      ***********************************************************
      *     This file was generated by AGT Decompiler v1.0
      ***********************************************************

STARTING_ROOM       2
TREASURE_ROOM       3000
RESURRECTION_ROOM   2
MAX_LIVES           0
MAXIMUM_SCORE           1

------------- Start of Room Definitions -------------
ROOM 2
 Campsite
   SOUTHWEST          71  <- Jupiter 2 Airlock
END_ROOM 2

ROOM_DESCR 2	{Campsite}
CAMPSITE                                                                       
You are standing in front of the Jupiter 2 on a bleak and arid plain.  The     
wind blows gently and you can see mountain peaks in the distance.  To the      
southwest is the airlock to the Jupiter.  A button is on the hull next to the  
airlock.  Over the next hill is the hydroponic garden, and several buildings   
the Robinsons have constructed over the last two years, but you don't know if  
your delicate back could stand the hike to get there.  Oh the pain.  The pain..
                     [You can walk:  SW (to enter the ship)]                   
END_ROOM_DESCR 2

HELP 2	{Campsite}
     After you are wearing the jetpack, and know where the drillsite is, you   
activate the jetpack from here to get to the drillsite.  Examine the scope on  
the bridge to find the drillsite.  The jetpack is in the secondary exit.  To   
get to the drillsite, you must be wearing the silver spacesuit from your       
trunk to protect you from the cold.  If you don't know where the key to your   
trunk is, go to your cabin and type HELP again.                                
     The Force-Field Projector, when activated, will prevent you from being    
bothered by wandering monsters, but DON'T try to launch the ship or use the    
jetpack while the projector is on.                                             
END_HELP_DESCR 2

ROOM 3
 Drillsite
END_ROOM 3

ROOM_DESCR 3	{Drillsite}
DRILLSITE                                                                      
You are on a hilltop where the Robinson's have established a drilling site     
for dutronium fuel which will power the ship.  You can see the Jupiter 2 far   
away in the distance.  The hill looks far too steep for you to climb down.     
                           [No Obvious Directions]                             
END_ROOM_DESCR 3

HELP 3	{Drillsite}
FILL BOTTLE, then USE JETPACK to return to your campsite.                      
END_HELP_DESCR 3

ROOM 71
 Jupiter 2 Airlock
   NORTHEAST          2  <- Campsite
   SOUTHWEST          72  <- Main Control Room
END_ROOM 71

ROOM_DESCR 71	{Jupiter 2 Airlock}
JUPITER 2 AIRLOCK                                                              
You are in the Jupiter 2's airlock.  You can go northeast to the campsite      
or southwest to enter the ship.                                                
                         [You can walk:  NE, SW]                               
END_ROOM_DESCR 71

HELP 71	{Jupiter 2 Airlock}
     The only advice I can give you about airlocks is not to eat beans if      
you're going to spend much time there.  Oh yes, and if you're in space,        
don't open the outer door, but of course you knew that.                        
END_HELP_DESCR 71

ROOM 72
 Main Control Room
   NORTHEAST          71  <- Jupiter 2 Airlock
   NORTHWEST          73  <- Space Pod
   DOWN               76  <- Lower Deck
   ENTER              86  <- Freezing Tube
END_ROOM 72

ROOM_DESCR 72	{Main Control Room}
MAIN CONTROL ROOM                                                              
     This is the "bridge" of the Jupiter 2.  A large domed astrogator stands   
in the middle of the room.  A giant viewport covers most of the north wall.    
Below the viewport is a status panel that lists the ships condition.  The      
ships astrogator stands in the middle of the room.  Six cryogenic freezing     
tubes line the west wall.  A lift to the lower level lies to the south, and a  
ladder leads downwards for people who insist on doing it the hard way.  The    
east wall contains various devices; a 2-way radio, an electronic surveillance  
scope, and a box with a globular head that moves around.  Nobody's ever        
figured what it's for.                                                         
                   [You can walk:  NE, NW, S, D, ENTER]                        
END_ROOM_DESCR 72

HELP 72	{Main Control Room}
     EXAMINE SCOPE to find the drillsite.  SET COURSE (after finding it).      
Take power pack (to deactivate the robot).  Make sure that at least one        
airlock door is closed.  LAUNCH (after fueling the ship and getting rid of     
Judy).  Once in space, enter a tube, and push the button.                      
     Both of the airlock doors are controlled by the BUTTON.  Pushing the      
button toggles the outer door.  Pulling the button toggles the inner door.     
END_HELP_DESCR 72

ROOM 73
 Space Pod
   SOUTHEAST          72  <- Main Control Room
END_ROOM 73

ROOM_DESCR 73	{Space Pod}
SPACE POD                                                                      
     This is the Space Pod, a cramped, closet-like landing vehicle             
constructed by the Robinsons to scout out a planets surface without having to  
land the Jupiter.  They could always use the personal parajets to do the same  
job, but for some reason they don't trust those anymore.                       
                           [You can walk:  SE]                                 
END_ROOM_DESCR 73

