<ROOM CREEPY-CRAWL
(DESC "Creepy Crawl")
(LDESC
"You are in a dark and quite creepy crawlway with passages leaving to the
north, east, south, and southwest.")
<ROOM SHADOW-1
(DESC "Land of Shadow")
(LDESC
"You are at the eastern end of a dark, featureless landscape of shallow
hills. Paths to the east and southeast re-enter the rock.")
(NE "Towering walls of rock bar your way.")
(NORTH "Towering walls of rock bar your way.")
<ROOM SHADOW-2
(DESC "Land of Shadow")
(LDESC
"You are in a shadowy land of low, rolling hills stretching out to the west
and south. The land is bordered to the north by a massive stone wall.
Ancient and weathered, the wall has crumbled enough at one point to permit
passage.")
(NE "A stone wall blocks the way.")
(NW "A stone wall blocks the way.")
<ROOM SHADOW-3
(DESC "Land of Shadow")
(LDESC
"You are in a dark and shadowy land. All around you are gentle hills and
eerie shadows. Far above, shrouded in mist, you can barely make out the
ceiling of the enormous cavern that spans this entire land.")
<ROOM SHADOW-4
(DESC "Land of Shadow")
(LDESC
"You are in an ominously dark land of rolling hills. The ground becomes
softer to the south.")
(SW "The ground becomes too soft to walk on in that direction.")
<ROOM SHADOW-5
(DESC "Land of Shadow")
(LDESC
"You are at the southern end of a shadowy land. The ground here is quite
soft, and the area is surrounded by quicksand on most sides. North of here
is a terrain of shallow hills.")
(SE "The quicksand prevents movement in that direction.")
(WEST "The quicksand prevents movement in that direction.")
(SOUTH "The quicksand prevents movement in that direction.")
(SW "The quicksand prevents movement in that direction.")
(EAST "The quicksand prevents movement in that direction.")>
<ROOM SHADOW-6
(DESC "Land of Shadow")
(LDESC
"You are near the southern end of the land of shadow. The ground here is
soft and spongy, and it becomes quicksand to the south. North and east of here
are gentle, rolling hills. A gentle sea breeze wafts over a steeply sloping
path to the west.")
(SOUTH "The quicksand prevents movement in that direction.")
(SW "The quicksand prevents movement in that direction.")
<ROOM SHADOW-7
(DESC "Land of Shadow")
(LDESC
"You are in a land of dark shadows and shallow hills, which stretch out in all
directions. To the west, the land dips sharply.")
<ROOM SHADOW-8
(DESC "Land of Shadow")
(LDESC
"You are standing atop a steep cliff, looking west over a vast ocean. Far
below, the surf pounds at a sandy beach. To the south and east are rolling
hills filled with eerie shadows. A path cut into the face of the cliff
descends toward the beach. To the north is a tall stone wall, which ends at the
cliff edge. It was obviously built long ago, and directly north is a spot
where you could climb over the rubble of the decaying wall.")
(NE "A stone wall blocks the way.")
(NW "A stone wall blocks the way.")
<ROOM FLATHEAD-OCEAN
(DESC "Flathead Ocean")
(ENTER "Between the rocks, wind, and waves, you wouldn't last a minute.")
(WEST "Between the rocks, wind, and waves, you wouldn't last a minute.")
(SW "Between the rocks, wind, and waves, you wouldn't last a minute.")
(NW "Between the rocks, wind, and waves, you wouldn't last a minute.")
(SOUTH "The quicksand prevents movement here.")
Infocom wasn’t always great at preserving the AFGNCAAP player. (See here, for example. The Adventurer in Enchanter is also male.) However, the hooded figure in the Land of Shadow is scrupulously non-gendered.
<OBJECT SHADOW
(DESC "hooded figure")
(SYNONYM SHADOW FIGURE MAN WOMAN)
(ADJECTIVE HOODED CLOAKED)
<OBJECT HOOD
(DESC "hood")
(SYNONYM HOOD)
<OBJECT CLOAK
(DESC "cloak")
(SYNONYM CLOAK)
<GLOBAL DIRS
<GLOBAL DIR-TBL <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>>
<ROUTINE PICK-DIRECTION (RM "AUX" (NXT 0) (CNT 0) (OFFS 0))
<REPEAT ()
<COND (<==? <SET NXT <NEXTP .RM .NXT>> 0>
<RETURN>)
(<NOT <L? .NXT ,LOW-DIRECTION>>
<SET OFFS <+ .OFFS 1>>
<SET CNT <+ .CNT 1>>)>)>>
<ROUTINE SHADOW-F ("OPTIONAL" (RARG <>))
<TELL
"A cloaked and hooded person, carrying a sword not unlike your own,">
<TELL "
is standing blocking the way to the ">
(T <TELL "
is here." CR>)>
<TELL
"The hooded figure isn't interested in your gifts." CR>)
<TELL
"The hooded figure does not respond to your words." CR>)
(<AND <VERB? ATTACK KILL> <==? ,PRSI ,SWORD>>
(<VERB? ATTACK KILL>
<TELL
"The hooded figure ignores your feeble attack." CR>
When the SHADOW’s strength is 3, they are described as “probably not capable of hindering your movement”. This is not really true; the shadow blocks you with no strength check. But since the shadow only blocks one random direction in the wide-open Land of Shadow, it doesn’t matter much.
<GLOBAL SHADOW-DIAG
<TABLE
"?"
" appears to be badly hurt and defenseless."
" is hurt, and its strength appears to be fading."
" has some wounds and is probably not capable of hindering your movement."
" has a light wound which hasn't affected its seemingly great strength."
" has a great deal of strength, perhaps matching your own.">>
The player’s combat strength (and health).
The ADVENTURER has a STRENGTH property, but this is unused.
<GLOBAL P-STRENGTH 5>
The SHADOW’s combat strength (and health).
<GLOBAL S-STRENGTH 5>
<GLOBAL SHADOW-GONE <>>
<ROUTINE I-CURE ()
<RFALSE>>
<ROUTINE SHADOW-ATTACK ()
<COND (<PROB 85>
<RTRUE>)>
(T
<RTRUE>)>
<TELL
"A sharp thrust and the hooded figure is badly wounded!" CR>
(T
<TELL
"Your opponent blocks your attack with its sword." CR>)
<GLOBAL P-HITS <LTABLE
"A good parry! Your sword wounds the hooded figure!"
"A quick stroke catches the hooded figure off guard! Blood trickles
down the figure's arm!"
"The hooded figure is hit with a quick slash!">>
<GLOBAL P-MISSES <LTABLE
"Your move was not quick enough and misses the mark."
"A quick stroke, but the hooded figure is on guard."
"A good stroke, but it's too slow."
"A good slash, but it misses by a mile."
