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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   199
MAX_LIVES           1
MAXIMUM_SCORE           70

------------- Start of Room Definitions -------------
ROOM 2
 Dining Area
   SOUTH              4  <- Living Room
   WEST               3  <- Kitchen
END_ROOM 2

ROOM_DESCR 2	{Dining Area}
You are in the dining area of your house.  Your table is in splinters on       
the floor.  Your kitchen is to the [west] and your living room to the [south]. 
END_ROOM_DESCR 2

ROOM 3
 Kitchen
   NORTH              6  <- Utility Room
   EAST               2  <- Dining Area
END_ROOM 3

ROOM_DESCR 3	{Kitchen}
You are standing in your kitchen.  Some broken dishes are lying on the         
floor, a casualty of the earlier tremors and thunderclaps.  Your dining        
area is to the east and the utility room to the north.                         
END_ROOM_DESCR 3

ROOM 4
 Living Room
   NORTH              2  <- Dining Area
   SOUTH              5  <- Bottom of the Sea
   WEST               12  <- Hall Area
END_ROOM 4

ROOM_DESCR 4	{Living Room}
You are in your living room.  The strangest thing about it, besides the        
huge, manly hands on the wall, is that your windows look out into the          
bottom of an ocean -- salt water, kelp, fish, and an occasional shark          
or two.  There are bookshelves along the north wall.  Your front door is       
to the south.  There is a small hall area to the west.                         
END_ROOM_DESCR 4

ROOM 5
 Bottom of the Sea
   PLAYER_DEAD        
END_ROOM 5

ROOM 6
 Utility Room
   NORTH              7  <- Master Bedroom
   SOUTH              3  <- Kitchen
   EAST               9  <- Back Porch
END_ROOM 6

ROOM_DESCR 6	{Utility Room}
You are standing next to your washer and dryer.  There is a door to the north, 
you can see your back porch through the door to the east, and your kitchen     
is to the south.                                                               
END_ROOM_DESCR 6

ROOM 7
 Master Bedroom
   SOUTH              6  <- Utility Room
   SOUTHWEST          8  <- Master Bathroom
END_ROOM 7

ROOM_DESCR 7	{Master Bedroom}
You are in your bedroom.  The windows to the west look out onto a solid wall   
of rock.  There is a bed near the west wall.  There are doors to the south     
and southwest.                                                                 
END_ROOM_DESCR 7

ROOM 8
 Master Bathroom
   NORTHEAST          7  <- Master Bedroom
END_ROOM 8

ROOM_DESCR 8	{Master Bathroom}
You are in your bathroom.  There is a door to the northeast.                   
END_ROOM_DESCR 8

ROOM 9
 Back Porch
   NORTH              10  <- Back Yard
   SOUTH              11  <- Garage
   WEST               6  <- Utility Room
END_ROOM 9

ROOM_DESCR 9	{Back Porch}
Standing on your back porch, you faintly hear wind whistling outside.          
You can enter your back yard to the north, and there are doors to              
the west and south.                                                            
END_ROOM_DESCR 9

ROOM 10
 Back Yard
   SOUTH              9  <- Back Porch
END_ROOM 10

ROOM_DESCR 10	{Back Yard}
You are standing in what was long ago a garden.  You are also feeling slightly 
giddy because the world appears to end where the wall of the garden should be. 
Stepping carefully to the edge, you realize that you are standing on a lip     
of earth about 4 feet thick, and above, below, and before you is only blue     
sky, clouds, the whistling of the wind, and a few tornadoes far, far away.     
The porch is back to the south.                                                
END_ROOM_DESCR 10

ROOM 11
 Garage
   NORTH              9  <- Back Porch
   SOUTH              20  <- Driveway
END_ROOM 11

ROOM_DESCR 11	{Garage}
You are standing in your garage.  There is a door to the north and the         
garage door to the south.                                                      
END_ROOM_DESCR 11

HELP 11	{Garage}
"If only there were some way to get a lot of water in here without drowning    
ourselves in the process..." muses Tark.                                       
END_HELP_DESCR 11

ROOM 12
 Hall Area
   EAST               4  <- Living Room
END_ROOM 12

ROOM_DESCR 12	{Hall Area}
You are in a small hall area.  It is now even smaller because the doors to     
the bedrooms have been ripped off their hinges, the doorways now completely    
filled with outcroppings of granite.  Your living room is to the east.  You    
see the top of an intact door to the north, but it is buried beneath a         
massive slide of dirt and loose rock.                                          
END_ROOM_DESCR 12

ROOM 14
 Guest Bathroom
   SOUTH              12  <- Hall Area
END_ROOM 14

ROOM_DESCR 14	{Guest Bathroom}
You are in the guest bathroom.                                                 
END_ROOM_DESCR 14

ROOM 15
 Mantel's Magnificent Mansion
   EXIT               7  <- Master Bedroom
END_ROOM 15

ROOM_DESCR 15	{Mantel's Magnificent Mansion}
You are lying naked on a comfortable bed.  All of your possessions are gone    
and none of your companions are here.  You have also lost your blue tatoos.    
Searching around, you find yourself in a large mansion with a single main      
door through which you can exit.                                               
END_ROOM_DESCR 15

ROOM 20
 Driveway
   NORTH              11  <- Garage
   EAST               23  <- 59th Street
   NORTHWEST          21  <- Front Porch
END_ROOM 20

ROOM_DESCR 20	{Driveway}
You are now on the driveway in front of your house.  Everything seems          
perfectly normal except that, far down the street, there is a black spire      
rising above the houses.  You can make out dark shapes flying tight circles    
about its top, but you'd be hard pressed to say what they were.  Your front    
porch is to the north-west, your garage door to the north, or you can walk     
down the road to the east to investigate the tower.                            
END_ROOM_DESCR 20

ROOM 21
 Front Porch
   NORTH              22  <- Front Porch
   SOUTHEAST          20  <- Driveway
END_ROOM 21

ROOM_DESCR 21	{Front Porch}
Your front door is before you to the north, or you can return to your driveway 
to the southeast.                                                              
END_ROOM_DESCR 21

ROOM 22
 Front Porch
   NORTH              22  <- Front Porch
   SOUTHEAST          20  <- Driveway
END_ROOM 22

ROOM_DESCR 22	{Front Porch}
Your front door is behind you to the north, or you can move to your driveway   
to the southeast.                                                              
END_ROOM_DESCR 22

ROOM 23
 59th Street
   EAST               24  <- Outside Castle
   WEST               20  <- Driveway
END_ROOM 23

ROOM_DESCR 23	{59th Street}
You are walking down 59th Street.  Storm clouds seem to be brewing on the      
horizon.  To the east you can make out a dark castle standing on a block       
that used to be residences, four-star restaurants, and porno shops.            
To the west is your house.  Scattered on the street and lawns to either side   
is a layer of grey dust and small fragments of plaster and wood.               
END_ROOM_DESCR 23

ROOM 24
 Outside Castle
   NORTH              25  <- Scree
   WEST               23  <- 59th Street
END_ROOM 24

ROOM_DESCR 24	{Outside Castle}
You are standing before a medieval castle crafted of black stone.  A tall      
spire rises from its right side.  Stretching toward the castle is a scree      
of shattered concrete blocks, siding, twisted metal, and furniture fragments.  
The scree ends suddenly, as though cut with a knife, fifty feet from the       
castle walls where the earth becomes scorched and barren.  The entrance to     
the castle is north across the scree.  Home is back to the west.               
END_ROOM_DESCR 24

ROOM 25
 Scree
   NORTH              26  <- Castle Gate
   SOUTH              24  <- Outside Castle
END_ROOM 25

ROOM_DESCR 25	{Scree}
You carefully pick your way across the shifting rubble, almost stepping        
on a severed arm along the way.  The entrance to the castle is to the          
north; the street is to the south.                                             
END_ROOM_DESCR 25

ROOM 26
 Castle Gate
   NORTH              50  <- Entryway
   SOUTH              25  <- Scree
   ENTER              50  <- Entryway
END_ROOM 26

ROOM_DESCR 26	{Castle Gate}
You stand before the castle gate.  Set into the stone wall is a pair of        
massive iron doors bearing huge ivory handles.  You may attempt to enter or    
head toward the street to the south.                                           
END_ROOM_DESCR 26

ROOM 50
 Entryway
   NORTH              53  <- Courtyard
   SOUTH              26  <- Castle Gate
   EAST               52  <- East Room
   WEST               51  <- West Guard Room
   EXIT               26  <- Castle Gate
END_ROOM 50

