/ Avon by Jonathan R. Partington / / This game (c) Copyright J. R. Partington, but freely distributable. / / To quote the author: / / "Personally, I am happy for people to convert the games for any system / they like, as long as they give due acknowledgements (and don't / attempt to make any money out of them without consulting me first!)" / / Graham Nelson and Adam Atkinson would also like to thank Topologika / Software for handing publication rights for this game back to the / author at the end of 1999, enabling him to make the game available / this way. / / INITIAL PART OF DATABASE / ------------------------ / !POSSESSIONS STAGE PLAYER !POSSESSIONS WAYW CALENDAR !POSSESSIONS BANK1 BANQUO SHIELD !POSSESSIONS CELL PHIAL !POSSESSIONS PORTRM CASKET PORTIA BED !POSSESSIONS HERMROOM STATUE !POSSESSIONS DINER TABLE CHAIR !POSSESSIONS WAYE DAGGER !POSSESSIONS LOOP2 BASKET !POSSESSIONS CAULDRON EYE TOE WOOL TONGUE !POSSESSIONS LOOP3 CLOUD !POSSESSIONS BEARRM BEAR !POSSESSIONS GRAVE YORICK !POSSESSIONS BOSWORTH RICHARD !POSSESSIONS HOUSE LETTER !POSSESSIONS MOOR PIE !POSSESSIONS WOOD4 STONE !POSSESSIONS WOOD11 POST !POSSESSIONS TEMPEST PINE !POSSESSIONS HOVEL GOBLET !POSSESSIONS FLOOR0 SCEPTRE !POSSESSIONS CHAPEL2 PEARL !POSSESSIONS SHOP VASE !POSSESSIONS CAPITOL SCROLL !POSSESSIONS UC9 PRINCESS BRACELET !POSSESSIONS TOWNE ARROW !POSSESSIONS BARGE QUEEN THRONE !POSSESSIONS HOLD SHREW !POSSESSIONS WHARF CAGE !POSSESSIONS CAGE BIRD !POSSESSIONS CLIFF2 BOW !POSSESSIONS ARDCENTRE HARRY !POSSESSIONS PORPRM PORPENTINE !POSSESSIONS BRAVE2 COLOSSUS BLADDER !POSSESSIONS HEX4 SMITH !POSSESSIONS BRAVE3 WATCHER !POSSESSIONS KGRAVE WORM !POSSESSIONS ECH0 OTHELLO !POSSESSIONS BSTORE BUTT SPEAR !POSSESSIONS ECH6 ANGLER !POSSESSIONS BHEAD FATMAN !POSSESSIONS CHURCH COLLAR !POSSESSIONS BAKERS BREAD !POSSESSIONS CASS11 ILIAD !POSSESSIONS FARM FARMER !POSSESSIONS CELLAR AGATE !PROP PLAYER LIGHT !PROP EYE LIGHT EDIBLE !PROP TOE EDIBLE !PROP WOOL EDIBLE !PROP TONGUE EDIBLE !PROP LILY EDIBLE !PROP VIOLET EDIBLE !PROP ICE EDIBLE !PROP PIE EDIBLE !PROP CLOUD NOTAKE !PROP STATUE NOTAKE !PROP RICHARD NOTAKE ANIMATE !PROP YORICK NOTAKE ANIMATE !PROP BANQUO NOTAKE ANIMATE !PROP TABLE NOTAKE !PROP CHAIR NOTAKE !PROP CASKET NOTAKE !PROP PORTIA NOTAKE ANIMATE !PROP BED NOTAKE !PROP WITCHES NOTAKE ANIMATE !PROP CAULDRON NOTAKE !PROP BEAR NOTAKE ANIMATE !PROP GHOST NOTAKE !PROP STONE NOTAKE !PROP POST NOTAKE !PROP PINE NOTAKE !PROP ASP NOTAKE ANIMATE !PROP PRINCESS NOTAKE ANIMATE !PROP QUEEN NOTAKE ANIMATE !PROP THRONE NOTAKE !PROP BIRD NOTAKE ANIMATE !PROP SHIELD NOTAKE !PROP CHEST NOTAKE !PROP HARRY NOTAKE ANIMATE !PROP COLOSSUS NOTAKE !PROP SHREW NOTAKE ANIMATE !PROP PORPENTINE NOTAKE ANIMATE !PROP SMITH NOTAKE ANIMATE !PROP WATCHER NOTAKE ANIMATE !PROP WORM ANIMATE EDIBLE !PROP OTHELLO NOTAKE ANIMATE !PROP ANGLER NOTAKE ANIMATE !PROP FATMAN NOTAKE ANIMATE !PROP SPEAR NOTAKE !PROP BREAD EDIBLE !PROP FARMER NOTAKE ANIMATE !PROP HOUSE DOORED !PROP WAYW DOORED !PROP BANK1 WATERY !PROP BANK2 WATERY !PROP BANK3 WATERY !PROP MSND TREED !PROP TEMPEST TREED !PROP WOOD0 TREED !PROP WOOD1 TREED !PROP WOOD2 TREED !PROP WOOD3 TREED !PROP WOOD4 TREED !PROP WOOD5 TREED !PROP WOOD6 TREED !PROP WOOD7 TREED !PROP WOOD8 TREED !PROP WOOD9 TREED !PROP WOOD10 TREED !PROP WOOD11 TREED !PROP WOOD12 TREED !PROP WOOD13 TREED !PROP WOOD14 TREED !PROP WOOD15 TREED !PROP WOOD16 TREED !PROP WOOD17 TREED !PROP WOOD18 TREED !PROP UC0 DISORIENT !PROP UC1 VISITED DISORIENT !PROP UC2 VISITED DISORIENT !PROP UC3 VISITED DISORIENT !PROP UC4 VISITED DISORIENT !PROP UC5 VISITED DISORIENT !PROP UC6 VISITED DISORIENT !PROP UC7 VISITED DISORIENT !PROP UC8 VISITED DISORIENT !PROP UC9 DISORIENT !PROP BOURN DISORIENT WATERY !PROP DOCKS WATERY !PROP BARGE WATERY !PROP BEACH WATERY !PROP WHARF WATERY !PROP ARDEN0 TREED DISORIENT !PROP ARDEN1 TREED DISORIENT !PROP ARDEN2 TREED DISORIENT !PROP ARDEN3 TREED DISORIENT / !PROP ARDEN4 TREED DISORIENT / !PROP ARDEN5 TREED DISORIENT / !PROP ARDEN6 TREED DISORIENT / !PROP ARDEN7 TREED DISORIENT !PROP ARDEN8 TREED DISORIENT !PROP ARDEN9 TREED DISORIENT !PROP ARDF0 TREED DISORIENT !PROP ARDF1 TREED DISORIENT !PROP ARDF2 TREED DISORIENT !PROP ARDCENTRE TREED DISORIENT !PROP BRAVE3 LIGHT / to stop smith !PROP ECH2 LIGHT !PROP BHEAD LIGHT !PROP ECH3 LIGHT !PROP ECH4 LIGHT !PROP GAOL1 LIGHT !PROP GAOL2 LIGHT !PROP ECH5 LIGHT !PROP ECH7 LIGHT !PROP PALACE LIGHT !PROP FARM LIGHT !PROP CASS1 LIGHT !PROP ECH1 LIGHT !PROP ECH6 LIGHT !STATE CAGE 1 / with bird !VAR STRENGTH 7 / Can carry 7 objects, !VAR OBJHELD 0 / and is not carrying any initially. !END / / PRELIMINARY SECTION / ------------------- / !WELCOME WELCPROG !POSTCOMMAND POSTPROG / / Program-defined properties. / !PROPERTY LIGHT 0 / Light source (objects and rooms). !PROPERTY INVIS 1 / Invisibility (objects only). !PROPERTY HIDING 2 / Hides objects it holds (objects only). !PROPERTY VISITED 1 / Visited (rooms only). !PROPERTY DISORIENT 2 / "Disorientation" property (rooms only). / / User-defined properties. / !PROPERTY NOTAKE 3 / Cannot be taken (objects only). !PROPERTY WATERY 3 !PROPERTY ANIMATE 4 / objects !PROPERTY DOORED 4 / rooms with doors !PROPERTY EDIBLE 5 / objects !PROPERTY TREED 5 / rooms / / Directions. / !DIRECTION B / Dummy direction to make GO BACK work. !DIRECTION D !DIRECTION E !DIRECTION N !DIRECTION NE !DIRECTION NW !DIRECTION S !DIRECTION SE !DIRECTION SW !DIRECTION U !DIRECTION W !DIRECTION C1 !DIRECTION C2 !DIRECTION C3 / easiest way of doing UC / / Special meanings of words. / !SPECIAL ALLSPEC / To detect the word "ALL". !SPECIAL INVSPEC / To detect the word "INVENTORY". !SPECIAL WATERSPEC !SPECIAL POTSPEC !SPECIAL DOORSPEC !SPECIAL GOLDSPEC !SPECIAL SILVERSPEC !SPECIAL LEADSPEC !SPECIAL DOWNSPEC !SPECIAL HANDSPEC !SPECIAL TREESPEC !SPECIAL FACESPEC !SPECIAL GRASSPEC !SPECIAL OPENSPEC !SPECIAL SHOOTSPEC !SPECIAL GONSPEC !SPECIAL REGSPEC !SPECIAL CORSPEC / king lear's pesky daughters !SPECIAL ARNESPEC !SPECIAL VIOLSPEC / easiest way to do PLAY !SPECIAL BRITSPEC !SPECIAL SIGNSPEC / / Variables. / / The four workspace variables must appear first. !VARIABLE VAR0 !VARIABLE VAR1 !VARIABLE VAR2 !VARIABLE VAR3 / Now other variables. !VARIABLE OBJHELD !VARIABLE STRENGTH !VARIABLE TURNS !VARIABLE CASKVAR !VARIABLE TURN4 !VARIABLE TURN6 !VARIABLE TURN8 !VARIABLE FLESHVAR !VARIABLE ASPVAR !VARIABLE TERSEVAR / !TEXTVAR / for gosile words / / OBJECTS SECTION / --------------- / / Player must be first object. !OBJECT PLAYER HOLDING HOLDING HOLDING !OBJECT CALENDAR CALEND1 CALEND2 MNULL !OBJECT CLOUD CLOUD1 MNULL MNULL !OBJECT SOCKS SOCK1 SOCK2 SOCK1 !OBJECT STATUE STATUE1 MNULL MNULL !OBJECT RICHARD MNULL MNULL MNULL !OBJECT YORICK MNULL MNULL MNULL !OBJECT BANQUO BANQUO1 MNULL MNULL !OBJECT TABLE MNULL MNULL MNULL !OBJECT CHAIR MNULL MNULL MNULL !OBJECT BED MNULL MNULL MNULL !OBJECT CASKET CASKM1 MNULL MNULL !OBJECT PORTIA PORTM1 MNULL MNULL !OBJECT PHIAL PHIAL1 PHIAL2 MNULL !OBJECT DAGGER DAGGER1 DAGGER2 MNULL !OBJECT WITCHES MNULL MNULL MNULL !OBJECT CAULDRON CANHAVE MNULL MNULL !OBJECT EYE EYE1 EYE2 EYE2 !OBJECT TOE TOE1 TOE2 TOE2 !OBJECT WOOL WOOL1 WOOL2 WOOL2 !OBJECT TONGUE TONGUE1 TONGUE2 TONGUE2 !OBJECT NECKLACE NECK1 NECK2 MNULL !OBJECT BEAR BEARM1 MNULL MNULL !OBJECT SKULL SKULL1 SKULL2 MNULL !OBJECT CROWN CROWN1 CROWN2 MNULL !OBJECT BASKET BASKET1 BASKET2 MNULL !OBJECT LETTER LETTER1 LETTER2 MNULL !OBJECT LILY LILY1 LILY2 MNULL !OBJECT VIOLET VIOLET1 VIOLET2 MNULL !OBJECT ICE ICE1 ICE2 MNULL !OBJECT PORTRAIT PORTT1 PORTT2 MNULL !OBJECT RING RING1 RING2 MNULL !OBJECT GHOST MNULL MNULL MNULL !OBJECT PIE PIE1 PIE2 MNULL !OBJECT STONE STONE1 MNULL MNULL !OBJECT POST POST1 MNULL MNULL !OBJECT PINE PINE1 MNULL MNULL !OBJECT SCEPTRE SCEPTRE1 SCEPTRE2 MNULL !OBJECT PEARL PEARL1 PEARL2 MNULL !OBJECT GOBLET GOBLET1 GOBLET2 MNULL !OBJECT DUCATS DUCAT1 DUCAT2 MNULL !OBJECT ASP ASP1 ASP2 MNULL !OBJECT VASE VASE1 VASE2 MNULL !OBJECT SCROLL SCROLL1 SCROLL2 MNULL !OBJECT SHIELD SHIELD1 SHIELD2 MNULL !OBJECT PRINCESS PRINCE1 MNULL MNULL !OBJECT BRACELET BRACE1 BRACE2 MNULL !OBJECT ARROW ARROW1 ARROW2 MNULL !OBJECT QUEEN QUEEN1 MNULL MNULL !OBJECT THRONE MNULL MNULL MNULL !OBJECT CAGE CAGE1 CAGE2 MNULL !OBJECT BIRD BIRD1 MNULL MNULL !OBJECT BOW BOW1 BOW2 MNULL !OBJECT CHEST CHEST1 CHEST2 MNULL !OBJECT JEWEL JEWEL1 JEWEL2 MNULL !OBJECT HARRY HARRY1 MNULL MNULL !OBJECT SPICE SPICE1 SPICE2 MNULL !OBJECT COLOSSUS COLOSS1 MNULL MNULL !OBJECT SHREW SHREW1 MNULL MNULL !OBJECT PORPENTINE PORP1 PORP2 MNULL !OBJECT SMITH MNULL MNULL MNULL !OBJECT CHAIN CHAIN1 CHAIN2 MNULL !OBJECT WATCHER MNULL MNULL MNULL / !OBJECT WORM WORM1 WORM2 WORM1 !OBJECT SPEAR SPEAR1 MNULL MNULL !OBJECT OTHELLO MNULL MNULL MNULL !OBJECT ANGLER ANGLE1 MNULL MNULL !OBJECT BUTT MNULL MNULL MNULL !OBJECT COLLAR COLLAR1 COLLAR2 COLLAR1 !OBJECT FATMAN MNULL MNULL MNULL !OBJECT MORSE MORSE1 MORSE2 MORSE1 !OBJECT BREAD BREAD1 BREAD2 BREAD1 !OBJECT TOPAZ TOPAZ1 TOPAZ2 TOPAZ1 !OBJECT VIOLA VIOLA1 VIOLA2 VIOLA1 !OBJECT ILIAD ILIAD1 ILIAD2 ILIAD1 !OBJECT TROPHY TROPHY1 TROPHY2 TROPHY1 !OBJECT ROBE ROBE1 ROBE2 ROBE1 !OBJECT TSTONE TSTONE1 TSTONE2 TSTONE1 !OBJECT FARMER FARMER1 MNULL MNULL !OBJECT AGATE AGATE1 AGATE2 AGATE1 !OBJECT BLADDER BLADDM1 BLADDM2 BLADDM1 / / ROOMS SECTION / ------------- / !ROOM STAGE STAGE1 STAGE2 !ROOM WAYFE WAYFE1 WAYFE1 !ROOM WAYE WAYE1 WAYE1 !ROOM WAYS WAYS1 WAYS2 !ROOM WAYW WAYW1 WAYW2 !ROOM CELL CELL1 CELL2 !ROOM HOUSE HOUSE1 HOUSE2 !ROOM HALL HALL1 HALL2 !ROOM PORTRM PORTRM1 PORTRM2 !ROOM DINER DINER1 DINER2 !ROOM HERMROOM HERMRM1 HERMRM2 !ROOM BANK1 BANK10 BANK11 !ROOM BANK2 BANK20 BANK21 !ROOM BANK3 BANK30 BANK31 !ROOM HEATH HEATH1 HEATH2 !ROOM LOOP1 LOOP11 LOOP11 !ROOM LOOP2 LOOP21 LOOP21 !ROOM LOOP3 LOOP31 LOOP31 !ROOM FORK1 FORK11 FORK12 !ROOM MSND MSND1 MSND2 !ROOM TEMPEST TEMPEST1 TEMPEST2 !ROOM GRAVE GRAVE1 GRAVE2 !ROOM BOSWORTH BOSW1 BOSW2 !ROOM BEARRM BEARRM1 BEARRM2 !ROOM MOOR MOOR1 MOOR2 !ROOM CAPITOL CAPITOL1 CAPITOL2 !ROOM WOOD0 WOODM WOODMS !ROOM WOOD1 WOODM WOODMS !ROOM WOOD2 WOODM WOODMS !ROOM WOOD3 WOODM WOODMS !ROOM WOOD4 WOODM WOODMS !ROOM WOOD5 WOODM WOODMS !ROOM WOOD6 WOODM WOODMS !ROOM WOOD7 WOODM WOODMS !ROOM WOOD8 WOODM WOODMS !ROOM WOOD9 WOODM WOODMS !ROOM WOOD10 WOODM WOODMS !ROOM WOOD11 WOODM WOODMS !ROOM WOOD12 WOODM WOODMS !ROOM WOOD13 WOODM WOODMS !ROOM WOOD14 WOODM WOODMS !ROOM WOOD15 WOODM WOODMS !ROOM WOOD16 WOODM WOODMS !ROOM WOOD17 WOODM WOODMS !ROOM WOOD18 DUNS1 DUNS2 !ROOM FLOOR0 FL01 FL02 !ROOM FLOOR1 FL11 FL12 !ROOM BALCONY BALC1 BALC2 !ROOM HOVEL HOVEL1 HOVEL2 !ROOM CHAPEL1 CHAPEL11 CHAPEL12 !ROOM CHAPEL2 CHAPEL21 CHAPEL22 !ROOM TOWNN TOWNN1 TOWNN2 !ROOM TOWNS TOWNS1 TOWNS2 !ROOM SHOP SHOP1 SHOP2 !ROOM DOCKS DOCKS1 DOCKS2 !ROOM ENDROOM ENDRM1 ENDRM1 !ROOM UC0 UCML UCMS !ROOM UC1 UCML UCMS !ROOM UC2 UCML UCMS !ROOM UC3 UCML UCMS !ROOM UC4 UCML UCMS !ROOM UC5 UCML UCMS !ROOM UC6 UCML UCMS !ROOM UC7 UCML UCMS !ROOM UC8 UCML UCMS !ROOM UC9 UCML UCMS !ROOM BOURN BOURN1 BOURN1 !ROOM TOWNE TOWNE1 TOWNE2 !ROOM WHARF WHARF1 WHARF2 !ROOM BEACH BEACH1 BEACH2 !ROOM BARGE BARGE1 BARGE2 !ROOM HOLD HOLDM1 HOLDM2 !ROOM FOG FOGM FOGM !ROOM CLIFF1 FOGM FOGM !ROOM CLIFF2 CLIFFM1 CLIFFM2 !ROOM ARDEN0 ARDM1 ARDM1 !ROOM ARDEN1 ARDM1 ARDM1 !ROOM ARDEN2 ARDM1 ARDM1 !ROOM ARDEN3 ARDM1 ARDM1 / !ROOM ARDEN4 ARDM1 ARDM1 / !ROOM ARDEN5 ARDM1 ARDM1 / !ROOM ARDEN6 ARDM1 ARDM1 / !ROOM ARDEN7 ARDM1 ARDM1 !ROOM ARDEN8 ARDM1 ARDM1 !ROOM ARDEN9 ARDM1 ARDM1 !ROOM ARDF0 ARDM2 ARDM2 !ROOM ARDF1 ARDM2 ARDM2 !ROOM ARDF2 ARDM2 ARDM2 !ROOM ARDCENTRE ARDM3 ARDM3 !ROOM BRAVE1 BRAVE11 BRAVE12 !ROOM TAVERN TAVERN1 TAVERN2 !ROOM BRAVE2 BRAVE21 BRAVE22 !ROOM PORPRM PORPR1 PORPR1 !ROOM BRAVE3 BRAVE31 BRAVE32 !ROOM HEX1 HEX11 HEX12 !ROOM HEX2 HEX21 HEX12 !ROOM HEX3 HEX31 HEX12 !ROOM HEX4 HEX41 HEX12 !ROOM HEX5 HEX51 HEX12 !ROOM HEX6 HEX61 HEX12 !ROOM HEX7 HEX71 HEX12 !ROOM HEX8 HEX81 HEX12 / !ROOM KGRAVE KGRAVE1 KGRAVE2 !ROOM FLOES FLOES1 FLOES2 !ROOM FLOEN FLOEN1 FLOEN2 !ROOM VDEEP VDEEP1 VDEEP2 !ROOM GAOL1 GAOL11 GAOL12 !ROOM GAOL2 GAOL21 GAOL22 !ROOM ECH0 ECH01 ECH02 !ROOM ECH1 ECH11 ECH12 !ROOM ECH2 ECH21 ECH22 !ROOM ECH3 ECH31 ECH32 !ROOM ECH4 ECH41 ECH42 !ROOM ECH5 ECH51 ECH52 !ROOM ECH6 ECH61 ECH62 !ROOM ECH7 ECH71 ECH72 !ROOM BSTORE BSTORE1 BSTORE2 !ROOM BHEAD BHEAD1 BHEAD2 !ROOM CELLAR CELLAR1 CELLAR2 !ROOM CHURCH CHURCH1 CHURCH2 !ROOM BAKERS BAKERS1 BAKERS2 !ROOM FARM FARM1 FARM2 !ROOM PALACE PALACE1 PALACE2 !ROOM CASS1 CASSA1 CASSA2 !ROOM CASS2 CASSX CASSX !ROOM CASS3 CASSX CASSX !ROOM CASS4 CASSX CASSX !ROOM CASS5 CASSX CASSX !ROOM CASS6 CASSX CASSX !ROOM CASS7 CASSX CASSX !ROOM CASS8 CASSX CASSX !ROOM CASS9 CASSX CASSX !ROOM CASS10 CASSX CASSX !ROOM CASS11 CASSX CASSX !ROOM CASS12 CASSX CASSX / / EXITS SECTION / ------------- / !EXIT STAGE N HEATH WITCHPROG E WAYFE ARDMIX S WAYS ARDMIX W WAYW ARDMIX !EXIT WAYE W WAYFE N LOOP1 E LOOP3 !EXIT WAYFE E WAYE W STAGE !EXIT WAYS N STAGE SW BANK2 !EXIT WAYW E STAGE SW CELL W HOUSE HOUSEPROG NW HALL !EXIT CELL NE WAYW !EXIT HALL SE WAYW N HERMROOM W PORTRM NW DINER !EXIT PORTRM N DINER E HALL !EXIT HERMROOM W DINER S HALL !EXIT DINER E HERMROOM S PORTRM SE HALL NE WOOD0 GHOSTPROG !EXIT BANK1 E BANK2 !EXIT BANK2 W BANK1 NE WAYS S BANK3 !EXIT BANK3 N BANK2 SE UC0 !EXIT HEATH S STAGE NW WOOD7 NE FLOES DRUGPROG !EXIT BEARRM W LOOP2 BEARTEST S MOOR BEARTEST E CAPITOL CAPPROG !EXIT BOSWORTH N LOOP3 !EXIT CAPITOL W BEARRM SE TOWNN !EXIT FORK1 S LOOP1 NW MSND ASSPROG NE TEMPEST E GRAVE YORPROG !EXIT GRAVE W FORK1 E CHAPEL1 GRASSPROG N KGRAVE !EXIT LOOP1 N FORK1 E LOOP2 S WAYE !EXIT LOOP2 W LOOP1 S LOOP3 E BEARRM !EXIT LOOP3 N LOOP2 W WAYE S BOSWORTH RICPROG !EXIT MOOR N BEARRM SE HOVEL HOVELPROG !EXIT MSND SE FORK1 E TEMPEST !EXIT TEMPEST SW FORK1 W MSND ASSPROG !EXIT WOOD0 NW WOOD1 E WOOD7 !EXIT WOOD1 N WOOD2 SE WOOD0 !EXIT WOOD2 NE WOOD3 S WOOD1 !EXIT WOOD3 E WOOD4 SW WOOD2 !EXIT WOOD4 W WOOD3 SE WOOD5 SW WOOD8 WOOD8PROG !EXIT WOOD5 NW WOOD4 S WOOD6 !EXIT WOOD6 N WOOD5 SW WOOD7 !EXIT WOOD7 NE WOOD6 W WOOD0 SE HEATH WITCHPROG !EXIT WOOD8 NE WOOD4 WOOD8PROG W WOOD13 SE WOOD9 !EXIT WOOD9 NW WOOD4 SW WOOD10 !EXIT WOOD10 NE WOOD9 W WOOD11 !EXIT WOOD11 E WOOD10 NW WOOD12 NE WOOD14 WOOD6PROG !EXIT WOOD12 NE WOOD13 SE WOOD11 !EXIT WOOD13 E WOOD8 SW WOOD12 !EXIT WOOD14 E WOOD17 SW WOOD11 WOOD6PROG N WOOD15 !EXIT WOOD15 E WOOD16 S WOOD14 !EXIT WOOD16 W WOOD15 S WOOD17 SW WOOD18 WOODHALT !EXIT WOOD17 N WOOD16 W WOOD14 !EXIT WOOD18 S FLOOR0 !EXIT FLOOR0 N WOOD18 U FLOOR1 !EXIT FLOOR1 D FLOOR0 S BALCONY !EXIT BALCONY N FLOOR1 D STAGE JUMP2PROG !EXIT HOVEL NW MOOR !EXIT CHAPEL1 W GRAVE E CHAPEL2 !EXIT CHAPEL2 W CHAPEL1 !EXIT TOWNN NW CAPITOL S TOWNS E TOWNE ARRPROG !EXIT TOWNS N TOWNN S DOCKS MER1PROG E SHOP !EXIT SHOP W TOWNS !EXIT DOCKS N TOWNS MER2PROG S BARGE D BARGE SE BEACH DRIFTPROG SW WHARF !EXIT UC0 C1 UC1 C2 BANK3 C3 BANK3 N UC0 UNPROG E UC0 UEPROG S UC0 USPROG W UC0 UWPROG !EXIT UC1 C1 UC2 C2 UC0 C3 BANK3 N UC1 UNPROG E UC1 UEPROG S UC1 USPROG W UC1 UWPROG !EXIT UC2 C1 UC3 C2 UC1 C3 UC0 N UC2 UNPROG E UC2 UEPROG S UC2 USPROG W UC2 UWPROG !EXIT UC3 C1 UC4 C2 UC2 C3 UC1 N UC3 UNPROG E UC3 UEPROG S UC3 USPROG W UC3 UWPROG !EXIT UC4 C1 UC5 C2 UC3 C3 UC2 N UC4 UNPROG E UC4 UEPROG S UC4 USPROG W UC4 UWPROG !EXIT UC5 C1 UC6 C2 UC4 C3 UC3 N UC5 UNPROG E UC5 UEPROG S UC5 USPROG W UC5 UWPROG !EXIT UC6 C1 UC7 C2 UC5 C3 UC4 N UC6 UNPROG E UC6 UEPROG S UC6 USPROG W UC6 UWPROG !EXIT UC7 C1 UC8 C2 UC6 C3 UC5 N UC7 UNPROG E UC7 UEPROG S UC7 USPROG W UC7 UWPROG !EXIT UC8 C1 UC9 C2 UC7 C3 UC6 N UC8 UNPROG E UC8 UEPROG S UC8 USPROG W UC8 UWPROG !EXIT UC9 C1 BOURN C2 BOURN C3 BOURN N UC9 UNPROG E UC9 UEPROG S UC9 USPROG W UC9 UWPROG !EXIT TOWNE W TOWNN ARRPROG E FOG N ARDEN0 !EXIT BARGE N DOCKS CLEOPROG U DOCKS CLEOPROG D HOLD !EXIT WHARF NE DOCKS !EXIT HOLD U BARGE !EXIT BEACH NW DOCKS !EXIT FOG N FOG FOGPROG NE FOG FOGPROG E FOG FOGPROG SE FOG FOGPROG S FOG FOGPROG SW FOG FOGPROG W FOG FOGPROG NW FOG FOGPROG !EXIT CLIFF1 N CLIFF1 FOG2PROG NE CLIFF1 FOG2PROG E CLIFF1 FOG2PROG SE CLIFF1 FOG2PROG S CLIFF1 FOG2PROG SW CLIFF1 FOG2PROG W CLIFF1 FOG2PROG NW CLIFF1 FOG2PROG !EXIT ARDEN0 N ARDEN1 ARDNPROG NE ARDEN1 ARDNEPROG E ARDEN1 ARDEPROG