"Zork" by Infocom -- Ported by Dean Menezes [Copyright (c) 2008 Dean Menezes Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.] Part 1 - New Actions and Concepts A room has a number called rval. The rval of a room is usually 0. Use MAX_STATIC_DATA of 1000000. The story genre is "Fantasy". The story headline is "A Computerized Fantasy Simulation Game". The release number is 3. The story creation year is 1979. Use the serial comma. A thing can be non-flaming or flaming. A thing is usually non-flaming. A thing can be non-inflammable or inflammable. A thing is usually non-inflammable. [*According to THE ELEMENTS OF STYLE -- FLAMMABLE: An oddity, chiefly useful in saving lives. The common word meaning "combustible" is inflammable. But some people are thrown off by the in- and think inflammable means "not combustible." For this reason, trucks carrying gasoline or explosives are now marked FLAMMABLE. Unless you are operating such a truck and hence are concerned with the safety of children and illiterates, use inflammable.] Release along with the source text and a website. Digging into it with is an action applying to one thing and one carried thing. Understand "dig into/in [something] with/using [something]" as digging into it with. Understand "dig [something] with/using [something]" as digging into it with. Understand "dig with/using [something] into/in [something]" as digging into it with (with nouns reversed). Counting is an action applying to one visible thing. Understand "count [something]" as counting. Check counting: if the noun is the pile of leaves, say "There are 69,105 leaves here." instead; [* It is absurd that the adventurer would be able to count so many leaves with such precision, especially in the minute or so time that a normal turn supposedly takes.] [* Decimal 69 is equal to octal 105, and hexadecimal 69 is equal to decimal 105.] if the noun is the pair of candles, say "Let's see, how many objects in a pair? Don't tell me, I'll get it." instead; if the noun is the bills, say "Don't you trust me? There are 200 bills." instead; if the noun is the matchbook begin; if match count is 1 begin; say "You have one match."; else if match count is 0; say "You have no matches."; else; say "You have [match count] matches."; end if; end if. Carry out counting: say "You have lost your mind." Understand "count blessings" as a mistake ("Well, for one, you are playing Zork...."). Understand "$COUNTREASURE" as a mistake ("Your adventure has netted [number of valuble things in the trophy case] treasure[s]. You are carrying [number of valuble things had by the player] valuble[s].") Check digging into it with: if the noun is not the guano and the noun is not the ground, say "Digging into [a noun] is silly." instead; if the second noun is not the shovel, say "Digging with [the second noun] is slow and tedious." instead; if the noun is the ground and the player is not in Sandy Beach, say "The ground is too hard for digging here.". Playing is an action applying to one carried thing. Understand "play [something]" as playing. Exorcising is an action applying to nothing. Understand "exorcise" as exorcising. Check exorcising: if exorcism flag is not -1, say "You must perform the ceremony." instead. Carry out exorcising: say "There is a clap of thunder, and a voice echoes through the cavern: 'Begone, chomper!' Apparently, the voice thinks you are an evil spirit and dismisses you from the land of the living."; end the game in death. Definition: a thing is valuble if the case-points of it is not 0. After reading a command: if the player's command includes "COUNT TREASURE/TREASURES/VALUBLES", replace the matched text with "$COUNTREASURE". Check playing: if the noun is the violin, say "An amazing offensive noise issues from the violin." instead; say "That makes no sense." instead. Before playing a person who is not the player: say "You are so completely engrossed in the role of [the noun] that you kill yourself, just as he would have done."; end the game in death. Playing it with is an action applying to two carried things. Understand "play [something] with [something]" as playing it with. Check playing it with: if the noun is not the violin, say "That makes no sense." instead; if the second noun is not a weapon, say "An amazing offensive noise issues from the violin." instead; say "Very good. The violin is now worthless."; change the case-points of the violin to 0. Putting it under is an action applying to one carried thing and one thing. Understand "put [something] under [something]" and "place [something] under [something]" and "slide [something] under [something]" as putting it under. Check putting it under: if the second noun is not a door, say "You can't do that." instead; if the second noun is not the massive wooden door, say "There's not enough room under this door." instead; if the noun is the green piece of paper or the noun is the tan label or the noun is the leaflet begin; say "The paper is very small and vanishes under the door."; move the noun to the other side of the second noun instead; end if; if the noun is not the mat, say "You can't do that." instead; if mat under is true, say "Look around." instead. Carry out putting it under: say "The mat fits easily under the door."; move the mat to the location; Geronimoing is an action applying to nothing. Understand "geronimo" as geronimoing. Check geronimoing: if the player is not inside the barrel, say "Wasn't he an Indian?". Carry out geronimoing: say "I didn't think you would REALLY try to go over the falls in a barrel. It seems that some 450 feet below, you were met by a number of unfriendly rocks and boulders, causing your immediate demise. Is this what 'over a barrel' means?"; end the game in death. Check digging into the guano with the shovel for the first time: say "You are digging into a pile of bat guano." instead. Check digging into the guano with the shovel for the second time: say "You seem to be getting knee deep in guano." instead. Check digging into the guano with the shovel for the third time: say "You are covered with bat turds, cretin." instead. Check digging into the guano with the shovel more than 3 times: say "This is getting nowhere." instead. Check digging into the ground with the shovel when the player is in Sandy Beach for the first time: say "You seem to be digging a hole here." instead. Check digging into the ground with the shovel when the player is in Sandy Beach for the second time: say "The hole is getting deeper, but that's about it." instead. Check digging into the ground with the shovel when the player is in Sandy Beach for the third time: say "You are surrounded by a wall of sand on all sides." instead. Check digging into the ground with the shovel when the player is in Sandy Beach the fourth time: say "You can see a small statue here in the sand."; move the statue to Sandy Beach instead. Check digging into the ground with the shovel when the player is in Sandy Beach more than 4 times: say "The hole collapses, smothering you."; end the game in death instead. The ground is a backdrop. The ground is everywhere. Understand "sand" and "earth" and "here" and "hole" as the ground. The description of yourself is "That's difficult unless your eyes are prehensile.". Launching is an action applying to nothing. Understand "launch" as launching. Check launching: if the player is not in the magic boat and the player is not in the basket, say "You need to be in a vehicle to do that." instead. Landing is an action applying to nothing. Understand "land" as landing. Check landing: if the player is not in the magic boat and the player is not in the basket, say "You need to be in a vehicle to do that.". Carry out landing: if the player is in the magic boat begin; if the magic boat is in In Stream begin; move the magic boat to Stream View; try looking instead; else if the magic boat is in Reservoir; say "You must specify a direction." instead; else if the magic boat is in River1; move the magic boat to Dam Base; try looking instead; else if the magic boat is in River2; say "The White Cliffs prevent your landing here." instead; else if the magic boat is in River3 or the magic boat is in River4; say "You must specify which direction here." instead; else if the magic boat is in River5; move the magic boat to Dam Base; try looking instead; end if; else if the player is in the basket; if the basket is in Volcano Near Small Ledge begin; move the basket to Narrow Ledge; try looking instead; else if the basket is in Volcano Near Viewing Ledge; say "The ledge is too narrow to land on." instead; else if the basket is in Volcano Near WideLedge; if the rusty old box is open, say "The ledge has collapsed and cannot be landed on." instead; move the basket to Wide Ledge; try looking instead; end if; end if; say "You cannot land from here." instead. Carry out launching: if the player is in the magic boat begin; if the magic boat is in Stream View begin; move the magic boat to In Stream; try looking instead; else if the magic boat is in Dam Base; move the magic boat to River1; try looking instead; else if the magic boat is in Reservoir South or the magic boat is in Reservoir North and the pdl1 is on-stage; move the magic boat to Reservoir; try looking instead; else if the magic boat is in Rocky Shore or the magic boat is in WCLF1; move the magic boat to River3; try looking instead; else if the magic boat is in WCLF2 or the magic boat is in Sandy Beach; move the magic boat to River4; try looking instead; else if the magic boat is in Shore; move the magic boat to River5; try looking instead; end if; else if the player is in the basket; if the braided wire is attached to a nonrope thing (called the tied object), now the braided wire is not attached to the tied object; if the basket is in Narrow Ledge begin; move the basket to Volcano Near Small Ledge; try looking instead; else if the basket is in Wide Ledge; move the basket to Volcano Near WideLedge; try looking instead; end if; end if; say "You can't launch from here." instead. Deflating is an action applying to one thing. Understand "deflate [something]" as deflating. Check deflating: if the noun is not the boat, say "How to you expect to do that?" instead; if the player is in the boat, say "You can't deflate the boat while you're in it." instead; if the player is carrying the boat, say "The boat must be on the ground to be deflated." instead. Carry out deflating the boat: say "The boat deflates."; move the pile of plastic to the holder of the boat; remove the boat from play. Understand "brush teeth" as a mistake ("Dental hygiene is highly recommended, but I'm not sure what you want to brush them with."). Inflating it with is an action applying to one thing and one carried thing. Understand "inflate [something] with/using [something]" and "pump up [something] with/using [something]" as inflating it with. Your lungs are a part of the player. Understand "mouth" and "breath" as your lungs. Check inflating it with: if the noun is not the dboat and the noun is not the pile of plastic and the noun is not the boat, say "How can you inflate that?"; if the noun is the dboat, say "This boat will not inflate since some moron put a hole in it." instead; if the noun is the boat, say "Inflating it further would probably burst it." instead; if the second noun is your lungs, say "You don't have enough lung power to inflate it." instead; if the second noun is not the air-pump, say "You don't have enough lung power to inflate it." instead; if the player is carrying the noun, say "You cannot inflate it while carrying it." instead. Inflating is an action applying to one thing. Understand "pump up [something]" and "inflate [something]" as inflating. Check inflating: if the player can see the air-pump, try inflating the noun with the air-pump instead; else say "I don't really see how." Brushing is an action applying to one carried thing. Understand "brush teeth with [something]" as brushing. Check brushing: if the noun is not the viscous material, say "Nice try, but with [a noun]?" instead. Carry out brushing: say "Well, you seem to have been brushing your teeth with some sort of glue. As a result, your mouth gets glued together (with your nose) and you die of respiratory failure."; end the game in death. Lubricating it with is an action applying to one thing and one carried thing. Understand "lubricate [something] with something" as lubricating it with. Understand "oil [something] with something" as lubricating it with. Understand "grease [something] with [something]" as lubricating it with. Plugging it with is an action applying to one thing and one carried thing. Understand "plug [something] with [something]" and "glue [something] with [something]" and "patch [something] with [something]" as plugging it with. Check plugging it with: if the second noun is not the viscous material, say "That makes no sense." instead; if the noun is not the leak2 and the noun is not the dboat, say "That makes no sense." instead. Check lubricating it with: if the second noun is not the viscous material, say "You probably put spinach in your gas tank, too." instead; if the noun is not the bolt, say "That's not very useful." instead. Turning it with is an action applying to one thing and one carried thing. Understand "turn [something] with [something]" as turning it with. Understand "flip [something] with [something]" as turning it with. Check turning it with: if the noun is not the bolt and the noun is not the switch, try turning the noun instead. Check throwing something at the player: say "A terrific throw! [The noun] hits you squarely in the head. Normally, this wouldn't do much damage, but by incredible mischance, you fall over backwards trying to duck, and break your neck, justice being swift and merciful in the Great Underground Empire."; end the game in death instead. Wishing is an action applying to nothing. Understand "wish" and "make wish" and "make a wish" as wishing. Understand "$VERIFY" as verifying the story file. Carry out wishing: if the player is in Top of Well or the player is in Circular Room and the player is holding the bag of coins begin; say "A whispering voice replies, 'Water makes the bucket go.' Unfortunately, wishing makes the coins go..."; remove the bag of coins from play; else; say "No one is listening."; end if. A room can be indoors or outdoors. A room is usually indoors. Understand "wall" as a direction when the location is indoors. Understand "cretin" as yourself. The former location is a room that varies. First carry out going rule: change the former location to the location. Use the serial comma. Include Basic Help Menu by Emily Short. Include Punctuation Removal by Emily Short. Before swearing obscenely: say "[one of]Such language in a high-class establishment like this![or]Oh, dear. Such language from a supposedly winning adventurer![or]You ought to be ashamed of yourself.[or]It's not so bad. You could have been killed already.[or]Tough shit, asshole.