Play Live Overview Routines Objects Global Vars Properties
"SEARCH <ROOM "

This is so closely derived from the Zork source code that the game map is still called the “DUNGEON”!

"DUNGEON for
Interlogic SF Game
(c) Copyright 1981,1982 Infocom, Inc. All Rights Reserved
"

The LAND and CROSS directions are carried over from Zork 2 or 3. Starcross does not use these. (Zork 1 didn’t have CROSS, but it had LAND in the sense of “land the raft”.)

Starcross is the first Infocom game to dispense with diagonal directions. This is probably because of the FORE, AFT, STARBOARD, PORT synonyms; an AFTPORT exit would be confusing. Happily the very grid-like map works in this setting.

<DIRECTIONS NORTH EAST WEST SOUTH UP DOWN IN OUT LAND CROSS>
"SUBTITLE GLOBAL OBJECTS"

The weight limit you can carry. This is always 100.

<GLOBAL LOAD-ALLOWED 100>
<OBJECT GLOBAL-OBJECTS

This is a container for scenery objects like PLANTERS, which are visible from many locations in the game.

<OBJECT LOCAL-GLOBALS (IN GLOBAL-OBJECTS) (SYNONYM MGCKJK)>

This refers to the word MGCKJK in LOCAL-GLOBALS, above.

Why is this synonym necessary? Not clear! Most Infocom games have it (or a variation), but some say “No, this synonym doesn’t need to exist” instead.

If you type EXAMINE MGCKJK, the parser finds LOCAL-GLOBALS. But that object is nameless, so you get a garbage reply. Go on, try it.

;"Yes, this synonym for LOCAL-GLOBALS needs to exist... sigh"
<OBJECT ROOMS>
<OBJECT INTNUM
(SYNONYM INTNUM)
(DESC "number")
(ACTION INTNUM-FCN)>
<OBJECT PSEUDO-OBJECT
(DESC "pseudo")
(ACTION INTNUM-FCN)>
<OBJECT IT ;"was IT"
(SYNONYM IT THAT THIS HIM)
(DESC "random object")
(FLAGS NDESCBIT)>
<OBJECT PLANTERS
(SYNONYM PLANTERS PLANT BOX BOXES)
(ADJECTIVE DEAD)
(DESC "planter")
(FLAGS NDESCBIT)
(ACTION PLANTER-FCN)>
<OBJECT STAIRS
(SYNONYM STAIRS STEPS LADDER STAIRWAY)
(DESC "stairs")
(FLAGS NDESCBIT CLIMBBIT)>

No LADDER object is defined in the source! But BLUE-THREE and YELLOW-THREE refer to it (in their GLOBAL properties.) Because of this, the compiler generated an anonymous object with no properties. It cannot be referred to and has no effect in the game.

Those rooms were very likely intended to refer to the STAIRS scenery object instead. (It has LADDER as a synonym.)

<OBJECT GROUND ;"was GROUND"
(SYNONYM GROUND EARTH FLOOR DIRT)
(DESC "ground")
(ACTION GROUND-FCN)>
<OBJECT DEBRIS ;"was GROUND"
(SYNONYM GARBAGE DEBRIS LEAVES)
(DESC "debris")
(ACTION DEBRIS-FCN)>
<OBJECT HANDS ;"was HANDS"
(SYNONYM PAIR HANDS)
(ADJECTIVE BARE)
(DESC "pair of hands")
(FLAGS NDESCBIT TOOLBIT)>

Yes, the player’s printed name is “cretin”, although the game never says so. This sort of sarcastic insult hasn’t aged too well, but MIT culture had a lot of it. Compare WINNER, and also the old MIT Jargon File.

Note that if you refer to ME (or CRETIN), you get the ME global object, not the ADVENTURER.

<OBJECT ADVENTURER ;"was ADVENTURER"
(SYNONYM ADVENTURER)
(DESC "cretin")
(ACTION ADVENTURER-FCN)>

A global object which is always in scope. Commands referring to ME hit this, rather than ADVENTURER, which is a stub that moves around the map.

Because of this, parser messages mostly refer to you as “you”, even though the ADVENTURER’s printed name is “cretin”.

<OBJECT ME
(SYNONYM ME MYSELF SELF WE)
(DESC "you")
(FLAGS VILLAIN)
(ACTION CRETIN)>
\
; "SUBTITLE ROOMS"
; "SUBITLE YOUR SPACESHIP"
<ROOM SPACESHIP-BRIDGE
(IN ROOMS)
(DESC "Bridge")
(WEST PER BRIDGE-EXITS) ;"SPACESHIP-QUARTERS"
(EAST PER BRIDGE-EXITS) ;"SPACESHIP-STORES"
(SOUTH PER BRIDGE-EXITS) ;"SPACESHIP-AIRLOCK"
(OUT PER BRIDGE-EXITS) ;"SPACESHIP-AIRLOCK"
(FLAGS RLANDBIT ONBIT)
(ACTION BRIDGE-FCN)
(PSEUDO "OBJECT" OBJECT-PSEUDO)>
<OBJECT REGISTRATION
(SYNONYM REGISTRATION)
(DESC "registration")
(FLAGS NDESCBIT READBIT)
(TEXT
" Mining Class Ship \"Starcross\"|
Registered out of Ceres|
Registration 47291AA-4X|
|
Designed by David Lebling|
Constructed in 2178, Luna City Docks|
by Frobozzco Astronautics|
and Infocom, Inc.|
")>
<OBJECT MISSION-STATUS
(SYNONYM STATUS SITUATION REPORT)
(ADJECTIVE STATUS MISSION)
(DESC "status")
(FLAGS NDESCBIT)>
<OBJECT ARTIFACT
(SYNONYM ARTIFACT)
(DESC "artifact")
(ACTION ARTIFACT-FCN)
(FLAGS NDESCBIT)>
<OBJECT ALARM
(SYNONYM ALARM BELL)
(DESC "mass-detector alarm")
(FLAGS NDESCBIT)
(ACTION ALARM-FCN)>
<OBJECT RED-BUTTON
(SYNONYM BUTTON)
(ADJECTIVE RED)
(DESC "red button")
(FLAGS NDESCBIT)
(ACTION ALARM-FCN)>
<OBJECT DETECTOR
(SYNONYM DETECTOR SCREEN)
(ADJECTIVE MASS READOUT)
(DESC "mass detector")
(FLAGS NDESCBIT)
(ACTION DETECTOR-FCN)>
<OBJECT BUTTON
(SYNONYM BUTTON)
(ADJECTIVE BLUE)
(DESC "blue button")
(FLAGS NDESCBIT)
(ACTION BUTTON-FCN)>
<OBJECT CHART
(SYNONYM CHART MAP OUTPUT)
(ADJECTIVE ANOMALY MASS DETECTOR)
(DESC "mass detector output")
(FLAGS TAKEBIT READBIT)
(SIZE 1)
(TEXT
"The output shows major mass concentrations in the vicinity, each with
a code designation and the appropriate R, Theta, and Phi to describe its
location relative to your course.")>
<OBJECT COURSE
(SYNONYM COURSE PROGRAM)
(ADJECTIVE NEW NAVIGATIONAL)
(DESC "course")
(FLAGS NDESCBIT)>

The object numbers of the eight uncharted masses.

<GLOBAL MASSES
<GLOBAL MASS-LOCS
<TABLE 8 ;"number of objects in table"
;"R THETA PHI"
150 210 17
100 345 107
100 285 87
250 45 178
150 105 67
175 165 35
100 135 101
50 15 121>>

The object numbers of the seven charted masses.

