| / Murdac by Jonathan R. Partington | |
| / | |
| / This game (c) Copyright J. R. Partington, but freely distributable. | |
| / | |
| / To quote the author: | |
| / | |
| / "Personally, I am happy for people to convert the games for any system | |
| / they like, as long as they give due acknowledgements (and don't | |
| / attempt to make any money out of them without consulting me first!)" | |
| / | |
| / Graham Nelson and Adam Atkinson would also like to thank Topologika | |
| / Software for handing publication rights for this game back to the | |
| / author at the end of 1999, enabling him to make the game available | |
| / this way. | |
| / | |
| / INITIAL PART OF DATABASE | |
| / | |
| !POSSESSIONS START PLAYER | |
| !POSSESSIONS PATH4 WOOD | |
| !POSSESSIONS PATH5 KEY | |
| !POSSESSIONS WALL1 OGRE | |
| !POSSESSIONS WALL3 SHAWM | |
| !POSSESSIONS FRANKRM MONSTER BED | |
| !POSSESSIONS ALTUNIV BREAD | |
| !POSSESSIONS BLACKEND MYRRH | |
| !POSSESSIONS CELLAR PIGEON | |
| !POSSESSIONS SENTRYS CENTAUR | |
| !POSSESSIONS SECRETCH BOWL | |
| !POSSESSIONS XROADS WAX | |
| !POSSESSIONS BEND1 BEADS | |
| !POSSESSIONS MANTROOM MANTICORE | |
| !POSSESSIONS KEEP KEEPER | |
| !POSSESSIONS SLIMERM TOAD | |
| !POSSESSIONS MILLROOM MILLET | |
| !POSSESSIONS BEACH0 DODO | |
| !POSSESSIONS SENTRYN SCENT | |
| !POSSESSIONS COBROOM WIG | |
| !POSSESSIONS ERBROOM INGOT | |
| !POSSESSIONS CAGE LION | |
| !POSSESSIONS POLTROOM POLTERGEIST | |
| !POSSESSIONS PLATFORM PERIDOT | |
| !POSSESSIONS PRISON2 GOBLIN | |
| !POSSESSIONS PRISON1 TROLL | |
| !POSSESSIONS ISLE7 CANNIBAL MISSIONARY CAULDRON | |
| !PROP START LIGHT | |
| !PROP PATH1 LIGHT | |
| !PROP PATH2 LIGHT | |
| !PROP PATH3 LIGHT | |
| !PROP PATH4 LIGHT | |
| !PROP PATH5 LIGHT | |
| !PROP WALL1 LIGHT | |
| !PROP WALL2 LIGHT | |
| !PROP WALL3 LIGHT | |
| !PROP GRAVE LIGHT | |
| !PROP LAKE LIGHT WATERY | |
| !PROP SANDPIT LIGHT | |
| !PROP BEACH0 LIGHT WATERY | |
| !PROP BEACH1 LIGHT WATERY | |
| !PROP BEACH2 LIGHT WATERY | |
| !PROP BEACH3 LIGHT WATERY | |
| !PROP ALTUNIV DISORIENT | |
| !PROP BLACK1 DISORIENT | |
| !PROP BLACK2 VISITED DISORIENT | |
| !PROP BLACK3 VISITED DISORIENT | |
| !PROP BLACK4 VISITED DISORIENT | |
| !PROP BLACK5 VISITED DISORIENT | |
| !PROP BLACK6 VISITED DISORIENT | |
| !PROP BLACK7 VISITED DISORIENT | |
| !PROP BLACK8 VISITED DISORIENT | |
| !PROP BLACK9 VISITED DISORIENT | |
| !PROP BLACK10 VISITED DISORIENT | |
| !PROP POOLRM WATERY | |
| !PROP GEYSER WATERY | |
| !PROP HILL1 LIGHT | |
| !PROP HILL2 LIGHT | |
| !PROP ERBROOM LIGHT | |
| !PROP CAUSEWAY LIGHT WATERY | |
| !PROP ISLE1 LIGHT WATERY | |
| !PROP ISLE2 LIGHT WATERY | |
| !PROP ISLE3 LIGHT WATERY | |
| !PROP ISLE4 LIGHT WATERY | |
| !PROP ISLE5 LIGHT WATERY | |
| !PROP ISLE6 LIGHT WATERY | |
| !PROP ISLE7 LIGHT | |
| !PROP LAKE2 LIGHT WATERY | |
| !PROP KEEP VISITED | |
| !PROP POLTROOM DISORIENT | |
| !PROP PLATFORM DISORIENT | |
| !PROP HOUSE1 DISORIENT | |
| !PROP OGRE NOTAKE ANIMATE | |
| !PROP MONSTER NOTAKE ANIMATE | |
| !PROP CENTAUR NOTAKE ANIMATE | |
| !PROP PIGEON NOTAKE ANIMATE | |
| !PROP KEEPER NOTAKE LIGHT ANIMATE | |
| !PROP MANTICORE NOTAKE ANIMATE | |
| !PROP LION NOTAKE ANIMATE | |
| !PROP WIZARD NOTAKE ANIMATE | |
| !PROP TOAD NOTAKE ANIMATE | |
| !PROP BED NOTAKE | |
| !PROP DAUGHTER NOTAKE ANIMATE | |
| !PROP TROLL NOTAKE ANIMATE | |
| !PROP POLTERGEIST NOTAKE | |
| !PROP GOBLIN NOTAKE ANIMATE | |
| !PROP PIN NOTAKE | |
| !PROP CANNIBAL NOTAKE ANIMATE | |
| !PROP MISSIONARY NOTAKE ANIMATE | |
| !PROP CAULDRON NOTAKE | |
| !VAR STRENGTH 7 / Can carry 7 objects, | |
| !VAR OBJHELD 0 / and is not carrying any initially. | |
| !VAR NAMEVAR 10 / no ripoff | |
| !END | |
| / BASIC DATABASE | |
| / -------------- | |
| / | |
| / PRELIMINARY SECTION | |
| / ------------------- | |
| / | |
| !POSTCOMMAND POSTPROG | |
| !WELCOME WELCPROG | |
| / | |
| / Program-defined properties. | |
| / | |
| !PROPERTY LIGHT 0 / Light source (objects and rooms). | |
| !PROPERTY INVIS 1 / Invisibility (objects only). | |
| !PROPERTY HIDING 2 / Hides objects it holds (objects only). | |
| !PROPERTY VISITED 1 / Visited (rooms only). | |
| !PROPERTY DISORIENT 2 / "Disorientation" property (rooms only). | |
| !PROPERTY WATERY 3 / rooms with water | |
| !PROPERTY TREASURE 4 / objects | |
| !PROPERTY ANIMATE 5 / objects | |
| / | |
| / User-defined properties. | |
| / | |
| !PROPERTY NOTAKE 3 / Cannot be taken (objects only). | |
| / | |
| / Directions. | |
| / | |
| !DIRECTION B / Dummy direction to make GO BACK work. | |
| !DIRECTION D | |
| !DIRECTION E | |
| !DIRECTION N | |
| !DIRECTION NE | |
| !DIRECTION NW | |
| !DIRECTION S | |
| !DIRECTION SE | |
| !DIRECTION SW | |
| !DIRECTION U | |
| !DIRECTION W | |
| !DIRECTION IN | |
| !DIRECTION OUT | |
| / | |
| / Special meanings of words. | |
| / | |
| !SPECIAL ALLSPEC / To detect the word "ALL". | |
| !SPECIAL INVSPEC / To detect the word "INVENTORY". | |
| !SPECIAL DOORSPEC | |
| !SPECIAL ARASPEC | |
| !SPECIAL GAMSPEC | |
| !SPECIAL GURSPEC | |
| !SPECIAL PHASPEC | |
| !SPECIAL SCASPEC | |
| !SPECIAL WATERSPEC | |
| !SPECIAL OLDMANSPEC | |
| !SPECIAL STONESPEC | |
| !SPECIAL MAGSPEC / magic words - used for SAY | |
| / | |
| / Variables. | |
| / | |
| / The four workspace variables must appear first. | |
| !VARIABLE VAR0 | |
| !VARIABLE VAR1 | |
| !VARIABLE VAR2 | |
| !VARIABLE VAR3 | |
| / Now other variables. | |
| !VARIABLE OBJHELD | |
| !VARIABLE STRENGTH | |
| !VARIABLE NAMEVAR | |
| !VARIABLE JOB | |
| !VARIABLE TURNS | |
| !VARIABLE OGRECT | |
| !VARIABLE LASTRM / last distinct room | |
| !VARIABLE OLDMANVAR | |
| !VARIABLE VISNO / visions | |
| !VARIABLE BEACHCT | |
| !VARIABLE POLTCT / how long in room | |
| !VARIABLE POLTVAR / safe direction | |
| !VARIABLE GOBVAR / aaron word | |
| / | |
| !VARIABLE TERSEVAR / for BRIEF etc | |
| / | |
| !TEXTVAR / no use | |
| / | |
| / OBJECTS SECTION | |
| / --------------- | |
| / | |
| / Player must be first object. | |
| !OBJECT PLAYER HOLDING HOLDING HOLDING | |
| / Now the objects for this database. | |
| !OBJECT KEY KEYM1 KEYM2 KEYM1 | |
| !OBJECT WOOD WOODM1 WOODM2 WOODM1 | |
| !OBJECT OGRE OGREM MNULL OGREM | |
| !OBJECT SHAWM SHAWM1 SHAWM2 SHAWM1 | |
| !OBJECT SWORD SWORDM1 SWORDM2 SWORDM1 | |
| !OBJECT LAMP LAMPM1 LAMPM2 LAMPM1 | |
| !OBJECT ROD RODM1 RODM2 RODM1 | |
| !OBJECT MONSTER MONSTM1 MNULL MONSTM1 | |
| !OBJECT BREAD BREADM1 BREADM2 BREADM1 | |
| !OBJECT BOWL BOWLM1 BOWLM2 BOWLM1 | |
| !OBJECT CENTAUR CENTM1 MNULL CENTM1 | |
| !OBJECT PIGEON PIGM1 PIGM2 PIGM1 | |
| !OBJECT MYRRH MYRRH1 MYRRH2 MYRRH1 | |
| !OBJECT TOAD TOADM1 TOADM2 TOADM1 | |
| !OBJECT MANTICORE MNULL MNULL MNULL | |
| !OBJECT MILLET MILLET1 MILLET2 MILLET1 | |
| !OBJECT KEEPER MNULL MNULL MNULL | |
| !OBJECT DODO DODO1 DODO2 DODO1 | |
| !OBJECT SCENT SCENTM1 SCENTM2 SCENTM1 | |
| !OBJECT WAX WAXM1 WAXM2 WAXM1 | |
| !OBJECT BEADS BEADSM1 BEADSM2 BEADSM1 | |
| !OBJECT WIG WIGM1 WIGM2 WIGM1 | |
| !OBJECT STATUE STATUE1 STATUE2 STATUE1 | |
| !OBJECT STONE STONE1 STONE2 STONE1 | |
| !OBJECT INGOT INGOT1 INGOT2 INGOT1 | |
| !OBJECT WIZARD MNULL MNULL MNULL | |
| !OBJECT STAFF STAFFM1 STAFFM2 STAFFM1 | |
| !OBJECT LION LIONM1 MNULL MNULL | |
| !OBJECT BED MNULL MNULL MNULL | |
| !OBJECT RIBBON RIBBON1 RIBBON2 RIBBON1 | |
| !OBJECT AMETHYST AMETH1 AMETH2 AMETH1 | |
| !OBJECT DAUGHTER MNULL MNULL MNULL | |
| !OBJECT SCROLL SCROLL1 SCROLL2 SCROLL1 | |
| !OBJECT TROLL TROLLM MNULL TROLLM | |
| !OBJECT BABOON BABM1 BABM2 BABM1 | |
| !OBJECT PILLOW PILLOWM1 PILLOWM2 PILLOWM1 | |
| !OBJECT POLTERGEIST MNULL MNULL MNULL | |
| !OBJECT PERIDOT PERIM1 PERIM2 PERIM1 | |
| !OBJECT GOBLIN GOBLINM MNULL GOBLINM | |
| !OBJECT PIN PINM1 PINM2 PINM1 | |
| !OBJECT EIGHT EIGHT1 EIGHT2 EIGHT1 | |
| !OBJECT CAULDRON MNULL MNULL MNULL | |
| !OBJECT CANNIBAL CANNM MNULL CANNM | |
| !OBJECT MISSIONARY MNULL MNULL MNULL | |
| !OBJECT BIBLE BIBLE1 BIBLE2 BIBLE1 | |
| / | |
| / ROOMS SECTION | |
| / ------------- | |
| / | |
| / Rooms for this database. | |
| !ROOM START STARTM1 STARTM2 | |
| !ROOM INHUT INHUTM1 INHUTM2 | |
| !ROOM PATH1 PATH1M1 PATH1M2 | |
| !ROOM PATH2 PATH2M1 PATH2M2 | |
| !ROOM PATH3 PATH3M1 PATH3M2 | |
| !ROOM PATH4 PATH4M1 PATH4M2 | |
| !ROOM PATH5 PATH5M1 PATH5M2 | |
| !ROOM GRAVE GRAVEM1 GRAVEM2 | |
| !ROOM LAKE LAKEM1 LAKEM2 | |
| !ROOM WALL1 WALL1M1 WALL1M1 | |
| !ROOM WALL2 WALL2M1 WALL2M2 | |
| !ROOM WALL3 WALL3M1 WALL3M2 | |
| !ROOM SANDPIT SANDPM1 SANDPM2 | |
| !ROOM CELLAR CELLARM1 CELLARM2 | |
| !ROOM FRANKRM FRANKM1 FRANKM2 | |
| !ROOM COBROOM COBM1 COBM2 | |
| !ROOM BLACK0 BLACK0M1 BLACK0M2 | |
| !ROOM BLACK1 BLACKML BLACKMS | |
| !ROOM BLACK2 BLACKML BLACKMS | |
| !ROOM BLACK3 BLACKML BLACKMS | |
| !ROOM BLACK4 BLACKML BLACKMS | |
| !ROOM BLACK5 BLACKML BLACKMS | |
| !ROOM BLACK6 BLACKML BLACKMS | |
| !ROOM BLACK7 BLACKML BLACKMS | |
| !ROOM BLACK8 BLACKML BLACKMS | |
| !ROOM BLACK9 BLACKML BLACKMS | |
| !ROOM BLACK10 BLACKML BLACKMS | |
| !ROOM BLACKEND BLENDM1 BLENDM2 | |
| !ROOM ALTUNIV ALTUM1 ALTUM2 | |
| !ROOM ALCOVE ALCOVM1 ALCOVM1 | |
| !ROOM GAP0 GAP0M1 GAP0M2 | |
| !ROOM GAP1 GAP1M1 GAP1M2 | |
| !ROOM GAP2 GAP2M1 GAP2M1 | |
| !ROOM GAP3 GAP3M1 GAP3M2 | |
| !ROOM SECRETCH SECRETM1 SECRETM2 | |
| !ROOM BEACH1 BEACH1M1 BEACH1M2 | |
| !ROOM BEACH2 BEACH2M1 BEACH2M2 | |
| !ROOM BEACH3 BEACH3M1 BEACH3M2 | |
| !ROOM XROADS XROADM1 XROADM2 | |
| !ROOM FORK1 FORK1M1 FORK1M1 | |
| !ROOM FORK2 FORK2M1 FORK2M1 | |
| !ROOM POOLRM POOLM1 POOLM2 | |
| !ROOM SENTRYS SENTRYM1 SENTRYM2 | |
| !ROOM SENTRYN SENTRYM3 SENTRYM4 | |
| !ROOM MILLROOM MILLRM1 MILLRM2 | |
| !ROOM BEACH0 BEACH0M1 BEACH0M2 | |
| !ROOM KEEP KEEPM1 KEEPM2 | |
| !ROOM FORK3 FORK3M1 FORK3M2 | |
| !ROOM SLIMERM SLIMEM1 SLIMEM2 | |
| !ROOM BEND1 BEND1M1 BEND1M1 | |
| !ROOM MANTROOM MANTM1 MANTM2 | |
| !ROOM MONKROOM MONKM1 MONKM2 | |
| !ROOM GEYSER GEYS1 GEYS2 | |
| !ROOM TUNNEL TUNNELM1 TUNNELM2 | |
| !ROOM HILL1 HILL1M1 HILL1M2 | |
| !ROOM HILL2 HILL2M1 HILL2M2 | |
| !ROOM ERBROOM ERBRM1 ERBRM2 | |
| !ROOM CAUSEWAY CAUSEM1 CAUSEM1 | |
| !ROOM JUNCTION JUNCM1 JUNCM2 | |
| !ROOM CAGE CAGEM1 CAGEM2 | |
| !ROOM HOUSE1 HOUSEM0 HOUSEM0 | |
| !ROOM PRISON1 PRISM11 PRISM12 | |
| !ROOM PRISON2 PRISM21 PRISM22 | |
| !ROOM EVILRM EVILM1 EVILM2 | |
| !ROOM POLTROOM POLT1 POLT1 | |
| !ROOM PLATFORM PLATF1 PLATF1 | |
| !ROOM ISLE1 ISLE1N ISLE1M | |
| !ROOM ISLE2 ISLE2M ISLE2M | |
| !ROOM ISLE3 ISLE3M ISLE3M | |
| !ROOM ISLE4 ISLE4M ISLE4M | |
| !ROOM ISLE5 ISLE5M ISLE5M | |
| !ROOM ISLE6 ISLE6M ISLE6M | |
| !ROOM ISLE7 ISLE7M ISLE7M | |
| !ROOM LAKE2 LAKE2M LAKE2M | |
| / | |
| / EXITS SECTION | |
| / ------------- | |
| / | |
| !EXIT START | |
| IN INHUT DOORTEST | |
| N INHUT DOORTEST | |
| S PATH1 | |
| E LAKE | |
| W GRAVE MOVEPIG | |
| !EXIT GRAVE | |
| E START | |
| N SANDPIT | |
| !EXIT LAKE | |
| W START | |
| !EXIT PATH1 | |
| E START | |
| N PATH2 | |
| S PATH5 | |
| !EXIT PATH2 | |
| E PATH1 | |
| SE PATH5 | |
| S PATH3 | |
| !EXIT PATH3 | |
| N WALL1 | |
| E PATH2 | |
| S PATH4 | |
| !EXIT PATH4 | |
| N PATH3 | |
| E PATH5 | |
| !EXIT PATH5 | |
| N PATH1 | |
| NW PATH2 | |
| W PATH4 | |
| !EXIT WALL1 | |
| S PATH3 | |
| N WALL2 WALLPROG | |
| !EXIT WALL2 | |
| N WALL3 | |
| S WALL1 WALL2PROG | |
| !EXIT WALL3 | |
| S WALL2 | |
| !EXIT INHUT | |
| OUT START DOORTEST | |
| S START DOORTEST | |
| D CELLAR | |
| !EXIT SANDPIT | |
| S GRAVE | |
| !EXIT CELLAR | |
| U INHUT | |
| W FRANKRM | |
| NE COBROOM | |
| S FORK1 | |
| N FORK2 | |
| E JUNCTION | |
| !EXIT FRANKRM | |
| E CELLAR | |
| W GAP3 | |
| !EXIT SECRETCH | |
| E GAP0 | |
| W BEACH2 INTOLIGHT | |
| S SLIMERM | |
| !EXIT GAP0 | |
| W SECRETCH SECHECK | |
| E GAP1 | |
| !EXIT GAP1 | |
| N ALCOVE | |
| W GAP0 | |
| E GAP2 CHECKPL | |
| !EXIT GAP2 | |
| W GAP1 | |
| E GAP3 | |
| !EXIT GAP3 | |
| W GAP2 CHECKPL | |
| E FRANKRM | |
| !EXIT ALCOVE | |
| S GAP1 | |
| !EXIT COBROOM | |
| SW CELLAR | |
| NE BLACK0 | |
| NW FORK2 | |
| SE HILL1 | |
| U HILL1 | |
| !EXIT BLACK0 | |
| D BLACK1 | |
| SW COBROOM | |
| !EXIT BLACK1 | |
| N BLACK2 | |
| S ALTUNIV SETOOZE | |
| !EXIT BLACK2 | |
| U BLACK3 | |
| D BLACK0 | |
| !EXIT BLACK3 | |
| NE BLACK4 | |
| SW ALTUNIV SETOOZE | |
| !EXIT BLACK4 | |
| SW BLACK5 | |
| NE BLACK1 | |
| !EXIT BLACK5 | |
| E BLACK6 | |
| W ALTUNIV SETOOZE | |
| !EXIT BLACK6 | |
| S BLACK7 | |
| N BLACK3 | |
| !EXIT BLACK7 | |
| NW BLACK8 | |
| SE ALTUNIV SETOOZE | |
| !EXIT BLACK8 | |
| W BLACK9 | |
| E BLACK5 | |
| !EXIT BLACK9 | |
| D BLACK10 | |
| U ALTUNIV SETOOZE | |
| !EXIT BLACK10 | |
| SE BLACKEND | |
| NW BLACK7 | |
| !EXIT BLACKEND | |
| D BLACK10 | |
| !EXIT BEACH1 | |
| N BEACH0 | |
| E TUNNEL INTODARK | |
| S BEACH2 | |
| !EXIT BEACH2 | |
| N BEACH1 | |
| S BEACH3 | |
| E SECRETCH INTOCLIFF | |
| !EXIT BEACH3 | |
| N BEACH2 | |
| W CAUSEWAY SECHECK | |
| !EXIT XROADS | |
| W TUNNEL | |
| E FORK2 | |
| N SENTRYS | |
| S MILLROOM | |
| !EXIT FORK1 | |
| N CELLAR | |
| SW POOLRM | |
| SE BEND1 | |
| !EXIT FORK2 | |
| N FORK3 | |
| S CELLAR | |
| W XROADS | |
| SE COBROOM | |
| !EXIT POOLRM | |
| NE FORK1 | |
| !EXIT SENTRYS | |
| N SENTRYN CHCKSENT | |
| S XROADS | |
| !EXIT TUNNEL | |
| E XROADS | |
| W BEACH1 INTOLIGHT | |
| !EXIT MILLROOM | |
| N XROADS | |
| !EXIT SENTRYN | |
| S SENTRYS | |
| !EXIT BEACH0 | |
| S BEACH1 OMPROG | |
| !EXIT FORK3 | |
| N KEEP LASTPROG | |
| D GEYSER | |
| S FORK2 | |
| !EXIT KEEP | |
| S FORK3 KEEPEXIT | |
