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      *     This file was generated by AGT Decompiler v1.0
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STARTING_ROOM       2
TREASURE_ROOM       3000
RESURRECTION_ROOM   2
MAX_LIVES           3
MAXIMUM_SCORE           0

------------- Start of Room Definitions -------------
ROOM 2
 Drawing Room
   NORTH              7  <- Alcove
   EAST               3  <- Drawing Room
   SPECIAL            7  <- Alcove
   KEY                201  <- YARN
END_ROOM 2

ROOM_DESCR 2	{Drawing Room}
  You are standing on the west side of the fireplace in the drawing room of    
your house.  The chairs here are made of nicely polished wood, and the mantle  
over the hearth is very well kept up.  Everything, in fact, is exactly as it   
should be.  The sun is shining, birds are singing, and you feel that today of  
all days, nothing could possibly go wrong.                                     
END_ROOM_DESCR 2

ROOM 3
 Drawing Room
   WEST               2  <- Drawing Room
   SPECIAL            4  <- Drawing Room
   KEY                202  <- CLOCK
END_ROOM 3

ROOM_DESCR 3	{Drawing Room}
You are standing on the east side of the fireplace in the drawing room of your 
house.  The sun is shining in through all of the windows, even through the     
little stained-glass window in the southern door.  Once again, you feel that   
everything is as it should be.  You can't decide, however, whether to go out   
and play or to prepare for your Mathematics lessons.                           
END_ROOM_DESCR 3

ROOM 4
 Drawing Room
   SPECIAL            5  <- Drawing Room
   KEY                203  <- MIRROR
END_ROOM 4

ROOM_DESCR 4	{Drawing Room}
You are standing in front of the fireplace in the drawing room of your house.  
The sun is shining brightly, the birds are singing gaily, and all is right     
with the world.  "Could there possibly be" you think "a better day to go out   
and play and forget about Mathematics?"                                        
END_ROOM_DESCR 4

SPECIAL 4	{Drawing Room}
You turn the hands of the clock.....                                           
END_SPECIAL 4

ROOM 5
 Drawing Room
   SOUTH              8  <- Garden
END_ROOM 5

ROOM_DESCR 5	{Drawing Room}
You are sitting down in front of the fireplace in the drawing room of your     
house.  You feel as if you've fallen.  "But" you think "that is ridiculous.    
One must have been up somewhere to have fallen down, and as I've not been up I 
can't possibly have fallen down."  You think that this is good logic, but still
make a mental note to ask you mathematics tutor, Mr. Dodgson, about it.        
Suddenly you notice that the southern door (the one with the lovely little     
stained-glass window in it) is open.                                           
END_ROOM_DESCR 5

SPECIAL 5	{Drawing Room}
The mirror is sticky to the touch.                                             
END_SPECIAL 5

ROOM 6
 Bedroom
   GAME_END           
END_ROOM 6

ROOM_DESCR 6	{Bedroom}
You are in your bedroom.  Your bed is made (and quite nicely, thank you).  On  
your desk you see your mathematics texts, open to your latest lesson.  You     
suddenly realize that you haven't studied at all well, and are likely to fail  
whatever test your tutor (the eminent Mr. Dodgson) will be putting before you  
when he arrives.  You fear that your parents will be most displeased and that  
END_ROOM_DESCR 6

SPECIAL 6	{Bedroom}
Nanny is shocked at your impertinence!  She picks you up and takes you         
upstairs.                                                                      
END_SPECIAL 6

ROOM 7
 Alcove
   SOUTH              2  <- Drawing Room
   SPECIAL            6  <- Bedroom
   KEY                207  <- NANNY
END_ROOM 7

ROOM_DESCR 7	{Alcove}
You are standing in an alcove.  To the south is the west side of the drawing   
room.  Your father says that standing in this alcove puts you exactly north of 
the west side of the fireplace.  You think you understand what he means, but   
have never really taken the time to ask.                                       
END_ROOM_DESCR 7

SPECIAL 7	{Alcove}
The yarn untangles easily....perhaps a bit too easily.                         
END_SPECIAL 7

ROOM 8
 Garden
   NORTH              5  <- Drawing Room
   EAST               10  <- Thick Forest
   WEST               35  <- Dense Forest
END_ROOM 8

ROOM_DESCR 8	{Garden}
You are in the garden.  The sunlight out here lends a radiance to all of the   
flowers and plants.  Even the forest on both sides of the garden is.....       
"Wait," you think. "There never used to be a forest on the east and west sides 
of the garden.  In fact I'm quite sure that the Finchley-Smythes lived to the  
east of us, and the Hatton-Carrolls to the west.  Hmmm..."  Stranger still is  
the fact that there is a wall to the south where you could've sworn there was  
a path down to the river.                                                      
END_ROOM_DESCR 8

ROOM 9
 Denser Forest
   EAST               35  <- Dense Forest
   POINTS             12
END_ROOM 9

ROOM_DESCR 9	{Denser Forest}
The forest is even denser here.  You think perhaps you should turn around and  
go back to the garden.  Suddenly you realize the solution to a mathematics     
problem that has been eluding you for days.                                    
END_ROOM_DESCR 9