<GLOBAL KNOWNS
<GLOBAL KNOWN-LOCS
<TABLE 7 ;"number of objects in table"
;"R THETA PHI"
250 300 22
125 75 102
125 240 105
200 240 134
125 180 47
175 135 34
250 120 12>>
<OBJECT UM08
(SYNONYM UM08)
(ADJECTIVE MASS)
(DESC "mass UM08")
(FLAGS NDESCBIT)
(ACTION MASS-FCN)>
<OBJECT UM12
(SYNONYM UM12)
(ADJECTIVE MASS)
(DESC "mass UM12")
(FLAGS NDESCBIT)
(ACTION MASS-FCN)>
<OBJECT UM24
(SYNONYM UM24)
(ADJECTIVE MASS)
(DESC "mass UM24")
(FLAGS NDESCBIT)
(ACTION MASS-FCN)>
<OBJECT UM28
(SYNONYM UM28)
(ADJECTIVE MASS)
(DESC "mass UM28")
(FLAGS NDESCBIT)
(ACTION MASS-FCN)>
<OBJECT UM31
(SYNONYM UM31)
(ADJECTIVE MASS)
(DESC "mass UM31")
(FLAGS NDESCBIT)
(ACTION MASS-FCN)>
<OBJECT UM52
(SYNONYM UM52)
(ADJECTIVE MASS)
(DESC "mass UM52")
(FLAGS NDESCBIT)
(ACTION MASS-FCN)>
<OBJECT UM70
(SYNONYM UM70)
(ADJECTIVE MASS)
(DESC "mass UM70")
(FLAGS NDESCBIT)
(ACTION MASS-FCN)>
<OBJECT UM91
(SYNONYM UM91)
(ADJECTIVE MASS)
(DESC "mass UM91")
(FLAGS NDESCBIT)
(ACTION MASS-FCN)>
<OBJECT AB40
(SYNONYM AB40 CERES)
(ADJECTIVE MASS)
(DESC "mass AB40")
(FLAGS NDESCBIT)
(ACTION MASS-FCN)>
<OBJECT AX87
(SYNONYM AX87)
(ADJECTIVE MASS)
(DESC "mass AX87")
(FLAGS NDESCBIT)
(ACTION MASS-FCN)>
<OBJECT AX32
(SYNONYM AX32)
(ADJECTIVE MASS)
(DESC "mass AX32")
(FLAGS NDESCBIT)
(ACTION MASS-FCN)>
<OBJECT AX01
(SYNONYM AX01)
(ADJECTIVE MASS)
(DESC "mass AX01")
(FLAGS NDESCBIT)
(ACTION MASS-FCN)>
<OBJECT AX71
(SYNONYM AX71)
(ADJECTIVE MASS)
(DESC "mass AX71")
(FLAGS NDESCBIT)
(ACTION MASS-FCN)>
<OBJECT US75
(SYNONYM US75)
(ADJECTIVE MASS SHIP)
(DESC "ship US75")
(FLAGS NDESCBIT)
(ACTION MASS-FCN)>
<OBJECT MARS
(SYNONYM MARS)
(ADJECTIVE PLANET MASS)
(DESC "Mars")
(FLAGS NDESCBIT)
(ACTION MASS-FCN)>
<OBJECT SHIP
(SYNONYM SHIP SPACES STARCROSS)
(ADJECTIVE SPACE)
(DESC "ship")
(FLAGS NDESCBIT)
(ACTION SHIP-FCN)>
<OBJECT COUCH
(SYNONYM COUCH SEAT)
(ADJECTIVE CONTROL CRASH)
(DESC "control couch")
(ACTION COUCH-FCN)
(CAPACITY 100)>
<OBJECT SEAT-BELT
(SYNONYM BELT SEATBELT)
(ADJECTIVE SEAT)
(DESC "seat belt")
(FLAGS NDESCBIT)
(ACTION SEAT-BELT-FCN)>
<OBJECT CONTROLS
(SYNONYM CONTROL PANEL CONSOLE INSTRUMENTS)
(DESC "control")
(FLAGS NDESCBIT)
(ACTION CONTROLS-FCN)>
<OBJECT WINDOW
(SYNONYM WINDOW PORT PORTHOLE VIEWPORT)
(ADJECTIVE VIEW)
(DESC "window")
(FLAGS VEHBIT NDESCBIT)
(ACTION PORTHOLE-FCN)>
<ROOM SPACESHIP-QUARTERS
(IN ROOMS)
(LDESC "This cubicle is your rather spartan living quarters,
containing only a bunk and a bureau. The only exit is to starboard.")
(DESC "Living Quarters")
(EAST TO SPACESHIP-BRIDGE)
(FLAGS RLANDBIT ONBIT)
(GLOBAL ALARM)
(PSEUDO "BUREAU" BUREAU-PSEUDO)>
<OBJECT BUNK
(SYNONYM BUNK BED COT)
(DESC "bunk")
(ACTION BUNK-FCN)
(CAPACITY 1000)>
<ROOM SPACESHIP-STORES
(IN ROOMS)
(LDESC "This cubicle is used for storage. The only exit is to port.")
(DESC "Storage")
(WEST TO SPACESHIP-BRIDGE)
(GLOBAL ALARM)
(FLAGS RLANDBIT ONBIT)>

The suit’s oxygen tank has no timer or limit. Everybody plays as if it’s a precious resource, but it’s not!

(But you can’t use this fact to survive after the artifact’s atmosphere goes bad. See I-BAD-AIR.)

<OBJECT SPACESUIT
(SYNONYM SPACES SUIT)
(ADJECTIVE SPACE PRESSURE MY GOOD)
(FDESC "Hanging on the rack is your space suit.")
(DESC "space suit")
(SIZE 20)
(ACTION SPACESUIT-FCN)>
<OBJECT JUNK-SPACESUIT
(IN CHIEF)
(SYNONYM SPACES SUIT)
(ADJECTIVE TATTERED ALIEN)
(DESC "tattered suit")
(SIZE 20)
<OBJECT SAFETY-LINE
(SYNONYM LINE ROPE)
(ADJECTIVE SAFETY)
(DESC "safety line")
(ACTION SAFETY-LINE-FCN)
(DESCFCN SAFETY-LINE-FCN)>

An Infocom ZIL manual from 1982 mentions:

“(Verb synonyms) must be used with great caution if they are also another part of speech. This problem occurred in STARCROSS with the word HOOK, which was made a synonym of TIE. Unfortunately, HOOK is also a noun in STARCROSS. The results were peculiar. Speak to Dave (Lebling) or Marc (Blank) if a problem like this arises.”

