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      *     This file was generated by AGT Decompiler v1.0
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STARTING_ROOM       2
TREASURE_ROOM       94
RESURRECTION_ROOM   88
MAX_LIVES           5
MAXIMUM_SCORE           0

------------- Start of Room Definitions -------------
ROOM 2
 Gravelled Patch
   SOUTHEAST          88  <- Overgrown Garden
END_ROOM 2

ROOM_DESCR 2	{Gravelled Patch}
The circular area sparsely covered with gravel is the same, but you now        
see an enormous gateway looming to the South, and the unkempt grounds of       
a large estate visible beyond them.  The gates are locked, predictably,        
with an ancient padlock and a few coils of equally ancient chain.  There       
is no way through or under the gates, and they are unclimbable. Turning        
away in disappointment you see a thick hedge of brambles on either side        
of the gates, and you start poking and prodding hopefully, trying not to       
get too scratched in the process.  Eureka!  You discover a barely              
discernible tunnel in the spiky thorns, probably made by some animal,          
which you might just be able to squeeze through.  You grit your teeth,         
lower your head, and walk tentatively forwards in an undignified crouch.       
END_ROOM_DESCR 2

ROOM 3
 Back Yard
   SOUTH              11  <- Scullery
   EAST               4  <- Weedpatch
   WEST               65  <- By Woodpile
END_ROOM 3

ROOM_DESCR 3	{Back Yard}
The back yard contains a few piles of old and unidentifiable rubbish,          
which lean drunkenly in various stages of decomposition.                       
END_ROOM_DESCR 3

ROOM 4
 Weedpatch
   EAST               5  <- Forest
   WEST               3  <- Back Yard
END_ROOM 4

ROOM_DESCR 4	{Weedpatch}
You are standing in a clump of tall weeds, which look (and feel)               
suspiciously like nettles. You walk about carefully, trying to avoid           
contact with the most lethal-looking weeds. Ivy grows over everything,         
and huge patches of dandelion and clover look quite attractive.                
END_ROOM_DESCR 4

ROOM 5
 Forest
   EAST               6  <- Thick Forest
   WEST               4  <- Weedpatch
END_ROOM 5

ROOM_DESCR 5	{Forest}
Standing under the many shady trees in this part of the forest, you feel       
a mood of contentment sweep over you as you linger for a while to listen       
to the sounds of birdsong all around.                                          
END_ROOM_DESCR 5

ROOM 6
 Thick Forest
   SOUTH              14  <- Clearing
   EAST               7  <- Blasted Tree
   WEST               5  <- Forest
   UP                 72  <- Up Tree
END_ROOM 6

ROOM_DESCR 6	{Thick Forest}
The forest here is thicker - positively overgrown, and you find it             
awkward to follow the narrow path as it twists and winds its way between       
the trees. Light filters dimly down through the branches as you walk,          
creating a pleasant effect of dappled light and shade. You admire the          
sheer size of some of the trees here - the oaks in particular have grown       
to an incredible height. One large oak grows close to the path, one of         
its branches so low you have to duck beneath it.                               
END_ROOM_DESCR 6

ROOM 7
 Blasted Tree
   SOUTH              15  <- Winding Path
   WEST               6  <- Thick Forest
END_ROOM 7

ROOM_DESCR 7	{Blasted Tree}
An ancient oak tree stands here, or rather, the remains of an oak. It has      
obviously been struck by lightning some time ago, and is now blackened         
and charred, only the enormous stump and a few branches revealing how          
large it used to be.                                                           
END_ROOM_DESCR 7

ROOM 8
 Shady Grove
   NORTH              64  <- Dark Corner
   SOUTH              16  <- Mossy Path
   WEST               81  <- Meandering Track
END_ROOM 8

ROOM_DESCR 8	{Shady Grove}
This is a pleasant walkway through a green tunnel formed by overhanging        
trees. There are interesting rocks covered in lichen and fungi, and the        
general layout of this grove shows what an expert landscape gardener           
could do with a small area between the stone wall to the West and the          
manor wall to the East. A metal gate in the West wall catches your             
attention. It is intricately designed with a floral and equestrian motif,      
and is securely locked with a rusting chain and padlock. However, the          
aged metal bars in the central design are buckled and bent, and you might      
just be able to squeeze through.                                               
END_ROOM_DESCR 8

ROOM 9
 Kitchen Entrance
   SOUTH              17  <- Back Hallway
   EAST               10  <- Spacious Kitchen
END_ROOM 9

ROOM_DESCR 9	{Kitchen Entrance}
The entrance serves as a storage area for the overflow of kitchen equipment.   
Shelves line the walls, and tea-chests are stacked neatly in a corner.         
END_ROOM_DESCR 9

ROOM 10
 Spacious Kitchen
   EAST               11  <- Scullery
   WEST               9  <- Kitchen Entrance
END_ROOM 10

ROOM_DESCR 10	{Spacious Kitchen}
A huge coal-burning stove takes up half the Southern wall, and a scrubbed      
wooden table stands in the centre of the kitchen. Utensils, pots, pans and     
other kitchen knick-knacks hang from hooks in the wall. A thick layer of       
dust covers everything.                                                        
END_ROOM_DESCR 10

ROOM 11
 Scullery
   NORTH              3  <- Back Yard
   WEST               10  <- Spacious Kitchen
END_ROOM 11

ROOM_DESCR 11	{Scullery}
The scullery has quarry tiles on the floor, and there seems to be a large      
variety of cleaning equipment lying about. You notice mops, brooms, rags,      
buckets and some tins of polish.                                               
END_ROOM_DESCR 11

ROOM 12
 Dusty Room
   EAST               13  <- Tower Room
   UP                 80  <- Forgotten Attic
   DOWN               20  <- Spiral Staircase
END_ROOM 12

ROOM_DESCR 12	{Dusty Room}
You walk slowly through the empty room, which is devoid of any furniture.      
Your footsteps echo eerily in the silence, and you hear faint scrabbling       
sounds behind the wooden panelling of the walls. Rats perhaps?                 
END_ROOM_DESCR 12

ROOM 13
 Tower Room
   WEST               12  <- Dusty Room
   DOWN               12  <- Dusty Room
END_ROOM 13

ROOM_DESCR 13	{Tower Room}
A window set in the North wall lets in faint beams of light from outside.      
The circular walls are bare, and the wooden floor squeaks protestingly as      
you walk across it. The remains of an older staircase can be seen in the       
Northeast corner, but most of the steps are missing, and you are unable        
to climb any further up the tower.                                             
END_ROOM_DESCR 13

ROOM 14
 Clearing
   NORTH              6  <- Thick Forest
   EAST               15  <- Winding Path
   SOUTHWEST          21  <- Old Conservatory
END_ROOM 14

ROOM_DESCR 14	{Clearing}
The tiny clearing ends abruptly to the West and South, with massive stone      
walls covered in ivy blocking your way. Standing near the NE corner of the     
derelict manor, you catch a glimpse of sunlight striking glass and reflecting  
briefly into your eyes. To the South, perhaps? Or was it West?                 
somewhere                                                                      
END_ROOM_DESCR 14

ROOM 15
 Winding Path
   NORTH              7  <- Blasted Tree
   SOUTH              23  <- Clifftop
   WEST               14  <- Clearing
   DOWN               75  <- White Beach
END_ROOM 15

ROOM_DESCR 15	{Winding Path}
From this part of the path you have a clear view of a forest to the North,     
and you can make out a small clearing to the West. To the East you see low     
cliffs running North to South, rising quite steeply further to the South,      
but here you might be able to scramble down to the beach below.                
END_ROOM_DESCR 15

ROOM 16
 Mossy Path
   NORTH              8  <- Shady Grove
   SOUTH              24  <- Crumbling Wall
END_ROOM 16

ROOM_DESCR 16	{Mossy Path}
The scenic footpath around the manor grounds is edged with clumps of moss      
on both sides here, as this area between the stone walls is permanently in     
shade.                                                                         
END_ROOM_DESCR 16

ROOM 17
 Back Hallway
   NORTH              9  <- Kitchen Entrance
   SOUTH              25  <- Gloomy Passage
END_ROOM 17

ROOM_DESCR 17	{Back Hallway}
You walk swiftly through this narrow hallway on the West side of the           
manor. The stone floor is covered with threadbare rugs, which look as          
though moths have been having a feast.                                         
END_ROOM_DESCR 17

ROOM 18
 Dark Alcove
   SOUTH              26  <- Dining Room
   EAST               19  <- Smoking Room
   LIGHT              1  <- {Any Light}
END_ROOM 18

ROOM_DESCR 18	{Dark Alcove}
You find yourself in a small corner room of the manor, panelled in dark        
wood, and with a dingy brown carpet on the floor. The whole effect is          
gloomy and cheerless, so you hurry across to the other side.                   
END_ROOM_DESCR 18

ROOM 19
 Smoking Room
   EAST               20  <- Spiral Staircase
   WEST               18  <- Dark Alcove
   UP                 20  <- Spiral Staircase
   LIGHT              1  <- {Any Light}
END_ROOM 19

ROOM_DESCR 19	{Smoking Room}
The comfortable but slightly shabby smoking room has a sign reading            
"Gentlemen Only Permitted" on the door. You wonder idly where the "Ladies"     
did their smoking. Table-lamps with green bobbled shades adorn most of the     
low coffee-tables, and heavy glass ashtrays are filled with the remains of     
cigars and cigarillos. A faint smell of pipe-tobacco drifts through the        
room.                                                                          
END_ROOM_DESCR 19

ROOM 20
 Spiral Staircase
   UP                 12  <- Dusty Room
   DOWN               19  <- Smoking Room
END_ROOM 20

ROOM_DESCR 20	{Spiral Staircase}
This staircase is made from plain, unadorned wood, and has obviously been      
built with economy in mind and not to impress. Faded photographs hang          
crookedly on a wall, sitting behind spotted glass in frames of all sizes.      
The staircase continues up further, or you can go down.                        
END_ROOM_DESCR 20

ROOM 21
 Old Conservatory
   SOUTH              29  <- Trophy Room
   EAST               22  <- Music Room
   NORTHEAST          14  <- Clearing
END_ROOM 21

ROOM_DESCR 21	{Old Conservatory}
A variety of plants and miniature trees grow in this warm corner of the        
manor. You are surprised by how lush and well-kept all the greenery            
appears. Slowly you pick your way between the tubs, trying to identify         
some of the more exotic specimens that flourish here.                          
END_ROOM_DESCR 21

ROOM 22
 Music Room
   WEST               21  <- Old Conservatory
   DOWN               30  <- North Cellar
   SPECIAL            92  <- Hidden Chamber
   KEY                272  <- ORGAN
END_ROOM 22

ROOM_DESCR 22	{Music Room}
The music room is tucked away near the NE corner of the house, presumably      
so as not to disturb any of the other residents or their guests. A large       
stained-glass window set high in the North wall lets in plenty of light,       
which is refracted into all the colours of the rainbow. Some of the smaller    
types of instrument are on a table, and a few of the larger variety stand      
shrouded in dustcovers and sheets. Stone steps go down to the South.           
END_ROOM_DESCR 22

SPECIAL 22	{Music Room}
You carefully turn the small brass handle in the side of the musicbox in       
a clockwise direction, and wait expectantly to hear what tune it will          
play. Instead of a tune, you hear the ringing of bells in your ears as         
that familiar feeling of faintness overwhelms you, and you experience          
again that awful sliding-away-from-reality feeling. When everything            
stabilises you realize you are not in the damp cave, but somewhere else.       
END_SPECIAL 22

ROOM 23
 Clifftop
   NORTH              15  <- Winding Path
   SOUTH              31  <- Cliff Path
END_ROOM 23

ROOM_DESCR 23	{Clifftop}
Standing on the highest part of a steep cliff which sweeps down to the         
sea to the East. There is a panoramic view of the coastline from way up        
here, and you notice a small island out in the bay, which appears to           
have a tall building on it.                                                    
END_ROOM_DESCR 23

ROOM 24
 Crumbling Wall
   NORTH              16  <- Mossy Path
   DOWN               71  <- Large Burrow
END_ROOM 24

ROOM_DESCR 24	{Crumbling Wall}
Your progress Southwards is brought to an abrupt halt by the manor wall,       
which turns at right angles to meet up with the stone boundary wall.           
This is a very dimly-lit area, and as you gaze about you see what appears      
to be a hole, half-hidden under a clump of bushes.                             
END_ROOM_DESCR 24

ROOM 25
 Gloomy Passage
   NORTH              17  <- Back Hallway
   SOUTH              33  <- Front Hall
END_ROOM 25

ROOM_DESCR 25	{Gloomy Passage}
This long passage leads North from the front section of the house to the       
kitchen and work areas at the rear. You detect evidence of woodworm in         
the panelling, and can hear the pitter-patter of tiny mice feet scurrying      
between the walls.                                                             
END_ROOM_DESCR 25

ROOM 26
 Dining Room
   NORTH              18  <- Dark Alcove
   SOUTH              34  <- Sitting Room
   EAST               27  <- Vast Ballroom
END_ROOM 26

ROOM_DESCR 26	{Dining Room}
The dining room is a vast affair. Plaster cherubs peer down at you from the    
lofty ceiling, and garlands of roses stand out from the mahogany panelling     
above the mantel. Murals depicting idyllic country scenes have been            
painstakingly drawn on the West wall, and several paintings - mostly of        
people dressed in old-fashioned clothes - hang in ornate frames.               
END_ROOM_DESCR 26

ROOM 27
 Vast Ballroom
   EAST               28  <- Vaulted Hall
   WEST               26  <- Dining Room
   SPECIAL            35  <- Secret Chamber
   KEY                258  <- MIRROR
   LIGHT              1  <- {Any Light}
END_ROOM 27

ROOM_DESCR 27	{Vast Ballroom}
Your entire house could probably fit into this room! It runs from West to      
East, and as you walk about you can still feel the remains of French           
polish underfoot. You hum snatches of "The Blue Danube Waltz" and twirl        
around in sweeping circles for a moment. A cracked mirror along the South      
wall reflects everything behind you, making the ballroom feel even larger      
than it is.                                                                    
END_ROOM_DESCR 27

ROOM 28
 Vaulted Hall
   SOUTH              36  <- Cobwebby Room
   EAST               29  <- Trophy Room
   WEST               27  <- Vast Ballroom
   LIGHT              1  <- {Any Light}
END_ROOM 28

ROOM_DESCR 28	{Vaulted Hall}
This central Hall connects the West side of the manor to the East side.        
Your footsteps echo hollowly, and you quicken your pace. You can see           
another room through an archway to the South.                                  
END_ROOM_DESCR 28

ROOM 29
 Trophy Room
   NORTH              21  <- Old Conservatory
   SOUTH              37  <- Reading Room
   WEST               28  <- Vaulted Hall
END_ROOM 29

ROOM_DESCR 29	{Trophy Room}
This is where the previous owners must have stored all their trophies -        
cups won for various sporting activities, ribbons, crystal bowls, and          
engraved plaques. Nothing remains now except the empty cases and               
cabinets, and a red rosette on the floor. A low table and some mismatched      
chairs with stuffing oozing out are the only furniture.                        
END_ROOM_DESCR 29

ROOM 30
 North Cellar
   SOUTH              38  <- South Cellar
   UP                 22  <- Music Room
   LIGHT              1  <- {Any Light}
END_ROOM 30

ROOM_DESCR 30	{North Cellar}
There is an earthy, mushroomy smell here in the dank cellar, and no light      
enters from outside. The flagstoned floor is freezing cold, the air damp       
and chilly. Wine-racks have been built the length of the East wall, but        
they appear to be empty now.                                                   
END_ROOM_DESCR 30

ROOM 31
 Cliff Path
   NORTH              23  <- Clifftop
   SOUTH              39  <- Cliff Walk
END_ROOM 31

ROOM_DESCR 31	{Cliff Path}
On a path following closely along the edge of a cliff, which curves            
gracefully around the bay below. To the West are the impenetrable walls of     
the mansion, and as you gaze seawards you catch a glimpse of something         
in the distance - a tiny island, perhaps?                                      
END_ROOM_DESCR 31

ROOM 32
 Master Bedroom
   SOUTH              40  <- Nursery
   DOWN               104  <- Stone Steps
   ENTER              79  <- In Wardrobe
END_ROOM 32