ROOM_DESCR 50	{Entryway}
You are standing in an arched entryway.  An open portcullis leads north        
to an inner courtyard.  A door to the west is ajar, and you catch a glimpse of 
several armored men inside.  They appear to be watching a Bears game on a Sony 
watchman TV.  There is another door to the east, and the castle gate is to the 
south.                                                                         
END_ROOM_DESCR 50

ROOM 51
 West Guard Room
   PLAYER_DEAD        
END_ROOM 51

ROOM 52
 East Room
   WEST               50  <- Entryway
END_ROOM 52

ROOM_DESCR 52	{East Room}
You are in a large room with stone walls and three cots along one wall.        
In the center of the room is a small round table and several chairs.  The      
only exit is to the west.  Here, as you will find in general, the interior     
walls glow with a soft grey light which illuminates the room.                  
END_ROOM_DESCR 52

ROOM 53
 Courtyard
   NORTH              58  <- Main Hall
   SOUTH              50  <- Entryway
   EAST               55  <- Statue Gallery
   WEST               60  <- Kitchen
   ENTER              54  <- Mud-house
END_ROOM 53

ROOM_DESCR 53	{Courtyard}
You are in a what would be a pleasant courtyard.  There is a well on the west  
side and a spectacular fountain on the east side.  There are just two things   
ruining the effect.  One is the small, mud house in the center; the other is   
the overturned school bus in the northwest corner.  There are double doors     
to the north, an open portcullis to the south, and doors to the east           
and west.  Alternatively, you may enter the mud house.                         
END_ROOM_DESCR 53

ROOM 54
 Mud-house
   EXIT               53  <- Courtyard
END_ROOM 54

ROOM_DESCR 54	{Mud-house}
A foul-smelling mixture of mud and excrement steadily drips from the           
ceiling onto your head.  There is an exit to the courtyard.                    
END_ROOM_DESCR 54

ROOM 55
 Statue Gallery
   NORTH              56  <- Conference Room
   WEST               53  <- Courtyard
END_ROOM 55

ROOM_DESCR 55	{Statue Gallery}
You have stepped into an orgy of rape, torture, and wantonness crafted in      
stone.  There is a staggering array of statues here, depicted in every         
act of betrayal and depravity imaginable.  The clergy is a popular theme.      
There are doors to the north and west.                                         
END_ROOM_DESCR 55

ROOM 56
 Conference Room
   NORTH              57  <- Tapestry Room
   SOUTH              55  <- Statue Gallery
END_ROOM 56

ROOM_DESCR 56	{Conference Room}
You are in what appears to be a conference room.  There is a large oval        
table in the center into which is inlaid a map of Arcadia.  On one             
wall is a hastily tacked-up map of our own world.  There are doors to the      
north and south.                                                               
END_ROOM_DESCR 56

ROOM 57
 Tapestry Room
   SOUTH              56  <- Conference Room
   WEST               58  <- Main Hall
   DOWN               70  <- Cellar Stairwell
END_ROOM 57

ROOM_DESCR 57	{Tapestry Room}
You are in a hallway.  Tapestries line the walls, depicting battle             
scenes.  A spiral staircase leads downward.  There are doors to the south      
and west.                                                                      
END_ROOM_DESCR 57

ROOM 58
 Main Hall
   SOUTH              53  <- Courtyard
   EAST               57  <- Tapestry Room
   WEST               59  <- Dining Room
   UP                 80  <- Upstairs Hall
END_ROOM 58

ROOM_DESCR 58	{Main Hall}
You are in a large hall with vaulted ceilings and stained glass windows.  A    
grand staircase leads upward.  There are double doors to the east, west,       
and south.                                                                     
END_ROOM_DESCR 58

ROOM 59
 Dining Room
   SOUTH              60  <- Kitchen
   EAST               58  <- Main Hall
END_ROOM 59

ROOM_DESCR 59	{Dining Room}
You are in the dining room.  There are several large tables, one of which      
is raised on a dais.  Chandeliers hang from the ceiling.  There are doors to   
the south and east.                                                            
END_ROOM_DESCR 59

ROOM 60
 Kitchen
   NORTH              59  <- Dining Room
   SOUTH              61  <- Servant's Hallway
   EAST               53  <- Courtyard
END_ROOM 60

ROOM_DESCR 60	{Kitchen}
You are in the kitchen.  It looks mostly like what you would expect            
except for the high shelf along one wall bearing several human skulls          
wearing chef hats.  No one living seems to be around at the moment.            
There are doors to the north, south, and east.                                 
END_ROOM_DESCR 60

ROOM 61
 Servant's Hallway
   NORTH              60  <- Kitchen
   EAST               62  <- Servant's Quarters
   UP                 89  <- Small Hallway
END_ROOM 61

ROOM_DESCR 61	{Servant's Hallway}
You are in a small north-south hallway.  There are doors to the north and east 
and a small spiral staircase leading upward.                                   
END_ROOM_DESCR 61

ROOM 62
 Servant's Quarters
   WEST               61  <- Servant's Hallway
END_ROOM 62

ROOM_DESCR 62	{Servant's Quarters}
A pair of beds are here and a closet filled with formal clothes, work          
clothes, aprons, and clean chef hats.                                          
END_ROOM_DESCR 62

ROOM 63
 Mantel's Magnificent Mansion
   EXIT               53  <- Courtyard
END_ROOM 63

ROOM_DESCR 63	{Mantel's Magnificent Mansion}
You are lying naked on a comfortable bed.  All of your possessions are gone    
and none of your companions are here.  You have also lost your blue tatoos.    
Searching around, you find yourself in a large mansion with a single main      
door through which you can exit.                                               
END_ROOM_DESCR 63

ROOM 70
 Cellar Stairwell
   SOUTH              71  <- Torture Room
   WEST               73  <- Vat Room
   UP                 57  <- Tapestry Room
END_ROOM 70

ROOM_DESCR 70	{Cellar Stairwell}
You are in a dark and dingy room.  The walls here are dirt rather than         
stone and do not glow.  After your eyes adjust, you can just make out          
the room by the light filtering down the spiral stairs from above.             
You can now see doors to the south and west.                                   
END_ROOM_DESCR 70

ROOM 71
 Torture Room
   NORTH              70  <- Cellar Stairwell
   SOUTH              72  <- Prison Cell
   LIGHT              1  <- {Any Light}
END_ROOM 71

ROOM_DESCR 71	{Torture Room}
Instruments of torture adorn the floor and walls: posts, flails,               
racks, thumbscrews, a multitude of nasty-looking things you don't recognize,   
and even an iron maiden.  There are a few snakes around the room which         
occasionally rear up and hiss at you.  Fortunately, you didn't step on         
any when the room was dark, and the room is large enough that you can          
avoid them now.  To the south there is a prison cell where five or six         
of the snakes are gathered together.  The cell door is open and the only       
prisoner there has long since decomposed.  There is also a door to the north.  
END_ROOM_DESCR 71

ROOM 72
 Prison Cell
   NORTH              71  <- Torture Room
   LIGHT              1  <- {Any Light}
END_ROOM 72

ROOM_DESCR 72	{Prison Cell}
You are standing in a prison cell.  There is an open cell door to the          
north.                                                                         
END_ROOM_DESCR 72

ROOM 73
 Vat Room
   SOUTH              74  <- Storage Room
   EAST               70  <- Cellar Stairwell
   LIGHT              1  <- {Any Light}
END_ROOM 73

ROOM_DESCR 73	{Vat Room}
You are in a room containing three large, bubbling vats suspended over         
a bed of hot coals.  The contents of the vats look like boiling pink           
mud, and the fumes are almost overpowering.  There are doors to the            
south and east.                                                                
END_ROOM_DESCR 73

ROOM 74
 Storage Room
   NORTH              73  <- Vat Room
   LIGHT              1  <- {Any Light}
END_ROOM 74

ROOM_DESCR 74	{Storage Room}
Here you find what were once 35 healthy children.  Now their bodies are        
twisted and melted beyond comprehension.  It as though they were made          
of wax and had been left too near the stove.  Their bodies are just            
bags of pink flesh with soft, blunted protrusions where once were arms         
and legs.  They have no hair, no nails, no mouths, no ears.  Only their        
eyes remain untouched, and those are filled with silent tears.                 
                                                                               
The only exit is to the north.                                                 
END_ROOM_DESCR 74

ROOM 80
 Upstairs Hall
   EAST               82  <- Winchester Room
   WEST               85  <- Library
   DOWN               58  <- Main Hall
END_ROOM 80

ROOM_DESCR 80	{Upstairs Hall}
You are in the upstairs hall.  A grand staircase leads downward, and           
there are doors to the east and west.                                          
END_ROOM_DESCR 80

ROOM 82
 Winchester Room
   SOUTH              83  <- Troll Room
   WEST               80  <- Upstairs Hall
   ENTER              82  <- Winchester Room
END_ROOM 82

