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      *     This file was generated by AGT Decompiler v1.0
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STARTING_ROOM       22
TREASURE_ROOM       3000
RESURRECTION_ROOM   22
MAX_LIVES           10
MAXIMUM_SCORE           0

------------- Start of Room Definitions -------------
ROOM 2
 On the Road.
   NORTH              7  <- The road.
   SOUTH              3  <- On the Road.
   EAST               4  <- These are the frightening wood
   WEST               5  <- This is the garden of a peasan
END_ROOM 2

ROOM_DESCR 2	{On the Road.}
This is the long, dusty road to the famous castle of the Weird                 
Wizard. To the East are the terrible woods. To the West is a                   
peasant's cottage.                                                             
END_ROOM_DESCR 2

ROOM 3
 On the Road.
   NORTH              2  <- On the Road.
   SOUTH              3  <- On the Road.
END_ROOM 3

ROOM_DESCR 3	{On the Road.}
This is a long dusty road that never seems to end. High mountains              
pen you in, and hungry vultures hover above.                                   
END_ROOM_DESCR 3

ROOM 4
 These are the frightening wood
   NORTH              8  <- A clearing.
   SOUTH              20  <- Dead!
   EAST               20  <- Dead!
   WEST               2  <- On the Road.
END_ROOM 4

ROOM_DESCR 4	{These are the frightening wood}
There is a road West, and there is a small path North, but it is not           
safe to leave the beaten path in this area. In fact, it's not too safe         
ON the beaten path!                                                            
END_ROOM_DESCR 4

ROOM 5
 This is the garden of a peasan
   NORTH              6  <- In a paddock.
   EAST               2  <- On the Road.
END_ROOM 5

ROOM_DESCR 5	{This is the garden of a peasan}
In the garden are two struggling daisies, and a lot of rocks. The              
door of the hut is locked. To the North is a small path.                       
END_ROOM_DESCR 5

ROOM 6
 In a paddock.
   NORTH              20  <- Dead!
   SOUTH              5  <- This is the garden of a peasan
   EAST               2  <- On the Road.
   WEST               20  <- Dead!
END_ROOM 6

ROOM_DESCR 6	{In a paddock.}
This is a small paddock, dug from the forest by the peasant. The               
soil seems to have been freshly dug. To the North and West are                 
dangerous woods, full of trolls and other unmentionables. South is             
the  small garden, and the road is East.                                       
END_ROOM_DESCR 6

ROOM 7
 The road.
   NORTH              9  <- On the road.
   SOUTH              2  <- On the Road.
   EAST               8  <- A clearing.
END_ROOM 7

ROOM_DESCR 7	{The road.}
The road is long, and seems to go on forever. East is a small                  
clearing, but West is dense forest.                                            
END_ROOM_DESCR 7

ROOM 8
 A clearing.
   NORTH              20  <- Dead!
   SOUTH              4  <- These are the frightening wood
   EAST               20  <- Dead!
   WEST               7  <- The road.
END_ROOM 8

ROOM_DESCR 8	{A clearing.}
This is a small clearing in the forest. Grim sounds float                      
occasionally from the trees. The only safe paths seem to be West               
and South.                                                                     
END_ROOM_DESCR 8

ROOM 9
 On the road.
   NORTH              9  <- On the road.
   SOUTH              7  <- The road.
END_ROOM 9

ROOM_DESCR 9	{On the road.}
The road seems to wind forever among cliffs and crevasses. It's a              
long way to anywhere!                                                          
END_ROOM_DESCR 9

ROOM 10
 Outside the castle.
   SOUTH              7  <- The road.
END_ROOM 10

ROOM_DESCR 10	{Outside the castle.}
To the North lies the castle, its many turrets poking towards the              
sky. Around it is a moat, filled with ... logs?                                
END_ROOM_DESCR 10

ROOM 11
 A magician's workroom.
   NORTH              19  <- A bedroom.
   WEST               12  <- The castle foyer.
END_ROOM 11

