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Transcript generated by compiling Advent.inf with the -r option
I: Transcript of the text of "Advent.inf"
I: [From Inform 6.35 (in development)]
I: [I:info, G:game text, V:veneer text, L:lowmem string, A:abbreviation, D:dict word, O:object name, S:symbol, X:infix]
I: [H:game text inline in opcode, W:veneer text inline in opcode]
I:
O: Class
O: Object
O: Routine
O: String
G: ADVENTURE
G: ^The Interactive Original^By Will Crowther (1973) and Don Woods (1977)^Reconstructed in three steps by:^Donald Ekman, David M. Baggett (1993) and Graham Nelson (1994)^[In memoriam Stephen Bishop (1820?-1857): GN]^
G: 040227
G: 6/11
G: a
G: ---
G: the
O: CompassDirection
O: compass
O: north
O: south
O: east
O: west
O: northeast
O: northwest
O: southeast
O: southwest
O: up above
O: ground
O: inside
O: outside
G: The
G: the
G: a
G: The
G: the
G: an
G: The
G: the
G: some
G: The
G: the
G: some
H: north
H: south
H: east
H: west
H: northeast
H: northwest
H: southeast
H: southwest
H: up
H: down
H: in
H: out
H: zero
H: minus
H: thousand
H: ,
H: hundred
H: and
H: one
H: two
H: three
H: four
H: five
H: six
H: seven
H: eight
H: nine
H: ten
H: eleven
H: twelve
H: thirteen
H: fourteen
H: fifteen
H: sixteen
H: seventeen
H: eighteen
H: nineteen
H: twenty
H: thirty
H: forty
H: fifty
H: sixty
H: seventy
H: eighty
H: ninety
H: -
H:
H: :
H: pm
H: am
H: take inventory
H: look
H: examine
H: wait
G: N = next subject
G: P = previous
G: Q = resume game
G: Q = previous menu
G: RETURN = read subject
G: Score:
G: Moves:
G: Time:
G: You can't go that way.
G: your former self
G: yourself
G: You
G: Darkness
G: those things
G: that
G: or
G: nothing
G: is
G: are
G: is
G: are
G: and
G: whom
G: which
G: ,
H: you
H: those
H: her
H: him
H: that
H: yourself
H: them
H: her
H: him
H: it
H: are
H: is
H: You
H: Those
H: She
H: He
H: That
H: You're
H: They're
H: She's
H: He's
H: That's
H: There is no reply.
G: Violence isn't the answer to this one.
H: You can't usefully blow
H: .
G: This dangerous act would achieve little.
H: Nothing is on sale.
G: I don't think much is to be achieved by that.
H: not something you can close.
H: already closed.
H: You close
H: .
H: [Command recording off.]
H: [Command recording on.]
H: [Replaying commands.]
G: You discover nothing of interest in
H: .
H: Cutting
H: up would achieve little.
G: Digging would achieve nothing here.
H: You're not wearing
H: .
H: You take off
H: .
G: There's nothing suitable to drink here.
H: are
H: is
H: already here.
H: You haven't got
H: .
H: (first taking
H: off)
H: Dropped.
H: plainly inedible.
H: You eat
H: . Not bad.
H: can't contain things.
H:
H: closed.
H:
H: empty already.
G: That would scarcely empty anything.
H: But you're already
H: on
H: in
H: .
H: They're
H: That's
H: not something you can
H: stand on.
H: sit down on.
H: lie down on.
H: enter.
H: You can't get into the closed
H: .
G: You can only get into something free-standing.
H: You get
H: onto
H: into
H: .
H: (getting
H: off
H: out of
H: )
H: (getting onto
H: )^
H: (getting into
H: )^
H: (entering
H: )^
G: Darkness, noun. An absence of light to see by.
H: You see nothing special about
H: .
H:
H: currently switched
H: on.
H: off.
G: But you aren't in anything at the moment.
H: You can't get out of the closed
H: .
H: You get
H: off
H: out of
H: .
H: But you aren't
H: on
H: in
H: .
G: But there's no water here to carry.
H: The score was
H: The score is
H: made up as follows:^
H: finding sundry items
H: visiting various places
H: total (out of
H: )
H: But you aren't on
H: at the moment.
H: You aren't holding
H: .
H: You juggle
G: for a while, but don't achieve much.
H: don't
H: doesn't
H: seem interested.
H: You'll have to get
H: off
H: out of
H: first.
H: You are unable to climb
H: .
H: You are unable to descend by
H: .
H: You can't, since
H:
H: in the way.
H: You can't, since
H: lead nowhere.
H: leads nowhere.
H: You need to be holding
H: before you can put
H: into something else.
H: can't contain things.
H:
H: closed.
H: You'll need to take
H: off first.
G: You can't put something inside itself.
H: (first taking
H: off)^
H: There is no more room in
H: .
H: Done.
H: You put
H: into
H: .
H: You are carrying nothing.
H: You are carrying
H: :^
H: .^
G: You jump on the spot, fruitlessly.
G: You would achieve nothing by this.
H: Keep your mind on the game.
H: You hear nothing unexpected.
H: (providing light)
H: (which
H: closed)
H: (closed and providing light)
H: (which
H: empty)
H: (empty and providing light)
H: (which
H: closed and empty)
G: (closed, empty and providing light)
H: (providing light and being worn
H: (providing light
H: (being worn
H: (which
H:
H: open
H: open but empty
H: closed
H: closed and locked
H: and empty
H: (which
H: empty)
H: containing
H: (on
H: , on top of
H: (in
H: , inside
G: is now in its normal ~brief~ printing mode, which gives long descriptions of places never before visited and short descriptions otherwise.
G: is now in its ~verbose~ mode, which always gives long descriptions of locations (even if you've been there before).
G: is now in its ~superbrief~ mode, which always gives short descriptions of locations (even if you haven't been there before).
H: They don't
H: That doesn't
G: seem to be something you can lock.
H: locked at the moment.
H: First you'll have to close
H: .
H: Those don't
H: That doesn't
H: seem to fit the lock.
H: You lock
H: .
H: (on
H: )
H: (in
H: )
H: (as
H: )
H: ^On
H: .
H: ^On
H: ^In
H: you
H: ^You
H: can
H: also
H: see
H: .
H: here.
G: You see nothing unexpected in that direction.
H: But it's dark.
H: You find nothing of interest.
H: Quite.
G: (considering the first sixteen objects only)^
H: Nothing to do!
H: You have died
H: You have won
G: ^Would you like to RESTART, RESTORE a saved game
G: , give the FULL score for that game
G: , see some suggestions for AMUSING things to do
H: or QUIT?
G: [Your interpreter does not provide ~undo~. Sorry!]
G: ~Undo~ failed. [Not all interpreters provide it.]
G: Please give one of the answers above.
H: ^It is now pitch dark in here!
H: I beg your pardon?
G: [You can't ~undo~ what hasn't been done!]
G: [Can't ~undo~ twice in succession. Sorry!]
H: [Previous turn undone.]
H: Sorry, that can't be corrected.
H: Think nothing of it.
G: ~Oops~ can only correct a single word.
G: It is pitch dark, and you can't see a thing.
H: yourself
H: As good-looking as ever.
G: To repeat a command like ~frog, jump~, just say ~again~, not ~frog, again~.
H: You can hardly repeat that.
H: You can't begin with a comma.
G: You seem to want to talk to someone, but I can't see whom.
H: You can't talk to
H: .
G: To talk to someone, try ~someone, hello~ or some such.
H: (first taking
H: )
G: I didn't understand that sentence.
G: I only understood you as far as wanting to
H: I didn't understand that number.
H: You can't see any such thing.
G: You seem to have said too little!
H: You aren't holding that!
G: You can't use multiple objects with that verb.
G: You can only use multiple objects once on a line.
H: I'm not sure what ~
H: ~ refers to.
G: You excepted something not included anyway!
G: You can only do that to something animate.
H: That's not a verb I recognise.
G: That's not something you need to refer to in the course of this game.
H: You can't see ~
H: ~ (
H: ) at the moment.
G: I didn't understand the way that finished.
H: None
H: Only
H: of those
H: is
H: are
H: available.
H: Nothing to do!
H: There are none at all available!
H: Who do you mean,
H: Which do you mean,
G: Sorry, you can only have one item here. Which exactly?
H: Whom do you want
H:
H: to
H: ?^
H: What do you want
H:
H: to
H: ?^
H: Your score has just gone
H: up
H: down
H: by
H: point
H: s
G: (Since something dramatic has happened, your list of commands has been cut short.)
H: ^Type a number from 1 to
H: , 0 to redisplay or press ENTER.
H: ^[Please press SPACE.]
H: [Comment recorded.]
H: [Comment NOT recorded.]
H: .^
H: ?^
H: That was a rhetorical question.
H: Score notification off.
H: Score notification on.
H: Objects you have handled:^
H: None.
H: (worn)
H: (held)
H: (given away)
H: (in
H: )
H: (in
H: )
H: (inside
H: )
H: (on
H: )
H: (lost)
H: not something you can open.
H: They seem
H: It seems
H: to be locked.
H: already open.
H: You open
H: , revealing
H: nothing.
H: .
H: You open
H: .
H: have
H: has
H: better things to do.
H: You have visited:
H: .^
G: Nothing practical results from your prayer.
H: ^>
H: At the moment,
H: means
H: is unset
G: no pronouns are known to the game.
H: .
H: Those are
H: It is
H: fixed in place.
H: You are unable to.
H: Nothing obvious happens.
G: That would be less than courteous.
G: Is that the best you can think of?
H: That's not a direction.
H: Not that way you can't.
H: You need to be holding
H: before you can put
H: on top of something else.
G: You can't put something on top of itself.
H: Putting things on
H: would achieve nothing.
H: You lack the dexterity.
H: (first taking
H: off)^
H: There is no more room on
H: .
H: Done.
H: You put
H: on
H: .
H: Please answer yes or no.
H: Are you sure you want to quit?
H: They are
H: It is
H: unfortunately closed.
H: But they aren't
H: But it isn't
H: there now.
H: Removed.
G: Are you sure you want to restart?
H: Failed.
H: Restore failed.
H: Ok.
H: You achieve nothing by this.
H: Save failed.
H: Ok.
H: In that game you scored
H: You have so far scored
H: out of a possible
H: , in
H: turn
H: s
H: There is no score in this story.
H: Transcripting is already off.
H: ^End of transcript.
G: Attempt to end transcript failed.
H: Transcripting is already on.
H: Start of a transcript of
G: Attempt to begin transcript failed.
H: But it's dark.
