FDOOR" ,DOORSTR DDOOR-FUNCTION ,OVISON ,NDESCBIT>
  1379. ["DOOR"] ["FRONT"]>
  1380. <ADD-OBJECT <AOBJECT "SDOOR" ,DOORSTR DDOOR-FUNCTION ,OVISON ,NDESCBIT>
  1381. ["DOOR"] ["STONE"]>
  1382. <ADD-OBJECT <AOBJECT "MSWIT" "switch" MSWITCH-FUNCTION ,OVISON ,NDESCBIT ,TURNBIT>
  1383. ["SWITC"]>
  1384. ; "ASSORTED GARBAGE"
  1385. <ADD-OBJECT <SOBJECT "HPOLE" "head on a pole" ,OVISON> ["HEAD"]>
  1386. <ADD-OBJECT <SOBJECT "CORPS" "corpses" ,OVISON> [] ["MANGL"]>
  1387. <ADD-OBJECT <AOBJECT "BODIE" "pile of bodies" BODY-FUNCTION
  1388. ,OVISON ,NDESCBIT ,TRYTAKEBIT>
  1389. ["BODY" "CORPS"]>
  1390. <ADD-OBJECT <SOBJECT "DAM" "dam" ,OVISON ,NDESCBIT> ["GATE" "GATES" "FCD"]>
  1391. <ADD-OBJECT <SOBJECT "RAILI" "railing" ,OVISON ,NDESCBIT> ["RAIL"]>
  1392. <ADD-OBJECT <SOBJECT "BUTTO" "button" ,OVISON ,NDESCBIT> ["SWITC"]>
  1393. <SOBJECT "BUBBL" "bubble" ,OVISON ,NDESCBIT>
  1394. <ADD-OBJECT <AOBJECT "LEAK" "leak" LEAK-FUNCTION ,OVISON ,NDESCBIT> ["DRIP" "HOLE"]>
  1395. <ADD-STAR <ADD-OBJECT
  1396. <AOBJECT "EVERY" "everything"
  1397. EVERYTHING ,OVISON ,TAKEBIT ,NO-CHECK-BIT ,NDESCBIT>
  1398. ["ALL"]>>
  1399. <ADD-STAR <ADD-OBJECT
  1400. <AOBJECT "VALUA" "valuables"
  1401. VALUABLES ,OVISON ,TAKEBIT ,NO-CHECK-BIT ,NDESCBIT>
  1402. ["TREAS"]>>
  1403. <ADD-STAR <SOBJECT "SAILO" "sailor" ,OVISON ,NDESCBIT>>
  1404. <ADD-STAR <SOBJECT "TEETH" "set of teeth" ,OVISON ,NDESCBIT>>
  1405. <ADD-STAR <SOBJECT "WALL" "wall" ,OVISON ,NDESCBIT>>
  1406. <ADD-STAR <FIND-OBJ "GRUE">>
  1407. <ADD-STAR <ADD-OBJECT <SOBJECT "HANDS" "pair of hands" ,OVISON ,NDESCBIT ,TOOLBIT>
  1408. ["HAND"] ["BARE"]>>
  1409. <ADD-STAR <ADD-OBJECT <SOBJECT "LUNGS" "breath" ,OVISON ,NDESCBIT ,TOOLBIT>
  1410. ["LUNG" "AIR"]>>
  1411. <ADD-STAR <SOBJECT "AVIAT" "flyer" ,OVISON ,NDESCBIT>>
  1412. <ADD-OBJECT <SOBJECT "RBUTT" ,BUTSTR ,OVISON ,NDESCBIT>
  1413. ["BUTTO" "SWITC"]
  1414. ["RED"]>
  1415. <ADD-OBJECT <SOBJECT "YBUTT" ,BUTSTR ,OVISON ,NDESCBIT>
  1416. ["BUTTO" "SWITC"]
  1417. ["YELLO"]>
  1418. <ADD-OBJECT <SOBJECT "BLBUT" ,BUTSTR ,OVISON ,NDESCBIT>
  1419. ["BUTTO" "SWITC"]
  1420. ["BLUE"]>
  1421. <ADD-OBJECT <SOBJECT "BRBUT" ,BUTSTR ,OVISON ,NDESCBIT>
  1422. ["BUTTO" "SWITC"]
  1423. ["BROWN"]>
  1424. <ADD-OBJECT <AOBJECT "BAT" "bat" FLY-ME ,OVISON ,NDESCBIT ,TRYTAKEBIT> ["VAMPI"][]>
  1425. "MORE VOCABULARY"
  1426. <SOBJECT "RAINB" "rainbow" ,OVISON ,NDESCBIT>
  1427. <PSETG CLIFFS #NEXIT "The White Cliffs prevent your landing here.">
  1428. <PSETG RIVERDESC "Frigid River">
  1429. #ROOM {"DOCK"
  1430. "You are at the base of Flood Control Dam #3, which looms above you
  1431. and to the north. The river Frigid is flowing by here. Across the
  1432. river are the White Cliffs which seem to form a giant wall stretching
  1433. from north to south along the east shore of the river as it winds its
  1434. way downstream."
  1435. "Dam Base"
  1436. T
  1437. #EXIT {"NORTH" "DAM" "UP" "DAM" "LAUNC" "RIVR1"}
  1438. (#FIND-OBJ {"IBOAT"} #FIND-OBJ {"STICK"})
  1439. %<>}
  1440. #ROOM {"RIVR1"
  1441. "You are on the River Frigid in the vicinity of the Dam. The river
  1442. flows quietly here. There is a landing on the west shore."
  1443. %,RIVERDESC
  1444. %<>
  1445. #EXIT {"UP" %,CURRENT "WEST" "DOCK" "LAND" "DOCK" "DOWN" "RIVR2"
  1446. "EAST" %,CLIFFS}
  1447. () %<> 0 %,RWATERBIT}
  1448. #ROOM {"RIVR2"
  1449. "The River turns a corner here making it impossible to see the
  1450. Dam. The White Cliffs loom on the east bank and large rocks prevent
  1451. landing on the west."
  1452. %,RIVERDESC
  1453. %<>
  1454. #EXIT {"UP" %,CURRENT "DOWN" "RIVR3" "EAST" %,CLIFFS} () %<> 0
  1455. %,RWATERBIT}
  1456. #ROOM {"RIVR3"
  1457. "The river descends here into a valley. There is a narrow beach on
  1458. the east below the cliffs and there is some shore on the west which
  1459. may be suitable. In the distance a faint rumbling can be heard."
  1460. %,RIVERDESC
  1461. %<>
  1462. #EXIT {"UP" %,CURRENT "DOWN" "RIVR4" "EAST" "WCLF1" "WEST" "RCAVE"
  1463. "LAND" #NEXIT "You must specify which direction here."}
  1464. () %<> 0 %,RWATERBIT}
  1465. <PSETG NARROW "The path is too narrow.">
  1466. #ROOM {"WCLF1"
  1467. "You are on a narrow strip of beach which runs along the base of the
  1468. White Cliffs. The only path here is a narrow one, heading south
  1469. along the Cliffs."
  1470. "White Cliffs Beach"
  1471. %<>
  1472. #EXIT {"SOUTH" #CEXIT {"DEFLATE" "WCLF2" %,NARROW} "LAUNC" "RIVR3"}
  1473. () CLIFF-FUNCTION 0}
  1474. #ROOM {"WCLF2"
  1475. "You are on a rocky, narrow strip of beach beside the Cliffs. A
  1476. narrow path leads north along the shore."
  1477. "White Cliffs Beach"
  1478. %<>
  1479. #EXIT {"NORTH" #CEXIT {"DEFLATE" "WCLF1" %,NARROW} "LAUNC" "RIVR4"}
  1480. () CLIFF-FUNCTION 0}
  1481. #ROOM {"RIVR4"
  1482. "The river is running faster here and the sound ahead appears to be
  1483. that of rushing water. On the west shore is a sandy beach. A small
  1484. area of beach can also be seen below the Cliffs."
  1485. %,RIVERDESC
  1486. %<>
  1487. #EXIT {"UP" %,CURRENT "DOWN" "RIVR5" "EAST" "WCLF2" "WEST" "BEACH"
  1488. "LAND" #NEXIT "Specify the direction to land."}
  1489. (#FIND-OBJ {"BUOY"})
  1490. RIVR4-ROOM 0 %,RWATERBIT}
  1491. #ROOM {"RIVR5"
  1492. "The sound of rushing water is nearly unbearable here. On the west
  1493. shore is a large landing area."
  1494. %,RIVERDESC
  1495. %<>
  1496. #EXIT {"UP" %,CURRENT "DOWN" "FCHMP" "LAND" "FANTE"} () %<> 0
  1497. %,RWATERBIT}
  1498. #ROOM {"FCHMP"
  1499. ""
  1500. "Moby lossage" %<> #EXIT {"NORTH" #NEXIT ""} () OVER-FALLS}
  1501. #ROOM {"FANTE"
  1502. "You are on the shore of the River. The river here seems somewhat
  1503. treacherous. A path travels from north to south here, the south end
  1504. quickly turning around a sharp corner."
