;
; Note:  This AGT DAT source file Copyright (c) W.P. Kegelmeyer, 1988
;
MAX_LIVES 10			; Handle this myself

QUESTION 1 What is the demon's True Name?
ANSWER 1 Neanderthal

QUESTION 2 Who is he?
ANSWER 2 Blooder

QUESTION 3 What was he?
ANSWER 3 phelision

QUESTION 4 Who is he?
ANSWER 4 Neanderthal

VERB
unlock cut
Dummy_Verb1 warp
Dummy_Verb2 debug
Dummy_Verb3 status
Dummy_Verb4 wake rouse awaken
Dummy_Verb5 conjure
Dummy_Verb6 away
Dummy_Verb7 transport carry move fly
Dummy_Verb8 foo
Dummy_Verb9 make give sell construct build work create
Dummy_Verb10 cut wound slice
Dummy_Verb11 heal cure
Dummy_Verb12 wash clean repair consecrate
Dummy_Verb13 free 
Dummy_Verb14 capture contain relock
Dummy_Verb15 kiss
END_VERB

STARTING_ROOM 2

MAXIMUM_SCORE 0

INTRODUCTION
You went to bed exhausted, Tark, worn out by a day of wrestling with the
nature of evil, and so you were not expecting a night of dreams.  Thus you
are justly surprised when you find yourself suddenly standing in your
bedroom, clad at white robes, looking down at your sleeping form.  The
version of you on the bed is clearly in an almost unnaturally deep trance;
muscles completely relaxed, eyes rolled back into the head, breathing so
shallow as to be almost imperceptible.  Examining it more closely, you see a
golden cord extending from its forehead; you follow it to its far end, which
turns out to the back of your neck.

Bemused, you try out various Freudian interpretations until you are startled
by a noise behind you.  You whirl around, and see an old, age-weathered
woman, wearing cleric's robes and a cardinal's chasuble; somehow you
recognize her, and know her to be Priestess Tiana.  "Bluh, bluh", you blurt
out calmly, demonstrating the diplomatic poise and grace with which your
encounters with higher level clerics are justly reknowned.  She smiles,
slightly, in response, and says "Yes, yes, I'm quite dead, but as you'll
learn if you continue in the studies you have started, 'dead' is largely a
matter of the definitions you find convenient.  But I didn't pull your Image
into the Astral plane just to exchange pleasantries; there's a crisis at
hand, and you've been chosen to address it.  There is a demon; his name is
hidden from me, but he is known as the Demon of Dark Delights.  In his own
way he is something of an aesthete, and he has waged a quiet campaign in
pursuit of his art; the acquisition, by seduction or force, of the souls of
bards, poets, all those of the literary arts.  He has caged them long, and we
thought his ambitions were simple ownership.  This very day, however, by dark
arts he has distilled them, formed them, into a single entity that I am
calling the Soul Song.  We know not his plans, but we do know that he will
act on them soon, and so the Soul Song must be rescued and its spirit
released back into the Astral Plane, before he can continue."

"The Demon is powerful and subtle, but careless.  He thinks he knows all who
are a threat to him, and has raised his defenses accordingly.  One such as
you, however, unknown to him, can sneak by those defenses, and perhaps
succeed where I and the rest of the Circle would be doomed.  Unfortunately,
you are unfamiliar with the Astral Plane, and there is no time to train you.
Be forewarned that your spells and abilities, supplemented by your
imagination, may be more powerful than on Prime.  This is true in general;
everything is more intense on the Astral Plane, the consequences of your acts
sharper and more immediate.  Be wise and wary; your life and your soul are at
stake."

"You have tonight only; if morning arrives with the Soul Song still in
captivity, then all is lost, and all song, all art, all the joys of
literature will belong to the Demon of Dark Desire."

And with that she fades away.
END_INTRO


ROOM 2
Tark's Bedroom
SOUTH 5		; Central Chamber
EXIT 5		; Central Chamber
END_ROOM
ROOM_DESCR 2
This seems to be your bedroom in your quarters at the Keep; there is a bed
for you and JenLee, your normal and assorted possessions, and a door to the
south.  On the other hand, it seems that you can almost see through most of
the objects about you, if you concentrate, and the walls of the room seem to
be leaking a tenuous electric blue light, as if punctured by a thousand tiny
pinpricks.
END_ROOM_DESCR
HELP 2
Don't you think JenLee would be upset if you were to go off on this adventure
on your own?  If you haven't already, you should figure out some way to bring
her along.
END_HELP_DESCR


ROOM 3
Astral Plane
DOWN 5		; Central Chamber
ENTER 5		; Central Chamber
EXIT 5		; Central Chamber
SPECIAL 4	; Accessible Astral Plane
KEY 237		; Amulet of the Planes
LOCKED_DOOR
ROOM_SYNONYMS push rub
END_ROOM
ROOM_DESCR 3
You find yourself abruptly surrounded by empty air, shot through with
sparkles of a delicate, robin's egg blue.  The effect is vertiginous, and you
find your stomach protesting as you attempt to develop some means of
consistent orientation.  Off in the distance, in a direction we may as well
call "down", you think you spy a wooden door, floating incongruously
unanchored in the ether.
END_ROOM_DESCR

HELP 3
Trying to find your away around via the unconstrained astral plane?  That
usually requires extensive prior experience or magical aid.
END_HELP_DESCR

SPECIAL 4
You $VERB$ the Amulet of the Planes; the result is dizzying and
instantaneous, as round portals iris open all around you, giving you a
glimpse of what waits on the other side.
END_SPECIAL

ROOM 4
Astral Plane
NORTH 15	; Mage's Lab
SOUTH 5		; Central Chamber
DOWN 5		; Central Chamber
EAST 27		; Library
WEST 35		; Neanderthal's Chamber
NORTHEAST 20	; Earth Plane
NORTHWEST 23	; Fire Plane
SOUTHEAST 22	; Water Plane
SOUTHWEST 21	; Air Plane
END_ROOM

ROOM_DESCR 4
You are still floating in the clear, ozone-ridden air, but now you are
surrounded by sharply defined circular portals.  Picking one at random to
refer to as "north", and looking through, you can see what looks like lab
equipment.  To the west is an imposing chamber lined in silver and ivory, and
east reveals books in glass cabinets.  Northwest is a pillar of fire,
southwest you gain an impression of horrific, unceasing wind, southeast shows
the surface of the sea, and through the northeast portal you can see nothing
but dirt and rock.  The door below you still floats in the ether, as well.
END_ROOM_DESCR

ROOM 5
Entry Chamber
NORTH 3		; Astral Plane
SOUTH 8		; Oliphant's Nest
EAST 7		; Bathroom
WEST 6		; Mop Closet
UP 24		; Deserted Hallway, North
DOWN 9		; Dank Hallway, North
END_ROOM

ROOM_DESCR 5
You are in the entry hall of what appears to be a castle of extensive size,
though it seems clear from the dust on the furnishings and its general state
of disrepair that is has been long abandoned.  The previous owners were rich
indeed, however, for looking down you note that the rug which runs wall to
wall is actually a skull spider tapestry, apparently created to order, as it
fits perfectly.  There is an imposing door to the north, and two smaller
doors to the east and west.  A wide, grand, winding staircase heads up, while
a narrower one leads down.  To the south is a complete shambles.  Reasoning
from the usual plan for castles, the ballroom, dining room and such not
should have been to the south.  However, some long past cataclysm has
entirely caved in the south end of this entry hall, and, you would suspect,
points behind.  You do see a narrow, winding path south into the rubble,
however, though you also note a sickly sweet smell, not quite recognizable,
coming from that general direction.
END_ROOM_DESCR

ROOM 6
Mop Closet
EAST 5		; Central Chamber
EXIT 5		; Central Chamber
LIGHT 1		; Any Light
END_ROOM

ROOM_DESCR 6
You are in a small mop closet, a rather mundane sort of place for the
exciting, glamorous astral plane.  In the walls you can hear astral mice
chittering, clearly irritated by your intrusion.
END_ROOM_DESCR

ROOM 7
Bathroom
WEST 5		; Central Chamber
EXIT 5		; Central Chamber
LIGHT 1
END_ROOM

ROOM_DESCR 7
This room looks to have once been a finely appointed bathroom, but it has
decayed through years of neglect.  The fixtures have been stripped (though
the fragments of metal that remain suggest they were made of gold), the
ceramic sink has been ripped from the wall and shattered, and the iron tub is
rusted and dented.  In the east wall there is a niche sheltering a shallow
depression which is clearly fed by a stone spring.  The only exit is to the
west, back to the entry chamber.
END_ROOM_DESCR


ROOM 8
Oliephant's Nest
NORTH 5		; Central Chamber
SOUTH 8		; Oliephant's Nest
EAST 8		; Oliephant's Nest
WEST 37		; Sloping Corridor
NORTHEAST 8	; Oliephant's Nest
NORTHWEST 8	; Oliephant's Nest
SOUTHEAST 8	; Oliephant's Nest
SOUTHWEST 8	; Oliephant's Nest
EXIT 5		; Central Chamber
END_ROOM

ROOM_DESCR 8
You are in the midst of a massive pile of rubble and furniture, slightly
tamped down or hollowed out near its center.  The ceiling, far above you, has
been breached, and the room is illuminated by prickly, disturbing blue light.
Everything around you is smeared with an thick, sticky substance, and this
seems to have reduced the metal and stone to a spongy, organic consistency.
The sweet smell is strong, overpowering, you gag as it burns the back of your
throat.  Suddenly you recognize the odor, masked before only by its
intensity; it is the scent of an oliephant!  Simultaneously your eyes adjust
to the scale of the scene around you, and you realize that you are standing
in the middle of a huge oliephant's nest, far dwarfing the one on the -4th
level of Gora's castle.  There's no clear path out of the room, though trails
and passageways through the rubble lead off in all directions.
END_ROOM_DESCR

HELP 8
Why are you still here?  You're taking damage just standing here; can you
imagine what it'll be like if the Oliephant should return while you're nosing
around?
END_HELP_DESCR


ROOM 9
Dank Hallway, North End
NORTH 11		; Dungeon Cell
SOUTH 10		; Dank Hallway, South
UP 5			; Central Chamber
END_ROOM