H: There is nothing on
H: .
H: On
H: .
H: You find nothing of interest.
H: You can't see inside, since
H:
H: closed.
H:
H: empty.
H: In
H: .
H: No, you can't set
H: .
H: No, you can't set
H: to anything.
H: You aren't holding
H: .
H:
H: unimpressed.
H: Your singing is abominable.
G: You aren't feeling especially drowsy.
H: You smell nothing unexpected.
H: Oh, don't apologise.
H: Keep your hands to yourself.
H: You achieve nothing by this.
G: Real adventurers do not use such language.
G: There's not enough water to swim in.
G: There's nothing sensible to swing here.
H: not something you can switch.
H: already off.
H: You switch
H: off.
H: not something you can switch.
H: already on.
H: You switch
H: on.
H: Taken.
H: You are always self-possessed.
H: I don't suppose
H: would care for that.
H: You'd have to get
H: off
H: out of
H: first.
H: You already have
H: .
H: Those seem
H: That seems
H: to belong to
H: .
H: Those seem
H: That seems
H: to be a part of
H: .
H:
H: n't available.
H:
H: n't open.
H: They're
H: That's
H: hardly portable.
H: They're
H: That's
H: fixed in place.
G: You're carrying too many things already.
H: (putting
H: into
H: to make room)
H: You taste nothing unexpected.
H: You talk to yourself a while.
H: This provokes no reaction.
H: What a good idea.
H: Futile.
G: You lack the nerve when it comes to the crucial moment.
H: Keep your hands to yourself!
H: You feel nothing unexpected.
H: If you think that'll help.
H: They don't
H: That doesn't
G: seem to be something you can unlock.
H: unlocked at the moment.
H: Those don't
H: That doesn't
H: seem to fit the lock.
H: You unlock
H: .
G: You'll have to say which compass direction to go in.
G: The game file has verified as intact.
G: The game file did not verify as intact, and may be corrupt.
H: Time passes.
G: The dreadful truth is, this is not a dream.
H: That seems unnecessary.
H: But you aren't holding
H: .
H: You look ridiculous waving
H: .
H: You wave, feeling foolish.
H: You can't wear
H: !
H: You're not holding
H: !
H: You're already wearing
H: !
H: You put on
H: .
O: (darkness object)
O: (self object)
O: (Inform Parser)
H: ^
H: (
H: )^
H: ~
H: ~
H: ~
H: ~
H: :
H: ^^
H: ***
H:
H:
H: ***
H: ^^^
O: (Inform Library)
H: >
H: ^[
H: .]^
H: /
G: Error: Overflow in PrintToBuffer.^
H:
H:
H: <routine
H: >
H: <string ~
H: ~>
H: <illegal object number
H: >
H:
H:
O: (Library Extensions)
O: (LibraryMessages)
H: Release
H: / Serial number
H: / Inform v
H: Library
H:
H: S
H: Standard interpreter
H: .
H: (
H: ) /
H: Interpreter
H: Version
H: /
H: Library serial number
H: ^
H: ** Library error
H: (
H: ,
H: ) **
H: :^
H:
H: (
H: :^
H: )
H:
H:
H: (
H: :^
H: )
H:
H:
H: )
H: )
H: ---
H: ---^^
H: >
H:
H: >
H: >
H:
H:
H:
H:
H:
H:
H: :
H:
H: Taken!
H: Safely deposited.
O: Treasure
O: AboveGround
G: You are standing at the end of a road before a small brick building. Around you is a forest. A small stream flows out of the building and down a gully.
O: At End Of Road
G: It's a small brick building. It seems to be a well house.
O: well house
G: You have taken a drink from the stream. The water tastes strongly of minerals, but is not unpleasant. It is extremely cold.
G: You have nothing in which to carry the water.
G: You have nothing in which to carry the water.
G: The sudden change in temperature has delicately shattered the vase.
H: washes away with the stream.
O: stream
G: The road is dirt, not yellow brick.
O: road
G: The trees of the forest are large hardwood oak and maple, with an occasional grove of pine or spruce. There is quite a bit of undergrowth, largely birch and ash saplings plus nondescript bushes of various sorts. This time of year visibility is quite restricted by all the leaves, but travel is quite easy if you detour around the spruce and berry bushes.
O: forest
G: You have walked up a hill, still in the forest. The road slopes back down the other side of the hill. There is a building in the distance.
O: At Hill In Road
G: It's just a typical hill.
O: hill
G: the
G: Why not explore it yourself?
O: other side of hill
G: You are inside a building, a well house for a large spring.
G: The stream flows out through a pair of 1 foot diameter sewer pipes. The only exit is to the west.
G: The stream flows out through a pair of 1 foot diameter sewer pipes. It would be advisable to use the exit.
G: The pipes are too small.
O: Inside Building
G: The stream flows out through a pair of 1 foot diameter sewer pipes.
O: spring
G: Too small. The only exit is to the west.
O: pair of 1 foot diameter sewer pipes
G: It's just a normal-looking set of keys.
G: There are some keys on the ground here.
H: A dozen or so keys.
O: set of keys
G: Sure looks yummy!
G: some
G: There is tasty food here.
H: Delicious!
O: tasty food
G: There is a shiny brass lamp nearby.
G: Your lamp is here, gleaming brightly.
G: I'm taking the liberty of replacing the batteries.
H: Your lamp has run out of power.
G: You can't explore the cave without a lamp. So let's just call it a day.
H: Your lamp is getting dim.
G: You're also out of spare batteries. You'd best start wrapping this up.
G: You'd best start wrapping this up, unless you can find some fresh batteries. I seem to recall there's a vending machine in the maze. Bring some coins with you.
G: You'd best go back for those batteries.
H: It is a shiny brass lamp
H: . It is not currently lit.
H: , glowing dimly.
H: , glowing brightly.
G: Rubbing the electric lamp is not particularly rewarding. Anyway, nothing exciting happens.
G: Unfortunately, the batteries seem to be dead.
G: Those batteries are dead; they won't do any good at all.
G: The only thing you might successfully put in the lamp is a fresh pair of batteries.
O: brass lantern
G: There is an empty bottle here.
G: You're holding that already (in the bottle).
G: The bottle is only supposed to hold liquids.
H: The bottle is full already.
H: The bottle is now full of water.
H: The bottle is now full of oil.
G: There is nothing here with which to fill the bottle.
H: The bottle is already empty!
G: Your bottle is now empty and the ground is now wet.
O: small bottle
G: some
G: It looks like ordinary water to me.
O: bottled water
G: some
G: It looks like ordinary oil to me.
O: bottled oil
G: You are in open forest, with a deep valley to one side.
O: In Forest
G: You are in open forest near both a valley and a road.
O: In Forest
G: You are in a valley in the forest beside a stream tumbling along a rocky bed.
O: In A Valley
O: streambed
G: At your feet all the water of the stream splashes into a 2-inch slit in the rock. Downstream the streambed is bare rock.
G: You don't fit through a two-inch slit!
G: You don't fit through a two-inch slit!
O: At Slit In Streambed
G: It's just a 2-inch slit in the rock, through which the stream is flowing.
G: You don't fit through a two-inch slit!
O: 2-inch slit
G: You are in a 20-foot depression floored with bare dirt. Set into the dirt is a strong steel grate mounted in concrete. A dry streambed leads into the depression.
H: (first opening the grate)^
O: Outside Grate
G: You're standing in it.
O: 20-foot depression
G: It just looks like an ordinary grate mounted in concrete.
H: ^The grate stands open.
H: ^The grate is unlocked but shut.
O: steel grate
G: You are in a small chamber beneath a 3x3 steel grate to the surface. A low crawl over cobbles leads inward to the west.
O: Below the Grate
G: They're just ordinary cobbles.
O: cobbles
G: You are crawling over cobbles in a low passage. There is a dim light at the east end of the passage.
O: In Cobble Crawl
G: It's a small wicker cage.
G: There is a small wicker cage discarded nearby.
H: (releasing the little bird)^
O: wicker cage
G: You are in a debris room filled with stuff washed in from the surface. A low wide passage with cobbles becomes plugged with mud and debris here, but an awkward canyon leads upward and west.^^A note on the wall says, ~Magic word XYZZY.~
O: In Debris Room
G: Yuck.
O: debris
G: The note says ~Magic word XYZZY~.
O: note
G: It's a three foot black rod with a rusty star on an end.
G: A three foot black rod with a rusty star on one end lies nearby.
H: Peculiar. Nothing happens.
H: The crystal bridge has vanished!
G: A crystal bridge now spans the fissure.
H: Nothing happens.
O: black rod with a rusty star on the end
G: You are in an awkward sloping east/west canyon.
O: Sloping E/W Canyon
G: You are in a splendid chamber thirty feet high. The walls are frozen rivers of orange stone. An awkward canyon and a good passage exit from east and west sides of the chamber.
O: Orange River Chamber
G: A cheerful little bird is sitting here singing.
G: The little bird looks unhappy in the cage.
G: The cheerful little bird is sitting here singing.
H: Don't put the poor bird in
H: !
G: (The bird is released from the cage.)^^
G: You already have the little bird. If you take it out of the cage it will likely fly away from you.
G: You can catch the bird, but you cannot carry it.
G: The bird was unafraid when you entered, but as you approach it becomes disturbed and you cannot catch it.
G: You catch the bird in the wicker cage.
H: The bird is not caged now.
G: The little bird attacks the green snake, and in an astounding flurry drives the snake away.
G: The little bird attacks the green dragon, and in an astounding flurry gets burnt to a cinder. The ashes blow away.
H: The little bird flies free.
G: It's not hungry. (It's merely pinin' for the fjords). Besides, I suspect it would prefer bird seed.
H: Cheep! Chirp!
G: Oh, leave the poor unhappy bird alone.
G: The little bird is now dead. Its body disappears.
O: little bird
G: At your feet is a small pit breathing traces of white mist. A west passage ends here except for a small crack leading on.^^Rough stone steps lead down the pit.
G: The crack is far too small for you to follow.
G: You are at the bottom of the pit with a broken neck.
G: The crack is far too small for you to follow.
O: At Top of Small Pit
G: The pit is breathing traces of white mist.
O: small pit
G: The crack is very small -- far too small for you to follow.
O: crack
G: Mist is a white vapor, usually water, seen from time to time in caverns. It can be found anywhere but is frequently a sign of a deep pit leading down to water.
O: mist
G: You are at one end of a vast hall stretching forward out of sight to the west. There are openings to either side. Nearby, a wide stone staircase leads downward. The hall is filled with wisps of white mist swaying to and fro almost as if alive. A cold wind blows up the staircase. There is a passage at the top of a dome behind you.^^Rough stone steps lead up the dome.
