INTRO






  You awaken from a refreshing sleep, lying on your stomach and noting that it
seems unusually bright in your bedroom this morning and the that birds which
normally sing outside your window sound much louder than usual. Then you feel
a cool breeze on your skin as you snuggle a little farther under the covers.
And it hits you. Instead of smelling morning aromas like bacon, coffee and
such, your nose is telling you tales of grass, trees and wild flowers. You ease
your eyes open, roll over and there you are, lying in your bed......in the
middle of a forest clearing, underneath a sky bluer than any you've ever seen
before!



END_INTRO

STARTING_ROOM 4
MAXIMUM_SCORE 300
VERB
  EXAMINE SEARCH
  GET REMOVE
  TURN SET
  PUSH SHIFT MOVE PULL TOUCH
  Dummy_Verb1 CRAWL CREEP
  Dummy_Verb3 LISTEN HEAR
  Dummy_Verb4 PAY
  Dummy_Verb5 KNOCK
  Dummy_Verb6 KICK
  Dummy_Verb7 LIFT RAISE ELEVATE
  Dummy_Verb8 UNSCREW
  Dummy_Verb9 TIE ATTACH FASTEN
  Dummy_Verb10 BUY PURCHASE RENT
  Dummy_Verb11 SLEEP
END_VERB

QUESTION 1 What is my name?!"
ANSWER 1 KARALYN
ROOM 2
Void
LIGHT 266
END_ROOM

HELP 2
  The game is over, you may RESTORE or QUIT.
END_HELP_DESCR

ROOM 3
Clearing
NORTH 6
SOUTH 11
EAST 13
WEST 9
NORTHEAST 7
NORTHWEST 8
SOUTHEAST 12
SOUTHWEST 10
UP 4
ENTER 4
END_ROOM

ROOM_DESCR 3
  You are standing in the middle of a forest clearing which stretches off in
all directions. The sights, sounds, smells and textures of this place seem
clearer and sharper than those you experience every day.
END_ROOM_DESCR

HELP 3
  Stop, Look and Listen.
END_HELP

ROOM 4
Bed
Your
UP 3
EXIT 3
END_ROOM

ROOM_DESCR 4
  You are lying in your bed. The same warm, comfortable, secure bed you sleep
in evey night. It just happens to be outdoors now.
END_ROOM_DESCR

HELP 4
  Try getting UP, lazybones!
END_HELP

ROOM 5
Under the Bed
UP 3
EXIT 3
END_ROOM

ROOM_DESCR 5
  The area under your bed is very cramped. But it does seem to be safe.
Aren't you glad you didn`t buy that waterbed?
END_ROOM_DESCR

HELP 5
  You couldn't find your way out of a paper bag, could you?
END_HELP

ROOM 6
North Clearing
NORTH 14
SOUTH 3
EAST 7
WEST 8
SOUTHEAST 13
SOUTHWEST 9
END_ROOM

ROOM_DESCR 6
  This is the northern part of the forest clearing.  To the north you see the
the beginning of a path.
END_ROOM_DESCR

ROOM 7
Northeast Clearing
SOUTH 13
WEST 6
SOUTHWEST 3
END_ROOM

ROOM_DESCR 7
  You are standing in the northeastern part of the clearing.  There is not much
here other than some wild flowers. Your bed stands to the southwest.
END_ROOM_DESCR

ROOM 8
Northwest Clearing
SOUTH 9
EAST 6
SOUTHEAST 3
END_ROOM

ROOM_DESCR 8
  You are now in the northwestern section of the clearing. There is a steep
mountain range unaccessable to the west and your bed is to the southeast.
END_ROOM_DESCR

ROOM 9
West Clearing
NORTH 8
SOUTH 10
EAST 3
NORTHEAST 6
NORTHWEST 30
SOUTHEAST 11
END_ROOM

ROOM_DESCR 9
  You are now in the western part of the clearing.  To the northwest is a steep
mountain path and to the east stands your bed.
END_ROOM_DESCR

ROOM 10
Southwest Clearing
NORTH 9
EAST 11
SOUTHWEST 28
END_ROOM

ROOM_DESCR 10
  Standing in the southwestern section of the clearing, you see the entrance
to a rocky valley to the southwest. Your bed stands to the northeast.
END_ROOM_DESCR

ROOM 11
South Clearing
NORTH 3
EAST 12
WEST 10
NORTHEAST 13
NORTHWEST 9
END_ROOM

ROOM_DESCR 11
  The forest becomes much thicker to the south. The bed lies to the north.
END_ROOM_DESCR

ROOM 12
Southeast Clearing
NORTH 13
SOUTH 22
WEST 11
NORTHWEST 3
END_ROOM

ROOM_DESCR 12
  You see a path leading into the deep woods to the south. The remainder of
the clearing, and your bed, lies to the northwest.
END_ROOM_DESCR

ROOM 13
East Clearing
NORTH 7
SOUTH 12
EAST 18
WEST 3
NORTHWEST 6
SOUTHWEST 11
END_ROOM

ROOM_DESCR 13
  There is a well lit wooded path leading off to the east, while your familiar
bed stands to the west.
END_ROOM_DESCR

ROOM 14
Northern Path
NORTH 15
SOUTH 6
END_ROOM

ROOM_DESCR 14
  You are standing on a rough path which begins to widen to the north. To the
south lies the forest clearing where this all started.
END_ROOM_DESCR

ROOM 15
Northern Road
NORTH 16
SOUTH 14
END_ROOM

ROOM_DESCR 15
  You can see fences, farms and animals from the middle of this road.  There
are signs of civilization everywhere.  The path leads north to a walled city
and south to the wilderness.
END_ROOM_DESCR

ROOM 16
Gate to the City
SOUTH 15
END_ROOM

ROOM_DESCR 16
  Before you stands a solid wooden gate, which separates in the center and
swings open.  The walls continue out of sight to the north and south.  There
is a giant brass knocker in the center of the gate, with a small opening in
door above the knocker.
END_ROOM_DESCR

HELP 16
  Maybe you should try to get someone's assistance.
END_HELP

ROOM 17
Endless Cell
END_ROOM

ROOM_DESCR 17
  A comfortable cell, somewhere.  Food and water is provided but there is no
evidence of any other human presence. There is no door. There are no windows.
There is an inscription on the wall. It reads:

       MURDER IS THE ULTIMATE SIN
       ONE MAN MAY NOT TAKE THE LIFE OF ANOTHER
       NO ONE WILL BE EXEMPT

       YOU MAKE COMMITTED THIS SIN
       YOU WILL NEVER LEAVE THIS ROOM OTHER THAN IN DEATH

  You live out the rest of your life here.

END_ROOM_DESCR

HELP 17
  It is really hopeless. You might as well quit.
END_HELP

ROOM 18
Wooded Path
EAST 19
WEST 13
END_ROOM

ROOM_DESCR 18
  Huge trees loom over the path leading through the forest.  The path continues
to lead east and west.
END_ROOM_DESCR

ROOM 19
Ravine
WEST 18
SOUTH 27
END_ROOM

ROOM_DESCR 19
  The forest grows right up to the edge of a deep ravine passing north and
south. There is no way into the ravine but there is a log that has fallen
across the gorge.
END_ROOM_DESCR

HELP 19
  Watch your footing!
END_HELP

ROOM 20
Cottage Glen
WEST 19
END_ROOM

ROOM_DESCR 20
  A small thatched-roof cottage lies to the north here.  There are animals all
about, but they do not seem to be the slighest bit afraid of you.  There is a
sign above the door of the cottage.
END_ROOM_DESCR

HELP 20
  Can't you read?
END_HELP

ROOM 21
Inside Cottage
END_ROOM

ROOM_DESCR 21
  The inside of the cottage is so dark that it is difficult to see any details.
As your eyes adjust to the dim illumination, you notice that, while the room
is starkly furnished, it is also clean and neat. And empty.  You are alone.
As you turn to look behind you, the door closes without out a sound.
END_ROOM_DESCR

HELP 21
  Channel your anger.
END_HELP

ROOM 22
Forest Path
NORTH 12
SOUTH 23
END_ROOM

ROOM_DESCR 22
  The forest here is dense and reduces the intensity of the sunlight.
END_ROOM_DESCR

ROOM 23
Deep Forest Path
NORTH 22
EAST 24
END_ROOM

ROOM_DESCR 23
  The foliage is becoming more dense and is beginning to interfere with the
path. You are sure that you can see movement in the shadows to each side.
END_ROOM_DESCR

ROOM 24
Deep Dark Forest Path
NORTH 23
EAST 25
END_ROOM

ROOM_DESCR 24
  The forest here has almost reached the maximum density possible.  Very little
light reaches ground level and the path is becoming more and more narrow.
END_ROOM_DESCR