ROOM_DESCR 82	{Winchester Room}
This room is a little bizarre.  In its center there is a ten-foot section      
of free-standing wall parallel to the east and west walls.  This wall          
sports a single door which appears to lead from one side to the other.         
You may attempt to enter this door or exit the room through the more           
functional doors to the south and west.                                        
END_ROOM_DESCR 82

ROOM 83
 Troll Room
   NORTH              82  <- Winchester Room
   UP                 100  <- Tower Staircase
   LOCKED_DOOR        
END_ROOM 83

ROOM_DESCR 83	{Troll Room}
You are in a hall.  There are doors to the north and south and a spiral        
staircase leading upward.  The door to the south appears much sturdier         
than any of the other castle doors.  It is cast as a single block of           
metal.  The metal is somewhat like silver, but much more lustrous.  The        
door has a small keyhole.                                                      
END_ROOM_DESCR 83

HELP 83	{Troll Room}
"This door seems rather odd," opines Tark.                                     
END_HELP_DESCR 83

ROOM 84
 Outer Stronghold
   NORTH              83  <- Troll Room
   SOUTH              92  <- Inner Stronghold Door
END_ROOM 84

ROOM_DESCR 84	{Outer Stronghold}
This room appears to contain another, circular room at its center.  There      
is a cylindrical wall there, roughly 20 feet in diameter, into which is set    
a massive iron door with a keyhole.  The walls and floor here glow with the    
grey light you've seen everywhere, but the glow terminates in a sharp line     
5 feet from the cylindrical wall.  The iron door is to the south, and there    
is a door to the north.                                                        
END_ROOM_DESCR 84

ROOM 85
 Library
   SOUTH              86  <- Long Hallway
   EAST               80  <- Upstairs Hall
END_ROOM 85

ROOM_DESCR 85	{Library}
The room is appointed with several comfortable chairs and two fine oak desks.  
The walls are lined with bookshelves.  Unfortunately, all of the books are in  
languages neither you nor Tark can read.  There are doors to the south and     
east.                                                                          
END_ROOM_DESCR 85

ROOM 86
 Long Hallway
   NORTH              85  <- Library
   SOUTH              89  <- Small Hallway
   NORTHWEST          87  <- North Bedroom
   SOUTHWEST          88  <- South Bedroom
END_ROOM 86

ROOM_DESCR 86	{Long Hallway}
You are in a long hallway.  To the east are windows overlooking the courtyard. 
The walls between the windows are decorated with frescoes depicting creatures  
of various races bowing down in subservience to the viewer.  The floor is      
covered with a plush carpet.  To the south, you can see that the hallway       
turns west.  There are doors to the north, northwest, and southwest.           
END_ROOM_DESCR 86

ROOM 87
 North Bedroom
   SOUTHEAST          86  <- Long Hallway
END_ROOM 87

ROOM_DESCR 87	{North Bedroom}
You are in a bedroom.  A door opens to the southeast.                          
END_ROOM_DESCR 87

ROOM 88
 South Bedroom
   NORTHEAST          86  <- Long Hallway
END_ROOM 88

ROOM_DESCR 88	{South Bedroom}
You are in a bedroom.  A door opens to the northeast.                          
END_ROOM_DESCR 88

ROOM 89
 Small Hallway
   NORTH              86  <- Long Hallway
   EAST               90  <- Study
   WEST               61  <- Servant's Hallway
   DOWN               61  <- Servant's Hallway
END_ROOM 89

ROOM_DESCR 89	{Small Hallway}
You are in a small east-west hallway which opens onto a longer hallway         
to the north.  To the west is a small staircase leading down.  There is        
a door to the east.                                                            
END_ROOM_DESCR 89

ROOM 90
 Study
   EAST               91  <- 
   WEST               89  <- Small Hallway
END_ROOM 90

ROOM_DESCR 90	{Study}
You are in a study.  There is a large ironwood desk by the north wall,         
overlooking the courtyard.  A floor-standing globe of the Peninsula            
sub-universe is by the desk.  Doors lead to the east and west.                 
END_ROOM_DESCR 90

ROOM 91
 
   WEST               90  <- Study
END_ROOM 91

ROOM_DESCR 91	{}
You stand amidst punk chaos.  The floor is littered with rolls of barbed       
wire, broken glass, and shattered bones.  The walls are emblazoned with        
a bewildering pattern of black lightning bolts.  Dried blood stains much of    
the walls and floor.  The bone shards are fairly clean, but there are          
tufts of hair attached to small rotting pieces of flesh stuck to the           
walls.  In the middle of the chaos is a large, waist-high, ebony rock.         
The rock's sides are roughly hewn, but the top is polished smooth and          
level.  The only exit is to the west.                                          
END_ROOM_DESCR 91

ROOM 92
 Inner Stronghold Door
   NORTH              84  <- Outer Stronghold
   LOCKED_DOOR        
END_ROOM 92

ROOM_DESCR 92	{Inner Stronghold Door}
You are standing before the door to the cylindrical room.  It is made of       
iron and fitted with a lock.  The curved wall before you and the floor         
beneath your feet are not glowing.                                             
END_ROOM_DESCR 92

HELP 92	{Inner Stronghold Door}
"I don't know, what would a thief do?" asks Tark.                              
END_HELP_DESCR 92

ROOM 93
 Stronghold
   NORTH              92  <- Inner Stronghold Door
   EXIT               92  <- Inner Stronghold Door
END_ROOM 93

ROOM_DESCR 93	{Stronghold}
You are in a 20 foot diameter circular room.  10 foot circles of soft          
grey light glow on the floor and ceiling in the center of the room.            
The only exit is to the north.                                                 
END_ROOM_DESCR 93

HELP 93	{Stronghold}
"Hmmm," muses Tark.  "We can't disbelieve it, we can't drill it, and we        
can't pick it.  How else can you get a lock open?"                             
END_HELP_DESCR 93

ROOM 100
 Tower Staircase
   UP                 101  <- Tower Staircase
   DOWN               83  <- Troll Room
END_ROOM 100

ROOM_DESCR 100	{Tower Staircase}
You are on a long, spiraling staircase which hugs the outer perimeter of the   
tower.  There are arrow slits to the outside but no doors or openings to       
the interior.  The staircase is carpeted in sanguine red.  You may continue    
up or down.                                                                    
END_ROOM_DESCR 100

ROOM 101
 Tower Staircase
   UP                 102  <- Tower Landing
   DOWN               100  <- Tower Staircase
END_ROOM 101

ROOM_DESCR 101	{Tower Staircase}
You are on a long, spiraling staircase which hugs the outer perimeter of the   
tower.  There are arrow slits to the outside but no doors or openings to       
the interior.  The staircase is carpeted in sanguine red.  You may continue    
up or down.                                                                    
END_ROOM_DESCR 101

ROOM 102
 Tower Landing
   NORTH              103  <- Tower Room
   DOWN               101  <- Tower Staircase
   ENTER              103  <- Tower Room
   LOCKED_DOOR        
END_ROOM 102

ROOM_DESCR 102	{Tower Landing}
You are standing on a landing at the top of a long spiraling staircase.  To    
the north is a door.                                                           
END_ROOM_DESCR 102

ROOM 103
 Tower Room
   SOUTH              102  <- Tower Landing
   EXIT               102  <- Tower Landing
END_ROOM 103

ROOM_DESCR 103	{Tower Room}
You are in a large circular room with no windows. The floor is black marble,   
inlaid with large, silvery runes and marked with a variety of chalks and       
powders.  Cold, black radiance streams from a 10' diameter hole in the         
center of the floor.                                                           
END_ROOM_DESCR 103

ROOM 196
 Eternity
END_ROOM 196

ROOM_DESCR 196	{Eternity}
You are stuck in a black gem for eternity.                                     
You have the option of quitting the game or restoring a saved one.             
END_ROOM_DESCR 196

ROOM 197
 Software Bug
END_ROOM 197

ROOM 198
 Despair
END_ROOM 198

ROOM_DESCR 198	{Despair}
                                                                               
You are lost to despair.                                                       
You have the option of quitting the game or restoring a saved one.             
END_ROOM_DESCR 198

ROOM 199
 Death
END_ROOM 199

ROOM_DESCR 199	{Death}
                                                                               
You are dead.                                                                  
                                                                               
You have the option of quitting the game or restoring a saved one.             
END_ROOM_DESCR 199

------------- Start of Noun Definitions -------------
NOUN 200
  NOTEBOOK
  DND
  Your DnD notebook is here, lying on the floor.
  UNMOVABLE          
  LOCATION           2 <-- Dining Area
  READABLE           
  CLOSEABLE          
  LOCKABLE           
  LOCKED             
  NOUN_SYNONYMS BOOK PADLOCK 
END_NOUN 200

