SIR RAMIC HOBBS: (c) 1989 Gil Williamson, Amazon Systems.

; 24/11/89

MAX_LIVES 0

ROOM 2
  Smelly Cave
  w 3            (precipitous ledge)
  e 4            (bear lair (west) #1)
  u 3
  d 4
LIGHT 1
END_ROOM 2
ROOM_DESCR 2
  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
  Perhaps you should consider leaving this hell-hole.
END_HELP_DESCR 2

ROOM 3
  Precipitous Ledge
  e 2            (smelly cave #1)
  n 7            (vantage point)
  d 8            (the rocks)
  key 204
  special 8
LIGHT 1
END_ROOM 3
ROOM_DESCR 3
  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
  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)
  e 5            (bear lair east)
  u 2            (smelly cave)
  w 2
LIGHT 1
END_ROOM 4
ROOM_DESCR 4
  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
  None of us are enjoying this very much.  There must be something
  sensible to do.
END_HELP_DESCR 4

ROOM 5
  Bear Lair (East)
  w 4            (bear lair west)
  s 9            (stepped cave)
  d 9
  e 21           (golden pond (w))
LIGHT 1
Points 1
END_ROOM 5
ROOM_DESCR 5
  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
  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
END_ROOM 6
ROOM_DESCR 6
  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
  Why not inflate the ladder where it'll do some good, numbskull?
END_HELP_DESCR 6 

ROOM 7
  Vantage Point
  u 12           (Tunnel entrance)
  s 3            (Precipitous Ledge)
  key 204
  special 8
LIGHT 1
END_ROOM 7
ROOM_DESCR 7
  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
  Relax. The fresh air here will do you good.
END_HELP_DESCR 7

ROOM 8
  On the Rocks
  GAME_END
LIGHT 1
END_ROOM 8
ROOM_DESCR 8
  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
  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
  n 5            (bear lair (e))
  u 5
  e 13           (corridor)
  s 14           (539 steps)
  d 14
LIGHT 1
END_ROOM 9
ROOM_DESCR 9
  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
  I'd go downstairs and have a look, if I were you.
END_HELP 9

ROOM 10
  Torture Chamber
  n 50  ; empty hall
  s 46  ; silk store
  w 48  ; paint store
  e 51  ; kennel
LIGHT 1
END_ROOM 10
ROOM_DESCR 10
  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
  It's easy, now it's quiet.
END_HELP 10

ROOM 11
  In the Beach
  GAME_END
LIGHT 1
END_ROOM 11
ROOM_DESCR 11
  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
  d 7            (vantage)
  w 8            (rocks)
  e 15           (tunnel)
LIGHT 1
END_ROOM 12
ROOM_DESCR 12
  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
  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
  For God's sake, cut out the snivelling, Sir Ramic.
END_HELP_DESCR 12

ROOM 13
  Corridor
  w 9            (stepped cave)
  e 23           (golden pond (n))
LIGHT 1
END_ROOM 13
ROOM_DESCR 13
  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
  Sometimes it helps just to wait a while.  Sometimes it doesn't.
END_HELP_DESCR 13

ROOM 14
  The 539 Steps
  w 9  (stepped cave)
  u 9
LIGHT 1
END_ROOM 14
ROOM_DESCR 14
  You are at the foot of the 539 steps.  The steps stretch up to the West.
END_ROOM_DESCR 14
HELP 14
  You're on your own, Hobbsy.  Try to pull yourself together.
END_HELP_DESCR 14

ROOM 15
  Tunnel
  w 12           (tunnel entrance)
  e 17           (cascade)
  key 204        (fence)
  special 16
LIGHT 1
END_ROOM 15
ROOM_DESCR 15
  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
  What you need here is something to bridge that gap.
END_HELP_DESCR 15

ROOM 16
  Workshop
  e 18           (train)
  enter 18
  w 17           (cascade)
  points 1
LIGHT 1
END_ROOM 16
ROOM_DESCR 16
  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
  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
  How's your Ancient Chinese, Sir Ramic?
END_HELP_DESCR 16

ROOM 17
  Cascade
  GAME_END
LIGHT 1
END_ROOM 17
ROOM_DESCR 17
  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
  w 16       (Workshop)
  KEY 210
  SPECIAL 12
LIGHT 1
END_ROOM 18
ROOM_DESCR 18
  You are in the cab of an Ancient Chinese Steam Locomotive.
END_ROOM_DESCR 18
HELP 18
  What do you mean, 'HELP'?  I can't drive one of these.
END_HELP 18

ROOM 19
  Library
  e 46  ; silk store
  w 47  ; bridge (e)
  s 49  ; hall of remembrance
LIGHT 1
END_ROOM 19
ROOM_DESCR 19
  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
  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 19