[at random]" instead. After reading a command: remove stray punctuation; if the player's command includes "&", replace the matched text with "and". Understand "gdt" as a mistake ("If you want to debug the game, use the standard Inform debugging verbs."). Understand "noobj" as a mistake ("In the MDL sources, NOOBJ is described as a 'hack'. As we are above such practices, NOOBJ is not implemented."). Reading it through is an action applying to two things. Understand "examine [something] in [something]" as reading it through. Understand "examine [something] through [something]" as reading it through. Understand "read [something] in [something]" as reading it through. Understand "read [something] through [something]" as reading it through. Check reading it through: if the second noun is the flask and the noun is the red cake begin; say "The icing, now visible, says 'Evaporate'."; else if the second noun is the flask and the noun is the blue cake; say "The icing, now visible, says 'Enlarge'."; else if the second noun is the flask and the noun is the orange cake; say "The icing, now visible, says 'Explode'."; else if the second noun is not transparent and the second noun is not the flask; say "How does one look through [a second noun]?" instead; else if the second noun is the bottle; if the noun is the red cake or the noun is the blue cake or the noun is the orange cake begin; say "The letters appear larger but are still too small to read."; end if; else; try examining the noun instead; end if. Understand "board [something]" as entering. Understand "disembark" as exiting. Understand "climb [direction]" as going. Understand "light [electric lamp]" as switching on. Understand "extinguish [something]" as switching off. Understand "douse [electric lamp]" as switching off. Understand "climb through [something]" as climbing. Understand "what is [something]" as examining. Understand "mumble" and "sigh" as a mistake ("You'll have to speak up if you want me to hear you."). Understand "repent" as a mistake ("It may well be too late."). Ringing is an action applying to one carried thing. Understand "ring [something]" as ringing. Check ringing: if the noun is not a bell, say "How, exactly, do you ring that?" instead. Carry out ringing: say "Ding Dong." A bell is a kind of thing. Your bare hands are a part of the player. Understand the command "stab" as "attack". The better attacking rule is listed instead of the block attacking rule in the check attacking rulebook. This is the better attacking rule: if dead flag is true, say "All such attacks are vain in your position." instead; if the player is carrying a weapon (called the blade), try attacking the noun with the blade instead; if the noun is the player begin; say "If you insist... Poof, you're dead!"; end the game in death instead; end if; say "You'll have to say with what you want to attack [the noun].". Poking is an action applying to one visible thing. Understand "poke [something]" and "blind [something]" as poking. Check poking: if the noun is not the Cyclops, try attacking the noun instead. Carry out poking: say "'Do you think I'm as stupid as my father?' he says, dodging." When play begins: move the thief to Round Room; choose row 1 in Table of Basic Help Options; change description entry to "Welcome to Zork![paragraph break] You are near a large dungeon, which is reputed to contain vast quantities of treasure. Naturally, you wish to acquire some of it. In order to do so, you must of course remove it from the dungeon. To receive full credit for it, you must deposit it safely in the trophy case in the living room of the house.[paragraph break] In addition to valuables, the dungeon contains various objects which may or may not be useful in your attempt to get rich. You may need sources of light, since dungeons are often dark, and weapons, since dungeons often have unfriendly things wandering about. Reading material is scattered around the dungeon as well; some of it is rumored to be useful.[paragraph break] To determine how successful you have been, a score is kept. When you find a valuable object and pick it up, you receive a certain number of points, which depends on the difficulty of finding the object. You receive extra points for transporting the treasure safely to the living room and placing it in the trophy case. In addition, some particularly interesting rooms have a value associated with visiting them. The only penalty is for getting yourself killed, which you may do only twice.[paragraph break] Of special note is a thief (always carrying a large bag) who likes to wander around in the dungeon (he has never been seen by the light of day). He likes to take things. Since he steals for pleasure rather than profit and is somewhat sadistic, he only takes things which you have seen. Although he prefers valuables, sometimes in his haste he may take something which is worthless. From time to time, he examines his take and discards objects which he doesn't like. He may occasionally stop in a room you are visiting, but more often he just wanders through and rips you off (he is a skilled pickpocket).". Rule for deciding whether all includes the quantity of water: if the quantity of water is in the bottle, it does not; else it does. Rule for deciding whether all includes things which are fixed in place: it does not. Understand "bye" and "goodbye" as quitting the game. Understand "WIN" and "WINNAGE" as a mistake ("Naturally!"). Understand "LOSE" and "CHOMP" as a mistake ("I don't know how to do that: I win in all cases."). Understand "foo" and "bar" and "bletch" as a mistake ("Oh yeah, well FOO, BAR, and BLETCH to you too."). Understand "PLUGH" and "XYZZY" as a mistake ("A hollow voice says 'Fool'."). Understand "back" and "go back" as a mistake ("He who puts his hand to the plow and looks back is not fit for the kingdom of winners. In any case, 'BACK' doesn't work."). Odysseusing is an action applying to nothing. Understand "ODYSSEUS" and "ULYSSES" as Odysseusing. Carry out odysseusing: say "Wasn't he a sailor?". Understand "ZORK" and "DUNGEON" as a mistake ("At your service!"). Swimming is an action applying to nothing. Understand "SWIM" as swimming. Carry out swimming: if the player can see a watersource begin; say "Swimming is not allowed in this dungeon."; else; say "I think swimming is best accomplished in water."; end if. Understand "water" as a watersource. Understand "bug" as a mistake ("It's not a bug, its a feature."). Understand "feature" as a mistake ("That's right."). Finding is an action applying to one visible thing. Understand "find [something]" as finding. Understand "locate [something]" as finding. Understand "where is [something]" as finding. Check finding: if the noun is the player, say "You're around here somewhere..." instead; if the noun is the white house, say "It's right here! Are you blind or something?" instead; if the noun is your hands, say "Within six feet of your head, assuming you haven't left that somewhere." instead; if the noun is the lurking grue, say "There is no grue here, but I'm sure there is at least one lurking in the darkness nearby. I wouldn't let my light go out if I were you!" instead. Carry out finding: say "It's right here." The better drinking rule is listed instead of the block drinking rule in the check drinking rulebook. This is the better drinking rule: if the noun is the quantity of water begin; say "Thank you very much -- I was very thirsty (probably from all this talking)."; remove the noun from play; else if the noun is the water; say "Thank you very much -- I was very thirsty (probably from all this talking)."; else; say "I don't think [the noun] would agree with you." instead; end if. Greeting is an action applying to nothing. Understand "hello" and "hi" and "greetings" as greeting. Carry out greeting: say "[one of]Hello[or]Good day[or]Nice weather we've been having lately[or]Goodbye[at random]." Praying is an action applying to nothing. Understand "pray" as praying. Check praying: if the player is not in Altar and dead flag is true, say "Your prayers are not heard." instead; if the player is not in Altar, say "If you pray enough, your prayers may be answered." instead. Carry out praying: if dead flag is true, say "From the distance the sound of a lone trumpet is heard. The room becomes very bright, and you feel disembodied. In a moment, the brightness fades, and you find yourself rising, as if from a long sleep, deep in the woods. In the distance you can faintly hear a song bird and the sounds of the forest."; now the player is unlit; change exit found to true; move the player to Forest 1. A secret door is a kind of door. A secret door can be revealed or unrevealed. A secret door is unrevealed. A secret door is scenery. A secret door is closed. A secret switch is a kind of thing. A secret switch can be revealed or unrevealed. A secret switch is unrevealed. A secret switch is scenery. To print the you can't go message: (- L__M(##Go, 2, 0); -). To print the you can't see message: (- L__M(##Miscellany, 30, 0); -). Rule for printing the description of a dark room: say "It is pitch black. You are likely to be eaten by a grue." instead. Rule for printing a refusal to act in the dark: say "It is too dark in here to see." instead. Before going through a secret door which is unrevealed: print the you can't go message instead. Before doing something to a secret door which is unrevealed: print the you can't see message instead. Before doing something when when a secret door is the second noun and the second noun is unrevealed: print the you can't see message instead. Before doing something to a secret switch which is unrevealed: print the you can't see message instead. A thing has a number called case-points. The case-points of a thing is usually 0. After inserting a thing (called the treasure) into the trophy case: award case-points of the treasure points; continue the action. The taking action has an object called the place taken from (matched as "from"). Setting action variables for taking: now the place taken from is the holder of the noun. After taking a thing (called the treasure) from the trophy case: award zero minus case-points of the treasure points; continue the action. To say banknotes: say line break; say fixed letter spacing; say " _______________________________________________________________[line break]"; say "| 1 0 0 GREAT UNDERGROUND EMPIRE 1 0 0 |[line break]"; say "| 1 0 0 0 0 1 0 0 0 0 |[line break]"; say "| 1 0 0 0 0 1 0 0 0 0 |[line break]"; say "| 1 0 0 DIMWIT 1 0 0 |[line break]"; say "| |||||||||||||||| |[line break]"; say "| || __ __ || B30332744D |[line break]"; say "| || -OO OO- || |[line break]"; say "| IN FROBS [unicode 92]|| >> ||/ WE TRUST |[line break]"; say "| || ______ || |[line break]"; say "| B30332744D | ------ | |[line break]"; say "| [unicode 92][unicode 92]________// |[line break]"; say "| 1 0 0 Series FLATHEAD LD Flathead 1 0 0 |[line break]"; say "| 1 0 0 0 0 719GUE Treasurer 1 0 0 0 0 |[line break]"; say "| 1 0 0 0 0 1 0 0 0 0 |[line break]"; say "| 1 0 0 One Hundred Royal Zorkmids 1 0 0 |[line break]"; say "|_______________________________________________________________|[line break][variable letter spacing]". To say flathead: say fixed letter spacing; say " |||||||||||||| [line break]"; say " || __ __ || [line break]"; say " || $$ $$ || [line break]"; say " [unicode 92]|| >> ||/ [line break]"; say " || ________ || [line break]"; say " | -//----- | [line break]"; say " [unicode 92][unicode 92]_//_______// [line break]"; say " ___// | | [line break]"; say " /__// | | [line break]"; say " | | [line break]"; say " __________// [unicode 92][unicode 92]__________ [line break]"; say " / $ / **** [unicode 92] $ [unicode 92] [line break]"; say " / / ** [unicode 92] [unicode 92] [line break]"; say " / /| ** |[unicode 92] [unicode 92] [line break]"; say " / / | ** | [unicode 92] [unicode 92] [line break]"; say " / / | ** | [unicode 92] [unicode 92] [line break]"; say " ^ ^__|______$Z$**$Z$______|__^ ^ [line break]"; say " [unicode 92] * $Z$**$Z$ * / [line break]"; say " [unicode 92]________*___$Z$**$ Z$___*________/ [line break]"; say " | $Z$**$Z$ | [line break]"; say " J PIERPONT FLATHEAD [line break]"; say " CHAIRMAN[line break]"; say variable letter spacing. Rotation speed is a number that varies. Rotation speed is usually 1. Rotation room is a number that varies. Rotation room is usually 1. The going action has a number called the dark terminus count. Setting action variables for going: now the dark terminus count is 0; if in darkness, increase the dark terminus count by 1. The last carry out going rule: if in darkness, increase the dark terminus count by 1. After going: if the dark terminus count is 2, set off the grues instead; if the coil of rope is attached to something (called the item) and the player is carrying the coil of rope, now the coil of rope is not attached to the item; continue the action. To set off the grues: say "Oh no! You walked directly into the slavering fangs of a lurking grue!"; end the game in death. Procedural rule when inflating something that is part of the player: ignore the carrying requirements rule. A weapon is a kind of thing. Understand the command "swing" as something new. Swinging it is an action applying to one carried thing. Understand "swing [something]" as swinging it. Carry out swinging it: if dead flag is true, say "All such attacks are vain in your position." instead; if the player can see a person (called the villain) who is not the player, try attacking the villain with the noun instead; say "Please specify at what do you wish to swing the [noun]." Procedural rule while attacking something that is part of the player: ignore the carrying requirements rule. Procedural rule while brushing something which is part of the player: ignore the carrying requirements rule. Procedural rule while destroying something with something which is part of the player: ignore the carrying requirements rule. Attacking it with is an action applying to one visible thing and one carried thing. Understand "attack [something] with [something]" as attacking it with. Understand "attack [something] using [something]" as attacking it with. Carry out attacking it with: if dead flag is true, say "All such attacks are vain in your position." instead; if the noun is the player begin; say "If you insist... Poof, you're dead!"; end the game in death instead; end if; if the noun is not a person, say "I've known strange people, but attacking [a noun]?" instead; if the second noun is not a weapon, say "Trying to kill [a noun] with only [a second noun] very self-destructive." instead. The lurking grue is a backdrop. The lurking grue is everywhere. The description of the lurking grue is "The grue is a sinister, lurking presence in the dark places of the earth. Its favorite diet is adventurers, but its insatiable appetite is tempered by its fear of light. No grue has ever been seen by the light of day, and few have survived its fearsome jaws to tell the tale." Understand the commands "destroy", "break", "hit", and "smash" and "thump" as something new. Destroying is an action applying to one visible thing. Understand "destroy [something]" as destroying. Understand "mangle [something]" as destroying. Understand "mung [something]" as destroying. Understand "break [something]" as destroying. Understand "hit [something]" as destroying. Understand "smash [something]" as destroying. Understand "thump [something]" as destroying. Carry out destroying: if dead flag is true, say "All such attacks are vain in your position." instead; if the noun is a person, try attacking the noun instead; say "Trying to destroy [a noun] is not notably useful." Destroying it with is an action applying to one visible thing and one carried thing. Understand "destroy [something] with [something]" as destroying it with. Understand "mangle [something] with [something]" as destroying it with. Understand "mung [something] with [something]" as destroying it with . Understand "break [something] with [something]" as destroying it with. Understand "smash [something] with [something]" as destroying it with. Understand "swing [something] at [something]" as destroying it with (with nouns reversed). Understand "mangle [something] using [something]" as destroying it with. Understand "mung [something] using [something]" as destroying it with . Understand "break [something] using [something]" as destroying it with. Understand "smash [something] using [something]" as destroying it with. Understand "thump [something] with something" as destroying it with. Understand "thump [something] using [something]" as destroying it with. Understand "destroy [something] using [something]" as destroying it with. Carry out destroying it with: if dead flag is true, say "All such attacks are vain in your position." instead; if the noun is a person, try attacking the noun with the second noun instead; say "Trying to destroy [a noun] is not notably useful." Check searching a door: say "[The noun] is [if open]open, but I can't see what's beyond it.