HELP 73	{Space Pod}
     The Laser Pistol will help you fend off attacks by space beasties, but    
it only has six shots.                                                         
END_HELP_DESCR 73

ROOM 74
 Elevator Shaft
END_ROOM 74

ROOM_DESCR 74	{Elevator Shaft}
ELEVATOR SHAFT                                                                 
This is the area where the Jupiter 2's elevator connects with the lower level. 
Since the elevator is currently on the upper level, this area is empty.        
                             [You can walk:  N]                                
END_ROOM_DESCR 74

HELP 74	{Elevator Shaft}
     The BUTTON, when pushed moves the elevator between the Main Control       
Room and the Lower Deck.                                                       
END_HELP_DESCR 74

ROOM 75
 Elevator
   NORTH              76  <- Lower Deck
END_ROOM 75

ROOM_DESCR 75	{Elevator}
ELEVATOR                                                                       
This is the Jupiter 2's elevator.  It consists of a disk about 3 feet in       
diameter with no walls.                                                        
                             [You can walk:  N]                                
END_ROOM_DESCR 75

HELP 75	{Elevator}
     Take the key.  It opens the trunk in your quarters.                       
END_HELP_DESCR 75

ROOM 76
 Lower Deck
   NORTH              80  <- Judy and Penny Robinson's Cabi
   SOUTH              75  <- Elevator
   EAST               82  <- John & Maureen Robinson's Cabi
   WEST               78  <- Your Cabin
   NORTHEAST          81  <- Major (Ugg) West's Cabin
   NORTHWEST          79  <- Will Robinson's Cabin
   SOUTHEAST          77  <- Galley
   SOUTHWEST          83  <- Storage Area
   UP                 72  <- Main Control Room
   DOWN               85  <- Secondary Exit
END_ROOM 76

ROOM_DESCR 76	{Lower Deck}
LOWER DECK                                                                     
You are on the lower deck of the Jupiter 2.  Living quarters lie to the west,  
northwest, north, northeast and east.  A door marked Radioactive lies to       
the southwest.  The Galley lies to the southeast, and a passage leads down.    
                 [You can walk:  N, S, E, W, NW, NE, SW, SE, U, D]             
END_ROOM_DESCR 76

HELP 76	{Lower Deck}
     When the elevator is on the upper level, walking south from here will     
take you to the elevator shaft where your trunk key landed when it fell out    
of your pocket.                                                                
END_HELP_DESCR 76

ROOM 77
 Galley
   NORTHWEST          76  <- Lower Deck
END_ROOM 77

ROOM_DESCR 77	{Galley}
GALLEY                                                                         
This is the Jupiters mess, where that darling Mrs. Robinson creates her        
culinary masterpieces (Chicken Kiev pills are her specialty).                  
                            [You can walk:  NW]                                
END_ROOM_DESCR 77

HELP 77	{Galley}
     You must get rid of Judy so you can take off.  She won't let you remove   
the lettuce from the room, but if you EAT LETTUCE, she will leave the ship to  
get more from the hydroponic garden.  If you aren't wearing anything, and she  
sees you, she will faint, and it will be impossible to get her off the ship.   
END_HELP_DESCR 77

ROOM 78
 Your Cabin
   EAST               76  <- Lower Deck
END_ROOM 78

ROOM_DESCR 78	{Your Cabin}
YOUR CABIN                                                                     
You are in your cabin.  The Jupiters living quarters are rather cramped, with  
only a bed along one wall and a writing desk on the other.                     
                             [You can walk:  E]                                
END_ROOM_DESCR 78

HELP 78	{Your Cabin}
     What in the world happened to that key?  You've looked everywhere?  You   
could try shooting the trunk, but that would destroy the entire trunk.  The    
key fell out of your pocket while you were riding the elevator and fell down   
the shaft.  It is underneath the elevator disk.  How do you get it?  Ride or   
call the elevator to the upper level, then go south from the Lower Deck.  You  
will now be in the shaft and will find the key.                                
     Inside the trunk you will find several outfits.  What are they good for?  
Well, if you've tried to use the jetpack to get to the drillsite, you've       
found that you have to turn back because of the cold.  The silver spacesuit    
will protect you from the cold enough to get you to the drillsite and back.    
END_HELP_DESCR 78

ROOM 79
 Will Robinson's Cabin
   SOUTHEAST          76  <- Lower Deck
END_ROOM 79

ROOM_DESCR 79	{Will Robinson's Cabin}
WILL ROBINSON'S CABIN                                                          
This is young William's cabin.  A fine lad whom you've gotten out of many a    
scrape.  The room is strewn with junk that he has collected from the many      
planets you've visited.                                                        
                             [You can walk:  SE]                               
END_ROOM_DESCR 79

