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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           3
MAXIMUM_SCORE           930

------------- Start of Room Definitions -------------
ROOM 2
 Ship's Cabin
   KEY                208  <- KEY
   LOCKED_DOOR        
END_ROOM 2

ROOM_DESCR 2	{Ship's Cabin}
You are in a ship's cabin.  All the fittings are made of polished oak and      
polished brass.  However, you have little desire to appreciate your            
surrounds, as the whole room is swinging violently from side to side.          
The lantern on the ceiling is in danger of being smashed as it plummets        
back and forth.  Everything loose is skittering from one end of the room       
to the other.                                                                  
END_ROOM_DESCR 2

HELP 2	{Ship's Cabin}
Don't ask me for help, I feel seasick!                                         
END_HELP_DESCR 2

ROOM 3
 Short corridor
   NORTH              4  <- Armory
   WEST               2  <- Ship's Cabin
   UP                 5  <- Ship's Deck
END_ROOM 3

ROOM_DESCR 3	{Short corridor}
You are in a short corridor ending in some stairs leading upward.              
To the west is a wildly swinging door leading to a cabin.                      
Another door is to the north.  From behind it comes a tremendous               
crashing noise, as of clanging pots and pans.                                  
                                                                               
It is hard to balance because of the violent movement of the ship.             
END_ROOM_DESCR 3

ROOM 4
 Armory
   SOUTH              3  <- Short corridor
END_ROOM 4

ROOM_DESCR 4	{Armory}
This appears to be the ship's armoury.  All kinds of weapons and               
armour have come off their shelves and are smashing about with the             
fierce movement of the ship.  There are a few items that you can reach         
safely.                                                                        
END_ROOM_DESCR 4

ROOM 5
 Ship's Deck
   NORTH              9  <- The Sea
   SOUTH              9  <- The Sea
   EAST               8  <- Foredeck
   WEST               9  <- The Sea
   NORTHEAST          9  <- The Sea
   NORTHWEST          9  <- The Sea
   SOUTHEAST          9  <- The Sea
   SOUTHWEST          9  <- The Sea
   DOWN               3  <- Short corridor
END_ROOM 5

ROOM_DESCR 5	{Ship's Deck}
You are on the heaving deck of the ship.  The ship is in the middle of         
one of the worst tempests you have ever imagined.  Walls of water plunge       
by the ship as the wind howls like a demon escaped from hell.  Every           
vestige of sail has been stripped from the rigging, and the main mast          
creaks and groans with every movement.  Sailors and passengers are             
desperately holding on to ropes and yelling.                                   
                                                                               
The deck pitches from side to side.                                            
                                                                               
There is a small hatchway leading down, and to the east is the foredeck, but   
in every other direction lies the sea.                                         
END_ROOM_DESCR 5

ROOM 6
 Drunken Stupor
   NORTH              7  <- Sinking Ship
   SOUTH              6  <- Drunken Stupor
   EAST               6  <- Drunken Stupor
   WEST               6  <- Drunken Stupor
   SOUTHEAST          7  <- Sinking Ship
END_ROOM 6

ROOM_DESCR 6	{Drunken Stupor}
The world appears to be spinning around, and you find you can hardly move a    
single step. You have a sneaking suspicion that you might have drunk too       
much of the wine.                                                              
END_ROOM_DESCR 6

HELP 6	{Drunken Stupor}
Sorry, they haven't invented Alka-Seltzer yet.                                 
END_HELP_DESCR 6

ROOM 7
 Sinking Ship
   GAME_END           
END_ROOM 7

ROOM_DESCR 7	{Sinking Ship}
There is a tremendous groan and crack as the mainmast of the ship is           
torn off by the tempest.  The ship gives a terrible lurch, and then            
there is an even louder crash as the ship's keel is broken.                    
                                                                               
You grab for something to hold on to, but the ship gives a heave and           
sinks beneath the waves.  There is no way you can swim clear, but              
instead you are dragged down beneath the storming ocean.  The only             
consolation is that you drown very quickly.                                    
                                                                               
END_ROOM_DESCR 7

ROOM 8
 Foredeck
   NORTH              9  <- The Sea
   SOUTH              9  <- The Sea
   EAST               9  <- The Sea
   WEST               5  <- Ship's Deck
   NORTHEAST          9  <- The Sea
   NORTHWEST          9  <- The Sea
   SOUTHEAST          9  <- The Sea
   SOUTHWEST          9  <- The Sea
END_ROOM 8

ROOM_DESCR 8	{Foredeck}
You are at the prow of the ship, which seems to be crashing its own            
watery valley through mountain-like waves.  Huge swells of water dash          
over you and you can barely stand.                                             
                                                                               
To the west is the rear deck, but in every other direction is the sea.         
END_ROOM_DESCR 8

ROOM 9
 The Sea
   NORTH              11  <- Even More Sea
   SOUTH              11  <- Even More Sea
   EAST               10  <- More Sea
   WEST               13  <- Yet More Sea
END_ROOM 9

ROOM_DESCR 9	{The Sea}
You are in the midst of a torment of sea, being smashed every moment with      
waves like the blows of a giant's fist.  You can barely snatch a lungful       
of air from moment to moment.                                                  
                                                                               
END_ROOM_DESCR 9

HELP 9	{The Sea}
I'd just keep swimming, if I were you...                                       
END_HELP_DESCR 9

ROOM 10
 More Sea
   NORTH              11  <- Even More Sea
   SOUTH              11  <- Even More Sea
   EAST               13  <- Yet More Sea
   WEST               9  <- The Sea
END_ROOM 10

ROOM_DESCR 10	{More Sea}
You are in the midst of a raging sea.  One direction looks pretty much like    
any other.                                                                     
                                                                               
END_ROOM_DESCR 10

HELP 10	{More Sea}
I'd just keep swimming, if I were you...                                       
END_HELP_DESCR 10

ROOM 11
 Even More Sea
   NORTH              10  <- More Sea
   SOUTH              9  <- The Sea
   EAST               13  <- Yet More Sea
   WEST               12  <- Still More Sea
END_ROOM 11

ROOM_DESCR 11	{Even More Sea}
You are in the midst of a nightmare of sea, tossed like a cork.                
                                                                               
END_ROOM_DESCR 11

HELP 11	{Even More Sea}
I'd just keep swimming, if I were you...                                       
END_HELP_DESCR 11

ROOM 12
 Still More Sea
   NORTH              10  <- More Sea
   SOUTH              11  <- Even More Sea
   EAST               13  <- Yet More Sea
   WEST               9  <- The Sea
   SOUTHEAST          14  <- Land
END_ROOM 12

ROOM_DESCR 12	{Still More Sea}
You are in the midst of an agony of sea, battered and gasping for air.         
                                                                               
To the south east you occasionally catch a glimpse of land.                    
                                                                               
END_ROOM_DESCR 12

HELP 12	{Still More Sea}
I'd just keep swimming, if I were you...                                       
END_HELP_DESCR 12

ROOM 13
 Yet More Sea
   NORTH              9  <- The Sea
   SOUTH              11  <- Even More Sea
   EAST               10  <- More Sea
   WEST               9  <- The Sea
END_ROOM 13

ROOM_DESCR 13	{Yet More Sea}
You are in the midst of a ferment of sea, half-blinded by salty water.         
                                                                               
END_ROOM_DESCR 13

HELP 13	{Yet More Sea}
I'd just keep swimming, if I were you...                                       
END_HELP_DESCR 13

ROOM 14
 Land
   NORTH              13  <- Yet More Sea
   SOUTH              16  <- Beach
   SOUTHEAST          16  <- Beach
   SOUTHWEST          16  <- Beach
END_ROOM 14

ROOM_DESCR 14	{Land}
At last you find yourself lying, exhausted, on rough rocks near a narrow       
strip of sandy beach which appears to be part of a tropical island.            
                                                                               
