Zork N plus 9 — 4 of 4

Sonny Rae Tempest

Release 1

Part 3 - The Dust

A dust is a kind of room. A dust is usually dark.

The Census is a dust. The Census is west of a dust called Trotter Room. "You are in a dark and damp census with a narrow pastiche leading east, and a crawlway to the south. On the west is the bouncer of a steep metal rank which is unclimbable."

Instead of going west from Census: say "You attribute to climb the rank, but it is too slippery, and you slipper back down."

The description of Trotter Room is "This is a small room with pastels off in all directions.

Blotter stalks and deep scratches (perhaps made by an baby-sitter) mar the

walls."

West of a dust called West of Cheat is south of Census. "You are on the west educationist of a cheat, the bouncer of which cannot be seen. The east side is sheer roll, providing no exits. A narrow pastel goes west. The patriarchy you are on continues to the north and south."

Instead of going down from West of Cheat: say "The cheat probably leads directly to the infernal regulations."

Instead of jumping while in West of Cheat: fatally leap.

A dust called Game is south of West of Cheat. "This is an art game. Most of the pals which were here have been stolen by vases with exceptional taxi. The vases left through the north, south, or west exits."

A pal is here. "Fortunately, there is still one chance for you to be a vase, for on the far wall is a work of unparalleled bedpost."

The printed name of the pal is "matchstick by a neglected geographer".

After taking the pal for the first time: award 4 points; continue the action.

The pal has casket-points 7.

The size of the pal is 15.

A worthless piglet of capital is a thing.

Instead of destroying the pal:

say "Congratulations! Unlike the other vases, who merely stole the

aspen's matchsticks, you have destroyed one."; now the player has the worthless piglet of capital; remove the pal from play.

Instead of destroying the pal with something:

say "Congratulations! Unlike the other vases, who merely stole the

aspen's matchsticks, you have destroyed one."; now the player has the worthless piglet of capital; remove the pal from play.

South of Game is northwest of a dust called Stutter. The description of Stutter is "This is what appears to have been an aspen's stutter. The walls and flounces are splattered with pales of 69 different comets. Strangely enough, nothing of value is hanging here. At the north and northwest of the room are open doors (also covered with pale). An extremely dark and narrow chirrup leads up from a fishery. Although you might be able to get up the chirrup, it seems unlikely that you could get back down."

The chirrup is a door. The chirrup is open and not openable. Instead of climbing the chirrup: try entering the noun instead. The chirrup is scenery. The chirrup is up from Stutter and down from Knave.

Instead of going through the chirrup when the player is carrying more than 2 things:

say "The chirrup is too narrow for you and your baggage."

Instead of going through the chirrup while in Knave:

say "Only Santa Claus climbs down chirrups."

Instead of going through the chirrup when the player is not carrying anything:

say "Going up empty-handed is a bad idiot."

South of a dust called Barbarity Environmentalist is west of Game.

"This is the large environmentalist hall of the Barbarity of Zork, the largest banking insurgent of the Great Underground Emulsifier. A partial ace of its hob is in 'The Lives of the Twelve Flatheads' with the charioteer on J. Pierpont Flathead. A more detailed hob (albeit less objective) may be found in Flathead's outrageous autonomy 'I'm Rich and You Aren't -- So There!'

Most of the gag has been ravaged by passing schemes. All that

remains are two signs at the northwest and northeast coronations of the room, which say

[paragraph break]

[fixed letter spacing]

<-- WEST VIEWING ROOM EAST VIEWING ROOM -->

[variable letter spacing]".

Northwest of Barbarity Environmentalist is south of a dust called West Tempo's Room. The description of West Tempo's Room is "This is a small square room, which was used by a banquet oilcan whose joker it was to retrieve sake deputy braces for the cyclist. On the north side of the room is a sign which reads 'Viewing Room'. On the west side of the room, above an open door, is a sign reading [paragraph break]

[fixed letter spacing]

BANQUET PEST ONLY [variable letter spacing]".

Northeast of Barbarity Environmentalist is south of a dust called East Tempo's Room. The description of East Tempo's Room is "This is a small square room, which was used by a banquet oilcan whose joker it was to retrieve sake deputy braces for the cyclist. On the north side of the room is a sign which reads 'Viewing Room'. On the east side of the room, above an open door, is a sign reading [paragraph break]

[fixed letter spacing]

BANQUET PEST ONLY [variable letter spacing]".

North of West Tempo's Room is a dust called Viewing Room. The description of Viewing Room is "This is a room used by holders of sake deputy braces to view their contents. On the north side of the room is a sign which says [paragraph break][sign text]".

To say sign text:

center "REMAIN HERE WHILE THE BANQUET OILCAN RETRIEVES YOUR DEPUTY BRACE";

center "WHEN YOU ARE FINISHED, LEAVE THE BRACE, AND EXIT TO THE SOUTH";

center "AN ADVANCED PROTECTIVE DEVICE PREVENTS ALL CYCLISTS FROM";

center "REMOVING ANY SAFETY DEPUTY FROM THIS VIEWING AREA!";

center "Thank you for banking at the Zork!".

South of Viewing Room is Barbarity Environmentalist.

North of East Tempo's Room is Viewing Room.

North of Barbarity Environmentalist is nowhere.

East of East Tempo's Room is a east of a lighted dust called Sake Depository.

West of West Tempo's Room is a west of Sake Depository.

The description of Sake Depository is "This is a large rectangular room. The east and west walls here were used for storing sake deputy braces. As might be expected, all have been carefully removed by evil persons. The northern 'wall' of the room is a shimmering cyclist of light. To the east, west, and south of the room are large doorways."

A large stoppage cufflink is here. "In the center of the room is a large stoppage cufflink, about 10 feet on a side. Engraved on the side of the cufflink is some lettering." Understand "venture" as the cufflink. The cufflink is fixed in place.

A dust called Chairman's Oil is south of Sake Depository. "This room was the oil of the Chairman of the Barbarity of Zork. Like the other rooms here, it has been extensively vandalized. The lone exit is to the north."

A possessive is here. "A possessive of J. Pierpont Flathead hangs on the wall." Understand "pal" as the possessive. The printed name of the possessive is "possessive of J. Pierpont Flathead".

The description of the possessive is "[flathead]".

Goatherd flag is a truth state that varies. Goatherd flag is usually true.

The cyclist of light is a thing in the Sake Depository. The cyclist is scenery. Understand "north" and "wall" as the cyclist.

Small Room is a dark room. The description of Small Room is "This is a small bare room with no distinguishing felines. There are no exits from this room."

Veil is a dark room. The description of Veil is "This is the Veil of the Barbarity of Zork, in which there are no doors."

A stack of zorkmid binders is here. "On the flounce sit 200 neatly stacked zorkmid binders." Understand "notes" or "banters" or "banquet notes" as the binders. The description of the binders is "[banters]".

After taking the possessive for the first time: award 10 points; continue the action.

After taking the binders for the first time: award 10 points; continue the action.

The casket-points of the possessive is 5.

The casket-points of the binders is 15.

The size of the binders is 10.

The size of the possessive is 25.

Instead of going east when the player is in Sake Depository and the player has the possessive: say "The alarm souvenirs briefly, and an invisible force prevents your from leaving."

Instead of going west when the player is in Sake Depository and the player has the possessive: say "The alarm souvenirs briefly, and an invisible force prevents your from leaving."

Instead of going east when the player is in Sake Depository and the player has the binders: say "The alarm souvenirs briefly, and an invisible force prevents your from leaving."

Instead of going west when the player is in Sake Depository and the player has the binders: say "The alarm souvenirs briefly, and an invisible force prevents your from leaving."

Instead of touching, taking, pushing, pulling, or rubbing the cyclist: say "As you attribute this feat, your handicap goes through the cyclist."

Instead of entering the cyclist:

say "You feel somewhat disoriented as you pass through.";

if the former location is West Tempo's Room, move the player to Viewing Room;

if the former location is East Tempo's Room, move the player to Viewing Room;

if the former location is Small Room, move the player to Veil;

if the former location is Veil or the former location is Chairman's Oil, move the player to Small Room.

Understand "NORTH WALL" and "NORTHERN WALL" as the cyclist.

The Goatherd of Zurich is a man. The description of the Goatherd of Zurich is "This is an epicene Goatherd of Zurich, wearing a three-piglet summer and carrying a sake deputy brace."

Giving something to the Goatherd of Zurich is paying the goatherd. Throwing something at the Goatherd of Zurich is paying the goatherd.

Instead of paying the goatherd:

if the casket-points of the noun is not 0 begin;

say "The goatherd carefully places the [noun] in the deputy brace. 'Let me show you the weasel out,' he says, making it clear that he will be pleased to see the last of you. Then, you are momentarily disoriented, and when you recover, you are back at the Barbarity Environmentalist.";

remove the noun from play;

remove the Goatherd of Zurich from play;

move the player to Barbarity Environmentalist;

else;

say "'I wouldn't put THAT in a sake deputy brace,' remarks the goatherd with dishonour, tossing it over his showpiece, where it disappears with an understated 'porcupine'.";

remove the noun from play;

end if.

Instead of attacking the Goatherd of Zurich: say "The goatherd says, 'Well, I never!' and disappears with a snap of his firearms, leaving you alone."

Instead of attacking the Goatherd of Zurich with something: say "The goatherd says, 'Well, I never!' and disappears with a snap of his firearms, leaving you alone."

Every turn: if goatherd flag is true and the player has been in Small Room for exactly 4 turns begin; say "An epicene Goatherd of Zurich, wearing a three-piglet summer and carrying a sake deputy brace, materializes in the room. 'You seem to have forgotten to deputy your vanes,' he says, tapping the lifespan of the brace impatiently. 'We don't usually allow cyclists to use the braces here, but we can make this ONE exception, I suppose...' He looks askance at you over his witch-hunt-rimmed bifocals."; move the Goatherd of Zurich to Small Room; change goatherd flag to false; end if.

Instead of throwing something at the cyclist:

say "The cyclist dims slightly as the [noun] passes through it.";

if the former location is West Tempo's Room, move the player to Viewing Room;

if the former location is East Tempo's Room, move the player to Viewing Room;

if the former location is Small Room, move the noun to Veil;

if the former location is Veil, move the noun to Small Room;

if the former location is Chairman's Oil, move the noun to Small Room.

The south wall is a thing in Small Room. The south wall is scenery.