SE ARDEN1 ARDSEPROG S ARDEN1 ARDSPROG SW ARDEN1 ARDSWPROG W ARDEN1 ARDWPROG NW ARDEN1 ARDNWPROG !EXIT ARDEN1 N ARDEN2 ARDNPROG NE ARDEN2 ARDNEPROG E ARDEN2 ARDEPROG SE ARDEN2 ARDSEPROG S ARDEN2 ARDSPROG SW ARDEN2 ARDSWPROG W ARDEN2 ARDWPROG NW ARDEN2 ARDNWPROG !EXIT ARDEN2 N ARDEN3 ARDNPROG NE ARDEN3 ARDNEPROG E ARDEN3 ARDEPROG SE ARDEN3 ARDSEPROG S ARDEN3 ARDSPROG SW ARDEN3 ARDSWPROG W ARDEN3 ARDWPROG NW ARDEN3 ARDNWPROG !EXIT ARDEN3 N ARDEN8 ARDNPROG NE ARDEN8 ARDNEPROG E ARDEN8 ARDEPROG SE ARDEN8 ARDSEPROG S ARDEN8 ARDSPROG SW ARDEN8 ARDSWPROG W ARDEN8 ARDWPROG NW ARDEN8 ARDNWPROG / !EXIT ARDEN4 / N ARDEN5 ARDNPROG / NE ARDEN5 ARDNEPROG / E ARDEN5 ARDEPROG / SE ARDEN5 ARDSEPROG / S ARDEN5 ARDSPROG / SW ARDEN5 ARDSWPROG / W ARDEN5 ARDWPROG / NW ARDEN5 ARDNWPROG / !EXIT ARDEN5 / N ARDEN6 ARDNPROG / NE ARDEN6 ARDNEPROG / E ARDEN6 ARDEPROG / SE ARDEN6 ARDSEPROG / S ARDEN6 ARDSPROG / SW ARDEN6 ARDSWPROG / W ARDEN6 ARDWPROG / NW ARDEN6 ARDNWPROG / !EXIT ARDEN6 / N ARDEN7 ARDNPROG / NE ARDEN7 ARDNEPROG / E ARDEN7 ARDEPROG / SE ARDEN7 ARDSEPROG / S ARDEN7 ARDSPROG / SW ARDEN7 ARDSWPROG / W ARDEN7 ARDWPROG / NW ARDEN7 ARDNWPROG / !EXIT ARDEN7 / N ARDEN8 ARDNPROG / NE ARDEN8 ARDNEPROG / E ARDEN8 ARDEPROG / SE ARDEN8 ARDSEPROG / S ARDEN8 ARDSPROG / SW ARDEN8 ARDSWPROG / W ARDEN8 ARDWPROG / NW ARDEN8 ARDNWPROG !EXIT ARDEN8 N ARDEN9 ARDNPROG NE ARDEN9 ARDNEPROG E ARDEN9 ARDEPROG SE ARDEN9 ARDSEPROG S ARDEN9 ARDSPROG SW ARDEN9 ARDSWPROG W ARDEN9 ARDWPROG NW ARDEN9 ARDNWPROG !EXIT ARDEN9 N ARDCENTRE ARDNPROG NE ARDCENTRE ARDNEPROG E ARDCENTRE ARDEPROG SE ARDCENTRE ARDSEPROG S ARDCENTRE ARDSPROG SW ARDCENTRE ARDSWPROG W ARDCENTRE ARDWPROG NW ARDCENTRE ARDNWPROG !EXIT ARDF0 N ARDF0 ARDF0PROG NE ARDF0 ARDF0PROG E ARDF0 ARDF0PROG SE ARDF0 ARDF0PROG S ARDF0 ARDF0PROG SW ARDF0 ARDF0PROG W ARDF0 ARDF0PROG NW ARDF0 ARDF0PROG !EXIT ARDF1 N ARDF1 ARDF1PROG NE ARDF1 ARDF1PROG E ARDF1 ARDF1PROG SE ARDF1 ARDF1PROG S ARDF1 ARDF1PROG SW ARDF1 ARDF1PROG W ARDF1 ARDF1PROG NW ARDF1 ARDF1PROG !EXIT ARDF2 N ARDF2 ARDF2PROG NE ARDF2 ARDF2PROG E ARDF2 ARDF2PROG SE ARDF2 ARDF2PROG S ARDF2 ARDF2PROG SW ARDF2 ARDF2PROG W ARDF2 ARDF2PROG NW ARDF2 ARDF2PROG !EXIT ARDCENTRE N ARDF0 NE ARDF0 E ARDF0 SE ARDF0 S ARDF0 SW ARDF0 W ARDF0 NW ARDF0 !EXIT CLIFF2 D BRAVE1 HEROPROG E BRAVE1 HEROPROG !EXIT BRAVE1 U CLIFF2 W CLIFF2 E TAVERN TAVPROG S PORPRM !EXIT TAVERN W BRAVE1 E BRAVE2 COLOSPROG !EXIT BRAVE2 W TAVERN E BRAVE3 RINGPROG !EXIT PORPRM N BRAVE1 !EXIT BRAVE3 W BRAVE2 N HEX1 E ENDROOM ENDPROG !EXIT HEX1 NE HEX2 NW HEX6 S BRAVE3 !EXIT HEX2 N HEX3 NW HEX7 SW HEX1 !EXIT HEX3 NW HEX4 SW HEX8 S HEX2 !EXIT HEX4 SE HEX3 SW HEX5 !EXIT HEX5 NE HEX4 SE HEX8 S HEX6 !EXIT HEX6 N HEX5 NE HEX7 SE HEX1 !EXIT HEX7 N HEX8 SE HEX2 SW HEX6 !EXIT HEX8 S HEX7 NE HEX3 NW HEX5 !EXIT KGRAVE S GRAVE !EXIT FLOES SW HEATH N FLOEN FLOEPROG !EXIT FLOEN S FLOES FLOEPROG NE FLOEN GBACKPROG SE VDEEP N ECH2 !EXIT ECH0 E ECH1 !EXIT ECH1 N BSTORE CLARPROG S ECH6 ANGPROG E ECH2 W ECH0 OTHPROG !EXIT ECH2 N ECH2 BOOZEPROG S FLOEN GOTOGAOL E ECH3 W ECH1 !EXIT ECH3 N CHURCH S GAOL1 W ECH2 E ECH4 !EXIT ECH4 W ECH3 E ECH5 N ECH7 !EXIT ECH5 W ECH4 N ECH5 ECHNP NE ECH5 ECHNEP E ECH5 ECHEP SE ECH5 ECHSEP S ECH5 ECHSP !EXIT ECH6 N ECH1 !EXIT ECH7 E BAKERS S ECH4 N CASS1 !EXIT CASS1 W CASS1 LEARPROG E FARM FOXPROG S ECH7 N CASS2 CASS1PROG !EXIT CASS2 NE CASS4 CNEP NW CASS4 CNWP S CASS1 !EXIT CASS3 NE CASS3 CDIEP NW CASS3 CDIEP S CASS2 !EXIT CASS4 NE CASS6 CNEP NW CASS6 CNWP S CASS2 !EXIT CASS5 NE CASS5 CDIEP NW CASS5 CDIEP S CASS4 !EXIT CASS6 NE CASS8 CNEP NW CASS8 CNWP S CASS4 !EXIT CASS7 NE CASS7 CDIEP NW CASS7 CDIEP S CASS6 !EXIT CASS8 NE CASS10 CNEP NW CASS10 CNWP S CASS6 !EXIT CASS9 NE CASS9 CDIEP NW CASS9 CDIEP S CASS8 !EXIT CASS10 NE CASS12 CNEP NW CASS12 CNWP S CASS8 !EXIT CASS11 NE CASS11 CDIEP NW CASS11 CDIEP S CASS10 !EXIT CASS12 NE CASS12 CDIEP NW CASS12 CDIEP S CASS10 !EXIT BSTORE N CELLAR TESTCELL S ECH1 !EXIT CELLAR S BSTORE !EXIT BHEAD S ECH2 !EXIT GAOL1 N ECH3 !EXIT CHURCH S ECH3 !EXIT BAKERS W ECH7 !EXIT PALACE E CASS1 !EXIT FARM W CASS1 !EXIT VDEEP NW FLOEN / / INSTRUCTIONS SECTION / -------------------- / !INSTRUCTIONS ANGPROG: SKIP IF P VISITED ECH6 PRINT ANGLE1 SKIP IF R (ANGLER)R EQ ECH6 RETURN SKIP IF H WORM PLAYER PRINTRET DISMAY MOVE WORM WITH DESTROY SUB V OBJHELD I 1 MOVE ANGLER WITH DESTROY LOAD V VAR0 R 3 ADD V VAR0 I 1 LOAD S ANGLER V VAR0 PRINTRET FISHMESS VAR0 ARDNPROG: LOAD V VAR0 I 0 GO ARDALL ARDNEPROG: LOAD V VAR0 I 1 GO ARDALL ARDEPROG: LOAD V VAR0 I 2 GO ARDALL ARDSEPROG: LOAD V VAR0 I 3 GO ARDALL ARDSPROG: LOAD V VAR0 I 4 GO ARDALL ARDSWPROG: LOAD V VAR0 I 5 GO ARDALL ARDWPROG: LOAD V VAR0 I 6 GO ARDALL ARDNWPROG: LOAD V VAR0 I 7 GO ARDALL ARDALL: MOVE PLAYER WITH TO (PLAYER)R ARDALL2: SKIP2 UNLESS E (PLAYER)N MOVE (PLAYER)N WITH TO ARDCENTRE GO ARDALL2 SKIP3 UNLESS R (PLAYER)R EQ ARDEN8 LOAD S ARDEN9 R 7 SKIP UNLESS P VISITED ARDCENTRE LOAD S ARDEN9 R 8 / so he doesn't return SKIP2 UNLESS R (PLAYER)R EQ ARDEN9 SKIP UNLESS H BIRD PLAYER PRINT MORTMESS SUB V VAR0 S (PLAYER)R SKIP UNLESS V VAR0 EQ 0 RETURN LOAD V VAR0 R 2 SKIP2 UNLESS V VAR0 EQ 0 MOVE PLAYER WITH TO ARDF0 RETURN ABORT SKIP2 UNLESS V VAR0 EQ 1 MOVE PLAYER WITH TO ARDF1 RETURN ABORT MOVE PLAYER WITH TO ARDF2 RETURN ABORT ARDF0PROG: MOVE PLAYER WITH TO (PLAYER)R SKIP2 UNLESS E (PLAYER)N MOVE (PLAYER)N WITH TO ARDCENTRE GO ARDF0PROG LOAD V VAR0 R 3 SKIP2 UNLESS V VAR0 EQ 0 MOVE PLAYER WITH TO ARDF1 RETURN ABORT SKIP2 UNLESS V VAR0 EQ 1 MOVE PLAYER WITH TO ARDEN0 RETURN ABORT MOVE PLAYER WITH TO TOWNE RETURN ABORT ARDF1PROG: MOVE PLAYER WITH TO (PLAYER)R SKIP2 UNLESS E (PLAYER)N MOVE (PLAYER)N WITH TO ARDCENTRE GO ARDF1PROG LOAD V VAR0 R 3 SKIP2 UNLESS V VAR0 EQ 0 MOVE PLAYER WITH TO ARDEN0 RETURN ABORT SKIP2 UNLESS V VAR0 EQ 1 MOVE PLAYER WITH TO ARDF2 RETURN ABORT MOVE PLAYER WITH TO TOWNE RETURN ABORT ARDF2PROG: MOVE PLAYER WITH TO (PLAYER)R SKIP2 UNLESS E (PLAYER)N MOVE (PLAYER)N WITH TO ARDCENTRE GO ARDF2PROG LOAD V VAR0 R 3 SKIP2 UNLESS V VAR0 EQ 0 MOVE PLAYER WITH TO ARDF0 RETURN ABORT SKIP2 UNLESS V VAR0 EQ 1 MOVE PLAYER WITH TO ARDEN0 RETURN ABORT MOVE PLAYER WITH TO TOWNE RETURN ABORT ARDMIX: SKIP UNLESS P VISITED ARDEN0 RETURN RESOLVE VAR0 ARDEN0 ADD V VAR0 R 4 RESOLVE VAR0 (VAR0)R LOAD S (VAR0)R R 7 RETURN ARNEPROG: SKIP IF R (PLAYER)R EQ GAOL2 PRINTRET NHAPPENS LOAD S GAOL2 I 1 / for scoring MOVE PLAYER WITH TO FLOEN PRINTRET ARNESING ARRPROG: SKIP2 IF H SHIELD PLAYER PRINT OUTRAG GO DIEPROG PRINTRET SHIELDED ASSPROG: SKIP2 IF S RICHARD EQ 1 SKIP IF S PLAYER EQ 1 SKIP IF S CALENDAR EQ 2 RETURN LOAD S PLAYER I 1 PRINTRET TRANSFORM BACKPROG: SKIP IF R (PLAYER)R LT UC0 SKIP UNLESS R (PLAYER)R GT UC9 RETURN RETRY RETURN CANT LOAD V VAR1 I 8 GO UCMOVE BEARTEST: SKIP IF R (PLAYER)R EQ (BEAR)R RETURN PRINT DIEBEAR GO DIEPROG BOOZEPROG: SKIP2 IF R (FATMAN)R EQ BHEAD PRINT PUBSHUT RETURN LOOK PRINT BHEAD1 SKIP2 IF Q JOINBOUT PRINT MOCKED RETURN LOOK MOVE FATMAN WITH DESTROY SKIP2 IF S BREAD EQ 1 PRINT LOSEBOUT RETURN LOOK MOVE TROPHY WITH TO ECH2 MOVE BUTT WITH DESTROY PRINT WINBOUT RETURN LOOK BREAKPROG: SKIP IF R (PLAYER)R EQ ()R PRINTRET NOTHERE SKIP IF R ()O EQ BLADDER PRINTRET NOBREAK GO BURSTPROG BURSTPROG: SKIP IF R ()O EQ BLADDER PRINTRET CANTDO SKIP IF R (BLADDER)R EQ (PLAYER)R PRINTRET NOTHERE SKIP IF R (PORPENTINE)R EQ (PLAYER)R PRINTRET NOBURST SKIP2 UNLESS H BLADDER PLAYER MOVE BLADDER WITH TO (PLAYER)R SUB V OBJHELD I 1 MOVE BLADDER WITH DESTROY PRINT EXPLOS1 SKIP3 UNLESS R (PLAYER)R EQ HEX4 MOVE SMITH WITH DESTROY LOAD S BLADDER I 1 / for scoring PRINTRET EXPLOS2 RETURN CAPPROG: SKIP2 UNLESS R (PLAYER)R EQ (BEAR)R PRINT DIEBEAR GO DIEPROG SKIP3 IF S CALENDAR EQ 1 SKIP IF P VISITED CAPITOL GOSUB TEXTPROG RETURN PRINT CAESAR GO DIEPROG CASKNO: LOAD V VAR1 S CALENDAR SKIP2 UNLESS S CALENDAR EQ 0 RESOLVE VAR0 ICE GO CASKEND SKIP2 UNLESS S CALENDAR EQ 1 RESOLVE VAR0 VIOLET GO CASKEND RESOLVE VAR0 LILY GO CASKEND CASKYES: LOAD V VAR1 S CALENDAR ADD V VAR1 I 3 SKIP2 UNLESS S CALENDAR EQ 0 RESOLVE VAR0 PORTRAIT GO CASKEND SKIP3 UNLESS S CALENDAR EQ 1 RESOLVE VAR0 RING LOAD S RING I 1 / for later Portia test GO CASKEND LOAD V FLESHVAR I 12 RESOLVE VAR0 SOCKS GO CASKEND CASKEND: PRINT INCASKET VAR1 MOVE (VAR0)O WITH TO (PLAYER)R PRINT WTGPORT SKIP IF S CALENDAR EQ 2 PRINT TRYLATER MOVE PORTIA WITH DESTROY MOVE CASKET WITH DESTROY RETURN LOOK CASS1PROG: SKIP IF P VISITED CASS2 LOAD S CASS2 R 1 RETURN CNEP: LOAD V VAR0 I 0 GO CBOTH CNWP: LOAD V VAR0 I 1 CBOTH: SUB V VAR0 S (PLAYER)R SKIP IF V VAR0 EQ 0 GO CASSBAD RESOLVE VAR0 (PLAYER)R ADD V VAR0 I 2 / room he is about to go to SKIP IF P VISITED (VAR0)R LOAD S (VAR0)R R 1 SKIP2 UNLESS R (PLAYER)R EQ CASS10 MOVE PLAYER WITH TO CASS12 GO CASSCALL RETURN CASSBAD: RESOLVE VAR0 (PLAYER)R ADD V VAR0 I 1 RESOLVE VAR0 (VAR0)R MOVE PLAYER WITH TO (VAR0)R CASSCALL: LOAD V VAR1 R 4 PRINT CASSMESS VAR1 RETURN ABORT CDIEP: PRINT CDIEROCK GO DIEPROG CLARPROG: SKIP IF R (BUTT)R EQ BSTORE RETURN PRINT MALMDIE GO DIEPROG CLEOPROG: SKIP IF S QUEEN EQ 0 RETURN PRINT CLEOSTOP RETURN ABORT CLIMBPROG: SKIP4 UNLESS M W2OB SKIP IF R (PLAYER)R EQ ()R PRINTRET NOTHERE SKIP3 IF R ()O EQ PINE PRINTRET NOCLIMB SKIP IF M W2SP TREESPEC PRINTRET SILLYCLIMB SKIP UNLESS P TREED (PLAYER)R PRINTRET NOCLIMB PRINTRET NOTHERE COLOSPROG: SKIP IF S TAVERN EQ 0 RETURN PRINT COLOSTOP RETURN ABORT CUTPROG: SKIP UNLESS M W2SP TREESPEC GO CUTTREE SKIP IF M W2OB RETURN RETRY NONE CANT SKIP IF R ()R EQ (PLAYER)R PRINTRET NOTHERE SKIP IF H DAGGER PLAYER PRINTRET NOCUT SKIP UNLESS R ()O EQ PINE GO CUTPINE SKIP UNLESS R ()O EQ BANQUO GO KILLBQ PRINTRET NOWILL CUTPINE: SKIP IF S PINE EQ 0 PRINTRET NOWILL LOAD S PINE I 1 PRINTRET ARIELM CUTTREE: SKIP IF H DAGGER PLAYER PRINTRET NOCUT SKIP UNLESS R (PLAYER)R EQ (PINE)R GO CUTPINE SKIP IF P TREED (PLAYER)R PRINTRET NOTHERE PRINTRET NOWILL DIEPROG: PRINT DIEDMESS DIE2PROG: GOSUB SCORESUB PRINT SCOREM1 GO QUIT2 DRIFTPROG: SKIP IF P VISITED BEACH LOAD S BEACH I 1 SKIP UNLESS R (CHEST)R EQ BEACH MOVE CHEST WITH DESTROY RETURN DRINKPROG: SKIP3 UNLESS M W2SP WATERSPEC SKIP IF P WATERY (PLAYER)R PRINTRET NOTHERE PRINTRET SLURP SKIP UNLESS M W2SP POTSPEC GO DRINKPOT RETURN RETRY NONE CANT DRINKPOT: SKIP IF H PHIAL PLAYER PRINTRET NOTHELD ADD S CALENDAR I 1 MOVE PLAYER WITHOUT TO (PLAYER)R LOAD V OBJHELD I 0 SKIP IF H EYE CAULDRON MOVE EYE WITH DESTROY SKIP IF H TOE CAULDRON MOVE TOE WITH DESTROY SKIP IF H WOOL CAULDRON MOVE WOOL WITH DESTROY SKIP IF H TONGUE CAULDRON MOVE TONGUE WITH DESTROY UNSET VISITED HEATH UNSET VISITED DINER LOAD V CASKVAR I 0 MOVE PORTIA WITH TO PORTRM MOVE CASKET WITH TO PORTRM SKIP UNLESS S CALENDAR EQ 1 GO DRINK0 SKIP2 UNLESS R (PLAYER)R EQ HOUSE PRINT SLEEPM3 GO DIEPROG PRINT SLEEPM2 LOAD S TOE I 0 / no help unless used again SKIP UNLESS R (PIE)R EQ MOOR MOVE PIE WITH DESTROY / so that he HAS to evade the bear MOVE PHIAL WITH DESTROY MOVE SKULL WITH TO GRAVE UNSET VISITED GRAVE / helps description MOVE RICHARD WITH TO BOSWORTH LOAD S BOSWORTH I 1 LOAD S DINER I 1 RETURN LOOK DRINK0: PRINT SLEEPMESS MOVE ICE WITH DESTROY / melted MOVE STATUE WITH DESTROY MOVE BEAR WITH DESTROY MOVE BANQUO WITH DESTROY SKIP IF S BANQUO EQ 1 MOVE SHIELD WITH DESTROY MOVE RICHARD WITH DESTROY MOVE YORICK WITH DESTROY MOVE WORM WITH DESTROY LOAD S FLOES I 1 LOAD S FLOEN I 1 / no return UNSET VISITED FLOES SET LIGHT PLAYER MOVE PHIAL WITH TO CELL / elsewhere later? RETURN LOOK / Subroutine to drop the object referred to by the reference in VAR0. / This should already be in the player's possession. DROPSUB: MOVE (VAR0)O WITH TO (PLAYER)R / Move the object. SUB V OBJHELD I 1 / Update OBJHELD. RETURN / Main DROP program. DROPPROG: / Command decoding section. SKIP IF M W2EX / Is it "DROP"? GO DROPFIRST SKIP UNLESS M W2SP ALLSPEC / Is it "DROP ALL"? GO DROPALL SKIP IF M W2OB / Must be "DROP object". RETURN RETRY NONE CANT / Induce "I don't understand / that!" if not. / Now check he has the object. SKIP IF R PLAYER EQ ()U PRINTRET NOTHELD / And drop it. RESOLVE VAR0 ()O GOSUB DROPSUB PRINTRET OKMESS / Drop the first object held by the player. DROPFIRST: RESOLVE VAR0 (PLAYER)D SKIP UNLESS V VAR0 EQ 0 / Holding anything? PRINTRET NOTHOLDING GOSUB DROPSUB PRINTRET OKMESS / Drop all objects held by the player. Keep count in VAR3. DROPALL: LOAD V VAR3 I 0 RESOLVE VAR0 (PLAYER)D SKIP UNLESS V VAR0 EQ 0 PRINTRET NOTHOLDING DROPA1: GOSUB DROPSUB ADD V VAR3 I 1 RESOLVE VAR0 (PLAYER)D SKIP IF V VAR0 EQ 0 GO DROPA1 PRINTRET DROPOBJ1 VAR3 DRUGPROG: PRINT CONSTAPP SKIP3 UNLESS H PHIAL PLAYER MOVE PHIAL WITH DESTROY SUB V OBJHELD I 1 PRINTRET DOGSTOP PRINTRET DOGSOK EATPROG: SKIP3 IF M W2OB SKIP IF M W2SP GRASSPEC RETURN RETRY NONE CANT GO EATGRASS SKIP IF H ()O PLAYER PRINTRET NOTHELD SKIP IF P EDIBLE ()O PRINTRET INEDIBLE SKIP UNLESS R ()O EQ WORM GO EATWORM MOVE ()O WITH DESTROY SUB V OBJHELD I 1 SKIP UNLESS R ()O EQ BREAD LOAD S BREAD I 1 SKIP UNLESS R ()O EQ TOE LOAD S TOE I 1 SKIP2 UNLESS R ()O EQ PIE PRINT CANNIBAL GO DIEPROG PRINTRET SLURP EATWORM: PRINTRET WORMUGH EATGRASS: SKIP UNLESS R (PLAYER)R EQ GRAVE SKIP IF S GRAVE EQ 0 PRINTRET NOTHERE SKIP IF S PLAYER EQ 1 PRINTRET INEDIBLE LOAD S GRAVE I 1 MOVE PLAYER WITH TO CHAPEL1 PRINTRET GRASSMESS ECHNP: SKIP IF S MORSE EQ 7 SKIP UNLESS S MORSE EQ 8 GO ILLYGOOD GO ILLYBAD ECHNEP: SKIP IF S MORSE EQ 1 SKIP UNLESS S MORSE EQ 2 GO ILLYGOOD GO ILLYBAD ECHEP: SKIP IF S MORSE EQ 9 SKIP UNLESS S MORSE EQ 10 GO ILLYGOOD GO ILLYBAD ECHSEP: SKIP IF S MORSE EQ 5 SKIP UNLESS S MORSE EQ 6 GO ILLYGOOD GO ILLYBAD ECHSP: SKIP IF S MORSE EQ 3 SKIP UNLESS S MORSE EQ 4 GO ILLYGOOD GO ILLYBAD EMPTYPROG: SKIP UNLESS R ()O EQ BASKET GO OPENPROG SKIP IF H ()O PLAYER PRINTRET NOTHELD SKIP UNLESS R ()O EQ GOBLET PRINTRET ALREMPTY SKIP UNLESS R ()O EQ CAGE GO EMPCAGE SKIP IF R ()O EQ VASE PRINTRET NOEMPTY SKIP IF S VASE EQ 0 PRINTRET ALREMPTY MOVE ASP WITH TO (PLAYER)R LOAD S VASE I 1 / empty SKIP IF R (PLAYER)R EQ (QUEEN)R PRINTRET TIPASP LOAD S QUEEN I 1 UNSET ANIMATE QUEEN PRINTRET QUEENASP EMPCAGE: SKIP UNLESS S CAGE EQ 0 PRINTRET ALREMPTY LOAD S CAGE I 0 MOVE BIRD WITH TO (PLAYER)R PRINTRET FREEBIRD ENDPROG: PRINT WATCHBAR RETURN ABORT ENTERPROG: SKIP IF R ()O EQ BASKET RETURN RETRY NONE CANT SKIP IF R (PLAYER)R EQ (BASKET)R PRINTRET NOTHERE SKIP3 UNLESS H BASKET PLAYER MOVE BASKET WITH TO (BASKET)R SUB V OBJHELD I 1 PRINT BUTHOLD GO OPEN2 EXAMPROG: SKIP IF R ()R EQ (PLAYER)R PRINTRET DONTSEE PRINTRET ALLINFO FATHOMPROG: SKIP2 UNLESS R (PLAYER)R EQ MOOR SKIP IF S PINE EQ 0 SKIP IF S HOVEL EQ 0 PRINTRET NHAPPENS LOAD S HOVEL I 1 PRINTRET FATHOMESS FIREPROG: SKIP4 UNLESS M W1SP SHOOTSPEC SKIP3 UNLESS P ANIMATE ()O SKIP IF R ()R EQ (PLAYER)R PRINTRET NOTHERE PRINTRET COMPLAINT SKIP IF R ()O EQ ARROW PRINTRET CANTDO SKIP IF H BOW PLAYER PRINTRET NOBOW SKIP IF H ARROW PLAYER PRINTRET NOTHELD SUB V OBJHELD I 1 MOVE ARROW WITH DESTROY SKIP IF R (PLAYER)R EQ BRAVE1 PRINTRET YOUSHOOT LOAD S TAVERN I 1 PRINTRET DISCLAIM FLOEPROG: SKIP2 IF S CALENDAR EQ 0 PRINT NOWAYMESS RETURN ABORT PRINTRET FLOESTAG FOGPROG: SKIP3 IF S HOVEL EQ 0 MOVE PLAYER WITH TO CLIFF1 PRINT LOONGUIDE RETURN ABORT LOAD V VAR0 R 4 SKIP2 UNLESS V VAR0 EQ 0 FOG2PROG: PRINT OVERCLIFF GO DIEPROG RETURN LOOK FOXPROG: SKIP2 UNLESS S FARM EQ 1 PRINT FARMSHUT RETURN ABORT RETURN GBACKPROG: PRINT SURPLOCK RETURN LOOK GHOSTPROG: SKIP2 UNLESS S WOOD18 EQ 1 UNSET VISITED WOOD0 PRINTRET MELTWALL PRINT NOWAYMESS RETURN ABORT GOTOGAOL: SKIP UNLESS R (BREAD)R EQ BAKERS RETURN SKIP2 UNLESS P VISITED GAOL2 PRINT GAOLAGIN GO DIEPROG MOVE PLAYER WITH TO FLOEN MOVE PLAYER WITHOUT TO GAOL2 LOAD V OBJHELD I 0 PRINT TOGAOLMESS RETURN ABORT GRASSPROG: SKIP2 IF S GRAVE EQ 1 PRINT NOWAYMESS RETURN ABORT RETURN HAVOCPROG: SKIP IF S CALENDAR EQ 0 PRINTRET NHAPPENS SKIP IF R (PLAYER)R EQ FARM PRINTRET HAVOC1 MOVE PLAYER WITH TO CASS1 MOVE TSTONE WITH TO CASS1 LOAD S FARM I 1 / unvisitable PRINTRET HAVOC2 HEROPROG: SKIP UNLESS P VISITED BRAVE1 RETURN PRINT GREATMESS ASKANY WHATNAME TEXT SECONDWORD WITH PRINTRET THANKMESS HOUSEPROG: SKIP UNLESS S CALENDAR EQ 1 SKIP2 UNLESS P VISITED HOUSE PRINT DOORBOLT RETURN ABORT PRINT BARRING GOSUB