  1505. "Shore"
  1506. %<>
  1507. #EXIT {"LAUNC" "RIVR5" "NORTH" "BEACH"
  1508. "SOUTH" "FALLS"}
  1509. () %<> 0}
  1510. #ROOM {"BEACH"
  1511. "You are on a large sandy beach at the shore of the river, which is
  1512. flowing quickly by. A path runs beside the river to the south here."
  1513. "Sandy Beach"
  1514. %<>
  1515. #EXIT {"LAUNC" "RIVR4" "SOUTH" "FANTE"}
  1516. (#FIND-OBJ {"STATU"})
  1517. BEACH-ROOM 0}
  1518. #ROOM {"RCAVE"
  1519. "You are on the west shore of the river. An entrance to a cave is
  1520. to the northwest. The shore is very rocky here."
  1521. "Rocky Shore"
  1522. %<>
  1523. #EXIT {"LAUNC" "RIVR3" "NW" "TCAVE"} () %<>
  1524. 0}
  1525. #ROOM {"TCAVE"
  1526. "You are in a small cave whose exits are on the south and northwest."
  1527. "Small Cave"
  1528. %<>
  1529. #EXIT {"SOUTH" "RCAVE" "NW" "CHAS3"}
  1530. (#FIND-OBJ {"GUANO"} #FIND-OBJ {"SHOVE"})
  1531. TCAVE-ROOM}
  1532. #ROOM {"BARRE"
  1533. "You are in a barrel. Congratulations. Etched into the side of the
  1534. barrel is the word 'Geronimo!'."
  1535. "Barrel"
  1536. %<>
  1537. #EXIT {"EXIT" "FALLS"}}
  1538. #ROOM {"FALLS"
  1539. ""
  1540. "Aragain Falls"
  1541. %<>
  1542. #EXIT {"EAST" #CEXIT {"RAINBOW" "RAINB"} "DOWN" "FCHMP" "NORTH" "FANTE"
  1543. "ENTER" "BARRE" "UP" #CEXIT {"RAINBOW" "RAINB"}}
  1544. (#FIND-OBJ {"RAINB"} #FIND-OBJ {"BARRE"}) FALLS-ROOM}
  1545. #ROOM {"RAINB"
  1546. "You are on top of a rainbow (I bet you never thought you would walk
  1547. on a rainbow), with a magnificent view of the Falls. The rainbow
  1548. travels east-west here. There is an NBC Commissary here."
  1549. "Rainbow Room"
  1550. T
  1551. #EXIT {"EAST" "POG" "WEST" "FALLS"}}
  1552. <SETG CRAIN #CEXIT {"RAINBOW" "RAINB"}>
  1553. #ROOM {"POG"
  1554. "You are on a small beach on the continuation of the Frigid River
  1555. past the Falls. The beach is narrow due to the presence of the White
  1556. Cliffs. The river canyon opens here and sunlight shines in from
  1557. above. A rainbow crosses over the falls to the west and a narrow path
  1558. continues to the southeast."
  1559. "End of Rainbow"
  1560. T
  1561. #EXIT {"UP" %,CRAIN "NW" %,CRAIN "WEST" %,CRAIN "SE" "CLBOT"}
  1562. (#FIND-OBJ {"RAINB"} #FIND-OBJ {"POT"}) %<> 0}
  1563. #ROOM {"CLBOT"
  1564. "You are beneath the walls of the river canyon which may be climbable
  1565. here. There is a small stream here, which is the lesser part of the
  1566. runoff of Aragain Falls. To the north is a narrow path."
  1567. "Canyon Bottom"
  1568. T
  1569. #EXIT {"UP" "CLMID" "CLIMB" "CLMID" "NORTH" "POG"}}
  1570. #ROOM {"CLMID"
  1571. "You are on a ledge about halfway up the wall of the river canyon.
  1572. You can see from here that the main flow from Aragain Falls twists
  1573. along a passage which it is impossible to enter. Below you is the
  1574. canyon bottom. Above you is more cliff, which still appears
  1575. climbable."
  1576. "Rocky Ledge"
  1577. T
  1578. #EXIT {"UP" "CLTOP" "CLIMB" "CLTOP" "DOWN" "CLBOT"}}
  1579. #ROOM {"CLTOP"
  1580. "You are at the top of the Great Canyon on its south wall. From here
  1581. there is a marvelous view of the Canyon and parts of the Frigid River
  1582. upstream. Across the canyon, the walls of the White Cliffs still
  1583. appear to loom far above. Following the Canyon upstream (north and
  1584. northwest), Aragain Falls may be seen, complete with rainbow.
  1585. Fortunately, my vision is better than average and I can discern the
  1586. top of the Flood Control Dam #3 far to the distant north. To the
  1587. west and south can be seen an immense forest, stretching for miles
  1588. around. It is possible to climb down into the canyon from here."
  1589. "Canyon View"
  1590. T
  1591. #EXIT {"DOWN" "CLMID" "CLIMB" "CLMID" "SOUTH" "FORE4" "WEST" "FORE5"}}
  1592. <ADD-OBJECT
  1593. #OBJECT {"POT"
  1594. "There is a pot of gold here."
  1595. "pot filled with gold"
  1596. "At the end of the rainbow is a pot of gold."
  1597. %<> () %<> %,TAKEBIT 0 10 10 15 0}
  1598. [] ["GOLD"]>
  1599. <ADD-OBJECT
  1600. #OBJECT {"STATU"
  1601. "There is a beautiful statue here."
  1602. "statue"
  1603. %<> %<> () %<> %,TAKEBIT 0 10 13 8 0}[
  1604. "SCULP" "ROCK"]>
  1605. <ADD-OBJECT
  1606. #OBJECT {"IBOAT"
  1607. "There is a folded pile of plastic here which has a small valve
  1608. attached." "plastic inflatable boat" %<> IBOAT-FUNCTION ()
  1609. %<> %<+ ,BURNBIT ,OVISON ,TAKEBIT> 0 0 0 20 0}[
  1610. "BOAT" "PLAST" "PILE"]>
  1611. <ADD-OBJECT
  1612. #OBJECT {"DBOAT"
  1613. "There is a pile of plastic here with a large hole in it."
  1614. "plastic boat (with hole)"
  1615. %<> DBOAT-FUNCTION () %<> %<+ ,BURNBIT ,OVISON ,TAKEBIT> 0 0 0 20 0}[
  1616. "BOAT" "PLAST" "PILE"]>
  1617. <ADD-OBJECT
  1618. #OBJECT {"PUMP"
  1619. "There is a small pump here."
  1620. "hand-held air pump"
  1621. %<> %<> () %<> %<+ ,TOOLBIT ,OVISON ,TAKEBIT> 0 0 0 5 0}[
  1622. "AIR-P" "AIRPU"]>
  1623. <ADD-OBJECT
  1624. #OBJECT {"RBOAT"
  1625. "There is an inflated boat here."
  1626. "magic boat"
  1627. %<>
  1628. RBOAT-FUNCTION (#FIND-OBJ {"LABEL"}) %<>
  1629. %<+ ,VEHBIT ,BURNBIT ,OVISON ,TAKEBIT>
  1630. 0 0 0 20 100}
  1631. ["BOAT"] ["PLAST" "SEAWO"]>
  1632. <PUT <FIND-OBJ "RBOAT"> ,OOPEN? T>
  1633. <PUT <FIND-OBJ "RBOAT"> ,ORAND ,RWATERBIT>
  1634. <ADD-OBJECT
  1635. #OBJECT {"LABEL"
  1636. "There is a tan label here."
  1637. "tan label"
  1638. %<> %<> () #FIND-OBJ {"RBOAT"} %<+ ,BURNBIT ,OVISON ,READBIT ,TAKEBIT>
  1639. 0 0 0 2 0}
  1640. ["FINEP"] ["TAN"]>
  1641. <ADD-DESC <FIND-OBJ "LABEL">
  1642. " !!!! FROBOZZ MAGIC BOAT COMPANY !!!!
  1643. Hello, Sailor!
  1644. Instructions for use:
  1645. To get into boat, say 'Board'
  1646. To leave boat, say 'Disembark'
  1647. To get into a body of water, say 'Launch'
  1648. To get to shore, say 'Land'
  1649. Warranty:
  1650. This boat is guaranteed against all defects in parts and
  1651. workmanship for a period of 76 milliseconds from date of purchase or
  1652. until first used, whichever comes first.
  1653. Warning:
  1654. This boat is made of plastic. Good Luck!
  1655. ">
  1656. <ADD-OBJECT
  1657. #OBJECT {"STICK"
  1658. "There is a broken sharp stick here."