ROOM 10
 Thick Forest
   SOUTH              11  <- Tea Party
   WEST               8  <- Garden
END_ROOM 10

ROOM_DESCR 10	{Thick Forest}
The forest is very thick here and doesn't look particularly inviting.  Perhaps 
you should go back to the house to study your mathematics texts and forget all 
about exploration.  To the south there seems to be a clearing.                 
END_ROOM_DESCR 10

ROOM 11
 Tea Party
   NORTH              10  <- Thick Forest
   EAST               12  <- Tea Party
   WEST               13  <- Brook Crossing
END_ROOM 11

ROOM_DESCR 11	{Tea Party}
You seem to have blundered into a party of some sort.  Directly in front of you
is a crazed-looking man wearing a ridiculously oversized hat (to which the     
price tag is still affixed).  To your left (that's east) there is a large      
rabbit drinking tea.  You know that rabbits don't usually drink tea, so you    
suspect that there might be something amiss here.  Between the two is a table  
filled with sweets and various other goodies.  Most of these goodies have      
small signs on them that say "Not For Local Consumption".  To the west you     
see six little brooks.                                                         
END_ROOM_DESCR 11

ROOM 12
 Tea Party
   SOUTH              14  <- Beach
   WEST               11  <- Tea Party
END_ROOM 12

ROOM_DESCR 12	{Tea Party}
Well, well.....I see you've decided to mingle at this party.  In front of you  
is one of your hosts, a large furry fellow who bears an unfortunate resemblance
to a hare.  You decide to be the soul of tact and not mention this.  You look  
around you and see that there is another clearing to the south.                
END_ROOM_DESCR 12

ROOM 13
 Brook Crossing
   SOUTH              17  <- Shady Grove
   EAST               11  <- Tea Party
END_ROOM 13

ROOM_DESCR 13	{Brook Crossing}
You seem to have stumbled upon a little brook in the forest.  Removing your    
shoes, you jump over the brook (being very careful not to get wet).  To the    
south is another clearing.                                                     
END_ROOM_DESCR 13

ROOM 14
 Beach
   NORTH              12  <- Tea Party
   SOUTH              22  <- Sandy Beach
END_ROOM 14

ROOM_DESCR 14	{Beach}
You are now on a sandy beach that stretches to the south as far as your eye can
see.  (Admittedly, you aren't very tall, and can't see much, but take my word  
for it; it stretches a long way).                                              
END_ROOM_DESCR 14

ROOM 16
 Croquet Game
   NORTH              22  <- Sandy Beach
   WEST               37  <- Shady Grove
END_ROOM 16

ROOM_DESCR 16	{Croquet Game}
There is a croquet game in progress here.  The queen and king are taking turns 
hitting a ball (or is it a ball?) through the wickets.  Ah, croquet....the     
sport of kings (or is that the sport of archdukes?  Oh, well, no matter).      
It looks like fun...perhaps you may want to join in.  Perhaps....but perhaps   
you want to proceed west, where you see two people resting in a shady grove.   
END_ROOM_DESCR 16

ROOM 17
 Shady Grove
   NORTH              13  <- Brook Crossing
   SOUTH              23  <- Hall
   EAST               37  <- Shady Grove
   SPECIAL            18  <- Morning!
   KEY                220  <- KING
END_ROOM 17

ROOM_DESCR 17	{Shady Grove}
The Red King is lying here taking his afternoon nap.  You remember that there  
was a question you wanted to ask, but feel it would be marvelously rude to     
wake him.  "And best not wake him," says the King's messenger (who bears an    
uncanny resemblance to the Hatter), "for he's dreaming."  "And what," you ask, 
"could he be dreaming about?"  "Why, my dear" says the messenger, ever the soul
of politeness and grace "for all I know, he may be dreaming us.  So you see, if
he were to wake up, his dream would be over, and so might we."  You think this 
is the most ridiculous thing you've ever heard, but choose not to contradict so
gracious a gentleman.  The King's messenger then trots off to the South,       
leaving you utterly bewildered.                                                
END_ROOM_DESCR 17

ROOM 18
 Morning!
   GAME_END           
END_ROOM 18

ROOM_DESCR 18	{Morning!}
...all good advice to the contrary, you seem to have woken the Red King.  As   
he comes to, you feel yourself fading out, becoming an insignificant speck in  
a universe or similar specks....                                               
END_ROOM_DESCR 18

SPECIAL 18	{Morning!}
The Red King, alarmed at your touch, stirs...                                  
END_SPECIAL 18

ROOM 19
 Jail
   NORTH              20  <- Wild Party
   SOUTH              21  <- Forest Clearing
END_ROOM 19

ROOM_DESCR 19	{Jail}
My, my....what could this room be?  Why, there are bars on the windows and the 
doors!  It looks like a jail!  Of course both the north and the south doors are
slightly ajar, so it surely can't be much of a jail...if that is, in fact, what
it is.  You notice that the King's messenger is lying slumped in the corner.   
He notices you.  He gets up, and with a bow, proclaims "Well?  Are you going to
stand there all day?  Hurry up, we'll be late for the Party!"  You notice that 
he is quite disheveled, and you are not at all sure that you would care to     
attend any party that he was at.  He smiles, then spins around three times and 
rushes out the northern door.                                                  
END_ROOM_DESCR 19

