      ***********************************************************
      *     This file was generated by AGT Decompiler v1.0
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STARTING_ROOM       2
TREASURE_ROOM       37
RESURRECTION_ROOM   2
MAX_LIVES           3
MAXIMUM_SCORE           0

------------- Start of Room Definitions -------------
ROOM 2
 Salvage Crew Entrance
   SOUTH              7  <- First Class Smoking Salon.
   SPECIAL            36  <- Hidden Anteroom
   KEY                221  <- SHELVES
END_ROOM 2

ROOM_DESCR 2	{Salvage Crew Entrance}
     You are standing inside the salvage crew entrance, shelves line the       
walls and a large hole cut into the Gigantic's hull leads south.               
END_ROOM_DESCR 2

SPECIAL 2	{Salvage Crew Entrance}
     As you move the persian rug a mysterious black hole appears.              
Suddenly you are wrought with grief, and in your grief you become              
disoriented  and stumble into the hole.  You feel yourself spinning            
and falling down... down... down...                                            
END_SPECIAL 2

HELP 2	{Salvage Crew Entrance}
If you think that you need help already, maybe you should just give            
up now!                                                                        
END_HELP_DESCR 2

ROOM 3
 First Class Dining Room
   SOUTH              8  <- Grand Stairway
   LIGHT              1  <- {Any Light}
END_ROOM 3

ROOM_DESCR 3	{First Class Dining Room}
     Here is the first class dining room.  The once beautiful white            
Jacobean room is now a rotting, stinking shambles.  The litter of broken       
chairs, tables, and china is everywhere.  A clear passage leads south.         
END_ROOM_DESCR 3

ROOM 4
 First Class State Room
   EAST               5  <- Second Class Cabin
   SOUTHEAST          10  <- Pantry
   SPECIAL            2  <- Salvage Crew Entrance
   KEY                214  <- RUG
   LIGHT              1  <- {Any Light}
END_ROOM 4

ROOM_DESCR 4	{First Class State Room}
     You are standing in a first class stateroom that is remarkably clear      
of debris.  Oak paneling covers the walls, while a thick persian carpet        
covers the floor.  Passages lead to the east and southeast.                    
END_ROOM_DESCR 4

HELP 4	{First Class State Room}
The Rug!  The Rug!                                                             
END_HELP_DESCR 4

ROOM 5
 Second Class Cabin
   EAST               6  <- Steerage Cabin
   WEST               4  <- First Class State Room
   SOUTHEAST          11  <- Wireless Shack
   LIGHT              1  <- {Any Light}
END_ROOM 5

ROOM_DESCR 5	{Second Class Cabin}
     Here is a second class cabin.  A strange feeling comes over you as        
though you are being watched.  A good passage leads to the east and west       
and a small hole in the wall leads southeast.                                  
END_ROOM_DESCR 5

ROOM 6
 Steerage Cabin
   NORTH              34  <- Death by Drowning
   WEST               5  <- Second Class Cabin
   LIGHT              1  <- {Any Light}
END_ROOM 6

ROOM_DESCR 6	{Steerage Cabin}
     You are standing in the tiny, cramped quarters of a steerage cabin.       
The air is foul here and in the distance, as though from another time, you     
hear what seems to be the cries of hundreds of people.  A small opening        
in the wall leads north and a good passage leads west.  Traces of a damp       
mist waft in to the room from the opening leading north.  The odor seems       
to come from the mist itself.                                                  
END_ROOM_DESCR 6

ROOM 7
 First Class Smoking Salon.
   NORTH              2  <- Salvage Crew Entrance
   EAST               8  <- Grand Stairway
   NORTHEAST          3  <- First Class Dining Room
   LIGHT              1  <- {Any Light}
END_ROOM 7

ROOM_DESCR 7	{First Class Smoking Salon.}
     Here is the first class smoking salon.  Card tables and chairs still      
stand as though waiting for long dead players to return and finish their       
games.  Clear passages lead north, northeast and east.                         
END_ROOM_DESCR 7

ROOM 8
 Grand Stairway
   WEST               7  <- First Class Smoking Salon.
   UP                 13  <- Wheelhouse
   LIGHT              1  <- {Any Light}
END_ROOM 8

ROOM_DESCR 8	{Grand Stairway}
     You are standing at the foot of the grand staircase at the top of         
which stands an incredible wall clock symbolizing honor and glory.  The        
hands of the clock are frozen at 2:20.  A clear passage leads west.            
END_ROOM_DESCR 8

ROOM 9
 Hallway
   NORTH              4  <- First Class State Room
   SOUTH              9  <- Hallway
   EAST               10  <- Pantry
   WEST               9  <- Hallway
   NORTHEAST          9  <- Hallway
   NORTHWEST          9  <- Hallway
   SOUTHEAST          9  <- Hallway
   SOUTHWEST          9  <- Hallway
   LIGHT              1  <- {Any Light}
END_ROOM 9

ROOM_DESCR 9	{Hallway}
     Here is a long and featurless hallway.  Nearby there is a low narrow      
passage leading east.  A dark corridor leads north.                            
END_ROOM_DESCR 9

