| / Sangraal 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!)" | |
| / INITIAL PART OF SANGRAAL DATABASE | |
| / --------------------------------- | |
| / | |
| !POSSESSIONS START1 PLAYER | |
| !POSSESSIONS GALLRM GALLOWS MANDRAKE | |
| !POSSESSIONS ROUND COCK | |
| !POSSESSIONS PATH1 TREE | |
| !POSSESSIONS TREE SWORD | |
| !POSSESSIONS CHURCH6 SKELETON VIOLIN | |
| !POSSESSIONS CHURCH5 STONE | |
| !POSSESSIONS CHURCH4 COFFIN | |
| !POSSESSIONS CRYPT CORPSE | |
| !POSSESSIONS PATH2 HORSE | |
| !POSSESSIONS INHORSE LEVER | |
| !POSSESSIONS JUNC1 FIRE | |
| !POSSESSIONS CTOWER TAPESTRY | |
| !POSSESSIONS ANAGRM GEM | |
| !POSSESSIONS SALT1 PILLAR | |
| !POSSESSIONS SALT2 ROCK | |
| !POSSESSIONS DES7 OZ | |
| !POSSESSIONS DES18 FOLLY | |
| !POSSESSIONS INCITY IDOL | |
| !POSSESSIONS LAKE BOAT | |
| !POSSESSIONS DEND1 DEMON | |
| !POSSESSIONS DEND2 HAG | |
| !POSSESSIONS HAG EYE | |
| !POSSESSIONS ANTERM PAPER | |
| !POSSESSIONS GROTTO DAME CRYSTAL | |
| !POSSESSIONS F11 PATEN | |
| !POSSESSIONS F13 COINS | |
| !POSSESSIONS SLROOM BED | |
| !POSSESSIONS NXHALL CLOTH FARTH BATON | |
| !POSSESSIONS ENVYRM BOARD | |
| !POSSESSIONS GLUTRM CHEESE | |
| !POSSESSIONS DOGRM DOG | |
| !POSSESSIONS DOG BONE | |
| !POSSESSIONS WRATRM PAGE BALL | |
| !POSSESSIONS PRIDRM CHOIR | |
| !POSSESSIONS WIDOWS FRIAR | |
| !POSSESSIONS CASTLE KTA KTB KTC KTD KTE KTF KTG KTH | |
| !POSSESSIONS JOHOCO CURTAIN | |
| !POSSESSIONS JUNC2 WIG | |
| !POSSESSIONS JHCEND SCROLL | |
| !POSSESSIONS TRK6 ARK NOAH | |
| !POSSESSIONS TRK2 WITCH | |
| !POSSESSIONS WOOD2 ERLKING | |
| !POSSESSIONS BOOL1 RUBY SAPPH | |
| !POSSESSIONS SINAI2 TABLET | |
| !POSSESSIONS TRK1 PORTRAIT | |
| !POSSESSIONS DON1 JUAN PIE | |
| !POSSESSIONS FARM1 RAVEN | |
| !POSSESSIONS FARM2 EMU | |
| !POSSESSIONS FARM3 SLOTH | |
| !POSSESSIONS FARM4 WOLF | |
| !POSSESSIONS FARM6 SHEEP LAMB | |
| !POSSESSIONS HELL5 TORTOISE | |
| !POSSESSIONS HELL7 GREASE | |
| !POSSESSIONS HELL8 HMDUM1 HMDUM2 HMDUM3 | |
| !POSSESSIONS KLIB BOOK VINE | |
| !POSSESSIONS WISTEM ALTAR | |
| !POSSESSIONS ALTAR PEARL | |
| !POSSESSIONS FOGEND FOGDUM5 GURU | |
| !POSSESSIONS FOGMAZE1 FOGDUM1 | |
| !POSSESSIONS FOGMAZE2 FOGDUM2 | |
| !POSSESSIONS FOGMAZE3 FOGDUM3 | |
| !POSSESSIONS FOGMAZE4 FOGDUM4 | |
| !POSSESSIONS PAL0 MONK | |
| !PROP LOON2 VISITED | |
| !PROP DES2 VISITED | |
| !PROP DES3 VISITED | |
| !PROP DES4 VISITED | |
| !PROP DES5 VISITED | |
| !PROP DES6 VISITED | |
| !PROP DES8 VISITED | |
| !PROP DES9 VISITED | |
| !PROP DES10 VISITED | |
| !PROP DES11 VISITED | |
| !PROP DES12 VISITED | |
| !PROP DES13 VISITED | |
| !PROP DES14 VISITED | |
| !PROP DES15 VISITED | |
| !PROP DES16 VISITED | |
| !PROP DES17 VISITED | |
| !PROP LAKEX DISORIENT | |
| !PROP F1 DISORIENT | |
| !PROP F2 DISORIENT | |
| !PROP F3 DISORIENT | |
| !PROP F4 DISORIENT | |
| !PROP F5 DISORIENT | |
| !PROP F6 DISORIENT | |
| !PROP F7 DISORIENT | |
| !PROP F8 DISORIENT | |
| !PROP F9 DISORIENT | |
| !PROP F10 DISORIENT | |
| !PROP F11 DISORIENT | |
| !PROP F12 DISORIENT | |
| !PROP F13 DISORIENT | |
| !PROP F14 DISORIENT | |
| !PROP LURM1 DISORIENT | |
| !PROP LURM2 DISORIENT | |
| !PROP HELL1 VISITED DISORIENT | |
| !PROP HELL2 VISITED DISORIENT | |
| !PROP HELL3 VISITED DISORIENT | |
| !PROP HELL4 VISITED DISORIENT | |
| !PROP HELL5 DISORIENT | |
| !PROP HELL6 DISORIENT | |
| !PROP HELL7 DISORIENT | |
| !PROP HELL8 VISITED DISORIENT | |
| !PROP FOGMAZE1 DISORIENT | |
| !PROP FOGMAZE2 DISORIENT | |
| !PROP FOGMAZE3 DISORIENT | |
| !PROP FOGMAZE4 DISORIENT | |
| !PROP PLAYER LIGHT | |
| !PROP LIGHTDUM LIGHT NOTAKE | |
| !PROP MANDRAKE NOTAKE | |
| !PROP GALLOWS NOTAKE | |
| !PROP SKELETON NOTAKE ALIVE | |
| !PROP VIOLIN NOTAKE TREASURE | |
| !PROP COFFIN NOTAKE | |
| !PROP TREE NOTAKE | |
| !PROP LEVER NOTAKE | |
| !PROP FIRE NOTAKE | |
| !PROP HORSE NOTAKE | |
| !PROP PILLAR NOTAKE | |
| !PROP LAKE NOTAKE | |
| !PROP OZ NOTAKE | |
| !PROP FOLLY NOTAKE | |
| !PROP TIMBER NOTAKE | |
| !PROP BOAT NOTAKE | |
| !PROP DEMON NOTAKE ALIVE | |
| !PROP HAG NOTAKE ALIVE | |
| !PROP DAME NOTAKE ALIVE | |
| !PROP BED NOTAKE | |
| !PROP COCK EDIBLE ALIVE | |
| !PROP CHEESE EDIBLE | |
| !PROP BONE EDIBLE | |
| !PROP BOARD NOTAKE | |
| !PROP DOG NOTAKE ALIVE | |
| !PROP PAGE NOTAKE ALIVE | |
| !PROP CHOIR NOTAKE ALIVE | |
| !PROP FRIAR NOTAKE ALIVE | |
| !PROP KTA NOTAKE ALIVE | |
| !PROP KTB NOTAKE ALIVE | |
| !PROP KTC NOTAKE ALIVE | |
| !PROP KTD NOTAKE ALIVE | |
| !PROP KTE NOTAKE ALIVE | |
| !PROP KTF NOTAKE ALIVE | |
| !PROP KTG NOTAKE ALIVE | |
| !PROP KTH NOTAKE ALIVE | |
| !PROP TAPESTRY TREASURE | |
| !PROP FIGURINE TREASURE | |
| !PROP CRYSTAL TREASURE | |
| !PROP PATEN TREASURE | |
| !PROP COINS TREASURE | |
| !PROP ORB TREASURE | |
| !PROP SCEPTRE TREASURE | |
| !PROP STOLE TREASURE | |
| !PROP CURTAIN NOTAKE | |
| !PROP CHILD ALIVE TREASURE / goes to friar! | |
| !PROP ARK NOTAKE | |
| !PROP NOAH NOTAKE ALIVE | |
| !PROP WITCH NOTAKE ALIVE | |
| !PROP ERLKING NOTAKE ALIVE | |
| !PROP PORTRAIT NOTAKE | |
| !PROP JUAN ALIVE NOTAKE | |
| !PROP NOBLE ALIVE NOTAKE | |
| !PROP EMU ALIVE NOTAKE | |
| !PROP WOLF ALIVE NOTAKE | |
| !PROP SLOTH ALIVE NOTAKE | |
| !PROP RAVEN ALIVE NOTAKE | |
| !PROP SHEEP ALIVE NOTAKE | |
| !PROP LAMB ALIVE NOTAKE | |
| !PROP WOMBAT ALIVE | |
| !PROP MOSES NOTAKE ALIVE | |
| !PROP BOOK NOTAKE | |
| !PROP GURU NOTAKE | |
| !PROP RUBY TREASURE | |
| !PROP SAPPH TREASURE | |
| !PROP CALF TREASURE | |
| !PROP FOGDUM1 NOTAKE | |
| !PROP FOGDUM2 NOTAKE | |
| !PROP FOGDUM3 NOTAKE | |
| !PROP FOGDUM4 NOTAKE | |
| !PROP FOGDUM5 NOTAKE | |
| !PROP VINE NOTAKE ALIVE | |
| !PROP PIE EDIBLE | |
| !PROP MONK NOTAKE ALIVE | |
| !PROP ALTAR NOTAKE | |
| !VAR LASTLOC 0 | |
| !VAR THISLOC 0 | |
| !VAR STRENGTH 7 / Can carry 7 objects, | |
| !VAR OBJHELD 0 / and is not carrying any initially. | |
| !VAR THIRSTVAR 0 | |
| !VAR PAPVAR 0 | |
| !VAR MAZEVAR 0 | |
| !VAR BOOKVAR 3 | |
| !VAR TERSEVAR 1 | |
| !STATE HAG 1 / with eye | |
| !STATE RUBY 1 / glowing | |
| !STATE NOAH 7 / needs some livestock | |
| !STATE FOGMAZE1 1 / i.e. N takes you back | |
| !END | |
| / SANGRAAL 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). | |
| / | |
| / User-defined properties. | |
| / | |
| !PROPERTY NOTAKE 3 / Cannot be taken (objects only). | |
| !PROPERTY EDIBLE 4 | |
| !PROPERTY ALIVE 5 | |
| !PROPERTY TREASURE 6 | |
| / | |
| / 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 | |
| !DIRECTION D1 | |
| / used also by ball / also back in fog / also used in palace | |
| !DIRECTION D2 / also on in fog | |
| !DIRECTION D3 | |
| !DIRECTION D4 / for the rotating maze | |
| / | |
| / Special meanings of words. | |
| / | |
| !SPECIAL ALLSPEC / To detect the word "ALL". | |
| !SPECIAL INVSPEC / To detect the word "INVENTORY". | |
| !SPECIAL FISHSPEC | |
| !SPECIAL FROGSPEC | |
| !SPECIAL TOADSPEC | |
| !SPECIAL REDSPEC | |
| !SPECIAL BLUESPEC | |
| !SPECIAL GREENSPEC | |
| !SPECIAL YELLOWSPEC | |
| !SPECIAL WATERSPEC | |
| !SPECIAL XARNSPEC | |
| !SPECIAL SCSPEC / scissors | |
| !SPECIAL STSPEC / stone | |
| !SPECIAL PASPEC / paper | |
| !SPECIAL SWAYSPEC | |
| !SPECIAL PEACESPEC | |
| !SPECIAL TURNSPEC / Klingsor's Vogon poetry | |
| !SPECIAL ASPEC | |
| !SPECIAL BSPEC | |
| !SPECIAL ONESPEC | |
| !SPECIAL TWOSPEC / and card sharping | |
| !SPECIAL TOABSPEC | |
| !SPECIAL OTBASPEC / final Klingsor puzzle | |
| !SPECIAL DOWNSPEC / for LIE DOWN | |
| !SPECIAL MESPEC | |
| !SPECIAL MOANSPEC | |
| !SPECIAL SANGSPEC | |
| !SPECIAL MAGICSPEC / for SAY | |
| !SPECIAL SIGNSPEC | |
| !SPECIAL TREESPEC | |
| !SPECIAL INSCRSPEC | |
| !SPECIAL WALLSPEC | |
| !SPECIAL GATESPEC | |
| !SPECIAL PEDSPEC | |
| !SPECIAL BLDGSPEC / for READ | |
| !SPECIAL FACEDSPEC | |
| !SPECIAL PLONKSPEC | |
| !SPECIAL SPURTSPEC / for Klingsor | |
| !SPECIAL THREESPEC | |
| !SPECIAL MORESPEC / nevermore | |
| !SPECIAL COURTSPEC | |
| !SPECIAL SHIPSPEC / Klingsor's riddle | |
| !SPECIAL CSPEC | |
| / !SPECIAL DSPEC use downspec | |
| !SPECIAL ESPEC | |
| !SPECIAL FSPEC | |
| !SPECIAL GSPEC | |
| !SPECIAL HSPEC | |
| !SPECIAL ISPEC | |
| !SPECIAL JSPEC | |
| !SPECIAL KSPEC | |
| !SPECIAL LSPEC | |
| !SPECIAL MSPEC | |
| !SPECIAL NSPEC | |
| !SPECIAL OSPEC / for the library books (A, B already exist) | |
| !SPECIAL DOORSPEC | |
| !SPECIAL ROPESPEC / rope and knot | |
| / | |
| / Variables. | |
| / | |
| / The four workspace variables must appear first. | |
| !VARIABLE VAR0 | |
| !VARIABLE VAR1 | |
| !VARIABLE VAR2 | |
| !VARIABLE VAR3 | |
| / Now other variables. | |
| !VARIABLE OBJHELD | |
| !VARIABLE STRENGTH | |
| !VARIABLE TIMEVAR / used in giant puzzle & endgame | |
| !VARIABLE MANDVAR /mandrake | |
| !VARIABLE THISLOC | |
| !VARIABLE LASTLOC | |
| !VARIABLE WINDVAR / desert | |
| !VARIABLE THIRSTVAR | |
| !VARIABLE PAPVAR | |
| !VARIABLE MAZEVAR | |
| !VARIABLE KTVAR / temp workspace for Klingsor | |
| !VARIABLE VAR4 | |
| !VARIABLE VAR5 | |
| !VARIABLE VAR6 | |
| !VARIABLE BOOKVAR | |
| !VARIABLE PRVAR1 / first one mod 11 | |
| !VARIABLE PRVAR2 / second one mod 11 | |
| !VARIABLE PRVAR3 / this one counts mod 10 | |
| !VARIABLE LOGIVAR / scoring for logic gates | |
| !VARIABLE TERSEVAR | |
| / | |
| !TEXTVAR | |
| / | |
| / OBJECTS SECTION | |
| / --------------- | |
| / | |
| / Player must be first object. | |
| !OBJECT PLAYER HOLDING HOLDING HOLDING | |
| !OBJECT LIGHTDUM MNULL MNULL MNULL / for INVPROG etc | |
| !OBJECT GRAIL MNULL MNULL MNULL | |
| !OBJECT GALLOWS GALLOWM1 MNULL GALLOWM1 | |
| !OBJECT MANDRAKE MANDRM1 MANDRM2 MANDRM1 | |
| !OBJECT COCK COCKM1 COCKM2 COCKM1 | |
| !OBJECT STONE STONEM1 STONEM2 STONEM1 | |
| !OBJECT SKELETON SKELM1 MNULL SKELM1 | |
| !OBJECT VIOLIN VIOLM1 VIOLM2 VIOLM1 | |
| !OBJECT SWORD SWORDM1 SWORDM2 SWORDM3 | |
| !OBJECT WIZDUM MNULL MNULL MNULL | |
| !OBJECT CORPSE CORPSE1 CORPSE2 CORPSE1 | |
| !OBJECT COFFIN COFFIN1 MNULL MNULL | |
| !OBJECT TREE MNULL MNULL MNULL | |
| !OBJECT HORSE HORSEM1 MNULL MNULL | |
| !OBJECT PILLAR PILLARM1 MNULL MNULL | |
| !OBJECT ROCK ROCKM1 ROCKM2 ROCKM1 | |
| !OBJECT LEVER LEVERM1 MNULL MNULL | |
| !OBJECT FIRE MNULL MNULL MNULL | |
| !OBJECT GEM GEMM1 GEMM2 MNULL | |
| !OBJECT TAPESTRY TAPESM1 TAPESM2 TAPESM1 | |
| !OBJECT OZ OZM1 MNULL MNULL | |
| !OBJECT FOLLY FOLLYM1 MNULL MNULL | |
| !OBJECT IDOL IDOLM1 IDOLM2 IDOLM1 | |
| !OBJECT TIMBER TIMBERM1 MNULL MNULL | |
| !OBJECT BOAT BOATM1 MNULL MNULL | |
| !OBJECT DEMON DEMONM1 MNULL MNULL | |
| !OBJECT FIGURINE FIGURM1 FIGURM2 FIGURM1 | |
| !OBJECT EYE EYEM1 EYEM2 MNULL | |
| !OBJECT HAG HAGM1 MNULL MNULL | |
| !OBJECT PAPER PAPERM1 PAPERM2 MNULL | |
| !OBJECT DAME DAMEM1 MNULL MNULL | |
| !OBJECT CRYSTAL CRYSTM1 CRYSTM2 CRYSTM1 | |
| !OBJECT PATEN PATENM1 PATENM2 PATENM1 | |
| !OBJECT COINS COINSM1 COINSM2 COINSM1 | |
| !OBJECT BED BEDM1 MNULL MNULL | |
| !OBJECT CLOTH CLOTHM1 CLOTHM2 CLOTHM1 | |
| !OBJECT FARTH FARTHM1 FARTHM2 FARTHM1 | |
| !OBJECT BOARD BOARDM1 MNULL MNULL | |
| !OBJECT CHEESE CHEESEM1 CHEESEM2 CHEESEM1 | |
| !OBJECT DOG DOGM1 MNULL MNULL | |
| !OBJECT BONE BONEM1 BONEM2 MNULL | |
| !OBJECT PAGE PAGEM1 MNULL MNULL | |
| !OBJECT BALL BALLM1 BALLM2 BALLM1 | |
| !OBJECT CHOIR CHOIRM1 MNULL MNULL | |
| !OBJECT BATON BATONM1 BATONM2 BATONM1 | |
| !OBJECT ORB ORBM1 ORBM2 ORBM1 | |
| !OBJECT SCEPTRE SCEPTM1 SCEPTM2 SCEPTM1 | |
| !OBJECT STOLE STOLEM1 STOLEM2 STOLEM1 | |
| !OBJECT FRIAR FRIARM1 MNULL MNULL | |
| !OBJECT KTA KTAM1 MNULL MNULL | |
| !OBJECT KTB KTBM1 MNULL MNULL | |
| !OBJECT KTC KTCM1 MNULL MNULL | |
| !OBJECT KTD KTDM1 MNULL MNULL | |
| !OBJECT KTE KTEM1 MNULL MNULL | |
| !OBJECT KTF KTFM1 MNULL MNULL | |
| !OBJECT KTG KTGM1 MNULL MNULL | |
| !OBJECT KTH KTHM1 MNULL MNULL | |
| !OBJECT CURTAIN CURTM1 MNULL MNULL | |
| !OBJECT WIG WIGM1 WIGM2 WIGM1 | |
| !OBJECT SCROLL SCROLLM1 SCROLLM2 SCROLLM1 | |
| !OBJECT CHILD CHILDM1 CHILDM2 CHILDM1 | |
| !OBJECT NOAH NOAHM1 MNULL MNULL | |
| !OBJECT ARK ARKM1 MNULL MNULL | |
| !OBJECT RUBY RUBYM1 RUBYM2 RUBYM1 | |
| !OBJECT SAPPH SAPPHM1 SAPPHM2 SAPPHM1 | |
| !OBJECT WITCH WITCHM1 MNULL MNULL | |
| !OBJECT TABLET TABLETM1 TABLETM2 TABLETM1 | |
| !OBJECT ERLKING ERLKING1 MNULL MNULL | |
| !OBJECT PORTRAIT PORTRM1 MNULL MNULL | |
| !OBJECT PIE PIEM1 PIEM2 PIEM1 | |
| !OBJECT JUAN JUANM1 MNULL MNULL | |
| !OBJECT NOBLE NOBLEM1 MNULL MNULL | |
| !OBJECT SLOTH SLOTHM1 SLOTHM2 SLOTHM1 | |
| !OBJECT EMU EMUM1 EMUM2 EMUM1 | |
| !OBJECT TORTOISE TORTM1 TORTM2 TORTM1 | |
| !OBJECT GREASE GREASEM1 GREASEM2 GREASEM1 | |
| !OBJECT HMDUM1 HMDUM1M1 MNULL MNULL | |
| !OBJECT HMDUM2 HMDUM2M1 MNULL MNULL | |
| !OBJECT HMDUM3 HMDUM3M1 MNULL MNULL | |
| !OBJECT MOSES MNULL MNULL MNULL | |
| !OBJECT CALF CALFM1 CALFM2 CALFM1 | |
| !OBJECT RAVEN RAVENM1 RAVENM2 RAVENM1 | |
| !OBJECT WOMBAT WOMBATM1 WOMBATM2 WOMBATM1 | |
| !OBJECT WOLF WOLFM1 WOLFM2 WOLFM1 | |
| !OBJECT SHEEP MNULL MNULL MNULL | |
| !OBJECT LAMB LAMBM1 LAMBM2 MNULL | |
| !OBJECT BOOK MNULL MNULL MNULL / for all books in lib | |
| !OBJECT ALTAR MNULL MNULL MNULL | |
| !OBJECT PEARL PEARLM1 PEARLM2 PEARLM3 | |
| !OBJECT GURU GURUM1 MNULL MNULL | |
| !OBJECT FOGDUM1 MNULL MNULL MNULL | |
| !OBJECT FOGDUM2 MNULL MNULL MNULL | |
| !OBJECT FOGDUM3 MNULL MNULL MNULL | |
| !OBJECT FOGDUM4 MNULL MNULL MNULL | |
| !OBJECT FOGDUM5 MNULL MNULL MNULL | |
| !OBJECT VINE VINEM1 MNULL MNULL | |
| !OBJECT MONK MONKM1 MNULL MNULL | |
| !OBJECT PALDUM MNULL MNULL MNULL / for palace directions | |
| / | |
| / ROOMS SECTION | |
| / ------------- | |
| / | |
| !ROOM START1 START1M1 START1M1 | |
| !ROOM START2 START2M1 START2M2 | |
| !ROOM FORK1 FORK1M1 FORK1M2 | |
| !ROOM VSD VSDM1 VSDM2 | |
| !ROOM TURN1 TURN1M1 TURN1M2 | |
| !ROOM ROUND ROUNDM1 ROUNDM2 | |
| !ROOM WIDOWS WIDOWM1 WIDOWM2 | |
| !ROOM GALLRM GALLRM1 GALLRM2 | |
| !ROOM CITY CITYM1 CITYM2 | |
| !ROOM CHURCH1 CHURCH11 CHURCH12 | |
| !ROOM CHURCH2 CHURCH21 CHURCH22 | |
| !ROOM CHURCH3 CHURCH31 CHURCH32 | |
| !ROOM CHURCH4 CHURCH41 CHURCH42 | |
| !ROOM CHURCH5 CHURCH51 CHURCH52 | |
| !ROOM CHURCH6 CHURCH61 CHURCH62 | |
| !ROOM TOMB TOMBM1 TOMBM2 | |
| !ROOM CTOWER CTOWERM1 CTOWERM2 | |
| !ROOM CRYPT CRYPTM1 CRYPTM2 | |
| !ROOM OPT1 OPT1M1 OPT1M2 | |
| !ROOM OPT2 OPT2M1 OPT2M2 | |
| !ROOM OPT3 OPT3M1 OPT3M2 | |
| !ROOM OPT4 OPT4M1 OPT4M2 | |
| !ROOM OPT5 OPT5M1 OPT5M2 | |
| !ROOM OPT6 OPT6M1 OPT6M2 | |
| !ROOM OPT7 OPT7M1 OPT7M2 | |
| !ROOM OPT8 OPT8M1 OPT8M2 | |
| !ROOM OPT9 OPT9M1 OPT9M2 | |
| !ROOM OPT10 OPT10M1 OPT10M2 | |
| !ROOM OPT11 OPT11M1 OPT11M2 | |
| !ROOM OPT12 OPT12M1 OPT12M2 | |
| !ROOM ENDOPT ENDOPTM1 ENDOPTM2 | |
| !ROOM ANAGHS ANAGHS1 ANAGHS2 | |
| !ROOM LOON1 LOONM1 LOONM2 | |
| !ROOM LOON2 LOONM1 LOONM2 | |
| !ROOM ANAGRM ANAGRM1 ANAGRM2 | |
| !ROOM PATH1 PATH1M1 PATH1M2 | |
| !ROOM PATH2 PATH2M1 PATH2M2 | |
| !ROOM JUNC1 JUNC1M1 JUNC1M2 | |
| !ROOM POOL POOLM1 POOLM2 | |
| !ROOM DES1 DES1M1 DES1M2 | |
| !ROOM DES2 DESEM1 DESEM2 | |
| !ROOM DES3 DESEM1 DESEM2 | |
| !ROOM DES4 DESEM1 DESEM2 | |
| !ROOM DES5 DESEM1 DESEM2 | |
| !ROOM DES6 DESEM1 DESEM2 | |
| !ROOM DES7 DESFM1 DESFM2 | |
| !ROOM DES8 DESEM1 DESEM2 | |
| !ROOM DES9 DESEM1 DESEM2 | |
| !ROOM DES10 DESEM1 DESEM2 | |
| !ROOM DES11 DESEM1 DESEM2 | |
| !ROOM DES12 DESFM1 DESFM2 | |
| !ROOM DES13 DESEM1 DESEM2 | |
| !ROOM DES14 DESEM1 DESEM2 | |
| !ROOM DES15 DESEM1 DESEM2 | |
| !ROOM DES16 DESEM1 DESEM2 | |
| !ROOM DES17 DESEM1 DESEM2 | |
| !ROOM DES18 DES18M1 DES18M2 | |
| !ROOM SQUARE SQUAREM1 SQUAREM2 | |
| !ROOM INHORSE INHORM1 INHORM2 | |
| !ROOM SALT1 SALT1M1 SALT1M2 | |
| !ROOM SALT2 SALT2M1 SALT2M2 | |
| !ROOM INCITY INCITYM1 INCITYM2 | |
| !ROOM NXARN NXARNM1 NXARNM2 | |
| !ROOM JUNC2 JUNC2M1 JUNC2M2 | |
| !ROOM LAKE LAKEM1 LAKEM2 | |
| !ROOM DEND1 DEND1M1 DEND1M2 | |
| !ROOM DEND2 DEND2M1 DEND2M2 | |
| !ROOM ANTERM ANTERMM1 ANTERMM2 | |
| !ROOM HILLSIDE HILLSM1 HILLSM2 | |
| !ROOM GROTTO GROTTOM1 GROTTOM2 | |
| !ROOM LAKEX LAKEXM1 LAKEXM2 | |
| !ROOM F1 FMAZE1 FMAZE2 | |
| !ROOM F2 FMAZE1 FMAZE2 | |
| !ROOM F3 FMAZE1 FMAZE2 | |
| !ROOM F4 FMAZE1 FMAZE2 | |
| !ROOM F5 FMAZE1 FMAZE2 | |
| !ROOM F6 FMAZE1 FMAZE2 | |
| !ROOM F7 FMAZE1 FMAZE2 | |
| !ROOM F8 FMAZE1 FMAZE2 | |
| !ROOM F9 FMAZE1 FMAZE2 | |
| !ROOM F10 FMAZE1 FMAZE2 | |
| !ROOM F11 F11M1 F11M2 | |
| !ROOM F12 FMAZE1 FMAZE2 | |
| !ROOM F13 F11M1 F11M2 | |
| !ROOM F14 F14M1 F14M2 | |
| !ROOM NXHALL NXHALLM1 NXHALLM2 | |
| !ROOM KROOM1 KROOM1M1 KROOM1M2 | |
| !ROOM KROOM2 KROOM2M1 KROOM2M2 | |
| !ROOM SLROOM SLROOMM1 SLROOMM2 | |
| !ROOM ENVYRM ENVYRMM1 ENVYRMM2 | |
| !ROOM GLUTRM GLUTRMM1 GLUTRMM2 | |
| !ROOM DOGRM DOGRMM1 DOGRMM2 | |
| !ROOM AVRM1 AVRM1M1 AVRM1M2 | |
| !ROOM AVRM2 AVRM2M1 AVRM2M2 | |
| !ROOM AVRM3 AVRM3M1 AVRM3M2 | |
| !ROOM AVRM4 AVRM4M1 AVRM4M2 | |
| !ROOM WRATRM WRATRMM1 WRATRMM2 | |
| !ROOM PRIDRM PRIDRMM1 PRIDRMM2 | |
| !ROOM LURM1 LURM1M1 LURM1M2 | |
| !ROOM LURM2 LURM2M1 LURM2M2 | |
| !ROOM STOMACH MNULL MNULL / for things eaten - relevant in N-Xarn | |
| !ROOM ORPHANS MNULL MNULL / for treasure donated | |
| !ROOM PLAIN PLAINM1 PLAINM2 | |
| !ROOM CASTLE CASTLEM1 CASTLEM2 | |
| !ROOM KROOM3 KROOM3M1 KROOM3M2 | |
| !ROOM KROOM4 KROOM4M1 KROOM4M2 | |
| !ROOM JOHOCO JOHOCOM1 JOHOCOM2 | |
| !ROOM JHCEND JHCENDM1 JHCENDM2 | |
| !ROOM WWALL WWALLM1 WWALLM2 | |
| !ROOM WOOD1 WOOD1M1 WOOD1M2 | |
| !ROOM WOOD2 WOOD2M1 WOOD2M2 | |
| !ROOM WOOD3 WOOD3M1 WOOD3M2 | |
| !ROOM TRK1 TRK1M1 TRK1M2 | |
| !ROOM TRK2 TRK2M1 TRK2M2 | |
| !ROOM TRK3 TRK3M1 TRK3M2 | |
| !ROOM TRK4 TRK4M1 TRK4M2 | |
| !ROOM TRK5 TRK5M1 TRK5M2 | |
| !ROOM TRK6 TRK6M1 TRK6M2 | |
| !ROOM BOOL1 BOOL11 BOOL11 | |
| !ROOM BOOL2 BOOL21 BOOL21 | |
| !ROOM BOOL3 BOOL31 BOOL31 | |
| !ROOM BOOL4 BOOL41 BOOL41 | |
| !ROOM UAREA UAREAM1 UAREAM2 | |
| !ROOM SINAI1 SINAI1M1 SINAI1M2 | |
| !ROOM SINAI2 SINAI2M1 SINAI2M2 | |
| !ROOM DON1 DON1M1 DON1M2 | |
| !ROOM DON2 DON2M1 DON2M2 | |
| !ROOM DON3 DON3M1 DON3M2 | |
| !ROOM FARM1 FARM1M1 FARM1M2 | |
| !ROOM FARM2 FARM2M1 FARM2M2 | |
| !ROOM FARM3 FARM3M1 FARM3M2 | |
| !ROOM FARM4 FARM4M1 FARM4M2 | |
| !ROOM FARM5 FARM5M1 FARM5M2 | |
| !ROOM FARM6 FARM6M1 FARM6M2 | |
| !ROOM HELL1 HELLM1 HELLM2 | |
| !ROOM HELL2 HELLM1 HELLM2 | |
| !ROOM HELL3 HELLM1 HELLM2 | |
| !ROOM HELL4 HELLM1 HELLM2 | |
| !ROOM HELL5 HELL5M1 HELL5M2 | |
| !ROOM HELL6 HELL6M1 HELL6M2 | |
| !ROOM HELL7 HELL7M1 HELL7M2 | |
| !ROOM HELL8 HELL8M1 HELL8M1 | |
| !ROOM HELL9 HELL8M1 HELL8M1 | |
| !ROOM HELL10 HELL8M1 HELL8M1 | |
| !ROOM KROOM5 KROOM5M1 KROOM5M2 | |
| !ROOM KLIB KLIBM1 KLIBM2 | |
| !ROOM WISTEM WISTEMM1 WISTEMM2 | |
| !ROOM FOGMAZE1 FOGMAZEM FOGMAZEM | |
| !ROOM FOGMAZE2 FOGMAZEM FOGMAZEM | |
| !ROOM FOGMAZE3 FOGMAZEM FOGMAZEM | |
| !ROOM FOGMAZE4 FOGMAZEM FOGMAZEM | |
| !ROOM FOGEND FOGENDM1 FOGENDM2 | |
| !ROOM PAL0 PAL0M1 PAL0M2 | |
| !ROOM PAL1 PAL1M1 PAL1M2 | |
| !ROOM PAL2 PAL2M1 PAL2M2 | |
| !ROOM PAL3 PAL3M1 PAL3M2 | |
| !ROOM PAL4 PAL4M1 PAL4M2 | |
| !ROOM PAL5 PAL5M1 PAL5M2 | |
| !ROOM PAL6 PAL6M1 PAL6M2 | |
| !ROOM PAL7 PAL7M1 PAL7M2 | |
| !ROOM PAL8 PAL8M1 PAL8M2 | |
| !ROOM PAL9 PAL9M1 PAL9M2 | |
| !ROOM PAL10 PAL10M1 PAL10M2 | |
| !ROOM PAL11 PAL11M1 PAL11M2 | |
| !ROOM PAL12 PAL12M1 PAL12M2 | |
| !ROOM PAL13 PAL13M1 PAL13M2 | |
| !ROOM PAL14 PAL14M1 PAL14M2 | |
| !ROOM PAL15 PAL15M1 PAL15M2 | |
| !ROOM PAL16 PAL16M1 PAL16M2 | |
| / | |
| / EXITS SECTION | |
| / ------------- | |
| / | |
| !EXIT START1 | |
| N START2 | |
| !EXIT START2 | |
| N FORK1 | |
| S START2 GIVEUPPROG | |
| !EXIT FORK1 | |
| S START2 | |
| NW VSD VSD1PROG | |
| NE TURN1 | |
| !EXIT VSD | |
| SE FORK1 | |
| N PLAIN VSD2PROG | |
| !EXIT TURN1 | |
| E ROUND | |
| SW FORK1 | |
| NW WIDOWS | |
| !EXIT ROUND | |
| W TURN1 | |
| SW JOHOCO | |
| S PATH2 | |
| SE CHURCH1 | |
| E PATH1 | |
| NE OPT9 OPTON | |
| N POOL | |
| NW ANAGHS SETANAG | |
| !EXIT WIDOWS | |
| SE TURN1 | |
| !EXIT GALLRM | |
| N JOHOCO | |
| !EXIT CITY | |
| N PATH2 | |
| !EXIT CHURCH1 | |
| NW ROUND | |
| E TOMB VOIPROG | |
| S CHURCH2 | |
| !EXIT CHURCH2 | |
| E CHURCH3 | |
| N CHURCH1 | |
| S CHURCH6 | |
| !EXIT CHURCH3 | |
| W CHURCH2 | |
| E CHURCH4 | |
| U CTOWER | |
| D CRYPT | |
| !EXIT CHURCH4 | |
| W CHURCH3 | |
| !EXIT CHURCH5 | |
| W TOMB | |
| !EXIT CHURCH6 | |
| N CHURCH2 | |
| !EXIT CTOWER | |
| D CHURCH3 | |
| !EXIT TOMB | |
| W CHURCH1 | |
| E CHURCH5 | |
| !EXIT CRYPT | |
| U CHURCH3 | |
| !EXIT OPT1 | |
| E OPT2 OPT1P | |
| S OPT5 OPT4P | |
| !EXIT OPT2 | |
| W OPT1 OPT1P | |
| E OPT3 OPT4P | |
| S OPT6 OPT1P | |
| !EXIT OPT3 | |
| W OPT2 OPT4P | |
| E OPT4 OPT1P | |
| S OPT7 OPT1P | |
| !EXIT OPT4 | |
| W OPT3 OPT1P | |
| S OPT8 OPT2P | |
| NE ENDOPT ACHPROG | |
| !EXIT OPT5 | |
| N OPT1 OPT4P | |
| E OPT6 OPT5P | |
| S OPT9 OPT3P | |
| !EXIT OPT6 | |
| N OPT2 OPT1P | |
| E OPT7 OPT3P | |
| S OPT10 OPT2P | |
| W OPT5 OPT5P | |
| !EXIT OPT7 | |
| N OPT3 OPT1P | |
| E OPT8 OPT1P | |
| S OPT11 OPT3P | |
| W OPT6 OPT3P | |
| !EXIT OPT8 | |
| N OPT4 OPT2P | |
| S OPT12 OPT2P | |
| W OPT7 OPT1P | |
| !EXIT OPT9 | |
| SW ROUND OPTON | |
| N OPT5 OPT3P | |
| E OPT10 OPT6P | |
| !EXIT OPT10 | |
| N OPT6 OPT2P | |
| E OPT11 OPT1P | |
| W OPT9 OPT6P | |
| !EXIT OPT11 | |
| N OPT7 OPT3P | |
| E OPT12 OPT2P | |
| W OPT10 OPT1P | |
| !EXIT OPT12 | |
| N OPT8 OPT2P | |
| W OPT11 OPT2P | |
| !EXIT ENDOPT | |
| SW OPT4 | |
| N ROUND ACH2PROG | |
| !EXIT ANAGHS | |
| SE ROUND | |
| N ANAGRM DWARFPROG | |
| W WWALL | |
| !EXIT ANAGRM | |
| S ANAGHS | |
| !EXIT LOON1 | |
| N LOON2 LOONPROG | |
| NE LOON2 LOONPROG | |
| E LOON2 LOONPROG | |
| SE LOON2 LOONPROG | |
| S LOON2 LOONPROG | |
| SW LOON2 LOONPROG | |
| W LOON2 LOONPROG | |
| NW LOON2 LOONPROG | |
| U LOON2 LOONPROG | |
| D LOON2 LOONPROG | |
| !EXIT LOON2 | |
| N LOON1 LOONPROG | |
| NE LOON1 LOONPROG | |
| E LOON1 LOONPROG | |
| SE LOON1 LOONPROG | |
| S LOON1 LOONPROG | |
| SW LOON1 LOONPROG | |
| W LOON1 LOONPROG | |
| NW LOON1 LOONPROG | |
| U LOON1 LOONPROG | |
| D LOON1 LOONPROG | |
| !EXIT PATH1 | |
| W ROUND | |
| E SQUARE | |
| !EXIT PATH2 | |
| N ROUND | |
| S CITY | |
| !EXIT POOL | |
| N JUNC1 | |
| S ROUND | |
| !EXIT JUNC1 | |
| S POOL | |
| NW SALT1 | |
| NE DES1 | |
| !EXIT DES1 | |
| SW JUNC1 | |
| NE DES2 DNEPROG | |
| E DES3 DEPROG | |
| SE DES4 DSEPROG | |
| !EXIT DES2 | |
| NE DES5 DNEPROG | |
| E DES6 DEPROG | |
| SE DES7 DSEPROG | |
| S DES3 | |
| SW DES1 | |
| !EXIT DES3 | |
| N DES2 | |
| NE DES6 DNEPROG | |
| E DES7 DEPROG | |
| SE DES8 DSEPROG | |
| S DES4 | |
| W DES1 | |
| !EXIT DES4 | |
| N DES3 | |
| NE DES7 DNEPROG | |
| E DES8 DEPROG | |
| SE DES9 DSEPROG | |
| NW DES1 | |
| !EXIT DES5 | |
| E DES10 DEPROG | |
| SE DES11 DSEPROG | |
| S DES6 | |
| SW DES2 | |
| !EXIT DES6 | |
| N DES5 | |
| NE DES10 DNEPROG | |
| E DES11 DEPROG | |
| SE DES12 DSEPROG | |
| S DES7 | |
| SW DES3 | |
| W DES2 | |
| !EXIT DES7 | |
| N DES6 | |
| NE DES11 DNEPROG | |
| E DES12 DEPROG | |
| SE DES13 DSEPROG | |
| S DES8 | |
| SW DES4 | |
| W DES3 | |
| NW DES2 | |
| !EXIT DES8 | |
| N DES7 | |
| NE DES12 DNEPROG | |
| E DES13 DEPROG | |
| SE DES14 DSEPROG | |
| S DES9 | |
| W DES4 | |
| NW DES3 | |
| !EXIT DES9 | |
| N DES8 | |
| NE DES13 DNEPROG | |
| E DES14 DEPROG | |
| NW DES4 | |
| !EXIT DES10 | |
| SE DES15 DSEPROG | |
| S DES11 | |
| SW DES6 | |
| W DES5 | |
| !EXIT DES11 | |
| N DES10 | |
| E DES15 DEPROG | |
| SE DES16 DSEPROG | |
| S DES12 | |
| SW DES7 | |
| W DES6 | |
| NW DES5 | |
| !EXIT DES12 | |
| N DES11 | |
| NE DES15 DNEPROG | |
| E DES16 DEPROG | |
| SE DES17 DSEPROG | |
| S DES13 | |
| SW DES8 | |
| W DES7 | |
| NW DES6 | |
| !EXIT DES13 | |
| N DES12 | |
| NE DES16 DNEPROG | |
| E DES17 DEPROG | |
| S DES14 | |
| SW DES9 | |
| W DES8 | |
| NW DES7 | |
| !EXIT DES14 | |
| N DES13 | |
| NE DES17 DNEPROG | |
| W DES9 | |
| NW DES8 | |
| !EXIT DES15 | |
| SE DES18 DSEPROG | |
| S DES16 | |
| SW DES12 | |
| W DES11 | |
| NW DES10 | |
| !EXIT DES16 | |
| N DES15 | |
| E DES18 DEPROG | |
| S DES17 | |
| SW DES13 | |
| W DES12 | |
| NW DES11 | |
| !EXIT DES17 | |
| N DES16 | |
| NE DES18 DNEPROG | |
| SE DES14 | |
| W DES13 | |
| NW DES12 | |
| !EXIT DES18 | |
| NW DES15 | |
| W DES16 | |
| SW DES17 | |
| IN ANTERM INFOLLYPROG | |
| E ANTERM INFOLLYPROG | |
| !EXIT SQUARE | |
| W PATH1 | |
| S NXARN | |
| E JUNC2 | |
| N LAKE | |
| !EXIT SALT1 | |
| W SALT2 | |
| SE JUNC1 | |
| NE PAL0 MONKSTART | |
| !EXIT SALT2 | |
| E SALT1 | |
| !EXIT INCITY | |
| E CITY ZEMPROG | |
| !EXIT NXARN | |
| N SQUARE | |
| S NXHALL NX1PROG | |
| !EXIT JUNC2 | |
| W SQUARE | |
| NE DEND1 | |
| SE DEND2 | |
| E HILLSIDE | |
| S WOOD1 | |
| N TRK1 | |
| !EXIT LAKE | |
| S SQUARE | |
| N LAKEX BOATPROG | |
| D LAKEX BOATPROG | |
| IN LAKEX BOATPROG | |
| !EXIT DEND1 | |
| SW JUNC2 | |
| !EXIT DEND2 | |
| NW JUNC2 | |
| !EXIT ANTERM | |
| W DES18 | |
| OUT DES18 | |
| E KROOM1 KS1PROG | |
| D KLIB KLIBENTER | |
| !EXIT HILLSIDE | |
| E GROTTO | |
| W JUNC2 | |
| !EXIT GROTTO | |
| W HILLSIDE DAMEPROG | |
| !EXIT LAKEX | |
| D F1 | |
| !EXIT F1 | |
| D1 LAKEX | |
| D2 F2 | |
| D3 F3 | |
| D4 F4 | |
| N F1 FNP | |
| NE F1 FNEP | |
| E F1 FEP | |
| SE F1 FSEP | |
| S F1 FSP | |
| SW F1 FSWP | |
| W F1 FWP | |
| NW F1 FNWP | |
| !EXIT F2 | |
| D1 F5 | |
| D2 F4 | |
| D3 F3 | |
| D4 F1 | |
| N F2 FNP | |
| NE F2 FNEP | |
| E F2 FEP | |
| SE F2 FSEP | |
| S F2 FSP | |
| SW F2 FSWP | |
| W F2 FWP | |
| NW F2 FNWP | |
| !EXIT F3 | |
| D1 F4 | |
| D2 F6 | |
| D3 F2 | |
| D4 F1 | |
| N F3 FNP | |
| NE F3 FNEP | |
| E F3 FEP | |
| SE F3 FSEP | |
| S F3 FSP | |
| SW F3 FSWP | |
| W F3 FWP | |
| NW F3 FNWP | |
| !EXIT F4 | |
| D1 F3 | |
| D2 F1 | |
| D3 F2 | |
| D4 F7 | |
| N F4 FNP | |
| NE F4 FNEP | |
| E F4 FEP | |
| SE F4 FSEP | |
| S F4 FSP | |
| SW F4 FSWP | |
| W F4 FWP | |
| NW F4 FNWP | |
| !EXIT F5 | |
| D1 F8 | |
| D2 F6 | |
| D3 F7 | |
| D4 F2 | |
| N F5 FNP | |
| NE F5 FNEP | |
| E F5 FEP | |
| SE F5 FSEP | |
| S F5 FSP | |
| SW F5 FSWP | |
| W F5 FWP | |
| NW F5 FNWP | |
| !EXIT F6 | |
| D1 F5 | |
| D2 F3 | |
| D3 F7 | |
| D4 F9 | |
| N F6 FNP | |
| NE F6 FNEP | |
| E F6 FEP | |
| SE F6 FSEP | |
| S F6 FSP | |
| SW F6 FSWP | |
| W F6 FWP | |
| NW F6 FNWP | |
| !EXIT F7 | |
| D1 F4 | |
| D2 F5 | |
| D3 F6 | |
| D4 F10 | |
| N F7 FNP | |
| NE F7 FNEP | |
| E F7 FEP | |
| SE F7 FSEP | |
| S F7 FSP | |
| SW F7 FSWP | |
| W F7 FWP | |
| NW F7 FNWP | |
| !EXIT F8 | |
| D1 F12 | |
| D2 F11 | |
| D3 F5 | |
| D4 F9 | |
| N F8 FNP | |
| NE F8 FNEP | |
| E F8 FEP | |
| SE F8 FSEP | |
| S F8 FSP | |
| SW F8 FSWP | |
| W F8 FWP | |
| NW F8 FNWP | |
| !EXIT F9 | |
| D1 F12 | |
| D2 F6 | |
| D3 F10 | |
| D4 F8 | |
| N F9 FNP | |
| NE F9 FNEP | |
| E F9 FEP | |
| SE F9 FSEP | |
| S F9 FSP | |
| SW F9 FSWP | |
| W F9 FWP | |
| NW F9 FNWP | |
| !EXIT F10 | |
| D1 F12 | |
| D2 F13 | |
| D3 F7 | |
| D4 F9 | |
| N F10 FNP | |
| NE F10 FNEP | |
| E F10 FEP | |
| SE F10 FSEP | |
| S F10 FSP | |
| SW F10 FSWP | |
| W F10 FWP | |
| NW F10 FNWP | |
| !EXIT F11 | |
| D4 F8 | |
| N F11 FNP | |
| NE F11 FNEP | |
| E F11 FEP | |
| SE F11 FSEP | |
| S F11 FSP | |
| SW F11 FSWP | |
| W F11 FWP | |
| NW F11 FNWP | |
| !EXIT F12 | |
| D1 F8 | |
| D2 F10 | |
| D3 F14 | |
| D4 F9 | |
| N F12 FNP | |
| NE F12 FNEP | |
| E F12 FEP | |
| SE F12 FSEP | |
| S F12 FSP | |
| SW F12 FSWP | |
| W F12 FWP | |
| NW F12 FNWP | |
| !EXIT F13 | |
| D3 F10 | |
| N F13 FNP | |
| NE F13 FNEP | |
| E F13 FEP | |
| SE F13 FSEP | |
| S F13 FSP | |
| SW F13 FSWP | |
| W F13 FWP | |
| NW F13 FNWP | |
| !EXIT F14 | |
| D2 F12 | |
| D LAKE SWANPROG | |
| N F14 FNP | |
| NE F14 FNEP | |
| E F14 FEP | |
| SE F14 FSEP | |
| S F14 FSP | |
| SW F14 FSWP | |
| W F14 FWP | |
| NW F14 FNWP | |
| !EXIT NXHALL | |
| N NXARN NXENDPROG | |
| NE GLUTRM GLPROG | |
| E PRIDRM PRPROG | |
| SE LURM1 LUPROG | |
| S ENVYRM ENPROG | |
| SW WRATRM WRPROG | |
| W AVRM1 AV1PROG | |
| NW SLROOM SLPROG | |
| !EXIT KROOM1 | |
| W ANTERM | |
| U KROOM2 KS2PROG | |
| !EXIT KROOM2 | |
| D KROOM1 | |
| U KROOM3 KS3PROG | |
| !EXIT SLROOM | |
| SE NXHALL | |
| !EXIT ENVYRM | |
| N NXHALL | |
| !EXIT GLUTRM | |
| SW NXHALL | |
| E DOGRM | |
| !EXIT DOGRM | |
| W GLUTRM | |
| !EXIT AVRM1 | |
| E NXHALL | |
| NW AVRM2 AV2PROG | |
| !EXIT AVRM2 | |
| SE AVRM1 | |
| SW AVRM3 AV3PROG | |
| !EXIT AVRM3 | |
| NE AVRM2 | |
| SE AVRM4 AV4PROG | |
| !EXIT AVRM4 | |
| NW AVRM3 | |
| !EXIT WRATRM | |
| NE NXHALL | |
| !EXIT PRIDRM | |
| W NXHALL | |
| !EXIT LURM1 | |
| N NXHALL LU1P | |
| NE NXHALL LU2P | |
| E NXHALL LU3P | |
| SE NXHALL LU4P | |
| S NXHALL LU5P | |
| SW NXHALL LU6P | |
| W NXHALL LU7P | |
| NW NXHALL LU8P | |
| D1 LURM2 | |
| !EXIT LURM2 | |
| N LURM1 LU1P | |
| NE LURM1 LU2P | |
| E LURM1 LU3P | |
| SE LURM1 LU4P | |
| S LURM1 LU5P | |
| SW LURM1 LU6P | |
| W LURM1 LU7P | |
| NW LURM1 LU8P | |
| D1 NXHALL | |
| !EXIT PLAIN | |
| N CASTLE APOLLPROG | |
| S PLAIN SL3 | |
| !EXIT CASTLE | |
| S CASTLE SL3 | |
| N CASTLE CASTPEER | |
| !EXIT JOHOCO | |
| NE ROUND | |
| S GALLRM | |
| W JHCEND JHCPROG | |
| !EXIT JHCEND | |
| E JOHOCO | |
| !EXIT KROOM3 | |