TEXTPROG RETURN HOVELPROG: SKIP IF S HOVEL EQ 0 RETURN SKIP3 IF S PINE EQ 0 LOAD V VAR0 I 0 PRINT FIENDMESS VAR0 RETURN ABORT LOAD V VAR0 R 9 ADD V VAR0 I 1 PRINT FIENDMESS VAR0 RETURN ABORT ILLYBAD: PRINT ILLYDIE GO DIEPROG ILLYGOOD: SKIP2 UNLESS S VIOLA EQ 1 PRINT ILLYBLOCK RETURN ABORT PRINT ILLYGIFT MOVE VIOLA WITH TO ECH5 LOAD S VIOLA I 1 / no 2nd visit RETURN LOOK / Program to do INVENTORY command. INVPROG: LOAD V VAR0 I 0 SKIP UNLESS P LIGHT PLAYER LOAD V VAR0 I 1 / restore status quo SET LIGHT PLAYER / Ensure place is lit. DESCRIBE WITH PLAYER / Describe player & possessions. SKIP IF V VAR0 EQ 1 UNSET LIGHT PLAYER / Get rid of light again. SKIP IF E (PLAYER)D / Print "Nothing." if he's PRINT NOTHINGM / not carrying anything. SKIP2 UNLESS S CALENDAR EQ 2 SKIP UNLESS S BANQUO EQ 1 PRINT REDHANDS RETURN JUMPPROG: SKIP2 UNLESS R (PLAYER)R EQ VDEEP PRINT VASTFALL GO DIEPROG SKIP3 UNLESS S (PLAYER)R EQ 1 SKIP IF R (PLAYER)R EQ FLOES SKIP UNLESS R (PLAYER)R EQ FLOEN GO JUMPFLOE SKIP UNLESS R (PLAYER)R EQ BALCONY GO JUMPBALC SKIP2 UNLESS R (PLAYER)R EQ CLIFF1 MOVE PLAYER WITH TO CLIFF2 PRINTRET FALLFORWARD SKIP IF P WATERY (PLAYER)R PRINTRET BYHEAVEN JUMPSWIM: PRINT LEAPIN SKIP2 IF R (PLAYER)R LT BANK1 SKIP IF R (PLAYER)R GT BANK3 SKIP2 IF S TOE EQ 1 PRINT DROWN GO DIEPROG MOVE PLAYER WITH TO BANK3 SKIP2 UNLESS V FLESHVAR GT 0 LOAD V FLESHVAR I 0 PRINT NOMELT PRINTRET TOESAVE JUMP2PROG: SKIP2 IF H WOOL PLAYER PRINT OFFBALC GO DIEPROG PRINTRET BATSBACK JUMPBALC: MOVE PLAYER WITH TO STAGE GO JUMP2PROG JUMPFLOE: PRINT FLOEDIE GO DIEPROG KILLPROG: SKIP IF R ()R EQ (PLAYER)R PRINTRET NOTHERE SKIP IF P ANIMATE ()O PRINTRET SILLY SKIP IF H DAGGER PLAYER PRINTRET NOWEAPON SKIP IF R ()O EQ BANQUO PRINTRET COMPLAINT KILLBQ: SKIP IF P ANIMATE BANQUO PRINTRET HACKBAN UNSET ANIMATE BANQUO LOAD S BANQUO I 1 UNSET NOTAKE SHIELD LOAD S SHIELD I 1 PRINT BANQDIE RETURN LOOK KISSPROG: SKIP IF R (PLAYER)R EQ ()R PRINTRET NOTHERE SKIP4 UNLESS R ()O EQ QUEEN SKIP UNLESS P ANIMATE QUEEN PRINTRET BETTERNOT PRINT ASPLIPS GO DIEPROG SKIP2 UNLESS R ()O EQ PORTIA PRINT PORTKILL GO DIEPROG SKIP4 UNLESS R ()O EQ PRINCESS SKIP IF S PRINCESS EQ 0 PRINTRET ONEKISS LOAD S PRINCESS I 1 PRINTRET IMOGKISS SKIP IF R ()O EQ STATUE PRINTRET SILLY MOVE NECKLACE WITH TO (PLAYER)R MOVE STATUE WITH DESTROY PRINTRET KISSMESS LEARPROG: SKIP2 UNLESS S PALACE EQ 1 PRINT KINGBUSY RETURN LOOK LOAD S PALACE I 1 PRINT PALACE1 LEARASK: ASK WHICHDAU LOAD V VAR0 I 0 SKIP UNLESS M W2SP GONSPEC LOAD V VAR0 I 1 SKIP UNLESS M W2SP REGSPEC LOAD V VAR0 I 2 SKIP UNLESS M W2SP CORSPEC LOAD V VAR0 I 3 SKIP UNLESS V VAR0 EQ 0 GO LEARASK SUB V VAR0 S CELLAR SKIP2 IF S CELLAR EQ 0 LOAD S CELLAR I 0 SKIP2 IF V VAR0 EQ 0 PRINT LEARBAD RETURN LOOK PRINT LEARGOOD MOVE ROBE WITH TO CASS1 RETURN LOOK / Program to give the long description of a room. LOOKPROG: UNSET VISITED (PLAYER)R / Pretend room not visited to get / long description. RETURN LOOK / And return with request for description. MER1PROG: SKIP UNLESS P VISITED DOCKS PRINTRET CLLUNCH PRINT MERGREET SKIP IF Q BORROW PRINTRET DISAPPOINT ADD V OBJHELD I 1 MOVE DUCATS WITH TO PLAYER LOAD S DUCATS I 1 / lent PRINTRET GIVEDUC MER2PROG: SKIP IF S DUCATS EQ 1 PRINTRET CLLUNCH PRINT REDEEM LOAD S DUCATS I 0 / all square SKIP3 UNLESS H DUCATS PLAYER SUB V OBJHELD I 1 MOVE DUCATS WITH DESTROY PRINTRET RETURNDUC SKIP3 UNLESS H PIE PLAYER SUB V OBJHELD I 1 MOVE PIE WITH DESTROY PRINTRET RETURNPIE PRINT MERVENKILL GO DIEPROG / Program to do Magic Move instruction. MMPROG: SKIP IF E ()R / Is the object "destroyed"? PRINTRET CANTDO MOVE PLAYER WITH TO ()R RETURN MORTPROG: SKIP IF R (PLAYER)R EQ (HARRY)R PRINTRET NHAPPENS LOAD S HARRY R 3 ADD S HARRY I 1 / 1 to 4 LOAD V VAR0 S HARRY MOVE HARRY WITH DESTROY PRINTRET WAKEHARRY VAR0 NAME1PROG: LOAD V VAR0 I 1 GO NAMEHELP NAME2PROG: LOAD V VAR0 I 2 GO NAMEHELP NAME3PROG: LOAD V VAR0 I 3 GO NAMEHELP NAME4PROG: LOAD V VAR0 I 4 NAMEHELP: SUB V VAR0 S HARRY SKIP UNLESS V VAR0 EQ 0 SKIP IF R (PLAYER)R EQ TAVERN PRINTRET NHAPPENS LOAD S HARRY I 5 SKIP IF H CHEST PLAYER PRINTRET UNHELPFUL MOVE JEWEL WITH TO PLAYER MOVE CHEST WITH DESTROY PRINTRET HELPFUL NNWPROG: SKIP IF S SCROLL EQ 9 RETURN RETRY NONE CANT LOAD S SCROLL I 0 MOVE PLAYER WITH TO BANK3 RETURN OPENPROG: SKIP UNLESS M W2SP DOORSPEC GO OPENDOOR SKIP UNLESS M W2SP GOLDSPEC GO OPENCK1 SKIP UNLESS M W2SP SILVERSPEC GO OPENCK1 SKIP UNLESS M W2SP LEADSPEC GO OPENCK1 SKIP IF M W2OB RETURN RETRY NONE CANT SKIP IF R (PLAYER)R EQ ()R PRINTRET NOTHERE SKIP UNLESS R ()O EQ CHEST GO OPENCHEST SKIP UNLESS R ()O EQ CAGE GO OPENCAGE SKIP UNLESS R ()O EQ CASKET GO OPENCASK SKIP IF R ()O EQ BASKET PRINTRET CANTDO SKIP3 UNLESS H BASKET PLAYER MOVE BASKET WITH TO (BASKET)R SUB V OBJHELD I 1 PRINT BUTHOLD PRINT LIFTLID OPEN3: SKIP IF Q FILLBASK GO OPEN4 ASKANY WHATBASK SKIP2 IF M W2OB PRINT CANTDO GO OPEN3 SKIP2 IF R PLAYER EQ ()U PRINT NOTHELD GO OPEN3 MOVE ()O WITH TO ENDROOM SUB V OBJHELD I 1 PRINT OKMESS GO OPEN3 OPEN4: SKIP IF Q ENTERBASK PRINTRET CLOSEL2 OPEN2: PRINT BASKR1 SKIP2 UNLESS Q STAYBASK SKIP3 IF R (BASKET)R EQ HOUSE GO OPEN2 PRINT CLOSELID RETURN LOOK PRINT SUDDENLY SKIP2 IF S TOE EQ 1 / eaten PRINT DROWN GO DIEPROG MOVE PLAYER WITH TO BANK3 MOVE BASKET WITH TO BANK2 PRINTRET TOESAVE OPENCHEST: SKIP3 UNLESS S CHEST EQ 0 PRINT THAMIS MOVE SPICE WITH TO (PLAYER)R RETURN LOOK SKIP IF H CHEST PLAYER PRINTRET NOTHELD SKIP UNLESS S CHEST EQ 1 PRINTRET UNABLEOPEN SUB S CHEST I 1 PRINTRET REMOVEBAR OPENDOOR: SKIP IF P DOORED (PLAYER)R PRINTRET NOTHERE SKIP UNLESS S CALENDAR EQ 1 SKIP IF R (PLAYER)R EQ WAYW PRINTRET DOORBOLT PRINT OPENLOOK SKIP IF Q ENTERHOUSE PRINTRET OKMESS MOVE PLAYER WITH TO HOUSE GOSUB TEXTPROG PRINTRET BARR2 OPENCK1: SKIP IF R (PLAYER)R EQ (CASKET)R PRINTRET NOTHERE GO OPENCK2 OPENCASK: ASKANY WHICHFIRST OPENCK2: SKIP2 UNLESS M W2SP GOLDSPEC LOAD V VAR0 I 1 GO OP2 SKIP2 UNLESS M W2SP SILVERSPEC LOAD V VAR0 I 2 GO OP2 SKIP2 UNLESS M W2SP LEADSPEC LOAD V VAR0 I 3 GO OP2 SKIP2 UNLESS M W2SP OPENSPEC PRINT ONEWORD GO OPENCASK PRINT SILLY GO OPENCASK OP2: PRINT EMPTYBUT OP3: ASKANY WHICHNEXT SKIP2 UNLESS M W2SP GOLDSPEC LOAD V VAR1 I 1 GO OP4 SKIP2 UNLESS M W2SP SILVERSPEC LOAD V VAR1 I 2 GO OP4 SKIP2 UNLESS M W2SP LEADSPEC LOAD V VAR1 I 3 GO OP4 SKIP2 UNLESS M W2SP OPENSPEC PRINT ONEWORD GO OP3 PRINT SILLY GO OP3 OP4: LOAD V VAR2 V VAR0 SUB V VAR2 V VAR1 SKIP2 UNLESS V VAR2 EQ 0 PRINT ALROPEN GO OP3 SKIP UNLESS V VAR0 EQ 1 SUB V VAR1 I 2 SKIP2 UNLESS V VAR0 EQ 2 SKIP UNLESS V VAR1 EQ 3 SUB V VAR1 I 1 SKIP UNLESS V VAR0 EQ 3 ADD V VAR1 I 1 ADD V VAR0 V VAR1 SUB V VAR0 V CASKVAR SKIP IF V VAR0 EQ 0 GO CASKNO GO CASKYES OPENCAGE: SKIP IF H CAGE PLAYER PRINTRET NOTHELD SKIP UNLESS S CAGE EQ 0 PRINTRET CAGEOP SKIP3 IF S CAGE EQ 2 LOAD S CAGE I 0 MOVE BIRD WITH TO (PLAYER)R PRINTRET FREEBIRD LOAD S CAGE I 0 MOVE SHREW WITH TO (PLAYER)R PRINTRET FREESHREW OTHPROG: SKIP IF R (OTHELLO)R EQ ECH0 RETURN SKIP2 IF H COLLAR PLAYER PRINT STRANGLEMESS GO DIEPROG MOVE OTHELLO WITH DESTROY MOVE MORSE WITH TO ECH0 LOAD S MORSE R 9 ADD S MORSE I 1 PRINTRET NOTDES PLAYPROG: SKIP UNLESS M W2SP ARNESPEC RETURN RETRY IGNORE MAY ANY SKIP IF M W2SP VIOLSPEC RETURN RETRY NONE CANT SKIP IF H VIOLA PLAYER PRINTRET NOTHELD PRINTRET TWANG TERSEPROG: LOAD V TERSEVAR I 0 PRINTRET TERSE0MESS VERBOSEPROG: LOAD V TERSEVAR I 2 PRINTRET TERSE2MESS STANDARDPROG: LOAD V TERSEVAR I 1 PRINTRET TERSE1MESS POSTPROG: LOAD S CLOUD R 2 ADD V TURNS I 1 SKIP UNLESS S CALENDAR EQ 0 SKIP IF V TURNS EQ 10 GO POST2 UNSET LIGHT PLAYER PRINT TOODARK SKIP UNLESS R (EYE)R EQ (PLAYER)R PRINT EYEGLOW POST2: SKIP3 UNLESS R (PLAYER)R EQ (BEAR)R SKIP2 IF M MOVED PRINT DIEBEAR GO DIEPROG SKIP3 UNLESS R (PLAYER)R EQ HOUSE SKIP2 IF M MOVED PRINT INTRUDER GO DIEPROG POST3: SKIP2 UNLESS S WOOD18 EQ 1 / active SKIP IF R (PLAYER)R LT WOOD0 SKIP UNLESS R (PLAYER)R GT WOOD18 GO POST4 ADD V TURN4 I 1 SKIP UNLESS V TURN4 GT 3 LOAD V TURN4 I 0 ADD V TURN6 I 1 SKIP UNLESS V TURN6 GT 5 LOAD V TURN6 I 0 ADD V TURN8 I 1 SKIP UNLESS V TURN8 GT 7 LOAD V TURN8 I 0 SKIP4 UNLESS R (PLAYER)R EQ WOOD4 SKIP UNLESS V TURN8 EQ 0 PRINT PATHSW SKIP UNLESS V TURN8 EQ 1 PRINT PATHCOSW SKIP4 UNLESS R (PLAYER)R EQ WOOD8 SKIP UNLESS V TURN8 EQ 0 PRINT PATHNE SKIP UNLESS V TURN8 EQ 1 PRINT PATHCONE SKIP4 UNLESS R (PLAYER)R EQ WOOD11 SKIP UNLESS V TURN6 EQ 0 PRINT PATHNE SKIP UNLESS V TURN6 EQ 1 PRINT PATHCONE SKIP4 UNLESS R (PLAYER)R EQ WOOD14 SKIP UNLESS V TURN6 EQ 0 PRINT PATHSW SKIP UNLESS V TURN6 EQ 1 PRINT PATHCOSW SKIP4 UNLESS R (PLAYER)R EQ WOOD16 SKIP UNLESS V TURN4 EQ 0 PRINT PATHSW SKIP UNLESS V TURN4 EQ 1 PRINT PATHCOSW SKIP4 UNLESS R (PLAYER)R EQ WOOD18 SKIP UNLESS V TURN4 EQ 0 PRINT PATHNE SKIP UNLESS V TURN4 EQ 1 PRINT PATHCONE POST4: SKIP UNLESS V FLESHVAR EQ 0 GO POST5 SKIP IF V FLESHVAR GT 8 PRINT TOOSOLID SUB V FLESHVAR I 1 SKIP2 UNLESS V FLESHVAR EQ 0 PRINT MELTBAD GO DIEPROG POST5: SKIP IF S VASE EQ 0 / with asp GO POST6 SKIP3 IF H VASE PLAYER SKIP IF V ASPVAR GT 4 ADD V ASPVAR I 1 GO POST6 SUB V ASPVAR I 1 SKIP UNLESS V ASPVAR EQ 1 PRINT VASEJERK SKIP2 UNLESS V ASPVAR EQ 0 PRINT ASPBITE GO DIEPROG POST6: SKIP2 IF R (PLAYER)R EQ CLIFF1 SKIP IF R (PLAYER)R EQ FOG GO POST7 MOVE PLAYER WITH TO (PLAYER)R / he's first object POST65: SKIP IF E (PLAYER)N GO POST7 MOVE (PLAYER)N WITH DESTROY GO POST65 POST7: SKIP IF R (PLAYER)R EQ ARDCENTRE SKIP IF H BIRD PLAYER GO POST8 LOAD V VAR0 R 4 SKIP UNLESS V VAR0 EQ 0 PRINT MORTMESS POST8: SKIP UNLESS S BEACH EQ 0 GO POST9 ADD S BEACH I 1 SKIP IF R (PLAYER)R EQ BEACH GO POST85 SKIP IF S BEACH EQ 5 SKIP UNLESS S BEACH EQ 9 PRINT BEWASH1 SKIP IF S BEACH EQ 6 SKIP2 UNLESS S BEACH EQ 8 MOVE CHEST WITH DESTROY PRINT BEWASH2 SKIP3 UNLESS S BEACH EQ 7 MOVE CHEST WITH TO BEACH SKIP IF M MOVED PRINT BEWASH3 SKIP IF S BEACH EQ 14 GO POST9 UNSET NOTAKE CHEST MOVE CHEST WITH TO BEACH LOAD S CHEST I 10 SKIP IF M MOVED PRINT BEWASH4 POST85: SKIP UNLESS S BEACH EQ 14 LOAD S BEACH I 0 POST9: SKIP IF R (PLAYER)R LT HEX1 SKIP UNLESS R (PLAYER)R GT HEX8 GO POST10 SKIP IF R (SMITH)R EQ (PLAYER)R GO POST10 SKIP UNLESS S SMITH EQ 0 GO POSTSM1 SKIP UNLESS S SMITH EQ 1 GO POSTSM2 POST10: SKIP UNLESS V TERSEVAR EQ 0 SET VISITED (PLAYER)R SKIP UNLESS V TERSEVAR EQ 2 UNSET VISITED (PLAYER)R / do terse & verbose last of all RETURN POSTSM1: LOAD S SMITH I 1 PRINT SMITHGR1 MOVE CHAIN WITH TO (PLAYER)R MOVE SMITH WITH TO HEX1 GO POST10 POSTSM2: MOVE SMITH WITH DESTROY LOAD S SMITH I 2 PRINT SMITHGR2 SKIP3 IF H DUCATS PLAYER SKIP2 IF R (CHAIN)R EQ (PLAYER)R PRINT SMITHMOAN GO DIE2PROG SKIP4 UNLESS H DUCATS PLAYER MOVE DUCATS WITH DESTROY SUB V OBJHELD I 1 PRINT SMITHDUCK GO POST10 SKIP UNLESS H CHAIN PLAYER SUB V OBJHELD I 1 MOVE CHAIN WITH DESTROY PRINT SMITHTAKE GO POST10 QUITPROG: SKIP IF Q QUITQUERY / Skip if "yes" answer. PRINTRET OKMESS GOSUB SCORESUB ADD V VAR0 I 10 PRINT SCOREM1 QUIT2: SKIP UNLESS Q FURTHER RETURN RETRY RESTART MAY ANY PRINT REVELS RETURN RETRY FINISH MAY ANY / Induce end of game. READPROG: SKIP UNLESS M W2SP SIGNSPEC GO READSIGN SKIP IF M W2OB RETURN RETRY NONE CANT SKIP IF R ()R EQ (PLAYER)R PRINTRET NOTHERE SKIP UNLESS R ()O EQ ILIAD PRINTRET READILIAD SKIP2 UNLESS R ()O EQ MORSE LOAD V VAR0 S MORSE PRINTRET READMORSE VAR0 SKIP UNLESS R ()O EQ STONE PRINTRET TODUNS SKIP UNLESS R ()O EQ LETTER PRINTRET IMPROPER SKIP2 UNLESS R ()O EQ CALENDAR LOAD V VAR0 S CALENDAR PRINTRET DATE VAR0 SKIP IF R ()O EQ SCROLL PRINTRET CANTDO SKIP2 UNLESS R (PLAYER)R EQ UC9 LOAD S SCROLL I 9 GO SCRPR SKIP4 IF R (PLAYER)R LT UC0 SKIP3 IF R (PLAYER)R GT UC8 LOAD S SCROLL R 4 ADD S SCROLL I 4 GO SCRPR LOAD S SCROLL R 3 SCRPR: LOAD V VAR0 S SCROLL PRINTRET SQUOTE VAR0 READSIGN: SKIP IF M LIGHT PRINTRET DONTSEE SKIP UNLESS R (PLAYER)R EQ GAOL1 PRINTRET IFMUSIC SKIP UNLESS R (PLAYER)R EQ VDEEP PRINTRET YOUCANCALL PRINTRET DONTSEE RICPROG: SKIP IF R (RICHARD)R EQ BOSWORTH RETURN MOVE RICHARD WITH DESTROY SKIP IF S CALENDAR EQ 2 PRINTRET NOWISTHE PRINT BOSW11 SKIP IF S PLAYER EQ 1 PRINTRET AHORSE LOAD S PLAYER I 0 LOAD S RICHARD I 1 / no 2nd head MOVE CROWN WITH TO BOSWORTH PRINTRET CAVALRY RINGPROG: SKIP UNLESS P VISITED BRAVE3 RETURN SKIP UNLESS S RING EQ 0 RETURN SKIP UNLESS H RING PLAYER PRINTRET RINGYES PRINT RINGNO GO DIE2PROG RULEPROG: SKIP IF M W2EX PRINTRET NORULE SKIP UNLESS M W2SP BRITSPEC PRINTRET QUITESO RETURN RETRY NONE CANT SAVENDPROG: SKIP2 IF R (PLAYER)R LT CASS2 SKIP IF R (PLAYER)R GT CASS12 PRINTRET NOSAVENOW SKIP2 UNLESS S CELLAR EQ 0 SKIP2 IF S MORSE EQ 0 SKIP UNLESS S VIOLA EQ 0 PRINTRET NOSAVENOW SKIP2 UNLESS E (PORTIA)R SKIP IF V CASKVAR EQ 0 PRINT HOWOFT LOAD V CASKVAR I 0 RETURN RETRY SAVEND CANT SAVEPROG: SKIP2 IF R (PLAYER)R LT CASS2 SKIP IF R (PLAYER)R GT CASS12 PRINTRET NOSAVENOW SKIP2 UNLESS S CELLAR EQ 0 SKIP2 IF S MORSE EQ 0 SKIP UNLESS S VIOLA EQ 0 PRINTRET NOSAVENOW SKIP2 UNLESS E (PORTIA)R SKIP IF V CASKVAR EQ 0 PRINT HOWOFT LOAD V CASKVAR I 0 RETURN RETRY SAVE CANT SCOREPROG: GOSUB SCORESUB ADD V VAR0 I 10 PRINTRET SCOREM2 SCORESUB: LOAD V VAR0 I 0 SKIP UNLESS E (SOCKS)R ADD V VAR0 I 5 SKIP UNLESS R (SOCKS)R EQ ENDROOM ADD V VAR0 I 10 SKIP UNLESS E (NECKLACE)R ADD V VAR0 I 8 SKIP UNLESS R (NECKLACE)R EQ ENDROOM ADD V VAR0 I 10 SKIP UNLESS E (CROWN)R ADD V VAR0 I 5 SKIP UNLESS R (CROWN)R EQ ENDROOM ADD V VAR0 I 10 SKIP UNLESS E (PORTRAIT)R ADD V VAR0 I 5 SKIP UNLESS R (PORTRAIT)R EQ ENDROOM ADD V VAR0 I 10 SKIP UNLESS E (RING)R ADD V VAR0 I 5 SKIP UNLESS R (RING)R EQ ENDROOM ADD V VAR0 I 10 SKIP UNLESS R (SCEPTRE)R EQ ENDROOM ADD V VAR0 I 10 SKIP UNLESS R (PEARL)R EQ ENDROOM ADD V VAR0 I 10 SKIP UNLESS R (GOBLET)R EQ ENDROOM ADD V VAR0 I 10 SKIP UNLESS E (DUCATS)R ADD V VAR0 I 5 SKIP UNLESS R (DUCATS)R EQ ENDROOM ADD V VAR0 I 10 SKIP UNLESS R (VASE)R EQ ENDROOM ADD V VAR0 I 10 SKIP UNLESS E (JEWEL)R ADD V VAR0 I 5 SKIP UNLESS R (JEWEL)R EQ ENDROOM ADD V VAR0 I 10 SKIP UNLESS E (SPICE)R ADD V VAR0 I 5 SKIP UNLESS R (SPICE)R EQ ENDROOM ADD V VAR0 I 10 SKIP UNLESS E (CHAIN)R ADD V VAR0 I 5 SKIP UNLESS S BLADDER EQ 1 / goldsmith gone ADD V VAR0 I 5 SKIP UNLESS R (CHAIN)R EQ ENDROOM ADD V VAR0 I 10 SKIP UNLESS R (BRACELET)R EQ ENDROOM ADD V VAR0 I 10 SKIP IF P NOTAKE SHIELD ADD V VAR0 I 5 SKIP UNLESS R (SHREW)R EQ ENDROOM ADD V VAR0 I 1 SKIP UNLESS P VISITED HOLD ADD V VAR0 I 5 SKIP UNLESS P VISITED CHAPEL2 ADD V VAR0 I 5 SKIP UNLESS P VISITED HOVEL ADD V VAR0 I 5 SKIP UNLESS P VISITED CAPITOL ADD V VAR0 I 3 SKIP UNLESS P VISITED ARDCENTRE ADD V VAR0 I 10 SKIP UNLESS P VISITED UC9 ADD V VAR0 I 9 SKIP UNLESS P VISITED WOOD18 ADD V VAR0 I 14 SKIP UNLESS P VISITED BRAVE3 ADD V VAR0 I 5 SKIP UNLESS P VISITED CLIFF2 ADD V VAR0 I 5 SKIP UNLESS P VISITED ENDROOM ADD V VAR0 I 10 SKIP UNLESS P VISITED HOUSE ADD V VAR0 I 10 SKIP UNLESS S QUEEN EQ 1 ADD V VAR0 I 5 SKIP IF R (HARRY)R EQ ARDCENTRE ADD V VAR0 I 5 SKIP UNLESS S PINE EQ 1 ADD V VAR0 I 5 / SKIP UNLESS P VISITED CASS11 ADD V VAR0 I 10 SKIP UNLESS R (ILIAD)R EQ ENDROOM ADD V VAR0 I 5 SKIP UNLESS E (TSTONE)R ADD V VAR0 I 10 SKIP UNLESS R (TSTONE)R EQ ENDROOM ADD V VAR0 I 5 SKIP UNLESS E (TROPHY)R ADD V VAR0 I 10 SKIP UNLESS R (TROPHY)R EQ ENDROOM ADD V VAR0 I 5 SKIP IF E (ANGLER)R ADD V VAR0 I 8 SKIP UNLESS E (TOPAZ)R ADD V VAR0 I 10 SKIP UNLESS R (TOPAZ)R EQ ENDROOM ADD V VAR0 I 5 SKIP IF S MORSE EQ 0 ADD V VAR0 I 7 SKIP UNLESS E (VIOLA)R ADD V VAR0 I 10 SKIP UNLESS R (VIOLA)R EQ ENDROOM ADD V VAR0 I 5 SKIP IF S BSTORE EQ 0 ADD V VAR0 I 5 SKIP UNLESS R (AGATE)R EQ ENDROOM ADD V VAR0 I 5 SKIP UNLESS E (ROBE)R ADD V VAR0 I 5 SKIP UNLESS R (ROBE)R EQ ENDROOM ADD V VAR0 I 5 SKIP UNLESS S GAOL2 EQ 1 ADD V VAR0 I 10 RETURN SHAKEPROG: SKIP IF R ()O EQ SPEAR GO WAVEPROG SKIP IF R (PLAYER)R EQ (SPEAR)R PRINTRET DONTSEE SKIP UNLESS S BSTORE EQ 1 PRINTRET NHAPPENS LOAD S BSTORE I 1 SKIP2 IF S PALACE EQ 1 LOAD S CELLAR R 2 ADD S CELLAR I 1 UNSET VISITED BSTORE / to force long desc PRINT PANELSLIDE RETURN LOOK SITPROG: SKIP2 UNLESS M W2EX SKIP IF M W2SP DOWNSPEC RETURN RETRY NONE CANT SKIP2 UNLESS S DINER EQ 1 / dinner SKIP UNLESS S CALENDAR EQ 2 SKIP IF R (PLAYER)R EQ DINER PRINTRET GETBORED LOAD S DINER I 0 SKIP UNLESS S BANQUO EQ 0 PRINTRET FEAST0 SKIP UNLESS S BANQUO EQ 