<OBJECT SAFETY-HOOK
(SYNONYM HOOK)
(ADJECTIVE SAFETY)
(DESC "hook")
(FLAGS NDESCBIT)>
<ROOM SPACESHIP-AIRLOCK
(IN ROOMS)
(DESC "Airlock")
(NORTH TO SPACESHIP-BRIDGE IF AIRLOCK-INNER IS OPEN)
(IN TO SPACESHIP-BRIDGE IF AIRLOCK-INNER IS OPEN)
(NORTH PER AIRLOCK-EXIT-FCN)
(OUT PER AIRLOCK-EXIT-FCN)
(FLAGS RLANDBIT ONBIT)
(ACTION AIRLOCK-FCN)
<OBJECT AIRLOCK
(SYNONYM AIRLOCK)
(DESC "airlock")
(ACTION AIRLOCK-FCN)>
<ROOM DEEP-SPACE ;"where you go if you leave ship in space"
(IN ROOMS)
(DESC "Outside Ship")
(IN TO SPACESHIP-AIRLOCK IF AIRLOCK-OUTER IS OPEN)
(FLAGS SPACEBIT ONBIT)
(ACTION DEEP-SPACE-FCN)
<ROOM OUTER-SPACE ;"where you go if you leave artifact in space"
(IN ROOMS)
(DESC "Floating in Space")
(FLAGS SPACEBIT ONBIT)
(ACTION OUTER-SPACE-FCN)>
<OBJECT AIRLOCK-OUTER
(SYNONYM DOOR BULKHEAD)
(ADJECTIVE OUTER)
(DESC "outer door")
(FLAGS NDESCBIT DOORBIT)
<OBJECT AIRLOCK-INNER
(SYNONYM DOOR BULKHEAD)
(ADJECTIVE INNER)
(DESC "inner door")
(FLAGS NDESCBIT DOORBIT)
<OBJECT COMPUTER
(SYNONYM COMPUTER POWER)
(ADJECTIVE NAVIGATIONAL)
(DESC "computer")
(FLAGS NDESCBIT VICBIT)
(ACTION COMPUTER-FCN)>
<OBJECT TAPE-PLAYER
(SYNONYM RECORDER PLAYER VCR LIBRARY)
(ADJECTIVE TAPE TAPES VIDEO AUDIO)
(DESC "tape library")
(ACTION TAPE-FCN)
(SIZE 10)>
\
; "SUBTITLE EXTERIOR OF ARTIFACT"
<ROOM RED-DOCK
(IN ROOMS)
(DESC "Red Dock")
(DOWN TO SPACESHIP-AIRLOCK IF AIRLOCK-OUTER IS OPEN)
(SOUTH TO SPACESHIP-AIRLOCK IF AIRLOCK-OUTER IS OPEN)
(UP TO RED-LOCK IF RED-OUTER IS OPEN)
(IN TO RED-LOCK IF RED-OUTER IS OPEN)
(ACTION RED-DOCK-FCN)
(VALUE 25)>
<ROOM RED-LOCK
(IN ROOMS)
(DESC "Red Airlock")
(FLAGS RLANDBIT ONBIT)
(OUT TO RED-DOCK IF RED-OUTER IS OPEN)
(DOWN TO RED-DOCK IF RED-OUTER IS OPEN)
(UP TO RED-THREE IF RED-INNER IS OPEN)
(IN TO RED-THREE IF RED-INNER IS OPEN)
(ACTION RED-LOCK-FCN)
(GLOBAL RED-OUTER RED-INNER)>
<OBJECT BLACK-KEY
(SYNONYM KEY RODS ROD)
(ADJECTIVE BLACK CRYSTAL)
(DESC "black rod")
(ACTION BLACK-KEY-FCN)
(VALUE 25)>
<OBJECT RED-OUTER
(SYNONYM DOOR AIRLOCK BULKHEAD)
(ADJECTIVE RED OUTER)
(DESC "red outer door")
(FLAGS DOORBIT)
(ACTION RED-DOORS-FCN)>
<OBJECT RELIEF
(IN RED-DOCK)
(SYNONYM RELIEF SCULPTURE SURFACE BUMPS)
(ADJECTIVE METAL SILVER)
(DESC "metal relief")
(LDESC
"A round metal sculpture or relief covers part of the airlock door. You notice
that it is made up of thousands of tiny hexagonal columns which extend various
lengths from the surface, making a three-dimensional representation. You will
have to examine it more closely to see the details.")
(ACTION RELIEF-FCN)>
<OBJECT BUMP-2
(IN RED-DOCK)
(SYNONYM BUMP COLUMN)
(ADJECTIVE METAL EIGHTH NINTH TENTH CENTER OUTER LAST)
(DESC "eighth, ninth, or tenth bumps")
(FLAGS NDESCBIT)
(ACTION BUMP-FCN)>
<OBJECT BUMP
(IN RED-DOCK)
(SYNONYM BUMP COLUMN)
(ADJECTIVE METAL FIRST SECOND THIRD FOURTH FIFTH SIXTH SEVENTH)
(DESC "first, second, third, fourth, fifth, sixth, or seventh bumps")
(FLAGS NDESCBIT)
(ACTION BUMP-FCN)>
<OBJECT BABY-BUMP
(SYNONYM BUMP COLUMN HEXAGON)
(ADJECTIVE SMALL LONG NEW TINY)
(DESC "small bump")
(FLAGS NDESCBIT)
(ACTION BUMP-FCN)>
<OBJECT RED-INNER
(SYNONYM AIRLOCK DOOR BULKHEAD)
(ADJECTIVE RED INNER)
(DESC "red inner door")
(FLAGS DOORBIT)
(ACTION RED-DOORS-FCN)>
<ROOM BLUE-DOCK
(IN ROOMS)
(LDESC
"You are viewing this area, color-coded in blue, through the first of several
transparent bubbles connecting the dock with a large spherical object tethered
by silvery ropes. The blue airlock dome is behind you, and the spherical
spaceship is aft of here. There is a hook by the airlock.")
(DESC "Blue Dock")
(FLAGS RLANDBIT ONBIT)
(DOWN TO BUBBLE-ROOM)
(SOUTH TO BUBBLE-ROOM)
(UP TO BLUE-LOCK IF BLUE-OUTER IS OPEN)
(IN TO BLUE-LOCK IF BLUE-OUTER IS OPEN)
(PSEUDO "BUBBLE" BUBBLE-PSEUDO)>
<ROOM BUBBLE-ROOM
(IN ROOMS)
(DESC "Bubbles")
(LDESC
"This is a series of large plastic bubbles connecting the blue airlock
with a spherical spaceship docked aft of here. The bubbles are made of
a thick material which is nonetheless transparent.")
(NORTH TO BLUE-DOCK)
(SOUTH TO SPHERE-SHIP)
(IN TO SPHERE-SHIP)
(ACTION BUBBLE-ROOM-FCN)
(FLAGS RLANDBIT ONBIT)
(PSEUDO "BUBBLE" BUBBLE-PSEUDO)>
<ROOM SPHERE-SHIP
(IN ROOMS)
(DESC "Spherical Ship")
(LDESC
"You are within a huge bubble that is somehow transparent from this
side. The interior is crisscrossed with wire webbing, so that a
sufficiently agile creature could move around using only the wires. Many
objects are stuck in the wires in various out-of-reach places. The whole
impression is of a rather untidy spiderweb. The connection to the
artifact is at the forward end of the sphere.")
(NORTH TO BUBBLE-ROOM)
(OUT TO BUBBLE-ROOM)
(ACTION SPHERE-SHIP-FCN)
(FLAGS RLANDBIT ONBIT)>
<OBJECT SPIDER
(SYNONYM SPIDER GURTHARK BESNAP)
(ADJECTIVE GIANT)
(DESC "giant spider")
(LDESC
"Crouched in the center of the sphere, where all the wires converge, is a
creature which resembles a giant spider. A closer look reveals that it is not
an insect, but rather a multi-legged, endoskeletal mammal. It has huge eyes
and impressive grinding teeth. It grips the wires with many tiny fingers. As
you watch it, it gazes back with almost hypnotic intensity.")
(ACTION SPIDER-FCN)>
<OBJECT YELLOW-KEY
(SYNONYM KEY RODS ROD OBJECT)
(ADJECTIVE YELLOW CRYSTAL)
(DESC "yellow rod")
(VALUE 25)
<OBJECT TRANSLATOR
(IN SPIDER)
(SYNONYM TRANSLATOR OBJECT)
(DESC "translator")
(ACTION TRANSLATOR-FCN)
(FLAGS NDESCBIT)>
<ROOM BLUE-LOCK
(IN ROOMS)
(DESC "Blue Airlock")
(FLAGS RLANDBIT ONBIT)
(OUT TO BLUE-DOCK IF BLUE-OUTER IS OPEN)
(DOWN TO BLUE-DOCK IF BLUE-OUTER IS OPEN)
(IN TO BLUE-THREE IF BLUE-INNER IS OPEN)
(UP TO BLUE-THREE IF BLUE-INNER IS OPEN)
(ACTION BLUE-LOCK-FCN)
<OBJECT BLUE-OUTER
(SYNONYM DOOR AIRLOCK)
(ADJECTIVE BLUE OUTER BULKHEAD)
(DESC "blue outer door")
(FLAGS DOORBIT)
(ACTION BLUE-DOORS-FCN)>
<OBJECT BLUE-INNER
(SYNONYM AIRLOCK DOOR BULKHEAD)
(ADJECTIVE BLUE INNER)
(DESC "blue inner door")
(FLAGS DOORBIT)
(ACTION BLUE-DOORS-FCN)>
<ROOM YELLOW-DOCK
(IN ROOMS)
(DESC "Yellow Dock")
(UP TO YELLOW-LOCK IF YELLOW-OUTER IS OPEN)
(IN TO YELLOW-LOCK IF YELLOW-OUTER IS OPEN)
(WEST PER YELLOW-DOCK-EXITS)
(ACTION YELLOW-DOCK-FCN)
(PSEUDO "ALIEN" SCORCHED-PSEUDO "BODY" SCORCHED-PSEUDO)>
<ROOM YELLOW-DOCK-EDGE
(IN ROOMS)
(DESC "Among Debris")
(LDESC
"You are among the blackened and twisted metal left by a huge explosion. The
