INTRODUCTION

     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


MAX_LIVES 1
RESURRECTION_ROOM 199  (* death *)


MAXIMUM_SCORE 70  (* flush toilet, 4 rescues, kill NB, win game *)


VERB
  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
  Dummy_Verb50 APB5
END_VERB


QUESTION 1 Which stud: UL, UR, LL, or LR (upper left, etc.)?
ANSWER 1 LR


ROOM 2
Dining Area
WEST 3
SOUTH 4
END_ROOM

ROOM_DESCR 2
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


ROOM 3
Kitchen
EAST 2
NORTH 6
END_ROOM

ROOM_DESCR 3
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


ROOM 4
Living Room
NORTH 2
SOUTH 5
WEST 12
END_ROOM

ROOM_DESCR 4
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


ROOM 5  (* This room handled in CMD file *)
Bottom of the Sea
PLAYER_DEAD
END_ROOM


ROOM 6
Utility Room
SOUTH 3
NORTH 7 
EAST 9
END_ROOM

ROOM_DESCR 6
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


ROOM 7
Master Bedroom
SOUTH 6
SOUTHWEST 8
END_ROOM


ROOM 8
Master Bathroom
NORTHEAST 7
END_ROOM

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


ROOM_DESCR 7
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


ROOM 9
Back Porch
WEST 6
NORTH 10
SOUTH 11
END_ROOM

ROOM_DESCR 9
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


ROOM 10
Back Yard
SOUTH 9
END_ROOM

ROOM_DESCR 10
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


ROOM 11
Garage
NORTH 9
SOUTH 20
END_ROOM

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

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

ROOM 12
Hall Area
EAST 4  (* living room *)
END_ROOM

ROOM_DESCR 12
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


ROOM 14
Guest Bathroom
SOUTH 12  (* Hall Area *)
END_ROOM

ROOM_DESCR 14
You are in the guest bathroom.
END_ROOM_DESCR

ROOM 15
Mantel's Magnificent Mansion
EXIT 7  (* Master Bedroom *)
END_ROOM

ROOM_DESCR 15
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

ROOM 20
Driveway
NORTH 11  (* garage *)
NORTHWEST 21  (* front porch *)
EAST 23  (* road to castle *)
END_ROOM

ROOM_DESCR 20
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


ROOM 21 (* arriving from driveway *)
Front Porch
SOUTHEAST 20  (* driveway *)
NORTH 22  (* front door warps to front porch *)
END_ROOM

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


ROOM 22 (* arriving from front door warp *)
Front Porch
SOUTHEAST 20 (* driveway *)
NORTH 22 (* front door warps to front porch *)
END_ROOM

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


ROOM 23
59th Street
WEST 20 (* driveway *)
EAST 24 (* front of castle *)
END_ROOM

ROOM_DESCR 23
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


ROOM 24
Outside Castle
NORTH 25  (* scree *)
WEST 23   (* 59th Street *)
END_ROOM

ROOM_DESCR 24
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

ROOM 25
Scree
NORTH 26 (* front door *)
SOUTH 24 (* outside castle *)
END_ROOM

ROOM_DESCR 25
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

ROOM 26
Castle Gate
NORTH 50 (* Entryway *)
ENTER 50 (* Entryway *)
SOUTH 25 (* scree *)
END_ROOM

ROOM_DESCR 26
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

ROOM 50
Entryway
SOUTH 26 (* Castle Gate *)
EXIT 26 (* Castle Gate *)
EAST 52 (* East Guard Room *)
WEST 51 (* West Guard Room *)
NORTH 53 (* courtyard *)
END_ROOM

ROOM_DESCR 50
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

ROOM 51  (* this room handled in CMD file *)
West Guard Room
PLAYER_DEAD
END_ROOM

ROOM 52 (* East Guard Room *)
East Room
WEST 50
END_ROOM

ROOM_DESCR 52
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

ROOM 53
Courtyard
SOUTH 50
NORTH 58
WEST 60
EAST 55
ENTER 54
END_ROOM

ROOM_DESCR 53
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

ROOM 54
Mud-house
EXIT 53
END_ROOM

ROOM_DESCR 54
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

ROOM 55
Statue Gallery
WEST 53  (* courtyard *)
NORTH 56 (* conference room *)
END_ROOM