SPECIAL 19	{Jail}
Don't you know what happens to people who take other people's brooches?        
Well, you're about to find out....                                             
END_SPECIAL 19

ROOM 20
 Wild Party
   SOUTH              19  <- Jail
   GAME_END           
END_ROOM 20

ROOM_DESCR 20	{Wild Party}
Why, if this doesn't absolutely take the cake (so to speak).  This is perhaps  
the strangest party you have ever seen!  The only attendees besides yourself   
are the Hatter, the Hare, and a Fieldmouse.  The Hatter and the Hare appear to 
be trying to stuff the Fieldmouse into a teapot.  While they are doing this,   
you notice that there are goodies strewn all over the table; so...you take the 
cake.....and the jam, and the scones, and the raspberry tarts, and the treacle,
and the chocolate pie, and....soon you are so full that you burst!             
END_ROOM_DESCR 20

ROOM 21
 Forest Clearing
   EAST               23  <- Hall
END_ROOM 21

ROOM_DESCR 21	{Forest Clearing}
You have entered a clearing in the forest.  You decide to sit down and rest    
when a voice startles you.  "Yoo-hoo, dearie," it says, "up here!  Yes, you!   
Look up!"  You look up in the tree expecting to see a penguin or something of  
that sort.  You are surprised to see a large Cheshire cat grinning down at you.
Since you have never before spoken to a cat (at least not one who spoke back), 
all you can do is exchange meaningless banter with it.  Suddenly the cat begins
to fade....and fade.....and fade...until there is nothing left of it but its   
moon-loony grin.                                                               
END_ROOM_DESCR 21

ROOM 22
 Sandy Beach
   NORTH              14  <- Beach
   SOUTH              16  <- Croquet Game
END_ROOM 22

ROOM_DESCR 22	{Sandy Beach}
The beach seems to stretch on forever.  To the south you see a small building  
illuminated by the rays of the moon.  This is odd because it's the middle of   
the afternoon.                                                                 
END_ROOM_DESCR 22

ROOM 23
 Hall
   NORTH              17  <- Shady Grove
   SOUTH              24  <- Entry Hall
   WEST               21  <- Forest Clearing
END_ROOM 23

ROOM_DESCR 23	{Hall}
You are standing in a long hallway.  There is a well-lit room to the south.    
END_ROOM_DESCR 23

ROOM 24
 Entry Hall
   NORTH              23  <- Hall
   EXIT               26  <- Coronation Hall
   SPECIAL            26  <- Coronation Hall
   KEY                215  <- SCEPTER
   LOCKED_DOOR        
END_ROOM 24

ROOM_DESCR 24	{Entry Hall}
This is the entry hall.  To the south is the room that you are supposed to     
enter from this hall. That must be, I suppose, why they call it an entry       
hall.  The south door is closed.                                               
END_ROOM_DESCR 24

ROOM 26
 Coronation Hall
   NORTH              24  <- Entry Hall
   SOUTH              27  <- Coronation Hall
   ENTER              24  <- Entry Hall
END_ROOM 26

ROOM_DESCR 26	{Coronation Hall}
The well-lit room turns out to be, of all things, a regal looking study. The   
Red Queen is here.  She turns to you and says "My Dear!  How very very nice to 
see you here!  You are just in time for your Coronation!  Come over here, my   
dear, and we'll dress you so that you'll be fit to be a Queen!"  Of course, she
hasn't asked you whether or not you want to be a Queen, but it would be        
impolite to refuse since she seems to have her heart set on it.  Oh, and       
don't forget to turn to the south to acknowledge the White Queen, as she       
seems to wish you to notice her.                                               
END_ROOM_DESCR 26

SPECIAL 26	{Coronation Hall}
The scepter opens the door easily....                                          
END_SPECIAL 26

ROOM 27
 Coronation Hall
   NORTH              26  <- Coronation Hall
   EXIT               28  <- Garden
   SPECIAL            28  <- Garden
   KEY                240  <- RING
   LOCKED_DOOR        
END_ROOM 27

ROOM_DESCR 27	{Coronation Hall}
The White Queen is also here to aid you in your Coronation.  You see that she  
has a new brooch, and this one is firmly pinned to her collar.  You curtsy to  
her.  She curtsies back and smiles at you.  Outside to the south (through a    
small stained-glass window in the door) you see a garden - just the thing      
for a post-Coronation stroll!                                                  
END_ROOM_DESCR 27

ROOM 28
 Garden
   NORTH              27  <- Coronation Hall
   EAST               29  <- Garden
   WEST               36  <- Home
END_ROOM 28

ROOM_DESCR 28	{Garden}
You have entered your garden.  "My," you think "soon I shall be home again. I  
only hope I haven't been missed."  You see your house to the east.             
END_ROOM_DESCR 28