ROOM 25
Deep Dark Dangerous Path
NORTH 26
WEST 24
END_ROOM

ROOM_DESCR 25
  The forest here has become so dense that the path has been reduced to a
less congested way through the undergrowth.  Sunlight reaches you only after
being reduced to a faint glow.  You cannot see more than two or three feet. But
you have a definite feeling of being watched.
END_ROOM_DESCR

HELP 25
  What we have here is a failure to communicate.
END_HELP

ROOM 26
Deep Dark Wooded Path
NORTH 27
SOUTH 25
END_ROOM

ROOM_DESCR 26
  The trees here encroach upon the path and cut off almost all the light.
Without such a clear path, you would be lost.
END_ROOM_DESCR

ROOM 27
Deep Wooded Path
NORTH 19
SOUTH 26
END_ROOM

ROOM_DESCR 27
  While the trees are dense here, there are still spots where sunlight can
shine through to the ground, creating bright areas which only serve to
emphasize the dark shadows.
END_ROOM_DESCR

ROOM 28
Valley Entrance
NORTHEAST 10
SOUTHWEST 29
END_ROOM

ROOM_DESCR 28
  The land here is rocky and desolate.  Very few plants are in evidence and
you don't think that you would like to live here. The prevailing color here
is grey: grey rocks with grey shadows under a pale blue-grey sky.
END_ROOM_DESCR

HELP 28
  You'll have to have some help.
END_HELP

ROOM 29
Valley Floor
NORTHEAST 28
END_ROOM

ROOM_DESCR 29
  Steep walls rise on three sides of the valley.  The stream in the center
flows underground to the southwest.  The only way in or out of the valley is
through the entrance to the northeast.
END_ROOM_DESCR

HELP 29
  No help needed here.
END_HELP

ROOM 30
Mountain Pass
NORTH 32
SOUTH 31
EAST  31
WEST  31
NORTHEAST 31
NORTHWEST 31
SOUTHEAST 9
SOUTHWEST 34
END_ROOM

ROOM_DESCR 30
  The path leads upward into a mountainous region.  It would be quite easy to
take a few misguided steps and end up falling far enough to guarantee that you
would never complete this adventure.
END_ROOM_DESCR

HELP 30
  Watch your step.
END_HELP

ROOM 31
Falling Down the Mountain
END_ROOM

ROOM_DESCR 31
  OOPS! You are falling down the side of the mountain. The scenery is
exquisite on the way down and you luckily lose consciousness before the
inevitable finale.

  (You may either RESTORE a saved Game or QUIT.)
END_ROOM_DESCR

ROOM 32
Mountain Peak
NORTHEAST 33
SOUTH 30
END_ROOM

ROOM_DESCR 32
  The view from here is awe-inspiring.  Vast fields of clouds are below you in
the valleys between these peaks.  To the north east is a building seemingly
carved out of the substance of the mountain itself.
END_ROOM_DESCR

ROOM 33
Temple Entrance
SOUTHWEST 32
END_ROOM

ROOM_DESCR 33
  You are standing in front of a massive stone structure. There are carving
over virtually every inch of the stone and an arched doorway in the center of
the wall facing you.  The area looks deserted.
END_ROOM_DESCR

HELP 33
  The name of the game is cooperation.
END_HELP

ROOM 34
Battle Circle
NORTHEAST 30
END_ROOM

ROOM_DESCR 34
  You are standing in a circle of stones in the shadow of the mountain peak
behind you. The circle is surrounded by spars of rock, but with plenty of room
in between for a person to fall to his death. There is a heavily armed young
woman here.
END_ROOM_DESCR

HELP 34
  This woman is dangerous. Most people would never be able to sneak up on her.
END_HELP

ROOM 35
Battle Circle
END_ROOM

ROOM_DESCR 35
  You are standing in a circle of stones in the shadow of the mountain peak
behind you. The circle is surrounded by spars of rock, but with plenty of room
in between for a person to fall to his death. There is a heavily armed young
woman here.
  The sorceress shows shock at the sight of the young woman, her fact closing
into an expression of extreme disapproval.
  "I feared that this was the meaning of the prophecy, but I see no reason to
waste our time on such as this.  She is a weapons master and has dedicated her
life to violence and destruction. Such a foolish person could not be of any
help to us."
END_ROOM_DESCR

ROOM 36
Your Bedroom
END_ROOM

ROOM_DESCR 36
  You wake up in your own bedroom, and wonder why such an interesting dream had
to end so soon.

  (You may either RESTORE a saved Game or QUIT.)
END_ROOM_DESCR

ROOM 37
Southern City Gate
NORTHWEST 38
POINTS 5
END_ROOM

ROOM_DESCR 37
  You are on the southern edge of a busy, confusing city.  The gate through
which you entered stands, closed, to the south. A winding city street beckons
from the northwest.
END_ROOM_DESCR

ROOM 38
Kruger's
NORTH 39
SOUTH 38
EAST 43
NORTHWEST 40
END_ROOM

ROOM_DESCR 38
  After much confused wandering, you enter a place of business. A sign reads:
                                 KRUGER'S
                  Shopping anywhere else is a nightmare!

END_ROOM_DESCR

ROOM 39
Outrageous Fortune II
NORTH 43
SOUTH 38
NORTHWEST 40
END_ROOM

ROOM_DESCR 39
  After much confused wandering, you enter a place of business. A sign reads:
                          OUTRAGEOUS FORTUNE II
                          Aren't We Literary?!!

END_ROOM_DESCR

ROOM 40
Proton Palace
NORTH 42
SOUTH 38
EAST 39
WEST 41
NORTHEAST 43
END_ROOM

ROOM_DESCR 40
  After much confused wandering, you enter a place of business. A sign reads:
                              PROTON PALACE
                      While you wait for the Games!!

END_ROOM_DESCR

ROOM 41
House Of Gandalf
NORTH 45
SOUTH 40
EAST 42
NORTHEAST 46
END_ROOM

ROOM_DESCR 41
  After much confused wandering, you enter a place of business. A sign reads:
                              HOUSE OF GANDALF
                     Free resurrection with every purchase!

END_ROOM_DESCR

ROOM 42
The Beetlejuice Burglar
NORTH 46
SOUTH 40
EAST 43
WEST 41
END_ROOM

ROOM_DESCR 42
  After much confused wandering, you enter a place of business. A sign reads:
                         THE BEETLEJUICE BURGLAR
                The best tools this side of the Afterlife!

END_ROOM_DESCR

ROOM 43
L. L. Beet
NORTH 46
SOUTH 39
WEST 42
SOUTHWEST 40
END_ROOM

ROOM_DESCR 43
  After much confused wandering, you enter a place of business. A sign reads:
                                L. L. BEET
                         We charge more for less!

END_ROOM_DESCR

ROOM 44
Bilbo Inn
NORTH 47
END_ROOM

ROOM_DESCR 44
  After much confused wandering, you enter a place of business. A sign reads:
                                BILBO INN
                     Better than a hole in the ground!

END_ROOM_DESCR

ROOM 45
Laurel and Hardy's
SOUTH 41
END_ROOM

ROOM_DESCR 45
  After much confused wandering, you enter a place of business. A sign reads:
                           LAUREL AND HARDY'S
                             We try harder!

END_ROOM_DESCR

ROOM 46
Klingon Slings
NORTH 48
SOUTH 42
EAST 43
SOUTHWEST 41
END_ROOM

ROOM_DESCR 46
  After much confused wandering, you enter a place of business. A sign reads:
                              KLINGON SLINGS
                       We're always ready to fight!

END_ROOM_DESCR

ROOM 47
Outrageous Fortune
NORTH 50
SOUTH 44
NORTHWEST 49
END_ROOM

ROOM_DESCR 47
  After much confused wandering, you enter a place of business. A sign reads:
                            OUTRAGEOUS FORTUNE
                           Aren't we Literary?!

END_ROOM_DESCR

ROOM 48
Swords R Us]
NORTH 51
SOUTH 46
END_ROOM

ROOM_DESCR 48
  After much confused wandering, you enter a place of business. A sign reads:
                               SWORDS R US
                          A cut above the rest!

END_ROOM_DESCR

ROOM 49
Quayle's Magic Shop
NORTH 52
EAST 50
NORTHWEST 51
SOUTHEAST 47
END_ROOM

ROOM_DESCR 49
  After much confused wandering, you enter a place of business. A sign reads:
                           QUAYLE'S MAGIC SHOP
                   A rabbit out of the hat every time!

