"DUNGEON3 for
ZORK III: The Dungeon Master
The Great Underground Empire (Part 3)
(c) Copyright 1982 Infocom, Inc. All Rights Reserved.
"
<DIRECTIONS NORTH EAST WEST SOUTH NE NW SE SW UP DOWN IN OUT LAND CROSS>
"SUBTITLE GLOBAL OBJECTS"
<GLOBAL LOAD-MAX 100>
<GLOBAL LOAD-ALLOWED 100>
<OBJECT GLOBAL-OBJECTS
This is a container for scenery objects like STAIRS, which are visible from many locations in the game.
<OBJECT LOCAL-GLOBALS
(SYNONYM MGCKJK)
(VTYPE 1)
This refers to the word MGCKJK in LOCAL-GLOBALS, above.
Why is this synonym necessary? Does it need to be alphabetically last? Not clear! Most Infocom games have it (or a variation), but some say “No, this synonym doesn’t need to exist” instead.
If you type EXAMINE MGCKJK, the parser finds LOCAL-GLOBALS. But that object is nameless, so you get a garbage reply. Go on, try it.
<OBJECT ROOMS>
<OBJECT PSEUDO-OBJECT
(DESC "pseudo")
<OBJECT IT
(SYNONYM IT THAT THIS HIM)
(DESC "random object")
<OBJECT BLESSINGS
(SYNONYM BLESSINGS GRACES)
(DESC "blessings")
<OBJECT STAIRS
(SYNONYM STAIRS STEPS STAIRCASE STAIR)
(ADJECTIVE STONE MARBLE STEEP)
(DESC "stairs")
<OBJECT RUBBLE
(SYNONYM ROCK ROCKS BOULDER RUBBLE)
(DESC "rubble")
<OBJECT DEBRIS
(SYNONYM DUST DEBRIS)
(DESC "dust and debris")
<OBJECT CHASM
(SYNONYM CHASM GORGE RAVINE)
(ADJECTIVE ROCKY DEEP)
(DESC "chasm")
<OBJECT PATHOBJ
(SYNONYM EXIT PATH TRAIL)
(ADJECTIVE FOREST NARROW LONG WINDING)
(DESC "way")
<OBJECT TUNNEL
(SYNONYM PASSAGE CRAWLWAY)
(ADJECTIVE DARK SMOKY)
(DESC "tunnel")
<OBJECT GROUND
(SYNONYM GROUND EARTH SAND FLOOR)
(DESC "ground")
<OBJECT GRUE
(SYNONYM GRUE)
(ADJECTIVE LURKING SINISTER HUNGRY SILENT)
(DESC "lurking grue")
<OBJECT HANDS
(SYNONYM PAIR HANDS)
(ADJECTIVE BARE)
(DESC "pair of hands")
<OBJECT EAST-WALL
(SYNONYM WALL)
(ADJECTIVE EAST EASTERN)
(DESC "eastern wall")
<OBJECT SOUTH-WALL
(SYNONYM WALL)
(ADJECTIVE SOUTH SOUTHE)
(DESC "southern wall")
<OBJECT WEST-WALL
(SYNONYM WALL)
(ADJECTIVE WEST WESTERN)
(DESC "western wall")
<OBJECT NORTH-WALL
(SYNONYM WALL)
(ADJECTIVE NORTH NORTHE)
(DESC "northern wall")
<OBJECT GLOBAL-WATER
(SYNONYM WATER QUANTITY)
(DESC "water")
Yes, the player’s printed name is “cretin”, although the game rarely says so. (The error for boarding a vehicle you’re already in mentions it.) This sort of sarcastic insult hasn’t aged too well, but MIT culture had a lot of it. Compare WINNER, and also the old MIT Jargon File.
Note that if you refer to ME (or CRETIN), you get the ME global object, not the ADVENTURER.
The STRENGTH property is not used in this game.
<OBJECT ADVENTURER
(SYNONYM ADVENTURER)
(DESC "cretin")
(STRENGTH 0)
(ACTION 0)>
A global object which is always in scope. Commands referring to ME hit this, rather than ADVENTURER, which is a stub that moves around the map.
Because of this, parser messages mostly refer to you as “you”, even though the ADVENTURER’s printed name is “cretin”.