"You charge, but the hooded figure jumps nimbly aside.">>
<GLOBAL S-HITS <LTABLE
"The hooded figure catches you off guard and wounds you!"
"You are wounded by a lightning thrust!"
"Your quick reflexes cannot stop the hooded figure's stroke! You are hit!">>
<ROUTINE I-SHADOW-REPLY ()
<RFALSE>)>
<COND (<PROB 90>
<TELL
"The hooded figure swings its sword and sends yours flying to the ground.
Although you are defenseless, the figure reaches for your sword and hands it
back to you, nodding grimly." CR>)
(T
(T
"In your wounded state, you cannot defend yourself against your still-quick
opponent. Slowly and carefully, the figure starts to remove its hood as you
fall to the ground, dead.">)
(T
<TELL
"A brilliant feint puts you off guard, and the hooded figure slips its
sword between your ribs. You are hurt very badly." CR>)>)>)
<TELL
"The hooded figure attempts a thrust, but its weakened state prevents
hitting you." CR>)
(T
<GLOBAL S-MISSES <LTABLE
"The hooded figure stabs nonchalantly with its sword and misses."
"You dodge as the hooded figure comes in low."
"The hooded figure tries to sneak past your guard, but you twist away."
"The hooded figure thrusts, but you fight back and send it
flying to the ground!">>
<ROUTINE SHADOW-DIES ()
<TELL
"The hooded figure, fatally wounded, slumps to the ground. It gazes up at
you once, and you catch a brief glimpse of deep and sorrowful eyes. Before
you can react, the figure vanishes in a cloud of fetid vapor." CR>
<ROUTINE HOOD-F ()
<COND (<AND <VERB? LOOK-UNDER> <IN? ,HOOD ,SHADOW>>
<TELL
"The figure's hood casts a dark shadow over its face. There is no way from
where you stand to look beneath it." CR>)
<TELL
"You slowly remove the hood from your badly wounded opponent and recoil
in horror at the sight of your own face, weary and wounded. A faint
smile comes to the lips and then the face starts to change, very slowly,
into that of an old, wizened person. The image fades and with it the body
of your hooded opponent. The cloak remains on the ground." CR>
<TELL
"The hooded figure, though recovering from wounds, is strong enough to
force you back." CR>)
(T
<TELL
"You cannot get close enough to the hooded figure to remove the hood." CR>)>)>>
<ROUTINE CLOAK-F ()
<TELL
"You cannot get close enough to look underneath the cloak." CR>)
<TELL
"The cloak is fastened around the neck of the hooded figure. It would be
difficult to remove." CR>)>>
<ROUTINE V-DIAGNOSE ()
<GLOBAL DIAG <TABLE
"You are dead."
"You are very seriously wounded. One more wound would very likely do you in."
"You are hurt quite badly. One major wound would probably kill you."
"You have a few wounds, which do not seriously impair your strength."
"You are wounded lightly. You have a good deal of strength in reserve."
"You are in perfect health.">>
<GLOBAL BLOCKED-DIR <>>
<ROUTINE SHADOW-ROOMS (RARG)
<COND (<AND <==? .RARG ,M-BEG>
<VERB? WALK>
<TELL "Your way is blocked by the hooded figure." CR>)
(<PROB 30>
<TELL
"You can hear quiet footsteps nearby." CR>)
<TELL
"Through the shadows, a cloaked and hooded figure appears before you,
blocking the ">
"ern exit from the room and carrying a
brightly glowing sword." CR>
<RTRUE>)>)>>
<ROUTINE SHADOW-ARRIVAL ()
<TELL
When the shadow arrives, your sword appears, “wildly glowing”. It doesn’t start the I-SWORD timer, however. The sword’s glow feature doesn’t actually work until the next time you drop it and pick it up.
(contrib: Torbjörn Andersson)
"From nowhere, the sword from the junction appears in your hand, wildly
glowing!" CR>)
(T
<TELL
"Your sword, glowing wildly, appears in your hand!" CR>)>
<GLOBAL SHADOW-POINT-1 <>>
<GLOBAL SHADOW-POINT-2 <>>
<ROUTINE CREEPY-CRAWL-F (RARG)
<COND (<==? .RARG ,M-END>
<RTRUE>)>>
y
<ROOM ZORK2-STAIR
(DESC "Endless Stair")
(LDESC
"You are at the bottom of a seemingly endless stair, winding its way
upward beyond your vision. An eerie light, coming from all around
you, casts strange shadows on the walls. To the south is a dark
and winding trail.")
(NORTH "The stairs are endless.")
(UP "The stairs are endless.")
<ROOM JUNCTION
(DESC "Junction")
(LDESC
"You are at the junction of a north-south passage and an east-west passage.
To the north, you can make out the bottom of a stairway. The ways to the
east and south are relatively cramped, but a wider trail leads to the west.")
<ROOM CLEARING
(DESC "Barren Area")
(LDESC
"You are west of the junction, where the rock-bound passage widens out into a
large, flat area. Although the land here is barren, you can see vegetation
to the west. South of here is a mighty wall of stone, ancient and crumbling.
To the southwest the wall has decayed enough to form an opening, through which
seeps a thin mist. A trail dips sharply into rocky terrain to the northwest.")
(SOUTH "A stone wall blocks your way.")
(SE "A stone wall blocks your way.")
<ROOM SLOPE
(DESC "Hairpin Loop")
(LDESC
"You are at a sharp turn on a narrow and steeply sloping path, strewn with
boulders of various sizes. The path climbs sharply toward a desolate plain to
the southeast. Southwest of here the path winds down to the base of a cliff.")
<ROOM CLIFF-BASE
(DESC "Cliff Base")
(LDESC
"You are at the base of a steep cliff. Directly above you is a wide ledge
and far above that some natural sunlight can be seen. To the northeast is a
steeply climbing path and the ground becomes sandy toward the south.")
(UP "You can't get up the rock face.")
<ROOM CLIFF
(DESC "Cliff")
(UP "There's no tree here suitable for climbing.")
<ROOM CLIFF-LEDGE
(DESC "Cliff Ledge")
(UP "You attempt the climb but slide back down.")
<ROOM FOGGY-ROOM
(DESC "Foggy Room")
(LDESC
"You are in a dank passage filled with a wispy fog. A spooky passageway leads
north and a wider path heads off to the south. To the west, the path leaves
the rock and enters an eerie, shadowy land.")
<ROOM LAKE-SHORE
(DESC "Lake Shore")
(LDESC
"You are in a wide cavern on the north shore of a small lake. Some polished
stone steps lead to the southeast and a sheer rock face prevents any movement
around the lake to the southwest. The cavern is dimly lit from above.")
(SOUTH "If you really want to enter the lake, you should say so.")
