/ NIDUS / (c) Copyright Adam Atkinson, but freely distributable / / Game may be converted to any authoring language if no profit is involved. / / To quote the author: / "Beware: this is NOT a good game. I wrote it in 2 weeks and spent about / another 4 debugging it. It should only be played by people who have / done every other Phoenix game there is and want to be completists." / ******************** jrp1.ajfa1.nid:INIT ******************** !VAR STRENGTH 7 !VAR OBJHELD 0 !VAR SCORE 0 !VAR BUGPAUSE 2 !VAR LUNGPAUS 2 !VAR AMALV 2 !VAR DARKMOVE 3 !VAR BINDINGS 16 !PROP COLROOMB LIGHT !PROP COLROOMC LIGHT !PROP GRANITE NOTAKE !STATE GRANITE 1 !PROP LIFT UP !PROP BASALT NOTAKE !PROP LENS PATHLONG !PROP COLUMN PATHLONG !PROP FRIAR PATHLONG !PROP RING CANWEAR !PROP PIGLET ALIVE !PROP PICTURE NOTAKE !PROP PIGS ALIVE PLURAL NOTAKE !PROP KNIGHT ALIVE NOTAKE !PROP GIBBON ALIVE !PROP LEMUR ALIVE !PROP VOLE ALIVE CANWEAR !PROP CREEPER ALIVE !PROP PLAYER ALIVE !PROP HEALER ALIVE NOTAKE MAN !PROP INSECT ALIVE NOTAKE !PROP ORGPORT LIGHT !PROP COLLECTR ALIVE NOTAKE MAN !PROP PEARLS INVIS NOTAKE PLURAL !PROP OAK ALIVE !PROP STAR NOTAKE !PROP SIGN NOTAKE !PROP DESK NOTAKE !PROP BAG CONTAINS !PROP SACK CONTAINS !PROP BOX CONTAINS !PROP TRUNK CONTAINS !PROP PLAYER CONTAINS !PROP TORCH LIGHT !PROP CHAOS1 DROPLOSE LIGHT !PROP CHAOS2 DROPLOSE LIGHT !PROP CHAOS3 DROPLOSE LIGHT !PROP TOTCHAOS DROPLOSE LIGHT !PROP COLLROOM LIGHT !PROP COLROOMA LIGHT !PROP PERLRM LIGHT !PROP RINGRM LIGHT !PROP KAOSNEAR LIGHT !PROP BOXROOM LIGHT !PROP TAPROOM LIGHT !PROP TEAROOM LIGHT !PROP LEMRM LIGHT !PROP HEALRM LIGHT !PROP AUDIENCE LIGHT !PROP LIGHTRM LIGHT !PROP TALISMAN LIGHT !PROP NIDUSRM LIGHT !PROP M1 LIGHT !PROP M2 LIGHT !PROP M3 LIGHT !PROP M4 LIGHT !PROP M5 LIGHT !PROP M11 LIGHT !PROP M12 LIGHT !PROP M13 LIGHT !PROP M14 LIGHT !PROP M15 LIGHT !PROP M16 LIGHT !PROP GUARD ALIVE NOTAKE !PROP COKHERR ALIVE NOTAKE !PROP FLAMER ALIVE NOTAKE !PROP FONT NOTAKE !PROP EARS NOTAKE ALIVE !PROP MUNGLE NOTAKE SHOUT SCREAM ANNOUNCE CHANT COMMENT DECLAIM INCANT MURMUR MUTTER RECITE SING WHISPER INVOKE SAY !PROP SNODE NOTAKE SING INVOKE SAY !PROP MIQUE NOTAKE COMMENT INCANT WHISPER SAY !PROP NYZTH NOTAKE CHANT RECITE SING SAY !PROP LIIOK NOTAKE SHOUT INCANT SING SAY !PROP EEDUL NOTAKE MUTTER RECITE SAY !PROP SERQE NOTAKE INCANT SING SAY !PROP HQXKF NOTAKE MURMUR SING SAY !PROP GOMBE NOTAKE SING SAY !PROP POMYN NOTAKE MURMUR !PROP YUFTO NOTAKE INCANT SING !PROP GRAFFITI NOTAKE !POSSESSIONS LIFT GRANITE BASALT !PROP BUGROOM LIGHT !PROP PIGROOM LIGHT !POSSESSIONS PIGROOM PIGS !POSSESSIONS STONERM COLUMN !POSSESSIONS TEAROOM GIBBON FOOD !PROP FLUTROOM LIGHT !POSSESSIONS FLUTROOM FLUTE FURNITURE !POSSESSIONS HEALRM HEALER !PROP HEALANTE LIGHT !POSSESSIONS HEALANTE SIGN !POSSESSIONS BUGROOM INSECT !POSSESSIONS PRISON1 CREEPER !POSSESSIONS KNIGROOM KNIGHT !POSSESSIONS BOXROOM BOX SACK TRUNK BAG BAT FRIAR NEEDLE BOOK TORCH HUMBUG ROBE CHARIOT KOALA !POSSESSIONS RINGRM RING !POSSESSIONS PRISENTR DOOR !POSSESSIONS LEMRM LEMUR !POSSESSIONS COLLROOM COLLECTR DESK !POSSESSIONS TAPROOM THREAD PLAYER !POSSESSIONS HOOG2RM PICTURE !POSSESSIONS HOOGRM OAK !POSSESSIONS LIGHTRM GUARD !POSSESSIONS STORE CAN !POSSESSIONS PERLRM PEARLS !POSSESSIONS DARKPAS TRANSLATOR !POSSESSIONS TRANSLATOR STAR !POSSESSIONS NIDUSRM FLAMER !POSSESSIONS LIFTB COKHERR !POSSESSIONS M1 MUNGLE !POSSESSIONS M2 SNODE !POSSESSIONS M3 LIIOK !POSSESSIONS M4 MIQUE !POSSESSIONS M5 NYZTH !POSSESSIONS M11 SERQE !POSSESSIONS M12 HQXKF !POSSESSIONS M13 GOMBE !POSSESSIONS M14 POMYN !POSSESSIONS M15 YUFTO !POSSESSIONS M16 SHELF !POSSESSIONS KOALA EARS !POSSESSIONS COLROOMC GRAFFITI !PROP FRAGMENTS NOTAKE !PROP PATRM LIGHT !PROP DOOR NOTAKE !PROP SHELF NOTAKE !PROP FOOD NOTAKE !PROP FLOWER LIGHT !POSSESSIONS ORGPORT RUNES PORTAL !PROP RUNES NOTAKE !PROP PORTAL NOTAKE INVIS !END ******************** jrp1.ajfa1.nid:STAT ******************** !PRECOMMAND PREPROG !POSTCOMMAND POSTPROG !WELCOME WELCPROG !PROPERTY LIGHT 0 !PROPERTY INVIS 1 !PROPERTY HIDING 2 !PROPERTY VISITED 1 !PROPERTY DISORIENT 2 !PROPERTY NOTAKE 3 !PROPERTY BITTEN 4 !PROPERTY ALIVE 5 !PROPERTY PLURAL 6 !PROPERTY ODDCONTS 7 !PROPERTY CONTAINS 8 !PROPERTY USEDUP 9 !PROPERTY DROPLOSE 10 !PROPERTY CANWEAR 11 !PROPERTY MAN 12 !PROPERTY PATHLONG 13 !PROPERTY UP 14 !PROPERTY SHOUT 0 !PROPERTY SCREAM 2 !PROPERTY ANNOUNCE 4 !PROPERTY CHANT 5 !PROPERTY COMMENT 6 !PROPERTY DECLAIM 7 !PROPERTY INCANT 8 !PROPERTY MURMUR 9 !PROPERTY MUTTER 10 !PROPERTY RECITE 11 !PROPERTY SING 12 !PROPERTY WHISPER 13 !PROPERTY INVOKE 14 !PROPERTY SAY 15 !DIRECTION B !DIRECTION D !DIRECTION E !DIRECTION N !DIRECTION NE !DIRECTION NW !DIRECTION S !DIRECTION SE !DIRECTION SW !DIRECTION U !DIRECTION W !SPECIAL ALLSPEC !SPECIAL INVSPEC !VARIABLE VAR0 !VARIABLE VAR1 !VARIABLE VAR2 !VARIABLE VAR3 !VARIABLE SCORE !VARIABLE OBJHELD !VARIABLE STRENGTH !VARIABLE CREEDARK !VARIABLE ORIG !VARIABLE DEST !VARIABLE FUDGE !VARIABLE FUDGE2 !VARIABLE MESS !VARIABLE THERE !VARIABLE BACK !VARIABLE SWELTIME !VARIABLE HUMCOUNT !VARIABLE TRANTIME !VARIABLE BUGPAUSE !VARIABLE LUNGPAUS !VARIABLE WRONGBIT !VARIABLE TEADONE !VARIABLE AMALV !VARIABLE DARKMOVE !VARIABLE BINDINGS !VARIABLE YODONE !VARIABLE YEDONE !VARIABLE SPCUR !VARIABLE SPNUM !VARIABLE CALLDONE !VARIABLE CRYDONE !VARIABLE INTDONE !VARIABLE PRODONE !VARIABLE KNOCKS !VARIABLE EXCDONE !SPECIAL SELFSPEC !SPECIAL MAGSPEC !SPECIAL MANSPEC !SPECIAL DRINKSPEC !SPECIAL LYPSPEC !SPECIAL TEASPEC !SPECIAL TONKSPEC !SPECIAL SPELSPEC !TEXTVAR !OBJECT PLAYER HOLDING HOLDING HOLDING !OBJECT INSECT BUGMES1 BUGMES2 BUGMES2 !OBJECT CAN CANMES1 CANMES2 CANMES2 !OBJECT TALISMAN TALMES1 TALMES2 TALMES2 !OBJECT RING RINGMES1 RINGMES2 RINGMES2 !OBJECT PEARLS PERLMES1 PERLMES2 PERLMES2 !OBJECT THREAD THREAD1 THREAD2 THREAD2 !OBJECT NEEDLE NEEDMES1 NEEDMES2 NEEDMES3 !OBJECT NECKLACE LACEMES1 LACEMES2 LACEMES2 !OBJECT PIGS PIGMES1 PIGMES1 PIGMES1 !OBJECT PIGLET PIGMES3 PIGMES4 PIGMES4 !OBJECT LEMUR LEMMES1 LEMMES2 LEMMES2 !OBJECT KNIGHT KNIGMES1 KNIGMES1 KNIGMES1 !OBJECT CREEPER CREEP1 CREEP2 CREEP2 !OBJECT FLUTE FLUTMES1 FLUTMES2 FLUTMES2 !OBJECT BAG BAGMES1 BAGMES2 BAGMES3 !OBJECT BAT BATMES1 BATMES2 BATMES3 !OBJECT SACK SACKMES1 SACKMES2 SACKMES3 !OBJECT BOX BOXMES1 BOXMES2 BOXMES3 !OBJECT TRUNK TRUNK1 TRUNK2 TRUNK3 !OBJECT BOOK BOOKMES1 BOOKMES2 BOOKMES3 !OBJECT TORCH TORMES1 TORMES2 TORMES3 !OBJECT HUMBUG HUMBMES1 HUMBMES2 HUMBMES3 !OBJECT ROBE ROBMES1 ROBMES2 ROBMES3 !OBJECT BALL BALLMES1 BALLMES2 BALLMES3 !OBJECT CHARIOT CHARMES1 CHARMES2 CHARMES3 !OBJECT KOALA KOALMES1 KOALMES2 KOALMES3 !OBJECT SIGN SIGNMES1 MNULL MNULL !OBJECT HEALER HEALER1 MNULL MNULL !OBJECT COLLECTR COLMES1 MNULL MNULL !OBJECT DESK MNULL MNULL MNULL !OBJECT VOLE VOLEMES1 VOLEMES2 VOLEMES2 !OBJECT TRANSLATOR TRANMES1 TRANMES2 TRANMES2 !OBJECT OAK OAKMESS1 OAKMESS2 MNULL !OBJECT GIBBON GIBBMES1 GIBBMES2 GIBBMES3 !OBJECT PICTURE PICTMES1 MNULL MNULL !OBJECT FONT FONTMES1 MNULL MNULL !OBJECT FURNITURE MNULL MNULL MNULL !OBJECT STAR MNULL MNULL MNULL !OBJECT GUARD GARDMES1 MNULL MNULL !OBJECT DOOR MNULL MNULL MNULL !OBJECT FOOD MNULL MNULL MNULL !OBJECT LENS LENSMES1 LENSMES2 MNULL !OBJECT AMALRIK MNULL MNULL MNULL !OBJECT COLUMN MATER1 MATER2 MNULL !OBJECT FRIAR FRY1 FRY2 FRY3 !OBJECT GRANITE GRANMES MNULL MNULL !OBJECT BASALT BASMES MNULL MNULL !OBJECT MUNGLE MUNG1 MNULL MNULL !OBJECT SNODE SNOD1 MNULL MNULL !OBJECT MIQUE MIQU1 MNULL MNULL !OBJECT NYZTH NYZT1 MNULL MNULL !OBJECT LIIOK LIIO1 MNULL MNULL !OBJECT EEDUL EEDU1 MNULL MNULL !OBJECT SERQE SERQ1 MNULL MNULL !OBJECT HQXKF HQXK1 MNULL MNULL !OBJECT GOMBE GOMB1 MNULL MNULL !OBJECT POMYN POMY1 MNULL MNULL !OBJECT YUFTO YUFT1 MNULL MNULL !OBJECT OLDVERB MNULL MNULL MNULL !OBJECT COKHERR COKE1 MNULL MNULL !OBJECT FLAMER FLAMES1 MNULL MNULL !OBJECT EARS MNULL MNULL MNULL !OBJECT FRAGMENTS FRAG1 MNULL MNULL !OBJECT GRAFFITI GRAF1 MNULL MNULL !OBJECT SHELF SHELFM1 MNULL MNULL !OBJECT RUNES MNULL MNULL MNULL !OBJECT PORTAL MNULL MNULL MNULL !OBJECT WATER MNULL MNULL MNULL !OBJECT FLOWER FLOWM1 FLOWM2 MNULL !ROOM PIGROOM PIGRM1 PIGRM2 !ROOM HEALANTE ANTEMES1 ANTEMES2 !ROOM HEALRM HEALRM1 HEALRM2 !ROOM BUGROOM BUGRM1 BUGRM2 !ROOM PRISON1 PRISMES1 PRISMES2 !ROOM CHAOS1 CHAOS11 CHAOS12 !ROOM CHAOS2 CHAOS21 CHAOS22 !ROOM CHAOS3 CHAOS31 CHAOS32 !ROOM KNIGROOM KNIGRM1 KNIGRM2 !ROOM PATRM PATMES1 PATMES2 !ROOM BOXROOM BOXROOM1 BOXROOM2 !ROOM TEAROOM TEARM1 TEARM2 !ROOM ORGPORT PORTAL1 PORTAL2 !ROOM NIDUSRM NIDMES1 NIDMES2 !ROOM RINGRM RINGRM1 RINGRM2 !ROOM LEMRM LEMRM1 LEMRM2 !ROOM PRISENTR PRISCOR1 PRISCOR2 !ROOM DARKDEN DARKDEN1 DARKDEN2 !ROOM DARKVILL DVILMES1 DVILMES2 !ROOM COLLROOM COLRM1 COLRM2 !ROOM COLROOMA COLA1 COLA2 !ROOM COLROOMB COLB1 COLB2 !ROOM COLROOMC COLC1 COLC2 !ROOM TAPROOM TAPRM1 TAPRM2 !ROOM PASSA PASSA1 PASSA2 !ROOM DARKPAS DARKPAS1 DARKPAS2 !ROOM KAOSNEAR KAOS1 KAOS2 !ROOM TOTCHAOS TOTAL1 TOTAL2 !ROOM HOOGRM HOOGRM1 HOOGRM2 !ROOM HOOG2RM HOOG2RM1 HOOG2RM2 !ROOM SMOKERM SMOKERM1 SMOKERM2 !ROOM STORE STOREM1 STOREM2 !ROOM AUDIENCE AUDMES1 AUDMES2 !ROOM UNDTHRON UNDTHR1 UNDTHR2 !ROOM LIGHTRM LIGHTRM1 LIGHTRM2 !ROOM FLUTROOM FLUTRM1 FLUTRM2 !ROOM PERLRM PERLRM1 PERLRM2 !ROOM STONERM STONERM1 STONERM2 !ROOM LIFTA LIFTA1 LIFTA2 !ROOM LIFTB LIFTB1 LIFTB2 !ROOM LIFTC LIFTC1 LIFTC2 !ROOM LIFTD LIFTD1 LIFTD2 !ROOM LIFT LIFT1 LIFT2 !ROOM M1 MAZEMESS MAZEMESS !ROOM M2 MAZEMESS MAZEMESS !ROOM M3 MAZEMESS MAZEMESS !ROOM M4 MAZEMESS MAZEMESS !ROOM M5 MAZEMESS MAZEMESS !ROOM M11 MAZEMESS MAZEMESS !ROOM M12 MAZEMESS MAZEMESS !ROOM M13 MAZEMESS MAZEMESS !ROOM M14 MAZEMESS MAZEMESS !ROOM M15 MAZEMESS MAZEMESS !ROOM M16 MAZEMESS MAZEMESS !EXIT PIGROOM D LEMRM E BUGROOM PIGPROG S FLUTROOM PIGPROG !EXIT HEALANTE E HEALRM HEALMOVE W ORGPORT PORTPROG SE PATRM !EXIT PASSA E DARKPAS NW LEMRM !EXIT DARKPAS E DARKVILL W PASSA !EXIT HEALRM W HEALANTE SE PATRM !EXIT BUGROOM W PIGROOM BUGPROG !EXIT KNIGROOM N CHAOS3 !EXIT PRISON1 W PRISENTR !EXIT CHAOS1 N KAOSNEAR S CHAOS2 PATHPROG E TOTCHAOS KAOSPROG W TOTCHAOS KAOSPROG NE TOTCHAOS KAOSPROG NW TOTCHAOS KAOSPROG SW TOTCHAOS KAOSPROG SE TOTCHAOS KAOSPROG U TOTCHAOS KAOSPROG D TOTCHAOS KAOSPROG !EXIT CHAOS2 N CHAOS1 S CHAOS3 PATHPROG E TOTCHAOS KAOSPROG W TOTCHAOS KAOSPROG NE TOTCHAOS KAOSPROG NW TOTCHAOS KAOSPROG SW TOTCHAOS KAOSPROG SE TOTCHAOS KAOSPROG U TOTCHAOS KAOSPROG D TOTCHAOS KAOSPROG !EXIT CHAOS3 N CHAOS2 S KNIGROOM PATHPROG E TOTCHAOS KAOSPROG W TOTCHAOS KAOSPROG NE TOTCHAOS KAOSPROG NW TOTCHAOS KAOSPROG SW TOTCHAOS KAOSPROG SE TOTCHAOS KAOSPROG U TOTCHAOS KAOSPROG D TOTCHAOS KAOSPROG !EXIT PATRM NW HEALANTE !EXIT TEAROOM S COLROOMB !EXIT ORGPORT E HEALANTE PORTPROG U LEMRM !EXIT RINGRM W COLROOMC !EXIT LEMRM NE TAPROOM U PIGROOM SE PASSA D ORGPORT S PRISENTR W KAOSNEAR !EXIT PRISENTR E PRISON1 PRISPROG N LEMRM SW STONERM !EXIT DARKDEN U DARKVILL E LIFTA ZOGPROG !EXIT DARKVILL D DARKDEN DENPROG W DARKPAS !EXIT COLLROOM NW COLROOMA N COLROOMB NE COLROOMC S TAPROOM D PERLRM !EXIT COLROOMA SE COLLROOM !EXIT COLROOMB N TEAROOM S COLLROOM !EXIT COLROOMC E RINGRM SW COLLROOM !EXIT TAPROOM N COLLROOM SW LEMRM !EXIT KAOSNEAR S CHAOS1 E LEMRM NW BOXROOM BOXMOVE !EXIT HOOGRM NE HOOG2RM !EXIT HOOG2RM W HOOGRM !EXIT SMOKERM E STORE N AUDIENCE S AUDIENCE W UNDTHRON !EXIT UNDTHRON E SMOKERM !EXIT STORE W SMOKERM !EXIT FLUTROOM N PIGROOM !EXIT PERLRM U COLLROOM !EXIT STONERM NE PRISENTR !EXIT LIFTA E LIFT !EXIT LIFTB W LIFT COKEMOVE !EXIT LIFTC E LIFT !EXIT LIFTD W LIFT E LEMRM PLUMPROG !EXIT LIFT W LIFTA LIFTPRG1 E LIFTD LIFTPRG2 !EXIT M1 N M2 E M3 S M4 W M5 NE M3 SE M2 NW M5 U M2 D M2 !EXIT M2 N M4 E M4 S M1 W M15 FIFTPROG NE M3 SW M1 U M4 D M3 !EXIT M3 E M2 S M4 W M1 NE M5 SE M5 SW M11 SIXPROG NW M2 D M1 !EXIT M4 N M1 E M3 S M2 W M5 SE M5 NE M16 SIXTPROG NW M1 U M5 D M2 !EXIT M5 N M2 E M13 TENPROG NE M1 SE M4 NW M2 U M1 D M4 !EXIT M11 N M2 E M4 S M5 W M12 NE M13 SE M1 SW M4 NW M12 D M1 !EXIT M12 N M2 E M13 S M16 SXTPRG W M11 NE M2 SE M3 SW M3 U M14 FRTNPROG D M13 !EXIT M13 E M5 S M4 W M12 NE M1 SE M5 SW M11 NW M2 U M2 D M11 !EXIT M14 N M15 S M11 W M13 NE M12 SW M3 NW M4 U M15 D M1 !EXIT M15 N M13 E M14 S M11 SE M1 SW M14 NW M12 U M12 D M11 !EXIT M16 N M11 E M13 S M4 W M4 NE M2 SE M1 SW M3 NW M5 U M15 D M14 !INSTRUCTIONS AMALPROG: PRINT IDIOT GO DIEPROG ANPROG: SKIP IF M W2SP SPELSPEC GO SAYPROG SKIP IF R ()R EQ (PLAYER)R PRINTRET DONTREM SKIP IF P ANNOUNCE ()O PRINTRET FUMBLY SKIP2 UNLESS P ANNOUNCE OLDVERB PRINT ZAPPED GO DIEPROG SET ANNOUNCE OLDVERB RESOLVE SPCUR ()O GOSUB SPELSUB LOAD V VAR3 V SPNUM MOVE ()O WITH DESTROY SUB V BINDINGS I 1 ADD V SCORE I 2 PRINT ANNOMES VAR3 GO SEQUENCE BOXMOVE: SKIP4 IF S BOXROOM EQ 1 MOVE PLAYER WITHOUT TO KAOSNEAR LOAD V OBJHELD I 0 PRINT BOXDROP RETURN PRINT GONEMESS RETURN DEST KAOSNEAR BRUTPROG: SKIP IF M W2SP TEASPEC RETURN RETRY NONE CANT SKIP IF V TEADONE EQ 0 PRINTRET NOTHAPPEN SKIP IF V TRANTIME EQ 1 GO BRUTE2 PRINT INTERFER SKIP2 UNLESS R (PLAYER)R EQ AUDIENCE MOVE LENS WITH TO PLAYER PRINT POWINTER LOAD V TRANTIME I 0 MOVE PLAYER WITH TO TEAROOM MOVE PLAYER WITHOUT TO (BACK)R LOAD V TEADONE I 1 LOAD V OBJHELD I 0 RETURN BRUTE2: SKIP3 IF R (PLAYER)R EQ PERLRM SKIP UNLESS R (PLAYER)R EQ LEMRM PRINTRET TWILWOBB PRINTRET WOBBLE SKIP UNLESS S PERLRM EQ 2 PRINTRET WOBBLE PRINTRET PERLWOBB CALLPROG: SKIP IF M W2SP SPELSPEC GO SAYPROG SKIP IF R ()R EQ (PLAYER)R PRINTRET DONTREM SKIP2 IF V CALLDONE EQ 0 PRINT ZAPPED GO DIEPROG SKIP3 IF R ()O EQ MIQUE SKIP2 IF R ()O EQ GOMBE SKIP IF R ()O EQ LIIOK PRINTRET FUMBLY LOAD V CALLDONE I 1 RESOLVE SPCUR ()O GOSUB SPELSUB LOAD V VAR3 V SPNUM MOVE ()O WITH DESTROY SUB V BINDINGS I 1 ADD V SCORE I 2 PRINT CALLMES VAR3 GO SEQUENCE CASTPROG: SKIP UNLESS M W2SP SPELSPEC PRINTRET BUTHOW GO THROWPROG CATCHPROG: SKIP IF R (PLAYER)R EQ ()R PRINTRET DONTSEE SKIP UNLESS R ()O EQ PEARLS PRINTRET TOOFAST SKIP2 UNLESS P ALIVE ()O SKIP IF R ()O EQ OAK GO TAKEPROG PRINTRET CANTCATC CHPROG: SKIP IF M W2SP SPELSPEC GO SAYPROG SKIP IF R ()R EQ (PLAYER)R PRINTRET DONTREM SKIP IF P CHANT ()O PRINTRET FUMBLY SKIP2 UNLESS P CHANT OLDVERB PRINT ZAPPED GO DIEPROG SET CHANT OLDVERB RESOLVE SPCUR ()O GOSUB SPELSUB LOAD V VAR3 V SPNUM MOVE ()O WITH DESTROY SUB V BINDINGS I 1 ADD V SCORE I 2 PRINT CHANMES VAR3 GO SEQUENCE CLEANPROG: SKIP IF H ()O PLAYER PRINTRET NOTHELD SKIP UNLESS S RING EQ 2 GO ZAPPROG SKIP3 IF R ()O EQ TRANSLATOR SKIP IF R ()O EQ ROBE PRINTRET NOTNEED GO CLEAN2 SKIP IF S TRANSLATOR EQ 0 PRINTRET NOTNEED CLEANSTAR: MOVE STAR WITH DESTROY LOAD S TRANSLATOR I 1 PRINTRET RODCLEAN CLEAN2: SKIP IF R (PLAYER)R EQ (FONT)R PRINTRET CANTCLEAN SKIP IF S ROBE EQ 0 PRINTRET NOTNEED PRINT ROBEWASH ADD V SCORE I 10 LOAD S ROBE I 1 RETURN CLOSEPRG: SKIP IF R ()R EQ (PLAYER)R PRINTRET DONTSEE SKIP UNLESS S RING EQ 2 GO ZAPPROG SKIP IF R ()O EQ CAN GO CLOSPRG2 SKIP IF S CAN EQ 1 PRINTRET ALRCLOS LOAD S CAN I 0 RETURN CLOSPRG2: SKIP2 IF R ()O EQ GRANITE SKIP IF R ()O EQ BASALT GO CLOS4 SKIP IF S ()O EQ 1 PRINTRET ALRCLOS LOAD S ()O I 0 COMP UP LIFT PRINTRET THUDMES CLOS4: SKIP UNLESS P CONTAINS ()O PRINTRET NOLID PRINTRET CANTCLOS COKEMOVE: SKIP IF R (COKHERR)R EQ LIFTB RETURN RETURN ABORT COPROG: SKIP IF M W2SP SPELSPEC GO SAYPROG SKIP IF R ()R EQ (PLAYER)R PRINTRET DONTREM SKIP IF P COMMENT ()O PRINTRET FUMBLY SKIP2 UNLESS P COMMENT OLDVERB PRINT ZAPPED GO DIEPROG SET COMMENT OLDVERB RESOLVE SPCUR ()O GOSUB SPELSUB LOAD V VAR3 V SPNUM MOVE ()O WITH DESTROY SUB V BINDINGS I 1 ADD V SCORE I 2 PRINT COMMES VAR3 GO SEQUENCE CRYPROG: SKIP IF M W2EX PRINTRET WEEPMES SKIP IF M W2SP SPELSPEC GO SAYPROG SKIP IF R ()R EQ (PLAYER)R PRINTRET DONTREM SKIP2 IF V CRYDONE EQ 0 PRINT ZAPPED GO DIEPROG SKIP IF R ()O EQ SNODE PRINTRET FUMBLY LOAD V CRYDONE I 1 RESOLVE SPCUR ()O GOSUB SPELSUB LOAD V VAR3 V SPNUM MOVE ()O WITH DESTROY SUB V BINDINGS I 1 ADD V SCORE I 2 PRINT CRYMES VAR3 GO SEQUENCE DEPROG: SKIP IF M W2SP SPELSPEC GO SAYPROG SKIP IF R ()R EQ (PLAYER)R PRINTRET DONTREM SKIP IF P DECLAIM ()O PRINTRET FUMBLY SKIP2 UNLESS P DECLAIM OLDVERB PRINT ZAPPED GO DIEPROG SET DECLAIM OLDVERB RESOLVE SPCUR ()O GOSUB SPELSUB LOAD V VAR3 V SPNUM MOVE ()O WITH DESTROY SUB V BINDINGS I 1 ADD V SCORE I 2 PRINT DECLMES VAR3 GO SEQUENCE DENPROG: SKIP2 UNLESS H TORCH PLAYER PRINT EXPLODE GO DIEPROG SKIP2 UNLESS P VISITED LIFT PRINT BLOCKED RETURN ABORT RETURN DIGPROG: PRINTRET NODIG DRESPROG: SKIP IF M W2EX PRINTRET ALRDRES SKIP IF R (PLAYER)R EQ ()R PRINTRET DONTSEE SKIP UNLESS S RING EQ 2 GO ZAPPROG SKIP UNLESS R ()O EQ FRIAR PRINTRET CANTFIND SKIP IF P ALIVE ()O PRINTRET CANTDRES PRINTRET NONEED DRINKPROG: SKIP UNLESS M W2EX PRINTRET CANTDRINK PRINTRET NODRINK DROPSUB: MOVE (VAR0)O WITH TO (PLAYER)R SUB V OBJHELD I 1 SKIP UNLESS R (VAR0)O EQ VOLE LOAD S VOLE I 0 SKIP UNLESS P DROPLOSE (PLAYER)R GOSUB LOSEPROG SKIP2 UNLESS R (VAR0)O EQ ROBE SKIP UNLESS R (PLAYER)R EQ BOXROOM LOAD S ROBE I 0 SKIP UNLESS R (VAR0)O EQ RING LOAD S RING I 0 RETURN DROPPROG: SKIP IF M W2EX GO DROPFIRST SKIP UNLESS M W2SP ALLSPEC GO DROPALL SKIP IF M W2OB RETURN RETRY NONE CANT SKIP IF H ()O PLAYER PRINTRET NOTHELD RESOLVE VAR0 ()O GOSUB DROPSUB SKIP4 UNLESS R (PLAYER)R EQ BOXROOM SKIP UNLESS R ()O EQ ROBE LOAD S ROBE I 0 SKIP UNLESS R ()O EQ KOALA LOAD S KOALA I 0 PRINTRET OKMESS DROPFIRST: RESOLVE VAR0 (PLAYER)D SKIP UNLESS V VAR0 EQ 0 PRINTRET NOTHOLDING GOSUB DROPSUB PRINTRET OKMESS DROPALL: SKIP UNLESS P DROPLOSE (PLAYER)R PRINTRET URGLE 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 EATPROG: SKIP IF M W2EX ASK EATWHAT SKIP IF M W2OB PRINTRET DONTUND SKIP IF R ()R EQ (PLAYER)R PRINTRET DONTSEE SKIP IF R ()O EQ HUMBUG GO E2 SKIP UNLESS H HUMBUG PLAYER SUB V OBJHELD I 1 MOVE HUMBUG WITH DESTROY LOAD V HUMCOUNT I 3 PRINT HUMMELT LOAD S HUMBUG I 3 RETURN E2: SKIP UNLESS R ()O EQ FOOD PRINTRET JOBWORTH SKIP UNLESS P ALIVE ()O PRINTRET HORRID PRINTRET DONTLIKE EJPROG: SKIP IF M W2SP SPELSPEC GO SAYPROG SKIP IF R ()R EQ (PLAYER)R PRINTRET DONTREM PRINTRET FUMBLY EMTPROG: SKIP IF R (PLAYER)R EQ ()R PRINTRET DONTSEE SKIP IF P CONTAINS ()O PRINTRET CANTEMP SKIP UNLESS H ROBE ()O LOAD S ROBE I 0 SKIP UNLESS H KOALA ()O LOAD S KOALA I 0 SKIP UNLESS H BAT ()O LOAD S BAT I 0 SKIP UNLESS H FRIAR ()O LOAD S FRIAR I 0 SKIP UNLESS H NEEDLE ()O LOAD S NEEDLE I 0 SKIP UNLESS H BOOK ()O LOAD S BOOK I 0 SKIP UNLESS H TORCH ()O LOAD S TORCH I 0 SKIP UNLESS H HUMBUG ()O LOAD S HUMBUG I 0 SKIP UNLESS H CHARIOT ()O LOAD S CHARIOT I 0 LOAD S ()O I 0 MOVE ()O WITH TO ()R MOVE ()O WITHOUT TO ()R PRINTRET EMPTMES EXAMPROG: SKIP IF R ()R EQ (PLAYER)R PRINTRET DONTSEE SKIP UNLESS R ()O EQ DESK PRINTRET EXAMDESK PRINTRET NOWTNEW EXPROG: SKIP IF M W2SP SPELSPEC GO SAYPROG SKIP IF R ()R EQ (PLAYER)R PRINTRET DONTREM SKIP2 IF V EXCDONE EQ 0 PRINT ZAPPED GO DIEPROG SKIP2 IF R ()O EQ SERQE SKIP IF R ()O EQ NYZTH PRINTRET FUMBLY LOAD V EXCDONE I 1 RESOLVE SPCUR ()O GOSUB SPELSUB LOAD V VAR3 V SPNUM LOAD S ()O I 1 MOVE ()O WITH DESTROY SUB V BINDINGS I 1 ADD V SCORE I 2 PRINT EXCMES VAR3 GO SEQUENCE FIFTPROG: SKIP2 IF S MIQUE EQ 1 PRINT CANTGO RETURN ABORT SKIP4 IF S LIIOK EQ 2 SKIP3 IF S SNODE EQ 2 SKIP2 IF S MUNGLE EQ 2 PRINT CANTGO RETURN ABORT RETURN FRTNPROG: SKIP2 IF V BINDINGS LT 7 PRINT CANTGO RETURN ABORT RETURN GIVEPROG: SKIP IF H ()O PLAYER PRINTRET NOTHELD SKIP IF R ()O EQ RING GO GIVEPRG2 SKIP IF R (PLAYER)R EQ (LEMUR)R GO GIVER2 LOAD S LEMUR I 1 MOVE RING WITH DESTROY ADD V SCORE I 10 SUB V OBJHELD I 1 PRINTRET RINGLEM GIVER2: SKIP IF R (PLAYER)R EQ (COLLECTR)R PRINTRET NOWANT PRINTRET COLLECT1 GIVEPRG2: SKIP IF R ()O EQ LEMUR GO GIVEPRG3 SKIP IF R (PLAYER)R EQ (COLLECTR)R PRINTRET NOWANT SKIP IF S LEMUR EQ 1 PRINTRET COLLECT2 PRINT COLLECT3 MOVE LEMUR WITH DESTROY ADD V SCORE I 10 ADD S COLLECTR I 1 SUB V OBJHELD I 1 RETURN GIVEPRG3: SKIP IF R ()O EQ FLUTE GO GIVEPRG4 SKIP IF R (COLLECTR)R EQ (PLAYER)R PRINTRET NOWANT SKIP IF S FLUTE EQ 0 PRINTRET COLLECT5 PRINT COLLECT4 LOAD S FLUTE I 1 RETURN GIVEPRG4: SKIP IF R ()O EQ ROBE GO GIVEPRG5 SKIP3 IF R (PLAYER)R EQ (KNIGHT)R SKIP IF R (PLAYER)R EQ (COLLECTR)R PRINTRET NOWANT PRINTRET COLCT10 SKIP IF S ROBE EQ 1 PRINTRET NOWANT PRINT KNIGROBE ADD V SCORE I 10 MOVE ROBE WITH DESTROY SUB V OBJHELD I 1 ADD S KNIGHT I 1 RETURN GIVEPRG5: SKIP IF R ()O EQ GIBBON GO GIVEPRG6 SKIP IF R (PLAYER)R EQ (COLLECTR)R PRINTRET NOWANT PRINT COLLECT6 ADD V SCORE I 10 MOVE GIBBON WITH DESTROY ADD S COLLECTR I 1 SUB V OBJHELD I 1 RETURN GIVEPRG6: SKIP IF R ()O EQ VOLE GO GIVEPRG7 SKIP IF R (PLAYER)R EQ (COLLECTR)R PRINTRET NOWANT PRINT COLLECT7 MOVE VOLE WITH DESTROY SUB V OBJHELD I 1 ADD S COLLECTR I 1 ADD V SCORE I 10 RETURN GIVEPRG7: SKIP IF R ()O EQ INSECT GO GIVEPRG8 SKIP IF R (PLAYER)R EQ (COLLECTR)R PRINTRET NOWANT PRINT COLLECT8 MOVE INSECT WITH DESTROY ADD V SCORE I 10 ADD S COLLECTR I 1 SUB V OBJHELD I 1 RETURN GIVEPRG8: SKIP IF R ()O EQ PIGLET GO GIVEPRG9 SKIP IF R (PLAYER)R EQ (COLLECTR)R PRINTRET NOWANT PRINT COLLECT9 MOVE PIGLET WITH DESTROY ADD S COLLECTR I 1 SUB V OBJHELD I 1 ADD V SCORE I 10 RETURN GIVEPRG9: SKIP IF R ()O EQ TRANSLATOR GO GIVE10 SKIP UNLESS R (PLAYER)R EQ (KNIGHT)R GO G9A SKIP IF R (PLAYER)R EQ (COLLECTR)R PRINTRET NOWANT SUB V OBJHELD I 1 MOVE TRANSLATOR WITH DESTROY PRINTRET COLCT11 G9A: SKIP IF S KNIGHT EQ 1 PRINTRET TOOILL SKIP IF S TRANSLATOR EQ 1 PRINTRET NOWANT PRINT KNIGWAVE ADD V SCORE I 10 MOVE TRANSLATOR WITH DESTROY SUB V OBJHELD I 1 MOVE PLAYER WITH TO NIDUSRM RETURN GIVE10: SKIP IF R ()O EQ KOALA GO GIVE11 SKIP IF R (PLAYER)R EQ (COLLECTR)R PRINTRET NOWANT SKIP IF S KOALA EQ 1 PRINT COLCT12 SKIP2 IF S KOALA EQ 0 ADD S COLLECTR I 1 ADD V SCORE I 10 MOVE KOALA WITH DESTROY SUB V OBJHELD I 1 SKIP IF S KOALA EQ 0 PRINTRET COLCT13 RETURN GIVE11: SKIP2 IF R ()O EQ PEARLS SKIP IF R ()O EQ NECKLACE GO GIVE12 SKIP IF R (PLAYER)R EQ (COLLECTR)R GO G11A MOVE NECKLACE WITH DESTROY MOVE PEARLS WITH TO PERLRM SET INVIS PEARLS SET NOTAKE PEARLS LOAD S PERLRM I 0 SUB V OBJHELD I 1 ADD S COLLECTR I 1 ADD V SCORE I 10 PRINTRET COLCT14 G11A: SKIP IF R (PLAYER)R EQ (KNIGHT)R PRINTRET NOWANT PRINTRET PERLGAZE GIVE12: SKIP IF R ()O EQ THREAD GO GIVE13 SKIP IF R (PLAYER)R EQ (COLLECTR)R PRINTRET NOWANT PRINTRET COLCT15 GIVE13: SKIP IF R ()O EQ OAK GO GIVE14 SKIP IF R (PLAYER)R EQ (COLLECTR)R PRINTRET NOWANT SKIP IF H GIBBON OAK PRINTRET COLCT20 PRINTRET COLCT21 GIVE14: SKIP IF R (PLAYER)R EQ (COLLECTR)R PRINTRET NOWANT SKIP UNLESS R ()O EQ NEEDLE PRINTRET COLCT22 SKIP UNLESS R ()O EQ CAN PRINTRET COLCT23 SKIP UNLESS R ()O EQ CREEPER PRINTRET COLCT24 SKIP UNLESS R ()O EQ BAT PRINTRET COLCT25 SKIP UNLESS R ()O EQ BOOK PRINTRET COLCT26 SKIP UNLESS R ()O EQ TORCH PRINTRET COLCT27 SKIP UNLESS R ()O EQ HUMBUG PRINTRET COLCT28 SKIP UNLESS R ()O EQ CHARIOT PRINTRET COLCT29 SKIP UNLESS R ()O EQ LENS PRINTRET COLCT30 SKIP UNLESS R ()O EQ COLUMN PRINTRET COLCT31 SKIP UNLESS R ()O EQ FLOWER PRINTRET COLCT32 SKIP UNLESS R ()O EQ FRIAR PRINTRET COLCT33 SKIP UNLESS R ()O EQ TALISMAN PRINTRET COLCT34 PRINTRET NOWANT HEALMOVE: RETURN HEALPROG: PRINTRET CANTHEAL HELPPROG: SKIP IF M W2EX PRINTRET HELPMES1 SKIP UNLESS R ()O EQ KNIGHT PRINTRET KNIGHELP SKIP UNLESS R ()O EQ CREEPER PRINTRET CREEHELP PRINTRET DONTUND INPROG: SKIP IF M W2SP SPELSPEC GO SAYPROG SKIP IF R ()R EQ (PLAYER)R PRINTRET DONTREM SKIP IF P INCANT ()O PRINTRET FUMBLY SKIP2 UNLESS P INCANT OLDVERB PRINT ZAPPED GO DIEPROG SET INCANT OLDVERB RESOLVE SPCUR ()O GOSUB SPELSUB LOAD V VAR3 V SPNUM MOVE ()O WITH DESTROY SUB V BINDINGS I 1 ADD V SCORE I 2 LOAD S ()O I 1 PRINT INCAMES VAR3 GO SEQUENCE INSPROG: SKIP IF H ()O PLAYER PRINTRET NOTHELD SKIP IF R ()O EQ VOLE PRINTRET CANTINS GO WEARPROG RETURN INTPROG: SKIP IF M W2SP SPELSPEC GO SAYPROG SKIP IF R ()R EQ (PLAYER)R PRINTRET DONTREM SKIP2 IF V INTDONE EQ 0 PRINT ZAPPED GO DIEPROG SKIP2 IF R ()O EQ MIQUE SKIP IF R ()O EQ LIIOK PRINTRET FUMBLY LOAD V INTDONE I 1 RESOLVE SPCUR ()O GOSUB SPELSUB LOAD V VAR3 V SPNUM MOVE ()O WITH DESTROY SUB V BINDINGS I 1 ADD V SCORE I 2 PRINT INTMES VAR3 GO SEQUENCE INVPROG: SET LIGHT PLAYER DESCRIBE WITH PLAYER UNSET LIGHT PLAYER SKIP IF E (PLAYER)D PRINT NOTHING RETURN IVPROG: SKIP IF M W2SP SPELSPEC GO SAYPROG SKIP IF R ()R EQ (PLAYER)R PRINTRET DONTREM SKIP IF P INVOKE ()O PRINTRET FUMBLY SKIP2 UNLESS P INVOKE OLDVERB PRINT ZAPPED GO DIEPROG SET INVOKE OLDVERB RESOLVE SPCUR ()O GOSUB SPELSUB LOAD V VAR3 V SPNUM MOVE ()O WITH DESTROY SUB V BINDINGS I 1 ADD V SCORE I 2 PRINT INVOMES VAR3 GO SEQUENCE JUMPPROG: SKIP4 UNLESS R (PLAYER)R EQ NIDUSRM SKIP UNLESS R (PLAYER)R EQ (FLAMER)R RETURN MOVE PLAYER WITH TO M1 PRINTRET JUMPED SKIP UNLESS M W2EX RETURN RETRY IGNORE MUST DIR PRINTRET OKMESS KAOSPROG: SKIP2 IF H BOOK PLAYER PRINT BRAINMES GO DIEPROG SKIP IF P VISITED TOTCHAOS PRINT BOOKKAOS SKIP2 UNLESS R (PLAYER)R EQ CHAOS1 RESOLVE BACK PRISENTR RESOLVE THERE SMOKERM SKIP2 UNLESS R (PLAYER)R EQ CHAOS2 RESOLVE BACK DARKPAS RESOLVE THERE LIGHTRM SKIP2 UNLESS R (PLAYER)R EQ CHAOS3 RESOLVE BACK HEALANTE RESOLVE THERE HOOGRM RETURN DEST TOTCHAOS KILLPROG: SKIP IF R ()R EQ (PLAYER)R PRINTRET DONTSEE SKIP UNLESS P ALIVE ()O PRINTRET NASTY PRINTRET NOTLIVE KISSPROG: SKIP IF R (PLAYER)R EQ ()R PRINTRET DONTSEE SKIP UNLESS S RING EQ 2 GO ZAPPROG PRINTRET OKMESS KNOCPROG: SKIP3 IF M W2EX SKIP UNLESS R (PLAYER)R EQ (DOOR)R GO KNOC2 ASK KNOCWOT SKIP IF M W2OB PRINTRET DONTUND SKIP IF R ()R EQ (PLAYER)R PRINTRET DONTSEE SKIP UNLESS S RING EQ 2 GO ZAPPROG SKIP IF M W2EX GO KNOC2 SKIP IF R ()O EQ DOOR PRINTRET NOTHAPPEN KNOC2: SKIP IF H TRANSLATOR PLAYER PRINTRET NOTHAPPEN SKIP IF S TRANSLATOR EQ 0 PRINTRET NOTHAPPEN ADD V KNOCKS I 1 PRINT KNOCROD SKIP UNLESS V KNOCKS LT 3 RETURN MOVE DOOR WITH DESTROY MOVE TRANSLATOR WITH DESTROY SUB V OBJHELD I 1 ADD V SCORE I 10 PRINT DOORBLAS LOAD S PRISENTR I 1 RETURN LYPTPROG: SKIP IF R (PLAYER)R EQ (KOALA)R RETURN RETRY OBJECT CANT SKIP UNLESS P ALIVE KOALA PRINTRET NOTHAPPEN PRINTRET KOALSTIR LEARNPRG: SKIP IF R (PLAYER)R EQ ()R PRINTRET DONTSEE SKIP IF M W2SP SPELSPEC PRINTRET CANTLEAR PRINTRET TOOHARD LIFTPRG1: SKIP2 IF S GRANITE EQ 1 PRINT CLOSEDG RETURN ABORT SKIP IF P UP LIFT RETURN DEST LIFTC RETURN LIFTPRG2: SKIP2 IF S BASALT EQ 1 PRINT CLOSEDB RETURN ABORT SKIP UNLESS P UP LIFT RETURN DEST LIFTB RETURN LOOKPROG: UNSET VISITED (PLAYER)R RETURN LOOK LOSEPROG: SKIP2 UNLESS R (PLAYER)R EQ TOTCHAOS MOVE (VAR0)O WITH DESTROY PRINTRET SWEPT SKIP2 IF S (PLAYER)R EQ 0 MOVE (VAR0)O WITH DESTROY PRINTRET SWEPT SKIP2 IF P PATHLONG (VAR0)O MOVE (VAR0)O WITH DESTROY PRINTRET SWEPT SKIP3 UNLESS R (VAR0)O EQ COLUMN LOAD S (PLAYER)R I 1 MOVE COLUMN WITH DESTROY PRINTRET COLPATH SKIP3 UNLESS R (VAR0)O EQ FRIAR LOAD S (PLAYER)R I 1 MOVE FRIAR WITH DESTROY PRINTRET FRYPATH LOAD S (PLAYER)R I 1 MOVE LENS WITH DESTROY PRINTRET LENSPATH MMPROG: SKIP IF E ()R PRINTRET CANTDO MOVE PLAYER WITH TO ()R RETURN MRPROG: SKIP IF M W2SP SPELSPEC GO SAYPROG SKIP IF R ()R EQ (PLAYER)R PRINTRET DONTREM SKIP IF P MURMUR ()O PRINTRET FUMBLY SKIP2 UNLESS P MURMUR OLDVERB PRINT ZAPPED GO DIEPROG SET MURMUR OLDVERB RESOLVE SPCUR ()O GOSUB SPELSUB LOAD V VAR3 V SPNUM MOVE ()O WITH DESTROY SUB V BINDINGS I 1 ADD V SCORE I 2 PRINT MURMES VAR3 GO SEQUENCE MUMPROG: SKIP IF M W2SP SPELSPEC GO SAYPROG SKIP IF R ()R EQ (PLAYER)R PRINTRET DONTREM PRINTRET FUMBLY MUPROG: SKIP IF M W2SP SPELSPEC GO SAYPROG SKIP IF R ()R EQ (PLAYER)R PRINTRET DONTREM SKIP IF P MUTTER ()O PRINTRET FUMBLY SKIP2 UNLESS P MUTTER OLDVERB PRINT ZAPPED GO DIEPROG SET MUTTER OLDVERB RESOLVE SPCUR ()O GOSUB SPELSUB LOAD V VAR3 V SPNUM MOVE ()O WITH DESTROY SUB V BINDINGS I 1 ADD V SCORE I 2 PRINT MUTTMES VAR3 GO SEQUENCE OPENPROG: SKIP IF R ()R EQ (PLAYER)R PRINTRET DONTSEE SKIP UNLESS S RING EQ 2 GO ZAPPROG SKIP IF R ()O EQ CAN GO OPENPRG2 SKIP IF S CAN EQ 0 PRINTRET ALROPEN LOAD S CAN I 1 SKIP UNLESS P USEDUP CAN PRINTRET OKMESS SET USEDUP CAN PRINT SMOKEOUT SKIP IF R (PLAYER)R EQ BUGROOM RETURN LOAD S INSECT I 1 UNSET NOTAKE INSECT PRINT COUGHS RETURN OPENPRG2: SKIP IF R ()O EQ GRANITE GO OPENPRG3 SKIP IF S GRANITE EQ 0 PRINTRET ALROPEN SKIP IF S BASALT EQ 0 PRINTRET TUGBUT LOAD S GRANITE I 1 PRINTRET OKMESS OPENPRG3: SKIP IF R ()O EQ BASALT GO OPENPRG4 SKIP IF S BASALT EQ 0 PRINTRET ALROPEN SKIP IF S GRANITE EQ 0 PRINTRET TUGBUT LOAD S BASALT I 1 PRINTRET OKMESS OPENPRG4: SKIP IF R ()O EQ DOOR GO OPEN5 PRINTRET NOLOCK OPEN5: SKIP IF R ()O EQ BOOK GO OPEN6 GO READPROG OPEN6: SKIP UNLESS P CONTAINS ()O PRINTRET NOLID PRINTRET CANTOPEN PATHPROG: SKIP IF S (PLAYER)R EQ 1 GO PATH2 PATH3: RETURN PATH2: SKIP2 IF H BOOK PLAYER PRINT BRAINMES GO DIEPROG SKIP IF P VISITED TOTCHAOS PRINT BOOKKAOS SKIP2 UNLESS R (PLAYER)R EQ CHAOS1 RESOLVE BACK PRISENTR RESOLVE THERE SMOKERM SKIP2 UNLESS R (PLAYER)R EQ CHAOS2 RESOLVE BACK DARKPAS RESOLVE THERE LIGHTRM SKIP2 UNLESS R (PLAYER)R EQ CHAOS3 RESOLVE BACK HEALANTE RESOLVE THERE HOOGRM RETURN DEST TOTCHAOS PIGPROG: SKIP2 UNLESS R (PIGS)R EQ PIGROOM PRINT PIGBLOCK RETURN ABORT RETURN PLAYPROG: SKIP IF H ()O PLAYER PRINTRET NOTHELD SKIP IF R ()O EQ FLUTE PRINTRET CANTPLAY SKIP IF S FLUTE EQ 1 PRINTRET NOIDEA SKIP3 IF R (PLAYER)R EQ PATRM SKIP IF R (PLAYER)R EQ SMOKERM PRINTRET TUNEMES1 PRINTRET TUNES2 MOVE VOLE WITH TO FLUTE MOVE FLUTE WITHOUT DESTROY PRINTRET VOLEFLUT PORTPROG: SKIP IF S ORGPORT EQ 0 RETURN RESOLVE FUDGE PLAYER ADD V FUDGE I 1792 REENTRY: RESOLVE FUDGE (FUDGE)O SKIP UNLESS V FUDGE EQ 0 RETURN SKIP2 IF P ALIVE (FUDGE)O MOVE (FUDGE)O WITH DESTROY SUB V OBJHELD I 1 ADD V FUDGE I 1536 GO REENTRY PULLPROG: SKIP IF R (PLAYER)R EQ ()R PRINTRET DONTSEE SKIP UNLESS S RING EQ 2 GO ZAPPROG PRINTRET NOTHAPPEN PUSHPROG: SKIP IF R (PLAYER)R EQ ()R PRINTRET DONTSEE SKIP UNLESS S RING EQ 2 GO ZAPPROG PRINTRET NOTHAPPEN QUITPROG: SKIP IF Q QUITQUERY RETURN DIEPROG: GOSUB SCOREPRG SKIP2 IF Q AGAINQ PRINT WTGROYT RETURN RETRY FINISH MAY ANY RETURN RETRY RESTART MAY ANY SULKPROG: PRINTRET SULKMESS SAYPROG: SKIP IF M W2SP SPELSPEC PRINTRET SAIDMES SKIP IF R ()R EQ (PLAYER)R PRINTRET DONTREM SKIP IF P SAY ()O PRINTRET FUMBLY SKIP2 UNLESS P SAY OLDVERB PRINT ZAPPED GO DIEPROG SET SAY OLDVERB RESOLVE SPCUR ()O GOSUB SPELSUB LOAD V VAR3 V SPNUM MOVE ()O WITH DESTROY SUB V BINDINGS I 1 ADD V SCORE I 2 PRINT SAYMES VAR3 GO SEQUENCE SCOREPRG: LOAD V VAR3 V SCORE PRINTRET SCOREMES SCPROG: SKIP IF M W2SP SPELSPEC GO SAYPROG SKIP IF R ()R EQ (PLAYER)R PRINTRET DONTREM SKIP IF P SCREAM ()O PRINTRET FUMBLY SKIP2 UNLESS P SCREAM OLDVERB PRINT ZAPPED GO DIEPROG SET SCREAM OLDVERB RESOLVE SPCUR ()O GOSUB SPELSUB LOAD V VAR3 V SPNUM MOVE ()O WITH DESTROY SUB V BINDINGS I 1 ADD V SCORE I 2 PRINT SCREMES VAR3 GO SEQUENCE SHPROG: SKIP IF M W2SP SPELSPEC GO SAYPROG SKIP IF R ()R EQ (PLAYER)R PRINTRET DONTREM SKIP IF P SHOUT ()O PRINTRET FUMBLY SKIP2 UNLESS P SHOUT OLDVERB PRINT ZAPPED GO DIEPROG SET SHOUT OLDVERB RESOLVE SPCUR ()O GOSUB SPELSUB LOAD V VAR3 V SPNUM MOVE ()O WITH DESTROY SUB V BINDINGS I 1 ADD V SCORE I 2 PRINT SHOUMES VAR3 GO SEQUENCE SIPROG: SKIP IF M W2SP SPELSPEC GO SAYPROG SKIP IF R ()R EQ (PLAYER)R PRINTRET DONTREM SKIP IF P SING ()O PRINTRET FUMBLY SKIP2 UNLESS P SING OLDVERB PRINT ZAPPED GO DIEPROG SET SING OLDVERB RESOLVE SPCUR ()O GOSUB SPELSUB LOAD V VAR3 V SPNUM MOVE ()O WITH DESTROY SUB V BINDINGS I 1 ADD V SCORE I 2 PRINT SINGMES VAR3 GO SEQUENCE SIXPROG: SKIP4 UNLESS S MUNGLE EQ 1 SKIP3 UNLESS S NYZTH EQ 1 SKIP2 UNLESS S SNODE EQ 1 SKIP UNLESS S LIIOK EQ 1 GO PROPER PRINT CANTGO RETURN ABORT PROPER: SKIP UNLESS S MIQUE EQ 1 RETURN PRINT CANTGO RETURN ABORT TAKESUB: SKIP2 IF R (VAR0)O EQ PLAYER SKIP IF P NOTAKE (VAR0)O GO TK LOAD V VAR1 I 2 SKIP UNLESS R (VAR0)O EQ STAR GO REMPROG SKIP UNLESS R (VAR0)O EQ INSECT PRINT IATTACK RETURN TK: LOAD V VAR1 V STRENGTH SUB V VAR1 V OBJHELD SKIP2 IF V VAR1 GT 0 LOAD V VAR1 I 3 RETURN MOVE (VAR0)O WITH TO PLAYER ADD V OBJHELD I 1 LOAD V VAR1 I 1 RETURN TAKEPROG: SKIP IF M W2EX GO TAKEFIRST SKIP UNLESS M W2SP ALLSPEC GO TAKEALL SKIP UNLESS M W2SP INVSPEC GO INVPROG SKIP IF M W2OB RETURN RETRY NONE CANT SKIP IF R (PLAYER)R EQ ()R PRINTRET DONTSEE SKIP UNLESS S RING EQ 2 GO ZAPPROG MTPROG: SKIP UNLESS R PLAYER EQ ()U PRINTRET ALRHELD RESOLVE VAR0 ()O GOSUB TAKESUB SKIP UNLESS V VAR1 EQ 2 PRINTRET CANTTAKE SKIP UNLESS V VAR1 EQ 3 PRINTRET HANDSFULL SKIP4 UNLESS R (PLAYER)R EQ BOXROOM SKIP UNLESS R ()O EQ ROBE LOAD S ROBE I 0 SKIP UNLESS R ()O EQ KOALA LOAD S KOALA I 0 PRINTRET OKMESS PLUMPROG: PRINTRET PLUMMET PREPROG: SKIP IF R (PLAYER)R EQ (HEALER)R GO PREPRG2 SKIP UNLESS V SWELTIME GT 0 GO BLOOP PRINT YOUOK MOVE PLAYER WITH TO HEALANTE SKIP UNLESS M W1DI RETURN NEXTCOMM GO PREPRG2 BLOOP: LOAD V SWELTIME I 0 PRINT HEALNICE SKIP IF H RING PLAYER GO WOTSIT SKIP2 UNLESS S RING GT 0 LOAD S RING I 0 PRINT RINGDROP WOTSIT: MOVE PLAYER WITH TO HEALANTE SKIP UNLESS M W1DI RETURN NEXTCOMM PREPRG2: SKIP IF R (PLAYER)R EQ LIGHTRM GO PREPRG3 SKIP IF R (GUARD)R EQ LIGHTRM GO PREPRG3 SKIP4 IF V HUMCOUNT GT 0 PRINT PERSUADE SKIP UNLESS H HUMBUG PLAYER PRINT ODDLOOK GO DIEPROG PRINT WOTROT MOVE FONT WITH TO LIGHTRM MOVE GUARD WITH DESTROY PREPRG3: SKIP IF R (PLAYER)R EQ SMOKERM GO PREPRG4 SKIP UNLESS H VOLE PLAYER SKIP2 IF S VOLE EQ 1 PRINT SMELLBAD GO DIEPROG RETURN PREPRG4: RETURN POSTPROG: LOAD S COLLROOM R 20 SKIP UNLESS V HUMCOUNT GT 0 SUB V HUMCOUNT I 1 SKIP IF S BOXROOM EQ 0 GO POSTPRG2 SKIP IF P ODDCONTS BAG GO POSTPRG2 SKIP IF P ODDCONTS BOX GO POSTPRG2 SKIP IF P ODDCONTS SACK GO POSTPRG2 SKIP IF P ODDCONTS TRUNK GO POSTPRG2 SKIP UNLESS S NEEDLE EQ 0 GO POSTPRG2 SKIP UNLESS S KOALA EQ 0 GO POSTPRG2 SKIP UNLESS S BAT EQ 0 GO POSTPRG2 SKIP UNLESS S FRIAR EQ 0 GO POSTPRG2 SKIP UNLESS S BOOK EQ 0 GO POSTPRG2 SKIP UNLESS S CHARIOT EQ 0 GO POSTPRG2 SKIP UNLESS S TORCH EQ 0 GO POSTPRG2 SKIP2 UNLESS E (HUMBUG)R SKIP UNLESS S HUMBUG EQ 0 GO POSTPRG2 SKIP UNLESS S ROBE EQ 0 GO POSTPRG2 PRINT BOXDONE ADD V SCORE I 10 MOVE PLAYER WITH TO LEMRM MOVE PLAYER WITHOUT TO LEMRM LOAD V OBJHELD I 0 LOAD S BOXROOM I 1 LOAD S KOALA I 0 LOAD S ROBE I 0 MOVE BAG WITHOUT DESTROY MOVE SACK WITHOUT DESTROY MOVE BOX WITHOUT DESTROY MOVE TRUNK WITHOUT DESTROY POSTPRG2: SKIP UNLESS P BITTEN PLAYER GO POSTPRG3 SKIP IF R (PLAYER)R EQ (INSECT)R GO POSTPRG3 SKIP IF S INSECT EQ 0 GO POSTPRG3 SKIP IF V BUGPAUSE EQ 0 SUB V BUGPAUSE I 1 SKIP UNLESS V BUGPAUSE GT 0 GO POSTPRG3 UNSET NOTAKE INSECT PRINT FACEBITE LOAD V SWELTIME I 5 LOAD V WRONGBIT I 1 SET BITTEN PLAYER POSTPRG3: SKIP UNLESS V SWELTIME EQ 0 GO POSTPRG4 SUB V SWELTIME I 1 PRINT SWELGROW SKIP IF V SWELTIME EQ 0 GO POSTPRG4 PRINT SWELBUST GO DIEPROG POSTPRG4: SKIP UNLESS M LIGHT LOAD V DARKMOVE I 3 SKIP IF M MOVED GO POSTPRG5 SUB V DARKMOVE I 1 SKIP2 IF V DARKMOVE GT 0 PRINT TRIPMES GO DIEPROG POSTPRG5: SKIP IF H INSECT PLAYER GO POSTPRG6 SKIP UNLESS P BITTEN PLAYER GO POSTPRG6 SET BITTEN PLAYER LOAD S INSECT I 0 PRINT HANDBITE LOAD V SWELTIME I 11 POSTPRG6: SKIP IF V TRANTIME GT 0 GO POSTPRG7 SUB V TRANTIME I 1 SKIP IF V TRANTIME EQ 0 GO POSTPRG7 MOVE PLAYER WITH TO (BACK)R PRINT PULLMESS POSTPRG7: SKIP IF H GIBBON PLAYER GO POSTPRG8 SKIP IF S GIBBON EQ 0 GO POSTPRG8 MOVE GIBBON WITH TO (PLAYER)R SUB V OBJHELD I 1 PRINT GIBLEAP POSTPRG8: SKIP IF R (PLAYER)R EQ TEAROOM GO POSTPRG9 SKIP IF S TEAROOM EQ 0 GO POSTPRG9 SKIP3 IF H BAT PLAYER DESCRIBE WITH TEAROOM PRINT FRUITA GO DIEPROG PRINT FRUITB LOAD S TEAROOM I 1 POSTPRG9: SKIP IF R (PLAYER)R EQ AUDIENCE GO POST10 SKIP UNLESS V AMALV GT 0 SUB V AMALV I 1 SKIP IF V AMALV EQ 0 GO POST10 PRINT OOOPSMES GO DIEPROG POST10: SKIP IF R (PLAYER)R EQ (CREEPER)R GO POST11 SKIP IF H TORCH PLAYER GO POST11 SKIP IF P LIGHT TORCH