| D KROOM2 | |
| U KROOM4 KS4PROG | |
| !EXIT KROOM4 | |
| D KROOM3 | |
| U KROOM5 KS5PROG | |
| !EXIT WWALL | |
| E ANAGHS | |
| !EXIT WOOD1 | |
| N JUNC2 | |
| E WOOD3 | |
| S WOOD2 | |
| !EXIT WOOD2 | |
| N WOOD1 | |
| !EXIT WOOD3 | |
| W WOOD1 | |
| E TRK5 | |
| SE UAREA | |
| S WISTEM | |
| !EXIT TRK1 | |
| S JUNC2 | |
| E TRK2 | |
| N DON1 DONTEST | |
| IN DON1 DONTEST | |
| !EXIT TRK2 | |
| W TRK1 | |
| E TRK3 | |
| !EXIT TRK3 | |
| W TRK2 | |
| SE TRK4 | |
| NE BOOL1 BOOLSTART | |
| !EXIT TRK4 | |
| NW TRK3 | |
| SW TRK5 | |
| E TRK6 NOAHTAKE | |
| D TRK6 NOAHTAKE | |
| !EXIT TRK5 | |
| NE TRK4 | |
| W WOOD3 | |
| U SINAI1 | |
| !EXIT TRK6 | |
| W TRK4 | |
| U TRK4 | |
| NW FARM1 | |
| N FARM2 | |
| NE FARM3 | |
| SE FARM4 | |
| S FARM5 | |
| SW FARM6 LAMBSET | |
| !EXIT BOOL1 | |
| NE BOOL2 FANDPROG | |
| NW BOOL2 ORTPROG | |
| S BOOL1 BOOLSTOP | |
| !EXIT BOOL2 | |
| NE BOOL3 OREQPROG | |
| NW BOOL3 TEQPROG | |
| S BOOL2 BOOLSTOP | |
| !EXIT BOOL3 | |
| NE BOOL4 XORANDPROG | |
| NW BOOL4 XORTPROG | |
| S BOOL3 BOOLSTOP | |
| !EXIT BOOL4 | |
| NE TRK3 NORTPROG | |
| NW TRK3 TANDPROG | |
| S BOOL4 BOOLSTOP | |
| !EXIT UAREA | |
| NW WOOD3 | |
| !EXIT SINAI1 | |
| D TRK5 | |
| U SINAI2 MOSESPROG | |
| S FOGMAZE1 | |
| !EXIT SINAI2 | |
| D SINAI1 | |
| !EXIT DON1 | |
| S TRK1 | |
| OUT TRK1 | |
| D DON2 HELLTEST | |
| !EXIT DON2 | |
| D DON3 HELLGATE | |
| !EXIT FARM1 | |
| SE TRK6 NOAHTAKE | |
| !EXIT FARM2 | |
| S TRK6 NOAHTAKE | |
| !EXIT FARM3 | |
| SW TRK6 NOAHTAKE | |
| !EXIT FARM4 | |
| NW TRK6 NOAHTAKE | |
| !EXIT FARM5 | |
| N TRK6 NOAHTAKE | |
| !EXIT FARM6 | |
| NE TRK6 NOAHTAKE | |
| !EXIT DON3 | |
| N HELL1 | |
| W HELL2 | |
| S HELL4 | |
| E HELL3 | |
| !EXIT HELL1 | |
| N HELL3 | |
| E HELL5 ACHILLPROG | |
| S HELL2 | |
| W DON3 | |
| !EXIT HELL2 | |
| N HELL6 | |
| E HELL4 | |
| S DON3 | |
| W HELL1 | |
| !EXIT HELL3 | |
| N DON3 | |
| E HELL4 | |
| S HELL8 HELLSET | |
| W HELL1 | |
| !EXIT HELL4 | |
| N HELL3 | |
| E DON3 | |
| S HELL2 | |
| W HELL7 ALEXPROG | |
| !EXIT HELL5 | |
| W HELL1 | |
| !EXIT HELL6 | |
| S HELL2 | |
| !EXIT HELL7 | |
| E HELL4 | |
| !EXIT HELL8 | |
| N HELL3 | |
| S HELL9 HELLPS | |
| SE HELL9 HELLPSE | |
| SW HELL9 HELLPSW | |
| !EXIT HELL9 | |
| N HELL8 HELLNPROG | |
| S HELL10 HELLPS | |
| SE HELL10 HELLPSE | |
| SW HELL10 HELLPSW | |
| !EXIT HELL10 | |
| N HELL9 HELLNPROG | |
| S HELL8 HELLPS | |
| SE HELL8 HELLPSE | |
| SW HELL8 HELLPSW | |
| !EXIT KROOM5 | |
| U DES18 KS6PROG | |
| D KROOM4 | |
| !EXIT WISTEM | |
| N WOOD3 WISEXIT | |
| OUT WOOD3 WISEXIT | |
| !EXIT FOGMAZE1 | |
| N SINAI1 | |
| E FOGMAZE1 FOGEPROG | |
| S FOGMAZE1 FOGSPROG | |
| W FOGMAZE1 FOGWPROG | |
| D1 SINAI1 | |
| D2 FOGMAZE2 | |
| !EXIT FOGMAZE2 | |
| N FOGMAZE2 FOGNPROG | |
| E FOGMAZE2 FOGEPROG | |
| S FOGMAZE2 FOGSPROG | |
| W FOGMAZE2 FOGWPROG | |
| D1 FOGMAZE1 | |
| D2 FOGMAZE3 | |
| !EXIT FOGMAZE3 | |
| N FOGMAZE3 FOGNPROG | |
| E FOGMAZE3 FOGEPROG | |
| S FOGMAZE3 FOGSPROG | |
| W FOGMAZE3 FOGWPROG | |
| D1 FOGMAZE2 | |
| D2 FOGMAZE4 | |
| !EXIT FOGMAZE4 | |
| N FOGMAZE4 FOGNPROG | |
| E FOGMAZE4 FOGEPROG | |
| S FOGMAZE4 FOGSPROG | |
| W FOGMAZE4 FOGWPROG | |
| D1 FOGMAZE3 | |
| D2 FOGEND | |
| !EXIT FOGEND | |
| N FOGEND FOGNPROG | |
| E FOGEND FOGEPROG | |
| S FOGEND FOGSPROG | |
| W FOGEND FOGWPROG | |
| D1 FOGMAZE4 | |
| !EXIT PAL0 | |
| N PAL16 | |
| E PAL13 | |
| S PAL14 | |
| W PAL15 | |
| !EXIT PAL1 | |
| SE PAL2 | |
| S PAL16 | |
| SW PAL12 | |
| D1 PAL16 / i.e. only adjacent season | |
| !EXIT PAL2 | |
| SE PAL3 | |
| SW PAL16 | |
| NW PAL1 | |
| D1 PAL16 | |
| !EXIT PAL3 | |
| SE PAL4 | |
| SW PAL13 | |
| NW PAL2 | |
| D1 PAL13 | |
| !EXIT PAL4 | |
| SW PAL5 | |
| W PAL13 | |
| NW PAL3 | |
| D1 PAL13 | |
| !EXIT PAL5 | |
| NE PAL4 | |
| SW PAL6 | |
| NW PAL13 | |
| D1 PAL13 | |
| !EXIT PAL6 | |
| NE PAL5 | |
| SW PAL7 | |
| NW PAL14 | |
| D1 PAL14 | |
| !EXIT PAL7 | |
| N PAL14 | |
| NE PAL6 | |
| NW PAL8 | |
| D1 PAL14 | |
| !EXIT PAL8 | |
| NE PAL14 | |
| SE PAL7 | |
| NW PAL9 | |
| D1 PAL14 | |
| !EXIT PAL9 | |
| NE PAL15 | |
| SE PAL8 | |
| NW PAL10 | |
| D1 PAL15 | |
| !EXIT PAL10 | |
| NE PAL11 | |
| E PAL15 | |
| SE PAL9 | |
| D1 PAL15 | |
| !EXIT PAL11 | |
| NE PAL12 | |
| SE PAL15 | |
| SW PAL10 | |
| D1 PAL15 | |
| !EXIT PAL12 | |
| NE PAL1 | |
| SE PAL16 | |
| SW PAL11 | |
| D1 PAL16 | |
| !EXIT PAL13 | |
| NE PAL3 | |
| E PAL4 | |
| SE PAL5 | |
| W PAL0 MONKCHECK | |
| D1 PAL3 / first adjacent month | |
| !EXIT PAL14 | |
| SE PAL6 | |
| S PAL7 | |
| SW PAL8 | |
| N PAL0 MONKCHECK | |
| D1 PAL6 | |
| !EXIT PAL15 | |
| E PAL0 MONKCHECK | |
| SW PAL9 | |
| W PAL10 | |
| NW PAL11 | |
| D1 PAL9 | |
| !EXIT PAL16 | |
| N PAL1 | |
| NE PAL2 | |
| S PAL0 MONKCHECK | |
| NW PAL12 | |
| D1 PAL12 / but remember to loop | |
| / | |
| / INSTRUCTIONS SECTION | |
| / -------------------- | |
| / | |
| !INSTRUCTIONS | |
| ACHPROG: | |
| SKIP UNLESS P VISITED ENDOPT | |
| RETURN | |
| SKIP IF V TIMEVAR GT 12 | |
| GO ACHW | |
| LOAD S ENDOPT I 1 | |
| PRINTRET ACHLATE | |
| ACHW: | |
| SKIP2 IF H SWORD PLAYER | |
| LOAD S ENDOPT I 1 | |
| PRINTRET ACHLOSE | |
| LOAD S SWORD I 1 | |
| PRINTRET ACHWIN | |
| ACH2PROG: | |
| PRINTRET ACHEH | |
| ACHILLPROG: | |
| SKIP UNLESS P VISITED HELL5 | |
| RETURN | |
| PRINTRET ACHILLMESS | |
| ALEXPROG: | |
| SKIP UNLESS P VISITED HELL7 | |
| RETURN | |
| PRINTRET ALEXMESS | |
| APOLLPROG: | |
| LOAD V VAR0 I 0 | |
| PRINT APPAPPEARS | |
| ASKANY QAPP1 | |
| ASKANY QAPP2 | |
| SKIP UNLESS M W2SP MOANSPEC | |
| ADD V VAR0 I 1 | |
| ASKANY QAPP3 | |
| SKIP UNLESS M W2SP SANGSPEC | |
| ADD V VAR0 I 1 | |
| SKIP2 IF V VAR0 EQ 2 | |
| PRINT APPERROR | |
| GO DIEPROG | |
| PRINT APPFIGHT | |
| SKIP UNLESS H SWORD PLAYER | |
| SKIP2 IF S SWORD EQ 0 | |
| PRINT APPNOWEAP | |
| GO DIEPROG | |
| PRINT APPWIN | |
| LOAD V TIMEVAR I 20 | |
| RETURN | |
| AV1PROG: | |
| SKIP2 UNLESS P VISITED AVRM1 | |
| PRINT INVISBARR | |
| RETURN ABORT | |
| PRINT BEGGCOME | |
| SKIP IF Q GIVEALMS | |
| PRINTRET NOCASH1 | |
| SKIP IF H FARTH PLAYER | |
| PRINTRET BEGGGO1 | |
| SUB V OBJHELD I 1 | |
| MOVE FARTH WITH DESTROY | |
| LOAD S AVRM1 I 1 | |
| PRINTRET BEGGGO2 | |
| AV2PROG: | |
| SKIP UNLESS P VISITED AVRM2 | |
| RETURN | |
| PRINT MINSTCOME | |
| SKIP IF Q FOUNDIT | |
| PRINTRET NOCASH2 | |
| SKIP IF H FARTH PLAYER | |
| PRINTRET MINSTGO1 | |
| SUB V OBJHELD I 1 | |
| MOVE FARTH WITH DESTROY | |
| LOAD S AVRM1 I 2 | |
| PRINTRET MINSTGO2 | |
| AV3PROG: | |
| SKIP UNLESS P VISITED AVRM3 | |
| RETURN | |
| PRINT BANKCOME | |
| SKIP IF Q INVEST | |
| PRINTRET NOCASH3 | |
| SKIP IF H FARTH PLAYER | |
| PRINTRET BANKGO1 | |
| SUB V OBJHELD I 1 | |
| MOVE FARTH WITH DESTROY | |
| LOAD S AVRM1 I 3 | |
| PRINTRET BANKGO2 | |
| AV4PROG: | |
| SKIP UNLESS P VISITED AVRM4 | |
| RETURN | |
| PRINT BRIGCOME | |
| SKIP IF H FARTH PLAYER | |
| PRINTRET NOCASH4 | |
| SUB V OBJHELD I 1 | |
| MOVE FARTH WITH DESTROY | |
| LOAD S AVRM1 I 4 | |
| PRINTRET BRIGGO | |
| BAA1PROG: | |
| LOAD V VAR0 I 1 | |
| GO BAA | |
| BAA2PROG: | |
| LOAD V VAR0 I 2 | |
| GO BAA | |
| BAA3PROG: | |
| LOAD V VAR0 I 3 | |
| GO BAA | |
| BAA4PROG: | |
| LOAD V VAR0 I 4 | |
| GO BAA | |
| BAA5PROG: | |
| LOAD V VAR0 I 5 | |
| BAA: | |
| SKIP UNLESS R (PLAYER)R EQ (LAMB)R | |
| SKIP UNLESS S LAMB EQ 0 | |
| PRINTRET NHAPPENS | |
| SUB V VAR0 S LAMB | |
| SKIP IF V VAR0 EQ 0 | |
| PRINTRET NHAPPENS | |
| LOAD S LAMB I 0 / this is right! 0 means done here | |
| UNSET NOTAKE LAMB | |
| PRINTRET BAAGOOD | |
| B1P: | |
| LOAD V VAR0 I 1 | |
| GO BENETC | |
| B2P: | |
| LOAD V VAR0 I 2 | |
| GO BENETC | |
| B3P: | |
| LOAD V VAR0 I 3 | |
| BENETC: | |
| SUB V VAR0 S PAPER | |
| SKIP UNLESS V VAR0 EQ 0 | |
| SKIP IF R (PLAYER)R EQ (PILLAR)R | |
| PRINTRET NHAPPENS | |
| MOVE PILLAR WITH DESTROY | |
| PRINT LOTWIFE | |
| RETURN LOOK | |
| BOATPROG: | |
| LOAD V MAZEVAR I 0 / initialize maze at same point each time! | |
| SKIP2 UNLESS R (BOAT)R EQ LAKE | |
| MOVE BOAT WITH DESTROY | |
| PRINTRET BOATRIDE | |
| PRINT NOWAYMESS | |
| RETURN ABORT | |
| BOOLPROG: | |
| SKIP UNLESS H RUBY PLAYER | |
| SKIP IF H SAPPH PLAYER | |
| GO BOOLSTOP | |
| RETURN | |
| BOOLSTART: | |
| SKIP2 UNLESS P VISITED BOOL1 | |
| BOOLSTOP: | |
| PRINT BOOLBLOCK | |
| RETURN ABORT | |
| MOVE PLAYER WITHOUT TO (PLAYER)R | |
| LOAD V OBJHELD I 0 | |
| PRINTRET BOOLINIT | |
| FANDPROG: | |
| SKIP UNLESS H RUBY PLAYER | |
| SKIP IF H SAPPH PLAYER | |
| GO BOOLSTOP | |
| LOAD V VAR0 I 0 | |
| SKIP2 UNLESS S RUBY EQ 1 | |
| SKIP UNLESS S SAPPH EQ 1 | |
| LOAD V VAR0 I 1 | |
| LOAD S RUBY I 0 | |
| LOAD S SAPPH V VAR0 | |
| PRINTRET TWINKLE | |
| ORTPROG: | |
| SKIP UNLESS H RUBY PLAYER | |
| SKIP IF H SAPPH PLAYER | |
| GO BOOLSTOP | |
| LOAD V VAR0 I 0 | |
| SKIP IF S RUBY EQ 1 | |
| SKIP UNLESS S SAPPH EQ 1 | |
| LOAD V VAR0 I 1 | |
| LOAD S RUBY V VAR0 | |
| LOAD S SAPPH I 1 | |
| PRINTRET TWINKLE | |
| OREQPROG: | |
| SKIP UNLESS H RUBY PLAYER | |
| SKIP IF H SAPPH PLAYER | |
| GO BOOLSTOP | |
| LOAD V VAR0 I 0 | |
| SKIP IF S RUBY EQ 1 | |
| SKIP UNLESS S SAPPH EQ 1 | |
| LOAD V VAR0 I 1 | |
| LOAD V VAR1 I 0 | |
| LOAD V VAR2 S RUBY | |
| SUB V VAR2 S SAPPH | |
| SKIP UNLESS V VAR2 EQ 0 | |
| LOAD V VAR1 I 1 | |
| LOAD S RUBY V VAR0 | |
| LOAD S SAPPH V VAR1 | |
| PRINTRET TWINKLE | |
| TEQPROG: | |
| SKIP UNLESS H RUBY PLAYER | |
| SKIP IF H SAPPH PLAYER | |
| GO BOOLSTOP | |
| LOAD V VAR0 I 0 | |
| LOAD V VAR2 S RUBY | |
| SUB V VAR2 S SAPPH | |
| SKIP UNLESS V VAR2 EQ 0 | |
| LOAD V VAR0 I 1 | |
| LOAD S RUBY I 1 | |
| LOAD S SAPPH V VAR0 | |
| PRINTRET TWINKLE | |
| XORANDPROG: | |
| SKIP UNLESS H RUBY PLAYER | |
| SKIP IF H SAPPH PLAYER | |
| GO BOOLSTOP | |
| LOAD V VAR0 I 0 | |
| LOAD V VAR1 S RUBY | |
| SUB V VAR1 S SAPPH | |
| SKIP IF V VAR1 EQ 0 | |
| LOAD V VAR0 I 1 | |
| LOAD V VAR1 I 0 | |
| SKIP2 UNLESS S RUBY EQ 1 | |
| SKIP UNLESS S SAPPH EQ 1 | |
| LOAD V VAR1 I 1 | |
| LOAD S RUBY V VAR0 | |
| LOAD S SAPPH V VAR1 | |
| PRINTRET TWINKLE | |
| XORTPROG: | |
| SKIP UNLESS H RUBY PLAYER | |
| SKIP IF H SAPPH PLAYER | |
| GO BOOLSTOP | |
| LOAD V VAR0 I 0 | |
| LOAD V VAR1 S RUBY | |
| SUB V VAR1 S SAPPH | |
| SKIP IF V VAR1 EQ 0 | |
| LOAD V VAR0 I 1 | |
| LOAD S RUBY V VAR0 | |
| LOAD S SAPPH I 1 | |
| PRINTRET TWINKLE | |
| NORTPROG: | |
| SKIP UNLESS H RUBY PLAYER | |
| SKIP IF H SAPPH PLAYER | |
| GO BOOLSTOP | |
| LOAD V VAR0 I 0 | |
| SKIP2 IF S RUBY EQ 1 | |
| SKIP IF S SAPPH EQ 1 | |
| LOAD V VAR0 I 1 | |
| LOAD S RUBY V VAR0 | |
| LOAD S SAPPH I 1 | |
| SKIP2 IF S RUBY EQ 1 | |
| MOVE RUBY WITH DESTROY | |
| SUB V OBJHELD I 1 | |
| GOSUB LOGISCORE | |
| PRINTRET TWONKLE | |
| TANDPROG: | |
| SKIP UNLESS H RUBY PLAYER | |
| SKIP IF H SAPPH PLAYER | |
| GO BOOLSTOP | |
| LOAD V VAR0 I 0 | |
| SKIP2 UNLESS S RUBY EQ 1 | |
| SKIP UNLESS S SAPPH EQ 1 | |
| LOAD V VAR0 I 1 | |
| LOAD S RUBY I 1 | |
| LOAD S SAPPH V VAR0 | |
| SKIP2 IF S SAPPH EQ 1 | |
| MOVE SAPPH WITH DESTROY | |
| SUB V OBJHELD I 1 | |
| GOSUB LOGISCORE | |
| PRINTRET TWONKLE | |
| LOGISCORE: | |
| SKIP UNLESS E (RUBY)R | |
| ADD V LOGIVAR I 10 | |
| SKIP UNLESS E (SAPPH)R | |
| ADD V LOGIVAR I 10 | |
| LOAD S RUBY I 0 | |
| LOAD S SAPPH I 0 | |
| RETURN | |
| BREAKPROG: | |
| SKIP IF R ()R EQ (PLAYER)R | |
| PRINTRET DONTSEE | |
| SKIP IF H ()O PLAYER | |
| PRINTRET CANTDO | |
| SKIP UNLESS R ()O EQ IDOL | |
| PRINTRET NOBREAK | |
| PRINTRET SILLYMESS | |
| BURYPROG: | |
| SKIP IF H ()O PLAYER | |
| PRINTRET NOTHELD | |
| PRINTRET TOOHARD | |
| CASTPEER: | |
| PRINTRET PEEROUT | |
| CLEANPROG: | |
| SKIP IF R ()R EQ (PLAYER)R | |
| PRINTRET DONTSEE | |
| SKIP UNLESS R ()O EQ CLOTH | |
| PRINTRET CANTDO | |
| SKIP IF H CLOTH PLAYER | |
| PRINTRET NOCLOTH | |
| SKIP IF R ()O EQ BOARD | |
| PRINTRET CLEANOK | |
| SKIP IF S BOARD EQ 0 | |
| PRINTRET ALRCLEAN | |
| LOAD S BOARD I 1 | |
| PRINTRET CLEANBOARD | |
| CLIMBPROG: | |
| SKIP UNLESS M W2SP WALLSPEC | |
| PRINTRET NOCLIMBWALL | |
| SKIP IF M W2OB | |
| RETURN RETRY NONE CANT | |
| SKIP UNLESS R ()O EQ TREE | |
| PRINTRET NOTREECLIMB | |
| SKIP IF R ()R EQ (PLAYER)R | |
| PRINTRET DONTSEE | |
| SKIP UNLESS H CORPSE PLAYER | |
| PRINTRET TOOLADEN | |
| SKIP UNLESS R ()O EQ HORSE | |
| GO CLHOSS | |
| PRINTRET CANTDO | |
| CLHOSS: | |
| MOVE PLAYER WITH TO INHORSE | |
| PRINTRET INTOHOSS | |
| CONDPROG: | |
| SKIP2 UNLESS M W2EX | |
| SKIP IF R ()O EQ CHOIR | |
| PRINTRET CANTDO | |
| SKIP IF H BATON PLAYER | |
| PRINTRET NOBATON | |
| SKIP IF R (PLAYER)R EQ (CHOIR)R | |
| PRINTRET NOCHOIR | |
| COND2: | |
| PRINT WESING | |
| ASKANY SINGWHO | |
| SKIP IF M W2SP MESPEC | |
| PRINT SINGOTHER | |
| SKIP2 UNLESS M W2SP MESPEC | |
| LOAD S CHOIR I 1 | |
| PRINT SINGHIM | |
| MOVE CHOIR WITH DESTROY | |
| PRINTRET CHOIRGOES | |
| CUTPROG: | |
| SKIP IF M W2SP ROPESPEC | |
| RETURN RETRY NONE CANT | |
| SKIP IF R (PLAYER)R EQ (EMU)R | |
| PRINTRET DONTSEE | |
| PRINTRET NOTALEX | |
| DAMEPROG: | |
| SKIP IF R (DAME)R EQ GROTTO | |
| RETURN | |
| PRINT DAMEBLOCK | |
| RETURN ABORT | |
| DIEPROG: | |
| PRINT DIEMESS | |
| LOAD V VAR0 I 0 | |
| GOSUB SCORESUB | |
| PRINT SCOREM2 | |
| GO QUIT2 | |
| DIGPROG: | |
| SKIP IF R (PLAYER)R EQ FARM5 | |
| PRINTRET TOOHARD | |
| SKIP IF S FARM5 EQ 0 | |
| PRINTRET DIGFARM | |
| MOVE WOMBAT WITH TO FARM5 | |
| LOAD S FARM5 I 1 | |
| PRINTRET DIGWOMB | |
| DONTEST: | |
| SKIP IF S TRK1 EQ 0 | |
| RETURN | |
| PRINT NOWAYMESS | |
| RETURN ABORT | |
| DNEPROG: | |
| SKIP IF V WINDVAR EQ 0 | |
| RETURN | |
| PRINT WINDBACK | |
| RETURN ABORT | |
| DEPROG: | |
| PRINT WINDBACK | |
| RETURN ABORT | |
| DSEPROG: | |
| SKIP IF V WINDVAR EQ 1 | |
| RETURN | |
| PRINT WINDBACK | |
| RETURN ABORT | |
| DRINKPROG: | |
| SKIP2 UNLESS M W2EX | |
| SKIP IF M W2SP WATERSPEC | |
| RETURN RETRY NONE CANT | |
| SKIP2 UNLESS R (PLAYER)R EQ POOL | |
| LOAD S POOL I 1 / he has drunk | |
| PRINTRET DRINKMESS | |
| SKIP IF R (PLAYER)R EQ TRK6 | |
| SKIP UNLESS R (PLAYER)R EQ LAKE | |
| PRINTRET DRINKUGH | |
| PRINTRET NOWATER | |
| / 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. | |
| SKIP2 UNLESS R (PLAYER)R EQ CHURCH4 | |
| SKIP UNLESS R (VAR0)O EQ CORPSE | |
| GO DROPCORP | |
| SKIP UNLESS R (VAR0)O EQ BALL | |
| GO DROPBALL | |
| SKIP IF R (VAR0)O EQ COCK | |
| RETURN | |
| CCROW: | |
| SKIP3 UNLESS R (COCK)R EQ (WOLF)R | |
| SKIP2 IF S WOLF EQ 1 | |
| MOVE COCK WITH DESTROY | |
| PRINTRET WOLFCOCK | |
| SKIP3 UNLESS R (COCK)R EQ (SLOTH)R | |
| SKIP IF P NOTAKE SLOTH | |
| PRINTRET COCKCSLOTH | |
| GO DROPCSLOTH | |
| SKIP IF R (COCK)R EQ (SKELETON)R | |
| PRINTRET COCKCROW | |
| MOVE SKELETON WITH DESTROY | |
| LOAD S VIOLIN I 1 | |
| UNSET NOTAKE VIOLIN | |
| PRINT DANSEEND | |
| DESCRIBE WITH (COCK)R | |
| RETURN | |
| DROPCSLOTH: | |
| UNSET NOTAKE SLOTH | |
| LOAD S SLOTH I 1 | |
| PRINTRET SLOTHFALL | |
| DROPBALL: | |
| SKIP2 IF R (PLAYER)R EQ LURM1 | |
| SKIP IF R (PLAYER)R EQ LURM2 | |
| RETURN | |
| LOAD S BALL R 7 | |
| LOAD V VAR0 S BALL | |
| ADD S BALL I 1 | |
| MOVE BALL WITH DIR D1 | |
| PRINTRET BOUNCES VAR0 | |
| DROPCORP: | |
| LOAD S CORPSE I 1 | |
| MOVE CORPSE WITH DESTROY | |
| PRINTRET CORPREST | |
| / 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 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. | |
| 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 | |
| DWARFPROG: | |
| SKIP UNLESS P VISITED ANAGRM | |
| RETURN | |
| PRINT DWARF1M | |
| ASKANY DWARF2M | |
| LOAD V VAR0 I 0 | |
| SKIP UNLESS M W2SP FROGSPEC | |
| LOAD V VAR0 I 1 | |
| SKIP UNLESS M W2SP TOADSPEC | |
| LOAD V VAR0 I 2 | |
| SKIP UNLESS M W2SP FISHSPEC | |
| LOAD V VAR0 I 3 | |
| LOAD V VAR1 S ANAGHS | |
| ADD V VAR0 V VAR0 | |
| SUB V VAR0 V VAR1 | |
| SKIP IF V VAR0 EQ 1 | |
| SKIP2 UNLESS V VAR0 EQ 0 | |
| PRINT DWARF3M | |
| RETURN | |
| PRINT DWARF4M | |
| RETURN ABORT | |
| EATPROG: | |
| SKIP IF R (PLAYER)R EQ ()R | |
| PRINTRET DONTSEE | |
| SKIP IF P EDIBLE ()O | |
| PRINTRET CANTEAT | |
| SKIP UNLESS R ()O EQ PIE | |
| GO EATPIE | |
| SKIP UNLESS R ()O EQ COCK | |
| PRINTRET FEATHERMESS | |
| SKIP2 UNLESS R ()O EQ BONE | |
| SKIP UNLESS R (DOG)R EQ DOGRM | |
| PRINTRET DOGSGOTIT | |
| SKIP UNLESS H ()O PLAYER | |
| SUB V OBJHELD I 1 | |
| MOVE ()O WITH TO STOMACH | |
| PRINTRET EATSTRUGGLE | |
| EATPIE: | |
| SKIP IF H PIE PLAYER | |
| PRINTRET NOTHELD | |
| MOVE PIE WITH DESTROY | |
| LOAD V OBJHELD I 0 | |
| MOVE PLAYER WITHOUT TO (PLAYER)R | |
| PRINTRET SLEEPOFF | |
| ENPROG: | |
| RESOLVE VAR0 (ENVYRM)R | |
| GO SL2 | |
| ENTERPROG: | |
| SKIP UNLESS R ()O EQ HORSE | |
| GO ENTHORSE | |
| SKIP IF R ()O EQ BOAT | |
| RETURN RETRY NONE CANT | |
| SKIP IF R (PLAYER)R EQ (BOAT)R | |
| PRINTRET DONTSEE | |
| MOVE PLAYER WITH TO LAKEX | |
| GO BOATPROG | |
| ENTHORSE: | |
| SKIP UNLESS R (PLAYER)R EQ INHORSE | |
| PRINTRET ALRIN | |
| SKIP IF R (HORSE)R EQ (PLAYER)R | |
| PRINTRET DONTSEE | |
| PRINTRET HOWDOTHAT | |
| EXAMPROG: | |
| SKIP IF R ()R EQ (PLAYER)R | |
| PRINTRET DONTSEE | |
| PRINTRET ALLINFO | |
| FEEDPROG: | |
| SKIP IF R ()R EQ (PLAYER)R | |
| PRINTRET DONTSEE | |
| SKIP IF P ALIVE ()O | |
| PRINTRET CANTDO | |
| SKIP IF R ()O EQ WOLF | |
| PRINTRET NOFOOD | |
| SKIP UNLESS H PIE PLAYER | |
| GO GIVEPIE | |
| SKIP UNLESS H COCK PLAYER | |
| GO GIVECOCK | |
| PRINTRET NOFOOD | |
| FNP: | |
| LOAD V VAR0 I 0 | |
| GO FXALL | |
| FNEP: | |
| LOAD V VAR0 I 1 | |
| GO FXALL | |
| FEP: | |
| LOAD V VAR0 I 2 | |
| GO FXALL | |
| FSEP: | |
| LOAD V VAR0 I 3 | |
| GO FXALL | |
| FSP: | |
| LOAD V VAR0 I 4 | |
| GO FXALL | |
| FSWP: | |
| LOAD V VAR0 I 5 | |
| GO FXALL | |
| FWP: | |
| LOAD V VAR0 I 6 | |
| GO FXALL | |
| FNWP: | |
| LOAD V VAR0 I 7 | |
| FXALL: | |
| SUB V VAR0 V MAZEVAR | |
| SKIP UNLESS V VAR0 LT 0 | |
| ADD V VAR0 I 8 | |
| SKIP2 UNLESS V VAR0 EQ 0 | |
| MOVE PLAYER WITH DIR D1 | |
| RETURN ABORT | |
| SKIP2 UNLESS V VAR0 EQ 2 | |
| MOVE PLAYER WITH DIR D2 | |
| RETURN ABORT | |
| SKIP2 UNLESS V VAR0 EQ 4 | |
| MOVE PLAYER WITH DIR D3 | |
| RETURN ABORT | |
| SKIP2 UNLESS V VAR0 EQ 6 | |
| MOVE PLAYER WITH DIR D4 | |
| RETURN ABORT | |
| PRINT NOWAYMESS | |
| RETURN ABORT | |
| FOGNPROG: | |
| LOAD V VAR0 I 1 | |
| GO FOGALL | |
| FOGEPROG: | |
| LOAD V VAR0 I 2 | |
| GO FOGALL | |
| FOGSPROG: | |
| LOAD V VAR0 I 3 | |
| GO FOGALL | |
| FOGWPROG: | |
| LOAD V VAR0 I 4 | |
| FOGALL: | |
| LOAD V VAR1 V VAR0 | |
| LOAD V VAR2 V VAR0 / to remember it | |
| SUB V VAR1 S (PLAYER)R | |
| SKIP2 UNLESS V VAR1 EQ 0 | |
| MOVE PLAYER WITH DIR D1 | |
| RETURN ABORT | |
| RESOLVE VAR0 (PLAYER)R | |
| RESOLVE VAR1 (FOGMAZE1)R | |
| SUB V VAR0 V VAR1 | |
| RESOLVE VAR1 (FOGDUM1)O | |
| ADD V VAR0 V VAR1 | |
| RESOLVE VAR0 (VAR0)O / dummy object | |
| SUB V VAR2 S (VAR0)O | |
| SKIP2 IF V VAR2 EQ 0 | |
| PRINT CHASMMESS | |
| GO DIEPROG | |
| MOVE PLAYER WITH DIR D2 | |
| SKIP2 UNLESS S (PLAYER)R EQ 0 | |
| LOAD S (PLAYER)R R 3 | |
| ADD S (PLAYER)R I 1 | |
| RETURN ABORT | |
| FREEPROG: | |
| SKIP UNLESS M W2SP ROPESPEC | |
| GO FREEEMU | |
| SKIP IF M W2OB | |
| RETURN RETRY NONE CANT | |
| SKIP IF R (PLAYER)R EQ ()R | |
| PRINTRET DONTSEE | |
| SKIP UNLESS R ()O EQ EMU | |
| GO FREEEMU | |
| SKIP3 UNLESS R ()O EQ KTA | |
| LOAD V VAR0 I 1 | |
| LOAD V VAR1 I 15 | |
| GO FREESUB | |
| SKIP3 UNLESS R ()O EQ KTB | |
| LOAD V VAR0 I 1 | |
| LOAD V VAR1 I 5 | |
| GO FREESUB | |
| SKIP3 UNLESS R ()O EQ KTC | |
| LOAD V VAR0 I 2 | |
| LOAD V VAR1 I 15 | |
| GO FREESUB | |
| SKIP3 UNLESS R ()O EQ KTD | |
| LOAD V VAR0 I 2 | |
| LOAD V VAR1 I 5 | |
| GO FREESUB | |
| SKIP3 UNLESS R ()O EQ KTE | |
| LOAD V VAR0 I 3 | |
| LOAD V VAR1 I 10 | |
| GO FREESUB | |
| SKIP3 UNLESS R ()O EQ KTF | |
| LOAD V VAR0 I 4 | |
| LOAD V VAR1 I 15 | |
| GO FREESUB | |
| SKIP3 UNLESS R ()O EQ KTG | |
| LOAD V VAR0 I 5 | |
| LOAD V VAR1 I 10 | |
| GO FREESUB | |
| SKIP3 UNLESS R ()O EQ KTH | |
| LOAD V VAR0 I 6 | |
| LOAD V VAR1 I 5 | |
| GO FREESUB | |
| PRINTRET HOWDOTHAT | |
| FREEEMU: | |
| SKIP IF S EMU EQ 0 | |
| PRINTRET ALRFREE | |
| SKIP IF H GREASE PLAYER | |
| PRINTRET NOFREEEMU | |
| SUB V OBJHELD I 1 | |
| MOVE GREASE WITH DESTROY | |
| LOAD S EMU I 1 | |
| UNSET NOTAKE EMU | |
| PRINTRET EMUFREE | |
| FREESUB: | |
| MOVE ()O WITH DESTROY | |
| SUB V TIMEVAR V VAR0 | |
| SKIP UNLESS V TIMEVAR GT 0 | |
| GO FREE1 | |
| PRINT SUNSET | |
| LOAD V VAR0 I 0 | |
| SKIP2 UNLESS P TREASURE KTA | |
| PRINT KTAM2 | |
| ADD V VAR0 I 1 | |
| SKIP2 UNLESS P TREASURE KTB | |
| PRINT KTBM2 | |
| ADD V VAR0 I 1 | |
| SKIP2 UNLESS P TREASURE KTC | |
| PRINT KTCM2 | |
| ADD V VAR0 I 1 | |
| SKIP2 UNLESS P TREASURE KTD | |
| PRINT KTDM2 | |
| ADD V VAR0 I 1 | |
| SKIP2 UNLESS P TREASURE KTE | |
| PRINT KTEM2 | |
| ADD V VAR0 I 1 | |
| SKIP2 UNLESS P TREASURE KTF | |
| PRINT KTFM2 | |
| ADD V VAR0 I 1 | |
| SKIP2 UNLESS P TREASURE KTG | |
| PRINT KTGM2 | |
| ADD V VAR0 I 1 | |
| SKIP2 UNLESS P TREASURE KTH | |
| PRINT KTHM2 | |
| ADD V VAR0 I 1 | |
| SKIP UNLESS V VAR0 EQ 0 | |
| PRINT NOBODY | |
| SKIP2 IF V VAR0 GT 5 | |
| PRINT HARDLUCK | |
| GO QUIT2 | |
| PRINT WELLDONE | |
| RETURN RETRY FINISH MAY ANY | |
| FREE1: | |
| PRINT YOUFREEKNIGHT VAR0 | |
| SUB V VAR1 V TIMEVAR | |
| SKIP IF V VAR1 GT 0 | |
| SET TREASURE ()O | |
| RETURN | |
| FUDGEPROG: | |
| LOAD S VSD I 1 / allowing endgame | |
| PRINTRET OKMESS | |
| GAMEPROG: | |
| PRINT GAMENO | |
| LOAD V VAR0 I 3 | |
| GAME1: | |
| ASKANY SPECIFY | |
| SKIP UNLESS M W2SP SCSPEC | |
| LOAD V VAR0 I 0 | |
| SKIP UNLESS M W2SP STSPEC | |
| LOAD V VAR0 I 1 | |
| SKIP UNLESS M W2SP PASPEC | |
| LOAD V VAR0 I 2 | |
| SKIP UNLESS V VAR0 EQ 3 | |
| GO GAME1 | |
| PRINT MYMOVE VAR3 | |
| SUB V VAR0 V VAR3 | |
| SKIP UNLESS V VAR0 LT 0 | |
| ADD V VAR0 I 3 | |
| SKIP UNLESS V VAR0 EQ 0 | |
| PRINT GAMEDRAW | |
| SKIP2 UNLESS V VAR0 EQ 1 | |
| PRINT GAMEWINP | |
| ADD V VAR1 I 1 | |
| SKIP2 UNLESS V VAR0 EQ 2 | |
| PRINT GAMEWINK | |
| ADD V VAR2 I 1 | |
| PRINTRET GAMESCORE | |
| GIVEPROG: | |
| SKIP IF H ()O PLAYER | |
| PRINTRET NOTHELD | |
| SKIP UNLESS R (PLAYER)R EQ (FRIAR)R | |
| GO GIVEFRIAR | |
| SKIP4 UNLESS R ()O EQ SCROLL | |
| SKIP3 UNLESS R (PLAYER)R EQ (WITCH)R | |
| LOAD S SCROLL I 1 | |
| MOVE WITCH WITH DESTROY | |
| PRINTRET WITCHSWAP | |
| SKIP3 UNLESS R (PLAYER)R EQ (HAG)R | |
| SKIP IF R ()O EQ EYE | |
| SKIP UNLESS R ()O EQ GEM | |
| GO GIVEHAG | |
| SKIP2 UNLESS R (PLAYER)R EQ (DAME)R | |
| SKIP UNLESS R ()O EQ MANDRAKE | |
| GO GIVEDAME | |
| SKIP2 UNLESS R ()O EQ PIE | |
| SKIP UNLESS R (PLAYER)R EQ (WOLF)R | |
| GO GIVEPIE | |
| SKIP2 UNLESS R ()O EQ COCK | |
| SKIP UNLESS R (PLAYER)R EQ (WOLF)R | |
| GO GIVECOCK | |
| SKIP2 UNLESS R (PLAYER)R EQ (GURU)R | |
| SKIP UNLESS R ()O EQ PEARL | |
| GO GIVEPEARL | |
| PRINTRET UNWANTED | |
| GIVECOCK: | |
| SKIP UNLESS S WOLF EQ 1 | |
| PRINTRET WOLFSLEEP | |
| SUB V OBJHELD I 1 | |
| MOVE COCK WITH DESTROY | |
| PRINTRET WOLFCOCK | |
| GIVEPEARL: | |
| SUB V OBJHELD I 1 | |
| MOVE PEARL WITH DESTROY | |
| MOVE GURU WITH DESTROY | |
| PRINTRET GURUGIFT | |
| GIVEPIE: | |
| SUB V OBJHELD I 1 | |
| MOVE PIE WITH DESTROY | |
| LOAD S WOLF I 1 | |
| UNSET NOTAKE WOLF | |
| PRINT WOLFDRUG | |
| RETURN LOOK | |
| GIVEDAME: | |
| SUB V OBJHELD I 1 | |
| MOVE MANDRAKE WITH DESTROY | |
| MOVE DAME WITH DESTROY | |
| PRINTRET DAMEDONE | |
| GIVEFRIAR: | |
| SKIP2 UNLESS P TREASURE ()O | |
| MOVE ()O WITH TO ORPHANS | |
| SUB V OBJHELD I 1 | |
| SKIP UNLESS R ()O EQ MANDRAKE | |
| PRINTRET ORP1 | |
| SKIP UNLESS R ()O EQ COCK | |
| PRINTRET ORP2 | |
| SKIP UNLESS R ()O EQ STONE | |
| PRINTRET ORP3 | |
| SKIP2 UNLESS R ()O EQ SWORD | |
| LOAD V VAR0 S SWORD | |
| PRINTRET ORP4 VAR0 | |
| SKIP UNLESS R ()O EQ CORPSE | |
| PRINTRET ORP5 | |
| SKIP UNLESS R ()O EQ ROCK | |
| PRINTRET ORP6 | |
| SKIP UNLESS R ()O EQ GEM | |
| PRINTRET ORP7 | |
| SKIP UNLESS R ()O EQ IDOL | |
| PRINTRET ORP8 | |
| SKIP UNLESS R ()O EQ EYE | |
| PRINTRET ORP9 | |
| SKIP UNLESS R ()O EQ PAPER | |
| PRINTRET ORP10 | |
| SKIP UNLESS R ()O EQ VIOLIN | |
| PRINTRET ORP11 | |
| SKIP UNLESS R ()O EQ TAPESTRY | |
| PRINTRET ORP12 | |
| SKIP UNLESS R ()O EQ FIGURINE | |
| PRINTRET ORP13 | |
| SKIP UNLESS R ()O EQ CRYSTAL | |
| PRINTRET ORP14 | |
| SKIP UNLESS R ()O EQ PATEN | |
| PRINTRET ORP15 | |
| SKIP UNLESS R ()O EQ COINS | |
| PRINTRET ORP16 | |
| SKIP UNLESS R ()O EQ ORB | |
| PRINTRET ORP17 | |
| SKIP UNLESS R ()O EQ SCEPTRE | |
| PRINTRET ORP18 | |
| SKIP UNLESS R ()O EQ STOLE | |
| PRINTRET ORP19 | |
| SKIP UNLESS R ()O EQ WIG | |
| PRINTRET ORP20 | |
| SKIP UNLESS R ()O EQ SCROLL | |
| PRINTRET ORP21 | |
| SKIP UNLESS R ()O EQ CHILD | |
| PRINTRET ORP22 | |
| SKIP UNLESS R ()O EQ RUBY | |
| PRINTRET ORP23 | |
| SKIP UNLESS R ()O EQ SAPPH | |
| PRINTRET ORP24 | |
| SKIP UNLESS R ()O EQ TABLET | |
| PRINTRET ORP25 | |
| SKIP UNLESS R ()O EQ PIE | |
| PRINTRET ORP26 | |
| SKIP UNLESS R ()O EQ TORTOISE | |
| PRINTRET ORP27 | |
| SKIP UNLESS R ()O EQ GREASE | |
| PRINTRET ORP28 | |
| SKIP UNLESS R ()O EQ CALF | |
| PRINTRET ORP29 | |
| SKIP UNLESS R ()O EQ PEARL | |
| PRINTRET ORP30 | |
| PRINTRET ORP31 / shouldn't be any others! | |
| GIVEHAG: | |
| SUB V OBJHELD I 1 | |
| MOVE ()O WITH TO HAG | |
| SKIP UNLESS R ()O EQ EYE | |
| ADD S HAG I 1 | |
| SKIP UNLESS R ()O EQ GEM | |
| ADD S HAG I 2 | |
| SKIP IF S HAG EQ 3 | |
| PRINTRET GHAG1 | |
| MOVE HAG WITH DESTROY | |
| PRINTRET HAGBLESS | |
| GIVEUPPROG: | |
| PRINTRET NOTQUEST | |
| GLPROG: | |
| RESOLVE VAR0 (GLUTRM)R | |
| GO SL2 | |
| HELLGATE: | |
| PRINTRET HELLGMESS | |
| HELLNPROG: | |
| SKIP UNLESS R (PLAYER)R EQ HELL9 | |
| RESOLVE VAR1 (HELL8)R | |
| SKIP UNLESS R (PLAYER)R EQ HELL10 | |
| RESOLVE VAR1 (HELL9)R | |
| MOVE HMDUM3 WITH TO (VAR1)R | |
| MOVE HMDUM2 WITH TO (VAR1)R | |
| MOVE HMDUM1 WITH TO (VAR1)R | |
| GO HELLSET | |
| HELLPS: | |
| LOAD V VAR0 I 0 | |
| SKIP UNLESS S HMDUM1 GT 2 | |
| LOAD V VAR0 I 1 / correct way | |
| GO HELLPALL | |
| HELLPSE: | |
| LOAD V VAR0 I 0 | |
| SKIP UNLESS S HMDUM2 GT 2 | |
| LOAD V VAR0 I 1 / correct way | |
| GO HELLPALL | |
| HELLPSW: | |
| LOAD V VAR0 I 0 | |
| SKIP UNLESS S HMDUM3 GT 2 | |
| LOAD V VAR0 I 1 / correct way | |
| HELLPALL: | |
| SKIP UNLESS R (PLAYER)R EQ HELL8 | |
| RESOLVE VAR1 (HELL9)R | |
| SKIP UNLESS R (PLAYER)R EQ HELL9 | |
| RESOLVE VAR1 (HELL10)R | |
| SKIP UNLESS R (PLAYER)R EQ HELL10 | |
| RESOLVE VAR1 (HELL8)R | |
| / use state of room to denote state so far 0=all to here true | |
| / 1=an error by now | |
| / var0 is now 0 (wrong) or 1 (right) way at this exit | |
| / var1 contains next room | |
| LOAD S (VAR1)R S (PLAYER)R | |
| SKIP IF V VAR0 EQ 1 | |
| LOAD S (VAR1)R I 1 | |
| MOVE HMDUM3 WITH TO (VAR1)R | |
| MOVE HMDUM2 WITH TO (VAR1)R | |
| MOVE HMDUM1 WITH TO (VAR1)R | |
| SKIP UNLESS R (PLAYER)R EQ HELL10 | |
| GO HELLEXIT | |
| GO HELLSET | |
| HELLEXIT: | |
| SKIP2 IF S HELL8 EQ 0 | |
| LOAD S HELL8 I 0 | |
| GO HELLSET | |
| MOVE PLAYER WITH TO DON1 | |
| LOAD S DON3 I 1 / for scoring | |
| LOAD V VAR0 S HELL6 | |
| PRINT HELLEXMESS VAR0 | |
| RETURN ABORT | |
| HELLSET: | |
| LOAD S HMDUM1 R 2 | |
| LOAD S HMDUM2 R 2 | |
| LOAD S HMDUM3 R 2 | |
| LOAD V VAR0 R 2 | |
| SKIP UNLESS V VAR0 EQ 0 | |
| ADD S HMDUM1 I 3 | |
| SKIP UNLESS V VAR0 EQ 1 | |
| ADD S HMDUM2 I 3 | |
| SKIP UNLESS V VAR0 EQ 2 | |
| ADD S HMDUM3 I 3 | |
| RETURN | |
| HELLTEST: | |
| SKIP2 IF S DON1 EQ 1 | |
| PRINT NOWAYMESS | |
| RETURN ABORT | |
| RETURN | |
| HITPROG: | |
| SKIP IF R ()R EQ (PLAYER)R | |
| PRINTRET DONTSEE | |
| SKIP IF P ALIVE ()O | |
| PRINTRET SILLYMESS | |
| SKIP IF R ()O EQ DEMON | |
| SKIP UNLESS R ()O EQ SKELETON | |
| PRINTRET UNABLESTRIKE | |
| SKIP IF R ()O EQ PAGE | |
| PRINTRET VIOLENCE | |
| MOVE PAGE WITH DESTROY | |
| LOAD S WRATRM I 1 | |
| PRINTRET PAGERUN | |
| INFOLLYPROG: | |
| SKIP2 IF R (FOLLY)R EQ DES18 | |
| PRINT NOWAYMESS | |
| RETURN ABORT | |
| RETURN | |
| / Program to do INVENTORY command. | |
| INVPROG: | |
| SKIP3 IF R (PLAYER)R LT LOON1 | |
| SKIP2 IF R (PLAYER)R GT LOON2 | |
| LOAD V VAR0 R 6 | |
| PRINTRET MADINV VAR0 | |
| MOVE LIGHTDUM WITH TO (PLAYER)R | |
| DESCRIBE WITH PLAYER / Describe player & possessions. | |
| MOVE LIGHTDUM WITH DESTROY | |
| SKIP IF E (PLAYER)D / Print "Nothing." if he's | |
| PRINT NOTHINGM / not carrying anything. | |
| RETURN | |
| JHCPROG: | |
| SKIP IF R (CURTAIN)R EQ JOHOCO | |
| RETURN | |
| LOAD V VAR0 S WWALL | |
| SUB V VAR0 I 1 | |
| SUB V VAR0 S CURTAIN | |
| SKIP2 UNLESS S WWALL EQ 0 | |
| PRINT CURTBLOCK | |
| RETURN ABORT | |
| SKIP2 IF V VAR0 EQ 0 | |
| PRINT CURTZAP | |
| GO DIEPROG | |
| MOVE CURTAIN WITH DESTROY | |
| LOAD S JOHOCO I 1 | |
| PRINTRET CURTPASS | |
| JUMPPROG: | |
| PRINTRET OKMESS | |
| K1PROG: | |
| LOAD V VAR0 I 1 | |
| GO KALLPROG | |
| K2PROG: | |
| LOAD V VAR0 I 2 | |
| GO KALLPROG | |
| K3PROG: | |
| LOAD V VAR0 I 3 | |
| GO KALLPROG | |
| K4PROG: | |
| LOAD V VAR0 I 4 | |
| KALLPROG: | |
