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Horst H. von Brand 提交于 2018-12-10 22:26 . A few in-game message typos...
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# This YAML file gets processed into a collection of data structures and
# variable initializers describing Colossal Cave. It replaces an ad-hoc
# text database shipped with Adventure versions up to 2.5. The format
# change enabled a lot of use of symbolic names where there were previously
# inscrutable numeric literals.
#
# We define a bunch of YAML structures:
#
# motions: Motion words, grouped into synonyms. The 'oldstyle'
# attribute, if false, means that single-letter synonyms should be
# accepted in oldstyle mode; it defaults to true.
#
# actions: Action words, grouped into synonyms, and their corresponding
# default messages. The 'oldstyle' attribute is as for motions.
#
# hints: Each item contains a hint number, a hint label (used to
# generate the value macro for the hint) the number of turns he
# must be at the right loc(s) before triggering the hint, the
# points deducted for taking the hint, the message number (in
# arbitrary_messages) of the question, and the message number of
# the hint.
#
# locations: They have attributes as follows...
# long: Long description, always shown on first encounter.
# short: Short description. If none, use long description.
# conditions: A dictionary of attributes
# LIT Light
# OILY If FLUID flag is on: true for oil, false for water
# FLUID Liquid asset
# NOARRR Pirate doesn't go here unless following player
# NOBACK Cannot use "back" to move away
# HCAVE Trying to get into cave
# HBIRD Trying to catch bird
# HSNAKE Trying to deal with snake
# HMAZE Lost in maze
# HDARK Pondering dark room
# HWITT At Witt's End
# HCLIFF Cliff with urn
# HWOODS Lost in forest
# HOGRE Trying to deal with ogre
# HJADE Found all treasures except jade
# hints: A list of YAML references to hints that may be available at
# this location. (This is why locations has to follow hints.)
# sound: Label for a location sound.
# loud: If true, object sounds are drowned out at this location.
# travel: A list of movement rules. They're applied in the order
# they appear. For a rule to fire, (1) the movement command
# must be a synonym for one of its verbs, and (2) the
# condition, if present, must evaluate to true. In that case
# the action fires. The action may be a goto (move to
# a named location) a speak (utter a named message), or
# a special (branch to special case in movement code).
# The conditional may be one of the following:
# [pct, N] Roll a die, n% chance of success
# [carry, OBJ] Must be carrying named object
# [with, OBJ] Must be carrying or in room with
# [not, OBJ N] Property of named OBJ must not be N.
# N may be numeric or a state label.
# [nodwarves] Dwarves must skip this rule.
# All attributes are optional except the long description and
# travel. Order of locations is not significant.
#
# arbitrary_messages: These are arguments to rspeak(). Some spans of
# these messages need to be kept adjacent and ordered (for now),
# though there are no dependencies on actual numbers left. To see
# which, grep for rspeak() calls containing expressions with
# arithmetic. Eventually, these will be pulled out into more
# appropriate data structures. Then ordering can be dropped.
#
# classes: Each item contains a point threshold and a message
# describing a classification of player. Point thresholds must be
# in ascending order. The scoring code selects the appropriate
# message, where each message is considered to apply to players
# whose scores are higher than the previous N but not higher than
# this N. Note that these scores probably change with every
# modification (and particularly expansion) of the program.
#
# turn_thresholds: Each item contains a number and a message
# berating the player for taking so many turns. When the turn count
# matches one of the thresholds, the corresponding message is shown.
# Order doesn't matter; the logic simply tests every threshold on
# the assumption that turn counts never decrease nor skip values.
#
# objects: Objects have attributes as follows...
# inventory: A description for use in the inventory command.
# states: A list of state labels for states from 0 up. Each
# becomes a #define, and is also a state label that
# can be used in travel-rule 'not' clauses.
# descriptions: Messages describing the object in different states.
# Must correspond 1:1 with state labels if the latter exist.
# changes: State-change messages to be emitted whenever the object
# *changes* to the (0-origin) state that is the index of the
# message in this array. Must correspond 1:1 with state
# labels if the latter exist.
# words: The vocabulary word(s) referring to this object.
# treasure: A boolean "treasure" used for point-scoring and pirate
# snatches, defaulting to false.
# immovable: An object may also be flagged
# immovable, meaning it cannot be carried.
# locations: An object may have one or two start locations (the gate
# is an example of a two-location object; it can be accessed
# from above or below).
#
# obituaries: Death messages and reincarnation queries. Order is
# significant, they're used in succession as the player racks up
# deaths.
#
# Message strings may include certain special character sequences to
# denote that the program must provide parameters to insert into a
# message when the message is printed. These sequences are:
# %d = an integer
# %s = an ASCII string
# %S = The letter 's' or nothing (if a previous %d value is exactly 1)
# %V = substitute program version string
#
# Copyright (c) 2017 by Eric S. Raymond
# SPDX-License-Identifier: BSD-2-clause
motions: !!omap
- MOT_0:
words: !!null
- HERE:
words: !!null
- MOT_2:
words: ['road', 'hill']
- ENTER:
words: ['enter']
- MOT_4:
words: ['upstr']
- MOT_5:
words: ['downs']
- MOT_6:
words: ['fores']
- FORWARD:
words: ['forwa', 'conti', 'onwar']
- BACK:
words: ['back', 'retur', 'retre']
- MOT_9:
words: ['valle']
- MOT_10:
words: ['stair']
- OUTSIDE:
words: ['out', 'outsi', 'exit', 'leave']
- MOT_12:
words: ['build', 'house']
- MOT_13:
words: ['gully']
- STREAM:
words: ['strea']
- MOT_15:
words: ['fork']
- MOT_16:
words: ['bed']
- CRAWL:
words: ['crawl']
- MOT_18:
words: ['cobbl']
- INSIDE:
words: ['inwar', 'insid', 'in']
- MOT_20:
words: ['surfa']
- NUL:
words: ['null', 'nowhe']
- MOT_22:
words: ['dark']
- MOT_23:
words: ['passa', 'tunne']
- MOT_24:
words: ['low']
- MOT_25:
words: ['canyo']
- MOT_26:
words: ['awkwa']
- MOT_27:
words: ['giant']
- MOT_28:
words: ['view']
- UP:
words: ['upwar', 'up', 'u', 'above', 'ascen']
- DOWN:
words: ['d', 'downw', 'down', 'desce']
- MOT_31:
words: ['pit']
- MOT_32:
words: ['outdo']
- MOT_33:
words: ['crack']
- MOT_34:
words: ['steps']
- MOT_35:
words: ['dome']
- LEFT:
words: ['left']
- RIGHT:
words: ['right']
- MOT_38:
words: ['hall']
- MOT_39:
words: ['jump']
- MOT_40:
words: ['barre']
- MOT_41:
words: ['over']
- MOT_42:
words: ['acros']
- EAST:
words: ['east', 'e']
- WEST:
words: ['west', 'w']
- NORTH:
words: ['north', 'n']
- SOUTH:
words: ['south', 's']
- NE:
words: ['ne']
- SE:
words: ['se']
- SW:
words: ['sw']
- NW:
words: ['nw']
- MOT_51:
words: ['debri']
- MOT_52:
words: ['hole']
- MOT_53:
words: ['wall']
- MOT_54:
words: ['broke']
- MOT_55:
words: ['y2']
- MOT_56:
words: ['climb']
- LOOK:
words: ['l', 'x', 'look', 'exami', 'touch', 'descr']
oldstyle: false
- MOT_58:
words: ['floor']
- MOT_59:
words: ['room']
- MOT_60:
words: ['slit']
- MOT_61:
words: ['slab', 'slabr']
- XYZZY:
words: ['xyzzy']
- DEPRESSION:
words: ['depre']
- ENTRANCE:
words: ['entra']
- PLUGH:
words: ['plugh']
- MOT_66:
words: ['secre']
- CAVE:
words: ['cave']
- CROSS:
words: ['cross']
- BEDQUILT:
words: ['bedqu']
- PLOVER:
words: ['plove']
- ORIENTAL:
words: ['orien']
- CAVERN:
words: ['caver']
- SHELLROOM:
words: ['shell']
- RESERVOIR:
words: ['reser']
- OFFICE:
words: ['main', 'offic']
hints:
- hint: &grate
name: CAVE
number: 1
turns: 4
penalty: 2
question: 'Are you trying to get into the cave?'
hint: |-
The grate is very solid and has a hardened steel lock. You cannot
enter without a key, and there are no keys nearby. I would recommend
looking elsewhere for the keys.
- hint: &bird
name: BIRD
number: 2
turns: 5
penalty: 2
question: 'Are you trying to catch the bird?'
hint: |-
Something about you seems to be frightening the bird. Perhaps you
might figure out what it is.
- hint: &snake
name: SNAKE
number: 3
turns: 8
penalty: 2
question: 'Are you trying to somehow deal with the snake?'
hint: |-
You can't kill the snake, or drive it away, or avoid it, or anything
like that. There is a way to get by, but you don't have the necessary
resources right now.
- hint: &maze
name: MAZE
number: 4
turns: 75
penalty: 4
question: 'Do you need help getting out of the maze?'
hint: 'You can make the passages look less alike by dropping things.'
- hint: &dark
name: DARK
number: 5
turns: 25
penalty: 5
question: 'Are you trying to explore beyond the plover room?'
hint: |-
There is a way to explore that region without having to worry about
falling into a pit. None of the objects available is immediately
useful in discovering the secret.
- hint: &witt
name: WITT
number: 6
turns: 20
penalty: 3
question: 'Do you need help getting out of here?'
hint: 'Don''t go west.\n'
- hint: &urn
name: CLIFF
number: 7
turns: 8
penalty: 2
question: 'Are you wondering what to do here?'
hint: 'This section is quite advanced. Find the cave first.\n'
- hint: &forest
name: WOODS
number: 8
turns: 25
penalty: 2
question: 'Would you like to be shown out of the forest?'
hint: |-
Go east ten times. If that doesn't get you out, then go south, then
west twice, then south.
- hint: &ogre
name: OGRE
number: 9
turns: 10
penalty: 4
question: 'Do you need help dealing with the ogre?'
hint: |-
There is nothing the presence of which will prevent you from defeating
him; thus it can't hurt to fetch everything you possibly can.
- hint: &jade
name: JADE
number: 10
turns: 1
penalty: 4
question: 'You''re missing only one other treasure. Do you need help finding it?'
hint: |-
Once you've found all the other treasures, it is no longer possible to
locate the one you're now missing.
locations: !!omap
- LOC_NOWHERE:
description:
long: !!null
short: !!null
conditions: {}
travel: [
]
- LOC_START:
description:
long: |-
You are standing at the end of a road before a small brick building.
Around you is a forest. A small stream flows out of the building and
down a gully.
short: 'You''re in front of building.'
conditions: {FLUID: true, ABOVE: true, LIT: true}
sound: STREAM_GURGLES
travel: [
{verbs: [ROAD, WEST, UPWAR], action: [goto, LOC_HILL]},
{verbs: [ENTER, BUILD, INWAR, EAST], action: [goto, LOC_BUILDING]},
{verbs: [DOWNS, GULLY, STREA, SOUTH, DOWN], action: [goto, LOC_VALLEY]},
{verbs: [FORES, NORTH], action: [goto, LOC_FOREST1]},
{verbs: [DEPRE], action: [goto, LOC_GRATE]},
]
- LOC_HILL:
description:
long: |-
You have walked up a hill, still in the forest. The road slopes back
down the other side of the hill. There is a building in the distance.
short: 'You''re at hill in road.'
conditions: {ABOVE: true, LIT: true}
travel: [
{verbs: [BUILD, EAST], action: [goto, LOC_START]},
{verbs: [WEST], action: [goto, LOC_ROADEND]},
{verbs: [NORTH], action: [goto, LOC_FOREST20]},
{verbs: [SOUTH, FORES], action: [goto, LOC_FOREST13]},
{verbs: [DOWN], action: [speak, WHICH_WAY]},
]
- LOC_BUILDING:
description:
long: 'You are inside a building, a well house for a large spring.'
short: 'You''re inside building.'
conditions: {FLUID: true, ABOVE: true, LIT: true}
sound: STREAM_GURGLES
travel: [
{verbs: [OUT, OUTDO, WEST], action: [goto, LOC_START]},
{verbs: [XYZZY], action: [goto, LOC_FOOF1]},
{verbs: [PLUGH], action: [goto, LOC_FOOF3]},
{verbs: [DOWNS, STREA], action: [goto, LOC_SEWER]},
]
- LOC_VALLEY:
description:
long: |-
You are in a valley in the forest beside a stream tumbling along a
rocky bed.
short: 'You''re in valley.'
conditions: {FLUID: true, ABOVE: true, LIT: true}
sound: STREAM_GURGLES
travel: [
{verbs: [UPSTR, BUILD, NORTH], action: [goto, LOC_START]},
{verbs: [EAST, FORES], action: [goto, LOC_FOREST6]},
{verbs: [WEST], action: [goto, LOC_FOREST12]},
{verbs: [DOWNS, SOUTH, DOWN], action: [goto, LOC_SLIT]},
{verbs: [DEPRE], action: [goto, LOC_GRATE]},
{verbs: [STREA], action: [speak, UPSTREAM_DOWNSTREAM]},
]
- LOC_ROADEND:
description:
long: 'The road, which approaches from the east, ends here amid the trees.'
short: 'You''re at end of road.'
conditions: {ABOVE: true, LIT: true}
travel: [
{verbs: [ROAD, EAST, UPWAR], action: [goto, LOC_HILL]},
{verbs: [BUILD], action: [goto, LOC_START]},
{verbs: [SOUTH, FORES], action: [goto, LOC_FOREST14]},
{verbs: [WEST], action: [goto, LOC_FOREST15]},
{verbs: [NORTH], action: [goto, LOC_FOREST21]},
]
- LOC_CLIFF:
description:
long: |-
The forest thins out here to reveal a steep cliff. There is no way
down, but a small ledge can be seen to the west across the chasm.
short: 'You''re at cliff.'
conditions: {ABOVE: true, NOBACK: true, LIT: true}
hints: [*urn]
travel: [
{verbs: [SOUTH, FORES], action: [goto, LOC_FOREST17]},
{verbs: [EAST], action: [goto, LOC_FOREST19]},
{verbs: [JUMP], action: [goto, LOC_NOMAKE]},
]
- LOC_SLIT:
description:
long: |-
At your feet all the water of the stream splashes into a 2-inch slit
in the rock. Downstream the streambed is bare rock.
short: 'You''re at slit in streambed.'
conditions: {FLUID: true, ABOVE: true, LIT: true}
sound: STREAM_GURGLES
travel: [
{verbs: [BUILD], action: [goto, LOC_START]},
{verbs: [UPSTR, NORTH], action: [goto, LOC_VALLEY]},
{verbs: [EAST, FORES], action: [goto, LOC_FOREST6]},
{verbs: [WEST], action: [goto, LOC_FOREST10]},
{verbs: [DOWNS, BED, SOUTH, DEPRE], action: [goto, LOC_GRATE]},
{verbs: [SLIT, STREA, DOWN, INWAR, ENTER], action: [speak, DONT_FIT]},
]
- LOC_GRATE:
description:
long: |-
You are in a 20-foot depression floored with bare dirt. Set into the
dirt is a strong steel grate mounted in concrete. A dry streambed
leads into the depression.
short: 'You''re outside grate.'
conditions: {ABOVE: true, LIT: true}
hints: [*grate, *jade]
travel: [
{verbs: [EAST, FORES], action: [goto, LOC_FOREST7]},
{verbs: [SOUTH], action: [goto, LOC_FOREST10]},
{verbs: [WEST], action: [goto, LOC_FOREST9]},
{verbs: [BUILD], action: [goto, LOC_START]},
{verbs: [UPSTR, GULLY, NORTH], action: [goto, LOC_SLIT]},
{verbs: [ENTER, INWAR, DOWN],
cond: [not, GRATE, GRATE_CLOSED],
action: [goto, LOC_BELOWGRATE]},
{verbs: [ENTER], action: [speak, GRATE_NOWAY]},
]
- LOC_BELOWGRATE:
description:
long: |-
You are in a small chamber beneath a 3x3 steel grate to the surface.
A low crawl over cobbles leads inward to the west.
short: 'You''re below the grate.'
conditions: {LIT: true}
travel: [
{verbs: [OUT, UPWAR], cond: [not, GRATE, GRATE_CLOSED],
action: [goto, LOC_GRATE]},
{verbs: [OUT], action: [speak, GRATE_NOWAY]},
{verbs: [CRAWL, COBBL, INWAR, WEST], action: [goto, LOC_COBBLE]},
{verbs: [PIT], action: [goto, LOC_PITTOP]},
{verbs: [DEBRI], action: [goto, LOC_DEBRIS]},
]
- LOC_COBBLE:
description:
long: |-
You are crawling over cobbles in a low passage. There is a dim light
at the east end of the passage.
short: 'You''re in cobble crawl.'
conditions: {LIT: true}
travel: [
{verbs: [OUT, SURFA, EAST], action: [goto, LOC_BELOWGRATE]},
{verbs: [INWAR, DARK, WEST, DEBRI], action: [goto, LOC_DEBRIS]},
{verbs: [PIT], action: [goto, LOC_PITTOP]},
]
- LOC_DEBRIS:
description:
long: |-
You are in a debris room filled with stuff washed in from the surface.