NOUN_DESCR 200	{NOTEBOOK}
Upon closer examination, you find that you're notebook is not actually lying   
on the floor but is a few inches above it, fixed unsupported in the air.       
Grabbing ahold of it, you cannot move it from its position.  You also          
cannot open it.  The cover of your notebook seems considerably harder and      
sturdier than before, and it is closed shut with what appears to be a padlock. 
The padlock is insubstantial and difficult to see but glows with a dim internal
light.  When you try to touch it, your fingers merely pass through.  Strangely,
the padlock has no keyhole or other obvious mechanism for opening it.          
END_NOUN_DESCR 200

TEXT 200	{NOTEBOOK}
Unfortunately, you cannot seem to open your notebook.  There is some sort of   
strange lock on it.                                                            
END_TEXT 200

NOUN 201
  SKELETONS
  EBONY
  There are ebony skeletons where your friends were sitting.
  UNMOVABLE          
  LOCATION           2 <-- Dining Area
  PLURAL             
  NOUN_SYNONYMS SKELETON FRIEND FRIENDS 
END_NOUN 201

NOUN_DESCR 201	{SKELETONS}
Where once your friends sat now sit ebony black skeletons of roughly the       
same size and build.  The light reflects in odd ways off of the polished       
bone, and glowing green maggots swarm in their eye sockets.  One of the        
skeletons wears a small gold cross on a gold chain.                            
END_NOUN_DESCR 201

NOUN 202
  BATHROBE
  BLACK
  Your bathrobe is here.
  SIZE               3
  LOCATION           7 <-- Master Bedroom
  WEARABLE           
  NOUN_SYNONYMS ROBE 
END_NOUN 202

NOUN_DESCR 202	{BATHROBE}
The most notable thing about your bathrobe is that it is black.                
END_NOUN_DESCR 202

NOUN 203
  TELEVISION
  
  Your television sits in the northeast corner.
  UNMOVABLE          
  LOCATION           7 <-- Master Bedroom
  NOUN_SYNONYMS TV 
END_NOUN 203

NOUN_DESCR 203	{TELEVISION}
Your television looks exactly like a television.                               
END_NOUN_DESCR 203

NOUN 204
  CROSS
  GOLD
  There is a small gold cross here.
  SIZE               2
  WEARABLE           
  NOUN_SYNONYMS CHAIN 
END_NOUN 204

NOUN 205
  SHOVEL
  GARDEN
  There is a shovel here, retired after the great, dead garden purge.
  SIZE               3
  LOCATION           11 <-- Garage

END_NOUN 205

NOUN 206
  TOILET
  NICE
  There is a toilet here.
  UNMOVABLE          
  LOCATION           14 <-- Guest Bathroom

END_NOUN 206

NOUN_DESCR 206	{TOILET}
Well, there's a little scum under the rim, but don't you have more             
important things to worry about?                                               
END_NOUN_DESCR 206

NOUN 207
  TOILET
  SHINY
  There is a toilet here.
  UNMOVABLE          
  LOCATION           8 <-- Master Bathroom

END_NOUN 207

NOUN_DESCR 207	{TOILET}
Well, there's a little scum under the rim, but don't you have more             
important things to worry about?                                               
END_NOUN_DESCR 207

NOUN 208
  PIPE
  BURST
  There is a burst water pipe and 6 inches of water here.
  UNMOVABLE          

END_NOUN 208

NOUN 209
  NEWSPAPER
  DAILY
  There is a newspaper here.
  SIZE               3
  LOCATION           20 <-- Driveway
  READABLE           
  NOUN_SYNONYMS PAPER 
END_NOUN 209

NOUN_DESCR 209	{NEWSPAPER}
It is today's copy of your favorite paper -- the LA Times.                     
END_NOUN_DESCR 209

TEXT 209	{NEWSPAPER}
Calvin and Hobbes is especially funny today.                                   
END_TEXT 209

NOUN 210
  RADIO
  WALKMAN
  A Walkman radio is here.
  SIZE               3
  LOCATION           4 <-- Living Room
  TURNABLE           
  WEARABLE           

END_NOUN 210

NOUN 211
  RADIO
  WALKMAN
  A Walkman radio is here, blaring acid rock.
  SIZE               3
  TURNABLE           
  WEARABLE           

END_NOUN 211

NOUN 212
  PASSAGE
  
  A passage has been dug to the door to the north.
  UNMOVABLE          

END_NOUN 212

NOUN 213
  DRILL
  POWER
  There is a power drill here.
  SIZE               3
  LOCATION           11 <-- Garage

END_NOUN 213

NOUN_DESCR 213	{DRILL}
It is one of those cordless Black & Deckar power drills advertised heavily     
at Christmastime.  It comes with a full set of drill bits.                     
END_NOUN_DESCR 213

NOUN 214
  
  
  Looking around, you realize Cindy is nowhere in sight.
  UNMOVABLE          
  LOCATION           2 <-- Dining Area

END_NOUN 214

NOUN 215
  GLASS
  DRINKING
  There is a drinking glass here.
  LOCATION           3 <-- Kitchen
  OPEN               

END_NOUN 215

NOUN_DESCR 215	{GLASS}
It is a tall glass, capable of holding about 12 oz. of beverage.               
END_NOUN_DESCR 215

NOUN 216
  WATER
  SOME
  There is some water here.
  DRINKABLE          

END_NOUN 216

NOUN_DESCR 216	{WATER}
The water is a colorless liquid, devoid of any obvious interesting             
macromolecular features.                                                       
END_NOUN_DESCR 216

NOUN 217
  WATER
  HOLY
  There is some holy water here.
  DRINKABLE          

END_NOUN 217

NOUN_DESCR 217	{WATER}
The water is a colorless liquid, devoid of any obvious interesting             
macromolecular features.                                                       
END_NOUN_DESCR 217

NOUN 218
  OUTLET
  ELECTRICAL
  There is an electrical outlet on the wall over the counter.
  UNMOVABLE          
  LOCATION           3 <-- Kitchen
  OPEN               

END_NOUN 218

NOUN_DESCR 218	{OUTLET}
It is a 60 Hz, 120 VAC outlet with two grounded sockets.                       
END_NOUN_DESCR 218

NOUN 219
  CORD
  EXTENSION
  There is a 6' extension cord here.
  SIZE               2
  LOCATION           11 <-- Garage

END_NOUN 219

NOUN 220
  BLENDER
  WARING
  There is a Waring blender here.
  SIZE               20
  LOCATION           3 <-- Kitchen
  OPEN               

END_NOUN 220

NOUN_DESCR 220	{BLENDER}
It is an electric blender with a half-gallon container.  The finish is a       
stylish glossy black.                                                          
END_NOUN_DESCR 220

NOUN 226
  ME
  
  
  NOUN_SYNONYMS MYSELF I PHILIP PHIL 
END_NOUN 226

NOUN_DESCR 226	{ME}
You're not looking and feeling your best at the moment.                        
END_NOUN_DESCR 226

NOUN 227
  COLD
  RESIST
  

END_NOUN 227

NOUN 228
  WOUNDS
  CAUSE
  
  NOUN_SYNONYMS CURSE 
END_NOUN 228

NOUN 229
  CHARM
  SNAKE
  

END_NOUN 229

NOUN 230
  CAR
  SQUAD
  A squad car is parked here.  Someone is in the back seat.
  UNMOVABLE          
  CLOSEABLE          

END_NOUN 230

NOUN_DESCR 230	{CAR}
There is a balding middle-aged man handcuffed and sitting in the back          
seat.  He looks dejected and resigned to his fate.  Resting on the front seat  
is a pouch with a tag attached to it.                                          
END_NOUN_DESCR 230

NOUN 231
  POUCH
  TAGGED
  There is a tagged pouch here.
  SIZE               3
  LOCATION           230 <-- Inside CAR
  CLOSEABLE          

END_NOUN 231

NOUN_DESCR 231	{POUCH}
The pouch is made of burlap.  It is tied shut with a piece of string and       
an evidence tag which has details about where and under what circumstances     
it was found.                                                                  
END_NOUN_DESCR 231

NOUN 232
  CARDS
  CREDIT
  There are about fifty credit cards, all under different names.
  SIZE               2
  LOCATION           231 <-- Inside POUCH
  PLURAL             

END_NOUN 232

NOUN 233
  DISKETTE
  FLOPPY
  There is a 3-1/2" floppy diskette labelled "Password Breaker."
  SIZE               2
  LOCATION           231 <-- Inside POUCH

END_NOUN 233

NOUN 234
  LIST
  BANK
  There is a list of banks, phone numbers, and baud rates here.
  LOCATION           231 <-- Inside POUCH