tentacle housings have been destroyed. To starboard is the airlock dome.")
(EAST TO YELLOW-DOCK)
<ROOM YELLOW-LOCK
(IN ROOMS)
(DESC "Yellow Airlock")
(FLAGS RLANDBIT)
(OUT TO YELLOW-DOCK IF YELLOW-OUTER IS OPEN)
(IN TO YELLOW-THREE IF YELLOW-INNER IS OPEN)
(UP TO YELLOW-THREE IF YELLOW-INNER IS OPEN)
(DOWN TO YELLOW-DOCK IF YELLOW-OUTER IS OPEN)
(ACTION YELLOW-LOCK-FCN)
<OBJECT YELLOW-OUTER
(SYNONYM AIRLOCK DOOR BULKHEAD)
(ADJECTIVE YELLOW OUTER)
(DESC "yellow outer door")
(FLAGS DOORBIT)
(ACTION YELLOW-DOORS-FCN)>
<OBJECT SCORCHED-ALIEN
(SYNONYM ALIEN REPTILE)
(ADJECTIVE SCORCHED)
(LDESC
"Entangled in the wreckage is the scorched body of a creature which appears
to have been a large reptile, almost a miniature allosaurus. It is clad in
the remains of a space suit.")
(DESC "scorched alien")
<OBJECT PINK-KEY
(SYNONYM KEY RODS ROD)
(ADJECTIVE PINK CRYSTAL)
(DESC "pink rod")
(VALUE 25)
(FDESC "Clutched in the reptile's claw is a pink rod.")>
<OBJECT YELLOW-INNER
(SYNONYM AIRLOCK DOOR BULKHEAD)
(ADJECTIVE YELLOW INNER)
(DESC "yellow inner door")
(FLAGS DOORBIT)
(ACTION YELLOW-DOORS-FCN)>
<ROOM GREEN-DOCK
(IN ROOMS)
(LDESC
"A plastic umbilical leads away to port from the green airlock. There is
a hook next to the airlock.")
(DESC "Green Dock")
(FLAGS RLANDBIT ONBIT)
(WEST TO UMBILICAL)
(DOWN TO UMBILICAL)
(UP TO GREEN-LOCK IF GREEN-OUTER IS OPEN)
(IN TO GREEN-LOCK IF GREEN-OUTER IS OPEN)
<ROOM GREEN-LOCK
(IN ROOMS)
(DESC "Green Airlock")
(FLAGS RLANDBIT ONBIT)
(OUT TO GREEN-DOCK IF GREEN-OUTER IS OPEN)
(DOWN TO GREEN-DOCK IF GREEN-OUTER IS OPEN)
(UP PER GREEN-LOCK-EXIT)
;(IN PER GREEN-LOCK-EXIT) ;"FIX THIS IF COMPILER EVER RECOMPILED..."
(ACTION GREEN-LOCK-FCN)
<OBJECT GREEN-OUTER
(SYNONYM DOOR AIRLOCK BULKHEAD)
(ADJECTIVE GREEN OUTER)
(DESC "green outer door")
(FLAGS DOORBIT)
(ACTION GREEN-DOORS-FCN)>
<OBJECT GREEN-INNER
(SYNONYM DOOR AIRLOCK BULKHEAD)
(ADJECTIVE GREEN INNER)
(DESC "green inner door")
(FLAGS DOORBIT OPENBIT)
(ACTION GREEN-DOORS-FCN)>
\
; "SUBTITLE MAIN HALLWAYS"
<ROOM RED-ONE
(IN ROOMS)
(LDESC
"The red hall ends here. A smaller corridor curves away on both sides.
The light is dim and the plants are stunted.")
(DESC "Red Hall")
(NORTH "The hall ends here.")
(SOUTH TO RED-TWO)
(EAST TO GREEN-ONE)
(WEST TO BLUE-ONE)
(FLAGS RLANDBIT ONBIT)
(GLOBAL PLANTERS)>
<ROOM RED-TWO
(IN ROOMS)
(LDESC
"This is a long, dim corridor that intersects what looks like a ring corridor.
The overheads are not very bright here, and the plant growth is feeble.")
(DESC "Red Hall")
(NORTH TO RED-ONE)
(SOUTH TO RED-THREE)
(EAST TO GREEN-TWO)
(WEST TO BLUE-RED-TWO)
(FLAGS RLANDBIT ONBIT)
(GLOBAL PLANTERS)>
<ROOM RED-THREE
(IN ROOMS)
(LDESC
"This is a wide room with corridors leading in four directions and a ladder
down to the airlock. The lighting is poor, as though the lights were worn out.
Halfway up the walls are planters full of wilted plants.")
(DESC "Red Hall")
(DOWN TO RED-LOCK IF RED-INNER IS OPEN)
(OUT TO RED-LOCK IF RED-INNER IS OPEN)
(NORTH TO RED-TWO)
(SOUTH TO RED-FOUR)
(EAST TO VILLAGE-NW-EDGE)
(WEST TO BLUE-THREE)
(FLAGS RLANDBIT ONBIT)
<ROOM RED-FOUR
(IN ROOMS)
(LDESC
"This is part of a long hall with failing lights. It intersects with another
corridor at right angles. The plant boxes here are empty.")
(DESC "Red Hall")
(NORTH TO RED-THREE)
(SOUTH TO RED-FIVE)
(EAST TO VILLAGE-SW-EDGE)
(WEST TO BLUE-RED-FOUR)
(FLAGS RLANDBIT ONBIT)
(GLOBAL PLANTERS)>
<ROOM RED-FIVE
(IN ROOMS)
(LDESC
"This the end of the red hall where it T's with the aft-most ring corridor.
The lighting is poor and the plant boxes here are empty and battered.")
(DESC "Red Hall")
(NORTH TO RED-FOUR)
(SOUTH "The hall ends here.")
(EAST TO GREEN-FIVE)
(WEST TO BLUE-FIVE)
(FLAGS RLANDBIT ONBIT)
(GLOBAL PLANTERS)>
<ROOM BLUE-ONE
(IN ROOMS)
(LDESC
"The fore end of the blue hall meets a ring corridor here.")
(DESC "Blue Hall")
(NORTH "The blue hall ends here.")
(SOUTH TO BLUE-ONE-TWO)
(EAST TO RED-ONE)
(WEST TO YELLOW-ONE)
(FLAGS RLANDBIT ONBIT)
(GLOBAL PLANTERS)>
<ROOM BLUE-ONE-TWO
(IN ROOMS)
(DESC "Blue Hall")
(LDESC
"This is near the fore end of the blue hall, where a small exit leads to
port. The main corridor continues fore and aft.")
(NORTH TO BLUE-ONE)
(SOUTH TO BLUE-TWO)
(WEST TO OBSERVATORY)
(FLAGS RLANDBIT ONBIT)
(GLOBAL PLANTERS)>
<ROOM OBSERVATORY
(IN ROOMS)
(DESC "Observatory")
(EAST TO BLUE-ONE-TWO)
(OUT TO BLUE-ONE-TWO)
(FLAGS RLANDBIT ONBIT)
(ACTION OBSERVATORY-FCN)>
<OBJECT SMOKED-GLASS
(SYNONYM FRAGMENT PIECE)
(ADJECTIVE SMOKED BLACK GLASS VISOR)
(FDESC
"A large fragment of black smoked glass from the visor of the alien chief's
helmet lies on the floor.")
(DESC "black visor fragment")
(FLAGS TAKEBIT TRANSBIT)
(SIZE 2)>
<OBJECT CLEAR-KEY
(SYNONYM KEY RODS ROD RAINBOW)
(ADJECTIVE CLEAR)
(DESC "clear rod")
(FDESC
"A dazzling rainbow of colors bathes a clear crystal rod which rests
in the light path.")
(VALUE 25)
<OBJECT SLIDE-PROJECTOR
(SYNONYM PROJECTOR LASER)
(ADJECTIVE SLIDE IMAGE HOLOGRAPHIC)
(DESC "holographic projector")
(FDESC
"A holographic projector is on one wall.")
(FLAGS CONTBIT OPENBIT)
(CAPACITY 10)>
<OBJECT LASER-BEAM
(SYNONYM BEAM ENERGY LIGHT)
(ADJECTIVE LASER LIGHT)
(DESC "light beam")
(ACTION LASER-BEAM-FCN)
(FLAGS NDESCBIT VICBIT)>
<OBJECT MODEL
(SYNONYM MODEL SYSTEM PLANET)
(ADJECTIVE SOLAR)
(DESC "model")
(FLAGS NDESCBIT)>
<ROOM BLUE-TWO
(IN ROOMS)
(LDESC
"The junction of a wide fore-aft corridor and a smaller ring corridor. There is
some dirt on the floor, freshly scattered.")
(DESC "Blue Hall")
(NORTH TO BLUE-ONE-TWO)
(SOUTH TO BLUE-THREE)
(EAST TO BLUE-RED-TWO)
(WEST TO YELLOW-TWO)
(FLAGS RLANDBIT ONBIT)
(GLOBAL PLANTERS)>
<ROOM BLUE-RED-TWO
(IN ROOMS)
(LDESC
"The ring corridor here has an exit forward to a large open area. There is
fresh dirt scattered about, and an acrid smell.")
(DESC "Room on Ring Two")
(NORTH TO ZOO)
(WEST TO BLUE-TWO)
(EAST TO RED-TWO)
(FLAGS RLANDBIT ONBIT)>
<ROOM BLUE-THREE
(IN ROOMS)
(DESC "Blue Hall")
(LDESC
"A ring corridor joins the blue hall here. There is an entrance (presumably
for the blue docking area) below, and also a way up.")
(DOWN TO BLUE-LOCK IF BLUE-INNER IS OPEN)
(OUT TO BLUE-LOCK IF BLUE-INNER IS OPEN)
(UP PER METAL-BAND-EXIT)
(NORTH TO BLUE-TWO)
(SOUTH TO BLUE-34)
(EAST TO RED-THREE)
(WEST TO YELLOW-THREE)
(FLAGS RLANDBIT ONBIT)