SPECIAL 28	{Garden}
Pulling the ring also pulls the door open.....                                 
END_SPECIAL 28

ROOM 29
 Garden
   EAST               30  <- Garden
   WEST               36  <- Home
END_ROOM 29

ROOM_DESCR 29	{Garden}
You go towards your house joyfully.  In a short while you will be curled up    
before the fireplace, warm and toasty.                                         
END_ROOM_DESCR 29

ROOM 30
 Garden
   EAST               31  <- Garden
   WEST               36  <- Home
END_ROOM 30

ROOM_DESCR 30	{Garden}
My, but this garden is awfully large!  In the east you can still see the lights
of home.                                                                       
END_ROOM_DESCR 30

ROOM 31
 Garden
   EAST               32  <- Garden
   WEST               36  <- Home
END_ROOM 31

ROOM_DESCR 31	{Garden}
This garden is quit a bit larger than you remember it.  Perhaps you ought to   
rest, but it is such an awfully short way to your house.  (Still in the east,  
still in the distance.)                                                        
END_ROOM_DESCR 31

ROOM 32
 Garden
   EAST               33  <- Garden
   WEST               36  <- Home
END_ROOM 32

ROOM_DESCR 32	{Garden}
"If this garden doesn't end soon," you think, "I shall be like the White Queen 
and never know which way I'm going!"                                           
END_ROOM_DESCR 32

ROOM 33
 Garden
   EAST               34  <- Garden
   WEST               36  <- Home
END_ROOM 33

ROOM_DESCR 33	{Garden}
I should think by now you would be very tired.  Perhaps you should rest now.   
END_ROOM_DESCR 33

ROOM 34
 Garden
   EAST               28  <- Garden
   WEST               36  <- Home
END_ROOM 34

ROOM_DESCR 34	{Garden}
Did you ever have the feeling that you were going around in circles?           
END_ROOM_DESCR 34

ROOM 35
 Dense Forest
   EAST               8  <- Garden
   WEST               9  <- Denser Forest
END_ROOM 35

ROOM_DESCR 35	{Dense Forest}
The forest is very dense here.  All of the small animal cries seem louder than 
normal.  To the west the forest seems to grow denser, and an ominous galumphing
sound is emanating from there.                                                 
END_ROOM_DESCR 35

ROOM 36
 Home
   GAME_WIN           
END_ROOM 36

ROOM_DESCR 36	{Home}
You are standing on the front steps of your house.  The door opens.  Mama and  
Papa step out of the house and almost fall over themselves in their eagerness  
to hug you.  You've been missed.                                               
END_ROOM_DESCR 36

ROOM 37
 Shady Grove
   EAST               16  <- Croquet Game
   WEST               17  <- Shady Grove
   SPECIAL            19  <- Jail
   KEY                226  <- BROOCH
END_ROOM 37

ROOM_DESCR 37	{Shady Grove}
The white queen is here, fussing over something.  She seems to have stuck      
herself on a pin, for she is crying out terribly.  It would be presumptuous of 
you to try and comfort a queen, but it would be rude of you not to.  Quite a   
dilemma for a well-bred person such as yourself.                               
END_ROOM_DESCR 37

------------- Start of Noun Definitions -------------
NOUN 201
  YARN
  TANGLED
      There is a ball of yarn lying on the floor here
  UNMOVABLE          
  LOCATION           2 <-- Drawing Room
  PULLABLE           

END_NOUN 201

NOUN_DESCR 201	{YARN}
The ball of yarn seems to be incredibly tangled.  In fact, it seems to have    
gotten tangled into the rug itself!                                            
END_NOUN_DESCR 201

PULL_DESCR 201	{YARN}
You start to untangle the ball of yarn...                                      
END_PULL_DESCR 201

NOUN 202
  CLOCK
  SWISS
      There is a lovely Swiss clock on the mantelpiece
  WEIGHT             100
  UNMOVABLE          
  LOCATION           3 <-- Drawing Room
  OPEN               
  TURNABLE           

END_NOUN 202

NOUN_DESCR 202	{CLOCK}
The clock, although obviously a fine piece of craftsmanship, seems to be       
telling the wrong time.                                                        
END_NOUN_DESCR 202

TURN_DESCR 202	{CLOCK}
You turn the hands of the clock......                                          
END_TURN_DESCR 202

NOUN 203
  MIRROR
  SHINY
      There is a nicely framed mirror hanging above the fireplace
  UNMOVABLE          
  LOCATION           4 <-- Drawing Room
  OPEN               
  PUSHABLE           

END_NOUN 203

NOUN_DESCR 203	{MIRROR}
As you look into the mirror, everything seems out of focus somehow.  You would 
swear that the reflections of the little chess pieces are moving.  "I think"   
you think "that it must be an effect of the heat."                             
END_NOUN_DESCR 203

PUSH_DESCR  203	{MIRROR}
The mirror seems not to mind being touched.  In fact, it seems somewhat reluct-
ant to let go of your hand.                                                    
END_PUSH_DESCR 203