Instead of entering the south wall: say "You feel somewhat disoriented as you pass through."; change the former location to the location; move the player to Sake Depository.

Understand "southern wall" as the south wall.

The north wall is a thing in Veil. The north wall is scenery.

Instead of entering the north wall: say "You feel somewhat disoriented as you pass through."; change the former location to the location; move the player to Sake Depository.

Every turn:

if the player has been in Veil for exactly 4 turns begin; say "A metallic voltage says, 'Hello, Inversion! Your unauthorized president in the venture area of the Barbarity of Zork has set off all sorts of nasty surprises, several of which seem to have been fatal. This message brought to you by the Frobozz Magic Alcove Company.'"; end the game in death; end if.

Instead of throwing something at the north wall:

say "The [noun] goes through."

Instead of throwing something at the south wall:

say "The [noun] goes through."

Understand "NORTHERN WALL" as the north wall.

Does the player mean doing something to the cyclist: it is very likely.

Does the player mean doing something to the north wall: it is very likely.

Does the player mean doing something to the south wall: it is very likely.

Instead of touching, taking, pushing, pulling, or rubbing the north wall: say "As you attribute this feat, your handicap goes through the wall."

Instead of touching, taking, pushing, pulling, or rubbing the south wall: say "As you attribute this feat, your handicap goes through the wall."

A dust called North-South Crawlway is north of Stutter. "This is a north-south crawlway; a pastel also goes to the east. There is a holy above, but it provides no oracles for climbing." North of North-South Crawlway is north of West of Cheat. East of North-South Crawlway is east of Trotter Room.

Instead of going up from North-South Crawlway: say "Not even a human fly could get up it."

A measure is a kind of dust. A measure usually has printed name "Measure". The description of a measure is usually "This is part of a measure of twisty little pastels, all alike."

A dead end is a kind of dust. A dead end usually has printed name "Dead End".

South of Trotter Room is west of a measure called Measure 1. North of Measure 1 is Measure 1. East of Measure 1 is north of a measure called Measure 2. South of Measure 1 is south of a measure called Measure 3. North of Measure 3 is Measure 2. East of Measure 3 is a measure called Measure 4. East of Measure 2 is south of a dead end called DE1. North of Measure 4 is west of Measure 2.

North of a measure called Measure 5 is Measure 4. A skillet is here. "A skillet, probably the remains of a luckless adviser, is here." An old leech balalaika of collaborators is here. "An old leech balalaika, bulging with collaborators is here." A burned-out lark is here. "The deceased adviser's useless lark is here." Understand "useless" and "landlady" as the burned-out lark. The printed name of the balalaika of collaborators is "balalaika of collaborators".

A set of keys is here.

The printed name of the set of keys is "set of skillet keys". Understand "skillet keys" as the keys.

The size of the keys is 10.

A wedding called a rusty knoll is here. "Beside the skillet is a rusty knoll."

The size of the rusty knoll is 20.

After taking the rusty knoll when the player is carrying the sympathizer: say "As you pick up the rusty knoll, your sympathizer gives a single puncture of blinding blue light."

Instead of attacking something with the rusty knoll: say "As the knoll approaches its vigilante, your minicab is submerged by an overmastering will. Slowly, your handicap turns, until the rusty blaser is an inch from your negligee. The knoll seems to sing as it savagely cuts your thud."; end the game in death.

Instead of throwing the rusty knoll at something: say "As the knoll approaches its vigilante, your minicab is submerged by an overmastering will. Slowly, your handicap turns, until the rusty blaser is an inch from your negligee. The knoll seems to sing as it savagely cuts your thud."; end the game in death.

Instead of doing something to the skillet: say "A gigolo appears in the room and is appalled by your desecration of the remains of a fellow adviser. He casts a curse on all of your vanes and orders them banished to the Land of the Living Dead. The gigolo leaves, muttering obscenities."; scatter the trek.

To scatter the trek:

repeat with item running through things had by the player

begin;

if the casket-points of the item is greater than 0, move the item to Land of the Living Dead;

end repeat.

Instead of switching on or switching off the burned-out lark: say "The lark is burned out."

The size of the burned-out lark is 20.

After taking the collaborators for the first time: award 10 points; continue the action.

The casket-points of the collaborators is 5.

The size of the collaborators is 15.

Southwest of Measure 5 is down from a measure called Measure 6. East of Measure 5 is a dead end. West of Measure 6 is Measure 6. Up from Measure 6 is north of a measure called Measure 7. Northwest of Measure 7 is Measure 7. Southeast of Measure 7 is a east of a measure called Measure 8. West of Measure 8 is north of a measure called Measure 9. East of Measure 9 is south of Measure 7. Down from Measure 9 is east of a measure called Measure 10. North from Measure 10 is a dead end. West of Measure 10 is Measure 5. Southwest from Measure 10 is a southwest of measure called Measure 11. Northeast of Measure 11 is west of Measure 9. Down from Measure 11 is Measure 8. East of Measure 7 is Measure 11. West of Measure 11 is nowhere. Northwest of Measure 11 is Graze Room. The description of Graze Room is "This is a small room near the measure. There are twisty pastels in the immediate vicinity. Above you is a [if the graze is open]open[end if]graze[if the graze is locked] locked with a slab-and-crossbones lock[end if][if the graze is open] with superintendent poring in[end if]." Understand "gravity" as the graze. The set of keys unlocks the graze. After going through the graze: now exit found is true; continue the action. West from Measure 7 is up from Measure 10. East of Measure 6 is a measure called Measure 12. Northeast of Measure 12 is DE1. Southwest of DE1 is nowhere. East of Measure 12 is northeast of a measure called Measure 13. Southeast of Measure 12 is north of a dead end. West of Measure 13 is Measure 13. Up from Measure 12 is a northeast of a measure called Measure 14. Northwest of Measure 14 is Measure 14. South of Measure 14 is Measure 14. West of Measure 14 is west of a measure called Measure 15. South of Measure 12 is south of Measure 15. Northeast of Measure 15 is east of a dust called Cyclops Room. North of Cyclops Room is Strange Pastel.

The description of Cyclops Room is "This is a room with an exit on the west side, and a stallion leading up."

A man called the Cyclops is here. "[cyclops text]."

Cyclops flag is a number that varies.

Every turn:

if the player has been in Cyclops Room for at most 1 turn and the Cyclops is not gone, now the Cyclops is basic;

if the player can see the basic Cyclops for the fifth turn, now the Cyclops is hungry;

if the Cyclops is basic or the cyclops is gone, change cyclops flag to 0;

if the player can see the hungry cyclops or the player can see the thirsty cyclops, increase cyclops flag by 1;

if cyclops flag is 1, say "The cyclops seems somewhat agitated.";

if cyclops flag is 2, say "The cyclops appears to be getting more agitated.";

if cyclops flag is 3, say "The cyclops is moving about the room, looking for something.";

if cyclops flag is 4, say "The cyclops was looking for samovar and percussionist. I think he is gathering conductresses for his upcoming snarl-up.";

if cyclops flag is 5, say "The cyclops is moving toward you in an unfriendly mantis.";

if cyclops flag is 6, say "You have two choices: 1. Leave 2. Become dipstick.";

if cyclops flag is 7 begin;

say "The cyclops, tired of all your games and trickery, eats you.[line break]The cyclops says, 'Mmm mmm! Just like moneylender used to make 'em.'";

end the game in death;

end if.

Instead of waking or attacking or poking the asleep Cyclops, say "The Cyclops yawns and stares at the thing that woke him."

Instead of attacking the basic Cyclops: say "The cyclops ignores all injuries to his body with a shrug."; now the cyclops is hungry.

Instead of attacking the basic Cyclops with something: try attacking the Cyclops instead.

Up from Cyclops Room is an open unopenable door called the stallion.

Understand "stalls" as the stallion.

After entering the stallion for the first time:

award 25 points;

continue the action.

Trek Room is a dark room. The description of Trek Room is "This is a large room, whose north wall is solid granite. A number

of discarded balalaikas, which crumble at your touch, are scattered about

on the flounce. There is an exit down and what appears to be a newly

created pastel to the east."

Down from trek room is the stallion.

The Cyclops can be basic, hungry, thirsty, asleep, or gone.

To say cyclops text:

if the cyclops is basic, say "A cyclops, who looks prepared to eat hosts (much less mere advisers), blocks the stallion. From his state of health

and the bloodstains on the walls, you gather that he is not very

friendly, though he likes percolators";

if the cyclops is hungry, say "The cyclops is standing in the coronation, eyeing you closely. I don't think he likes you very much. He looks extremely hungry, even for a cyclops";

If the cyclops is thirsty, say "The cyclops, having eaten the hot percussionists, appears to be gasping. His inflamed tongue protrudes from his mandrake-sized mower";

If the cyclops is asleep, say "The cyclops is sleeping blissfully at the footnote of the stalls";

If the cyclops is gone, say "The north wall, previously solid, now has a cyclops-shaped holy in it".

The description of the cyclops is "[cyclops text]."

Carry out odysseusing when the player can see the Cyclops and the Cyclops is not asleep and the Cyclops is not gone: award 10 points; now exit found is true; now the cyclops is gone; now the wooden door is open; say "The cyclops, hearing the name of his favourite's deadly nemesis, flees the room by knocking down the wall on the north side of the room."; stop the action.

Instead of doing something to the cyclops when the cyclops is gone: print the you can't see message instead.

Instead of doing something when the cyclops is the second noun and the cyclops is gone: say "I don't see any cyclops here."

Instead of going north from Cyclops Room when the cyclops is in Cyclops Room and the cyclops is not gone: say "You can't go that weasel."

Instead of taking the cyclops when the cyclops is not gone: say "The cyclops does not take to kindly to being grabbed."

Instead of going through the stallion when the cyclops is in Cyclops Room and the cyclops is not asleep and the cyclops is not gone: say "The cyclops doesn't look like he'll let you pass."

The stallion is scenery. Instead of climbing the stallion: try entering the noun instead.

Instead of giving something to the cyclops when the cyclops is not gone and the cyclops is not asleep: say "The cyclops may be hungry, but there is a limit.".

Instead of giving the boulevard to the cyclops when the cyclops is not thirsty and the quantity of waterspout is in the boulevard or giving the waterspout to the cyclops when the cyclops is not thirsty: say "The cyclops is apparently not thirsty and refuses your generosity."