A low wide passage with cobbles becomes plugged with mud and debris
here, but an awkward canyon leads upward and west. In the mud someone
has scrawled, "MAGIC WORD XYZZY".
short: 'You''re in debris room.'
conditions: {}
travel: [
{verbs: [DEPRE], cond: [not, GRATE, GRATE_CLOSED],
action: [goto, LOC_GRATE]},
{verbs: [ENTRA], action: [goto, LOC_BELOWGRATE]},
{verbs: [CRAWL, COBBL, PASSA, LOW, EAST], action: [goto, LOC_COBBLE]},
{verbs: [CANYO, INWAR, UPWAR, WEST], action: [goto, LOC_AWKWARD]},
{verbs: [XYZZY], action: [goto, LOC_FOOF2]},
{verbs: [PIT], action: [goto, LOC_PITTOP]},
]
- LOC_AWKWARD:
description:
long: 'You are in an awkward sloping east/west canyon.'
short: !!null
conditions: {}
travel: [
{verbs: [DEPRE], cond: [not, GRATE, GRATE_CLOSED],
action: [goto, LOC_GRATE]},
{verbs: [ENTRA], action: [goto, LOC_BELOWGRATE]},
{verbs: [DOWN, EAST, DEBRI], action: [goto, LOC_DEBRIS]},
{verbs: [INWAR, UPWAR, WEST], action: [goto, LOC_BIRD]},
{verbs: [PIT], action: [goto, LOC_PITTOP]},
]
- LOC_BIRD:
description:
long: |-
You are in a splendid chamber thirty feet high. The walls are frozen
rivers of orange stone. An awkward canyon and a good passage exit
from east and west sides of the chamber.
short: 'You''re in bird chamber.'
conditions: {}
hints: [*bird]
travel: [
{verbs: [DEPRE], cond: [not, GRATE, GRATE_CLOSED],
action: [goto, LOC_GRATE]},
{verbs: [ENTRA], action: [goto, LOC_BELOWGRATE]},
{verbs: [DEBRI], action: [goto, LOC_DEBRIS]},
{verbs: [CANYO, EAST], action: [goto, LOC_AWKWARD]},
{verbs: [PASSA, PIT, WEST], action: [goto, LOC_PITTOP]},
]
- LOC_PITTOP:
description:
long: |-
At your feet is a small pit breathing traces of white mist. An east
passage ends here except for a small crack leading on.
short: 'You''re at top of small pit.'
conditions: {}
travel: [
{verbs: [DEPRE], cond: [not, GRATE, GRATE_CLOSED],
action: [goto, LOC_GRATE]},
{verbs: [ENTRA], action: [goto, LOC_BELOWGRATE]},
{verbs: [DEBRI], action: [goto, LOC_DEBRIS]},
{verbs: [PASSA, EAST], action: [goto, LOC_BIRD]},
{verbs: [DOWN, PIT, STEPS], cond: [carry, NUGGET],
action: [goto, LOC_NECKBROKE]},
{verbs: [DOWN], action: [goto, LOC_MISTHALL]},
{verbs: [CRACK, WEST], action: [goto, LOC_CRACK]},
]
- LOC_MISTHALL:
description:
long: |-
You are at one end of a vast hall stretching forward out of sight to
the west. There are openings to either side. Nearby, a wide stone
staircase leads downward. The hall is filled with wisps of white mist
swaying to and fro almost as if alive. A cold wind blows up the
staircase. There is a passage at the top of a dome behind you.
short: 'You''re in Hall of Mists.'
conditions: {DEEP: true}
hints: [*jade]
sound: WIND_WHISTLES
travel: [
{verbs: [LEFT, SOUTH], action: [goto, LOC_NUGGET]},
{verbs: [FORWA, HALL, WEST], action: [goto, LOC_EASTBANK]},
{verbs: [STAIR, DOWN, NORTH], action: [goto, LOC_KINGHALL]},
{verbs: [UPWAR, PIT, STEPS, DOME, PASSA, EAST],
cond: [carry, NUGGET], action: [goto, LOC_DOME]},
{verbs: [UPWAR], action: [goto, LOC_PITTOP]},
{verbs: [Y2], action: [goto, LOC_JUMBLE]},
]
- LOC_CRACK:
description:
long: |-
The crack is far too small for you to follow. At its widest it is
barely wide enough to admit your foot.
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [], action: [goto, LOC_PITTOP]},
]
- LOC_EASTBANK:
description:
long: |-
You are on the east bank of a fissure slicing clear across the hall.
The mist is quite thick here, and the fissure is too wide to jump.
short: 'You''re on east bank of fissure.'
conditions: {DEEP: true}
travel: [
{verbs: [HALL, EAST], action: [goto, LOC_MISTHALL]},
{verbs: [JUMP], cond: [not, FISSURE, UNBRIDGED],
action: [speak, CROSS_BRIDGE]},
{verbs: [FORWA], cond: [not, FISSURE, BRIDGED],
action: [goto, LOC_NOMAKE]},
{verbs: [OVER, ACROS, WEST, CROSS],
cond: [not, FISSURE, BRIDGED],
action: [speak, NO_CROSS]},
{verbs: [OVER], action: [goto, LOC_WESTBANK]},
]
- LOC_NUGGET:
description:
long: |-
This is a low room with a crude note on the wall. The note says,
"You won't get it up the steps".
short: 'You''re in nugget-of-gold room.'
conditions: {DEEP: true}
travel: [
{verbs: [HALL, OUT, NORTH], action: [goto, LOC_MISTHALL]},
]
- LOC_KINGHALL:
description:
long: |-
You are in the Hall of the Mountain King, with passages off in all
directions.
short: 'You''re in Hall of Mt King.'
conditions: {DEEP: true}
hints: [*snake]
travel: [
{verbs: [STAIR, UPWAR, EAST], action: [goto, LOC_MISTHALL]},
{verbs: [NORTH, RIGHT], cond: [not, SNAKE, SNAKE_BLOCKS],
action: [goto, LOC_FLOORHOLE]},
{verbs: [SOUTH, LEFT], cond: [not, SNAKE, SNAKE_BLOCKS],
action: [goto, LOC_SOUTHSIDE]},
{verbs: [WEST, FORWA], cond: [not, SNAKE, SNAKE_BLOCKS],
action: [goto, LOC_WESTSIDE]},
{verbs: [NORTH], action: [goto, LOC_SNAKEBLOCK]},
{verbs: [SW], cond: [pct, 35], action: [goto, LOC_SECRET3]},
{verbs: [SW], cond: ["with", SNAKE], action: [goto, LOC_SNAKEBLOCK]},
{verbs: [SECRE], action: [goto, LOC_SECRET3]},
]
- LOC_NECKBROKE:
description:
long: 'You are at the bottom of the pit with a broken neck.'
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [], action: [goto, LOC_NOWHERE]},
]
- LOC_NOMAKE:
description:
long: 'You didn''t make it.'
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [], action: [goto, LOC_NOWHERE]},
]
- LOC_DOME:
description:
long: 'The dome is unclimbable.'
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [], action: [goto, LOC_MISTHALL]},
]
- LOC_WESTEND:
description:
long: |-
You are at the west end of the Twopit Room. There is a large hole in
the wall above the pit at this end of the room.
short: 'You''re at west end of Twopit Room.'
conditions: {DEEP: true}
travel: [
{verbs: [EAST, ACROS], action: [goto, LOC_EASTEND]},
{verbs: [WEST, SLAB], action: [goto, LOC_SLAB]},
{verbs: [DOWN, PIT], action: [goto, LOC_WESTPIT]},
{verbs: [HOLE], action: [speak, TOO_FAR]},
]
- LOC_EASTPIT:
description:
long: |-
You are at the bottom of the eastern pit in the Twopit Room. There is
a small pool of oil in one corner of the pit.
short: 'You''re in east pit.'
conditions: {FLUID: true, DEEP: true, OILY: true}
travel: [
{verbs: [UPWAR, OUT], action: [goto, LOC_EASTEND]},
]
- LOC_WESTPIT:
description:
long: |-
You are at the bottom of the western pit in the Twopit Room. There is
a large hole in the wall about 25 feet above you.
short: 'You''re in west pit.'
conditions: {DEEP: true}
travel: [
{verbs: [UPWAR, OUT], action: [goto, LOC_WESTEND]},
{verbs: [CLIMB], cond: [not, PLANT, PLANT_GROWN],
action: [goto, LOC_BUILDING1]},
{verbs: [CLIMB], action: [goto, LOC_CLIMBSTALK]},
]
- LOC_CLIMBSTALK:
description:
long: 'You clamber up the plant and scurry through the hole at the top.'
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [], action: [goto, LOC_NARROW]},
]
- LOC_WESTBANK:
description:
long: 'You are on the west side of the fissure in the Hall of Mists.'
short: 'You''re on west bank of fissure.'
conditions: {DEEP: true}
travel: [
{verbs: [JUMP], cond: [not, FISSURE, UNBRIDGED],
action: [speak, CROSS_BRIDGE]},
{verbs: [FORWA], cond: [not, FISSURE, BRIDGED],
action: [goto, LOC_NOMAKE]},
{verbs: [OVER, ACROS, EAST, CROSS],
cond: [not, FISSURE, BRIDGED],
action: [speak, NO_CROSS]},
{verbs: [OVER], action: [goto, LOC_EASTBANK]},
{verbs: [NORTH], action: [goto, LOC_PARALLEL1]},
{verbs: [WEST], action: [goto, LOC_MISTWEST]},
]
- LOC_FLOORHOLE:
description:
long: |-
You are in a low n/s passage at a hole in the floor. The hole goes
down to an e/w passage.
short: 'You''re in n/s passage above e/w passage.'
conditions: {DEEP: true}
travel: [
{verbs: [HALL, OUT, SOUTH], action: [goto, LOC_KINGHALL]},
{verbs: [NORTH, Y2], action: [goto, LOC_Y2]},
{verbs: [DOWN, HOLE], action: [goto, LOC_BROKEN]},
]
- LOC_SOUTHSIDE:
description:
long: 'You are in the south side chamber.'
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [HALL, OUT, NORTH], action: [goto, LOC_KINGHALL]},
]
- LOC_WESTSIDE:
description:
long: |-
You are in the west side chamber of the Hall of the Mountain King.
A passage continues west and up here.
short: 'You''re in the west side chamber.'
conditions: {DEEP: true}
travel: [
{verbs: [HALL, OUT, EAST], action: [goto, LOC_KINGHALL]},
{verbs: [WEST, UPWAR], action: [goto, LOC_CROSSOVER]},
]
- LOC_BUILDING1:
description:
long: ''
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [], cond: [not, PLANT, PLANT_BELLOWING],
action: [goto, LOC_NOCLIMB]},
{verbs: [], action: [goto, LOC_PLANTTOP]},
]
- LOC_SNAKEBLOCK:
description:
long: 'You can''t get by the snake.'
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [], action: [goto, LOC_KINGHALL]},
]
- LOC_Y2:
description:
long: |-
You are in a large room, with a passage to the south, a passage to the
west, and a wall of broken rock to the east. There is a large "Y2" on
a rock in the room's center.
short: 'You''re at "Y2".'
conditions: {DEEP: true}
travel: [
{verbs: [PLUGH], action: [goto, LOC_FOOF4]},
{verbs: [SOUTH], action: [goto, LOC_FLOORHOLE]},
{verbs: [EAST, WALL, BROKE], action: [goto, LOC_JUMBLE]},
{verbs: [WEST], action: [goto, LOC_WINDOW1]},
{verbs: [PLOVE], cond: [carry, EMERALD], action: ["special", 2]},
{verbs: [PLOVE], action: [goto, LOC_FOOF5]},
]
- LOC_JUMBLE:
description:
long: 'You are in a jumble of rock, with cracks everywhere.'
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [DOWN, Y2], action: [goto, LOC_Y2]},
{verbs: [UPWAR], action: [goto, LOC_MISTHALL]},
]
- LOC_WINDOW1:
description:
long: |-
You're at a low window overlooking a huge pit, which extends up out of
sight. A floor is indistinctly visible over 50 feet below. Traces of
white mist cover the floor of the pit, becoming thicker to the right.
Marks in the dust around the window would seem to indicate that
someone has been here recently. Directly across the pit from you and
25 feet away there is a similar window looking into a lighted room. A
shadowy figure can be seen there peering back at you.
short: 'You''re at window on pit.'
conditions: {DEEP: true}
travel: [
{verbs: [EAST, Y2], action: [goto, LOC_Y2]},
{verbs: [JUMP], action: [goto, LOC_NECKBROKE]},
]
- LOC_BROKEN:
description:
long: |-
You are in a dirty broken passage. To the east is a crawl. To the
west is a large passage. Above you is a hole to another passage.
short: 'You''re in dirty passage.'
conditions: {DEEP: true}
travel: [
{verbs: [EAST, CRAWL], action: [goto, LOC_SMALLPITBRINK]},
{verbs: [UPWAR, HOLE], action: [goto, LOC_FLOORHOLE]},
{verbs: [WEST], action: [goto, LOC_DUSTY]},
{verbs: [BEDQU], action: [goto, LOC_BEDQUILT]},
]
- LOC_SMALLPITBRINK:
description:
long: |-
You are on the brink of a small clean climbable pit. A crawl leads
west.
short: 'You''re at brink of small pit.'
conditions: {DEEP: true}
travel: [
{verbs: [WEST, CRAWL], action: [goto, LOC_BROKEN]},
{verbs: [DOWN, PIT, CLIMB], action: [goto, LOC_SMALLPIT]},
]
- LOC_SMALLPIT:
description:
long: |-
You are in the bottom of a small pit with a little stream, which
enters and exits through tiny slits.
short: 'You''re at bottom of pit with stream.'
conditions: {FLUID: true, DEEP: true}
sound: STREAM_GURGLES
travel: [
{verbs: [CLIMB, UPWAR, OUT], action: [goto, LOC_SMALLPITBRINK]},
{verbs: [SLIT, STREA, DOWN, UPSTR, DOWNS, ENTER, INWAR],
action: [speak, DONT_FIT]},
]
- LOC_DUSTY:
description:
long: |-
You are in a large room full of dusty rocks. There is a big hole in
the floor. There are cracks everywhere, and a passage leading east.
short: 'You''re in dusty rock room.'
conditions: {DEEP: true}
travel: [
{verbs: [EAST, PASSA], action: [goto, LOC_BROKEN]},
{verbs: [DOWN, HOLE, FLOOR], action: [goto, LOC_COMPLEX]},
{verbs: [BEDQU], action: [goto, LOC_BEDQUILT]},
]
- LOC_PARALLEL1:
description:
long: |-
You have crawled through a very low wide passage parallel to and north
of the Hall of Mists.
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [], action: [goto, LOC_MISTWEST]},
]
- LOC_MISTWEST:
description:
long: |-
You are at the west end of the Hall of Mists. A low wide crawl
continues west and another goes north. To the south is a little
passage 6 feet off the floor.
short: 'You''re at west end of Hall of Mists.'
conditions: {DEEP: true}
travel: [
{verbs: [SOUTH, UPWAR, PASSA, CLIMB], action: [goto, LOC_ALIKE1]},
{verbs: [EAST], action: [goto, LOC_WESTBANK]},
{verbs: [NORTH], action: [goto, LOC_PARALLEL2]},
{verbs: [WEST, CRAWL], action: [goto, LOC_LONGEAST]},
]
- LOC_ALIKE1:
description:
long: 'You are in a maze of twisty little passages, all alike.'
short: !!null
conditions: {DEEP: true, NOBACK: true}
hints: [*maze]
travel: [
{verbs: [UPWAR], action: [goto, LOC_MISTWEST]},
{verbs: [NORTH], action: [goto, LOC_ALIKE1]},
{verbs: [EAST], action: [goto, LOC_ALIKE2]},
{verbs: [SOUTH], action: [goto, LOC_ALIKE4]},
{verbs: [WEST], action: [goto, LOC_ALIKE11]},
]
- LOC_ALIKE2:
description:
long: 'You are in a maze of twisty little passages, all alike.'
short: !!null
conditions: {DEEP: true, NOBACK: true}
hints: [*maze]
travel: [
{verbs: [WEST], action: [goto, LOC_ALIKE1]},
{verbs: [SOUTH], action: [goto, LOC_ALIKE3]},
{verbs: [EAST], action: [goto, LOC_ALIKE4]},
]
- LOC_ALIKE3:
description:
long: 'You are in a maze of twisty little passages, all alike.'
short: !!null
conditions: {DEEP: true, NOBACK: true}
hints: [*maze]
travel: [
{verbs: [EAST], action: [goto, LOC_ALIKE2]},
{verbs: [DOWN], action: [goto, LOC_DEADEND3]},
{verbs: [SOUTH], action: [goto, LOC_ALIKE6]},
{verbs: [NORTH], action: [goto, LOC_DEADEND9]},
]
- LOC_ALIKE4:
description:
long: 'You are in a maze of twisty little passages, all alike.'
short: !!null
conditions: {DEEP: true, NOBACK: true}
hints: [*maze]
travel: [
{verbs: [WEST], action: [goto, LOC_ALIKE1]},
{verbs: [NORTH], action: [goto, LOC_ALIKE2]},
{verbs: [EAST], action: [goto, LOC_DEADEND1]},
{verbs: [SOUTH], action: [goto, LOC_DEADEND2]},
{verbs: [UPWAR, DOWN], action: [goto, LOC_ALIKE14]},
]
- LOC_DEADEND1:
description:
long: 'Dead end'
short: !!null
conditions: {DEEP: true, NOARRR: true}
hints: [*maze]
travel: [
{verbs: [WEST, OUT], action: [goto, LOC_ALIKE4]},
]
- LOC_DEADEND2:
description:
long: 'Dead end'
short: !!null
conditions: {DEEP: true, NOARRR: true}
hints: [*maze]
travel: [
{verbs: [EAST, OUT], action: [goto, LOC_ALIKE4]},
]
- LOC_DEADEND3:
description:
long: 'Dead end'
short: !!null
conditions: {DEEP: true, NOARRR: true}
hints: [*maze]
travel: [
{verbs: [UPWAR, OUT], action: [goto, LOC_ALIKE3]},
]
- LOC_ALIKE5:
description:
long: 'You are in a maze of twisty little passages, all alike.'
short: !!null
conditions: {DEEP: true, NOBACK: true}
hints: [*maze]
travel: [
{verbs: [EAST], action: [goto, LOC_ALIKE6]},
{verbs: [WEST], action: [goto, LOC_ALIKE7]},
]
- LOC_ALIKE6:
description:
long: 'You are in a maze of twisty little passages, all alike.'
short: !!null
conditions: {DEEP: true, NOBACK: true}
hints: [*maze]
travel: [
{verbs: [EAST], action: [goto, LOC_ALIKE3]},
{verbs: [WEST], action: [goto, LOC_ALIKE5]},
{verbs: [DOWN], action: [goto, LOC_ALIKE7]},
{verbs: [SOUTH], action: [goto, LOC_ALIKE8]},
]
- LOC_ALIKE7:
description:
long: 'You are in a maze of twisty little passages, all alike.'
short: !!null
conditions: {DEEP: true, NOBACK: true}
hints: [*maze]
travel: [
{verbs: [WEST], action: [goto, LOC_ALIKE5]},
{verbs: [UPWAR], action: [goto, LOC_ALIKE6]},
{verbs: [EAST], action: [goto, LOC_ALIKE8]},
{verbs: [SOUTH], action: [goto, LOC_ALIKE9]},
]
- LOC_ALIKE8:
description:
long: 'You are in a maze of twisty little passages, all alike.'
short: !!null
conditions: {DEEP: true, NOBACK: true}
hints: [*maze]
travel: [
{verbs: [WEST], action: [goto, LOC_ALIKE6]},
{verbs: [EAST], action: [goto, LOC_ALIKE7]},
{verbs: [SOUTH], action: [goto, LOC_ALIKE8]},
{verbs: [UPWAR], action: [goto, LOC_ALIKE9]},
{verbs: [NORTH], action: [goto, LOC_ALIKE10]},
{verbs: [DOWN], action: [goto, LOC_DEADEND11]},
]
- LOC_ALIKE9:
description:
long: 'You are in a maze of twisty little passages, all alike.'
short: !!null
conditions: {DEEP: true, NOBACK: true}
hints: [*maze]
travel: [
{verbs: [WEST], action: [goto, LOC_ALIKE7]},
{verbs: [NORTH], action: [goto, LOC_ALIKE8]},
{verbs: [SOUTH], action: [goto, LOC_DEADEND4]},
]
- LOC_DEADEND4:
description:
long: 'Dead end'
short: !!null
conditions: {DEEP: true, NOARRR: true}
hints: [*maze]
travel: [
{verbs: [WEST, OUT], action: [goto, LOC_ALIKE9]},
]
- LOC_ALIKE10:
description:
long: 'You are in a maze of twisty little passages, all alike.'
short: !!null
conditions: {DEEP: true, NOBACK: true}
hints: [*maze]
travel: [
{verbs: [WEST], action: [goto, LOC_ALIKE8]},
{verbs: [NORTH], action: [goto, LOC_ALIKE10]},
{verbs: [DOWN], action: [goto, LOC_DEADEND5]},
{verbs: [EAST], action: [goto, LOC_PITBRINK]},
]
- LOC_DEADEND5:
description:
long: 'Dead end'
short: !!null
conditions: {DEEP: true, NOARRR: true}
hints: [*maze]
travel: [
{verbs: [UPWAR, OUT], action: [goto, LOC_ALIKE10]},
]
- LOC_PITBRINK:
description:
long: |-
You are on the brink of a thirty foot pit with a massive orange column
down one wall. You could climb down here but you could not get back
up. The maze continues at this level.
short: 'You''re at brink of pit.'
conditions: {DEEP: true, NOBACK: true}
travel: [
{verbs: [DOWN, CLIMB], action: [goto, LOC_BIRD]},
{verbs: [WEST], action: [goto, LOC_ALIKE10]},
{verbs: [SOUTH], action: [goto, LOC_DEADEND6]},
{verbs: [NORTH], action: [goto, LOC_ALIKE12]},
{verbs: [EAST], action: [goto, LOC_ALIKE13]},
]
- LOC_DEADEND6:
description:
long: 'Dead end'
short: !!null
conditions: {NOARRR: true, DEEP: true}
travel: [
{verbs: [EAST, OUT], action: [goto, LOC_PITBRINK]},
]
- LOC_PARALLEL2:
description:
long: |-
You have crawled through a very low wide passage parallel to and north
of the Hall of Mists.
