"2DUNGEON for
Zork II: The Wizard of Frobozz
(c) Copyright 1981, 1983 Infocom, Inc. All Rights Reserved."
<DIRECTIONS NORTH EAST WEST SOUTH NE NW SE SW UP DOWN IN OUT LAND CROSS>
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>>
"SUBTITLE CONDITIONAL EXITS"
<GLOBAL SECRET-DOOR <>>
<GLOBAL GNOME-DOOR-FLAG <>>
"SUBTITLE GLOBAL OBJECTS"
<OBJECT STREAM
(SYNONYM STREAM)
(ADJECTIVE FLOWING SMALL)
(DESC "stream")
<OBJECT CHASM
(SYNONYM CHASM RAVINE)
(ADJECTIVE DEEP)
(DESC "chasm")
<OBJECT MOSS
(SYNONYM MOSS MOSSES)
(ADJECTIVE GLOWING PHOSPHORESCENT)
(DESC "mosses")
<OBJECT ROSE-BUSH
(SYNONYM ROSES BUSH ARBOR)
(ADJECTIVE ROSE)
(DESC "roses")
<OBJECT BRIDGE
(SYNONYM BRIDGE)
(ADJECTIVE STONE WOODEN RICKETY)
(DESC "bridge")
<OBJECT TUNNEL
(SYNONYM PASSAGE TUNNEL CRAWLWAY)
(ADJECTIVE DARK SMOKY)
(DESC "tunnel")
<OBJECT EAST-WALL
(SYNONYM WALL)
(ADJECTIVE EAST EASTERN)
(DESC "east wall")
<OBJECT SOUTH-WALL
(SYNONYM WALL)
(ADJECTIVE SOUTH SOUTHE)
(DESC "south wall")
<OBJECT WEST-WALL
(SYNONYM WALL)
(ADJECTIVE WEST WESTERN)
(DESC "west wall")
<OBJECT NORTH-WALL
(SYNONYM WALL)
(ADJECTIVE NORTH NORTHE)
(DESC "north wall")
<OBJECT GLOBAL-WATER
(SYNONYM WATER QUANTITY)
(DESC "water")
<OBJECT WISH
(SYNONYM WISH BLESS)
(DESC "wish")
<OBJECT WELL
(SYNONYM WELL)
(ADJECTIVE MAGIC)
(DESC "well")
<OBJECT SEWL
(SYNONYM WALL)
(ADJECTIVE EAST EASTERN)
(DESC "east wall")
(SIZE 0)
<OBJECT SWWL
(SYNONYM WALL)
(ADJECTIVE WEST WESTERN)
(DESC "west wall")
(SIZE 0)
<OBJECT SSWL
(SYNONYM WALL)
(ADJECTIVE SOUTH SOUTHE)
(DESC "south wall")
(SIZE 0)
<OBJECT SNWL
(SYNONYM WALL)
(ADJECTIVE NORTH NORTHE)
(DESC "north wall")
(SIZE 0)
\
"SUBTITLE ROOMS"
<ROOM INSIDE-BARROW
(LDESC
"You are inside an ancient barrow hidden deep within a dark forest.
The barrow opens into a narrow tunnel at its southern end. You can
see a faint glow at the far end.")
(DESC "Inside the Barrow")
(OUT
"You may not recall, but when you entered, the door of the barrow
shut behind you. There is no way out.")>
<ROOM NARROW-TUNNEL
(LDESC
"You are standing at the southern end of a narrow tunnel where it opens
into a wide cavern. The cavern is dimly illuminated by phosphorescent
mosses clinging to its high ceiling. A deep ravine winds through the
cavern, with a small stream at the bottom. The walls of the ravine are
steep and crumbly. A foot bridge crosses the ravine to the south.")
(DESC "Narrow Tunnel")
(DOWN "As you start down, you slip on the crumbling
rocks and pull back, narrowly averting a fatal fall.")
<ROOM FOOT-BRIDGE
(LDESC
"You are standing on a crude but sturdy wooden foot bridge crossing a
deep ravine. The path runs north and south from here.")
(DESC "Foot Bridge")
(DOWN "The drop would be fatal.")
(CROSS "You'll have to specify a direction.")
<ROOM GREAT-CAVERN
(LDESC
"This is the center of the great cavern, carved out of the limestone.
Stalactites and stalagmites of many sizes are everywhere. The room glows
with dim light provided by phosphorescent moss, and weird shadows move all
around you. A narrow path winds southwest among the stalagmites, and another
leads northeast.")
(DESC "Great Cavern")
<ROOM SHALLOW-FORD
(LDESC
"You are at the southern edge of a great cavern. To the south across a
shallow ford is a dark tunnel which looks like it was once
enlarged and smoothed. To the north a narrow path winds among
stalagmites. Dim light illuminates the cavern.")
(DESC "Shallow Ford")
<ROOM DARK-TUNNEL
(LDESC
"This is a dark tunnel with dim light to the northeast. The
tunnel is smooth but dusty and filled with twigs and leaves, debris
which becomes deeper as the tunnel branches into a wide corridor leading
southwest and a narrower one leading southeast.")
(DESC "Dark Tunnel")
"SUBTITLE GARDEN AREA"
<OBJECT GLOBAL-UNICORN
(SYNONYM UNICORN)
(DESC "unicorn")
(ADJECTIVE BEAUTIFUL WHITE)
<OBJECT UNICORN
(SYNONYM UNICORN ANIMAL)
(ADJECTIVE BEAUTIFUL WHITE)
(DESC "unicorn")
(LDESC "There is a beautiful unicorn here cropping grass.")
<ROOM GARDEN-NORTH
(LDESC
"This is the northern end of a formal garden. Hedges hide
the cavern walls, and if you don't look up, the illusion is of a cloudy
day outside. The light comes from a large growth of glowing mosses on the
roof of the cave. A break in the hedge is almost overgrown to the north.
A carefully manicured path leads south. In the center of a rosebed is a
small open structure, painted white. It appears to be a gazebo.")
(DESC "North End of Garden")
<ROOM GAZEBO-ROOM
(LDESC
"This is a gazebo in the midst of a formal garden. It is cool and
restful here. A tea table adorns the center of the gazebo.")
(DESC "Gazebo")
<ROOM FORMAL-GARDEN
(LDESC
"This is the middle part of a formal garden. Hedges hide the cavern
walls and a dim illumination comes from mosses far above.
The path is of small crushed white stones. It winds among bushes and
flower beds from south to north. To the north a small structure
can be seen. To the south are peculiarly shaped bushes.
There is a small gap in the hedges to the west.")
(DESC "Formal Garden")
<ROOM TOPIARY-ROOM
(LDESC
"This is the southern end of a formal garden. Hedges hide the cavern
walls and mosses provide dim illumination. Fantastically shaped hedges
and bushes are arrayed with geometric precision. They have not recently
been clipped, but you can discern creatures in the shapes of the bushes:
There is a dragon, a unicorn, a great serpent, a huge misshapen dog, and
several human figures. On the west side of the garden the path
leads through a rose arbor into a tunnel.")
(DESC "Topiary")
<OBJECT HEDGES
(DESC "hedge")
(SYNONYM HEDGE HEDGES)
<ROUTINE HEDGES-F ()
<COND (<VERB? EXAMINE>
<TELL
"The hedges are shaped like various animals: dogs, serpents, dragons, and
the like, and they are vaguely troubling to look at." CR>)>>
<ROOM STREAM-PATH
(LDESC
"The path follows the south edge of a deep ravine and heads northeast.
A tunnel heads southwest, narrowing to a rather tight crawl. A
faint whirring sound can be heard in that direction. On the east is a
ruined archway choked with vegetation.")
(DESC "Path Near Stream")
(DOWN "The ravine is extremely deep. You would never make it.")
<ROOM MARBLE-HALL
(LDESC
"This is an arched hall of fine marble. The hall stops abruptly
to the north at a ford across a stream, where the marble is cracked and
broken. Perhaps a flood or collapse of the cave was responsible. To
the south the hall opens into a large room. There is rather annoying
whirring sound coming from that room.")
(DESC "Marble Hall")
<ROOM DEEP-FORD
(LDESC
"You are fording the stream at a deep but not impossible spot. The
water is very cold. The walls of the ravine rise to east and west.
There is a small ledge along the north wall of the ravine. To the south
is the entrance to a well-constructed but somewhat ruined hall.")
(DESC "Deep Ford")
(EAST
"The stream deepens rapidly, and you wisely return before drowning.")
(WEST
"You notice that the ledge above would be a drier route west.")
<ROOM RAVINE-LEDGE
(LDESC
"You are on a narrow ledge near the bottom of a deep ravine. The ledge
continues to the west. A precarious climb up to another tiny ledge is
possible. A short scramble down the rock face leads
to a stream.")
(DESC "Ledge in Ravine")
<ROOM LEDGE-TUNNEL
(LDESC
"A ledge from the east ends here, and a tunnel leads north into the wall.
There is a rather odd smokey odor in the warm air of the tunnel.")
(DESC "End of Ledge")
(DOWN "There are a lot of sharp rocks down there.")>
<ROOM DRAGON-ROOM
(LDESC
"The room is a large cavern full of broken stone. The walls are
scorched and there are deep scratches on the floor. A sooty dry smell
is very strong here. A paved path winds from a large passage to the
west, through the room, and across a huge stone bridge
to the south. To the east a small crack is visible. A dark and
smokey tunnel leads north.")
(DESC "Dragon Room")
IF ICE-MELTED ELSE "The dragon hisses at you and blocks your way.")
IF ICE-MELTED ELSE "The dragon hisses at you and blocks your way.")
<ROOM DRAGON-LAIR
(LDESC
"You are in the dragon's lair, where the rock walls are scarred by flame.
A blackened doorway leads to the south.")
(DESC "Dragon's Lair")
<OBJECT CHEST
(SYNONYM CHEST TRUNK)
(ADJECTIVE WOODEN OLD ROTTEN)
(DESC "rotten wooden chest")
(FDESC
"A rotten old wooden chest is in one corner among the debris.")
(CAPACITY 40)
(SIZE 40)>
<OBJECT STATUETTE
(SYNONYM TREASURE STATUETTE DRAGON)
(ADJECTIVE GOLD)
(DESC "golden dragon statuette")
(FDESC
"Nestled in the chest is a wrought gold statuette of a dragon.")
(VALUE 20)>
<OBJECT DRAGON
(SYNONYM DRAGON SMAUG WORM)
(ADJECTIVE RED HUGE)
(DESC "huge red dragon")
(LDESC
"A huge red dragon is lying on the rocks here, watching.")
(FDESC
"A huge red dragon is lying here, blocking the entrance to a tunnel
leading north. Smoke curls from his nostrils and out between his
teeth.")
<OBJECT DEAD-DRAGON
(SYNONYM DRAGON SMAUG WORM)
(ADJECTIVE RED HUGE DEAD)
(DESC "huge dead dragon")
(LDESC
"A huge dead dragon is lying half blocking the stream.")
(SIZE 400)>
<OBJECT GLOBAL-PRINCESS
(SYNONYM PRINCESS WOMAN LADY)
(ADJECTIVE BEAUTIFUL YOUNG)
(DESC "beautiful princess")
<OBJECT PRINCESS
(SYNONYM PRINCESS WOMAN LADY)
(ADJECTIVE BEAUTIFUL YOUNG)
(DESC "beautiful princess")
(LDESC
"A beautiful young woman, wearing a dirty and bedraggled gown, sits
on a rock in the corner. Her hair is unkempt and she is oblivious to
your presence, almost in a trance.")
<ROOM FRESCO-ROOM
(LDESC
"A path leads east-west through a room decorated with beautiful frescoes
of someone battling dragons and rescuing fair maidens. It is hard
to tell who is doing this as those parts of the
frescoes have been blackened and cracked by intense heat.")
(DESC "Fresco Room")
<ROOM STONE-BRIDGE
(LDESC
"This is the middle of a ruined but still impressive stone bridge
spanning a deep chasm. Water flows far beneath. A paved path leads
north into a large open space. To the south, the path leads into a misty
tunnel.")
(DESC "Stone Bridge")
(DOWN "It's a long way down.")
(CROSS "You'll have to specify a direction.")
<ROOM COOL-ROOM
(LDESC
"The room is cool and damp. The air is misty. A twisty path from the
southeast splits here toward a wide northerly stone bridge, and a narrow
westerly tunnel. It is from the latter
that the mist and chill seem to originate.")
(DESC "Cool Room")
<ROOM GLACIER-ROOM
(LDESC " ")
(DESC "Ice Room")
IF ICE-MELTED ELSE "You don't even have an ice-pick.")
<ROOM LAVA-TUBE
(LDESC
"You are in a tight chimney of solidified lava. It extends up at
least another hundred feet and down to a large room far below. A large
crack opens to the south, probably the result of a shift
in the rock strata.")
(DESC "Lava Tube")
<ROUTINE LT-CRACK-PSEUDO ()
<COND (<VERB? BOARD THROUGH>
<RTRUE>)
<ROOM COBWEBBY-CORRIDOR
(LDESC
"A winding corridor is filled with cobwebs. Some
are broken and the dust on the floor is disturbed. The trend of the
twists and turns is northeast to southwest. On the north side of one
twist, high up, is a narrow crack.")
(DESC "Cobwebby Corridor")
<ROUTINE CC-CRACK-PSEUDO ()
<COND (<VERB? THROUGH BOARD>
<RTRUE>)
(T
<TELL
"The crack is fairly wide. You should be able to get into it." CR>)>>
<OBJECT WIZ-DOOR
(SYNONYM DOOR)
(ADJECTIVE COBWEBBED WOODEN OAK)
(DESC "door partly covered in cobwebs")
<ROOM ROOM-8
(LDESC
"This is a small chamber carved out of the rock at the end of a short crawl.
On the wall is crudely chiseled the number \"8\".")
(DESC "Room 8")
<ROOM MENHIR-ROOM
(DESC "Menhir Room")
(LDESC " ")
ELSE "You are trying to walk through an enormous rock.")
<OBJECT GLOBAL-MENHIR
(SYNONYM MENHIR ROCK STONE)
(ADJECTIVE HUGE HEAVY ENORMOUS)
(DESC "enormous menhir")>
<OBJECT MENHIR
(SYNONYM MENHIR ROCK STONE)
(ADJECTIVE HUGE HEAVY ENORMOUS)
(DESC "enormous menhir")
<ROOM KENNEL
(LDESC
"This room looks like it was once a kennel for a very large dog (some of
the bones would fit a dinosaur). It apparently hasn't been used for a
long time, as the dust is fairly thick all over. The only
exit is northeast.")
(DESC "Kennel")
ELSE "You are trying to walk through an enormous rock.")
ELSE "You are trying to walk through an enormous rock.")
<OBJECT COLLAR
(SYNONYM COLLAR TREASURE)
(ADJECTIVE HUGE GIANT DOG)
(FDESC
"A gigantic dog collar, large enough for three rhinoceros-sized dogs, is
lying amidst the debris.")