(SW "The sheer rock face prevents movement along the lake shore.")
<ROOM AQ-VIEW
(DESC "Aqueduct View")
(LDESC
"This is a small balcony carved into a near-vertical cliff. To the east,
stretching from north to south, stands a monumental aqueduct supported by
mighty stone pillars, some of which are starting to crumble from age. You
feel a sense of loss and sadness as you ponder this once-proud structure and
the failure of the Empire which created this and other engineering marvels.
Some stone steps lead up to the northwest.")
(DOWN "The drop would be fatal.")
<ROOM ON-LAKE
(DESC "On the Lake")
(LDESC
"You are floating on the surface of the lake. The water is ice cold and your
ability to survive here for long is very questionable. A swim north puts you
at your starting point. Conditions to the east are poor where the lake turns
into swamp. The west and south shores are suitable for walking, however.")
(SE "The swamp is impassable.")
(EAST "The swamp is impassable.")
(NE "The swamp is impassable.")
<ROOM IN-LAKE
(DESC "Underwater")
(LDESC
"You are below the surface of the lake. It turns out that the lake is quite
shallow and the bottom is only a few feet below you. Considering the frigid
temperature of the water, you should probably not plan an extended stay.
The lake bottom is sandy and a few hearty plants and algae live there.")
(DOWN "You are already at the bottom of the lake.")
(NORTH TO IN-LAKE)
(SOUTH TO IN-LAKE)
(EAST TO IN-LAKE)
(WEST TO IN-LAKE)
(NE TO IN-LAKE)
(NW TO IN-LAKE)
(SE TO IN-LAKE)
(SW TO IN-LAKE)
<ROOM FAR-SHORE
(DESC "Western Shore")
(LDESC
"You are on the western shore of the lake. The ground here is quite
hard, but a few sickly reeds manage to grow near the water's edge. The
only path leads into the rock to the south.")
(EAST "If you want to enter the lake, you should say so.")
<OBJECT REEDS
(SYNONYM REEDS)
(ADJECTIVE SICKLY)
(DESC "reeds")
<ROOM VIEW-ROOM
(DESC "Scenic Vista")
(LDESC "")
<OBJECT VIEWING-TABLE
(DESC "viewing table")
(SYNONYM TABLE SURFACE)
(ADJECTIVE VIEWING)
<OBJECT TORCH
(DESC "torch")
(FDESC
"Mounted on one wall is a flaming torch, which fills the room with a flickering
light.")
(SYNONYM TORCH)
<OBJECT FRIED-TORCH
(DESC "burned-out torch")
(SYNONYM TORCH)
(ADJECTIVE BURNED DEAD)
<OBJECT CLIFF-OBJECT
(DESC "cliff")
(SYNONYM CLIFF)
<OBJECT STONE-WALL
(DESC "stone wall")
(SYNONYM WALL)
(ADJECTIVE STONE MASSIVE)
<OBJECT LAKE
(DESC "lake")
(SYNONYM LAKE WATER SURFACE)
<OBJECT AMULET
(DESC "golden amulet")
(SYNONYM AMULET OBJECT)
(ADJECTIVE GOLD GOLDEN SHINY)
<OBJECT SAND
(DESC "sand")
(SYNONYM SAND FLOOR BOTTOM)
<OBJECT FRIED-LAMP
(DESC "lamp")
(SYNONYM LAMP LANTERN)
(ADJECTIVE BRASS)
(SIZE 10)
<OBJECT ALGAE
(DESC "plants and algae")
(SYNONYM PLANT PLANTS ALGAE)
<OBJECT SHINY-OBJECT
(DESC "shiny object")
(SYNONYM OBJECT AMULET)
(ADJECTIVE SHINY)
<OBJECT LEDGE
(DESC "ledge")
(SYNONYM LEDGE)
(ADJECTIVE WIDE)
<ROUTINE LEDGE-F ()
<VERB? THROW-OFF>
<TELL "You're not holding that!" CR>
<RTRUE>)>
<TELL
"The " D ,PRSO " falls to the base of the cliff below." CR>)>>
<OBJECT WAYBREAD
(DESC "piece of waybread")
(LDESC "A piece of bread is on the ground here.")
(FDESC
"It seems as if somebody has been here recently, as there is some fresh
bread lying beneath one of the other trees.")
(SYNONYM BREAD WAYBREAD PIECE)
(ADJECTIVE WAY FRESH)
(SIZE 3)
<ROUTINE WAYBREAD-F ()
<TELL
"The bread is crushed rather than cut by your sword, and the crumbs scatter to
the wind." CR>
<OBJECT ROPE
(DESC "rope")
(SYNONYM ROPE)
(ADJECTIVE LONG)
<OBJECT GLOBAL-ROPE
(DESC "rope")
(SYNONYM ROPE)
(ADJECTIVE DANGLING)
<OBJECT TREE
(DESC "tree")
(SYNONYM TREE TREES)
(ADJECTIVE LARGE TALL)
<OBJECT STAFF
(DESC "wooden staff")
(SYNONYM STAFF)
(ADJECTIVE WOODEN)
(SIZE 10)
The game teases you with the idea that you could steal the VALUABLES, but anything you try leads to breaking the staff.
(Or does it? Two options are covered: attacking the man and throwing away the staff before attacking the man. But Infocom often had object-manipulation bugs. Is there a way to wind up with both the staff and the valuables? Visible Zorker fan challenge!)
<OBJECT BROKEN-STAFF
(DESC "broken staff")
(SYNONYM STAFF)
(ADJECTIVE BROKEN)
(SIZE 10)
<ROUTINE STAFF-F ()
"The staff is instantly consumed in a ball of flame. You along with it.">)>>
<OBJECT CHEST
(DESC "chest")
(FDESC
"A large chest, closed and locked, is lying among the boulders.")
(SYNONYM CHEST)
(ADJECTIVE LOCKED)
(SIZE 40)
(CAPACITY 20)
<OBJECT GLOBAL-MAN
(DESC "man")
(SYNONYM MAN FRIEND)
<OBJECT VALUABLES
(DESC "pile of assorted valuables")
(SYNONYM VALUABLES TREASU PILE)
(ADJECTIVE ASSORTED)
<OBJECT MAN
(SYNONYM MAN FRIEND)
(DESC "man")
<GLOBAL CHEST-LIFTED <>>
Chest Guy is the most complex scripted sequence in the Zork trilogy. (Although not Infocom’s first; Deadline was released before Zork 3.) It involves a chain of five timed events: I-MAN-APPEARS, I-MAN-PRESENT, I-MAN-RETURNS, I-MAN-LIFT, I-MAN-LEAVES. The sequence has to account for several off-ramps and end-conditions. (You could leave at any point, carry the chest away, etc.)