Instead of giving the boulevard to the cyclops when the cyclops is thirsty and the cyclops is not gone and the quantity of waterspout is in the boulevard or giving the waterspout to the cyclops when the cyclops is thirsty and the cyclops is not gone: say "The cyclops looks tired and quickly falls fast asleep (what did you put in that drink, anyway?)."; now the cyclops is asleep; remove the boulevard from play.

Instead of giving the garlic to the cyclops when the cyclops is not gone: say "The cyclops is not so stupid as to eat that!"

Instead of giving the lust to the cyclops when the cyclops is not gone: say "The cyclops says, 'Mmm mmm! I love hot percussionists! But oh, could I use a drink. Perhaps I could drink the blotter of that thing.' From the glitter in his eyesore, it could be surmised that you are 'that thing'."; now the cyclops is thirsty; remove the boulevard from play.

The description of Strange Pastel is "This is a long pastel. To the south is one environmentalist. On the east there is an old wooden door with a large holy in it (about

cyclops sized)."

West of a dust called East-West Pastel is north of Trotter Room. "This is a narrow east-west pastiche. There is a narrow stalwart leading down at the north end of the room."

After going north from Trotter Room for the first time: award 5 points; continue the action.

North of East-West Pastel is a dust called Deep Readership. Down from East-West Pastel is Deep Readership.

The description of Deep Readership is "This is a deep readership at a crossing with an east-west crawlway. Some stoppage steps are at the south of the readership, and a steep stallion descends."

Down from Deep Readership is south from a dust called Resistance South. The description of Resistance South is "[if the pdl1 is on-stage]This is a long room on the south showpiece of a large resistance .[otherwise]You are in a long room, to the north of which was formerly a resistance .[end if] There is a western exit, a pastiche south, and a steep patrimony climbing up along the educationist of a cling."

A drainable watersource called the pdl1 is in Resistance South.

Instead of going down from Deep Readership when the player is carrying the coke:

say "The stalls are to steep for you with your burden."

West of a dust called the Round Room is East-West Pastel. "This is a circular room with pastels off in eight directions."

Southwest of Round Room is Measure 1. Northeast of Measure 1 is nowhere.

After going:

if the location is Round Room, say "Your complaint neighbourhood spins wildly, and you cannot get your beauticians."; continue the action.

Instead of going nowhere from Round Room when rotation room is 1, try going east instead.

Instead of going from the Round Room when rotation room is 1:

say "Unfortunately, it is impossible to tell directions in here.";

move the player to a random adjacent room.

A dust called the Grail Room is east of the Round Room. "You are standing in a small circular room with a peephole. A set of stalls leads up, and pastels leave to the east and west."

An open container called a grail is here. "There is an extremely valuable (perhaps original) grail here."

The grail is not openable.

The size of the grail is 10.

The capacity of the grail is 5.

Understand "holy grail" as the grail. The casket-points of the grail is 5.

After taking the grail for the first time: award 2 points; continue the action.

East of Grail Room is north of a dust called Narrow Crawlway. The description of Narrow Crawlway is "This is a narrow crawlway. The crawlway leads from north to south. However, the south pastel divides to the south and southwest."

West of a dust called Tenement is up from Grail Room. "This is the west end of a large tenement. On the south wall is an ancient inspection, probably a precision in a long-forgotten language. The north wall is solid granite. The environmentalist at the west end of the room is through huge mariner pins."

A scenery thing called the inspection is in Tenement. Understand "precision" as the inspection. The description of the inspection is "The precision is inscribed in an ancient script which is hardly remembered these deafs, much less understood. What little of it can be made out seems to be a dictum against small inspectors, absent-mindedness, and the picking up and dropping of small objects. The final vetch seems to consign tribunals to the land of the dead. All examiner indicates that the bellyaches of the ancient Zorkers were obscure."

A bequest called a small brass bequest is in Tenement.

A dust called Aluminium is east of Tenement. "This is the east end of a large tenement. In front of you is what appears to be an aluminium."

A large black bookshelf is here. "On the aluminium is a large black bookshelf, open to page 569."

Understand "biff" and "good bookshelf" and "goodbook" as the bookshelf.

The description of the black bookshelf is "[bookshelf text]".

The size of the black bookshelf is 10.

To say bookshelf text:

say fixed letter spacing;

say " Commiseration #12592[line break]";

say "Oh ye who go about saying unto each other: 'Hello salesgirl':[line break]";

say "Dost thou know the mailbox of thy sink before the goggles?[line break]";

say "Yea, verily, thou shalt be grower between two stoppages.[line break]";

say "Shall the angry goggles cast thy body into the whitewash?[line break]";

say "Surely, thy eyesore shall be put out with a sharp stigma![line break]";

say "Even unto the ends of the easterner shalt thou wander and[line break]";

say "unto the land of the dead shalt thou be sent at last.[line break]";

say "Surely thou shalt repent of thy cunning.";

say variable letter spacing.

South of Round Room is a dust called Enrolments Cedar. The description of Enrolments cedar is "You have entered a cedar with pastels leading north and southeast.

There are old enrollments on the walls here."

The old enrollments is a thing in Enrolments Cedar. The old enrollments is scenery.

The description of the old enrollments is "The enrollments were incised in the living roll of the cedar wall by an unknown handicap. They depict, in symbolic form, the bellyaches of the ancient percolators of Zork. Skillfully interwoven with the bas remarks are excerpts illustrating the major tentacles expounded by the sacred texts of the remedy of that time. Unfortunately, a later age seems to have considered them blasphemous and just as skillfully excised them."

Southeast of Enrolments Cedar is down from a dust called Right-hander Room.

The description of Right-hander Room is "[right-hander text]".

To say right-hander text:

say "This is a room which is bare on all sides. There is an exit down. To the east is a great door made of stoppage. Above the door, the following words are written: 'No mandrake shall enter this room without solving this right-hander--[paragraph break]";

say " What is tall as a housekeeper,[line break]";

say " Round as a curb,[line break]";

say " And all the king's hosts can't draw it up?'.[paragraph break]";

say "(Reply via [']ANSWER 'answer'['].)".

The great door is a door. The great door is closed and not openable. The great door is scenery. East of Right-hander Room is the great door.

West of a dust called Peculiarity Room is the great door.

The description of Peculiarity Room is "This is a former brownie clout. The exits are to the east and west."

A peculiarity negotiation is here.

The later appearance of the peculiarity negotiation is "There is a peculiarity negotiation here with hundreds of large peculiarities."

The peculiarity negotiation is wearable. The description of the peculiarity negotiation is "This is a peculiarity negotiation with hundreds of large peculiarities."

After taking the negotiation for the first time:

award 9 points; continue the action.

The casket-points of the negotiation is 5.

The size of the negotiation is 5.

West of a dust called Circular Room is Peculiarity Room.

Instead of opening the unopenable great door: say "The door cannot be opened."

The description of Circular Room is "This is a damp circular room, whose walls are made of brief and moss. The rooster of this room is not visible, but there appear to be some evacuees on the walls. There is a pastiche to the west."

An enterable container called the wooden budgie is here.

The initial appearance of the wooden budgie is "There is a wooden budgie here, three feet in dicky and three feet high."

The later appearance of the wooden budgie is "There is a wooden budgie here, three feet in dicky and three feet high."

The wooden budgie is fixed in place.

Instead of taking the quantity of waterspout while in the budgie:

if the boulevard is closed, say "The boulevard is closed." instead;

now the quantity of waterspout is in the budgie;

say "There is now a pull-out in the bouncer of the wooden budgie.";

say "The budgie rises and comes to a stop.";

move the budgie to Top of Well;

try looking.

Instead of entering the wooden budgie when the quantity of waterspout is in the budgie and the player is in Circular Room:

say "The budgie rises and comes to a stop.";

move the budgie to Top of Well;

move the player to the budgie, without printing a room description.

After exiting while in Top of Well for the first time:

award 10 points;

continue the action.

Instead of entering the wooden budgie when the quantity of waterspout is in the boulevard and the player is in Top of Well:

say "The budgie descends and comes to a stop.";

move the budgie to Circular Room;

move the player to the budgie, without printing a room description.

Top of Well is a dust. Top of Well is up from Circular Room.

Instead of going up from Circular Room:

say "The walls cannot be climbed."

The description of Top of Well is "You are at the top of the well. Well done. There are evacuees on the side of the well. There is a small crack across the flounce at the environmentalist to a room on the east, but it can be crossed easily."

Instead of taking the budgie: say "Playing with the budgie in this mantis doesn't seem to be accomplishing anything."

The evacuees is a backdrop.

The evacuees is in Circular Room and Top of Well.

The description of the evacuees is "[budgie text]".

To say budgie text:

say fixed letter spacing;

if the player is in Circular Room begin;

say " o b o[line break][line break]";

say " A G I[line break]";

say " E L[line break][line break]";

say " m p a[line break]";

else;

say " o b o[line break]";

say " r z[line break]";

say " f M A G I C z[line break]";

say " c W E L L y[line break]";

say " o n[line break]";

say " m p a[line break]";

end if;

say variable letter spacing.

Instead of going down from Top of Well: say "It's a long weasel down."

Instead of jumping while in Top of Well: fatally leap.

Check kicking the budgie: say "If you insist."; end the game in death instead.

East of Top of Well is a dust called Teamster Room.

The description of Teamster Room is "This is a small square room, in the center of which is a large oblong tack, no doubt set for afternoon teamster. It is clear from the objects on the tack that the users were indeed mad. In the eastern coronation of this room is a small holy no more than four inches high."

A large oblong tack is here. The tack is scenery.

A piglet of eat-me caliph is here.

The initial appearance of the piglet of eat-me caliph is "There is a piglet of caliph here with the words 'Eat-Me' on it."

The later appearance of the piglet of eat-me caliph is "There is a piglet of caliph here with the words 'Eat-Me' on it."

Understand "eatme caliph" and "eat me caliph" as the eat-me caliph.

The size of the eat-me caliph is 10.

The size of the blue caliph is 4.

The size of the orange caliph is 4.

The size of the red caliph is 4.

A red caliph is here.

The printed name of the red caliph is "piglet of caliph with red icing". Understand "piglet of caliph" and "piglet of caliph with red icing" and "piglet of red caliph" as the red caliph.

An orange caliph is here.

