"1DUNGEON for
Zork I: The Great Underground Empire
(c) Copyright 1983 Infocom, Inc. All Rights Reserved."
<DIRECTIONS NORTH EAST WEST SOUTH NE NW SE SW UP DOWN IN OUT LAND>
<GLOBAL SCORE-MAX 350>
"SUBTITLE OBJECTS"
<OBJECT BOARD
(SYNONYM BOARDS BOARD)
(DESC "board")
Why teeth? Because you can BRUSH TEETH, which isn’t interesting, but then you can BRUSH TEETH WITH GUNK, because the tube is described as “like a tube of toothpaste”. Spoiler: it’s a bad idea.
<OBJECT TEETH
But why is OVERBOARD listed as a synonym of TEETH? Because the game accepts THROW OBJECT OVERBOARD (if you’re in the boat), and it does it by a terrible hack.
The grammar table includes THROW OBJECT OBJECT. The V-OVERBOARD routine then checks whether the second object is the TEETH. The TEETH are global, meaning they’re always available. By sneaking the synonym OVERBOARD into the teeth, the game can check the validity of that second word without defining a whole new object.
(SYNONYM OVERBOARD TEETH)
(DESC "set of teeth")
<OBJECT WALL
(SYNONYM WALL WALLS)
(ADJECTIVE SURROUNDING)
(DESC "surrounding wall")>
This object is global, but the granite wall is described as being between the NORTH-TEMPLE and the TREASURE-ROOM. And then the SLIDE-ROOM has the words “Granite Wall”.
What’s going on? Well, it turns out that you can transport yourself through the granite wall. Typing the magic word TREASURE (or TEMPLE) will move you from the NORTH-TEMPLE to the TREASURE-ROOM and back. This is completely ridiculous as a puzzle – nobody figures it out – so it’s good that there are two other ways to get past the CYCLOPS.
<OBJECT GRANITE-WALL
(SYNONYM WALL)
(ADJECTIVE GRANITE)
(DESC "granite wall")
The songbird is always present but never in reach. Except when using the CANARY, and even then the bird flies away before you can interact with it.
<OBJECT SONGBIRD
(SYNONYM BIRD SONGBIRD)
(ADJECTIVE SONG)
(DESC "songbird")
<OBJECT WHITE-HOUSE
(SYNONYM HOUSE)
(ADJECTIVE WHITE BEAUTI COLONI)
(DESC "white house")
<OBJECT FOREST
(SYNONYM FOREST TREES PINES HEMLOCKS)
(DESC "forest")
<OBJECT TREE
(SYNONYM TREE BRANCH)
(ADJECTIVE LARGE STORM )
(DESC "tree")
<OBJECT MOUNTAIN-RANGE
(DESC "mountain range")
(SYNONYM MOUNTAIN RANGE)
(ADJECTIVE IMPASSABLE FLATHEAD)
<OBJECT GLOBAL-WATER
(SYNONYM WATER QUANTITY)
(DESC "water")
<OBJECT WATER
(SYNONYM WATER QUANTITY LIQUID H2O)
(DESC "quantity of water")
(SIZE 4)>
<OBJECT KITCHEN-WINDOW
(SYNONYM WINDOW)
(ADJECTIVE KITCHEN SMALL)
(DESC "kitchen window")
This is one of several places where the MIT kids used caving jargon without quite conveying that they knew what it meant. A “climbable chimney” would have meant something very different to Will and Patricia Crowther.
<OBJECT CHIMNEY
(SYNONYM CHIMNEY)
(ADJECTIVE DARK NARROW)
(DESC "chimney")
<OBJECT GHOSTS
(SYNONYM GHOSTS SPIRITS FIENDS FORCE)
(ADJECTIVE INVISIBLE EVIL)
(DESC "number of ghosts")
<OBJECT SKULL
(SYNONYM SKULL HEAD TREASURE)
(ADJECTIVE CRYSTAL)
(DESC "crystal skull")
(FDESC
"Lying in one corner of the room is a beautifully carved crystal skull.
It appears to be grinning at you rather nastily.")
(VALUE 10)
(TVALUE 10)>
The object names are misleading. RAISED-BASKET represents the basket at this end of the shaft, where you can interact with it. LOWERED-BASKET represents the basket at the other end of the shaft. When you raise or lower the basket, the two objects swap places.
<OBJECT LOWERED-BASKET
(SYNONYM CAGE DUMBWAITER BASKET)
(ADJECTIVE LOWERED)
(LDESC "From the chain is suspended a basket.")
(DESC "basket")
<OBJECT RAISED-BASKET
(SYNONYM CAGE DUMBWAITER BASKET)
(DESC "basket")
(LDESC "At the end of the chain is a basket.")
(CAPACITY 50)>
<OBJECT LUNCH
(SYNONYM FOOD SANDWICH LUNCH DINNER)
(ADJECTIVE HOT PEPPER)
(DESC "lunch")
(LDESC "A hot pepper sandwich is here.")>
A reject from Wumpus! So said early versions of Zork, including the release I played in 1980. But here the reference has been deleted. Sigh.
<OBJECT BAT
(SYNONYM BAT VAMPIRE)
(ADJECTIVE VAMPIRE DERANGED)
(DESC "bat")
<OBJECT BELL
(SYNONYM BELL)
(ADJECTIVE SMALL BRASS)
(DESC "brass bell")
<OBJECT HOT-BELL
(SYNONYM BELL)
(ADJECTIVE BRASS HOT RED SMALL)
(DESC "red hot brass bell")
(LDESC "On the ground is a red hot bell.")>
<OBJECT AXE
(SYNONYM AXE AX)
(ADJECTIVE BLOODY)
(DESC "bloody axe")
(SIZE 25)>
<OBJECT BOLT
(SYNONYM BOLT NUT)
(ADJECTIVE METAL LARGE)
(DESC "bolt")
This is a slightly quirky concept. The whole point of the “green bubble” is that it’s a light bulb, but you don’t know that because you’re a fantasy adventurer character.
But you do know what “plastic” is! Not to mention a battery-powered lantern. Zork’s patchwork setting is part of its charm, but here it trips up.
<OBJECT BUBBLE
(SYNONYM BUBBLE)
(ADJECTIVE SMALL GREEN PLASTIC)
(DESC "green bubble")
<OBJECT ALTAR
(SYNONYM ALTAR)
(DESC "altar")
(CAPACITY 50)>
<OBJECT BOOK
(SYNONYM BOOK PRAYER PAGE BOOKS)
(ADJECTIVE LARGE BLACK)
(DESC "black book")
(FDESC "On the altar is a large black book, open to page 569.")
(SIZE 10)
(TEXT
"Commandment #12592|
|
Oh ye who go about saying unto each: \"Hello sailor\":|
Dost thou know the magnitude of thy sin before the gods?|
Yea, verily, thou shalt be ground between two stones.|
Shall the angry gods cast thy body into the whirlpool?|
Surely, thy eye shall be put out with a sharp stick!|
Even unto the ends of the earth shalt thou wander and|
Unto the land of the dead shalt thou be sent at last.|
Surely thou shalt repent of thy cunning." )>
<OBJECT BROKEN-LAMP
(SYNONYM LAMP LANTERN)
(ADJECTIVE BROKEN)
(DESC "broken lantern")
<OBJECT SCEPTRE
(SYNONYM SCEPTRE SCEPTER TREASURE)
(ADJECTIVE SHARP EGYPTIAN ANCIENT ENAMELED)
(DESC "sceptre")
(LDESC
"An ornamented sceptre, tapering to a sharp point, is here.")
