| / BRANDX | |
| / (c) Copyright Jonathan Mestel and Peter Killworth, but freely distributable | |
| / | |
| / Game may be converted to any authoring language if no profit is involved. | |
| / | |
| !STATE WHALE1 8 | |
| !STATE WHALE2 3 | |
| !STATE WHALE3 9 | |
| !STATE WHALE4 5 | |
| !STATE WHALE5 4 | |
| !STATE WHALE6 7 | |
| !STATE WHALE7 1 | |
| !STATE WHALE8 10 | |
| !STATE WHALE9 0 | |
| !STATE ESCHER5 1 | |
| !STATE ESCHER6 1 | |
| !STATE ESCHER7 1 | |
| !STATE DOOR 1 | |
| !STATE DOORR 1 | |
| !STATE ROOMA 12 | |
| !STATE ROOMB 12 | |
| !STATE ROOMC 12 | |
| !POSSESSIONS SHOP PLAYER KEYS AQUAL TEABAG CUSHION SAUSAGE | |
| !POSSESSIONS ALBRM ALBATROSS | |
| !POSSESSIONS CARGOH OCTOPUS CHEST | |
| !POSSESSIONS BABTOP BOMB | |
| !POSSESSIONS CASERM CASE | |
| !POSSESSIONS NENDP LAMP OILSKIN | |
| !POSSESSIONS CURLYP SLAB | |
| !POSSESSIONS PLANKRM2 COFFIN BOTTLE | |
| !POSSESSIONS PLANKRM1 BATH DRIFT | |
| !POSSESSIONS PIVOTRM STONE | |
| !POSSESSIONS FIRSTRM MOUSE | |
| !POSSESSIONS ELGRAVE TUSK | |
| !POSSESSIONS PLANK2 MASK | |
| !POSSESSIONS POOLRM INK | |
| !POSSESSIONS SPASS CHEESE | |
| !POSSESSIONS DEND2 CHAIN | |
| !POSSESSIONS WHALE9 TOOTH | |
| !POSSESSIONS DEND1 MATCHES | |
| !POSSESSIONS DEND4 POLY | |
| !POSSESSIONS SEACABIN DOOR | |
| !POSSESSIONS SEACUPB SLIPPER | |
| !POSSESSIONS KITCHEN CUP KETTLE DOORR | |
| !POSSESSIONS LARDER SINK WATER | |
| !POSSESSIONS DANGERRM DRID0 DRID1 DRID2 DRID3 DRID4 DRID5 DRID6 DRID7 DRID8 DRID9 DRID10 DRID11 | |
| !POSSESSIONS ROOMS BISCUIT | |
| !POSSESSIONS BOOKRM BOOK | |
| !POSSESSIONS EDEN5 SNAKE FRUIT | |
| !POSSESSIONS ALCOV1 KENNEL | |
| !POSSESSIONS ESCHER8 PORTR | |
| !PROP SHOP LIGHT | |
| !PROP BUCKETRM LIGHT | |
| !PROP ELGRAVE EARTH | |
| !PROP PLANK0 LIGHT HIGH | |
| !PROP PLANK1 LIGHT HIGH | |
| !PROP PLANK2 LIGHT HIGH MAGICFKE | |
| !PROP PLANK3 LIGHT HIGH | |
| !PROP LEDGE LIGHT HIGH | |
| !PROP BUCKETHOLE LIGHT SAND | |
| !PROP PIVOTRM LIGHT SAND | |
| !PROP PLANKRM1 LIGHT SAND | |
| !PROP PLANKRM2 LIGHT SAND | |
| !PROP PLANKRM3 LIGHT SAND | |
| !PROP PLANKRM4 LIGHT SAND MAGICFKE | |
| !PROP SEA11 SEA NOAIR LIGHT | |
| !PROP SEA12 SEA NOAIR | |
| !PROP SEA13 SEA NOAIR DEEP | |
| !PROP SEA21 SEA NOAIR LIGHT | |
| !PROP SEA22 SEA NOAIR | |
| !PROP SEA23 SEA NOAIR DEEP | |
| !PROP SEA31 SEA NOAIR LIGHT | |
| !PROP SEA32 SEA NOAIR | |
| !PROP SEA33 SEA NOAIR DEEP | |
| !PROP SECRM MAGICFKE | |
| !PROP ENWRECK SEA NOAIR DEEP | |
| !PROP SEACABIN SEA NOAIR DEEP MAGICFKE | |
| !PROP SEACUPB SEA NOAIR DEEP | |
| !PROP DANKC SEA NOAIR DEEP | |
| !PROP CARGOH SEA NOAIR DEEP | |
| !PROP WHALE1 WET NOAIR DEEP VISITED DISORIENT | |
| !PROP WHALE2 WET NOAIR DEEP VISITED DISORIENT | |
| !PROP WHALE3 WET NOAIR DEEP VISITED DISORIENT | |
| !PROP WHALE4 WET NOAIR DEEP VISITED DISORIENT | |
| !PROP WHALE5 WET NOAIR DEEP VISITED DISORIENT | |
| !PROP WHALE6 WET NOAIR DEEP VISITED DISORIENT | |
| !PROP WHALE7 WET NOAIR DEEP VISITED DISORIENT | |
| !PROP WHALE8 WET NOAIR DEEP VISITED DISORIENT | |
| !PROP WHALE9 WET NOAIR DEEP DISORIENT | |
| !PROP SOLIC LIGHT | |
| !PROP ENHOUSE LIGHT HOUSE | |
| !PROP KITCHEN LIGHT HOUSE | |
| !PROP LARDER LIGHT HOUSE | |
| !PROP LIVING LIGHT HOUSE | |
| !PROP HALL HOUSE | |
| !PROP XROAD LIGHT | |
| !PROP BABTOP LIGHT | |
| !PROP BABEL LIGHT | |
| !PROP EDEN0 LIGHT EARTH | |
| !PROP EDEN1 LIGHT EARTH | |
| !PROP EDEN2 LIGHT EARTH | |
| !PROP EDEN3 LIGHT EARTH | |
| !PROP EDEN4 LIGHT EARTH | |
| !PROP EDEN5 LIGHT EARTH | |
| !PROP EDEN6 LIGHT EARTH | |
| !PROP EDEN7 LIGHT EARTH | |
| !PROP EDEN8 LIGHT EARTH | |
| !PROP NEDEN LIGHT | |
| !PROP SEDEN LIGHT | |
| !PROP EEDEN LIGHT | |
| !PROP WEDEN LIGHT | |
| !PROP ETHER LIGHT | |
| !PROP ESCHER1 DISORIENT | |
| !PROP ESCHER2 DISORIENT | |
| !PROP ESCHER3 DISORIENT | |
| !PROP ESCHER4 DISORIENT | |
| !PROP ESCHER5 DISORIENT | |
| !PROP ESCHER6 DISORIENT | |
| !PROP ESCHER7 DISORIENT | |
| !PROP ESCHER8 DISORIENT | |
| !PROP SINK NOTAKE | |
| !PROP INK NOTAKE | |
| !PROP WATER NOTAKE | |
| !PROP TEA NOTAKE | |
| !PROP KENNEL NOTAKE | |
| !PROP COFFIN HEAVY | |
| !PROP BATH HEAVY | |
| !PROP DOOR NOTAKE | |
| !PROP DOORR NOTAKE | |
| !PROP STONE HEAVY | |
| !PROP SLAB HEAVY | |
| !PROP KEYS PLURAL | |
| !PROP TUSK TREAS | |
| !PROP TOOTH TREAS | |
| !PROP CHAIN TREAS | |
| !PROP CHEQUE TREAS | |
| !PROP CHEST TREAS | |
| !PROP OILSKIN HIDING | |
| !PROP SLIPPER TREAS | |
| !PROP BOOK TREAS | |
| !PROP PORTR TREAS | |
| !PROP PLATY TREAS | |
| !PROP TROPHY TREAS | |
| !PROP CLOCK TREAS | |
| !PROP DRID0 NOTAKE | |
| !PROP DRID1 NOTAKE | |
| !PROP DRID2 NOTAKE | |
| !PROP DRID3 NOTAKE | |
| !PROP DRID4 NOTAKE | |
| !PROP DRID5 NOTAKE | |
| !PROP DRID6 NOTAKE | |
| !PROP DRID7 NOTAKE | |
| !PROP DRID8 NOTAKE | |
| !PROP DRID9 NOTAKE | |
| !PROP DRID10 NOTAKE | |
| !PROP DRID11 NOTAKE | |
| !VAR CHESTIME 0 | |
| !VAR OXYGEN 50 | |
| !VAR LAMPTIME 300 | |
| !VAR DEEPTIME 0 | |
| !VAR MATCHNUM 5 | |
| !VAR DEXTERITY 7 | |
| !VAR OBJHELD 0 | |
| !VAR SOLICNT 0 | |
| !VAR WGTBUCK 0 | |
| !VAR WGTHELD 0 | |
| !VAR NRIDDLE 0 | |
| !VAR SNAKECNT 0 | |
| !VAR DOGCNT 0 | |
| !VAR LOCOCORR 1 | |
| !VAR BOMBMAX 10 | |
| !VAR BOMBTIME 0 | |
| !END | |
| / PRELIMINARY SECTION | |
| / ------------------- | |
| / | |
| !WELCOME WELCOMPR | |
| !PRECOMMAND PREPROG | |
| !POSTCOMMAND POSTPROG | |
| / | |
| / | |
| / Program-defined properties. | |
| / | |
| !PROPERTY LIGHT 0 | |
| !PROPERTY INVIS 1 | |
| !PROPERTY HIDING 2 | |
| !PROPERTY VISITED 1 | |
| !PROPERTY DISORIENT 2 | |
| / | |
| / User-defined properties. | |
| / | |
| !PROPERTY NOTAKE 3 | |
| !PROPERTY HEAVY 4 | |
| !PROPERTY TREAS 5 /objects | |
| !PROPERTY TAKEN 6 /objects | |
| !PROPERTY DAMP 7 /objects | |
| !PROPERTY PLURAL 8 /objects | |
| !PROPERTY HIGH 3 /Rooms only. | |
| !PROPERTY DEEP 4 /rooms | |
| !PROPERTY SEA 5 /rooms | |
| !PROPERTY WET 6 /rooms | |
| !PROPERTY NOAIR 7 /rooms | |
| !PROPERTY SAND 8 /rooms | |
| !PROPERTY EARTH 9/rooms | |
| !PROPERTY MAGICFKE 10/rooms | |
| !PROPERTY HOUSE 11/rooms | |
| / | |
| / Directions. | |
| / | |
| !DIRECTION B | |
| !DIRECTION D | |
| !DIRECTION E | |
| !DIRECTION H | |
| !DIRECTION I | |
| !DIRECTION N | |
| !DIRECTION NE | |
| !DIRECTION NW | |
| !DIRECTION O | |
| !DIRECTION S | |
| !DIRECTION SE | |
| !DIRECTION SW | |
| !DIRECTION U | |
| !DIRECTION W | |
| / | |
| / Special meanings of words. | |
| / | |
| !SPECIAL ALLSPEC | |
| !SPECIAL BABASPEC | |
| !SPECIAL BABSSPEC | |
| !SPECIAL BABBSPEC | |
| !SPECIAL BABUSPEC | |
| !SPECIAL BABTSPEC | |
| !SPECIAL ETHERSPEC | |
| !SPECIAL INVSPEC | |
| !SPECIAL TAKESPEC | |
| !SPECIAL WORDSPEC | |
| !SPECIAL MAGSPEC | |
| !SPECIAL ONOFFSPEC | |
| !SPECIAL LAMPSPEC | |
| !SPECIAL FIRESPEC | |
| !SPECIAL MATCHSPEC | |
| !SPECIAL LIQUSPEC | |
| !SPECIAL QUITSPEC | |
| / | |
| / Variables. | |
| / | |
| !VARIABLE VAR0 | |
| !VARIABLE VAR1 | |
| !VARIABLE VAR2 | |
| !VARIABLE VAR3 | |
| / Now other variables. | |
| !VARIABLE BOMBMAX | |
| !VARIABLE BOMBTIME | |
| !VARIABLE CHESTIME | |
| !VARIABLE DEEPTIME | |
| !VARIABLE DIERISK | |
| !VARIABLE LAMPTIME | |
| !VARIABLE MATCHNUM | |
| !VARIABLE OBJHELD | |
| !VARIABLE OXYGEN | |
| !VARIABLE DEXTERITY | |
| !VARIABLE SOLICNT | |
| !VARIABLE WGTHELD | |
| !VARIABLE WGTBUCK | |
| !VARIABLE LOCOMOTION | |
| !VARIABLE LOCOCORR | |
| !VARIABLE SNAKECNT | |
| !VARIABLE DOGCNT | |
| !VARIABLE NRIDDLE | |
| / | |
| !TEXTVAR | |
| / | |
| / OBJECTS SECTION | |
| / --------------- | |
| / | |
| / Player must be first object. | |
| !OBJECT PLAYER HOLDING HOLDING HOLDING | |
| !OBJECT ALBATROSS ALBM1 ALBM2 ALBM2 | |
| !OBJECT AQUAL AQUAMS1 AQUAMS2 AQUAMS2 | |
| !OBJECT BATH BATHMS1 BATHMS2 BATHMS1 | |
| !OBJECT BISCUIT BISCM1 BISCM2 BISCM2 | |
| !OBJECT BOMB CASEM1 CASEM2 CASEM2 | |
| !OBJECT BOOK BOOKM1 BOOKM2 BOOKM2 | |
| !OBJECT BOTTLE BOTTLEM1 BOTTLEM2 BOTTLEM2 | |
| !OBJECT CASE CASEM1 CASEM2 CASEM2 | |
| !OBJECT CHAIN CHAINM1 CHAINM2 CHAINM2 | |
| !OBJECT CHEESE CHSEMS1 CHSEMS2 CHSEMS2 | |
| !OBJECT CHEQUE CHEQM1 CHEQM2 CHEQM2 | |
| !OBJECT CHEST CHESTM1 CHESTM2 CHESTM2 | |
| !OBJECT CLOCK CLOCKM1 CLOCKM2 CLOCKM2 | |
| !OBJECT COFFIN COFFMS1 COFFMS2 COFFMS1 | |
| !OBJECT CUP CUPM1 CUPM2 CUPM2 | |
| !OBJECT CUSHION CUSHMS1 CUSHMS2 CUSHMS2 | |
| !OBJECT DEBRIS DEBRISM1 DEBRISM2 DEBRISM2 | |
| !OBJECT DOG DOGM1 DOGM2 DOGM2 | |
| !OBJECT DOOR DOOR1 MNULL MNULL | |
| !OBJECT DOORR DOOR1 MNULL MNULL | |
| !OBJECT DRID0 MNULL MNULL MNULL | |
| !OBJECT DRID1 MNULL MNULL MNULL | |
| !OBJECT DRID2 MNULL MNULL MNULL | |
| !OBJECT DRID3 MNULL MNULL MNULL | |
| !OBJECT DRID4 MNULL MNULL MNULL | |
| !OBJECT DRID5 MNULL MNULL MNULL | |
| !OBJECT DRID6 MNULL MNULL MNULL | |
| !OBJECT DRID7 MNULL MNULL MNULL | |
| !OBJECT DRID8 MNULL MNULL MNULL | |
| !OBJECT DRID9 MNULL MNULL MNULL | |
| !OBJECT DRID10 MNULL MNULL MNULL | |
| !OBJECT DRID11 MNULL MNULL MNULL | |
| !OBJECT DRIFT DRIFTM1 DRIFTM2 DRIFTM2 | |
| !OBJECT FRUIT MNULL MNULL MNULL | |
| !OBJECT INK INKM1 MNULL INKM2 | |
| !OBJECT KETTLE KETTLEM1 KETTLEM2 KETTLEM2 | |
| !OBJECT KENNEL KENNELM MNULL MNULL | |
| !OBJECT KEYS KEYSM1 KEYSM2 KEYSM2 | |
| !OBJECT LAMP LAMPM1 LAMPM2 LAMPM2 | |
| !OBJECT MASK MASKMS1 MASKMS2 MASKMS2 | |
| !OBJECT MATCHES MATCHM1 MATCHM2 MATCHM2 | |
| !OBJECT MOUSE MOUSEMS1 MOUSEMS2 MOUSEMS2 | |
| !OBJECT OILSKIN OILMS1 OILMS2 OILMS2 | |
| !OBJECT OCTOPUS OCTOM MNULL MNULL | |
| !OBJECT PLATY PLATYM1 PLATYM2 PLATYM2 | |
| !OBJECT POLY POLYM1 POLYM2 POLYM2 | |
| !OBJECT PORTR PORTRM1 PORTRM2 PORTRM2 | |
| !OBJECT SAUSAGE SAUSM1 SAUSM2 SAUSM2 | |
| !OBJECT SINK SINKM MNULL MNULL | |
| !OBJECT SLAB SLABMS1 SLABMS2 SLABMS1 | |
| !OBJECT SLIPPER SLIPM1 SLIPM2 SLIPM2 | |
| !OBJECT SNAKE SNAKEM1 MNULL MNULL | |
| !OBJECT STONE STONEMS1 STONEMS2 STONEMS1 | |
| !OBJECT TEA MNULL MNULL TEAM2 | |
| !OBJECT TEABAG TEABAGM1 TEABAGM2 TEABAGM2 | |
| !OBJECT TOOTH TOOTHM1 TOOTHM2 TOOTHM2 | |
| !OBJECT TROPHY TROPHYM1 TROPHYM2 TROPHYM2 | |
| !OBJECT TUSK TUSKM1 TUSKM2 TUSKM2 | |
| !OBJECT WATER WATERM1 MNULL WATERM2 | |
| !OBJECT WILL WILLM1 WILLM2 WILLM2 | |
| / | |
| / ROOMS SECTION | |
| / ------------- | |
| / | |
| / Rooms for this database. | |
| !ROOM ALCOV1 ALCOVM ALCOVM | |
| !ROOM ALCOV2 ALCOVM ALCOVM | |
| !ROOM BABEL BABELM1 BABELM2 | |
| !ROOM BABTOP BABTOPM1 BABTOPM2 | |
| !ROOM BUCKETHOLE BUCKHOLEM1 BUCKHLM2 | |
| !ROOM BUCKETRM BUCKRM1 BUCKRM2 | |
| !ROOM CASERM CASERM1 CASERM2 | |
| !ROOM CARGOH CARGOHM1 CARGOHM2 | |
| !ROOM CIRCUS CIRCUSM1 CIRCUSM2 | |
| !ROOM CURLYP CURLYPM1 CURLYPM2 | |
| !ROOM DANKC DANKCM1 DANKCM2 | |
| !ROOM DEADM DEAM1 DEAM2 | |
| !ROOM DEND1 DENDM DENDM | |
| !ROOM DEND2 DENDM DENDM | |
| !ROOM DEND3 DENDM DENDM | |
| !ROOM DEND4 DENDM DENDM | |
| !ROOM ENHOUSE ENHOUSM1 ENHOUSM2 | |
| !ROOM ENWRECK ENWRECM1 ENWRECM2 | |
| !ROOM ELGRAVE ELGRAV1 ELGRAV2 | |
| !ROOM FIRSTRM FIRSTRM1 FIRSTRM2 | |
| !ROOM HALL HALLM1 HALLM2 | |
| !ROOM KITCHEN KITCHM1 KITCHM2 | |
| !ROOM LARDER LARDERM1 LARDERM2 | |
| !ROOM LEDGE LEDGEM1 LEDGEM2 | |
| !ROOM LIVING LIVINGM1 LIVINGM2 | |
| !ROOM NENDP NENPM1 NENPM2 | |
| !ROOM PLANK0 PLANK0M1 PLANK0M2 | |
| !ROOM PLANK1 PLANK1M PLANK1M | |
| !ROOM PLANK2 PLANK2M PLANK2M | |
| !ROOM PLANK3 PLANK3M PLANK3M | |
| !ROOM PIVOTRM PIVOTRM1 PIVOTRM2 | |
| !ROOM PLANKRM1 PLR1M1 PLR1M2 | |
| !ROOM PLANKRM2 PLR2M1 PLR2M2 | |
| !ROOM PLANKRM3 PLR3M1 PLR3M2 | |
| !ROOM SEACABIN SEACM1 SEACM2 | |
| !ROOM SEACUPB SEACPM1 SEACPM2 | |
| !ROOM PLANKRM4 PLR4M1 PLR4M2 | |
| !ROOM POOLRM POOL1 POOL2 | |
| !ROOM SEA11 SEA11M1 SEA11M2 | |
| !ROOM SEA12 SEAM SEAM | |
| !ROOM SEA13 SEAB SEAB | |
| !ROOM SEA21 SEAM SEAM | |
| !ROOM SEA22 SEAM SEAM | |
| !ROOM SEA23 SEAB SEAB | |
| !ROOM SEA31 SEAM SEAM | |
| !ROOM SEA32 SEAM SEAM | |
| !ROOM SEA33 SEAB SEAB | |
| !ROOM SECRM SECRM1 SECRM2 | |
| !ROOM SENDP SENDPM1 SENDPM2 | |
| !ROOM SHOP SHOPRM1 SHOPRM2 | |
| !ROOM SMOOTHP SMOOM1 SMOOM2 | |
| !ROOM SOLIC SOLIC1 SOLIC2 | |
| !ROOM SPASS SPASSM1 SPASSM2 | |
| !ROOM THINP THINP1 THINP1 | |
| !ROOM WHALE1 WHALEM WHALEM | |
| !ROOM WHALE2 WHALEM WHALEM | |
| !ROOM WHALE3 WHALEM WHALEM | |
| !ROOM WHALE4 WHALEM WHALEM | |
| !ROOM WHALE5 WHALEM WHALEM | |
| !ROOM WHALE6 WHALEM WHALEM | |
| !ROOM WHALE7 WHALEM WHALEM | |
| !ROOM WHALE8 WHALEM WHALEM | |
| !ROOM WHALE9 WHALEM WHALEM | |
| !ROOM ROOMS ROOMSM1 ROOMSM2 | |
| !ROOM ROOMQ ROOMQM1 ROOMQM2 | |
| !ROOM DANGERRM DANGM1 DANGM2 | |
| !ROOM ROOMA ROOMAM1 ROOMAM2 | |
| !ROOM ROOMB ROOMBM1 ROOMBM2 | |
| !ROOM ROOMC ROOMCM1 ROOMCM2 | |
| !ROOM CELLA CELLM CELLM | |
| !ROOM CELLB CELLM CELLM | |
| !ROOM CELLC CELLM CELLM | |
| !ROOM ALBRM ALBRM1 ALBRM2 | |
| !ROOM BOOKRM BOOKRM1 BOOKRM2 | |
| !ROOM EDEN0 ED0M1 ED0M2 | |
| !ROOM EDEN1 ED1M1 ED1M2 | |
| !ROOM EDEN2 ED2M1 ED2M2 | |
| !ROOM EDEN3 ED3M1 ED3M2 | |
| !ROOM EDEN4 ED4M1 ED4M2 | |
| !ROOM EDEN5 ED5M1 ED5M2 | |
| !ROOM EDEN6 ED6M1 ED6M2 | |
| !ROOM EDEN7 ED7M1 ED7M2 | |
| !ROOM EDEN8 ED8M1 ED8M2 | |
| !ROOM EDOG EDOGM1 EDOGM2 | |
| !ROOM NEDEN NEDM1 NEDM2 | |
| !ROOM SEDEN SEDM1 SEDM2 | |
| !ROOM EEDEN EEDM1 EEDM2 | |
| !ROOM WEDEN WEDM1 WEDM2 | |
| !ROOM PHILRM PHILRM1 PHILRM2 | |
| !ROOM ETHER ETHERM1 ETHERM2 | |
| !ROOM COALRIDGE COALM1 COALM2 | |
| !ROOM ELDOG ELDOGM1 ELDOGM2 | |
| !ROOM ESCHER1 ESCHERM ESCHERM | |
| !ROOM ESCHER2 ESCHERM ESCHERM | |
| !ROOM ESCHER3 ESCHERM ESCHERM | |
| !ROOM ESCHER4 ESCHERM ESCHERM | |
| !ROOM ESCHER5 ESCHERM ESCHERM | |
| !ROOM ESCHER6 ESCHERM ESCHERM | |
| !ROOM ESCHER7 ESCHERM ESCHERM | |
| !ROOM ESCHER8 ESCHERM ESCHERM | |
| !ROOM XROAD XROADM1 XROADM2 | |
| / | |
| / EXITS SECTION | |
| / ------------- | |
| / | |
| !EXIT BUCKETRM | |
| E PLANK0 FLATPROG | |
| U PLANK0 FLATPROG | |
| O BUCKETHOLE FLATPROG | |
| !EXIT PLANK0 | |
| U PLANK1 TILTPRU1 | |
| E PLANK1 TILTPR1 | |
| D PIVOTRM | |
| W BUCKETRM TILTPROG | |
| H PIVOTRM | |
| !EXIT PLANK1 | |
| U PLANK2 TILTPR2 | |
| E PLANK2 TILTPR2 | |
| W PLANK0 | |
| D PLANK0 | |
| H PLANKRM1 | |
| !EXIT PLANK2 | |
| U PLANK3 TILTPR3 | |
| E PLANK3 TILTPR3 | |
| W PLANK1 | |
| D PLANK1 | |
| H PLANKRM2 | |
| !EXIT PLANK3 | |
| U LEDGE CRCKPROG | |
| E LEDGE CRCKPROG | |
| W PLANK2 | |
| D PLANK2 | |
| H PLANKRM3 | |
| !EXIT LEDGE | |
| N FIRSTRM | |
| D PLANKRM4 JUMPPROG | |
| H PLANKRM4 | |
| !EXIT BUCKETHOLE | |
| I BUCKETRM FLATPR1 | |
| E PIVOTRM | |
| NW ENHOUSE NWDOGPRG | |
| NE ENHOUSE NEDOGPRG | |
| !EXIT ENHOUSE | |
| I KITCHEN | |
| N KITCHEN | |
| SE BUCKETHOLE | |
| !EXIT KITCHEN | |
| E LARDER LARDERPR | |
| H LARDER | |
| S ENHOUSE | |
| N KITCHEN LADYPROG | |
| !EXIT LARDER | |
| W KITCHEN LARDERPR | |
| H KITCHEN | |
| !EXIT LIVING | |
| S KITCHEN | |
| N HALL | |
| !EXIT HALL | |
| N HALL PITPR | |
| S LIVING | |
| !EXIT PIVOTRM | |
| U PLANK0 | |
| W BUCKETHOLE | |
| E PLANKRM1 | |
| !EXIT PLANKRM1 | |
| W PIVOTRM | |
| E PLANKRM2 | |
| S PLANKRM1 SWIM1PRO | |
| !EXIT PLANKRM2 | |
| W PLANKRM1 | |
| E PLANKRM3 | |
| S PLANKRM2 SWIM1PRO | |
| !EXIT PLANKRM3 | |
| W PLANKRM2 | |
| E PLANKRM4 | |
| S PLANKRM3 SWIM1PRO | |
| !EXIT PLANKRM4 | |
| W PLANKRM3 | |
| N SENDP | |
| !EXIT FIRSTRM | |
| N SECRM | |
| S LEDGE | |
| !EXIT SECRM | |
| N ELGRAVE ELEPHANTPROG | |
| S FIRSTRM | |
| !EXIT ELGRAVE | |
| N ELDOG | |
| S SECRM | |
| !EXIT SHOP | |
| S NENDP ZAPPROG | |
| !EXIT NENDP | |
| N SHOP | |
| S SENDP TEACHECK | |
| E CURLYP | |
| W DEADM | |
| !EXIT SENDP | |
| N NENDP | |
| S PLANKRM4 | |
| !EXIT SEA11 | |
| NW PLANKRM1 | |
| N PLANKRM2 | |
| NE PLANKRM3 | |
| D SEA12 | |
| W SEA11 CURRPROG | |
| E SEA11 CURRPROG | |
| SW SEA21 | |
| S SEA21 | |
| SE SEA21 | |
| U SEA11 BUZZPROG | |
| !EXIT SEA12 | |
| U SEA11 BENDPROG | |
| W SEA12 CURRPROG | |
| E SEA12 CURRPROG | |
| SW SEA22 | |
| S SEA22 | |
| SE SEA22 | |
| D SEA13 | |
| !EXIT SEA13 | |
| U SEA12 | |
| W SEA13 CURRPROG | |
| E SEA13 CURRPROG | |
| SW SEA23 | |
| S SEA23 | |
| SE SEA23 | |
| !EXIT SEA21 | |
| NE SEA11 | |
| N SEA11 | |
| NW SEA11 | |
| E SEA21 CURRPROG | |
| W SEA21 CURRPROG | |
| SE SEA31 | |
| S SEA31 | |
| SW SEA31 | |
| D SEA22 | |
| U SEA21 BUZZPROG | |
| !EXIT SEA22 | |
| U SEA21 BENDPROG | |
| W SEA22 CURRPROG | |
| E SEA22 CURRPROG | |
| NW SEA12 | |
| N SEA12 | |
| NE SEA12 | |
| SE SEA32 | |
| S SEA32 | |
| SW SEA32 | |
| D SEA23 | |
| !EXIT SEA23 | |
| U SEA22 | |
| NW SEA13 | |
| N SEA13 | |
| NE SEA13 | |
| W SEA23 CURRPROG | |
| E SEA23 CURRPROG | |
| SW SEA33 | |
| S SEA33 | |
| SE SEA33 | |
| !EXIT SEA31 | |
| NW SEA21 | |
| N SEA21 | |
| NE SEA21 | |
| D SEA32 | |
| W SEA31 CURRPROG | |
| E SEA31 CURRPROG | |
| SW SEA31 CURRPROG | |
| S SEA31 CURRPROG | |
| SE SEA31 CURRPROG | |
| U SEA31 BUZZPROG | |
| !EXIT SEA32 | |
| NW SEA22 | |
| N SEA22 | |
| NE SEA22 | |
| U SEA31 BENDPROG | |
| D SEA33 | |
| W SEA32 CURRPROG | |
| E SEA32 CURRPROG | |
| SW SEA32 CURRPROG | |
| S SEA32 CURRPROG | |
| SE SEA32 CURRPROG | |
| !EXIT SEA33 | |
| NW SEA23 | |
| N SEA23 | |
| NE SEA23 | |
| U SEA32 | |
| W SEA33 CURRPROG | |
| E SEA33 CURRPROG | |
| SW SEA33 WRCKPROG | |
| S SEA33 WRCKPROG | |
| SE SEA33 WRCKPROG | |
| !EXIT ENWRECK | |
| N ENWRECK WHALPR1 | |
| SE SEACABIN | |
| SW DANKC | |
| !EXIT SEACABIN | |
| NW ENWRECK | |
| W SEACUPB SEACUPPR | |
| H SEACUPB | |
| !EXIT SEACUPB | |
| E SEACABIN SEACUPPR | |
| H SEACABIN | |
| !EXIT DANKC | |
| NE ENWRECK | |
| SE CARGOH | |
| !EXIT CARGOH | |
| NW DANKC | |
| !EXIT WHALE1 | |
| N WHALE1 REPEAT | |
| NE WHALE2 | |
| E WHALE3 | |
| SE WHALE5 | |
| S WHALE4 | |
| SW WHALE3 | |
| W WHALE2 | |
| NW WHALE1 REPEAT | |
| U WHALE2 | |
| D WHALE3 | |
| !EXIT WHALE2 | |
| N WHALE3 | |
| NE WHALE1 | |
| E WHALE2 REPEAT | |
| SE WHALE4 | |
| S WHALE1 | |
| SW WHALE3 | |
| W WHALE6 | |
| NW WHALE2 REPEAT | |
| U WHALE4 | |
| D WHALE1 | |
| !EXIT WHALE3 | |
| N WHALE2 | |
| NE WHALE3 REPEAT | |
| E WHALE1 | |
| SE WHALE4 | |
| S WHALE4 | |
| SW WHALE1 | |
| W WHALE2 | |
| NW WHALE2 | |
| U WHALE3 REPEAT | |
| D WHALE7 | |
| !EXIT WHALE4 | |
| N WHALE8 | |
| NE WHALE1 | |
| E WHALE2 | |
| SE WHALE4 REPEAT | |
| S WHALE3 | |
| SW WHALE4 REPEAT | |
| W WHALE2 | |
| NW WHALE1 | |
| U WHALE3 | |
| D WHALE2 | |
| !EXIT WHALE5 | |
| N WHALE6 | |
| NE WHALE1 | |
| E WHALE7 | |
| SE WHALE2 | |
| S WHALE8 | |
| SW WHALE3 | |
| W WHALE4 | |
| NW WHALE9 | |
| U WHALE3 | |
| D WHALE2 | |
| !EXIT WHALE6 | |
| N WHALE4 | |
| NE WHALE7 | |
| E WHALE9 | |
| SE WHALE1 | |
| S WHALE2 | |
| SW WHALE2 | |
| W WHALE5 | |
| NW WHALE4 | |
| U WHALE1 | |
| D WHALE8 | |
| !EXIT WHALE7 | |
| N WHALE3 | |
| NE WHALE4 | |
| E WHALE5 | |
| SE WHALE5 | |
| S WHALE9 | |
| SW WHALE6 | |
| W WHALE1 | |
| NW WHALE8 | |
| U WHALE1 | |
| D WHALE4 | |
| !EXIT WHALE8 | |
| N WHALE3 | |
| NE WHALE2 | |
| E WHALE5 | |
| SE WHALE3 | |
| S WHALE6 | |
| SW WHALE1 | |
| W WHALE7 | |
| NW WHALE2 | |
| U WHALE9 | |
| D WHALE3 | |
| !EXIT WHALE9 | |
| N WHALE5 | |
| NE WHALE6 | |
| E WHALE8 | |
| SE WHALE7 | |
| S WHALE1 | |
| SW WHALE2 | |
| W WHALE3 | |
| NW WHALE4 | |
| U WHALE5 | |
| D WHALE4 | |
| !EXIT CURLYP | |
| N NENDP | |
| E ALCOV1 BARKPROG | |
| D CIRCUS | |
| !EXIT ALCOV1 | |
| NW CURLYP | |
| !EXIT CIRCUS | |
| U CURLYP | |
| N ROOMS | |
| NE DEND1 | |
| SE SPASS | |
| S DEND3 | |
| W DEND4 | |
| D ESCHER1 WHEEPROG | |
| E CASERM | |
| !EXIT CASERM | |
| W CIRCUS | |
| E XROAD PORTCULL | |
| !EXIT SPASS | |
| NW CIRCUS | |
| S DEND2 | |
| !EXIT DEND1 | |
| SW CIRCUS | |
| !EXIT DEND2 | |
| N SPASS | |
| !EXIT DEND3 | |
| N CIRCUS | |
| !EXIT DEND4 | |
| SE CIRCUS | |
| !EXIT DEADM | |
| N NENDP | |
| D SMOOTHP | |
| E ALCOV2 PAINTDROP | |
| !EXIT ALCOV2 | |
| W DEADM | |
| !EXIT SMOOTHP | |
| U DEADM | |
| E POOLRM | |
| W THINP | |
| !EXIT POOLRM | |
| W SMOOTHP | |
| !EXIT THINP | |
| E SMOOTHP | |
| W SOLIC SOLICIN | |
| !EXIT SOLIC | |
| E THINP SOLICOUT | |
| !EXIT ROOMS | |
| S CIRCUS | |
| N ROOMQ SETRIDDLE | |
| !EXIT ROOMQ | |
| N DANGERRM SPROG | |
| S ROOMS CLANKPROG | |
| !EXIT ROOMA | |
| N CELLA RIDDPROG | |
| E ROOMA EEPROG | |
| SE DANGERRM WPROG | |
| !EXIT ROOMB | |
| N CELLB RIDDPROG | |
| E ROOMB EEPROG | |
| S DANGERRM NPROG | |
| !EXIT ROOMC | |
| N CELLC RIDDPROG | |
| E ROOMC EEPROG | |
| W DANGERRM EPROG | |
| !EXIT DANGERRM | |
| N ROOMB EPROG | |
| E ROOMC SPROG | |
| S ROOMQ WPROG | |
| W ROOMA NPROG | |
| !EXIT CELLA | |
| S ROOMA | |
| !EXIT CELLB | |
| S ROOMB | |
| !EXIT CELLC | |
| S ROOMC | |
| !EXIT ELDOG | |
| S ELGRAVE | |
| !EXIT XROAD | |
| N BABEL BABARRIVE | |
| NE SEDEN | |
| !EXIT BABEL | |
| N SEDEN BABLEAVE | |
| S XROAD BABLEAVE | |
| U BABTOP BABUP | |
| !EXIT BABTOP | |
| D BABEL BABDOWN | |
| !EXIT SEDEN | |
| N EDEN0 | |
| S BABEL BABARRIVE | |
| SE XROAD | |
| !EXIT EDEN0 | |
| S SEDEN | |
| N EDEN0 EDENPRG1 | |
| E EDEN0 EDENPRG1 | |
| W EDEN0 EDENPRG1 | |
| NE EDEN0 EDENPRG1 | |
| NW EDEN0 EDENPRG1 | |
| SE EDEN0 EDENPRG1 | |
| SW EDEN0 EDENPRG1 | |
| U EDEN0 EDENPRG1 | |
| D EDEN0 EDENPRG1 | |
| !EXIT EDEN1 | |
| N EDEN0 EDENPRG1 | |
| S EDEN0 EDENPRG1 | |
| E EDEN0 EDENPRG1 | |
| W EDEN0 EDENPRG1 | |
| NE EDEN0 EDENPRG1 | |
| NW EDEN0 EDENPRG1 | |
| SE EDEN0 EDENPRG1 | |
| SW EDEN0 EDENPRG1 | |
| U EDEN0 EDENPRG1 | |
| D EDEN0 EDENPRG1 | |
| !EXIT EDEN2 | |
| N EDEN0 EDENPRG1 | |
| S EDEN0 EDENPRG1 | |
| E EDEN0 EDENPRG1 | |
| W EDEN0 EDENPRG1 | |
| NE EDEN0 EDENPRG1 | |
| NW EDEN0 EDENPRG1 | |
| SE EDEN0 EDENPRG1 | |
| SW EDEN0 EDENPRG1 | |
| U EDEN0 EDENPRG1 | |
| D EDEN0 EDENPRG1 | |
| !EXIT EDEN3 | |
| N EDEN0 EDENPRG1 | |
| S EDEN0 EDENPRG1 | |
| E EDEN0 EDENPRG1 | |
| W EDEN0 EDENPRG1 | |
| NE EDEN0 EDENPRG1 | |
| NW EDEN0 EDENPRG1 | |
| SE EDEN0 EDENPRG1 | |
| SW EDEN0 EDENPRG1 | |
| U EDEN0 EDENPRG1 | |
| D EDEN0 EDENPRG1 | |
| !EXIT EDEN4 | |
| N EDEN0 EDENPRG1 | |
| S EDEN0 EDENPRG1 | |