| SKIP2 IF R (PLAYER)R EQ LOON1 | |
| SKIP IF R (PLAYER)R EQ LOON2 | |
| PRINTRET NHAPPENS | |
| SUB V VAR0 V MANDVAR | |
| SKIP IF V VAR0 EQ 0 | |
| PRINTRET NHAPPENS | |
| MOVE PLAYER WITH TO ROUND | |
| PRINTRET HEADCLEARS | |
| KILLPROG: | |
| SKIP IF R ()R EQ (PLAYER)R | |
| PRINTRET DONTSEE | |
| SKIP IF P ALIVE ()O | |
| PRINTRET NOTALIVE | |
| SKIP IF R ()O EQ DEMON | |
| SKIP UNLESS R ()O EQ SKELETON | |
| PRINTRET UNABLESTRIKE | |
| SKIP IF H SWORD PLAYER | |
| PRINTRET NOWEAPON | |
| PRINTRET VIOLENCE | |
| KISSPROG: | |
| SKIP IF R ()R EQ (PLAYER)R | |
| PRINTRET DONTSEE | |
| SKIP IF P ALIVE ()O | |
| PRINTRET SILLYMESS | |
| PRINTRET NOTRECIPROCATED | |
| KLIBENTER: | |
| SKIP IF P VISITED KLIB | |
| PRINTRET WALLMOVE | |
| LOAD S ANTERM I 1 | |
| PRINT LIBBLOCK | |
| RETURN ABORT | |
| KS1PROG: | |
| SKIP UNLESS P VISITED KROOM1 | |
| RETURN | |
| SKIP2 IF S KROOM1 LT 3 | |
| PRINT INVISBARR | |
| RETURN ABORT | |
| LOAD V VAR0 S KROOM1 | |
| PRINT KLINGGREET VAR0 | |
| SKIP3 IF Q ACCEPT | |
| PRINT BEGONE | |
| MOVE PLAYER WITH TO FORK1 | |
| RETURN ABORT | |
| PRINT RULES VAR0 | |
| LOAD V VAR1 I 0 / player wins | |
| LOAD V VAR2 I 0 / Klingsor wins | |
| LOAD V VAR3 R 2 | |
| LOAD V VAR0 I 1 | |
| LOAD V KTVAR V VAR3 | |
| GOSUB GAMEPROG | |
| SUB V VAR3 I 1 | |
| SKIP UNLESS V VAR3 LT 0 | |
| ADD V VAR3 I 3 | |
| LOAD V VAR0 I 2 | |
| GOSUB GAMEPROG | |
| LOAD V VAR3 V KTVAR | |
| LOAD V VAR0 I 3 | |
| GOSUB GAMEPROG | |
| SUB V VAR1 V VAR2 | |
| SKIP UNLESS V VAR1 GT 0 | |
| PRINTRET WIN1MESS | |
| ADD S KROOM1 I 1 | |
| SKIP3 UNLESS S KROOM1 EQ 1 | |
| PRINT GOMESS1 | |
| MOVE PLAYER WITH TO DES18 | |
| RETURN ABORT | |
| SKIP3 UNLESS S KROOM1 EQ 2 | |
| PRINT GOMESS2 | |
| MOVE PLAYER WITH TO JUNC1 | |
| RETURN ABORT | |
| PRINT GOMESS3 | |
| MOVE PLAYER WITH TO ROUND | |
| RETURN ABORT | |
| KS2PROG: | |
| SKIP UNLESS P VISITED KROOM2 | |
| RETURN | |
| LOAD V VAR0 I 0 | |
| PRINT POEM1 | |
| ASKANY MISSING | |
| SKIP UNLESS M W2SP SWAYSPEC | |
| ADD V VAR0 I 1 | |
| PRINT POEM2 | |
| ASKANY MISSING | |
| SKIP UNLESS M W2SP PEACESPEC | |
| ADD V VAR0 I 1 | |
| PRINT POEM3 | |
| ASKANY MISSING | |
| SKIP UNLESS M W2SP TURNSPEC | |
| ADD V VAR0 I 1 | |
| SKIP UNLESS V VAR0 EQ 3 | |
| PRINTRET WIN2MESS | |
| SKIP3 UNLESS V VAR0 EQ 2 | |
| PRINT WIN2NEARLY | |
| MOVE PLAYER WITH TO JUNC1 | |
| RETURN ABORT | |
| PRINT WIN2NN | |
| GO DIEPROG | |
| KS3PROG: | |
| SKIP UNLESS P VISITED KROOM3 | |
| RETURN | |
| LOAD V VAR0 R 1 | |
| LOAD V VAR1 R 1 | |
| ADD V VAR1 I 1 | |
| PRINT CLAIM VAR0 | |
| LOAD V VAR2 I 2 | |
| KS31: | |
| ASKANY LETTER | |
| SKIP UNLESS M W2SP ASPEC | |
| LOAD V VAR2 I 0 | |
| SKIP UNLESS M W2SP BSPEC | |
| LOAD V VAR2 I 1 | |
| SKIP UNLESS V VAR2 EQ 2 | |
| GO KS31 | |
| LOAD V VAR3 I 2 | |
| KS32: | |
| ASKANY NUMBER | |
| SKIP UNLESS M W2SP ONESPEC | |
| LOAD V VAR3 I 0 | |
| SKIP UNLESS M W2SP TWOSPEC | |
| LOAD V VAR3 I 1 | |
| SKIP UNLESS V VAR3 EQ 2 | |
| GO KS32 | |
| SUB V VAR2 V VAR0 | |
| ADD V VAR1 V VAR3 | |
| SKIP UNLESS V VAR2 EQ 0 | |
| SKIP2 IF V VAR1 EQ 2 | |
| PRINT WIN3NN | |
| GO DIEPROG | |
| PRINT WIN3M1 | |
| LOAD V VAR0 R 1 | |
| LOAD V VAR1 R 1 | |
| ADD V VAR1 I 1 | |
| PRINT ALSOCARD VAR0 | |
| ASKANY ABOT | |
| LOAD V VAR2 I 0 | |
| ADD V VAR0 V VAR1 | |
| SKIP4 UNLESS V VAR0 EQ 2 | |
| SKIP UNLESS M W2SP TOABSPEC | |
| GO KS3END | |
| PRINT WIN3NN2 | |
| GO DIEPROG | |
| SKIP2 IF M W2SP OTBASPEC | |
| PRINT WIN3NN2 | |
| GO DIEPROG | |
| KS3END: | |
| PRINTRET WIN3END | |
| KS4PROG: | |
| SKIP UNLESS P VISITED KROOM4 | |
| RETURN | |
| LOAD V VAR0 R 2 | |
| PRINT LONGWD1 VAR0 | |
| ASKANY LONGWD2 | |
| SKIP4 UNLESS V VAR0 EQ 0 | |
| SKIP2 IF M W2SP FACEDSPEC | |
| PRINT WIN4NN | |
| GO DIEPROG | |
| GO KS4END | |
| SKIP4 UNLESS V VAR0 EQ 1 | |
| SKIP2 IF M W2SP PLONKSPEC | |
| PRINT WIN4NN | |
| GO DIEPROG | |
| GO KS4END | |
| SKIP2 IF M W2SP SPURTSPEC / var0 must be 2 now | |
| PRINT WIN4NN | |
| GO DIEPROG | |
| KS4END: | |
| PRINTRET WIN4OK | |
| KS5PROG: | |
| SKIP UNLESS P VISITED KROOM5 | |
| RETURN | |
| LOAD V VAR0 I 9 / number left | |
| LOAD V VAR1 I 0 / player's hand | |
| LOAD V VAR2 I 0 / kling's hand | |
| LOAD V VAR3 I 0 / player's parity 0 or 1 | |
| LOAD V VAR4 I 0 / kling's parity | |
| PRINT K5RULES | |
| KS5Q: | |
| ASKANY TAKEQ | |
| SKIP UNLESS M W2SP ONESPEC | |
| GO K5T1 | |
| SKIP UNLESS M W2SP TWOSPEC | |
| GO K5T2 | |
| SKIP UNLESS M W2SP THREESPEC | |
| GO K5T3 | |
| GO KS5Q | |
| K5T1: | |
| LOAD V VAR5 I 1 | |
| SUB V VAR5 V VAR0 | |
| SKIP2 UNLESS V VAR5 GT 0 | |
| PRINT IMPOSST | |
| GO KS5Q | |
| SUB V VAR0 I 1 | |
| ADD V VAR1 I 1 | |
| ADD V VAR3 I 1 | |
| SKIP UNLESS V VAR3 GT 1 | |
| LOAD V VAR3 I 0 | |
| GO K5DEC | |
| K5T2: | |
| LOAD V VAR5 I 2 | |
| SUB V VAR5 V VAR0 | |
| SKIP2 UNLESS V VAR5 GT 0 | |
| PRINT IMPOSST | |
| GO KS5Q | |
| SUB V VAR0 I 2 | |
| ADD V VAR1 I 2 | |
| GO K5DEC | |
| K5T3: | |
| LOAD V VAR5 I 3 | |
| SUB V VAR5 V VAR0 | |
| SKIP2 UNLESS V VAR5 GT 0 | |
| PRINT IMPOSST | |
| GO KS5Q | |
| SUB V VAR0 I 3 | |
| ADD V VAR1 I 3 | |
| ADD V VAR3 I 1 | |
| SKIP UNLESS V VAR3 GT 1 | |
| LOAD V VAR3 I 0 | |
| K5DEC: | |
| SKIP UNLESS V VAR0 EQ 0 | |
| GO K5ENDZ | |
| LOAD V VAR5 I 0 | |
| K5LP: | |
| ADD V VAR5 I 1 / testing moves 1-3 seeking winner | |
| SKIP IF V VAR5 LT 4 | |
| GO K5BAD | |
| LOAD V VAR6 V VAR0 | |
| SUB V VAR6 V VAR5 | |
| SKIP UNLESS V VAR6 LT 0 | |
| GO K5BAD | |
| SKIP IF V VAR5 EQ 1 | |
| SKIP2 UNLESS V VAR5 EQ 3 | |
| SKIP UNLESS V VAR4 EQ 1 | |
| GO K5HEVEN | |
| SKIP2 UNLESS V VAR5 EQ 2 | |
| SKIP UNLESS V VAR4 EQ 0 | |
| GO K5HEVEN | |
| K5HODD: | |
| SKIP2 IF V VAR6 EQ 0 | |
| SKIP IF V VAR6 EQ 1 | |
| SKIP UNLESS V VAR6 EQ 8 | |
| GO K5GOOD | |
| GO K5LP | |
| K5HEVEN: | |
| SKIP IF V VAR6 EQ 4 | |
| SKIP UNLESS V VAR6 EQ 5 | |
| GO K5GOOD | |
| GO K5LP | |
| K5BAD: | |
| LOAD V VAR5 I 1 | |
| K5GOOD: | |
| SUB V VAR0 V VAR5 | |
| ADD V VAR2 V VAR5 | |
| ADD V VAR4 V VAR5 | |
| K5GL: | |
| SKIP2 UNLESS V VAR4 GT 1 | |
| SUB V VAR4 I 2 | |
| GO K5GL | |
| LOAD V VAR6 V VAR3 / temp copy | |
| LOAD V VAR3 V VAR5 | |
| PRINT K5MOVE | |
| LOAD V VAR3 V VAR6 | |
| SKIP IF V VAR0 EQ 0 | |
| GO KS5Q | |
| K5ENDZ: | |
| SKIP2 UNLESS V VAR3 EQ 0 | |
| PRINT WIN5NN | |
| GO DIEPROG | |
| PRINTRET WIN5OK | |
| KS6PROG: | |
| / note no need to check visited room as doing so destroys it | |
| PRINT K6RIDDLE | |
| ASKANY GETWORD1 | |
| SKIP2 IF M W2SP COURTSPEC | |
| PRINT WIN6NN | |
| GO DIEPROG | |
| ASKANY GETWORD2 | |
| SKIP2 IF M W2SP SHIPSPEC | |
| PRINT WIN6NN | |
| GO DIEPROG | |
| MOVE FOLLY WITH DESTROY | |
| PRINTRET WIN6END | |
| KNOCKPROG: | |
| SKIP IF M W2EX | |
| GO KNOCK2 | |
| SKIP IF M W2SP DOORSPEC | |
| RETURN RETRY NONE CANT | |
| SKIP2 IF R (PLAYER)R EQ DON1 | |
| SKIP IF R (PLAYER)R EQ TRK1 | |
| PRINTRET DONTSEE | |
| KNOCK2: | |
| SKIP UNLESS P VISITED DON1 | |
| PRINTRET NHAPPENS | |
| SKIP UNLESS R (PLAYER)R EQ TRK1 | |
| SKIP IF S TRK1 EQ 0 | |
| PRINTRET NHAPPENS | |
| LOAD S PORTRAIT I 1 | |
| LOAD S TRK1 I 1 | |
| PRINTRET SWINGOPEN | |
| LAMBSET: | |
| SKIP2 IF P VISITED FARM6 | |
| LOAD S LAMB R 4 | |
| ADD S LAMB I 1 | |
| RETURN | |
| LIEPROG: | |
| SKIP IF M W2SP DOWNSPEC | |
| RETURN RETRY NONE CANT | |
| GO SLEEPPROG | |
| / Program to give the long description of a room. | |
| LOOKPROG: | |
| UNSET VISITED (PLAYER)R / Pretend room not visited to get | |
| / long description. | |
| RETURN LOOK / And return with request for description. | |
| LOONPROG: | |
| LOAD V VAR0 R 13 | |
| PRINTRET LOONMESS VAR0 | |
| LUPROG: | |
| RESOLVE VAR0 (LURM2)R / NB | |
| GO SL2 | |
| LU1P: | |
| LOAD V VAR0 I 1 | |
| GO LUMAZEP | |
| LU2P: | |
| LOAD V VAR0 I 2 | |
| GO LUMAZEP | |
| LU3P: | |
| LOAD V VAR0 I 3 | |
| GO LUMAZEP | |
| LU4P: | |
| LOAD V VAR0 I 4 | |
| GO LUMAZEP | |
| LU5P: | |
| LOAD V VAR0 I 5 | |
| GO LUMAZEP | |
| LU6P: | |
| LOAD V VAR0 I 6 | |
| GO LUMAZEP | |
| LU7P: | |
| LOAD V VAR0 I 7 | |
| GO LUMAZEP | |
| LU8P: | |
| LOAD V VAR0 I 8 | |
| LUMAZEP: | |
| SUB V VAR0 S BALL | |
| SKIP IF V VAR0 EQ 0 | |
| RETURN | |
| LOAD S BALL I 0 | |
| SKIP2 UNLESS R (PLAYER)R EQ LURM2 | |
| PRINT SERAGLIOMESS | |
| LOAD S LURM2 I 1 | |
| MOVE PLAYER WITH DIR D1 | |
| RETURN ABORT | |
| / Program to do Magic Move instruction. | |
| MMPROG: | |
| SKIP IF E ()R / Is the object "destroyed"? | |
| PRINTRET CANTDO | |
| MOVE PLAYER WITH TO ()R | |
| RETURN | |
| MONKCHECK: | |
| RESOLVE VAR0 (PAL1)R | |
| MONKC2: | |
| SKIP UNLESS S (VAR0)R EQ 0 | |
| GO MONKBAD | |
| SKIP UNLESS R (VAR0)R EQ (PAL16)R | |
| GO MONKGOOD | |
| ADD V VAR0 I 1 | |
| RESOLVE VAR0 (VAR0)R | |
| GO MONKC2 | |
| MONKBAD: | |
| PRINTRET MONKBMESS | |
| MONKGOOD: | |
| MOVE PLAYER WITH TO SALT1 | |
| LOAD S MONK I 1 | |
| PRINT MONKGMESS | |
| RETURN ABORT | |
| MONKSTART: | |
| SKIP IF P VISITED PAL0 | |
| PRINTRET MONKSMESS | |
| PRINT MONKALR | |
| RETURN ABORT | |
| MOSESPROG: | |
| SKIP IF R (MOSES)R EQ SINAI2 | |
| RETURN | |
| MOVE MOSES WITH DESTROY | |
| SKIP IF H TABLET PLAYER | |
| PRINTRET MOSESBAD | |
| MOVE TABLET WITH DESTROY | |
| MOVE CALF WITH TO PLAYER / direct swap | |
| PRINTRET MOSESGOOD | |
| NASPROG: | |
| SKIP IF M W2EX | |
| RETURN RETRY NONE CANT | |
| SKIP IF M W2SP XARNSPEC | |
| RETURN RETRY NONE CANT | |
| PRINTRET NHAPPENS | |
| NEVPROG: | |
| SKIP UNLESS R (PLAYER)R EQ FARM1 | |
| SKIP IF S RAVEN EQ 0 | |
| PRINTRET NHAPPENS | |
| SKIP IF M W2EX | |
| PRINTRET RAVENBAD | |
| SKIP IF M W2SP MORESPEC | |
| PRINTRET NHAPPENS | |
| LOAD S RAVEN I 1 | |
| UNSET NOTAKE RAVEN | |
| PRINTRET RAVENGOOD | |
| NOAHTAKE: | |
| SKIP UNLESS S NOAH EQ 0 | |
| RETURN | |
| SKIP IF P VISITED TRK6 | |
| PRINT NOAHINTRO | |
| SKIP3 UNLESS H RAVEN PLAYER | |
| RESOLVE VAR0 (RAVEN)O | |
| GOSUB NOAHGRAB | |
| PRINT NARK1 | |
| SKIP3 UNLESS H EMU PLAYER | |
| RESOLVE VAR0 (EMU)O | |
| GOSUB NOAHGRAB | |
| PRINT NARK2 | |
| SKIP3 UNLESS H SLOTH PLAYER | |
| RESOLVE VAR0 (SLOTH)O | |
| GOSUB NOAHGRAB | |
| PRINT NARK3 | |
| SKIP3 UNLESS H WOLF PLAYER | |
| RESOLVE VAR0 (WOLF)O | |
| GOSUB NOAHGRAB | |
| PRINT NARK4 | |
| SKIP3 UNLESS H WOMBAT PLAYER | |
| RESOLVE VAR0 (WOMBAT)O | |
| GOSUB NOAHGRAB | |
| PRINT NARK5 | |
| SKIP3 UNLESS H LAMB PLAYER | |
| RESOLVE VAR0 (LAMB)O | |
| GOSUB NOAHGRAB | |
| PRINT NARK6 | |
| SKIP3 UNLESS H TORTOISE PLAYER | |
| RESOLVE VAR0 (TORTOISE)O | |
| GOSUB NOAHGRAB | |
| PRINT NARK7 | |
| SKIP UNLESS H COCK PLAYER | |
| PRINT NARK8 / cock is needed for sloth! | |
| SKIP IF S NOAH EQ 0 | |
| RETURN | |
| MOVE NOAH WITH DESTROY | |
| MOVE ARK WITH DESTROY | |
| PRINTRET NOAHGONE | |
| NOAHGRAB: | |
| SUB S NOAH I 1 | |
| SUB V OBJHELD I 1 | |
| MOVE (VAR0)O WITH DESTROY | |
| RETURN | |
| NX1PROG: | |
| SKIP2 UNLESS P VISITED NXHALL | |
| PRINT INVISBARR | |
| RETURN ABORT | |
| LOAD V OBJHELD I 0 | |
| MOVE PLAYER WITHOUT TO NXHALL | |
| PRINT NXENTER | |
| RETURN ABORT | |
| NXENDPROG: | |
| PRINT NXVOICE1 | |
| LOAD V VAR0 I 0 | |
| SKIP2 UNLESS S AVRM1 EQ 3 | |
| ADD V VAR0 I 1 | |
| PRINT SIN1 | |
| SKIP2 UNLESS S BOARD EQ 1 | |
| ADD V VAR0 I 1 | |
| PRINT SIN2 | |
| SKIP3 UNLESS R (CHEESE)R EQ STOMACH | |
| SKIP2 UNLESS R (BONE)R EQ STOMACH | |
| ADD V VAR0 I 1 | |
| PRINT SIN3 | |
| SKIP2 UNLESS S LURM2 EQ 1 | |
| ADD V VAR0 I 1 | |
| PRINT SIN4 | |
| SKIP2 UNLESS S CHOIR EQ 1 | |
| ADD V VAR0 I 1 | |
| PRINT SIN5 | |
| SKIP2 UNLESS S BED EQ 2 | |
| ADD V VAR0 I 1 | |
| PRINT SIN6 | |
| SKIP2 UNLESS S WRATRM EQ 1 | |
| ADD V VAR0 I 1 | |
| PRINT SIN7 | |
| SKIP UNLESS V VAR0 EQ 0 | |
| PRINT SIN0 | |
| SKIP4 IF V VAR0 EQ 7 | |
| MOVE PLAYER WITHOUT TO NXARN | |
| LOAD V OBJHELD I 0 | |
| PRINT NXVOICE2 | |
| RETURN ABORT | |
| LOAD V VAR0 I 0 | |
| SKIP2 UNLESS H BALL PLAYER | |
| ADD V VAR0 I 1 | |
| MOVE ORB WITH TO NXARN | |
| SKIP2 UNLESS H CLOTH PLAYER | |
| ADD V VAR0 I 1 | |
| MOVE STOLE WITH TO NXARN | |
| SKIP2 UNLESS H BATON PLAYER | |
| ADD V VAR0 I 1 | |
| MOVE SCEPTRE WITH TO NXARN | |
| MOVE PLAYER WITHOUT TO NXARN | |
| LOAD V OBJHELD I 0 | |
| SKIP2 UNLESS V VAR0 EQ 3 | |
| PRINT NXVOICE3 | |
| RETURN ABORT | |
| PRINT NXVOICE4 | |
| RETURN ABORT | |
| OMEGAPROG: | |
| SKIP UNLESS V BOOKVAR EQ 0 | |
| SKIP IF R (PLAYER)R EQ KLIB | |
| PRINTRET NHAPPENS | |
| MOVE PLAYER WITH TO ANTERM | |
| MOVE VINE WITH DESTROY / for scoring | |
| PRINTRET OMEGAMESS | |
| OPENPROG: | |
| SKIP UNLESS M W2SP DOORSPEC | |
| GO OPENDOOR | |
| SKIP2 UNLESS M W2SP ASPEC | |
| LOAD V VAR0 I 1 | |
| GO OPENALL | |
| SKIP2 UNLESS M W2SP BSPEC | |
| LOAD V VAR0 I 2 | |
| GO OPENALL | |
| SKIP2 UNLESS M W2SP CSPEC | |
| LOAD V VAR0 I 3 | |
| GO OPENALL | |
| SKIP2 UNLESS M W2SP DOWNSPEC | |
| LOAD V VAR0 I 4 | |
| GO OPENALL | |
| SKIP2 UNLESS M W2SP ESPEC | |
| LOAD V VAR0 I 5 | |
| GO OPENALL | |
| SKIP2 UNLESS M W2SP FSPEC | |
| LOAD V VAR0 I 6 | |
| GO OPENALL | |
| SKIP2 UNLESS M W2SP GSPEC | |
| LOAD V VAR0 I 7 | |
| GO OPENALL | |
| SKIP2 UNLESS M W2SP HSPEC | |
| LOAD V VAR0 I 8 | |
| GO OPENALL | |
| SKIP2 UNLESS M W2SP ISPEC | |
| LOAD V VAR0 I 9 | |
| GO OPENALL | |
| SKIP2 UNLESS M W2SP JSPEC | |
| LOAD V VAR0 I 10 | |
| GO OPENALL | |
| SKIP2 UNLESS M W2SP KSPEC | |
| LOAD V VAR0 I 11 | |
| GO OPENALL | |
| SKIP2 UNLESS M W2SP LSPEC | |
| LOAD V VAR0 I 12 | |
| GO OPENALL | |
| SKIP2 UNLESS M W2SP MSPEC | |
| LOAD V VAR0 I 13 | |
| GO OPENALL | |
| SKIP2 UNLESS M W2SP NSPEC | |
| LOAD V VAR0 I 14 | |
| GO OPENALL | |
| SKIP2 UNLESS M W2SP OSPEC | |
| LOAD V VAR0 I 15 | |
| GO OPENALL | |
| SKIP UNLESS M W2OB | |
| SKIP IF R ()O EQ BOOK | |
| RETURN RETRY NONE CANT | |
| SKIP IF R (PLAYER)R EQ (BOOK)R | |
| PRINTRET DONTSEE | |
| ASK WHICHBOOK | |
| GO OPENPROG | |
| OPENALL: | |
| SKIP IF R (PLAYER)R EQ (BOOK)R | |
| PRINTRET DONTSEE | |
| LOAD V VAR1 V VAR0 | |
| SUB V VAR1 V BOOKVAR | |
| SKIP IF V VAR1 EQ 0 | |
| PRINTRET WONTOPEN | |
| PRINT BOOKMESS VAR0 | |
| SKIP2 UNLESS V VAR0 EQ 1 | |
| LOAD V BOOKVAR I 0 | |
| RETURN | |
| SKIP2 UNLESS V VAR0 EQ 2 | |
| LOAD V BOOKVAR I 9 | |
| RETURN | |
| SKIP2 UNLESS V VAR0 EQ 3 | |
| LOAD V BOOKVAR I 12 | |
| RETURN | |
| SKIP2 UNLESS V VAR0 EQ 4 | |
| LOAD V BOOKVAR I 15 | |
| RETURN | |
| SKIP2 UNLESS V VAR0 EQ 5 | |
| LOAD V BOOKVAR I 7 | |
| RETURN | |
| SKIP2 UNLESS V VAR0 EQ 6 | |
| LOAD V BOOKVAR I 10 | |
| RETURN | |
| SKIP2 UNLESS V VAR0 EQ 7 | |
| LOAD V BOOKVAR I 1 | |
| RETURN | |
| SKIP2 UNLESS V VAR0 EQ 8 | |
| LOAD V BOOKVAR I 2 | |
| RETURN | |
| SKIP2 UNLESS V VAR0 EQ 9 | |
| LOAD V BOOKVAR I 4 | |
| RETURN | |
| SKIP2 UNLESS V VAR0 EQ 10 | |
| LOAD V BOOKVAR I 14 | |
| RETURN | |
| SKIP2 UNLESS V VAR0 EQ 11 | |
| LOAD V BOOKVAR I 6 | |
| RETURN | |
| SKIP2 UNLESS V VAR0 EQ 12 | |
| LOAD V BOOKVAR I 11 | |
| RETURN | |
| SKIP2 UNLESS V VAR0 EQ 13 | |
| LOAD V BOOKVAR I 5 | |
| RETURN | |
| SKIP2 UNLESS V VAR0 EQ 14 | |
| LOAD V BOOKVAR I 8 | |
| RETURN | |
| SKIP2 UNLESS V VAR0 EQ 15 | |
| LOAD V BOOKVAR I 13 | |
| RETURN | |
| RETURN / shouldn't get here! | |
| / CLKFJ NH BID OMEGA is order of opening books | |
| OPENDOOR: | |
| SKIP2 IF R (PLAYER)R EQ DON1 | |
| SKIP3 UNLESS R (PLAYER)R EQ TRK1 | |
| SKIP IF S TRK1 EQ 0 | |
| PRINTRET ALROPEN | |
| PRINTRET CANTOPEN | |
| PRINTRET NOTPOSSHERE | |
| OPTON: | |
| SKIP3 IF S OPT9 EQ 1 | |
| LOAD S OPT9 I 1 | |
| PRINT GIANTBLOCK | |
| RETURN | |
| PRINT BLOCKED | |
| RETURN ABORT | |
| OPT1P: | |
| ADD V TIMEVAR I 1 | |
| GO OPTALL | |
| OPT2P: | |
| ADD V TIMEVAR I 2 | |
| GO OPTALL | |
| OPT3P: | |
| ADD V TIMEVAR I 3 | |
| GO OPTALL | |
| OPT4P: | |
| ADD V TIMEVAR I 4 | |
| GO OPTALL | |
| OPT5P: | |
| ADD V TIMEVAR I 5 | |
| GO OPTALL | |
| OPT6P: | |
| ADD V TIMEVAR I 6 | |
| OPTALL: | |
| LOAD V VAR0 V TIMEVAR | |
| PRINTRET TIMEJOUR | |
| OZPROG: | |
| SKIP2 UNLESS R (PLAYER)R EQ (OZ)R | |
| SKIP2 IF R (PLAYER)R EQ (STONE)R | |
| PRINTRET OZMOVES | |
| PRINTRET NHAPPENS | |
| SKIP2 UNLESS H STONE PLAYER | |
| MOVE STONE WITH TO (PLAYER)R | |
| SUB V OBJHELD I 1 | |
| MOVE OZ WITH DESTROY | |
| MOVE STONE WITH DESTROY | |
| MOVE FIGURINE WITH TO (PLAYER)R | |
| PRINT OZDONE | |
| RETURN LOOK | |
| PAL1PROG: | |
| LOAD V VAR0 I 1 | |
| GO PALALL | |
| PAL2PROG: | |
| LOAD V VAR0 I 2 | |
| GO PALALL | |
| PAL3PROG: | |
| LOAD V VAR0 I 3 | |
| PALALL: | |
| SKIP IF R (PLAYER)R LT PAL1 | |
| SKIP UNLESS R (PLAYER)R GT PAL16 | |
| PRINTRET NHAPPENS | |
| SKIP IF S (PLAYER)R EQ 0 | |
| PRINTRET NHAPPENS | |
| LOAD S (PLAYER)R V VAR0 | |
| / now the poxious task of testing adjoining rooms | |
| SKIP IF R (PLAYER)R LT PAL13 | |
| GO PALONBIG | |
| RESOLVE VAR1 (PLAYER)R | |
| SKIP2 IF R (PLAYER)R EQ PAL1 | |
| SUB V VAR1 I 1 | |
| GO PALX1 | |
| ADD V VAR1 I 11 | |
| PALX1: | |
| GOSUB PALSUB | |
| RESOLVE VAR1 (PLAYER)R | |
| SKIP2 IF R (PLAYER)R EQ PAL12 | |
| ADD V VAR1 I 1 | |
| GO PALX2 | |
| SUB V VAR1 I 11 | |
| PALX2: | |
| GOSUB PALSUB | |
| MOVE PALDUM WITH TO (PLAYER)R | |
| MOVE PALDUM WITH DIR D1 | |
| RESOLVE VAR1 (PALDUM)R | |
| MOVE PALDUM WITH DESTROY | |
| GOSUB PALSUB | |
| GO PALEND | |
| PALONBIG: | |
| MOVE PALDUM WITH TO (PLAYER)R | |
| MOVE PALDUM WITH DIR D1 | |
| RESOLVE VAR1 (PALDUM)R | |
| MOVE PALDUM WITH DESTROY | |
| GOSUB PALSUB | |
| ADD V VAR1 I 1 | |
| RESOLVE VAR1 (VAR1)R | |
| SKIP UNLESS R (VAR1)R GT PAL12 | |
| RESOLVE VAR1 (PAL1)R | |
| GOSUB PALSUB | |
| ADD V VAR1 I 1 | |
| RESOLVE VAR1 (VAR1)R | |
| GOSUB PALSUB | |
| PALEND: | |
| SUB V VAR0 I 1 | |
| PRINTRET PALGLOW VAR0 | |
| PALSUB: / takes room in var1 and tests if state is same | |
| RESOLVE VAR1 (VAR1)R / as var0, if so it switches it off. Uses var2. | |
| LOAD V VAR2 S (VAR1)R | |
| SUB V VAR2 V VAR0 | |
| SKIP UNLESS V VAR2 EQ 0 | |
| LOAD S (VAR1)R I 0 | |
| RETURN | |
| PLAYPROG: | |
| SKIP IF R ()O EQ VIOLIN | |
| RETURN RETRY NONE CANT | |
| SKIP IF H VIOLIN PLAYER | |
| PRINTRET NOTHELD | |
| SKIP UNLESS R (PLAYER)R EQ HELL6 | |
| SKIP IF S HELL6 EQ 0 | |
| PRINTRET TWANGMESS | |
| LOAD S HELL6 I 1 | |
| PRINTRET EURYDICE | |
| TERSEPROG: | |
| LOAD V TERSEVAR I 0 | |
| PRINTRET TERSE0MESS | |
| VERBOSEPROG: | |
| LOAD V TERSEVAR I 2 | |
| PRINTRET TERSE2MESS | |
| STANDARDPROG: | |
| LOAD V TERSEVAR I 1 | |
| PRINTRET TERSE1MESS | |
| POSTPROG: | |
| SKIP IF M MOVED | |
| GO POST0 | |
| LOAD V LASTLOC V THISLOC | |
| RESOLVE THISLOC (PLAYER)R | |
| POST0: | |
| SKIP UNLESS R (PLAYER)R EQ CTOWER | |
| SKIP UNLESS M MOVED | |
| GO POST1 | |
| MOVE PLAYER WITH TO ROUND | |
| MOVE PLAYER WITHOUT TO LOON1 | |
| LOAD V OBJHELD I 0 | |
| PRINT HUNCHMESS | |
| POST1: | |
| RESOLVE LASTLOC (LASTLOC)R | |
| SKIP IF R (LASTLOC)R LT DES1 | |
| SKIP UNLESS R (LASTLOC)R GT DES18 | |
| GO POST2 | |
| POST15: | |
| SKIP3 UNLESS E (LASTLOC)O | |
| RESOLVE VAR0 (LASTLOC)O | |
| SKIP IF R (VAR0)O EQ OZ | |
| SKIP UNLESS R (VAR0)O EQ FOLLY | |
| GO POST2 | |
| MOVE (VAR0)O WITH DESTROY | |
| GO POST15 | |
| POST2: | |
| SKIP IF R (PLAYER)R LT DES1 | |
| SKIP UNLESS R (PLAYER)R GT DES18 | |
| GO POST3 | |
| SKIP UNLESS M MOVED | |
| LOAD V WINDVAR R 1 | |
| LOAD V VAR0 V WINDVAR | |
| PRINT WINDMESS VAR0 | |
| SKIP UNLESS S POOL EQ 1 | |
| GO POST3 | |
| ADD V THIRSTVAR I 1 | |
| SKIP UNLESS V THIRSTVAR LT 4 | |
| GO POST3 | |
| SKIP2 IF V THIRSTVAR LT 8 | |
| PRINT THIRSTDIE | |
| GO DIEPROG | |
| PRINT THIRSTY | |
| POST3: | |
| SKIP UNLESS R (PAPER)R EQ JUNC1 | |
| SKIP IF S PAPER EQ 0 | |
| GO POST4 | |
| ADD V PAPVAR I 1 | |
| SKIP2 IF V PAPVAR LT 4 | |
| LOAD S PAPER R 2 | |
| ADD S PAPER I 1 | |
| POST4: | |
| ADD V MAZEVAR I 1 | |
| SKIP IF V MAZEVAR LT 8 | |
| LOAD V MAZEVAR I 0 | |
| POST5: | |
| SKIP2 UNLESS R (PLAYER)R EQ CASTLE | |
| LOAD V VAR0 V TIMEVAR | |
| PRINT TIMENOW VAR0 | |
| ADD S CURTAIN I 1 | |
| SKIP UNLESS S CURTAIN GT 14 | |
| LOAD S CURTAIN I 0 | |
| SKIP3 UNLESS R (PLAYER)R EQ (CURTAIN)R | |
| SKIP2 IF M MOVED | |
| LOAD V VAR0 S CURTAIN | |
| PRINT CURTCHANGE VAR0 | |
| POST6: | |
| SKIP UNLESS S UAREA EQ 0 | |
| SKIP IF R (PLAYER)R EQ UAREA | |
| GO POST7 | |
| LOAD V VAR0 R 99 | |
| LOAD V VAR1 V VAR0 | |
| ADD V VAR1 I 1 | |
| LOAD V VAR2 V VAR0 | |
| ADD V VAR2 I 2 | |
| LOAD V VAR3 V VAR0 | |
| ADD V VAR3 I 3 | |
| PRINT BINGOCALL | |
| POST7: | |
| SKIP3 IF S DON1 EQ 0 | |
| LOAD S DON1 I 0 | |
| SKIP UNLESS R (PLAYER)R EQ DON1 | |
| PRINT PORTOVER | |
| SKIP IF S PORTRAIT EQ 0 | |
| SKIP IF E (PORTRAIT)R | |
| GO POST8 | |
| ADD S PORTRAIT I 1 | |
| SKIP IF S PORTRAIT GT 2 | |
| GO POST8 | |
| MOVE PORTRAIT WITH DESTROY | |
| MOVE NOBLE WITH TO DON1 | |
| LOAD S JUAN I 1 | |
| SKIP UNLESS R (PLAYER)R EQ TRK1 | |
| PRINT PORTALIVE | |
| SKIP UNLESS R (PLAYER)R EQ DON1 | |
| PRINT PORTENTER | |
| POST8: | |
| SKIP IF R (NOBLE)R EQ DON1 | |
| GO POST9 | |
| ADD S NOBLE I 1 | |
| SKIP IF S NOBLE GT 1 | |
| GO POST9 | |
| LOAD S DON1 I 1 | |
| MOVE NOBLE WITH DESTROY | |
| MOVE JUAN WITH DESTROY | |
| SKIP IF R (PLAYER)R EQ DON1 | |
| GO POST9 | |
| SKIP2 IF M MOVED | |
| PRINT PORTHELL | |
| GO POST9 | |
| PRINT PORTHEL2 | |
| POST9: | |
| SKIP3 IF M MOVED | |
| SKIP2 UNLESS R (PLAYER)R EQ (RAVEN)R | |
| SKIP2 IF S RAVEN EQ 0 | |
| PRINT NEVERMORE | |
| GO POST10 | |
| LOAD V VAR0 R 7 | |
| PRINT QUOTH VAR0 | |
| POST10: | |
| SKIP IF H PEARL ALTAR | |
| GO POST11 | |
| ADD V PRVAR1 I 1 | |
| SKIP IF V PRVAR1 LT 11 | |
| SUB V PRVAR1 I 11 | |
| ADD V PRVAR3 I 1 | |
| SKIP IF V PRVAR3 LT 10 | |
| SUB V PRVAR3 I 10 | |
| ADD V PRVAR2 I 2 | |
| SKIP UNLESS V PRVAR3 EQ 0 | |
| ADD V PRVAR2 I 1 | |
| SKIP IF V PRVAR2 LT 11 | |
| SUB V PRVAR2 I 11 | |
| SKIP IF R (PLAYER)R EQ WISTEM | |
| GO POST11 | |
| SKIP UNLESS V PRVAR2 EQ 0 | |
| TEXT PROV2M0 WITH | |
| SKIP UNLESS V PRVAR2 EQ 1 | |
| TEXT PROV2M1 WITH | |
| SKIP UNLESS V PRVAR2 EQ 2 | |
| TEXT PROV2M2 WITH | |
| SKIP UNLESS V PRVAR2 EQ 3 | |
| TEXT PROV2M3 WITH | |
| SKIP UNLESS V PRVAR2 EQ 4 | |
| TEXT PROV2M4 WITH | |
| SKIP UNLESS V PRVAR2 EQ 5 | |
| TEXT PROV2M5 WITH | |
| SKIP UNLESS V PRVAR2 EQ 6 | |
| TEXT PROV2M6 WITH | |
| SKIP UNLESS V PRVAR2 EQ 7 | |
| TEXT PROV2M7 WITH | |
| SKIP UNLESS V PRVAR2 EQ 8 | |
| TEXT PROV2M8 WITH | |
| SKIP UNLESS V PRVAR2 EQ 9 | |
| TEXT PROV2M9 WITH | |
| SKIP UNLESS V PRVAR2 EQ 10 | |
| TEXT PROV2M10 WITH | |
| LOAD V VAR0 V PRVAR1 | |
| PRINT PROV1M VAR0 | |
| POST11: | |
| SKIP UNLESS V TERSEVAR EQ 0 | |
| SET VISITED (PLAYER)R | |
| SKIP UNLESS V TERSEVAR EQ 2 | |
| UNSET VISITED (PLAYER)R / do terse & verbose last of all | |
| RETURN | |
| PRPROG: | |
| RESOLVE VAR0 (PRIDRM)R | |
| GO SL2 | |
| PULLPROG: | |
| SKIP UNLESS M W2SP REDSPEC | |
| GO PULL0 | |
| SKIP UNLESS M W2SP BLUESPEC | |
| GO PULL1 | |
| SKIP UNLESS M W2SP GREENSPEC | |
| GO PULL2 | |
| SKIP UNLESS M W2SP YELLOWSPEC | |
| GO PULL3 | |
| SKIP IF M W2OB | |
| RETURN RETRY NONE CANT | |
| SKIP2 UNLESS R ()O EQ MANDRAKE | |
| SKIP UNLESS S MANDRAKE EQ 0 | |
| GO TAKEPROG | |
| SKIP3 UNLESS R ()O EQ SWORD | |
| SKIP UNLESS H SWORD TREE | |
| GO TAKEPROG | |
| PRINTRET SILLYMESS | |
| SKIP IF R ()O EQ LEVER | |
| PRINTRET SILLYMESS | |
| ASK WHICHLEVER | |
| GO PULLPROG | |
| PULL0: | |
| SKIP IF R (PLAYER)R EQ INHORSE | |
| PRINTRET DONTSEE | |
| MOVE PLAYER WITH TO (HORSE)R | |
| MOVE HORSE WITH DESTROY | |
| MOVE TIMBER WITH TO (PLAYER)R | |
| PRINTRET CRASH | |
| PULL1: | |
| SKIP IF R (PLAYER)R EQ INHORSE | |
| PRINTRET DONTSEE | |
| PRINTRET NHAPPENS | |
| PULL2: | |
| SKIP IF R (PLAYER)R EQ INHORSE | |
| PRINTRET DONTSEE | |
| SKIP IF R (HORSE)R EQ PATH2 | |
| PRINTRET NHAPPENS | |
| MOVE HORSE WITH TO CITY | |
| PRINTRET HORSEROLLS | |
| PULL3: | |
| SKIP IF R (PLAYER)R EQ INHORSE | |
| PRINTRET DONTSEE | |
| PRINT HORSENEIGH | |
| SKIP IF R (HORSE)R EQ CITY | |
| RETURN | |
| MOVE HORSE WITH TO INCITY | |
| PRINTRET COMMOTION | |
| PUSHPROG: | |
| SKIP IF R ()R EQ (PLAYER)R | |
| PRINTRET DONTSEE | |
| PRINTRET SILLYMESS | |
| / Program to make certain the player wants to quit. | |
| QUITPROG: | |
| LOAD V VAR0 I 10 | |
| GOSUB SCORESUB | |
| PRINT SCOREM3 | |
| SKIP IF Q QUITQUERY / Skip if "yes" answer. | |
| RETURN | |
| QUIT2: | |
| SKIP2 IF Q MOREGAMES | |
| PRINT WTGROYT | |
| RETURN RETRY FINISH MAY ANY / Induce end of game. | |
| RETURN RETRY RESTART MAY ANY | |
| READPROG: | |
| SKIP IF M W2SP TREESPEC | |
| SKIP IF M W2OB | |
| GO READ1 | |
| SKIP IF R ()R EQ (PLAYER)R | |
| PRINTRET DONTSEE | |
| SKIP UNLESS R ()O EQ BOOK | |
| GO OPENPROG | |
| SKIP UNLESS R ()O EQ TABLET | |
| GO READTABLET | |
| SKIP UNLESS R ()O EQ SCROLL | |
| GO READSCROLL | |
| SKIP2 UNLESS R ()O EQ BOARD | |
| LOAD V VAR0 S BOARD | |
| PRINTRET READM1 VAR0 | |
| SKIP UNLESS R ()O EQ OZ | |
| PRINTRET READM2 | |
| SKIP2 UNLESS R ()O EQ PAPER | |
| LOAD V VAR0 S PAPER | |
| PRINTRET READM3 VAR0 | |
| SKIP UNLESS R ()O EQ STONE | |
| PRINTRET READM4 | |
| PRINTRET CANTDO | |
| READTABLET: | |
| SKIP UNLESS R (PLAYER)R EQ UAREA | |
| SKIP IF S UAREA EQ 0 | |
| PRINTRET READTABMESS | |
| LOAD S UAREA I 1 | |
| LOAD S WOOD3 I 1 | |
| MOVE MOSES WITH TO SINAI2 | |
| PRINTRET ZAPUAREA | |
| READSCROLL: | |
| SKIP UNLESS H SCROLL PLAYER | |
| SUB V OBJHELD I 1 | |
| MOVE SCROLL WITH DESTROY | |
| SKIP UNLESS S SCROLL EQ 0 | |
| PRINTRET NOBROOM | |
| SKIP IF R (ERLKING)R EQ (PLAYER)R | |
| PRINTRET NOWOOD | |
| MOVE ERLKING WITH DESTROY | |
| MOVE CHILD WITH TO (PLAYER)R | |
| PRINT ERLGO | |
| RETURN LOOK | |
| READ1: | |
| SKIP2 UNLESS M W2SP ASPEC | |
| LOAD V VAR0 I 1 | |
| GO OPENALL | |
| SKIP2 UNLESS M W2SP BSPEC | |
| LOAD V VAR0 I 2 | |
| GO OPENALL | |
| SKIP2 UNLESS M W2SP CSPEC | |
| LOAD V VAR0 I 3 | |
| GO OPENALL | |
| SKIP2 UNLESS M W2SP DOWNSPEC | |
| LOAD V VAR0 I 4 | |
| GO OPENALL | |
| SKIP2 UNLESS M W2SP ESPEC | |
| LOAD V VAR0 I 5 | |
| GO OPENALL | |
| SKIP2 UNLESS M W2SP FSPEC | |
| LOAD V VAR0 I 6 | |
| GO OPENALL | |
| SKIP2 UNLESS M W2SP GSPEC | |
| LOAD V VAR0 I 7 | |
| GO OPENALL | |
| SKIP2 UNLESS M W2SP HSPEC | |
| LOAD V VAR0 I 8 | |
| GO OPENALL | |
| SKIP2 UNLESS M W2SP ISPEC | |
| LOAD V VAR0 I 9 | |
| GO OPENALL | |
| SKIP2 UNLESS M W2SP JSPEC | |
| LOAD V VAR0 I 10 | |
| GO OPENALL | |
| SKIP2 UNLESS M W2SP KSPEC | |
| LOAD V VAR0 I 11 | |
| GO OPENALL | |
| SKIP2 UNLESS M W2SP LSPEC | |
| LOAD V VAR0 I 12 | |
| GO OPENALL | |
| SKIP2 UNLESS M W2SP MSPEC | |
| LOAD V VAR0 I 13 | |
| GO OPENALL | |
| SKIP2 UNLESS M W2SP NSPEC | |
| LOAD V VAR0 I 14 | |
| GO OPENALL | |
| SKIP2 UNLESS M W2SP OSPEC | |
| LOAD V VAR0 I 15 | |
| GO OPENALL | |
| / | |
| SKIP4 UNLESS M W2SP SIGNSPEC | |
| SKIP IF R (PLAYER)R EQ ANAGHS | |
| PRINTRET DONTSEE | |
| LOAD V VAR0 S ANAGHS | |
| PRINTRET READM5 VAR0 | |
| SKIP IF M W2SP TREESPEC | |
| SKIP3 UNLESS M W2SP INSCRSPEC | |
| SKIP IF R (PLAYER)R EQ FORK1 | |
| PRINTRET DONTSEE | |
| PRINTRET READM6 | |
| SKIP IF M W2SP WALLSPEC | |
| GO READ2 | |
| SKIP UNLESS R (PLAYER)R EQ KROOM1 | |
| PRINTRET READM7 | |
| SKIP UNLESS R (PLAYER)R EQ KROOM2 | |
| PRINTRET READM8 | |
| PRINTRET DONTSEE | |
| READ2: | |
| SKIP3 UNLESS M W2SP GATESPEC | |
| SKIP IF R (PLAYER)R EQ NXARN | |
| PRINTRET DONTSEE | |
| PRINTRET READM9 | |
| SKIP3 UNLESS M W2SP BLDGSPEC | |
| SKIP IF R (PLAYER)R EQ TURN1 | |
| PRINTRET DONTSEE | |
| PRINTRET READM10 | |
| SKIP3 UNLESS M W2SP PEDSPEC | |
| SKIP IF R (PLAYER)R EQ (OZ)R | |
| PRINTRET DONTSEE | |
| PRINTRET READM2 | |
| RETURN RETRY NONE CANT | |
| SAYPROG: | |
| PRINT SAYMESS | |
| SKIP IF M W2SP MAGICSPEC | |
| RETURN | |
| RETURN RETRY IGNORE MAY REC | |
| SCOREPROG: | |
| SKIP2 IF R (PLAYER)R LT LOON1 | |
| SKIP IF R (PLAYER)R GT LOON2 | |
| PRINTRET MADSCORE | |
| LOAD V VAR0 I 10 | |
| GOSUB SCORESUB | |
| PRINTRET SCOREM1 | |
| SCORESUB: | |
| SKIP UNLESS R (VIOLIN)R EQ ORPHANS | |
| ADD V VAR0 I 3 | |
| SKIP UNLESS R (TAPESTRY)R EQ ORPHANS | |
| ADD V VAR0 I 3 | |
| SKIP UNLESS R (FIGURINE)R EQ ORPHANS | |
| ADD V VAR0 I 3 | |
| SKIP UNLESS R (CRYSTAL)R EQ ORPHANS | |
| ADD V VAR0 I 3 | |
| SKIP UNLESS R (PATEN)R EQ ORPHANS | |
| ADD V VAR0 I 3 | |
| SKIP UNLESS R (COINS)R EQ ORPHANS | |
| ADD V VAR0 I 3 | |
| SKIP UNLESS R (ORB)R EQ ORPHANS | |
| ADD V VAR0 I 3 | |
| SKIP UNLESS R (SCEPTRE)R EQ ORPHANS | |
| ADD V VAR0 I 3 | |
| SKIP UNLESS R (STOLE)R EQ ORPHANS | |
| ADD V VAR0 I 3 | |
| SKIP UNLESS P VISITED ANAGRM | |
| ADD V VAR0 I 15 | |
| SKIP IF S MANDRAKE EQ 0 | |
| ADD V VAR0 I 5 | |
| SKIP UNLESS P VISITED INCITY | |
| ADD V VAR0 I 15 | |
| SKIP UNLESS S IDOL EQ 1 | |
| ADD V VAR0 I 10 | |
| SKIP IF R (SKELETON)R EQ CHURCH6 | |
| ADD V VAR0 I 10 | |
| SKIP UNLESS S CORPSE EQ 1 | |
| ADD V VAR0 I 5 | |
| SKIP UNLESS P VISITED CHURCH5 | |
| ADD V VAR0 I 5 | |
| SKIP IF R (TAPESTRY)R EQ CTOWER | |
| ADD V VAR0 I 10 | |
| SKIP UNLESS S AVRM1 EQ 3 | |
| ADD V VAR0 I 10 | |
| SKIP UNLESS S BOARD EQ 1 | |
| ADD V VAR0 I 10 | |
| SKIP2 UNLESS R (CHEESE)R EQ STOMACH | |
| SKIP UNLESS R (BONE)R EQ STOMACH | |
| ADD V VAR0 I 10 | |
| SKIP UNLESS S LURM2 EQ 1 | |
| ADD V VAR0 I 10 | |