The LADDER scenery reference should probably be to STAIRS instead.

(GLOBAL BLUE-INNER PLANTERS LADDER)>
<ROOM BLUE-FOUR
(IN ROOMS)
(LDESC
"Another junction, the ring corridor curving away to port and starboard.
The hall is damaged and bare rock protrudes in spots.")
(DESC "Blue Hall")
(NORTH TO BLUE-34)
(SOUTH TO BLUE-FIVE)
(EAST TO BLUE-RED-FOUR)
(WEST TO YELLOW-FOUR)
(FLAGS RLANDBIT ONBIT)
(GLOBAL PLANTERS)>
<ROOM BLUE-FIVE
(IN ROOMS)
(LDESC
"The blue corridor goes no further aft, but a ring corridor leads away
to port and starboard.")
(DESC "Blue Hall")
(NORTH TO BLUE-FOUR)
(SOUTH "The hall ends here.")
(EAST TO RED-FIVE)
(WEST TO YELLOW-FIVE)
(FLAGS RLANDBIT ONBIT)
(GLOBAL PLANTERS)>
<ROOM YELLOW-ONE
(IN ROOMS)
(LDESC
"This is the fore end of the yellow hall. The planters hold dry, dead
plants. The usual ring corridor joins the main hall.")
(DESC "Yellow Hall")
(NORTH "The hall ends here.")
(SOUTH TO YELLOW-TWO)
(EAST TO BLUE-ONE)
(WEST TO GREEN-YELLOW-ONE)
(FLAGS RLANDBIT)
(GLOBAL PLANTERS)>
<ROOM YELLOW-TWO
(IN ROOMS)
(LDESC
"A junction between the yellow hall and a brightly-lit ring corridor. The
planters have been removed.")
(DESC "Yellow Hall")
(NORTH TO YELLOW-ONE)
(SOUTH TO YELLOW-THREE)
(EAST TO BLUE-TWO)
(WEST TO GREEN-TWO)
(FLAGS RLANDBIT)
(GLOBAL PLANTERS)>
<ROOM YELLOW-THREE
(IN ROOMS)
(LDESC
"This is the intersection between the yellow hall and a large ring corridor.
The airlock for the yellow dock is down from here. The plant boxes are empty.")
(DESC "Yellow Hall")
(DOWN TO YELLOW-LOCK IF YELLOW-INNER IS OPEN)
(OUT TO YELLOW-LOCK IF YELLOW-INNER IS OPEN)
(NORTH TO YELLOW-TWO)
(SOUTH TO YELLOW-FOUR)
(EAST TO BLUE-THREE)
(WEST TO VILLAGE-NE-EDGE)
(FLAGS RLANDBIT)

The LADDER scenery reference should probably be to STAIRS instead.