<OBJECT ME
(SYNONYM ME MYSELF SELF CRETIN)
(DESC "you")
<OBJECT BROKEN-LAMP
(SYNONYM LAMP LANTERN)
(ADJECTIVE BROKEN BRASS)
(DESC "broken brass lantern")
(SIZE 15)>
<OBJECT LAMP
(SYNONYM LAMP LANTERN)
(ADJECTIVE BRASS)
(DESC "lamp")
(FDESC "Your old friend, the brass lantern, is at your feet.")
(SIZE 15)>
Still Glamdring and/or Orcrist after all these years. (Ironically, not Excalibur.)
The VALUE property is not used in this game.
<OBJECT SWORD
(SYNONYM SWORD ORCRIST GLAMDRING BLADE)
(ADJECTIVE ELVISH OLD ANTIQUE)
(DESC "sword")
(SIZE 25)
(VALUE 0)>
"CHINESE PUZZLE ROOMS/OBJECTS"
<ROOM CP-ANTE
(DESC "Royal Puzzle Entrance")
<ROOM CP-OUT
(DESC "Side Room")
(EAST TO CP IF CP-FLAG ELSE "The steel door is closed.")
This room represents every location in the Royal Puzzle. The game swaps objects and walls around as you move. See CPOBJS.
<ROOM CP
(DESC "Room in a Puzzle")
<OBJECT WARNING-NOTE
(DESC "warning note")
(SYNONYM NOTE WARNING TEXT)
(ADJECTIVE WARNING SMALL)
(FDESC "Lying on the ground is a small note of some kind.")
(SIZE 2)
(TEXT
"Warning:|
The Royal Puzzle is quite dangerous and it is possible to become
trapped within its confines. Please do not enter the puzzle after hours
or when museum personnel are not present.|
The Management|")>
<OBJECT CP-SLOT
(SYNONYM CPSLT SLIT SLOT)
(ADJECTIVE SMALL)
(DESC "small slot")
(CAPACITY 4)>
<OBJECT CPDOOR
(SYNONYM DOOR)
(ADJECTIVE STEEL METAL)
(DESC "steel door")
<OBJECT LORE-BOOK
(SYNONYM BOOK LORE TEXT)
(ADJECTIVE LORE OLD STRANGE)
(DESC "very ancient book")
(LDESC
"There is an old book here.")
(FDESC
"Nestled inside the niche is an old and dusty book.")
(TEXT
"The book is written in a strong and elegant hand and is full of strange
and wondrous pictures. The text is in a tongue unknown to you and is penned
in many colours. Some of the words seem to change colour as you read them.
The book itself is very old and the pages dry and brittle.")
(SIZE 4)
<GLOBAL CP-FLAG <>>
<OBJECT CPEWL
(SYNONYM WALL)
(ADJECTIVE EAST EASTERN)
(DESC "eastern wall")
<OBJECT CPWWL
(SYNONYM WALL)
(ADJECTIVE WEST WESTERN)
(DESC "western wall")
<OBJECT CPSWL
(SYNONYM WALL)
(ADJECTIVE SOUTH)
(DESC "southern wall")
<OBJECT CPNWL
(SYNONYM WALL)
(ADJECTIVE NORTH)
(DESC "northern wall")
The ladder is scenery in the Royal Puzzle, but it’s also in GLOBAL-OBJECTS. This means you can refer to the ladder from anywhere in the game.
Normally this doesn’t matter. The ladder’s action routine (CPLADDER-OBJECT) ignores most actions with a generic “Come, come!” message. It only responds usefully to CLIMB LADDER, and for that command, it checks whether your grid location (CPHERE) is adjacent to a ladder. If not, it says “I can’t see any ladder here.”
However, there’s a hole in the logic: when you leave the Puzzle, CPHERE remains set to the last square you were in. So CLIMB LADDER will still work – no matter where you are! You can go anywhere in the game, type CLIMB LADDER, and be bounced back to the Royal Puzzle Entrance.
(contrib: Monica Morse)
<OBJECT CPLADDER
(SYNONYM LADDER)
(DESC "ladder")
<OBJECT INTNUM
(SYNONYM INTNUM)
(DESC "number")>
<OBJECT INTDIR
(SYNONYM INTDIR)
(DESC "direction")>
<OBJECT GUARDIAN
(DESC "Guardians of Zork")
(SYNONYM STATUE GUARDIAN GUARD GUARDS)
<OBJECT ROSE
(DESC "compass rose")
(SYNONYM ROSE)
(ADJECTIVE COMPASS)
<OBJECT MASTER
(DESC "dungeon master")
(SYNONYM MASTER)
(ADJECTIVE DUNGEON)
<OBJECT DUNGEON-MASTER
(DESC "dungeon master")
(LDESC
"The dungeon master is quietly leaning on his staff here.")