(DESC "gigantic dog collar")
(VALUE 15)>
\
"SUBTITLE DIAMOND MAZE"
<OBJECT BAT
(SYNONYM CLUB BAT)
(ADJECTIVE WOODEN BASEBALL)
(FDESC
"A long wooden club lies on the ground near the diamond-shaped window.
The club is curiously burned at the thick end.")
(DESC "wooden club")
(TEXT
"The words \"Babe Flathead\" are burned into the wood.")>
<ROOM STAIRWAY-TOP
(LDESC
"A marble stairway leads down into the gloom and a passage leads north.")
(DESC "Stairway")
<ROOM DIAMOND-1
(DESC
"Oddly-angled Room")
(LDESC
"A small room with oddly angled walls and passages in all directions.")
<ROOM DIAMOND-2
(DESC
"Oddly-angled Room")
(LDESC
"A small room with oddly angled walls and passages in all directions.")
<ROOM DIAMOND-3
(DESC
"Oddly-angled Room")
(LDESC
"A small room with oddly angled walls and passages in all directions.")
<ROOM DIAMOND-4
(DESC
"Oddly-angled Room")
(LDESC
"A small room with oddly angled walls and passages in all directions.")
The Map tab shows the rooms as laid out by their direction properties. (DIAMOND-2 is NORTH of DIAMOND-5 and so on.) But the puzzle solution has nothing to do with this layout! See DIAMOND-MOTION.
Once the maze is solved (DIAMOND-SOLVE), you are no longer confused and movement follows the map as shown.
<ROOM DIAMOND-5
(DESC
"Oddly-angled Room")
(LDESC
"A small room with oddly angled walls and passages in all directions.")
<ROOM DIAMOND-6
(DESC
"Oddly-angled Room")
(LDESC
"A small room with oddly angled walls and passages in all directions.")
<ROOM DIAMOND-7
(DESC
"Oddly-angled Room")
(LDESC
"A small room with oddly angled walls and passages in all directions.")
<ROOM DIAMOND-8
(DESC
"Oddly-angled Room")
(LDESC
"A small room with oddly angled walls and passages in all directions.")
<ROOM DIAMOND-9
(DESC
"Oddly-angled Room")
(LDESC
"A small room with oddly angled walls and passages in all directions.")
<OBJECT DWINDOW
(SYNONYM WINDOW)
(ADJECTIVE GLOWING DIAMOND)
(DESC "diamond shaped window")
<ROOM CERBERUS-ROOM
(LDESC
"This is the entrance to a huge crypt or tomb. A marble stairway leads
up from a gateway arch.")
(DESC "Cerberus Room")
(VALUE 10)
<OBJECT GLOBAL-CERBERUS
(SYNONYM CERBERUS DOG HOUND MONSTER)
(ADJECTIVE HUGE GIANT THREE HEADED)
(DESC "three-headed dog")>
<OBJECT CERBERUS
(SYNONYM CERBERUS DOG HOUND MONSTER)
(ADJECTIVE HUGE GIANT THREE HEADED)
(DESC "three-headed dog")
(LDESC
"There is a vicious-looking dog guarding the entrance. It is more or
less your usual dog, except that it has three heads and is the size of
an elephant.")
<ROOM CRYPT-ANTEROOM
(LDESC " ")
(DESC "Crypt Anteroom")
(VALUE 3)>
<ROOM CRYPT-ROOM
(LDESC " ")
(DESC "Crypt")
(VALUE 2)>
<OBJECT HEADS
(SYNONYM HEADS HEAD POLE POLES)
(DESC "set of poled heads")
<OBJECT CRYPT
(SYNONYM TOMB CRYPT GRAVE)
(ADJECTIVE MARBLE)
(DESC "marble crypt")
(TEXT
"\"Here lie the Flatheads, whose heads were placed on poles by the
Keeper of the Dungeon for amazing untastefulness.\"")>
<OBJECT CRYPT-DOOR
(SYNONYM DOOR)
(ADJECTIVE CRYPT NORTH)
(DESC "crypt door")
<OBJECT DIM-DOOR
(SYNONYM DOOR LETTER)
(ADJECTIVE F DIMLY SOUTH SECRET)
(DESC "secret door")
<ROOM ZORK3
(LDESC " ")
(DESC "Landing")
\
"SUBTITLE WIZARD'S WORKSHOP"
<ROOM GUARDIAN-ROOM
(LDESC " ")
(DESC "Guarded Room")
<OBJECT DOOR-KEEPER
(SYNONYM KEEPER GUARDIAN LIZARD HEAD)
(ADJECTIVE NASTY)
(DESC "lizard")
<ROOM WIZARDS-WORKSHOP
(LDESC
"This is the workshop of the Wizard of Frobozz.")
(DESC "Wizard's Workshop")
(VALUE 10)
<ROOM WORKBENCH-ROOM
(LDESC
"This room is the Wizard's workroom. A hall continues east and west,
and a larger room lies to the south. There are many shelves and racks
on the walls, but the Wizard's workbench dominates the room. It is made
of dark, heavy wood bound with iron. The workbench is stained from many
years of use, and is deeply gouged as though some huge clawed animal was
imprisoned on it. There are burn marks and even notes written in a crabbed
hand. Many arcane items are scattered about the bench; alembics, mortar
and pestle, small knives of various sizes, odd scraps of vellum, wax
candles, and much more. In the center of a relatively clear area of the
bench are affixed three stands - ruby, sapphire, and diamond - which form
a triangle.")
(DESC "Wizard's Workroom")
<OBJECT ARCANA
(SYNONYM ALEMBIC VELLUM CANDLES KNIVES)
(ADJECTIVE WAX SMALL)
(DESC "arcane item")
<OBJECT WORKBENCH
(SYNONYM WORKBENCH BENCH TABLE)
(ADJECTIVE WORK HEAVY WOODEN WIZARD)
(DESC "Wizard's workbench")
(CAPACITY 200)
<OBJECT STAND-1
(SYNONYM STAND STANDS)
(ADJECTIVE CRYSTAL RUBY)
(DESC "ruby stand")
(CAPACITY 10)
<OBJECT STAND-2
(SYNONYM STAND STANDS)
(ADJECTIVE CRYSTAL SAPPHIRE)
(DESC "sapphire stand")
(CAPACITY 10)
<OBJECT STAND-3
(SYNONYM STAND STANDS)
(ADJECTIVE DIAMOND CRYSTAL)
(DESC "diamond stand")
(CAPACITY 10)
<OBJECT STAND-4
(SYNONYM STAND STANDS)
(ADJECTIVE OBSIDIAN BLACK CRYSTAL STRANGE)
(DESC "black obsidian stand")
(SIZE 5)
(CAPACITY 10)
The game lets you refer to the spheres as PALANTIRS, but it doesn’t do so itself. No doubt the specter of Tolkien lawsuits loomed large. (Similarly, you can refer to the SWORD as ORCRIST or GLAMDRING if you want to be a nerd.)
<OBJECT PALANTIR-4
(SYNONYM SPHERE BALL PALANTIR)
(ADJECTIVE CRYSTAL STRANGE BLACK)
(DESC "black crystal sphere")
(LDESC "There is a strange black sphere here.")
(VALUE 30)
(SIZE 10)>
<ROOM TROPHY-ROOM
(LDESC
"This is the Wizard's trophy room, filled with memorabilia of various
sorts. On one wall is the Wizard's D. T. (Doctor of Thaumaturgy) degree
from GUE Tech. Several old magic wands are mounted on a wand rack. A
collection of dull and nicked swords testify to the fate of many
foolhardy adventurers. Small bottles contain discarded homunculi (a few
preserved in alcohol). There is a stuffed owl on a perch.")