Out at sea, you can see the ship breaking up and sinking... You are            
distraught, realising that your father, uncle and all your friends must have   
drowned in the wreck of the ship.                                              
                                                                               
You fall into an exhausted slumber.  When you awake, the storm has passed.     
                                                                               
The beach is to your south.                                                    
                                                                               
END_ROOM_DESCR 14

ROOM 15
 Spit of Sand
   SOUTH              16  <- Beach
   SOUTHEAST          16  <- Beach
END_ROOM 15

ROOM_DESCR 15	{Spit of Sand}
This is a spit of sand which stretches out into the ocean a few hundred        
yards.  It is littered with flotsam and jetsam from the sea, which seems       
as though it is always caught here before reaching the beach to the south.     
END_ROOM_DESCR 15

ROOM 16
 Beach
   SOUTH              21  <- Dense Jungle
   EAST               18  <- East of Beach
   WEST               17  <- West of Beach
   NORTHWEST          15  <- Spit of Sand
END_ROOM 16

ROOM_DESCR 16	{Beach}
You are on a sandy beach, which stretches to the west and east.                
To the north-west is a spit of sand which reaches out into the sea.            
                                                                               
To the south is what appears to be dense jungle.                               
END_ROOM_DESCR 16

ROOM 17
 West of Beach
   EAST               16  <- Beach
   SOUTHEAST          20  <- West Stream
   SOUTHWEST          19  <- Dying Trees
END_ROOM 17

ROOM_DESCR 17	{West of Beach}
This is the west end of the beach.                                             
                                                                               
The jungle is to your south, but it seems very dense.  Only to the             
south west and south east does it appear that you could get through.           
END_ROOM_DESCR 17

ROOM 18
 East of Beach
   WEST               16  <- Beach
   SOUTHEAST          22  <- Snake Pit
END_ROOM 18

ROOM_DESCR 18	{East of Beach}
This is the east end of the beach.                                             
                                                                               
The jungle is to your south, and seems to be thinning out here.                
What appears to be a path, or a trail made by animals, is to your              
south east.                                                                    
END_ROOM_DESCR 18

ROOM 19
 Dying Trees
   NORTHEAST          17  <- West of Beach
END_ROOM 19

ROOM_DESCR 19	{Dying Trees}
Some raging fire seems to have swept through this part of the jungle,          
probably many months ago.  Most of the trees are burnt and dying.              
                                                                               
There is a path leading to the north-east.                                     
END_ROOM_DESCR 19

ROOM 20
 West Stream
   EAST               24  <- East Stream
   NORTHEAST          16  <- Beach
END_ROOM 20

ROOM_DESCR 20	{West Stream}
You are in the midst of a stream of fresh water, with steep banks.             
It looks like you could wade to the east, but to the west is a steep           
waterfall.  You might be able to climb the banks to the north-east.            
END_ROOM_DESCR 20

ROOM 21
 Dense Jungle
   EAST               22  <- Snake Pit
   NORTHEAST          16  <- Beach
END_ROOM 21

ROOM_DESCR 21	{Dense Jungle}
You are in the midst of dense jungle. The air is full of strange sounds and    
whisperings and the calling of birds.                                          
                                                                               
A trail leads to the north east.                                               
END_ROOM_DESCR 21

ROOM 22
 Snake Pit
   WEST               25  <- Open Clearing
   UP                 18  <- East of Beach
END_ROOM 22

ROOM_DESCR 22	{Snake Pit}
You have fallen into a pit!  What's more, it seems to be full of               
hundreds of huge snakes!  Fortunately, most of them appear to be               
asleep... but who knows for how much longer?                                   
                                                                               
You perhaps could climb up, or there seems to be a slope to the west.          
                                                                               
END_ROOM_DESCR 22

ROOM 23
 Tangle of Vines
   NORTHWEST          20  <- West Stream
   SOUTHWEST          26  <- Small Green Clearing
END_ROOM 23

ROOM_DESCR 23	{Tangle of Vines}
You are in the midst of a dense tangle of vines, looping backwards and         
forward across your vision in every direction.                                 
                                                                               
Although it is very difficult to move at all, it appears easier to the         
north west and south west.                                                     
END_ROOM_DESCR 23

ROOM 24
 East Stream
   SOUTH              23  <- Tangle of Vines
   NORTHEAST          22  <- Snake Pit
END_ROOM 24

ROOM_DESCR 24	{East Stream}
You are in a rapidly-running stream of water between steep banks.              
The stream continues to the west, but disappears into a narrow cleft           
to the east, and it doesn't look like you could squeeze through.               
                                                                               
The banks to the north-east and south appear climable.                         
                                                                               
END_ROOM_DESCR 24

ROOM 25
 Open Clearing
   EAST               22  <- Snake Pit
   NORTHWEST          21  <- Dense Jungle
   SOUTHEAST          24  <- East Stream
END_ROOM 25

ROOM_DESCR 25	{Open Clearing}
This is a clearing in the jungle.  There are trails to the east, south-east    
and to the north-west.                                                         
END_ROOM_DESCR 25

ROOM 26
 Small Green Clearing
   SOUTH              27  <- Deadly quicksand
   NORTHEAST          23  <- Tangle of Vines
END_ROOM 26

ROOM_DESCR 26	{Small Green Clearing}
You are standing at the northern edge of what appears to be a small green      
clearing.  To your north-east is a trail through dense vines.                  
END_ROOM_DESCR 26

HELP 26	{Small Green Clearing}
Well, if you try hard enough, you'll find a way to cross that quicksand.       
Looks interesting on the other side...                                         
END_HELP_DESCR 26

ROOM 27
 Deadly quicksand
   NORTH              26  <- Small Green Clearing
END_ROOM 27

ROOM_DESCR 27	{Deadly quicksand}
You are plunged up to your neck in quicksand!                                  
                                                                               
You flail about in panic. The only hope seems to be to reach the               
shore to the north.                                                            
END_ROOM_DESCR 27

ROOM 28
 South of Quicksand
   NORTH              26  <- Small Green Clearing
   EAST               29  <- Caliban's Lair
   UP                 35  <- Halfway up cliff
   ENTER              29  <- Caliban's Lair
   POINTS             50
END_ROOM 28

ROOM_DESCR 28	{South of Quicksand}
You are standing at the south edge of a patch of quicksand.  Across            
the quicksand is a contraption of wood, which acts as a bridge across          
the muck.                                                                      
                                                                               
Near you is a steep cliff. In the cliff face, to your east, is a dark          
opening.                                                                       
END_ROOM_DESCR 28

ROOM 29
 Caliban's Lair
   WEST               28  <- South of Quicksand
   NORTHEAST          30  <- Passage
   LIGHT              1  <- {Any Light}
END_ROOM 29

ROOM_DESCR 29	{Caliban's Lair}
This is a squalid cave, which looks as though it has been occupied by          
some beast.  Yet on the wall are crude marks of colour, which could be         
interpreted as being primitive drawings of people.  One in particular          
looks as if it is a rough drawing of a woman or a goddess.                     
                                                                               
To the west and north-east are small openings in the cave wall.                
END_ROOM_DESCR 29

ROOM 30
 Passage
   SOUTH              29  <- Caliban's Lair
   EAST               32  <- Passage
   WEST               29  <- Caliban's Lair
   DOWN               31  <- Vertical Shaft
   LIGHT              1  <- {Any Light}
END_ROOM 30

ROOM_DESCR 30	{Passage}
You are in a narrow passage or cleft in the rock, with several openings        
leading off.  There is a hole or shaft in the floor of the passage.            
END_ROOM_DESCR 30

ROOM 31
 Vertical Shaft
   UP                 30  <- Passage
   DOWN               33  <- The Tomb of Sycorax
   LIGHT              1  <- {Any Light}
END_ROOM 31