(FDESC
"A sceptre, possibly that of ancient Egypt itself, is in the coffin. The
sceptre is ornamented with colored enamel, and tapers to a sharp point.")
(SIZE 3)
(VALUE 4)
(TVALUE 6)>
<OBJECT TIMBERS
(SYNONYM TIMBERS PILE)
(ADJECTIVE WOODEN BROKEN)
(DESC "broken timber")
(SIZE 50)>
<OBJECT SLIDE
(SYNONYM CHUTE RAMP SLIDE)
(ADJECTIVE STEEP METAL TWISTING)
(DESC "chute")
<OBJECT KITCHEN-TABLE
(SYNONYM TABLE)
(ADJECTIVE KITCHEN)
(DESC "kitchen table")
(CAPACITY 50)>
<OBJECT ATTIC-TABLE
(SYNONYM TABLE)
(DESC "table")
(CAPACITY 40)>
<OBJECT SANDWICH-BAG
(SYNONYM BAG SACK)
(ADJECTIVE BROWN ELONGATED SMELLY)
(DESC "brown sack")
(FDESC
"On the table is an elongated brown sack, smelling of hot peppers.")
(CAPACITY 15)
(SIZE 3)
<OBJECT TOOL-CHEST
(SYNONYM CHEST CHESTS GROUP TOOLCHESTS)
(ADJECTIVE TOOL)
(DESC "group of tool chests")
<OBJECT YELLOW-BUTTON
(SYNONYM BUTTON SWITCH)
(ADJECTIVE YELLOW)
(DESC "yellow button")
<OBJECT BROWN-BUTTON
(SYNONYM BUTTON SWITCH)
(ADJECTIVE BROWN)
(DESC "brown button")
<OBJECT RED-BUTTON
(SYNONYM BUTTON SWITCH)
(ADJECTIVE RED)
(DESC "red button")
<OBJECT BLUE-BUTTON
(SYNONYM BUTTON SWITCH)
(ADJECTIVE BLUE)
(DESC "blue button")
<OBJECT TROPHY-CASE
(SYNONYM CASE)
(ADJECTIVE TROPHY)
(DESC "trophy case")
(CAPACITY 10000)>
<OBJECT RUG
(SYNONYM RUG CARPET)
(ADJECTIVE LARGE ORIENTAL)
(DESC "carpet")
<OBJECT CHALICE
(SYNONYM CHALICE CUP SILVER TREASURE)
(ADJECTIVE SILVER ENGRAVINGS)
(DESC "chalice")
(LDESC "There is a silver chalice, intricately engraved, here.")
(CAPACITY 5)
(SIZE 10)
(VALUE 10)
(TVALUE 5)>
Who carries around one clove of garlic? As a kid, I assumed this was a head of garlic, which left me permanently confused about what “clove” meant. Thanks Zork.
<OBJECT GARLIC
(SYNONYM GARLIC CLOVE)
(DESC "clove of garlic")
<OBJECT TRIDENT
(SYNONYM TRIDENT FORK TREASURE)
(ADJECTIVE POSEIDON OWN CRYSTAL)
(DESC "crystal trident")
(FDESC "On the shore lies Poseidon's own crystal trident.")
(SIZE 20)
(VALUE 4)
(TVALUE 11)>
<OBJECT CYCLOPS
(SYNONYM CYCLOPS MONSTER EYE)
(ADJECTIVE HUNGRY GIANT)
(DESC "cyclops")
(STRENGTH 10000)>
<OBJECT DAM
(SYNONYM DAM GATE GATES FCD\#3)
(DESC "dam")
This object is defined as being IN the LIVING-ROOM, but is also in the scenery list (the GLOBAL property) of the CELLAR. This isn’t very interesting, I admit.
<OBJECT TRAP-DOOR
(SYNONYM DOOR TRAPDOOR TRAP-DOOR COVER)
(ADJECTIVE TRAP DUSTY)
(DESC "trap door")
<OBJECT BOARDED-WINDOW
(SYNONYM WINDOW)
(ADJECTIVE BOARDED)
(DESC "boarded window")
<OBJECT FRONT-DOOR
(SYNONYM DOOR)
(ADJECTIVE FRONT BOARDED)
(DESC "door")
<OBJECT BARROW-DOOR
(SYNONYM DOOR)
(ADJECTIVE HUGE STONE)
(DESC "stone door")
<OBJECT BARROW
(SYNONYM BARROW TOMB)
(ADJECTIVE MASSIVE STONE)
(DESC "stone barrow")
<OBJECT BOTTLE
(SYNONYM BOTTLE CONTAINER)
(ADJECTIVE CLEAR GLASS)
(DESC "glass bottle")
(FDESC "A bottle is sitting on the table.")
(CAPACITY 4)>
<OBJECT CRACK
(SYNONYM CRACK)
(ADJECTIVE NARROW)
(DESC "crack")
Do you know how much a solid gold sarcophagus would weigh? More than 55, that’s for sure.
The real Ramses II was buried in gilded wood coffin inside an alabaster sarcophagus inside a larger granite sarcophagus. A fragment of the granite one was identified very recently!
<OBJECT COFFIN
(SYNONYM COFFIN CASKET TREASURE)
(ADJECTIVE SOLID GOLD)
(DESC "gold coffin")
(LDESC
"The solid-gold coffin used for the burial of Ramses II is here.")
(CAPACITY 35)
(SIZE 55)
(VALUE 10)
(TVALUE 15)>
<OBJECT GRATE
(SYNONYM GRATE GRATING)
(DESC "grating")
<OBJECT PUMP
(SYNONYM PUMP AIR-PUMP TOOL TOOLS)
(ADJECTIVE SMALL HAND-HELD)
(DESC "hand-held air pump")
<OBJECT DIAMOND
(SYNONYM DIAMOND TREASURE)
(ADJECTIVE HUGE ENORMOUS)
(DESC "huge diamond")
(LDESC "There is an enormous diamond (perfectly cut) here.")
(VALUE 10)
(TVALUE 10)>
<OBJECT JADE
(SYNONYM FIGURINE TREASURE)
(ADJECTIVE EXQUISITE JADE)
(DESC "jade figurine")
(LDESC "There is an exquisite jade figurine here.")
(SIZE 10)
(VALUE 5)
(TVALUE 5)>
<OBJECT KNIFE
(SYNONYM KNIVES KNIFE BLADE)
(ADJECTIVE NASTY UNRUSTY)
(DESC "nasty knife")
(FDESC "On a table is a nasty-looking knife.")
The idea of encountering your earlier self’s luckless corpse will reappear in Trinity.
<OBJECT BONES
(SYNONYM BONES SKELETON BODY)
(DESC "skeleton")
<OBJECT BURNED-OUT-LANTERN
(SYNONYM LANTERN LAMP)
(ADJECTIVE RUSTY BURNED DEAD USELESS)
(DESC "burned-out lantern")
(FDESC "The deceased adventurer's useless lantern is here.")
(SIZE 20)>
<OBJECT BAG-OF-COINS
(SYNONYM BAG COINS TREASURE)
(ADJECTIVE OLD LEATHER)
(DESC "leather bag of coins")
(LDESC "An old leather bag, bulging with coins, is here.")