ROOM_DESCR 9
This is the north end of a classic dungeon hallway; dank, dreary, dimly lit
by torch stubs flickering halfheartedly in wall sconces.  The walls and floor
are faintly wet with condensation, the ceiling is low and uneven, and the sum
effect is oppressive and unpleasant.  A narrow stairway leads up, there is
more of the hallway to the south, and to the north there is crude stone door.
END_ROOM_DESCR


ROOM 10
Dank Hallway, South
NORTH 9			; Dank Hallway, North
EAST 15			; Mage's Lab
SPECIAL 12		; Derro Lair
KEY 234			; Jagged Key
LOCKED_DOOR
ROOM_SYNONYMS CHANGE_LOCATIONS use turn employ
END_ROOM

ROOM_DESCR 10
This is the south end of the dank dungeon hallway, and generally it more or
less resembles the north end.  There is, perhaps, a slightly higher
concentration of rat dung, and the patches of wall fungus are a tad more
artful, but these are minor differences.  There is a well-made, tightly
fitted door to the east.  To the west, a crude stone door seems to have been
completely over-hauled and rebuilt.  The door is painted with disturbing
jagged patterns in black and white, and is clearly locked, with a
complicated, ornate keyhole replacing the standard latch.  And to the north,
of course, is the north end of the hallway.
END_ROOM_DESCR

HELP 10
An ornate lock requires an ornate key.  But even with the key, are you sure
you're prepared for what's on the other side?
END_HELP_DESCR

SPECIAL 12 
You carefully fit the key into the ornate lock and turn it.  It
moves slowly and gradually, you have the impression of many complicated
tumblers carefully moving into position.  There's an audible click as the
door unlocks, and then the key begins turning in the opposite direction, as
the door promptly begins to relock itself.  You re-pocket the key and then
pull the door open and hurry through, before the lock can re-engage.
END_SPECIAL


ROOM 11
Dungeon Cell
SOUTH 9			; Dank Hallway, North
NORTHEAST 37		; Sloping Fissure
UP 37			; Sloping Fissure
END_ROOM

ROOM_DESCR 11
You are in a dank dungeon cell, only four feet by four feet, without even
enough room to lay down in.  The floor is littered with rotted straw and
rushes, a noxious and none too deep hole at one corner serves as the privy,
and a pool of black oil burns in a niche in one wall, giving off a thick,
choking smoke.  Two walls are equipped with arm and leg irons.  There is a
crude stone door to the south, and to the northeast a narrow break in the
wall slopes up.  The break is clearly not natural; it looks to have been
formed by a earthquake or similar cataclysm after this cell was originally
built.
END_ROOM_DESCR

HELP 11
Trying to free the prisoner?  What a noble soul!  A simple "FREE PRISONER"
should do the trick, the chains are easy enough to break with the proper
leverage.
END_HELP_DESCR


ROOM 12
Derro Lair
SOUTH 14		; Nursery
EAST 10			; Dank Hallway, South
WEST 13			; Cannibal's Hut
EXIT 10			; Dank Hallway, South
ROOM_SYNONYMS throw pour spill spread toss splash
END_ROOM

ROOM_DESCR 12
This is a triangular, arrowhead shaped room, with the long tip pointing
north.  The jagged, disturbing wall sculpture and painting immediately inform
you that you have entered a derro's lair.  It is well kept and clean, and
contains a wooden table, a chair, and three tall, suspiciously fatty candles,
one in each corner, which provide an eerie, flickering light.  There is a
stone door to the south, another to west, and the door to dank hallway is to
the east.  The west door is covered with an artful abstract mosaic which
proves, on closer inspection, to have been formed from crushed and dyed
fragments of bone.
END_ROOM_DESCR

HELP 12
Having a problem with deadly derro?  Perhaps you should know that you can
screw up his fighting prowess the same way you can screw up his spells.
Though you're probably not going to have time, given that you've used a turn
asking for help.
END_HELP_DESCR


ROOM 13
Cannibal's Hut
EAST 12			; Derro Lair
EXIT 12			; Derro Lair
END_ROOM

ROOM_DESCR 13
The walls of this room are entirely covered with bones, mostly legs and arms,
to the point where the underlying stone is almost completely covered, all of
which gives the impression of the interior of a Baba Yaga hut made from bone.
What isn't bone is skin; there are a couple of pieces stretched here and
there, covered with meticulous drawings that turn out to be directions for
the proper carving of humans.  There is also a dizzying profusion of shelves,
cabinets, ledges and shelves, all covered by countless gadgets and
knick-knacks made of bone and skin, such as candle holders formed from the
skulls of small animals, scrolls of vellum, a set of quills apparently made
from finger bones, and so on.  The purpose of most of the objects is not
entirely decipherable, but all were made with obvious skill and care.  A
through search of the room would take days.  The only obvious exit is to the
east, back to the derro lair.
END_ROOM_DESCR

HELP 13
The cannibal may well be a marrow sucking eater of human flesh, but he's also
a proud craftsman.  If he has anything that might be useful to you in this
crowded and cluttered confusion of curios, you're not going to be able to
simply beat it out of him.
END_HELP_DESCR


ROOM 14
Nursery
NORTH 12		; Derro Lair
EXIT 12			; Derro Lair
LIGHT 1			; Need's light
END_ROOM

ROOM_DESCR 14
You have entered a make-shift nursery, apparently hastily constructed from a
converted abattoir.  The room is neat and well-swept, but the walls sweat
with condensation and there is a thin, sour smell of imperfectly scoured
baby's vomit.  There is crib converted from the slaughterpit, and dangling
over it is a clever mobile created from polished flensing knives, tied to
each other by human hair.  A few sconces litter the walls but no torches are
lit.  The only exit visible is to the north, back to the derro lair.
END_ROOM_DESCR

HELP 14
The dagger is clearly derro in make, and was no doubt left here by him.  What
do you suppose his intentions were?
END_HELP_DESCR


ROOM 15
Mage's Lab
SOUTH 18		; Supply Room
EAST 19			; Chamber of the Elements
WEST 10			; Dank Hallway, South
UP 27			; Library
DOWN 17			; Work Room
LIGHT 1			; Needs light
END_ROOM

ROOM_DESCR 15
You are standing amongst the ruined remains of a magic lab.  There are heaps
and piles of twisted lab equipment and long-decayed animal corpses, shards
from shattered glassware glitter underneath your feet, and the air holds a
delicate, heady scent of spices, incense, and other, less easily identified,
components.  There are doors to the west and east, a tightly winding narrow
staircase heads down, and another leads up.  To the south there is an open
archway left by a wooden door which was ripped to splinters, its pieces cast
to the side of the door.  Thick dust covers everything, though it is
disturbed in a wide trail which leads between the south and east doors.
END_ROOM_DESCR


ROOM 17
Work Room
UP 15			; Mage's Lab
LIGHT 1			; Needs light
END_ROOM

ROOM_DESCR 17
This room looks as if it was once a crafts center, perhaps for the creation
of tools and equipment for the lab upstairs, which also seems to be the only
point of exit.  The bigger equipment (a grind stone, a key cutter, a lathe, a
table saw that looks tough enough to handle metal or bone) all looks as if it
might still be functional, but there are no materials left to work on, it
looks as if everything small enough to carry away was looted long ago.  All
of the equipment and incidental litter in the room has been pushed to one
corner, and the remainder of the room looks as if it was once the lair of a
group of creatures; you count five piles of straw, loose clothes and rich,
soft dirt that might have served as bedding, and there is a mild stench from
a scattering of spoor found at one point along the wall.  There are two long
dead magin here, pale and naked.  Their bodies are bruised and bloated with
decay, but there is no obvious sign of death; no large wounds, no blood.
END_ROOM_DESCR

HELP 17
Some of the equipment still seems operable.  Perhaps you can make tools that
you can't find?
END_HELP_DESCR


ROOM 18
Supply Room
NORTH 15		; Mage's Lab
LIGHT 1			; Require's Light
END_ROOM

ROOM_DESCR 18
From it's relatively small size and the splintered remnants of shelves pegged
into the wall, you'd guess this was once a walk-in closet, a supply room for
the mage lab.  Anything useful that might have been in this room, however,
must have been pulverized long ago by the cataclysm which has raged here.
There are deep furrows on the ground, huge gouges and dents in the walls,
stones ranging from the tiny to the man-sized lay in a jumbled confusion, and
the whole is covered with a scattered crust of fresh earth.  The only exit is
through the doorway to north, through which you entered.
END_ROOM_DESCR

ROOM 19
Chamber of the Elements
WEST 15			; Mage's Lab
NORTHEAST 20		; Sink Hole
NORTHWEST 23		; Pillar of Fire
SOUTHEAST 22		; Water Spout
SOUTHWEST 21		; Hurricane
LIGHT 1			; Needs light
END_ROOM

ROOM_DESCR 19
This is a completely bare room, with the floor, ceiling and walls completely
covered by ceramic tiling of a warm, neutral beige.  Even the inside of the
door to the mage lab, to the west, is inlaid with the tile.  There are no
other obvious exits from the room, though there are four elemental oddities.
On the floor to the northeast is a sinkhole, constantly tumbling in on
itself.  To the northwest is a pillar of fire, crackling and burning, and to
the southeast is a turbulent column of water, of roughly the same volume.
The southwest corner of the room is taken up by a twisting cyclone whose
exact dimensions are difficult to make out.
END_ROOM_DESCR

ROOM 20
Sink Hole
EXIT 19		; Chamber of the Elements  
UP 19		; Chamber of the Elements  
END_ROOM

ROOM_DESCR 20
You are completely surrounded, on all sides, top and bottom, by soft, rich,
fragrant, constantly moving earth.  This would be almost pleasant if it
weren't so disorienting, as you aren't really sure which direction you came
from.  The best you can do is to try to scramble up against the flow of dirt
and hope for the best.
END_ROOM_DESCR


ROOM 21
Hurricane
EXIT 19		; Chamber of the Elements  
DOWN 19		; Chamber of the Elements  
END_ROOM

