if (verb == LOCK)
rspeak(HUH_MAN);
else if (!TOTING(TRIDENT))
- rspeak(OYSTER_OPENER);
+ rspeak(CLAM_OPENER);
else {
DESTROY(CLAM);
drop(OYSTER, game.loc);
case OYSTER:
if (verb == LOCK)
rspeak(HUH_MAN);
- else
+ else if (TOTING(OYSTER))
+ rspeak(DROP_OYSTER);
+ else if (!TOTING(TRIDENT))
rspeak(OYSTER_OPENER);
+ else
+ rspeak(OYSTER_OPENS);
break;
case DOOR:
rspeak((game.prop[DOOR] == DOOR_UNRUSTED) ? OK_MAN : RUSTY_DOOR);