H: The dome is unclimbable.
O: In Hall of Mists
G: The staircase leads down.
O: wide stone staircase
G: The rough stone steps lead up the dome.
O: rough stone steps
G: I'm not sure you'll be able to get up it with what you're carrying.
G: It looks like you might be able to climb up it.
O: dome
G: This is a low room with a crude note on the wall:^^~You won't get it up the steps~.
O: Low Room
G: The note says, ~You won't get it up the steps~.
O: note
G: It's a large sparkling nugget of gold!
G: There is a large sparkling nugget of gold here!
O: large gold nugget
G: I respectfully suggest you go across the bridge instead of jumping.
H: You didn't make it.
G: The fissure is too terrifying!
O: FissureRoom
G: You are on the east bank of a fissure slicing clear across the hall. The mist is quite thick here, and the fissure is too wide to jump.
G: The fissure is too wide.
O: On East Bank of Fissure
G: You are on the west side of the fissure in the hall of mists.
G: The fissure is too wide.
G: You have crawled through a very low wide passage parallel to and north of the hall of mists.^
O: West Side of Fissure
G: some
G: They look to be of the highest quality!
G: There are diamonds here!
O: diamonds
G: A crystal bridge now spans the fissure.
G: It spans the fissure, thereby providing you a way across.
O: crystal bridge
G: The fissure looks far too wide to jump.
O: fissure
G: You are at the west end of the hall of mists. A low wide crawl continues west and another goes north. To the south is a little passage 6 feet off the floor.
G: You have crawled through a very low wide passage parallel to and north of the hall of mists.^
O: At West End of Hall of Mists
G: You are at the east end of a very long hall apparently without side chambers. To the east a low wide crawl slants up. To the north a round two foot hole slants down.
O: At East End of Long Hall
G: You are at the west end of a very long featureless hall. The hall joins up with a narrow north/south passage.
O: At West End of Long Hall
G: You are at a crossover of a high N/S passage and a low E/W one.
O: N/S and E/W Crossover
G: You know as much as I do at this point.
O: crossover
G: Dead End
G: You have reached a dead end.
G: You'll have to go back the way you came.
O: DeadEndRoom
O: (Dead_End_7)
G: You are in the hall of the mountain king, with passages off in all directions.
G: Well, perhaps not quite all directions.
H: You can't get by the snake.
O: Hall of the Mountain King
G: I wouldn't mess with it if I were you.
G: A huge green fierce snake bars the way!
H: Hiss!
G: The snake has now devoured your bird.
G: There's nothing here it wants to eat (except perhaps you).
G: Attacking the snake both doesn't work and is very dangerous.
H: It takes you instead. Glrp!
O: snake
G: You are in a low N/S passage at a hole in the floor. The hole goes down to an E/W passage.
O: Low N/S Passage
G: They're probably worth a fortune!
G: There are bars of silver here!
G: some
O: bars of silver
G: You are in the south side chamber.
O: In South Side Chamber
G: It's all quite exquisite!
G: There is precious jewelry here!
G: some
O: precious jewelry
G: You are in the west side chamber of the hall of the mountain king. A passage continues west and up here.
O: In West Side Chamber
G: They're a numismatist's dream!
G: There are many coins here!
G: many
O: rare coins
G: You are in a large room, with a passage to the south, a passage to the west, and a wall of broken rock to the east. There is a large ~Y2~ on a rock in the room's center.
H: ^A hollow voice says, ~Plugh.~^
O: At ~Y2~
G: There is a large ~Y2~ painted on the rock.
O: ~Y2~ rock
G: You are in a jumble of rock, with cracks everywhere.
O: Jumble of Rock
G: You're at a low window overlooking a huge pit, which extends up out of sight. A floor is indistinctly visible over 50 feet below. Traces of white mist cover the floor of the pit, becoming thicker to the right. Marks in the dust around the window would seem to indicate that someone has been here recently. Directly across the pit from you and 25 feet away there is a similar window looking into a lighted room. A shadowy figure can be seen there peering back at you.
G: The shadowy figure waves back at you!
G: The only passage is back east to Y2.
O: At Window on Pit
O: PitScenery
G: It looks like a regular window.
O: window
G: It's so deep you can barely make out the floor below, and the top isn't visible at all.
O: huge pit
G: Evidently you're not alone here.
O: marks in the dust
G: The shadowy figure seems to be trying to attract your attention.
O: shadowy figure
G: You are in a dirty broken passage. To the east is a crawl. To the west is a large passage. Above you is a hole to another passage.
O: Dirty Passage
G: You are on the brink of a small clean climbable pit. A crawl leads west.
O: Brink of Pit
G: It looks like you might be able to climb down into it.
O: small pit
G: You are in the bottom of a small pit with a little stream, which enters and exits through tiny slits.
G: You don't fit through the tiny slits!
O: In Pit
G: The slits form a complex pattern in the rock.
O: tiny slits
G: You are in a large room full of dusty rocks. There is a big hole in the floor. There are cracks everywhere, and a passage leading east.
O: In Dusty Rock Room
G: They're just rocks. (Dusty ones, that is.)
O: dusty rocks
G: Maze
G: You are in a maze of twisty little passages, all alike.
G: Easier said than done.
O: MazeRoom
O: (Alike_Maze_1)
O: (Alike_Maze_2)
O: (Alike_Maze_3)
O: (Alike_Maze_4)
O: (Alike_Maze_5)
O: (Alike_Maze_6)
O: (Dead_End_1)
O: (Dead_End_2)
O: (Dead_End_3)
O: (Alike_Maze_7)
O: (Alike_Maze_8)
O: (Alike_Maze_9)
O: (Dead_End_4)
O: (Alike_Maze_10)
O: (Dead_End_5)
G: You are on the brink of a thirty foot pit with a massive orange column down one wall. You could climb down here but you could not get back up. The maze continues at this level.
O: At Brink of Pit
G: It looks like you could climb down it.
O: massive orange column
G: You'll have to climb down to find out anything more...
O: pit
O: (Dead_End_6)
G: You are at a complex junction. A low hands and knees passage from the north joins a higher crawl from the east to make a walking passage going west. There is also a large room above. The air is damp here.
O: At Complex Junction
G: You are in bedquilt, a long east/west passage with holes everywhere. To explore at random select north, south, up, or down.
G: You have crawled around in some little holes and wound up back in the main passage.
O: Bedquilt
G: You are in a room whose walls resemble swiss cheese. Obvious passages go west, east, ne, and nw. Part of the room is occupied by a large bedrock block.
G: You have crawled around in some little holes and wound up back in the main passage.
O: In Swiss Cheese Room
G: It's just a huge block.
H: Surely you're joking.
O: bedrock block
G: You are at the west end of the twopit room. There is a large hole in the wall above the pit at this end of the room.
G: It is too far up for you to reach.
G: It is too far up for you to reach.
O: At West End of Twopit Room
G: The top of a 12-foot-tall beanstalk is poking out of the west pit.
G: There is a huge beanstalk growing out of the west pit up to the hole.
O: beanstalk
G: The hole is in the wall above the pit at this end of the room.
O: hole above pit
G: You are at the bottom of the western pit in the twopit room. There is a large hole in the wall about 25 feet above you.
G: There is nothing here to climb. Use ~up~ or ~out~ to leave the pit.
O: In West Pit
G: There is a tiny little plant in the pit, murmuring ~Water, water, ...~
G: There is a 12-foot-tall beanstalk stretching up out of the pit, bellowing ~Water!! Water!!~
G: There is a gigantic beanstalk stretching all the way up to the hole.
H: It's just a little plant!
G: You have climbed up the plant and out of the pit.^
G: You clamber up the plant and scurry through the hole at the top.^
G: The plant has exceptionally deep roots and cannot be pulled free.
G: You have nothing to water the plant with.
H: The bottle is empty.
G: The plant indignantly shakes the oil off its leaves and asks, ~Water?~
G: The plant spurts into furious growth for a few seconds.^^
G: The plant grows explosively, almost filling the bottom of the pit.^^
G: You've over-watered the plant! It's shriveling up! It's, it's...^^
O: plant
G: You are at the east end of the twopit room. The floor here is littered with thin rock slabs, which make it easy to descend the pits. There is a path here bypassing the pits to connect passages from east and west. There are holes all over, but the only big one is on the wall directly over the west pit where you can't get to it.
O: At East End of Twopit Room
G: They almost form natural stairs down into the pit.
H: Surely you're joking.
O: thin rock slabs
G: You are at the bottom of the eastern pit in the twopit room. There is a small pool of oil in one corner of the pit.
O: In East Pit
G: It looks like ordinary oil.
H: Absolutely not.
G: You have nothing in which to carry the oil.
G: You have nothing in which to carry the oil.
O: pool of oil
G: The hole is in the wall above you.
O: hole above pit
G: You are in a large low circular chamber whose floor is an immense slab fallen from the ceiling (slab room). East and west there once were large passages, but they are now filled with boulders. Low small passages go north and south, and the south one quickly bends west around the boulders.
O: Slab Room
G: It is now the floor here.
H: Surely you're joking.
O: slab
G: They're just ordinary boulders.
O: boulders
G: You are in a secret N/S canyon above a large room.
O: Secret N/S Canyon
G: You are in a secret N/S canyon above a sizable passage.
O: Secret N/S Canyon
G: You are in a secret canyon at a junction of three canyons, bearing north, south, and se. The north one is as tall as the other two combined.
O: Junction of Three Secret Canyons
G: You are in a large low room. Crawls lead north, se, and sw.
O: Large Low Room
G: This is a dead end crawl.
O: Dead End Crawl
G: You are in a secret canyon which here runs E/W. It crosses over a very tight canyon 15 feet below. If you go down you may not be able to get back up.
O: Secret E/W Canyon Above Tight Canyon
G: You are at a wide place in a very tight N/S canyon.
O: N/S Canyon
G: The canyon here becomes too tight to go further south.
O: Canyon Dead End
G: You are in a tall E/W canyon. A low tight crawl goes 3 feet north and seems to open up.
O: In Tall E/W Canyon
G: A large stalactite extends from the roof and almost reaches the floor below. You could climb down it, and jump from it to the floor, but having done so you would be unable to reach it to climb back up.
O: Atop Stalactite
G: You could probably climb down it, but you can forget coming back up.
H: Do get a grip on yourself.
O: stalactite
G: You are in a secret canyon which exits to the north and east.
G: The dragon looks rather nasty. You'd best not try to get by.