  1659. "broken sharp stick"
  1660. "A sharp stick, which appears to have been broken at one end, is here."
  1661. STICK-FUNCTION () %<> %<+ ,OVISON ,TAKEBIT> 0 0 0 3 0}
  1662. [] ["SHARP" "BROKE"]>
  1663. <SOBJECT "BARRE" "barrel" ,OVISON>
  1664. <ADD-OBJECT
  1665. #OBJECT {"BUOY"
  1666. "There is a red buoy here (probably a warning)."
  1667. "red buoy"
  1668. %<> %<> (#FIND-OBJ {"EMERA"}) %<> %<+ ,CONTBIT ,FINDMEBIT ,OVISON ,TAKEBIT>
  1669. 0 0 0 10 20}
  1670. []["RED"]>
  1671. <ADD-OBJECT
  1672. #OBJECT {"EMERA"
  1673. "There is an emerald here."
  1674. "large emerald"
  1675. %<> %<> () #FIND-OBJ {"BUOY"} %<+ ,OVISON ,TAKEBIT> 0 5 10 5 0}[]>
  1676. <ADD-OBJECT
  1677. #OBJECT {"SHOVE"
  1678. "There is a large shovel here."
  1679. "shovel"
  1680. %<> %<> () %<> %<+ ,TOOLBIT ,OVISON ,TAKEBIT> 0 0 0 15 0}[]>
  1681. <ADD-OBJECT
  1682. #OBJECT {"GUANO"
  1683. "There is a hunk of bat guano here."
  1684. "hunk of bat guano"
  1685. %<> %<> () %<> %<+ ,OVISON ,TAKEBIT> 0 0 0 20 0}[
  1686. "CRAP" "SHIT" "HUNK"]>
  1687. <ADD-OBJECT
  1688. #OBJECT {"GRUE"
  1689. "" "lurking grue" %<> GRUE-FUNCTION () %<> %,OVISON 0 0 0 0 0}
  1690. [] ["LURKI"]>
  1691. #ROOM {"VLBOT"
  1692. "You are at the bottom of a large dormant volcano. High above you
  1693. light may be seen entering from the cone of the volcano. The only
  1694. exit here is to the north."
  1695. "Volcano Bottom"
  1696. %<>
  1697. #EXIT {"NORTH" "LAVA"}
  1698. (#FIND-OBJ {"BALLO"})}
  1699. <PSETG VOLCORE "Volcano Core">
  1700. <SETG NULEXIT #EXIT {"#!#!#" "!"}>
  1701. #ROOM {"VAIR1"
  1702. "You are about one hundred feet above the bottom of the volcano. The
  1703. top of the volcano is clearly visible here."
  1704. %,VOLCORE %<> %,NULEXIT () %<> 0 %,RAIRBIT}
  1705. #ROOM {"VAIR2"
  1706. "You are about two hundred feet above the volcano floor. Looming
  1707. above is the rim of the volcano. There is a small ledge on the west
  1708. side."
  1709. %,VOLCORE
  1710. %<>
  1711. #EXIT {"WEST" "LEDG2" "LAND" "LEDG2"}
  1712. () %<> 0 %,RAIRBIT}
  1713. #ROOM {"VAIR3"
  1714. "You are high above the floor of the volcano. From here the rim of
  1715. the volcano looks very narrow and you are very near it. To the
  1716. east is what appears to be a viewing ledge, too thin to land on."
  1717. %,VOLCORE %<> %,NULEXIT () %<> 0 %,RAIRBIT}
  1718. #ROOM {"VAIR4"
  1719. "You are near the rim of the volcano which is only about 15 feet
  1720. across. To the west, there is a place to land on a wide ledge."
  1721. %,VOLCORE
  1722. %<>
  1723. #EXIT {"LAND" "LEDG4" "EAST" "LEDG4"}
  1724. () %<> 0 %,RAIRBIT}
  1725. <SETG CXGNOME #CEXIT {"GNOME-DOOR" "VLBOT"}>
  1726. #ROOM {"LEDG2"
  1727. "You are on a narrow ledge overlooking the inside of an old dormant
  1728. volcano. This ledge appears to be about in the middle between the
  1729. floor below and the rim above. There is an exit here to the south."
  1730. "Narrow Ledge"
  1731. %<>
  1732. #EXIT {"DOWN" #NEXIT "I wouldn't jump from here."
  1733. "LAUNC" "VAIR2" "WEST" %,CXGNOME "SOUTH" "LIBRA"}
  1734. (#FIND-OBJ {"HOOK1"} #FIND-OBJ {"ZORKM"})}
  1735. #ROOM {"LIBRA"
  1736. "You are in a room which must have been a large library, probably
  1737. for the royal family. All of the shelves appear to have been gnawed
  1738. to pieces by unfriendly gnomes. To the north is an exit."
  1739. "Library"
  1740. %<>
  1741. #EXIT {"NORTH" "LEDG2" "OUT" "LEDG2"}
  1742. (#FIND-OBJ {"BLBK"} #FIND-OBJ {"GRBK"} #FIND-OBJ {"PUBK"}
  1743. #FIND-OBJ {"WHBK"})}
  1744. #ROOM {"LEDG3"
  1745. "You are on a ledge in the middle of a large volcano. Below you
  1746. the volcano bottom can be seen and above is the rim of the volcano.
  1747. A couple of ledges can be seen on the other side of the volcano;
  1748. it appears that this ledge is intermediate in elevation between
  1749. those on the other side. The exit from this room is to the east."
  1750. "Volcano View"
  1751. %<>
  1752. #EXIT {"DOWN" #NEXIT "I wouldn't try that."
  1753. "CROSS" #NEXIT "It is impossible to cross this distance."
  1754. "EAST" "EGYPT"}}
  1755. #ROOM {"LEDG4"
  1756. ""
  1757. "Wide Ledge"
  1758. %<>
  1759. #EXIT {"DOWN" #NEXIT "It's a long way down."
  1760. "LAUNC" "VAIR4" "WEST" %,CXGNOME "SOUTH" "SAFE"}
  1761. (#FIND-OBJ {"HOOK2"})
  1762. LEDGE-FUNCTION}
  1763. #ROOM {"SAFE"
  1764. ""
  1765. "Dusty Room"
  1766. T
  1767. #EXIT {"NORTH" "LEDG4"}
  1768. (#FIND-OBJ {"SSLOT"} #FIND-OBJ {"SAFE"})
  1769. SAFE-ROOM}
  1770. #ROOM {"LAVA"
  1771. "You are in a small room, whose walls are formed by an old lava flow.
  1772. There are exits here to the west and the south."
  1773. "Lava Room"
  1774. %<>
  1775. #EXIT {"SOUTH" "VLBOT" "WEST" "RUBYR"}}
  1776. <ADD-OBJECT
  1777. #OBJECT {"BALLO"
  1778. "There is a very large and extremely heavy wicker basket with a cloth
  1779. bag here. Inside the basket is a metal receptacle of some kind.
  1780. Attached to the basket on the outside is a piece of wire."
  1781. "basket"
  1782. %<>
  1783. BALLOON (#FIND-OBJ {"CBAG"} #FIND-OBJ {"BROPE"} #FIND-OBJ {"RECEP"})
  1784. %<> %<+ ,VEHBIT ,OVISON> 0 0 0 70 100}
  1785. ["BASKE"] ["WICKE"]>
  1786. <PUT <FIND-OBJ "BALLO"> ,OOPEN? T>
  1787. <PUT <FIND-OBJ "BALLO"> ,ORAND ,RAIRBIT>
  1788. #OBJECT {"RECEP"
  1789. ""
  1790. "receptacle"
  1791. %<> %<> () #FIND-OBJ {"BALLO"} %<+ ,CONTBIT ,OVISON ,SEARCHBIT> 0 0 0 %,BIGFIX 6}
  1792. <ADD-OBJECT
  1793. #OBJECT {"CBAG"
  1794. ""
  1795. "cloth bag"
  1796. %<> %<> () #FIND-OBJ {"BALLO"} %,OVISON 0 0 0 %,BIGFIX 0}
  1797. ["BAG"] ["CLOTH"]>
  1798. <ADD-OBJECT
  1799. #OBJECT {"BROPE"
  1800. "" "braided wire" %<> WIRE-FUNCTION ()
  1801. #FIND-OBJ {"BALLO"} %<+ ,TIEBIT ,OVISON> 0 0 0 %,BIGFIX 0}
  1802. ["WIRE"] ["BRAID"]>
  1803. <ADD-OBJECT
  1804. #OBJECT {"HOOK1"
  1805. "There is a small hook attached to the rock here."
  1806. "hook"
  1807. %<> %<> () %<> %,OVISON 0 0 0 %,BIGFIX 0}
  1808. ["HOOK"]>
  1809. <ADD-OBJECT
  1810. #OBJECT {"HOOK2"
  1811. "There is a small hook attached to the rock here."