(SIZE 15)
(VALUE 10)
(TVALUE 5)>
<OBJECT LAMP
(SYNONYM LAMP LANTERN LIGHT)
(ADJECTIVE BRASS)
(DESC "brass lantern")
(FDESC "A battery-powered brass lantern is on the trophy case.")
(LDESC "There is a brass lantern (battery-powered) here.")
(SIZE 15)>
<OBJECT EMERALD
(SYNONYM EMERALD TREASURE)
(ADJECTIVE LARGE)
(DESC "large emerald")
(VALUE 5)
(TVALUE 10)>
<OBJECT ADVERTISEMENT
(SYNONYM ADVERTISEMENT LEAFLET BOOKLET MAIL)
(ADJECTIVE SMALL)
(DESC "leaflet")
(LDESC "A small leaflet is on the ground.")
(TEXT
"\"WELCOME TO ZORK!|
|
ZORK is a game of adventure, danger, and low cunning. In it you
will explore some of the most amazing territory ever seen by mortals.
No computer should be without one!\"|
")
(SIZE 2)>
<OBJECT LEAK
(SYNONYM LEAK DRIP PIPE)
(DESC "leak")
<OBJECT MACHINE
(SYNONYM MACHINE PDP10 DRYER LID)
(DESC "machine")
(CAPACITY 50)>
<OBJECT INFLATED-BOAT
(SYNONYM BOAT RAFT)
(ADJECTIVE INFLAT MAGIC PLASTIC SEAWORTHY)
(DESC "magic boat")
(CAPACITY 100)
(SIZE 20)
<OBJECT MAILBOX
(SYNONYM MAILBOX BOX)
(ADJECTIVE SMALL)
(DESC "small mailbox")
(CAPACITY 10)
<OBJECT MATCH
(SYNONYM MATCH MATCHES MATCHBOOK)
(ADJECTIVE MATCH)
(DESC "matchbook")
(LDESC
"There is a matchbook whose cover says \"Visit Beautiful FCD#3\" here.")
(SIZE 2)
(TEXT
"|
(Close cover before striking)|
|
YOU too can make BIG MONEY in the exciting field of PAPER SHUFFLING!|
|
Mr. Anderson of Muddle, Mass. says: \"Before I took this course I
was a lowly bit twiddler. Now with what I learned at GUE Tech
I feel really important and can obfuscate and confuse with the best.\"|
|
Dr. Blank had this to say: \"Ten short days ago all I could look
forward to was a dead-end job as a doctor. Now I have a promising
future and make really big Zorkmids.\"|
|
GUE Tech can't promise these fantastic results to everyone. But when
you earn your degree from GUE Tech, your future will be brighter.|" )>
<OBJECT MIRROR-2
(SYNONYM REFLECTION MIRROR ENORMOUS)
(DESC "mirror")
<OBJECT MIRROR-1
(SYNONYM REFLECTION MIRROR ENORMOUS)
(DESC "mirror")
<OBJECT PAINTING
(SYNONYM PAINTING ART CANVAS TREASURE)
(ADJECTIVE BEAUTI)
(DESC "painting")
(FDESC
"Fortunately, there is still one chance for you to be a vandal, for on
the far wall is a painting of unparalleled beauty.")
(LDESC "A painting by a neglected genius is here.")
(SIZE 15)
(VALUE 4)
(TVALUE 6)>
<OBJECT CANDLES
(SYNONYM CANDLES PAIR)
(ADJECTIVE BURNING)
(DESC "pair of candles")
(FDESC "On the two ends of the altar are burning candles.")
(SIZE 10)>
<OBJECT GUNK
(SYNONYM GUNK PIECE SLAG)
(ADJECTIVE SMALL VITREOUS)
(DESC "small piece of vitreous slag")
(SIZE 10)>
<OBJECT BODIES
(SYNONYM BODIES BODY REMAINS PILE)
(ADJECTIVE MANGLED)
(DESC "pile of bodies")
<OBJECT LEAVES
(SYNONYM LEAVES LEAF PILE)
(DESC "pile of leaves")
(LDESC "On the ground is a pile of leaves.")
(SIZE 25)>
<OBJECT PUNCTURED-BOAT
(SYNONYM BOAT PILE PLASTIC)
(ADJECTIVE PLASTIC PUNCTURE LARGE)
(DESC "punctured boat")
(SIZE 20)>
<OBJECT INFLATABLE-BOAT
(SYNONYM BOAT PILE PLASTIC VALVE)
(ADJECTIVE PLASTIC INFLAT)
(DESC "pile of plastic")
(LDESC
"There is a folded pile of plastic here which has a small valve
attached.")
(SIZE 20)>
<OBJECT BAR
(SYNONYM BAR PLATINUM TREASURE)
(ADJECTIVE PLATINUM LARGE)
(DESC "platinum bar")
(LDESC "On the ground is a large platinum bar.")
(SIZE 20)
(VALUE 10)
(TVALUE 5)>
<OBJECT POT-OF-GOLD
(SYNONYM POT GOLD TREASURE)
(ADJECTIVE GOLD)
(DESC "pot of gold")
(FDESC "At the end of the rainbow is a pot of gold.")
(SIZE 15)
(VALUE 10)
(TVALUE 10)>
<OBJECT PRAYER
(SYNONYM PRAYER INSCRIPTION)
(ADJECTIVE ANCIENT OLD)
(DESC "prayer")
(TEXT
"The prayer is inscribed in an ancient script, rarely used today. It seems
to be a philippic against small insects, absent-mindedness, and the picking
up and dropping of small objects. The final verse consigns trespassers to
the land of the dead. All evidence indicates that the beliefs of the ancient
Zorkers were obscure." )>
<OBJECT RAILING
(SYNONYM RAILING RAIL)
(ADJECTIVE WOODEN)
(DESC "wooden railing")
<OBJECT RAINBOW
(SYNONYM RAINBOW)
(DESC "rainbow")
<OBJECT RIVER
(DESC "river")
(SYNONYM RIVER)
(ADJECTIVE FRIGID)
<OBJECT BUOY
(SYNONYM BUOY)
(ADJECTIVE RED)
(DESC "red buoy")
(FDESC "There is a red buoy here (probably a warning).")
(CAPACITY 20)
(SIZE 10)
<ROUTINE TREASURE-INSIDE ()
<COND (<VERB? OPEN>
<RFALSE>)>>
<OBJECT ROPE
(SYNONYM ROPE HEMP COIL)
(ADJECTIVE LARGE)
(DESC "rope")
(FDESC "A large coil of rope is lying in the corner.")
(SIZE 10)>
<OBJECT RUSTY-KNIFE
(SYNONYM KNIVES KNIFE)
(ADJECTIVE RUSTY)
(DESC "rusty knife")
(FDESC "Beside the skeleton is a rusty knife.")
