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      *     This file was generated by AGT Decompiler v1.0
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STARTING_ROOM       2
TREASURE_ROOM       3000
RESURRECTION_ROOM   2
MAX_LIVES           0
MAXIMUM_SCORE           0

------------- Start of Room Definitions -------------
ROOM 2
 Smelly Cave
   EAST               4  <- Bear Lair (West)
   WEST               3  <- Precipitous Ledge
   UP                 3  <- Precipitous Ledge
   DOWN               4  <- Bear Lair (West)
   LIGHT              1  <- {Any Light}
END_ROOM 2

ROOM_DESCR 2	{Smelly Cave}
  You are in an extremely smelly cave.   The floor slopes  steeply             
  from West down to East. There is a faint glow from below, whence             
  the smell appears to be emanating, and a rather  brighter  light             
  from above.  The floor is slippery.                                          
END_ROOM_DESCR 2

HELP 2	{Smelly Cave}
  Perhaps you should consider leaving this hell-hole.                          
END_HELP_DESCR 2

ROOM 3
 Precipitous Ledge
   NORTH              7  <- Vantage Point
   EAST               2  <- Smelly Cave
   DOWN               8  <- On the Rocks
   SPECIAL            8  <- On the Rocks
   KEY                204  <- FENCE
   LIGHT              1  <- {Any Light}
END_ROOM 3

ROOM_DESCR 3	{Precipitous Ledge}
  You are standing on a precipitous ledge above what is called 'an             
  aching void'.  You're not quite sure whether the void aches more             
  than your head.   A long way below,  to the West,  you can see a             
  castle  on the shore of the Sunless Sea, which stretches off  to             
  the South.   Round to your left,  far below,  at the foot of the             
  Midden, the River Alf steams (yes, steams) into the sea.  Behind             
  you, to the East, is a cave.   A path sneaks North, through some             
  bushes.                                                                      
END_ROOM_DESCR 3

HELP 3	{Precipitous Ledge}
  This is an opportunity to get your bearings, as long as you don't            
  step too close to the edge.                                                  
END_HELP_DESCR 3

ROOM 4
 Bear Lair (West)
   EAST               5  <- Bear Lair (East)
   WEST               2  <- Smelly Cave
   UP                 2  <- Smelly Cave
   LIGHT              1  <- {Any Light}
END_ROOM 4

ROOM_DESCR 4	{Bear Lair (West)}
  This is where the smell was coming from,  all right.   There are             
  piles of it on the floor.   The inhabitant of this cave  doesn't             
  do it in the woods.   The cave where you woke up is to the West.             
  The main part of the Bear Lair is East of here.                              
END_ROOM_DESCR 4

HELP 4	{Bear Lair (West)}
  None of us are enjoying this very much.  There must be something             
  sensible to do.                                                              
END_HELP_DESCR 4

ROOM 5
 Bear Lair (East)
   SOUTH              9  <- Stepped Cave
   EAST               21  <- Golden Pond (w)
   WEST               4  <- Bear Lair (West)
   DOWN               9  <- Stepped Cave
   LIGHT              1  <- {Any Light}
   POINTS             1
END_ROOM 5

ROOM_DESCR 5	{Bear Lair (East)}
  To the West, the cave continues upwards. A flight of ill-carved              
  stone steps leads downwards to the South. To the East, a golden              
  light and the sound of running water emanate from a cave-mouth.              
END_ROOM_DESCR 5

HELP 5	{Bear Lair (East)}
  If there's a bear in here with you, you're in trouble.  BIG and              
  IRREVERSIBLE trouble.  If there's no bear, make a hasty exit.                
END_HELP_DESCR 5

ROOM 6
 Top of ladder
   LIGHT              1  <- {Any Light}
END_ROOM 6

ROOM_DESCR 6	{Top of ladder}
  Well, here we are at the top of the ladder.  Unfortunately, we               
  can't reach anywhere useful from here.                                       
END_ROOM_DESCR 6

HELP 6	{Top of ladder}
  Why not inflate the ladder where it'll do some good, numbskull?              
END_HELP_DESCR 6

ROOM 7
 Vantage Point
   SOUTH              3  <- Precipitous Ledge
   UP                 12  <- Tunnel Entrance
   SPECIAL            8  <- On the Rocks
   KEY                204  <- FENCE
   LIGHT              1  <- {Any Light}
END_ROOM 7

ROOM_DESCR 7	{Vantage Point}
  From this high and windy vantage point, you can see miles to the North       
  and  West.   To the North,  the Khan's pleasure dome  is  occasionally       
  visible  through squalls of rain,  beyond forests ancient as the hills       
  (it says here).                                                              
  Far below and to one side, you can see a ledge with a grove of bamboo.       
  To the West, Baron Doar's castle guards the only road to the  pleasure       
  dome.                                                                        
  What a pity you're going to have to walk all that distance, Sir Ramic..      
  .. if you ever get down from this rock, that is.                             
  A narrow path goes South, through some bushes.   There are some  steps       
  leading upwards.                                                             
END_ROOM_DESCR 7

HELP 7	{Vantage Point}
  Relax. The fresh air here will do you good.                                  
END_HELP_DESCR 7

ROOM 8
 On the Rocks
   LIGHT              1  <- {Any Light}
   GAME_END           
END_ROOM 8

ROOM_DESCR 8	{On the Rocks}
  In your rather hung-over state,  you have stepped the wrong way              
  and are now hurtling towards some very jagged rocks.     Take a              
  moment or two to contemplate your worthless little life.                     
  .                                                                            
  .                                                                            
  .                                                                            
  .                                                                            
  ...Too late.  You just arrived...                                            
  **** You are Dead ****                                                       
END_ROOM_DESCR 8

SPECIAL 8	{On the Rocks}
  All this fiddling about with the fence has dislodged it, and it              
  is now plunging over the abyss.                                              
END_SPECIAL 8

ROOM 9
 Stepped Cave
   NORTH              5  <- Bear Lair (East)
   SOUTH              14  <- The 539 Steps
   EAST               13  <- Corridor
   UP                 5  <- Bear Lair (East)
   DOWN               14  <- The 539 Steps
   LIGHT              1  <- {Any Light}
END_ROOM 9

ROOM_DESCR 9	{Stepped Cave}
  You  are standing at a strange angle,  because these steps  are              
  uneven.  This is a picturesque stairway. It comes down from the              
  North,  and continues South,  curving round to the left in  the              
  middle distance.                                                             
  A corridor leads East from here.  It appears clear and  smooth,              
  but it curves and dips.                                                      
END_ROOM_DESCR 9

HELP 9	{Stepped Cave}
  I'd go downstairs and have a look, if I were you.                            
END_HELP_DESCR 9

ROOM 10
 Torture Chamber
   NORTH              50  <- Room 50
   SOUTH              46  <- Silk Store
   EAST               51  <- Kennel. 
   WEST               48  <- Paint Store
   LIGHT              1  <- {Any Light}
END_ROOM 10

ROOM_DESCR 10	{Torture Chamber}
  This is the torture chamber.  It's a featureless room, though                
  the acoustics are pretty good.                                               
  There are featureless exits in all four major directions.                    
END_ROOM_DESCR 10

HELP 10	{Torture Chamber}
  It's easy, now it's quiet.                                                   
END_HELP_DESCR 10

ROOM 11
 In the Beach
   LIGHT              1  <- {Any Light}
   GAME_END           
END_ROOM 11

ROOM_DESCR 11	{In the Beach}
  You have arrived at the beach.  Unfortunately, you were travelling           
  at 160 feet per second at the time, and you are embedded up to the           
  waist in sand... since you arrived head first, this is making life           
  difficult to sustain.                                                        
  .                                                                            
  **** You are Dead ****                                                       
END_ROOM_DESCR 11

ROOM 12
 Tunnel Entrance
   EAST               15  <- Tunnel
   WEST               8  <- On the Rocks
   DOWN               7  <- Vantage Point
   LIGHT              1  <- {Any Light}
END_ROOM 12

ROOM_DESCR 12	{Tunnel Entrance}
  You are at the entrance to what has once been a mine. Rails lead             
  East  into the tunnel.   The only other way is back down to  the             
  vantage point.                                                               
END_ROOM_DESCR 12

SPECIAL 12	{Tunnel Entrance}
  The locomotive jerks into immediate motion, and you fall down in             
  the cab. A liberal dousing from the cascade of water as you pass             
  through  it  revives you in time to see the end  of  the  tunnel             
  approaching with alarming rapidity.                                          
                                                                               
What Now? JUMP!                                                                
                                                                               
  A wise plan.  The locomotive stops abruptly, depositing you on               
  the ground, and recedes back up the tunnel.                                  
END_SPECIAL 12

HELP 12	{Tunnel Entrance}
  For God's sake, cut out the snivelling, Sir Ramic.                           
END_HELP_DESCR 12

ROOM 13
 Corridor
   EAST               23  <- Golden Pond (n)
   WEST               9  <- Stepped Cave
   LIGHT              1  <- {Any Light}
END_ROOM 13

ROOM_DESCR 13	{Corridor}
  You are in a long, twisting,  largely East-West corridor.   To the           
  East, you can hear running water.   To the West,  you can just see           
  a flight of steps crossing the end of the corridor.                          
END_ROOM_DESCR 13

HELP 13	{Corridor}
  Sometimes it helps just to wait a while.  Sometimes it doesn't.              
END_HELP_DESCR 13

ROOM 14
 The 539 Steps
   WEST               9  <- Stepped Cave
   UP                 9  <- Stepped Cave
   LIGHT              1  <- {Any Light}
END_ROOM 14

ROOM_DESCR 14	{The 539 Steps}
  You are at the foot of the 539 steps.  The steps stretch up to the West.     
END_ROOM_DESCR 14

HELP 14	{The 539 Steps}
  You're on your own, Hobbsy.  Try to pull yourself together.                  
END_HELP_DESCR 14

ROOM 15
 Tunnel
   EAST               17  <- Cascade
   WEST               12  <- Tunnel Entrance
   SPECIAL            16  <- Workshop
   KEY                204  <- FENCE
   LIGHT              1  <- {Any Light}
END_ROOM 15

ROOM_DESCR 15	{Tunnel}
  You are in the tunnel. There is a light at the end of the tunnel.            
  With your luck,  it's an oncoming train!   Just East of you here,            
  there  is a gap in the tunnel floor,  though the  rails  continue            
  across  the gap.   Water cascades from the ceiling into this gap,            
  and disappears with a loud roar.                                             
  The gap is too wide to jump across, and the rails look slippery.             
END_ROOM_DESCR 15

HELP 15	{Tunnel}
  What you need here is something to bridge that gap.                          
END_HELP_DESCR 15

ROOM 16
 Workshop
   EAST               18  <- Locomotive
   WEST               17  <- Cascade
   ENTER              18  <- Locomotive
   LIGHT              1  <- {Any Light}
   POINTS             1
END_ROOM 16

ROOM_DESCR 16	{Workshop}
  You are in a well-lit workshop.   I know this is going to seem  a            
  little anachronistic to you,  Sir Ramic,  but there is an ancient            
  Chinese steam locomotive parked at the East end of the workshop.             
  To the West, out in the tunnel, you can hear water cascading into            
  the gap in the tunnel floor.                                                 
END_ROOM_DESCR 16

SPECIAL 16	{Workshop}
  The fence falls neatly into the gap, spanning the rails.                     
                                                                               
  Big Deal.                                                                    
                                                                               
What Now? EAST                                                                 
                                                                               
  OH NO! Don't do it! Good God, man.  You're in no condition to walk           
  across that gap.                                                             
                                                                               
  Well... you made it, but I wouldn't advise going back, as the fence          
  has fallen down into the torrent.                                            
                                                                               
END_SPECIAL 16

HELP 16	{Workshop}
  How's your Ancient Chinese, Sir Ramic?                                       
END_HELP_DESCR 16

ROOM 17
 Cascade
   LIGHT              1  <- {Any Light}
   GAME_END           
END_ROOM 17

ROOM_DESCR 17	{Cascade}
  You were WARNED, Sir Ramic.                                                  
  As predicted, you miss your footing.  Not at all surprising, really.         
  The cascade plunges 40 feet onto a stone slab.  You cascade with it.         
  As well as getting extremely wet...                                          
  **** You are Dead ****                                                       
END_ROOM_DESCR 17

ROOM 18
 Locomotive
   WEST               16  <- Workshop
   SPECIAL            12  <- Tunnel Entrance
   KEY                210  <- LEVER
   LIGHT              1  <- {Any Light}
END_ROOM 18

ROOM_DESCR 18	{Locomotive}
  You are in the cab of an Ancient Chinese Steam Locomotive.                   
END_ROOM_DESCR 18

HELP 18	{Locomotive}
  What do you mean, 'HELP'?  I can't drive one of these.                       
END_HELP_DESCR 18

ROOM 19
 Library
   SOUTH              49  <- Hall of Remembrance
   EAST               46  <- Silk Store
   WEST               47  <- Bridge (e)
   LIGHT              1  <- {Any Light}
END_ROOM 19

ROOM_DESCR 19	{Library}
  You are in the library.  There are many volumes in here, but I fear that     
  only books with pictures in them will be of any use to you.                  
  The roof of this cavern is hidden in darkness, but there's an arch to the    
  West,  there's a room to the East,  and there's a glow from a hall to the    
  South.                                                                       
END_ROOM_DESCR 19

HELP 19	{Library}
  A is for arteriosclerosis, B is for basket-case, ...                         
  While entertaining, the contents of this room can be as dangerous to         
  your health as a short-sighted rabid squirrel.                               
END_HELP_DESCR 19

ROOM 20
 Bridge (W)
   NORTH              55  <- Grand Central Cavern (w)
   EAST               47  <- Bridge (e)
   WEST               56  <- Dining Room
   LIGHT              1  <- {Any Light}
END_ROOM 20

ROOM_DESCR 20	{Bridge (W)}
  This is the Western end of a bridge over the River Alf.  The Grand           
  Central Cavern opens up to the North.  There's a door to the West,           
  set into the icy wall.                                                       
END_ROOM_DESCR 20

HELP 20	{Bridge (W)}
  I keep asking myself why I trudge round with a wimp like you..               
END_HELP_DESCR 20