| E EDEN0 EDENPRG1 | |
| W EDEN0 EDENPRG1 | |
| NE EDEN0 EDENPRG1 | |
| NW EDEN0 EDENPRG1 | |
| SE EDEN0 EDENPRG1 | |
| SW EDEN0 EDENPRG1 | |
| U EDEN0 EDENPRG1 | |
| D EDEN0 EDENPRG1 | |
| !EXIT EDEN5 | |
| H EDEN6 | |
| N EDEN0 EDENPRG2 | |
| S EDEN0 EDENPRG2 | |
| E EDEN6 | |
| W EDEN0 EDENPRG2 | |
| NE EDEN0 EDENPRG2 | |
| NW EDEN0 EDENPRG2 | |
| SE EDEN0 EDENPRG2 | |
| SW EDEN0 EDENPRG2 | |
| U EDEN0 EDENPRG2 | |
| D EDEN0 EDENPRG2 | |
| !EXIT EDEN6 | |
| H EDEN7 | |
| N EDEN0 EDENPRG2 | |
| S EDEN0 EDENPRG2 | |
| E EDEN0 EDENPRG2 | |
| W EDEN0 EDENPRG2 | |
| NE EDEN0 EDENPRG2 | |
| NW EDEN0 EDENPRG2 | |
| SE EDEN0 EDENPRG2 | |
| SW EDEN0 EDENPRG2 | |
| U EDEN0 EDENPRG2 | |
| D EDEN7 | |
| !EXIT EDEN7 | |
| H EDEN8 | |
| N EDEN0 EDENPRG2 | |
| S EDEN0 EDENPRG2 | |
| E EDEN8 | |
| W EDEN0 EDENPRG2 | |
| NE EDEN0 EDENPRG2 | |
| NW EDEN0 EDENPRG2 | |
| SE EDEN0 EDENPRG2 | |
| SW EDEN0 EDENPRG2 | |
| U EDEN0 EDENPRG2 | |
| D EDEN0 EDENPRG2 | |
| !EXIT EDEN8 | |
| H NEDEN NEDENPRG | |
| N NEDEN NEDENPRG | |
| S EDEN0 EDENPRG2 | |
| E EDEN0 EDENPRG2 | |
| W EDEN0 EDENPRG2 | |
| NE EDEN0 EDENPRG2 | |
| NW EDEN0 EDENPRG2 | |
| SE EDEN0 EDENPRG2 | |
| SW EDEN0 EDENPRG2 | |
| U EDEN0 EDENPRG2 | |
| D EDEN0 EDENPRG2 | |
| !EXIT NEDEN | |
| S EDEN8 EDENBACK | |
| SW WEDEN | |
| SE EEDEN | |
| N EDOG | |
| !EXIT EDOG | |
| S NEDEN | |
| !EXIT EEDEN | |
| E COALRIDGE | |
| NW NEDEN | |
| !EXIT COALRIDGE | |
| W EEDEN | |
| NE ALBRM MARPROG | |
| !EXIT ALBRM | |
| SW COALRIDGE | |
| !EXIT WEDEN | |
| NE NEDEN | |
| W PHILRM PHILPROG | |
| !EXIT PHILRM | |
| H ETHER ETHERBACK | |
| E WEDEN | |
| NW BOOKRM | |
| !EXIT BOOKRM | |
| SE PHILRM | |
| !EXIT ESCHER1 | |
| N ESCHER2 WHEEPROG | |
| E CIRCUS WHEEPROG | |
| S ESCHER3 WHEEPROG | |
| W ESCHER4 WHEEPROG | |
| !EXIT ESCHER2 | |
| N ESCHER3 WHEEPROG | |
| E ESCHER5 WHEEPROG | |
| S ESCHER6 WHEEPROG | |
| W ESCHER7 WHEEPROG | |
| !EXIT ESCHER3 | |
| N ESCHER6 WHEEPROG | |
| E ESCHER4 WHEEPROG | |
| S ESCHER7 WHEEPROG | |
| W ESCHER5 WHEEPROG | |
| !EXIT ESCHER4 | |
| N ESCHER7 WHEEPROG | |
| E ESCHER6 WHEEPROG | |
| S ESCHER5 WHEEPROG | |
| W ESCHER2 WHEEPROG | |
| !EXIT ESCHER5 | |
| N ESCHER8 WHEEPR2 | |
| E ESCHER1 WHEEPR1 | |
| S ESCHER6 WHEEPROG | |
| W ESCHER7 WHEEPROG | |
| !EXIT ESCHER6 | |
| N ESCHER8 WHEEPR2 | |
| E ESCHER7 WHEEPROG | |
| S ESCHER1 WHEEPR1 | |
| W ESCHER5 WHEEPROG | |
| !EXIT ESCHER7 | |
| N ESCHER8 WHEEPR2 | |
| E ESCHER6 WHEEPROG | |
| S ESCHER5 WHEEPROG | |
| W ESCHER1 WHEEPR1 | |
| !EXIT ESCHER8 | |
| N ESCHER2 WHEEPROG | |
| E ESCHER3 WHEEPROG | |
| S ESCHER4 WHEEPROG | |
| W ESCHER8 WHEEPR3 | |
| / | |
| / INSTRUCTIONS SECTION | |
| / -------------------- | |
| / | |
| !INSTRUCTIONS | |
| / welcome | |
| WELCOMPR: | |
| SKIP2 UNLESS S CASE EQ 0 | |
| SKIP UNLESS S BOMB EQ 0 | |
| GOSUB BOMBCASE | |
| SKIP UNLESS P TAKEN PLAYER | |
| RETURN | |
| SET TAKEN PLAYER | |
| PRINTRET WELCOMEM | |
| /Precommand subroutine | |
| PREPROG: | |
| SKIP UNLESS M W1SP MAGSPEC | |
| RETURN | |
| LOAD V DIERISK I 0 | |
| SKIP IF M LIGHT | |
| LOAD V DIERISK I 1 | |
| /Check for cheese and mask | |
| SKIP IF R (CHEESE)R EQ (PLAYER)R | |
| GO PREPRG1 | |
| SKIP3 UNLESS R (DOG)R EQ (PLAYER)R | |
| SKIP2 IF S DOG EQ 1 | |
| PRINT DOGDIE | |
| LOAD S DOG I 1 | |
| SKIP UNLESS R (CHEESE)R EQ (SNAKE)R | |
| PRINT CHEESESNAKE | |
| ADD V CHESTIME I 1 | |
| SKIP2 IF R (MASK)U EQ PLAYER | |
| PRINT SMELLM | |
| GO DIEPROG | |
| SKIP2 IF V CHESTIME GT 6 | |
| PRINT OKSMELLM | |
| GO PREPRG1 | |
| /Too much cheese | |
| PRINT SMELLD | |
| GO DIEPROG | |
| PREPRG1: | |
| SKIP UNLESS S MATCHES EQ 0 | |
| GO PREPRG2 | |
| ADD S MATCHES I 1 | |
| SKIP3 UNLESS S MATCHES EQ 3 | |
| LOAD S MATCHES I 0 | |
| UNSET LIGHT MATCHES | |
| PRINT MATCHGONE | |
| PREPRG2: | |
| SKIP UNLESS R (PLAYER)R LT WHALE1 | |
| GO PREPRG3 | |
| SKIP UNLESS R (PLAYER)R GT WHALE8 | |
| GO PREPRG3 | |
| LOAD V VAR0 R 1 | |
| SKIP IF V VAR0 EQ 0 | |
| GO PREPRG3 | |
| LOAD V VAR0 R 3 | |
| CHECK: | |
| LOAD V VAR1 R 3 | |
| LOAD V VAR3 V VAR0 | |
| SUB V VAR3 V VAR1 | |
| SKIP UNLESS V VAR3 EQ 0 | |
| GO CHECK | |
| RESOLVE VAR2 WHALE1 | |
| SKIP IF R (PLAYER)R LT WHALE5 | |
| RESOLVE VAR2 WHALE5 | |
| ADD V VAR0 V VAR2 | |
| ADD V VAR1 V VAR2 | |
| RESOLVE VAR0 (VAR0)R | |
| RESOLVE VAR1 (VAR1)R | |
| SKIP3 UNLESS R (VAR0)R EQ (PLAYER)R | |
| MOVE PLAYER WITH TO (VAR1)R | |
| PRINT WHALEMO | |
| GO PREPRG3 | |
| SKIP2 UNLESS R (VAR1)R EQ (PLAYER)R | |
| LOAD V VAR3 I 0 | |
| GO CHECK2 | |
| GO CHECK3 | |
| CHECK2: | |
| SKIP2 IF E (VAR0)O | |
| PRINT BLAST VAR3 | |
| GO PREPRG3 | |
| MOVE (VAR0)O WITH TO (PLAYER)R | |
| ADD V VAR3 I 1 | |
| GO CHECK2 | |
| CHECK3: | |
| PRINT WHALENOISE | |
| CHECK4: | |
| SKIP2 UNLESS E (VAR0)O | |
| MOVE (VAR0)O WITH TO (VAR1)R | |
| GO CHECK4 | |
| GO PREPRG3 | |
| PREPRG3: | |
| LOAD V LOCOMOTION I 0 | |
| SKIP IF R (PLAYER)R EQ DANGERRM | |
| GO PREPRG4 | |
| SKIP3 IF M W1DI | |
| SKIP2 IF M W2DI | |
| PRINT GASMESS | |
| GO DIEPROG | |
| PREPRG4: | |
| SKIP UNLESS E (BOMB)R | |
| SKIP IF S BOMB EQ 2 | |
| GO PREPRG5 | |
| LOAD S BOMB I 3 | |
| SKIP IF R (PLAYER)R EQ (BOMB)R | |
| GO DIFFROOM | |
| SKIP2 IF H BOMB PLAYER | |
| PRINT BANGM1 | |
| GO DIEPROG | |
| PRINT BANGM2 | |
| GO DIEPROG | |
| DIFFROOM: | |
| RESOLVE VAR0 (BOMB)R | |
| SKIP UNLESS R (CASE)R EQ (VAR0)R | |
| LOAD S CASE I 2 | |
| /blow everything up | |
| BANGPRG: | |
| RESOLVE VAR1 (VAR0)O | |
| SKIP2 IF V VAR1 EQ 0 | |
| MOVE (VAR1)O WITH DESTROY | |
| GO BANGPRG | |
| SKIP UNLESS R (VAR0)R EQ BUCKETRM | |
| LOAD V WGTBUCK I 0 | |
| SKIP UNLESS S CASE EQ 2 | |
| MOVE CLOCK WITH TO (VAR0)R | |
| MOVE DEBRIS WITH TO (VAR0)R | |
| SKIP UNLESS R (VAR0)R EQ EDEN5 | |
| LOAD V SNAKECNT I 8 | |
| GO PREPRG5 | |
| PREPRG5: | |
| SKIP2 IF R (PLAYER)R EQ BABTOP | |
| SKIP IF R (PLAYER)R EQ BABEL | |
| GO PREPRG6 | |
| SKIP UNLESS M W2SP MAGSPEC | |
| RETURN RETRY IGNORE MAY ANY | |
| SKIP3 IF P LIGHT BABTOP | |
| SET LIGHT BABTOP | |
| PRINT BABSTART | |
| GO BABPRG | |
| SKIP IF M W2SP QUITSPEC | |
| SKIP3 UNLESS M W1SP QUITSPEC | |
| SKIP IF Q QUITQUERY | |
| GO BABPRG | |
| GO QUITPRG2 | |
| SKIP IF M W1SP BABSSPEC | |
| SKIP2 UNLESS M W2SP BABSSPEC | |
| MOVE PLAYER WITH DIR S | |
| GO BABPRG | |
| SKIP IF M W1SP BABBSPEC | |
| SKIP UNLESS M W2SP BABBSPEC | |
| GO BABBACK | |
| SKIP IF M W1SP BABUSPEC | |
| SKIP2 UNLESS M W2SP BABUSPEC | |
| MOVE PLAYER WITH DIR U | |
| GO BABPRG | |
| SKIP IF M W1SP BABTSPEC | |
| SKIP2 UNLESS M W2SP BABTSPEC | |
| GOSUB TAKEFIRST | |
| GO BABPRG | |
| SKIP IF M W1SP BABASPEC | |
| SKIP2 UNLESS M W2SP BABASPEC | |
| PRINT ISNTDOG | |
| GO BABPRG | |
| LOAD V VAR0 R 9 | |
| PRINT BABMESS VAR0 | |
| BABPRG: | |
| SKIP IF R (PLAYER)R EQ BABEL | |
| SKIP4 UNLESS R (PLAYER)R EQ BABTOP | |
| DESCRIBE WITH | |
| GOSUB POSTPROG | |
| ASK MNULL | |
| GO PREPROG | |
| GOSUB POSTPROG | |
| RETURN NEXTCOMM | |
| PREPRG6: | |
| SKIP IF R (PLAYER)R EQ ETHER | |
| GO PREPRG7 | |
| SKIP UNLESS M W1SP QUITSPEC | |
| GO PREPRG7 | |
| SKIP UNLESS M W1SP ETHERSPEC | |
| GO PREPRG7 | |
| DESCRIBE WITH | |
| RETURN NEXTCOMM | |
| PREPRG7: | |
| RETURN | |
| POSTPROG: | |
| SKIP UNLESS M W1SP MAGSPEC | |
| RETURN | |
| SKIP3 UNLESS V DIERISK EQ 1 | |
| SKIP2 IF M LIGHT | |
| SKIP UNLESS M MOVED | |
| GO DIECHECK | |
| POSTPRG1: | |
| SKIP IF V CHESTIME GT 0 | |
| GO POSTPRG2 | |
| SKIP UNLESS R (CHEESE)R EQ (PLAYER)R | |
| GO POSTPRG2 | |
| LOAD V CHESTIME I 0 | |
| PRINT LUNGSOK | |
| POSTPRG2: | |
| SKIP UNLESS P DEEP (PLAYER)R | |
| ADD V DEEPTIME I 1 | |
| /check mid-depth for bends | |
| SKIP3 IF R (PLAYER)R EQ SEA12 | |
| SKIP2 IF R (PLAYER)R EQ SEA22 | |
| SKIP IF R (PLAYER)R EQ SEA32 | |
| GO POSTPRG3 | |
| SKIP3 IF V DEEPTIME EQ 0 | |
| SUB V DEEPTIME I 5 | |
| SKIP IF V DEEPTIME GT 0 | |
| LOAD V DEEPTIME I 0 | |
| POSTPRG3: | |
| SKIP IF P NOAIR (PLAYER)R | |
| GO POSTPRG4 | |
| SKIP IF S AQUAL EQ 2 | |
| SKIP2 IF R (AQUAL)U EQ PLAYER | |
| PRINT CHOKEM | |
| GO DIEPROG | |
| SUB V OXYGEN I 1 | |
| SKIP UNLESS V OXYGEN EQ 25 | |
| PRINT HALFFULL | |
| SKIP UNLESS V OXYGEN EQ 5 | |
| PRINT ALMEMPTY | |
| SKIP3 UNLESS V OXYGEN EQ 0 | |
| LOAD S AQUAL I 2 | |
| PRINT EMPTYM | |
| GO DIEPROG | |
| /gastric juices | |
| POSTPRG4: | |
| SKIP UNLESS S WHALE9 EQ 0 | |
| GO POSTPRG5 | |
| ADD S WHALE9 I 1 | |
| LOAD V VAR0 S WHALE9 | |
| SUB V VAR0 I 10 | |
| PRINT GASTM VAR0 | |
| SKIP UNLESS V VAR0 EQ 4 | |
| GO DIEPROG | |
| GO POSTPRG5 | |
| POSTPRG5: | |
| SKIP UNLESS S LAMP LT 2 | |
| GO POSTPRG6 | |
| SUB V LAMPTIME I 1 | |
| SKIP3 UNLESS V LAMPTIME EQ 30 | |
| LOAD S LAMP I 3 | |
| LOAD V VAR0 I 3 | |
| PRINT DIMMESS VAR0 | |
| SKIP3 UNLESS V LAMPTIME EQ 10 | |
| LOAD S LAMP I 2 | |
| LOAD V VAR0 I 2 | |
| PRINT DIMMESS VAR0 | |
| SKIP IF V LAMPTIME EQ 0 | |
| GO POSTPRG6 | |
| LOAD S LAMP I 1 | |
| UNSET LIGHT LAMP | |
| LOAD V VAR0 I 1 | |
| PRINT DIMMESS VAR0 | |
| SKIP UNLESS M LIGHT | |
| GO POSTPRG6 | |
| UNSET VISITED (PLAYER)R | |
| POSTPRG6: | |
| SKIP IF S BOMB EQ 1 | |
| GO POSTPRG7 | |
| ADD V BOMBTIME I 1 | |
| LOAD V VAR0 V BOMBMAX | |
| SUB V VAR0 V BOMBTIME | |
| SKIP IF V VAR0 EQ 0 | |
| GO POSTPRG7 | |
| LOAD S BOMB I 2 | |
| SKIP IF R (BOMB)R EQ (PLAYER)R | |
| GO POSTPRG7 | |
| SKIP2 IF H BOMB PLAYER | |
| PRINT BOMBCL1 | |
| GO POSTPRG7 | |
| PRINT BOMBCL2 | |
| POSTPRG7: | |
| RETURN | |
| BABARRIVE: | |
| UNSET LIGHT BABTOP | |
| RETURN | |
| BABBACK: | |
| SKIP2 UNLESS R (PLAYER)R EQ BABTOP | |
| MOVE PLAYER WITH DIR D | |
| GO BABPRG | |
| SKIP2 UNLESS P VISITED BABTOP | |
| MOVE PLAYER WITH DIR U | |
| GO BABPRG | |
| RETURN RETRY RETURN CANT | |
| BABDOWN: | |
| PRINTRET CLIMB2BABEL | |
| BABLEAVE: | |
| UNSET VISITED BABTOP | |
| RETURN | |
| BABUP: | |
| SET VISITED BABTOP | |
| PRINTRET CLIMBBABEL | |
| BARKPROG: | |
| SKIP IF R (DOG)R EQ ALCOV1 | |
| RETURN | |
| SKIP IF S DOG EQ 5 | |
| RETURN | |
| SKIP IF P INVIS DOG | |
| RETURN | |
| PRINTRET BARKMESS | |
| BENDPROG: | |
| SKIP IF V DEEPTIME GT 0 | |
| RETURN | |
| PRINT BENDMESS | |
| GO DIEPROG | |
| BISCPROG: | |
| SKIP UNLESS R (CHEESE)R EQ (DOG)R | |
| RETURN | |
| SKIP IF E (BISCUIT)R | |
| RETURN | |
| SKIP UNLESS S DOG EQ 1 | |
| RETURN | |
| PRINT DOGJUMP | |
| SUB V OBJHELD I 1 | |
| SKIP IF R (BISCUIT)R EQ (PLAYER)R | |
| GO BISCELSE | |
| /biscuit in same room | |
| SKIP IF H BISCUIT PLAYER | |
| GO BISCSAME | |
| /biscuit held | |
| SKIP3 UNLESS R (BISCUIT)U EQ PLAYER | |
| SUB V OBJHELD I 1 | |
| MOVE BISCUIT WITH DESTROY | |
| PRINTRET DOGEAT | |
| /but wrapped | |
| SUB S (BISCUIT)U I 1 | |
| MOVE BISCUIT WITH DESTROY | |
| PRINTRET DOGTEAR | |
| BISCSAME: | |
| SKIP2 IF E (BISCUIT)U | |
| MOVE BISCUIT WITH DESTROY | |
| PRINTRET DOGEAT | |
| SUB S (BISCUIT)U I 1 | |
| MOVE BISCUIT WITH DESTROY | |
| PRINTRET DOGTEAR | |
| BISCELSE: | |
| /biscuit in other room | |
| SKIP UNLESS E (BISCUIT)U | |
| SUB S (BISCUIT)U I 1 | |
| MOVE DOG WITH TO (BISCUIT)R | |
| MOVE BISCUIT WITH DESTROY | |
| PRINT DOGGONE | |
| SKIP2 UNLESS P HOUSE (DOG)R | |
| UNSET VISITED BUCKETHOLE | |
| LOAD S BUCKETHOLE I 3 | |
| RETURN | |
| BLACHPROG: | |
| SKIP IF P VISITED SENDP | |
| PRINTRET NHAPPEN | |
| SKIP IF R (PLAYER)R EQ SHOP | |
| GO BLACH1 | |
| GOSUB SCORESUB | |
| SKIP4 UNLESS V VAR3 EQ 299 | |
| LOAD V VAR3 I 300 | |
| PRINT SCOR2MES | |
| PRINT CONGRATS | |
| RETURN RETRY FINISH CANT | |
| BLACH1: | |
| SKIP2 UNLESS P MAGICFKE (PLAYER)R | |
| LOAD V VAR0 R 3 | |
| PRINTRET MAGICMF VAR0 | |
| LOAD V VAR0 R 9 | |
| SKIP IF V VAR0 GT 6 | |
| PRINTRET NHAPPEN | |
| SKIP UNLESS V VAR0 EQ 7 | |
| PRINTRET SOBVN | |
| SKIP IF V VAR0 EQ 8 | |
| PRINTRET NOBVH | |
| PRINTRET NVOBVH | |
| BOILPROG: | |
| SKIP UNLESS R ()O EQ WATER | |
| GO BOILKETT | |
| SKIP UNLESS R ()O EQ KETTLE | |
| GO BOILKETT | |
| SKIP IF R ()O EQ TEA | |
| PRINTRET DONTBOIL | |
| SKIP IF R (PLAYER)R EQ (TEA)R | |
| PRINTRET DONTSEE | |
| PRINTRET HOTENOUGH | |
| BOILKETT: | |
| SKIP IF R (KETTLE)U EQ PLAYER | |
| PRINTRET NOKETTLE | |
| SKIP UNLESS S KETTLE EQ 0 | |
| PRINTRET NOBOIL | |
| SKIP IF S KITCHEN EQ 1 | |
| SKIP IF R (PLAYER)R EQ KITCHEN | |
| PRINTRET NOPOWER | |
| SKIP3 IF R (KETTLE)D EQ WATER | |
| SKIP UNLESS R (KETTLE)D EQ TEA | |
| PRINTRET HOTCONTENTS | |
| PRINTRET NOBOILC | |
| SKIP UNLESS S WATER EQ 1 | |
| PRINTRET HOTCONTENTS | |
| LOAD S KITCHEN I 1 | |
| LOAD S WATER I 1 | |
| UNSET LIGHT KITCHEN | |
| UNSET LIGHT LARDER | |
| UNSET LIGHT LIVING | |
| PRINT BOILMESS | |
| SKIP IF M LIGHT | |
| DESCRET WITH | |
| RETURN | |
| BOMBCASE: | |
| LOAD V VAR0 R 10 | |
| MOVE BOMB WITH TO CASERM | |
| MOVE CASE WITH TO BABTOP | |
| SKIP2 UNLESS V VAR0 EQ 0 | |
| MOVE BOMB WITH TO BABTOP | |
| MOVE CASE WITH TO CASERM | |
| LOAD V VAR0 R 20 | |
| LOAD V BOMBMAX I 10 | |
| ADD V BOMBMAX V VAR0 | |
| RETURN | |
| BREWPROG: | |
| SKIP IF R ()O EQ TEA | |
| PRINTRET CANTBREW | |
| SKIP IF S WATER EQ 1 | |
| PRINTRET NOHWATER | |
| SKIP IF H WATER PLAYER | |
| PRINTRET NOHWATER | |
| SKIP IF R (TEABAG)U EQ PLAYER | |
| PRINTRET NOTEABAG | |
| SKIP IF R (CUP)U EQ PLAYER | |
| PRINTRET NOCUP | |
| /ok to make tea | |
| /empty kettle and/or cup | |
| SKIP2 UNLESS H WATER KETTLE | |
| LOAD S KETTLE I 0 | |
| MOVE WATER WITH DESTROY | |
| SKIP UNLESS H WATER CUP | |
| MOVE WATER WITH DESTROY | |
| MOVE TEABAG WITH DESTROY | |
| SUB V OBJHELD I 1 | |
| MOVE TEA WITH TO CUP | |
| LOAD S CUP I 1 | |
| PRINTRET CUPPA | |
| BURYPROG: | |
| SKIP2 IF P EARTH (PLAYER)R | |
| SKIP IF P SAND (PLAYER)R | |
| PRINTRET CANTDIG | |
| SKIP2 UNLESS R ()O EQ CASE | |
| SKIP UNLESS H BOMB PLAYER | |
| GO BURYBOMB | |
| SKIP IF H ()O PLAYER | |
| PRINTRET NOTHELD | |
| SKIP IF R ()U EQ PLAYER | |
| PRINTRET OUTMESS | |
| SKIP2 UNLESS R ()O EQ ALBATROSS | |
| SKIP UNLESS S ALBATROSS EQ 0 | |
| PRINTRET NODROPALB | |
| SKIP UNLESS P HEAVY ()O | |
| PRINTRET BURYHEAVY | |
| SKIP UNLESS R ()O EQ DOG | |
| PRINT BURYDOG | |
| RESOLVE VAR0 ()O | |
| GOSUB DROPSUB | |
| MOVE ()O WITH DESTROY | |
| SKIP IF R ()O EQ CHEESE | |
| PRINTRET BURYMESS | |
| SKIP IF R (MOUSE)R EQ (PLAYER)R | |
| PRINTRET BURYMESS | |
| SKIP2 IF H MOUSE PLAYER | |
| MOVE MOUSE WITH DESTROY | |
| PRINTRET BURYCHES | |
| SKIP IF R (MOUSE)U EQ PLAYER | |
| PRINTRET BURYMESS | |
| RESOLVE VAR0 MOUSE | |
| GOSUB DROPSUB | |
| MOVE MOUSE WITH DESTROY | |
| PRINTRET BURYCHES | |
| BURYBOMB: | |
| MOVE BOMB WITH TO (PLAYER)R | |
| LOAD V BOMBTIME V BOMBMAX | |
| ADD V BOMBMAX I 1 | |
| PRINTRET BOMBBURY | |
| BUZZPROG: | |
| PRINT BEESAGAIN | |
| DESCRET WITH | |
| CANDLEPROG: | |
| SKIP IF R (PLAYER)R LT ROOMA | |
| SKIP UNLESS R (PLAYER)R GT ROOMC | |
| PRINTRET CANDLEMESS | |
| SKIP IF S (PLAYER)R EQ 0 | |
| PRINTRET CANDLEMESS | |
| LOAD S (PLAYER)R I 12 | |
| PRINT ZINGMESS | |
| DESCRET WITH | |
| CLANKPROG: | |
| SKIP IF S ROOMQ EQ 0 | |
| RETURN | |
| PRINT CLANKMESS | |
| ADD V LOCOCORR I 1 | |
| SKIP UNLESS V LOCOCORR EQ 5 | |
| LOAD V LOCOCORR I 1 | |
| RETURN | |
| CRAWLPROG: | |
| LOAD V LOCOMOTION I 2 | |
| SKIP IF M W2EX | |
| RETURN RETRY IGNORE REQUEST DIR | |
| SKIP IF R (PLAYER)R EQ DANGERRM | |
| PRINT LOCOHAHA | |
| RETURN RETRY IGNORE MUST DIR | |
| CRCKPROG: | |
| LOAD S BUCKETRM I 2 | |
| LOAD S PLANK0 I 2 | |
| LOAD S BUCKETHOLE I 2 | |
| LOAD S PIVOTRM I 2 | |
| LOAD S PLANKRM1 I 2 | |
| LOAD S PLANKRM2 I 2 | |
| LOAD S PLANKRM3 I 2 | |
| PRINTRET CRCKMESS | |
| CURRPROG: | |
| PRINT CURRMESS | |
| DESCRET WITH | |
| DIECHECK: | |
| LOAD V VAR0 R 1 | |
| SKIP IF V VAR0 EQ 0 | |
| GO POSTPRG1 | |
| /Dies, but where? | |
| SKIP2 UNLESS P SEA (PLAYER)R | |
| PRINT CORALMESS | |
| GO DIEPROG | |
| SKIP3 IF R (PLAYER)R LT WHALE1 | |
| SKIP2 IF R (PLAYER)R GT WHALE9 | |
| PRINT TUNNELMESS | |
| GO DIEPROG | |
| PRINT PITMESS | |
| GO DIEPROG | |
| DIEPROG: | |
| /Player died | |
| PRINT DIEMESS | |
| SKIP UNLESS V SNAKECNT EQ 6 | |
| PRINT SNAKLIED | |
| GOSUB SCORESUB | |
| SUB V VAR3 I 10 | |
| SKIP UNLESS V VAR3 LT 0 | |
| LOAD V VAR3 I 0 | |
| PRINT SCOR2MES | |
| SKIP UNLESS Q NEWGAMEQ | |
| RETURN RETRY RESTART MAY ANY | |
| PRINT WTGROYT | |
| RETURN RETRY FINISH MAY ANY | |
| DIGPROG: | |
| SKIP UNLESS P EARTH (PLAYER)R | |
| PRINTRET DIGEARTH | |
| SKIP UNLESS P SAND (PLAYER)R | |
| PRINTRET DIGSAND | |
| PRINTRET CANTDIG | |
| DIVEPROG: | |
| SKIP IF P SEA (PLAYER)R | |
| PRINTRET CANTDO | |
| MOVE PLAYER WITH DIR D | |
| RETURN | |
| / drops (VAR0)O which player has | |
| DROPSUB: | |
| /unless it's a cursed albatross | |
| SKIP2 UNLESS R (VAR0)O EQ ALBATROSS | |
| SKIP UNLESS S ALBATROSS EQ 0 | |
| PRINTRET NODROPALB | |
| SUB V OBJHELD I 1 | |
| /entry from EMPTY | |
| DROPE: | |
| /Is it heavy? | |
| SKIP UNLESS P HEAVY (VAR0)O | |
| SUB V WGTHELD I 1 | |
| /Is player high? | |
| /check for PLANK2 first | |
| SKIP2 IF R (PLAYER)R EQ PLANK2 | |
| SKIP UNLESS P HIGH (PLAYER)R | |
| GO DROPHIGH | |
| LOAD V VAR1 I 0 | |
| /in open sea? | |
| SKIP4 IF R (PLAYER)R GT SEA33 | |
| SKIP3 IF R (PLAYER)R LT SEA11 | |
| MOVE (VAR0)O WITH DESTROY | |
| LOAD V VAR1 I 1 | |
| PRINTRET DROPGONE | |
| MOVE (VAR0)O WITH TO (PLAYER)R | |
| SKIP IF P SEA (PLAYER)R | |
| SKIP UNLESS P WET (PLAYER)R | |
| SET DAMP (VAR0)O | |
| /lamp and wet? | |
| SKIP IF R (VAR0)O EQ LAMP | |
| GO OCTOCHEK | |
| SKIP IF P WET (PLAYER)R | |
| GO OCTOCHEK | |
| SKIP UNLESS P DAMP LAMP | |
| GO OCTOCHEK | |
| SET DAMP LAMP | |
| PRINT FIZZM | |
| UNSET LIGHT LAMP | |
| LOAD S LAMP I 1 | |
| LOAD V VAR1 I 1 | |
| SKIP IF M LIGHT | |
| DESCRIBE WITH | |
| OCTOCHEK: | |
| /octopus check | |
| SKIP4 UNLESS R (PLAYER)R EQ CARGOH | |
| SKIP3 UNLESS E (OCTOPUS)R | |
| SKIP2 UNLESS R (VAR0)O EQ BOTTLE | |
| SKIP UNLESS H INK BOTTLE | |
| GO DROPINK | |
| SKIP IF P HEAVY (VAR0)O | |
| RETURN | |
| SKIP IF R (PLAYER)R EQ BUCKETRM | |
| RETURN | |
| ADD V WGTBUCK I 1 | |
| PRINT THUDMESS | |
| / can't be more than one object if heavy | |
| RETURN LEAVE | |
| DROPHIGH: | |
| MOVE (VAR0)O WITH DIR H | |
| SKIP4 UNLESS R (VAR0)O EQ CUSHION | |
| MOVE CUSHION WITH DESTROY | |
| PRINT WINDBLOW | |
| LOAD V VAR1 I 1 | |
| RETURN | |
| PRINT DROPDOWN | |
| LOAD V VAR1 I 1 | |
| /return VAR1 = 1 if special drop message issued | |
| SKIP UNLESS R (VAR0)O EQ MOUSE | |
| LOAD S MOUSE I 1 | |
| SKIP UNLESS R (VAR0)O EQ DOG | |
| LOAD S DOG I 1 | |
| RETURN | |
| DROPINK: | |
| LOAD V VAR1 I 1 | |
| MOVE BOTTLE WITH DESTROY | |
| MOVE OCTOPUS WITHOUT DESTROY | |
| LOAD S CHEST I 1 | |
| PRINTRET OCTOGONE | |
| / Main DROP program. | |
| DROPPROG: | |
| / Command decoding section. | |
| SKIP IF M W2EX | |
| GO DROPFIRST | |
| SKIP UNLESS M W2SP ALLSPEC | |
| GO DROPALL | |
| SKIP UNLESS M W2SP TAKESPEC | |
| PRINTRET YOUJOKE | |
| SKIP UNLESS M W2SP LIQUSPEC | |
| PRINTRET DROPLIQU | |
| SKIP IF M W2OB | |
| RETURN RETRY NONE CANT | |
| / Is it a case? | |
| SKIP UNLESS R ()O EQ CASE | |
| GO DROPCASE | |
| / Now check he has the object. | |
| SKIP IF H ()O PLAYER | |
| PRINTRET NOTHELD | |
| /check for wrapped | |
| RESOLVE VAR0 ()O | |
| ADD V VAR0 I 1280 | |
| RESOLVE VAR0 (VAR0)O | |
| SKIP IF R (VAR0)O EQ PLAYER | |
| PRINTRET OUTMESS | |
| / And drop it. | |
| RESOLVE VAR0 ()O | |
| GOSUB DROPSUB | |
| SKIP IF V VAR1 EQ 1 | |
| PRINTRET OKMESS | |
| RETURN | |
| / Drop the first object held by the player. | |
| DROPFIRST: | |
| RESOLVE VAR0 (PLAYER)D | |
| SKIP UNLESS V VAR0 EQ 0 | |
| PRINTRET NOTHOLDING | |
| GOSUB DROPSUB | |
| SKIP IF V VAR1 EQ 1 | |
| PRINTRET OKMESS | |
| RETURN | |
| / Drop all objects | |
| /VAR3 holds count | |
| DROPALL: | |
| LOAD V VAR3 I 0 | |
| RESOLVE VAR0 (PLAYER)D | |
| SKIP UNLESS V VAR0 EQ 0 | |
| PRINTRET NOTHOLDING | |
| LOAD V VAR2 I 0 | |
| DROPA1: | |
| GOSUB DROPSUB | |
| /test indirectly for albatross | |
| SKIP2 UNLESS R (VAR0)O EQ (PLAYER)D | |
| LOAD V VAR2 I 1 | |
| MOVE ALBATROSS WITH DESTROY | |
| ADD V VAR3 I 1 | |
| RESOLVE VAR0 (PLAYER)D | |
| SKIP IF V VAR0 EQ 0 | |
| GO DROPA1 | |
| SKIP2 UNLESS V VAR2 EQ 1 | |
| SUB V VAR3 I 1 | |
| MOVE ALBATROSS WITH TO PLAYER | |
| PRINTRET DROPOBJ1 VAR3 | |
| DROPCASE: | |
| LOAD V VAR3 I 0 | |
| SKIP UNLESS H CASE PLAYER | |
| ADD V VAR3 I 1 | |
| SKIP UNLESS H BOMB PLAYER | |
| ADD V VAR3 I 2 | |
| SKIP UNLESS V VAR3 EQ 0 | |
| PRINTRET NOTHELD | |
| SKIP2 UNLESS V VAR3 EQ 1 | |
| RESOLVE VAR0 (CASE)O | |
| GO CASEDROP | |
| SKIP2 UNLESS V VAR3 EQ 2 | |
| RESOLVE VAR0 (BOMB)O | |
| GO CASEDROP | |
| PRINT DROPACASE | |
| LOAD V VAR0 R 1 | |
| SKIP2 IF V VAR0 EQ 0 | |
| RESOLVE VAR0 (CASE)O | |
| GO CASEDROP | |
| RESOLVE VAR0 (BOMB)O | |
| CASEDROP: | |
| GOSUB DROPSUB | |
| SKIP2 IF V VAR3 EQ 3 | |
| SKIP IF V VAR1 EQ 1 | |
| PRINTRET OKMESS | |
| RETURN | |
| DRINKPROG: | |
| SKIP3 IF R ()O EQ INK | |
| SKIP2 IF R ()O EQ WATER | |
| SKIP IF R ()O EQ TEA | |
| PRINTRET CANTDRINK | |
| SKIP IF R ()R EQ (PLAYER)R | |
| PRINTRET DONTSEE | |
| SKIP UNLESS E ()U | |
| GO DRINKHELD | |
| MOVE ()O WITH DESTROY | |
| SKIP IF R ()O EQ INK | |
| PRINTRET DRINKW | |
| PRINT POISONM1 | |
| GO DIEPROG | |
| /held in something | |
| DRINKHELD: | |
| SKIP IF H ()O PLAYER | |
| PRINTRET NOTHELD | |
| RESOLVE VAR0 ()U | |
| RESOLVE VAR0 (VAR0)O | |
| ADD V VAR0 I 1280 | |
| RESOLVE VAR0 (VAR0)O | |
| SKIP IF R (VAR0)O EQ PLAYER | |
| PRINTRET OUTMESS | |
| LOAD S ()U I 0 | |
| MOVE ()O WITH DESTROY | |
| SKIP2 UNLESS R ()O EQ INK | |
| PRINT POISONM1 | |
| GO DIEPROG | |
| SKIP UNLESS R ()O EQ TEA | |
| PRINTRET DRINKT | |
| SKIP2 UNLESS S WATER EQ 1 | |
| PRINT TOOHOTM | |
| GO DIEPROG | |
| PRINTRET DRINKW | |
| EATPROG: | |
| SKIP UNLESS R ()O EQ FRUIT | |
| GO FRUITPRG | |
| SKIP3 UNLESS R ()O EQ SNAKE | |
| SKIP IF R (PLAYER)R EQ (SNAKE)R | |
| PRINTRET NOSNAKE | |