(DESC "Trophy Room")
(PSEUDO
<OBJECT DEGREE
(SYNONYM DEGREE DIPLOMA)
(DESC "degree")
(TEXT
"The text is in some obscure tongue. All that can be made out is
a reference to \"sending in a matchbook cover.\"")>
<OBJECT WANDS
(SYNONYM WANDS WAND RACK SET)
(ADJECTIVE WORN USED)
(DESC "set of used wands")
<OBJECT TROPHY-SWORD
(SYNONYM SWORD SWORDS)
(ADJECTIVE DULL NICKED)
(DESC "nicked swords")
<OBJECT TROPHY-BOTTLES
(SYNONYM BOTTLE)
(ADJECTIVE SMALL)
(DESC "small bottles")
<OBJECT WARNING-LABEL
(SYNONYM LABEL)
(ADJECTIVE WARNING)
(DESC "warning label")
(LDESC "A hand-lettered label is affixed to the wall.")
(TEXT
"Warning!|
|
The exhibits in this room are the property of the mighty Wizard of
Frobozz (me), and are the fruits of diligent labor and study over
many years. He who touches anything will regret it.|
|
(signed)|
Frobozz|")>
<OBJECT GLOBAL-WIZARD-CASE
(SYNONYM CASE CABINET)
(ADJECTIVE TROPHY WIZARD)
(DESC "Wizard's trophy cabinet")
<OBJECT WIZARD-CASE
(SYNONYM CASE CABINET)
(ADJECTIVE TROPHY WIZARD)
(DESC "Wizard's trophy cabinet")
(LDESC "Imbedded in the wall is an ornate trophy cabinet.")
(CAPACITY 1000)>
<OBJECT BROKEN-CASE
(SYNONYM CASE CABINET)
(ADJECTIVE BROKEN TROPHY WIZARD)
(DESC "smashed trophy cabinet")
(LDESC "Shards of a smashed trophy case litter the room.")>
<ROOM PENTAGRAM-ROOM
(LDESC
"In this room, inscribed on the floor, is a great pentagram drawn with
black chalk. In its center is a black circle.")
(DESC "Pentagram Room")
<OBJECT PENTAGRAM
(SYNONYM PENTAGRAM STAR CIRCLE)
(ADJECTIVE GREAT CHALK BLACK)
(DESC "pentagram")
(CAPACITY 200)
<ROOM AQUARIUM-ROOM
(LDESC
"Here a dark hallway turns a corner. To the south is a dark room, to
the east is fitful light.")
(DESC "Aquarium Room")
<OBJECT AQUARIUM
(SYNONYM AQUARIUM GLASS)
(ADJECTIVE HUGE)
(DESC "aquarium")
(LDESC "Filling the northern half of the room is a huge aquarium.")
(CAPACITY 200)
The game lets you refer to the spheres as PALANTIRS, but it doesn’t do so itself. No doubt the specter of Tolkien lawsuits loomed large. (Similarly, you can refer to the SWORD as ORCRIST or GLAMDRING if you want to be a nerd.)
<OBJECT PALANTIR-3
(SYNONYM PALANTIR SPHERE)
(ADJECTIVE CRYSTAL WHITE CLEAR)
(DESC "clear crystal sphere")
(LDESC "There is a clear crystal sphere lying in the sand.")
(VALUE 20)>
<OBJECT SERPENT
(SYNONYM SERPENT SNAKE)
(ADJECTIVE BABY SEA)
(DESC "baby sea serpent")
(LDESC "There is a baby sea serpent swimming in the aquarium.")
<OBJECT DEAD-SERPENT
(SYNONYM SERPENT SNAKE)
(ADJECTIVE DEAD BABY SEA)
(DESC "dead sea serpent")
(LDESC "There is a dead sea serpent in a heap here.")
(SIZE 400)>
You can’t enter the aquarium (and live). The room only exists to provide a description for peering into the blue sphere.
<ROOM IN-AQUARIUM
(LDESC
"The floor here seems to be made of sand, but it is hard to see anything
else.")
(DESC "Murky Room")
<ROOM WIZARDS-QUARTERS
(LDESC " ")
(DESC "Wizard's Quarters")
<ROOM CAROUSEL-ROOM
(LDESC " ")
(DESC "Carousel Room")
<ROOM RIDDLE-ROOM
(LDESC " ")
(DESC "Riddle Room")
<OBJECT RIDDLE-DOOR
(DESC "stone door")
(SYNONYM DOOR)
(ADJECTIVE GREAT STONE)
<ROOM PEARL-ROOM
(LDESC
"This is a former broom closet. The exits are to the east and west.")
(DESC "Pearl Room")
\
<ROOM VOLCANO-BOTTOM
(LDESC
"You are at the bottom of a large dormant volcano. High above you
light enters from the cone of the volcano. The only exit is to the north.")
(DESC "Volcano Bottom")
<ROOM VAIR-1
(LDESC
"You are about one hundred feet above the bottom of the volcano. The
top of the volcano is clearly visible here.")
(DESC "Volcano Core")
<ROOM VAIR-2
(LDESC
"You are about two hundred feet above the volcano floor. Looming
above is the rim of the volcano. There is a small ledge on the west
side.")
(DESC "Volcano Near Small Ledge")
<ROOM VAIR-3
(LDESC
"You are high above the floor of the volcano. The rim of the volcano
looks very narrow and you are very near it. To the
east is what appears to be a viewing ledge, too thin to land on.")
(DESC "Volcano by Viewing Ledge")
<ROOM VAIR-4
(LDESC
"You are near the rim of the volcano. Above you it is open to the sky.
To the west, there is a place to land on a wide ledge.")
(DESC "Volcano Near Wide Ledge")
<ROOM LEDGE-1
(LDESC
"You are on a narrow ledge within an old dormant volcano. This ledge is
about halfway between the floor below and the rim above. There is an exit
to the south.")
(DESC "Narrow Ledge")
(DOWN "I wouldn't jump from here.")
<ROOM LIBRARY
(LDESC
"This must have been a large library, probably for the royal family. All
of the shelves have been gnawed to pieces by unfriendly gnomes. To the
north is an exit.")
(DESC "Library")
<ROOM VOLCANO-VIEW
(LDESC
"You are on a ledge in the middle of a large volcano. Below you
the volcano bottom can be seen and above is the rim of the volcano.
A couple of ledges can be seen on the other side of the volcano;
it appears that this ledge is intermediate in elevation between
those on the other side. The exit from this room is to the east.")
(DESC "Volcano View")
(DOWN "I wouldn't try that.")
(CROSS "It is impossible to cross this distance.")
<ROOM LEDGE-2
(LDESC " ")
(DESC "Wide Ledge")
(DOWN "It's a long way down.")
<ROOM SAFE-ROOM
(LDESC " ")
(DESC "Dusty Room")
<ROOM LAVA-ROOM
(LDESC
"This is a small room, whose walls are formed by an old lava flow.
There are exits here to the east and the south.")
(DESC "Lava Room")
\
"SUBTITLE ALICE IN WONDERLAND"
<ROOM MAGNET-ROOM
(LDESC " ")
(DESC "Low Room")
<ROOM MACHINE-ROOM
(LDESC
"This is a large room full of assorted heavy machinery, whirring noisily.
The room smells of burned resistors. Along one wall are three buttons
which are, respectively, round, triangular, and square. Naturally,
above these buttons are instructions written in EBCDIC. A large sign
in English above all the buttons says|
\"DANGER -- HIGH VOLTAGE\"|
There are exits to the west and the south.")