1 PRINTRET FEAST1 LOAD V VAR2 I 0 SITLOP: RESOLVE VAR3 (WOOD0)R ADD V VAR3 V VAR2 RESOLVE VAR3 (VAR3)R LOAD S (VAR3)R I 1 ADD V VAR2 I 1 SKIP IF V VAR2 GT 18 GO SITLOP PRINTRET GHOSTAPP SP1PROG: LOAD V VAR0 I 1 GO SPALL SP2PROG: LOAD V VAR0 I 2 GO SPALL SP3PROG: LOAD V VAR0 I 3 GO SPALL SP4PROG: LOAD V VAR0 I 4 GO SPALL SPALL: SKIP UNLESS R (PLAYER)R EQ VDEEP SKIP UNLESS S VDEEP EQ 1 PRINTRET NHAPPENS SUB V VAR0 S ANGLER SKIP IF V VAR0 EQ 0 PRINTRET NHAPPENS LOAD S VDEEP I 1 SKIP2 IF H COLLAR PLAYER PRINT SPDIE GO DIEPROG MOVE TOPAZ WITH TO VDEEP PRINT SIRTOPAS RETURN LOOK SWIMPROG: SKIP IF P WATERY (PLAYER)R PRINTRET NOSWIM GO JUMPSWIM / Subroutine to try to take the object referred to by the / reference in VAR0. OBJHELD is updated if it is taken, and / VAR1 is set to: / 1 if the object was taken. / 2 if it was untakeable. / 3 if it wasn't taken because the player couldn't carry it. / 4 if not taken as contained in something TAKESUB: SKIP IF R (VAR0)O EQ PLAYER / Can't take himself! SKIP2 UNLESS P NOTAKE (VAR0)O / Is it untakeable? LOAD V VAR1 I 2 RETURN LOAD V VAR1 V STRENGTH / Check STRENGTH SUB V VAR1 V OBJHELD / against OBJHELD. SKIP2 IF V VAR1 GT 0 LOAD V VAR1 I 3 RETURN SKIP2 UNLESS H (VAR0)O CAGE LOAD V VAR1 I 4 RETURN MOVE (VAR0)O WITH TO PLAYER / Move the object. ADD V OBJHELD I 1 / Update OBJHELD. SKIP UNLESS R (VAR0)O EQ BRACELET LOAD S BRACELET I 1 LOAD V VAR1 I 1 RETURN / Main TAKE program. TAKEPROG: / Command decoding section. SKIP IF M W2EX / Is it "TAKE"? GO TAKEFIRST SKIP UNLESS M W2SP ALLSPEC / Is it "TAKE ALL"? GO TAKEALL SKIP UNLESS M W2SP INVSPEC / Is it "TAKE INVENTORY"? GO INVPROG SKIP IF M W2OB / Must be "TAKE object". RETURN RETRY NONE CANT / Induce "I don't understand / that!" if not. / Now check it's OK to take the given object. SKIP IF R (PLAYER)R EQ ()R / In the same room? PRINTRET DONTSEE SKIP UNLESS R PLAYER EQ ()U / Already holding it? PRINTRET ALRHELD SKIP UNLESS R ()O EQ SHREW GO TAKESHREW SKIP UNLESS R ()O EQ PORPENTINE GO TAKEPORP / Entry point for Magic Take command. MTPROG: RESOLVE VAR0 ()O / Now use TAKESUB to take it. GOSUB TAKESUB SKIP UNLESS V VAR1 EQ 2 / Untakeable? PRINTRET CANTTAKE SKIP UNLESS V VAR1 EQ 3 / Hands full? PRINTRET HANDSFULL SKIP UNLESS V VAR1 EQ 4 PRINTRET CONTAINED PRINTRET OKMESS / Command was "TAKE". Try to take the first object in the room. TAKEFIRST: RESOLVE VAR0 (PLAYER)R / Find first object in room. RESOLVE VAR0 (VAR0)O TAKEF1: SKIP UNLESS V VAR0 EQ 0 / Does object exist? PRINTRET NOTHNGHERE GOSUB TAKESUB / Try taking it. SKIP UNLESS V VAR1 EQ 1 / Successful? PRINTRET OKMESS SKIP UNLESS V VAR1 EQ 3 / Hands full? PRINTRET HANDSFULL / This object wasn't takeable. Try the next object in the room. ADD V VAR0 I 1536 / Modify reference to point to / next object in room. RESOLVE VAR0 (VAR0)O / Then resolve it. GO TAKEF1 / And try to take the object. / Command was "TAKE ALL". Try taking each object in the room. VAR3 / keeps track of the number of objects taken. TAKEALL: LOAD V VAR3 I 0 / Now we have a loop to try each object in turn. VAR2 always contains / a reference to the next object to be tried. RESOLVE VAR0 (PLAYER)R / Find first object in room. RESOLVE VAR0 (VAR0)O / N.B. This object always exists, as the player is an object in the room. TAKEA1: LOAD V VAR2 V VAR0 / Find next object from this one. ADD V VAR2 I 1536 RESOLVE VAR2 (VAR2)O GOSUB TAKESUB / Try taking this object. SKIP2 UNLESS V VAR1 EQ 3 / Hands full? PRINT HANDSF2 PRINTRET TOOKOBJ2 VAR3 SKIP UNLESS V VAR1 EQ 1 / Was object taken? ADD V VAR3 I 1 LOAD V VAR0 V VAR2 / Loop back for next object, SKIP IF V VAR0 EQ 0 / if it exists. GO TAKEA1 PRINTRET TOOKOBJ1 VAR3 TAKESHREW: SKIP UNLESS S CAGE EQ 2 PRINTRET CONTAINED SKIP IF H CAGE PLAYER PRINTRET SHREWTAME SKIP IF S CAGE EQ 0 PRINTRET SHREWUNW MOVE SHREW WITH TO CAGE LOAD S CAGE I 2 PRINTRET SHREWGOT TAKEPORP: SKIP IF H SOCKS PLAYER PRINTRET TOOPRICKLY SKIP IF V OBJHELD LT 7 PRINTRET HANDSFULL MOVE PORPENTINE WITH TO PLAYER ADD V OBJHELD I 1 PRINTRET WITHSOCKS TAVPROG: SKIP3 IF H DAGGER PLAYER SKIP2 IF H ARROW PLAYER SKIP IF H BOW PLAYER RETURN PRINT NOTAVENTER RETURN ABORT TESTCELL: SKIP2 IF S BSTORE EQ 1 PRINT NOWAYMESS RETURN ABORT RETURN TEXTPROG: LOAD V CASKVAR R 5 ADD V CASKVAR I 1 SKIP2 UNLESS V CASKVAR EQ 1 TEXT GOSILE WITH RETURN SKIP2 UNLESS V CASKVAR EQ 2 TEXT GOLESI WITH RETURN SKIP2 UNLESS V CASKVAR EQ 3 TEXT SIGOLE WITH RETURN SKIP2 UNLESS V CASKVAR EQ 4 TEXT SILEGO WITH RETURN SKIP2 UNLESS V CASKVAR EQ 5 TEXT LEGOSI WITH RETURN SKIP2 UNLESS V CASKVAR EQ 6 TEXT LESIGO WITH RETURN THROWPROG: SKIP IF R PLAYER EQ ()U PRINTRET NOTHELD SUB V OBJHELD I 1 SKIP3 IF R (PLAYER)R EQ VDEEP SKIP4 IF R (PLAYER)R GT FLOEN SKIP3 IF R (PLAYER)R LT FLOES SKIP2 IF S CALENDAR EQ 0 MOVE ()O WITH DESTROY PRINTRET THROWAWAY MOVE ()O WITH TO (PLAYER)R SKIP UNLESS R ()O EQ VASE GO THROWVASE SKIP2 UNLESS R ()O EQ PORPENTINE SKIP UNLESS R (PLAYER)R EQ BRAVE3 GO THROWPORP PRINTRET FUMBLE THROWPORP: PRINT WATCHQUILL MOVE PLAYER WITH TO ENDROOM SET VISITED ENDROOM / for 10 points DESCRIBE WITH ENDROOM DESCRIBE WITH PLAYER GOSUB SCORESUB ADD V VAR0 I 10 SKIP2 UNLESS V VAR0 EQ 425 PRINT CONGRATS RETURN RETRY FINISH MAY ANY PRINT SCOREM3 GO QUIT2 THROWVASE: SKIP UNLESS S VASE EQ 0 SKIP IF R (PLAYER)R EQ (QUEEN)R PRINTRET FUMBLE LOAD S VASE I 1 MOVE ASP WITH TO (PLAYER)R LOAD S QUEEN I 1 UNSET ANIMATE QUEEN PRINTRET QUEENASP UCMOVE: SUB V VAR1 S SCROLL LOAD S SCROLL I 0 SKIP IF V VAR1 EQ 0 GO UCWRONG MOVE PLAYER WITH DIR C1 / further in RETURN ABORT UCWRONG: LOAD V VAR2 R 7 SKIP3 UNLESS V VAR2 EQ 0 MOVE PLAYER WITH TO BOURN PRINT AWRY RETURN ABORT SKIP2 UNLESS V VAR1 EQ 1 MOVE PLAYER WITH DIR C1 RETURN ABORT SKIP2 UNLESS V VAR1 LT 5 MOVE PLAYER WITH DIR C2 RETURN ABORT MOVE PLAYER WITH DIR C3 RETURN ABORT UNPROG: LOAD V VAR1 I 4 GO UCMOVE UEPROG: LOAD V VAR1 I 5 GO UCMOVE USPROG: LOAD V VAR1 I 6 GO UCMOVE UWPROG: LOAD V VAR1 I 7 GO UCMOVE WAKEPROG: SKIP IF R ()R EQ (PLAYER)R PRINTRET NOTHERE SKIP UNLESS R ()O EQ HARRY PRINTRET NOWAKE SKIP IF R ()O EQ PRINCESS PRINTRET SILLY MOVE PRINCESS WITH DESTROY SKIP2 IF R (BRACELET)R EQ (PLAYER)R MOVE BRACELET WITH DESTROY PRINTRET PRINCWONDER SKIP2 IF H BRACELET PLAYER MOVE BRACELET WITH DESTROY PRINTRET PRINCGO SUB V OBJHELD I 1 MOVE BRACELET WITH DESTROY PRINTRET PRINCSNATCH WASHPROG: SKIP UNLESS M W2EX SKIP UNLESS M W2SP FACESPEC GO WASHYOU SKIP UNLESS M W2SP HANDSPEC GO WASHHAND SKIP IF M W2OB RETURN RETRY NONE CANT SKIP IF H ()O PLAYER PRINTRET NOTHELD SKIP IF P WATERY (PLAYER)R PRINTRET NOWATER PRINTRET WASHIT WASHHAND: SKIP IF P WATERY (PLAYER)R PRINTRET NOWATER SKIP UNLESS S BANQUO EQ 1 SKIP IF S CALENDAR EQ 2 PRINTRET WASHPAW SKIP IF H TONGUE PLAYER PRINTRET PERFUME LOAD S BANQUO I 2 PRINTRET WASHPAW2 WASHYOU: SKIP IF P WATERY (PLAYER)R PRINTRET NOWATER SKIP2 IF V FLESHVAR EQ 0 LOAD V FLESHVAR I 0 PRINTRET MUCHCOOL PRINTRET WASHFACE WAVEPROG: SKIP IF R PLAYER EQ ()U PRINTRET NOTHELD PRINTRET NHAPPENS WEARPROG: SKIP IF H ()O PLAYER PRINTRET NOTHELD SKIP UNLESS R ()O EQ CROWN PRINTRET UNEASY SKIP UNLESS R ()O EQ SOCKS PRINTRET DONTSUIT SKIP4 IF R ()O EQ COLLAR SKIP3 IF R ()O EQ ROBE SKIP2 IF R ()O EQ RING SKIP IF R ()O EQ BRACELET SKIP UNLESS R ()O EQ CHAIN PRINTRET NOPOINT PRINTRET NOWEAR WELCPROG: SKIP UNLESS P VISITED STAGE GO WELC2 RESOLVE VAR0 ARDEN0 WELCLOOP: LOAD S (VAR0)R R 7 ADD V VAR0 I 1 RESOLVE VAR0 (VAR0)R SKIP IF R (VAR0)R GT ARDEN8 GO WELCLOOP WELC2: LOAD V TERSEVAR I 1 / could have been in init PRINT HAILMESS SKIP IF P VISITED STAGE SKIP IF Q TALEMESS RETURN PRINTRET THETALE WITCHPROG: GOSUB ARDMIX SKIP UNLESS P VISITED HEATH RETURN PRINT HEATH1 PRINT MEETWITCH SKIP UNLESS H SKULL PLAYER GO WITCHSK WIT2: SET LIGHT (PLAYER)R DESCRIBE WITH CAULDRON UNSET LIGHT (PLAYER)R ASKANY WHICHOBJ SKIP IF M W2OB GO WIT2 SKIP2 IF R ()U EQ CAULDRON PRINT NOTOFFER GO WIT2 MOVE ()O WITH TO HEATH SET VISITED HEATH PRINTRET WITCHGO WITCHSK: PRINT FINESKULL SKIP2 IF Q EXCHANGE SET VISITED HEATH PRINTRET WITCHBAD SUB V OBJHELD I 1 MOVE SKULL WITH DESTROY MOVE CAULDRON WITH TO HEATH MOVE CAULDRON WITHOUT DESTROY SET VISITED HEATH PRINTRET WITCHGO2 WOOD6PROG: LOAD V VAR0 V TURN6 GO WOODSUB WOOD8PROG: LOAD V VAR0 V TURN8 WOODSUB: SKIP IF S WOOD18 EQ 0 SKIP2 IF V VAR0 EQ 0 PRINT NOWAYMESS RETURN ABORT RETURN WOODHALT: SKIP2 IF V TURN4 EQ 0 PRINT NOWAYMESS RETURN ABORT PRINT WOODSTOP LOAD V VAR2 I 0 WODLOP: RESOLVE VAR3 (WOOD0)R ADD V VAR3 V VAR2 RESOLVE VAR3 (VAR3)R LOAD S (VAR3)R I 0 ADD V VAR2 I 1 SKIP IF V VAR2 GT 18 GO WODLOP RETURN YORPROG: SKIP IF R (YORICK)R EQ GRAVE RETURN GOSUB TEXTPROG MOVE YORICK WITH DESTROY PRINTRET MEETYOR / / WORDS SECTION / ------------- / / Note that words must be in alphabetical order. !WORDS AGATE OBJECT CANT AGATE ALL NONE CANT ALLSPEC ANGLER OBJECT CANT ANGLER ARNE OBEY ARNEPROG CANT ARNESPEC ARROW OBJECT CANT ARROW ASP OBJECT CANT ASP AWAY OBEY BACKPROG CANT B BACK OBEY BACKPROG CANT B 1 BALLOON OBJECT CANT BLADDER 4 BANQUO NONE CANT BANQUO BARGE MOVE CANT BARGE BASKET OBJECT CANT BASKET BATHE OBEY SWIMPROG CANT BEAR OBJECT CANT BEAR BED OBJECT CANT BED BIRD OBJECT CANT BIRD BLADDER OBJECT CANT BLADDER BOW PRINT BOWMESS CANT BOW BRACELET OBJECT CANT BRACELET BRANDY OBEY SP1PROG CANT BREAD OBJECT CANT BREAD BREAK OBEY BREAKPROG REQUEST OBJ BRIEF OBEY TERSEPROG CANT BRITANNIA NONE CANT BRITSPEC BURST OBEY BURSTPROG REQUEST OBJ BUTT OBJECT CANT BUTT CAGE OBJECT CANT CAGE CALENDAR OBJECT CANT CALENDAR 3 CALL IGNORE REQUEST REC CAMEL OBJECT CANT GHOST CASKET OBJECT CANT CASKET 4 CASSANDRA OBJECT CANT GHOST / never there CAULDRON OBJECT CANT CAULDRON CHAIN OBJECT CANT CHAIN CHAIR OBJECT CANT CHAIR CHEST OBJECT CANT CHEST CLEAN OBEY WASHPROG REQUEST REC CLEOPATRA OBJECT CANT QUEEN 4 CLIMB OBEY CLIMBPROG REQUEST REC CLOUD OBJECT CANT CLOUD COLLAR OBJECT CANT COLLAR COLOSSUS OBJECT CANT COLOSSUS CONSTABLE OBJECT CANT GHOST / not there CORDELIA NONE CANT CORSPEC COSTARD OBEY NAME1PROG CANT CROWN OBJECT CANT CROWN CUT OBEY CUTPROG REQUEST REC DAGGER OBJECT CANT DAGGER DEFLATE OBEY BURSTPROG REQUEST OBJ DIAMOND OBJECT CANT NECKLACE DIG PRINT DIGMESS CANT DOG OBJECT CANT GHOST / never there DOGCOLLAR OBJECT CANT COLLAR DOOR OBJECT CANT DOORSPEC DOWN MOVE CANT D DOWNSPEC 1 DRINK OBEY DRINKPROG REQUEST SPECIAL DROP OBEY DROPPROG MAY REC DUCAT OBJECT CANT DUCATS EAST MOVE CANT E 1 EAT OBEY EATPROG REQUEST REC EMPTY OBEY EMPTYPROG REQUEST OBJ END OBEY QUITPROG CANT ENTER OBEY ENTERPROG REQUEST OBJ EXAMINE OBEY EXAMPROG REQUEST OBJ EXIT OBEY BACKPROG CANT EXPLODE OBEY BURSTPROG REQUEST OBJ EYE OBJECT CANT EYE FACE NONE CANT FACESPEC FALSTAFF OBJECT CANT FATMAN FARMER OBJECT CANT FARMER FATHOM OBEY FATHOMPROG CANT FINISH OBEY QUITPROG CANT FIRE OBEY FIREPROG REQUEST OBJ FISH OBJECT CANT GHOST / never there FISHER OBJECT CANT ANGLER FUR OBJECT CANT ROBE GET OBEY TAKEPROG MAY REC GHOST OBJECT CANT GHOST GIANT OBJECT CANT COLOSSUS GIN OBEY SP2PROG CANT GO IGNORE REQUEST DIR GOBLET OBJECT CANT GOBLET GOLD NONE CANT GOLDSPEC GOLDSMITH OBJECT CANT GHOST / not there GOLESI PRINT NHAPPENS CANT GONERIL NONE CANT GONSPEC GOSILE PRINT NHAPPENS CANT GRASS OBJECT CANT GRASSPEC HANDS OBJECT CANT HANDSPEC 4 HAVOC OBEY HAVOCPROG CANT HELP PRINT HELPMESS CANT HORSE OBJECT CANT GHOST / not there ICE OBJECT CANT ICE ILIAD OBJECT CANT ILIAD IMOGEN NONE CANT PRINCESS INVENTORY OBEY INVPROG CANT INVSPEC 3 JESTER OBJECT CANT YORICK JEWEL OBJECT CANT JEWEL JUMP OBEY JUMPPROG CANT KILL OBEY KILLPROG REQUEST OBJ KING OBJECT CANT RICHARD KISS OBEY KISSPROG REQUEST OBJ LADY OBJECT CANT PORTIA LEAD NONE CANT LEADSPEC LEAP OBEY JUMPPROG CANT LEGOSI PRINT NHAPPENS CANT LEGS OBJECT CANT GHOST 3 / not here LESIGO PRINT NHAPPENS CANT LETTER OBJECT CANT LETTER LILY OBJECT CANT LILY LOAF OBJECT CANT BREAD LONGBOW OBJECT CANT BOW LOOK OBEY LOOKPROG CANT MAB OBJECT CANT AGATE MAID OBJECT CANT GHOST / not there MALMSEY OBJECT CANT BUTT MAN OBJECT CANT HARRY MANDRAGORA OBJECT CANT PHIAL POTSPEC MESSAGE OBJECT CANT MORSE MILESTONE OBJECT CANT STONE MINIATURE OBJECT CANT PORTRAIT MOAN PRINT MOANMESS CANT MONEY OBJECT CANT DUCATS MOOR OBJECT CANT OTHELLO MORTIMER OBEY MORTPROG CANT MOVE IGNORE REQUEST DIR NE MOVE CANT NE NECKLACE OBJECT CANT NECKLACE NNW OBEY NNWPROG CANT NORMAL OBEY STANDARDPROG CANT NORTH MOVE CANT N 1 NW MOVE CANT NW NYM OBEY NAME3PROG CANT OPEN OBEY OPENPROG REQUEST REC OPENSPEC OTHELLO OBJECT CANT OTHELLO PAPER OBJECT CANT MORSE PAROLLES OBEY NAME4PROG CANT PEARL OBJECT CANT PEARL PHIAL OBJECT CANT PHIAL POTSPEC PIE OBJECT CANT PIE PINE OBJECT CANT PINE PLAY OBEY PLAYPROG MUST SPECIAL PORCUPINE OBJECT CANT PORPENTINE PORPENTINE OBJECT CANT PORPENTINE PORTIA NONE CANT PORTIA PORTRAIT OBJECT CANT PORTRAIT POST OBJECT CANT POST POTION OBJECT CANT PHIAL POTSPEC PRINCESS OBJECT CANT PRINCESS PUNCTURE OBEY BURSTPROG REQUEST OBJ QUEEN OBJECT CANT QUEEN QUIT OBEY QUITPROG CANT 1 READ OBEY READPROG REQUEST REC REGAN NONE CANT REGSPEC RESTART RESTART CANT RETURN RETURN CANT RICHARD NONE CANT RICHARD RING OBJECT CANT RING ROBE OBJECT CANT ROBE ROSALIND PRINT SHENOTHERE CANT RUB OBEY WAVEPROG REQUEST OBJ RULE OBEY RULEPROG MAY SPECIAL RUM OBEY SP3PROG CANT RUN IGNORE REQUEST DIR RUPTURE OBEY BREAKPROG REQUEST OBJ SAPPHIRE OBJECT CANT JEWEL SAVE OBEY SAVEPROG CANT SAVEND OBEY SAVENDPROG CANT SAY IGNORE REQUEST REC SCEPTRE OBJECT CANT SCEPTRE SCORE OBEY SCOREPROG CANT SCOTSMAN OBJECT CANT BANQUO 4 SCROLL OBJECT CANT SCROLL SCROOP OBEY NAME2PROG CANT SCRUB OBEY WASHPROG REQUEST REC SE MOVE CANT SE SHAKE OBEY SHAKEPROG REQUEST OBJ SHIELD OBJECT CANT SHIELD SHOOT OBEY FIREPROG REQUEST OBJ SHOOTSPEC SHOUT IGNORE REQUEST REC SHREW OBJECT CANT SHREW SIGN NONE CANT SIGNSPEC SIGOLE PRINT NHAPPENS CANT SILEGO PRINT NHAPPENS CANT SILVER NONE CANT SILVERSPEC SING IGNORE REQUEST REC SIT OBEY SITPROG MAY SPECIAL SKULL OBJECT CANT SKULL SMASH OBEY BREAKPROG REQUEST OBJ SNAKE OBJECT CANT ASP SOUTH MOVE CANT S 1 SPEAR OBJECT CANT SPEAR SPICE OBJECT CANT SPICE SPIRIT PRINT NHAPPENS CANT SPOT PRINT SPOTMESS CANT STANDARD OBEY STANDARDPROG CANT STARLING OBJECT CANT BIRD STATUE OBJECT CANT STATUE STOCKINGS OBJECT CANT SOCKS STONE OBJECT CANT STONE STOP OBEY QUITPROG CANT SW MOVE CANT SW SWIM OBEY SWIMPROG CANT TABLE OBJECT CANT TABLE TAKE OBEY TAKEPROG MAY REC TAME PRINT CANTDO REQUEST OBJ TERSE OBEY TERSEPROG CANT THRONE OBJECT CANT THRONE THROW OBEY THROWPROG REQUEST OBJ TOE OBJECT CANT TOE TONGUE OBJECT CANT TONGUE TOPAZ OBJECT CANT TOPAZ TOUCH OBJECT CANT TSTONE TREES OBJECT CANT TREESPEC 4 TROPHY OBJECT CANT TROPHY UP MOVE CANT U 1 VASE OBJECT CANT VASE VERBOSE OBEY VERBOSEPROG CANT VIOLA OBJECT CANT VIOLA VIOLSPEC VIOLET OBJECT CANT VIOLET WAIT PRINT OKMESS CANT WAKE OBEY WAKEPROG REQUEST OBJ WALK IGNORE REQUEST DIR WASH OBEY WASHPROG MAY REC WATCHER OBJECT CANT WATCHER WATER OBJECT CANT WATERSPEC WAVE OBEY WAVEPROG REQUEST OBJ WEAR OBEY WEARPROG REQUEST OBJ WEASEL OBJECT CANT GHOST WEST MOVE CANT W 1 WHALE OBJECT CANT GHOST WHISKY OBEY SP4PROG CANT WITCH OBJECT CANT WITCHES WOOL OBJECT CANT WOOL WORM OBJECT CANT WORM XM OBEY MMPROG REQUEST OBJ XT OBEY MTPROG REQUEST OBJ / XV PRINT TEXTMESS CANT YORICK NONE CANT YORICK / / MESSAGES SECTION / ---------------- / !MESSAGE AGATE1 There is a piece of agate here, carved into the likeness of Queen Mab! !MESSAGE AGATE2 A piece of carved agate. !MESSAGE ANGLE1 There is an angler fishing here. He seems to be having little success. !MESSAGE ARDM1 You are in the forest of Arden. High on a nearby tree there is fixed a piece of paper bearing the name ROSALIND. !MESSAGE ARDM2 You are lost in the forest of Arden. !MESSAGE ARDM3 You are in a clearing in the forest of Arden. !MESSAGE ARROW1 There is an arrow here. !MESSAGE ARROW2 An arrow. !MESSAGE ASP1 !SWITCH ASP10 ASP11 !MESSAGE ASP10 There is an asp squirming here. !MESSAGE ASP11 There is a dead asp here. !MESSAGE ASP2 A dead asp. !MESSAGE BAKERS1 You are in a baker's shop. The baker seems to be out, probably loafing around in the pub. The only way out is to the west. !MESSAGE BAKERS2 You are at the baker's. !MESSAGE BALC1 You are on the balcony of Dunsinnin, which looks out over Birnham wood. The