+1
+1 You are standing at the end of a road before a small brick building.
+1 Around you is a forest. A small stream flows out of the building and
+1 down a gully.
+2 You have walked up a hill, still in the forest. The road slopes back
+2 down the other side of the hill. There is a building in the distance.
+3 You are inside a building, a well house for a large spring.
+4 You are in a valley in the forest beside a stream tumbling along a
+4 rocky bed.
+5 The road, which approaches from the east, ends here amid the trees.
+6 The forest thins out here to reveal a steep cliff. There is no way
+6 down, but a small ledge can be seen to the west across the chasm.
+7 At your feet all the water of the stream splashes into a 2-inch slit
+7 in the rock. Downstream the streambed is bare rock.
+8 You are in a 20-foot depression floored with bare dirt. Set into the
+8 dirt is a strong steel grate mounted in concrete. A dry streambed
+8 leads into the depression.
+9 You are in a small chamber beneath a 3x3 steel grate to the surface.
+9 A low crawl over cobbles leads inward to the west.
+10 You are crawling over cobbles in a low passage. There is a dim light
+10 at the east end of the passage.
+11 You are in a debris room filled with stuff washed in from the surface.
+11 A low wide passage with cobbles becomes plugged with mud and debris
+11 here, but an awkward canyon leads upward and west. In the mud someone
+11 has scrawled, "MAGIC WORD XYZZY".
+12 You are in an awkward sloping east/west canyon.
+13 You are in a splendid chamber thirty feet high. The walls are frozen
+13 rivers of orange stone. An awkward canyon and a good passage exit
+13 from east and west sides of the chamber.
+14 At your feet is a small pit breathing traces of white mist. An east
+14 passage ends here except for a small crack leading on.
+15 You are at one end of a vast hall stretching forward out of sight to
+15 the west. There are openings to either side. Nearby, a wide stone
+15 staircase leads downward. The hall is filled with wisps of white mist
+15 swaying to and fro almost as if alive. A cold wind blows up the
+15 staircase. There is a passage at the top of a dome behind you.
+16 The crack is far too small for you to follow. At its widest it is
+16 barely wide enough to admit your foot.
+17 You are on the east bank of a fissure slicing clear across the hall.
+17 The mist is quite thick here, and the fissure is too wide to jump.
+18 This is a low room with a crude note on the wall. The note says,
+18 "You won't get it up the steps".
+19 You are in the Hall of the Mountain King, with passages off in all
+19 directions.
+20 You are at the bottom of the pit with a broken neck.
+21 You didn't make it.
+22 The dome is unclimbable.
+23 You are at the west end of the Twopit Room. There is a large hole in
+23 the wall above the pit at this end of the room.
+24 You are at the bottom of the eastern pit in the Twopit Room. There is
+24 a small pool of oil in one corner of the pit.
+25 You are at the bottom of the western pit in the Twopit Room. There is
+25 a large hole in the wall about 25 feet above you.
+26 You clamber up the plant and scurry through the hole at the top.
+27 You are on the west side of the fissure in the Hall of Mists.
+28 You are in a low n/s passage at a hole in the floor. The hole goes
+28 down to an e/w passage.
+29 You are in the south side chamber.
+30 You are in the west side chamber of the Hall of the Mountain King.
+30 A passage continues west and up here.
+31 %!
+32 You can't get by the snake.
+33 You are in a large room, with a passage to the south, a passage to the
+33 west, and a wall of broken rock to the east. There is a large "Y2" on
+33 a rock in the room's center.
+34 You are in a jumble of rock, with cracks everywhere.
+35 You're at a low window overlooking a huge pit, which extends up out of
+35 sight. A floor is indistinctly visible over 50 feet below. Traces of
+35 white mist cover the floor of the pit, becoming thicker to the right.
+35 Marks in the dust around the window would seem to indicate that
+35 someone has been here recently. Directly across the pit from you and
+35 25 feet away there is a similar window looking into a lighted room. A
+35 shadowy figure can be seen there peering back at you.
+36 You are in a dirty broken passage. To the east is a crawl. To the
+36 west is a large passage. Above you is a hole to another passage.
+37 You are on the brink of a small clean climbable pit. A crawl leads
+37 west.
+38 You are in the bottom of a small pit with a little stream, which
+38 enters and exits through tiny slits.
+39 You are in a large room full of dusty rocks. There is a big hole in
+39 the floor. There are cracks everywhere, and a passage leading east.
+40 You have crawled through a very low wide passage parallel to and north
+40 of the Hall of Mists.
+41 You are at the west end of the Hall of Mists. A low wide crawl
+41 continues west and another goes north. To the south is a little
+41 passage 6 feet off the floor.
+42 You are in a maze of twisty little passages, all alike.
+43 You are in a maze of twisty little passages, all alike.
+44 You are in a maze of twisty little passages, all alike.
+45 You are in a maze of twisty little passages, all alike.
+46 Dead end
+47 Dead end
+48 Dead end
+49 You are in a maze of twisty little passages, all alike.
+50 You are in a maze of twisty little passages, all alike.
+51 You are in a maze of twisty little passages, all alike.
+52 You are in a maze of twisty little passages, all alike.
+53 You are in a maze of twisty little passages, all alike.
+54 Dead end
+55 You are in a maze of twisty little passages, all alike.
+56 Dead end
+57 You are on the brink of a thirty foot pit with a massive orange column
+57 down one wall. You could climb down here but you could not get back
+57 up. The maze continues at this level.
+58 Dead end
+59 You have crawled through a very low wide passage parallel to and north
+59 of the Hall of Mists.
+60 You are at the east end of a very long hall apparently without side
+60 chambers. To the east a low wide crawl slants up. To the north a
+60 round two foot hole slants down.
+61 You are at the west end of a very long featureless hall. The hall
+61 joins up with a narrow north/south passage.
+62 You are at a crossover of a high n/s passage and a low e/w one.
+63 Dead end
+64 You are at a complex junction. A low hands and knees passage from the
+64 north joins a higher crawl from the east to make a walking passage
+64 going west. There is also a large room above. The air is damp here.
+65 You are in Bedquilt, a long east/west passage with holes everywhere.
+65 To explore at random select north, south, up, or down.
+66 You are in a room whose walls resemble swiss cheese. Obvious passages
+66 go west, east, ne, and nw. Part of the room is occupied by a large
+66 bedrock block.
+67 You are at the east end of the Twopit Room. The floor here is
+67 littered with thin rock slabs, which make it easy to descend the pits.
+67 There is a path here bypassing the pits to connect passages from east
+67 and west. There are holes all over, but the only big one is on the
+67 wall directly over the west pit where you can't get to it.
+68 You are in a large low circular chamber whose floor is an immense slab
+68 fallen from the ceiling (Slab Room). East and west there once were
+68 large passages, but they are now filled with boulders. Low small
+68 passages go north and south, and the south one quickly bends west
+68 around the boulders.
+69 You are in a secret n/s canyon above a large room.
+70 You are in a secret n/s canyon above a sizable passage.
+71 You are in a secret canyon at a junction of three canyons, bearing
+71 north, south, and se. The north one is as tall as the other two
+71 combined.
+72 You are in a large low room. Crawls lead north, se, and sw.
+73 Dead end crawl.
+74 You are in a secret canyon which here runs e/w. It crosses over a
+74 very tight canyon 15 feet below. If you go down you may not be able
+74 to get back up.
+75 You are at a wide place in a very tight n/s canyon.
+76 The canyon here becomes too tight to go further south.
+77 You are in a tall e/w canyon. A low tight crawl goes 3 feet north and
+77 seems to open up.
+78 The canyon runs into a mass of boulders -- dead end.
+79 The stream flows out through a pair of 1 foot diameter sewer pipes.
+79 It would be advisable to use the exit.
+80 You are in a maze of twisty little passages, all alike.
+81 Dead end
+82 Dead end
+83 You are in a maze of twisty little passages, all alike.
+84 You are in a maze of twisty little passages, all alike.
+85 Dead end
+86 Dead end
+87 You are in a maze of twisty little passages, all alike.