| SKIP UNLESS S CHOIR EQ 1 | |
| ADD V VAR0 I 10 | |
| SKIP UNLESS S BED EQ 2 | |
| ADD V VAR0 I 10 | |
| SKIP UNLESS S WRATRM EQ 1 | |
| ADD V VAR0 I 10 | |
| SKIP IF R (DEMON)R EQ DEND1 | |
| ADD V VAR0 I 10 | |
| SKIP IF R (HAG)R EQ DEND2 | |
| ADD V VAR0 I 10 | |
| SKIP IF R (DAME)R EQ GROTTO | |
| ADD V VAR0 I 10 | |
| SKIP IF R (PILLAR)R EQ SALT1 | |
| ADD V VAR0 I 10 | |
| SKIP IF S PAPER EQ 0 | |
| ADD V VAR0 I 5 | |
| SKIP UNLESS P VISITED DES7 | |
| ADD V VAR0 I 5 | |
| SKIP IF R (OZ)R EQ DES7 | |
| ADD V VAR0 I 10 | |
| SKIP UNLESS P VISITED DES18 | |
| ADD V VAR0 I 10 | |
| SKIP UNLESS P VISITED KROOM1 | |
| ADD V VAR0 I 10 | |
| SKIP UNLESS P VISITED KROOM2 | |
| ADD V VAR0 I 10 | |
| SKIP IF R (FOLLY)R EQ DES18 | |
| ADD V VAR0 I 13 | |
| SKIP2 UNLESS P VISITED ENDOPT | |
| SKIP IF S ENDOPT EQ 1 | |
| ADD V VAR0 I 15 | |
| SKIP UNLESS P VISITED F11 | |
| ADD V VAR0 I 5 | |
| SKIP UNLESS P VISITED F13 | |
| ADD V VAR0 I 5 | |
| SKIP UNLESS P VISITED F14 | |
| ADD V VAR0 I 10 | |
| SKIP UNLESS R (PLAYER)R EQ CASTLE | |
| ADD V VAR0 I 10 | |
| / add new points here | |
| SKIP IF S WWALL EQ 0 | |
| ADD V VAR0 I 10 | |
| SKIP UNLESS P VISITED JHCEND | |
| ADD V VAR0 I 6 | |
| SKIP UNLESS S SCROLL EQ 1 | |
| ADD V VAR0 I 10 | |
| SKIP IF E (ERLKING)R | |
| ADD V VAR0 I 10 | |
| SKIP UNLESS R (CHILD)R EQ ORPHANS | |
| ADD V VAR0 I 10 | |
| SKIP UNLESS P VISITED DON1 | |
| ADD V VAR0 I 10 | |
| SKIP UNLESS P VISITED DON2 | |
| ADD V VAR0 I 10 | |
| SKIP UNLESS S HELL6 EQ 1 | |
| ADD V VAR0 I 10 | |
| SKIP UNLESS S DON3 EQ 1 | |
| ADD V VAR0 I 10 | |
| SKIP UNLESS V BOOKVAR EQ 0 | |
| ADD V VAR0 I 18 | |
| SKIP IF E (VINE)R | |
| ADD V VAR0 I 7 | |
| SKIP UNLESS P VISITED KROOM3 | |
| ADD V VAR0 I 10 | |
| SKIP UNLESS P VISITED KROOM4 | |
| ADD V VAR0 I 10 | |
| SKIP UNLESS P VISITED KROOM5 | |
| ADD V VAR0 I 10 | |
| ADD V VAR0 V LOGIVAR / 0, 10 or 20 | |
| SKIP UNLESS S UAREA EQ 1 | |
| ADD V VAR0 I 10 | |
| SKIP UNLESS E (CALF)R | |
| ADD V VAR0 I 3 | |
| SKIP2 IF R (PEARL)R EQ WISTEM | |
| SKIP IF S PEARL EQ 1 | |
| ADD V VAR0 I 10 | |
| SKIP UNLESS P VISITED FOGEND | |
| ADD V VAR0 I 10 | |
| SKIP IF R (GURU)R EQ FOGEND | |
| ADD V VAR0 I 10 | |
| SKIP UNLESS S NOAH EQ 0 | |
| ADD V VAR0 I 35 / maximum | |
| SKIP UNLESS S NOAH EQ 1 | |
| ADD V VAR0 I 30 | |
| SKIP UNLESS S NOAH EQ 2 | |
| ADD V VAR0 I 25 | |
| SKIP UNLESS S NOAH EQ 3 | |
| ADD V VAR0 I 20 | |
| SKIP UNLESS S NOAH EQ 4 | |
| ADD V VAR0 I 15 | |
| SKIP UNLESS S NOAH EQ 5 | |
| ADD V VAR0 I 10 | |
| SKIP UNLESS S NOAH EQ 6 | |
| ADD V VAR0 I 5 | |
| SKIP UNLESS S RAVEN EQ 1 | |
| ADD V VAR0 I 5 | |
| SKIP UNLESS S EMU EQ 1 | |
| ADD V VAR0 I 5 | |
| SKIP UNLESS S SLOTH EQ 1 | |
| ADD V VAR0 I 5 | |
| SKIP UNLESS S WOLF EQ 1 | |
| ADD V VAR0 I 5 | |
| SKIP UNLESS S FARM5 EQ 1 | |
| ADD V VAR0 I 5 | |
| SKIP IF P NOTAKE LAMB / easiest test | |
| ADD V VAR0 I 5 | |
| SKIP UNLESS R (RUBY)R EQ ORPHANS | |
| ADD V VAR0 I 3 | |
| SKIP UNLESS R (SAPPH)R EQ ORPHANS | |
| ADD V VAR0 I 3 | |
| SKIP UNLESS R (CALF)R EQ ORPHANS | |
| ADD V VAR0 I 3 | |
| SKIP UNLESS S MONK EQ 1 | |
| ADD V VAR0 I 22 | |
| RETURN | |
| SETANAG: | |
| SKIP IF S ANAGHS EQ 0 | |
| RETURN | |
| LOAD S ANAGHS R 5 | |
| ADD S ANAGHS I 1 | |
| RETURN | |
| SHAKEPROG: | |
| SKIP IF R ()O EQ TREE | |
| RETURN RETRY NONE CANT | |
| SKIP2 IF R (PLAYER)R EQ PATH1 | |
| SKIP IF R (PLAYER)R EQ FARM3 | |
| PRINTRET UNPROMISING | |
| PRINTRET SHAKEMESS | |
| SHARPPROG: | |
| SKIP IF R (PLAYER)R EQ ()R | |
| PRINTRET DONTSEE | |
| SKIP2 UNLESS R ()O EQ SWORD | |
| SKIP IF S SWORD EQ 1 | |
| PRINTRET ALRSHARP | |
| PRINTRET HOWDOTHAT | |
| SHOUTPROG: | |
| PRINT SAYMESS | |
| SKIP2 UNLESS R (PLAYER)R EQ FOGEND | |
| RESOLVE VAR0 (FOGDUM5)O | |
| GO SHOUTS3 | |
| SKIP2 IF R (PLAYER)R LT FOGMAZE1 | |
| SKIP IF R (PLAYER)R GT FOGMAZE4 | |
| GO SHOUTSUB | |
| SHOUT2: | |
| SKIP IF M W2SP MAGICSPEC | |
| RETURN | |
| RETURN RETRY IGNORE MAY REC | |
| SHOUTSUB: | |
| RESOLVE VAR0 (PLAYER)R | |
| RESOLVE VAR1 (FOGMAZE1)R | |
| SUB V VAR0 V VAR1 | |
| RESOLVE VAR1 (FOGDUM1)O | |
| ADD V VAR0 V VAR1 | |
| RESOLVE VAR0 (VAR0)O / dummy object | |
| SKIP IF S (VAR0)O EQ 0 | |
| GO SHOUTS3 | |
| SHOUTS2: | |
| LOAD S (VAR0)O R 3 | |
| ADD S (VAR0)O I 1 | |
| LOAD V VAR1 S (VAR0)O | |
| SUB V VAR1 S (PLAYER)R | |
| SKIP UNLESS V VAR1 EQ 0 | |
| GO SHOUTS2 | |
| SHOUTS3: | |
| SKIP2 IF S (PLAYER)R EQ 1 | |
| SKIP IF S (VAR0)O EQ 1 | |
| PRINT ECHON | |
| SKIP2 IF S (PLAYER)R EQ 2 | |
| SKIP IF S (VAR0)O EQ 2 | |
| PRINT ECHOE | |
| SKIP2 IF S (PLAYER)R EQ 3 | |
| SKIP IF S (VAR0)O EQ 3 | |
| PRINT ECHOS | |
| SKIP2 IF S (PLAYER)R EQ 4 | |
| SKIP IF S (VAR0)O EQ 4 | |
| PRINT ECHOW | |
| GO SHOUT2 | |
| SHUTPROG: | |
| SKIP IF M W2SP DOORSPEC | |
| RETURN RETRY NONE CANT | |
| SKIP2 IF R (PLAYER)R EQ DON1 | |
| SKIP3 UNLESS R (PLAYER)R EQ TRK1 | |
| SKIP IF S TRK1 EQ 0 | |
| PRINTRET CANTSHUT | |
| PRINTRET ALRSHUT | |
| PRINTRET NOTPOSSHERE | |
| SITPROG: | |
| SKIP2 UNLESS M W2EX | |
| SKIP IF M W2SP DOWNSPEC | |
| RETURN RETRY NONE CANT | |
| PRINTRET SITOK | |
| SLEEPPROG: | |
| SKIP IF R (PLAYER)R EQ (BED)R | |
| PRINTRET NOTGOOD | |
| ADD S BED I 1 | |
| SKIP IF S BED GT 1 | |
| PRINTRET SLEEPABIT | |
| MOVE PLAYER WITH TO NXHALL | |
| PRINTRET USHEROUT | |
| SLPROG: | |
| RESOLVE VAR0 (SLROOM)R | |
| SL2: | |
| SKIP2 UNLESS P VISITED (VAR0)R | |
| SL3: | |
| PRINT INVISBARR | |
| RETURN ABORT | |
| SKIP UNLESS R (VAR0)R EQ WRATRM | |
| PRINT BALLSTRIKE | |
| RETURN | |
| SWANPROG: | |
| PRINTRET SWANMESS | |
| / 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 | |
| SKIP3 UNLESS R (VAR0)O EQ EYE | |
| SKIP2 UNLESS H EYE HAG | |
| LOAD S HAG I 0 | |
| PRINT GRABEYE | |
| SKIP3 UNLESS R (VAR0)O EQ GEM | |
| SKIP2 UNLESS H GEM HAG | |
| LOAD S HAG I 0 | |
| PRINT GRABEYE / same message | |
| SKIP2 UNLESS R (VAR0)O EQ SWORD | |
| SKIP UNLESS H SWORD TREE | |
| PRINT FROMTREE | |
| SKIP3 UNLESS R (VAR0)O EQ BONE | |
| SKIP2 UNLESS H BONE DOG | |
| MOVE DOG WITH DESTROY | |
| PRINT GRABBONE | |
| SKIP UNLESS R (VAR0)O EQ PEARL | |
| SKIP IF H PEARL ALTAR | |
| GO TAKESUB2 | |
| SUB V PRVAR1 V PRVAR2 | |
| SKIP2 UNLESS V PRVAR1 EQ 0 | |
| PRINT TAKEPRL0 | |
| GO TAKESUB2 | |
| PRINT TAKEPEARL | |
| LOAD S PEARL I 1 / dud | |
| TAKESUB2: | |
| MOVE (VAR0)O WITH TO PLAYER / Move the object. | |
| ADD V OBJHELD I 1 / Update OBJHELD. | |
| LOAD V VAR1 I 1 | |
| RETURN | |
| / 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 IF M W2OB / Must be "TAKE object". | |
| RETURN RETRY NONE CANT / Induce "I don't understand | |
| / that!" if not. | |
| / Now check it's OK to take the given object. | |
| SKIP IF R (PLAYER)R EQ ()R / In the same room? | |
| PRINTRET DONTSEE | |
| / Entry point for Magic Take command. | |
| MTPROG: | |
| SKIP UNLESS R PLAYER EQ ()U / Already holding it? | |
| PRINTRET ALRHELD | |
| SKIP UNLESS R ()O EQ MANDRAKE | |
| GO TAKEMAND | |
| TAKEM1: | |
| 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 | |
| TAKEMAND: | |
| SKIP IF P NOTAKE MANDRAKE | |
| GO TAKEM1 | |
| UNSET NOTAKE MANDRAKE | |
| LOAD S MANDRAKE I 1 | |
| LOAD V VAR0 R 3 | |
| LOAD V MANDVAR V VAR0 | |
| ADD V MANDVAR I 1 | |
| PRINT MANDSCREAM VAR0 | |
| MOVE PLAYER WITH TO ROUND | |
| MOVE PLAYER WITHOUT TO LOON1 | |
| LOAD V OBJHELD I 0 | |
| RETURN | |
| THROWPROG: | |
| SKIP IF H ()O PLAYER | |
| PRINTRET NOTHELD | |
| SKIP UNLESS R ()O EQ CHILD | |
| PRINTRET VIOLENCE | |
| SKIP2 UNLESS R ()O EQ PIE / givepie will already sub objheld | |
| SKIP UNLESS R (PLAYER)R EQ (WOLF)R | |
| GO GIVEPIE | |
| SUB V OBJHELD I 1 | |
| SKIP2 UNLESS R ()O EQ ROCK | |
| SKIP UNLESS R (PLAYER)R EQ (DEMON)R | |
| GO THROWDEMON | |
| SKIP UNLESS R (PLAYER)R EQ JUNC1 | |
| GO THROWFIRE | |
| MOVE ()O WITH TO (PLAYER)R | |
| SKIP UNLESS R ()O EQ COCK | |
| GO CCROW | |
| PRINT OKMESS | |
| SKIP UNLESS R ()O EQ BALL | |
| GO DROPBALL | |
| RETURN | |
| THROWDEMON: | |
| MOVE ROCK WITH DESTROY | |
| MOVE DEMON WITH DESTROY | |
| PRINTRET DEMONGO | |
| THROWFIRE: | |
| MOVE ()O WITH DESTROY | |
| PRINT INTOFIRE | |
| SKIP2 UNLESS R ()O EQ IDOL | |
| LOAD S IDOL I 1 | |
| PRINTRET GASPING | |
| SKIP IF R ()O EQ SWORD | |
| RETURN | |
| MOVE SWORD WITH TO JUNC1 | |
| LOAD S SWORD I 0 | |
| PRINT FIRESWORD | |
| RETURN LOOK | |
| VOIPROG: | |
| SKIP UNLESS S CORPSE EQ 1 | |
| RETURN | |
| PRINT VOIMESS | |
| RETURN ABORT | |
| VSD1PROG: | |
| PRINTRET HEHHEH | |
| VSD2PROG: | |
| LOAD V VAR0 I 0 | |
| GOSUB SCORESUB | |
| SKIP IF V VAR0 LT 610 | |
| LOAD S VSD I 1 | |
| SKIP2 IF S VSD EQ 1 | |
| PRINT FEETREFUSE | |
| RETURN ABORT | |
| PRINT GRAALVIS / temporary | |
| RETURN | |
| WAILPROG: | |
| SKIP IF R (PLAYER)R EQ WWALL | |
| PRINTRET OHHH | |
| SKIP IF H WIG PLAYER | |
| PRINTRET NOWAIL | |
| SKIP3 IF S WWALL EQ 0 | |
| LOAD V VAR0 S WWALL | |
| SUB V VAR0 I 1 | |
| PRINTRET WAILSEE VAR0 | |
| LOAD S WWALL R 14 | |
| LOAD V VAR0 S WWALL | |
| ADD S WWALL I 1 | |
| PRINTRET WAILSEE VAR0 | |
| WAKEPROG: | |
| SKIP IF R ()R EQ (PLAYER)R | |
| PRINTRET DONTSEE | |
| SKIP2 UNLESS R ()O EQ WOLF | |
| SKIP UNLESS S WOLF EQ 1 | |
| PRINTRET NOWAKEWOLF | |
| SKIP IF R ()O EQ SLOTH | |
| PRINTRET NOTASLEEP | |
| SKIP UNLESS P NOTAKE SLOTH | |
| PRINTRET HOWDOTHAT | |
| PRINTRET LETITSLEEP | |
| WAVEPROG: | |
| SKIP IF H ()O PLAYER | |
| PRINTRET NOTHELD | |
| SKIP UNLESS R ()O EQ BATON | |
| SKIP IF R (PLAYER)R EQ (CHOIR)R | |
| PRINTRET NHAPPENS | |
| GO COND2 | |
| WELCPROG: | |
| SKIP UNLESS P VISITED START1 | |
| PRINTRET HELLO | |
| RESOLVE THISLOC (PLAYER)R | |
| LOAD V LASTLOC V THISLOC | |
| PRINT HELLO | |
| SKIP IF Q INSTRQ | |
| RETURN | |
| PRINTRET INSTRMESS | |
| WISEXIT: | |
| SKIP UNLESS H PEARL PLAYER | |
| SKIP IF S PEARL EQ 1 | |
| RETURN | |
| MOVE PEARL WITH DESTROY | |
| SUB V OBJHELD I 1 | |
| PRINTRET PEARLGO | |
| WRPROG: | |
| RESOLVE VAR0 (WRATRM)R | |
| GO SL2 | |
| ZEMPROG: | |
| PRINTRET INTRUDERS | |
| / | |
| / WORDS SECTION | |
| / ------------- | |
| / | |
| !WORDS | |
| A NONE CANT ASPEC | |
| ACHILLES OBJECT CANT WIZDUM | |
| AGRAVAIN OBJECT CANT KTA | |
| ALEXANDER OBJECT CANT WIZDUM 4 | |
| ALL NONE CANT ALLSPEC | |
| ALTAR OBJECT CANT ALTAR | |
| ANDRODRAGMA OBJECT CANT CRYSTAL | |
| APOLLYON OBJECT CANT WIZDUM | |
| ARK OBJECT CANT ARK | |
| ATTACK OBEY HITPROG REQUEST OBJ | |
| B RETURN CANT B BSPEC | |
| BAAA PRINT NHAPPENS CANT MAGICSPEC | |
| BAAAA OBEY BAA4PROG CANT MAGICSPEC | |
| BAAHH OBEY BAA2PROG CANT MAGICSPEC | |
| BACK RETURN CANT B | |
| BAHHH OBEY BAA3PROG CANT MAGICSPEC | |
| BALL OBJECT CANT BALL | |
| BANKER OBJECT CANT WIZDUM 4 | |
| BATON OBJECT CANT BATON | |
| BEAT OBEY HITPROG REQUEST OBJ | |
| BED OBJECT CANT BED | |
| BEGGAR OBJECT CANT WIZDUM | |
| BEHHH OBEY BAA1PROG CANT MAGICSPEC | |
| BEHRH OBEY BAA5PROG CANT MAGICSPEC | |
| BELLE OBJECT CANT DAME | |
| BELLOW OBEY SHOUTPROG REQUEST ANY | |
| BELLS OBJECT CANT WIZDUM 4 | |
| BENAMMI OBEY B1P CANT MAGICSPEC | |
| BLACKBOARD OBJECT CANT BOARD | |
| BLUE NONE CANT BLUESPEC | |
| BOARD OBJECT CANT BOARD | |
| BOAT OBJECT CANT BOAT | |
| BONE OBJECT CANT BONE | |
| BOOKS OBJECT CANT BOOK 4 | |
| BORS OBJECT CANT KTB | |
| BOY OBJECT CANT PAGE | |
| BREAK OBEY BREAKPROG REQUEST OBJ | |
| BRIEF OBEY TERSEPROG CANT | |
| BRIGAND OBJECT CANT WIZDUM | |
| BUILDING NONE CANT BLDGSPEC | |
| BURY OBEY BURYPROG REQUEST OBJ | |
| C NONE CANT CSPEC | |
| CALF OBJECT CANT CALF | |
| CALL OBEY SHOUTPROG REQUEST ANY | |
| CARADOC OBJECT CANT KTC | |
| CARDS OBJECT CANT WIZDUM 4 | |
| CHEESE OBJECT CANT CHEESE | |
| CHILD OBJECT CANT CHILD | |
| CHOIR OBJECT CANT CHOIR | |
| CLEAN OBEY CLEANPROG REQUEST OBJ | |
| CLIMB OBEY CLIMBPROG REQUEST REC | |
| CLOSE OBEY SHUTPROG MUST REC | |
| CLOTH OBJECT CANT CLOTH | |
| COCKEREL OBJECT CANT COCK 4 | |
| COFFIN OBJECT CANT COFFIN | |
| COINS OBJECT CANT COINS | |
| CONDUCT OBEY CONDPROG MAY OBJ | |
| CORPSE OBJECT CANT CORPSE | |
| COURT NONE CANT COURTSPEC | |
| CRY OBEY SHOUTPROG REQUEST ANY | |
| CRYSTAL OBJECT CANT CRYSTAL | |
| CURTAIN OBJECT CANT CURTAIN | |
| CUT OBEY CUTPROG MUST SPECIAL | |
| DAGONET OBJECT CANT KTD | |
| DAME OBJECT CANT DAME | |
| DEMON OBJECT CANT DEMON | |
| DIG OBEY DIGPROG CANT | |
| DOG OBJECT CANT DOG | |
| DONATE OBEY GIVEPROG REQUEST OBJ | |
| DOOR NONE CANT DOORSPEC | |
| DOWN MOVE CANT D DOWNSPEC 1 | |
| DRINK OBEY DRINKPROG MAY REC | |
| DROP OBEY DROPPROG MAY REC | |
| DWARF OBJECT CANT WIZDUM | |
| E MOVE CANT E ESPEC | |
| EAST MOVE CANT E | |
| EAT OBEY EATPROG REQUEST OBJ | |
| ECTOR OBJECT CANT KTE | |
| EMU OBJECT CANT EMU | |
| ENTER OBEY ENTERPROG MUST OBJ | |
| ERLKING OBJECT CANT ERLKING 3 | |
| EURYDICE OBJECT CANT WIZDUM | |
| EXAMINE OBEY EXAMPROG REQUEST OBJ | |
| EYE OBJECT CANT EYE | |
| F NONE CANT FSPEC | |
| FACED NONE CANT FACEDSPEC | |
| FARTHING OBJECT CANT FARTH | |
| FEED OBEY FEEDPROG REQUEST OBJ | |
| FEIREFIZ OBJECT CANT KTF | |
| FIEND OBJECT CANT WIZDUM | |
| FIGURINE OBJECT CANT FIGURINE | |
| FIRE OBJECT CANT FIRE | |
| FISH NONE CANT FISHSPEC | |
| FOLIO OBJECT CANT BOOK | |
| FOLLY OBJECT CANT FOLLY | |
| FORESIGHT NONE CANT FROGSPEC | |
| FORWARD PRINT COMPASS CANT | |
| FREE OBEY FREEPROG MUST OBJ | |
| FRIAR OBJECT CANT FRIAR | |
| FROG NONE CANT FROGSPEC | |
| G NONE CANT GSPEC | |
| GALLOWS OBJECT CANT GALLOWS | |
| GARETH OBJECT CANT KTG | |
| GATE NONE CANT GATESPEC | |
| GEM OBJECT CANT GEM | |
| GET OBEY TAKEPROG MAY REC | |
| GIANT OBJECT CANT WIZDUM | |
| GIVE OBEY GIVEPROG REQUEST OBJ | |
| GO IGNORE REQUEST DIR | |
| GRAAL OBJECT CANT GRAIL | |
| GRAB OBEY TAKEPROG REQUEST OBJ | |
| GRAIL OBJECT CANT GRAIL | |
| GREASE OBJECT CANT GREASE | |
| GREEN NONE CANT GREENSPEC | |
| GRIMOIRE OBJECT CANT BOOK | |
| GURU OBJECT CANT GURU | |
| H NONE CANT HSPEC | |
| HAGS OBJECT CANT HAG 3 | |
| HARRY OBJECT CANT KTH | |
| HELP PRINT HELPMESS CANT | |
| HIT OBEY HITPROG REQUEST OBJ | |
| HOLLER OBEY SHOUTPROG REQUEST ANY | |
| HORSE OBJECT CANT HORSE | |
| HUNCHBACK OBJECT CANT WIZDUM | |
| I NONE CANT ISPEC | |
| IDOL OBJECT CANT IDOL | |
| IN MOVE CANT IN | |
| INSCRIPTION NONE CANT INSCRSPEC | |
| INVENTORY OBEY INVPROG CANT INVSPEC 3 | |
| J NONE CANT JSPEC | |
| JUMP OBEY JUMPPROG CANT | |
| K NONE CANT KSPEC | |
| KELVAR OBEY K1PROG CANT MAGICSPEC | |
| KILL OBEY KILLPROG REQUEST OBJ | |
| KISS OBEY KISSPROG REQUEST OBJ | |
| KLINGSOR OBJECT CANT WIZDUM | |
| KNOCK OBEY KNOCKPROG MAY SPECIAL | |
| KNOT OBJECT CANT ROPESPEC | |
| KUNDRIE OBJECT CANT WIZDUM | |
| L NONE CANT LSPEC | |
| LADY OBJECT CANT WITCH | |
| LAKE OBJECT CANT FIRE | |
| LAMB OBJECT CANT LAMB | |
| LEFT PRINT COMPASS CANT | |
| LEVER OBJECT CANT LEVER | |
| LIE OBEY LIEPROG MUST REC | |
| LOITER PRINT LOITERMESS CANT | |
| LOOK OBEY LOOKPROG CANT | |
| M NONE CANT MSPEC | |
| MAAA PRINT NHAPPENS CANT MAGICSPEC | |
| MAAAA PRINT NHAPPENS CANT MAGICSPEC | |
| MAAHH PRINT NHAPPENS CANT MAGICSPEC | |
| MAHHH PRINT NHAPPENS CANT MAGICSPEC | |
| MAIDEN OBJECT CANT WIZDUM / kundrie | |
| MALU OBEY PAL1PROG CANT MAGICSPEC | |
| MANDRAKE OBJECT CANT MANDRAKE | |
| ME NONE CANT MESPEC | |
| MEHHH PRINT NHAPPENS CANT MAGICSPEC | |
| MEHRH PRINT NHAPPENS CANT MAGICSPEC | |
| MINK OBJECT CANT STOLE | |
| MINSTREL OBJECT CANT WIZDUM | |
| MIST OBJECT CANT CURTAIN | |
| MMQQ OBEY MMPROG REQUEST OBJ | |
| MOAB OBEY B2P CANT MAGICSPEC | |
| MOAN NONE CANT MOANSPEC | |
| MONK OBJECT CANT MONK | |
| MORE NONE CANT MORESPEC | |
| MOSES OBJECT CANT MOSES | |
| MOVE IGNORE REQUEST DIR | |
| MTQQ OBEY MTPROG REQUEST OBJ | |
| MUMMY OBJECT CANT CORPSE | |
| MYSELF NONE CANT MESPEC | |
| N MOVE CANT N NSPEC | |
| NASTIL OBEY NASPROG MAY REC | |
| NE MOVE CANT NE | |
| NECROMANCER OBJECT CANT WIZDUM | |
| NEVERMORE OBEY NEVPROG MAY SPECIAL MAGICSPEC 5 | |
| NOAH OBJECT CANT NOAH | |
| NOBLEMAN OBJECT CANT NOBLE 4 | |
| NORMAL OBEY STANDARDPROG CANT | |
| NORTH MOVE CANT N | |
| NW MOVE CANT NW | |
| O NONE CANT OSPEC | |
| OMEGA OBEY OMEGAPROG CANT MAGICSPEC | |
| ONE PRINT NHAPPENS CANT ONESPEC | |
| OPEN OBEY OPENPROG MUST REC | |
| ORB OBJECT CANT ORB | |
| ORBOST OBEY K2PROG CANT MAGICSPEC | |
| OTBA NONE CANT OTBASPEC | |
| OUT MOVE CANT OUT | |
| OZ OBJECT CANT OZ | |
| OZONE OBEY OZPROG CANT MAGICSPEC | |
| OZYMANDIAS OBJECT CANT WIZDUM | |
| PAGE OBJECT CANT PAGE | |
| PAPER OBJECT CANT PAPER PASPEC | |
| PATEN OBJECT CANT PATEN | |
| PEACE NONE CANT PEACESPEC | |
| PEARL OBJECT CANT PEARL | |
| PEDESTAL NONE CANT PEDSPEC | |
| PICTURE OBJECT CANT PORTRAIT | |
| PIE OBJECT CANT PIE | |
| PILLAR OBJECT CANT PILLAR | |
| PLANT OBJECT CANT MANDRAKE | |
| PLATINUM OBJECT CANT COINS | |
| PLAY OBEY PLAYPROG REQUEST OBJ | |
| PLONK NONE CANT PLONKSPEC | |
| PORTRAIT OBJECT CANT PORTRAIT | |
| PRESENT OBEY GIVEPROG REQUEST OBJ | |
| PRINCE OBJECT CANT WIZDUM | |
| PULL OBEY PULLPROG REQUEST REC | |
| PUNCH OBEY HITPROG REQUEST OBJ | |
| PUSH OBEY PUSHPROG MUST OBJ | |
| QUIT OBEY QUITPROG CANT 1 | |
| RAG OBJECT CANT CLOTH | |
| RAVEN OBJECT CANT RAVEN | |
| READ OBEY READPROG REQUEST REC | |
| RED NONE CANT REDSPEC | |
| RELEASE OBEY FREEPROG MUST OBJ | |
| RESCUE OBEY FREEPROG MUST OBJ | |
| REST OBEY SLEEPPROG CANT | |
| RESTART RESTART CANT | |
| RETURN RETURN CANT | |
| RIGHT PRINT COMPASS CANT | |
| ROAR OBEY SHOUTPROG REQUEST ANY | |
| ROCK OBJECT CANT ROCK | |
| ROPE OBJECT CANT ROPESPEC | |
| RUBY OBJECT CANT RUBY | |
| RUZAM OBEY PAL2PROG CANT MAGICSPEC | |
| SALT OBJECT CANT ROCK | |
| SANGRAAL OBJECT CANT GRAIL SANGSPEC | |
| SAPPHIRE OBJECT CANT SAPPH | |
| SAVE SAVE CANT | |
| SAVEND SAVEND CANT | |
| SAY OBEY SAYPROG REQUEST ANY | |
| SCEPTRE OBJECT CANT SCEPTRE | |
| SCISSORS NONE CANT SCSPEC | |
| SCORE OBEY SCOREPROG CANT | |
| SCREAM OBEY SHOUTPROG REQUEST ANY | |
| SCROLL OBJECT CANT SCROLL | |
| SE MOVE CANT SE | |
| SHAKE OBEY SHAKEPROG MUST OBJ | |
| SHARPEN OBEY SHARPPROG REQUEST OBJ | |
| SHEEP OBJECT CANT SHEEP | |
| SHIP NONE CANT SHIPSPEC | |
| SHOUT OBEY SHOUTPROG REQUEST ANY | |
| SHUT OBEY SHUTPROG MUST REC | |
| SIGN NONE CANT SIGNSPEC | |
| SILVER OBJECT CANT PATEN | |
| SING OBEY SAYPROG REQUEST ANY | |
| SIT OBEY SITPROG MAY SPECIAL | |
| SKARZ OBEY K3PROG CANT MAGICSPEC | |
| SKELETON OBJECT CANT SKELETON | |
| SLAP OBEY HITPROG REQUEST OBJ | |
| SLEEP OBEY SLEEPPROG CANT | |
| SLOTH OBJECT CANT SLOTH | |
| SMACK OBEY HITPROG REQUEST OBJ | |
| SODRE OBEY PAL3PROG CANT MAGICSPEC | |
| SOUTH MOVE CANT S 1 | |
| SPIRIT OBJECT CANT WIZDUM | |
| SPURT NONE CANT SPURTSPEC | |
| STAFF OBJECT CANT NOBLE | |
| STANDARD OBEY STANDARDPROG CANT | |
| STATUE OBJECT CANT OZ | |
| STOLE OBJECT CANT STOLE | |
| STONE OBJECT CANT STONE STSPEC | |
| STRIKE OBEY HITPROG REQUEST OBJ | |
| SW MOVE CANT SW | |
| SWAN OBJECT CANT WIZDUM | |
| SWAY NONE CANT SWAYSPEC | |
| SWORD OBJECT CANT SWORD | |
| TABLET OBJECT CANT TABLET | |
| TAKE OBEY TAKEPROG MAY REC | |
| TAPESTRY OBJECT CANT TAPESTRY | |
| TERSE OBEY TERSEPROG CANT | |
| THREE NONE CANT THREESPEC | |
| THROW OBEY THROWPROG REQUEST OBJ | |
| TIMBER OBJECT CANT TIMBER | |
| TOAB NONE CANT TOABSPEC | |
| TOAD NONE CANT TOADSPEC | |
| TOMES OBJECT CANT BOOK 4 | |
| TORTOISE OBJECT CANT TORTOISE | |
| TREE OBJECT CANT TREE TREESPEC | |
| TURN NONE CANT TURNSPEC | |
| TWO NONE CANT TWOSPEC 1 | |
| TYBAT OBEY K4PROG CANT MAGICSPEC | |
| UNTIE OBEY FREEPROG MUST REC | |
| UP MOVE CANT U 1 | |
| VERBOSE OBEY VERBOSEPROG CANT | |
| VINE OBJECT CANT VINE | |
| VIOLIN OBJECT CANT VIOLIN 4 | |
| VOLUME OBJECT CANT BOOK | |
| WAIL OBEY WAILPROG CANT | |
| WAIT PRINT OKMESS CANT | |
| WAKE OBEY WAKEPROG REQUEST OBJ | |
| WALLS NONE CANT WALLSPEC 4 | |
| WATER OBJECT CANT WATERSPEC | |
| WAVE OBEY WAVEPROG MUST OBJ | |
| WEST MOVE CANT W 1 | |
| WIG OBJECT CANT WIG | |
| WIPE OBEY CLEANPROG REQUEST OBJ | |
| WITCH OBJECT CANT WITCH | |
| WIZARD OBJECT CANT WIZDUM / not there | |
| WOLF OBJECT CANT WOLF | |
| WOMBAT OBJECT CANT WOMBAT | |
| WREN OBJECT CANT SWORD | |
| WRITE PRINT NOWRITE MAY ANY | |
| XARN NONE CANT XARNSPEC | |
| YELL OBEY SHOUTPROG REQUEST ANY | |
| YELLOW NONE CANT YELLOWSPEC | |
| YOUTH OBJECT CANT JUAN | |
| ZEMPOALLA OBJECT CANT IDOL | |
| ZOAR OBEY B3P CANT MAGICSPEC | |
| / | |
| / MV OBEY FUDGEPROG CANT !! temporary | |
| / | |
| / MESSAGES SECTION | |
| / ---------------- | |
| / | |
| / Descriptions of rooms & objects and other messages. Note that one | |
| / cannot easily comment this section. | |
| !MESSAGE ANAGHS1 | |
| You are standing in a forest clearing by a small stone | |
| building (to your north). There are paths to the southeast | |
| and west. The cottage bears a sign, saying: | |
| !SWITCH MNULL ANAGM1 ANAGM2 ANAGM3 ANAGM4 ANAGM5 ANAGM6 | |
| !MESSAGE ANAGHS2 | |
| You are by the small stone cottage with the sign saying: | |
| !SWITCH MNULL ANAGM1 ANAGM2 ANAGM3 ANAGM4 ANAGM5 ANAGM6 | |
| !MESSAGE ANAGM1 | |
| "His steps go forward." | |
| !MESSAGE ANAGM2 | |
| "Forgets sad worship!" | |
| !MESSAGE ANAGM3 | |
| "Deposit sword at Ash." | |
| !MESSAGE ANAGM4 | |
| "Eastward stood ship..." | |
| !MESSAGE ANAGM5 | |
| "His fist had prowess!" | |
| !MESSAGE ANAGM6 | |
| "Show his fat spiders..." | |
| !MESSAGE ANAGRM1 | |
| You are in a small room with a corridor leading out | |
| to the south. There are no other exits. | |
| !MESSAGE ANAGRM2 | |
| You are in the small room with the corridor south. | |
| !MESSAGE ANTERMM1 | |
| You are in a small anteroom to the folly, which is | |
| decorated with strange cabalistic symbols. There is | |
| a door leading further east, and an exit to the west. | |
| Stone steps lead down into the ground here. | |
| !MESSAGE ANTERMM2 | |
| You are in the anteroom. | |
| !MESSAGE ARKM1 | |
| There is a huge ark here, from the windows of which | |
| various animals are peering at you with curiosity. | |
| !MESSAGE AVRM1M1 | |
| You are in a small chamber with exits to the east and | |
| northwest. The room is dimly lit, and the walls are | |
| painted black, to make things even more dull. | |
| !MESSAGE AVRM1M2 | |
| You are in the black-walled chamber. | |
| !MESSAGE AVRM2M1 | |
| You are in a well-swept chamber with exits to the southeast | |
| and southwest. The walls are decorated with patterns of | |
| musical notation. | |
| !MESSAGE AVRM2M2 | |
| You are in the music room. | |
| !MESSAGE AVRM3M1 | |
| You are in a plain efficient-looking room, with exits to | |
| the northeast and southeast. The walls are decorated with | |
| patterns of pound signs, dollar signs, and other symbols | |
| of finance. | |
| !MESSAGE AVRM3M2 | |
| You are in the money room. | |
| !MESSAGE AVRM4M1 | |
| You are at a dead end, a small room with a single exit, | |
| to the northwest. The room is decorated with pictures | |
| of highwaymen. | |
| !MESSAGE AVRM4M2 | |
| You are in the brigand's room. | |
| !MESSAGE BALLM1 | |
| There is a small rubber ball lying here. | |
| !MESSAGE BALLM2 | |
| A rubber ball. | |
| !MESSAGE BATONM1 | |
| There is a wooden baton here. | |
| !MESSAGE BATONM2 | |
| A wooden baton. | |
| !MESSAGE BEDM1 | |
| There is a very comfortable looking bed here. | |
| !MESSAGE BOARDM1 | |
| !SWITCH BOARD10 BOARD11 | |
| !MESSAGE BOARD10 | |
| There is a blackboard attached to the wall here. On it is | |
| written the names of previous Adventurers of note. | |
| !SWITCH BOARD99 | |
| !MESSAGE BOARD99 | |
| A. J. F. Atkinson | |
| I. P. Stott | |
| R. Eckman | |
| M. T. Barlow | |
| P. Barden | |
| A. J. Mestel | |
| P. D. Killworth | |
| T. Ng | |
| I. Farquharson | |
| A. T. Cates | |
| Any hero would be proud to see his or her own name inscribed here. | |
| !MESSAGE BOARD11 | |
| There is a clean blackboard attached to the wall here. | |
| !MESSAGE BOATM1 | |
| There is a small flat boat in the water here. | |
| !MESSAGE BONEM1 | |
| There is a juicy bone here. | |
| !MESSAGE BONEM2 | |
| A juicy bone. | |
| !MESSAGE BOOL11 | |
| You are in a small round room, with exits to the | |
| south, northeast, and northwest. Above the NE exit | |
| are the words "GATE OF FAND", and above the NW exit | |
| the words "GATE OF ORT". | |
| !MESSAGE BOOL21 | |
| You are in a small round room, with exits to the | |
| south, northeast, and northwest. Above the NE exit | |
| are the words "GATE OF OREQ", and above the NW exit | |
| the words "GATE OF TEQ". | |
| !MESSAGE BOOL31 | |
| You are in a small round room, with exits to the | |
| south, northeast, and northwest. Above the NE exit | |
| are the words "GATE OF XORAND", and above the NW exit | |
| the words "GATE OF XORT". | |
| !MESSAGE BOOL41 | |
| You are in a small round room, with exits to the | |
| south, northeast, and northwest. Above the NE exit | |
| are the words "GATE OF NORT", and above the NW exit the | |
| words "GATE OF TAND". | |
| !MESSAGE CALFM1 | |
| There is a small golden calf here! | |
| !MESSAGE CALFM2 | |
| A golden calf. | |
| !MESSAGE CASTLEM1 | |
| You are in the castle of the Sangraal, in a large chamber with | |
| exits to the north and south. The room you are in has been used | |
| by the Foul Fiend as a dungeon for previous unsuccessful seekers | |
| of the Sangraal. As such it is complete with cobwebs, rats | |
| rising damp, dripping water, and other unexplained noises. | |
| !MESSAGE CASTLEM2 | |
| You are in the castle of the Sangraal. | |
| !MESSAGE CHEESEM1 | |
| There is an enormous Dutch cheese here. | |
| !MESSAGE CHEESEM2 | |
| A large cheese. | |
| !MESSAGE CHILDM1 | |
| There is a child here, abducted once by the Erl-King. | |
| She is chuckling happily to herself. | |
| !MESSAGE CHILDM2 | |
| A lost child. | |
| !MESSAGE CHOIRM1 | |
| A large mixed choir is standing here, dressed in scarlet robes. | |
| They are all regarding you expectantly, though too polite to say | |
| anything. | |
| !MESSAGE CHURCH11 | |
| You are at the entrance to a dark country churchyard, in | |
| which paths extend east and south from here. The road also | |
| leads back to the northwest. | |
| !MESSAGE CHURCH12 | |
| You are at the entrance to the churchyard. | |
| !MESSAGE CHURCH21 | |
| You are in the dark churchyard, on a north-south path | |
| between faded tombstones. The entrance to the church | |
| lies to your east. | |
| !MESSAGE CHURCH22 | |
| You are in the dark churchyard, outside the church entrance. | |
| !MESSAGE CHURCH31 | |
| You are inside the church, which seems to be dedicated | |
| to some pagan deity (or possibly demon prince). It | |
| really doesn't look like a nice place for a knight such | |
| as yourself. There are steps here, one set leading up, | |
| another leading down, the exit is to the west, and the | |
| (un)Holy of (un)Holies is further east. | |
| !MESSAGE CHURCH32 | |
| You are at the west end of the church. | |
| !MESSAGE CHURCH41 | |
| You are at the east end of the church, which looks more | |
| evil the more you see of it. Various nasty pictures | |
| adorn the walls, and the way back to the west looks all | |
| the more inviting. | |
| !MESSAGE CHURCH42 | |
| You are at the east end of the church. | |
| !MESSAGE CHURCH51 | |
| You are in the gloomy churchyard, which comes to | |
| a Dead End here. But then don't we all eventually? | |
| The way back is to the west. | |
| !MESSAGE CHURCH52 | |
| You are at the Dead End. | |
| !MESSAGE CHURCH61 | |
| You are in a more fashionable quarter of the churchyard. | |
| Although some people wouldn't be seen dead here, others | |
| feel it in their bones that this is THE place to reside. | |
| A path leads back to the north. | |
| !MESSAGE CHURCH62 | |
| You are at the fashionable end of the churchyard. | |
| !MESSAGE CITYM1 | |
| You are standing outside the high walls of some mighty city. | |
| The road leads back north here, but there is no hint of any | |
| entrance into the city. | |
| !MESSAGE CITYM2 | |
| You are outside the city walls. | |
| !MESSAGE CLOTHM1 | |
| There is a small cloth here. | |
| !MESSAGE CLOTHM2 | |
| A small cloth. | |
| !MESSAGE COCKM1 | |
| A large well-fed cockerel is strutting nearby. | |
| !MESSAGE COCKM2 | |
| A cockerel. | |
| !MESSAGE COFFIN1 | |
| There is a heavy stone coffin here (no lid). | |
| !MESSAGE COINSM1 | |
| There are some platinum coins here! | |
| !MESSAGE COINSM2 | |
| Some platinum coins. | |
| !MESSAGE CORPSE1 | |
| There is a mummified corpse lying here. | |
| !MESSAGE CORPSE2 | |
| A mummified corpse. | |
| !MESSAGE CRYPTM1 | |
| You are in the crypt of the church, which is a real ossarium, | |
| full of the charnel and bones of generations of people. It has | |
| a distinctly nauseating smell. The only way out appears to be | |
| back up the stairs. | |
| !MESSAGE CRYPTM2 | |
| You are in the crypt. | |
| !MESSAGE CRYSTM1 | |
| There are some rare crystals of androdragma here! | |
| !MESSAGE CRYSTM2 | |
| Some androdragma crystals. | |
| !MESSAGE CTOWERM1 | |