ROOM_DESCR 31	{Vertical Shaft}
You are in a vertical shaft in the rock.  There are rough hand-holds           
chopped out of the stone.  Air is moving upward through the shaft.             
END_ROOM_DESCR 31

ROOM 32
 Passage
   NORTH              29  <- Caliban's Lair
   SOUTH              29  <- Caliban's Lair
   EAST               32  <- Passage
   WEST               30  <- Passage
   NORTHWEST          36  <- Mountain Slope
   UP                 36  <- Mountain Slope
   DOWN               30  <- Passage
   LIGHT              1  <- {Any Light}
END_ROOM 32

ROOM_DESCR 32	{Passage}
You are in a passage in the rock which slopes steeply up to the north-west.    
Several openings lead off.                                                     
END_ROOM_DESCR 32

ROOM 33
 The Tomb of Sycorax
   UP                 31  <- Vertical Shaft
   SPECIAL            34  <- You're going to regret that...
   KEY                224  <- PLATFORM
   LIGHT              1  <- {Any Light}
END_ROOM 33

ROOM_DESCR 33	{The Tomb of Sycorax}
This is a freezing cold room cut into the rock.  The walls are covered with    
moss and fungus, and there is the smell of corruption in the air. A crude      
wooden ladder leads up to a hole in the ceiling.                               
END_ROOM_DESCR 33

HELP 33	{The Tomb of Sycorax}
This place gives me the creeps!  I'd get out of here, if I were you!           
END_HELP_DESCR 33

ROOM 34
 You're going to regret that...
   PLAYER_DEAD        
   GAME_END           
END_ROOM 34

ROOM_DESCR 34	{You're going to regret that...}
As you pull the rock out of place, the whole side of the stone platform        
collapses, and the corpse falls off and onto the floor.                        
                                                                               
To your horror, you see the corpse's hands begin to twitch, and a hoarse       
cry rattles from its throat.                                                   
                                                                               
Next moment, an ugly half-human brute drops into the room.  He appears         
filled with incoherent rage.                                                   
                                                                               
"Cursed be he that disturbs the rest of Sycorax my dam!" he bellows,           
and promptly begins to strangle you.  Despite every effort you make,           
you cannot overcome him.  Your last vision is of the brute's cruel face        
lit with bestial fury.                                                         
END_ROOM_DESCR 34

ROOM 35
 Halfway up cliff
   DOWN               28  <- South of Quicksand
END_ROOM 35

ROOM_DESCR 35	{Halfway up cliff}
You are half-way up a cliff-face.  However, it doesn't look like you           
can get any further up: the face is sheer, and there don't seem to be          
any handholds above here.  The only way out is to go down again.               
END_ROOM_DESCR 35

ROOM 36
 Mountain Slope
   SOUTH              50  <- Bottom of Cliff
   EAST               51  <- Upper Slope
   SOUTHWEST          32  <- Passage
   UP                 51  <- Upper Slope
END_ROOM 36

ROOM_DESCR 36	{Mountain Slope}
You are on a grassy slope which leads up to a mountain peak.  To the           
south-west is a dark opening in a rock.  To your south is the edge of a        
cliff.                                                                         
                                                                               
END_ROOM_DESCR 36

ROOM 37
 Prospero's Cell
   WEST               52  <- Ledge Outside Cell
   EXIT               52  <- Ledge Outside Cell
END_ROOM 37

ROOM_DESCR 37	{Prospero's Cell}
You are inside Prospero's Cell.  There is the very smell of magic in the       
air.  The walls are lined with exotic paintings, tapestries and bookshelves,   
on which are crammed hundreds of ancient books.                                
END_ROOM_DESCR 37

HELP 37	{Prospero's Cell}
Pssst... Prospero's cell has a secret room!  Examine everything closely!       
END_HELP_DESCR 37

ROOM 38
 A Secret Room
   SOUTH              37  <- Prospero's Cell
   LIGHT              233  <- 
   POINTS             20
END_ROOM 38

ROOM_DESCR 38	{A Secret Room}
By the soft light of the crystal globe, you can see that this appears to be    
Prospero's alchemical laboratory.  There is a strange tangy, burnt smell in    
the air, and a feeling of closeness.                                           
END_ROOM_DESCR 38

ROOM 39
 Chap. 1: To Raise Greate Tempe
   NORTH              44  <- Chap. 4: To Raise the Deade
   SOUTH              45  <- Chap. 7: To Binde Creatures Wi
   EAST               41  <- Chap. 3: To Make Golde from Ba
   WEST               40  <- Chap. 2: To See Strange Vision
END_ROOM 39

ROOM_DESCR 39	{Chap. 1: To Raise Greate Tempe}
You are being battered by terrific winds and lashed by drenching rain, but     
somehow you do not get wet.  You see that you are standing on a floor which    
seems to be patterned by huge cryptic words.                                   
                                                                               
It appears that you could go in most directions from here.                     
END_ROOM_DESCR 39

HELP 39	{Chap. 1: To Raise Greate Tempe}
You're inside Prospero's Book... perhaps you could find the Table of Contents? 
END_HELP_DESCR 39

ROOM 40
 Chap. 2: To See Strange Vision
   NORTH              43  <- Chap. 5: To Fly to Greate Heig
   SOUTH              45  <- Chap. 7: To Binde Creatures Wi
   EAST               39  <- Chap. 1: To Raise Greate Tempe
   WEST               41  <- Chap. 3: To Make Golde from Ba
END_ROOM 40

ROOM_DESCR 40	{Chap. 2: To See Strange Vision}
You appear to be in the middle of a dream, or an hallucination.  Grotesque     
monsters loom up in your sight, to vanish instantly away.  You see distant     
cities as though through a clouded window.  Pageants of troops march into      
sight, and then are gone without a sound.                                      
                                                                               
It appears that you could go in most directions from here.                     
END_ROOM_DESCR 40

HELP 40	{Chap. 2: To See Strange Vision}
You're inside Prospero's Book... perhaps you could find the Table of Contents? 
END_HELP_DESCR 40

ROOM 41
 Chap. 3: To Make Golde from Ba
   NORTH              42  <- Chap. 6: To Call Spirits From 
   SOUTH              46  <- Chap. 8: To Discovere Secrets
   EAST               40  <- Chap. 2: To See Strange Vision
   WEST               39  <- Chap. 1: To Raise Greate Tempe
END_ROOM 41

ROOM_DESCR 41	{Chap. 3: To Make Golde from Ba}
This place is stacked full of golden objects, and cauldrons brimming with      
molten gold.  Yet if you try to touch them, your hand passes right through.    
If only it were real, there is enough gold here to make you rich beyond        
any man's dreams.                                                              
                                                                               
It appears that you could go in most directions from here.                     
END_ROOM_DESCR 41

HELP 41	{Chap. 3: To Make Golde from Ba}
You're inside Prospero's Book... perhaps you could find the Table of Contents? 
END_HELP_DESCR 41

ROOM 42
 Chap. 6: To Call Spirits From 
   NORTH              46  <- Chap. 8: To Discovere Secrets
   SOUTH              41  <- Chap. 3: To Make Golde from Ba
   EAST               43  <- Chap. 5: To Fly to Greate Heig
   WEST               44  <- Chap. 4: To Raise the Deade
END_ROOM 42

ROOM_DESCR 42	{Chap. 6: To Call Spirits From }
This room is peopled by a shifting, changing crowd of creatures who come       
into sight for a second, and then vanish again, which is just as well,         
as they are uniformly horrible.  Many look like the souls of those             
drowned at sea, their eye-sockets hollow, and the flesh dropping from their    
bones.                                                                         
                                                                               
It appears that you could go in most directions from here.                     
END_ROOM_DESCR 42

HELP 42	{Chap. 6: To Call Spirits From }
You're inside Prospero's Book... perhaps you could find the Table of Contents? 
END_HELP_DESCR 42