(SIZE 20)>
<OBJECT SAND
(SYNONYM SAND)
(DESC "sand")
<OBJECT BRACELET
(SYNONYM BRACELET JEWEL SAPPHIRE TREASURE)
(ADJECTIVE SAPPHIRE)
(DESC "sapphire-encrusted bracelet")
(SIZE 10)
(VALUE 5)
(TVALUE 5)>
<OBJECT SCREWDRIVER
(SYNONYM SCREWDRIVER TOOL TOOLS DRIVER)
(ADJECTIVE SCREW)
(DESC "screwdriver")
<OBJECT KEYS
(SYNONYM KEY)
(ADJECTIVE SKELETON)
(DESC "skeleton key")
(SIZE 10)>
<OBJECT SHOVEL
(SYNONYM SHOVEL TOOL TOOLS)
(DESC "shovel")
(SIZE 15)>
<OBJECT COAL
(SYNONYM COAL PILE HEAP)
(ADJECTIVE SMALL)
(DESC "small pile of coal")
(SIZE 20)>
<OBJECT LADDER
(SYNONYM LADDER)
(ADJECTIVE WOODEN RICKETY NARROW)
(DESC "wooden ladder")
<OBJECT SCARAB
(SYNONYM SCARAB BUG BEETLE TREASURE)
(ADJECTIVE BEAUTI CARVED JEWELED)
(DESC "beautiful jeweled scarab")
(SIZE 8)
(VALUE 5)
(TVALUE 5)>
<OBJECT LARGE-BAG
(SYNONYM BAG)
(ADJECTIVE LARGE THIEFS)
(DESC "large bag")
<OBJECT STILETTO
(SYNONYM STILETTO)
(ADJECTIVE VICIOUS)
(DESC "stiletto")
(SIZE 10)>
<OBJECT MACHINE-SWITCH
(SYNONYM SWITCH)
(DESC "switch")
<OBJECT WOODEN-DOOR
(SYNONYM DOOR LETTERING WRITING)
(ADJECTIVE WOODEN GOTHIC STRANGE WEST)
(DESC "wooden door")
(TEXT
"The engravings translate to \"This space intentionally left blank.\"")>
<OBJECT SWORD
(SYNONYM SWORD ORCRIST GLAMDRING BLADE)
(ADJECTIVE ELVISH OLD ANTIQUE)
(DESC "sword")
(FDESC
"Above the trophy case hangs an elvish sword of great antiquity.")
(SIZE 30)
(TVALUE 0)>
<OBJECT MAP
(SYNONYM PARCHMENT MAP)
(ADJECTIVE ANTIQUE OLD ANCIENT)
(DESC "ancient map")
(FDESC
"In the trophy case is an ancient parchment which appears to be a map.")
(SIZE 2)
(TEXT
"The map shows a forest with three clearings. The largest clearing contains
a house. Three paths leave the large clearing. One of these paths, leading
southwest, is marked \"To Stone Barrow\".")>
<OBJECT BOAT-LABEL
(SYNONYM LABEL FINEPRINT PRINT)
(ADJECTIVE TAN FINE)
(DESC "tan label")
(SIZE 2)
(TEXT
" !!!! FROBOZZ MAGIC BOAT COMPANY !!!!|
|
Hello, Sailor!|
|
Instructions for use:|
|
To get into a body of water, say \"Launch\".|
To get to shore, say \"Land\" or the direction in which you want
to maneuver the boat.|
|
Warranty:|
|
This boat is guaranteed against all defects for a period of 76
milliseconds from date of purchase or until first used, whichever comes first.|
|
Warning:|
This boat is made of thin plastic.|
Good Luck!|
" )>
<OBJECT THIEF
(SYNONYM THIEF ROBBER MAN PERSON)
(ADJECTIVE SHADY SUSPICIOUS SEEDY)
(DESC "thief")
(LDESC
"There is a suspicious-looking individual, holding a large bag, leaning
against one wall. He is armed with a deadly stiletto.")
(STRENGTH 5)>
<OBJECT PEDESTAL
(SYNONYM PEDESTAL)
(ADJECTIVE WHITE MARBLE)
(DESC "pedestal")
(CAPACITY 30)>
<OBJECT TORCH
(SYNONYM TORCH IVORY TREASURE)
(ADJECTIVE FLAMING IVORY)
(DESC "torch")
(FDESC "Sitting on the pedestal is a flaming torch, made of ivory.")
(SIZE 20)
(VALUE 14)
(TVALUE 6)>
<OBJECT GUIDE
(SYNONYM GUIDE BOOK BOOKS GUIDEBOOKS)
(ADJECTIVE TOUR GUIDE)
(DESC "tour guidebook")
(FDESC
"Some guidebooks entitled \"Flood Control Dam #3\" are on the reception
desk.")
(TEXT
"\" Flood Control Dam #3|
|
FCD#3 was constructed in year 783 of the Great Underground Empire to
harness the mighty Frigid River. This work was supported by a grant of
37 million zorkmids from your omnipotent local tyrant Lord Dimwit
Flathead the Excessive. This impressive structure is composed of
370,000 cubic feet of concrete, is 256 feet tall at the center, and 193
feet wide at the top. The lake created behind the dam has a volume
of 1.7 billion cubic feet, an area of 12 million square feet, and a
shore line of 36 thousand feet.|
|
We will now point out some of the more interesting features
of FCD#3 as we conduct you on a guided tour of the facilities:|
1) You start your tour here in the Dam Lobby. You will notice
on your right that...." )>
<OBJECT TROLL
(SYNONYM TROLL)
(ADJECTIVE NASTY)
(DESC "troll")
(LDESC
"A nasty-looking troll, brandishing a bloody axe, blocks all passages
out of the room.")
(STRENGTH 2)>
<OBJECT TRUNK
(SYNONYM TRUNK CHEST JEWELS TREASURE)
(ADJECTIVE OLD)
(DESC "trunk of jewels")
(FDESC
"Lying half buried in the mud is an old trunk, bulging with jewels.")
(LDESC "There is an old trunk here, bulging with assorted jewels.")
(SIZE 35)
(VALUE 15)
(TVALUE 5)>
<OBJECT TUBE
(SYNONYM TUBE TOOTH PASTE)
(DESC "tube")
(LDESC
"There is an object which looks like a tube of toothpaste here.")
(CAPACITY 7)
(SIZE 5)
(TEXT
"---> Frobozz Magic Gunk Company <---|
All-Purpose Gunk")>
<OBJECT PUTTY
(SYNONYM MATERIAL GUNK)
(ADJECTIVE VISCOUS)
(DESC "viscous material")
(SIZE 6)
<OBJECT ENGRAVINGS
(SYNONYM WALL ENGRAVINGS INSCRIPTION)
(ADJECTIVE OLD ANCIENT)
(DESC "wall with engravings")
(LDESC "There are old engravings on the walls here.")
(TEXT
"The engravings were incised in the living rock of the cave wall by
an unknown hand. They depict, in symbolic form, the beliefs of the
ancient Zorkers. Skillfully interwoven with the bas reliefs are excerpts
illustrating the major religious tenets of that time. Unfortunately, a
later age seems to have considered them blasphemous and just as skillfully
excised them.")>
<OBJECT OWNERS-MANUAL
(SYNONYM MANUAL PIECE PAPER)
(ADJECTIVE ZORK OWNERS SMALL)
(DESC "ZORK owner's manual")
(FDESC "Loosely attached to a wall is a small piece of paper.")