ROOM 20
  Bridge (W)
  n 55 ; Grand Central (W)
  w 56 ; dining
  e 47 ;bridge (E)
  LIGHT 1
END_ROOM 20
ROOM_DESCR 20
  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
  I keep asking myself why I trudge round with a wimp like you..
END_HELP 20

ROOM 21
  Golden Pond (w)
  w 5            (bear lair (E))
  e 22           (watery grave)
  ne 22
  se 22
  ROOM_SYNONYMS MAGIC_WORD SWIM
  SPECIAL 22
LIGHT 1
END_ROOM 21
ROOM_DESCR 21
  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
  Hello, sailor..
END_HELP 21


ROOM 22
  Watery Grave
  GAME_END
LIGHT 1
END_ROOM 22
ROOM_DESCR 22
  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)
  n 13     (corridor)
  enter 24    (boat (n))
  se 22    (watery grave)
  sw 22
  s  22
LIGHT 1
END_ROOM 23
ROOM_DESCR 23
  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
  Hmm... beats the hell out of me.
END_HELP 23

ROOM 24
  Pond (n)- in boat
  exit 23  (golden pond(n))
  e 27     (whirlpool)
  se 27
  ne 27
  d 27
  s 27
  w 25
  nw 25
  sw 25
  key 219
  special 26
LIGHT 1
END_ROOM 24
ROOM_DESCR 24
  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
  Using the bat, you have now paddled round to the North again.
END_SPECIAL 24
HELP 24
  What you need is something to USE as a paddle.
END_HELP_DESCR 24

ROOM 25
  Pond (w)- in boat
  exit 22  (watery grave)
  e 27     (whirlpool)
  ne 27
  n 27
  d 27
  s 24     (pond (n))
  se 24
  key 219
  special 26  (pond (e))
LIGHT 1
END_ROOM 25
ROOM_DESCR 25
  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
  What you need is something to USE as a paddle.
END_HELP_DESCR 25

ROOM 26
  Pond (e)- in boat
  exit 28  (G.P. (e))
  w 27     (whirlpool)
  sw 27
  s 27
  d 27
  nw 24    (pond (n))
  n 24
  key 219
  special 24 (pond(e))
  POINTS 1
LIGHT 1
END_ROOM 26
ROOM_DESCR 26
  You are in the boat, close to the Eastern shore of Golden Pond.
END_ROOM_DESCR 26
SPECIAL 26
  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
  exit 22 (watery grave)
  n 29  (down the whirlpool)
  s 29
  e 29
  w 29
  key 219
  special 24 (pond (n))
LIGHT 1
END_ROOM 27
ROOM_DESCR 27
  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)
  e 30 (Elevator top level)
  w 22 (watery grave)
  enter 26 (in boat g.p.(e))
LIGHT 1
END_ROOM 28
ROOM_DESCR 28
  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
  Well.. you seem to be making some progress.
END_HELP 28

ROOM 29
  Down the whirlpool
  GAME_END
LIGHT 1
END_ROOM 29
ROOM_DESCR 29
  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
  w 28
LIGHT 1
END_ROOM 30
ROOM_DESCR 30
  You are in a small cell with a corridor opening to the West.
END_ROOM_DESCR 30
HELP 30
  Try a glass of blackcurrant juice and salt.  It always works when
  I feel the effects of strong spirits... (sepulchral chuckle).
END_HELP 30

ROOM 31
  Waiting Room
  w 14
LIGHT 1
END_ROOM 31
ROOM_DESCR 31
  This is the waiting room of a veterinary surgeon.  Behind you, to
  the West, are the 539 steps.
END_ROOM_DESCR 31
HELP 31
  Is that owl here? You may need his advice.
END_HELP 31

ROOM 32
  Draughty Corridor
  w 34   ;elevator
  e 33   ;ledge
LIGHT 1
END_ROOM 32
ROOM_DESCR 32
  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
  How about an aspirin?
END_HELP 32

ROOM 33
  Draughty Ledge
  w 32   ;draughty corridor
  d 35   ;lower ledge
LIGHT 1
END_ROOM 33
ROOM_DESCR 33
  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
  Take a few deep breaths. Then have a think. Then do something obvious
  as usual.
END_HELP 33

ROOM 34
  Small Cell
  e 32
LIGHT 1
Points 1
END_ROOM 34
ROOM_DESCR 34
  You are in a small cell with a corridor opening to the East.
END_ROOM_DESCR 34
HELP 34
  Don't, for God's sake, drop anything.  You'll never see it again.
END_HELP 34

ROOM 35
  Lower Ledge
  w 37   ;ladder corridor
  u 36   ;rope's end
  d 11   ; the beach
LIGHT 1
END_ROOM 35
ROOM_DESCR 35
  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
  There you go, whining again.  I bet you wish the rope was more
  conveniently placed.
END_HELP 35