<ROUTINE I-MAN-APPEARS ()
<RFALSE>)
<TELL
"All at once, the chest is lifted from you. Looking up, you see a
man at the top of the cliff, pulling intently at the rope. \"That is
uncommonly good of you, I do say!\" He chuckles unpleasantly. \"Oh,
you are stuck, aren't you. Well, I'll be right back to get you!\"
He leaves your sight." CR>
<RTRUE>)
(T
<TELL
"At the edge of the cliff above you, a man appears. He looks down at
you and speaks. \"Hello, down there! You seem to have a problem. Maybe I
can help you.\" He chuckles in an unsettling sort of way. \"Perhaps if you
tied that chest to the end of the rope I might be able to drag it up for you.
Then, I'll be more than happy to help you up!\" He laughs again." CR>
<GLOBAL MAN-SEEN <>>
<ROUTINE I-MAN-PRESENT ()
<RFALSE>)
<TELL
"The man looks quite displeased. \"All right, then. I guess someone else
can always help me! See you around, sport!\" He disappears." CR>
<RTRUE>)
This is clearly supposed to be the action function for the CLIFF-BASE room. But the room is missing its ACTION property, so this code never runs.
The intent is apparently that if you leave the rope tied to the chest, Cliff Guy arrives, pulls up the chest in your absence, and absconds. The rope is gone. (To be really convincing, the chest should also be left open and empty in CLIFF.)
It’s not clear whether the developers forgot to test that outcome, or just decided it was too cruel and removed the code for it.
(contrib: Monica Morse)
<ROUTINE CLIFF-BASE-F (RARG)
<GLOBAL MAN-WAITS <LTABLE
"The man appears to be getting somewhat impatient."
"Your friend at the cliff top has started pacing nervously around."
"\"Yoo hoo!\" calls the man at the brink of the cliff. \"Remember me?\""
"The man on the cliff waves at you. \"It would just take a moment to tie that
rope to the chest. I'd be much obliged, and there might even be something in
it for you!\""
"A few small stones fall near your feet. You look up and see your friend
waving. \"I haven't got all day, fella. Be a pal and pass up the chest!\""
"The man on the cliff clears his throat loudly. \"I don't mean to be rushing
you, but I do have some pressing engagements....\"">>
<GLOBAL MAN-WAITING 0>
<GLOBAL MAN-FLAG <>>
<GLOBAL MAN-POINT <>>
<GLOBAL MAN-GONE <>>
<ROUTINE CLIFF-LEDGE-F (RARG)
<COND (<AND <==? .RARG ,M-BEG>
<VERB? WALK>
<TELL
"You can't go anywhere holding that chest. The rope is tied around it!" CR>)
<TELL
"This is a rock-strewn ledge near the base of a tall cliff. The bottom of the
cliff is another fifteen feet below. You have little hope of climbing up the
cliff face, but you might be able to scramble down from here (though it's
doubtful you could return)." CR>
<TELL
"A long piece of rope is dangling down from the top of the cliff and
is within your reach." CR>)>
<RTRUE>)>>
<ROUTINE CLIFF-F (RARG)
<RFALSE>)
<TELL
"This is a remarkable spot in the dungeon. Perhaps two hundred feet above
you is a gaping hole in the earth's surface through which pours bright
sunshine! A few seedlings from the world above, nurtured by the sunlight
and occasional rains, have grown into giant trees, making this a virtual oasis
in the desert of the Underground Empire. To the west is a sheer precipice,
dropping nearly fifty feet to jagged rocks below. The way south is barred by
a forbidding stone wall, crumbling from age. There is a jagged opening in the
wall to the southwest, through which leaks a fine mist. The land to the east
looks lifeless and barren." CR>
<TELL
"A rope is tied to one of the large trees here and is dangling over
the side of the cliff, reaching down to the shelf below." CR>)>
<RTRUE>)
<PROB 15>
<TELL
"You catch, out of the corner of your eye, some movement among the
trees." CR>)
<PROB 20>>
<TELL
"You seem to hear, from the southwest, the sounds of the sea." CR>)>>
<ROUTINE GLOBAL-ROPE-F ()
<TELL "You can't see any rope here." CR>)
(<VERB? TAKE MOVE CLIMB-ON>
<TELL
"A short tug on the rope convinces you that it is securely fastened
from above." CR>)
<TELL
"You grab securely on to the rope." CR>)
(T
<TELL
"The man scowls. \"I may help you up, but not before I have that chest.\" He
points to the chest near you on the ledge." CR>)>)
(<VERB? CLIMB-UP>
<TELL
"You try to climb the rope, but you cannot reach the top even with your best
effort." CR>)
(<VERB? TIE>
<TELL
"The chest is now tied to the rope." CR>
<TELL
"The man above you looks pleased. \"Now there's a good friend! Thank
you very much, indeed!\" He pulls on the rope and the chest is lifted
to the top of the cliff and out of sight. With a short laugh, he
disappears. \"I'll be back in a short while!\" are his last words." CR>
<RTRUE>)>
<RTRUE>)
<TELL
"\"Just grab onto it!\", the man bellows." CR>)
<TELL
"The man looks cross. \"I want the chest, not you!\" he snaps. \"Now stop
fooling around and pass it up!\"" CR>)
(T
<TELL
"You're unable to tie the rope around yourself." CR>)>)
(T
<TELL
"You're unable to tie the rope to that." CR>)>)
(<VERB? UNTIE>
<TELL
"The chest is now disconnected from the rope." CR>)
(T
<TELL
"The rope isn't tied to anything." CR>)>)>>
<GLOBAL CHEST-TIED <>>
<GLOBAL HOLDING-ROPE <>>
<ROUTINE I-MAN-RETURNS ()
<TELL
"A familiar voice calls down to you. \"Are you still there?\" he bellows with a
coarse laugh. \"Well, then, grab onto the rope and we'll see what we can do.\"
The rope drops to within your reach." CR>
<RTRUE>)>>
<GLOBAL LIFT-WAIT 0>
<ROUTINE I-MAN-LIFT ()
<RFALSE>)
<TELL
"The man starts to heave on the rope and within a few moments you arrive at
the top of the cliff. The man removes the last few valuables from the chest
and prepares to leave. \"You've been a good sport! Here, take this, for
whatever good it is! I can't see that I'll be needing one!\" He hands you a
plain wooden staff from the bottom of the chest and begins examining his
valuables." CR>
<TELL
"The chest, open and empty, is at your feet." CR>
<RTRUE>)
<TELL
"\"Well, I don't have all day. See you around sometime.\" Showering you with
gravel, he disappears from sight." CR>
(T
<TELL
"The man appears impatient. \"Are you coming up then, or not?\"" CR>)>>
<GLOBAL CHEST-OPENED <>>
<ROUTINE CHEST-F ()
<TELL "What's the point?" CR>)
<TELL "It doesn't fit." CR>)
(T <RFALSE>)>)
(<VERB? OPEN UNLOCK>
<TELL
"The man calls down to you. \"Is this what you're looking for?\" he cackles,
waving a small key over his head. You try to open the chest, but it is
locked." CR>)
(T <TELL
"The chest is locked and cannot be opened." CR>)>)>>
<ROUTINE I-MAN-LEAVES ()
<RFALSE>)
(<PROB 40>
<TELL
"Your \"friend\", moving quickly, dodges behind some trees and is lost from
sight." CR>
<RTRUE>)
(T
<TELL
"Your \"friend\" examines his valuables with great pride." CR>)>>
<ROUTINE MAN-F ()
<COND (<VERB? HELLO>
<TELL
"He responds cheerfully. \"It is a wonderful day, isn't it?\"" CR>)
<TELL
"The man is thoroughly engrossed in the examination of his booty and
doesn't seem to hear you." CR>)
(<VERB? EXAMINE>
<TELL
"The man is stocky and of medium height, with several days' growth of stubble
on his face. He is carrying a number of valuables under his arm, presumably
from the now-open chest." CR>)
(<VERB? ATTACK KILL>
<TELL
"The man is taken by surprise and is hit with the sword. He grabs you
and throws you to the ground">
<TELL ", breaking the staff in the process">
<TELL ", but you
finish him off with a quick thrust to the chest. He dies, and disappears
without ceremony in the usual style of the Great Underground Empire.