(DESC "Machine Room")
<ROOM CAGE-ROOM
(LDESC
"This is a dingy closet adjacent to a larger room to the north.
Chiselled into a wall are these words:|
|
Protected by|
FROBOZZ|
Magic Alarm Company|
(Hello, footpad!)||
There doesn't seem to be any footpad here, however.")
(DESC "Dingy Closet")
<ROOM IN-CAGE
(LDESC "You are trapped inside a solid steel cage.")
(DESC "Cage")
<ROOM WELL-TOP
(LDESC
"You are at the top of the well. Well done. There are etchings on
the side of the well. There is a small crack across the floor at the
entrance to a room on the east, but it can be crossed easily.")
(DESC "Top of Well")
(DOWN "It's a long way down!")
(VALUE 10)
<ROUTINE CRACK-PSEUDO ()
<COND (<VERB? EXAMINE>
<TELL
"It is a small crack (as advertised) with no redeeming value." CR>)>>
<ROOM WELL-BOTTOM
(LDESC
"This is a damp circular room, whose walls are made of brick and
mortar. The roof of this room is not visible, but there appear to be
some etchings on the walls. There is a passageway to the west.")
(DESC "Circular Room")
(UP "The walls cannot be climbed.")
<ROOM TEA-ROOM
(LDESC
"This is a small room containing a large oblong table, no doubt set
for afternoon tea. It is clear from the
objects on the table that the users were indeed mad. In the eastern
corner of the room is a small hole (no more than four inches high).
There are passageways leading away to the west and the northwest.")
(DESC "Tea Room")
(EAST "Only a mouse could get in there.")
<ROUTINE ALICE-HOLE ()
<COND (<VERB? EXAMINE>
<TELL "The hole is very small. You could never enter it." CR>)
(<VERB? LOOK-INSIDE>
<TELL "You can't see what's beyond the hole from here." CR>)
<TELL "It doesn't fit through the hole." CR>)>>
<ROOM POSTS-ROOM
(LDESC
"This is an enormous room, in the center of which are four wooden
posts delineating a rectangular area, above which is what appears to
be a wooden roof. In fact, all objects in this room appear to be
abnormally large. To the east is a passageway. There are large gaping
chasms to the west and northwest.")
(DESC "Posts Room")
(NW "A great chasm blocks your way.")
(WEST "A great chasm blocks your way.")
(DOWN "A great chasm blocks your way.")
<ROOM POOL-ROOM
(LDESC
"This is a large room, one half of which is depressed. Salty water flows
from a large leak in the ceiling. The only exit is to the west.")
(DESC "Pool Room")
\
<ROOM BANK-ENTRANCE
(LDESC
"This is the entrance hall of the Bank of Zork, the largest
banking institution of the Great Underground Empire. A partial
account of its history is in \"The Lives of the Twelve Flatheads,\" in
the chapter on J. Pierpont Flathead. A more detailed history (albeit
less objective) may be found in Flathead's outrageous autobiography
\"I'm Rich and You Aren't - So There!\".
Most of the furniture has been ravaged by passing scavengers. All
that remains are two signs at the northwest and northeast corners of
the room, which say|
|
<-- VIEWING ROOMS -->|
|
The way out (ornate but tasteful) is to the east.
")
(DESC "Bank Entrance")
<ROOM TELLER-WEST
(LDESC " ")
(DESC "West Teller's Room")
<ROOM TELLER-EAST
(LDESC " ")
(DESC "East Teller's Room")
<ROOM VIEWING-WEST
(LDESC
"This room was used by holders of safety deposit boxes to view
their contents. On the north side of the room is a sign which says|
|
\"Remain here while the teller retrieves your safety deposit box.
When you are finished, leave the box, and exit to the south.
Safety deposit boxes cannot be removed from this room!|
|
Thank You for Banking at the Zork!\"
")
(DESC "West Viewing Room")
<ROOM VIEWING-EAST
(LDESC
"This room was used by holders of safety deposit boxes to view
their contents. On the north side of the room is a sign which says|
|
\"Remain here while the teller retrieves your safety deposit box.
When you are finished, leave the box, and exit to the south.
Safety deposit boxes cannot be removed from this room!|
|
Thank You for Banking at the Zork!\"
")
(DESC "East Viewing Room")
<ROOM SMALL-ROOM
(LDESC
"This is a small, bare room with no distinguishing features. There
are no exits from this room.")
(DESC "Small Room")
<ROOM VAULT
(LDESC
"This is the Vault of the Bank of Zork, in which there are no doors.")
(DESC "Vault")
<ROOM DEPOSITORY
(LDESC
"This is a large rectangular room. The east and west walls were used
for storing safety deposit boxes, but all have been carefully removed
by evil persons. To the east, west, and south of the room are large
doorways. The northern \"wall\" of the room is a shimmering curtain of
light. In the center of the room is a large stone cube, about 10 feet
on a side. Engraved on the side of the cube is some lettering.")
(DESC "Safety Depository")
(NORTH "There is a curtain of light there.")
<ROOM OFFICE
(LDESC
"This room was the office of the Chairman of the Bank of Zork.
Like the other rooms here, it has been extensively vandalized.
The lone exit is to the north.")
(DESC "Chairman's Office")
<OBJECT MATCH
(SYNONYM MATCH MATCHES MATCHBOOK)
(ADJECTIVE ZORK)
(DESC "matchbook")
(LDESC
"There is a matchbook saying \"Visit ZORK I\" here.")
(TEXT
"\">> Visit Exotic ZORK I <<|
|
Consult the Frobozz Magic Travel Agency, or visit your local
computer store for more details.\"")
(SIZE 2)>
\
"SUBTITLE PALANTIR ROOMS"
<ROOM DREARY-ROOM
(LDESC " ")
(DESC "Dreary Room")
<ROOM TINY-ROOM
(LDESC " ")
(DESC "Tiny Room")
\
<OBJECT GNOME
(SYNONYM GNOME)
(ADJECTIVE VOLCANO)
(DESC "Volcano Gnome")
(LDESC "There is a nervous Volcano Gnome here.")>
<OBJECT BALLOON
(SYNONYM BALLOON BASKET)
(ADJECTIVE WICKER)
(DESC "basket")
(CAPACITY 100)
(SIZE 70)
(VTYPE 0)>
<OBJECT BALLOON-LABEL
(SYNONYM LABEL)
(ADJECTIVE BLUE)
(DESC "blue label")
(LDESC "There is a blue label here.")
(SIZE 1)
(TEXT
"
!! FROBOZZ MAGIC BALLOON COMPANY !!|
|
Hello, Aviator!|
|
To land your balloon, say LAND|
Otherwise, you're on your own!|
|
No warranty expressed or implied.
|")>
<OBJECT SAFE
(SYNONYM SAFE BOX)
(ADJECTIVE STEEL)
(DESC "box")
(CAPACITY 15)>
<OBJECT BRAIDED-WIRE
(SYNONYM ROPE WIRE)
(ADJECTIVE BRAIDED)
(DESC "braided wire")
<OBJECT BRICK
(SYNONYM BRICK)
(ADJECTIVE SQUARE CLAY)
(DESC "brick")
(LDESC "There is a square brick here which feels like clay.")
(CAPACITY 2)
(SIZE 9)>
<OBJECT EXPLOSION
(SYNONYM KREBF)
(DESC "debris from an explosion")
(LDESC
"The room is cluttered with debris from an explosion. The walls seem ready
to collapse.")