(GLOBAL YELLOW-INNER PLANTERS LADDER)>
<ROOM YELLOW-FOUR
(IN ROOMS)
(LDESC
"This is a wide hall whose maintenance has been neglected. The planters are
untended. A ring corridor leads port and starboard.")
(DESC "Yellow Hall")
(NORTH TO YELLOW-THREE)
(SOUTH TO YELLOW-FOUR-FIVE)
(EAST TO BLUE-FOUR)
(WEST TO VILLAGE-SE-EDGE)
(FLAGS RLANDBIT)
(GLOBAL PLANTERS)>
<ROOM YELLOW-FOUR-FIVE
(IN ROOMS)
(LDESC
"The yellow corridor continues fore and aft, but a well-lit passage leads
starboard.")
(DESC "Yellow Hall")
(NORTH TO YELLOW-FOUR)
(SOUTH TO YELLOW-FIVE)
(EAST TO FF-ROOM)
(FLAGS RLANDBIT)
(GLOBAL PLANTERS)>
<ROOM YELLOW-FIVE
(IN ROOMS)
(LDESC
"The yellow hall ends here and a ring corridor curves away to port and
starboard.")
(DESC "Yellow Hall")
(NORTH TO YELLOW-FOUR-FIVE)
(SOUTH "The corridor comes to an end here.")
(EAST TO BLUE-FIVE)
(WEST TO GREEN-FIVE)
(FLAGS RLANDBIT)
(GLOBAL PLANTERS)>
<ROOM GREEN-ONE
(IN ROOMS)
(LDESC
"The green hall ends here at a ring corridor. The planters are well-tended.")
(DESC "Green Hall")
(NORTH "The hall ends here.")
(SOUTH TO GREEN-TWO)
(EAST TO GREEN-YELLOW-ONE)
(WEST TO RED-ONE)
(FLAGS RLANDBIT ONBIT)
(GLOBAL PLANTERS)>
<ROOM GREEN-TWO
(IN ROOMS)
(LDESC
"The green hall joins a ring corridor here. The plants here look healthy.")
(DESC "Green Hall")
(NORTH TO GREEN-ONE)
(SOUTH TO VILLAGE-N-EDGE)
(EAST TO YELLOW-TWO)
(WEST TO RED-TWO)
(FLAGS RLANDBIT ONBIT)
(GLOBAL PLANTERS)>
<ROOM VILLAGE
(IN ROOMS)
(LDESC
"This section of the hall has been made into an encampment, with primitive
huts of various sizes filling the passage. They are so close they almost form
a single large structure with many small entrances and exits. Many aliens are
milling about, of all sizes and colors of fur. The only way to continue down
the corridor is through the warren.")
(DESC "Village Center")
(EAST PER ENTER-WARREN)
(WEST TO VILLAGE-NW-EDGE)
(FLAGS RLANDBIT ONBIT)
(ACTION VILLAGE-FCN)
(PSEUDO "WIFE" WIFE-PSEUDO "CHILD" CHILD-PSEUDO)>
\
"SUBTITLE VILLAGE MAZE"
<ROOM MAZE
(IN ROOMS)
(LDESC
"This is an earth and reed burrow within the warren. There are many
aliens here, going about their business. Some of the littler ones
stare at you and make funny noises. There are passages all over the
place, and a constant traffic in and out.")
(DESC "In the Warren")
(UP TO MAZE)
(DOWN TO MAZE)
(IN TO MAZE)
(OUT TO MAZE)
(SOUTH TO MAZE)
(WEST TO MAZE)
(EAST TO MAZE)
(NORTH TO MAZE)
(ACTION MAZE-FCN)
(FLAGS RLANDBIT ONBIT)
<ROOM GREEN-THREE
(IN ROOMS)
(LDESC
"This burrow is deep within the warren and the aliens seem to avoid it.
An exit to port leads back into the warren. The walls are covered with
crude but vibrant paintings depicting a huge spider, a gigantic mouse,
man-sized lizards, and in the center, in ochre pigment, a being in a
space suit. A close look reveals that this room is the center of the
green hall's junction with the ring corridor. In fact, a ladder leads
down to the green airlock.")
(DESC "Center of the Warren")
(IN TO MAZE)
(WEST TO MAZE)
(OUT TO GREEN-LOCK IF GREEN-INNER IS OPEN)
(DOWN TO GREEN-LOCK IF GREEN-INNER IS OPEN)
(ACTION GREEN-THREE-FCN)
(FLAGS RLANDBIT ONBIT)
\
<ROOM GREEN-FOUR
(IN ROOMS)
(LDESC
"A primitive village has been built here, almost choking the passage off. The
village extends forward, becoming even more closely built to form a palisade
built of mud and wood which completely blocks the corridor.")
(DESC "Village Suburbs")
(NORTH "The corridor is blocked by a mud and wood palisade.")
(SOUTH TO VILLAGE-S-EDGE)
(EAST TO VILLAGE-SE-EDGE)
(WEST TO VILLAGE-SW-EDGE)
(FLAGS RLANDBIT ONBIT)
<OBJECT CHIEF
(SYNONYM ALIEN CHIEF CHIEFTAIN)
(ADJECTIVE GREY WEASEL)
(DESC "weasel chieftain")
(DESCFCN CHIEF-FCN)
(ACTION CHIEF-FCN)>
<OBJECT GLOBAL-CHIEF
(SYNONYM ALIEN CHIEF CHIEFTAIN)
(ADJECTIVE GREY WEASEL)
(DESC "weasel chieftain")
(ACTION CHIEF-FCN)>
<OBJECT BROWN-KEY
(IN CHIEF)
(SYNONYM KEY RODS ROD)
(ADJECTIVE CHIEFS BROWN CRYSTAL)
(DESC "brown rod")
(VALUE 25)
(ACTION BROWN-KEY-FCN)>
<OBJECT ALIENS
(SYNONYM ALIENS ALIEN WEASEL HUNTER)
(ADJECTIVE GREY)
(DESC "weasel-like alien")
(FLAGS VILLAIN VICBIT)
(ACTION ALIENS-FCN)>
<OBJECT PALISADE
(SYNONYM PALISADE WALL)
(ADJECTIVE MUD WOOD)
(DESC "palisade")
(FLAGS VICBIT CLIMBBIT)
(ACTION PALISADE-FCN)>
<ROOM VILLAGE-N-EDGE
(IN ROOMS)
(LDESC
"This is the edge of an inhabited area. Crude hovels are scattered here and
there, becoming denser as you move aft.")
(DESC "Outskirts of Village")
(NORTH TO GREEN-TWO)
(SOUTH "The corridor is blocked by a wood and mud palisade.")
(FLAGS RLANDBIT ONBIT)
<ROOM VILLAGE-NW-EDGE
(IN ROOMS)
(DESC "Outskirts of Village")
(WEST TO RED-THREE)
(EAST TO VILLAGE)
(FLAGS RLANDBIT ONBIT)
<ROOM VILLAGE-NE-EDGE
(IN ROOMS)
(LDESC
"This is the fringe of a populated area lying to port. The corridor is filled
with primitive huts, and is being used for the cultivation of grain. It seems
that the inhabitants heard you coming and have fled." )
(DESC "Outskirts of Village")
(WEST "The corridor is blocked by a wood and mud palisade.")
(EAST TO YELLOW-THREE)
(FLAGS RLANDBIT ONBIT)
<ROOM VILLAGE-SW-EDGE
(IN ROOMS)
(LDESC
"This is the edge of an inhabited area lying to starboard. Some odd vegetables
are growing here, but the inhabitants, if any, have scattered.")
(DESC "Outskirts of Village")
(WEST TO RED-FOUR)
(EAST TO GREEN-FOUR)
(FLAGS RLANDBIT ONBIT)
<ROOM VILLAGE-SE-EDGE
(IN ROOMS)
(LDESC
"This is the fringe of an inhabited area lying to port. The corridor is filled
with cultivated plantings, although the farmers have apparently fled before
you.")
(DESC "Outskirts of Village")
(WEST TO GREEN-FOUR)
(EAST TO YELLOW-FOUR)
(FLAGS RLANDBIT ONBIT)
<ROOM VILLAGE-S-EDGE
(IN ROOMS)
(LDESC
"This is the aft edge of a settled area. The corridor has a dirt floor here,
and several well-used paths lead forward.")
(DESC "Outskirts of Village")
(NORTH TO GREEN-FOUR)
(SOUTH TO GREEN-FIVE)
(FLAGS RLANDBIT ONBIT)
<ROOM GREEN-FIVE
(IN ROOMS)
(LDESC
"This is the aft end of the green hall, well-tended and brightly lit,
where a typical ring corridor crosses.")
(DESC "Green Hall")
(NORTH TO VILLAGE-S-EDGE)
(SOUTH "The corridor comes to an end here.")
(EAST TO YELLOW-FIVE)
(WEST TO RED-FIVE)
(FLAGS RLANDBIT ONBIT)
(GLOBAL PLANTERS)>
\
"MAINTENANCE MICE ET AL"
<OBJECT GLOBAL-MOUSE
(SYNONYM MOUSE SWEEPER RECEPTACLE)
(ADJECTIVE MAINTENANCE)
(DESC "maintenance mouse")
(LDESC "There is a maintenance mouse here, cheerfully scouring the
area for dirt and discarded junk.")
(ACTION MOUSE-FCN)
(CAPACITY 1000)>
<OBJECT MOUSE
(SYNONYM MOUSE SWEEPER RECEPTACLE TRAY)
(ADJECTIVE MAINTENANCE)
(DESC "maintenance mouse")
(DESCFCN MOUSE-FCN)
(ACTION MOUSE-FCN)
(CONTFCN MOUSE-CONT)
(CAPACITY 1000)>
<OBJECT MOUSE-HOLE
(SYNONYM HOLE DOOR)
(ADJECTIVE MOUSE)
(DESC "mouse hole")
(FLAGS DOORBIT)
(LDESC "There is a barely visible mouse hole in the wall here.")
(ACTION HOLE-FCN)>
\
"STEPPING DISKS"
<GLOBAL RED-DISK-ON <>>
<GLOBAL BLUE-DISK-ON <>>
<OBJECT RED-DISK
(IN FF-ROOM)
(SYNONYM DISK DISKS)
(ADJECTIVE RED THIN)
(FDESC
"A thin red disk the size of a manhole cover hangs on the wall.")
(LDESC "There is a thin red disk the size of a manhole cover here.")
(DESC "red disk")
(ACTION DISK-FCN)
(SIZE 10)
(CAPACITY 200)>
<OBJECT BLUE-DISK
(IN FF-ROOM)
(SYNONYM DISK DISKS)
(ADJECTIVE BLUE THIN)
(FDESC
"A thin blue disk the size of a manhole cover hangs on the wall.")
(LDESC "There is a thin blue disk the size of a manhole cover here.")
(DESC "blue disk")
(ACTION DISK-FCN)
(CAPACITY 200)
(SIZE 10)>
<OBJECT FF-DIAL
(IN FF-ROOM)
(SYNONYM DIAL)
(ADJECTIVE CONTROL)
(DESC "dial")
(FLAGS NDESCBIT)
(ACTION FF-DIAL-FCN)>
<OBJECT FORCE-FIELD-1
(SYNONYM FIELD SPHERE BALL GLOBE)
(ADJECTIVE FORCE SILVER)
(DESC "silver sphere")
(DESCFCN FF-FCN)
(ACTION FF-FCN)>
<OBJECT FORCE-FIELD-2
(IN FF-ROOM)
(SYNONYM FIELD SPHERE BALL GLOBE)
(ADJECTIVE FORCE SILVER)
(DESC "silver sphere")
(DESCFCN FF-FCN)
(ACTION FF-FCN)>
<OBJECT FF-BOWL-2
(SYNONYM FIELD)
(DESC "bowl")>
<OBJECT FORCE-FIELD-3
(SYNONYM FIELD SPHERE BALL GLOBE)
(ADJECTIVE FORCE SILVER)
(DESC "silver sphere")
(DESCFCN FF-FCN)
(ACTION FF-FCN)>
<OBJECT FF-BOWL-3
(SYNONYM FIELD)
(DESC "bowl")>
<OBJECT FORCE-FIELD-4
(SYNONYM FIELD SPHERE BALL GLOBE)
(ADJECTIVE FORCE SILVER)
(DESC "silver sphere")
(DESCFCN FF-FCN)
(ACTION FF-FCN)>
<OBJECT FF-BOWL-4
(SYNONYM FIELD)
(DESC "bowl")>
<ROOM FF-ROOM
(IN ROOMS)
(DESC "Laboratory")
(FLAGS RLANDBIT ONBIT)
(WEST TO YELLOW-FOUR-FIVE)
(ACTION FF-ROOM-FCN)
(GLOBAL PROJECTOR BEAM)>
<OBJECT PROJECTOR
(IN FF-ROOM)
(SYNONYM PROJECTOR APPARATUS)
(ADJECTIVE FORMIDABLE)
(DESC "projector")
(ACTION PROJECTOR-FCN)
(FLAGS NDESCBIT)>
<OBJECT BEAM
(IN FF-ROOM)
(SYNONYM BEAM)
(ADJECTIVE ENERGY)
(DESC "beam of energy")
(ACTION BEAM-FCN)
(FLAGS NDESCBIT VICBIT)>
<OBJECT BLUE-KEY
(SYNONYM KEY RODS ROD)
(ADJECTIVE BLUE CRYSTAL)
(DESC "blue rod")
(ACTION BLUE-KEY-FCN)
(VALUE 25)
<ROOM BLUE-RED-FOUR
(IN ROOMS)
(DESC "Room on Ring Four")
(LDESC
"You are between the red and blue halls on a ring corridor. The corridor looks
damaged to port. The illumination dims to starboard.")
(EAST TO RED-FOUR)
(WEST TO BLUE-FOUR)
(SOUTH "There is no exit visible on the aft wall.")
(FLAGS RLANDBIT ONBIT)>
<ROOM GARAGE
(IN ROOMS)
(DESC "Garage")
(LDESC
"This is the garage for Maintenance Mice. There are several stalls in
which non-functional mice are rusting away. Other stalls are empty.
There is a hole through which trash could be dumped, and a large bin nearby.
A maintenance-mouse-sized door is in the forward wall.")
(NORTH TO BLUE-RED-FOUR)
(OUT TO BLUE-RED-FOUR)
(FLAGS RLANDBIT ONBIT)
(PSEUDO "HOLE" HOLE-PSEUDO "DOOR" DOOR-PSEUDO)>
<OBJECT TRASH-BIN
(IN GARAGE)
(SYNONYM BIN)
(ADJECTIVE TRASH JUNK)
(DESC "trash bin")
(LDESC
"There is a trash bin full of junk of all sorts here. Someone appears to have
been dumping things for years (decades? centuries?) and never cleaning them
out.")
(ACTION TRASH-BIN-FCN)
(CAPACITY 1000)>
<OBJECT GREEN-KEY
(SYNONYM KEY RODS ROD)
(ADJECTIVE GREEN CRYSTAL)
(DESC "green rod")
(VALUE 25)
\
"SUBTITLE GREEN SPACESHIP"
<ROOM THRONE-ROOM
(IN ROOMS)
(DESC "Control Room")
(FLAGS RLANDBIT ONBIT)
(LDESC
"This was the control room of the ship which originally carried the
now-primitive aliens to the artifact. They must have been at about the
human level of technology, as the controls and style of the room are
familiar. The control panel was obviously destroyed by a fire or explosion
long ago, although the lights here still glow dimly.|
Outside you can see the surface of the artifact. Gazing longingly at that
view are the empty eyesockets of a skeleton; the skeleton of one of the
aliens. It is dressed in the shreds of a space suit and sitting in the
control couch. Scattered around the couch are fresh offerings of fruit and
vegetables.")
(SOUTH TO CARGO-ROOM)
<OBJECT SKELETON
(SYNONYM SKELETON)
(ADJECTIVE ALIEN)
(DESC "alien skeleton")
(ACTION SKELETON-FCN)
(SIZE 10)>
<OBJECT VIOLET-KEY
(SYNONYM KEY RODS ROD)
(ADJECTIVE VIOLET PURPLE CRYSTAL)
(DESC "violet rod")
(VALUE 25)
<ROOM CARGO-ROOM
(IN ROOMS)
(DESC "Cargo Hold")
(FLAGS RLANDBIT ONBIT)
(LDESC
"This was once the cargo hold of a spaceship, and is filled with fetishes of
wood and clay, totems in the shape of strange beasts, and a great deal of
withered fruit and grain. Openings lead fore and aft, and the umbilical
tube is to starboard. There is dim illumination from ancient glow bulbs.")
(NORTH TO THRONE-ROOM)
(SOUTH TO GUARD-ROOM)
(EAST TO UMBILICAL)
(GLOBAL TOTEMS VEGGIES)>
<ROOM GUARD-ROOM
(IN ROOMS)
(DESC "Guard Room")
(FLAGS RLANDBIT ONBIT)
(LDESC
"Once a guard room or barracks, this room is now dusty and unused. The
only exit is back the way you came. A large door that may have led
to the engine room is fused shut, as if by enormous heat.")
(NORTH TO CARGO-ROOM)
(PSEUDO "DOOR" DOOR-PSEUDO)>
<ROOM UMBILICAL
(IN ROOMS)
(DESC "Umbilical")
(FLAGS RLANDBIT ONBIT)
(LDESC
"You are in a plastic umbilical about two meters in diameter which
connects the green airlock to starboard with a spaceship about ten
meters to port. The plastic is cloudy, obscuring your view of the outside.")
(WEST TO CARGO-ROOM)
(UP TO GREEN-DOCK)
(EAST TO GREEN-DOCK)>
\
"SUBTITLE ZOO"
<ROOM ZOO
(IN ROOMS)
(LDESC
"This is a port-to-starboard corridor lined with small cages. The bars of the
cages are bands of force, detectable only by the slight shimmer they produce
in the air, and are non-working on most of the cages. A few cages are still
on, and contain the dried up carcasses of strange animals.")
(DESC "Zoo")
(SOUTH TO BLUE-RED-TWO)
(WEST TO GRUE-CAGE)
(EAST TO NEST-CAGE)
(NORTH "You can't pass the (still-working) bars of this cage.")
(FLAGS RLANDBIT ONBIT)
(GLOBAL CAGES)>
<ROOM GRUE-CAGE
(IN ROOMS)
(LDESC
"This cage was apparently forced by its inhabitants before the general
deterioration of the zoo equipment. The force projectors are ripped
out of their mountings and smashed against the bulkhead, and the whole
cage is scratched and dented as though many enraged creatures pounded
on it violently for many weeks. There is a somewhat chewed sign to one
side of the cage.")
(DESC "Broken Cage")
(EAST TO ZOO)
(WEST "The zoo area ends here.")
(NORTH TO IN-GRUE-CAGE)
(FLAGS RLANDBIT ONBIT)
(GLOBAL CAGES)>
<ROOM IN-GRUE-CAGE
(IN ROOMS)
(LDESC
"The amount of damage done to this cage is impressive. The creatures
imprisoned here didn't like it one bit, and whoever put them here
obviously underestimated their nastiness.")
(DESC "Inside Grue Cage")
(SOUTH TO GRUE-CAGE)
(FLAGS RLANDBIT ONBIT)>