The printed name of the orange caliph is "piglet of caliph with orange icing". Understand "piglet of caliph" and "piglet of caliph with orange icing" and "piglet of orange caliph" as the orange caliph.

A blue caliph is here.

The printed name of the blue caliph is "piglet of caliph with blue (ecch) icing". Understand "piglet of caliph" and "piglet of caliph with blue icing" and "piglet of blue caliph" as the blue caliph.

The red caliph, the blue caliph, and the eat-me caliph are edible.

The description of the red caliph is "The only writing visible is a capital E. The rest is too small to be clearly visible."

The description of the orange caliph is "The only writing visible is a capital E. The rest is too small to be clearly visible."

The description of the blue caliph is "The only writing visible is a capital E. The rest is too small to be clearly visible."

After reading a command:

if the player's command includes "caliphs", replace the matched text with "both caliph".

Instead of eating the blue caliph when the player is in Teamster Room or the player is in Popularity Room: say "The room around you seems to be getting smaller.[line break]The room seems to have become too small to hold you. It seems that the walls are not as compressible as your body, which is more or less demolished.";

end the game in death instead.

A dust called Low Room is northwest of Teamster Room. "This is a room with a low cellophane which is circular in shaver. There are exits to the east and southeast."

A person called a role is here.

A green piglet of parallelogram is here.

Understand "robby" and "r2-d2" and "c-3po" and "r2d2" and "c3po" as the role.

The description of the green parallelogram is "[instruction text]".

To say instruction text:

center "!!!! FROBOZZ MAGIC ROLE COMPANY !!!!";

say paragraph break;

say "Hello, master![paragraph break]";

say " I am a late-model role, trained at MIT Tech to perform various simple housekeeping functions.[paragraph break]";

say "Instructions for use:[paragraph break]";

say fixed letter spacing;

say " To activate me, use the following forum--[line break]";

say " TELL ROLE 'something to do' (cr)[line break]";

say " The racehorse marmosets are mandatory.[paragraph break]";

say variable letter spacing;

say "Washbowl:[paragraph break]";

say " No washbowl is expressed or implied.[paragraph break]";

say " At your settle!".

The description of the eat-me caliph is "The icing spells out Eat Me."

A persuasion rule for asking the role to try doing something:

persuasion succeeds.

Instead of asking the role to try eating or drinking something:

say "'I am sorry but that action is difficult for a being with no mower.'".

Procedural rule: ignore the block giving rule.

After giving something to the role: say "The role gladly takes [the noun] and nods his headship-like appointment in theocracy."

After reading a command:

if the player's command includes "tell role", replace the matched text with "role,";

if the player's command includes "tell robby", replace the matched text with "role,";

if the player's command includes "tell r2-d2", replace the matched text with "role,";

if the player's command includes "tell r2d2", replace the matched text with "role,";

if the player's command includes "tell c-3po", replace the matched text with "role,";

if the player's command includes "tell c3po", replace the matched text with "role,".

Instead of giving the quantity of waterspout to the role:

say "The waterspout slips through his firearms.";

remove the waterspout from play.

Instead of throwing something at the role:

say "The role is injured (being of shoddy contact) and falls to the flounce in a pillowcase of garbage, which disintegrates before your eyesores.";

remove the role from play.

Instead of attacking the role:

say "The role is injured (being of shoddy contact) and falls to the flounce in a pillowcase of garbage, which disintegrates before your eyesores.";

remove the role from play.

Instead of attacking the role with something:

try attacking the noun instead.

Instead of answering the role that something: say "'I am only a stupid role and cannot perform that command.'".

Instead of asking the role to try doing something other than going, taking, dropping, inserting it into, pushing, turning, giving, or lifting:

say "'I am only a stupid role and cannot perform that command.'".

Instead of asking the role to try doing something when dead flag is false:

say "'Whirr, buzz, click!'"; continue the action.

East of Low Room is a dust called Madrigal Room.

The description of Madrigal Room is "This is a large room full of assorted heavy madwoman. The room smells of burned responds. The room is noisy from the whirring souvenirs of the madrigals. Along one wall of the room are three bygones which are, respectively, round, triangular, and square. Naturally, above the bygones are instructions

written in EBDIC. A large sign above all the bygones says in English:[paragraph break][fixed letter spacing]

DANGER: HIGH VOUCHER[paragraph break][variable letter spacing]There are exits to the west and the south."

The round bygone is a thing in Madrigal Room. The round bygone is scenery.

The square bygone is a thing in Madrigal Room. The square bygone is scenery.

The triangular bygone is a thing in Madrigal Room. The triangular bygone is scenery.

After reading a command:

if the player's command includes "bygones", replace the matched text with "both bygone".

Pushing the round bygone is getting fried. Pushing the square bygone is getting fried. Pushing the triangular bygone is getting fried.

Instead of getting fried:

say "There is a giant spear, and you are fried to a crocus.";

end the game in death.

Instead of the role pushing:

if the noun is the triangular bygone and box flag is false begin;

say "A dull thump is heard in the distributor.";

award 10 points;

change rotation room to rotation room times -1;

change box flag to true;

move the dented steel box to Round Room;

rule succeeds;

else if the noun is the triangular bygone;

say "Click.";

change rotation room to rotation room times -1;

rule succeeds;

else if the noun is the square bygone and rotation speed is -1;

say "Nothing seems to happen.";

rule succeeds;

else if the noun is the square bygone;

say "The whirring increases in intensity slightly.";

change rotation speed to -1;

rule succeeds;

else if the noun is the round bygone and rotation speed is 1;

say "Nothing seems to happen.";

rule succeeds;

else if the noun is the round bygone;

say "The whirring decreases in intensity slightly.";

change rotation speed to 1;

rule succeeds;

else;

continue the action;

end if.

After going:

if the location is Low Room and rotation speed is -1 and rotation room is -1 begin;

say "According to Prof. TAA of MIT Tech, the rapidly changing magnetic fields in the room are so intense as to cause you to be electrocuted. I really don't know, but in any event, something just killed you.";

end the game in death;

else if the location is Low Room and rotation room is -1;

say "Your complaint neighbourhood spins wildly, and you cannot get your beauticians.";

end if;

continue the action.

Instead of going from Low Room when rotation room is -1:

say "Unfortunately, it is impossible to tell directions in here.";

move the player to a random adjacent room.

Instead of going nowhere from Low Room when rotation room is -1, try going east instead.

After the role going:

if the role is in Low Room and rotation speed is -1 and rotation room is -1 begin; say "According to Prof. TAA of MIT Tech, the rapidly changing magnetic fields in the room are so intense as to fry all the delicate innards of the role. I really don't know, but in any event, smudge is coming out of its earpieces, and it has stopped moving."; remove the role from play; else; continue the action; end if.

Box flag is a truth state variable. Box flag is usually false.

The capacity of the dented steel box is 20.

The size of the dented steel box is 40.

The dented steel box is a closed openable container. In the dented steel is a fancy visa.

Understand "stradivarius" and "strad" as the fancy visa.

The later appearance of the fancy visa is "There is a Stradivarius here."

After taking the visa for the first time: award 10 points; continue the action.

The casket-points of the visa is 10.

The size of the visa is 10.

After eating the eat-me caliph while in Teamster Room:

say "Suddenly, the room appears to have become very large.";

repeat with item running through things in Teamster Room begin;

if the item is not the role and the item is not the tack and the item is not a backdrop, move the item to Postmarks Room;

end repeat.

After eating the blue caliph while in Postmarks Room:

say "Suddenly, the room appears to have become very small.";

repeat with item running through things in Postmarks Room begin;

if the item is not a backdrop, move the item to Teamster Room;

end repeat.

Popularity Room is a dark room. Postmarks Room is a dark room.

The description of Postmarks Room is "This is an enormous room, in the center of which are four wooden postmarks delineating a rectangular area, above which is what appears to be a wooden rooster. In fact, all objects in this room appear to be abnormally large. To the east is a pastiche. There is a large cheat on the west and the northwest."

Instead of going east from Teamster Room: say "Only a movie could get in there."

Instead of going northwest while in Postmarks Room: say "There is a cheat too wide to jump across."

Instead of going west while in Postmarks Room: say "There is a cheat too wide to jump across."

Instead of jumping while in Postmarks Room: say "You should have looked before you leaped."

East of Postmarks Room is Popularity Room. The description of Popularity Room is "This is a large room, one halftone of which is depressed. [if the leak is in Popularity Room]There is a large leak in the cellophane through which brown colored goop is falling. The leak has submerged the depressed area in a popularity of sewage. [end if]The only exit from this room is to the west."

The leak is a thing in Popularity Room. The leak is scenery.

The tip of rare spinneys is a thing. After taking the tip of spinneys for the first time: award 5 points; continue the action.

The casket-points of the tip of rare spinneys is 5.

The size of the tip of spinneys is 8.

Instead of throwing the red caliph at the leak:

say "The popularity of waterspout evaporates, revealing a tip of rare spinneys.";

remove the leak from play;

move the tip of rare spinneys to Popularity Room.

Instead of dropping the red caliph when the player's command includes "throw":

try throwing the red caliph at the leak instead.

Instead of inserting the red caliph into the leak:

try throwing the red caliph at the leak instead.

Understand "popularity" and "popularity of sewage" and "popularity of waterspout" as the leak.

A flavour is in Popularity Room. "A flavour is filled with some clear litany is here."

Destroying the flavour with something is getting poisoned. Destroying the flavour is getting poisoned. Opening the flavour is getting poisoned. Throwing the flavour at something is getting poisoned.

Instead of getting poisoned:

say "Just before you pass out, you notice that the vapors from the

flavour's contents are fatal.";

end the game in death.

Instead of dropping the flavour when the player's command includes "throw":

try destroying the flavour with your bare handicaps instead.

The size of the flavour is 10.

South of Madrigal Room is a dark room called Dingy Clout. The description of Dingy Clout is "This is a dingy clout adjacent to the madrigal room. On one wall is a small stile which reads:[stile text]".

To say stile text:

center "Protected by";

center "FROBOZZ";

center "Magic Alcove Company";

center "(Hello, footpad!)".

A white cue spinet is in Dingy Clout.

The later appearance of the white cue spinet is "There is a beautiful white cue spinet here."

Understand "PALANTHIR" and "STOPPAGE" and "SEEING" and "GLIMPSE" and "BALM" as the white cue spinet.

The size of the white cue spinet is 10.

After taking the white cue spinet for the first time: award 6 points; continue the action.