END_ROOM_DESCR

ROOM 50
Elric's
SOUTH 47
EAST 53
WEST 49
END_ROOM

ROOM_DESCR 50
  After much confused wandering, you enter a place of business. A sign reads:
                                ELRIC'S
               A sword that goes on and on and on and and ...

END_ROOM_DESCR

ROOM 51
Alice's
NORTH 54
SOUTH 48
EAST 52
SOUTHEAST 49
END_ROOM

ROOM_DESCR 51
  After much confused wandering, you enter a place of business. A sign reads:
                                 ALICE'S
                      Food for all shapes and sizes!

END_ROOM_DESCR

ROOM 52
Overture
NORTH 54
SOUTH 49
WEST 51
NORTHEAST 55
END_ROOM

ROOM_DESCR 52
  After much confused wandering, you enter a place of business. A sign reads:
                                OVERTURE
                           We'll never Tell!!!

END_ROOM_DESCR

ROOM 53
Noriega's
NORTH 55
EAST 50
NORTHWEST 54
END_ROOM

ROOM_DESCR 53
  After much confused wandering, you enter a place of business. A sign reads:
                                 NORIEGA'S
                       The finest in illicit tools!

END_ROOM_DESCR

ROOM 54
J. C. Nickles
SOUTH 52
WEST 51
SOUTHEAST 53
END_ROOM

ROOM_DESCR 54
  After much confused wandering, you enter a place of business. A sign reads:
                              J. C. NICKLES
             We're better that Steers'! We are! We are! We are!

END_ROOM_DESCR

ROOM 55
Xanth Foods
SOUTH 53
EAST 56
SOUTHWEST 52
END_ROOM

ROOM_DESCR 55
  After much confused wandering, you enter a place of business. A sign reads:
                               XANTH FOODS
                   Next best thing to an enchanted path!

END_ROOM_DESCR

ROOM 56
Covenant Gardens
NORTH 59
SOUTH 57
WEST 55
NORTHWEST 58
END_ROOM

ROOM_DESCR 56
  After much confused wandering, you enter a place of business. A sign reads:
                             COVENANT GARDENS
                      We won't treat you like a leper!

END_ROOM_DESCR

ROOM 57
McDonetello's
NORTH 56
EAST 60
END_ROOM

ROOM_DESCR 57
  After much confused wandering, you enter a place of business. A sign reads:
                              MCDONETELLO'S
                           NEW!  McTurtle Soup!

END_ROOM_DESCR

ROOM 58
Hiawatha's
NORTH 62
EAST 59
NORTHEAST 63
NORTHWEST 61
SOUTHEAST 56
END_ROOM

ROOM_DESCR 58
  After much confused wandering, you enter a place of business. A sign reads:
                                HIAWATHA'S
                    We don't know where these'll come down!

END_ROOM_DESCR

ROOM 59
Amber Swords
NORTH 63
SOUTH 56
EAST 60
WEST 58
NORTHEAST 64
END_ROOM

ROOM_DESCR 59
  After much confused wandering, you enter a place of business. A sign reads:
                              AMBER SWORDS
                  Other swords are but a shadow of ours!

END_ROOM_DESCR

ROOM 60
Steers'
NORTH 64
EAST 57
WEST 59
END_ROOM

ROOM_DESCR 60
  After much confused wandering, you enter a place of business. A sign reads:
                                 STEERS'
                     We'll make you all look alike!

END_ROOM_DESCR

ROOM 61
David and Goliath
NORTH 65
SOUTHEAST 58
END_ROOM

ROOM_DESCR 61
  After much confused wandering, you enter a place of business. A sign reads:
                       DAVID AND GOLIATH SLING SHOP
                            We see both sides!

END_ROOM_DESCR

ROOM 62
Friar Tuck Tools
NORTH 63
SOUTH 58
END_ROOM

ROOM_DESCR 62
  After much confused wandering, you enter a place of business. A sign reads:
                             FRIAR TUCK TOOLS
                   Rob from the rich . . . and keep it!

END_ROOM_DESCR

ROOM 63
Mandrake's
NORTH 62
SOUTH 59
EAST 64
SOUTHWEST 58
END_ROOM

ROOM_DESCR 63
  After much confused wandering, you enter a place of business. A sign reads:
                               MANDRAKE'S
                            Look into my eyes!

END_ROOM_DESCR

ROOM 64
To Serve Man
NORTH 63
SOUTH 60
SOUTHWEST 59
END_ROOM

ROOM_DESCR 64
  After much confused wandering, you enter a place of business. A sign reads:
                              TO SERVE MAN
                    Ask about out secret ingredient!

END_ROOM_DESCR

ROOM 65
Northern City Gate
SOUTH 61
END_ROOM

ROOM_DESCR 65
  After much confused wandering, you find yourself standing in front of the
northern gate of the city. It is closed so tightly that you cannot open it.
END_ROOM_DESCR

ROOM 66
Northern City Gate
NORTH 67
END_ROOM

ROOM_DESCR 66
  After much confused wandering, you find yourself standing in front of the
northern gate of the city. It stands open. The view beyond is not pleasant.
END_ROOM_DESCR

ROOM 67
North of the City
NORTH 68
SOUTH 66
POINTS 10
END_ROOM

ROOM_DESCR 67
  You are standing just outside the northern gate of the city. The scenery here
is vastly different from that of the southern area.  To the east and west, you
are blocked a vast, impassable swamp.  The only way open to you is a narrow,
overgrown path to the north.
END_ROOM_DESCR

ROOM 68
Swamp
NORTHEAST 69
NORTHWEST 70
SOUTHEAST 72
SOUTHWEST 71
END_ROOM

ROOM_DESCR 68
  You are standing in the middle of a oozing, fetid, muddy swamp.  To the
north, you can see a tremendous fortress.  To the south lies the city walls, but
you seem to have lost track of the path back to the city and see no easy way
to return. Paths through the swamp lead northeast, northwest, southeast and
southwest.
END_ROOM_DESCR

HELP 68
  Don't ask me, I hate swamps!
END_HELP

ROOM 69
Swamp
NORTH 72
SOUTH 72
EAST 72
WEST 70
SOUTHWEST 68
END_ROOM

ROOM_DESCR 69
  All about you, there are sounds of unseen crawling things moving about
in the water. When you stop to listen for a moment, something nibbles your leg
and convinces you to move on.
END_ROOM_DESCR

HELP 69
  Looks like dinner time is coming up. You have the place of honor.
END_HELP

ROOM 70
Swamp
NORTH 71
SOUTH 71
EAST 69
WEST 71
SOUTHEAST 68
END_ROOM

ROOM_DESCR 70
  There are skeletons hanging in the trees in this part of the swamp. Hoping
that none of them are human remains, you don't hang around along enough to
find out for certain.
END_ROOM_DESCR

HELP 70
  If you hang around long enough, something will happen.
END_HELP

ROOM 71
Swamp
NORTH 70
SOUTH 70
EAST 72
WEST 70
NORTHEAST 68
END_ROOM

ROOM_DESCR 71
  The noise here is constant, as gas bubbles burst through the surface of the
water. You expect the gas released to cause a nasty smell, but the air here
only smells like a very old locker room.
END_ROOM_DESCR

HELP 71
  I always did hate P. E.
END_HELP

ROOM 72
Swamp
NORTH 69
SOUTH 69
EAST 69
WEST 71
SOUTHEAST 68
END_ROOM

ROOM_DESCR 72
  The horrible odor you expected to encounter in the section of the swamp
generating bubbles has manifested here instead. You can barely breathe and
do not linger here any longer than necessary.
END_ROOM_DESCR

HELP 72
  I hate B.O. (Bog Odor).
END_HELP

ROOM 73
Stairwell
EAST 74
UP 79
END_ROOM

ROOM_DESCR 73
  You are standing at the bottom of a damp starwell. The light here is not very
bright and there is an exit to the east.
END_ROOM_DESCR

ROOM 74
Hallway
EAST 75
WEST 73
END_ROOM

ROOM_DESCR 74
  You are standing in a hallway that continues on to the east.  There is an
exit to the west.
END_ROOM_DESCR

ROOM 75
Hallway
EAST 78
WEST 74
END_ROOM

ROOM_DESCR 75
  You are standing in a hallway that continues on to the west.  There is an
exit to the south and the east.
END_ROOM_DESCR

ROOM 76
Cell
END_ROOM

ROOM_DESCR 76
  You are in a dimly lit cell, lined with damp stone blocks. There are no
windows, so you can't tell whether it's day or night.  Although you would
really like to get out of here, there don't seem to be any obvious exits.
END_ROOM_DESCR

HELP 76
  Hey, don't blame me. I wasn't the one wandering around in a swamp.
END_HELP