(FLAGS )>
<OBJECT DEAD-BALLOON
(SYNONYM BALLOON BASKET)
(ADJECTIVE BROKEN)
(DESC "broken balloon")
(LDESC "There is a balloon here, broken into pieces.")
(SIZE 40)>
<OBJECT ROUND-BUTTON
(SYNONYM BUTTON)
(ADJECTIVE ROUND)
(DESC "round button")
<OBJECT SQUARE-BUTTON
(SYNONYM BUTTON)
(ADJECTIVE SQUARE)
(DESC "square button")
<OBJECT TRIANGULAR-BUTTON
(SYNONYM BUTTON)
(ADJECTIVE TRIANGULAR)
(DESC "triangular button")
<OBJECT CARD
(SYNONYM CARD NOTE)
(DESC "card")
(LDESC "There is a card with writing on it here.")
(SIZE 1)
(TEXT
"
Warning:|
This room was constructed over very weak rock strata. Detonation
of explosives in this room is strictly prohibited!|
Frobozz Magic Cave Company|
per M. Agrippa, foreman|
") >
<OBJECT CLOTH-BAG
(SYNONYM BAG)
(ADJECTIVE CLOTH)
(DESC "cloth bag")
<OBJECT CROWN
(SYNONYM CROWN TREASURE)
(ADJECTIVE GAUDY)
(DESC "gaudy crown")
(FDESC "The excessively gaudy crown of Lord Dimwit Flathead is here.")
(LDESC "Lord Dimwit's crown is here.")
(SIZE 10)
(VALUE 20)>
The game lets you refer to the spheres as PALANTIRS, but it doesn’t do so itself. No doubt the specter of Tolkien lawsuits loomed large. (Similarly, you can refer to the SWORD as ORCRIST or GLAMDRING if you want to be a nerd.)
<OBJECT PALANTIR-1
(SYNONYM SPHERE BALL PALANTIR)
(ADJECTIVE CRYSTAL RED)
(DESC "red crystal sphere")
(LDESC "There is a beautiful red crystal sphere here.")
(SIZE 10)
(VALUE 20)>
<OBJECT VIOLIN
(SYNONYM STRADIVARIUS VIOLIN TREASURE)
(ADJECTIVE FANCY)
(DESC "fancy violin")
(LDESC "There is a Stradivarius here.")
(SIZE 10)
(VALUE 20)
<OBJECT ICE
(SYNONYM ICE MASS GLACIER)
(ADJECTIVE COLD ICY)
(DESC "glacier")
(LDESC "A mass of ice fills the western half of the room.")>
<OBJECT FLASK
(SYNONYM FLASK)
(ADJECTIVE GLASS)
(DESC "stoppered glass flask filled with liquid")
(LDESC
"A stoppered glass flask with a skull-and-crossbones marking is here.
The flask is filled with some clear liquid.")
(CAPACITY 5)
(TEXT "There is a skull-and-crossbones engraved on the glass.")
(SIZE 10)>
<OBJECT ROBOT-LABEL
(SYNONYM PAPER PIECE INSTRUCTIONS)
(ADJECTIVE GREEN)
(DESC "green piece of paper")
(LDESC "There is a green piece of paper here.")
(SIZE 3)
(TEXT
"!! FROBOZZ MAGIC ROBOT COMPANY !!||
Hello, Master!|
|
I am a late-model robot, trained at GUE Tech to perform various
simple household functions.|
|
To activate me, say the following:|
|
>ROBOT, <things to do>|
|
At your service!
") >
<OBJECT SLOT
(SYNONYM SLOT HOLE)
(DESC "hole")
(CAPACITY 10)
<ROUTINE SLOT-F ()
<COND (<AND <VERB? LOOK-INSIDE> <NOT <FIRST? ,SLOT>>>
<TELL "There's nothing in the hole." CR>)
(<VERB? EXAMINE>
<TELL
"The oblong hole has been chipped out of the box, probably by someone
wanting whatever is inside the box. The attempt was a pathetic failure,
however." CR>)>>
<OBJECT HOOK-2
(SYNONYM HOOK)
(ADJECTIVE SMALL)
(DESC "hook")
(LDESC "There is a small hook attached to the rock here.")>
<OBJECT HOOK-1
(SYNONYM HOOK)
(ADJECTIVE SMALL)
(DESC "hook")
(LDESC "There is a small hook attached to the rock here.")>
<OBJECT LAMP
(SYNONYM LAMP LANTERN LIGHT)
(ADJECTIVE BRASS)
(DESC "lamp")
(FDESC "A strangely familiar brass lantern is lying on the ground.")
(SIZE 15)>
<OBJECT BROKEN-LAMP
(SYNONYM LAMP LANTERN LIGHT)
(ADJECTIVE BROKEN BRASS)
(DESC "broken brass lantern")
(SIZE 15)>
<OBJECT ALICE-TABLE
(SYNONYM TABLE)
(ADJECTIVE LARGE OBLONG)
(DESC "large oblong table")
(CAPACITY 50)>
<OBJECT MANGLED-CAGE
(SYNONYM CAGE)
(ADJECTIVE MANGLED STEEL)
(DESC "mangled cage")
(LDESC "There is a mangled steel cage here.")
(SIZE 60)>
<OBJECT PEARL
(SYNONYM NECKLACE PEARLS TREASURE)
(ADJECTIVE PEARL)
(DESC "pearl necklace")
(LDESC "There is a pearl necklace here with hundreds of large pearls.")
(SIZE 10)
(VALUE 15)>
<OBJECT EAT-ME-CAKE
(SYNONYM CAKE ICING CAKES LETTER)
(ADJECTIVE GREEN FROSTED)
(DESC "cake frosted with green letters")
(TEXT "The icing spells out \"Eat Me.\"")
(SIZE 4)>
<OBJECT BLUE-ICING
(SYNONYM CAKE ICING CAKES LETTER)
(ADJECTIVE BLUE FROSTED)
(DESC "cake frosted with blue letters")
(SIZE 4)>
<OBJECT ORANGE-ICING
(SYNONYM CAKE CAKES ICING LETTER)
(ADJECTIVE ORANGE FROSTED)
(DESC "cake frosted with orange letters")
(SIZE 4)>
<OBJECT RED-ICING
(SYNONYM CAKE CAKES ICING LETTER)
(ADJECTIVE RED FROSTED)
(DESC "cake frosted with red letters")
(SIZE 4)>
<OBJECT LEAK
(SYNONYM LEAK)
(ADJECTIVE LARGE)
(DESC "leak")
<OBJECT POOL
(SYNONYM POOL TEARS)
(ADJECTIVE LARGE)
(DESC "pool of tears")
(LDESC
"The leak has submerged the depressed area in a pool of tears. There is
a hazy something at the deepest part of the pool.")
The source has wonderful ASCII-art renditions of some of the treasures. These are carried over from MIT Zork, but they are commented out here – no doubt to save space.
The art doesn’t render very well in the source pane, but you can see the original coin here.
<OBJECT COIN
(SYNONYM COIN ZORKMID GOLD TREASURE)
(ADJECTIVE GOLD PRICELESS)
(DESC "priceless zorkmid")
(FDESC
"On the floor is a priceless gold zorkmid (a valuable collector's item).")
(LDESC "There is an engraved zorkmid here.")
(SIZE 10)
(VALUE 20)
(TEXT
"This is a beautiful octagonal coin bearing the legends \"Ten Thousand
Zorkmids\" and \"In Frobs We Trust\".")>
The source has wonderful ASCII-art renditions of some of the treasures. These are carried over from MIT Zork, but they are commented out here – no doubt to save space.
The art doesn’t render very well in the source pane, but you can see the original stamp here.