ROOM 21
 Golden Pond (w)
   EAST               22  <- Watery Grave
   WEST               5  <- Bear Lair (East)
   NORTHEAST          22  <- Watery Grave
   SOUTHEAST          22  <- Watery Grave
   SPECIAL            22  <- Watery Grave
   LIGHT              1  <- {Any Light}
   ROOM_SYNONYMS      MAGIC_WORD    SWIM  
END_ROOM 21

ROOM_DESCR 21	{Golden Pond (w)}
  You are standing on the Western shore of a beautiful subterranean            
  lake.   A vaguely familiar cascade of water pours from the  domed            
  ceiling into the centre of the pond.                                         
  There is a whirlpool in the centre of the pond, where the falling            
  water throws up splashes of gold.                                            
  There is no path round the edge of the pond.                                 
  Behind you, to the West, is the bear lair.                                   
END_ROOM_DESCR 21

HELP 21	{Golden Pond (w)}
  Hello, sailor..                                                              
END_HELP_DESCR 21

ROOM 22
 Watery Grave
   LIGHT              1  <- {Any Light}
   GAME_END           
END_ROOM 22

ROOM_DESCR 22	{Watery Grave}
  Swimming, is it?  Well, I'm afraid you are in for a disappointment, Sir      
  Ramic.   Though  you swim quite well for a knight in full  armour,  the      
  whirlpool is too much for you, and you are sucked down.                      
  I see you are holding your breath.                                           
  Did you wonder why the water glows with a golden light?                      
  Did you wonder why the river STEAMS into the sea?                            
  Below the whirlpool, the fires of the Midden still burn.   The water is      
  scaldingly hot, and, I'm afraid to say...                                    
  **** You are dead ****                                                       
END_ROOM_DESCR 22

ROOM 23
 Golden Pond (n)
   NORTH              13  <- Corridor
   SOUTH              22  <- Watery Grave
   SOUTHEAST          22  <- Watery Grave
   SOUTHWEST          22  <- Watery Grave
   ENTER              24  <- Pond (n)- in boat
   LIGHT              1  <- {Any Light}
END_ROOM 23

ROOM_DESCR 23	{Golden Pond (n)}
  You are standing on the Northern shore of a beautiful subterranean           
  lake. A cascade of water pours from the ceiling into the centre of           
  the pond.                                                                    
  There is a whirlpool in the centre of the pond, where the falling            
  water throws up splashes of gold.                                            
  There is no path round the edge of the pond.                                 
  Behind you, to the North, is a corridor.                                     
END_ROOM_DESCR 23

HELP 23	{Golden Pond (n)}
  Hmm... beats the hell out of me.                                             
END_HELP_DESCR 23

ROOM 24
 Pond (n)- in boat
   SOUTH              27  <- In the whirlpool
   EAST               27  <- In the whirlpool
   WEST               25  <- Pond (w)- in boat
   NORTHEAST          27  <- In the whirlpool
   NORTHWEST          25  <- Pond (w)- in boat
   SOUTHEAST          27  <- In the whirlpool
   SOUTHWEST          25  <- Pond (w)- in boat
   DOWN               27  <- In the whirlpool
   EXIT               23  <- Golden Pond (n)
   SPECIAL            26  <- Pond (e)- in boat
   KEY                219  <- BAT
   LIGHT              1  <- {Any Light}
END_ROOM 24

ROOM_DESCR 24	{Pond (n)- in boat}
  You are drifting in the boat next to the North shore of Golden Pond.         
  To the South, you can see a menacing whirlpool.   On the Eastern and         
  Western shores of Golden Pond are cave entrances.                            
  Because of the whirlpool,  the boat tends to drift in a circle round         
  the pond.  This isn't helping your head, I know.                             
  You could probably disembark if necessary.                                   
END_ROOM_DESCR 24

SPECIAL 24	{Pond (n)- in boat}
  Using the bat, you have now paddled round to the North again.                
END_SPECIAL 24

HELP 24	{Pond (n)- in boat}
  What you need is something to USE as a paddle.                               
END_HELP_DESCR 24

ROOM 25
 Pond (w)- in boat
   NORTH              27  <- In the whirlpool
   SOUTH              24  <- Pond (n)- in boat
   EAST               27  <- In the whirlpool
   NORTHEAST          27  <- In the whirlpool
   SOUTHEAST          24  <- Pond (n)- in boat
   DOWN               27  <- In the whirlpool
   EXIT               22  <- Watery Grave
   SPECIAL            26  <- Pond (e)- in boat
   KEY                219  <- BAT
   LIGHT              1  <- {Any Light}
END_ROOM 25

ROOM_DESCR 25	{Pond (w)- in boat}
  All  your ineffectual splashing around has brought you close to  the         
  West  shore  of the Pond.  Close,  but not VERY  close.  Beyond  the         
  central whirlpool, you can just see a cave entrance in the East.             
  The Northern entrance, where you embarked,  is receding as you drift         
  around the pond.                                                             
END_ROOM_DESCR 25

HELP 25	{Pond (w)- in boat}
  What you need is something to USE as a paddle.                               
END_HELP_DESCR 25

ROOM 26
 Pond (e)- in boat
   NORTH              24  <- Pond (n)- in boat
   SOUTH              27  <- In the whirlpool
   WEST               27  <- In the whirlpool
   NORTHWEST          24  <- Pond (n)- in boat
   SOUTHWEST          27  <- In the whirlpool
   DOWN               27  <- In the whirlpool
   EXIT               28  <- Golden Pond (e)
   SPECIAL            24  <- Pond (n)- in boat
   KEY                219  <- BAT
   LIGHT              1  <- {Any Light}
   POINTS             1
END_ROOM 26

ROOM_DESCR 26	{Pond (e)- in boat}
  You are in the boat, close to the Eastern shore of Golden Pond.              
END_ROOM_DESCR 26

SPECIAL 26	{Pond (e)- in boat}
  What a good idea! I KNEW that bat was going to come in useful!               
  Using it as a paddle is perfect.                                             
END_SPECIAL 26

ROOM 27
 In the whirlpool
   NORTH              29  <- Down the whirlpool
   SOUTH              29  <- Down the whirlpool
   EAST               29  <- Down the whirlpool
   WEST               29  <- Down the whirlpool
   EXIT               22  <- Watery Grave
   SPECIAL            24  <- Pond (n)- in boat
   KEY                219  <- BAT
   LIGHT              1  <- {Any Light}
END_ROOM 27

ROOM_DESCR 27	{In the whirlpool}
  Well, it had to happen.  Your ineffectual attempts at paddling by hand       
  have drawn the rowing boat into the whirlpool. You are now gyrating at       
  speed, and being gradually sucked into the centre.  DO something!            
END_ROOM_DESCR 27

ROOM 28
 Golden Pond (e)
   EAST               30  <- Small Cell
   WEST               22  <- Watery Grave
   ENTER              26  <- Pond (e)- in boat
   LIGHT              1  <- {Any Light}
END_ROOM 28

ROOM_DESCR 28	{Golden Pond (e)}
  You are on the Eastern shore of Golden Pond.  Behind you, to the East,       
  is a strange little room.                                                    
  The boat is nearby, lodged against some rocks.  Having no alternative,       
  the whirlpool whirls.                                                        
  There is no way round the perimeter of the Pond.                             
END_ROOM_DESCR 28

HELP 28	{Golden Pond (e)}
  Well.. you seem to be making some progress.                                  
END_HELP_DESCR 28

ROOM 29
 Down the whirlpool
   LIGHT              1  <- {Any Light}
   GAME_END           
END_ROOM 29

ROOM_DESCR 29	{Down the whirlpool}
  The small circle you and your craft are describing tightens, the boat        
  up-ends,  and you are sucked into the whirlpool.    It is a matter of        
  some surprise that you stay in the boat while it is whisked through a        
  very hot area, then down dark passages, and finally into the sea. You        
  drift around for several days, until everyone concludes.. rightly...         
  **** You are Dead ****                                                       
END_ROOM_DESCR 29

ROOM 30
 Small Cell
   WEST               28  <- Golden Pond (e)
   LIGHT              1  <- {Any Light}
END_ROOM 30

ROOM_DESCR 30	{Small Cell}
  You are in a small cell with a corridor opening to the West.                 
END_ROOM_DESCR 30

HELP 30	{Small Cell}
  Try a glass of blackcurrant juice and salt.  It always works when            
  I feel the effects of strong spirits... (sepulchral chuckle).                
END_HELP_DESCR 30

ROOM 31
 Waiting Room
   WEST               14  <- The 539 Steps
   LIGHT              1  <- {Any Light}
END_ROOM 31

ROOM_DESCR 31	{Waiting Room}
  This is the waiting room of a veterinary surgeon.  Behind you, to            
  the West, are the 539 steps.                                                 
END_ROOM_DESCR 31

HELP 31	{Waiting Room}
  Is that owl here? You may need his advice.                                   
END_HELP_DESCR 31

ROOM 32
 Draughty Corridor
   EAST               33  <- Draughty Ledge
   WEST               34  <- Small Cell
   LIGHT              1  <- {Any Light}
END_ROOM 32

ROOM_DESCR 32	{Draughty Corridor}
  This is a cold corridor with light and a stiff breeze coming from            
  the East.  There is a small cell to the West.                                
END_ROOM_DESCR 32

HELP 32	{Draughty Corridor}
  How about an aspirin?                                                        
END_HELP_DESCR 32

ROOM 33
 Draughty Ledge
   WEST               32  <- Draughty Corridor
   DOWN               35  <- Lower Ledge
   LIGHT              1  <- {Any Light}
END_ROOM 33

ROOM_DESCR 33	{Draughty Ledge}
  You are on a ledge on the largely unexplored East face of the Midden.        
  From here,  you have an uninterrupted view of the Sunless Sea to  the        
  South,  and the craggy Royal Vanadium Mountains to the North.   Eight        
  hundred feet below is a narrow strip of beach.   Halfway down, and to        
  one side you can just see a ledge rather similar to this one. Why not        
  jump?  It'd be simpler for us all.                                           
END_ROOM_DESCR 33

HELP 33	{Draughty Ledge}
  Take a few deep breaths. Then have a think. Then do something obvious        
  as usual.                                                                    
END_HELP_DESCR 33

ROOM 34
 Small Cell
   EAST               32  <- Draughty Corridor
   LIGHT              1  <- {Any Light}
   POINTS             1
END_ROOM 34

ROOM_DESCR 34	{Small Cell}
  You are in a small cell with a corridor opening to the East.                 
END_ROOM_DESCR 34

HELP 34	{Small Cell}
  Don't, for God's sake, drop anything.  You'll never see it again.            
END_HELP_DESCR 34

ROOM 35
 Lower Ledge
   WEST               37  <- Ladder Corridor
   UP                 36  <- Rope's End
   DOWN               11  <- In the Beach
   LIGHT              1  <- {Any Light}
END_ROOM 35

ROOM_DESCR 35	{Lower Ledge}
  You  are on another ledge on the largely unexplored East face of  the        
  Midden. From here, you have a similar view of the Sunless Sea and the        
  Royal Vanadium Mountains.   Over four hundred feet below is a  narrow        
  strip of beach.                                                              
  Behind you, to the West, is a corridor.                                      
END_ROOM_DESCR 35

HELP 35	{Lower Ledge}
  There you go, whining again.  I bet you wish the rope was more               
  conveniently placed.                                                         
END_HELP_DESCR 35

ROOM 36
 Rope's End
   DOWN               11  <- In the Beach
   LIGHT              1  <- {Any Light}
END_ROOM 36

ROOM_DESCR 36	{Rope's End}
  Well, here we are,  suspended in space over a long drop to the beach.        
  In a moment or two,  your puny hands are going to lose their grip.           
END_ROOM_DESCR 36

HELP 36	{Rope's End}
  Hmm.. you ARE in rather a predicament, aren't you?  Just give me a           
  moment or so to think about this.  Just hang on.                             
END_HELP_DESCR 36

ROOM 37
 Ladder Corridor
   EAST               35  <- Lower Ledge
   UP                 39  <- Top of Ladder
   LIGHT              1  <- {Any Light}
   POINTS             1
END_ROOM 37

ROOM_DESCR 37	{Ladder Corridor}
  You are in a corridor. To the East is a ledge on the East face of the        
  Midden. To the West, there is a blank wall.                                  
END_ROOM_DESCR 37

HELP 37	{Ladder Corridor}
  "Truth is never pure and seldom simple."                                     
  "Experience is the name men give to their mistakes."                         
  Now tell me the truth about your experience, Sir Ramic.                      
END_HELP_DESCR 37

ROOM 38
 On the Beach
   NORTH              42  <- The canyon
   WEST               40  <- Under the waterfall
   LIGHT              1  <- {Any Light}
END_ROOM 38

ROOM_DESCR 38	{On the Beach}
  You are on the beach below the unscalable East face of the Midden.           
  To the East and South is the unswimmable Sunless Sea.                        
  To the West the undrinkable River Alf cascades from the cliff.               
  To the North, a jumble of rocks leads steeply upwards into a                 
  canyon.                                                                      
END_ROOM_DESCR 38

HELP 38	{On the Beach}
  It's Hobson's choice, really, isn't it?                                      
END_HELP_DESCR 38

ROOM 39
 Top of Ladder
   DOWN               37  <- Ladder Corridor
   LIGHT              1  <- {Any Light}
END_ROOM 39

ROOM_DESCR 39	{Top of Ladder}
  You are at the top of the pneumatic ladder.  It's a little bouncy            
  up here.                                                                     
END_ROOM_DESCR 39

HELP 39	{Top of Ladder}
  There's just 2 digits in the combination.  Push the trapdoor every           
  time you've tried two numbers.                                               
END_HELP_DESCR 39

ROOM 40
 Under the waterfall
   NORTH              41  <- Guardroom
   SOUTH              38  <- On the Beach
   ENTER              41  <- Guardroom
   LIGHT              1  <- {Any Light}
END_ROOM 40

ROOM_DESCR 40	{Under the waterfall}
  You are under the warm waterfall.  It is, needless to say, very              
  damp here.   Water is cascading into your suit, and leaking out              
  of the joints.                                                               
  To the North is a cleft in the rock.  To the South is the beach.             
END_ROOM_DESCR 40