ROOM 77
Cell
NORTH 75
POINTS 10
END_ROOM

ROOM_DESCR 77
  You are in a dimly lit cell, lined with damp stone blocks. There are now
windows, so you can't tell whether it's day or night.  The cell door to the
north stands open.
END_ROOM_DESCR

ROOM 78
Stairwell
WEST 75
UP 87
END_ROOM

ROOM_DESCR 78
  You are standing at the bottom of a damp starwell. The light here is not very
bright and there is an exit to the west.
END_ROOM_DESCR

ROOM 79
Stairwell
EAST 80
UP 88
DOWN 73
END_ROOM

ROOM_DESCR 79
  You are standing on a damp starwell. The light here is not very bright and
there is an exit to the east.
END_ROOM_DESCR

ROOM 80
Hallway
NORTH 81
SOUTH 82
EAST 84
WEST 79
END_ROOM

ROOM_DESCR 80
  You are standing in a hallway that continues on to the east.  There are
exits to the north, south and west.
END_ROOM_DESCR

ROOM 81
Storage Room
SOUTH 80
END_ROOM

ROOM_DESCR 81
  This is a storage room with piles of crates and other objects standing all
around the room. Most of the stuff seems to be junk and therefore useless.
END_ROOM_DESCR

HELP 81
  I'd hate to carry this stuff up the stairs.
END_HELP

ROOM 82
Barred Cell
NORTH 80
END_ROOM

ROOM_DESCR 82
  The south wall of this room is the north wall of a barred cell containing
the twins, Aldar and Alfar.  Both of them are so dejected that they fail to
look up and notice that you are standing there.
END_ROOM_DESCR

HELP 82
  You might try sandpapering your fingertips.
END_HELP

ROOM 83
Barred Cell
END_ROOM

ROOM_DESCR 83
  The south wall of this room is the north wall of a barred cell, standing
with the door open.
END_ROOM_DESCR

ROOM 84
Hallway
NORTH 86
EAST 87
WEST 80
END_ROOM

ROOM_DESCR 84
  You are standing in a hallway that continues on to the west.  There is an
exit to the north and the east.
END_ROOM_DESCR

ROOM 85
Standing on Chair
END_ROOM

ROOM_DESCR 85
  You are standing on a chair in a hallway.
END_ROOM_DESCR

ROOM 86
Kitchen
SOUTH 84
END_ROOM

ROOM_DESCR 86
  This is the fortress' kitchen.  It contains all the necessary equipment for
preparing food for several hundred people.  But, strangly enough, like the other
rooms in the fortress, there isn't anyone here.
END_ROOM_DESCR

HELP 86
  I guess you could make some butter.
END_HELP

ROOM 87
Stairwell
WEST 84
UP 98
DOWN 78
END_ROOM

ROOM_DESCR 87
  You are standing on a damp starwell. The light here is not very bright and
there is an exit to the west.
END_ROOM_DESCR

ROOM 88
Stairwell
EAST 89
UP 99
DOWN 79
END_ROOM

ROOM_DESCR 88
  You are standing on a damp starwell. The light here is not very bright and
there is an exit to the east.
END_ROOM_DESCR

ROOM 89
Hallway
NORTH 90
EAST 92
WEST 88
END_ROOM

ROOM_DESCR 89
  You are standing in a hallway that continues on to the east.  There are
exits to the north and the east.
END_ROOM_DESCR

ROOM 90
Dark Room
SOUTH 89
LIGHT 272
END_ROOM

ROOM_DESCR 90
  This is a strong room with a solid wooden door in the north wall. The door
has a very large bar across it.
END_ROOM_DESCR

HELP 90
  What do I look like to you, a bat?
END_HELP

ROOM 91
Dark Room
LIGHT 272
END_ROOM

ROOM_DESCR 91
  This is a strong room with a solid wooden door in the north wall. The door
door is standing open.
END_ROOM_DESCR

ROOM 92
Hallway
NORTH 93
SOUTH 97
EAST 98
WEST 89
END_ROOM

ROOM_DESCR 92
  You are standing in a hallway that continues on to the west.  There is an
exit to the north and the east.
END_ROOM_DESCR

ROOM 93
Cloak Room
EAST 94
SOUTH 92
END_ROOM

ROOM_DESCR 93
  There are a number of coats and wraps of different kinds hung on hooks here.
There is an exit to the south and an arched doorway to the east.
END_ROOM_DESCR

HELP 93
  Don't go east until you're ready!
END_HELP

ROOM 94
Banquet Hall
WEST 93
END_ROOM

ROOM_DESCR 94
  Now you see where everyone is. There have to be at least three hundred men
crammed into this banquet hall. Galdrax is at the head of the main table,
holding court. There is an exit to the west.
END_ROOM_DESCR

HELP 94
  I told you not to go east.
END_HELP

ROOM 95
Banquet Hall
END_ROOM

ROOM_DESCR 95
  The banquet hall is filled with Gladrax's men and they are all trying to
get their chance to greet you personally!
END_ROOM_DESCR

HELP 95
  I've run out of ideas to throw at you.
END_HELP

ROOM 96
Banquet Hall
END_ROOM

ROOM_DESCR 96
  The banquet hall is now empty, except for you and yours. The room looks like
there has been a battle in here.
END_ROOM_DESCR

HELP 96
  Go back to where you started.
END_HELP

ROOM 97
Guard's Room
NORTH 92
END_ROOM

ROOM_DESCR 97
  This is where the fortress guards come to shoot the breeze when they are
relieved from duty. It isn't the neatest place you've seen. The exit lies to
to the north.
END_ROOM_DESCR

HELP 97
  The box is cloaked in secrecy.
END_HELP

ROOM 98
Stairwell
WEST 92
UP 101
DOWN 87
END_ROOM

ROOM_DESCR 98
  You are standing on a damp starwell. The light here is not very bright and
there is an exit to the west.
END_ROOM_DESCR

ROOM 99
Stairwell
EAST 100
DOWN 88
END_ROOM

ROOM_DESCR 99
  You are standing at the top of a damp stairwell. The light here is not very
bright and there is an exit to the east.
END_ROOM_DESCR

ROOM 100
Roof
EAST 101
WEST 99
END_ROOM

ROOM_DESCR 100
  You are standing on the roof of the fortress.  The sky above is clear and
filled with stars.  Rising above the center of the roof is a turret with
smoothly-finished sides. There doesn't seem to be any way up.
END_ROOM_DESCR

HELP 100
  What goes up, must come down.
END_HELP

ROOM 101
Stairwell
WEST 100
DOWN 98
END_ROOM

ROOM_DESCR 101
  You are standing at the top of a damp stairwell. The light here is not very
bright and there is an exit to the west.
END_ROOM_DESCR

ROOM 102
Stairwell
SOUTH 104
END_ROOM

ROOM_DESCR 102
  You are standing on a damp starwell. The light here is not very bright and
there is an exit to the south and the west.
END_ROOM_DESCR

ROOM 103
Stairwell
SOUTH 104
END_ROOM

ROOM_DESCR 103
  You are standing on a damp starwell. The light here is not very bright and
there is an exit to the south and the east.
END_ROOM_DESCR

ROOM 104
Outside of Fortress
SOUTH 105
END_ROOM

ROOM_DESCR 104
  You are in front of the fortress. Dawn is breaking to the east in a clear
blue sky. As you leave the fortress, the door to the north closes and seals.
To the south is a path through the swamp where you were abducted.
END_ROOM_DESCR

ROOM 105
Swamp Path
NORTH 104
SOUTH 106
END_ROOM

ROOM_DESCR 105
  Even the swamp seems to be less threatening in the light of day. Much of
what seemed to be dangerous was really just nerves. There is a path north to
the fortress and south to the city.
END_ROOM_DESCR

ROOM 106
North City Gate
NORTH 105
SOUTH 107
END_ROOM

ROOM_DESCR 106
  The gate to the city is standing open, allowing free entry to all. There
seems to be some kind of celebration going on inside.
END_ROOM_DESCR

ROOM 107
Heart of the City
NORTH 106
SOUTH 108
END_ROOM

ROOM_DESCR 107
  The minute your party enters the city, the inhabitants rush to greet you.
They recognize the sorceress immediatly and try to thank her for freeing
them from the damage rained upon them. But Karalyn quickly points them in
your direction, causing them to change the focus of their praise. You are
inundated with well-wishers.
  After several hours of jubilant festivities, the party finally dies down and
all of you are left alone. You may leave the city to the north or south.
END_ROOM_DESCR

ROOM 108
South City Gate
NORTH 107
END_ROOM

ROOM_DESCR 108
  The city gate here is not only open, but has been removed from its hinges to
allow free access to the city from the south. The road lies south.
END_ROOM_DESCR

ROOM 109
Home Again
GAME_WIN
END_ROOM

ROOM_DESCR 109
  As you open your eyes, you stretch and feel rested from a good night's sleep.
You rise and seem to remember some sort of dream, but it must not have been
very impressive, since you can't seem to recall any details about it. You
stumble into the bathroom to brush your teeth. There, in the mirror, you stare
at your reflection in shock. You look at you arm and see nothing unusual but,
in the mirror, you can see the bracelet!