| !EXIT SLIMERM | |
| N SECRETCH | |
| !EXIT BEND1 | |
| NW FORK1 | |
| D MONKROOM | |
| E MANTROOM | |
| !EXIT MANTROOM | |
| W BEND1 | |
| N ERBROOM | |
| !EXIT GEYSER | |
| U FORK3 | |
| !EXIT HILL1 | |
| D COBROOM | |
| U HILL2 WIZPROG | |
| !EXIT HILL2 | |
| D HILL1 | |
| !EXIT ERBROOM | |
| S MANTROOM MANTSTING | |
| !EXIT CAUSEWAY | |
| W ISLE1 | |
| E BEACH3 | |
| !EXIT JUNCTION | |
| W CELLAR | |
| NE CAGE | |
| E HOUSE1 | |
| D PRISON1 | |
| !EXIT CAGE | |
| SW JUNCTION | |
| !EXIT PRISON1 | |
| U JUNCTION | |
| D PRISON2 | |
| S PRISON1 TROLLPROG | |
| !EXIT PRISON2 | |
| U PRISON1 | |
| !EXIT MONKROOM | |
| S EVILRM EVILPROG | |
| U BEND1 | |
| !EXIT EVILRM | |
| N MONKROOM UNVISIT | |
| !EXIT HOUSE1 | |
| E POLTROOM ENTERPOLT | |
| W JUNCTION | |
| !EXIT POLTROOM | |
| N POLTROOM PNPROG | |
| E POLTROOM PEPROG | |
| S POLTROOM PSPROG | |
| W POLTROOM PWPROG | |
| !EXIT PLATFORM | |
| N TUNNEL GHOSTPROG | |
| E PLATFORM PLATBAR | |
| W PLATFORM PLATBAR | |
| S POLTROOM ENTERPOLT | |
| !EXIT ISLE1 | |
| E CAUSEWAY SECHECK | |
| NW ISLE6 | |
| W ISLE7 | |
| SW ISLE2 | |
| !EXIT ISLE2 | |
| N ISLE6 | |
| NE ISLE1 | |
| W ISLE3 | |
| NW ISLE7 | |
| !EXIT ISLE3 | |
| E ISLE2 | |
| NE ISLE7 | |
| N ISLE5 | |
| NW ISLE4 | |
| !EXIT ISLE4 | |
| NE ISLE5 | |
| E ISLE7 | |
| SE ISLE3 | |
| !EXIT ISLE5 | |
| E ISLE6 | |
| SE ISLE7 | |
| S ISLE3 | |
| SW ISLE4 | |
| !EXIT ISLE6 | |
| SE ISLE1 | |
| S ISLE2 | |
| SW ISLE7 | |
| W ISLE5 | |
| !EXIT ISLE7 | |
| N ISLE5 | |
| NE ISLE6 | |
| E ISLE1 | |
| SE ISLE2 | |
| S ISLE3 | |
| SW ISLE3 | |
| W ISLE4 | |
| NW ISLE5 | |
| / | |
| / INSTRUCTIONS SECTION | |
| / -------------------- | |
| / | |
| !INSTRUCTIONS | |
| AARONPROG: | |
| LOAD V VAR0 I 1 | |
| AEP: | |
| SUB V VAR0 V GOBVAR | |
| SKIP3 UNLESS V VAR0 EQ 0 | |
| SKIP2 UNLESS R (PLAYER)R EQ ISLE1 | |
| SKIP UNLESS S ISLE1 EQ 0 | |
| SKIP IF S GOBLIN EQ 1 | |
| PRINTRET NHAPPENS | |
| LOAD S BEACH3 I 1 | |
| LOAD S ISLE1 I 1 | |
| LOAD V BEACHCT I 4 | |
| ADD S GOBLIN I 1 | |
| SKIP UNLESS S GOBLIN EQ 2 | |
| UNSET ANIMATE GOBLIN | |
| PRINTRET REDSEA2 | |
| AGGPROG: | |
| LOAD V VAR0 I 2 | |
| GO MILLWORD | |
| AGGSP: | |
| SKIP4 UNLESS R (PLAYER)R EQ LAKE | |
| SKIP3 UNLESS S LAKE EQ 0 | |
| SUB V VAR0 V NAMEVAR | |
| SKIP UNLESS V VAR0 EQ 0 | |
| PRINTRET LAKEWAVE | |
| PRINTRET NHAPPENS | |
| ARAPROG: | |
| LOAD V VAR0 I 0 | |
| GO AGGSP | |
| BLOWPROG: | |
| SKIP IF R ()O EQ SHAWM | |
| PRINTRET CANTDO | |
| GO PLAYSHAWM | |
| BRIEFPROG: | |
| LOAD V TERSEVAR I 1 | |
| PRINTRET BRIEFMESS | |
| CHCKSENT: | |
| SKIP IF R (CENTAUR)R EQ SENTRYS | |
| RETURN | |
| PRINT NOPASSCENT | |
| RETURN ABORT | |
| CHECKPL: | |
| SKIP IF S GAP2 LT 2 | |
| RETURN | |
| PRINT ELECTROCUTE | |
| GO DIEPROG | |
| CRYPROG: | |
| LOAD V VAR1 I 3 | |
| CRYETC: | |
| PRINT SECONDWORD | |
| SKIP UNLESS S LAKE EQ 0 | |
| SKIP IF R (PLAYER)R EQ LAKE | |
| PRINTRET NHAPPENS | |
| LOAD V VAR0 I 12 | |
| SKIP UNLESS M W2SP ARASPEC | |
| LOAD V VAR0 I 0 | |
| SKIP UNLESS M W2SP GURSPEC | |
| LOAD V VAR0 I 1 | |
| SKIP UNLESS M W2SP GAMSPEC | |
| LOAD V VAR0 I 2 | |
| SKIP UNLESS M W2SP SCASPEC | |
| LOAD V VAR0 I 3 | |
| SKIP UNLESS M W2SP PHASPEC | |
| LOAD V VAR0 I 4 | |
| SUB V VAR0 V NAMEVAR | |
| SUB V VAR1 V JOB | |
| SKIP IF V VAR0 EQ 0 | |
| PRINTRET NHAPPENS | |
| SKIP IF V VAR1 EQ 0 | |
| PRINTRET LAKEWAVE | |
| MOVE SWORD WITH TO LAKE | |
| LOAD S LAKE I 1 | |
| PRINTRET LADYLAKE | |
| DIEPROG: | |
| PRINT SNUFFED | |
| LOAD V VAR0 I 0 | |
| GOSUB SCORESUB | |
| PRINT SCORE2 | |
| GO QUIT2 | |
| DIGPROG: | |
| SKIP IF P LIGHT (PLAYER)R | |
| PRINTRET NODIG | |
| SKIP4 UNLESS R (PLAYER)R EQ SANDPIT | |
| SKIP3 UNLESS S SANDPIT EQ 0 | |
| LOAD S SANDPIT I 1 | |
| MOVE LAMP WITH TO SANDPIT | |
| PRINTRET UNEARTH | |
| SKIP IF R (PLAYER)R LT ISLE2 | |
| SKIP UNLESS R (PLAYER)R GT ISLE6 | |
| PRINTRET DIGHOLE | |
| SKIP2 IF H SWORD PLAYER | |
| PRINT SCORPDIG | |
| GO DIEPROG | |
| PRINT SCORPFIND | |
| SKIP IF S (PLAYER)R EQ 1 | |
| RETURN | |
| LOAD S (PLAYER)R I 0 | |
| LOAD S EIGHT I 1 | |
| MOVE EIGHT WITH TO (PLAYER)R | |
| PRINT FINDEIGHT | |
| RETURN LOOK | |
| DOORTEST: | |
| SKIP UNLESS S START EQ 2 | |
| RETURN | |
| PRINT DOOR1 | |
| RETURN ABORT | |
| DRINKPROG: | |
| SKIP2 UNLESS M W2EX | |
| SKIP IF M W2SP WATERSPEC | |
| RETURN RETRY NONE CANT | |
| SKIP3 IF P WATERY (PLAYER)R | |
| SKIP UNLESS H BOWL PLAYER | |
| SKIP UNLESS S BOWL EQ 0 | |
| PRINTRET NOWATER | |
| PRINT BADWATER | |
| GO DIEPROG | |
| / Subroutine to drop the object referred to by the reference in VAR0. | |
| / This should already be in the player's possession. | |
| DROPSUB: | |
| MOVE (VAR0)O WITH TO (PLAYER)R / Move the object. | |
| SUB V OBJHELD I 1 / Update OBJHELD. | |
| SKIP3 IF R (PLAYER)R LT BLACK1 | |
| SKIP2 IF R (PLAYER)R GT BLACK10 | |
| MOVE (VAR0)O WITH TO BLACKEND | |
| PRINT HEARDROP | |
| SKIP UNLESS R (VAR0)O EQ BREAD | |
| SKIP IF R (PIGEON)R EQ (PLAYER)R | |
| GO DROP2BREAD | |
| UNSET NOTAKE PIGEON | |
| MOVE BREAD WITH DESTROY | |
| LOAD S PIGEON I 1 / for scoring | |
| PRINT PIGGOBBLE | |
| DROP2BREAD: | |
| SKIP IF R (VAR0)O EQ PIGEON | |
| RETURN | |
| DROP2PIG: | |
| SET NOTAKE PIGEON | |
| SKIP4 UNLESS R (PLAYER)R EQ MILLROOM | |
| SKIP3 UNLESS S MILLROOM EQ 0 | |
| LOAD S MILLROOM R 2 | |
| ADD S MILLROOM I 2 | |
| PRINT PIGMILL | |
| RETURN | |
| / Main DROP program. | |
| DROPPROG: | |
| / Command decoding section. | |
| SKIP IF M W2EX / Is it "DROP"? | |
| GO DROPFIRST | |
| SKIP UNLESS M W2SP ALLSPEC / Is it "DROP ALL"? | |
| GO DROPALL | |
| SKIP UNLESS M W2SP WATERSPEC | |
| GO DROPWATER | |
| SKIP UNLESS M W2SP OLDMANSPEC | |
| GO DROPOM | |
| SKIP IF M W2OB / Must be "DROP object". | |
| RETURN RETRY NONE CANT / Induce "I don't understand | |
| / that!" if not. | |
| / Now check he has the object. | |
| DROPLOT: | |
| SKIP IF H ()O PLAYER | |
| PRINTRET NOTHELD | |
| / And drop it. | |
| RESOLVE VAR0 ()O | |
| GOSUB DROPSUB | |
| PRINTRET OKMESS | |
| / Drop the first object held by the player. | |
| DROPFIRST: | |
| RESOLVE VAR0 (PLAYER)D | |
| SKIP UNLESS V VAR0 EQ 0 / Holding anything? | |
| PRINTRET NOTHOLDING | |
| GOSUB DROPSUB | |
| PRINTRET OKMESS | |
| / Drop all objects held by the player. Keep count in VAR3. | |
| DROPALL: | |
| LOAD V VAR3 I 0 | |
| RESOLVE VAR0 (PLAYER)D | |
| SKIP UNLESS V VAR0 EQ 0 | |
| PRINTRET NOTHOLDING | |
| DROPA1: | |
| GOSUB DROPSUB | |
| ADD V VAR3 I 1 | |
| RESOLVE VAR0 (PLAYER)D | |
| SKIP IF V VAR0 EQ 0 | |
| GO DROPA1 | |
| PRINTRET DROPOBJ1 VAR3 | |
| DROPOM: | |
| SKIP UNLESS V OLDMANVAR EQ 0 | |
| PRINTRET HESNOT | |
| PRINTRET IFONLY | |
| DROPWATER: | |
| SKIP UNLESS H BOWL PLAYER | |
| SKIP UNLESS S BOWL EQ 0 | |
| PRINTRET NOTHELD | |
| PRINTRET FUNNYBOWL | |
| EATPROG: | |
| SKIP IF H ()O PLAYER | |
| PRINTRET NOTHELD | |
| SKIP3 UNLESS R ()O EQ STONE | |
| SKIP2 UNLESS S STONE EQ 0 | |
| LOAD S STONE I 1 | |
| PRINTRET EATSTONE | |
| SKIP4 IF R ()O EQ TOAD | |
| SKIP3 IF R ()O EQ BREAD | |
| SKIP2 IF R ()O EQ MILLET | |
| SKIP IF R ()O EQ PIGEON | |
| PRINTRET CANTDO | |
| MOVE ()O WITH DESTROY | |
| SUB V OBJHELD I 1 | |
| PRINTRET YUMMY | |
| EMPTYPROG: | |
| SKIP3 UNLESS R ()O EQ CAULDRON | |
| SKIP IF R (PLAYER)R EQ (CAULDRON)R | |
| PRINTRET NOTHERE | |
| PRINTRET REPELLED | |
| SKIP IF R ()O EQ BOWL | |
| RETURN RETRY NONE CANT | |
| SKIP UNLESS H BOWL PLAYER | |
| SKIP UNLESS S BOWL EQ 0 | |
| PRINTRET NOFULLBOWL | |
| PRINTRET FUNNYBOWL | |
| ENTERPOLT: | |
| SKIP2 UNLESS P VISITED POLTROOM | |
| PRINT POLTDIE1 | |
| GO DIEPROG | |
| RETURN | |
| EVILPROG: | |
| SKIP2 UNLESS S MONKROOM EQ 0 | |
| PRINT NOWAYMESS | |
| RETURN ABORT | |
| SKIP2 UNLESS H LAMP PLAYER | |
| LOAD S EVILRM I 1 / block him | |
| RETURN | |
| PRINTRET HEARGNO | |
| EXAMPROG: | |
| SKIP IF R (PLAYER)R EQ ()R | |
| PRINTRET DONTSEE | |
| PRINT ALRDESCFULL | |
| SKIP2 IF H ()O PLAYER | |
| DESCRIBE WITH ()O | |
| RETURN | |
| MOVE ()O WITH TO (PLAYER)R | |
| DESCRIBE WITH ()O | |
| MOVE ()O WITH TO PLAYER | |
| RETURN | |
| EXODPROG: | |
| LOAD V VAR0 I 2 | |
| GO AEP | |
| FEEDPROG: | |
| SKIP3 UNLESS M W2SP OLDMANSPEC | |
| SKIP IF V OLDMANVAR GT 0 | |
| PRINTRET NOTHERE | |
| PRINTRET NOFOOD | |
| SKIP IF M W2OB | |
| RETURN RETRY NONE CANT | |
| SKIP IF R ()R EQ (PLAYER)R | |
| PRINTRET NOTHERE | |
| SKIP UNLESS R ()O EQ PIGEON | |
| GO FEEDPIG | |
| SKIP IF P ANIMATE ()O | |
| PRINTRET CANTDO | |
| PRINTRET NOFOOD | |
| FEEDPIG: | |
| SKIP3 IF H PIGEON PLAYER | |
| SKIP2 UNLESS H BREAD PLAYER | |
| RESOLVE VAR0 (BREAD)O | |
| GO DROPSUB | |
| SKIP2 UNLESS H PIGEON PLAYER | |
| SKIP UNLESS R (PLAYER)R EQ MILLROOM | |
| SKIP IF S MILLROOM EQ 0 | |
| PRINTRET NOFOOD | |
| SUB V OBJHELD I 1 | |
| MOVE PIGEON WITH TO MILLROOM | |
| GO DROP2PIG | |
| FILLPROG: | |
| SKIP3 UNLESS R ()O EQ CAULDRON | |
| SKIP IF R (PLAYER)R EQ (CAULDRON)R | |
| PRINTRET NOTHERE | |
| PRINTRET REPELLED | |
| SKIP IF R ()O EQ BOWL | |
| RETURN RETRY NONE CANT | |
| SKIP IF H BOWL PLAYER | |
| PRINTRET NOTHELD | |
| SKIP IF S BOWL EQ 0 | |
| PRINTRET BOWLFULL | |
| SKIP2 UNLESS R (PLAYER)R EQ POOLRM | |
| LOAD S BOWL I 2 | |
| PRINTRET OKMESS | |
| SKIP2 UNLESS P WATERY (PLAYER)R | |
| LOAD S BOWL I 1 | |
| PRINTRET OKMESS | |
| PRINTRET NOTWORTH | |
| GAMPROG: | |
| LOAD V VAR0 I 2 | |
| GO AGGSP | |
| GHOSTPROG: | |
| PRINTRET GHOSTTRAIN | |
| GNOPROG: | |
| SKIP UNLESS R (PLAYER)R EQ EVILRM | |
| SKIP IF S EVILRM EQ 0 | |
| PRINTRET NHAPPENS | |
| LOAD S EVILRM I 1 | |
| MOVE BABOON WITH TO EVILRM | |
| PRINTRET CLANG | |
| GURPROG: | |
| LOAD V VAR0 I 1 | |
| GO AGGSP | |
| HOWLPROG: | |
| LOAD V VAR1 I 2 | |
| GO CRYETC | |
| INSERTPROG: | |
| SKIP IF R ()O EQ PIN | |
| PRINTRET CANTDO | |
| SKIP IF H PIN PLAYER | |
| PRINTRET NOPIN | |
| SKIP IF H WAX PLAYER | |
| PRINTRET NODUMMY | |
| GO PRICK3 | |
| INTOCLIFF: | |
| SKIP IF S BEACH2 EQ 0 | |
| PRINTRET INDARKMESS | |
| PRINT NOWAYMESS | |
| RETURN ABORT | |
| INTOLIGHT: | |
| PRINTRET INLIGHTMESS | |
| INTODARK: | |
| PRINTRET INDARKMESS | |
| / Program to do INVENTORY command. | |
| INVPROG: | |
| SET LIGHT PLAYER / Ensure place is lit. | |
| DESCRIBE WITH PLAYER / Describe player & possessions. | |
| UNSET LIGHT PLAYER / Get rid of light again. | |
| SKIP IF E (PLAYER)D / Print "Nothing." if he's | |
| PRINT NOTHINGM / not carrying anything. | |
| RETURN | |
| KEEPEXIT: | |
| LOAD V VAR0 I 0 | |
| SKIP IF H LAMP PLAYER | |
| LOAD V VAR0 I 1 | |
| SKIP UNLESS H LAMP PLAYER | |
| MOVE LAMP WITH DESTROY | |
| SKIP2 UNLESS E (PLAYER)D | |
| PRINT DEFIED | |
| GO DIEPROG | |
| SKIP IF V VAR0 EQ 1 / if he didn't have lamp | |
| MOVE LAMP WITH TO PLAYER | |
| RETURN | |
| KILLPROG: | |
| SKIP IF R ()R EQ (PLAYER)R | |
| PRINTRET NOTHERE | |
| SKIP IF P ANIMATE ()O | |
| PRINTRET NOTALIVE | |
| KILLBACK: | |
| LOAD V VAR0 R 2 | |
| PRINT NOKILL VAR0 | |
| GO DIEPROG | |
| KNEPROG: | |
| LOAD V VAR0 I 4 | |
| GO MILLWORD | |
| LASTPROG: | |
| MOVE PLAYER WITH TO KEEP | |
| LOAD V VAR0 I 10 | |
| GOSUB SCORESUB | |
| SKIP IF V VAR0 GT 248 | |
| RETURN ABORT | |
| PRINT KEEPTAK1 | |
| MOVE PLAYER WITHOUT TO LAKE2 | |
| ASKHIM: | |
| ASK KEEPTAK2 | |
| SKIP3 UNLESS M W2EX | |
| SKIP UNLESS M W2OB | |
| SKIP2 UNLESS P NOTAKE ()O | |
| PRINT CANTTAKE | |
| GO ASKHIM | |
| MOVE ()O WITH TO PLAYER | |
| SKIP2 IF R ()O EQ SWORD | |
| LOAD S LAKE2 I 1 | |
| ADD S LAKE2 R 3 | |
| PRINT KEEPTAK3 | |
| RETURN ABORT | |
| LOCKPROG: | |
| SKIP IF M W2SP DOORSPEC | |
| RETURN RETRY NONE CANT | |
| SKIP2 IF R (PLAYER)R EQ START | |
| SKIP IF R (PLAYER)R EQ INHUT | |
| PRINTRET DONTSEE | |
| SKIP UNLESS S START EQ 0 | |
| PRINTRET DOOR0 | |
| SKIP UNLESS S START EQ 2 | |
| PRINTRET DOOR2 | |
| SKIP IF H KEY PLAYER | |
| PRINTRET NOTBARE | |
| LOAD S START I 0 | |
| LOAD S INHUT I 0 | |
| PRINTRET OKMESS | |
| / Program to give the long description of a room. | |
| LOOKPROG: | |
| SKIP IF M LIGHT | |
| PRINTRET BLACKMS | |
| UNSET VISITED (PLAYER)R / Pretend room not visited to get | |
| / long description. | |
| SKIP UNLESS R (PLAYER)R EQ MONKROOM | |
| LOAD S MONKROOM I 1 | |
| SKIP UNLESS H BOWL PLAYER | |
| SKIP3 IF S BOWL EQ 2 | |
| SKIP UNLESS R (PLAYER)R EQ POOLRM | |
| PRINT PREVIS | |
| RETURN LOOK | |
| SKIP2 UNLESS V VISNO EQ 0 | |
| LOAD V VISNO I 1 | |
| ADD V VISNO R 2 | |
| LOAD V VAR0 V VISNO | |
| PRINT VISION VAR0 | |
| LOAD S BOWL I 0 | |
| RETURN LOOK / And return with request for description. | |
| MANTSTING: | |
| LOAD S INGOT I 1 /shorter long desc | |
| PRINT STUNG | |
| SKIP2 IF S MANTICORE EQ 1 | |
| LOAD S MANTICORE I 1 | |
| SKIP2 IF S STONE EQ 1 | |
| PRINT MANTDEATH | |
| GO DIEPROG | |
| PRINTRET PROTECTED | |
| MILLWORD: | |
| SUB V VAR0 S MILLROOM | |
| SKIP2 UNLESS R (PLAYER)R EQ MILLROOM | |
| SKIP UNLESS S STATUE EQ 0 | |
| SKIP IF V VAR0 EQ 0 | |
| PRINTRET NHAPPENS | |
| LOAD S STATUE I 1 | |
| MOVE STATUE WITH TO MILLROOM | |
| PRINTRET CONDENSE | |
| MIMEPROG: | |
| LOAD V VAR1 I 4 | |
| GO CRYETC | |
| / Program to do Magic Move instruction. | |
| MMPROG: | |
| SKIP IF E ()R / Is the object "destroyed"? | |
| PRINTRET CANTDO | |
| MOVE PLAYER WITH TO ()R | |
| RETURN | |
| MOVEPIG: | |
| SKIP UNLESS R (PIGEON)R EQ CELLAR | |
| MOVE PIGEON WITH RANDADJ | |
| RETURN | |
| NORMPROG: | |
| LOAD V TERSEVAR I 0 | |
| PRINTRET NORMMESS | |
| OMPROG: | |
| SKIP UNLESS S BEACH0 EQ 1 | |