+88 You are in a long, narrow corridor stretching out of sight to the
+88 west. At the eastern end is a hole through which you can see a
+88 profusion of leaves.
+89 There is nothing here to climb. Use "up" or "out" to leave the pit.
+90 You have climbed up the plant and out of the pit.
+91 You are at the top of a steep incline above a large room. You could
+91 climb down here, but you would not be able to climb up. There is a
+91 passage leading back to the north.
+92 You are in the Giant Room. The ceiling here is too high up for your
+92 lamp to show it. Cavernous passages lead east, north, and south. On
+92 the west wall is scrawled the inscription, "FEE FIE FOE FOO" [sic].
+93 The passage here is blocked by a recent cave-in.
+94 You are at one end of an immense north/south passage.
+95 You are in a magnificent cavern with a rushing stream, which cascades
+95 over a sparkling waterfall into a roaring whirlpool which disappears
+95 through a hole in the floor. Passages exit to the south and west.
+96 You are in the Soft Room. The walls are covered with heavy curtains,
+96 the floor with a thick pile carpet. Moss covers the ceiling.
+97 This is the Oriental Room. Ancient oriental cave drawings cover the
+97 walls. A gently sloping passage leads upward to the north, another
+97 passage leads se, and a hands and knees crawl leads west.
+98 You are following a wide path around the outer edge of a large cavern.
+98 Far below, through a heavy white mist, strange splashing noises can be
+98 heard. The mist rises up through a fissure in the ceiling. The path
+98 exits to the south and west.
+99 You are in an alcove. A small nw path seems to widen after a short
+99 distance. An extremely tight tunnel leads east. It looks like a very
+99 tight squeeze. An eerie light can be seen at the other end.
+100 You're in a small chamber lit by an eerie green light. An extremely
+100 narrow tunnel exits to the west. A dark corridor leads ne.
+101 You're in the dark-room. A corridor leading south is the only exit.
+102 You are in an arched hall. A coral passage once continued up and east
+102 from here, but is now blocked by debris. The air smells of sea water.
+103 You're in a large room carved out of sedimentary rock. The floor and
+103 walls are littered with bits of shells imbedded in the stone. A
+103 shallow passage proceeds downward, and a somewhat steeper one leads
+103 up. A low hands and knees passage enters from the south.
+104 You are in a long sloping corridor with ragged sharp walls.
+105 You are in a cul-de-sac about eight feet across.
+106 You are in an anteroom leading to a large passage to the east. Small
+106 passages go west and up. The remnants of recent digging are evident.
+106 A sign in midair here says "Cave under construction beyond this point.
+106 Proceed at own risk. [Witt Construction Company]"
+107 You are in a maze of twisty little passages, all different.
+108 You are at Witt's End. Passages lead off in *ALL* directions.
+109 You are in a north/south canyon about 25 feet across. The floor is
+109 covered by white mist seeping in from the north. The walls extend
+109 upward for well over 100 feet. Suspended from some unseen point far
+109 above you, an enormous two-sided mirror is hanging parallel to and
+109 midway between the canyon walls. (The mirror is obviously provided
+109 for the use of the dwarves who, as you know, are extremely vain.) A
+109 small window can be seen in either wall, some fifty feet up.
+110 You're at a low window overlooking a huge pit, which extends up out of
+110 sight. A floor is indistinctly visible over 50 feet below. Traces of
+110 white mist cover the floor of the pit, becoming thicker to the left.
+110 Marks in the dust around the window would seem to indicate that
+110 someone has been here recently. Directly across the pit from you and
+110 25 feet away there is a similar window looking into a lighted room. A
+110 shadowy figure can be seen there peering back at you.
+111 A large stalactite extends from the roof and almost reaches the floor
+111 below. You could climb down it, and jump from it to the floor, but
+111 having done so you would be unable to reach it to climb back up.
+112 You are in a little maze of twisting passages, all different.
+113 You are at the edge of a large underground reservoir. An opaque cloud
+113 of white mist fills the room and rises rapidly upward. The lake is
+113 fed by a stream, which tumbles out of a hole in the wall about 10 feet
+113 overhead and splashes noisily into the water somewhere within the
+113 mist. There is a passage going back toward the south.
+114 Dead end
+115 You are at the northeast end of an immense room, even larger than the
+115 Giant Room. It appears to be a repository for the "Adventure"
+115 program. Massive torches far overhead bathe the room with smoky
+115 yellow light. Scattered about you can be seen a pile of bottles (all
+115 of them empty), a nursery of young beanstalks murmuring quietly, a bed
+115 of oysters, a bundle of black rods with rusty stars on their ends, and
+115 a collection of brass lanterns. Off to one side a great many dwarves
+115 are sleeping on the floor, snoring loudly. A notice nearby reads: "Do
+115 not disturb the dwarves!" An immense mirror is hanging against one
+115 wall, and stretches to the other end of the room, where various other
+115 sundry objects can be glimpsed dimly in the distance.
+116 You are at the southwest end of the repository. To one side is a pit
+116 full of fierce green snakes. On the other side is a row of small
+116 wicker cages, each of which contains a little sulking bird. In one
+116 corner is a bundle of black rods with rusty marks on their ends. A
+116 large number of velvet pillows are scattered about on the floor. A
+116 vast mirror stretches off to the northeast. At your feet is a large
+116 steel grate, next to which is a sign that reads, "Treasure Vault.
+116 Keys in main office."
+117 You are on one side of a large, deep chasm. A heavy white mist rising
+117 up from below obscures all view of the far side. A sw path leads away
+117 from the chasm into a winding corridor.
+118 You are in a long winding corridor sloping out of sight in both
+118 directions.
+119 You are in a secret canyon which exits to the north and east.
+120 You are in a secret canyon which exits to the north and east.
+121 You are in a secret canyon which exits to the north and east.
+122 You are on the far side of the chasm. A ne path leads away from the
+122 chasm on this side.
+123 You're in a long east/west corridor. A faint rumbling noise can be
+123 heard in the distance.
+124 The path forks here. The left fork leads northeast. A dull rumbling
+124 seems to get louder in that direction. The right fork leads southeast
+124 down a gentle slope. The main corridor enters from the west.
+125 The walls are quite warm here. From the north can be heard a steady
+125 roar, so loud that the entire cave seems to be trembling. Another
+125 passage leads south, and a low crawl goes east.
+126 You are on the edge of a breath-taking view. Far below you is an
+126 active volcano, from which great gouts of molten lava come surging
+126 out, cascading back down into the depths. The glowing rock fills the
+126 farthest reaches of the cavern with a blood-red glare, giving every-
+126 thing an eerie, macabre appearance. The air is filled with flickering
+126 sparks of ash and a heavy smell of brimstone. The walls are hot to
+126 the touch, and the thundering of the volcano drowns out all other
+126 sounds. Embedded in the jagged roof far overhead are myriad twisted
+126 formations composed of pure white alabaster, which scatter the murky
+126 light into sinister apparitions upon the walls. To one side is a deep
+126 gorge, filled with a bizarre chaos of tortured rock which seems to
+126 have been crafted by the devil himself. An immense river of fire
+126 crashes out from the depths of the volcano, burns its way through the
+126 gorge, and plummets into a bottomless pit far off to your left. To
+126 the right, an immense geyser of blistering steam erupts continuously
+126 from a barren island in the center of a sulfurous lake, which bubbles
+126 ominously. The far right wall is aflame with an incandescence of its
+126 own, which lends an additional infernal splendor to the already
+126 hellish scene. A dark, foreboding passage exits to the south.
+127 You are in a small chamber filled with large boulders. The walls are
+127 very warm, causing the air in the room to be almost stifling from the
+127 heat. The only exit is a crawl heading west, through which is coming
+127 a low rumbling.
+128 You are walking along a gently sloping north/south passage lined with
+128 oddly shaped limestone formations.
+129 You are standing at the entrance to a large, barren room. A notice
+129 above the entrance reads: "Caution! Bear in room!"
+130 You are inside a barren room. The center of the room is completely
+130 empty except for some dust. Marks in the dust lead away toward the
+130 far end of the room. The only exit is the way you came in.
+131 You are in a maze of twisting little passages, all different.