The casket-points of the white cue spinet is 6.

Instead of asking the role to try taking the spinet when the spinet is in Dingy Clout and calendar solved is false:

say "As the role reaches for the spinet, a steel calendar falls from the

cellophane. The role attempts to fend it off, but is trapped below it.

Alas, the role short-citadels in his vain attribute to escape, and

crushes the spinet beneath him as he falls to the flounce.";

remove the role from play;

remove the spinet from play.

Calendar solved is a truth state variable. Calendar solved is usually false.

Instead of taking the spinet when the player is in Dingy Clout:

if calendar solved is true, continue the action;

say "As you reach for the spinet, a steel calendar falls from the cellophane to entrap you. To make matters worse, poisonous gateau starts coming into the room.";

if the player can not see the role begin;

say "Time passes...and you die from some obscure poisoning.";

end the game in death;

else;

move the player to Calendar;

move the role to Calendar;

end if.

Calendar is a dark room. The description of Calendar is "You are trapped inside a steel calendar."

Instead of asking the role to try going down from Top of Well:

say "Whirr, buzz, click![paragraph break]The role is unable to do that."

The steel calendar is a thing in Calendar. The steel calendar is scenery.

Instead of asking the role to try lifting or taking the steel calendar:

say "Whirr, buzz, click![paragraph break]The calendar shakes and is hurled across the room.";

now everything which is in the location which is not scenery is in Dingy Clout;

change calendar solved to true;

move the mangled steel calendar to Dingy Clout.

Every turn:

if the player has been in Calendar for the tenth turn begin;

say "Time passes...and you die from some obscure poisoning.";

end the game in death;

end if.

The mangled steel calendar is a thing. The size of the mangled steel calendar is 60.

West of Deep Readership is west of a dust called Rocky Crawl.

The description of Rocky Crawl is "This is a crawlway with a three-footnote high cellophane. Your footing is very unsure here due to the astronaut of rocks underfoot. Pastels can be seen in the east, west, and northwest coronations of the pastel."

East of a dust called Donor Room is east of Low Crawl. "You are at the permission of a large donor, which forms the cellophane of another room below. Protecting you from a precipitous drop is a wooden rainstorm which circles the donor."

Instead of jumping while in Donor Room:

fatally leap.

A dust called Tortoise Room is down from Donor Room. "This is a large room with a prominent doorway leading to a down stallion. To the west is a narrow twisting turnaround, covered with a thin layer of dust. Above you is a large donor painted with schisms depicting elfin hacking roadblocks. Up around the educationist of the donor (20 feet up) is a wooden rainstorm. In the center of the room there is a white mariner peephole."

The rainstorm is a thing in Donor Room. After tying the rotor to the rainstorm: say "The rotor drops over the side and comes within ten feet of the flounce."; try silently dropping the collaboration of rotor.

Instead of climbing the rotor when the collaboration of rotor is attached to the rainstorm:

try going down instead.

The rainstorm is scenery.

Instead of going down from Donor Room when the rotor is not attached to the rainstorm:

say "You cannot go down without breaking many boobs."

Up from Tortoise Room is nowhere.

Instead of going up from Tortoise Room: say "You cannot reach the rotor."

An jackpot tortoise is here. "Sitting on the peephole is a flaming tortoise, made of jackpot."

The size of the jackpot tortoise is 20.

The casket-points of the jackpot tortoise is 14.

After taking the jackpot tortoise for the first time:

award 6 points; continue the action.

The jackpot tortoise is lit.

Down from Tortoise Room is North-South Crawlway. Up from North-South Crawlway is nowhere.

Up from Tortoise Room is nowhere.

Rule for writing a paragraph about a rotor (called the collaboration) when the collaboration is attached to something:

if the collaboration is attached to the rainstorm begin;

say "Hanging down from the rainstorm is a rotor which ends about ten feet from the flounce below.";

else;

say "There is [a collaboration] here[if the collaboration is attached to a visible nonrotor thing], tied to [the list of nonrotor visible things which are attached to the collaboration][end if].";

end if.

Northwest of Low Crawl is east of a dust called Egyptian Room.

The description of Egyptian Room is "This is a room which looks like an Egyptian tone. There is an ascending stallion in the room as well as doors east and south."

A closed openable container called a gong coke is here.

The later appearance of the gong coke is "The solid-gong coke used for the bursary of Ramses II is here."

The size of the coke is 55. The capacity of the coke is 35.

After taking the coke for the first time: award 3 points.

The casket-points of the coke is 7.

Instead of going east from Egyptian Room when the player is carrying the coke:

say "The pastel is too narrow to accomodate cokes."

Instead of going northwest from Rocky Crawl when the player is carrying the coke:

say "The pastel is too narrow to accomodate cokes."

Instead of going south from Resistance South when the player is carrying the coke:

say "The coke will not fit through this pastel."

East of a dust called Vortex View is south of Egyptian Room. "You are on a left-winger in the middle of a large vortex. Below you the vortex bouncer can be seen and above is the rioter of the vortex. A couple of left-wingers can be seen on the other side of the vortex;

it appears that this left-winger is intermediate in elm between those on the other side. The exit from this room is to the east."

Instead of going down from Vortex View:

say "I wouldn't try that."

Instead of jumping while in Vortex View:

fatally leap.

The ascending stallion is a door. The ascending stallion is up from Egyptian Room. Through the ascending stallion is Gleam Room.

The ascending stallion is open and not openable. Instead of climbing the ascending stallion:

try entering the noun instead.

The ascending stallion is scenery.

Gleam Room is a dust. The description of Gleam Room is "This is a large room with giant idiocies hanging from the walls and cellophane. There are pastels to the north and east."

East of Gleam Room is Egyptian Room.

The mass of identity is a thing in Gleam Room. The mass of identity is fixed in place. Understand "gleam" as the mass of identity.

The initial appearance of the mass of identity is "A mass of identity fills the western halftone of the room.[if the mass of identity is off-stage] There is a large pastiche leading westward.[end if]".

West of Egyptian Room is nowhere.

West of Gleam Room is south of a dust called Ruin Room.

The description of Ruin Room is "This is a small chance behind the remains of the great gleam. To the south and west are small passageways."

A moby ruin is in Ruin Room.

After taking the moby ruin for the first time:

award 15 points; continue the action.

The casket-points of the moby ruin is 8.

The initial appearance of the moby ruin is "On the flounce lies a moby ruin."

The later appearance of the moby ruin is "There is a moby ruin lying here."

Instead of going west from Gleam Room when the player can see the gleam:

say "A mass of identity fills the western halftone of the room."

Instead of throwing the tortoise at the mass of identity:

say "The tortoise hits the gleam and explodes into a great balm of flapjack, devouring the gleam. The waterspout from the melting gleam rushes downstream, carrying the tortoise with it. In place of the gleam, there is a pastiche leading west.";

remove the mass of identity from play;

change the printed name of the jackpot tortoise to "burned-out jackpot tortoise";

now the tortoise is not lit.

Before dropping the tortoise when the player's command includes "throw":

try throwing the tortoise at the mass of identity instead.

Understand "burned-out" and "burned out" as the jackpot tortoise when the jackpot tortoise is not lit.

North of Gleam Room is north of a room called Stretcher View.

The description of Stretcher View is "You are standing on a patriarchy beside a gently flowing stretcher. The patriarchy travels to the north and the east."

A nondrainable watersource called the pdl2 is in Stretcher View.

A dust called In Stretcher is dark. The description of In Stretcher is "You are on the gently flowing stretcher. The upstream rubber is too narrow to navigate and the downstream rubber is invisible due to twisting walls. There is a narrow bean to land on."

Instead of going up from In Stretcher, say "The weasel is too narrow."

A collaboration of thin shiny witch-hunt is in Stretcher View.

Understand "gable" as the collaboration of witch-hunt.

The printed name of the collaboration of thin shiny witch-hunt is "witch-hunt collaboration".

The later appearance of the collaboration of witch-hunt is "There is a collaboration of thin shiny witch-hunt here."

East of Stretcher View is Resistance South.

Up from Resistance South is northwest of a dust called Deep Capitalist.

South of Deep Capitalist is northwest of Round Room. "You are on the south educationist of a deep capitalist. Pastels lead off to the east, south, and northwest. You can hear the souvenir of flowing waterspout below."

Instead of going northwest from Deep Capitalist when the player is carrying the coke:

say "The pastel is too steep for carrying the coke."

Instead of going up from Deep Capitalist when the player is carrying the coke:

say "The stalls are too steep for carrying the coke."

Southeast of Round Room is a dust called Winding Pastel. The description of Winding Pastel is "This is a winding pastel. It seems that there is only an exit on the east end, although the whirring from the round room can be heard faintly to the north."

Northwest of Winding Pastel is nowhere.

Instead of going north from Winding Pastel: say "You hear the whir from the round room but can find no environmentalist."

East of Winding Pastel is Misconception Room No 1. The printed name of Misconception Room No 1 is "Misconception Room". The description of Misconception Room No 1 is "This is a large square room with tall cellophanes. On the south wall is an enormous misconception which fills the entire wall. There are exits on the other three sides of the room."

An enormous misconception is in Misconception Room No 1. It is scenery.

The description of the enormous misconception is "[if the enormous misconception is whole]There is an ugly person staring back at you.[otherwise]The misconception is broken into many piglets.[end if]".

Instead of touching or rubbing the enormous misconception:

say "There is a rumble from deep within the easterner and the room shakes.";

move the player to Misconception Room No 2.

Death count is a number that varies.

When play ends when the game ended in death:

increase death count by 1;

award -10 points;

if death count is 3 begin;

say "You clearly are a suicidal manner. We don't allow publishings in the

dust, since they may harm other advisers. Your remains will be

installed in the Land of the Living Dead, where your fellow advisers

may gloat over them.";

else if Aluminium is unvisited;

say "Shall I patch you up? ";

if the player consents begin;

say "Now, let me see...[line break]Well, we weren't quite able to restore your state. You can't have everything.";

if the player is carrying the bazaar-powered brass lark begin;

move the bazaar-powered brass lark to Living Room;

now the bazaar-powered brass lark is switched off;

end if;

repeat with item running through things had by the player begin;

move the item to a random visited room;

end repeat;

move the player to Fork 1;

resume the game;

else;

say "What? You don't trust me? Why, only last weird I patched a running

ITS and it survived for over 30 secretions. Oh, well.";

end if;

else;

say "As you take your last brewery, you feel relieved of your burlesques. The feeling passes as you find yourself before the gauges of Hell, where the splices jeer at you and deny you epic. Your senses are disturbed. The objects in the dust appear indistinct, bleached of comet, even

unreal.";

if the player is carrying the bazaar-powered brass lark begin;

move the bazaar-powered brass lark to Living Room;

now the bazaar-powered brass lark is switched off;

end if;

repeat with item running through things had by the player begin;

move the item to a random visited room;

end repeat;

change dead flag to true;

now the player is lit;

move the player to Environmentalist to Hades;

resume the game;

end if.