END_NOUN 234

NOUN 235
  BODY
  DEAD
  There is a corpse here, lying before the doors.
  UNMOVABLE          
  LOCATION           26 <-- Castle Gate
  NOUN_SYNONYMS CORPSE 
END_NOUN 235

NOUN_DESCR 235	{BODY}
It appears to be the corpse of a survivalist.  His skin is deathly white       
with ugly stains of black and purple.  His clothes are icy and stiff,          
and the ground around him is wet.  One dead hand is clutching a pistol         
in the grip of rigor mortis.  In one of his pockets you find a twinkie.        
END_NOUN_DESCR 235

NOUN 236
  PISTOL
  HAND
  There is a pistol here.
  SIZE               2
  CAN_SHOOT          
  NUM_SHOTS          1
  NOUN_SYNONYMS GUN MAGNUM 
END_NOUN 236

NOUN_DESCR 236	{PISTOL}
It's a .45 Magnum pistol, and there is a single, exploding, teflon-coated      
bullet left in the chamber.                                                    
END_NOUN_DESCR 236

NOUN 237
  TWINKIE
  HOSTESS
  There is a package of twinkies here.
  SIZE               2
  READABLE           
  NOUN_SYNONYMS TWINKIES 
END_NOUN 237

NOUN_DESCR 237	{TWINKIE}
The twinkie is wrapped in cellophane that is yellow and brittle from age.      
There is writing on the package.                                               
END_NOUN_DESCR 237

TEXT 237	{TWINKIE}
Unsurprisingly, it reads "Hostess Twinkie."  In small print you also find      
"good thru Jan 8, 2134."                                                       
END_TEXT 237

NOUN 240
  FOUNTAIN
  
  There is a fountain here.
  UNMOVABLE          
  LOCATION           53 <-- Courtyard

END_NOUN 240

NOUN_DESCR 240	{FOUNTAIN}
Upon closer examination, you see that the fountain is actually quite           
grotesque.  The top of the fountain features a young woman crushing            
the life out of her baby.  The water gushes from its distorted mouth and       
several wounds.  Around the lower portion are mermaids, and the water          
fountains from their slit wrists.                                              
END_NOUN_DESCR 240

NOUN 241
  BUS
  SCHOOL
  There is an overturned school bus here.
  UNMOVABLE          
  LOCATION           53 <-- Courtyard

END_NOUN 241

NOUN_DESCR 241	{BUS}
The school bus belongs to Long Beach School District No. 57.  The bus is       
empty except for the driver, who lies dead with his head smashed against       
the windshield.  You accidentally stick your hand in some chewing gum on       
one of the seats.                                                              
END_NOUN_DESCR 241

NOUN 242
  HOUSE
  MUD
  There is a small mud house here.
  UNMOVABLE          
  LOCATION           53 <-- Courtyard
  NOUN_SYNONYMS MUDHOUSE 
END_NOUN 242

NOUN_DESCR 242	{HOUSE}
There is a small round hut here, constructed from mud and excrement.  It       
is roughly ten feet wide and sports a shoddy wooden door.  You hear soft       
moaning from inside.                                                           
END_NOUN_DESCR 242

NOUN 243
  FREE
  ARE
  

END_NOUN 243

NOUN 244
  STATUES
  STONE
  There are many stone statues here.
  UNMOVABLE          
  LOCATION           55 <-- Statue Gallery

END_NOUN 244

NOUN_DESCR 244	{STATUES}
Examining the statues more carefully is both fascinating and revolting.        
END_NOUN_DESCR 244

NOUN 245
  STATUE
  
  There is a statue of Cindy here.
  UNMOVABLE          

END_NOUN 245

NOUN 246
  PAINTINGS
  FRAMED
  Many framed paintings adorn the walls.
  UNMOVABLE          
  LOCATION           59 <-- Dining Room
  PLURAL             

END_NOUN 246

NOUN 247
  PAINTING
  
  There is a painting of Cindy here.
  UNMOVABLE          

END_NOUN 247

NOUN 248
  STUD
  
  
  NOUN_SYNONYMS STUDS 
END_NOUN 248

NOUN 249
  CABINET
  WOOD
  There is a wood cabinet in one corner of the room.
  UNMOVABLE          
  LOCATION           82 <-- Winchester Room
  CLOSEABLE          

END_NOUN 249

NOUN 250
  CAKE
  PAISLEY
  There is a single piece of Paisley Cake here.
  SIZE               2
  LOCATION           249 <-- Inside CABINET
  EDIBLE             

END_NOUN 250

NOUN 251
  RACK
  SPICE
  A spice rack hangs from the wall.
  SIZE               3
  UNMOVABLE          
  LOCATION           60 <-- Kitchen
  OPEN               

END_NOUN 251

NOUN_DESCR 251	{RACK}
The spice rack contains an impressive array of spices, including a number of   
exotic ones.  Among them, you find Jurbura, Muirapuma, and Skullcap.           
END_NOUN_DESCR 251

NOUN 252
  BOX
  SHINY
  There is a shiny box here.
  SIZE               2
  LOCATION           72 <-- Prison Cell
  CLOSEABLE          

END_NOUN 252

NOUN_DESCR 252	{BOX}
The box is a metal cube roughly one inch on a side.  It looks like it          
consists of two boxes, one which fits inside the other.  The appearance of     
the metal is somewhat like silver but much more lustrous.                      
END_NOUN_DESCR 252

NOUN 253
  BOOK
  BLACK
  There is a single, black book here in English.
  SIZE               3
  LOCATION           85 <-- Library
  READABLE           

END_NOUN 253

NOUN_DESCR 253	{BOOK}
The book has a black leather cover and is entitled "Soul-Based Bindings and    
Their Application to the Inanimate" by 't Hooft, High Wizard of the Court      
of Sen.  Tark perks up and is happy that the one book in Common sounds so      
interesting.                                                                   
END_NOUN_DESCR 253

TEXT 253	{BOOK}
The book has a black leather cover and is entitled "Soul-Based Bindings and    
Their Application to the Inanimate" by 't Hooft, High Wizard of the Court      
of Sen.  Tark perks up and is happy that the one book in Common sounds so      
interesting.                                                                   
                                                                               
The basic theory, as laid out in the introduction, is that unusually strong    
bindings of the inanimate can be worked through an application of soul-based   
techniques.  First, one binds someone's soul into the object of interest.      
This then provides a hook and power source for achieving the desired           
binding of the object itself.  An application of particular interest to        
the author is the Cursing of various objects.  He dwells on a successful       
cursing of a holy relic using this technique.                                  
                                                                               
The rest of the book is filled with various applications.  Most of them        
don't seem too relevant to your current plight, but you do spy a chapter       
entitled "Application to Sub-Ethereal Locks."  Scanning this chapter more      
carefully, you find an example which sounds very much like the effect on       
your notebook.  There is a technical description of how to lay such a          
binding and an equally technical description of how to lift one using similar  
techniques.  There also seems to be a more direct method for lifting it        
by the application of a specially prepared reagent.  A recipe is enclosed.     
Mix together, and chop and grind into a fine paste:                            
    the intestine of a red gecko                                               
    a fresh piece of cake that is at least 20 years old                        
    tears of sadness                                                           
    holy water                                                                 
    living troll flesh                                                         
    something personal of the binding's creator                                
    a hair from the head of the alchemist's true love                          
Quickly, before the troll flesh can rise, place in the mixture                 
    a set of thieving tools                                                    
and cauterize with                                                             
    Shocking Grasp                                                             
                                                                               
The more personal the item from the binding's creator, the more powerful       
the reagent.  The recommended technique for the cake is to store it in         
a stasis box for the required time.                                            
END_TEXT 253

NOUN 254
  SWORD
  BLEEDING
  There is a sword here, dripping blood.
  SIZE               3

END_NOUN 254

NOUN_DESCR 254	{SWORD}
It is a double-handed sword.  Blood wells from the blade and spews from        
its surface.                                                                   
END_NOUN_DESCR 254

NOUN 255
  DOORWAY
  TRANSLUCENT
  The southern door is now translucent and barely visible.
  UNMOVABLE          

END_NOUN 255

NOUN 256
  FRAGMENTS
  TROLL
  There are troll lord fragments here, crawling towards each other.
  UNMOVABLE          
  PLURAL             

END_NOUN 256

NOUN 257
  FLESH
  TROLL
  There is a piece of troll flesh here, trying to squirm away.
  NOUN_SYNONYMS FRAGMENT PIECE 
END_NOUN 257