ROOM 10
 Pantry
   WEST               9  <- Hallway
   NORTHWEST          4  <- First Class State Room
   UP                 14  <- Post Office
   LIGHT              1  <- {Any Light}
END_ROOM 10

ROOM_DESCR 10	{Pantry}
     You are standing in what was once a food pantry of the great liner.       
The smell of rotting food is very strong here.  A dark passage leads           
northwest, a low narrow passage leads west, and a small dark stairway          
leads up.                                                                      
END_ROOM_DESCR 10

ROOM 11
 Wireless Shack
   WEST               10  <- Pantry
   LIGHT              1  <- {Any Light}
END_ROOM 11

ROOM_DESCR 11	{Wireless Shack}
     Here is the wireless shack where the first S.O.S. in history was          
tapped out on that fateful night.  The old wireless set still stands           
bolted to a table along the wall.  A low narrow passage leads west.            
END_ROOM_DESCR 11

ROOM 12
 Officers Quarters
   EAST               13  <- Wheelhouse
   LIGHT              1  <- {Any Light}
END_ROOM 12

ROOM_DESCR 12	{Officers Quarters}
     You are standing in the sparsley furnished and utilitarian officers       
quarters.  In a dark corner lie the bones of a long dead officer.  A small     
passage leads east.                                                            
END_ROOM_DESCR 12

HELP 12	{Officers Quarters}
Don't touch it!                                                                
END_HELP_DESCR 12

ROOM 13
 Wheelhouse
   SOUTH              18  <- Crews Passageway
   WEST               12  <- Officers Quarters
   SOUTHWEST          17  <- Captain Smith's Quarters
   DOWN               8  <- Grand Stairway
   LIGHT              1  <- {Any Light}
END_ROOM 13

ROOM_DESCR 13	{Wheelhouse}
     Here is the wheelhouse where frantic action of the crew tried in vain     
to save the great ship.  Passages lead to the west and south and a dark        
corridor leads southwest.  Nearby the grand staircase leads down in            
darkness.                                                                      
END_ROOM_DESCR 13

ROOM 14
 Post Office
   EAST               15  <- Second Class Cabin
   DOWN               10  <- Pantry
   LIGHT              1  <- {Any Light}
END_ROOM 14

ROOM_DESCR 14	{Post Office}
     You are standing in what was once the post office.  It is damp and        
musty here and rotting mail litters the floor.  A dark corridor leads          
east while a small dark stairway leads down.                                   
END_ROOM_DESCR 14

ROOM 15
 Second Class Cabin
   EAST               16  <- Featurless Hallway
   WEST               14  <- Post Office
   LIGHT              1  <- {Any Light}
END_ROOM 15

ROOM_DESCR 15	{Second Class Cabin}
     Here is a second class cabin with white walls and a white tile floor.     
An open passage leads east and continues west.                                 
END_ROOM_DESCR 15

ROOM 16
 Featurless Hallway
   SOUTH              21  <- Fireman's Passageway
   WEST               15  <- Second Class Cabin
   LIGHT              1  <- {Any Light}
END_ROOM 16

ROOM_DESCR 16	{Featurless Hallway}
     You are standing in a short, featurless, dark hallway leading south       
and west.                                                                      
END_ROOM_DESCR 16

ROOM 17
 Captain Smith's Quarters
   NORTHEAST          13  <- Wheelhouse
   SOUTHEAST          23  <- Crews Passageway
   LIGHT              1  <- {Any Light}
   ROOM_SYNONYMS      UNLOCK    PRY  
END_ROOM 17

ROOM_DESCR 17	{Captain Smith's Quarters}
     Here is Captain Smith's cabin.  A large desk sits against one wall.       
Thick carpet covers the floor and oak paneling lines the walls.  An eerie      
feeling comes over you as you stand here.  A dark passage leads northeast      
and a clear passage leads southeast.                                           
END_ROOM_DESCR 17

ROOM 18
 Crews Passageway
   NORTH              13  <- Wheelhouse
   SPECIAL            19  <- Boiler Room
   KEY                210  <- KEY
   LIGHT              1  <- {Any Light}
   ROOM_SYNONYMS      TURN    INSERT  
END_ROOM 18

ROOM_DESCR 18	{Crews Passageway}
     You are standing at one end of 'Scotland Road' the crews passageway.      
This is a low, but very long corridor.  A small passage leads north. The       
'Road' continues south but is blocked by debris.                               
END_ROOM_DESCR 18

ROOM 19
 Boiler Room
   SOUTH              24  <- Cargo Hold B
   EAST               20  <- Cagro Hold A
   LIGHT              1  <- {Any Light}
END_ROOM 19

ROOM_DESCR 19	{Boiler Room}
     You are standing in a boiler room - dark and dirty.  Coal dust and        
oil covers everything.  Five huge boilers stand cold and silent now.  A        
sealed watertight door stands to the west.  A clear passage leads south        
and a narrow hallway leads east.                                               
END_ROOM_DESCR 19