ROOM_DESCR 21
You find yourself in the midst of a vicious, violent, tumultuous hurricane.
Almost ripped apart by the force of the winds, you instead suddenly find
yourself at peace in the center of the tornado, moved there by a slight
nudge.  Turning, you see your friend, the genii Jeff.  He says something, but
the words are snatched away by the wind before you can register them.  He
contents himself with pointing at the exit from the Wind Plane, far below, at
the base of the twister.
END_ROOM_DESCR

ROOM 22
Water Spout
UP 19			; Chamber of elements	
DOWN 7			; Bathroom, through water spout
EXIT 7			; Bathroom, through water spout
LIGHT 1
END_ROOM

ROOM_DESCR 22
You find yourself completely immersed in beautiful, jade green sea water,
rich with life and motion.  You are lulled into a calm meditative state by
the gentle motion of the waves, one strongly akin to the deep peace and
satisfaction you feel in the most profound of your religious experiences, and
so only distantly recognize that you should be more concerned about the fact
that your lungs are entirely filled with water.  You seem to be in no
physical distress, however, and somehow the knowledge comes to you that your
survival in this pocket of the Plane of Water is at the grace of Poseidon, in
memory of the service you did GreyTare, his cleric.  There seems to be an
exit, or at least a change in the character of the sea, far above you and 
another far below you, should you feel moved swim in one direction or the 
other.
END_ROOM_DESCR

ROOM 23
Pillar of Fire
Player_Dead
END_ROOM

ROOM_DESCR 23
You are immediately incinerated by a deadly, searing heat and flame, to the
malefic cackle of laughing devilish creatures with pitchforks and spears.
END_ROOM_DESCR


ROOM 24
Deserted Hallway, North
SOUTH 25		; Deserted Hallway, South
EAST 26			; Ruined Chapel
DOWN 5			; Central Chamber
END_ROOM

ROOM_DESCR 24
This is the north end of a deserted hallway.  There are carpet runners on the
stone floor which once secured a rug, various empty picture and tapestry
frames on the walls, and the ceiling is high and level, giving the hall a
residential look.  Light is provided by flickering torches, burned almost to
a nub, placed at scattered points along the wall.  There is a door to the
east, a wide winding staircase that leads down, and there is more of the hall
to the south.
END_ROOM_DESCR


ROOM 25
Deserted Hallway, South
NORTH 24		; Deserted Hallway, North
EAST 27			; Library
END_ROOM

ROOM_DESCR 25
This is the south end of a deserted hallway, and resembles the north end
closely, to include a door to the east.  It lacks the winding staircase down,
however.
END_ROOM_DESCR

ROOM 26
Ruined Chapel
SOUTH 27		; Library
WEST 24			; Deserted Hallway, North
EXIT 24			; Deserted Hallway, North
LIGHT 1			; Requires Light
END_ROOM

ROOM_DESCR 26
This room, which has doors to the west and south, is the ruined wreck of a
True Church chapel.  Everything which could be stolen or broken has been;
there are slashed portraits of saints on the walls, countless shards of
broken holy water vials, the twisted remains of metal and wooden religious
symbols, various soiled swatches of ceremonial garments, and a large bare
spot on the floor where it seems clear a rug once lay.  The only thing
remaining is a great iron block of an altar, too ponderous to move and too
solid to dent, and even that has been covered with paint and obscene,
blasphemous graffiti.
END_ROOM_DESCR

HELP 26
That altar is in hideous shape.  Perhaps you could spruce it up a bit?
END_HELP_DESCR


ROOM 27
Library
NORTH 26		; Ruined Chapel
SOUTH 28		; GV, North Bank
WEST 25			; Deserted Hallway, South
DOWN 15			; Mage's Lab
EXIT 25			; Deserted Hallway, South
LIGHT 1			; Requires Light
END_ROOM

ROOM_DESCR 27
You have entered a vandalized library, and are shuffling ankle deep in the
debris of hundreds of books which have been ripped to pieces, their pages
shredded, scattered, and urinated upon.  A stuffed leather chair has been
hacked apart by an impatient axe (a dwarf's work, judging from the angle of
the cuts) and a long oak table reduced to kinding.  The only point of order
in the room is a locked cabinet, made of steel and finely trimmed in gold.
The front of the cabinet is a transparent magical field, as hard as diamond
to the touch, which reveals a few books and a manacord still in good
condition within.  There are doors to the north and east, a narrow winding
staircase leading down, and on the south wall there is a full length mirror
which shows, not a reflection of the library, but an open, grassy field
overlooking a valley.  You can feel a slight breeze through the mirror, and
so understand it to be an eldritch portal of some kind.
END_ROOM_DESCR

HELP 27
Trying to get into the gold-trimmed cabinet?  You're going to need a matching
key, and I don't think the gentleman who has it is going to be happy about
giving it up.
END_HELP_DESCR


ROOM 28
Grue Valley, North Bank
NORTH 27		; Library
SOUTH 29		; GV,N
DOWN 29			; GV,N
END_ROOM

ROOM_DESCR 28
You are standing on the grassy, flower covered north bank of a deep valley.
Behind you, to the north, a magic portal hangs in mid air, its far terminus
shrouded in darkness.  In the distance to the south, you see the far bank of
the valley, and just beyond it is a cliff face into which is cut an enormous
door.  Between you and the south bank is a deep valley.  On closer
inspection, it seems to be the site of an ugly and intensive war, as you can
see horrific fanged and clawed abominations stalking each other, killing
mercilessly whenever an advantage can be gained, sometime piling up on some
injured victim in an ugly blood lust reminiscent of feeding sharks.
END_ROOM_DESCR


ROOM 29
Grue Valley, North
NORTH 28		; GN,NB
SOUTH 30		; GV,MN
END_ROOM

ROOM_DESCR 29
You are in the upper north portion of Grue Valley.  The ground is
blood-soaked and reeks of death and carrion, the sun overhead beats down on
you with a unearthly cruelty, and there are numerous large rocks and bits of
brush.  You hear creatures chittering all around you.  You can go north
towards the valley bank, or south and deeper into the valley.
END_ROOM_DESCR

HELP 29
                  Are you in trouble? ...
END_HELP_DESCR

ROOM 30
Grue Valley, Mid-North
NORTH 29		; GN,N
SOUTH 31		; GV,M
END_ROOM

ROOM_DESCR 30
You are in the middle north portion of Grue Valley.  The ground is
blood-soaked and reeks of death and carrion, the sun overhead beats down on
you with a unearthly cruelty, and there are numerous large rocks and bits of
brush.  You hear creatures chittering all around you.  You can go north
towards the valley bank, or south into the middle of the valley.
END_ROOM_DESCR

HELP 30
                  Feeling cross? ...
END_HELP_DESCR

ROOM 31
Grue Valley, Middle
NORTH 30		; GN,MN
SOUTH 32		; GV,MS
END_ROOM

ROOM_DESCR 31
You are in the middle portion of Grue Valley.  The ground is blood-soaked and
reeks of death and carrion, the sun overhead beats down on you with a
unearthly cruelty, and there are numerous large rocks and bits of brush.  You
hear creatures chittering all around you.  You can go north or south towards
those respective valley banks.
END_ROOM_DESCR

HELP 31
                   Don't walk the valley ...
END_HELP_DESCR

ROOM 32
Grue Valley, Mid-South
NORTH 31		; GN,M
SOUTH 33		; GV,S
END_ROOM

ROOM_DESCR 32
You are in the middle south portion of Grue Valley.  The ground is
blood-soaked and reeks of death and carrion, the sun overhead beats down on
you with a unearthly cruelty, and there are numerous large rocks and bits of
brush.  You hear creatures chittering all around you.  You can go south
towards the valley bank, or north into the middle of the valley.
END_ROOM_DESCR

HELP 32
                   Fly across.
END_HELP_DESCR

ROOM 33
Grue Valley, South
NORTH 32		; GN,MS
SOUTH 34		; GV,SN
END_ROOM

ROOM_DESCR 33
You are in the upper south portion of Grue Valley.  The ground is
blood-soaked and reeks of death and carrion, the sun overhead beats down on
you with a unearthly cruelty, and there are numerous large rocks and bits of
brush.  You hear creatures chittering all around you.  You can go south
towards the valley bank, or north and deeper into the valley.
END_ROOM_DESCR

HELP 33
This friendly message brought to you by TWA (Transworld Airlines).
END_HELP_DESCR

ROOM 34
Grue Valley, South Bank
NORTH 33		; GV,S
EAST 3			; Astral Plane
WEST 3			; Astral Plane
DOWN 33			; GV, S
SPECIAL 35		; Neanderthal's Chamber
KEY 238			; Holy water
ROOM_SYNONYMS CHANGE_LOCATIONS splash throw use pour
END_ROOM

ROOM_DESCR 34
You are standing on the grassy, flower covered south bank of a deep valley.
Behind you, to the south, there is a cliff face with an enormous door.  On
closer inspection, you can see that the door is has been carefully and
completely scribed with a glyph whose malice and evil is palpable.  To the
east and west, everything suddenly disappears, as if an artist had erased
part of the scene and then paused.  In the distance to the north, you see the
far bank of the valley, and just beyond it is an odd, man-sized break in the
air's continuity.  Between you and the north bank is a deep valley.  On
closer inspection, it seems to be the site of an ugly and intensive war, as
you can see horrific fanged and clawed abominations stalking each other,
killing mercilessly whenever an advantage can be gained, sometime piling up
on some injured victim in an ugly blood lust reminiscent of feeding sharks.
END_ROOM_DESCR

HELP 34
To get through the door you're going to have to destroy the evil glyph.  You
can't away it or cast "Dispel Evil":  what are other popular methods?
END_HELP_DESCR

SPECIAL 35 
You $VERB$ the holy water onto the glyph, and the result is an instantaneous,
steaming shower of coruscating sparks.  When the steam clears, you can see
that the glyph has been cleared away.  However, as you watch amazed, the door
begins to sizzle and bark, burning off the last of the holy water, and then
the glyph begins to re-write itself!  Hurriedly, before it can complete the
spell, you pull open the cliff face door and hurry in.