His assorted valuables remain behind." CR>
(T <TELL "You wouldn't hurt him with that!" CR>)>)>>
<ROUTINE VALUABLES-F ()
<COND (<AND <VERB? TAKE MOVE> <IN? ,MAN ,CLIFF>>
<TELL
"The man recoils sharply. \"These here things are mine. It's my chest and
they're my valuables. You've a lot of nerve trying to take them from me
after me saving you like that!\"" CR>)>>
<ROUTINE ROPE-F ()
<COND (<VERB? TAKE MOVE>
<TELL
"The rope is tied to a tree." CR>)>)
(<VERB? BURN>
<TELL
"The rope won't catch fire." CR>)
(<VERB? UNTIE>
<TELL
"The rope is very securely tied and cannot be undone." CR>)
<TELL
"The rope is made of pretty tough stuff and won't cut." CR>)>>
<ROUTINE GLOBAL-MAN-F ()
<TELL
"You've lost him among the trees." CR>)
(T
<TELL
"You can't see any man here." CR>)>)
<TELL
"You can't see any man here." CR>)
(<VERB? GIVE>
<TELL
"You aren't even close to him!" CR>)
(<VERB? HELLO>
<TELL
"The man waves back in a friendly way." CR>)
<TELL
"He yells back, \"What's that you say? I can't hear you very well.">
<TELL
" Just tie the rope to the chest and we can chat afterwards!\" He smiles
broadly.">)
(T <TELL "\"">)>
<CRLF>)
(<VERB? KILL ATTACK MUNG>
<TELL
"I don't think you'll succeed at this distance." CR>)
<TELL
"The " D ,PRSO " flies upward, but not nearly far enough to hit the man. It
does seem to amuse him, however, especially as it passes within inches of
your head. \"We're wasting time now. Be a good fellow and tie the rope!\"" CR>
<ROUTINE LAKE-F ()
<COND (<VERB? THROUGH LEAP>
(T
<TELL "Just where do you think you are?" CR>)>)
(<VERB? LOOK-UNDER>
<TELL
"You can't quite make out the bottom of the lake from here..." CR>)
(T <TELL
"You can't see under the surface from here." CR>)>)>>
<ROUTINE IN-LAKE-F (RARG)
<VERB? TAKE>
<TELL "You can't carry that much underwater." CR>)
<TELL "You can't take that!" CR>)
(<PROB 30>
" is yours for a moment, but drops from your grasp." CR>)>)
<COND (<PROB 10>
<TELL
The hungry fish and the roc will reappear in Spellbreaker. (That future scene is described as the “Flathead Ocean”, so it’s probably not this lake. It’s clearly inspired by it, though.)
"A large and hungry-looking fish is swimming in the neighborhood." CR>)
(<AND <PROB 4> <NOT ,INVIS>>
"Oh, no! A tremendous fish just swallowed you whole!">)
(<PROB 40>
<TELL
"Out of the corner of your eye, a small, shiny object appears in the
sand. A moment later, it is gone!" CR>)
(<PROB 70>
<TELL
"You catch a brief glimpse of something shiny in the sand." CR>)
(T
<TELL
"Something sparkling in the sand catches your eye for a moment." CR>)>
<GLOBAL LAST-MOVES 0>
<ROUTINE I-IN-LAKE ()
<TELL
"You run out of air and return to the surface." CR>
<GLOBAL LAKE-POINT <>>
<ROUTINE ON-LAKE-F (RARG)
(<AND <==? .RARG ,M-BEG> <VERB? LEAP> <NOT ,PRSO>>
<RTRUE>)>>
The current form of your lantern. This may be the FRIED-LAMP or the BROKEN-LAMP, depending on how careless you’ve been.
When you die, the CURRENT-LAMP is returned to you. If you died in the dark because you busted it, sucks to be you.
<GLOBAL CURRENT-LAMP LAMP>
<ROUTINE GO-ON-LAKE ("AUX" F N (TOLD <>))
<COND (<SET F <FIRST? ,WINNER>>
<REPEAT ()
<SET N <NEXT? .F>>
<COND (<NOT .TOLD>
<SET TOLD T>
<TELL
"The shock of entering the frigid water has made you drop all your
possessions into the lake!" CR>)>)>
<COND (<NOT .N> <RETURN>)
(T <SET F .N>)>>)>
<COND (<NOT .TOLD>
<TELL
"You are nearly paralyzed by the icy waters as you swim into the
center of the lake." CR>)>
<CRLF>
<GLOBAL LAKE-TIME <>>
<ROUTINE I-ON-LAKE ()
<TELL
The roc and the hungry fish will reappear in Spellbreaker. (That future scene is described as the “Flathead Ocean”, so it’s probably not this lake. It’s clearly inspired by it, though.)