only (apparent) way to go now is back to the north. !MESSAGE BALC2 You are on the balcony. !MESSAGE BANK10 You are on the bank of the river, which flows towards you down an unclimbable gorge and continues eastwards. !MESSAGE BANK11 You are on the river bank by the gorge. !MESSAGE BANK20 You are on the bank of a river, which curves from west to south. A track leads northeast. !MESSAGE BANK21 You are at the curve in the river bank. !MESSAGE BANK30 You are on the bank of a river which flows from the north and disappears over a waterfall. There is also a maze of paths to the southeast. !MESSAGE BANK31 You are on the river bank by the waterfall. !MESSAGE BANQUO1 !SWITCH BANQ10 BANQ11 !MESSAGE BANQ10 There is a large bearded Scotsman here, carrying a shield. !MESSAGE BANQ11 There is a large bearded Scotsman here, brutally slain. !MESSAGE BARGE1 You are on the barge. Various attendants are busily rushing hither and thither (and back again). There are steps down to the hold and to the north are the docks. !MESSAGE BARGE2 You are on the barge. !MESSAGE BASKET1 There is a large laundry basket here. !MESSAGE BASKET2 A laundry basket. !MESSAGE BASKR1 You are in the basket. It is a very tight fit and you are unable to move your hands. !MESSAGE BEACH1 You are on a rocky beach at the estuary of some mighty river. A road leads to the northwest. !MESSAGE BEACH2 You are on the beach. !MESSAGE BEARM1 There is a ferocious bear pursuing you! !MESSAGE BEARRM1 You are on a bare and hostile moor. There is more moor to the south, a path to the west and a large building to the east. !MESSAGE BEARRM2 You are on the bare moor. !MESSAGE BEWASH1 In the distance, there is drifting a large wooden chest. !MESSAGE BEWASH2 There is a large wooden chest drifting a few yards offshore. !MESSAGE BEWASH3 There is a large wooden chest bobbing about in the waves at your feet. !MESSAGE BEWASH4 A small wooden chest is washed up at your feet. !MESSAGE BHEAD1 You are in the Boar's Head Inn, a place of great merriment. A large fat man called Sir John Falstaff is challenging all-comers to a drinking contest. !MESSAGE BHEAD2 You are in the Boar's Head Inn. !MESSAGE BIRD1 There is a starling fluttering about here. !MESSAGE BLADDM1 There is a highly-inflated bladder here, which appears to have been used as a balloon at some Twelfth-Night party. !MESSAGE BLADDM2 A bladder/balloon. !MESSAGE BOSW1 !SWITCH BOSW10 BOSW11 !MESSAGE BOSW10 You are in a field. The ground is in tip-top condition, should anybody ever wish to fight a battle here. You can retreat northwards. !MESSAGE BOSW11 You are on Bosworth field. There is battle raging all round you. The only safe way out is to the north. !MESSAGE BOSW2 You are on the battlefield. !MESSAGE BOURN1 You are at the bourn of the undiscovered country, from which no traveller returns! !MESSAGE BOW1 There is a longbow here. !MESSAGE BOW2 A longbow. !MESSAGE BRACE1 !SWITCH BRACE10 BRACE11 !MESSAGE BRACE10 On her wrist there is a valuable bracelet! !MESSAGE BRACE11 There is a bracelet here! !MESSAGE BRACE2 A bracelet. !MESSAGE BRAVE11 You are at the edge of the Brave New World. To the east you see a high house with a small opening in the wall, to the west a steep valley, and to the south a track. !MESSAGE BRAVE12 You are at the edge of the Brave New World. !MESSAGE BRAVE21 You are to the east of the tavern. A street leads further east. !MESSAGE BRAVE22 You are to the east of the tavern. !MESSAGE BRAVE31 You are in a street. To the west lies the colossus, to the north there are some rather unexciting streets, and to the east lies a gorgeous palace, outside which there stands a watchman. He is thin, for watching breeds leanness, leanness is all gaunt. For some must watch, while some must sleep: so runs the world away. !MESSAGE BRAVE32 You are outside the palace. !MESSAGE BREAD1 There is a loaf of bread here. !MESSAGE BREAD2 A loaf of bread. !MESSAGE BSTORE1 You are in a storeroom attached to the Boar's Head Inn. !SWITCH BSTOR10 BSTOR11 !MESSAGE BSTOR10 The only apparent exit is to the south. !MESSAGE BSTOR11 There is an exit south and a secret passageway north. !MESSAGE BSTORE2 You are in the Boar's Head storeroom. !MESSAGE CAGE1 !SWITCH CAGE10 CAGE11 CAGE12 !MESSAGE CAGE10 There is an empty cage here. !MESSAGE CAGE11 There is a cage here, containing a starling. !MESSAGE CAGE12 There is a cage here, containing a shrew. !MESSAGE CAGE2 !SWITCH CAGE20 CAGE21 CAGE22 !MESSAGE CAGE20 An empty cage. !MESSAGE CAGE21 A starling in a cage. !MESSAGE CAGE22 A shrew in a cage. !MESSAGE CALEND1 !SWITCH CALEND10 CALEND11 CALEND12 !MESSAGE CALEND10 There is a calendar here, which gives the date as January 6th. !MESSAGE CALEND11 There is a calendar here, which gives the date as March 15th. !MESSAGE CALEND12 There is a calendar here, which gives the date as June 24th. !MESSAGE CALEND2 A calendar. !MESSAGE CANHAVE The witches are prepared to give you one of the following objects: !MESSAGE CAPITOL1 You are in the Capitol, a large building filled with people in white togas, who are listening to the famous orator @x31nius. For the less patient, there are exits to the west and southeast. !MESSAGE CAPITOL2 You are in the Capitol. !MESSAGE CASKM1 There are three caskets here: one of gold, one of silver and one of lead! !MESSAGE CASSA1 You are at the edge of the town. There is a large palace to the west and a farm to the east. To the south lies the town, and to the north lies a maze of mountain paths. !MESSAGE CASSA2 You are at the edge of the town, by palace and farm. !MESSAGE CASSX You are in a maze of mountain paths. There are exits to the northeast, northwest and south. !MESSAGE CELLAR1 You are in a dark and dusty cellar, whose only exit is back to the south. On the wall is written !SWITCH CELLAR10 CELLAR11 CELLAR12 CELLAR13 !MESSAGE CELLAR10 THE KING HAS DECIDED. !MESSAGE CELLAR11 KING LEAR WILL SELECT ONE GIRL. !MESSAGE CELLAR12 KING LEAR SPEAKS IN ANGER. !MESSAGE CELLAR13 KING LEAR WILL CHOOSE BY ROLLING A CORAL DIE. !MESSAGE CELLAR2 You are in the cellar bearing the words !SWITCH CELLAR10 CELLAR11 CELLAR12 CELLAR13 !MESSAGE CELL1 You are in a cell, which clearly belongs to some holy man, as you can tell from the religious decoration of the room. The only way out is by a door to the northeast. !MESSAGE CELL2 You are in the friar's cell. !MESSAGE CHAIN1 There is a golden chain lying here! !MESSAGE CHAIN2 A golden chain. !MESSAGE CHAPEL11 You are outside a disused chapel (to your east). There is newly-made track back to the west. !MESSAGE CHAPEL12 You are outside the chapel. !MESSAGE CHAPEL21 You are inside an long-disused chapel, which is dimly lit from above. There is an exit to the west. !MESSAGE CHAPEL22 You are in the chapel. !MESSAGE CHEST1 !SWITCH CHE10 CHE11 CHE12 CHE13 CHE14 CHE15 CHE16 CHE17 CHE18 CHE19 CHE110 !MESSAGE CHE10 !SWITCH BEWASH3 !MESSAGE CHE11 There is a barred-up chest here. !MESSAGE CHE12 There is a twice barred-up chest here. !MESSAGE CHE13 There is a thrice barred-up chest. !MESSAGE CHE14 There is a four times barred-up chest here. !MESSAGE CHE15 There is a five times barred-up chest here. !MESSAGE CHE16 There is a six times barred-up chest here. !MESSAGE CHE17 There is a seven times barred-up chest here. !MESSAGE CHE18 There is an eight times barred-up chest here. !MESSAGE CHE19 There is a nine times barred-up chest here. !MESSAGE CHE110 There is a ten times barred-up chest here. !MESSAGE CHEST2 !SWITCH MNULL CHE21 CHE22 CHE23 CHE24 CHE25 CHE26 CHE27 CHE28 CHE29 CHE210 !MESSAGE CHE21 A barred-up chest. !MESSAGE CHE22 A twice barred-up chest. !MESSAGE CHE23 A thrice barred-up chest. !MESSAGE CHE24 A four times barred-up chest. !MESSAGE CHE25 A five times barred-up chest. !MESSAGE CHE26 A six times barred-up chest. !MESSAGE CHE27 A seven times barred-up chest. !MESSAGE CHE28 An eight times barred-up chest. !MESSAGE CHE29 A nine times barred-up chest. !MESSAGE CHE210 A ten times barred-up chest. !MESSAGE CHURCH1 You are in St Crispin's church, a plain and rather featureless building. The only exit is to the south. !MESSAGE CHURCH2 You are in St Crispin's church. !MESSAGE CLIFFM1 You are at the foot of a high cliff, at whose dread summit you can now see a creature above all strangeness. Methinks his eyes are two full moons; he has a thousand noses, horns whelk'd and wav'd like the enridged sea: it is some fiend. Therefore, thou happy father, think that the clearest gods, who make them honours of men's impossibilities, have preserv'd thee. The valley you are in leads down to the east towards a Brave New World. !MESSAGE CLIFFM2 You are at the foot of the dread cliff. !MESSAGE CLOUD1 !SWITCH CLOUD10 CLOUD11 CLOUD12 !MESSAGE CLOUD10 There is a cloud above, in the shape of a camel. !MESSAGE CLOUD11 There is a cloud above which, methinks, is backed like a weasel. !MESSAGE CLOUD12 There is a cloud above, which is very like a whale. !MESSAGE COLLAR1 There is a clerical collar lying discarded here. !MESSAGE COLLAR2 A dog-collar (which you are wearing). !MESSAGE COLOSS1 There is a mighty Colossus lying here, evidently slain by a poisoned arrow. Even lying down he is as high as a house, and quite unclimbable. !MESSAGE CROWN1 The Plantagenet crown is here! !MESSAGE CROWN2 A crown. !MESSAGE DAGGER1 Is this a dagger you see before you? Yes, I believe so. !MESSAGE DAGGER2 A dagger. !MESSAGE DINER1 !SWITCH DINER10 DINER11 !MESSAGE DINER10 You are in a palatial dining hall, containing a large table and some chairs. There are archways to the east, southeast and south. !MESSAGE DINER11 You are in a palatial dining hall, which is set as for some great banquet. All the seats are taken except for the one at the head of the table. There are archways to the east, southeast and south. !MESSAGE DINER2 You are in the dining hall. !MESSAGE DOCKS1 You are at the docks. Roads lead to the north, southwest and southeast. To the south is a barge; its poop is beaten gold, purple the sails and so perfumed that the winds are love sick with them. !MESSAGE DOCKS2 You are at the docks. !MESSAGE DUCAT1 There are three thousand ducats here! !MESSAGE DUCAT2 Three thousand ducats. !MESSAGE DUNS1 You are at the centre of the wood. To the south is a cottage which probably belongs to a retired criminal, for it bears the name Dunsinnin. !MESSAGE DUNS2 You are outside Dunsinnin. !MESSAGE ECH01 You are in a particularly dark cul-de-sac at the end of Eastcheap. The only way out is back to the east. !MESSAGE ECH02 You are in the dark cul-de-sac. !MESSAGE ECH11 You are in Eastcheap. The side door to the Boar's Head lies to your north, there is a lake to the south, and the street continues east and west from here. !MESSAGE ECH12 You are in Eastcheap by the side door of the Boar's Head Inn. !MESSAGE ECH21 You are in Eastcheap. The Boar's Head Inn lies to your north, the road from the town runs south here, and the street goes east and west here. !MESSAGE ECH22 You are in Eastcheap by the main door of the Boar's Head. !MESSAGE ECH31 You are in Eastcheap. The church of St Crispin lie to your north, the town gaol to your south: this place caters for all denominations. The street itself carries on east and west. !MESSAGE ECH32 You are in Eastcheap, by the church and the gaol. !MESSAGE ECH41 The road bends here, leaving to north and west. To your east is Illyria Court, a group of five small houses. !MESSAGE ECH42 You are at the bend in the road. !MESSAGE ECH51 You are in Illyria Court. The main street is back to the west, but there are directions to various residences, as follows: North: Olivia Northeast: (Sir Andrew) Aguecheek East: Fabian Southeast: (Count) Orsino South: Malvolio. !MESSAGE ECH52 You are in Illyria Court. !MESSAGE ECH61 You are by a small lake. Moonlight shines down encouragingly. The town itself is to the north. !MESSAGE ECH62 You are by the lake. !MESSAGE ECH71 You are in a north-south street, with a Baker's shop to your east. !MESSAGE ECH72 You are outside the Baker's. !MESSAGE ENDRM1 You have arrived at the palace. There is a formidable array of courtly characters here, some, such as Portia, King Richard and Thamis, known to you, and others, such as Coriolanus, Rosencrantz and Guildenstern (who are NOT dead) and Silvia (who is she?) previously unknown. They congratulate you on staying the course. !MESSAGE EYE1 There is a newt's eye here. !MESSAGE EYE2 An eye of newt. !MESSAGE FARM1 You are at the remains of a chicken farm. A fox has clearly visited this place and killed half the stock. The only way the farmhands will let you go is back to the west. !MESSAGE FARM2 You are at the chicken farm. !MESSAGE FARMER1 A farmer is standing here bemoaning the loss of his livestock. "What! all my pretty chickens and their dam, at one fell swoop?" he mutters. "I asked my keeper, Puck, to get the fox's earth seen to, but he went away saying that he'd put a hurdle round the earth in forty minutes (and that was hours ago.)" This he repeats, over and over again, trying to understand the tragedy. !MESSAGE FL01 You are on the ground floor of Dunsinnin. There is an exit to the north and some steps up. !MESSAGE FL02 You are on the ground floor of Dunsinnin. !MESSAGE FL11 You are on the first floor of Dunsinnin. There is a balcony to the south (Soft! what light through yonder window breaks?) and some steps down. !MESSAGE FL12 You are on the first floor of Dunsinnin. !MESSAGE FLOEN1 You are at the northern edge of a thrilling region of thick-ribbed ice. There is a town to your north, the back door of whose gaol lies to the northeast. There is a path south over the ice floe, and a further path southeast towards some cliffs. !MESSAGE FLOEN2 You are at the northern edge of the ice floe, just south of the town. !MESSAGE FLOES1 !SWITCH FLOES10 FLOES11 !MESSAGE FLOES10 You are at the southern edge of a thrilling region of thick-ribbed ice - an ice floe, no less. There is a path back to the SW and a track north over the ice. !MESSAGE FLOES11 You are at the southern edge of a very wide chasm. There is a path back to the SW. !MESSAGE FLOES2 !SWITCH FLOES20 FLOES21 !MESSAGE FLOES20 You are at the southern edge of the ice floe. !MESSAGE FLOES21 You are at the southern edge of the chasm. !MESSAGE FOGM You are in the middle of a drooping fog as black as Acheron (sic). It is impossible even to see the ground. !MESSAGE FORK11 You are in a grove; there are paths to the northeast, northwest, east and south, and dense foliage in all other directions. !MESSAGE FORK12 You are in the grove. !MESSAGE GAOL11 You are in the entrance to the town gaol; a large sign here bears the words "IF MUSIC BE THE FOOD OF LOVE, PLAY ****". For the righteous, the only exit is back to the north. !MESSAGE GAOL12 You are in the entrance to the town gaol. !MESSAGE GAOL21 You are in a cell in the town gaol. Somebody is whistling "Rule Britannia" outside. There are NO exits right now. !MESSAGE GAOL22 You are in prison. !MESSAGE GOBLET1 There is a figured goblet here! !MESSAGE GOBLET2 A goblet. !MESSAGE GRAVE1 !SWITCH GRAVY1 GRAVY2 !MESSAGE GRAVY1 You are in a walled graveyard. For those making a return journey, the way out is to the west, as the eastern exit is blocked by impenetrable grass. However there is more graveyard to the north. !MESSAGE GRAVY2 You are in a walled graveyard. There are exits to the east, west and north. !MESSAGE GRAVE2 You are in the graveyard. !MESSAGE HALL1 You are in the entrance hall to a spacious mansion. There are archways to the north, west, northwest and southeast. !MESSAGE HALL2 You are in the entrance hall of the mansion. !MESSAGE HARRY1 There is a sleeping man here. !MESSAGE HEATH1 You are on a wild heath. So foul and fair a day you have not seen. A path leads off to the south, there is a forest path to the northwest, and a chilly wind blows down a path to the northeast. !MESSAGE HEATH2 You are on the blasted heath. There are exits to S, NE and NW. !MESSAGE HERMRM1 You are in a large chamber with archways to the south and west. The ceiling is supported by large white stone pillars. !MESSAGE HERMRM2 You are in the chamber with the white