HELP 79	{Will Robinson's Cabin}
     The rock specimen glows in the dark, and is the only thing that will      
help you see what's in the power core.                                         
END_HELP_DESCR 79

ROOM 80
 Judy and Penny Robinson's Cabi
   SOUTH              76  <- Lower Deck
END_ROOM 80

ROOM_DESCR 80	{Judy and Penny Robinson's Cabi}
JUDY AND PENNY ROBINSON'S CABIN                                                
This cabin is occupied by Judy and Penny Robinson.  They were forced to        
double up when you joined the crew, so there are two beds here, but the        
personal possessions seem rather uninteresting.                                
                            [You can walk:  S]                                 
END_ROOM_DESCR 80

HELP 80	{Judy and Penny Robinson's Cabi}
     There is nothing of interest in this room.                                
END_HELP_DESCR 80

ROOM 81
 Major (Ugg) West's Cabin
   SOUTHWEST          76  <- Lower Deck
END_ROOM 81

ROOM_DESCR 81	{Major (Ugg) West's Cabin}
MAJOR (UGG) WEST'S CABIN                                                       
This is the domicile of your erstwhile pilot, Major Donald West, a military    
moron who has never appreciated the value of having a man of your bearing on   
the ship.                                                                      
                            [You can walk:  SW]                                
END_ROOM_DESCR 81

HELP 81	{Major (Ugg) West's Cabin}
     The Bottle is necessary to take fuel from the drillsite.  POUR FUEL in    
the power core to gas up the ship.                                             
END_HELP_DESCR 81

ROOM 82
 John & Maureen Robinson's Cabi
   WEST               76  <- Lower Deck
END_ROOM 82

ROOM_DESCR 82	{John & Maureen Robinson's Cabi}
JOHN & MAUREEN ROBINSON'S CABIN                                                
This is the living area of John and Maureen Robinson.  It is rather empty      
now, as most of their possessions have been moved off the ship to one of the   
buildings they have constructed on the planets surface.                        
                             [You can walk:  W]                                
END_ROOM_DESCR 82

HELP 82	{John & Maureen Robinson's Cabi}
     There is nothing important here.  The book is interesting, but of no      
help in winning the game.                                                      
END_HELP_DESCR 82

ROOM 83
 Storage Area
   NORTHEAST          76  <- Lower Deck
   DOWN               84  <- Power Core
END_ROOM 83

ROOM_DESCR 83	{Storage Area}
STORAGE AREA                                                                   
     This is the storage area for the ship's foodstuffs.  Dozens of crates,    
each labeled either "Food Concentrate" or "Survival Gear" lie strewn about.    
You've always wondered at the rationale of storing food behind a radiation     
door.  Perhaps it's Major West's feeble idea of humor, to try to keep you      
away from it.                                                                  
     A passage leads down.                                                     
                           [You can walk:  NE, D]                              
END_ROOM_DESCR 83

HELP 83	{Storage Area}
     There is nothing important in this room.  The only reason I bothered to   
write a Help Message at all is because if you're going to lose a point for     
typing "HELP", you might as well get something.                                
END_HELP_DESCR 83

ROOM 84
 Power Core
   UP                 83  <- Storage Area
   LIGHT              205  <- none
END_ROOM 84

ROOM_DESCR 84	{Power Core}
POWER CORE                                                                     
This is the ship's engine room.  The machinery here is rather sophisticated,   
and the automatic maintenance devices preclude the necessity of anyone ever    
having to come down here, save to refuel the ship.  Several computer units     
line the walls, which you don't dare mess with.  In the center of the room is  
a large hole, the Power Core itself (which resembles a hot tub more than       
anything else), where new dutronium fuel is placed.                            
                             [You can walk:  U]                                
END_ROOM_DESCR 84

HELP 84	{Power Core}
If you have a bottle full of fuel, DROP FUEL to gas up the ship.  Take the     
Chart Book and read it to get the course back to Earth.  You need the rock     
specimen to see anything here.                                                 
END_HELP_DESCR 84

ROOM 85
 Secondary Exit
   UP                 76  <- Lower Deck
END_ROOM 85

ROOM_DESCR 85	{Secondary Exit}
SECONDARY EXIT                                                                 
     This is the alternate exit from the ship, through which passengers        
debark when the landing gear is extended.  Since the landing gear is not       
currently extended, this room is a dead end.  It doubles as a storage area for 
the heavier equipment, and the chariot is stored here when disassembled.       
                            [You can walk:  U]                                 
END_ROOM_DESCR 85

HELP 85	{Secondary Exit}
     TAKE JETPACK and WEAR JETPACK.  Be sure you are wearing the silver        
spacesuit first.  You need the jetpack to fly you to and from the drillsite.   
EXAMINE SCOPE in the Main Control Room to find where the drillsite is.         
END_HELP_DESCR 85

ROOM 86
 Freezing Tube
   EXIT               72  <- Main Control Room
END_ROOM 86

