1 # This YAML file gets processed into a collection of data structures and
2 # variable initializers describing Colossal Cave. It replaces an ad-hoc
3 # text database shipped with Adventure versions up to 2.5. The format
4 # change enabled a lot of use of symbolic names where there were previously
5 # inscrutable numeric literals.
7 # We define a bunch of YAML structures:
9 # hints: Each item contains a hint number (add 10 to get cond bit),
10 # a hint label (used to generate the value macro for the hint)
11 # the number of turns he must be at the right loc(s) before
12 # triggering the hint, the points deducted for taking the hint, the
13 # message number (section 6) of the question, and the message
14 # number of the hint. These values are stashed in the "hints"
17 # locations: Each item contains a long and short description. Some
18 # short descriptions are empty. Order of these locations is not significant.
19 # Location conditions can be read as follows:
21 # OILY If FLUID flag is on: true for oil, false for water
23 # NOARRR Pirate doesn't go here unless following player
24 # NOBACK Cannot use "back" to move away
25 # HCAVE Trying to get into cave
26 # HBIRD Trying to catch bird
27 # HSNAKE Trying to deal with snake
29 # HDARK Pondering dark room
31 # HCLIFF Cliff with urn
32 # HWOODS Lost in forest
33 # HOGRE Trying to deal with ogre
34 # HJADE Found all treasures except jade
35 # The optional hints field is a list of YAML references to hints
36 # that may be available at this location. (This is why locations
37 # has to follow hints.) The "sound" attribute, if present, is s
38 # label for a location sound. If there is a "loud" attribute and
39 # it is true, object sounds are drowned out at this location.
41 # arbitrary_messages: These are arguments to rspeak(). Some spans of
42 # these messages need to be kept adjacent and ordered (for now).
43 # To see which, grep for rspeak() calls containing expressions with
44 # arithmetic. Eventually, these will be pulled out into more appropriate
45 # data structures. Then ordering can be dropped, and gaps removed.
47 # classes: Each item contains a point threshold and a message
48 # describing a classification of player. Point thresholds must be
49 # in ascending order. The scoring code selects the appropriate
50 # message, where each message is considered to apply to players
51 # whose scores are higher than the previous N but not higher than
52 # this N. Note that these scores probably change with every
53 # modification (and particularly expansion) of the program.
55 # turn_thresholds: Each item contains a number and a message
56 # berating the player for taking so many turns. When the turn count
57 # matches one of the thresholds, the corresponding message is shown.
58 # Order doesn't matter; the logic simply tests every threshold on
59 # the assumption that turn counts never decrease nor skip values.
61 # objects: Each item contains a description for use in the inventory command
62 # and one or more messages describing the object in different states.
63 # If the inventory desription begins with "*" the object is dungeon
64 # furniture that cannot be taken or carried.
66 # obituaries: Death messages and reincarnation queries. Order is
67 # significant, they're used in succession as the player racks up
70 # These correspond to sections 1, 2, 5, 6, 9, 10, 11, 13, and 14 in the old
71 # adventure.text format. Sections 3, 4, 7, and 8 haven't moved yet.
72 # Section 12 was obsolete.
74 # FIXME: Hint texts shouldn't be in arbitrary_messages, but inlined here
109 question: PLOVER_QUERY
116 question: HELP_LEAVING
123 question: WONDERING_QUERY
124 hint: ADVANCED_SECTION
130 question: FOREST_QUERY
144 question: MISSING_ONE
155 long: 'You are standing at the end of a road before a small brick building.\nAround you is a forest. A small stream flows out of the building and\ndown a gully.'
156 short: 'You''re in front of building.'
157 conditions: {FLUID: true, ABOVE: true, LIT: true}
158 sound: STREAM_GURGLES
161 long: 'You have walked up a hill, still in the forest. The road slopes back\ndown the other side of the hill. There is a building in the distance.'
162 short: 'You''re at hill in road.'
163 conditions: {ABOVE: true, LIT: true}
166 long: 'You are inside a building, a well house for a large spring.'
167 short: 'You''re inside building.'
168 conditions: {FLUID: true, ABOVE: true, LIT: true}
169 sound: STREAM_GURGLES
172 long: 'You are in a valley in the forest beside a stream tumbling along a\nrocky bed.'
173 short: 'You''re in valley.'
174 conditions: {FLUID: true, ABOVE: true, LIT: true}
175 sound: STREAM_GURGLES
178 long: 'The road, which approaches from the east, ends here amid the trees.'
179 short: 'You''re at end of road.'
180 conditions: {ABOVE: true, LIT: true}
183 long: 'The forest thins out here to reveal a steep cliff. There is no way\ndown, but a small ledge can be seen to the west across the chasm.'
184 short: 'You''re at cliff.'
185 conditions: {ABOVE: true, NOBACK: true, LIT: true}
189 long: 'At your feet all the water of the stream splashes into a 2-inch slit\nin the rock. Downstream the streambed is bare rock.'
190 short: 'You''re at slit in streambed.'
191 conditions: {FLUID: true, ABOVE: true, LIT: true}
192 sound: STREAM_GURGLES
195 long: 'You are in a 20-foot depression floored with bare dirt. Set into the\ndirt is a strong steel grate mounted in concrete. A dry streambed\nleads into the depression.'
196 short: 'You''re outside grate.'
197 conditions: {ABOVE: true, LIT: true}
198 hints: [*grate, *jade]
201 long: 'You are in a small chamber beneath a 3x3 steel grate to the surface.\nA low crawl over cobbles leads inward to the west.'
202 short: 'You''re below the grate.'
203 conditions: {LIT: true}
206 long: 'You are crawling over cobbles in a low passage. There is a dim light\nat the east end of the passage.'
207 short: 'You''re in cobble crawl.'
208 conditions: {LIT: true}
211 long: 'You are in a debris room filled with stuff washed in from the surface.\nA low wide passage with cobbles becomes plugged with mud and debris\nhere, but an awkward canyon leads upward and west. In the mud someone\nhas scrawled, "MAGIC WORD XYZZY".'
212 short: 'You''re in debris room.'
216 long: 'You are in an awkward sloping east/west canyon.'
221 long: 'You are in a splendid chamber thirty feet high. The walls are frozen\nrivers of orange stone. An awkward canyon and a good passage exit\nfrom east and west sides of the chamber.'
222 short: 'You''re in bird chamber.'
227 long: 'At your feet is a small pit breathing traces of white mist. An east\npassage ends here except for a small crack leading on.'
228 short: 'You''re at top of small pit.'
232 long: 'You are at one end of a vast hall stretching forward out of sight to\nthe west. There are openings to either side. Nearby, a wide stone\nstaircase leads downward. The hall is filled with wisps of white mist\nswaying to and fro almost as if alive. A cold wind blows up the\nstaircase. There is a passage at the top of a dome behind you.'
233 short: 'You''re in Hall of Mists.'
234 conditions: {DEEP: true}
239 long: 'The crack is far too small for you to follow. At its widest it is\nbarely wide enough to admit your foot.'
241 conditions: {DEEP: true}
244 long: 'You are on the east bank of a fissure slicing clear across the hall.\nThe mist is quite thick here, and the fissure is too wide to jump.'
245 short: 'You''re on east bank of fissure.'
246 conditions: {DEEP: true}
249 long: 'This is a low room with a crude note on the wall. The note says,\n"You won''t get it up the steps".'
250 short: 'You''re in nugget-of-gold room.'
251 conditions: {DEEP: true}
254 long: 'You are in the Hall of the Mountain King, with passages off in all\ndirections.'
255 short: 'You''re in Hall of Mt King.'
256 conditions: {DEEP: true}
260 long: 'You are at the bottom of the pit with a broken neck.'
262 conditions: {DEEP: true}
265 long: 'You didn''t make it.'
267 conditions: {DEEP: true}
270 long: 'The dome is unclimbable.'
272 conditions: {DEEP: true}
275 long: 'You are at the west end of the Twopit Room. There is a large hole in\nthe wall above the pit at this end of the room.'
276 short: 'You''re at west end of Twopit Room.'
277 conditions: {DEEP: true}
280 long: 'You are at the bottom of the eastern pit in the Twopit Room. There is\na small pool of oil in one corner of the pit.'
281 short: 'You''re in east pit.'
282 conditions: {FLUID: true, DEEP: true, OILY: true}
285 long: 'You are at the bottom of the western pit in the Twopit Room. There is\na large hole in the wall about 25 feet above you.'
286 short: 'You''re in west pit.'
287 conditions: {DEEP: true}
290 long: 'You clamber up the plant and scurry through the hole at the top.'
292 conditions: {DEEP: true}
295 long: 'You are on the west side of the fissure in the Hall of Mists.'
296 short: 'You''re on west bank of fissure.'
297 conditions: {DEEP: true}
300 long: 'You are in a low n/s passage at a hole in the floor. The hole goes\ndown to an e/w passage.'
301 short: 'You''re in n/s passage above e/w passage.'
302 conditions: {DEEP: true}
305 long: 'You are in the south side chamber.'
307 conditions: {DEEP: true}
310 long: 'You are in the west side chamber of the Hall of the Mountain King.\nA passage continues west and up here.'
311 short: 'You''re in the west side chamber.'
312 conditions: {DEEP: true}
317 conditions: {DEEP: true}
320 long: 'You can''t get by the snake.'
322 conditions: {DEEP: true}
325 long: 'You are in a large room, with a passage to the south, a passage to the\nwest, and a wall of broken rock to the east. There is a large "Y2" on\na rock in the room''s center.'
326 short: 'You''re at "Y2".'
327 conditions: {DEEP: true}
330 long: 'You are in a jumble of rock, with cracks everywhere.'
332 conditions: {DEEP: true}
335 long: 'You''re at a low window overlooking a huge pit, which extends up out of\nsight. A floor is indistinctly visible over 50 feet below. Traces of\nwhite mist cover the floor of the pit, becoming thicker to the right.\nMarks in the dust around the window would seem to indicate that\nsomeone has been here recently. Directly across the pit from you and\n25 feet away there is a similar window looking into a lighted room. A\nshadowy figure can be seen there peering back at you.'
336 short: 'You''re at window on pit.'