G: The dragon looks rather nasty. You'd best not try to get by.
G: Congratulations! You have just vanquished a dragon with your bare hands! (Unbelievable, isn't it?)
H: I should think not.
O: Secret Canyon
G: I wouldn't mess with it if I were you.
G: A huge green fierce dragon bars the way!
H: With what? Your bare hands?
H: The dragon is implacable.
G: You'd probably be better off using your bare hands than that thing!
G: The axe bounces harmlessly off the dragon's thick scales.
O: dragon
G: You'll need to get the dragon to move first!
G: The dragon is sprawled out on the Persian rug!
G: The Persian rug is spread out on the floor here.
O: Persian rug
G: The body of a huge green dead dragon is lying off to one side.
G: You've already done enough damage!
O: dragon's body
G: The canyon runs into a mass of boulders -- dead end.
O: (Dead_End_8)
O: (Alike_Maze_11)
O: (Dead_End_9)
O: (Dead_End_10)
O: (Alike_Maze_12)
O: (Alike_Maze_13)
O: (Dead_End_11)
O: (Dead_End_12)
O: (Alike_Maze_14)
G: This is the pirate's dead end.
G: You've found the pirate's treasure chest!
O: (Dead_End_13)
G: It's the pirate's treasure chest, filled with riches of all kinds!
G: The pirate's treasure chest is here!
O: treasure chest
G: You are in a long, narrow corridor stretching out of sight to the west. At the eastern end is a hole through which you can see a profusion of leaves.
H: You fall and break your neck!
O: In Narrow Corridor
G: The leaves appear to be attached to the beanstalk you climbed to get here.
G: some
H: 69,105.
O: leaves
G: You are at the top of a steep incline above a large room. You could climb down here, but you would not be able to climb up. There is a passage leading back to the north.
O: Steep Incline Above Large Room
G: You are in the giant room. The ceiling here is too high up for your lamp to show it. Cavernous passages lead east, north, and south. On the west wall is scrawled the inscription, ~Fee fie foe foo~ [sic].
O: Giant Room
G: It says, ~Fee fie foe foo [sic].~
O: scrawled inscription
G: The nest is filled with beautiful golden eggs!
G: There is a large nest here, full of golden eggs!
O: nest of golden eggs
G: The passage here is blocked by a recent cave-in.
O: Recent Cave-in
G: You are at one end of an immense north/south passage.
H: (first wrenching the door open)^
O: Immense N/S Passage
G: It's just a big iron door.
G: The way north is barred by a massive, rusty, iron door.
G: The way north leads through a massive, rusty, iron door.
G: The hinges are quite thoroughly rusted now and won't budge.
G: With all the effort it took to get the door open, I wouldn't suggest closing it again.
G: No problem there -- it already is.
G: The oil has freed up the hinges so that the door will now move, although it requires some effort.
H: You have nothing to oil it with.
G: The hinges are quite thoroughly rusted now and won't budge.
G: You have nothing to water it with.
G: The door heaves open with a shower of rust.
O: rusty door
G: You are in a magnificent cavern with a rushing stream, which cascades over a sparkling waterfall into a roaring whirlpool which disappears through a hole in the floor. Passages exit to the south and west.
O: In Cavern With Waterfall
G: Wouldn't want to go down in in a barrel!
O: waterfall
G: The trident is covered with fabulous jewels!
G: There is a jewel-encrusted trident here!
O: jeweled trident
G: You are in the soft room. The walls are covered with heavy curtains, the floor with a thick pile carpet. Moss covers the ceiling.
O: In Soft Room
G: The carpet is quite plush.
O: carpet
G: They seem to absorb sound very well.
G: Now don't go ripping up the place!
G: You don't find anything exciting behind the curtains.
O: curtains
G: It just looks like your typical, everyday moss.
G: It crumbles to nothing in your hands.
O: moss
G: It's just a small velvet pillow.
G: A small velvet pillow lies on the floor.
O: velvet pillow
G: This is the oriental room. Ancient oriental cave drawings cover the walls. A gently sloping passage leads upward to the north, another passage leads se, and a hands and knees crawl leads west.
O: Oriental Room
G: They seem to depict people and animals.
O: ancient oriental drawings
G: It's a delicate, precious, ming vase!
G: (coming to rest, delicately, on the velvet pillow)^
G: The ming vase drops with a delicate crash.
G: You have taken the vase and hurled it delicately to the ground.
G: The vase is too fragile to use as a container.
O: ming vase
G: The floor is littered with worthless shards of pottery.
G: They look to be the remains of what was once a beautiful vase. I guess some oaf must have dropped it.
O: some worthless shards of pottery
G: You are following a wide path around the outer edge of a large cavern. Far below, through a heavy white mist, strange splashing noises can be heard. The mist rises up through a fissure in the ceiling. The path exits to the south and west.
O: Misty Cavern
G: You can't really get close enough to examine it.
O: fissure
G: You are in an alcove. A small northwest path seems to widen after a short distance. An extremely tight tunnel leads east. It looks like a very tight squeeze. An eerie light can be seen at the other end.
G: Something you're carrying won't fit through the tunnel with you. You'd best take inventory and drop something.
O: Alcove
G: You're in a small chamber lit by an eerie green light. An extremely narrow tunnel exits to the west. A dark corridor leads northeast.
G: Something you're carrying won't fit through the tunnel with you. You'd best take inventory and drop something.
O: Plover Room
G: an
G: Plover's eggs, by the way, are quite large.
G: There is an emerald here the size of a plover's egg!
O: emerald the size of a plover's egg
G: You're in the dark-room. A corridor leading south is the only exit.
O: The Dark Room
G: A massive stone tablet imbedded in the wall reads: ~Congratulations on bringing light into the dark-room!~
O: stone tablet
G: There is a platinum pyramid here, 8 inches on a side!
G: The platinum pyramid is 8 inches on a side!
O: platinum pyramid
G: You are in an arched hall. A coral passage once continued up and east from here, but is now blocked by debris. The air smells of sea water.
O: Arched Hall
G: You're in a large room carved out of sedimentary rock. The floor and walls are littered with bits of shells imbedded in the stone. A shallow passage proceeds downward, and a somewhat steeper one leads up. A low hands and knees passage enters from the south.
G: You can't fit this five-foot oyster through that little passage!
G: You can't fit this five-foot clam through that little passage!
O: Shell Room
G: There is an enormous oyster here with its shell tightly closed.
G: There is an enormous clam here with its shell tightly closed.
G: Interesting. There seems to be something written on the underside of the oyster:^^~There is something strange about this place, such that one of the words I've always known now has a new effect.~
H: A giant bivalve of some kind.
G: You aren't strong enough to open the clam with your bare hands.
G: isn't strong enough to open the clam.
G: The oyster creaks open, revealing nothing but oyster inside. It promptly snaps shut again.
G: A glistening pearl falls out of the clam and rolls away. Goodness, this must really be an oyster. (I never was very good at identifying bivalves.) Whatever it is, it has now snapped shut again.
G: The shell is very strong and is impervious to attack.
O: giant clam
G: It's incredibly large!
G: Off to one side lies a glistening pearl!
O: glistening pearl
G: You are in a long sloping corridor with ragged sharp walls.
O: Ragged Corridor
G: You are in a cul-de-sac about eight feet across.
O: Cul-de-Sac
G: You are in an anteroom leading to a large passage to the east. Small passages go west and up. The remnants of recent digging are evident.
O: In Anteroom
G: A sign in midair here says ~Cave under construction beyond this point. Proceed at own risk. [Witt Construction Company]~
G: It's hanging way above your head.
O: sign
G: There are a few recent issues of ~Spelunker Today~ magazine here.
G: I'm afraid the magazines are written in Dwarvish.
G: a few
H: You really are at wit's end.
O: recent issues of ~Spelunker Today~
G: You are at Witt's End. Passages lead off in *all* directions.
G: You have crawled around in some little holes and found your way blocked by a recent cave-in. You are now back in the main passage.
G: You have crawled around in some little holes and wound up back in the main passage.
O: At Witt's End
G: You are in a north/south canyon about 25 feet across. The floor is covered by white mist seeping in from the north. The walls extend upward for well over 100 feet. Suspended from some unseen point far above you, an enormous two-sided mirror is hanging parallel to and midway between the canyon walls.^^A small window can be seen in either wall, some fifty feet up.
O: In Mirror Canyon
G: The mirror is obviously provided for the use of the dwarves who, as you know, are extremely vain.
G: The mirror is obviously provided for the use of the dwarves, who as you know, are extremely vain.
H: You can't reach it from here.
O: suspended mirror
G: You're at a low window overlooking a huge pit, which extends up out of sight. A floor is indistinctly visible over 50 feet below. Traces of white mist cover the floor of the pit, becoming thicker to the left. Marks in the dust around the window would seem to indicate that someone has been here recently. Directly across the pit from you and 25 feet away there is a similar window looking into a lighted room. A shadowy figure can be seen there peering back at you.
G: The only passage is back west to the junction.
H: You jump and break your neck!
G: The shadowy figure waves back at you!
O: At Window on Pit
G: You are at the edge of a large underground reservoir. An opaque cloud of white mist fills the room and rises rapidly upward. The lake is fed by a stream, which tumbles out of a hole in the wall about 10 feet overhead and splashes noisily into the water somewhere within the mist. The only passage goes back toward the south.
G: The water is icy cold, and you would soon freeze to death.
O: At Reservoir
G: You are in a long winding corridor sloping out of sight in both directions.
G: The corridor slopes steeply up and down.
O: Sloping Corridor
G: You are on one side of a large, deep chasm. A heavy white mist rising up from below obscures all view of the far side. A southwest path leads away from the chasm into a winding corridor.
G: The path winds southwest.
G: I respectfully suggest you go across the bridge instead of jumping.
H: You didn't make it.
O: On SW Side of Chasm
G: Just as you reach the other side, the bridge buckles beneath the weight of the bear, which was still following you around. You scrabble desperately for support, but as the bridge collapses you stumble back and fall into the chasm.
G: The troll refuses to let you cross.
G: The troll steps out from beneath the bridge and blocks your way.
G: It just looks like an ordinary, but unstable, bridge.
G: A rickety wooden bridge extends across the chasm, vanishing into the mist.^^A sign posted on the bridge reads, ~Stop! Pay troll!~^
H: The troll is nowhere to be seen.
O: rickety bridge
G: Trolls are close relatives with rocks and have skin as tough as that of a rhinoceros.
G: A burly troll stands by the bridge and insists you throw him a treasure before you may cross.