HELP 40	{Under the waterfall}
  How about... "Eodem cogimur, unde negant redire quemquam.."? It's            
  not going to help, but it's pretty profound.                                 
END_HELP_DESCR 40

ROOM 41
 Guardroom
   NORTH              46  <- Silk Store
   SOUTH              40  <- Under the waterfall
   LIGHT              1  <- {Any Light}
END_ROOM 41

ROOM_DESCR 41	{Guardroom}
  This is some sort of guardroom cut into the living rock.                     
  There is an arch to the North, while to the South, you can hear              
  the roar of the waterfall through a cleft.                                   
END_ROOM_DESCR 41

HELP 41	{Guardroom}
  If the guard's here, you're going to have to give him                        
  something.                                                                   
END_HELP_DESCR 41

ROOM 42
 The canyon
   SOUTH              38  <- On the Beach
   NORTHWEST          43  <- The clifftop
   LIGHT              1  <- {Any Light}
END_ROOM 42

ROOM_DESCR 42	{The canyon}
  You are in a rocky canyon between the Midden and the Royal Vanadium          
  Mountains.                                                                   
  To the South, a long way down some uncomfortable rocks, is the beach.        
  The only other way out of here is to the North West.                         
END_ROOM_DESCR 42

HELP 42	{The canyon}
  'What goes up, must come down'                                               
  (from the Natural Philosophy examination paper of I. Newton                  
  aged 12, 1654)                                                               
END_HELP_DESCR 42

ROOM 43
 The clifftop
   SOUTH              45  <- Gallery
   WEST               44  <- Riverbank
   SOUTHEAST          42  <- The canyon
   DOWN               44  <- Riverbank
   LIGHT              1  <- {Any Light}
END_ROOM 43

ROOM_DESCR 43	{The clifftop}
  You are on a clifftop at the highest point of a rocky canyon.                
  From here, you have an unrivalled view of the River Alf (five                
  miles meandering with a mazy motion from the Mountains to the                
  Midden).                                                                     
  Much further to the North, beyond miles of wood and dale, you                
  can  discern the stately pleasure dome which is your eventual                
  destination.                                                                 
  To the West, a long way down a tricky cliff path, is the bank                
  of the river Alf.                                                            
  The canyon doesn't exactly beckon to the South East.                         
  There is a dark cave in the wall of the Midden to the South.                 
END_ROOM_DESCR 43

HELP 43	{The clifftop}
  'O for the wings of a dove..' HINT HINT.                                     
END_HELP_DESCR 43

ROOM 44
 Riverbank
   EAST               43  <- The clifftop
   UP                 43  <- The clifftop
   LIGHT              1  <- {Any Light}
END_ROOM 44

ROOM_DESCR 44	{Riverbank}
  You  are on the bank of the river Alf.   The icy water issues  from  a       
  distant chasm in the Royal Vanadiums in a mighty fountain, but here it       
  is merely swift and wide and deep.                                           
  Across the river, a road beckons weary travellers.                           
  Behind you, to the East, a cliff path meanders up a rocky precipice.         
END_ROOM_DESCR 44

HELP 44	{Riverbank}
                                                                               
END_HELP_DESCR 44

ROOM 45
 Gallery
   NORTH              43  <- The clifftop
   LIGHT              1  <- {Any Light}
END_ROOM 45

ROOM_DESCR 45	{Gallery}
  You are on a gallery above the measureless caverns.  From here you can       
  see down into many caverns of ice, water, stone, and steel.   Some are       
  large, some small, many contain dimly perceived items.                       
  The cave immediately below here is in utter darkness.                        
  You can see daylight to the North.                                           
END_ROOM_DESCR 45

HELP 45	{Gallery}
  It's impossible to get down from here without a ladder.   It might be        
  possible to get up here from down below if a ladder were installed in        
  a suitable cave.  Helpful enough?                                            
END_HELP_DESCR 45

ROOM 46
 Silk Store
   NORTH              10  <- Torture Chamber
   SOUTH              41  <- Guardroom
   WEST               19  <- Library
   LIGHT              1  <- {Any Light}
   POINTS             1
END_ROOM 46

ROOM_DESCR 46	{Silk Store}
  You are in a room with many shelves full of bolts of fine silk,              
  probably used to make banners, drapes, and slinky gear.                      
  To the South is the guardroom, to the West, a library.  An arch              
  to the North looms forbiddingly.                                             
END_ROOM_DESCR 46

HELP 46	{Silk Store}
  Is there no end to your caterwauling?                                        
END_HELP_DESCR 46

ROOM 47
 Bridge (e)
   EAST               19  <- Library
   WEST               20  <- Bridge (W)
   LIGHT              1  <- {Any Light}
END_ROOM 47

ROOM_DESCR 47	{Bridge (e)}
  You are standing at the East end of a bridge across the Underground          
  River Alf.                                                                   
  The bridge stretches west, across the hot cataract.   To the East is         
  the library.                                                                 
  Over the parapet to the North you can see the Grand Central Cavern.          
  Over the South parapet,  you can see a pleasant area,  suitable for          
  fishing.                                                                     
  The roof of the Measureless Caverns is hidden in darkness above.             
END_ROOM_DESCR 47

HELP 47	{Bridge (e)}
  I want an alligator sandwich.  And make it SNAPPY!  Tee, hee.                
  That wasn't a hint.  It was a joke.                                          
                                                                               
  OK.  Suit yourself.                                                          
END_HELP_DESCR 47

ROOM 48
 Paint Store
   EAST               10  <- Torture Chamber
   WEST               53  <- Grand Central Cavern (East)
   LIGHT              1  <- {Any Light}
END_ROOM 48

ROOM_DESCR 48	{Paint Store}
  There is a refreshing smell of Turkentime and Boiled Linseed whatnot in      
  here.                                                                        
  The torture chamber is to the East,  while an arch to the West seems to      
  open into a vast space.                                                      
END_ROOM_DESCR 48

HELP 48	{Paint Store}
  There may be something handy in here, but on the other hand... Who knows     
  these days, eh?                                                              
END_HELP_DESCR 48

ROOM 49
 Hall of Remembrance
   NORTH              19  <- Library
   LIGHT              1  <- {Any Light}
END_ROOM 49

ROOM_DESCR 49	{Hall of Remembrance}
  This solemn place is called the Hall of Remembrance.  I'm damned             
  if I can recall why.                                                         
  To the North is the library.                                                 
END_ROOM_DESCR 49

HELP 49	{Hall of Remembrance}
  I don't want to seem unhelpful, but that's exactly what I'm gonna be.        
END_HELP_DESCR 49

ROOM 50
 Room 50
   SOUTH              10  <- Torture Chamber
   LIGHT              1  <- {Any Light}
END_ROOM 50

ROOM_DESCR 50	{Room 50}
                                                                               
  This is Room 50                                                              
END_ROOM_DESCR 50

HELP 50	{Room 50}
  You are in room 50.  It looks as though the Great Game Creator               
  in the sky ran out of inspiration here. Well, that's not quite               
  true.  There was to be an elaborate trap in here,  but he took               
  pity on us all.                                                              
END_HELP_DESCR 50

ROOM 51
 Kennel. 
   SOUTH              54  <- Dark Room
   WEST               10  <- Torture Chamber
   LIGHT              1  <- {Any Light}
   POINTS             1
END_ROOM 51

ROOM_DESCR 51	{Kennel. }
  This is a huge kennel.  At one time, it has obviously housed                 
  hundreds of dogs.  It is malodourous in a doggy sort of way.                 
  There is a dark opening to the South.   The torture  chamber                 
  is West from here.                                                           
END_ROOM_DESCR 51

HELP 51	{Kennel. }
  I suggest you make friends with the inhabitant of this room, if              
  you haven't already done so.                                                 
END_HELP_DESCR 51

ROOM 52
 Fishing Pier
   EAST               49  <- Hall of Remembrance
   LIGHT              1  <- {Any Light}
END_ROOM 52

ROOM_DESCR 52	{Fishing Pier}
  This pleasant spot is ideal for fishing.  The river is conveniently          
  placed to one side, and it's impossible to fall in.                          
  The Hall of .. you know .. is to the East.                                   
END_ROOM_DESCR 52

HELP 52	{Fishing Pier}
  If you haven't already tried fishing, USE a net.  It's a cinch the           
  way I've set it up.  Even for you.                                           
END_HELP_DESCR 52

ROOM 53
 Grand Central Cavern (East)
   EAST               48  <- Paint Store
   LIGHT              1  <- {Any Light}
END_ROOM 53

ROOM_DESCR 53	{Grand Central Cavern (East)}
  You are in the Eastern half of the Grand Central Cavern.  Between you        
  and the Western half of the cavern is the uncrossable River Alf.             
  You can see some jumbled boxes on the far side of the river.                 
  To the South, a bridge crosses the cavern, but you can't reach it from       
  here.  It starts in some other cave.                                         
  The paint store is back to the East.                                         
END_ROOM_DESCR 53

HELP 53	{Grand Central Cavern (East)}
  This is an unpromising place. Don't waste your time.. or, rather,            
  don't waste my time in here.                                                 
END_HELP_DESCR 53

ROOM 54
 Dark Room
   NORTH              51  <- Kennel. 
   LIGHT              260  <- 
   POINTS             1
END_ROOM 54

ROOM_DESCR 54	{Dark Room}
  This is a featureless little room, with an arch to the North from            
  which the exudation known as Dogbreath issues.                               
  High above, you can dimly see a gallery.                                     
END_ROOM_DESCR 54

HELP 54	{Dark Room}
  Sir Ramic, you obviously have the brains of an addle-pated cretin.           
  Not all of them, though.  Only the ones he could spare.                      
END_HELP_DESCR 54

ROOM 55
 Grand Central Cavern (w)
   SOUTH              20  <- Bridge (W)
   WEST               58  <- Workshop 
   LIGHT              1  <- {Any Light}
END_ROOM 55

ROOM_DESCR 55	{Grand Central Cavern (w)}
  This is the Grand Central Cavern again.  The (sacred) River Alf              
  flows  down the centre of the cavern,  separating it into this,              
  the Western half, and the other, Eastern half.                               
  There is a bridge over the Alf to the South, and a doorway to                
  the West.                                                                    
END_ROOM_DESCR 55

HELP 55	{Grand Central Cavern (w)}
  Let  me explain it again.   This is the Western half of the  Grand           
  Central Cavern.   There is a river running down the centre of  the           
  Cavern,  separating  this half of the cavern from the  other,  the           
  Eastern, half of the Cavern. The river, thus, runs North and South.          
  Bored?.... You will be if you ask again.                                     
END_HELP_DESCR 55

ROOM 56
 Dining Room
   NORTH              57  <- Kitchen
   EAST               20  <- Bridge (W)
   LIGHT              1  <- {Any Light}
END_ROOM 56

ROOM_DESCR 56	{Dining Room}
  This is the dining room.  Precious little dining has been done in            
  here lately.  The room is utterly unsuited to its avowed purpose.            
  Much like yourself, really, Sir Ramic.                                       
  It's damned cold in here. There's a door to the North, and another           
  to the East.                                                                 
END_ROOM_DESCR 56

HELP 56	{Dining Room}
  In here you NEED no help.  Why are you badgering me in this fashion?         
END_HELP_DESCR 56

ROOM 57
 Kitchen
   NORTH              58  <- Workshop 
   SOUTH              56  <- Dining Room
   LIGHT              1  <- {Any Light}
END_ROOM 57

ROOM_DESCR 57	{Kitchen}
  This is the kitchen of the Measureless caverns.  The layers of               
  smoke-blackened grease on the floors, walls and ceiling attest               
  to the years of catering undertaken here.                                    
  There are doors to the North and South.                                      
END_ROOM_DESCR 57

HELP 57	{Kitchen}
  Don't eat anything you find in here, unless a particularly plump             
  cockroach  catches your eye  (but BO tells me to make sure  it's             
  alive before you consume it).                                                
END_HELP_DESCR 57

ROOM 58
 Workshop 
   SOUTH              57  <- Kitchen
   EAST               55  <- Grand Central Cavern (w)
   LIGHT              1  <- {Any Light}
END_ROOM 58

ROOM_DESCR 58	{Workshop }
  This is a fully equipped workshop.  There are so many tools here             
  that  it's impossible to describe them.   You should be able  to             
  construct anything in here, provided you have the parts you need.            
  There are doors to the South and East.                                       
END_ROOM_DESCR 58

HELP 58	{Workshop }
  Sorry.  I'm no good at DIY.  I was disemhanded at the same time as           
  I was disembodied.                                                           
END_HELP_DESCR 58

ROOM 59
 Top of ladder below gallery
   LIGHT              1  <- {Any Light}
   POINTS             1
END_ROOM 59

ROOM_DESCR 59	{Top of ladder below gallery}
  Well, here we are at the top of the ladder.  There is a gallery just         
  above you here.                                                              
END_ROOM_DESCR 59

HELP 59	{Top of ladder below gallery}
  You finally did something right.  Enjoy.                                     
END_HELP_DESCR 59

ROOM 60
 Rocky Shore
   WEST               65  <- Rocky Shore
   UP                 64  <- Bamboo Grove
   POINTS             1
END_ROOM 60

ROOM_DESCR 60	{Rocky Shore}
  You are among some incredibly sharp rocks,  next to the Sunless Sea.         
  The waves are crashing up here, and water is running off everything.         
  Far above, up the cliffs, is a bamboo grove.                                 
  The rocks stretch monotonously off to the West.                              
END_ROOM_DESCR 60

HELP 60	{Rocky Shore}
  All the rocks round here look very similar.  You'll lose the doormat         
  unless you're careful.                                                       
END_HELP_DESCR 60

ROOM 61
 Mountain Top
   LIGHT              1  <- {Any Light}
END_ROOM 61

ROOM_DESCR 61	{Mountain Top}
  This  is the top of a mountain whose height I estimate at some 22000         
  feet. It is probably V1, the highest of the Royal Vanadium Mountains         
  and it is cold. The ground is covered in ice.  The wind is powerful,         
  and contains particles of hail.  You are having even more difficulty         
  than usual in breathing.                                                     
  The view from here itself would be breathtaking, were it not for the         
  cloud which streams past in the wind.                                        
END_ROOM_DESCR 61

HELP 61	{Mountain Top}
Somewhere around here, I saw something you'd need.                             
END_HELP_DESCR 61