ROOM_DESCR 55
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

ROOM 56
Conference Room
SOUTH 55  (* statue gallery *)
NORTH 57  (* east hall *)
END_ROOM

ROOM_DESCR 56
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

ROOM 57
Tapestry Room
SOUTH 56  (* conference room *)
WEST 58 (* main hall *)
DOWN 70 (* basement *)
END_ROOM

ROOM_DESCR 57
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

ROOM 58
Main Hall
EAST 57  (* tapestry room *)
WEST 59  (* dining room *)
SOUTH 53  (* courtyard *)
UP 80 (* Upstairs Hall *)
END_ROOM

ROOM_DESCR 58
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

ROOM 59
Dining Room
EAST 58  (* main hall *)
SOUTH 60  (* kitchen *)
END_ROOM

ROOM_DESCR 59
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

ROOM 60
Kitchen
NORTH 59  (* dining room *)
EAST 53  (* courtyard *)
SOUTH 61 (* servant's hallway *)
END_ROOM

ROOM_DESCR 60
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

ROOM 61
Servant's Hallway
NORTH 60  (* kitchen *)
EAST 62 (* servant's quarters)
UP 89  (* small east-west hall *)
END_ROOM

ROOM_DESCR 61
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

ROOM 62
Servant's Quarters
WEST 61
END_ROOM

ROOM_DESCR 62
A pair of beds are here and a closet filled with formal clothes, work
clothes, aprons, and clean chef hats.
END_ROOM_DESCR

ROOM 63
Mantel's Magnificent Mansion
EXIT 53  (* Courtyard *)
END_ROOM

ROOM_DESCR 63
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


ROOM 70
Cellar Stairwell
UP 57  (* tapestry room *)
WEST 73  (* vat room *)
SOUTH 71  (* torture room *)
END_ROOM

ROOM_DESCR 70
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

ROOM 71
Torture Room
NORTH 70  (* cellar stairwell *)
SOUTH 72  (* prison cell *)
LIGHT 1 (* need a light source *)
END_ROOM

ROOM_DESCR 71
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

ROOM 72
Prison Cell
NORTH 71  (* torture room *)
LIGHT 1  (* need a light source *)
END_ROOM

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

ROOM 73
Vat Room
EAST 70  (* Basement Stairwell *)
SOUTH 74 (* Storage Room *)
LIGHT 1
END_ROOM

ROOM_DESCR 73
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

ROOM 74
Storage Room
NORTH 73  (* Vat Room *)
LIGHT 1
END_ROOM

ROOM_DESCR 74
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

ROOM 80
Upstairs Hall
DOWN 58  (* main hall *)
EAST 82  (* sex-change room *)
WEST 85  (* library *)
END_ROOM

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

ROOM 82  (* sex-change room *)
Winchester Room
WEST 80  (* upstairs hall *)
SOUTH 83 (* troll room *)
ENTER 82 (* don't leave room *)
END_ROOM

ROOM_DESCR 82
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

ROOM 83
Troll Room
NORTH 82  (* sex-change room *)
UP 100  (* tower staircase *)
LOCKED_DOOR  (* outer room will be south *)
END_ROOM

ROOM_DESCR 83
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

HELP 83
"This door seems rather odd," opines Tark.
END_HELP

ROOM 84
Outer Stronghold
NORTH 83 (* troll room*)
SOUTH 92 (* Inner stronghold door *)
END_ROOM

ROOM_DESCR 84
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

ROOM 85
Library
EAST 80  (* Upstairs Hall *)
SOUTH 86  (* Hallway *)
END_ROOM

ROOM_DESCR 85
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

ROOM 86
Long Hallway
NORTH 85  (* library *)
NORTHWEST 87  (* north bedroom *)
SOUTHWEST 88 (* south bedroom *)
SOUTH 89  (* landing *)
END_ROOM