| GO SNAKEPRG | |
| SKIP IF H ()O PLAYER | |
| PRINTRET NOTHELD | |
| RESOLVE VAR0 ()U | |
| SKIP IF R (VAR0)O EQ PLAYER | |
| PRINTRET OUTMESS | |
| SKIP UNLESS R ()O EQ BISCUIT | |
| PRINTRET TOOTOUGH | |
| SKIP2 IF R ()O EQ CHEESE | |
| SKIP IF R ()O EQ SAUSAGE | |
| PRINTRET CANTEAT | |
| SKIP UNLESS P NOAIR (PLAYER)R | |
| PRINTRET DANGERM | |
| SUB V OBJHELD I 1 | |
| SKIP2 IF R ()O EQ CHEESE | |
| MOVE ()O WITH DESTROY | |
| PRINTRET EATENM | |
| PRINT POISONM | |
| GO DIEPROG | |
| EDENPRG2: | |
| SKIP2 UNLESS S EDEN5 EQ 1 | |
| MOVE PLAYER WITH DIR H | |
| RETURN ABORT | |
| EDENPRG1: | |
| LOAD V VAR0 R 8 | |
| SKIP2 UNLESS V VAR0 GT 4 | |
| RESOLVE VAR1 EDEN5 | |
| GO EDENPRG3 | |
| RESOLVE VAR1 EDEN0 | |
| ADD V VAR1 V VAR0 | |
| RESOLVE VAR1 (VAR1)R | |
| EDENPRG3: | |
| MOVE PLAYER WITH TO (VAR1)R | |
| SKIP IF M MOVED | |
| DESCRIBE WITH | |
| RETURN ABORT | |
| EDENBACK: | |
| SKIP IF S EDEN5 EQ 0 | |
| RETURN | |
| PRINT SNAKILL | |
| GO DIEPROG | |
| NEDENPRG: | |
| LOAD V VAR0 S EDEN5 | |
| PRINTRET NEDENM VAR0 | |
| EEPROG: | |
| SKIP IF R (PLAYER)R LT ROOMA | |
| SKIP UNLESS R (PLAYER)R GT ROOMC | |
| PRINTRET CANTGO | |
| SKIP IF S (PLAYER)R EQ 1 | |
| PRINTRET CANTGO | |
| LOAD S (PLAYER)R I 12 | |
| PRINT ZINGMESS | |
| DESCRET WITH | |
| ELEPHANTPROG: | |
| SKIP2 UNLESS P VISITED ELGRAVE | |
| PRINT SQUASH2M | |
| GO DIEPROG | |
| SKIP2 IF H MOUSE PLAYER | |
| PRINT SQUASH1M | |
| GO DIEPROG | |
| PRINTRET ELSCAREM | |
| EMPTYPROG: | |
| SKIP IF H ()O PLAYER | |
| PRINTRET NOTHELD | |
| SKIP IF R ()U EQ PLAYER | |
| PRINTRET OUTMESS | |
| SKIP UNLESS R ()O EQ BOTTLE | |
| GO EMPTYCONT | |
| SKIP UNLESS R ()O EQ CUP | |
| GO EMPTYCONT | |
| SKIP UNLESS R ()O EQ KETTLE | |
| GO EMPTYCONT | |
| SKIP2 IF R ()O EQ OILSKIN | |
| SKIP IF R ()O EQ POLY | |
| PRINTRET CANTEMPTY | |
| SKIP IF S ()O GT 0 | |
| PRINTRET ALREMPTY | |
| LOAD S ()O I 0 | |
| PRINT CONTOUT | |
| SHUNT1: | |
| RESOLVE VAR0 ()D | |
| SKIP UNLESS V VAR0 EQ 0 | |
| RETURN | |
| GOSUB DROPE | |
| GO SHUNT1 | |
| EMPTYCONT: | |
| SKIP IF S ()O GT 0 | |
| PRINTRET ALREMPTY | |
| LOAD S ()O I 0 | |
| SKIP4 UNLESS P SEA (PLAYER)R | |
| /must be bottle, as we | |
| /emptied cup and kettle | |
| MOVE ()D WITH DESTROY | |
| SKIP UNLESS R (PLAYER)R EQ (OCTOPUS)R | |
| PRINTRET DISAPPMESS | |
| PRINTRET CLOUDMESS | |
| RESOLVE VAR0 ()D | |
| LOAD S ()O I 0 | |
| MOVE (VAR0)O WITH DESTROY | |
| PRINTRET EVAPMESS | |
| ETHERBACK: | |
| PRINTRET ETHERAGAIN | |
| FILLPROG: | |
| SKIP3 IF R ()O EQ BOTTLE | |
| SKIP2 IF R ()O EQ KETTLE | |
| SKIP IF R ()O EQ CUP | |
| PRINTRET CANTDO | |
| SKIP IF H ()O PLAYER | |
| PRINTRET NHOLDMESS | |
| SKIP IF R ()U EQ PLAYER | |
| PRINTRET OUTMESS | |
| SKIP UNLESS S ()O GT 0 | |
| PRINTRET ALRFULLMESS | |
| SKIP IF R (PLAYER)R ADJ SEA11 | |
| SKIP UNLESS P SEA (PLAYER)R | |
| PRINTRET BADSEA | |
| SKIP UNLESS R (PLAYER)R EQ POOLRM | |
| GO FILLINK | |
| SKIP IF R (PLAYER)R EQ LARDER | |
| PRINTRET NOFILLING | |
| /water from sink | |
| SKIP IF R (WATER)R EQ LARDER | |
| PRINTRET NOFILLING | |
| SKIP UNLESS E (WATER)U | |
| PRINTRET NOFILLING | |
| MOVE WATER WITH TO ()O | |
| LOAD S ()O I 1 | |
| PRINTRET WATERFULL | |
| /ink from pool | |
| FILLINK: | |
| SKIP IF R (INK)R EQ POOLRM | |
| PRINTRET NOFILLING | |
| SKIP UNLESS E (INK)U | |
| PRINTRET NOFILLING | |
| MOVE INK WITH TO ()O | |
| LOAD S ()O I 1 | |
| SKIP UNLESS R ()O EQ BOTTLE | |
| PRINTRET INKFULL | |
| MOVE ()O WITH DESTROY | |
| SUB V OBJHELD I 1 | |
| PRINTRET BROKEMESS | |
| FLATPROG: | |
| /Moving to or from bucketrm and plank0 | |
| SKIP2 UNLESS S (PLAYER)R EQ 2 | |
| PRINT STUCK | |
| RETURN ABORT | |
| /Plank still in one piece | |
| SKIP1 UNLESS V WGTBUCK GT 0 | |
| RETURN | |
| LOAD S BUCKETRM I 0 | |
| LOAD S PLANK0 I 0 | |
| LOAD S BUCKETHOLE I 0 | |
| LOAD S PIVOTRM I 0 | |
| LOAD S PLANKRM1 I 0 | |
| LOAD S PLANKRM2 I 0 | |
| LOAD S PLANKRM3 I 0 | |
| PRINTRET FLATMESS | |
| FLATPR1: | |
| /Getting into bucket from buckethole | |
| SKIP2 UNLESS S (PLAYER)R EQ 0 | |
| PRINT NOBUCKMESS | |
| RETURN ABORT | |
| /Ok | |
| RETURN | |
| FOLDPROG: | |
| SKIP IF H ()O PLAYER | |
| PRINTRET NOTHELD | |
| SKIP2 IF R ()O EQ OILSKIN | |
| SKIP IF R ()O EQ POLY | |
| PRINTRET CANTFOLD | |
| SKIP UNLESS S ()O GT 0 | |
| PRINTRET ALRFOLD | |
| PRINTRET OKFOLD | |
| FRUITPRG: | |
| SKIP UNLESS R (PLAYER)R LT EDEN0 | |
| PRINTRET NOFRUIT | |
| SKIP UNLESS R (PLAYER)R GT EDEN8 | |
| PRINTRET NOFRUIT | |
| SKIP IF R (PLAYER)R EQ EDEN5 | |
| PRINTRET WRONGFRUIT | |
| SKIP IF S EDEN5 EQ 0 | |
| PRINTRET FRUITDRAB | |
| LOAD S EDEN5 I 1 | |
| LOAD V VAR3 V SNAKECNT | |
| PRINT FRUITM VAR3 | |
| MOVE SNAKE WITH DESTROY | |
| SKIP UNLESS V SNAKECNT EQ 3 | |
| GO DIEPROG | |
| SKIP3 UNLESS V SNAKECNT EQ 4 | |
| SKIP2 UNLESS R (DOG)R EQ EDOG | |
| LOAD S EDOG I 1 | |
| LOAD S DOG I 1 | |
| SKIP3 UNLESS V SNAKECNT EQ 2 | |
| UNSET TREAS BOOK | |
| LOAD S BOOKRM I 1 | |
| LOAD S BOOK I 1 | |
| RETURN LEAVE | |
| GETRIDDLE: | |
| RESOLVE VAR0 DRID0 | |
| LOAD V VAR1 R 11 | |
| ADD V VAR0 V VAR1 | |
| GETR1: | |
| RESOLVE VAR0 (VAR0)O | |
| /VAR0 points at a riddle | |
| /VAR1 to its number | |
| SKIP3 IF P TAKEN (VAR0)O | |
| SET TAKEN (VAR0)O | |
| ADD V NRIDDLE I 1 | |
| RETURN | |
| /already used | |
| ADD V VAR1 I 1 | |
| ADD V VAR0 I 1 | |
| SKIP2 UNLESS V VAR1 EQ 12 | |
| LOAD V VAR1 I 0 | |
| RESOLVE VAR0 DRID0 | |
| GO GETR1 | |
| HOPPROG: | |
| LOAD V LOCOMOTION I 4 | |
| SKIP IF M W2EX | |
| RETURN RETRY IGNORE REQUEST DIR | |
| SKIP IF R (PLAYER)R EQ DANGERRM | |
| PRINT LOCOHAHA | |
| RETURN RETRY IGNORE MUST DIR | |
| ICICLEPROG: | |
| SKIP IF R (PLAYER)R LT ROOMA | |
| SKIP UNLESS R (PLAYER)R GT ROOMC | |
| PRINTRET ICICLEMESS | |
| SKIP IF S (PLAYER)R EQ 2 | |
| PRINTRET ICICLEMESS | |
| LOAD S (PLAYER)R I 12 | |
| PRINT ZINGMESS | |
| DESCRET WITH | |
| / Program to do INVENTORY command. | |
| INVPROG: | |
| SET LIGHT PLAYER | |
| DESCRIBE WITH PLAYER | |
| UNSET LIGHT PLAYER | |
| SKIP IF E (PLAYER)D | |
| PRINT NOTHINGM | |
| SKIP IF H DOG PLAYER | |
| RETURN | |
| SKIP IF P INVIS DOG | |
| RETURN | |
| PRINTRET INVISDOG | |
| JUMPPROG: | |
| LOAD V LOCOMOTION I 1 | |
| SKIP UNLESS P HIGH (PLAYER)R | |
| GO JUMPHIGH | |
| SKIP IF M W2EX | |
| PRINTRET JUMPMESS | |
| SKIP IF R (PLAYER)R EQ DANGERRM | |
| PRINT LOCOHAHA | |
| RETURN RETRY IGNORE MUST DIR | |
| JUMPHIGH: | |
| /May be lethal | |
| /unless there's a pillow down there | |
| SKIP2 UNLESS H CUSHION PLAYER | |
| MOVE CUSHION WITH DESTROY | |
| PRINT JUMPWITH | |
| MOVE PLAYER WITH DIR H | |
| SKIP2 IF R (PLAYER)R EQ (CUSHION)R | |
| PRINT JUMPDIEM | |
| GO DIEPROG | |
| /there was a pillow | |
| PRINT JUMPCM | |
| SKIP UNLESS H DOG PLAYER | |
| GOSUB BISCPROG | |
| RETURN ABORT | |
| KILLPROG: | |
| PRINTRET NOKILLMESS | |
| LADYPROG: | |
| SKIP2 IF M LIGHT | |
| PRINT PITMESS | |
| GO DIEPROG | |
| SKIP IF H CHEESE PLAYER | |
| GO NOCHESLADY | |
| SKIP UNLESS S LIVING EQ 4 | |
| GO NOCHESLADY | |
| LOAD S LIVING I 4 | |
| MOVE PLAYER WITH TO LIVING | |
| PRINT LADYCHES | |
| RETURN ABORT | |
| NOCHESLADY: | |
| LOAD V VAR0 S LIVING | |
| SKIP2 UNLESS V VAR0 EQ 4 | |
| MOVE PLAYER WITH TO LIVING | |
| RETURN ABORT | |
| SKIP IF H ALBATROSS PLAYER | |
| GO NOALBLADY | |
| SKIP IF S ALBATROSS EQ 0 | |
| GO NOALBLADY | |
| LOAD V VAR3 I 0 | |
| SKIP UNLESS H BOMB PLAYER | |
| LOAD V VAR3 I 1 | |
| PRINT MARLADY VAR3 | |
| SKIP UNLESS V VAR3 EQ 1 | |
| GO DIEPROG | |
| LOAD S ALBATROSS I 1 | |
| SET TREAS ALBATROSS | |
| LOAD S LIVING I 4 | |
| LOAD V VAR3 V LAMPTIME | |
| LOAD V LAMPTIME I 33 | |
| SKIP IF V VAR3 GT 33 | |
| LOAD V LAMPTIME I 2 | |
| MOVE PLAYER WITH TO LIVING | |
| RETURN ABORT | |
| NOALBLADY: | |
| SKIP2 UNLESS H DOG PLAYER | |
| SKIP UNLESS S DOG EQ 1 | |
| GO DEADDOG | |
| SKIP2 UNLESS H TEA CUP | |
| SKIP UNLESS R (CUP)U EQ PLAYER | |
| GO TEAOK | |
| SKIP IF S LIVING GT 0 | |
| DESCRIBE WITH LIVING | |
| SKIP UNLESS V VAR0 LT 4 | |
| GO LADY0 | |
| SKIP2 UNLESS H DOG PLAYER | |
| SKIP IF P INVIS DOG | |
| GO LADY2 | |
| LOAD V VAR1 I 5 | |
| PRINT LADYBLURB VAR1 | |
| LOAD S LIVING I 4 | |
| MOVE PLAYER WITH TO LIVING | |
| RETURN ABORT | |
| LADY2: | |
| ADD V DOGCNT I 1 | |
| LOAD V VAR0 S LIVING | |
| ADD V VAR0 I 1 | |
| PRINT LADYBLURB VAR0 | |
| LOAD S LIVING V VAR0 | |
| ADD S HALL I 1 | |
| SUB V OBJHELD I 1 | |
| LOAD S DOG V DOGCNT | |
| SKIP UNLESS V VAR0 EQ 6 | |
| GO LADY5 | |
| SKIP UNLESS V VAR0 EQ 7 | |
| GO LADY6 | |
| SKIP UNLESS V VAR0 EQ 8 | |
| GO LADY7 | |
| SKIP UNLESS V VAR0 EQ 9 | |
| GO LADY8 | |
| SKIP UNLESS V VAR0 EQ 10 | |
| GO LADY9 | |
| LADY0: | |
| PRINT LADYBLURB VAR0 | |
| ADD V VAR0 I 1 | |
| SKIP IF V VAR0 GT 4 | |
| LOAD S LIVING V VAR0 | |
| SKIP IF S LIVING EQ 4 | |
| RETURN | |
| MOVE PLAYER WITH TO LIVING | |
| RETURN ABORT | |
| DEADDOG: | |
| LOAD V VAR0 I 4 | |
| PRINT LADYBLURB VAR0 | |
| LOAD S LIVING I 4 | |
| MOVE PLAYER WITH TO LIVING | |
| RETURN ABORT | |
| TEAOK: | |
| MOVE CUP WITH DESTROY | |
| SUB V OBJHELD I 1 | |
| MOVE DOG WITH TO ELDOG | |
| PRINT ATLASTMES VAR0 | |
| LOAD S LIVING I 5 | |
| LOAD V DOGCNT I 1 | |
| RETURN | |
| LADY5: | |
| RESOLVE VAR3 PLATY | |
| GO LADY1 | |
| LADY7: | |
| RESOLVE VAR3 TROPHY | |
| LOAD S CIRCUS I 1 | |
| LADY1: | |
| LOAD V VAR0 R 2 | |
| RESOLVE VAR1 CELLA | |
| ADD V VAR1 V VAR0 | |
| RESOLVE VAR1 (VAR1)R | |
| MOVE DOG WITH TO (VAR1)R | |
| TRY0: | |
| RESOLVE VAR1 CELLA | |
| LOAD V VAR0 R 2 | |
| ADD V VAR1 V VAR0 | |
| RESOLVE VAR1 (VAR1)R | |
| SKIP UNLESS R (VAR1)R EQ (DOG)R | |
| GO TRY0 | |
| MOVE (VAR3)O WITH TO (VAR1)R | |
| SKIP2 IF V DOGCNT EQ 2 | |
| LOAD S (DOG)R I 1 | |
| MOVE DOG WITH DESTROY | |
| RETURN | |
| LADY6: | |
| MOVE DOG WITH TO EDOG | |
| RETURN | |
| LADY8: | |
| MOVE DOG WITH TO ALCOV1 | |
| SET INVIS DOG | |
| RETURN | |
| LADY9: | |
| LOAD V DOGCNT I 5 | |
| MOVE DOG WITH DESTROY | |
| MOVE WILL WITH TO HALL | |
| LOAD S LIVING I 4 | |
| MOVE PLAYER WITH TO LIVING | |
| RETURN ABORT | |
| LAMPPROG: | |
| SKIP IF M W2SP ONOFFSPEC | |
| RETURN RETRY NONE CANT | |
| RETURN RETRY IGNORE MAY SPECIAL | |
| LIGHTPROG: | |
| SKIP UNLESS M W2SP LAMPSPEC | |
| GO ONPROG | |
| SKIP3 IF M W2SP FIRESPEC | |
| SKIP IF M W2SP MATCHSPEC | |
| RETURN RETRY NONE CANT | |
| GO STRIKEPROG | |
| SKIP IF R (PLAYER)R EQ (DRIFT)R | |
| PRINTRET NOFUELMESS | |
| SKIP UNLESS H MATCHES PLAYER | |
| SKIP IF S MATCHES GT 0 | |
| PRINTRET NOLIGHTER | |
| SKIP UNLESS P DAMP DRIFT | |
| PRINTRET TOODAMPM | |
| SKIP UNLESS H DRIFT OILSKIN | |
| PRINTRET STILLWRAP | |
| SKIP UNLESS H DRIFT POLY | |
| PRINTRET STILLWRAP | |
| SKIP UNLESS H DRIFT PLAYER | |
| SUB V OBJHELD I 1 | |
| MOVE DRIFT WITH DESTROY | |
| SKIP IF R (PLAYER)R LT WHALE1 | |
| SKIP UNLESS R (PLAYER)R GT WHALE9 | |
| PRINTRET FIREBURN | |
| SET DAMP MATCHES | |
| UNSET LIGHT MATCHES | |
| LOAD S MATCHES I 0 | |
| LOAD S WHALE9 I 0 | |
| MOVE PLAYER WITH TO SEA33 | |
| PRINT WHALEBURP | |
| /attend to lamp if necessary | |
| SKIP IF R (LAMP)U EQ PLAYER | |
| RETURN | |
| PRINT FIZZM | |
| UNSET LIGHT LAMP | |
| LOAD S LAMP I 1 | |
| RETURN | |
| LOCKPROG: | |
| SKIP IF R ()O EQ DOOR | |
| PRINTRET CANTDO | |
| RESOLVE VAR0 DOOR | |
| SKIP UNLESS R (PLAYER)R EQ (VAR0)R | |
| GO LOCKSUB | |
| RESOLVE VAR0 DOORR | |
| SKIP IF R (PLAYER)R EQ (VAR0)R | |
| PRINTRET DONTSEE | |
| LOCKSUB: | |
| SKIP IF H KEYS PLAYER | |
| PRINTRET NOKEYS | |
| SKIP UNLESS S (VAR0)O EQ 1 | |
| PRINTRET ALRLOCK | |
| PRINTRET JAMMED | |
| LOOKPROG: | |
| UNSET VISITED (PLAYER)R | |
| RETURN LOOK | |
| MARPROG: | |
| SKIP UNLESS S COALRIDGE EQ 1 | |
| RETURN | |
| SKIP2 IF M LIGHT | |
| PRINT PITMESS | |
| GO DIEPROG | |
| LOAD S COALRIDGE I 1 | |
| LOAD V VAR0 I 0 | |
| SKIP UNLESS R (BOMB)R EQ (PLAYER)R | |
| LOAD V VAR0 I 1 | |
| PRINT MARMESS VAR0 | |
| SKIP UNLESS V VAR0 EQ 1 | |
| GO DIEPROG | |
| SKIP3 IF S MATCHES EQ 0 | |
| LOAD S MATCHES I 0 | |
| UNSET LIGHT MATCHES | |
| PRINT MARMATCH | |
| SKIP UNLESS S LAMP LT 2 | |
| RETURN ABORT | |
| LOAD V VAR0 V LAMPTIME | |
| LOAD V LAMPTIME I 15 | |
| LOAD S LAMP I 3 | |
| SKIP2 IF V VAR0 GT 15 | |
| LOAD S LAMP I 2 | |
| LOAD V LAMPTIME I 1 | |
| RETURN ABORT | |
| / Program to do Magic Move instruction. | |
| MMPROG: | |
| SKIP IF E ()R | |
| PRINTRET CANTDO | |
| MOVE PLAYER WITH TO ()R | |
| RETURN | |
| NAMEPROG: | |
| SKIP IF R (PLAYER)R LT ROOMA | |
| SKIP UNLESS R (PLAYER)R GT ROOMC | |
| PRINTRET NAMEMESS | |
| SKIP IF S (PLAYER)R EQ 3 | |
| PRINTRET NAMEMESS | |
| LOAD S (PLAYER)R I 12 | |
| PRINT ZINGMESS | |
| DESCRET WITH | |
| NEDOGPRG: | |
| SKIP2 UNLESS S BUCKETHOLE EQ 3 | |
| PRINT DOGTRAIL | |
| RETURN DEST ENHOUSE | |
| PRINT CANTGO | |
| RETURN ABORT | |
| NWDOGPRG: | |
| SKIP IF S BUCKETHOLE GT 0 | |
| RETURN DEST ENHOUSE | |
| PRINT BCKTBLCK | |
| RETURN ABORT | |
| NOISEPROG: | |
| SKIP IF R (PLAYER)R LT ROOMA | |
| SKIP UNLESS R (PLAYER)R GT ROOMC | |
| PRINTRET NOISEMESS | |
| SKIP IF S (PLAYER)R EQ 4 | |
| PRINTRET NOISEMESS | |
| LOAD S (PLAYER)R I 12 | |
| PRINT ZINGMESS | |
| DESCRET WITH | |
| NOSEPROG: | |
| SKIP IF R (PLAYER)R LT ROOMA | |
| SKIP UNLESS R (PLAYER)R GT ROOMC | |
| PRINTRET NOSEMESS | |
| SKIP IF S (PLAYER)R EQ 5 | |
| PRINTRET NOSEMESS | |
| LOAD S (PLAYER)R I 12 | |
| PRINT ZINGMESS | |
| DESCRET WITH | |
| NPROG: | |
| LOAD V VAR0 V LOCOCORR | |
| GO LOCOCHEK | |
| EPROG: | |
| LOAD V VAR0 V LOCOCORR | |
| ADD V VAR0 I 1 | |
| GO LOCOCHEK | |
| SPROG: | |
| SKIP2 IF S ROOMQ EQ 0 | |
| PRINT WAYBLOCK | |
| RETURN ABORT | |
| LOAD V VAR0 V LOCOCORR | |
| ADD V VAR0 I 2 | |
| GO LOCOCHEK | |
| WPROG: | |
| LOAD V VAR0 V LOCOCORR | |
| ADD V VAR0 I 3 | |
| LOCOCHEK: | |
| SKIP UNLESS V VAR0 GT 4 | |
| SUB V VAR0 I 4 | |
| /compare VAR0 and LOCOMOTION | |
| TEXT TLEAVE WITH | |
| SKIP IF R (PLAYER)R EQ DANGERRM | |
| TEXT TENTER WITH | |
| LOAD V VAR1 V VAR0 | |
| SUB V VAR1 I 1 | |
| MULT V VAR1 I 5 | |
| ADD V VAR1 V LOCOMOTION | |
| PRINT LOCOMESS VAR1 | |
| SUB V VAR0 V LOCOMOTION | |
| SKIP UNLESS V VAR0 EQ 0 | |
| RETURN | |
| GO DIEPROG | |
| OFFPROG: | |
| SKIP IF H LAMP PLAYER | |
| PRINTRET NHOLDLAMP | |
| SKIP UNLESS H LAMP POLY | |
| PRINTRET POLYSNAG | |
| SKIP UNLESS H LAMP OILSKIN | |
| PRINTRET OILSNAG | |
| SKIP IF S LAMP GT 0 | |
| PRINTRET ALROFFMESS | |
| LOAD S LAMP I 0 | |
| UNSET LIGHT LAMP | |
| SKIP UNLESS M LIGHT | |
| PRINTRET OFFMESS | |
| PRINT OFFMESS | |
| DESCRET WITHOUT | |
| ONPROG: | |
| SKIP IF H LAMP PLAYER | |
| PRINTRET NHOLDLAMP | |
| SKIP UNLESS H LAMP POLY | |
| PRINTRET POLYSNAG | |
| SKIP UNLESS H LAMP OILSKIN | |
| PRINTRET OILSNAG | |
| SKIP IF S LAMP EQ 0 | |
| PRINTRET ALRONMESS | |
| SKIP UNLESS P DAMP LAMP | |
| PRINTRET TOODAMPM | |
| UNSET LIGHT LAMP | |
| LOAD S LAMP I 1 | |
| SKIP2 IF V LAMPTIME LT 1 | |
| SET LIGHT LAMP | |
| ADD S LAMP I 1 | |
| SKIP IF V LAMPTIME LT 11 | |
| ADD S LAMP I 1 | |
| SKIP IF V LAMPTIME LT 31 | |
| ADD S LAMP I 1 | |
| LOAD V VAR0 S LAMP | |
| PRINT ONMESS VAR0 | |
| UNSET VISITED (PLAYER)R | |
| SKIP IF V DIERISK EQ 1 | |
| RETURN | |
| RETURN LOOK | |
| OPENPROG: | |
| SKIP IF R ()O EQ DOOR | |
| PRINTRET CANTDO | |
| RESOLVE VAR0 DOOR | |
| SKIP UNLESS R (PLAYER)R EQ (VAR0)R | |
| GO OPENSUB | |
| RESOLVE VAR0 DOORR | |
| SKIP IF R (PLAYER)R EQ (VAR0)R | |
| PRINTRET DONTSEE | |
| OPENSUB: | |
| SKIP IF H KEYS PLAYER | |
| PRINTRET NOKEYS | |
| SKIP UNLESS S (VAR0)O EQ 0 | |
| PRINTRET ALRUNLOCK | |
| LOAD S (VAR0)O I 0 | |
| PRINTRET UNLOCKM | |
| PAINTDROP: | |
| SKIP UNLESS P VISITED ALCOV2 | |
| RETURN | |
| LOAD V VAR0 I 0 | |
| SKIP IF H DOG PLAYER | |
| PRINTRET PAINTED VAR0 | |
| SKIP IF S DOG EQ 5 | |
| PRINTRET PAINTED VAR0 | |
| SKIP IF P INVIS DOG | |
| PRINTRET PAINTED VAR0 | |
| LOAD V VAR0 I 1 | |
| UNSET INVIS DOG | |
| PRINTRET PAINTED VAR0 | |
| PEACEPROG: | |
| SKIP IF R (PLAYER)R LT ROOMA | |
| SKIP UNLESS R (PLAYER)R GT ROOMC | |
| PRINTRET PEACEMESS | |
| SKIP IF S (PLAYER)R EQ 6 | |
| PRINTRET PEACEMESS | |
| LOAD S (PLAYER)R I 12 | |
| PRINT ZINGMESS | |
| DESCRET WITH | |
| PHILPROG: | |
| SKIP IF S PHILRM EQ 0 | |
| RETURN | |
| LOAD S PHILRM I 1 | |
| PRINT PHILMESS | |
| SKIP UNLESS H BOMB PLAYER | |
| LOAD S BOMB I 0 | |
| MOVE PLAYER WITH DESTROY | |
| MOVE PLAYER WITHOUT TO ETHER | |
| RETURN ABORT | |
| PIANOPROG: | |
| SKIP IF R (PLAYER)R LT ROOMA | |
| SKIP UNLESS R (PLAYER)R GT ROOMC | |
| PRINTRET PIANOMESS | |
| SKIP IF S (PLAYER)R EQ 7 | |
| PRINTRET PIANOMESS | |
| LOAD S (PLAYER)R I 12 | |
| PRINT ZINGMESS | |
| DESCRET WITH | |
| PITPR: | |
| PRINT PITMESS1 | |
| GO DIEPROG | |
| PORTCULL: | |
| SKIP2 UNLESS S CASERM EQ 1 | |
| PRINT PORTCUL1 | |
| RETURN ABORT | |
| LOAD S CASERM I 1 | |
| PRINTRET PORTCUL2 | |
| POTATOPROG: | |
| SKIP IF R (PLAYER)R LT ROOMA | |
| SKIP UNLESS R (PLAYER)R GT ROOMC | |
| PRINTRET POTATOMESS | |
| SKIP IF S (PLAYER)R EQ 8 | |
| PRINTRET POTATOMESS | |
| LOAD S (PLAYER)R I 12 | |
| PRINT ZINGMESS | |
| DESCRET WITH | |
| POUNDSPROG: | |
| SKIP IF R (PLAYER)R LT ROOMA | |
| SKIP UNLESS R (PLAYER)R GT ROOMC | |
| PRINTRET POUNDSMESS | |
| SKIP IF S (PLAYER)R EQ 9 | |
| PRINTRET POUNDSMESS | |
| LOAD S (PLAYER)R I 12 | |
| PRINT ZINGMESS | |
| DESCRET WITH | |
| / Program to quit. | |
| QUITPROG: | |
| SKIP IF Q QUITQUERY | |
| PRINTRET OKMESS | |
| QUITPRG2: | |
| GOSUB SCORESUB | |
| PRINT SCOR2MES | |
| SKIP UNLESS Q NEWGAMEQ | |
| RETURN RETRY RESTART CANT | |
| PRINT WTGROYT | |
| RETURN RETRY FINISH CANT | |
| REPEAT: | |
| RETURN LOOK | |
| RIDDPROG: | |
| SKIP2 IF S (PLAYER)R EQ 12 | |
| PRINT INVISF | |
| RETURN ABORT | |
| RETURN | |
| RIDDLEPROG: | |
| SKIP IF R (PLAYER)R LT ROOMA | |
| SKIP UNLESS R (PLAYER)R GT ROOMC | |
| PRINTRET RIDDLEMESS | |
| SKIP IF S (PLAYER)R EQ 10 | |
| PRINTRET RIDDLEMESS | |
| LOAD S (PLAYER)R I 12 | |
| PRINT ZINGMESS | |
| DESCRET WITH | |
| RIVERPROG: | |
| SKIP IF R (PLAYER)R LT ROOMA | |
| SKIP UNLESS R (PLAYER)R GT ROOMC | |
| PRINTRET RIVERMESS | |
| SKIP IF S (PLAYER)R EQ 11 | |
| PRINTRET RIVERMESS | |
| LOAD S (PLAYER)R I 12 | |
| PRINT ZINGMESS | |
| DESCRET WITH | |
| RUNPROG: | |
| LOAD V LOCOMOTION I 3 | |
| SKIP IF M W2EX | |
| RETURN RETRY IGNORE REQUEST DIR | |
| SKIP IF R (PLAYER)R EQ DANGERRM | |
| PRINT LOCOHAHA | |
| RETURN RETRY IGNORE MUST DIR | |
| SAYPROG: | |
| SKIP3 IF M W2SP WORDSPEC | |
| SKIP IF P SEA (PLAYER)R | |
| PRINTRET OKSAY | |
| PRINTRET WOTUNDER | |
| RETURN RETRY IGNORE MAY ANY | |
| SCOREPROG: | |
| GOSUB SCORESUB | |
| PRINTRET SCOR1MES | |
| SCORESUB: | |
| LOAD V VAR3 I 0 | |
| SKIP UNLESS P TAKEN ALBATROSS | |
| ADD V VAR3 I 2 | |
| SKIP UNLESS P TAKEN BOOK | |
| ADD V VAR3 I 2 | |
| SKIP UNLESS P TAKEN CHAIN | |
| ADD V VAR3 I 2 | |
| SKIP UNLESS P TAKEN CHEST | |
| ADD V VAR3 I 2 | |
| SKIP UNLESS P TAKEN CHEQUE | |
| ADD V VAR3 I 2 | |
| SKIP UNLESS P TAKEN CLOCK | |
| ADD V VAR3 I 2 | |
| SKIP UNLESS P TAKEN PLATY | |
| ADD V VAR3 I 2 | |
| SKIP UNLESS P TAKEN PORTR | |
| ADD V VAR3 I 2 | |
| SKIP UNLESS P TAKEN SLIPPER | |
| ADD V VAR3 I 2 | |
| SKIP UNLESS P TAKEN TOOTH | |
| ADD V VAR3 I 2 | |
| SKIP UNLESS P TAKEN TROPHY | |
| ADD V VAR3 I 2 | |
| SKIP UNLESS P TAKEN TUSK | |
| ADD V VAR3 I 2 | |
| SKIP UNLESS P VISITED LEDGE | |
| ADD V VAR3 I 10 | |
| SKIP UNLESS P VISITED ELGRAVE | |
| ADD V VAR3 I 10 | |
| SKIP UNLESS P VISITED CARGOH | |
| ADD V VAR3 I 10 | |
| SKIP UNLESS P VISITED WHALE9 | |
| ADD V VAR3 I 10 | |
| SKIP UNLESS P VISITED HALL | |
| ADD V VAR3 I 10 | |
| SKIP2 UNLESS P VISITED NEDEN | |
| SKIP UNLESS S EDEN5 EQ 0 | |
| ADD V VAR3 I 10 | |
| SKIP UNLESS P VISITED DANGERRM | |
| ADD V VAR3 I 10 | |
| LOAD V VAR1 V DOGCNT | |
| MULT V VAR1 I 10 | |
| ADD V VAR3 V VAR1 | |
| RESOLVE VAR1 (SHOP)O | |
| SKIP UNLESS V VAR1 EQ 0 | |
| GO SCORSUB2 | |
| SCORSUB1: | |
| SKIP UNLESS P TREAS (VAR1)O | |
| ADD V VAR3 I 13 | |
| ADD V VAR1 I 1536 | |
| RESOLVE VAR1 (VAR1)O | |
| SKIP IF V VAR1 EQ 0 | |
| GO SCORSUB1 | |
| SCORSUB2: | |
| LOAD V VAR2 I 300 | |
| SUB V VAR3 I 1 | |
| SKIP IF V VAR3 GT 0 | |
| LOAD V VAR3 I 0 | |
| RETURN | |
| SETRIDDLE: | |
| /ROOMA | |
| SKIP2 UNLESS V NRIDDLE EQ 12 | |
| LOAD S ROOMQ I 1 | |
| RETURN | |
| /has ROOMA got a riddle yet? | |
| SKIP2 UNLESS S ROOMA EQ 12 | |
| /set a riddle | |
| GOSUB GETRIDDLE | |
| LOAD S ROOMA V VAR1 | |
| /ROOMB | |
| SKIP2 UNLESS V NRIDDLE EQ 12 | |
| LOAD S ROOMQ I 1 | |
| RETURN | |
| SKIP2 UNLESS S ROOMB EQ 12 | |
| GOSUB GETRIDDLE | |
| LOAD S ROOMB V VAR1 | |
| /ROOMC | |
| SKIP2 UNLESS V NRIDDLE EQ 12 | |
| LOAD S ROOMQ I 1 | |
| RETURN | |
| SKIP2 UNLESS S ROOMC EQ 12 | |
| GOSUB GETRIDDLE | |
| LOAD S ROOMC V VAR1 | |
| RETURN | |
| SNAKEPRG: | |
| SKIP UNLESS V SNAKECNT EQ 6 | |
| MOVE SNAKE WITH DESTROY | |
| SKIP IF V SNAKECNT EQ 8 | |
| ADD V SNAKECNT I 1 | |
| LOAD V VAR3 V SNAKECNT | |
| PRINT SNAKEM VAR3 | |
| RETURN LEAVE | |
| SOLICIN: | |
| SKIP IF S SOLIC EQ 4 | |
| ADD V SOLICNT I 1 | |
| RETURN | |
| SOLICOUT: | |
| SKIP UNLESS S SOLIC EQ 4 | |
| RETURN | |
| SKIP IF S SOLIC EQ 3 | |
| SKIP2 UNLESS V SOLICNT GT 3 | |
| LOAD S SOLIC I 4 | |
| RETURN | |
| /count objects in SOLIC | |
| RESOLVE VAR1 (SOLIC)O | |
| /at worst, player! | |
| LOAD V VAR0 I 0 | |
| SOLICC: | |
| RESOLVE VAR1 (VAR1)O | |
| SKIP3 IF V VAR1 EQ 0 | |
| ADD V VAR0 I 1 | |
| ADD V VAR1 I 1536 | |
| GO SOLICC | |
| SKIP2 IF V VAR0 EQ 2 | |
| LOAD S SOLIC I 0 | |
| RETURN | |
| /2 objects in room - one is player | |
| RESOLVE VAR1 (SOLIC)O | |
| SKIP2 UNLESS R (VAR1)O EQ PLAYER | |
| ADD V VAR1 I 1536 | |
| RESOLVE VAR1 (VAR1)O | |
| /VAR1 points at object left | |
| SKIP4 UNLESS R (VAR1)O EQ WILL | |
| MOVE WILL WITH DESTROY | |
| MOVE CHEQUE WITH TO SOLIC | |