ROOM 36
  Rope's End
  d 11
LIGHT 1
END_ROOM 36
ROOM_DESCR 36
  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
  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 36

ROOM 37
  Ladder Corridor
  e 35   ;lower ledge
  u 39   ;top of ladder
LIGHT 1
Points 1
END_ROOM 37
ROOM_DESCR 37
  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
  "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 37

ROOM 38
  On the Beach
  w 40  ; under the waterfall
  n 42  ; canyon
LIGHT 1
END_ROOM 38
ROOM_DESCR 38
  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
  It's Hobson's choice, really, isn't it?
END_HELP 38

ROOM 39
  Top of Ladder
  d 37   ;ladder corridor
  LIGHT 1
END_ROOM 39
ROOM_DESCR 39
  You are at the top of the pneumatic ladder.  It's a little bouncy
  up here.
END_ROOM_DESCR 39
HELP 39
  There's just 2 digits in the combination.  Push the trapdoor every
  time you've tried two numbers.
END_HELP 39

ROOM 40
  Under the waterfall
  s 38   ;on the beach
  n 41   ;guardroom
  enter 41
  LIGHT 1
END_ROOM 40
ROOM_DESCR 40
  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
  How about... "Eodem cogimur, unde negant redire quemquam.."? It's 
  not going to help, but it's pretty profound.
END_HELP 40


ROOM 41
  Guardroom
  n 46   ; silkstore
  s 40   ; under the waterfall
  LIGHT 1
END_ROOM 41
ROOM_DESCR 41
  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
  If the guard's here, you're going to have to give him
  something.
END_HELP 41

ROOM 42
  The canyon
  s 38   ;on the beach
  nw 43   ;clifftop
  LIGHT 1
END_ROOM 42

ROOM_DESCR 42
  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
  'What goes up, must come down'
  (from the Natural Philosophy examination paper of I. Newton
  aged 12, 1654) 
END_HELP 42

ROOM 43
  The clifftop
  w  44   ;riverbank
  d  44
  se 42   ;canyon
  s  45   ;gallery
  LIGHT 1
END_ROOM 43

ROOM_DESCR 43
  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
  'O for the wings of a dove..' HINT HINT.
END_HELP 43

ROOM 44
  Riverbank
  e  43   ;clifftop
  u  43   ;  "
  LIGHT 1
END_ROOM 44

ROOM_DESCR 44
  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

END_HELP 44
ROOM 45
  Gallery
  n  43   ;clifftop
  LIGHT 1
END_ROOM 45

ROOM_DESCR 45
  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
  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 45

ROOM 46
  Silk Store
  s 41   ; guardroom
  n 10   ; torture chamber
  w 19   ; library
  LIGHT 1
  Points 1
END_ROOM 46
ROOM_DESCR 46
  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
  Is there no end to your caterwauling?
END_HELP 46

ROOM 47
  Bridge (e)
  w 20   ; bridge (w)
  e 19   ; library
  LIGHT 1
END_ROOM 47
ROOM_DESCR 47
  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
  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 47

ROOM 48
  Paint Store
  e 10 ; torture
  w 53 ; grand central (e)
  LIGHT 1
END_ROOM 48
ROOM_DESCR 48
  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
  There may be something handy in here, but on the other hand... Who knows
  these days, eh?
END_HELP 48

ROOM 49
  Hall of Remembrance
  n 19   ; library
  LIGHT 1
END_ROOM 49
ROOM_DESCR 49
  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
  I don't want to seem unhelpful, but that's exactly what I'm gonna be.
END_HELP 49

ROOM 50
  Room 50
  s 10 ; torture
  LIGHT 1
END_ROOM 50
ROOM_DESCR 50

  This is Room 50
END_ROOM_DESCR 50

HELP 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 50

ROOM 51
  Kennel. 
  w 10 ; torture
  s 54 ; dark room
  LIGHT 1
  Points 1
END_ROOM 51
ROOM_DESCR 51
  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
  I suggest you make friends with the inhabitant of this room, if
  you haven't already done so.
END_HELP 51

ROOM 52
  Fishing Pier
  e 49   ; Hall of ?
  LIGHT 1
END_ROOM 52
ROOM_DESCR 52
  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
  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 52

ROOM 53
  Grand Central Cavern (East)
  e 48  ;paint store
  LIGHT 1
END_ROOM 53
ROOM_DESCR 53
  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
  This is an unpromising place. Don't waste your time.. or, rather,
  don't waste my time in here.
END_HELP 53

ROOM 54
  Dark Room
  n 51 ; kennel
  LIGHT 260
  Points 1
END_ROOM 54
ROOM_DESCR 54
  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
  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 54

ROOM 55
  Grand Central Cavern (w)
  s 20   ; bridge (w)
  w 58   ; workshop
  LIGHT 1
END_ROOM 55
ROOM_DESCR 55
  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
  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 55