ROOM_DESCR 32	{Master Bedroom}
Floral drapes obscure the North window, wallpaper peels away from the          
walls, and there is strong evidence of rising damp in the North wall.          
Everything smells of mildew, and it's a miracle the Persian rugs are           
still intact. A walk-in wardrobe runs the entire length of the West            
wall.                                                                          
END_ROOM_DESCR 32

ROOM 33
 Front Hall
   NORTH              25  <- Gloomy Passage
   SOUTH              41  <- Front Lobby
   EAST               34  <- Sitting Room
END_ROOM 33

ROOM_DESCR 33	{Front Hall}
Sunlight streams in through the open front door, giving this room a            
cheery lived-in feel. Pictures hang on the walls, and ornaments are            
neatly arranged on a narrow shelf which runs along the West wall at head       
height.                                                                        
END_ROOM_DESCR 33

ROOM 34
 Sitting Room
   NORTH              26  <- Dining Room
   SOUTH              42  <- Library
   WEST               33  <- Front Hall
END_ROOM 34

ROOM_DESCR 34	{Sitting Room}
Oak and teak display cabinets with a glossy veneer house a collection of       
objects de art from around the world. You notice in particular two large       
cabinets, both of them empty, one with a brass plate bearing the legend        
"The Miniature Menagerie" and the other similarly labelled "The Fauna          
Collection". This room is furnished with comfortable couches and               
armchairs, most of them grouped around the large fireplace on the East         
wall.                                                                          
END_ROOM_DESCR 34

ROOM 35
 Secret Chamber
   ENTER              43  <- Study
   SPECIAL            43  <- Study
   KEY                218  <- WALL
   LIGHT              202  <- EXTINGUISHER
   POINTS             15
END_ROOM 35

ROOM_DESCR 35	{Secret Chamber}
This room has been sturdily constructed, obviously to keep precious objects    
safe. The floor, ceiling and walls have all been built from heavy stone        
blocks, with a few air-vents in the cornices so any occupants could not        
suffocate.                                                                     
END_ROOM_DESCR 35

SPECIAL 35	{Secret Chamber}
You hesitantly reach out a finger to touch the crack in the mirror. A          
feeling  of  dizziness  overwhelms you for a second or two, the mirror         
sways and shimmers before your eyes, and the scene reflected in the mirror     
seems to be dissolving. You blink a few times, then open your eyes and         
look around.                                                                   
END_SPECIAL 35

ROOM 36
 Cobwebby Room
   NORTH              28  <- Vaulted Hall
   SOUTH              44  <- Marble Staircase
   UP                 44  <- Marble Staircase
END_ROOM 36

ROOM_DESCR 36	{Cobwebby Room}
It is impossible to tell what this room was used for, as it is almost          
empty now. Cobwebs decorate the ceiling and walls, drifting back and           
forth in a slight draft, and a thick layer of dust covers the tiled            
floor.                                                                         
END_ROOM_DESCR 36

ROOM 37
 Reading Room
   NORTH              29  <- Trophy Room
END_ROOM 37

ROOM_DESCR 37	{Reading Room}
Some comfortable chairs, a table and a desk give this room a cosy feel.        
Newspapers yellowed with age lie strewn on the carpet, and a few books         
are piled on a table. A large globe of the world stands in splendid            
isolation in the centre of the room, and reading lamps as well as              
standard lamps provide more than adequate illumination.  There is a small      
fireplace in the South wall, with a polished wood surround and mantel.         
END_ROOM_DESCR 37

ROOM 38
 South Cellar
   NORTH              30  <- North Cellar
   SPECIAL            85  <- Enormous Coffin
   KEY                204  <- LID
   LIGHT              207  <- 
END_ROOM 38

ROOM_DESCR 38	{South Cellar}
The South Cellar is bitterly cold, and you hop around from foot to foot        
in an effort to keep warm. The first thing you see is a massive coffin         
pushed into a corner of the cellar, almost hidden in the shadows of the        
East and South walls. The black coffin has been so heavily lacquered that      
you can almost see your own face reflected on the surface of the lid.          
END_ROOM_DESCR 38

ROOM 39
 Cliff Walk
   NORTH              31  <- Cliff Path
   SOUTH              47  <- Slippery Path
END_ROOM 39

ROOM_DESCR 39	{Cliff Walk}
The path here descends rapidly to the South. You wander along enjoying the     
view, and feel the cool breeze blowing in from the sea.                        
END_ROOM_DESCR 39

ROOM 40
 Nursery
   NORTH              32  <- Master Bedroom
   EAST               41  <- Front Lobby
END_ROOM 40

ROOM_DESCR 40	{Nursery}
A large frieze of rabbits, ducks and puppies decorates two walls - this        
is quite clearly a young child's room. A small-sized wooden bed is             
tucked away under the sloping ceiling, and a rocking-chair moves slightly      
near the South wall. A cheerful multi-coloured circular rug covers the         
floor. This is a warm room with a pleasant feel to it, and you linger a        
while examining various items.                                                 
END_ROOM_DESCR 40

ROOM 41
 Front Lobby
   NORTH              33  <- Front Hall
   SOUTH              49  <- Front Porch
   WEST               40  <- Nursery
END_ROOM 41

ROOM_DESCR 41	{Front Lobby}
Pot plants and large overstuffed chairs dominate the lobby. A row of           
brass pegs in the Southeast corner were probably where guests hung their       
coats and cloaks. The floor is made up of black and white tiles in a           
chequer-board design, and an aspidistra (wilted) stands in a huge brass        
pot which has improbable-looking dragons etched around the upper part.         
END_ROOM_DESCR 41

ROOM 42
 Library
   NORTH              34  <- Sitting Room
   EAST               43  <- Study
END_ROOM 42

ROOM_DESCR 42	{Library}
The library houses an extensive collection of books. Bookshelves line the      
walls from floor to ceiling, and valuable books have been put under glass      
on display tables, open at certain pages so that visitors can admire and       
examine them. Special lighting has been installed in the ceiling to ensure     
that enough light would be available for reading, and large armchairs          
are dotted about in no particular order.                                       
END_ROOM_DESCR 42

ROOM 43
 Study
   WEST               42  <- Library
   SPECIAL            122  <- Hedge Maze
   KEY                211  <- HARPSICHORD
END_ROOM 43

ROOM_DESCR 43	{Study}
This is really an extension of the library to the West, and is furnished       
in the same vein, with bookcases, shelving and display tables. There is        
something decidedly peculiar about the North wall, and as you look, it         
seems to shimmer with a strange force.                                         
END_ROOM_DESCR 43

SPECIAL 43	{Study}
You give the stone wall a firm push, and discover that your hands seem         
to slide into the wall itself. Puzzled, you withdraw your hands and try        
again, and this time you step forwards as you push and find your whole         
body passing through the wall to the other side, as though the wall were       
made of a semi-liquid substance like jelly.                                    
END_SPECIAL 43

ROOM 44
 Marble Staircase
   UP                 52  <- Upper Gallery
   DOWN               36  <- Cobwebby Room
END_ROOM 44

ROOM_DESCR 44	{Marble Staircase}
You find yourself on a grand central staircase, curving down to the North      
and continuing up to the South. The steps are made from white Italian          
marble, and brass railings support a sweep of polished oak to form an          
elegant banister.                                                              
END_ROOM_DESCR 44

ROOM 45
 Sumptuous Bathroom
   EAST               46  <- Splendid Bedroom
   WEST               52  <- Upper Gallery
END_ROOM 45

ROOM_DESCR 45	{Sumptuous Bathroom}
The antique plumbing in this bathroom makes you glad you're living in the      
Nineties! A gigantic bath with clawed feet stands in splendour near the        
South wall, with copper piping running up the wall into the ceiling. The       
taps are large brass monstrosities, and a matching brass towel-rail            
protrudes from the wall. The bath, hand-basin and wall-tiles are a rather      
nasty shade of apple green, as is the terrazzo floor.                          
END_ROOM_DESCR 45

ROOM 46
 Splendid Bedroom
   WEST               45  <- Sumptuous Bathroom
END_ROOM 46

ROOM_DESCR 46	{Splendid Bedroom}
An impressive four-poster bed draped in blue velvet curtains stands on a       
raised dais in the room. A window in the South wall is curtained with the      
same fabric, giving the room a luxurious appearance. Frills, bows and          
sashes adorn all the drapes, lightening the generally gloomy overall           
effect.                                                                        
END_ROOM_DESCR 46

ROOM 47
 Slippery Path
   NORTH              39  <- Cliff Walk
   SOUTH              55  <- Soggy Path
END_ROOM 47

ROOM_DESCR 47	{Slippery Path}
The cliff path becomes narrower to the South, and you have difficulty          
keeping your footing on the damp grass.                                        
END_ROOM_DESCR 47

ROOM 48
 Verandah
   SOUTH              56  <- Scenic Viewpoint
   EAST               49  <- Front Porch
   NORTHWEST          123  <- Maze Entrance
   SPECIAL            70  <- Cramped Space
   KEY                201  <- FLOORBOARD
END_ROOM 48

ROOM_DESCR 48	{Verandah}
The path around the manor ends abruptly at the front verandah. Nothing         
much remains of it, except the old wooden flooring and some                    
ornately-carved wooden posts supporting the verandah roof. To the West is      
a tall hedge, forming an effective barrier, although there might be a          
narrow gap where the hedge meets a wall of the manor at right angles.          
END_ROOM_DESCR 48

ROOM 49
 Front Porch
   NORTH              41  <- Front Lobby
   SOUTH              57  <- Shaded Driveway
   WEST               48  <- Verandah
END_ROOM 49

ROOM_DESCR 49	{Front Porch}
The long driveway from the South ends here in a sweep of gravel outside        
the front entrance to the manor.  The porch is large and unremarkable,         
containing only a few large pottery urns, which probably once held             
plants or shrubs.                                                              
END_ROOM_DESCR 49

ROOM 50
 Tower Balcony
   EAST               51  <- In Front Tower
   DOWN               59  <- Beneath Tower
END_ROOM 50

ROOM_DESCR 50	{Tower Balcony}
You are perched high up on a balcony midway between the ground and the         
top of the tower. A strong wrought-iron rail edges the balcony, and you        
notice tendrils of ivy creeping over the railings from the adjacent tower      
walls. The ivy covers the wall here in a thick layer of greenery, before       
thinning out further up. A strong wind gusts in from the sea to the East,      
and you can smell the tang of ozone in the air. You revel in the feeling       
of being so high up.                                                           
END_ROOM_DESCR 50

ROOM 51
 In Front Tower
   WEST               50  <- Tower Balcony
   DOWN               52  <- Upper Gallery
END_ROOM 51

ROOM_DESCR 51	{In Front Tower}
You are standing in a large circular room inside the Front Tower. The          
only light filters in from the Gallery below and from a small window set       
high up in the tower wall. There is an arched doorway in the West wall,        
and a pile of debris and rotting wood in the Northwest corner are              
evidence that a wooden staircase once continued up to the top of the           
tower through a square hole in the ceiling. You can still see the remains      
of a staircase attached to the wall just beyond your reach.                    
END_ROOM_DESCR 51

ROOM 52
 Upper Gallery
   EAST               45  <- Sumptuous Bathroom
   WEST               84  <- Stately Bedroom
   UP                 51  <- In Front Tower
   DOWN               44  <- Marble Staircase
END_ROOM 52

ROOM_DESCR 52	{Upper Gallery}
The marble staircase changes to rough granite here, continuing upwards         
and turning West at a small landing, and widening out in the upper             
gallery. From here you have a view down the impressive marble staircase,       
and you can also look out through a bay window to the front gardens            
below. Archways to the West and East reveal more rooms.                        
END_ROOM_DESCR 52

ROOM 53
 Boggy Marsh
   SOUTH              61  <- Fallen Brickwork
END_ROOM 53

ROOM_DESCR 53	{Boggy Marsh}
Ugh! The ground is all gooey and squelchy underfoot - not a place to           
linger!                                                                        
END_ROOM_DESCR 53

ROOM 54
 Foggy Marsh
   SOUTH              62  <- At Stone Arch
   EAST               55  <- Soggy Path
   WEST               53  <- Boggy Marsh
END_ROOM 54

ROOM_DESCR 54	{Foggy Marsh}
The ground feels damp and boggy, and your clothes are looking a bit            
worse for wear. A decidedly unpleasant smell hangs in the air, and you         
hurriedly decide to find more solid ground.                                    
END_ROOM_DESCR 54

ROOM 55
 Soggy Path
   NORTH              47  <- Slippery Path
   WEST               54  <- Foggy Marsh
END_ROOM 55

ROOM_DESCR 55	{Soggy Path}
The path seems to disappear almost entirely, and is unpleasantly soft and      
muddy to walk along. The ground looks even wetter to the West, while to the    
South the path again skirts dangerously close to the edge of the cliff.        
END_ROOM_DESCR 55

ROOM 56
 Scenic Viewpoint
   NORTH              48  <- Verandah
   EAST               57  <- Shaded Driveway
END_ROOM 56

ROOM_DESCR 56	{Scenic Viewpoint}
You have reached the SW corner of the old estate. A tall hedge forms the       
Western boundary of the estate, and a railing fence lies to the South.         
The railings are buckled and bent, but still provide a barrier to any          
intruders, or escapees. You see rolling green hills stretching to the          
South as far as the eye can see, and Eastwards is a view of many tiny          
coves and secluded beaches.                                                    
END_ROOM_DESCR 56

ROOM 57
 Shaded Driveway
   NORTH              49  <- Front Porch
   EAST               58  <- By Pool
   WEST               56  <- Scenic Viewpoint
END_ROOM 57

ROOM_DESCR 57	{Shaded Driveway}
On a wide gravel driveway running between an avenue of tall elm trees.         
The canopy of foliage above provides cool green shade to anyone on the         
driveway. Flowerbeds run parallel to the driveway on either side, and a        
host of golden daffodils grows in the grass between flowerbeds and             
driveway.  Northwards the driveway continues to the manor, while to the        
South you can see a pair of wrought-iron gates set in the railing fence.       
Both railings and entrance gates are unclimbable, and even from here you       
can see the gates are shut, locked and bolted.                                 
END_ROOM_DESCR 57

ROOM 58
 By Pool
   EAST               59  <- Beneath Tower
   WEST               57  <- Shaded Driveway
   UP                 87  <- Under willow
   ENTER              66  <- In Pool
END_ROOM 58

ROOM_DESCR 58	{By Pool}
You've stumbled across a beautiful pool, made from local stone and fed         
with fresh water from a nearby spring. The water looks clear, although         
quite deep. Willow trees growing on a slight rise near the pool's edge         
droop gracefully over the water, their leaf-tips almost touching the           
surface.                                                                       
END_ROOM_DESCR 58

ROOM 59
 Beneath Tower
   EAST               60  <- Debris Pile
   WEST               58  <- By Pool
   UP                 50  <- Tower Balcony
END_ROOM 59

ROOM_DESCR 59	{Beneath Tower}
Craning your neck backwards, you can just make out the crenellated top of      
the imposing tower that looms in front of you. The tower walls are green       
with ivy, which grows thick and luxuriant here. A railing fence is to the      
South, and you see a stretch of road sweeping towards the front of the         
estate from the West.                                                          
END_ROOM_DESCR 59

ROOM 60
 Debris Pile
   EAST               61  <- Fallen Brickwork
   WEST               59  <- Beneath Tower
   UP                 68  <- Debris Summit
END_ROOM 60

ROOM_DESCR 60	{Debris Pile}
An enormous mound of debris entirely fills this area South of the manor.       
You examine the pile carefully, and notice a small track where someone         
has tried to climb up through all the rubbish to the top of the mound.         
Further South you see a rusted railing fence running from East to West         
as far as the eye can see.                                                     
END_ROOM_DESCR 60

ROOM 61
 Fallen Brickwork
   NORTH              53  <- Boggy Marsh
   EAST               62  <- At Stone Arch
   WEST               60  <- Debris Pile
END_ROOM 61

ROOM_DESCR 61	{Fallen Brickwork}
Near the SE corner of the mansion you survey a pile of rubble. You could       
probably scramble over or around it.                                           
END_ROOM_DESCR 61

ROOM 62
 At Stone Arch
   NORTH              54  <- Foggy Marsh
   EAST               63  <- Crumbling Clifftop
   WEST               61  <- Fallen Brickwork
   UP                 69  <- Hidden Nook
END_ROOM 62