END_ROOM_DESCR

NOUN 200
Weapons
Magic
A box I hope you never see.
MOVABLE
OPEN
CLOSABLE
LOCATION 2
END_NOUN

NOUN 201
Bracelet
Magic
Here is an unusual bracelet.
MOVABLE
LOCATION 2
POINTS 10
WEARABLE
END_NOUN

NOUN_DESCR 201
A beautiful bracelet, warm to the touch, made from an unknown substance.
END_NOUN_DESCR

NOUN 202
Bed
Familiar
You are standing next to the bed you sleep in every night.
UNMOVABLE
LOCATION 3
END_NOUN

NOUN_DESCR 202
It's your bed.  Don't you know what it looks like?
END_NOUN_DESCR

NOUN 203
Clothing
Suitable
There is a change of clothing here.
MOVABLE
LOCATION 5
WEARABLE
END_NOUN

NOUN_DESCR 203
Although many years out of fashion, the clothing is much more suitable than
wandering around in your nightwear.
END_NOUN_DESCR

NOUN 204
NIghtwear
Usual
You see your usual nightwear.
MOVABLE
LOCATION 1000
WEARABLE
END_NOUN

NOUN_DESCR 203
Don't you even know what you sleep in?
END_NOUN_DESCR

NOUN 205
Sign
Welcome
You see a sign at the head of your bed.
UNMOVEABLE
LOCATION 3
END_NOUN

NOUN_DESCR 205
  The sign reads "WELCOME TO ANDKARA", but the unfamiliarity of the name is not
as noteworthy as the fact that the sign is floating eight or so feet off the
ground, swaying gently in the breeze.
END_NOUN_DESCR

NOUN 206
Temple
Mountaintop
A temple carved from stone.
LOCATION 200
END_NOUN

NOUN 207
Boots
Sturdy
There is a pair of sturdy boots here.
MOVEABLE
LOCATION 5
NOUN_SYNONYMS SHOES FOOTWEAR
WEARABLE
END_NOUN

NOUN 208
Door
Cottage
You see a average looking door.
UNMOVEABLE
CLOSABLE
CLOSED
LOCKABLE
LOCKED
KEY 266
LOCATION 20
END_NOUN

NOUN 209
Sign
Cottage
There is a sign above the door.
UNMOVEABLE
LOCATION 20
READABLE
END_NOUN

NOUN_DESCR 209
  The sign over the door is hand-lettered and very weathered.
END_NOUN_DESCR

TEXT 209
  The sign says:
     DO NOT KNOCK UPON THIS DOOR
     DECAUSE THE OWNER WILL GET SORE
     AND INFLICT UPON YOU ENDLESS PAIN
     UNLESS YOU GIVE HER PROPER NAME!
  Obviously, not the abode of this country's poet laureate.
END_TEXT

NOUN 210
Prophecy
Poetic
An obscure poem.
LOCATION 200
NOUN_SYNONYMS POEM
END_NOUN

NOUN 211
Storm
Rain
A dangerous rain storm.
MOVEABLE
LOCATION 200
NOUN_SYNONYMS RAIN THUNDER
END_NOUN

NOUN 212
Band
Outcast
The group of adventurers.
MOVEABLE
LOCATION 200
NOUN_SYNONYMS QUEST
END_NOUN

NOUN 213
Say
Word
The word say.
LOCATION 200
MOVABLE
NOUN_SYNONYMS GREET SPEAK TALK
END_NOUN

NOUN 214
Sit
Word
The word sit.
LOCATION 200
MOVABLE
NOUN_SYNONYMS SIT WAIT STOP STAY
END_NOUN

NOUN 215
Attack
Word
The word attack.
LOCATION 200
MOVABLE
NOUN_SYNONYMS HIT KILL FIGHT
END_NOUN

NOUN 216
Enter
Word
The word enter.
LOCATION 200
MOVABLE
END_NOUN

NOUN 217
Open
Word
The word open.
LOCATION 200
MOVABLE
END_NOUN

NOUN 218
Mother
Twins'
The twins mother.
UNMOVEABLE
LOCATION 200
NOUN_SYNONYMS MOM MOMMA PARENTS
END_NOUN

NOUN 219
Language
Sign
A method of communication.
LOCATION 200
NOUN_SYNONYMS CODE HANDS
END_NOUN

NOUN 220
Bag
Money
You see a leather pouch for carrying coins.
LOCATION 2
CLOSABLE
CLOSED
NOUN_SYNONYMS POUCH
END_NOUN

NOUN 221
Coins
Gold
Gold coins
LOCATION 220
NOUN_SYNONYMS MONEY COIN GOLD
END_NOUN

NOUN 222
Provisions
Bulk
There are provisions for sale here.
UNMOVABLE
LOCATION 38
END_NOUN

NOUN_DESCR 222
  Provisions are available for purchase here that would be sufficient for a
trip into the northern part of the country.
END_NOUN_DESCR

NOUN 223
Provisions
Bulk
There are provisions for sale here.
UNMOVABLE
LOCATION 55
END_NOUN

NOUN_DESCR 223
  Provisions are available for purchase here that would be sufficient for a
trip into the northern part of the country.
END_NOUN_DESCR

NOUN 224
Provisions
Bulk
There are provisions for sale here.
UNMOVABLE
LOCATION 64
END_NOUN

NOUN_DESCR 224
  Provisions are available for purchase here that would be sufficient for a
trip into the northern part of the country.
END_NOUN_DESCR

NOUN 225
Supplies
Your
Your share of the band's supplies.
LOCATION 2
MOVABLE
END_NOUN

NOUN 226
Parkas
Fur
There are fur parkas for sale here.
UNMOVABLE
LOCATION 43
NOUN_SYNONYMS PARKAS COATS JACKETS
END_NOUN

NOUN_DESCR 226
  Parkas are available for purchase here that would be adequete for a
trip into the northern part of the country.
END_NOUN_DESCR

NOUN 227
Parkas
Fur
There are fur parkas for sale here.
UNMOVABLE
LOCATION 60
NOUN_SYNONYMS PARKAS COATS JACKETS
END_NOUN

NOUN_DESCR 227
  Parkas are available for purchase here that would be adequete for a
trip into the northern part of the country.
END_NOUN_DESCR

NOUN 228
Parkas
Fur
There are fur parkas for sale here.
UNMOVABLE
LOCATION 54
NOUN_SYNONYMS PARKAS COATS JACKETS
END_NOUN

NOUN_DESCR 228
  Parkas are available for purchase here that would be adequete for a
trip into the northern part of the country.
END_NOUN_DESCR

NOUN 229
Parka
Fur
Your fur parka.
LOCATION 2
MOVABLE
END_NOUN

NOUN 230
Meal
Evening
There are meals for sale here.
UNMOVABLE
LOCATION 57
NOUN_SYNONYMS DINNER SUPPER MEALS
END_NOUN

NOUN_DESCR 230
  An evening meal is available here to satisfy the hunger of the Band.
END_NOUN_DESCR

NOUN 231
Meal
Evening
There are meals for sale here.
UNMOVABLE
LOCATION 51
NOUN_SYNONYMS DINNER SUPPER MEALS
END_NOUN

NOUN_DESCR 231
  An evening meal is available here to satisfy the hunger of the Band.
END_NOUN_DESCR

NOUN 232
Meal
Evening
There are meals for sale here.
UNMOVABLE
LOCATION 45
NOUN_SYNONYMS DINNER SUPPER MEALS
END_NOUN

NOUN_DESCR 232
  An evening meal is available here to satisfy the hunger of the Band.
END_NOUN_DESCR

NOUN 233
Rooms
Rented
There are rooms for rent here.
UNMOVABLE
LOCATION 44
END_NOUN

NOUN_DESCR 233
  Rooms are available for rent here to allow the Band to rest before the
jounrey begins.
END_NOUN_DESCR

NOUN 234
Rooms
Rented
There are rooms for rent here.
UNMOVABLE
LOCATION 56
END_NOUN

NOUN_DESCR 234
  Rooms are available for rent here to allow the Band to rest before the
jounrey begins.
END_NOUN_DESCR

NOUN 235
Rooms
Rented
There are rooms for rent here.
UNMOVABLE
LOCATION 40
END_NOUN