ROOM 43
 Chap. 5: To Fly to Greate Heig
   NORTH              41  <- Chap. 3: To Make Golde from Ba
   SOUTH              40  <- Chap. 2: To See Strange Vision
   EAST               44  <- Chap. 4: To Raise the Deade
   WEST               42  <- Chap. 6: To Call Spirits From 
   UP                 48  <- Table of Contents
   DOWN               49  <- Index
END_ROOM 43

ROOM_DESCR 43	{Chap. 5: To Fly to Greate Heig}
You appear to be floating high above the ground.  Below you, you can see       
countryside spread out before you like a map.  Birds and creatures like        
angels whisk into your vision and then out again.                              
                                                                               
It appears that you could go in most directions from here.                     
END_ROOM_DESCR 43

HELP 43	{Chap. 5: To Fly to Greate Heig}
You're inside Prospero's Book... perhaps you could find the Table of Contents? 
END_HELP_DESCR 43

ROOM 44
 Chap. 4: To Raise the Deade
   NORTH              45  <- Chap. 7: To Binde Creatures Wi
   SOUTH              39  <- Chap. 1: To Raise Greate Tempe
   EAST               42  <- Chap. 6: To Call Spirits From 
   WEST               43  <- Chap. 5: To Fly to Greate Heig
END_ROOM 44

ROOM_DESCR 44	{Chap. 4: To Raise the Deade}
This is a dreadful, horrible place.  You appear to be in the midst of          
some misty graveyard.  There are rows upon rows of cracked tombstones.         
Worst of all, as you move about, there is a stirring and a movement            
underfoot, as though the dead were clamouring to be let out from their         
coffins...                                                                     
                                                                               
It appears that you could go in most directions from here.                     
END_ROOM_DESCR 44

HELP 44	{Chap. 4: To Raise the Deade}
You're inside Prospero's Book... perhaps you could find the Table of Contents? 
END_HELP_DESCR 44

ROOM 45
 Chap. 7: To Binde Creatures Wi
   NORTH              39  <- Chap. 1: To Raise Greate Tempe
   SOUTH              44  <- Chap. 4: To Raise the Deade
   EAST               46  <- Chap. 8: To Discovere Secrets
   WEST               47  <- Chap. 9: To Instill Love in a 
END_ROOM 45

ROOM_DESCR 45	{Chap. 7: To Binde Creatures Wi}
In this place there are a myriad of shimmering chains and ropes.  As you try   
to grasp them, they melt away.  From time to time you can hear terrible        
groans and screams, as of creatures or people bound fast and imprisoned,       
but you cannot see them.                                                       
                                                                               
It appears that you could go in most directions from here.                     
END_ROOM_DESCR 45

HELP 45	{Chap. 7: To Binde Creatures Wi}
You're inside Prospero's Book... perhaps you could find the Table of Contents? 
END_HELP_DESCR 45

ROOM 46
 Chap. 8: To Discovere Secrets
   NORTH              41  <- Chap. 3: To Make Golde from Ba
   SOUTH              42  <- Chap. 6: To Call Spirits From 
   EAST               44  <- Chap. 4: To Raise the Deade
   WEST               45  <- Chap. 7: To Binde Creatures Wi
END_ROOM 46

ROOM_DESCR 46	{Chap. 8: To Discovere Secrets}
Here there are vast quantities of treasure, and thousands of books, filled     
with mysteries.  But as you try to approach them, handle them or examine       
them, they shift and vanish from sight.                                        
                                                                               
It appears that you could go in most directions from here.                     
END_ROOM_DESCR 46

HELP 46	{Chap. 8: To Discovere Secrets}
You're inside Prospero's Book... perhaps you could find the Table of Contents? 
END_HELP_DESCR 46

ROOM 47
 Chap. 9: To Instill Love in a 
   SOUTH              43  <- Chap. 5: To Fly to Greate Heig
   EAST               45  <- Chap. 7: To Binde Creatures Wi
   POINTS             50
END_ROOM 47

ROOM_DESCR 47	{Chap. 9: To Instill Love in a }
Here you see a shifting crowd of the faces of women, many of staggering        
beauty.  You see Helen of Troy, Cleopatra, Nefertiti and many more, all        
merely for an instant.  Every face is full of ardent passion and longing.      
END_ROOM_DESCR 47

ROOM 48
 Table of Contents
   UP                 37  <- Prospero's Cell
   DOWN               43  <- Chap. 5: To Fly to Greate Heig
   POINTS             50
END_ROOM 48

ROOM_DESCR 48	{Table of Contents}
You are in a dark, calm place, illuminated mainly by giant glowing letters     
that pave the floor.                                                           
                                                                               
Up above your head, there is a small patch of light, with distorted colours    
running through it.                                                            
END_ROOM_DESCR 48

HELP 48	{Table of Contents}
I'd try to read those letters, if I were you...                                
END_HELP_DESCR 48

ROOM 49
 Index
   NORTH              45  <- Chap. 7: To Binde Creatures Wi
   SOUTH              40  <- Chap. 2: To See Strange Vision
   EAST               44  <- Chap. 4: To Raise the Deade
   WEST               42  <- Chap. 6: To Call Spirits From 
   UP                 46  <- Chap. 8: To Discovere Secrets
   DOWN               41  <- Chap. 3: To Make Golde from Ba
END_ROOM 49

ROOM_DESCR 49	{Index}
You are surrounded by a torrent of words, which fly through the air            
like a cloud of bats.  Most are cryptic and unreadable, but from time to       
time you glimpse phrases such as:                                              
                                                                               
"Demons, binding with crystal chaines...3445"                                  
   or                                                                          
"Sickness of flighte, how to avoid......4112"                                  
                                                                               
It seems as if you can go in most directions from here.                        
END_ROOM_DESCR 49

ROOM 50
 Bottom of Cliff
   PLAYER_DEAD        
END_ROOM 50

ROOM_DESCR 50	{Bottom of Cliff}
You step to the $verb$, and find yourself on a crumbling cliff edge.           
Before you have a chance to move, the edge collapses beneath your weight,      
and you tumble down amidst a landslide of rocks, most of which land on         
top of you when you smash into the sea far below.                              
                                                                               
END_ROOM_DESCR 50

ROOM 51
 Upper Slope
   NORTH              53  <- Goat Trail
   EAST               52  <- Ledge Outside Cell
   WEST               36  <- Mountain Slope
   UP                 53  <- Goat Trail
   DOWN               36  <- Mountain Slope
END_ROOM 51

ROOM_DESCR 51	{Upper Slope}
You are high on the mountain slope, where the air is thin, and your breath     
comes in gasps.  You can see far out to sea, which now seems calm and still.   
                                                                               
Up a narrow path to the east you can see what seems to be man-made steps cut   
into the rock.  To the north is a faint trail which might have been made by    
mountain goats.                                                                
END_ROOM_DESCR 51

ROOM 52
 Ledge Outside Cell
   DOWN               51  <- Upper Slope
END_ROOM 52

ROOM_DESCR 52	{Ledge Outside Cell}
You are standing on a narrow ledge cut into the rock face.  Down below,        
the beach is a thin gleam of yellow against the blue of the sea.  You are      
so high you feel dizzy and confused as you labour to breathe.                  
END_ROOM_DESCR 52

ROOM 53
 Goat Trail
   NORTH              54  <- Mountain Peak
   SOUTH              36  <- Mountain Slope
   WEST               50  <- Bottom of Cliff
   NORTHWEST          50  <- Bottom of Cliff
   SOUTHWEST          50  <- Bottom of Cliff
   UP                 54  <- Mountain Peak
   DOWN               36  <- Mountain Slope
END_ROOM 53

ROOM_DESCR 53	{Goat Trail}
You are on a narrow goat trail which winds up a cliff face in a roughly        
north-south direction.  The goats up here must be pretty fit.  You are         
gasping desperately for air.                                                   
                                                                               