[otherwise]closed.[end if]" instead. Understand "frobozz" as a mistake ("The Frobozz Company, Ltd., created, owns, and operates this dungeon."). Understand "schedule" as a mistake ("The dungeon is ALWAYS open (always room for one more)."). Understand "time" as a mistake ("You have been playing Zork for longer than you think."). First after reading a command rule: if the player's command matches "treasure", replace the player's command with "$treasure$". Treasure-travelling is an action applying to nothing. Understand "$treasure$" as treasure-travelling. Check treasure-travelling: if the player is not in Temple, say "Nothing happens." instead. Carry out treasure-travelling: move the player to Treasure Room. Temple-travelling is an action applying to nothing. Understand "temple" as temple-travelling. Check temple-travelling: if the player is not in Treasure Room, say "Nothing happens." instead. Carry out temple-travelling: move the player to Temple. Hi-speaking is an action applying to one visible thing. Understand "hello [something]" and "hi [something]" as hi-speaking. Check hi-speaking: if the noun is the sailor, say "Nothing happens here." instead; if the noun is the aviator, say "Here, nothing happens." instead; if the noun is not a person, say "I think that only schizophrenics say 'Hello' to [a noun]." instead. Carry out hi-speaking: say "[The noun] bows his head to you in greeting." Check asking someone to try greeting: try hi-speaking the noun instead. The sailor is a backdrop. The sailor is everywhere. The aviator is a backdrop. The aviator is everywhere. Understand "flyer" as the aviator. Brochure flag is a number that varies. Brochure flag is usually 0. Sending for is an action applying to one visible thing. Understand "send for [something]" as sending for. Understand "send [something]" as sending for. Check sending for: if the noun is not the obj1234, say "That doesn't make sends." instead. Carry out sending for the obj1234: if brochure flag is 0 begin; say "OK, but you know the postal service..."; change brochure flag to 1; else if brochure flag is 1; say "It's probably on its way now."; else if brochure flag is 2; say "What, you mean you need another one?"; end if. The obj1234 is a backdrop. The obj1234 is everywhere. Understand "brochure" and "free brochure" as the obj1234. The free brochure is a thing. The free brochure is inflammable. Instead of doing something other than sending for to the obj1234: print the you can't see message. The description of the brochure is "[brochure text]". Does the player mean sending for the obj1234: it is very likely. Does the player mean doing something other than sending for to the free brochure: it is very likely. To say brochure text: say "The mailing label on this glossy brochure from MIT Tech reads [paragraph break]"; say " Intrepid Adventurer[line break]"; say " c/o Local Dungeon Master[line break]"; say " White House, GUE[line break]"; say "From the Introduction:[paragraph break]"; say "The brochure describes, for the edification of the prospective student, the stringent but wide-ranging curriculum of MIT Tech. Required courses are offered in Ambition, Distraction, Uglification, and Derision. The Humanities are not slighted at this institution, as the student may register for Reeling and Writhing, Mystery (Ancient and Modern), Seaography, and Drawling (which includes Stretching and Fainting in Coils). Advanced students are expected to learn Laughing and Grief.[paragraph break]"; say " William Barton Flathead, Founder[paragraph break]"; say "(The brochure continues in this vein for a few hundred more pages.)[line break]"; say "[if the Don Woods stamp is a part of the brochure]Affixed loosely to the brochure is a small stamp.[end if]". The Don Woods stamp is a part of the brochure. Procedural rule when taking the Don Woods stamp: ignore the can't take component parts rule. The description of the Don Woods stamp is "[stamp text]". The Don Woods stamp is inflammable. To say stamp text: say fixed letter spacing; say "+--v----v----v----v----v--+[line break]"; say "| _______ |[line break]"; say "> One / [unicode 92] G <[line break]"; say "| Lousy / [unicode 92] U |[line break]"; say "> Point | ___ | E <[line break]"; say "| | (___) | |[line break]"; say "> <--)___[unicode 40]--> P <[line break]"; say "| / / [unicode 92][unicode 92] o |[line break]"; say "> / / [unicode 92][unicode 92] s <[line break]"; say "| |-|---------|-| t |[line break]"; say "> | | [unicode 92] _ / | | a <[line break]"; say "| | | --(_)-- | | g |[line break]"; say "> | | /| |[unicode 92] | | e <[line break]"; say "| |-|---|_|---|-| |[line break]"; say "> [unicode 92] [unicode 92]__/_[unicode 92]__/ / <[line break]"; say "| _/_______[unicode 92]_ |[line break]"; say "> | f.m.i.c. | <[line break]"; say "| ------------- |[line break]"; say "> <[line break]"; say "| Donald Woods, Editor |[line break]"; say "> Spelunker Today <[line break]"; say "| |[line break]"; say "+--^----^----^----^----^--+[line break]"; say variable letter spacing. The case-points of the Don Woods stamp is 1. The size of the free brochure is 30. The size of the Don Woods stamp is 1. Check hi-speaking the sailor for the tenth time: say "I think that phrase is getting a bit worn out." instead. Check hi-speaking the sailor for the 20th time: say "You seem to be repeating yourself." instead. Understand "pour [something] in/into/on/onto [something]" as inserting it into. Understand "fill [something] with [something]" as inserting it into (with nouns reversed). A watersource is a kind of thing. A watersource is always scenery. A watersource can be drainable or nondrainable. A watersource is usually drainable. A quantity of water is a thing. The size of the quantity of water is 4. When play begins: move the quantity of water to the bottle. Check taking a watersource: if the player is carrying the bottle, try inserting the noun into the bottle instead; else say "The water slips through your fingers." instead. Check inserting a watersource into something: if the second noun is closed begin; say "[The second noun] is closed." instead; else if the second noun is not the bottle; say "The water leaks out of [the second noun] and evaporates immediately." instead; else if something is in the bottle; say "The bottle is already full." instead; else; say "The bottle is now full of water."; move the quantity of water to the bottle instead; end if. Check inserting the quantity of water into something: if the second noun is closed begin; say "[The second noun] is closed." instead; else if the second noun is not the bottle; say "The water leaks out of [the second noun] and evaporates immediately."; remove the quantity of water from play instead; end if. Check inserting the quantity of water into the bottle: try taking the quantity of water instead. Check inserting the quantity of water into an enterable container: if the bottle is closed, say "The bottle is closed." instead; say "There is now a puddle in the bottom of [the second noun]."; now the quantity of water is in the second noun instead. Check taking the quantity of water: if the player is not carrying the bottle and the quantity of water is in the bottle begin; try taking the bottle instead; else if the quantity of water is in the bottle; say "You already have it." instead; else if the player is not carrying the bottle; say "The water slips through your fingers." instead; else if the bottle is closed; say "The bottle is closed." instead; else if something is in the bottle; say "The bottle is already full." instead; else if the player is in the bucket; say "The bottle is now full of water."; move the quantity of water to the bottle; move the bucket to Circular Room instead; else; say "The bottle is now full of water."; move the quantity of water to the bottle instead; end if. Check throwing the quantity of water at something: say "The water splashes on [the second noun] and evaporates immediately."; remove the quantity of water from play instead. A persuasion rule for asking someone to try doing something when dead flag is true: say "No one hears you." instead. Check dropping when the player's command includes "throw": if the noun is the quantity of water begin; say "The water splashes on the walls and evaporates immediately."; remove the noun from play instead; else; continue the action; end if. Check dropping the quantity of water when the player's command does not include "throw": try pouring the noun instead. Pouring is an action applying to one thing. Understand "pour [something]" as pouring. Carry out pouring: if the noun is the bottle and the quantity of water is in the bottle begin; try pouring the quantity of water instead; else if the noun is the quantity of water and the bottle is closed; say "You'll have to open the bottle first."; else if the player is in the bucket; move the quantity of water to the bucket; say "There is now a puddle in the bottom of the wooden bucket."; say "The bucket rises and comes to a stop."; move the bucket to Top of Well; try looking; else if the noun is the quantity of water and the player is in an enterable container (called the conveyance); say "There is now a puddle in the bottom of [the conveyance]."; move the quantity of water to the conveyance; else if the noun is the quantity of water; say "The water spills all over the ground and evaporates immediately."; remove the quantity of water from play; else if the noun is not a container; say "You must tell me how to do that."; else if the noun is closed; say "You'll have to open [the noun] first."; else; now everything which is in the noun is in the location; say "The contents of [the noun] spill out of [the noun] and onto the floor."; end if. Winding is an action applying to one carried thing. Understand "wind [something]" and "wind up [something]" and "wind [something] up" as winding. Check winding: if the noun is not the golden clockwork canary and the noun is not the broken canary, say "You cannot wind up [a noun]." instead. Understand the command "answer" as something new. Understand the command "say" as something new. speaking is an action applying to one topic. Understand "answer [text]" as speaking. Understand "say [text]" as speaking. Check speaking: if the player is not in Riddle Room or the topic understood does not include "well" or the great door is open, say "No one seems to be listening." instead. Carry out speaking: say "There is a clap of thunder and the east door opens."; now the great door is open; now the great door is openable. Leaving is an action applying to one visible thing. Understand "exit [something]" as leaving. Check leaving: if the player is not in the noun, say "How do you expect to do that when you aren't even in [the noun]?" instead; try exiting. Table of Rankings Score Rank -31 "Incompetent" 0 "Beginner" 31 "Amateur Adventurer" 62 "Novice Adventurer" 123 "Junior Adventurer" 246 "Adventurer" 370 "Hacker" 493 "Winner" 554 "Master" 585 "Wizard" 616 "Cheater" 641 "Advanced Cheater" 666 "Master Cheater" 691 "Super Cheater" 716 "Dungeon Master" Kicking is an action applying to one visible thing. Understand "kick [something]" as kicking. Carry out kicking: if dead flag is true, say "All such attacks are vain in your position." instead; say "Kicking [a noun] is not notably useful." Lamp-power is a number that varies. Lamp-power is usually 325. Check switching on the battery-powered brass lantern when lamp-power is 0: say "The battery has died." instead. Load-max is a number that varies. Load-max is usually 100. A thing has a number called size. The size of a thing is usually 5. A container has a number called capacity. The capacity of a container is usually 5. Weight-sum is a number that varies. Weight-sum is usually 0. Check the player taking something: change weight-sum to 0; repeat with item running through things had by the player begin; change weight-sum to weight-sum plus the size of item; end repeat; if weight-sum plus the size of the noun is greater than load-max, say "Your load is too heavy. You will have to leave something behind." instead. Check inserting something into something else: change weight-sum to 0; repeat with item running through things in the second noun begin; change weight-sum to weight-sum plus the size of item; end repeat; if weight-sum plus the size of the noun is greater than the capacity of the second noun, say "It won't fit." instead. Lifting is an action applying to one visible thing. Understand "lift [something]" and "raise [something]" as lifting. Check lifting: if the noun is the rug begin; say "The rug is too heavy to lift, but in trying to raise it you notice an irregularity beneath it."; else if the noun is the tbasket; if the player is in Lower Shaft begin; say "The basket is raised to the top of the shaft."; move the tbasket to Shaft Room; move the fbasket to Lower Shaft; else; say "Playing in this way with [a noun] has no effect."; end if; else if the noun is the fbasket; if the player is in Shaft Room begin; say "The basket is raised to the top of the shaft."; move the tbasket to Shaft Room; move the fbasket to Lower Shaft; else; say "The basket is at the other end of the chain."; end if; else; say "Playing in this way with [a noun] has no effect."; end if. Lowering is an action applying to one visible thing. Understand "lower [something]" as lowering. Check lowering: if the noun is the tbasket begin; if the player is in Shaft Room begin; say "The basket is lowered to the bottom of the shaft."; move the fbasket to Shaft Room; move the tbasket to Lower Shaft; else; say "Playing in this way with [a noun] has no effect."; end if; else if the noun is the fbasket; if the player is in Lower Shaft begin; say "The basket is lowered to the bottom of the shaft."; move the fbasket to Shaft Room; move the tbasket to Lower Shaft; else; say "The basket is at the other end of the chain."; end if; else; say "Playing in this way with [a noun] has no effect."; end if. Attachment relates things to each other in groups. The verb to be attached to implies the attachment relation. The block tying rule is not listed in any rulebook. A rope is a kind of thing. Definition: a thing is nonrope if it is not a rope. A thing can be round or unevenly shaped. A thing is usually round. Check tying: if the noun is the second noun, say "There is nothing it can be tied to." instead; if the noun is the rope and the second noun is the braided wire, say "There is nothing it can be tied to." instead; if the second noun is a rope, try tying the second noun to the noun instead; if the noun is not a rope, say "You can't tie stuff with that." instead; if the noun is attached to a nonrope thing (called the item), say "[The noun] is already attached to [the item]." instead; if the player is carrying the second noun, say "It is too clumsy when you are carrying it." instead; if the second noun is round, say "There is nothing it can be tied to." instead. Carry out tying: now the noun is attached to the second noun; if the second noun is in Slide Room and the player is carrying the noun begin; move the noun to Slide Room; say "The rope dangles down the slide." instead; end if. Report tying: say "The rope is now attached to [the second noun].". Check taking a rope (called the coil) when the coil is attached to a nonrope thing (called the item): say "You'll have to untie [the item] first." instead. Check taking a nonrope thing (called the item) which is attached to a rope: say "The coil of rope comes loose from [the item]."; now the coil is not attached to the item. Untying it from is an action applying to two things. Understand "untie [something] from [something]" as untying it from. Understand "untie [something]" as untying it from. Rule for supplying a missing second noun while untying something from: if the number of secondary things attached to the noun is 0, say "[The noun] is already entirely free." instead; if the noun is a rope begin; if the number of touchable nonrope things which are attached to the rope > 1 begin; say "You'll have to say which thing you want to untie [the noun] from."; rule fails; otherwise; if the number of touchable nonrope attached to the noun is 0, say "You can't reach [the random nonrope thing attached to the noun]." instead; let the tied object be a random touchable nonrope thing which is attached to the rope; say "(from [the tied object])[line break]"; change the second noun to the tied object; end if; otherwise; if the noun is attached to a rope (called the tied object) begin; say "(from [the tied object])[line break]"; change the second noun to the tied object; end if; end if. Check untying it from: if the noun is attached to the second noun or the second noun is attached to the noun, do nothing; otherwise say "[The noun] and [the second noun] are already not tied together." instead; if the noun is not a rope, try untying the second noun from the noun instead. Carry out untying it from: now the noun is not attached to the second noun. Report untying it from: say "The rope is now untied.". Definition: a thing is secondary if it is not the noun. A thing has a text called the later appearance. The later appearance of something is usually "". Rule for writing a paragraph about something (called the thingy): if the thingy is untouched and the initial appearance of the thingy is not "" begin; say "[initial appearance of the thingy]"; else if the later appearance of the thingy is not ""; say "[later appearance of the thingy]"; else; say "There is [a thingy] here[unicode 46]"; end if; if something visible is in the thingy begin; if the thingy is the trophy case begin; say "[line break]Your collection of treasures consists of:[line break][stuff in the thingy]"; else if the thingy is the nest and the egg is in the thingy and the egg is untouched; say "[initial appearance of the egg]"; else; say "[line break][The thingy] contains:[line break][stuff in the thingy]"; end if; end if. To say stuff in (O - an object): list the contents of O, with newlines, indented, giving inventory information, including contents, not listing concealed items, and with extra indentation. To say (j - a number) spaces: (- spaces({j}); -). A thing can be untouched or touched. A thing is usually untouched. The initial appearance of something is usually "". After taking something: now the noun is touched; continue the action. To fatally leap: say "[one of]You should have looked before you leaped.[or]I'm afraid that leap was a bit much for your weak frame.[or]In the movies, your life would be passing in front of your eyes.[or]Geronimo...[or]I'm afraid that leap you've attempted has done you in.[at random]"; end the game in death. Table of Basic Help Options (continued) title subtable description "InvisiClues Hints" Table of Hints -- Table of Hints title subtable description toggle "How do I open the egg?" Table of Egg Hints "" hint toggle rule "How do I enter Hades?" Table of Hades Hints "" hint toggle rule "How do I get the platinum bar?" Table of Bar Hints "" hint toggle rule "How do I pass the glacier?" Table of Glacier Hints "" hint toggle rule "How do I work the well?" Table of Well Hints "" hint toggle rule "How do I work the rainbow?" Table of Rainbow Hints "" hint toggle rule "What good is the barrel?" Table of Barrel Hints "" hint toggle rule "How does the Bank of Zork work?" Table of Bank Hints "" hint toggle rule "How do I get to the endgame?" Table of Endgame Hints "" hint toggle rule "How do I get the last point?" Table of Brochure Hints "" hint toggle rule Table of Egg Hints hint used "You could try 'SMASH EGG'" a number "But that severely detracts from its aesthetic appeal" -- "It takes a great deal of manual dexterity and the proper tools." -- "Someone else in the game can do it. " -- "Only the Thief can open the egg. Give it to him or leave it underground where he will find it." -- Table of Hades Hints hint used "You must first exorcise the demons; are you properly equipped?" a number "For a hint, read the black book." -- "It requires the bell, book and candles." -- "Ring the bell, light the candles, and read the black book." -- Table of Bar Hints hint used "You must disable the echo." a number "The solution has something to do with the room's acoustics." -- "Type ECHO." -- Table of Glacier Hints hint used "The glacier swells with heat. Have you found anything fiery?" a number "Try throwing the torch at the glacier." -- Table of Well Hints hint used "Have you tried making a wish?" a number "Make sure you are carrying the coins. Saving the game would also be a good idea." -- "If the well won't bring you water, you could try bringing water to the well." -- "Get in the bucket, then pour water into it." -- Table of Rainbow Hints hint used "You can cross it and get the pot of gold." a number "You do not click your heels together three times while speaking 'There's no place like home.' " -- "Wave the stick while standing at the end of the rainbow" -- "This is similar to the fissure puzzle in ADVENTURE" -- Table of Barrel Hints hint used "The barrel is for joy riders. If you have always wanted to go for a ride in a barrel, try 'Geronimo'." -- Table of Bank Hints hint used "The Bank of Zork is built on illusions. Walls are one of the key illusions." a number "Have you tried walking through the curtain of light?" -- "The curtain leads to four locations." -- "It is completely deterministic (i.e., non-random)." -- "The location to which it leads is determined by the direction from which you entered the Depository." -- "If you enter from the east or west East Viewing Room, you will be transported to Viewing Room. If you enter from the south (e.g., the Chairman's Office) you will be transported to the Small Room." -- "You can leave the Small Room by walking through the south wall (thus entering the Depository from the North). " -- "If you enter the Depository from the north, you will be transported to the Vault." -- Table of Endgame Hints hint used "You must win the main game (get all possible points)." a number "Wait around until you see a sinister wraithlike figure" -- "Then enter the crypt, close the door, turn off your lamp, and wait" -- Table of Brochure Hints hint used "Have you read the newspaper?" a number "Have you availed yourself of ALL opportunities for intellectual improvement?" -- "Try reading the matchbook." -- "Type 'SEND FOR FREE BROCHURE'" -- Check requesting the score: if dead flag is true, say "How can you think of your score in your condition?" instead. Before opening: if dead flag is true, say "Even such a simple action is beyond your capabilities" instead. Before closing: if dead flag is true, say "Even such a simple action is beyond your capabilities" instead. Before eating: if dead flag is true, say "Even such a simple action is beyond your capabilities" instead. Before drinking: if dead flag is true, say "Even such a simple action is beyond your capabilities" instead. Before rubbing: if dead flag is true, say "Even such a simple action is beyond your capabilities" instead. Before touching: if dead flag is true, say "Even such a simple action is beyond your capabilities" instead. Before burning something with something: if dead flag is true, say "Even such a simple action is beyond your capabilities" instead. Before burning something: if dead flag is true, say "Even such a simple action is beyond your capabilities" instead. Before untying: if dead flag is true, say "Even such a simple action is beyond your capabilities" instead. Before speaking: if dead flag is true, say "No one hears you." instead. Before switching on something: if dead flag is true, say "You need no light to guide you." instead. Before taking something: if dead flag is true, say "Your hand passes through the object." instead. Before taking inventory: if dead flag is true, say "You are empty handed." instead. Instead of doing something other than looking, going, attacking, kicking, or destroying: if dead flag is false, continue the action; say "You can't do even that.". Death count is a number that varies. When play ends when the game ended in death: increase death count by 1; award -10 points; if endgame flag is true begin; say "Normally, I would attempt to rectify your condition, but I'm ashamed to say my abilities are not equal to dealing with your present state of disrepair. Please let me express my profoundest regrets."; else if death count is 3; say "You clearly are a suicidal maniac. We don't allow psychotics in the dungeon, since they may harm other adventurers. Your remains will be installed in the Land of the Living Dead, where your fellow adventurers may gloat over them."; else if Altar is unvisited; say "Shall I patch you up? "; if the player consents begin; say "Now, let me see...[line break]Well, we weren't quite able to restore your state. You can't have everything."; if the player is carrying the battery-powered brass lantern begin; move the battery-powered brass lantern to Living Room; now the battery-powered brass lantern is switched off; end if; repeat with item running through things had by the player begin; move the item to a random visited room; end repeat; move the player to Forest 1; resume the game; else; say "What? You don't trust me? Why, only last week I patched a running ITS and it survived for over 30 seconds. Oh, well."; end if; else; say "As you take your last breath, you feel relieved of your burdens. The feeling passes as you find yourself before the gates of Hell, where the spirits jeer at you and deny you entry. Your senses are disturbed. The objects in the dungeon appear indistinct, bleached of color, even unreal."; if the player is carrying the battery-powered brass lantern begin; move the battery-powered brass lantern to Living Room; now the battery-powered brass lantern is switched off; end if; repeat with item running through things had by the player begin; move the item to a random visited room; end repeat; change dead flag to true; now the player is lit; move the player to Entrance to Hades; resume the game; end if. The player has a number called wounds. Wounds is usually 0. The player has a number called cure wait. Cure wait is usually 0. Diagnosing is an action applying to nothing. Understand "diagnose" as diagnosing. Check diagnosing: if dead flag is true, say "You are dead as a doornail." instead. [* Mind! I don't mean to say that I know, of my own knowledge, what there is particularly dead about a door-nail. I might have been inclined, myself, to regard a coffin-nail as the deadest piece of ironmongery in the trade. But the wisdom of our ancestors is in the simile; and my unhallowed hands shall not disturb it, or the Country-s done for. You will therefore permit me to repeat, emphatically, that Marley was as dead as a door-nail. --Charles Dickens] Carry out diagnosing: if the wounds of the player is 0 begin; say "You are in perfect health. You are strong enough to take several wounds."; else if the wounds of the player is 1; say "You have a light wound, which will be cured in [cure wait of the player] turn[s]. You can survive one serious wound."; else if the wounds of the player is 2; say "You have a serious wound, which will be cured in [cure wait of the player] turn[s]. You can be killed by a serious wound."; else if the wounds of the player is 3; say "You have a several wounds, which will be cured in [cure wait of the player] turn[s]. You can be killed by one more light wound."; else if the wounds of the player is 4; say "You have a serious wounds, which will be cured in [cure wait of the player] turn[s]. You are at death's door."; end if; if death count is 1, say "You have been killed once."; if death count is 2, say "You have been killed twice.". Burning it with is an action applying to one thing and one carried thing. Understand "burn [something] with/using [something]" as burning it with. Understand "light [something] with/using [something]" as burning it with. Check burning (this is the new burning rule): if the noun is not the matchbook and the player is carrying something flaming begin; let i be the number of flaming things had by the player; if i is 1, try burning the noun with a random flaming thing held by the player instead; else say "It's not clear what you want to burn [the noun] with." instead; else if the noun is not the matchbook; say "It's not clear what you want to burn [the noun] with." instead; else if the matchbook is flaming; say "The match is already lit." instead; else if match count is less than 1; say "I'm afraid you have run out of matches." instead; end if. Match tick is a number that varies. Match tick is usually -1. Carry out burning: say "One of the matches starts to burn."; change match tick to 2; now the matchbook is flaming. Check switching off something which is flaming: if the noun is the matchbook begin; say "The match is out." instead; change match tick to -1; now the matchbook is non-flaming; else if the noun is the pair of candles; say "The flame is extinguished." instead; else if the noun is the ivory torch; say "You burn your hand as you attempt to extinguish the flame." instead; end if. The new burning rule is listed instead of the block burning rule in the check burning rulebook. Check burning it with: if the second noun is not flaming, say "How do you expect to burn anything with that?" instead; if the noun is the black book begin; say "A booming voice says 'Wrong, cretin!' and you notice that you have turned into a pile of dust."; end the game in death instead; end if; if the noun is the barrel, say "The barrel is damp and cannot be burned." instead; if the noun is flaming, say "[The noun] is already burning." instead; if the noun is not the candles and the noun is not inflammable, say "I don't think you can burn [a noun]." instead; if the noun is the brick begin; say "Now you've done it. It seems that the brick has other properties than weight, namely the ability to blow you to smithereens."; remove the brick from play; end the game in death instead; end if. Candle tick is a number that varies. Candle tick is usually 40. Carry out burning it with: if the noun is the pair of candles begin; if the candles are flaming, say "You realize, just in time, that the candles are already lighted." instead; if candle tick is 0, say "There's not much left of the candles; definately not enough left to light." instead; if the second noun is the torch begin; say "The heat from the torch is so intense that the candles are vaporized."; remove the candles from play instead; end if; say "The candles are now lighted."; if the player is in Entrance to Hades begin; if exorcism flag is 1 begin; say "The flames flicker wildly and appear to dance. The earth beneath your feet trembles, and your legs nearly buckle beneath you. The spirits cower at your unearthly power."; change exorcism flag to 2; else if exorcism flag is -1; continue the action; else; say "The tension of this ceremony is broken, and the wraiths, amused but shaken at your clumsy attempt, resume their hideous jeering."; change exorcism flag to 0; end if; end if; now the candles are flaming; else if the noun is in the receptacle; now the noun is flaming; say "[The noun] burns inside the receptacle."; change burn interrupt to 20 * the size of the noun; else if the noun is the pile of leaves; now the grating is revealed; if the player is carrying the noun begin; say "The sight of someone carrying a pile of burning leaves so offends the neighbors that they come over and put you out."; remove the pile of leaves from play; end the game in death; else; say "The leaves burn and the neighbors start to complain."; remove the pile of leaves from play; end if; else if the noun is the coil of wire; if the coil of wire is not part of the brick begin; say "The wire rapidly burns to nothingness."; remove the coil of wire from play; else; say "The wire starts to burn."; change wire clock to 1; end if; else; if the noun is the bills, say "Nothing like having money to burn!"; if the player is carrying the noun begin; say "[The noun] catches fire and is consumed. Unfortunately, you were holding it at the time."; end the game in death; else; say "[The noun] catches fire and is consumed."; end if; end if. Wire clock is a number that varies. Wire clock is usually -1. Ledge clock is a number that varies. Ledge clock is usually -1. Burn interrupt is a number that varies. Burn interrupt is usually -1. After dropping the candles: if the candles are flaming, now the candles are non-flaming; continue the action. Every turn when the candles are flaming and the candles are touched: decrease candle tick by 1; if candle tick is 0 begin; now the candles are non-flaming; say "I hope you have more light than from a pair of candles."; else if candle tick is 20 or candle tick is 10 or candle tick is 5; say "The candles grow shorter."; end if. The bad place is a room that varies. Squish clock is a number variable. Squish clock is usually -1. Knocking is an action applying to one visible thing. Understand "knock [something]" and "knock on [something]" and "rap on [something]" and "rap [something]" as knocking. Check knocking: if the noun is not a door, say "Why knock on [a noun]?" instead; if the noun is not the large wooden door, say "I don't think anyone is home." instead. Carry out knocking: say "The knock reverberates along the hall. For a time it seems there will be no answer. Then you hear someone unlatching the small wooden panel. Through the bars of the great door, the wrinkled face of an old man appears. He gazes down at you and intones as follows:[paragraph break]"; say "[5 spaces] 'I am the Master of the dungeon, whose task it is to insure that none but the most scholarly and masterful adventurers are admitted into the secret realms of the dungeon. To ascertain whether you meet the stringent requirements laid down by the Great Implementers, I will ask three questions which should be easy for one of your reputed excellence to answer. You have undoubtedly discovered the answers during your travels through the dungeon. Should you answer each of these questions correctly within five attempts, then I am obliged to acknowledge your skill and daring and admit you to these regions.'[paragraph break]"; say "All answers should be in the form [']ANSWER 'answer'[']."; change question number to 1; move the dungeon master to Hallway4. Spinning it to is an action applying to one thing and one number. Understand "spin [something] to [a number]" as spinning it to. Understand "turn [something] to [a number]" as spinning it to. Check spinning it to: if the noun is not the dial, say "You can't do that to [the noun]." instead; if the number understood is less than 1, say "The dial only goes from 1 to 8." instead; if the number understood is greater than 8, say "The dial only goes from 1 to 8." instead. Carry out spinning it to: say "The dial now points to [the number understood]."; change dial number to the number understood. Part 2 - Above Ground Stuff A room called West of House is an outdoors room. "You are in an open field on the west side of a white house with a boarded front door." The small mailbox is a container in West of House. The mailbox is fixed in place, closed, and openable. Understand "box" and "mail box" and "mail-box" as the mailbox. The size of the leaflet is 2. The capacity of the mailbox is 10. A leaflet is in the mailbox. The description of the leaflet is "[leaflet text]". To say leaflet text: center "Welcome to Zork!"; say paragraph break; say " Zork is a game of adventure, danger, and low cunning. In it you will explore some of the most amazing territory ever seen by mortal man. Hardened adventurers have run screaming from the terrors contained within.[paragraph break]"; say " In Zork, the intrepid explorer delves into the forgotten secrets of a lost labyrinth deep in the bowels of the earth, searching for vast treasures long hidden from prying eyes, treasures guarded by fearsome monsters and diabolical traps![paragraph break]"; say " No system should be without one![paragraph break]"; [* Originally, this said "No PDP-10 should be without one" but the user is probably not playing ZORK on a PDP-10] say " Zork was created at the MIT Laboratory for Computer Science by Tim Anderson, Marc Blank, Bruce Daniels, and Dave Lebling. It was inspired by the Adventure game of Crowther and Woods, and the long tradition of fantasy and science fiction games.[paragraph break]"; say " On-line information may be obtained with the command HELP (synonyms are ABOUT, INFO, HINT, etc.)." The leaflet is inflammable. An electric lamp is a kind of device. Carry out switching on an electric lamp: now the noun is lit. Carry out switching off an electric lamp: now the noun is unlit. A portable supporter called a rubber welcome mat is here. "A rubber mat saying 'Welcome to Zork' lies by the door." The description of the mat is "The mat says 'Welcome to Zork'." The size of the rubber welcome mat is 12. Mat under is a truth state that varies. Mat under is usually false. After taking, pushing, or pulling the rubber welcome mat: if something (called the thingy) is on the mat begin; say "As the mat is moved, [a thingy] falls from it and onto the floor."; move the thingy to the location; change mat under to false; else; change mat under to false; continue the action; end if. Check removing something from the mat when mat under is true: print the you can't see message instead. An outdoors room called North of House is north of West of House. "You are facing the north side of a white house. There is no door here, and all the windows are barred." South of North of House is nowhere. West of North of House is West of House. An outdoors room called South of House is south of West of House. "You are facing the south side of a white house. There is no door here, and all the windows are barred." North of South of House is nowhere. West of South of House is West of House. An outdoors room called Behind House is east of North of House and east of South of House. "You are behind the white house. In one corner of the house is a window that is [if the window is closed]slightly ajar. [otherwise]open." North of Behind House is North of House. South of Behind House is South of House. Behind House is outdoors. The white house is a backdrop. The white house is in West of House and North of House and South of House and Behind House. The description of the white house is "The house is a beautiful colonial house which is painted white. It is clear that the owners must have been extremely wealthy." The front door is scenery in West of House. Check entering the front door: say "The door is locked, and there is evidently no key." instead. Check going east from West of House: say "The door is locked, and there is evidently no key." instead. Check opening the front door: say "The door cannot be opened." instead. Check unlocking the front door with something: say "It doesn't seem to work." instead. The window is a door. The window is west of Behind House and east of Kitchen. The window is closed and openable. The window is scenery. Check climbing the window: try entering the noun instead. Check going inside while in Behind House: try entering the window instead. Check exiting while in Kitchen: try entering the window instead. Report opening the window: say "With great effort, you open the window far enough to allow entry." instead. Report closing the window: say "The window closes (more easily than it opened)." instead. After going through the window for the first time: award 10 points; continue the action. The description of Kitchen is "This is the kitchen of the white house. A table seems to have been used recently for the preparation of food. A passage leads to the west, and a dark staircase can be seen leading upward. A dark chimney leads down and to the east is a small window which is [if the window is open]open. [otherwise]closed." The sack is in Kitchen. "On the table is an enlongated brown sack, smelling of hot peppers." The sack is a closed openable container. The sack is inflammable. The capacity of the sack is 15. The size of the sack is 3. Inside the sack is a lunch and a clove of garlic. The lunch and the garlic are edible. Report eating something: say "Thank you very much. That reallly hit the spot." instead. A closed openable transparent container called a bottle is in Kitchen. "Sitting on the table is a small bottle." Check destroying the bottle: say "A brilliant maneuver destroys the bottle."; remove the bottle from play instead. The capacity of the bottle is 4. Check dropping the bottle when the player's command includes "throw": try throwing the noun at the player instead. Check throwing the bottle at something: say "The bottle hits the far wall and shatters."; remove the bottle from play instead. Understand "bottle of [something related by containment]" as the bottle. The Living Room is west of the Kitchen. "This is the living room. There is a door to the east. [if the wooden door is closed] To the west, there is a wooden door with strange gothic lettering, which appears to be nailed shut. [otherwise] To the west, there is a wooden door with strange gothic lettering and a cyclops-sized hole in it." The description of the wooden door is "The engravings translate to 'This space intentionally left blank.' [if the door is open]The door has a cyclops-sized hole in it." An oriental rug is here. "In center of the room is [if the trap door is not revealed]a large oriental rug.[otherwise][status of the trap door] trap door." Understand "carpet" as the rug. A closed openable transparent container called a trophy case is here. Check taking the case: say "The trophy case is securely fastened to the wall (perhaps to foil any attempt by robbers to remove it)." instead. A weapon called an elvish sword is here. "On hooks above the mantelpiece hangs an elvish sword of great antiquity." Understand "glamdring" and "orcrist" as the elvish sword. Understand "lamp" as the battery-powered brass lantern. The capacity of the trophy case is 32767. The size of the sword is 30. An electric lamp called a battery-powered brass lantern is here. "A battery powered brass lantern is on the trophy case." The size of the battery-powered brass lantern is 15. A broken lamp is a thing. Understand "lantern" and "brass" as the broken lamp. Check throwing the lamp at something: say "The lamp smashes into the ground and is ruined."; remove the battery-powered brass lantern from play; now the broken lamp is in the location instead. Check dropping the battery-powered brass lantern when the player's command includes "throw": say "The lamp smashes into the ground and is ruined."; remove the battery-powered brass lantern from play; now the broken lamp is in the location instead. Instead of switching on or switching off the broken lamp: say "The lamp is broken. Some idiot must have smashed it.". A newspaper is here. "There is an issue of US NEWS & DUNGEON REPORT here." The description of the newspaper is " [masthead]This is the Inform 7 version of Dungeon (Zork). For more information on Inform 7, see . Please report all bugs to Dean Menezes . Lots and lots and lots and LOTS of bugs have been fixed. Aspiring adventurers should avail themselves of every opportunity to broaden their intellectual horizons and increase their perspicacity. Fatal events have somewhat more convoluted results than previously." The newspaper is inflammable. To say masthead: center "US NEWS AND DUNGEON REPORT"; center "2007[12 spaces]Late Dungeon Edition"; say paragraph break. Understand "news", "report", and "paper" as the newspaper. Forest is a region. Forest 1, Forest 2, Forest 3, Forest 4, Forest 5, and Up a Tree are in Forest. North of North of House is Forest 4 with printed name "Forest" and description "This is a dimly lit forest, with large trees all around. One particularly large tree with some low branches stands here." Every turn while in Forest: if a random chance of 1 in 5 succeeds, say "You hear in the distance the chirping of a song bird.". Up a Tree is an outdoors room. A door called the tree is a door. The tree is scenery. The tree is open and not openable. The tree is up from Forest 4 and down from Up a Tree. The description of Up a Tree is "You are about ten feet above the ground nestled among some large branches. The nearest branch above you is beyond your reach." Check climbing the tree: try entering the noun instead. A container called a birds nest is here. "On the branch is a small birds nest. ". A closed unopenable container called a jewel-encrusted egg is in the nest. The initial appearance of the jewel-encrusted egg is "In the bird's nest is a large egg encrusted with precious jewels, apparently scavenged somewhere by a childless songbird. The egg is covered with fine gold inlay and ornamented in lapis lazuli and mother-of-pearl. Unlike most eggs, this one is hinged and has a delicate looking clasp holding it closed. The egg appears extremely fragile." The description of the egg is "The egg is covered with fine gold inlay and ornamented in lapis lazuli and mother-of-pearl. Unlike most eggs, this one is hinged and has a delicate looking clasp holding it closed. The egg appears extremely fragile." Understand "whole" as the jewel-encrusted egg. The birds nest is inflammable. The capacity of the nest is 20. The capacity of the jewel-encrusted egg is 6. Check dropping something while in Up a Tree: if the noun is not the jewel-encrusted egg begin; say "[The noun] falls to the ground."; move the noun to Forest 4 instead; else if the golden clockwork canary is not in the jewel-encrusted egg; say "The jewel-encrusted egg falls to the ground and is ruined."; move the broken jewel-encrusted egg to Forest 4; remove the broken canary from play; remove the jewel-encrusted egg from play instead; else; say "The jewel-encrusted egg falls to the ground and is ruined."; move the broken jewel-encrusted egg to Forest 4; remove the jewel-encrusted egg from play instead; end if. The broken jewel-encrusted egg is an open openable container. The broken clockwork canary is inside the broken egg. The golden clockwork canary is inside the jewel-encrusted egg. Check dropping the jewel-encrusted egg when the player's command includes "throw": try destroying the broken egg instead. Check throwing the jewel-encrusted egg at something: try destroying the jewel-encrusted egg instead. Check destroying the jewel-encrusted egg when the jewel-encrusted egg is not openable: say "Your rather indelicate handling of the egg has caused it some damage.