  1812. "hook"
  1813. %<> %<> () %<> %,OVISON 0 0 0 %,BIGFIX 0}
  1814. ["HOOK"]>
  1815. <ADD-OBJECT
  1816. #OBJECT {"ZORKM"
  1817. "There is an engraved zorkmid coin here."
  1818. "priceless zorkmid"
  1819. "On the floor is a gold zorkmid coin (a valuable collector's item)."
  1820. %<> () %<> %<+ ,READBIT ,OVISON ,TAKEBIT> 0 10 12 10 0}
  1821. ["COIN"] ["GOLD"]>
  1822. <ADD-DESC <FIND-OBJ "ZORKM">
  1823. "
  1824. --------------------------
  1825. / Gold Zorkmid \\
  1826. / T e n T h o u s a n d \\
  1827. / Z O R K M I D S \\
  1828. / \\
  1829. / |||||||||||||||||| \\
  1830. / !|||| ||||! \\
  1831. | ||| ^^ ^^ ||| |
  1832. | ||| OO OO ||| |
  1833. | In Frobs ||| << ||| We Trust |
  1834. | || (______) || |
  1835. | | | |
  1836. | |__________| |
  1837. \\ /
  1838. \\ -- Lord Dimwit Flathead -- /
  1839. \\ -- Beloved of Zorkers -- /
  1840. \\ /
  1841. \\ * 722 G.U.E. * /
  1842. \\ /
  1843. --------------------------
  1844. ">
  1845. <ADD-OBJECT
  1846. #OBJECT {"SAFE"
  1847. ""
  1848. "box"
  1849. %<> SAFE-FUNCTION (#FIND-OBJ {"CROWN"} #FIND-OBJ {"CARD"}) %<> %<+ ,CONTBIT ,OVISON>
  1850. 0 0 0 %,BIGFIX 15}
  1851. ["BOX"]>
  1852. <ADD-OBJECT
  1853. #OBJECT {"CARD"
  1854. "There is a card with writing on it here."
  1855. "card"
  1856. %<> %<> () #FIND-OBJ {"SAFE"}
  1857. %<+ ,OVISON ,TAKEBIT ,READBIT ,BURNBIT> 0 0 0 1 0}
  1858. ["NOTE"]>
  1859. <ADD-DESC <FIND-OBJ "CARD">
  1860. "
  1861. Warning:
  1862. This room was constructed over very weak rock strata. Detonation
  1863. of explosives in this room is strictly prohibited!
  1864. Frobozz Magic Cave Company
  1865. per M. Agrippa, foreman
  1866. ">
  1867. <ADD-OBJECT
  1868. #OBJECT {"SSLOT"
  1869. ""
  1870. "hole"
  1871. %<> %<> () %<> %,OVISON 0 0 0 %,BIGFIX 10}
  1872. ["SLOT" "HOLE"]>
  1873. <PUT <FIND-OBJ "SSLOT"> ,OOPEN? T>
  1874. <ADD-OBJECT
  1875. #OBJECT {"CROWN"
  1876. "Lord Dimwit's crown is here."
  1877. "crown"
  1878. "The excessively gaudy crown of Lord Dimwit Flathead is here."
  1879. %<> () #FIND-OBJ {"SAFE"} %<+ ,OVISON ,TAKEBIT> 0 15 10 10 0}
  1880. [] ["GAUDY"]>
  1881. <ADD-OBJECT
  1882. #OBJECT {"BRICK"
  1883. "There is a square brick here which feels like clay."
  1884. "brick"
  1885. %<> %<> () %<> %<+ ,BURNBIT ,SEARCHBIT ,OVISON ,TAKEBIT> 0 0 0 9 2}
  1886. ["BRICK"] ["SQUAR" "CLAY"]>
  1887. <PUT <FIND-OBJ "BRICK"> ,OOPEN? T>
  1888. <ADD-OBJECT
  1889. #OBJECT {"FUSE"
  1890. "There is a coil of thin shiny wire here."
  1891. "wire coil"
  1892. %<> FUSE-FUNCTION () %<> %<+ ,BURNBIT ,OVISON ,TAKEBIT> 0 0 0 1 0}
  1893. ["COIL" "WIRE"] ["SHINY" "THIN"]>
  1894. <ADD-OBJECT
  1895. #OBJECT {"GNOME"
  1896. "There is a nervous Volcano Gnome here."
  1897. "Volcano Gnome"
  1898. %<> GNOME-FUNCTION () %<> %<+ ,VICBIT ,OVISON> 0 0 0 %,BIGFIX 0}
  1899. ["TROLL"]>
  1900. <ADD-OBJECT
  1901. #OBJECT {"BLABE"
  1902. "There is a blue label here."
  1903. "blue label" %<> %<> () #FIND-OBJ {"BALLO"}
  1904. %<+ ,OVISON ,TAKEBIT ,READBIT ,BURNBIT> 0 0 0 1 0}
  1905. ["LABEL"] ["BLUE"]>
  1906. <ADD-DESC <FIND-OBJ "BLABE">
  1907. "
  1908. !!!! FROBOZZ MAGIC BALLOON COMPANY !!!!
  1909. Hello, Aviator!
  1910. Instructions for use:
  1911. To get into balloon, say 'Board'
  1912. To leave balloon, say 'Disembark'
  1913. To land, say 'Land'
  1914. Warranty:
  1915. No warranty is expressed or implied. You're on your own, sport!
  1916. Good Luck.
  1917. ">
  1918. <ADD-OBJECT
  1919. #OBJECT {"DBALL"
  1920. "There is a balloon here, broken into pieces."
  1921. "broken balloon"
  1922. %<> %<> () %<> %<+ ,TAKEBIT ,OVISON> 0 0 0 40 0}
  1923. ["BALLO" "BASKE"] ["BROKE"]>
  1924. <ADD-OBJECT
  1925. #OBJECT {"BLBK"
  1926. "There is a blue book here."
  1927. "blue book"
  1928. %<> %<> () %<> %<+ ,CONTBIT ,TAKEBIT ,OVISON ,READBIT> 0 0 0 10 2}
  1929. ["BOOK"] ["BLUE"]>
  1930. <ADD-OBJECT
  1931. #OBJECT {"GRBK"
  1932. "There is a green book here."
  1933. "green book"
  1934. %<> %<> () %<> %<+ ,CONTBIT ,TAKEBIT ,OVISON ,READBIT> 0 0 0 10 2}
  1935. ["BOOK"] ["GREEN"]>
  1936. <ADD-OBJECT
  1937. #OBJECT {"PUBK"
  1938. "There is a purple book here."
  1939. "purple book"
  1940. %<> %<> (#FIND-OBJ {"STAMP"}) %<> %<+ ,TAKEBIT ,OVISON ,READBIT ,CONTBIT>
  1941. 0 0 0 10 2}
  1942. ["BOOK"] ["PURPL"]>
  1943. <ADD-OBJECT
  1944. #OBJECT {"WHBK"
  1945. "There is a white book here."
  1946. "white book"
  1947. %<> %<> () %<> %<+ ,CONTBIT ,TAKEBIT ,OVISON ,READBIT> 0 0 0 10 2}
  1948. ["BOOK"] ["WHITE"]>
  1949. <PSETG GREEK-TO-ME
  1950. "This book is written in a tongue with which I am unfamiliar.">
  1951. <ADD-DESC <FIND-OBJ "BLBK"> ,GREEK-TO-ME>
  1952. <ADD-DESC <FIND-OBJ "GRBK"> ,GREEK-TO-ME>
  1953. <ADD-DESC <FIND-OBJ "PUBK"> ,GREEK-TO-ME>
  1954. <ADD-DESC <FIND-OBJ "WHBK"> ,GREEK-TO-ME>
  1955. #OBJECT {"STAMP"
  1956. "There is a Flathead Commemorative stamp here."
  1957. "stamp"
  1958. %<> %<> () #FIND-OBJ {"PUBK"} %<+ ,TAKEBIT ,READBIT ,BURNBIT ,OVISON>
  1959. 0 4 10 1 0}
  1960. <ADD-DESC <FIND-OBJ "STAMP">
  1961. "
  1962. ---v----v----v----v----v----v----v----v---
  1963. | |
  1964. | |||||||||| LORD |
  1965. > !|||| | DIMWIT <
  1966. | |||| ---| FLATHEAD |
  1967. | |||C CC \\ |
  1968. > |||| _\\ <
  1969. | ||| (____| |
  1970. | || | |
  1971. > |______| Our <
  1972. | / \\ Excessive |
  1973. | / \\ Leader |
  1974. > | | <
  1975. | | | |
  1976. | |
  1977. > G.U.E. POSTAGE 3 Zorkmids <
  1978. | |
  1979. ---^----^----^----^----^----^----^----^---
  1980. ">
  1981. <SETG BLOC <FIND-ROOM "VLBOT">>
  1982. ; "SET UP LIGHT INTERRUPTS, ETC."