ROOM 62
 High Level Gorilla's place.
   LIGHT              1  <- {Any Light}
END_ROOM 62

ROOM_DESCR 62	{High Level Gorilla's place.}
  This is a most luxurious place, perfumed delicately and carpeted             
  with soft silk rugs and cushions. The huge windows show majestic             
  views in all directions.                                                     
END_ROOM_DESCR 62

HELP 62	{High Level Gorilla's place.}
  What can I say...?                                                           
END_HELP_DESCR 62

ROOM 63
 Broom Cupboard
   LIGHT              271  <- BLASTER
   POINTS             1
END_ROOM 63

ROOM_DESCR 63	{Broom Cupboard}
  This seems to be a broom cupboard, though there are no brooms in             
  residence right now.                                                         
END_ROOM_DESCR 63

ROOM 64
 Bamboo Grove
   NORTH              8  <- On the Rocks
   EAST               8  <- On the Rocks
   WEST               65  <- Rocky Shore
   DOWN               65  <- Rocky Shore
   LIGHT              1  <- {Any Light}
END_ROOM 64

ROOM_DESCR 64	{Bamboo Grove}
  This is a pleasant spot, if a little windy.  The grove is on a ledge         
  part way up the Northern cliffs of the Midden.                               
  The only way back to the beach is by a winding path to the West.  All        
  other directions are suicide.                                                
END_ROOM_DESCR 64

HELP 64	{Bamboo Grove}
  You are going to need some of this bamboo.                                   
END_HELP_DESCR 64

ROOM 65
 Rocky Shore
   EAST               60  <- Rocky Shore
   WEST               66  <- Rocky Shore
   LIGHT              1  <- {Any Light}
END_ROOM 65

ROOM_DESCR 65	{Rocky Shore}
  You are among some incredibly sharp rocks,  next to the Sunless Sea.         
  The waves are crashing up here,  and you are getting thoroughly  wet         
  to no purpose.                                                               
  Sharp rocks stretch off to East and West.                                    
END_ROOM_DESCR 65

HELP 65	{Rocky Shore}
  You're lost now.  I bet you've lost your bearings (if you ever had any!)     
  When did you last see that doormat?                                          
END_HELP_DESCR 65

ROOM 66
 Rocky Shore
   EAST               65  <- Rocky Shore
   WEST               65  <- Rocky Shore
   LIGHT              1  <- {Any Light}
END_ROOM 66

ROOM_DESCR 66	{Rocky Shore}
  You are among some incredibly sharp rocks,  next to the Sunless Sea.         
  The waves are crashing up here,  and you are getting thoroughly  wet         
  to no purpose.                                                               
  Sharp rocks stretch off to East and West.  They look familiar to me.         
END_ROOM_DESCR 66

HELP 66	{Rocky Shore}
  That's right.  Wander round and round in circles.                            
END_HELP_DESCR 66

ROOM 67
 On the Road
   NORTH              68  <- Forest Road
   WEST               69  <- At the Castle
   NORTHEAST          68  <- Forest Road
   LIGHT              1  <- {Any Light}
   POINTS             1
END_ROOM 67

ROOM_DESCR 67	{On the Road}
  This road comes out of the woods and mountains to the North East, and        
  disappears to the West.  A side road goes North.                             
  The River Alf is East of here. The great mass of the Midden obscures         
  most of the sky to the South.                                                
END_ROOM_DESCR 67

HELP 67	{On the Road}
  I should dismantle the glider if I were you.                                 
END_HELP_DESCR 67

ROOM 68
 Forest Road
   EAST               67  <- On the Road
   WEST               67  <- On the Road
   LIGHT              1  <- {Any Light}
END_ROOM 68

ROOM_DESCR 68	{Forest Road}
  The road runs through some magnificent wooded countryside, by foaming        
  cataracts and dark, heaving torrents and through cool glades.                
  However,  the  route curves round in a way that indicates it to be  a        
  loop, and you can go either East or West.                                    
END_ROOM_DESCR 68

HELP 68	{Forest Road}
  This is fun, and it's nearly as useful as staying where we were!             
END_HELP_DESCR 68

ROOM 69
 At the Castle
   EAST               67  <- On the Road
   LIGHT              1  <- {Any Light}
END_ROOM 69

ROOM_DESCR 69	{At the Castle}
  You are beside the moat of Baron Doar's castle.   This moat is no            
  walkover. It's a tributary of the Alf.  Across the moat tower the            
  grey, forbidding ramparts of stone, pierced by arrow-slits.                  
  Something's going on in there, as you can hear screams, see smoke            
  rising and smell burning flesh.                                              
  The road to the pleasure dome lies on the other side of this fort.           
  The road you came along stretches to the East.                               
END_ROOM_DESCR 69

HELP 69	{At the Castle}
  The only way to make any progress is to enter the castle.                    
END_HELP_DESCR 69

ROOM 70
 The Wedding
   LIGHT              1  <- {Any Light}
   POINTS             50
   GAME_WIN           
END_ROOM 70

ROOM_DESCR 70	{The Wedding}
  As you stride manfully across the drawbridge, Baron Doar rushes              
  out, red in the face, and roaring:                                           
  "So you got here at last,  you old reprobate!  Have a drink and              
  join the wedding!  Drink my health and that of my new wife, the              
  Princess Anne de Pey."  He hands over a deep mug.                            
  "Oh, and, by the way, if you happen to have Sir Fritz's  ferret              
  about your person, he's offered 100 gold pieces as a reward!"                
  You  drain  the mug of mead, and enter the Great Hall.   Harvey              
  mingles with the hounds scavenging under the groaning tables.                
  There  are  hundreds of people here, including  the  Khan,  who              
  presses  50 gold pieces into your hand.   You are surprised  to              
  see Sir Fritz Tenshun, the Abdominal Snowman and the High Level              
  Gorilla  sharing a huge ham with Sir Fritz's pet python.   Earl              
  Iburd tells you the Khan sent a flight of Royal Eagles to bring              
  them.  Duke Enjohn Peel is telling jokes to Lord Savers,  while              
  Baron Dance and Lady Bewair tango with abandon. Squire Practice,             
  Squire Stalls,  Squire Master and Squire Boyes have  formed  an              
  impromptu Barber Shop Quartet.                                               
                                                                               
                                                                               
                                                                               
                                                                               
  The great Game Creator (miserly swine)  awards you 1 gold piece              
  for each hurdle surmounted.  (Weeell, he's got expenses..)  and              
  mead and food are available aplenty.                                         
  I wonder where you'll wake up tomorrow ..............                        
END_ROOM_DESCR 70

------------- Start of Noun Definitions -------------
NOUN 201
  SWORD
  ORNATE
    There is an ornate sword here.
  SIZE               10
  WEIGHT             10
  LOCATION           2 <-- Smelly Cave

END_NOUN 201

NOUN_DESCR 201	{SWORD}
  The  sword looks valuable,  but I wouldn't try hitting a  bear               
  with it,  if I were you.   Take my advice.    A person in your               
  condition should NEVER take on a bear under ANY circumstances.               
  Oh, and by the way, the sword is blunt.                                      
END_NOUN_DESCR 201

NOUN 202
  PEG
  SQUARE
    There is a square peg here.
  SIZE               4
  LOCATION           18 <-- Locomotive
  TURNABLE           

END_NOUN 202

NOUN_DESCR 202	{PEG}
  The peg is made of wood,  it is square in cross section,  and                
  has a handle at one end. I'm sure you'll find some use for it.               
END_NOUN_DESCR 202

TURN_DESCR 202	{PEG}
Turn, turn, turn...                                                            
END_TURN_DESCR 202

NOUN 203
  HOLE
  ROUND
    There is a round hole in the wall at shoulder height.
  SIZE               5
  UNMOVABLE          
  LOCATION           4 <-- Bear Lair (West)
  OPEN               

END_NOUN 203

NOUN_DESCR 203	{HOLE}
  There is some mechanism inside the hole.                                     
END_NOUN_DESCR 203

NOUN 204
  FENCE
  WOODEN
    There's a wooden fence in front of you.
  SIZE               10
  WEIGHT             90
  LOCATION           3 <-- Precipitous Ledge
  PUSHABLE           

END_NOUN 204

NOUN_DESCR 204	{FENCE}
  The fence is fairly sturdy - sturdier than you - but not securely            
  fastened in place.                                                           
END_NOUN_DESCR 204

NOUN 205
  PEG
  ROUND
    There is a round peg here.
  SIZE               4
  LOCATION           2 <-- Smelly Cave
  TURNABLE           

END_NOUN 205

NOUN_DESCR 205	{PEG}
  The peg is made of wood, it is circular in cross section,  and               
  has a handle at one end. I'm sure you'll find some use for it.               
END_NOUN_DESCR 205

TURN_DESCR 205	{PEG}
  Turn, turn, turn...                                                          
END_TURN_DESCR 205

NOUN 206
  OVERALLS
  BLUE
    There's a set of blue denim overalls hanging here,
  SIZE               5
  WEIGHT             5
  UNMOVABLE          
  LOCATION           16 <-- Workshop
  CLOSEABLE          
  OPEN               

END_NOUN 206

NOUN_DESCR 206	{OVERALLS}
  These overalls are short and broad, and of an Oriental cast.                 
  They are so securely fastened to a hook on the wall that there               
  seems no way to get them off.                                                
END_NOUN_DESCR 206

NOUN 207
  POCKET
  PATCH
    and a patch pocket      
  UNMOVABLE          
  LOCATION           206 <-- Inside OVERALLS
  CLOSEABLE          

END_NOUN 207

NOUN_DESCR 207	{POCKET}
  Well it MIGHT contain something.  Is it open?                                
END_NOUN_DESCR 207

NOUN 208
  WIRE
  STIFF
    There's a length of wire here.
  LOCATION           207 <-- Inside POCKET
  READABLE           
  NOUN_SYNONYMS TAG 
END_NOUN 208

NOUN_DESCR 208	{WIRE}
  This wire is stiff, and bent into a curious shape. It has a tag on           
  it. Something is written on the tag.                                         
END_NOUN_DESCR 208

TEXT 208	{WIRE}
  It's in Chinese, but it looks a bit like ==, or == depending which           
  way up you hold it.                                                          
END_TEXT 208

NOUN 209
  CHALK
  WHITE
    There's a piece of chalk
  LOCATION           207 <-- Inside POCKET
  PLAYABLE           

END_NOUN 209

NOUN_DESCR 209	{CHALK}
  With your hangover, I doubt whether you could sign your own name -           
  you forgot your own name earlier, remember - but I suppose you can           
  try USING the chalk.                                                         
END_NOUN_DESCR 209

PLAY_DESCR 209	{CHALK}
  Yes, I see.  You are scribbling on a nearby rock.                            
END_PLAY_DESCR 209

NOUN 210
  LEVER
  DRAGON
    There's a lever in the shape of a dragon,
  UNMOVABLE          
  LOCATION           18 <-- Locomotive
  PULLABLE           

END_NOUN 210

NOUN_DESCR 210	{LEVER}
  The lever is beautifully carved, and its shape evidently reveals its         
  purpose to any Ancient Chinese Steam Locomotive driver.   But not to         
  you, Sir Ramic.                                                              
END_NOUN_DESCR 210

NOUN 211
  STICK
  IVORY
    a stick with a horse's head handle,
  UNMOVABLE          
  LOCATION           18 <-- Locomotive
  PUSHABLE           
  PULLABLE           

END_NOUN 211

NOUN_DESCR 211	{STICK}
  The stick is made of ivory.  It has two horses' heads on it, pointing        
  in opposite directions.                                                      
END_NOUN_DESCR 211

NOUN 212
  KNOB
  GOLDEN
    and a golden knob.
  UNMOVABLE          
  LOCATION           18 <-- Locomotive
  TURNABLE           

END_NOUN 212

NOUN_DESCR 212	{KNOB}
  It has an exquisite etching of a water buffalo tethered to a tree.           
END_NOUN_DESCR 212

NOUN 213
  WRITING
  CHINESE
    There's also a plaque containing written instructions.
  UNMOVABLE          
  LOCATION           18 <-- Locomotive
  READABLE           
  NOUN_SYNONYMS PLAQUE 
END_NOUN 213

NOUN_DESCR 213	{WRITING}
  The plaque is brass, and the instructions are etched on it.                  
END_NOUN_DESCR 213

TEXT 213	{WRITING}
  I'd rather hoped you wouldn't ask.  I can't read Chinese,                    
  and neither can you.                                                         
END_TEXT 213

NOUN 214
  AGREEMENT
  SIGNED
    There's a signed agreement here.
  LOCATION           2 <-- Smelly Cave
  READABLE           

END_NOUN 214

NOUN_DESCR 214	{AGREEMENT}
  It's an agreement you rashly signed whilst under the influence               
  of mead at the Khan's Pleasure Dome Night.  It's worth a read,               
  actually.                                                                    
                                                                               
END_NOUN_DESCR 214

TEXT 214	{AGREEMENT}
  I,  Wizard Prang,  read you this agreement.  The bits  in  capital           
  letters are my comments:                                                     
                                                                               
  "An  agreement  made in the Kingdom,  or perhaps the  Khandom,  of           
  Trasch Khan, worthy successor to Cuddly Khan, builder of the Dome,           
  on Octember the 32nd.                                                        
                                                                               
  "Being of sound mind <THAT'S A LAUGH! AFTER ALL THAT MEAD!> I, Sir           
  Ramic Hobbs <THAT'S YOU, REMEMBER> agree to retrieve Princess Anne           
  de Pea from the evil grasp of the High Level Gorilla  <THAT'S HLG,           
  A FORMIDABLE CHAP WHO COULD, WITH TWO FINGERS, COMPRESS YOUR WIND-           
  PIPE TILL ALL YOU COULD WHEEZE WAS 'EEK'>, now resident at the top           
  of The Midden.                                                               
                                                                               
  "Signed,   Sir Ramic Hobbs" ... that's it.                                   
                                                                               
  You woke up in a cave about half-way up the Midden, with your mead           
  supply expired.  Bad news.  You were meant to bring a ransom,  but           
  you left it behind,  so back to the Dome with you!  Sorry!                   
END_TEXT 214