GO POST11 SKIP UNLESS H CREEPER PLAYER GO POST11 PRINT SQUEAL UNSET LIGHT TORCH POST11: SKIP IF H CREEPER PLAYER GO POST12 SKIP IF P LIGHT (PLAYER)R GO POST12 SKIP UNLESS R (PLAYER)R EQ LEMRM GO POST12 DESCRIBE WITH (PLAYER)R UNSET LIGHT (PLAYER)R SUB V CREEDARK I 1 SKIP IF V CREEDARK EQ 0 PRINTRET LIGHTOUT MOVE CREEPER WITH DESTROY SUB V OBJHELD I 1 PRINTRET CREEMELT POST12: SKIP IF H CREEPER PLAYER GO POST13 SKIP IF R (PLAYER)R EQ DARKDEN GO POST13 PRINT DARKGIFT MOVE TALISMAN WITH TO CREEPER MOVE CREEPER WITHOUT DESTROY ADD V SCORE I 10 LOAD S DARKDEN I 1 POST13: SKIP IF R (PLAYER)R EQ (FLAMER)R GO POST14 SKIP2 UNLESS S FLAMER EQ 0 LOAD S FLAMER I 1 GO POST14 PRINT FLAMDIE GO DIEPROG POST14: SKIP IF V BINDINGS EQ 0 GO POST15 LOAD V SCORE I 250 PRINT ESCAPED RETURN RETRY FINISH MAY ANY POST15: SKIP2 UNLESS S EEDUL EQ 1 PRINT NOFUN GO DIEPROG POST16: SKIP IF S COLLECTR EQ 7 GO POST17 LOAD S COLLECTR I 0 MOVE FLOWER WITH TO (PLAYER)R PRINT COLGIFT POST17: SKIP IF R (PLAYER)R EQ (COKHERR)R GO POST18 SKIP2 UNLESS S COKHERR EQ 0 ADD S COKHERR I 1 GO POST18 PRINT COKED GO DIEPROG POST18: SKIP IF M LIGHT UNSET VISITED (PLAYER)R POST19: RETURN PRISPROG: SKIP2 UNLESS S PRISENTR EQ 0 PRINT SILLYD RETURN ABORT RETURN PRPROG: SKIP IF M W2SP SPELSPEC GO SAYPROG SKIP IF R ()R EQ (PLAYER)R PRINTRET DONTREM SKIP2 IF V PRODONE EQ 0 PRINT ZAPPED GO DIEPROG SKIP2 IF R ()O EQ MUNGLE SKIP IF R ()O EQ NYZTH PRINTRET FUMBLY LOAD V PRODONE I 1 RESOLVE SPCUR ()O GOSUB SPELSUB LOAD V VAR3 V SPNUM MOVE ()O WITH DESTROY SUB V BINDINGS I 1 ADD V SCORE I 2 PRINT PRONMES VAR3 GO SEQUENCE READPROG: SKIP IF R (PLAYER)R EQ ()R PRINTRET DONTSEE SKIP UNLESS M W2SP SPELSPEC PRINTRET READIT SKIP3 UNLESS R ()O EQ BOOK SKIP UNLESS R (PLAYER)R EQ BOXROOM PRINTRET BOOKREAD PRINTRET BORING SKIP UNLESS R ()O EQ SIGN PRINTRET ITSAYSH SKIP UNLESS R ()O EQ TALISMAN PRINTRET ITSAYSD SKIP UNLESS R ()O EQ TRANSLATOR PRINTRET ITSAYSE SKIP UNLESS R ()O EQ GRAFFITI PRINTRET ITSAYSG SKIP UNLESS R ()O EQ DOOR PRINTRET ALREAD SKIP UNLESS R ()O EQ RUNES PRINTRET ALREAD PRINTRET CANTREAD REPROG: SKIP IF M W2SP SPELSPEC GO SAYPROG SKIP IF R ()R EQ (PLAYER)R PRINTRET DONTREM SKIP IF P RECITE ()O PRINTRET FUMBLY SKIP2 UNLESS P RECITE OLDVERB PRINT ZAPPED GO DIEPROG SET RECITE OLDVERB RESOLVE SPCUR ()O GOSUB SPELSUB LOAD V VAR3 V SPNUM MOVE ()O WITH DESTROY SUB V BINDINGS I 1 ADD V SCORE I 2 PRINT RECIMES VAR3 GO SEQUENCE REMPROG: SKIP4 UNLESS R ()O EQ STAR SKIP3 UNLESS H TRANSLATOR PLAYER SKIP2 UNLESS S TRANSLATOR EQ 0 PRINT STARDROP GO CLEANSTAR SKIP IF P CANWEAR ()O PRINTRET CANTREM SKIP IF H ()O PLAYER PRINTRET NOTHELD SKIP IF S ()O EQ 1 PRINTRET NOTWORN LOAD S ()O I 0 PRINTRET OKMESS RETURN RUBPROG: SKIP IF R (PLAYER)R EQ ()R PRINTRET DONTSEE SKIP UNLESS S RING EQ 2 GO ZAPPROG SKIP3 IF R ()O EQ TRANSLATOR SKIP UNLESS R ()O EQ STAR GO REMPROG PRINTRET OKMESS GO CLEANPROG SEQUENCE: SKIP IF V BINDINGS EQ 0 PRINT LORDWISE SKIP2 IF V BINDINGS EQ 6 SKIP IF V BINDINGS EQ 3 SKIP UNLESS V BINDINGS EQ 1 PRINT GLOWPATH LOAD V VAR3 V SPNUM LOAD S ()O I 1 SKIP UNLESS V VAR3 LT 3 RETURN SKIP UNLESS V VAR3 EQ 4 RETURN SKIP UNLESS V VAR3 EQ 12 RETURN SKIP UNLESS V VAR3 EQ 14 RETURN SKIP UNLESS V VAR3 EQ 3 GOSUB SQ3 SKIP UNLESS V VAR3 EQ 11 GOSUB SQ11 SKIP UNLESS V VAR3 EQ 10 GOSUB SQ10 SKIP UNLESS V VAR3 EQ 13 GOSUB SQ13 SKIP UNLESS V VAR3 EQ 15 GOSUB SQ15 SKIP IF R ()O EQ MIQUE GO BADA SKIP2 IF S MUNGLE EQ 2 SKIP IF S SNODE EQ 2 SKIP UNLESS S LIIOK EQ 2 PRINT GLOWPATH RETURN BADA: GO BADB BADB: SKIP IF R ()O EQ SERQE GO BADC SKIP IF S HQXKF EQ 2 SKIP UNLESS S GOMBE EQ 2 PRINT GLOWPATH RETURN BADC: RETURN SQ15: SKIP3 IF S POMYN GT 0 MOVE POMYN WITH DESTROY PRINT POMGONE LOAD S POMYN I 2 SQ13: SKIP3 IF S YUFTO GT 0 MOVE YUFTO WITH DESTROY PRINT YUFGONE LOAD S YUFTO I 2 SKIP3 IF S SERQE GT 0 MOVE SERQE WITH DESTROY PRINT SERGONE LOAD S SERQE I 2 SQ10: SKIP3 IF S GOMBE GT 0 MOVE GOMBE WITH DESTROY PRINT GOMGONE LOAD S GOMBE I 2 SKIP3 IF S HQXKF GT 0 MOVE HQXKF WITH DESTROY PRINT HQXGONE LOAD S HQXKF I 2 SQ11: SQ9: SQ7: SKIP3 IF S MIQUE GT 0 MOVE MIQUE WITH DESTROY PRINT MIQGONE LOAD S MIQUE I 2 GOSUB SQ6 GO SQ3 SQ6: SKIP3 IF S NYZTH GT 0 MOVE NYZTH WITH DESTROY PRINT NYZGONE LOAD S NYZTH I 2 RETURN SQ3: SKIP3 IF S MUNGLE GT 0 MOVE MUNGLE WITH DESTROY PRINT MUNGONE LOAD S MUNGLE I 2 SKIP3 IF S SNODE GT 0 MOVE SNODE WITH DESTROY PRINT SNOGONE LOAD S SNODE I 2 SKIP3 IF S LIIOK GT 0 MOVE LIIOK WITH DESTROY PRINT LIIGONE LOAD S LIIOK I 2 RETURN SEWPROG: PRINTRET NOSEW SIXTPROG: SKIP2 IF V BINDINGS LT 2 PRINT CANTGO RETURN ABORT RETURN SXTPRG: SKIP4 UNLESS S SERQE EQ 1 SKIP2 UNLESS S NYZTH EQ 1 SKIP UNLESS S HQXKF EQ 1 SKIP IF S GOMBE GT 0 RETURN PRINT CANTGO RETURN ABORT TAKEFIRST: RESOLVE VAR0 (PLAYER)R RESOLVE VAR0 (VAR0)O TAKEF1: RESOLVE VAR0 (VAR0)O SKIP UNLESS V VAR0 EQ 0 PRINTRET NOTHNGHERE GOSUB TAKESUB SKIP UNLESS V VAR1 EQ 1 PRINTRET OKMESS SKIP UNLESS V VAR1 EQ 3 PRINTRET HANDSFULL ADD V VAR0 I 1536 RESOLVE VAR0 (VAR0)O GO TAKEF1 TAKEALL: LOAD V VAR3 I 0 RESOLVE VAR0 (PLAYER)R RESOLVE VAR0 (VAR0)O TAKEA1: LOAD V VAR2 V VAR0 ADD V VAR2 I 1536 RESOLVE VAR2 (VAR2)O GOSUB TAKESUB SKIP2 UNLESS V VAR1 EQ 3 PRINT HANDSF2 PRINTRET TOOKOBJ2 VAR3 SKIP UNLESS V VAR1 EQ 1 ADD V VAR3 I 1 LOAD V VAR0 V VAR2 SKIP IF V VAR0 EQ 0 GO TAKEA1 PRINTRET TOOKOBJ1 VAR3 TENPROG: SKIP4 UNLESS S MIQUE EQ 1 SKIP2 UNLESS S LIIOK EQ 1 SKIP UNLESS S MUNGLE EQ 1 SKIP IF S SNODE EQ 1 RETURN PRINT CANTGO RETURN ABORT THINKPRG: PRINTRET THUNKED THREDPRG: SKIP IF H THREAD PLAYER PRINTRET NOTHREAD SKIP3 IF H ()O PLAYER SKIP UNLESS R ()O EQ PEARLS GO THRED2 PRINTRET NOTHELD SKIP UNLESS R ()O EQ NEEDLE GO SEWPROG SKIP UNLESS R ()O EQ PEARLS GO CATCHPROG PRINTRET CANTTHRD THRED2: SKIP IF R (PEARLS)R EQ (PLAYER)R PRINTRET DONTSEE PRINTRET NOTCLOS THROWPROG: SKIP UNLESS S RING EQ 2 GO ZAPPROG SKIP2 IF R ()O EQ PEARLS SKIP IF R ()O EQ NECKLACE GO THROW2 SKIP2 IF H PEARLS PLAYER SKIP IF H NECKLACE PLAYER PRINTRET NOTHELD SKIP IF R (PLAYER)R EQ PIGROOM GO DROPPROG SKIP IF R (PIGS)R EQ PIGROOM GO DROPPROG PRINT CASTPERL MOVE PIGS WITH DESTROY MOVE NECKLACE WITH DESTROY SUB V OBJHELD I 1 UNSET INVIS PEARLS UNSET NOTAKE PEARLS MOVE PEARLS WITH TO PIGROOM MOVE PIGLET WITH TO PIGROOM ADD V SCORE I 10 RETURN THROW2: SKIP IF R ()O EQ THREAD GO THROW3 SKIP IF R (PLAYER)R EQ PERLRM GO DROPPROG SKIP IF H THREAD PLAYER PRINTRET NOTHELD LOAD S PERLRM I 1 MOVE THREAD WITH TO PEARLS SET INVIS THREAD SET NOTAKE THREAD SUB V OBJHELD I 1 PRINT THREDMES RETURN THROW3: SKIP IF R ()O EQ TALISMAN GO THROW5 SKIP IF R (PLAYER)R EQ (FLAMER)R GO THROW4 MOVE FLAMER WITH DESTROY ADD V SCORE I 10 SUB V OBJHELD I 1 MOVE TALISMAN WITH DESTROY PRINTRET FLAMOUT THROW4: SKIP IF P LIGHT (PLAYER)R GO DROPPROG SKIP UNLESS R ()R EQ LEMRM GO DROPPROG UNSET LIGHT ()R GO DROPPROG THROW5: SKIP IF R ()O EQ FLOWER GO DROPPROG GO WAVEPROG TIEPROG: SKIP UNLESS R ()O EQ GIBBON GO TIE2 SKIP IF H ()O PLAYER PRINTRET NOTHELD SKIP UNLESS S RING EQ 2 GO ZAPPROG SKIP UNLESS R ()O EQ THREAD PRINTRET TRYBUT PRINTRET CANTTIE TIE2: SKIP IF R (PLAYER)R EQ (GIBBON)R PRINTRET DONTSEE SKIP UNLESS S RING EQ 2 GO ZAPPROG SKIP IF H OAK PLAYER PRINTRET KNOTFAIL MOVE GIBBON WITH TO OAK LOAD S GIBBON I 1 PRINTRET TIEGIBB TONKPROG: SKIP IF P VISITED COLROOMC PRINTRET NOTHAPPEN SKIP IF E (CHARIOT)R PRINTRET NOTHAPPEN SKIP UNLESS R (CHARIOT)R EQ BOXROOM PRINTRET NOTHAPPEN SKIP UNLESS H CHARIOT PLAYER PRINTRET WHIRMES RESOLVE FUDGE (CHARIOT)R RESOLVE FUDGE (FUDGE)O TONK1: LOAD V FUDGE2 V FUDGE ADD V FUDGE2 I 1536 SKIP IF E (FUDGE2)O SKIP UNLESS E (FUDGE2)O RESOLVE FUDGE2 (FUDGE2)O SKIP UNLESS R (FUDGE)O EQ CHARIOT GO TONK2 SKIP UNLESS R (FUDGE)O EQ PLAYER GO TONK2 SKIP UNLESS P NOTAKE (FUDGE)O GO TONK2 MOVE (FUDGE)O WITH TO CHARIOT TONK2: LOAD V FUDGE V FUDGE2 SKIP IF E (FUDGE)O GO TONK3 GO TONK1 TONK3: SKIP UNLESS R (PLAYER)R EQ (CHARIOT)R PRINT WHIZMES MOVE CHARIOT WITH TO PERLRM MOVE CHARIOT WITHOUT DESTROY MOVE FRAGMENTS WITH TO PERLRM PRINT BASHMES SKIP UNLESS R (PLAYER)R EQ PERLRM PRINT CHARCOME RETURN TOUCPROG: SKIP IF R ()R EQ (PLAYER)R PRINTRET DONTSEE SKIP UNLESS S RING EQ 2 GO ZAPPROG PRINTRET OKMESS TURNPROG: SKIP UNLESS S RING EQ 2 GO ZAPPROG SKIP UNLESS P NOTAKE ()O PRINTRET CANTTURN PRINTRET OKMESS FRYPROG: RESOLVE ORIG FRIAR GO TOYPROG BUGPROG: SKIP UNLESS P BITTEN PLAYER RETURN SKIP IF R (INSECT)R EQ BUGROOM RETURN SKIP IF S INSECT EQ 0 RETURN UNSET NOTAKE INSECT PRINT FACEBITE LOAD V SWELTIME I 5 LOAD V WRONGBIT I 1 SET BITTEN PLAYER RETURN BATPROG: RESOLVE ORIG BAT GO TOYPROG BAGPROG: RESOLVE ORIG BAG GO TOYPROG NEEPROG: RESOLVE ORIG NEEDLE GO TOYPROG BOXPROG: RESOLVE ORIG BOX GO TOYPROG BOKPROG: RESOLVE ORIG BOOK GO TOYPROG TORPROG: RESOLVE ORIG TORCH GO TOYPROG ROBPROG: RESOLVE ORIG ROBE GO TOYPROG HUMPROG: RESOLVE ORIG HUMBUG GO TOYPROG CHAPROG: RESOLVE ORIG CHARIOT GO TOYPROG KNOTPROG: SKIP IF H ()O PLAYER PRINTRET NOTHELD SKIP UNLESS S RING EQ 2 GO ZAPPROG SKIP IF R ()O EQ THREAD PRINTRET CANTKNOT PRINTRET HAVAGO KOAPROG: RESOLVE ORIG KOALA GO TOYPROG TRUNPROG: RESOLVE ORIG TRUNK GO TOYPROG SACPROG: RESOLVE ORIG SACK GO TOYPROG TOYPROG: SKIP IF R (PLAYER)R EQ BOXROOM RETURN RETRY OBJECT CANT SKIP IF M W2EX ASK WHEREPUT SKIP IF P CONTAINS ()O PRINTRET CANTPUT SKIP UNLESS R (ORIG)O EQ ()O PRINTRET SILLY1 LOAD V FUDGE V ORIG LOAD V OBJHELD I 0 ADD V FUDGE I 1280 SKIP UNLESS R (FUDGE)O EQ ()O PRINTRET SILLY2 SKIP IF H ()O (ORIG)O GO SENSIBLE PRINT NAUGHTY RESOLVE FUDGE (FUDGE)O SKIP2 IF V FUDGE EQ 0 MOVE ()O WITH TO (FUDGE)O GO SENSIBLE MOVE ()O WITH TO BOXROOM SENSIBLE: MOVE (ORIG)O WITH TO ()O UNSET ODDCONTS BAG UNSET ODDCONTS SACK UNSET ODDCONTS BOX UNSET ODDCONTS TRUNK RESOLVE FUDGE BOOK GOSUB BLAH RESOLVE FUDGE NEEDLE GOSUB BLAH RESOLVE FUDGE CHARIOT GOSUB BLAH RESOLVE FUDGE ROBE GOSUB BLAH RESOLVE FUDGE BAT GOSUB BLAH RESOLVE FUDGE FRIAR GOSUB BLAH RESOLVE FUDGE TORCH GOSUB BLAH RESOLVE FUDGE HUMBUG GOSUB BLAH RESOLVE FUDGE KOALA GOSUB BLAH RESOLVE FUDGE BAG GOSUB STATBLAH RESOLVE FUDGE SACK GOSUB STATBLAH RESOLVE FUDGE BOX GOSUB STATBLAH RESOLVE FUDGE TRUNK GOSUB STATBLAH PRINTRET OKMESS BLAH: SKIP UNLESS H (FUDGE)O BAG COMP ODDCONTS BAG SKIP UNLESS H (FUDGE)O SACK COMP ODDCONTS SACK SKIP UNLESS H (FUDGE)O BOX COMP ODDCONTS BOX SKIP UNLESS H (FUDGE)O TRUNK COMP ODDCONTS TRUNK STATBLAH: LOAD S (FUDGE)O I 0 LOAD V FUDGE2 V FUDGE ADD V FUDGE2 I 1280 SKIP UNLESS R (FUDGE2)O EQ BAG LOAD S (FUDGE)O I 1 SKIP UNLESS R (FUDGE2)O EQ SACK LOAD S (FUDGE)O I 2 SKIP UNLESS R (FUDGE2)O EQ BOX LOAD S (FUDGE)O I 3 SKIP UNLESS R (FUDGE2)O EQ TRUNK LOAD S (FUDGE)O I 4 RETURN WATERPRG: SKIP IF M W2EX RETURN RETRY OBJECT CANT SKIP IF M W2OB PRINTRET DONTUND SKIP IF R (PLAYER)R EQ ()R PRINTRET DONTSEE SKIP IF R ()O EQ OAK PRINTRET CANTDO PRINTRET NOWATER WAITPROG: RETURN LOOK WAVEPROG: SKIP IF H ()O PLAYER PRINTRET NOTHELD SKIP UNLESS S RING EQ 2 GO ZAPPROG SKIP UNLESS R ()O EQ THREAD GO THROWPROG SKIP UNLESS R ()O EQ NEEDLE GO WAVE2 SKIP IF R ()O EQ TRANSLATOR GO WAVE4 SKIP IF S TRANSLATOR EQ 1 GO WAVE5 SKIP IF R (PLAYER)R EQ TOTCHAOS PRINTRET NOTHAPPEN SKIP3 IF P VISITED (THERE)R LOAD V TRANTIME I 7 MOVE PLAYER WITH TO (THERE)R PRINTRET WORLDNEW PRINTRET NOTHAPPEN WAVE2: SKIP3 IF R (PLAYER)R EQ PERLRM WAVEBAD: SKIP UNLESS R (THREAD)R EQ (PLAYER)R PRINTRET THREDING PRINTRET NOTHAPPEN SKIP UNLESS S PERLRM EQ 1 GO WAVE3 GO WAVEBAD WAVE3: LOAD S PERLRM I 2 PRINT SEWING MOVE NECKLACE WITH TO PERLRM MOVE PEARLS WITH DESTROY MOVE THREAD WITH DESTROY ADD V SCORE I 10 RETURN WAVE4: SKIP IF R ()O EQ FLOWER PRINTRET NOTHAPPEN SKIP IF R (PLAYER)R EQ (SHELF)R PRINTRET NOTHAPPEN SKIP3 UNLESS S EEDUL EQ 1 MOVE SHELF WITH DESTROY ADD V SCORE I 5 PRINTRET SELFBURN PRINT SELFRAZE MOVE SHELF WITH DESTROY MOVE EEDUL WITH TO (PLAYER)R ADD V SCORE I 10 RETURN WAVE5: SKIP IF R (PLAYER)R EQ ORGPORT PRINTRET NOTHAPPEN MOVE TRANSLATOR WITH DESTROY LOAD S ORGPORT I 1 ADD V SCORE I 5 SUB V OBJHELD I 1 PRINTRET RODPORT WEARPROG: SKIP IF H ()O PLAYER PRINTRET NOTHELD SKIP2 UNLESS R ()O EQ ROBE PRINTRET TOOSMALL PRINTRET OKMESS SKIP3 UNLESS R ()O EQ VOLE PRINT VOLEWEAR LOAD S VOLE I 1 RETURN SKIP IF R ()O EQ RING PRINTRET CANTWEAR SKIP3 IF V SWELTIME GT 0 WW: RESOLVE VAR0 RING GOSUB DROPSUB PRINTRET TOOBIG SKIP IF V WRONGBIT EQ 0 GO WW SKIP IF V SWELTIME GT 5 PRINTRET PAINRING LOAD S RING I 2 PRINT RINGWEAR RETURN WELCPROG: UNSET CONTAINS PLAYER PRINT WELCMESS SKIP UNLESS V SCORE GT 0 RETURN SET SCREAM LIIOK SET MURMUR LIIOK SET INVOKE LIIOK SET SAY LIIOK UNSET MUTTER EEDUL UNSET SAY EEDUL SET INCANT EEDUL SET COMMENT SNODE SET WHISPER NYZTH SET NOTAKE FURNITURE SKIP UNLESS V BINDINGS EQ 16 LOAD V BINDINGS I 11 SKIP UNLESS V CREEDARK EQ 0 LOAD V CREEDARK I 3 LOAD V SCORE I 5 SKIP UNLESS Q INFOQUER PRINT INFOMESS RETURN WHPROG: SKIP IF M W2SP SPELSPEC GO SAYPROG SKIP IF R ()R EQ (PLAYER)R PRINTRET DONTREM SKIP IF P WHISPER ()O PRINTRET FUMBLY SKIP2 UNLESS P WHISPER OLDVERB PRINT ZAPPED GO DIEPROG SET WHISPER OLDVERB RESOLVE SPCUR ()O GOSUB SPELSUB LOAD V VAR3 V SPNUM MOVE ()O WITH DESTROY SUB V BINDINGS I 1 ADD V SCORE I 2 PRINT WHISMES VAR3 GO SEQUENCE YEPROG: SKIP IF M W2SP SPELSPEC GO SAYPROG SKIP IF R ()R EQ (PLAYER)R PRINTRET DONTREM SKIP2 IF V YEDONE EQ 0 PRINT ZAPPED GO DIEPROG SKIP2 IF R ()O EQ SNODE SKIP IF R ()O EQ LIIOK PRINTRET FUMBLY LOAD V YEDONE I 1 MOVE ()O WITH DESTROY ADD V SCORE I 2 LOAD S ()O I 1 SUB V BINDINGS I 1 PRINT YESPEL RESOLVE SPCUR ()O GOSUB SPELSUB LOAD V VAR3 V SPNUM GO SEQUENCE YOPROG: SKIP IF M W2SP SPELSPEC GO SAYPROG SKIP IF R ()R EQ (PLAYER)R PRINTRET DONTREM SKIP2 IF V YODONE EQ 0 PRINT ZAPPED GO DIEPROG SKIP2 IF R ()O EQ SERQE SKIP IF R ()O EQ HQXKF PRINTRET FUMBLY LOAD V YODONE I 1 RESOLVE SPCUR ()O GOSUB SPELSUB LOAD V VAR3 V SPNUM MOVE ()O WITH DESTROY ADD V SCORE I 2 SUB V BINDINGS I 1 SKIP2 IF R ()O EQ HQXKF PRINT YODSPEL GO SEQUENCE PRINT YODSPELH GO SEQUENCE YUCCPROG: SKIP UNLESS M W2EX GO BOTHYUC SKIP IF R (PLAYER)R EQ (KOALA)R RETURN RETRY OBJECT CANT SKIP UNLESS P ALIVE KOALA PRINTRET NOTHAPPEN PRINTRET KOALSTIR BOTHYUC: SKIP IF M W2SP LYPSPEC PRINTRET DONTUND SKIP IF R (KOALA)R EQ (PLAYER)R PRINTRET NOTHAPPEN SKIP UNLESS P ALIVE KOALA PRINTRET NOTHAPPEN PRINT EUCALMES SET ALIVE KOALA LOAD S KOALA I 1 SKIP IF R (PLAYER)R EQ (COKHERR)R GO YUCC2 PRINT COKEDIE ADD V SCORE I 10 MOVE COKHERR WITH DESTROY RETURN YUCC2: UNSET ALIVE KOALA LOAD S KOALA I 0 PRINTRET UNAMES ZAPPROG: SKIP IF R ()R EQ (PLAYER)R PRINTRET DONTSEE LOAD S RING I 1 SKIP UNLESS R ()U EQ PLAYER SUB V OBJHELD I 1 MOVE ()O WITH DESTROY SKIP IF R ()O EQ DOOR GO ZAP2 LOAD S PRISENTR I 1 ADD V SCORE I 10 PRINT DOORMELT RETURN ZAP2: SKIP IF R ()O EQ DESK GO ZAP3 PRINT COLKILL GO DIEPROG ZAP3: SKIP IF R ()O EQ KNIGHT GO ZAP4 PRINT KNIGDEAD GO DIEPROG ZAP4: SKIP IF R ()O EQ RING GO ZAP5 PRINT PARADOX GO DIEPROG ZAP5: SKIP IF R ()O EQ PORTAL GO ZAP6 LOAD S ORGPORT I 1 PRINT PORTZAP RETURN ZAP6: PRINT RINGZAP RETURN ZOGPROG: SKIP2 IF S DARKDEN EQ 1 PRINT CANTGO RETURN ABORT PRINT CHUTING RETURN SPELSUB: SKIP2 UNLESS R (SPCUR)O EQ MUNGLE LOAD V SPNUM I 0 RETURN SKIP2 UNLESS R (SPCUR)O EQ SNODE LOAD V SPNUM I 1 RETURN SKIP2 UNLESS R (SPCUR)O EQ LIIOK LOAD V SPNUM I 2 RETURN SKIP2 UNLESS R (SPCUR)O EQ MIQUE LOAD V SPNUM I 3 RETURN SKIP2 UNLESS R (SPCUR)O EQ NYZTH LOAD V SPNUM I 4 RETURN SKIP2 UNLESS R (SPCUR)O EQ SERQE LOAD V SPNUM I 10 RETURN SKIP2 UNLESS R (SPCUR)O EQ HQXKF LOAD V SPNUM I 11 RETURN SKIP2 UNLESS R (SPCUR)O EQ GOMBE LOAD V SPNUM I 12 RETURN SKIP2 UNLESS R (SPCUR)O EQ POMYN LOAD V SPNUM I 13 RETURN SKIP2 UNLESS R (SPCUR)O EQ YUFTO LOAD V SPNUM I 14 RETURN LOAD V SPNUM I 15 RETURN POPSUB: RETURN !WORDS AAAAA NONE CANT ADJOINT OBJECT CANT WATER ALL NONE CANT ALLSPEC AMALRIK OBEY AMALPROG CANT AMALRIK ANNOUNCE OBEY ANPROG REQUEST ANY BACK RETURN CANT B 1 BADGE OBJECT CANT TALISMAN BAG OBEY BAGPROG MAY OBJ BAG BALL OBJECT CANT BALL BASALT OBJECT CANT BASALT BAT OBEY BATPROG MAY OBJ BAT BELLOW OBEY MUMPROG MAY ANY BITS OBJECT CANT FRAGMENTS BONSAI OBJECT CANT OAK BOOK OBEY BOKPROG MAY OBJ BOOK BOX OBEY BOXPROG MAY OBJ BOX BRUTISH OBEY BRUTPROG MUST SPECIAL CALL OBEY CALLPROG REQUEST ANY CAN OBJECT CANT CAN CAST OBEY CASTPROG REQUEST OBJ CATCH OBEY CATCHPROG REQUEST OBJ CHAIR OBJECT CANT FURNITURE CHANT OBEY CHPROG REQUEST ANY CHARIOT OBEY CHAPROG MAY OBJ CHARIOT CLEAN OBEY CLEANPROG REQUEST OBJ CLOSE OBEY CLOSEPRG REQUEST OBJ COLLECTOR OBJECT CANT COLLECTR COLUMN OBJECT CANT COLUMN COMMENT OBEY COPROG REQUEST ANY CREATURE OBJECT CANT CREEPER CREEPER OBJECT CANT CREEPER CRY OBEY CRYPROG MAY ANY DECLARE OBEY DEPROG REQUEST ANY DEMON OBJECT CANT GUARD DESK OBJECT CANT DESK DIG OBEY DIGPROG MAY ANY DOLL OBEY FRYPROG MAY OBJ FRIAR DOOR OBJECT CANT DOOR DOWN MOVE CANT D 1 DRESS OBEY DRESPROG MAY OBJ DRINK OBEY DRINKPROG REQUEST OBJ DRINKSPEC DROP OBEY DROPPROG MAY REC EAST MOVE CANT E 1 EAT OBEY EATPROG REQUEST OBJ EEDUL OBJECT CANT EEDUL SPELSPEC EJACULATE OBEY EJPROG REQUEST ANY EMPTY OBEY EMTPROG REQUEST OBJ ENERGY OBJECT CANT LENS EXAMINE OBEY EXAMPROG REQUEST OBJ EXCLAIM OBEY EXPROG REQUEST ANY FIGURE OBEY FRYPROG MAY OBJ FRIAR FLOWER OBJECT CANT FLOWER FLUTE OBJECT CANT FLUTE FONT OBJECT CANT FONT FOOD OBJECT CANT FOOD FRAGMENTS OBJECT CANT FRAGMENTS FRIAR OBEY FRYPROG MAY OBJ FRIAR FURNITURE OBJECT CANT FURNITURE GET OBEY TAKEPROG MAY REC GIBBON OBJECT CANT GIBBON GIRL OBJECT CANT KNIGHT GIVE OBEY GIVEPROG REQUEST OBJ GO IGNORE REQUEST DIR GOMBE OBJECT CANT GOMBE SPELSPEC GRAFFITI OBJECT CANT GRAFFITI GRANITE OBJECT CANT GRANITE GROAN OBEY MUMPROG MAY ANY GUARD OBJECT CANT GUARD HEAL OBEY HEALPROG MAY OBJ HEALER OBJECT CANT HEALER HELP OBEY HELPPROG MAY OBJ HOLLER OBEY MUMPROG MAY ANY HQXKF OBJECT CANT HQXKF SPELSPEC HUMBUG OBEY HUMPROG MAY OBJ HUMBUG INCANT OBEY INPROG REQUEST ANY