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [], action: [goto, LOC_WESTBANK]},
]
- LOC_LONGEAST:
description:
long: |-
You are at the east end of a very long hall apparently without side
chambers. To the east a low wide crawl slants up. To the north a
round two foot hole slants down.
short: 'You''re at east end of long hall.'
conditions: {DEEP: true}
travel: [
{verbs: [EAST, UPWAR, CRAWL], action: [goto, LOC_MISTWEST]},
{verbs: [WEST], action: [goto, LOC_LONGWEST]},
{verbs: [NORTH, DOWN, HOLE], action: [goto, LOC_CROSSOVER]},
]
- LOC_LONGWEST:
description:
long: |-
You are at the west end of a very long featureless hall. The hall
joins up with a narrow north/south passage.
short: 'You''re at west end of long hall.'
conditions: {DEEP: true}
travel: [
{verbs: [EAST], action: [goto, LOC_LONGEAST]},
{verbs: [NORTH], action: [goto, LOC_CROSSOVER]},
{verbs: [SOUTH], cond: ["nodwarves"], action: [goto, LOC_DIFFERENT1]},
]
- LOC_CROSSOVER:
description:
long: 'You are at a crossover of a high n/s passage and a low e/w one.'
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [WEST], action: [goto, LOC_LONGEAST]},
{verbs: [NORTH], action: [goto, LOC_DEADEND7]},
{verbs: [EAST], action: [goto, LOC_WESTSIDE]},
{verbs: [SOUTH], action: [goto, LOC_LONGWEST]},
]
- LOC_DEADEND7:
description:
long: 'Dead end'
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [SOUTH, OUT], action: [goto, LOC_CROSSOVER]},
]
- LOC_COMPLEX:
description:
long: |-
You are at a complex junction. A low hands and knees passage from the
north joins a higher crawl from the east to make a walking passage
going west. There is also a large room above. The air is damp here.
short: 'You''re at complex junction.'
conditions: {DEEP: true}
hints: [*jade]
sound: WIND_WHISTLES
travel: [
{verbs: [UPWAR, CLIMB, ROOM], action: [goto, LOC_DUSTY]},
{verbs: [WEST, BEDQU], action: [goto, LOC_BEDQUILT]},
{verbs: [NORTH, SHELL], action: [goto, LOC_SHELLROOM]},
{verbs: [EAST], action: [goto, LOC_ANTEROOM]},
]
- LOC_BEDQUILT:
description:
long: |-
You are in Bedquilt, a long east/west passage with holes everywhere.
To explore at random select north, south, up, or down.
short: 'You''re in Bedquilt.'
conditions: {DEEP: true}
travel: [
{verbs: [EAST], action: [goto, LOC_COMPLEX]},
{verbs: [WEST], action: [goto, LOC_SWISSCHEESE]},
{verbs: [SOUTH], cond: [pct, 65], action: [speak, FUTILE_CRAWL]},
{verbs: [SLAB], action: [goto, LOC_SLAB]},
{verbs: [UPWAR], cond: [pct, 60], action: [speak, FUTILE_CRAWL]},
{verbs: [UPWAR], cond: [pct, 70], action: [goto, LOC_SECRET2]},
{verbs: [UPWAR], action: [goto, LOC_DUSTY]},
{verbs: [NORTH], cond: [pct, 50], action: [speak, FUTILE_CRAWL]},
{verbs: [NORTH], cond: [pct, 75], action: [goto, LOC_LOWROOM]},
{verbs: [NORTH], action: [goto, LOC_THREEJUNCTION]},
{verbs: [DOWN], cond: [pct, 65], action: [speak, FUTILE_CRAWL]},
{verbs: [DOWN], action: [goto, LOC_ANTEROOM]},
]
- LOC_SWISSCHEESE:
description:
long: |-
You are in a room whose walls resemble Swiss cheese. Obvious passages
go west, east, ne, and nw. Part of the room is occupied by a large
bedrock block.
short: 'You''re in Swiss Cheese Room.'
conditions: {DEEP: true}
travel: [
{verbs: [NE], action: [goto, LOC_BEDQUILT]},
{verbs: [WEST], action: [goto, LOC_EASTEND]},
{verbs: [SOUTH], cond: [pct, 80], action: [speak, FUTILE_CRAWL]},
{verbs: [CANYO], action: [goto, LOC_TALL]},
{verbs: [EAST], action: [goto, LOC_SOFTROOM]},
{verbs: [NW], cond: [pct, 50], action: [speak, FUTILE_CRAWL]},
{verbs: [ORIEN], action: [goto, LOC_ORIENTAL]},
]
- LOC_EASTEND:
description:
long: |-
You are at the east end of the Twopit Room. The floor here is
littered with thin rock slabs, which make it easy to descend the pits.
There is a path here bypassing the pits to connect passages from east
and west. There are holes all over, but the only big one is on the
wall directly over the west pit where you can't get to it.
short: 'You''re at east end of Twopit Room.'
conditions: {DEEP: true}
travel: [
{verbs: [EAST], action: [goto, LOC_SWISSCHEESE]},
{verbs: [WEST, ACROS], action: [goto, LOC_WESTEND]},
{verbs: [DOWN, PIT], action: [goto, LOC_EASTPIT]},
]
- LOC_SLAB:
description:
long: |-
You are in a large low circular chamber whose floor is an immense slab
fallen from the ceiling (Slab Room). East and west there once were
large passages, but they are now filled with boulders. Low small
passages go north and south, and the south one quickly bends west
around the boulders.
short: 'You''re in Slab Room.'
conditions: {DEEP: true}
travel: [
{verbs: [SOUTH], action: [goto, LOC_WESTEND]},
{verbs: [UPWAR, CLIMB], action: [goto, LOC_SECRET1]},
{verbs: [NORTH], action: [goto, LOC_BEDQUILT]},
]
- LOC_SECRET1:
description:
long: 'You are in a secret n/s canyon above a large room.'
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [DOWN, SLAB], action: [goto, LOC_SLAB]},
{verbs: [SOUTH], cond: [not, DRAGON, DRAGON_BARS],
action: [goto, LOC_SECRET5]},
{verbs: [SOUTH], action: [goto, LOC_SECRET4]},
{verbs: [NORTH], action: [goto, LOC_MIRRORCANYON]},
{verbs: [RESER], action: [goto, LOC_RESERVOIR]},
]
- LOC_SECRET2:
description:
long: 'You are in a secret n/s canyon above a sizable passage.'
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [NORTH], action: [goto, LOC_THREEJUNCTION]},
{verbs: [DOWN, PASSA], action: [goto, LOC_BEDQUILT]},
{verbs: [SOUTH], action: [goto, LOC_TOPSTALACTITE]},
]
- LOC_THREEJUNCTION:
description:
long: |-
You are in a secret canyon at a junction of three canyons, bearing
north, south, and se. The north one is as tall as the other two
combined.
short: 'You''re at junction of three secret canyons.'
conditions: {DEEP: true}
travel: [
{verbs: [SE], action: [goto, LOC_BEDQUILT]},
{verbs: [SOUTH], action: [goto, LOC_SECRET2]},
{verbs: [NORTH], action: [goto, LOC_WINDOW2]},
]
- LOC_LOWROOM:
description:
long: 'You are in a large low room. Crawls lead north, se, and sw.'
short: 'You''re in large low room.'
conditions: {DEEP: true}
travel: [
{verbs: [BEDQU], action: [goto, LOC_BEDQUILT]},
{verbs: [SW], action: [goto, LOC_WINDING]},
{verbs: [NORTH], action: [goto, LOC_DEADCRAWL]},
{verbs: [SE, ORIEN], action: [goto, LOC_ORIENTAL]},
]
- LOC_DEADCRAWL:
description:
long: 'Dead end crawl.'
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [SOUTH, CRAWL, OUT], action: [goto, LOC_LOWROOM]},
]
- LOC_SECRET3:
description:
long: |-
You are in a secret canyon which here runs e/w. It crosses over a
very tight canyon 15 feet below. If you go down you may not be able
to get back up.
short: 'You''re in secret e/w canyon above tight canyon.'
conditions: {DEEP: true}
travel: [
{verbs: [EAST], action: [goto, LOC_KINGHALL]},
{verbs: [WEST], cond: [not, DRAGON, DRAGON_BARS], action: [goto, LOC_SECRET5]},
{verbs: [WEST], action: [goto, LOC_SECRET6]},
{verbs: [DOWN], action: [goto, LOC_WIDEPLACE]},
]
- LOC_WIDEPLACE:
description:
long: 'You are at a wide place in a very tight n/s canyon.'
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [SOUTH], action: [goto, LOC_TIGHTPLACE]},
{verbs: [NORTH], action: [goto, LOC_TALL]},
]
- LOC_TIGHTPLACE:
description:
long: 'The canyon here becomes too tight to go further south.'
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [NORTH], action: [goto, LOC_WIDEPLACE]},
]
- LOC_TALL:
description:
long: |-
You are in a tall e/w canyon. A low tight crawl goes 3 feet north and
seems to open up.
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [EAST], action: [goto, LOC_WIDEPLACE]},
{verbs: [WEST], action: [goto, LOC_BOULDERS1]},
{verbs: [NORTH, CRAWL], action: [goto, LOC_SWISSCHEESE]},
]
- LOC_BOULDERS1:
description:
long: 'The canyon runs into a mass of boulders -- dead end.'
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [SOUTH], action: [goto, LOC_TALL]},
]
- LOC_SEWER:
description:
long: |-
The stream flows out through a pair of 1 foot diameter sewer pipes.
It would be advisable to use the exit.
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [], action: [goto, LOC_BUILDING]},
]
- LOC_ALIKE11:
description:
long: 'You are in a maze of twisty little passages, all alike.'
short: !!null
conditions: {DEEP: true, NOBACK: true}
hints: [*maze]
travel: [
{verbs: [NORTH], action: [goto, LOC_ALIKE1]},
{verbs: [WEST], action: [goto, LOC_ALIKE11]},
{verbs: [SOUTH], action: [goto, LOC_ALIKE11]},
{verbs: [EAST], action: [goto, LOC_DEADEND8]},
]
- LOC_DEADEND8:
description:
long: 'Dead end'
short: !!null
conditions: {DEEP: true}
hints: [*maze]
travel: [
{verbs: [WEST, OUT], action: [goto, LOC_ALIKE11]},
]
- LOC_DEADEND9:
description:
long: 'Dead end'
short: !!null
conditions: {DEEP: true, NOARRR: true}
hints: [*maze]
travel: [
{verbs: [SOUTH, OUT], action: [goto, LOC_ALIKE3]},
]
- LOC_ALIKE12:
description:
long: 'You are in a maze of twisty little passages, all alike.'
short: !!null
conditions: {DEEP: true, NOBACK: true}
travel: [
{verbs: [SOUTH], action: [goto, LOC_PITBRINK]},
{verbs: [EAST], action: [goto, LOC_ALIKE13]},
{verbs: [WEST], action: [goto, LOC_DEADEND10]},
]
- LOC_ALIKE13:
description:
long: 'You are in a maze of twisty little passages, all alike.'
short: !!null
conditions: {DEEP: true, NOBACK: true}
travel: [
{verbs: [NORTH], action: [goto, LOC_PITBRINK]},
{verbs: [WEST], action: [goto, LOC_ALIKE12]},
{verbs: [NW], action: [goto, LOC_DEADEND12]},
]
- LOC_DEADEND10:
description:
long: 'Dead end'
short: !!null
conditions: {NOARRR: true, DEEP: true}
travel: [
{verbs: [EAST, OUT], action: [goto, LOC_ALIKE12]},
]
- LOC_DEADEND11:
description:
long: 'Dead end'
short: !!null
conditions: {DEEP: true, NOARRR: true}
hints: [*maze]
travel: [
{verbs: [UPWAR, OUT], action: [goto, LOC_ALIKE8]},
]
- LOC_ALIKE14:
description:
long: 'You are in a maze of twisty little passages, all alike.'
short: !!null
conditions: {DEEP: true, NOBACK: true}
hints: [*maze]
travel: [
{verbs: [UPWAR, DOWN], action: [goto, LOC_ALIKE4]},
]
- LOC_NARROW:
description:
long: |-
You are in a long, narrow corridor stretching out of sight to the
west. At the eastern end is a hole through which you can see a
profusion of leaves.
short: 'You''re in narrow corridor.'
conditions: {DEEP: true}
travel: [
{verbs: [DOWN, CLIMB, EAST], action: [goto, LOC_WESTPIT]},
{verbs: [JUMP], action: [goto, LOC_NECKBROKE]},
{verbs: [WEST, GIANT], action: [goto, LOC_GIANTROOM]},
]
- LOC_NOCLIMB:
description:
long: 'There is nothing here to climb. Use "up" or "out" to leave the pit.'
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [], action: [goto, LOC_WESTPIT]},
]
- LOC_PLANTTOP:
description:
long: 'You have climbed up the plant and out of the pit.'
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [], action: [goto, LOC_WESTEND]},
]
- LOC_INCLINE:
description:
long: |-
You are at the top of a steep incline above a large room. You could
climb down here, but you would not be able to climb up. There is a
passage leading back to the north.
short: 'You''re at steep incline above large room.'
conditions: {DEEP: true}
travel: [
{verbs: [NORTH, CAVER, PASSA], action: [goto, LOC_WATERFALL]},
{verbs: [DOWN, CLIMB], action: [goto, LOC_LOWROOM]},
]
- LOC_GIANTROOM:
description:
long: |-
You are in the Giant Room. The ceiling here is too high up for your
lamp to show it. Cavernous passages lead east, north, and south. On
the west wall is scrawled the inscription, "FEE FIE FOE FOO" [sic].
short: 'You''re in Giant Room.'
conditions: {DEEP: true}
travel: [
{verbs: [SOUTH], action: [goto, LOC_NARROW]},
{verbs: [EAST], action: [goto, LOC_CAVEIN]},
{verbs: [NORTH], action: [goto, LOC_IMMENSE]},
]
- LOC_CAVEIN:
description:
long: 'The passage here is blocked by a recent cave-in.'
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [SOUTH, GIANT, OUT], action: [goto, LOC_GIANTROOM]},
]
- LOC_IMMENSE:
description:
long: 'You are at one end of an immense north/south passage.'
short: !!null
conditions: {DEEP: true}
sound: WIND_WHISTLES
travel: [
{verbs: [SOUTH, GIANT, PASSA], action: [goto, LOC_GIANTROOM]},
{verbs: [NORTH, ENTER, CAVER], cond: [not, DOOR, DOOR_RUSTED],
action: [goto, LOC_WATERFALL]},
{verbs: [NORTH], action: [speak, RUSTY_DOOR]},
]
- LOC_WATERFALL:
description:
long: |-
You are in a magnificent cavern with a rushing stream, which cascades
over a sparkling waterfall into a roaring whirlpool which disappears
through a hole in the floor. Passages exit to the south and west.
short: 'You''re in cavern with waterfall.'
conditions: {FLUID: true, DEEP: true}
sound: STREAM_SPLASHES
travel: [
{verbs: [SOUTH, OUT], action: [goto, LOC_IMMENSE]},
{verbs: [GIANT], action: [goto, LOC_GIANTROOM]},
{verbs: [WEST], action: [goto, LOC_INCLINE]},
]
- LOC_SOFTROOM:
description:
long: |-
You are in the Soft Room. The walls are covered with heavy curtains,
the floor with a thick pile carpet. Moss covers the ceiling.
short: 'You''re in Soft Room.'
conditions: {DEEP: true}
travel: [
{verbs: [WEST, OUT], action: [goto, LOC_SWISSCHEESE]},
]
- LOC_ORIENTAL:
description:
long: |-
This is the Oriental Room. Ancient oriental cave drawings cover the
walls. A gently sloping passage leads upward to the north, another
passage leads se, and a hands and knees crawl leads west.
short: 'You''re in Oriental Room.'
conditions: {DEEP: true}
travel: [
{verbs: [SE], action: [goto, LOC_SWISSCHEESE]},
{verbs: [WEST, CRAWL], action: [goto, LOC_LOWROOM]},
{verbs: [UPWAR, NORTH, CAVER], action: [goto, LOC_MISTY]},
]
- LOC_MISTY:
description:
long: |-
You are following a wide path around the outer edge of a large cavern.
Far below, through a heavy white mist, strange splashing noises can be
heard. The mist rises up through a fissure in the ceiling. The path
exits to the south and west.
short: 'You''re in misty cavern.'
conditions: {DEEP: true}
sound: NO_MEANING
travel: [
{verbs: [SOUTH, ORIEN], action: [goto, LOC_ORIENTAL]},
{verbs: [WEST], action: [goto, LOC_ALCOVE]},
]
- LOC_ALCOVE:
description:
long: |-
You are in an alcove. A small nw path seems to widen after a short
distance. An extremely tight tunnel leads east. It looks like a very
tight squeeze. An eerie light can be seen at the other end.
short: 'You''re in alcove.'
conditions: {DEEP: true}
hints: [*dark]
travel: [
{verbs: [NW, CAVER], action: [goto, LOC_MISTY]},
{verbs: [EAST, PASSA], action: ["special", 1]},
{verbs: [EAST], action: [goto, LOC_PLOVER]},
]
- LOC_PLOVER:
description:
long: |-
You're in a small chamber lit by an eerie green light. An extremely
narrow tunnel exits to the west. A dark corridor leads ne.
short: 'You''re in Plover Room.'
conditions: {DEEP: true, LIT: true}
hints: [*dark]
travel: [
{verbs: [WEST, PASSA, OUT], action: ["special", 1]},
{verbs: [WEST], action: [goto, LOC_ALCOVE]},
{verbs: [PLOVE], cond: [carry, EMERALD], action: ["special", 2]},
{verbs: [PLOVE], action: [goto, LOC_FOOF6]},
{verbs: [NE, DARK], action: [goto, LOC_DARKROOM]},
]
- LOC_DARKROOM:
description:
long: 'You''re in the dark-room. A corridor leading south is the only exit.'
short: 'You''re in dark-room.'
conditions: {DEEP: true}
hints: [*dark]
travel: [
{verbs: [SOUTH, PLOVE, OUT], action: [goto, LOC_PLOVER]},
]
- LOC_ARCHED:
description:
long: |-
You are in an arched hall. A coral passage once continued up and east
from here, but is now blocked by debris. The air smells of sea water.
short: 'You''re in arched hall.'
conditions: {DEEP: true}
travel: [
{verbs: [DOWN, SHELL, OUT], action: [goto, LOC_SHELLROOM]},
]
- LOC_SHELLROOM:
description:
long: |-
You're in a large room carved out of sedimentary rock. The floor and
walls are littered with bits of shells embedded in the stone. A
shallow passage proceeds downward, and a somewhat steeper one leads
up. A low hands and knees passage enters from the south.
short: 'You''re in Shell Room.'
conditions: {DEEP: true}
travel: [
{verbs: [UPWAR, HALL], action: [goto, LOC_ARCHED]},
{verbs: [DOWN], action: [goto, LOC_SLOPING1]},
{verbs: [SOUTH], cond: [carry, CLAM],
action: [speak, CLAM_BLOCKER]},
{verbs: [SOUTH], cond: [carry, OYSTER],
action: [speak, OYSTER_BLOCKER]},
{verbs: [SOUTH], action: [goto, LOC_COMPLEX]},
]
- LOC_SLOPING1:
description:
long: 'You are in a long sloping corridor with ragged sharp walls.'