END_SPECIAL


ROOM 35
Demon Chamber
NORTH 34		; GV,SB
EXIT 34			; GV,SB		
LIGHT 1			; Light necessary
LOCKED_DOOR		; The east door
SPECIAL 36		; For debugging purposes, Tark won't know this.
KEY 0			; For debugging purposes, Tark won't know this.
ROOM_SYNONYMS MAGIC_WORD MIRHARAJ	; For debugging purposes
END_ROOM

ROOM_DESCR 35
You have entered the chamber of the Demon of Dark Desire.  It is sparsely
furnished, with walls and floor inlaid in black tile, and a subtly incorrect
representation of the night sky laid out in the ceiling, using what appear to
be thumb sized diamonds to represent the stars.  A single shelf, made of
ironwood died black, runs across the west and south walls.  On that shelf, on
a bed of black velvet, are an assortment of crystal decanters, each in the
startlingly realistic semblance of a man or woman.  You see each of the
primary races (human, elf, dwarf and hobbit) represented, along with many
others not immediately recognizable.  Each decanter is empty, and their plugs
or tops are laid carelessly next to them, in obvious contrast to the careful
arrangement of the decanters themselves in various artful poses or tableau.

There is an exit to north which leads to the south bank of Grue Valley.  To
the east there is a round passageway, rimmed with a black metal which absorbs
almost all light.  The passageway itself is faintly lit by occasional sparks
of electric blue light.
END_ROOM_DESCR

SPECIAL 36
So, what made you guess to try "mirharaj" as a magic word?  Were you perusing
the data files, hmm?
END_SPECIAL

ROOM 36
Ritual Room
WEST 35			; Demon Chamber
EXIT 35			; Demon Chamber
LIGHT 1			; Light required
END_ROOM

ROOM_DESCR 36
You are in the ritual room of the Demon of Dark Desire.  The walls are
currently draped in grey velvet, and a pattern, drawn in chalk on the floor,
has been partially traced by what seems to be a thin rope made of human
flesh.  In the center of the pattern is a metal stand.  The only other
fixture in the room is a chest high shelf on the wall near the passageway to
the west, which is the only exit.
END_ROOM_DESCR


ROOM 37
Sloping Fissure
EAST 8			; Oliphant's nest
UP 8			; Oliphant's nest
DOWN 11			; Dungeon Cell
WEST 11			; Dungeon Cell
END_ROOM

ROOM_DESCR 37
This is a sloping fissure in the wall, not a worked and finished passageway,
though at some point a sconce was pegged into the wall, and currently a small
pool of oil burning there gives of a faint, thin light.  The fissure, choked
with rubble, continues off up and east as well as down and west.
END_ROOM_DESCR

;
; Here begins the description of the creatures
;

CREATURE 300
JenLee
paladin
Your paladin JenLee is standing here, looking alert and ready.
LOCATION 0			; Holding pen
GROUPMEMBER
WOMAN
CREATURE_SYNONYMS paladin 
END_CREATURE

CREATURE_DESCR 300
JenLee is wearing a shining suit of white armor which, you are fairly sure,
she doesn't possess on the Prime Plane.  She returns your careful scrutiny
with a confident gaze, and assures you that she is fit and ready to support
you in this quest, wherever it may go.
END_CREATURE_DESCR


CREATURE 301
Jeff
genii
Jeff the Genii is floating here, watching you in a friendly fashion.
LOCATION 0			; Holding pen
GROUPMEMBER
MAN
CREATURE_SYNONYMS genii
END_CREATURE

CREATURE_DESCR 301
Jeff looks as open and friendly as always, though he seems to have grown
considerably taller since last time you encountered him, and no longer
manifests his feet, apparently content to appear only from the waist up.  
He is decorated by numerous copper bands, and radiates a palpable sense of
restrained power.
END_CREATURE_DESCR

CREATURE 302
grue
etheric
A fierce etheric grue is here, a hulking mass of claw and tooth.
LOCATION 0			; Holding pen
HOSTILE
THRESHOLD 1000			; Never attacks
TIME_THRESH 1000		; Never attacks
THING 
CREATURE_SYNONYMS it
END_CREATURE

CREATURE_DESCR 302
The grue is vaguely humanoid, and has long, rooting tusks like a boar's,
razor-sharp claws at the end of each arm, and powerful legs, shaped like a
kangaroo's.  Blood drips from its claws and tusks, mute evidence as to its
recent behavior.  It eyes you carefully, deciding whether the pleasure of
eating you live would be worth the necessity of prolonged combat.
END_CREATURE_DESCR


CREATURE 303
grue
charmed
A friendly etheric grue is here, a passive mass of claw and tooth.
LOCATION 0			; Holding pen
THING 
CREATURE_SYNONYMS it
END_CREATURE

CREATURE_DESCR 303
The charmed grue is vaguely humanoid, and has long, rooting tusks like a
boar's, razor-sharp claws at the end of each arm, and powerful legs, shaped
like a kangaroos.  Blood drips from its claws and tusks, mute evidence as to
its recent behavior.  It licks you enthusiastically all over, in what it
apparently thinks is a friendly fashion.
END_CREATURE_DESCR


CREATURE 304
prisoner
captive
There is a prisoner here, held captive by arm manacles affixed to the wall.
LOCATION 11			; Dungeon cell
MAN
CREATURE_SYNONYMS captive man vampire
END_CREATURE

CREATURE_DESCR 304
The prisoner is dressed in a leather cloak, some miscellaneous clothing, and
wooden shoes.  He has clearly been here for a good while, for his skin is
pale with captivity, though this seems only to enhance the aristocratic cast
of his features and the dignity of his bearing.  He is restrained by manacles
which, upon inspection, turn out to be made of soft beaten silver.  That they
manage to hold this man prisoner indicates that they are magically enhanced.
END_CREATURE_DESCR


CREATURE 305
prisoner
freed
There is a recently freed prisoner here, stretching and cracking his joints.
LOCATION 0			; Holding pen
GROUPMEMBER
MAN 
CREATURE_SYNONYMS captive man vampire
END_CREATURE

CREATURE_DESCR 305
Despite his long period of forced passivity, the prisoner you have freed
quickly regains a certain grace of posture and movement which seems very
natural to him.  His bearing is regal, his voice rich and caressing; he's
really quit attractive, especially for someone you'd met in a dungeon.
END_CREATURE_DESCR


CREATURE 306
prisoner
charmed
There is a charmed prisoner here, watching you with a vacant smile.
LOCATION 0			; Holding pen
GROUPMEMBER
MAN 
CREATURE_SYNONYMS captive man vampire
END_CREATURE

CREATURE_DESCR 306
Despite his long period of forced passivity, the prisoner you have charmed
quickly regains a certain grace of posture and movement which seems very
natural to him.  His bearing is regal, his voice rich and caressing; he's
really quit attractive, especially for someone you'd met in a dungeon.
END_CREATURE_DESCR


CREATURE 307
cannibal
hungry
There is a hungry cannibal here, speculatively pinching your thigh.
LOCATION 13			; Cannibal's hut
MAN
CREATURE_SYNONYMS storekeeper
END_CREATURE

CREATURE_DESCR 307
The cannibal is wearing a loincloth secured by a clip made from bird's
wishbone.  He has a bone through his nose and his hair wrapped around
another.  His skin is glossy and he looks well-fed.  His hands are heavily
calloused, and he regards you speculatively and apparently without hostility.
END_CREATURE_DESCR


CREATURE 308
cannibal
charmed
There is a charmed cannibal here, aimless twisting the bone in his nose.
LOCATION 0			; Holding pen
GROUPMEMBER
MAN
CREATURE_SYNONYMS storekeeper
END_CREATURE

CREATURE_DESCR 308
The cannibal is fawning all over you, stroking your arms and bowing
constantly.  He repeatedly removes his nose bone and offers it to you, and is
crushed when you refuse it.  (As you might expect, it is crusted with snot
and stained by the refuse of many previous and messy dinners.)
END_CREATURE_DESCR


CREATURE 309
elemental
earth
There is an earth elemental here, wailing and thumping his chest.
LOCATION 18			; Supply room
GROUPMEMBER
THING 
CREATURE_SYNONYMS Loam it
END_CREATURE

CREATURE_DESCR 309
The elemental is about 9 foot tall, apparently made of clay and dirt, and is
only vaguely humanoid, with thick arms, a trunk that flows off to merge into
ground without forming legs, and a rough suggestion of a head.  What face it
has is stamped with all the signs of a profound idiocy.  It is flailing its
arms madly, doing damage to whatever is unlucky enough to be grazed by them,
all the while wailing about being lost and wanting to go home to its Mountain
Mama ("take me home, country roads").  When it sets eyes on you it rushes to
you, grabs your hands and begins to pump it up and down enthusiastically, even
painfully.  It introduces itself as "Rich/Loam/Imbued/With/Radiant/Warmth", but
tells you that its friends calm it "Loam".
END_CREATURE_DESCR


CREATURE 310
elemental
charmed
A charmed earth elemental is crowding close to you, shedding dirt all over.
LOCATION 0			; Holding pen
GROUPMEMBER
THING 
CREATURE_SYNONYMS Loam it
END_CREATURE

CREATURE_DESCR 310
The charmed elemental has apparently decided that you are its mother, and so
is following you around in a state of dazed mother love.  Every so often it
apparently tries to leap into your lap, an activity which may eventually
prove life threatening, if it continues.
END_CREATURE_DESCR


CREATURE 313
ghost
hideous
A hideous ghost is looming here, in a definitely hostile fashion.
LOCATION 27			; Library
HOSTILE
THRESHOLD 2			; 2 failed attempts permitted
TIME_THRESH 4			; Only four rounds to think
THING 
CREATURE_SYNONYMS it undead
END_CREATURE

CREATURE_DESCR 313
It's difficult to make out the details of the ghost's appearance, as it is
mostly transparent and those parts you can see are so gruesome as to inhibit
further inspection.  It's cry chills your blood, and as you watch it moves
closer, looking for an opening by which to attack.
END_CREATURE_DESCR


CREATURE 314
ghost
charmed
There is a charmed ghost here, considerately floating behind you.
LOCATION 0			; Holding pen
GROUPMEMBER
THING 
CREATURE_SYNONYMS it undead
END_CREATURE

CREATURE_DESCR 314
The ghost, thoughtfully, floats just behind your left shoulder, and remains
there, no matter how quickly you spin, in order to be sure it doesn't
accidentally scare you into a coronary.
END_CREATURE_DESCR