NOUN 258
  CHEST
  IRON
  A heavy iron chest sits in the center of the room.
  UNMOVABLE          
  LOCATION           93 <-- Stronghold
  CLOSEABLE          
  LOCKABLE           
  LOCKED             
  KEY                271  <-- KEY

END_NOUN 258

NOUN_DESCR 258	{CHEST}
"Good idea," encourages Tark.  "Check for traps!"  The chest is about          
a meter across and fitted with a solid lock.                                   
END_NOUN_DESCR 258

NOUN 259
  SCROLL
  PARCHMENT
  There is a scroll here.
  SIZE               2
  LOCATION           258 <-- Inside CHEST
  READABLE           

END_NOUN 259

NOUN_DESCR 259	{SCROLL}
The scroll is a 1x3' piece of parchment that has been rolled up for            
convenience.  There is writing on it.                                          
END_NOUN_DESCR 259

TEXT 259	{SCROLL}
The title of the scroll is in English and reads "Mantel's Spell of Eternal     
Emergency Evasion."  The rest is written in strange characters that you        
cannot make out.                                                               
END_TEXT 259

NOUN 260
  SPECTACLES
  GLASS
  There is a pair of spectacles here.
  SIZE               2
  LOCATION           88 <-- South Bedroom
  WEARABLE           
  PLURAL             
  NOUN_SYNONYMS GLASSES 
END_NOUN 260

NOUN_DESCR 260	{SPECTACLES}
They seem to be normal, old-fashioned spectacles with gold frames.             
END_NOUN_DESCR 260

NOUN 261
  SCROLL
  PARCHMENT
  There is a scroll here.
  SIZE               2
  READABLE           

END_NOUN 261

NOUN_DESCR 261	{SCROLL}
The scroll is a 1x3' piece of parchment that has been rolled up for            
convenience.  The parchment is blank.                                          
END_NOUN_DESCR 261

TEXT 261	{SCROLL}
The scroll is blank.                                                           
END_TEXT 261

NOUN 262
  HEART
  BLACK
  There is a black heart here.
  SIZE               2

END_NOUN 262

NOUN_DESCR 262	{HEART}
The heart is about twice the size of your fist and drips black blood.  The     
blood has an unpleasant feel to it and you try to avoid touching it.           
END_NOUN_DESCR 262

NOUN 263
  HAIR
  CINDY
  A strand of hair is here.

END_NOUN 263

NOUN_DESCR 263	{HAIR}
You're in trouble if you need us to tell you what it looks like.               
END_NOUN_DESCR 263

NOUN 264
  TEARS
  SAD
  There are tears of sadness here.
  PLURAL             

END_NOUN 264

NOUN_DESCR 264	{TEARS}
Mostly, the tears look wet.                                                    
END_NOUN_DESCR 264

NOUN 265
  VIAL
  PERFUME
  There is a perfume vial here.
  SIZE               2
  LOCATION           87 <-- North Bedroom
  CLOSEABLE          

END_NOUN 265

NOUN_DESCR 265	{VIAL}
The perfume vial is made of delicately cut crystal and is quite small.  All    
the perfume is gone, but it still smells nice.                                 
END_NOUN_DESCR 265

NOUN 266
  JURBURA
  SOME
  There is a packet of Jurbura here.
  EDIBLE             

END_NOUN 266

NOUN 267
  MUIRAPUMA
  SOME
  There is a packet of MuiraPuma here.
  EDIBLE             

END_NOUN 267

NOUN 268
  SKULLCAP
  SOME
  There is a packet of Skullcap here.
  EDIBLE             

END_NOUN 268

NOUN 269
  LOCK
  FLESH
  The door before you bears a very strange lock.
  UNMOVABLE          
  LOCATION           102 <-- Tower Landing
  CLOSEABLE          
  LOCKABLE           
  LOCKED             

END_NOUN 269

NOUN_DESCR 269	{LOCK}
Two inches in front of the door floats a large lock apparently crafted from    
flesh.  The lock does not actually hold the door shut in any obvious way.      
END_NOUN_DESCR 269

NOUN 270
  DESK
  IRONWOOD
  There is an ironwood desk here.
  SIZE               3
  UNMOVABLE          
  LOCATION           90 <-- Study
  CLOSEABLE          
  NOUN_SYNONYMS DRAWER DRAWERS CUBBY ROLLTOP 
END_NOUN 270

NOUN_DESCR 270	{DESK}
The desk is made of ironwood, and has an old-fashioned roll-top cubby on top.  
The side of the desk has ornamental carvings of grotesque variations on the    
human form.  The top of the desk is inlaid with ivory runes.                   
END_NOUN_DESCR 270

NOUN 271
  KEY
  QUARTZ
  There is a key here.
  SIZE               2
  LOCATION           270 <-- Inside DESK

END_NOUN 271

NOUN_DESCR 271	{KEY}
The key is several inches long, and is made of translucent white quartz, shot  
through with veins of red.                                                     
END_NOUN_DESCR 271

NOUN 272
  TRAY
  DINNER
  There is a dinner tray here.
  SIZE               3
  LOCATION           60 <-- Kitchen
  OPEN               

END_NOUN 272

NOUN_DESCR 272	{TRAY}
In addition to the main course, the tray is set with a napkin, silver,         
bread, salad, and caviar.                                                      
END_NOUN_DESCR 272

NOUN 273
  TRAY
  SILVER
  There is a silver tray here.
  SIZE               3
  LOCATION           60 <-- Kitchen
  OPEN               

END_NOUN 273

NOUN_DESCR 273	{TRAY}
The tray is set with a silver spoon, a small tea pot, sugar, and a glass       
of what looks like blood though its not clotting.                              
END_NOUN_DESCR 273

NOUN 274
  TRAY
  GOLD
  There is a gold tray here.
  SIZE               3
  OPEN               

END_NOUN 274

NOUN_DESCR 274	{TRAY}
The tray is set with a gold spoon, a small tea pot, sugar, and a glass         
of what looks like blood though its not clotting.                              
END_NOUN_DESCR 274

NOUN 275
  BABY
  ROAST
  There is a roasted human baby.
  LOCATION           272 <-- Inside TRAY
  EDIBLE             

END_NOUN 275

NOUN_DESCR 275	{BABY}
The baby has been cooked with an apple in its mouth.                           
END_NOUN_DESCR 275

NOUN 276
  CHEESECAKE
  CHOCOLATE
  There is a piece of chocolate cheesecake.
  LOCATION           273 <-- Inside TRAY
  EDIBLE             

END_NOUN 276

NOUN 277
  CRISP
  APPLE
  There is a piece of apple crisp.
  LOCATION           274 <-- Inside TRAY
  EDIBLE             

END_NOUN 277

NOUN 278
  FLESH
  DEAD
  There is a dead and hardened piece of troll flesh here.
  NOUN_SYNONYMS FRAGMENT PIECE 
END_NOUN 278

NOUN 280
  MUSH
  PURPLE
  There is foaming purple mush here.
  SIZE               10
  OPEN               
  EDIBLE             
  DRINKABLE          
  POISONOUS          

END_NOUN 280

NOUN_DESCR 280	{MUSH}
The mush is smooth, purple, and foaming rapidly.  In fact, it seems to         
be growing!  Looking closely, you can see little flesh-colored globules        
congealing and then migrating toward each other.                               
END_NOUN_DESCR 280

NOUN 281
  MUSH
  SOME
  There is some mush here.
  SIZE               10
  OPEN               
  EDIBLE             
  DRINKABLE          
  POISONOUS          

END_NOUN 281

NOUN_DESCR 281	{MUSH}
There is some mush here which is foaming rapidly.  In fact, it seems to        
be growing!  Looking closely, you can see little flesh-colored globules        
congealing and then migrating toward each other.                               
END_NOUN_DESCR 281

NOUN 282
  LIQUID
  CLEAR
  There is a clear liquid here.
  DRINKABLE          
  POISONOUS          
  NOUN_SYNONYMS REAGENT 
END_NOUN 282

NOUN_DESCR 282	{LIQUID}
Blue flames play over the surface of the liquid, but they emit neither         
smoke nor heat.  In fact, both flames and liquid are slightly cool to          
the touch.                                                                     
END_NOUN_DESCR 282

NOUN 283
  TRAY
  DINNER
  There is a dinner tray here.
  SIZE               3
  OPEN               

END_NOUN 283

NOUN_DESCR 283	{TRAY}
There is a collection of used dishes on the tray and a crumpled napkin.        
END_NOUN_DESCR 283

NOUN 284
  TRAY
  SILVER
  There is a silver tray here.
  SIZE               3
  OPEN               

END_NOUN 284

NOUN_DESCR 284	{TRAY}
There is an empty teapot, and empty glass, and empty plate.                    
END_NOUN_DESCR 284