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [UPWAR, SHELL], action: [goto, LOC_SHELLROOM]},
{verbs: [DOWN], action: [goto, LOC_CULDESAC]},
]
- LOC_CULDESAC:
description:
long: 'You are in a cul-de-sac about eight feet across.'
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [UPWAR, OUT], action: [goto, LOC_SLOPING1]},
{verbs: [SHELL], action: [goto, LOC_SHELLROOM]},
]
- LOC_ANTEROOM:
description:
long: |-
You are in an anteroom leading to a large passage to the east. Small
passages go west and up. The remnants of recent digging are evident.
A sign in midair here says "Cave under construction beyond this point.
Proceed at own risk. [Witt Construction Company]"
short: 'You''re in anteroom.'
conditions: {DEEP: true}
travel: [
{verbs: [UPWAR], action: [goto, LOC_COMPLEX]},
{verbs: [WEST], action: [goto, LOC_BEDQUILT]},
{verbs: [EAST], action: [goto, LOC_WITTSEND]},
]
- LOC_DIFFERENT1:
description:
long: 'You are in a maze of twisty little passages, all different.'
short: !!null
conditions: {DEEP: true, NOBACK: true}
travel: [
{verbs: [SOUTH], action: [goto, LOC_DIFFERENT3]},
{verbs: [SW], action: [goto, LOC_DIFFERENT4]},
{verbs: [NE], action: [goto, LOC_DIFFERENT5]},
{verbs: [SE], action: [goto, LOC_DIFFERENT6]},
{verbs: [UPWAR], action: [goto, LOC_DIFFERENT7]},
{verbs: [NW], action: [goto, LOC_DIFFERENT8]},
{verbs: [EAST], action: [goto, LOC_DIFFERENT9]},
{verbs: [WEST], action: [goto, LOC_DIFFERENT10]},
{verbs: [NORTH], action: [goto, LOC_DIFFERENT11]},
{verbs: [DOWN], action: [goto, LOC_LONGWEST]},
]
- LOC_WITTSEND:
description:
long: 'You are at Witt''s End. Passages lead off in *ALL* directions.'
short: 'You''re at Witt''s End.'
conditions: {DEEP: true, NOBACK: true}
hints: [*witt]
travel: [
{verbs: [EAST, NORTH, SOUTH, NE, SE, SW, NW, UPWAR, DOWN],
cond: [pct, 95], action: [speak, FUTILE_CRAWL]},
{verbs: [EAST], action: [goto, LOC_ANTEROOM]},
{verbs: [WEST], action: [speak, WAY_BLOCKED]},
]
- LOC_MIRRORCANYON:
description:
long: |-
You are in a north/south canyon about 25 feet across. The floor is
covered by white mist seeping in from the north. The walls extend
upward for well over 100 feet. Suspended from some unseen point far
above you, an enormous two-sided mirror is hanging parallel to and
midway between the canyon walls. (The mirror is obviously provided
for the use of the dwarves who, as you know, are extremely vain.) A
small window can be seen in either wall, some fifty feet up.
short: 'You''re in Mirror Canyon.'
conditions: {DEEP: true}
hints: [*jade]
sound: WIND_WHISTLES
travel: [
{verbs: [SOUTH], action: [goto, LOC_SECRET1]},
{verbs: [NORTH, RESER], action: [goto, LOC_RESERVOIR]},
]
- LOC_WINDOW2:
description:
long: |-
You're at a low window overlooking a huge pit, which extends up out of
sight. A floor is indistinctly visible over 50 feet below. Traces of
white mist cover the floor of the pit, becoming thicker to the left.
Marks in the dust around the window would seem to indicate that
someone has been here recently. Directly across the pit from you and
25 feet away there is a similar window looking into a lighted room. A
shadowy figure can be seen there peering back at you.
short: 'You''re at window on pit.'
conditions: {DEEP: true}
travel: [
{verbs: [WEST], action: [goto, LOC_THREEJUNCTION]},
{verbs: [JUMP], action: [goto, LOC_NECKBROKE]},
]
- LOC_TOPSTALACTITE:
description:
long: |-
A large stalactite extends from the roof and almost reaches the floor
below. You could climb down it, and jump from it to the floor, but
having done so you would be unable to reach it to climb back up.
short: 'You''re at top of stalactite.'
conditions: {DEEP: true}
travel: [
{verbs: [NORTH], action: [goto, LOC_SECRET2]},
{verbs: [DOWN, JUMP, CLIMB], cond: [pct, 40],
action: [goto, LOC_ALIKE6]},
{verbs: [DOWN], cond: [pct, 50], action: [goto, LOC_ALIKE9]},
{verbs: [DOWN], action: [goto, LOC_ALIKE4]},
]
- LOC_DIFFERENT2:
description:
long: 'You are in a little maze of twisting passages, all different.'
short: !!null
conditions: {DEEP: true, NOBACK: true}
travel: [
{verbs: [SW], action: [goto, LOC_DIFFERENT3]},
{verbs: [NORTH], action: [goto, LOC_DIFFERENT4]},
{verbs: [EAST], action: [goto, LOC_DIFFERENT5]},
{verbs: [NW], action: [goto, LOC_DIFFERENT6]},
{verbs: [SE], action: [goto, LOC_DIFFERENT7]},
{verbs: [NE], action: [goto, LOC_DIFFERENT8]},
{verbs: [WEST], action: [goto, LOC_DIFFERENT9]},
{verbs: [DOWN], action: [goto, LOC_DIFFERENT10]},
{verbs: [UPWAR], action: [goto, LOC_DIFFERENT11]},
{verbs: [SOUTH], action: [goto, LOC_DEADEND13]},
]
- LOC_RESERVOIR:
description:
long: |-
You are at the edge of a large underground reservoir. An opaque cloud
of white mist fills the room and rises rapidly upward. The lake is
fed by a stream, which tumbles out of a hole in the wall about 10 feet
overhead and splashes noisily into the water somewhere within the
mist. There is a passage going back toward the south.
short: 'You''re at reservoir.'
conditions: {FLUID: true, DEEP: true}
sound: STREAM_SPLASHES
travel: [
{verbs: [SOUTH, OUT], action: [goto, LOC_MIRRORCANYON]},
{verbs: [NORTH, ACROS, CROSS], cond: [not, RESER, WATERS_PARTED], action: [speak, BAD_DIRECTION]},
{verbs: [NORTH], action: [goto, LOC_RESBOTTOM]},
]
- LOC_DEADEND12:
description:
long: 'Dead end'
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [SE], action: [goto, LOC_ALIKE13]},
]
- LOC_NE:
description:
long: |-
You are at the northeast end of an immense room, even larger than the
Giant Room. It appears to be a repository for the "Adventure"
program. Massive torches far overhead bathe the room with smoky
yellow light. Scattered about you can be seen a pile of bottles (all
of them empty), a nursery of young beanstalks murmuring quietly, a bed
of oysters, a bundle of black rods with rusty stars on their ends, and
a collection of brass lanterns. Off to one side a great many dwarves
are sleeping on the floor, snoring loudly. A notice nearby reads: "Do
not disturb the dwarves!" An immense mirror is hanging against one
wall, and stretches to the other end of the room, where various other
sundry objects can be glimpsed dimly in the distance.
short: 'You''re at ne end.'
conditions: {DEEP: true, LIT: true}
sound: MURMURING_SNORING
travel: [
{verbs: [SW], action: [goto, LOC_SW]},
]
- LOC_SW:
description:
long: |-
You are at the southwest end of the repository. To one side is a pit
full of fierce green snakes. On the other side is a row of small
wicker cages, each of which contains a little sulking bird. In one
corner is a bundle of black rods with rusty marks on their ends. A
large number of velvet pillows are scattered about on the floor. A
vast mirror stretches off to the northeast. At your feet is a large
steel grate, next to which is a sign that reads, "Treasure Vault.
Keys in main office."
short: 'You''re at sw end.'
conditions: {DEEP: true, LIT: true}
sound: SNAKES_HISSING
travel: [
{verbs: [NE], action: [goto, LOC_NE]},
{verbs: [DOWN], action: [speak, GRATE_NOWAY]},
]
- LOC_SWCHASM:
description:
long: |-
You are on one side of a large, deep chasm. A heavy white mist rising
up from below obscures all view of the far side. A sw path leads away
from the chasm into a winding corridor.
short: 'You''re on sw side of chasm.'
conditions: {DEEP: true}
travel: [
{verbs: [SW], action: [goto, LOC_WINDING]},
{verbs: [OVER, ACROS, CROSS, NE], cond: [with, TROLL],
action: [speak, TROLL_BLOCKS]},
{verbs: [OVER], cond: [not, CHASM, TROLL_BRIDGE],
action: [speak, BRIDGE_GONE]},
{verbs: [OVER], action: ["special", 3]},
{verbs: [JUMP], cond: [not, CHASM, TROLL_BRIDGE],
action: [goto, LOC_NOMAKE]},
{verbs: [JUMP], action: [speak, CROSS_BRIDGE]},
]
- LOC_WINDING:
description:
long: |-
You are in a long winding corridor sloping out of sight in both
directions.
short: 'You''re in sloping corridor.'
conditions: {DEEP: true}
travel: [
{verbs: [DOWN], action: [goto, LOC_LOWROOM]},
{verbs: [UPWAR], action: [goto, LOC_SWCHASM]},
]
# Following three rooms are where the dragon lives. The code has a
# wired-in assumption that the dragon corpse goes to LOC_SECRET5,
- LOC_SECRET4:
description:
long: 'You are in a secret canyon which exits to the north and east.'
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [NORTH, OUT], action: [goto, LOC_SECRET1]},
{verbs: [EAST, FORWA], action: [speak, NASTY_DRAGON]},
]
- LOC_SECRET5:
description:
long: 'You are in a secret canyon which exits to the north and east.'
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [NORTH], action: [goto, LOC_SECRET1]},
{verbs: [EAST], action: [goto, LOC_SECRET3]},
]
- LOC_SECRET6:
description:
long: 'You are in a secret canyon which exits to the north and east.'
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [EAST, OUT], action: [goto, LOC_SECRET3]},
{verbs: [NORTH, FORWA], action: [speak, NASTY_DRAGON]},
]
- LOC_NECHASM:
description:
long: |-
You are on the far side of the chasm. A ne path leads away from the
chasm on this side.
short: 'You''re on ne side of chasm.'
conditions: {NOARRR: true, DEEP: true}
travel: [
{verbs: [NE], action: [goto, LOC_CORRIDOR]},
{verbs: [OVER, ACROS, CROSS, SW], cond: [with, TROLL], action: [speak, TROLL_BLOCKS]},
{verbs: [OVER], action: ["special", 3]},
{verbs: [JUMP], action: [speak, CROSS_BRIDGE]},
{verbs: [FORK], action: [goto, LOC_FORK]},
{verbs: [VIEW], action: [goto, LOC_BREATHTAKING]},
{verbs: [BARRE], action: [goto, LOC_BARRENFRONT]},
]
- LOC_CORRIDOR:
description:
long: |-
You're in a long east/west corridor. A faint rumbling noise can be
heard in the distance.
short: 'You''re in corridor.'
conditions: {NOARRR: true, DEEP: true}
sound: DULL_RUMBLING
travel: [
{verbs: [WEST], action: [goto, LOC_NECHASM]},
{verbs: [EAST, FORK], action: [goto, LOC_FORK]},
{verbs: [VIEW], action: [goto, LOC_BREATHTAKING]},
{verbs: [BARRE], action: [goto, LOC_BARRENFRONT]},
]
- LOC_FORK:
description:
long: |-
The path forks here. The left fork leads northeast. A dull rumbling
seems to get louder in that direction. The right fork leads southeast
down a gentle slope. The main corridor enters from the west.
short: 'You''re at fork in path.'
conditions: {NOARRR: true, DEEP: true}
sound: DULL_RUMBLING
travel: [
{verbs: [WEST], action: [goto, LOC_CORRIDOR]},
{verbs: [NE, LEFT], action: [goto, LOC_WARMWALLS]},
{verbs: [SE, RIGHT, DOWN], action: [goto, LOC_LIMESTONE]},
{verbs: [VIEW], action: [goto, LOC_BREATHTAKING]},
{verbs: [BARRE], action: [goto, LOC_BARRENFRONT]},
]
- LOC_WARMWALLS:
description:
long: |-
The walls are quite warm here. From the north can be heard a steady
roar, so loud that the entire cave seems to be trembling. Another
passage leads south, and a low crawl goes east.
short: 'You''re at junction with warm walls.'
conditions: {NOARRR: true, DEEP: true}
sound: LOUD_ROAR
travel: [
{verbs: [SOUTH, FORK], action: [goto, LOC_FORK]},
{verbs: [NORTH, VIEW], action: [goto, LOC_BREATHTAKING]},
{verbs: [EAST, CRAWL], action: [goto, LOC_BOULDERS2]},
]
- LOC_BREATHTAKING:
description:
long: |-
You are on the edge of a breath-taking view. Far below you is an
active volcano, from which great gouts of molten lava come surging
out, cascading back down into the depths. The glowing rock fills the
farthest reaches of the cavern with a blood-red glare, giving every-
thing an eerie, macabre appearance. The air is filled with flickering
sparks of ash and a heavy smell of brimstone. The walls are hot to
the touch, and the thundering of the volcano drowns out all other
sounds. Embedded in the jagged roof far overhead are myriad twisted
formations composed of pure white alabaster, which scatter the murky
light into sinister apparitions upon the walls. To one side is a deep
gorge, filled with a bizarre chaos of tortured rock which seems to
have been crafted by the devil himself. An immense river of fire
crashes out from the depths of the volcano, burns its way through the
gorge, and plummets into a bottomless pit far off to your left. To
the right, an immense geyser of blistering steam erupts continuously
from a barren island in the center of a sulfurous lake, which bubbles
ominously. The far right wall is aflame with an incandescence of its
own, which lends an additional infernal splendor to the already
hellish scene. A dark, foreboding passage exits to the south.
short: 'You''re at breath-taking view.'
conditions: {NOARRR: true, LIT: true, DEEP: true}
hints: [*jade]
sound: TOTAL_ROAR
loud: true
travel: [
{verbs: [SOUTH, PASSA, OUT], action: [goto, LOC_WARMWALLS]},
{verbs: [FORK], action: [goto, LOC_FORK]},
{verbs: [DOWN], action: [speak, RIDICULOUS_ATTEMPT]},
{verbs: [JUMP], action: [goto, LOC_GRUESOME]},
]
- LOC_BOULDERS2:
description:
long: |-
You are in a small chamber filled with large boulders. The walls are
very warm, causing the air in the room to be almost stifling from the
heat. The only exit is a crawl heading west, through which is coming
a low rumbling.
short: 'You''re in Chamber of Boulders.'
conditions: {NOARRR: true, DEEP: true}
sound: DULL_RUMBLING
travel: [
{verbs: [WEST, OUT, CRAWL], action: [goto, LOC_WARMWALLS]},
{verbs: [FORK], action: [goto, LOC_FORK]},
{verbs: [VIEW], action: [goto, LOC_BREATHTAKING]},
]
- LOC_LIMESTONE:
description:
long:
You are walking along a gently sloping north/south passage lined with
oddly shaped limestone formations.
short: 'You''re in limestone passage.'
conditions: {NOARRR: true, DEEP: true}
travel: [
{verbs: [NORTH, UPWAR, FORK], action: [goto, LOC_FORK]},
{verbs: [SOUTH, DOWN, BARRE], action: [goto, LOC_BARRENFRONT]},
{verbs: [VIEW], action: [goto, LOC_BREATHTAKING]},
]
- LOC_BARRENFRONT:
description:
long: |-
You are standing at the entrance to a large, barren room. A notice
above the entrance reads: "Caution! Bear in room!"
short: 'You''re in front of Barren Room.'
conditions: {NOARRR: true, DEEP: true}
travel: [
{verbs: [WEST, UPWAR], action: [goto, LOC_LIMESTONE]},
{verbs: [FORK], action: [goto, LOC_FORK]},
{verbs: [EAST, INWAR, BARRE, ENTER], action: [goto, LOC_BARRENROOM]},
{verbs: [VIEW], action: [goto, LOC_BREATHTAKING]},
]
- LOC_BARRENROOM:
description:
long: |-
You are inside a barren room. The center of the room is completely
empty except for some dust. Marks in the dust lead away toward the
far end of the room. The only exit is the way you came in.
short: 'You''re in Barren Room.'
conditions: {NOARRR: true, DEEP: true}
travel: [
{verbs: [WEST, OUT], action: [goto, LOC_BARRENFRONT]},
{verbs: [FORK], action: [goto, LOC_FORK]},
{verbs: [VIEW], action: [goto, LOC_BREATHTAKING]},
]
- LOC_DIFFERENT3:
description:
long: 'You are in a maze of twisting little passages, all different.'
short: !!null
conditions: {DEEP: true, NOBACK: true}
travel: [
{verbs: [WEST], action: [goto, LOC_DIFFERENT1]},
{verbs: [SE], action: [goto, LOC_DIFFERENT4]},
{verbs: [NW], action: [goto, LOC_DIFFERENT5]},
{verbs: [SW], action: [goto, LOC_DIFFERENT6]},
{verbs: [NE], action: [goto, LOC_DIFFERENT7]},
{verbs: [UPWAR], action: [goto, LOC_DIFFERENT8]},
{verbs: [DOWN], action: [goto, LOC_DIFFERENT9]},
{verbs: [NORTH], action: [goto, LOC_DIFFERENT10]},
{verbs: [SOUTH], action: [goto, LOC_DIFFERENT11]},
{verbs: [EAST], action: [goto, LOC_DIFFERENT2]},
]
- LOC_DIFFERENT4:
description:
long: 'You are in a little maze of twisty passages, all different.'