ROOM_DESCR 86	{Freezing Tube}
FREEZING TUBE                                                                  
     You pick a cryogenic tube at random and enter it, since they're all the   
same.  This is a small, transparent, cylindrical glass case.  When activated,  
it will put you into a state of suspended animation until the ship enters a    
new solar system, or until it is opened from the outside.                      
                            [You can walk:  EXIT]                              
END_ROOM_DESCR 86

HELP 86	{Freezing Tube}
If you push the button while in space, and after setting the course, you will  
win the game!                                                                  
END_HELP_DESCR 86

------------- Start of Noun Definitions -------------
NOUN 201
  CLOTHES
  LEISURE
  Your leisure clothes are here.
  LOCATION           1000 <-- Worn
  WEARABLE           
  PLURAL             

END_NOUN 201

NOUN_DESCR 201	{CLOTHES}
This outfit consists of black pants, an orange shirt and a black V-neck        
pullover.                                                                      
END_NOUN_DESCR 201

NOUN 202
  CLOTHES
  3RD-SEASON
  Your black and purple 3rd-Season clothes are here.
  LOCATION           256 <-- Inside TRUNK
  WEARABLE           
  PLURAL             

END_NOUN 202

NOUN_DESCR 202	{CLOTHES}
This outfit consists of black pants, a purple shirt, and a black V-neck        
pullover.  You wore it all through the third season when the family was on     
some kind of pastel kick.                                                      
END_NOUN_DESCR 202

NOUN 203
  UNIFORM
  COLONEL'S
  There is a U.S. Air Force Colonel's Uniform here.
  LOCATION           256 <-- Inside TRUNK
  WEARABLE           

END_NOUN 203

NOUN_DESCR 203	{UNIFORM}
This is a U.S. Air Force uniform uniform belonging to Colonel Zachary Smith    
(i.e. you).  You haven't worn it much since being trapped aboard the Jupiter,  
as it is a bit tight in the seat.                                              
END_NOUN_DESCR 203

NOUN 204
  SPACESUIT
  SILVER
  There is a spacesuit here.
  LOCATION           256 <-- Inside TRUNK
  WEARABLE           

END_NOUN 204

NOUN_DESCR 204	{SPACESUIT}
This is a regulation U.S. Space Corp suit.  It protects the wearer from        
radiation, sunburn and mosquitos.  The Robinsons always seem to wear them      
during takeoff, although why is a mystery, since without an oxygen pack        
attached, they don't protect against vacuum any more than a bikini would.      
END_NOUN_DESCR 204

NOUN 205
  ROCK
  GLITTERING
  There is a rock specimen here.
  LOCATION           79 <-- Will Robinson's Cabin
  IS_LIGHT           

END_NOUN 205

NOUN_DESCR 205	{ROCK}
     This is a rock sample that young Will picked up on Preplanus, the first   
planet that you visited.  It is rather large, at least grapefruit size, and    
seems to be luminescent.                                                       
END_NOUN_DESCR 205

NOUN 206
  JETPACK
  NEATO
  There is a neato jetpack here.
  LOCATION           85 <-- Secondary Exit
  WEARABLE           

END_NOUN 206

NOUN_DESCR 206	{JETPACK}
     This is a jetpack used for reconnaisance work.  When worn and turned on,  
it can lift a man of 160 lbs. up to 423.914 feet in the air to scout the       
countryside.  Since the metric system was adopted, you don't use it much,      
though.                                                                        
END_NOUN_DESCR 206

NOUN 207
  BOOK
  LOG
  The Jupiter 2's Logbook is here.
  LOCATION           82 <-- John & Maureen Robinson's Cabi
  READABLE           
  NOUN_SYNONYMS LOGBOOK LOG 
END_NOUN 207

NOUN_DESCR 207	{BOOK}
The cover reads "Jupiter 2 Log"                                                
END_NOUN_DESCR 207

TEXT 207	{BOOK}
     You open the book to the first page and begin reading:  "October 21st     
in the Earth Year Nineteen Hundred and Ninety Seven; somewhere in space.       
We've come to the end of the first 24 hours of the voyage and all are in good  
health, including our increasingly annoying extra passenger, Dr. Smith.  As    
yet we have no inkling of our true position.  The period during which we       
travelled in hyperdrive, beyond the speed of light, could have carried us      
through space and time to almost any part of the galaxy.  Now as Major West    
continues to search for some clue to our present location there's little for   
any of us to do but rest and wait.  And hope."                                 
     Nothing but a personal diary.  This won't help you find the course back   
to Earth.  "Increasingly annoying" indeed!  Bah!                               
END_TEXT 207

NOUN 208
  BOOK
  NAVIGATION
  The ships Navigation Chart Book is here!
  LOCATION           84 <-- Power Core
  READABLE           
  NOUN_SYNONYMS CHARTS CHARTRES 
END_NOUN 208