NOUN 204
  UMBRELLA
  OLD
      There is an old umbrella here
  UNMOVABLE          
  LOCATION           5 <-- Drawing Room
  CLOSEABLE          

END_NOUN 204

NOUN_DESCR 204	{UMBRELLA}
The umbrella has obviously seen better days.  It is frayed around the edges,   
the handle is warped, and it bulges unnaturally in several places.             
END_NOUN_DESCR 204

NOUN 205
  DAGGER
  SMALL
      There is a small dagger here.
  LOCATION           204 <-- Inside UMBRELLA
  OPEN               

END_NOUN 205

NOUN_DESCR 205	{DAGGER}
The dagger is small but very sharp.                                            
END_NOUN_DESCR 205

NOUN 206
  KEY
  SILVER
      There is a small silver key here.
  LOCATION           204 <-- Inside UMBRELLA
  OPEN               

END_NOUN 206

NOUN_DESCR 206	{KEY}
The key is very small and doesn't look as if it would open anything of great   
importance.                                                                    
END_NOUN_DESCR 206

NOUN 207
  NANNY
  IMPATIENT
      Your nanny is standing here.
  SIZE               100
  WEIGHT             100
  UNMOVABLE          
  LOCATION           7 <-- Alcove
  PUSHABLE           

END_NOUN 207

NOUN_DESCR 207	{NANNY}
She looks very impatient and seems on the verge of reminding you that there is 
something you should be doing.                                                 
END_NOUN_DESCR 207

PUSH_DESCR  207	{NANNY}
Nanny doesn't really like being pushed, and sends you upstairs to your bedroom 
to prepare for your mathematics lesson.                                        
END_PUSH_DESCR 207

NOUN 208
  CASE
  INSTRUMENT
      There is a musical instrument case here.
  UNMOVABLE          
  LOCATION           8 <-- Garden
  CLOSEABLE          
  LOCKABLE           
  LOCKED             
  KEY                206  <-- KEY

END_NOUN 208

NOUN_DESCR 208	{CASE}
The case is of a medium size.  It looks as if it would hold a violin, or       
perhaps a viola.                                                               
END_NOUN_DESCR 208

NOUN 209
  SWORD
  VORPAL
      There is a vorpal sword here.
  SIZE               4
  WEIGHT             10
  LOCATION           208 <-- Inside CASE
  READABLE           
  OPEN               

END_NOUN 209

NOUN_DESCR 209	{SWORD}
The sword is engraved from haft to tip with various drawings and inscriptions. 
One of the drawings seems to depict King Arthur with some of the Knights of the
Round Table.                                                                   
END_NOUN_DESCR 209

TEXT 209	{SWORD}
It says "American Express Blade.  Don't leave the garden without it."          
END_TEXT 209

NOUN 210
  WALL
  UNCLIMBABLE
      There is an unclimbable wall at the south end of the garden
  SIZE               999
  WEIGHT             999
  UNMOVABLE          
  LOCATION           8 <-- Garden
  READABLE           
  OPEN               

END_NOUN 210

NOUN_DESCR 210	{WALL}
The wall is made of red brick and white mortar.  You can see the workman's mark
on it.                                                                         
END_NOUN_DESCR 210

TEXT 210	{WALL}
On closer examination, the workman's mark reveals itself to be some very small 
but readable letters.  It says "Get back in the house at once, and study your  
mathematics!"                                                                  
END_TEXT 210

NOUN 211
  TEA
  CUPPA
      There is a cuppa tea on the table.
  LOCATION           11 <-- Tea Party
  READABLE           
  OPEN               
  DRINKABLE          

END_NOUN 211

NOUN_DESCR 211	{TEA}
The cup is small with very nice glaze work on the outside.  The name of the    
manufacturer is printed on the inside.                                         
END_NOUN_DESCR 211

TEXT 211	{TEA}
It says (and I quote) "Is Everybody Happy?"                                    
END_TEXT 211

NOUN 212
  JAM
  RASPBERRY
      There is some raspberry jam on the table.
  LOCATION           11 <-- Tea Party
  OPEN               
  EDIBLE             

END_NOUN 212

NOUN_DESCR 212	{JAM}
It is very, very, very sticky.  If you've handled it then you should probably  
go and wash your hands somewhere.                                              
END_NOUN_DESCR 212

NOUN 213
  SPOON
  SILVER
      There is a silver spoon lying here.
  LOCATION           12 <-- Tea Party
  OPEN               

END_NOUN 213

NOUN_DESCR 213	{SPOON}
This spoon is silver.  It is not unlike the proverbial silver spoon which      
resides in some infants' mouths.                                               
END_NOUN_DESCR 213

NOUN 214
  TARTS
  JAM
      There are some jam tarts on the table.
  LOCATION           12 <-- Tea Party
  OPEN               
  EDIBLE             

END_NOUN 214

NOUN_DESCR 214	{TARTS}
They look quite delicious.  Go ahead...take one!  Just don't ruin your appetite
END_NOUN_DESCR 214

NOUN 215
  SCEPTER
  ROYAL
      There is a Royal Scepter lying on the ground here.
  WEIGHT             4
  LOCATION           13 <-- Brook Crossing
  READABLE           
  TURNABLE           