short: !!null
conditions: {DEEP: true, NOBACK: true}
travel: [
{verbs: [NW], action: [goto, LOC_DIFFERENT1]},
{verbs: [UPWAR], action: [goto, LOC_DIFFERENT3]},
{verbs: [NORTH], action: [goto, LOC_DIFFERENT5]},
{verbs: [SOUTH], action: [goto, LOC_DIFFERENT6]},
{verbs: [WEST], action: [goto, LOC_DIFFERENT7]},
{verbs: [SW], action: [goto, LOC_DIFFERENT8]},
{verbs: [NE], action: [goto, LOC_DIFFERENT9]},
{verbs: [EAST], action: [goto, LOC_DIFFERENT10]},
{verbs: [DOWN], action: [goto, LOC_DIFFERENT11]},
{verbs: [SE], action: [goto, LOC_DIFFERENT2]},
]
- LOC_DIFFERENT5:
description:
long: 'You are in a twisting maze of little passages, all different.'
short: !!null
conditions: {DEEP: true, NOBACK: true}
travel: [
{verbs: [UPWAR], action: [goto, LOC_DIFFERENT1]},
{verbs: [DOWN], action: [goto, LOC_DIFFERENT3]},
{verbs: [WEST], action: [goto, LOC_DIFFERENT4]},
{verbs: [NE], action: [goto, LOC_DIFFERENT6]},
{verbs: [SW], action: [goto, LOC_DIFFERENT7]},
{verbs: [EAST], action: [goto, LOC_DIFFERENT8]},
{verbs: [NORTH], action: [goto, LOC_DIFFERENT9]},
{verbs: [NW], action: [goto, LOC_DIFFERENT10]},
{verbs: [SE], action: [goto, LOC_DIFFERENT11]},
{verbs: [SOUTH], action: [goto, LOC_DIFFERENT2]},
]
- LOC_DIFFERENT6:
description:
long: 'You are in a twisting little maze of passages, all different.'
short: !!null
conditions: {DEEP: true, NOBACK: true}
travel: [
{verbs: [NE], action: [goto, LOC_DIFFERENT1]},
{verbs: [NORTH], action: [goto, LOC_DIFFERENT3]},
{verbs: [NW], action: [goto, LOC_DIFFERENT4]},
{verbs: [SE], action: [goto, LOC_DIFFERENT5]},
{verbs: [EAST], action: [goto, LOC_DIFFERENT7]},
{verbs: [DOWN], action: [goto, LOC_DIFFERENT8]},
{verbs: [SOUTH], action: [goto, LOC_DIFFERENT9]},
{verbs: [UPWAR], action: [goto, LOC_DIFFERENT10]},
{verbs: [WEST], action: [goto, LOC_DIFFERENT11]},
{verbs: [SW], action: [goto, LOC_DIFFERENT2]},
]
- LOC_DIFFERENT7:
description:
long: 'You are in a twisty little maze of passages, all different.'
short: !!null
conditions: {DEEP: true, NOBACK: true}
travel: [
{verbs: [NORTH], action: [goto, LOC_DIFFERENT1]},
{verbs: [SE], action: [goto, LOC_DIFFERENT3]},
{verbs: [DOWN], action: [goto, LOC_DIFFERENT4]},
{verbs: [SOUTH], action: [goto, LOC_DIFFERENT5]},
{verbs: [EAST], action: [goto, LOC_DIFFERENT6]},
{verbs: [WEST], action: [goto, LOC_DIFFERENT8]},
{verbs: [SW], action: [goto, LOC_DIFFERENT9]},
{verbs: [NE], action: [goto, LOC_DIFFERENT10]},
{verbs: [NW], action: [goto, LOC_DIFFERENT11]},
{verbs: [UPWAR], action: [goto, LOC_DIFFERENT2]},
]
- LOC_DIFFERENT8:
description:
long: 'You are in a twisty maze of little passages, all different.'
short: !!null
conditions: {DEEP: true, NOBACK: true}
travel: [
{verbs: [EAST], action: [goto, LOC_DIFFERENT1]},
{verbs: [WEST], action: [goto, LOC_DIFFERENT3]},
{verbs: [UPWAR], action: [goto, LOC_DIFFERENT4]},
{verbs: [SW], action: [goto, LOC_DIFFERENT5]},
{verbs: [DOWN], action: [goto, LOC_DIFFERENT6]},
{verbs: [SOUTH], action: [goto, LOC_DIFFERENT7]},
{verbs: [NW], action: [goto, LOC_DIFFERENT9]},
{verbs: [SE], action: [goto, LOC_DIFFERENT10]},
{verbs: [NE], action: [goto, LOC_DIFFERENT11]},
{verbs: [NORTH], action: [goto, LOC_DIFFERENT2]},
]
- LOC_DIFFERENT9:
description:
long: 'You are in a little twisty maze of passages, all different.'
short: !!null
conditions: {DEEP: true, NOBACK: true}
travel: [
{verbs: [SE], action: [goto, LOC_DIFFERENT1]},
{verbs: [NE], action: [goto, LOC_DIFFERENT3]},
{verbs: [SOUTH], action: [goto, LOC_DIFFERENT4]},
{verbs: [DOWN], action: [goto, LOC_DIFFERENT5]},
{verbs: [UPWAR], action: [goto, LOC_DIFFERENT6]},
{verbs: [NW], action: [goto, LOC_DIFFERENT7]},
{verbs: [NORTH], action: [goto, LOC_DIFFERENT8]},
{verbs: [SW], action: [goto, LOC_DIFFERENT10]},
{verbs: [EAST], action: [goto, LOC_DIFFERENT11]},
{verbs: [WEST], action: [goto, LOC_DIFFERENT2]},
]
- LOC_DIFFERENT10:
description:
long: 'You are in a maze of little twisting passages, all different.'
short: !!null
conditions: {DEEP: true, NOBACK: true}
travel: [
{verbs: [DOWN], action: [goto, LOC_DIFFERENT1]},
{verbs: [EAST], action: [goto, LOC_DIFFERENT3]},
{verbs: [NE], action: [goto, LOC_DIFFERENT4]},
{verbs: [UPWAR], action: [goto, LOC_DIFFERENT5]},
{verbs: [WEST], action: [goto, LOC_DIFFERENT6]},
{verbs: [NORTH], action: [goto, LOC_DIFFERENT7]},
{verbs: [SOUTH], action: [goto, LOC_DIFFERENT8]},
{verbs: [SE], action: [goto, LOC_DIFFERENT9]},
{verbs: [SW], action: [goto, LOC_DIFFERENT11]},
{verbs: [NW], action: [goto, LOC_DIFFERENT2]},
]
- LOC_DIFFERENT11:
description:
long: 'You are in a maze of little twisty passages, all different.'
short: !!null
conditions: {DEEP: true, NOBACK: true}
travel: [
{verbs: [SW], action: [goto, LOC_DIFFERENT1]},
{verbs: [NW], action: [goto, LOC_DIFFERENT3]},
{verbs: [EAST], action: [goto, LOC_DIFFERENT4]},
{verbs: [WEST], action: [goto, LOC_DIFFERENT5]},
{verbs: [NORTH], action: [goto, LOC_DIFFERENT6]},
{verbs: [DOWN], action: [goto, LOC_DIFFERENT7]},
{verbs: [SE], action: [goto, LOC_DIFFERENT8]},
{verbs: [UPWAR], action: [goto, LOC_DIFFERENT9]},
{verbs: [SOUTH], action: [goto, LOC_DIFFERENT10]},
{verbs: [NE], action: [goto, LOC_DIFFERENT2]},
]
- LOC_DEADEND13:
description:
long: 'Dead end'
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [NORTH, OUT], action: [goto, LOC_DIFFERENT2]},
{verbs: [SOUTH], cond: [not, VEND, VEND_BLOCKS], action: [goto, LOC_ROUGHHEWN]},
{verbs: [SOUTH], action: [goto, LOC_BADDIRECTION]},
]
- LOC_ROUGHHEWN:
description:
long: 'You are in a long, rough-hewn, north/south corridor.'
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [NORTH], action: [goto, LOC_DEADEND13]},
{verbs: [SOUTH], action: [goto, LOC_LARGE]},
]
- LOC_BADDIRECTION:
description:
long: 'There is no way to go that direction.'
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [], action: [goto, LOC_DEADEND13]},
]
- LOC_LARGE:
description:
long: 'You are in a large chamber with passages to the west and north.'
short: !!null
conditions: {DEEP: true}
hints: [*ogre]
travel: [
{verbs: [WEST], action: [goto, LOC_ROUGHHEWN]},
{verbs: [NORTH], cond: [with, OGRE], action: [speak, OGRE_SNARL]},
{verbs: [NORTH], action: [goto, LOC_STOREROOM]},
]
- LOC_STOREROOM:
description:
long: 'You are in the ogre''s storeroom. The only exit is to the south.'
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [SOUTH, OUT], action: [goto, LOC_LARGE]},
]
- LOC_FOREST1:
description:
long: 'You are wandering aimlessly through the forest.'
short: !!null
conditions: {FOREST: true, NOBACK: true, LIT: true}
hints: [*forest]
travel: [
{verbs: [EAST], action: [goto, LOC_START]},
{verbs: [WEST], action: [goto, LOC_FOREST13]},
{verbs: [NORTH], action: [goto, LOC_FOREST2]},
{verbs: [SOUTH], action: [goto, LOC_FOREST3]},
]
- LOC_FOREST2:
description:
long: 'You are wandering aimlessly through the forest.'
short: !!null
conditions: {FOREST: true, NOBACK: true, LIT: true}
hints: [*forest]
travel: [
{verbs: [EAST], action: [goto, LOC_FOREST1]},
{verbs: [WEST], action: [goto, LOC_FOREST19]},
{verbs: [NORTH], action: [goto, LOC_FOREST3]},
{verbs: [SOUTH], action: [goto, LOC_FOREST18]},
]
- LOC_FOREST3:
description:
long: 'You are wandering aimlessly through the forest.'
short: !!null
conditions: {FOREST: true, NOBACK: true, LIT: true}
hints: [*forest]
travel: [
{verbs: [EAST, WEST], action: [goto, LOC_FOREST4]},
{verbs: [NORTH], action: [goto, LOC_FOREST2]},
{verbs: [SOUTH], action: [goto, LOC_FOREST1]},
]
- LOC_FOREST4:
description:
long: 'You are wandering aimlessly through the forest.'
short: !!null
conditions: {FOREST: true, NOBACK: true, LIT: true}
hints: [*forest]
travel: [
{verbs: [EAST, NORTH], action: [goto, LOC_FOREST3]},
{verbs: [WEST, SOUTH], action: [goto, LOC_FOREST5]},
]
- LOC_FOREST5:
description:
long: 'You are wandering aimlessly through the forest.'
short: !!null
conditions: {FOREST: true, NOBACK: true, LIT: true}
hints: [*forest]
travel: [
{verbs: [EAST, NORTH], action: [goto, LOC_FOREST4]},
{verbs: [WEST], action: [goto, LOC_FOREST7]},
{verbs: [SOUTH], action: [goto, LOC_FOREST6]},
]
- LOC_FOREST6:
description:
long: 'You are wandering aimlessly through the forest.'
short: !!null
conditions: {FOREST: true, NOBACK: true, LIT: true}
hints: [*forest]
travel: [
{verbs: [EAST], action: [goto, LOC_FOREST5]},
{verbs: [WEST], action: [goto, LOC_FOREST7]},
{verbs: [NORTH], action: [goto, LOC_VALLEY]},
{verbs: [SOUTH], action: [goto, LOC_SLIT]},
]
- LOC_FOREST7:
description:
long: 'You are wandering aimlessly through the forest.'
short: !!null
conditions: {FOREST: true, NOBACK: true, LIT: true}
hints: [*forest]
travel: [
{verbs: [EAST], action: [goto, LOC_FOREST5]},
{verbs: [WEST], action: [goto, LOC_FOREST6]},
{verbs: [NORTH], action: [goto, LOC_GRATE]},
{verbs: [SOUTH], action: [goto, LOC_FOREST8]},
]
- LOC_FOREST8:
description:
long: 'You are wandering aimlessly through the forest.'
short: !!null
conditions: {FOREST: true, NOBACK: true, LIT: true}
hints: [*forest]
travel: [
{verbs: [EAST], action: [goto, LOC_FOREST9]},
{verbs: [WEST], action: [goto, LOC_FOREST11]},
{verbs: [NORTH], action: [goto, LOC_FOREST22]},
{verbs: [SOUTH], action: [goto, LOC_FOREST7]},
]
- LOC_FOREST9:
description:
long: 'You are wandering aimlessly through the forest.'
short: !!null
conditions: {FOREST: true, NOBACK: true, LIT: true}
hints: [*forest]
travel: [
{verbs: [EAST], action: [goto, LOC_FOREST11]},
{verbs: [WEST], action: [goto, LOC_FOREST8]},
{verbs: [NORTH], action: [goto, LOC_FOREST10]},
{verbs: [SOUTH], action: [goto, LOC_GRATE]},
]
- LOC_FOREST10:
description:
long: 'You are wandering aimlessly through the forest.'
short: !!null
conditions: {FOREST: true, NOBACK: true, LIT: true}
hints: [*forest]
travel: [
{verbs: [EAST], action: [goto, LOC_SLIT]},
{verbs: [WEST], action: [goto, LOC_FOREST11]},
{verbs: [NORTH], action: [goto, LOC_FOREST9]},
{verbs: [SOUTH], action: [goto, LOC_GRATE]},
]
- LOC_FOREST11:
description:
long: 'You are wandering aimlessly through the forest.'
short: !!null
conditions: {FOREST: true, NOBACK: true, LIT: true}
hints: [*forest]
travel: [
{verbs: [EAST], action: [goto, LOC_FOREST10]},
{verbs: [WEST], action: [goto, LOC_FOREST8]},
{verbs: [NORTH], action: [goto, LOC_FOREST22]},
{verbs: [SOUTH], action: [goto, LOC_FOREST9]},
]
- LOC_FOREST12:
description:
long: 'You are wandering aimlessly through the forest.'
short: !!null
conditions: {FOREST: true, NOBACK: true, LIT: true}
hints: [*forest]
travel: [
{verbs: [EAST], action: [goto, LOC_FOREST13]},
{verbs: [WEST], action: [goto, LOC_FOREST14]},
{verbs: [NORTH], action: [goto, LOC_FOREST22]},
{verbs: [SOUTH], action: [goto, LOC_VALLEY]},
]
- LOC_FOREST13:
description:
long: 'You are wandering aimlessly through the forest.'
short: !!null
conditions: {FOREST: true, NOBACK: true, LIT: true}
hints: [*forest]
travel: [
{verbs: [EAST], action: [goto, LOC_FOREST1]},
{verbs: [WEST], action: [goto, LOC_FOREST12]},
{verbs: [NORTH], action: [goto, LOC_FOREST20]},
{verbs: [SOUTH], action: [goto, LOC_HILL]},
]
- LOC_FOREST14:
description:
long: 'You are wandering aimlessly through the forest.'
short: !!null
conditions: {FOREST: true, NOBACK: true, LIT: true}
hints: [*forest]
travel: [
{verbs: [EAST], action: [goto, LOC_ROADEND]},
{verbs: [WEST], action: [goto, LOC_FOREST16]},
{verbs: [NORTH], action: [goto, LOC_FOREST15]},
{verbs: [SOUTH], action: [goto, LOC_FOREST12]},
]
- LOC_FOREST15:
description:
long: 'You are wandering aimlessly through the forest.'
short: !!null
conditions: {FOREST: true, NOBACK: true, LIT: true}
hints: [*forest]
travel: [
{verbs: [EAST], action: [goto, LOC_FOREST16]},
{verbs: [WEST], action: [goto, LOC_FOREST22]},
{verbs: [NORTH], action: [goto, LOC_ROADEND]},
{verbs: [SOUTH], action: [goto, LOC_FOREST14]},
]
- LOC_FOREST16:
description:
long: 'You are wandering aimlessly through the forest.'
short: !!null
conditions: {FOREST: true, NOBACK: true, LIT: true}
hints: [*forest]
travel: [
{verbs: [EAST, NORTH], action: [goto, LOC_FOREST17]},
{verbs: [WEST], action: [goto, LOC_FOREST14]},
{verbs: [SOUTH], action: [goto, LOC_FOREST15]},
]
- LOC_FOREST17:
description:
long: 'You are wandering aimlessly through the forest.'
short: !!null
conditions: {FOREST: true, NOBACK: true, LIT: true}
hints: [*forest]
travel: [
{verbs: [EAST], action: [goto, LOC_FOREST18]},
{verbs: [WEST, SOUTH], action: [goto, LOC_FOREST16]},
{verbs: [NORTH], action: [goto, LOC_CLIFF]},
]
- LOC_FOREST18:
description:
long: 'You are wandering aimlessly through the forest.'
short: !!null
conditions: {FOREST: true, NOBACK: true, LIT: true}
hints: [*forest]
travel: [
{verbs: [EAST], action: [goto, LOC_FOREST19]},
{verbs: [WEST], action: [goto, LOC_FOREST17]},
{verbs: [NORTH], action: [goto, LOC_FOREST2]},
{verbs: [SOUTH], action: [goto, LOC_FOREST21]},
]
- LOC_FOREST19:
description:
long: 'You are wandering aimlessly through the forest.'
short: !!null
conditions: {FOREST: true, NOBACK: true, LIT: true}
hints: [*forest]
travel: [
{verbs: [EAST], action: [goto, LOC_FOREST2]},
{verbs: [WEST], action: [goto, LOC_FOREST18]},
{verbs: [NORTH], action: [goto, LOC_CLIFF]},
{verbs: [SOUTH], action: [goto, LOC_FOREST20]},
]
- LOC_FOREST20:
description:
long: 'You are wandering aimlessly through the forest.'
short: !!null
conditions: {FOREST: true, NOBACK: true, LIT: true}
hints: [*forest]
travel: [
{verbs: [EAST], action: [goto, LOC_HILL]},
{verbs: [WEST], action: [goto, LOC_FOREST21]},
{verbs: [NORTH], action: [goto, LOC_FOREST19]},
{verbs: [SOUTH], action: [goto, LOC_FOREST13]},
]
- LOC_FOREST21:
description:
long: 'You are wandering aimlessly through the forest.'
short: !!null
conditions: {FOREST: true, NOBACK: true, LIT: true}
hints: [*forest]
travel: [
{verbs: [EAST], action: [goto, LOC_FOREST20]},
{verbs: [WEST], action: [goto, LOC_ROADEND]},
{verbs: [NORTH], action: [goto, LOC_FOREST18]},
{verbs: [SOUTH], action: [goto, LOC_FOREST21]},
]
- LOC_FOREST22:
description:
long: 'You are wandering aimlessly through the forest.'
short: !!null
conditions: {FOREST: true, NOBACK: true, LIT: true}
hints: [*forest]
travel: [
{verbs: [EAST], action: [goto, LOC_FOREST8]},
{verbs: [WEST], action: [goto, LOC_FOREST11]},
{verbs: [NORTH], action: [goto, LOC_FOREST15]},
{verbs: [SOUTH], action: [goto, LOC_FOREST12]},
]
- LOC_LEDGE:
description:
long: |-
You are on a small ledge on one face of a sheer cliff. There are no
paths away from the ledge. Across the chasm is a small clearing
surrounded by forest.
short: 'You''re on ledge.'
conditions: {ABOVE: true, LIT: true}
travel: [
{verbs: [JUMP], action: [goto, LOC_NOMAKE]},
]
- LOC_RESBOTTOM:
description:
long: |-
You are walking across the bottom of the reservoir. Walls of water
rear up on either side. The roar of the water cascading past is
nearly deafening, and the mist is so thick you can barely see.
short: 'You''re at bottom of reservoir.'
conditions: {FLUID: true, DEEP: true}
sound: TOTAL_ROAR
loud: true
travel: [
{verbs: [NORTH], action: [goto, LOC_RESNORTH]},
{verbs: [SOUTH], action: [goto, LOC_RESERVOIR]},
]
- LOC_RESNORTH:
description:
long: |-
You are at the northern edge of the reservoir. A northwest passage
leads sharply up from here.
short: 'You''re north of reservoir.'
conditions: {FLUID: true, DEEP: true}
sound: WATERS_CRASHING
travel: [
{verbs: [SOUTH, ACROS, CROSS],
cond: [not, RESER, WATERS_PARTED], action: [speak, BAD_DIRECTION]},
{verbs: [SOUTH], action: [goto, LOC_RESBOTTOM]},
{verbs: [NW, UPWAR, OUT], action: [goto, LOC_TREACHEROUS]},
]
- LOC_TREACHEROUS:
description:
long: 'You are scrambling along a treacherously steep, rocky passage.'