G: The troll laughs aloud at your pitiful attempt to injure him.
G: The troll catches your treasure and scurries away out of sight.
G: Gluttony is not one of the troll's vices. Avarice, however, is.
H: The troll deftly catches
G: , examines it carefully, and tosses it back, declaring, ~Good workmanship, but it's not valuable enough.~
H: You'll be lucky.
H: Trolls make poor conversation.
O: burly troll
G: The wreckage of the troll bridge (and a dead bear) can be seen at the bottom of the chasm.
H: The wreckage is too far below.
O: wreckage of bridge
G: You are on the far side of the chasm. A northeast path leads away from the chasm on this side.
G: I respectfully suggest you go across the bridge instead of jumping.
H: You didn't make it.
O: On NE Side of Chasm
G: You're in a long east/west corridor. A faint rumbling noise can be heard in the distance.
O: In Corridor
G: The path forks here. The left fork leads northeast. A dull rumbling seems to get louder in that direction. The right fork leads southeast down a gentle slope. The main corridor enters from the west.
O: At Fork in Path
G: The walls are quite warm here. From the north can be heard a steady roar, so loud that the entire cave seems to be trembling. Another passage leads south, and a low crawl goes east.
O: At Junction With Warm Walls
G: You are on the edge of a breath-taking view. Far below you is an active volcano, from which great gouts of molten lava come surging out, cascading back down into the depths. The glowing rock fills the farthest reaches of the cavern with a blood-red glare, giving everything an eerie, macabre appearance. The air is filled with flickering sparks of ash and a heavy smell of brimstone. The walls are hot to the touch, and the thundering of the volcano drowns out all other sounds. Embedded in the jagged roof far overhead are myriad twisted formations composed of pure white alabaster, which scatter the murky light into sinister apparitions upon the walls. To one side is a deep gorge, filled with a bizarre chaos of tortured rock which seems to have been crafted by the devil himself. An immense river of fire crashes out from the depths of the volcano, burns its way through the gorge, and plummets into a bottomless pit far off to your left. To the right, an immense geyser of blistering steam erupts continuously from a barren island in the center of a sulfurous lake, which bubbles ominously. The far right wall is aflame with an incandescence of its own, which lends an additional infernal splendor to the already hellish scene. A dark, forboding passage exits to the south.
G: Don't be ridiculous!
O: At Breath-Taking View
G: Great gouts of molten lava come surging out of the volcano and go cascading back down into the depths. The glowing rock fills the farthest reaches of the cavern with a blood-red glare, giving everything an eerie, macabre appearance.
O: active volcano
G: The sparks too far away for you to get a good look at them.
O: sparks of ash
G: Embedded in the jagged roof far overhead are myriad twisted formations composed of pure white alabaster, which scatter the murky light into sinister apparitions upon the walls.
O: jagged roof
G: The gorge is filled with a bizarre chaos of tortured rock which seems to have been crafted by the devil himself.
O: deep gorge
G: The river of fire crashes out from the depths of the volcano, burns its way through the gorge, and plummets into a bottomless pit far off to your left.
O: river of fire
G: The geyser of blistering steam erupts continuously from a barren island in the center of a sulfurous lake, which bubbles ominously.
O: immense geyser
G: You are in a small chamber filled with large boulders. The walls are very warm, causing the air in the room to be almost stifling from the heat. The only exit is a crawl heading west, through which is coming a low rumbling.
O: In Chamber of Boulders
G: They're just ordinary boulders. They're warm.
O: boulders
G: a selection of
H: They smell wonderfully exotic!
O: rare spices
G: You are walking along a gently sloping north/south passage lined with oddly shaped limestone formations.
O: In Limestone Passage
G: Every now and then a particularly strange shape catches your eye.
O: limestone formations
G: You are standing at the entrance to a large, barren room. A sign posted above the entrance reads: ~Caution! Bear in room!~
O: In Front of Barren Room
G: The sign reads, ~Caution! Bear in room!~
O: caution sign
G: You are inside a barren room. The center of the room is completely empty except for some dust. Marks in the dust lead away toward the far end of the room. The only exit is the way you came in.
O: In Barren Room
G: It just looks like ordinary dust.
O: dust
G: You are being followed by a very large, tame bear.
G: There is a ferocious cave bear eyeing you from the far end of the room!
G: There is a gentle cave bear sitting placidly in one corner.
G: There is a contented-looking bear wandering about nearby.
G: The bear is confused; he only wants to be your friend.
G: With what? Your bare hands? Against *his* bear hands??
G: The bear is confused; he only wants to be your friend.
G: The axe misses and lands near the bear where you can't get at it.
G: The bear eagerly wolfs down your food, after which he seems to calm down considerably and even becomes rather friendly.
G: The bear doesn't seem very interested in your offer.
G: Uh-oh -- your offer only makes the bear angrier!
G: This is a Bear of very little brain.
H: The bear is extremely large,
H: but appears to be friendly.
H: and seems quite ferocious!
H: Surely you're joking!
G: The bear is still chained to the wall.
G: Ok, the bear's now following you around.
H: What?
G: The bear lumbers toward the troll, who lets out a startled shriek and scurries away. The bear soon gives up the pursuit and wanders back.
H: The bear wanders away from you.
H: ^The bear roars with delight.
G: ^The bear lumbers along behind you.
O: large cave bear
G: The bear is held back by a solid gold chain.
G: A solid golden chain lies in coils on the ground!
G: The chain has thick links of solid gold!
G: It's locked to the ferocious bear!
G: It's locked to the friendly bear.
G: There is no way to get past the bear to unlock the chain, which is probably just as well.
H: The mechanism won't lock again.
G: You unlock the chain, and set the tame bear free.
O: golden chain
G: Maze
O: DiffMazeRoom
G: You are in a maze of twisty little passages, all different.
O: (Different_Maze_1)
G: You are in a little maze of twisting passages, all different.
O: (Different_Maze_2)
G: You are in a maze of twisting little passages, all different.
O: (Different_Maze_3)
G: You are in a little maze of twisty passages, all different.
O: (Different_Maze_4)
G: You are in a twisting maze of little passages, all different.
O: (Different_Maze_5)
G: You are in a twisting little maze of passages, all different.
O: (Different_Maze_6)
G: You are in a twisty little maze of passages, all different.
O: (Different_Maze_7)
G: You are in a twisty maze of little passages, all different.
O: (Different_Maze_8)
G: You are in a little twisty maze of passages, all different.
O: (Different_Maze_9)
G: You are in a maze of little twisting passages, all different.
O: (Different_Maze_10)
G: You are in a maze of little twisty passages, all different.
O: (Different_Maze_11)
G: Dead End, near Vending Machine
G: You have reached a dead end. There is a massive vending machine here.
O: (Dead_End_14)
G: The message reads, ~This is not the maze where the pirate leaves his treasure chest.~
G: Hmmm... There is a message here scrawled in the dust in a flowery script.
O: message in the dust
G: The instructions on the vending machine read, ~Insert coins to receive fresh batteries.~
G: Soon after you insert the coins in the coin slot, the vending machines makes a grinding sound, and a set of fresh batteries falls at your feet.
G: The machine seems to be designed to take coins.
G: The machine is quite sturdy and survives your attack without getting so much as a scratch.
G: You don't find anything under the machine.
G: You can't get inside the machine.
G: The vending machine is far too heavy to move.
O: vending machine
G: They look like ordinary batteries. (A sepulchral voice says, ~Still going!~)
G: There are fresh batteries here.
H: A pair.
O: fresh batteries
G: They look like ordinary batteries.
G: Some worn-out batteries have been discarded nearby.
H: A pair.
O: worn-out batteries
G: It's probably not a good idea to get too close. Suffice it to say the little guy's pretty aggressive.
G: A threatening little dwarf hides in the shadows.
G: A dwarf appears, but with one casual blast the dragon vapourises him!
G: A threatening little dwarf comes out of the shadows!
H: ^The dwarf stalks after you...^
G: The dwarf throws a nasty little axe at you, misses, curses, and runs away.
G: The dwarf admires himself in the mirror.
G: The dwarf throws a nasty little knife at you,
H: and hits!
H: but misses!
G: ^Tiring of this, the dwarf slips away.
G: You boot the dwarf across the room. He curses, then gets up and brushes himself off. Now he's madder than ever!
G: You killed a little dwarf! The body vanishes in a cloud of greasy black smoke.
G: Missed! The little dwarf dodges out of the way of the axe.
G: You fool, dwarves eat only coal! Now you've made him *really* mad!
G: The dwarf is not at all interested in your offer. (The reason being, perhaps, that if he kills you he gets everything you have anyway.)
G: Not with your bare hands. No way.
O: threatening little dwarf
G: There is a little axe here.
G: It's just a little axe.
H: It's lying beside the bear.
G: No chance. It's lying beside the ferocious bear, quite within harm's way.
O: dwarvish axe
G: ^A bearded pirate appears, catches sight of the dwarf and runs away.
G: ^There are faint rustling noises from the darkness behind you. As you turn toward them, you spot a bearded pirate. He is carrying a large chest.^^~Shiver me timbers!~ he cries, ~I've been spotted! I'd best hie meself off to the maze to hide me chest!~^^With that, he vanishes into the gloom.
G: ^Out from the shadows behind you pounces a bearded pirate! ~Har, har,~ he chortles. ~I'll just take all this booty and hide it away with me chest deep in the maze!~ He snatches your treasure and vanishes into the gloom.
O: (Pirate)
G: ^A sepulchral voice reverberating through the cave says, ~Cave closing soon. All adventurers exit immediately through main office.~
O: (cave_closer)
G: ^The sepulchral voice intones, ~The cave is now closed.~ As the echoes fade, there is a blinding flash of light (and a small puff of orange smoke). . .^^As your eyes refocus, you look around...^
O: (endgame_timer)
G: You are at the northeast end of an immense room, even larger than the giant room. It appears to be a repository for the ~Adventure~ program. Massive torches far overhead bathe the room with smoky yellow light. Scattered about you can be seen a pile of bottles (all of them empty), a nursery of young beanstalks murmuring quietly, a bed of oysters, a bundle of black rods with rusty stars on their ends, and a collection of brass lanterns. Off to one side a great many dwarves are sleeping on the floor, snoring loudly. A sign nearby reads: ~Do not disturb the dwarves!~
O: NE End of Repository
G: It looks like an ordinary, albeit enormous, mirror.
G: An immense mirror is hanging against one wall, and stretches to the other end of the room, where various other sundry objects can be glimpsed dimly in the distance.