| LOAD S SOLIC I 3 | |
| RETURN | |
| SKIP2 UNLESS P TREAS (VAR1)O | |
| LOAD S SOLIC I 2 | |
| RETURN | |
| MOVE (VAR1)O WITH DESTROY | |
| LOAD S SOLIC I 1 | |
| RETURN | |
| SPOTPROG: | |
| SKIP IF V DOGCNT GT 3 | |
| PRINTRET NHAPPEN | |
| SKIP IF V DOGCNT EQ 4 | |
| PRINTRET ISNTDOG | |
| SKIP UNLESS R (PLAYER)R LT CELLA | |
| PRINTRET ISNTDOG | |
| SKIP UNLESS R (PLAYER)R GT CELLC | |
| PRINTRET ISNTDOG | |
| SKIP IF S (PLAYER)R EQ 1 | |
| PRINTRET ISNTDOG | |
| LOAD S (PLAYER)R I 0 | |
| MOVE DOG WITH TO (PLAYER)R | |
| PRINTRET DOGCOME | |
| LARDERPR: | |
| RESOLVE VAR0 DOORR | |
| GO DOORCHEK | |
| SEACUPPR: | |
| RESOLVE VAR0 DOOR | |
| DOORCHEK: | |
| SKIP2 UNLESS S (VAR0)O EQ 1 | |
| DESCRIBE WITH DOOR | |
| RETURN ABORT | |
| MOVE (VAR0)O WITH DIR H | |
| RETURN | |
| STEINPRG: | |
| SKIP IF P VISITED EEDEN | |
| PRINTRET STEINM0 | |
| SKIP2 UNLESS R (PLAYER)R EQ EEDEN | |
| MOVE PLAYER WITH TO CASERM | |
| PRINTRET STEINM1 | |
| SKIP2 UNLESS R (PLAYER)R EQ CASERM | |
| MOVE PLAYER WITH TO EEDEN | |
| PRINTRET STEINM1 | |
| PRINTRET STEINM0 | |
| STRIKEPROG: | |
| SKIP IF M W2SP MATCHSPEC | |
| RETURN RETRY NONE CANT | |
| SKIP IF H MATCHES PLAYER | |
| PRINTRET NOMATCHMESS | |
| SKIP IF R (MATCHES)U EQ PLAYER | |
| PRINTRET OUTMESS | |
| SKIP IF V MATCHNUM GT 0 | |
| PRINTRET MATCHLEFT | |
| SKIP IF S MATCHES EQ 0 | |
| PRINTRET ALRMATCH | |
| SKIP UNLESS P SEA (PLAYER)R | |
| PRINTRET CANTLIGHT | |
| SUB V MATCHNUM I 1 | |
| SKIP UNLESS P DAMP MATCHES | |
| PRINTRET TOODAMPM | |
| LOAD S MATCHES I 1 | |
| SKIP3 IF R (PLAYER)R LT WHALE1 | |
| SKIP2 IF R (PLAYER)R GT WHALE9 | |
| LOAD V VAR0 S (PLAYER)R | |
| PRINT SMDRIFTM VAR0 | |
| SKIP2 UNLESS M LIGHT | |
| SET LIGHT MATCHES | |
| PRINTRET OKMESS | |
| UNSET VISITED (PLAYER)R | |
| SET LIGHT MATCHES | |
| PRINT OKMESS | |
| RETURN LOOK | |
| SWIMPROG: | |
| SKIP UNLESS R (PLAYER)R EQ PLANKRM1 | |
| GO SWIM2PRO | |
| SKIP UNLESS R (PLAYER)R EQ PLANKRM2 | |
| GO SWIM2PRO | |
| SKIP UNLESS R (PLAYER)R EQ PLANKRM3 | |
| GO SWIM2PRO | |
| SKIP IF P SEA (PLAYER)R | |
| PRINTRET NOSWIM | |
| SKIP UNLESS M W2EX | |
| RETURN RETRY IGNORE MAY DIR | |
| ASK SWIMW | |
| RETURN RETRY IGNORE MAY DIR | |
| /on beach | |
| SWIM2PRO: | |
| SKIP2 UNLESS M W2EX | |
| PRINT NOTCERTAIN | |
| RETURN RETRY IGNORE MAY DIR | |
| /from beach to sea | |
| SWIM1PRO: | |
| SKIP UNLESS P VISITED SEA11 | |
| PRINTRET SHARKS | |
| SKIP2 IF H AQUAL PLAYER | |
| PRINT DROWNM | |
| GO DIEPROG | |
| SKIP2 UNLESS H MASK PLAYER | |
| PRINT AQUAGAS | |
| GO DIEPROG | |
| /set values | |
| PRINT SWIMBUZZ | |
| LOAD S AQUAL I 1 | |
| MOVE PLAYER WITH TO SEA11 | |
| SKIP UNLESS H MOUSE PLAYER | |
| LOAD S MOUSE I 1 | |
| SKIP UNLESS H DOG PLAYER | |
| LOAD S DOG I 1 | |
| SKIP2 UNLESS H BOMB PLAYER | |
| LOAD V BOMBTIME V BOMBMAX | |
| SUB V BOMBTIME I 1 | |
| SKIP IF H CASE PLAYER | |
| SKIP UNLESS H BOMB PLAYER | |
| PRINT BOMBSEA | |
| /make some things held be damp | |
| SKIP3 UNLESS P LIGHT MATCHES | |
| LOAD S MATCHES I 0 | |
| UNSET LIGHT MATCHES | |
| PRINT SWIMATCH | |
| SKIP UNLESS R (MATCHES)U EQ PLAYER | |
| SET DAMP MATCHES | |
| SKIP UNLESS R (DRIFT)U EQ PLAYER | |
| SET DAMP DRIFT | |
| SKIP4 UNLESS H CUP PLAYER | |
| SKIP3 UNLESS S CUP EQ 1 | |
| PRINT CUPOUT | |
| MOVE (CUP)D WITH DESTROY | |
| LOAD S CUP I 0 | |
| SKIP4 UNLESS H KETTLE PLAYER | |
| SKIP3 UNLESS S KETTLE EQ 1 | |
| PRINT KETTLEOUT | |
| MOVE (KETTLE)D WITH DESTROY | |
| LOAD S KETTLE I 0 | |
| SKIP IF R (LAMP)U EQ PLAYER | |
| RETURN ABORT | |
| PRINT FIZZM | |
| SET DAMP LAMP | |
| UNSET LIGHT LAMP | |
| LOAD S LAMP I 1 | |
| RETURN ABORT | |
| / VAR1 is set to: | |
| / 1 if the object was taken. | |
| / 2 if it was untakeable. | |
| / 3 if the player couldn't carry it. | |
| / 4 if it was too heavy to carry. | |
| / 5 if it was the mouse without cheese | |
| / 6 if it was the tooth. | |
| / 7 if it's contained | |
| / 8 if it was the mouse with cheese | |
| / 9 for no response | |
| / 10 if lethal | |
| TAKESUB: | |
| SKIP IF R (VAR0)O EQ PLAYER | |
| SKIP2 UNLESS P NOTAKE (VAR0)O | |
| LOAD V VAR1 I 2 | |
| RETURN | |
| /check if contained | |
| RESOLVE VAR1 (VAR0)O | |
| ADD V VAR1 I 1280 | |
| RESOLVE VAR1 (VAR1)O | |
| SKIP2 IF V VAR1 EQ 0 | |
| LOAD V VAR1 I 7 | |
| RETURN | |
| LOAD V VAR1 V DEXTERITY | |
| SUB V VAR1 V OBJHELD | |
| SKIP2 IF V VAR1 GT 0 | |
| LOAD V VAR1 I 3 | |
| RETURN | |
| SKIP4 IF P HEAVY (VAR0)O | |
| SKIP IF V WGTHELD EQ 1 | |
| GO NEXTBIT | |
| LOAD V VAR1 I 4 | |
| RETURN | |
| SKIP2 UNLESS V WGTHELD EQ 1 | |
| LOAD V VAR1 I 4 | |
| RETURN | |
| SKIP2 UNLESS V OBJHELD GT 0 | |
| LOAD V VAR1 I 3 | |
| RETURN | |
| LOAD V WGTHELD I 1 | |
| SKIP UNLESS R (PLAYER)R EQ BUCKETRM | |
| SUB V WGTBUCK I 1 | |
| NEXTBIT: | |
| /check for snake and fruit | |
| SKIP2 UNLESS R (VAR0)O EQ SNAKE | |
| LOAD V VAR1 I 9 | |
| GO SNAKEPRG | |
| SKIP3 UNLESS R (VAR0)O EQ FRUIT | |
| LOAD V VAR1 I 9 | |
| PRINT IRRESFRUIT | |
| GO FRUITPRG | |
| / Check for mouse | |
| SKIP4 UNLESS S MOUSE EQ 0 | |
| SKIP3 UNLESS R (VAR0)O EQ MOUSE | |
| SKIP2 IF H CHEESE PLAYER | |
| LOAD V VAR1 I 5 | |
| RETURN | |
| / Octopus and chest check | |
| SKIP3 UNLESS R (VAR0)O EQ OCTOPUS | |
| PRINT OCTOGRAB | |
| LOAD V VAR1 I 10 | |
| RETURN | |
| SKIP4 UNLESS R (VAR0)O EQ CHEST | |
| SKIP3 UNLESS R (PLAYER)R EQ (OCTOPUS)R | |
| PRINT OCTOGRAB | |
| LOAD V VAR1 I 10 | |
| RETURN | |
| MOVE (VAR0)O WITH TO PLAYER | |
| ADD V OBJHELD I 1 | |
| SET TAKEN (VAR0)O | |
| LOAD V VAR1 I 1 | |
| /start case ticking | |
| SKIP UNLESS R (VAR0)O EQ CASE | |
| GOSUB TICKSUB | |
| SKIP UNLESS R (VAR0)O EQ BOMB | |
| GOSUB TICKSUB | |
| /did they get a live mouse? | |
| SKIP2 UNLESS R (VAR0)O EQ MOUSE | |
| SKIP UNLESS S MOUSE EQ 0 | |
| LOAD V VAR1 I 8 | |
| /tooth check | |
| SKIP4 UNLESS R (PLAYER)R EQ WHALE9 | |
| SKIP3 UNLESS S WHALE9 EQ 0 | |
| SKIP2 UNLESS R (VAR0)O EQ TOOTH | |
| LOAD S WHALE9 I 9 | |
| LOAD V VAR1 I 6 | |
| RETURN | |
| / Main TAKE program. | |
| TAKEPROG: | |
| / Command decoding section. | |
| SKIP IF M W2EX | |
| GO TAKEFIRST | |
| SKIP UNLESS M W2SP ALLSPEC | |
| GO TAKEALL | |
| SKIP UNLESS M W2SP INVSPEC | |
| GO INVPROG | |
| SKIP UNLESS M W2SP TAKESPEC | |
| PRINTRET CANTTAKE | |
| SKIP UNLESS M W2SP LIQUSPEC | |
| PRINTRET TAKELIQU | |
| SKIP IF M W2OB | |
| RETURN RETRY NONE CANT | |
| /See if it's a case or fruit | |
| SKIP UNLESS R ()O EQ CASE | |
| GO TAKECASE | |
| SKIP UNLESS R ()O EQ FRUIT | |
| GO FRUITPRG | |
| / Now check it's OK to take it. | |
| SKIP IF R (PLAYER)R EQ ()R | |
| PRINTRET DONTSEE | |
| SKIP UNLESS H ()O PLAYER | |
| PRINTRET ALRHELD | |
| / Entry point for Magic Take command. | |
| MTPROG: | |
| RESOLVE VAR0 ()O | |
| GOSUB TAKESUB | |
| TAKEMESS: | |
| SKIP UNLESS V VAR1 EQ 10 | |
| GO DIEPROG | |
| SKIP UNLESS V VAR1 EQ 1 | |
| PRINTRET OKMESS | |
| SKIP UNLESS V VAR1 EQ 2 | |
| PRINTRET CANTTAKE | |
| SKIP UNLESS V VAR1 EQ 3 | |
| PRINTRET HANDSFULL | |
| SKIP UNLESS V VAR1 EQ 4 | |
| PRINTRET THEAVYMESS | |
| SKIP UNLESS V VAR1 EQ 5 | |
| PRINTRET MOUSERUN | |
| SKIP UNLESS V VAR1 EQ 6 | |
| PRINTRET TOOTHTAKE | |
| SKIP UNLESS V VAR1 EQ 7 | |
| PRINTRET OUTMESS | |
| SKIP UNLESS V VAR1 EQ 8 | |
| PRINTRET SQUEAK | |
| RETURN | |
| / Command was "TAKE". | |
| TAKEFIRST: | |
| RESOLVE VAR0 (PLAYER)R | |
| RESOLVE VAR0 (VAR0)O | |
| TAKEF1: | |
| SKIP UNLESS V VAR0 EQ 0 | |
| PRINTRET NOTHNGHERE | |
| GOSUB TAKESUB | |
| SKIP IF V VAR1 EQ 2 | |
| GO TAKEMESS | |
| /Try next. | |
| / Modify reference to point to | |
| / next object in room. | |
| ADD V VAR0 I 1536 | |
| RESOLVE VAR0 (VAR0)O | |
| GO TAKEF1 | |
| / VAR3 counts. | |
| TAKEALL: | |
| LOAD V VAR3 I 0 | |
| /VAR2 points at next object. | |
| RESOLVE VAR0 (PLAYER)R | |
| RESOLVE VAR0 (VAR0)O | |
| TAKEA1: | |
| LOAD V VAR2 V VAR0 | |
| ADD V VAR2 I 1536 | |
| RESOLVE VAR2 (VAR2)O | |
| GOSUB TAKESUB | |
| SKIP2 UNLESS V VAR1 EQ 3 | |
| PRINT HANDSF2 | |
| PRINTRET TOOKOBJ2 VAR3 | |
| SKIP UNLESS V VAR1 EQ 10 | |
| GO DIEPROG | |
| SKIP UNLESS V VAR1 EQ 1 | |
| ADD V VAR3 I 1 | |
| SKIP2 UNLESS V VAR1 EQ 6 | |
| ADD V VAR3 I 1 | |
| PRINT TOOTHTAKE | |
| SKIP2 UNLESS V VAR1 EQ 8 | |
| PRINT SQUEAK | |
| ADD V VAR3 I 1 | |
| SKIP UNLESS V VAR1 EQ 5 | |
| PRINT MOUSERUN | |
| LOAD V VAR0 V VAR2 | |
| SKIP IF V VAR0 EQ 0 | |
| GO TAKEA1 | |
| PRINTRET TOOKOBJ1 VAR3 | |
| TAKECASE: | |
| LOAD V VAR3 I 0 | |
| SKIP UNLESS H CASE PLAYER | |
| ADD V VAR3 I 1 | |
| SKIP UNLESS H BOMB PLAYER | |
| ADD V VAR3 I 2 | |
| SKIP UNLESS V VAR3 EQ 3 | |
| PRINTRET HOLDBOTH | |
| SKIP2 UNLESS R (CASE)R EQ (PLAYER)R | |
| SKIP UNLESS R (BOMB)R EQ (PLAYER)R | |
| ADD V VAR3 I 3 | |
| SKIP2 UNLESS V VAR3 EQ 5 | |
| RESOLVE VAR0 (CASE)O | |
| GO CASETAKE | |
| SKIP2 UNLESS V VAR3 EQ 4 | |
| RESOLVE VAR0 (BOMB)O | |
| GO CASETAKE | |
| SKIP IF V VAR3 EQ 3 | |
| GO NOCHOICE | |
| PRINT TAKEACASE | |
| LOAD V VAR0 R 1 | |
| SKIP2 IF V VAR0 EQ 0 | |
| RESOLVE VAR0 (CASE)O | |
| GO CASETAKE | |
| RESOLVE VAR0 (BOMB)O | |
| GO CASETAKE | |
| NOCHOICE: | |
| SKIP IF V VAR3 EQ 0 | |
| PRINTRET ALRHELD | |
| SKIP2 UNLESS R (CASE)R EQ (PLAYER)R | |
| RESOLVE VAR0 (CASE)O | |
| GO CASETAKE | |
| SKIP2 UNLESS R (BOMB)R EQ (PLAYER)R | |
| RESOLVE VAR0 (BOMB)O | |
| GO CASETAKE | |
| PRINTRET DONTSEE | |
| CASETAKE: | |
| GOSUB TAKESUB | |
| SKIP UNLESS V VAR1 EQ 3 | |
| PRINTRET HANDSFULL | |
| SKIP IF V VAR3 EQ 3 | |
| PRINT OKMESS | |
| RETURN | |
| TICKSUB: | |
| SKIP2 UNLESS S (VAR0)O EQ 0 | |
| LOAD S (VAR0)O I 1 | |
| PRINTRET TICKMESS | |
| RETURN | |
| TEACHECK: | |
| SKIP UNLESS P VISITED SENDP | |
| RETURN | |
| SKIP UNLESS E (TEABAG)R | |
| RETURN | |
| MOVE TEABAG WITH TO LARDER | |
| RETURN | |
| THINKPRG: | |
| SKIP IF R (PLAYER)R EQ ETHER | |
| PRINTRET THINKM1 | |
| SKIP UNLESS P VISITED PHILRM | |
| PRINTRET NOEXIST | |
| MOVE PLAYER WITH TO PHILRM | |
| PRINT THINKM2 | |
| SET LIGHT PHILRM | |
| DESCRIBE WITH | |
| UNSET LIGHT PHILRM | |
| RETURN LOOK | |
| TILTPROG: | |
| /Moving from plank0 to bucketrm | |
| /Is plank whole? | |
| SKIP2 UNLESS S (PLAYER)R EQ 2 | |
| PRINT JUMPDIE2M | |
| GO DIEPROG | |
| /Yes it is | |
| SKIP1 UNLESS S (PLAYER)R EQ 1 | |
| RETURN | |
| LOAD S BUCKETHOLE I 1 | |
| LOAD S BUCKETRM I 1 | |
| LOAD S PLANK0 I 1 | |
| LOAD S PIVOTRM I 1 | |
| LOAD S PLANKRM1 I 1 | |
| LOAD S PLANKRM2 I 1 | |
| LOAD S PLANKRM3 I 1 | |
| PRINTRET TILTMESS1 | |
| TILTPR0: | |
| /Main program to check safety on plank | |
| LOAD V VAR1 I 1 | |
| ADD V VAR1 V WGTHELD | |
| MULT V VAR1 V VAR2 | |
| SUB V VAR1 V WGTBUCK | |
| SKIP UNLESS V VAR1 LT 0 | |
| RETURN | |
| PRINT TILTMS2 | |
| GO DIEPROG | |
| TILTPRU1: | |
| SKIP2 UNLESS S (PLAYER)R EQ 0 | |
| PRINT CANTDO | |
| RETURN ABORT | |
| TILTPR1: | |
| /Move from plank0 to plank1 | |
| SKIP2 UNLESS S (PLAYER)R EQ 2 | |
| PRINT JUMPDIEM | |
| GO DIEPROG | |
| LOAD V VAR2 I 1 | |
| GO TILTPR0 | |
| TILTPR2: | |
| /Move from plank1 to plank2 | |
| LOAD V VAR2 I 2 | |
| GO TILTPR0 | |
| TILTPR3: | |
| /Move from plank2 to plank3 | |
| LOAD V VAR2 I 3 | |
| PRINT CREAKMESS | |
| GO TILTPR0 | |
| THROWPROG: | |
| SKIP UNLESS R ()O EQ CASE | |
| GO DROPPROG | |
| SKIP UNLESS M W2EX | |
| SKIP IF M W2OB | |
| GO DROPPROG | |
| SKIP IF H ()O PLAYER | |
| PRINTRET NOTHELD | |
| SKIP IF S SHOP EQ 2 | |
| SKIP IF R (PLAYER)R EQ SHOP | |
| GO DROPPROG | |
| /in shop, can throw | |
| LOAD V VAR0 S SHOP | |
| ADD V VAR0 I 1 | |
| LOAD S SHOP V VAR0 | |
| MOVE ()O WITH TO NENDP | |
| SUB V OBJHELD I 1 | |
| PRINT THREWM | |
| SKIP IF S SHOP EQ 2 | |
| PRINTRET VCLEVERM | |
| PRINT IWARNED1 | |
| GO DIEPROG | |
| TURNPROG: | |
| SKIP IF M W2SP ONOFFSPEC | |
| RETURN RETRY NONE CANT | |
| RETURN RETRY IGNORE MAY ANY | |
| UNWRAPPROG: | |
| SKIP IF H ()O PLAYER | |
| PRINTRET NHOLDMESS | |
| /check for double containment | |
| RESOLVE VAR0 ()U | |
| SKIP UNLESS R (VAR0)O EQ PLAYER | |
| PRINTRET NOTWRAP | |
| ADD V VAR0 I 1280 | |
| RESOLVE VAR0 (VAR0)O | |
| SKIP IF R (VAR0)O EQ PLAYER | |
| PRINTRET TWOCONT | |
| SKIP UNLESS R ()U EQ OILSKIN | |
| GO UNWRAPOIL | |
| SKIP UNLESS R ()U EQ POLY | |
| GO UNWRAPPOL | |
| PRINTRET NOTWRAP | |
| UNWRAPOIL: | |
| MOVE ()O WITH TO PLAYER | |
| SUB S OILSKIN I 1 | |
| ADD V OBJHELD I 1 | |
| LOAD V VAR0 V DEXTERITY | |
| SUB V VAR0 V OBJHELD | |
| SKIP UNLESS V VAR0 LT 0 | |
| GO UNWRAPDR | |
| SKIP IF P SEA (PLAYER)R | |
| PRINTRET UNWRAPO | |
| GO UNW | |
| UNWRAPPOL: | |
| MOVE ()O WITH TO PLAYER | |
| LOAD S POLY I 0 | |
| ADD V OBJHELD I 1 | |
| LOAD V VAR0 V DEXTERITY | |
| SUB V VAR0 V OBJHELD | |
| SKIP UNLESS V VAR0 LT 0 | |
| GO UNWRAPDR | |
| SKIP IF P SEA (PLAYER)R | |
| PRINTRET UNWRAPP | |
| UNW: | |
| PRINT UNWRAPD | |
| SKIP2 IF R ()O EQ LAMP | |
| SET DAMP ()O | |
| RETURN | |
| SKIP UNLESS P DAMP LAMP | |
| RETURN | |
| SET DAMP LAMP | |
| UNSET LIGHT LAMP | |
| PRINT FIZZM | |
| SKIP IF M LIGHT | |
| DESCRET WITH | |
| RETURN | |
| UNWRAPDR: | |
| RESOLVE VAR0 ()O | |
| PRINT DROPPEDIT | |
| GO DROPSUB | |
| WAVEPROG: | |
| SKIP IF H ()O PLAYER | |
| PRINTRET NHOLDMESS | |
| GO BLACH1 | |
| WAITPROG: | |
| PRINTRET OKMESS | |
| WHALPR1: | |
| PRINT WHALEGRAB | |
| MOVE PLAYER WITH TO WHALE3 | |
| RETURN ABORT | |
| WHEEPROG: | |
| GOSUB WHEEDROP | |
| PRINTRET WHEEMESS VAR0 | |
| WHEEPR1: | |
| GOSUB WHEEDROP | |
| SKIP UNLESS S ESCHER6 EQ 0 | |
| PRINTRET WHEEMESS VAR0 | |
| LOAD S ESCHER5 I 0 | |
| LOAD S ESCHER6 I 0 | |
| LOAD S ESCHER7 I 0 | |
| PRINT WHEEMESS VAR0 | |
| SKIP IF H ALBATROSS PLAYER | |
| PRINTRET WORKMANMESS | |
| SKIP IF S ALBATROSS EQ 0 | |
| PRINTRET WORKMANMESS | |
| SKIP2 IF M LIGHT | |
| PRINT PITMESS | |
| GO DIEPROG | |
| LOAD V VAR3 I 0 | |
| SKIP UNLESS R (BOMB)R EQ (PLAYER)R | |
| LOAD V VAR3 I 1 | |
| PRINT MARWORK VAR3 | |
| SKIP UNLESS V VAR3 EQ 1 | |
| GO DIEPROG | |
| SET TREAS ALBATROSS | |
| LOAD S ALBATROSS I 1 | |
| RETURN | |
| WHEEPR2: | |
| GOSUB WHEEDROP | |
| SKIP UNLESS S (PLAYER)R EQ 0 | |
| PRINTRET WHEEMESS VAR0 | |
| PRINT WHEEDIE | |
| GO DIEPROG | |
| WHEEPR3: | |
| GOSUB WHEEDROP | |
| PRINT WHEEMESS VAR0 | |
| RETURN LOOK | |
| WHEEDROP: | |
| LOAD V VAR2 I 0 | |
| LOAD V VAR0 I 0 | |
| SKIP4 UNLESS R (MATCHES)U EQ PLAYER | |
| LOAD V VAR0 I 1 | |
| MOVE MATCHES WITH TO CIRCUS | |
| SUB V OBJHELD I 1 | |
| RETURN | |
| SKIP3 UNLESS H ALBATROSS PLAYER | |
| SKIP2 UNLESS S ALBATROSS EQ 0 | |
| LOAD V VAR2 I 1 | |
| MOVE ALBATROSS WITH DESTROY | |
| RESOLVE VAR1 (PLAYER)D | |
| SKIP3 UNLESS V VAR1 EQ 0 | |
| SKIP IF V VAR2 EQ 0 | |
| MOVE ALBATROSS WITH TO PLAYER | |
| RETURN | |
| SUB V OBJHELD I 1 | |
| MOVE (VAR1)O WITH TO CIRCUS | |
| LOAD V VAR0 I 1 | |
| SKIP IF V VAR2 EQ 0 | |
| MOVE ALBATROSS WITH TO PLAYER | |
| RETURN | |
| WRAPPROG: | |
| SKIP UNLESS R ()O EQ CASE | |
| PRINTRET CASEWRAP | |
| SKIP IF R ()O EQ ALBATROSS | |
| SKIP UNLESS R ()O EQ DOG | |
| PRINTRET NOCANW | |
| SKIP IF H ()O PLAYER | |
| PRINTRET NHOLDMESS | |
| SKIP IF R ()U EQ PLAYER | |
| PRINTRET ALRCONT | |
| SKIP2 UNLESS R (OILSKIN)U EQ PLAYER | |
| SKIP IF R ()O EQ OILSKIN | |
| GO WRAPOILS | |
| SKIP2 UNLESS R (POLY)U EQ PLAYER | |
| SKIP IF R ()O EQ POLY | |
| GO WRAPPOLY | |
| PRINTRET NOWRAP | |
| WRAPOILS: | |
| SKIP UNLESS S OILSKIN LT 2 | |
| GO WRAP1 | |
| PRINT OILFULL | |
| SKIP UNLESS H POLY PLAYER | |
| SKIP IF S POLY EQ 0 | |
| PRINTRET CANTWRAP | |
| GO WRAPPOLY | |
| WRAP1: | |
| MOVE ()O WITH TO OILSKIN | |
| SUB V OBJHELD I 1 | |
| ADD S OILSKIN I 1 | |
| PRINT OILWRAP | |
| SKIP2 UNLESS R ()O EQ LAMP | |
| SKIP UNLESS M LIGHT | |
| DESCRIBE WITH | |
| RETURN | |
| WRAPPOLY: | |
| SKIP UNLESS S POLY EQ 1 | |
| PRINTRET POLYFULL | |
| MOVE ()O WITH TO POLY | |
| SUB V OBJHELD I 1 | |
| LOAD S POLY I 1 | |
| PRINTRET POLYWRAP | |
| WRCKPROG: | |
| LOAD V VAR0 R 1 | |
| SKIP IF V VAR0 EQ 0 | |
| DESCRET WITH | |
| MOVE PLAYER WITH TO ENWRECK | |
| RETURN ABORT | |
| ZAPPROG: | |
| SKIP UNLESS S SHOP EQ 2 | |
| RETURN | |
| LOAD S SHOP I 2 | |
| SKIP2 UNLESS V OBJHELD GT 2 | |
| PRINT IWARNED | |
| GO DIEPROG | |
| RESOLVE VAR0 (SHOP)O | |
| SHUNT: | |
| SKIP UNLESS V VAR0 EQ 0 | |
| RETURN | |
| SKIP IF R (VAR0)O EQ PLAYER | |
| MOVE (VAR0)O WITH DESTROY | |
| ADD V VAR0 I 1536 | |
| RESOLVE VAR0 (VAR0)O | |
| GO SHUNT | |
| / | |
| / WORDS SECTION | |
| / ------------- | |
| / | |
| !WORDS | |
| ALBATROSS OBJECT CANT ALBATROSS | |
| ALL NONE CANT ALLSPEC | |
| AQUALUNG OBJECT CANT AQUAL BABASPEC | |
| BABEL MOVE CANT BABEL | |
| BACK RETURN CANT B 1 | |
| BATH OBJECT CANT BATH | |
| BEACH MOVE CANT PLANKRM2 | |
| BEES NONE CANT TAKESPEC 3 | |
| BISCUIT OBJECT CANT BISCUIT 4 | |
| BLACH OBEY BLACHPROG CANT WORDSPEC | |
| BOIL OBEY BOILPROG MUST OBJ | |
| BOOK OBJECT CANT BOOK | |
| BOTTLE OBJECT CANT BOTTLE | |
| BOX OBJECT CANT MATCHES | |
| BREW OBEY BREWPROG MUST OBJ | |
| BRONZE OBJECT CANT TROPHY | |
| BUCKET NONE CANT TAKESPEC | |
| BURY OBEY BURYPROG REQUEST OBJ | |
| CALL OBEY SAYPROG REQUEST ANY | |
| CANDLE OBEY CANDLEPROG CANT | |
| CASES OBJECT CANT CASE 4 | |
| CHAIN OBJECT CANT CHAIN | |
| CHEESE OBJECT CANT CHEESE | |
| CHEQUE OBJECT CANT CHEQUE | |
| CHEST OBJECT CANT CHEST | |
| CHUNK OBJECT CANT STONE | |
| CIRCUS MOVE CANT CIRCUS | |
| CLIMB MOVE MAY ANY U | |
| CLOCK OBJECT CANT CLOCK | |
| CLOSE OBEY LOCKPROG REQUEST OBJ | |
| COFFIN OBJECT CANT COFFIN | |
| COLERIDGE PRINT WRONGAUT MAY ANY WORDSPEC | |
| CRAWL OBEY CRAWLPROG MAY DIR | |
| CUP OBJECT CANT CUP | |
| CUPBOARD MOVE CANT SEACUPB | |
| CUSHION OBJECT CANT CUSHION BABUSPEC | |
| DASH OBEY RUNPROG MAY DIR | |
| DEBRIS OBJECT CANT DEBRIS | |
| DIG OBEY DIGPROG CANT | |
| DIVE OBEY DIVEPROG CANT | |
| DOG OBJECT CANT DOG | |
| DOOR OBJECT CANT DOOR | |
| DOWN MOVE CANT D 1 | |
| DRIFTWOOD OBJECT CANT DRIFT FIRESPEC | |
| DRINK OBEY DRINKPROG REQUEST REC | |
| DROP OBEY DROPPROG MAY REC | |
| EAST MOVE CANT E 1 | |
| EAT OBEY EATPROG REQUEST OBJ | |
| EMPTY OBEY EMPTYPROG REQUEST OBJ | |
| ENTER MOVE CANT I | |
| ESCHER OBJECT CANT PORTR | |
| FILL OBEY FILLPROG REQUEST REC | |
| FIRE NONE CANT FIRESPEC | |
| FOLD OBEY FOLDPROG REQUEST OBJ | |
| FRUIT OBJECT CANT FRUIT | |
| GAS OBJECT CANT MASK | |
| GET OBEY TAKEPROG MAY REC | |
| GO IGNORE REQUEST DIR | |
| GOLD OBJECT CANT TOOTH | |
| GORGONZOLA OBJECT CANT CHEESE | |
| HOP OBEY HOPPROG MAY DIR | |
| ICICLE OBEY ICICLEPROG CANT | |
| IN MOVE CANT I 1 | |
| INK OBJECT CANT INK LIQUSPEC | |
| INVENTORY OBEY INVPROG CANT INVSPEC 3 | |
| IVORY OBJECT CANT TUSK | |
| JEWEL OBJECT CANT PLATY | |
| JOHN IGNORE REQUEST REC WORDSPEC | |
| JUMP OBEY JUMPPROG MAY DIR | |
| KENNEL OBJECT CANT KENNEL | |
| KETTLE OBJECT CANT KETTLE | |
| KEYS OBJECT CANT KEYS BABTSPEC 3 | |
| KILL OBEY KILLPROG REQUEST OBJ | |
| LADY NONE CANT TAKESPEC | |
| LAMP OBEY LAMPPROG MUST SPECIAL LAMP LAMPSPEC | |
| LAND MOVE CANT PLANKRM2 | |
| LANTERN OBEY LAMPPROG MUST SPECIAL LAMP LAMPSPEC | |
| LEAP OBEY JUMPPROG MAY DIR | |
| LEDGE MOVE CANT LEDGE | |
| LIGHT OBEY LIGHTPROG REQUEST SPECIAL | |
| LOCK OBEY LOCKPROG REQUEST OBJ | |
| LOOK OBEY LOOKPROG CANT ETHERSPEC | |
| MAKE OBEY BREWPROG MUST OBJ | |
| MAN NONE CANT TAKESPEC | |
| MASK OBJECT CANT MASK | |
| MATCHES OBJECT CANT MATCHES MATCHSPEC | |
| MOUSE OBJECT CANT MOUSE | |
| MOVE IGNORE REQUEST DIR | |
| NAME OBEY NAMEPROG CANT | |
| NE MOVE CANT NE | |
| NOISE OBEY NOISEPROG CANT | |
| NORTH MOVE CANT N 1 | |
| NOSE OBEY NOSEPROG CANT | |
| NW MOVE CANT NW | |
| OCTOPUS OBJECT CANT OCTOPUS | |
| OFF OBEY OFFPROG CANT ONOFFSPEC | |
| OILSKIN OBJECT CANT OILSKIN | |
| ON OBEY ONPROG CANT ONOFFSPEC | |
| OPEN OBEY OPENPROG REQUEST OBJ | |
| OUT MOVE CANT O 1 | |
| PEACE OBEY PEACEPROG CANT | |
| PIANO OBEY PIANOPROG CANT | |
| PILLOW OBJECT CANT CUSHION | |
| PIVOT NONE CANT TAKESPEC | |
| PLANK NONE CANT TAKESPEC | |
| PLATINUM OBJECT CANT PORTR | |
| PLATYPUS OBJECT CANT PLATY | |
| POLYTHENE OBJECT CANT POLY 4 | |
| PORTRAIT OBJECT CANT PORTR | |
| POTATO OBEY POTATOPROG CANT | |
| POUNDS OBEY POUNDSPROG CANT | |
| POWER NONE CANT TAKESPEC | |
| QUIT OBEY QUITPROG CANT QUITSPEC 1 | |
| RETURN RETURN CANT | |
| RIDDLE OBEY RIDDLEPROG CANT | |
| RIVER OBEY RIVERPROG CANT | |
| RUB OBEY WAVEPROG MUST OBJ | |
| RUN OBEY RUNPROG MAY DIR | |
| SAMUEL IGNORE REQUEST REC WORDSPEC 3 | |
| SAUSAGE OBJECT CANT SAUSAGE BABSSPEC | |
| SAVE SAVE CANT QUITSPEC | |
| SAVEND SAVEND CANT QUITSPEC | |
| SAY OBEY SAYPROG REQUEST ANY | |
| SCORE OBEY SCOREPROG CANT | |
| SE MOVE CANT SE | |
| SEA MOVE CANT SEA11 | |
| SHARKS NONE CANT TAKESPEC | |
| SHEET OBJECT CANT POLY | |
| SHOP MOVE CANT SHOP | |
| SHOUT OBEY SAYPROG REQUEST ANY | |
| SIGN NONE CANT TAKESPEC | |
| SILVER OBJECT CANT CHAIN | |
| SINK NONE CANT TAKESPEC | |
| SKIP OBEY HOPPROG MAY DIR | |
| SLAB OBJECT CANT SLAB | |
| SLIPPER OBJECT CANT SLIPPER | |
| SNAKE OBJECT CANT SNAKE | |
| SOURCE NONE CANT TAKESPEC | |
| SOUTH MOVE CANT S 1 | |
| SPOT OBEY SPOTPROG CANT WORDSPEC | |
| SPRINT OBEY RUNPROG MAY DIR | |
| STEINBECK OBEY STEINPRG MAY ANY WORDSPEC | |
| STONE OBJECT CANT STONE | |
| STRIKE OBEY STRIKEPROG REQUEST SPECIAL | |
| SW MOVE CANT SW | |
| SWIM OBEY SWIMPROG MAY DIR | |
| SWITCH OBEY TURNPROG MUST SPECIAL | |
| TAKE OBEY TAKEPROG MAY REC | |
| TEA OBJECT CANT TEA LIQUSPEC | |
| TEABAG OBJECT CANT TEABAG BABBSPEC | |
| THINK OBEY THINKPRG CANT ETHERSPEC | |
| THROW OBEY THROWPROG MAY REC | |
| TOOTH OBJECT CANT TOOTH | |
| TREASURE OBJECT CANT CHEST | |
| TREATISE OBJECT CANT BOOK | |
| TROPHY OBJECT CANT TROPHY | |
| TURN OBEY TURNPROG MUST SPECIAL | |
| TUSK OBJECT CANT TUSK | |
| UNLOCK OBEY OPENPROG REQUEST OBJ | |
| UNWRAP OBEY UNWRAPPROG REQUEST OBJ | |
| UP MOVE CANT U 1 | |
