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      *     This file was generated by AGT Decompiler v1.0
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STARTING_ROOM       2
TREASURE_ROOM       3000
RESURRECTION_ROOM   2
MAX_LIVES           10
MAXIMUM_SCORE           0

------------- Start of Room Definitions -------------
ROOM 2
 Tark's Bedroom
   SOUTH              5  <- Entry Chamber
   EXIT               5  <- Entry Chamber
END_ROOM 2

ROOM_DESCR 2	{Tark's Bedroom}
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 2

HELP 2	{Tark's Bedroom}
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 2

ROOM 3
 Astral Plane
   DOWN               5  <- Entry Chamber
   ENTER              5  <- Entry Chamber
   EXIT               5  <- Entry Chamber
   SPECIAL            4  <- Astral Plane
   KEY                237  <- AMULET
   LOCKED_DOOR        
   ROOM_SYNONYMS      PUSH    RUB  
END_ROOM 3

ROOM_DESCR 3	{Astral Plane}
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 3

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

ROOM 4
 Astral Plane
   NORTH              15  <- Mage's Lab
   SOUTH              5  <- Entry Chamber
   EAST               27  <- Library
   WEST               35  <- Demon Chamber
   NORTHEAST          20  <- Sink Hole
   NORTHWEST          23  <- Pillar of Fire
   SOUTHEAST          22  <- Water Spout
   SOUTHWEST          21  <- Hurricane
   DOWN               5  <- Entry Chamber
END_ROOM 4

ROOM_DESCR 4	{Astral Plane}
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 4

SPECIAL 4	{Astral Plane}
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 4

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

ROOM_DESCR 5	{Entry Chamber}
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 5

ROOM 6
 Mop Closet
   EAST               5  <- Entry Chamber
   EXIT               5  <- Entry Chamber
   LIGHT              1  <- {Any Light}
END_ROOM 6

ROOM_DESCR 6	{Mop Closet}
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 6

ROOM 7
 Bathroom
   WEST               5  <- Entry Chamber
   EXIT               5  <- Entry Chamber
   LIGHT              1  <- {Any Light}
END_ROOM 7

ROOM_DESCR 7	{Bathroom}
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 7

ROOM 8
 Oliephant's Nest
   NORTH              5  <- Entry Chamber
   SOUTH              8  <- Oliephant's Nest
   EAST               8  <- Oliephant's Nest
   WEST               37  <- Sloping Fissure
   NORTHEAST          8  <- Oliephant's Nest
   NORTHWEST          8  <- Oliephant's Nest
   SOUTHEAST          8  <- Oliephant's Nest
   SOUTHWEST          8  <- Oliephant's Nest
   EXIT               5  <- Entry Chamber
END_ROOM 8

ROOM_DESCR 8	{Oliephant's Nest}
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 8

HELP 8	{Oliephant's Nest}
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 8

ROOM 9
 Dank Hallway, North End
   NORTH              11  <- Dungeon Cell
   SOUTH              10  <- Dank Hallway, South
   UP                 5  <- Entry Chamber
END_ROOM 9

ROOM_DESCR 9	{Dank Hallway, North End}
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 9

ROOM 10
 Dank Hallway, South
   NORTH              9  <- Dank Hallway, North End
   EAST               15  <- Mage's Lab
   SPECIAL            12  <- Derro Lair
   KEY                234  <- KEY
   LOCKED_DOOR        
   ROOM_SYNONYMS      CHANGE_LOCATIONS    USE TURN EMPLOY  
END_ROOM 10

ROOM_DESCR 10	{Dank Hallway, South}
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 10

HELP 10	{Dank Hallway, South}
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 10

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

ROOM_DESCR 11	{Dungeon Cell}
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 11

HELP 11	{Dungeon Cell}
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 11

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 TOS 
END_ROOM 12

ROOM_DESCR 12	{Derro Lair}
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 12

SPECIAL 12	{Derro Lair}
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 12

HELP 12	{Derro Lair}
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 12

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

ROOM_DESCR 13	{Cannibal's Hut}
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 13

HELP 13	{Cannibal's Hut}
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 13

ROOM 14
 Nursery
   NORTH              12  <- Derro Lair
   EXIT               12  <- Derro Lair
   LIGHT              1  <- {Any Light}
END_ROOM 14

ROOM_DESCR 14	{Nursery}
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 14

HELP 14	{Nursery}
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 14

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  <- {Any Light}
END_ROOM 15