NOUN 215
  HOLE
  SQUARE
    There is a square hole in the wall at shoulder height.
  SIZE               5
  UNMOVABLE          
  LOCATION           30 <-- Small Cell
  READABLE           
  OPEN               

END_NOUN 215

NOUN_DESCR 215	{HOLE}
  There is some writing near the hole.                                         
END_NOUN_DESCR 215

TEXT 215	{HOLE}
  It says:                                                                     
    "Elevator Emergency Actuator Orifice No 1.  Introduce Actuator             
     of Circular Cross Section to this Orifice, and Rotate."                   
  Gottit?                                                                      
END_TEXT 215

NOUN 216
  LADDER
  INFLATABLE
    There is a pneumatic ladder here, stretching up into the darkness. 
  SIZE               100
  LOCATION           37 <-- Ladder Corridor

END_NOUN 216

NOUN_DESCR 216	{LADDER}
  This is a very interesting ladder, actually.  It was made nearly             
  115 years ago by the Softworks Corporation.  As you will readily             
  perceive,  it  is the only way to transport a four hundred  foot             
  ladder through a restricted space.                                           
  Oh, by the way, it is currently inflated.                                    
END_NOUN_DESCR 216

NOUN 217
  VESSEL
  DRIFTING
    Some kind of vessel is drifting far out of reach on the pond.
  UNMOVABLE          
  LOCATION           21 <-- Golden Pond (w)

END_NOUN 217

NOUN_DESCR 217	{VESSEL}
  The boat is drifting in circles.  You can't get it from here.                
END_NOUN_DESCR 217

NOUN 218
  BOAT
  ROWING
    A rowing boat has drifted up against some rocks nearby.
  UNMOVABLE          
  LOCATION           23 <-- Golden Pond (n)
  PUSHABLE           

END_NOUN 218

NOUN_DESCR 218	{BOAT}
  If you expect to complete this adventure, Sir Ramic, you're going            
  to have to EMBARK as appropriate, and DISEMBARK from boats.                  
  There is no point in whining about your stomach, or sea legs. The            
  rowing boat looks perfectly safe.                                            
END_NOUN_DESCR 218

PUSH_DESCR  218	{BOAT}
  The boat drifts out into the pond, describes a slow circle, and              
  returns to the nearby rocks.  THAT was a waste of time.                      
END_PUSH_DESCR 218

NOUN 219
  BAT
  STRANGE-LOOKING
    There is a strange-looking bat here.
  WEIGHT             10
  LOCATION           15 <-- Tunnel
  PLAYABLE           

END_NOUN 219

NOUN_DESCR 219	{BAT}
  The bat is about thirty inches in length, consisting of a round              
  handle of about ten inches, and twenty inches of flat blade.                 
  It is, in fact, a CRICKET BAT, and an Englishman like you,  Sir              
  Ramic, will find many ways to USE it.                                        
END_NOUN_DESCR 219

NOUN 220
  CATFLAP
  TINY
    There is a tiny catflap in the West wall of the elevator.
  UNMOVABLE          
  LOCATION           34 <-- Small Cell
  CLOSEABLE          
  LOCKABLE           
  LOCKED             
  KEY                208  <-- WIRE
  NOUN_SYNONYMS FLAP 
END_NOUN 220

NOUN_DESCR 220	{CATFLAP}
  This is a stout metal flap, with a little lock.  If only you were            
  as smart as a cat... even an inebriated one.                                 
END_NOUN_DESCR 220

NOUN 221
  GATE
  IRON
    There is an iron gate here.  It leads to another room to the East.
  UNMOVABLE          
  LOCATION           14 <-- The 539 Steps
  CLOSEABLE          
  LOCKABLE           
  LOCKED             
  KEY                230  <-- KEY

END_NOUN 221

NOUN_DESCR 221	{GATE}
  Through the gateway, you can see a room.                                     
END_NOUN_DESCR 221

NOUN 222
  DOORMAT
  BROWN
    There is a doormat here.
  WEIGHT             110
  LOCATION           31 <-- Waiting Room
  READABLE           
  PLAYABLE           
  NOUN_SYNONYMS MAT 
END_NOUN 222

NOUN_DESCR 222	{DOORMAT}
  The doormat is made of that nasty stuff doormats are made of.                
  There are faded words on it.  Because you are such a wimp, it                
  is far too heavy for you to lift.                                            
END_NOUN_DESCR 222

TEXT 222	{DOORMAT}
  'USE ME'                                                                     
END_TEXT 222

PLAY_DESCR 222	{DOORMAT}
  You are now on the mat.  Thank you for wiping your feet.                     
END_PLAY_DESCR 222

NOUN 223
  FLUTE
  CURIOUS
    There is a curious flute here.
  LOCATION           2 <-- Smelly Cave
  READABLE           
  PLAYABLE           

END_NOUN 223

NOUN_DESCR 223	{FLUTE}
  It looks clean (as a whistle, Ho, Ho). Can you play?                         
  There's something written on it.                                             
END_NOUN_DESCR 223

TEXT 223	{FLUTE}
  In tiny writing, too small for your bloodshot eye to read, it says:          
  "With the compliments of the Arabian Knights' Company."                      
END_TEXT 223

NOUN 224
  BASKET
  WICKER
    There is a wicker basket here.
  SIZE               3
  WEIGHT             50
  LOCATION           31 <-- Waiting Room
  CLOSEABLE          

END_NOUN 224

NOUN_DESCR 224	{BASKET}
  The basket is about a foot in diameter, and closes with a lid.               
END_NOUN_DESCR 224

NOUN 225
  TROUSERS
  PAIR OF
    There is a pair of trousers here.
  SIZE               2
  LOCATION           224 <-- Inside BASKET

END_NOUN 225

NOUN_DESCR 225	{TROUSERS}
  This is a pair of ancient, baggy, grey flannel trousers of the type          
  favoured by bearded loons and computer programmers.                          
END_NOUN_DESCR 225

NOUN 226
  RACK
  MAGAZINE
    There's a magazine rack on the floor.
  UNMOVABLE          
  LOCATION           31 <-- Waiting Room
  OPEN               

END_NOUN 226

NOUN_DESCR 226	{RACK}
  They must have seen guys like you before.    The rack is securely            
  fixed to the waiting room floor.                                             
END_NOUN_DESCR 226

NOUN 227
  MAGAZINE
  DOG-EARED
    There's a dog-eared magazine here.
  LOCATION           226 <-- Inside RACK
  READABLE           

END_NOUN 227

NOUN_DESCR 227	{MAGAZINE}
  Hard Luck, Sir Ramic.   It isn't a girlie mag.    It's a copy of             
  Practical Hangliding.                                                        
END_NOUN_DESCR 227

TEXT 227	{MAGAZINE}
  The magazine contains details of how to build a hanglider from a             
  length of silk, 3 bamboo canes and a ball of string. It requires             
  the victim to perform the work in a fully-equipped workshop and,             
  luckily for you, there are lots of pictures.                                 
END_TEXT 227

NOUN 228
  NOTICE
  YELLOWED
    There is a faded yellow notice on the wall.
  UNMOVABLE          
  LOCATION           31 <-- Waiting Room
  READABLE           

END_NOUN 228

NOUN_DESCR 228	{NOTICE}
  The notice is glued in place.   It is hard to read, particularly             
  if you are near illiterate (present company excepted, I'm sure).             
END_NOUN_DESCR 228

TEXT 228	{NOTICE}
  Having trouble with our reading glasses are we?  The notice says:            
    "NO DOGS, CATS, MONKEYS, CASSAWARIES, PARROTS OR LICE.                     
    SNAKES, OWLS AND LOBSTERS ON 29th OCTEMBER ONLY.                           
    DO NOT DARKEN OUR DOORMAT AGAIN."                                          
END_TEXT 228

NOUN 229
  CATFLAP
  LITTLE
    There is a catflap in the East wall.
  UNMOVABLE          
  LOCATION           31 <-- Waiting Room
  CLOSEABLE          
  LOCKABLE           
  LOCKED             
  NOUN_SYNONYMS FLAP 
END_NOUN 229

NOUN_DESCR 229	{CATFLAP}
  This  is the other side of the catflap in the elevator.   There's            
  no way you could open it from this side, even if you were in full            
  possession of your limited faculties.                                        
END_NOUN_DESCR 229

NOUN 230
  KEY
  RUSTY
    There is a rusty key here.
  WEIGHT             50
  LOCATION           220 <-- Inside CATFLAP
  READABLE           

END_NOUN 230

NOUN_DESCR 230	{KEY}
  The key is heavy and very rusty.   It looks like the sort of key             
  you might use to unlock an iron gate. There's something engraved             
  on it.                                                                       
END_NOUN_DESCR 230

TEXT 230	{KEY}
  It says 'If found, just drop in any mailbox                                  
            HILTON CELLS                                                       
            The Midden, NW27.'                                                 
END_TEXT 230

NOUN 231
  HOLE
  RECTANGULAR
    There is a rectangular hole in the wall at shoulder height.
  SIZE               5
  UNMOVABLE          
  LOCATION           34 <-- Small Cell
  READABLE           
  OPEN               

END_NOUN 231

NOUN_DESCR 231	{HOLE}
  There is some writing under the hole.                                        
END_NOUN_DESCR 231

TEXT 231	{HOLE}
It says:                                                                       
  "Elevator Emergency Actuator Orifice No 2.  Introduce Actuator               
  of Circular Cross Section to this Orifice, and Rotate."                      
  YOU figure it out!                                                           
END_TEXT 231

NOUN 232
  RING
  IRON
    There is an iron ring fixed to the rock.
  UNMOVABLE          
  LOCATION           33 <-- Draughty Ledge

END_NOUN 232

NOUN_DESCR 232	{RING}
  The iron ring is obviously intended for tying a rope to.                     
END_NOUN_DESCR 232

NOUN 233
  GRATING
  IRON
    You are standing on an iron grating.
  UNMOVABLE          
  LOCATION           30 <-- Small Cell
  NOUN_SYNONYMS ELEVATOR 
END_NOUN 233

NOUN_DESCR 233	{GRATING}
  The shaft below the grating is dark.  You can't see the bottom.              
END_NOUN_DESCR 233

NOUN 234
  ROPE
  STRONG
    There is a strong rope tied to the iron ring. 
  UNMOVABLE          
  LOCATION           33 <-- Draughty Ledge
  PULLABLE           

END_NOUN 234

NOUN_DESCR 234	{ROPE}
  It looks strong enough for you to slide down.    It's unlikely that a        
  person in your condition could climb it, though.  It loops across the        
  cliff face to the lower ledge.                                               
END_NOUN_DESCR 234

PULL_DESCR 234	{ROPE}
  The rope is firmly fixed at its other end.                                   
END_PULL_DESCR 234

NOUN 235
  RING
  METAL
    There is a metal ring fixed to the rock.
  UNMOVABLE          
  LOCATION           35 <-- Lower Ledge

END_NOUN 235

NOUN_DESCR 235	{RING}
  Good God! What can one say? It's a metal ring, OK?                           
END_NOUN_DESCR 235

NOUN 236
  ROPE
  STRONG
    There is a rope tied to the metal ring.
  UNMOVABLE          
  LOCATION           35 <-- Lower Ledge
  PULLABLE           

END_NOUN 236

NOUN_DESCR 236	{ROPE}
  The rope stretches up the rock towards the draughty ledge.                   
END_NOUN_DESCR 236

PULL_DESCR 236	{ROPE}
  The rope is firmly fixed at its other end.                                   
END_PULL_DESCR 236

NOUN 237
  ROPE
  STRONG
    There is a rope dangling from the iron ring.
  UNMOVABLE          
  PULLABLE           

END_NOUN 237

NOUN_DESCR 237	{ROPE}
  The rope hangs straight down the cliff.                                      
END_NOUN_DESCR 237

PULL_DESCR 237	{ROPE}
  The rope appears to have snagged on something.  You can't                    
  pull it up.                                                                  
END_PULL_DESCR 237

NOUN 238
  ROPE
  STRONG
    There is a rope hanging from the metal ring.
  UNMOVABLE          
  PULLABLE           

END_NOUN 238

NOUN_DESCR 238	{ROPE}
  The rope hangs down the cliff.  It nearly reaches the beach.                 
END_NOUN_DESCR 238

PULL_DESCR 238	{ROPE}
  The rope is too heavy to drag up here.                                       
END_PULL_DESCR 238

NOUN 239
  TOGGLE
  QUICK-RELEASE
    There is a quick release toggle on the ladder.
  UNMOVABLE          
  LOCATION           39 <-- Top of Ladder
  READABLE           
  PULLABLE           

END_NOUN 239

NOUN_DESCR 239	{TOGGLE}
  The toggle is yellow in colour. There is writing on it.                      
END_NOUN_DESCR 239

TEXT 239	{TOGGLE}
  It says (or, rather, reads): "Pull to deflate." A bit obvious, really.       
END_TEXT 239

NOUN 240
  TRAPDOOR
  STEEL
    Above you is a steel trapdoor.
  UNMOVABLE          
  LOCATION           39 <-- Top of Ladder
  LOCKED             
  NOUN_SYNONYMS TRAP 
END_NOUN 240

NOUN_DESCR 240	{TRAPDOOR}
  It is firmly closed.                                                         
END_NOUN_DESCR 240

NOUN 241
  LOCK
  COMBINATION
    There's a combination lock 
  UNMOVABLE          
  LOCATION           39 <-- Top of Ladder
  READABLE           
  LOCKED             

END_NOUN 241

NOUN_DESCR 241	{LOCK}
    It looks like:                                                             
      "   7 8 9    Press a digit, then                                         
          4 5 6    press another digit                                         
          1 2 3    then push trapdoor."                                        
    Any questions?                                                             
    Notice that there's no 0. That'll save you a little time.                  
    Someone has scribbled something on the lock.                               
END_NOUN_DESCR 241

TEXT 241	{LOCK}
  The scribble reads:  "Hey, Chink, if you can't remember                      
  the combination, don't try picking the lock, just write                      
  it down somewhere!"                                                          
  Does that help, Sir Ramic?                                                   
END_TEXT 241

NOUN 242
  HELMET
  STEEL
    Steel helmet
  UNMOVABLE          
  LOCATION           1000 <-- Worn
  CLOSEABLE          
  OPEN               
  WEARABLE           
  NOUN_SYNONYMS VISOR SELF ME HOBBS HEAD 
END_NOUN 242