CREATURE 315
derro
wicked-looking
There is a wicked looking derro here, conjuring some sort of spell.
LOCATION 12			; Derro Lair
HOSTILE
WEAPON 212			; Pool of Blood
THRESHOLD 2			; Only 2 attempts
TIME_THRESH 4			; Will quickly attack
THING 
CREATURE_SYNONYMS devil
END_CREATURE

CREATURE_DESCR 315
The derro is in leather robes, rather than armor, and is baring its long
canine teeth as it chants its spell.  There is no doubt it means you harm.
END_CREATURE_DESCR


CREATURE 316
derro
charmed
A charmed derro is here, looking oddly like a doberman/dwarf cross-breed.
LOCATION 0			; Holding pen
WEAPON 212			; Pool of Blood
GROUPMEMBER
THING 
CREATURE_SYNONYMS devil
END_CREATURE

CREATURE_DESCR 316
The derro is in leather robes, and appears to be wearing no armor, or
anything else, underneath.  It watches you in a servile manner, attempting to
be sensitive to the nuances of your desire, scurrying to open doors for you
as you walk about.
END_CREATURE_DESCR


CREATURE 317
demon
imposing
The Demon of Dark Desire is here, watching you in a palpably sensual fashion.
LOCATION 35			; Neanderthal's chamber
HOSTILE
THRESHOLD 100			; Is special handled in meta-commands
TIME_THRESH 100			; Is special handled in meta-commands
GROUPMEMBER
MAN 
CREATURE_SYNONYMS Neanderthal
END_CREATURE

CREATURE_DESCR 317
The Demon of Dark Desire is tall, well-dressed, elegant of bearing and
posture.  When he turns his full gaze upon you, you are painfully aware that
he is impossibly beautiful, with perfect skin, pronounced cheekbones,
well-deep brown eyes with long lashes.  The only incongruity is a low,
sloping forehead, but you are quickly distracted from that detail by the
rich, caressing timbre of his voice and his way of making you feel that you,
and you alone, are of interest to him.  You are distantly aware that part of
you, at least, is desperately clamoring to throw over everything you've been
or stood for in order to spend a day or an eternity as his consort.  You'd
best act fast, if there's anything you can do at all.
END_CREATURE_DESCR


CREATURE 319
JenLee
evil
JenLee is here, but her features are twisted in an evil grimace.
LOCATION 			; Holding pen
HOSTILE
THRESHOLD 5
TIME_THRESH 5
GROUPMEMBER
WOMAN
CREATURE_SYNONYMS paladin
END_CREATURE

CREATURE_DESCR 319
JenLee, her clothing rent and her features twisted, is raising her sword to
strike you dead.
END_CREATURE_DESCR


CREATURE 320
JenLee
charmed
JenLee is watching you carefully, with an unpleasantly submissive air.
LOCATION 0			; Holding pen
GROUPMEMBER
WOMAN
CREATURE_SYNONYMS Jenlee paladin
END_CREATURE

CREATURE_DESCR 320
JenLee is standing with her head bent, gazing submissively up at you from
below her eyelashes.  She seems not at all alert and confident.
END_CREATURE_DESCR

;
; Here begins the description of the NOUNS
;
NOUN 200
nounone
dummyone
There is a dummyone nounone here.
SIZE 1
WEIGHT 1
LOCATION 0	; holding pen.
END_NOUN
NOUN_DESCR 200
There is a dummyone nounone here.
END_NOUN_DESCR

NOUN 201
dove
immaculate
There is a beautiful white dove here, singing softly.
SIZE 5
WEIGHT 5
LOCATION 217	; Paper cage
EDIBLE
IS_LIGHT	; Radiate with an inner glow.
ON
PUSHABLE
NOUN_SYNONYMS soul song
END_NOUN

NOUN_DESCR 201
The dove is clothed in feathers of such an immaculate white that they seem to
radiate an inner light.  It trills a liquid song of stark, preternatural
beauty, one that moves you to confused, joyous tears.
END_NOUN_DESCR

PUSH_DESCR 201
You $VERB$ the dove gently; it is warm and vibrant, and your fingers tingle
at the contact.  You are overcome with a sense of something infinitely
precious, yet extremely vulnerable, and you are torn by between the desire to
protect it with your life and the fear of corrupting it yourself.
END_PUSH_DESCR


NOUN 202
paladin
sleeping
JenLee is sleeping here, her hand resting loosely on the hilt of her sword.
UNMOVABLE
LOCATION 2	; Initial bedroom
PUSHABLE
NOUN_SYNONYMS paladin
END_NOUN

NOUN_DESCR 202
Even in sleep JenLee gives off an air of poised readiness.  She seems unaware
of your presence, though, and was not disturbed by your earlier conversation
with Priestess Tiana.
END_NOUN_DESCR

PUSH_DESCR 202
You $VERB$ her gently, and she snorts softly and turns over.  A little more
effort and you might wake her.
END_PUSH_DESCR

NOUN 203
paladin
dead
JenLee's bloody corpse is sprawled across the ground here.
SIZE 25		; corpse is bulky
WEIGHT 25	; corpse is heavy
LOCATION 0	; Holding pen
EDIBLE
POISONOUS	; punish cannabilism
PUSHABLE
NOUN_SYNONYMS corpse paladin
END_NOUN

NOUN_DESCR 203
JenLee is covered with wounds and is clearly irreversibly dead.  Still, as
you examine her closely, there's a suggestion of transparency in her skin,
and perhaps a faint blue spark moving and flashing, sporadically, within her.
END_NOUN_DESCR

PUSH_DESCR 203
You $VERB$ the body, and it flops, limply, over to its other side.  She's
clearly dead, alas.
END_PUSH_DESCR

NOUN 204
nountwo
dummytwo
There is a dummytwo nountwo here.
SIZE 1
WEIGHT 1
LOCATION 0	; holding pen.
END_NOUN
NOUN_DESCR 204
There is a dummytwo nountwo here.
END_NOUN_DESCR

NOUN 205
grue
dead
A dead grue is collapsed here, in a bloody, stinking mass.
SIZE 25		; corpse is bulky
WEIGHT 25	; corpse is heavy
LOCATION 0	; Holding pen
EDIBLE
POISONOUS	; punish cannabilism
PUSHABLE
NOUN_SYNONYMS corpse
END_NOUN

NOUN_DESCR 205
The grue has been killed by a single long wound which opened it head to toe,
like the stitching up the front of child's stuffed animal.  It still
twitches, a little, as blood continues to be pumped from the apparently
inexhaustible reservoirs of its heart.
END_NOUN_DESCR

PUSH_DESCR 205
You $VERB$ the grue's corpse, and it flops, limply, over to its other side.
It's clearly dead.
END_PUSH_DESCR

NOUN 206
sword
paladin's
A paladin's long sword is lying here.
SIZE 10
WEIGHT 10
LOCATION 0	; Holding pen
NOUN_SYNONYMS blade
END_NOUN

NOUN_DESCR 206
These is a standard paladin's sword, not JenLee's usual blade.  The blade's
metal has a whitish sheen, and the cross of the First Church is inscribed
into both sides of the guard.
END_NOUN_DESCR
NOUN 207
sword
blessed
A blessed paladin's sword is shining here.
SIZE 10	
WEIGHT 10
LOCATION 0	; Holding pen
IS_LIGHT
ON
NOUN_SYNONYMS blade
END_NOUN

NOUN_DESCR 207
This is the paladin's sword JenLee began this adventure with, but now it is
radiating a soft white light that seems to come from the Sponsors themselves.
END_NOUN_DESCR

NOUN 208
cross
silver
A heavy silver cross, attached to a chain, is lying here.
SIZE 1		
WEIGHT 1	
LOCATION 2	; Tark's bedroom
PUSHABLE
WEARABLE
NOUN_SYNONYMS symbol
END_NOUN

NOUN_DESCR 208
This is a standard silver cross, a holy symbol of the First Church.  It is
about twice the size of one's palm and is on a metal chain, and so could be
worn as well as carried.
END_NOUN_DESCR

PUSH_DESCR 208
You $VERB$ the cross, and become aware of its heft and weight, but nothing
else of interest happens.
END_PUSH_DESCR

NOUN 209
cross
blessed
There is a blessed silver cross here, radiating an aura of good and peace.
SIZE 1		
WEIGHT 1	
LOCATION 0	; Holding pen
PUSHABLE
WEARABLE
NOUN_SYNONYMS symbol
END_NOUN

NOUN_DESCR 209
This is the silver cross you began with, but now it is primed to serve as a
conduit of the Sponsor's power and influence.
END_NOUN_DESCR

PUSH_DESCR 209
As you $VERB$ the cross, you are comforted by its aura of holiness and
spiritual purity.  It is an active symbol of your faith and power, one you
hope you can properly honor.
END_PUSH_DESCR

NOUN 210
bucket
wooden
There is a leaky wooden bucket here.
SIZE 5		
WEIGHT 1	
LOCATION 6	; Mop closet
CLOSABLE
OPEN
PUSHABLE
POSITION on a shelf
NOUN_SYNONYMS pail
END_NOUN

NOUN_DESCR 210
This is a nondescript wooden bucket.  Despite its age, it has not begun to
warp or decay, its only concession to the passage of time is some warping in
the bottom slats, which would likely result in leakage were the bucket to be
filled.
END_NOUN_DESCR

PUSH_DESCR 210
You $VERB$ the bucket, and it creaks alarmingly; it doesn't seem as if it
will last through much more use.
END_PUSH_DESCR

NOUN 211
vial
crystal
This is a crystal potion bottle, with a stopper.
SIZE 5
WEIGHT 3
LOCATION 26	; Ruined Chapel
POSITION under some debris
CLOSABLE
OPEN
NOUN_SYNONYMS bottle
END_NOUN

NOUN_DESCR 211
This is a generic eight ounce potion bottle, complete with a cut glass
stopper.
END_NOUN_DESCR

NOUN 212
pool
blood
There is a small pool of sticky red blood here.
SIZE 1		
WEIGHT 1	
LOCATION 0	; Holding pen
DRINKABLE
PLAYABLE
NOUN_SYNONYMS blood
END_NOUN