INSECT OBJECT CANT INSECT INSERT OBEY INSPROG REQUEST OBJ INTONE OBEY INTPROG REQUEST ANY INVENTORY OBEY INVPROG CANT INVSPEC 1 3 INVOKE OBEY IVPROG REQUEST ANY JUMP OBEY JUMPPROG MAY DIR KILL OBEY KILLPROG REQUEST OBJ KISS OBEY KISSPROG REQUEST OBJ KNIGHT OBJECT CANT KNIGHT KNOCK OBEY KNOCPROG MAY OBJ KNOT OBEY KNOTPROG REQUEST OBJ KOALA OBEY KOAPROG MAY OBJ KOALA LEARN OBEY LEARNPRG REQUEST OBJ LEMUR OBJECT CANT LEMUR LENS OBJECT CANT LENS LIIOK OBJECT CANT LIIOK SPELSPEC LOCK OBJECT CANT DOOR LOOK OBEY LOOKPROG CANT 1 LUMP OBJECT CANT LENS LYPTOSE OBEY LYPTPROG CANT WATER LYPSPEC MAN OBJECT CANT COLLECTR MANSPEC MATER OBJECT CANT COLUMN ME OBJECT CANT PLAYER SELFSPEC MENTION OBEY MUMPROG MAY ANY MIQUE OBJECT CANT MIQUE SPELSPEC MOAN OBEY MUMPROG MAY ANY MUMBLE OBEY MUMPROG REQUEST ANY MUNGLE OBJECT CANT MUNGLE SPELSPEC MURMUR OBEY MRPROG REQUEST ANY MUTTER OBEY MUPROG REQUEST ANY MYSELF OBJECT CANT PLAYER SELFSPEC NE MOVE CANT NE NECKLACE OBJECT CANT NECKLACE NEEDLE OBEY NEEPROG MAY OBJ NEEDLE NORTH MOVE CANT N 1 NW MOVE CANT NW NYZTH OBJECT CANT NYZTH SPELSPEC OAK OBJECT CANT OAK OFFER OBEY GIVEPROG REQUEST OBJ OPEN OBEY OPENPROG REQUEST OBJ PAINTING OBJECT CANT PICTURE PEARLS OBJECT CANT PEARLS PICK OBEY OPENPROG REQUEST OBJ PICTURE OBJECT CANT PICTURE PIGLET OBJECT CANT PIGLET PIGS OBJECT CANT PIGS PLAY OBEY PLAYPROG REQUEST OBJ PLUG OBJECT CANT BASALT POMYN OBJECT CANT POMYN SPELSPEC PORTAL OBJECT CANT PORTAL PRONOUNCE OBEY PRPROG REQUEST ANY PULL OBEY PULLPROG REQUEST OBJ PUSH OBEY PUSHPROG REQUEST OBJ QUIT OBEY QUITPROG CANT 1 QUOTE OBEY MUMPROG MAY ANY READ OBEY READPROG REQUEST OBJ RECITE OBEY REPROG REQUEST ANY REMARK OBEY MUMPROG MAY ANY REMOVE OBEY REMPROG REQUEST OBJ RETURN RETURN CANT RING OBJECT CANT RING ROBE OBEY ROBPROG MAY OBJ ROBE ROD OBJECT CANT TRANSLATOR RUB OBEY RUBPROG REQUEST OBJ RUNES OBJECT CANT RUNES SACK OBEY SACPROG MAY OBJ SACK SAVE SAVE CANT SAVEND SAVEND CANT SAY OBEY SAYPROG REQUEST ANY SCORE OBEY SCOREPRG CANT SCREAM OBEY SCPROG REQUEST ANY SE MOVE CANT SE SEAL OBJECT CANT GRANITE SERQE OBJECT CANT SERQE SPELSPEC SEW OBEY SEWPROG REQUEST REC SHELF OBJECT CANT SHELF SHOUT OBEY SHPROG REQUEST ANY SHUT OBEY CLOSEPRG REQUEST OBJ SIGN OBJECT CANT SIGN SING OBEY SIPROG REQUEST ANY SNODE OBJECT CANT SNODE SPELSPEC SOUTH MOVE CANT S 1 SPOUT OBJECT CANT CAN STAR OBJECT CANT STAR STRING OBEY THREDPRG REQUEST OBJ SULK OBEY SULKPROG CANT SW MOVE CANT SW SWEET OBEY HUMPROG MAY OBJ HUMBUG TAKE OBEY TAKEPROG MAY REC TALISMAN OBJECT CANT TALISMAN TEAROOM NONE CANT TEASPEC THINK OBEY THINKPRG MAY ANY THREAD OBEY THREDPRG REQUEST OBJ THREAD THROW OBEY THROWPROG REQUEST OBJ TIE OBEY TIEPROG REQUEST OBJ TONKA OBEY TONKPROG CANT TONKSPEC TORCH OBEY TORPROG MAY OBJ TORCH TOUCH OBEY TOUCPROG REQUEST OBJ TRANSLATOR OBJECT CANT TRANSLATOR TREE OBJECT CANT OAK TRUNK OBEY TRUNPROG MAY OBJ TRUNK TURN OBEY TURNPROG MAY OBJ UNLOCK OBEY OPENPROG REQUEST OBJ UP MOVE CANT U 1 UTTER OBEY MUMPROG MAY ANY VOICE OBEY MUMPROG MAY ANY VOLE OBJECT CANT VOLE WAIT OBEY WAITPROG CANT WAND OBJECT CANT TRANSLATOR WASH OBEY CLEANPROG REQUEST OBJ WATER OBEY WATERPRG MAY OBJ WATER WAVE OBEY WAVEPROG MAY OBJ WEAR OBEY WEARPROG REQUEST OBJ WEST MOVE CANT W 1 WHISPER OBEY WHPROG REQUEST ANY WIPE OBEY CLEANPROG REQUEST OBJ WOMAN OBJECT CANT KNIGHT YELL OBEY YEPROG REQUEST ANY YODEL OBEY YOPROG REQUEST ANY YUCCA OBEY YUCCPROG MAY SPECIAL PICTURE MAGSPEC YUFTO OBJECT CANT YUFTO SPELSPEC /23456789012345678901234567890123456789012345678901234567890123456789012 !MESSAGE BUGMES1 !SWITCH BUGMES11 BUGMES12 !MESSAGE BUGMES11 There is a ferocious-looking insect here, buzzing angrily about. !MESSAGE BUGMES12 There is an unconscious insect on the floor. !MESSAGE BUGMES2 A vicious insect !MESSAGE CANMES1 !SWITCH CANMES11 CANMES12 !MESSAGE CANMES11 There is a largish can here, with a spout which may be opened. !MESSAGE CANMES12 There is an empty can here. !MESSAGE CANMES2 !SWITCH CANMES21 CANMES22 !MESSAGE CANMES21 A closed can of something. !MESSAGE CANMES22 A can with an open narrow spout !MESSAGE TALMES1 There is a black talisman-like badge here. It bears a smiling face, and the words "Honourary Denizen of Darkness" in black letters. !MESSAGE TALMES2 !SWITCH TALMES21 TALMES22 !MESSAGE TALMES21 A talisman !MESSAGE TALMES22 A talisman, worn proudly on your lapel !MESSAGE RINGMES1 A deceptively plain ring glistens on the floor - but it's probably magical really ! !MESSAGE RINGMES2 !SWITCH RINMES21 RINMES22 !MESSAGE RINMES21 A ring !MESSAGE RINMES22 A ring - on your swollen finger !MESSAGE PERLMES1 Some pearls sit roundly on the floor. Well, they would, wouldn't they ? !MESSAGE PERLMES2 A quantity of pearls. Just enough, some might say ! !MESSAGE THREAD1 A length of silken thread is here. It looks very fine, and is most likely valuable. !MESSAGE THREAD2 Silken thread, which is strangely heavy, as though 'twere weighted. !MESSAGE NEEDMES1 There is an antique silver needle here, used in times past by the Nuns of St Clem. Lately, it seems to have been abused in some child's sewing lessons, for it is slightly bent. !MESSAGE NEEDMES2 A needle !MESSAGE NEEDMES3 !SWITCH MNULL NEEMES31 NEEMES32 NEEMES33 NEEMES34 !MESSAGE NEEMES31 A needle is in the bag !MESSAGE NEEMES32 A needle is in the sack !MESSAGE NEEMES33 A needle is in the box !MESSAGE NEEMES34 A needle is in the trunk !MESSAGE LACEMES1 There's a valuable pearl necklace here. The pearls are threaded on silken thread. !MESSAGE LACEMES2 !SWITCH LACE3 LACE4 !MESSAGE LACE3 A necklace - being carried !MESSAGE LACE4 A necklace around your neck, where it belongs !MESSAGE PIGMES1 A grunt of pigs is here. (The grunt is a non-SI unit, and is about the same as several dozen.) The pigs are all different sizes, and mill about so that you cannot pass them. !MESSAGE PIGMES3 A lone piglet is here. It seems to have been abandoned by its family. !MESSAGE PIGMES4 A mutant piglet !MESSAGE LEMMES1 !SWITCH LEMMES11 LEMMES12 !MESSAGE LEMMES11 A lemur is playing here. It stares at you from time to time with its large eyes. How cute ! !MESSAGE LEMMES12 A ring-tailed lemur is cavorting around the room. It is clearly very happy and contented with its lot. !MESSAGE LEMMES2 !SWITCH LEMMES21 LEMMES22 !MESSAGE LEMMES21 A lemur !MESSAGE LEMMES22 A ring-tailed lemur !MESSAGE KNIGMES1 One of the legendary Knights In White Satin lies here. She is wounded, and clearly unable to walk. !MESSAGE CREEP1 There is a small, dark creature here. It is dressed in black, and seems extremely timid. !MESSAGE CREEP2 A small, dark creature, dressed in black !MESSAGE FLUTMES1 !SWITCH FLUTEM11 FLUTEM12 !MESSAGE FLUTEM11 A rather peculiar clay object rests here. I think it is a flute, of some sort. It's red and black, anyway. !MESSAGE FLUTEM12 A Patagonian nose-flute, made of red and black clay, rests here. !MESSAGE FLUTMES2 !SWITCH FLUTEM21 FLUTEM22 !MESSAGE FLUTEM21 A flute, of some kind !MESSAGE FLUTEM22 A Patagonian nose-flute !MESSAGE BAGMES1 A voluminous bag is here. !MESSAGE BAGMES2 A bag !MESSAGE BAGMES3 !SWITCH MNULL BAGMES31 BAGMES32 BAGMES33 BAGMES34 !MESSAGE BAGMES31 !MESSAGE BAGMES32 A bag is in the sack !MESSAGE BAGMES33 A bag is in the box !MESSAGE BAGMES34 A bag is in the trunk !MESSAGE SACKMES1 A large floppy sack is here. !MESSAGE SACKMES2 A sack !MESSAGE SACKMES3 !SWITCH MNULL SACMES31 SACMES32 SACMES33 SACMES34 !MESSAGE SACMES31 A sack is in the bag !MESSAGE SACMES32 !MESSAGE SACMES33 A sack is in the box !MESSAGE SACMES34 A sack is in the trunk !MESSAGE BOXMES1 A big box is here !MESSAGE BOXMES2 A box !MESSAGE BOXMES3 !SWITCH MNULL BOXMES31 BOXMES32 BOXMES33 BOXMES34 !MESSAGE BOXMES31 A box is in the bag !MESSAGE BOXMES32 A box is in the sack !MESSAGE BOXMES33 !MESSAGE BOXMES34 A box is in the trunk !MESSAGE TRUNK1 A sturdy trunk sits resolutely here. !MESSAGE TRUNK2 A trunk !MESSAGE TRUNK3 !SWITCH MNULL TRUNK31 TRUNK32 TRUNK33 TRUNK34 !MESSAGE TRUNK31 A trunk is in the bag !MESSAGE TRUNK32 A trunk is in the sack !MESSAGE TRUNK33 A trunk is in the box !MESSAGE TRUNK34 !MESSAGE BATMES1 A well-used bat, of an unfamiliar shape, is here. !MESSAGE BATMES2 A bat !MESSAGE BATMES3 !SWITCH MNULL BATMES31 BATMES32 BATMES33 BATMES34 !MESSAGE BATMES31 A bat is in the bag !MESSAGE BATMES32 A bat is in the sack !MESSAGE BATMES33 A bat is in the box !MESSAGE BATMES34 A bat is in the trunk !MESSAGE BOOKMES1 There is a book of childish scrawl here. !MESSAGE BOOKMES2 A book of childish scrawl !MESSAGE BOOKMES3 !SWITCH MNULL BOKMES31 BOKMES32 BOKMES33 BOKMES34 !MESSAGE BOKMES31 A book is in the bag !MESSAGE BOKMES32 A book is in the sack !MESSAGE BOKMES33 A book is in the box !MESSAGE BOKMES34 A book is in the trunk !MESSAGE TORMES1 A small torch, of the sort given to children, is here. There is no apparent way to turn it on or off. !MESSAGE TORMES2 A small torch !MESSAGE TORMES3 !SWITCH MNULL TORMES31 TORMES32 TORMES33 TORMES34 !MESSAGE TORMES31 A small torch is in the bag !MESSAGE TORMES32 A small torch is in the sack !MESSAGE TORMES33 A small torch is in the box !MESSAGE TORMES34 A small torch is in the trunk !MESSAGE HUMBMES1 There is a delicious humbug here. Some horrid child must own it, for it clearly comes from a bag of sticky sweets. !MESSAGE HUMBMES2 A humbug !MESSAGE HUMBMES3 !SWITCH MNULL HUMMES31 HUMMES32 HUMMES33 HUMMES34 !MESSAGE HUMMES31 A humbug is in the bag !MESSAGE HUMMES32 A humbug is in the sack !MESSAGE HUMMES33 A humbug is in the box !MESSAGE HUMMES34 A humbug is in the trunk !MESSAGE ROBMES1 !SWITCH ROBMES11 ROBMES12 !MESSAGE ROBMES11 A robe has been discarded here. It looks like it has been used by grubby children for dressing-up games. !MESSAGE ROBMES12 A beautiful white satin robe is here! !MESSAGE ROBMES2 !SWITCH ROBMES21 ROBMES22 !MESSAGE ROBMES21 A nasty grubby robe !MESSAGE ROBMES22 A white satin robe !MESSAGE ROBMES3 !SWITCH MNULL ROBMES31 ROBMES32 ROBMES33 ROBMES34 !MESSAGE ROBMES31 A grubby robe is in the bag !MESSAGE ROBMES32 A grubby robe is in the sack !MESSAGE ROBMES33 A grubby robe is in the box !MESSAGE ROBMES34 A grubby robe is in the trunk !MESSAGE BALLMES1 A small ball is here. It has seen better days ! !MESSAGE BALLMES2 A ball !MESSAGE BALLMES3 !SWITCH MNULL BALMES31 BALMES32 BALMES33 BALMES34 !MESSAGE BALMES31 A ball is in the bag !MESSAGE BALMES32 A ball is in the sack !MESSAGE BALMES33 A ball is in the box !MESSAGE BALMES34 A ball is in the trunk !MESSAGE CHARMES1 There is a splendid toy chariot here, with which any child would be delighted! !MESSAGE CHARMES2 A toy chariot !MESSAGE CHARMES3 !SWITCH MNULL CHAMES31 CHAMES32 CHAMES33 CHAMES34 !MESSAGE CHAMES31 A toy chariot is in the bag !MESSAGE CHAMES32 A toy chariot is in the sack !MESSAGE CHAMES33 A toy chariot is in the box !MESSAGE CHAMES34 A toy chariot is in the trunk !MESSAGE KOALMES1 !SWITCH KOAMES11 KOAMES12 !MESSAGE KOAMES11 There is a stuffed koala here, recently repaired but still tatty. The most obvious piece of repair-work is the re-fastening of its ears, which seem to be fitted badly. It probably couldn't hear terribly well if it were alive. !MESSAGE KOAMES12 A koala sits uncomfortably here, as though it were unfamiliar with the idea that it would be more comfortable if it moved a little, once in a while. !MESSAGE KOALMES2 !SWITCH KOAMES21 KOAMES22 !MESSAGE KOAMES21 A stuffed koala !MESSAGE KOAMES22 A live koala !MESSAGE KOALMES3 !SWITCH MNULL KOAMES31 KOAMES32 KOAMES33 KOAMES34 !MESSAGE KOAMES31 A stuffed koala is in the bag !MESSAGE KOAMES32 A stuffed koala is in the sack !MESSAGE KOAMES33 A stuffed koala is in the box !MESSAGE KOAMES34 A stuffed koala is in the trunk !MESSAGE VOLEMES1 There is a Patagonian nose-vole here. It is crawling slowly about on the floor, but isn't getting very far as it is terribly small. !MESSAGE VOLEMES2 !SWITCH VOLE21 VOLE22 !MESSAGE VOLE21 A Patagonian nose-vole !MESSAGE VOLE22 A Patagonian nose-vole, up your nose !MESSAGE TRANMES1 !SWITCH TRANS11 TRANS12 !MESSAGE TRANS11 There is a short black rod here, with a rusty star on one end. !MESSAGE TRANS12 There is a white rod here. It is very short, with strange glowing bits and grille-like sections. It seems to have faint writing on it at one end. !MESSAGE TRANMES2 !SWITCH TRANS21 TRANS22 !MESSAGE TRANS21 A black rod !MESSAGE TRANS22 A white rod !MESSAGE HEALER1 An old man is here. He is, presumably, the healer. !MESSAGE SIGNMES1 There is a sign on the wall, saying "Healer", and pointing east. !MESSAGE COLMES1 An enthusiastic-looking gentleman, with a slight madness in his eyes, sits at a desk here, studying objects of various kinds. He seems very preoccupied, and seems not to notice you at all. !MESSAGE OAKMESS1 There is a bonsai oak tree here. You can see that it is very old, for it is quite large for a bonsai tree. !MESSAGE OAKMESS2 An ancient bonsai oak tree !MESSAGE GIBBMES1 Jumping actively about the room is a gibbon, with lemon-coloured fur, and a sour expression. His eyes are more the colour of bananas, and his ears are shaped like small Edam cheeses. !MESSAGE GIBBMES2 A gibbon !MESSAGE GIBBMES3 A gibbon, tied to the bonsai tree !MESSAGE PICTMES1 On the wall of the office is a splendid painting of a Yucca plant. The artist was clearly a brilliant one. The placing of the painting gives you the impression that the Yucca must have had some significance to the people who used to be here, but you can't think why that might have been. !MESSAGE FONTMES1 There is a font here. You recognise it as one sanctified by clerics of your patron deity. It seems as though the locals have found it and have tried to destroy it. They have failed in that, and what damage there is is purely cosmetic. The font still seems to be serviceable, and has not been desecrated. !MESSAGE GARDMES1 There is a terrible demon guard here. He screams terrible insults at you, and very persuasively suggests that you are a pathetic wretch, and if you killed yourself it would save him the trouble of doing it for you. !MESSAGE LENSMES1 There is a lenticular lump of energy here, glowing quietly at the side of the room. !MESSAGE LENSMES2 A lenticular lump of energy !MESSAGE FRY1 There is a doll here. Well "figure" might be better - it is a very jolly doll of an ample friar, beaming happily. !MESSAGE FRY2 A doll !MESSAGE FRY3 !SWITCH MNULL FRY31 FRY32 FRY33 FRY34 !MESSAGE FRY31 A doll is in the bag !MESSAGE FRY32 A doll is in the sack !MESSAGE FRY33 A doll is in the box !MESSAGE FRY34 A doll is in the trunk !MESSAGE MATER1 There is a curious object here. You recognise it, strangely enough, as one of the things used to make sure segments of columns meet up nicely when large buildings are being made - a column-mater. !MESSAGE MATER2 A column-mater !MESSAGE GRANMES !SWITCH GRANMES0 GRANMES1 !MESSAGE GRANMES0 There is a granite seal in the west end of the cylinder. It is shut. !MESSAGE GRANMES1 There is a granite seal in the west end of the cylinder. It is open. !MESSAGE BASMES !SWITCH BASMES0 BASMES1 !MESSAGE BASMES0 There is a basalt plug in the east end of the cylinder. It is shut. !MESSAGE BASMES1 There is a basalt plug in the east end of the cylinder. It is open. !MESSAGE MUNG1 Writhing tortuously past your eyes are the words of the spell MUNGLE, whose power is legendary. !MESSAGE SNOD1 Crackling in the air are myriads of sparks, forming the ghastly runes of SNODE, the spell which has been banned in so many countries in recent Strategic Magic Enchantment Limitations Talks (SMELT). !MESSAGE MIQU1 Set in the cobbles of the floor is a mosaic giving the words for the spell MIQUE. The mosaic seethes with energy. !MESSAGE NYZT1 Almost like wind-chimes, the sigils and signs of NYZTH tinkle gently against one another here, in a manner reminiscent of teeth on a string. !MESSAGE LIIO1 The rather obscure spell LIIOK lurks here in a corner, sulking quietly. It was written rather ornately in an ambulatory form, but then some cruel individual nailed it firmly to the floor. !MESSAGE EEDU1 The spell EEDUL grins unpleasantly at you here, as though eager to be put to good (?) use. It preens itself constantly, evidently wishing to be as legible as possible. !MESSAGE SERQ1 A rather surly copy of SERQE is mounted on the wall here. It seems to be proof-reading itself to check for spelling mistakes. !MESSAGE HQXK1 An untidy mass of characters trails across floor, walls, ceiling and door jambs here. It seems to be nonsense at first, but turns out to be HQXKF, a spell long-neglected by most wizards, and deservedly so. !MESSAGE GOMB1 This room is actually constructed from a holographic copy of the spell GOMBE. Wherever you look, the spell presents itself to your eyes. !MESSAGE POMY1 POMYN has been given free reign here. It has written itself, in a moderately disjointed manner, around the hole in the floor. !MESSAGE YUFT1 A first edition of YUFTO (you can tell by the signature at the end) is written in tin-tacks on the apparently wooden floor of this section of the Nidus. !MESSAGE COKE1 A senior demon is here. You recognise it from catalogues as Co'kherr. It does not seem pleased to see you. !MESSAGE FLAMES1 A very powerful demon guards the Nidus from intruders such as yourself. Its skin radiates very strongly, and you can feel your skin blistering. You feel sure that this demon can kill you simply by being here - it has no need to even act against you. Already you feel weak. You cannot see properly. You slump to the floor, about to lose consciousness... !MESSAGE FRAG1 There are some fragments of a now-defunct toy chariot here. !MESSAGE GRAF1 There is a piece of graffiti on the wall. !MESSAGE SHELFM1 There is a wooden shelf on the wall, too high up for you to reach. !MESSAGE FLOWM1 A flower with