pillars. !MESSAGE HEX11 You are in a network of streets: they lead NE, NW and S. !MESSAGE HEX12 You are in a network of streets. !MESSAGE HEX21 You are in a network of streets: they lead N, NW and SW. !MESSAGE HEX31 You are in a network of streets: they lead NW, SW and S. !MESSAGE HEX41 You are in a network of streets: they lead SE and SW. To the north is the goldsmith's shop, but it is closed. !MESSAGE HEX51 You are in a network of streets: they lead NE, SE and S. !MESSAGE HEX61 You are in a network of streets: they lead N, NE and SE. !MESSAGE HEX71 You are in a network of streets: they lead N, SE and SW. !MESSAGE HEX81 You are in a network of streets: they lead NE, NW and S. !MESSAGE HOLDING !SWITCH HOLD0 HOLD1 !MESSAGE HOLD0 You are holding: !MESSAGE HOLD1 You have an ass's head on you, and are holding: !MESSAGE HOLDM1 You are in the hold of Cleopatra's barge. It is damp and you can hear the creaking of timbers and the scurrying noises made by rodents. !MESSAGE HOLDM2 You are in the hold of the barge. !MESSAGE HOUSE1 You are in the kitchen of a small house. There are several doors leading from it, all of which appear to be locked. !MESSAGE HOUSE2 You are in the kitchen of the small house. !MESSAGE HOVEL1 You are in a rude hovel, which shows signs of recent habitation by some unhappy madman. The exit is to the northwest. !MESSAGE HOVEL2 You are in the hovel. !MESSAGE ICE1 There is a smoothed piece of ice here. !MESSAGE ICE2 A smoothed piece of ice. !MESSAGE ILIAD1 There is a signed copy of the Iliad here! !MESSAGE ILIAD2 A copy of the Iliad. !MESSAGE JEWEL1 There is a sapphire here! !MESSAGE JEWEL2 A sapphire. !MESSAGE KGRAVE1 You are in the graveyard, by the grave of some mighty king. Unfortunately no stone remains to identify who it was. The only exit is to the south. !MESSAGE KGRAVE2 You are by the king's grave. !MESSAGE LETTER1 There is a letter here, addressed to Mistress @x31nd and signed 'Thine own true knight, By day or night, Or any kind of light With all his might, For thee to fight, John Falstaff. !MESSAGE LETTER2 A letter. !MESSAGE LILY1 There is a painted lily here. !MESSAGE LILY2 A painted lily. !MESSAGE LOOP11 You are on a north-south path, with a side path to the east. !MESSAGE LOOP21 You are on an east-west path, with a side path to the south. !MESSAGE LOOP31 You are on a north-south path, with an exit to the west. !MESSAGE MOOR1 You are on a moor. The ground is black here, as though scorched. The only path leads to the north, but there is a hovel to the southeast. !MESSAGE MOOR2 You are by the moor of Venice, near the hovel. !MESSAGE MORSE1 !SWITCH MORSE10 MORSE11 MORSE12 MORSE13 MORSE14 MORSE15 MORSE16 MORSE17 MORSE18 MORSE19 MORSE110 !MESSAGE MORSE10 There is a blank piece of paper here. !MESSAGE MORSE11 There is a piece of paper here bearing the word "NOSEBLEED". !MESSAGE MORSE12 There is a piece of paper here bearing the word "BLUE-GREEN". !MESSAGE MORSE13 There is a piece of paper here bearing the word "OVERSEAS". !MESSAGE MORSE14 There is a piece of paper here bearing the word "STANDARD". !MESSAGE MORSE15 There is a piece of paper here bearing the word "ASTHMA". !MESSAGE MORSE16 There is a piece of paper here bearing the word "THIRST". !MESSAGE MORSE17 There is a piece of paper here bearing the word "TEABAG". !MESSAGE MORSE18 There is a piece of paper here bearing the word "RAISIN". !MESSAGE MORSE19 There is a piece of paper here bearing the word "FUNGUS". !MESSAGE MORSE110 There is a piece of paper here bearing the word "THIGHS". !MESSAGE MORSE2 !SWITCH MORSE20 MORSE21 MORSE22 MORSE23 MORSE24 MORSE25 MORSE26 MORSE27 MORSE28 MORSE29 MORSE210 !MESSAGE MORSE20 A blank piece of paper. !MESSAGE MORSE21 The Moor's code message: "NOSEBLEED". !MESSAGE MORSE22 The Moor's code message: "BLUE-GREEN". !MESSAGE MORSE23 The Moor's code message: "OVERSEAS". !MESSAGE MORSE24 The Moor's code message: "STANDARD". !MESSAGE MORSE25 The Moor's code message: "ASTHMA". !MESSAGE MORSE26 The Moor's code message: "THIRST". !MESSAGE MORSE27 The Moor's code message: "TEABAG". !MESSAGE MORSE28 The Moor's code message: "RAISIN". !MESSAGE MORSE29 The Moor's code message: "FUNGUS". !MESSAGE MORSE210 The Moor's code message: "THIGHS". !MESSAGE MSND1 You are in a magical wood. It feels as though spirits do wander here, swifter than the moon's sphere. There are paths to the east and southeast. !MESSAGE MSND2 You are in the mystic wood. !MESSAGE NECK1 There is a diamond necklace here! !MESSAGE NECK2 A diamond necklace. !MESSAGE PALACE1 You are in a gorgeous palace. A King here is arguing with his courtiers as to the best way to divide up his kingdom. As you arrive, they decide to ask your advice, Heaven knows why. !MESSAGE PALACE2 You are at the palace. !MESSAGE PEARL1 A pearl is here, left by a base Indian, though richer than all his tribe! !MESSAGE PEARL2 A pearl. !MESSAGE PHIAL1 There is a phial here, containing a potion of mandragora. !MESSAGE PHIAL2 A phial of potion. !MESSAGE PIE1 There is a nourishing meat pie here. !MESSAGE PIE2 A meat pie. !MESSAGE PINE1 !SWITCH PINE10 PINE11 !MESSAGE PINE10 There is a pine tree here, from which a continuous melancholy howling emanates. !MESSAGE PINE11 There is a cloven pine tree here. !MESSAGE PORP1 There is a fretful porpentine here. !MESSAGE PORP2 A porpentine. !MESSAGE PORPR1 You are at a dead end, the only exit being to the north. !MESSAGE PORTM1 The elegant lady who owns the apartment invites you to open a casket. !MESSAGE PORTRM1 You are in a spaciously furnished chamber, which is clearly the boudoir of some elegant lady. Luxurious tapestries line the walls, the pile on the carpet is even deeper than that in most Adventure games, and there is a four-poster bed in one corner. There are exits to the east and north. !MESSAGE PORTRM2 You are in the lady's boudoir. !MESSAGE PORTT1 There is a miniature portrait of the lady Portia here! !MESSAGE PORTT2 A miniature portrait. !MESSAGE POST1 There is a large wooden post sticking in the ground here. !MESSAGE PRINCE1 The princess Imogen is here. Sleep, the ape of death, lies upon her. !MESSAGE QUEEN1 !SWITCH QUEEN10 QUEEN11 !MESSAGE QUEEN10 The Queen of Egypt is here. On a burnish'd throne she sits. Age cannot wither her nor custom stale her infinite variety. !MESSAGE QUEEN11 The Queen of Egypt lies here, dead, but she looks like sleep as she would catch another Antony. On her breast there is a vent of blood, and something blown; the like is on her arm. It is an aspic's trail. !MESSAGE RING1 There is a gold ring here! !MESSAGE RING2 A gold ring. !MESSAGE ROBE1 There is a furred robe here! !MESSAGE ROBE2 A furred robe. !MESSAGE SCEPTRE1 There is a sceptre here, which shows the force of temporal power! !MESSAGE SCEPTRE2 A sceptre. !MESSAGE SCROLL1 There is a scroll here. !MESSAGE SCROLL2 A scroll. !MESSAGE SHIELD1 !SWITCH MNULL SHIELD11 !MESSAGE SHIELD11 There is a shield here. !MESSAGE SHIELD2 A shield. !MESSAGE SHOP1 You are in a small shop, whose exit is to the west. The shop appears to have been abandoned, for there is nobody about. !MESSAGE SHOP2 You are in the shop. !MESSAGE SHREW1 There is an exceptionally tame shrew sitting here looking lost. !MESSAGE SKULL1 There is a skull here (alas, poor Yorick!) !MESSAGE SKULL2 A skull. !MESSAGE SOCK1 There is a pair of yellow stockings here, made of silk and bearing the name Malvolio! !MESSAGE SOCK2 A pair of yellow stockings. !MESSAGE SPEAR1 There is a wooden spear firmly attached to the wall here. !MESSAGE SPICE1 There are exotic spices here! !MESSAGE SPICE2 Some spices. !MESSAGE STAGE1 You are standing on a flat plain. From here it seems that all the world's a stage, and all the men and women merely players: they have their exits and their entrances to the north, south, east and west. !MESSAGE STAGE2 You are on the stage. !MESSAGE STATUE1 There is a very realistic life-sized statue of a woman here. !MESSAGE STONE1 There is an old milestone here. !MESSAGE TAVERN1 You are in what appears to be a tavern, although it is quite deserted. There are various exits, apparently sealed off, but also a small archway to the west and a larger one to the east. !SWITCH TAVERN0 MNULL !MESSAGE TAVERN0 Through the eastern exit you can see a colossal pair of legs. !MESSAGE TAVERN2 You are in the tavern. !SWITCH TAVERN0 MNULL !MESSAGE TEMPEST1 You are in another part of the forest. There is music in the air, marvellous sweet music. There are paths off to the west and southwest. !MESSAGE TEMPEST2 You are in the enchanted forest. !MESSAGE TOE1 There is a frog's toe here. !MESSAGE TOE2 A toe of frog. !MESSAGE TONGUE1 There is a dog's tongue here. !MESSAGE TONGUE2 A tongue of dog. !MESSAGE TOPAZ1 There is a topaz here! !MESSAGE TOPAZ2 A topaz. !MESSAGE TOWNE1 You are on the eastern fringe of the town. There is a road west, a path east into dense fog, and a forest to the north. !MESSAGE TOWNE2 You are on the eastern fringe of the town. !MESSAGE TOWNN1 You are in the centre of a prosperous Southern town. To the northwest is the Capitol and there are roads to the south and east. In the distance you can see the cloud-capped towers, the gorgeous palaces and the solemn temples - such stuff as dreams are made on. !MESSAGE TOWNN2 You are in the town centre. !MESSAGE TOWNS1 You are in the mercantile area of the town. The road enters from the north and continues south past a moneylender's premises towards some docks. There is a small shop to the east. !MESSAGE TOWNS2 You are in the mercantile area of the town. !MESSAGE TROPHY1 The Boar's Head Drinking Trophy is here! !MESSAGE TROPHY2 A silver drinking trophy. !MESSAGE TSTONE1 There is a valuable Touchstone here! !MESSAGE TSTONE2 A Touchstone, valuable to alchemists. !MESSAGE UCML You are in the undiscovered country, from whose bourn no traveller returns. There are paths in various directions. !MESSAGE UCMS You are in the undiscovered country. !MESSAGE VASE1 There is an Egyptian vase here! !MESSAGE VASE2 An Egyptian vase. !MESSAGE VDEEP1 You are at a cliff edge. A sign here says: "YOU CAN CALL SPIRITS FROM THE VASTY DEEP. BUT WILL THEY COME WHEN YOU DO CALL FOR THEM?" The only way to go is back to the northwest. !MESSAGE VDEEP2 You are at the edge of the vasty deep. !MESSAGE VIOLA1 There is an antique viola here! !MESSAGE VIOLA2 An antique viola. !MESSAGE VIOLET1 There is a perfumed violet here. !MESSAGE VIOLET2 A perfumed violet. !MESSAGE WAYE1 You are on an east-west path, with a side passage to the north. !MESSAGE WAYFE1 You are on a long east-west track. !MESSAGE WAYS1 You are on a path curving from the southwest, where you can see a river, to the north (where the ground seems to be made of wooden boards). !MESSAGE WAYS2 You are on a curving north-southwest path. !MESSAGE WAYW1 You are in the market place. To the east there seems to be some kind of stage, and there are dwellings to the northwest (large), west (medium-sized) and southwest (small). !MESSAGE WAYW2 You are in the market place. !MESSAGE WHARF1 You are at the end of a wharf. The only way out is to the northeast. !MESSAGE WHARF2 You are at the end of the wharf. !MESSAGE WOODM !SWITCH WOODM0 WOODM1 !MESSAGE WOODM0 You are in Birnham wood. There are paths in various directions. !MESSAGE WOODM1 You are in Birnham wood. There are paths in various directions but the whole wood seems to be moving about. !MESSAGE WOODMS You are in Birnham wood. !MESSAGE WOOL1 There is a bat's wool here. !MESSAGE WOOL2 A wool of bat. !MESSAGE WORM1 There is a well-fed worm wriggling around here. !MESSAGE WORM2 A worm. !MESSAGE AHORSE A kingly hunchback is fighting here. Hopelessly outnumbered, he cries "A horse! A horse! My kingdom for a horse!" However the cavalry does not appear and he is slain and carried away. !MESSAGE ALLINFO This is not one of those games where you have to go round examining everything. You've already had a full description of that. !MESSAGE ALREMPTY It's already empty! !MESSAGE ALRHELD You're already holding that! !MESSAGE ALROPEN You've already opened that one today! !MESSAGE ARIELM You hack at the pine tree, which splits. A spirit flies out, apparently imprisoned here a dozen years ago by the foul witch Sycorax. In return for its freedom it tells you that it has some power over the many other spirits around here and recites "Full fathom five thy father lies" to you. This, it says, may ward you against other powers. It then goes hence with diligence (after all, it needs pine no longer!) !MESSAGE ARNESING Your cry of ARNE brings the gaoler who is delighted at finding one who recognizes his musical tastes. "We two alone will sing like birds i' the cage. If music be the food of love, play ARNE!" You join in with him in various ballads, namely settings of "Where the bee sucks, there suck I", "Under the greenwood tree", "Blow, blow thou winter wind", and "When daisies pied and violets blue". He is then only too happy to give you your freedom. !MESSAGE ASPBITE Disturbed by the motion, an asp emerges from the vase you are carrying. I wish you all joy of the worm. Poor venomous fool, it is angry, and dispatches you. !MESSAGE ASPLIPS She has the aspic on her lips. If thou and nature can so gently part, the stroke of death is as a lover's pinch, which hurts, and is desir'd. !MESSAGE ASYET As yet I know not. !MESSAGE AWRY With this regard your currents turn awry and lose the name of action... !MESSAGE BANQDIE Confusion now hath made its masterpiece! With a gasp of "O, treachery!" the Scotsman dies. Thou hast played most foully. !MESSAGE BARRING You open the door and enter the house. !SWITCH BARR2 !MESSAGE BARR2 The door slams behind you and you hear sounds of a key turning in the lock. !MESSAGE DONTSUIT They belong to Malvolio, and don't really suit you (or him!) !MESSAGE BATSBACK As you leap off the balcony the bat's wool begins to grow, taking the form of a giant bat, to which you clutch desperately. On the bat's back you do fly, getting an Ariel view of the wood. After a while you land and the bat's wool regains its former state. !MESSAGE BETTERNOT Better not, or we shall see in you the triple pillar of the world transform'd into a strumpet's fool. !MESSAGE BORROW Three thousand ducats. 'Tis a good round sum. Wilt thou borrow it from the moneylender? !MESSAGE BOWMESS You make a solemn bow for no particular reason. !MESSAGE BUTHOLD You are forced to drop the @x33 first. !MESSAGE BYHEAVEN By heaven methinks it were an easy leap. !MESSAGE CAESAR As you enter the building, you realise with a shudder that it is now the Ides of March. There are cries of "Liberty! Freedom! Tyranny is dead!" and you are stabbed by several men in togas. With a cry of "Hate, you brute?" you give a reproachful look at the nearest of your assailants and expire. !MESSAGE CAGEOP You open the empty cage, peer in and then close it again. !MESSAGE CANNIBAL Although the cheer be poor, 'twill fill your stomach. You eat of it with pleasure until a man dressed as a cook enters and reveals to you that two of the ingredients in the pie were named Chiron and Demetrius. 