ROOM_DESCR 86
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

ROOM 87
North Bedroom
SOUTHEAST 86  (* Hallway *)
END_ROOM

ROOM_DESCR 87
You are in a bedroom.  A door opens to the southeast.
END_ROOM_DESCR

ROOM 88
South Bedroom
NORTHEAST 86  (* Hallway *)
END_ROOM

ROOM_DESCR 88
You are in a bedroom.  A door opens to the northeast.
END_ROOM_DESCR

ROOM 89
Small Hallway
NORTH 86 (*Long hallway *)
WEST 61 (*Servants hallway *)
DOWN 61 (*Servants hallway*)
EAST 90 (*Study*)
END_ROOM

ROOM_DESCR 89
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

ROOM 90
Study
WEST 89 (*Small hallway*)
EAST 91 (*Black god room *)
END_ROOM

ROOM_DESCR 90
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

ROOM 91 (* black god room *)

WEST 90 (*Study*)
END_ROOM

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

ROOM 92
Inner Stronghold Door
NORTH 84 (* Outer room *)
LOCKED_DOOR  (* stronghold will be south *)
END_ROOM

ROOM_DESCR 92
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

HELP 92
"I don't know, what would a thief do?" asks Tark.
END_HELP

ROOM 93
Stronghold
NORTH 92  (* iron door *)
EXIT 92  (* inner stronghold door *)
END_ROOM

ROOM_DESCR 93
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

HELP 93
"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

ROOM 100
Tower Staircase
DOWN 83  (* troll room *)
UP 101  (* more Tower Staircase *)
END_ROOM

ROOM_DESCR 100
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

ROOM 101
Tower Staircase
DOWN 100  (* more Tower Staircase *)
UP 102  (* tower room *)
END_ROOM

ROOM_DESCR 101
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

ROOM 102
Tower Landing
DOWN 101 (* Tower staircase *)
ENTER 103 (* Tower room *)
NORTH 103
LOCKED_DOOR
END_ROOM

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

ROOM 103
Tower Room
EXIT 102  (* tower landing *)
SOUTH 102
END_ROOM

ROOM_DESCR 103
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

ROOM 196
Eternity
END_ROOM

ROOM_DESCR 196
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

ROOM 197  (* temp. place to kill people *)
Software Bug
END_ROOM

ROOM 198
Despair
END_ROOM

ROOM_DESCR 198

You are lost to despair.
You have the option of quitting the game or restoring a saved one.
END_ROOM_DESCR

ROOM 199
Death
END_ROOM

ROOM_DESCR 199

You are dead.

You have the option of quitting the game or restoring a saved one.
END_ROOM_DESCR


NOUN 200
notebook
DnD
Your DnD notebook is here, lying on the floor.
LOCATION 2 (* dining area *)
UNMOVABLE
READABLE
CLOSABLE
CLOSED
LOCKABLE
LOCKED
NOUN_SYNONYMS book padlock
END_NOUN

NOUN_DESCR 200
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

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

NOUN 201
skeletons
ebony
There are ebony skeletons where your friends were sitting.
LOCATION 2  (* dining area *)
UNMOVABLE
PLURAL
NOUN_SYNONYMS skeleton friend friends
END_NOUN

NOUN_DESCR 201
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


NOUN 202
bathrobe
black
Your bathrobe is here.
LOCATION 7  (* master bedroom *)
POSITION on the bed
WEARABLE
SIZE 3
NOUN_SYNONYMS robe
END_NOUN

NOUN_DESCR 202
The most notable thing about your bathrobe is that it is black.
END_NOUN


NOUN 203
television

Your television sits in the northeast corner.
LOCATION 7  (* master bedroom *)
UNMOVABLE
NOUN_SYNONYMS tv
END_NOUN

NOUN_DESCR 203
Your television looks exactly like a television.
END_NOUN


NOUN 204
cross
gold
There is a small gold cross here.
POSITION on skeleton
WEARABLE
SIZE 2
NOUN_SYNONYMS chain
END_NOUN