NOUN_DESCR 208	{BOOK}
The cover says "Jupiter 2 Navigational Log".                                   
END_NOUN_DESCR 208

TEXT 208	{BOOK}
     You read through the book.  The course back to Earth is mentioned here    
on the final page.  You make a mental note of it.                              
END_TEXT 208

NOUN 209
  BOTTLE
  FUEL
  An empty Dutronium Canister is here.
  LOCATION           81 <-- Major (Ugg) West's Cabin
  OPEN               
  NOUN_SYNONYMS CANISTER CAN 
END_NOUN 209

NOUN_DESCR 209	{BOTTLE}
     This is a bottle, of the type used to hold dutronium fuel.  It is         
currently empty.                                                               
END_NOUN_DESCR 209

NOUN 210
  LASER
  PISTOL
  There is a laser pistol here.
  LOCATION           73 <-- Space Pod
  CAN_SHOOT          
  NUM_SHOTS          6
  NOUN_SYNONYMS PISTOL GUN 
END_NOUN 210

NOUN_DESCR 210	{LASER}
     This is a standard U.S. Space corps Rogers & Greenblatt laser pistol.     
Since they are mass produced for a dollar apiece, they are known as "Buck"     
Rogers guns.                                                                   
     It has #VAR1# shots left.                                                 
END_NOUN_DESCR 210

NOUN 211
  PACK
  POWER
  INVISIBLE
  LOCATION           72 <-- Main Control Room
  NOUN_SYNONYMS BATTERY BATTERIES POWER-PACK 
END_NOUN 211

NOUN_DESCR 211	{PACK}
     This is a square 3x3 battery pack which will power the Robot for 3        
weeks before needing to be recharged.                                          
END_NOUN_DESCR 211

NOUN 212
  FUEL
  BOTTLE FULL OF
  There is a full canister of dutronium here.
  DRINKABLE          
  NOUN_SYNONYMS BOTTLE CANISTER CAN DUTRONIUM 
END_NOUN 212

NOUN_DESCR 212	{FUEL}
     This is a bottle, of the type used to hold dutronium fuel.  It is         
currently full.                                                                
END_NOUN_DESCR 212

NOUN 213
  LETTUCE
  SHREDDED
  There is a pile of shredded lettuce here.
  LOCATION           77 <-- Galley
  EDIBLE             
  NOUN_SYNONYMS SLAW 
END_NOUN 213

NOUN_DESCR 213	{LETTUCE}
     The lettuce has been carefully pulled apart.  Apparently it is going to   
be a part of the dinner that Judy is making for the two of you.                
END_NOUN_DESCR 213

NOUN 214
  KEY
  TRUNK
  The key to your trunk is here!
  LOCATION           74 <-- Elevator Shaft

END_NOUN 214

NOUN_DESCR 214	{KEY}
     This is a small brass key that opens the trunk in your quarters.          
END_NOUN_DESCR 214

NOUN 251
  SCOPE
  SCANNING
  INVISIBLE
  UNMOVABLE          
  LOCATION           72 <-- Main Control Room

END_NOUN 251

NOUN 252
  PANEL
  STATUS
  INVISIBLE
  UNMOVABLE          
  LOCATION           72 <-- Main Control Room

END_NOUN 252

NOUN_DESCR 252	{PANEL}
     This board monitors the status of the ships vital systems.                
END_NOUN_DESCR 252

NOUN 253
  DUTRONIUM
  POOL OF
  There is a pool of dutronium here.
  WEIGHT             99
  UNMOVABLE          
  LOCATION           3 <-- Drillsite
  DRINKABLE          
  POISONOUS          
  NOUN_SYNONYMS FUEL POOL 
END_NOUN 253

NOUN_DESCR 253	{DUTRONIUM}
     This black liquid powers the Jupiter's engines.  One cannister is quite   
enough to return the ship to Earth from here.                                  
END_NOUN_DESCR 253

NOUN 254
  PROJECTOR
  FORCE-FIELD
  There is a Force-Field Projector here.
  UNMOVABLE          
  LOCATION           2 <-- Campsite
  NOUN_SYNONYMS FORCE-FIELD FORCE FIELD GENERATOR 
END_NOUN 254

NOUN_DESCR 254	{PROJECTOR}
     This device looks rather like a syringe on a tripod.  When activated it   
throws up a force field with a circumference approximately 1.5 times that of   
the ship.  The generator is solar powered and its storage cells hold enough    
charge to keep the field going for 25.6 hours in darkness.                     
     The unit can be activated or deactivated from the outside if the user     
has a hand held remote control unit.                                           
END_NOUN_DESCR 254

NOUN 255
  RIG
  DRILLING
  There is a dutronium drilling rig set up here.
  SIZE               2
  WEIGHT             99
  UNMOVABLE          
  LOCATION           3 <-- Drillsite
  OPEN               
  NOUN_SYNONYMS DRILL HOLE RECEPTACLE 
END_NOUN 255