'Tis true; witness his knife's sharp point... I'm afraid he stabs you. !MESSAGE CANTDO You can't do that! !MESSAGE CANTTAKE You can't take that! !MESSAGE CAVALRY A kingly hunchback is fighting here. Hopelessly outnumbered he cries "A horse! A horse! My kingdom for a horse!" Your appearance on the scene, complete with ass's head causes his enemies to flee in terror. The king thanks you, removes the ass's head from you and departs. You find that he has left his crown under a nearby bush. !MESSAGE CDIEROCK Some loose rubble falls on you, and you die with the words of Cassandra in your ears: "Look! how thou diest; look how thy eye turns pale; Look! how thy wounds do bleed at many vents..." !MESSAGE CASSMESS Cassandra runs past you, raving: !SWITCH CASSM0 CASSM1 CASSM2 CASSM3 CASSM4 !MESSAGE CASSM0 "Lend me ten thousand eyes, and I will fill them with prophetic tears!" !MESSAGE CASSM1 "Let us pay betimes a moiety of that mass of moan which is to come!" !MESSAGE CASSM2 "Virgins and boys, mid-aged and wrinkled eld, Soft infancy that nothing canst but cry, Add to my clamours!" !MESSAGE CASSM3 "Hark! how Hecuba cries out! How poor Andromache shrills her dolours forth!" !MESSAGE CASSM4 "Behold, distraction, frenzy, and amazement, Like witless anticks, one another meet." !MESSAGE CLEOSTOP The Queen does not want you to leave the barge. "O! never was there queen so mightily betrayed!" she claims. Her attendants bar your exit, but you yourself rather feel that here is your space and that kingdoms are but play. !MESSAGE CLLUNCH As you pass the moneylender's establishment you see that it bears a notice saying 'Closed for lunch'. !MESSAGE CLOSELID You climb out. The basket shuts automatically. !MESSAGE CLOSEL2 The basket shuts automatically. !MESSAGE COLOSTOP You find your way barred by a gigantic figure. Why man, he doth bestride the narrow world like a Colossus! Anyway you cannot get past him. !MESSAGE COMPLAINT I'm afraid that the inhabitants of Adventure worlds such as this have been complaining about indiscriminate killings by players such as you. I'm afraid that I must ask you to refrain. !MESSAGE CONGRATS You scored 425 points out of a maximum of 425. You are entitled to the title King, aye, every inch a king! You may now return to the twentieth century confident of your own prowess! !MESSAGE CONSTAPP A rather dull-looking constable appears, cries "HAVOC", and lets slip the dogs of war. In fact, a small chihuahua appears and stands barking at you. "Drug squad," says the constable. "I must search you for certain substances." !MESSAGE CONTAINED The @x33 is already inside the cage! !MESSAGE DATE !SWITCH DATE0 DATE1 DATE2 !MESSAGE DATE0 The date is January 6th. !MESSAGE DATE1 The date is March 15th. !MESSAGE DATE2 The date is June 24th. !MESSAGE DIEBEAR The bear pursues you, catches you and tears out your shoulder bone. !MESSAGE DIEDMESS You should have died hereafter. !MESSAGE DIGMESS You never were much good at digging with your bare hands. !MESSAGE DISAPPOINT Disappointed, the moneylender goes back into his establishment. !MESSAGE DISCLAIM Let your disclaiming from a purposed evil free you so far in our most generous thoughts, for you have shot your arrow o'er the house and hurt a brother. !MESSAGE DISMAY The angler looks at you glumly, comments that he has had no luck today, can't get the bait you know, nearly got one THAT big, ... and then carries on fishing regardless of you. !MESSAGE DOGSOK In fact he finds nothing prohibited and he and the dog slope off. !MESSAGE DOGSTOP The Constable finds something he considers to be a prohibited substance, and confiscates it. Then he and the dog disappear. !MESSAGE DONTSEE I don't see that around here! !MESSAGE DOORBOLT The door seems to be bolted against you. !MESSAGE DROPOBJ1 !SWITCH DROPOBJ3 DROPOBJ2 DROPOBJ3 !MESSAGE DROPOBJ2 You dropped one object. !MESSAGE DROPOBJ3 You dropped @x37 objects. !MESSAGE DROWN Unfortunately the current is too strong for you and you are swept under and drowned. !MESSAGE EMPTYBUT The casket is empty. Shielded from your view, the Lady Portia performs a rearrangement of the contents of the caskets and invites you to open a second casket. !MESSAGE ENTERBASK Do you want to get into the basket? !MESSAGE ENTERHOUSE Dost thou wish to enter the house? !MESSAGE EXCHANGE Will you give the skull to the witches? !MESSAGE EXPLOS1 You manage to rupture the bladder by striking it against the quills of the porpentine. It explodes with a loud >> BANG << which makes the porpentine look even more fretful, and pieces fly in all directions. !MESSAGE EXPLOS2 There is a noise of general alarums and excursions, and the goldsmith rushes up, agitatedly muttering something along the lines of "Burglars! Gunpowder! Hoist with my own petard!" He then runs into his shop to investigate, carefully re-locking the door behind him. !MESSAGE EYEGLOW Fortunately the newt's eye provides a dull illumination. !MESSAGE FALLFORWARD You fall forward, with your eyes shut. After a while you open them to see... !MESSAGE FARMSHUT A small barking dog drives you back again. !MESSAGE FATHOMESS A poor demented being rushes from the hovel, gibbering: Child Rowland to the dark tower came, His word was still, Fie, foh and fum, I smell the blood of a British man. and then vanishes over the moor. !MESSAGE FEAST0 You sit down at the table at enjoy a slap-up meal, after which the tables are cleared and the guests depart. !MESSAGE FEAST1 You are about to sit at the table when you see that your hands are blood-red. This naturally upsets you and you wander outside for a while. When you return the feast has ended. !MESSAGE FIENDMESS You attempt to enter the hovel, which is gloomy and sinister-looking, but you run out in terror when you hear maniacal laughter and the words !SWITCH FIEND0 FIEND1 FIEND2 FIEND3 FIEND4 FIEND5 FIEND6 FIEND7 FIEND8 FIEND9 FIEND10 !MESSAGE FIEND0 "Fathom and half, fathom and half! Poor Tom!" !MESSAGE FIEND1 "Away! The foul fiend follows me." !MESSAGE FIEND2 "Bless thy five wits! Tom's a cold. O! do de, do de, do de. !MESSAGE FIEND3 "Pillicock sat on Pillicock-hill: Halloo, halloo, loo, loo!" !MESSAGE FIEND4 "The prince of darkness is a gentleman: Modo he's called and Mahu." !MESSAGE FIEND5 "Frateretto calls me, and tells me that Nero is an angler in the lake of darkness." !MESSAGE FIEND6 "Still through the hawthorn blows the cold wind; says suum, mun ha no nonny." !MESSAGE FIEND7 "Dolphin, my boy, my boy; sessa! let him trot by." !MESSAGE FIEND8 "This is the foul fiend Flibbertigibbet: he begins at curfew and walks till the first cock." !MESSAGE FIEND9 "Beware my follower. Peace, Smulkin! peace, thou fiend." !MESSAGE FIEND10 "Hopdance cries in Tom's belly for two white herring." !MESSAGE FILLBASK Are you now holding something that you would like to put into the basket? !MESSAGE FINESKULL The witches are very interested in the skull you are carrying and would fain possess it themselves. !MESSAGE FISHMESS The angler looks up as you enter, seizes the worm from you with a cry of glee and starts to fish. In no time he has hooked a massive trout. In gratitude he decides to share the fish with you and promptly grills it over a fire that he lights. You have taken your first bite when... The ghost of some dead king (possibly Hamlet's father) appears. "A man may fish with the worm that hath eat of a king, and eat of the fish that hath fed of that worm," he declaims reproachfully. "A king may go progress through the guts of a beggar." The angler flees in terror. The ghost melts away, saying: "From me you will inherit spiritual powers. The word that will prove effective to you in these matters is !SWITCH MNULL FISHM1 FISHM2 FISHM3 FISHM4 !MESSAGE FISHM1 BRANDY." !MESSAGE FISHM2 GIN." !MESSAGE FISHM3 RUM." !MESSAGE FISHM4 WHISKY." !MESSAGE FLOEDIE You strain every muscle in a futile effort to jump 50 yards. That strain again! It had a dying fall... as do you, plummetting into the chasm. !MESSAGE FLOESTAG Blown with restless violence round about the pendant world, you stagger across the ice floe, which is about 50 yards across. !MESSAGE FREEBIRD You open the cage and release the starling, which flutters nearby. The cage door swings shut again. !MESSAGE FREESHREW You open the cage and release the shrew, which sits on the floor washing itself. The cage door swings shut again. !MESSAGE FUMBLE You fumble, and the @x33 falls at your feet. !MESSAGE FURTHER Once more into the breach, dear friend? !MESSAGE GAOLAGIN You are re-arrested, and sent to gaol once more. This time they have employed a tone-deaf gaoler and there is really no escape. !MESSAGE GETBORED You sit down for a while, get bored, and stand up again. !MESSAGE GHOSTAPP You sit down to the feast. To your horror a ghastly vision appears and shakes its gory locks at you. It is the ghost of the Scotsman you have so foully slain! You stand and address this shadow, this unreal mockery, which only you can see. This displaces the mirth of the guests, who stand not upon the order of their going, but go at once. The ghost then avaunts and quits your sight, melting into the wall to your northeast. !MESSAGE GIVEDUC The moneylender gives you the money and goes back into his establishment. !MESSAGE GOLESI Golesi !MESSAGE GOSILE Gosile !MESSAGE GRASSMESS Feeling a bit of an ass, you munch your way through the barrier of long grass and succeed in clearing a path through it. !MESSAGE GREATMESS Some are born great, some achieve greatness, and some have greatness thrust upon them... !MESSAGE HACKBAN You mutilate the corpse a bit. !MESSAGE HAILMESS All hail, great master! grave sir, hail! AVON - Version 1.04. All comments to JRP1 please. Welcome ever smiles, and farewell goes out sighing. !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 HAVOC1 A small chihuahua appears, barks at you, and then disappears. !MESSAGE HAVOC2 A small chihuahua appears, barking wildly. "Of course!" says the farmer, "that's just what I wanted. I don't think a hurdle would have kept the fox in anyway. A dog's a much better idea. But I must reward you - take this touchstone - they say that it's of great value to alchemists." The farmer escorts you back into the street with your payment. !MESSAGE HELPFUL A man in courtly dress enters at your summoning, to whom you explain the nature of your Adventures in Arden. He sees that you are carrying a barred chest, which he opens for you. Inside there is a sapphire! The courtier hands you the jewel from the ten-times barred up chest, and goes. !MESSAGE HELPMESS I shall be your eyes and ears: direct me with commands of one or two words. To move, give directions (e.g. N, NE, ..., W, NW, U, D, B(ack)). Other useful words include TAKE, DROP, LOOK, INV, SCORE, SAVE and QUIT, plus BRIEF/TERSE, STANDARD/NORMAL and VERBOSE for room descriptions. There are also a few that you should discover for yourself. !MESSAGE HOWOFT How oft the sight of means to do ill deeds makes ill deeds done! !MESSAGE IFMUSIC The sign says "IF MUSIC BE THE FOOD OF LOVE, PLAY ****". !MESSAGE ILLYDIE The occupant of that particular dwelling is not at home. However they have left some mantraps for unwelcome visitors; a hit, a very palpable hit! !MESSAGE ILLYGIFT Ah! Othello must have sent you!" says the occupant of the dwelling you enter. "You deserve some sort of recompense for the perils you have been through. But go quickly now!" You are bundled hastily out into the street, and look about you to see... !MESSAGE ILLYBLOCK The dwelling seems to have been locked up. !MESSAGE IMOGKISS One kiss! Rubies unparagon'd, how clearly they do't! You notice, on her left breast, a mole cinque-spotted, like the crimson drops i' the bottom of a cowslip. !MESSAGE IMPROPER 'Twould be improper to read more of this letter! !MESSAGE INCASKET You open the second casket, which contains !SWITCH INCA0 INCA1 INCA2 INCA3 INCA4 INCA5 !MESSAGE INCA0 a piece of smoothed ice. !MESSAGE INCA1 a perfumed violet. !MESSAGE INCA2 a painted lily. !MESSAGE INCA3 a miniature portrait. !MESSAGE INCA4 a ring. !MESSAGE INCA5 a pair of yellow silk stockings. !MESSAGE INEDIBLE You can't eat that! !MESSAGE INTRUDER Suddenly the door opens and several knights armed with swords rush in. They brand you as an intruder and promptly slay you. !MESSAGE JOINBOUT Do you wish to join the drinking bout with Falstaff? !MESSAGE KINGBUSY The guards turn you back from the palace, saying that the king is busy with affairs of state. !MESSAGE KISSMESS O! she's warm. If this be magic, let it be an act lawful as eating. You perceive that she stirs. 'Tis the lady Hermione, long supposed dead. She drops a necklace of diamonds at your feet and then she leaves. !MESSAGE LEAPIN You leap into the angry flood. !MESSAGE LEARBAD "Mend your speech a little, lest you may mar your fortunes." says the king, who evidently disagrees with your decision. "Hence, and avoid my sight! Vassal! Miscreant!" You are hastily banished from the king's company. !MESSAGE LEARGOOD "Let it be so," says the king, who evidently agrees with your judgement. Your diplomatic acquiescence with the king's will brings you a reward: "Through tatter'd clothes small vices do appear; robes and furr'd gowns hide all." Leaving King Lear to draw up his plans, you find that... !MESSAGE LEGOSI Legosi !MESSAGE LESIGO Lesigo !MESSAGE LIFTLID You lift the lid of the basket and look inside. It is empty. !MESSAGE LOONGUIDE >From the gloom there comes a voice which you seemingly recognise as that of the poor tormented creature that lived in the hovel, although in the fog you see nothing. He leads you for a while and then stops at (he says) the very brim of a cliff whose high and bending head looks fearfully in the confined deep. You then hear him no more. !MESSAGE LOSEBOUT You are not able to compete with such a seasoned campaigner as Sir John Falstaff, and are soon thrown out of the tavern into the street, where you awake to see that... !MESSAGE MALMDIE You boldly enter the Boar's Head by the side door, where a butt of Malmsey wine falls on you from some high shelf, knocking you out and drowning you. Lord, Lord! methinks what pain it is to drown: What dreadful noise of water in thine ears! What sights of ugly death within thine eyes! !MESSAGE MEETWITCH What are these so wither'd and wild in their attire? They should be women but their beards forbid thee to interpret that they are so. !MESSAGE MEETYOR You encounter the king's jester, a fellow of infinite jest, of most excellent fancy, alas greatly aged. He entertains you awhile and then totters away, wheezing "Don't forget: the password is @x31da!" !MESSAGE MELTBAD I'm afraid that your too too solid flesh has just started to melt, thaw, and resolve itself into a dew! !MESSAGE MELTWALL You find yourself able to pass through the northeastern wall as though yourself a ghost. !MESSAGE MERGREET As you pass the moneylender's premises, their owner comes out to greet you. Scenting business, he offers to lend you 3,000 ducats until you next meet, the security to be a pound of flesh. !MESSAGE MERVENKILL Since you do not have the ducats, the moneylender demands a pound of flesh from you. Why then, thus it is, you must prepare your bosom for his knife. !MESSAGE MNULL !MESSAGE MOANMESS Life is as tedious as a twice-told tale, vexing the dull ear of a drowsy man. !MESSAGE MOCKED The party in the Boar's Head mock your timidity, and drive you back into the street. !MESSAGE MORTMESS Suddenly the starling croaks "Mortimer!" !MESSAGE MUCHCOOL You wash your face and feel much cooler as a result. !MESSAGE NHAPPENS Nothing of great import happens. !MESSAGE NOBOW You don't seem to be carrying a bow. !MESSAGE NOBREAK I don't think there's any point in doing that. !MESSAGE NOBURST You attempt to rupture the bladder, but seem to be unable to burst it. !MESSAGE NOCLIMB You are not able to climb anything here. !MESSAGE NOCUT You have nothing in the way of a knife. !MESSAGE NOEMPTY You can't empty that! !MESSAGE NOMELT Your too too solid flesh is no longer melting. !MESSAGE NOPOINT I'll assume for simplicity that you're wearing anything that's genuinely wearable. !MESSAGE NORULE You will be able to rule when you become king. !MESSAGE NOSAVENOW For some reason you are not able to save the game just now. !MESSAGE NOSWIM You can't swim here! !MESSAGE NOTAVENTER You attempt to enter the house, but a constable seizes on you as a potential trouble-maker and bundles you out again. !MESSAGE NOTDES A wild-eyed Moorish gentleman jumps at you from the shadows with a cry of "Thou art to die!" Fortunately the clerical collar you are wearing protects you from being strangled and you are able to break free. The Moor is very apologetic, and mutters about someone called Des the moaner who once beat him at Reversi by cheating. "Go and see my agent, who lives near here," he says. "The name is written in code on this paper. You'll be recompensed." He runs off, shouting "Blow me about in winds! roast me in sulphur! Wash me in steep-down gulfs of liquid fire!" !MESSAGE NOTHELD You're not holding that! !MESSAGE NOTHERE I don't see that around