+132 You are in a little maze of twisty passages, all different.
+133 You are in a twisting maze of little passages, all different.
+134 You are in a twisting little maze of passages, all different.
+135 You are in a twisty little maze of passages, all different.
+136 You are in a twisty maze of little passages, all different.
+137 You are in a little twisty maze of passages, all different.
+138 You are in a maze of little twisting passages, all different.
+139 You are in a maze of little twisty passages, all different.
+140 Dead end
+141 You are in a long, rough-hewn, north/south corridor.
+142 There is no way to go that direction.
+143 You are in a large chamber with passages to the west and north.
+144 You are in the ogre's storeroom. The only exit is to the south.
+145 You are wandering aimlessly through the forest.
+146 You are wandering aimlessly through the forest.
+147 You are wandering aimlessly through the forest.
+148 You are wandering aimlessly through the forest.
+149 You are wandering aimlessly through the forest.
+150 You are wandering aimlessly through the forest.
+151 You are wandering aimlessly through the forest.
+152 You are wandering aimlessly through the forest.
+153 You are wandering aimlessly through the forest.
+154 You are wandering aimlessly through the forest.
+155 You are wandering aimlessly through the forest.
+156 You are wandering aimlessly through the forest.
+157 You are wandering aimlessly through the forest.
+158 You are wandering aimlessly through the forest.
+159 You are wandering aimlessly through the forest.
+160 You are wandering aimlessly through the forest.
+161 You are wandering aimlessly through the forest.
+162 You are wandering aimlessly through the forest.
+163 You are wandering aimlessly through the forest.
+164 You are wandering aimlessly through the forest.
+165 You are wandering aimlessly through the forest.
+166 You are wandering aimlessly through the forest.
+167 You are on a small ledge on one face of a sheer cliff. There are no
+167 paths away from the ledge. Across the chasm is a small clearing
+167 surrounded by forest.
+168 You are walking across the bottom of the reservoir. Walls of water
+168 rear up on either side. The roar of the water cascading past is
+168 nearly deafening, and the mist is so thick you can barely see.
+169 You are at the northern edge of the reservoir. A northwest passage
+169 leads sharply up from here.
+170 You are scrambling along a treacherously steep, rocky passage.
+171 You are on a very steep incline, which widens at it goes upward.
+172 You are at the base of a nearly vertical cliff. There are some
+172 slim footholds which would enable you to climb up, but it looks
+172 extremely dangerous. Here at the base of the cliff lie the remains
+172 of several earlier adventurers who apparently failed to make it.
+173 You are climbing along a nearly vertical cliff.
+174 Just as you reach the top, your foot slips on a loose rock and you
+174 tumble several hundred feet to join the other unlucky adventurers.
+175 Just as you reach the top, your foot slips on a loose rock and you
+175 make one last desperate grab. Your luck holds, as does your grip.
+175 With an enormous heave, you lift yourself to the ledge above.
+176 You are on a small ledge at the top of a nearly vertical cliff.
+176 There is a low crawl leading off to the northeast.
+177 You have reached a dead end.
+178 There is now one more gruesome aspect to the spectacular vista.
+179 >>Foof!<<
+180 >>Foof!<<
+181 >>Foof!<<
+182 >>Foof!<<
+183 >>Foof!<<
+184 >>Foof!<<
+-1
+2
+1 You're in front of building.
+2 You're at hill in road.
+3 You're inside building.
+4 You're in valley.
+5 You're at end of road.
+6 You're at cliff.
+7 You're at slit in streambed.
+8 You're outside grate.
+9 You're below the grate.
+10 You're in cobble crawl.
+11 You're in debris room.
+13 You're in bird chamber.
+14 You're at top of small pit.
+15 You're in Hall of Mists.
+17 You're on east bank of fissure.
+18 You're in nugget-of-gold room.
+19 You're in Hall of Mt King.
+23 You're at west end of Twopit Room.
+24 You're in east pit.
+25 You're in west pit.
+27 You're on west bank of fissure.
+28 You're in n/s passage above e/w passage.
+30 You're in the west side chamber.
+33 You're at "Y2".
+35 You're at window on pit.
+36 You're in dirty passage.
+37 You're at brink of small pit.
+38 You're at bottom of pit with stream.
+39 You're in dusty rock room.
+41 You're at west end of Hall of Mists.
+57 You're at brink of pit.
+60 You're at east end of long hall.
+61 You're at west end of long hall.
+64 You're at complex junction.
+65 You're in Bedquilt.
+66 You're in Swiss Cheese Room.
+67 You're at east end of Twopit Room.
+68 You're in Slab Room.
+71 You're at junction of three secret canyons.
+72 You're in large low room.
+74 You're in secret e/w canyon above tight canyon.
+88 You're in narrow corridor.
+91 You're at steep incline above large room.
+92 You're in Giant Room.
+95 You're in cavern with waterfall.
+96 You're in Soft Room.
+97 You're in Oriental Room.
+98 You're in misty cavern.
+99 You're in alcove.
+100 You're in Plover Room.
+101 You're in dark-room.
+102 You're in arched hall.
+103 You're in Shell Room.
+106 You're in anteroom.
+108 You're at Witt's End.
+109 You're in Mirror Canyon.
+110 You're at window on pit.
+111 You're at top of stalactite.
+113 You're at reservoir.
+115 You're at ne end.
+116 You're at sw end.
+117 You're on sw side of chasm.
+118 You're in sloping corridor.
+122 You're on ne side of chasm.
+123 You're in corridor.
+124 You're at fork in path.
+125 You're at junction with warm walls.
+126 You're at breath-taking view.
+127 You're in Chamber of Boulders.
+128 You're in limestone passage.
+129 You're in front of Barren Room.
+130 You're in Barren Room.
+167 You're on ledge.
+168 You're at bottom of reservoir.
+169 You're north of reservoir.
+172 You're at base of cliff.
+176 You're at top of cliff.