The artifact has dark rooms; dark rooms have grues; therefore the artifact needs a source of grues. They’re willing to drop the world consistency by putting the sign in English, though.

(Also by implying that the artifact has visited Sol system before? Nothing else in the game says that.)

WHAT IS A GRUE works, by the way.

<OBJECT GRUE-SIGN
(IN GRUE-CAGE)
(SYNONYM SIGN)
(ADJECTIVE CHEWED)
(DESC "chewed sign")
(FLAGS NDESCBIT READBIT)
(TEXT
"The sign is a liquid crystal display, and even more oddly, is in English:|
|
\" Common Grues (Grue Vulgaris)|
|
The common grue, an inhabitant of the dark underground passages of a
forgotten planet, is here exhibited for your pleasure in a typical family
group. Note particularly the slavering fangs which reach such impressive
size in the adults. Feeding the grues is not recommended.\"")>
<OBJECT GRUE ;"was GRUE"
(SYNONYM GRUE)
(ADJECTIVE LURKING SINISTER HUNGRY SILENT)
(DESC "lurking grue")
(ACTION GRUE-FUNCTION)>
<ROOM NEST-CAGE
(IN ROOMS)
(DESC "Nesting Cage")
(WEST TO ZOO)
(EAST "The zoo area comes to an end here.")
(ACTION NEST-CAGE-FCN)
(GLOBAL SPEAR)
(FLAGS RLANDBIT ONBIT)>
<OBJECT NEST
(IN NEST-CAGE)
(SYNONYM NEST)
(ADJECTIVE MUD)
(DESC "nest")
(ACTION NEST-FCN)
(CONTFCN NEST-CONT)
(CAPACITY 1000)>
<OBJECT SMASHED-NEST
(SYNONYM NEST)
(ADJECTIVE SMASHED)
(DESC "smashed nest")
(ACTION NEST-FCN)
(CAPACITY 1000)>
<OBJECT RED-KEY
(IN NEST)
(SYNONYM KEY RODS ROD)
(ADJECTIVE RED CRYSTAL)
(DESC "red rod")
(VALUE 25)
<OBJECT RAT-ANT
(IN NEST-CAGE)
(SYNONYM ANT RAT-ANT)
(ADJECTIVE RAT)
(DESC "rat-ant")
(ACTION RAT-ANT-FCN)>
<ROOM GREEN-YELLOW-ONE
(IN ROOMS)
(LDESC
"A passage leads aft from this point on the ring corridor.")
(DESC "Room on Ring One")
(EAST TO YELLOW-ONE)
(WEST TO GREEN-ONE)
(SOUTH TO COMPUTER-ROOM)
(IN TO COMPUTER-ROOM)
(FLAGS RLANDBIT ONBIT)>
<ROOM COMPUTER-ROOM
(IN ROOMS)
(DESC "Computer Room")
(NORTH TO GREEN-YELLOW-ONE)
(FLAGS RLANDBIT ONBIT)>
<OBJECT ENV-COMPUTER
(SYNONYM COMPUTER)
(DESC "computer")
(FLAGS NDESCBIT)
(ACTION SWITCH-FCN)>
<OBJECT ON-OFF-SWITCH
(SYNONYM SWITCH POWER)
(ADJECTIVE ON OFF)
(DESC "on-off switch")
(FLAGS NDESCBIT)
(ACTION SWITCH-FCN)>
<OBJECT PANEL
(SYNONYM PANEL)
(ADJECTIVE ACCESS)
(DESC "access panel")
(CAPACITY 100)
(ACTION PANEL-FCN)>
<OBJECT SLOT
(IN PANEL)
(SYNONYM SLOT HOLE)
(DESC "slot")
(ACTION SLOT-FCN)>
<OBJECT CARD
(SYNONYM CARD SQUARE)
(ADJECTIVE COMPUTER METAL CERAMIC)
(DESC "metal and ceramic square")
(FLAGS TAKEBIT)
(ACTION CARD-F)
(SIZE 3)>
<OBJECT GOLD-KEY
(SYNONYM KEY RODS ROD)
(ADJECTIVE GOLD CRYSTAL)
(DESC "gold rod")
(VALUE 25)
\
"SUBTITLE WEAPONS DECK AND ZAP GUN"
<OBJECT ZAP-GUN
(SYNONYM GUN BARREL RAYGUN)
(ADJECTIVE RAY)
(DESC "ray gun")
(FDESC
"Mounted in a wall-rack is a genuine-looking ray gun, large and formidable,
with a long, ugly barrel. It's difficult to tell whether or not the gun is
fully charged.")
(ACTION ZAP-GUN-FCN)
(CAPACITY 5)
(SIZE 10)>
<OBJECT SILVER-KEY
(IN ZAP-GUN)
(SYNONYM KEY RODS ROD)
(ADJECTIVE SILVER CRYSTAL)
(DESC "silver rod")
(VALUE 25)
<ROOM WEAPONS-DECK
(IN ROOMS)
(DESC "Weapons Deck")
(LDESC
"This was the armory of the artifact. A massive bulkhead melted and burned
away, giving free access to the weaponry. Unfortunately, it appears that the
vast stock of futuristic armaments has been mostly destroyed. Gigantic
projectors are scorched and shattered, strange battle armor is reduced to
splinters, and wall racks for small arms are mostly empty.")
(EAST TO BLUE-34)
(OUT TO BLUE-34)
(FLAGS RLANDBIT ONBIT)>
<ROOM BLUE-34
(IN ROOMS)
(DESC "Melted Spot")
(LDESC
"At this point the corridor is twisted and the walls are half-melted.
Titanic energies have been used here, apparently to blast through an
armored hatch that shielded the area to port. There is little left of
the hatch now, and the way is open.")
(WEST TO WEAPONS-DECK)
(NORTH TO BLUE-THREE)
(SOUTH TO BLUE-FOUR)
(IN TO WEAPONS-DECK)
(FLAGS RLANDBIT ONBIT)
(GLOBAL PLANTERS)>
\
"SUBTITLE INSIDE THE CYLINDER"
<OBJECT TREE
(SYNONYM TREE)
(ADJECTIVE HUGE SMALL ENORMOUS)
(DESC "tree")
(ACTION TREE-FCN)
(FLAGS NDESCBIT CLIMBBIT)>
<ROOM BASE-OF-TREE
(IN ROOMS)
(DESC "Base of Tree")
(LDESC
"You are in a primeval forest, standing at the base of a giant tree.
The trunk is thick, perhaps 40 meters in diameter, and the height is
incredible. The forest is very thick, so you can't see exactly how tall
it is, but extending all the way to the axis isn't out of the question.
The bark is so rough that climbing would be no problem.")
(UP PER UP-A-TREE-EXIT)
(NORTH TO SCRUB-2)
(EAST TO FOREST)
(WEST TO FOREST)
(SOUTH "You have reached the aft end of the cylinder.")
(FLAGS RLANDBIT ONBIT)
(GLOBAL TREE VEGGIES)>
<ROOM UP-A-TREE
(IN ROOMS)
(DESC "Up a Tree")
(LDESC
"You are climbing a gigantic tree, one that would make the largest
sequoia blush with envy. Fortunately the bark is rough and climbing
is easy. The gravity lessens as you near the axis of rotation, which
also helps.")
(UP TO TREETOP-ROOM)
(DOWN TO BASE-OF-TREE)
(ACTION UP-A-TREE-FCN)
(FLAGS RLANDBIT ONBIT)
(GLOBAL TREE)>
<ROOM TREETOP-ROOM
(IN ROOMS)
(DESC "Top of Tree")
(LDESC
"You are at the top of a giant tree, just below a huge crystalline bubble
full of machinery and controls which lies at the axis of rotation at the aft
end of the cylinder. Out of reach above you is a hatch which leads into the
bubble. Beside the hatch is a silver slot. Gravity has almost disappeared
here as you near the axis.")
(UP "The hatch is out of reach above you.")
(DOWN TO UP-A-TREE)
(FLAGS RLANDBIT ONBIT)
(ACTION TREETOP-FCN)
(PSEUDO
"SLOT" OUT-OF-REACH
"SPOT" OUT-OF-REACH)>
<OBJECT SILVER-SLOT
(SYNONYM SLOT SPOT HOLE)
(ADJECTIVE SILVER)
(DESC "silver slot")
(ACTION SILVER-SLOT-FCN)
(CONTFCN SILVER-SLOT-CONT)
(KEY TO SILVER-KEY)
(CAPACITY 5)>
<ROOM DRIVE-BUBBLE-ENTRANCE
(IN ROOMS)
(DESC "Drive Bubble Entrance")
(DOWN TO TREETOP-ROOM)
(FLAGS RLANDBIT ONBIT)
<ROOM ON-DRIVE-BUBBLE
(IN ROOMS)
(LDESC
"You are floating near and clinging to a large crystalline bubble covering
the aft end of the axis of rotation of the artifact. There is no weight here.
Small knobs resembling handholds cover the bubble; you could use them to
climb back down. Far away at the fore end of the axis you can see another
bubble very similar to this one.")
(DESC "On Drive Bubble")
(UP "There is only air there.")
<ROOM DRIVE-BUBBLE-ROOM
(IN ROOMS)
(DESC "Drive Bubble")
(UP TO AXIS-1)
(NORTH TO AXIS-1)
<OBJECT WHITE-SLOT
(SYNONYM SLOT PANEL HOLE)
(ADJECTIVE WHITE)
(DESC "white slot")
(KEY TO WHITE-KEY)
(ACTION WHITE-SLOT-FCN)
(CAPACITY 10)>
<OBJECT BLACK-SLOT
(SYNONYM SLOT PANEL HOLE)
(ADJECTIVE BLACK)
(DESC "black slot")
(KEY TO BLACK-KEY)
(ACTION BLACK-SLOT-FCN)
(CAPACITY 10)>
<OBJECT WHITE-KEY
(SYNONYM KEY RODS ROD)
(ADJECTIVE WHITE CRYSTAL)
(DESC "white rod")
(FDESC
"Floating near a white slot in the wall is a white rod.")
(ACTION WHITE-KEY-FCN)
(VALUE 25)
<OBJECT DRIVE-BUBBLE-HATCH
(SYNONYM HATCH DOOR)
(DESC "hatch")
(FLAGS NDESCBIT DOORBIT)
(ACTION HATCH-DOOR-F)>
<ROOM AXIS-1
(IN ROOMS)
(DESC "Floating in Air")
(LDESC
"You are floating at the axis of rotation of the cylinder, near the
drive bubble. There are enormous trees \"below.\" There is no gravity here.")
(NORTH TO AXIS-2)
(SOUTH TO DRIVE-BUBBLE-ROOM)
(ACTION AXIS-FCN)
<ROOM AXIS-2
(IN ROOMS)
(DESC "Floating in Air")
(LDESC
"You are floating at the axis of rotation of the cylinder.
There is grassland \"below.\" There is no gravity here.")
(NORTH TO AXIS-3)
(SOUTH TO AXIS-1)
(ACTION AXIS-FCN)
<ROOM AXIS-3
(IN ROOMS)
(DESC "Floating in Air")
(LDESC
"You are floating at the axis of rotation of the cylinder.
There is a metal band \"below.\" There is no gravity here.")
(NORTH TO ON-CONTROL-BUBBLE)
(SOUTH TO AXIS-2)
(ACTION AXIS-FCN)
<ROOM FOREST
(IN ROOMS)
(DESC "Dense Forest")
(LDESC
"This is the forest primeval, conifers and cycads in rank profusion.
Here and there huge trees thrust upward through the forest canopy.
One particularly large tree is to port of here.")
(NORTH TO SCRUB)
(SOUTH "You have reached the aft end of the cylinder.")
(WEST TO BASE-OF-TREE)