  1983. <PUT <FIND-OBJ "LAMP"> ,ORAND [0 <CLOCK-DISABLE <CLOCK-INT ,LNTIN 350>>]>
  1984. <PUT <FIND-OBJ "CANDL"> ,ORAND <>>
  1985. <PUT <FIND-OBJ "MATCH"> ,ORAND 5> ; "NUMBER OF MATCHES"
  1986. <PSETG INDENTSTR <REST <ISTRING 8 !\ > 8>>
  1987. #ROOM {"TOMB"
  1988. "You are in the Tomb of the Unknown Implementer.
  1989. A hollow voice says: \"That's not a bug, it's a feature!\""
  1990. "Tomb of the Unknown Implementer"
  1991. %<> #EXIT {"WEST" "LLD2"} (#FIND-OBJ {"TOMB"}
  1992. #FIND-OBJ {"HEADS"}
  1993. #FIND-OBJ {"COKES"}
  1994. #FIND-OBJ {"LISTS"})
  1995. %<> 0}
  1996. <ADD-OBJECT
  1997. #OBJECT {"TOMB"
  1998. "There is a tomb here, made of the finest marble, and large enough
  1999. for four headless corpses. On one end is the cryptic inscription:
  2000. \"Feel Free.\"
  2001. "
  2002. "tomb" %<>
  2003. HEAD-FUNCTION () %<> %<+ ,TRYTAKEBIT ,READBIT ,OVISON>}
  2004. ["GRAVE"]>
  2005. <ADD-DESC <FIND-OBJ "TOMB">
  2006. "Here lie the implementers, whose heads were placed on poles by the
  2007. Keeper of the Dungeon for amazing untastefulness.">
  2008. <ADD-OBJECT
  2009. #OBJECT {"HEADS"
  2010. "There are four heads here, mounted securely on poles."
  2011. "set of poled heads" %<>
  2012. HEAD-FUNCTION
  2013. () %<> %<+ ,TRYTAKEBIT ,SACREDBIT ,OVISON>}
  2014. ["HEAD" "POLE" "POLES" "PDL" "BKD" "TAA" "MARC" "IMPLE" "LOSER"]>
  2015. <ADD-OBJECT
  2016. #OBJECT {"COKES"
  2017. "Many empty Coke bottles are here. Alas, they can't hold water."
  2018. "bunch of Coke bottles"
  2019. "There is a large pile of empty Coke bottles here, evidently produced
  2020. by the implementers during their long struggle to win totally."
  2021. COKE-BOTTLES
  2022. () %<> %<+ ,OVISON ,TAKEBIT> 0 0 0 15}
  2023. ["BOTTL"] ["COKE"]>
  2024. <ADD-OBJECT
  2025. #OBJECT {"LISTS"
  2026. "There is an enormous stack of line-printer paper here. It is barely
  2027. readable."
  2028. "stack of listings"
  2029. "There is a gigantic pile of line-printer output here. Although the
  2030. paper once contained useful information, almost nothing can be
  2031. distinguished now."
  2032. %<> () %<> %<+ ,READBIT ,BURNBIT ,OVISON ,TAKEBIT> 0 0 0 70}
  2033. ["PAPER" "LIST" "PRINT" "LISTI" "STACK"]>
  2034. <ADD-DESC <FIND-OBJ "LISTS">
  2035. "<DEFINE FEEL-FREE (LOSER)
  2036. <TELL \"FEEL FREE, CHOMPER!\">>
  2037. ...
  2038. The rest is, alas, unintelligible (as were the implementers).">
  2039. <ADD-OBJECT
  2040. #OBJECT {"LCASE"
  2041. "There is a large case here, containing objects which you used to
  2042. possess."
  2043. "large case" %<> %<> () %<> %<+ ,OVISON ,TRANSBIT>}
  2044. ["CASE"] ["LARGE"]>
  2045. <MAPF <>
  2046. <FUNCTION (X) <RTRO <FIND-ROOM <SPNAME .X>> ,RFILLBIT>>
  2047. ![RESEN!-ROOMS RESES!-ROOMS DAM!-ROOMS STREA!-ROOMS
  2048. RIVR1!-ROOMS RIVR2!-ROOMS RIVR3!-ROOMS RIVR4!-ROOMS RIVR5!-ROOMS
  2049. BEACH!-ROOMS RCAVE!-ROOMS DOCK!-ROOMS WCLF1 WCLF2 FANTE POG]>
  2050. <MAPF <>
  2051. <FUNCTION (X) <RTRO <FIND-ROOM .X> ,RHOUSEBIT>>
  2052. ["LROOM" "KITCH" "ATTIC"]>
  2053. <MAPF <>
  2054. <FUNCTION (X) <RTRO <FIND-ROOM .X> ,RSACREDBIT>>
  2055. ["BSHAF"
  2056. "RIVR1"
  2057. "DOCK"
  2058. "FANTE"
  2059. "FALLS"
  2060. "BEACH"
  2061. "RCAVE"
  2062. "VAIR1"
  2063. "VAIR2"
  2064. "VAIR3"
  2065. "VAIR4"
  2066. "RIVR2"
  2067. "RIVR3"
  2068. "RIVR4"
  2069. "RIVR5"
  2070. "TIMBE"
  2071. "WHOUS"
  2072. "NHOUS"
  2073. "EHOUS"
  2074. "SHOUS"
  2075. "KITCH"
  2076. "LROOM"
  2077. "FORE1"
  2078. "FORE2"
  2079. "FORE3"
  2080. "FORE4"
  2081. "FORE5"
  2082. "CLEAR"
  2083. "TEMP1"
  2084. "TEMP2"
  2085. "CLTOP"
  2086. "CLMID"
  2087. "CLBOT"
  2088. "RAINB"
  2089. "FALLS"]>
  2090. <SETG BUCKET-TOP!-FLAG <>>
  2091. <SETG MAGCMACH #CEXIT {"FROBOZZ" "CMACH" ""}>
  2092. <SETG MAGALICE #CEXIT {"FROBOZZ" "ALICE" ""}>
  2093. #ROOM {"MAGNE"
  2094. ""
  2095. "Low Room"
  2096. %<>
  2097. #EXIT {"NORTH" %,MAGCMACH "SOUTH" %,MAGCMACH "WEST" %,MAGCMACH "NE" %,MAGCMACH
  2098. "NW" %,MAGALICE "SW" %,MAGALICE "SE" %,MAGALICE "EAST" %,MAGCMACH}
  2099. (#FIND-OBJ {"RBTLB"} #FIND-OBJ {"ROBOT"}) MAGNET-ROOM}
  2100. #ROOM {"CMACH"
  2101. ""
  2102. "Machine Room"
  2103. %<>
  2104. #EXIT {"WEST" "MAGNE" "SOUTH" "CAGER"}
  2105. (#FIND-OBJ {"SQBUT"} #FIND-OBJ {"RNBUT"} #FIND-OBJ {"TRBUT"})
  2106. CMACH-ROOM}
  2107. #ROOM {"CAGER"
  2108. "You are in a dingy closet adjacent to the machine room. On one wall
  2109. is a small sticker which says
  2110. Protected by
  2111. FROBOZZ
  2112. Magic Alarm Company
  2113. (Hello, footpad!)
  2114. "
  2115. "Dingy Closet"
  2116. %<>
  2117. #EXIT {"NORTH" "CMACH"}
  2118. (#FIND-OBJ {"SPHER"})}
  2119. #ROOM {"CAGED"
  2120. "You are trapped inside an iron cage."
  2121. "Cage"
  2122. %<>
  2123. #EXIT {"NORTH" #NEXIT ""}
  2124. (#FIND-OBJ {"CAGE"}) CAGED-ROOM}
  2125. <ADD-OBJECT
  2126. #OBJECT {"CAGE"
  2127. "There is a mangled cage here."
  2128. "mangled cage"
  2129. %<> %<> () %<> %<+ ,OVISON ,NDESCBIT> 0 0 0 60 0}
  2130. [] []>
  2131. <ADD-OBJECT
  2132. #OBJECT {"RCAGE"
  2133. "There is an iron cage in the middle of the room."
  2134. "iron cage"
  2135. %<> %<> () %<> %,OVISON 0 0 0 0 0}
  2136. ["CAGE"] ["IRON"]>
  2137. <ADD-OBJECT
  2138. #OBJECT {"SPHER"
  2139. "There is a beautiful crystal sphere here."