| RETURN | |
| LOAD S BEACH0 I 1 | |
| LOAD V OLDMANVAR I 8 | |
| PRINTRET OMJUMP | |
| OOZEPROG: | |
| SKIP IF R (PLAYER)R EQ ALTUNIV | |
| PRINTRET NHAPPENS | |
| MOVE PLAYER WITH TO (LASTRM)R | |
| PRINTRET GOESBLACK | |
| OPENPROG: | |
| SKIP IF M W2SP DOORSPEC | |
| RETURN RETRY NONE CANT | |
| SKIP2 IF R (PLAYER)R EQ START | |
| SKIP IF R (PLAYER)R EQ INHUT | |
| PRINTRET DONTSEE | |
| SKIP UNLESS S START EQ 0 | |
| PRINTRET DOOR0 | |
| SKIP UNLESS S START EQ 2 | |
| PRINTRET DOOR2 | |
| LOAD S START I 2 | |
| LOAD S INHUT I 2 | |
| SET LIGHT INHUT | |
| PRINTRET OKMESS | |
| PEPROG: | |
| LOAD V VAR0 I 0 | |
| GO POLTPROG | |
| PSPROG: | |
| LOAD V VAR0 I 1 | |
| GO POLTPROG | |
| PWPROG: | |
| LOAD V VAR0 I 2 | |
| GO POLTPROG | |
| PNPROG: | |
| LOAD V VAR0 I 3 | |
| POLTPROG: | |
| LOAD S POLTERGEIST I 0 / he's moved | |
| ADD V POLTCT I 1 | |
| LOAD S POLTROOM R 9 | |
| SUB V VAR0 V POLTVAR | |
| SKIP2 IF V VAR0 EQ 0 | |
| PRINT POLTDIE4 | |
| GO DIEPROG | |
| SKIP UNLESS V POLTCT GT 7 | |
| RETURN DEST PLATFORM | |
| RETURN LOOK | |
| PHAPROG: | |
| LOAD V VAR0 I 4 | |
| GO AGGSP | |
| PHARAPROG: | |
| LOAD V VAR0 I 3 | |
| GO AEP | |
| PLATBAR: | |
| PRINTRET PLATMOVES | |
| PLATHILL: | |
| LOAD S POLTERGEIST I 1 | |
| RETURN | |
| PLAYPROG: | |
| SKIP IF R ()O EQ SHAWM | |
| PRINTRET CANTDO | |
| PLAYSHAWM: | |
| SKIP IF H SHAWM PLAYER | |
| PRINTRET NOTHELD | |
| PRINT TARA | |
| SKIP3 UNLESS R (PLAYER)R EQ SENTRYS | |
| SKIP2 UNLESS R (CENTAUR)R EQ SENTRYS | |
| MOVE CENTAUR WITH DESTROY | |
| PRINTRET CENTRUNS | |
| SKIP2 UNLESS R (PLAYER)R EQ WALL3 | |
| PRINT WALLF1 | |
| GO DIEPROG | |
| SKIP UNLESS R (PLAYER)R EQ WALL2 | |
| SKIP IF S WALL2 EQ 0 | |
| RETURN | |
| LOAD S WALL2 I 1 | |
| PRINT WALLF2 | |
| LOAD S WALL1 I 2 | |
| MOVE OGRE WITH DESTROY | |
| LOAD V OGRECT I 45 | |
| ADD V OGRECT R 10 | |
| RETURN | |
| POSTPROG: | |
| ADD V TURNS I 1 | |
| SUB V OGRECT I 1 | |
| SUB V BEACHCT I 1 | |
| SKIP IF V TURNS EQ 5 | |
| GO POST2 | |
| LOAD S WALL1 I 1 | |
| LOAD S OGRE I 1 | |
| SKIP4 UNLESS R (PLAYER)R EQ WALL1 | |
| SKIP IF M MOVED | |
| PRINT WALLD1 | |
| SKIP UNLESS M MOVED | |
| PRINT WALLD3 | |
| SKIP UNLESS R (PLAYER)R EQ WALL2 | |
| PRINT WALLD2 | |
| POST2: | |
| SKIP IF V BEACHCT EQ 0 | |
| GO POST25 | |
| LOAD S BEACH3 I 0 | |
| LOAD S ISLE1 I 0 | |
| SKIP IF R (PLAYER)R EQ ISLE1 | |
| SKIP UNLESS R (PLAYER)R EQ BEACH3 | |
| PRINT WATERBACK | |
| SKIP2 UNLESS R (PLAYER)R EQ CAUSEWAY | |
| PRINT WATERB2 | |
| GO DIEPROG | |
| POST24: | |
| SKIP2 UNLESS E (CAUSEWAY)O | |
| MOVE (CAUSEWAY)O WITH DESTROY | |
| GO POST24 | |
| POST25: | |
| SKIP IF H LAMP PLAYER | |
| GO POST4 | |
| SKIP IF P LIGHT LAMP | |
| GO POST3 | |
| SKIP3 UNLESS P LIGHT (PLAYER)R | |
| UNSET LIGHT LAMP | |
| LOAD S LAMP I 0 | |
| PRINT LAMPOFF | |
| GO POST4 | |
| POST3: | |
| SKIP3 IF P LIGHT (PLAYER)R | |
| SET LIGHT LAMP | |
| LOAD S LAMP I 1 | |
| PRINT LAMPON | |
| POST4: | |
| SKIP4 UNLESS R (PLAYER)R EQ KEEP | |
| SKIP3 UNLESS M MOVED | |
| LOAD V VAR0 S KEEP | |
| LOAD S KEEP I 1 | |
| PRINT KEEPGREET VAR0 | |
| POST45: | |
| SKIP IF R (PLAYER)R EQ POLTROOM | |
| GO POST49 | |
| SKIP2 UNLESS S POLTERGEIST EQ 1 | |
| PRINT POLTDIE2 | |
| GO DIEPROG | |
| SKIP2 IF H PILLOW PLAYER | |
| PRINT POLTDIE3 | |
| GO DIEPROG | |
| LOAD S POLTERGEIST I 1 | |
| LOAD V VAR0 R 2 | |
| ADD V POLTVAR I 1 | |
| ADD V POLTVAR V VAR0 | |
| SKIP IF V POLTVAR LT 4 | |
| SUB V POLTVAR I 4 | |
| PRINT POLTMESS VAR0 | |
| POST49: | |
| SKIP4 UNLESS H SWORD PLAYER | |
| SKIP3 IF S EIGHT EQ 1 / found | |
| SKIP2 UNLESS S (PLAYER)R EQ 1 / buried here | |
| SKIP IF R (PLAYER)R LT ISLE2 | |
| SKIP UNLESS R (PLAYER)R GT ISLE6 | |
| GO POST5 | |
| PRINT SWORDTWITCH | |
| POST5: | |
| SKIP UNLESS R (PLAYER)R EQ GEYSER | |
| SKIP UNLESS M MOVED | |
| GO POSTX | |
| SKIP3 IF V OLDMANVAR GT 0 | |
| MOVE PLAYER WITH TO FORK3 | |
| PRINT SCALDED | |
| GO POSTX | |
| LOAD V OLDMANVAR I 0 | |
| PRINT SCALDOM | |
| MOVE PLAYER WITH TO FORK3 | |
| POSTX: | |
| SKIP4 UNLESS R (PLAYER)R EQ ISLE7 | |
| SKIP3 IF M MOVED | |
| SKIP2 IF S CANNIBAL EQ 1 | |
| PRINT CANNKILL | |
| GO DIEPROG | |
| POSTX2: | |
| SKIP IF V OLDMANVAR GT 0 | |
| GO POSTY | |
| SUB V OLDMANVAR I 1 | |
| SKIP2 UNLESS V OLDMANVAR EQ 0 | |
| PRINT STRANGLED | |
| GO DIEPROG | |
| PRINT ROUNDNECK | |
| POSTY: | |
| SKIP IF S MONSTER EQ 1 | |
| GO POSTZ | |
| SKIP2 UNLESS R (PLAYER)R EQ (MONSTER)R | |
| PRINT MONSTPANG | |
| GO DIEPROG | |
| SKIP2 UNLESS R (MONSTER)R EQ FRANKRM | |
| MOVE MONSTER WITH TO GAP3 | |
| GO POSTY2 | |
| SKIP2 UNLESS R (MONSTER)R EQ GAP2 | |
| MOVE MONSTER WITH TO GAP1 | |
| GO POSTY2 | |
| SKIP2 UNLESS R (MONSTER)R EQ GAP1 | |
| MOVE MONSTER WITH TO GAP0 | |
| GO POSTY2 | |
| SKIP4 IF S GAP2 GT 1 | |
| LOAD S MONSTER I 2 /dead | |
| UNSET ANIMATE MONSTER | |
| PRINT ELECMON | |
| GO POSTZ | |
| MOVE MONSTER WITH TO GAP2 | |
| PRINT MONSTPLANK | |
| POSTY2: | |
| SKIP2 UNLESS R (PLAYER)R EQ (MONSTER)R | |
| PRINT MONSTPANG | |
| GO DIEPROG | |
| SKIP IF R (PLAYER)R EQ ALCOVE | |
| GO POSTZ | |
| PRINT HEARCRASH | |
| LOAD S MONSTER I 0 | |
| LOAD S GAP0 I 1 | |
| LOAD S BEACH2 I 1 | |
| UNSET VISITED BEACH2 / new description | |
| MOVE MONSTER WITH DESTROY | |
| POSTZ: | |
| SKIP4 IF R (PLAYER)R EQ INHUT / he opens door going out | |
| SKIP3 IF V OGRECT GT 0 | |
| SKIP2 UNLESS S WALL1 EQ 2 | |
| SKIP IF P LIGHT (PLAYER)R | |
| SKIP UNLESS S START EQ 0 / locked | |
| GO POSTZZ | |
| LOAD V VAR0 S PLAYER | |
| PRINT OGREBOP VAR0 | |
| SKIP UNLESS S PLAYER EQ 1 | |
| GO DIEPROG | |
| LOAD S PLAYER I 1 | |
| LOAD V OGRECT I 5 | |
| ADD V OGRECT R 5 | |
| POSTZZ: | |
| SKIP UNLESS S PLAYER EQ 1 | |
| PRINT INJURED | |
| SKIP UNLESS V TERSEVAR EQ 1 / brief | |
| SET VISITED (PLAYER)R | |
| SKIP UNLESS V TERSEVAR EQ 2 / verbose | |
| UNSET VISITED (PLAYER)R | |
| RETURN | |
| PRICKPROG: | |
| SKIP IF H PIN PLAYER | |
| PRINTRET NOPIN | |
| SKIP IF R ()R EQ (PLAYER)R | |
| PRINTRET NOTHERE | |
| SKIP UNLESS P ANIMATE ()O | |
| GO KILLBACK | |
| SKIP IF R ()O EQ WAX | |
| PRINTRET SILLY | |
| SKIP IF H WAX PLAYER | |
| PRINTRET NOTHELD | |
| PRICK3: / jump here from INSERTPROG | |
| ADD S GOBLIN I 1 | |
| SKIP UNLESS S GOBLIN EQ 1 | |
| SKIP IF R (PLAYER)R EQ (GOBLIN)R | |
| GO PRICK2 | |
| LOAD V GOBVAR I 1 | |
| LOAD V VAR0 R 2 | |
| ADD V GOBVAR V VAR0 | |
| PRINTRET GOBWORD VAR0 | |
| PRICK2: | |
| SKIP3 UNLESS S GOBLIN EQ 2 / it would be dead | |
| UNSET ANIMATE GOBLIN | |
| SKIP UNLESS R (PLAYER)R EQ (GOBLIN)R | |
| PRINTRET GOBDIES | |
| PRINTRET OKMESS | |
| / Program to make certain the player wants to quit. | |
| QUITPROG: | |
| SKIP IF Q QUITQUERY / Skip if "yes" answer. | |
| PRINTRET OKMESS | |
| LOAD V VAR0 I 10 | |
| GOSUB SCORESUB | |
| PRINT SCORE2 | |
| QUIT2: | |
| SKIP UNLESS Q MOREGAMES | |
| RETURN RETRY RESTART MAY ANY | |
| PRINT GROYMESS | |
| RETURN RETRY FINISH MAY ANY / Induce end of game. | |
| READPROG: | |
| SKIP2 UNLESS M LIGHT | |
| SKIP2 IF R (PLAYER)R LT BLACK1 | |
| SKIP IF R (PLAYER)R GT BLACK10 | |
| PRINTRET TOODARK | |
| SKIP UNLESS M W2EX | |
| SKIP IF M W2OB | |
| GO READ1 | |
| SKIP3 UNLESS R ()O EQ BIBLE | |
| SKIP IF H BIBLE PLAYER | |
| PRINTRET NOTHELD | |
| PRINTRET READBIBLE | |
| SKIP4 UNLESS R ()O EQ SCROLL | |
| SKIP IF H SCROLL PLAYER | |
| PRINTRET NOTHELD | |
| PRINT SCROLLREAD | |
| GO DIEPROG | |
| READ1: | |
| SKIP UNLESS R (PLAYER)R EQ PRISON1 | |
| PRINTRET ONLYONE | |
| SKIP UNLESS R (PLAYER)R EQ ALTUNIV | |
| PRINTRET OOZEMESS | |
| SKIP3 UNLESS R (PLAYER)R EQ MILLROOM | |
| SKIP2 IF S MILLROOM EQ 0 | |
| LOAD V VAR0 S MILLROOM | |
| PRINTRET MILLRM3 VAR0 | |
| SKIP UNLESS R (PLAYER)R EQ GRAVE | |
| GO READGRAVE | |
| SKIP UNLESS H BIBLE PLAYER | |
| PRINTRET READBIBLE | |
| SKIP2 UNLESS H SCROLL PLAYER | |
| PRINT SCROLLREAD | |
| GO DIEPROG | |
| PRINTRET NOREAD | |
| READGRAVE: | |
| SKIP IF S GRAVE EQ 0 | |
| GO READ2 | |
| LOAD S GRAVE I 1 | |
| LOAD V NAMEVAR R 4 | |
| LOAD V JOB R 4 | |
| READ2: | |
| LOAD V VAR0 V NAMEVAR | |
| LOAD V VAR1 V JOB | |
| PRINT NAMES VAR0 | |
| PRINTRET JOBS VAR1 | |
| SAVEPROG: | |
| SKIP IF R (PLAYER)R EQ POLTROOM | |
| RETURN RETRY SAVE CANT | |
| RETURN | |
| SAVENDPROG: | |
| SKIP IF R (PLAYER)R EQ POLTROOM | |
| RETURN RETRY SAVEND CANT | |
| RETURN | |
| SAYPROG: | |
| PRINT SECONDWORD | |
| SKIP4 IF M W2SP ARASPEC | |
| SKIP3 IF M W2SP GAMSPEC | |
| SKIP2 IF M W2SP GURSPEC | |
| SKIP IF M W2SP PHASPEC | |
| SKIP UNLESS M W2SP SCASPEC | |
| RETURN RETRY IGNORE MUST REC | |
| SKIP IF M W2SP MAGSPEC | |
| RETURN | |
| RETURN RETRY IGNORE MUST REC | |
| SCAPROG: | |
| LOAD V VAR0 I 3 | |
| GO AGGSP | |
| SCOREPROG: | |
| LOAD V VAR0 I 10 | |
| GOSUB SCORESUB | |
| PRINTRET SCORE1 | |
| SCORESUB: | |
| SKIP UNLESS R (SHAWM)R EQ KEEP | |
| ADD V VAR0 I 5 | |
| SKIP UNLESS R (BOWL)R EQ KEEP | |
| ADD V VAR0 I 5 | |
| SKIP UNLESS R (MYRRH)R EQ KEEP | |
| ADD V VAR0 I 5 | |
| SKIP UNLESS R (DODO)R EQ KEEP | |
| ADD V VAR0 I 5 | |
| SKIP UNLESS R (SCENT)R EQ KEEP | |
| ADD V VAR0 I 5 | |
| SKIP UNLESS R (STONE)R EQ KEEP | |
| ADD V VAR0 I 5 | |
| SKIP UNLESS R (INGOT)R EQ KEEP | |
| ADD V VAR0 I 5 | |
| SKIP UNLESS R (STATUE)R EQ KEEP | |
| ADD V VAR0 I 5 | |
| SKIP UNLESS R (AMETHYST)R EQ KEEP | |
| ADD V VAR0 I 5 | |
| SKIP UNLESS R (BABOON)R EQ KEEP | |
| ADD V VAR0 I 5 | |
| SKIP UNLESS R (PERIDOT)R EQ KEEP | |
| ADD V VAR0 I 5 | |
| SKIP UNLESS R (EIGHT)R EQ KEEP | |
| ADD V VAR0 I 5 | |
| SKIP UNLESS R (BIBLE)R EQ KEEP | |
| ADD V VAR0 I 5 | |
| SKIP UNLESS R (PIN)R EQ KEEP | |
| ADD V VAR0 I 5 | |
| SKIP UNLESS P VISITED WALL3 | |
| ADD V VAR0 I 5 | |
| SKIP UNLESS S WALL1 EQ 2 | |
| ADD V VAR0 I 5 | |
| SKIP UNLESS S GAP0 EQ 1 | |
| ADD V VAR0 I 12 | |
| SKIP UNLESS P VISITED BLACKEND | |
| ADD V VAR0 I 12 | |
| SKIP2 UNLESS V OLDMANVAR EQ 0 | |
| SKIP UNLESS P VISITED BEACH0 | |
| ADD V VAR0 I 10 | |
| SKIP IF R (CENTAUR)R EQ SENTRYS | |
| ADD V VAR0 I 8 | |
| SKIP UNLESS S STONE EQ 1 | |
| ADD V VAR0 I 10 | |
| SKIP2 IF R (INGOT)R EQ ERBROOM | |
| SKIP IF R (INGOT)R EQ MANTROOM | |
| ADD V VAR0 I 10 | |
| SKIP UNLESS S PIGEON EQ 1 | |
| ADD V VAR0 I 5 | |
| SKIP UNLESS E (STATUE)R | |
| ADD V VAR0 I 10 | |
| SKIP UNLESS E (AMETHYST)R | |
| ADD V VAR0 I 5 | |
| SKIP UNLESS S PRISON1 EQ 2 | |
| ADD V VAR0 I 10 | |
| SKIP UNLESS E (BABOON)R | |
| ADD V VAR0 I 10 | |
| SKIP UNLESS P VISITED PLATFORM | |
| ADD V VAR0 I 10 | |
| SKIP UNLESS V VISNO GT 0 | |
| ADD V VAR0 I 5 | |
| SKIP UNLESS E (EIGHT)R | |
| ADD V VAR0 I 10 | |
| SKIP UNLESS S CANNIBAL EQ 1 | |
| ADD V VAR0 I 10 | |
| SKIP UNLESS E (SWORD)R | |
| ADD V VAR0 I 12 | |
| SKIP IF S LION EQ 0 | |
| ADD V VAR0 I 10 | |
| RETURN | |
| SECHECK: | |
| SKIP IF S (PLAYER)R EQ 0 | |
| RETURN | |
| PRINT NOWAYMESS | |
| RETURN ABORT | |
| SETOOZE: | |
| RESOLVE LASTRM (PLAYER)R | |
| RETURN | |
| SHUTPROG: | |
| SKIP IF M W2SP DOORSPEC | |
| RETURN RETRY NONE CANT | |
| SKIP2 IF R (PLAYER)R EQ START | |
| SKIP IF R (PLAYER)R EQ INHUT | |
| PRINTRET DONTSEE | |
| SKIP IF S START EQ 2 | |
| PRINTRET DOOR1 / shut or locked | |
| LOAD S START I 1 | |
| LOAD S INHUT I 1 | |
| UNSET LIGHT INHUT | |
| PRINTRET OKMESS | |
| SINGPROG: | |
| LOAD V VAR1 I 0 | |
| GO CRYETC | |
| SWIMPROG: | |
| SKIP2 UNLESS P WATERY (PLAYER)R | |
| PRINT DROWNMESS | |
| GO DIEPROG | |
| PRINTRET NOSWIM | |
| / Subroutine to try to take the object referred to by the | |
| / reference in VAR0. OBJHELD is updated if it is taken, and | |
| / VAR1 is set to: | |
| / 1 if the object was taken. | |
| / 2 if it was untakeable. | |
| / 3 if it wasn't taken because the player couldn't carry it. | |
| TAKESUB: | |
| SKIP IF R (VAR0)O EQ PLAYER / Can't take himself! | |
| SKIP2 UNLESS P NOTAKE (VAR0)O / Is it untakeable? | |
| LOAD V VAR1 I 2 | |
| RETURN | |
| LOAD V VAR1 V STRENGTH / Check STRENGTH | |
| SUB V VAR1 V OBJHELD / against OBJHELD. | |
| SKIP2 IF V VAR1 GT 0 | |
| LOAD V VAR1 I 3 | |
| RETURN | |
| MOVE (VAR0)O WITH TO PLAYER / Move the object. | |
| ADD V OBJHELD I 1 / Update OBJHELD. | |
| LOAD V VAR1 I 1 | |
| SKIP UNLESS R (VAR0)O EQ PILLOW | |
| LOAD S PILLOW I 1 | |
| SKIP4 UNLESS R (VAR0)O EQ MILLET | |
| SKIP3 UNLESS R (PLAYER)R EQ MILLROOM | |
| SKIP2 IF S MILLROOM EQ 1 | |
| LOAD S MILLROOM I 1 | |
| PRINT ASYOUGATH | |
| SKIP UNLESS S PATH4 EQ 0 | |
| SKIP IF R (VAR0)O EQ WOOD | |
| RETURN | |
| MOVE ROD WITH TO (PLAYER)R | |
| LOAD S (PLAYER)R I 1 / silly joke | |
| PRINTRET RU10 | |
| / Main TAKE program. | |
| TAKEPROG: | |
| / Command decoding section. | |
| SKIP IF M W2EX / Is it "TAKE"? | |
| GO TAKEFIRST | |
| SKIP UNLESS M W2SP ALLSPEC / Is it "TAKE ALL"? | |
| GO TAKEALL | |
| SKIP UNLESS M W2SP INVSPEC / Is it "TAKE INVENTORY"? | |
| GO INVPROG | |
| SKIP UNLESS M W2SP WATERSPEC | |
| GO TAKEWATER | |
| SKIP3 UNLESS M W2SP STONESPEC | |
| SKIP2 IF R (STONE)R EQ GRAVE | |
| SKIP UNLESS R (PLAYER)R EQ GRAVE | |
| PRINTRET CANTTAKE | |
| SKIP IF M W2OB / Must be "TAKE object". | |
| RETURN RETRY NONE CANT / Induce "I don't understand | |
| / that!" if not. | |
| SKIP UNLESS R ()O EQ WOOD | |
| GO TAKEWOOD | |
| TAKEWD2: | |
| SKIP UNLESS R ()O EQ ROD | |
| GO TAKEROD | |
| TAKERD2: | |
| SKIP3 UNLESS R (PLAYER)R EQ CAGE | |
| SKIP2 UNLESS R ()O EQ PIN | |
| SKIP UNLESS P NOTAKE PIN | |
| GO TAKEPIN | |
| TAKEPN2: | |
| / Now check it's OK to take the given object. | |