+-1
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+-1
+4
+2 ROAD
+2 HILL
+3 ENTER
+4 UPSTR
+5 DOWNS
+6 FORES
+7 FORWA
+7 CONTI
+7 ONWAR
+8 BACK
+8 RETUR
+8 RETRE
+9 VALLE
+10 STAIR
+11 OUT
+11 OUTSI
+11 EXIT
+11 LEAVE
+12 BUILD
+12 HOUSE
+13 GULLY
+14 STREA
+15 FORK
+16 BED
+17 CRAWL
+18 COBBL
+19 INWAR
+19 INSID
+19 IN
+20 SURFA
+21 NULL
+21 NOWHE
+22 DARK
+23 PASSA
+23 TUNNE
+24 LOW
+25 CANYO
+26 AWKWA
+27 GIANT
+28 VIEW
+29 UPWAR
+29 UP
+29 U
+29 ABOVE
+29 ASCEN
+30 D
+30 DOWNW
+30 DOWN
+30 DESCE
+31 PIT
+32 OUTDO
+33 CRACK
+34 STEPS
+35 DOME
+36 LEFT
+37 RIGHT
+38 HALL
+39 JUMP
+40 BARRE
+41 OVER
+42 ACROS
+43 EAST
+43 E
+44 WEST
+44 W
+45 NORTH
+45 N
+46 SOUTH
+46 S
+47 NE
+48 SE
+49 SW
+50 NW
+51 DEBRI
+52 HOLE
+53 WALL
+54 BROKE
+55 Y2
+56 CLIMB
+57 LOOK
+57 EXAMI
+57 TOUCH
+57 DESCR
+58 FLOOR
+59 ROOM
+60 SLIT
+61 SLAB
+61 SLABR
+62 XYZZY
+63 DEPRE
+64 ENTRA
+65 PLUGH
+66 SECRE
+67 CAVE
+69 CROSS
+70 BEDQU
+71 PLOVE
+72 ORIEN
+73 CAVER
+74 SHELL
+75 RESER
+76 MAIN
+76 OFFIC
+1001 KEYS
+1001 KEY
+1002 LAMP
+1002 LANTE
+1003 GRATE
+1004 CAGE
+1005 ROD
+1006 ROD (MUST BE NEXT OBJECT AFTER "REAL" ROD)
+1007 STEPS
+1008 BIRD
+1009 DOOR
+1010 PILLO
+1010 VELVE
+1011 SNAKE
+1012 FISSU
+1013 TABLE
+1014 CLAM
+1015 OYSTE
+1016 MAGAZ
+1016 ISSUE
+1016 SPELU
+1016 "SPEL
+1017 DWARF
+1017 DWARV
+1018 KNIFE
+1018 KNIVE
+1019 FOOD
+1019 RATIO
+1020 BOTTL
+1020 JAR
+1021 WATER
+1021 H2O
+1022 OIL
+1023 MIRRO
+1024 PLANT
+1024 BEANS
+1025 PLANT (MUST BE NEXT OBJECT AFTER "REAL" PLANT)
+1026 STALA
+1027 SHADO
+1027 FIGUR
+1027 WINDO (SAME AS FIGURE)
+1028 AXE
+1029 DRAWI
+1030 PIRAT
+1030 GENIE
+1030 DJINN
+1031 DRAGO
+1032 CHASM
+1033 TROLL
+1034 TROLL (MUST BE NEXT OBJECT AFTER "REAL" TROLL)
+1035 BEAR
+1036 MESSA
+1037 VOLCA
+1037 GEYSE (SAME AS VOLCANO)
+1038 MACHI
+1038 VENDI
+1039 BATTE
+1040 CARPE
+1040 MOSS
+1040 CURTA (SAME AS CARPET)
+1041 OGRE
+1042 URN
+1043 CAVIT
+1044 BLOOD
+1045 RESER (VERB OVERRIDES)
+1046 APPEN
+1046 LEPOR
+1047 MUD
+1048 NOTE
+1049 SIGN
+1050 GOLD
+1050 NUGGE
+1051 DIAMO
+1052 SILVE
+1052 BARS
+1053 JEWEL
+1054 COINS
+1055 CHEST
+1055 BOX
+1055 TREAS
+1056 EGGS
+1056 EGG
+1056 NEST
+1057 TRIDE
+1058 VASE
+1058 MING
+1058 SHARD
+1058 POTTE
+1059 EMERA
+1060 PLATI
+1060 PYRAM
+1061 PEARL
+1062 RUG
+1062 PERSI
+1063 SPICE
+1064 CHAIN
+1065 RUBY
+1066 JADE
+1066 NECKL
+1067 AMBER
+1067 GEMST
+1068 SAPPH
+1069 EBONY
+1069 STATU
+2001 CARRY
+2001 TAKE
+2001 KEEP
+2001 CATCH
+2001 STEAL
+2001 CAPTU
+2001 GET
+2001 TOTE
+2001 SNARF
+2002 DROP
+2002 RELEA
+2002 FREE
+2002 DISCA
+2002 DUMP
+2003 SAY
+2003 CHANT
+2003 SING
+2003 UTTER
+2003 MUMBL
+2004 UNLOC
+2004 OPEN
+2005 NOTHI
+2006 LOCK
+2006 CLOSE
+2007 LIGHT
+2007 ON
+2008 EXTIN
+2008 OFF
+2009 WAVE
+2009 SHAKE
+2009 SWING
+2010 CALM
+2010 PLACA
+2010 TAME
+2011 WALK
+2011 RUN
+2011 TRAVE
+2011 GO
+2011 PROCE
+2011 CONTI
+2011 EXPLO
+2011 FOLLO
+2011 TURN
+2012 ATTAC
+2012 KILL
+2012 FIGHT
+2012 HIT
+2012 STRIK
+2012 SLAY
+2013 POUR
+2014 EAT
+2014 DEVOU
+2015 DRINK
+2016 RUB
+2017 THROW
+2017 TOSS
+2018 QUIT
+2019 FIND
+2019 WHERE
+2020 INVEN
+2021 FEED
+2022 FILL
+2023 BLAST
+2023 DETON
+2023 IGNIT
+2023 BLOWU
+2024 SCORE
+2025 FEE
+2025 FIE
+2025 FOE
+2025 FOO
+2025 FUM
+2026 BRIEF
+2027 READ
+2027 PERUS
+2028 BREAK
+2028 SHATT
+2028 SMASH
+2029 WAKE
+2029 DISTU
+2030 SUSPE
+2030 PAUSE
+2030 SAVE
+2031 RESUM
+2031 RESTA
+2032 FLY
+2033 LISTE
+2034 Z'ZZZ (GETS REPLACED)
+3001 FEE
+3002 FIE
+3003 FOE
+3004 FOO
+3005 FUM
+3013 THANK
+3050 SESAM
+3050 OPENS
+3050 ABRA
+3050 ABRAC
+3050 SHAZA
+3050 HOCUS
+3050 POCUS
+3051 HELP
+3051 ?
+3054 NO
+3064 TREE
+3064 TREES
+3066 DIG
+3066 EXCAV
+3068 LOST
+3069 MIST
+3079 FUCK
+3139 STOP
+3142 INFO
+3142 INFOR
+3147 SWIM
+3246 WIZAR
+3271 YES
+3275 NEWS
+-1
+5
+1 Set of keys
+000 There are some keys on the ground here.
+2 Brass lantern
+000 There is a shiny brass lamp nearby.
+100 There is a lamp shining nearby.
+3 *grate
+000 The grate is locked.
+100 The grate is open.
+4 Wicker cage
+000 There is a small wicker cage discarded nearby.
+5 Black rod
+000 A three foot black rod with a rusty star on an end lies nearby.
+6 Black rod
+000 A three foot black rod with a rusty mark on an end lies nearby.
+7 *steps
+000 Rough stone steps lead down the pit.
+100 Rough stone steps lead up the dome.
+8 Little bird in cage
+000 A cheerful little bird is sitting here singing.
+100 There is a little bird in the cage.
+200 A cheerful little bird is sitting here singing.
+300 The bird's singing is quite melodious.
+400 The bird does not seem inclined to sing while in the cage.
+500 It almost seems as though the bird is trying to tell you something.
+600 To your surprise, you can understand the bird's chirping; it is
+600 singing about the joys of its forest home.
+700 The bird does not seem inclined to sing while in the cage.
+800 The bird is singing to you in gratitude for your having returned it to
+800 its home. In return, it informs you of a magic word which it thinks
+800 you may find useful somewhere near the Hall of Mists. The magic word
+800 changes frequently, but for now the bird believes it is "%W". You
+800 thank the bird for this information, and it flies off into the forest.
+9 *rusty door
+000 The way north is barred by a massive, rusty, iron door.
+100 The way north leads through a massive, rusty, iron door.
+10 Velvet pillow
+000 A small velvet pillow lies on the floor.
+11 *snake
+000 A huge green fierce snake bars the way!
+100 %! (chased away)
+200 The snake is hissing venomously.
+12 *fissure
+000 %!
+100 A crystal bridge now spans the fissure.
+200 The crystal bridge has vanished!
+13 *stone tablet
+000 A massive stone tablet imbedded in the wall reads:
+000 "Congratulations on bringing light into the dark-room!"
+100 "Congratulations on bringing light into the dark-room!"
+14 Giant clam >GRUNT!<
+000 There is an enormous clam here with its shell tightly closed.
+100 The clam is as tight-mouthed as a, er, clam.
+15 Giant oyster >GROAN!<
+000 There is an enormous oyster here with its shell tightly closed.
+100 Interesting. There seems to be something written on the underside of
+100 the oyster.
+200 Even though it's an oyster, the critter's as tight-mouthed as a clam.
+300 It says the same thing it did before. Hm, maybe it's a pun?
+16 "Spelunker Today"
+000 There are a few recent issues of "Spelunker Today" magazine here.
+100 I'm afraid the magazine is written in dwarvish. But pencilled on one
+100 cover you see, "Please leave the magazines at the construction site."
+19 Tasty food
+000 There is food here.
+20 Small bottle
+000 There is a bottle of water here.
+100 There is an empty bottle here.
+200 There is a bottle of oil here.
+21 Water in the bottle
+22 Oil in the bottle
+23 *mirror
+000 %!
+24 *plant
+000 There is a tiny little plant in the pit, murmuring "water, water, ..."