[line break]The egg is now open."; move the broken egg to the holder of the jewel-encrusted egg; remove the jewel-encrusted egg from play; say "There is a golden clockwork canary nestled in the egg. It seems to have recently had a bad experience. The mountings for its jewel-like eyes are empty, and its silver beak is crumpled. Through a cracked crystal window below its left wing you can see the remains of intricate machinery. It is not clear what result winding it would have, as the mainspring appears sprung." instead. Carry out winding the broken canary: say "There is an unpleasant grinding noise from inside the canary." The description of the broken canary is "There is a golden clockwork canary nestled in the egg. It seems to have recently had a bad experience. The mountings for its jewel-like eyes are empty, and its silver beak is crumpled. Through a cracked crystal window below its left wing you can see the remains of intricate machinery. It is not clear what result winding it would have, as the mainspring appears sprung." The description of the golden clockwork canary is "This is a golden clockwork canary. It has ruby eyes and a silver beak. Through a crystal window below its left wing you can see intricate machinery inside. It appears to have wound down." Check destroying the jewel-encrusted egg with something: try destroying the jewel-encrusted egg instead. After taking the jewel-encrusted egg for the first time: award 5 points; continue the action. A beautiful brass bauble is a thing. Bauble flag is a truth state that varies. Bauble flag is false. The case-points of the jewel-encrusted egg is 7. Carry out winding the golden clockwork canary: if the player is in Forest and bauble flag is false begin; say "The canary chirps, slightly off key, an aria from a forgotten opera. From out of the greenery flies a lovely song bird. It perches on a limb just over your head and opens its beak to sing. As it does so, a beautiful brass bauble drops from its mouth, bounces off the top of your head, and lands glimmering in the grass. As the canary winds down, the song bird flies away."; change bauble flag to true; move the bauble to the location; else; say "The canary chirps blithely, if somewhat tinnily, for a short time."; end if. After taking the golden clockwork canary for the first time: award 6 points; continue the action. After taking the bauble for the first time: award 1 point; continue the action. The case-points of the golden clockwork canary is 2. The case-points of the bauble is 1. North of an outdoors room called Clearing is nowhere. West of Clearing is Forest 4. Southwest of Clearing is Behind House. Northeast of Behind House is nowhere. East of Behind House is Clearing. Forest 3 is an outdoors room. South of Clearing is Forest 3. North of Forest 3 is South of House. East of Forest 3 is Clearing. "This is a dimly lit forest, with large trees all around. To the east, there appears to be sunlight." The printed name of Forest 3 is "Forest". West of Forest 4 is North of House. Clearing is south of Forest 4. North of Forest 4 is Forest 3. South of Forest 3 is Forest 5. Forest 5 has printed name "Forest" . Forest 5 has description "This is a large forest, with trees obstructing all views except to the east, where a small clearing may be seen through the trees." North of Forest 5 is Forest 2. The description of Forest 2 is "This is a forest with trees in all directions around you." The printed name of Forest 2 is "Forest". South of Forest 5 is Forest 5. West of Forest 5 is Forest 3. North of Forest 2 is Forest 2. West of Forest 2 is Forest 3. Southeast of Clearing is Forest 2. Northwest of Forest 2 is nowhere. South of Forest 1 is west of Forest 3. West of West of House is Forest 1. East of Forest 1 is Forest 4. North of Forest 1 is Forest 1. West of Forest 1 is Forest 1. The printed name of Forest 1 is "Forest". The description of Forest 1 is "This is a forest with trees in all directions around you." Clearing has description "This is a clearing, with a forest surrounding you on the west and south." A pile of leaves is here. The pile of leaves is inflammable. The later appearance of the pile of leaves is "There is a pile of leaves on the ground." The size of the leaves is 25. The grating is a secret door. The grating is down from Clearing and up from Grating Room. The grating is closed, openable, locked, and lockable. After taking or pushing or pulling the leaves for the first time: say "Moving the pile of leaves reveals a grating."; now the grating is revealed. The attic stairs is a door. The attic stairs are open and not openable.The attic stairs is scenery. A dark room called the Attic is up from the attic stairs. "This is the Attic. The only exit is stairs that lead down." A rope called a large coil of rope is here. "A large coil of rope is in the corner." A square brick feeling like clay is here. The brick is inflammable. The later appearance of the square brick is "There is a square brick here which feels like clay." The size of the rope is 10. The size of the brick is 15. A weapon called a nasty-looking knife is here. "On a table is a nasty-looking knife." Understand "nasty knife" as the nasty-looking knife. Down from the attic stairs is the Kitchen. Check climbing the attic stairs: try entering the noun instead. The wooden door is a door. The wooden door is scenery. The wooden door is west of Living Room and east of Strange Passage. The wooden door is closed and not openable. Down from the Living Room is a secret door called the trap door. To say status of the trap door: say "[if the trap door is open]an open[otherwise]a closed". The trap door is up from the Cellar. Understand "trapdoor" and "trap-door" as the trap door. After opening the trap door: say "The door reluctantly opens to reveal a rickety staircase descending into darkness." After closing the trap door: say "The door swings shut and closes." Exit found is a truth state variable. Exit found is false. The rval of Cellar is 25. After going through the trap door: if exit found is false, shut the player in; continue the action. To shut the player in: say "The trap door crashes shut, and you hear someone barring it."; now the trap door is closed. Check opening the trap door when the player is in the Cellar and exit found is false: say "The trap door is locked from above." instead. Check looking under the rug: say "There's a trap door under the rug." instead. Check going through the closed trap door: say "The trap door is closed." instead. Check taking the rug: say "The rug is too heavy to lift." instead. After pushing or pulling the rug for the first time: say "With a great effort, the rug is moved to one side of the room. With the rug moved, the dusty cover of a closed trap door appears."; now the trap door is revealed. After pushing or pulling the rug: say "Having moved the carpet previously, you find it impossible to move it again." Southeast of Forest 2 is west of a room called Canyon View. South from Canyon View is east of Forest 5. The description of Canyon View is "You are at the top of the Great Canyon on its south wall. From here there is a marvelous view of the Canyon and parts of the Frigid River upstream. Across the canyon, the walls of the White Cliffs still appear to loom far above. Following the Canyon upstream (north and northwest), Aragain Falls may be seen, complete with rainbow. Fortunately, my vision is better than average and I can discern the top of the Flood Control Dam #3 far to the distant north. To the west and south can be seen an immense forest, stretching for miles around. It is possible to climb down into the canyon from here." Down from Canyon View is a room called Rocky Ledge. The description of Rocky Ledge is "You are on a ledge about halfway up the wall of the river canyon. You can see from here that the main flow from Aragain Falls twists along a passage which it is impossible to enter. Below you is the canyon bottom. Above you is more cliff, which still appears climbable." Down from Rocky Ledge is a room called Canyon Bottom. The description of Canyon Bottom is "You are beneath the walls of the river canyon which may be climbable here. There is a small stream here, which is the lesser part of the runoff of Aragain Falls. To the north is a narrow path." North of Canyon Bottom is southeast of a room called End of Rainbow. The description of End of Rainbow is "You are on a small, rocky beach on the continuation of the Frigid River past the Falls. The beach is narrow due to the presence of the White Cliffs. The river canyon opens here and sunlight shines in from above. A rainbow crosses over the falls to the west and a narrow path continues to the southeast." Part 3 - Cellar Area and Bank of Zork A dungeon is a kind of room. A dungeon is usually dark. The Cellar is a dungeon. The Cellar is west of a dungeon called Troll Room. "You are in a dark and damp cellar with a narrow passageway leading east, and a crawlway to the south. On the west is the bottom of a steep metal ramp which is unclimbable." Check going west while in Cellar: say "You attempt to climb the ramp, but it is too slippery, and you slide back down." instead. The description of Troll Room is "This is a small room with passages off in all directions. Bloodstains and deep scratches (perhaps made by an axe) mar the walls." A man called the Troll is in Troll Room. The initial appearance of the Troll is "[if the troll is consious]A nasty-looking troll, brandishing a bloody axe, blocks all passages out of the room.[otherwise]There is an unconsious troll here.[end if]". Check going when the player can see the consious Troll: if the noun is not west, say "The troll fends you off with a menacing gesture." instead; else continue the action. Check throwing something at the troll: say "The troll, who is remarkably coordinated, catches [the noun] " instead; if the noun is a weapon begin; say "and being for the moment sated, throws it back. Fortunately, the troll has poor control, and the knife falls on the floor. He does not look pleased."; move the noun to the location instead; else; say "and not having the most discriminating tastes, gleefully eats it."; remove the noun from play instead; end if. The troll can be consious or unconsious. Check attacking the unconsious troll with something: say "The unconscious troll cannot defend himself: He dies."; say "Almost as soon as the troll breathes his last breath, a cloud of sinister black fog envelops him, and when the fog lifts, the carcass has disappeared."; remove the troll from play instead. West of a dungeon called West of Chasm is south of Cellar. "You are on the west edge of a chasm, the bottom of which cannot be seen. The east side is sheer rock, providing no exits. A narrow passage goes west. The path you are on continues to the north and south." Check going down from West of Chasm: say "The chasm probably leads directly to the infernal regions." instead. Check jumping while in West of Chasm: fatally leap instead. A dungeon called Gallery is south of West of Chasm. "This is an art gallery. Most of the paintings which were here have been stolen by vandals with exceptional taste. The vandals left through the north, south, or west exits." A painting is here. "Fortunately, there is still one chance for you to be a vandal, for on the far wall is a work of unparalleled beauty." The printed name of the painting is "masterpiece by a neglected genius". Understand "masterpiece" as the painting. The painting is inflammable. After taking the painting for the first time: award 4 points; continue the action. The painting has case-points 7. The size of the painting is 15. A worthless piece of canvas is a thing. Check destroying the painting: say "Congratulations! Unlike the other vandals, who merely stole the artist's masterpieces, you have destroyed one."; now the player has the worthless piece of canvas; remove the painting from play instead. Check destroying the painting with something: say "Congratulations! Unlike the other vandals, who merely stole the artist's masterpieces, you have destroyed one."; now the player has the worthless piece of canvas; remove the painting from play instead. To strike a blow at the player: let x be a random number between 1 and 6; if x is 1 or x is 2 begin; say "[one of]The troll swings his axe, but it misses.[or]The troll's axe barely misses your ear.[or]The axe sweeps past as you jump aside.[or]The axe crashes against the rock, throwing sparks![at random]"; else if x is 3; say "The troll's axe removes your head."; end the game in death; else if x is 4 or x is 5; say "[one of]The troll hits you with a glancing blow, and you are momentarily stunned.[or]An axe stroke makes a deep wound in your leg.[or]The troll's axe swings down, gashing your shoulder.[at random]"; increase the wounds of the player by 1; else if x is 6; say "[one of]You stagger back under a hail of axe strokes.[or]The troll's mighty blow drops you to your knees.[or]The troll swings; the blade turns on your armor but crashes broadside into your head.[at random]"; increase the wounds of the player by 2; end if. Carry out attacking the troll with something: if a random chance of 1 in 2 succeeds begin; if the second noun is the sword begin; say "[one of]Your sword crashes down, knocking the troll into dreamland.[or]The troll is battered into unconsciousness.[or] A furious exchange, and the troll is knocked out![at random]"; else; say "[one of]The haft of your knife knocks out the troll.[or]The troll drops to the floor, unconscious.[or]The troll is knocked out![at random]"; end if; now the troll is unconsious; else if a random chance of 1 in 2 succeeds; if the second noun is the sword begin; say "[one of]The troll receives a deep gash in his side.[or]A savage blow on the thigh! The troll is stunned but can still fight![or]Slash! Your blow lands! That one hit an artery, it could be serious![at random]"; else; say "[one of]The troll receives a deep gash in his side.