ROOM_DESCR 15	{Mage's Lab}
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 15

ROOM 17
 Work Room
   UP                 15  <- Mage's Lab
   LIGHT              1  <- {Any Light}
END_ROOM 17

ROOM_DESCR 17	{Work Room}
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 17

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

ROOM 18
 Supply Room
   NORTH              15  <- Mage's Lab
   LIGHT              1  <- {Any Light}
END_ROOM 18

ROOM_DESCR 18	{Supply Room}
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 18

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  <- {Any Light}
END_ROOM 19

ROOM_DESCR 19	{Chamber of the Elements}
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 19

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

ROOM_DESCR 20	{Sink Hole}
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 20

ROOM 21
 Hurricane
   DOWN               19  <- Chamber of the Elements
   EXIT               19  <- Chamber of the Elements
END_ROOM 21

ROOM_DESCR 21	{Hurricane}
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 21

ROOM 22
 Water Spout
   UP                 19  <- Chamber of the Elements
   DOWN               7  <- Bathroom
   EXIT               7  <- Bathroom
   LIGHT              1  <- {Any Light}
END_ROOM 22

ROOM_DESCR 22	{Water Spout}
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 22

ROOM 23
 Pillar of Fire
   PLAYER_DEAD        
END_ROOM 23

ROOM_DESCR 23	{Pillar of Fire}
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 23

ROOM 24
 Deserted Hallway, North
   SOUTH              25  <- Deserted Hallway, South
   EAST               26  <- Ruined Chapel
   DOWN               5  <- Entry Chamber
END_ROOM 24

ROOM_DESCR 24	{Deserted Hallway, North}
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 24

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

ROOM_DESCR 25	{Deserted Hallway, South}
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 25

ROOM 26
 Ruined Chapel
   SOUTH              27  <- Library
   WEST               24  <- Deserted Hallway, North
   EXIT               24  <- Deserted Hallway, North
   LIGHT              1  <- {Any Light}
END_ROOM 26

ROOM_DESCR 26	{Ruined Chapel}
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 26

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

ROOM 27
 Library
   NORTH              26  <- Ruined Chapel
   SOUTH              28  <- Grue Valley, North Bank
   WEST               25  <- Deserted Hallway, South
   DOWN               15  <- Mage's Lab
   EXIT               25  <- Deserted Hallway, South
   LIGHT              1  <- {Any Light}
END_ROOM 27

ROOM_DESCR 27	{Library}
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 27

HELP 27	{Library}
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 27

ROOM 28
 Grue Valley, North Bank
   NORTH              27  <- Library
   SOUTH              29  <- Grue Valley, North
   DOWN               29  <- Grue Valley, North
END_ROOM 28

ROOM_DESCR 28	{Grue Valley, North Bank}
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 28

ROOM 29
 Grue Valley, North
   NORTH              28  <- Grue Valley, North Bank
   SOUTH              30  <- Grue Valley, Mid-North
END_ROOM 29

ROOM_DESCR 29	{Grue Valley, North}
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 29

HELP 29	{Grue Valley, North}
                  Are you in trouble? ...                                      
END_HELP_DESCR 29

ROOM 30
 Grue Valley, Mid-North
   NORTH              29  <- Grue Valley, North
   SOUTH              31  <- Grue Valley, Middle
END_ROOM 30

ROOM_DESCR 30	{Grue Valley, Mid-North}
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 30

HELP 30	{Grue Valley, Mid-North}
                  Feeling cross? ...                                           
END_HELP_DESCR 30

ROOM 31
 Grue Valley, Middle
   NORTH              30  <- Grue Valley, Mid-North
   SOUTH              32  <- Grue Valley, Mid-South
END_ROOM 31

ROOM_DESCR 31	{Grue Valley, Middle}
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 31

HELP 31	{Grue Valley, Middle}
                   Don't walk the valley ...                                   
END_HELP_DESCR 31

ROOM 32
 Grue Valley, Mid-South
   NORTH              31  <- Grue Valley, Middle
   SOUTH              33  <- Grue Valley, South
END_ROOM 32

ROOM_DESCR 32	{Grue Valley, Mid-South}
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 32

HELP 32	{Grue Valley, Mid-South}
                   Fly across.                                                 
END_HELP_DESCR 32

ROOM 33
 Grue Valley, South
   NORTH              32  <- Grue Valley, Mid-South
   SOUTH              34  <- Grue Valley, South Bank
END_ROOM 33