| SKIP IF R (PLAYER)R EQ ()R / In the same room? | |
| PRINTRET DONTSEE | |
| SKIP UNLESS R PLAYER EQ ()U / Already holding it? | |
| PRINTRET ALRHELD | |
| SKIP2 UNLESS R ()O EQ PIGEON | |
| SKIP UNLESS P NOTAKE PIGEON | |
| PRINTRET CANTCATCH | |
| SKIP2 UNLESS R ()O EQ TOAD | |
| SKIP UNLESS S TOAD EQ 0 | |
| GO TAKETOAD | |
| / Entry point for Magic Take command. | |
| MTPROG: | |
| RESOLVE VAR0 ()O / Now use TAKESUB to take it. | |
| GOSUB TAKESUB | |
| SKIP UNLESS V VAR1 EQ 2 / Untakeable? | |
| PRINTRET CANTTAKE | |
| SKIP UNLESS V VAR1 EQ 3 / Hands full? | |
| PRINTRET HANDSFULL | |
| PRINTRET OKMESS | |
| / Command was "TAKE". Try to take the first object in the room. | |
| TAKEFIRST: | |
| RESOLVE VAR0 (PLAYER)R / Find first object in room. | |
| RESOLVE VAR0 (VAR0)O | |
| TAKEF1: | |
| SKIP UNLESS V VAR0 EQ 0 / Does object exist? | |
| PRINTRET NOTHNGHERE | |
| GOSUB TAKESUB / Try taking it. | |
| SKIP UNLESS V VAR1 EQ 1 / Successful? | |
| PRINTRET OKMESS | |
| SKIP UNLESS V VAR1 EQ 3 / Hands full? | |
| PRINTRET HANDSFULL | |
| / This object wasn't takeable. Try the next object in the room. | |
| ADD V VAR0 I 1536 / Modify reference to point to | |
| / next object in room. | |
| RESOLVE VAR0 (VAR0)O / Then resolve it. | |
| GO TAKEF1 / And try to take the object. | |
| / Command was "TAKE ALL". Try taking each object in the room. VAR3 | |
| / keeps track of the number of objects taken. | |
| TAKEALL: | |
| LOAD V VAR3 I 0 | |
| / Now we have a loop to try each object in turn. VAR2 always contains | |
| / a reference to the next object to be tried. | |
| RESOLVE VAR0 (PLAYER)R / Find first object in room. | |
| RESOLVE VAR0 (VAR0)O | |
| / N.B. This object always exists, as the player is an object in the room. | |
| TAKEA1: | |
| LOAD V VAR2 V VAR0 / Find next object from this one. | |
| ADD V VAR2 I 1536 | |
| RESOLVE VAR2 (VAR2)O | |
| GOSUB TAKESUB / Try taking this object. | |
| SKIP2 UNLESS V VAR1 EQ 3 / Hands full? | |
| PRINT HANDSF2 | |
| PRINTRET TOOKOBJ2 VAR3 | |
| SKIP UNLESS V VAR1 EQ 1 / Was object taken? | |
| ADD V VAR3 I 1 | |
| LOAD V VAR0 V VAR2 / Loop back for next object, | |
| SKIP IF V VAR0 EQ 0 / if it exists. | |
| GO TAKEA1 | |
| PRINTRET TOOKOBJ1 VAR3 | |
| TAKEPIN: | |
| SKIP IF S LION EQ 2 | |
| PRINTRET DONTSEE | |
| SKIP IF V OBJHELD LT 7 | |
| PRINTRET HANDSFULL | |
| MOVE PIN WITH TO PLAYER | |
| ADD V OBJHELD I 1 | |
| LOAD S LION I 1 | |
| UNSET NOTAKE PIN | |
| PRINTRET TAKETHORN | |
| TAKETOAD: | |
| PRINT TOADSP0 | |
| SKIP4 UNLESS Q TOADSPEAKS | |
| LOAD S TOAD I 1 | |
| UNSET NOTAKE TOAD | |
| UNSET ANIMATE TOAD | |
| PRINTRET TOADDIE | |
| MOVE TOAD WITH DESTROY | |
| MOVE STONE WITH TO (PLAYER)R | |
| PRINTRET TOADGIFT | |
| TAKEWATER: | |
| SKIP IF H BOWL PLAYER | |
| PRINTRET NOCARRY | |
| SKIP IF S BOWL EQ 0 | |
| PRINTRET ALRGOTSOME | |
| SKIP2 UNLESS R (PLAYER)R EQ POOLRM | |
| LOAD S BOWL I 2 | |
| PRINTRET OKMESS | |
| SKIP2 UNLESS P WATERY (PLAYER)R | |
| LOAD S BOWL I 1 | |
| PRINTRET OKMESS | |
| PRINTRET NOTHERE | |
| TAKEWOOD: | |
| SKIP UNLESS R (PLAYER)R EQ GAP2 | |
| PRINTRET CANTTAKE | |
| SKIP2 IF R (PLAYER)R EQ GAP1 | |
| SKIP IF R (PLAYER)R EQ GAP3 | |
| GO TAKEWD2 | |
| SKIP UNLESS R (PLAYER)R EQ (WOOD)R | |
| GO TAKEWD2 | |
| SKIP IF S GAP2 GT 1 | |
| PRINTRET NOTHERE | |
| LOAD V VAR1 V STRENGTH | |
| SUB V VAR1 V OBJHELD | |
| SKIP IF V VAR1 GT 0 | |
| PRINTRET HANDSFULL | |
| MOVE WOOD WITH TO PLAYER | |
| ADD V OBJHELD I 1 | |
| SUB S GAP1 I 2 | |
| SUB S GAP2 I 2 | |
| SUB S GAP3 I 2 | |
| SKIP IF E (GAP2)O | |
| PRINTRET PULLPLANK | |
| PRINT PULLWOOD | |
| TAKEW3: | |
| MOVE (GAP2)O WITH TO (PLAYER)R | |
| SKIP UNLESS E (GAP2)O | |
| GO TAKEW3 | |
| RETURN | |
| TAKEROD: | |
| SKIP IF R (PLAYER)R EQ GAP1 | |
| SKIP UNLESS R (PLAYER)R EQ GAP3 | |
| SKIP IF S GAP2 EQ 1 | |
| GO TAKERD2 | |
| PRINT ELECTROCUTE | |
| GO DIEPROG | |
| THROWPROG: | |
| SKIP UNLESS M W2SP WATERSPEC | |
| GO DROPWATER | |
| SKIP IF M W2OB | |
| RETURN RETRY NONE CANT | |
| SKIP IF H ()O PLAYER | |
| PRINTRET NOTHELD | |
| SKIP3 UNLESS R (PLAYER)R EQ LAKE | |
| INTOLAKE: | |
| SUB V OBJHELD I 1 | |
| MOVE ()O WITH DESTROY | |
| PRINTRET SINKMESS | |
| SKIP4 UNLESS R (PLAYER)R EQ LAKE2 | |
| SKIP2 UNLESS R ()O EQ SWORD | |
| PRINT WELLDONE | |
| RETURN RETRY FINISH MAY ANY | |
| GO INTOLAKE | |
| SKIP IF R (PLAYER)R EQ GAP1 | |
| SKIP2 UNLESS R (PLAYER)R EQ GAP3 | |
| SKIP2 IF R ()O EQ ROD | |
| SKIP IF R ()O EQ WOOD | |
| GO DROPLOT | |
| SUB V OBJHELD I 1 | |
| SKIP IF R ()O EQ WOOD | |
| GO THROWROD | |
| ADD S GAP1 I 2 | |
| ADD S GAP2 I 2 | |
| ADD S GAP3 I 2 | |
| MOVE WOOD WITH DESTROY | |
| PRINTRET THPLANKM | |
| THROWROD: | |
| SKIP2 UNLESS S GAP2 GT 1 | |
| MOVE ROD WITH TO GAP2 | |
| PRINTRET RODONPLANK | |
| ADD S GAP1 I 1 | |
| ADD S GAP2 I 1 | |
| ADD S GAP3 I 1 | |
| LOAD S FRANKRM I 1 | |
| LOAD S MONSTER I 1 / activate | |
| MOVE ROD WITH DESTROY | |
| MOVE PILLOW WITH TO FRANKRM | |
| PRINTRET FIZZMESS | |
| THROWBREAD: | |
| SUB V OBJHELD I 1 | |
| SKIP2 IF R (PIGEON)R EQ (PLAYER)R | |
| MOVE BREAD WITH TO (PLAYER)R | |
| PRINTRET OKMESS | |
| UNSET NOTAKE PIGEON | |
| MOVE BREAD WITH DESTROY | |
| PRINTRET PIGGOBBLE | |
| TROLLPROG: | |
| SKIP UNLESS S PRISON1 EQ 0 | |
| GO TROLLV1 | |
| SKIP UNLESS S PRISON1 EQ 1 | |
| GO TROLLV2 | |
| PRINTRET NOTROLLPASS | |
| TROLLV1: | |
| LOAD S PRISON1 I 1 | |
| SKIP UNLESS H WIG PLAYER | |
| LOAD S WIG I 1 | |
| PRINT GIVER0 | |
| SKIP2 IF H STAFF PLAYER | |
| PRINT NOVISIT | |
| RETURN LOOK | |
| TROLLVS: | |
| MOVE STAFF WITH DESTROY | |
| MOVE RIBBON WITH TO PLAYER | |
| PRINT GIVERIB | |
| RETURN LOOK | |
| TROLLV2: | |
| SKIP2 IF H WIG PLAYER | |
| SKIP2 IF S WIG EQ 0 | |
| SKIP2 IF S WIG EQ 1 | |
| SKIP IF S WIG EQ 0 | |
| PRINTRET RECOGNISED | |
| PRINT FAMILIAR | |
| LOAD S PRISON1 I 2 | |
| SKIP UNLESS H STAFF PLAYER | |
| GO TROLLVS | |
| SKIP2 IF H SCROLL PLAYER | |
| PRINT YOUWONTHELP | |
| RETURN LOOK | |
| MOVE DAUGHTER WITH TO HILL2 | |
| MOVE SCROLL WITH DESTROY | |
| SUB V OBJHELD I 1 | |
| PRINT SHEREADS | |
| RETURN LOOK | |
| UNLOCPROG: | |
| SKIP4 UNLESS M W2OB | |
| SKIP3 UNLESS R ()O EQ GOBLIN | |
| SKIP IF R (PLAYER)R EQ (GOBLIN)R | |
| PRINTRET NOTHERE | |
| PRINTRET NOLOCK | |
| SKIP IF M W2SP DOORSPEC | |
| RETURN RETRY NONE CANT | |
| SKIP2 IF R (PLAYER)R EQ START | |
| SKIP IF R (PLAYER)R EQ INHUT | |
| PRINTRET DONTSEE | |
| SKIP IF S START EQ 0 | |
| PRINTRET NOTLOCK | |
| SKIP IF H KEY PLAYER | |
| PRINTRET NOTBARE | |
| LOAD S START I 1 | |
| LOAD S INHUT I 1 | |
| PRINTRET OKMESS | |
| UNVISIT: | |
| SKIP IF M LIGHT | |
| UNSET VISITED (PLAYER)R | |
| RETURN | |
| VERBPROG: | |
| LOAD V TERSEVAR I 2 | |
| PRINTRET VERBMESS | |
| WALLPROG: | |
| SKIP2 UNLESS S WALL1 EQ 1 | |
| PRINT WALLBLOCK | |
| RETURN ABORT | |
| RETURN | |
| WALL2PROG: | |
| SKIP2 IF S WALL2 EQ 1 | |
| PRINT WALLBLOCK | |
| RETURN ABORT | |
| RETURN | |
| WAVEPROG: | |
| SKIP IF H ()O PLAYER | |
| PRINTRET NOTHELD | |
| SKIP4 UNLESS R ()O EQ BEADS | |
| SKIP UNLESS R (PLAYER)R EQ ISLE7 | |
| GO WAVECAN | |
| SKIP UNLESS R (PLAYER)R EQ CAGE | |
| SKIP IF S LION LT 2 | |
| GO WAVE2 | |
| ADD S LION I 2 | |
| PRINT LIONSLEEP | |
| SKIP UNLESS S LION EQ 2 | |
| PRINT SEETHORN | |
| RETURN | |
| WAVE2: | |
| SKIP UNLESS R (PLAYER)R EQ BEACH3 | |
| GO WAVEBEACH | |
| PRINTRET NHAPPENS | |
| WAVEBEACH: | |
| LOAD V VAR0 I 5 | |
| SKIP UNLESS R ()O EQ STAFF | |
| LOAD V VAR0 I 1 | |
| SKIP UNLESS R ()O EQ RIBBON | |
| LOAD V VAR0 I 2 | |
| SKIP UNLESS R ()O EQ SCROLL | |
| LOAD V VAR0 I 3 | |
| SUB V VAR0 V VISNO | |
| SKIP IF S ISLE1 EQ 1 | |
| SKIP IF V VAR0 EQ 0 | |
| PRINTRET NHAPPENS | |
| LOAD S BEACH3 I 1 | |
| LOAD S ISLE1 I 1 | |
| LOAD V BEACHCT I 4 / say | |
| SKIP3 IF P VISITED ISLE1 | |
| RESOLVE VAR0 (ISLE2)R | |
| ADD V VAR0 R 4 | |
| LOAD S (VAR0)R I 1 / bury treasure | |
| PRINTRET REDSEA | |
| WAVECAN: | |
| LOAD S BEADS I 1 | |
| SET NOTAKE BEADS | |
| LOAD S CANNIBAL I 1 | |
| MOVE MISSIONARY WITH DESTROY | |
| MOVE BEADS WITH TO ISLE7 | |
| MOVE BIBLE WITH TO PLAYER | |
| PRINTRET MISSION | |
| WELCPROG: | |
| PRINTRET WELCOMEM | |
| WHISPROG: | |
| LOAD V VAR1 I 1 | |
| GO CRYETC | |
| WIZPROG: | |
| ADD S HILL2 I 1 | |
| SKIP2 UNLESS S HILL2 EQ 1 | |
| MOVE STAFF WITH TO HILL2 | |
| PRINTRET WIZM1 | |
| SKIP UNLESS S HILL2 EQ 2 | |
| GO WIZ1PROG | |
| SKIP UNLESS S HILL2 EQ 3 | |
| GO WIZ2PROG | |
| RETURN | |
| WIZ1PROG: | |
| SKIP2 IF H RIBBON PLAYER | |
| PRINT WIZZAP | |
| GO DIEPROG | |
| MOVE RIBBON WITH DESTROY | |
| MOVE SCROLL WITH TO PLAYER | |
| PRINTRET WIZM2 | |
| WIZ2PROG: | |
| SKIP2 IF R (DAUGHTER)R EQ HILL2 | |
| PRINT WIZZAP | |
| GO DIEPROG | |
| MOVE DAUGHTER WITH DESTROY | |
| MOVE AMETHYST WITH TO HILL2 | |
| PRINTRET WIZM3 | |
| YNGPROG: | |
| LOAD V VAR0 I 3 | |
| GO MILLWORD | |
| / | |
| / WORDS SECTION | |
| / ------------- | |
| / | |
| !WORDS | |
| AARON OBEY AARONPROG CANT MAGSPEC | |
| AGGANRW OBEY AGGPROG CANT MAGSPEC | |
| AKYGG PRINT NHAPPENS CANT MAGSPEC | |
| ALL NONE CANT ALLSPEC | |
| AMETHYST OBJECT CANT AMETHYST | |
| ARAC OBEY ARAPROG CANT ARASPEC | |
| ATTACK OBEY KILLPROG REQUEST OBJ | |
| AWAY RETURN CANT B | |
| BABOON OBJECT CANT BABOON | |
| BACK RETURN CANT B 1 | |
| BEADS OBJECT CANT BEADS | |
| BED OBJECT CANT BED | |
| BIBLE OBJECT CANT BIBLE | |
| BLOW OBEY BLOWPROG REQUEST OBJ | |
| BLURB PRINT BLURBMESS CANT | |
| BOOK OBJECT CANT BIBLE | |
| BOWL OBJECT CANT BOWL | |
| BREAD OBJECT CANT BREAD | |
| BRIEF OBEY BRIEFPROG CANT | |
| CANNIBAL OBJECT CANT CANNIBAL | |
| CAULDRON OBJECT CANT CAULDRON | |
| CENTAUR OBJECT CANT CENTAUR | |
| CLIMB MOVE MAY ANY U | |
| CLOSE OBEY SHUTPROG REQUEST REC | |
| CORPSE OBJECT CANT MONSTER | |
| CRUST OBJECT CANT BREAD | |
| CRY OBEY CRYPROG REQUEST ANY | |
| DAUGHTER OBJECT CANT DAUGHTER | |
| DIAMOND OBJECT CANT PIN | |
| DIG OBEY DIGPROG CANT | |
| DODO OBJECT CANT DODO | |
| DOOR NONE CANT DOORSPEC | |
| DOWN MOVE CANT D 1 | |
| DRINK OBEY DRINKPROG MAY SPECIAL | |
| DROP OBEY DROPPROG MAY REC | |
| DUMMY OBJECT CANT WAX | |
| EAST MOVE CANT E 1 | |
| EAT OBEY EATPROG REQUEST OBJ | |
| EIGHT OBJECT CANT EIGHT | |
| EMPTY OBEY EMPTYPROG REQUEST OBJ | |
| ERBIUM OBJECT CANT INGOT | |
| EXAMINE OBEY EXAMPROG REQUEST OBJ | |
| EXODUS OBEY EXODPROG CANT MAGSPEC | |
| FEED OBEY FEEDPROG REQUEST REC | |
| FILL OBEY FILLPROG REQUEST OBJ | |
| FLASK OBJECT CANT SCENT | |
| FRANKENSTEIN OBJECT CANT MONSTER | |
| GAMA OBEY GAMPROG CANT GAMSPEC | |
| GESTURE OBEY MIMEPROG REQUEST ANY | |
| GET OBEY TAKEPROG MAY REC | |
| GHOST OBJECT CANT POLTERGEIST | |
| GIRL OBJECT CANT DAUGHTER | |
| GNOEVAL OBEY GNOPROG CANT MAGSPEC | |
| GO IGNORE REQUEST DIR | |
| GOBLIN OBJECT CANT GOBLIN | |
| GOLD OBJECT CANT BOWL | |
| GRAVE MOVE CANT GRAVE | |
| GREYDEATH OBJECT CANT SWORD | |
| GURON OBEY GURPROG CANT GURSPEC | |
| GUTENBURG OBJECT CANT BIBLE | |
| HELP PRINT HELPMESS CANT | |
| HOARD OBJECT CANT EIGHT | |
| HOWL OBEY HOWLPROG REQUEST ANY | |
| IN MOVE CANT IN | |
| INGOT OBJECT CANT INGOT | |
| INSERT OBEY INSERTPROG REQUEST OBJ | |
| INVENTORY OBEY INVPROG CANT INVSPEC 3 | |
| IVORY OBJECT CANT STATUE | |
| JAB OBEY PRICKPROG REQUEST OBJ | |
| KEEPER OBJECT CANT KEEPER | |
| KEYS OBJECT CANT KEY 3 | |
| KILL OBEY KILLPROG REQUEST OBJ | |
| KNEVISH OBEY KNEPROG CANT MAGSPEC | |
| LAKE MOVE CANT LAKE | |
| LAMP OBJECT CANT LAMP | |
| LION OBJECT CANT LION | |
| LOCK OBEY LOCKPROG REQUEST REC | |
| LOOK OBEY LOOKPROG CANT | |
| MAIDEN OBJECT CANT DAUGHTER 4 | |
| MAN OBJECT CANT OLDMANSPEC | |
| MANTICORE OBJECT CANT MANTICORE | |
| MILLET OBJECT CANT MILLET | |
| MIME OBEY MIMEPROG REQUEST ANY | |
| MISSIONARY OBJECT CANT MISSIONARY | |
| / MMM OBEY MMPROG REQUEST OBJ | |
| MONSTER OBJECT CANT MONSTER | |
| / MTT OBEY MTPROG REQUEST OBJ | |
| MYRRH OBJECT CANT MYRRH | |
| NE MOVE CANT NE | |
| NORMAL OBEY NORMPROG CANT | |
| NORTH MOVE CANT N 1 | |
| NW MOVE CANT NW | |
| OGRES OBJECT CANT OGRE 4 | |
| OLDMAN OBJECT CANT OLDMANSPEC 3 | |
| OOZELUMNY OBEY OOZEPROG CANT MAGSPEC 4 | |
| OPEN OBEY OPENPROG REQUEST REC | |
| OUT MOVE CANT OUT | |
| PERFUME OBJECT CANT SCENT | |
| PERIDOT OBJECT CANT PERIDOT | |
| PHANTIS OBEY PHAPROG CANT PHASPEC | |
| PHARAOH OBEY PHARAPROG CANT MAGSPEC | |
| PIDGEON OBJECT CANT PIGEON | |
| PIECES OBJECT CANT EIGHT | |
| PIERCE OBEY PRICKPROG REQUEST OBJ | |
| PIGEON OBJECT CANT PIGEON | |
| PILLOW OBJECT CANT PILLOW | |
| PIN OBJECT CANT PIN | |
| PLANK OBJECT CANT WOOD | |
| PLAY OBEY PLAYPROG REQUEST OBJ | |
| POKE OBEY PRICKPROG REQUEST OBJ | |
| POLTERGEIST OBJECT CANT POLTERGEIST 4 | |
| PRICK OBEY PRICKPROG REQUEST OBJ | |
| PROD OBEY PRICKPROG REQUEST OBJ | |
| PUNCTURE OBEY PRICKPROG REQUEST OBJ | |
| QUIT OBEY QUITPROG CANT 1 | |
| READ OBEY READPROG MAY ANY | |
| RETURN RETURN CANT | |
| RIBBON OBJECT CANT RIBBON | |
| ROD OBJECT CANT ROD | |
| RUN IGNORE REQUEST DIR | |
| SAVE OBEY SAVEPROG CANT | |
| SAVEND OBEY SAVENDPROG CANT | |
| SAY OBEY SAYPROG REQUEST ANY | |
| SCAPHIO OBEY SCAPROG CANT SCASPEC | |
| SCENT OBJECT CANT SCENT | |
| SCORE OBEY SCOREPROG CANT | |
| SCORPION OBJECT CANT WIZARD / not there | |
| SCROLL OBJECT CANT SCROLL | |
| SE MOVE CANT SE | |
| SENTRY OBJECT CANT CENTAUR | |
| SHAWM OBJECT CANT SHAWM | |
| SHOUT OBEY CRYPROG REQUEST ANY | |
| SHUT OBEY SHUTPROG REQUEST REC | |
| SIGNAL OBEY MIMEPROG REQUEST ANY 4 | |