  2140. "crystal sphere"
  2141. %<> SPHERE-FUNCTION () %<> %<+ ,TRYTAKEBIT ,SACREDBIT ,OVISON> 0 6 6 10 0}
  2142. ["BALL"] ["CRYST" "GLASS"]>
  2143. <ADD-OBJECT <AOBJECT "SQBUT" ,BUTSTR BUTTONS ,OVISON ,NDESCBIT> ["BUTTO"] ["SQUAR"]>
  2144. <ADD-OBJECT <AOBJECT "RNBUT" ,BUTSTR BUTTONS ,OVISON ,NDESCBIT> ["BUTTO"] ["ROUND"]>
  2145. <ADD-OBJECT <AOBJECT "TRBUT" ,BUTSTR BUTTONS ,OVISON ,NDESCBIT> ["BUTTO"] ["TRIAN"]>
  2146. #ROOM {"TWELL"
  2147. "You are at the top of the well. Well done. There are etchings on
  2148. the side of the well. There is a small crack across the floor at the
  2149. entrance to a room on the east, but it can be crossed easily."
  2150. "Top of Well"
  2151. %<>
  2152. #EXIT {"EAST" "ALICE" "DOWN" #NEXIT "It's a long way down!"}
  2153. (#FIND-OBJ {"ETCH2"}) %<> 10 %<+ ,RLANDBIT ,RBUCKBIT>}
  2154. #ROOM {"BWELL"
  2155. "You are in a damp circular room, whose walls are made of brick and
  2156. mortar. The roof of this room is not visible, but there appear to be
  2157. some etchings on the walls. There is a passageway to the west."
  2158. "Circular Room"
  2159. %<>
  2160. #EXIT {"WEST" "MPEAR" "UP" #NEXIT "The walls cannot be climbed."}
  2161. (#FIND-OBJ {"BUCKE"} #FIND-OBJ {"ETCH1"}) %<> 0 %<+ ,RLANDBIT ,RBUCKBIT>}
  2162. <PSETG EWALLS ["ETCHI" "WALLS" "WALL"]>
  2163. <ADD-OBJECT <SOBJECT "ETCH1" "wall with etchings" ,OVISON ,NDESCBIT ,READBIT> ,EWALLS>
  2164. <ADD-OBJECT <SOBJECT "ETCH2" "wall with etchings" ,OVISON ,NDESCBIT ,READBIT> ,EWALLS>
  2165. <ADD-DESC <FIND-OBJ "ETCH2">
  2166. " o b o
  2167. r z
  2168. f M A G I C z
  2169. c W E L L y
  2170. o n
  2171. m p a
  2172. ">
  2173. <ADD-DESC <FIND-OBJ "ETCH1">
  2174. " o b o
  2175. A G I
  2176. E L
  2177. m p a
  2178. ">
  2179. #ROOM {"ALICE"
  2180. "You are in a small square room, in the center of which is a large
  2181. oblong table, no doubt set for afternoon tea. It is clear from the
  2182. objects on the table that the users were indeed mad. In the eastern
  2183. corner of the room is a small hole (no more that four inches high).
  2184. There are passageways leading away to the west and the northwest."
  2185. "Tea Room"
  2186. %<>
  2187. #EXIT {"EAST" #NEXIT "Only a mouse could get in there."
  2188. "WEST" "TWELL" "NW" "MAGNE"}
  2189. (#FIND-OBJ {"ATABL"} #FIND-OBJ {"ECAKE"} #FIND-OBJ {"ORICE"}
  2190. #FIND-OBJ {"RDICE"} #FIND-OBJ {"BLICE"})}
  2191. <PSETG SMDROP #NEXIT "There is a chasm too large to jump across.">
  2192. #ROOM {"ALISM"
  2193. "You are in an enormous room, in the center of which are four wooden
  2194. posts delineating a rectanular area, above which is what appears to
  2195. be a wooden roof. In fact, all objects in this room appear to be
  2196. abnormally large. To the east is a passageway. There is a large
  2197. chasm on the west and the northwest."
  2198. "Posts Room"
  2199. %<>
  2200. #EXIT {"NW" %,SMDROP "EAST" "ALITR" "WEST" %,SMDROP "DOWN" %,SMDROP}
  2201. (#FIND-OBJ {"POSTS"})}
  2202. #ROOM {"ALITR"
  2203. "You are in a large room, one half of which is depressed. There is a
  2204. large leak in the ceiling through which brown colored goop is
  2205. falling. The only exit to this room is to the west."
  2206. "Pool Room"
  2207. %<>
  2208. #EXIT {"EXIT" "ALISM" "WEST" "ALISM"}
  2209. (#FIND-OBJ {"FLASK"} #FIND-OBJ {"POOL"} #FIND-OBJ {"SAFFR"})}
  2210. <ADD-OBJECT
  2211. #OBJECT {"FLASK"
  2212. "A stoppered glass flask with a skull-and-crossbones marking is here.
  2213. The flask is filled with some clear liquid."
  2214. "glass flask filled with liquid"
  2215. %<> FLASK-FUNCTION () %<> %<+ ,TRANSBIT ,OVISON ,TAKEBIT> 0 0 0 10 5}
  2216. [] ["GLASS"]>
  2217. <ADD-OBJECT
  2218. #OBJECT {"POOL"
  2219. "The leak has submerged the depressed area in a pool of sewage."
  2220. "pool of sewage"
  2221. %<> %<> () %<> %<+ ,OVISON ,VICBIT> 0 0 0 0 0}
  2222. ["SEWAG"] ["LARGE"]>
  2223. <ADD-OBJECT
  2224. #OBJECT {"SAFFR"
  2225. "There is a tin of rare spices here."
  2226. "tin of spices"
  2227. %<> %<> () %<> %,TAKEBIT 0 5 5 8 0}
  2228. ["TIN" "SPICE"] ["RARE"]>
  2229. <ADD-OBJECT <SOBJECT "ATABL" "large oblong table" ,OVISON> [] ["LARGE" "OBLON"]>
  2230. <ADD-OBJECT <SOBJECT "POSTS" "wooden posts" ,OVISON> ["POST"] ["WOODE"]>
  2231. <ADD-OBJECT
  2232. #OBJECT {"BUCKE"
  2233. "There is a wooden bucket here, 3 feet in diameter and 3 feet high."
  2234. "wooden bucket"
  2235. %<> BUCKET () %<> %<+ ,VEHBIT ,OVISON> 0 0 0 100 100}
  2236. [] ["WOODE"]>
  2237. <ADD-OBJECT
  2238. #OBJECT {"ECAKE"
  2239. "There is a piece of cake here with the words 'Eat Me' on it."
  2240. "piece of 'Eat Me' cake"
  2241. %<> EATME-FUNCTION () %<> %<+ ,OVISON ,TAKEBIT ,FOODBIT> 0 0 0 10 0}
  2242. ["CAKE"] ["EATME" "EAT-M"]>
  2243. <ADD-OBJECT
  2244. #OBJECT {"ORICE"
  2245. "There is a piece of cake with orange icing here."
  2246. "piece of cake with orange icing"
  2247. %<> CAKE-FUNCTION () %<> %<+ ,READBIT ,OVISON ,TAKEBIT ,FOODBIT> 0 0 0 4 0}
  2248. ["CAKE" "ICING"] ["ORANG"]>
  2249. <ADD-OBJECT
  2250. #OBJECT {"RDICE"
  2251. "There is a piece of cake with red icing here."
  2252. "piece of cake with red icing"
  2253. %<> CAKE-FUNCTION () %<> %<+ ,READBIT ,OVISON ,TAKEBIT ,FOODBIT> 0 0 0 4 0}
  2254. ["CAKE" "ICING"] ["RED"]>
  2255. <ADD-OBJECT
  2256. #OBJECT {"BLICE"
  2257. "There is a piece of cake with blue (ecch) icing here."
  2258. "piece of cake with blue icing"
  2259. %<> CAKE-FUNCTION () %<> %<+ ,READBIT ,OVISON ,TAKEBIT ,FOODBIT> 0 0 0 4 0}
  2260. ["CAKE" "ICING"] ["BLUE" "ECCH"]>
  2261. <PUT <PUT <FIND-OBJ "BUCKE"> ,OOPEN? T> ,ORAND ,RBUCKBIT>
  2262. <ADD-OBJECT
  2263. #OBJECT {"ROBOT"
  2264. "There is a robot here."
  2265. "robot"
  2266. %<> ROBOT-FUNCTION () %<> %<+ ,SACREDBIT ,VICBIT ,OVISON ,ACTORBIT> 0 0 0 0 0}
  2267. ["R2D2" "C3PO" "ROBBY"]>
  2268. <PUT <FIND-OBJ "ROBOT">
  2269. ,ORAND
  2270. <ADD-ACTOR
  2271. <CHTYPE [<FIND-ROOM "MAGNE"> () 0 <> <FIND-OBJ "ROBOT"> ROBOT-ACTOR 3 T 0] ADV>>>
  2272. <ADD-OBJECT
  2273. #OBJECT {"RBTLB"
  2274. "There is a green piece of paper here."
  2275. "green piece of paper"
  2276. %<> %<> () %<> %<+ ,OVISON ,TAKEBIT ,READBIT ,BURNBIT> 0 0 0 3 0}
  2277. ["PAPER"] ["GREEN"]>
  2278. <ADD-DESC <FIND-OBJ "RBTLB">
  2279. " !!!! FROBOZZ MAGIC ROBOT COMPANY !!!!