ROOM_DESCR 62	{At Stone Arch}
A strange stone archway, leading nowhere, stands on a low grassy mound         
in the centre of a long lawn sloping gently down to the South. The             
weathered blocks of stone that form the arch are enormous, and you             
marvel at the ingenuity it must have taken to manoeuvre them into place.       
END_ROOM_DESCR 62

ROOM 63
 Crumbling Clifftop
   WEST               62  <- At Stone Arch
   DOWN               101  <- Dangerous Path
END_ROOM 63

ROOM_DESCR 63	{Crumbling Clifftop}
The wind bites through your clothing in this exposed area on the edge of       
the cliff. Someone has attempted to build some kind of pagoda here, with       
a sheltered bench to sit on and admire the view, but all that remains          
now is a crumbling heap of masonry and wood. Railings to the East and          
South ensure that no-one ventures too near the cliff edge. You see a           
small gap in the railings to the South.                                        
END_ROOM_DESCR 63

ROOM 64
 Dark Corner
   SOUTH              8  <- Shady Grove
   EAST               88  <- Overgrown Garden
END_ROOM 64

ROOM_DESCR 64	{Dark Corner}
This  is the NW corner of the grounds surrounding the manor. To the            
North is an impenetrable hedge of brambles, and a high stone wall              
runs from North to South along the Western edge of the manor grounds.          
END_ROOM_DESCR 64

ROOM 65
 By Woodpile
   EAST               3  <- Back Yard
   WEST               88  <- Overgrown Garden
   NORTHEAST          91  <- Behind Woodpile
END_ROOM 65

ROOM_DESCR 65	{By Woodpile}
Old moss-covered logs are stacked in a neat pile on the ground, all            
chopped to roughly the same length. The brambles are even thicker to the       
North, although you can see a small clearing behind the woodpile to the        
Northeast. This whole area has a desolate, uncared-for appearance.             
END_ROOM_DESCR 65

ROOM 66
 In Pool
   UP                 58  <- By Pool
   DOWN               67  <- Pool Bottom
END_ROOM 66

ROOM_DESCR 66	{In Pool}
You dive athletically into the pool and swim about in tight circles for a      
while. The water is so clear that you can see straight to the bottom,          
where pebbles in all colours, shapes and sizes make an attractive              
display.                                                                       
END_ROOM_DESCR 66

ROOM 67
 Pool Bottom
   UP                 66  <- In Pool
   LIGHT              202  <- EXTINGUISHER
END_ROOM 67

ROOM_DESCR 67	{Pool Bottom}
You dive down to get a closer look at the pebbles, and see some quite          
magnificent-looking specimens that would surely enhance your rock              
collection at home.                                                            
END_ROOM_DESCR 67

ROOM 68
 Debris Summit
   DOWN               60  <- Debris Pile
END_ROOM 68

ROOM_DESCR 68	{Debris Summit}
You scramble nimbly to the top of the debris pile, and survey all the          
bits and pieces of building paraphernalia and rubbish - offcuts of great       
wooden beams, broken pieces of masonry, discarded bricks, and a few            
pieces of rusting metal fragments.                                             
END_ROOM_DESCR 68

ROOM 69
 Hidden Nook
   DOWN               62  <- At Stone Arch
END_ROOM 69

ROOM_DESCR 69	{Hidden Nook}
A small space inside the massive stone arch. The yellowish stones              
surrounding you are dry and powdery to the touch, and you shiver as a          
cool breeze swirls through the arch into the nook where you are crouched.      
END_ROOM_DESCR 69

ROOM 70
 Cramped Space
   NORTH              74  <- Musty Space
   UP                 48  <- Verandah
   LIGHT              202  <- EXTINGUISHER
END_ROOM 70

ROOM_DESCR 70	{Cramped Space}
This is a small tunnel-like space beneath the verandah floor. It has a         
peculiar musty smell, and runs the full length of the verandah. Making         
your way along in a peculiar hunched position to avoid banging your head       
on the floorboards above, you can vaguely see a narrow passage to the          
North.                                                                         
END_ROOM_DESCR 70

SPECIAL 70	{Cramped Space}
As you grasp the end of the floorboard and tug you hear the sound of           
rusty nails tearing out of the underlying beams. Soon you've opened a          
gap in the flooring wide enough to slide into, and you land with a soft        
thud on the dusty floor of a hidey-hole under the verandah.                    
END_SPECIAL 70

ROOM 71
 Large Burrow
   UP                 24  <- Crumbling Wall
   LIGHT              207  <- 
END_ROOM 71

ROOM_DESCR 71	{Large Burrow}
It seems you've discovered the home of some EXTREMELY large animal. A          
collection of smallish bones lies heaped in a corner, and twigs, leaves        
and branches form a rough "nest".                                              
END_ROOM_DESCR 71

ROOM 72
 Up Tree
   UP                 73  <- Tree Top
   DOWN               6  <- Thick Forest
END_ROOM 72

ROOM_DESCR 72	{Up Tree}
You climb up to a comfortable fork in the trunk of the oak, and pause to       
look at the scenery below. From here you can just see the chimneys and         
part of the slate roof of the manor, and the two towers which are such         
dominant features of the place.                                                
END_ROOM_DESCR 72

ROOM 73
 Tree Top
   DOWN               72  <- Up Tree
END_ROOM 73

ROOM_DESCR 73	{Tree Top}
You are now up in the highest branches, swaying precariously and feeling       
slightly sea-sick. However, the view more than makes up for the nausea         
you experience, and you gaze about with interest at the panorama spread        
below. The sea below the cliffs to the East sparkles in the sunlight, and      
the white sand of the beach looks like a strip of cottonwool from your         
vantage point high in the tree.                                                
END_ROOM_DESCR 73

ROOM 74
 Musty Space
   SOUTH              70  <- Cramped Space
   LIGHT              202  <- EXTINGUISHER
END_ROOM 74

ROOM_DESCR 74	{Musty Space}
An equally cramped musty space, running under the stone foundations of         
the manor itself. The air is stale and stuffy - you wouldn't want to           
stay here for long.                                                            
END_ROOM_DESCR 74

ROOM 75
 White Beach
   NORTH              78  <- Sand Dunes
   SOUTH              76  <- Curving Bay
   UP                 15  <- Winding Path
END_ROOM 75

ROOM_DESCR 75	{White Beach}
Standing on the pure white sand of this little beach you look Eastwards        
out to sea, and Southwards towards a beautiful cove. To the North are          
granite boulders, glinting almost like metal as the sun shines on them.        
END_ROOM_DESCR 75

ROOM 76
 Curving Bay
   NORTH              75  <- White Beach
   WEST               77  <- Damp Cave
   ENTER              89  <- Shallow Water
END_ROOM 76

ROOM_DESCR 76	{Curving Bay}
The beach curves in a half-moon shape to the foot of steep cliffs to the       
South, which jut out to sea to form a headland. To the West is a large         
opening in the cliff-face, just beyond the high-tide ripples left in the       
sand. A small fishing boat bobs up and down in the shallows at the water's     
edge, drifting gently with the slight movement of the water. On closer         
inspection it seems in excellent condition, and you find a brass plate         
attached to the starboard side which reads "SEAWITCH", and below that, in      
smaller lettering, "Another fine product from the Magik Boat Co. (Ltd>).       
END_ROOM_DESCR 76

ROOM 77
 Damp Cave
   EAST               76  <- Curving Bay
   SOUTHWEST          105  <- Damp Tunnel
   SPECIAL            22  <- Music Room
   KEY                255  <- HANDLE
   LIGHT              207  <- 
END_ROOM 77

ROOM_DESCR 77	{Damp Cave}
This is a small cavern inside the cliff. Damp tendrils of seaweed cover        
the sandy floor, and tiny pools have formed on some of the rock ledges.        
This small cave formed by the sea narrows gradually until the rocky            
ceiling almost touches the floor at the farthest end of the cave.              
END_ROOM_DESCR 77

ROOM 78
 Sand Dunes
   SOUTH              75  <- White Beach
END_ROOM 78

ROOM_DESCR 78	{Sand Dunes}
You scramble over the smaller boulders, and squeeze between the larger         
ones, and finally come to a remote corner of the beach. The dunes are          
covered with a reed-like seagrass, which waves gently in the stiff             
breeze blowing in from the sea. The forest is to the North, and sheer          
cliffs to the West.                                                            
END_ROOM_DESCR 78

ROOM 79
 In Wardrobe
   EAST               32  <- Master Bedroom
   LIGHT              207  <- 
END_ROOM 79

ROOM_DESCR 79	{In Wardrobe}
In the cramped confines of the wardrobe you see that only a few items          
remain, including a drab old grey woollen dressing gown. Everything            
reeks of mothballs, and you begin to sneeze.                                   
END_ROOM_DESCR 79

ROOM 80
 Forgotten Attic
   WEST               86  <- Neat Attic
   DOWN               12  <- Dusty Room
   LIGHT              1  <- {Any Light}
END_ROOM 80

ROOM_DESCR 80	{Forgotten Attic}
Junk and bric-a-brac from a bygone era litter the dusty room, piled from       
floor to ceiling. Obviously no attempt has been made in decades to sort        
the contents or tidy up.                                                       
END_ROOM_DESCR 80

ROOM 81
 Meandering Track
   SOUTH              82  <- Old Stables
   EAST               8  <- Shady Grove
END_ROOM 81

ROOM_DESCR 81	{Meandering Track}
The chalky track is broad, and curves around a slight hill as it winds         
its way through a green meadow. A clump of bushes grows at the side of         
the track, and you see some dilapidated buildings in the distance.             
END_ROOM_DESCR 81

ROOM 82
 Old Stables
   NORTH              81  <- Meandering Track
END_ROOM 82

ROOM_DESCR 82	{Old Stables}
These are the derelict stables, now empty. A faint smell of hay and            
leather lingers in the air, and light falls in shafts through several          
holes in the roof. Some old-fashioned bridles dangle forlornly from            
wooden pegs, and a battered saddle is propped against a bale of hay.           
END_ROOM_DESCR 82

ROOM 83
 Private Balcony
   EAST               84  <- Stately Bedroom
END_ROOM 83

ROOM_DESCR 83	{Private Balcony}
You step out to the second-floor balcony overlooking the front garden.         
From here you can see the pool and a section of the tall tower to the          
East. The front lawns slope down to the railings at the South edge of the      
property, broken only by the double gates at the entrance to the               
driveway.                                                                      
END_ROOM_DESCR 83

ROOM 84
 Stately Bedroom
   EAST               52  <- Upper Gallery
   WEST               83  <- Private Balcony
END_ROOM 84

ROOM_DESCR 84	{Stately Bedroom}
This bedroom has a lofty ceiling, and apart from the usual items of            
bedroom furniture, a chandelier with crystals the size of hen's eggs           
hangs from a black iron chain attached to a circular rose design in the        
centre of the ceiling. A Persian carpet of intricate design and exquisite      
workmanship covers the floor, and the huge bed has a feather mattress,         
covered with a faded brocade bedspread.                                        
END_ROOM_DESCR 84

ROOM 85
 Enormous Coffin
   UP                 38  <- South Cellar
   LIGHT              202  <- EXTINGUISHER
END_ROOM 85

ROOM_DESCR 85	{Enormous Coffin}
The coffin is musty, and seems to contain a bed of black soil.                 
"Manufactured in Transylvania" is stamped discreetly on the upper edge,        
and the whole interior is tastefully lined with cream-coloured satin,          
comfortably padded and quilted.                                                
END_ROOM_DESCR 85

SPECIAL 85	{Enormous Coffin}
You struggle and strain to slide the lid off the coffin, and suddenly it       
moves a bit, allowing you to peer inside the coffin. You can't see a           
thing. Shoving at the lid again you create a gap wide enough to wriggle        
through, and, taking a deep breath, you slide down into the coffin and         
land very gently on something soft.......                                      
END_SPECIAL 85

ROOM 86
 Neat Attic
   EAST               80  <- Forgotten Attic
   LIGHT              1  <- {Any Light}
END_ROOM 86

ROOM_DESCR 86	{Neat Attic}
This tidy little area is a complete contrast to the rest of the attic.         
Everything is stacked in neat piles, and someone has swept and cleaned         
with great enthusiasm, judging by the dust-free surfaces of objects.           
END_ROOM_DESCR 86

ROOM 87
 Under willow
   DOWN               58  <- By Pool
END_ROOM 87

ROOM_DESCR 87	{Under willow}
From this shady spot under the spreading willow branches you can see the       
pool and the spring which fills it through a gently swaying curtain of         
green leaves. The willow trunk is gnarled and twisted, and there is a          
small cleft between two branches.                                              
END_ROOM_DESCR 87

ROOM 88
 Overgrown Garden
   EAST               65  <- By Woodpile
   WEST               64  <- Dark Corner
END_ROOM 88

ROOM_DESCR 88	{Overgrown Garden}
This looks like the back garden of a ruined manor, whose thick stone           
walls lie to the South. To the North is a thick hedge of brambles, and         
you realize that the small tunnel you forced your way through is entirely      
invisible from here. It looks as though you won't be able to return that       
way.                                                                           
END_ROOM_DESCR 88

ROOM 89
 Shallow Water
   EAST               90  <- Deep Water
   WEST               76  <- Curving Bay
END_ROOM 89

ROOM_DESCR 89	{Shallow Water}
In  shallow  water (in  the boat). You gingerly pick up a pair of oars         
lying in the bottom of the boat, and start rowing energetically.               
END_ROOM_DESCR 89

ROOM 90
 Deep Water
   WEST               89  <- Shallow Water
   NORTHEAST          96  <- Deeper Water
END_ROOM 90

ROOM_DESCR 90	{Deep Water}
In deep water (in the boat). You row East, away from the beach, and pause      
for a while to catch you breath. The water here is amazingly clear - a         
lovely shade of aquamarine - and you can see small fish darting around         
beneath the surface.                                                           
END_ROOM_DESCR 90

ROOM 91
 Behind Woodpile
   SOUTHWEST          65  <- By Woodpile
END_ROOM 91

ROOM_DESCR 91	{Behind Woodpile}
Pushing your way through knee-high weeds and brambles you discover a           
tiny paved area behind the moss-covered logs.                                  
END_ROOM_DESCR 91

ROOM 92
 Hidden Chamber
   UP                 131  <- Tower Roof
   DOWN               138  <- Broken Staircase
END_ROOM 92

ROOM_DESCR 92	{Hidden Chamber}
You seem to be in a hidden room high up in the North Tower of the manor.       
The room is small and circular with a wooden floor, and you can see a          
wooden staircase leading down through a hole in the floor, flanked by a        
rotten wooden handrail. An old spinet has been pushed against the wall,        
just below a jagged hole in the tower roof where a large piece of slate        
is missing. Rain falling through the hole has ruined the old spinet, and       
the floor looks in poor condition too.                                         
END_ROOM_DESCR 92

SPECIAL 92	{Hidden Chamber}
Slightly overawed by the sheer size of this instrument, you stand in           
front of the yellowed keyboard and begin playing your favourite party          
piece - the first two bars from "The Warsaw Concerto". Almost immediately      
the room around you blurs for a few moments, and, disconcerted, you shift      
your attention from the keyboard to your surroundings.                         
END_SPECIAL 92

ROOM 93
 Gravel Track
   SOUTH              2  <- Gravelled Patch
   ENTER              94  <- In Car
END_ROOM 93

ROOM_DESCR 93	{Gravel Track}
You find yourself on a narrow gravel track which leads South to the            
gravel patch. To one side of the track you see your little yellow car,         
parked under some oak trees at the track's edge.                               
END_ROOM_DESCR 93

SPECIAL 93	{Gravel Track}
After a moment's contemplation, you decide "Three Blind Mice" might be         
appropriate to play. Carefully touching the keyboard you begin a stirring      
rendition of the tune. As you watch your nimble fingers flying over the        
keys, you sense a swimming sensation in the atmosphere around you, and         
glance up to focus your eyes on the room.                                      
END_SPECIAL 93

ROOM 94
 In Car
   EXIT               93  <- Gravel Track
   SPECIAL            95  <- Home Again!
   KEY                260  <- CARKEYS
   POINTS             10
END_ROOM 94