337 conditions: {DEEP: true}
340 long: 'You are in a dirty broken passage. To the east is a crawl. To the\nwest is a large passage. Above you is a hole to another passage.'
341 short: 'You''re in dirty passage.'
342 conditions: {DEEP: true}
345 long: 'You are on the brink of a small clean climbable pit. A crawl leads\nwest.'
346 short: 'You''re at brink of small pit.'
347 conditions: {DEEP: true}
350 long: 'You are in the bottom of a small pit with a little stream, which\nenters and exits through tiny slits.'
351 short: 'You''re at bottom of pit with stream.'
352 conditions: {FLUID: true, DEEP: true}
353 sound: STREAM_GURGLES
356 long: 'You are in a large room full of dusty rocks. There is a big hole in\nthe floor. There are cracks everywhere, and a passage leading east.'
357 short: 'You''re in dusty rock room.'
358 conditions: {DEEP: true}
361 long: 'You have crawled through a very low wide passage parallel to and north\nof the Hall of Mists.'
363 conditions: {DEEP: true}
366 long: 'You are at the west end of the Hall of Mists. A low wide crawl\ncontinues west and another goes north. To the south is a little\npassage 6 feet off the floor.'
367 short: 'You''re at west end of Hall of Mists.'
368 conditions: {DEEP: true}
371 long: 'You are in a maze of twisty little passages, all alike.'
373 conditions: {DEEP: true, NOBACK: true}
377 long: 'You are in a maze of twisty little passages, all alike.'
379 conditions: {DEEP: true, NOBACK: true}
383 long: 'You are in a maze of twisty little passages, all alike.'
385 conditions: {DEEP: true, NOBACK: true}
389 long: 'You are in a maze of twisty little passages, all alike.'
391 conditions: {DEEP: true, NOBACK: true}
397 conditions: {DEEP: true, NOARRR: true}
403 conditions: {DEEP: true, NOARRR: true}
409 conditions: {DEEP: true, NOARRR: true}
413 long: 'You are in a maze of twisty little passages, all alike.'
415 conditions: {DEEP: true, NOBACK: true}
419 long: 'You are in a maze of twisty little passages, all alike.'
421 conditions: {DEEP: true, NOBACK: true}
425 long: 'You are in a maze of twisty little passages, all alike.'
427 conditions: {DEEP: true, NOBACK: true}
431 long: 'You are in a maze of twisty little passages, all alike.'
433 conditions: {DEEP: true, NOBACK: true}
437 long: 'You are in a maze of twisty little passages, all alike.'
439 conditions: {DEEP: true, NOBACK: true}
445 conditions: {DEEP: true, NOARRR: true}
449 long: 'You are in a maze of twisty little passages, all alike.'
451 conditions: {DEEP: true, NOBACK: true}
457 conditions: {DEEP: true, NOARRR: true}
461 long: 'You are on the brink of a thirty foot pit with a massive orange column\ndown one wall. You could climb down here but you could not get back\nup. The maze continues at this level.'
462 short: 'You''re at brink of pit.'
463 conditions: {DEEP: true, NOBACK: true}
468 conditions: {NOARRR: true, DEEP: true}
471 long: 'You have crawled through a very low wide passage parallel to and north\nof the Hall of Mists.'
473 conditions: {DEEP: true}
476 long: 'You are at the east end of a very long hall apparently without side\nchambers. To the east a low wide crawl slants up. To the north a\nround two foot hole slants down.'
477 short: 'You''re at east end of long hall.'
478 conditions: {DEEP: true}
481 long: 'You are at the west end of a very long featureless hall. The hall\njoins up with a narrow north/south passage.'
482 short: 'You''re at west end of long hall.'
483 conditions: {DEEP: true}
486 long: 'You are at a crossover of a high n/s passage and a low e/w one.'
488 conditions: {DEEP: true}
493 conditions: {DEEP: true}
496 long: 'You are at a complex junction. A low hands and knees passage from the\nnorth joins a higher crawl from the east to make a walking passage\ngoing west. There is also a large room above. The air is damp here.'
497 short: 'You''re at complex junction.'
498 conditions: {DEEP: true}
503 long: 'You are in Bedquilt, a long east/west passage with holes everywhere.\nTo explore at random select north, south, up, or down.'
504 short: 'You''re in Bedquilt.'
505 conditions: {DEEP: true}
508 long: 'You are in a room whose walls resemble swiss cheese. Obvious passages\ngo west, east, ne, and nw. Part of the room is occupied by a large\nbedrock block.'
509 short: 'You''re in Swiss Cheese Room.'
510 conditions: {DEEP: true}
513 long: 'You are at the east end of the Twopit Room. The floor here is\nlittered with thin rock slabs, which make it easy to descend the pits.\nThere is a path here bypassing the pits to connect passages from east\nand west. There are holes all over, but the only big one is on the\nwall directly over the west pit where you can''t get to it.'
514 short: 'You''re at east end of Twopit Room.'
515 conditions: {DEEP: true}
518 long: 'You are in a large low circular chamber whose floor is an immense slab\nfallen from the ceiling (Slab Room). East and west there once were\nlarge passages, but they are now filled with boulders. Low small\npassages go north and south, and the south one quickly bends west\naround the boulders.'
519 short: 'You''re in Slab Room.'
520 conditions: {DEEP: true}
523 long: 'You are in a secret n/s canyon above a large room.'
525 conditions: {DEEP: true}
528 long: 'You are in a secret n/s canyon above a sizable passage.'
530 conditions: {DEEP: true}
533 long: 'You are in a secret canyon at a junction of three canyons, bearing\nnorth, south, and se. The north one is as tall as the other two\ncombined.'
534 short: 'You''re at junction of three secret canyons.'
535 conditions: {DEEP: true}
538 long: 'You are in a large low room. Crawls lead north, se, and sw.'
539 short: 'You''re in large low room.'
540 conditions: {DEEP: true}
543 long: 'Dead end crawl.'
545 conditions: {DEEP: true}
548 long: 'You are in a secret canyon which here runs e/w. It crosses over a\nvery tight canyon 15 feet below. If you go down you may not be able\nto get back up.'
549 short: 'You''re in secret e/w canyon above tight canyon.'
550 conditions: {DEEP: true}
553 long: 'You are at a wide place in a very tight n/s canyon.'
555 conditions: {DEEP: true}
558 long: 'The canyon here becomes too tight to go further south.'
560 conditions: {DEEP: true}
563 long: 'You are in a tall e/w canyon. A low tight crawl goes 3 feet north and\nseems to open up.'
565 conditions: {DEEP: true}
568 long: 'The canyon runs into a mass of boulders -- dead end.'
570 conditions: {DEEP: true}
573 long: 'The stream flows out through a pair of 1 foot diameter sewer pipes.\nIt would be advisable to use the exit.'
575 conditions: {DEEP: true}
578 long: 'You are in a maze of twisty little passages, all alike.'
580 conditions: {DEEP: true, NOBACK: true}
586 conditions: {DEEP: true}
592 conditions: {DEEP: true, NOARRR: true}
596 long: 'You are in a maze of twisty little passages, all alike.'
598 conditions: {DEEP: true, NOBACK: true}
601 long: 'You are in a maze of twisty little passages, all alike.'
603 conditions: {DEEP: true, NOBACK: true}
608 conditions: {NOARRR: true, DEEP: true}
613 conditions: {DEEP: true, NOARRR: true}
617 long: 'You are in a maze of twisty little passages, all alike.'
619 conditions: {DEEP: true, NOBACK: true}
623 long: 'You are in a long, narrow corridor stretching out of sight to the\nwest. At the eastern end is a hole through which you can see a\nprofusion of leaves.'
624 short: 'You''re in narrow corridor.'
625 conditions: {DEEP: true}
628 long: 'There is nothing here to climb. Use "up" or "out" to leave the pit.'
630 conditions: {DEEP: true}
633 long: 'You have climbed up the plant and out of the pit.'
635 conditions: {DEEP: true}
638 long: 'You are at the top of a steep incline above a large room. You could\nclimb down here, but you would not be able to climb up. There is a\npassage leading back to the north.'
639 short: 'You''re at steep incline above large room.'
640 conditions: {DEEP: true}
643 long: 'You are in the Giant Room. The ceiling here is too high up for your\nlamp to show it. Cavernous passages lead east, north, and south. On\nthe west wall is scrawled the inscription, "FEE FIE FOE FOO" [sic].'
644 short: 'You''re in Giant Room.'
645 conditions: {DEEP: true}
648 long: 'The passage here is blocked by a recent cave-in.'
650 conditions: {DEEP: true}
653 long: 'You are at one end of an immense north/south passage.'
655 conditions: {DEEP: true}
659 long: 'You are in a magnificent cavern with a rushing stream, which cascades\nover a sparkling waterfall into a roaring whirlpool which disappears\nthrough a hole in the floor. Passages exit to the south and west.'
660 short: 'You''re in cavern with waterfall.'
661 conditions: {FLUID: true, DEEP: true}
662 sound: STREAM_SPLASHES
665 long: 'You are in the Soft Room. The walls are covered with heavy curtains,\nthe floor with a thick pile carpet. Moss covers the ceiling.'
666 short: 'You''re in Soft Room.'
667 conditions: {DEEP: true}
670 long: 'This is the Oriental Room. Ancient oriental cave drawings cover the\nwalls. A gently sloping passage leads upward to the north, another\npassage leads se, and a hands and knees crawl leads west.'
671 short: 'You''re in Oriental Room.'
672 conditions: {DEEP: true}
675 long: 'You are following a wide path around the outer edge of a large cavern.\nFar below, through a heavy white mist, strange splashing noises can be\nheard. The mist rises up through a fissure in the ceiling. The path\nexits to the south and west.'
676 short: 'You''re in misty cavern.'
677 conditions: {DEEP: true}
681 long: 'You are in an alcove. A small nw path seems to widen after a short\ndistance. An extremely tight tunnel leads east. It looks like a very\ntight squeeze. An eerie light can be seen at the other end.'
682 short: 'You''re in alcove.'
683 conditions: {DEEP: true}
687 long: 'You''re in a small chamber lit by an eerie green light. An extremely\nnarrow tunnel exits to the west. A dark corridor leads ne.'