| SILVER OBJECT CANT BABOON | |
| SING OBEY SINGPROG REQUEST ANY | |
| SOUTH MOVE CANT S 1 | |
| SPEAK OBEY SAYPROG REQUEST ANY | |
| STAB OBEY PRICKPROG REQUEST OBJ | |
| STAFF OBJECT CANT STAFF | |
| STANDARD OBEY NORMPROG CANT | |
| STATUE OBJECT CANT STATUE | |
| STICK OBEY INSERTPROG REQUEST OBJ | |
| STONE OBJECT CANT STONE STONESPEC | |
| STRING OBJECT CANT BEADS | |
| SW MOVE CANT SW | |
| SWIM OBEY SWIMPROG CANT | |
| SWORD OBJECT CANT SWORD | |
| TAKE OBEY TAKEPROG MAY REC | |
| TERSE OBEY BRIEFPROG CANT | |
| THORN OBJECT CANT PIN | |
| THROW OBEY THROWPROG REQUEST REC | |
| TIEPIN OBJECT CANT PIN | |
| TOAD OBJECT CANT TOAD | |
| TOADSTONE OBJECT CANT STONE | |
| TROLL OBJECT CANT TROLL | |
| UNLOCK OBEY UNLOCPROG REQUEST REC | |
| UP MOVE CANT U 1 | |
| VERBOSE OBEY VERBPROG CANT | |
| WAIT PRINT OKMESS CANT | |
| WATER OBJECT CANT WATERSPEC | |
| WAVE OBEY WAVEPROG REQUEST OBJ | |
| WAX OBJECT CANT WAX | |
| WEST MOVE CANT W 1 | |
| WHISPER OBEY WHISPROG REQUEST ANY | |
| WIG OBJECT CANT WIG | |
| WIZARD OBJECT CANT WIZARD | |
| WOOD OBJECT CANT WOOD | |
| YELL OBEY CRYPROG REQUEST ANY | |
| YNGVI OBEY YNGPROG CANT MAGSPEC | |
| / | |
| / MESSAGES SECTION | |
| / ---------------- | |
| / | |
| !MESSAGE ALCOVM1 | |
| You are in a small alcove to the north of the high tunnel. | |
| !MESSAGE ALTUM1 | |
| You are in a room so indescribably weird that I would almost think of | |
| it as an alternative universe, were it not for the word OOZELUMNY | |
| spelled out by the glowing air molecules. | |
| !MESSAGE ALTUM2 | |
| You are in the alternative universe. | |
| !MESSAGE AMETH1 | |
| There is a pile of amethysts here! | |
| !MESSAGE AMETH2 | |
| Some amethysts. | |
| !MESSAGE BABM1 | |
| There is a baboon here, made of solid silver! | |
| !MESSAGE BABM2 | |
| A silver baboon. | |
| !MESSAGE BEACH0M1 | |
| You are at the edge of an estuary. The only way out is past some | |
| trees to your south. | |
| !MESSAGE BEACH0M2 | |
| You are at the estuary. | |
| !MESSAGE BEACH1M1 | |
| You are at the north end of a long sandy beach. The sea is to your west, | |
| there is a path leading past some trees to your north, and there is a | |
| passage into the cliff to your east. | |
| !MESSAGE BEACH1M2 | |
| You are at the north end of the beach. | |
| !MESSAGE BEACH2M1 | |
| You are on a north-south beach with the sea to your west. | |
| !SWITCH BEACH210 BEACH211 | |
| !MESSAGE BEACH210 | |
| There are sheer cliffs to your east. | |
| !MESSAGE BEACH211 | |
| There is a tunnel into the cliffs to your east, from which a | |
| trail of misshapen footprints leads into the sea. | |
| !MESSAGE BEACH2M2 | |
| !SWITCH BEACH220 BEACH221 | |
| !MESSAGE BEACH220 | |
| You are on the beach by the sheer cliff. | |
| !MESSAGE BEACH221 | |
| You are on the beach by the line of footprints. | |
| !MESSAGE BEACH3M1 | |
| You are at the south end of the beach, which ends in a small cove. | |
| !SWITCH BEACH310 BEACH311 | |
| !MESSAGE BEACH310 | |
| To the west there is a small offshore island. | |
| !MESSAGE BEACH311 | |
| A causeway leads westwards to an island. | |
| !MESSAGE BEACH3M2 | |
| !SWITCH BEACH320 BEACH321 | |
| !MESSAGE BEACH320 | |
| You are in the cove near the offshore island. | |
| !MESSAGE BEACH321 | |
| You are in the cove at the head of the causeway. | |
| !MESSAGE BEADSM1 | |
| !SWITCH BEADS10 MNULL | |
| !MESSAGE BEADS10 | |
| There is a string of shiny glass beads here. | |
| !MESSAGE BEADSM2 | |
| A string of beads. | |
| !MESSAGE BEND1M1 | |
| The passage bends from northwest to east and there is a flight | |
| of steps down at this point. | |
| !MESSAGE BIBLE1 | |
| There is a Gutenburg bible here! | |
| !MESSAGE BIBLE2 | |
| A Gutenburg bible. | |
| !MESSAGE BLACK0M1 | |
| You are in a small chamber with a passage back to the southwest. The | |
| main feature of this room is a large black hole in the floor into | |
| which all the light of the room seems to fall. The air is filled | |
| with alien sounds, the like of which no synthesizer ever produced. | |
| !MESSAGE BLACK0M2 | |
| You are in the room with the black hole in the floor | |
| and the weird noises. | |
| !MESSAGE BLACKML | |
| It is pitch dark. The very air itself seems to absorb the light | |
| of your lamp: you can feel its warmth but cannot see it. | |
| !MESSAGE BLACKMS | |
| It is pitch dark. | |
| !MESSAGE BLENDM1 | |
| You are in a grisly-looking cavern with a large black hole | |
| in the floor, into which all the light is plummetting. There | |
| is no other exit. | |
| !MESSAGE BLENDM2 | |
| You are in the grisly-looking cavern with the black hole in the floor. | |
| !MESSAGE BOWLM1 | |
| There is an ornately fashioned bowl of solid gold here! | |
| !SWITCH MNULL BOWLM3 | |
| !MESSAGE BOWLM3 | |
| It contains water. | |
| !MESSAGE BOWLM2 | |
| !SWITCH BOWL20 BOWL21 | |
| !MESSAGE BOWL20 | |
| A golden bowl. | |
| !MESSAGE BOWL21 | |
| A golden bowl full of water. | |
| !MESSAGE BREADM1 | |
| There is a crust of bread here. | |
| !MESSAGE BREADM2 | |
| A crust of bread. | |
| !MESSAGE CAGEM1 | |
| You are in the lion's den, a rectangular room with solid | |
| stone walls. The exit is to the southwest. | |
| !MESSAGE CAGEM2 | |
| You are in the lion's den. | |
| !MESSAGE CANNM | |
| !SWITCH CANNM0 CANNM1 | |
| !MESSAGE CANNM0 | |
| There are some cannibals here, who are boiling a missionary in | |
| a cauldron. | |
| !MESSAGE CANNM1 | |
| There are some cannibals here, who are playing with some shiny | |
| glass beads. | |
| !MESSAGE CAUSEM1 | |
| You are on an east-west causeway, the waters towering high above you. | |
| !MESSAGE CELLARM1 | |
| You are in a large quadrangular cellar. There is a flight of stairs | |
| up in the centre and passages in various directions. | |
| !MESSAGE CENTM1 | |
| There is a large centaur here on guard duty. | |
| !MESSAGE CELLARM2 | |
| You are in the cellar. | |
| !MESSAGE COBM1 | |
| You are in a cobwebbed passage which enters from the southwest | |
| and branches, exiting to the northeast, northwest, and up to | |
| the southeast. | |
| !MESSAGE COBM2 | |
| You are in the cobwebbed passage. | |
| !MESSAGE DODO1 | |
| There is a priceless (and almost certainly unique) stuffed dodo here! | |
| !MESSAGE DODO2 | |
| A stuffed dodo. | |
| !MESSAGE DOOR0 | |
| The door is locked. | |
| !MESSAGE DOOR1 | |
| The door is closed. | |
| !MESSAGE DOOR2 | |
| The door is open. | |
| !MESSAGE EIGHT1 | |
| There is a hoard of pieces of Eight here! | |
| !MESSAGE EIGHT2 | |
| Some pieces of Eight. | |
| !MESSAGE ERBRM1 | |
| You are in a disused mineshaft. Light enters from high above | |
| but the walls are unclimbable. A passage leads south. | |
| !MESSAGE ERBRM2 | |
| You are at the foot of the mineshaft. | |
| !MESSAGE EVILM1 | |
| In this room there is the most hideously wicked-looking picture | |
| you ever saw. It portrays a chimera - a beast so unnatural that | |
| I refuse to describe its nine misshapen heads individually. | |
| You can avoid this loathsome sight by going north. | |
| !MESSAGE EVILM2 | |
| You are in the room with the picture of the chimera. | |
| !MESSAGE FORK1M1 | |
| The passage tilts sharply here and forks, entering at the north | |
| and leading down to the southeast and southwest. | |
| !MESSAGE FORK2M1 | |
| You are in a north-south passage, with side passages to the | |
| southeast and west. | |
| !MESSAGE FORK3M1 | |
| You are on a north-south path which widens at its northern end. | |
| There is a damp passageway leading down at this point from which | |
| you can hear the sound of running water. | |
| !MESSAGE FORK3M2 | |
| You are on a north-south path by the damp passage. | |
| !MESSAGE FRANKM1 | |
| You are in the mad scientist's laboratory, which is a large room | |
| with exits to the east and west. Most of the apparatus is | |
| safely stored where you can't get at it, but there is a bed in the | |
| !SWITCH FRANKM10 FRANKM11 | |
| !MESSAGE FRANKM10 | |
| centre on which is lying a huge inanimate human body (or a mixture of | |
| several) with electrodes fastened to various parts of its anatomy. | |
| There seems to be no way of activating the corpse. | |
| !MESSAGE FRANKM11 | |
| centre (on which the monster formerly lay). | |
| !MESSAGE FRANKM2 | |
| You are in the laboratory. | |
| !MESSAGE GAP0M1 | |
| !SWITCH GAP010 GAP011 | |
| !MESSAGE GAP010 | |
| You are in a high east-west tunnel, which comes to a dead | |
| end at the western wall. | |
| !MESSAGE GAP011 | |
| You are in a high east-west tunnel. The monster has opened a | |
| path to the west through what was formerly a solid wall. | |
| !MESSAGE GAP0M2 | |
| !SWITCH GAP020 GAP011 | |
| !MESSAGE GAP020 | |
| You are in a high east-west tunnel at the dead end. | |
| !MESSAGE GAP1M1 | |
| You are in a high east-west tunnel with an alcove off to the | |
| north. To the east the floor is covered by a complicated | |
| network of wires. | |
| !SWITCH MNULL GAPROD GAPLANK GAPLANK | |
| !MESSAGE GAP1M2 | |
| You are in the east-west tunnel by the alcove, with the wiring | |
| to your east. | |
| !SWITCH MNULL GAPROD GAPLANK GAPLANK | |
| !MESSAGE GAP2M1 | |
| You are standing on a wooden plank which is resting on | |
| some wires in an east-west tunnel. | |
| !MESSAGE GAP3M1 | |
| You are in a high tunnel to the west of the laboratory. Further | |
| west the floor is covered with a complicated tangle of wires. | |
| !SWITCH MNULL GAPROD GAPLANK GAPLANK | |
| !MESSAGE GAP3M2 | |
| You are in the tunnel between the laboratory and the wiring. | |
| !SWITCH MNULL GAPROD GAPLANK GAPLANK | |
| !MESSAGE GAPLANK | |
| There is a plank lying across the wires. | |
| !MESSAGE GAPROD | |
| There is a metal rod lying across the live wires where you | |
| cannot reach it. | |
| !MESSAGE GEYS1 | |
| You are in a deep hollow full of steam. A geyser here periodically | |
| shoots out boiling water in various directions. This then collects | |
| in a pool in the ground and soaks away. There is a damp passageway | |
| leading up and out. | |
| !MESSAGE GEYS2 | |
| You are in the room with the geyser. | |
| !MESSAGE GOBLINM | |
| !SWITCH GOB10 GOB11 GOB12 | |
| !MESSAGE GOB10 | |
| There is a nasty little goblin chained to the wall here. | |
| !MESSAGE GOB11 | |
| There is an unconscious goblin chained to the wall here. | |
| !MESSAGE GOB12 | |
| There is a dead goblin chained to the wall here. | |
| !MESSAGE GRAVEM1 | |
| You are at an old, untended grave. The tombstone is worn but | |
| you can make out some of the writing on it. There are paths | |
| to the east and north. | |
| !MESSAGE GRAVEM2 | |
| You are at the old grave. | |
| !MESSAGE HILL1M1 | |
| You are at the foot of a steep hill on a twisting path. | |
| There is a tunnel down into darkness at this point. | |
| !MESSAGE HILL1M2 | |
| You are at the foot of the hill. | |
| !MESSAGE HILL2M1 | |
| You are at the top of the hill, which falls away steeply on three | |
| sides. In the distance you can see various curious scenes, including | |
| a bridge over a chasm, a garden from which giant rocs are taking off, | |
| a large cornfield, a giant spider's web and a distant bungalow by the | |
| seaside. The path leads back downwards from these awe-inspiring sights. | |
| !MESSAGE HILL2M2 | |
| You are at the top of the hill. | |
| !MESSAGE HOLDING | |
| You are holding: | |
| !MESSAGE HOUSEM0 | |
| You are in the entrance hall to what appears to be a haunted house. | |
| The air is filled with sounds of wailing, screeching and bumping. | |
| There are archways to the east and west. | |
| !MESSAGE INHUTM1 | |
| You are inside the hut. A stone staircase leads into an abyss. | |
| !SWITCH DOOR0 DOOR1 DOOR2 | |
| !MESSAGE INHUTM2 | |
| You are at the top of the stone staircase. | |
| !SWITCH DOOR0 DOOR1 DOOR2 | |
| !MESSAGE INGOT1 | |
| !SWITCH INGOT10 INGOT11 | |
| !MESSAGE INGOT10 | |
| There is a small ingot here which, as you can see at a glance, | |
| is composed of the rare metal Erbium! | |
| !MESSAGE INGOT11 | |
| There is an ingot of Erbium here! | |
| !MESSAGE INGOT2 | |
| An ingot of Erbium. | |
| !MESSAGE ISLE1N | |
| You are at the eastern tip of a small oval-shaped island. | |
| There are paths to the west, northwest and southwest. | |
| !SWITCH MNULL ISLE11 | |
| !MESSAGE ISLE1M | |
| You are at the eastern tip of Cannibal Island. | |
| !SWITCH MNULL ISLE11 | |
| !MESSAGE ISLE11 | |
| A causeway leads back to the mainland. | |
| !MESSAGE ISLE2M | |
| You are at the southeastern tip of Cannibal Island. | |
| !MESSAGE ISLE3M | |
| You are at the southwestern tip of Cannibal Island. | |
| !MESSAGE ISLE4M | |
| You are at the western tip of Cannibal Island. | |
| !MESSAGE ISLE5M | |
| You are at the northwestern tip of Cannibal Island. | |
| !MESSAGE ISLE6M | |
| You are at the northeastern tip of Cannibal Island. | |
| !MESSAGE ISLE7M | |
| You are at the centre of Cannibal Island. | |
| !MESSAGE JUNCM1 | |
| You are at a complicated junction of passages: an east-west | |
| passage crosses another corridor, which enters from the | |
| northeast and tilts so as to leave in a downwards direction. | |
| !MESSAGE JUNCM2 | |
| You are at the complicated junction of passages. | |
| !MESSAGE KEEPM1 | |
| The passage widens into a vast chamber which is full of soldiers | |
| some armed with long bows, others with halberds, maces or swords. | |