(TEXT
"|
Congratulations!|
|
You are the privileged owner of ZORK I: The Great Underground Empire,
a self-contained and self-maintaining universe. If used and maintained
in accordance with normal operating practices for small universes, ZORK
will provide many months of trouble-free operation.|
|")>
<OBJECT CLIMBABLE-CLIFF
(SYNONYM WALL CLIFF WALLS LEDGE)
(ADJECTIVE ROCKY SHEER)
(DESC "cliff")
<OBJECT WHITE-CLIFF
(SYNONYM CLIFF CLIFFS)
(ADJECTIVE WHITE)
(DESC "white cliffs")
<OBJECT WRENCH
(SYNONYM WRENCH TOOL TOOLS)
(DESC "wrench")
(SIZE 10)>
<OBJECT CONTROL-PANEL
(SYNONYM PANEL)
(ADJECTIVE CONTROL)
(DESC "control panel")
<OBJECT NEST
(SYNONYM NEST)
(ADJECTIVE BIRDS)
(DESC "bird's nest")
(FDESC "Beside you on the branch is a small bird's nest.")
(CAPACITY 20)>
This egg is not an easter egg.
<OBJECT EGG
(SYNONYM EGG TREASURE)
(ADJECTIVE BIRDS ENCRUSTED JEWELED)
(DESC "jewel-encrusted egg")
(VALUE 5)
(TVALUE 5)
(CAPACITY 6)
(FDESC
"In the bird's nest is a large egg encrusted with precious jewels,
apparently scavenged by a childless songbird. The egg is covered with
fine gold inlay, and ornamented in lapis lazuli and mother-of-pearl.
Unlike most eggs, this one is hinged and closed with a delicate looking
clasp. The egg appears extremely fragile.")>
<OBJECT BROKEN-EGG
(SYNONYM EGG TREASURE)
(ADJECTIVE BROKEN BIRDS ENCRUSTED JEWEL)
(DESC "broken jewel-encrusted egg")
(CAPACITY 6)
(TVALUE 2)
(LDESC "There is a somewhat ruined egg here.")>
<OBJECT BAUBLE
(SYNONYM BAUBLE TREASURE)
(ADJECTIVE BRASS BEAUTI)
(DESC "beautiful brass bauble")
(VALUE 1)
(TVALUE 1)>
<OBJECT CANARY
(SYNONYM CANARY TREASURE)
(ADJECTIVE CLOCKWORK GOLD GOLDEN)
(DESC "golden clockwork canary")
(VALUE 6)
(TVALUE 4)
(FDESC
"There is a golden clockwork canary nestled in the egg. It has ruby
eyes and a silver beak. Through a crystal window below its left
wing you can see intricate machinery inside. It appears to have
wound down.")>
<OBJECT BROKEN-CANARY
(SYNONYM CANARY TREASURE)
(ADJECTIVE BROKEN CLOCKWORK GOLD GOLDEN)
(DESC "broken clockwork canary")
(TVALUE 1)
(FDESC
"There is a golden clockwork canary nestled in the egg. It seems to
have recently had a bad experience. The mountings for its jewel-like
eyes are empty, and its silver beak is crumpled. Through a cracked
crystal window below its left wing you can see the remains of
intricate machinery. It is not clear what result winding it would
have, as the mainspring seems sprung.")>
\
"SUBTITLE ROOMS"
"SUBTITLE CONDITIONAL EXIT FLAGS"
<GLOBAL DEFLATE <>>
<GLOBAL DOME-FLAG <>>
This is only checked for the passage between the TIMBER-ROOM and the LOWER-SHAFT. Therefore it is only computed when in those two rooms. See NO-OBJS.
<GLOBAL EMPTY-HANDED <>>
Set when the Land of the Living Dead exorcism is complete. See LLD-ROOM.
<GLOBAL LLD-FLAG <>>
<GLOBAL LOW-TIDE <>>
<GLOBAL RAINBOW-FLAG <>>
Set if the TROLL is dead or unconscious.
<GLOBAL TROLL-FLAG <>>
Set when you reach 350 points. See SCORE-UPD.
Oddly, this global is defined in two places in the source. See gverbs.zil.
<GLOBAL WON-FLAG <>>
Set if you’re not carrying the COFFIN. But this is only updated in the SOUTH-TEMPLE’s code, because that’s the only room where it matters.
Interestingly, there’s a comment on the northwest exit of the DEEP-CANYON which mentions this flag. This is left over from the MIT version of Zork, which had several other passages too narrow or steep to navigate with the coffin.
<GLOBAL COFFIN-CURE <>>
"SUBTITLE FOREST AND OUTSIDE OF HOUSE"
<ROOM WEST-OF-HOUSE
(DESC "West of House")
(EAST "The door is boarded and you can't remove the boards.")
<ROOM STONE-BARROW
(LDESC
"You are standing in front of a massive barrow of stone. In the east face
is a huge stone door which is open. You cannot see into the dark of the
tomb.")
(DESC "Stone Barrow")
<ROOM NORTH-OF-HOUSE
(LDESC
"You are facing the north side of a white house. There is no door here,
and all the windows are boarded up. To the north a narrow path winds through
the trees.")
(DESC "North of House")
(SOUTH "The windows are all boarded.")
<ROOM SOUTH-OF-HOUSE
(LDESC
"You are facing the south side of a white house. There is no door here,
and all the windows are boarded.")
(DESC "South of House")
(NORTH "The windows are all boarded.")
<ROOM EAST-OF-HOUSE
(DESC "Behind House")
<ROOM FOREST-1
(LDESC
"This is a forest, with trees in all directions. To the east,
there appears to be sunlight.")
(DESC "Forest")
(UP "There is no tree here suitable for climbing.")
(WEST "You would need a machete to go further west.")
<ROOM FOREST-2
(LDESC "This is a dimly lit forest, with large trees all around.")
(DESC "Forest")
(UP "There is no tree here suitable for climbing.")
(NORTH "The forest becomes impenetrable to the north.")
The game scale gets a bit loose here.
<ROOM MOUNTAINS
(LDESC "The forest thins out, revealing impassable mountains.")
(DESC "Forest")
(UP "The mountains are impassable.")
(EAST "The mountains are impassable.")
<ROOM FOREST-3
(LDESC "This is a dimly lit forest, with large trees all around.")
(DESC "Forest")
(UP "There is no tree here suitable for climbing.")
(EAST "The rank undergrowth prevents eastward movement.")
(SOUTH "Storm-tossed trees block your way.")
<ROOM PATH
(LDESC
"This is a path winding through a dimly lit forest. The path heads
north-south here. One particularly large tree with some low branches
stands at the edge of the path.")
(DESC "Forest Path")
<ROOM UP-A-TREE
(DESC "Up a Tree")
(UP "You cannot climb any higher.")
<ROOM GRATING-CLEARING
(DESC "Clearing")
(NORTH "The forest becomes impenetrable to the north.")
<ROUTINE GRATING-EXIT ()
(T
<TELL "The grating is closed!" CR>
<RFALSE>)>)
(T <TELL "You can't go that way." CR> <RFALSE>)>>
<ROOM CLEARING
(LDESC
"You are in a small clearing in a well marked forest path that
extends to the east and west.")
(DESC "Clearing")
(UP "There is no tree here suitable for climbing.")
\
"SUBTITLE HOUSE"
The DOWN exit implies that you could go down if FALSE-FLAG were true, but of course it never is. In fact FALSE-FLAG has no other use in the game but blocking this exit. It’s not clear why it’s set up this way, rather than an unconditional failure message.