"A giant roc, previously hidden among the rocks, is heading right toward you,
its mouth gaping wide!" CR>
<RFALSE>)
<TELL
"The icy waters are taking their toll. You will not be able to hold out
much longer." CR>)
<TELL
"You are becoming very weak. You had better leave the water before you
drown!" CR>)
"Your strength gives out, and you drown in the frigid waters.">)>>
<ROUTINE I-ROC ()
"The roc snatches you in its jaws and has you for lunch.">)>>
<ROUTINE SHINY-OBJECT-F ()
<COND (<PROB 50>
<TELL
"You reach the shiny object. It is a simple golden amulet!" CR>)
(T
<TELL
"The shiny object slips from your grasp and back onto the floor of
the lake, where it is covered in sand." CR>)>)>>
<ROUTINE SAND-F ()
<COND (<VERB? DIG>
<TELL "You don't come across anything unusual." CR>)
(<VERB? EXAMINE>
<TELL
"There is nothing notable on the floor of the lake, except some plants
and algae." CR>)
(<VERB? TAKE>
<TELL "It slips through your fingers." CR>)>>
<ROUTINE ALGAE-F ()
<COND (<VERB? EAT> <TELL "Yeecchhhh!" CR>)>>
<ROUTINE FRIED-LAMP-F ()
<COND (<VERB? LAMP-ON>
<TELL
"The lamp isn't functioning (probably from having gotten wet)." CR>)>>
<GLOBAL VIEW-POINT 1>
<ROUTINE I-VIEW-SNAP ()
<TELL "You suddenly find yourself back in the viewing room!" CR>
<RTRUE>>
<ROUTINE VIEWING-TABLE-F ("AUX" L)
<COND (<VERB? RUB>
<TELL
"You touch the table and are instantly transported to another place!" CR>
<CRLF>
<RTRUE>)
(<VERB? EXAMINE LOOK-INSIDE>
<TELL
"The surface is pale and featureless, but slowly, an image takes shape!" CR>
<TELL
"The image slowly fades." CR>)>>
<ROUTINE I-VIEW-CHANGE ()
<TELL
"The indicator above the table flickers briefly, then changes to \"">
<ROUTINE VIEW-ROOM-F (RARG)
<TELL
"You are in a small chamber carved in the rock, with the sole exit to the
north. Mounted on one wall is a table labelled \"Scenic Vista,\" whose
featureless surface is angled toward you. One might believe that the table
was used to indicate points of interest in the view from this spot, like those
found in many parks. On the other hand, your surroundings are far from
spacious and by no stretch of the imagination could this spot be considered
scenic. An indicator above the table reads \"">
<GLOBAL VIEW-ROMANS <TABLE 0 "I" "II" "III" "IV">>
<GLOBAL ACTIVE-VIEW 1>
<GLOBAL VIEWS <LTABLE
"You see a passage cluttered with broken timbers. An extremely narrow opening
can be seen at the end of the room."
"You see a tiny room with rough walls. Chiseled crudely on one wall is the
number \"8\". The only apparent exit seems to be a blur."
"You see a wide room with two nearly identical passages leading east and
northeast. A wide channel descends steeply into the room and seems to be
blocked by rubble."
"You see the interior of a huge temple rudely constructed of basalt blocks.
Flickering torches cast a sallow illumination over an altar still wet with the
blood of human sacrifice, its velvet covers stained and encrusted with gore.">>
<ROUTINE CLIFF-OBJECT-F ()
<COND (<VERB? LEAP>
"You should have looked before you leaped.">)
(<VERB? CLIMB-DOWN>
<RTRUE>)
(T <TELL "The fall would kill you." CR>)>)
<TELL
"The rope is dangling over the side of the cliff already." CR>
<RTRUE>)
<TELL
"You aren't holding the " D ,PRSO "." CR>
<RTRUE>)>
<TELL
"The " D ,PRSO " goes over the cliff and lands among the rocks below." CR>
<RTRUE>)>)
(<VERB? CLIMB-UP>
<TELL "You haven't enough strength to climb the cliff." CR>)
(T <TELL "The cliff is above you!" CR>)>>
<ROUTINE TREE-F ()
<COND (<VERB? CLIMB-UP CLIMB-FOO>
<TELL "The trunks are too large for you to climb them." CR>)
(<AND <VERB? EXAMINE LOOK-INSIDE> <NOT ,MAN-SEEN>>
<TELL
"There seems to be nobody there, but it's hard to tell." CR>)
(<VERB? BURN>
"Smokey the Bear puts out both the fire and you.">)>>
<ROUTINE FRIED-TORCH-F ()
<COND (<VERB? LAMP-ON>
<TELL "It's hopeless. The torch is wet." CR>)>>
<ROUTINE TORCH-F ()
<COND (<VERB? LAMP-ON>
<COND (<FSET? ,TORCH ,ONBIT> <TELL "It's already lit." CR>)
(T <TELL "You have nothing to light it with." CR>)>)
(<VERB? LAMP-OFF>
<TELL "You manage to extinguish the flame." CR>
(T <TELL "It has already been extinguished." CR>)>)>>
This code is indeed copied straight from Zork 1, complete with the comments that indicate how Zork 1 was copied from MIT Zork.
<OBJECT TIMBERS
(SYNONYM TIMBERS PILE)
(ADJECTIVE WOODEN BROKEN)
(DESC "broken timber")
(SIZE 50)>
<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")
<OBJECT LADDER
(SYNONYM LADDER)
(ADJECTIVE WOODEN RICKETY NARROW)
(DESC "wooden ladder")
<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.|
There is a small pile of coal here.")
<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
(DESC "Drafty Room")
<ROOM MACHINE-ROOM
(DESC "Machine Room")
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 <>>
<ROUTINE NO-OBJS (RARG "AUX" F)
<COND (<==? .RARG ,M-BEG>
<REPEAT ()
<COND (<NOT .F> <RETURN>)
<RETURN>)>
<SET F <NEXT? .F>>>
<RFALSE>)>>
<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\". The only apparent exit,
to the east, seems to be a blur and a loud, whirring sound resounds through
the rock.")
(DESC "Room 8")
(EAST "You are repelled from the exit by a fierce wind.")>
<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)")>
<ROUTINE REPELLENT-FCN ()
<COND (<VERB? SHAKE>
(T <TELL "There is a sloshing sound from inside." CR>)>)
(<VERB? BURN>
"The can explodes and you die a horribly smelly death.">)
<TELL
"The repellent is all gone." CR>)
<TELL
"The spray stinks amazingly for a few moments, then drifts away." CR>)
(ELSE
<TELL
"The spray smells like a mixture of old socks and burning rubber. If
I were a grue I'd sure stay clear!" CR>)>)>>
Whether you’ve been sprayed with grue repellant.
<GLOBAL SPRAYED? <>>
<GLOBAL SPRAY-USED? <>>
<ROUTINE I-SPRAY ()
<TELL "That horrible smell is much less pungent now." CR>>
Infocom had a running argument, or running gag, about whether Enchanter was really “Zork IV” or not.
<ROOM ZORK-IV
(DESC "Sacrificial Altar")
I’ve never been clear on whether this scene was a deliberate preview of the Altar area in Enchanter, or whether this was invented freehand and then Enchanter designed around it.