fiery red and orange petals it here. It has quite a long stem, but you do not recognise the species. !MESSAGE FLOWM2 A fiery red-and-orange flower !SWITCH MNULL /23456789012345678901234567890123456789012345678901234567890123456789012 !MESSAGE PIGRM1 You are in a corridor, which smells faintly of pork. There are exits to the east and south. !MESSAGE PIGRM2 You are in the pork corridor. !MESSAGE ANTEMES1 You are in the ante-room of a chamber to the east. The portal of life is presumably somewhere along the corridor which leads to the west, and this is confirmed by the scrawled "Yes, the rule DOES hold both ways through me, in case you were wondering" on the wall. There is also a narrow tunnel south-eastwards. !MESSAGE ANTEMES2 You are in the ante-room of the healer. !MESSAGE HEALRM1 You are in the healer's chamber. It is filled with medicines and potions of all kinds, and smells lovely. The exit is to the west. !MESSAGE HEALRM2 You are in the healer's chamber. !MESSAGE PATMES1 You are in a small chamber with a lived-in feel. It is well-furnished, but apparently unoccupied at the moment. The decor is Patagonian in style. The only way out is to the north-west. !MESSAGE PATMES2 You are in the Patagonian room. !MESSAGE NIDMES1 You are in the Nidus - the vital centre of this plane. You do not feel that you understand this place at all well. There are unearthly tendrils of magic weaving about, connecting this area with everything else in the prison dimension. You feel sure that to control the Nidus would be to control the world - this one, at least! Force streams weave all about, and all come together at this point. All about, in the middle distance, may be seen other, smaller meeting points of the streams. These smaller points seem to have quasi-material things in or about them, but you can't see clearly from here. !MESSAGE NIDMES2 You are in the Nidus. !MESSAGE BUGRM1 You are in a nasty little room, with pockmarked walls and a very messy floor. There is a smell of decay, and you don't want to stay here any longer than is absolutely necessary. You are relieved to see that there is an exit in the west wall. !MESSAGE BUGRM2 You are in the nasty room. !MESSAGE KNIGRM1 You are in a clearing in the middle of the maelstrom. There is a palpable tension in the air, as though someone is keeping the energies of Chaos away by sheer willpower. The safe path by which you entered is visible - directions have no meaning here, but lets say the way out is to the north. !MESSAGE KNIGRM2 You are in the cleared zone of the Chaos mist. !MESSAGE PRISMES1 You are in a prison cell. It is a depressing place, and has clearly seen many unhappy inhabitants, who perhaps stayed rather longer than you will. The door would be to your west if you hadn't disintegrated it! !MESSAGE PRISMES2 You are in the prison cell. !MESSAGE BOXROOM1 You are in a child's playroom. If you ever doubted the power of the forces of Chaos, you don't any more:- You have never seen a room as incredibly messy as this one! You cannot see any exits - and there's precious little of the floor to be seen. !MESSAGE BOXROOM2 You are in the messy playroom. !MESSAGE TEARM1 You are in a room that is very strange indeed. It looks to have been set up for afternoon tea, yet all the tea things are flying around the room. They emanate malice and violent intent! Written on the wall in savage letters is BRUTISH TEAROOM. An escape route is to the south. !MESSAGE TEARM2 You are in the brutish tearoom. !MESSAGE PORTAL1 You stand before an imposing portal in the east wall. It is ornately fashioned of many valuable materials, but there is no way you could garner any of this wealth. You notice, woven amongst the decoration at the top of the gate, runes declaring "That which lives may pass - that which lives not will be surely destroyed." There is also an ornate wooden ladder leading upwards. !MESSAGE PORTAL2 You are before the portal with the message on top. !MESSAGE RINGRM1 You are in a room filled with circles of all kinds. They are some kind of illusion, clearly, for you can walk through them and feel nothing. They swirl and swoop, and make you feel a trifle dizzy ! In the west wall is a circular hole, which leads out of here. !MESSAGE RINGRM2 You are in the room of swooping circles. !MESSAGE LEMRM1 You find yourself in a dimly-lit chamber. It has a permanent twilight generator, perhaps. It is decorated strangely with tree-like wooden structures filling much of the space, and hiding the walls. You can't be sure where the exits are. !MESSAGE LEMRM2 You are in the twilight zone... !MESSAGE PRISCOR1 You are in the entrance to a small prison area. Who would build a prison in a prison world ? There is a sombre atmosphere here. An open passageway, of expert craftsmanship, leads southwest, and there is a corridor leading north, with wooden things sticking out of the walls. !SWITCH DOORUP DOORGONE !MESSAGE DOORUP There is a sturdy door to the east, with the words "Don't even THINK about trying to open ME" on it. !MESSAGE DOORGONE There is an opening to the east, the edges of which have been melted by some tremendous discharge of energy. !MESSAGE PRISCOR2 You are in the prison entrance. !MESSAGE DARKDEN1 You can just make out some faint details of this place. It should, by rights, be pitch dark (to coin a phrase), but for some reason you can see that there are many shadowy creatures moving about, in almost total silence. Slightly less impenetrable blackness leaks in from above. !MESSAGE DARKDEN2 You are in the darkroom. !MESSAGE DVILMES1 You are in a deserted village of mud huts. Most of these were evidently built for smaller creatures than yourself, but one or two are about your size. You can't enter any of them, as there's not enough left of any of them - just enough for you to see how big they would have been when whole. In the ruins of one of the larger huts is a passage leading down, and there is a corridor leading west from here. !MESSAGE DVILMES2 You are in the abandoned village. !MESSAGE COLRM1 You are in a room whose original purpose is unclear - it may have been, many centuries ago, one of the prison cells. Now, though, it is the sort of room that would make the curator of the "Magic and Supernatural History Museum" drool like one of those carnivorous aubergines you see from time to time at disreputable fun-fairs. The whole place is organised and categorised, with display cabinets, strange devices, obscure implements and drawings of unimaginable things and places. You can see paths between the cabinets to the north-east, north-west, north and south, and some stairs leading down. The things seem to be grouped into collections of similar things, but there are so many of them! There must be a magical effect at work, for if you walk towards a case, more appear beyond it and you may keep walking without any sign of a wall to the room. A display which catches your eye is: !SWITCH C0 C1 C2 C3 C4 C5 C6 C7 C8 C9 C10 C11 C12 C13 C14 C15 C16 C17 C18 C19 C20 !MESSAGE C0 "Trepanning tools used by overseers in the great lyptose mines of Hoog in the later ages of the Sta-Walrit dynasty." A very grisly exhibit. !MESSAGE C1 "Items knitted by maiden aunts of deposed rulers of gravity-free planes of existence, in reverse chronological order." A truly strange exhibit. !MESSAGE C2 "Eyelids (preserved in brine) of those who have, inadvertently or otherwise, caused beverages or particles of food to fall upon the appendages of Phoenixes, and have as a result been slain by gorillas." This exhibit is quite breathtaking. !MESSAGE C3 "A stuffed guzzlet, as prepared by the chefs of the late Emperor Nigel the Barely Adequate on the night of his spontaneous combustion." The guzzlet is a fair specimen, but the condition of its nearside front fin suggests that it would rightly be spurned by anyone of discernment if it were served at dinner. !MESSAGE C4 "A representative sample of typical items pushed to one side of the plate by recalcitrant schoolchildren who won't eat what their parents tell them to." This exhibit is quite fascinating - especially the section showing how the condition of the food items changes if the parents use the 'If you don't eat it now you'll get it for every meal until you do' approach. !MESSAGE C5 "Specimens of gratuitously long room descriptions used in certain kinds of arcane wordplay by scholars of mathemagical subjects, especially those scholars who seem unable to realise that sentences are supposed to give the reader the occasional chance to pause for breath whilst reading them (even if not reading aloud), or that some sentences could quite fairly be split up into several shorter ones by judicious use of the full stop, rather than continual use of the comma." This exhibit is a little mystifying. !MESSAGE C6 "Books I have not read." This exhibit is very nearly empty! It appears that it was much larger once, for there are very many gaps which look as though they used to hold books. How long has the owner been here? !MESSAGE C7 "All items not appearing in my collections anywhere." This exhibit flickers in and out of existence, as though it is not sure whether it should be here or not. It is quite unnerving! !MESSAGE C8 "Left socks worn by warriors kicked to death by camels during the 'Afternoon of Indigestion', in which sad historical period members of the Digesters and Amalgamated Metabolisers Union went on strike." You are stunned by the pointlessness of this exhibit. !MESSAGE C9 "Nostrils of sentient elementals, as represented by architects of temples to war gods in early drafts of design work." Very cultural - and interesting. !MESSAGE C10 "Methods of scythe-sharpening, employed by blind underwater kelp- farmers in northern areas of many planes." Not an exhibit which holds any great attraction for you after all. !MESSAGE C11 "Some examples of parasol-straightening equipment, recovered from emergency stores deep in the cellars of the Desert King." You wonder what manner of emergency could require such beautiful machines for its resolution. !MESSAGE C12 "This space intentionally left blank." A powerful, moving, and truly inspired exhibit. Having seen it, you can now die happy! !MESSAGE C13 "Magic words of power from other times and planes than our own." You see rows of neat cards with words neatly written on them - you recognise many from old legends, such as XYZZY, EXAKCIP, OOZELUMNY, TIDUS and MOAB. !MESSAGE C14 "'A sociological interpretation of middle-class motivation for stimulation of the cat-flap lubrication industry', and other great PhD theses at noted seats of learning." You are not sure whether this exhibit is genuine or not. !MESSAGE C15 "Pairs of prime numbers differing only by two." This exhibit looks as though it might be infinitely large, but you can't be quite sure. !MESSAGE C16 "People who have falsely claimed that they have proved Fermat's Last Theorem." Quite a large exhibit! There is a new picture here, of an oriental-looking person - much less dusty than the other fools depicted here. You notice that one of the pictures is a family photo with the deluded idiot circled. It's a mountain scene, and the people are wearing leather trousers with big braces, and holding very long horns or didgeridoos or something. Some of them are singing. On second thoughts, the horns can't be didgeridoos cos they turn up and widen out at one end. Oh well, never mind. !MESSAGE C17 "Dormice used as decoys in the assault, by Etrash the Somewhat Unpleasant, of the Feline Undercity of Thwilm-Wubblethrit." The poor things are not very nice to look at. Like the vases one often sees in these places, there is more stuff there to hold the bits together than there are actual bits. Not really recognisable as dormice, actually. !MESSAGE C18 "Historical documents recently donated by benefactors." Quite a lot of musty, dusty (+ fusty, rusty - etc, etc) papers here. One notable one is a letter of complaint about the fact that silly puns are not supposed to be an essential feature of the universe and that expecting prisoners to spot them if they are to escape is the sort of thing only a total meanie would do. The index card next to this explains that the creator of this pocket dimension _is_ a total meanie - so there. Another of the papers is a fragment from a book about Christmas presents and crippled children. Not your sort of thing at all. !MESSAGE C19 "Number seven in a series showing the way hedgehog toe-straighteners have affected the development of the noble art of pasta-juggling." Oddly enough, there doesn't seem to be much to be said on this. !MESSAGE C20 "Initial and boundary-value problems in relation to the extraction of informational content from the embellishments of public edifices by juvenile delinquents, and the absence of subtlety evinced by the inclusion of this sentence as a hintlet in the game." !MESSAGE COLRM2 You are in the room with all the (slightly strange) collections in it. One which catches your eye is: !SWITCH C0 C1 C2 C3 C4 C5 C6 C7 C8 C9 C10 C11 C12 C13 C14 C15 C16 C17 C18 C19 C20 !MESSAGE COLA1 You are north-west of the collections room, in an alcove. It appears to be in a state of partial preparation for addition to the main room as a further exhibition area, but it is far from finished. There is an area sketchily set aside for a display of "Unusual variants of semi-sapient species from worlds with relatively little inherent magic, and a low native population of supernatural creatures." !MESSAGE COLA2 You are in the north-west alcove. !MESSAGE COLB1 You are in a long north-south passage, with the museum (?) to the south. The passage is a little wiggly, and the northern end cannot be seen from here. !MESSAGE COLB2 You are in a passage. !MESSAGE COLC1 You are at a bend in a corridor. To the south-west is the collections room, and to the east is a chamber from which many flickering lights stream at you. !MESSAGE COLC2 You are at the bend in the graffiti corridor. !MESSAGE TAPRM1 You are in a broderer's room. Presumably some embroidery whiz offended the Powers That Be sufficiently to warrant exile here. It does not seem to be at use at the moment, and there is no sign of recent habitation either. Exits are south-west and north. !MESSAGE TAPRM2 You are in the broderer's room. !MESSAGE KAOS1 This room seems to show that the prison world HAS been neglected by the Powers of Chaos for a few millennia, for the south wall is badly damaged, and strange mists swirl amongst the stones. It looks as though the raw chaos outside the imprisonment area is beginning to leak in! There are exits to the east and northwest. !MESSAGE KAOS2 You are at the chaos leakage. !MESSAGE PASSA1 You find yourself in a still, quiet avenue southeast of the twilit room. It feels as though no-one has passed this way in some time. It continues to the east. !MESSAGE PASSA2 You are in the still, quiet passage. !MESSAGE DARKPAS1 The passage is very dark here. It seems brighter towards the west, and darker to the east. !MESSAGE DARKPAS2 You are in the dark passage. !MESSAGE CHAOS11 !SWITCH BORDER1 CHAOS13 !MESSAGE CHAOS12 !SWITCH BORDER2 CHAOS14 !MESSAGE CHAOS13 You are in a place of almost total chaos, with a path of light from the north to the south which appears to provide a fairly comprehensible environment. !MESSAGE CHAOS14 You are on a safe path through a region of otherwise untamed chaos. !MESSAGE CHAOS21 !SWITCH BORDER1 CHAOS13 !MESSAGE CHAOS22 !SWITCH BORDER2 CHAOS14 !MESSAGE CHAOS31 !SWITCH BORDER1 CHAOS13 !MESSAGE CHAOS32 !SWITCH BORDER2 CHAOS14 !MESSAGE BORDER1 You are somewhere south of the room with the leaky wall. Well, I say "south" because that's the direction it was when you started, and I may as well continue to call it that as you have no way of getting your bearings now. This place borders on total, raw chaos. A veritable maelstrom rages all about you, but you are safe, for the moment - slight tinges of regularity are being maintained by a stream of coherent light from the "north". You are standing at the end of the stream, and can go nowhere but back along it, unless you wish to walk into Chaos. !MESSAGE BORDER2 You are at the borders of Chaos. !MESSAGE TOTAL1 You are in a region of total chaos - you cannot even begin to understand most of the things you see about you. It would be best to describe the environment as a storm, which is changing its every aspect constantly. !MESSAGE TOTAL2 You are in total chaos. !MESSAGE HOOGRM1 You find yourself in a small office-like room. From the general nature of the contents, you discern that the nature of the business conducted by the office is administrative, and that the business administered from here is that of a sugar-mining concern. The decor reminds you somewhat of that of the audience chamber of the ambassador of the Emperor Nigel Sta-Walrit IV ('Nigel the Barely Adequate') in the capital city of your homeland. From here you may go to the north-east, into an inner office. !MESSAGE HOOGRM2 You are in the admin office of a sugar-mining company. !MESSAGE HOOG2RM1 This is an executive office. It is very plush, and you feel sure that the owner must be very wealthy and influential. The door is to your west. !MESSAGE HOOG2RM2 You are in the executive office of the mining administrator. !MESSAGE SMOKERM1 You are in a foul place. The air is filled with smoke, smells, coloured streaks that drift in a sinister fashion, and noxious noises. You can hear screams of pain, diabolical laughter, and even less pleasant sounds. The room seems, at first sight, to be a rather odd shape, and extremely awkward. It then becomes clear, unfortunately, that this is