| WAIT OBEY WAITPROG CANT | |
| WALK IGNORE REQUEST DIR | |
| WATER OBJECT CANT WATER LIQUSPEC | |
| WAVE OBEY WAVEPROG MUST OBJ | |
| WEST MOVE CANT W 1 | |
| WHALE NONE CANT TAKESPEC | |
| WILL OBJECT CANT WILL | |
| WOOD OBJECT CANT DRIFT FIRESPEC | |
| WRAP OBEY WRAPPROG REQUEST OBJ | |
| ZUT OBEY MTPROG REQUEST OBJ MAGSPEC | |
| ZUZ OBEY MMPROG REQUEST OBJ MAGSPEC | |
| / | |
| / MESSAGES SECTION | |
| / ---------------- | |
| / | |
| !MESSAGE HOLDING | |
| You are carrying: | |
| !MESSAGE ALBM1 | |
| There is a large, stuffed albatross here! | |
| !MESSAGE ALBM2 | |
| !SWITCH ALBM20 ALBM21 | |
| !MESSAGE ALBM20 | |
| A heavy, dead albatross, which is tied around your neck. | |
| !MESSAGE ALBM21 | |
| A stuffed albatross. | |
| !MESSAGE AQUAMS1 | |
| !SWITCH AQM11 AQM12 AQM13 | |
| !MESSAGE AQM11 | |
| There is an aqualung with a full tank of oxygen here. It | |
| turns on automatically upon contact with water. | |
| !MESSAGE AQM12 | |
| There is an aqualung with a partially-full tank of oxygen here. | |
| !MESSAGE AQM13 | |
| There is an aqualung with an empty air tank here. | |
| !MESSAGE AQUAMS2 | |
| !SWITCH AQM21 AQM22 AQM23 | |
| !MESSAGE AQM21 | |
| An aqualung with a full air supply. | |
| !MESSAGE AQM22 | |
| An aqualung with some air left in its tank. | |
| !MESSAGE AQM23 | |
| An aqualung with no air left. | |
| !MESSAGE BATHMS1 | |
| There is a large wrought-iron bath here. | |
| !MESSAGE BATHMS2 | |
| A heavy bath (oof!) | |
| !MESSAGE BISCM1 | |
| There is a small, hard, bone-shaped biscuit here. | |
| !MESSAGE BISCM2 | |
| A biscuit. | |
| !MESSAGE BOOKM1 | |
| !SWITCH BOOKM10 BOOKM11 | |
| !MESSAGE BOOKM10 | |
| There is an ancient treatise by Socrates here! | |
| !MESSAGE BOOKM11 | |
| The crumpled, semi-chewed fragments of a book lie scattered here. | |
| !MESSAGE BOOKM2 | |
| !SWITCH BOOKM20 BOOKM21 | |
| !MESSAGE BOOKM20 | |
| An ancient book. | |
| !MESSAGE BOOKM21 | |
| Fragments of a book. | |
| !MESSAGE BOTTLEM1 | |
| !SWITCH B0 B1 | |
| !MESSAGE B0 | |
| There is an empty bottle here. | |
| !MESSAGE B1 | |
| There is a bottle here. It contains: | |
| !MESSAGE BOTTLEM2 | |
| !SWITCH B2 B3 | |
| !MESSAGE B2 | |
| An empty bottle. | |
| !MESSAGE B3 | |
| A bottle, containing: | |
| !MESSAGE CASEM1 | |
| !SWITCH CASEM10 CASEM11 | |
| !MESSAGE CASEM10 | |
| There is a small unopenable metal case on the floor. | |
| !MESSAGE CASEM11 | |
| There is a case here, ticking away. | |
| !MESSAGE CASEM2 | |
| A ticking case. | |
| !MESSAGE CHAINM1 | |
| There is a fine silver chain here! | |
| !MESSAGE CHAINM2 | |
| A silver chain. | |
| !MESSAGE CHEQM1 | |
| There is a valuable cheque, made out to you, here! | |
| !MESSAGE CHEQM2 | |
| A cheque. | |
| !MESSAGE CHESTM1 | |
| !SWITCH MNULL CHESTM11 | |
| !MESSAGE CHESTM11 | |
| There is a treasure chest here! | |
| !MESSAGE CHESTM2 | |
| A treasure chest. | |
| !MESSAGE CHSEMS1 | |
| There is a very smelly and ancient piece of gorgonzola here. | |
| !MESSAGE CHSEMS2 | |
| A piece of mouldy cheese (whew!) | |
| !MESSAGE CLOCKM1 | |
| There is an erratic but valuable antique clock here! | |
| !MESSAGE CLOCKM2 | |
| An antique clock. | |
| !MESSAGE COFFMS1 | |
| There is a huge oak coffin lying nearby. | |
| !MESSAGE COFFMS2 | |
| A heavy oak coffin (oof!) | |
| !MESSAGE CUPM1 | |
| !SWITCH CUPP0 CUPP1 | |
| !MESSAGE CUPP0 | |
| There is an empty cup here. | |
| !MESSAGE CUPP1 | |
| There is a cup here, containing: | |
| !MESSAGE CUPM2 | |
| !SWITCH CUPP2 CUPP3 | |
| !MESSAGE CUPP2 | |
| An empty cup. | |
| !MESSAGE CUPP3 | |
| A cup, containing: | |
| !MESSAGE CUSHMS1 | |
| There is a fluffy lace-edged cushion here. | |
| !MESSAGE CUSHMS2 | |
| A cushion. | |
| !MESSAGE DEBRISM1 | |
| There is debris from a recent explosion scattered around you. | |
| !MESSAGE DEBRISM2 | |
| Some blast debris. | |
| !MESSAGE DOGM1 | |
| !SWITCH D10 D11 D12 D13 D14 D15 | |
| !MESSAGE D10 | |
| There is a shaggy dog here. | |
| !MESSAGE D11 | |
| There is a dead dog here. | |
| !MESSAGE D12 | |
| There is a very shaggy dog here. | |
| !MESSAGE D13 | |
| There is an exceptionally shaggy dog here. | |
| !MESSAGE D14 | |
| There is a pile of hair with some canine properties here. | |
| !MESSAGE D15 | |
| There is an unbelievably shaggy dog here. | |
| !MESSAGE DOGM2 | |
| !SWITCH D20 D21 D22 D23 D24 D25 | |
| !MESSAGE D20 | |
| A shaggy dog. | |
| !MESSAGE D21 | |
| A dead dog. | |
| !MESSAGE D22 | |
| A very shaggy dog. | |
| !MESSAGE D23 | |
| An exceptionally shaggy dog. | |
| !MESSAGE D24 | |
| A doggy pile of hair. | |
| !MESSAGE D25 | |
| An unbelievably shaggy dog. | |
| !MESSAGE DOOR1 | |
| !SWITCH DOOR11 DOOR12 | |
| !MESSAGE DOOR11 | |
| The door is open. | |
| !MESSAGE DOOR12 | |
| The door is closed. | |
| !MESSAGE DRIFTM1 | |
| A piece of driftwood lies forlornly here. | |
| !MESSAGE DRIFTM2 | |
| A piece of driftwood. | |
| !MESSAGE INKM1 | |
| There is a small pool of black ink here. | |
| !MESSAGE INKM2 | |
| Some black ink. | |
| !MESSAGE INVISDOG | |
| An invisible dog. | |
| !MESSAGE KENNELM | |
| There is a large kennel here, securely fastened to | |
| the floor. It seems quite empty. | |
| !MESSAGE KETTLEM1 | |
| !SWITCH KET0 KET1 | |
| !MESSAGE KET0 | |
| There is an empty electric kettle here. | |
| !MESSAGE KET1 | |
| There is an electric kettle here, containing: | |
| !MESSAGE KETTLEM2 | |
| !SWITCH KET2 KET3 | |
| !MESSAGE KET2 | |
| An empty electric kettle. | |
| !MESSAGE KET3 | |
| An electric kettle, containing: | |
| !MESSAGE KEYSM1 | |
| There is a bunch of keys here. | |
| !MESSAGE KEYSM2 | |
| Some keys. | |
| !MESSAGE LAMPM1 | |
| There is a battery-operated lamp here. | |
| !SWITCH LAMPM10 LAMPM11 LAMPM12 LAMPM13 LAMPM14 | |
| !MESSAGE LAMPM10 | |
| It is off. | |
| !MESSAGE LAMPM11 | |
| It is on, but is producing no light. | |
| !MESSAGE LAMPM12 | |
| It is on and burning very dimly. | |
| !MESSAGE LAMPM13 | |
| It is on and burning dimly. | |
| !MESSAGE LAMPM14 | |
| It is on and burning brightly. | |
| !MESSAGE LAMPM2 | |
| A lamp. | |
| !SWITCH LAMPM10 LAMPM11 LAMPM12 LAMPM13 LAMPM14 | |
| !MESSAGE MASKMS1 | |
| There is a World-War II gas mask lying in a heap here. | |
| !MESSAGE MASKMS2 | |
| A gas mask (which you are wearing). | |
| !MESSAGE MATCHM1 | |
| There is a box of matches lying here. | |
| !MESSAGE MATCHM2 | |
| A box of matches. | |
| !MESSAGE MOUSEMS1 | |
| !SWITCH M11 M12 | |
| !MESSAGE M11 | |
| A little mouse is playing here peacefully. | |
| !MESSAGE M12 | |
| A dead mouse is lying here. | |
| !MESSAGE MOUSEMS2 | |
| !SWITCH M21 M22 | |
| !MESSAGE M21 | |
| A little mouse. | |
| !MESSAGE M22 | |
| A dead mouse. | |
| !MESSAGE OILMS1 | |
| !SWITCH OILM1 OILM2 OILM3 | |
| !MESSAGE OILM1 | |
| A medium-sized piece of oilskin is lying in a heap here. | |
| !MESSAGE OILM2 | |
| A slightly bumpy piece of oilskin is lying here. | |
| !MESSAGE OILM3 | |
| A bulging piece of oilskin is lying here. | |
| !MESSAGE OILMS2 | |
| !SWITCH OILM4 OILM5 OILM6 | |
| !MESSAGE OILM4 | |
| A piece of oilskin. | |
| !MESSAGE OILM5 | |
| A bumpy piece of oilskin. | |
| !MESSAGE OILM6 | |
| A bulging piece of oilskin. | |
| !MESSAGE OCTOM | |
| There is an enormous, rather sad-looking octopus here, sitting | |
| protectively upon a treasure chest! | |
| !MESSAGE PLATYM1 | |
| There is a stuffed platypus here, encrusted with jewels! | |
| !MESSAGE PLATYM2 | |
| A jewelled platypus. | |
| !MESSAGE POLYM1 | |
| !SWITCH POLY11 POLY12 | |
| !MESSAGE POLY11 | |
| There is a square of polythene lying here in a heap. | |
| !MESSAGE POLY12 | |
| There is a square of polythene here, containing: | |
| !MESSAGE POLYM2 | |
| !SWITCH POLY21 POLY22 | |
| !MESSAGE POLY21 | |
| A square of polythene. | |
| !MESSAGE POLY22 | |
| A folded piece of polythene, containing: | |
| !MESSAGE PORTRM1 | |
| There is a valuable platinum-edged portrait of | |
| Maurits Escher, who is portrayed holding | |
| a valuable platinum-edged portrait of | |
| Maurits Escher, who is portrayed holding | |
| ...... | |
| ...... | |
| ...... here, here, here! | |
| !MESSAGE PORTRM2 | |
| A platinum portrait of Escher. | |
| !MESSAGE SAUSM1 | |
| A piece of sausage is curled up here. | |
| !MESSAGE SAUSM2 | |
| A piece of sausage. | |
| !MESSAGE SINKM | |
| There is a large enamel sink here. | |
| !MESSAGE SLABMS1 | |
| There is a huge stone slab here. | |
| !MESSAGE SLABMS2 | |
| A huge stone slab (oof!) | |
| !MESSAGE SLIPM1 | |
| There is an inlaid slipper wrought with the finest filigree here! | |
| !MESSAGE SLIPM2 | |
| An inlaid slipper. | |
| !MESSAGE SNAKEM1 | |
| A snake is curled round some of the higher branches. | |
| !MESSAGE STONEMS1 | |
| There is a vast chunk of stone sitting here. | |
| !MESSAGE STONEMS2 | |
| A chunk of stone (oof!) | |
| !MESSAGE TEAM2 | |
| Some hot tea. | |
| !MESSAGE TEABAGM1 | |
| There is a small teabag on the floor here. | |
| !MESSAGE TEABAGM2 | |
| A small teabag. | |
| !MESSAGE TOOTHM1 | |
| There is a gold tooth the size of an egg here! | |
| !MESSAGE TOOTHM2 | |
| A gold tooth. | |
| !MESSAGE TROPHYM1 | |
| There is a bronze trophy, marked "Riddle Champion of | |
| Brand X", here! | |
| !MESSAGE TROPHYM2 | |
| A bronze trophy. | |
| !MESSAGE TUSKM1 | |
| There is an exquisite ivory tusk here! | |
| !MESSAGE TUSKM2 | |
| An ivory tusk. | |
| !MESSAGE WATERM1 | |
| There is some water in the sink. | |
| !MESSAGE WATERM2 | |
| !SWITCH W0 W1 | |
| !MESSAGE W0 | |
| Some water. | |
| !MESSAGE W1 | |
| Some boiling water. | |
| !MESSAGE WILLM1 | |
| There is a will here, naming you as beneficiary. | |
| !MESSAGE WILLM2 | |
| A will. | |
| !MESSAGE MNULL | |
| !MESSAGE ALBRM1 | |
| You are in a small, damp cave smelling heavily of birds and fish. | |
| There is a narrow exit to the southwest. | |
| !MESSAGE ALBRM2 | |
| You're in the albatross room. | |
| !MESSAGE ALCOVM | |
| You're at an alcove off the main passage. | |
| !MESSAGE BABELM1 | |
| You're at the tower of Babel - a most imposing construction that seems to | |
| stretch up to the very heavens. Hundreds of people are milling around | |
| looking very friendly but confused. The atmosphere is most bewildering; | |
| it becomes difficult to understand yourself think after a while. | |
| A road leads north and south from here. | |
| !MESSAGE BABELM2 | |
| You're at the tower of Babel. | |
| !MESSAGE BABTOPM1 | |
| You're at the top of an amazing tower which dominates the area. | |
| Far below you through the clouds you can see suggestions of things | |
| you once knew the name of, but which now seem unfamiliar. | |
| Your sense of confusion is not diminished by this. | |
| Even here many smiling, baffled faces surround you. | |
| !MESSAGE BABTOPM2 | |
| You're at the top of the tower of Babel. | |
| !MESSAGE BOOKRM1 | |
| You are standing in the philosopher's library - a bare room | |
| whose dismal appearance is conducive to the contemplation of the | |
| absolute. The only exit is to the southeast. | |
| !SWITCH MNULL BOOKRM11 | |
| !MESSAGE BOOKRM11 | |
| There are signs of recent animal activity on the floor. | |
| !MESSAGE BOOKRM2 | |
| You're in the philosopher's library. | |
| !MESSAGE BUCKHOLEM1 | |
| !SWITCH BUCK1 BUCK2 BUCK3 BUCK4 | |
| !MESSAGE BUCK1 | |
| You are standing at the end of the beach by a large sandy | |
| depression to the west of the pivot. A track exits east and another | |
| northwest through thick foliage. Far above you | |
| is a large bucket firmly attached to a plank. The whole affair | |
| is neatly balanced horizontally. | |
| !MESSAGE BUCK2 | |
| You are standing by the bucket, which is now resting on the | |
| depression and effectively blocks the path to the northwest. | |
| The plank stretches upwards at 45 degrees to the ledge. | |
| You could enter the bucket from here if you were careful. | |
| A track exits east. | |
| !MESSAGE BUCK3 | |
| You are standing by the bucket, which has parted company with | |
| the plank but still blocks the northwestern track. A track exits east. | |
| !MESSAGE BUCK4 | |
| You are standing by the bucket which is blocking a track to the | |
| northwest. Another track leads east, while a freshly formed path | |
| through the foliage leads northeast. | |
| !MESSAGE BUCKHLM2 | |
| !SWITCH BUCK21 BUCK22 BUCK23 BUCK24 | |
| !MESSAGE BUCK21 | |
| You're by the sandy depression under the bucket. | |
| !MESSAGE BUCK22 | |
| You're by the bucket. The plank is at 45 degrees. | |
| !MESSAGE BUCK23 | |
| You're by the bucket which has separated from the plank. | |
| !MESSAGE BUCK24 | |
| You're by the bucket. A fresh path leads northeast. | |
| !MESSAGE BUCKRM1 | |
| You are standing in a large bucket, which | |
| !SWITCH MNULL PLM2 PLM3 | |
| !MESSAGE PLM2 | |
| is resting in a depression (you could scramble out here). A long | |
| plank stretches away upwards and eastwards at 45 degrees to the horizontal. | |
| !MESSAGE PLM3 | |
| used to be attached to the plank, but is now sitting by itself | |
| in the depression. | |
| !MESSAGE BUCKRM2 | |
| You're in the bucket. | |
| !MESSAGE CARGOHM1 | |
| You are in the cargo hold of the wreck. Once it must have | |
| been full of cargo, but now it stands empty. The only exit | |
| is back the way you came. | |
| !MESSAGE CARGOHM2 | |
| You're in the cargo hold. | |
| !MESSAGE CASERM1 | |
| You are standing in a nondescript room to the east of Piccadilly circus. | |
| !SWITCH CASERM10 CASERM11 | |
| !MESSAGE CASERM10 | |
| There is another exit to the east passing over a row of indentations | |
| in the ground. | |
| !MESSAGE CASERM11 | |
| The way east is blocked by a massive portcullis. | |
| !MESSAGE CASERM2 | |
| You're in the nondescript room. | |
| !MESSAGE CELLM | |
| You are in a bare cell, riddled with passages too small | |
| for you to enter. The only exit lies south. | |
| !MESSAGE CHEESESNAKE | |
| The snake wrinkles its nostrils disapprovingly. | |
| !MESSAGE CIRCUSM1 | |
| You're at a junction of several passages. The whole | |
| area resembles Piccadilly Circus. There is an exit | |
| down a steep slide, which I doubt you could climb up again. | |
| In the roof you can dimly see a slide entering from above, | |
| which you certainly can't reach, although there is another easy | |
| exit up which you can. | |
| !SWITCH MNULL DOGMARK | |
| !MESSAGE DOGMARK | |
| There are signs of doggy footprints leading north. | |
| !MESSAGE CIRCUSM2 | |
| You're at Piccadilly Circus. | |
| !SWITCH MNULL DOGMARK | |
| !MESSAGE COALM1 | |
| You find yourself in a large cave which was formed long ago | |
| under a ridge in a seam of coal. The seam can be seen in the walls | |
| to the north and south, and also forms part of the ceiling. | |
| The entrance to the cave is to the west and a small tunnel leads northeast. | |
| !SWITCH CLM11 MNULL | |
| !MESSAGE CLM11 | |
| At the other end of the cave you can dimly see an old seafaring man | |
| with a long grey beard and glittering eye. He seems to have something | |
| large and white tied around his neck. | |
| !MESSAGE COALM2 | |
| You're at the Coal ridge. | |
| !MESSAGE CURLYPM1 | |
| You are wandering through a curly passage, with exits | |
| north and east. A hole in the floor leads down. | |
| !MESSAGE CURLYPM2 | |
| You're in the curly passage. | |
| !MESSAGE DANGM1 | |
| You are standing in the middle of the Danger room. | |
| Everywhere you look, there are peculiar contrivances set | |
| into the walls and ceiling, and suspicious-looking panels | |
| in the floor. Indeed, it was one of these which nearly killed | |
| you just then. The whole place is obviously | |
| booby-trapped to the ultimate, and not a place | |
| to stay long in. | |
| !MESSAGE DANGM2 | |
| You're in the Danger room. | |
| !MESSAGE DANKCM1 | |
| You are in a dank corridor (or at least it would be dank if | |
| there was anything to breathe!) festooned with sharp points | |
| of coral. The corridor enters from the northeast and bends | |
| to exit southeast. | |
| !MESSAGE DANKCM2 | |
| You're in the dank corridor. | |
| !MESSAGE DEAM1 | |
| You are at Dead Man's End. Passages lead off to north and | |
| east, and a hole in the floor leads down. | |
| !MESSAGE DEAM2 | |
| You're at Dead Man's End. | |
| !MESSAGE DENDM | |
| Dead end. | |
| !MESSAGE ED0M1 | |
| You are standing just inside a magnificent garden. Trees laden | |
| with exotic fruits stretch as far as the eyes can see. Through a gateway | |
| to the south, the rest of the world appears drab | |
| compared to your present surroundings. | |
| !MESSAGE ED0M2 | |
| You are in the magnificent garden. A gateway leads south. | |
| !MESSAGE ED1M1 | |
| You are in the magnificent garden underneath a parsimmon tree. | |
| !MESSAGE ED1M2 | |
| You're under a parsimmon tree. | |
| !MESSAGE ED2M1 | |
| You are in the magnificent garden beside a mulberry bush. | |
| !MESSAGE ED2M2 | |
| You're beside a mulberry bush. | |
| !MESSAGE ED3M1 | |
| You are in the magnificent garden. Above you towers a passion tree. | |
| !MESSAGE ED3M2 | |
| A passion tree towers above you. | |
| !MESSAGE ED4M1 | |
| You are in the magnificent garden. The trees that surround you | |
| have been so long extinct that their fruit bears no name. The | |
| smell is nevertheless delightful. | |
| !MESSAGE ED4M2 | |
| You're by the trees with nameless fruit. | |
| !MESSAGE ED5M1 | |
| You are standing underneath a tree so splendid that the rest of the | |
| garden pales into insignificance beside it. Luscious fruits hang | |
| within easy reach and your mouth waters as you contemplate them. | |
| High above you in the tree rests a sign which reads | |
| "WARNING: DO NOT ON ANY ACCOUNT EAT OF THE FRUIT OF THIS TREE" | |
| !MESSAGE ED5M2 | |
| You are by the splendid tree with the warning sign. | |
| !MESSAGE ED6M1 | |
| You are in the magnificent garden surrounded by Kiwi vines. | |
| !MESSAGE ED6M2 | |
| You're surrounded by Kiwi vines. | |
| !MESSAGE ED7M1 | |
| You are in the magnificent garden. Sweetly scented Lychee bushes | |
| lie to one side. | |
| !MESSAGE ED7M2 | |
| You're by the sweetly smelling Lychee bushes. | |
| !MESSAGE ED8M1 | |
| You are in the magnificent garden. Apart from being non-addictive, | |
| the fruit of the tree above you closely resembles the mythical Lotus! | |
| !MESSAGE ED8M2 | |
| You're under the non-addictive Lotus tree. | |
| !MESSAGE EDOGM1 | |
| You find yourself in a gloomy cave with an overpowering canine smell. | |
| On inspecting your shoes it rapidly becomes clear that a dog has been | |
| living here for some time. | |
| !SWITCH MNULL EDOGM11 | |
| !MESSAGE EDOGM11 | |
| The faint smell of snake venom lingers in the air. | |
| !MESSAGE EDOGM2 | |
| You are in the dog-house. | |
| !MESSAGE EEDM1 | |
| You are standing east of the garden of Eden, from which the smell | |
| of a protruding grape-vine makes you strangely wrathful. A dark passage | |
| leads off eastwards into a cave, while a path exits northwestwards, | |
| past what reminds you of a row of canneries, for some reason. | |
| Outside the cave is an ancient drawing, depicting gatherings of men | |
| communing with mice. | |
| !MESSAGE EEDM2 | |
| You are East of Eden. | |
| !MESSAGE ENHOUSM1 | |
| You are standing at the entrance to a small bungalow, with the | |
| name "Shangri-La" painted tastefully above the entrance. Thick | |
| foliage surrounds the place in all directions apart from a track | |
| southeast. The bungalow is heavily shuttered, giving it | |
| an oppressive appearance. | |
| !MESSAGE ENHOUSM2 | |
| You're at the bungalow entrance. | |
| !MESSAGE ELDOGM1 | |
| You are in a small alcove off the elephant's graveyard. There are | |
| small animal footprints all over the floor. | |
| !MESSAGE ELDOGM2 | |
| You're in a small alcove. | |
| !MESSAGE ELGRAV1 | |
| You are standing in a vast graveyard, with rocky walls | |
| blocking all exits except the one you entered (how the elephant | |
| got out, nobody knows!). Huge footprints cover the earth | |
| wherever you look, while to the north smaller footprints | |
| lead into an alcove. | |
| !MESSAGE ELGRAV2 | |
| You're in the elephants' graveyard. | |
| !MESSAGE ENWRECM1 | |
| You are at a gaping hole which effectively serves as an entrance | |
| to an old wrecked ship. Occasional bubbles mark two passages | |
| leading into the wreck, to the southeast and southwest. | |
| The deep sea lies to the north. | |
| !MESSAGE ENWRECM2 | |
| You're at the wreck entrance. | |
| !MESSAGE ESCHERM | |
| You're in the M.E. passages. There is a slide | |
| in from the roof which you can't reach, and | |
| four slides lead down from exits to the north, | |
| east, south and west. | |
| !SWITCH MNULL ES1 | |
| !MESSAGE ES1 | |
| The exit to the north bears the sign: | |
| "Caution! This slide under construction!" | |
| !MESSAGE ETHERM1 | |
| That which may once have been you does not exist. | |
| !MESSAGE ETHERM2 | |
| You don't exist. Sorry. | |
| !MESSAGE FIRSTRM1 | |
| You are standing in a small room just inside the cliff. | |
| The only exits are to the north and south. | |
| !MESSAGE FIRSTRM2 | |
| You're in the small room. | |
| !MESSAGE HALLM1 | |
| !SWITCH HL0 HL1 HL2 | |
| !MESSAGE HL0 | |
| You are in the hall of the bungalow. To the north there has been | |
| a small earthquake recently, and a big pit has opened up. The old | |
| lady is lying at the bottom. She must have stumbled onto the | |
| pit in the dark, fallen in, and broken every bone in her body, | |
| poor dear! The only safe exit is back south. | |
| !MESSAGE HL1 | |
| You are in the hall of the bungalow. To the north there has been | |