688 short: 'You''re in Plover Room.'
689 conditions: {DEEP: true, LIT: true}
693 long: 'You''re in the dark-room. A corridor leading south is the only exit.'
694 short: 'You''re in dark-room.'
695 conditions: {DEEP: true}
699 long: 'You are in an arched hall. A coral passage once continued up and east\nfrom here, but is now blocked by debris. The air smells of sea water.'
700 short: 'You''re in arched hall.'
701 conditions: {DEEP: true}
704 long: 'You''re in a large room carved out of sedimentary rock. The floor and\nwalls are littered with bits of shells imbedded in the stone. A\nshallow passage proceeds downward, and a somewhat steeper one leads\nup. A low hands and knees passage enters from the south.'
705 short: 'You''re in Shell Room.'
706 conditions: {DEEP: true}
709 long: 'You are in a long sloping corridor with ragged sharp walls.'
711 conditions: {DEEP: true}
714 long: 'You are in a cul-de-sac about eight feet across.'
716 conditions: {DEEP: true}
719 long: 'You are in an anteroom leading to a large passage to the east. Small\npassages go west and up. The remnants of recent digging are evident.\nA sign in midair here says "Cave under construction beyond this point.\nProceed at own risk. [Witt Construction Company]"'
720 short: 'You''re in anteroom.'
721 conditions: {DEEP: true}
724 long: 'You are in a maze of twisty little passages, all different.'
726 conditions: {DEEP: true, NOBACK: true}
729 long: 'You are at Witt''s End. Passages lead off in *ALL* directions.'
730 short: 'You''re at Witt''s End.'
731 conditions: {DEEP: true, NOBACK: true}
735 long: 'You are in a north/south canyon about 25 feet across. The floor is\ncovered by white mist seeping in from the north. The walls extend\nupward for well over 100 feet. Suspended from some unseen point far\nabove you, an enormous two-sided mirror is hanging parallel to and\nmidway between the canyon walls. (The mirror is obviously provided\nfor the use of the dwarves who, as you know, are extremely vain.) A\nsmall window can be seen in either wall, some fifty feet up.'
736 short: 'You''re in Mirror Canyon.'
737 conditions: {DEEP: true}
742 long: 'You''re at a low window overlooking a huge pit, which extends up out of\nsight. A floor is indistinctly visible over 50 feet below. Traces of\nwhite mist cover the floor of the pit, becoming thicker to the left.\nMarks in the dust around the window would seem to indicate that\nsomeone has been here recently. Directly across the pit from you and\n25 feet away there is a similar window looking into a lighted room. A\nshadowy figure can be seen there peering back at you.'
743 short: 'You''re at window on pit.'
744 conditions: {DEEP: true}
747 long: 'A large stalactite extends from the roof and almost reaches the floor\nbelow. You could climb down it, and jump from it to the floor, but\nhaving done so you would be unable to reach it to climb back up.'
748 short: 'You''re at top of stalactite.'
749 conditions: {DEEP: true}
752 long: 'You are in a little maze of twisting passages, all different.'
754 conditions: {DEEP: true, NOBACK: true}
757 long: 'You are at the edge of a large underground reservoir. An opaque cloud\nof white mist fills the room and rises rapidly upward. The lake is\nfed by a stream, which tumbles out of a hole in the wall about 10 feet\noverhead and splashes noisily into the water somewhere within the\nmist. There is a passage going back toward the south.'
758 short: 'You''re at reservoir.'
759 conditions: {FLUID: true, DEEP: true}
760 sound: STREAM_SPLASHES
765 conditions: {DEEP: true}
768 long: 'You are at the northeast end of an immense room, even larger than the\nGiant Room. It appears to be a repository for the "Adventure"\nprogram. Massive torches far overhead bathe the room with smoky\nyellow light. Scattered about you can be seen a pile of bottles (all\nof them empty), a nursery of young beanstalks murmuring quietly, a bed\nof oysters, a bundle of black rods with rusty stars on their ends, and\na collection of brass lanterns. Off to one side a great many dwarves\nare sleeping on the floor, snoring loudly. A notice nearby reads: "Do\nnot disturb the dwarves!" An immense mirror is hanging against one\nwall, and stretches to the other end of the room, where various other\nsundry objects can be glimpsed dimly in the distance.'
769 short: 'You''re at ne end.'
770 conditions: {DEEP: true, LIT: true}
771 sound: MURMURING_SNORING
774 long: 'You are at the southwest end of the repository. To one side is a pit\nfull of fierce green snakes. On the other side is a row of small\nwicker cages, each of which contains a little sulking bird. In one\ncorner is a bundle of black rods with rusty marks on their ends. A\nlarge number of velvet pillows are scattered about on the floor. A\nvast mirror stretches off to the northeast. At your feet is a large\nsteel grate, next to which is a sign that reads, "Treasure Vault.\nKeys in main office."'
775 short: 'You''re at sw end.'
776 conditions: {DEEP: true, LIT: true}
777 sound: SNAKES_HISSING
780 long: 'You are on one side of a large, deep chasm. A heavy white mist rising\nup from below obscures all view of the far side. A sw path leads away\nfrom the chasm into a winding corridor.'
781 short: 'You''re on sw side of chasm.'
782 conditions: {DEEP: true}
785 long: 'You are in a long winding corridor sloping out of sight in both\ndirections.'
786 short: 'You''re in sloping corridor.'
787 conditions: {DEEP: true}
790 long: 'You are in a secret canyon which exits to the north and east.'
792 conditions: {DEEP: true}
795 long: 'You are in a secret canyon which exits to the north and east.'
797 conditions: {DEEP: true}
800 long: 'You are in a secret canyon which exits to the north and east.'
802 conditions: {DEEP: true}
805 long: 'You are on the far side of the chasm. A ne path leads away from the\nchasm on this side.'
806 short: 'You''re on ne side of chasm.'
807 conditions: {NOARRR: true, DEEP: true}
810 long: 'You''re in a long east/west corridor. A faint rumbling noise can be\nheard in the distance.'
811 short: 'You''re in corridor.'
812 conditions: {NOARRR: true, DEEP: true}
816 long: 'The path forks here. The left fork leads northeast. A dull rumbling\nseems to get louder in that direction. The right fork leads southeast\ndown a gentle slope. The main corridor enters from the west.'
817 short: 'You''re at fork in path.'
818 conditions: {NOARRR: true, DEEP: true}
822 long: 'The walls are quite warm here. From the north can be heard a steady\nroar, so loud that the entire cave seems to be trembling. Another\npassage leads south, and a low crawl goes east.'
823 short: 'You''re at junction with warm walls.'
824 conditions: {NOARRR: true, DEEP: true}
828 long: 'You are on the edge of a breath-taking view. Far below you is an\nactive volcano, from which great gouts of molten lava come surging\nout, cascading back down into the depths. The glowing rock fills the\nfarthest reaches of the cavern with a blood-red glare, giving every-\nthing an eerie, macabre appearance. The air is filled with flickering\nsparks of ash and a heavy smell of brimstone. The walls are hot to\nthe touch, and the thundering of the volcano drowns out all other\nsounds. Embedded in the jagged roof far overhead are myriad twisted\nformations composed of pure white alabaster, which scatter the murky\nlight into sinister apparitions upon the walls. To one side is a deep\ngorge, filled with a bizarre chaos of tortured rock which seems to\nhave been crafted by the devil himself. An immense river of fire\ncrashes out from the depths of the volcano, burns its way through the\ngorge, and plummets into a bottomless pit far off to your left. To\nthe right, an immense geyser of blistering steam erupts continuously\nfrom a barren island in the center of a sulfurous lake, which bubbles\nominously. The far right wall is aflame with an incandescence of its\nown, which lends an additional infernal splendor to the already\nhellish scene. A dark, foreboding passage exits to the south.'
829 short: 'You''re at breath-taking view.'
830 conditions: {NOARRR: true, LIT: true, DEEP: true}
836 long: 'You are in a small chamber filled with large boulders. The walls are\nvery warm, causing the air in the room to be almost stifling from the\nheat. The only exit is a crawl heading west, through which is coming\na low rumbling.'
837 short: 'You''re in Chamber of Boulders.'
838 conditions: {NOARRR: true, DEEP: true}
842 long: 'You are walking along a gently sloping north/south passage lined with\noddly shaped limestone formations.'
843 short: 'You''re in limestone passage.'
844 conditions: {NOARRR: true, DEEP: true}
847 long: 'You are standing at the entrance to a large, barren room. A notice\nabove the entrance reads: "Caution! Bear in room!"'
848 short: 'You''re in front of Barren Room.'
849 conditions: {NOARRR: true, DEEP: true}
852 long: 'You are inside a barren room. The center of the room is completely\nempty except for some dust. Marks in the dust lead away toward the\nfar end of the room. The only exit is the way you came in.'
853 short: 'You''re in Barren Room.'
854 conditions: {NOARRR: true, DEEP: true}
857 long: 'You are in a maze of twisting little passages, all different.'
859 conditions: {DEEP: true, NOBACK: true}
862 long: 'You are in a little maze of twisty passages, all different.'
864 conditions: {DEEP: true, NOBACK: true}
867 long: 'You are in a twisting maze of little passages, all different.'
869 conditions: {DEEP: true, NOBACK: true}
872 long: 'You are in a twisting little maze of passages, all different.'
874 conditions: {DEEP: true, NOBACK: true}
877 long: 'You are in a twisty little maze of passages, all different.'
879 conditions: {DEEP: true, NOBACK: true}
882 long: 'You are in a twisty maze of little passages, all different.'
884 conditions: {DEEP: true, NOBACK: true}
887 long: 'You are in a little twisty maze of passages, all different.'
889 conditions: {DEEP: true, NOBACK: true}
892 long: 'You are in a maze of little twisting passages, all different.'
894 conditions: {DEEP: true, NOBACK: true}
897 long: 'You are in a maze of little twisty passages, all different.'
899 conditions: {DEEP: true, NOBACK: true}
904 conditions: {DEEP: true}
907 long: 'You are in a long, rough-hewn, north/south corridor.'
909 conditions: {DEEP: true}
912 long: 'There is no way to go that direction.'
914 conditions: {DEEP: true}
917 long: 'You are in a large chamber with passages to the west and north.'