ROOM_DESCR 94	{In Car}
You clamber into the driver's seat, and the first thing to catch your eye      
is the scribbled memo you wrote yourself - "N.B. Don't strain back again.      
Make frequent trips to car to pack stuff in it." As you settle yourself        
comfortably behind the steering-wheel you pat the dashboard                    
affectionately, and listen to the sound of springs creaking under the          
accumulated weight of all the goodies you stuffed into the boot....and on      
the back seat....and under the front seats....and on the roof-rack. You        
fiddle around with the temperamental ignition, while taking a last look        
about you at "Zanfar".                                                         
END_ROOM_DESCR 94

ROOM 95
 Home Again!
   POINTS             25
   GAME_WIN           
END_ROOM 95

ROOM_DESCR 95	{Home Again!}
Aha! Home again, all safe and sound! You survey the familiar surroundings      
with a warm glow of contentment, and carefully start stacking all your         
treasures on the dining table to pore over them. Suddenly you experience       
that odd sensation again, as though bits and pieces of you are slowly          
disintegrating, and your body seems to be drifting apart in slow motion.       
You wake up slowly, to find yourself lying on the blanket at the Gravel        
Patch. The sun is much farther West than when you fell asleep, and the         
air is cooler now. With a last glance around at the ruins, you pick up         
the blanket and begin making your way towards the car. Aware of something      
clenched in your hand, you uncurl your fingers and discover an orange          
pebble - a small memento to remind you of Zanfar.                              
END_ROOM_DESCR 95

SPECIAL 95	{Home Again!}
You turn the key and your trusty car starts at the first attempt, for a        
change.  You drive down the track  humming a happy tune to yourself as         
you head for home, while the sunlight filters down at an angle through         
the avenue of oak trees on this long Summer evening.                           
END_SPECIAL 95

ROOM 96
 Deeper Water
   NORTH              96  <- Deeper Water
   SOUTH              96  <- Deeper Water
   NORTHEAST          96  <- Deeper Water
   NORTHWEST          96  <- Deeper Water
   SOUTHEAST          97  <- On Reef
   SOUTHWEST          90  <- Deep Water
   UP                 141  <- Rocky Summit
END_ROOM 96

ROOM_DESCR 96	{Deeper Water}
(In the boat). You have rowed to very deep water, but strangely you can        
see part of a huge submerged rock which breaks through the surface of          
the sea and towers overhead.                                                   
END_ROOM_DESCR 96

ROOM 97
 On Reef
   SOUTH              98  <- Rocky Island
   NORTHWEST          96  <- Deeper Water
END_ROOM 97

ROOM_DESCR 97	{On Reef}
(In the boat). This is a tiny reef of rocks that surrounds a disused           
Lighthouse to the South. The white column of the lighthouse rises up from      
a small island like a finger pointing to the sky.                              
END_ROOM_DESCR 97

ROOM 98
 Rocky Island
   EAST               99  <- Abandoned Lighthouse
   ENTER              97  <- On Reef
END_ROOM 98

ROOM_DESCR 98	{Rocky Island}
(Outside the boat). You pull the boat to the edge of the rocks fringing        
the small island, and gaze at the lighthouse towering above. You can see       
the open door of the lighthouse and a small fishing boat.                      
END_ROOM_DESCR 98

ROOM 99
 Abandoned Lighthouse
   WEST               98  <- Rocky Island
   UP                 100  <- Round Room
   SPECIAL            93  <- Gravel Track
   KEY                264  <- HARMONIUM
END_ROOM 99

ROOM_DESCR 99	{Abandoned Lighthouse}
Standing inside the old lighthouse, you are surprised by the sharp             
curvature of the walls, and the steep incline of the rickety wooden            
stairs which climb up to the top of the lighthouse.                            
END_ROOM_DESCR 99

ROOM 100
 Round Room
   DOWN               99  <- Abandoned Lighthouse
   LIGHT              278  <- `
   POINTS             5
END_ROOM 100

ROOM_DESCR 100	{Round Room}
This might have been the sleeping-quarters and kitchen for the                 
lighthouse- keeper a long time ago, but the room is empty now, and the         
flight of iron stairs which once led to a metal catwalk further up has         
rotted away, leaving only gaping metal crossbars which make the topmost        
area inaccessible.                                                             
END_ROOM_DESCR 100

ROOM 101
 Dangerous Path
   UP                 63  <- Crumbling Clifftop
   DOWN               102  <- Secluded Cove
END_ROOM 101

ROOM_DESCR 101	{Dangerous Path}
You find yourself on a very steep and narrow path, struggling to keep          
your balance in the soft sand. You can try heading up towards the              
clifftop, or hurtling down to a tiny beach below.                              
END_ROOM_DESCR 101

ROOM 102
 Secluded Cove
   NORTH              103  <- Fisherman's Shack
   SOUTH              137  <- In the Sea
   EAST               137  <- In the Sea
   UP                 101  <- Dangerous Path
   ENTER              103  <- Fisherman's Shack
END_ROOM 102

ROOM_DESCR 102	{Secluded Cove}
This cove is sheltered from the wind by the cliffs to the West and a           
headland to the South. A fisherman's shack has been built close to the         
cliff, and appears to be in ruins. It's only door hangs drunkenly open         
from a single hinge.                                                           
END_ROOM_DESCR 102

ROOM 103
 Fisherman's Shack
   SOUTH              102  <- Secluded Cove
   EXIT               102  <- Secluded Cove
END_ROOM 103

ROOM_DESCR 103	{Fisherman's Shack}
Standing inside the one-roomed shack you realize how exposed to the            
weather it is. The roof has mostly collapsed, leaving only a small area        
in one corner covered. A wooden table, now scratched and wobbly, stands        
in the centre of the shack, and four double bunks line the stone walls.        
END_ROOM_DESCR 103

ROOM 104
 Stone Steps
   UP                 32  <- Master Bedroom
   DOWN               106  <- Brick Passage
   LIGHT              207  <- 
END_ROOM 104

ROOM_DESCR 104	{Stone Steps}
You are on a steep flight of stone steps, cut into a rock wall and             
descending at a death-defying angle to total darkness below. This              
natural chimney in the rock narrows as it continues downward, and a bit        
further down you can see where the steps change abruptly into a series         
of iron rungs embedded in the chimney wall.                                    
END_ROOM_DESCR 104

ROOM 105
 Damp Tunnel
   WEST               126  <- Rocky Tunnel
   NORTHEAST          77  <- Damp Cave
   LIGHT              207  <- 
END_ROOM 105

ROOM_DESCR 105	{Damp Tunnel}
This natural tunnel in the rocks has a sandy floor, and the smell of           
seaweed and sea air wafts towards you from a narrow crawl in one corner.       
The rock ceiling slopes sharply downwards, and almost touches the floor        
in places.                                                                     
END_ROOM_DESCR 105

ROOM 106
 Brick Passage
   EAST               128  <- Stone Passage
   WEST               107  <- Brick Tunnel
   UP                 104  <- Stone Steps
   LIGHT              207  <- 
END_ROOM 106

ROOM_DESCR 106	{Brick Passage}
The brick passage has been cut into the rock, and has brick walls and an       
arched ceiling. It has been designed to accommodate someone walking in a       
hunched position, and you shuffle along crab-wise. You see some iron           
rungs embedded in the wall near a rock chimney, which leads upwards            
through the passage roof into the darkness above.                              
END_ROOM_DESCR 106

ROOM 107
 Brick Tunnel
   EAST               106  <- Brick Passage
   WEST               108  <- Dank Tunnel
   LIGHT              207  <- 
END_ROOM 107

ROOM_DESCR 107	{Brick Tunnel}
This narrow tunnel is built from weathered red bricks, and is so low you       
almost have to crawl in places.                                                
END_ROOM_DESCR 107

ROOM 108
 Dank Tunnel
   EAST               107  <- Brick Tunnel
   NORTHWEST          109  <- Twisting Tunnel
   LIGHT              207  <- 
END_ROOM 108

ROOM_DESCR 108	{Dank Tunnel}
The air in this tunnel smells stale and stuffy, and you hurry along in a       
crouched position.                                                             
END_ROOM_DESCR 108

ROOM 109
 Twisting Tunnel
   SOUTHEAST          108  <- Dank Tunnel
   SOUTHWEST          110  <- Steep Steps
   LIGHT              207  <- 
END_ROOM 109

ROOM_DESCR 109	{Twisting Tunnel}
You are in a small tunnel that twists through the rock, and you soon           
lose all sense of direction as you move along.                                 
END_ROOM_DESCR 109

ROOM 110
 Steep Steps
   NORTHEAST          109  <- Twisting Tunnel
   UP                 111  <- Inside Rotunda
   LIGHT              207  <- 
END_ROOM 110

ROOM_DESCR 110	{Steep Steps}
You are at the bottom of a steep flight of wooden steps, standing on a         
dirt floor in what appears to be a vertical pit. You can see the white         
roots of different plants that have grown through the earth walls, and         
are now dangling in the air above you. A low tunnel runs Northeast from        
here.                                                                          
END_ROOM_DESCR 110

ROOM 111
 Inside Rotunda
   EAST               112  <- Centre of Maze
   DOWN               110  <- Steep Steps
END_ROOM 111

ROOM_DESCR 111	{Inside Rotunda}
Light filters dimly through the broken planks covering the doorway to          
the East. This was probably a storage area for unused garden furniture         
during the Winter months. Old deckchairs with rotting canvas sprawl            
against a wall, and a garden bench, some flower-pots and other relics          
of years gone by have been randomly dragged into the rotunda. There is         
a trapdoor in the rough wooden flooring, which reveals steep steps             
disappearing at a perilous angle into blackness.                               
END_ROOM_DESCR 111

ROOM 112
 Centre of Maze
   NORTH              114  <- North of Rotunda
   SOUTH              116  <- South of Rotunda
   EAST               113  <- Hedge Maze
   ENTER              111  <- Inside Rotunda
END_ROOM 112

ROOM_DESCR 112	{Centre of Maze}
This is the very heart of the maze! A large grassy area nestles between        
the towering walls of hedges, obviously designed for rest and relaxation       
on hot Summer days. Carved stone benches are dotted about under a cluster      
of trees, and a stone fountain has been built in the shade of an oak on        
one side of the clearing.  A rotunda dominates this grassy area, its           
octagonal brick walls and fancy wrought-iron railings catch your               
attention immediately. It has a high domed roof, shaped a bit like an          
onion, supported by posts rising from a circular wooden platform, which        
in turn rests on solid brick walls. From here you can see no steps             
leading up to the rotunda, but there is a doorway in one of the walls.         
The door has long since disappeared, and someone has attempted to board        
up the open doorway by nailing large planks in a criss-cross fashion to        
the doorframe. You examine the planks carefully, and decide there may be       
enough space between them to climb through.                                    
END_ROOM_DESCR 112

ROOM 113
 Hedge Maze
   EAST               119  <- Hedge Maze
   WEST               112  <- Centre of Maze
   NORTHEAST          118  <- Hedge Maze
END_ROOM 113

ROOM_DESCR 113	{Hedge Maze}
You wander through the maze, trying to find a way out, or the centre.          
END_ROOM_DESCR 113

ROOM 114
 North of Rotunda
   EAST               112  <- Centre of Maze
   WEST               115  <- Front of Rotunda
END_ROOM 114

ROOM_DESCR 114	{North of Rotunda}
From here you can see the structure more clearly. A circular wall of           
bricks supports a circular wooden floor, which is circled by delicate          
wrought-iron railings in a beautiful Oriental design. The curls and            
frills of ironwork climb up the eight wooden pillars supporting the roof       
around its outer edge, and which are carved to resemble Corinthian             
columns.                                                                       
END_ROOM_DESCR 114

ROOM 115
 Front of Rotunda
   NORTH              114  <- North of Rotunda
   SOUTH              116  <- South of Rotunda
   WEST               124  <- Hedge Maze
   UP                 117  <- On Rotunda
END_ROOM 115

ROOM_DESCR 115	{Front of Rotunda}
From this West side of the rotunda you spot a flight of wide metal             
stairs climbing gradually up to the central platform. From here you also       
see that the ornamental lacework of iron climbing up the pillars extends       
around the edge of the roof as an extra detail of adornment. One of many       
pathways enters the Hedge Maze here, and someone has left a Boy Scoutish       
sign on the ground - three twigs forming a rough arrow point West.             
END_ROOM_DESCR 115

ROOM 116
 South of Rotunda
   EAST               112  <- Centre of Maze
   WEST               115  <- Front of Rotunda
END_ROOM 116

ROOM_DESCR 116	{South of Rotunda}
You admire the graceful lines of the rotunda, and in particular the blue       
metal roof which arches over the building in a domed shape.                    
END_ROOM_DESCR 116

ROOM 117
 On Rotunda
   UP                 129  <- Edge of Roof
   DOWN               115  <- Front of Rotunda
END_ROOM 117

ROOM_DESCR 117	{On Rotunda}
You stand on the round wooden floor of the rotunda, and look about with        
interest. The structure is open on all sides, with only a wrought-iron         
railing between you and a nasty drop down to the clearing below. This          
roofed platform would have been ideal for orchestras and bands to              
perform from, or for picnics in case of inclement weather.                     
END_ROOM_DESCR 117

ROOM 118
 Hedge Maze
   EAST               119  <- Hedge Maze
   NORTHWEST          121  <- Hedge Maze
   SOUTHWEST          113  <- Hedge Maze
END_ROOM 118

ROOM_DESCR 118	{Hedge Maze}
You wander through the maze, trying to find a way out or the centre.           
END_ROOM_DESCR 118

ROOM 119
 Hedge Maze
   NORTH              122  <- Hedge Maze
   SOUTH              120  <- Dead End
END_ROOM 119

ROOM_DESCR 119	{Hedge Maze}
You wander through the maze, trying to find a way out, or the centre.          
END_ROOM_DESCR 119

ROOM 120
 Dead End
   NORTH              123  <- Maze Entrance
END_ROOM 120

ROOM_DESCR 120	{Dead End}
You have come to a dead end in the maze. You are surrounded by thick           
hedges on all sides, except to the North.                                      
END_ROOM_DESCR 120

ROOM 121
 Hedge Maze
   NORTH              124  <- Hedge Maze
   EAST               122  <- Hedge Maze
   SOUTHEAST          118  <- Hedge Maze
END_ROOM 121

ROOM_DESCR 121	{Hedge Maze}
You wander through the maze, trying to find a way out, or the centre.          
END_ROOM_DESCR 121

ROOM 122
 Hedge Maze
   NORTH              124  <- Hedge Maze
   SOUTH              119  <- Hedge Maze
   EAST               123  <- Maze Entrance
   WEST               121  <- Hedge Maze
END_ROOM 122

ROOM_DESCR 122	{Hedge Maze}
You wander through the maze, trying to find a way out, or the centre.          
END_ROOM_DESCR 122

SPECIAL 122	{Hedge Maze}
You seat yourself in front of the antique harpsichord, flex your fingers,      
and begin to play "Chopsticks" with a grand flourish. The scene in front       
of you wavers strangely as your fingers touch the keys, and you pause in       
your masterly rendition to see that everything has altered.....                
END_SPECIAL 122

ROOM 123
 Maze Entrance
   NORTH              125  <- Hedge Maze
   SOUTH              120  <- Dead End
   WEST               120  <- Dead End
   NORTHWEST          124  <- Hedge Maze
   SOUTHEAST          48  <- Verandah
END_ROOM 123

ROOM_DESCR 123	{Maze Entrance}
You are at the almost-overgrown entrance to a large maze, green                
corridors leading in all directions.                                           
END_ROOM_DESCR 123

ROOM 124
 Hedge Maze
   SOUTH              122  <- Hedge Maze
   EAST               125  <- Hedge Maze
   SOUTHEAST          123  <- Maze Entrance
END_ROOM 124

ROOM_DESCR 124	{Hedge Maze}
You wander through the maze, trying to find a way out, or the centre.          
END_ROOM_DESCR 124

ROOM 125
 Hedge Maze
   SOUTH              123  <- Maze Entrance
   WEST               124  <- Hedge Maze
END_ROOM 125

ROOM_DESCR 125	{Hedge Maze}
You wander through the maze, trying to find a way out, or the centre.          
END_ROOM_DESCR 125