<ROUTINE ZORK-IV-F (RARG)
"Sacrificial Altar|
This is the interior of a huge temple of primitive construction. A few
flickering torches cast a sallow illumination over the altar, which is still
drenched with the blood of human sacrifice. Behind the altar is an enormous
statue of a demon which seems to reach towards you with dripping fangs and
razor-sharp talons. A low noise begins behind you, and you turn to see
hundreds of hunched and hairy shapes. A guttural chant issues from their
throats. Near you stands a figure draped in a robe of deepest black,
brandishing a huge sword. The chant grows louder as the robed figure
approaches the altar.
The large figure spots you and approaches menacingly. He reaches into his
cloak and pulls out a great, glowing dagger. He pulls you onto the altar, and
with a murmur of approval from the throng, he slices you neatly across your
abdomen.">)>>
<ROOM SOUTH-SHORE
(DESC "Southern Shore")
(LDESC
"You are on the south shore of the lake. Rock formations prevent
movement to the west and thickening swamp to the east makes the going
all but impossible. To the south, where the beach meets a rock
formation, you can make out a dark passage sloping steeply upward into the
rock.")
(EAST "The swamp is too thick.")
(NORTH "If you want to go into the lake, you should say so.")
<ROOM DARK-1
(DESC "Dark Place")
<ROOM DARK-2
(DESC "Dark Place")
<ROOM KEY-ROOM
(DESC "Key Room")
ELSE "You can't walk through a piece of metal.")
<ROOM AQ-1
(DESC "Aqueduct")
(UP "The hole is too far above your head.")
(LDESC
"You are in a wide stone channel, part of the water supply system for the
Great Underground Empire. The source of water was a waterfall to the south,
which has long since dried up. Water flowed along the aqueduct to the north.
This region is lit from above, although the source of light is not apparent.")
(SOUTH "You can't climb the dried-up waterfall.")
<ROOM AQ-2
(DESC "High Arch")
(NORTH TO AQ-3 IF AQ-FLAG ELSE "The arch before you is broken.")
(DOWN "It's a long way down....")
<ROOM AQ-3
(DESC "Water Slide")
(SOUTH TO AQ-2 IF AQ-FLAG ELSE "The arch to the south is broken.")
<OBJECT AQUEDUCT
(DESC "aqueduct")
(SYNONYM AQUEDUCT DUCT CHASM)
(ADJECTIVE STONE)
<OBJECT WATER-CHANNEL
(DESC "channel")
(SYNONYM CHANNEL)
(ADJECTIVE WATER)
<OBJECT MOSS
(DESC "moss and lichen")
(SYNONYM MOSS LICHEN)
<ROUTINE AQUEDUCT-F ()
<COND (<VERB? EXAMINE>
<TELL
"The aqueduct is large and impressive. It was probably the major method
of water transport in the Empire." CR>)
(<VERB? LEAP>
"You execute a perfect swan dive into the rocks below!">)>>
<ROUTINE WATER-CHANNEL-F ()
<COND (<VERB? EXAMINE>
<TELL
"The channel is a few feet deep and ten feet wide, rounded on the bottom." CR>)
(<VERB? BOARD>
<TELL
"Getting into the channel wouldn't be of much use." CR>)
(T
<TELL
"You're standing in it. Otherwise, you would be floating in midair above some
very nasty rocks." CR>)>)>>
<ROUTINE MOSS-F ()
<COND (<VERB? TAKE MOVE>
<TELL "Don't be silly." CR>)>>
<ROUTINE AQ-2-F (RARG)
<TELL
"You are now on one of the tallest arches of the aqueduct, hundreds of feet
above a rocky chasm. The immensity of the aqueduct project is apparent from
here. Stone supports rise from the rock floor to form massive arches, which
traverse the region from north to south. The water-carrying channel here is
wide and deep. To the west and far below, you can make out a balcony which
must command a wide view of the aqueduct." CR>
<TELL
"The channel ends abruptly to your north where a supporting pillar has
crumbled, casting the arch into the chasm." CR>)>)>>
<ROUTINE AQ-3-F (RARG)
<TELL
"You are near the northern end of this segment of the aqueduct system. To the
south and slightly uphill, the bulk of the aqueduct looms ominously, towering
above a gorge. To the north, the water channel drops precipitously and enters
a rocky hole. The damp moss and lichen would certainly make that a one-way
trip." CR>
<TELL
"The southern part of the aqueduct system is inaccessable due to the
collapse of one of the water-bearing arches." CR>)>)>>
<GLOBAL AQ-FLAG T>
<GLOBAL COVER-MOVED <>>
<OBJECT COVER
(DESC "manhole cover")
(SYNONYM COVER)
(ADJECTIVE MANHOLE LARGE)
<ROUTINE COVER-F ()
<COND (<VERB? MOVE RAISE OPEN>
<TELL
"The cover is moved a bit to one side, revealing a small hole leading into
darkness." CR>
(<VERB? TAKE>
<TELL
"The cover is far too heavy to take." CR>)>>
<ROUTINE KEY-ROOM-F (RARG)
<TELL
"You are between some rock and a dark place, The room is lit dimly from
above, revealing a lone, dark path sloping down to the west." CR>
<TELL
"A heavy manhole cover has been moved to reveal a dark passage below." CR>)
(T
<TELL
"To one side of the room is a large manhole cover." CR>)>)>>
<OBJECT KEY
(DESC "strange key")
(FDESC
"The light from above seems to be focused in the center of the room, where
a single key is lying in the dust.")
(SYNONYM KEY)
(ADJECTIVE STRANGE RUSTY LONG SHORT HEAVY THIN SHARP POINTED)
(SIZE 10)
<ROUTINE KEY-F ()
<COND (<AND <VERB? UNLOCK> <==? ,PRSI ,KEY>>
<TELL
"The key seems to mold itself to the shape of the lock. With a mere
twist of your hand, the massive bolt gives way." CR>)
(T <TELL "It already is." CR>)>
<RTRUE>)
<TELL
"The key molds itself to the lock but will not turn." CR>)
<TELL
"The key, which initially seemed certain to fit the lock, seems to change
shape and will not enter the keyhole." CR>)>)
(<VERB? EXAMINE>
<TELL
"Strange, though. The key seems to change shape constantly." CR>)>>
<GLOBAL KEY-DESCS <LTABLE
"The key is a long and heavy skeleton key."
"The key is short and stubby, shaped like no lock you have ever seen."
"The key is round and thin, more like a pencil than a key."
"The key is shiny with many prongs."