NOUN_DESCR 212
This is a shallow pool of freshly let blood, still red, sticky and
uncoagulated.
END_NOUN_DESCR

PLAY_DESCR 212
You play in the pool of blood for a little while, without accomplishing
anything other than getting your hands rather gruesomely sticky.
END_PLAY_DESCR

NOUN 213
water
spring
There is some fresh, clear spring water here.
SIZE 1		
WEIGHT 5	
LOCATION 7	; Bathroom spring
DRINKABLE
PLAYABLE
NOUN_SYNONYMS
POSITION in the fountain
END_NOUN

NOUN_DESCR 213
The spring water is room temperature and has a faint mineral taste, but it
seems clear and wholesome.
END_NOUN_DESCR

PLAY_DESCR 213
You play in the water for a while, and waste some through splashing, but the
only notable effect is to get your hands and the cuffs of your robe wet.
END_PLAY_DESCR

NOUN 214
altar
defaced
You see a desecrated True Church altar, covered with blasphemous graffiti.
UNMOVABLE
LOCATION 26	; Ruined chapel
READABLE
END_NOUN

NOUN_DESCR 214
The altar is massive and imposing, even under its layer of filth, and seems
to have been sculpted, expertly, from a single block of white marble, shot
through with fine veins of a robin's egg blue.  It displays minor chips and
gouges as mute testimony to sustained, and unsuccessful, attempts to destroy
it.  Though still physically whole, it has been covered with layers and
layers of shit, blood, and less identifiable substances, the whole painted
over with various vicious blasphemies and slogans of praise to other, darker,
gods.
END_NOUN_DESCR

TEXT 214
The graffiti ranges from the banal ("Gehenna rules!")  to the sublime (a
long, impassioned paean of praise the "Dark One", who "sleeps in the Heart of
the World" and from whom all blood and misery flows.)
END_TEXT

NOUN 215
altar
restored
There is an altar of the First Church here, gleaming with subdued sanctity.
UNMOVABLE
LOCATION 0	; Holding pen
READABLE
END_NOUN

NOUN_DESCR 215
The altar is massive and imposing, having been sculpted, expertly, from a
single block of white marble shot through by fine veins of a robin's egg
blue.  It is covered with faint bas-relief carvings which record famous
moments in the history of the Church and by engraved scrolls which spell out
many of its precepts and other moralistic sayings.
END_NOUN_DESCR

TEXT 215
Examples of the altar's text are such sayings as "In Knowledge there is
Strength" and the Golden Rule, and there are poems such as

            All that is Gold does not glitter
            Not all who wander are Lost
            The Old that is Strong does not wither
            Deep Roots are not touched by the Frost.
END_TEXT


NOUN 216
dagger
sacrificial
You see a sacrificial dagger here, its blade encrusted with old blood.
SIZE 1		
WEIGHT 1	
LOCATION 14	; Nursery
END_NOUN

NOUN_DESCR 216
The dagger is short and sharp, with a curved tip that renders it impractical
for combat.  Its guard is decorated with small rubies set in gold, the rubies
placed so as to suggest beads of blood running down off the blade.
END_NOUN_DESCR

NOUN 217
Cage
Paper
There is a 1' cubic cage here, made of paper covered with minute writing.
SIZE 8		; Bulky
WEIGHT 5	; Heavy
LOCATION 36	; Treasure Room
CLOSABLE
CLOSED
LOCKABLE
LOCKED
READABLE
KEY 218		; The bone scissors
END_NOUN

NOUN_DESCR 217
The paper cube has a door on one side, with a tiny lock made of paper.
Despite the material of which it is made, it seems surprisingly solid, hefty,
and inflexible.  The paper is covered with writing, at all angles and in a
minute script, written in a dark reddish ink.
END_NOUN_DESCR

TEXT 217
The text is a combination of poesy and prose.  Just on its literary merits,
it's all quite extraordinarily good.  However, the sentiments expressed are
dark and depressing, ranging from intense, vicious cynicism to overwhelming
dispair.  Prolonged exposure to such art would drive both the weak and the
strong to madness.
END_TEXT

NOUN 218
scissors
bone
You see here a pair of functional scissors, made of bone.
SIZE 1		
WEIGHT 1	
LOCATION 0	; Holding Pen
END_NOUN

NOUN_DESCR 218
The scissors are skillfully and cunningly made, though of course a bit
gruesome when their origin is considered, for the two cross pieces were
originally the thighs of a human infant.
END_NOUN_DESCR

NOUN 219
nounthree
dummythree
There is a dummythree nounthree here.
SIZE 1
WEIGHT 1
LOCATION 0	; holding pen.
END_NOUN
NOUN_DESCR 219
There is a dummythree nounthree here.
END_NOUN_DESCR

NOUN 220
lantern
magic
A magic lantern is radiantly shining here.
SIZE 1		
WEIGHT 1	
LOCATION 0	; Holding Pen
ON
IS_LIGHT
NOUN_SYNONYMS lamp light
END_NOUN

NOUN_DESCR 220
The lamp resembles its more mundane cousins, though it seems unnaturally
light.  A closer inspection reveals that no flame burns within, though in its
place is a pulsating ball of light that flickers, waxes and wanes as if it
were somehow the disembodied reflection of a true flame.
END_NOUN_DESCR

NOUN 221
manacord
Heal
There is a Heal manacord here.
SIZE 1		
WEIGHT 1	
LOCATION 2	; Tark's Bedroom
READABLE
POINTS 10
WEARABLE
END_NOUN

NOUN_DESCR 221
The manacord is long and wide, more like a scarf than a cord.  It is weighted
with gold and silver beads at both ends, and the body of the manacord is made
up of a weblike filigree which serves as a description of the spell.
END_NOUN_DESCR

TEXT 221
HEAL:  Requires 6 spell points, must be conjured at a specific target (as in
CONJURE HEAL AT X), and only affects soul-bearing humanoids.  Its effect is
to heal a small number of normal wounds.  It has a reversed version, WOUND,
which also costs 6 points and must be cast at a specific target, but which
can affect a larger range of creatures.  WOUND causes as much damage as HEAL
cures.
END_TEXT

NOUN 222
manacord
Bless
There is a Bless manacord here.
SIZE 1		
WEIGHT 1	
LOCATION 2	; Tark's Bedroom
READABLE
POINTS 10
WEARABLE
NOUN_SYNONYMS 
END_NOUN

NOUN_DESCR 222
The manacord is long and wide, more like a scarf than a cord.  It is weighted
with gold and silver beads at both ends, and the body of the manacord is made
up of a weblike filigree which serves as a description of the spell.
END_NOUN_DESCR

TEXT 222
BLESS:  Requires 7 spell points, must be conjured at a specific target (as in
CONJURE BLESS AT X), and can affect both creatures and objects.  It can be
cast only in a consecrated place or in the presence of a powerful holy
object.  BLESS focuses the attention and influence of the sponsors on the
target of the spell, and so can make some mundane objects permanently holy.
On sentient creatures, the effect is to bath the creature's soul in a context
of truth and insight, which generally results in an increased level of
spiritual strength and purity.
END_TEXT

NOUN 223
manacord
Charm
There is a Charm manacord here.
SIZE 1		
WEIGHT 1	
LOCATION 227	; Steel cabinet
READABLE
POINTS 10
POSITION under the book
WEARABLE
NOUN_SYNONYMS 
END_NOUN

NOUN_DESCR 223
The manacord is long and wide, more like a scarf than a cord.  It is weighted
with gold and silver beads at both ends, and the body of the manacord is made
up of a weblike filigree which serves as a description of the spell.
END_NOUN_DESCR

TEXT 223
CHARM:  Requires 7 spell points, must be conjured at a specific target (as in
CONJURE CHARM AT X), and affects all sentient creatures (unlike in Prime,
where it affects only mammalian humanoids).  Its effect is to subjugate the 
will of the target creature, making it subservient, friendly, and responsive 
to the desires of the caster, regardless of creature's normal inclinations.
END_TEXT

NOUN 224
manacord
Summon
There is a Summon manacord here.
SIZE 1		
WEIGHT 1	
LOCATION 8	; Oliphant's nest
READABLE
POINTS 10
WEARABLE
POSITION under some slime
NOUN_SYNONYMS 
END_NOUN

NOUN_DESCR 224
The manacord is long and wide, more like a scarf than a cord.  It is weighted
with gold and silver beads at both ends, and the body of the manacord is made
up of a weblike filigree which serves as a description of the spell.
END_NOUN_DESCR

TEXT 224
SUMMON:  Requires 20 spell points, must be conjured at a specific target (as
in CONJURE SUMMON AT X), and can affect all sentient creatures.  The target
creature must be named in the conjuration (CONJURE SUMMON AT BEN).  A name
the target creature will recognize is sufficient for a friendly summoning.
If the target is resistant, the True Name of the creature will be required.
The summoning lasts only temporarily, for a period of time which varies with
the target's nature and degree of cooperation.
END_TEXT

NOUN 225
manacord
Light
There is a Light manacord here.
SIZE 1		
WEIGHT 1	
LOCATION 37	; Sloping Fissure
READABLE
POINTS 10
POSITION under the magin
WEARABLE
NOUN_SYNONYMS 
END_NOUN

NOUN_DESCR 225
The manacord is long and wide, more like a scarf than a cord.  It is weighted
with gold and silver beads at both ends, and the body of the manacord is made
up of a weblike filigree which serves as a description of the spell.
END_NOUN_DESCR

TEXT 225
LIGHT:  Requires 5 spell points.  Creates a magic lantern that can be carried
about and used as a source of light.  It lasts for 20 turns, and then
disappears.
END_TEXT

NOUN 226
key
gold
A tiny gold key is here.
SIZE 1		
WEIGHT 1	
LOCATION 12	; Derro lair
POSITION on the table
END_NOUN

NOUN_DESCR 226
The key and its detailing is tiny to the point of rendering its functionality
somewhat questionable.  It appears to be made of gold, but seems somewhat
harder than a pure gold construction would permit.
END_NOUN_DESCR

NOUN 227
cabinet
steel
A steel bookshelf with odd transparent panels stands against the wall.
UNMOVABLE
LOCATION 27	; Library
CLOSABLE
CLOSED
LOCKABLE
LOCKED
KEY 226		; Gold key
NOUN_SYNONYMS bookshelf
END_NOUN

