# We define a bunch of YAML structures:
#
# vocabulary: Almost all the words the game knows - one of them gets
-# replaced with a randomly-generated cookie. Fpor each word there
+# replaced with a randomly-generated cookie. For each word there
# is a type (motion, action, object, or special) and a numeric value.
# Multiple synonyms may have the same value.
#
-# hints: Each item contains a hint number (add 10 to get cond bit),
-# a hint label (used to generate the value macro for the hint)
-# the number of turns he must be at the right loc(s) before
-# triggering the hint, the points deducted for taking the hint, the
-# message number (section 6) of the question, and the message
-# number of the hint. These values are stashed in the "hints"
-# array.
+# hints: Each item contains a hint number, a hint label (used to
+# generate the value macro for the hint) the number of turns he
+# must be at the right loc(s) before triggering the hint, the
+# points deducted for taking the hint, the message number (in
+# arbitrary_messages) of the question, and the message number of
+# the hint.
#
# locations: They have attributes as follows...
-#
-# long: Long description, always shown on first encounter.
-# short: Short description. If none, use long description.
-# conditions: A dictionary of attributes
+# long: Long description, always shown on first encounter.
+# short: Short description. If none, use long description.
+# conditions: A dictionary of attributes
# LIT Light
# OILY If FLUID flag is on: true for oil, false for water
# FLUID Liquid asset
# HWOODS Lost in forest
# HOGRE Trying to deal with ogre
# HJADE Found all treasures except jade
-# hints: A list of YAML references to hints that may be available at
-# this location. (This is why locations has to follow hints.)
-# sound: Label for a location sound.
-# loud: If true, object sounds are drowned out at this location.
-#
+# hints: A list of YAML references to hints that may be available at
+# this location. (This is why locations has to follow hints.)
+# sound: Label for a location sound.
+# loud: If true, object sounds are drowned out at this location.
# All attributes are optional except the long description. Order of
# locations is not significant.
#
# significant, they're used in succession as the player racks up
# deaths.
#
-# These correspond to sections 1, 2, 5, 6, 7, 9, 10, 11, 13, and 14 in
-# the old adventure.text format. Sections 3, 4, and 8 haven't moved
+# These correspond to sections 1, 2, 4, 5, 6, 7, 9, 10, 11, 13, and 14 in
+# the old adventure.text format. Sections 3 and 8 haven't moved
# yet. Section 12 was obsolete.
#
# Message strings may include certain special character sequences to