END_ROOM_DESCR 53

HELP 53	{Goat Trail}
Be very careful!                                                               
END_HELP_DESCR 53

ROOM 54
 Mountain Peak
   NORTH              50  <- Bottom of Cliff
   SOUTH              53  <- Goat Trail
   EAST               55  <- Field of Flowers
   WEST               50  <- Bottom of Cliff
   NORTHEAST          50  <- Bottom of Cliff
   NORTHWEST          50  <- Bottom of Cliff
   SOUTHEAST          50  <- Bottom of Cliff
   SOUTHWEST          50  <- Bottom of Cliff
   DOWN               53  <- Goat Trail
END_ROOM 54

ROOM_DESCR 54	{Mountain Peak}
You are on the very peak of the mountain, wheezing and gasping for air.        
The view is spectacular, but it is hard to concentrate when you are having     
so much trouble breathing.  You should be careful how you move, there are      
sheer precipices all around.                                                   
END_ROOM_DESCR 54

HELP 54	{Mountain Peak}
Gently, gently...  watch every footstep.  Most directions (but not all!)       
lead to doom!                                                                  
END_HELP_DESCR 54

ROOM 55
 Field of Flowers
   SOUTH              51  <- Upper Slope
   WEST               54  <- Mountain Peak
   UP                 54  <- Mountain Peak
END_ROOM 55

ROOM_DESCR 55	{Field of Flowers}
You are on an alpine plateau, out of sight of the sea. The air is very thin    
and cold. Above you is the mountain peak. To the south a narrow scramble       
leads around the side of the mountain.                                         
                                                                               
The plateau is carpeted with a profusion of wild flowers whose colours range   
through every hue in the spectrum.                                             
END_ROOM_DESCR 55

------------- Start of Noun Definitions -------------
NOUN 200
  KEG
  WINE
  You see a small wooden keg.
  SIZE               2
  WEIGHT             15
  LOCATION           2 <-- Ship's Cabin
  CLOSEABLE          

END_NOUN 200

NOUN_DESCR 200	{KEG}
The keg appears to be full of some kind of liquid.  There is a large cork      
bung attached by a leather thong.                                              
END_NOUN_DESCR 200

NOUN 201
  KEG
  EMPTY
  A small wooden keg.
  SIZE               2
  WEIGHT             5
  CLOSEABLE          

END_NOUN 201

NOUN_DESCR 201	{KEG}
The keg appears to be empty.                                                   
END_NOUN_DESCR 201

NOUN 202
  WINE
  RED
  About a gallon of red wine sloshes about.
  WEIGHT             15
  UNMOVABLE          
  LOCATION           200 <-- Inside KEG
  DRINKABLE          

END_NOUN 202

NOUN 203
  LANTERN
  BRASS
  INVISIBLE
  UNMOVABLE          
  LOCATION           2 <-- Ship's Cabin

END_NOUN 203

NOUN_DESCR 203	{LANTERN}
The lantern is swinging too swiftly for you to grab it.                        
END_NOUN_DESCR 203

NOUN 204
  POUCH
  LEATHER
  There is a worn leather pouch with red drawstrings.
  SIZE               2
  LOCATION           1 <-- Carried
  LOCATION           1 <-- 
  CLOSEABLE          

END_NOUN 204

NOUN 205
  COINS
  GOLD
  You see a few gold coins.
  WEIGHT             5
  LOCATION           204 <-- Inside POUCH
  NOUN_SYNONYMS GOLD MONEY 
END_NOUN 205

NOUN_DESCR 205	{COINS}
The coins bear the head of the Duke of Milan.                                  
END_NOUN_DESCR 205

NOUN 206
  DOOR
  CABIN
  A heavy wooden door is to the east.
  UNMOVABLE          
  LOCATION           2 <-- Ship's Cabin
  CLOSEABLE          
  LOCKABLE           
  LOCKED             
  KEY                208  <-- KEY

END_NOUN 206

NOUN 207
  WINDOW
  CABIN
  There is a window paned with glass.
  SIZE               2
  UNMOVABLE          
  LOCATION           2 <-- Ship's Cabin
  CLOSEABLE          

END_NOUN 207

NOUN_DESCR 207	{WINDOW}
The window has a brass handle. Outside the window, the sea is lashed to an     
unbelievable frenzy, crashing against the ship in mountainous waves.           
END_NOUN_DESCR 207

NOUN 208
  KEY
  BRASS
  A brass key dangles on a piece of string.
  LOCATION           207 <-- Inside WINDOW
  NOUN_SYNONYMS STRING 
END_NOUN 208

NOUN 209
  MAIL
  CHAIN
  There's a heavy jacket made of chain mail.
  SIZE               3
  WEIGHT             20
  LOCATION           4 <-- Armory
  WEARABLE           

END_NOUN 209

NOUN_DESCR 209	{MAIL}
The jacket is made of overlapping links of a dull silvery metal.               
It appears to be quite heavy, and would deflect arrows and even swords.        
END_NOUN_DESCR 209

NOUN 210
  SWORD
  LONG
  You see a long two-handed sword.
  SIZE               2
  WEIGHT             20
  LOCATION           4 <-- Armory

END_NOUN 210

NOUN_DESCR 210	{SWORD}
This is a magnificent two-handed sword, with its pommel encrusted with         
gold and jewels.                                                               
END_NOUN_DESCR 210

NOUN 211
  DAGGER
  RUSTY
  You see a rusty old dagger.
  SIZE               2
  WEIGHT             3
  LOCATION           4 <-- Armory
  NOUN_SYNONYMS KNIFE BLADE 
END_NOUN 211

NOUN_DESCR 211	{DAGGER}
A rusty but servicable dagger, about six inches long.  It has a large          
wooden handle.                                                                 
END_NOUN_DESCR 211

NOUN 212
  PLANK
  THICK
  There is a thick, water-logged plank here.
  WEIGHT             80

END_NOUN 212

NOUN_DESCR 212	{PLANK}
The plank is about 10 feet long, and looks water-logged and rather heavy.      
END_NOUN_DESCR 212

NOUN 213
  SWORD
  BATTERED
  You see an old, battered sword, with nicks in the blade.
  WEIGHT             25

END_NOUN 213

NOUN_DESCR 213	{SWORD}
The sword is stained with salt, and is a little rusty.  But the blade seems    
sharp enough, and it appears perfectly servicable.                             
END_NOUN_DESCR 213

NOUN 214
  TWIGS
  UNBURNT
  There are a few dry and partly-burnt twigs here.
  WEIGHT             5
  LOCATION           19 <-- Dying Trees
  PLURAL             

END_NOUN 214

NOUN 215
  VINES
  GREEN
  There are vines everywhere!
  UNMOVABLE          
  LOCATION           23 <-- Tangle of Vines
  PLURAL             

END_NOUN 215

NOUN 216
  VINES
  LOOSE
  Several loose vines.
  PLURAL             

END_NOUN 216

NOUN 217
  FIRE
  SMOULDERING
  In the centre of the clearing are the remains of a recent campfire.
  SIZE               2
  UNMOVABLE          
  LOCATION           25 <-- Open Clearing
  CLOSEABLE          
  OPEN               

END_NOUN 217

NOUN_DESCR 217	{FIRE}
The fire is nearly out, but there are coals which are still glowing.           
In the fire appear to be the remains of a gruesome feast.                      
END_NOUN_DESCR 217

NOUN 218
  BONES
  BURNT
  Burnt bones, which appear suspiciously human.
  WEIGHT             20
  LOCATION           217 <-- Inside FIRE
  PLURAL             

END_NOUN 218

NOUN 219
  TWIGS
  BURNING
  A bundle of twigs.  The end of the bundle is burning brightly.
  WEIGHT             5
  ON                 
  IS_LIGHT           
  PLURAL             
  NOUN_SYNONYMS LIGHT TORCH 
END_NOUN 219