| You are in the bell tower. There are no bats in the belfry, | |
| but a dozen very large and heavy bells are hanging far above | |
| you. There are some steps leading down to the main part of | |
| the church. | |
| !MESSAGE CTOWERM2 | |
| You are in the bell tower. | |
| !MESSAGE CURTM1 | |
| On the curtain you can make out the following pattern: | |
| !SWITCH LIFE0 LIFE1 LIFE2 LIFE3 LIFE4 LIFE5 LIFE6 LIFE7 LIFE8 | |
| LIFE9 LIFE10 LIFE11 LIFE12 LIFE13 LIFE14 | |
| !MESSAGE DAMEM1 | |
| La belle dame sans Merci hath thee in thrall. She stands | |
| there, a slim elfin figure, in the dim light, and refuses | |
| to let you depart. | |
| !MESSAGE DEBUGMESS | |
| VAR0 @x34 VAR1 @x35 | |
| !MESSAGE DEMONM1 | |
| A huge demon is standing here! He has four arms and the | |
| face of a vulture and reeks of evil. Your blood runs cold | |
| at the sight of him. | |
| !MESSAGE DEND1M1 | |
| The track comes to a dead end here. The only way way to go is | |
| back to the southwest. | |
| !MESSAGE DEND1M2 | |
| Dead end. | |
| !MESSAGE DEND2M1 | |
| The track comes to a dead end here. The only way to go is | |
| back to the northwest. | |
| !MESSAGE DEND2M2 | |
| Dead end. | |
| !MESSAGE DES1M1 | |
| You are at the edge of a hot desert, through which searing | |
| winds are blowing. The desert lies to the NE, E and SE, | |
| while the way back is to the southwest. | |
| !MESSAGE DES1M2 | |
| You are at the edge of the desert. | |
| !MESSAGE DESEM1 | |
| You are at the edge of a hot desert, through which | |
| searing winds are blowing. It is possible to go in | |
| many directions, but some ways are blocked by mountains. | |
| !MESSAGE DESEM2 | |
| You are in the desert near some mountains. | |
| !MESSAGE DESFM1 | |
| You are in the middle of the desert. There is sand in | |
| all directions. Searing winds blow towards you. | |
| !MESSAGE DESFM2 | |
| You are in the middle of the desert. | |
| !MESSAGE DES18M1 | |
| You are at the eastern end of the desert, in the lee of | |
| yet more rocky mountains. One may go NW, W or SW from here. | |
| !MESSAGE DES18M2 | |
| You are at the eastern end of the desert. | |
| !MESSAGE DOGM1 | |
| There is a small dog here, who is chewing a juicy bone. | |
| !MESSAGE DOGRMM1 | |
| You are in a small room which smells strongly of dogs. | |
| There is just the one exit, back to the west. | |
| !MESSAGE DOGRMM2 | |
| You are in the dog house. | |
| !MESSAGE DON1M1 | |
| You are in a large banqueting hall, which is prepared | |
| for dinner, though in fact only two places are set. | |
| !SWITCH DON10 DON11 | |
| !MESSAGE DON10 | |
| There is an exit to the south. | |
| !MESSAGE DON11 | |
| There is an exit to the south and a passageway down, from | |
| which sulphurous fumes are billowing. | |
| !MESSAGE DON1M2 | |
| You are in the banqueting hall. | |
| !MESSAGE DON2M1 | |
| You are in an ante-chamber to Hades. From here you can hear | |
| the sounds of damned souls wailing piteously - some people | |
| just won't look on the bright side! The only way to proceed | |
| is further down into the Planes of Hell. | |
| !MESSAGE DON2M2 | |
| You are in an ante-chamber to Hades. | |
| !MESSAGE DON3M1 | |
| You are in the Large Chamber of Limbo, where people go whose | |
| true spiritual destination is undefined. The room is decorated | |
| with an exciting black wallpaper with black stripes on it. | |
| There are passages off in various directions. | |
| !MESSAGE DON3M2 | |
| You are in the Large Chamber of Limbo. | |
| !MESSAGE EMUM1 | |
| !SWITCH EMU10 EMU11 | |
| !MESSAGE EMU10 | |
| An emu is tethered to a tree here. | |
| !MESSAGE EMU11 | |
| An emu is wandering round in circles here. | |
| !MESSAGE EMUM2 | |
| An emu. | |
| !MESSAGE ENDOPTM1 | |
| !SWITCH ENDO10 ENDO11 | |
| !MESSAGE ENDO10 | |
| You are in the village of Kandara, one of the remotest | |
| parts of the realm. It is a poor community, and has | |
| few tourist attractions. There is a road back to | |
| the southwest, and a strange-looking building to the north. | |
| !MESSAGE ENDO11 | |
| You are in the ruined town of Kandara, surrounded | |
| by the dead and dying. The only building that the | |
| giant has not destroyed lies to the north, and there | |
| is also a road southwest. | |
| !MESSAGE ENDOPTM2 | |
| !SWITCH ENDO20 ENDO21 | |
| !MESSAGE ENDO20 | |
| You are in the town of Kandara. | |
| !MESSAGE ENDO21 | |
| You are in the ruined town of Kandara. | |
| !MESSAGE ENVYRMM1 | |
| You are in a large room which looks as though it may | |
| be some sort of assembly hall, in which speeches, | |
| ceremonies and even worship once took place. The only | |
| exit is to the north. | |
| !MESSAGE ENVYRMM2 | |
| You are in the assembly room. | |
| !MESSAGE ERLKING1 | |
| The forest moves and murmurs in a mysterious manner. Leaves | |
| flutter in the wind, but in a way that no wind ever moved. | |
| Branches wave menacingly, and strange footsteps pass, as of | |
| enchanted and invisible creatures. | |
| !MESSAGE EYEM1 | |
| There is an eye twinkling here. | |
| !MESSAGE EYEM2 | |
| An eye. | |
| !MESSAGE FARM1M1 | |
| You are in an overgrown field, where wild plants have long | |
| since taken over. The grass is long, and, were it not raining, | |
| you might find it quite an attractive place. There is an | |
| exit to the southeast. | |
| !MESSAGE FARM1M2 | |
| You are in the overgrown field. | |
| !MESSAGE FARM2M1 | |
| You are in a small dusty square, where it is | |
| drizzling slightly, though the water soaks away | |
| quickly into the ground. The only way out is by | |
| a path southwards. | |
| !MESSAGE FARM2M2 | |
| You are in the small dusty square. | |
| !MESSAGE FARM3M1 | |
| You are in a small copse, consisting of high trees, | |
| which in places are packed quite densely. The only | |
| way out is back to the southwest. | |
| !MESSAGE FARM3M2 | |
| You are in the small copse. | |
| !MESSAGE FARM4M1 | |
| You are in small patch of forest, which becomes very dense | |
| as you proceed further, so that the only way you can go | |
| is back to the northwest. | |
| !MESSAGE FARM4M2 | |
| You are in the small patch of forest. | |
| !MESSAGE FARM5M1 | |
| You are in some sort of warren, where creatures have been | |
| ploughing up the soil quite extravagantly. There is a path | |
| back to the north. | |
| !MESSAGE FARM5M2 | |
| You are in the warren. | |
| !MESSAGE FARM6M1 | |
| A pastoral scene greets your eyes: lush meadow grass, and | |
| a flock of milky-white sheep. The sheep are wandering about | |
| in a relaxed manner, calling to one another. Cries of "Baaa!" | |
| and "Maaa!" drift towards you as the ewes call to their lambs. | |
| The only exit from the meadow is back to the northeast. | |
| !MESSAGE FARM6M2 | |
| You are in the meadow, near a flock of sheep. | |
| !MESSAGE F11M1 | |
| The maze comes to a dead end here. The only way to go is | |
| back again. | |
| !MESSAGE F11M2 | |
| You are at a dead end in the maze. | |
| !MESSAGE F14M1 | |
| You are still in the maze, but there are now just two ways | |
| to go, either back the way you entered, or down a steep | |
| hole in the ground. | |
| !MESSAGE F14M2 | |
| You are in the maze by the hole in the ground. | |
| !MESSAGE FARTHM1 | |
| Someone has dropped a farthing here. | |
| !MESSAGE FARTHM2 | |
| A farthing. | |
| !MESSAGE FIGURM1 | |
| There is a delicately-carved stone figurine here! | |
| !MESSAGE FIGURM2 | |
| A stone figurine. | |
| !MESSAGE FMAZE1 | |
| You are in the rotating maze. There are exits in various | |
| directions, but, since the island is rotating, these directions | |
| change continually. The chamber is lit by a strange beacon high | |
| above you. | |
| !MESSAGE FMAZE2 | |
| You are in the rotating maze. | |
| !MESSAGE FOGENDM1 | |
| You are at what seems like the end of the world, a region of | |
| mountains so remote that it seems unearthly. A path leads back | |
| through the fog, but there is nowhere else to go. | |
| !MESSAGE FOGENDM2 | |
| You are at the end of the world. | |
| !MESSAGE FOGMAZEM | |
| You are on a mountain path winding through dense fog. At this | |
| point there are tracks to north, south, east and west. | |
| !MESSAGE FOLLYM1 | |
| To your east there is a curiously-shaped building. | |
| A 'folly' would be the aptest word for it. Surely none | |
| but an eccentric would wish to build such a monumental piece | |
| of Gothic architecture in such an isolated spot. | |
| !MESSAGE FORK1M1 | |
| You are at a fork in the road. To the south lies Castle Moan, | |
| and paths lead off to the northeast and northwest. | |
| There is an inscription carved in a tree here, which reads: | |
| !SWITCH FORK199 | |
| !MESSAGE FORK199 | |
| Give heed, thou knight that goest about seeking adventure: | |
| behold two roads, one to thy left, the other to thy right. | |
| The left-hand road thou shalt not take, for he that enters | |
| therein must be second to none if he would follow it to | |
| the end: and if thou take the right-hand road, haply thou | |
| mayest soon perish. | |
| !MESSAGE FORK1M2 | |
| You are at the fork in the road, by the carved inscription. | |
| !MESSAGE FRIARM1 | |
| A blessed friar is standing here, ready to receive | |
| all contributions. | |
| !MESSAGE GALLOWM1 | |
| A gallows has been erected here, and it has obviously | |
| been much used, to judge by its condition. However | |
| there is nobody in residence just now. | |
| !MESSAGE GALLRM1 | |
| You are on Gallows Hill, a very desolate place, where men have | |
| hanged for their misdeeds. Weeds abound in this forsaken spot, | |
| and the only track from here leads back to the north . | |
| !MESSAGE GALLRM2 | |
| You are on Gallows Hill. | |
| !MESSAGE GEMM1 | |
| There is a strange gem here, which reflects the light in | |
| a sequence of ever-changing patterns, that quite dazzle | |
| you at times. | |
| !MESSAGE GEMM2 | |
| A strangely reflective gem. | |
| !MESSAGE GLUTRMM1 | |
| You are in a large dining hall, which is at present | |
| deserted of people. There are exits to the east and | |
| southwest. | |
| !MESSAGE GLUTRMM2 | |
| You are in the dining hall. | |
| !MESSAGE GREASEM1 | |
| There is a lump of ancient grease here. | |
| !MESSAGE GREASEM2 | |
| A lump of ancient grease. | |
| !MESSAGE GROTTOM1 | |
| You are in a small elfin grotto, whose only exit is out | |
| to the hillside to the west. For a cave it is quite | |
| luxuriously furnished and your stay here may be quite | |
| a comfortable one in some ways. | |
| !MESSAGE GROTTOM2 | |
| You are in the grotto. | |
| !MESSAGE GURUM1 | |
| An ancient guru is sitting here cross-legged. "Share | |
| your wisdom with me" he says gloomily. | |
| !MESSAGE HAGM1 | |
| !SWITCH HAG10 HAG11 HAG12 | |
| !MESSAGE HAG10 | |
| Two blind hags are groping around here, looking for their eye. | |
| !MESSAGE HAG11 | |
| There are two blind hags standing here. They are sharing an | |
| eye between them, with which they take turns in staring at you. | |
| !MESSAGE HAG12 | |
| There are two blind hags standing here. They are sharing a shining | |
| gem between them, through which they take turns in looking at you. | |
| !MESSAGE HELLM1 | |
| You are in Limbo, a sub-department of the Underworld. | |
| Passages twist away in various directions here. All is | |
| sombre and rather cold, although there is a dim light to | |
| see by. | |
| !MESSAGE HELLM2 | |
| You are in Limbo. | |
| !MESSAGE HELL5M1 | |
| You are in a large chamber in Limbo, which has been | |
| decorated for use by a Greek hero. The walls show | |
| scenes of warriors giving battle, except for one | |
| wall which is full of detailed calculations, which | |
| seem to be an attempt to prove using geometric series | |
| that humans can run faster than tortoises. The only exit | |
| is west. | |
| !MESSAGE HELL5M2 | |
| You are in Achilles' chamber. | |
| !MESSAGE HELL6M1 | |
| You are in a large chamber in Limbo. Scenes from Orpheus | |
| in the Underworld decorate the walls, and a sign says "Ye | |
| who visit here, must rescue the shade of Eurydice. Play on." | |
| The only exit is to the south. | |
| !MESSAGE HELL6M2 | |
| You are in the chamber of Orpheus. | |
| !MESSAGE HELL7M1 | |
| You are in a large chamber in Limbo, which has been decorated for | |
| use by Alexander the Great. One part of the wall portrays lots of | |
| interesting knots and how to undo them (probably an item featured | |
| in the Gordian newspaper), and another portrays great battles in | |
| Asia. The only exit is to the east. | |
| !MESSAGE HELL7M2 | |
| You are in the chamber of Alexander. | |
| !MESSAGE HELL8M1 | |
| You are in a large chamber in Limbo. An exit leads north. | |
| !MESSAGE HILLSM1 | |
| You are on a cold bleak hillside. All is wintry here, and | |
| no birds sing. There is a small cave further eastward, but | |
| apart from that the only way to go is back to the west. | |
| !MESSAGE HILLSM2 | |
| You are on the cold bleak hillside. | |
| !MESSAGE HORSEM1 | |
| There is a twenty foot high horse here, crafted from solid wood. | |
| !MESSAGE HMDUM1M1 | |
| There is an exit to the south, which bears the following sign: | |
| !SWITCH HMDZ0 HMDZ1 HMDZ2 HMDZ3 HMDZ4 HMDZ5 | |
| !MESSAGE HMDUM2M1 | |
| There is an exit to the southeast, which bears the following sign: | |
| !SWITCH HMDZ0 HMDZ1 HMDZ2 HMDZ3 HMDZ4 HMDZ5 | |
| !MESSAGE HMDUM3M1 | |
| There is an exit to the southwest, which bears the following sign. | |
| !SWITCH HMDZ0 HMDZ1 HMDZ2 HMDZ3 HMDZ4 HMDZ5 | |
| !MESSAGE HMDZ0 | |
| IF THIS IS THE WAY OUT, THEN S IS FALSE. | |
| !MESSAGE HMDZ1 | |
| IF THIS IS THE WAY OUT, THEN SE IS FALSE. | |
| !MESSAGE HMDZ2 | |
| IF THIS IS THE WAY OUT, THEN SW IS FALSE. | |
| !MESSAGE HMDZ3 | |
| IF THIS IS THE WAY OUT, THEN S IS TRUE. | |
| !MESSAGE HMDZ4 | |
| IF THIS IS THE WAY OUT, THEN SE IS TRUE. | |
| !MESSAGE HMDZ5 | |
| IF THIS IS THE WAY OUT, THEN SW IS TRUE. | |
| !MESSAGE IDOLM1 | |
| There is an idol of Zempoalla here. It is inlaid with precious | |
| stones, such as rare balax and lyncurion! | |
| !MESSAGE IDOLM2 | |
| An idol of Zempoalla. | |
| !MESSAGE INCITYM1 | |
| You are in a temple dedicated to the evil goddess Zempoalla. | |
| Her ideas of interior design apparently include scenes of | |
| venomous snakes and hideous toads, for that is what covers | |
| the walls. The only exit from this place is to the east. | |
| !MESSAGE INCITYM2 | |
| You are in the temple of Zempoalla. | |
| !MESSAGE INHORM1 | |
| You are inside the wooden horse. The only conceivable | |
| exit is far above you and impossible to reach. The | |
| furnishings of this horse are meagre: wooden walls, | |
| wooden floor, wooden ceiling. | |
| !MESSAGE INHORM2 | |
| You are inside the wooden horse. | |
| !MESSAGE JHCENDM1 | |
| You are at Winning Ways, an area of scrubland dedicated | |
| to the memory of the Unknown Mathematician. The only way | |
| to escape this place is back to the east. | |
| !MESSAGE JHCENDM2 | |
| You are at Winning Ways. | |
| !MESSAGE JOHOCOM1 | |
| You are on a twisting path, which enters from the | |
| northeast and leaves to the south. There is also a | |
| !SWITCH JHC10 JHC11 | |
| !MESSAGE JHC10 | |
| path leading off to the west, but this is blocked by a | |
| strange curtain of swirling mists. | |
| !MESSAGE JHC11 | |
| path leading off to the west at this point. | |
| !MESSAGE JOHOCOM2 | |
| You are on the twisting path. | |
| !MESSAGE JUANM1 | |
| !SWITCH JUAN10 MNULL | |
| !MESSAGE JUAN10 | |
| A wealthy-looking youth in very elegant attire is | |
| regarding you nervously. | |
| !MESSAGE JUNC1M1 | |
| You are at a junction of ways. A damp path leads south | |
| from here, a salty path leads northwest, and a sandy | |
| path leads northeast. There is a lake of fire a few yards | |
| to your north - the heat from it drives you back whenever | |
| you venture too closely. | |
| !MESSAGE JUNC1M2 | |
| You are by the lake of fire. | |
| !MESSAGE JUNC2M1 | |
| You are in Parsifal's wood, a dark place with many strange | |
| and unexplained noises to trouble you. Paths leads off in | |
| six different directions here. | |
| !MESSAGE JUNC2M2 | |
| You are in Parsifal's wood. | |
| !MESSAGE KLIBM1 | |
| You are in Klingsor's library, a room containing but a small number | |
| of weighty tomes and grimoires. One imagines that the more portable | |
| folios are elsewhere, being put to evil purposes. No exits are visible. | |
| The books here are too heavy to lift, but you could open them if you | |
| felt inclined. They are labelled A-O, and their titles are as follows: | |
| A: The life-cycle of the paca. I: How to cheat at pallone. | |
| B: The flowers of the padang. J: A guide to paludal creatures. | |
| C: Night-time use of the padella. K: Panada and other recipes. | |
| D: Corruption of the pais. L: A survey of pannose materials. | |
| E: Ancient paktong artwork. M: The use of the parpen in construction. | |
| F: The sacred palas. N: The mechanics of the pawl. | |
| G: Palillogy in spell-casting. O: Paralysing the paxwax and other magics. | |
| H: The palla and other fashions. | |
| !MESSAGE KLIBM2 | |
| You are in Klingsor's library. | |
| !MESSAGE KROOM1M1 | |
| You are in one of Klingsor's chambers. The air reeks of | |
| sorcery and evil, or at least seems to. There is an | |
| exit back to the west, and some stairs leading upwards. | |
| !SWITCH KROOM199 | |
| !MESSAGE KROOM199 | |
| On the wall is written: THERE IS ALWAYS ONE LETTER. | |
| THERE IS ALWAYS ONE NUMBER. | |
| !MESSAGE KROOM1M2 | |
| You are in one of Klingsor's chambers. | |
| !MESSAGE KROOM2M1 | |
| You are in a small study belonging to mighty Klingsor. | |
| Unfortunately there is nothing here that you can take, | |
| as the necromancer has had the foresight to lock | |
| everything away. There are stairs leading up and down here. | |
| !SWITCH KROOM299 | |
| !MESSAGE KROOM299 | |
| On the wall is written: ONLY THE FIRST TWO ARE USED. | |
| !MESSAGE KROOM2M2 | |
| You are in Klingsor's study. | |
| !MESSAGE KROOM3M1 | |
| You are in another of Klingsor's sinister chambers. | |
| From the appearance of the floor, it looks as though | |
| he has had some friends round here for a party recently, | |
| but there is nothing useful left behind. Steps lead up | |
| and down from here. | |
| !MESSAGE KROOM3M2 | |
| You are in Klingsor's party room. | |
| !MESSAGE KROOM4M1 | |
| You are in yet another chamber in Klingsor's mighty | |
| tower. This one looks as though it may have held a | |
| prisoner at one stage, but whoever it was seems to | |
| have escaped, or died. Steps lead up and down from here. | |
| !MESSAGE KROOM4M2 | |
| You are in the cell where Klingsor keeps captives. | |
| !MESSAGE KROOM5M1 | |
| You are in a sort of viewing gallery high up in Klingsor's | |
| tower. You can see out far over the desert and back towards | |
| Castle Moan, and there are many wondrous scenes to behold. | |
| Meanwhile, some steps here lead onto the roof, and others | |
| lead down again. | |
| !MESSAGE KROOM5M2 | |
| You are in the viewing gallery. | |
| !MESSAGE KTAM1 | |
| The noble Sir Agravain lies here, gravely wounded and tied up. | |
| !MESSAGE KTAM2 | |
| Sir Agravain. | |
| !MESSAGE KTBM1 | |
| Brave Sir Bors lies here, slightly scratched and tied up. | |
| !MESSAGE KTBM2 | |
| Sir Bors. | |
| !MESSAGE KTCM1 | |
| Sir Caradoc the mighty lies here, gravely wounded, bound and gagged. | |
| !MESSAGE KTCM2 | |
| Sir Caradoc. | |
| !MESSAGE KTDM1 | |
| Sir Dagonet the proud lies here, slightly scratched, bound and gagged. | |
| !MESSAGE KTDM2 | |
| Sir Dagonet. | |
| !MESSAGE KTEM1 | |
| Sir Ector the terrible lies here, somewhat wounded and in chains. | |
| !MESSAGE KTEM2 | |
| Sir Ector. | |
| !MESSAGE KTFM1 | |
| Ferocious Sir Feirefiz lies here, gravely wounded, chained and bound. | |
| !MESSAGE KTFM2 | |
| Sir Feirefiz. | |
| !MESSAGE KTGM1 | |
| Sir Gareth the renowned lies here, somewhat wounded, swathed in many chains. | |
| !MESSAGE KTGM2 | |
| Sir Gareth. | |
| !MESSAGE KTHM1 | |
| Valiant Sir Harry lies here, slightly scratched, and smothered in more chains | |
| than anyone else! | |
| !MESSAGE KTHM2 | |
| Sir Harry. | |
| !MESSAGE LAKEM1 | |
| You are standing on the banks of a large calm lake. The view is | |
| idyllic and the birds sing melodiously. A path leads south. | |
| !MESSAGE LAKEM2 | |
| You are on the banks of the large lake. | |
| !MESSAGE LAKEXM1 | |
| You are on a large rotating island in the middle of | |
| a lake. There is a tunnel down at this point. | |
| !MESSAGE LAKEXM2 | |
| You are by the side of the lake, on the rotating island. | |
| !MESSAGE LAMBM1 | |
| !SWITCH LAMB10 LAMB11 LAMB12 LAMB13 LAMB14 LAMB15 | |
| !MESSAGE LAMB10 | |
| There is a lamb frisking contentedly here. | |
| !MESSAGE LAMB11 | |
| A small lamb, which looks as though it may have lost its mother, is | |
| bleating here piteously. "Mehhh!" it wails, but retreats as you approach. | |
| !MESSAGE LAMB12 | |
| A small lamb, which looks as though it may have lost its mother, is | |
| bleating here piteously. "Maahh!" it wails, but retreats as you approach. | |
| !MESSAGE LAMB13 | |
| A small lamb, which looks as though it may have lost its mother, is | |
| bleating here piteously. "Mahhh!" it wails, but retreats as you approach. | |
| !MESSAGE LAMB14 | |
| A small lamb, which looks as though it may have lost its mother, is | |
| bleating here piteously. "Maaaa!" it wails, but retreats as you approach. | |
| !MESSAGE LAMB15 | |
| A small lamb, which looks as though it may have lost its mother, is | |
| bleating here piteously. "Mehrh!" it wails, but retreats as you approach. | |
| !MESSAGE LAMBM2 | |
| A small lamb. | |
| !MESSAGE LEVERM1 | |
| There are four wooden levers set into the wall here. | |
| One is painted red, one green, the third blue, and the fourth yellow. | |
| !MESSAGE LIFE0 | |
| @@font-off@@ | |
| ****** | |
| * * | |
| * * | |
| * * | |
| ****** | |
| @@font-on@@ | |
| !MESSAGE LIFE1 | |
| @@font-off@@ | |
| **** | |
| ****** | |
| ******** | |
| ** ** | |
| ******** | |
| ****** | |
| **** | |
| @@font-on@@ | |
| !MESSAGE LIFE2 | |
| @@font-off@@ | |
| ** | |
| * * | |
| * * | |
| * * | |
| * * | |
| * * | |
| * * | |
| * * | |
| ** | |
| @@font-on@@ | |
| !MESSAGE LIFE3 | |
| @@font-off@@ | |
| * * | |
| ** ** | |
| *** *** | |
| ** ** | |
| * * | |
| @@font-on@@ | |
| !MESSAGE LIFE4 | |
| @@font-off@@ | |
| ** ** | |
| * * * * | |
| * * * * | |
| * * * * | |
| ** ** | |
| @@font-on@@ | |
| !MESSAGE LIFE5 | |
| @@font-off@@ | |
| ** ** | |
| * * * * | |
| ****** ****** | |
| * * * * | |
| ** ** | |
| @@font-on@@ | |
| !MESSAGE LIFE6 | |
| @@font-off@@ | |
| ** ** | |
| * * * * | |
| * * * * | |
| * * * * | |
| ** ** | |
| @@font-on@@ | |
| !MESSAGE LIFE7 | |
| @@font-off@@ | |
| * * * * | |
| *** ****** *** | |
| * * * * | |
| @@font-on@@ | |
| !MESSAGE LIFE8 | |
| @@font-off@@ | |
| * * ** * * | |
| **** ** **** | |
| * * ** * * | |
| @@font-on@@ | |
| !MESSAGE LIFE9 | |
| @@font-off@@ | |
| * * ** * * | |
| ** * * ** | |
| * * ** * * | |
| @@font-on@@ | |
| !MESSAGE LIFE10 | |
| @@font-off@@ | |
| ** * * ** | |
| ***** ***** | |
| ** * * ** | |
| @@font-on@@ | |
| !MESSAGE LIFE11 | |
| @@font-off@@ | |
| * ** ** * | |
| * *** *** * | |
| * ** ** * | |
| @@font-on@@ | |
| !MESSAGE LIFE12 | |
| @@font-off@@ | |
| * * * * | |
| ** * * * * ** | |
| * * * * | |
| @@font-on@@ | |
| !MESSAGE LIFE13 | |
| @@font-off@@ | |
| * * | |
| ** **** ** | |
| * * | |
| @@font-on@@ | |
| !MESSAGE LIFE14 | |
| @@font-off@@ | |
| ******** | |
| * **** * | |
| ******** | |
| @@font-on@@ | |
| !MESSAGE LOONM1 | |
| You are in the Land of Madness. Strange visions appear | |
| before your eyes and vanish as suddenly as they came. | |
| All is probably an illusion, but there are possibly | |
| exits in all directions. | |
| !MESSAGE LOONM2 | |
| You are in the Land of Madness. | |
| !MESSAGE LURM1M1 | |
| You are in the first Byzantine chamber, an irregularly-shaped | |
| room with eight exits. The walls portray a variety of Middle | |
| Eastern scenes, such as knights riding on camels. The floor | |
| is very unusual - it is full of strange ridges and ramps, which | |
| make it rather uneven. | |
| !MESSAGE LURM1M2 | |
| You are in the first Byzantine chamber. | |
| !MESSAGE LURM2M1 | |
| You are in the second Byzantine chamber, which is similar to | |
| the previous one, in that its walls show strange Turkish scenes | |
| and its floor is ridged and ramped. There is a strong smell | |
| of Eastern perfume in the air. Once again there are eight exits. | |
| !MESSAGE LURM2M2 | |
| You are in the second Byzantine chamber. | |
| !MESSAGE MANDRM1 | |
| !SWITCH MAND10 MAND11 | |
| !MESSAGE MAND10 | |
| A large ugly-looking plant is growing beneath the | |
| gallows. Your knight-school training in arcane botany informs | |
| you that it is a mandrake. | |
| !MESSAGE MAND11 | |
| A dead mandrake lies here. | |
| !MESSAGE MANDRM2 | |
| A mandrake. | |
| !MESSAGE MONKM1 | |
| A venerable-looking monk is standing here, anxiously | |
| contemplating the balance of light and darkness. | |
| !MESSAGE NOAHM1 | |
| An old man with a long white beard is checking a huge | |
| list he has on a clipboard. "Still missing some!" he | |
| mutters to himself. | |
| !MESSAGE NOBLEM1 | |
| A nobleman, newly returned from the dead, is striding purposefully | |
| towards an elegantly-dressed youth, who is standing here aghast. | |
| !MESSAGE NOFREEEMU | |
| You try to release the emu, but the knots are tied too tightly, | |
| and you are unable to make any progress. | |
| !MESSAGE NXARNM1 | |
| You are standing to the north of a large gateway above which | |
| is inscribed in Gothic characters: | |
| !SWITCH NXARN99 | |
| !MESSAGE NXARN99 | |
| GATE OF NASTIL-XARN | |
| WHO EVIL DOES, IS BLEST INDEED | |
| SIN SEVEN TIMES, AND YOU ARE FREED | |
| The square is back to the north. | |
| !MESSAGE NXARNM2 | |
| You are outside the gate of Nastil-Xarn. | |
| !MESSAGE NXHALLM1 | |
| You are in a large hallway. The gate of Nastil-Xarn lies | |
| to your north, and corridors lead off from here in the | |
| other seven main horizontal directions. Daylight appears | |
| to stream in through the gateway, although it is not | |
| actually possible to see out again. | |
| !MESSAGE NXHALLM2 | |
| You are in the large hallway of Nastil-Xarn. | |
| !MESSAGE OPT1M1 | |
| You are in marshy countryside, at the junction of | |
| two long straight roads, one leading east, the other | |
| leading to the south. | |
| !MESSAGE OPT1M2 | |
| You are deep in marshy countryside. | |
| !MESSAGE OPT2M1 | |
| You are in undulating countryside, on a long east-west | |
| road. A road leads off to the south at this point. | |
| !MESSAGE OPT2M2 | |
| You are in undulating countryside. | |
| !MESSAGE OPT3M1 | |
| You are in flat countryside, at a point where a road | |
| leading south meets an east-west highway. | |
| !MESSAGE OPT3M2 | |
| You are in flat countryside. | |
| !MESSAGE OPT4M1 | |
| You are in dry countryside, at a junction of a long | |
| westward road and a long southward road. A wide road | |
| leads to the northeast, into a village. | |
| !MESSAGE OPT4M2 | |
| You are in dry countryside, outside the village. | |
| !MESSAGE OPT5M1 | |
| You are in mountainous countryside, on a long road | |
| which winds off to the north and south here. Another | |
| road leads off to the east. | |
| !MESSAGE OPT5M2 | |
| You are in mountainous countryside. | |
| !MESSAGE OPT6M1 | |
| You are in rough countryside, at a crossroads where | |
| roads lead off for many miles to north, south, east | |
| and west. | |
| !MESSAGE OPT6M2 | |
| You are in rough countryside. | |
| !MESSAGE OPT7M1 | |
| You are in dusty countryside, at a crossroads with | |
| roads leading off into the distance (N, S, E and W). | |
| !MESSAGE OPT7M2 | |
| You are in dusty countryside. | |
| !MESSAGE OPT8M1 | |
| You are in desolate countryside, at a T-junction where | |
| a road to the west meets a north-south lane. | |
| !MESSAGE OPT8M2 | |
| You are in desolate countryside. | |
| !MESSAGE OPT9M1 | |
| You are in rocky countryside, at a junction of two long lanes, | |
| one extending many miles north from here, the other stretching to | |
| the east. There is also a path back to the southwest. | |
| !MESSAGE OPT9M2 | |
| You are in rocky countryside. | |
| !MESSAGE OPT10M1 | |
| You are in hilly countryside, on an east-west road that meets | |
| a northward-leading road at this point. | |
| !MESSAGE OPT10M2 | |
| You are in hilly countryside. | |
| !MESSAGE OPT11M1 | |
| You are in damp countryside, where an east-west road meets | |
| another road (leading north). | |
| !MESSAGE OPT11M2 | |
| You are in damp countryside. | |
