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