NOUN 285
  TRAY
  GOLD
  There is a gold tray here.
  SIZE               3
  OPEN               

END_NOUN 285

NOUN_DESCR 285	{TRAY}
There is an empty teapot, and empty glass, and empty plate.                    
END_NOUN_DESCR 285

NOUN 291
  LIGHT
  
  You can see here by the light of Tark's spell.
  UNMOVABLE          
  ON                 
  IS_LIGHT           

END_NOUN 291

NOUN 292
  LIGHT2
  
  You can still see here by the light of Tark's spell.
  UNMOVABLE          
  ON                 
  IS_LIGHT           

END_NOUN 292

NOUN 293
  LIGHT3
  
  You can see here by the light of Tark's spell.
  UNMOVABLE          
  ON                 
  IS_LIGHT           

END_NOUN 293

NOUN 294
  LIGHT4
  
  You can still see here by the light of Tark's spell.
  UNMOVABLE          
  ON                 
  IS_LIGHT           

END_NOUN 294

NOUN 295
  GLURBGLIP
  
  You have regained your lost manhood!
  UNMOVABLE          

END_NOUN 295

NOUN 299
  BOOK
  REFERENCE
  There is a reference book here.
  SIZE               2
  LOCATION           4 <-- Living Room
  READABLE           

END_NOUN 299

NOUN_DESCR 299	{BOOK}
The book is entitled "Information for People Who Aren't Phil."                 
END_NOUN_DESCR 299

TEXT 299	{BOOK}
                                                                               
               Information for People Who Aren't Phil                          
               --------------------------------------                          
                                                                               
   This game was designed specifically for one particular person.  Not         
being that person, you may not understand or appreciate all of it.  If         
you'd like to give it a try nonetheless, there are some things you'll          
need to know.                                                                  
                                                                               
                                                                               
Tark:                                                                          
                                                                               
    The lady who shows up on the table.  Tark is a female cleric (priestess)   
  in Philip's fantasy world.  One of the things she can do is "conjure" certain
  spells.  Spells that she would know under normal circumstances, which        
  these aren't, go by the following names:                                     
                                                                               
         Cure             Read Magic        Bless                              
         Detect Magic     Command           Find Traps                         
         Light            Remove Fear       Hold Person                        
         Protection       Resist Cold       Snake Charm                        
         Silence          Detect Charm      Resist Fire                        
         Slow Poision     Spiritual Hammer  Continual Light                    
         Cure Disease     Locate Object     Prayer                             
         Remove Curse     Augury            Cure Blindness                     
         Dispell Magic    Feign Death       Glyph                              
                                                                               
  Experiment.  The parser won't, in fact, recognize most of the spells         
  that are not relevant to the game.                                           
                                                                               
  Tark also has the ability to "away" undead, causing them to flee or          
  disintegrate.  As a cleric, she can also make holy water.                    
                                                                               
                                                                               
Naron Blooder:                                                                 
                                                                               
    The major bad guy is named Naron Blooder.  He's powerful, sadistic,        
  and more than a little mad.  For the past 400 years, since apparently being  
  defeated in a rebellion by the populace, his soul has been hidden and        
  steeping in the aura of dark and twisted gods.  Recently, he has revealed    
  himself and again become active in Philip's fantasy world.  Naron Blooder    
  was a mage who specialized in Binding -- the binding of creature's souls,    
  be they human, demon, or whatever.  Often, instead of killing his enemies,   
  he binds them into twisted forms to wait out eternity.  There is always some 
  way to release his bindings, but he seems to have a fair amount of control   
  over the design of that release.  He prefers releases which are sadistic and 
  ironic.                                                                      
    As an example, there was the binding of an evil, female werewolf into a    
  statue.  She could only be awakened by the kiss of a good, male cleric, both 
  parties then being locked into a love geas by a follow-up binding.  There    
  was an air sylph, confined to a dungeon of mud, who needed only to be told   
  "you are free" to be freed, who knew this, but was spelled from being able   
  to communicate it.  There was a leperechaun bound in a crock of gold and the 
  mind of a Prime Minister transferred into the body of a drooling, spastic,   
  village idiot.  There were also simpler bindings like a person bound into the
  frame of a picture, released by pressing a certain stud on the frame.  There 
  was a binding worked upon Tark herself, where she was bound into the form of 
  a sword that spewed blood.  The blade needed to be wielded to kill things in 
  order to continue bleeding, and it needed to bleed to continue living.  The  
  release was to thrust it through the heart of the person she most cared      
  about in the world, leaving it there until that person died, and Tark        
  awaking to find herself drinking the life's blood from her dearest friend's  
  heart.                                                                       
                                                                               
                                                                               
Paisley Cake:                                                                  
                                                                               
    Paisley Cake is an extremely potent aphrodesiac.  Three of its ingredients 
  are very rare and difficult to obtain:                                       
                                                                               
        Jurbura    --  the ground intenstine of a red gecko                    
        Muira-Puma --  a rare cousin to mosswort which, where it does          
                       grow, only appears for one half hour following          
                       spring showers                                          
        Skullcap   --  made from slightly hallucenagenic mushrooms             
                                                                               
                                                                               
Philip's House:                                                                
                                                                               
    Has had a past history of bizarre plumbing problems involving the          
  toilets.                                                                     
                                                                               
                                                                               
Illusions:                                                                     
                                                                               
    There are illusions in this game.  One disbelieves an illusion             
  by entering DISBELIEVE whatever.                                             
                                                                               
                                                                               
Mantel's Spell of Eternal Emergency Evasion:                                   
                                                                               
    Once this spell has been cast, your body picks up blue tatoos which        
  will generally save your butt and take you to safety if you are killed.      
  Doing so uses up the tatoos.                                                 
                                                                               
                                                                               
Shocking Grasp:                                                                
                                                                               
    In the fantasy world, this is a spell which, in a sense, electircally      
  charges the mage who casts it.  This charge may later be released, typically 
  through the body of one's foe.  This spell is not clerical in nature, and    
  Tark does not know it.                                                       
                                                                               
                                                                               
Trolls:                                                                        
                                                                               
     Trolls regenerate damage inflicted upon them, quickly healing wounds,     
  replacing limbs, etc.  A dwarf in the fantasy world was once looking         
  for a way to make money by supplying troll blood to alchemists.  He had      
  crafted a box of mythril (an exceptionally strong metal, both eldrich and    
  fey -- like a good titanium-steel alloy only better) in which he stored a    
  small living piece of the next troll he happened to slaughter.  The flesh    
  could not grow, restricted to the confines of the box.  When he needed       
  troll blood, he could remove the flesh, pound on it with an axe while it     
  tried to grow, let the resulting blood drain off, put a piece back in the    
  box, and burn whatever was left over.                                        
                                                                               
                                                                               
END_TEXT 299


------------- Start of Creature Definitions -------------
CREATURE 300
  TARK
  FAT
  Tark is here, looking dazed and not quite herself.
  LOCATION           2 <-- Dining Area
  GROUPMEMBER        
  MAN                
  CREATURE_SYNONYMS LADY 
END_CREATURE 300

CREATURE_DESCR 300	{TARK}
Speaking with her brings to light a great discrepancy between her and          
your beliefs of the material powers of the clergy.  She claims to know         
few spells, one of the frustrations of inhabiting a plane so far from          
the sponsors' influence.  Clerical spells, she says, are generally the         
expertise of the evil sects.  When you question her directly on which          
spells she knows, she grows confused, and then becomes confused that she       
is confused.  "I don't know," she says finally.  "Tell me something to         
conjure and I'll try it."                                                      
END_CREATURE_DESCR 300

CREATURE 302
  ELEMENTAL
  FIRE
  A fire elemental stands at the south end of the garage.
  LOCATION           11 <-- Garage

END_CREATURE 302

CREATURE_DESCR 302	{ELEMENTAL}
It looks big, nasty, and even from where you're standing you feel blistering   
heat.                                                                          
END_CREATURE_DESCR 302

CREATURE 303
  SURVIVALISTS
  
  There is a group of survivalists here, arguing excitedly.
  LOCATION           24 <-- Outside Castle
  CREATURE_SYNONYMS SURVIVALIST 
END_CREATURE 303

CREATURE_DESCR 303	{SURVIVALISTS}
All of them are men, all are wearing fatigues, and all are armed.  Most have   
automatic weapons, one guy has grenades, and it's hard to count all the knives 
you see sticking out of boottops and the like.  They seem grim and determined  
to "do something."  They also don't seem to appreciate your stare.             
END_CREATURE_DESCR 303

CREATURE 304
  OFFICERS
  POLICE
  There are two police officers here.
  CREATURE_SYNONYMS COPS POLICEMEN COP OFFICER 
END_CREATURE 304

CREATURE_DESCR 304	{OFFICERS}
Yup, it's California's finest.                                                 
END_CREATURE_DESCR 304

CREATURE 305
  CINDY
  MISERABLE
  Cindy is here, covered in slime and looking disgusted.
  LOCATION           54 <-- Mud-house
  MAN                

END_CREATURE 305

CREATURE_DESCR 305	{CINDY}
As you walk forward, the air seem to congeal around you such that you          
are unable to approach closer than five feet from her.  She looks at you       
and says very carefully, "Philip.  Listen to me.  This is very important.      
I have to wake up now."                                                        
END_CREATURE_DESCR 305

CREATURE 306
  SNAKES
  WRITHING
  There is a writhing mass of six snakes here.
  LOCATION           72 <-- Prison Cell

END_CREATURE 306

CREATURE 307
  SNAKES
  CHARMED
  There is a docile heap of six snakes here.