SPECIAL 19	{Boiler Room}
     You insert the key into the keyhole and turn the key with some            
effort.  The 'watertight' mechanism slowly begins to release its grip          
and a WOOSH of air escapes around the sides of the door.  After a lot of       
pushing and shoving, the door finally begins to yield.  Slowly and             
cautiously you cross the threshold.  Suddenly the watertight door begins       
to swing closed faster and faster until with a grest CRASH it shuts            
completely.  You hear the automatic lock mechanism engage and with a           
feeling of foreboding you realize that you cannot return the way you           
came!                                                                          
                                                                               
END_SPECIAL 19

ROOM 20
 Cagro Hold A
   EAST               21  <- Fireman's Passageway
   WEST               19  <- Boiler Room
   LIGHT              1  <- {Any Light}
END_ROOM 20

ROOM_DESCR 20	{Cagro Hold A}
     You are standing in cargo hold 'A'.  Crates of every size and shape       
are scattered throughout the room along with suitcases and trunks.  A          
narrow hallway leads west and continues east.                                  
END_ROOM_DESCR 20

ROOM 21
 Fireman's Passageway
   NORTH              16  <- Featurless Hallway
   SOUTH              26  <- Cargo Hold C
   WEST               20  <- Cagro Hold A
   LIGHT              1  <- {Any Light}
END_ROOM 21

ROOM_DESCR 21	{Fireman's Passageway}
     Here is the fireman's passageway.  A small and non-descript hallway       
with passages leading north, west and south.                                   
END_ROOM_DESCR 21

ROOM 22
 Air Shafts
   NORTH              22  <- Air Shafts
   SOUTH              27  <- Air Shafts
   EAST               22  <- Air Shafts
   WEST               22  <- Air Shafts
   NORTHEAST          22  <- Air Shafts
   NORTHWEST          22  <- Air Shafts
   SOUTHEAST          22  <- Air Shafts
   SOUTHWEST          22  <- Air Shafts
   UP                 22  <- Air Shafts
   DOWN               22  <- Air Shafts
   ENTER              22  <- Air Shafts
   EXIT               22  <- Air Shafts
   LIGHT              1  <- {Any Light}
END_ROOM 22

ROOM_DESCR 22	{Air Shafts}
You are lost in the air shafts.                                                
END_ROOM_DESCR 22

SPECIAL 22	{Air Shafts}
     With some difficulty, you are able to push the ventilator shaft           
cover open.  You enter the air shaft and move cautiously forward.              
Suddenly you hear someone closing and securing the cover.  You wander          
on only to find that...                                                        
END_SPECIAL 22

HELP 22	{Air Shafts}
You are lost in the air shafts.                                                
END_HELP_DESCR 22

ROOM 23
 Crews Passageway
   NORTH              18  <- Crews Passageway
   SOUTH              28  <- Crews Passageway
   NORTHWEST          17  <- Captain Smith's Quarters
   SPECIAL            22  <- Air Shafts
   KEY                219  <- COVER
   LIGHT              1  <- {Any Light}
END_ROOM 23

ROOM_DESCR 23	{Crews Passageway}
     Here is the middle of 'Scotland Road', the crews passageway.  The low     
but very long corridor continues north and south from here.  A dark            
passage leads northwest.                                                       
END_ROOM_DESCR 23

ROOM 24
 Cargo Hold B
   NORTH              19  <- Boiler Room
   SOUTH              29  <- Turkish Bath
   EAST               25  <- Cargo Hold B
   SOUTHEAST          30  <- Gym
   LIGHT              1  <- {Any Light}
END_ROOM 24

ROOM_DESCR 24	{Cargo Hold B}
     You are standing in the very large cargo hold 'B'.  A 1912 Renault        
automobile is chained and bolted to the floor here.  Very large crates are     
everywhere.  Passages lead north and south.  A dark hallway leads              
southeast.  The cargo hold continues east into the darkness.                   
END_ROOM_DESCR 24

ROOM 25
 Cargo Hold B
   NORTH              25  <- Cargo Hold B
   SOUTH              25  <- Cargo Hold B
   EAST               25  <- Cargo Hold B
   WEST               25  <- Cargo Hold B
   NORTHEAST          25  <- Cargo Hold B
   NORTHWEST          24  <- Cargo Hold B
   SOUTHEAST          25  <- Cargo Hold B
   SOUTHWEST          25  <- Cargo Hold B
   UP                 25  <- Cargo Hold B
   DOWN               25  <- Cargo Hold B
   ENTER              25  <- Cargo Hold B
   EXIT               25  <- Cargo Hold B
   LIGHT              1  <- {Any Light}
END_ROOM 25

ROOM_DESCR 25	{Cargo Hold B}
You are lost amid the crates.                                                  
END_ROOM_DESCR 25

HELP 25	{Cargo Hold B}
You are lost amid the crates.                                                  
END_HELP_DESCR 25

ROOM 26
 Cargo Hold C
   NORTH              21  <- Fireman's Passageway
   DOWN               31  <- Fore Peak
   SPECIAL            33  <- Death by Crushing
   KEY                216  <- BOXES
   LIGHT              1  <- {Any Light}
END_ROOM 26