ROOM_DESCR 33	{Grue Valley, South}
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 33

HELP 33	{Grue Valley, South}
This friendly message brought to you by TWA (Transworld Airlines).             
END_HELP_DESCR 33

ROOM 34
 Grue Valley, South Bank
   NORTH              33  <- Grue Valley, South
   EAST               3  <- Astral Plane
   WEST               3  <- Astral Plane
   DOWN               33  <- Grue Valley, South
   SPECIAL            35  <- Demon Chamber
   KEY                238  <- WATER
   ROOM_SYNONYMS      CHANGE_LOCATIONS    SPLASH THROW USE POUR 
END_ROOM 34

ROOM_DESCR 34	{Grue Valley, South Bank}
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 34

HELP 34	{Grue Valley, South Bank}
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 34

ROOM 35
 Demon Chamber
   NORTH              34  <- Grue Valley, South Bank
   EXIT               34  <- Grue Valley, South Bank
   SPECIAL            36  <- Ritual Room
   LIGHT              1  <- {Any Light}
   LOCKED_DOOR        
   ROOM_SYNONYMS      MAGIC_WORD    MIRHARAJ	; FOR DEBUGG 
END_ROOM 35

ROOM_DESCR 35	{Demon Chamber}
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 35

SPECIAL 35	{Demon Chamber}
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 35

ROOM 36
 Ritual Room
   WEST               35  <- Demon Chamber
   EXIT               35  <- Demon Chamber
   LIGHT              1  <- {Any Light}
END_ROOM 36

ROOM_DESCR 36	{Ritual Room}
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 36

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

ROOM 37
 Sloping Fissure
   EAST               8  <- Oliephant's Nest
   WEST               11  <- Dungeon Cell
   UP                 8  <- Oliephant's Nest
   DOWN               11  <- Dungeon Cell
END_ROOM 37

ROOM_DESCR 37	{Sloping Fissure}
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 37

------------- Start of Noun Definitions -------------
NOUN 200
  NOUNONE
  DUMMYONE
  There is a dummyone nounone here.

END_NOUN 200

NOUN_DESCR 200	{NOUNONE}
There is a dummyone nounone here.                                              
END_NOUN_DESCR 200

NOUN 201
  DOVE
  IMMACULATE
  There is a beautiful white dove here, singing softly.
  SIZE               5
  WEIGHT             5
  LOCATION           217 <-- Inside CAGE
  EDIBLE             
  ON                 
  PUSHABLE           
  IS_LIGHT           
  NOUN_SYNONYMS SOUL SONG 
END_NOUN 201

NOUN_DESCR 201	{DOVE}
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 201

PUSH_DESCR  201	{DOVE}
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 201

NOUN 202
  PALADIN
  SLEEPING
  JenLee is sleeping here, her hand resting loosely on the hilt of her sword.
  UNMOVABLE          
  LOCATION           2 <-- Tark's Bedroom
  PUSHABLE           

END_NOUN 202

NOUN_DESCR 202	{PALADIN}
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 202

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

NOUN 203
  PALADIN
  DEAD
  JenLee's bloody corpse is sprawled across the ground here.
  SIZE               25
  WEIGHT             25
  EDIBLE             
  POISONOUS          
  PUSHABLE           
  NOUN_SYNONYMS CORPSE 
END_NOUN 203

NOUN_DESCR 203	{PALADIN}
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 203

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

NOUN 204
  NOUNTWO
  DUMMYTWO
  There is a dummytwo nountwo here.

END_NOUN 204

NOUN_DESCR 204	{NOUNTWO}
There is a dummytwo nountwo here.                                              
END_NOUN_DESCR 204

NOUN 205
  GRUE
  DEAD
  A dead grue is collapsed here, in a bloody, stinking mass.
  SIZE               25
  WEIGHT             25
  EDIBLE             
  POISONOUS          
  PUSHABLE           
  NOUN_SYNONYMS CORPSE 
END_NOUN 205

NOUN_DESCR 205	{GRUE}
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 205

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

NOUN 206
  SWORD
  PALADIN'S
  A paladin's long sword is lying here.
  SIZE               10
  WEIGHT             10
  NOUN_SYNONYMS BLADE 
END_NOUN 206