ROOM 56
  Dining Room
  e 20   ; bridge (w)
  n 57   ; kitchen
  LIGHT 1
END_ROOM 56
ROOM_DESCR 56
  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
  In here you NEED no help.  Why are you badgering me in this fashion?
END_HELP 56

ROOM 57
  Kitchen
  n 58   ; workshop
  s 56   ; kitchen
  LIGHT 1
END_ROOM 57
ROOM_DESCR 57
  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
  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 57

ROOM 58
  Workshop 
  e 55   ; Grand Central (w)
  s 57   ; kitchen
  LIGHT 1
END_ROOM 58
ROOM_DESCR 58
  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
  Sorry.  I'm no good at DIY.  I was disemhanded at the same time as
  I was disembodied.
END_HELP 58

ROOM 59
  Top of ladder below gallery
  LIGHT 1
  Points 1
END_ROOM 59
ROOM_DESCR 59
  Well, here we are at the top of the ladder.  There is a gallery just 
  above you here.
END_ROOM_DESCR 59
HELP 59
  You finally did something right.  Enjoy.
END_HELP_DESCR 59 

ROOM 60
  Rocky Shore
  u 64             ;bamboo grove
  w 65             ;more shore
  Points 1
END_ROOM 60
ROOM_DESCR 60
  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
  All the rocks round here look very similar.  You'll lose the doormat
  unless you're careful.
END_HELP 60

ROOM 61
  Mountain Top
  LIGHT 1
END_ROOM 61
ROOM_DESCR 61
  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
Somewhere around here, I saw something you'd need.
END_HELP 61

ROOM 62
  High Level Gorilla's place.
  LIGHT 1
END_ROOM 62
ROOM_DESCR 62
  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
  What can I say...?
END_HELP 62

ROOM 63
  Broom Cupboard
  LIGHT 271
  Points 1
END_ROOM 63
ROOM_DESCR 63
  This seems to be a broom cupboard, though there are no brooms in
  residence right now.
END_ROOM_DESCR 63

ROOM 64
  Bamboo Grove
  d 65          
  n 8          ;the rocks - short route.
  e 8          ; "   "
  w 65
  LIGHT 1
END_ROOM 64
ROOM_DESCR 64
  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
  You are going to need some of this bamboo.
END_HELP 64

ROOM 65
  Rocky Shore
  e 60             ;original
  w 66             ;more of same
  LIGHT 1
END_ROOM 65
ROOM_DESCR 65
  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
  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 65

ROOM 66
  Rocky Shore
  e 65             ;original
  w 65             ;more of same
  LIGHT 1
END_ROOM 66
ROOM_DESCR 66
  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
  That's right.  Wander round and round in circles.
END_HELP 66

ROOM 67
  On the Road
  ne 68       ; forest
  n 68        ; forest
  w 69        ; castle
  LIGHT 1
  Points 1
END_ROOM 67
ROOM_DESCR 67
  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
  I should dismantle the glider if I were you.
END_HELP 67

ROOM 68
  Forest Road
  e 67
  w 67
  LIGHT 1
END_ROOM 68
ROOM_DESCR 68
  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
  This is fun, and it's nearly as useful as staying where we were!
END_HELP 68

ROOM 69
At the Castle
e 67   ;on the road
LIGHT 1
END_ROOM 69
ROOM_DESCR 69
  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
  The only way to make any progress is to enter the castle.
END_HELP 69

ROOM 70
The Wedding
GAME_WIN
POINTS 50
LIGHT 1
END_ROOM
ROOM_DESCR 70
  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
NOUN 201
  SWORD
  ORNATE
  There is an ornate sword here.
  Location  2
  Size     10
  Weight   10
END_NOUN 201
NOUN_DESCR 201
  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.
  Location 18
  Turnable
  Size 4
END_NOUN 202
NOUN_DESCR 202
  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
Turn, turn, turn...
END_TURN_DESCR 202

NOUN 203
  HOLE
  ROUND
  There is a round hole in the wall at shoulder height.
  Location 4
  Open
  Unmovable
  Size 5
END_NOUN 203
NOUN_DESCR 203
  There is some mechanism inside the hole.
END_NOUN_DESCR 203

NOUN 204
  FENCE
  WOODEN
  There's a wooden fence in front of you.
  Location 3
  Size    10
  Weight  90
  Pushable
END_NOUN 204
NOUN_DESCR 204
  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.
  Location 2
  Turnable
  Size 4
END_NOUN 205
NOUN_DESCR 205
  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
  Turn, turn, turn...
END_TURN_DESCR 205