NOUN 220
  GRASS
  GREEN
  A wide patch of smooth green grass.
  SIZE               5
  UNMOVABLE          
  LOCATION           26 <-- Small Green Clearing
  CLOSEABLE          
  OPEN               

END_NOUN 220

NOUN 221
  QUICKSAND
  TREACHEROUS
  Beneath the grass is a bog of quicksand!
  SIZE               5
  UNMOVABLE          
  CLOSEABLE          
  OPEN               

END_NOUN 221

NOUN 222
  MUCK
  SLOPPY
  Masses of sloppy muck.
  WEIGHT             50

END_NOUN 222

NOUN 223
  CONTRAPTION
  MAKESHIFT
  A makeshift contraption tied together with vines.
  SIZE               4
  CLOSEABLE          
  OPEN               
  NOUN_SYNONYMS PLANK 
END_NOUN 223

NOUN 224
  PLATFORM
  STONE
  A clumsily constructed platform of stone stands in the middle of the room.
  UNMOVABLE          
  LOCATION           33 <-- The Tomb of Sycorax
  PULLABLE           
  NOUN_SYNONYMS BIER ROCK ROCKS 
END_NOUN 224

NOUN_DESCR 224	{PLATFORM}
It looks like rocks were heaved into place to form a sort of bier or           
resting place for a corpse.  One of the rocks appears to be loose.             
END_NOUN_DESCR 224

NOUN 225
  CORPSE
  MUMMIFIED
  You see the mummified corpse of a hideous old woman.
  UNMOVABLE          
  LOCATION           33 <-- The Tomb of Sycorax
  NOUN_SYNONYMS WOMAN MUMMY 
END_NOUN 225

NOUN_DESCR 225	{CORPSE}
You've never seen anything quite so horrible in your life.  This is the        
dried and mummified corpse of a woman.  A woman so hideous and ugly you        
can only pray that she looked somewhat better in life.  Somehow you doubt      
it...                                                                          
END_NOUN_DESCR 225

NOUN 226
  GLOVES
  BLACK
  You see a pair of black leather gloves.
  SIZE               3
  WEIGHT             3
  LOCATION           35 <-- Halfway up cliff
  WEARABLE           
  PLURAL             

END_NOUN 226

NOUN_DESCR 226	{GLOVES}
The gloves are covered in dirt, and appear to have been discarded or lost      
here some time ago.  They appear to be made from the skin of some strange      
creature, perhaps a snake, or some other reptilian beast...                    
END_NOUN_DESCR 226

NOUN 227
  PAINTINGS
  EXOTIC
  INVISIBLE
  UNMOVABLE          
  LOCATION           37 <-- Prospero's Cell
  PLURAL             
  NOUN_SYNONYMS PAINTING 
END_NOUN 227

NOUN_DESCR 227	{PAINTINGS}
You spend a long time examining the exotic paintings, but you don't learn      
very much apart from astonishment at the artist's imagination.                 
END_NOUN_DESCR 227

NOUN 228
  BOOKSHELVES
  CRAMMED
  INVISIBLE
  UNMOVABLE          
  LOCATION           37 <-- Prospero's Cell
  CLOSEABLE          
  OPEN               
  PLURAL             
  NOUN_SYNONYMS BOOKS 
END_NOUN 228

NOUN_DESCR 228	{BOOKSHELVES}
The shelves are tightly packed with books, so crammed that you can't remove    
any single book without bringing down an avalanche of musty volumes.           
END_NOUN_DESCR 228

NOUN 229
  TAPESTRY
  GORGEOUS
  INVISIBLE
  UNMOVABLE          
  LOCATION           37 <-- Prospero's Cell
  PULLABLE           
  NOUN_SYNONYMS TAPESTRIES 
END_NOUN 229

NOUN_DESCR 229	{TAPESTRY}
You examine several of the tapestries, particularly the largest.               
This beautifully woven tapestry shows a ship in the midst of a great storm.    
Fantastic creatures, angels and demons abound in the work.  The tapestry       
is suspended from its top edge, but flaps loose at the bottom.                 
END_NOUN_DESCR 229

NOUN 230
  DESK
  EBONY
  There is a large desk here, made from solid ebony, as black as pitch.
  UNMOVABLE          
  LOCATION           37 <-- Prospero's Cell

END_NOUN 230

NOUN_DESCR 230	{DESK}
The desk is clear of papers.  At the side of the desk there is a single drawer,
which does not appear to be locked.                                            
END_NOUN_DESCR 230

NOUN 231
  DRAWER
  DESK
  INVISIBLE
  UNMOVABLE          
  LOCATION           37 <-- Prospero's Cell
  CLOSEABLE          

END_NOUN 231

NOUN_DESCR 231	{DRAWER}
The drawer does not appear to be locked.                                       
END_NOUN_DESCR 231

NOUN 232
  KEY
  LEADEN
  You see a small key, made of a dull grey metal.
  LOCATION           231 <-- Inside DRAWER

END_NOUN 232

NOUN 233
  GLOBE
  CRYSTAL
  You see a gently glowing globe made of purest crystal.
  WEIGHT             10
  LOCATION           231 <-- Inside DRAWER
  IS_LIGHT           
  NOUN_SYNONYMS BALL SPHERE 
END_NOUN 233

NOUN 234
  LECTERN
  HIGH
  You see a tall lectern, suitable for holding large books.
  WEIGHT             100
  LOCATION           37 <-- Prospero's Cell

END_NOUN 234

NOUN 235
  BOOK
  HUGE
  There is a huge leather-bound book.
  SIZE               90
  WEIGHT             95
  LOCATION           37 <-- Prospero's Cell
  READABLE           
  CLOSEABLE          
  LOCKABLE           
  LOCKED             
  KEY                248  <-- KEY
  NOUN_SYNONYMS COVER VOLUME TOME WRITING 
END_NOUN 235

NOUN_DESCR 235	{BOOK}
The book is decorated with fantastic designs and astrological symbols.         
There is a heavy brass clasp holding the book closed.  It appears to be        
locked.  There is writing on the cover.                                        
END_NOUN_DESCR 235

TEXT 235	{BOOK}
The cover reads:                                                               
                                                                               
    "The Booke of Prospero"                                                    
                                                                               
and in smaller writing:                                                        
                                                                               
    "Let none but the owner reade this booke, lest damnation take himme".      
                                                                               
You note that Prospero doesn't seem to be very good at spelling.               
END_TEXT 235

NOUN 236
  BOOK
  MAGIC
  There is a huge leather-bound book here.
  SIZE               90
  WEIGHT             90
  CLOSEABLE          
  OPEN               
  NOUN_SYNONYMS PAGES WRITING PAGE 
END_NOUN 236

NOUN_DESCR 236	{BOOK}
The book is decorated with fantastic designs and astrological symbols.         
The pages inside are filled with intricate, peculiar writing and extravagant   
illustrations.                                                                 
END_NOUN_DESCR 236

NOUN 237
  TABLE
  STAINED
  A stained table stands in the centre of the room.
  UNMOVABLE          
  LOCATION           38 <-- A Secret Room

END_NOUN 237

NOUN_DESCR 237	{TABLE}
The table is stained with blotches of spilled liquids, and burnt in places.    
END_NOUN_DESCR 237

NOUN 238
  RETORT
  GLASS
  A large glass retort is joined to other flasks and tubes.
  UNMOVABLE          
  LOCATION           38 <-- A Secret Room
  CLOSEABLE          
  NOUN_SYNONYMS RETORTS APPARATUS TUBES 
END_NOUN 238

NOUN_DESCR 238	{RETORT}
There are about a dozen flasks and scores of tubes, all filled with liquids    
of various colours.  At the very centre is a large retort, with a glass        
lid. It is half-filled with a yellow liquid.                                   
END_NOUN_DESCR 238