NOUN_DESCR 206	{SWORD}
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 206

NOUN 207
  SWORD
  BLESSED
  A blessed paladin's sword is shining here.
  SIZE               10
  WEIGHT             10
  ON                 
  IS_LIGHT           
  NOUN_SYNONYMS BLADE 
END_NOUN 207

NOUN_DESCR 207	{SWORD}
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 207

NOUN 208
  CROSS
  SILVER
  A heavy silver cross, attached to a chain, is lying here.
  LOCATION           2 <-- Tark's Bedroom
  PUSHABLE           
  WEARABLE           
  NOUN_SYNONYMS SYMBOL 
END_NOUN 208

NOUN_DESCR 208	{CROSS}
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 208

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

NOUN 209
  CROSS
  BLESSED
  There is a blessed silver cross here, radiating an aura of good and peace.
  PUSHABLE           
  WEARABLE           
  NOUN_SYNONYMS SYMBOL 
END_NOUN 209

NOUN_DESCR 209	{CROSS}
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 209

PUSH_DESCR  209	{CROSS}
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 209

NOUN 210
  BUCKET
  WOODEN
  There is a leaky wooden bucket here.
  SIZE               5
  LOCATION           6 <-- Mop Closet
  CLOSEABLE          
  OPEN               
  PUSHABLE           
  NOUN_SYNONYMS PAIL 
END_NOUN 210

NOUN_DESCR 210	{BUCKET}
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 210

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

NOUN 211
  VIAL
  CRYSTAL
  This is a crystal potion bottle, with a stopper.
  SIZE               5
  WEIGHT             3
  LOCATION           26 <-- Ruined Chapel
  CLOSEABLE          
  OPEN               
  NOUN_SYNONYMS BOTTLE 
END_NOUN 211

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

NOUN 212
  POOL
  BLOOD
  There is a small pool of sticky red blood here.
  DRINKABLE          
  PLAYABLE           
  NOUN_SYNONYMS BLOOD 
END_NOUN 212

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

PLAY_DESCR 212	{POOL}
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 212

NOUN 213
  WATER
  SPRING
  There is some fresh, clear spring water here.
  WEIGHT             5
  LOCATION           7 <-- Bathroom
  DRINKABLE          
  PLAYABLE           

END_NOUN 213

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

PLAY_DESCR 213	{WATER}
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 213

NOUN 214
  ALTAR
  DEFACED
  You see a desecrated True Church altar, covered with blasphemous graffiti.
  UNMOVABLE          
  LOCATION           26 <-- Ruined Chapel
  READABLE           

END_NOUN 214

NOUN_DESCR 214	{ALTAR}
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 214

TEXT 214	{ALTAR}
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 214

NOUN 215
  ALTAR
  RESTORED
  There is an altar of the First Church here, gleaming with subdued sanctity.
  UNMOVABLE          
  READABLE           

END_NOUN 215

NOUN_DESCR 215	{ALTAR}
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 215

TEXT 215	{ALTAR}
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 215

NOUN 216
  DAGGER
  SACRIFICIAL
  You see a sacrificial dagger here, its blade encrusted with old blood.
  LOCATION           14 <-- Nursery

END_NOUN 216

NOUN_DESCR 216	{DAGGER}
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 216

NOUN 217
  CAGE
  PAPER
  There is a 1' cubic cage here, made of paper covered with minute writing.
  SIZE               8
  WEIGHT             5
  LOCATION           36 <-- Ritual Room
  READABLE           
  CLOSEABLE          
  LOCKABLE           
  LOCKED             
  KEY                218  <-- SCISSORS

END_NOUN 217

NOUN_DESCR 217	{CAGE}
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 217

TEXT 217	{CAGE}
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 217

NOUN 218
  SCISSORS
  BONE
  You see here a pair of functional scissors, made of bone.

END_NOUN 218

NOUN_DESCR 218	{SCISSORS}
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 218

NOUN 219
  NOUNTHREE
  DUMMYTHREE
  There is a dummythree nounthree here.