(Possibly so the sword will glow if the thief is passing through the STUDIO below? But the thief is normally INVISIBLE and does not trigger the sword.)
This has the side effect that JUMP in the Kitchen is fatal. See V-LEAP.
<ROOM KITCHEN
(DESC "Kitchen")
"Only Santa Claus climbs down chimneys.")
(VALUE 10)
<ROOM ATTIC
(LDESC "This is the attic. The only exit is a stairway leading down.")
(DESC "Attic")
<ROOM LIVING-ROOM
(DESC "Living Room")
\
"SUBTITLE CELLAR AND VICINITY"
<ROOM CELLAR
(DESC "Cellar")
(WEST
"You try to ascend the ramp, but it is impossible, and you slide back down.")
(VALUE 25)
<ROOM TROLL-ROOM
(LDESC
"This is a small room with passages to the east and south and a
forbidding hole leading west. Bloodstains and deep scratches
(perhaps made by an axe) mar the walls.")
(DESC "The Troll Room")
IF TROLL-FLAG ELSE "The troll fends you off with a menacing gesture.")
IF TROLL-FLAG ELSE "The troll fends you off with a menacing gesture.")
<ROOM EAST-OF-CHASM
(LDESC
"You are on the east edge of a chasm, the bottom of which cannot be
seen. A narrow passage goes north, and the path you are on continues
to the east.")
(DESC "East of Chasm")
(DOWN "The chasm probably leads straight to the infernal regions.")
<ROOM GALLERY
(LDESC
"This is an art gallery. Most of the paintings have been stolen by
vandals with exceptional taste. The vandals left through either the
north or west exits.")
(DESC "Gallery")
<ROOM STUDIO
(LDESC
"This appears to have been an artist's studio. The walls and floors are
splattered with paints of 69 different colors. Strangely enough, nothing
of value is hanging here. At the south end of the room is an open door
(also covered with paint). A dark and narrow chimney leads up from a
fireplace; although you might be able to get up it, it seems unlikely
you could get back down.")
(DESC "Studio")
\
"SUBTITLE MAZE"
Everybody loves a maze.
Enter the maze?
<ROOM MAZE-1
(LDESC "This is part of a maze of twisty little passages, all alike.")
(DESC "Maze")
(NORTH TO MAZE-1)
<ROOM MAZE-2
(LDESC "This is part of a maze of twisty little passages, all alike.")
(DESC "Maze")
<ROOM MAZE-3
(LDESC "This is part of a maze of twisty little passages, all alike.")
(DESC "Maze")
<ROOM MAZE-4
(LDESC "This is part of a maze of twisty little passages, all alike.")
(DESC "Maze")
<ROOM DEAD-END-1
(DESC "Dead End")
(LDESC "You have come to a dead end in the maze.")
<ROOM MAZE-5
(LDESC "This is part of a maze of twisty little passages, all alike.
A skeleton, probably the remains of a luckless adventurer, lies here.")
(DESC "Maze")
<ROOM DEAD-END-2
(DESC "Dead End")
(LDESC "You have come to a dead end in the maze.")
<ROOM MAZE-6
(LDESC "This is part of a maze of twisty little passages, all alike.")
(DESC "Maze")
(WEST TO MAZE-6)
<ROOM MAZE-7
(LDESC "This is part of a maze of twisty little passages, all alike.")
(DESC "Maze")
<ROOM MAZE-8
(LDESC "This is part of a maze of twisty little passages, all alike.")
(DESC "Maze")
(WEST TO MAZE-8)
<ROOM DEAD-END-3
(DESC "Dead End")
(LDESC "You have come to a dead end in the maze.")
<ROOM MAZE-9
(LDESC "This is part of a maze of twisty little passages, all alike.")
(DESC "Maze")
(NW TO MAZE-9)
<ROOM MAZE-10
(LDESC "This is part of a maze of twisty little passages, all alike.")
(DESC "Maze")
<ROOM MAZE-11
(LDESC "This is part of a maze of twisty little passages, all alike.")
(DESC "Maze")
<ROOM GRATING-ROOM
(DESC "Grating Room")
IF GRATE IS OPEN ELSE "The grating is closed.")
<ROOM MAZE-12
(LDESC "This is part of a maze of twisty little passages, all alike.")
(DESC "Maze")
<ROOM DEAD-END-4
(DESC "Dead End")
(LDESC "You have come to a dead end in the maze.")
<ROOM MAZE-13
(LDESC "This is part of a maze of twisty little passages, all alike.")
(DESC "Maze")
<ROOM MAZE-14
(LDESC "This is part of a maze of twisty little passages, all alike.")
(DESC "Maze")
(NW TO MAZE-14)
<ROOM MAZE-15
(LDESC "This is part of a maze of twisty little passages, all alike.")
(DESC "Maze")
\
"SUBTITLE CYCLOPS AND HIDEAWAY"
<ROOM CYCLOPS-ROOM
(DESC "Cyclops Room")
IF MAGIC-FLAG ELSE "The east wall is solid rock.")
ELSE "The cyclops doesn't look like he'll let you past.")
<ROOM STRANGE-PASSAGE
(LDESC
"This is a long passage. To the west is one entrance. On the
east there is an old wooden door, with a large opening in it (about
cyclops sized).")
(DESC "Strange Passage")
<ROOM TREASURE-ROOM
(LDESC
"This is a large room, whose east wall is solid granite. A number
of discarded bags, which crumble at your touch, are scattered about
on the floor. There is an exit down a staircase.")
(DESC "Treasure Room")
(VALUE 25)
\
"SUBTITLE RESERVOIR AREA"
<ROOM RESERVOIR-SOUTH
(DESC "Reservoir South")
<ROOM RESERVOIR
(DESC "Reservoir")
(DOWN "The dam blocks your way.")
<ROOM RESERVOIR-NORTH
(DESC "Reservoir North")
<ROOM STREAM-VIEW
(LDESC
"You are standing on a path beside a gently flowing stream. The path
follows the stream, which flows from west to east.")
(DESC "Stream View")
(WEST "The stream emerges from a spot too small for you to enter.")
<ROOM IN-STREAM
(LDESC
"You are on the gently flowing stream. The upstream route is too narrow
to navigate, and the downstream route is invisible due to twisting
walls. There is a narrow beach to land on.")
(DESC "Stream")
(UP "The channel is too narrow.")
(WEST "The channel is too narrow.")
\
"SUBTITLE MIRROR ROOMS AND VICINITY"
<ROOM MIRROR-ROOM-1
(DESC "Mirror Room")
<ROOM MIRROR-ROOM-2
(DESC "Mirror Room")
<ROOM SMALL-CAVE
(LDESC
"This is a tiny cave with entrances west and north, and a staircase
leading down.")
(DESC "Cave")
<ROOM TINY-CAVE
(LDESC
"This is a tiny cave with entrances west and north, and a dark,
forbidding staircase leading down.")
(DESC "Cave")
<ROOM COLD-PASSAGE
(LDESC
"This is a cold and damp corridor where a long east-west passageway
turns into a southward path.")
(DESC "Cold Passage")
<ROOM NARROW-PASSAGE
(LDESC
"This is a long and narrow corridor where a long north-south passageway
briefly narrows even further.")
(DESC "Narrow Passage")
<ROOM WINDING-PASSAGE
(LDESC
"This is a winding passage. It seems that there are only exits
on the east and north.")