NOUN 206
  OVERALLS
  BLUE
  There's a set of blue denim overalls hanging here,
  Unmovable
  Location 16
  Size 5
  Weight 5
  Closable
  Open
END_NOUN 206
NOUN_DESCR 206
  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      
  Location 206
  Unmovable
  Closable
  Closed
END_NOUN 207
NOUN_DESCR 207
  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
  Readable
  Noun_synonyms tag
END_NOUN 208
NOUN_DESCR 208
  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
  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
  Playable
END_NOUN 209
NOUN_DESCR 209
  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
  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,
  Location 18
  Unmovable
  Pullable
END_NOUN 210
NOUN_DESCR 210
  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,
  Location 18
  Unmovable
  Pushable
  Pullable
END_NOUN 211
NOUN_DESCR 211
  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.
  Location 18
  Turnable
  Unmovable
END_NOUN 212
NOUN_DESCR 212
  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.
  Location 18
  Unmovable
  Readable
  Noun_Synonyms PLAQUE
END_NOUN 213
NOUN_DESCR 213
  The plaque is brass, and the instructions are etched on it.
END_NOUN_DESCR 213
TEXT 213
  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
  Readable
  WEIGHT 0
END_NOUN 214 
NOUN_DESCR 214
  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
  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.
  Location 30
  Open
  Unmovable
  Readable
  Size 5
END_NOUN 215
NOUN_DESCR 215
  There is some writing near the hole.
END_NOUN_DESCR 215
TEXT 215
  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. 
  Location 37
  Size 100
END_NOUN 216
NOUN_DESCR 216
  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.
  Location 21
  Unmovable
END_NOUN 217
NOUN_DESCR 217
  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.
  Location 23
  Pushable
  Unmovable
END_NOUN 218
NOUN_DESCR 218
  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
  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.
  Location 15
  Playable
  Weight 10
END_NOUN 219
NOUN_DESCR 219
  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.
  Location 34
  Unmovable
  Closable
  Closed
  Lockable
  Locked
  Key 208      ;stiff wire
  NOUN_SYNONYMS FLAP
END_NOUN 220
NOUN_DESCR 220
  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.
  Location 14
  Unmovable
  Lockable
  Locked
  Key 230
  Closable
  Closed
END_NOUN 221
NOUN_DESCR 221
  Through the gateway, you can see a room.
END_NOUN_DESCR 221

NOUN 222
  DOORMAT
  BROWN
  There is a doormat here.
  Location 31
  Playable
  Readable
  Weight 110
  Noun_synonyms MAT
END_NOUN 222

NOUN_DESCR 222
  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
  'USE ME'
END_TEXT 222
PLAY_DESCR 222
  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
  Playable
  Readable
END_NOUN 223
NOUN_DESCR 223
  It looks clean (as a whistle, Ho, Ho). Can you play?
  There's something written on it.
END_NOUN_DESCR 223
TEXT 223
  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.
  Location 31
  Size 3
  Weight 50
  Closable
  Closed
END_NOUN 224
NOUN_DESCR 224
  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.
  Location 224
  Size 2
END_NOUN 225
NOUN_DESCR 225
  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.
  Location 31
  Open
  Unmovable
END_NOUN 226
NOUN_DESCR 226
  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
  Readable
END_NOUN 227
NOUN_DESCR 227
  Hard Luck, Sir Ramic.   It isn't a girlie mag.    It's a copy of
  Practical Hangliding.
END_NOUN_DESCR 227
TEXT 227
  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.
  Location 31
  Readable
  Unmovable
END_NOUN 228
NOUN_DESCR 228
  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
  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.
  Location 31
  Unmovable
  Closable
  Closed
  Lockable
  Locked
  NOUN_SYNONYMS FLAP
END_NOUN 229
NOUN_DESCR 229
  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.
  Location 220
  Weight 50
  Readable
END_NOUN 230
NOUN_DESCR 230
  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
  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.
  Location 34
  Open
  Unmovable
  Readable
  Size 5
END_NOUN 231
NOUN_DESCR 231
  There is some writing under the hole.
END_NOUN_DESCR 231
TEXT 231
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.
  Location 33
  Unmovable
END_NOUN 232
NOUN_DESCR 232
  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.
  Location 30
  Unmovable
  NOUN_SYNONYMS ELEVATOR GRATING
END_NOUN 233
NOUN_DESCR 233
  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. 
  Location 33
  Pullable
  Unmovable
END_NOUN 234
NOUN_DESCR 234
  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
  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.
  Location 35
  Unmovable
END_NOUN 235
NOUN_DESCR 235
  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.
  Location 35
  Pullable
  Unmovable
END_NOUN 236
NOUN_DESCR 236
  The rope stretches up the rock towards the draughty ledge.
END_NOUN_DESCR 236  

PULL_DESCR 236
  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.
  Location 0
  Pullable
  Unmovable
END_NOUN 237
NOUN_DESCR 237
  The rope hangs straight down the cliff.
END_NOUN_DESCR 237  