| !MESSAGE OPT12M1 | |
| You are in wooded countryside, at a junction of two roads, | |
| one leading north, the other stretching off to the west. | |
| !MESSAGE OPT12M2 | |
| You are in wooded countryside. | |
| !MESSAGE ORBM1 | |
| There is a jewelled orb here! | |
| !MESSAGE ORBM2 | |
| An orb. | |
| !MESSAGE OZM1 | |
| The ruins of a large statue lie in the desert. They show | |
| that the subject was once a mighty ruler, born to command. | |
| On the pedestal these words appear: | |
| LOOK ON MY WORKS YE MIGHTY, AND DESPAIR! | |
| I AM THE KING OF KINGS - MY NAME IS OZ... | |
| The carved stone is incomplete. | |
| !MESSAGE PAGEM1 | |
| There is a guilty-looking page boy standing here. | |
| !MESSAGE PAL0M1 | |
| You are in the Palace of Jade, a large and impressive room | |
| decorated in an oriental style with many heroic scenes. The room | |
| is brightly lit with a pure white glow. Archways lead off to the | |
| north, south, east and west. | |
| !MESSAGE PAL0M2 | |
| You are in the Palace of Jade. | |
| !MESSAGE PAL1M1 | |
| You are in the Temple of January, a room decorated with scenes of | |
| monsters prowling amidst ice and snow. Exits lead to the | |
| southeast, south and southwest. | |
| !SWITCH PALG0 PALG1 PALG2 PALG3 | |
| !MESSAGE PAL1M2 | |
| You are in the Temple of January. | |
| !SWITCH PALG0 PALG1 PALG2 PALG3 | |
| !MESSAGE PAL2M1 | |
| You are in the Temple of February, a room decorated with scenes | |
| of children playing in the snow. Exits lead to the northwest, | |
| southwest and southeast. | |
| !SWITCH PALG0 PALG1 PALG2 PALG3 | |
| !MESSAGE PAL2M2 | |
| You are in the Temple of February. | |
| !SWITCH PALG0 PALG1 PALG2 PALG3 | |
| !MESSAGE PAL3M1 | |
| You are in the Temple of March, a room decorated with scenes of | |
| heroes walking through hail and hurricane. Exits lead to the | |
| southeast, southwest and northwest. | |
| !SWITCH PALG0 PALG1 PALG2 PALG3 | |
| !MESSAGE PAL3M2 | |
| You are in the Temple of March. | |
| !SWITCH PALG0 PALG1 PALG2 PALG3 | |
| !MESSAGE PAL4M1 | |
| You are in the Temple of April, a room decorated with scenes of | |
| farmers planting their crops. There are exits to the west, | |
| northwest and southwest. | |
| !SWITCH PALG0 PALG1 PALG2 PALG3 | |
| !MESSAGE PAL4M2 | |
| You are in the Temple of April. | |
| !SWITCH PALG0 PALG1 PALG2 PALG3 | |
| !MESSAGE PAL5M1 | |
| You are in the Temple of May, a room decorated with scenes of | |
| flowers blooming in the sunshine. There are exits to the | |
| northeast, northwest and southwest. | |
| !SWITCH PALG0 PALG1 PALG2 PALG3 | |
| !MESSAGE PAL5M2 | |
| You are in the Temple of May. | |
| !SWITCH PALG0 PALG1 PALG2 PALG3 | |
| !MESSAGE PAL6M1 | |
| You are in the Temple of June, a room decorated with scenes of | |
| yokels merry-making in the sunshine. There are exits to the | |
| northwest, northeast and southwest. | |
| !SWITCH PALG0 PALG1 PALG2 PALG3 | |
| !MESSAGE PAL6M2 | |
| You are in the Temple of June. | |
| !SWITCH PALG0 PALG1 PALG2 PALG3 | |
| !MESSAGE PAL7M1 | |
| You are in the Temple of July, a room decorated with scenes of | |
| country folk bathing in rivers and otherwise relaxing in the | |
| heat. There are exits to the north, northeast and northwest. | |
| !SWITCH PALG0 PALG1 PALG2 PALG3 | |
| !MESSAGE PAL7M2 | |
| You are in the Temple of July. | |
| !SWITCH PALG0 PALG1 PALG2 PALG3 | |
| !MESSAGE PAL8M1 | |
| You are in the Temple of August, a room decorated with scenes of | |
| poppies blooming on the warm hillsides. There are exits to the | |
| northeast, northwest and southeast. | |
| !SWITCH PALG0 PALG1 PALG2 PALG3 | |
| !MESSAGE PAL8M2 | |
| You are in the Temple of August. | |
| !SWITCH PALG0 PALG1 PALG2 PALG3 | |
| !MESSAGE PAL9M1 | |
| You are in the Temple of September, a room decorated with scenes | |
| of rustics gathering in the harvest. There are exits to the | |
| northeast, southeast and northwest. | |
| !SWITCH PALG0 PALG1 PALG2 PALG3 | |
| !MESSAGE PAL9M2 | |
| You are in the Temple of September. | |
| !SWITCH PALG0 PALG1 PALG2 PALG3 | |
| !MESSAGE PAL10M1 | |
| You are in the Temple of October, a room decorated with scenes of | |
| leaves falling from trees in the cool breezy weather. There are | |
| exits to the east, northeast and southeast. | |
| !SWITCH PALG0 PALG1 PALG2 PALG3 | |
| !MESSAGE PAL10M2 | |
| You are in the Temple of October. | |
| !SWITCH PALG0 PALG1 PALG2 PALG3 | |
| !MESSAGE PAL11M1 | |
| You are in the Temple of November, a room decorated with scenes | |
| of heroes laid up in bed with colds and flu. There are exits to | |
| the southeast, southwest and northeast. | |
| !SWITCH PALG0 PALG1 PALG2 PALG3 | |
| !MESSAGE PAL11M2 | |
| You are in the Temple of November. | |
| !SWITCH PALG0 PALG1 PALG2 PALG3 | |
| !MESSAGE PAL12M1 | |
| You are in the Temple of December, a room decorated with scenes | |
| of rustics breaking the ice on a pond. There are exits to the | |
| northeast, southeast and southwest. | |
| !SWITCH PALG0 PALG1 PALG2 PALG3 | |
| !MESSAGE PAL12M2 | |
| You are in the Temple of December. | |
| !SWITCH PALG0 PALG1 PALG2 PALG3 | |
| !MESSAGE PAL13M1 | |
| You are in the Palace of Spring, a huge room with the scent of | |
| daffodils and the distant sounds of birds chirping. There are | |
| exits to the east, west, northeast and southeast. | |
| !SWITCH PALG0 PALG1 PALG2 PALG3 | |
| !MESSAGE PAL13M2 | |
| You are in the Palace of Spring. | |
| !SWITCH PALG0 PALG1 PALG2 PALG3 | |
| !MESSAGE PAL14M1 | |
| You are in the Palace of Summer, a huge room with the scent of | |
| cut grass and the distant sounds of bees humming. There are exits | |
| to the north, south, southeast and southwest. | |
| !SWITCH PALG0 PALG1 PALG2 PALG3 | |
| !MESSAGE PAL14M2 | |
| You are in the Palace of Summer. | |
| !SWITCH PALG0 PALG1 PALG2 PALG3 | |
| !MESSAGE PAL15M1 | |
| You are in the Palace of Autumn, a huge room with the scent of | |
| dead leaves and the distant sounds of harvest. There are exits to | |
| the east, west, northwest and southwest. | |
| !SWITCH PALG0 PALG1 PALG2 PALG3 | |
| !MESSAGE PAL15M2 | |
| You are in the Palace of Autumn. | |
| !SWITCH PALG0 PALG1 PALG2 PALG3 | |
| !MESSAGE PAL16M1 | |
| You are in the Palace of Winter, a huge room with the scent of | |
| mist and fog, and the distant sounds of animals in the snow. | |
| There are exits to the north, south, northwest and northeast. | |
| !SWITCH PALG0 PALG1 PALG2 PALG3 | |
| !MESSAGE PAL16M2 | |
| You are in the Palace of Winter. | |
| !SWITCH PALG0 PALG1 PALG2 PALG3 | |
| !MESSAGE PALG0 | |
| The room is only dimly lit. | |
| !MESSAGE PALG1 | |
| The room glows with a blueish light. | |
| !MESSAGE PALG2 | |
| The room glows with a reddish light. | |
| !MESSAGE PALG3 | |
| The room glows with a greenish light. | |
| !MESSAGE PAPERM1 | |
| !SWITCH PAPER10 PAPER11 PAPER12 PAPER13 | |
| !MESSAGE PAPER10 | |
| There is a blank sheet of paper here. | |
| !MESSAGE PAPER11 | |
| There is a piece of paper here, which bears the words: | |
| "To free the Lady Lot, say BENAMMI". | |
| !MESSAGE PAPER12 | |
| There is a piece of paper here, which bears the words: | |
| "To free the Lady Lot, say MOAB". | |
| !MESSAGE PAPER13 | |
| There is a piece of paper here, which bears the words: | |
| "To free the Lady Lot, say ZOAR". | |
| !MESSAGE PAPERM2 | |
| !SWITCH PAPER20 PAPER21 PAPER22 PAPER23 | |
| !MESSAGE PAPER20 | |
| A blank sheet of paper. | |
| !MESSAGE PAPER21 | |
| A paper, inscribed "To free the Lady Lot, say BENAMMI". | |
| !MESSAGE PAPER22 | |
| A paper, inscribed "To free the Lady Lot, say MOAB". | |
| !MESSAGE PAPER23 | |
| A paper, inscribed "To free the Lady Lot, say ZOAR". | |
| !MESSAGE PATENM1 | |
| There is an antique silver paten here! | |
| !MESSAGE PATENM2 | |
| A silver paten. | |
| !MESSAGE PATH1M1 | |
| You are on an east-west path that leads through some woodland. | |
| !MESSAGE PATH1M2 | |
| You are on the east-west path. | |
| !MESSAGE PATH2M1 | |
| You are on a north-south road that leads through bleak countryside. | |
| !MESSAGE PATH2M2 | |
| You are on the north-south road. | |
| !MESSAGE PEARLM1 | |
| There is a pearl (of Wisdom) here! | |
| !MESSAGE PEARLM2 | |
| A pearl of Wisdom. | |
| !MESSAGE PEARLM3 | |
| On the altar there is a huge pearl - a pearl of Wisdom! | |
| !MESSAGE PIEM1 | |
| There is a steaming hot pie here. | |
| !MESSAGE PIEM2 | |
| A hot pie. | |
| !MESSAGE PILLARM1 | |
| There is a five-foot high pillar of salt here, which looks | |
| a bit like a running woman. But not a lot. | |
| !MESSAGE PLAINM1 | |
| You are on a north-south road that leads across | |
| a bleak and inhospitable plain. In the distance | |
| a huge castle can be seen, shrouded in fog. | |
| !MESSAGE PLAINM2 | |
| You are on the bleak plain. | |
| !MESSAGE POOLM1 | |
| You are on a north-south path. The ground is uneven, and some | |
| small pools of water have formed at this point. | |
| !MESSAGE POOLM2 | |
| You are on the north-south path by the pools of water. | |
| !MESSAGE PORTRM1 | |
| Hanging on the wall here is a life-size portrait of | |
| some nobleman of yore. The picture is neither signed | |
| not titled, but it does bear the following legend at | |
| its foot. | |
| HERE I AWAIT VENGEANCE ON HIM WHO SLEW ME. | |
| Needless to say, the portrait is too massive to carry. | |
| !MESSAGE PRIDRMM1 | |
| You are in a large concert hall, furnished with heavy wooden | |
| pews. The sole exit is back to the west. | |
| !MESSAGE PRIDRMM2 | |
| You are in the concert hall. | |
| !MESSAGE RAVENM1 | |
| A raven is fluttering about here. | |
| !MESSAGE RAVENM2 | |
| A raven. | |
| !MESSAGE ROCKM1 | |
| There is a piece of rock salt here. | |
| !MESSAGE ROCKM2 | |
| A piece of rock salt. | |
| !MESSAGE ROUNDM1 | |
| You are at the junction of many ways. Roads radiate from | |
| here in all horizontal directions, leading over hill | |
| and dale, through forest and plain. | |
| !MESSAGE ROUNDM2 | |
| You are at the junction of many ways. | |
| !MESSAGE RUBYM1 | |
| !SWITCH RUBY10 RUBY11 | |
| !MESSAGE RUBY10 | |
| There is a fine ruby here! | |
| !MESSAGE RUBY11 | |
| There is a fine ruby here! It is glowing strangely. | |
| !MESSAGE RUBYM2 | |
| !SWITCH RUBY20 RUBY21 | |
| !MESSAGE RUBY20 | |
| A ruby. | |
| !MESSAGE RUBY21 | |
| A glowing ruby. | |
| !MESSAGE SALT1M1 | |
| You are at the eastern end of a salt plain, which extends further | |
| west towards some rocky mountains. There is also a track to the | |
| southeast and, to the northeast, a huge oriental-looking palace. | |
| !MESSAGE SALT1M2 | |
| You are at the eastern end of the salt plain, near the palace. | |
| !MESSAGE SALT2M1 | |
| You are at the western end of the salt plain, which ends at the | |
| foot of some rocky mountains. The only way to go is back east | |
| across the plain. | |
| !MESSAGE SALT2M2 | |
| You are at the western end of the salt plain. | |
| !MESSAGE SAPPHM1 | |
| !SWITCH SAPPH10 SAPPH11 | |
| !MESSAGE SAPPH10 | |
| There is a splendid sapphire here! | |
| !MESSAGE SAPPH11 | |
| There is a splendid sapphire here! It is glowing strangely. | |
| !MESSAGE SAPPHM2 | |
| !SWITCH SAPPH20 SAPPH21 | |
| !MESSAGE SAPPH20 | |
| A sapphire. | |
| !MESSAGE SAPPH21 | |
| A glowing sapphire. | |
| !MESSAGE SCEPTM1 | |
| There is a gold sceptre here! | |
| !MESSAGE SCEPTM2 | |
| A sceptre. | |
| !MESSAGE SCROLLM1 | |
| !SWITCH SCROLL10 SCROLL11 | |
| !MESSAGE SCROLL10 | |
| There is a scroll here, entitled 'Magic Brooms'. | |
| !MESSAGE SCROLL11 | |
| There is a scroll here, entitled 'Wood Spirits'. | |
| !MESSAGE SCROLLM2 | |
| !SWITCH SCROLL20 SCROLL21 | |
| !MESSAGE SCROLL20 | |
| A scroll entitled 'Magic Brooms'. | |
| !MESSAGE SCROLL21 | |
| A scroll entitled 'Wood Spirits'. | |
| !MESSAGE SINAI1M1 | |
| You are on a narrow path which winds its way up a vast mountain | |
| shrouded in fog. At this point, about halfway up the mountain, a | |
| path leads south into fog while the main path continues upwards. | |
| !MESSAGE SINAI1M2 | |
| You are halfway up the vast foggy mountain. | |
| !MESSAGE SINAI2M1 | |
| You are at the top of a huge mountain. There is nothing | |
| much to see except fog. A path leads down again. | |
| !MESSAGE SINAI2M2 | |
| You are at the top of the huge foggy mountain. | |
| !MESSAGE SKELM1 | |
| You shudder at the sight of several skeletons dancing a | |
| Danse Macabre about one central skeleton, who is playing a | |
| violin in a chilling fashion. They all seem oblivious of you. | |
| !MESSAGE SLOTHM1 | |
| !SWITCH SLOTH10 SLOTH11 | |
| !MESSAGE SLOTH10 | |
| High in a tree above you, a sloth is snoozing. | |
| !MESSAGE SLOTH11 | |
| A sloth is dozing here. | |
| !MESSAGE SLOTHM2 | |
| A sleepy sloth. | |
| !MESSAGE SLROOMM1 | |
| You are in a luxuriously furnished apartment. Silken | |
| drapes line the walls, there is a carpet deep enough | |
| to lose a cat in, and all is generally furnished for | |
| the owner's comfort. | |
| !MESSAGE SLROOMM2 | |
| You are in the bedroom. | |
| !MESSAGE SQUAREM1 | |
| You are on a small square patch of cleared ground. Roads | |
| lead off to the north, south, east and west. | |
| !MESSAGE SQUAREM2 | |
| You are at the small square. | |
| !MESSAGE START1M1 | |
| You are standing by the drawbridge in Castle Moan. A | |
| cheering crowd urges you to go out to certain death on | |
| a quest for the Sangraal, as have many knights before you. | |
| The road leads out northwards over the drawbridge. | |
| !MESSAGE START2M1 | |
| You are standing outside Castle Moan. The drawbridge is | |
| lifted against you until you return with the Sangraal. Meanwhile | |
| you could do worse than to follow the path north from here. | |
| !MESSAGE START2M2 | |
| You are outside Castle Moan. | |
| !MESSAGE STOLEM1 | |
| There is a mink stole here! | |
| !MESSAGE STOLEM2 | |
| A mink stole. | |
| !MESSAGE STONEM1 | |
| There is a large stone here, bearing the word ONE. | |
| !MESSAGE STONEM2 | |
| A stone bearing the word ONE. | |
| !MESSAGE SWORDM1 | |
| !SWITCH SWORD10 SWORD11 | |
| !MESSAGE SWORD10 | |
| The mighty sword Wren is here! | |
| !MESSAGE SWORD11 | |
| The mighty sword Wren is here, but rather blunted! | |
| !MESSAGE SWORDM2 | |
| !SWITCH SWORD20 SWORD21 | |
| !MESSAGE SWORD20 | |
| The mighty sword Wren. | |
| !MESSAGE SWORD21 | |
| The mighty (but blunt) sword Wren. | |
| !MESSAGE SWORDM3 | |
| One of the trees here appears to have a sword sticking | |
| in it. | |
| !MESSAGE TABLETM1 | |
| There is a stone tablet here, engraved with strange and powerful | |
| words. | |
| !MESSAGE TABLETM2 | |
| A stone tablet. | |
| !MESSAGE TAPESM1 | |
| There is a valuable tapestry here, which portrays knights | |
| fighting, monks praying, and many other wondrous scenes! | |
| !MESSAGE TAPESM2 | |
| A tapestry. | |
| !MESSAGE TIMBERM1 | |
| There is a large pile of timber here. | |
| !MESSAGE TOMBM1 | |
| You are by a large important-looking tomb, which | |
| evidently belongs to someone significant, but there | |
| is no sign of any inscription. | |
| !MESSAGE TOMBM2 | |
| You are by the tomb. | |
| !MESSAGE TORTM1 | |
| A tortoise is plodding about here. | |
| !MESSAGE TORTM2 | |
| A tortoise. | |
| !MESSAGE TRK1M1 | |
| You are on a firm path, which enters a wood to | |
| your south, and turns to the east over some bleak | |
| moorland. To your north is an enormous stone | |
| !SWITCH TRK10 TRK11 | |
| !MESSAGE TRK10 | |
| building, with a massive oaken door, which is closed. | |
| There is no lock or handle on the door. | |
| !MESSAGE TRK11 | |
| building, with a massive oaken door, which has swung open. | |
| !MESSAGE TRK1M2 | |
| You are on the firm path. | |
| !MESSAGE TRK2M1 | |
| You are at the Witches' Bridge, a place where, in legend, | |
| witches used to meet in order to swap spells. The road | |
| continues east and west. | |
| !MESSAGE TRK2M2 | |
| You are at the Witches' Bridge. | |
| !MESSAGE TRK3M1 | |
| You are on a muddy path that enters from the west and | |
| exits to the southeast. On either side are steep cliffs. | |
| There is a tunnel northeast of here, leading into darkness. | |
| !MESSAGE TRK3M2 | |
| You are on the muddy path by the tunnel. | |
| !MESSAGE TRK4M1 | |
| You are at a junction of paths. Two mountain tracks | |
| leave here, in the directions northwest and southwest. | |
| A path descends eastwards into a flooded plain. | |
| !MESSAGE TRK4M2 | |
| You are at a junction of paths, above the flooded plain. | |
| !MESSAGE TRK5M1 | |
| You are at the foot of a huge mountain. There are | |
| tracks off to the northeast and west here, as well as | |
| a path upwards that disappears into fog. | |
| !MESSAGE TRK5M2 | |
| You are at the foot of the huge foggy mountain. | |
| !MESSAGE TRK6M1 | |
| You are in a plain which is flooded in places, especially over to | |
| the east where there is a large lake. It is raining hard. A | |
| mountain track leads up to the west, and other paths lead off in | |
| most horizontal directions. | |
| !MESSAGE TRK6M2 | |
| You are in the flooded plain. It is raining. | |
| !MESSAGE TURN1M1 | |
| The road turns here, entering from the southwest and | |
| leaving to the east. To the northwest there is a building | |
| labelled 'ASSOCIATION OF WIDOWS AND ORPHANS'. | |
| !MESSAGE TURN1M2 | |
| You are at the turning in the road, by the association | |
| of widows and orphans. | |
| !MESSAGE UAREAM1 | |
| !SWITCH UAREA10 UAREA11 | |
| !MESSAGE UAREA10 | |
| You are in the Temple of Numbers, a large room lined | |
| with calculating machines of every sort, from abacuses | |
| to machines with cogs and wheels, to sliding rulers, to | |
| machines with long reams of tape coming out, to strange | |
| glowing devices the use of which you can only conjecture. | |
| There is a general air of gloom and seriousness about the place | |
| and the occupants occasionally shout out numbers to each | |
| other in sombre tones. The only exit is to the northwest. | |
| !MESSAGE UAREA11 | |
| You are in the ruins of the Temple of Numbers, an evil | |
| place whose inhabitants were cold calculating characters. | |
| The only exit is back to the northwest. | |
| !MESSAGE UAREAM2 | |
| !SWITCH UAREA20 UAREA21 | |
| !MESSAGE UAREA20 | |
| You are in the Temple of Numbers. | |
| !MESSAGE UAREA21 | |
| You are in the ruins of the Temple of Numbers. | |
| !MESSAGE VINEM1 | |
| Along one wall of the library is trailing a huge vine, whose | |
| roots appear to be embedded firmly in the floor. | |
| !MESSAGE VIOLM1 | |
| !SWITCH MNULL VIOL11 | |
| !MESSAGE VIOL11 | |
| There is an antique violin here! | |
| !MESSAGE VIOLM2 | |
| A violin. | |
| !MESSAGE VSDM1 | |
| You are in a very solitary place, a wilderness, a land | |
| of deserts and of pits, a land of drought and of the | |
| shadow of death, a land where no man passes through, | |
| and where no man dwells. It runs from the southeast | |
| to the north. | |
| !MESSAGE VSDM2 | |
| You are in the Valley of the Shadow of Death. | |
| !MESSAGE WIDOWM1 | |
| You are at the association of widows and orphans, | |
| a large house filled with old ladies and small | |
| babies. It would clearly be a noble deed to donate | |
| any surplus treasure you may have to this most | |
| worthy institution. The exit is to the southeast. | |
| !MESSAGE WIDOWM2 | |
| You are at the association of widows and orphans. | |
| !MESSAGE WIGM1 | |
| There is a rather hairy wig lying here. | |
| !MESSAGE WIGM2 | |
| A hairy wig (which you are wearing). | |
| !MESSAGE WISTEMM1 | |
| You are in the Temple of Wisdom, a small uninhabited building | |
| with an exit to the north. The walls are decorated with | |
| unreadable runes and the only religious adornment consists of a | |
| small altar. | |
| !MESSAGE WISTEMM2 | |
| You are in the Temple of Wisdom. | |
| !MESSAGE WITCHM1 | |
| An aged lady is standing here, looking helpless. She is | |
| dressed in rough peasant garb, and carries an assortment | |
| of parcels and packages on her. It rather looks as though | |
| she has been to the market. | |
| !MESSAGE WOLFM1 | |
| !SWITCH WOLF10 WOLF11 | |
| !MESSAGE WOLF10 | |
| A vicious-looking wolf is prowling here. | |
| !MESSAGE WOLF11 | |
| There is a wolf lying here unconscious. | |
| !MESSAGE WOLFM2 | |
| A wolf (drugged and unconscious). | |
| !MESSAGE WOMBATM1 | |
| A wombat is plodding about here. | |
| !MESSAGE WOMBATM2 | |
| A wombat. | |
| !MESSAGE WOOD1M1 | |
| You are a dark path in the wood, which becomes yet | |
| denser as the path continues south. Other paths lead | |
| north and east. | |
| !MESSAGE WOOD1M2 | |
| You are on the dark wooded path. | |
| !MESSAGE WOOD2M1 | |
| You are in the deepest part of the wood, in a small | |
| clearing. The only exit is by a path to the north. | |
| !MESSAGE WOOD2M2 | |
| You are in the deepest part of the wood. | |
| !MESSAGE WOOD3M1 | |
| You are at the eastern edge of the forest. A path leads | |
| west into woodland, and another path skirts round the | |
| side of a hill to your east. To the south lies an imposing | |
| building, the Temple of Wisdom. To the southeast there is | |
| !SWITCH WOOD310 WOOD311 | |
| !MESSAGE WOOD310 | |
| another building, the Temple of Numbers. | |
| !MESSAGE WOOD311 | |
| another temple, which lies in ruins. | |
| !MESSAGE WOOD3M2 | |
| You are at the eastern edge of the forest by the two temples. | |
| !MESSAGE WRATRMM1 | |
| You are on an open piece of ground which lies between high | |
| walls. The only way out is back to the northeast. | |
| !MESSAGE WRATRMM2 | |
| You are in the playground. | |
| !MESSAGE WWALLM1 | |
| You are standing beside the Wailing Wall, a high | |
| stone object. Every so often rather hirsute-looking | |
| pilgrims approach the wall, wail in a piteous (and | |
| cacophonous manner) then go away again, beaming. | |
| The only exit is to the east. | |
| !MESSAGE WWALLM2 | |
| You are by the Wailing Wall. | |
| !MESSAGE ABOT | |
| If the cards spell ABOT now, what will they spell | |
| when I reverse them? | |
| !MESSAGE ACCEPT | |
| Do you accept the necromancer's challenge? | |
| !MESSAGE ACHEH | |
| You enter the building, to be met by a wizard in some | |
| rather old tatty robes. He sneezes and courteously asks | |
| why you have called on him. | |
| "Giant? What giant?" he says, when you have related the | |
| most recent events, "Well, if you'd woken me up earlier I'd | |
| have summoned some creatures, or a magic missile, or some | |
| other useful thing to destroy him. Ah well! Let me return | |
| you to the way of your quest!" | |
| He waves his arms at you, and you fly rapidly through the air, | |
| and see on landing that... | |
| !MESSAGE ACHILLMESS | |
| As you enter the next room, you encounter a Greek warrior, | |
| whom you readily identify as Achilles by the arrow sticking | |
| in his heel. "At last!" he says, "I am free to leave this | |
| place! The Elysian fields beckon!" He vanishes. | |
| !MESSAGE ACHLATE | |
| You arrive at the ruined town of Kandara, which has now been | |
| much devastated by the giant that you met earlier. "Oh noble | |
| hero!" says one of the dying citizens as you enter, "if only | |
| you could have come more quickly to our aid..." | |
| !MESSAGE ACHLOSE | |
| You arrive at the town of Kandara, where the giant that you | |
| met earlier is just beginning to wreak destruction. Nobly | |
| you challenge him to combat, but are totally unprepared for | |
| a fight, and are beaten into unconsciousness. When you awake | |
| the giant has wreaked his woe and gone again... | |
| !MESSAGE ACHWIN | |
| You arrive at the town of Kandara, where the giant that you | |
| met earlier is just beginning to wreak destruction. Nobly | |
| you challenge him to combat, and wield the mighty sword Wren | |
| to such effect that you drive away the giant, who staggers | |
| away mortally wounded. The villagers are very grateful! | |
| !MESSAGE ALEXMESS | |
| As you enter the next room, you encounter a kingly character, | |
| who identifies himself as Alexander. "Free at last!" he says. | |
| "Time to take my rightful place in the Hall of the Kings." Before | |
| your eyes, he vanishes. | |
| !MESSAGE ALLINFO | |
| This is not one of those games where you have to go round examining | |
| everything. You've already had a full description of that. | |
| !MESSAGE ALRCLEAN | |
| It's already been cleaned! | |
| !MESSAGE ALRFREE | |
| The emu has already been released! | |
| !MESSAGE ALRHELD | |
| You're already holding that! | |
| !MESSAGE ALRIN | |
| You're already inside the horse! | |
| !MESSAGE ALROPEN | |
| It's already open! | |
| !MESSAGE ALRSHARP | |
| It's already sharp! | |
| !MESSAGE ALRSHUT | |
| It's already shut! | |
| !MESSAGE ALSOCARD | |
| !SWITCH ALSOC0 ALSOC1 | |
| !MESSAGE ALSOC0 | |
| Moreover, the card showing an A has a @x35 on the back. | |
| !MESSAGE ALSOC1 | |
| Moreover, the card showing a B has a @x35 on the back. | |
| !MESSAGE APPAPPEARS | |
| The Foul Fiend Apollyon stands before you, loathsome in appearance | |
| and grinning - well - fiendishly, I suppose. He is surrounded by | |
| the spirits of souls in torment. In a deep bass voice he bellows: | |
| !MESSAGE APPERROR | |
| "YOU FOOL" says Apollyon. "I PERCEIVE THAT YOU HAVE ANSWERED | |
| FALSELY. THIS KINGDOM IS MINE AND HENCEFORTH YOU ARE MY SUBJECT." | |
| You become yet another soul in torment... | |
| !MESSAGE APPFIGHT | |
| "PREPARE FOR BATTLE" thunders Apollyon. "THE TIME HAS COME FOR | |
| ONE OF US TO DIE." | |
| !MESSAGE APPNOWEAP | |
| You join battle with the Foul Fiend, but are ill-equipped for | |
| this, the greatest battle of your career, and you are soon | |
| slain by Apollyon. | |
| !MESSAGE APPWIN | |
| You join battle with the Foul Fiend, and wield the mighty sword | |
| Wren to great advantage, so that, after a mighty battle, you | |
| vanquish Apollyon, who is banished once more to the Abyss whence | |
| he came, as are his attendant spirits. | |
| Ahead of you lies the Castle, and, drawn in your search for the | |
| Sangraal, you march boldly on. You stride into the mighty fortress | |
| as the portcullis descends behind you... | |
| !MESSAGE BAAGOOD | |
| The lamb stops baaing in a pathetic manner; instead it nuzzles | |
| up to you and bleats contentedly. Either it has mistaken you | |
| for its mother, or perhaps it has just decided to adopt you! | |
| !MESSAGE BALLSTRIKE | |
| As you are walking along, you are struck on the head by | |
| a light rubber ball. | |
| !MESSAGE BANKCOME | |
| You are waylaid by a man in a dark business suit. | |
| "You look like a man of substance" he says. "Can | |
| I persuade you to invest some money with the Bank | |
| of Nastil-Xarn? We pay a good rate of interest." | |
| !MESSAGE BANKGO1 | |
| However, you do not possess any money, and the banker | |
| wanders off, grumbling that Time is Money, and not to | |
| be wasted. | |
| !MESSAGE BANKGO2 | |
| "You won't regret it." says the Banker. He takes your | |
| farthing, and promises to restore it to you in a few | |
| hundred years' time, when the mechanism of Compound | |
| Interest has made you a fortune. He then goes off | |
| to deposit it in his vaults. | |
| !MESSAGE BEGGCOME | |
| You encounter a blind, crippled beggar, who requests | |
| some charity from you. | |
| !MESSAGE BEGGGO1 | |
| However, you do not possess any money, and the beggar | |
| wanders off, promising to share his takings with you | |
| if he ever gets any. | |
| !MESSAGE BEGGGO2 | |
| You hand the farthing over to the blind beggar, who | |
| bites it to verify that it is genuine, and then goes | |
| away to buy himself a square meal with it. | |
| !MESSAGE BEGONE | |
| "Begone, unworthy coward!" snarls Klingsor. He makes a series | |
| of strange gestures, and you suddenly discover that... | |
| !MESSAGE BINGOCALL | |
| Various numbers are shouted out from different corners | |
| of the room: @x34, @x35, @x36 and @x37. | |
| !MESSAGE BLOCKED | |
| The road is blocked, thanks to the giant's rocks! | |
| !MESSAGE BOATRIDE | |
| You step into the boat, which drifts away gently into the lake, | |
| though there is no obvious power source. After a short while | |
| the vessel reaches a strange island in the lake, which appears | |
| to be rotating clockwise at a rate of one turn every eight | |
| minutes or so. You step out of the boat onto the shore, and | |
| the mystic craft drifts away again, silently. | |
| !MESSAGE BOOKMESS | |
| The book's pages are blank. The volume slams itself shut | |
| again, somewhat crossly, first uttering the words: | |
| !SWITCH MNULL BOKMS1 BOKMS2 BOKMS3 BOKMS4 BOKMS5 BOKMS6 BOKMS7 | |
| BOKMS8 BOKMS9 BOKMS10 BOKMS11 BOKMS12 BOKMS13 BOKMS14 BOKMS15 | |
| !MESSAGE BOKMS1 | |
| "I am the last of all, and it is the last five books that will | |