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [UPWAR, NW], action: [goto, LOC_STEEP]},
{verbs: [DOWN, SE], action: [goto, LOC_RESNORTH]},
]
- LOC_STEEP:
description:
long: 'You are on a very steep incline, which widens at it goes upward.'
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [DOWN, SE], action: [goto, LOC_TREACHEROUS]},
{verbs: [UPWAR, NW], action: [goto, LOC_CLIFFBASE]},
]
- LOC_CLIFFBASE:
description:
long: |-
You are at the base of a nearly vertical cliff. There are some
slim footholds which would enable you to climb up, but it looks
extremely dangerous. Here at the base of the cliff lie the remains
of several earlier adventurers who apparently failed to make it.
short: 'You''re at base of cliff.'
conditions: {DEEP: true}
travel: [
{verbs: [DOWN, SE], action: [goto, LOC_STEEP]},
{verbs: [UPWAR, CLIMB], action: [goto, LOC_CLIFFACE]},
]
- LOC_CLIFFACE:
description:
long: 'You are climbing along a nearly vertical cliff.'
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [DOWN], action: [goto, LOC_CLIFFBASE]},
{verbs: [UPWAR], cond: [carry, OBJ_46], action: [goto, LOC_CLIFFTOP]},
{verbs: [UPWAR], action: [goto, LOC_FOOTSLIP]},
]
- LOC_FOOTSLIP:
description:
long: |-
Just as you reach the top, your foot slips on a loose rock and you
tumble several hundred feet to join the other unlucky adventurers.
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [], action: [goto, LOC_NOWHERE]},
]
- LOC_CLIFFTOP:
description:
long: |-
Just as you reach the top, your foot slips on a loose rock and you
make one last desperate grab. Your luck holds, as does your grip.
With an enormous heave, you lift yourself to the ledge above.
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [], action: [goto, LOC_CLIFFLEDGE]},
]
- LOC_CLIFFLEDGE:
description:
long: |-
You are on a small ledge at the top of a nearly vertical cliff.
There is a low crawl leading off to the northeast.
short: 'You''re at top of cliff.'
conditions: {DEEP: true}
travel: [
{verbs: [CLIMB, DOWN], action: [goto, LOC_CLIFFACE]},
{verbs: [NE, CRAWL], action: [goto, LOC_REACHDEAD]},
]
- LOC_REACHDEAD:
description:
long: 'You have reached a dead end.'
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [SW, OUT, CRAWL], action: [goto, LOC_CLIFFLEDGE]},
]
- LOC_GRUESOME:
description:
long: 'There is now one more gruesome aspect to the spectacular vista.'
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [], action: [goto, LOC_NOWHERE]},
]
- LOC_FOOF1:
description:
long: '>>Foof!<<'
short: !!null
conditions: {}
travel: [
{verbs: [], action: [goto, LOC_DEBRIS]},
]
- LOC_FOOF2:
description:
long: '>>Foof!<<'
short: !!null
conditions: {ABOVE: true}
travel: [
{verbs: [], action: [goto, LOC_BUILDING]},
]
- LOC_FOOF3:
description:
long: '>>Foof!<<'
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [], action: [goto, LOC_Y2]},
]
- LOC_FOOF4:
description:
long: '>>Foof!<<'
short: !!null
conditions: {ABOVE: true}
travel: [
{verbs: [], action: [goto, LOC_BUILDING]},
]
- LOC_FOOF5:
description:
long: '>>Foof!<<'
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [], action: [goto, LOC_PLOVER]},
]
- LOC_FOOF6:
description:
long: '>>Foof!<<'
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [], action: [goto, LOC_Y2]},
]
arbitrary_messages: !!omap
- NO_MESSAGE: !!null
- CAVE_NEARBY: |-
Somewhere nearby is Colossal Cave, where others have found fortunes in
treasure and gold, though it is rumored that some who enter are never
seen again. Magic is said to work in the cave. I will be your eyes
and hands. Direct me with commands of 1 or 2 words. I should warn
you that I look at only the first five letters of each word, so you'll
have to enter "northeast" as "ne" to distinguish it from "north".
You can type "help" for some general hints. For information on how
to end your adventure, scoring, etc., type "info".
\t\t\t - - -
This program was originally developed by Willie Crowther. Most of the
features of the current program were added by Don Woods.
- DWARF_BLOCK: 'A little dwarf with a big knife blocks your way.'
- DWARF_RAN: |-
A little dwarf just walked around a corner, saw you, threw a little
axe at you which missed, cursed, and ran away.
- DWARF_PACK: 'There are %d threatening little dwarves in the room with you.'
- DWARF_SINGLE: 'There is a threatening little dwarf in the room with you!'
- KNIFE_THROWN: 'One sharp nasty knife is thrown at you!'
- SAYS_PLUGH: 'A hollow voice says "PLUGH".'
- GETS_YOU: 'It gets you!'
- MISSES_YOU: 'It misses!'
- UNSURE_FACING: 'I am unsure how you are facing. Use compass points or nearby objects.'
- NO_INOUT_HERE: |-
I don't know in from out here. Use compass points or name something
in the general direction you want to go.
- CANT_APPLY: 'I don''t know how to apply that word here.'
- AM_GAME: &am_game 'I''m game. Would you care to explain how?'
- NO_MORE_DETAIL: |-
Sorry, but I am not allowed to give more detail. I will repeat the
long description of your location.
- PITCH_DARK: 'It is now pitch dark. If you proceed you will likely fall into a pit.'
- W_IS_WEST: 'If you prefer, simply type w rather than west.'
- REALLY_QUIT: 'Do you really want to quit now?'
- PIT_FALL: 'You fell into a pit and broke every bone in your body!'
- ALREADY_CARRYING: &already_carrying 'You are already carrying it!'
- YOU_JOKING: 'You can''t be serious!'
- BIRD_EVADES: |-
The bird seemed unafraid at first, but as you approach it becomes
disturbed and you cannot catch it.
- CANNOT_CARRY: 'You can catch the bird, but you cannot carry it.'
- NOTHING_LOCKED: 'There is nothing here with a lock!'
- ARENT_CARRYING: &arent_carrying 'You aren''t carrying it!'
- BIRD_ATTACKS: |-
The little bird attacks the green snake, and in an astounding flurry
drives the snake away.
- NO_KEYS: 'You have no keys!'
- NO_LOCK: 'It has no lock.'
- NOT_LOCKABLE: &not_lockable 'I don''t know how to lock or unlock such a thing.'
- ALREADY_LOCKED: 'It was already locked.'
- ALREADY_UNLOCKED: 'It was already unlocked.'
- BEAR_BLOCKS: |-
There is no way to get past the bear to unlock the chain, which is
probably just as well.
- NOTHING_HAPPENS: &nothing_happens 'Nothing happens.'
- WHERE_QUERY: &where_query 'Where?'
- NO_TARGET: 'There is nothing here to attack.'
- BIRD_DEAD: 'The little bird is now dead. Its body disappears.'
- SNAKE_WARNING: 'Attacking the snake both doesn''t work and is very dangerous.'
- KILLED_DWARF: 'You killed a little dwarf.'
- DWARF_DODGES: 'You attack a little dwarf, but he dodges out of the way.'
- BARE_HANDS_QUERY: 'With what? Your bare hands?'
- BAD_DIRECTION: 'There is no way to go that direction.'
- TWO_WORDS: 'Please stick to 1- and 2-word commands.'
- OK_MAN: &ok_man 'OK'
- CANNOT_UNLOCK: 'You can''t unlock the keys.'
- FUTILE_CRAWL: |-
You have crawled around in some little holes and wound up back in the
main passage.
- FOLLOW_STREAM: |-
I don't know where the cave is, but hereabouts no stream can run on
the surface for long. I would try the stream.
- NEED_DETAIL: 'I need more detailed instructions to do that.'
- NEARBY: &nearby |-
I can only tell you what you see as you move about and manipulate
things. I cannot tell you where remote things are.
- OGRE_SNARL: 'The ogre snarls and shoves you back.'
- HUH_MAN: &huh_man 'Huh?'
- WELCOME_YOU: 'Welcome to Adventure!! Would you like instructions?'
- REQUIRES_DYNAMITE: &requires_dynamite 'Blasting requires dynamite.'
- FEET_WET: 'Your feet are now wet.'
- LOST_APPETITE: 'I think I just lost my appetite.'
- THANKS_DELICIOUS: 'Thank you, it was delicious!'
- PECULIAR_NOTHING: 'Peculiar. Nothing unexpected happens.'
- GROUND_WET: 'Your bottle is empty and the ground is wet.'
- CANT_POUR: 'You can''t pour that.'
- WHICH_WAY: 'Which way?'
- FORGOT_PATH: 'Sorry, but I no longer seem to remember how it was you got here.'
- CARRY_LIMIT: 'You can''t carry anything more. You''ll have to drop something first.'
- GRATE_NOWAY: 'You can''t go through a locked steel grate!'
- YOU_HAVEIT: 'I believe what you want is right here with you.'
- DONT_FIT: 'You don''t fit through a two-inch slit!'
- CROSS_BRIDGE: 'I respectfully suggest you go across the bridge instead of jumping.'
- NO_CROSS: 'There is no way across the fissure.'
- NO_CARRY: 'You''re not carrying anything.'
- NOW_HOLDING: 'You are currently holding the following:'
- BIRD_PINING: |-
It's not hungry (it's merely pinin' for the fjords). Besides, you
have no bird seed.
- BIRD_DEVOURED: 'The snake has now devoured your bird.'
- NOTHING_EDIBLE: 'There''s nothing here it wants to eat (except perhaps you).'
- REALLY_MAD: 'You fool, dwarves eat only coal! Now you''ve made him *REALLY* mad!!'
- NO_CONTAINER: 'You have nothing in which to carry it.'
- BOTTLE_FULL: 'Your bottle is already full.'
- NO_LIQUID: 'There is nothing here with which to fill the bottle.'
- RIDICULOUS_ATTEMPT: &ridiculous_attempt 'Don''t be ridiculous!'
- RUSTY_DOOR: 'The door is extremely rusty and refuses to open.'
- SHAKING_LEAVES: 'The plant indignantly shakes the oil off its leaves and asks, "Water?"'
- DEEP_ROOTS: 'The plant has exceptionally deep roots and cannot be pulled free.'
- KNIVES_VANISH: 'The dwarves'' knives vanish as they strike the walls of the cave.'
- MUST_DROP: |-
Something you're carrying won't fit through the tunnel with you.
You'd best take inventory and drop something.
- CLAM_BLOCKER: 'You can''t fit this five-foot clam through that little passage!'
- OYSTER_BLOCKER: 'You can''t fit this five-foot oyster through that little passage!'
#- DROP_CLAM: 'I advise you to put down the clam before opening it. >STRAIN!<'
- DROP_OYSTER: 'I advise you to put down the oyster before opening it. >WRENCH!<'
- CLAM_OPENER: 'You don''t have anything strong enough to open the clam.'
- OYSTER_OPENER: 'You don''t have anything strong enough to open the oyster.'
- PEARL_FALLS: |-
A glistening pearl falls out of the clam and rolls away. Goodness,
this must really be an oyster. (I never was very good at identifying
bivalves.) Whatever it is, it has now snapped shut again.
- OYSTER_OPENS: |-
The oyster creaks open, revealing nothing but oyster inside. It
promptly snaps shut again.
- WAY_BLOCKED: |-
You have crawled around in some little holes and found your way
blocked by a recent cave-in. You are now back in the main passage.
- PIRATE_RUSTLES: 'There are faint rustling noises from the darkness behind you.'
- PIRATE_POUNCES: |-
Out from the shadows behind you pounces a bearded pirate! "Har, har,"
he chortles, "I'll just take all this booty and hide it away with me
chest deep in the maze!" He snatches your treasure and vanishes into
the gloom.
- CAVE_CLOSING: |-
A sepulchral voice reverberating through the cave, says, "Cave closing
soon. All adventurers exit immediately through main office."
- EXIT_CLOSED: |-
A mysterious recorded voice groans into life and announces:
"This exit is closed. Please leave via main office."
- DEATH_CLOSING: |-
It looks as though you're dead. Well, seeing as how it's so close to
closing time anyway, I think we'll just call it a day.
- CAVE_CLOSED: |-
The sepulchral voice intones, "The cave is now closed." As the echoes
fade, there is a blinding flash of light (and a small puff of orange
smoke). . . . As your eyes refocus, you look around and find...
- VICTORY_MESSAGE: |-
There is a loud explosion, and a twenty-foot hole appears in the far
wall, burying the dwarves in the rubble. You march through the hole
and find yourself in the main office, where a cheering band of
friendly elves carry the conquering adventurer off into the sunset.
- DEFEAT_MESSAGE: |-
There is a loud explosion, and a twenty-foot hole appears in the far
wall, burying the snakes in the rubble. A river of molten lava pours
in through the hole, destroying everything in its path, including you!
- SPLATTER_MESSAGE: |-
There is a loud explosion, and you are suddenly splashed across the
walls of the room.
- DWARVES_AWAKEN: |-
The resulting ruckus has awakened the dwarves. There are now several
threatening little dwarves in the room with you! Most of them throw
knives at you! All of them get you!
- UNHAPPY_BIRD: 'Oh, leave the poor unhappy bird alone.'
- NEEDED_NEARBY: 'I daresay whatever you want is around here somewhere.'
- NOT_CONNECTED: 'You can''t get there from here.'
- TAME_BEAR: 'You are being followed by a very large, tame bear.'
- WITHOUT_SUSPENDS: 'Now let''s see you do it without suspending in mid-Adventure.'
- FILL_INVALID: 'There is nothing here with which to fill it.'
- SHATTER_VASE: 'The sudden change in temperature has delicately shattered the vase.'
- BEYOND_POWER: &beyond_power 'It is beyond your power to do that.'
- NOT_KNOWHOW: &not_knowhow 'I don''t know how.'
- TOO_FAR: 'It is too far up for you to reach.'
- DWARF_SMOKE: |-
You killed a little dwarf. The body vanishes in a cloud of greasy
black smoke.
- SHELL_IMPERVIOUS: 'The shell is very strong and is impervious to attack.'
- START_OVER: 'What''s the matter, can''t you read? Now you''d best start over.'
- WELL_POINTLESS: 'Well, that was remarkably pointless.'
- DRAGON_SCALES: 'The axe bounces harmlessly off the dragon''s thick scales.'
- NASTY_DRAGON: 'The dragon looks rather nasty. You''d best not try to get by.'
- BIRD_BURNT: |-
The little bird attacks the green dragon, and in an astounding flurry
gets burnt to a cinder. The ashes blow away.
- BRIEF_CONFIRM: |-
Okay, from now on I'll only describe a place in full the first time
you come to it. To get the full description, say "look".
- ROCKY_TROLL: |-
Trolls are close relatives with the rocks and have skin as tough as
that of a rhinoceros. The troll fends off your blows effortlessly.
- TROLL_RETURNS: |-
The troll deftly catches the axe, examines it carefully, and tosses it
back, declaring, "Good workmanship, but it's not valuable enough."
- TROLL_SATISFIED: 'The troll catches your treasure and scurries away out of sight.'
- TROLL_BLOCKS: 'The troll refuses to let you cross.'
- BRIDGE_GONE: 'There is no longer any way across the chasm.'
- BEAR_HANDS: 'With what? Your bare hands? Against *HIS* bear hands??'
- BEAR_CONFUSED: 'The bear is confused; he only wants to be your friend.'
- ALREADY_DEAD: 'For crying out loud, the poor thing is already dead!'
- BEAR_CHAINED: 'The bear is still chained to the wall.'
- STILL_LOCKED: 'The chain is still locked.'
- CHAIN_UNLOCKED: 'The chain is now unlocked.'
- CHAIN_LOCKED: 'The chain is now locked.'
- NO_LOCKSITE: 'There is nothing here to which the chain can be locked.'
- WANT_HINT: 'Do you want the hint?'
- TROLL_VICES: 'Gluttony is not one of the troll''s vices. Avarice, however, is.'
- LAMP_DIM: |-
Your lamp is getting dim. You'd best start wrapping this up, unless
you can find some fresh batteries. I seem to recall there's a vending
machine in the maze. Bring some coins with you.
- LAMP_OUT: 'Your lamp has run out of power.'
- PLEASE_ANSWER: 'Please answer the question.'
- PIRATE_SPOTTED: |-
There are faint rustling noises from the darkness behind you. As you
turn toward them, the beam of your lamp falls across a bearded pirate.
He is carrying a large chest. "Shiver me timbers!" he cries, "I've
been spotted! I'd best hie meself off to the maze to hide me chest!"
With that, he vanishes into the gloom.
- GET_BATTERIES: 'Your lamp is getting dim. You''d best go back for those batteries.'
- REPLACE_BATTERIES: |-
Your lamp is getting dim. I'm taking the liberty of replacing the
batteries.
- MISSING_BATTERIES: |-
Your lamp is getting dim, and you're out of spare batteries. You'd
best start wrapping this up.
- REMOVE_MESSAGE: |-
You sift your fingers through the dust, but succeed only in
obliterating the cryptic message.
- CLUE_QUERY: |-
Hmmm, this looks like a clue, which means it'll cost you 10 points to
read it. Should I go ahead and read it anyway?
- WAYOUT_CLUE: |-
It says, "There is a way out of this place. Do you need any more
information to escape? Sorry, but this initial hint is all you get."
- DONT_UNDERSTAND: &dont_understand 'I''m afraid I don''t understand.'
- HAND_PASSTHROUGH: 'Your hand passes through it as though it weren''t there.'
- PROD_DWARF: |-
You prod the nearest dwarf, who wakes up grumpily, takes one look at
you, curses, and grabs for his axe.
- THIS_ACCEPTABLE: 'Is this acceptable?'
# This message is not currently used
#- ALREADY_OVER: |-
# This adventure is already over. To start a new adventure, or to
# resume an earlier adventure, please run a fresh copy of the program.
- OGRE_FULL: 'The ogre doesn''t appear to be hungry.'
- OGRE_DODGE: |-
The ogre, who despite his bulk is quite agile, easily dodges your
attack. He seems almost amused by your puny effort.
- OGRE_PANIC1: |-
The ogre, distracted by your rush, is struck by the knife. With a
blood-curdling yell he turns and bounds after the dwarves, who flee
in panic. You are left alone in the room.