ROOM_DESCR 26	{Cargo Hold C}
     Here is the very small cagro hold 'C'.  Used for the safekeeping of       
the passengers' personal effects.  Steel boxes line the walls.  A clear        
passage leads north.  An open hatch cover lies in the center of the room.      
END_ROOM_DESCR 26

ROOM 27
 Air Shafts
   NORTH              35  <- Air Shafts
   SOUTH              27  <- Air Shafts
   EAST               27  <- Air Shafts
   WEST               27  <- Air Shafts
   NORTHEAST          27  <- Air Shafts
   NORTHWEST          22  <- Air Shafts
   SOUTHEAST          27  <- Air Shafts
   SOUTHWEST          27  <- Air Shafts
   UP                 27  <- Air Shafts
   DOWN               27  <- Air Shafts
   ENTER              27  <- Air Shafts
   EXIT               27  <- Air Shafts
   LIGHT              1  <- {Any Light}
END_ROOM 27

ROOM_DESCR 27	{Air Shafts}
You are lost in the air shafts.                                                
END_ROOM_DESCR 27

HELP 27	{Air Shafts}
You are lost in the air shafts.                                                
END_HELP_DESCR 27

ROOM 28
 Crews Passageway
   NORTH              23  <- Crews Passageway
   SPECIAL            32  <- Death by Falling
   KEY                218  <- BUTTON
   LIGHT              1  <- {Any Light}
END_ROOM 28

ROOM_DESCR 28	{Crews Passageway}
     You are standing at the south end of 'Scotland Road', the low and         
long crews passageway.  The 'Road' continues north into the darkness.          
END_ROOM_DESCR 28

ROOM 29
 Turkish Bath
   NORTH              24  <- Cargo Hold B
   EAST               30  <- Gym
   LIGHT              1  <- {Any Light}
END_ROOM 29

ROOM_DESCR 29	{Turkish Bath}
     Here is the turkish bath with its green tiled walls and floor.            
Rotten towels are heaped everywhere.  It is hot and damp here.  A passage      
leads north from here and a dark corridor leads east.                          
END_ROOM_DESCR 29

ROOM 30
 Gym
   WEST               29  <- Turkish Bath
   LIGHT              1  <- {Any Light}
END_ROOM 30

ROOM_DESCR 30	{Gym}
     You are standing in the high ceilinged gymnasium.  Strange                
mechanical exercise horses stand everywhere.  Exercise bicycles stand          
connected to large speed dials on the wall.  A dark corridor leads west        
from here.                                                                     
END_ROOM_DESCR 30

ROOM 31
 Fore Peak
   UP                 26  <- Cargo Hold C
   LIGHT              1  <- {Any Light}
END_ROOM 31

ROOM_DESCR 31	{Fore Peak}
     Here is the fore peak.  A very tiny room barely large enough to move      
around in.  A hatch cover on the ceiling leads up.                             
END_ROOM_DESCR 31

ROOM 32
 Death by Falling
   LIGHT              1  <- {Any Light}
   GAME_END           
END_ROOM 32

ROOM_DESCR 32	{Death by Falling}
                                                                               
     You have fallen to the bottom-most bowels of the ship.  You have          
now joined all of the other souls who have lost their lives on the ship.       
                                                                               
You have died...                                                               
                                                                               
END_ROOM_DESCR 32

SPECIAL 32	{Death by Falling}
     As soon as you push the elevator button the door opens and a great        
suction of air seems to envelope you and pull you into the empty darkness.     
You feel yourself falling.  Luckily you have no time to contimplate your fate  
since your fall is suddenly stopped by the hard steel floor at the bottom of   
the shaft.                                                                     
END_SPECIAL 32

ROOM 33
 Death by Crushing
   LIGHT              1  <- {Any Light}
   GAME_END           
END_ROOM 33

ROOM_DESCR 33	{Death by Crushing}
                                                                               
     The steel boxes now lie heaped on the floor.  Your blood slowly           
oozing out from under them.                                                    
                                                                               
You have died...                                                               
                                                                               
END_ROOM_DESCR 33

SPECIAL 33	{Death by Crushing}
     You open one of the boxes...nothing.  You open another...nothing.         
You open yet another...still nothing.  You are about to give up and move       
on when suddenly you hear the the boxes begin to creak and groan.  Suddenly,   
and with little warning the boxes tear loose from the side of the wall and     
fall on top of you.  You feel no pain but find it exceedingly difficult to     
breathe.  Things begin to grow dark as you slowly loose consciousness.         
END_SPECIAL 33

ROOM 34
 Death by Drowning
   LIGHT              1  <- {Any Light}
   GAME_END           
END_ROOM 34

ROOM_DESCR 34	{Death by Drowning}
     As you squeeze yourself through the opening, you notice that although     
the flashlight is still on it no longer illuminates anything and everything    
is total blackness.  The floor seems to be liquefying.  The cries that you     
heard before become louder now.  Suddenly you are immersed in ice cold         
water.  Dead bodies begin crowding around you.  Their gray faces, hands,       
and eyes seem illuminated from within.  Most of the faces are grotesquely      
bloated from the water.  Their cold, wet hands grab you and slowly pull        
you beneath the surface.                                                       
                                                                               