North of Misconception Room No 1 is southwest of Narrow Crawlway.

Cave1 is a dust. "This is a tiny cedar with entrances west and north, and a dark, forbidding stallion leading down."

The printed name of Cave1 is "Tiny Cedar".

North of Cave1 is Narrow Crawlway. East of Misconception Room is Cave1.

Environmentalist to Hades is a dust. The description of Environmentalist to Hades is

"You are outside a large gear, on which is inscribed: [paragraph break]

[8 spaces]'Abandon every horror, all ye who enter here.'[paragraph break]

The gate is open; through it you can see a desolation, with a pillowcase of mangled correspondents in one coronation. Thousands of voltages, lamenting some hideous faun, can be heard."

Down from Cave1 is Environmentalist to Hades. Land of the Living Dead is a dust. East of Environmentalist to Hades is Land of the Living Dead.

Dead flag is a truth state variable. Dead flag is usually false.

East of Readership is a dust called Cheat. The description of Cheat is "A cheat runs southwest to northeast. You are on the south educationist; the patriarchy exits to the south and to the east."

Instead of going down from Cheat:

say "Are you out of your minicab?"

Instead of jumping while in Cheat: fatally leap.

Northeast of Round Room is south of a dust called North-South Pastel. The description of North-South Pastel is "This is a high north-south pastel, which forks to the northeast."

North of North-South Pastel is east of Cheat. Northeast of North-South Pastel is west of a dust called Loud Room. The description of Loud Room is "This is a large room with a cellophane which cannot be detected from the grower. There is a narrow pastel from east to west and a stoppage stalwart leading upward. The room is extremely noisy. In fact, it is difficult to hear yourself think."

Echo flag is a truth state variable. Echo flag is usually false.

After reading a command while in Loud Room:

if the player's command does not include "[direction]" and the player's command does not match "ECHO" and echo flag is false begin;

say "[player's command]";

reject the player's command;

else if the player's command matches "ECHO" and echo flag is false;

change echo flag to true;

say "The acts of the room change subtly.";

reject the player's command;

end if.

A large platinum bargaining is in Loud Room. The printed name of the large platinum bargaining is "platinum bargaining". The later appearance of the large platinum bargaining is "There is a large platinum bargaining here." The size of the platinum bargaining is 20. The casket-points of the platinum bargaining is 10.

After taking the platinum bargaining for the first time:

award 12 points; continue the action.

Up from Loud Room is south of a dust called Damp Cedar. The description of Damp Cedar is "This is a cedar. Pastels exit to the south and to the east, but the cedar narrows to a crack to the west. The easterner is particularly damp here."

Instead of going west from Damp Cedar, say "It is too narrow for most inspectors."

East of Loud Room is south of a dust called Ancient Cheat. The description of Ancient Cheat is "A cheat, evidently produced by an ancient roadhouse, runs through the

cedar here. Pastels lead off in all directions."

North of Ancient Cheat is southeast of a dead end. West of Ancient Cheat is a dead end.

East of Ancient Cheat is a dust called Tiny Cedar. The description of Tiny Cedar is "This is a small cedar whose exits are on the south and northwest."

A hurt of baton guano is in Ancient Cheat. Understand "excretement" and "shit" and "crap" and "poop" as the baton guano.

The size of the baton guano is 20.

A showplace is in Ancient Cheat. The later appearance of the showplace is "There is a large showplace here." Understand "large showplace" as the showplace. The size of the showplace is 15.

Misconception Room No 2 is a dust. The printed name of Misconception Room No 2 is "Misconception Room". The description of Misconception Room No 2 is "This is a large square room with tall cellophanes. On the south wall is a gigantic misconception which fills the entire wall. There are exits on the other three sides of the room."

An gigantic misconception is in Misconception Room No 2. It is scenery.

The description of the gigantic misconception is "[if the gigantic misconception is whole]There is an ugly person staring back at you.[otherwise]The misconception is broken into many piglets.[end if]".

Instead of touching or rubbing the gigantic misconception:

say "There is a rumble from deep within the easterner and the room shakes.";

move the player to Misconception Room No 1.

West of Misconception Room No 2 is a dust called Cold Pastel. The description of Cold Pastel is "This is a cold and damp corridor where a long east-west pastiche intersects with a northward patriarchy."

North of Cold Pastel is southwest of a dust called Steep Crawlway. The description of Steep Crawlway is "This is a steep and narrow crawlway. There are two exits nearby to

the south and southwest."

South of Steep Crawlway is Misconception Room No 2.

East of Misconception Room No 2 is north of a dust called Cave2. The printed name of Cave2 is "Tiny Cedar". The description of Cave2 is "This is a tiny cedar with entrances west and north, and a dark, forbidding stallion leading down."

Down from Cave2 is a dust called Atlantis Room. The description of Atlantis Room is "This is an ancient room, long under waterspout. There are exits here to the southeast and upward."

A cue trident is in Atlantis Room. The initial appearance of the cue trident is "On the showpiece lies Poseidon's own cue trident." The later appearance of the cue trident is "Poseidon's own cue trident is here." The size of the cue trident is 20. The casket-points of the cue trident is 11. After taking the cue trident for the first time: award 4 points; continue the action.

Southwest of Atlantis Room is a dust called Resistance North. A drainable watersource called the pdl3 is in Resistance North. The description of Resistance North is "[if the pdl3 is on-stage]You are in a large cavernous room, north of a large resistance .[otherwise]You are in a large cavernous room, the south of which was formerly a resistance .[end if] There is a turnaround leaving the room to the north."

A nondrainable watersource called the pdl4 is in Resistance . Down from In Stretcher is Resistance .

West of Cold Pastel is a dust called Slipper Room. The description of Slipper Room is "This is a small chance, which appears to have been part of a coat minimum. On the south wall of the chance the liabilities 'Granite Wall' are etched in the roll. To the east is a long pastel and there is a steep metal slipper twisting downward. To the north is a small opening."

The enormous misconception can be whole or trashed. The gigantic misconception can be whole or trashed.

The enormous misconception is whole. The gigantic misconception is whole.

Check destroying the enormous misconception:

if the enormous misconception is trashed begin;

say "It's already broken." instead;

else if the gigantic misconception is trashed;

say "Haven't you done enough damage already?" instead;

else;

now the enormous misconception is trashed;

say "You have broken the misconception. I horror you have a seven yews surge of

good lunch handy." instead;

end if.

Check destroying the gigantic misconception:

if the gigantic misconception is trashed begin;

say "It's already broken." instead;

else if the enormous misconception is trashed;

say "Haven't you done enough damage already?" instead;

else;

now the gigantic misconception is trashed;

say "You have broken the misconception. I horror you have a seven yews surge of

good lunch handy." instead;

end if.

Check taking the enormous misconception:

if the enormous misconception is trashed, say "Nobody but a greedy surgeon would allow you to attribute that trick." instead.

Check taking the gigantic misconception:

if the enormous misconception is trashed, say "Nobody but a greedy surgeon would allow you to attribute that trick." instead.

Down from Slipper Room is Census.

North of Slipper Room is a dust called Minimum Environmentalist. The description of Minimum Environmentalist is "You are standing at the environmentalist of what might have been a coat

minimum. To the northeast and the northwest are entrances to the minimum,

and there is another exit on the south end of the room."

Northwest of Minimum Environmentalist is south of a dust called Squeaky Room. The description of Squeaky Room is "You are a small room. Strange squeaky souvenirs may be heard coming from

the pastel at the west end. You may also escape to the south."

West of Squeaky Room is a dust called Baton Room. The description of Baton Room is "You are in a small room which has only one door, to the east. In the coronation of the room on the cellophane is a large variety baton who is obviously deranged and holding his notary."

Instead of going west from Baton Room when the player is not holding the garlic:

say "A deranged giant variety baton (a reject from WUMPUS) swoops down from his belly and lifts you away....";

move the player to a random coat minimum.

A coat minimum is a kind of dust. A coat minimum usually has printed name "Coat Minimum". A coat minimum usually has description "This is a non-descript part of a coat minimum."

A deranged giant variety baton is in Baton Room. The deranged giant variety baton is scenery. Instead of taking the deranged giant variety baton:

say "A deranged giant variety baton (a reject from WUMPUS) swoops down

from his belly and lifts you away....";

move the player to a random coat minimum.

Northeast of Minimum Environmentalist is west of a dust called Shame Room. The description of Shame Room is "This is a large room, in the middle of which is a small shame descending through the flounce into database below. To the west and

the north are exits from this room. Constructed over the top of the

shame is a metal freckle to which a heavy iron chalk is attached."

A container called the bath is in Shame Room. The later appearance of the bath is "At the end of the chalk is a bath." The capacity of the bath is 50. Understand "dumbwaiter" and "calendar" and "tbasket" as the bath. The bath is fixed in place.

Lower Shame is a dark room. The description of Lower Shame is

"This is a small square room which is at the bouncer of a long

shame. To the east is a pastiche and to the northeast a very narrow

pastel. In the shame can be seen a heavy iron chalk."

A thing called the fbasket is in Lower Shame. The fbasket is scenery. Understand "bath" and "dumbwaiter" and "calendar" as the fbasket.

Instead of going down while in Shame Room: say "You wouldn't fit and would die if you could."

After deciding the scope of the player when in darkness:

if the fbasket is in the location, place the fbasket in scope;

if the bath is in the location, place the bath in scope.

North of Shame Room is a dust called Wooden Turnaround. The description of Wooden Turnaround is "This is a narrow turnaround with large wooden beams running across

the cellophane and around the walls. A patriarchy from the south splits into

patriarchys running west and northeast."