END_NOUN 215

NOUN_DESCR 215	{SCEPTER}
The Scepter is very regal-looking.  Victoria herself would not be ashamed to   
carry such a scepter.  There are fine engravings along the length of it.       
END_NOUN_DESCR 215

TEXT 215	{SCEPTER}
It says "If found return to: Victoria, Buckingham Palace, London, England."    
END_TEXT 215

NOUN 216
  SHELL
  OYSTER
      There is an oyster shell near the rock on which the carpenter is sitting.
  UNMOVABLE          
  LOCATION           22 <-- Sandy Beach
  CLOSEABLE          
  LOCKABLE           
  LOCKED             
  KEY                213  <-- SPOON

END_NOUN 216

NOUN_DESCR 216	{SHELL}
The shell is closed.  If it were open, you could see that the oyster is        
smiling, because neither the Walrus or the Carpenter can seem to get at him.   
END_NOUN_DESCR 216

NOUN 217
  OYSTER
  UNSMILING
      There is an upset oyster here.
  LOCATION           216 <-- Inside SHELL
  OPEN               
  EDIBLE             
  POISONOUS          

END_NOUN 217

NOUN_DESCR 217	{OYSTER}
This particular oyster really does not look very edible.                       
END_NOUN_DESCR 217

NOUN 218
  HAMMER
  BALL-PEEN
      There is a ball peen hammer lying on the ground.
  SIZE               9
  WEIGHT             10
  LOCATION           14 <-- Beach

END_NOUN 218

NOUN_DESCR 218	{HAMMER}
The hammer is just an ordinary hammer named Bob.                               
END_NOUN_DESCR 218

NOUN 219
  MALLET
  CROQUET
      There is a croquet mallet nearby with your name on it.
  SIZE               5
  LOCATION           16 <-- Croquet Game
  OPEN               

END_NOUN 219

NOUN_DESCR 219	{MALLET}
It looks like your croquet mallet save for the tea strainer attached to its    
handle.                                                                        
END_NOUN_DESCR 219

NOUN 220
  KING
  RED
      The Red King is snoozing here.
  SIZE               101
  WEIGHT             101
  UNMOVABLE          
  LOCATION           17 <-- Shady Grove
  PUSHABLE           

END_NOUN 220

NOUN_DESCR 220	{KING}
He looks very comfortable...it would be a pity to wake him.                    
END_NOUN_DESCR 220

PUSH_DESCR  220	{KING}
The Red King stops snoring....                                                 
END_PUSH_DESCR 220

NOUN 221
  PAIL
  LUNCH
      The Red King's Royal Lunch Pail is by his side.
  UNMOVABLE          
  LOCATION           17 <-- Shady Grove
  CLOSEABLE          
  LOCKABLE           
  LOCKED             
  KEY                218  <-- HAMMER

END_NOUN 221

NOUN_DESCR 221	{PAIL}
Why do you have to examine things?  Most things are just there....and if they  
aren't, why, they should be!                                                   
END_NOUN_DESCR 221

NOUN 222
  BOOK
  TEXT
      There is a book here.
  LOCATION           221 <-- Inside PAIL
  READABLE           
  CLOSEABLE          

END_NOUN 222

NOUN_DESCR 222	{BOOK}
The title of the book is "Symbolic Logic."                                     
END_NOUN_DESCR 222

TEXT 222	{BOOK}
The frontspiece of the book reads "Why is someone who hasn't even studied their
mathematics lesson for the day looking at a book like this?"                   
END_TEXT 222

NOUN 223
  HAT
  HATTER'S
      The Hatter's hat is lying in the corner.
  LOCATION           19 <-- Jail
  OPEN               

END_NOUN 223

NOUN_DESCR 223	{HAT}
The hat is worn and frazzled, and there is a small note sticking out of the    
hatband.                                                                       
END_NOUN_DESCR 223

NOUN 224
  NOTE
  HAT
      There is a note here
  LOCATION           223 <-- Inside HAT
  READABLE           
  OPEN               

END_NOUN 224

NOUN_DESCR 224	{NOTE}
It seems to be written on very regal stationery.  In fact, if you look closely 
at the watermark on this stationery, it says "Off with their heads!"           
END_NOUN_DESCR 224

TEXT 224	{NOTE}
Why, it's a not from the White Queen to you!  It reads (actually, you read it, 
but why pick nits?):                                                           
'My Dear,                                                                      
   I forgive you for taking the brooch, and I hope I wasn't too short with you.
Sometimes when I do not stop and think, I can only see straight ahead, when    
what I want is actually behind me all of the time!                             
  So, please think kindly of me, and remember: always let a smile be your      
umbrella.                                                                      
                                       Sincerely,                              
                                       H.R.H. etc.,etc.'                       
END_TEXT 224

NOUN 225
  SMILE
  CAT'S
      The Cheshire cat's smile is lying on the ground.
  SIZE               4
  WEIGHT             9
  LOCATION           21 <-- Forest Clearing
  TURNABLE           