PULL_DESCR 237
  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.
  Location 0
  Pullable
  Unmovable
END_NOUN 238
NOUN_DESCR 238
  The rope hangs down the cliff.  It nearly reaches the beach.
END_NOUN_DESCR 238  

PULL_DESCR 238
  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.
  Location 39 
  Pullable
  Readable
  Unmovable
END_NOUN 239
NOUN_DESCR 239
  The toggle is yellow in colour. There is writing on it.
END_NOUN_DESCR 238 

TEXT 239
  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.
  Closed
  Locked
  Location 39
  Unmovable
  NOUN_SYNONYMS trap
END_NOUN 240
NOUN_DESCR 240
  It is firmly closed.
END_NOUN_DESCR 240

NOUN 241
  LOCK
  COMBINATION
  There's a combination lock 
  Position on the trapdoor
  Location 39
  Readable
  Closed
  Locked
  Unmovable
END_NOUN 241
NOUN_DESCR 241
    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
  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
  Location 1000
  Open
  Closable
  Wearable
  WEIGHT 0
  Unmovable
  NOUN_SYNONYMS visor SELF ME HOBBS HEAD
END_NOUN 242
NOUN_DESCR 242
  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
  Location 1000
  Closed
  Locked
  Closable
  Lockable
  Wearable
  WEIGHT 0
  Unmovable
  NOUN_SYNONYMS suit
END_NOUN 243
NOUN_DESCR 243
  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.
  Location 0
  Unmovable
END_NOUN 244
NOUN_DESCR 244
  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.
  Location 0
  Unmovable
END_NOUN 245
NOUN_DESCR 245
  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
  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.
  Open
  Location 0
  Weight 50
  Readable
  NOUN_SYNONYMS CASING
END_NOUN 247
NOUN_DESCR 247
  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
  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
  Location 247
  Closable
  Closed
  Readable
  Size 2
  Unmovable
END_NOUN 248
NOUN_DESCR 248
  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
  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
END_NOUN 249
NOUN_DESCR 249
  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.
  Location 0
END_NOUN 250
NOUN_DESCR 250
  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
END_NOUN 251
NOUN_DESCR 251
  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.
  Location 19
  Weight 50
  Readable
  Plural
  NOUN_SYNONYMS BOOK TEXT VOLUMES
  END_NOUN 252
NOUN_DESCR 252
  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
  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.
  Location 10
  Unmovable
END_NOUN 253
NOUN_DESCR 253
  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.
  Location 0
  Unmovable
END_NOUN 254
NOUN_DESCR 254
  Seen one, seen 'em all.
END_NOUN_DESCR 254

NOUN 255
  BOOKS
  ORDINARY
  There are thousands of ordinary books in here.
  Location 19
  Unmovable
  Plural
  Readable
  NOUN_SYNONYMS BOOK TEXT VOLUMES
  END_NOUN 255
NOUN_DESCR 255
  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
  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.
  Locked
  Closed
  Location 49
  Pushable
  Pullable
  Playable
  Turnable
  Unmovable
  END_NOUN 256
NOUN_DESCR 256
  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
  The door won't move, however hard you push.
END_PUSH_DESCR 256
PULL_DESCR 256
  There's nothing to grip.
END_PULL_DESCR 256
PLAY_DESCR 256
  Try what you will, you've missed the obvious.
END_PLAY_DESCR 256
TURN_DESCR 256
  Ho, Hum.. You may have to put the boot in.
END_TURN_DESCR 256

NOUN 257
  NET
  FISHING
  There is a fishing net here.
  Location 52
  Readable
  END_NOUN 257
NOUN_DESCR 257
  The fishing net has instructions written on the handle.
END_NOUN_DESCR 257
TEXT 257
  "To catch fish, simply USE me!"
END_TEXT 257

NOUN 258
  CRATES
  WOODEN
  There are a few wooden crates here.
  Location 55                 
  Plural
  Unmovable
  Readable
  NOUN_SYNONYMS crate details stencils
END_NOUN 258
NOUN_DESCR 258
  The crates are stoutly constructed of wood, with some details stencilled
  on them.
END_NOUN_DESCR 258
TEXT 258
  'CARTRIDGES, INFLATION, LADDERS FOR THE USE OF - Part No 23723016'.
END_TEXT 258

NOUN 259
  CARTRIDGE
  FULL
  There's a full inflation cartridge here.
  Location 0                 
  NOUN_SYNONYMS cartridges rules
  END_NOUN 259
NOUN_DESCR 259
  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 whatsit
  NOUN_SYNONYMS torch
END_NOUN 260
NOUN_DESCR 260
  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.
  Location 57
  Plural
  Eatable
  Pushable
  Unmovable
  END_NOUN 261
NOUN_DESCR 261
  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
  Yecchh!  They won't stand still.
END_PUSH_DESCR 261