not a room as such, but merely the space left behind an enormous throne. There are gaps to the north and south, which evidently would take you into the room in which the throne sits. There is also a smaller hole, more a crack, in the wall. This would take you east, and into another room. West is a space under the throne. !MESSAGE SMOKERM2 You are behind the huge throne. !MESSAGE AUDMES1 You are by the side of a huge throne in an utterly vast chamber. From here you can see that the occupant of the throne is at least sixteen feet tall, with green and purple skin, horns, red hair, and glowing eyes. You recognise him as Amalrik - one of the Chaos Lords you swore to destroy. He is watching 'entertainments', in the expansive area to the west. These include disembowellings, beheadings, drawing and quartering, and some processes so unpleasant that I cannot describe them adequately. The thought which crosses your mind as your current situation sinks in can be best summarised as "Ooops...." !MESSAGE AUDMES2 You are in Amalrik's audience chamber. He is the audience. !MESSAGE UNDTHR1 You are under the throne. You can hear movement above - the throne is clearly occupied. Unfortunately, there are no gaps into the main part of the room from here. The only way to go is east, back behind the throne again. !MESSAGE UNDTHR2 You are under the throne. !MESSAGE STOREM1 You are in a store-room. It is apparently used to store special-effects devices, as used by evil extra-planar beings everywhere. From the way things sounded in the throne-room, almost the whole stock of flashpots, rolling thunder machines, cackle generators etc. is in use. Certainly this place looks as though a large quantity of stuff has been taken out very recently. There is a crack in the west wall, and no other exit is apparent. Perhaps the user teleports in? !MESSAGE STOREM2 You are in the special-effects store. !MESSAGE LIGHTRM1 You are in a small cubical room with no exits. It has no decoration of any kind, and the walls are totally smooth, as though this place were a cavity inside solid rock, created by powerful magic. !MESSAGE LIGHTRM2 You are in the smooth cubical cavity. !MESSAGE FLUTRM1 You are in a strange chamber, with fluted walls. It looks as though a musical kind of person used to live here, until the smell from the pigs to the north became unbearable. !MESSAGE FLUTRM2 You are in the room with fluted walls. !MESSAGE PERLRM1 You are in a smaller exhibition hall below the main one. This hall seems to have been set aside for one special exhibit, or perhaps there has as yet been no need to put more than one here. !SWITCH PERL1 PERL2 MNULL !MESSAGE PERL1 The (apparently) special exhibit is very large - but impressive. Every few seconds, a pearl drops from somewhere in the roof, and bounces on the floor. It then bounces on several walls, making musical tinklings as it goes, and returns to the roof area. The whole process takes many seconds, and so there is a whole stream of these pearls, spaced out quite a long way, making a musical noise. There is no apparent source of energy for this exhibit. Perhaps it is some kind of pearlpetual motion phenomenon ? !MESSAGE PERL2 The pearlpetual motion exhibit now has a thread of silk weaving in and out, dancing amongst the pearls. The pearls continue to sing, following their endless path. !MESSAGE PERLRM2 You are in the lower exhibition hall. !MESSAGE STONERM1 This place is most likely an abandoned masons' workshop. You can see signs that once many activites were conducted here - perhaps in the construction of this place. It would appear that this area was chiefly used for the manufacture and smooth fitting of stone columns. A beautifully crafted exit leads to the north-east. !MESSAGE STONERM2 You are in the masonry room. !MESSAGE LIFTA1 You are in a cold, damp chamber. The chute by which you came here has vanished, and the only exit is east, through a granite-framed tunnel. !MESSAGE LIFTA2 You are in the cold, damp chamber. !MESSAGE LIFTB1 You are in some sort of a guard-room. It used to be well-stocked with weapons, but they seem to have been used up over the eons. There is a basalt exit to the west. !MESSAGE LIFTB2 You are in the guard-room. !MESSAGE LIFTC1 You are in the room of records. Written on the wall are the names of those who have passed here. The legible names at the moment include: "AJFA1 (who cheated)", "AJL12 (with just a little help)", "PB56 (NAD)", "AJM8 (with an inhuman boredom threshold)", "PGN10 (pp AJFA1)" , "RU10" and some too small to make out clearly. Odd names, your fellow prisoners! There is a granite exit visible to the east. !MESSAGE LIFTC2 You are in the room of records. !MESSAGE LIFTD1 You are in another cold, damp chamber. There is a basalt exit west, and the top of a chute is to the east. !MESSAGE LIFTD2 You are in the second cold, damp room. !MESSAGE LIFT1 You are in a long, cylindrical room with cold walls. The cylinder is quite wide, so balancing on the floor isn't too hard. It looks as though the walls used to be "rifled" - there are faint traces of spiralling grooves along the entire length of the cylinder. !MESSAGE LIFT2 You are in the once-rifled cylindrical room. !MESSAGE MAZEMESS You are at a junction of energy strands, leading in many directions. They knit together to form an almost-room here. This is probably an illusion, but it makes the Nidus less of a strain on your mind. !SWITCH MNULL /23456789012345678901234567890123456789012345678901234567890123456789012 !MESSAGE MNULL !MESSAGE HOLDING You are holding: !MESSAGE AGAINQ Do you want to play again ? !MESSAGE ALRCLOS It's already closed, you fool! !MESSAGE ALRDRES You are already dressed. !MESSAGE ALRHELD You're already holding that! !MESSAGE ALROPEN It is already open! !MESSAGE BASHMES You hear a sequence of thuds and screeches in the distance, followed by some tinklings and finally a large CRASH! !MESSAGE BLOCKED The stairway has been blocked by a rockfall. Probably all that door- slamming had something to do with it! !MESSAGE BOXDONE As the last toy is placed correctly, the magic holding the room together begins to fail, and the walls close in around you. Your arms are squashed very tightly against your body. You feel as though you are sure to be crushed, when suddenly a hole opens in the wall just by you, and you are squeezed out. You land on the floor, pick yourself up, and see that you are back to familiar ground:- !MESSAGE BOXDROP The corridor shakes you up and down until you have dropped everything you are carrying, then drops you into a new place, and closes behind you. You feel a little numb for a while, but are soon ready to carry on with your usual grim determination. !MESSAGE CANTCLEAN It is too grimy for you to be able to clean it easily. !MESSAGE CANTCLOS You can't close that! !MESSAGE CANTDO You can't do that! !MESSAGE CANTDRES You are being silly! !MESSAGE CANTDRINK You can't drink that! !MESSAGE CANTFIND I can't find any suitable doll's clothing. Besides, it is dressed very nicely as it is. !MESSAGE CANTHEAL You know nothing of the healing arts. !MESSAGE CANTGO You can't go in that direction! !MESSAGE CANTINS I can't think of anywhere to insert that! !MESSAGE CANTLEAR You can't learn that! !MESSAGE CANTOPEN You can't open that! !MESSAGE CANTPLAY You can't play that! !MESSAGE CANTPUT You can't put things in that! !MESSAGE CANTREAD I can't read that! !MESSAGE CANTREM You can't remove that! !MESSAGE CANTTAKE You can't take that! !MESSAGE CANTTIE You can't tie that! !MESSAGE CANTWEAR You can't wear that - you would look very silly indeed! !MESSAGE CASTPERL Casting pearls before swine, eh ? Just for once, it seems to do some good. The pigs are terrified, for some reason, and flee in all sorts of directions, leaving one poor lonesome piglet behind them. Unhappily, the necklace was trampled to bits by the pigs as they stampeded out of the room. !MESSAGE COKEDIE The koala leaps at Co'kherr, and savagely tears the demon to shreds. Now fully awake, the koala remains alert and active. It climbs onto your shoulder and looks about you intently. Its fur has taken on a blacker colour than before, and you can hear the sound of effervescence coming from it. !MESSAGE COLLECT1 The collector looks up briefly, examines your ring and refuses your kind offer, saying that he already has many rings, and that no-one seems to have taken an interest in them. !MESSAGE COLLECT2 The collector peers at your lemur, and says that although it is a fine specimen, it is really a bit ordinary, and not quite the sort of thing he needs just now. He regrets that he must refuse the offer of your lemur. !MESSAGE COLLECT3 The collector examines your lemur, and declares that a ring-tailed lemur such as this is exactly the sort of thing for his new exhibition. He takes the lemur off and returns quickly, thanking you profusely. He assures you that your pet will be well looked-after. He then returns to his work. !MESSAGE COLLECT4 The collector looks at your flute for quite a while, takes it to examine it briefly, and hands it back to you, saying that although it is a very fine example of its type, he already has several like it. He sees that you are perhaps unaware of its nature, and tells you that it is a Patagonian nose-flute. He also shows you how to play it, because it is rather difficult to do, unless you are used to controlling the rate of breathing through each nostril separately. !MESSAGE COLLECT5 The collector ignores you, somewhat crossly. He clearly has no interest in seeing your flute again - especially after he went to all that effort to show you how to use it. !MESSAGE COLLECT6 The collector is very impressed with your gibbon. "My goodness!" he declares excitedly. "Thankyou very much indeed." He eagerly takes the gibbon away to be measured, and returns after a little while. !MESSAGE COLLECT7 "I was hoping you'd bring me one of these! I hadn't been able to work out a way of getting the flute to the Patagonian room myself. Jolly well done!" exclaims the collector. He puts the vole in a convenient vole-receptacle, which then files itself somewhere. !MESSAGE COLLECT8 The collector is a little perturbed. At least, that is what you suppose as you watch him don a suit of full armour, and take your insect with tongs before putting it in a force-field cage. He thanks you, his voice shaking only slightly as he does so. !MESSAGE COLLECT9 The collector takes the pitiable creature, and says it is a very nice gift indeed - just the right thing for one of his exhibitions, he is sure. The piglet doesn't seem too happy, but is filed away before it can even finish an entire oink. !MESSAGE COLCT10 The collector gives the robe a cursory glance and says he already has eighty-three similar robes of similar cut amongst the 5,413 robes, cloaks and raincoats in his exhibit "Adornments and regalia of near- extinct orders of knights." !MESSAGE COLCT11 The collector appears to be mildly interested in your rod, saying that it is about the right size to replace a damaged table-leg in one of his furniture exhibits. He takes it, and thanks you. !MESSAGE COLCT12 The collector looks at your stuffed koala. He comments that the ears have been re-sewn in a very amateurish manner. He seems unimpressed, but as you are so eager to be rid of the thing he decides to take it off your hands. He confesses that live specimens are preferable but this one is of interest. He shows you a 'Made in Liverpool' label on the base of the koala, and comments on the fact that the tea-leaves sticking to its fur smell of river-water. "Clearly," he says, "the koala-tea of Mersey is not strained!" !MESSAGE COLCT13 The collector is delighted with your koala. He says that he has seen koalas coloured to resemble this breed, but never the Real Thing - a Co'kherr Koala. He chortles merrily to himself, and even the koala seems happy as it is filed away somewhere by strange magics. !MESSAGE COLCT14 The collector is furious that you have destroyed his pearl machine. He rips the pearls from your hands, and storms downstairs. Strange noises drift up from the chamber below, and then you hear the tinkling of the machine in action once more. The collector returns, glares at you briefly, and then returns to work, as though forgetting what has just happened. !MESSAGE COLCT15 The collector looks at your thread, and goes back to work, saying that a collection of pieces similar to that was donated by a local nunnery two years ago. !MESSAGE DONTLIKE I don't like the idea of eating that - I don't think I shall even attempt to do so. It wouldn't be any good for me. !MESSAGE DONTREM You can't remember enough of the spell to be able even to try. !MESSAGE DONTSEE I don't see that around here! !MESSAGE DONTUND I don't understand that! !MESSAGE DOORMELT Nothing obvious happens. Then it happens again, but more forcefully. You notice a sneering sensation from the door. The ring now seems to be sulking, and comments grumpily "Right! You asked for it!" The door laughs quietly to itself for a moment, then says "Uh-oh", and melts into rivulets, which quickly solidify, leaving a passage to the east. This presumably leads into a very high-security area! !MESSAGE DROPOBJ1 !SWITCH DROPOBJ3 DROPOBJ2 DROPOBJ3 !MESSAGE DROPOBJ2 You dropped one object. !MESSAGE DROPOBJ3 You dropped @x37 objects. !MESSAGE EATWHAT Eat what? !MESSAGE ESCAPED The last of the spells binding the parts of the Chaos realm has been removed! The universe collapses in upon itself, and you find yourself standing in the ultra-secret KIWS HQ on your home plane. The knight you rescued has summoned you away from a nasty fate. You are rewarded with membership of the KIWS for your jolly impressive deed. "Well done!" say various white-satin clad figures as they show you around the place, and escort you to a vast throne-chamber, in which five thrones are arrayed. On these are seated the five ruling members of the Order, regally bedecked with all manner of finery (all white, of course). These come down the steps to present you with gifts, and to bestow honours upon you: The first gives you a freshly-straightened parasol, enchanted to be proof against dragon breath and UV rays; the second gives you an antique left sock, magically proof against camels; the third whispers a proof of the infinitude of prime pairs to you and returns to her throne. The fourth, a frail individual, beckons his servants who present you with a magic scythe, which has a double bonus to hit if used with one's eyes closed underwater against kelpoid life- forms. Finally, the fifth produces a gong, but instead of giving it to you, she strikes it with a small hammer, and dinner is brought in. You all dine on sauteed guzzlet in cheese sauce. The fins are all in perfect condition, and you are allowed to push the things you don't like to the side of your plate, which special favour is permitted in recognition of the great service you have performed. !MESSAGE EXPLODE As you get half-way down the stairs, you hear sounds of commotion. Your light source goes out, and then you explode as streams of darkly red fire pour in upon you from all directions. !MESSAGE FACEBITE The insect buzzes up to you, stings you on the face, and buzzes away. You notice the doppler effect quite distinctly as the creature leaves - a quite noticeable parting-tone. !MESSAGE FLASH It vanishes with a flash of...well, not a flash of anything, really, although you do seem to have developed a nice tan all of a sudden. !MESSAGE FLAMDIE The heat and light are too much for you. You are blinded, and you fall to the ground. The water in your bodily tissues boils away. As you can imagine, this is a painful way to die. !MESSAGE FLAMOUT The talisman strikes the demon, and all of his light is extinguished. With an agonised scream, he implodes, and you feel the excess heat you had absorbed flow away into the implosion. You feel much better. !MESSAGE FRUITA One of the food items - it looks like a piece of fruit - savagely leaps at you, and tears your throat out with its tiny fangs. !MESSAGE FRUITB As you walk along the passage and enter the next room, a piece of fruit leaps savagely towards you, fangs gleaming. It goes for your throat, but before it gets too near, your bat (clearly a fruit-bat) strikes the purplish object (one of the Grapes of Wrath, oft-discussed in works on demonology ?), splatting it into the wall. Other items of food in the chamber are impressed, and seem to be wary of you as you enter, though they continue to fight one another. !MESSAGE GIBLEAP The gibbon leaps from your arms, and starts bouncing about the room again, essentially oblivious to you. !MESSAGE GONEMESS The room which used to be down this way seems to have vanished, so you come back to your starting point. !MESSAGE HANDBITE The insect was knocked out by the gas, but your attempt to pick it up woke it. Annoyed, it stung your hand, which is now beginning to swell quite badly. !