END_NOUN 225

NOUN_DESCR 225	{SMILE}
It's a very cheerful smile, but somehow disquieting.                           
END_NOUN_DESCR 225

NOUN 226
  BROOCH
  JEWELED
      The White Queen's brooch is lying on the ground.
  LOCATION           37 <-- Shady Grove
  OPEN               
  TURNABLE           

END_NOUN 226

NOUN_DESCR 226	{BROOCH}
It is a beautiful brooch set with dazzling jewels....at least it is on the     
face of it.                                                                    
END_NOUN_DESCR 226

TURN_DESCR 226	{BROOCH}
You turn the brooch over....                                                   
END_TURN_DESCR 226

NOUN 227
  VASE
  SCARLET
      There is a scarlet vase on a table here.
  UNMOVABLE          
  LOCATION           24 <-- Entry Hall
  OPEN               

END_NOUN 227

NOUN_DESCR 227	{VASE}
The vase is made of finely cut crystal.                                        
END_NOUN_DESCR 227

NOUN 228
  FLOWER
  RED
      There is a red flower
  LOCATION           227 <-- Inside VASE

END_NOUN 228

NOUN_DESCR 228	{FLOWER}
It's probably a rose.  It smells like a rose.  It has thorns like a rose.  It  
looks like all of the other roses that you've ever seen. QED, it is a rose.    
END_NOUN_DESCR 228

NOUN 230
  ROBE
  ROYAL
      Your Robe of State is hanging from a hook.
  SIZE               15
  WEIGHT             20
  LOCATION           26 <-- Coronation Hall

END_NOUN 230

NOUN_DESCR 230	{ROBE}
The robe is lined with mink and has ermine trim all around it.  It looks a bit 
too warm for the weather, but you probably should wear it to avoid hurt        
feelings all round.                                                            
END_NOUN_DESCR 230

NOUN 231
  QUEEN
  WHITE
            The white queen seems upset about something.
  SIZE               999
  WEIGHT             999
  UNMOVABLE          
  LOCATION           37 <-- Shady Grove
  CLOSEABLE          
  LOCKABLE           
  LOCKED             

END_NOUN 231

NOUN_DESCR 231	{QUEEN}
She wants you to do something, but is too incoherent to communicate exactly    
what it is.                                                                    
END_NOUN_DESCR 231

NOUN 232
  CROWN
  ROYAL
      Your Crown of State awaits you here.
  SIZE               9
  WEIGHT             10
  LOCATION           26 <-- Coronation Hall
  OPEN               

END_NOUN 232

NOUN_DESCR 232	{CROWN}
The crown is studded with jewels, and even though you want to be a Queen, it's 
not the kind of hat you would choose to wear everyday.                         
END_NOUN_DESCR 232

NOUN 234
  UMBROLLY
  ANCIENT
      There is an extremely ancient umbrolly here.
  SIZE               2
  WEIGHT             2
  LOCATION           35 <-- Dense Forest
  OPEN               

END_NOUN 234

NOUN_DESCR 234	{UMBROLLY}
The umbrolly (an umbrella to you) looks in need of repair, yet still           
servicable.                                                                    
END_NOUN_DESCR 234

NOUN 235
  TEAPOT
  BRASS
      There is a small silver teapot on the table.
  UNMOVABLE          
  LOCATION           11 <-- Tea Party
  READABLE           
  CLOSEABLE          

END_NOUN 235

NOUN_DESCR 235	{TEAPOT}
The teapot is obviously well made, and has a silversmiths mark on it.          
END_NOUN_DESCR 235

TEXT 235	{TEAPOT}
The mark says "Goldstein & Co., Fine Silver"                                   
END_TEXT 235

NOUN 239
  PEARL
  LUSTROUS
      Here is a pearl of great price (so to speak).
  LOCATION           216 <-- Inside SHELL
  OPEN               

END_NOUN 239

NOUN_DESCR 239	{PEARL}
It is a pearl, as completely a pearl as a dog is a dog or a cat a cat.         
END_NOUN_DESCR 239

NOUN 240
  RING
  BRASS
      There is a brass ring here.
  LOCATION           221 <-- Inside PAIL
  PULLABLE           

END_NOUN 240

NOUN_DESCR 240	{RING}
It looks like a key ring, but there don't appear to be any keys on it.         
END_NOUN_DESCR 240

NOUN 245
  BOTTLE
  PUCE
      There is a bottle sitting in the corner.
  LOCATION           19 <-- Jail
  READABLE           

END_NOUN 245

NOUN_DESCR 245	{BOTTLE}
The bottle is a sort of puce color, with an ornately designed label.           
END_NOUN_DESCR 245

TEXT 245	{BOTTLE}
The label on the bottle says "Tea and Sympathy, With Just A Dollop of Good     
Cheer"                                                                         
END_TEXT 245


------------- Start of Creature Definitions -------------
CREATURE 301
  BANDERSNATCH
  FROOBIOUS
      There is a Froobious Bandersnatch here.
  LOCATION           9 <-- Denser Forest
  WEAPON             205 <-- { DAGGER}
  HOSTILE            
  THRESHOLD          5
  TIME_THRESHOLD     5