(SYNONYM MASTER DUNGEON)
(ADJECTIVE DUNGEON)
<OBJECT MIRROR
(DESC "mirror")
(SYNONYM MIRROR STRUCTURE)
<OBJECT PANEL
(DESC "panel")
(SYNONYM PANEL)
<OBJECT CHANNEL
(DESC "stone channel")
(SYNONYM CHANNEL HOLE)
(ADJECTIVE STONE)>
<ROOM MRD
(DESC "Hallway")
(LDESC " ")
<ROOM MRG
(DESC "Hallway")
(LDESC " ")
<ROOM MRC
(DESC "Hallway")
(LDESC " ")
<ROOM MRB
(DESC "Hallway")
(LDESC " ")
<ROOM MRA
(DESC "Hallway")
(LDESC " ")
<ROOM MRDE
(DESC "Narrow Room")
(LDESC " ")
<ROOM MRDW
(DESC "Narrow Room")
(LDESC " ")
<ROOM MRGE
(DESC "Narrow Room")
(LDESC " ")
<ROOM MRGW
(DESC "Narrow Room")
(LDESC " ")
<ROOM MRCE
(DESC "Narrow Room")
(LDESC " ")
<ROOM MRCW
(DESC "Narrow Room")
(LDESC " ")
<ROOM MRBE
(DESC "Narrow Room")
(LDESC " ")
<ROOM MRBW
(DESC "Narrow Room")
(LDESC " ")
<ROOM MRAE
(DESC "Narrow Room")
(LDESC " ")
<ROOM MRAW
(DESC "Narrow Room")
(LDESC " ")
<ROOM IN-MIRROR
(DESC "Inside Mirror")
(LDESC " ")
<ROOM MR-ANTE
(DESC "Button Room")
(LDESC
"You are standing at the southern end of a long, dimly lit hall. To the
south, stairs ascend into darkness. To the north the corridor is illuminated
by torches set high in the walls, out of reach. On one wall is a red
button.")
<ROOM MREYE
(DESC "Beam Room")
(LDESC " ")
<ROOM MSTAIRS
(DESC "Engravings Room")
<ROOM DEAD-END
(DESC "Dead End")
(LDESC
"You have come to the end of two adjoining passages to the west and the
northwest.")
<ROOM DAMP-PASSAGE
(DESC "Damp Passage")
(LDESC
"This is a particularly damp spot even by dungeon standards. You can see a
crossroads to the west, and two nearly identical passages lead east and
northeast. A stone channel, wide and deep, steeply descends into the room
from the south. It is covered with moss and lichen, and is far too slippery
to climb. The channel crosses the room, but the opening where it once
continued north is now blocked by rubble.")
(NORTH "The channel opening is blocked by tons of debris.")
(UP "The channel is too steep and the moss too slippery.")
(SOUTH "The channel is too steep and the moss too slippery.")
<ROOM EAST-CORRIDOR
(DESC "East Corridor")
(LDESC
"This is a hall with polished marble walls. It widens slightly as it turns
west at its northern and southern ends.")
<ROOM WEST-CORRIDOR
(DESC "West Corridor")
(LDESC
"This is a hall with polished marble walls. It widens slightly as it turns
east at its northern and southern ends.")
<ROOM SOUTH-CORRIDOR
(DESC "South Corridor")
(LDESC " ")
<ROOM BEHIND-DOOR
(DESC "Narrow Corridor")
(LDESC " ")
<ROOM FRONT-DOOR
(DESC "Dungeon Entrance")
(LDESC " ")
<OBJECT WOODEN-WALL
(DESC "wooden wall")
(SYNONYM WALL)
(ADJECTIVE WOOD WOODEN)
<ROOM NORTH-CORRIDOR
(DESC "North Corridor")
(LDESC " ")
<ROOM PARAPET
(DESC "Parapet")
(LDESC " ")
(NORTH "You would be burned to a crisp in no time.")
<ROOM CELL
(DESC "Prison Cell")
(LDESC " ")
<ROOM PRISON-CELL
(DESC "Prison Cell")
(LDESC
"You are in a bare prison cell. Its wooden door is securely fastened, and
you can see only flames and smoke through its small window.")
(OUT "The door is securely fastened.")