ROOM 126
 Rocky Tunnel
   EAST               105  <- Damp Tunnel
   SOUTHWEST          127  <- Sloping Tunnel
   LIGHT              207  <- 
END_ROOM 126

ROOM_DESCR 126	{Rocky Tunnel}
You are in a rocky tunnel, part of a small underground cave system             
apparently running in an East/West direction under the cliffs.                 
END_ROOM_DESCR 126

ROOM 127
 Sloping Tunnel
   NORTHEAST          126  <- Rocky Tunnel
   DOWN               128  <- Stone Passage
   LIGHT              207  <- 
END_ROOM 127

ROOM_DESCR 127	{Sloping Tunnel}
At first sight you assume the tunnel ends here, but then you see it            
slopes sharply down to the Southwest, and narrows dramatically to the          
Northeast.                                                                     
END_ROOM_DESCR 127

ROOM 128
 Stone Passage
   WEST               106  <- Brick Passage
   UP                 127  <- Sloping Tunnel
   LIGHT              207  <- 
END_ROOM 128

ROOM_DESCR 128	{Stone Passage}
The passage here has been enlarged, and shallow steps have been cut into       
the sloping floor at one end to prevent slipping on the wet rock. The          
stone walls show evidence of chiselling, and gradually the walls change        
to brick at the Western end of the passage.                                    
END_ROOM_DESCR 128

ROOM 129
 Edge of Roof
   UP                 130  <- Top of Roof
   DOWN               117  <- On Rotunda
END_ROOM 129

ROOM_DESCR 129	{Edge of Roof}
You are clinging for dear life to the ornamental ironwork that circles         
the domed roof, and radiates out from the top of the roof in four              
directions. Perched on the highest part of the dome is a splendid              
weathercock.                                                                   
END_ROOM_DESCR 129

ROOM 130
 Top of Roof
   DOWN               129  <- Edge of Roof
   POINTS             5
END_ROOM 130

ROOM_DESCR 130	{Top of Roof}
Using the lacy ironwork to help you climb the steep slope of the roof,         
you manage to reach the topmost point of the dome. You sit down carefully      
next to the weathercock, both of you gazing over the vista spread out          
below.                                                                         
END_ROOM_DESCR 130

ROOM 131
 Tower Roof
   SOUTH              132  <- Rear Roof
   DOWN               92  <- Hidden Chamber
END_ROOM 131

ROOM_DESCR 131	{Tower Roof}
You are literally at the top of the stone tower at the rear of the manor,      
standing precariously balanced on the tower roof. You could either go          
down through the hole in the roof, or jump down to the manor roof which        
is South of the tower roof. From here you can see the thick forest to the      
North, and a huge oak tree catches your attention as it towers above all       
the surrounding trees.                                                         
END_ROOM_DESCR 131

ROOM 132
 Rear Roof
   SOUTH              133  <- Central Roof
   UP                 131  <- Tower Roof
END_ROOM 132

ROOM_DESCR 132	{Rear Roof}
From here you have a good view of the meadow and derelict stables to the       
West, and a view of the coastline to the East. You can go either South         
along the central ridge of the roof, or climb up the tower wall to the         
tower top.                                                                     
END_ROOM_DESCR 132

ROOM 133
 Central Roof
   NORTH              132  <- Rear Roof
   SOUTH              134  <- Front Roof
   WEST               140  <- Chimney Top
END_ROOM 133

ROOM_DESCR 133	{Central Roof}
Standing on the middle section of the manor roof you see a large chimney       
rising through the roof to the West. The roof ridge continues towards the      
front of the manor.                                                            
END_ROOM_DESCR 133

ROOM 134
 Front Roof
   NORTH              133  <- Central Roof
   UP                 135  <- Tower Parapet
END_ROOM 134

ROOM_DESCR 134	{Front Roof}
You are close to the tall tower rising up at the front of the manor. A         
narrow trail of ivy clings desperately to the rough brickwork, the last        
surviving remnants of the prolific growth lower down.                          
END_ROOM_DESCR 134

ROOM 135
 Tower Parapet
   SOUTH              136  <- Rotten Stairs
   DOWN               134  <- Front Roof
END_ROOM 135

ROOM_DESCR 135	{Tower Parapet}
You are on the topmost point of the front tower, standing on the               
crenellated parapet, and you can see for miles in all directions. There        
is a square opening in the stone floor of the tower, and a rickety flight      
of wooden steps disappears into the opening to the South.                      
END_ROOM_DESCR 135

ROOM 136
 Rotten Stairs
   NORTH              135  <- Tower Parapet
   DOWN               51  <- In Front Tower
END_ROOM 136

ROOM_DESCR 136	{Rotten Stairs}
Half-way down on the rotten stairs. The rest of the staircase lies in a        
crumbling heap of rotten wood on the floor of the room below. As you           
resignedly turn around to go back the way you came, you hear an ominous        
creaking of wood, and with lightening speed you calculate approximately        
how far down you'd have to drop if you hung by your fingertips from the        
last intact stair.....                                                         
END_ROOM_DESCR 136

ROOM 137
 In the Sea
   PLAYER_DEAD        
END_ROOM 137

ROOM_DESCR 137	{In the Sea}
You are trying to swim against a strong current that sweeps around the         
headland. Unfortunately it is a losing battle, and you are not waving,         
but drowning.                                                                  
END_ROOM_DESCR 137

ROOM 138
 Broken Staircase
   UP                 92  <- Hidden Chamber
   DOWN               13  <- Tower Room
   LIGHT              202  <- EXTINGUISHER
END_ROOM 138

ROOM_DESCR 138	{Broken Staircase}
Standing on a rickety old staircase you can see the floor of a room below      
you. The wooden steps have rotted away completely at this point, but you       
might be able to jump down to the ground.                                      
END_ROOM_DESCR 138

ROOM 139
 Inside Chimney
   UP                 140  <- Chimney Top
   DOWN               34  <- Sitting Room
   LIGHT              202  <- EXTINGUISHER
END_ROOM 139

ROOM_DESCR 139	{Inside Chimney}
Apart from being dark and sooty, the chimney is very wide, and you are         
able to climb down easily as the interior of the chimney has been roughly      
constructed, with protruding bricks and small ledges providing plenty of       
footholds. You notice the chimney widens out even more near the bottom,        
and you will have to jump down from here.                                      
END_ROOM_DESCR 139

ROOM 140
 Chimney Top
   EAST               133  <- Central Roof
   DOWN               139  <- Inside Chimney
END_ROOM 140

ROOM_DESCR 140	{Chimney Top}
You have climbed to the top of the chimney, and you peer down, hoping to       
spot something in the gloom of the chimney interior. All you can see from      
here is soot coating the chimney walls.                                        
END_ROOM_DESCR 140

ROOM 141
 Rocky Summit
   DOWN               96  <- Deeper Water
   POINTS             5
END_ROOM 141

ROOM_DESCR 141	{Rocky Summit}
You climb nimbly to the top of the rock. There is a narrow crevice which       
runs horizontally through the flat surface of the summit.                      
END_ROOM_DESCR 141

------------- Start of Noun Definitions -------------
NOUN 200
  EXTINGUISHER
  FIRE
    You see a red fire extinguisher
  SIZE               5
  WEIGHT             5
  LOCATION           44 <-- Marble Staircase

END_NOUN 200

NOUN_DESCR 200	{EXTINGUISHER}
The fire extinguisher has the usual instructions for use pasted on the         
front. You quickly read a few lines, and the gist of it is...."bang nozzle     
on hard surface....emits white foam....do NOT inhale...do NOT ingest...        
suitable for indoor and outdoor use....follow instructions carefully...."      
END_NOUN_DESCR 200

NOUN 201
  FLOORBOARD
  LOOSE
    There is a loose floorboard protruding above the verandah floor.
  UNMOVABLE          
  LOCATION           48 <-- Verandah
  PULLABLE           

END_NOUN 201

NOUN_DESCR 201	{FLOORBOARD}
This floorboard, like the others, has been attacked by woodworm. It makes a    
hollow noise when you tap it experimentally.                                   
END_NOUN_DESCR 201

NOUN 202
  CHAMELEON
  CRYSTAL
      You see a crystal Chameleon
  SIZE               2
  WEIGHT             2
  LOCATION           205 <-- Inside JACKET

END_NOUN 202

NOUN_DESCR 202	{CHAMELEON}
The chameleon glows and shimmers with a strange greenish light that seems      
to come from deep within the crystal. It shines brightly with a soft           
glow.                                                                          
END_NOUN_DESCR 202

NOUN 203
  LAMP
  CORDLESS
      A cordless lamp is here
  SIZE               5
  WEIGHT             5
  LOCATION           37 <-- Reading Room
  READABLE           
  IS_LIGHT           

END_NOUN 203

NOUN_DESCR 203	{LAMP}
This is a tall standard lamp. It stands about 8' high, and has been            
strategically placed in corner of the room to give the maximum                 
illumination. With a shudder of distaste you note its bright green             
lampshade, with a row of cute pink bobbles dangling from the bottom. It        
is carved from a teak post in a twisted spiral, and has a heavy pink           
marble base. You see some faint lettering on the lamp base.                    
END_NOUN_DESCR 203

TEXT 203	{LAMP}
Bending down to have a closer look, you read "Powered by Eterna-Life           
batteries - another fine product from The Infinity Corporation."               
END_TEXT 203

NOUN 204
  LID
  COFFIN
     You see a heavy coffin lid, which seals the coffin snugly.
  UNMOVABLE          
  LOCATION           38 <-- South Cellar
  PUSHABLE           

END_NOUN 204

NOUN_DESCR 204	{LID}
The large coffin lid is made from solid wood, and has been highly polished.    
Strangely, it bears no trace of dust on its surface. You notice a small        
square of heavy cream notepaper taped to the lid.                              
END_NOUN_DESCR 204

NOUN 205
  JACKET
  EVENING
      You see a glorious evening jacket
  SIZE               10
  WEIGHT             6
  UNMOVABLE          
  LOCATION           79 <-- In Wardrobe
  CLOSEABLE          

END_NOUN 205

NOUN_DESCR 205	{JACKET}
The evening jacket is spectacular in design. It is made from a soft            
silky material in blues and greens, and has three buttons covered in           
the same material down the front.                                              
END_NOUN_DESCR 205

NOUN 206
  GARLIC
  SMELLY
      You see some smelly garlic here
  SIZE               3
  WEIGHT             3
  LOCATION           4 <-- Weedpatch
  EDIBLE             

END_NOUN 206

NOUN_DESCR 206	{GARLIC}
The head of garlic is large, and doesn't look very appetising.                 
END_NOUN_DESCR 206

NOUN 207
  BALL
  RUBBER
      You see a rubber ball here
  SIZE               3
  WEIGHT             3
  LOCATION           78 <-- Sand Dunes

END_NOUN 207

NOUN_DESCR 207	{BALL}
This is obviously a child's toy, made from a brilliant luminous substance      
resembling rubber. It is super-bouncy, and emits a greenish glow.              
END_NOUN_DESCR 207

NOUN 208
  PELLETS
  SPECKLED
      Some speckled pellets are lying here.
  SIZE               2
  WEIGHT             2
  LOCATION           227 <-- Inside SHOEBOX
  EDIBLE             
  POISONOUS          

END_NOUN 208

NOUN_DESCR 208	{PELLETS}
There are about twenty of these small brown pellets. They are spherical        
and about 1" in diameter, and smell a bit odd.                                 
END_NOUN_DESCR 208

NOUN 209
  AXE
  BLUNT
      You see a blunt axe
  SIZE               7
  WEIGHT             7
  LOCATION           91 <-- Behind Woodpile

END_NOUN 209

NOUN_DESCR 209	{AXE}
You realize the axe has not been used in years, judging from its rusty         
state and blunt edge. It is long and heavy though, and still looks pretty      
dangerous.                                                                     
END_NOUN_DESCR 209

NOUN 210
  WIRE
  BENT
      You see a short length of bent wire here.
  SIZE               2
  WEIGHT             2
  LOCATION           3 <-- Back Yard

END_NOUN 210

NOUN_DESCR 210	{WIRE}
The short length of steel wire has been bent in a U-shape.                     
END_NOUN_DESCR 210

NOUN 211
  HARPSICHORD
  BAROQUE
     There is a Baroque Harpsichord here which looks a valuable antique.
  SIZE               20
  UNMOVABLE          
  LOCATION           43 <-- Study
  PLAYABLE           

END_NOUN 211

NOUN_DESCR 211	{HARPSICHORD}
Although covered in dust, this is still an elegant instrument. You notice      
the outer casing has been painted, and carefully-executed flowers              
decorate the sides and front panel.                                            
END_NOUN_DESCR 211

NOUN 212
  FEEDBIN
  METAL
      You see a metal feedbin in a corner of the old Stables
  UNMOVABLE          
  LOCATION           82 <-- Old Stables
  CLOSEABLE          
  LOCKABLE           
  LOCKED             
  KEY                224  <-- KEYRING

END_NOUN 212

NOUN_DESCR 212	{FEEDBIN}
The large metal feedbin is closed, and you guess it must have held oats or     
chaff for the horses that were once stabled here.                              
END_NOUN_DESCR 212

NOUN 213
  NEST
  BIRD'S
      You see a bird's nest
  SIZE               6
  WEIGHT             3
  UNMOVABLE          
  LOCATION           73 <-- Tree Top

END_NOUN 213

NOUN_DESCR 213	{NEST}
This looks just like every other bird's nest you've ever seen.                 
END_NOUN_DESCR 213

NOUN 214
  CHEETAH
  CHALCEDONY
      You see a chalcedony Cheetah
  SIZE               2
  WEIGHT             2
  LOCATION           238 <-- Inside CABINET

END_NOUN 214

NOUN_DESCR 214	{CHEETAH}
The cheetah is beautifully carved from a streaky blue chunk of chalcedony      
END_NOUN_DESCR 214

NOUN 215
  LUNCHBOX
  PLASTIC
      You see a plastic lunchbox
  SIZE               3
  WEIGHT             3
  LOCATION           90 <-- Deep Water
  CLOSEABLE          

END_NOUN 215

NOUN_DESCR 215	{LUNCHBOX}
The lunchbox is red, made from plastic, and a tight-fitting white lid          
seals it completely.                                                           
END_NOUN_DESCR 215

NOUN 216
  PLATYPUS
  PEARL
     You see a pearl Platypus
  SIZE               2
  WEIGHT             2
  LOCATION           215 <-- Inside LUNCHBOX

END_NOUN 216

NOUN_DESCR 216	{PLATYPUS}
The platypus gleams with a lovely translucent glow, and you admire the         
exquisite workmanship as you turn the small object about in your hand.         
END_NOUN_DESCR 216

NOUN 217
  ELEPHANT
  EBONY
      You see an ebony Elephant
  SIZE               2
  WEIGHT             2
  LOCATION           74 <-- Musty Space

END_NOUN 217

NOUN_DESCR 217	{ELEPHANT}
The elephant has been carved from a single piece of ebony. It is about         
6" high, and has tusks made from silver.                                       
END_NOUN_DESCR 217

NOUN 218
  WALL
  STONE
      You see a shimmering stone wall to the South
  UNMOVABLE          
  LOCATION           35 <-- Secret Chamber
  PUSHABLE           

END_NOUN 218

NOUN_DESCR 218	{WALL}
There seems to be something odd about the South wall, and you examine          
it carefully. It appears slightly  unreal, like a theatrical prop, and         
feels warm to the touch although made of stone.                                
END_NOUN_DESCR 218

NOUN 219
  MUSICBOX
  ORNATE
     You see an ornate musicbox, with a small handle on one side.
  SIZE               4
  WEIGHT             4
  UNMOVABLE          
  LOCATION           77 <-- Damp Cave
  CLOSEABLE          
  LOCKABLE           
  LOCKED             
  KEY                226  <-- KEY

END_NOUN 219

NOUN_DESCR 219	{MUSICBOX}
The musicbox is very old, and has a lock on the front. It was painted          
white, but is now soggy and discoloured with mildew, and is firmly wedged      
between the rocks. You wonder if it could still possibly play a tune.          
END_NOUN_DESCR 219

NOUN 220
  OCTOPUS
  ONYX
      There is a tiny onyx Octopus here
  SIZE               2
  WEIGHT             2
  LOCATION           219 <-- Inside MUSICBOX