| a small earthquake recently, and a big pit has opened up. The old | |
| lady and a dog are lying at the bottom. She must have stumbled onto the | |
| pit in the dark, fallen in, and broken every bone in her body, | |
| poor dear! The only safe exit is back south. | |
| !MESSAGE HL2 | |
| You are in the hall of the bungalow. To the north there has been | |
| a small earthquake recently, and a big pit has opened up. The old | |
| lady and some dogs are lying at the bottom. She must have stumbled onto the | |
| pit in the dark, fallen in, and broken every bone in her body, | |
| poor dear! The only safe exit is back south. | |
| !MESSAGE HALLM2 | |
| You're in the hall of the bungalow. | |
| !MESSAGE KITCHM1 | |
| You are standing in the kitchen of the bungalow, which is | |
| usually lit by some rather dubious-looking electric wiring high up. | |
| The windows are all boarded up. There is a door to the larder to the east, and | |
| another room to the north. The house entrance is to the south. | |
| There is a dubious-looking power source here. | |
| !MESSAGE KITCHM2 | |
| You're in the kitchen. | |
| !MESSAGE LARDERM1 | |
| You are in the larder of the kitchen. | |
| !MESSAGE LARDERM2 | |
| You're in the larder. | |
| !MESSAGE LIVINGM1 | |
| You are in the living room of the bungalow. The windows are boarded up | |
| in here, too. The only exits are north, through a dark passageway, | |
| and south to the kitchen. | |
| !MESSAGE LIVINGM2 | |
| You're in the living room. | |
| !MESSAGE LEDGEM1 | |
| You are standing, rather breathlessly, on a narrow ledge. Far | |
| below you is the wreckage of the plank you climbed. A narrow | |
| passage exits north into the face of the cliff. | |
| !MESSAGE LEDGEM2 | |
| You're at the ledge. | |
| !MESSAGE NEDM1 | |
| You are standing north of the garden of Eden, which is surrounded | |
| by three sheer cliffs. Gravel paths lead off to the southeast | |
| and southwest, while a dark passage leads north into a cliff-face. | |
| !MESSAGE NEDM2 | |
| You are North of Eden. | |
| !MESSAGE NENPM1 | |
| You are at the north end of a long straight passage. | |
| To the north lies the shop (presumably!), while side | |
| passages exit east and west. | |
| !MESSAGE NENPM2 | |
| You're at the north end of the passage. | |
| !MESSAGE PHILRM1 | |
| You are in the philosopher's laboratory, where experiments on the | |
| meaning of concepts are performed. There is an exit east, | |
| and another northwest. | |
| !MESSAGE PHILRM2 | |
| You're in the philosopher's laboratory. | |
| !MESSAGE PIVOTRM1 | |
| You are standing by an enormous pivot, which looks climbable. | |
| On top of it is a long plank, which is | |
| !SWITCH PIVM1 PIVM2 PIVM3 | |
| !MESSAGE PIVM1 | |
| horizontal, balanced by a bucket fastened to its western side. | |
| !MESSAGE PIVM2 | |
| at 45 degrees to the horizontal, and reaches up to the ledge. | |
| !MESSAGE PIVM3 | |
| broken off just beyond the pivot. | |
| !MESSAGE PIVOTRM2 | |
| You're by the pivot. | |
| !SWITCH PIVM21 PIVM22 PIVM23 | |
| !MESSAGE PIVM21 | |
| The plank is horizontal. | |
| !MESSAGE PIVM22 | |
| The plank is inclined at 45 degrees. | |
| !MESSAGE PIVM23 | |
| The plank is broken. | |
| !MESSAGE PLANK0M1 | |
| You are standing on the plank above the pivot. | |
| !SWITCH PLNK0M1 PLNK0M2 PLNK0M3 | |
| !MESSAGE PLNK0M1 | |
| The plank stretches away horizontally to the east, | |
| and westwards lies the bucket. | |
| !MESSAGE PLNK0M2 | |
| The plank is tilted upwards to the east at 45 degrees, | |
| reaching all the way up to the ledge. | |
| !MESSAGE PLNK0M3 | |
| The plank is broken off just to the east, and is lying on the | |
| sand below. | |
| !MESSAGE PLANK0M2 | |
| You're on the plank above the pivot. | |
| !MESSAGE PLANK1M | |
| You are balanced awkwardly about a quarter of the way along | |
| the slanting plank. | |
| !MESSAGE PLANK2M | |
| You are balanced awkwardly about halfway along the slanting plank. | |
| There is a green star drawn on the plank which | |
| is a little wider here. | |
| !MESSAGE PLANK3M | |
| You are three-quarters along the plank. The ledge is just | |
| to the east. | |
| !MESSAGE PLR1M1 | |
| You are walking on the beach to the east of a large pivot, | |
| with the cliff to the north. Narrow paths exit east and west. | |
| The sea lies to the south, as does that buzzing noise. | |
| !SWITCH PLINIT11 PLINIT2 PLINIT3 | |
| !MESSAGE PLINIT11 | |
| A long horizontal plank is visible some way above you. | |
| Like the cliff, it runs east-west. It ends at the pivot, to | |
| the west of you. There is something large fastened to the | |
| western end of the plank. | |
| !MESSAGE PLR1M2 | |
| You're on the beach to the east of the pivot. | |
| !SWITCH PIVM21 PIVM22 PIVS | |
| !MESSAGE PIVS | |
| The plank is lying alongside you on the sand. | |
| !MESSAGE PLR2M1 | |
| You are on the beach standing halfway along the cliff face, | |
| which still stretches away upwards to the north. | |
| Narrow tracks exit east and west. The sea (and the buzzing) | |
| lie to the south. | |
| !SWITCH PLINIT11 PLINIT2 PLINIT3 | |
| !MESSAGE PLR2M2 | |
| You're on the beach at the base of the cliff. | |
| !SWITCH PIVM21 PIVM22 PIVS | |
| !MESSAGE PLR3M1 | |
| You are standing on an east-west beach just south of a sheer cliff, | |
| which has a ledge visible high above you. To the south lies | |
| the sea, looking particularly inviting, except for a buzzing | |
| noise from above it. | |
| !SWITCH PLINIT31 PLINIT2 PLINIT3 | |
| !MESSAGE PLINIT31 | |
| A long horizontal plank is visible some way above you. | |
| Like the cliff, it runs east-west. It ends above a contraption | |
| too far away to the west to see properly. | |
| !MESSAGE PLINIT2 | |
| A long horizontal plank is visible extending from the pivot | |
| to the high ledge, at 45 degrees to the horizontal. | |
| !MESSAGE PLINIT3 | |
| There is a long plank lying alongside you on the sand. | |
| !MESSAGE PLR3M2 | |
| You're at the east end of the cliff. | |
| !SWITCH PIVM21 PIVM22 PIVS | |
| !MESSAGE PLR4M1 | |
| You are on a sandy beach to the east of an enormous cliff | |
| which bars the way to the north everywhere except a small | |
| cave entrance at its base. Rocks to the south and east block | |
| these routes effectively. There is a ledge vertically above you on | |
| the cliff, but far too high to reach. A track exits west, | |
| parallel to the cliff. There is a purple star drawn on the | |
| face of the cliff. | |
| !MESSAGE PLR4M2 | |
| You're to the east of the cliff. | |
| !MESSAGE POOL1 | |
| You are at a small stony depression forming a natural | |
| pool. The only exit is back the way you came. | |
| !MESSAGE POOL2 | |
| You're at the pool. | |
| !MESSAGE ROOMAM1 | |
| You are in a square stone room to the west of the | |
| Danger room. Passages exit north and southeast. | |
| Above the north passage there is a dimly illuminated sign which reads: | |
| !SWITCH RID0 RID1 RID2 RID3 RID4 RID5 RID6 RID7 RID8 RID9 RID10 | |
| RID11 RID12 | |
| !MESSAGE RID0 | |
| Little Nancy Etticoat, | |
| With a white petticoat, | |
| And a red nose. | |
| The longer she stands, | |
| The shorter she grows. | |
| !MESSAGE RID1 | |
| The beginning of eternity, | |
| The end of time and space, | |
| The beginning of every end, | |
| And the end of every place. | |
| !MESSAGE RID2 | |
| Lives in winter, | |
| Dies in summer, | |
| And grows with its root upward. | |
| !MESSAGE RID3 | |
| A tea-kettle is a tea-kettle, | |
| A tea-kettle has what everything has, | |
| Now what has a tea-kettle? | |
| !MESSAGE RID4 | |
| What goes with a train, | |
| And comes with a train, | |
| And the train doesn't need it, | |
| But can't go without it? | |
| !MESSAGE RID5 | |
| What is it that every man overlooks? | |
| !MESSAGE RID6 | |
| My first is in people but not in crowd, | |
| My second's in shower but not in cloud, | |
| My third is in apple but not in pie, | |
| My fourth is in purchase but not in buy, | |
| My fifth is in Peter but not in Paul, | |
| My whole is a state desired by all. | |
| !MESSAGE RID7 | |
| What has many keys but no locks? | |
| !MESSAGE RID8 | |
| A skin have I, | |
| More eyes than one, | |
| I can be nice, | |
| When I am done. | |
| !MESSAGE RID9 | |
| What is it, | |
| A rich man has and wants more of, | |
| A fat man has and doesn't want, | |
| And a poor man wants but can't get? | |
| !MESSAGE RID10 | |
| When first I appear I seem mysterious, | |
| But when I'm explained, I'm nothing serious. | |
| !MESSAGE RID11 | |
| Crooked as a rainbow, slick as a plate, | |
| Ten thousand horses can't pull it straight. | |
| !MESSAGE RID12 | |
| You may now pass. | |
| !MESSAGE ROOMAM2 | |
| You're in the room to the west of the Danger room. The sign reads: | |
| !SWITCH RID0 RID1 RID2 RID3 RID4 RID5 RID6 RID7 RID8 RID9 RID10 | |
| RID11 RID12 | |
| !MESSAGE ROOMBM1 | |
| You are standing in a square stone room to the north of the Danger | |
| room. Passages exit north and south. Above the north passage | |
| there is a dimly illuminated sign which reads: | |
| !SWITCH RID0 RID1 RID2 RID3 RID4 RID5 RID6 RID7 RID8 RID9 RID10 | |
| RID11 RID12 | |
| !MESSAGE ROOMBM2 | |
| You're in the room to the north of the Danger room. The sign reads: | |
| !SWITCH RID0 RID1 RID2 RID3 RID4 RID5 RID6 RID7 RID8 RID9 RID10 | |
| RID11 RID12 | |
| !MESSAGE ROOMCM1 | |
| You are standing in a square stone room to the east of the Danger | |
| room. Passages exit west and north. Above the north passage | |
| there is a dimly illuminated sign which reads: | |
| !SWITCH RID0 RID1 RID2 RID3 RID4 RID5 RID6 RID7 RID8 RID9 RID10 | |
| RID11 RID12 | |
| !MESSAGE ROOMCM2 | |
| You're in the room to the east of the Danger room. The sign reads: | |
| !SWITCH RID0 RID1 RID2 RID3 RID4 RID5 RID6 RID7 RID8 RID9 RID10 | |
| RID11 RID12 | |
| !MESSAGE ROOMQM1 | |
| !SWITCH QM0 QM1 | |
| !MESSAGE QM0 | |
| You are in a bare anteroom. The exit to the north bears an overhead | |
| inscription, decorated with crossed human bones. It reads: | |
| Abandon most hope some of ye who enter here. | |
| To the south lies a murky hole. There seems to be some sort of | |
| detection apparatus above the hole, but far too high for you to reach | |
| (or jump to). | |
| !MESSAGE QM1 | |
| You are in a bare anteroom. The exit to the north is barred by a | |
| vast iron sheet, obviously now a permanent fixture. The only | |
| remaining exit is south. | |
| !MESSAGE ROOMQM2 | |
| !SWITCH QM2 QM3 | |
| !MESSAGE QM2 | |
| You're in the bare anteroom. | |
| !MESSAGE QM3 | |
| You're in the bare anteroom. The exit north is barred by a | |
| huge, obviously immovable, iron sheet. | |
| !MESSAGE ROOMSM1 | |
| You are walking in a murky north-south passage. Even your lamp | |
| has trouble penetrating the gloom. | |
| !MESSAGE ROOMSM2 | |
| You're in the murky passage. | |
| !MESSAGE SEAB | |
| You're swimming underwater near the sea bed. | |
| !MESSAGE SEACM1 | |
| You are swimming in a seacabin in the wreck. There is an exit | |
| northwest, and a sea-cupboard west. | |
| !MESSAGE SEACM2 | |
| You're in the seacabin. | |
| !MESSAGE SEACPM1 | |
| You are in a small sea-cupboard to the west of the seacabin. | |
| !MESSAGE SEACPM2 | |
| You're in the sea-cupboard. | |
| !MESSAGE SEA11M1 | |
| You are swimming underwater near the ocean surface. A buzzing comes | |
| from overhead somewhere. You can dimly make out | |
| the beach to the north through the water. | |
| !MESSAGE SEA11M2 | |
| You're swimming near the surface south of the beach. | |
| !MESSAGE SEAM | |
| You're swimming underwater in the ocean. | |
| !MESSAGE SEAS | |
| You're swimming near the surface in the ocean. There is a buzzing | |
| noise overhead. | |
| !MESSAGE SEDM1 | |
| You are standing at the junction of two roads, one curving to the | |
| southeast, and the other heading due south towards a massive | |
| tower. To the north lies the entrance to an impressive garden. | |
| !MESSAGE SEDM2 | |
| You're south of the impressive garden. | |
| !MESSAGE SENDPM1 | |
| You are at the south end of the long passage. There is a | |
| tunnel to the south through which light is faintly visible. | |
| Someone has scratched the word 'BLACH' on the wall! | |
| !MESSAGE SENDPM2 | |
| You're at the south end of the long passage. | |
| !MESSAGE SECRM1 | |
| You are in a larger room further into the cliff, with exits | |
| to the north and south. There is a pink star on the ceiling. | |
| !MESSAGE SECRM2 | |
| You're in the larger room. | |
| !MESSAGE SHOPRM1 | |
| You are standing in a small shop which normally has various goods | |
| displayed for sale. There are areas of the shop | |
| obviously intended for the display of treasure. | |
| There is an exit south, above which hangs | |
| a large sign, which reads: | |
| @@font-off@@ | |
| --------------------------------- | |
| ! ! | |
| ! ADVENTURERS PLEASE NOTE ! | |
| ! ! | |
| ! ONLY TWO IMPLEMENTS MAY ! | |
| ! ! | |
| ! BE REMOVED FROM THIS SHOP ! | |
| ! ! | |
| ! UNDER PENALTY OF DEATH ! | |
| ! ! | |
| ! SO CHOOSE CAREFULLY! ! | |
| ! ! | |
| ! Z. O'R. K. ! | |
| ! pp. R. Witt Co. ! | |
| ! ! | |
| ---------------------------------- | |
| @@font-on@@ | |
| !MESSAGE SHOPRM2 | |
| You're in the shop. | |
| !MESSAGE SOLIC1 | |
| You are at the well-lit foyer of an (obviously wealthy) | |
| solicitor's office. The only exit is back the way you came | |
| in. There is little sign of any activity, but an electric | |
| sign near the door reads: | |
| !SWITCH SIGN0 SIGN1 SIGN2 SIGN3 SIGN4 | |
| !MESSAGE SIGN0 | |
| LEAVE A SINGLE OBJECT HERE FOR RAPID EXPERT | |
| VALUATION AND ADVICE! | |
| !MESSAGE SIGN1 | |
| WE HAVE TAKEN THE LIBERTY OF DISPOSING OF THAT | |
| WORTHLESS ITEM FOR YOU! | |
| !MESSAGE SIGN2 | |
| YOU ARE TO BE CONGRATULATED! THIS IS VALUABLE | |
| TREASURE. LOOK AFTER IT CAREFULLY! | |
| !MESSAGE SIGN3 | |
| WELL, WELL. UNDER THE TERMS OF THE OLD LADY'S WILL | |
| IT SEEMS THAT YOU ARE HER SOLE BENEFICIARY. | |
| PLEASE ACCEPT THIS CHEQUE IN PAYMENT OF | |
| YOUR BEQUEST. OUR CONGRATULATIONS! | |
| !MESSAGE SIGN4 | |
| OUT TO LUNCH! | |
| !MESSAGE SOLIC2 | |
| You're in the solicitor's office. The sign reads: | |
| !SWITCH SIGN0 SIGN1 SIGN2 SIGN3 SIGN4 | |
| !MESSAGE SMOOM1 | |
| You are in a smooth corridor hacked out of the living | |
| granite (whatever that means... I mean, whoever heard | |
| of living granite anyway? Oh, sorry...). There is a hole | |
| up, and round passages lead east and west. | |
| There are some words hacked out of the living (ahem), which read | |
| "WORDS IN TOWERS HAVE OTHER POWERS". | |
| !MESSAGE SMOOM2 | |
| You're in the smooth corridor. | |
| !MESSAGE SPASSM1 | |
| You find yourself in a short angular passage, with | |
| exits northwest and south. | |
| !MESSAGE SPASSM2 | |
| You're in the short passage. | |
| !MESSAGE THINP1 | |
| You are in a long thin east-west passage. | |
| !MESSAGE WEDM1 | |
| You are standing west of the garden of Eden. A dark passage leads | |
| off westwards into a cave, while a path exits northeastwards. | |
| Above the westwards passage hangs a prim sign which reads | |
| "Those uncertain as to the meaning of existence are advised | |
| not to proceed further in this direction." | |
| !MESSAGE WEDM2 | |
| You are West of Eden. | |
| !MESSAGE WHALEM | |
| You're in the whale's stomach somewhere. Wriggly red wet | |
| passages lead off in all directions. | |
| !MESSAGE XROADM1 | |
| You are standing at the junction of two roads near a sheer cliff. | |
| To the north a straight road heads towards a massive tower, while | |
| a curved road leads northeast. | |
| !MESSAGE XROADM2 | |
| You're at the junction of two roads. | |
| !MESSAGE ALMEMPTY | |
| Your oxygen is nearly all used up. | |
| !MESSAGE ALRCONT | |
| That's already contained by something. | |
| !MESSAGE ALREMPTY | |
| The @x33 is already empty! | |
| !MESSAGE ALRFOLD | |
| It's already folded around something! | |
| !MESSAGE ALRFULLMESS | |
| The @x33's already full! | |
| !MESSAGE ALRHELD | |
| You're already holding that! | |
| !MESSAGE ALRLOCK | |
| The door is already locked! | |
| !MESSAGE ALRMATCH | |
| You're already holding a burning match! | |
| !MESSAGE ALROFFMESS | |
| It's already off! | |
| !MESSAGE ALRONMESS | |
| It's already on! | |
| !MESSAGE ALRUNLOCK | |
| The door is already unlocked! | |
| !MESSAGE AQUAGAS | |
| You enter the sea and begin to swim. Almost immediately | |
| the source of the buzzing noise becomes obvious - it's lots | |
| of bees, all heading for you! After a few stings, you get | |
| the point and duck under the water. The bees hover overhead, | |
| waiting. Unfortunately, you drown while trying to get | |
| the gas mask off and your aqualung on. | |
| !MESSAGE ATLASTMES | |
| !SWITCH ATL0 ATL1 | |
| !MESSAGE ATL0 | |
| An old lady in a wheelchair glares at you as you enter a living room. | |
| !SWITCH ATLAST2 | |
| !MESSAGE ATL1 | |
| The old lady glares at you as you enter the living room. | |
| !SWITCH ATLAST2 | |
| !MESSAGE ATLAST2 | |
| Her gaze softens as it alights on the cup of tea you're carrying. | |
| "At last!" she exclaims. "How I've waited for a decent cup of tea - | |
| even if it doesn't have a saucer," she adds. She grabs the cup | |
| from you greedily and drains it. "Aaah, that's better. And now I | |
| wonder if you could be so kind to little old me and find | |
| my little lost dog for me? He ran out a while before you came in. | |
| I'm very worried because he hasn't had his din-dins yet. I do hope | |
| he hasn't gone to play up the cliffs again. Do find him - I would be SO | |
| grateful." She shoos you gently back into the kitchen again. | |
| !MESSAGE BABMESS | |
| !SWITCH BAB0 BAB1 BAB2 BAB3 BAB4 BAB5 BAB6 BAB7 BAB8 BAB9 | |
| !MESSAGE BAB0 | |
| On hearing your words a passer-by offers you some wurst and asks, | |
| 'Ooluy ata raev?' | |
| !MESSAGE BAB1 | |
| A young woman is amused by your remark. 'Rotse lishtot mashehu?' | |
| she asks, pointing towards a hot drinks machine. | |
| !MESSAGE BAB2 | |
| You attract the attention of a passing group of troubadours. | |
| 'Shir itanu!' one exclaims at which they all start singing | |
| (in an assorted collection of keys, of course.) | |
| !MESSAGE BAB3 | |
| An old man sitting close by gets up and offers you his soft and | |
| comfortable seat. 'Shev kan!' he suggests. | |
| !MESSAGE BAB4 | |
| A nearby trade-unionist, straight from the shop floor, bellows | |
| 'Kadima hapoel!' in your ear. | |
| !MESSAGE BAB5 | |
| Some children burst into laughter and start copying your accent. | |
| !MESSAGE BAB6 | |
| An elderly couple look shocked, and storm away from you. | |
| !MESSAGE BAB7 | |
| A bird seems curiously attracted by the sound of your voice. | |
| !MESSAGE BAB8 | |
| A man in a white coat shows professional curiosity as you make | |
| your utterance. | |
| !MESSAGE BAB9 | |
| No one takes any notice of you. | |
| !MESSAGE BABSTART | |
| Before you can do anything the atmosphere of confusion seems to take | |
| control of your senses. You find you can no longer understand the language | |
| you are speaking. | |
| !MESSAGE BADSEA | |
| Filling a bottle with seawater is totally useless (hint). | |
| !MESSAGE BANGM1 | |
| The case on the floor explodes, killing you instantly but painlessly. | |
| !MESSAGE BANGM2 | |
| You don't feel a thing as the bomb you are carrying blows you to pieces. | |
| !MESSAGE BARKMESS | |
| From somewhere nearby there is a happy barking. | |
| !MESSAGE BCKTBLCK | |
| I'm afraid the bucket seems to be in your way. | |
| The surrounding undergrowth is too thick for a person to pass through. | |
| !MESSAGE BEESAGAIN | |
| Those bees are still there, so you duck back under. | |
| !MESSAGE BENDMESS | |
| A pain like a vice grips your chest and you realise you've | |
| caught the bends! You struggle feebly against the pain, | |
| and then give up the ghost. | |
| !MESSAGE BLAST | |
| !SWITCH BL0 BL1 | |
| !MESSAGE BL0 | |
| Before you can do anything, a blast of foetid air | |
| knocks you over! | |
| !MESSAGE BL1 | |
| Before you can do anything, something comes flying | |
| into the room and knocks you over! | |
| !MESSAGE BOILMESS | |
| You boil the water in the kettle. In so doing, you overstrain | |
| those dubious circuits, and all the power goes off in the house. | |
| !MESSAGE BOMBCL1 | |
| The case beside you emits a loud CLICK. | |
| !MESSAGE BOMBCL2 | |
| The case you are carrying emits a loud CLICK. | |
| !MESSAGE BOMBBURY | |
| You put the case down and start to dig a hole in order to bury it. | |
| !MESSAGE BOMBSEA | |
| You have some difficulty forcing the case you are carrying underwater | |
| but eventually brute force prevails. | |
| !MESSAGE BROKEMESS | |
| As you fill the @x33 with ink, it begins to smoke and | |
| bubble. The ink must have been acidic! Eventually the | |
| whole lot evaporates away! | |
| !MESSAGE BURYCHES | |
| You dig a hole, place the cheese within and are just covering it up | |
| when the mouse gives a squeak of anguish and dives after it. Your | |
| handiwork is so neat that I doubt if you could ever find the place | |
| where you just buried them! | |
| !MESSAGE BURYDOG | |
| Poor doggy! If it isn't dead yet it soon will be. | |
| !MESSAGE BURYHEAVY | |
| Come off it...that's far too bulky to bury. | |
| !MESSAGE BURYMESS | |
| You dig a suitably sized hole, place the @x33 within, and | |
| cover it up again. Your handiwork is so neat that I doubt if | |
| you could ever find the object you just buried! | |
| !MESSAGE CANDLEMESS | |
| You're right - this game doesn't hold a candle to Acheton. | |