919 conditions: {DEEP: true}
923 long: 'You are in the ogre''s storeroom. The only exit is to the south.'
925 conditions: {DEEP: true}
928 long: 'You are wandering aimlessly through the forest.'
930 conditions: {FOREST: true, NOBACK: true, LIT: true}
934 long: 'You are wandering aimlessly through the forest.'
936 conditions: {FOREST: true, NOBACK: true, LIT: true}
940 long: 'You are wandering aimlessly through the forest.'
942 conditions: {FOREST: true, NOBACK: true, LIT: true}
946 long: 'You are wandering aimlessly through the forest.'
948 conditions: {FOREST: true, NOBACK: true, LIT: true}
952 long: 'You are wandering aimlessly through the forest.'
954 conditions: {FOREST: true, NOBACK: true, LIT: true}
958 long: 'You are wandering aimlessly through the forest.'
960 conditions: {FOREST: true, NOBACK: true, LIT: true}
964 long: 'You are wandering aimlessly through the forest.'
966 conditions: {FOREST: true, NOBACK: true, LIT: true}
970 long: 'You are wandering aimlessly through the forest.'
972 conditions: {FOREST: true, NOBACK: true, LIT: true}
976 long: 'You are wandering aimlessly through the forest.'
978 conditions: {FOREST: true, NOBACK: true, LIT: true}
982 long: 'You are wandering aimlessly through the forest.'
984 conditions: {FOREST: true, NOBACK: true, LIT: true}
988 long: 'You are wandering aimlessly through the forest.'
990 conditions: {FOREST: true, NOBACK: true, LIT: true}
994 long: 'You are wandering aimlessly through the forest.'
996 conditions: {FOREST: true, NOBACK: true, LIT: true}
1000 long: 'You are wandering aimlessly through the forest.'
1002 conditions: {FOREST: true, NOBACK: true, LIT: true}
1006 long: 'You are wandering aimlessly through the forest.'
1008 conditions: {FOREST: true, NOBACK: true, LIT: true}
1012 long: 'You are wandering aimlessly through the forest.'
1014 conditions: {FOREST: true, NOBACK: true, LIT: true}
1018 long: 'You are wandering aimlessly through the forest.'
1020 conditions: {FOREST: true, NOBACK: true, LIT: true}
1024 long: 'You are wandering aimlessly through the forest.'
1026 conditions: {FOREST: true, NOBACK: true, LIT: true}
1030 long: 'You are wandering aimlessly through the forest.'
1032 conditions: {FOREST: true, NOBACK: true, LIT: true}
1036 long: 'You are wandering aimlessly through the forest.'
1038 conditions: {FOREST: true, NOBACK: true, LIT: true}
1042 long: 'You are wandering aimlessly through the forest.'
1044 conditions: {FOREST: true, NOBACK: true, LIT: true}
1048 long: 'You are wandering aimlessly through the forest.'
1050 conditions: {FOREST: true, NOBACK: true, LIT: true}
1054 long: 'You are wandering aimlessly through the forest.'
1056 conditions: {FOREST: true, NOBACK: true, LIT: true}
1060 long: 'You are on a small ledge on one face of a sheer cliff. There are no\npaths away from the ledge. Across the chasm is a small clearing\nsurrounded by forest.'
1061 short: 'You''re on ledge.'
1062 conditions: {ABOVE: true, LIT: true}
1065 long: 'You are walking across the bottom of the reservoir. Walls of water\nrear up on either side. The roar of the water cascading past is\nnearly deafening, and the mist is so thick you can barely see.'
1066 short: 'You''re at bottom of reservoir.'
1067 conditions: {FLUID: true, DEEP: true}
1072 long: 'You are at the northern edge of the reservoir. A northwest passage\nleads sharply up from here.'
1073 short: 'You''re north of reservoir.'
1074 conditions: {FLUID: true, DEEP: true}
1075 sound: WATERS_CRASHING
1078 long: 'You are scrambling along a treacherously steep, rocky passage.'
1080 conditions: {DEEP: true}
1083 long: 'You are on a very steep incline, which widens at it goes upward.'
1085 conditions: {DEEP: true}
1088 long: 'You are at the base of a nearly vertical cliff. There are some\nslim footholds which would enable you to climb up, but it looks\nextremely dangerous. Here at the base of the cliff lie the remains\nof several earlier adventurers who apparently failed to make it.'
1089 short: 'You''re at base of cliff.'
1090 conditions: {DEEP: true}
1093 long: 'You are climbing along a nearly vertical cliff.'
1095 conditions: {DEEP: true}
1098 long: 'Just as you reach the top, your foot slips on a loose rock and you\ntumble several hundred feet to join the other unlucky adventurers.'
1100 conditions: {DEEP: true}
1103 long: 'Just as you reach the top, your foot slips on a loose rock and you\nmake one last desperate grab. Your luck holds, as does your grip.\nWith an enormous heave, you lift yourself to the ledge above.'
1105 conditions: {DEEP: true}
1108 long: 'You are on a small ledge at the top of a nearly vertical cliff.\nThere is a low crawl leading off to the northeast.'
1109 short: 'You''re at top of cliff.'
1110 conditions: {DEEP: true}
1113 long: 'You have reached a dead end.'
1115 conditions: {DEEP: true}
1118 long: 'There is now one more gruesome aspect to the spectacular vista.'
1120 conditions: {DEEP: true}
1130 conditions: {ABOVE: true}
1135 conditions: {DEEP: true}
1140 conditions: {ABOVE: true}
1145 conditions: {DEEP: true}
1150 conditions: {DEEP: true}
1152 arbitrary_messages: !!omap
1153 - NO_MESSAGE: !!null
1154 - CAVE_NEARBY: 'Somewhere nearby is Colossal Cave, where others have found fortunes in\ntreasure and gold, though it is rumored that some who enter are never\nseen again. Magic is said to work in the cave. I will be your eyes\nand hands. Direct me with commands of 1 or 2 words. I should warn\nyou that I look at only the first five letters of each word, so you''ll\nhave to enter "northeast" as "ne" to distinguish it from "north".\nYou can type "help" for some general hints. For information on how\nto end your adventure, scoring, etc., type "info".\n\t\t\t - - -\nThis program was originally developed by Willie Crowther. Most of the\nfeatures of the current program were added by Don Woods. Contact Don\nif you have any questions, comments, etc.'
1155 - DWARF_BLOCK: 'A little dwarf with a big knife blocks your way.'
1156 - DWARF_RAN: 'A little dwarf just walked around a corner, saw you, threw a little\naxe at you which missed, cursed, and ran away.'
1157 - DWARF_PACK: 'There are %d threatening little dwarves in the room with you.'
1158 - DWARF_SINGLE: 'There is a threatening little dwarf in the room with you!'
1159 - KNIFE_THROWN: 'One sharp nasty knife is thrown at you!'
1160 - SAYS_PLUGH: 'A hollow voice says "PLUGH".'
1161 - GETS_YOU: 'It gets you!'
1162 - MISSES_YOU: 'It misses!'
1163 - UNSURE_FACING: 'I am unsure how you are facing. Use compass points or nearby objects.'
1164 - NO_INOUT_HERE: 'I don''t know in from out here. Use compass points or name something\nin the general direction you want to go.'
1165 - CANT_APPLY: 'I don''t know how to apply that word here.'
1166 - YOUR_WELCOME: 'You''re quite welcome.'
1167 - AM_GAME: 'I''m game. Would you care to explain how?'
1168 - NO_MORE_DETAIL: 'Sorry, but I am not allowed to give more detail. I will repeat the\nlong description of your location.'
1169 - PITCH_DARK: 'It is now pitch dark. If you proceed you will likely fall into a pit.'
1170 - W_IS_WEST: 'If you prefer, simply type w rather than west.'
1171 - BIRD_QUERY: 'Are you trying to catch the bird?'
1172 - SKITTISH_BIRD: 'Something about you seems to be frightening the bird. Perhaps you\nmight figure out what it is.'
1173 - SNAKE_QUERY: 'Are you trying to somehow deal with the snake?'
1174 - SNAKE_HINT: 'You can''t kill the snake, or drive it away, or avoid it, or anything\nlike that. There is a way to get by, but you don''t have the necessary\nresources right now.'
1175 - REALLY_QUIT: 'Do you really want to quit now?'
1176 - PIT_FALL: 'You fell into a pit and broke every bone in your body!'
1177 - ALREADY_CARRYING: 'You are already carrying it!'
1178 - YOU_JOKING: 'You can''t be serious!'
1179 - BIRD_EVADES: 'The bird seemed unafraid at first, but as you approach it becomes\ndisturbed and you cannot catch it.'
1180 - CANNOT_CARRY: 'You can catch the bird, but you cannot carry it.'
1181 - NOTHING_LOCKED: 'There is nothing here with a lock!'
1182 - ARENT_CARRYING: 'You aren''t carrying it!'
1183 - BIRD_ATTACKS: 'The little bird attacks the green snake, and in an astounding flurry\ndrives the snake away.'
1184 - NO_KEYS: 'You have no keys!'
1185 - NO_LOCK: 'It has no lock.'
1186 - NOT_LOCKABLE: 'I don''t know how to lock or unlock such a thing.'
1187 - ALREADY_LOCKED: 'It was already locked.'
1188 - GRATE_LOCKED: 'The grate is now locked.'
1189 - GRATE_UNLOCKED: 'The grate is now unlocked.'
1190 - ALREADY_UNLOCKED: 'It was already unlocked.'
1191 - URN_EMPTY: 'The urn is empty and will not light.'
1192 - LAMP_ON: 'Your lamp is now on.'
1193 - LAMP_OFF: 'Your lamp is now off.'
1194 - BEAR_BLOCKS: 'There is no way to get past the bear to unlock the chain, which is\nprobably just as well.'
1195 - NOTHING_HAPPENS: 'Nothing happens.'
1196 - WHERE_QUERY: 'Where?'
1197 - NO_TARGET: 'There is nothing here to attack.'
1198 - BIRD_DEAD: 'The little bird is now dead. Its body disappears.'
1199 - SNAKE_WARNING: 'Attacking the snake both doesn''t work and is very dangerous.'