NOUN 205
shovel
garden
There is a shovel here, retired after the great, dead garden purge.
LOCATION 11  (* garage *)
SIZE 3
END_NOUN


NOUN 206
toilet
nice
There is a toilet here.
LOCATION 14  (* guest bathroom *)
UNMOVABLE
END_NOUN

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

NOUN 207
toilet
shiny
There is a toilet here.
LOCATION 8  (* master bathroom *)
UNMOVABLE
END_NOUN

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


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


NOUN 209
newspaper
daily
There is a newspaper here.
LOCATION 20
READABLE
SIZE 3
NOUN_SYNONYMS paper
END_NOUN

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

TEXT 209
Calvin and Hobbes is especially funny today.
END_TEXT


NOUN 210  (* OFF radio *)
radio
Walkman
A Walkman radio is here.
LOCATION 4
TURNABLE
WEARABLE
SIZE 3
END_NOUN

NOUN 211  (* ON radio *)
radio
Walkman
A Walkman radio is here, blaring acid rock.
TURNABLE
WEARABLE
SIZE 3
END_NOUN

NOUN 212  (* appears after digging in small hall area *)
passage

A passage has been dug to the door to the north.
UNMOVABLE
END_NOUN

NOUN 213
drill
power
There is a power drill here.
LOCATION 11
SIZE 3
END_NOUN

NOUN_DESCR 213
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

NOUN 214


Looking around, you realize Cindy is nowhere in sight.
LOCATION 2  (* dining area *)
UNMOVABLE
END_NOUN

NOUN 215
glass
drinking
There is a drinking glass here.
LOCATION 3
POSITION on the counter
OPEN
END_NOUN

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

NOUN 216
water
some
There is some water here.
DRINKABLE
END_NOUN

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

NOUN 217
water
holy
There is some holy water here.
DRINKABLE
END_NOUN

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

NOUN 218
outlet
electrical
There is an electrical outlet on the wall over the counter.
LOCATION 3  (* Phil's kitchen *)
UNMOVABLE
OPEN
SIZE 1  (* can only contain things put there explicitly in CMD file *)
END_NOUN

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

NOUN 219
cord
extension
There is a 6' extension cord here.
LOCATION 11  (* garage *)
SIZE 2
END_NOUN

NOUN 220
blender
Waring
There is a Waring blender here.
LOCATION 3  (* the kitchen *)
POSITION plugged in outlet
SIZE 20  (* make size more sensible later ... *)
OPEN
END_NOUN

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



NOUN 226 (* for parser -- me *)
me


NOUN_SYNONYMS myself I Philip Phil
END_NOUN

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

NOUN 227 (* for parser -- Resist Cold spell *)
cold
resist

END_NOUN

NOUN 228 (* for parser -- Curse or Cause Wounds spells *)
wounds
cause

NOUN_SYNONYMS curse
END_NOUN

NOUN 229  (* for parser -- Snake Charm spell *)
charm
snake

END_NOUN

NOUN 230
car
squad
A squad car is parked here.  Someone is in the back seat.
UNMOVABLE
CLOSABLE
CLOSED
END_NOUN

NOUN_DESCR 230
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_DESCR

NOUN 231
pouch
tagged
There is a tagged pouch here.
LOCATION 230  (* inside squad car *)
CLOSABLE
CLOSED
POSITION on the front seat
SIZE 3
END_NOUN

NOUN_DESCR 231
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

NOUN 232
cards
credit
There are about fifty credit cards, all under different names.
LOCATION 231  (* in the tagged pouch *)
POSITION in pouch
PLURAL
SIZE 2
END_NOUN

NOUN 233
diskette
floppy
There is a 3-1/2" floppy diskette labelled "Password Breaker."
LOCATION 231  (* in the tagged pouch *)
POSITION in pouch
SIZE 2
END_NOUN

NOUN 234
list
bank
There is a list of banks, phone numbers, and baud rates here.
LOCATION 231 (* in tagged pouch *)
POSITION in pouch
SIZE 1
END_NOUN 

NOUN 235
body
dead
There is a corpse here, lying before the doors.
LOCATION 26 (* at castle gate *)
UNMOVABLE
NOUN_SYNONYMS CORPSE
END_NOUN