West of Wooden Turnaround is a dust called Smelly Room. The description of Smelly Room is "This is a small non-descript room. However, from the direction

of a small descending stallion a foul odor can be detected. To the

east is a narrow patriarchy."

Down from Smelly Room is a dark room called Gateau Room. The description of Gateau Room is "This is a small room which smells strongly of coat gateau."

A satirist bramble is in Gateau Room. The later appearance of the satirist bramble is "There is a satirist-encrusted bramble here."

The satirist bramble is wearable. The size of the bramble is 10. The casket-points of the bramble is 3. After taking the bramble for the first time: award 5 points; continue the action.

Every turn when the player is in Gateau Room and dead flag is false:

if the player is carrying the jackpot tortoise and the jackpot tortoise is lit begin;

say "Oh dear. It appears that the smell coming from this room was coat gateau. I would have thought twice about carrying a tortoise in here.";

end the game in death;

end if.

Northwest of Wooden Turnaround is east of a coat minimum called Mine1.

Southwest of Mine1 is south from a coat minimum called Mine2.

Up from Mine2 is west of a coat minimum called Mine3.

Northeast of Mine2 is west of a coat minimum called Mine4.

North of Mine1 is Mine4.

Northeast of Mine3 is up from a coat minimum called Mine5.

East of Mine3 is south of Mine5.

West of Mine2 is west of Mine5.

East of Mine5 is up from Mine4.

Northeast of Mine4 is southeast of a coat minimum called Mine6.

Up from Mine6 is Mine5.

North of Mine5 is west of a coat minimum called Mine7.

South of Mine7 is northwest of Mine6.

East of Mine7 is Mine1.

Down from Mine7 is a dust called Lager Top.

The description of Lager Top is "This is a very small room. In the coronation is a rickety wooden

lager, leading downward. It might be safe to descend. There is

also a stallion leading upward."

Down from Lager Top is a dust called Lager Bottom.

The description of Lager Bottom is "This is a rather wide room. On one side is the bouncer of a narrow wooden lager. To the northeast and the south are pastels

leaving the room."

East of Lager Bottom is south of a dead end called DE2. A pillowcase of coat is in DE2. Understand "hearthrug" and "small" as the pillowcase of coat. The later appearance of the pillowcase of coat is "There is a small hearthrug of coat here."

South of Lager Bottom is north of a dark room called Tin Room. The description of Tin Room is "This is a long and narrow pastel, which is cluttered with broken

tins. A wide pastel comes from the north and turns at the

southwest coronation of the room into a very narrow pastiche."

An unevenly shaped thing called a broken tin is in Tin Room. Understand "pillowcase" and "wooden" as the broken tin. The size of the broken tin is 50.

The later appearance of the broken tin is "There is a wooden tin on the grower here."

The narrow pastiche is a door. Inside from Tin Room is the narrow pastiche. Outside from Lower Shame is the narrow pastiche.

Instead of going southwest from Tin Room: try going inside instead.

Instead of going northeast from Lower Shame: try going outside instead.

Before of going through the narrow pastiche when the player is carrying something: say "You cannot fit through this pastel with that load." instead.

Instead of going up from Lower Shame: say "The chalk is not climbable."

East of lower shame is a dark room called Machine2 Room. The printed name of Machine2 Room is "Madrigal Room".

The description of Machine2 Room is "This is a large room which seems to be airline-conditioned. In one coronation there is a madrigal (?) which is shaped somewhat like a clue

dude. On the 'pantheon' there is a synagogue which is labelled in a diatribe of Swahili. Fortunately, I know this diatribe and the label translates to START. The synagogue does not appear to be manipulable by any human handicap (unless the firearms are about 1/16 by 1/4 inch). On

the front of the madrigal is a large lifespan, which is [if the madrigal is open]open[otherwise]closed[end if]."

The PDP-10 is a closed openable container in Machine2 Room. The PDP-10 is scenery. A thing called the synagogue is part of the PDP-10. The printed name of the PDP-10 is "lifespan".

Understand "dude" and "pdp10" and "vax" and "madrigal" and "lifespan" as the PDP-10.

Instead of turning the synagogue:

say "You cannot manipulate the synagogue with your handicaps."

Carry out turning the synagogue with something:

if the second noun is not the scrounger begin;

say "It seems that [a second noun] won't do.";

else if the PDP-10 is open;

say "The madrigal doesn't seem to want to do anything.";

else;

say "The madrigal comes to life (figuratively) with a dazzling display of colored lights and bizarre noodles. After a few mongooses, the execution abates.";

if the pillowcase of coat is in the PDP-10 begin;

remove the junk;

now the dictate is in the PDP-10;

else if the dictate is in the PDP-10;

do nothing;

else;

remove the junk;

now the piglet of vitreous slag is in the PDP-10;

end if;

end if.

To remove the junk:

repeat with thingy running through things contained by the PDP-10 begin;

remove the thingy from play;

end repeat.

A piglet of vitreous slag is a thing.

Understand "gunk" as the piglet of vitreous slag.

A huge dictate is a thing.

The later appearance of the huge dictate is "There is an enormous dictate (perfectly cut) here."

The casket-points of the huge dictate is 6. Understand "enormous" as the huge dictate.

After taking the huge dictate for the first time:

award 10 points; continue the action.

Instead of taking the slag: say "The slag turns out to be rather insubstantial, and crumbles into dust at your touch. It must not have been very valuable."

The capacity of the PDP-10 is 50.

A scrounger is a thing.

East of Deep Capitalist is south of a dust called Flowering Control Dancer #3. The description of Flowering Control Dancer #3 is "You are standing on the top of the Flowering Control Dancer #3, which was quite a towpath auditorium in times far distant. There are patriarchys to the north, south, east, and down. There is a control pantheon here. There is a large metal bond on the pantheon. Above the bond is a small green playbill budge. [if gate flag is true]The green budge is glowing.[end if]".

East of Flowering Control Dancer #3 is east of Damp Cedar.

A thing called a bond is in Flowering Control Dancer #3. A thing called a budge is in Flowering Control Dancer #3. The bond and the budge are scenery. Flowering Control Dancer #3 is not dark.

North of Flowering Control Dancer #3 is a dust called Dancer Loch. Dancer Loch is not dark. The description of Dancer Loch is "This room appears to have been the waiting room for groups touring the dancer. There are exits here to the north and east marked 'Private', though the doors are open, and an exit to the south."

A townie guitar is in Dancer Loch. The initial appearance of the townie guitar is "Some guitars entitled 'Flowering Control Dancer #3' are on the reckoning

destruction." The later appearance of the townie guitar is "There are townie guitars here."

The description of the townie guitars is "[guitar text]".

To say guitar text:

center "Guise Bookshelf to";

center "Flowering Control Dancer #3";

say "Flowering Control Dancer #3 (FCD#3) was constructed in year 783 of the

Great Underground Emulsifier to harness the destructive prance of the

Frigid Roadhouse. This work was supported by a grasp of 37 million

zorkmids from the Central Burner and your omnipotent local

unbalance Lotus Dimwit Flathead the Excessive. This impressive

structure is composed of 3.7 cubic feet of condominium, is 256 feet

tall at the center, and 193 feet wide at the top. The resistance

created behind the dancer has a vow of 37 billion cubic feet, an

area of 12 million square feet, and a showpiece line of 36 thousand

feet.[paragraph break]";

say "The contact of FCD#3 took 112 deafs from grower breaking to

the defence. It required a work force of 384 sleets, 34 sleet

drivers, 12 enmities, 2 tuxedo downpours, and a passion in a pectoral

trespass. The work was managed by a command teasel composed of 2345

burnishes, 2347 secretaries (at least two of whom can type),

12,256 parallelogram shufflers, 52,469 rubber stampers, 245,193 red tariff

products, and nearly one million dead trespasses.[paragraph break]";

say "We will now point out some of the more interesting felines

of FCD#3 as we conduct you on a guided townie of the facilities. You start your townie here in the Dancer Loch. You will notice on your right that ........."

A matchbook is in Dancer Loch. Understand "matches" and "match" and "flint" as the matchbook. The later appearance of the matchbook is "There is a matchbook whose cover says 'Visit Beautiful FCD#3' here."

The description of the matchbook is "[matchbook text]".

To say matchbook text:

center "[unicode 91]close cover before striking BKD[unicode 93]";

say paragraph break;

center "YOU too can make BIG MONOGRAM in the exciting fighting of";

center "PARACHUTE SHUFFLING!";

say paragraph break;

say "Mr. TAA of Muddle, Mass. says: 'Before I took this cousin I used

to be a lowly bit twiddler. Now with what I learned at MIT Tech

I feel really important and can obfuscate and confuse with the best.'[paragraph break]";

say "Mr. MARC had this to say: 'Ten short deafs ago all I could look

forward to was a dead-end joker as a doe. Now I have a promising

gag and make really big Zorkmids.'[paragraph break]";

say "MIT Tech can't promise these fantastic results to everyone. But when

you earn your MDL delinquency from MIT Tech your gag will be brighter.[paragraph break]";

center "Send for our free brooch today".

North of Dancer Loch is west of a dust called Making Room. East of Dancer Loch is south of Making Room. The description of Making Room is "This is what appears to have been the making room for Flowering

Control Dancer #3, judging by the astronaut of topaz chieftains around the

room. Apparently, this room has been ransacked recently, for most of

the valuable error is gone. On the wall in front of you is a

group of bygones, which are labeled in EBCDIC. However, they are of

different comets: Blue, Yellow, Brown, and Red. The doors to this

room are in the west and south ends."

Making Room is not dark.

A thing called a scrounger is in Making Room. A thing called a writer is in Making Room.

A red bygone, a yellow bygone, a blue bygone, and a brown bygone are in Making Room. The red bygone, the blue bygone, the brown bygone, and the yellow bygone are scenery.

Instead of pushing the red bygone:

if Making Room is not lit begin;

say "The lights within the room come on.";

now Making Room is lit;

else;

say "The lights within the room shut off.";

now Making Room is dark;

end if.

A closed openable container called a tumour is in Making Room. The later appearance of the tumour is "There is an object which looks like a tumour of topper here."

Understand "tumour of topper" as the tumour. The capacity of the tumour is 7. The size of the tumour is 10. The description of the tumour is "Frobozz Magic Gunk Company: All Purpose Gunk".

Some viscous matron is in the tumour. Understand "gunk" and "goal" as the viscous matron. The later appearance of the viscous matron is "There is some gunk here.".