NOUN_DESCR 255	{RIG}
     A hole has already been drilled, and the rig is set up over it.  A long   
pipe goes into the ground, and disappears from sight.  The rig has a hole in   
its side where empty fuel bottles are placed beneath a spigot, and a button    
on top.  When activated, the rig will fill the bottle with fuel.  It sort of   
reminds you of some Coke machines you've seen.                                 
END_NOUN_DESCR 255

NOUN 256
  TRUNK
  STEAMER
  Your trunk is here.
  SIZE               99
  WEIGHT             99
  UNMOVABLE          
  LOCATION           78 <-- Your Cabin
  CLOSEABLE          
  LOCKABLE           
  LOCKED             
  KEY                214  <-- KEY

END_NOUN 256

NOUN_DESCR 256	{TRUNK}
     It appears a perfectly ordinary looking footlocker.                       
END_NOUN_DESCR 256

NOUN 257
  CORE
  POWER
  INVISIBLE
  SIZE               80
  UNMOVABLE          
  LOCATION           84 <-- Power Core
  OPEN               
  NOUN_SYNONYMS POWER HOLE TUB 
END_NOUN 257

NOUN_DESCR 257	{CORE}
     The Power Core itself is a raised hole in the center of the floor where   
dutronium fuel is poured to refuel the ship.                                   
     As you look into the Core, all is dark.  You wad up a scrap of paper and  
drop it in.  The Core flares up briefly as the paper is consumed, and then     
goes dark again.                                                               
END_NOUN_DESCR 257

NOUN 279
  BUTTON
  RIG
  INVISIBLE
  UNMOVABLE          
  PUSHABLE           

END_NOUN 279

NOUN_DESCR 279	{BUTTON}
     This is a large button on the side of the rig that activates it.          
END_NOUN_DESCR 279

NOUN 280
  KNOB
  ELEVATOR
  There is an Elevator Knob here.
  UNMOVABLE          
  LOCATION           72 <-- Main Control Room

END_NOUN 280

NOUN_DESCR 280	{KNOB}
     This is a small knob on the elevator rod, that when turned,               
calls the elevator.                                                            
END_NOUN_DESCR 280

NOUN 281
  BUTTON
  UP-DOWN
  There is an Up-Down button here.
  UNMOVABLE          
  LOCATION           75 <-- Elevator
  PUSHABLE           

END_NOUN 281

NOUN_DESCR 281	{BUTTON}
     This is a small button on the elevator rod, that activates the lift.      
END_NOUN_DESCR 281

NOUN 282
  BUTTON
  FREEZING
  There is a freeze activation button here.
  UNMOVABLE          
  LOCATION           86 <-- Freezing Tube
  PUSHABLE           

END_NOUN 282

NOUN_DESCR 282	{BUTTON}
     This button activates the cryogenic tube.                                 
END_NOUN_DESCR 282

NOUN 283
  BUTTON
  OUTER-AIRLOCK
  INVISIBLE
  UNMOVABLE          
  LOCATION           2 <-- Campsite
  PUSHABLE           

END_NOUN 283

NOUN_DESCR 283	{BUTTON}
Pushing this button toggles the outer airlock door of the Jupiter 2.           
END_NOUN_DESCR 283

NOUN 284
  BUTTON
  AIRLOCK-CONTROL
  There is an airlock-control button here.
  UNMOVABLE          
  LOCATION           71 <-- Jupiter 2 Airlock
  PUSHABLE           
  PULLABLE           

END_NOUN 284

NOUN_DESCR 284	{BUTTON}
     This button toggles both of the airlock doors.  When pushed, the button   
opens or closes the outer door.  When pulled, the button opens or closes the   
inner airlock door.                                                            
END_NOUN_DESCR 284

NOUN 285
  BUTTON
  AIRLOCK
  There is an airlock button here.
  UNMOVABLE          
  LOCATION           72 <-- Main Control Room
  PUSHABLE           
  PULLABLE           

END_NOUN 285

NOUN_DESCR 285	{BUTTON}
     This button toggles both of the airlock doors.  When pushed, the button   
opens or closes the outer door.  When pulled, the button opens or closes the   
inner airlock door.                                                            
END_NOUN_DESCR 285

NOUN 286
  SWITCH
  LAUNCH
  There is a launch switch here.
  UNMOVABLE          
  LOCATION           72 <-- Main Control Room
  PULLABLE           

END_NOUN 286

NOUN_DESCR 286	{SWITCH}
     This switch, when pulled, launches the ship!!  Please extinguish all      
smoking materials first (including hopefully, the ship itself).                
END_NOUN_DESCR 286

NOUN 287
  VIEWPORT
  FORWARD
  INVISIBLE
  UNMOVABLE          
  LOCATION           72 <-- Main Control Room

END_NOUN 287

NOUN 288
  AIRLOCK
  OUTSIDE
  INVISIBLE
  UNMOVABLE          
  LOCATION           2 <-- Campsite
  NOUN_SYNONYMS DOOR DOORS 
END_NOUN 288