ROOM_DESCR 11	{A magician's workroom.}
This is the workroom of a wizard or magician. There are locked                 
cupboards around the walls, filled with wands, crystal balls and               
packs of cards. (He is a fiend for playing Patience).                          
END_ROOM_DESCR 11

ROOM 12
 The castle foyer.
   NORTH              18  <- The main corridor.
   SOUTH              10  <- Outside the castle.
   EAST               11  <- A magician's workroom.
END_ROOM 12

ROOM_DESCR 12	{The castle foyer.}
This is the foyer of an imposing castle. South is an open                      
drawbridge, North a corridor which goes off to the left. East is a             
small, comfortable-looking room.                                               
END_ROOM_DESCR 12

ROOM 13
 A secret room.
   WEST               14  <- The art gallery.
END_ROOM 13

ROOM_DESCR 13	{A secret room.}
This is a secret room. So secret that nobody has put any furniture             
in it. The only exit seems to be the panel you came in through to              
the west.                                                                      
END_ROOM_DESCR 13

ROOM 14
 The art gallery.
   WEST               15  <- A dim room.
END_ROOM 14

ROOM_DESCR 14	{The art gallery.}
This must be the castle art gallery. The walls are covered in                  
paintings of varying quality, probably because the artist has                  
economically tried to use blood instead of red paint. One of the               
wall panels is a slightly different colour from the others,                    
END_ROOM_DESCR 14

HELP 14	{The art gallery.}
Have you tried reading your eldrich sword? Er.. You do have an                 
eldrich sword, don't you? And you have pressed the panel?                      
END_HELP_DESCR 14

ROOM 15
 A dim room.
   NORTH              17  <- The dragon cage.
   EAST               14  <- The art gallery.
END_ROOM 15

ROOM_DESCR 15	{A dim room.}
This is a dimly-lit room, with an alcove East, and a door North.               
END_ROOM_DESCR 15

ROOM 16
 Dreadful room.
   EAST               17  <- The dragon cage.
END_ROOM 16

ROOM_DESCR 16	{Dreadful room.}
This is a room which fills you with a sense of dread and                       
foreboding. It might be the terrible colour scheme. The exit is                
East.                                                                          
END_ROOM_DESCR 16

ROOM 17
 The dragon cage.
   SOUTH              15  <- A dim room.
   EAST               18  <- The main corridor.
END_ROOM 17

ROOM_DESCR 17	{The dragon cage.}
This is a room where the magician likes to keep his pets. It has a             
lot of scratch marks and burn marks on the walls, and the                      
furniture is strangely chewed.                                                 
END_ROOM_DESCR 17

ROOM 18
 The main corridor.
   SOUTH              12  <- The castle foyer.
   EAST               19  <- A bedroom.
   WEST               17  <- The dragon cage.
END_ROOM 18

ROOM_DESCR 18	{The main corridor.}
This is the main corridor of this part of the castle. The North                
wall is solid stone, with carvings of strange creatures on it.                 
END_ROOM_DESCR 18

ROOM 19
 A bedroom.
   SOUTH              11  <- A magician's workroom.
   WEST               18  <- The main corridor.
END_ROOM 19

ROOM_DESCR 19	{A bedroom.}
This is the magician's bedroom. The bed is unmade, and the                     
cupboards are all magically locked. There is a small table by the              
bed.                                                                           
END_ROOM_DESCR 19

ROOM 20
 Dead!
   PLAYER_DEAD        
END_ROOM 20

ROOM_DESCR 20	{Dead!}
You never listen, do you! The trolls waited for you to step off the            
path and chopped you into little... why am I saying this? You can't            
hear me any more.                                                              
END_ROOM_DESCR 20

ROOM 21
 Home!
   GAME_WIN           
END_ROOM 21

ROOM_DESCR 21	{Home!}
After defeating the skeleton army, you ride triumphantly home.                 
King Daddy is so impressed that he abdicates immediately and                   
allows you to rule the kingdom!                                                
END_ROOM_DESCR 21