<OBJECT STAMP
(SYNONYM STAMP TREASURE)
(ADJECTIVE FLATHEAD)
(DESC "Flathead stamp")
(LDESC "There is a Flathead stamp here.")
(SIZE 1)
(VALUE 10)
(TEXT "This three zorkmid stamp bears a portrait of Lord
Dimwit Flathead, \"Our Excessive Leader\".")>
<OBJECT GREEN-BOOK
(SYNONYM BOOK COVER BOOKS)
(ADJECTIVE HANDSOME GREEN LEATHER)
(DESC "green book")
(FDESC
"A handsome book, bound in green leather, sits in the center of the room.")
(CAPACITY 2)
(SIZE 10)
(TEXT "This book is written in a tongue with which I am unfamiliar.")
<OBJECT BLUE-BOOK
(SYNONYM BOOK COVER BOOKS)
(ADJECTIVE BLUE)
(DESC "blue book")
(FDESC "Worn and battered in one corner of the room is a blue book.")
(CAPACITY 2)
(SIZE 10)
(TEXT "This book is written in a tongue with which I am unfamiliar.")
<OBJECT WHITE-BOOK
(SYNONYM BOOK COVER BOOKS)
(ADJECTIVE WHITE GLOSSY)
(DESC "white book")
(FDESC
"Right beside the purple book sits a white one.")
(CAPACITY 2)
(SIZE 5)
(TEXT
"It is written in an unfamiliar tongue and details the use of various
magical objects, chiefly the so-called \"magic wand\". Apparently these
devices work by pointing them at the object to be ensorcelled, and then
chanting the appropriate magic words. (It's truly amazing how credulous
these ancients were, isn't it?)")
<OBJECT PURPLE-BOOK
(SYNONYM BOOK BOOKS)
(ADJECTIVE PURPLE)
(DESC "purple book")
(LDESC
"Lying in the dust, and covered with mold, is a purple book.")
(CAPACITY 2)
(SIZE 10)
(TEXT
"This book is written in a tongue with which I am unfamiliar. Assuming that
one can indeed tell a book by its cover, it is likely filled with purple prose,
the like of which is rarely seen outside the Great Underground Empire.")>
<OBJECT RECEPTACLE
(SYNONYM RECEPTACLE)
(ADJECTIVE METAL)
(DESC "receptacle")
(CAPACITY 6)>
<OBJECT ROBOT
(SYNONYM ROBOT R2D2 C3PO ROBBY)
(DESC "robot")
(LDESC "There is a robot here.")>
<OBJECT RUBY
(SYNONYM RUBY TREASURE)
(ADJECTIVE MOBY)
(DESC "ruby")
(FDESC "On the floor lies a moby ruby.")
(LDESC "There is a moby ruby lying here.")
(VALUE 15)>
<OBJECT IRON-BOX
(SYNONYM BOX)
(ADJECTIVE STEEL DENTED)
(DESC "steel box")
(LDESC "There is a dented steel box here.")
(CAPACITY 20)
(SIZE 40)>
<OBJECT CAGE
(SYNONYM CAGE)
(ADJECTIVE STEEL SOLID)
(DESC "solid steel cage")
(LDESC "There is a solid steel cage in the middle of the room.")>
<OBJECT CANDY
(SYNONYM PACKAGE CANDY TREASURE GRASSHOPPERS)
(ADJECTIVE CANDIED RARE)
(DESC "package of candy")
(LDESC "There is a package of candied goodies here.")
(SIZE 8)
(VALUE 15)>
<OBJECT TOP-ETCHINGS
(SYNONYM ETCHINGS WALL)
(DESC "wall with etchings")
<OBJECT BOTTOM-ETCHINGS
(SYNONYM ETCHINGS WALL)
(DESC "wall with etchings")
<OBJECT FUSE
(SYNONYM FUSE STRING COIL)
(ADJECTIVE BLACK THIN)
(DESC "black string")
(LDESC "There is a coil of black, braided string here.")
(SIZE 1)>
<OBJECT BUCKET
(SYNONYM BUCKET)
(ADJECTIVE WOODEN)
(DESC "wooden bucket")
(LDESC
"There is a wooden bucket here, 3 feet in diameter and 3 feet high.")
(CAPACITY 100)
(SIZE 100)
(VTYPE 0)>
<OBJECT POSTS
(SYNONYM POSTS POST)
(ADJECTIVE WOODEN)
(DESC "group of wooden posts")>
"SUBTITLE BANK OBJECTS"
The source has wonderful ASCII-art renditions of some of the treasures. These are carried over from MIT Zork, but they are commented out here – no doubt to save space.
The art doesn’t render very well in the source pane, but you can see the original bills here.
<OBJECT BILLS
(SYNONYM BILLS STACK MONEY TREASURE)
(ADJECTIVE NEAT MANY ZORKMID)
(DESC "stack of zorkmid bills")
(LDESC
"200 neatly stacked zorkmid bills are here.")
(FDESC
"On the floor sit 200 neatly stacked zorkmid bills.")
(SIZE 10)
(VALUE 25)
(TEXT "Each bill is worth 100 zorkmids, and bears the legend
\"In Frobs We Trust\".")>
The source has wonderful ASCII-art renditions of some of the treasures. These are carried over from MIT Zork, but they are commented out here – no doubt to save space.
The art doesn’t render very well in the source pane, but you can see the original portrait here.
<OBJECT PORTRAIT
(SYNONYM PORTRAIT PAINTING ART TREASURE)
(ADJECTIVE FLATHEAD)
(DESC "portrait of J. Pierpont Flathead")
(LDESC
"The portrait of J. Pierpont Flathead is here.")
(FDESC
"A portrait of J. Pierpont Flathead hangs on the wall.")
(SIZE 25)
(VALUE 20)>
<OBJECT BANK-BROCHURE
(SYNONYM BROCHURE PAPER PIECE)
(ADJECTIVE BANK SMALL WORN)
(DESC "bank brochure")
(FDESC "On the ground is a small, worn piece of paper.")
(SIZE 2)
(TEXT
"The paper is barely readable. You can only make out \"... valuables
are completely safe ... advanced
magic technology ... impossible to take valuables from the depository
... either teller's ... Many customers faint ... teller pops in ...
seems to walk through ... walls ...\"")>
<OBJECT CUBE
(SYNONYM VAULT CUBE LETTER)
(ADJECTIVE STONE LARGE)
(DESC "large stone cube")
<OBJECT CURTAIN
(SYNONYM CURTAIN LIGHT)
(ADJECTIVE SHIMMERING)
(DESC "shimmering curtain of light")
<OBJECT GNOME-OF-ZURICH
(SYNONYM GNOME ZURICH)
(ADJECTIVE ZURICH)
(DESC "Gnome of Zurich")
(LDESC "There is a Gnome of Zurich here.")>
<OBJECT PDOOR
(SYNONYM DOOR)
(ADJECTIVE WOODEN OAK)
(DESC "door made of oak")
<OBJECT PWINDOW
(SYNONYM WINDOW)
(ADJECTIVE BARRED)
(DESC "barred window")
<OBJECT LID-1
(SYNONYM LID)
(ADJECTIVE METAL)
(DESC "metal lid")
<OBJECT LID-2
(SYNONYM LID)
(ADJECTIVE METAL)
(DESC "metal lid")
<OBJECT PTABLE
(SYNONYM TABLE)
(ADJECTIVE DUSTY WOODEN)
(DESC "table")
(CAPACITY 40)>
<OBJECT PCRACK
(SYNONYM CRACK)
(ADJECTIVE NARROW)
(DESC "narrow crack")
<OBJECT KEYHOLE-1
(SYNONYM KEYHOLE HOLE)
(DESC "keyhole")
(CAPACITY 2)>
<OBJECT KEYHOLE-2
(SYNONYM KEYHOLE HOLE)
(DESC "keyhole")
(CAPACITY 2)>
<OBJECT LETTER-OPENER
(SYNONYM OPENER)
(ADJECTIVE LETTER)
(DESC "letter opener")
(SIZE 2)
<OBJECT KEY
(SYNONYM KEY)
(ADJECTIVE IRON RUSTY)
(DESC "rusty iron key")
(SIZE 2)>
The game lets you refer to the spheres as PALANTIRS, but it doesn’t do so itself. No doubt the specter of Tolkien lawsuits loomed large. (Similarly, you can refer to the SWORD as ORCRIST or GLAMDRING if you want to be a nerd.)