1200 - KILLED_DWARF: 'You killed a little dwarf.'
1201 - DWARF_DODGES: 'You attack a little dwarf, but he dodges out of the way.'
1202 - BARE_HANDS_QUERY: 'With what? Your bare hands?'
1203 - WORN_OUT: 'Good try, but that is an old worn-out magic word.'
1204 - VOCAB_DESCRIPTION: 'I know of places, actions, and things. Most of my vocabulary\ndescribes places and is used to move you there. To move, try words\nlike forest, building, downstream, enter, east, west, north, south,\nup, or down. I know about a few special objects, like a black rod\nhidden in the cave. These objects can be manipulated using some of\nthe action words that I know. Usually you will need to give both the\nobject and action words (in either order), but sometimes I can infer\nthe object from the verb alone. Some objects also imply verbs; in\nparticular, "inventory" implies "take inventory", which causes me to\ngive you a list of what you''re carrying. Some objects have unexpected\neffects; the effects are not always desirable! Usually people having\ntrouble moving just need to try a few more words. Usually people\ntrying unsuccessfully to manipulate an object are attempting something\nbeyond their (or my!) capabilities and should try a completely\ndifferent tack. One point often confusing to beginners is that, when\nthere are several ways to go in a certain direction (e.g., if there\nare several holes in a wall), choosing that direction in effect\nchooses one of the ways at random; often, though, by specifying the\nplace you want to reach you can guarantee choosing the right path.\nAlso, to speed the game you can sometimes move long distances with a\nsingle word. For example, "building" usually gets you to the building\nfrom anywhere above ground except when lost in the forest. Also, note\nthat cave passages and forest paths turn a lot, so leaving one place\nheading north doesn''t guarantee entering the next from the south.\nHowever (another important point), except when you''ve used a "long\ndistance" word such as "building", there is always a way to go back\nwhere you just came from unless I warn you to the contrary, even\nthough the direction that takes you back might not be the reverse of\nwhat got you here. Good luck, and have fun!'
1205 - BAD_DIRECTION: 'There is no way to go that direction.'
1206 - TWO_WORDS: 'Please stick to 1- and 2-word commands.'
1208 - CANNOT_UNLOCK: 'You can''t unlock the keys.'
1209 - FUTILE_CRAWL: 'You have crawled around in some little holes and wound up back in the\nmain passage.'
1210 - FOLLOW_STREAM: 'I don''t know where the cave is, but hereabouts no stream can run on\nthe surface for long. I would try the stream.'
1211 - NEED_DETAIL: 'I need more detailed instructions to do that.'
1212 - NEARBY: 'I can only tell you what you see as you move about and manipulate\nthings. I cannot tell you where remote things are.'
1213 - OGRE_SNARL: 'The ogre snarls and shoves you back.'
1215 - ENTRY_QUERY: 'Are you trying to get into the cave?'
1216 - HARD_GRATE: 'The grate is very solid and has a hardened steel lock. You cannot\nenter without a key, and there are no keys nearby. I would recommend\nlooking elsewhere for the keys.'
1217 - FOREST_LOOK: 'The trees of the forest are large hardwood oak and maple, with an\noccasional grove of pine or spruce. There is quite a bit of under-\ngrowth, largely birch and ash saplings plus nondescript bushes of\nvarious sorts. This time of year visibility is quite restricted by\nall the leaves, but travel is quite easy if you detour around the\nspruce and berry bushes.'
1218 - WELCOME_YOU: 'Welcome to Adventure!! Would you like instructions?'
1219 - DIGGING_FUTILE: 'Digging without a shovel is quite impractical. Even with a shovel\nprogress is unlikely.'
1220 - REQUIRES_DYNAMITE: 'Blasting requires dynamite.'
1221 - IM_CONFUSED: 'I''m as confused as you are.'
1222 - EXPLAIN_MIST: 'Mist is a white vapor, usually water, seen from time to time in\ncaverns. It can be found anywhere but is frequently a sign of a deep\npit leading down to water.'
1223 - FEET_WET: 'Your feet are now wet.'
1224 - LOST_APPETITE: 'I think I just lost my appetite.'
1225 - THANKS_DELICIOUS: 'Thank you, it was delicious!'
1226 - STREAM_WATER: 'You have taken a drink from the stream. The water tastes strongly of\nminerals, but is not unpleasant. It is extremely cold.'
1227 - BOTTLE_EMPTY: 'The bottle of water is now empty.'
1228 - RUB_NOGO: 'Rubbing the electric lamp is not particularly rewarding. Anyway,\nnothing exciting happens.'
1229 - PECULIAR_NOTHING: 'Peculiar. Nothing unexpected happens.'
1230 - GROUND_WET: 'Your bottle is empty and the ground is wet.'
1231 - CANT_POUR: 'You can''t pour that.'
1232 - WATCH_IT: 'Watch it!'
1233 - WHICH_WAY: 'Which way?'
1244 - FORGOT_PATH: 'Sorry, but I no longer seem to remember how it was you got here.'
1245 - CARRY_LIMIT: 'You can''t carry anything more. You''ll have to drop something first.'
1246 - GRATE_NOWAY: 'You can''t go through a locked steel grate!'
1247 - YOU_HAVEIT: 'I believe what you want is right here with you.'
1248 - DONT_FIT: 'You don''t fit through a two-inch slit!'
1249 - CROSS_BRIDGE: 'I respectfully suggest you go across the bridge instead of jumping.'
1250 - NO_CROSS: 'There is no way across the fissure.'
1251 - NO_CARRY: 'You''re not carrying anything.'
1252 - NOW_HOLDING: 'You are currently holding the following:'
1253 - BIRD_PINING: 'It''s not hungry (it''s merely pinin'' for the fjords). Besides, you\nhave no bird seed.'
1254 - BIRD_DEVOURED: 'The snake has now devoured your bird.'
1255 - NOTHING_EDIBLE: 'There''s nothing here it wants to eat (except perhaps you).'
1256 - REALLY_MAD: 'You fool, dwarves eat only coal! Now you''ve made him *REALLY* mad!!'
1257 - NO_CONTAINER: 'You have nothing in which to carry it.'
1258 - BOTTLE_FULL: 'Your bottle is already full.'
1259 - NO_LIQUID: 'There is nothing here with which to fill the bottle.'
1260 - BOTTLED_WATER: 'Your bottle is now full of water.'
1261 - BOTTLED_OIL: 'Your bottle is now full of oil.'
1262 - CANT_FILL: 'You can''t fill that.'
1263 - RIDICULOUS_ATTEMPT: 'Don''t be ridiculous!'
1264 - RUSTY_DOOR: 'The door is extremely rusty and refuses to open.'
1265 - SHAKING_LEAVES: 'The plant indignantly shakes the oil off its leaves and asks, "Water?"'
1266 - RUSTED_HINGES: 'The hinges are quite thoroughly rusted now and won''t budge.'
1267 - OILED_NINGES: 'The oil has freed up the hinges so that the door will now move,\nalthough it requires some effort.'
1268 - DEEP_ROOTS: 'The plant has exceptionally deep roots and cannot be pulled free.'
1269 - KNIVES_VANISH: 'The dwarves'' knives vanish as they strike the walls of the cave.'
1270 - MUST_DROP: 'Something you''re carrying won''t fit through the tunnel with you.\nYou''d best take inventory and drop something.'
1271 - CLAM_BLOCKER: 'You can''t fit this five-foot clam through that little passage!'
1272 - OYSTER_BLOCKER: 'You can''t fit this five-foot oyster through that little passage!'
1273 - DROP_CLAM: 'I advise you to put down the clam before opening it. >STRAIN!<'
1274 - DROP_OYSTER: 'I advise you to put down the oyster before opening it. >WRENCH!<'
1275 - CLAM_OPENER: 'You don''t have anything strong enough to open the clam.'
1276 - OYSTER_OPENER: 'You don''t have anything strong enough to open the oyster.'
1277 - PEARL_FALLS: 'A glistening pearl falls out of the clam and rolls away. Goodness,\nthis must really be an oyster. (I never was very good at identifying\nbivalves.) Whatever it is, it has now snapped shut again.'
1278 - OYSTER_OPENS: 'The oyster creaks open, revealing nothing but oyster inside. It\npromptly snaps shut again.'
1279 - WAY_BLOCKED: 'You have crawled around in some little holes and found your way\nblocked by a recent cave-in. You are now back in the main passage.'
1280 - PIRATE_RUSTLES: 'There are faint rustling noises from the darkness behind you.'
1281 - PIRATE_POUNCES: 'Out from the shadows behind you pounces a bearded pirate! "Har, har,"\nhe chortles, "I''ll just take all this booty and hide it away with me\nchest deep in the maze!" He snatches your treasure and vanishes into\nthe gloom.'
1282 - CAVE_CLOSING: 'A sepulchral voice reverberating through the cave, says, "Cave closing\nsoon. All adventurers exit immediately through main office."'
1283 - EXIT_CLOSED: 'A mysterious recorded voice groans into life and announces:\n "This exit is closed. Please leave via main office."'
1284 - DEATH_CLOSING: 'It looks as though you''re dead. Well, seeing as how it''s so close to\nclosing time anyway, I think we''ll just call it a day.'
1285 - CAVE_CLOSED: 'The sepulchral voice intones, "The cave is now closed." As the echoes\nfade, there is a blinding flash of light (and a small puff of orange\nsmoke). . . . As your eyes refocus, you look around and find...'
1286 - VICTORY_MESSAGE: 'There is a loud explosion, and a twenty-foot hole appears in the far\nwall, burying the dwarves in the rubble. You march through the hole\nand find yourself in the main office, where a cheering band of\nfriendly elves carry the conquering adventurer off into the sunset.'
1287 - DEFEAT_MESSAGE: 'There is a loud explosion, and a twenty-foot hole appears in the far\nwall, burying the snakes in the rubble. A river of molten lava pours\nin through the hole, destroying everything in its path, including you!'
1288 - SPLATTER_MESSAGE: 'There is a loud explosion, and you are suddenly splashed across the\nwalls of the room.'
1289 - DWARVES_AWAKEN: 'The resulting ruckus has awakened the dwarves. There are now several\nthreatening little dwarves in the room with you! Most of them throw\nknives at you! All of them get you!'