NOUN 262
  EGGS
  STUFFED
  There are several tasty-looking stuffed eggs here.
  Location 57
  Plural
  Edible
  Poisonous
  Readable
  NOUN_SYNONYM EGG
  END_NOUN 262
NOUN_DESCR 262
  The eggs are hard-boiled and stuffed with prawns and mayonnaise.  Each
  has something written on it.
END_NOUN_DESCR 262

TEXT 262
  Guaranteed non-poisonous and salmonella-free.
END_TEXT 262

NOUN 263
  PATE
  BELGIAN
  There is a lovely pot of Belgian pate here.
  Location 57
  Edible
  Readable
  END_NOUN 263
NOUN_DESCR 263
  The pate is decorated with orange rind and black olives.  It
  has something printed on it.
END_NOUN_DESCR 263

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

NOUN 264
  FERRET
  IRISH TROUSER
  There is a ferret here.
  Location 224
  Points 100
  Pushable
  Pullable
  Turnable
  Playable
  END_NOUN 264
NOUN_DESCR 264
  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
  It is very hard to the touch.
END_PUSH_DESCR 264
PULL_DESCR 264
  What ARE you trying to do?
END_PULL_DESCR 264
TURN_DESCR 264
  You'll make it dizzy.
END_TURN_DESCR 264
PLAY_DESCR 264
  Kinky...
END_PLAY_DESCR 264


NOUN 265
  CABINET
  WOODEN
  There is a wooden cabinet in here.
  Location 56
  Unmovable
  END_NOUN 265
NOUN_DESCR 265
  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.
  Closed
  Closable
  Size 2
  Location 56
  Unmovable
  END_NOUN 266
NOUN_DESCR 266
  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
  NOUN_SYNONYMS hanger
END_NOUN 267
NOUN_DESCR 267
  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.
  Location 0
  Size 100
END_NOUN 268
NOUN_DESCR 268
  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.
  Location 0
  NOUN_SYNONYMS flame
END_NOUN 269
NOUN_DESCR 269
  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.
  Location 31
  Closable
  Locked
  Closed
  Unmovable
  Pushable
  Pullable
  Turnable
  Playable
  Readable
END_NOUN 270
NOUN_DESCR 270
  The door is dirty white, and there's something written on it.
END_NOUN_DESCR 270
TEXT 270

  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
  The door won't move, however hard you shove.
END_PUSH_DESCR 270
PULL_DESCR 270
  There's nothing to get a grip on.
END_PULL_DESCR 270
PLAY_DESCR 270
  I think you may have to think about it.
END_PLAY_DESCR 270
TURN_DESCR 270
  Ho, Hum.. Not even close.
END_TURN_DESCR 270


NOUN 271
  LIGHT
  DIM
  There is a cobweb-encrusted light on the ceiling.
  Location 0
  Unmovable
END_NOUN 271
NOUN_DESCR 271
  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
  Playable
  Readable
  NOUN_SYNONYMS can
END_NOUN 272
NOUN_DESCR 272
  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
PLAY_DESCR 272
  Yes, I see.  You are daubing a nearby rock.
END_PLAY_DESCR 272
TEXT 272
  "STONE PAINT. Use only on stone. To operate, just USE PAINT. The
  paint knows what to do." How clever!
END_TEXT 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
  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
  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
  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
  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.
  Location 64
  Unmovable
END_NOUN 278
NOUN_DESCR 278
  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
END_NOUN 279
NOUN_DESCR 279
  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.
  Location 0
END_NOUN 280
NOUN_DESCR 280
  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.
  Location 0
  Weight 50
  NOUN_SYNONYMS hanglider hangglider
END_NOUN 281
NOUN_DESCR 281
  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.
  Location 69
  Pushable
  Pullable
  Playable
  Turnable
  Unmovable
  NOUN_SYNONYMS latch
END_NOUN 282
NOUN_DESCR 282
  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
  You can't reach it from here.
END_PUSH_DESCR 282
PULL_DESCR 282
  Yes.  You need to pull that latch, but how?  It's too far.
END_PULL_DESCR 282
PLAY_DESCR 282
  Time-wasting again.
END_PLAY_DESCR 282
TURN_DESCR 282
  It doesn't turn.
END_TURN_DESCR 282

NOUN 283
  DRAWBRIDGE
  LOWERED
  The drawbridge has been lowered, and now stretches to the North.
  Location 0
  Unmovable
END_NOUN 283
NOUN_DESCR 283
  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.
  Location 69
  Readable
  Unmovable
END_NOUN 284
NOUN_DESCR 284
  I take it you want me to read the sign.
END_NOUN_DESCR 284
TEXT 284
  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.
  Location 0
  Weight 90
  Eatable
END_NOUN 285
NOUN_DESCR 285
  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
  Readable
END_NOUN 286
NOUN_DESCR 286
  This is a crumpled, tear-stained piece of paper with writing on it.
END_NOUN_DESCR 286
TEXT 286
  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
  Readable
END_NOUN 287
NOUN_DESCR 287
  It's a brown medicine bottle with writing on it.
END_NOUN_DESCR 287
TEXT 287
  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.
  Location 28
  Pushable
  Unmovable
END_NOUN 289
NOUN_DESCR 289
  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
  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
  ....
  Location 0
  WEIGHT 0
  NOUN_SYNONYMS ADVENTURE GAME OBJECTIVE MISSION RANSOM
END_NOUN 290 