NOUN 289
  AIRLOCK
  ITSELF
  INVISIBLE
  UNMOVABLE          
  LOCATION           71 <-- Jupiter 2 Airlock
  NOUN_SYNONYMS DOOR DOORS 
END_NOUN 289

NOUN 290
  AIRLOCK
  BEHIND
  INVISIBLE
  UNMOVABLE          
  LOCATION           72 <-- Main Control Room
  NOUN_SYNONYMS DOOR DOORS 
END_NOUN 290

NOUN 291
  BUTTON
  ELEVATOR
  INVISIBLE
  UNMOVABLE          
  LOCATION           76 <-- Lower Deck

END_NOUN 291

NOUN_DESCR 291	{BUTTON}
     This is a button on the railing that calls the elevator.                  
END_NOUN_DESCR 291

NOUN 292
  ASTROGATOR
  SHIP'S
  INVISIBLE
  UNMOVABLE          
  LOCATION           72 <-- Main Control Room
  NOUN_SYNONYMS COORDINATES COURSE 
END_NOUN 292

NOUN_DESCR 292	{ASTROGATOR}
This is a round domed device in the middle of the room, with a model of the    
ship inside.  The ships course is set from here.                               
END_NOUN_DESCR 292

NOUN 293
  TUBES
  FREEZING
  INVISIBLE
  UNMOVABLE          
  LOCATION           72 <-- Main Control Room
  NOUN_SYNONYMS TUBE 
END_NOUN 293

NOUN_DESCR 293	{TUBES}
     These are 6 cryogenic freezing tubes lining the west wall.  All are open, 
and inside of each is a button which activates the freezing unit.  When        
pushed the button will freeze the occupant until the ship enters a new solar   
system or until the unit is opened from the outside.                           
END_NOUN_DESCR 293

NOUN 294
  CLOTHES
  WHITE
  There is a set of white leisure clothes here.
  LOCATION           256 <-- Inside TRUNK
  WEARABLE           
  PLURAL             

END_NOUN 294

NOUN_DESCR 294	{CLOTHES}
     Oh yes, when everybody changed outfits in the middle of the first         
season, Mrs. Robinson made these for you.  But they looked so terrible that    
you switched back to the old set and gave these to that space criminal Ohan.   
Maureen must have made you another set.  Wonderful.                            
     They make you look like a photograph negative, as they are like a         
reverse image of your regular clothes, with white pants and white V-neck       
shirt.                                                                         
END_NOUN_DESCR 294

NOUN 295
  SWITCH
  POD
  There is a launch switch here.
  UNMOVABLE          
  LOCATION           73 <-- Space Pod
  PULLABLE           

END_NOUN 295

NOUN_DESCR 295	{SWITCH}
     This switch, when pulled launches the space pod.                          
END_NOUN_DESCR 295

NOUN 296
  RADIO
  2-WAY
  INVISIBLE
  UNMOVABLE          
  LOCATION           72 <-- Main Control Room

END_NOUN 296

NOUN_DESCR 296	{RADIO}
     This is a 2-way subspace radio of extremely advanced design.  However its 
range is rather limited since one of its tubes burned out.  Until you find a   
replacement, the radio will only reach receivers on the planet and vessels in  
orbit.                                                                         
END_NOUN_DESCR 296

NOUN 297
  ROBINSON
  UNCONSCIOUS
  Judy is sprawled unconscious on the floor.
  UNMOVABLE          
  NOUN_SYNONYMS JUDY GIRL 
END_NOUN 297

NOUN_DESCR 297	{ROBINSON}
     Judy is lying on the floor unconscious.  She seems to have suffered a     
terrible fright.                                                               
END_NOUN_DESCR 297

NOUN 298
  ROBOT
  DEACTIVATED
  The robot has been deactivated and is slumped nearby.
  UNMOVABLE          
  NOUN_SYNONYMS NINNY BOOBY TRAITOR BUBBLE-HEADED-BOOBY 
END_NOUN 298

NOUN_DESCR 298	{ROBOT}
     The robots power pack has been pulled.  It stands slumped over with its   
arms extended.  Good riddance!                                                 
END_NOUN_DESCR 298


------------- Start of Creature Definitions -------------
CREATURE 300
  CREATURE
  SPACE
  There is a slavering space creature here eyeing you hungrily!
  WEAPON             210 <-- { LASER}
  HOSTILE            
  TIME_THRESHOLD     3

END_CREATURE 300

CREATURE_DESCR 300	{CREATURE}
     You struggle to remind yourself that although this may look like nothing  
more than a guy in a papier-mache suit that it is actually a very dangerous    
monster.                                                                       
END_CREATURE_DESCR 300