ROOM 22
 Introduction.
END_ROOM 22

ROOM_DESCR 22	{Introduction.}
In this exciting adventure, you will be the star. Your father, King            
Daddy, has had the valuable Ruby of Rashmik stolen by the local                
wicked wizard. You have to get it back.                                        
Before we start, are you a BOY or a GIRL?                                      
END_ROOM_DESCR 22

------------- Start of Noun Definitions -------------
NOUN 200
  SHOVEL
  LONG-HANDLED
  There is a long-handled shovel here.
  WEIGHT             12
  LOCATION           5 <-- This is the garden of a peasan

END_NOUN 200

NOUN_DESCR 200	{SHOVEL}
It is worn from the peasant's years of labour.                                 
END_NOUN_DESCR 200

NOUN 201
  HORSE
  WHITE
  A beautiful white horse is prancing about.
  LOCATION           8 <-- A clearing.
  PUSHABLE           

END_NOUN 201

NOUN_DESCR 201	{HORSE}
It is a beautiful thoroughbred.                                                
END_NOUN_DESCR 201

PUSH_DESCR  201	{HORSE}
It blithely kicks you in the leg as you try to make it move. Ouch!             
END_PUSH_DESCR 201

NOUN 202
  TRUMPET
  BRASS
  There is a shiny brass trumpet here.
  WEIGHT             8
  LOCATION           4 <-- These are the frightening wood
  READABLE           
  PLAYABLE           

END_NOUN 202

NOUN_DESCR 202	{TRUMPET}
It is a brass trumpet, with some tiny writing on it.                           
END_NOUN_DESCR 202

TEXT 202	{TRUMPET}
It says, "Jericho brand, 1555".                                                
END_TEXT 202

PLAY_DESCR 202	{TRUMPET}
Oh, lovely! It's your instrument, definitely!                                  
END_PLAY_DESCR 202

NOUN 203
  KEY
  SILVER
  It is small and light (like most keys).

END_NOUN 203

NOUN 204
  BOOK
  SPELL
  There is a book of spells here.
  UNMOVABLE          
  LOCATION           11 <-- A magician's workroom.
  READABLE           
  CLOSEABLE          
  LOCKABLE           
  LOCKED             
  KEY                203  <-- KEY

END_NOUN 204

NOUN_DESCR 204	{BOOK}
The book is chained to a stand. It has a pretty lock. The title is in          
gold leaf.                                                                     
END_NOUN_DESCR 204

TEXT 204	{BOOK}
The title says, "Every magician's book of common spells."                      
END_TEXT 204

NOUN 205
  CAN
  SPRAY
  There is a can of Dragonicide here.
  WEIGHT             8
  LOCATION           19 <-- A bedroom.
  READABLE           
  NOUN_SYNONYMS SPRAYCAN DRAGONICIDE LABEL 
END_NOUN 205

NOUN_DESCR 205	{CAN}
It is a pressure pack, with a label of some sort.                              
END_NOUN_DESCR 205

TEXT 205	{CAN}
Especially formulated to repel and kill annoying flies, mosquitoes             
and dragons. (Not recommended for indoor use!)                                 
END_TEXT 205

NOUN 206
  KNIGHT
  BLACK
  The Black Knight bars your way!
  UNMOVABLE          
  NOUN_SYNONYMS MAN PERSON 
END_NOUN 206

NOUN_DESCR 206	{KNIGHT}
The Black Knight is a tough customer. He has a reputation for                  
dismembering those he takes a dislike to. I think he dislikes you!             
He is clad in black armour, and wields a mean sword.                           
END_NOUN_DESCR 206

NOUN 207
  WARRIOR
  AMAZON
  A giant amazon warrior faces you!
  UNMOVABLE          
  NOUN_SYNONYMS AMAZON WOMAN PERSON GIANT 
END_NOUN 207