1290 - UNHAPPY_BIRD: 'Oh, leave the poor unhappy bird alone.'
1291 - NEEDED_NEARBY: 'I daresay whatever you want is around here somewhere.'
1292 - STOP_UNKNOWN: 'I don''t know the word "stop". Use "quit" if you want to give up.'
1293 - NOT_CONNECTED: 'You can''t get there from here.'
1294 - TAME_BEAR: 'You are being followed by a very large, tame bear.'
1295 - QUICK_START: 'For a summary of the most recent changes to the game, say "news".\nIf you want to end your adventure early, say "quit". To suspend your\nadventure such that you can continue later, say "suspend" (or "pause"\nor "save"). To see how well you''re doing, say "score". To get full\ncredit for a treasure, you must have left it safely in the building,\nthough you get partial credit just for locating it. You lose points\nfor getting killed, or for quitting, though the former costs you more.\nThere are also points based on how much (if any) of the cave you''ve\nmanaged to explore; in particular, there is a large bonus just for\ngetting in (to distinguish the beginners from the rest of the pack),\nand there are other ways to determine whether you''ve been through some\nof the more harrowing sections. If you think you''ve found all the\ntreasures, just keep exploring for a while. If nothing interesting\nhappens, you haven''t found them all yet. If something interesting\n*DOES* happen (incidentally, there *ARE* ways to hasten things along),\nit means you''re getting a bonus and have an opportunity to garner many\nmore points in the Master''s section. I may occasionally offer hints\nif you seem to be having trouble. If I do, I''ll warn you in advance\nhow much it will affect your score to accept the hints. Finally, to\nsave time, you may specify "brief", which tells me never to repeat the\nfull description of a place unless you explicitly ask me to.'
1296 - WITHOUT_SUSPENDS: 'Now let''s see you do it without suspending in mid-Adventure.'
1297 - FILL_INVALID: 'There is nothing here with which to fill it.'
1298 - SHATTER_VASE: 'The sudden change in temperature has delicately shattered the vase.'
1299 - BEYOND_POWER: 'It is beyond your power to do that.'
1300 - NOT_KNOWHOW: 'I don''t know how.'
1301 - TOO_FAR: 'It is too far up for you to reach.'
1302 - DWARF_SMOKE: 'You killed a little dwarf. The body vanishes in a cloud of greasy\nblack smoke.'
1303 - SHELL_IMPERVIOUS: 'The shell is very strong and is impervious to attack.'
1304 - START_OVER: 'What''s the matter, can''t you read? Now you''d best start over.'
1305 - DRAGON_SCALES: 'The axe bounces harmlessly off the dragon''s thick scales.'
1306 - NASTY_DRAGON: 'The dragon looks rather nasty. You''d best not try to get by.'
1307 - BIRD_BURNT: 'The little bird attacks the green dragon, and in an astounding flurry\ngets burnt to a cinder. The ashes blow away.'
1308 - ON_WHAT: 'On what?'
1309 - BRIEF_CONFIRM: 'Okay, from now on I''ll only describe a place in full the first time\nyou come to it. To get the full description, say "look".'
1310 - ROCKY_TROLL: 'Trolls are close relatives with the rocks and have skin as tough as\nthat of a rhinoceros. The troll fends off your blows effortlessly.'
1311 - TROLL_RETURNS: 'The troll deftly catches the axe, examines it carefully, and tosses it\nback, declaring, "Good workmanship, but it''s not valuable enough."'
1312 - TROLL_SATISFIED: 'The troll catches your treasure and scurries away out of sight.'
1313 - TROLL_BLOCKS: 'The troll refuses to let you cross.'
1314 - BRIDGE_GONE: 'There is no longer any way across the chasm.'
1315 - BRIDGE_COLLAPSE: 'Just as you reach the other side, the bridge buckles beneath the\nweight of the bear, which was still following you around. You\nscrabble desperately for support, but as the bridge collapses you\nstumble back and fall into the chasm.'
1316 - TROLL_SCAMPERS: 'The bear lumbers toward the troll, who lets out a startled shriek and\nscurries away. The bear soon gives up the pursuit and wanders back.'
1317 - AXE_LOST: 'The axe misses and lands near the bear where you can''t get at it.'
1318 - BEAR_HANDS: 'With what? Your bare hands? Against *HIS* bear hands??'
1319 - BEAR_CONFUSED: 'The bear is confused; he only wants to be your friend.'
1320 - ALREADY_DEAD: 'For crying out loud, the poor thing is already dead!'
1321 - BEAR_TAMED: 'The bear eagerly wolfs down your food, after which he seems to calm\ndown considerably and even becomes rather friendly.'
1322 - BEAR_CHAINED: 'The bear is still chained to the wall.'
1323 - STILL_LOCKED: 'The chain is still locked.'
1324 - CHAIN_UNLOCKED: 'The chain is now unlocked.'
1325 - CHAIN_LOCKED: 'The chain is now locked.'
1326 - NO_LOCKSITE: 'There is nothing here to which the chain can be locked.'
1327 - NO_EDIBLES: 'There is nothing here to eat.'
1328 - WANT_HINT: 'Do you want the hint?'
1329 - MAZE_HELP: 'Do you need help getting out of the maze?'
1330 - DROP_THINGS: 'You can make the passages look less alike by dropping things.'
1331 - PLOVER_QUERY: 'Are you trying to explore beyond the plover room?'
1332 - EXPLORE_HINT: 'There is a way to explore that region without having to worry about\nfalling into a pit. None of the objects available is immediately\nuseful in discovering the secret.'
1333 - HELP_LEAVING: 'Do you need help getting out of here?'
1334 - NOGO_WEST: 'Don''t go west.'
1335 - TROLL_VICES: 'Gluttony is not one of the troll''s vices. Avarice, however, is.'
1336 - LAMP_DIM: 'Your lamp is getting dim. You''d best start wrapping this up, unless\nyou can find some fresh batteries. I seem to recall there''s a vending\nmachine in the maze. Bring some coins with you.'
1337 - LAMP_OUT: 'Your lamp has run out of power.'
1338 - PLEASE_ANSWER: 'Please answer the question.'
1339 - PIRATE_SPOTTED: 'There are faint rustling noises from the darkness behind you. As you\nturn toward them, the beam of your lamp falls across a bearded pirate.\nHe is carrying a large chest. "Shiver me timbers!" he cries, "I''ve\nbeen spotted! I''d best hie meself off to the maze to hide me chest!"\nWith that, he vanishes into the gloom.'
1340 - GET_BATTERIES: 'Your lamp is getting dim. You''d best go back for those batteries.'
1341 - REPLACE_BATTERIES: 'Your lamp is getting dim. I''m taking the liberty of replacing the\nbatteries.'
1342 - MISSING_BATTERYIES: 'Your lamp is getting dim, and you''re out of spare batteries. You''d\nbest start wrapping this up.'
1343 - REMOVE_MESSAGE: 'You sift your fingers through the dust, but succeed only in\nobliterating the cryptic message.'
1344 - OGRE_QUERY: 'Do you need help dealing with the ogre?'
1345 - CLUE_QUERY: 'Hmmm, this looks like a clue, which means it''ll cost you 10 points to\nread it. Should I go ahead and read it anyway?'
1346 - WAYOUT_CLUE: 'It says, "There is a way out of this place. Do you need any more\ninformation to escape? Sorry, but this initial hint is all you get."'
1347 - OGRE_CLUE: 'There is nothing the presence of which will prevent you from defeating\nhim; thus it can''t hurt to fetch everything you possibly can.'
1348 - DONT_UNDERSTAND: 'I''m afraid I don''t understand.'
1349 - HAND_PASSTHROUGH: 'Your hand passes through it as though it weren''t there.'
1350 - BREAK_MIRROR: 'You strike the mirror a resounding blow, whereupon it shatters into a\nmyriad tiny fragments.'
1351 - BREAK_VASE: 'You have taken the vase and hurled it delicately to the ground.'
1352 - PROD_DWARF: 'You prod the nearest dwarf, who wakes up grumpily, takes one look at\nyou, curses, and grabs for his axe.'
1353 - THIS_ACCEPTABLE: 'Is this acceptable?'
1354 - ALREADY_OVER: 'This adventure is already over. To start a new adventure, or to\nresume an earlier adventure, please run a fresh copy of the program.'
1355 - OGRE_FULL: 'The ogre doesn''t appear to be hungry.'
1356 - OGRE_DODGE: 'The ogre, who despite his bulk is quite agile, easily dodges your\nattack. He seems almost amused by your puny effort.'
1357 - OGRE_PANIC1: 'The ogre, distracted by your rush, is struck by the knife. With a\nblood-curdling yell he turns and bounds after the dwarves, who flee\nin panic. You are left alone in the room.'
1358 - OGRE_PANIC2: 'The ogre, distracted by your rush, is struck by the knife. With a\nblood-curdling yell he turns and bounds after the dwarf, who flees\nin panic. You are left alone in the room.'
1359 - FREE_FLY: 'The bird flies about agitatedly for a moment.'
1360 - CAGE_FLY: 'The bird flies agitatedly about the cage.'
1361 - NECKLACE_FLY: 'The bird flies about agitatedly for a moment, then disappears through\nthe crack. It reappears shortly, carrying in its beak a jade\nnecklace, which it drops at your feet.'
1362 - URN_LIT: 'The urn is now lit.'
1363 - URN_DARK: 'The urn is now dark.'
1364 - WATER_URN: 'You empty the bottle into the urn, which promptly ejects the water\nwith uncanny accuracy, squirting you directly between the eyes.'
1365 - OIL_URN: 'Your bottle is now empty and the urn is full of oil.'
1366 - FULL_URN: 'The urn is already full of oil.'
1367 - URN_NOPOUR: 'There''s no way to get the oil out of the urn.'
1368 - URN_NOBUDGE: 'The urn is far too firmly embedded for your puny strength to budge it.'
1369 - URN_GENIES: 'As you rub the urn, there is a flash of light and a genie appears.\nHis aspect is stern as he advises: "One who wouldst traffic in\nprecious stones must first learn to recognize the signals thereof."\nHe wrests the urn from the stone, leaving a small cavity. Turning to\nface you again, he fixes you with a steely eye and intones: "Caution!"\nGenie and urn vanish in a cloud of amber smoke. The smoke condenses\nto form a rare amber gemstone, resting in the cavity in the rock.'