END_NOUN 219

NOUN_DESCR 219	{NOUNTHREE}
There is a dummythree nounthree here.                                          
END_NOUN_DESCR 219

NOUN 220
  LANTERN
  MAGIC
  A magic lantern is radiantly shining here.
  ON                 
  IS_LIGHT           
  NOUN_SYNONYMS LAMP LIGHT 
END_NOUN 220

NOUN_DESCR 220	{LANTERN}
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 220

NOUN 221
  MANACORD
  HEAL
  There is a Heal manacord here.
  LOCATION           2 <-- Tark's Bedroom
  READABLE           
  WEARABLE           

END_NOUN 221

NOUN_DESCR 221	{MANACORD}
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 221

TEXT 221	{MANACORD}
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 221

NOUN 222
  MANACORD
  BLESS
  There is a Bless manacord here.
  LOCATION           2 <-- Tark's Bedroom
  READABLE           
  WEARABLE           

END_NOUN 222

NOUN_DESCR 222	{MANACORD}
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 222

TEXT 222	{MANACORD}
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 222

NOUN 223
  MANACORD
  CHARM
  There is a Charm manacord here.
  LOCATION           227 <-- Inside CABINET
  READABLE           
  WEARABLE           

END_NOUN 223

NOUN_DESCR 223	{MANACORD}
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 223

TEXT 223	{MANACORD}
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 223

NOUN 224
  MANACORD
  SUMMON
  There is a Summon manacord here.
  LOCATION           8 <-- Oliephant's Nest
  READABLE           
  WEARABLE           

END_NOUN 224

NOUN_DESCR 224	{MANACORD}
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 224

TEXT 224	{MANACORD}
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 224

NOUN 225
  MANACORD
  LIGHT
  There is a Light manacord here.
  LOCATION           37 <-- Sloping Fissure
  READABLE           
  WEARABLE           

END_NOUN 225

NOUN_DESCR 225	{MANACORD}
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 225

TEXT 225	{MANACORD}
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 225

NOUN 226
  KEY
  GOLD
  A tiny gold key is here.
  LOCATION           12 <-- Derro Lair

END_NOUN 226

NOUN_DESCR 226	{KEY}
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 226

NOUN 227
  CABINET
  STEEL
  A steel bookshelf with odd transparent panels stands against the wall.
  UNMOVABLE          
  LOCATION           27 <-- Library
  CLOSEABLE          
  LOCKABLE           
  LOCKED             
  KEY                226  <-- KEY
  NOUN_SYNONYMS BOOKSHELF 
END_NOUN 227

NOUN_DESCR 227	{CABINET}
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 227

NOUN 228
  TEXTBOOK
  DEMONOLOGY
  A thick textbook with the title "Fundamentals of Demonology" is here.
  SIZE               5
  WEIGHT             5
  LOCATION           227 <-- Inside CABINET
  READABLE           
  CLOSEABLE          

END_NOUN 228

NOUN_DESCR 228	{TEXTBOOK}
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 228

TEXT 228	{TEXTBOOK}
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 228

NOUN 229
  BOOK
  BLACK
  An untitled thin book, covered with black kid leather, is lying here.
  SIZE               5
  WEIGHT             5
  LOCATION           227 <-- Inside CABINET
  READABLE           

END_NOUN 229

NOUN_DESCR 229	{BOOK}
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 229

TEXT 229	{BOOK}
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 229

NOUN 230
  NOUNFOUR
  DUMMYFOUR
  There is a dummyfour nounfour here.

END_NOUN 230

NOUN_DESCR 230	{NOUNFOUR}
There is a dummyfour nounfour here.                                            
END_NOUN_DESCR 230

NOUN 231
  SCROLL
  LONG
  There is a single long scroll here, unbound and loosely coiled on itself.
  SIZE               5
  WEIGHT             5
  LOCATION           227 <-- Inside CABINET
  READABLE           
  NOUN_SYNONYMS NOTES 
END_NOUN 231

NOUN_DESCR 231	{SCROLL}
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 231

TEXT 231	{SCROLL}
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 231

NOUN 232
  SHOES
  PLATFORM
  There are are pair of platform shoes here, with oddly thick soles.
  SIZE               5
  WEIGHT             5
  CLOSEABLE          
  WEARABLE           
  PLURAL             
  NOUN_SYNONYMS PLATFORMS 
END_NOUN 232

NOUN_DESCR 232	{SHOES}
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 232

NOUN 233
  JEWELRY
  FANCY
  There is an assortment of fancy jewelry here.
  SIZE               5
  WEIGHT             5
  LOCATION           232 <-- Inside SHOES
  READABLE           
  WEARABLE           
  NOUN_SYNONYMS GEMS BRACELET JEWELS 
END_NOUN 233

NOUN_DESCR 233	{JEWELRY}
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 233

TEXT 233	{JEWELRY}
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 233

NOUN 234
  KEY
  ORNATE
  An incredibly ornate and complicated metal key is lying here.
  LOCATION           8 <-- Oliephant's Nest