  2280. Hello, Master!
  2281. I am a late-model robot, trained at MIT Tech to perform various
  2282. simple household functions.
  2283. Instructions for use:
  2284. To activate me, use the following formula:
  2285. >TELL ROBOT '<something to do>' <cr>
  2286. The quotation marks are required!
  2287. Warranty:
  2288. No warranty is expressed or implied.
  2289. At your service!
  2290. " >
  2291. ;"VERBS"
  2292. <SADD-ACTION "BACK" BACKER>
  2293. <SADD-ACTION "REPEN" REPENT>
  2294. <SADD-ACTION "TIME" PLAY-TIME>
  2295. <SADD-ACTION "WAIT" WAIT>
  2296. <SADD-ACTION "CURSE" CURSES>
  2297. <VSYNONYM "CURSE" "SHIT" "FUCK" "DAMN">
  2298. <SADD-ACTION "JARGON" JARGON>
  2299. <VSYNONYM "JARGON" "FOO" "BLETCH">
  2300. <ADD-ACTION "PUT"
  2301. "Put"
  2302. [OBJ "IN" OBJ ["PUT" PUTTER] DRIVER]
  2303. ["DOWN" OBJ ["DROP" DROPPER]]>
  2304. <ADD-ACTION "PICK"
  2305. "Pick"
  2306. ["UP" OBJ ["TAKE" TAKE]]>
  2307. <VSYNONYM "PUT" "STUFF" "PLACE" "INSER">
  2308. <1ADD-ACTION "LOWER" "Lower" R/L>
  2309. <ADD-ACTION "RAISE"
  2310. "Raise"
  2311. [OBJ ["RAISE" R/L] DRIVER]
  2312. ["UP" OBJ ["RAISE" R/L]]>
  2313. <VSYNONYM "RAISE" "LIFT">
  2314. <1ADD-ACTION "MELT" "Melt" MELTER>
  2315. <VSYNONYM "MELT" "LIQUI">
  2316. <ADD-ACTION "LIGHT"
  2317. "Light"
  2318. [(,LIGHTBIT AOBJS ROBJS NO-TAKE) ["LIGHT" LAMP-ON] DRIVER]
  2319. [(,LIGHTBIT AOBJS ROBJS NO-TAKE) "WITH" (,FLAMEBIT AOBJS)
  2320. ["LIGHT" LAMP-ON]]>
  2321. <ADD-ACTION "EXTIN"
  2322. "Turn off"
  2323. [(,LIGHTBIT AOBJS ROBJS) ["EXTIN" LAMP-OFF]]>
  2324. <VSYNONYM "EXTIN" "DOUSE">
  2325. <ADD-ACTION "TURN"
  2326. "Turn"
  2327. [(,TURNBIT AOBJS ROBJS NO-TAKE)
  2328. "WITH"
  2329. (,TOOLBIT ROBJS AOBJS)
  2330. ["TURN" TURNER]
  2331. DRIVER]
  2332. ["ON" (,LIGHTBIT AOBJS ROBJS) ["TURN-ON" LAMP-ON]]
  2333. ["OFF" (,LIGHTBIT AOBJS ROBJS) ["TURN-OFF" LAMP-OFF]]
  2334. [(,TURNBIT AOBJS ROBJS NO-TAKE)
  2335. "TO"
  2336. (-1 ROBJS)
  2337. ["TURN-TO" TIME]]>
  2338. <ADD-ACTION "TAKE" "Take" [(-1 ROBJS AOBJS NO-TAKE) ["TAKE" TAKE]]>
  2339. <VSYNONYM "TAKE" "GET" "HOLD" "CARRY">
  2340. <ADD-ACTION "LOOK"
  2341. "Look"
  2342. [["LOOK" ROOM-DESC]]
  2343. ["AT" OBJ ["LOOK-AT" ROOM-DESC]]
  2344. ["UNDER" OBJ ["LOOK-UNDER" LOOK-UNDER]]>
  2345. <ADD-ACTION "GIVE"
  2346. "Give"
  2347. [OBJ "TO" (,VICBIT ROBJS NO-TAKE) ["GIVE" DROPPER] DRIVER]
  2348. [(,VICBIT ROBJS NO-TAKE) OBJ ["GIVE" DROPPER] FLIP]>
  2349. <VSYNONYM "GIVE" "HAND" "DONAT">
  2350. <ADD-ACTION "STRIK"
  2351. "Strike"
  2352. [(,VICBIT = ROBJS NO-TAKE)
  2353. "WITH"
  2354. (,WEAPONBIT AOBJS ROBJS)
  2355. ["ATTAC" ATTACKER]]
  2356. [(,VICBIT = ROBJS NO-TAKE) ["ATTAC" ATTACKER] DRIVER]
  2357. [(-1 ROBJS AOBJS) ["LIGHT" LAMP-ON]]>
  2358. <AADD-ACTION "MOVE" "Move" MOVE>
  2359. <VSYNONYM "MOVE" "PULL" "TUG">
  2360. <AADD-ACTION "WAVE" "Wave" WAVER>
  2361. <VSYNONYM "BRAND" "FLAUN">
  2362. <ADD-ACTION "DROP"
  2363. "Drop"
  2364. [(-1 AOBJS) ["DROP" DROPPER] DRIVER]
  2365. [(-1 AOBJS) "IN" OBJ ["DROP" DROPPER]]>
  2366. <VSYNONYM "DROP" "RELEA">
  2367. <ADD-ACTION "POUR"
  2368. "Pour"
  2369. [(-1 AOBJS) ["POUR" DROPPER] DRIVER]
  2370. [(-1 AOBJS) "IN" OBJ ["POUR" DROPPER]]>
  2371. <VSYNONYM "POUR" "SPILL">
  2372. <ADD-ACTION "THROW"
  2373. "Throw"
  2374. [(-1 AOBJS) "AT" (,VICBIT ROBJS NO-TAKE) ["THROW" DROPPER]]>
  2375. <VSYNONYM "THROW" "HURL" "CHUCK">
  2376. <ADD-ACTION "TELL"
  2377. "Tell"
  2378. [(,ACTORBIT) ["TELL" COMMAND]]>
  2379. <VSYNONYM "TELL" "COMMA" "REQUE">
  2380. <VSYNONYM "LOOK" "L" "STARE" "GAZE">
  2381. <SADD-ACTION "BRIEF" BRIEF>
  2382. <SADD-ACTION "UNBRI" UN-BRIEF>
  2383. <SADD-ACTION "SUPER" SUPER-BRIEF>
  2384. <SADD-ACTION "UNSUP" UN-SUPER-BRIEF>
  2385. <1ADD-ACTION "EXAMI" "Examine" ROOM-INFO>
  2386. <VSYNONYM "EXAMI" "DESCR" "WHAT" "WHATS" "WHAT'">
  2387. <1ADD-ACTION "FIND" "Find" FIND>
  2388. <VSYNONYM "WHERE" "FIND" "SEEK" "SEE">
  2389. <SADD-ACTION "INVEN" INVENT>
  2390. <VSYNONYM "INVEN" "LIST">
  2391. <SADD-ACTION "VERSI" VERSION>
  2392. <SADD-ACTION "SCRIP" DO-SCRIPT>
  2393. <SADD-ACTION "UNSCR" DO-UNSCRIPT>
  2394. <SADD-ACTION "SAVE" DO-SAVE>
  2395. <SADD-ACTION "RESTO" DO-RESTORE>
  2396. <SADD-ACTION "WALK-IN" TIME>
  2397. <SADD-ACTION "C-INT" TIME> ;"funny verb for clock ints"
  2398. <SADD-ACTION "DEAD!" TIME> ;"funny verb for killing villains"
  2399. <SADD-ACTION "FIRST?" TIME> ;"funny verb for surprise by villains"
  2400. <SADD-ACTION "DIAGN" DIAGNOSE>
  2401. <SADD-ACTION "HACK?" TIME> ;"funny verb for villain fight decisions"
  2402. <SADD-ACTION "SCORE" SCORE>
  2403. <SADD-ACTION "QUIT" FINISH>
  2404. <SADD-ACTION "INFO" INFO>
  2405. <SADD-ACTION "HELP" HELP>
  2406. <ADD-ACTION "PLUG"
  2407. "Plug"
  2408. [OBJ "WITH" OBJ ["PLUG" PLUGGER]]>
  2409. <VSYNONYM "PLUG" "GLUE" "PATCH">
  2410. <1ADD-ACTION "RUB" "Rub" RUBBER>
  2411. <VSYNONYM "RUB" "CARES" "TOUCH" "FONDL">
  2412. <SADD-ACTION "SWIM" SWIMMER>