1370 - DOUGHNUT_HOLES: 'I suppose you collect doughnut holes, too?'
1371 - GEM_FITS: 'The gem fits easily into the cavity.'
1372 - RUG_RISES: 'The persian rug stiffens and rises a foot or so off the ground.'
1373 - RUG_WIGGLES: 'The persian rug draped over your shoulder seems to wriggle for a\nmoment, but then subsides.'
1374 - RUG_SETTLES: 'The persian rug settles gently to the ground.'
1375 - RUG_HOVERS: 'The rug hovers stubbornly where it is.'
1376 - RUG_NOTHING1: 'The rug does not appear inclined to cooperate.'
1377 - RUG_NOTHING2: 'If you mean to use the persian rug, it does not appear inclined to\ncooperate.'
1378 - FLAP_ARMS: 'Though you flap your arms furiously, it is to no avail.'
1379 - RUG_GOES: 'You board the persian rug, which promptly whisks you across the chasm.\nYou have time for a fleeting glimpse of a two thousand foot drop to a\nmighty river; then you find yourself on the other side.'
1380 - RUG_RETURNS: 'The rug ferries you back across the chasm.'
1381 - ALL_SILENT: 'All is silent.'
1382 - STREAM_GURGLES: 'The stream is gurgling placidly.'
1383 - WIND_WHISTLES: 'The wind whistles coldly past your ears.'
1384 - STREAM_SPLASHES: 'The stream splashes loudly into the pool.'
1385 - NO_MEANING: 'You are unable to make anything of the splashing noise.'
1386 - MURMURING_SNORING: 'You can hear the murmuring of the beanstalks and the snoring of the\ndwarves.'
1387 - SNAKES_HISSING: 'A loud hissing emanates from the snake pit.'
1388 - DULL_RUMBLING: 'The air is filled with a dull rumbling sound.'
1389 - LOUD_ROAR: 'The roar is quite loud here.'
1390 - TOTAL_ROAR: 'The roaring is so loud that it drowns out all other sound.'
1391 - BIRD_CRAP: 'The bird eyes you suspiciously and flutters away. A moment later you\nfeel something wet land on your head, but upon looking up you can see\nno sign of the culprit.'
1392 - FEW_DROPS: 'There are only a few drops--not enough to carry.'
1393 - HEAD_BUZZES: 'Your head buzzes strangely for a moment.'
1394 - NOT_BRIGHT: '(Uh, y''know, that wasn''t very bright.)'
1395 - TOOK_LONG: 'It''s a pity you took so long about it.'
1396 - WONDERING_QUERY: 'Are you wondering what to do here?'
1397 - ADVANCED_SECTION: 'This section is quite advanced. Find the cave first.'
1398 - UPSTREAM_DOWNSTREAM: 'Upstream or downstream?'
1399 - WIZARDS_NODISTURB: 'Wizards are not to be disturbed by such as you.'
1400 - FOREST_QUERY: 'Would you like to be shown out of the forest?'
1401 - GO_EAST: 'Go east ten times. If that doesn''t get you out, then go south, then\nwest twice, then south.'
1402 - WATERS_CRASHING: 'The waters are crashing loudly against the shore.'
1403 - THROWN_KNIVES: '%d of them throw knives at you!'
1404 - MULTIPLE_HITS: '%d of them get you!'
1405 - ONE_HIT: 'One of them gets you!'
1406 - NONE_HIT: 'None of them hits you!'
1407 - DONT_KNOW: 'Sorry, I don''t know the word "%s".'
1408 - WHAT_DO: 'What do you want to do with the %L%L?' # FIXME: %L%L should become %L once parsing no longer depends on packed tokens
1409 - NO_SEE: 'I see no %L%L here.' # FIXME: %L%L should become %L once parsing no longer depends on packed tokens
1410 - DO_WHAT: '%C what?'
1411 - OKEY_DOKEY: 'Okay, "%s".'
1412 - GARNERED_POINTS: 'You have garnered %d out of a possible %d points, using %d turn%S.'
1413 - SUSPEND_WARNING: 'I can suspend your Adventure for you so that you can resume later, but\nit will cost you 5 points.'
1414 - HINT_COST: 'I am prepared to give you a hint, but it will cost you %d point%S.'
1415 - TOTAL_SCORE: 'You scored %d out of a possible %d, using %d turn%S.'
1416 - NEXT_HIGHER: 'To achieve the next higher rating, you need %d more point%S.'
1417 - NO_HIGHER: 'To achieve the next higher rating would be a neat trick!\nCongratulations!!'
1418 - OFF_SCALE: 'You just went off my scale!!'
1419 - RESUME_HELP: 'To resume your Adventure, start a new game and then say "RESUME".'
1420 - TABLE_SPACE: 'Table space used:\n%d of %d words of messages %d of %d travel options\n%d of %d vocabulary words %d of %d locations\n%d of %d objects %d of %d action verbs\n%d of %d "random" messages %d of %d "class" messages\n%d of %d hints %d of %d turn threshholds'
1421 - RESUME_ABANDON: 'To resume an earlier Adventure, you must abandon the current one.'
1422 - VERSION_SKEW: 'I''m sorry, but that Adventure was begun using Version%d.%d of the\nprogram, and this is Version%d.%d. You must find the other version\nin order to resume that Adventure.'
1423 - DAVE_TAMPERING: 'A dark fog creeps in to surround you. From somewhere in the fog you\nhear a stern voice. "This Adventure has been tampered with! You have\nbeen dabbling in magic, knowing not the havoc you might cause thereby.\nLeave at once, before you do irrevocable harm!" The fog thickens,\nuntil at last you can see nothing at all. Your vision then clears,\nand you find yourself back in The Real World.'
1424 - GUESS_AGAIN: 'Guess again.'
1425 - MISSING_ONE: 'You''re missing only one other treasure. Do you need help finding it?'
1426 - NO_LOCATE: 'Once you''ve found all the other treasures, it is no longer possible to\nlocate the one you''re now missing.'
1427 - TWIST_TURN: 'Sorry, but the path twisted and turned so much that I can''t figure\nout which way to go to get back.'
1428 - ADVENTURE_NEWS: 'Open Adventure is an author-approved open-source release of\nVersion 2.5 with, as yet, no gameplay changes.\nVersion 2.5 was essentially the same as Version II; the cave and the\nhazards therein are unchanged, and top score is still 430 points.\nThere are a few more hints, especially for some of the more obscure\npuzzles. There are a few minor bugfixes and cosmetic changes. You\ncan now save a game and resume it at once (formerly you had to wait a\nwhile first), but it now costs you a few points each time you save the\ngame. Saved games are now stored in much smaller files than before.'
1429 - GO_UNNEEDED: 'You don''t have to say "go" every time; just specify a direction or, if\nit''s nearby, name the place to which you wish to move.'
1430 - CANNOT_CARRY7: !!null
1436 message: 'You are obviously a rank amateur. Better luck next time.'
1438 message: 'Your score qualifies you as a novice class adventurer.'
1440 message: 'You have achieved the rating: "Experienced Adventurer".'
1442 message: 'You may now consider yourself a "Seasoned Adventurer".'
1444 message: 'You have reached "Junior Master" status.'
1446 message: 'Your score puts you in Master Adventurer Class C.'
1448 message: 'Your score puts you in Master Adventurer Class B.'
1450 message: 'Your score puts you in Master Adventurer Class A.'
1452 message: 'All of Adventuredom gives tribute to you, Adventurer Grandmaster!'
1454 message: 'Adventuredom stands in awe -- you have now joined the ranks of the\n W O R L D C H A M P I O N A D V E N T U R E R S !\nIt may interest you to know that the Dungeon-Master himself has, to\nmy knowledge, never achieved this threshhold in fewer than 330 turns.'
1459 message: 'Tsk! A wizard wouldn''t have to take 350 turns. This is going to cost\nyou a couple of points.'
1462 message: '500 turns? That''s another few points you''ve lost.'
1465 message: 'Are you still at it? Five points off for exceeding 1000 turns!'
1468 message: 'Good grief, don''t you *EVER* give up? Do you realize you''ve spent\nover 2500 turns at this? That''s another ten points off, a total of\ntwenty points lost for taking so long.'
1470 object_descriptions: !!omap
1475 inventory: 'Set of keys'
1477 - 'There are some keys on the ground here.'
1479 inventory: 'Brass lantern'
1481 - 'There is a shiny brass lamp nearby.'
1482 - 'There is a lamp shining nearby.'
1486 - 'The grate is locked.'
1487 - 'The grate is open.'
1489 inventory: 'Wicker cage'
1491 - 'There is a small wicker cage discarded nearby.'
1493 inventory: 'Black rod'
1495 - 'A three foot black rod with a rusty star on an end lies nearby.'
1497 inventory: 'Black rod'
1499 - 'A three foot black rod with a rusty mark on an end lies nearby.'
1503 - 'Rough stone steps lead down the pit.'
1504 - 'Rough stone steps lead up the dome.'
1506 inventory: 'Little bird in cage'
1508 - 'A cheerful little bird is sitting here singing.'
1509 - 'There is a little bird in the cage.'
1510 - 'A cheerful little bird is sitting here singing.'
1511 - 'The bird''s singing is quite melodious.'
1512 - 'The bird does not seem inclined to sing while in the cage.'
1513 - 'It almost seems as though the bird is trying to tell you something.'
1514 - 'To your surprise, you can understand the bird''s chirping; it is\nsinging about the joys of its forest home.'
1515 - 'The bird does not seem inclined to sing while in the cage.'
1516 - 'The bird is singing to you in gratitude for your having returned it to\nits home. In return, it informs you of a magic word which it thinks\nyou may find useful somewhere near the Hall of Mists. The magic word\nchanges frequently, but for now the bird believes it is "%s". You\nthank the bird for this information, and it flies off into the forest.'
1518 inventory: '*rusty door'
1520 - 'The way north is barred by a massive, rusty, iron door.'
1521 - 'The way north leads through a massive, rusty, iron door.'