END_NOUN 234

NOUN_DESCR 234	{KEY}
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 234

NOUN 235
  BABY
  MESSY
  There is an unhappy, messy baby here.
  SIZE               10
  LOCATION           14 <-- Nursery
  EDIBLE             
  POISONOUS          
  NOUN_SYNONYMS CHILD 
END_NOUN 235

NOUN_DESCR 235	{BABY}
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 235

NOUN 236
  SKELETON
  BABY
  The skeleton of a human infant is lying here.
  SIZE               3
  WEIGHT             3
  NOUN_SYNONYMS BONES 
END_NOUN 236

NOUN_DESCR 236	{SKELETON}
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 236

NOUN 237
  AMULET
  ASTRAL
  There is a clearly magical gem and chain amulet here.
  SIZE               5
  WEIGHT             5
  LOCATION           36 <-- Ritual Room
  READABLE           
  PUSHABLE           
  PLAYABLE           
  NOUN_SYNONYMS ICON 
END_NOUN 237

NOUN_DESCR 237	{AMULET}
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 237

TEXT 237	{AMULET}
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 237

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

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

NOUN 238
  WATER
  HOLY
  You have some Holy water here, crystal clear and radiant.
  DRINKABLE          
  PLAYABLE           

END_NOUN 238

NOUN_DESCR 238	{WATER}
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 238

PLAY_DESCR 238	{WATER}
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 238

NOUN 239
  GOLD
  LOOSE
  You see a pile of loose gold here.
  SIZE               5
  WEIGHT             10
  LOCATION           232 <-- Inside SHOES

END_NOUN 239

NOUN_DESCR 239	{GOLD}
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 239

NOUN 240
  ICHOR
  DRIED
  There is a folded packet labeled "dried ichor" lying here.
  LOCATION           18 <-- Supply Room
  EDIBLE             
  POISONOUS          
  NOUN_SYNONYMS GLOP 
END_NOUN 240

NOUN_DESCR 240	{ICHOR}
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 240

NOUN 241
  BRUSH
  SCRUB
  A beat-up scrub brush has been discarded here.
  SIZE               3
  WEIGHT             3
  LOCATION           6 <-- Mop Closet
  IS_LIGHT           
  NOUN_SYNONYMS MOP 
END_NOUN 241

NOUN_DESCR 241	{BRUSH}
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 241

NOUN 242
  BLOOD
  DRIED
  You see an amorphous clot of dried blood here.
  EDIBLE             
  NOUN_SYNONYMS CLOT 
END_NOUN 242

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

NOUN 243
  PENTAGRAM
  DEMON-PROTECTION
  There is a large demon-protection pentagram here, radiating a clear light.
  UNMOVABLE          
  IS_LIGHT           
  NOUN_SYNONYMS WARD 
END_NOUN 243

NOUN_DESCR 243	{PENTAGRAM}
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 243

NOUN 244
  CORPSE
  MAGIN
  A dead magin is lying here, pallid and still.
  SIZE               25
  WEIGHT             25
  LOCATION           37 <-- Sloping Fissure
  EDIBLE             
  POISONOUS          
  NOUN_SYNONYMS MAGIN 
END_NOUN 244

NOUN_DESCR 244	{CORPSE}
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 244

NOUN 245
  GLYPH
  EVIL
  There is a magical glyph here, radiating evil menace.
  UNMOVABLE          
  LOCATION           34 <-- Grue Valley, South Bank
  READABLE           
  PUSHABLE           
  NOUN_SYNONYMS SPELL WARD 
END_NOUN 245

NOUN_DESCR 245	{GLYPH}
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 245

TEXT 245	{GLYPH}
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 245

PUSH_DESCR  245	{GLYPH}
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 245

NOUN 246
  BANK
  NORTH
  This is a dummy north bank
  UNMOVABLE          

END_NOUN 246

NOUN_DESCR 246	{BANK}
dummy noun                                                                     
END_NOUN_DESCR 246

NOUN 247
  BANK
  SOUTH
  This is a dummy south bank
  UNMOVABLE          

END_NOUN 247

NOUN_DESCR 247	{BANK}
dummy noun                                                                     
END_NOUN_DESCR 247

NOUN 248
  SELF
  DUMMY
  This is a dummy self
  UNMOVABLE          
  NOUN_SYNONYMS ME US TARK HANDS 
END_NOUN 248