- OGRE_PANIC2: |-
The ogre, distracted by your rush, is struck by the knife. With a
blood-curdling yell he turns and bounds after the dwarf, who flees
in panic. You are left alone in the room.
- FREE_FLY: 'The bird flies about agitatedly for a moment.'
- CAGE_FLY: 'The bird flies agitatedly about the cage.'
- NECKLACE_FLY: |-
The bird flies about agitatedly for a moment, then disappears through
the crack. It reappears shortly, carrying in its beak a jade
necklace, which it drops at your feet.
- WATER_URN: |-
You empty the bottle into the urn, which promptly ejects the water
with uncanny accuracy, squirting you directly between the eyes.
- OIL_URN: 'Your bottle is now empty and the urn is full of oil.'
- FULL_URN: 'The urn is already full of oil.'
- URN_NOPOUR: 'There''s no way to get the oil out of the urn.'
- URN_NOBUDGE: 'The urn is far too firmly embedded for your puny strength to budge it.'
- URN_GENIES: |-
As you rub the urn, there is a flash of light and a genie appears.
His aspect is stern as he advises: "One who wouldst traffic in
precious stones must first learn to recognize the signals thereof."
He wrests the urn from the stone, leaving a small cavity. Turning to
face you again, he fixes you with a steely eye and intones: "Caution!"
Genie and urn vanish in a cloud of amber smoke. The smoke condenses
to form a rare amber gemstone, resting in the cavity in the rock.
- DOUGHNUT_HOLES: 'I suppose you collect doughnut holes, too?'
- GEM_FITS: 'The gem fits easily into the cavity.'
- RUG_RISES: 'The Persian rug stiffens and rises a foot or so off the ground.'
- RUG_WIGGLES: |-
The Persian rug draped over your shoulder seems to wriggle for a
moment, but then subsides.
- RUG_SETTLES: 'The Persian rug settles gently to the ground.'
- RUG_HOVERS: 'The rug hovers stubbornly where it is.'
- RUG_NOTHING1: 'The rug does not appear inclined to cooperate.'
- RUG_NOTHING2: |-
If you mean to use the Persian rug, it does not appear inclined to
cooperate.
- FLAP_ARMS: 'Though you flap your arms furiously, it is to no avail.'
- RUG_GOES: |-
You board the Persian rug, which promptly whisks you across the chasm.
You have time for a fleeting glimpse of a two thousand foot drop to a
mighty river; then you find yourself on the other side.
- RUG_RETURNS: 'The rug ferries you back across the chasm.'
- ALL_SILENT: 'All is silent.'
- STREAM_GURGLES: 'The stream is gurgling placidly.'
- WIND_WHISTLES: 'The wind whistles coldly past your ears.'
- STREAM_SPLASHES: 'The stream splashes loudly into the pool.'
- NO_MEANING: 'You are unable to make anything of the splashing noise.'
- MURMURING_SNORING: |-
You can hear the murmuring of the beanstalks and the snoring of the
dwarves.
- SNAKES_HISSING: 'A loud hissing emanates from the snake pit.'
- DULL_RUMBLING: 'The air is filled with a dull rumbling sound.'
- LOUD_ROAR: 'The roar is quite loud here.'
- TOTAL_ROAR: 'The roaring is so loud that it drowns out all other sound.'
- BIRD_CRAP: |-
The bird eyes you suspiciously and flutters away. A moment later you
feel something wet land on your head, but upon looking up you can see
no sign of the culprit.
- FEW_DROPS: 'There are only a few drops--not enough to carry.'
- NOT_BRIGHT: '(Uh, y''know, that wasn''t very bright.)'
- TOOK_LONG: 'It''s a pity you took so long about it.'
- UPSTREAM_DOWNSTREAM: 'Upstream or downstream?'
- FOREST_QUERY: !!null
- WATERS_CRASHING: 'The waters are crashing loudly against the shore.'
- THROWN_KNIVES: '%d of them throw knives at you!'
- MULTIPLE_HITS: '%d of them get you!'
- ONE_HIT: 'One of them gets you!'
- NONE_HIT: 'None of them hits you!'
- DONT_KNOW: 'Sorry, I don''t know the word "%s".'
- WHAT_DO: 'What do you want to do with the %s?'
- NO_SEE: 'I see no %s here.'
- DO_WHAT: '%s what?'
- OKEY_DOKEY: 'Okay, "%s".'
- GARNERED_POINTS: 'You have garnered %d out of a possible %d points, using %d turn%S.'
- SUSPEND_WARNING: |-
I can suspend your Adventure for you so that you can resume later, but
it will cost you 5 points.
- HINT_COST: 'I am prepared to give you a hint, but it will cost you %d point%S.'
- TOTAL_SCORE: 'You scored %d out of a possible %d, using %d turn%S.'
- NEXT_HIGHER: 'To achieve the next higher rating, you need %d more point%S.'
- NO_HIGHER: |-
To achieve the next higher rating would be a neat trick!
Congratulations!!
- OFF_SCALE: 'You just went off my scale!!'
- RESUME_HELP: 'To resume your Adventure, start a new game and then say "RESUME".'
# This message is not currently used
#- TABLE_SPACE: |-
# Table space used:
# %d of %d words of messages %d of %d travel options
# %d of %d vocabulary words %d of %d locations
# %d of %d objects %d of %d action verbs
# %d of %d "random" messages %d of %d "class" messages
# %d of %d hints %d of %d turn thresholds'
- RESUME_ABANDON: 'To resume an earlier Adventure, you must abandon the current one.'
- VERSION_SKEW: |-
I'm sorry, but that Adventure was begun using Version %d.%d of the
save file format, and this program uses Version %d.%d. You must find an instance
using that other version in order to resume that Adventure.
# This message is not currently used
#- SAVE_TAMPERING: |-
# A dark fog creeps in to surround you. From somewhere in the fog you
# hear a stern voice. "This Adventure has been tampered with! You have
# been dabbling in magic, knowing not the havoc you might cause thereby.
# Leave at once, before you do irrevocable harm!" The fog thickens,
# until at last you can see nothing at all. Your vision then clears,
# and you find yourself back in The Real World.
- TWIST_TURN: |-
Sorry, but the path twisted and turned so much that I can't figure
out which way to go to get back.
- GO_UNNEEDED: |-
You don't have to say "go" every time; just specify a direction or, if
it's nearby, name the place to which you wish to move.
- NUMERIC_REQUIRED:
This command requires a numeric argument.
classes:
- threshold: 0
message: !!null
- threshold: 45
message: 'You are obviously a rank amateur. Better luck next time.'
- threshold: 120
message: 'Your score qualifies you as a novice class adventurer.'
- threshold: 170
message: 'You have achieved the rating: "Experienced Adventurer".'
- threshold: 250
message: 'You may now consider yourself a "Seasoned Adventurer".'
- threshold: 320
message: 'You have reached "Junior Master" status.'
- threshold: 375
message: 'Your score puts you in Master Adventurer Class C.'
- threshold: 410
message: 'Your score puts you in Master Adventurer Class B.'
- threshold: 426
message: 'Your score puts you in Master Adventurer Class A.'
- threshold: 429
message: 'All of Adventuredom gives tribute to you, Adventurer Grandmaster!'
- threshold: 9999
message: |-
'Adventuredom stands in awe -- you have now joined the ranks of the
W O R L D C H A M P I O N A D V E N T U R E R S !
It may interest you to know that the Dungeon-Master himself has, to
my knowledge, never achieved this threshold in fewer than 330 turns.'
turn_thresholds:
- threshold: 350
point_loss: 2
message: |-
Tsk! A wizard wouldn't have to take 350 turns. This is going to cost
you a couple of points.
- threshold: 500
point_loss: 3
message: '500 turns? That''s another few points you''ve lost.'
- threshold: 1000
point_loss: 5
message: 'Are you still at it? Five points off for exceeding 1000 turns!'
- threshold: 2500
point_loss: 10
message: |-
Good grief, don't you *EVER* give up? Do you realize you've spent
over 2500 turns at this? That's another ten points off, a total of
twenty points lost for taking so long.
objects: !!omap
- NO_OBJECT:
inventory: !!null
descriptions: !!null
- KEYS:
words: ['keys', 'key']
inventory: 'Set of keys'
locations: LOC_BUILDING
descriptions:
- 'There are some keys on the ground here.'
- LAMP:
words: ['lamp', 'lante']
inventory: 'Brass lantern'
locations: LOC_BUILDING
states: [LAMP_DARK, LAMP_BRIGHT]
descriptions:
- 'There is a shiny brass lamp nearby.'
- 'There is a lamp shining nearby.'
changes:
- 'Your lamp is now off.'
- 'Your lamp is now on.'
- GRATE:
words: ['grate']
inventory: '*grate'
locations: [LOC_GRATE, LOC_BELOWGRATE]
immovable: true
states: [GRATE_CLOSED, GRATE_OPEN]
descriptions:
- 'The grate is locked.'
- 'The grate is open.'
changes:
- 'The grate is now locked.'
- 'The grate is now unlocked.'
- CAGE:
words: ['cage']
inventory: 'Wicker cage'
locations: LOC_COBBLE
descriptions:
- 'There is a small wicker cage discarded nearby.'
- ROD:
words: ['rod']
inventory: 'Black rod'
locations: LOC_DEBRIS
descriptions:
- 'A three foot black rod with a rusty star on an end lies nearby.'
- ROD2:
words: ['rod']
inventory: 'Black rod'
locations: LOC_NOWHERE
descriptions:
- 'A three foot black rod with a rusty mark on an end lies nearby.'
- STEPS:
words: ['steps']
inventory: '*steps'
locations: [LOC_PITTOP, LOC_MISTHALL]
immovable: true
states: [STEPS_DOWN, STEPS_UP]
descriptions:
- 'Rough stone steps lead down the pit.'
- 'Rough stone steps lead up the dome.'
- BIRD:
words: ['bird']
inventory: 'Little bird in cage'
locations: LOC_BIRD
states: [BIRD_UNCAGED, BIRD_CAGED, BIRD_FOREST_UNCAGED]
descriptions:
- 'A cheerful little bird is sitting here singing.'
- 'There is a little bird in the cage.'
- 'A cheerful little bird is sitting here singing.'
sounds:
- 'The bird''s singing is quite melodious.'
- 'The bird does not seem inclined to sing while in the cage.'
- 'It almost seems as though the bird is trying to tell you something.'
- |-
To your surprise, you can understand the bird''s chirping; it is
singing about the joys of its forest home.
- 'The bird does not seem inclined to sing while in the cage.'
- |-
The bird is singing to you in gratitude for your having returned it to
its home. In return, it informs you of a magic word which it thinks
you may find useful somewhere near the Hall of Mists. The magic word
changes frequently, but for now the bird believes it is "%s". You
thank the bird for this information, and it flies off into the forest.
- DOOR:
words: ['door']
inventory: '*rusty door'
locations: LOC_IMMENSE
immovable: true
states: [DOOR_RUSTED, DOOR_UNRUSTED]
descriptions:
- 'The way north is barred by a massive, rusty, iron door.'
- 'The way north leads through a massive, rusty, iron door.'
changes:
- 'The hinges are quite thoroughly rusted now and won''t budge.'
- |-
The oil has freed up the hinges so that the door will now move,
although it requires some effort.
- PILLOW:
words: ['pillo', 'velve']
inventory: 'Velvet pillow'
locations: LOC_SOFTROOM
descriptions:
- 'A small velvet pillow lies on the floor.'
- SNAKE:
words: ['snake']
inventory: '*snake'
locations: LOC_KINGHALL
immovable: true
states: [SNAKE_BLOCKS, SNAKE_CHASED]
descriptions:
- 'A huge green fierce snake bars the way!'
- '' # chased away
sounds:
- 'The snake is hissing venomously.'
- ''
- FISSURE:
words: ['fissu']
inventory: '*fissure'
locations: [LOC_EASTBANK, LOC_WESTBANK]
immovable: true
states: [UNBRIDGED, BRIDGED]
descriptions:
- ''
- 'A crystal bridge spans the fissure.'
changes:
- 'The crystal bridge has vanished!'
- 'A crystal bridge now spans the fissure.'
- OBJ_13:
words: ['table']
inventory: '*stone tablet'
locations: LOC_DARKROOM
immovable: true
descriptions:
- |-
A massive stone tablet embedded in the wall reads:
"Congratulations on bringing light into the dark-room!"
texts:
- '"Congratulations on bringing light into the dark-room!"'
- CLAM:
words: ['clam']
inventory: 'Giant clam >GRUNT!<'
locations: LOC_SHELLROOM
descriptions:
- 'There is an enormous clam here with its shell tightly closed.'
sounds:
- 'The clam is as tight-mouthed as a, er, clam.'
- OYSTER:
words: ['oyste']
inventory: 'Giant oyster >GROAN!<'
locations: LOC_NOWHERE
descriptions:
- 'There is an enormous oyster here with its shell tightly closed.'
- 'Interesting. There seems to be something written on the underside of\nthe oyster.'
sounds:
- 'Even though it''s an oyster, the critter''s as tight-mouthed as a clam.'
- 'It says the same thing it did before. Hm, maybe it''s a pun?'
- MAGAZINE:
words: ['magaz', 'issue', 'spelu', '"spel']
inventory: '"Spelunker Today"'
locations: LOC_ANTEROOM
descriptions:
- 'There are a few recent issues of "Spelunker Today" magazine here.'
texts:
- |-
I'm afraid the magazine is written in dwarvish. But pencilled on one
cover you see, "Please leave the magazines at the construction site."
- DWARF:
words: ['dwarf', 'dwarv']
inventory: !!null
locations: LOC_NOWHERE
immovable: true
descriptions: !!null
- KNIFE:
words: ['knife', 'knive']
inventory: !!null
locations: LOC_NOWHERE
descriptions: !!null
- FOOD:
words: ['food', 'ratio']
inventory: 'Tasty food'
locations: LOC_BUILDING
descriptions:
- 'There is food here.'
- BOTTLE:
words: ['bottl', 'jar']
inventory: 'Small bottle'
locations: LOC_BUILDING
states: [WATER_BOTTLE, EMPTY_BOTTLE, OIL_BOTTLE]
descriptions:
- 'There is a bottle of water here.'
- 'There is an empty bottle here.'
- 'There is a bottle of oil here.'
changes:
- 'Your bottle is now full of water.'
- 'The bottle of water is now empty.'
- 'Your bottle is now full of oil.'
- WATER:
words: ['water', 'h2o']
inventory: 'Water in the bottle'
locations: LOC_NOWHERE
descriptions: !!null
- OIL:
words: ['oil']
inventory: 'Oil in the bottle'
locations: LOC_NOWHERE
descriptions: !!null
- MIRROR:
words: ['mirro']
inventory: '*mirror'
locations: LOC_MIRRORCANYON
immovable: true
states: [MIRROR_UNBROKEN, MIRROR_BROKEN]
descriptions:
- ''
- ''
changes:
- ''
- |-
You strike the mirror a resounding blow, whereupon it shatters into a
myriad tiny fragments.
- PLANT:
words: ['plant', 'beans']
inventory: '*plant'
locations: LOC_WESTPIT
immovable: true
states: [PLANT_THIRSTY, PLANT_BELLOWING, PLANT_GROWN]
descriptions:
- 'There is a tiny little plant in the pit, murmuring "water, water, ..."'
- 'There is a 12-foot-tall beanstalk stretching up out of the pit,\nbellowing "WATER!! WATER!!"'
- 'There is a gigantic beanstalk stretching all the way up to the hole.'
changes:
- 'You''ve over-watered the plant! It''s shriveling up! And now . . .'
- 'The plant spurts into furious growth for a few seconds.'
- 'The plant grows explosively, almost filling the bottom of the pit.'
sounds:
- 'The plant continues to ask plaintively for water.'
- 'The plant continues to demand water.'
- 'The plant now maintains a contented silence.'
- PLANT2:
words: ['plant']
inventory: '*phony plant' # seen in Twopit Room only when tall enough
locations: [LOC_WESTEND, LOC_EASTEND]
immovable: true
descriptions:
- ''
- 'The top of a 12-foot-tall beanstalk is poking out of the west pit.'
- 'There is a huge beanstalk growing out of the west pit up to the hole.'
- OBJ_26:
words: ['stala']
inventory: '*stalactite'
locations: LOC_TOPSTALACTITE
immovable: true
descriptions:
- ''
- OBJ_27:
words: ['shado', 'figur', 'windo']
inventory: '*shadowy figure and/or window'
locations: [LOC_WINDOW1, LOC_WINDOW2]
immovable: true
descriptions:
- 'The shadowy figure seems to be trying to attract your attention.'
- AXE:
words: ['axe']
inventory: 'Dwarf''s axe'
locations: LOC_NOWHERE
states: [AXE_HERE, AXE_LOST]
descriptions:
- 'There is a little axe here.'
- 'There is a little axe lying beside the bear.'
changes:
- ''
- 'The axe misses and lands near the bear where you can''t get at it.'
- OBJ_29:
words: ['drawi']
inventory: '*cave drawings'
locations: LOC_ORIENTAL
immovable: true
descriptions: !!null
- OBJ_30:
words: ['pirat', 'genie', 'djinn']
inventory: '*pirate/genie'
locations: LOC_NOWHERE
immovable: true
descriptions: !!null # never present
- DRAGON:
words: ['drago']
inventory: '*dragon'
locations: [LOC_SECRET4, LOC_SECRET6]
immovable: true
states: [DRAGON_BARS, DRAGON_DEAD, DRAGON_BLOODLESS]
descriptions:
- 'A huge green fierce dragon bars the way!'
- 'The blood-specked body of a huge green dead dragon lies to one side.'
- 'The body of a huge green dead dragon is lying off to one side.'
changes:
- ''
- |-
Congratulations! You have just vanquished a dragon with your bare
hands! (Unbelievable, isn't it?)
- 'Your head buzzes strangely for a moment.'
sounds:
- 'The dragon''s ominous hissing does not bode well for you.'
- 'The dragon is, not surprisingly, silent.'
- 'The dragon is, not surprisingly, silent.'
- CHASM:
words: ['chasm']
inventory: '*chasm'
locations: [LOC_SWCHASM, LOC_NECHASM]
immovable: true
states: [TROLL_BRIDGE, BRIDGE_WRECKED]
descriptions:
- 'A rickety wooden bridge extends across the chasm, vanishing into the\nmist. A notice posted on the bridge reads, "Stop! Pay troll!"'
- 'The wreckage of a bridge (and a dead bear) can be seen at the bottom\nof the chasm.'
changes:
- ''
- |-
Just as you reach the other side, the bridge buckles beneath the
weight of the bear, which was still following you around. You
scrabble desperately for support, but as the bridge collapses you
stumble back and fall into the chasm.
- TROLL:
words: ['troll']
inventory: '*troll'
locations: [LOC_SWCHASM, LOC_NECHASM]
immovable: true
states: [TROLL_UNPAID, TROLL_PAIDONCE, TROLL_GONE]
descriptions:
- 'A burly troll stands by the bridge and insists you throw him a\ntreasure before you may cross.'
- 'The troll steps out from beneath the bridge and blocks your way.'
- '' # chased away
changes:
- ''
- ''
- |-
The bear lumbers toward the troll, who lets out a startled shriek and
scurries away. The bear soon gives up the pursuit and wanders back.
sounds:
- 'The troll sounds quite adamant in his demand for a treasure.'