NOUN_DESCR 235
  Rooms are available for rent here to allow the Band to rest before the
jounrey begins.
END_NOUN_DESCR

NOUN 236
Sword
Warrior's
There are swords for sale here.
UNMOVABLE
LOCATION 48
END_NOUN

NOUN_DESCR 236
  Swords are available for purchase here that would be suitable for Melaia.
END_NOUN_DESCR

NOUN 237
Sword
Warrior's
There are swords for sale here.
UNMOVABLE
LOCATION 59
END_NOUN

NOUN_DESCR 237
  Swords are available for purchase here that would be suitable for Melaia.
END_NOUN_DESCR

NOUN 238
Sword
Warrior's
There are swords for sale here.
UNMOVABLE
LOCATION 50
END_NOUN

NOUN_DESCR 238
  Swords are available for purchase here that would be suitable for Melaia.
END_NOUN_DESCR

NOUN 239
Kit
Socerer's
There are socerer's kits for sale here.
UNMOVABLE
LOCATION 49
END_NOUN

NOUN_DESCR 239
  Socerer's kits are sold here that would be suitable for Karalyn.
END_NOUN_DESCR

NOUN 240
Kit
Socerer's
There are socerer's kits for sale here.
UNMOVABLE
LOCATION 41
END_NOUN

NOUN_DESCR 240
  Socerer's kits are sold here that would be suitable for Karalyn.
END_NOUN_DESCR

NOUN 241
Kit
Socerer's
There are socerer's kits for sale here.
UNMOVABLE
LOCATION 63
END_NOUN

NOUN_DESCR 241
  Socerer's kits are sold here that would be suitable for Karalyn.
END_NOUN_DESCR

NOUN 242
Sling
Hand-tooled
There are slings for sale here.
UNMOVABLE
LOCATION 61
NOUN_SYNONYMS SLINGS SLINGSHOT SLINGSHOTS
END_NOUN

NOUN_DESCR 242
  Slings are available for purchase here that would be suitable for the twins.
END_NOUN_DESCR

NOUN 243
Sling
Hand-tooled
There are slings for sale here.
UNMOVABLE
LOCATION 46
NOUN_SYNONYMS SLINGS SLINGSHOT SLINGSHOTS
END_NOUN

NOUN_DESCR 243
  Slings are available for purchase here that would be suitable for the twins.
END_NOUN_DESCR

NOUN 244
Sling
Hand-tooled
There are slings for sale here.
UNMOVABLE
LOCATION 47
NOUN_SYNONYMS SLINGS SLINGSHOT SLINGSHOTS
END_NOUN

NOUN_DESCR 244
  Slings are available for purchase here that would be suitable for the twins.
END_NOUN_DESCR

NOUN 245
Tools
Thieve's
There are thieve's tools for sale here.
UNMOVABLE
LOCATION 53
END_NOUN

NOUN_DESCR 245
  Tools are available for purchase here that would be suitable for Yalda.
END_NOUN_DESCR

NOUN 246
Tools
Thieve's
There are thieve's tools for sale here.
UNMOVABLE
LOCATION 42
END_NOUN

NOUN_DESCR 246
  Tools are available for purchase here that would be suitable for Yalda.
END_NOUN_DESCR

NOUN 247
Tools
Thieve's
There are thieve's tools for sale here.
UNMOVABLE
LOCATION 62
END_NOUN

NOUN_DESCR 247
  Tools are available for purchase here that would be suitable for Yalda.
END_NOUN_DESCR

NOUN 248
Crossbow
Woodman's
There are crossbows with arrows for sale here.
UNMOVABLE
LOCATION 39
END_NOUN

NOUN_DESCR 248
  Crossbows are available for purchase here that would be suitable for Chris.
END_NOUN_DESCR

NOUN 249
Crossbow
Woodman's
There are crossbows with arrows for sale here.
UNMOVABLE
LOCATION 52
END_NOUN

NOUN_DESCR 249
  Crossbows are available for purchase here that would be suitable for Chris.
END_NOUN_DESCR

NOUN 250
Crossbow
Woodman's
There are crossbows with arrows for sale here.
UNMOVABLE
LOCATION 58
END_NOUN

NOUN_DESCR 250
  Crossbows are available for purchase here that would be suitable for Chris.
END_NOUN_DESCR

NOUN 251
Bracelet
Magic
There is a bracelet here, enlarged to larger-than-normal size.
MOVABLE
POINTS 10
LOCATION 2
NOUN_SYNONYMS HOOP
END_NOUN

NOUN 252
Chair
Massive
There is a massive chair here.
UNMOVABLE
LOCATION 75
END_NOUN

NOUN_DESCR 252
  A chair carved from a single piece of wood, it is large and heavy.
END_NOUN_DESCR

NOUN 253
Chair
Massive
There is a massive chair here.
UNMOVABLE
LOCATION 74
END_NOUN

NOUN_DESCR 253
  A chair carved from a single piece of wood, it is large and heavy.
END_NOUN_DESCR

NOUN 254
Chair
Massive
There is a massive chair here.
UNMOVABLE
LOCATION 84
END_NOUN

NOUN_DESCR 254
  A chair carved from a single piece of wood, it is large and heavy.
END_NOUN_DESCR

NOUN 255
Chair
Massive
There is a massive chair here.
UNMOVABLE
LOCATION 80
END_NOUN

NOUN_DESCR 255
  A chair carved from a single piece of wood, it is large and heavy.
END_NOUN_DESCR

NOUN 256
Chair
Massive
There is a massive chair here.
UNMOVABLE
LOCATION 92
END_NOUN

NOUN_DESCR 256
  A chair carved from a single piece of wood, it is large and heavy.
END_NOUN_DESCR

NOUN 257
Chair
Massive
There is a massive chair here.
UNMOVABLE
LOCATION 89
END_NOUN

NOUN_DESCR 257
  A chair carved from a single piece of wood, it is large and heavy.
END_NOUN_DESCR

NOUN 258
Chair
Massive
There is a massive chair under the torch holder here.
UNMOVABLE
LOCATION 2
END_NOUN

NOUN_DESCR 258
  A chair carved from a single piece of wood, it is large and heavy. The chair
is standing directly underneath the torch holder.
END_NOUN_DESCR

NOUN 259
Rug
Handsome
There is a hall rug here.
UNMOVABLE
LOCATION 75
END_NOUN

NOUN_DESCR 259
  A rug woven from quality materials, it is too well secured to the floor to
be moved.
END_NOUN_DESCR

NOUN 260
Rug
Handsome
There is a hall rug here.
UNMOVABLE
LOCATION 74
END_NOUN

NOUN_DESCR 260
  A rug woven from quality materials, it is too well secured to the floor to
be moved.
END_NOUN_DESCR

NOUN 261
Rug
Handsome
There is a hall rug here.
UNMOVABLE
LOCATION 84
END_NOUN

NOUN_DESCR 261
  A rug woven from quality materials, it is too well secured to the floor to
be moved.
END_NOUN_DESCR

NOUN 262
Rug
Handsome
There is a hall rug here.
UNMOVABLE
LOCATION 80
END_NOUN

NOUN_DESCR 262
  A rug woven from quality materials, it is too well secured to the floor to
be moved.
END_NOUN_DESCR

NOUN 263
Rug
Handsome
There is a hall rug here.
UNMOVABLE
LOCATION 92
END_NOUN

NOUN_DESCR 263
  A rug woven from quality materials, it is too well secured to the floor to
be moved.
END_NOUN_DESCR

NOUN 264
Rug
Handsome
There is a hall rug here.
UNMOVABLE
LOCATION 89
END_NOUN

NOUN_DESCR 264
  A rug woven from quality materials, it is well secured to the floor.
END_NOUN_DESCR

NOUN 265
Rug
Handsome
There is a hall rug here, moved to the side.
UNMOVABLE
LOCATION 2
END_NOUN

NOUN_DESCR 265
  A rug woven from quality materials, the tacks holding it to the floor were
just loose enough to allow you to pull it up and move it aside.
END_NOUN_DESCR

NOUN 266
Torch
Burning
There is a brightly-shining torch here.
UNMOVABLE
LOCATION 75
END_NOUN

NOUN_DESCR 266
  The torch is about eight feet off the floor, much too high to reach.
END_NOUN_DESCR

NOUN 267
Torch
Burning
There is a brightly-shining torch here.
UNMOVABLE
LOCATION 74
END_NOUN

NOUN_DESCR 267
  The torch is about eight feet off the floor, much too high to reach.
END_NOUN_DESCR

NOUN 268
Torch
Burning
There is a brightly-shining torch here.
UNMOVABLE
LOCATION 84
END_NOUN