| !MESSAGE CANTDIG | |
| You can't dig here! | |
| !MESSAGE CANTDO | |
| You can't do that! | |
| !MESSAGE CANTDRINK | |
| You can't drink that! | |
| !MESSAGE CANTEAT | |
| You can't eat that! | |
| !MESSAGE CANTEMPTY | |
| You can't empty that! | |
| !MESSAGE CANTBREW | |
| You can't brew that! | |
| !MESSAGE CANTFOLD | |
| You can't fold that! | |
| !MESSAGE CANTGO | |
| You can't go in that direction! | |
| !MESSAGE CANTLIGHT | |
| You can't light that here! | |
| !MESSAGE CANTTAKE | |
| You can't take that! | |
| !MESSAGE CANTWRAP | |
| You've run out of things to wrap with! | |
| !MESSAGE CASEWRAP | |
| The shape of the case is such that you are unable to wrap it. | |
| !MESSAGE CHOKEM | |
| Without your air supply, you rapidly choke to death. | |
| !MESSAGE CLANKMESS | |
| As you walk under the detection apparatus, a loud clanking noise | |
| begins somewhere behind you, as if gears are being shifted. | |
| !MESSAGE CLIMBBABEL | |
| You enter the tower and start to climb up a long spiral staircase. | |
| You meet many people going up and down but cannot communicate with | |
| any of them. Near the top, totally exhausted, you bump into a woman reading | |
| a book. On observing your difficult breathing she smiles and says, "Al tidag - | |
| Kimaat higata!" | |
| !MESSAGE CLIMB2BABEL | |
| You begin your descent of the massive tower. The downward journey is | |
| much less tiring and you arrive once more at the bottom. | |
| !MESSAGE CLOUDMESS | |
| The contents of the bottle spread out in the water | |
| like a cloud, which soon disperses. | |
| !MESSAGE CONGRATS | |
| WELL DONE! YOU'VE CRACKED THE WHOLE GAME! | |
| YOU GOT THE POINT AT LAST! | |
| !MESSAGE CONTOUT | |
| The contents of the @x33 tumble out. | |
| !MESSAGE CORALMESS | |
| You blundered into a sharp piece of coral, cut yourself, | |
| and bled to death. | |
| !MESSAGE CRCKMESS | |
| As you step toward the ledge, the overloaded plank gives | |
| a loud | |
| < < C R A A C K K > > | |
| and breaks off at the pivot. The wreckage falls away towards the | |
| beach. You scrabble for a handhold and just make it onto the ledge. | |
| !MESSAGE CREAKMESS | |
| As you step forward, the plank emits a loud < CREAK > | |
| in protest at all the weight on it. | |
| !MESSAGE CUPOUT | |
| The contents of the cup dissolve rapidly into the seawater. | |
| !MESSAGE CUPPA | |
| You drop the teabag in the cup, add boiling water, | |
| and brew up a fine cup of tea. | |
| !MESSAGE CURRMESS | |
| You get the impression you're not making much headway | |
| against the currents. | |
| !MESSAGE DANGERM | |
| It would be dangerous to take the aqualung nozzle | |
| out of your mouth in here! | |
| !MESSAGE DIEMESS | |
| Oh dear. You're dead. | |
| !MESSAGE DIGEARTH | |
| You dig in the earth for some time. Nothing happens. | |
| !MESSAGE DIGSAND | |
| You dig in the sand for some time. Nothing happens. | |
| !MESSAGE DIMMESS | |
| !SWITCH MNULL LAMPOUT VDIMMESS DIMLIGHT BRIGHT | |
| !MESSAGE LAMPOUT | |
| Your lamp has just gone out. | |
| !MESSAGE VDIMMESS | |
| Your lamp is getting very dim - you can only just see. | |
| !MESSAGE DIMLIGHT | |
| Your lamp is getting dim, I'm afraid. | |
| !MESSAGE BRIGHT | |
| Your lamp is now on and burning brightly. | |
| !MESSAGE DISAPPMESS | |
| The contents of the bottle spread out in the water like | |
| a cloud, which soon disperses. The octopus looks | |
| very disappointed. | |
| !MESSAGE DOGCOME | |
| To your delight (and the disgust of the database writers), | |
| a canine pile of hair squeezes himself out of one of the | |
| small holes and runs up to you, barking happily. | |
| !MESSAGE DOGDIE | |
| The dog sniffs the air once and keels over dead. | |
| !MESSAGE DOGEAT | |
| He hungrily devours the biscuit, after which he is friendlier | |
| than ever! | |
| !MESSAGE DOGGONE | |
| He sniffs the air a few times, and then departs in a | |
| purposeful manner. | |
| !MESSAGE DOGJUMP | |
| As you land, your grip on your possessions is naturally | |
| loosened. The dog leaps from your grasp. | |
| !MESSAGE DOGTEAR | |
| He hungrily pulls open the biscuit's wrappings, eats the | |
| biscuit, and looks very pleased with himself. | |
| !MESSAGE DOGTRAIL | |
| A dog-sized tunnel skirts through the foliage and rejoins the track. | |
| !MESSAGE DOGWRAP | |
| As you land, your grip on your possessions is naturally | |
| loosened. The dog fights his way out from the wrappings | |
| and leaps from your grasp. | |
| !MESSAGE DONTBOIL | |
| Boiling that is either impossible or dangerous. | |
| !MESSAGE DRINKT | |
| You drink the tea with enjoyment. | |
| !MESSAGE DRINKW | |
| You drink the water with enjoyment. | |
| !MESSAGE DONTSEE | |
| I don't see that around here! | |
| !MESSAGE DROPACASE | |
| You drop one of the cases you are carrying. | |
| !MESSAGE DROPDOWN | |
| An object drops away, down towards the beach. | |
| !MESSAGE DROPGONE | |
| An object drops away and disappears below you. | |
| !MESSAGE DROPLIQU | |
| You can't exactly drop something liquid! | |
| !MESSAGE DROPOBJ1 | |
| !SWITCH DROPOBJ3 DROPOBJ2 DROPOBJ3 | |
| !MESSAGE DROPOBJ2 | |
| You dropped one object. | |
| !MESSAGE DROPOBJ3 | |
| You dropped @x37 objects. | |
| !MESSAGE DROPPEDIT | |
| You unwrapped the @x33, but your hands were so full you had to | |
| drop the @x33. | |
| !MESSAGE DROWNM | |
| You enter the sea and begin to swim. Almost immediately | |
| the source of the buzzing noise becomes obvious - it's lots | |
| of bees, all heading for you! After a few stings, you get | |
| the point and duck under the water. The bees hover overhead, | |
| waiting. You eventually run out of breath and drown. | |
| !MESSAGE EATENM | |
| You eat the @x33 with enjoyment. | |
| !MESSAGE ELSCAREM | |
| You suddenly hear a dull rumbling noise and the floor starts | |
| to shake. Into the room stampedes an enormous elephant. | |
| It sees the mouse you're carrying, cries "EEEK!! A MOUSE!" | |
| and runs off back the way it came. | |
| !MESSAGE EMPTYM | |
| You just ran out of air and choked to death. | |
| !MESSAGE ETHERAGAIN | |
| Not content with your existence, you return to your disembodied state. | |
| "Not you again!" grumble the powers that be. | |
| !MESSAGE EVAPMESS | |
| The contents of the @x33 spill onto the floor and soon | |
| evaporate, leaving no trace. | |
| !MESSAGE FIREBURN | |
| The driftwood bursts into flames and rapidly burns | |
| away to nothing. | |
| !MESSAGE FIZZM | |
| Your lamp emits a loud fizzing noise. | |
| !MESSAGE FLATMESS | |
| As you leave the bucket, which is now relieved of your weight, | |
| the bucket and plank swing back to a horizontal position, | |
| nearly knocking you off your feet in the process. | |
| !MESSAGE FRUITDRAB | |
| You eat another fruit off the tree. While not unpleasant, | |
| it tastes quite drab after the first one. | |
| !MESSAGE FRUITM | |
| You begin eating the fruit and are certainly not disappointed. | |
| The appearance, texture and especially flavour combine to make | |
| it one of the most pleasurable experiences of your life. | |
| !SWITCH F0 F1 F2 F3 F4 F5 F6 F7 F8 | |
| !MESSAGE F0 | |
| The snake glides away doing, for a snake, a very good | |
| imitation of a cackle. | |
| !MESSAGE F1 | |
| The snake sidles off, looking pleased with itself. | |
| !MESSAGE F2 | |
| "There, I knew you wouldn't regret it," says the snake. | |
| "From here there's an item of great value up, southeast, and | |
| then west twice, southwest and west twice more. Or something like that." | |
| So saying he moves off in a purposeful manner. | |
| !MESSAGE F3 | |
| The snake is overcome with a fit of laughter. Finally it subsides. | |
| "Ah well, there'll be another one born in a minute!" he chortles, | |
| and sinks his fangs into your leg. Within seconds it is all over. | |
| !MESSAGE F4 | |
| "I wish I could eat fruit," bemoans the snake, "it looks so tasty." | |
| "The creature you're looking for can be found southwest, southeast | |
| and then north all the way from here." | |
| So saying, he crawls away in a purposeful manner. | |
| !MESSAGE F5 | |
| The snake sidles up close to your ear and whispers the name of a file. | |
| Unfortunately, you are overcome with an attack of | |
| suspicion and dive for cover at the last moment. " Well I'm not | |
| going to tell you twice!" states the snake haughtily, and moves off. | |
| !MESSAGE F6 | |
| "Congratulations!" shouts the snake, shaking you by the hand. (He | |
| really is quite an anthropomorphic creature!) "Not many people | |
| who pass this way manage to hold out for the big one. But you've | |
| made it and are now invulnerable and immortal! Let me prove it." | |
| So saying he bites you in the leg. You are apprehensive, but are | |
| pleased to see that he barely manages to scratch your skin. He | |
| then glides away carelessly. | |
| !MESSAGE F7 | |
| "Well about time too!" snarls the snake. " In fact I don't see | |
| why I should even bother telling you how to get out of here." | |
| With a nasty leer, he disappears into the trees. | |
| !MESSAGE F8 | |
| The snake reappears briefly in a foul temper. "So nothing I could | |
| offer was good enough for you, eh?" he growls. "Well take this for | |
| free," and so saying he leaps at your leg. However you are expecting | |
| it this time and land a hefty kick between his eyes. He blunders | |
| away blindly with a curiously ambiguous expression, as though he is | |
| unsure whether to laugh or cry. | |
| !MESSAGE GASMESS | |
| A loud hissing is the last thing you hear, as a blast of | |
| cyanide gas hits you, triggered by standing too long in | |
| the centre of the Danger room. | |
| !MESSAGE GASTM | |
| !SWITCH G0 G1 G2 G3 G4 | |
| !MESSAGE G0 | |
| That bubbling noise is getting louder. | |
| !MESSAGE G1 | |
| Tiny puddles of the whale's gastric juices | |
| begin to form on the floor around you. Taking | |
| that tooth must have done it. | |
| !MESSAGE G2 | |
| More gastric juice is pouring into your room all | |
| the time - it's getting harder to keep out of it. | |
| !MESSAGE G3 | |
| Most of the floor is now awash with gastric juices. Only tiny | |
| patches are remaining clear. | |
| !MESSAGE G4 | |
| You can't avoid touching the juices any more, and your | |
| foot finally contacts them. To your horror - but no doubt | |
| the whale's satisfaction - you begin to dissolve until | |
| there's nothing left of you. | |
| !MESSAGE HALFFULL | |
| You've used up half of your oxygen. | |
| !MESSAGE HANDSFULL | |
| You can't carry anything more - you'll have to drop something | |
| before you can take that. | |
| !MESSAGE HANDSF2 | |
| You've had to leave some things, as your hands are now full. | |
| !MESSAGE HOLDBOTH | |
| You are already holding both cases! | |
| !MESSAGE HOTCONTENTS | |
| The contents of the kettle are hot enough aready! | |
| !MESSAGE HOTENOUGH | |
| That's hot enough already! | |
| !MESSAGE INKFULL | |
| Your bottle is now full of ink. | |
| !MESSAGE ICICLEMESS | |
| Hadn't noticed it was cold in here! | |
| !MESSAGE INVISF | |
| An invisible force blocks your way. | |
| !MESSAGE IRRESFRUIT | |
| As you reach towards the fruit you are overcome by a desire to taste it. | |
| !MESSAGE ISNTDOG | |
| Isn't that the name of the old lady's dog? | |
| !MESSAGE IWARNED | |
| As you leave the shop, a thunderous voice intones: | |
| !SWITCH GOTCHA | |
| !MESSAGE GOTCHA | |
| "I WARNED YOU!" | |
| The sibilant hiss of twenty synchronised lasers is the | |
| last thing you hear as you collapse to the floor, mortally | |
| wounded (you twit). | |
| !MESSAGE IWARNED1 | |
| The massive voice returns, saying: | |
| !SWITCH GOTCHA | |
| !MESSAGE JAMMED | |
| I'm afraid the door is jammed open - you can't shift it. | |
| !MESSAGE JUMPDIEM | |
| You dive gracefully through the air and your head impacts the | |
| ground at a high velocity, killing you instantly. | |
| !MESSAGE JUMPDIE2M | |
| The plank is very rickety and unbalances off the pivot as you stumble along. | |
| !SWITCH JUMPDIEM | |
| !MESSAGE JUMPMESS | |
| What fun... | |
| !MESSAGE JUMPCM | |
| You dive gracefully through the air and your head impacts the | |
| pillow, hard enough to bruise your nose but softly enough to | |
| keep you alive. | |
| !MESSAGE JUMPWITH | |
| As you leave the ledge, a sudden gust of wind catches you unawares | |
| and carries one of your possessions far away to sea. | |
| !MESSAGE KETTLEOUT | |
| The contents of the kettle dissolve rapidly in the seawater. | |
| !MESSAGE LADYBLURB | |
| !SWITCH LDY0 LDY1 LDY2 LDY3 LDY4 LDY5 LDY6 | |
| LDY7 LDY8 LDY9 LDY10 | |
| !MESSAGE LDY0 | |
| There is an old Victorian lady in a wheelchair in the | |
| room, quietly writing something. She looks up as you | |
| enter. "Well, have you brought it?" she demands rudely. | |
| "NO!" she shrieks,"you haven't! Get out!" To your alarm, | |
| she brandishes her umbrella, rides the wheelchair full | |
| at you and drives you back to the kitchen. | |
| !MESSAGE LDY1 | |
| The old lady looks up as you return. "Servants today," | |
| she mutters," can't you tell I'm thirsty? Get out!" | |
| Again she chases you out to the kitchen. | |
| !MESSAGE LDY2 | |
| "What, you again?" she cackles. "Have you brought my tea? No? | |
| Then GET OUT!" She nearly kills you with her umbrella before | |
| you make it back to the kitchen. | |
| !MESSAGE LDY3 | |
| The old lady sighs. "I can tell I'm not going to get my tea today," | |
| she sniffs. "I think I'll go and play patience in the bedroom." | |
| She wheels her wheelchair off into the murky passage to the north. | |
| !SWITCH AAGH | |
| !MESSAGE AAGH | |
| There is a sudden cry of "AAGH!" from the passageway, and an | |
| equally sudden thump. Everything goes still. | |
| !MESSAGE LDY4 | |
| The old lady takes one look at the dead dog in your arms | |
| and shrieks, "AAGH! You killed the poor defenceless thing! | |
| I shall retire to my boudoir and never speak to you again!" | |
| She wheels her wheelchair off into the murky passage to the north. | |
| !SWITCH AAGH | |
| !MESSAGE LDY5 | |
| The old lady stares at your possessions as you enter. "You didn't | |
| bring me my dog!" she cries, looking most disappointed. "I shall | |
| retire to my boudoir and never speak to you again!" She wheels | |
| her wheelchair off into the murky passage to the north. | |
| !SWITCH AAGH | |
| !MESSAGE LDY6 | |
| The old lady beams as you enter. "What a delightful little doggy," | |
| she smiles, taking it from you. "But my dog was shaggier than that. | |
| Could you try again, please?" | |
| !SWITCH AAGHDOG | |
| !MESSAGE AAGHDOG | |
| As you leave the room, you see the dog running into the dark | |
| passage to the north. He yelps once, and is then silent. | |
| !MESSAGE LDY7 | |
| "Another dog!" says the old lady. "But that's not mine either, I'm | |
| afraid. I'll look after it, though." She takes it from you. "My dog | |
| was much shaggier than that one," she tells you, as she pushes you | |
| back towards the kitchen. | |
| !SWITCH AAGHDOG | |
| !MESSAGE LDY8 | |
| "Wrong again," declares the old lady, "but you're doing well. Give him | |
| to me. My dog was extremely shaggy and answers to the name Spot. | |
| Off you go!" | |
| !SWITCH AAGHDOG | |
| !MESSAGE LDY9 | |
| "Oh dear, this is difficult," says the old lady, " but this dog still | |
| isn't shaggy enough. Could you try again, just for little old me?" | |
| She takes the dog from you and pushes you firmly towards the kitchen. | |
| !SWITCH AAGHDOG | |
| !MESSAGE LDY10 | |
| "Oh hooray!" shrieks the old lady, grabbing the dog, "My darling | |
| little Spotty-wotty! I should have told you he was invisible - no | |
| wonder you were having trouble finding him. I'll make you a beneficiary in | |
| my will," she declares, and writes something on a document. | |
| "I'll just go and blot it," she says, and starts to wheel her | |
| chair toward the passageway to the north. "It's a pity the | |
| lights are so unreliable here - gas lights were so much better," | |
| she mutters as she disappears into the murky passage. | |
| !SWITCH AAGH | |
| !MESSAGE LADYCHES | |
| As you enter the room, you catch a glimpse of a lady wheeling her | |
| wheelchair off to the north. "Pooh!" you hear her exclaim, "Now where did | |
| I put my World War I gas mask?" | |
| !SWITCH AAGH | |
| !MESSAGE LOCOHAHA | |
| What a strange mode of locomotion! | |
| !MESSAGE LOCOMESS | |
| !SWITCH LOCO0 LOCO1 LOCO2 LOCO3 LOCO4 LOCO5 LOCO6 LOCO7 | |
| LOCO8 LOCO9 LOCO10 LOCO11 LOCO12 LOCO13 LOCO14 LOCO15 | |
| LOCO16 LOCO17 LOCO18 LOCO19 | |
| !MESSAGE LOCO0 | |
| As you @x31 the room, your weight triggers a mechanism in the floor. | |
| !SWITCH PITUNDER | |
| !MESSAGE PITUNDER | |
| A pit opens up underneath you, and you fall onto the sharp knives | |
| at the bottom. | |
| !MESSAGE LOCO1 | |
| As you @x31 the room, you jump lightly over a suspicious area on | |
| the floor - safely, as it turns out. | |
| !MESSAGE LOCO2 | |
| You begin to @x31 the room on hands and knees. | |
| Alas, your weight triggers a mechanism in the floor. | |
| !SWITCH PITUNDER | |
| !MESSAGE LOCO3 | |
| You @x31 the room at a fast run, but not fast enough to | |
| stop your weight triggering a mechanism in the floor. | |
| !SWITCH PITUNDER | |
| !MESSAGE LOCO4 | |
| You @x31 the room on one leg, but its weight is enough to | |
| trigger a mechanism in the floor. | |
| !SWITCH PITUNDER | |
| !MESSAGE LOCO5 | |
| You @x31 the room, passing under a small light in the roof. Your | |
| shadow on the floor causes a wide blade to shoot out of one wall | |
| at chest height. It cuts you neatly in two. | |
| !MESSAGE LOCO6 | |
| You try to @x31 the room by jumping as high as possible, passing | |
| under a small light in the roof. Your shadow on the floor causes | |
| a wide blade to shoot out of the wall at what would be chest | |
| height if you were standing. Alas, it cuts your legs off. | |
| !MESSAGE LOCO7 | |
| You decide to @x31 the room by crawling as low as possible. You | |
| pass under a small light in the roof. Your shadow on the floor | |
| causes a wide blade to shoot out of one wall at what would be | |
| chest height if you were standing. Fortunately, you weren't, | |
| and it misses you entirely. | |
| !MESSAGE LOCO8 | |
| You try to @x31 the room by running as fast as possible. You | |
| pass under a small light in the roof. Your shadow on the floor | |
| causes a wide blade to shoot out of one wall at chest height. | |
| It cuts you neatly in two. | |
| !MESSAGE LOCO9 | |
| You start to @x31 the room on one leg. As you hop along, you | |
| pass under a small light in the roof. Your shadow on the floor | |
| causes a wide blade to shoot out of one wall at chest height. | |
| It cuts you neatly in two. | |
| !MESSAGE LOCO10 | |
| As you @x31 the room, your movement activates an air pressure | |
| sensor somewhere. Five spears shoot out of the wall at random | |
| intervals, at various heights. You simply can't dodge them all, | |
| and one gets you. | |
| !MESSAGE LOCO11 | |
| You decide to @x31 the room by jumping. Your movement | |
| activates an air pressure sensor somewhere. Five spears | |
| shoot out of the wall at random intervals, at various | |
| heights. You can't dodge them at all in mid-air, and they | |
| all get you. | |
| !MESSAGE LOCO12 | |
| You start to @x31 the room on hands and knees. Your movement | |
| activates an air pressure sensor somewhere. Five spears | |
| shoot out of the wall at random intervals, at various | |
| heights. The lowest one gets you. | |
| !MESSAGE LOCO13 | |
| You decide to @x31 the room by running fast. Your movement | |
| activates an air pressure sensor somewhere. Five spears | |
| shoot out of the wall at random intervals, at various | |
| heights. Fortunately, your speed is fast enough to let you | |
| dodge them, to your relief. | |
| !MESSAGE LOCO14 | |
| For some reason, you start to @x31 the room on one leg. Your movement | |
| activates an air pressure sensor somewhere. Five spears | |
| shoot out of the wall at random intervals, at various | |
| heights. They get you. | |
| !MESSAGE LOCO15 | |
| You start to @x31 the room. Near the doorway, however, you | |
| trigger some hidden mechanism which causes a sword to rise rapidly | |
| vertically out of the floor. It slices you neatly up the right leg, | |
| and you bleed to death. | |
| !MESSAGE LOCO16 | |
| You decide to @x31 the room with a high leap. Near the exit, however, you | |
| trigger some hidden mechanism which causes a sword to rise rapidly | |
| vertically out of the floor. It slices you neatly up the right leg, | |
| and you bleed to death. | |
| !MESSAGE LOCO17 | |
| You start to @x31 the room on hands and knees. Near the exit, you | |
| trigger some hidden mechanism which causes a sword to rise rapidly | |
| vertically out of the floor. It slices you neatly up the right leg, | |
| and you bleed to death. | |
| !MESSAGE LOCO18 | |
| You @x31 the room at a fast trot. Near the exit, however, you | |
| trigger some hidden mechanism which causes a sword to rise rapidly | |
| vertically out of the floor. It slices you neatly up the right leg, | |
| and you bleed to death. | |
| !MESSAGE LOCO19 | |
| You @x31 the room by hopping on your left leg. Near the exit, you | |
| trigger some hidden mechanism which causes a sword to rise rapidly | |
| vertically out of the floor. It shoots up to where your right leg would have | |
| been if you hadn't been hopping, then sinks back out of sight. | |
| !MESSAGE LUNGSOK | |
| Once out of range of the cheese your lungs recover rapidly. | |