- 'The troll sounds quite adamant in his demand for a treasure.'
- ''
- TROLL2:
words: ['troll']
inventory: '*phony troll'
locations: [LOC_NOWHERE, LOC_NOWHERE]
immovable: true
descriptions:
- 'The troll is nowhere to be seen.'
- BEAR:
words: ['bear']
inventory: !!null
locations: LOC_BARRENROOM
immovable: true
states: [UNTAMED_BEAR, SITTING_BEAR, CONTENTED_BEAR, BEAR_DEAD]
descriptions:
- 'There is a ferocious cave bear eyeing you from the far end of the room!'
- 'There is a gentle cave bear sitting placidly in one corner.'
- 'There is a contented-looking bear wandering about nearby.'
- ''
changes:
- ''
- 'The bear eagerly wolfs down your food, after which he seems to calm\ndown considerably and even becomes rather friendly.'
- ''
- ''
- MESSAG:
words: ['messa']
inventory: '*message in second maze'
locations: LOC_NOWHERE
immovable: true
descriptions:
- |-
There is a message scrawled in the dust in a flowery script, reading:
"This is not the maze where the pirate leaves his treasure chest."
texts:
- '"This is not the maze where the pirate leaves his treasure chest."'
- VOLCANO:
words: ['volca', 'geyse']
inventory: '*volcano and/or geyser'
locations: LOC_BREATHTAKING
immovable: true
descriptions: !!null
- VEND:
words: ['machi', 'vendi']
inventory: '*vending machine'
locations: LOC_DEADEND13
immovable: true
states: [VEND_BLOCKS, VEND_UNBLOCKS]
descriptions:
- |-
There is a massive and somewhat battered vending machine here. The
instructions on it read: "Drop coins here to receive fresh batteries."
- |-
There is a massive vending machine here, swung back to reveal a
southward passage.
changes:
- 'The vending machine swings back to block the passage.'
- 'As you strike the vending machine, it pivots backward along with a\nsection of wall, revealing a dark passage leading south.'
texts:
- '"Drop coins here to receive fresh batteries."'
- '"Drop coins here to receive fresh batteries."'
- BATTERY:
words: ['batte']
inventory: 'Batteries'
locations: LOC_NOWHERE
states: [FRESH_BATTERIES, DEAD_BATTERIES]
descriptions:
- 'There are fresh batteries here.'
- 'Some worn-out batteries have been discarded nearby.'
- OBJ_40:
words: ['carpe', 'moss']
inventory: '*carpet and/or moss and/or curtains'
locations: LOC_SOFTROOM
immovable: true
descriptions: !!null
- OGRE:
words: ['ogre']
inventory: '*ogre'
locations: LOC_LARGE
immovable: true
descriptions:
- 'A formidable ogre bars the northern exit.'
sounds:
- 'The ogre is apparently the strong, silent type.'
- URN:
words: ['urn']
inventory: '*urn'
locations: LOC_CLIFF
immovable: true
states: [URN_EMPTY, URN_DARK, URN_LIT]
descriptions:
- 'A small urn is embedded in the rock.'
- 'A small urn full of oil is embedded in the rock.'
- 'A small oil flame extrudes from an urn embedded in the rock.'
changes:
- 'The urn is empty and will not light.'
- 'The urn is now dark.'
- 'The urn is now lit.'
- CAVITY:
words: ['cavit']
inventory: '*cavity'
locations: LOC_NOWHERE
immovable: true
states: [CAVITY_FULL, CAVITY_EMPTY]
descriptions:
- '' # something in it
- 'There is a small urn-shaped cavity in the rock.'
- BLOOD:
words: ['blood']
inventory: '*blood'
locations: LOC_NOWHERE
immovable: true
descriptions:
- '' # described with dragon
- RESER:
words: ['reser']
inventory: '*reservoir'
locations: [LOC_RESERVOIR, LOC_RESNORTH]
immovable: true
states: [WATERS_UNPARTED, WATERS_PARTED]
descriptions:
- ''
- 'The waters have parted to form a narrow path across the reservoir.'
changes:
- 'The waters crash together again.'
- 'The waters have parted to form a narrow path across the reservoir.'
- OBJ_46:
words: ['appen', 'lepor']
inventory: 'Leporine appendage'
locations: LOC_FOREST22
descriptions:
- 'Your keen eye spots a severed leporine appendage lying on the ground.'
- OBJ_47:
words: ['mud']
inventory: '*mud'
locations: LOC_DEBRIS
immovable: true
descriptions:
- ''
texts:
- '"MAGIC WORD XYZZY"'
- OBJ_48:
words: ['note']
inventory: '*note'
locations: LOC_NUGGET
immovable: true
descriptions:
- ''
texts:
- '"You won''t get it up the steps"'
- SIGN:
words: ['sign']
inventory: '*sign'
locations: LOC_ANTEROOM
immovable: true
states: [INGAME_SIGN, ENDGAME_SIGN]
descriptions:
- ''
- ''
texts:
- |-
Cave under construction beyond this point.
Proceed at own risk.
[Witt Construction Company]
- '"Treasure Vault. Keys in main office."'
- NUGGET:
words: ['gold', 'nugge']
inventory: 'Large gold nugget'
locations: LOC_NUGGET
treasure: true
descriptions:
- 'There is a large sparkling nugget of gold here!'
- OBJ_51:
words: ['diamo']
inventory: 'Several diamonds'
locations: LOC_WESTBANK
treasure: true
descriptions:
- 'There are diamonds here!'
- OBJ_52:
words: ['silve', 'bars']
inventory: 'Bars of silver'
locations: LOC_FLOORHOLE
treasure: true
descriptions:
- 'There are bars of silver here!'
- OBJ_53:
words: ['jewel']
inventory: 'Precious jewelry'
locations: LOC_SOUTHSIDE
treasure: true
descriptions:
- 'There is precious jewelry here!'
- COINS:
words: ['coins']
inventory: 'Rare coins'
locations: LOC_WESTSIDE
treasure: true
descriptions:
- 'There are many coins here!'
- CHEST:
words: ['chest', 'box', 'treas']
inventory: 'Treasure chest'
locations: LOC_NOWHERE
treasure: true
descriptions:
- 'The pirate''s treasure chest is here!'
- EGGS:
words: ['eggs', 'egg', 'nest']
inventory: 'Golden eggs'
locations: LOC_GIANTROOM
treasure: true
states: [EGGS_HERE, EGGS_VANISHED, EGGS_DONE]
descriptions:
- 'There is a large nest here, full of golden eggs!'
- 'The nest of golden eggs has vanished!'
- 'Done!'
- TRIDENT:
words: ['tride']
inventory: 'Jeweled trident'
locations: LOC_WATERFALL
treasure: true
descriptions:
- 'There is a jewel-encrusted trident here!'
- VASE:
words: ['vase', 'ming', 'shard', 'potte']
inventory: 'Ming vase'
locations: LOC_ORIENTAL
treasure: true
states: [VASE_WHOLE, VASE_DROPPED, VASE_BROKEN]
descriptions:
- 'There is a delicate, precious, ming vase here!'
- 'The floor is littered with worthless shards of pottery.'
- 'The floor is littered with worthless shards of pottery.'
changes:
- 'The vase is now resting, delicately, on a velvet pillow.'
- 'The ming vase drops with a delicate crash.'
- 'You have taken the vase and hurled it delicately to the ground.'
- EMERALD:
words: ['emera']
inventory: 'Egg-sized emerald'
locations: LOC_PLOVER
treasure: true
descriptions:
- 'There is an emerald here the size of a plover''s egg!'
- 'There is an emerald resting in a small cavity in the rock!'
- PYRAMID:
words: ['plati', 'pyram']
inventory: 'Platinum pyramid'
locations: LOC_DARKROOM
treasure: true
descriptions:
- 'There is a platinum pyramid here, 8 inches on a side!'
- PEARL:
words: ['pearl']
inventory: 'Glistening pearl'
locations: LOC_NOWHERE
treasure: true
descriptions:
- 'Off to one side lies a glistening pearl!'
- RUG:
words: ['rug', 'persi']
inventory: 'Persian rug'
locations: [LOC_SECRET4, LOC_SECRET6]
immovable: true
treasure: true
states: [RUG_FLOOR, RUG_DRAGON, RUG_HOVER]
descriptions:
- 'There is a Persian rug spread out on the floor!'
- 'The dragon is sprawled out on a Persian rug!!'
- 'There is a Persian rug here, hovering in mid-air!'
- OBJ_63:
words: ['spice']
inventory: 'Rare spices'
locations: LOC_BOULDERS2
treasure: true
descriptions:
- 'There are rare spices here!'
- CHAIN:
words: ['chain']
inventory: 'Golden chain'
locations: LOC_BARRENROOM
immovable: true
treasure: true
states: [CHAIN_HEAP, CHAINING_BEAR, CHAIN_FIXED]
descriptions:
- 'There is a golden chain lying in a heap on the floor!'
- 'The bear is locked to the wall with a golden chain!'
- 'There is a golden chain locked to the wall!'
- RUBY:
words: ['ruby']
inventory: 'Giant ruby'
locations: LOC_STOREROOM
treasure: true
descriptions:
- 'There is an enormous ruby here!'
- 'There is a ruby resting in a small cavity in the rock!'
- JADE:
words: ['jade', 'neckl']
inventory: 'Jade necklace'
locations: LOC_NOWHERE
treasure: true
descriptions:
- 'A precious jade necklace has been dropped here!'
- AMBER:
words: ['amber', 'gemst']
inventory: 'Amber gemstone'
locations: LOC_NOWHERE
treasure: true
states: [AMBER_IN_URN, AMBER_IN_ROCK]
descriptions:
- 'There is a rare amber gemstone here!'
- 'There is an amber gemstone resting in a small cavity in the rock!'
- SAPPH:
words: ['sapph']
inventory: 'Star sapphire'
locations: LOC_LEDGE
treasure: true
descriptions:
- 'A brilliant blue star sapphire is here!'
- 'There is a star sapphire resting in a small cavity in the rock!'
- OBJ_69:
words: ['ebony', 'statu']
inventory: 'Ebony statuette'
locations: LOC_REACHDEAD
treasure: true
descriptions:
- 'There is a richly-carved ebony statuette here!'
obituaries:
- query: |-
Oh dear, you seem to have gotten yourself killed. I might be able to
help you out, but I've never really done this before. Do you want me
to try to reincarnate you?
yes_response: |-
All right. But don't blame me if something goes wr......
--- POOF!! ---
You are engulfed in a cloud of orange smoke. Coughing and gasping,
you emerge from the smoke and find....
- query: |-
You clumsy oaf, you've done it again! I don't know how long I can
keep this up. Do you want me to try reincarnating you again?
yes_response: |-
Okay, now where did I put my orange smoke?.... >POOF!<
Everything disappears in a dense cloud of orange smoke.
- query: |-
Now you've really done it! I'm out of orange smoke! You don't expect
me to do a decent reincarnation without any orange smoke, do you?
yes_response: 'Okay, if you''re so smart, do it yourself! I''m leaving!'
actions: !!omap
- ACT_NULL:
message: !!null
words: !!null
- CARRY:
message: *already_carrying
words: ['g', 'carry', 'take', 'keep', 'catch',
'steal', 'captu', 'get', 'tote', 'snarf']
oldstyle: false
- DROP:
message: *arent_carrying
words: ['drop', 'relea', 'free', 'disca', 'dump']
- SAY:
message: NO_MESSAGE
words: ['say', 'chant', 'sing', 'utter', 'mumbl']
- UNLOCK:
message: *not_lockable
words: ['unloc', 'open']
- NOTHING:
message: NO_MESSAGE
words: ['z', 'nothi']
oldstyle: false
- LOCK:
message: *not_lockable
words: ['lock', 'close']
- LIGHT:
message: *dont_understand
words: ['light', 'on']
- EXTINGUISH:
message: *dont_understand
words: ['extin', 'off']
- WAVE:
message: *nothing_happens
words: ['wave', 'shake', 'swing']
- TAME:
message: *am_game
words: ['calm', 'placa', 'tame']
- GO:
message: *where_query
words: ['walk', 'run', 'trave', 'go', 'proce',
'conti', 'explo', 'follo', 'turn']
- ATTACK:
message: *ridiculous_attempt
words: ['attac', 'kill', 'fight', 'hit', 'strik', 'slay']
- POUR:
message: *arent_carrying
words: ['pour']
- EAT:
message: *ridiculous_attempt
words: ['eat', 'devou']
- DRINK:
message: |-
You have taken a drink from the stream. The water tastes strongly of
minerals, but is not unpleasant. It is extremely cold.
words: ['drink']
- RUB:
message: |-
Rubbing the electric lamp is not particularly rewarding. Anyway,
nothing exciting happens.
words: ['rub']
- THROW:
message: *arent_carrying
words: ['throw', 'toss']
- QUIT:
message: *huh_man
words: ['quit']
- FIND:
message: *nearby
words: ['find', 'where']
- INVENTORY:
message: *nearby
words: ['i', 'inven']
oldstyle: false
- FEED:
message: 'There is nothing here to eat.'
words: ['feed']
- FILL:
message: 'You can''t fill that.'
words: ['fill']
- BLAST:
message: *requires_dynamite
words: ['blast', 'deton', 'ignit', 'blowu']
- SCORE:
message: *huh_man
words: ['score']
- FEE:
message: *not_knowhow
words: ['fee']
- FIE:
message: *not_knowhow
words: ['fie']
- FOE:
message: *not_knowhow
words: ['foe']
- FOO:
message: *not_knowhow
words: ['foo']
- FUM:
message: *not_knowhow
words: ['fum']
- BRIEF:
message: 'On what?'
words: ['brief']
- READ:
message: *dont_understand
words: ['read', 'perus']
- BREAK:
message: *beyond_power
words: ['break', 'shatt', 'smash']
- WAKE:
message: *ridiculous_attempt
words: ['wake', 'distu']
- SAVE:
message: *huh_man
words: ['suspe', 'pause', 'save']
- RESUME:
message: *huh_man
words: ['resum', 'resta']
- FLY:
message: *am_game
words: ['fly']
- LISTEN:
message: *dont_understand
words: ['liste']
- PART:
message: *nothing_happens
words: ['z''zzz']
- SEED:
message: 'Seed set to %d'
words: ['seed']
- WASTE:
message: 'Game limit is now %d'
words: ['waste']
- ACT_UNKNOWN:
message: *huh_man
words: !!null
- THANKYOU:
message: 'You''re quite welcome.'
words: ['thank']
noaction: true
- INVALIDMAGIC:
message: 'Good try, but that is an old worn-out magic word.'
words: ['sesam', 'opens', 'abra', 'abrac', 'shaza', 'hocus', 'pocus']
noaction: true
- HELP:
message: |-
I know of places, actions, and things. Most of my vocabulary
describes places and is used to move you there. To move, try words
like forest, building, downstream, enter, east, west, north, south,
up, or down. I know about a few special objects, like a black rod
hidden in the cave. These objects can be manipulated using some of
the action words that I know. Usually you will need to give both the
object and action words (in either order), but sometimes I can infer
the object from the verb alone. Some objects also imply verbs; in
particular, "inventory" implies "take inventory", which causes me to
give you a list of what you're carrying. Some objects have unexpected
effects; the effects are not always desirable! Usually people having
trouble moving just need to try a few more words. Usually people
trying unsuccessfully to manipulate an object are attempting something
beyond their (or my!) capabilities and should try a completely
different tack. One point often confusing to beginners is that, when
there are several ways to go in a certain direction (e.g., if there
are several holes in a wall), choosing that direction in effect
chooses one of the ways at random; often, though, by specifying the
place you want to reach you can guarantee choosing the right path.
Also, to speed the game you can sometimes move long distances with a
single word. For example, "building" usually gets you to the building
from anywhere above ground except when lost in the forest. Also, note
that cave passages and forest paths turn a lot, so leaving one place
heading north doesn't guarantee entering the next from the south.
However (another important point), except when you've used a "long
distance" word such as "building", there is always a way to go back
where you just came from unless I warn you to the contrary, even
though the direction that takes you back might not be the reverse of
what got you here. Good luck, and have fun!
words: ['help', '?']
noaction: true
- NO:
message: *ok_man
words: ['no']
noaction: true
- TREE:
message: |-
The trees of the forest are large hardwood oak and maple, with an
occasional grove of pine or spruce. There is quite a bit of under-
growth, largely birch and ash saplings plus nondescript bushes of
various sorts. This time of year visibility is quite restricted by
all the leaves, but travel is quite easy if you detour around the
spruce and berry bushes.
words: ['tree', 'trees']
noaction: true
- DIG:
message: |-
Digging without a shovel is quite impractical. Even with a shovel
progress is unlikely.
words: ['dig', 'excav']
noaction: true
- LOST:
message: 'I''m as confused as you are.'
words: ['lost']
noaction: true
- MIST:
message: |-
Mist is a white vapor, usually water, seen from time to time in
caverns. It can be found anywhere but is frequently a sign of a deep
pit leading down to water.'
words: ['mist']
noaction: true
- FBOMB:
message: 'Watch it!'
words: ['fuck']
noaction: true
- STOP:
message: 'I don''t know the word "stop". Use "quit" if you want to give up.'
words: ['stop']
noaction: true
- INFO:
message: |-
For a summary of the most recent changes to the game, say "news".
If you want to end your adventure early, say "quit". To suspend your
adventure such that you can continue later, say "suspend" (or "pause"
or "save"). To see how well you're doing, say "score". To get full
credit for a treasure, you must have left it safely in the building,
though you get partial credit just for locating it. You lose points
for getting killed, or for quitting, though the former costs you more.
There are also points based on how much (if any) of the cave you've
managed to explore; in particular, there is a large bonus just for
getting in (to distinguish the beginners from the rest of the pack),
and there are other ways to determine whether you've been through some
of the more harrowing sections. If you think you've found all the
treasures, just keep exploring for a while. If nothing interesting
happens, you haven't found them all yet. If something interesting
*DOES* happen (incidentally, there *ARE* ways to hasten things along),
it means you're getting a bonus and have an opportunity to garner many
more points in the Master's section. I may occasionally offer hints
if you seem to be having trouble. If I do, I'll warn you in advance
how much it will affect your score to accept the hints. Finally, to
save time, you may specify "brief", which tells me never to repeat the
full description of a place unless you explicitly ask me to.
words: ['info', 'infor']
noaction: true
- SWIM:
message: *not_knowhow
words: ['swim']
noaction: true
- WIZARD:
message: 'Wizards are not to be disturbed by such as you.'
words: ['wizar']
noaction: true
- "YES":
message: 'Guess again.'
words: ['yes']
noaction: true
- NEWS:
message: |-
Open Adventure is an author-approved open-source release of
Version 2.5 with, as yet, no gameplay changes.
Version 2.5 was essentially the same as Version II; the cave and the
hazards therein are unchanged, and top score is still 430 points.
There are a few more hints, especially for some of the more obscure
puzzles. There are a few minor bugfixes and cosmetic changes. You
can now save a game and resume it at once (formerly you had to wait a
while first), but it now costs you a few points each time you save the
game. Saved games are now stored in much smaller files than before.
words: ['news']
noaction: true
- ACT_VERSION:
message: |-
There is a puff of orange smoke; within it, fiery runes spell out:
\tOpen Adventure %V - http://www.catb.org/esr/open-adventure/
words: ['versi']
noaction: true
# end
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