END_NOUN 220

NOUN_DESCR 220	{OCTOPUS}
The small onyx ornament is carved  to look as though its tentacles are         
waving in the air, and you see that the small suckers on their undersides      
are made from rows of marcasites embedded in the onyx.                         
END_NOUN_DESCR 220

NOUN 221
  TURTLE
  TURQUOISE
     You see a turquoise Turtle, head poking out from its blue shell
  SIZE               2
  WEIGHT             2
  LOCATION           67 <-- Pool Bottom

END_NOUN 221

NOUN_DESCR 221	{TURTLE}
The turtle is about 5" long, and the turquoise is mottled, with brown and      
grey streaks giving it an attractive appearance.                               
END_NOUN_DESCR 221

NOUN 222
  POUCH
  LEATHER
      There is a small leather pouch here
  SIZE               6
  WEIGHT             2
  LOCATION           71 <-- Large Burrow
  CLOSEABLE          

END_NOUN 222

NOUN_DESCR 222	{POUCH}
The leather pouch is stiff and cracked, and bulges in the middle.              
END_NOUN_DESCR 222

NOUN 223
  TRUNK
  TIN
     An old tin trunk has been pushed into a dark corner of the Kitchen.
  SIZE               40
  WEIGHT             40
  UNMOVABLE          
  LOCATION           9 <-- Kitchen Entrance
  CLOSEABLE          
  LOCKABLE           
  LOCKED             
  KEY                210  <-- WIRE
  PUSHABLE           

END_NOUN 223

NOUN_DESCR 223	{TRUNK}
The trunk has definite character. It has been painted cream, with dark         
blue flowers scattered around the lid and cascading down the sides. It         
appears to be locked.                                                          
END_NOUN_DESCR 223

PUSH_DESCR  223	{TRUNK}
As you shove at the trunk it suddenly moves sideways, ricochets off the        
West wall, and comes to a squealing halt a hairsbreadth from the toes on       
your left foot.                                                                
END_PUSH_DESCR 223

NOUN 224
  KEYRING
  PLATINUM
      There is a platinum keyring lying here
  SIZE               2
  WEIGHT             2
  LOCATION           225 <-- Inside CHEST
  READABLE           

END_NOUN 224

NOUN_DESCR 224	{KEYRING}
The keyring is a platinum ring which currently has several keys attached       
to it. A small platinum disk dangles from the keyring by a short platinum      
chain, and has something engraved on it.                                       
END_NOUN_DESCR 224

TEXT 224	{KEYRING}
Engraved on the keyring is "ZANFAR"                                            
END_TEXT 224

NOUN 225
  CHEST
  SMALL
      You see a small metal chest, surprisingly free from rust.
  SIZE               10
  WEIGHT             3
  UNMOVABLE          
  LOCATION           67 <-- Pool Bottom
  CLOSEABLE          
  LOCKABLE           
  LOCKED             
  KEY                226  <-- KEY

END_NOUN 225

NOUN_DESCR 225	{CHEST}
The metal chest is in excellent condition, although you assume it has          
been under water for some time. You have no idea what alloy the metal is,      
despite your crash-course in Metallurgy at the local Uni for three weeks       
last Summer.                                                                   
END_NOUN_DESCR 225

NOUN 226
  KEY
  GOLD
      A small gold key is here
  SIZE               2
  WEIGHT             2
  LOCATION           223 <-- Inside TRUNK

END_NOUN 226

NOUN_DESCR 226	{KEY}
The key is small, and made of gold.                                            
END_NOUN_DESCR 226

NOUN 227
  SHOEBOX
  CARDBOARD
      There is an old cardboard shoebox here.
  SIZE               8
  WEIGHT             5
  LOCATION           92 <-- Hidden Chamber
  READABLE           
  CLOSEABLE          

END_NOUN 227

NOUN_DESCR 227	{SHOEBOX}
The shoebox has come apart at the corners and is squashed almost flat          
in the middle. On the lid something has been written in a hasty scrawl.        
END_NOUN_DESCR 227

TEXT 227	{SHOEBOX}
Under a crude drawing of a skull-and-crossbones is written "Baticide"          
END_TEXT 227

NOUN 228
  JAR
  POTTERY
      You see a large jar, made from thick pottery
  SIZE               10
  WEIGHT             15
  LOCATION           69 <-- Hidden Nook
  READABLE           
  CLOSEABLE          

END_NOUN 228

NOUN_DESCR 228	{JAR}
This is a heavy pottery jar, made from a speckled beige clay, with a dark      
mustard base and a tan strip near the top. The glazed surface is crazed,       
but you can make out some faint lettering on the jar printed in a large,       
ornate script. A large cork seals the mouth of the jar.                        
END_NOUN_DESCR 228

TEXT 228	{JAR}
You see the words "SODIUM CHLORIDE". Use only as recommended.                  
END_TEXT 228

NOUN 229
  CRYSTALS
  WHITE
      You see a heap of white crystals
  SIZE               3
  WEIGHT             3
  LOCATION           228 <-- Inside JAR
  EDIBLE             

END_NOUN 229

NOUN_DESCR 229	{CRYSTALS}
The fine white crystals look very pretty, and glitter in the light as you      
examine them.                                                                  
END_NOUN_DESCR 229

NOUN 230
  TIGER
  TOPAZ
      There is a polished topaz Tiger here
  SIZE               2
  WEIGHT             2
  LOCATION           85 <-- Enormous Coffin

END_NOUN 230

NOUN_DESCR 230	{TIGER}
The tiger is a beautiful tawny colour, and has been cut from a lump of         
yellow-brown topaz.                                                            
END_NOUN_DESCR 230

NOUN 231
  CLEANER
  VACUUM
    An ancient Hover vacuum cleaner is lying on the floor.
  SIZE               10
  WEIGHT             10
  UNMOVABLE          
  LOCATION           86 <-- Neat Attic
  READABLE           
  CLOSEABLE          

END_NOUN 231

NOUN_DESCR 231	{CLEANER}
This must have been one of the original models. It is plain, squat and         
ugly. Painted a dull indeterminate shade of black-brown-grey, it sits          
sullenly on the floor. Glued to the cleaner's side is part of an old           
label.                                                                         
END_NOUN_DESCR 231

TEXT 231	{CLEANER}
"Another Eterna-Life appliance from Infinity Corp.(Pty.) (Ltd.)"               
END_TEXT 231

NOUN 232
  MOUSE
  MARBLE
    You see a small marble Mouse
  SIZE               2
  WEIGHT             2
  LOCATION           231 <-- Inside CLEANER

END_NOUN 232

NOUN_DESCR 232	{MOUSE}
The mouse has been cut from grey marble, and is about half-an-inch long,       
half-an-inch high, and has a half-an-inch tail. Two tiny chips of pink         
crystal form the eyes.                                                         
END_NOUN_DESCR 232

NOUN 233
  ANTELOPE
  AQUAMARINE
     You see an aquamarine Antelope, glittering in the light
  SIZE               2
  WEIGHT             2
  LOCATION           139 <-- Inside Chimney

END_NOUN 233

NOUN_DESCR 233	{ANTELOPE}
You admire this elegant piece of work, the pale blue gemstone giving the       
antelope a very unusual colouring. No wonder it has a faintly surprised        
expression.                                                                    
END_NOUN_DESCR 233

NOUN 234
  CUPBOARD
  KITCHEN
      There is a spacious kitchen cupboard here.
  SIZE               20
  WEIGHT             90
  UNMOVABLE          
  LOCATION           10 <-- Spacious Kitchen
  CLOSEABLE          
  LOCKABLE           
  LOCKED             
  KEY                224  <-- KEYRING

END_NOUN 234

NOUN_DESCR 234	{CUPBOARD}
The cupboard is suited to the Kitchen area as it is large and                  
simply-made, and lacks any ornamentation. It has been built against the        
South wall, and its two pine doors are closed.                                 
END_NOUN_DESCR 234

NOUN 235
  BOTTLE
  BROWN
      You see a small brown bottle
  SIZE               6
  WEIGHT             5
  LOCATION           291 <-- Inside LOCKER
  READABLE           
  CLOSEABLE          

END_NOUN 235

NOUN_DESCR 235	{BOTTLE}
The bottle is made from opaque glass, and you cannot guess the contents        
although you shake it consideringly. As you peer more closely at the           
bottle, you see half a label stuck under the bottle.                           
END_NOUN_DESCR 235

TEXT 235	{BOTTLE}
"......contains Essence of Garl.. .. a powdere. .orm. Use spar....."           
END_TEXT 235

NOUN 236
  TEACHEST
  PLYWOOD
      A wooden teachest stands in a dusty corner of the room.
  SIZE               15
  UNMOVABLE          
  LOCATION           12 <-- Dusty Room
  CLOSEABLE          
  LOCKABLE           
  LOCKED             
  KEY                293  <-- KEYS

END_NOUN 236

NOUN_DESCR 236	{TEACHEST}
The teachest is sturdily constructed from thick plywood, and someone has       
added a lock and bolt arrangement, secured with a padlock.                     
END_NOUN_DESCR 236

NOUN 237
  PAGE
  YELLOWED
     There is a yellowed page here,curling at the edges
  UNMOVABLE          
  LOCATION           244 <-- Inside SPELLBOOK
  READABLE           

END_NOUN 237

NOUN_DESCR 237	{PAGE}
The page is covered with closely-written sentences in an ancient form of       
English.                                                                       
END_NOUN_DESCR 237

TEXT 237	{PAGE}
Silently thanking your lucky stars for those evening classes in Medieval       
Languages, you begin translating the page. This page, the last one in the      
Spellbook, appears to cover all the "Z Spelles" (For use in combat). The       
gist of it is that Z Spelles MUST initially be magiked into a special          
object (the Spelle-carrier) by a Grand Wizard. These Spelle-carriers are       
indestructible, but can only be used once by a particular individual on a      
specific enemy. Spelle-carriers MUST be circular in shape to contain the       
magik. A Spelle-carrier releases its magik when thrown at the appropriate      
enemy. The page is signed at the end "Grand Wizard of Camelot: Personal        
Advisor to King Arthur, and Special Councillor at the Round Table for          
over a Century". This is followed by an illegible scribble.                    
END_TEXT 237

NOUN 238
  CABINET
  DISPLAY
      A beechwood display cabinet is prominently placed.
  SIZE               50
  UNMOVABLE          
  LOCATION           29 <-- Trophy Room
  CLOSEABLE          
  LOCKABLE           
  LOCKED             
  KEY                224  <-- KEYRING

END_NOUN 238

NOUN_DESCR 238	{CABINET}
This display cabinet, or rather, it's contents, must have been the             
owner's pride and joy in days gone by. It stands in the centre of the          
room, and is enormous. It has two fronts, instead of a back and front,         
all the better to view the trophies, probably. You walk around it in           
circles, trying to peer through the thick layer of dust and grime              
adhering to the glass doors.                                                   
END_NOUN_DESCR 238

NOUN 239
  NOTE
  TERSE
     There is a short note
  UNMOVABLE          
  LOCATION           38 <-- South Cellar
  READABLE           

END_NOUN 239

NOUN_DESCR 239	{NOTE}
The note has been written on thick cream notepaper of the finest               
quality in stylish handwriting with loops and twirls all over the place.       
You admire the unusual ink that has been used - the dark red colour            
stands out well on the cream notepaper.                                        
END_NOUN_DESCR 239

TEXT 239	{NOTE}
The note is short and to the point - "Do NOT disturb. Visiting hours           
8p.m. - 11p.m. by appointment only." (Signed) DONALD DRAC VIII. (COUNT).       
END_TEXT 239

NOUN 240
  CRATE
  WOODEN
      You see a large wooden crate behind the bed.
  SIZE               15
  WEIGHT             50
  UNMOVABLE          
  LOCATION           46 <-- Splendid Bedroom
  READABLE           
  CLOSEABLE          
  LOCKED             
  KEY                209  <-- AXE

END_NOUN 240

NOUN_DESCR 240	{CRATE}
This crate is huge. It has been competently nailed together, and you           
notice large quantities of mouldy straw oozing through the cracks              
between the planks near the bottom of the crate. Something is written          
across the lid in large red lettering.                                         
END_NOUN_DESCR 240

TEXT 240	{CRATE}
"DANGER - contains live cargo. (This side Up)."                                
END_TEXT 240

NOUN 241
  MONKEY
  MALACHITE
      You see a fairly large malachite Monkey
  SIZE               4
  WEIGHT             4
  LOCATION           240 <-- Inside CRATE

END_NOUN 241

NOUN_DESCR 241	{MONKEY}
The malachite figurine of a monkey is about 10" high, and so well-crafted      
that it appears almost real.                                                   
END_NOUN_DESCR 241

NOUN 242
  KNIFE
  RUSTY
      There is a rusty knife here
  SIZE               4
  WEIGHT             4
  LOCATION           212 <-- Inside FEEDBIN

END_NOUN 242

NOUN_DESCR 242	{KNIFE}
You think this was a carving-knife, judging by the length of the blade         
and the ornate handle. The blade still seems to have an edge, as far as        
you can tell.                                                                  
END_NOUN_DESCR 242

NOUN 243
  GORILLA
  GARNET
      You see a garnet Gorilla
  SIZE               2
  WEIGHT             2
  LOCATION           212 <-- Inside FEEDBIN

END_NOUN 243

NOUN_DESCR 243	{GORILLA}
This gorilla has a rather homely look about it, and the reddish brown          
of the garnet from which it's fashioned gives its fur a quaint realism.        
END_NOUN_DESCR 243

NOUN 244
  SPELLBOOK
  ANCIENT
      An ancient spellbook is here
  SIZE               4
  WEIGHT             4
  LOCATION           282 <-- Inside GRIMOIRE
  CLOSEABLE          

END_NOUN 244

NOUN_DESCR 244	{SPELLBOOK}
The leather-bound book of spells is yellowed with age, and you handle it       
very carefully. The title of the book is embossed on the cover in faded        
gold lettering - The Magik Spelles (Vol.III) (M-Z)                             
END_NOUN_DESCR 244

NOUN 245
  SPELLDISK
  SILVER
     You see a silver spelldisk
  SIZE               2
  WEIGHT             2
  LOCATION           244 <-- Inside SPELLBOOK

END_NOUN 245

NOUN_DESCR 245	{SPELLDISK}
The spelldisk is silver, about 1" in diameter, and has strange markings        
and symbols cut in relief around the outer edge. It feels warm to the          
touch. You have no idea how to interpret the archaic symbols, but a            
picture of a zoril is on both sides of the spelldisk.                          
END_NOUN_DESCR 245

NOUN 246
  JACKAL
  JADE
      There is a jade Jackal here
  SIZE               2
  WEIGHT             2
  LOCATION           222 <-- Inside POUCH

END_NOUN 246

NOUN_DESCR 246	{JACKAL}
This wolf-like creature has been fashioned from a block of jade, and the       
precious stone feels smooth in your hands as you handle it.                    
END_NOUN_DESCR 246

NOUN 247
  DISC
  CARDBOARD
      You see a cardboard disc
  SIZE               3
  WEIGHT             3
  LOCATION           249 <-- Inside BASKET

END_NOUN 247

NOUN_DESCR 247	{DISC}
This disc looks like a child's "pretend" money. It has a few brightly          
coloured squiggles in the centre, and round the edge, printed with what        
looks like a thin red pencil is the word "ZIGGIZOK".                           
END_NOUN_DESCR 247

NOUN 248
  PLAQUE
  BRASS
      There is a brass plaque here
  SIZE               3
  WEIGHT             3
  LOCATION           2 <-- Gravelled Patch
  READABLE           

END_NOUN 248

NOUN_DESCR 248	{PLAQUE}
The brass plaque is quite unusual, as it is round instead of square.           
Engraved across the centre in a neat copperplate style is one word.            
END_NOUN_DESCR 248

TEXT 248	{PLAQUE}
"ZANFAR". Hmmmm - this plaque was probably a nameplate which fell off          
the back gates.                                                                
END_TEXT 248

NOUN 249
  BASKET
  WICKER
      There is a wicker basket here
  SIZE               20
  WEIGHT             15
  UNMOVABLE          
  LOCATION           84 <-- Stately Bedroom
  CLOSEABLE          
  LOCKABLE           
  LOCKED             
  KEY                293  <-- KEYS