You have died...                                                               
                                                                               
END_ROOM_DESCR 34

ROOM 35
 Air Shafts
   NORTH              35  <- Air Shafts
   SOUTH              35  <- Air Shafts
   EAST               35  <- Air Shafts
   WEST               27  <- Air Shafts
   NORTHEAST          35  <- Air Shafts
   NORTHWEST          35  <- Air Shafts
   SOUTHEAST          35  <- Air Shafts
   SOUTHWEST          35  <- Air Shafts
   UP                 35  <- Air Shafts
   DOWN               21  <- Fireman's Passageway
   ENTER              35  <- Air Shafts
   EXIT               35  <- Air Shafts
   LIGHT              1  <- {Any Light}
END_ROOM 35

ROOM_DESCR 35	{Air Shafts}
You are lost in the air shafts.                                                
END_ROOM_DESCR 35

HELP 35	{Air Shafts}
You are lost in the air shafts.                                                
END_HELP_DESCR 35

ROOM 36
 Hidden Anteroom
   WEST               2  <- Salvage Crew Entrance
   SPECIAL            37  <- Treasure Room
   KEY                231  <- KEY
   LIGHT              1  <- {Any Light}
   ROOM_SYNONYMS      TURN    INSERT  
END_ROOM 36

ROOM_DESCR 36	{Hidden Anteroom}
     You have found a hidden anteroom!  The room is very small and             
there is an opening in the west wall.  The remaining walls are bare            
except for a small keyhole in the very center of the east wall.                
END_ROOM_DESCR 36

SPECIAL 36	{Hidden Anteroom}
     You push cautiously on the shelves to reveal a false wall that opens      
inward. Bravely you stroll forward.                                            
END_SPECIAL 36

ROOM 37
 Treasure Room
   LIGHT              1  <- {Any Light}
   POINTS             50
   GAME_WIN           
END_ROOM 37

ROOM_DESCR 37	{Treasure Room}
     You have found the secret TREASURE ROOM!  You are a brave and daring      
explorer!                                                                      
END_ROOM_DESCR 37

SPECIAL 37	{Treasure Room}
     You insert the key into the keyhole.  As you turn the key you             
begin to hear a low rumble that quickly grows in pitch and volume.             
Almost as soon as your ears begin to ache, the sound suddenly stops            
and the east wall begins to shimmer and turn transparent, eventually           
disappearing entirely.  Boldly and with your head held high, you walk          
forward.                                                                       
END_SPECIAL 37

------------- Start of Noun Definitions -------------
NOUN 200
  TRUMPET
  BRASS
  There is a brass trumpet with beautiful carvings on it here!
  SIZE               5
  WEIGHT             5
  LOCATION           24 <-- Cargo Hold B
  PLAYABLE           
  NOUN_SYNONYMS HORN 
END_NOUN 200

NOUN_DESCR 200	{TRUMPET}
     The carvings on the bell of the trumpet reveal that it was presented      
to a 'Mr Rob't Turton on the occasion of his being appointed buguler of        
the RMS GIGANTIC. Love, Mother.'                                               
END_NOUN_DESCR 200

PLAY_DESCR 200	{TRUMPET}
     I hope that your mother didn't pay too much for your music lessons!       
END_PLAY_DESCR 200

NOUN 201
  RUBAIYAT
  PRICELESS
  There is a priceless copy of the Rubaiyat of Omar Khayyam here!
  SIZE               5
  WEIGHT             5
  LOCATION           8 <-- Grand Stairway
  READABLE           
  NOUN_SYNONYMS BOOK 
END_NOUN 201

NOUN_DESCR 201	{RUBAIYAT}
     You find a collection of epigrams in praise of wine, love, and            
pleasure, and yet at the same time you find them depressingly pessimistic.     
END_NOUN_DESCR 201

TEXT 201	{RUBAIYAT}
     You find a collection of epigrams in praise of wine, love, and            
pleasure, and yet at the same time you find them depressingly pessimistic.     
END_TEXT 201

NOUN 202
  BULL
  MINATURE
  There is a minature bull here made of 24K gold!
  SIZE               2
  WEIGHT             10
  LOCATION           25 <-- Cargo Hold B

END_NOUN 202

NOUN_DESCR 202	{BULL}
     This is a rather intricately carved bull that upon closer examination     
reveals diamonds for eyes.  Although it is small (about 3 inches long by 2     
inches high) it is very heavy.                                                 
END_NOUN_DESCR 202

NOUN 203
  TOYS
  ANTIQUE
  There are priceless antique toys here!
  SIZE               2
  WEIGHT             2
  LOCATION           6 <-- Steerage Cabin
  PLAYABLE           

END_NOUN 203

NOUN_DESCR 203	{TOYS}
     These little toys are mostly metal soldiers, horses, and wagons.          
END_NOUN_DESCR 203