"The key is sharp as an awl, and rusted badly.">>
<OBJECT VIEW-INDICATOR
(DESC "indicator")
(SYNONYM INDICATOR DIAL)
<ROUTINE VIEW-INDICATOR-F ()
<COND (<VERB? EXAMINE READ>
<TELL "The indicator reads \""
"\"." CR>)>>
<GLOBAL BOAT-SEEN <>>
<ROUTINE FLATHEAD-OCEAN-F (RARG)
<TELL
"You are at the shore of an amazing underground sea, the topic of many a
legend among adventurers. Few were known to have arrived at this spot, and
fewer to return. There is a heavy surf and a breeze is blowing on-shore.
The land rises steeply to the east and quicksand prevents movement to the
south. A thick mist covers the ocean and extends over the hills to the east.
A path heads north along the beach." CR>
<TELL
"An ancient Viking ship is passing along the shore, an old and crusty
sailor at the helm." CR>)>
<RTRUE>)
<PROB 20>
<TELL
"Passing alongside the shore now is an old boat, reminiscent of an ancient
Viking ship. Standing on the prow of the ship is an old and crusty sailor,
peering out over the misty ocean." CR>
<ROUTINE SAILOR-F ()
<COND (<VERB? HELLO>
<TELL
"The seaman looks up and maneuvers the boat toward shore. He cries out \"I
have waited three ages for someone to say those words and save me from
sailing this endless ocean. Please accept this gift. You may find it
useful!\" He throws something which falls near you in the sand, then sails
off toward the west, singing a lively, but somewhat uncouth, sailor song." CR>
<TELL "Nothing happens anymore." CR>)
(T <TELL "Nothing happens yet." CR>)>)
(T <TELL "Nothing happens here." CR>)>)>>
<GLOBAL SHIP-GONE <>>
<ROUTINE I-BOAT-DISAPPEAR ()
<TELL
"The boat sails silently through the mist and out of sight." CR>)>>
<OBJECT VIKING-SHIP
(DESC "Viking Ship")
(ADJECTIVE VIKING)
(SYNONYM BOAT SHIP CRAFT)>
<OBJECT SAILOR
(SYNONYM SAILOR)
(DESC "sailor")
<OBJECT VIAL
(DESC "vial")
(SYNONYM VIAL ODOR)
(SIZE 3)
(CAPACITY 3)
<OBJECT POTION
(DESC "heavy but invisible liquid")
(SYNONYM POTION LIQUID CONTENTS FLUID)
(ADJECTIVE HEAVY SWEET INVISIBLE SMELLING)
(SIZE 2)
(FLAGS)
<ROUTINE I-VISIBLE ()
"One of the stone figures (or maybe both, it's hard to tell) suddenly springs
to life and crushes you with his stone bludgeon.">)>
<RFALSE>>
<ROUTINE POTION-F ()
<COND (<VERB? DRINK>
<TELL
"You \"drink\" the contents in one gulp, but nothing unusual seems to have
happened as a result." CR>)
<TELL "It spills onto the " D ,PRSI " and vanishes." CR>)
(<VERB? EXAMINE>
<TELL
"It feels like there's something inside, but you can't see anything even
though the vial is transparent." CR>)
(<VERB? SMELL>
<TELL
"The vial (or something in it) smells sweet." CR>)
(<VERB? DROP TAKE>
<TELL
"Nothing seems to come out, although the sweet smell disappears from
the vial, seeming to permeate the air briefly before fading entirely." CR>
<GLOBAL INVIS <>>
<ROUTINE VIAL-F ()
<COND (<VERB? FILL> <TELL "You can't seem to put anything in it." CR>)
<RTRUE>)
<RTRUE>)
<TELL
"Nothing seems to come out, although the vial is lighter now." CR>
(<VERB? OPEN>
<TELL
"The vial is open.">
<TELL
" There is a sweet odor from within the vial, apparently coming from a heavy
but invisible liquid.">)>
<CRLF>)
(<VERB? EXAMINE>
<TELL "It is a small, transparent vial ">
<TELL
"which looks empty but is strangely heavy." CR>)
(T
<TELL
"which is light and empty." CR>)>)>>
<OBJECT OCEAN
(DESC "Flathead Ocean")
(SYNONYM OCEAN WATER)
(ADJECTIVE FLATHEAD)
<ROUTINE OCEAN-F ()
<TELL "There is no ocean here." CR>)
(<VERB? THROUGH BOARD>
<TELL "You would be killed by the pounding surf!" CR>)
<TELL
"The " D ,PRSO " falls into the ocean and is lost forever." CR>
<OBJECT STONE
(DESC "great rock")
(SYNONYM ROCK STONE)
(ADJECTIVE GREAT)
(CAPACITY 30)
<GLOBAL SWORD-IN-STONE? T>
<ROUTINE STONE-DESC ("OPTIONAL" FOO)
<TELL
"Standing before you is a great rock.">
<TELL " Imbedded within it is an Elvish sword.">)>
<CRLF>>
<ROUTINE STONE-F ()
<COND (<VERB? OPEN CLOSE>
<TELL "You can't be serious." CR>)
<TELL "You can't force anything into the stone." CR>)
(<AND <VERB? MOVE TAKE PUSH> <==? ,PRSO ,STONE>>
<TELL
"The stone is far too massive to be moved." CR>)
(<VERB? LOOK-UNDER>
<TELL
"Since it can't be moved, it's hard to know what's there." CR>)>>
<OBJECT FISH
(DESC "fish")
(SYNONYM FISH)
<ROUTINE FISH-F ()
<TELL "There is no fish visible now." CR>>
<ROUTINE QUICKSAND-PSEUDO ()
<COND (<VERB? THROUGH LEAP>
"You enter the quicksand and slowly sink to a new low in adventuring.">)
(<VERB? RUB>
<TELL "It's quicksand alright!" CR>)
(<VERB? LOOK-INSIDE>
<TELL "It's hard to tell what's in there." CR>)>>
<ROUTINE SWAMP-PSEUDO ()
<COND (<VERB? THROUGH>
<TELL "Yucko." CR>)>>
<ROUTINE MIST-PSEUDO ()
<COND (<VERB? LOOK-INSIDE>
<TELL "You can't make anything out through the mist." CR>)
(<VERB? SMELL>
<TELL "It smells vaguely salty." CR>)>>
<ROUTINE SHORE-PSEUDO ()
<COND (<VERB? DIG>
<TELL "There's nothing there." CR>)>>
<ROUTINE WATERFALL-PSEUDO ()
<COND (<VERB? CLIMB-UP>
<TELL "It's much too slippery." CR>)>>
<ROUTINE ARCH-PSEUDO ()
<COND (<VERB? EXAMINE>
<TELL
"The arches all show some signs of decay." CR>)
(T
<TELL
"The arch before you is broken. The others show signs of decay." CR>)>)>>