NOUN_DESCR 248	{SELF}
dummy noun                                                                     
END_NOUN_DESCR 248

NOUN 249
  HEAL
  DUMMY
  This is a a dummy noun, heal
  UNMOVABLE          

END_NOUN 249

NOUN_DESCR 249	{HEAL}
dummy noun, heal                                                               
END_NOUN_DESCR 249

NOUN 250
  WOUND
  DUMMY
  This is a a dummy noun, wound
  UNMOVABLE          

END_NOUN 250

NOUN_DESCR 250	{WOUND}
dummy noun, wound                                                              
END_NOUN_DESCR 250

NOUN 251
  BLESS
  DUMMY
  This is a a dummy noun, bless
  UNMOVABLE          

END_NOUN 251

NOUN_DESCR 251	{BLESS}
dummy noun, bless                                                              
END_NOUN_DESCR 251

NOUN 252
  LIGHT
  DUMMY
  This is a a dummy noun, light
  UNMOVABLE          

END_NOUN 252

NOUN_DESCR 252	{LIGHT}
dummy noun, light                                                              
END_NOUN_DESCR 252

NOUN 253
  CHARM
  DUMMY
  This is a a dummy noun, charm
  UNMOVABLE          

END_NOUN 253

NOUN_DESCR 253	{CHARM}
dummy noun, charm                                                              
END_NOUN_DESCR 253

NOUN 254
  SUMMON
  DUMMY
  This is a a dummy noun, summon
  UNMOVABLE          

END_NOUN 254

NOUN_DESCR 254	{SUMMON}
dummy noun, summon                                                             
END_NOUN_DESCR 254

NOUN 255
  BOOKLET
  TINY
  There is a small booklet of thin paper here.
  LOCATION           2 <-- Tark's Bedroom
  READABLE           
  NOUN_SYNONYMS RULES 
END_NOUN 255

NOUN_DESCR 255	{BOOKLET}
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 255

TEXT 255	{BOOKLET}
              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 255

NOUN 256
  POEM
  SHORT
  There is a short poem repeatedly written here.
  UNMOVABLE          
  LOCATION           217 <-- Inside CAGE
  READABLE           

END_NOUN 256

NOUN_DESCR 256	{POEM}
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 256

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


------------- Start of Creature Definitions -------------
CREATURE 300
  JENLEE
  PALADIN
  Your paladin JenLee is standing here, looking alert and ready.
  GROUPMEMBER        
  MAN                
  CREATURE_SYNONYMS PALADIN 
END_CREATURE 300

CREATURE_DESCR 300	{JENLEE}
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 300

CREATURE 301
  JEFF
  GENII
  Jeff the Genii is floating here, watching you in a friendly fashion.
  GROUPMEMBER        
  MAN                
  CREATURE_SYNONYMS GENII 
END_CREATURE 301

CREATURE_DESCR 301	{JEFF}
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 301

CREATURE 302
  GRUE
  ETHERIC
  A fierce etheric grue is here, a hulking mass of claw and tooth.
  HOSTILE            
  THRESHOLD          1000
  TIME_THRESHOLD     1000
  CREATURE_SYNONYMS IT 
END_CREATURE 302

CREATURE_DESCR 302	{GRUE}
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 302

CREATURE 303
  GRUE
  CHARMED
  A friendly etheric grue is here, a passive mass of claw and tooth.
  CREATURE_SYNONYMS IT 
END_CREATURE 303

CREATURE_DESCR 303	{GRUE}
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 303

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 304

CREATURE_DESCR 304	{PRISONER}
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 304

CREATURE 305
  PRISONER
  FREED
  There is a recently freed prisoner here, stretching and cracking his joints.
  GROUPMEMBER        
  MAN                
  CREATURE_SYNONYMS CAPTIVE MAN VAMPIRE 
END_CREATURE 305

CREATURE_DESCR 305	{PRISONER}
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 305

CREATURE 306
  PRISONER
  CHARMED
  There is a charmed prisoner here, watching you with a vacant smile.
  GROUPMEMBER        
  MAN                
  CREATURE_SYNONYMS CAPTIVE MAN VAMPIRE 
END_CREATURE 306

CREATURE_DESCR 306	{PRISONER}
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 306

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 307

CREATURE_DESCR 307	{CANNIBAL}
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 307