NOUN 239
  BURNER
  OIL
  You see a device for burning oil in a narrow flame.
  LOCATION           38 <-- A Secret Room
  IS_LIGHT           
  NOUN_SYNONYMS DEVICE 
END_NOUN 239

NOUN 240
  CABINET
  WOODEN
  A wooden cabinet stands in the corner.
  UNMOVABLE          
  LOCATION           38 <-- A Secret Room
  NOUN_SYNONYMS CUPBOARD DRAWERS 
END_NOUN 240

NOUN_DESCR 240	{CABINET}
The cabinet has three drawers, one above the other.                            
END_NOUN_DESCR 240

NOUN 241
  DRAWER
  TOP
  INVISIBLE
  UNMOVABLE          
  LOCATION           38 <-- A Secret Room
  CLOSEABLE          

END_NOUN 241

NOUN_DESCR 241	{DRAWER}
It's just a drawer, really...                                                  
END_NOUN_DESCR 241

NOUN 242
  DRAWER
  MIDDLE
  INVISIBLE
  UNMOVABLE          
  LOCATION           38 <-- A Secret Room
  CLOSEABLE          

END_NOUN 242

NOUN_DESCR 242	{DRAWER}
It looks pretty much like any other drawer.                                    
END_NOUN_DESCR 242

NOUN 243
  DRAWER
  BOTTOM
  INVISIBLE
  UNMOVABLE          
  LOCATION           38 <-- A Secret Room
  CLOSEABLE          
  LOCKABLE           
  LOCKED             
  KEY                244  <-- KEY

END_NOUN 243

NOUN_DESCR 243	{DRAWER}
The bottom drawer has a golden keyhole.                                        
END_NOUN_DESCR 243

NOUN 244
  KEY
  GOLDEN
  You see a key that shines with a golden lustre.

END_NOUN 244

NOUN 245
  OBJECT
  FIZZY GREEN
  There is a sticky green fizzy object, casting off sparks.
  WEIGHT             20
  LOCATION           243 <-- Inside DRAWER
  NOUN_SYNONYMS SPELL MAGIC 
END_NOUN 245

NOUN_DESCR 245	{OBJECT}
It's hard to say what the object is, but it seems to be magical in some        
way, and to be full of energy.                                                 
END_NOUN_DESCR 245

NOUN 246
  VIAL
  BLUE-GREEN
  There is a small vial of blue-green glass here.
  LOCATION           241 <-- Inside DRAWER
  CLOSEABLE          

END_NOUN 246

NOUN_DESCR 246	{VIAL}
The vial is made of a blue-green glass.  It has a large round stopper.         
END_NOUN_DESCR 246

NOUN 247
  FLUID
  PURPLE
  You see an opaque purple fluid.
  LOCATION           246 <-- Inside VIAL
  DRINKABLE          
  POISONOUS          
  NOUN_SYNONYMS LIQUID 
END_NOUN 247

NOUN_DESCR 247	{FLUID}
The fluid smells wonderful!  It makes your head spin to sniff it.              
END_NOUN_DESCR 247

NOUN 248
  KEY
  TINY
  You see a tiny silver key.
  NOUN_SYNONYMS SILVER 
END_NOUN 248

NOUN 249
  NOTEBOOK
  SMALL
  You see a small black notebook or diary.
  LOCATION           242 <-- Inside DRAWER
  READABLE           
  NOUN_SYNONYMS DIARY 
END_NOUN 249

NOUN_DESCR 249	{NOTEBOOK}
The notebook is filled with crabbed writing in a black ink.                    
END_NOUN_DESCR 249

TEXT 249	{NOTEBOOK}
The writing is hard to read, but it is in a language you can understand.       
You spend some considerable time reading through it.                           
                                                                               
This, Prospero's diary, tells how he was the rightful Duke of Milan, but       
being fonder of his books and secret studies than of government, let his       
brother Antonio attend to all matters of state.  Alas!  Antonio,               
growing corrupt, overthrew Prospero and secretly set him and his baby          
daughter, Miranda, adrift in a leaking boat.                                   
                                                                               
By some miracle, Prospero and his child came ashore on this island,            
then under the control of an evil witch Sycorax, and her half-human whelp,     
Caliban.  The diary goes on to tell how Prospero, with his magic arts,         
destroyed the witch and made Caliban his servant.  He also freed the spirit    
Ariel, whom the witch had imprisoned in a cloven pine, and in great            
gratitude Ariel agreed to serve Prospero.                                      
                                                                               
The diary finishes with mention that Prospero's evil brother Antonio is at sea 
with the King of Naples, and their ship is due to pass near to this isle.      
END_TEXT 249

NOUN 250
  WORDS
  CRYPTIC
  INVISIBLE
  UNMOVABLE          
  LOCATION           39 <-- Chap. 1: To Raise Greate Tempe
  READABLE           
  PLURAL             

END_NOUN 250

NOUN_DESCR 250	{WORDS}
The words are written in some cryptic code or foreign language.                
END_NOUN_DESCR 250

TEXT 250	{WORDS}
The words are written in some cryptic code or foreign language.                
END_TEXT 250

NOUN 251
  OBJECT
  PULSATING RED
  There is a pulsating red object here.
  WEIGHT             10
  LOCATION           47 <-- Chap. 9: To Instill Love in a 
  READABLE           
  NOUN_SYNONYMS SPELL MAGIC 
END_NOUN 251

NOUN_DESCR 251	{OBJECT}
The object is glowing with a deep red colour, pulsing in and out every         
few seconds, and emitting glowing red sparks with every pulse.  It is          
obviously highly magical. As you examine it closely, you notice words          
written in violet which appear only from a certain angle.                      
END_NOUN_DESCR 251

TEXT 251	{OBJECT}
The words read:                                                                
                                                                               
    "To charme the hearte of a faire maiden, caste thisse spelle               
     at a gifft shee fondly desirres."                                         
                                                                               
END_TEXT 251

NOUN 252
  LETTERS
  GLOWING
  INVISIBLE
  UNMOVABLE          
  LOCATION           48 <-- Table of Contents
  READABLE           
  PLURAL             
  NOUN_SYNONYMS WORDS 
END_NOUN 252

NOUN_DESCR 252	{LETTERS}
The letters seem to make up readable words.                                    
END_NOUN_DESCR 252

TEXT 252	{LETTERS}
The words are so huge, it takes you some time to work out what they say,       
but at last you make out the following:                                        
                                                                               
              TABLE OF CONTENTS                                                
                                                                               
        CHAP. 1: TO RAISE GREATE TEMPESTS.....................DSE              
        CHAP. 2: TO SEE STRANGE VISIONS.......................DWSE             
        CHAP. 3: TO MAKE GOLDE FROM BASE METTALS..............DSW              
        CHAP. 4: TO RAISE THE DEADE...........................DWW              
        CHAP. 5: TO FLY TO GREATE HEIGHTES....................D                
        CHAP. 6: TO CALL SPIRITS FROM THE DEEP................DEE              
        CHAP. 7: TO BINDE CREATURES WITH MAGICAL CHAINES......DEN              
        CHAP. 8: TO DISCOVERE SECRETS.........................DWN              
        CHAP. 9: TO INSTILL LOVE IN A MAIDEN..................DENW             
                                                                               
END_TEXT 252

NOUN 253
  WORDS
  FLYING
  INVISIBLE
  UNMOVABLE          
  LOCATION           49 <-- Index
  READABLE           
  PLURAL             

END_NOUN 253

NOUN_DESCR 253	{WORDS}
The words fly by so fast, you cannot read them.                                
END_NOUN_DESCR 253

TEXT 253	{WORDS}
The words fly by so fast, you cannot read them.                                
END_TEXT 253

NOUN 254
  DOOR
  HEAVY WOODEN
  There is a heavy wooden door here, set in the sheer rock.
  UNMOVABLE          
  LOCATION           52 <-- Ledge Outside Cell
  CLOSEABLE          
  LOCKED             