NOUN_DESCR 227
This is really more of a cabinet than a bookshelf, as it's front is a door
that swings on hinges to the left.  Odd transparent panels, as hard as
diamond, are set into the door, and show that the cabinet's contents have
escaped the vandalism which afflicted the rest of the library.  The cabinet
is made primarily of steel, but it is chased all over in abstract patterns
traced out by thin gold leaf.  The border of the front panel and the door's
lock are also formed from gold.
END_NOUN_DESCR

NOUN 228
textbook
demonology
A thick textbook with the title "Fundamentals of Demonology" is here.
SIZE 5		
WEIGHT 5	
LOCATION 227	; steel cabinet
READABLE
CLOSABLE
CLOSED
END_NOUN

NOUN_DESCR 228
This book is bound in thick black leather, with the title stitched in with
white silk.  It is in good shape, though judging from the spine and the
condition of the edges of the pages, it has seen substantial use.  A brief
glance through the pages showed lots of tiny script and a copious use of
three color illustrations.
END_NOUN_DESCR

TEXT 228
You open the book at random and are immediately lost; the language seems to
be Common, but every third word is unfamiliar or is clearly being used in
some restricted technical sense.  An example is:

    It would not be impracticable to adopt this method to such operations as
    Talismanic Magick.  For example, one might consecrate and charge a
    Pantacle by the communication by AIWAZ to the Scribe of the Book of Law, 
    the Magician representing the Angel, the Pantacle being the Book, and the 
    person on whom the Pantacle is intended to act taking the part of the
    Scribe.

Starting over more methodically, you scan the index and an entry for "Demon
Protection Pentagrams" catches your eye.  There is a slew of alternative
techniques; of those intended for use by clerics, the easiest to understand
requires dried demon blood to lay the pentagram and a holy symbol to sustain
it.
END_TEXT

NOUN 229
book
black
An untitled thin book, covered with black kid leather, is lying here.
SIZE 5	
WEIGHT 5
LOCATION 227	; steel cabinet
READABLE
END_NOUN

NOUN_DESCR 229
The book is thin, maybe one hundred pages, but elegantly made; the paper is
the finest vellum, the pages written in an excellent hand with a deep black
ink that has yet to smear or fade, the spine is constructed of a cunning
circular column of metal wire, and the whole is bound in delicate kid
leather.  A close examination of the front reveals a title, stitched out in
black thread almost imperceptible against the leather cover.  The title is

                      On Charms and their Efficacious Use
END_NOUN_DESCR

TEXT 229
You leaf through the text, and as you might expect, it proves to be a
treatise on the casting of Charm spells and the best techniques for the
exercise of control over Charmed suspects.  Despite the reprehensible
philosophy and contents, you find yourself frequently pausing to read in
depth, as the text is compelling and fascinating in a macabre fashion.  When
you finally tear yourself away and close the book, you feel soiled and
diminished by simply having been exposed to a work of such brutal cynicism
and evil.
END_TEXT

NOUN 230
nounfour
dummyfour
There is a dummyfour nounfour here.
SIZE 1
WEIGHT 1
LOCATION 0	; holding pen.
END_NOUN
NOUN_DESCR 230
There is a dummyfour nounfour here.
END_NOUN_DESCR

NOUN 231
scroll
long
There is a single long scroll here, unbound and loosely coiled on itself.
SIZE 5
WEIGHT 5
LOCATION 227	; Steel cabinet
READABLE
NOUN_SYNONYMS notes
END_NOUN

NOUN_DESCR 231
The scroll's title is "The Paper Cage:  An Analysis", and it seems to be a
report on a magical artifact with that name, one drawn from both direct
analysis and an examination of the literature.  Unfortunately, the scroll has
been roughly handled, and much of it is obscured by what appear to be blood
stains.
END_NOUN_DESCR

TEXT 231
Much of the text, which is devoted to the analysis of a magic item called
"The Paper Cage", is obliterated by rough handling and blood stains.  Piecing
together what you can from the rest, you learn that the Cage is unescapable
and indestructable, despite the material used in its construction.  This
scroll claims that the only way to open or unlock the cage is to cut it with
scissors constructed from the thigh bones of an innocent child.
END_TEXT

NOUN 232
shoes
platform
There are are pair of platform shoes here, with oddly thick soles.
SIZE 5		
WEIGHT 5	
LOCATION 0	; Holding pen
CLOSABLE
CLOSED
WEARABLE
PLURAL
NOUN_SYNONYMS platforms
END_NOUN

NOUN_DESCR 232
The shoes look like standard leather boots from the top, but from the side
you can see that the soles are several inches thick.  Your first thought is
that the captive was uncommonly sensitive about his height, but then you
discover a catch on the inside of each shoe; perhaps the soles conceal a
secret compartment!
END_NOUN_DESCR

NOUN 233
jewelry
fancy
There is an assortment of fancy jewelry here.
SIZE 5
WEIGHT 5
LOCATION 232	; In the shoes
READABLE
WEARABLE
POSITION in the left shoe
NOUN_SYNONYMS gems bracelet jewels
END_NOUN

NOUN_DESCR 233
The pieces are all of men's jewelry; heavy wrist chains, tie tacks, cuff
links, the occasional unmatched erring.  All are well made, of expensive
materials, and many have expertly scribed inscriptions.
END_NOUN_DESCR

TEXT 233
The inscriptions generally express one or another mawkish romantic sentiment.
They seem to have been written for a variety of women with names such as
"Deseriata" and "Evelyn Manors", but they all seem to be written to a single
gentleman, whose name is "Neanderthal".
END_TEXT

NOUN 234
key
ornate
An incredibly ornate and complicated metal key is lying here.
SIZE 1
WEIGHT 1
LOCATION 8	; Oliphant's nest
END_NOUN

NOUN_DESCR 234
The bulk of key is made of metal, though the handle is a round, flat piece of
some ceramic material, decorated with a jagged black and white pattern.  The
stem of the key is extremely complicated, past all imaginable utility.
END_NOUN_DESCR

NOUN 235
baby
messy
There is an unhappy, messy baby here.
SIZE 10		; bulky
WEIGHT 1	; bulky
LOCATION 14
EDIBLE
POISONOUS	; punish cannabalism
POSITION in the crib
NOUN_SYNONYMS child
END_NOUN

NOUN_DESCR 235
The baby, though plump and apparently healthy, has not been very fastidiously
cared for, as its skin and rude clothes are crusted with countless layers of
food, excrement, and drool.  Unsurprisingly, the baby seems not at all happy,
and so cries and wails constantly.
END_NOUN_DESCR

NOUN 236
skeleton
baby
The skeleton of a human infant is lying here.
SIZE 3
WEIGHT 3
LOCATION 0	; Holding pen
NOUN_SYNONYMS bones
END_NOUN

NOUN_DESCR 236
This is the only recently denuded skeleton of a human infant, in a state of
remarkable preservation.  Each bone has been sheared clear of all flesh and
skin, except for internal gristle necessary for keeping the skeleton
connected and intact.
END_NOUN_DESCR

NOUN 237
Amulet
Astral
There is a clearly magical gem and chain amulet here.
SIZE 5
WEIGHT 5
LOCATION 36	; Treasure room
POSITION on the shelf
READABLE
PUSHABLE
PLAYABLE
NOUN_SYNONYMS icon
END_NOUN

NOUN_DESCR 237
The amulet consists of a star sapphire attached to a heavy silver braid,
which serves as a chain.  Closer examination reveals tiny white sparks which
flit and fade in the interior of the sapphire, and the silver chain is
covered with a minute script.  The whole assembly gives off an ozone smell
and causes a slight sense of disorientation; this is certainly an amulet rich
with magic.
END_NOUN_DESCR

TEXT 237
The script, originally in some unknown language, begins to swim and run
together as you examine it, and eventually reforms itself in Common.  The
writing identifies the magic item as an Amulet of Astral Travel; one invokes
it (by touching it) in the "pure" Astral Plane (whatever that means), and it,
in turn, facilitates travel to varied and sundry other locations in the
Astral Plane.
END_TEXT

PLAY_DESCR 237
The amulet's gem pulses in your hand as you play with it, but nothing else
happens.
END_PLAY_DESCR

PUSH_DESCR 237
The amulet's gem pulses in your hand as you $VERB$ it, but nothing else
happens.
END_PUSH_DESCR

NOUN 238
water
Holy
You have some Holy water here, crystal clear and radiant.
SIZE 1
WEIGHT 1
LOCATION 0	; Holding pen
DRINKABLE
PLAYABLE
END_NOUN

NOUN_DESCR 238
The Holy water is crystal clear and seems to faintly shine with an inner
light.  It has a faint ozone smell, and seems slightly thicker or heavier
than unblessed water.
END_NOUN_DESCR

PLAY_DESCR 238
You play with the holy water for a while, and waste some through splashing,
but the only notable effect is to get your hands and the cuffs of your robe
wet.
END_PLAY_DESCR

NOUN 239
gold
loose
You see a pile of loose gold here.
SIZE 5
WEIGHT 10
LOCATION 232	; In the shoes
POSITION in the right shoe
END_NOUN

NOUN_DESCR 239
The gold consists of nuggets, small pieces clearly pried out of jewels or
other settings, and a dizzying assortment of coins, no two, apparently, from
the same mint or press.  Scattered in with the gold are some random pieces of
metal which you took to be accidental debris until you sort them out separately
and realize them to be a set of greatly damaged thieve's tools.
END_NOUN_DESCR

NOUN 240
ichor
dried
There is a folded packet labeled "dried ichor" lying here.
SIZE 1
WEIGHT 1
LOCATION 18	; Supply room
EDIBLE
POISONOUS	
NOUN_SYNONYMS glop
END_NOUN

NOUN_DESCR 240
The packet is a square, about 6 inches on a side, with a top that folds over,
and seems to have been made from tree leaves, carefully stitched together.
You lift the lid of the packet and immediately wrinkle your nose in sudden
nausea; the packet contains a dried substance that resembles what you might
get by burning a mixture of blood, alcoholic vomit and mucus, and smells just
about as pleasant.
END_NOUN_DESCR