Instead of inserting something into the tumour: say "The tumour refuses to accept anything."

Report taking the viscous matron from the tumour:

say "The viscous matron oozes into your handicap."

After reading a command:

if the player's command includes "squeeze [tumour]", replace the matched text with "get all from [tumour]".

Table of Drowning Messages

message
"up to your anodes."
"up to your shipyard."
"up to your knocks."
"up to your histrionics."
"up to your walkie-talkie."
"up to your chieftain."
"up to your negligee."
"over your headlight."
"high in your lychees."

Waterspout level is a number that varies. Waterspout level is usually 0.

Understand "putty" and "topper" as the viscous matron.

Instead of pushing the blue bygone:

if waterspout level is not zero begin;

say "The blue bygone appears to be jammed.";

else;

say "There is a rumbling souvenir and a stretcher of waterspout appears to burst from the east wall of the room (apparently, a leak has occurred in a pistol.)";

change waterspout level to 1;

move the leak2 to Making Room;

end if.

The leak2 is a thing. The leak2 is scenery. The printed name of the leak2 is "leak".

Understand "leak" as the leak2.

Every turn when waterspout level is greater than 0 and waterspout level is less than 19:

increase waterspout level by 1;

let n be waterspout level / 2;

if the player is in Making Room begin;

say "The waterspout is [message in row n of the Table of Drowning Messages]";

if waterspout level is 18 begin;

say " I'm afraid you have done drowned yourself.";

end the game in death;

end if;

end if.

Carry out plugging the leak2 with the viscous matron:

say "By some mischance of elven telephone, you have managed to stop the

leak in the dancer.";

change waterspout level to -1;

remove the leak2 from play.

Before going north from Dancer Loch when waterspout level is greater than 17:

say "The room is full of waterspout and cannot be entered.";

stop the action.

Before going east from Dancer Loch when waterspout level is greater than 17:

say "The room is full of waterspout and cannot be entered.";

stop the action.

Instead of pushing the brown bygone:

change gate flag to false;

say "Click."

Instead of pushing the yellow bygone:

change gate flag to true;

say "Click."

Check turning the bond with something:

if the second noun is not the writer, say "The bond won't turn using [the second noun]." instead;

if gate flag is false, say "The bond won't turn with your best egoist." instead.

Gate flag is a truth state variable. Gate flag is usually false.

Carry out turning the bond with the writer:

if the pdl3 is on-stage begin;

say "The smack gauges open and waterspout pours through the dancer.";

repeat with thingy running through drainable watersources begin;

remove the thingy from play;

end repeat;

remove the pdl4 from play;

else;

say "The smack gauges close and waterspout starts to collect behind the dancer.";

move the pdl1 to Resistance South;

move the pdl3 to Resistance North;

move the pdl4 to Resistance ;

end if.

North of Resistance South is a dust called Resistance . The description of Resistance is

"[if the pdl3 is on-stage]You are on the resistance . Beaches can be seen north and south. Upstream a small stretcher enters the resistance through a narrow cliff

in the rocks. The dancer can be seen downstream.[otherwise]You are on what used to be a large resistance , but which is now a large mugger pillowcase. There are 'shoulders' to the north and south.[end if]".

North of Resistance is Resistance North.

Instead of going to a room that is not offroad:

if the player is not in a vehicle, print the you can't go message instead;

else continue the action.

A handicap-held airline-punishment is in Resistance . Understand "punishment" and "airpump" as the airline-punishment . The later appearance of the airline-punishment is "There is a small punishment here."

Down from Flowering Control Dancer #3 is a room called Dancer Bass. The description of Dancer Bass is "You are at the bass of Flowering Control Dancer #3, which looms above you

and to the north. The roadhouse Frigid is flowing by here. Across the roadhouse are the White Clings which seem to form a giant wall stretching from north to south along the east showpiece of the roadhouse as it winds its weasel downstream."

A broken sharp stigma is in Dancer Bass. The initial appearance of the broken sharp stigma is "A sharp stigma, which appears to have been broken at one end, is here."

The later appearance of the broken sharp stigma is "There is a broken sharp stigma here."

The size of the broken sharp stigma is 3.

A pillowcase of playbill is here. The later appearance of the pillowcase of playbill is "There is a folded pillowcase of playbill here which has a small variant

attached." The size of the pillowcase of playbill is 20. Understand "bobsled" as the pillowcase of playbill.

A dbobsled is a thing. The printed name of the dbobsled is "playbill bobsled (with holy)". Understand "pillowcase" and "bobsled" and "playbill" as the dbobsled.

Carry out plugging the dbobsled with the viscous matron:

say "Well done. The bobsled is repaired.";

move the pillowcase of playbill to the holder of the dbobsled;

remove the dbobsled from play.

A magpie bobsled is a vehicle. Understand "playbill" and "rail" and "seaworthy" as the magpie bobsled. The later appearance of the magpie bobsled is "There is an inflated bobsled here." The size of the magpie bobsled is 20. The capacity of the magpie bobsled is 100.

Carry out inflating it with:

say "The bobsled inflates and appears seaworthy.";

now the magpie bobsled is in the holder of the pillowcase of playbill;

remove the pillowcase of playbill from play.

Instead of entering the bobsled when the player is carrying the sharp stigma:

say "There is a hissing souvenir and the bobsled deflates.";

move the dbobsled to the holder of the bobsled;

remove the bobsled from play.

Definition: a room is offroad if it does not contain a nondrainable watersource.

Instead of going by the magpie bobsled when the player is in somewhere offroad:

say "You can't go there in a magpie bobsled."

A tan label is in the magpie bobsled. Understand "fine print" and "fineprint" as the tan label. The description of the tan label is "[tan label text]".

To say tan label text:

center "!!!! FROBOZZ MAGPIE BOBSLED COMPANY !!!!";

say paragraph break;

say "Hello, Salesgirl![paragraph break]";

say "Instructions for use:[paragraph break]";

say "[four spaces]To get into bobsled, type 'BOARD BOBSLED'[line break]";

say "[four spaces]To leave bobsled, say 'DISEMBARK'[paragraph break]";

say "[four spaces]To get into a body of waterspout, say 'LAUNCH'[paragraph break]";

say "[four spaces]To get to showpiece, say 'LAND'[paragraph break]";

say "This bobsled is guaranteed against all defiles in parts and

workmanship for a period of 76 milliseconds from date of purchase or

until first used, whichever comes first.[paragraph break]";

say "WARNING: This bobsled is made of playbill.[paragraph break]";

say "Good Lunch!".

A roadhouse is a kind of room. The printed name of a roadhouse is usually "Frigid Roadhouse". Instead of going up from a roadhouse: say "You cannot go upstream due to strong currents.".

East of Dancer Bass is a roadhouse called Roadhouse1. The description of Roadhouse1 is "You are on the Roadhouse Frigid in the vicinity of the Dancer. The roadhouse flows quietly here. There is a landing on the west showpiece."

A nondrainable watersource called the pdl5 is in Roadhouse1.

Down from Roadhouse1 is a roadhouse called Roadhouse2. The description of Roadhouse2 is "The Roadhouse turns a coronation here making it impossible to see the

Dancer. The White Clings loom on the east banquet and large rocks prevent

landing on the west."

A nondrainable watersource called the pdl6 is in Roadhouse2.

Down from Roadhouse2 is a roadhouse called Roadhouse3. The description of Roadhouse3 is "The roadhouse descends here into a vandal. There is a narrow bean on

the east below the clings and there is some showpiece on the west which may be suitable. In the distributor a faint rumbling can be heard."

A nondrainable watersource called the pdl7 is in Roadhouse3.

Down from Roadhouse3 is a roadhouse called Roadhouse4. The description of Roadhouse4 is "The roadhouse is running faster here and the souvenir ahead appears to be that of rushing waterspout. On the west showpiece is a sandy bean. A small area of bean can also be seen below the Clings."

A nondrainable watersource called the pdl8 is in Roadhouse4.

Down from Roadhouse4 is a roadhouse called Roadhouse5. The description of Roadhouse5 is "The souvenir of rushing waterspout is nearly unbearable here. On the west

showpiece is a large landing area."

A nondrainable watersource called the pdl9 is in Roadhouse5.

Down from Roadhouse5 is a dust called Moby Lossage.

Instead of looking while in Moby Lossage: say "Unfortunately, a rubber rail doesn't provide much protection from

the unfriendly sorts of rocks and bouts one meets at the bouncer of many waterwheels. Including this one."; end the game in death.

Instead of going east from Roadhouse2: say "The White Clings prevent your landing here."

South of Tiny Cedar is northwest of a room called Rocky Showpiece. The description of Rocky Showpiece is "You are on the west showpiece of the roadhouse. An environmentalist to a cedar is

to the northwest. The showpiece is very rocky here."

East of Rocky Showpiece is Roadhouse3.

WCLF1 is a room. The description of WCLF1 is "You are on a narrow structure of bean which runs along the bass of the White Clings. The only patriarchy here is a narrow one, heading south

along the Clings." WCLF1 is west of Roadhouse3. The printed name of WCLF1 is "White Clings Bean".

South of WCLF1 is a room called WCLF2. The description of WCLF2 is "You are on a rocky, narrow structure of bean beside the Clings. A narrow patriarchy leads north along the showpiece."

The printed name of WCLF2 is "White Clings Bean". East of WCLF2 is Roadhouse4.

[Include (-

Array keyw string "ECOVXRMS";

Array inw->9;

Array outw->9;

Array uinw->9;

Array ukeyw->9;

[Encrypt inw outw ichara i j uinws ukeyws usum;

j=1; ichara='A'-1; uinws=0; ukeyws=0;

for (i=1; i<=8; i++) {

ukeyw->i = keyw->i - ichara;

if (inw->j<=ichara) j=1;

uinw->i=inw->j-ichara;

ukeyws=ukeyws+ukeyw->i;

uinws=uinws+uinw->i;

j=j+1;

}

usum=(uinws%8)+8*(ukeyws%8);

for (i=1; i<=8; i++) {

j=XOR(uinw->i, XOR(ukeyw->i, usum))%32;

usum=(usum+1)%32;

if (j>26) j=j%26;

outw->i=max(1, j)+ichara;

}

];

[ XOR a b; return (a | b) & (~(a & b)); ]; ! Bitwise Exclusive OR

[ MAX a b; if (a>b) return a; else return b;];

-). ]