END_NOUN 254

NOUN_DESCR 254	{DOOR}
The door is made of solid planks of heavy wood. There appears to be no         
keyhole or visible lock.                                                       
                                                                               
The door is decorated with the most fantastic carvings of daemons, faeries     
and monsters.  Right in the centre of the door is a huge dragon's head, with   
eyes made from bright red stones. So fierce is it, you are almost afraid to    
touch it, lest it bite off your hand.                                          
                                                                               
END_NOUN_DESCR 254

NOUN 255
  HEAD
  DRAGON'S
  INVISIBLE  ; we don't see it unless we examine door
  UNMOVABLE          
  LOCATION           52 <-- Ledge Outside Cell
  TURNABLE           
  NOUN_SYNONYMS DRAGON CARVING 
END_NOUN 255

NOUN_DESCR 255	{HEAD}
The dragon's eyes move restlessly to and fro!                                  
END_NOUN_DESCR 255

NOUN 256
  FLOWERS
  WILD
  You see a bunch of striking dark-red blooms.
  LOCATION           55 <-- Field of Flowers
  EDIBLE             
  POISONOUS          
  PLURAL             
  NOUN_SYNONYMS BLOOMS 
END_NOUN 256

NOUN_DESCR 256	{FLOWERS}
These flowers are of a gorgeous deep red, and the perfume is enough to         
dizzy the senses.  Enough, certainly, to appeal to any girl whose heart        
you were trying to win...                                                      
END_NOUN_DESCR 256

NOUN 257
  FLOWERS
  WILTED
  There's a bunch of dead, wilted flowers.
  EDIBLE             
  POISONOUS          
  PLURAL             
  NOUN_SYNONYMS BLOOMS 
END_NOUN 257

NOUN_DESCR 257	{FLOWERS}
These were once beautiful red flowers, but now they are wilted and withered,   
and starting to smell and turn slimy.                                          
END_NOUN_DESCR 257

NOUN 258
  FLOWERS
  ENCHANTED
  You see a bunch of red flowers, glowing with an enchanted light.
  EDIBLE             
  POISONOUS          
  ON                 
  IS_LIGHT           
  PLURAL             
  NOUN_SYNONYMS BLOOMS 
END_NOUN 258

NOUN_DESCR 258	{FLOWERS}
The flowers glow and sparkle with a magical light.                             
END_NOUN_DESCR 258


------------- Start of Creature Definitions -------------
CREATURE 300
  CAPTAIN
  SHIP'S
  The captain is dressed in oilskins, but is drenched to the skin.
  LOCATION           8 <-- Foredeck
  MAN                

END_CREATURE 300

CREATURE_DESCR 300	{CAPTAIN}
The captain is lashed to the wheel of the ship.  His face betrays anger        
and fear.                                                                      
                                                                               
"She won't last!" he bellows.  "Abandon ship!".                                
END_CREATURE_DESCR 300

CREATURE 301
  SHARK
  MAN-EATING
  A vicious, man-eating shark is here, snapping at your heels.
  WEAPON             211 <-- { DAGGER}
  HOSTILE            
  TIME_THRESHOLD     4

END_CREATURE 301

CREATURE_DESCR 301	{SHARK}
The shark is huge and mean.  Its teeth are like rows of razor blades.          
It makes constant lunges towards you.                                          
END_CREATURE_DESCR 301

CREATURE 302
  FIGURE
  FLYING
  There is the sound of strange music, and you half-glimpse a flying figure.
  GROUPMEMBER        
  CREATURE_SYNONYMS SPIRIT ARIEL 
END_CREATURE 302

CREATURE_DESCR 302	{FIGURE}
The figure is very hard to see.  It is like the shimmering on a butterfly's    
wing.  The music, though, is deeply alluring, making you want to follow        
wherever it might lead.                                                        
END_CREATURE_DESCR 302

CREATURE 303
  GIRL
  BEAUTIFUL
  A beautiful girl is hiding here.  As she sees you, she dodges out of sight.
  MAN                
  CREATURE_SYNONYMS MIRANDA 
END_CREATURE 303

CREATURE_DESCR 303	{GIRL}
You can't see the girl any more.  But the glimpse you had fills you            
with yearning.  You have fallen hopelessly in love at first sight!             
END_CREATURE_DESCR 303

CREATURE 304
  BRUTE
  UGLY
  You see an ugly brute, half man, half animal.
  LOCATION           29 <-- Caliban's Lair
  MAN                
  CREATURE_SYNONYMS CALIBAN 
END_CREATURE 304

CREATURE_DESCR 304	{BRUTE}
The ugly creature glowers at you from underneath thick eyebrow ridges.         
His hair is matted and filthy, and his skin is grey from dirt.                 
Yet he is, apparently, some kind of man, perhaps a native of this isle.        
                                                                               
As if to prove he is no animal, he growls out:                                 
                                                                               
  "My name is Caliban, and my dam was Sycorax the witch!"                      
                                                                               
END_CREATURE_DESCR 304

CREATURE 305
  SERPENT
  HUGE
  One huge serpent is awake, and glaring at you!
  LOCATION           22 <-- Snake Pit
  WEAPON             213 <-- { SWORD}
  HOSTILE            
  TIME_THRESHOLD     5
  CREATURE_SYNONYMS SNAKE PYTHON 
END_CREATURE 305

CREATURE_DESCR 305	{SERPENT}
Well, it's pretty big, has yellow and black stripes, and I don't               
think it's harmless!                                                           
END_CREATURE_DESCR 305

CREATURE 306
  APPARITION
  GHASTLY
  There is a ghastly apparition here, a corpse which walks.
  LOCATION           44 <-- Chap. 4: To Raise the Deade
  WEAPON             245 <-- { OBJECT}
  HOSTILE            
  TIME_THRESHOLD     4
  CREATURE_SYNONYMS CORPSE DEAD ZOMBIE 
END_CREATURE 306

CREATURE_DESCR 306	{APPARITION}
The apparition is too terrible to look at.                                     
END_CREATURE_DESCR 306

----------------- Verbs Synonyms ----------------
VERB
UP CLIMB ASCEND SCALE   
THROW CAST PITCH TOSS   
OPEN UNDO UNFASTEN UNTIE   
PULL LIFT RAISE   
DUMMY_VERB1 EMPTY DRAIN   
DUMMY_VERB2 CUT SLASH SEVER   
DUMMY_VERB3 SPEAK CALL   
DUMMY_VERB4 TIE FASTEN LASH   
DUMMY_VERB5 RAVISH SCREW RAPE BONK ROGER XXXX   
DUMMY_VERB6 GIVE HAND OFFER PRESENT   
END_VERB


INTRO 
 ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ 
 ³ You are Ferdinand, son of Alfonso, the King of Naples.                    ³ 
 ³                                                                           ³ 
 ³ You are on a sea voyage with the King, his brother, and several other     ³ 
 ³ counsellors, including in particular Antonio, the current Duke of Milan.  ³ 
 ³                                                                           ³ 
 ³ Funny thing about Antonio.  His brother, Prospero, formerly the Duke,     ³ 
 ³ disappeared mysteriously about twelve years ago and has never been seen   ³ 
 ³ of since.  His young daughter, Miranda, vanished with him.                ³ 
 ³                                                                           ³ 
 ³ Anyway, you've been having a great time on the voyage.  Terrific party    ³ 
 ³ last night, despite the storm that started to blow up.  You got rather    ³ 
 ³ drunk, though, before you came to bed.  You seem to remember doing        ³ 
 ³ something rather silly with the key to your cabin, because your drinking  ³ 
 ³ mates were threatening to steal it and lock you in for the duration.  But ³ 
 ³ you can't remember quite what you did with it...                          ³ 
 ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ 
                                                                               
END_INTRO 