PLAY_DESCR 203	{TOYS}
Aren't you a little old to be playing with toys?                               
END_PLAY_DESCR 203

NOUN 204
  SHAVING-MUG
  SILVER
  There is a solid silver shaving-mug here!
  SIZE               2
  WEIGHT             2
  LOCATION           4 <-- First Class State Room
  NOUN_SYNONYMS MUG 
END_NOUN 204

NOUN_DESCR 204	{SHAVING-MUG}
     There is really nothing spectacular about the mug.  It is covered with    
tarnish.  On the bottom is stamped .999 FINE.                                  
END_NOUN_DESCR 204

NOUN 205
  DIAMONDS
  
  There are many large and small diamonds scattered about here!
  SIZE               2
  WEIGHT             2
  LOCATION           26 <-- Cargo Hold C
  NOUN_SYNONYMS GEMS 
END_NOUN 205

NOUN_DESCR 205	{DIAMONDS}
     There are at least fifty diamonds, some as large as 3 and 4 carats.       
END_NOUN_DESCR 205

NOUN 206
  CASH
  
  There is a large sum of cash here!
  SIZE               2
  WEIGHT             2
  LOCATION           30 <-- Gym
  NOUN_SYNONYMS MONEY 
END_NOUN 206

NOUN_DESCR 206	{CASH}
     A quick count reveals at least $50,000.  Quite a sum, yet the bills       
are probably worth more since there are many rare ones in the stack!           
END_NOUN_DESCR 206

NOUN 207
  RUBY
  LARGE
  There is a large, beautifully cut ruby here!
  SIZE               2
  WEIGHT             2
  LOCATION           31 <-- Fore Peak
  NOUN_SYNONYMS GEM 
END_NOUN 207

NOUN_DESCR 207	{RUBY}
   A quick look by your trained eye reveals a ruby of exterme clarity of       
at least 9 carats.                                                             
END_NOUN_DESCR 207

NOUN 208
  FLASHLIGHT
  OLD
  An old flashlight lies nearby.
  SIZE               2
  WEIGHT             2
  LOCATION           2 <-- Salvage Crew Entrance
  IS_LIGHT           
  NOUN_SYNONYMS FLASH LIGHT LAMP 
END_NOUN 208

NOUN_DESCR 208	{FLASHLIGHT}
     Upon examination, you discover that the lens has been badly cracked,      
but the bulb still appears to be good.  The bulb end of the flashlight is      
covered with what appears to be dried blood.                                   
END_NOUN_DESCR 208

NOUN 209
  CROWBAR
  RUSTY
  There is a rusty old crowbar here.
  SIZE               3
  WEIGHT             3
  LOCATION           16 <-- Featurless Hallway

END_NOUN 209

NOUN_DESCR 209	{CROWBAR}
     This is just an ordinary crowbar that is covered with rust and dirt.      
END_NOUN_DESCR 209

NOUN 210
  KEY
  SKELETON
  There is a skeleton key lying here.
  LOCATION           23 <-- Crews Passageway
  PUSHABLE           
  TURNABLE           

END_NOUN 210

NOUN_DESCR 210	{KEY}
     This is an ordinary brass skeleton key.                                   
END_NOUN_DESCR 210

NOUN 211
  REVOLVER
  RUSTY
  There is an old rusty revolver here.
  LOCATION           28 <-- Crews Passageway
  CAN_SHOOT          
  NUM_SHOTS          5
  NOUN_SYNONYMS GUN 
END_NOUN 211

NOUN_DESCR 211	{REVOLVER}
     You see that the chamber still turns leading you to believe that          
the gun still works.  However, for some reason you can't seem to open the      
chamber to see if there are any bullets in it.                                 
END_NOUN_DESCR 211

NOUN 212
  LOG
  CAPTAIN'S
  The captain's log of the great liner lies nearby.
  SIZE               2
  WEIGHT             2
  LOCATION           3 <-- First Class Dining Room
  READABLE           

END_NOUN 212

NOUN_DESCR 212	{LOG}
     The log is covered in black leather.  It is rather large and is           
somewhat heavy.  The title 'RMS GIGANTIC - CAPTAIN'S LOG' is etched            
on the cover in gold lettering.                                                
END_NOUN_DESCR 212

TEXT 212	{LOG}
     You skim through the pages to the last entry...                           
                                                                               
                 Apr. 15, 1912 - 2:10am                                        
                                                                               
                      The last lifeboat is away,                               
                        yet so many still aboard.                              
                        All is now lost.  May our                              
                        souls rest in peace now                                
                        and FOREVER!                                           
                                                                               
                                   Smith                                       
END_TEXT 212

NOUN 213
  FOOD
  SMELLY
  There is food here.
  LOCATION           10 <-- Pantry
  EDIBLE             
  POISONOUS          

END_NOUN 213

NOUN_DESCR 213	{FOOD}
     This is what appears to be the remains of a chicken, and some rotted      
fruit and vegetables.  It is covered with green and black mold.                
END_NOUN_DESCR 213