(DESC "Winding Passage")
<ROOM TWISTING-PASSAGE
(LDESC
"This is a winding passage. It seems that there are only exits
on the east and north.")
(DESC "Twisting Passage")
A very evocative room considering that the only detail is the TRIDENT’s description! I always imagined Byzantine undersea murals, but that was just me.
The text implies that the room was exposed when you drained the reservoir, which is not really true. (You can check this by arriving by mirror.)
<ROOM ATLANTIS-ROOM
(LDESC
"This is an ancient room, long under water. There is an exit to
the south and a staircase leading up.")
(DESC "Atlantis Room")
\
"SUBTITLE ROUND ROOM AND VICINITY"
<ROOM EW-PASSAGE
(LDESC
"This is a narrow east-west passageway. There is a narrow stairway
leading down at the north end of the room.")
(DESC "East-West Passage")
(VALUE 5)
<ROOM ROUND-ROOM
(LDESC
"This is a circular stone room with passages in all directions. Several
of them have unfortunately been blocked by cave-ins.")
(DESC "Round Room")
<ROOM DEEP-CANYON
(DESC "Deep Canyon")
<ROOM DAMP-CAVE
(LDESC
"This cave has exits to the west and east, and narrows to a crack toward
the south. The earth is particularly damp here.")
(DESC "Damp Cave")
(SOUTH "It is too narrow for most insects.")
<ROOM LOUD-ROOM
(DESC "Loud Room")
<ROOM NS-PASSAGE
(LDESC
"This is a high north-south passage, which forks to the northeast.")
(DESC "North-South Passage")
<ROOM CHASM-ROOM
(LDESC
"A chasm runs southwest to northeast and the path follows it. You are
on the south side of the chasm, where a crack opens into a passage.")
(DESC "Chasm")
(DOWN "Are you out of your mind?")
\
"SUBTITLE HADES ET AL"
<ROOM ENTRANCE-TO-HADES
(DESC "Entrance to Hades")
ELSE "Some invisible force prevents you from passing through the gate.")
ELSE "Some invisible force prevents you from passing through the gate.")
<ROOM LAND-OF-LIVING-DEAD
(LDESC
"You have entered the Land of the Living Dead. Thousands of lost souls
can be heard weeping and moaning. In the corner are stacked the remains
of dozens of previous adventurers less fortunate than yourself.
A passage exits to the north.")
(DESC "Land of the Dead")
\
"SUBTITLE DOME, TEMPLE, EGYPT"
<ROOM ENGRAVINGS-CAVE
(LDESC
"You have entered a low cave with passages leading northwest and east.")
(DESC "Engravings Cave")
<ROOM EGYPT-ROOM
(LDESC
"This is a room which looks like an Egyptian tomb. There is an
ascending staircase to the west.")
(DESC "Egyptian Room")
<ROOM DOME-ROOM
(DESC "Dome Room")
IF DOME-FLAG ELSE "You cannot go down without fracturing many bones.")
<ROOM TORCH-ROOM
(DESC "Torch Room")
(UP "You cannot reach the rope.")
<ROOM NORTH-TEMPLE
(LDESC
"This is the north end of a large temple. On the east wall is an
ancient inscription, probably a prayer in a long-forgotten language.
Below the prayer is a staircase leading down. The west wall is solid
granite. The exit to the north end of the room is through huge
marble pillars.")
(DESC "Temple")
<ROOM SOUTH-TEMPLE
(LDESC
"This is the south end of a large temple. In front of you is what
appears to be an altar. In one corner is a small hole in the floor
which leads into darkness. You probably could not get back up it.")
(DESC "Altar")
ELSE "You haven't a prayer of getting the coffin down there.")
\
"SUBTITLE FLOOD CONTROL DAM #3"
The reservoir is underground (dark), but the dam and the river downstream are sunlit. (You can tell by the RAINBOW, and also by not needing a light source.) This is hard to visualize.
In MIT Zork, the CANYON-VIEW says “I can discern the top of the Flood Control Dam #3 far to the distant north.” By this version that has changed to “The mighty Frigid River flows out from a great dark cavern,” thus hanging a lantern on the problem.
<ROOM DAM-ROOM
(DESC "Dam")
<ROOM DAM-LOBBY
(LDESC
"This room appears to have been the waiting room for groups touring
the dam. There are open doorways here to the north and east marked
\"Private\", and there is a path leading south over the top of the dam.")
(DESC "Dam Lobby")
<ROOM MAINTENANCE-ROOM
(LDESC
"This is what appears to have been the maintenance room for Flood
Control Dam #3. Apparently, this room has been ransacked recently, for
most of the valuable equipment is gone. On the wall in front of you is a
group of buttons colored blue, yellow, brown, and red. There are doorways to
the west and south.")
(DESC "Maintenance Room")
\
"SUBTITLE RIVER AREA"
<ROOM DAM-BASE
(LDESC
"You are at the base of Flood Control Dam #3, which looms above you
and to the north. The river Frigid is flowing by here. Along the
river are the White Cliffs which seem to form giant walls stretching
from north to south along the shores of the river as it winds its
way downstream.")
(DESC "Dam Base")
<ROOM RIVER-1
(LDESC
"You are on the Frigid River in the vicinity of the Dam. The river
flows quietly here. There is a landing on the west shore.")
(DESC "Frigid River")
(UP "You cannot go upstream due to strong currents.")
(EAST "The White Cliffs prevent your landing here.")
<ROOM RIVER-2
(LDESC
"The river turns a corner here making it impossible to see the
Dam. The White Cliffs loom on the east bank and large rocks prevent
landing on the west.")
(DESC "Frigid River")
(UP "You cannot go upstream due to strong currents.")
(LAND "There is no safe landing spot here.")
(EAST "The White Cliffs prevent your landing here.")
(WEST "Just in time you steer away from the rocks.")
<ROOM RIVER-3
(LDESC
"The river descends here into a valley. There is a narrow beach on the
west shore below the cliffs. In the distance a faint rumbling can be
heard.")
(DESC "Frigid River")
(UP "You cannot go upstream due to strong currents.")
<ROOM WHITE-CLIFFS-NORTH
(LDESC
"You are on a narrow strip of beach which runs along the base of the
White Cliffs. There is a narrow path heading south along the Cliffs
and a tight passage leading west into the cliffs themselves.")
(DESC "White Cliffs Beach")
<ROOM WHITE-CLIFFS-SOUTH
(LDESC
"You are on a rocky, narrow strip of beach beside the Cliffs. A
narrow path leads north along the shore.")
(DESC "White Cliffs Beach")
IF DEFLATE ELSE "The path is too narrow.")
<ROOM RIVER-4
(LDESC
"The river is running faster here and the sound ahead appears to be
that of rushing water. On the east shore is a sandy beach. A small
area of beach can also be seen below the cliffs on the west shore.")
(DESC "Frigid River")
(UP "You cannot go upstream due to strong currents.")
(LAND "You can land either to the east or the west.")
<ROOM RIVER-5
(LDESC
"The sound of rushing water is nearly unbearable here. On the east
shore is a large landing area.")
(DESC "Frigid River")
(UP "You cannot go upstream due to strong currents.")
<ROOM SHORE
(LDESC
"You are on the east shore of the river. The water here seems somewhat
treacherous. A path travels from north to south here, the south end
quickly turning around a sharp corner.")