NOUN 241
brush
scrub
A beat-up scrub brush has been discarded here.
SIZE 3
WEIGHT 3
LOCATION 6	; Mop closet
POSITION next to the bucket
IS_LIGHT
NOUN_SYNONYMS mop
END_NOUN

NOUN_DESCR 241
This brush, cheaply constructed of wood and cast off broom bristles when new,
is in a state of sad disrepair.  It looks as if it has maybe one or two more
uses left in it before is disintegrates into splinters and straw.
END_NOUN_DESCR

NOUN 242
blood
dried
You see an amorphous clot of dried blood here.
SIZE 1
WEIGHT 1
LOCATION 0			; Holding pen
EDIBLE
NOUN_SYNONYMS clot
END_NOUN

NOUN_DESCR 242
The blood, though clotted, looks red and relatively fresh.
END_NOUN_DESCR

NOUN 243
pentagram
demon-protection
There is a large demon-protection pentagram here, radiating a clear light.
UNMOVABLE
LOCATION 0			; Holding pen
IS_LIGHT
POSITION on the floor
NOUN_SYNONYMS ward
END_NOUN

NOUN_DESCR 243
The pentagram is large (adjacent points are separated by 4 feet) and the
central pentagon has room for two or three human sized creatures.  Though the
pentagram was laid with dried ichor whose color and odor were both noxious in
the extreme, the completed pentagram burns with a warm, slightly bluish
light, and gives off a pleasant scent of freshly baked bread.
END_NOUN_DESCR

NOUN 244
corpse
magin
A dead magin is lying here, pallid and still.
SIZE 25
WEIGHT 25
LOCATION 37			; Sloping Fissure
EDIBLE
POISONOUS			; deadly
NOUN_SYNONYMS magin
END_NOUN

NOUN_DESCR 244
The magin is clothed in robes, and is bloated and gassy with decay.  Oddly,
there are no bruises, the corpse seems to be bloodless.  Though the magin's
posture suggests a pair of broken legs, there is no obvious cause of death,
though the overwhelming carrion stench makes a close inspection impossible.
END_NOUN_DESCR

NOUN 245
glyph
evil
There is a magical glyph here, radiating evil menace.
UNMOVABLE
LOCATION 34			; South Bank
READABLE
PUSHABLE
POSITION on the door
NOUN_SYNONYMS spell ward
END_NOUN

NOUN_DESCR 245
The glyph is scribed in lines of black and red that seem to absorb light and
energy from the very air.  They glow and pulse with a palpable malice, so
thick with evil that your stomach churns and heaves with nausea.
END_NOUN_DESCR

TEXT 245
The lines of the glyph themselves seem to be formed by the minute scribing of
text, but it's in a language you can neither read nor recognize.  The
characters are angular and disturbingly formed, and you find your eyes
watering as you examine them.
END_TEXT

PUSH_DESCR 245
You begin to $VERB$ the glyph, but immediately snatch your hand away, as you
felt it greedily suck at your mind, your substance, your very soul.
END_PUSH_DESCR


;
; Nouns 292 through 298 exist only to serve as dummy place holder nouns, so
; that AGT won't choke when Tark refers to herself and when she
; CONJURE X's, as in the latter case AGT thinks of X as a noun.
; 
NOUN 246
bank
north
This is a dummy north bank
UNMOVABLE
LOCATION 0
END_NOUN
NOUN_DESCR 246
dummy noun
END_NOUN_DESCR

NOUN 247
bank
south
This is a dummy south bank
UNMOVABLE
LOCATION 0
END_NOUN
NOUN_DESCR 247
dummy noun
END_NOUN_DESCR

NOUN 248
self
dummy
This is a dummy self
UNMOVABLE
LOCATION 0
NOUN_SYNONYMS me us Tark hands
END_NOUN
NOUN_DESCR 248
dummy noun
END_NOUN_DESCR

NOUN 249
heal
dummy
This is a a dummy noun, heal
UNMOVABLE
LOCATION 0
END_NOUN
NOUN_DESCR 249
dummy noun, heal
END_NOUN_DESCR

NOUN 250
wound
dummy
This is a a dummy noun, wound
UNMOVABLE
LOCATION 0
END_NOUN
NOUN_DESCR 250
dummy noun, wound
END_NOUN_DESCR

NOUN 251
bless
dummy
This is a a dummy noun, bless
UNMOVABLE
LOCATION 0
END_NOUN
NOUN_DESCR 251
dummy noun, bless
END_NOUN_DESCR

NOUN 252
light
dummy
This is a a dummy noun, light
UNMOVABLE
LOCATION 0
END_NOUN
NOUN_DESCR 252
dummy noun, light
END_NOUN_DESCR

NOUN 253
charm
dummy
This is a a dummy noun, charm
UNMOVABLE
LOCATION 0
END_NOUN
NOUN_DESCR 253
dummy noun, charm
END_NOUN_DESCR

NOUN 254
summon
dummy
This is a a dummy noun, summon
UNMOVABLE
LOCATION 0
END_NOUN
NOUN_DESCR 254
dummy noun, summon
END_NOUN_DESCR



NOUN 255
booklet
tiny
There is a small booklet of thin paper here.
SIZE 1
WEIGHT 1
LOCATION 2	; Original bedroom
READABLE
NOUN_SYNONYMS rules
END_NOUN

NOUN_DESCR 255
This is a sheaf of four or five rectangular pieces of paper,
anachronistically perforated at the edges and stapled together at the upper
left corner.  It is covered with a flawless script of superhuman regularity.
END_NOUN_DESCR

TEXT 255
              Meta-comments on the mechanics of game play:

COMMANDS AND VOCABULARY:

      The TARK Adventure Game understands a wide variety of commands.
      However, it has only a limited vocabulary, totaling 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:

         PLACE A RED ROCK IN THE SMALL BOWL
         PUT THE GREEN ROCK AND THE SMALL PEBBLE BEHIND THE OAK TREE
         READ MY POETRY BOOK
         SWIM IN THE SWIMMING POOL
         EXAMINE THE GOLD RING, THE DWARF AND THE SILVER NECKLACE
         EAT THE CELERY, THE TUNA, THE APPLE AND THE ONION
         THROW THE BATTLE AXE AND THE LARGE ROCK AT THE WEREWOLF
         SHOOT THE BURGLAR WITH THE REVOLVER
         ATTACK HIM  ("HIM" will refer to last noun mentioned)
         FIRE THE LASER PISTOL AT THE ALIEN MUTANT
         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)
         PUSH THE RED BUTTON AND THE GREEN BUTTON
         UNLOCK THE FILE CABINET WITH THE STEEL KEY
         JUMP THROUGH THE OPENING
         JUMP OVER THE LOG
         NORTH
         SOUTHWEST
         PLACE AN AXE AND THE SHIELD NEXT TO THE BIG TREE
         TURN ON THE FLASHLIGHT
         LIGHT THE TORCH WITH THE WOODEN MATCHES
         SCREAM AT THE UGLY TROLL
         CLIMB UP THE LADDER
         EXTINGUISH THE FIRE (or PUT OUT THE FIRE)
         DRINK THE WHITE WINE
         WEAR THE STUPID HAT (also: PUT ON THE STUPID HAT)
         TAKE OFF THE HAT (also: REMOVE THE HAT)
         NE (for NORTHEAST)
         DROP THE KEY AND THE BOTTLE
         ENTER THE CAVE
         XYZZY (i.e., a "magic" word)
         TURN THE DOORKNOB
         PLAY WITH THE DOG

      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          May (or may not) give you a hint.  Caution: Use of
                       hints rather impairs the aesthetic context of the
                       game, as there's no meta-sensible way for you to be
                       receiving them.  Also, not all of the advice is
                       guaranteed to be valuable.
         INVENTORY     Will display a list of the items you are carrying, and
                       those items you are wearing.
         STATUS        Reports on remaining spell points and hit points.
         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 GAME     Will save the current game status on disk.
         RESTORE GAME  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.

SPELLCASTING

      Spells in this game are enabled by the possession of the appropriate 
      "manacord", and are powered by spell points, of which you have a 
      limited supply.  The details of a spell may be learned by READing the
      manacord, and you may determine your current spell point level with
      the STATUS command.

      To cast a spell, use the command CONJURE X at Y, where X is the name of
      the spell and Y is the target, if the spell has one.  To cast a spell at
      yourself, you must say CONJURE X at SELF.

BUGS AND SIMILAR MATTERS

      1) You should generally LOOK again after opening something, as an item's
      contents are not automatically reported upon.

      2) Generally, but not always, alas, only the objects which are listed,
      indented, below a room's description are relevant to play, and the parser
      may not recognize references to others.

      3) Warning! Death occurs at zero hits, not minus three.

      4) Warning!  Sometimes other actors in the game misbehave on their first
      appearance, so you might have to repeat a command to have it properly
      acted upon.  Also, actors don't understand personal pronouns, so if you
      have them act on themselves, you must use a statement like HEYYOK,
      CONJURE HEAL AT HEYYOK rather than HEYYOK, CONJURE HEAL AT YOURSELF.

      5) Unlocking doors sometimes misbehaves, and it is claimed that no locked
      door exists or that it can't be unlocked.  In this case, just use USE 
      KEY or TURN KEY without specifying what the key is being used on, and 
      the correct thing should happen.

     6) Ignore the score ("Your score is X out of 50").  It's not relevant to
     this game (only indicates how many manacords you have), but it can't be
     turned off.

     7) Bug reports (including typos and such) are invited, as well as any
     aethetic comments you might have.  I may well do this again, and I'd
     like feedback on how the game could be improved, and what features you
     particularly enjoyed or disliked.
END_TEXT


NOUN 256
poem
short
There is a short poem repeatedly written here.
SIZE 1	
WEIGHT 1
UNMOVABLE
LOCATION 217	; In the paper cage
READABLE
END_NOUN

NOUN_DESCR 256
Just as with the outside, the inside of the cage is covered with careful, 
minute script written in a dark red ink.  In the interior however, the text
consists of an incredible number of incessant repetitions of a single four 
line stanza.
END_NOUN_DESCR

TEXT 256
               By the pricking of my thumbs,
               Something wicked this way comes.
               Bolts release and open locks,
               Making way for He who knocks.
END_TEXT