| !MESSAGE MAGICMF | |
| !SWITCH MAG0 MAG1 MAG2 MAG3 | |
| !MESSAGE MAG0 | |
| The sound of sleighbells resounds around you. Blue | |
| lights flash three times. Then peace returns. | |
| !MESSAGE MAG1 | |
| There is a vast explosion! On picking yourself up, however, | |
| you find that nothing seems to have happened to you. | |
| !MESSAGE MAG2 | |
| A wizened old dwarf appears in a flash of light. Before | |
| you can react, he disappears as rapidly as he came. | |
| !MESSAGE MAG3 | |
| There is a loud < < S N A P ! ! > > | |
| !MESSAGE MARMATCH | |
| Not surprisingly, your match has long since gone out and you | |
| can feel a stinging pain in your fingers. | |
| !MESSAGE MARMESS | |
| Before you can leave the room you are accosted by the old man. | |
| "I say," he begins, "I've got this frightfully interesting story | |
| about an albatross. You simply must hear it!" So saying, he | |
| mesmerises you with his glittering eye and though you beat your | |
| breast, you have no choice but to hear. | |
| The old man's story drags on.... | |
| and on.... | |
| and on.... | |
| !SWITCH MAR0 MAR1 | |
| !MESSAGE MAR0 | |
| You wake up some time later to find that the mariner has departed. | |
| Of his story you retain but dim recollections, but you can | |
| remember dreaming about an Abyssinian maid playing a dulcimer. | |
| !MESSAGE MAR1 | |
| Suddenly there is an almighty explosion killing you both instantly. | |
| !MESSAGE MARLADY | |
| Before the old lady can say anything, you fix her with a glittering | |
| eye and begin, "I say, I've got this frightfully interesting story | |
| about an albatross. You simply must hear it!" As you pour forth | |
| your story, she looks a little restless but is too polite to interrupt. | |
| You feel the load around your neck lightening. | |
| !SWITCH MARLADY2 MAR1 | |
| !MESSAGE MARLADY2 | |
| Eventually she yawns once and wheels her wheelchair silently away. | |
| !SWITCH AAGH | |
| !MESSAGE MARWORK | |
| As you drop into the room, you catch sight of a burly workman | |
| carrying three "Caution" signs over his shoulder. "I say," you | |
| begin, "I've got this frightfully interesting story about an | |
| albatross. You simply must hear it!" So saying, you pour forth | |
| your tale. The workman is fascinated and thoughtfully | |
| suggests you switch your lamp off while you continue. This you do, | |
| and the two of you sit in the darkness for a while. | |
| !SWITCH MARWORK2 MAR1 | |
| !MESSAGE MARWORK2 | |
| After a while you come to the end of your story. The workman, | |
| visibly moved, shakes you by the hand as you relight your lamp, | |
| and then moves off carrying his warning signs. The load around | |
| your neck feels much lighter. | |
| !MESSAGE MATCHGONE | |
| Your match has just gone out. The ash disappears instantly. | |
| !MESSAGE MATCHLEFT | |
| You've run out of matches! | |
| !MESSAGE MOUSERUN | |
| You try to catch the mouse, but it can run faster than you can. | |
| !MESSAGE NAMEMESS | |
| My name is Brand X. Pleased to meet you. | |
| !MESSAGE NEDENM | |
| !SWITCH NOEATENM YSEATENM | |
| !MESSAGE NOEATENM | |
| You arrive at another gateway to the magnificent garden. | |
| Suddenly you are startled by a spinecurdling bellow of rage. | |
| Turning round sharply, you notice the snake hurtling at you | |
| with rabid eyes and fangs. You dive through the gateway | |
| just in time. The snake emits another bloodchilling cry | |
| "You miserable worm!! Get out of my sight and stay there!" | |
| !MESSAGE YSEATENM | |
| As you move through the garden you blink quite normally | |
| and are amazed to find that the garden suddenly moves a | |
| considerable distance southwards, leaving you behind. | |
| You feel disturbed, as though you have somehow fallen from Grace. | |
| !MESSAGE NEWGAMEQ | |
| Would you like another game? | |
| !MESSAGE NOBOIL | |
| There's nothing in the kettle to boil! | |
| !MESSAGE NOCUP | |
| You have no cup to brew the tea in! | |
| !MESSAGE NOBUCKMESS | |
| The bucket is too high to reach! | |
| !MESSAGE NODROPALB | |
| The albatross seems somehow to be tied around your neck and | |
| much as you would like to move it, you find you cannot. | |
| !MESSAGE NOFRUIT | |
| There isn't any fruit here! | |
| !MESSAGE NOFUELMESS | |
| There's nothing here to burn! | |
| !MESSAGE NOHWATER | |
| You have no boiling water! | |
| !MESSAGE NOISEMESS | |
| Huh? Can't hear anything! | |
| !MESSAGE NOSEMESS | |
| There's nothing plain about MY nose! | |
| !MESSAGE NOTEABAG | |
| You have no teabag! | |
| !MESSAGE NHAPPEN | |
| Nothing happens. | |
| !MESSAGE NHOLDLAMP | |
| You're not holding the lamp! | |
| !MESSAGE NHOLDMESS | |
| You're not holding that! | |
| !MESSAGE NOBOILC | |
| Boiling the contents of the kettle is either | |
| impossible or dangerous. | |
| !MESSAGE NOBVH | |
| Nothing obvious happens. | |
| !MESSAGE NOCANW | |
| You can't wrap that! | |
| !MESSAGE NOEXIST | |
| The powers that be acquiesce to your erstwhile desire to cease to be. | |
| !MESSAGE NOFILLING | |
| There's nothing left to fill it with! | |
| !MESSAGE NOKETTLE | |
| You have no kettle! | |
| !MESSAGE NOKEYS | |
| You have no keys! | |
| !MESSAGE NOKILLMESS | |
| Nice adventurers don't kill things (deliberately). | |
| !MESSAGE NOLIGHTER | |
| You have nothing to light it with! | |
| !MESSAGE NOPOWER | |
| There's no power source for the kettle here! | |
| !MESSAGE NOMATCHMESS | |
| You aren't holding any matches! | |
| !MESSAGE NOSNAKE | |
| Sounds awful. It's not here anyway. | |
| !MESSAGE NOTHELD | |
| You're not holding that! | |
| !MESSAGE NOTHINGM | |
| Nothing. | |
| !MESSAGE NOTHNGHERE | |
| There's nothing here you can take! | |
| !MESSAGE NOTHOLDING | |
| You're not holding anything! | |
| !MESSAGE NOSWIM | |
| You can't swim here! | |
| !MESSAGE NOTCERTAIN | |
| I'll try going that way, but I'm not certain if | |
| it will involve swimming! | |
| !MESSAGE NOTWRAP | |
| That's not wrapped up! | |
| !MESSAGE NOWRAP | |
| You don't have anything to wrap that with! | |
| !MESSAGE NVOBVH | |
| Nothing very obvious happens. | |
| !MESSAGE OCTOGONE | |
| "Well, strike a light! Ink!" bubbles the octopus, finally | |
| looking happy, "Just what I needed to replenish my supply. | |
| Thanks ever so!" He glides away, leaving the chest behind him, | |
| and clutching the bottle of ink proudly in one tentacle. | |
| !MESSAGE OCTOGRAB | |
| As you reach towards the octopus, he sadly grabs you in four | |
| of his tentacles and thoughtfully throttles you. | |
| !MESSAGE OFFMESS | |
| The lamp is now off. | |
| !MESSAGE OILFULL | |
| The oilskin is full of objects - it won't hold any more. | |
| !MESSAGE OILSNAG | |
| You can't adjust the lamp through the thick oilskin! | |
| !MESSAGE OILWRAP | |
| You wrap the @x33 in the oilskin. | |
| !MESSAGE OKFOLD | |
| OK - you folded it. It unfolded itself immediately. Gee. | |
| !MESSAGE OKMESS | |
| OK. | |
| !MESSAGE OKSAY | |
| OK, '@x33'! | |
| !MESSAGE OKSMELLM | |
| The smell of the mouldy cheese isn't very pleasant | |
| through your mask, but it's bearable for a short time. | |
| !MESSAGE ONMESS | |
| !SWITCH MNULL NOLITE VDIM1 DIM1 BRIGHT1 | |
| !MESSAGE NOLITE | |
| Your lamp is now on, but is producing no light. | |
| !MESSAGE VDIM1 | |
| Your lamp is now on, but only very dimly. | |
| !MESSAGE DIM1 | |
| Your lamp is now on, but only dimly. | |
| !MESSAGE BRIGHT1 | |
| Your lamp is now on and burning brightly. | |
| !MESSAGE OUTMESS | |
| That seems to be contained in something at the moment. | |
| !MESSAGE PAINTED | |
| As you enter the room, some device high above the door tips | |
| a large amount of sticky brown paint all over you, | |
| liberally coating you and your possessions. | |
| !SWITCH PAINT0 PAINT1 | |
| !MESSAGE PAINT0 | |
| It soon flakes off and disappears, however. | |
| !MESSAGE PAINT1 | |
| It coats the invisible dog you're carrying, too, and | |
| neatly makes him visible. He really is the shaggiest you've ever | |
| seen! The paint soon flakes off everything else and | |
| disappears. | |
| !MESSAGE PEACEMESS | |
| And to you, friend. | |
| !MESSAGE PHILMESS | |
| As you enter the room doubts begin to grow in your mind. At first | |
| you worry about minor things, such as what you had for breakfast, | |
| but gradually you find yourself questioning the way you spend | |
| your time and wondering about the value of your life. This | |
| takes on a frightening new aspect, but after a while you cease | |
| to be bothered by it. In fact you cease to be. | |
| !MESSAGE PIANOMESS | |
| Concerto. But we aren't here to play word games. | |
| !MESSAGE PITMESS | |
| You blundered onto a pit, fell in, and broke every bone in your body. | |
| !MESSAGE PITMESS1 | |
| You stumbled onto the old lady's pit, fell in, and broke | |
| every bone in your body. | |
| !MESSAGE POISONM | |
| You eat the @x33, and begin to feel violently ill. Shortly after | |
| you roll up into a ball and die. | |
| !MESSAGE POISONM1 | |
| You drink the @x33, and begin to feel violently ill. Shortly after | |
| you roll up into a ball and die. | |
| !MESSAGE POLYFULL | |
| The polythene is already holding something - it won't | |
| hold anything more! | |
| !MESSAGE POLYSNAG | |
| You can't adjust the lamp through the thick polythene! | |
| !MESSAGE POLYWRAP | |
| You wrap the @x33 in the polythene. | |
| !MESSAGE POTATOMESS | |
| Very tasty, I'm sure. | |
| !MESSAGE PORTCUL1 | |
| A heavy, iron portcullis effectively blocks your way. | |
| !MESSAGE PORTCUL2 | |
| As you pass over the indentations in the floor, a massive | |
| portcullis crashes down barely missing you as you dive for safety. | |
| With your retreat cut off, you continue down the passage which | |
| gradually grows lighter. You emerge into broad daylight on a ledge | |
| some fifteen feet above the ground. With nothing better to do, you | |
| jump down sustaining minor bruises. | |
| !MESSAGE POUNDSMESS | |
| Don't do it to me and I won't do it to you. | |
| !MESSAGE RIDDLEMESS | |
| But life is like that, I'm afraid. | |
| !MESSAGE RIVERMESS | |
| There are no boats in sight, alas. | |
| !MESSAGE SHARKS | |
| As you approach the sea again, lots of | |
| black triangular fins swim toward the beach. | |
| I don't think you're going that way again. | |
| !MESSAGE SMELLD | |
| Before you can do anything, the smell of the cheese finally | |
| gets to you even through the gas mask. You choke to death on the fumes. | |
| !MESSAGE SMELLM | |
| The smell of the mouldy cheese hits your lungs like a sledgehammer, | |
| and you choke rapidly to death on the fumes. | |
| !MESSAGE QUITQUERY | |
| Are you certain you want to quit? | |
| !MESSAGE SCOR1MES | |
| If you were to stop now, you would score @x37 points out of | |
| a maximum of @x36. | |
| !MESSAGE SCOR2MES | |
| You have scored @x37 points out of a maximum of @x36. | |
| !MESSAGE SMDRIFTM | |
| !SWITCH SM0 SM1 SM2 SM3 SM4 SM5 SM6 SM7 SM8 SM9 SM10 SM0 | |
| !MESSAGE SM0 | |
| The smoke from the match drifts around you. There is a | |
| muffled noise, as if the whale is quietly choking. | |
| !MESSAGE SM1 | |
| The smoke from the match drifts slowly northwards. | |
| !MESSAGE SM2 | |
| The smoke from the match drifts slowly northeastwards. | |
| !MESSAGE SM3 | |
| The smoke from the match drifts slowly eastwards. | |
| !MESSAGE SM4 | |
| The smoke from the match drifts slowly southeastwards. | |
| !MESSAGE SM5 | |
| The smoke from the match drifts slowly southwards. | |
| !MESSAGE SM6 | |
| The smoke from the match drifts slowly southwestwards. | |
| !MESSAGE SM7 | |
| The smoke from the match drifts slowly westwards. | |
| !MESSAGE SM8 | |
| The smoke from the match drifts slowly northwestwards. | |
| !MESSAGE SM9 | |
| The smoke from the match drifts slowly upwards. | |
| !MESSAGE SM10 | |
| The smoke from the match drifts slowly downwards. | |
| !MESSAGE SNAKILL | |
| You re-enter the garden of Eden and are once more enthralled | |
| by its beauty and wish never to return to the outside world. | |
| Fortunately, the snake is lying in ambush and unaware of | |
| your secret desire, sinks his fangs in your leg. | |
| !MESSAGE SNAKLIED | |
| The snake must have been lying! | |
| !MESSAGE SNAKEM | |
| !SWITCH MNULL SN1 SN2 SN3 SN4 SN5 SN6 SN7 SN8 | |
| !MESSAGE SN1 | |
| The snake surprises you by talking in what for a snake is a | |
| remarkably gutteral voice. "Do try the fruit on my tree!" he says, | |
| "It's delicious!" | |
| !MESSAGE SN2 | |
| "Oh go on, please!" continues the snake, "I'll even tell you | |
| how to find a treasure from here!" | |
| !MESSAGE SN3 | |
| "So you're not interested in wealth!" exclaims the snake. | |
| "Neither am I particularly. Let me offer you eternal peace | |
| instead. All you need do is eat some fruit!" | |
| !MESSAGE SN4 | |
| "Well what DO you want?" demands the snake, beginning to show | |
| some signs of irritation. "Perhaps you're an animal lover. My | |
| last offer is to tell you where you may be able to find | |
| a hairy quadruped not far from here." | |
| !MESSAGE SN5 | |
| "You're obviously not interested in solving this adventure | |
| game legally," begins the snake conspiratorially, "so I'll | |
| tell you what. Just eat some fruit from this tree and I'll | |
| tell you where you can find an unscrambled version of the | |
| Database. I should warn you that your USERID has been | |
| recorded at the start of the game!" | |
| !MESSAGE SN6 | |
| "Look this is getting ridiculous," snaps the snake, "I'm | |
| not going to hang around much longer. You're not stupid. | |
| This is the garden of Eden and I'm the snake. O.K. My job | |
| is to persuade you to eat fruit from this tree and that's | |
| all I'm doing - my job. This tree is the tree of life. If | |
| you eat from this tree you know what you get? Immortality. | |
| Don't you see how useful that could be? You'll never have | |
| to reload a saved game for instance. Now stop messing | |
| around and eat. I'm fed up with your prevarication." | |
| !MESSAGE SN7 | |
| "Do I have to spell it out for you?" thunders the snake. | |
| "You're in EDEN! Either you commit this not very original | |
| sin or you stay here, mate, FOREVER! I've had enough of | |
| this. All I'll tell you now is how to get out of here | |
| ONCE YOU'VE STUFFED THAT FRUIT DOWN YOUR GULLET AND NOT | |
| BEFORE! In the meantime I'm off where you can't pester me." | |
| So saying he storms off. | |
| !MESSAGE SN8 | |
| The snake doesn't seem to be around anymore. | |
| !MESSAGE SOBVN | |
| Something obvious nearly happens. | |
| !MESSAGE SQUASH1M | |
| You suddenly hear a dull rumbling noise and the floor starts | |
| to shake. Into the room stampedes an enormous elephant. | |
| It runs over you without noticing, squashing you in the process. | |
| !MESSAGE SQUASH2M | |
| You suddenly hear a dull rumbling noise and the floor starts | |
| to shake. Into the room stampedes an enormous elephant. | |
| It laughs aloud, crying "What a fool I was to be scared | |
| of a little mouse!" Then it squashes you. | |
| !MESSAGE SQUEAK | |
| "What a delicate aroma!" squeaks the mouse ecstatically, | |
| as you succeed in picking it up. | |
| !MESSAGE STEINM0 | |
| A fine author, if you like that sort of book. | |
| !MESSAGE STEINM1 | |
| You feel queasy, for a while, as everything fades away. Then the | |
| world recondenses around you. | |
| !MESSAGE STILLWRAP | |
| It's still wrapped up! | |
| !MESSAGE STUCK | |
| H'm. Breaking the plank seems to have left you stuck | |
| in the bucket. How sad.... | |
| !MESSAGE SWIMATCH | |
| Not surprisingly, your match goes out. | |
| !MESSAGE SWIMBUZZ | |
| You enter the sea and begin to swim. Almost immediately | |
| the source of the buzzing noise becomes obvious - it's lots | |
| of bees, all heading for you! After a few stings, you get | |
| the point and duck under the water. The bees hover overhead, | |
| waiting. Your aqualung turns on automatically, fortunately, | |
| as the bees insist on hovering above the water. | |
| !MESSAGE SWIMW | |
| Swim where? | |
| !MESSAGE TAKEACASE | |
| You pick up one of the cases. | |
| !MESSAGE TAKELIQU | |
| You can't exactly pick up something liquid! | |
| !MESSAGE TENTER | |
| enter | |
| !MESSAGE THINKM1 | |
| Yes, well, it's about time you tried that. | |
| !MESSAGE THINKM2 | |
| The powers that be find themselves in a logical cleft stick. | |
| Your case is sent to the Descartes appeal court who after a | |
| brief consultation rule in your favour. | |
| There is a sudden flash of light during which you see.... | |
| !MESSAGE THUDMESS | |
| The object you dropped lands in the bucket with a heavy thud. | |
| !MESSAGE THEAVYMESS | |
| You're holding your own weight already - you aren't strong | |
| enough to hold anything else. | |
| !MESSAGE THREWM | |
| You throw the @x33 neatly through the exit. | |
| !MESSAGE TICKMESS | |
| As you pick up the case, you notice that it starts ticking. | |
| !MESSAGE TILTMESS1 | |
| As you enter the bucket, your weight causes it to tilt downwards | |
| until it hits the ground (the plank end flies upwards at | |
| the same time). You are thrown around somewhat, but | |
| don't drop anything you're carrying. | |
| !MESSAGE TILTMS2 | |
| As you move along the plank, your weight causes it to tilt | |
| rapidly downwards, throwing you off into the air. You hit the | |
| ground exceptionally hard, killing yourself instantly. | |
| !MESSAGE TLEAVE | |
| leave | |
| !MESSAGE TOODAMPM | |
| It's too damp to light! | |
| !MESSAGE TOOHOTM | |
| You swig the boiling water, start to choke, and die thereafter. | |
| !MESSAGE TOOKOBJ1 | |
| !SWITCH NOTHNGHERE TOOKOBJ3 TOOKOBJ4 | |
| !MESSAGE TOOKOBJ2 | |
| !SWITCH TOOKOBJ4 TOOKOBJ3 TOOKOBJ4 | |
| !MESSAGE TOOKOBJ3 | |
| You took one object. | |
| !MESSAGE TOOKOBJ4 | |
| You took @x37 objects. | |
| !MESSAGE TOOTOUGH | |
| Surprisingly, the biscuit is too tough for you to eat it. | |
| !MESSAGE TOOTHTAKE | |
| The tooth is stuck quite firmly in the rubbery intestine, but | |
| you manage to pull it free. The whale jerks slightly, and | |
| then subsides. An ominous bubbling noise begins somewhere nearby. | |
| !MESSAGE TUNNELMESS | |
| You blundered into a deep rubbery tunnel, bounced down, | |
| and died of dizziness. | |
| !MESSAGE TWOCONT | |
| That's contained in two things at present. | |
| !MESSAGE UNLOCKM | |
| The door is now unlocked. | |
| !MESSAGE UNWRAPD | |
| You unwrapped the @x33, which promptly got wet. | |
| !MESSAGE UNWRAPO | |
| You unwrap the @x33 from the oilskin. | |
| !MESSAGE UNWRAPP | |
| You unwrap the @x33 from the polythene. | |
| !MESSAGE VCLEVERM | |
| A thunderous voice from nowhere intones: | |
| "VERY CLEVER! BUT YOU WON'T GET AWAY WITH THAT AGAIN!" | |
| !MESSAGE WATERFULL | |
| Your @x33 is now full of water. | |
| !MESSAGE WAYBLOCK | |
| Your way is blocked by a sheet of iron. | |
| !MESSAGE WELCOMEM | |
| Welcome to Brand X (Version 0.00)! | |
| You don't need instructions, so you won't get any. | |
| Problems, comments and suggestions to PDK1 or AJM8. | |
| !MESSAGE WHALEBURP | |
| You set fire to the driftwood, causing a fine blaze in | |
| the foetid air of the whale's stomach. The room you're in | |
| begins to shudder and heave as the whale starts to cough | |
| and choke. Eventually, in a paroxysm of coughing, the whale | |
| clears the obstruction in his stomach (i.e. you!) and | |
| ejects you and your possessions back into the sea. He snorts | |
| angrily and swims off. | |
| !MESSAGE WHALEGRAB | |
| As you leave the wreck, you sense a flurry of motion | |
| above you. Suddenly all goes dark for a moment, and | |
| you find yourself being sucked rapidly through a dizzying | |
| collection of nasty red wiggly tunnels full of quite | |
| unbreathable air. A momentary flash of something yellow | |
| distracts you for a moment before you continue headlong. | |
| When you come to a halt, you look around and realise | |
| the awful truth - you've been swallowed by a passing | |
| whale! | |
| !MESSAGE WHALEMO | |
| Before you can do anything, the whale burps, causing you | |
| to be thrown through several tunnels again. | |
| !MESSAGE WHALENOISE | |
| There is a faint burping noise, followed by a swooshing | |
| coming from somewhere nearby. | |
| !MESSAGE WHEEDIE | |
| Wheeeeeeeee....C R A C K ! ! The slide collapses under | |
| you and you fall into a pit and break every bone in | |
| your body. | |
| !MESSAGE WHEEMESS | |
| Wheeeeeeeee.... Ooof! | |
| !SWITCH MNULL WHEE2 | |
| !MESSAGE WHEE2 | |
| As you slide, one of your possessions tumbles away from you. You can | |
| hear it falling into the distance. | |
| !MESSAGE WINDBLOW | |
| To your disgust, a sudden gust of wind blows | |
| the cushion far off to sea. | |
| !MESSAGE WORKMANMESS | |
| As you drop into the room, you catch a brief glimpse | |
| of a burly workman leaving. He is carrying three "Caution" | |
| signs over his shoulder. | |
| !MESSAGE WRONGAUT | |
| Nothing happens. Perhaps you've got the wrong author. | |
| !MESSAGE WOTUNDER | |
| What, underwater?? | |
| !MESSAGE WRONGFRUIT | |
| The fruit seems strangely repelled by you and you are unable to | |
| pick it! | |
| !MESSAGE WTGROYT | |
| Well, that's got rid...etc. | |
| !MESSAGE YOUJOKE | |
| You must be joking! | |
| !MESSAGE ZINGMESS | |
| The doorway to the north emits a loud < Z I N G > | |
| !END | |
Xet Storage Details
- Size:
- 142 kB
- Xet hash:
- 0a584ba101f7c28d521d60d61d529e14036653712168f1d61013c02825e3ab50
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