| Their lord is a venerable man who is sitting in a very | |
| expensively upholstered armchair. | |
| !MESSAGE KEEPM2 | |
| You are in the keep. | |
| !MESSAGE KEYM1 | |
| There is a large iron key here. | |
| !MESSAGE KEYM2 | |
| A key. | |
| !MESSAGE LAKEM1 | |
| You are at the edge of a large, perfectly calm lake. No breeze | |
| ruffles its untroubled waters. There is a path back to the west. | |
| !MESSAGE LAKEM2 | |
| You are at the edge of the lake. | |
| !MESSAGE LAKE2M | |
| !SWITCH LAKE20 LAKE21 LAKE22 LAKE23 LAKE24 | |
| !MESSAGE LAKE20 | |
| You are by the lake once more. Dense foliage blocks you | |
| in all other directions. | |
| !MESSAGE LAKE21 | |
| You are on the banks of the river of Death. Invisible forces | |
| prevent you from leaving. | |
| !MESSAGE LAKE22 | |
| You are in a lush green meadow with a stream running through it. | |
| Hedges block your way in all directions. | |
| !MESSAGE LAKE23 | |
| You are on a tiny island, far to the west of Cannibal Island. | |
| !MESSAGE LAKE24 | |
| You are in a small cove, bounded on two sides by sea and on | |
| the others by unclimbable cliffs. | |
| !MESSAGE LAMPM1 | |
| !SWITCH LAMPM10 LAMPM11 | |
| !MESSAGE LAMPM10 | |
| There is a dull brass lamp here, which is off. | |
| !MESSAGE LAMPM11 | |
| There is a dull brass lamp here, which is on. | |
| !MESSAGE LAMPM2 | |
| !SWITCH LAMPM20 LAMPM21 | |
| !MESSAGE LAMPM20 | |
| A lamp (which is off). | |
| !MESSAGE LAMPM21 | |
| A lamp (which is on). | |
| !MESSAGE LIONM1 | |
| !SWITCH LION10 LION11 LION12 LION13 | |
| !MESSAGE LION10 | |
| There is a lion here, limping about and roaring with fury! | |
| !MESSAGE LION11 | |
| There is a lion here, purring docilely. | |
| !MESSAGE LION12 | |
| There is a sleeping lion here, with a thorn in its paw. | |
| !MESSAGE LION13 | |
| There is a sleeping lion here. | |
| !MESSAGE MANTM1 | |
| You are in the manticore's lair - a large cave with an unpleasant | |
| smell of carrion. The floor is littered with the remains of | |
| creatures human and inhuman. A strange being is prowling here. | |
| Its face is like a man's, in size it is like a lion, in colour | |
| it is red. It has three rows of teeth and a long tail armed with | |
| stings. The escape routes are to the west and north. | |
| !MESSAGE MANTM2 | |
| You are in the lair of the manticore. | |
| !MESSAGE MILLET1 | |
| There is a pile of millet on the ground here. | |
| !MESSAGE MILLET2 | |
| A quantity of millet. | |
| !MESSAGE MILLRM1 | |
| You are in the Astrologer's Sanctum - a well-made chamber whose | |
| walls are decorated with numerous cabalistic symbols. The only | |
| exit is by an archway to the north. | |
| !SWITCH MNULL MMESS1 MMESS2 MMESS3 MMESS4 | |
| !MESSAGE MILLRM2 | |
| You are in the Astrologer's Sanctum. | |
| !SWITCH MNULL MMESS1 MMESS2 MMESS3 MMESS4 | |
| !MESSAGE MMESS1 | |
| On the floor the word A K Y G G A N E G V R I S H W is inscribed. | |
| !MESSAGE MMESS2 | |
| The letters A G G A N R W are exposed where the millet has been pecked away. | |
| !MESSAGE MMESS3 | |
| The letters Y N G V I are exposed where the millet has been pecked away. | |
| !MESSAGE MMESS4 | |
| The letters K N E V I S H are exposed where the millet has been pecked away. | |
| !MESSAGE MILLRM3 | |
| !SWITCH MNULL MMESS1 MMESS2 MMESS3 MMESS4 | |
| !MESSAGE MNULL | |
| !MESSAGE MONKM1 | |
| In this room your eyes are naturally drawn to a painting of three | |
| monkeys, one with its eyes shielded, a second with its ears | |
| covered, and the third with its mouth gagged. | |
| !SWITCH MNULL MONKSEC | |
| !MESSAGE MONKSEC | |
| There is a flight of stairs upwards and a secret exit to the south, | |
| which you had originally overlooked. | |
| !MESSAGE MONKM2 | |
| You are in the room with the monkey puzzle. | |
| !MESSAGE MONSTM1 | |
| !SWITCH MNULL MNULL MONSTDEAD | |
| !MESSAGE MONSTDEAD | |
| The hideously charred corpse of the Monster of Murdac is | |
| lying on the ground here. | |
| !MESSAGE MYRRH1 | |
| There is a quantity of precious myrrh here! | |
| !MESSAGE MYRRH2 | |
| Some myrrh. | |
| !MESSAGE OGREM | |
| !SWITCH OGREM1 OGREM2 | |
| !MESSAGE OGREM1 | |
| Two ogres here are busily engaged in building activities. | |
| They take no notice of you. | |
| !MESSAGE OGREM2 | |
| There are two ogres here, dressed as bricklayers, resting from their | |
| labours. | |
| !MESSAGE PATH1M1 | |
| You are in a garden of luxurious flowers. There are paths to | |
| the north, east and south. | |
| !MESSAGE PATH1M2 | |
| You are in the flower garden. | |
| !MESSAGE PATH2M1 | |
| You are in a rock garden. There are paths to the east, southeast | |
| and south. | |
| !MESSAGE PATH2M2 | |
| You are in the rock garden. | |
| !MESSAGE PATH3M1 | |
| You are in a garden of exotic vegetables. There are paths to the | |
| north, east and south. | |
| !MESSAGE PATH3M2 | |
| You are in the vegetable garden. | |
| !MESSAGE PATH4M1 | |
| You are in a shrubbery. There are paths to the north and east. | |
| !MESSAGE PATH4M2 | |
| !SWITCH PATH420 PATH421 | |
| !MESSAGE PATH420 | |
| You are in the shrubbery. | |
| !MESSAGE PATH421 | |
| You are in the shrubbery, where you found the rod under wood. | |
| !MESSAGE PATH5M1 | |
| You are in the garden at the remnants of a bonfire. There are | |
| paths to the north, west and northwest. | |
| !MESSAGE PATH5M2 | |
| You are in the garden by the remnants of the fire. | |
| !MESSAGE PERIM1 | |
| There is a pile of sparkling peridots here! | |
| !MESSAGE PERIM2 | |
| Some sparkling peridots. | |
| !MESSAGE PIGM1 | |
| There is a pigeon waddling about here. | |
| !MESSAGE PIGM2 | |
| A pigeon. | |
| !MESSAGE PILLOWM1 | |
| !SWITCH PILLOW11 PILLOW12 | |
| !MESSAGE PILLOW11 | |
| There is a pillow on the bed. | |
| !MESSAGE PILLOW12 | |
| There is a pillow here. | |
| !MESSAGE PILLOWM2 | |
| A pillow. | |
| !MESSAGE PINM1 | |
| There is a diamond tiepin here! | |
| !MESSAGE PINM2 | |
| A diamond tiepin. | |
| !MESSAGE PLATF1 | |
| You are on a deserted railway platform. The haunted house is to | |
| your south and the platform extends east and west. You can hear | |
| the sounds of passengers although you can see nobody. | |
| !MESSAGE POOLM1 | |
| The passage ends in a pool of sparkling water, in which wondrously | |
| flickering patterns can be seen. The only way out is to the northeast. | |
| !MESSAGE POOLM2 | |
| You are at the pool of sparkling water. | |
| !MESSAGE PRISM11 | |
| You are in the ante-room to the dungeons. There are steps up | |
| and down from here and a passage to the south over which there | |
| is a notice, reading 'ONLY ONE VISIT ALLOWED'. | |
| !MESSAGE PRISM12 | |
| You are in the ante-room to the dungeons. | |
| !MESSAGE PRISM21 | |
| You are in the deepest and dankest dungeon. Steps lead up. | |
| !MESSAGE PRISM22 | |
| You are in the deepest dungeon. | |
| !MESSAGE RIBBON1 | |
| There is a short length of pink ribbon here. | |
| !MESSAGE RIBBON2 | |
| A pink ribbon. | |
| !MESSAGE RODM1 | |
| There is a long thin metal rod here. | |
| !MESSAGE RODM2 | |
| A metal rod. | |
| !MESSAGE SANDPM1 | |
| You are in a small well-maintained sandpit. The only way out | |
| is to the south. | |
| !MESSAGE SANDPM2 | |
| You are in the sandpit. | |
| !MESSAGE SCENTM1 | |
| There is a flask of expensive French perfume here! | |
| !MESSAGE SCENTM2 | |
| The centaur sentry's scent. | |
| !MESSAGE SCROLL1 | |
| There is a scroll here. | |
| !MESSAGE SCROLL2 | |
| A scroll. | |
| !MESSAGE SECRETM1 | |
| You are in a secret cavern with newly-created passages, the | |
| size of a large human being, to the east and west. There is | |
| also a low crawl to the south. | |
| !MESSAGE SECRETM2 | |
| You are in the secret cavern. | |
| !MESSAGE SENTRYM1 | |
| The north-south passage comes to what appears to be a sentry-post | |
| to your north. | |
| !MESSAGE SENTRYM2 | |
| You are south of the sentry-post. | |
| !MESSAGE SENTRYM3 | |
| You are at Centaur Point, a small area looking something like | |
| a cross between a stable and an office. | |
| !MESSAGE SENTRYM4 | |
| You are at Centaur Point. | |
| !MESSAGE SHAWM1 | |
| There is an antique shawm here! | |
| !MESSAGE SHAWM2 | |
| A shawm. | |
| !MESSAGE SLIMEM1 | |
| You are in a low damp chamber whose walls are covered in noxious | |
| slime. The only exit is a low crawl north. | |
| !MESSAGE SLIMEM2 | |
| You are in the slimy chamber. | |
| !MESSAGE STAFFM1 | |
| There is a wooden staff here. | |
| !MESSAGE STAFFM2 | |
| A wooden staff. | |
| !MESSAGE STARTM1 | |
| You are standing outside the door of a small flint hut. | |
| There are paths off to the east, west and south. | |
| !SWITCH DOOR0 DOOR1 DOOR2 | |
| !MESSAGE STARTM2 | |
| You are standing outside the house. | |
| !SWITCH DOOR0 DOOR1 DOOR2 | |
| !MESSAGE STATUE1 | |
| There is a finely carved ivory statuette here! | |
| !MESSAGE STATUE2 | |
| An ivory statuette. | |
| !MESSAGE STONE1 | |
| !SWITCH STONE10 STONE11 | |
| !MESSAGE STONE10 | |
| There is a dull toadstone here. | |
| !MESSAGE STONE11 | |
| There is a gleaming toadstone here! | |
| !MESSAGE STONE2 | |
| !SWITCH STONE20 STONE21 | |
| !MESSAGE STONE20 | |
| A dull toadstone. | |
| !MESSAGE STONE21 | |
| A gleaming toadstone. | |
| !MESSAGE SWORDM1 | |
| There is a gleaming sword here, whose mighty blade bears the proud | |
| name of Greydeath! | |
| !MESSAGE SWORDM2 | |
| The sword Greydeath. | |
| !MESSAGE TOADM1 | |
| !SWITCH TOADM10 TOADM11 | |
| !MESSAGE TOADM10 | |
| A loathsome toad is crawling about here. | |
| !MESSAGE TOADM11 | |
| There is a dead toad here. | |
| !MESSAGE TOADM2 | |
| A dead toad. | |
| !MESSAGE TROLLM | |
| A twenty-three stone troll is standing guard over the southern exit. | |
| !MESSAGE TUNNELM1 | |
| You are in an extremely long dark east-west tunnel. The ground | |
| is stony, almost as if it had been designed to carry railway tracks. | |
| !MESSAGE TUNNELM2 | |
| You are in the railway tunnel. | |
| !MESSAGE WALL1M1 | |
| !SWITCH WALL10 WALL11 WALL12 | |
| !MESSAGE WALL10 | |
| The south-north path ends at a nearly-completed brick wall. | |
| There is a still a gap through which you can pass. | |
| !MESSAGE WALL11 | |
| The south-north path ends at a newly-built brick wall which blocks | |
| your way. | |
| !MESSAGE WALL12 | |
| You are on a north-south path which passes through the ruins of | |
| a brick wall into the garden. | |
| !MESSAGE WALL2M1 | |
| You are in a long north-south alley that runs between two | |
| extremely high sheer walls. | |
| !SWITCH WALL20 MNULL | |
| !MESSAGE WALL20 | |
| The way south is blocked by a newly-completed brick wall. | |
| !MESSAGE WALL2M2 | |
| You are in the alley. | |
| !SWITCH WALL20 MNULL | |
| !MESSAGE WALL3M1 | |
| You are at the north end of the alley. It is impossible to | |
| proceed further as there is a very high wall to the north. | |
| !MESSAGE WALL3M2 | |
| You are at the north end of the alley. | |
| !MESSAGE WAXM1 | |
| There is a small wax dummy here. | |
| !MESSAGE WAXM2 | |
| A wax dummy. | |
| !MESSAGE WIGM1 | |
| There is a large blonde wig here. | |
| !MESSAGE WIGM2 | |
| A wig (which you are wearing). | |
| !MESSAGE WIZM11 | |
| !MESSAGE WOODM1 | |
| There is a long plank here. | |
| !MESSAGE WOODM2 | |
| A plank. | |
| !MESSAGE XROADM1 | |
| You are at a cross-roads. There are long dark passages to | |
| the north, south, east and west. | |
| !MESSAGE XROADM2 | |
| You are at the cross-roads. | |
| !MESSAGE ALRDESCFULL | |
| You have already had that object fully described to you. | |
| The object's full description currently reads: | |
| !MESSAGE ALRGOTSOME | |
| You've already got some! | |
| !MESSAGE ALRHELD | |
| You're already holding that! | |
| !MESSAGE ASYOUGATH | |
| As you gather the millet together you uncover a word inscribed | |
| on the floor. | |
| !MESSAGE BADWATER | |
| You take a drink of the water, which has a strong salty taste. | |
| Within ten seconds you suffer severe stomach pains, scream in | |
| torment, and die. | |
| !MESSAGE BOWLFULL | |
| The bowl is already full of water. | |
| !MESSAGE BRIEFMESS | |
| O.K. Short descriptions only from now on. | |
| !MESSAGE CANNKILL | |
| The cannibals rush for you and overpower you. It looks as though | |
| you will be taking an early bath once they've finished with the | |
| poor old missionary! | |
| !MESSAGE CANTCATCH | |
| You don't seem to be able to catch it. | |
| !MESSAGE CANTDO | |
| You can't do that! | |
| !MESSAGE CANTTAKE | |
| You can't take that! | |
| !MESSAGE CENTRUNS | |
| The hideous sound is too much for the sensitive ears of the centaur. | |
| It runs (gallops?) away without further ado. | |
| !MESSAGE CLANG | |
| You hear a metallic CLANG! as something falls on the ground by | |
| your feet. | |
| !MESSAGE CONDENSE | |
| There is a sudden CRACK in the fabric of space-time as an | |
| object appears in the room from thin air. | |
| !SWITCH STATUE1 | |
| !MESSAGE DEFIED | |
| "You defy ME, the Keeper of Murdac!" roars the old man. "Kill him!" | |
| The soldiers assail you with their various weapons and do indeed | |
| manage to kill you in lots of painful ways. | |
| !MESSAGE DIGHOLE | |
| You dig a small hole with your bare hands, but find nothing and so | |
| you fill it in again. | |
| !MESSAGE DONTSEE | |
| I don't see that around here! | |
| !MESSAGE DROPOBJ1 | |
| !SWITCH DROPOBJ3 DROPOBJ2 DROPOBJ3 | |