NOUN_DESCR 235
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

NOUN 236
pistol
hand
There is a pistol here.
POSITION on corpse
CAN_SHOOT
NUM_SHOTS 1
SIZE 2
NOUN_SYNONYMS gun Magnum
END_NOUN

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

NOUN 237
twinkie
Hostess
There is a package of twinkies here.
POSITION on corpse
READABLE
SIZE 2
NOUN_SYNONYMS twinkies
END_NOUN

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

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



NOUN 240
fountain

There is a fountain here.
UNMOVABLE
LOCATION 53  (* courtyard *)
END_NOUN

NOUN_DESCR 240
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

NOUN 241
bus
school
There is an overturned school bus here.
LOCATION 53  (*courtyard*)
UNMOVABLE
END_NOUN

NOUN_DESCR 241
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

NOUN 242
house
mud
There is a small mud house here.
LOCATION 53 (* courtyard *)
UNMOVABLE
NOUN_SYNONYMS mudhouse
END_NOUN

NOUN_DESCR 242
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

NOUN 243  (* For YOU ARE FREE command *)
free
are

END_NOUN

NOUN 244
statues
stone
There are many stone statues here.
LOCATION 55  (* statue gallery *)
UNMOVABLE
END_NOUN

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

NOUN 245
statue

There is a statue of Cindy here.
UNMOVABLE
END_NOUN

NOUN 246
paintings
framed
Many framed paintings adorn the walls.
LOCATION 59  (* Dining Room *)
PLURAL
UNMOVABLE
END_NOUN

NOUN 247
painting

There is a painting of Cindy here.
UNMOVABLE
END_NOUN

NOUN 248  (* for picture frames *)
stud


NOUN_SYNONYMS studs
END_NOUN

NOUN 249
cabinet
wood
There is a wood cabinet in one corner of the room.
LOCATION 82 (* sex-change room *)
CLOSABLE
CLOSED
UNMOVABLE
END_NOUN

NOUN 250
cake
Paisley
There is a single piece of Paisley Cake here.
LOCATION 249  (* in cabinet *)
EDIBLE
SIZE 2
END_NOUN

NOUN 251
rack
spice
A spice rack hangs from the wall.
LOCATION 60  (* castle kitchen *)
UNMOVABLE
OPEN
SIZE 3
END_NOUN

NOUN_DESCR 251
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

NOUN 252
box
shiny
There is a shiny box here.
LOCATION 72 (* prison cell *)
POSITION beneath the snakes
CLOSABLE
CLOSED
SIZE 2
END_NOUN

NOUN_DESCR 252
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

NOUN 253
book
black
There is a single, black book here in English.
LOCATION 85  (* library *)
POSITION on the shelves
READABLE
SIZE 3
END_NOUN

NOUN_DESCR 253
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

TEXT 253
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

NOUN 254
sword
bleeding
There is a sword here, dripping blood.
POSITION atop the ebony rock
SIZE 3
END_NOUN

NOUN_DESCR 254  (* handle explicitly? *)
It is a double-handed sword.  Blood wells from the blade and spews from
its surface.
END_NOUN

NOUN 255
Doorway
Translucent
The southern door is now translucent and barely visible.
UNMOVABLE
END_NOUN

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

NOUN 257
flesh
troll
There is a piece of troll flesh here, trying to squirm away.
SIZE 1
NOUN_SYNONYMS fragment piece
END_NOUN

NOUN 258
chest
iron
A heavy iron chest sits in the center of the room.
UNMOVABLE
LOCATION 93
CLOSABLE
CLOSED
LOCKABLE
LOCKED
KEY 271  (* quartz key *)
END_NOUN

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

NOUN 259
scroll
parchment
There is a scroll here.
LOCATION 258  (* in iron chest *)
POSITION in chest
READABLE
SIZE 2
END_NOUN

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

TEXT 259
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

NOUN 260
spectacles
glass
There is a pair of spectacles here.
LOCATION 88  (* South Bedroom *)
POSITION on a nightstand
WEARABLE
SIZE 2
PLURAL
NOUN_SYNONYMS glasses
END_NOUN