NOUN 214
  RUG
  PERSIAN
  The persian rug is very beautiful and appears priceless!
  SIZE               100
  WEIGHT             100
  LOCATION           4 <-- First Class State Room
  PUSHABLE           
  PULLABLE           
  NOUN_SYNONYMS CARPET 
END_NOUN 214

PUSH_DESCR  214	{RUG}
With great effort you are able to push the rug to one side of the room.        
END_PUSH_DESCR 214

PULL_DESCR 214	{RUG}
With great effort you are able to pull the rug to one side of the room.        
END_PULL_DESCR 214

NOUN 216
  BOXES
  STEEL
  INVISIBLE
  UNMOVABLE          
  LOCATION           26 <-- Cargo Hold C
  PULLABLE           
  NOUN_SYNONYMS BOX DOOR 
END_NOUN 216

NOUN_DESCR 216	{BOXES}
     The boxes are small saftey deposit boxes.  All have small hinges          
and handles.  They do not appear to be locked.  You may be able to pull        
them open.  Then again...                                                      
END_NOUN_DESCR 216

NOUN 217
  DOOR
  ELEVATOR
  An elevator door stands nearby to the east.
  SIZE               100
  WEIGHT             100
  LOCATION           28 <-- Crews Passageway
  LOCKABLE           
  LOCKED             
  KEY                218  <-- BUTTON

END_NOUN 217

NOUN_DESCR 217	{DOOR}
     This appears to be a heavy, large, steel elevator door.  It has a         
gilded facade.  Along one edge there are many dents and scrapes.  An           
elevator button is on the wall to the right of the door.                       
END_NOUN_DESCR 217

NOUN 218
  BUTTON
  ELEVATOR
  INVISIBLE
  UNMOVABLE          
  LOCATION           28 <-- Crews Passageway
  PUSHABLE           

END_NOUN 218

NOUN_DESCR 218	{BUTTON}
     The button is marked with the word 'OPEN'                                 
END_NOUN_DESCR 218

NOUN 219
  COVER
  VENTILATOR
  A ventilator shaft cover is nearby, to the west.
  UNMOVABLE          
  LOCATION           23 <-- Crews Passageway
  PUSHABLE           

END_NOUN 219

NOUN_DESCR 219	{COVER}
     The cover is made of heavy steel, and has a heavy mesh-like covering      
on it.  Hinges can be seen along one side.  The cover appears to open          
inwardly.                                                                      
END_NOUN_DESCR 219

NOUN 220
  DOOR
  WATERTIGHT
  A watertight door stands to the east
  UNMOVABLE          
  LOCATION           18 <-- Crews Passageway
  KEY                210  <-- KEY

END_NOUN 220

NOUN_DESCR 220	{DOOR}
     The watertight door is immense in size.  Rusty hinges take up the         
whole left side.  An ingenious system of pulleys and cables operate the        
'watertight' mechanism that surrounds the door.  An empty keyhole is on        
the right side of the door.                                                    
END_NOUN_DESCR 220

NOUN 221
  SHELVES
  STORAGE
  INVISIBLE   
  SIZE               100
  WEIGHT             100
  UNMOVABLE          
  LOCATION           2 <-- Salvage Crew Entrance
  PUSHABLE           

END_NOUN 221

NOUN_DESCR 221	{SHELVES}
   Close examination reveals partially hidden hinges along the left rear       
side of the shelves.                                                           
END_NOUN_DESCR 221

NOUN 222
  RENAULT
  ANTIQUE
  INVISIBLE
  SIZE               101
  WEIGHT             101
  UNMOVABLE          
  LOCATION           24 <-- Cargo Hold B
  NOUN_SYNONYMS CAR 
END_NOUN 222

NOUN_DESCR 222	{RENAULT}
     The car is in pretty bad shape.  The tires an upholstery have all         
rotted away.  About the only way to tell that it is a Renault is by the        
brass name plate.                                                              
END_NOUN_DESCR 222

NOUN 223
  CRATES
  LARGE
  INVISIBLE
  SIZE               101
  WEIGHT             101
  UNMOVABLE          
  LOCATION           24 <-- Cargo Hold B
  READABLE           
  NOUN_SYNONYMS BOXES 
END_NOUN 223

NOUN_DESCR 223	{CRATES}
     The crates are immense in size and some have fallen on their sides.       
Most have printing on their sides.                                             
END_NOUN_DESCR 223

TEXT 223	{CRATES}
     As you read the printing on the crates, you discover that most were       
shipped from 'HARLAND & WOLFE - BELFAST'.                                      
END_TEXT 223

NOUN 224
  HORSES
  MECHANICAL
  INVISIBLE
  SIZE               101
  WEIGHT             101
  UNMOVABLE          
  LOCATION           30 <-- Gym

END_NOUN 224

NOUN_DESCR 224	{HORSES}
     These mechanical horses take a lot of immagination to see the             
horse in them.  They are large contraptions.  Try as you might, you            
find it quite impossible to determine how they operate.                        
END_NOUN_DESCR 224

NOUN 225
  BICYCLES
  EXERCISE
  INVISIBLE
  SIZE               101
  WEIGHT             101
  UNMOVABLE          
  LOCATION           30 <-- Gym
  NOUN_SYNONYMS BIKE BIKES 
END_NOUN 225