NOUN 291
  MANUAL
  GRUBBY
  There's a grubby manual here.
  Location 2
  Readable
  WEIGHT 0
END_NOUN 291
NOUN_DESCR 291
  This is the manual for this quest.  Read it for guidance.
END_NOUN_DESCR 291
TEXT 291

-------------------------------------
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.
  Location 43
  Plural
  Pushable
  Pullable
  Turnable
  Playable
  Unmovable
  NOUN_SYNONYMS eagle
END_NOUN 292
NOUN_DESCR 292
  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
  Will you for God's sake leave these eagles alone!
END_PUSH_DESCR 292
PULL_DESCR 292
  Will you for God's sake leave these eagles alone!
END_PULL_DESCR 292
TURN_DESCR 292
  Will you for God's sake leave these eagles alone!
END_TURN_DESCR 292
PLAY_DESCR 292
  Will you for God's sake leave these eagles alone!
END_PLAY_DESCR 292

NOUN 299
  THING
  RUDDY
  ....
  Location 1
  Plural
  Pushable
  Pullable
  Playable
  Turnable
  Readable
  Unmovable
  WEIGHT 0
  IS_LIGHT
  ON
  NOUN_SYNONYMS ROCK RAIL GAP RAILS ROCK WALLS LOCO LOCOMOTIVE ICE SNOW
END_NOUN 299
NOUN_DESCR 299
  You see nothing special.
END_NOUN_DESCR 299
PUSH_DESCR 299
  There's no point in pursuing that line of activity.
END_PUSH_DESCR 299
PULL_DESCR 299
  You're wasting time.
END_PULL_DESCR 299
PLAY_DESCR 299
  Get your mind on the quest.
END_PLAY_DESCR 299
TURN_DESCR 299
  What a boring thing to try!
END_TURN_DESCR 299
TEXT 299
  Some things are just plain illegible.
END_TEXT 299
  
CREATURE 301
  BEAR
  MOTHER
  What you're up against now is a mother bear.
  Location 0
  Threshold 1
  Time_Thresh 5
  Hostile
END_CREATURE 301
CREATURE_DESCR 301
  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
  Threshold 1
  Time_Thresh 5
  Hostile
  Thing
END_CREATURE 302
CREATURE_DESCR 302
  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
  Groupmember
  Man
  Creature_Synonyms BO
END_CREATURE 303
CREATURE_DESCR 303
  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
  MAN
  Friendly
  CREATURE_SYNONYMS HLG
END_CREATURE 304
CREATURE_DESCR 304
  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_Thresh 6
  Thing
END_CREATURE 305
CREATURE_DESCR 305
  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
  Friendly
  Creature_Synonyms TENSHUN
END_CREATURE 306
CREATURE_DESCR 306
  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
  MAN
  Hostile
END_CREATURE 307
CREATURE_DESCR 307
  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
  Friendly
  Creature_synonyms harvey harv dog
END_CREATURE 308
CREATURE_DESCR 308
  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
END_CREATURE 309
CREATURE_DESCR 309
  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 (w)
  MAN
  Friendly
END_CREATURE 310
CREATURE_DESCR 310
  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    ;V2
  Hostile
  Man
  Time_Thresh 4
END_CREATURE 311
CREATURE_DESCR 311
  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
  Friendly
END_CREATURE 312
CREATURE_DESCR 312
  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_Thresh 3
END_CREATURE 313
CREATURE_DESCR 313
  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
  ============
  Location 0
  Points 1
  Creature_Synonyms PRINCESS
END_CREATURE 314

CREATURE 399
  WIZARD
  INSUBSTANTIAL
  ============
  Location 2
  Groupmember
  MAN
  Creature_Synonyms PRANG
END_CREATURE 399
CREATURE_DESCR 399
  Wizard Prang is present, but not visible.
END_CREATURE_DESCR 399

VERB
  PUSH PRESS LAUNCH 
  READ TRANSLATE
  PLAY USE BLOW MOVE SHAKE
  ENTER EMBARK
  EXAMINE SEARCH
  EXIT DISEMBARK
  TURN SWITCH TWIST ROTATE
  GET LIFT
  DOWN DOWNSTAIRS DOWNWARDS
  UP UPSTAIRS UPWARDS
  PULL TUG DRAG
  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

INTRODUCTION








                     .........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