CREATURE 308
  CANNIBAL
  CHARMED
  There is a charmed cannibal here, aimless twisting the bone in his nose.
  GROUPMEMBER        
  MAN                
  CREATURE_SYNONYMS STOREKEEPER 
END_CREATURE 308

CREATURE_DESCR 308	{CANNIBAL}
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 308

CREATURE 309
  ELEMENTAL
  EARTH
  There is an earth elemental here, wailing and thumping his chest.
  LOCATION           18 <-- Supply Room
  GROUPMEMBER        
  CREATURE_SYNONYMS LOAM IT 
END_CREATURE 309

CREATURE_DESCR 309	{ELEMENTAL}
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 309

CREATURE 310
  ELEMENTAL
  CHARMED
  A charmed earth elemental is crowding close to you, shedding dirt all over.
  GROUPMEMBER        
  CREATURE_SYNONYMS LOAM IT 
END_CREATURE 310

CREATURE_DESCR 310	{ELEMENTAL}
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 310

CREATURE 313
  GHOST
  HIDEOUS
  A hideous ghost is looming here, in a definitely hostile fashion.
  LOCATION           27 <-- Library
  HOSTILE            
  THRESHOLD          2
  TIME_THRESHOLD     4
  CREATURE_SYNONYMS IT UNDEAD 
END_CREATURE 313

CREATURE_DESCR 313	{GHOST}
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 313

CREATURE 314
  GHOST
  CHARMED
  There is a charmed ghost here, considerately floating behind you.
  GROUPMEMBER        
  CREATURE_SYNONYMS IT UNDEAD 
END_CREATURE 314

CREATURE_DESCR 314	{GHOST}
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 314

CREATURE 315
  DERRO
  WICKED-LOOKING
  There is a wicked looking derro here, conjuring some sort of spell.
  LOCATION           12 <-- Derro Lair
  WEAPON             212 <-- { POOL}
  HOSTILE            
  THRESHOLD          2
  TIME_THRESHOLD     4
  CREATURE_SYNONYMS DEVIL 
END_CREATURE 315

CREATURE_DESCR 315	{DERRO}
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 315

CREATURE 316
  DERRO
  CHARMED
  A charmed derro is here, looking oddly like a doberman/dwarf cross-breed.
  WEAPON             212 <-- { POOL}
  GROUPMEMBER        
  CREATURE_SYNONYMS DEVIL 
END_CREATURE 316

CREATURE_DESCR 316	{DERRO}
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 316

CREATURE 317
  DEMON
  IMPOSING
  The Demon of Dark Desire is here, watching you in a palpably sensual fashion.
  LOCATION           35 <-- Demon Chamber
  HOSTILE            
  THRESHOLD          100
  TIME_THRESHOLD     100
  GROUPMEMBER        
  MAN                
  CREATURE_SYNONYMS NEANDERTHAL 
END_CREATURE 317

CREATURE_DESCR 317	{DEMON}
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 317

CREATURE 319
  JENLEE
  EVIL
  JenLee is here, but her features are twisted in an evil grimace.
  HOSTILE            
  THRESHOLD          5
  TIME_THRESHOLD     5
  GROUPMEMBER        
  MAN                
  CREATURE_SYNONYMS PALADIN 
END_CREATURE 319

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

CREATURE 320
  JENLEE
  CHARMED
  JenLee is watching you carefully, with an unpleasantly submissive air.
  GROUPMEMBER        
  MAN                
  CREATURE_SYNONYMS PALADIN 
END_CREATURE 320

CREATURE_DESCR 320	{JENLEE}
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 320

----------------- Verbs Synonyms ----------------
VERB
ANY NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE TRUE 2 50 410 -1 410 -1 237 24none 
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

----------------- Questions and Answers ----------------
QUESTION 0 WHAT
ANSWER 0 IS

QUESTION 1 THE
ANSWER 1 DEMON'S

QUESTION 2 TRUE
ANSWER 2 NAME?

QUESTION 3 NEANDERTHAL
ANSWER 3 WHO

QUESTION 4 IS
ANSWER 4 HE?

QUESTION 5 BLOODER
ANSWER 5 WHAT

QUESTION 6 WAS
ANSWER 6 HE?

QUESTION 7 PHELISION
ANSWER 7 WHO

QUESTION 8 IS
ANSWER 8 HE?

QUESTION 9 NEANDERTHAL
ANSWER 9 NONE

-------------- End of Questions and Answers ------------

INTRO 
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 