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


NOUN 261
scroll
parchment
There is a scroll here.
READABLE
SIZE 2
END_NOUN

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

TEXT 261
The scroll is blank.
END_TEXT

NOUN 262
heart
black
There is a black heart here.
POSITION on the floor
SIZE 2
END_NOUN

NOUN_DESCR 262
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

NOUN 263
hair
Cindy
A strand of hair is here.
SIZE 1
END_NOUN

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

NOUN 264
tears
sad
There are tears of sadness here.
PLURAL
SIZE 1
END_NOUN

NOUN_DESCR 264
Mostly, the tears look wet.
END_NOUN_DESCR

NOUN 265
vial
perfume
There is a perfume vial here.
CLOSABLE
LOCATION 87 (* North bedroom *)
POSITION on the dresser
SIZE 2
END_NOUN

NOUN_DESCR 265
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

NOUN 266
Jurbura
some
There is a packet of Jurbura here.
EDIBLE
SIZE 1
END_NOUN

NOUN 267
MuiraPuma
some
There is a packet of MuiraPuma here.
EDIBLE
SIZE 1
END_NOUN

NOUN 268
Skullcap
some
There is a packet of Skullcap here.
EDIBLE
SIZE 1
END_NOUN

NOUN 269
lock
flesh
The door before you bears a very strange lock.
LOCATION 102  (* tower landing *)
UNMOVABLE
CLOSABLE
CLOSED
LOCKABLE
LOCKED
END_NOUN

NOUN_DESCR 269
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

NOUN 270
desk
ironwood
There is an ironwood desk here.
LOCATION 90  (* study *)
CLOSABLE
CLOSED
UNMOVABLE
SIZE 3
NOUN_SYNONYMS drawer drawers cubby rolltop
END_NOUN

NOUN_DESCR 270
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

NOUN 271
key
quartz
There is a key here.
LOCATION 270  (* in the ironwood desk *)
SIZE 2
END_NOUN

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

NOUN 272
tray
dinner
There is a dinner tray here.
LOCATION 60  (* castle kitchen *)
OPEN
SIZE 3
END_NOUN

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

NOUN 273
tray
silver
There is a silver tray here.
LOCATION 60  (* castle kitchen *)
OPEN
SIZE 3
END_NOUN

NOUN_DESCR 273
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

NOUN 274  (* backup dessert *)
tray
gold
There is a gold tray here.
OPEN
SIZE 3
END_NOUN

NOUN_DESCR 274
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

NOUN 275
baby
roast
There is a roasted human baby.
LOCATION 272  (* the dinner tray *)
EDIBLE
END_NOUN

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

NOUN 276
cheesecake
chocolate
There is a piece of chocolate cheesecake.
LOCATION 273  (* the silver tray *)
EDIBLE
END_NOUN

NOUN 277
crisp
apple
There is a piece of apple crisp.
LOCATION 274  (* the gold tray *)
EDIBLE
END_NOUN

NOUN 278
flesh
dead
There is a dead and hardened piece of troll flesh here.
SIZE 1
NOUN_SYNONYMS fragment piece
END_NOUN

NOUN 280
mush
purple
There is foaming purple mush here.
DRINKABLE
EDIBLE
POISONOUS
OPEN
SIZE 10  (* can contain stuff *)
END_NOUN

NOUN_DESCR 280
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

NOUN 281
mush
some
There is some mush here.
DRINKABLE
EDIBLE
POISONOUS
OPEN
SIZE 10  (* can contain stuff *)
END_NOUN

NOUN_DESCR 281
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

NOUN 282
liquid
clear
There is a clear liquid here.
DRINKABLE
POISONOUS
NOUN_SYNONYMS reagent
END_NOUN

NOUN_DESCR 282
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_MESSAGE


NOUN 283  (* empty *)
tray
dinner
There is a dinner tray here.
OPEN
SIZE 3
END_NOUN