NOUN_DESCR 268
  The torch is about eight feet off the floor, much too high to reach.
END_NOUN_DESCR

NOUN 269
Torch
Burning
There is a brightly-shining torch here.
UNMOVABLE
LOCATION 80
END_NOUN

NOUN_DESCR 269
  The torch is about eight feet off the floor, much too high to reach.
END_NOUN_DESCR

NOUN 270
Torch
Burning
There is a brightly-shining torch here.
UNMOVABLE
LOCATION 92
END_NOUN

NOUN_DESCR 270
  The torch is about eight feet off the floor, much too high to reach.
END_NOUN_DESCR

NOUN 271
Torch
Burning
There is a brightly-shining torch.
UNMOVABLE
LOCATION 89
END_NOUN

NOUN_DESCR 271
  The torch is about eight feet off the floor, much too high to reach.
END_NOUN_DESCR

NOUN 272
Torch
Burning
A brightly-shining torch.
MOVABLE
LOCATION 85
IS_LIGHT
END_NOUN

NOUN_DESCR 272
  The torch is burns bright and strong.
END_NOUN_DESCR

NOUN 273
Torch
Dead
There is a dead torch here.
MOVABLE
LOCATION 2
END_NOUN

NOUN_DESCR 273
  The torch is dead.
END_NOUN_DESCR

NOUN 274
Cot
Canvas
A canvas cot.
UNMOVABLE
LOCATION 76
END_NOUN

NOUN_DESCR 274
  It is a cot with a wooden frame and clung with cloth to make for rather
uncomfortable sleeping, but would nevertheless be preferable to the floor.
END_NOUN_DESCR

NOUN 275
Cot
Canvas
A canvas cot.
UNMOVABLE
LOCATION 2
END_NOUN

NOUN_DESCR 275
  It is a cot with a wooden frame and clung with cloth to make for rather
uncomfortable sleeping, but would nevertheless be preferable to the floor.
It is standing the the middle of the floor, away from the wall.
END_NOUN_DESCR

NOUN 276
Block
Loose
You see a loose stone block here.
UNMOVABLE
LOCATION 2
END_NOUN

NOUN_DESCR 276
  You see a block carved from stone, fitted loosely into the wall.
END_NOUN_DESCR

NOUN 277
Rod
Metal
This is a thin metal rod.
MOVABLE
LOCATION 2
END_NOUN

NOUN_DESCR 277
  Although the metal of the rod is thin, it will not bend when you test it.
END_NOUN_DESCR

NOUN 278
Door
Wooden
A heavy wooden door.
UNMOVABLE
LOCATION 76
NOUN_SYNONYMS CRACK CRACKS OPENINGS
END_NOUN

NOUN_DESCR 278
  Made of heavy timbers, this door would withstand almost any assualt.  The
thin cracks between the timbers only serve to show how thick the door really
is.
END_NOUN_DESCR

NOUN 279
Churn
Butter
An old-fashioned butter churn.
MOVABLE
CLOSABLE
CLOSED
LOCATION 86
END_NOUN

NOUN_DESCR 279
  The churn is made of wood, with the handle of the dasher sticking through
the lid.
END_NOUN_DESCR

NOUN 280
Churn
Butter
An old-fashioned butter churn.
MOVABLE
OPEN
LOCATION 2
END_NOUN

NOUN_DESCR 280
  The churn is made of wood, but with a hole in the lid where the dasher
normally goes.
END_NOUN_DESCR

NOUN 281
Dasher
Churn
An butter churn dasher.
MOVABLE
LOCATION 279
CLOSABLE
CLOSED
END_NOUN

NOUN_DESCR 281
  The churn dasher is a long, thin wooden dowel, with a disk of wood at the
lower end.
END_NOUN_DESCR

NOUN 282
Door
Barred
A barred door.
LOCATION 90
END_NOUN

NOUN_DESCR 282
  The door in this room is barred with a large wooden beam. It will take both
hands to move it enough to open the door.
END_NOUN_DESCR

NOUN 283
Crate
Large
A large crate is here.
MOVABLE
LOCATION 81
WEIGHT 90
CLOSED
CLOSABLE
END_NOUN

NOUN_DESCR 283
  A large wooden crate, with a hinged top.
END_NOUN_DESCR

NOUN 284
Crate
Medium
A medium-sized crate is here.
MOVABLE
LOCATION 283
WEIGHT 80
CLOSED
CLOSABLE
END_NOUN

NOUN_DESCR 284
  A  medium-sized wooden crate, with a hinged top.
END_NOUN_DESCR

NOUN 285
Crate
Small
A small crate is here.
MOVABLE
LOCATION 284
WEIGHT 70
CLOSED
CLOSABLE
END_NOUN

NOUN_DESCR 285
  A small wooden crate, with a hinged top.
END_NOUN_DESCR

NOUN 286
Rope
Woven
A long length of rope is here.
MOVABLE
LOCATION 285
WEIGHT 40
END_NOUN

NOUN_DESCR 286
  A 50-foot section of sturdy, woven rope is here.
END_NOUN_DESCR

NOUN 287
Grate
Metal
A metal grate is set in the floor of the hallway.
CLOSED
CLOSABLE
LOCATION 2
END_NOUN

NOUN_DESCR 287
  A large, heavy metal grate is set in the floor normally covered by the rug.
END_NOUN_DESCR

NOUN 288
Desk
Wooden
There is a desk here.
UNMOVABLE
LOCATION 97
OPEN
SIZE 5
END_NOUN

NOUN_DESCR 288
  A small wooden desk, it has seen a lot of use.
END_NOUN_DESCR

NOUN 289
Drawer
Desk
There is a drawer in the desk.
UNMOVABLE
LOCATION 288
CLOSED
CLOSABLE
SIZE 4
END_NOUN

NOUN_DESCR 289
  This is the only drawer in the desk, in the center.
END_NOUN_DESCR

NOUN 290
Box
Metal
There is a metal box here.
MOVABLE
CLOSED
CLOSABLE
LOCKABLE
LOCKED
KEY 294
LOCATION 289
SIZE 3
END_NOUN

NOUN_DESCR 290
  When you shake the metal box, it makes no sound.
END_NOUN_DESCR

NOUN 291
Strip
Paper
There is a strip of paper here.
MOVABLE
READABLE
LOCATION 290
NOUN_SYNONYMS PAPER COMBINATION
END_NOUN

NOUN_DESCR 291
  You see a list of numbers. The right edge of the paper is ragged.
END_NOUN_DESCR

TEXT 291
  36  35  39  30
END_TEXT

NOUN 292
Lock
Combination
There is a combination lock here.
UNMOVABLE
LOCATION 82
NOUN_SYNONYMS DIAL
END_NOUN

NOUN_DESCR 292
  There is a combination lock on the bars. The dial is numbered 1 to 50.
END_NOUN_DESCR

NOUN 293
Coat
Guard's
There is a guard's coat here.
MOVABLE
LOCATION 93
END_NOUN

NOUN_DESCR 293
  One of the guard's coats, it has numerous pockets.
END_NOUN_DESCR

NOUN 294
Key
Metal
There is a key here.
MOVABLE
LOCATION 2
END_NOUN

NOUN_DESCR 294
  The key is a very normal looking key, rather small.
END_NOUN_DESCR

NOUN 295
Hook
Coat
There is a hook here.
MOVABLE
LOCATION 2
END_NOUN

NOUN_DESCR 295
  It is a hook just like any other hook in the room.
END_NOUN_DESCR

NOUN 296
Hook
Coat
There is a bare hook here.
UNMOVABLE
LOCATION 2
END_NOUN

NOUN_DESCR 296
  It is a hook just like every other hook in the room, only it doesn't have a
coat hanging on it. It is securely screwed to the wall.
END_NOUN_DESCR

NOUN 297
Rope
Hooked
There is a rope here with a hook tied to the end.
MOVEABLE
LOCATION 2
NOUN_SYNONYMS HOOK
END_NOUN

NOUN_DESCR 297
  The rope has a hook tied to the end of it. The combination of the two seems
to be quite strong.
END_NOUN_DESCR

NOUN 298
Rope
Hanging
There is a rope hanging from a window here.
UNMOVABLE
LOCATION 2
END_NOUN

NOUN_DESCR 298
  The hook on the end of the rope has caught on the sill of the window in the
turret. It might just provide a way down but climbing up would be impossible.
END_NOUN_DESCR

NOUN 299
Turret
Windowed
There is a turret here.
UNMOVABLE
LOCATION 100
NOUN_SYNONYMS WINDOW
END_NOUN

NOUN_DESCR 299
  The window in the turret is at least thirty feet above your head.
END_NOUN_DESCR