CREATURE 301
  ROBINSON
  JUDY
  Judy Robinson is bending over the counter slicing and dicing some carrots.
  LOCATION           77 <-- Galley
  MAN                
  CREATURE_SYNONYMS JUDY GIRL 
END_CREATURE 301

CREATURE_DESCR 301	{ROBINSON}
     Judy Robinson is in her early twenties.  She is blond haired, blue eyed,  
and very attractive.  Although Will Robinson is the families official          
Wunderkind, Judy graduated in the top 5% of her class.  Her only personality   
fault is an unexplainable romantic attraction to Major West.                   
END_CREATURE_DESCR 301

CREATURE 302
  ROBOT
  ENVIRONMENTAL-CONTROL
  The Robot is here.
  LOCATION           72 <-- Main Control Room
  CREATURE_SYNONYMS BOOBY NINNY TRAITOR BUBBLE-HEADED-BOOBY TIN-PLATED-NUISANCE 
END_CREATURE 302

CREATURE_DESCR 302	{ROBOT}
     This bubble-headed-booby stands about 6 feet tall, and has a head that    
looks like a flat fishbowl.  Several flashing lights adorn its front, and a    
power pack is inserted in a slot on its side.                                  
END_CREATURE_DESCR 302

----------------- Verbs Synonyms ----------------
VERB
ENTER PROGRAM SET   
PUSH PRESS PUNCH   
PULL FLIP   
DUMMY_VERB1 ACTIVATE USE SET PLOT START   
DUMMY_VERB2 FILL   
DUMMY_VERB3 LAUNCH LIFTOFF   
DUMMY_VERB4 DEACTIVATE STOP   
DUMMY_VERB5 KISS HUG LOVE CARESS RAPE MOLEST   
DUMMY_VERB6 POUR EMPTY   
END_VERB


INTRO 
-------------------------------------                                          
BACKGROUND TO LOST IN SPACE ADVENTURE                                          
-------------------------------------                                          
     Year:  2005.  You are Dr. Anne, ...er Zachary Smith.  It's been eight     
years since you became trapped aboard the Jupiter 2 with the tiresome          
Robinson family.  After your early attempts to convince them to return to      
Earth turned rather nasty, you've been lying low ever since, playing the       
buffoon and waiting for your opportunity.  You thought you had it two years    
ago when you traded the ship's fuel supply to the circusmaster Farnum for a    
starchart.  Boy was Major West angry, but it was for his own good as well as   
yours.  Then what did that irritating lot do?  They took the charts and went   
to Alpha Centauri, their original destination, refusing to do a simple         
neighborly thing like drop you off at Earth on the way.                        
     Since they were six years behind schedule, they expected to find an       
Earth colony already established, but the planet that had been discovered      
years before was still empty.  Apparently your sabotage of the Jupiter set     
the U.S. space program back farther than you had thought.  At least you were   
well paid for that job, by Aeolis 14-Umbra, an agent from the nation of        
[CENSORED FOR YOUR PROTECTION].  Now all that beautiful money lies rotting in  
a Swiss account and you can't get back to spend it.                            
     But now your opportunity has arrived.  After two years of colonization    
the Robinson family has established themselves firmly on Alpha Centauri.       
With aid from you they have built several shelters, and are living off the     
land quite comfortably.  Surely they wouldn't mind too much if you borrowed    
the ship, just to go back and inform Alpha Control where they are, mind you.   
     The Robinsons are just setting off in the chariot to check the weather    
station, or dust the atomic pile, or some fool thing.  You have learned        
enough to pilot the ship, but you must fuel it up, find the course data to     
Earth and make the ship spaceworthy before they return.                        
                                                                               
                             DEDICATION                                        
     This game is dedicated to Jonathan Harris who played Dr. Smith on the     
Lost in Space TV show, and to Anne Collins, who since marrying Owen Smith      
and acquiring her doctorate has had to endure being called Dr. Smith by        
half the science fiction fans in Austin, Texas.                                
=============================================================================  
LOST IN SPACE and its characters are copyrighted and are the property of...    
well actually I don't know who owns them since Irwin Allen died.  But they     
obviously belong to someone, therefore, this game is produced strictly         
for personal amusement.  It is not to be sold under any circumstances.         
=============================================================================  
                    LOST IN SPACE:  Dr. Smith Goes Home                        
           A mini-text game designed to play in a single sitting               
                             by Graeme Cree                                    
                                  1993                                         
                       Difficulty:  Introductory                               
                                                                               
PLAYTESTERS:  Dr. Anne Smith   Debi Flummer   Tony Steele                      
              Paul Pence       Cindy Yans     Mark Gillespie                   
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
LOST IN SPACE:                                                                 
     You wave goodbye as the chariot rolls over the dunes.  The Robinson       
family will be gone for at least a day.  You must get the ship spaceworthy     
and be gone before they return.                                                
     Judy and the Robot have remained behind with you, and would undoubtedly   
wish to hinder your plans.  You must do something about them as well.          
END_INTRO 