| !MESSAGE DROPOBJ2 | |
| You dropped one object. | |
| !MESSAGE DROPOBJ3 | |
| You dropped @x37 objects. | |
| !MESSAGE DROWNMESS | |
| You plunge into the water but find, to your surprise, that you | |
| have forgotten how to swim. This leaves you only one alternative: | |
| you drown. | |
| !MESSAGE EATSTONE | |
| You attempt to eat the toadstone and in fact manage to lick off its | |
| outer crust, which has the taste of a boiled sweet. You discover that | |
| there is a hard centre which, when you remove it from your mouth, is | |
| really a gleaming jewel of great value! | |
| !MESSAGE ELECMON | |
| The corpse, now reanimated, charges onto the live wires, currently | |
| a potentially unwise thing to do. There is a flash and it staggers | |
| back and falls down, apparently dead once again. | |
| !MESSAGE ELECTROCUTE | |
| As you step onto the wires there is a mighty flash and you are | |
| instantly electrocuted. Was that my imagination, or did I hear | |
| the chuckling of the mad scientist as he came in to exploit | |
| this new source of spare parts (you)? | |
| !MESSAGE FAMILIAR | |
| "Funny!" says the troll. "Someone like you was here a while ago, | |
| only the hair was different. I suppose I'd better let you pass." | |
| !MESSAGE FINDEIGHT | |
| Digging further, you discover a large hoard of pieces of Eight! | |
| !MESSAGE FIZZMESS | |
| There is a loud crackling sound as the rod comes into contact | |
| with the live wires and completes an electrical circuit. At | |
| the same time you hear sounds from the laboratory as though | |
| something might be stirring. | |
| !MESSAGE FUNNYBOWL | |
| You tilt the bowl and attempt to empty out the water, but, strange | |
| to tell, the liquid stays inside. Offhand I'd say there was something | |
| magical going on. | |
| !MESSAGE GHOSTTRAIN | |
| You step out into space, and find that you are on an invisible | |
| train which was waiting at the platform. This Ghost Train gives | |
| a piercing HOOT and then acclerates rapidly. As your eyes accustom | |
| themselves to your surroundings, you catch sight of various spectral | |
| commuters reading The Phantasmal Times and other ethereal papers. | |
| There is no sign of the ticket in-spectre. After a while the | |
| train halts and you dismount to discover that... | |
| !MESSAGE GIVER0 | |
| "One visit only, mind!" says the troll as you pass. | |
| !MESSAGE GIVERIB | |
| You enter the cell to discover a fair maiden chained to the | |
| wall. "My father's staff!" says she, as you enter. You hand it | |
| over to her and explain that you are here to rescue her. "Take | |
| this token to my father and he will know what to do." she replies, | |
| handing you a ribbon from her hair. You return into the ante-room. | |
| !MESSAGE GOBDIES | |
| The goblin gives an almighty groan and dies. | |
| !MESSAGE GOBWORD | |
| The goblin gives a yelp of pain. "Don't torment me! I'll tell you | |
| !SWITCH GOBW0 GOBW1 GOBW2 | |
| !MESSAGE GOBW0 | |
| how to get back from the far west! The word is AARON." | |
| !MESSAGE GOBW1 | |
| how to get back from the far west! The word is EXODUS." | |
| !MESSAGE GOBW2 | |
| how to get back from the far west! The word is PHARAOH." | |
| !MESSAGE GOESBLACK | |
| Suddenly everything goes black again. | |
| !MESSAGE GROYMESS | |
| Another time, perhaps. | |
| !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 HEARCRASH | |
| You see the Monster of Murdac as it strides along the corridor | |
| past the alcove. You then hear a mighty crash as it walks straight | |
| through the western wall. | |
| !MESSAGE HEARDROP | |
| You hear something drop, but you don't see it. | |
| !MESSAGE HEARGNO | |
| As you pass through the secret portal you hear the word GNOEVAL | |
| resonate from something in front of you. | |
| !MESSAGE HELPMESS | |
| Explore Murdac - a land of monsters and mysterious beings, a | |
| world where magic holds sway and things are not what they seem. | |
| Can you rescue the wizard's daughter, tame the lion, outwit the | |
| Old Man of the Sea, and escape alive from the haunted house? And | |
| what is the ultimate destiny of Frankenstein's monster? | |
| There is treasure too in the land of Murdac - and it is indeed a | |
| cunning adventurer who can finally fulfil his quest! | |
| Anyway, your mission is to make off with all the loot. | |
| I shall be your eyes and ears: instruct me with commands of one or | |
| two words. To move, give directions (N, NE, ..., NW, U, D, B(ack)). | |
| Other useful words include TAKE, DROP, LOOK, INV, SCORE, SAVE and | |
| QUIT, plus some that you must discover for yourself. Good luck! | |
| !MESSAGE HESNOT | |
| He's not here! | |
| !MESSAGE IFONLY | |
| If only you could! | |
| !MESSAGE INDARKMESS | |
| You enter the tunnel, which becomes darker as you proceed. | |
| !MESSAGE INJURED | |
| You are rather injured. | |
| !MESSAGE INLIGHTMESS | |
| You proceed down the long passage, until it comes out into daylight. | |
| !MESSAGE JOBS | |
| !SWITCH JOBS0 JOBS1 JOBS2 JOBS3 JOBS4 | |
| !MESSAGE JOBS0 | |
| and the words "... FAMOUS BARITONE ..." | |
| !MESSAGE JOBS1 | |
| and the words "... NOISE ABATEMENT CAMPAIGNER ..." | |
| !MESSAGE JOBS2 | |
| and the words "... SUSPECTED ... WEREWOLF ..." | |
| !MESSAGE JOBS3 | |
| and the words "... TOWN CRIER ..." | |
| !MESSAGE JOBS4 | |
| and the words "... PIONEER ... SIGN LANGUAGE ..." | |
| !MESSAGE KEEPGREET | |
| !SWITCH KEEPG0 KEEPG1 | |
| !MESSAGE KEEPG0 | |
| The passage widens into a vast chamber which is full of soldiers | |
| some armed with long bows, others with halberds, maces or swords. | |
| Their lord is a venerable man who is sitting in a very | |
| expensively upholstered armchair. | |
| "Greetings!" says the old man. "I am the Keeper of Murdac. Leave | |
| your possessions here with me and they will be safe until you return | |
| in triumph. You may take the lamp if it is needed on your quest." | |
| !MESSAGE KEEPG1 | |
| "Welcome again!" says the Keeper. "Leave all with me save the lamp." | |
| !MESSAGE KEEPTAK1 | |
| "Congratulations" says the Keeper. "You are now ready to | |
| join the companionship of Murdac. But there is still one | |
| thing you must now do." He hesitates, then asks: | |
| !MESSAGE KEEPTAK2 | |
| "What object will you take with you on your journey?" | |
| !MESSAGE KEEPTAK3 | |
| Darkness descends on the keep. There are sounds the like | |
| of which no other man could hear and still retain his sanity. | |
| Suddenly light returns and you see that... | |
| !MESSAGE LADYLAKE | |
| The waters in the centre of the lake part and a hand and arm appear, | |
| grasping a gleaming sword (surprisingly, not at all rusty!) The Lady | |
| of the Lake, if that is who it is, flings the sword towards you so | |
| that it lands at your feet. The hand then disappears, and the waters | |
| regain their calm. | |
| !SWITCH SWORDM1 | |
| !MESSAGE LAKEWAVE | |
| You see a sudden disturbance in the centre of the lake, caused | |
| you know not how. The waters then regain their calm. | |
| !MESSAGE LAMPOFF | |
| Your lamp has just switched itself off. | |
| !MESSAGE LAMPON | |
| Your lamp has just switched itself on. | |
| !MESSAGE LIONSLEEP | |
| As you wave the beads at the lion, it seems to be mesmerised, | |
| and in fact quickly falls into a deep sleep. | |
| !MESSAGE MANTDEATH | |
| You have no time to seek an antidote and die an agonizing death. | |
| !MESSAGE MISSION | |
| The cannibals are so attracted by the beads that they leave off | |
| their culinary activities, take the beads from you, and begin | |
| to play with them. The missionary takes the opportunity to | |
| leap from the cauldron, and with a breathless "Thank you, my | |
| son!" thrusts a book into your hand, and runs off. | |
| Examining his gift you see that it is in fact a Gutenburg bible! | |
| !MESSAGE MONSTPANG | |
| In the gloom you collide with the corpse, which is now | |
| very much alive. This is more than I can say for you, | |
| since it wrenches your head off your shoulders. | |
| !MESSAGE MONSTPLANK | |
| The corpse, now reanimated, lurches out onto the plank a second | |
| or two later. | |
| !MESSAGE MOREGAMES | |
| Another game, your Extravagance? | |
| !MESSAGE NAMES | |
| !SWITCH NAMES0 NAMES1 NAMES2 NAMES3 NAMES4 | |
| !MESSAGE NAMES0 | |
| The stone is worn but you can just make out the name "ARAC" | |
| !MESSAGE NAMES1 | |
| The stone is worn but you can just make out the name "GURON" | |
| !MESSAGE NAMES2 | |
| The stone is worn but you can just make out the name "GAMA" | |
| !MESSAGE NAMES3 | |
| The stone is worn but you can just make out the name "SCAPHIO" | |
| !MESSAGE NAMES4 | |
| The stone is worn but you can just make out the name "PHANTIS" | |
| !MESSAGE NHAPPENS | |
| Nothing useful happens. | |
| !MESSAGE NOCARRY | |
| You've no way of carrying it. | |
| !MESSAGE NODIG | |
| You can't dig here! | |
| !MESSAGE NODUMMY | |
| You're not holding the dummy. | |
| !MESSAGE NOFOOD | |
| The @x33 doesn't seem to want anything you've got. | |
| !MESSAGE NOFULLBOWL | |
| You don't have a full bowl with you. | |
| !MESSAGE NOKILL | |
| !SWITCH NOKIL0 NOKIL1 NOKIL2 | |
| !MESSAGE NOKIL0 | |
| A humanoid character with large white wings appears in the room, | |
| claiming to be the Guardian Angel of the @x33. Whether he | |
| is or not, he strikes you dead with a single blow. | |
| !MESSAGE NOKIL1 | |
| A middle-aged lady in white, dressed as a ballerina, appears on | |
| the scene. Maintaining that she is the Fairy Godmother of the | |
| @x33, she waves her wand and you fall down dead. | |
| !MESSAGE NOKIL2 | |
| A hideous form with no head materialises before you. It grunts | |
| that is the Guarding Spirit of the @x33, and promptly devours | |
| your soul. | |
| !MESSAGE NOLOCK | |
| I can't see a lock! | |
| !MESSAGE NOPASSCENT | |
| The centaur blocks your way and declines to let you pass. | |
| !MESSAGE NOPIN | |
| You don't have a pin. | |
| !MESSAGE NOREAD | |
| I see nothing to read. | |
| !MESSAGE NORMMESS | |
| O.K. Normal descriptions from now on. | |
| !MESSAGE NOSWIM | |
| You can't swim here! | |
| !MESSAGE NOTALIVE | |
| It's not alive! | |
| !MESSAGE NOTBARE | |
| It's hard to do that using just your fingers! | |
| !MESSAGE NOTHELD | |
| You're not holding that! | |
| !MESSAGE NOTHERE | |
| It's not here! | |
| !MESSAGE NOTHINGM | |
| Nothing. | |
| !MESSAGE NOTHNGHERE | |
| There's nothing here you can take easily. | |
| !MESSAGE NOTHOLDING | |
| You're not holding anything! | |
| !MESSAGE NOTLOCK | |
| The door is not locked. | |
| !MESSAGE NOTROLLPASS | |
| "Oy!" says the troll, "You can't go in there again!" He turns | |
| you back. | |
| !MESSAGE NOTWORTH | |
| You have nothing worth putting in the bowl. | |
| !MESSAGE NOVISIT | |
| You enter the cell to discover a fair maiden chained to the wall. | |
| "Help! A stranger!" she screams. The troll enters and bundles you | |
| out, muttering "Another bloody tourist." | |
| !MESSAGE NOWATER | |
| There's no water here! | |
| !MESSAGE NOWAYMESS | |
| You can't go in that direction! | |
| !MESSAGE OGREBOP | |
| !SWITCH OGBOP0 OGBOP1 | |
| !MESSAGE OGBOP0 | |
| A furious ogre enters. "Take that for wrecking our wall!" he | |
| says, and bashes you with his trowel. He then storms out. | |
| !MESSAGE OGBOP1 | |
| The second ogre enters. "Wreck our wall, would you!" he says, and | |
| pummels you with a heavy brick. This time you do not survive. | |
| !MESSAGE OKMESS | |
| OK. | |
| !MESSAGE OMJUMP | |
| As you pass under one of the trees the Old Man of the Sea leaps | |
| out, landing on your back, and clutching your neck extremely | |
| tightly with his long skinny arms. | |
| !MESSAGE ONLYONE | |
| The sign says "ONLY ONE VISIT ALLOWED". | |
| !MESSAGE OOZEMESS | |
| The word indicated by the air molecules is OOZELUMNY. | |
| !MESSAGE PIGGOBBLE | |
| The pigeon gobbles up your piece of bread, becoming rather more | |
| docile as a result. | |
| !MESSAGE PIGMILL | |
| The pigeon pecks at some of the millet, exposing a word on the floor. | |
| !MESSAGE PLATMOVES | |
| The platform seems to move with you, and you make no progress. | |
| !MESSAGE POLTDIE1 | |
| You re-enter the haunted house, and are promptly flattened by | |
| an iron bedstead, thrown by a poltergeist which has now | |
| much improved its aim. | |
| !MESSAGE POLTDIE2 | |
| Standing still, you are an easy target for a poltergeist. A | |
| large filing cabinet crushes you very effectively. | |
| !MESSAGE POLTDIE3 | |
| A huge dresser flies across the room and strikes you a glancing | |
| blow, sufficient to kill you however. | |
| !MESSAGE POLTDIE4 | |
| You are struck with great force by a flying sofa, which sends you | |
| into oblivion. | |
| !MESSAGE POLTMESS | |
| A large item of furniture flies across the room, hurled by | |
| a poltergeist. With the aid of the pillow you fend it off, | |
| !SWITCH POLTM0 POLTM1 POLTM2 | |
| !MESSAGE POLTM0 | |
| slightly bruising your left arm. | |
| !MESSAGE POLTM1 | |
| and it narrowly misses your face. | |
| !MESSAGE POLTM2 | |
| slightly bruising your right arm. | |
| !MESSAGE POLT1 | |
| !SWITCH POLT10 POLT11 POLT12 POLT13 POLT14 POLT15 POLT16 POLT17 | |
| POLT18 POLT19 | |
| !MESSAGE POLT10 | |
| You are in a large bedroom in the haunted house. | |
| !SWITCH POLTEX | |
| !MESSAGE POLT11 | |