<OBJECT PALANTIR-2
(SYNONYM PALANTIR SPHERE)
(ADJECTIVE CRYSTAL BLUE)
(DESC "blue crystal sphere")
(VALUE 20)
(FDESC "In the center of the table sits a blue crystal sphere.")>
<OBJECT GAZEBO
(SYNONYM GAZEBO STRUCTURE)
(ADJECTIVE WOODEN)
(DESC "gazebo")
<OBJECT GAZEBO-TABLE
(SYNONYM TABLE)
(ADJECTIVE TEA)
(DESC "table")
(CAPACITY 100)>
<OBJECT NEWSPAPER
(SYNONYM PAPER NEWSPAPER)
(ADJECTIVE NEWS NEWSPAPER)
(DESC "newspaper")
(TEXT
"** U.S. News and Dungeon Report **|
|
FAMED ADVENTURER TO EXPLORE GREAT UNDERGROUND EMPIRE|
|
Our correspondents report that a world-famous and battle-hardened
adventurer has been seen in the vicinity of the Great Underground
Empire. Local grues have been reported sharpening their (slavering)
fangs....|
|
\"Zork II: The Wizard of Frobozz\" was written by Dave Lebling and Marc
Blank, and is (c) Copyright 1981, 1982, 1983 by Infocom, Inc.|
|")>
<OBJECT PLACE-MAT
(SYNONYM MAT PLACEM)
(ADJECTIVE PLACE)
(DESC "place mat")
(SIZE 12)
(CAPACITY 20)>
<OBJECT TEAPOT
(SYNONYM TEAPOT POT)
(ADJECTIVE CHINA TEA)
(DESC "china teapot")
(CAPACITY 4)
<ROUTINE TEAPOT-F ()
<COND (<VERB? CLOSE>
<TELL "The teapot has no lid." CR>)>>
<OBJECT WATER
(SYNONYM WATER QUANTITY LIQUID H2O)
(DESC "quantity of water")
(LDESC "There is some water here.")
(SIZE 4)>
This is supposed to represent water from the POOL-ROOM. However, the logic in WATER-FCN doesn’t work; it’s impossible to take the SALTY-WATER. So the object is useless.
(In previous versions of Zork 2, you could get the SALTY-WATER, but it was very buggy.)
<OBJECT SALTY-WATER
(SYNONYM WATER QUANTITY LIQUID H2O)
(DESC "quantity of salty water")
(LDESC "There is some water here.")
(SIZE 4)>
<OBJECT GOLD-KEY
(SYNONYM KEY TREASURE)
(ADJECTIVE DELICATE GOLD)
(DESC "delicate gold key")
(VALUE 15)
(SIZE 3)>
<OBJECT RIBBON
(SYNONYM RIBBON)
(ADJECTIVE VELVET SATIN)
(DESC "ribbon")
<OBJECT ROSE
(SYNONYM ROSE)
(ADJECTIVE BEAUTIFUL RED PERFECT)
(DESC "perfect rose")
(SIZE 1)
<ROUTINE ROSE-F ()
<COND (<VERB? SMELL>
<TELL
"Unlike your efforts here, it comes out smelling like a rose."CR>)
(<VERB? EXAMINE>
<TELL "A rose is a rose is a rose...." CR>)>>
The game generally refers to the Big Bad as a “demon”, but “genie” is occasionally used as well.
<OBJECT GENIE
(SYNONYM DEVIL DEMON GENIE DJINN)
(DESC "demon")
(LDESC "There is a demon floating in mid-air here.")>
<OBJECT WIZARD
(SYNONYM WIZARD MAGICIAN SORCEROR MAN)
(ADJECTIVE STRANGE LITTLE FROBOZZ OLD)
(DESC "Wizard of Frobozz")
(LDESC
"The Wizard of Frobozz is here, eyeing you warily.")
<OBJECT WAND
(SYNONYM WAND)
(ADJECTIVE MAGIC)
(DESC "Wizard's magic wand")
(VALUE 30)>
The sword has VALUE zero. Any object with a VALUE property is considered a treasure (even if the value is zero). This means that the sword is accepted as a gift by the gnomes, the dragon... and the genie. See this bug.
<OBJECT SWORD
(SYNONYM SWORD ORCRIST GLAMDRING BLADE)
(ADJECTIVE ELVISH OLD ANTIQUE)
(DESC "sword")
(LDESC "An Elvish sword of great antiquity is here.")
(FDESC "A sword of Elvish workmanship is on the ground.")
(SIZE 30)
(VALUE 0)>
<OBJECT REPELLENT
(SYNONYM REPELLENT CAN)
(ADJECTIVE GRUE MAGIC)
(DESC "Frobozz Magic Grue Repellent")
(FDESC
"A spray can is in the corner. In large type is the legend \"Frobozz Magic
Grue Repellent\".")
(TEXT
"!!! FROBOZZ MAGIC GRUE REPELLENT !!!|
|
Instructions for use: Apply liberally to creature to be protected.
Duration of effect is unpredictable. Use only in place of death!|
|
(No warranty expressed or implied)")>
<ROOM DEAD-PALANTIR-1
(LDESC " ")
(DESC "Room of Red Mist")
<ROOM DEAD-PALANTIR-2
(LDESC " ")
(DESC "Room of Blue Mist")
<ROOM DEAD-PALANTIR-3
(LDESC " ")
(DESC "Room of White Mist")
<ROOM DEAD-PALANTIR-4
(LDESC " ")
(DESC "Room of Black Mist")
<OBJECT GLOBAL-PALANTIR
(SYNONYM SPHERE)
(ADJECTIVE RED BLUE WHITE CRYSTAL)
(DESC "sphere")
There is no footpad. (The Thief died in Zork 1, remember?) This object exists so that you can ask WHAT IS A FOOTPAD after reading the sign in the CAGE-ROOM.
<OBJECT FOOTPAD
(SYNONYM FOOTPAD)
(DESC "footpad")
<ROUTINE FOOTPAD-F ()
<COND (<VERB? EXAMINE>
<TELL "A footpad is a thief." CR>)>>
<OBJECT COMPASS
(DESC "compass")
(SYNONYM COMPASS)
<ROUTINE COMPASS-F ()
<COND (<VERB? FIND>
<TELL
"It's on your person. And lucky for you, or you would become hopelessly
lost." CR>)
(<VERB? DROP THROW OVERBOARD>
<TELL
"You can't get rid of it. It is an extension of yourself." CR>)
(<VERB? EXAMINE>
<TELL
"It's one of those gizmos with a needle and a card with the eight major
compass directions. Simple, but effective." CR>)
(<VERB? READ>
<TELL
"It doesn't make very interesting reading - just the compass directions." CR>)
(T
<TELL
"You can't do that. And don't bother to ask why." CR>)>>