+100 There is a 12-foot-tall beanstalk stretching up out of the pit,
+100 bellowing "WATER!! WATER!!"
+200 There is a gigantic beanstalk stretching all the way up to the hole.
+300 The plant spurts into furious growth for a few seconds.
+400 The plant grows explosively, almost filling the bottom of the pit.
+500 You've over-watered the plant! It's shriveling up! And now . . .
+600 The plant continues to ask plaintively for water.
+700 The plant continues to demand water.
+800 The plant now maintains a contented silence.
+25 *phony plant (seen in Twopit Room only when tall enough)
+000 %!
+100 The top of a 12-foot-tall beanstalk is poking out of the west pit.
+200 There is a huge beanstalk growing out of the west pit up to the hole.
+26 *stalactite
+000 %!
+27 *shadowy figure and/or window
+000 The shadowy figure seems to be trying to attract your attention.
+28 Dwarf's axe
+000 There is a little axe here.
+100 There is a little axe lying beside the bear.
+29 *cave drawings
+000 %!
+30 *pirate/genie
+000 %! (never present)
+31 *dragon
+000 A huge green fierce dragon bars the way!
+100 The blood-specked body of a huge green dead dragon lies to one side.
+200 The body of a huge green dead dragon is lying off to one side.
+300 Congratulations! You have just vanquished a dragon with your bare
+300 hands! (Unbelievable, isn't it?)
+400 The dragon's ominous hissing does not bode well for you.
+500 The dragon is, not surprisingly, silent.
+600 The dragon is, not surprisingly, silent.
+32 *chasm
+000 A rickety wooden bridge extends across the chasm, vanishing into the
+000 mist. A notice posted on the bridge reads, "Stop! Pay troll!"
+100 The wreckage of a bridge (and a dead bear) can be seen at the bottom
+100 of the chasm.
+33 *troll
+000 A burly troll stands by the bridge and insists you throw him a
+000 treasure before you may cross.
+100 The troll steps out from beneath the bridge and blocks your way.
+200 %! (chased away)
+300 The troll sounds quite adamant in his demand for a treasure.
+34 *phony troll
+000 The troll is nowhere to be seen.
+35 %! (bear uses rtext 141)
+000 There is a ferocious cave bear eying you from the far end of the room!
+100 There is a gentle cave bear sitting placidly in one corner.
+200 There is a contented-looking bear wandering about nearby.
+300 %! (dead)
+36 *message in second maze
+000 There is a message scrawled in the dust in a flowery script, reading:
+000 "This is not the maze where the pirate leaves his treasure chest."
+100 "This is not the maze where the pirate leaves his treasure chest."
+37 *volcano and/or geyser
+000 %!
+38 *vending machine
+000 There is a massive and somewhat battered vending machine here. The
+000 instructions on it read: "Drop coins here to receive fresh batteries."
+100 "Drop coins here to receive fresh batteries."
+200 As you strike the vending machine, it pivots backward along with a
+200 section of wall, revealing a dark passage leading south.
+300 There is a massive vending machine here, swung back to reveal a
+300 southward passage.
+400 "Drop coins here to receive fresh batteries."
+500 The vending machine swings back to block the passage.
+39 Batteries
+000 There are fresh batteries here.
+100 Some worn-out batteries have been discarded nearby.
+40 *carpet and/or moss and/or curtains
+000 %!
+41 *ogre
+000 A formidable ogre bars the northern exit.
+100 The ogre is apparently the strong, silent type.
+42 *urn
+000 A small urn is embedded in the rock.
+100 A small urn full of oil is embedded in the rock.
+200 A small oil flame extrudes from an urn embedded in the rock.
+43 *cavity
+000 %! (something in it)
+100 There is a small urn-shaped cavity in the rock.
+44 *blood
+000 %! (described with dragon)
+45 *reservoir
+000 %!
+100 The waters have parted to form a narrow path across the reservoir.
+200 The waters crash together again.
+46 Leporine appendage
+000 Your keen eye spots a severed leporine appendage lying on the ground.
+47 *mud
+000 %!
+100 "MAGIC WORD XYZZY"
+48 *note
+000 %!
+100 "You won't get it up the steps"
+49 *sign
+000 %!
+100 Cave under construction beyond this point.
+100 Proceed at own risk.
+100 [Witt Construction Company]
+200 "Treasure Vault. Keys in main office."
+50 Large gold nugget
+000 There is a large sparkling nugget of gold here!
+51 Several diamonds
+000 There are diamonds here!
+52 Bars of silver
+000 There are bars of silver here!
+53 Precious jewelry
+000 There is precious jewelry here!
+54 Rare coins
+000 There are many coins here!
+55 Treasure chest
+000 The pirate's treasure chest is here!
+56 Golden eggs
+000 There is a large nest here, full of golden eggs!
+100 The nest of golden eggs has vanished!
+200 Done!
+57 Jeweled trident
+000 There is a jewel-encrusted trident here!
+58 Ming vase
+000 There is a delicate, precious, ming vase here!
+100 The vase is now resting, delicately, on a velvet pillow.
+200 The floor is littered with worthless shards of pottery.
+300 The ming vase drops with a delicate crash.
+59 Egg-sized emerald
+000 There is an emerald here the size of a plover's egg!
+100 There is an emerald resting in a small cavity in the rock!
+60 Platinum pyramid
+000 There is a platinum pyramid here, 8 inches on a side!
+61 Glistening pearl
+000 Off to one side lies a glistening pearl!
+62 Persian rug
+000 There is a persian rug spread out on the floor!
+100 The dragon is sprawled out on a persian rug!!
+200 There is a persian rug here, hovering in mid-air!
+63 Rare spices
+000 There are rare spices here!
+64 Golden chain
+000 There is a golden chain lying in a heap on the floor!
+100 The bear is locked to the wall with a golden chain!
+200 There is a golden chain locked to the wall!
+65 Giant ruby
+000 There is an enormous ruby here!
+100 There is a ruby resting in a small cavity in the rock!
+66 Jade necklace
+000 A precious jade necklace has been dropped here!
+67 Amber gemstone
+000 There is a rare amber gemstone here!
+100 There is an amber gemstone resting in a small cavity in the rock!
+68 Star sapphire
+000 A brilliant blue star sapphire is here!
+100 There is a star sapphire resting in a small cavity in the rock!
+69 Ebony statuette
+000 There is a richly-carved ebony statuette here!
+-1
+6
+1 Somewhere nearby is Colossal Cave, where others have found fortunes in
+1 treasure and gold, though it is rumored that some who enter are never
+1 seen again. Magic is said to work in the cave. I will be your eyes
+1 and hands. Direct me with commands of 1 or 2 words. I should warn
+1 you that I look at only the first five letters of each word, so you'll
+1 have to enter "northeast" as "ne" to distinguish it from "north".
+1 You can type "help" for some general hints. For information on how
+1 to end your adventure, scoring, etc., type "info".
+1 - - -
+1 This program was originally developed by Willie Crowther. Most of the
+1 features of the current program were added by Don Woods. Contact Don
+1 if you have any questions, comments, etc.
+2 A little dwarf with a big knife blocks your way.
+3 A little dwarf just walked around a corner, saw you, threw a little
+3 axe at you which missed, cursed, and ran away.
+4 There are %1 threatening little dwarves in the room with you.
+5 There is a threatening little dwarf in the room with you!
+6 One sharp nasty knife is thrown at you!
+7 A hollow voice says "PLUGH".
+8 It gets you!
+9 It misses!
+10 I am unsure how you are facing. Use compass points or nearby objects.
+11 I don't know in from out here. Use compass points or name something
+11 in the general direction you want to go.
+12 I don't know how to apply that word here.
+13 You're quite welcome.
+14 I'm game. Would you care to explain how?
+15 Sorry, but I am not allowed to give more detail. I will repeat the
+15 long description of your location.
+16 It is now pitch dark. If you proceed you will likely fall into a pit.
+17 If you prefer, simply type w rather than west.
+18 Are you trying to catch the bird?
+19 Something about you seems to be frightening the bird. Perhaps you
+19 might figure out what it is.