END_NOUN 249

NOUN_DESCR 249	{BASKET}
The wicker basket is made from cane woven into a large square shape. It        
has a nifty-looking leather-and-chrome lock on the front, and cane             
handles protrude from each side.                                               
END_NOUN_DESCR 249

NOUN 250
  SCORPION
  SAPPHIRE
      You see a sapphire Scorpion
  SIZE               2
  WEIGHT             2
  LOCATION           249 <-- Inside BASKET

END_NOUN 250

NOUN_DESCR 250	{SCORPION}
The scorpion has been cut from the sapphire in an attacking stance. Its        
claws are raised high in front, and the tail arches gracefully over its        
blue gemstone back.                                                            
END_NOUN_DESCR 250

NOUN 251
  DIARY
  LARGE
    There is a large diary
  SIZE               4
  WEIGHT             3
  LOCATION           253 <-- Inside DESK
  CLOSEABLE          

END_NOUN 251

NOUN_DESCR 251	{DIARY}
The diary has a black hardback cover, and a tea or coffee stain has            
obliterated most of the name written there.                                    
END_NOUN_DESCR 251

NOUN 252
  PAGES
  MANY
    There are many pages
  UNMOVABLE          
  LOCATION           251 <-- Inside DIARY
  READABLE           

END_NOUN 252

NOUN_DESCR 252	{PAGES}
Most of the pages have been filled with neatly-written entries in an           
orderly arrangement of paragraphs.                                             
END_NOUN_DESCR 252

TEXT 252	{PAGES}
You remember the speed-reading course you took last Autumn with gratitude,     
and quickly scan the pages. Most of the diary is taken up with details of      
day-to-day events concerning the running of an estate this size. However,      
three minutes and twenty seconds later, towards the end of the book, you       
come to an odd entry. "...still continuing with preparations to sell           
Zanfar......wife and children cannot tolerate the atmosphere any longer.       
..strange goings-on....locals won't come near the place.....things keep        
disappearing. Rumours of a curse on the place......will have to sell at        
great financial loss.....worth it to be free of Zanfar, and...." The           
writing ends here and the few remaining pages are all blank.                   
END_TEXT 252

NOUN 253
  DESK
  WRITING
    There is an old-fashioned writing desk here.
  SIZE               25
  UNMOVABLE          
  LOCATION           43 <-- Study
  CLOSEABLE          
  LOCKABLE           
  LOCKED             
  KEY                284  <-- LOCKPICK

END_NOUN 253

NOUN_DESCR 253	{DESK}
The writing desk has a heavy oak lid which slopes from top to bottom,          
and is covered by a square of green leather in the centre. It has two          
ornately carved legs supporting the front edge, which end in                   
claw-and-ball feet. There is an intricate-looking lock on the front.           
END_NOUN_DESCR 253

NOUN 254
  OCELOT
  OPAL
      There is an opal Ocelot here.
  SIZE               2
  WEIGHT             2
  LOCATION           256 <-- Inside SIDEBOARD

END_NOUN 254

NOUN_DESCR 254	{OCELOT}
The ocelot is carved with a permanent snarling expression.                     
END_NOUN_DESCR 254

NOUN 255
  HANDLE
  DELICATE
      You see a delicate brass handle
  UNMOVABLE          
  LOCATION           77 <-- Damp Cave
  TURNABLE           

END_NOUN 255

NOUN_DESCR 255	{HANDLE}
The small handle protrudes from the side of the musicbox facing you.           
END_NOUN_DESCR 255

NOUN 256
  SIDEBOARD
  MASSIVE
      You see a massive oak sideboard
  SIZE               20
  UNMOVABLE          
  LOCATION           26 <-- Dining Room
  CLOSEABLE          
  LOCKABLE           
  LOCKED             
  KEY                210  <-- WIRE

END_NOUN 256

NOUN_DESCR 256	{SIDEBOARD}
The sideboard has fantastically elaborate carving all over the front. Oak      
roses and cherubs swirl up from the legs, over the four cupboard doors,        
and continue over the mirrored centre panel.                                   
END_NOUN_DESCR 256

NOUN 257
  QUAGGA
  QUARTZ
      You see a quartz Quagga
  SIZE               2
  WEIGHT             2
  LOCATION           253 <-- Inside DESK

END_NOUN 257

NOUN_DESCR 257	{QUAGGA}
The quagga is cut from pale mauve quartz, and reminds you vaguely of a         
zebra. Violet streaks in the quartz give the quagga a realistic striped        
appearance, although you doubt somehow that the colouring would be             
authentic.                                                                     
END_NOUN_DESCR 257

NOUN 258
  MIRROR
  CRACKED
    A gigantic mirror is attached to the South wall.
  SIZE               20
  UNMOVABLE          
  LOCATION           27 <-- Vast Ballroom
  PUSHABLE           

END_NOUN 258

NOUN_DESCR 258	{MIRROR}
The mirror is cracked, from side to side, and surrounded by a tarnished        
gilt frame. The surface of the mirror is spotted with age, and looks           
almost translucent in some places.                                             
END_NOUN_DESCR 258

NOUN 259
  DINOSAUR
  DIAMOND
      You see an enormous diamond Dinosaur!
  SIZE               3
  WEIGHT             3
  LOCATION           265 <-- Inside SAFE

END_NOUN 259

NOUN_DESCR 259	{DINOSAUR}
This diamond is the size of a duck's egg! You can hardly believe your          
eyes! But you know immediately, from that 6-part documentary you watched       
on telly about Lapidary, that it is indeed a diamond. The little dinosaur      
with its hundreds of facets sparkles in the light as you turn it about         
and admire it.                                                                 
END_NOUN_DESCR 259

NOUN 260
  CARKEYS
  YOUR
    Your carkeys are dangling
  UNMOVABLE          
  LOCATION           94 <-- In Car
  TURNABLE           

END_NOUN 260

NOUN_DESCR 260	{CARKEYS}
Yes, these three slightly grubby keys on a worn old keyring are                
definitely yours - one house key, one car door key, one ignition key.          
END_NOUN_DESCR 260

NOUN 261
  ARMADILLO
  AMBER
      There is a gleaming amber Armadillo here.
  SIZE               2
  WEIGHT             2
  LOCATION           236 <-- Inside TEACHEST

END_NOUN 261

NOUN_DESCR 261	{ARMADILLO}
The scaly-plated armadillo has been carefully shaped from a lump of            
yellow amber, and looks rather handsome, you think.                            
END_NOUN_DESCR 261

NOUN 262
  THINGS
  GREEN
      You see a heap of green things here
  SIZE               3
  WEIGHT             5
  LOCATION           263 <-- Inside COOLBOX
  PLURAL             

END_NOUN 262

NOUN_DESCR 262	{THINGS}
You cautiously prod the pile of green things which are sitting in a glass      
bowl, and come to the conclusion it must be the elderly remains of a           
salad. You identify a wilted lettuce leaf, a few sprigs of parsley, some       
sliced celery and chunks of green capsicum.                                    
END_NOUN_DESCR 262

NOUN 263
  COOLBOX
  STYROFOAM
      There is a coolbox here
  SIZE               10
  WEIGHT             10
  LOCATION           87 <-- Under willow
  CLOSEABLE          

END_NOUN 263

NOUN_DESCR 263	{COOLBOX}
The coolbox is made from blue speckled styrofoam, and has a thick wire         
handle to make carrying it easier.                                             
END_NOUN_DESCR 263

NOUN 264
  HARMONIUM
  FRENCH
      There is a French Harmonium here
  SIZE               20
  UNMOVABLE          
  LOCATION           99 <-- Abandoned Lighthouse
  PLAYABLE           

END_NOUN 264

NOUN_DESCR 264	{HARMONIUM}
The Harmonium is comparatively small, about one-third the size of a Grand      
Piano. It is made from rosewood, and gleams with a lovely satiny sheen.        
END_NOUN_DESCR 264

NOUN 265
  SAFE
  TITANIUM
    A titanium safe is deeply embedded in the West wall.
  SIZE               25
  UNMOVABLE          
  LOCATION           35 <-- Secret Chamber
  CLOSEABLE          
  LOCKABLE           
  LOCKED             
  KEY                266  <-- KEYCARD

END_NOUN 265

NOUN_DESCR 265	{SAFE}
This safe looks very unusual - it appears to have no door, handle, or          
combination lock. You fiddle with the safe for a while, trying to prise        
it open, but you can't get a grip on the smooth featureless metal. About       
to give up safe-cracking as a career, you notice a thin slot in the            
upper edge of the safe, at about eye level.                                    
END_NOUN_DESCR 265

NOUN 266
  KEYCARD
  TUFFLON
      You see a tufflon keycard
  SIZE               3
  WEIGHT             2
  LOCATION           251 <-- Inside DIARY

END_NOUN 266

NOUN_DESCR 266	{KEYCARD}
The small keycard is made from a toughened plastic that resembles metal.       
It is flexible, and has a nineteen-digit number stamped in gold along          
the bottom.                                                                    
END_NOUN_DESCR 266

NOUN 267
  GRANULES
  COARSE
      You see some coarse granules
  SIZE               3
  WEIGHT             3
  LOCATION           235 <-- Inside BOTTLE
  EDIBLE             

END_NOUN 267

NOUN_DESCR 267	{GRANULES}
These granules are about the size of coffee granules (instant), and are        
a dirty grey-white colour. They have a faint odour of....of...you can't        
quite place the smell.                                                         
END_NOUN_DESCR 267

NOUN 268
  DISK
  BRASS
      You see a brass disk
  SIZE               3
  WEIGHT             3
  LOCATION           212 <-- Inside FEEDBIN

END_NOUN 268

NOUN_DESCR 268	{DISK}
The disk is small, about the size of a coin, and has peculiar symbols          
engraved on the circumference. You assume it comes from somewhere in           
South America, as there is a ziggurat depicted on one side.                    
END_NOUN_DESCR 268

NOUN 269
  DISKSPELL
  ZINC
      You see a zinc diskspell
  SIZE               2
  WEIGHT             2
  LOCATION           234 <-- Inside CUPBOARD

END_NOUN 269

NOUN_DESCR 269	{DISKSPELL}
This diskspell is worn and dull with age. Faint markings around the edge       
are barely visible, and you see the same engraving on both sides. Turning      
the diskspell this way and that, you finally come to the conclusion that       
the engraving depicts a zither.                                                
END_NOUN_DESCR 269

NOUN 270
  JAGUAR
  JASPER
     You see a jasper Jaguar here
  SIZE               2
  WEIGHT             2
  LOCATION           282 <-- Inside GRIMOIRE

END_NOUN 270

NOUN_DESCR 270	{JAGUAR}
The small ornament, fashioned from jasper, has a shiny surface, and            
the jaguar has been depicted as though about to spring forward in attack.      
END_NOUN_DESCR 270

NOUN 271
  PEBBLE
  ORANGE
      There is a small orange pebble
  SIZE               2
  WEIGHT             2
  LOCATION           67 <-- Pool Bottom

END_NOUN 271

NOUN_DESCR 271	{PEBBLE}
The little orange pebble is almost completely spherical and about the          
size of a marble. You think it might be an agate.                              
END_NOUN_DESCR 271

NOUN 272
  ORGAN
  PIPE
      There is a huge Pipe Organ here.
  SIZE               30
  WEIGHT             60
  UNMOVABLE          
  LOCATION           22 <-- Music Room
  PLAYABLE           

END_NOUN 272

NOUN_DESCR 272	{ORGAN}
The Pipe Organ dwarfs everything else in the Music Room. Three ranks of        
pipes arranged in a sweeping curve behind the two keyboards rise up to         
almost touch the ceiling in places. A huge metal tube passes through the       
East wall to connect to the bellows, and above the keyboards are about a       
dozen stops.                                                                   
END_NOUN_DESCR 272

NOUN 273
  RUCKSACK
  TAN
    You see a serviceable rucksack made of tan canvas.
  SIZE               50
  WEIGHT             2
  LOCATION           88 <-- Overgrown Garden
  CLOSEABLE          
  WEARABLE           

END_NOUN 273

NOUN_DESCR 273	{RUCKSACK}
This is the Godzilla of rucksacks. It has flaps, straps, pockets,              
pouches, little dangly bits of string and cord, and must have cost a           
small fortune at the local "Outdoor Exploration" shop. You could probably      
squeeze even the kitchen sink into it.                                         
END_NOUN_DESCR 273

NOUN 274
  COIN
  COPPER
      You see a copper coin here
  SIZE               3
  WEIGHT             3
  LOCATION           253 <-- Inside DESK

END_NOUN 274

NOUN_DESCR 274	{COIN}
When you inspect the coin more closely, you realise it is probably not a       
coin, but a dog-tag. It has a hole near the edge and is decorated with a       
pretty pattern in the centre. Around the edge is what you assume is the        
dog's name - "ZUCCHINI". What a dreadful name for a dog!                       
END_NOUN_DESCR 274

NOUN 275
  BOX
  CARVED
      There is a carved wooden box here
  SIZE               4
  WEIGHT             4
  LOCATION           93 <-- Gravel Track
  CLOSEABLE          
  LOCKABLE           
  LOCKED             
  KEY                284  <-- LOCKPICK

END_NOUN 275

NOUN_DESCR 275	{BOX}
The carved box looks extremely old, and has a scene of two knights in          
armour, jousting, standing out in relief on the wooden lid. Underneath         
this, in illuminated script, is the word "CAMELOT".                            
END_NOUN_DESCR 275

NOUN 276
  ZEBRA
  ZIRCON
      You see a zircon Zebra
  SIZE               2
  WEIGHT             2
  LOCATION           275 <-- Inside BOX

END_NOUN 276

NOUN_DESCR 276	{ZEBRA}
This is a miniature zebra, and looks as though it was designed to hang         
from a keyring. Feeling thankful that you did that short course in             
Mineralogy about 10 months ago, you instantly recognize that this type of      
zircon is indeed hyacinth zirconium silicate, a valuable gemstone.             
END_NOUN_DESCR 276

NOUN 277
  EARTHWORM
  EMERALD
    There is an emerald Earthworm
  SIZE               2
  WEIGHT             2
  LOCATION           73 <-- Tree Top

END_NOUN 277

NOUN_DESCR 277	{EARTHWORM}
The earthworm has been cut from a single large emerald. It is depicted         
in a wriggling posture, curling about itself. It glows with a deep green       
colour, rich and exotic.                                                       
END_NOUN_DESCR 277

NOUN 278
  TORCH
  PLASTIC
      You see a child's plastic torch here
  SIZE               3
  WEIGHT             3
  LOCATION           253 <-- Inside DESK

END_NOUN 278

NOUN_DESCR 278	{TORCH}
The torch is bright pink, and has two Eterna-Life batteries inside. The        
on-off switch appears permanently jammed in the "on" position, but you         
doubt that it's in working order. However, just in case, you decide to         
hang on to it.                                                                 
END_NOUN_DESCR 278

NOUN 279
  HOUSEKEY
  MINIATURE
      You see a miniature housekey
  LOCATION           275 <-- Inside BOX

END_NOUN 279

NOUN_DESCR 279	{HOUSEKEY}
The key is incredibly tiny, similar in size to a charm from a bracelet,        
and you wonder in fact if this is where it comes from. But when you look       
closely at it, you decide it's just a very small key.                          
END_NOUN_DESCR 279

NOUN 280
  ZYGAL
  ALUMINIUM
    There is an aluminium zygal
  SIZE               2
  WEIGHT             2
  LOCATION           141 <-- Rocky Summit

END_NOUN 280

NOUN_DESCR 280	{ZYGAL}
For a moment you are totally baffled by this object, but then you recall       
those fascinating classes you attended during the holidays on                  
Neurosurgery, and your brow clears as you stop squinting with furious          
concentration at the zygal.                                                    
END_NOUN_DESCR 280

NOUN 281
  HOUSE
  DOLLS'
      You see a dolls' house
  SIZE               10
  WEIGHT             11
  UNMOVABLE          
  LOCATION           100 <-- Round Room
  CLOSEABLE          
  LOCKABLE           
  LOCKED             
  KEY                279  <-- HOUSEKEY

END_NOUN 281

NOUN_DESCR 281	{HOUSE}
The dolls' house is remarkable. Probably built by the lighthouse-keeper        
in his spare time, it resembles a Lighthouse. It has a tiny front door,        
and you can see where the whole front section would probably swing open,       
allowing a child to put furniture and dolls inside.                            
END_NOUN_DESCR 281