NOUN_DESCR 242	{HELMET}
  You are wearing a battered steel helmet with a ragged plume on top,          
  and a visor that opens and closes. There's not much of you visible.          
END_NOUN_DESCR 242

NOUN 243
  ARMOUR
  SUIT OF
    suit of armour
  UNMOVABLE          
  LOCATION           1000 <-- Worn
  CLOSEABLE          
  LOCKABLE           
  LOCKED             
  WEARABLE           
  NOUN_SYNONYMS SUIT 
END_NOUN 243

NOUN_DESCR 243	{ARMOUR}
  You are completely encased in a rather rusty suit of armour handed           
  down from your uncle, who perished in it.  You can still smell him.          
END_NOUN_DESCR 243

NOUN 244
  HOLE
  DANGEROUS-LOOKING
    There's a dangerous-looking hole in the floor.
  UNMOVABLE          

END_NOUN 244

NOUN_DESCR 244	{HOLE}
  It's the hole you left when you ripped out the trapdoor, Schwarznegger.      
END_NOUN_DESCR 244

NOUN 245
  HOLE
  DANGEROUS-LOOKING
    There's a hole in the roof.
  UNMOVABLE          

END_NOUN 245

NOUN_DESCR 245	{HOLE}
  It's the hole you left when you ripped out the trapdoor, Schwarznegger.      
END_NOUN_DESCR 245

NOUN 246
  TRAPDOOR
  BROKEN
    There's a broken trapdoor lying on the floor.
  UNMOVABLE          

END_NOUN 246

NOUN_DESCR 246	{TRAPDOOR}
  I think the less said about your wanton destruction of property, the         
  better.                                                                      
END_NOUN_DESCR 246

NOUN 247
  LADDER
  INFLATABLE
    There is a collapsed inflatable ladder here.
  WEIGHT             50
  READABLE           
  OPEN               
  NOUN_SYNONYMS CASING 
END_NOUN 247

NOUN_DESCR 247	{LADDER}
  Though heavy, the ladder can now be carried.  It is a one-man load, but      
  it looks a match for two or three of you.                                    
  There's something printed on the casing of the quick-inflate mechanism.      
END_NOUN_DESCR 247

TEXT 247	{LADDER}
  The text is: "To inflate, open slot, insert cartridge and                    
  close.  Stand well back when closing slot."                                  
END_TEXT 247

NOUN 248
  SLOT
  CARTRIDGE
    There's a cartridge slot
  SIZE               2
  UNMOVABLE          
  LOCATION           247 <-- Inside LADDER
  READABLE           
  CLOSEABLE          

END_NOUN 248

NOUN_DESCR 248	{SLOT}
  Good God, man, do I have to describe EVERYTHING to you?  It's a              
  slot you can open and close.  There's something printed on it.               
END_NOUN_DESCR 248

TEXT 248	{SLOT}
  The text is: "To inflate, open slot, insert inflation cartridge and          
  close.  Stand well back when closing slot."                                  
END_TEXT 248

NOUN 249
  CARTRIDGE
  USED
    There's a used inflation cartridge here.
  LOCATION           248 <-- Inside SLOT

END_NOUN 249

NOUN_DESCR 249	{CARTRIDGE}
  It's a green cylinder about as large as a tin of beans... no, wait           
  a minute, you won't know what a tin of beans is like.   It's about           
  the size of a half pint mug of mead.  That's better, eh?                     
END_NOUN_DESCR 249

NOUN 250
  ROPE
  COIL OF
    There's a coil of rope here.

END_NOUN 250

NOUN_DESCR 250	{ROPE}
  What can I tell you?  It's a rope.  You've been sliding down it all day.     
END_NOUN_DESCR 250

NOUN 251
  SILK
  BOLT OF
    There's a very fine bolt of silk within easy reach.
  LOCATION           46 <-- Silk Store

END_NOUN 251

NOUN_DESCR 251	{SILK}
  It is a strong, white lightweight material, made from the spittle of         
  certain insects in their larval stage.  God, this reads like Science         
  Fiction.                                                                     
END_NOUN_DESCR 251

NOUN 252
  BOOKS
  PICTURE
    There are a few picture books here.
  WEIGHT             50
  LOCATION           19 <-- Library
  READABLE           
  PLURAL             
  NOUN_SYNONYMS BOOK TEXT VOLUMES 
END_NOUN 252

NOUN_DESCR 252	{BOOKS}
  These books contain some VERY evocative pictures.  I'm not sure you          
  ought to be looking at them at all!  You'll go deaf! ..... a man of          
  your age could have a cardiac arrest!  They are also heavy!                  
  I hate to think what the text says.                                          
END_NOUN_DESCR 252

TEXT 252	{BOOKS}
  Good Lord!  What do they mean by 'beaver' in this context?  I don't          
  believe I want to become acquainted with 'Mandy'.   Can she  REALLY          
  be a nurse?  What on earth does she plan to do with that thermometer!?       
                                                                               
  WOW!!!                                                                       
END_TEXT 252

NOUN 253
  BLASTER
  GHETTO
  HELP!!!  There is a ghetto blaster playing LOUDLY.
  UNMOVABLE          
  LOCATION           10 <-- Torture Chamber

END_NOUN 253

NOUN_DESCR 253	{BLASTER}
  It sounds like Max Bygraves singing 'I saw a mouse.. Where?                  
  There on the stair.  Where on the stair?  Right there!' to                   
  the music of Victor Sylvester.                                               
  (US readers should imagine Mel Torme singing Mountain Greenery               
  to the music of Lawrence Welk, but much less hip, and with more              
  tortured enthusiasm.)                                                        
  It is truly unbearable.                                                      
END_NOUN_DESCR 253

NOUN 254
  BLASTER
  GHETTO
    There is a silent ghetto blaster here.
  UNMOVABLE          

END_NOUN 254

NOUN_DESCR 254	{BLASTER}
  Seen one, seen 'em all.                                                      
END_NOUN_DESCR 254

NOUN 255
  BOOKS
  ORDINARY
    There are thousands of ordinary books in here.
  UNMOVABLE          
  LOCATION           19 <-- Library
  READABLE           
  PLURAL             
  NOUN_SYNONYMS BOOK TEXT VOLUMES 
END_NOUN 255

NOUN_DESCR 255	{BOOKS}
  There are all sorts of books here.  Most are of no interest to you.          
  All but a few are too heavy even to carry.                                   
END_NOUN_DESCR 255

TEXT 255	{BOOKS}
  No way, Sir Ramic.  I'll read the odd line or two, but I'm not going         
  to waste my time with you.                                                   
END_TEXT 255

NOUN 256
  DOOR
  SHUT
    There is a closed door here, on the West wall.
  UNMOVABLE          
  LOCATION           49 <-- Hall of Remembrance
  LOCKED             
  PUSHABLE           
  PULLABLE           
  PLAYABLE           
  TURNABLE           

END_NOUN 256

NOUN_DESCR 256	{DOOR}
  The door is firmly closed.  There is no keyhole, no spyhole, no handle,      
  no mailbox, no keypad, no nuffink.                                           
END_NOUN_DESCR 256

PUSH_DESCR  256	{DOOR}
  The door won't move, however hard you push.                                  
END_PUSH_DESCR 256

PULL_DESCR 256	{DOOR}
  There's nothing to grip.                                                     
END_PULL_DESCR 256

TURN_DESCR 256	{DOOR}
  Ho, Hum.. You may have to put the boot in.                                   
END_TURN_DESCR 256

PLAY_DESCR 256	{DOOR}
  Try what you will, you've missed the obvious.                                
END_PLAY_DESCR 256

NOUN 257
  NET
  FISHING
    There is a fishing net here.
  LOCATION           52 <-- Fishing Pier
  READABLE           

END_NOUN 257

NOUN_DESCR 257	{NET}
  The fishing net has instructions written on the handle.                      
END_NOUN_DESCR 257

TEXT 257	{NET}
  "To catch fish, simply USE me!"                                              
END_TEXT 257

NOUN 258
  CRATES
  WOODEN
    There are a few wooden crates here.
  UNMOVABLE          
  LOCATION           55 <-- Grand Central Cavern (w)
  READABLE           
  PLURAL             
  NOUN_SYNONYMS CRATE DETAILS STENCILS 
END_NOUN 258

NOUN_DESCR 258	{CRATES}
  The crates are stoutly constructed of wood, with some details stencilled     
  on them.                                                                     
END_NOUN_DESCR 258

TEXT 258	{CRATES}
  'CARTRIDGES, INFLATION, LADDERS FOR THE USE OF - Part No 23723016'.          
END_TEXT 258

NOUN 259
  CARTRIDGE
  FULL
    There's a full inflation cartridge here.
  NOUN_SYNONYMS CARTRIDGES RULES 
END_NOUN 259

NOUN_DESCR 259	{CARTRIDGE}
  It's just like an empty cartridge, with which you should be fairly           
  familiar by now, but feels heavier.                                          
END_NOUN_DESCR 259

NOUN 260
  FLAME
  ETERNAL
    The eternal flame flickers brightly on its torch.
  LOCATION           49 <-- Hall of Remembrance
  NOUN_SYNONYMS TORCH 
END_NOUN 260

NOUN_DESCR 260	{FLAME}
  The eternal flame burns, without visible means of support, at the            
  wide end of a cone-shaped torch of familiar pattern.                         
END_NOUN_DESCR 260

NOUN 261
  COCKROACHES
  LOATHSOME
    There are loathsome cockroaches all over the floor.
  UNMOVABLE          
  LOCATION           57 <-- Kitchen
  PUSHABLE           
  PLURAL             

END_NOUN 261

NOUN_DESCR 261	{COCKROACHES}
  They are horrid, they scuttle, they breed, they defy you cheekily, they      
  stamp  their feet,  quarrel,  spoil things and generally carry on  like      
  English football supporters.                                                 
END_NOUN_DESCR 261

PUSH_DESCR  261	{COCKROACHES}
  Yecchh!  They won't stand still.                                             
END_PUSH_DESCR 261

NOUN 262
  EGGS
  STUFFED
    There are several tasty-looking stuffed eggs here.
  LOCATION           57 <-- Kitchen
  READABLE           
  EDIBLE             
  POISONOUS          
  PLURAL             

END_NOUN 262

NOUN_DESCR 262	{EGGS}
  The eggs are hard-boiled and stuffed with prawns and mayonnaise.  Each       
  has something written on it.                                                 
END_NOUN_DESCR 262

TEXT 262	{EGGS}
  Guaranteed non-poisonous and salmonella-free.                                
END_TEXT 262

NOUN 263
  PATE
  BELGIAN
    There is a lovely pot of Belgian pate here.
  LOCATION           57 <-- Kitchen
  READABLE           
  EDIBLE             

END_NOUN 263

NOUN_DESCR 263	{PATE}
  The pate is decorated with orange rind and black olives.  It                 
  has something printed on it.                                                 
END_NOUN_DESCR 263

TEXT 263	{PATE}
  Do not consume after ... (the date is unreadable)                            
END_TEXT 263

NOUN 264
  FERRET
  IRISH TROUSER
    There is a ferret here.
  LOCATION           224 <-- Inside BASKET
  PUSHABLE           
  PULLABLE           
  PLAYABLE           
  TURNABLE           

END_NOUN 264

NOUN_DESCR 264	{FERRET}
  A label around the animal's neck proclaims it to be an Irish  Trouser        
  Ferret.                                                                      
  Its behaviour is entirely typical of its breed.  It stands absolutely        
  rigid, regarding the world with a pink glassy stare, its bottle-brush        
  tail projecting stiffly behind it.                                           
END_NOUN_DESCR 264

PUSH_DESCR  264	{FERRET}
  It is very hard to the touch.                                                
END_PUSH_DESCR 264

PULL_DESCR 264	{FERRET}
  What ARE you trying to do?                                                   
END_PULL_DESCR 264

TURN_DESCR 264	{FERRET}
  You'll make it dizzy.                                                        
END_TURN_DESCR 264

PLAY_DESCR 264	{FERRET}
  Kinky...                                                                     
END_PLAY_DESCR 264

NOUN 265
  CABINET
  WOODEN
    There is a wooden cabinet in here.
  UNMOVABLE          
  LOCATION           56 <-- Dining Room

END_NOUN 265

NOUN_DESCR 265	{CABINET}
  The cabinet is a mind-numbingly ordinary affair in brown wood.               
END_NOUN_DESCR 265

NOUN 266
  DRAWER
  WIDE
    There is a wide drawer in the cabinet.
  SIZE               2
  UNMOVABLE          
  LOCATION           56 <-- Dining Room
  CLOSEABLE          

END_NOUN 266

NOUN_DESCR 266	{DRAWER}
  Don't ask.  A drawer is a drawer, OK?                                        
END_NOUN_DESCR 266

NOUN 267
  COATHANGER
  WIRE
    There is a wire coathanger here.
  LOCATION           266 <-- Inside DRAWER
  NOUN_SYNONYMS HANGER 
END_NOUN 267

NOUN_DESCR 267	{COATHANGER}
  It is a common wire coathanger of the type employed in a multitude of        
  tasks.  Ask BO for a fuller description, if you dare.                        
END_NOUN_DESCR 267

NOUN 268
  LADDER
  BROKEN
    There is a totally destroyed ex-pneumatic ladder here.
  SIZE               100

END_NOUN 268

NOUN_DESCR 268	{LADDER}
  Well, you've done it again.   You were warned to stand well back, and        
  holding it while inflating it doesn't qualify.                               
  There are no recognisable parts left in the mangled ruin of the ladder.      
  I am authorised to inform you that you cannot complete your quest.           
END_NOUN_DESCR 268

NOUN 269
  TORCH
  EXTINGUISHED
    There is a rather sad-looking unlit torch here.
  NOUN_SYNONYMS FLAME 
END_NOUN 269

NOUN_DESCR 269	{TORCH}
  The eternal flame has vanished without trace.  It seems not to be            
  as eternal as one might hope.  The empty torch cannot be re-lit.             
  'Eheu, faggotes' to paraphrase the poet.                                     
END_NOUN_DESCR 269