(EAST TO BASE-OF-TREE)
(FLAGS RLANDBIT ONBIT)
(GLOBAL VEGGIES TREE)>
<ROOM SCRUB
(IN ROOMS)
(DESC "Thin Forest")
(LDESC
"This is an area of small trees and shrubs blending into a more imposing
forest aft and into grassland forward. Strangely, there is a metal
hatch cover nearby among the shrubbery.")
(NORTH TO GRASSLAND)
(SOUTH TO FOREST)
(WEST TO SCRUB-2)
(EAST TO SCRUB-2)
(DOWN TO REPAIR-ROOM IF METAL-DOOR IS OPEN)
(UP "There are no large trees here.")
(FLAGS RLANDBIT ONBIT)>
<ROOM SCRUB-2
(IN ROOMS)
(DESC "Thin Forest")
(LDESC
"This is an area of small trees and shrubs blending into a more imposing
forest aft and into grassland forward.")
(NORTH TO GRASSLAND-2)
(SOUTH TO BASE-OF-TREE)
(WEST TO SCRUB)
(EAST TO SCRUB)
(UP "There are no large trees here.")
(FLAGS RLANDBIT ONBIT)
(GLOBAL TREE VEGGIES)>
<ROOM GRASSLAND
(IN ROOMS)
(DESC "Grassland")
(LDESC
"You are standing on the floor of an enormous cylinder, kilometers in
length and hundreds of meters across. Above you and all around is revealed
a micro-geography of trees, grassland, and manufactured structures. The
cylinder is divided into various bands, of which this is approximately the
central one. Things cling to the floor (or ceiling) above you, as each band
continues all the way around the cylinder.
|
You are in the midst of a grassy plain, a sort of savannah with warm
breezes and tall grasses. An exit leads down to the outer deck. Looking
forward, a metal floor circles the cylinder, and extends all the way to
the forward end of the cylinder, which is a sheer metal wall with a
crystal bubble at the axis. Looking aft, the grassland becomes more and
more densely forested. The aft end of the cylinder is totally obscured
by impossibly tall trees. A herd of creatures not unlike unicorns crops
grass in the distance.")
(NORTH TO METAL-BAND)
(SOUTH TO SCRUB)
(EAST TO GRASSLAND-2)
(WEST TO GRASSLAND-2)
(DOWN TO BLUE-THREE)
(FLAGS RLANDBIT ONBIT)>
<ROOM GRASSLAND-2
(IN ROOMS)
(DESC "Grassland")
(LDESC
"A grassy plain circles this band of the cylinder, the vegetation
merging into dense forest as you look aft, and stopping abruptly at bare
metal as you look forward. The plain arches above you, giving an aerial
view of the other side and the entry through which you came. The forest
obscures the aft end of the cylinder. A herd of creatures not unlike
unicorns crops grass nearby.")
(NORTH TO METAL-BAND-2)
(SOUTH TO SCRUB-2)
(EAST TO GRASSLAND)
(WEST TO GRASSLAND)
(FLAGS RLANDBIT ONBIT)
<OBJECT UNICORNS
(DESC "unicorn")
(SYNONYM UNICORN)
(ADJECTIVE HERD)
(ACTION UNICORNS-FCN)
(FLAGS NDESCBIT)>
<OBJECT METAL-DOOR
(DESC "metal hatch")
(SYNONYM DOOR HATCH COVER)
(ADJECTIVE METAL)
<ROOM METAL-BAND
(IN ROOMS)
(DESC "Metal Floor")
(LDESC
"The floor of the cylinder is bare metal here, merging into grassland aft
and eventually running into a sheer wall at the forward end of the artifact.")
(NORTH TO FORE-END)
(SOUTH TO GRASSLAND)
(EAST TO METAL-BAND-2)
(WEST TO METAL-BAND-2)
(GLOBAL CONTROL-BUBBLE)
(FLAGS RLANDBIT ONBIT)>
<ROOM METAL-BAND-2
(IN ROOMS)
(DESC "Metal Floor")
(LDESC
"The metal floor continues all the way around the cylinder. Aft the
grassland begins, and forward the cylinder ends in a smooth vertical wall.")
(NORTH TO FORE-END-2)
(SOUTH TO GRASSLAND-2)
(EAST TO METAL-BAND)
(WEST TO METAL-BAND)
(GLOBAL CONTROL-BUBBLE)
(FLAGS RLANDBIT ONBIT)>
<OBJECT WALL
(DESC "wall")
(SYNONYM WALL)
(ADJECTIVE SMOOTH)
(ACTION WALL-F)>
<OBJECT DISTANT-BUBBLE
(DESC "bubble")
(SYNONYM BUBBLE)
(ADJECTIVE CRYSTAL CLEAR)
(ACTION DISTANT-BUBBLE-F)>
<ROOM FORE-END
(IN ROOMS)
(DESC "Fore End")
(LDESC
"You are at the fore end of the cylinder. A smooth, unscalable wall extends
up all around the circumference. At the axis, high above, is a clear bubble.
From this distance you can't see into it, but it's about 100 meters in
diameter.")
(SOUTH TO METAL-BAND)
(EAST TO FORE-END-2)
(WEST TO FORE-END-2)
(UP "The fore wall is smooth and featureless.")
(FLAGS RLANDBIT ONBIT)
(GLOBAL DISTANT-BUBBLE)>
<ROOM FORE-END-2
(IN ROOMS)
(DESC "Fore End")
(LDESC
"You are at the forward end of the interior. A vertical wall extends up all
around the circumference. At the axis, high above, is a crystal bubble. From
this distance you can't discern its contents, but it's about 100 meters in
diameter.")
(SOUTH TO METAL-BAND-2)
(EAST TO FORE-END)
(WEST TO FORE-END)
(UP "The fore wall is smooth and featureless.")
(FLAGS RLANDBIT ONBIT)
(GLOBAL DISTANT-BUBBLE)>
\
<ROOM ON-CONTROL-BUBBLE
(IN ROOMS)
(LDESC
"You are floating outside a 100 meter crystal bubble which protrudes from
the fore end of the cylinder. Inside, you can make out shadowy mechanisms
and odd constructions. There are odd knobs of some sort which you could use
to pull yourself down the bubble. At the other end of the cylinder you can
see the drive bubble in the midst of enormous trees.")
(DESC "On Control Bubble")
(UP "There is only air there.")
<ROOM CONTROL-BUBBLE-ENTRANCE
(IN ROOMS)
(DESC "Control Bubble Entrance")
(FLAGS RLANDBIT ONBIT)
<OBJECT GOLD-SLOT
(SYNONYM SLOT HOLE)
(ADJECTIVE GOLD)
(DESC "gold slot")
(KEY TO GOLD-KEY)
(CONTFCN GOLD-SLOT-CONT)
(ACTION GOLD-SLOT-FCN)
(CAPACITY 5)>
<OBJECT CONTROL-BUBBLE-HATCH
(SYNONYM HATCH DOOR)
(DESC "hatch")
(FLAGS NDESCBIT DOORBIT)
(ACTION HATCH-DOOR-F)>
<ROOM CONTROL-BUBBLE-ROOM
(IN ROOMS)
(DESC "Control Bubble")
(VALUE 25)>
<OBJECT DRIVE-BUBBLE
(SYNONYM BUBBLE)
(ADJECTIVE DRIVE)
(DESC "drive bubble")
(FLAGS NDESCBIT)>
<OBJECT CONTROL-BUBBLE
(SYNONYM BUBBLE)
(ADJECTIVE CONTROL FRONT FORE)
(DESC "control bubble")
(FLAGS NDESCBIT)>
"CONTROL ROOM GOODIES"
<OBJECT BROWN-SLOT
(SYNONYM SLOT HOLE)
(ADJECTIVE BROWN)
(DESC "brown slot")
(CONTFCN CONTROL-SLOT-FCN)
(KEY TO BROWN-KEY)
(CAPACITY 10)>
<OBJECT PINK-SLOT
(SYNONYM SLOT HOLE)
(ADJECTIVE PINK)
(DESC "pink slot")
(CONTFCN CONTROL-SLOT-FCN)
(KEY TO PINK-KEY)
(CAPACITY 10)>
<OBJECT GREEN-SLOT
(SYNONYM SLOT HOLE)
(ADJECTIVE GREEN)
(DESC "green slot")
(KEY TO GREEN-KEY)
(CONTFCN CONTROL-SLOT-FCN)
(CAPACITY 10)>
<OBJECT BLUE-SLOT
(SYNONYM SLOT HOLE)
(ADJECTIVE BLUE)
(DESC "blue slot")
(KEY TO BLUE-KEY)
(CONTFCN CONTROL-SLOT-FCN)
(CAPACITY 10)>
<OBJECT VIOLET-SLOT
(SYNONYM SLOT HOLE)
(ADJECTIVE VIOLET PURPLE)
(DESC "violet slot")
(KEY TO VIOLET-KEY)
(CONTFCN CONTROL-SLOT-FCN)
(CAPACITY 10)>
<OBJECT VIEW-SELECT
(SYNONYM SCREEN)
(ADJECTIVE PINK)
(DESC "pink screen")
(ACTION VIEW-SELECT-FCN)
(DESCFCN VIEW-SELECT-FCN)
<OBJECT ZOOM-IN
(SYNONYM SQUARE)
(ADJECTIVE SMALL PINK)
(DESC "small pink square")
(ACTION VIEW-SELECT-FCN)
(FLAGS NDESCBIT)>
<OBJECT ZOOM-OUT
(SYNONYM SQUARE)
(ADJECTIVE LARGE PINK)
(DESC "large pink square")
(ACTION VIEW-SELECT-FCN)
(FLAGS NDESCBIT)>
<OBJECT TARGET-SELECT
(SYNONYM BUTTON SPOT)
(ADJECTIVE BROWN)
(DESC "brown spot")
(FLAGS NDESCBIT)
<OBJECT SPEED-SELECT
(SYNONYM BUTTON SPOT)
(ADJECTIVE GREEN)
(DESC "green spot")
(FLAGS NDESCBIT)
(ACTION SPEED-SELECT-FCN)>
<OBJECT EXECUTE-BUTTON
(SYNONYM BUTTON SPOT)
(ADJECTIVE BLUE)
(DESC "blue spot")
(FLAGS NDESCBIT)
<OBJECT COURSE-SELECT
(SYNONYM BUTTON SPOT)
(ADJECTIVE VIOLET PURPLE)
(DESC "violet spot")
(FLAGS NDESCBIT)
<OBJECT CLEAR-SLOT
(SYNONYM SLOT HOLE)
(ADJECTIVE CLEAR CRYSTAL)
(DESC "crystal slot")
(KEY TO CLEAR-KEY)
(CONTFCN CONTROL-SLOT-FCN)
(CAPACITY 10)>
<OBJECT ROD-RACK
(SYNONYM RACK CARTON BASKET POCKET)
(ADJECTIVE METAL SMALL)
(DESC "metal basket")
(FDESC
"Discarded here is a metal basket with a small pocket.")
(ACTION ROD-RACK-FCN)
(CONTFCN ROD-RACK-FCN)
(CAPACITY 120)
(SIZE 10)>
<OBJECT SPEAR
(DESC "spear")
(SYNONYM SPEAR SPEARS)
(ACTION SPEAR-F)>
<OBJECT HUTS
(DESC "hut")
(SYNONYM HUTS HUT)
(ACTION HUTS-F)>
<OBJECT VEGGIES
(DESC "vegetation")
(SYNONYM GRASS SHRUB CONIFER CYCAD)
(ACTION VEGGIES-F)>
<OBJECT DRIVE-CONTROLS
(DESC "control")
(SYNONYM DIALS INDICATORS GAUGES BUTTON)
(ACTION DRIVE-CONTROLS-F)>
<OBJECT CAGES
(DESC "cage")
(SYNONYM CAGE CAGES BARS)
(ACTION CAGES-F)>
<OBJECT TOTEMS
(DESC "funeral offering")
(SYNONYM FRUITS GRAIN TOTEMS FETISH)
(ACTION TOTEMS-F)>
<OBJECT KNOBS
(DESC "knob")
(SYNONYM KNOB KNOBS PROTRUSION HANDHOLD)
(ACTION KNOBS-F)>