/ 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