NOUN 270
  DOOR
  WHITE
    There is a featureless door on the South wall.
  UNMOVABLE          
  LOCATION           31 <-- Waiting Room
  READABLE           
  CLOSEABLE          
  LOCKED             
  PUSHABLE           
  PULLABLE           
  PLAYABLE           
  TURNABLE           

END_NOUN 270

NOUN_DESCR 270	{DOOR}
  The door is dirty white, and there's something written on it.                
END_NOUN_DESCR 270

TEXT 270	{DOOR}
                                                                               
  There is a placard on the door, saying 'Please Keep Closed'.                 
                                                                               
  The words 'PUSH' and 'PULL' have both been scrawled on the door              
  at one time,  but both have been crossed out and something else              
  scrawled in their place.  The writing is faded and scuffed,  so              
  I can't read it.                                                             
END_TEXT 270

PUSH_DESCR  270	{DOOR}
  The door won't move, however hard you shove.                                 
END_PUSH_DESCR 270

PULL_DESCR 270	{DOOR}
  There's nothing to get a grip on.                                            
END_PULL_DESCR 270

TURN_DESCR 270	{DOOR}
  Ho, Hum.. Not even close.                                                    
END_TURN_DESCR 270

PLAY_DESCR 270	{DOOR}
  I think you may have to think about it.                                      
END_PLAY_DESCR 270

NOUN 271
  LIGHT
  DIM
    There is a cobweb-encrusted light on the ceiling.
  UNMOVABLE          

END_NOUN 271

NOUN_DESCR 271	{LIGHT}
  It appears to be actuated by opening the door.                               
                                                                               
  Why is it that broom cupboard lights are always cobweb-encrusted?            
END_NOUN_DESCR 271

NOUN 272
  PAINT
  CAN OF
    There's a can of paint here.
  LOCATION           21 <-- Golden Pond (w)
  READABLE           
  PLAYABLE           
  NOUN_SYNONYMS CAN 
END_NOUN 272

NOUN_DESCR 272	{PAINT}
  In your state, I wouldn't trust you to paint anything.  There is a           
  label on the can, and a handy applicator attached to the lid.                
END_NOUN_DESCR 272

TEXT 272	{PAINT}
  "STONE PAINT. Use only on stone. To operate, just USE PAINT. The             
  paint knows what to do." How clever!                                         
END_TEXT 272

PLAY_DESCR 272	{PAINT}
  Yes, I see.  You are daubing a nearby rock.                                  
END_PLAY_DESCR 272

NOUN 273
  MARK
  NEARBY CHALK
    There is a rapidly fading chalk mark on a rock near the mat.
  UNMOVABLE          

END_NOUN 273

NOUN_DESCR 273	{MARK}
  It's being eroded by the waves.                                              
END_NOUN_DESCR 273

NOUN 274
  MARK
  SCRIBBLY CHALK
    There is a rapidly fading scribbly chalk mark on a rock.
  UNMOVABLE          

END_NOUN 274

NOUN_DESCR 274	{MARK}
  It's being eroded by the waves.                                              
END_NOUN_DESCR 274

NOUN 275
  MARK
  NEARBY PAINT
    There is a slowly fading paint stain on a rock near the mat.
  UNMOVABLE          

END_NOUN 275

NOUN_DESCR 275	{MARK}
  It's being eroded by the waves.                                              
END_NOUN_DESCR 275

NOUN 276
  MARK
  UNTIDY PAINT
    There is a slowly fading untidy paint mark on a rock.
  UNMOVABLE          

END_NOUN 276

NOUN_DESCR 276	{MARK}
  It's being eroded by the waves.                                              
END_NOUN_DESCR 276

NOUN 277
  -
  -
    You can't find the mat. You should have remembered where you left it.
  UNMOVABLE          

END_NOUN 277

NOUN_DESCR 277	{-}
nil                                                                            
END_NOUN_DESCR 277

NOUN 278
  BAMBOO
  GROWING
    There is a lot of tall bamboo growing here.
  UNMOVABLE          
  LOCATION           64 <-- Bamboo Grove

END_NOUN 278

NOUN_DESCR 278	{BAMBOO}
  It's just here to enhance the atmosphere, it's not essential to the          
  quest.  There's little enough of this redundancy about.                      
END_NOUN_DESCR 278

NOUN 279
  BAMBOO
  CUT
    There is cut bamboo lying here.
  LOCATION           64 <-- Bamboo Grove

END_NOUN 279

NOUN_DESCR 279	{BAMBOO}
  It has been cut and trimmed neatly for construction purposes.                
END_NOUN_DESCR 279

NOUN 280
  STRING
  BALL OF
    There is a ball of string here.

END_NOUN 280

NOUN_DESCR 280	{STRING}
  There is nothing unusual about the ball of string.                           
END_NOUN_DESCR 280

NOUN 281
  GLIDER
  HANG
    There is a rather ramshackle hang glider here.
  WEIGHT             50
  NOUN_SYNONYMS HANGLIDER HANGGLIDER 
END_NOUN 281

NOUN_DESCR 281	{GLIDER}
  According to the article, all you have to do is:                             
    - take it to a great height;                                               
    - fly it.                                                                  
END_NOUN_DESCR 281

NOUN 282
  DRAWBRIDGE
  RAISED
    The drawbridge has been raised.
  UNMOVABLE          
  LOCATION           69 <-- At the Castle
  PUSHABLE           
  PULLABLE           
  PLAYABLE           
  TURNABLE           
  NOUN_SYNONYMS LATCH 
END_NOUN 282

NOUN_DESCR 282	{DRAWBRIDGE}
  The raised drawbridge hinges at and blocks the castle gate.  There           
  is a latch holding it shut on the other side of the moat.                    
END_NOUN_DESCR 282

PUSH_DESCR  282	{DRAWBRIDGE}
  You can't reach it from here.                                                
END_PUSH_DESCR 282

PULL_DESCR 282	{DRAWBRIDGE}
  Yes.  You need to pull that latch, but how?  It's too far.                   
END_PULL_DESCR 282

TURN_DESCR 282	{DRAWBRIDGE}
  It doesn't turn.                                                             
END_TURN_DESCR 282

PLAY_DESCR 282	{DRAWBRIDGE}
  Time-wasting again.                                                          
END_PLAY_DESCR 282

NOUN 283
  DRAWBRIDGE
  LOWERED
    The drawbridge has been lowered, and now stretches to the North.
  UNMOVABLE          

END_NOUN 283

NOUN_DESCR 283	{DRAWBRIDGE}
  The drawbridge now forms a bridge across the moat to the castle gate.        
END_NOUN_DESCR 283

NOUN 284
  SIGN
  WARNING
    There is a sign bearing a cunningly-worded suggestion.
  UNMOVABLE          
  LOCATION           69 <-- At the Castle
  READABLE           

END_NOUN 284

NOUN_DESCR 284	{SIGN}
  I take it you want me to read the sign.                                      
END_NOUN_DESCR 284

TEXT 284	{SIGN}
  The sign reads:                                                              
    "DEAR VISITOR, WHY DON'T YOU JUST GET LOST.                                
    THIS IS NOT A QUESTION.                                                    
                        Signed                                                 
                        Baron Doar                                             
    PS DON'T COME BACK."                                                       
END_TEXT 284

NOUN 285
  FISH
  HUGE
    There's a huge fish here.
  WEIGHT             90

END_NOUN 285

NOUN_DESCR 285	{FISH}
  The fish is a young shark-eating minnow.  It must be a young                 
  one, because it is only fourteen feet in length.   It's very                 
  heavy.                                                                       
END_NOUN_DESCR 285

NOUN 286
  NOTE
  SUICIDE
    There's a note here.
  LOCATION           62 <-- High Level Gorilla's place.
  READABLE           

END_NOUN 286

NOUN_DESCR 286	{NOTE}
  This is a crumpled, tear-stained piece of paper with writing on it.          
END_NOUN_DESCR 286

TEXT 286	{NOTE}
  It reads:                                                                    
    "I hav desided to end it al.  The Prxxxx Prixxx Anne has run of            
    with that pig Barn Dore.  Hir exuse was I eats banananas in bed.           
    So ive swolload a hole bottle of Cynyde.  Youl nivir se me agin."          
  Hmm.. a scholar, like yourself, Sir Ramic.                                   
END_TEXT 286

NOUN 287
  BOTTLE
  EMPTY
    There's an empty bottle here.
  LOCATION           62 <-- High Level Gorilla's place.
  READABLE           

END_NOUN 287

NOUN_DESCR 287	{BOTTLE}
  It's a brown medicine bottle with writing on it.                             
END_NOUN_DESCR 287

TEXT 287	{BOTTLE}
  It reads:                                                                    
    "Vitamin C Concentrate"                                                    
  Hmm.. a fatal draught indeed!  Still, he'll never have scurvy again.         
END_TEXT 287

NOUN 289
  BOAT
  ROWING
    A rowing boat has drifted up against some rocks nearby.
  UNMOVABLE          
  LOCATION           28 <-- Golden Pond (e)
  PUSHABLE           

END_NOUN 289

NOUN_DESCR 289	{BOAT}
  If you expect to complete this adventure, Sir Ramic, you're going            
  to have to EMBARK as appropriate, and DISEMBARK from boats.                  
  There is no point in whining about your stomach, or sea legs. The            
  rowing boat looks perfectly safe.                                            
END_NOUN_DESCR 289

PUSH_DESCR  289	{BOAT}
  The boat drifts out into the pond, describes a slow circle, and              
  returns to the nearby rocks.  THAT was a waste of time.                      
END_PUSH_DESCR 289

NOUN 290
  QUEST
  CURRENT
    ....
  NOUN_SYNONYMS ADVENTURE GAME OBJECTIVE MISSION RANSOM 
END_NOUN 290

NOUN 291
  MANUAL
  GRUBBY
    There's a grubby manual here.
  LOCATION           2 <-- Smelly Cave
  READABLE           

END_NOUN 291

NOUN_DESCR 291	{MANUAL}
  This is the manual for this quest.  Read it for guidance.                    
END_NOUN_DESCR 291

TEXT 291	{MANUAL}
                                                                               
-------------------------------------                                          
How To Play Sir Ramic Hobbs Adventure                                          
-------------------------------------                                          
                                                                               
ABOUT THE ADVENTURE:                                                           
                                                                               
      This adventure is not intended to frustrate and annoy you.  The          
      author well remembers spending days lost in the caverns of Zork          
      and only occasionally solves an adventure without cheating!              
                                                                               
      With Sir Ramic, you should be entertained by the descriptions,           
      the responses to HELP and by one or two of the characters you            
      will meet.                                                               
                                                                               
      I have tried not to be 'unfair' in my demands on the player.             
                                                                               
                                                                               
COMMANDS AND VOCABULARY:                                                       
                                                                               
      The Sir Ramic Hobbs Adventure understands a wide variety of commands.    
      However, it has only a limited vocabulary, totalling approximately four  
      hundred words, so it can get confused.  If you give it a word that it    
      doesn't understand, it will tell you what word it doesn't know.  Try     
      entering your command again using a different word in place of the one   
      the game objected to.                                                    
                                                                               
      Your commands should generally be in the format:                         
                                                                               
       <verb> <(multiple) noun phrase(s)> <preposition> <noun phrase/object>   
                                                                               
      Some (hypothetical) examples of valid commands:                          
                                                                               
         NORTH   SOUTH   EAST   WEST  (N S E W)                                
         SOUTHWEST NORTHWEST etc      (SW NW SE NE)                            
         UP DOWN                      (U D)                                    
         ENTER EXIT                                                            
                                                                               
         HELP  (H)                                                             
                                                                               
         PUT ROCK IN BOWL                                                      
               or                                                              
         PLACE A RED ROCK IN THE SMALL BOWL                                    
                                                                               
         DROP THE KEY AND THE BOTTLE                                           
                                                                               
         READ THE POETRY BOOK                                                  
                                                                               
         INVENTORY     Will display a list of the items you are carrying, and  
                       those items you are wearing.                            
                                                                               
         LOOK          Will give you a full (verbose) description of           
                       your current location and the objects in it.            
                                                                               
         SWIM                                                                  
                                                                               
         EXAMINE THE GOLD RING  (EX RING)                                      
                                                                               
         EAT THE CELERY, THE TUNA, THE APPLE AND THE ONION                     
                                                                               
         THROW THE BATTLE AXE AND THE LARGE ROCK AT THE WEREWOLF               
                                                                               
         ATTACK HIM                                                            
           ("HIM" will refer to last noun mentioned, e.g., the guard)          
                                                                               
         GET THE BOOK (also: TAKE THE BOOK)                                    
                                                                               
         READ IT                                                               
           ("IT" will refer to last noun mentioned, e.g., the book)            
                                                                               
         GET ALL (will get everything movable at the current location)         
                                                                               
         GET THE KEYS, BOTTLE, FOOD AND THE CLOAK                              
                                                                               
         PUSH RED BUTTON                                                       
                                                                               
         UNLOCK THE FILING CABINET WITH THE STEEL KEY                          
                                                                               
         USE THE SAW                                                           
                                                                               
         LIGHT THE TORCH WITH THE WOODEN MATCHES                               
                                                                               
         EXTINGUISH THE FIRE (or PUT OUT THE FIRE)                             
                                                                               
         DRINK THE WHITE WINE                                                  
                                                                               
         PULL THE BELL CORD                                                    
                                                                               
         TURN THE DOORKNOB                                                     
                                                                               
         PLAY WITH THE DOG                                                     
                                                                               
         ASK JODIE ABOUT THE CRIME                                             
                                                                               
      Compound commands can be created by connecting single commands (like     
      those above) with "AND", "THEN" or the punctuation symbols "," or ";" to 
      connect two or more separate commands.  However, "end-of-sentence"       
      punctuation symbols like ".", "!" and "?" should not be used.  Below are 
      a few examples of valid compound commands:                               
                                                                               
         TURN THE DOORKNOB THEN ENTER THE CAVE                                 
         CLIMB DOWN THE LADDER THEN SOUTH, WEST AND NORTHWEST                  
         GET THE CLOAK AND THEN EXAMINE IT; READ THE LABEL                     
         DROP THE FOOD AND THE BOTTLE THEN UNLOCK THE DOOR AND THEN LEAVE      
         GET THE TORCH, LIGHT IT WITH THE WOODEN MATCHES THEN EXAMINE IT       
                                                                               