NOUN_DESCR 207	{WARRIOR}
She is tall, with rippling muscles. She is dressed in an animal                
skin, and wields a large sword! She looks unfriendly,                          
END_NOUN_DESCR 207

NOUN 208
  BOX
  BATTERED
  A battered mahogany box is here.
  WEIGHT             80
  LOCATION           13 <-- A secret room.
  CLOSEABLE          

END_NOUN 208

NOUN_DESCR 208	{BOX}
The box is large and dilapidated, with a brass lock. Silverfish run            
along its surface.                                                             
END_NOUN_DESCR 208

NOUN 209
  RUBY
  BEAUTIFUL
  The Ruby of Rashmik is here!
  WEIGHT             3
  LOCATION           208 <-- Inside BOX

END_NOUN 209

NOUN_DESCR 209	{RUBY}
It is beautiful. You should know. It's your father's pride and joy!            
END_NOUN_DESCR 209

NOUN 210
  SWORD
  EBONY
  A lovely ebony sword lies on the ground.
  WEIGHT             8

END_NOUN 210

NOUN_DESCR 210	{SWORD}
It is very well-crafted. It sits in your hand as if made for you!              
END_NOUN_DESCR 210

NOUN 211
  DRAWBRIDGE
  CLOSED
  A closed drawbridge prevents your entering the castle.
  UNMOVABLE          
  LOCATION           10 <-- Outside the castle.

END_NOUN 211

NOUN_DESCR 211	{DRAWBRIDGE}
The drawbridge is the only way across the moat and into the                    
castle. But there seems to be nobody about to open it.                         
END_NOUN_DESCR 211

NOUN 212
  DRAWBRIDGE
  OPEN
  An open drawbridge invites you to ENTER the CASTLE.
  UNMOVABLE          

END_NOUN 212

NOUN_DESCR 212	{DRAWBRIDGE}
It's just... a drawbridge.                                                     
END_NOUN_DESCR 212

NOUN 213
  DOOR
  LOCKED
  To the west is a locked door.
  UNMOVABLE          
  LOCATION           17 <-- The dragon cage.

END_NOUN 213

NOUN_DESCR 213	{DOOR}
It has a keyhole. It's locked. It has burn marks on it.                        
END_NOUN_DESCR 213

NOUN 214
  DOOR
  OPEN
  The door is open.
  UNMOVABLE          

END_NOUN 214

NOUN_DESCR 214	{DOOR}
It is an open door.                                                            
END_NOUN_DESCR 214

NOUN 215
  DOOR
  SMASHED
  The remains of a door are here.
  WEIGHT             100

END_NOUN 215

NOUN_DESCR 215	{DOOR}
It is good for firewood, but not much as a door!                               
END_NOUN_DESCR 215

NOUN 216
  ARMY
  SKELETON
  A vast skeleton army is in your way!
  UNMOVABLE          
  NOUN_SYNONYMS SKELETONS 
END_NOUN 216

NOUN_DESCR 216	{ARMY}
This must be a last-ditch attempt by the wizard to stop you! The               
grim army of armed skeletons clatter as they approach.                         
END_NOUN_DESCR 216

NOUN 217
  AMAZON
  WOUNDED
  The amazon lies wounded.
  UNMOVABLE          
  NOUN_SYNONYMS WARRIOR WOMAN GIANT 
END_NOUN 217

NOUN_DESCR 217	{AMAZON}
The Amazon warrior lies bleeding and helpless.                                 
END_NOUN_DESCR 217

NOUN 218
  KNIGHT
  WOUNDED
  The Black Knight lies wounded and bleeding.
  UNMOVABLE          
  NOUN_SYNONYMS MAN 
END_NOUN 218

NOUN_DESCR 218	{KNIGHT}
The Black Knight lies helpless and bleeding, a pitiable figure.                
END_NOUN_DESCR 218

NOUN 219
  SWORD
  ELDRICH
  An eldrich sword lies discarded on the ground.
  WEIGHT             5
  READABLE           