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 HEALNICE The healer, seeing your horrid (and by now huge) swelling, takes you in and rubs all manner of ointments on it. In seconds it is gone, and he kindly shows you on your way again, showing you out of the door. !MESSAGE HORRID That's a horrid idea! How disgusting! !MESSAGE HUMMELT The humbug melts in your mouth. It is lovely! !MESSAGE IATTACK You grab for the insect, but it dodges you, and prepares to attack... !MESSAGE IDIOT Idiot ! !MESSAGE INTERFER Your words interfere with other magic, and you feel very ill as your surroundings go out of focus for a while. When they re-focus, they have changed somewhat. !MESSAGE ITSAYSG It says "Take orthogonal Noetherian kernel's adjoint!" Oh, and just below it in another hand, rather faintly written is "Tunes help you breathe more easily". !MESSAGE JOBWORTH You must be joking! It'd be more likely to eat YOU if you even tried it! !MESSAGE JUMPED You jump away from the nexus of energy streams, and tumble between them for a few moments, until you find yourself drawn to one of the smaller groupings which surround it. Gravity is stronger here, and you will not be able to jump around any more! !MESSAGE KNIGROBE The knight perks up a little, and takes the robe from you. She smiles weakly, then faints again. Mind you - she looks a bit better ! !MESSAGE KNOTFAIL You grab the gibbon, and try tying him into knots, but it doesn't really work. Being quite flexible, he is able to untangle himself and jump away from you again. !MESSAGE NASTY Don't be nasty - that would be very cruel. !MESSAGE NAUGHTY It's a bit naughty of you to try to put something into one of its contents! I'll do my best - but I'll have to re-arrange things a bit to make it work. !MESSAGE NODIG You are not equipped with a suitable implement. !MESSAGE NODRINK There is nothing to drink here. !MESSAGE NOIDEA You have no idea how to play it - it is a very strange shape, with holes in all the wrong places. Actually, you'd not be much use with a normal flute, but you're quite hopeless with this one! !MESSAGE NONEED There's no need to do that, thankyou very much. !MESSAGE NOSEW You don't know anything about sewing - you are a battle-hardened, wily individual, with better things to do. !MESSAGE NOTHAPPEN Nothing obvious happens. !MESSAGE NOTHELD You're not holding that! !MESSAGE NOTHING Nothing. !MESSAGE NOTHNGHERE There's nothing here you can take! !MESSAGE NOTHOLDING You're not holding anything! !MESSAGE NOTLIVE That is not alive, so killing it would be a little tricky! !MESSAGE NOTNEED Well, ok, but it didn't need cleaning. !MESSAGE NOTWORN You aren't wearing it, you retarded nit! !MESSAGE NOWANT No-one here has the slightest interest in that. !MESSAGE OKMESS OK. !MESSAGE QUITQUERY Are you certain you want to quit? !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 NOJUMP You can't jump that way from here - you might hurt yourself! !MESSAGE PERSUADE It's too late for you to do anything - his words have had their effect. You listen to his erudite arguments, and decide that he is probably quite right. Although you have nothing suitable with you, you manage to kill yourself after a little effort. !MESSAGE ODDLOOK Mind you, there's a faint trace of worry on the demon's face that gives you the impression he found it harder to convince you than he was expecting it to be. !MESSAGE WOTROT You listen to his nonsensical arguments for a while, before saying "Bah, humbug!" he is taken aback at this response, and flees. !MESSAGE PAINRING Your good fingers are too small to take the ring, and your swollen ones are too big! !MESSAGE PLUMMET You follow the eastern path for a while. It slopes downwards, and then suddenly gives way beneath your feet. You tumble into a mass of sticks or twigs, some of which break as you fall into them. You are not hurt, and as you regain your balance you recognise your surroundings... !MESSAGE ROBEWASH Oddly, there is no water in the font to start with, but as you put the robe in the stone vessel, water appears from nowhere, and disembodied hands appear to clean the robe gently and lovingly. It turns out that the robe is made of white satin. It must be worth quite a lot! The water all vanishes as soon as the robe is nice and clean. !MESSAGE RODCLEAN You clean the rod - it turns out that the black colour was just dirt. The star was only loosely glued on, and falls off as soon as you touch it. When you finish rubbing all the grime off, you find that the rod is white, and has small lights, grilles, and other strange things all over it. The sound of the star breaking off was a sort of "kirrrrrk" noise, followed by a crisp "trekkk!" as the star clattered to the ground. The star has now disappeared completely, leaving just your nice clean rod. There is writing on the rod, but it's rather worn and hard to see. !MESSAGE RINGDROP As the swelling in your finger shrinks and vanishes, the ring falls off, but you catch it before it hits the ground. !MESSAGE RINGWEAR Whilst the fingers on your good hand are too small for the ring to fit, you find that your swollen hand has big thick fingers, and the ring will go onto one of them quite nicely. As the ring settles on your finger, you feel a surge of power, but you aren't quite sure what kind. !MESSAGE SEWING You wave the needle, feeling a little silly, and expecting the usual "Nothing obvious happens" in response, when, to your great surprise, you notice that the thread responds by dancing faster and faster. It merges with the pearls, and after a while the motion becomes a blur. Suddenly, it stops, and the exhibit has vanished. A beautiful pearl necklace on the floor is all that is left. !MESSAGE SILLY1 You're being silly! You can't put objects inside themselves! !MESSAGE SILLY2 You are a silly goose! That object is already exactly where you are telling me to put it. I shall therefore leave it alone! !MESSAGE SILLYD You daft ha'porth! There's a great big adamantite door in the way. !MESSAGE SWELBUST Ugh! The swelling has just burst, and you die of blood loss, shock, and agonising pain. !MESSAGE SWELGROW The swelling is growing bigger and bigger! !MESSAGE SWEPT It is swept into the storms. !MESSAGE THREDING The thread wiggles a bit, then falls still. !MESSAGE THREDMES You whirl the weighted thread and release it. You note that as you move your hand towards the pearlpetual motion exhibit, the thread comes to life! It flies towards the stream of pearls, and enthusiastically joins their dance. The pearls seem to approve of this new dance partner, and sing more happily then ever before. !MESSAGE TIEGIBB Aha ! Tie a yellow gibbon round the old oak tree, would you? His arms are long and flexible, and you easily attach him firmly to the tree. He can't escape too easily now! !MESSAGE TOOBIG You try to wear the ring, but it is too big, and falls from your finger onto the floor. !MESSAGE TOOSMALL The robe is too small for you, and does not fit. !MESSAGE INFOQUER Would you like some background information ? !MESSAGE INFOMESS You are a typical adventuring type - brave, resourceful, and fearless. After a career of non-trivially heroic actions, you decided to show the forces of Chaos just who was boss, and so set out to pay them a visit. As soon as you expressed this intent, however, you were magically transported to another place - you feel sure that it is a convenient prison world set up by the Lords of Chaos to store such as yourself. It seems as though they no longer think to check on its inhabitants, so perhaps you can escape and destroy your captors, using things brought to the Nidus over the millennia. For help, type HELP ! !MESSAGE CREEHELP Very friendly of you, but how ? !MESSAGE KNIGHELP That sounds like a very good idea. I think more specific commands would be more useful to me in deciding just what to do, though. !MESSAGE VOLEFLUT As you play the flute here, you find that the generally Patagonian atmosphere inspires you, and you play beautifully. The flute squirms in your hands, and now feels soft and warm. How odd! !MESSAGE WELCMESS NIDUS version 1.0 If any problems, comments, or questions, contact AJFA1 See AJFA1.BOTHER:NOTICE for useful information on known uncured bugs, and anything else I think useful to publicise. !MESSAGE HELPMES1 Give me commands of one or two words. To move just say N, NE, E, SE, S, SW, W, NW, U or D to tell me the direction. TAKE or GET will pick things up and DROP will drop them. SAVE saves the game position to a file, and QUIT will stop the game. There are many other commands in the game - but you're supposed to work out what they are, because that is part of the point of the game. !MESSAGE WHEREPUT What do you want to put it in ? !MESSAGE BOOKREAD The book is a school exercise book. In a childish hand are written various petulant sulky things. One of note is a statement to the effect that if you have found yourself here, you can't leave until the room is tidy. The book's author says that "tidy" means "with an odd number of playthings in each container, and no toys not in containers." Another instruction is that you are to move objects one at a time by giving, as your command, the object to be moved followed by the container into which you wish to put it. For instance, to put the koala into the sack, you must say KOALA SACK. Containers are not toys. The author then witters on at length about all the things you must and must not do in his/her/its playroom - it becomes rapidly boring, and you shut the book again. !MESSAGE ITSAYSH It says "Healer" and has an arrow pointing eastwards. !MESSAGE ITSAYSD It says "Honourary Denizen of Darkness", and there's a smily face too. !MESSAGE ITSAYSE The writing on the rod is partially faded, but you can see the letters UN..ER.AL T.ANS.ATOR !MESSAGE TOOHARD The spell is far too difficult for you to be able to learn it. !MESSAGE TRYBUT You try to tie the thread onto several things, but it is too slippery, and won't tie well to any of them. !MESSAGE TUNEMES1 You play a tune on the flute - though not a very good one. !MESSAGE ERROR There is an error in the game. Contact AJFA1 at once and tell him. !MESSAGE EUCALMES Upon thinking that it has heard "Eucalyptus", the koala animates! !MESSAGE SMOKEOUT Dense smoke pours out of the can, choking you briefly. It is vile, multi-coloured smoke, and exactly the sort of stuff an evil demi-god would love to have swirling about them when terrorising worshippers. After a while, the smoke clears. There wasn't much of it, really - it must have been a bit of a dud. !MESSAGE WOWMESS Wow! The whole universe twists into a new form, translated by the rod's power and your imagination. This'll teach those Chaos chaps a lesson, don't you think ? !MESSAGE PERLGAZE The knight looks at the beautiful pearls, but weakly indicates that though they are splendid, and just the right colour, she can't accept them. A look of pain crosses her features, and she returns to her trance, desperately maintaining her safety zone. !MESSAGE PIGBLOCK I'm sorry, but there are simply too many of the porcine creatures for you to make any progress. You can't get very far from the hole down to the twilight room at all. !MESSAGE PULLMESS You suddenly feel a strange squirming in your stomach, which spreads to the rest of your body. You are somewhere else, suddenly! !MESSAGE RINGLEM The lemur stares at the ring in wonder, then takes it and chews it for a while. Then it decisively slips the ring onto its tail. The ring blurs and becomes mere decoration in the fur. The animal is now a ring-tailed lemur! !MESSAGE WHIRMES The wheels on the chariot whirr briefly. !MESSAGE WHIZMES The chariot whizzes into life, gathers up all the objects on the floor, and zips off in some direction or other. You can't tell which one - it almost seems as though it creates some new direction all of its own. !MESSAGE WORLDNEW The Universal Translator reaches into the fabric of Chaos, and either translates it into a new universe, into which you drop, or translates you to a new universe. Whichever mechanism is employed, you find that your surroundings have changed... !MESSAGE OOOPSMES Well, Amalrik noticed you. With the merest gesture of one of his (as one might expect) hideously twisted talons, he atomises you. He doesn't even go to the bother of looking at you, as a whirling lenticular blob of energy, exuding magical potency, streaks from his finger, flashes towards you and causes you to sublime into the gaseous state instantly. !MESSAGE SCOREMES Your score is @x37 out of a maximum possible score of 250 points. !MESSAGE KNIGWAVE The Knight takes the rod from you, and grins appeciatively. "NOW we'll REALLY get things moving around here." she says. In her skilled hands, the Universal Translator starts by regularising a spot near her feet, which then spreads to encompass the area all about her. The zone of regularity then sweeps off as far as you can see. You do not notice the Knight's departure, but at some point in the proceedings, she must have gone, or caused you to be moved. !MESSAGE BRAINMES You walk into total chaos. A pretty stupid thing to do, frankly. You are totally incapable of maintaining any kind of comprehensible environment with your feeble intellect and will, and your brain shrivels with the effort of coping with the environment in its raw form. !MESSAGE BOOKKAOS You walk into total chaos. This is a pretty daft thing to do, but you find that a faint regularity moves with you. It must be that the book of instructions and regulations you are carrying has an aura of Law and Order about it, sufficient to protect you in some slight way. !MESSAGE SAIDMES Ok, but it doesn't do anything. !MESSAGE SMELLBAD The evil swirling smoke, foul incense and other smells are so strong that you suffocate on the ghastly miasma here. The air is just too full of horrible guck for you to be able to extract any oxygen from it! !MESSAGE STARDROP The star is very loose. Also, you notice that the black colour at the end smears a little, and decide to investigate this a bit more:- !MESSAGE VOLEWEAR You insert the vole into one of your nostrils. It settles itself in you nasal cavity, with its tail hanging out of your nose, so you can get it again if you want to. It doesn't seem to have much effect - you can breathe perfectly easily with it in your nose. !MESSAGE WOBBLE Your surroundings wobble slightly, as though something is interfering with the magic that holds the walls together. !MESSAGE YOUOK The healer shoves you out of his room, saying that there is nothing wrong with you. He then goes back inside. !MESSAGE COLPATH The machine is almost swept into the storm, but it strikes the path of light, just at the point where the light fades out. Then the light seems to become a little brighter - or at least it is more uni-directional. Yes, it has definitely been column-mated. You notice that the path now extends further south. !MESSAGE LENSPATH The lens focusses the light, adds its energy to the beam, and vanishes. !MESSAGE FRYPATH The doll passes through the beam of light, which is ample-fried. The path extends southwards! The doll is then swept into the storm. !MESSAGE TRIPMES You trip and break your neck. !MESSAGE SQUEAL A small dark creature, briefly caught in the beam of your torch, squeals in pain. Then your torch goes out and you can't make it come on again. !MESSAGE TOOILL The knight weakly looks at the rod, and seems interested, but the walls of her safety zone begin to buckle. She goes back into a trance, and the walls stabilise. !MESSAGE LIGHTOUT The light in the room goes out, suddenly. I wonder why that was ? !MESSAGE CREEMELT The small dark creature melts, then evaporates, squealing in pain. !MESSAGE DARKGIFT Large dark creatures coalesce about you, and hissily thank you for rescuing their companion. He (she? it?) leaps from your arms. You are given a small black talisman as a reward, and are promised safe passage should you meet any more of these creatures. A narrow tunnel east is shown to you, and it is indicated that you may use it if you wish, but you will not be able to return. !MESSAGE THUDMES The stone portal closes with a booming thud, and vibrations permeate through the entire cylinder. !MESSAGE TUGBUT You tug at it with all your strength, but it will not open. !MESSAGE CLOSEDB The basalt exit is closed, and you bump your nose as you attempt to walk through it. !MESSAGE CLOSEDG The granite exit is closed, and you graze your forehead as you try to walk through solid rock. !MESSAGE UNAMES However, it does so only for a few seconds, after which it reverts to its stuffed-toy form. !MESSAGE READIT OK, you read the spell. It doesn't make much sense to you, as you only got a third in "Runes and Glyphs" in 1A, but it's interesting anyway, and you feel that there is power here, waiting to be unleashed. !MESSAGE ZAPPED Even as the first few syllables leave your mouth, you know it isn't going to work. It doesn't. The spell mis-fires, and you are atomised. !MESSAGE YODSPEL You yodel the spell, which glows as you do so. At the end, the spell disappears, and you see a group of prison cells float by and explode. !MESSAGE YODSPELH The effort required to yodel HQXKF is immense, but you succeed. This awesome spell makes the energy paths about you flex and buckle - and all manner of flashes are visible in the distance as distant parts of this dimension are consumed in terrible blasts of magic power. HQXKF goes "FOOM!" and vanishes. The air sucked into the resulting vacuum knocks you off your feet for a moment, but you get up again shortly afterwards. !MESSAGE YESPEL You yell the potent phrases, and soon find that you are having to yell, as very loud noises surround you, and winds blow. A wooden framework drifts past, and splinters into tiny pieces, which float away. !MESSAGE ANNOMES You confidently announce the spell, as though defying anyone to try to dissuade you. The words trip from your tongue, and you can see lights in the distance vanishing. !MESSAGE SHOUMES You shout the spell, angrily. As you emphasise particular stages in the casting, the "ground" shakes with the same rhythm. A dark metal door, with a hole in the middle, whizzes past you. !MESSAGE SCREMES You scream the words of the spell, and distant rumblings result. After a while, an old man flies