<ROOM GOOD-CELL
(DESC "Prison Cell")
(LDESC " ")
<ROOM NIRVANA
(DESC "Treasury of Zork")
(LDESC
"This is a large room, richly appointed in a style that bespeaks exquisite
taste. To judge from its contents, it is the ultimate storehouse of the
wealth of the Great Underground Empire.|
|
There are chests here containing precious jewels, mountains of
zorkmids, rare paintings, ancient statuary, and beguiling curios.|
|
On one wall is an annotated map of the Empire, showing the locations of
various troves of treasure, and of several superior scenic views.|
|
On a desk at the far end of the room may be found stock certificates
representing a controlling interest in FrobozzCo International, the
multinational conglomerate and parent company of
the Frobozz Magic Boat Co., etc.|
")
\
<OBJECT RUNES
(DESC "runes")
(SYNONYM ENGRAV TEXT WALL RUNES)
(ADJECTIVE CARVED)
<OBJECT T-BAR
(DESC "T-bar")
(SYNONYM T-BAR BAR)
<OBJECT BLACK-PANEL
(DESC "black panel")
(SYNONYM WALL PANEL)
(ADJECTIVE BLACK)
<OBJECT BRONZE-DOOR
(DESC "bronze door")
(SYNONYM DOOR)
(ADJECTIVE BRONZE)
<OBJECT CELL-DOOR
(DESC "cell door")
(SYNONYM DOOR)
(ADJECTIVE WOOD WOODEN CELL)
<OBJECT COMPASS-ARROW
(DESC "compass arrow")
(SYNONYM ARROW)
(ADJECTIVE COMPASS)
<OBJECT DIAL-BUTTON
(DESC "large button")
(SYNONYM BUTTON)
(ADJECTIVE LARGE)
<OBJECT GOOD-LOCKED-DOOR
(DESC "cell door")
(SYNONYM DOOR)
(ADJECTIVE LOCKED WOOD WOODEN CELL)
<OBJECT LOCKED-DOOR
(DESC "cell door")
(SYNONYM DOOR)
(ADJECTIVE LOCKED WOOD WOODEN CELL)
<OBJECT LONG-POLE
(DESC "long pole")
(SYNONYM POLE)
(ADJECTIVE LONG CENTER)
<OBJECT MAHOGANY-PANEL
(DESC "mahogany panel")
(SYNONYM WALL PANEL)
(ADJECTIVE MAHOGANY)
<OBJECT FLAMING-PIT
(DESC "flaming pit")
(SYNONYM PIT ABYSS)
(ADJECTIVE FIERY FLAMING)
<OBJECT PARAPET-OBJ
(DESC "parapet")
(SYNONYM PARAPET)
<OBJECT PINE-PANEL
(DESC "pine panel")
(SYNONYM PANEL WALL)
(ADJECTIVE PINE)
<OBJECT BEAM
(DESC "red beam of light")
(SYNONYM BEAM LIGHT)
(ADJECTIVE RED)
(CAPACITY 100)
<OBJECT RED-BUTTON
(DESC "red button")
(SYNONYM BUTTON)
(ADJECTIVE RED)
<OBJECT RED-PANEL
(DESC "red panel")
(SYNONYM PANEL WALL)
(ADJECTIVE RED)
<OBJECT SHORT-POLE
(DESC "short pole")
(SYNONYM POLE POST HANDGRIP GRIP)
(ADJECTIVE SHORT SMALL HAND)
<OBJECT SUNDIAL
(DESC "sundial")
(SYNONYM DIAL INDICATOR ARROW SUNDIAL)
(ADJECTIVE INDICATOR SUN)
<OBJECT YELLOW-PANEL
(DESC "yellow panel")
(SYNONYM PANEL WALL)
(ADJECTIVE YELLOW)
<OBJECT WHITE-PANEL
(DESC "white panel")
(SYNONYM PANEL WALL)
(ADJECTIVE WHITE)
<OBJECT WOODEN-BAR
(DESC "wooden bar")
(SYNONYM BAR)
(ADJECTIVE WOOD WOODEN)
<OBJECT DUNGEON-DOOR
(DESC "wooden door")
(SYNONYM DOOR)
(ADJECTIVE WOOD WOODEN)
<OBJECT SECRET-DOOR
(DESC "secret door")
(SYNONYM DOOR)
(ADJECTIVE SECRET)
<OBJECT OLD-MAN
(DESC "old man")
(SYNONYM MAN)
(ADJECTIVE OLD)
<OBJECT CP-HOLE
(DESC "hole")
(SYNONYM HOLE)
(ADJECTIVE ROUND)