| You are in the kitchen of the haunted house. | |
| !SWITCH POLTEX | |
| !MESSAGE POLT12 | |
| You are in the living-room (!) of the haunted house. | |
| !SWITCH POLTEX | |
| !MESSAGE POLT13 | |
| You are in the dining-room of the haunted house. | |
| !SWITCH POLTEX | |
| !MESSAGE POLT14 | |
| You are in the study of the haunted house. | |
| !SWITCH POLTEX | |
| !MESSAGE POLT15 | |
| You are in the billiard room of the haunted house. | |
| !SWITCH POLTEX | |
| !MESSAGE POLT16 | |
| You are in a small bedroom in the haunted house. | |
| !SWITCH POLTEX | |
| !MESSAGE POLT17 | |
| You are in a huge bathroom in the haunted house. | |
| !SWITCH POLTEX | |
| !MESSAGE POLT18 | |
| You are in the pantry of the haunted house. | |
| !SWITCH POLTEX | |
| !MESSAGE POLT19 | |
| You are in the scullery of the haunted house. | |
| !SWITCH POLTEX | |
| !MESSAGE POLTEX | |
| There are exits to the north, south, east and west. | |
| !MESSAGE PREVIS | |
| As you gaze into the pool you fancy that you see some strange | |
| vision, but unfortunately you are unable to discern any detail. | |
| !MESSAGE PROTECTED | |
| The medicinal effects of the toadstone counteract the venom | |
| and you soon recover. | |
| !MESSAGE PULLPLANK | |
| You succeed (with a certain amount of difficulty) in pulling | |
| the plank across and picking it up. | |
| !MESSAGE PULLWOOD | |
| In taking the plank you pull its contents with it. They land at your feet. | |
| !MESSAGE QUITQUERY | |
| Are you certain you want to quit? | |
| !MESSAGE READBIBLE | |
| The bible is in German. You can make out one rather improbable | |
| part about Moses crossing the Red Sea, but little else. | |
| !MESSAGE RECOGNISED | |
| "You may not pass." says the troll. "It is said that he who | |
| enters this cell twice will free the wizard's daughter." | |
| He is not impressed when you tell him that that was what you | |
| intended to do! | |
| !MESSAGE REDSEA | |
| There is a mighty roaring sound as the waters part, revealing a path | |
| across the causeway to the island. | |
| !MESSAGE REDSEA2 | |
| The waves part again, revealing a path back to the beach. | |
| !MESSAGE REPELLED | |
| The cannibals are in the way between you and the cauldron. | |
| !MESSAGE RODONPLANK | |
| You throw the rod so as to land on top of the plank. | |
| !MESSAGE ROUNDNECK | |
| The old man of the sea is on your back, his grip on your neck | |
| gradually tightening. | |
| !MESSAGE RU10 | |
| Under the plank you find a thin metal rod. | |
| !MESSAGE SCALDED | |
| Suddenly a jet of boiling water strikes you in the back of the neck. | |
| You run yelping from the room. | |
| !MESSAGE SCALDOM | |
| Suddenly a jet of boiling water strikes you from the rear. | |
| The old geezer yelps like a scalded cat (literally!) and runs | |
| off on all fours. In curiosity you follow him out of the room | |
| but he has vanished. | |
| !MESSAGE SCORE1 | |
| If you quit now you will have scored @x34 points out of | |
| a maximum of 250. | |
| !MESSAGE SCORE2 | |
| You scored @x34 points out of a maximum of 250. | |
| !MESSAGE SCORPDIG | |
| You dig in the sand and unearth a scorpion, which promptly | |
| stings you. Ow! | |
| !MESSAGE SCORPFIND | |
| You dig in the sand and unearth a scorpion. Just as it is | |
| about to sting you, you slice it into pieces with Greydeath. | |
| The fragments vanish into thin air. | |
| !MESSAGE SCROLLREAD | |
| "PROMBO VAPITACEOUS MOOZLE, | |
| WURBOTURBO SPLATOMULE: | |
| PROPHALUDGEOUS HAGMINE POOZLE, | |
| GNODULATIOUS PROPODULE." | |
| you declaim. There is a yellow flash and you find that you | |
| have turned into a boiled egg. Since this game was really | |
| intended for humans, I'm afraid that's your lot. | |
| !MESSAGE SECONDWORD | |
| O.K. "@x33!" | |
| !MESSAGE SEETHORN | |
| Examining the sleeping animal, you see that it has a thorn in | |
| its paw. | |
| !MESSAGE SHEREADS | |
| You re-enter the cell bearing the scroll, which you hand to | |
| the wizard's daughter. She reads the document and promptly | |
| disappears in a puff of mauve smoke. Perplexed and gratified, | |
| you wander back into the ante-room, to be met by an "Are | |
| you sure we haven't met before somewhere?" from the troll. | |
| !MESSAGE SILLY | |
| Don't be silly. That won't help much. | |
| !MESSAGE SINKMESS | |
| You throw the @x33 into the water. It sinks like a stone. | |
| !MESSAGE SNUFFED | |
| Oh dear! You seem to have snuffed it. | |
| !MESSAGE STRANGLED | |
| The old man tightens his grip further, finally throttling you. | |
| !MESSAGE STUNG | |
| As you enter the manticore's lair the creature's tail whips | |
| into action, stinging you across the face. | |
| !MESSAGE SWORDTWITCH | |
| Suddenly the sword Greydeath twitches violently in your hands. | |
| !MESSAGE TAKETHORN | |
| You extract the thorn from the lion's paw with great care, to | |
| discover that it is in fact a diamond tiepin! The lion awakes, | |
| feeling much more amicable towards you. | |
| !MESSAGE TARA | |
| WHAAAAAAHHHHEEE!!! | |
| !MESSAGE THPLANKM | |
| You throw the plank so as to lie across the wiring. | |
| !MESSAGE TOADDIE | |
| You make a grab for the toad, which leaps away. In trying to catch | |
| it you clumsily tread on it, crushing the life out of it. | |
| !MESSAGE TOADGIFT | |
| "Thank you" says the toad. "May this stone serve you well." It crawls | |
| into a little hole somewhere and fetches out a small object which | |
| it deposits at your feet before crawling away again. | |
| !MESSAGE TOADSP0 | |
| To your surprise the toad speaks. "Spare me!" it says "And I will | |
| give you a precious jewel, which will save you from many torments." | |
| !MESSAGE TOADSPEAKS | |
| Do you still want to pick the toad up? | |
| !MESSAGE TOODARK | |
| It's too dark to read here. | |
| !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 UNEARTH | |
| You dig a small hole in the sand and are rewarded by the discovery of | |
| a brass lamp. However the lamp is off and there appears to be no means | |
| of switching it on. | |
| !MESSAGE VERBMESS | |
| O.K. Long-winded descriptions from now on. | |
| !MESSAGE VISION | |
| As you look into the bowl the sparkling water begins to | |
| bubble and boil away into a cloud of steam. Before this | |
| disperses you catch sight of a strange vision. A man | |
| in flowing robes is standing by the side of a large | |
| expanse of water. As the vision fades, you see him wave | |
| !SWITCH MNULL VISM1 VISM2 VISM3 | |
| !MESSAGE VISM1 | |
| a staff. | |
| !MESSAGE VISM2 | |
| a ribbon. | |
| !MESSAGE VISM3 | |
| a scroll. | |
| !MESSAGE WALLBLOCK | |
| Your way is blocked by a newly-completed wall. | |
| !MESSAGE WALLD1 | |
| The ogres finish building the wall, and then knock off for a rest. | |
| !MESSAGE WALLD2 | |
| The ogres finish the wall behind you, cutting off your retreat. | |
| !MESSAGE WALLD3 | |
| Two ogres ahead of you finish a wall they are building and knock | |
| off for a rest. | |
| !MESSAGE WALLF1 | |
| The wall falls down on top of you, crushing you somewhat severely. | |
| !MESSAGE WALLF2 | |
| There is a sudden gust of wind and the wall to your south comes | |
| tumbling down with a mighty crash. | |
| !MESSAGE WATERBACK | |
| Suddenly the waters rush back into position, engulfing the causeway | |
| once more. | |
| !MESSAGE WATERB2 | |
| To you horror the waters rush back into position. Trapped as | |
| you are on the causeway, you are quickly engulfed by the torrent | |
| and drowned. | |
| !MESSAGE WELCOMEM | |
| Welcome to the Land of Murdac. This is version 1.07. | |
| Type HELP for basic information, and BLURB for the full story. | |
| All comments to JRP1 please. New commands BRIEF/TERSE, | |
| NORMAL/STANDARD, VERBOSE and EXAMINE have now been added. | |
| !MESSAGE WELLDONE | |
| You throw the sword back into the lake. The Lady of the Lake | |
| stretches her hand out of the deep and catches it once more. | |
| A barge draws up, drawn by two white hippopotami. You enter, | |
| and are taken off in triumph to the land of Heroes of Murdac. | |
| You have scored 250 points out of a maximum of 250. Well done! | |
| !MESSAGE WIZM1 | |
| At the top of the hill there is an aged man, whom, from his | |
| dress, you observe to be a wizard. "My daughter!" he says. | |
| "Where is she? Find her and I will richly reward you." | |
| He then vanishes into thin air leaving just his staff. | |
| Looking round you, you see that... | |
| !MESSAGE WIZM2 | |
| The wizard appears once more. "That's her ribbon!" he says. | |
| "You have found her." You explain the nature of his daughter's | |
| plight, and he takes the ribbon from you, handing you a scroll, | |
| saying "May this aid you on your quest." He then vanishes again. | |
| !MESSAGE WIZM3 | |
| At the top of the hill you find the wizard and his daughter, | |
| happily re-united. They congratulate you on fulfilling your | |
| quest, and disappear, leaving a munificent reward behind. | |
| !MESSAGE WIZZAP | |
| "You have failed in your quest?" moans the wizard, who is | |
| waiting for you at the top of the hill. He then casts a strange | |
| spell, whereby lightning flashes from his nostrils, striking | |
| you and causing you to suspend breathing. | |
| !MESSAGE YOUWONTHELP | |
| You reenter the cell to be met by hysterics from the wizard's | |
| daughter. "You can't help me!" she wails. "Leave me alone!" | |
| The troll enters and forcibly removes you from the cell, | |
| muttering "Lock 'em all up, that's what I say!" | |
| !MESSAGE YUMMY | |
| You eagerly devour the @x33. Slurp! That was delicious! | |
| !MESSAGE BLURBMESS | |
| MURDAC - Background information | |
| The forests of Murdac are some of the oldest, as well as the | |
| wildest and most isolated, in the whole land. Also they don't | |
| take kindly to intruders -- although living on the outermost | |
| fringes of the great forest, you have never been able to | |
| penetrate it: every time that you followed a track into the dark | |
| woods, you found that it somehow turned and took you away from | |
| the secret heartlands of Murdac. | |
| It became almost an obsession with you. 'What is the secret of | |
| Murdac?' you wondered, frustrated at every turn. In the land | |
| where nobody ever set foot, there was surely some dread mystery | |
| to be revealed. | |
| In your village there lived a wise woman, Duessa by name. Some | |
| folk said that she was a sorceress, and could cause the milk to | |
| go sour just by scratching her nose. Others said that the reason | |
| old Uncle George had only lived to be 91 (when his father had | |
| reached 102) was because he had tripped over Duessa's cat when | |
| drunk. Obviously a woman to be wary of, especially if you wanted | |
| to make sure that you came home without growing an extra ear on | |
| the way. She certainly knew a few secrets that nobody else in the | |
| village did -- like what it meant if you saw a rabbit hiccuping | |
| on the night of the full moon -- and if anyone could tell you | |
| about Murdac, it was Duessa. | |
| So you made your way to her ancient cottage, knocked on the | |
| door, and waited. "Come in, my young friend," said a quavering | |
| voice. "I've been expecting you!" The inside of Duessa's cottage | |
| was very dirty, and full of strange and interesting objects -- | |
| glass apparatus billowing noxious vapours, a stuffed platypus, | |
| icosahedral prisms, and many other curios. | |
| Duessa muttered incoherently to herself. "This one looks | |
| brighter than the last ... it is time that the quest were done | |
| ... the wizard needs help ... but as for the manticore..." were | |
| fragments that you heard as she busily pottered around her | |
| cottage looking for something. | |
| The wise woman returned, bearing an old teapot. Just as you were | |
| wondering whether to accept a cuppa, she tipped the contents of | |
| the pot into the hearth and gazed at them raptly. Deciding that | |
| the omens were favourable, Duessa gave you your instructions, and | |
| you left her cottage. As you departed, you heard the wise woman | |
| mutter, "I hope he gets there before the ogres have finished. But | |
| I suppose the Old Man of the Sea will get him anyway..." | |
| Following Duessa's instructions, you went down a certain path at | |
| midnight on Hallowe'en, until you came to a clearing. There you | |
| drew a pentacle, stood within it, and shouted "PANGORY | |
| PANTHRODULAM" - words of power that she had given you. Was the | |
| intonation right? If not you might find yourself rotting in a | |
| gloomy dungeon for ten thousand aeons, tormented by creatures | |
| from the lower planes. But nothing like that happened. | |
| The trees moved around you, exposing a long path which stretched | |
| away for miles. You followed it, with trepidation, and the trees | |
| closed up behind you. After several hours of tireless trudging, | |
| you arrived at your goal. But... but... was THIS Murdac? A | |
| beautifully laid out garden? A small stone hut? Where were the | |
| ogres? The cannibals? The Old Man of the Sea? Now is the time for | |
| you to explore further, but do be VERY careful -- it's not every | |
| adventurer who is going to survive in this totally alien world! | |
| !END | |
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