  2413. <VSYNONYM "SWIM" "BATHE" "WADE">
  2414. <ADD-ACTION "BURN"
  2415. "Burn"
  2416. [(,BURNBIT AOBJS ROBJS NO-TAKE) "WITH" (,FLAMEBIT AOBJS ROBJS)
  2417. ["BURN" BURNER]]>
  2418. <VSYNONYM "BURN" "INCIN" "IGNIT">
  2419. <ADD-ACTION "KILL"
  2420. "Kill"
  2421. [(,VILLAIN ROBJS NO-TAKE) "WITH" (,WEAPONBIT AOBJS) ["KILL" KILLER]]>
  2422. <VSYNONYM "KILL"
  2423. "MURDE"
  2424. "SLAY"
  2425. "DISPA">
  2426. <ADD-ACTION "ATTAC"
  2427. "Attack"
  2428. [(,VILLAIN ROBJS NO-TAKE) "WITH" (,WEAPONBIT AOBJS) ["ATTAC" ATTACKER]]>
  2429. <VSYNONYM "ATTAC"
  2430. "FIGHT"
  2431. "MUNG"
  2432. "HACK"
  2433. "FROB"
  2434. "HURT"
  2435. "INJUR"
  2436. "DAMAG"
  2437. "HIT">
  2438. <ADD-ACTION "SWING"
  2439. "Swing"
  2440. [(,WEAPONBIT AOBJS) "AT" (,VILLAIN ROBJS NO-TAKE) ["SWING" SWINGER]]>
  2441. <VSYNONYM "SWING"
  2442. "THRUS">
  2443. <ADD-ACTION "POKE"
  2444. "Poke"
  2445. [(,VILLAIN ROBJS NO-TAKE) "WITH" (,WEAPONBIT AOBJS) ["POKE" MUNGER]]>
  2446. <VSYNONYM "POKE"
  2447. "JAB"
  2448. "BREAK">
  2449. <1ADD-ACTION "KICK" "Kick" KICKER>
  2450. <VSYNONYM "KICK"
  2451. "BITE"
  2452. "TAUNT">
  2453. <1ADD-ACTION "PUSH" "Push" PUSHER>
  2454. <VSYNONYM "PUSH" "PRESS">
  2455. <ADD-ACTION "OPEN"
  2456. "Open"
  2457. [(<+ ,DOORBIT ,CONTBIT> AOBJS ROBJS NO-TAKE) ["OPEN" OPENER]]>
  2458. <VSYNONYM "OPEN">
  2459. <ADD-ACTION "CLOSE"
  2460. "Close"
  2461. [(<+ ,DOORBIT ,CONTBIT> AOBJS ROBJS NO-TAKE) ["CLOSE" CLOSER]]>
  2462. <VSYNONYM "CLOSE">
  2463. <ADD-ACTION "UNLOC"
  2464. "Unlock"
  2465. [(-1 ROBJS NO-TAKE) "WITH" (,TOOLBIT AOBJS ROBJS) ["UNLOC" UNLOCKER]]>
  2466. <ADD-ACTION "LOCK"
  2467. "Lock"
  2468. [(-1 ROBJS NO-TAKE) ["LOCK" LOCKER]]>
  2469. <ADD-ACTION "TIE"
  2470. "Tie"
  2471. [OBJ "TO" OBJ ["TIE" TIE]]>
  2472. <VSYNONYM "TIE" "KNOT" "FASTE">
  2473. <1ADD-ACTION "RING" "Ring" RING>
  2474. <VSYNONYM "RING" "PEAL">
  2475. <ADD-ACTION "EAT"
  2476. "Eat"
  2477. [(,FOODBIT AOBJS ROBJS) ["EAT" EAT]]>
  2478. <VSYNONYM "EAT" "CONSU" "GOBBL" "MUNCH" "TASTE">
  2479. <ADD-ACTION "DRINK"
  2480. "Drink"
  2481. [(,DRINKBIT AOBJS ROBJS) ["DRINK" EAT]]>
  2482. <VSYNONYM "DRINK" "IMBIB" "SWALL">
  2483. <ADD-ACTION "BRUSH"
  2484. "Brush"
  2485. [(-1 AOBJS ROBJS) ["BRUSH" BRUSH] DRIVER]
  2486. [(-1 AOBJS ROBJS) "WITH" OBJ ["BRUSH" BRUSH]]>
  2487. <VSYNONYM "BRUSH" "CLEAN">
  2488. <1ADD-ACTION "UNTIE" "Untie" UNTIE>
  2489. <VSYNONYM "UNTIE" "RELEA" "FREE">
  2490. <SADD-ACTION "EXORC" EXORCISE>
  2491. <VSYNONYM "EXORC" "XORCI">
  2492. <SADD-ACTION "CHOMP" CHOMP>
  2493. <VSYNONYM "CHOMP" "LOSE" "BARF">
  2494. <SADD-ACTION "YELL" YELL>
  2495. <VSYNONYM "YELL" "SCREA" "SHOUT">
  2496. <SADD-ACTION "WIN" WIN>
  2497. <VSYNONYM "WIN" "WINNA">
  2498. <SADD-ACTION "FROBO" FROBOZZ>
  2499. <SADD-ACTION "TREAS" TREAS>
  2500. <SADD-ACTION "TEMPL" TREAS>
  2501. <SADD-ACTION "PRAY" PRAYER>
  2502. <SADD-ACTION "JUMP" LEAPER>
  2503. <SADD-ACTION "SKIP" SKIPPER>
  2504. <VSYNONYM "SKIP" "HOP">
  2505. <SADD-ACTION "MUMBL" MUMBLER>
  2506. <VSYNONYM "MUMBL" "SIGH">
  2507. <SADD-ACTION "ZORK" ZORK>
  2508. <SADD-ACTION "DUNGE" DUNGEON>
  2509. <ADD-ACTION "WAKE"
  2510. "Wake"
  2511. [(,VICBIT ROBJS NO-TAKE) ["WAKE" ALARM]]>
  2512. <VSYNONYM "WAKE" "AWAKE" "SURPR" "START">
  2513. <ADD-ACTION "HELLO"
  2514. "Hello"
  2515. [["HELLO" HELLO] DRIVER]
  2516. [OBJ ["HELLO" HELLO]]>
  2517. <VSYNONYM "HELLO" "HI">
  2518. <1ADD-ACTION "GRANI" "Granite" GRANITE>
  2519. <VSYNONYM "JUMP" "LEAP" "VAULT">
  2520. <1ADD-ACTION "FILL" "Fill" FILL>
  2521. <SADD-ACTION "WELL" WELL>
  2522. <SADD-ACTION "ODYSS" SINBAD>
  2523. <VSYNONYM "ODYSS" "ULYSS">
  2524. <ADD-ACTION "READ"
  2525. "Read"
  2526. [(,READBIT AOBJS ROBJS NO-TAKE) ["READ" READER] DRIVER]
  2527. [(,READBIT AOBJS ROBJS NO-TAKE) "WITH" OBJ ["READ" READER]]>
  2528. <VSYNONYM "READ" "SKIM" "SCAN">
  2529. <1ADD-ACTION "DEFLA" "Deflate" DEFLATER>
  2530. <ADD-ACTION "INFLA"
  2531. "Inflate"
  2532. [OBJ "WITH" (,TOOLBIT ROBJS AOBJS NO-TAKE) ["INFLA" INFLATER]]>
  2533. <ADD-ACTION "DISEM"
  2534. "Disembark from"
  2535. [(,VEHBIT ROBJS NO-TAKE) ["DISEM" UNBOARD]]>
  2536. <ADD-ACTION "DIG"
  2537. "Dig"
  2538. ["WITH" (,TOOLBIT AOBJS) ["DIG" DIGGER]]>
  2539. <ADD-ACTION "BOARD"
  2540. "Board"
  2541. [(,VEHBIT ROBJS NO-TAKE) ["BOARD" BOARD]]>
  2542. <ADD-ACTION "KNOCK"
  2543. "Knock"
  2544. ["AT" OBJ ["KNOCK" KNOCK] DRIVER]
  2545. ["ON" OBJ ["KNOCK" KNOCK]]
  2546. ["DOWN" (,VICBIT = ROBJS NO-TAKE) ["ATTAC" ATTACKER]]>
  2547. <SADD-ACTION "GERON" GERONIMO>
  2548. <SADD-ACTION "BLAST" BLAST>
  2549. <1ADD-ACTION "WALK" "Walk" WALK>
  2550. <ADD-BUZZ "RUN" "GO" "PROCE">
  2551. <SETG ROBOT-ACTIONS ![,WALK!-WORDS ,TAKE!-WORDS ,DROP!-WORDS ,PUT!-WORDS
  2552. ,JUMP!-WORDS ,PUSH!-WORDS ,THROW!-WORDS ,TURN!-WORDS]>
  2553. <SETG PLAYER
  2554. <ADD-ACTOR <CHTYPE [,WHOUS!-ROOMS
  2555. () 0 <> <FIND-OBJ "#####"> <> 0 T 0]
  2556. ADV>>>