+20 Are you trying to somehow deal with the snake?
+21 You can't kill the snake, or drive it away, or avoid it, or anything
+21 like that. There is a way to get by, but you don't have the necessary
+21 resources right now.
+22 Do you really want to quit now?
+23 You fell into a pit and broke every bone in your body!
+24 You are already carrying it!
+25 You can't be serious!
+26 The bird seemed unafraid at first, but as you approach it becomes
+26 disturbed and you cannot catch it.
+27 You can catch the bird, but you cannot carry it.
+28 There is nothing here with a lock!
+29 You aren't carrying it!
+30 The little bird attacks the green snake, and in an astounding flurry
+30 drives the snake away.
+31 You have no keys!
+32 It has no lock.
+33 I don't know how to lock or unlock such a thing.
+34 It was already locked.
+35 The grate is now locked.
+36 The grate is now unlocked.
+37 It was already unlocked.
+38 The urn is empty and will not light.
+39 Your lamp is now on.
+40 Your lamp is now off.
+41 There is no way to get past the bear to unlock the chain, which is
+41 probably just as well.
+42 Nothing happens.
+43 Where?
+44 There is nothing here to attack.
+45 The little bird is now dead. Its body disappears.
+46 Attacking the snake both doesn't work and is very dangerous.
+47 You killed a little dwarf.
+48 You attack a little dwarf, but he dodges out of the way.
+49 With what? Your bare hands?
+50 Good try, but that is an old worn-out magic word.
+51 I know of places, actions, and things. Most of my vocabulary
+51 describes places and is used to move you there. To move, try words
+51 like forest, building, downstream, enter, east, west, north, south,
+51 up, or down. I know about a few special objects, like a black rod
+51 hidden in the cave. These objects can be manipulated using some of
+51 the action words that I know. Usually you will need to give both the
+51 object and action words (in either order), but sometimes I can infer
+51 the object from the verb alone. Some objects also imply verbs; in
+51 particular, "inventory" implies "take inventory", which causes me to
+51 give you a list of what you're carrying. Some objects have unexpected
+51 effects; the effects are not always desirable! Usually people having
+51 trouble moving just need to try a few more words. Usually people
+51 trying unsuccessfully to manipulate an object are attempting something
+51 beyond their (or my!) capabilities and should try a completely
+51 different tack. One point often confusing to beginners is that, when
+51 there are several ways to go in a certain direction (e.g., if there
+51 are several holes in a wall), choosing that direction in effect
+51 chooses one of the ways at random; often, though, by specifying the
+51 place you want to reach you can guarantee choosing the right path.
+51 Also, to speed the game you can sometimes move long distances with a
+51 single word. For example, "building" usually gets you to the building
+51 from anywhere above ground except when lost in the forest. Also, note
+51 that cave passages and forest paths turn a lot, so leaving one place
+51 heading north doesn't guarantee entering the next from the south.
+51 However (another important point), except when you've used a "long
+51 distance" word such as "building", there is always a way to go back
+51 where you just came from unless I warn you to the contrary, even
+51 though the direction that takes you back might not be the reverse of
+51 what got you here. Good luck, and have fun!
+52 There is no way to go that direction.
+53 Please stick to 1- and 2-word commands.
+54 OK
+55 You can't unlock the keys.
+56 You have crawled around in some little holes and wound up back in the
+56 main passage.
+57 I don't know where the cave is, but hereabouts no stream can run on
+57 the surface for long. I would try the stream.
+58 I need more detailed instructions to do that.
+59 I can only tell you what you see as you move about and manipulate
+59 things. I cannot tell you where remote things are.
+60 The ogre snarls and shoves you back.
+61 Huh?
+62 Are you trying to get into the cave?
+63 The grate is very solid and has a hardened steel lock. You cannot
+63 enter without a key, and there are no keys nearby. I would recommend
+63 looking elsewhere for the keys.
+64 The trees of the forest are large hardwood oak and maple, with an
+64 occasional grove of pine or spruce. There is quite a bit of under-
+64 growth, largely birch and ash saplings plus nondescript bushes of
+64 various sorts. This time of year visibility is quite restricted by
+64 all the leaves, but travel is quite easy if you detour around the
+64 spruce and berry bushes.
+65 Welcome to Adventure!! Would you like instructions?
+66 Digging without a shovel is quite impractical. Even with a shovel
+66 progress is unlikely.
+67 Blasting requires dynamite.
+68 I'm as confused as you are.
+69 Mist is a white vapor, usually water, seen from time to time in
+69 caverns. It can be found anywhere but is frequently a sign of a deep
+69 pit leading down to water.
+70 Your feet are now wet.
+71 I think I just lost my appetite.
+72 Thank you, it was delicious!
+73 You have taken a drink from the stream. The water tastes strongly of
+73 minerals, but is not unpleasant. It is extremely cold.
+74 The bottle of water is now empty.
+75 Rubbing the electric lamp is not particularly rewarding. Anyway,
+75 nothing exciting happens.
+76 Peculiar. Nothing unexpected happens.
+77 Your bottle is empty and the ground is wet.
+78 You can't pour that.
+79 Watch it!
+80 Which way?
+81 Oh dear, you seem to have gotten yourself killed. I might be able to
+81 help you out, but I've never really done this before. Do you want me
+81 to try to reincarnate you?
+82 All right. But don't blame me if something goes wr......
+82 --- POOF!! ---
+82 You are engulfed in a cloud of orange smoke. Coughing and gasping,
+82 you emerge from the smoke and find....
+83 You clumsy oaf, you've done it again! I don't know how long I can
+83 keep this up. Do you want me to try reincarnating you again?
+84 Okay, now where did I put my orange smoke?.... >POOF!<
+84 Everything disappears in a dense cloud of orange smoke.
+85 Now you've really done it! I'm out of orange smoke! You don't expect
+85 me to do a decent reincarnation without any orange smoke, do you?
+86 Okay, if you're so smart, do it yourself! I'm leaving!
+90 >>> messages 81 thru 90 are reserved for "obituaries". <<<
+91 Sorry, but I no longer seem to remember how it was you got here.
+92 You can't carry anything more. You'll have to drop something first.
+93 You can't go through a locked steel grate!
+94 I believe what you want is right here with you.
+95 You don't fit through a two-inch slit!
+96 I respectfully suggest you go across the bridge instead of jumping.
+97 There is no way across the fissure.
+98 You're not carrying anything.
+99 You are currently holding the following:
+100 It's not hungry (it's merely pinin' for the fjords). Besides, you
+100 have no bird seed.
+101 The snake has now devoured your bird.
+102 There's nothing here it wants to eat (except perhaps you).
+103 You fool, dwarves eat only coal! Now you've made him *REALLY* mad!!
+104 You have nothing in which to carry it.
+105 Your bottle is already full.
+106 There is nothing here with which to fill the bottle.
+107 Your bottle is now full of water.
+108 Your bottle is now full of oil.
+109 You can't fill that.
+110 Don't be ridiculous!
+111 The door is extremely rusty and refuses to open.
+112 The plant indignantly shakes the oil off its leaves and asks, "Water?"
+113 The hinges are quite thoroughly rusted now and won't budge.
+114 The oil has freed up the hinges so that the door will now move,
+114 although it requires some effort.
+115 The plant has exceptionally deep roots and cannot be pulled free.
+116 The dwarves' knives vanish as they strike the walls of the cave.
+117 Something you're carrying won't fit through the tunnel with you.
+117 You'd best take inventory and drop something.
+118 You can't fit this five-foot clam through that little passage!
+119 You can't fit this five-foot oyster through that little passage!
+120 I advise you to put down the clam before opening it. >STRAIN!<
+121 I advise you to put down the oyster before opening it. >WRENCH!<
+122 You don't have anything strong enough to open the clam.
+123 You don't have anything strong enough to open the oyster.
+124 A glistening pearl falls out of the clam and rolls away. Goodness,
+124 this must really be an oyster. (I never was very good at identifying
+124 bivalves.) Whatever it is, it has now snapped shut again.
+125 The oyster creaks open, revealing nothing but oyster inside. It
+125 promptly snaps shut again.