past on a magic carpet, chasing a group of glass cases which are tumbling amongst the energy strands. You lose sight of him and his cases after a while. !MESSAGE CHANMES You chant the spell, sonorously. A feeling of calm results, and it seems as though you have drained some of the energy out of this dimension. !MESSAGE COMMES In an off-hand manner you give voice to the spell, as though just making a comment of some kind. Equally casually, a large stone portal spins into your field of vision, and crumbles to dust. !MESSAGE DECLMES You declaim very impressively, and feel that you are bringing Order to this place. You have a brief vision of several regiments of demon guards dissolving painfully. !MESSAGE INCAMES You incant the spell, and several "grunts" of demon swine squeal their last as their sty collapses in upon them. You cackle gleefully, not having forgiven the beasts for being such a navigational hazard earlier. !MESSAGE MURMES You murmur the spell, and are taken aback at the huge blobs of lava which result. You can see faces of demons trapped in the lava. All the blobs fly into each other and then explode. !MESSAGE MUTTMES As you mutter the words of this spell, you hear a whining noise. Then you see a child's playroom, slowly breaking up, fall into the energy nexus. A horrid demon child struggles to free itself in time, but all are fried. You feel no pity. !MESSAGE RECIMES Using the written copy as a crib-sheet, you recite the spell in a quite methodical manenr, considering the circumstances. You see a vision of a group of dark beings being expelled from this plane by your spell, and arriving in an entirely underground world. Their idea of a good time, one supposes. As the vision fades, you hear them hissily thank you for releasing them. !MESSAGE WHISMES You whisper the spell, and the sibilants turn into a mighty wind which whips up a cloud of apothecarial materials. "Ah well," sighs a voice, "I never did get round to tidying the place anyway." You see the healer (now revealing himself as a spirit from the Good planes) standing before you. "Keep up the good work!" he says, and vanishes. !MESSAGE INVOMES You invoke the spell, which produces a long arm. This brings back various sections of corridor, which it pulversies to dust. It then fades away. !MESSAGE SAYMES You say the words of the spell, and are pleased to see that it works. Myriads of vicious tea-things swarm into the distance, pursued by a huge dishcloth, which catches and destroys them. !MESSAGE SINGMES The spell doesn't fit terribly well to any tune you know, but you muddle through, and are quite pleased with the result. You see a vision of a crowd of miners. They all throw sugar lumps into the air, cheer, and walk through a glowing portal. !MESSAGE CALLMES You call out the spell, and probably call attention TO yourself. At this stage, however, it probably doesn't matter too much. What seem to be thousands (but may well be only several dozens) of circles drop from somewhere and break apart. !MESSAGE CRYMES You cry out with great enthusiasm, and are not disappointed by the result as a recently re-stocked special effects store explodes, killing Amalrik before he has time to react. You are a little miffed that you could not defeat him in person, but this is good enough. !MESSAGE WEEPMES You have a good weep. !MESSAGE INTMES After a moment's preparation, you intone the spell. You get a brief vision of a group of bent parasols and a chef. Then some shards of glass make you suspect that the exhibits are returning home. !MESSAGE EXCMES You exclaim the spell as well as you are able, which must be pretty well, for a font, surrounded by light, ascends through a hole in the sky. Choirs sing. !MESSAGE PRONMES You pronounce the spell, weightily. Appropriately, a large weight drops from above, and lands in the Nidus, disturbing it. The paths begin to flicker. You feel sure that you can destroy this plane with only a little more work! !MESSAGE MUNGONE There is a sound like a whiplash. !MESSAGE NYZGONE There is a "snap" sound, and several light thuds. !MESSAGE TSUGONE Some scratching sounds can be heard, followed by silence. !MESSAGE GOMGONE A light flashes briefly. !MESSAGE HQXGONE Something nearby goes "creeeak" quite slowly, and stops suddenly. !MESSAGE SNOGONE Your hair stands briefly on end, and your hear a "crack" noise. !MESSAGE LIIGONE You hear a faint tearing noise. Then something clatters. !MESSAGE BEXGONE Something goes "splash" nearby. !MESSAGE VALGONE It seems slightly darker now. !MESSAGE EEDGONE You hear faint footfalls, and a "whoops". Then a falling sound, and faint laughter. !MESSAGE FLOGONE You smell air-freshener. !MESSAGE SERGONE An almost palpable sulking sensation passes, accompanied by a wave of loathing. You hope they will be happy together! !MESSAGE POMGONE You hear something like sanding or scraping. !MESSAGE YUFGONE There is a rapid succession of squeaky noises nearby, and the occasional sound of hammering. !MESSAGE MIQGONE You hear a rather prolonged clattering sound. !MESSAGE NOFUN You hear an evil laugh, which grows stronger. Several Chaos Lords stride along the energy strands, and re-structure you in much the same way as you have been re-structuring their universe. Oops. !MESSAGE CANTEMP You can't empty that! !MESSAGE EMPTMES You turn it upside down and wait for a bit, then put it down on the floor. Anything that was inside it is now on the floor, making a mess again.. !MESSAGE COLKILL The desk evaporates, giving the collector and yourself nice tans. You are fairly happy at your new "bronzed, battle-hardened" look, but the collector is furious. He casts a spell and kills you on the spot. !MESSAGE KNIGDEAD The knight evaporates, and you have a nice tan. 'Fair enough', you think to yourself for a few moments, wondering what will happen next. Then you remember who was keeping things stable around here; With the knight gone, her safety zone vanishes. The chaos influx has a less than beneficial effect on your life expectancy. Indeed, it is reduced to several milliseconds. !MESSAGE CHARCOME A toy chariot tumbles down the stairs, and smashes on the floor, raising some dust which soon clears. !MESSAGE SELFRAZE The flower's fiery colours become true fire, and the shelf is turned into a brief inferno. It must be a shelf-razing flower! During the fire, you hear a coughing from above the shelf. After some grumbling noises, something goes 'THUD!' onto the floor, and the shelf burns completely away. !MESSAGE SELFBURN The flower's fiery colours become true fire, and the shelf is turned into a brief inferno. It must be a shelf-razing flower! After a few seconds, the shelf burns away completely, and nothing is left. !MESSAGE COLCT20 He glances at your bonsai tree, and says it's not exactly a rarity. After some musings, he refuses it, and says you should keep it. !MESSAGE COLCT21 He glances at your bonsai tree, and says it's not exactly a rarity. You note a slight excitement in his voice, however. It looks as though he has seen something of interest on your person! !MESSAGE COKED Cokherr kills you in a very brutal fashion. 'Nuff said. !MESSAGE COLGIFT The collector looks pensive for a moment. Then he looks up at you and says "I think I can get my new exhibit under way now! Thank you so very much for your help. And as you were honest enough to return my pearls after "borrowing" them, I have something for you now - here, this may come in useful." He puts a large flower within your reach, and starts planning his new exhibit. !MESSAGE TUNES2 Well, they DO say that tunes make you breathe more easily, but I'm afraid to say that it doesn't seem to be true at the moment. !MESSAGE ALREAD You have already read that piece of writing. I know this, because it is in the room description, you silly person. !MESSAGE NOLOCK You cannot see any way the door might be opened. There is no handle or lock, and the door is VERY solid. !MESSAGE CANTTURN You can't turn that! !MESSAGE RINGZAP As you touch it, it evaporates in a burst of..well, not really a burst of anything, actually, though you seem to have developed a nice tan all of a sudden. !MESSAGE PARADOX The ring, gets hotter and hotter, apparently immune to its own terrible power. Eventually, it explodes, and the power released is easily sufficient to give you a REALLY good tan, all the way through... !MESSAGE KNOCWOT Knock on what ? !MESSAGE KNOCROD Mindful of 'Black Rod' in Parliament, you knock on the door with your rod, in as impressive a manner as you can manage. !MESSAGE DOORBLAS After knocking on the door for the third time, the rod starts to glow brightly and becomes hot. You drop it, and it bounces to point at the door just as a beam of terrific power blasts forth, melting the door, and destroying the rod. Your vision returns to normal after a while, and you see that it is now possible to go east from here. White splinters drift through the air for a few seconds, evaporating. !MESSAGE CANTCATC You can't catch that! !MESSAGE TOOFAST The pearls are moving high above you, for the most part, and never dip low in your vicinity, so you cannot catch them. !MESSAGE CANTTHRD You can't thread that! !MESSAGE CANTKNOT You can't knot that! !MESSAGE HAVAGO You have a go, but can't really do it. !MESSAGE NOTHREAD You have no thread! !MESSAGE BORING It is full of terribly tedious instructions, rules, regulations, laws, ordnances etc. All are written in a childish hand. It's terribly boring, and mostly immature in style. Eg 'No grown-ups can come into my room unless I give them written permission first, and even then I shall SULK until they go away.' The whole book, whilst a little untidily written, is very orderly in presentation and layout, and it seems as though the order in which all the rules are set out is felt by the author to be important. !MESSAGE WTGROYT Well, that's got rid of at least one of us then! !MESSAGE NOTCLOS You don't have the pearls, so you can't get them close enough to the thread to be able to thread them on it! !MESSAGE CHUTING You slide down a long, but comfortable chute. What fun! After a while, you come to the bottom with a BUMP! !MESSAGE PORTZAP As you touch the portal, it flickers, but does not vanish. Perhaps it is even more powerful than the ring ? You do, however, hear rumblings and cracking noises within the structure of the portal. !MESSAGE RODPORT Waving the rod near the magic portal seems to have disturbed the power within both objects. The rod starts to hum, and does so in time with your waving of it. You try to stop, but it is too late. The rod and portal resonate, and the rod explodes. The portal emits a few splintering noises, and falls silent. White splinters drift through the air for a few seconds, evaporating. !MESSAGE NOWATER You have no water! !MESSAGE COLCT22 The collector spurns your needle, saying that Clemian needles, though magical, are of little academic interest, especially bent Clemian needles. !MESSAGE COLCT23 The collector doesn't seem to feel that the can is of sufficient interest for any comment at all to be justified. After a brief despairing glance up at you, he shakes his head and returns to work. !MESSAGE COLCT24 The collector is outraged that you should suggest that he would even CONSIDER putting a civilised life-form on display. He most strongly refuses the offer. !MESSAGE COLCT25 The collector has a look at your bat, and seems on the point of accepting it when he suddenly remembers that he has one already. He hands it back to you, and says it's very nice really, but one of them is plenty. !MESSAGE COLCT26 The collector says he has read it already, and feels that it is to literature as the Hoogian Royal Navy was to navigation. He seems not to want to discuss the matter further. !MESSAGE COLCT27 The collector seems interested for a while, but says that you ought to hang onto it. It's a special one for children, because you don't have to (and indeed can't) turn it on or off - it glows constantly and softly, until its magic is cancelled. !MESSAGE COLCT28 The collector looks with distaste at the sticky sweet, and says that he has already eaten. He must therefore, he regrets, refuse this magnificent offer. !MESSAGE COLCT29 The collector examines the chariot speculatively, but returns it to you, saying that it's not really in his field of interest. !MESSAGE COLCT30 The collector is most impressed, but says he doesn't have the storage facilities for something of such power. !MESSAGE COLCT31 The collector says he already has a working set of stonemasonry equipment somewhere, and doesn't feel in need of any more. !MESSAGE COLCT32 The collector is puzzled. He gave the flower to you as a gift, and really has no need of it. He refuses to take it. !MESSAGE COLCT33 He likes the doll, but says that he has several similar in his exhibition of "Figurines depicting monks and other religious persons, in clothing not constructed from lilac water-cress." He must, therefore, decline to accept. He mutters something about null hypotheses, looks confused for a moment, and returns to work. !MESSAGE COLCT34 He seems to be totally taken aback. He looks the talisman over for a few seconds, and hands it back to you. He says that it is TOTALLY unheard-of for someone to be made an Honourary Denizen of Darkness. He cannot possibly allow you to give him this item, even though he has never seen its like. !MESSAGE NOWTNEW You learn nothing new by examining it. !MESSAGE EXAMDESK The desk is covered with all manner of things. You find that something prevents you from touching the desk and the things on it. Some magical force, probably resulting from an unwillingness on the part of the author of this game to allow them to be used. Be that as it may, you can at least look at them in wonder. Immediately before you is a complete first-edition copy of the famed "Copper-bottomed horse-trough manufacture as a paradigm for anti- mysogynist consciousness-raising activity amongst the inhabitants of river deltas." next to a bottle of hair tonic. Seven butterflies, sculpted from butter and liberally sprinkled with hundreds and thousands sit on wooden stands, perched precariously on a pile of cardboard "Cut- out and Dress" figures of famous village idiots. Open on the table, and lightly greased with yak-lard, is a copy of "De Aardvaark", life-work of Cwmllyrykll the Unpronouceable. Beyond that, bubbling slightly, is a sloth-and-buttermilk pie. There are also alembics, balances, calcifiers, and things beginning with other letters of the alphabet too. Several games each of various solo board games and card games appear to be in progress at various places on the table. Perhaps the collector has few visitors? There are piles of notes on potential new exhibits, all unfortunately written in incomprehensible scrawl. Four stunt- pomegranates perform tumbles and rolls, and call out encouragements to one another, but they are observed only by yourself. One of the pomegranates is standing on the corner of a legible piece of note-paper. It might as well not be legible, though - it is full of strange words like 'shawm' and 'habergeon' and conveys nothing of use to you. The legs of the desk are short, as the body of the desk is composed of many compartments. A host of interesting-looking objects, items, gadgets and devices is (one host - singular subject, dontcha know!) visible through cracks, holes and slightly open drawers and doors. None of them are of any use to you, and the aforementioned force-field will stop you taking them anyway. So there. !MESSAGE PERLWOBB Your words seem to interfere with the magic animating the pearls. For a few moments, they fall freely. But the interference is very short- lived, and the pearls are able to recover. Their dance re-starts, and after a brief period of unsteadiness, it is as it was before. !MESSAGE TWILWOBB The twilight flickers for a while, as though your words are interfering with its magical source. !MESSAGE BUTHOW Yes, but how ? !MESSAGE SULKMESS You have a good sulk. "So there!", "Nyaah" etc etc. !MESSAGE THUNKED You have thunk, but nothing has happened as a result. !MESSAGE GLOWPATH Somewhere about you, a new stream of light appears between two of the force-nodes! !MESSAGE LORDWISE You feel a brooding presence tinkering with the fabric of creation. This leads you to suspect that the Lords of Chaos are now wise to the variety of spellcasting just employed and have re-structured this universe to prevent your employing that technique again. !MESSAGE NOLID There is no lid or catch or anything else suitable, so you can't really open or close it effectively. !MESSAGE KOALSTIR The koala stirs briefly, as though its defective ears have picked up something of interest. !MESSAGE POWINTER Even after your re-materialisation, you can still hear and feel distant rumblings and cracklings, making you feel that your use of the magic phrase has this time interfered with a most potent form of magic. !MESSAGE FUMBLY You try, but find that the words don't come out right. You stumble over them, and feel mounting energies, badly out of control. As you realise the dangers of mis-casting spells, you stop before you do yourself any harm. !MESSAGE COUGHS You noticed, as the smoke was spreading out, some tiny coughs and splutters, a sneezelet, and an end to the buzzing noise in the room. The insect is motionless on the floor - you've suffocated the poor thing, you meanie! !MESSAGE URGLE You find it impossible to 'let go' enough as you must concentrate so hard to keep your sanity that you clutch reflexively at many of your possessions. You must drop them one at a time, I'm afraid. !END