END_NOUN 219

NOUN_DESCR 219	{SWORD}
It seems a magical sword. It lies discarded by the losing fighter.             
It has some writing on it!                                                     
END_NOUN_DESCR 219

TEXT 219	{SWORD}
"This is a finely balanced THROWING sword, made by Flubwitz                    
Grotniklod. Magic by the Wizard."                                              
No wonder you won! Your opponent could not read!                               
END_TEXT 219

NOUN 220
  ROAD
  DUSTY
  LOCATION 0

END_NOUN 220

NOUN 221
  CASTLE
  DARK
  The wizard's dark and gloomy castle lies north!
  UNMOVABLE          

END_NOUN 221

NOUN 222
  MOAT
  CASTLE
  Around the castle is a moat.
  UNMOVABLE          
  LOCATION           10 <-- Outside the castle.
  NOUN_SYNONYMS LOGS 
END_NOUN 222

NOUN_DESCR 222	{MOAT}
It is rather muddy, with a lot of debris, and some logs floating in            
it.                                                                            
END_NOUN_DESCR 222

NOUN 223
  PANEL
  GRUBBY
  and seems to have a lot of grubby handprints on it.
  UNMOVABLE          
  LOCATION           14 <-- The art gallery.
  PUSHABLE           
  NOUN_SYNONYMS WALL 
END_NOUN 223

NOUN_DESCR 223	{PANEL}
It is a panel on the wall, made of wood. There is a picture hanging            
on it, of a rather unpleasant looking troll.                                   
END_NOUN_DESCR 223

NOUN 224
  PICTURES
  ANCESTRAL
  Pictures on the walls stare at you.
  UNMOVABLE          
  LOCATION           14 <-- The art gallery.
  NOUN_SYNONYMS PAINTINGS PAINTING 
END_NOUN 224

NOUN_DESCR 224	{PICTURES}
They are trolls, witches, ogres, grues, schoolteachers, etc.                   
Probably all family portraits.                                                 
END_NOUN_DESCR 224

NOUN 225
  SPELL
  MAGIC
  There is a spell in the air!
  UNMOVABLE          

END_NOUN 225


------------- Start of Creature Definitions -------------
CREATURE 300
  DRAGON
  LARGE
  A large dragon is with you.
  LOCATION           17 <-- The dragon cage.
  GROUPMEMBER        

END_CREATURE 300

CREATURE_DESCR 300	{DRAGON}
The dragon is calm. It seems a bit miserable. It may have a cold.              
It does not seem to threaten you just now.                                     
END_CREATURE_DESCR 300

CREATURE 301
  TROLL
  ANCESTRAL
  One of the wizard's troll ancestors confronts you!
  WEAPON             219 <-- { SWORD}
  HOSTILE            
  TIME_THRESHOLD     6
  MAN                

END_CREATURE 301

CREATURE_DESCR 301	{TROLL}
The troll looks just like the picture he just appeared from,                   
fanged, aggressive, mean, with nasty claws, etc.                               
END_CREATURE_DESCR 301

----------------- Verbs Synonyms ----------------
VERB
PUSH PRESS   
PLAY BLOW   
DUMMY_VERB1 BOY MAN   
DUMMY_VERB2 GIRL WOMAN LADY   
DUMMY_VERB3 RIDE MOUNT   
DUMMY_VERB4 DOWN OFF   
DUMMY_VERB5 SPRAY   
DUMMY_VERB6 SWIM   
DUMMY_VERB7 DISMOUNT   
DUMMY_VERB8 CAST   
DUMMY_VERB9 DIG   
DUMMY_VERB10 DEBUG   
DUMMY_VERB11 ENTER GO   
DUMMY_VERB12 TALK ADDRESS SPEAK SMILE   
END_VERB


INTRO 
An adventure in the Grand Tradition!                                           
                                                                               
Everything depends on you, to save your people from having to live without the 
protection of the Ruby of Rashmik, the magic implement which makes the crops   
grow, the birds fly and your team win the interkingdom basketball.             
                                                                               
END_INTRO 