END_CREATURE 307

CREATURE_DESCR 307	{SNAKES}
The snakes are about 4 feet long.  Each has a red spot on the back of its      
head and two dark stripes running the length of the body.  They also have      
prominent fangs.                                                               
END_CREATURE_DESCR 307

CREATURE 308
  SKELETONS
  ANIMATED
  There are ten skeletons armed with swords and rushing toward you.
  LOCATION           84 <-- Outer Stronghold
  HOSTILE            
  THRESHOLD          999
  TIME_THRESHOLD     4
  CREATURE_SYNONYMS UNDEAD 
END_CREATURE 308

CREATURE_DESCR 308	{SKELETONS}
The skeletons are ebony and have glowing green maggots swarming in their       
eye sockets.                                                                   
END_CREATURE_DESCR 308

CREATURE 309
  LORD
  TROLL
  A troll lord is trying to pulverize you.
  LOCATION           83 <-- Troll Room
  HOSTILE            
  THRESHOLD          999
  TIME_THRESHOLD     4

END_CREATURE 309

CREATURE 310
  CINDY
  FREE
  Cindy is here, her mouth stained with blood.
  MAN                

END_CREATURE 310

CREATURE_DESCR 310	{CINDY}
Cindy is looking haggard and not at all happy.  But she smiles when you        
catch her eye.                                                                 
END_CREATURE_DESCR 310

CREATURE 311
  DEMIGOD
  
  There is a demigod here.
  LOCATION           103 <-- Tower Room
  HOSTILE            
  THRESHOLD          999
  CREATURE_SYNONYMS NARON BLOODER UNCONTAINED GC 
END_CREATURE 311

CREATURE 312
  DEMONESS
  UNDEAD
  There is a repulsive, undead demoness here.
  LOCATION           90 <-- Study
  HOSTILE            
  THRESHOLD          999
  TIME_THRESHOLD     4

END_CREATURE 312

CREATURE_DESCR 312	{DEMONESS}
She looks like a demoness because she has cloven feet, clawed wings, sharp     
teeth, and horns protruding from her head.  She would be quite beautiful       
except that her flesh is rotting off of her body as you look at her.           
Small chunks of it sporadically drop or ooze to the floor.  It doesn't         
seem she could last more than a day unless she does something to replenish     
herself.  She holds a sceptre in one hand.                                     
END_CREATURE_DESCR 312

CREATURE 313
  DEMONESS
  UNDEAD
  There is a repulsive, undead demoness here, advancing amorously.
  HOSTILE            
  THRESHOLD          999

END_CREATURE 313

CREATURE_DESCR 313	{DEMONESS}
She looks like a demoness because she has cloven feet, clawed wings, sharp     
teeth, and horns protruding from her head.  She would be quite beautiful       
except that her flesh is rotting off of her body as you look at her.           
Small chunks of it sporadically drop or ooze to the floor.  It doesn't         
seem she could last more than a day unless she does something to replenish     
herself.  She holds a napkin in one hand, a sceptre in the other.              
END_CREATURE_DESCR 313

CREATURE 314
  GUARD
  
  There is a human guard here, approaching menacingly.
  LOCATION           58 <-- Main Hall
  HOSTILE            
  THRESHOLD          999
  TIME_THRESHOLD     4

END_CREATURE 314

CREATURE_DESCR 314	{GUARD}
The guard is a big man, dressed in well-worn chain.  He smiles contemptuously  
as he advances.                                                                
END_CREATURE_DESCR 314

CREATURE 315
  MAN
  BALDING
  

END_CREATURE 315

----------------- Verbs Synonyms ----------------
VERB
ANY NONE NONE NONE NONE NONE NONE NONE NONE TRUE 8 381 88 382 70 384 385 385 153 383none 
PUT POUR   
PUSH PRESS   
DUMMY_VERB1 DEBUG   
DUMMY_VERB2 DIG SHOVEL   
DUMMY_VERB3 FLUSH   
DUMMY_VERB4 YOU   
DUMMY_VERB5 CONJURE   
DUMMY_VERB6 KISS   
DUMMY_VERB7 DISBELIEVE   
DUMMY_VERB8 AWAY   
DUMMY_VERB9 DRILL   
DUMMY_VERB10 KILL_PLAYER   
DUMMY_VERB11 KILL_ALL   
DUMMY_VERB12 PICK   
DUMMY_VERB13 CUT PLUCK   
DUMMY_VERB14 MAKE CREATE BLESS   
DUMMY_VERB15 BLEND PUREE   
DUMMY_VERB16 PLUG PLUGIN   
DUMMY_VERB17 UNPLUG   
DUMMY_VERB18 JUMP   
DUMMY_VERB19 USE   
DUMMY_VERB20 MIX GRIND CHOP   
DUMMY_VERB46 APB1   
DUMMY_VERB47 APB2   
DUMMY_VERB48 APB3   
DUMMY_VERB49 APB4   
END_VERB

----------------- Questions and Answers ----------------
QUESTION 0 WHICH
ANSWER 0 STUD:

QUESTION 1 UL,
ANSWER 1 UR,

QUESTION 2 LL,
ANSWER 2 OR

QUESTION 3 LR
ANSWER 3 (UPPER

QUESTION 4 LEFT,
ANSWER 4 ETC.)?

QUESTION 5 LR
ANSWER 5 NONE

-------------- End of Questions and Answers ------------

INTRO 
                                                                               
     You are seated in the corner of your dining area.  Cindy is in the kitchen
fixing herself a snack.  At the moment, your face is hidden behind your note-  
book.  Discussion rages around you concerning the exact nature of the question 
to be put to the altar in the 1st Basement of Gora's Castle.  But now you can  
raise your head and plaster that annoying DM "I know what's going on and you   
don't" look on your face because a decision has been reached: Tark and Heyyock 
want to ask for information on the Nature of the multi-verse and the relation- 
ship of that Nature to Good and Evil.                                          
     Grabbing the nearest pair of percentile dice, you roll ... double zero.   
You're not offhand sure what the hell that means, especially given that,       
hmmm ....                                                                      
     As you reach for your notebook with the Altar notes, the room begins to   
darken and tremble.  Someone is shouting, "Earthquake! Get under the table!"   
A foul stench assaults your nostrils.  And you feel a nauseating wrench through
your body and mind just before being knocked backward by an ear-splitting      
thunderclap.  You look up in time to see a homely, naked, and very fat woman   
atop your table just before it collapses beneath her weight.                   
     You're not sure which incredible thing to focus on: the fat woman picking 
herself off the floor, the strange black ... rip ... in space floating just    
below your ceiling, or the sincere hope that you don't wake up too soon.  For  
the moment, the fat woman wins out because she seems to be asking you a        
question.  Something like, "Who the fuck are you?  What's going on here?"      
She's having some trouble looking at you; she alternates between averting her  
gaze or squinting through the splayed fingers of an outstretched hand.         
     In a bit of a haze, you begin to try to explain what's going on, and      
she seems unreasonably to get more and more upset.  While trying to figure     
some way to calm her down, your gaze drifts back up toward the ceiling.        
Startled, you jump when you see a huge eye staring down through the rip in     
space.  Everyone else jumps too when a pleased and unnaturally deep shout      
of "Ah!" resonates through the room.  The last thing you sense clearly is      
a spew of black radiance rushing toward you from the eye.                      
     From then on, you have only the vaguest contact with what is going on.    
You have the impression that you are writing furiously in your notebooks,      
making changes to your world, scrawling in some things and erasing others.     
Time flows strangely for you.  Suddenly, a clear perception cuts through       
the fog of your mind; you hear a name shouted, a name you promptly forget.     
But now you notice your surroundings again, and white radiance is streaming    
from the fat lady's forehead.  In another thunderclap, the rip in space        
disappears.                                                                    
                                                                               
END_INTRO 