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

NOUN 284  (* empty *)
tray
silver
There is a silver tray here.
OPEN
SIZE 3
END_NOUN

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

NOUN 285  (* empty *)
tray
gold
There is a gold tray here.
OPEN
SIZE 3
END_NOUN

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

NOUN 291  (* light for room 71 *)
light

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

NOUN 292  (* light for room 72 *)
light2

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

NOUN 293  (* light for room 73 *)
light3

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

NOUN 294  (* light for room 74 *)
light4

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

NOUN 295
glurbglip

You have regained your lost manhood!
UNMOVABLE
END_NOUN


NOUN 299
book
reference
There is a reference book here.
LOCATION 4  (* living room *)
READABLE
SIZE 2
END_NOUN

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

TEXT 299

               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



CREATURE 300
Tark
fat
Tark is here, looking dazed and not quite herself.
LOCATION 2  (* initial room *)
CREATURE_SYNONYMS lady
GROUPMEMBER
WOMAN
END_CREATURE

CREATURE_DESCR 300
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

CREATURE 302
elemental
fire
A fire elemental stands at the south end of the garage.
LOCATION 11  (* garage *)
END_CREATURE

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

CREATURE 303
survivalists

There is a group of survivalists here, arguing excitedly.
LOCATION 24  (* outside castle *)
CREATURE_SYNONYMS survivalist
END_CREATURE

CREATURE_DESCR 303
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  

CREATURE 304
officers
police
There are two police officers here.
CREATURE_SYNONYMS cops policemen cop officer
END_CREATURE

CREATURE_DESCR 304
Yup, it's California's finest.
END_CREATURE_DESCR

CREATURE 305
Cindy
miserable
Cindy is here, covered in slime and looking disgusted.
LOCATION 54 (* mud-house *)
WOMAN
END_CREATURE

CREATURE_DESCR 305
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

CREATURE 306
snakes
writhing
There is a writhing mass of six snakes here.
LOCATION 72 (* prison cell *)
END_CREATURE

CREATURE 307
snakes
charmed
There is a docile heap of six snakes here.
END_CREATURE

CREATURE_DESCR 307
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

(* skeleton attack will be handled in CMD file *)

CREATURE 308
skeletons
animated
There are ten skeletons armed with swords and rushing toward you.
LOCATION 84  (* outer stronghold *)
HOSTILE
THRESHOLD 999  (* disable *)
TIME_THRESH 4  (* will handle this myself, but want "angrier" message *)
CREATURE_SYNONYMS undead
END_CREATURE

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

(* troll attack will be handled in CMD file *)

CREATURE 309
lord
troll
A troll lord is trying to pulverize you.
LOCATION 83  (* troll room *)
HOSTILE
THRESHOLD 999  (* disable *)
TIME_THRESH 4  (* will handle this myself, but want "angrier" message *)
END_CREATURE

CREATURE 310
Cindy
free
Cindy is here, her mouth stained with blood.
WOMAN
GROUP_MEMBER
END_CREATURE

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

CREATURE 311
demigod

There is a demigod here.
LOCATION 103  (* tower room *)
HOSTILE
THRESHOLD 999  (* disable *)
CREATURE_SYNONYMS Naron Blooder Uncontained GC
END_CREATURE

CREATURE 312
demoness
undead
There is a repulsive, undead demoness here.
LOCATION 90  (* study *)
HOSTILE
THRESHOLD 999  (* disable *)
TIME_THRESH 4  (* will handle this myself, but want "angrier" message *)
END_CREATURE

CREATURE_DESCR 312
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

CREATURE 313
demoness
undead
There is a repulsive, undead demoness here, advancing amorously.
HOSTILE
THRESHOLD 999  (* disable *)
END_CREATURE

CREATURE_DESCR 313
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


CREATURE 314
guard

There is a human guard here, approaching menacingly.
LOCATION 58  (* initial location: main hall *) 
HOSTILE
THRESHOLD 999  (* disable *)
TIME_THRESH 4  (* will handle this myself, but want "angrier" message *)
END_CREATURE

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

CREATURE 315
man
balding

END_CREATURE