+126 You have crawled around in some little holes and found your way
+126 blocked by a recent cave-in. You are now back in the main passage.
+127 There are faint rustling noises from the darkness behind you.
+128 Out from the shadows behind you pounces a bearded pirate! "Har, har,"
+128 he chortles, "I'll just take all this booty and hide it away with me
+128 chest deep in the maze!" He snatches your treasure and vanishes into
+128 the gloom.
+129 A sepulchral voice reverberating through the cave, says, "Cave closing
+129 soon. All adventurers exit immediately through main office."
+130 A mysterious recorded voice groans into life and announces:
+130 "This exit is closed. Please leave via main office."
+131 It looks as though you're dead. Well, seeing as how it's so close to
+131 closing time anyway, I think we'll just call it a day.
+132 The sepulchral voice intones, "The cave is now closed." As the echoes
+132 fade, there is a blinding flash of light (and a small puff of orange
+132 smoke). . . . As your eyes refocus, you look around and find...
+133 There is a loud explosion, and a twenty-foot hole appears in the far
+133 wall, burying the dwarves in the rubble. You march through the hole
+133 and find yourself in the main office, where a cheering band of
+133 friendly elves carry the conquering adventurer off into the sunset.
+134 There is a loud explosion, and a twenty-foot hole appears in the far
+134 wall, burying the snakes in the rubble. A river of molten lava pours
+134 in through the hole, destroying everything in its path, including you!
+135 There is a loud explosion, and you are suddenly splashed across the
+135 walls of the room.
+136 The resulting ruckus has awakened the dwarves. There are now several
+136 threatening little dwarves in the room with you! Most of them throw
+136 knives at you! All of them get you!
+137 Oh, leave the poor unhappy bird alone.
+138 I daresay whatever you want is around here somewhere.
+139 I don't know the word "stop". Use "quit" if you want to give up.
+140 You can't get there from here.
+141 You are being followed by a very large, tame bear.
+142 For a summary of the most recent changes to the game, say "news".
+142 If you want to end your adventure early, say "quit". To suspend your
+142 adventure such that you can continue later, say "suspend" (or "pause"
+142 or "save"). To see how well you're doing, say "score". To get full
+142 credit for a treasure, you must have left it safely in the building,
+142 though you get partial credit just for locating it. You lose points
+142 for getting killed, or for quitting, though the former costs you more.
+142 There are also points based on how much (if any) of the cave you've
+142 managed to explore; in particular, there is a large bonus just for
+142 getting in (to distinguish the beginners from the rest of the pack),
+142 and there are other ways to determine whether you've been through some
+142 of the more harrowing sections. If you think you've found all the
+142 treasures, just keep exploring for a while. If nothing interesting
+142 happens, you haven't found them all yet. If something interesting
+142 *DOES* happen (incidentally, there *ARE* ways to hasten things along),
+142 it means you're getting a bonus and have an opportunity to garner many
+142 more points in the Master's section. I may occasionally offer hints
+142 if you seem to be having trouble. If I do, I'll warn you in advance
+142 how much it will affect your score to accept the hints. Finally, to
+142 save time, you may specify "brief", which tells me never to repeat the
+142 full description of a place unless you explicitly ask me to.
+143 Now let's see you do it without suspending in mid-Adventure.
+144 There is nothing here with which to fill it.
+145 The sudden change in temperature has delicately shattered the vase.
+146 It is beyond your power to do that.
+147 I don't know how.
+148 It is too far up for you to reach.
+149 You killed a little dwarf. The body vanishes in a cloud of greasy
+149 black smoke.
+150 The shell is very strong and is impervious to attack.
+151 What's the matter, can't you read? Now you'd best start over.
+152 The axe bounces harmlessly off the dragon's thick scales.
+153 The dragon looks rather nasty. You'd best not try to get by.
+154 The little bird attacks the green dragon, and in an astounding flurry
+154 gets burnt to a cinder. The ashes blow away.
+155 On what?
+156 Okay, from now on I'll only describe a place in full the first time
+156 you come to it. To get the full description, say "look".
+157 Trolls are close relatives with the rocks and have skin as tough as
+157 that of a rhinoceros. The troll fends off your blows effortlessly.
+158 The troll deftly catches the axe, examines it carefully, and tosses it
+158 back, declaring, "Good workmanship, but it's not valuable enough."
+159 The troll catches your treasure and scurries away out of sight.
+160 The troll refuses to let you cross.
+161 There is no longer any way across the chasm.
+162 Just as you reach the other side, the bridge buckles beneath the
+162 weight of the bear, which was still following you around. You
+162 scrabble desperately for support, but as the bridge collapses you
+162 stumble back and fall into the chasm.
+163 The bear lumbers toward the troll, who lets out a startled shriek and
+163 scurries away. The bear soon gives up the pursuit and wanders back.
+164 The axe misses and lands near the bear where you can't get at it.
+165 With what? Your bare hands? Against *HIS* bear hands??
+166 The bear is confused; he only wants to be your friend.
+167 For crying out loud, the poor thing is already dead!
+168 The bear eagerly wolfs down your food, after which he seems to calm
+168 down considerably and even becomes rather friendly.
+169 The bear is still chained to the wall.
+170 The chain is still locked.
+171 The chain is now unlocked.
+172 The chain is now locked.
+173 There is nothing here to which the chain can be locked.
+174 There is nothing here to eat.
+175 Do you want the hint?
+176 Do you need help getting out of the maze?
+177 You can make the passages look less alike by dropping things.
+178 Are you trying to explore beyond the plover room?
+179 There is a way to explore that region without having to worry about
+179 falling into a pit. None of the objects available is immediately
+179 useful in discovering the secret.
+180 Do you need help getting out of here?
+181 Don't go west.
+182 Gluttony is not one of the troll's vices. Avarice, however, is.
+183 Your lamp is getting dim. You'd best start wrapping this up, unless
+183 you can find some fresh batteries. I seem to recall there's a vending
+183 machine in the maze. Bring some coins with you.
+184 Your lamp has run out of power.
+185 Please answer the question.
+186 There are faint rustling noises from the darkness behind you. As you
+186 turn toward them, the beam of your lamp falls across a bearded pirate.
+186 He is carrying a large chest. "Shiver me timbers!" he cries, "I've
+186 been spotted! I'd best hie meself off to the maze to hide me chest!"
+186 With that, he vanishes into the gloom.
+187 Your lamp is getting dim. You'd best go back for those batteries.
+188 Your lamp is getting dim. I'm taking the liberty of replacing the
+188 batteries.
+189 Your lamp is getting dim, and you're out of spare batteries. You'd
+189 best start wrapping this up.
+190 You sift your fingers through the dust, but succeed only in
+190 obliterating the cryptic message.
+191 Do you need help dealing with the ogre?
+192 Hmmm, this looks like a clue, which means it'll cost you 10 points to
+192 read it. Should I go ahead and read it anyway?
+193 It says, "There is a way out of this place. Do you need any more
+193 information to escape? Sorry, but this initial hint is all you get."
+194 There is nothing the presence of which will prevent you from defeating
+194 him; thus it can't hurt to fetch everything you possibly can.
+195 I'm afraid I don't understand.
+196 Your hand passes through it as though it weren't there.
+197 You strike the mirror a resounding blow, whereupon it shatters into a
+197 myriad tiny fragments.
+198 You have taken the vase and hurled it delicately to the ground.
+199 You prod the nearest dwarf, who wakes up grumpily, takes one look at
+199 you, curses, and grabs for his axe.
+200 Is this acceptable?
+201 This adventure is already over. To start a new adventure, or to
+201 resume an earlier adventure, please run a fresh copy of the program.
+202 The ogre doesn't appear to be hungry.
+203 The ogre, who despite his bulk is quite agile, easily dodges your
+203 attack. He seems almost amused by your puny effort.
+204 The ogre, distracted by your rush, is struck by the knife. With a
+204 blood-curdling yell he turns and bounds after the dwarves, who flee
+204 in panic. You are left alone in the room.
+205 The ogre, distracted by your rush, is struck by the knife. With a
+205 blood-curdling yell he turns and bounds after the dwarf, who flees
+205 in panic. You are left alone in the room.