G: You strike the mirror a resounding blow, whereupon it shatters into a myriad tiny fragments.^^
O: enormous mirror
G: You've seen everything in here already, albeit in somewhat different contexts.
G: Realizing that by removing the loot here you'd be ruining the game for future players, you leave the ~Adventure~ materials where they are.
O: collection of adventure game materials
G: I wouldn't bother the dwarves if I were you.
G: hundreds of angry
H: What, all of them?
G: You prod the nearest dwarf, who wakes up grumpily, takes one look at you, curses, and grabs for his axe.^^
G: The resulting ruckus has awakened the dwarves. There are now dozens of threatening little dwarves in the room with you! Most of them throw knives at you! All of them get you!
O: sleeping dwarves
G: You are at the southwest end of the repository. To one side is a pit full of fierce green snakes. On the other side is a row of small wicker cages, each of which contains a little sulking bird. In one corner is a bundle of black rods with rusty marks on their ends. A large number of velvet pillows are scattered about on the floor. A vast mirror stretches off to the northeast. At your feet is a large steel grate, next to which is a sign which reads, ~TREASURE VAULT. Keys in main office.~
O: SW End of Repository
G: It just looks like an ordinary steel grate.
G: The grate is open.
G: The grate is closed.
O: steel grate
G: You've seen everything in here already, albeit in somewhat different contexts.
G: Realizing that by removing the loot here you'd be ruining the game for future players, you leave the ~Adventure~ materials where they are.
O: collection of adventure game materials
G: It's a three foot black rod with a rusty mark on an end.
G: A three foot black rod with a rusty mark on one end lies nearby.
H: Nothing happens.
O: black rod with a rusty mark on the end
H: ^^^^^Welcome to Adventure!^^
H: , earning you the rank of
H: Grandmaster Adventurer!
H: Master, first class.
H: Master, second class.
H: Junior Master.
H: Seasoned Adventurer.
H: Experienced Adventurer.
H: Adventurer.
H: Novice.
H: Amateur.
G: It is now pitch dark. If you proceed you will likely fall into a pit.
G: You fell into a pit and broke every bone in your body!
G: About Adventure
G: Instructions
G: History
G: Authenticity
G: Did you know...
G: I know of places, actions, and things. You can guide me using commands that are complete sentences. To move, try commands like ~enter,~ ~east,~ ~west,~ ~north,~ ~south,~ ~up,~ ~down,~ ~enter building,~ ~climb pole,~ etc.^^
G: I know about a few special objects, like a black rod hidden in the cave. These objects can be manipulated using some of the action words that I know. Usually you will need to give a verb followed by an object (along with descriptive adjectives when desired), but sometimes I can infer the object from the verb alone. Some objects also imply verbs; in particular, ~inventory~ implies ~take inventory~, which causes me to give you a list of what you're carrying. The objects have side effects; for instance, the rod scares the bird.^^
G: Many commands have abbreviations. For example, you can type ~i~ in place of ~inventory,~ ~x object~ instead of ~examine object,~ etc.^^
G: Usually people having trouble moving just need to try a few more words. Usually people trying unsuccessfully to manipulate an object are attempting something beyond their (or my!) capabilities and should try a completely different tack.^^
G: Note that cave passages turn a lot, and that leaving a room to the north does not guarantee entering the next from the south.^^
G: If you want to end your adventure early, type ~quit~. To suspend your adventure such that you can continue later, type ~save,~ and to resume a saved game, type ~restore.~ To see how well you're doing, type ~score~. To get full credit for a treasure, you must have left it safely in the building, though you get partial credit just for locating it. You lose points for getting killed, or for quitting, though the former costs you more. There are also points based on how much (if any) of the cave you've managed to explore; in particular, there is a large bonus just for getting in (to distinguish the beginners from the rest of the pack), and there are other ways to determine whether you've been through some of the more harrowing sections.^^
G: If you think you've found all the treasures, just keep exploring for a while. If nothing interesting happens, you haven't found them all yet. If something interesting *does* happen, it means you're getting a bonus and have an opportunity to garner many more points in the master's section.^^
H: Good luck!
G: Perhaps the first adventurer was a mulatto slave named Stephen Bishop, born about 1820: `slight, graceful, and very handsome'; a `quick, daring, enthusiastic' guide to the Mammoth Cave in the Kentucky karst. The story of the Cave is a curious microcosm of American history. Its discovery is a matter of legend dating back to the 1790s; it is said that a hunter, John Houchin, pursued a wounded bear to a large pit near the Green River and
G: stumbled upon the entrance. The entrance was thick with bats and by the War of 1812 was intensively mined for guano, dissolved into nitrate vats to make saltpetre for gunpowder. After the war prices fell; but the Cave became a minor side-show when a dessicated Indian mummy was found nearby, sitting upright in a stone coffin, surrounded by talismans. In 1815, Fawn Hoof, as she was nicknamed after one of the charms, was taken away by a circus, drawing crowds across America (a tour rather reminiscent of Don McLean's song `The Legend of Andrew McCrew'). She ended up in the Smithsonian but by the 1820s the Cave was being called one of the wonders of the world, largely due to her posthumous efforts.^^
G: By the early nineteenth century European caves were big tourist attractions, but hardly anyone visited the Mammoth, `wonder of the world' or not. Nor was it then especially large (the name was a leftover from the miners, who boasted of their mammoth yields of guano). In 1838, Stephen Bishop's owner bought up the Cave. Stephen, as (being a slave) he was invariably called, was by any standards a remarkable man: self-educated in Latin and Greek, he became famous as the `chief ruler' of his underground realm. He
G: explored and named much of the layout in his spare time, doubling the known map in a year. The distinctive flavour of the Cave's names - half-homespun American, half-classical - started with Stephen: the River Styx, the Snowball Room, Little Bat Avenue, the Giant Dome. Stephen found strange blind fish, snakes, silent crickets, the remains of cave bears (savage, playful creatures, five feet long and four high, which became extinct at the end of the last Ice Age), centuries-old Indian gypsum workings and ever more cave. His 1842 map, drafted entirely from memory, was still in use forty years later.^^
G: As a tourist attraction (and, since Stephen's owner was a philanthropist, briefly a sanatorium for tuberculosis, owing to a hopeless medical theory) the Cave became big business: for decades nearby caves were hotly seized and legal title endlessly challenged. The neighbouring chain, across Houchins Valley in the Flint Ridge, opened the Great Onyx Cave in 1912. By the 1920s, the Kentucky Cave
G: Wars were in full swing. Rival owners diverted tourists with fake policemen, employed stooges to heckle each other's guided tours, burned down ticket huts, put out libellous and forged advertisements. Cave exploration became so dangerous and secretive that finally in 1941 the U.S. Government stepped in, made much of the area a National Park and effectively banned caving. The gold rush of tourists was, in any case, waning.^^
G: Convinced that the Mammoth and Flint Ridge caves were all linked in a huge chain, explorers tried secret entrances for years, eventually winning official backing. Throughout the 1960s all connections from Flint Ridge - difficult and water-filled tunnels - ended frustratingly in chokes of boulders. A `reed-thin' physicist, Patricia Crowther, made the breakthrough in 1972 when she got through the Tight Spot and found a muddy passage: it was a hidden way into the Mammoth Cave.^^
G: Under the terms of his owner's will, Stephen Bishop was freed in 1856, at which time the cave boasted 226 avenues, 47 domes, 23 pits and 8 waterfalls. He died a year later, before he could buy his wife and son. In the 1970s, Crowther's muddy passage was found on his map.^^
G: The Mammoth Cave is huge, its full extent still a matter of speculation (estimates vary from 300 to 500 miles). Although this game has often been called ~Colossal Cave~, it is actually a simulation of the Bedquilt Cave region. Here is Will Crowther's story of how it came about:^^
G: ~I had been involved in a non-computer role-playing game called Dungeons and Dragons at the time, and also I had been actively exploring in caves - Mammoth Cave in Kentucky in particular. Suddenly, I got involved in a divorce, and that left me a bit pulled apart in various ways. In particular I was missing my kids. Also the caving had stopped, because that had become awkward, so I decided I would fool around and write a program that was a re-creation in fantasy of my caving, and also would be a game for the kids, and perhaps some aspects of the Dungeons and Dragons that I had been playing.^^
G: ~My idea was that it would be a computer game that would not be intimidating to non-computer people, and that was one of the reasons why I made it so that the player directs the game with natural language input, instead of more standardized commands. My kids thought it was a lot of fun.~ [Quoted in ~Genesis II: Creation and Recreation with Computers~, Dale Peterson (1983).]^^
G: Crowther's original FORTRAN program had five or so treasures, but no formal scoring. The challenge was really to explore, though there was opposition from for instance the snake. Like the real Bedquilt region, Crowther's simulation has a map on about four levels of depth and is rich in geological detail. A good example is the orange column which descends to the Orange River Rock room (where the bird lives): the real column is of orange travertine, a beautiful mineral found in wet limestone.^^
G: The game's language is loaded with references to caving, to `domes' and `crawls'. A `slab room', for instance, is a very old cave whose roof has begun to break away into sharp flakes which litter the floor in a crazy heap. The program's use of the word `room' for all manner of caves and places seems slightly sloppy in everyday
G: English, but is widespread in American caving and goes back as far as Stephen Bishop: so the Adventure-games usage of the word `room' to mean `place' may even be bequeathed from him.^^
G: The game took its decisive step toward puzzle-solving when Don Woods, a student at Stanford, debugged and expanded it. He tripled the number of treasures and added the non-geological zones: everything from the Troll Bridge onward, together with most of the antechambers on the Bedquilt level. All of the many imitations and extensions of the original Adventure are essentially based on Woods's 350-point edition. (Many bloated, corrupted or enhanced - it depends how you see it - versions of the game are in Internet circulation, and the most useful way to identify them is by the maximum attainable score. Many versions exist scoring up to around the 400s and 500s, and one up to 1000. Woods himself continues to release new versions of his game; most of the other extenders haven't his talent.)^^
G: Although the game has veered away from pure simulation, a good deal of it remains realistic. Cavers do turn back when their carbide lamps flicker; there are indeed mysterious markings and initials on the cave walls, some left by the miners, some by Bishop, some by 1920s explorers. Of course there isn't an active volcano in central Kentucky, nor are there dragons and dwarves. But even these embellishments are, in a sense, derived
G: from tradition: like most of the early role-playing games, `Adventure' owes much to J. R. R. Tolkien's `The Hobbit', and the passage through the mountains and Moria of `The Lord of the Rings' (arguably its most dramatic and atmospheric passage). Tolkien himself, the most successful myth-maker of the twentieth century, worked from the example of Icelandic, Finnish and Welsh sagas.^^
G: By 1977 tapes of `Adventure' were being circulated widely, by the Digital user group DECUS, amongst others: taking over lunchtimes and weekends wherever it went... but that's another story. (Tracy Kidder's fascinating book `The Soul of a New Machine', a journalist's-eye-view of a mainframe computer development group, catches it well.)^^
G: This is a copy at third or fourth hand: from Will Crowther's original to Donald Woods's 350-point edition to Donald Ekman's PC port to David M. Baggett's excellent TADS version (1993), to this.^^
G: This port is fairly close to the original. The puzzles, items and places of Woods's original 350-point version are exactly those here.^^
G: I have added a few helpful messages, such as ~This is a dead end.~, here and there: and restored some ~initial position~ messages from objects, such as the (rather lame)^^ There is tasty food here.^^from source files which are certainly early but of doubtful provenance. They seem to sit well with the rest of the text.^^
G: The scoring system is the original, except that you no longer lose 4 points for quitting (since you don't get the score if you quit an Inform game, this makes no difference) and, controversially, I award 5 points for currently carrying a treasure, as some early 1980s ports did. The rank names are tidied up a little. The only significant rule change is that one cannot use magic words until their destinations have been visited.^^
G: The dwarves are simpler in their movements, but on the other hand I have added a very few messages to make them interact better with the rest of the game. The probabilities are as in the original game.^^
G: In the original one could type the name of a room to visit it: for the sake of keeping the code small, I have omitted this feature, but with some regrets.^^
G: The text itself is almost everywhere preserved intact, but I've corrected some spelling and grammatical mistakes (and altered a couple of utterly misleading and gnomic remarks). The instructions have been slightly altered (for obvious reasons) but are basically as written.^^
G: A good source for details is David Baggett's source code, which is circulated on the Internet.