      If the game understands all of the words in your command, but still      
      seems confused by the command -- then try to say the same thing using    
      fewer words and a simpler sentence.  When in doubt, simplify your        
      commands as much as possible.  This also saves typing effort.            
                                                                               
                                                                               
SPECIAL COMMANDS:                                                              
                                                                               
      The game uses a number of special commands for various "housekeeping"    
      chores.  These are all pretty standard for most adventure games,         
      specifically:                                                            
                                                                               
         HELP          Is nearly always worth typing.                          
                                                                               
         SCORE         Will summarize your progress, so far.                   
                                                                               
         INVENTORY     Will display a list of the items you are carrying, and  
                       those items you are wearing.                            
                                                                               
         BRIEF         Will cause location descriptions to be brief.           
                                                                               
         VERBOSE       Will cause location descriptions to be verbose.         
                                                                               
         LOOK          Will give you a full (verbose) description of           
                       your current location.                                  
                                                                               
         LIST EXITS    Will list the obvious (visible) exits from your current 
                       location.  There may be other ways to exit the location 
                       -- but they may not be obvious.                         
                                                                               
         SAVE          Will save the current game status on disk.              
                                                                               
         RESTORE       Will restore a previously saved game from disk.         
                                                                               
         SCRIPT        Causes output to go to both the screen and a printer    
                       (using the LP1 port).                                   
                                                                               
         UNSCRIPT      Causes output to go to the screen (only).               
                                                                               
         QUIT          Quits the current game session.  Always exit using QUIT 
                       -- so the game can erase some temporary data files and  
                       save disk space!                                        
                                                                               
                                                                               
FUNCTION AND CURSOR KEYS:                                                      
                                                                               
      The function keys have been predefined to stand for several of the most  
      frequently used commands.  Similarly, the cursor keys have been          
      predefined to correspond to the appropriate compass directions, i.e.,    
      the up arrow is NORTH, the PgDn key is SOUTHEAST, the "-" key is UP, the 
      "+" key is DOWN, the Ins key is ENTER, the Del key is EXIT, and so       
      forth.                                                                   
                                                                               
      Hitting the '?' key will display a diagram of the definitions for all of 
      the function and cursor keys if you need a reminder.                     
                                                                               
                                                                               
SOLUTION AVAILABLE:                                                            
                                                                               
      Sir Ramic Hobbs is a relatively easy adventure -- so you should be       
      able to solve it yourself (after a lot of trial and error).  However, if 
      you get totally frustrated and/or really stuck and want to give up, a    
      complete solution is available from the author for no charge.            
END_TEXT 291

NOUN 292
  EAGLES
  PASSING
    Infrequent eagles glide past.
  UNMOVABLE          
  LOCATION           43 <-- The clifftop
  PUSHABLE           
  PULLABLE           
  PLAYABLE           
  TURNABLE           
  PLURAL             
  NOUN_SYNONYMS EAGLE 
END_NOUN 292

NOUN_DESCR 292	{EAGLES}
  Forget the eagles.  Wipe them from your mind.  For ever. Now.                
  The eagles will not help you.  They are all number 11 eagles,                
  and they don't stop at the Pleasure Dome.                                    
END_NOUN_DESCR 292

PUSH_DESCR  292	{EAGLES}
  Will you for God's sake leave these eagles alone!                            
END_PUSH_DESCR 292

PULL_DESCR 292	{EAGLES}
  Will you for God's sake leave these eagles alone!                            
END_PULL_DESCR 292

TURN_DESCR 292	{EAGLES}
  Will you for God's sake leave these eagles alone!                            
END_TURN_DESCR 292

PLAY_DESCR 292	{EAGLES}
  Will you for God's sake leave these eagles alone!                            
END_PLAY_DESCR 292

NOUN 299
  THING
  RUDDY
    ....
  UNMOVABLE          
  LOCATION           1 <-- Carried
  LOCATION           1 <-- 
  READABLE           
  ON                 
  PUSHABLE           
  PULLABLE           
  PLAYABLE           
  TURNABLE           
  IS_LIGHT           
  PLURAL             
  NOUN_SYNONYMS ROCK RAIL GAP RAILS ROCK WALLS LOCO LOCOMOTIVE ICE SNOW 
END_NOUN 299

NOUN_DESCR 299	{THING}
  You see nothing special.                                                     
END_NOUN_DESCR 299

TEXT 299	{THING}
  Some things are just plain illegible.                                        
END_TEXT 299

PUSH_DESCR  299	{THING}
  There's no point in pursuing that line of activity.                          
END_PUSH_DESCR 299

PULL_DESCR 299	{THING}
  You're wasting time.                                                         
END_PULL_DESCR 299

TURN_DESCR 299	{THING}
  What a boring thing to try!                                                  
END_TURN_DESCR 299

PLAY_DESCR 299	{THING}
  Get your mind on the quest.                                                  
END_PLAY_DESCR 299


------------- Start of Creature Definitions -------------
CREATURE 301
  BEAR
  MOTHER
    What you're up against now is a mother bear.
  HOSTILE            
  THRESHOLD          1
  TIME_THRESHOLD     5

END_CREATURE 301

CREATURE_DESCR 301	{BEAR}
  She thinks you have something to do with her son's  disappearance,           
  which, indeed, is true.  Mother bears are even less susceptible to           
  reasoned argument than are their sons.                                       
END_CREATURE_DESCR 301

CREATURE 302
  BEAR
  FEROCIOUS
    You are standing too close to that bear.
  LOCATION           5 <-- Bear Lair (East)
  HOSTILE            
  THRESHOLD          1
  TIME_THRESHOLD     5

END_CREATURE 302

CREATURE_DESCR 302	{BEAR}
  The  bear is now as mad as anything.   I think he's probably the             
  product of a broken home.                                                    
END_CREATURE_DESCR 302

CREATURE 303
  OWL
  BLOODCURDLING
    There is a rather untidy owl here.
  LOCATION           2 <-- Smelly Cave
  GROUPMEMBER        
  MAN                
  CREATURE_SYNONYMS BO 
END_CREATURE 303

CREATURE_DESCR 303	{OWL}
  The owl is extremely dirty and threadbare.  Bloodcurdling Owl is             
  his name, but we'd better call him BO for short.                             
                                                                               
  BO : Eminences, my disgusting name is Bloodcurdling Owl. Because             
      this is needlessly long, honoured beings may call me BO for              
      short ....                                                               
                                                                               
  Yes, I've just told him all that.  Sir Ramic is not deaf, merely             
  hungover, as serves him damned well right.                                   
                                                                               
  BO : I beg your Graces' pardons.   If Sir Ramic is so foolish as             
      to require my advice, let him say: ASK BO ABOUT whatever.                
                                                                               
      Now allow me to remove my unpleasant presence to a discreet              
      distance.                                                                
END_CREATURE_DESCR 303

CREATURE 304
  GORILLA
  HIGH LEVEL
    The High Level Gorilla is lying full length across the cushions.
  LOCATION           62 <-- High Level Gorilla's place.
  MAN                
  CREATURE_SYNONYMS HLG 
END_CREATURE 304

CREATURE_DESCR 304	{GORILLA}
  He looks like Mike Tyson in a brown fur coat.  His eyes are closed,          
  and he snores slightly.                                                      
END_CREATURE_DESCR 304

CREATURE 305
  SNAKE
  VENOMOUS
    A huge snake is here.
  HOSTILE            
  TIME_THRESHOLD     6

END_CREATURE 305

CREATURE_DESCR 305	{SNAKE}
  The  snake is attractively marked in black and yellow,  not that  you        
  are very interested in its colour scheme.                                    
END_CREATURE_DESCR 305

CREATURE 306
  FRITZ
  SIR
    Sir Fritz Tenshun is here.
  LOCATION           31 <-- Waiting Room
  MAN                
  CREATURE_SYNONYMS TENSHUN 
END_CREATURE 306

CREATURE_DESCR 306	{FRITZ}
  Sir Fritz may appear to be asleep, but he is not.  He is tall,               
  thin, and moves silently when he moves at all.                               
END_CREATURE_DESCR 306

CREATURE 307
  GUARD
  REAR
    There is a guard standing here with his hands behind his back.
  LOCATION           41 <-- Guardroom
  HOSTILE            
  MAN                

END_CREATURE 307

CREATURE_DESCR 307	{GUARD}
  The position of the guard's hands indicate that he is probably a             
  rear guard.   He is totally unarmed, by which I mean that he has             
  no weapons, not that he is 'armless.. (Hur, hur)                             
END_CREATURE_DESCR 307

CREATURE 308
  DOG
  BIG
    Harvey is here.
  LOCATION           51 <-- Kennel. 
  MAN                
  CREATURE_SYNONYMS HARVEY HARV 
END_CREATURE 308

CREATURE_DESCR 308	{DOG}
  Harvey is almost too big to be described as a dog.   He is one of a          
  rare breed, the West Highland Dane Boxer.  His shoulder is at about          
  the same level as your ear.  He could probably bite off your entire          
  head in one snap, and spit out the helmet. He looks at you eagerly,          
  and drools.                                                                  
END_CREATURE_DESCR 308

CREATURE 309
  BONE
  RUBBER
    There is a rubber bone lying near your feet.
  LOCATION           51 <-- Kennel. 

END_CREATURE 309

CREATURE_DESCR 309	{BONE}
  The huge tooth marks in the hard rubber bone testify to Harvey's             
  powerful jaws.  The bone is obviously the dog's favourite toy.               
END_CREATURE_DESCR 309

CREATURE 310
  STOREMAN
  LITTLE
    There is a storeman standing here, leaning on one of the crates.
  LOCATION           55 <-- Grand Central Cavern (w)
  MAN                

END_CREATURE 310

CREATURE_DESCR 310	{STOREMAN}
  The storeman seems friendly enough, but not very helpful.                    
END_CREATURE_DESCR 310

CREATURE 311
  SNOWMAN
  ABDOMINAL
    There is an abdominal snowman here.
  LOCATION           61 <-- Mountain Top
  HOSTILE            
  TIME_THRESHOLD     4
  MAN                

END_CREATURE 311

CREATURE_DESCR 311	{SNOWMAN}
  The abdominal snowman looks like Mike Tyson in a white fur coat.             
  He has a defensive air about him that I think bodes ill for  any             
  person who threatens to steal his afternoon snack.                           
END_CREATURE_DESCR 311

CREATURE 312
  SHERPA
  TRUSSED
    There is a trussed-up sherpa lying on the snow.
  LOCATION           61 <-- Mountain Top
  MAN                

END_CREATURE 312

CREATURE_DESCR 312	{SHERPA}
  The  sherpa's position somewhat resembles that of a Christmas turkey.        
  He  is  firmly  immobilised with string,  in a form suitable  for  an        
  afternoon snack.                                                             
END_CREATURE_DESCR 312

CREATURE 313
  CAT
  TABBY
    There is a large tabby cat guarding this end of the bridge.
  LOCATION           20 <-- Bridge (W)
  HOSTILE            
  TIME_THRESHOLD     3

END_CREATURE 313

CREATURE_DESCR 313	{CAT}
  The cat is about five feet tall at the shoulder.  It is evidently            
  hungry, as it nibbles cautiously at the plume of your helmet.                
END_CREATURE_DESCR 313

CREATURE 314
  ANNE
  PRINCESS
    ============
  POINTS             1
  CREATURE_SYNONYMS PRINCESS 
END_CREATURE 314

CREATURE 399
  WIZARD
  INSUBSTANTIAL
    ============
  LOCATION           2 <-- Smelly Cave
  GROUPMEMBER        
  MAN                
  CREATURE_SYNONYMS PRANG 
END_CREATURE 399

CREATURE_DESCR 399	{WIZARD}
  Wizard Prang is present, but not visible.                                    
END_CREATURE_DESCR 399

----------------- Verbs Synonyms ----------------
VERB
UP UPSTAIRS UPWARDS   
DOWN DOWNSTAIRS DOWNWARDS   
ENTER EMBARK   
EXIT DISEMBARK   
EXAMINE SEARCH   
READ TRANSLATE   
GET LIFT   
TURN SWITCH TWIST ROTATE   
PUSH PRESS LAUNCH   
PULL TUG DRAG   
PLAY USE BLOW MOVE SHAKE   
DUMMY_VERB1 SWIM   
DUMMY_VERB2 GO CLIMB STAND SIT MOUNT   
DUMMY_VERB3 JUMP   
DUMMY_VERB4 DEBUG   
DUMMY_VERB5 FIND   
DUMMY_VERB6 PADDLE ROW   
DUMMY_VERB7 UNTIE FREE UNDO RELEASE   
DUMMY_VERB8 CUT CHOP SLICE HACK   
DUMMY_VERB9 GIVE OFFER FEED   
DUMMY_VERB10 KICK   
DUMMY_VERB11 INSERT   
DUMMY_VERB12 TIE KNOT   
DUMMY_VERB13 PAT PET STROKE TICKLE   
DUMMY_VERB14 SLIDE   
DUMMY_VERB15 MARK WRITE   
DUMMY_VERB16 PAINT   
DUMMY_VERB17 MAKE BUILD CONSTRUCT   
DUMMY_VERB18 BREAK DISASSEMBLE DISMANTLE   
DUMMY_VERB19 FLY GLIDE   
DUMMY_VERB20 FISH   
DUMMY_VERB21 SMELL SNIFF   
DUMMY_VERB22 SWING   
DUMMY_VERB23 BURN   
DUMMY_VERB24 FOLLOW   
END_VERB


INTRO 
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                     .........Hello!  Are you awake?                           
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
  Thank goodness for that.   I thought you were a goner this time.             
  Just in case you've forgotten,  you are Sir Ramic Hobbs,  Knight             
  Errant.  It really WAS an error to come out on this Quest.                   
                                                                               
  I am your guide.  My name is Prang,  Wizard Prang.  I'll try  to             
  keep you up-to-date with what's going on by means of disembodied             
  voice, a technique I learned from the Flying Sorceror, Ufo Snafu.            
  I once had a body, just like yours... well, not JUST like yours..            
  until I offended Sir Kewler Stairs, who disembodied me with  one             
  blow of his handy mace.  Still, I make myself useful.                        
                                                                               
                                                                               
                                                                               
                                                                               
END_INTRO 