+206 The bird flies about agitatedly for a moment.
+207 The bird flies agitatedly about the cage.
+208 The bird flies about agitatedly for a moment, then disappears through
+208 the crack. It reappears shortly, carrying in its beak a jade
+208 necklace, which it drops at your feet.
+209 The urn is now lit.
+210 The urn is now dark.
+211 You empty the bottle into the urn, which promptly ejects the water
+211 with uncanny accuracy, squirting you directly between the eyes.
+212 Your bottle is now empty and the urn is full of oil.
+213 The urn is already full of oil.
+214 There's no way to get the oil out of the urn.
+215 The urn is far too firmly embedded for your puny strength to budge it.
+216 As you rub the urn, there is a flash of light and a genie appears.
+216 His aspect is stern as he advises: "One who wouldst traffic in
+216 precious stones must first learn to recognize the signals thereof."
+216 He wrests the urn from the stone, leaving a small cavity. Turning to
+216 face you again, he fixes you with a steely eye and intones: "Caution!"
+216 Genie and urn vanish in a cloud of amber smoke. The smoke condenses
+216 to form a rare amber gemstone, resting in the cavity in the rock.
+217 I suppose you collect doughnut holes, too?
+218 The gem fits easily into the cavity.
+219 The persian rug stiffens and rises a foot or so off the ground.
+220 The persian rug draped over your shoulder seems to wriggle for a
+220 moment, but then subsides.
+221 The persian rug settles gently to the ground.
+222 The rug hovers stubbornly where it is.
+223 The rug does not appear inclined to cooperate.
+224 If you mean to use the persian rug, it does not appear inclined to
+224 cooperate.
+225 Though you flap your arms furiously, it is to no avail.
+226 You board the persian rug, which promptly whisks you across the chasm.
+226 You have time for a fleeting glimpse of a two thousand foot drop to a
+226 mighty river; then you find yourself on the other side.
+227 The rug ferries you back across the chasm.
+228 All is silent.
+229 The stream is gurgling placidly.
+230 The wind whistles coldly past your ears.
+231 The stream splashes loudly into the pool.
+232 You are unable to make anything of the splashing noise.
+233 You can hear the murmuring of the beanstalks and the snoring of the
+233 dwarves.
+234 A loud hissing emanates from the snake pit.
+235 The air is filled with a dull rumbling sound.
+236 The roar is quite loud here.
+237 The roaring is so loud that it drowns out all other sound.
+238 The bird eyes you suspiciously and flutters away. A moment later you
+238 feel something wet land on your head, but upon looking up you can see
+238 no sign of the culprit.
+239 There are only a few drops--not enough to carry.
+240 Your head buzzes strangely for a moment.
+241 (Uh, y'know, that wasn't very bright.)
+242 It's a pity you took so long about it.
+243 Are you wondering what to do here?
+244 This section is quite advanced. Find the cave first.
+245 Upstream or downstream?
+246 Wizards are not to be disturbed by such as you.
+247 Would you like to be shown out of the forest?
+248 Go east ten times. If that doesn't get you out, then go south, then
+248 west twice, then south.
+249 The waters are crashing loudly against the shore.
+250 %1 of them throw knives at you!
+251 %1 of them get you!
+252 One of them gets you!
+253 None of them hits you!
+254 Sorry, I don't know the word "%W".
+255 What do you want to do with the %L?
+256 I see no %L here.
+257 %C what?
+258 Okay, "%W".
+259 You have garnered %3 out of a possible %3 points, using %5 turn%S.
+260 I can suspend your Adventure for you so that you can resume later, but
+260 it will cost you 5 points.
+261 I am prepared to give you a hint, but it will cost you %1 point%S.
+262 You scored %3 out of a possible %3, using%5 turn%S.
+263 To achieve the next higher rating, you need %2 more point%S.
+264 To achieve the next higher rating would be a neat trick!
+264 Congratulations!!
+265 You just went off my scale!!
+266 To resume your Adventure, start a new game and then say "RESUME".
+267 Table space used:
+267 %6 of %6 words of messages %6 of %6 travel options
+267 %6 of %6 vocabulary words %6 of %6 locations
+267 %6 of %6 objects %6 of %6 action verbs
+267 %6 of %6 "random" messages %6 of %6 "class" messages
+267 %6 of %6 hints %6 of %6 turn threshholds
+268 To resume an earlier Adventure, you must abandon the current one.
+269 I'm sorry, but that Adventure was begun using Version%2.%1 of the
+269 program, and this is Version%2.%1. You must find the other version
+269 in order to resume that Adventure.
+270 A dark fog creeps in to surround you. From somewhere in the fog you
+270 hear a stern voice. "This Adventure has been tampered with! You have
+270 been dabbling in magic, knowing not the havoc you might cause thereby.
+270 Leave at once, before you do irrevocable harm!" The fog thickens,
+270 until at last you can see nothing at all. Your vision then clears,
+270 and you find yourself back in The Real World.
+271 Guess again.
+272 You're missing only one other treasure. Do you need help finding it?
+273 Once you've found all the other treasures, it is no longer possible to
+273 locate the one you're now missing.
+274 Sorry, but the path twisted and turned so much that I can't figure
+274 out which way to go to get back.
+275 Version 2.5 is essentially the same as Version II; the cave and the
+275 hazards therein are unchanged, and top score is still 430 points.
+275 There are a few more hints, especially for some of the more obscure
+275 puzzles. There are a few minor bugfixes and cosmetic changes. You
+275 can now save a game and resume it at once (formerly you had to wait a
+275 while first), but it now costs you a few points each time you save the
+275 game. Saved games are now stored in much smaller files than before.
+276 You don't have to say "go" every time; just specify a direction or, if
+276 it's nearby, name the place to which you wish to move.
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+18 145 146 147 148 149 150 151 152 153 154
+18 155 156 157 158 159 160 161 162 163 164
+18 165 166
+19 143
+20 8 15 64 109 126
+-1
+10
+45 You are obviously a rank amateur. Better luck next time.
+120 Your score qualifies you as a novice class adventurer.
+170 You have achieved the rating: "Experienced Adventurer".
+250 You may now consider yourself a "Seasoned Adventurer".
+320 You have reached "Junior Master" status.
+375 Your score puts you in Master Adventurer Class C.
+410 Your score puts you in Master Adventurer Class B.
+426 Your score puts you in Master Adventurer Class A.
+429 All of Adventuredom gives tribute to you, Adventurer Grandmaster!
+9999 Adventuredom stands in awe -- you have now joined the ranks of the
+9999 W O R L D C H A M P I O N A D V E N T U R E R S !
+9999 It may interest you to know that the Dungeon-Master himself has, to
+9999 my knowledge, never achieved this threshhold in fewer than 330 turns.
+-1
+11
+1 4 2 62 63
+2 5 2 18 19
+3 8 2 20 21
+4 75 4 176 177
+5 25 5 178 179
+6 20 3 180 181
+7 8 2 243 244
+8 25 2 247 248
+9 10 4 191 194
+10 1 4 272 273
+-1
+13
+8 3 -1
+11 2 -1
+13 -1 1
+14 1 -1
+15 2 -1
+16 -1 1
+24 6 -1
+31 4 -1
+33 3 -1
+36 -1 1
+38 -1 1
+41 1 -1
+47 -1 1
+48 -1 1
+49 -1 1
+1 229
+3 229
+4 229
+7 229
+15 230
+38 229
+64 230
+94 230
+95 231
+98 232
+109 230
+113 231
+115 233
+116 234
+123 235
+124 235
+125 236
+126 -237
+127 235
+168 -237
+169 249
+-1
+14
+200350 Tsk! A wizard wouldn't have to take 350 turns. This is going to cost
+200350 you a couple of points.
+300500 500 turns? That's another few points you've lost.
+501000 Are you still at it? Five points off for exceeding 1000 turns!
+1002500 Good grief, don't you *EVER* give up? Do you realize you've spent
+1002500 over 2500 turns at this? That's another ten points off, a total of
+1002500 twenty points lost for taking so long.
+-1
+0