END_CREATURE 301

CREATURE_DESCR 301	{BANDERSNATCH}
The Bandersnatch is snorting and drooling.  It seem to harbor no very          
honorable intentions towards you.                                              
END_CREATURE_DESCR 301

CREATURE 302
  JABBERWOCK
  FEARSOME
      There is a fearsome Jabberwock here.
  LOCATION           10 <-- Thick Forest
  WEAPON             209 <-- { SWORD}
  HOSTILE            
  THRESHOLD          5
  TIME_THRESHOLD     5

END_CREATURE 302

CREATURE_DESCR 302	{JABBERWOCK}
The Jabberwock looks like.....well, it.....well, let's put it this way; if you 
had studied a little harder, you would be able to identify the Jabberwock as   
looking something like a Gryphon - but you didn't so you can't.                
END_CREATURE_DESCR 302

CREATURE 303
  WALRUS
  ORDINARY
      A Walrus stands nearby and regards you with puzzlement.
  LOCATION           14 <-- Beach
  TIME_THRESHOLD     1

END_CREATURE 303

CREATURE_DESCR 303	{WALRUS}
The Walrus is dressed in his best Sunday suit, seemingly ignorant of how hot it
is here.                                                                       
END_CREATURE_DESCR 303

CREATURE 304
  PENGUIN
  WET
      There is a penguin here.
  LOCATION           14 <-- Beach
  TIME_THRESHOLD     1

END_CREATURE 304

CREATURE_DESCR 304	{PENGUIN}
The penguin appears to be wearing a suit much like the walruse's.  This is     
hardly a surprise, since most penguins appear to be wearing suits.             
END_CREATURE_DESCR 304

CREATURE 305
  CARPENTER
  OLD
      There is a carpenter standing just a little to your left.
  LOCATION           22 <-- Sandy Beach
  TIME_THRESHOLD     1

END_CREATURE 305

CREATURE_DESCR 305	{CARPENTER}
The carpenter seems to be deep in conversation with the Walrus.                
END_CREATURE_DESCR 305

CREATURE 306
  BALL
  CROQUET
      There is a croquet ball here just waiting to be hit.
  LOCATION           16 <-- Croquet Game
  WEAPON             234 <-- { UMBROLLY}
  HOSTILE            
  THRESHOLD          10
  TIME_THRESHOLD     10

END_CREATURE 306

CREATURE_DESCR 306	{BALL}
The croquet ball looks up and sneers at your puny mallet.                      
END_CREATURE_DESCR 306

CREATURE 307
  KNAVE
  HEARTLESS
      The knave of hearts is sitting in the corner, smirking.
  LOCATION           27 <-- Coronation Hall
  WEAPON             245 <-- { BOTTLE}
  HOSTILE            
  THRESHOLD          10
  TIME_THRESHOLD     10

END_CREATURE 307

CREATURE_DESCR 307	{KNAVE}
The knave looks extremely grumpy - so grumpy, in fact, that you suspect that a 
little kindness would simply kill him.                                         
END_CREATURE_DESCR 307

CREATURE 310
  HATTER
  MAD
      The Hatter is smiling at you.
  LOCATION           11 <-- Tea Party
  TIME_THRESHOLD     1

END_CREATURE 310

CREATURE_DESCR 310	{HATTER}
His clothes are somewhat scruffy,                                              
  His face is smeared with jam,                                                
His hat is much too large,                                                     
  His name it isn't Sam.                                                       
END_CREATURE_DESCR 310

CREATURE 312
  MOUSE
  FIELD
      A small field mouse is watching you.
  LOCATION           11 <-- Tea Party
  TIME_THRESHOLD     1

END_CREATURE 312

CREATURE_DESCR 312	{MOUSE}
The mouse doesn't appear at all wet, although you think it very well should be.
END_CREATURE_DESCR 312

----------------- Verbs Synonyms ----------------
VERB
PUSH WAKE   
END_VERB


INTRO 
     You've woken up to a fine, fine morning.  The sun shines, the birds sing, 
and you feel wonderful.  Your cat, Dinah, greets you at your bedroom door.     
You see that her kittens follow her lovingly, and you feel that nothing could  
be finer than to be greeted by Dinah in the morning.                           
   There is, however, a spectre on the horizon.  Today is the day for your     
mathematics lesson.  Of course, you could plead illness, but that would ruin   
your opportunity to go out and enjoy the rest of the day.  You get dressed and 
go downstairs, ruminating on how you could possibly skip your mathematics      
lesson and still be able to enjoy the rest of the day.  "There must be some    
solution," you think, "some way to elude my tutor and go out to play."         
If you lived far in the future instead of in A.D. 1865, we would say that you  
suffered from a malady called "female math anxiety."  But as you are only a    
little girl, and as you DO live in 1865, we can only say that you haven't      
studied.                                                                       
  Ah, well . . . . perhaps there is some way to avoid your imminent academic   
embarrasment . . .perhaps.  Perhaps it's somewhere in the house.               
END_INTRO 