NOUN 282
  GRIMOIRE
  DUSTY
      You can see a dusty grimoire here
  SIZE               25
  WEIGHT             30
  UNMOVABLE          
  LOCATION           42 <-- Library
  CLOSEABLE          
  LOCKABLE           
  LOCKED             
  KEY                280  <-- ZYGAL

END_NOUN 282

NOUN_DESCR 282	{GRIMOIRE}
The ancient grimoire has a sombre air about it, as though many hidden          
things have been in its keeping. It is made from a hard, dark wood you are     
unfamiliar with, and has a strange lock with an intriguing H-shaped            
keyhole.                                                                       
END_NOUN_DESCR 282

NOUN 283
  SLEDGEHAMMER
  HEAVY
      There is a heavy sledgehammer here
  SIZE               5
  WEIGHT             20
  LOCATION           223 <-- Inside TRUNK

END_NOUN 283

NOUN_DESCR 283	{SLEDGEHAMMER}
The sledgehammer has a long wooden handle, and feels like it is made           
from a lead compound, judging by its weight.                                   
END_NOUN_DESCR 283

NOUN 284
  LOCKPICK
  CHROMED
      There is a chromed lockpick here.
  SIZE               3
  WEIGHT             3
  LOCATION           291 <-- Inside LOCKER

END_NOUN 284

NOUN_DESCR 284	{LOCKPICK}
The lockpick looks new and shiny, which is not surprising as its entire        
surface has a coating of chrome. You think this very sensible, as              
presumably a rusty lockpick would not be able to pick locks.                   
END_NOUN_DESCR 284

NOUN 285
  PORPOISE
  PORPHYRY
      You see a porphyry Porpoise here
  SIZE               2
  WEIGHT             2
  LOCATION           281 <-- Inside HOUSE

END_NOUN 285

NOUN_DESCR 285	{PORPOISE}
You see that the porpoise has been carved in a leaping position, back          
arched as though jumping clear of the sea. You admire the crystalline red      
felspar that makes the porpoise gleam as though it were wet.                   
END_NOUN_DESCR 285

NOUN 286
  CAT
  GINGER
       A ginger cat is sitting here, purring quietly.
  SIZE               5
  WEIGHT             5
  LOCATION           83 <-- Private Balcony
  PLAYABLE           

END_NOUN 286

NOUN_DESCR 286	{CAT}
The cat stares back at you hopefully.                                          
END_NOUN_DESCR 286

PLAY_DESCR 286	{CAT}
As you play with the cat its purring increases in volume, and it               
skittishly bats at you with its front paws.                                    
END_PLAY_DESCR 286

NOUN 287
  BED
  EMPEROR-SIZED
    There is an emperor-sized bed here, on castors.
  SIZE               30
  WEIGHT             30
  UNMOVABLE          
  LOCATION           32 <-- Master Bedroom
  PUSHABLE           

END_NOUN 287

NOUN_DESCR 287	{BED}
This bed is vast. It has no bed-linen, only a black-and-white striped          
ticking mattress which is probably coir-filled, if the lumps and bumps         
are anything to go by. With rising excitement you see what appears to be       
a dark hole under the bed.                                                     
END_NOUN_DESCR 287

PUSH_DESCR  287	{BED}
You struggle and strain to move the bed, and when it unexpectedly shifts       
about a foot to the left, you crack your head painfully on a turned spiral     
post in the headboard.                                                         
END_PUSH_DESCR 287

NOUN 288
  DUST
  GREYISH
    You see a matted clump of greyish dust
  SIZE               4
  WEIGHT             4
  LOCATION           231 <-- Inside CLEANER
  EDIBLE             
  POISONOUS          

END_NOUN 288

NOUN_DESCR 288	{DUST}
The heap of dust comprises general household dust, 5 billion dust-mites, a     
strand of red wool, several bits of white fluff, two tangled hairballs,        
and a blob of squashed play-dough.                                             
END_NOUN_DESCR 288

NOUN 289
  DOORKEY
  METAL
      You see a metal doorkey
  SIZE               3
  WEIGHT             3
  LOCATION           282 <-- Inside GRIMOIRE

END_NOUN 289

NOUN_DESCR 289	{DOORKEY}
You handle the doorkey gingerly, as apart from being corroded and broken       
at one end, it has sharp edges and is covered with dirt and soil. You          
idly wonder when it was exactly that you had that last Tetanus shot. You       
finish your inspection of the key with some relief, as the business end        
of the doorkey still seems in working order.                                   
END_NOUN_DESCR 289

NOUN 290
  IBIS
  IVORY
      There is a small ivory Ibis here.
  SIZE               2
  WEIGHT             2
  LOCATION           291 <-- Inside LOCKER

END_NOUN 290

NOUN_DESCR 290	{IBIS}
The ibis has been carved from ivory with its wings outspread as though         
soaring through the air. There is even a tiny fish made from silver in         
its beak.                                                                      
END_NOUN_DESCR 290

NOUN 291
  LOCKER
  METAL
      There is an old-fashioned metal locker here.
  SIZE               25
  WEIGHT             55
  UNMOVABLE          
  LOCATION           111 <-- Inside Rotunda
  CLOSEABLE          
  LOCKABLE           
  LOCKED             
  KEY                289  <-- DOORKEY

END_NOUN 291

NOUN_DESCR 291	{LOCKER}
The locker is battered and dented in several places, but very sturdy. It       
has a metal door, with a metal handle, and underneath the handle is a          
metal keyhole.                                                                 
END_NOUN_DESCR 291

NOUN 292
  MATCHBOX
  ORDINARY
      You see an ordinary matchbox
  SIZE               6
  WEIGHT             3
  LOCATION           130 <-- Top of Roof
  CLOSEABLE          

END_NOUN 292

NOUN_DESCR 292	{MATCHBOX}
The matchbox is.....exactly like a matchbox. It is small, rectangular,         
and perfectly ordinary.                                                        
END_NOUN_DESCR 292

NOUN 293
  KEYS
  BUNCH OF
    There is a bunch of keys
  SIZE               3
  WEIGHT             3
  LOCATION           44 <-- Marble Staircase

END_NOUN 293

NOUN_DESCR 293	{KEYS}
The bunch of keys consists of three very ordinary-looking keys tied            
together by a short length of green nylon twine in a treble half-hitch         
granny-knot.                                                                   
END_NOUN_DESCR 293

NOUN 294
  REINDEER
  RUBY
      There is a ruby Reindeer here
  SIZE               2
  WEIGHT             2
  LOCATION           234 <-- Inside CUPBOARD

END_NOUN 294

NOUN_DESCR 294	{REINDEER}
This magnificent ruby is shaped like a reindeer. It is a rich, glowing         
red and utterly breathtaking in its size and quality.                          
END_NOUN_DESCR 294

NOUN 295
  AARDVARK
  AMETHYST
       There is an amethyst Aardvark here.
  SIZE               2
  WEIGHT             2
  LOCATION           297 <-- Inside SEACHEST

END_NOUN 295

NOUN_DESCR 295	{AARDVARK}
The aardvark has a faintly surprised expression on its face, probably          
due to the fact that it is a deep purple colour, being amethyst.               
END_NOUN_DESCR 295

NOUN 296
  BEETLE
  BERYL
      You see a beryl Beetle here
  SIZE               2
  WEIGHT             2
  LOCATION           292 <-- Inside MATCHBOX

END_NOUN 296

NOUN_DESCR 296	{BEETLE}
You smile briefly as you first catch sight of this pale green insect.          
Wings folded tightly across its back, it looks as though it could start        
crawling in a flurry of little legs at any moment.                             
END_NOUN_DESCR 296

NOUN 297
  SEACHEST
  SAILOR'S
      There is an ancient mariner's seachest here
  SIZE               10
  UNMOVABLE          
  LOCATION           103 <-- Fisherman's Shack
  CLOSEABLE          
  LOCKABLE           
  LOCKED             
  KEY                293  <-- KEYS

END_NOUN 297

NOUN_DESCR 297	{SEACHEST}
You wonder excitedly if this might have pirates' treasure in it....but         
then common sense prevails, and you think prosaically that it's more           
likely to contain someone's socks and underwear.....or fishing gear... or      
bait, perhaps? The old seachest is ribbed with iron strips to strengthen       
the metal frame, and studded with iron rivets.                                 
END_NOUN_DESCR 297

NOUN 298
  TEAPOT
  BATTERED
      You see a battered teapot
  SIZE               6
  WEIGHT             6
  LOCATION           68 <-- Debris Summit
  CLOSEABLE          

END_NOUN 298

NOUN_DESCR 298	{TEAPOT}
This teapot is a masterpiece of bad taste. Large, florid and floral, it        
boasts red and pink and blue roses with gold and green leaves splattered       
all over a pale blue background. Its handle has disappeared, and the rose      
on the lid is broken. You almost feel a twinge of sympathy as you survey       
the poor cracked teapot.                                                       
END_NOUN_DESCR 298

NOUN 299
  LEOPARD
  LAPIS-LAZULI
      You see a lapis-lazuli Leopard
  SIZE               2
  WEIGHT             2
  LOCATION           298 <-- Inside TEAPOT

END_NOUN 299

NOUN_DESCR 299	{LEOPARD}
The bright blue stone has been cut and polished in the form of a leopard.      
It sits on its hindquarters in an upright position, with the head turned       
slightly to one side, as though looking for prey in the distance.              
END_NOUN_DESCR 299


------------- Start of Creature Definitions -------------
CREATURE 301
  MAGICIAN
  MAD
    There is a Mad Magician here, glaring at you.
  LOCATION           93 <-- Gravel Track
  WEAPON             247 <-- { DISC}
  HOSTILE            
  THRESHOLD          5
  TIME_THRESHOLD     5
  MAN                

END_CREATURE 301

CREATURE_DESCR 301	{MAGICIAN}
He is dressed, rather incongruously, in a black formal suit, complete          
with bow-tie (spotted), top hat (squashed), and he carries a broken wand.      
END_CREATURE_DESCR 301

CREATURE 302
  BAT
  HUMONGEOUS
    There is a Humongeous Bat here, with a definite attitude problem.
  LOCATION           80 <-- Forgotten Attic
  WEAPON             208 <-- { PELLETS}
  HOSTILE            
  THRESHOLD          5
  TIME_THRESHOLD     5

END_CREATURE 302

CREATURE_DESCR 302	{BAT}
You have disturbed the bat's afternoon nap high in the rafters of the old      
attic, and it appears tetchy at having it's territory invaded by               
uninvited visitors.  It eyes you balefully from its upside-down position,      
and begins disengaging its claws from their curled position around one of      
the beams.                                                                     
END_CREATURE_DESCR 302

CREATURE 303
  RABBIT
  HUNGRY
    There is a Hungry Rabbit here! He hops about, looking for juicy weeds.
  LOCATION           4 <-- Weedpatch
  TIME_THRESHOLD     1

END_CREATURE 303

CREATURE_DESCR 303	{RABBIT}
You inspect the super-sized rabbit with interest. You try patting him and he   
pats you back; you try pushing him and he loses patience and gives you a       
shove that sends you sprawling in the nettles. Then he carries on munching     
the weeds while you pick yourself up and continue your explorations.           
END_CREATURE_DESCR 303

CREATURE 304
  JUNKIE
  JUNKFOOD
    You see a Junkfood Junkie. He appears dangerously nervous and on edge.
  LOCATION           22 <-- Music Room
  WEAPON             262 <-- { THINGS}
  HOSTILE            
  THRESHOLD          5
  TIME_THRESHOLD     5
  MAN                

END_CREATURE 304

CREATURE_DESCR 304	{JUNKIE}
This spotty youth has an unhealthy pallor, and clutches a slice of pizza       
in one hand while balancing a mug of coffee and a tin of Koker Koler in        
the other. The latest ideas on nutrition have obviously by-passed the          
Junkie completely, and it looks as though anything remotely healthy might      
have disastrous consequences for him.                                          
END_CREATURE_DESCR 304

CREATURE 305
  SNAIL
  GROTESQUE
    Here is a Grotesque Snail, waving its antennae around as it senses you.
  LOCATION           70 <-- Cramped Space
  WEAPON             229 <-- { CRYSTALS}
  HOSTILE            
  THRESHOLD          5
  TIME_THRESHOLD     5

END_CREATURE 305

CREATURE_DESCR 305	{SNAIL}
It crawls slowly towards you, leaving a silvery trail of slimy goo about       
a foot wide in its wake. It appears quite docile....but then, how do you       
read a snail's mood-swings??                                                   
END_CREATURE_DESCR 305

CREATURE 306
  WIZARD
  ENRAGED
    You see an Enraged Wizard! He seems furious about something.
  LOCATION           44 <-- Marble Staircase
  WEAPON             274 <-- { COIN}
  HOSTILE            
  THRESHOLD          5
  TIME_THRESHOLD     5
  MAN                

END_CREATURE 306

CREATURE_DESCR 306	{WIZARD}
The Wizard wears a long pointy hat, liberally sprinkled with stars and         
moons made from silvery satin. He points a Magic Staff threateningly           
in your direction, and stamps his feet in a magnificent display of rage.       
END_CREATURE_DESCR 306

CREATURE 308
  VAMPIRE
  SOPHISTICATED
    You see a Sophisticated Vampire! You've woken him from a nap!
  LOCATION           85 <-- Enormous Coffin
  WEAPON             267 <-- { GRANULES}
  HOSTILE            
  THRESHOLD          5
  TIME_THRESHOLD     5
  MAN                

END_CREATURE 308

CREATURE_DESCR 308	{VAMPIRE}
The Vampire slowly opens his eyes and yawns politely, with a                   
well-manicured hand covering his mouth. He displays great interest in          
your neck region, and leans languidly on one elbow as he removes a long        
black cigarillo from a flat gold case. He appears annoyed at being woken       
from a deep slumber.                                                           
END_CREATURE_DESCR 308

CREATURE 309
  DRAGON
  DIABOLICAL
    There is a Diabolical Dragon here!
  LOCATION           98 <-- Rocky Island
  WEAPON             200 <-- { EXTINGUISHER}
  HOSTILE            
  THRESHOLD          5
  TIME_THRESHOLD     5

END_CREATURE 309

CREATURE_DESCR 309	{DRAGON}
The Dragon looms threateningly above you. It is about ten times your weight    
and size, so the idea of practising your Judo technique on it swiftly          
disappears. The Dragon is dark green and has protective scaly plating all      
over its body. It emits steam from its nostrils and long forks of fire from    
its mouth, while assessing you with a thoughtful expression.                   
END_CREATURE_DESCR 309

----------------- Verbs Synonyms ----------------
VERB
END_VERB


INTRO 
Tracking down old little-known ruins of country houses is one of your          
favourite holiday pastimes, and about 5 years ago you heard rumours of a       
huge estate in this area, possibly with its manor house still intact.          
Two historians you've contacted have scoffed at this idea, saying it's         
no more than local gossip fuelled by rumour - a ploy to attract tourists       
to the area. But this particular holiday, driving and walking about the        
countryside, you've finally stumbled across the remains of an old manor,       
and so far it's proved pretty disappointing.                                   
                                                                               
After driving along an unmarked, overgrown gravel track you parked your        
car, then walked along the last stretch of track to a small clearing,          
where you discovered the charred remains of a large building long since        
destroyed by fire. You ambled dispiritedly around the ruined estate,           
seeing only heaps of rubble and old masonry covered in tall weeds, and         
the remains of a front driveway, facing rolling meadows dotted with sheep      
to the South. You admired the view and headed slowly back to the gravel        
clearing behind the estate grounds, where you are now sitting on a             
blanket in the sun with your back propped against a large stone while you      
munch the sandwiches you brought.                                              
                                                                               
The ground here is covered in weeds and ivy, and as you cautiously push        
aside some nettles with your foot, you catch a glimpse of something            
gleaming dully under a clump of ivy. Peering down, you see a large brass       
plaque, and you bend down to pick it up. Immediately your fingers touch        
the metal a peculiar feeling sweeps over your entire body, as though all       
the molecules in it were slipping sideways and coming unstuck. After a         
short time you seem to be "solidifying" again. Thinking you really ought       
to be wearing a hat in this sun, you rise groggily to your feet, then          
stare about you, stunned at what you see.                                      
END_INTRO 