H: Did you know that...^^
G: The five dwarves have a 96% chance of following you, except into light, down pits or when admiring themselves: and the nasty little knives are 9.5% accurate.^^
G: Dragons burn up dwarves (perhaps because dwarves eat only coal).^^
G: The bear (who likes the volcano) is too heavy for the bridge... and you can go back to the scene after being resurrected.^^
G: You can slip past the snake into the secret E/W canyon, 35% of the time at any rate. And walking about in the dark is not all that gruesome: it carries only a 25% risk of falling down a pit.^^
G: The vase does not like being immersed.^^
G: Shadowy figures can wave to each other.^^
G: Watering the hinges of the door rusts them up again.^^
G: When the cave closes, the grate is locked and the keys are thrown away, creatures run off and the crystal bridge vanishes...^^
G: ...and a completely useless hint is written on the giant oyster's shell in the end game.^^
G: The last lousy point can be won by... but no. That would be telling.
G: There is information provided on the following:^^ Instructions for playing ^ A historical preface ^ How authentic is this edition?^
G: There is information provided on the following:^^ Instructions for playing ^ A historical preface ^ How authentic is this edition? ^ Did you know...^
H: You can't catch
H: .
H: You can't release
H: .
H: Water? What water?
H: Oil? What oil?
H: You have no lamp.
H: You have no lamp.
H: Nothing happens.
H: Nothing happens.
H: Nothing happens.
H: Get it right, dummy!
H: Nothing happens.
G: The nest of golden eggs has vanished!^
H: Done!
G: ^^A large nest full of golden eggs suddenly appears out of nowhere!
H: Ok.
H: There are a multitude.
H: I see one (1)
H: .
G: You'll have to be a bit more explicit than that.
H: Blasting requires dynamite.
G: Been eating those funny brownies again?
G: Good try, but that is an old worn-out magic word.
H: Frustrating, isn't it?
G: There is a loud explosion, and a twenty-foot hole appears in the far wall, burying the dwarves in the rubble. You march through the hole and find yourself in the main office, where a cheering band of friendly elves carry the conquering adventurer off into the sunset.
G: There is a loud explosion, and a twenty-foot hole appears in the far wall, burying the snakes in the rubble. A river of molten lava pours in through the hole, destroying everything in its path, including you!
G: There is a loud explosion, and you are suddenly splashed across the walls of the room.
H: ^^
G: It looks as though you're dead. Well, seeing as how it's so close to closing time anyway, I think we'll just call it a day.
G: Oh dear, you seem to have gotten yourself killed. I might be able to help you out, but I've never really done this before. Do you want me to try to reincarnate you?^^
G: You clumsy oaf, you've done it again! I don't know how long I can keep this up. Do you want me to try reincarnating you again?^^
G: Now you've really done it! I'm out of orange smoke! You don't expect me to do a decent reincarnation without any orange smoke, do you?^^
H: >
H: Very well.
H: Probably a wise choice.
H: I thought not!
G: All right. But don't blame me if something goes wr......^^^^--- POOF!! ---^^You are engulfed in a cloud of orange smoke. Coughing and gasping, you emerge from the smoke and find that you're....^
G: Okay, now where did I put my orange smoke?.... >POOF!< ^^Everything disappears in a dense cloud of orange smoke.^
G: Okay, if you're so smart, do it yourself! I'm leaving!
V: write to
V: read
V: read
W: [ ~
W: ~.
W: (
W: ,
W: ,
W: ,
W: ,
W: ,
W: ,
W: ,
W: ,
W: ,
W: ,
W: ,
W: ,
W: ,
W: ,
W: ,
W: ) ]^
V: send message
V: increment
V: decrement
V: apply 'ofclass' for
W: ^[** Programming error:
W: class
V: : 'create' can have 0 to 3 parameters only **]
V: objectloop broken because the object
V: was moved while the loop passed through it **]
W: tried to print (char)
V: , which is not a valid ZSCII character code for output **]
V: tried to print (address) on something not the
W: byte address of a string **]
V: tried to print (string) on something not a
W: string **]
V: tried to print (object) on something not an
W: object or class **]
W: tried to
W: read from
W: write to
W: -
W: ->
W: in the
W: string
W: table
W: buffer
W: (->)
W: (-->)
W: array ~
W: ~, which has entries
W: up to
W: **]
W: read
W: write
W: outside memory using
W: -> **]
W: --> **]
W: test
W: find the
W: use
W: divide by zero **]
W: ~
W: in~ or ~notin
W: has~ or ~hasnt
W: parent
W: eldest
W: child
W: younger
W: sibling
W: children
W: youngest
W: elder
W: objectloop
W: }~ at end of ~objectloop
W: give~ an attribute to
W: **]
W: remove~
W: **]
W: move~
W: to
W: , which would make a loop:
W: in
W: in
W: **]
W: **]
V: give~ or test ~has~ or ~hasnt~ with a non-attribute on the object
W: **]
W: .&
W: .#
W: .
W: ~ of
W: **]
W: class
W: nothing
W:
W: (object number
W: )
W: is not of class
W: has a property
V: , but it is longer than 2 bytes so you cannot use ~.~
W: has no property
W: (and nor has any other object)
W: to
W: **]^
V: recreate
V: destroy
V: copy
V: copy
V: set
V: read
W: [Setting
W: .
W: to
W: ]^
W: ::
W: <number
W: >
S: <unknown attribute>
S: name
S: create
S: recreate
S: destroy
S: remaining
S: copy
S: call
S: print
S: print_to_array
S: animate
S: absent
S: clothing
S: concealed
S: container
S: door
S: edible
S: enterable
S: general
S: light
S: lockable
S: locked
S: moved
S: on
S: open
S: openable
S: proper
S: scenery
S: scored
S: static
S: supporter
S: switchable
S: talkable
S: transparent
S: visited
S: workflag
S: worn
S: male
S: female
S: neuter
S: pluralname
S: before
S: after
S: life
S: n_to
S: s_to
S: e_to
S: w_to
S: ne_to
S: nw_to
S: se_to
S: sw_to
S: u_to
S: d_to
S: in_to
S: out_to
S: door_to
S: with_key
S: door_dir
S: invent
S: plural
S: add_to_scope
S: list_together
S: react_before
S: react_after
S: grammar
S: orders
S: initial
S: when_open
S: when_closed
S: when_on
S: when_off
S: description
S: describe
S: article
S: cant_go
S: found_in
S: time_left
S: number
S: time_out
S: daemon
S: each_turn
S: capacity
S: short_name
S: short_name_indef
S: parse_name
S: articles
S: inside_description
S: play
S: compass_look
S: Look
S: Answer
S: Ask
S: Attack
S: Blow
S: Burn
S: Buy
S: Climb
S: Close
S: CommandsOff
S: CommandsOn
S: CommandsRead
S: Consult
S: Cut
S: Dig
S: Disrobe
S: Drink
S: Drop
S: Eat
S: EmptyT
S: Enter
S: Examine
S: Exit
S: Fill
S: FullScore
S: GetOff
S: Give
S: Go
S: Insert
S: Inv
S: Jump
S: JumpOver
S: Tie
S: Kiss
S: Listen
S: LMode1
S: LMode2
S: LMode3
S: Lock
S: LookUnder
S: Mild
S: No
S: Yes
S: NotifyOff
S: NotifyOn
S: Objects
S: Open
S: Places
S: Pray
S: Pronouns
S: Pull
S: Push
S: Turn
S: PushDir
S: PutOn
S: Quit
S: Remove
S: Restart
S: Restore
S: Rub
S: Save
S: Score
S: ScriptOff
S: ScriptOn
S: Search
S: Set
S: SetTo
S: Show
S: Sing
S: Sleep
S: Smell
S: Sorry
S: Squeeze
S: Strong
S: Swim
S: Swing
S: SwitchOff
S: SwitchOn
S: Take
S: Taste
S: Tell
S: Think
S: ThrowAt
S: Touch
S: Unlock
S: VagueGo
S: Verify
S: Wait
S: Wake
S: WakeOther
S: Wave
S: WaveHands
S: Wear
S: before_implicit
S: parse_input
S: AskTo
S: AskFor
S: RunAll
S: ext_initialise
S: GiveR
S: ShowR
S: begin_action
S: end_turn_sequence
S: RunUntil
S: RunWhile
S: ext_messages
S: Transfer
S: nodwarf
S: treasure_found
S: multitude
S: depositpoints
S: Xyzzy
S: Plugh
S: Count
S: power_remaining
S: replace_batteries
S: Empty
S: Release
S: Catch
S: Plover
S: height
S: Water
S: Oil
S: following_you
S: angry
S: Kick
S: has_stolen_something
S: has_been_spotted
S: wake_up
S: Version
S: GoIn
S: InvTall
S: InvWide
S: On
S: Off
S: OldMagic
S: Fee
S: Fie
S: Foe
S: Foo
S: Help
S: Use
S: Blast
S: BlastWith
S: LetGo
S: Receive
S: ThrownAt
S: Order
S: TheSame
S: PluralFound
S: ListMiscellany
S: Miscellany
S: Prompt
S: NotUnderstood
S: the_timers
S: inputobjs
S: multiple_object
S: kept_results
S: pattern
S: pattern2
S: line_ttype
S: line_tdata
S: line_token
S: match_list
S: match_classes
S: match_scores
S: buffer
S: parse
S: parse2
S: buffer2
S: buffer3
S: oops_workspace
S: PowersOfTwo_TB
S: LanguagePronouns
S: LanguageDescriptors
S: LanguageNumbers
S: LanguageArticles
S: LanguageGNAsToArticles
S: StorageForShortName
S: task_scores
S: task_done
I:
I: [Dictionary contains 728 entries:]
D: 20-foo
D: 2-inch
D: .