here! !MESSAGE NOTHINGM Nothing. !MESSAGE NOTHNGHERE There's nothing here you can take easily! !MESSAGE NOTHOLDING You're not holding anything! !MESSAGE NOTOFFER That's not on offer today! !MESSAGE NOWAKE You shout at the man, but he wakes not, for you know not what to shout. !MESSAGE NOWATER There's no water here! !MESSAGE NOWAYMESS You can't go in that direction! !MESSAGE NOWEAPON You do not have any suitable weapon! !MESSAGE NOWEAR You can't wear that! !MESSAGE NOWILL The dagger imposes its own will on you and you find yourself unable to use it. This were the unkindest cut of all. !MESSAGE NOWISTHE You encounter a kingly figure, sadly rather hunchbacked. He mutters that it now is the winter of his discontent, and hobbles off. !MESSAGE OFFBALC You throw yourself off the balcony and methinks I see thee, now thou art so slow, as one dead in the bottom of a tomb. !MESSAGE OKMESS OK. !MESSAGE ONEKISS One kiss only. You lodge in fear, though this is a heavenly angel. !MESSAGE ONEWORD Please reply with just the one word, gold, silver or lead. !MESSAGE OPENLOOK The door opens to reveal a small kitchen. !MESSAGE OUTRAG As you pass down the street a sudden volley of slings and arrows strikes you in the side. What outrageous fortune! !MESSAGE OVERCLIFF You wander about in the fog and eventually blunder over a cliff. !MESSAGE PANELSLIDE A secret panel in the wall slides away, revealing a passage to the north. !MESSAGE PATHNE Suddenly the trees part to reveal a path to the northeast. !MESSAGE PATHSW Suddenly the trees part to reveal a path to the southwest. !MESSAGE PATHCONE The trees move and the path to your northeast is blocked once more. !MESSAGE PATHCOSW The trees move and the path to your southwest is blocked once more. !MESSAGE PERFUME I'm afraid that all the perfumes of Arabia will not sweeten these little hands. Maybe something else will, if you can find what it is. !MESSAGE PORTKILL Your temerity in kissing the lady Portia is justly rewarded. The guards seize you and put you to death. !MESSAGE PRINCGO The princess wakes with a yawn and wanders away with the bracelet. !MESSAGE PRINCSNATCH The princess wakes with a yawn, grabs her bracelet from you, and leaves, muttering darkly. !MESSAGE PRINCWONDER The princess wakes with a yawn, notices the loss of her bracelet, gives you a searching look, and departs. !MESSAGE PUBSHUT The Boar's Head appears to be closed. !MESSAGE QUEENASP An asp tumbles out of the vase. It fastens itself to the queen's breast and with its sharp teeth this knot intrinsicate of life at once unties. !MESSAGE QUITESO Quite so. As you no doubt know, Rule Britannia is part of a masque called Alfred, written by Thomas Arne (1710-1778). The words were written by James Thomson (1700-1748), and begin When Britain first at Heaven's Command Arose from out the azure main... Alfred was first performed in 1740 in the presence of the Prince of Wales. Wagner later said that the whole English character could be expressed in the first eight notes. Wagner's own music was rather more expansive in style. !MESSAGE QUITQUERY All's well that ends well. Are you sure you want to finish? !MESSAGE READILIAD You read a few Greek letters which must be either a theorem of Euclid or a description of the siege of Troy, I can't say which. !MESSAGE READMORSE The piece of paper bears the word !SWITCH RMZ0 RMZ1 RMZ2 RMZ3 RMZ4 RMZ5 RMZ6 RMZ7 RMZ8 RMZ9 RMZ10 !MESSAGE RMZ0 ERROR. !MESSAGE RMZ1 NOSEBLEED. !MESSAGE RMZ2 BLUE-GREEN. !MESSAGE RMZ3 OVERSEAS. !MESSAGE RMZ4 STANDARD !MESSAGE RMZ5 ASTHMA. !MESSAGE RMZ6 THIRST. !MESSAGE RMZ7 TEABAG. !MESSAGE RMZ8 RAISIN. !MESSAGE RMZ9 FUNGUS. !MESSAGE RMZ10 THIGHS. !MESSAGE REDEEM The moneylender accosts you as you pass, saying "I would have my bond." !MESSAGE REDHANDS There's the smell of blood upon your hands. !MESSAGE REMOVEBAR You succeed in removing one of the seals from the chest, but it is still barred. !MESSAGE RETURNDUC You are forced to give him back the three thousand ducats. He then leaves, fortunately omitting to charge you interest! !MESSAGE RETURNPIE Since you do not have the ducats, the moneylender demands a pound of flesh from you. Fortunately you are able to persuade him to accept that disgusting pie you were carrying: he takes it from you and then he leaves. !MESSAGE REVELS Our revels now are ended. !MESSAGE RINGNO You pass the lady Portia, who asks you what you did with the ring. If you had known the virtue of the ring, or half her worthiness that gave the ring, or your own honour to contain the ring, you would not then have parted with the ring. In fact you were best to cut your left hand off and swear that you lost the ring defending it. At any rate, you can't really continue now! !MESSAGE RINGYES You pass the lady Portia, who notes approvingly that you still have her ring with you. !MESSAGE SCOREM1 You scored @x34 points out of a maximum of 425. !MESSAGE SCOREM2 If you were to quit, you would score @x34 points out of a maximum of 425. !MESSAGE SCOREM3 You scored @x34 points out of a maximum of 425. This entitles you to the title Thane of Cawdor. !MESSAGE SECONDWORD @x33 !MESSAGE SHENOTHERE She's not here! !MESSAGE SHIELDED As you pass down the street a sudden volley of slings and arrows crashes against your shield. You carry on walking, to avoid further outrageous fortune. !MESSAGE SHREWGOT You manage to persuade the shrew to enter the cage and you close the door. !MESSAGE SHREWTAME The shrew may be tame, but it won't let you pick it up! !MESSAGE SHREWUNW The shrew seems unwilling to enter the cage. !MESSAGE SIGOLE Sigole !MESSAGE SILEGO Silego !MESSAGE SILLY Go to, you're a dry fool. !MESSAGE SILLYCLIMB You can't climb that! !MESSAGE SIRTOPAS A spirit emerges from the vasty deep, sees your clerical collar, and recognises (as it thinks) its master, the local priest. "Good Sir Topas, they have laid me here in hideous darkness. The house is as dark as ignorance, though ignorance were dark as hell," it moans, "but this shall advantage thee." "I wish to buy my freedom," it continues, and, depositing a small object in front of you, the spirit vanishes. !MESSAGE SLEEPMESS You drink the potion. Presently through all your being there runs a cold and drowsy humour and your eyes' windows fall like death. In this borrow'd likeness of shrunk death you continue and then awake much later as from a pleasant sleep to see... !MESSAGE SLEEPM2 "Give me to drink mandragora, that I might sleep out this great gap of time," you say, and quaff the potion. You fall asleep again, awaking much later to see... !MESSAGE SLEEPM3 "Give me to drink mandragora, that I might sleep out this great gap of time," you say, and quaff the potion. You fall asleep again, but are murdered while you sleep. !MESSAGE SLURP 'Tis excellent good, i' faith! !MESSAGE SMITHGR1 A goldsmith passes you in the street and greets you as @x31 of Ephesus, and tells you that he has made a chain for you in accordance with your orders. Although you feel that you are part of some great comedy of errors, the goldsmith insists on leaving the chain with you. !MESSAGE SMITHGR2 The goldsmith returns, having realised that you are not @x31 of Ephesus: he says that he must take the chain back or be paid for it. !MESSAGE SMITHMOAN As you do not have either chain or money, he calls one Pinch, a hungry lean-fac'd villain, a mere anatomy, a mountebank, a threadbare juggler and a fortune teller, a needy hollow-ey'd, sharp-looking wretch, a living-dead man. This pernicious slave gazes in your eyes, feels your pulse, and cries out that you are possess'd. You are taken away... !MESSAGE SMITHTAKE The goldsmith takes back the chain. !MESSAGE SMITHDUCK The goldsmith takes your ducats in payment. !MESSAGE SPDIE A spirit emerges from the vasty deep, sees you totally unprotected, and pushes you down into the depths in its place. !MESSAGE SPOTMESS Isn't that the name of Lady Macbeth's dog? !MESSAGE SQUOTE The scroll bears the following message: !SWITCH SQ0 SQ0 SQ2 SQ3 SQ4 SQ5 SQ6 SQ7 SQ8 SQ9 !MESSAGE SQ0 'By indirections find directions out.' !MESSAGE SQ2 'What do you read, my lord? Words, words, words.' !MESSAGE SQ3 'Though this be madness, yet there is method in 't.' !MESSAGE SQ4 'I am constant as the northern star Of whose true fixed and resting quality There is no fellow in the firmament.' !MESSAGE SQ5 'But look, the morn, in russet mantle clad, walks o'er the dew of yon high eastern hill.' !MESSAGE SQ6 'When the wind is southerly I know a hawk from a handsaw.' !MESSAGE SQ7 'Then westward ho! Grace and good disposition attend your ladyship!' !MESSAGE SQ8 'You yourself, sir, should be old as I am, if, like a crab, you could go backward.' !MESSAGE SQ9 'I am but mad north-northwest.' !MESSAGE STAYBASK Do you wish to spend any more time cooped up in the basket? !MESSAGE STRANGLEMESS A wild-eyed Moorish gentleman jumps at you from the shadows with a cry of "Thou art to die!" He's right. In fact he strangles you. !MESSAGE SUDDENLY Suddenly you hear sounds of people entering the room. They pick up the laundry basket, with you inside it, and carry it off. After a while there is a mighty SPLOSH! and you are tossed into the river. !MESSAGE SURPLOCK Surprisingly they keep the gaol locked here. !MESSAGE TALEMESS Shall I a tale unfold? !MESSAGE TERSE0MESS O.K. Only short descriptions from now on. !MESSAGE TERSE1MESS O.K. Standard descriptions from now on. !MESSAGE TERSE2MESS O.K. Long descriptions always from now on. !MESSAGE TEXTMESS @x31 !MESSAGE THAMIS What e'er it be, 'tis wondrous heavy, but you wrench it open straight. If the sea's stomach be o'ercharged with gold, 'tis a good constraint of fortune it belches upon you. O most potent gods! What's here? A corse! Shrouded in cloth of state, balm'd and entreasur'd with spices. She is alive, she moves. You manage to help pull her out before the chest is again pulled away from you by the waves. Her name is Thamis, and she leaves you the spices in gratitude before departing to seek her lost family. !MESSAGE THANKMESS O @x31, @x31! Wherefore art thou @x31? What's in a name? that which we call a rose by any other name would smell as sweet. Thank you. !MESSAGE THETALE One day, after watching (or perhaps reading) too many Shakespeare plays, you find yourself wandering around a wondrously enchanted land. Here they use a richer language than is usual and you come across scenes which may remind you of certain Shakespearean plays. How you are going to return successfully to the present day is something that you will have to find out for yourself but it may be worthwhile to keep any valuables you come across. An exhaustive knowledge of the Shakespearean canon is not necessary, as in most cases just the problems rather than the solutions are pinched from Shakespeare. Hints are probably available from JRP1 if you get completely stuck. For more basic advice, type HELP. !MESSAGE THROWAWAY Into the depths you throw the @x33. !MESSAGE TIPASP The vase contained an asp, which you tip onto the ground, where it lies squirming. !MESSAGE TODUNS The stone says 'To Dunsinane'. !MESSAGE TOESAVE The frog's toe that you ate gives you tremendous swimming ability: the torrent roars and you do buffet it, with lusty sinews, throwing it aside. You are able to struggle to land, narrowly escaping being swept over a waterfall. !MESSAGE TOGAOLMESS The guards arrest you as you attempt to leave the town, claiming that you stole a loaf of bread from somebody. You are sent directly to gaol (& do not collect 200 pounds.) !MESSAGE TOODARK It is growing dark... too dark to see with the naked eye. !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 TOOPRICKLY The porpentine is too prickly and you find it impossible to grasp it. !MESSAGE TOOSOLID You feel very warm. !MESSAGE TRANSFORM Suddenly ... a charm is thrown! O monstrous! O strange! Thou art changed! Bless thee! Thou art translated! To put it bluntly, you seem to have had an ass's head put on you. !MESSAGE TRYLATER A maid then enters, invites you to try your luck again later and withdraws again. !MESSAGE TWANG You give the strings a twang, but nothing unexpected happens. !MESSAGE UNABLEOPEN The chest resists your efforts and you are unable to remove the final seal. !MESSAGE UNEASY You rather feel that uneasy lies the head that wears a crown, and soon remove it. !MESSAGE UNHELPFUL A man in courtly dress enters at your summoning. You explain the nature of your Adventures in Arden. He greets you warmly and serves you with a drink, saying that he wished he could help you in some other way. This seems not to be the case, so he leaves. !MESSAGE VAR0M @x34 !MESSAGE VASEJERK The vase you are carrying suddenly seems to jerk of its own accord. !MESSAGE VASTFALL You throw yourself boldly into the vasty deep. !MESSAGE WAKEHARRY The cry of MORTIMER! arouses the sleeping man; in the undergrowth you hear a disturbance and see a green and gilded snake, which was waiting to wreath itself about his neck, slip away with indented glides. The man is grateful to you for waking him in so timely a fashion and says "Should you ever be in the tavern, call for my !SWITCH MNULL WAKEH1 WAKEH2 WAKEH3 WAKEH4 !MESSAGE WAKEH1 friend Costard!" He then loses himself in the forest. !MESSAGE WAKEH2 friend Scroop!" He then loses himself in the forest. !MESSAGE WAKEH3 friend Nym!" He then loses himself in the forest. !MESSAGE WAKEH4 friend Parolles!" He then loses himself in the forest. !MESSAGE WASHFACE You solemnly wash your face. !MESSAGE WASHIT You solemnly wash the @x33. !MESSAGE WASHPAW You wash your hands (which weren't dirty). !MESSAGE WASHPAW2 With the aid of the dog's tongue you manage to remove the smell of blood from your hands. !MESSAGE WATCHBAR The watchman will not let you pass. !MESSAGE WATCHQUILL You grab the porpentine, despite its prickliness, and hurl it at the watchman. The creature darts its quills fretfully at him, and he struggles to shake it off. You seize on the opportunity to dash past him, just evading a falling portcullis, and run down a passage to find that... !MESSAGE WHATBASK What do you want to put into the basket? !MESSAGE WHATNAME Since you are fast achieving greatness, what name would you wish to go under? !MESSAGE WHICHDAU "To which of my daughters, Regan, Goneril and Cordelia, shall I leave the largest share of my kingdom?" demands the king. !MESSAGE WHICHFIRST Make your choice. Which casket will ye open first? !MESSAGE WHICHNEXT Choose again. Which casket will ye open now? !MESSAGE WHICHOBJ Which object will you take? !MESSAGE WINBOUT You and Sir John Falstaff enter into the drinking contest. Your training (eating a loaf of bread) stands you in good stead. "O monstrous! but one half-pennyworth of bread to this intolerable deal of sack!" gasp the spectators, as you drink Sir John under the table. The landlady, one Mistress Quickly, calls for a celebration, that anyone should take from Sir John the drinking championship of Eastcheap. A case of the finest Malmsey is carried in from a nearby room and you all carouse merrily. Eventually you are pushed into the street in a state of intoxication, where you awake to see that... !MESSAGE WITCHBAD The witches vanish, cursing. Let this pernicious hour stand accursed in the calendar! !MESSAGE WITCHGO 'Tis done. The witches have vanish'd into the air and what seemed corporeal melted as breath into the wind. !MESSAGE WITCHGO2 In return, the witches leave you the contents of their cauldron. !SWITCH WITCHGO !MESSAGE WITHSOCKS With the aid of Malvolio's yellow stockings you succeed in grasping the porpentine. It then fastens itself to your shoulder. !MESSAGE WOODSTOP Suddenly the wood stops its motion. However the path you took is blocked once more. !MESSAGE WORMUGH I wouldn't eat that, especially when you know where it came from! !MESSAGE WTGPORT The lady Portia picks up her caskets and leaves, murmuring "Sweet, adieu." !MESSAGE YOUCANCALL The sign says: "YOU CAN CALL SPIRITS FROM THE VASTY DEEP. BUT WILL THEY COME WHEN YOU DO CALL FOR THEM?" !MESSAGE YOUSHOOT You shoot your arrow into the distance. !END