| tell you how to escape." | |
| !MESSAGE BOKMS2 | |
| "The game has begun, the ball is thrown." | |
| !MESSAGE BOKMS3 | |
| "Soft is the fabric, but hard is the way." | |
| !MESSAGE BOKMS4 | |
| "You will learn much if you study the necks of animals." | |
| !MESSAGE BOKMS5 | |
| "Consider a repetition of your words, and you will understand." | |
| !MESSAGE BOKMS6 | |
| "The way from here is marshy and infested." | |
| !MESSAGE BOKMS7 | |
| "A small creature such as a cavey might flee hence." | |
| !MESSAGE BOKMS8 | |
| "From here you shall be transported into the fields." | |
| !MESSAGE BOKMS9 | |
| "Your trials are not yet at an end. The jury forms." | |
| !MESSAGE BOKMS10 | |
| "The wheel turns, the ratchet catches, the way opens." | |
| !MESSAGE BOKMS11 | |
| "The tree grows, the wood is cut, the books are made." | |
| !MESSAGE BOKMS12 | |
| "You hunger for freedom, but bodily sustenance is at hand." | |
| !MESSAGE BOKMS13 | |
| "Precious are metals and precious is the true way." | |
| !MESSAGE BOKMS14 | |
| "Clothe yourself in raiment fit for a free man, then be free!" | |
| !MESSAGE BOKMS15 | |
| "The walls are thick, the stones cannot be breached." | |
| !MESSAGE BOOLBLOCK | |
| An invisible barrier blocks your way. | |
| !MESSAGE BOOLINIT | |
| As you walk into the tunnel, a sudden shudder causes you | |
| to drop anything you might have been carrying. Then a deep | |
| voice intones the following words: | |
| IN LIGHT IS TRUTH. IN DARKNESS IS FALSEHOOD. | |
| ONLY WITH TRUTH MAY YOU PASS THE FOURTH GATE. | |
| TWO INPUTS BECOME TWO OUTPUTS. | |
| LET LOGIC BE YOUR GUIDE. | |
| !MESSAGE BOUNCES | |
| When the ball hits the ground, it strikes a | |
| ridge in the floor and bounces off to the | |
| !SWITCH BOUNCE0 BOUNCE1 BOUNCE2 BOUNCE3 BOUNCE4 BOUNCE5 BOUNCE6 BOUNCE7 | |
| !MESSAGE BOUNCE0 | |
| north. | |
| !MESSAGE BOUNCE1 | |
| northeast. | |
| !MESSAGE BOUNCE2 | |
| east. | |
| !MESSAGE BOUNCE3 | |
| southeast. | |
| !MESSAGE BOUNCE4 | |
| south. | |
| !MESSAGE BOUNCE5 | |
| southwest. | |
| !MESSAGE BOUNCE6 | |
| west. | |
| !MESSAGE BOUNCE7 | |
| northwest. | |
| !MESSAGE BRIGCOME | |
| A brigand leaps on you. "Stand and deliver!" he says. | |
| !MESSAGE BRIGGO | |
| The brigand takes your farthing, cackles evilly, puts | |
| it in a bag marked SWAG, and then runs away. | |
| !MESSAGE CANTDO | |
| You can't do that! | |
| !MESSAGE CANTEAT | |
| You can't eat that! | |
| !MESSAGE CANTOPEN | |
| You don't seem to be able to open it. | |
| !MESSAGE CANTSHUT | |
| You don't seem to be able to get it to close. | |
| !MESSAGE CANTTAKE | |
| You can't take that! | |
| !MESSAGE CHASMMESS | |
| You blunder along in the dense fog until suddenly the ground | |
| gives way beneath your feet, you plummet into a chasm, and the | |
| rest is all rather sad really. | |
| !MESSAGE CHOIRGOES | |
| The choir then bow slightly, and withdraw. | |
| !MESSAGE CLAIM | |
| "So you have come for your third trial?" scowls Klingsor. "So | |
| be it. If you fail, it means your death." | |
| He indicates four cards which are lying on a table before him. | |
| Reading from left to right, they have painted on them, | |
| respectively, A, B, 1 and 2. | |
| !SWITCH CLAIM0 CLAIM1 | |
| !MESSAGE CLAIM0 | |
| "It has been claimed that every card with an A on one side has | |
| a @x35 on the reverse side. First you must refute this claim by | |
| turning over two cards. One now bears a letter uppermost, the | |
| other a number." | |
| !MESSAGE CLAIM1 | |
| "It has been claimed that every card with a B on one side has | |
| a @x35 on the reverse side. First you must refute this claim by | |
| turning over two cards. One now bears a letter uppermost, the | |
| other a number." | |
| !MESSAGE CLEANBOARD | |
| You eagerly wipe off the names of all the lucky ones | |
| who have gone before, making the board clean again. | |
| !MESSAGE CLEANOK | |
| You solemnly wipe the @x33. | |
| !MESSAGE COCKCROW | |
| The cock crows angrily as you drop it on the ground. | |
| !MESSAGE COCKCSLOTH | |
| The cock crows angrily as you drop it on the ground. | |
| The sloth stirs uneasily in its sleep. | |
| !MESSAGE COMMOTION | |
| This is followed by the commotion of people milling round | |
| the horse, then finally the horse begins to move less | |
| smoothly as it is dragged along for a while. Finally | |
| the motion ceases, the people disperse, and all is quiet. | |
| !MESSAGE COMPASS | |
| I'm not sure which way you're facing. Please use compass | |
| directions if you want to move. | |
| !MESSAGE CORPREST | |
| As you drop the corpse into the coffin, there is a loud | |
| hissing sound. Hot vapours swirl round you, and you hear | |
| the sounds of monks chanting. When the air clears, the | |
| corpse has disappeared, having at last found rest! | |
| !MESSAGE CRASH | |
| There is a mighty splintering sound, and the horse | |
| disintegrates about you. | |
| !MESSAGE CURTBLOCK | |
| The curtain of mist seems surprisingly substantial, and | |
| you are unable to proceed through it. | |
| !MESSAGE CURTCHANGE | |
| The mists swirl, and the pattern on the curtain changes to | |
| !SWITCH LIFE0 LIFE1 LIFE2 LIFE3 LIFE4 LIFE5 LIFE6 LIFE7 LIFE8 | |
| LIFE9 LIFE10 LIFE11 LIFE12 LIFE13 LIFE14 | |
| !MESSAGE CURTPASS | |
| You pass through the curtain of mist, which seems strangely | |
| insubstantial. You look round after a while and see that | |
| it has vanished completely! | |
| !MESSAGE CURTZAP | |
| You walk into the curtain of mist, and are promptly electrocuted | |
| by a huge static charge which seems to have accumulated on it. | |
| !MESSAGE DAMEBLOCK | |
| La belle dame sans Merci hath thee in thrall. She will not | |
| let you leave her grotto. | |
| !MESSAGE DAMEDONE | |
| You hand the mandrake over to la belle dame sans Merci, | |
| who agrees to give you your liberty in exchange for this | |
| most wondrous herb. She then goes away with the plant. | |
| !MESSAGE DANSEEND | |
| As you drop the cock on the ground, it crows angrily. | |
| At the sound, the skeleton hurriedly stops his violin-playing | |
| and sinks into the ground in a panic, as do the other | |
| participants in this ghastly charade, who fear that day is | |
| upon them. | |
| !MESSAGE DEMONGO | |
| You hurl the salt at the demon, who screams in terror and | |
| begins to fade away quite rapidly until finally the faint | |
| echo of a yell is all that is left. Then even that dies away. | |
| The old superstitions about throwing salt must have been right! | |
| !MESSAGE DIEMESS | |
| You have surely perished. | |
| !MESSAGE DIGFARM | |
| You dig around in the soil with your bare hands, but | |
| find nothing. | |
| !MESSAGE DIGWOMB | |
| You dig around in the soft soil with your bare hands. | |
| Suddenly your hands come across a furry bundle, so | |
| you grab it and pull it out. Out of the ground comes | |
| a wombat, which stares crossly at you and plods around | |
| you in circles. | |
| !MESSAGE DOGSGOTIT | |
| You can't do that - the dog's got it at present! | |
| !MESSAGE DONTSEE | |
| I don't think that's nearby. | |
| !MESSAGE DRINKMESS | |
| The water tastes very refreshing as you drink it, and | |
| you feel that you may never be thirsty again. | |
| !MESSAGE DRINKUGH | |
| The water tastes brackish, and you spit it out again. | |
| !MESSAGE DROPOBJ1 | |
| !SWITCH DROPOBJ3 DROPOBJ2 DROPOBJ3 | |
| !MESSAGE DROPOBJ2 | |
| You dropped one object. | |
| !MESSAGE DROPOBJ3 | |
| You dropped @x37 objects. | |
| !MESSAGE DWARF1M | |
| As you enter the building, you encounter a burly dwarf, who asks: | |
| !MESSAGE DWARF2M | |
| "What is the password?" | |
| !MESSAGE DWARF3M | |
| "Correct. You must be the hero we were expecting!" says the dwarf, | |
| and, allowing you to pass, he scurries away. | |
| !MESSAGE DWARF4M | |
| "No, you're just guessing." says the dwarf, and, with the aid of | |
| a few friends who appear from nowhere, he bundles you out again, | |
| muttering something about 'stupid humans who can't do anagrams'. | |
| !MESSAGE EATSTRUGGLE | |
| You have a certain amount of difficulty eating the @x33, | |
| but you do eventually manage to. | |
| !MESSAGE ECHON | |
| An echo from the north replies: "@x33!" | |
| !MESSAGE ECHOE | |
| An echo from the east replies: "@x33!" | |
| !MESSAGE ECHOS | |
| An echo from the south replies: "@x33!" | |
| !MESSAGE ECHOW | |
| An echo from the west replies: "@x33!" | |
| !MESSAGE EMUFREE | |
| Clearly Alexander the Great's reputation with knots was | |
| well justified, for with the aid of the grease he so | |
| thoughtfully supplied you are able to untie the emu (which | |
| gobbles up the tasty piece of greased cord as you do so!) | |
| !MESSAGE ERLGO | |
| As you read the scroll, it vanishes. The mysterious noises | |
| cease, and you get a fleeting vision of the Erl-King, ruler | |
| of the forest, before he melts away into nothingness. | |
| !MESSAGE EURYDICE | |
| The strange sounds produced by your twanging of the violin | |
| cause the shade of Eurydice to materialise before you. | |
| "Hi, buster!" she says. "Looks like it's back to the | |
| old material plane, eh? I'll follow you up." You look | |
| again and she is gone. | |
| !MESSAGE FEATHERMESS | |
| I shouldn't bother doing that - you're not hungry, and | |
| it's such a horrible business plucking all the feathers | |
| off first! | |
| !MESSAGE FEETREFUSE | |
| Your feet refuse to take you another step in that | |
| direction. Presumably you are not yet 'second to | |
| none'! | |
| !MESSAGE FIRESWORD | |
| There is a bubbling sound, and then a huge golden arm | |
| emerges from the fire and throws the sword back to you! | |
| !MESSAGE FOUNDIT | |
| Do you admit to having found the farthing? | |
| !MESSAGE FROMTREE | |
| With a little effort you succeed in pulling the sword from | |
| the tree. It is indeed impressive - the mighty sword Wren! | |
| !MESSAGE GAMENO | |
| Game number @x34: | |
| !MESSAGE GAMESCORE | |
| Your score is @x35 to Klingsor's @x36. | |
| !MESSAGE GAMEDRAW | |
| The game is a draw. | |
| !MESSAGE GAMEWINK | |
| Victory to Klingsor! | |
| !MESSAGE GAMEWINP | |
| Victory to you. | |
| !MESSAGE GASPING | |
| There are the sounds of a mighty conflict, and a loud wailing | |
| and gasping, until finally there is a shriek, and all goes still. | |
| !MESSAGE GETWORD1 | |
| What is the first word, then? | |
| !MESSAGE GETWORD2 | |
| What is the second word, then? | |
| !MESSAGE GHAG1 | |
| You give the @x33 to one of the two hags, who takes it and | |
| with a cry of modified rapture looks through it, then | |
| shares it with her sister. | |
| !MESSAGE GIANTBLOCK | |
| In the distance a huge giant looms up before you and | |
| throws some rocks towards you. Fortunately they miss | |
| you, but unfortunately they cause an avalanche which | |
| blocks your way back. | |
| !MESSAGE GIVEALMS | |
| Do you wish to give alms to the beggar? | |
| !MESSAGE GOMESS1 | |
| "Be off with you," says Klingsor, "and learn more of the | |
| world's ways. Then you may be ready to challenge me again." | |
| He waves his arms in a way resembling Swedish exercises, | |
| and you soon discover that... | |
| !MESSAGE GOMESS2 | |
| "You have failed again" says Klingsor. "You will have one | |
| more chance - use it wisely! But now you must go." He | |
| does some more windmill impersonations and you now see | |
| that... | |
| !MESSAGE GOMESS3 | |
| "Victory is mine!" says Klingsor. "You have lost thrice. | |
| No longer will you be permitted to challenge my powers." | |
| He starts tying a round turn and two half hitches in his | |
| long thin arms, and you find this time that... | |
| !MESSAGE GRAALVIS | |
| You finally see a vision of the wondrous Sangraal | |
| before you. A company of spirits appears with it, | |
| of which the leading spirit says: | |
| "Oh knight, your quest is nearly at an end. | |
| Now you must kill the foul fiend Apollyon and | |
| make your way to the castle beyond. There you | |
| will find a group of knights who have been | |
| made prisoner. Bring six of them with you in | |
| time for the coming of the Sangraal, and your | |
| quest will be complete!" | |
| The spirits clothe you in a cloak of white | |
| satin, and then the entire vision passes away. | |
| !MESSAGE GRABBONE | |
| You grab the bone from the dog, which growls at you. | |
| Then, lacking in courage, it runs away. | |
| !MESSAGE GRABEYE | |
| You succeed in grabbing the @x33 while it is being passed between | |
| the two hags. Each starts accusing the other of having taken it | |
| until finally they realise that it must have got lost, and start | |
| scrabbling around frantically, trying to find it. | |
| !MESSAGE GURUGIFT | |
| The guru takes the pearl of Wisdom from you with relief. "At last | |
| all the wisdom of the ages has been granted to me!" he exclaims. | |
| "I am free to go!" He produces a rope and climbs rapidly up it | |
| into empty space. Then he and the rope vanish. | |
| !MESSAGE HAGBLESS | |
| You hand the @x33 to one of the hags, who discovers that she | |
| can see with it. The two sisters then agree that one should | |
| take the eye, the other the gem, so that each can see. | |
| "1024 blessings be upon you," they say, "our sight is restored | |
| and we may leave this forsaken place." | |
| The hags vanish into the air, leaving you the sensation of a | |
| job well done. | |
| !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 HARDLUCK | |
| Hard luck! You failed to bring the required number of knights | |
| with you. The Sangraal has eluded you at the last grasp! | |
| You scored 630 points out of 650. Better luck next time! | |
| !MESSAGE HEADCLEARS | |
| Your head begins to clear and what sanity you ever had returns | |
| to you. | |
| !MESSAGE HEHHEH | |
| You hear the distant sounds of fiendish laughter. | |
| !MESSAGE HELLEXMESS | |
| You emerge with a BANG onto the Material Plane once | |
| !SWITCH HELLEX0 HELLEX1 | |
| !MESSAGE HELLEX0 | |
| more. | |
| !MESSAGE HELLEX1 | |
| more. Eurydice follows you up, becomes corporeal again, | |
| and runs off rejoicing. | |
| !MESSAGE HELLGMESS | |
| You are met by the Gatekeeper of Hell, who carries a huge | |
| black tome. He looks at you, then searches in vain for | |
| your name. "You shouldn't be here!" he says. "There must | |
| have been a mix-up at Admin. You'd better go to the Waiting | |
| Room, while we sort you out. There is only one way out of | |
| Hell, and that is a way of Truth." | |
| On that cryptic note he causes you to melt through a | |
| nearby wall, and you discover that... | |
| !MESSAGE HELLO | |
| Welcome to the Quest of the Sangraal. This is version 1.18. | |
| All comments and complaints to JRP1, please. | |
| !MESSAGE HELPMESS | |
| Enter commands consisting of one or two words on a line. | |
| To move, give directions: N, NE, E, SE, S, SW, W, NW, U(P), D(OWN). | |
| Other useful words include BACK, TAKE, DROP, INV, SAVE, SAVEND | |
| plus BRIEF/TERSE, STANDARD/NORMAL and VERBOSE for room descriptions. | |
| !MESSAGE HOLDING | |
| You are holding: | |
| !MESSAGE HORSENEIGH | |
| There is a loud >> NEIGH << from somewhere near by. | |
| !MESSAGE HORSEROLLS | |
| The horse begins to move smoothly with you inside it. | |
| After a short while it comes to a halt. | |
| !MESSAGE HOWDOTHAT | |
| I don't know how to do that. | |
| !MESSAGE HUNCHMESS | |
| The bells start ringing sonorously, ever louder. You catch | |
| a glimpse of a mad hunchbacked figure far above you, but it | |
| may be a delusion, because you are driven mad by the incessant | |
| clashing of the bells... | |
| !MESSAGE IMPOSST | |
| That's impossible! | |
| !MESSAGE INSTRMESS | |
| The Dark Ages have arrived, and in King Demas's kingdom | |
| the knights of the Chaise Longue have been sent forth from | |
| Castle Moan to redeem the honour of the realm by a quest | |
| for the Sangraal (or Holy Grail). Visions of this mystical | |
| object have been vouchsafed to knights of great purity and | |
| prowess, but, so far, nobody has managed to bring the thing | |
| back for the royal trophy case. It is up to you... | |
| !MESSAGE INSTRQ | |
| Would you like some background information? | |
| !MESSAGE INTOFIRE | |
| You throw the @x33 into the fire, where it disappears from sight. | |
| !MESSAGE INTOHOSS | |
| You climb the horse, and have reached the wooden | |
| saddle when a concealed trapdoor opens and you | |
| fall into the interior. Luckily you are not really | |
| hurt, but you see no way to climb out again. | |
| !MESSAGE INTRUDERS | |
| You leave the temple, which opens up into a large square | |
| filled with people. "An intruder!" they cry. "Sacrilege!" | |
| Outnumbered as you are, your only hope is to run for it: | |
| the chase takes you to the city walls, over which you leap, | |
| and land, luckily without hurting yourself, to see that... | |
| !MESSAGE INVEST | |
| Do you wish to invest with the banker? | |
| !MESSAGE INVISBARR | |
| An invisible barrier stops you. | |
| !MESSAGE KLINGGREET | |
| !SWITCH KLINGG0 KLINGG1 KLINGG2 | |
| !MESSAGE KLINGG0 | |
| A necromancer dressed in black robes stands before you. | |
| "Welcome!" he sneers. "I am Klingsor the all-powerful. | |
| If you would find the Sangraal, you must first overthrow | |
| my powers, by vanquishing me in five contests of wits." | |
| !MESSAGE KLINGG1 | |
| "So you wish to try your luck once more." says Klingsor | |
| coldly. "So be it." | |
| !MESSAGE KLINGG2 | |
| "Your third attempt will be as ineffectual as your first | |
| two" says Klingsor mockingly. "But let the contests begin." | |
| !MESSAGE K5MOVE | |
| Klingsor takes @x37, so that he now has @x36, you have @x35, | |
| and the number of counters remaining is @x34. | |
| !MESSAGE K5RULES | |
| "So, you wish to face the next challenge?" sneers Klingsor, | |
| concealing the alarm that he must be feeling. "It is time for | |
| another game," he continues, and places nine counters on the | |
| table before you. "The rules are simple. We move alternately, | |
| and can take 1, 2, or 3 at each stage. When all are taken, the | |
| one of us who ends up with an odd number of counters is the | |
| winner. The other will perish. You may start." | |
| !MESSAGE K6RIDDLE | |
| "All right, all right," grumbles Klingsor wearily. "This is | |
| the final task. Solve this riddle, and you win. Fail to solve | |
| it, and your doom is sealed: | |
| My first displays the wealth and pomp of kings, | |
| Lords of the earth! their luxury and ease. | |
| Another view of man my second brings, | |
| Behold him there, the monarch of the seas! | |
| But ah! united, what reverse we have! | |
| Man's boasted power and freedom, all are flown: | |
| Lord of the earth and sea, he bends a slave, | |
| And woman, lovely woman, reigns alone." | |
| !MESSAGE LETITSLEEP | |
| Come on, let sleeping sloths lie! | |
| !MESSAGE LETTER | |
| Which lettered card will you turn over, A or B? | |
| !MESSAGE LIBBLOCK | |
| The staircase down to the library now ends in a blank wall, i.e. | |
| you can't go in that direction! | |
| !MESSAGE LOITERMESS | |
| You loiter palely for a while. | |
| !MESSAGE LOONMESS | |
| !SWITCH LNM0 LNM1 LNM2 LNM3 LNM4 LNM5 LNM6 LNM7 LNM8 LNM9 LNM10 LNM11 | |
| LNM12 LNM13 | |
| !MESSAGE LNM0 | |
| A pink elephant appears before you, snorts in disbelief, | |
| and vanishes. | |
| !MESSAGE LNM1 | |
| The abominable snowman stands before you! But why is he | |
| wearing a purple wig? Anyway he's gone now. | |
| !MESSAGE LNM2 | |
| The sounds of a teapot crooning lovesongs to itself make | |
| you turn round, but the thing soon goes away. | |
| !MESSAGE LNM3 | |
| A large plump loofah runs towards you, screams in terror, | |
| and runs away again. | |
| !MESSAGE LNM4 | |
| A flock of pigs flies past, evidently migrating for the winter. | |
| !MESSAGE LNM5 | |
| An alligator struggles up a nearby larch tree, which promptly | |
| collapses. Both vanish. | |
| !MESSAGE LNM6 | |
| A goldfish is grazing here. It spits out a thistle in | |
| disgust and then fades away. | |
| !MESSAGE LNM7 | |
| Can it be the Son of Wolfman who just passed you? If so, | |
| why was he hopping? | |
| !MESSAGE LNM8 | |
| "WOW!" shouts a butterfly as it flutters by. | |
| !MESSAGE LNM9 | |
| The noise of a Viking warrior attempting to tune a violin | |
| with his nose causes you to wince. | |
| !MESSAGE LNM10 | |
| A fruit-bat wanders past you, counting over a pile of coins. | |
| !MESSAGE LNM11 | |
| A tapeworm, with an enormous ginger beard, scurries past. | |
| !MESSAGE LNM12 | |
| A huge shrimp covered in strawberry jam waddles past you. | |
| !MESSAGE LNM13 | |
| A robin struts past, towing a rickshaw full of drunken piglets. | |
| !MESSAGE LONGWD1 | |
| Klingsor is waiting for you in the next room. He shows you | |
| a box of tiles, each bearing a letter. He then deals out six | |
| of them before you, and you observe that they bear the letters | |
| !SWITCH LONGWD10 LONGWD11 LONGWD12 | |
| !MESSAGE LONGWD10 | |
| A, B, C, D, E and F, respectively. | |
| !MESSAGE LONGWD11 | |
| K, L, M, N, O and P, respectively. | |
| !MESSAGE LONGWD12 | |
| P, Q, R, S, T and U, respectively. | |
| !MESSAGE LONGWD2 | |
| "You seem to be good with words," says Klingsor. "What | |
| is the longest word you can make using just these tiles?" | |
| !MESSAGE LOTWIFE | |
| The salt pillar begins to writhe gently and to take on human | |
| form again, until it has resumed the shape of a young woman. | |
| "Many thanks!" she says. "I have stood in these cursed | |
| plains for many a year, waiting for my freedom. You have | |
| done well, oh brave knight. But now I must go - I have | |
| a Lot to catch up with." | |
| The lady moves away, running as smoothly as salt. | |
| !MESSAGE MADINV | |
| You are holding: | |
| !SWITCH MADINV0 MADINV1 MADINV2 MADINV3 MADINV4 MADINV5 MADINV6 | |
| !MESSAGE MADINV0 | |
| ... a giant scorpion? | |
| !MESSAGE MADINV1 | |
| ... a giraffe? | |
| !MESSAGE MADINV2 | |
| ... a huge blancmange? | |
| !MESSAGE MADINV3 | |
| ... a giant sponge? | |
| !MESSAGE MADINV4 | |
| ... a baby walrus? | |
| !MESSAGE MADINV5 | |
| ... a bottle of milk? | |
| !MESSAGE MADINV6 | |
| ... a small gudgeon? | |
| !MESSAGE MADSCORE | |
| Oh, I can't work out your score now, you're mad! | |
| !MESSAGE MANDSCREAM | |
| You tear the mandrake out of the earth, and it begins | |
| to scream in its death throes. The sound drives you | |
| insane, the last yells you hear sounding something like | |
| !SWITCH MSCR0 MSCR1 MSCR2 MSCR3 | |
| !MESSAGE MSCR0 | |
| "KELVAR!" | |
| !MESSAGE MSCR1 | |
| "ORBOST!" | |
| !MESSAGE MSCR2 | |
| "SKARZ!" | |
| !MESSAGE MSCR3 | |
| "TYBAT!" | |
| !MESSAGE MINSTCOME | |
| A wandering minstrel passes you, singing sadly | |
| about a farthing that he dropped somewhere. | |
| !MESSAGE MINSTGO1 | |
| You do not have the farthing on you, and the minstrel | |
| strolls off, singing about the effects of adventuring | |
| on the feeble-minded. | |
| !MESSAGE MINSTGO2 | |
| You return the farthing to the minstrel, who is very | |
| grateful, and performs a medley of his favourite tunes | |
| before wandering off again. | |
| !MESSAGE MISSING | |
| What is the missing word in the poem? | |
| !MESSAGE MNULL | |
| !MESSAGE MONKALR | |
| You walk in the direction of the palace, but discover to your | |
| surprise that you do not seem to be getting any closer. Indeed, | |
| you appear not to have moved at all. | |
| !MESSAGE MONKBMESS | |
| You return to where the monk is meditating. "No, things are still | |
| not as they should be," he moans. "Just go round and see what you | |
| can do to fix them, there's a good chap." | |
| !MESSAGE MONKGMESS | |
| You return to where the monk is meditating, ecstasy on his face. | |
| "Well done, my boy!" he says. "The way of true Enlightenment has | |
| been found once more. Blessings be upon you in the name of the | |
| Seventh Sage of Soom!" There is a >> FLASH << and you see that... | |
| !MESSAGE MONKSMESS | |
| You walk towards the palace and find yourself irresistibly drawn | |
| in through its walls, soon discovering yourself to be in a large | |
| chamber in which a monk is meditating. | |
| "Welcome in the name of the Seventh Sage of Soom!" he says. "You | |
| are the one who is to bring light upon our palace by means of the | |
| three holy words of power, RUZAM, MALU and SODRE. In here they | |
| have no effects, but elsewhere in the palace they bring light. | |
| Say them, but say not the same word in two adjacent rooms! Return | |
| here when your work is done." | |
| !MESSAGE MOREGAMES | |
| Would you like another game? | |
| !MESSAGE MOSESBAD | |
| An aged patriarch is standing at the top of the mountain. "I'm | |
| sure I left a tablet up here," he mutters to himself, then he | |
| disappears into the mists, muttering about a publisher's deadline | |
| for the book of Exodus. | |
| !MESSAGE MOSESGOOD | |
| An aged patriarch is standing at the top of the mountain. "Ah! | |
| There it is!" he says, looking at your stone tablet. "Look, that | |
| belongs to me really - it's dynamite in the wrong hands. Here - | |
| take this piece of jewellery that my colleagues made - it will | |
| serve you better!" | |
| He hands you a small calf made of gold, and then disappears into | |
| the mists, muttering about a publisher's deadline for the book of | |
| Exodus. | |
| !MESSAGE MYMOVE | |
| !SWITCH MYMO0 MYMO1 MYMO2 | |
| !MESSAGE MYMO0 | |
| Klingsor indicates Scissors. | |
| !MESSAGE MYMO1 | |
| Klingsor indicates Stone. | |
| !MESSAGE MYMO2 | |
| Klingsor indicates Paper. | |
| !MESSAGE NARK1 | |
| "A raven!" says Noah as you enter. "We needed another one of those!" | |
| He takes it from you and stows it in his ark. | |
| !MESSAGE NARK2 | |
| "An emu!" says Noah. "I wondered where the second one had got to!" | |
| He takes it from you and stows it in his ark. | |
| !MESSAGE NARK3 | |
| "I thought the second sloth would forget to turn up!" says Noah. | |
| He takes it from you and stows it in his ark. | |
| !MESSAGE NARK4 | |
| "Ah, there's a second wolf for the collection!" says Noah. | |
| He takes it from you and stows it in his ark. | |
| !MESSAGE NARK5 | |
| "Wombat number two. Jolly good!" says Noah. | |
| He takes it from you and stows it in his ark. | |
| !MESSAGE NARK6 | |
| "Ah, good, another lamb. Just what I needed." says Noah. | |
| He takes it from you and stows it in his ark. | |
| !MESSAGE NARK7 | |
| "Splendid! You've brought me a tortoise!" says Noah. | |
| He takes it from you and stows it in his ark. | |
| !MESSAGE NARK8 | |
| "Hmm. Got some chickens already." mutters Noah. | |
| !MESSAGE NOAHGONE | |
| Noah consults his clipboard once more. "Well, that's | |
| excellent!" he says. "We seem to have a full set now. | |
| Better get going, I reckon. It looks like rain. Many | |
| thanks for all your help!" | |
| He goes off into his ark, weighs the anchor, and drifts | |
| off across the waters. | |
| !MESSAGE NOAHINTRO | |
| Ahead of you is a large wooden ark, by which is standing a | |
| venerable man. | |
| !MESSAGE NEVERMORE | |
| "Nevermore" squawks the raven. | |
| !MESSAGE NHAPPENS | |
| Nothing seems to happen. | |
| !MESSAGE NOBATON | |
| You don't have anything to conduct with! | |
| !MESSAGE NOBODY | |
| Nobody. | |
| !MESSAGE NOBREAK | |
| You don't seem to be able to break that. | |
| !MESSAGE NOBROOM | |
| As you read the scroll, it vanishes, but nothing else | |
| happens. You get the impression that you would have had | |
| more success if you possessed a magic broom! | |
| !MESSAGE NOCASH1 | |
| The beggar wanders off, swearing at the meanness of people nowadays. | |
| !MESSAGE NOCASH2 | |
| The minstrel looks at you suspiciously, then strolls away | |
| singing gloomily. | |
| !MESSAGE NOCASH3 | |
| The banker goes away again, cursing you for a fool. | |
| !MESSAGE NOCASH4 | |
| "No money? It's not my lucky day, is it?" says the brigand. | |
| He runs off into the shadows. | |
| !MESSAGE NOCHOIR | |
| There is no choir here to conduct! | |
| !MESSAGE NOCLIMBWALL | |
| You can't climb any of the walls round here! | |
| !MESSAGE NOCLOTH | |
| You don't possess a cloth! | |
| !MESSAGE NOFOOD | |
| You have no suitable food! | |
| !MESSAGE NOTALEX | |
| Come now, you're not Alexander the Great, you know! | |
| !MESSAGE NOTALIVE | |
| It's not alive! | |
| !MESSAGE NOTASLEEP | |
| It's not asleep! | |
| !MESSAGE NOTGOOD | |
| That doesn't sound like a good idea right now. | |
| !MESSAGE NOTHELD | |
| You're not holding that! | |
| !MESSAGE NOTHINGM | |
| Nothing. | |
| !MESSAGE NOTHNGHERE | |
| There's nothing here you can take easily! | |
| !MESSAGE NOTHOLDING | |