D: ,
D: a
D: about
D: above
D: abracadab
D: active
D: adjust
D: adventure
D: again
D: against
D: air
D: all
D: amusing
D: an
D: ancient
D: and
D: another
D: answer
D: apart
D: apparaiti
D: art
D: ash
D: ask
D: asp
D: at
D: attach
D: attack
D: awake
D: awaken
D: axe
D: babbling
D: bare
D: barren
D: bars
D: batteries
D: battery
D: bean
D: beanstalk
D: bear
D: beast
D: beautiful
D: bed
D: bedrock
D: bellowing
D: below
D: berries
D: berry
D: big
D: birch
D: bird
D: bivalve
D: bizarre
D: black
D: blast
D: blisterin
D: block
D: blood
D: blood-re
D: blow
D: body
D: both
D: bother
D: bottle
D: bottled
D: bottomles
D: boulder
D: boulders
D: box
D: brass
D: break
D: brick
D: bridge
D: brief
D: brook
D: bubbling
D: building
D: bump
D: bunch
D: burly
D: burn
D: bushes
D: but
D: buy
D: cage
D: capture
D: carpet
D: carry
D: catch
D: caution
D: cave
D: ceiling
D: chain
D: chains
D: chaos
D: check
D: cheerful
D: chest
D: chop
D: clam
D: clean
D: clear
D: climb
D: climbable
D: close
D: cobble
D: cobbles
D: cobblesto
D: cobra
D: coin
D: coins
D: column
D: comma,
D: company
D: construct
D: consult
D: corpse
D: count
D: cover
D: crack
D: cross
D: crossover
D: crude
D: crystal
D: curses
D: curtain
D: curtains
D: cut
D: d
D: damn
D: darn
D: dead
D: debris
D: deep
D: delicate
D: delicious
D: depressio
D: depth
D: describe
D: destroy
D: diameter
D: diamond
D: diamonds
D: die
D: dig
D: dirt
D: dirty
D: discard
D: display
D: disrobe
D: dive
D: doff
D: dome
D: don
D: door
D: douse
D: down
D: dozing
D: drag
D: dragon
D: dragon's
D: drat
D: drawings
D: drink
D: drop
D: dry
D: dust
D: dusty
D: dwarf
D: dwarven
D: dwarves
D: dwarves'
D: dwarvish
D: dynamite
D: e
D: each
D: east
D: eat
D: eerie
D: egg
D: egg-size
D: eggs
D: eight
D: eighteen
D: eleven
D: embrace
D: emerald
D: empty
D: encrusted
D: enormous
D: enter
D: every
D: everyday
D: everythin
D: examine
D: except
D: exit
D: exotic
D: explosive
D: exquisite
D: fabulous
D: fasten
D: fee
D: feed
D: feel
D: ferocious
D: fie
D: fierce
D: fiery
D: fifteen
D: fight
D: figure
D: fill
D: fine
D: finest
D: fire
D: fissure
D: five
D: fix
D: flask
D: flickerin
D: floor
D: flowery
D: foe
D: fondle
D: foo
D: foobar
D: food
D: foot
D: for
D: force
D: forest
D: formation
D: four
D: fourteen
D: free
D: fresh
D: from
D: frotz
D: fuck
D: full
D: fullscore
D: g
D: gate
D: get
D: geyser
D: giant
D: give
D: glistenin
D: glowing
D: go
D: gold
D: golden
D: gorge
D: grate
D: grating
D: grease
D: green
D: grille
D: grope
D: ground
D: grove
D: gully
D: h2o
D: hanging
D: hardwood
D: headlamp
D: headlight
D: hear
D: heavy
D: help
D: her
D: high
D: hill
D: him
D: hinge
D: hinges
D: his
D: hit
D: hocus
D: hold
D: hole
D: hop
D: house
D: hug
D: huge
D: i
D: immense
D: in
D: inch
D: incline
D: incredibl
D: individua
D: inscripti
D: insert
D: inside
D: into
D: inv
D: inventory
D: iron
D: island
D: issue
D: issues
D: it
D: its
D: jagged
D: jar
D: jemmy
D: jewel
D: jewel-en
D: jeweled
D: jewelry
D: jewels
D: jump
D: junk
D: key
D: keyring
D: keys
D: kick
D: kill
D: killer
D: kiss
D: l
D: lake
D: lamp
D: lantern
D: large
D: leaf
D: leave
D: leaves
D: lever
D: lie
D: light
D: lighted
D: lime
D: limestone
D: links
D: listen
D: lit
D: little
D: lizard
D: lock
D: long
D: look
D: low
D: lubricant
D: lubricate
D: macabre
D: machine
D: magazine
D: magazines
D: maple
D: mark
D: marks
D: massive
D: materials
D: me
D: mean
D: message
D: metal
D: ming
D: mirror
D: mist
D: monster
D: moss
D: mournful
D: move
D: mud
D: murder
D: murky
D: murmuring
D: my
D: myself
D: mysteriou
D: n
D: nap
D: nasty
D: ne
D: nest
D: nine
D: nineteen
D: no
D: normal
D: north
D: northeast
D: northwest
D: noscript
D: note
D: notify
D: nouns
D: nugget
D: nw
D: o
D: oak
D: objects
D: oddly
D: oddly-sh
D: of
D: off
D: offer
D: oil
D: on
D: one
D: onto
D: oops
D: open
D: open-ses
D: orange
D: ordinary
D: oriental
D: other
D: out
D: outside
D: over
D: oyster
D: paintings
D: path
D: pay
D: pearl
D: peel
D: persian
D: person
D: pick
D: pile
D: pillow
D: pine
D: pipe
D: pipes
D: pirate
D: pirate's
D: pit
D: places
D: plant
D: platinum
D: plover
D: plover's
D: plugh
D: polish
D: pool
D: pottery
D: pour
D: pray
D: precious
D: present
D: press
D: prise
D: prize
D: profusion
D: pronouns
D: prune
D: pry
D: pull
D: punch
D: purchase
D: push
D: put
D: pyramid
D: pyramidal
D: q
D: quality
D: quit
D: rare
D: ration
D: rations
D: read
D: recording
D: red
D: release
D: remains
D: remove
D: replay
D: repositor
D: reservoir
D: restart
D: restore
D: riches
D: rickety
D: river
D: road
D: rock
D: rocks
D: rocky
D: rod
D: roof
D: room
D: rope
D: rotate
D: rough
D: rub
D: rug
D: run
D: rushing
D: rusty
D: s
D: saplings
D: save
D: say
D: scale
D: scaly
D: score
D: scrawl
D: scrawled
D: screw
D: script
D: scrub
D: scrumptio
D: se
D: search
D: self
D: sesame
D: set
D: seven
D: seventeen
D: several
D: sewer
D: sewer-pi
D: shackles
D: shadow
D: shadowy
D: shag
D: shape
D: shaped
D: shapes
D: shards
D: shazam
D: shed
D: shift
D: shine
D: shiny
D: shit
D: short
D: shout
D: show
D: shut
D: side
D: sided
D: sign
D: silver
D: sing
D: sinister
D: sip
D: sit
D: six
D: sixteen
D: sized
D: skip
D: sky
D: slab
D: slabs
D: sleep
D: sleeping
D: slice
D: slit
D: slits
D: slot
D: small
D: smash
D: smell
D: snake
D: snakes
D: sniff
D: snoozing
D: snoring
D: sod
D: solid
D: some
D: sorry
D: south
D: southeast
D: southwest
D: spark
D: sparkling
D: sparks
D: speak
D: spelunker
D: spice
D: spices
D: splashing
D: spring
D: spruce
D: squash
D: squeeze
D: stair
D: staircase
D: stairs
D: stalactit
D: stalagmit
D: stalagtit
D: stalk
D: stand
D: star
D: steam
D: steel
D: stone
D: stones
D: stream
D: streambed
D: street
D: strong
D: stuff
D: sulferous
D: sulfrous
D: sulpherou
D: sulphrous
D: sundry
D: superbrie
D: suspended
D: sw
D: swallow
D: sweep
D: swim
D: swing
D: switch
D: tablet
D: take
D: tall
D: tame
D: taste
D: tasty
D: tell
D: ten
D: that
D: the
D: their
D: them
D: then
D: these
D: thick
D: thin
D: think
D: thirteen
D: thirty
D: thirty-f
D: this
D: those
D: threateni
D: three
D: through
D: throw
D: thump
D: tie
D: tiny
D: to
D: today
D: top
D: torches
D: torture
D: tortured
D: touch
D: transcrip
D: transfer
D: treasure
D: tree
D: trees
D: trident
D: tripe
D: troll
D: tumbling
D: turn
D: twelve
D: twenty
D: twist
D: two
D: two-side
D: twsited
D: typical
D: u
D: uncover
D: under
D: undo
D: unlit
D: unlock
D: unscrew
D: unscript
D: unstable
D: unwrap
D: up
D: use
D: valley
D: vanity
D: vapor
D: vase
D: velvet
D: vending
D: venemous
D: venomous
D: verbose
D: verify
D: version
D: volcano
D: w
D: wait
D: wake
D: walk
D: watch
D: water
D: waterfall
D: wave
D: wear
D: well
D: wellhouse
D: west
D: whirling
D: whirlpool
D: white
D: wicker
D: wide
D: window
D: wipe
D: wisps
D: with
D: witt
D: wobbly
D: worn
D: worn-out
D: worthless
D: wreck
D: wreckage
D: writing
D: x
D: xyzzy
D: y
D: y2
D: yes
D: yummy
D: z
I:
I: [End of transcript: release 5, serial 961209]
I:
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