CREATURE 300
Guard
City
A nameless bureaucrat.
END_CREATURE

CREATURE_DESCR 300
  A pompous buffoon in a colorful uniform with too little real work to do.
END_CREATURE_DESC

CREATURE 301
Yalda
Cursed
A fair-haired, dark-clothed young man.
LOCATION 2
POINTS 10
GROUPMEMBER
MAN
CREATURE_SYNONYMS THIEF
END_CREATURE

CREATURE_DESCR 301
  A light-haired young man, dressed in dark clothing, with a terrible curse.
END_CREATURE_DESCR

CREATURE 302
Crone
Aged
A wrinkled, stooped old crone.
LOCATION 2
WOMAN
END_CREATURE

CREATURE_DESCR 302
  A truly exceptional speciman of cronehood, she is almost as ugly as your
Aunt Greta.
END_CREATURE_DESCR

CREATURE 303
Karalyn
Regal
A dark-haired sorceress.
LOCATION 2
POINTS 10
GROUPMEMBER
WOMAN
CREATURE_SYNONYMS SORCERESS
END_CREATURE

CREATURE_DESCR 303
  A tall, competent, controlled woman of middle years, the sorceress wears a
cloak of deep blue.
END_CREATURE_DESCR

CREATURE 304
Christopher
Massive
A silent, muscular man.
LOCATION 2
MAN
CREATURE_SYNONYMS CHRIS WOODSMAN MAN
END_CREATURE

CREATURE_DESCR 304
  The woodsman is a young, powerfully-built man, wearing clothing which blends
with the green of the forest.
END_CREATURE_DESCR

CREATURE 305
Christopher
Massive
A silent, muscular man.
LOCATION 2
MAN
GROUPMEMBER
POINTS 10
CREATURE_SYNONYMS CHRIS WOODSMAN MAN
END_CREATURE

CREATURE_DESCR 305
  The woodsman is a young, powerfully-built man, wearing clothing which blends
with the green of the forest.
END_CREATURE_DESCR

CREATURE 306
Figure
Human
There is a human figure in the distance.
LOCATION 28
END_CREATURE

CREATURE_DESCR 306
  The figure is watching you, unmoving. It is much too far away for you to make
out any details, but you can see that is does not move while you are watching.
END_CREATURE_DESCR

CREATURE 307
Figure
Human
There is a human figure in the distance.
LOCATION 29
END_CREATURE

CREATURE_DESCR 307
  The figure is watching you, unmoving. It is much too far away for you to make
out any details, but you can see that is does not move while you are watching.
END_CREATURE_DESCR

CREATURE 308
Aldar
Young
One of a pair of twins.
LOCATION 2
POINTS 10
GROUPMEMBER
MAN
END_CREATURE

CREATURE_DESCR 308
  Aldar and Alfar are identical.  You cannot tell them apart.  They are both
dressed in grey outfits which blend in with the rocks of the valley where they
live and have very light colored skin and hair.
END_CREATURE_DESCR

CREATURE 309
Alfar
Young
The other twin.
LOCATION 2
POINTS 10
GROUPMEMBER
MAN
CREATURE_SYNONYMS TWINS TWIN
END_CREATURE

CREATURE_DESCR 309
  Aldar and Alfar are identical.  You cannot tell them apart.  They are both
dressed in grey outfits which blend in with the rocks of the valley where they
live and have very light colored skin and hair.
END_CREATURE_DESCR

CREATURE 310
Melaia
Skillful
A young woman, ready to do battle.
LOCATION 34
FEMALE
CREATURE_SYNONYMS WOMAN
END_CREATURE

CREATURE_DESCR 310
  A beautiful, raven-haired young woman, dressed in battle gear.  Her eyes are
never still, making it nearly impossible for an enemy to sneak up on her. She
holds a short sword in one hand, with a metal shield in the other, and a dagger
tucked into her belt.
END_CREATURE_DESCR

CREATURE 311
Melaia
Skillful
A young woman, held by Christopher.
LOCATION 2
FEMALE
CREATURE_SYNONYMS WOMAN
END_CREATURE

CREATURE_DESCR 311
  A beautiful, raven-haired young woman, dressed in battle gear.  Her eyes are
never still, but Christopher has her in a firm grip.
END_CREATURE_DESCR

CREATURE 312
Melaia
Skillful
A young woman, ready to do battle.
LOCATION 2
POINTS 10
GROUPMEMBER
FEMALE
CREATURE_SYNONYMS WOMAN
END_CREATURE

CREATURE_DESCR 312
  A beautiful, raven-haired young woman, dressed in battle gear.  Her eyes are
never still, making it nearly impossible for an enemy to sneak up on her. She
holds a short sword in one hand, with a metal shield in the other, and a dagger
tucked into her belt.
END_CREATURE_DESCR

CREATURE 313
Yalda
Cursed
A fair-haired, dark-clothed young man, carrying a bag.
LOCATION 2
POINTS 10
GROUPMEMBER
MAN
CREATURE_SYNONYMS THIEF
END_CREATURE

CREATURE_DESCR 313
  A light-haired young man, dressed in dark clothing, with a terrible curse. He
is carrying a toolkit.
END_CREATURE_DESCR

CREATURE 314
Karalyn
Dark-haired
A regal and impressive woman, carrying a magic kit.
LOCATION 2
POINTS 10
GROUPMEMBER
WOMAN
CREATURE_SYNONYMS SORCERESS
END_CREATURE

CREATURE_DESCR 314
  A tall, competent, controlled woman of middle years, the sorceress wears cloak
of deep blue. She is carrying a kit of magic supplies.
END_CREATURE_DESCR

CREATURE 315
Christopher
Massive
A silent, muscular man, armed with a crossbow.
LOCATION 2
MAN
GROUPMEMBER
POINTS 10
CREATURE_SYNONYMS CHRIS WOODSMAN MAN
END_CREATURE

CREATURE_DESCR 315
  The woodsman is a young, powerfully-built man, wearing clothing which blends
with the green of the forest.  He is carrying a bow and a quiver of arrows.
END_CREATURE_DESCR

CREATURE 316
Aldar
Young
One of a pair of twins, holding a sling.
LOCATION 2
POINTS 10
GROUPMEMBER
MAN
END_CREATURE

CREATURE_DESCR 316
  Aldar and Alfar are identical.  You cannot tell them apart.  They are both
dressed in grey outfits which blend in with the rocks of the valley where they
live. They are both carrying slings.
END_CREATURE_DESCR

CREATURE 317
Aldar
Young
The female twin is here, holding a sling.
LOCATION 2
POINTS 10
GROUPMEMBER
WOMAN
END_CREATURE

CREATURE_DESCR 317
  Aldar and Alfar are almost identical, but Aldar has long, flowing blond hair.
She is dressed in a grey outfit to blend with the rocks of the valley where
she lives. She is armed with a sling.
END_CREATURE_DESCR

CREATURE 318
Alfar
Young
The other twin, holding a sling.
LOCATION 2
POINTS 10
GROUPMEMBER
MAN
CREATURE_SYNONYMS TWINS
END_CREATURE

CREATURE_DESCR 318
  Aldar and Alfar are identical.  You cannot tell them apart.  They are both
dressed in grey outfits which blend in with the rocks of the valley where they
live. They are both carrying slings.
END_CREATURE_DESCR

CREATURE 319
Alfar
Young
The male twin is here, holding a sling.
LOCATION 2
POINTS 10
GROUPMEMBER
MAN
CREATURE_SYNONYMS TWINS
END_CREATURE

CREATURE_DESCR 318
 Aldar and Alfar are almost identical, but Alfar is a boy with short blond
hair. He is dressed in a grey outfit to blend with the rocks of the valley
where he lives. He is armed with a sling.
END_CREATURE_DESCR

CREATURE 320
Melaia
Skillful
A young woman, ready to do battle with the sword she carries.
LOCATION 2
POINTS 10
GROUPMEMBER
FEMALE
CREATURE_SYNONYMS MELAIA
END_CREATURE

CREATURE_DESCR 320
  A beautiful, raven-haired young woman, dressed in battle gear.  Her eyes are
never still, making it nearly impossible for an enemy to sneak up on her. She
holds a massive sword held in both hands.
END_CREATURE_DESCR

CREATURE 321
Galdrax
Evil
An evil wizard is here.
LOCATION 94
MALE
CREATURE_SYNONYMS MAGICIAN WIZARD
END_CREATURE

CREATURE_DESCR 321
  A handsome, brown-haired, middle-aged man, he is obviously accustomed to
being in control. Dressed in the finest of robes, he has it all.
END_CREATURE_DESCR