| You're not holding anything! | |
| !MESSAGE NOTPOSSHERE | |
| You don't seem to be able to do that here. | |
| !MESSAGE NOTQUEST | |
| You may not return to Castle Moan until you have | |
| fulfilled your quest! | |
| !MESSAGE NOTRECIPROCATED | |
| Your feelings of affection are not reciprocated, alas! | |
| !MESSAGE NOTREECLIMB | |
| There are no trees here that can be climbed. | |
| !MESSAGE NOWAIL | |
| You go up to the wall and prepare to start wailing like | |
| everyone else, but before you can get started a robed | |
| figure appears from behind you and drags you away. "You | |
| don't belong here," he says. "Hoppit!" | |
| !MESSAGE NOWAKEWOLF | |
| You slap the wolf, scream in its ears, and generally try to rouse | |
| the wolf, but it still sleeps on. | |
| !MESSAGE NOWATER | |
| There is no water here! | |
| !MESSAGE NOWAYMESS | |
| You can't go in that direction! | |
| !MESSAGE NOWEAPON | |
| You have no suitable weapon. | |
| !MESSAGE NOWOOD | |
| As you read the scroll, it vanishes, but nothing else | |
| happens. You get the impression that you would have had | |
| more success in the presence of wood spirits! | |
| !MESSAGE NOWRITE | |
| You have nothing to write with! | |
| !MESSAGE NUMBER | |
| Which numbered card will you turn over, 1 (ONE) or 2 (TWO)? | |
| !MESSAGE NXENTER | |
| You walk through the gateway of Nastil-Xarn, to be buffeted | |
| by a mighty hurricane, which forces you to drop anything you | |
| might have been carrying. Then the air shudders and you feel | |
| as though you were simultaneously being turned upside-down, | |
| back to front, and inside out. The unpleasant feeling does | |
| not last long, however, and welcome normality returns. | |
| !MESSAGE NXVOICE1 | |
| As you pass through the portal of Nastil-Xarn, you | |
| again feel that you are being turned inside-out by | |
| the strange local properties of space-time. A booming | |
| voice bellows at you: "So, you wish to return to | |
| the paths of righteousness? You committed the following | |
| sins while in Nastil-Xarn: | |
| !MESSAGE NXVOICE2 | |
| May you try again in some later incarnation!" | |
| Normality returns, and you find that... | |
| !MESSAGE NXVOICE3 | |
| You are now entitled to claim the three rewards!" | |
| Normality returns, and you find that... | |
| !MESSAGE NXVOICE4 | |
| You are now entitled to claim three rewards, but..." | |
| Normality returns, and you find that... | |
| !MESSAGE OHHH | |
| "Ohhh!" (I know how you feel.) | |
| !MESSAGE OKMESS | |
| OK. | |
| !MESSAGE OMEGAMESS | |
| The vine on the wall undergoes a sudden transformation. It | |
| disappears entirely, and a fair maiden is standing there in its | |
| stead. "I am Kundrie the sorceress," she says. "Imprisoned by the | |
| evil power of Klingsor, I have awaited my freedom for many a | |
| year. Blessings be upon you, oh gallant knight! Oh, and by the | |
| way: | |
| 'My first is where you may stand trial, | |
| My second sails the salty mile; | |
| In total, woman simpers while | |
| Her suitor asks for no denial.' | |
| This may help you later." | |
| The library fades away before your eyes, and you see that... | |
| !MESSAGE ORP1 | |
| "That's very kind of you," says the Friar, "but we don't | |
| really need a mandrake as such. Maybe someone else does." | |
| !MESSAGE ORP2 | |
| "That's very kind of you," says the Friar, "but we like | |
| to sleep late in the mornings." | |
| !MESSAGE ORP3 | |
| "That's very kind of you," says the Friar, "but I can't | |
| see a use for bits of stone just at present." | |
| !MESSAGE ORP4 | |
| !SWITCH ORP4A ORP4B | |
| !MESSAGE ORP4A | |
| "That's very kind of you," says the Friar, "but one of | |
| the orphans might cut themselves with it." | |
| !MESSAGE ORP4B | |
| "That's very kind of you," says the Friar, "but you | |
| would probably find it quite useful if you sharpened it!" | |
| !MESSAGE ORP5 | |
| "Ugh! Take that away and bury it" says the Friar. | |
| !MESSAGE ORP6 | |
| "That's most kind of you," says the Friar, "but we have | |
| all the salt we need." | |
| !MESSAGE ORP7 | |
| "That's a very nice gem," says the Friar. "Optallius, isn't | |
| it? I think there are those whose need is greater than ours." | |
| !MESSAGE ORP8 | |
| "Begone!" says the Friar. "That's an idol of Zempoalla! Destroy | |
| it!" | |
| !MESSAGE ORP9 | |
| "A kind thought," says the Friar, "but I can't see a use for | |
| that!" | |
| !MESSAGE ORP10 | |
| "Thank you very much" says the Friar, "but we are not short of | |
| paper." | |
| !MESSAGE ORP11 | |
| "A beautiful violin" says the Friar. "One of the widows was asking | |
| for one only this morning!" | |
| !MESSAGE ORP12 | |
| "What a magnificent tapestry!" says the Friar. "We'll put it up | |
| on the wall of the orphans' play room." | |
| !MESSAGE ORP13 | |
| "A fine piece of workmanship." says the Friar. "It will look very | |
| nice on the sideboard." | |
| !MESSAGE ORP14 | |
| "Androdragma crystals!" says the Friar. "They will keep the | |
| orphans amused for hours!" | |
| !MESSAGE ORP15 | |
| "A splendid paten" says the Friar. "We will serve lunch on it | |
| today!" | |
| !MESSAGE ORP16 | |
| "Money is always welcome." says the Friar. "Many thanks!" | |
| !MESSAGE ORP17 | |
| "What a wondrous orb!" says the Friar. "I'm sure it will come in | |
| very useful." | |
| !MESSAGE ORP18 | |
| "We've been looking for a sceptre for some time" says the Friar. | |
| "It will keep the more unruly orphans under control." | |
| !MESSAGE ORP19 | |
| "Ah, a fur stole!" says the Friar. "That will keep some poor widow | |
| warm in the winter." | |
| !MESSAGE ORP20 | |
| "I hope you aren't trying to mock my tonsure," says the Friar. "I | |
| don't think that wig will be of much use to us." | |
| !MESSAGE ORP21 | |
| "I'm sure that scroll will be of more use to you than to us," | |
| says the Friar, "though it was kind of you to offer it." | |
| !MESSAGE ORP22 | |
| "Oh, the poor orphan!" says the Friar. "Well, it looks as though | |
| you've come to the right place!" | |
| !MESSAGE ORP23 | |
| "That's a fine ruby," says the Friar. "We shall be glad to accept | |
| it." | |
| !MESSAGE ORP24 | |
| "A beautiful sapphire!" exclaims the Friar. "How very kind of | |
| you." | |
| !MESSAGE ORP25 | |
| "Now what would we do with a stone tablet?" queries the Friar. | |
| "Very kind, but of no use to us." | |
| !MESSAGE ORP26 | |
| "That looks delicious," says the Friar, "but I think our cook | |
| will become jealous if I accept that." | |
| !MESSAGE ORP27 | |
| "A tortoise?" says the Friar. "I'm afraid the rules of our order | |
| forbid pets." | |
| !MESSAGE ORP28 | |
| "Ugh! Why on earth should we want that?" asks the Friar in an | |
| offended tone. | |
| !MESSAGE ORP29 | |
| "That looks very quaint," says the Friar. "Thank you very much." | |
| !MESSAGE ORP30 | |
| The Friar hesitates, and then refuses the pearl. "There's | |
| something strange about that. I don't think I ought to take it," | |
| he says. | |
| !MESSAGE ORP31 | |
| "Oh I wasn't expecting THAT" says the Friar. "I really can't | |
| accept it!" | |
| !MESSAGE OZDONE | |
| At the sound of your voice the statue shudders slightly | |
| then begins to re-assemble itself into a huge stone creature | |
| with the aid of the missing piece of stone, so that the | |
| complete word OZONE can be read. | |
| "Many thanks, oh mortal one" says Ozone the mighty in | |
| a harsh rasping voice. "I shall return now to my own | |
| kingdom, where my brother, the evil Ozymandias, has taken | |
| control. Allow me to present you with this small token | |
| of my gratitude..." | |
| He drops something at your feet, then strides away over | |
| the lone and level sands, until he is seen no more. | |
| !MESSAGE OZMOVES | |
| At the sound of your voice the statue shudders slightly. | |
| !MESSAGE PAGERUN | |
| As you strike the page, he screams in terror (and pain!) | |
| and runs away howling. | |
| !MESSAGE PALGLOW | |
| !SWITCH PALGL1 PALGL2 PALGL3 | |
| !MESSAGE PALGL1 | |
| The room starts to glow with a bright blue light. | |
| !MESSAGE PALGL2 | |
| The room starts to glow with a bright red light. | |
| !MESSAGE PALGL3 | |
| The room starts to glow with a bright green light. | |
| !MESSAGE PEARLGO | |
| As you leave the temple of Wisdom, the pearl that you are | |
| carrying crumbles away into dust. | |
| !MESSAGE PEEROUT | |
| You peer out of the northern door, but there is nothing | |
| to see but a sheer drop, so you return to the matter in hand. | |
| !MESSAGE POEM1 | |
| Klingsor is waiting for you in the next room. | |
| "Let me tell you the legend of Amfortas" he says. | |
| "It will profit you. However, there is a small | |
| challenge involved. You will supply the missing | |
| word in each verse of my poem." He begins: | |
| Amfortas was a hero bold: | |
| Rode one year and a day. | |
| He sought the Sangraal to behold | |
| But came in Klingsor's ... | |
| !MESSAGE POEM2 | |
| Condemned to fish beside a lake, | |
| He sits, with no release. | |
| Until the power of Klingsor break | |
| He never shall find ... | |
| !MESSAGE POEM3 | |
| Oh foolish knight, who seek the Graal, | |
| Now from Amfortas learn. | |
| Ye die if in this trial ye fail | |
| So answer in your ... | |
| !MESSAGE PORTALIVE | |
| To the accompaniment of some operatic-sounding music (but | |
| where is it coming from?) the portrait comes to life, and | |
| steps down from its frame. It then folds up the frame into | |
| a serviceable staff and strides through the door, carrying it! | |
| !MESSAGE PORTENTER | |
| The nobleman from the portrait outside comes in, bearing a | |
| staff. "I have come for you, Don Giovanni!" he says, in | |
| tones of doom. | |
| !MESSAGE PORTHELL | |
| A stairway appears in the floor, from which sulphurous fumes | |
| are belching. To the accompaniment of hidden operatic chords | |
| the nobleman drags the youth down to the infernal regions. | |
| !MESSAGE PORTHEL2 | |
| You enter a room in which a stairway has opened in the floor, | |
| from which sulphurous fumes are belching. To the accompaniment of | |
| hidden operatic chords the nobleman is dragging a youth down to | |
| the infernal regions. | |
| !MESSAGE PORTOVER | |
| The chasm in the floor closes up, and the sulphurous fumes | |
| disperse. All is peaceful once more. | |
| !MESSAGE PROV1M | |
| !SWITCH PROV1M0 PROV1M1 PROV1M2 PROV1M3 PROV1M4 PROV1M5 PROV1M6 | |
| PROV1M7 PROV1M8 PROV1M9 PROV1M10 | |
| !MESSAGE PROV1M0 | |
| A voice chants the words "An apple a day @x31" | |
| !MESSAGE PROV1M1 | |
| A voice chants the words "He who pays the piper @x31" | |
| !MESSAGE PROV1M2 | |
| A voice chants the words "The pen @x31" | |
| !MESSAGE PROV1M3 | |
| A voice chants the words "A rolling stone @x31" | |
| !MESSAGE PROV1M4 | |
| A voice chants the words "The early bird @x31" | |
| !MESSAGE PROV1M5 | |
| A voice chants the words "A watched pot @x31" | |
| !MESSAGE PROV1M6 | |
| A voice chants the words "A stitch in time @x31" | |
| !MESSAGE PROV1M7 | |
| A voice chants the words "A bird in the hand @x31" | |
| !MESSAGE PROV1M8 | |
| A voice chants the words "One swallow @x31" | |
| !MESSAGE PROV1M9 | |
| A voice chants the words "A cat @x31" | |
| !MESSAGE PROV1M10 | |
| A voice chants the words "All work and no play @x31" | |
| !MESSAGE PROV2M0 | |
| keeps the doctor away. | |
| !MESSAGE PROV2M1 | |
| calls the tune. | |
| !MESSAGE PROV2M2 | |
| is mightier than the sword. | |
| !MESSAGE PROV2M3 | |
| gathers no moss. | |
| !MESSAGE PROV2M4 | |
| catches the worm. | |
| !MESSAGE PROV2M5 | |
| never boils. | |
| !MESSAGE PROV2M6 | |
| saves nine. | |
| !MESSAGE PROV2M7 | |
| is worth two in the bush. | |
| !MESSAGE PROV2M8 | |
| doesn't make a summer. | |
| !MESSAGE PROV2M9 | |
| may look at a king. | |
| !MESSAGE PROV2M10 | |
| makes Jack a dull boy. | |
| !MESSAGE QAPP1 | |
| ANSWER IN A WORD... | |
| WHAT IS YOUR NAME? | |
| !MESSAGE QAPP2 | |
| WHENCE COME YOU? | |
| !MESSAGE QAPP3 | |
| WHAT DO YOU SEEK? | |
| !MESSAGE QUITQUERY | |
| Are you certain you want to quit? | |
| !MESSAGE QUOTH | |
| !SWITCH QUOTH0 QUOTH1 QUOTH2 QUOTH3 QUOTH4 QUOTH5 QUOTH6 QUOTH7 | |
| !MESSAGE QUOTH0 | |
| The raven utters a croak that sounds like "Not again". | |
| !MESSAGE QUOTH1 | |
| The raven squawks the phrase "Scarcely repeated". | |
| !MESSAGE QUOTH2 | |
| The raven intones the words "Now finished". | |
| !MESSAGE QUOTH3 | |
| "Certainly final" screeches the raven. | |
| !MESSAGE QUOTH4 | |
| The raven mumbles the words "Not ever iterated". | |
| !MESSAGE QUOTH5 | |
| The raven croaks the words "At no future time". | |
| !MESSAGE QUOTH6 | |
| "At no time repeated" croaks the raven. | |
| !MESSAGE QUOTH7 | |
| "In no degree continued" cackles the raven. | |
| !MESSAGE RAVENBAD | |
| The raven flutters towards you expectantly, but, seeing that you | |
| have only one word to say and no more, flies back to where it was. | |
| !MESSAGE RAVENGOOD | |
| The raven flutters towards you, croaks "Nevermore" in a | |
| satisfied manner, and then perches close by you. | |
| !MESSAGE READM1 | |
| !SWITCH READ10 READ11 | |
| !MESSAGE READ10 | |
| The board contains the following: | |
| !SWITCH BOARD99 | |
| !MESSAGE READ11 | |
| The board is blank. | |
| !MESSAGE READM2 | |
| On the pedestal these words appear: | |
| LOOK ON MY WORKS YE MIGHTY, AND DESPAIR! | |
| I AM THE KING OF KINGS - MY NAME IS OZ... | |
| !MESSAGE READM3 | |
| !SWITCH READ30 READ31 READ32 READ33 | |
| !MESSAGE READ30 | |
| The paper is blank. | |
| !MESSAGE READ31 | |
| The paper says "To free the Lady Lot, say BENAMMI". | |
| !MESSAGE READ32 | |
| The paper says "To free the Lady Lot, say MOAB". | |
| !MESSAGE READ33 | |
| The paper says "To free the Lady Lot, say ZOAR". | |
| !MESSAGE READM4 | |
| The stone says ONE. | |
| !MESSAGE READM5 | |
| The sign on the cottage says: | |
| !SWITCH MNULL ANAGM1 ANAGM2 ANAGM3 ANAGM4 ANAGM5 ANAGM6 | |
| !MESSAGE READM6 | |
| The inscription says: | |
| !SWITCH FORK199 | |
| !MESSAGE READM7 | |
| !SWITCH KROOM199 | |
| !MESSAGE READM8 | |
| !SWITCH KROOM299 | |
| !MESSAGE READM9 | |
| The gate is inscribed with the legend: | |
| !SWITCH NXARN99 | |
| !MESSAGE READM10 | |
| The building is labelled 'ASSOCIATION OF WIDOWS AND ORPHANS'. | |
| !MESSAGE READTABMESS | |
| The stone tablet bears, in words of fire, the following | |
| legend: | |
| The Eleventh Commandment | |
| Ploffskin Pluffskin Plumpskin Ploshskin | |
| Yonghy Bonghy Bo | |
| Needle nardle noo | |
| Ying tong iddle I po | |
| Hmm. I don't know this language. | |
| !MESSAGE RULES | |
| !SWITCH RULES0 RULES1 RULES2 | |
| !MESSAGE RULES0 | |
| "In your first task" continues the necromancer. "You must | |
| overcome me at the ancient game of Scissors-Stone-Paper. Let | |
| us play three games. As you are no doubt aware, Scissors cuts | |
| Paper, Paper wraps Stone, and Stone breaks Scissors." | |
| !MESSAGE RULES1 | |
| "You are now familiar with our first game." continues the | |
| necromancer. "Let us see whose psychology is the better!" | |
| !MESSAGE RULES2 | |
| "This game is now becoming painfully familiar to you" continues | |
| the necromancer. "This is your last chance to read my mind." | |
| !MESSAGE SAYMESS | |
| OK, "@x33!" | |
| !MESSAGE SCOREM1 | |
| So far you have scored @x34 points out of a maximum of 650. | |
| !MESSAGE SCOREM2 | |
| You scored @x34 points out of a maximum of 650. | |
| !MESSAGE SCOREM3 | |
| If you quit now, you will have scored @x34 points out of 650. | |
| !MESSAGE SECONDWORD | |
| @x33 | |
| !MESSAGE SERAGLIOMESS | |
| You enter an exotic Eastern seraglio, filled with comely | |
| maidens, fountains, soft couches, sherbet, and other Turkish | |
| delights. After your needs have been satisfied, you leave by | |
| another door, to see that ... | |
| !MESSAGE SHAKEMESS | |
| You give the tree a hearty shake, but nothing useful comes of it. | |
| !MESSAGE SILLYMESS | |
| Don't be silly, that won't help. | |
| !MESSAGE SIN0 | |
| None at all??? | |
| !MESSAGE SIN1 | |
| Avarice. | |
| !MESSAGE SIN2 | |
| Envy. | |
| !MESSAGE SIN3 | |
| Gluttony. | |
| !MESSAGE SIN4 | |
| Lust. | |
| !MESSAGE SIN5 | |
| Pride. | |
| !MESSAGE SIN6 | |
| Sloth. | |
| !MESSAGE SIN7 | |
| Wrath. | |
| !MESSAGE SINGHIM | |
| The choir sing a selection of stirring songs in praise of | |
| you, celebrating your magnificent adventuring prowess. If | |
| you're half as good as they say, that Sangraal is as good | |
| as won already! | |
| !MESSAGE SINGOTHER | |
| The choir look puzzled for a moment, then burst into a | |
| selection of stirring songs in praise of someone called | |
| @x33. I don't think that was their first choice. | |
| !MESSAGE SINGWHO | |
| Whom would you like the choir to extol in song? | |
| !MESSAGE SITOK | |
| You sit down for a while, then get up again. | |
| !MESSAGE SLEEPABIT | |
| You lie down on the bed and doze off for a while, then wake up | |
| again. | |
| !MESSAGE SLEEPOFF | |
| After eating the pie (which has a curious taste), you feel very | |
| drowsy and decide to sleep it off. You awake with a mild | |
| headache. | |
| !MESSAGE SLOTHFALL | |
| The cock crows angrily as you drop it. This is loud enough to | |
| wake the sloth, which gives a sudden start and falls out of the | |
| tree. Fortunately it lands on a patch of grass and is not hurt. | |
| The sloth gives you a reproachful look and dozes off again. | |
| !MESSAGE SPECIFY | |
| Specify Scissors, Stone or Paper: | |
| !MESSAGE SUNSET | |
| The sun finally sets, and, from the north, comes the sound of | |
| chanting, and the dazzling whiteness of a dozen suns. You proceed | |
| through the north door with the knights that are ready to | |
| accompany you, to behold the Sangraal (as seen earlier in a | |
| vision: now behold the real thing!) | |
| The party of knights accompanying you consists of: | |
| !MESSAGE SWANMESS | |
| You descend the passage, which is so steep that there is | |
| no possible means of return, to arrive at the water's edge | |
| once more, where a swan is parked, awaiting your company | |
| on the return journey. Having nowhere else to go, you | |
| mount the swan, and ride back to the mainland. The swan | |
| lets you disembark, then drifts off lazily across the lake. | |
| !MESSAGE SWINGOPEN | |
| The door swings open with a chilling creak (I don't | |
| think they have oiled it lately.) | |
| !MESSAGE TAKEPEARL | |
| As you take the pearl from the altar, there is a clap of thunder. | |
| !MESSAGE TAKEPRL0 | |
| On taking the pearl from the altar you hear a distant bell-like | |
| chime. | |
| !MESSAGE TAKEQ | |
| How many counters will you take? ONE, TWO or THREE? | |
| !MESSAGE TERSE0MESS | |
| O.K. Only short descriptions from now on. | |
| !MESSAGE TERSE1MESS | |
| O.K. Standard descriptions from now on. | |
| !MESSAGE TERSE2MESS | |
| O.K. Long descriptions always from now on. | |
| !MESSAGE THIRSTDIE | |
| You are now too weak to move, and soon you die of | |
| thirst and the effects of the sun. | |
| !MESSAGE THIRSTY | |
| You are very thirsty. | |
| !MESSAGE TIMEJOUR | |
| You trudge your weary way until you come to the next | |
| turning, by which time you have been on the road for | |
| @x34 hours. | |
| !MESSAGE TIMENOW | |
| !SWITCH MNULL TIMENW1 TIMENW2 | |
| !MESSAGE TIMENW1 | |
| It is now 1 minute until sunset. | |
| !MESSAGE TIMENW2 | |
| It is now @x34 minutes until sunset. | |
| !MESSAGE TOOHARD | |
| The ground is too hard for you to dig 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 TOOLADEN | |
| You are too encumbered to do that. | |
| !MESSAGE TWANGMESS | |
| You produce a few discordant twangs on the violin. | |
| !MESSAGE TWINKLE | |
| The ruby and sapphire that you are holding twinkle in | |
| a wondrous manner, before finally deciding whether to | |
| glow or not. | |
| !MESSAGE TWONKLE | |
| The ruby and sapphire that you are holding twinkle in | |
| a rather demented fashion, then all goes dark and you | |
| experience a harsh shuddering making you entirely | |
| unsure what you are carrying. Finally you emerge into | |
| daylight to see that... | |
| !MESSAGE UNABLESTRIKE | |
| You seem to be unable to strike such an enchanted being. | |
| Maybe you'll have to think of something more subtle! | |
| !MESSAGE UNPROMISING | |
| That doesn't look like a very promising idea right now. | |
| !MESSAGE UNWANTED | |
| Nobody here will accept that from you! | |
| !MESSAGE USHEROUT | |
| You lie down on the bed and doze off for a while, to be | |
| woken up by a charming prince, who growls "Oi, sleeping beauty! | |
| Hoppit!" and drives you out at sword-point. | |
| !MESSAGE VIOLENCE | |
| I don't think such unnecessary violence is called for just now. | |
| !MESSAGE VOIMESS | |
| "GO BACK!" booms a deep voice from a tomb ahead of you. | |
| With a shudder, you take the voice's advice and run back | |
| in trembling and fear. | |
| !MESSAGE WAILSEE | |
| You go up to the wall in your disguise and prepare to wail. | |
| A robed figure appears, looks at you carefully, and then goes | |
| away as if satisfied. "Ohhh!" you wail, putting your heart | |
| into it. A strange vision appears fleetingly before you on | |
| the wall, an array of lights in the following pattern: | |
| !SWITCH LIFE0 LIFE1 LIFE2 LIFE3 LIFE4 LIFE5 LIFE6 LIFE7 LIFE8 LIFE9 | |
| LIFE10 LIFE11 LIFE12 LIFE13 LIFE14 | |
| !MESSAGE WALLMOVE | |
| You proceed down the stairs and enter some sort of library, | |
| whereupon the walls move behind you and you find that you | |
| can't get out again! One of the books groans at you: "You | |
| will need a candle to guide yourself out!" | |
| !MESSAGE WELLDONE | |
| Congratulations! You have managed to bring the required number of | |
| knights with you to receive the Sangraal. You will be able to | |
| take the mystic object back with you to Castle Moan, where your | |
| rewards will be many, and include a year's supply of dog bones, a | |
| night out with La Belle Dame Sans Merci, a holiday for two in the | |
| Windy Desert, and 15 fascinating books to read! | |
| Well done, you scored 650 points out of 650. | |
| I'm afraid the Nastil-Xarn blackboard is now full, but please | |
| tell JRP1 anyway. | |
| !MESSAGE WESING | |
| The chief chorister looks at you with respect and says "We | |
| know many songs in praise of heroes. We can sing to you of | |
| the deeds of Gawain, of Tristram, of Galahad, or any other | |
| great hero. Please tell us whom to praise." | |
| !MESSAGE WHICHBOOK | |
| Which book? (A, B, C, ... M, N, O) | |
| !MESSAGE WHICHLEVER | |
| Which lever? | |
| !MESSAGE WIN1MESS | |
| You have succeeded in your first task! Klingsor vanishes | |
| before your eyes, and you are at last able to see the | |
| room that you have entered. | |
| !MESSAGE WIN2MESS | |
| You have succeeded in your second task! Klingsor turns | |
| into a cloud of gas, and streams away, leaving you in | |
| the next room. | |
| !MESSAGE WIN2NEARLY | |
| "Not a bad performance" concedes Klingsor, "though it | |
| lacks a certain artistic awareness. I shall spare your | |
| life this time, so that you may go away and reflect on | |
| the matter." He starts some swimming motions with his | |
| arms and you discover that... | |
| !MESSAGE WIN2NN | |
| "Pathetic" says Klingsor. "You just haven't a clue. | |
| A fool such as yourself deserves to meet a hideous death." | |
| He performs some shuffling movements with his feet, and | |
| you are instantly turned into a heap of jelly. | |
| !MESSAGE WIN3M1 | |
| "A correct answer." says the necromancer. He gathers up | |
| the cards, shuffles them, and deals again the sequence | |
| A, B, 1, 2. "In fact, the four cards are all different. | |
| !MESSAGE WIN3NN | |
| "Your grasp of logic is faulty." the necromancer says. | |
| "Perhaps, in an after-life, you will solve the problem. | |
| After all you will have an eternity in which to ponder." | |
| He performs some strange tap-dancing movements with his | |
| feet, and you are transmuted into a giant onion. | |
| !MESSAGE WIN3NN2 | |
| "Oho! You have gone astray!" chuckles Klingsor. He waves his | |
| head in a strange circular motion, and you observe that you | |
| have turned into a newt. | |
| !MESSAGE WIN3END | |
| You have succeeded in your third task! Klingsor fades away | |
| gradually before your eyes, leaving behind just a sneer, which | |
| then vanishes too. You are now able to examine the room which | |
| you have entered. | |
| !MESSAGE WIN4NN | |
| "Nonsense!" jeers Klingsor, "but I still consider you to be | |
| potentially a man of letters." He scratches his ear, and you | |
| discover that you are now transmuted into one of his | |
| tablets (bearing the letter Z, so you won't be needed much). | |
| !MESSAGE WIN4OK | |
| You have succeeded in your fourth task! Klingsor goes POP | |
| and you find yourself alone in the new room. | |
| !MESSAGE WIN5NN | |
| "Aha! Beaten you in a fair fight!" mutters Klingsor, by | |
| whom the notion of a fair fight is probably considered a | |
| sign of weakness. "Now you're really in the soup!" This | |
| is true, for there is now a blinding flash and you find | |
| yourself transmuted into a small mushroom. | |
| !MESSAGE WIN5OK | |
| You have fulfilled the fifth task! Klingsor turns into ice | |
| and melts away. You are alone in the room you have just | |
| entered. | |
| !MESSAGE WIN6NN | |
| "Aha! Failure at the eleventh hour!" cackles Klingsor with | |
| glee (and probably relief). "My domain keeps its power!" | |
| He performs a merry jig round the room, and you discover that | |
| you have been transmuted into a rather dead sardine. | |
| !MESSAGE WIN6END | |
| Klingsor screams a hideous scream of rage, and crumbles into dust. | |
| The whole folly begins to shake and shudder and masonry starts | |
| to fall. You rush down the stairs and out into the desert just | |
| in time to see the tower collapse into a heap of rubble, which | |
| then bursts into flames, and disperses in a column of ugly black | |
| smoke. This soon dissipates, leaving nothing behind it. It seems | |
| that you won the last game! | |
| !MESSAGE WINDBACK | |
| The wind is blowing from the direction you are trying | |
| to go, and it forces you back. | |
| !MESSAGE WINDMESS | |
| !SWITCH WIND0 WIND1 | |
| !MESSAGE WIND0 | |
| There is a hot wind blowing from the east-northeast. | |
| !MESSAGE WIND1 | |
| There is a hot wind blowing from the east-southeast. | |
| !MESSAGE WITCHSWAP | |
| You hand the scroll to the old lady, who looks at it and | |
| says: "That's just what I need: my broom's got trouble | |
| with the sparking plugs, and I've missed the last Wyvern | |
| home today. Here, take this scroll in exchange: it's | |
| likely to be of more use to you." She swaps scrolls | |
| with you, gets her broom repaired, and flies off. | |
| !MESSAGE WOLFCOCK | |
| The wolf leaps towards the cock. There is a loud >> SQUAWK << | |
| and the poor cock is no more. | |
| !MESSAGE WOLFDRUG | |
| The wolf eagerly gobbles up the pie (which probably tastes | |
| nicer than you would). However after a short while it gives | |
| a long howl and falls over, drugged. | |
| !MESSAGE WOLFSLEEP | |
| The wolf is asleep and thus unable to eat the cock. | |
| !MESSAGE WONTOPEN | |
| The book refuses to open. | |
| !MESSAGE WTGROYT | |
| Well, that's got rid of you then! | |
| !MESSAGE YOUFREEKNIGHT | |
| !SWITCH MNULL YFK1 YFK2 YFK2 YFK2 YFK2 YFK2 | |
| !MESSAGE YFK1 | |
| It takes you just one minute to free the knight from | |
| !SWITCH YFKALL | |
| !MESSAGE YFK2 | |
| It takes you @x34 minutes to free the knight from his | |
| !SWITCH YFKALL | |
| !MESSAGE YFKALL | |
| bonds. He then gets to his feet, saying "I shall be | |
| ready to help you encounter the Sangraal in @x35 minutes." | |
| He withdraws, in order to recover from his wounds, | |
| to wash, and to dress. | |
| !MESSAGE ZAPUAREA | |
| You look at the tablet, and see that it is glowing. | |
| You read out the following words: | |
| "THE ELEVENTH COMMANDMENT | |
| Thou shalt not build unto thyself any computing device, neither | |
| Turing machine, nor micro, nor mainframe. Thou shalt not serve | |
| them, nor play games on them, lest thy time be wasted and thy | |
| wits consumed." | |
| A bolt of lightning strikes the Temple, and the people in it | |
| flee in panic. The unnatural machines burst into flames, or | |
| melt, and the whole place falls into utter ruin. | |
| !END | |
Xet Storage Details
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- 195 kB
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- 0f20e663efc953f9eb883e12a2db6e1919f1a4d347bcfe605da162ef99b1a845
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