1523 inventory: 'Velvet pillow'
1525 - 'A small velvet pillow lies on the floor.'
1529 - 'A huge green fierce snake bars the way!'
1531 - 'The snake is hissing venomously.'
1533 inventory: '*fissure'
1536 - 'A crystal bridge now spans the fissure.'
1537 - 'The crystal bridge has vanished!'
1539 inventory: '*stone tablet'
1541 - 'A massive stone tablet imbedded in the wall reads:\n"Congratulations on bringing light into the dark-room!"'
1542 - '"Congratulations on bringing light into the dark-room!"'
1544 inventory: 'Giant clam >GRUNT!<'
1546 - 'There is an enormous clam here with its shell tightly closed.'
1547 - 'The clam is as tight-mouthed as a, er, clam.'
1549 inventory: 'Giant oyster >GROAN!<'
1551 - 'There is an enormous oyster here with its shell tightly closed.'
1552 - 'Interesting. There seems to be something written on the underside of\nthe oyster.'
1553 - 'Even though it''s an oyster, the critter''s as tight-mouthed as a clam.'
1554 - 'It says the same thing it did before. Hm, maybe it''s a pun?'
1556 inventory: '"Spelunker Today"'
1558 - 'There are a few recent issues of "Spelunker Today" magazine here.'
1559 - 'I''m afraid the magazine is written in dwarvish. But pencilled on one\ncover you see, "Please leave the magazines at the construction site."'
1567 inventory: 'Tasty food'
1569 - 'There is food here.'
1571 inventory: 'Small bottle'
1573 - 'There is a bottle of water here.'
1574 - 'There is an empty bottle here.'
1575 - 'There is a bottle of oil here.'
1577 inventory: 'Water in the bottle'
1580 inventory: 'Oil in the bottle'
1583 inventory: '*mirror'
1588 - 'There is a tiny little plant in the pit, murmuring "water, water, ..."'
1589 - 'There is a 12-foot-tall beanstalk stretching up out of the pit,\nbellowing "WATER!! WATER!!"'
1590 - 'There is a gigantic beanstalk stretching all the way up to the hole.'
1591 - 'The plant spurts into furious growth for a few seconds.'
1592 - 'The plant grows explosively, almost filling the bottom of the pit.'
1593 - 'You''ve over-watered the plant! It''s shriveling up! And now . . .'
1594 - 'The plant continues to ask plaintively for water.'
1595 - 'The plant continues to demand water.'
1596 - 'The plant now maintains a contented silence.'
1598 inventory: '*phony plant' # seen in Twopit Room only when tall enough
1601 - 'The top of a 12-foot-tall beanstalk is poking out of the west pit.'
1602 - 'There is a huge beanstalk growing out of the west pit up to the hole.'
1604 inventory: '*stalactite'
1608 inventory: '*shadowy figure and/or window'
1610 - 'The shadowy figure seems to be trying to attract your attention.'
1612 inventory: 'Dwarf''s axe'
1614 - 'There is a little axe here.'
1615 - 'There is a little axe lying beside the bear.'
1617 inventory: '*cave drawings'
1620 inventory: '*pirate/genie'
1621 longs: !!null # never present
1623 inventory: '*dragon'
1625 - 'A huge green fierce dragon bars the way!'
1626 - 'The blood-specked body of a huge green dead dragon lies to one side.'
1627 - 'The body of a huge green dead dragon is lying off to one side.'
1628 - 'Congratulations! You have just vanquished a dragon with your bare\nhands! (Unbelievable, isn''t it?)'
1629 - 'The dragon''s ominous hissing does not bode well for you.'
1630 - 'The dragon is, not surprisingly, silent.'
1631 - 'The dragon is, not surprisingly, silent.'
1635 - 'A rickety wooden bridge extends across the chasm, vanishing into the\nmist. A notice posted on the bridge reads, "Stop! Pay troll!"'
1636 - 'The wreckage of a bridge (and a dead bear) can be seen at the bottom\nof the chasm.'
1640 - 'A burly troll stands by the bridge and insists you throw him a\ntreasure before you may cross.'
1641 - 'The troll steps out from beneath the bridge and blocks your way.'
1643 - 'The troll sounds quite adamant in his demand for a treasure.'
1645 inventory: '*phony troll'
1647 - 'The troll is nowhere to be seen.'
1649 inventory: !!null # bear uses rtext 141
1651 - 'There is a ferocious cave bear eying you from the far end of the room!'
1652 - 'There is a gentle cave bear sitting placidly in one corner.'
1653 - 'There is a contented-looking bear wandering about nearby.'
1656 inventory: '*message in second maze'
1658 - 'There is a message scrawled in the dust in a flowery script, reading:\n"This is not the maze where the pirate leaves his treasure chest."'
1659 - '"This is not the maze where the pirate leaves his treasure chest."'
1661 inventory: '*volcano and/or geyser'
1664 inventory: '*vending machine'
1666 - 'There is a massive and somewhat battered vending machine here. The\ninstructions on it read: "Drop coins here to receive fresh batteries."'
1667 - '"Drop coins here to receive fresh batteries."'
1668 - 'As you strike the vending machine, it pivots backward along with a\nsection of wall, revealing a dark passage leading south.'
1669 - 'There is a massive vending machine here, swung back to reveal a\nsouthward passage.'
1670 - '"Drop coins here to receive fresh batteries."'
1671 - 'The vending machine swings back to block the passage.'
1673 inventory: 'Batteries'
1675 - 'There are fresh batteries here.'
1676 - 'Some worn-out batteries have been discarded nearby.'
1678 inventory: '*carpet and/or moss and/or curtains'
1683 - 'A formidable ogre bars the northern exit.'
1684 - 'The ogre is apparently the strong, silent type.'
1688 - 'A small urn is embedded in the rock.'
1689 - 'A small urn full of oil is embedded in the rock.'
1690 - 'A small oil flame extrudes from an urn embedded in the rock.'
1692 inventory: '*cavity'
1694 - '' # something in it
1695 - 'There is a small urn-shaped cavity in the rock.'
1699 - '' # described with dragon
1701 inventory: '*reservoir'
1704 - 'The waters have parted to form a narrow path across the reservoir.'
1705 - 'The waters crash together again.'
1707 inventory: 'Leporine appendage'
1709 - 'Your keen eye spots a severed leporine appendage lying on the ground.'
1714 - '"MAGIC WORD XYZZY"'
1719 - '"You won''t get it up the steps"'
1724 - 'Cave under construction beyond this point.\n Proceed at own risk.\n [Witt Construction Company]'
1725 - '"Treasure Vault. Keys in main office."'
1727 inventory: 'Large gold nugget'
1729 - 'There is a large sparkling nugget of gold here!'
1731 inventory: 'Several diamonds'
1733 - 'There are diamonds here!'
1735 inventory: 'Bars of silver'
1737 - 'There are bars of silver here!'
1739 inventory: 'Precious jewelry'
1741 - 'There is precious jewelry here!'
1743 inventory: 'Rare coins'
1745 - 'There are many coins here!'
1747 inventory: 'Treasure chest'
1749 - 'The pirate''s treasure chest is here!'
1751 inventory: 'Golden eggs'
1753 - 'There is a large nest here, full of golden eggs!'
1754 - 'The nest of golden eggs has vanished!'
1757 inventory: 'Jeweled trident'
1759 - 'There is a jewel-encrusted trident here!'
1761 inventory: 'Ming vase'
1763 - 'There is a delicate, precious, ming vase here!'
1764 - 'The vase is now resting, delicately, on a velvet pillow.'
1765 - 'The floor is littered with worthless shards of pottery.'
1766 - 'The ming vase drops with a delicate crash.'
1768 inventory: 'Egg-sized emerald'
1770 - 'There is an emerald here the size of a plover''s egg!'
1771 - 'There is an emerald resting in a small cavity in the rock!'
1773 inventory: 'Platinum pyramid'
1775 - 'There is a platinum pyramid here, 8 inches on a side!'
1777 inventory: 'Glistening pearl'
1779 - 'Off to one side lies a glistening pearl!'
1781 inventory: 'Persian rug'
1783 - 'There is a persian rug spread out on the floor!'
1784 - 'The dragon is sprawled out on a persian rug!!'
1785 - 'There is a persian rug here, hovering in mid-air!'
1787 inventory: 'Rare spices'
1789 - 'There are rare spices here!'
1791 inventory: 'Golden chain'
1793 - 'There is a golden chain lying in a heap on the floor!'
1794 - 'The bear is locked to the wall with a golden chain!'
1795 - 'There is a golden chain locked to the wall!'
1797 inventory: 'Giant ruby'
1799 - 'There is an enormous ruby here!'
1800 - 'There is a ruby resting in a small cavity in the rock!'
1802 inventory: 'Jade necklace'
1804 - 'A precious jade necklace has been dropped here!'
1806 inventory: 'Amber gemstone'
1808 - 'There is a rare amber gemstone here!'
1809 - 'There is an amber gemstone resting in a small cavity in the rock!'
1811 inventory: 'Star sapphire'
1813 - 'A brilliant blue star sapphire is here!'
1814 - 'There is a star sapphire resting in a small cavity in the rock!'
1816 inventory: 'Ebony statuette'
1818 - 'There is a richly-carved ebony statuette here!'
1914 - query: 'Oh dear, you seem to have gotten yourself killed. I might be able to\nhelp you out, but I''ve never really done this before. Do you want me\nto try to reincarnate you?'
1915 yes_response: 'All right. But don''t blame me if something goes wr......\n --- POOF!! ---\nYou are engulfed in a cloud of orange smoke. Coughing and gasping,\nyou emerge from the smoke and find....'
1916 - query: 'You clumsy oaf, you''ve done it again! I don''t know how long I can\nkeep this up. Do you want me to try reincarnating you again?'
1917 yes_response: 'Okay, now where did I put my orange smoke?.... >POOF!<\nEverything disappears in a dense cloud of orange smoke.'
1918 - query: 'Now you''ve really done it! I''m out of orange smoke! You don''t expect\nme to do a decent reincarnation without any orange smoke, do you?'
1919 yes_response: 'Okay, if you''re so smart, do it yourself! I''m leaving!'