[or]A savage cut on the leg stuns the troll, but he can still fight![or]Slash! Your stroke connects! The troll could be in serious trouble![at random]"; increase the wounds of the troll by 2; end if; else; say "A good stroke, but it's too slow, the troll dodges."; end if; The troll has a number called wounds. Every turn when the troll is on-stage: if the wounds of the troll is greater than 4 begin; say "The troll takes a final blow and slumps to the floor, dead."; say "Almost as soon as the troll breathes his last breath, a cloud of sinister black fog envelops him, and when the fog lifts, the carcass has disappeared."; remove the troll from play; end if. Every turn when the player can see the consious troll: strike a blow at the player. Every turn when the troll is unconsious and the troll is on-stage and the player cannot see the troll: now the troll is consious. South of Gallery is northwest of a dungeon called Studio. The description of Studio is "This is what appears to have been an artist's studio. The walls and floors are splattered with paints of 69 different colors. Strangely enough, nothing of value is hanging here. At the north and northwest of the room are open doors (also covered with paint). An extremely dark and narrow chimney leads up from a fireplace. Although you might be able to get up the chimney, it seems unlikely that you could get back down." The chimney is a door. The chimney is open and not openable. Check climbing the chimney: try entering the noun instead. The chimney is scenery. The chimney is up from Studio and down from Kitchen. Check going through the chimney when the player is carrying more than 2 things: say "The chimney is too narrow for you and your baggage." instead. Check going through the chimney while in Kitchen: say "Only Santa Claus climbs down chimneys." instead. Check going through the chimney when the player is not carrying anything: say "Going up empty-handed is a bad idea." instead. South of a dungeon called Bank Entrance is west of Gallery. "This is the large entrance hall of the Bank of Zork, the largest banking institution of the Great Underground Empire. A partial account of its history is in 'The Lives of the Twelve Flatheads' with the chapter on J. Pierpont Flathead. A more detailed history (albeit less objective) may be found in Flathead's outrageous autobiography 'I'm Rich and You Aren't -- So There!' Most of the furniture has been ravaged by passing scavengers. All that remains are two signs at the northwest and northeast corners of the room, which say [paragraph break] [fixed letter spacing] <-- WEST VIEWING ROOM EAST VIEWING ROOM --> [variable letter spacing]". Northwest of Bank Entrance is south of a dungeon called West Teller's Room. The description of West Teller's Room is "This is a small square room, which was used by a bank officer whose job it was to retrieve safety deposit boxes for the customer. On the north side of the room is a sign which reads 'Viewing Room'. On the west side of the room, above an open door, is a sign reading [paragraph break] [fixed letter spacing] BANK PERSONNEL ONLY [variable letter spacing]". Northeast of Bank Entrance is south of a dungeon called East Teller's Room. The description of East Teller's Room is "This is a small square room, which was used by a bank officer whose job it was to retrieve safety deposit boxes for the customer. On the north side of the room is a sign which reads 'Viewing Room'. On the east side of the room, above an open door, is a sign reading [paragraph break] [fixed letter spacing] BANK PERSONNEL ONLY [variable letter spacing]". North of West Teller's Room is a dungeon called Viewing Room. The description of Viewing Room is "This is a room used by holders of safety deposit boxes to view their contents. On the north side of the room is a sign which says [paragraph break][sign text]". To say sign text: center "REMAIN HERE WHILE THE BANK OFFICER RETRIEVES YOUR DEPOSIT BOX"; center "WHEN YOU ARE FINISHED, LEAVE THE BOX, AND EXIT TO THE SOUTH"; center "AN ADVANCED PROTECTIVE DEVICE PREVENTS ALL CUSTOMERS FROM"; center "REMOVING ANY SAFETY DEPOSIT BOX FROM THIS VIEWING AREA!"; center "Thank you for banking at the Zork!". South of Viewing Room is Bank Entrance. North of East Teller's Room is Viewing Room. North of Bank Entrance is nowhere. East of East Teller's Room is a east of a lighted dungeon called Safety Depository. West of West Teller's Room is a west of Safety Depository. The description of Safety Depository is "This is a large rectangular room. The east and west walls here were used for storing safety deposit boxes. As might be expected, all have been carefully removed by evil persons. The northern 'wall' of the room is a shimmering curtain of light. To the east, west, and south of the room are large doorways." A large stone cube is here. "In the center of the room is a large stone cube, about 10 feet on a side. Engraved on the side of the cube is some lettering." Understand "vault" as the cube. The cube is fixed in place. A dungeon called Chairman's Office is south of Safety Depository. "This room was the office of the Chairman of the Bank of Zork. Like the other rooms here, it has been extensively vandalized. The lone exit is to the north." A portrait is here. "A portrait of J. Pierpont Flathead hangs on the wall." Understand "painting" as the portrait. The printed name of the portrait is "portrait of J. Pierpont Flathead". The description of the portrait is "[flathead]". Gnome flag is a truth state that varies. Gnome flag is usually true. The curtain of light is a thing in the Safety Depository. The curtain is scenery. Understand "north" and "wall" as the curtain. Small Room is a dark room. The description of Small Room is "This is a small bare room with no distinguishing features. There are no exits from this room." Vault is a dark room. The description of Vault is "This is the Vault of the Bank of Zork, in which there are no doors." A stack of zorkmid bills is here. "On the floor sit 200 neatly stacked zorkmid bills." Understand "notes" or "banknotes" or "bank notes" as the bills. The description of the bills is "[banknotes]". The stack of bills is inflammable. After taking the portrait for the first time: award 11 points; continue the action. After taking the bills for the first time: award 10 points; continue the action. The case-points of the portrait is 5. The case-points of the bills is 15. The size of the bills is 10. The size of the portrait is 25. The portrait is inflammable. Check going east when the player is in Safety Depository and the player has the portrait: say "The alarm sounds briefly, and an invisible force prevents your from leaving." instead. Check going west when the player is in Safety Depository and the player has the portrait: say "The alarm sounds briefly, and an invisible force prevents your from leaving." instead. Check going east when the player is in Safety Depository and the player has the bills: say "The alarm sounds briefly, and an invisible force prevents your from leaving." instead. Check going west when the player is in Safety Depository and the player has the bills: say "The alarm sounds briefly, and an invisible force prevents your from leaving." instead. Instead of touching, taking, pushing, pulling, or rubbing the curtain: say "As you attempt this feat, your hand goes through the curtain." Check entering the curtain: say "You feel somewhat disoriented as you pass through."; if the former location is West Teller's Room, move the player to Viewing Room instead; if the former location is East Teller's Room, move the player to Viewing Room instead; if the former location is Small Room, move the player to Vault instead; if the former location is Vault or the former location is Chairman's Office, move the player to Small Room instead. Understand "NORTH WALL" and "NORTHERN WALL" as the curtain. The Gnome of Zurich is a man. The description of the Gnome of Zurich is "This is an epicene Gnome of Zurich, wearing a three-piece suit and carrying a safety deposit box." Giving something to the Gnome of Zurich is paying the gnome. Throwing something at the Gnome of Zurich is paying the gnome. Instead of paying the gnome: if the case-points of the noun is not 0 begin; say "The gnome carefully places the [noun] in the deposit box. 'Let me show you the way out,' he says, making it clear that he will be pleased to see the last of you. Then, you are momentarily disoriented, and when you recover, you are back at the Bank Entrance."; remove the noun from play; remove the Gnome of Zurich from play; move the player to Bank Entrance; else; say "'I wouldn't put THAT in a safety deposit box,' remarks the gnome with disdain, tossing it over his shoulder, where it disappears with an understated 'pop'."; remove the noun from play; end if. Check attacking the Gnome of Zurich: say "The gnome says, 'Well, I never!' and disappears with a snap of his fingers, leaving you alone." instead. Check attacking the Gnome of Zurich with something: say "The gnome says, 'Well, I never!' and disappears with a snap of his fingers, leaving you alone." instead. Check throwing something at the curtain: say "The curtain dims slightly as the [noun] passes through it."; if the former location is West Teller's Room, move the noun to Viewing Room instead; if the former location is East Teller's Room, move the noun to Viewing Room instead; if the former location is Small Room, move the noun to Vault instead; if the former location is Vault, move the noun to Small Room instead; if the former location is Chairman's Office, move the noun to Small Room instead. The south wall is a thing in Small Room. The south wall is scenery. Check entering the south wall: say "You feel somewhat disoriented as you pass through."; change the former location to the location; move the player to Safety Depository instead. Understand "southern wall" as the south wall. The north wall is a thing in Vault. The north wall is scenery. Check entering the north wall: say "You feel somewhat disoriented as you pass through."; change the former location to the location; move the player to Safety Depository instead. To say pizza: say "Your way is blocked by debris from an explosion."; move the player to the former location; Check throwing something at the north wall: say "The [noun] goes through." instead. Check throwing something at the south wall: say "The [noun] goes through." instead. Understand "NORTHERN WALL" as the north wall. Does the player mean doing something to the curtain: it is very likely. Does the player mean doing something to the north wall: it is very likely. Does the player mean doing something to the south wall: it is very likely. Instead of touching, taking, pushing, pulling, or rubbing the north wall: say "As you attempt this feat, your hand goes through the wall." Instead of touching, taking, pushing, pulling, or rubbing the south wall: say "As you attempt this feat, your hand goes through the wall." A dungeon called North-South Crawlway is north of Studio. "This is a north-south crawlway; a passage also goes to the east. There is a hole above, but it provides no opportunities for climbing." North of North-South Crawlway is north of West of Chasm. East of North-South Crawlway is east of Troll Room. Check going up while in North-South Crawlway: say "Not even a human fly could get up it." instead. Part 4 - The Maze A maze is a kind of dungeon. A maze usually has printed name "Maze". The description of a maze is usually "This is part of a maze of twisty little passages, all alike." A dead end is a kind of dungeon. A dead end usually has printed name "Dead End". South of Troll Room is west of a maze called Maze 1. North of Maze 1 is Maze 1. East of Maze 1 is north of a maze called Maze 2. South of Maze 1 is south of a maze called Maze 3. North of Maze 3 is Maze 2. East of Maze 3 is a maze called Maze 4. East of Maze 2 is south of a dead end called DE1. North of Maze 4 is west of Maze 2. North of a maze called Maze 5 is up from Maze 4. A skeleton is here. "A skeleton, probably the remains of a luckless adventurer, is here." An old leather bag of coins is here. "An old leather bag, bulging with coins is here." A burned-out lantern is here. "The deceased adventurer's useless lantern is here." Understand "useless" and "lamp" as the burned-out lantern. The printed name of the bag of coins is "bag of coins". A set of keys is here. The printed name of the set of keys is "set of skeleton keys". Understand "skeleton keys" as the keys. The size of the keys is 10. A weapon called a rusty knife is here. "Beside the skeleton is a rusty knife." The size of the rusty knife is 20. After taking the rusty knife when the player is carrying the sword: say "As you pick up the rusty knife, your sword gives a single pulse of blinding blue light." Check attacking something with the rusty knife: say "As the knife approaches its victim, your mind is submerged by an overmastering will. Slowly, your hand turns, until the rusty blade is an inch from your neck. The knife seems to sing as it savagely cuts your throat."; end the game in death instead. Check throwing the rusty knife at something: say "As the knife approaches its victim, your mind is submerged by an overmastering will. Slowly, your hand turns, until the rusty blade is an inch from your neck. The knife seems to sing as it savagely cuts your throat."; end the game in death instead. Instead of doing something to the skeleton: say "A ghost appears in the room and is appalled by your desecration of the remains of a fellow adventurer. He casts a curse on all of your valuables and orders them banished to the Land of the Living Dead. The ghost leaves, muttering obscenities."; scatter the treasure. To scatter the treasure: repeat with item running through things had by the player begin; if the case-points of the item is greater than 0, move the item to Land of the Living Dead; end repeat. Instead of switching on or switching off the burned-out lantern: say "The lantern is burned out." The size of the burned-out lantern is 20. After taking the coins for the first time: award 11 points; continue the action. The case-points of the coins is 5. The size of the coins is 15. Southwest of Maze 5 is down from a maze called Maze 6. East of Maze 5 is a dead end. West of Maze 6 is Maze 6. Up from Maze 6 is north of a maze called Maze 7. Northwest of Maze 7 is Maze 7. Southeast of Maze 7 is a east of a maze called Maze 8. West of Maze 8 is north of a maze called Maze 9. East of Maze 9 is south of Maze 7. Down from Maze 9 is east of a maze called Maze 10. North from Maze 10 is a dead end. West of Maze 10 is Maze 5. Southwest from Maze 10 is a southwest of maze called Maze 11. Northeast of Maze 11 is west of Maze 9. Down from Maze 11 is Maze 8. East of Maze 7 is Maze 11. West of Maze 11 is nowhere. Northwest of Maze 11 is Grating Room. The description of Grating Room is "This is a small room near the maze. There are twisty passages in the immediate vicinity. Above you is a [if the grating is open]open[end if]grating[if the grating is locked] locked with a skull-and-crossbones lock[end if][if the grating is open] with sunlight poring in[end if]." Understand "grate" as the grating. The set of keys unlocks the grating. After going through the grating: now exit found is true; continue the action. West from Maze 7 is up from Maze 10. East of Maze 6 is a maze called Maze 12. Northeast of Maze 12 is DE1. Southwest of DE1 is nowhere. East of Maze 12 is northeast of a maze called Maze 13. Southeast of Maze 12 is north of a dead end. West of Maze 13 is Maze 13. Up from Maze 12 is a northeast of a maze called Maze 14. Northwest of Maze 14 is Maze 14. South of Maze 14 is Maze 14. West of Maze 14 is west of a maze called Maze 15. South of Maze 12 is south of Maze 15. Northeast of Maze 15 is east of a dungeon called Cyclops Room. North of Cyclops Room is Strange Passage. The description of Cyclops Room is "This is a room with an exit on the west side, and a staircase leading up." A man called the Cyclops is here. "[cyclops text]." Cyclops flag is a number that varies. Understand "Polyphemus" as the cyclops. Every turn: if the player has been in Cyclops Room for at most 1 turn and the Cyclops is not gone, now the Cyclops is basic; if the player can see the basic Cyclops for the fifth turn, now the Cyclops is hungry; if the Cyclops is basic or the cyclops is gone, change cyclops flag to 0; if the player can see the hungry cyclops or the player can see the thirsty cyclops, increase cyclops flag by 1; if cyclops flag is 1, say "The cyclops seems somewhat agitated."; if cyclops flag is 2, say "The cyclops appears to be getting more agitated."; if cyclops flag is 3, say "The cyclops is moving about the room, looking for something."; if cyclops flag is 4, say "The cyclops was looking for salt and pepper. I think he is gathering condiments for his upcoming snack."; if cyclops flag is 5, say "The cyclops is moving toward you in an unfriendly manner."; if cyclops flag is 6, say "You have two choices: 1. Leave 2. Become dinner."; if cyclops flag is 7 begin; say "The cyclops, tired of all your games and trickery, eats you.