(DESC "Shore")
<ROOM SANDY-BEACH
(LDESC
"You are on a large sandy beach on the east shore of the river, which is
flowing quickly by. A path runs beside the river to the south here, and
a passage is partially buried in sand to the northeast.")
(DESC "Sandy Beach")
<ROOM SANDY-CAVE
(LDESC
"This is a sand-filled cave whose exit is to the southwest.")
(DESC "Sandy Cave")
<ROOM ARAGAIN-FALLS
(DESC "Aragain Falls")
(DOWN "It's a long way...")
<ROOM ON-RAINBOW
(LDESC
"You are on top of a rainbow (I bet you never thought you would walk
on a rainbow), with a magnificent view of the Falls. The rainbow
travels east-west here.")
(DESC "On the Rainbow")
<ROOM END-OF-RAINBOW
(LDESC
"You are on a small, rocky beach on the continuation of the Frigid
River past the Falls. The beach is narrow due to the presence of the
White Cliffs. The river canyon opens here and sunlight shines in
from above. A rainbow crosses over the falls to the east and a narrow
path continues to the southwest.")
(DESC "End of Rainbow")
<ROOM CANYON-BOTTOM
(LDESC
"You are beneath the walls of the river canyon which may be climbable
here. The lesser part of the runoff of Aragain Falls flows by below.
To the north is a narrow path.")
(DESC "Canyon Bottom")
<ROOM CLIFF-MIDDLE
(LDESC
"You are on a ledge about halfway up the wall of the river canyon.
You can see from here that the main flow from Aragain Falls twists
along a passage which it is impossible for you to enter. Below you is the
canyon bottom. Above you is more cliff, which appears
climbable.")
(DESC "Rocky Ledge")
The mighty Frigid River runs aboveground until it doesn’t. See DAM-ROOM.
<ROOM CANYON-VIEW
(LDESC
"You are at the top of the Great Canyon on its west wall. From here
there is a marvelous view of the canyon and parts of the Frigid River
upstream. Across the canyon, the walls of the White Cliffs join the
mighty ramparts of the Flathead Mountains to the east. Following the
Canyon upstream to the north, Aragain Falls may be seen, complete with
rainbow. The mighty Frigid River flows out from a great dark cavern. To
the west and south can be seen an immense forest, stretching for miles
around. A path leads northwest. It is possible to climb down into
the canyon from here.")
(DESC "Canyon View")
(SOUTH "Storm-tossed trees block your way.")
<ROUTINE CANYON-VIEW-F (RARG)
<COND (<AND <==? .RARG ,M-BEG>
<VERB? LEAP>
<JIGS-UP "Nice view, lousy place to jump.">
<RTRUE>)>>
\
"SUBTITLE COAL MINE AREA"
<ROOM MINE-ENTRANCE
(LDESC
"You are standing at the entrance of what might have been a coal mine.
The shaft enters the west wall, and there is another exit on the south
end of the room.")
(DESC "Mine Entrance")
<ROOM SQUEEKY-ROOM
(LDESC
"You are in a small room. Strange squeaky sounds may be heard coming
from the passage at the north end. You may also escape to the east.")
(DESC "Squeaky Room")
<ROOM BAT-ROOM
(DESC "Bat Room")
<ROOM SHAFT-ROOM
(LDESC
"This is a large room, in the middle of which is a small shaft
descending through the floor into darkness below. To the west and
the north are exits from this room. Constructed over the top of the
shaft is a metal framework to which a heavy iron chain is attached.")
(DESC "Shaft Room")
(DOWN "You wouldn't fit and would die if you could.")
<ROOM SMELLY-ROOM
(LDESC
"This is a small non-descript room. However, from the direction
of a small descending staircase a foul odor can be detected. To the
south is a narrow tunnel.")
(DESC "Smelly Room")
<ROOM GAS-ROOM
(LDESC
"This is a small room which smells strongly of coal gas. There is a
short climb up some stairs and a narrow tunnel leading east.")
(DESC "Gas Room")
<ROOM LADDER-TOP
(LDESC
"This is a very small room. In the corner is a rickety wooden
ladder, leading downward. It might be safe to descend. There is
also a staircase leading upward.")
(DESC "Ladder Top")
<ROOM LADDER-BOTTOM
(LDESC
"This is a rather wide room. On one side is the bottom of a
narrow wooden ladder. To the west and the south are passages
leaving the room.")
(DESC "Ladder Bottom")
<ROOM DEAD-END-5
(DESC "Dead End")
(LDESC "You have come to a dead end in the mine.")
The timbers are left over from an MIT Zork puzzle in which you had to anchor the rope at the top of the SLIDE-ROOM and lower yourself halfway down. The puzzle was dropped from this version of Zork, but a variation appeared in Sorcerer.
<ROOM TIMBER-ROOM
(LDESC
"This is a long and narrow passage, which is cluttered with broken
timbers. A wide passage comes from the east and turns at the
west end of the room into a very narrow passageway. From the west
comes a strong draft.")
(DESC "Timber Room")
ELSE "You cannot fit through this passage with that load.")
<ROOM LOWER-SHAFT
(LDESC
"This is a small drafty room in which is the bottom of a long
shaft. To the south is a passageway and to the east a very narrow
passage. In the shaft can be seen a heavy iron chain.")
(DESC "Drafty Room")
ELSE "You cannot fit through this passage with that load.")
ELSE "You cannot fit through this passage with that load.")
<ROOM MACHINE-ROOM
(DESC "Machine Room")
\
"SUBTITLE COAL MINE"
<ROOM MINE-1
(LDESC "This is a non-descript part of a coal mine.")
(DESC "Coal Mine")
(EAST TO MINE-1)
<ROOM MINE-2
(LDESC "This is a non-descript part of a coal mine.")
(DESC "Coal Mine")
(NORTH TO MINE-2)
<ROOM MINE-3
(LDESC "This is a non-descript part of a coal mine.")
(DESC "Coal Mine")
(SOUTH TO MINE-3)
<ROOM MINE-4
(LDESC "This is a non-descript part of a coal mine.")
(DESC "Coal Mine")
(WEST TO MINE-4)
<ROOM SLIDE-ROOM
(LDESC
"This is a small chamber, which appears to have been part of a
coal mine. On the south wall of the chamber the letters \"Granite
Wall\" are etched in the rock. To the east is a long passage, and
there is a steep metal slide twisting downward. To the north is
a small opening.")
(DESC "Slide Room")
\
If you type WALK AROUND HOUSE while standing near the house, this table takes you in a neat circle around it.
<GLOBAL HOUSE-AROUND
If you type WALK AROUND FOREST while in the forest, this table takes you for a nice (non-random) ramble.
<GLOBAL FOREST-AROUND
If you type WALK AROUND HOUSE while standing inside the house... it doesn’t work because the WHITE-HOUSE scenery object isn’t visible. There’s a bit of code which wants to use this table but it never runs.
<GLOBAL IN-HOUSE-AROUND
If you die, your possessions are scattered above ground according to this table. See RANDOMIZE-OBJECTS.
<GLOBAL ABOVE-GROUND
Set up the world at the start of the game. Start the timers. Print the banner. Set all those useful globals like HERE and PLAYER.
<ROUTINE GO ()
<CRLF>)>
<AGAIN>>