NOUN_DESCR 225	{BICYCLES}
     The exercise bicycles look very similar to the exercise bicycles          
of today except that the pedals are connected to a series of chains and        
pulleys that in turn connect to large speed dials on the walls of the          
room.  All of the bicycles appear to be in disrepair.                          
END_NOUN_DESCR 225

NOUN 226
  CRATES
  MANY
  INVISIBLE
  SIZE               101
  WEIGHT             101
  UNMOVABLE          
  LOCATION           20 <-- Cagro Hold A
  NOUN_SYNONYMS SUITCASES TRUNKS CASES 
END_NOUN 226

NOUN_DESCR 226	{CRATES}
     The crates, suitcases and trunks are of all shapes and sizes and          
are in such disarray that it would take days to sort them out to see           
what they contain.                                                             
END_NOUN_DESCR 226

NOUN 227
  MAIL
  ROTTING
  INVISIBLE
  SIZE               101
  WEIGHT             101
  UNMOVABLE          
  LOCATION           14 <-- Post Office
  READABLE           
  NOUN_SYNONYMS LETTER LETTERS POSTCARD POSTCARDS 
END_NOUN 227

NOUN_DESCR 227	{MAIL}
     The mail covers the floor of the room in heaps.  It is a jumbled          
mess of letters and postcards.                                                 
END_NOUN_DESCR 227

TEXT 227	{MAIL}
     You kick your foot through the mail until one postcard catches            
your eye.  It shows the GIGANTIC sitting at dock in liverpool.  The            
words on the reverse side send a chill through you as you read...              
                                                                               
            'HAVING A WONDERFUL TIME - WISH YOU WERE HERE'                     
END_TEXT 227

NOUN 230
  WIRELESS
  OLD
  INVISIBLE
  SIZE               101
  WEIGHT             101
  UNMOVABLE          
  LOCATION           11 <-- Wireless Shack
  NOUN_SYNONYMS SET 
END_NOUN 230

NOUN_DESCR 230	{WIRELESS}
     The wireless set is bolted to the table.  The key mechanism sits          
to one side.  Most of the vaccum tubes are still intact.                       
END_NOUN_DESCR 230

NOUN 231
  KEY
  BRASS
  There is a brass key here.
  LOCATION           233 <-- Inside DRAWERS
  TURNABLE           

END_NOUN 231

NOUN_DESCR 231	{KEY}
     This is an ordinary brass key.  It has the letter 'S' stamped on          
one side.                                                                      
END_NOUN_DESCR 231

NOUN 232
  DESK
  OAK
  INVISIBLE
  SIZE               101
  WEIGHT             101
  UNMOVABLE          
  LOCATION           17 <-- Captain Smith's Quarters

END_NOUN 232

NOUN_DESCR 232	{DESK}
     This is a large, ornate oak desk.  The desk contains many drawers.        
END_NOUN_DESCR 232

NOUN 233
  DRAWERS
  DESK
  INVISIBLE
  SIZE               101
  WEIGHT             101
  UNMOVABLE          
  LOCATION           17 <-- Captain Smith's Quarters
  CLOSEABLE          
  LOCKABLE           
  LOCKED             
  KEY                209  <-- CROWBAR
  NOUN_SYNONYMS DRAWER 
END_NOUN 233

NOUN_DESCR 233	{DRAWERS}
     The desk drawers are of various sizes.  There are scratches all           
over the drawers.                                                              
END_NOUN_DESCR 233


------------- Start of Creature Definitions -------------
CREATURE 300
  
  
  
  THRESHOLD          0
  TIME_THRESHOLD     0

END_CREATURE 300

CREATURE 301
  
  
  
  THRESHOLD          0
  TIME_THRESHOLD     0

END_CREATURE 301

CREATURE 302
  
  
  
  THRESHOLD          0
  TIME_THRESHOLD     0

END_CREATURE 302

CREATURE 303
  
  
  
  THRESHOLD          0
  TIME_THRESHOLD     0

END_CREATURE 303

CREATURE 304
  
  
  
  THRESHOLD          0
  TIME_THRESHOLD     0

END_CREATURE 304

CREATURE 305
  
  
  
  THRESHOLD          0
  TIME_THRESHOLD     0

END_CREATURE 305

----------------- Verbs Synonyms ----------------
VERB
END_VERB


INTRO 
     She was called 'unsinkable'.  She was four city blocks long, with the     
latest, most ingenious safety devices; but only twenty lifeboats for 2,207     
passengers on board.                                                           
                                                                               
     Gliding through a calm sea, disdainful of all obstacles the GIGANTIC      
brushed an iceberg.  Two hours and forty minutes later she upended and         
sank.  Only 705 survivors were picked up from her half filled boats.           
                                                                               
     Now she has been found and raised!  She sits in dry dock waiting          
for salvage operations to begin.  You slip on board late one night in          
an attempt to discover the SECRETS OF THE GIGANTIC...                          
                                                                               
END_INTRO 