[line break]The cyclops says, 'Mmm mmm! Just like mom used to make 'em.'"; end the game in death; end if. Instead of waking or attacking or poking the asleep Cyclops, say "The Cyclops yawns and stars at the thing that woke him." Check attacking the basic Cyclops: say "The cyclops ignores all injuries to his body with a shrug."; now the cyclops is hungry instead. Check attacking the basic Cyclops with something: try attacking the Cyclops instead. Check attacking the Cyclops when the Cyclops is hungry or when the Cyclops is thirsty: say "Your actions don't appear to be doing much harm to the cyclops, but they do not exactly lower your insurance premiums, either." instead. Check attacking the Cyclops with something when the Cyclops is hungry or when the Cyclops is thirsty: try attacking the Cyclops instead. Up from Cyclops Room is an open unopenable door called the staircase. Understand "stairs" as the staircase. The rval of Treasure Room is 25. Treasure Room is a dungeon. The description of Treasure Room is "This is a large room, whose north wall is solid granite. A number of discarded bags, which crumble at your touch, are scattered about on the floor. There is an exit down and what appears to be a newly created passage to the east." Up from the staircase is Treasure Room. The thief is a man. Understand "shady/suspicious" and "ROBBER/CROOK/CRIMINAL/BANDIT" and "MODO/MAHU" and "GENT/GENTLEMAN/MAN/INDIVIDUAL" as the thief. The later appearance of the thief is "There is a suspicious-looking individual, holding a bag, leaning against one wall. He is armed with a vicious-looking stiletto." [* KING LEAR, III, iv: The prince of darkness is a gentleman; Modo he's called and Mahu.] After giving something to the thief: say "The thief is taken aback by your unexpected generosity but accepts [the noun] and stops to admire its beauty."; change the engrossed of the thief to true. The thief has a truth state called engrossed. Check attacking the unconsious thief with something: say "The unconsious thief cannot defend himself; he dies."; say "Almost as soon as the hief breathes his last breath, a cloud of sinister black fog envelops him, and when the fog lifts, the carcass has disappeared."; remove the thief from play; if the number of valuble things had by the thief is greater than 0 begin; say "His booty remains: [a list of valuble things carried by the thief]"; now every thing carried by the thief is in the location instead; end if; do nothing instead. Escaping is an action applying to nothing. The thief carries a chalice. The case-points of the chalice is 10. After taking the chalice for the first time: award 10 points; continue the action. The size of the chalice is 10. The thief carries a stiletto. Carry out someone escaping: let space be the holder of the person asked; let place be a random dungeon which is adjacent to the space; move the person asked to place. Carry out attacking the thief with something: if a random chance of 1 in 2 succeeds begin; if the second noun is the sword begin; say "[one of]Your sword crashes down, knocking the thief into dreamland.[or]The thief is battered into unconsciousness.[or] A furious exchange, and the thief is knocked out![at random]"; else; say "[one of]The haft of your knife knocks out the thief.[or]The thief drops to the floor, unconscious.[or]The thief is knocked out![at random]"; end if; now the thief is unconsious; else if a random chance of 1 in 2 succeeds; if the second noun is the sword begin; say "[one of]The thief receives a deep gash in his side.[or]A savage blow on the thigh! The thiefl is stunned but can still fight![or]Slash! Your blow lands! That one hit an artery, it could be serious![at random]"; else; say "[one of]The thief receives a deep gash in his side.[or]A savage cut on the leg stuns the thief, but he can still fight![or]Slash! Your stroke connects! The thief could be in serious trouble![at random]"; increase the wounds of the thief by 2; end if; else; say "A good stroke, but it's too slow, the thief dodges."; end if; change the engrossed of the thief to false. The thief can be consious or unconsious. The thief has a number called wounds. Every turn when the thief is on-stage: if the wounds of the thief is greater than 4 begin; say "The thief takes a final blow and slumps to the floor, dead."; say "Almost as soon as the thief breathes his last breath, a cloud of sinister black fog envelops him, and when the fog lifts, the carcass has disappeared."; remove the thief from play; if the number of valuble things had by the thief is greater than 0 begin; say "His booty remains: [a list of valuble things carried by the thief]"; now every thing carried by the thief is in the location; end if; end if. Every turn when the player can see the consious thief and the player is in Treasure Room: if the engrossed of the thief is false, strike a blow from the thief. Every turn when the thief is unconsious and the thief is on-stage and the player can not see the thief: now the thief is consious. To strike a blow from the thief: let x be a random number between 1 and 6; if x is 1 or x is 2 begin; say "[one of]The thief stabs nonchalantly with his stiletto and misses.[or]You dodge as the thief comes in low.[or]You parry a lightning thrust, and the thief salutes you with a grim nod.[or]The thief tries to sneak past your guard, but you twist away.[at random]"; else if x is 3; say "[one of]The stiletto severs your jugular. It looks like the end.[or]The thief comes in from the side, feints, and inserts the blade into your ribs.[or]The thief bows formally, raises his stiletto, and with a wry grin, ends the battle and your life.[at random]"; end the game in death; else if x is 4 or x is 5; say "[one of]A quick thrust pinks your left arm, and blood starts to trickle down.[or]The thief draws blood, raking his stiletto across your arm.[or]The stiletto flashes faster than you can follow, and blood wells from your leg.[at random]"; increase the wounds of the player by 1; else if x is 6; say "[one of]The butt of his stiletto cracks you on the skull, and you stagger back.[or]The thief attacks, and you fall back desperately.[or]The thief rams the haft of his blade into your stomach, leaving you out of breath.[at random]"; increase the wounds of the player by 2; end if. East of Treasure Room is a dungeon called Small Square Room. The description of Small Square Room is "This is a small square room, in the middle of which is a recently created hole[if a block is in Puzzle10] which is blocked by smooth sandstone.[otherwise] through which you can barely discern the floor some ten feet below.[end if] It doesn't seem likely you could climb back up. There are exits to the west and south." Understand "paper" and "piece of paper" as the note of warning. A note of warning is in Small Square Room. The later appearance of the note of warning is "There is a piece of paper on the ground here." The note of warning is inflammable. The description of the note of warning is "[note text]". To say note text: say "The paper is rather worn; although the writing is barely legible (the author probably had only a used pencil), it is a very elegant copperplate.[paragraph break]"; say "To Whom It May Concern:[paragraph break]"; say "[5 spaces]I regret to report that the rumours regarding treasure contained in the chamber to which this passage leads have no basis in fact. Should you nevertheless be sufficiently foolhardy to enter, it will be quite impossible for you to exit.[paragraph break]"; say "[32 spaces]Sincerely yours,[line break]"; say "[32 spaces]The Thief". South of Small Square Room is a dungeon called Side Room. The description of Side Room is "You are in a room with an exit to the north and a steel door to the east[if the steel door is open]which is open[end if]." The steel door is a door. East of Side Room is the steel door. The steel door is scenery. The steel door is closed and not openable. Before pushing a direction: if the room noun from the location is not a puzzle, say "The wall does not budge." instead; if the room noun from the location does not contain a block, say "There is only a passage in that direction." instead; if the room the noun from the location contains a marble block, say "The wall does not budge." instead; if the room the noun from the room the noun from the location contains a block, say "The wall does not budge." instead; if the room the noun from the room the noun from the location is not a puzzle, say "The wall does not budge." instead; say "The wall slides forward and you follow it to this position:"; move a random block in the room noun from the location to the room noun from the room noun from the location; try going the noun instead. Every turn when the player is in a puzzle: foo. To foo: (- lookmode=2; -). A puzzle is a kind of room. A puzzle is always dark. The printed name of a puzzle is always "Room in Puzzle". A block is a kind of thing. A marble block is a kind of block. A sandstone block is a kind of block. A ladder is a kind of sandstone block. Puzzle10 is a puzzle. The description of a puzzle is usually "[puzzle text]". The description of Puzzle10 is "[if a block is in Puzzle11 and a block is in Puzzle18]You are in a small square room bounded to the north and west with marble walls and to the east and south with sandstone walls.[otherwise][puzzle text][end if]". To say puzzle text: say fixed letter spacing; say "[6 spaces]|[txt of the room northwest from the location] [txt of the room north from the location] [txt of the room northeast from the location]|[line break]"; say "West[2 spaces]|[txt of the room west from the location] .. [txt of the room east from the location]|[2 spaces]East[line break]"; say "[6 spaces]|[txt of the room southwest from the location] [txt of the room south from the location] [txt of the room southeast from the location]|[line break]"; say variable letter spacing; if the location is Puzzle10 begin; say "In the ceiling above you is a large circular opening."; else if the location is Puzzle37; say "The center of the floor here is noticeably depressed."; else if the location is Puzzle52; say "The west wall here has a large steel door [if the steel door is open]which is open [end if]at its center. One one side of the door is a small slit."; end if; if a ladder is in the room east from the location, say "There is a ladder here, firmly attached to the east wall."; if a ladder is in the room west from the location, say "There is a ladder here, firmly attached to the west wall.". To say txt of (x - a room): if a marble block is in x or x is not a puzzle begin; say "MM"; else if a sandstone block is in x; say "SS"; else; say "[2 spaces]"; end if. Check going from a puzzle when a block is in the room noun from the location: print the you can't go message instead. Check going up from Puzzle10: if the Ladder0 is in Puzzle11 begin; say "With the help of the ladder, you exit the puzzle."; continue the action; otherwise; say "The exit is too far above your head." instead; end if. Check going down from Small Square Room when a sandstone block is in Puzzle10: say "Your way is blocked by sandstone." instead. [1 1 1 1 1 1 1 1 1 0 -1 0 0 -1 0 1 1 -1 0 1 0 -2 0 1 1 0 0 0 0 1 0 1 1 -3 0 0 -1 -1 0 1 1 0 0 -1 0 0 0 1 1 1 1 0 0 0 1 1 1 1 1 1 1 1 1 1]. Down from Small Square Room is Puzzle10. [solution to royal puzzle: Down, push east wall, South, Southwest, Push south wall, East twice, Push south wall, North twice, East, Push south wall, Take card, Push south wall, East, Northeast, Push west wall four times, Northeast twice, North, Push east wall, Southwest, South, Southeast, Northeast, North, Push west wall, Northwest, Push south wall twice, West, Northwest twice, Push south wall, Southeast trice, Northeast, Push west wall twice, Southwest, Push north wall trice, Northwest, Up. ] Puzzle1 is a puzzle. In Puzzle1 is a marble block. East of Puzzle1 is a puzzle called Puzzle2. In Puzzle2 is a marble block. East of Puzzle2 is a puzzle called Puzzle3. In Puzzle3 is a marble block. East of Puzzle3 is a puzzle called Puzzle4. In Puzzle4 is a marble block. East of Puzzle4 is a puzzle called Puzzle5. In Puzzle5 is a marble block. East of Puzzle5 is a puzzle called Puzzle6. In Puzzle6 is a marble block. East of Puzzle6 is a puzzle called Puzzle7. In Puzzle7 is a marble block. East of Puzzle7 is a puzzle called Puzzle8. In Puzzle8 is a marble block. South of Puzzle1 is a puzzle called Puzzle9. In Puzzle9 is a marble block. Northeast of Puzzle9 is Puzzle2. East of Puzzle9 is Puzzle10. North of Puzzle10 is Puzzle2. Northwest of Puzzle10 is Puzzle1. Northeast of Puzzle10 is Puzzle3. East of Puzzle10 is a puzzle called Puzzle11. In Puzzle11 is a sandstone block. North of Puzzle11 is Puzzle3. Northwest of Puzzle11 is Puzzle2. Northeast of Puzzle11 is Puzzle4. East of Puzzle11 is a puzzle called Puzzle12. North of Puzzle12 is Puzzle4. Northwest of Puzzle12 is Puzzle3. Northeast of Puzzle12 is Puzzle5. East of Puzzle12 is a puzzle called Puzzle13. North of Puzzle13 is Puzzle5. Northwest of Puzzle13 is Puzzle4. Northeast of Puzzle13 is Puzzle6. East of Puzzle13 is a puzzle called Puzzle14. In Puzzle14 is a sandstone block. North of Puzzle14 is Puzzle6. Northwest of Puzzle14 is Puzzle5. Northeast of Puzzle14 is Puzzle7. East of Puzzle14 is a puzzle called Puzzle15. North of Puzzle15 is Puzzle7. Northwest of Puzzle15 is Puzzle6. Northeast of Puzzle15 is Puzzle8. East of Puzzle15 is a puzzle called Puzzle16. North of Puzzle16 is Puzzle8. Northwest of Puzzle16 is Puzzle7. South of Puzzle9 is a puzzle called Puzzle17. In Puzzle17 is a marble block. Northeast of Puzzle17 is Puzzle10. East of Puzzle17 is a puzzle called Puzzle18. In Puzzle18 is a sandstone block. North of Puzzle18 is Puzzle10. Northwest of Puzzle18 is Puzzle9. Northeast of Puzzle18 is Puzzle11. East of Puzzle18 is a puzzle called Puzzle19. North of Puzzle19 is Puzzle11. Northwest of Puzzle19 is Puzzle10. Northeast of Puzzle19 is Puzzle12. East